Dungeons and Dragons Expert Hirelings Cost Table

Dungeons and Dragons Expert Hirelings Cost Table

From Dragon Magazine, issue 184 is this awesome table giving costs to add a variety of hirelings to your Dungeon and Dragon Games. This was made for Advanced Dungeons and Dragons, or Second Edition by today’s numbering. But it should still be fairly accurate for newer editions, or even other fantasy game systems.

NWPs, or “Non-Weapon Proficiencies,” were a way to add non-combat skill checks to AD&D. Just use a relevant skill from your preferred system.

Dungeons and Dragons Expert Hirelings Table

And for explanation of the professions in the table they included this blurb below:

Many of these expert NPCs must possess nonweapon proficiencies to perform their duties. Suggested proficiencies are listed with each entry. Also, the Reading/Writing skill is common at many courts; assume that these hirelings have that skill if their duties require any sort of record keeping or any of the “business” of running a court.

Also, for any of the occupations here that involve apprentices, lackeys, etc., the masters’ relevant ability should be higher than those of his assistants to reflect his expertise (although prodigies are always possible).

Expert Hireling NPC Types

Accountant: An accountant is a specialist scribe who does calculations for business and bookkeeping purposes. Any business enterprise requires an accountant. Very large holdings or departments require a team of accountants under a chief accountant, who receives double pay. All accountants possess the Reading/Writing nonweapon proficiency (NWP) and also have some skill at mathematics (what we consider basic math— no algebra, geometry, etc.).
Almoner: An almoner supervises the disbursement of gifts to charities and the poor. Almoners handle all the clerics, charity-collectors, beggars, mendicants, cranks, and reformers seeking money and favors who often approach wealthy characters. Almoners, like accountants, have skill at mathematics.

Artist: Artists are skilled in the production of fine statues, busts, murals, or paintings. A work of art takes from a few days to many weeks to create. A huge sculpture or decoration of a palace can take years to complete. A few artists are masters who can produce a masterpiece that will bring acclaim to the artist and his patron. Artists will possess the Artistic Ability NWP.

Astrologer/Soothsayer: Astrologers, soothsayers, diviners, and fortune tellers are common in many rulers’courts. In a magical universe, it is possible to make useful predictions on occasion. The accuracy of a prediction depends on the expertise of the astrologer; some may be charlatans. Fortunes are often given in cryptic forms, and are liable to be misinterpreted. These NPCs possess the Astrology NWP.

Attorney/lawyer: In urban areas, citizens may need legal advice about taxes, debts, rights, property, or inheritance. Rulers will need expert information on the cases brought before them. Lawyers can be kept on retainer and are also paid a daily fee while preparing or arguing a case in court. If a PC gains a sum of money from legal action, the lawyer will take 30-50%. Some lawyers are famous (5%), charging 5 to 10 times the normal fee, but can increase the chance of a favorable verdict at the DMs’ option. Attorneys all have knowledge of local laws and customs (treat as the Religion NWP, except the relevant ability is intelligence and it grants legal, rather than religious, information).

Bard/Storyteller/Minstrel: Every court needs a talented bard who can tell stories or sing and play music. History, legends, and poetry are passed down through the verses of bards, who are also the court composers. An NPC of this type may (if not a member of the bard adventuring class) exhibit the Artistic Ability, Musical Instrument, or Singing NWPs. Bards may also have some knowledge of history or languages.

Chamberlain: A chamberlain is the official in charge of a nobles’ household. The chief butler and master of the wardrobe report to him. Very large households require several chamberlains. Chamberlains will certainly make use of the Etiquette NWP and perhaps have the Heraldry skill as well.

Champion: A champion is a fighter who accepts challenges on behalf of kings or rulers who cannot fight themselves, or for mages and other characters who cannot engage in personal combat with fighters. Champions expect to be well rewarded after each victory. Create and equip an appropriate warrior NPC for this role.

Chaplain: Every estate or castle should have a chapel and chaplain for the religious needs of its inhabitants. Adventuring clerics usually dont’ have the time for such work, so an NPC cleric can be hired, as long as he gets the usual salary, upkeep, fees, tithes, assistants, and so on. Chaplains will possess the Religion NWP, and some may also have knowledge of history, languages, or areas of special interest to their deity.

Cook: A lords refinement is often judged by the excellence of his dinner table. A cook requires at least one lackey (apprentice) to assist him. Cooks have the Cooking NWP.

Court Announcer: The court announcer regulates daily business at a nobles’ court. He announces visitors, observes protocol, schedules appointments, supervises audiences, and keeps his eye on guests. Announcers will have both the Etiquette and Heraldry NWPs.

Dance Master: Dancing is a skill that is expected of every well-bred aristocrat. The dance master instructs the pages and damsels of the household in the rudiments of dancing and also teaches new dances to the court. Such instructors possess the Dancing NWP.

Doctor/Physician: Doctors are skilled in the treatment of wounds and disease. Although clerics in the AD&D game perform the functions of doctors, DMs could have “healers” who cure wounds and diseases with the Healing, and possibly the Herbalism, NWPs.

Entertainers: Entertainers include actors, mimes, jugglers, acrobats, wrestlers, puppeteers, dancers, knife-throwers, animal acts, etc. Entertainment is expected at important social gatherings. Performers can be hired individually or in teams of 2-16. When a company has six or more members, there is a 25% surcharge to pay for the impresario, drivers, and lackeys. Famous troupes of entertainers fetch 2-4 times normal prices. Most troupes should have members who exhibit many of the following skills: Dancing, Singing, Musical Instrument, Juggling, Jumping, Tightrope Walking, and Ventriloquism.

Equerry/Stable Master: An equerry is an official in charge of a stable. He oversees the horse trainers and grooms, buys and sells horses, buys fodder, and maintains the stable. An equerry is needed if a stable has 30 or more horses. Such an NPC will possess the Animal Training and Animal Handling NWPs for horses (or whatever mount is most common in the campaign).

Falconer: A falconer specializes in the care of falcons and hawks. One falconer can care for four birds. For every two additional birds, he requires a lackey. Falconers will have the Animal Handling and Animal Training NWPs appropriate to the type of birds used.
Gatekeeper/porter/doorwarden: The gatekeeper greets visitors, makes arrangements for their stay, and maintains the gates and drawbridges in good operating conditions. Such an NPC will have the Heraldry NWP and may possess some knowledge of drawbridges, gears, etc. (Engineering NWP).

Gentlemen- or lady-in-waiting: Gentlemen- and ladies-in-waiting are persons of noble birth who serve as assistants, companions, and bodyguards to a ruler. A minor noble might have 1-3 gentlemen-in-waiting; a king, up to 50. Such NPCs will possess a wide variety of NWPs, but Etiquette is mandatory.

Herald: Heralds are skilled in the usages of heraldry, diplomacy, and chivalry, and hence possess the Heraldry NWP. There is often a hierarchy of apprentices (pursuivants), heralds, and chief heralds at larger courts. Chief heralds receive five times normal pay and pursuivants earn one-half that of a herald.

Horse or Animal trainer: Animal trainers are skilled in the care, training, and breeding of animals. Normal training takes three months, with the trainer able to handle up to six animals. War training requires an additional three months, with three animals being the limit that can be trained at once. One horse trainer is needed to care for every 40 horses in a stable.

Hunting Master/Huntsmen/Houndsmen: A hunting master is necessary to make arrangements for and to lead a hunt. The hunting master supervises the huntsmen, all of whom have the Hunting NWP. Houndsmen exhibit Animal Training and Animal Handling skills for hunting dogs. Other common NWPs these NPCs could possess are Direction Sense, Fire-Building, Fishing, Riding Land-Based, Set Snares, Animal Lore, Survival, Tracking, or Weather Sense.

Jester: Jesters provide entertainment and keep themselves well informed of court gossip. They can give advice and defuse possibly hostile situations through humor. Jesters may also be skilled in magic-use and thieving. Jesters should have NWPs similar to those listed under “Entertainers.”

Librarian: A librarian is needed to organize and care for any large collection of books and scrolls. Librarians can maintain written records; read languages; identify authors, handwriting, dates and places of publication; and repair and restore damaged books. In addition to the Reading/ Writing NWP, librarians are often sagelike storehouses of information about history and languages.

Maid/Butler/Servants/Lackeys: Maids and butlers clean and care for buildings. A maid is needed for every eight apartments, and a butler for each large hall. The chief butler (major-domo) works with the chamberlain, head chef, steward, and master of the wardrobe to assure the smooth functioning of the household. These servants should have the Etiquette NWP.
Every castle requires a barber, who often doubles as a surgeon. Such an NPC may possess the Healing or Herbalism NWPs. Noblewomen may need a hair-dresser and seamstress, the latter of whom should possess the Seamstress/ Tailor NWP. Each carriage must have four coachmen, and a sedan chair requires four to eight footmen. Grooms are necessary to care for each one to four horses, and formal gardens require a gardener who may possess the Agriculture or Herbalism NWPs. The servant/lackey category also includes cupbearers, servers, chamber-valets, ushers, messengers, laundry women, etc. These types generally display few talents, though exceptions to the rule are always possible.

Master/Mistress of the Wardrobe: The master or mistress of the wardrobe is responsible for the care of a nobles’ clothing and private chambers. He or she also disburse the lords private funds for personal and miscellaneous expenses. Etiquette is an important skill for these NPCs, as is some skill at math.

Musicians: Musicians include flute players, lutists, drummers, horn-players, singers, bagpipers, harpers, fiddlers, etc. They are needed for balls, dances, masques, and the like. Musicians usually perform in groups of four to 12 members. If there are more than six musicians, they will be led by a music master who receives double pay. Five percent of musicians are virtuosos who perform alone and receive 10 times the normal pay. All musicians have the Musical Instrument NWP, possibly with multiple instruments (which would require multiple proficiency slots).

Nurse: Children of noble families are cared for by a nurse. Each nurse may look after up to four children.

Oratar/Rhetorician: Orators are professional speech makers. They may be hired to make speeches on a characters’ behalf, or may be hired on a monthly basis to teach oratorical skill. Each month a character takes oratory lessons (with several lessons a week), he receives a cumulative chance equal to his intelligence to receive Oratory skill, if he has a nonweapon proficiency slot available. Oratory skill gives a +20% reaction adjustment when making speeches in noncombat situations to those who can understand what the orator is saying.

Page/Squire: Leading noblemen or rulers often have dozens of pages and squires, as their vassals are eager to send their sons to be educated and learn chivalric skills. They serve as messengers, aides, and servants to lords and ladies, and they form a guard of honor. Pages are usually adolescents with little combat skill; squires are older and may be 1st-level warriors. Both pages and squires may also have some Riding, Heraldry, or Tailoring skill (for sewing torn tabards, etc.).

Poet Laureate/Court Chronicler/Writer: A poet composes verses for any subject or occasion, and a court chronicler records events and supervises the archives. They may be sent as envoys because of their knowledge of etiquette and diplomacy. All writers must possess the Modern Languages and the Reading/Writing NWPs; some may be members of the bard class.

Scholar/Professor/Philosopher: Scholars are specialized men or women of learning. They may answer questions as sages in one field with a -2 penalty that is cumulative with any other penalties, but they require only half the upkeep and pay of sages. Select appropriate fields of study for such NPCs, according to your campaigns’ background.

Scribe/Clerk: Scribes maintain records, copy documents, and take dictation. For every 100 soldiers in a fortress, one scribe will be required to assist the officers in making muster lists, payrolls, inventories, and in writing orders. Scribes might be needed to assist the seneschal, chamberlain, equerry, librarian, almoner, secretary, attorney, scholar, master of the wardrobe, etc. All scribes exhibit the Reading/Writing NWP.

Secretary: A secretary is a type of scribe who personally assists a ruler or noble in the day-to-day operations of his domain. The secretary is knowledgeable in administration, screens visitors, makes appointments, handles documents, channels communications, and supervises other clerks. The Reading/Writing NWP is important for this NPC, as is the Etiquette NWP and familiarity (knowledge) of the rulers’ interests, hobbies, etc.

Steward/Seneschal: A steward or seneschal is needed for every castle, business, estate, fief, or office belonging to a character that he does not personally supervise. Very large estates or fiefs will require several stewards, headed by a grand seneschal or chief steward. Stewards need a variety of skills, although a highly skilled staff is a great boon as well.

Teacher/Tutor: A teacher instructs children between the ages of six and 16. A teacher may have up to 12 students in a class. Teachers should have at least some of the following NWPs (though others are possible): Reading/Writing, Local History, Ancient History, Modern Languages, Ancient Languages, and Math.

Trumpeters/Drummers/Standard Bearers: Trumpeters and drummers are needed to play marches and fanfares at parades, tournaments, speeches, coronations, executions, and funerals. They also make signals in battles. Musical Instrument skill is essential.

A standard bearer is a soldier, usually a sergeant, who carries a lords insignia into battle to rally soldiers. Carrying a standard into battle requires no special skills, but an unusually large amount of bravery is helpful.

Bibliography
Bishop, Morris. The Middle Ages. American Heritage Press: New York; 1970.

Bloch, Marc. Feudal Society. University of Chicago Press: Chicago; 1961.

Dickens, A. G., ed. The Courts of Europe. McGraw-Hill: New York; 1977.

Tuchman, Barbara W. A Distant Mirror. Ballantine Books: New York; 1978.

RPG Tables: Random Outlaw and Bandit Band generator

RPG Tables: Random Outlaw and Bandit Band generator

Back to RPG Tables: Random Gangs and Guilds generators

These tables are good for creating random Outlaw gangs or Bandit bands. Examples of such is Robin Hood’s Band of Merry Men.

Roll d10 – The outlaw band’s primary “business” involves:
1. Poaching from the sovereign’s preserve or a prominent noble’s lands. (Roll on Random Poacher Band Generator)
2. Harboring fugitives.
3. Harassing government officials and nobles who pass along the road.(Roll on Random Robber Band Generator)
4. Robbing caravans carrying gems, precious metals, and exotic goods. (Roll on Random Robber Band Generator)
5. Holding up incoming or outgoing ships or wagons. (Roll on Random Robber Band Generator)
6. Smuggling drugs—smokeleaf, a hallucinogenic mushroom, sleepysalt, sharpsugar, etc. (Roll on Random Smuggler band generator)
7. Smuggling rare antiquities.(Roll on Random Smuggler band generator)
8. Smuggling stolen goods. (Roll on Random Smuggler band generator)
9. Smuggling living things (examples: exotic beasts, foreign harlots, fugitives, slaves, etc) (Roll on Random Smuggler band generator)
10. Serving as muscle for shady merchants and/or brothel-keepers.

Roll d10 – The outlaw band’s colors are:
1. Black.
2. Gold.
3. Forest green.
4. Bronze.
5. Tan / khaki.
6. Brown / beaver.
7. Dark grey / gunmetal.
8. Maroon.
9. Dark brown / chocolate.
10. Olive green.

Roll d12 – The outlaw band’s symbol is:
1. A skull.
2. An arrow.
3. A dagger.
4. A goblet.
5. The moon.
6. A star.
7. A snake.
8. A badger.
9. A spider.
10. A rat.
11. A wolf.
12. A bear.

Roll d12 – The outlaw band’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A member of a prominent family.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.
11. A devoted priest.
12. A well-known fugitive.

Roll d6 – The outlaw band’s members are primarily:
1. Out-of-work artisans.
2. Displaced peasants.
3. Desperate peasants.
4. Escaped slaves.
5. Combat veterans.
6. Foreign refugees.

Roll d8 – The outlaw band’s goals include:
1. Domination of the region’s trade.
2. Sabotage of the region’s trade.
3. Revenge against a rival band of outlaws.
4. Revenge against the region’s elite.
5. Rebellion against the region’s elite.
6. Equality and freedom for all.
7. A wealthy and peaceful retirement.
8. Violence to slake their bloodlust.

Roll d10 – Members of the outlaw band typically arm themselves with:
1. Wooden clubs.
2. Over-sized daggers.
3. Shortbows and arrows.
4. Longbows and arrows.
5. Daggers and crossbows.
6. Axes and knives.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Daggers and sling shots.

Roll d10 – The outlaw band’s headquarters is hidden in or near:
1. The residence of a prominent noble.
2. The village’s market square.
3. A wayside inn.
4. A tavern.
5. A brothel.
6. An old lighthouse.
7. An abandoned cabin.
8. A waterfall.
9. A cave.
10. A dense forest.

Roll d10 – The outlaw band is feared or respected by:
1. Ambassadors and tax collectors.
2. Merchants and peddlers.
3. Politicians and magistrates.
4. Guards and sheriffs.
5. Soldiers and warriors.
6. Nobles and wealthy travelers.
7. Knights and loyalists.
8. Peasants and farmers.
9. Priests and sages.
10. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A flashy earring ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A mask on the face.
6. A wide-brimmed hat.
7. A dragon tattoo on the forearm.
8. A flame tattoo around the arm.
9. A maniacal laugh.
10. Nothing
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.

RPG Tables: Random Assassins’ Guild Generator

RPG Tables: Random Assassins’ Guild

Use the following tables to generate a random Assassins’ Guild. Use this site for creating random names.

Back to Random Gangs and Guilds generators

Roll d20 – The Assassins’ guild’s symbol is:
1. A skull
2. An bloody eye
3. A flame
4. A dagger
5. A scythe
6. An arrow
7. A fish
8. A crow
9. A rat
10. A scorpion
11. A spider
12. A snake
13. A gem
14. Nothing
15. An Masked Face
16. Single Mountains
17. The Sun
18. Crossed twin daggers
19. A basilisk
20. A dragon

Roll d20 – The guild’s preferred method of execution is:
1. Ingested poison or allergic reaction.
2. Exposure to deadly (but not highly contagious) disease.
3. Contact poison applied to a weapon.
4. Arrow/bolt from range.
5. Knife in the chest or back.
6. Multiple stab wounds.
7. Slitting throats.
8. Gutting or eviscerating.
9. Flaying or scalping.
10. Beheading.
11. Strangulation.
12. Hanging.
13. Burying alive.
14. Drowning.
15. Boiling alive.
16. Throwing off a roof.
17. Acid (pouring or submersion).
18. Fiery explosion.
19. Burning alive.
20. Feeding to animals.

Roll d12 – Guildmembers typically arm themselves with:
1. Poisoned daggers, shortswords, or longswords
2. Throwing knives.
3. Daggers.
4. Serrated daggers.
5. Crossbows.
6. Axes and knives.
7. Bows and arrows.
8. Shortswords and crossbows.
9. Sickles and scythes.
10. Garrotes
11. Exotic blades or blowguns.
12. Bolas and poisoned projectiles.

Roll d6 – Guildmembers typically operate:
1. Alone.
2. In pairs.
3. In small groups (3-5 members)
4. By infiltrating an organization.
5. By impersonating a specific individual.
6. In plain sight.

Roll d6 – Guildmembers typically know:
1. Very few other guildmembers.
2. Several other guildmembers.
3. The details of the guild’s organization.
4. Nothing about the guild’s leadership.
5. The names of the guild’s leaders, though they’ve never seen any of them.
6. One of the guild’s leading members and no other guild members.

Roll d12 – The guild’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A well-known public figure.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.
11. A religious fanatic.
12. A veteran soldier.

Roll d8 – The guild’s goals include:
1. Expanding the client base.
2. Corrupting and influencing the politics of the city or region.
3. Eliminating a rival assassins’ guild in the same city or region.
4. Eliminating a rival assassins’ guild in a foreign city or region.
5. Intimidating the masses.
6. Instigating rebellion among the masses.
7. “Power behind the throne”
8. Wealth

Roll d8 – The guild refuses to take contracts to kill:
1. Women.
2. Young children.
3. Nobles and prominent citizens.
4. Priests and monks.
5. Peasants and poor folk.
6. Foreigners and travelers.
7. Members of the client’s family.
8. Fellow criminals.

Roll d8 – Guildmembers typically strike with:
1. Hit-and-run tactics.
2. Ambush tactics.
3. Diversionary tactics.
4. A precisely planned attack strategy.
5. A well-planned escape strategy.
6. The element of surprise.
7. Announcing their presence.
8. No thought of escape.

Roll d8 – Guildmembers typically time their attacks for:
1. Just after sunrise.
2. High noon.
3. Just after sunset.
4. Well into the night.
5. The toll of midnight.
6. After midnight.
7. The wee hours of the morning.
8. Just before sunrise.

Roll d20 – The guild’s headquarters is hidden in or near:
1. The residence of the leader or a senior guildmember.
2. An artisan’s shop or guildhall.
3. A merchant’s office.
4. A tavern.
5. A brothel.
6. A warehouse or shipyard.
7. A temple complex.
8. The city’s sewers.
9. The town hall.
10. An abandoned guildhall
11. An armory or barracks.
12. The residence of a wealthy individual or prominent citizen.
13. Abandoned keep or castle
14. Cave or crypt system
15. A Temple or Monastery
16. Warehouse or docks
17. Ship or other water vessel
18. Merchant Shop
19. Hidden Hut in Forest
20. Poor neighborhood

Roll d12 – The guild is feared or respected by:
1. Fishermen and sailors.
2. Beggars and orphans.
3. Merchants and moneychangers.
4. Nobles and rulers.
5. Politicians and magistrates.
6. Guards and sheriffs.
7. Soldiers and warriors.
8. Thieves and criminals.
9. Servants and slaves.
10. Priests and sages.
11. Women and children.
12. Other assassins.

Roll d12 – Distinguishing feature for an individual guild member:
1. A flashy earring.
2. Shiny leather boots.
3. A gold signet ring.
4. A dagger in each boot.
5. A mask covering the face.
6. A wide-brimmed hat.
7. A scar on the forearm.
8. A scar on the face.
9. A high-pitched laugh.
10. Nothing
11. Low-cut shirt.
12. Neatly trimmed mustaches.

Roll d12 – Distinguishing weapon for an individual assassin:
1. A blade with a gem embedded in the pommel.
2. A blade with soft leather tassels dangling from the pommel.
3. A blade with a carved hilt (made of ivory, jade, soapstone, ebony, mahogany, or oak).
4. A blade with a gently curved hilt.
5. A blade with beasts sculpted into the steel of the guard (dragons, lions, scorpions, snakes, spiders, or wolves).
6. A blade made of blackened steel.
7. A highly polished blade.
8. A blade with strange runes carved into it.
9. Arrows/bolts tipped with black steel.
10. Arrows/bolts with bronzed tips.
11. Arrows/bolts fletched with crow feathers.
12. Arrows/bolts fletched with peacock feathers.

Underdark (Lowerdark) Desolate Area Encounter Table

Underdark (Lowerdark) Desolate Area Encounter Table

Desolate areas are wild caves and tunnels that are not settled and generally do not support much in the way of wildlife or monsters. Much of the Lowerdark is desolate.

Aboleth
Aboleth slaver brood
Annihilator
Avolakia
Behir
Beholder
Beholderkin (deathkiss or gouger)
Bodak
Cloaker mob
Cloaker, shadowcloak elder
Cockroach, giant
Deepspawn brood
Delver
Desmodu
Dragon, mature adult deep
Dragon, mature adult copper
Dragon, very old black
Dragon, mature adult red
Dragon, mature adult shadow
Drow patrol
Duergar raiders
Earth Glider
Elder eidolon
Fiendwurm
Fomorian
Giant, stone
Gloura
Grimlock hunters
Gray render
Illithidae (any)
Kuo-tao war party
Lurker
Lurking strangler
Maur
Mind flayer (or slavers)
Mohrg
Nightshade (nightwing or nightwalker)
Ooze, elder black pudding
Phaerimm
Psurlon, elder
Purple worm
Roper
Roper, urophion
Rukarazyll
Shaboath (waters)
Spider, wraith
Stone flyer
Susurrus
Swarm, swamp strider (near lakes & rivers)
Teratomorph (usually in or near water)
Tomb tapper
Tunnel terror
Umber hulk, truly horrid
Underdark landwyrm
Wraith, dread wraith
Xorn, elder
Yrthak

Underdark (Lowerdark) Wilderness Encounter Table

Underdark (Lowerdark) Wilderness Encounter Table

Lowerdark wilderness areas are wild caves and tunnels that are not settled but still support significant wildlife or monsters.

Aboleth
Aboleth slaver brood
Annihilator
Avolakia
Behir
Beholder
Beholderkin (deathkiss or gouger)
Bodak
Cildabrin
Cloaker mob
Cloaker, shadowcloak elder
Cockroach, giant
Desmodu
Delver
Dragon, adult deep
Dragon, adult copper
Dragon, old black
Dragon, adult red
Dragon, adult shadow
Drider
Drider, vampire
Drow patrol
Duergar raiders
Deepspawn & spawn
Earth Glider
Fiendwurm
Fomorian
Giant, stone
Gloura
Grimlock hunters
Gray render
Hound of the gloom
Illithidae (any)
Knell beetle
Kuo-toa war party
Lurker
Lurking strangler
Maur
Mind flayer (or slavers)
Mindshredder (any)
Mohrg
Nightshade (nightwing or nightstalker)
Ooze, elder black pudding
Phaerimm
Phaerlock
Psurlon, elder
Purple worm
Roper
Roper, urophion
Rukarazyll
Spider, dread harpoon
Spider, shadow
Spider, wraith
Stone drake
Stone flyer
Stonesinger
Susurrus
Swarm, swamp strider (near lakes & rivers)
Teratomorph (usually in or near water)
Tomb tapper (thaalud)
Tunnel terror
Umber hulk, truly horrid
Underdark landwyrm
Wraith, dread wraith
Xorn, elder
Yrthak