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TSR Games
POB 756
LAKE GENEVA, Wl 53147
PRINTED IN U.S.A.
TABLE OF CONTENTS
Introduction • 2ttttlttTTtt
Assassins 4
Bards 5
Clerics 6
Druids 8
Fighters 10
Illusionists 13
Magic-users 14
Monks 16
Paladins 23
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Rangers 24
Thieves
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Sages 28
OLevel Characters 28
Caravans 29
Pilgrims 32
Liches 36
Dungeon Parties 36
Personalities 39
THE ROGUES GALLERY is intended as a playing aid for ADVANCED DUNGEONS ft DRAGONS™ to assist the Dun-
geon Master in creating Non-player Characters (NPC's). In it are statistics, combat information, and special skills
for all classes of characters, along with notes on appearance, personality, and magic items. Use of this booklet
will allow the DM to completely detail all information about randomly encountered characters in a much shorter
time than is otherwise required.
Also included in these charts are details on some monsters and groups of men which often prove time-consuming
to create. These are liches, couatl, ki-rin, shedu, sages, city guards, city watches, border patrols, caravans,
pilgrims, bandits, buccaneers, and dungeon parties. When such monsters or groups are randomly encountered,
these sections may be consulted to give information such as spells, composition, magic items, or level.
Some of the information presented in each section varies according to the class or monster presented and will be
explained in the introduction to that section. Much information remains constant and is explained below.
RA: This lists the race of the character. The abbreviations are as follows:
SX: This indicates the sex of the character — male (M) or female (F).
AL: Alignments are abbreviated by the first letters of the type (i.e. lawful good is LG).
ST, IN, Wl, DX, CN, CH: These are the character statistics of strength, intelligence, wisdom, dexterity, constitution
and charisma. They have already been adjusted for race and sex. Exceptional strength percentages are listed
after the slash.
LV: The level of characters in general does not exceed 13 throughout this booklet. This is intentional, as
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characters of higher level should be personally created and designed by the DM.
HP: This is the number of hit points, and has already been adjusted for constitution.
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AC: This represents the base armor type worn or possessed by the character. This figure is not adjusted for
dexterity or any magical devices.
+ H: Adjustments on the chance to score a hit are listed here. These adjustments are due to strength and do not
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take into account bonuses vs. specific creature types or those given by magical weapons.
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+ D: Extra damage done due to strength or, in some cases, special abilities is noted here. This does not include
extra damage due to magical weapons or devices.
DB: The Dexterity Bonus (DB) is the defensive adjustment made to the armor class of the character. In most cases,
this will serve to lower the AC of the character.
SB: The saving throw bonus (SB) is the adjustment given for high or low wisdom scores and applies only to mental
attacks or influences on the character. However, some non-humans receive a constitution bonus that affects other
types of saving throws — those vs. poison and magic. Since the 2 adjustments may or may not be used at once,
they have been written individually — wisdom first, then constitution. None of these saving throw bonuses take into
account possible magical devices.
R/AT: The reaction/attacking adjustment applies only to missile weapons and to adjustments on the surprise die. It
is not modified in any way for magical devices.
AG, AP, PO, SA, GT: All of these categories deal with the personality of the character. The abbreviations stand for
Age (AG), Appearance (AP), Possessions (PO), Sanity (SA), and General Tendencies (GT). Information on these and
more appears on pp. 100-101 of the DUNGEON MASTERS GUIDE. The tables for each of these characteristics are
given below.
Age Appearance Possessions
1. Young 1. Dirty 1. None
2. Youthful 2. Clean 2. Scant
3. Youthful 3. Unkempt 3. Scant
4. Mature 4. Immaculate 4. Average
5. Mature 5. Rough 5. Average
6. Mature 6. Ragged 6. Average
7. Mature 7. Dandyish 7. Average
8. Middle-aged 8. Foppish 8. Above average
9. Old 9. Non-descript 9. Exceptional
10. Ancient 10. Imposing 10. Superabundant
Sanity General Tendencies
1. Very stable 1. Optimist 13. Precise/exacting
2. Normal 2. Pessimist 14. Perceptive
3. Normal 3. Hedonist 15. Opinionated/contrary
4. Normal 4. Altruist 16. Violent/warlike
5. Normal 5. Helpful/kindly 17. Studious
6. Normal 6. Careless 18. Foul/barbaric
7. Neurotic 7. Capricious/mischievous 19. Cruel/callous
8. Unstable 8. Sober 20. Practical joker/prankster
9. Insane 9. Curious/inquisitive 21. Servile/obsequious
10. Maniacal 10. Moody 22. Fanatical/obsessive
11. Trusting 23. Malevolent
12. Suspicious/cautious 24. Loquacious
# of H: In some instances, it may be useful to know the number of henchmen a character might have with him.
Henchmen may be assigned when creating dungeon parties or when encountering high-level characters. The
morale of such henchmen is dependent to a great deal on the events of the moment and they are more likely to
flee a bad encounter than their master is.
Ml: This section, for magic items, has been purposely left sketchy and incomplete, as it is the DM's decision that
matters about such things. Abbreviations used here are: S — sword; A — armor; SH — shield; P — potion; SC —
scroll; R — ring; W — wand, staff, or rod; OW — other miscellaneous weapon; M — miscellaneous magic item.
These tables may be used in many ways — for determining random encounters and hirelings — but careful
judgment is recommended at all times. If any information does not suit the campaign or the DM's personal tastes,
it should be changed. However, changes in statistics may result in necessary changes elsewhere in the
character's information, so care should be taken to check all listings for that character.
As characters from these tables are used in random encounters, it may prove useful to make a mark in pencil to
remind the DM of its previous use. If a character is killed, some DM's may wish to cross out the entire character.
This, however, is not advised. If a character is used often as a hireling, the DM may wish to transfer the information
here to a complete sheet. The AD&D NON-PLAYER CHARACTER RECORDS from TSR are ideally suited for this.
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Clever use of this playing aid can greatly assist a DM and speed the game, making it even more enjoyable for all
involved.
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BARDS
The use of bards in a campaign is optional and therefore only 20 are listed. Since they combine the skills of
fighters, thieves and druids, certain information for each class is presented here. The F/L, T/L, and B/L refer to their
levels as fighters, thieves, and bards respectively. Thieving percentages given here are, as before, adjusted for
race and dexterity. Their chance for charming with their music (CP) is listed as a percentage. In those cases where
armor class 5 is listed, this is due to the possession of magical chain mail and the final armor class (after adjust-
ments for magical bonuses) will actually be lower. However, the DM may opt to change their magical chain mail
to leather armor.
ST IN Wl DX CN HP AC SL DB SB #AT MS HS CP AG AP PO SA GT #H Ml
15 13 16 16 10 16 30 10 D1 - 2 + 2 1/1 x3 +1 47 42 15 6 5 4 6 13 -
H M LN 16 16 18 17 14 18 8 D3 +1 - 3 + 4 3/2 x3 +2 60 48
H M NG 18100 15 17 17 12 18 8 D1 +6 - 3 + 3 3/2 x3 +2 60 48
V2E M N 16 14 17 17 10 18 6 5 D1 +1 - 3 + 3 1/1 x3 +2 67 59
H F N 18/12 12 15 17 14 15 5 8 D2 +3 - 3 +1 1/1 x3 +2 52 42
H M NE 17 14 18 15 15 15 6 8 D2 +1 - 2 + 4 1/1 x3 47 37 24 10 10 - S
H M N 16 15 17 17 12 15 6 8 D4 +1 - 3 + 3 1/1 x3 +2 67 54 42 6 3 1-2 R
H F LN 18/50 12 18 18 13 16 8 D4 +3 - 4 + 4 3/2 x3 +3 72 59 42 9 4 1-2
H M LN 18/24 16 18 15 11 D4 +3 - 1 + 4 1/1 47 37 42 8 1-2 A
H M NE 15 13 16 18 11 D1 - 4 + 2 1/1 x3 +3 75 72 59 20 - A,S
M N 17 14 16 18 12 56 10 D2 - 4 + 2 1/1 75 72 59 24
M N 17 17 15 15 13 34 8 D2 - 1 +1 1/1 65 62 49 20
M LN 15 12 17 18 11 44 8 D2 - 4 + 3 1/1 x3 +3 75 72 59 20
M NG 17 12 18 17 10 +1 - 3 + 4 3/2 60 52 37 15 10
F LN 16 12 17 15 11 +1 - 1 + 3 3/2 60 55 43 32 4
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M NG 18/51 12 17 17 14 39 10 D1 +2 +3 - 1 + 3 3/2 60 52 42 15 5
en M N 17 12 17 16 12 63 m +1 +1 55 43 32 4
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V2E M NG 17 13 15 15 12 69 +1 +1 - 1 +13/2 55 47 34 10
H M CN 18/72 14 15 16 12 67 8 D4 +2 +3 - 2 +1 3/2 55 43 42 10 1-2 M,W
H F N 16 13 18 16 12 +1 - 1 + 4 1/1 47 37 20 2 - A, S, W
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