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World of Warcraft Ultimate Guides

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Credits Introduction

Chapter 1: The Dangers of Being a Hero 10

Arcane nullifier X-21 10

Basilisk 11

Black ooze 12

Bloodpetal 13

Carrion grub 14

Cloud serpent 16

Core hound 17

Corrupted creature 19

Example: Fel orc 20

Crowd pummeler 9-60 20

Crypt fiend 22 Example: Nerubian worker crypt fiend 24

Darkhound 24

Dinosaur 25

Devilsaur 25

Diemetradon 27

Pterrordax 28

Stegodon 29

Threshadon 30

Dire animals 31

Dire ape 31

Dire bat 32

Dire bear 32

Dire boar 33

Dire condor 34

Dire hyena 34

Dire lion 35

Dire Gargoyle 36

Doomguard 37

Dragons 39

Black dragon 40

Bronze dragon 42

Green dragon 44

Red dragon 46

Dragonspawn 48

Dreadlord 50

Dwarf, Dark Iron 51

Elementals 53

Air elementals 54

Earth elementals 56

Fire elementals 58

Lava elementals 60

Water elementals 61

Elf, blood 64

Elite creature 66

Example: Dark Iron rifleman 66

Entropic beast 67

Felguard 68

Felhound 70




Example: Ghostly warrior

Ghoul Giant, frost Giant, molten Giant, sea Gnoll

Gnome, leper Golem

Harvest golem








Example: Human lich Makrura Mana surge Mechanized animal

Example: Mechanostrider


Obsidian destroyer Obsidian statue Primal ooze Quilboar Risen

Example: Risen warrior Rock borer Satyr Scorpid Shade Silithid Reaver Swarmer

Wasp Skeletal creature

Example: Skeletal warrior Succubus Swarm

Bat swarm Rat swarm Tar beast Thistleshrub Timberling Trogg Troll, ice Voidwalker Wendigo

74 76 76

80 82 83 85

88 89

98 101

105 108

110 111

116 117

120 121 122

126 127 129

133 135

138 140

World Warcraft Makrura Prawn


Withered creature

Example: Rot Hide gnoll

Worg Worgen Wraith Zombie

Example: Human zombie

146 148 148 150

Archaedas, Stone Guardian of the Vault 151

Balnazzar 152

Baron Geddon 154

Baron Rivendare, Death Knight of Stratholme 156

Drakkisath, General of Nefarian's Armies 158

Garr 159

Kel'Thuzad, Lich Lord of the Plaguelands Lady Onyxia, Mistress of the Black Dragonflight Lord Kazzak

Mekgineer Sicco Thermaplugg Nefarian (or Lord Victor Nefarius), Lord of Blackrock Spire

Chapter 4: Monsters as Characters

. 5: Types, Subtypes, and Aôilitiej . 6: Awarding Experience Points Appendix 1: Monsters and Magic

161 164 166 168

170 173 178 185

This book has a huge number of monsters for use in your World of Warcraft RPG game. Within these pages, you can find creatures to challenge heroes of every stripe and level of expertise, from massive, raging core hounds to skulking kobolds, from a raven that a mage might use as a familiar to the mighty demon Lord Kazzak. They're all here in this book.

The Monster Guide is organized into the following chapters:

ChapteR One:

The Dangers oF Being a Hero

This chapter is enormous, making up the bulk of the book. It includes those "standard" monsters heroes might encounter throughout the world — and beyond. Each description contains specific information. The chapter is organized alphabetically, beginning at arachnathid and ending with zombie.

For details on reading the entries, see "Knowing Your Monsters," below.

Chapter Two: Villains

This chapter includes 15 of the most infamous and deadly villains on Azeroth: Archaedas, Balnazzar, Baron Geddon, Baron Rivendare, Garr, General

Other Sources for Monsters

Several other books in the World of Warcraft RPG line also include monsters. If you can't find a monster here, you might try checking one of these books:

Lands of Mystery: Blue dragon and dragonspawn, magnataur, murloc, and nerubian.

Alliance Player's Guide: Ancients, avatar of vengeance, battle ram, chimaera, dire cobra, dragonhawk, dryad, faerie dragon, gryphon, heavy warhorse, hippogryph, keeper of the grove, nightsaber and frostsaber panthers, stone giant, treant, and wisp.

Horde Player's Guide: Abomination, banshee, centaur, forest troll, bat, giant bat, and vampire bat, kodo beast, ogre, ogre mage, quilbeast, raptor, salamander, spirit beast, thunder lizard, wolf, giant wolf, and dire wolf, and wyvern. j

Dark Factions: Arachnathid, clockwerk goblin, couatl, chromatic dragon, dragon turtle, hobgoblin, makrura prawn, mur'gul, nerubian spiderlord, pandaren, snap dragon, spiderling swarm, tube wyrm, and tuskarr.

Drakkisath, Kel'Thuzad, Lady Onyxia, Lord Kazzak, Mekgineer Thermaplugg, and Nefarian. If your heroes are particularly unlucky, they may cross paths with one or more of these individuals.

I know what you're going to say: "My favorite guy isn't on that list!" Well, I'm sorry. We didn't have room in the book to include all the villains we wanted to, so I had to make some hard choices.

ChapteR ThRee: Improving MonsteRs

Many monsters in the World of Warcraft computer games are simply tougher versions of weaker monsters — they look similar, but are hardier and might possess additional abilities. You can perform the same sort of advancement in the World of Warcraft RPG using the guidelines presented in this chapter.

ChapteR Four: MonsteRs as ChaRacteRs

Some players enjoy playing monster heroes. This chapter provides the information to create unique monster characters, whether heroic or villainous. This chapter also contains several new feats that are particularly appropriate for monster characters; that involve monsters, such as Craft Construct; or that apply to one or more of the villains in Chapter 2. (This chapter also includes the magic items that those villains wield.)

ChapteR Five: *

MonsteR Types, Subtypes, and Abilities

Monsters possess a wide array of strange and frightening abilities, and this chapter details them all, as well as the traits and features of the various monster types. (For instance, what does it mean to be a fey?) You might think of this section as a glossary; when a monster's description includes an ability that isn't detailed in its description, you should turn to Chapter 5 to find out what that ability does.

ChapteR Six:

Awarding Experience Points

Heroes advance in levels by gaining experience points (XP). This chapter provides guidelines and rules for handing out XP based on the power of the monsters the heroes defeat.

Appendix One: MonsteRs and Magic

Several spells deal with monsters, notably summon monster, summon nature's ally, and summon undead, as well as a few others such as create undead. In the WoW RPG book, those spells assumed that players could consult the original Manual of Monsters. ♦♦ which was printed before this book existed.

Manual of Monsters

This book revises the material in the Manual of Monsters to conform to the new rules set forth in the World of Warcraft RPG book. It also includes many new monsters that appear in the World of Warcraft computer game and did not exist when we designed the Manual of Monsters.

Any information in this book replaces that in the Manual of Monsters where the two sources differ (i.e., when a monster or villain appears in both places, the information in this book trumps that in the old). This caveat holds true across the Warcraft RPG board — the most recently published information is always the correct version.

This appendix provides the information you need to use the sp ells listed above, including ne w tables for the summon spells. It also includes updated rules for the warlock's fel companion arcana and the mage's call elemental arcana, so that they function properly with the monsters presented in this book .

This second appendix includes a list of all the monsters in this book (and those from other sources, such as the Alliance Player's Guide), organized by Challenge Rating, so you know the right creatures to challenge your players. This appendix also includes monsters listed by type and subtype.

This book has a lot of monsters. So many, in fact, that they didn't all fit in the book. Log on to www.warcraftrpg. com for dozens more pages of monsters — animals and vermin.


This section contains the animals one might find wandering around Azeroth. Some are dangerous, such as bears and giant snakes; others, like sheep and lizards, are (usually) not. This section of the web extras contains the statistics for the creatures that arcanists can take as familiars and for the creatures that druids and hunters can take as companions.

Note that Chapter 1 includes some creatures that are actually animals — notably dinosaurs and dire animals — placed among the monsters because they are particularly large and dangerous, at least as much like monsters as they are animals.


The second part of the web extras contains the statistics for various dangerous arthropods, generally giant insects and arachnids, including monstrous scorpions, monstrous spiders, and giant scarabs.

A number of statistics describe the monsters in this book (and other books). Each monster description contains the following information.


The monster's name appears at the top of the description. Some monsters are known by other names as well.

Size, Type, and Subtype

The line beneath the monster's name tells you the monster's size as well as its type and subtype. For example, the imp description reads "Tiny Outsider (Demon, Evil, Extraplanar)." This means that imps are Tiny creatures, that they are of the outsider type, and that they possess the demon, evil, and extraplanar subtypes. The creature's size affects several statistics, notably attack bonus, AC, and its grapple modifier, as described in WoW RPG, Chapter 12: Combat, "Combat Statistics."

Every creature has a type, and many have one or more subtypes. See Chapter 5: Monster Types, Subtypes, and Abilities for details about these things. See the Monster Charts in Appendix 2 for a list of monsters by type and subtype (including monsters in this book and from Lands of Mystery, Alliance Player's Guide, Horde Player's Guide, and Dark Factions).

Hit Dice and Hit Points

All monsters in this book have average hit points for their Hit Dice; of course, individual monsters may have more or fewer hit points, but generally their hit points are average.

A monster's type (and/or class, in some cases) determines its Hit Die size.


A monster's bonus to initiative is usually equal to its Agility modifier; some monsters improve this bonus with the Improved Initiative feat.


This entry provides the monster's base land speed, both in feet and in number of squares on a combat grid (assuming one square equals 5 feet). Some monsters have other movement modes, such as burrow, climb, fly, or swim; these speeds also appear here.

This entry includes the monster's AC, including its touch and flatfooted AC values, as well as the calculations that determine those numbers.

Base Attack/Grapple

A monster's type (and/or class, in some cases) determines its base attack bonus, provided here. You'll rarely need to know the monster's base attack bonus, but it can be useful for feats such as Power Attack.

A monster's grapple bonus equals its base attack bonus + Strength modifier + special size modifier.

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