Sample file Found Folio

Volume One

A Compendium of Monsters for OSR Games

Taken from 3rd Edition Sources

Sample file A Adaro FREQUENCY: Uncommon Aatheriexa NO. APPEARING: 1,2-6(hunting party), 7-12 (tribe) ARMOR CLASS: 5 (Descending) or 15 (Ascending) FREQUENCY: Very Rare MOVE: 3"/Swim 18” (Classic) or 10'/Swim 50' (Neo) NO. APPEARING: 1,2, or 3-18 (pack) HIT DICE: 4 ARMOR CLASS: 2 (Descending) or 18 (Ascending) % IN LAIR: 35% MOVE: 3"/Fly 21”(b) (Classic) or 5'/Fly 50'(good) (Neo) TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, HIT DICE: 13 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% % IN LAIR: 35% 1d4 jewelry, 10% 1 sword, armor, misc. weapon) TREASURE TYPE: R (40% 2d4x1000gp, 50% 1d6x100pp, NO. OF ATTACKS: 1 55% 4d8 gems, 45% 1d12 jewelry) DAMAGE/ATTACK: By weapon + 4 NO. OF ATTACKS: 1 SPECIAL ATTACKS: Poison Use DAMAGE/ATTACK: 3-18 SPECIAL DEFENSES: None SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral Evil INTELLIGENCE: Sub-Genius SIZE: M (7' tall) ALIGNMENT: Neutral Evil L/XPV: 2/60+4/hp( 125) xp SIZE: M (6' tall) L/XPV: 8/2750+18/hp (3900) xp Adaro are shark-human hybrids, more human than shark, roughly 7' tall (or long) and weighing 250 lbs. Aatheriexas are a tangle of thin, tentacle-like eyestalks floating in the air, their innumerable unblinking eyes Malevolent denizens of the waters, adaros are among each projecting an air of cruelty. They were once a race the fiercest hunters of the seas. They are known and of conquerors and slavers, but since the destruction of feared by sailors as well as by common folk who just their homeworld, the survivors have wandered the happen to live near the ocean. Many have witnessed a cosmos. Exceedingly cruel, they find perverse pleasure fellow sailor or fisher suddenly go rigid, a poisoned in tormenting those they capture, using them as spear jutting from his guts, only to fall into the water disposable bodyguards or subjecting them to sadistic and be taken by the adaro responsible for the assault. magic experiments. Strictly carnivorous, adaros feed upon their victims Although they have many tentacles, they may only almost immediately after slaying them. Their brutally attack one target per round. If they attack roll is 18 or sharp teeth cut through bone almost as easily as higher (and is a hit) the tentacles have grabbedSample the through file flesh, and their powerful digestive systems are target and do an additional 3-18 damage that around capable of handling most organic matter. Adaros usually and every additional round until either is dead. eat once every couple of days, gorging on meals half (Optionally, a bars/lift gates/feat of strength will their weight. let a character free himself from its grasp). Adaro generally use spears or tridents, doing an extra 4 Furthermore, the tentacles secrete a poison which damage due to strength. They also tip their weapons induces weakness in its victims. If hit by an aatheriexa, with poison taken from a fish which causes paralysis for a saving throw (vs poison or fortitude) must be made 2-5 rounds on a failed save (vs poison or fortitude) and on a failure the victim has a -2 penalty to hit and damage for 2d12 turns (20 – 120 minutes).

Although not magic-users per se, they can cast a small number of spells (at 13th level): charm monster, dispel magic, and lightning bolt 3 timer per day

An aatheriexa's fleshy pink center is roughly 2 feet in diameter, and features a maw of gnashing teeth. Its grasping eye-tentacles hang down like the leaves of a weeping willow and extend its effective diameter to 5 feet. Aatheriexas weigh approximately 150 pounds.

1 Adlet Ahkhat FREQUENCY: Rare FREQUENCY: Very Rare NO. APPEARING: 1,2, or 3-18 (pack) NO. APPEARING: 1 ARMOR CLASS: 1 (Descending) or 19 (Ascending) ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 15" (Classic) or 40' (Neo) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 10 HIT DICE: 4+4 % IN LAIR: 35% % IN LAIR: 100% TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 TREASURE TYPE: None sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, NO. OF ATTACKS: 1 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) DAMAGE/ATTACK: 1-8(slam)/1-8(slam) NO. OF ATTACKS: 1 SPECIAL ATTACKS: None DAMAGE/ATTACK: By weapon + 6 or 1-6(bite)+1-6(cold) SPECIAL DEFENSES: None SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Average SIZE: S (4' tall) ALIGNMENT: Chaotic Neutral L/XPV: 2/90+5/hp (200) xp SIZE: M (6' tall) L/XPV: 6/900+14/hp (1530) xp Ahkhats are a small form of earth elemental who are bound into a stone or earthen structure to act as Adlets are humanoid arctic wolf creatures, standing six caretaker. They generally will not prevent people from feet tall and weighing 250 lbs. exploring or even looting a place, but will intervene to prevent any damage to their structure, including its Adlets are cunning hunters of the arctic wilds. Tall, furnishings. sinewy, nimble, and very quick, they see themselves as the true inheritors of untamed arctic lands, and are Although they have limited combat ability, they can offended by any other humanoid species that attempts open and close any door or window in their home at to settle in such regions. Although not normally evil, will, as well as move small objects around, giving the adlets are very aggressive and warlike. They also have impression there is an poltergeist. Once per day they no social taboo against cannibalism, and their practice may completely repair one object or interior feature of eating their dead rather than burying them only similar to a mending spell. further builds misconceptions about their morality. Ahkhats are bound and attuned to their structures via a Deeply religious, adlets worship the power and cruelty special keystone, usually a heavy stone block. The of nature, seeing divinity in the lash of the blizzard'sSample keystone file must be part of a structure's foundation or wind, the ferocity of the polar , and the immensity cornerstone, or an actual keystone within an arch. The of the towering iceberg. Many become oracles or druids, keystone is typically carved with an icon of a humanoid but all adlets know their place in the natural world. One figure, beneath which is written the ahkhat's name. in every dozen adlets is a shaman: an adlet with 10th Anyone in possession of or touching the keystone who level druid spell casting abilities. speaks the name can attempt to compel the ahkhat to do his will, including forcing the ahkhat inside the Adlet's have 18/00 strength and generally wield spears keystone to accept residence in a new structure, though or halberds. They may instead bite for 1-6 damage plus ahkhats moving to new buildings prefer to have their an additional 1-d6 cold damage. original stones moved as well.

They speak common and their own dialect of Gnoll.

2 Ahool Akaname FREQUENCY: Very Rare FREQUENCY: Rare NO. APPEARING: 1 or 2 NO. APPEARING: 1,2, or 3-8(cult) ARMOR CLASS: 2 (Descending) or 18 (Ascending) ARMOR CLASS: 7 (Descending) or 13 (Ascending) MOVE: 9"/Fly 24”(c) (Classic) or 20'/Fly 60'(average) (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 12 HIT DICE: 2 % IN LAIR: 40% % IN LAIR: 25% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, TREASURE TYPE: O (25% 1d4x1000 cp, 20% 1d3x1000 sp) 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, NO. OF ATTACKS: 1 10% 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) DAMAGE/ATTACK: 1-6(tongue) NO. OF ATTACKS: 4 SPECIAL ATTACKS: Disease DAMAGE/ATTACK: 3-18(bite)/2-12(claw)/2-12(claw)/1-8(tail) SPECIAL DEFENSES: None SPECIAL ATTACKS: Rend MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Low SIZE: S (4' tall) ALIGNMENT: Neutral Evil L/XPV: 1/20+2/hp (40) xp SIZE: L (12' tall) L/XPV: 8/2000+16/hp (2800) xp Akanames, or filth lickers, are grotesque beings that resemble dirty goblins with long tongues dragging all Ahools are an ancient, primitive species resembling a the way to the ground. They live in sewers and dank cross between giant bats and apes. These savage caves. At night, they creep into humanoid settlements predators make their homes in jungle regions, typically in search of their favorite food: the grime that near the sites of ancient ruins. Some believe these ruins accumulates in abandoned or unwashed houses. They once belonged to whatever society created ahools, are especially fond of the filth in unsanitary baths and while others hold that the beasts caused the collapses toilets. Akanames are shy and avoid humanoids, but of those civilizations. Though an ahool cannot speak, it dislike being disturbed while they feed, and are known understands the dominant language in whatever region to attack individuals who get up to relieve themselves in it inhabits. Ahools bully other indigenous intelligent the dark of night. creatures into placating them with offerings of food and treasure, particularly gems, which the creatures covet. Most akanames are solitary scavengers, claiming a single town or city borough as their territory. Akanames Ahools prefer hunting at night. They favor the flesh of hold an almost religious reverence for otyughs, and the intelligent creatures but will eat just about anything if presence of one of the massive aberrations can attract food is scarce. Ahools' large, fanged mouths areSample their several file akanames to a single location. During their most dangerous weapons, allowing the beasts to quickly nightly feedings, zealous akanames gather filth to bring incapacitate victims by crushing their spines before back as offerings to their otyugh. In addition to serving carrying them off. Ahools also attack with their clawed as an object of worship, the otyugh also provides hind legs and barbed tails, and pay little regards to protection for the akanames' communal lair. their own wounds, leading many to believe that ahools do not feel pain the way normal creatures do. Akanames resemble goblins with warty, reddish-brown skin and greasy, often patchy black hair. Their fingers If both claw attacks hit, then the target takes 2-12 and toes are broad like those of a house gecko, allowing extra rend damage. them to cling to nearly any surface. Their joints bend in multiple directions, enabling them to wriggle through Ahools have no organized society, and are mostly tight spaces. Akanames stand 3 feet tall when erect, solitary hunters. They can live for centuries, but rarely but they most often move about on all fours. breed. Fights are common between the fiercely territorial female ahools, particularly when it comes to An akaname's most distinctive feature is its grotesque attracting wandering males as mates, though such tongue, which is as long as the creature is tall. confrontations rarely result in the death of either Akanames drag their tongues along the ground to lick participant. Mated pairs stay together for as long as a up filth, but they can also use them to manipulate female ahool is pregnant. After the birth, young ahools objects or bludgeon their opponents. The filth an are left to fend for themselves, and the mated pair akaname eats collects in the folds and grooves of its immediately disbands. tongue, making it an effective carrier of disease, inducing disease as per an otyugh (typhus). A typical adult ahool stands 12 feet tall with a 20-foot wingspan, and weighs 750 pounds. Its barbed tail can A rare few akanames grow to be human size, having 4 reach up to 6 feet in length. Ahools' fur ranges from a hit dice deep black to gray, with a few rare cases of completely white or golden coloring.

3 Akata An alraune relies on its supernaturally soothing odor to FREQUENCY: Very Rare render enemies incapable of making hostile acts against NO. APPEARING: 1,2, or 3-18 (pack) it—even if the alraune attacks a foe, its calming scent ARMOR CLASS: 7 (Descending) or 13 (Ascending) can wipe away any thoughts of violence from its prey. MOVE: 15" (Classic) or 40' (Neo) At rest, an alraune appears to be merely a large thorny HIT DICE: 2+2 plant with a single enormous and brightly colored flower % IN LAIR: 35% at its center. TREASURE TYPE: Q (50% 1d4 gems) NO. OF ATTACKS: 3 When an alraune attacks, its thorny vines lash out and DAMAGE/ATTACK: 2-7(bite)/1-3(tentacle)/1-3(tentacle) its flower blooms, revealing an attractive, green- SPECIAL ATTACKS: Infection skinned humanoid form within. An alraune's apparent SPECIAL DEFENSES: Vulnerable to salt water gender can vary even from encounter to encounter, for the plant can reshape its humanoid portions as it MAGIC RESISTANCE: Standard desires to increase the likelihood of setting its victims at INTELLIGENCE: Animal ease. Regardless of the plant's apparent gender, it is ALIGNMENT: Neutral itself asexual and reproduces (typically once or twice SIZE: M (6' longl) per decade) by budding a single offspring over the L/XPV: 1/28+2/hp (50) xp course of a spring season.

Akatas resemble blue lions, but with a mane of Despite their appearance, alraunes are quite mobile tentacles, a flat face and no ears, and having two tails. (capable of walking almost like a spider upon their They hail from a dead world, destroyed in a cataclysm numerous long roots and thorny vines). They hunt by that reduced their planet to rubble, spreading asteroids using commune with nature to locate potential prey, across the universe. Unfortunately for the universe, the preferring humanoid flesh over all others. When an akatas survived this due to their ability to hibernate in alraune needs prey, it uses its mind-affecting abilities to cocoons iin the vacuum of space, even surviving convince foes to dig their own graves and bury reentry. Akatas are also completely deaf and suffer themselves—once a foe is helplessly buried in the soil, damage (1d6 per round) from exposure to salt water.. the alraune can feed from it via its flesh-burrowing roots, converting the victim's blood and memories into Human, demi-human, or humanoids killed by an akata the strange nutrients it so craves. rise as zombies (with an additional tongue attack for 1- 6 damage) as they are implanted by the akata's young, Alraunes are surrounded by a calming fragrance, a These zombies are eventually destroyed when the smell so sweet and relaxing that those that fail to make young akata bursts forth. a saving throw (vs poison or will) will be unable to attack that round. Alraunes also can cast a number of Alraune Samplemagic file spells: Charm monster, suggestion, and ESP at will; hold monster 3 times per day; and wall of thorns FREQUENCY: Very Rare and commune with nature once each per day NO. APPEARING: 1 ARMOR CLASS: -3 (Descending) or 23 (Ascending) They speak most woodland tongues as well as common. MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 14 % IN LAIR: 35% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) NO. OF ATTACKS: 4 DAMAGE/ATTACK: 3-18(vine)/3-18(vine)/3-18(vine)/3- 18(vine) SPECIAL ATTACKS: Calming Fragrance SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral Evil SIZE: L (9' tall) L/XPV: 9/3700+18/hp (4900) xp

An alraune appears to be a beautiful, green skinned woman, possibly a dryad or some sort of woodland nymph, resting on an enormous flower. Instead, it's a carnivorous and intelligent plant

4 Amphiptere Argus FREQUENCY: Very Rare FREQUENCY: Very Rare NO. APPEARING: 1 or 2 NO. APPEARING: 1 ARMOR CLASS: 3 (Descending) or 16 (Ascending) ARMOR CLASS: 0 ((Descending) or 20 (Ascending) MOVE: 6"/Fly 24”(c) (Classic) or 10'/Fly 60'(average) (Neo) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 5 HIT DICE: 13+13 % IN LAIR: 40% % IN LAIR: 85% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, TREASURE TYPE: F (10% 1d20x1000 sp, 15% 1d12x1000 ep, 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% 40% 1d10x1000 gp, 35% 1d8x100 pp, 20% 3d10 gems, 10% 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) 1d10 jewelry, 30% 2-5 magic items (plus 1 potion, 1 scroll)) NO. OF ATTACKS: 4 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-16(bite)/1-6(wing)/1-6(wing)/2-12(tail) DAMAGE/ATTACK: 3-30(claw)/3-30(claw)/3-30(bite) SPECIAL ATTACKS: Tail impale SPECIAL ATTACKS: Fascinate, Hurl Rocks 2-24, True Strike SPECIAL DEFENSES: None SPECIAL DEFENSES: +1 or better to hit MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Low INTELLIGENCE: Average ALIGNMENT: Neutral Evil ALIGNMENT: Lawful Neutral SIZE: L (10' tall) SIZE: L (18' tall) L/XPV: 5/725+10/hp (1100) xp L/XPV: 9/5000+18/hp (6200) xp

Distantly related to , amphipteres are equally Looking like a giant covered in eyes and tentacles, an cruel and prone to violence. Like wyverns, they have argus is an ancient creature related to the titans, serpentine bodies and -like wings. Unlike wyverns, transformed by a deity into a vigilant and restless however, amphipteres must use the long claws on the sentry, usually as a punishment for some affront or tips of their wings to propel their bodies along as they rebellion. Within its hideous and misshapen body lies a awkwardly leap and soar a few feet off the ground. lonely heart that craves music and beauty to comfort it They're also longer and much leaner than wyverns, and in its forlorn and unending vigil. It might talk peaceably instead of a 's poisonous stinger, an amphiptere with visitors if they promise to sing songs or tell stories has a broad, arrow-shaped spur at the end of its long (and it believes its guests don't intend to harm it or tail. Capable of piercing armor and shattering bone, an steal what it guards). If insulted or mocked, an argus is amphiptere's tail skewers prey much like a fisher might quick to anger, dispatching foes so it can go back to spear a fish. brooding in peace.

In combat, on a roll of 4 more than needed to hit with The sight of an argus is similar to that of a lich, causing the tail attack (or 20 in any case), that target hasSample been fear file in anyone less than 5th level. An argus may opt to impaled, causing and extra 1-6 damage and bleeding as fascinate as per the illusionist spell anyone that can see per a sword of wounding (1 hp per round until its eyes and fails a save (vs spell or will). This bandaged or ten rounds have passed) fascination lasts for 5d6 rounds. Because of its many eyes, one strike the argus takes per round only misses They do not fly very well, only reaching perhaps 10' off its target on a roll of 1. Furthermore the argus can the ground and using their wings more to walk faster never be surprised, backstabbed, assassinated, and than to soar. detects even invisible opponents. They can throw rocks as per a cloud giant (2-24 damage, up to 24” or 240') Amphipteres average 18 feet in length, though most of this length is the tail, and they weigh around 1,600 An argus stands 18 feet tall and weighs 18,000 pounds. pounds.

5 B bandersnatches into Material Plane deliberately cannot be said with certainty. Rare in the extreme on the Material Plane, bandersnatches lair within forgotten Bandersnatch forests where ancient beasts walk the world. FREQUENCY: Very Rare Bandersnatches mate only rarely. A female becomes NO. APPEARING: 1 fertile perhaps once or twice per century, leaving the ARMOR CLASS: -5 (Descending) or 25 (Ascending) male soon after mating and giving birth to only one or two kittens per litter. The mother brings meat to her MOVE: 24" (Classic) or 60' (Neo) ravenous young, which mature into lesser HIT DICE: 16 bandersnatches (see below) within a year. % IN LAIR: 25% Bandersnatches live for a thousand years or longer. TREASURE TYPE: V (85% one of each magic type (no potion or scroll)) Variants: NO. OF ATTACKS: 4 Frumious bandersnatches go berserk when they reach DAMAGE/ATTACK: 2-24(bite)/3-18(claw)/3-18(claw)/2-16(tail half their hit points. They act as if they were under a slap) haste spell (double the attacks) and they burst into SPECIAL ATTACKS: Shoot Quills 300', 3-30 flames, each attack now doing an extra 2d6 fire SPECIAL DEFENSES: None damage MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral Evil Beheaded SIZE: L (40' long) FREQUENCY: Uncommon L/XPV: 10/6000+20/hp (7500) xp NO. APPEARING: 1,2 or 4-12 (patrol) ARMOR CLASS: 6 (Descending) or 14 (Ascending) Bandersnatches are six limbed, long, furry, quill tailed MOVE: 15" Fly (Classic) or 40' Fly (Neo) beasts 40 feet in length and weighting 12,000 lbs. They HIT DICE: 1 are consummate hunters, and only the deadliest % IN LAIR: 75% predators or the most cunning intelligent prey offer TREASURE TYPE: None them sport. Once a bandersnatch has marked a NO. OF ATTACKS: 1 creature for death, it runs it to ground without fear, DAMAGE/ATTACK: 1-4(slam) rest, or remorse. Despite their bulk, bandersnatches SPECIAL ATTACKS: See below move with speed, grace, and even considerable stealth SPECIAL DEFENSES: See below when required. MAGIC RESISTANCE: Standard Bandersnatches rely on speed, shock, and terror to INTELLIGENCE: Low bring down prey. They pace their quarry from aSample ALIGNMENT: file Neutral Evil distance, hidden among the trees, then break from SIZE: S (9” tall) cover, savage their target, and dart away again. They L/XPV: 1/15+1/hp (20) xp drag smaller creatures away to dispatch at leisure, while engaging larger ones in skirmishes until they A beheaded is a severed head or skull animated as a gradually wear their prey down. An outmatched mindless undead sentinel that silently floats at eye level bandersnatch withdraws at full speed, stopping only to as it lies in wait for living prey or is sent out into the pick off pursuers that distance themselves from their lands of the living to terrorize everyone it finds. A allies. Once its wounds heal, the bandersnatch returns beheaded set loose near populated areas thumps to the scene of its defeat, picks up the trail of its against doors and windows, biding its time until assailants, and eliminates them one by one. someone responds to the knocking. The beheaded then In appearance, a bandersnatch resembles a tawny, six- assaults this victim with a head butt. legged great cat, but with wickedly barbed quills running the length of its body and down to the tip of its Beheaded also guard grim crypts, abattoirs, and long, flexible tail. Its quills serve to deter attackers, but hideouts of murderers who like to keep reminders of also act as a formidable weapon. With a single flick of their past sins close at hand. Beheaded come in many its muscular tail, a bandersnatch can fling as many as a varieties, usually based on the creature the head came half-dozen quills at distant foes with surprising from. A beheaded prefers to float at head height so it accuracy. A bandersnatch captivates any prey that can more easily attack the face, neck, and shoulders of meets the gaze of its saucerlike, luminous eyes. its victim. Bandersnatches were once native to the primal world of the fey, where they preyed on the greatest hunters of A neutral evil spellcaster can gain a beheaded as a that ancient realm. As with other legendary creatures special familiar. A beheaded familiar has an Intelligence from this realm, such as the jabberwock, score of 8+2d4. bandersnatches belong to a group of creatures known collectively as the "Tane." Whether the fey were careless in guarding their portals or released the first 6 Creating Beheaded Blemmye FREQUENCY: Uncommon A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth NO. APPEARING: 1 or 2,3-5 (hunting party) or 6-30 (clan) 100 gp and the casting of one fly spell. Beheaded can ARMOR CLASS: 6 (Descending) or 14 (Ascending) be created with additional abilities from the list below, MOVE: 12" (Classic) or 30' (Neo) using the spell indicated. HIT DICE: 7 % IN LAIR: 35% Belching: The beheaded can make a ranged attack with TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, a maximum range of 30 feet that deals 1d6 points of 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% energy damage (acid, cold, electricity, or fire, chosen at 1d4 jewelry, 10% 1 sword, armor, misc. weapon) the time of creation by the use of acid arrow, cone of NO. OF ATTACKS: 1 cold, lightning bolt, or fireball) DAMAGE/ATTACK: By Weapon + 6 (strength) SPECIAL ATTACKS: None Flaming: The beheaded gains immunity to fire. Its slam SPECIAL DEFENSES: None attack also deals 1d4 points of fire damage and might MAGIC RESISTANCE: Standard catch the target on fire. Fire Shield must be cast when INTELLIGENCE: Average the beheaded is created. ALIGNMENT: Neutral Evil Screaming: This type of beheaded can scream out once SIZE: M (7 tall) every 1d4 rounds. Every creature within 30 feet must L/XPV: 3/225+8/hp (475) xp succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any Blemmyes are muscular humanoids who look much like creature in the area can't be affected by that a small ogre missing its head. It is not missing it beheaded's scream for the next 24 hours. Fear must be however, instead the head is inset into the chest. cast when the beheaded is created.

They have a strong hatred of beings with the “normal” humanoid shape of 2 arms, 2 legs, 2 eyes, and a head. They grudging get along with cyclops and other beings without 2 eyes, though they don't really like them

Boarclops FREQUENCY: Uncommon NO. APPEARING: 1 or 2,3-5 (hunting party) or 6-30 (clan) SampleARMOR file CLASS: 2 (Descending) or 18 (Ascending) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 6+3 % IN LAIR: 35% TREASURE TYPE: C (20% 1d12x1000 cp, 30% 1d6x1000 sp, 10% 1d8x1000 ep, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d2 magic items) NO. OF ATTACKS: 1 DAMAGE/ATTACK: By Weapon (1-10)+ 7 (strength) or 2- 12() SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic Evil SIZE: L (12' tall) L/XPV: 3/225+8/hp (475) xp

Boarclops are great (12”) ugly giants with misshapen bodies covered by thick hide and bristles and topped with the head of a one-eyed boar. They fight with large weapons (either two-handed swords or halberds)

They have an intense hatred for ogres, while ogres consider boarclops a great delicacy

7 Boggard Boman FREQUENCY: Uncommon FREQUENCY: Uncommon NO. APPEARING: 1 or 2,3-5 (hunting party) or 6-48 (tribe) NO. APPEARING: 2-8 (colony) or 4-32 (swarm) ARMOR CLASS: 6 (Descending) or 14 (Ascending) ARMOR CLASS: 6 (Descending) or 14 (Ascending) MOVE: 9"/Swim 12” (Classic) or 20/Swim 30' (Neo) MOVE: Fly 15”(b) (Classic) or Fly 40(good)' (Neo) HIT DICE: 3 HIT DICE: 2 % IN LAIR: 35% % IN LAIR: 25% TREASURE TYPE: O (25% 1d4x1000 cp, 20% 1d3x1000 sp), TREASURE TYPE: None S (40% 2d4 potions) NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-3 DAMAGE/ATTACK: By Weapon SPECIAL ATTACKS: Attach SPECIAL ATTACKS: Sticky Tongue SPECIAL DEFENSES: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Low INTELLIGENCE: Average ALIGNMENT: Neutral Evil ALIGNMENT: Chaotic Evil SIZE: S (1' long) SIZE: M (5' tall) L/XPV: 1/20+2/hp (40) xp L/XPV: 2/35+3/hp (75) xp Boman are a magical form of vampire bat, cursed by Not to be confused with monsters of similar names, the gods. While able to subsist on , , and boggards are toad headed humanoids, with bulging other animals, they prefer the blood of humans, eyes and warty, slimy skin. These creatures make their humanoids, and demi-humans. homes near large rivers or deep in marshes. There they make small villages composed of mud mounds on the When they successfully hit a target, they stay attached banks. Boggards start out life as tadpoles in breeding until dead, automatically hitting. The armor class for an ponds, eventually growing to a length of 3 feet before attached boman is 10. Creatures killed by a boman are sprouting arms and legs and becoming capable of not able to be raised with raise dead or even terrestrial living. Acceptance into the clan then depends resurrection, only reincarnate or wish works on the young boggard's successful hunt to kill a sentient humanoid. Those who fail are exiled from the clan. As boggards age, they continue to grow and lose their coloration. Exceptionally old boggards bear completely white skin covering massive corpulent bodies. Some of these boggards rank among the caste of priest-kings and enjoy a life of grotesque pleasures ruling theirSample file clans.

Boggards generally fight with crudely made weapons, spiked clubs (2-7) or spears (1-6) and wear armor (factored in). They use their tongues to grab their opponent (on a successful) hit which does no damage but makes the targets AC worse by 2. The tongue may be attacked to remove it (AC 8 or 12) which does no damage to the boggard. They do not breath water, but can hold their breathes for up to an hour.

Though often hunched over, boggards stand 5 feet tall and weigh close to 200 pounds. These creatures live for 50 years, though the harsh swamps and infighting usually cut these years short.

8 Buggane Burrower FREQUENCY: Uncommon FREQUENCY: Uncommon NO. APPEARING: 1 or 2,3-5 (hunting party) or 6-30 (clan) NO. APPEARING: 1 or 2,3-5 (hunting party) or 6-30 (clan) ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 6 HIT DICE: 9 % IN LAIR: 25% % IN LAIR: 25% TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 1d4 jewelry, 10% 1 sword, armor, misc. weapon) 1d4 jewelry, 10% 1 sword, armor, misc. weapon) NO. OF ATTACKS: 3 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1-6+6(claw)/1-6+6(claw)/1-8+6 (gore) DAMAGE/ATTACK: 3-12(claw)/3-12(claw)/1-8(claw)/1- SPECIAL ATTACKS: See below 8(claw)/2-16(bite) SPECIAL DEFENSES: See below SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Low MAGIC RESISTANCE: Standard ALIGNMENT: Chaotic Evil INTELLIGENCE: Low SIZE: L (8.5' tall) ALIGNMENT: Chaotic Evil L/XPV: 3/150+6/hp (325) xp SIZE: L (8.' tall) L/XPV: 6/900+12/hp (1500) xp Distant relatives of the ogre, bugganes are large ugly humanoids with big tusks. They are completely blind Burrowers are tall muscular humanoids with four arms but able to perceive through other senses. This and large mandibles. They are voracious hunters, able blindness means they are immune to any spell or effect to claw through earth and even stone. Their second set based on sight, including illusions and gaze attacks. of arms is not quite as strong as the first, and is used mostly to push dirt way that the stronger top limbs dig. Bugganes can burrow through the earth as well as phase through stone and metal. When it is in this phase state (which it can do one round out of 10), it can still attack and will bypass any metal (or stone for that matter) armor its victim may be wearing, all the while ignoring any attacks from metal (or stone) weapons.

Bugganes are not only cannibalistic they are alsoSample file extremely territorial, meaning that they will attack almost everything, though it can gain a grudging respect for other bestial humanoids.

9 C Chepekwe FREQUENCY: Very Rare Chaos Beast NO. APPEARING: 1 ARMOR CLASS: 2 (Descending) or 18 (Ascending) FREQUENCY: Very Rare MOVE: 12" (Classic) or 30' (Neo) NO. APPEARING: 1 HIT DICE: 4 ARMOR CLASS: 2 (Descending) or 18 (Ascending) % IN LAIR: 25% MOVE: 9" (Classic) or 20' (Neo) TREASURE TYPE: None HIT DICE: 9 NO. OF ATTACKS: 1 % IN LAIR: 75% DAMAGE/ATTACK: 2-12(horn) TREASURE TYPE: Q (50% 1d4 gems), T (50% 1d4 scrolls) SPECIAL ATTACKS: None NO. OF ATTACKS: 4 SPECIAL DEFENSES: +1 or better magic weapon to hit, DAMAGE/ATTACK: 1-8(claw)/1-8(claw)/1-8(claw)/1-8(claw) Protection from Evil 10' SPECIAL ATTACKS: Cause instability MAGIC RESISTANCE: 50% SPECIAL DEFENSES: None INTELLIGENCE: Highly MAGIC RESISTANCE: Standard ALIGNMENT: Lawful Good INTELLIGENCE: Average SIZE: M (6' tall) ALIGNMENT: Chaotic Neutral L/XPV: 2/150+4/hp (225) xp SIZE: L (9' tall) L/XPV: 6/1200+12/hp (1700) xp Chepekwe are a race of magical, intelligent, but small elephants with large horns protruding from their heads. These strange beasts are a mass of tentacles, claws, They are friendly to good creatures, speaking common mouths, and eyeballs. Despite this horrible and elvish. combination, their true danger is their ability to cause They can detect evil at will and turn invisible (as per the instability in any target they hit with their claw attack. spell) three times per day. Targets hit by the chaos beast must make a saving throw (vs Death Magic or Fortitude) or be turned themselves into an amorphous of goo. In goo form, Chupacabra movement is reduced to 3” and no magic or attacks FREQUENCY: Very Rare may be made. Each round someone so afflicted may NO. APPEARING: 1 attempt to regain their shape by making a successful ARMOR CLASS: 6 (Descending) or 14 (Ascending) wisdom ability check. This affliction may be cured by a MOVE: 15" (Classic) or 40' (Neo) remove curse, limited wish, wish, or alter reality, while HIT DICE: 4+4 polymorph spells will keep the victim in one shapeSample while file the spell lasts. % IN LAIR: 25% TREASURE TYPE: None NO. OF ATTACKS: 3 Chemiset DAMAGE/ATTACK: 1-8(bite)/1-4(claw)/1-4(claw) FREQUENCY: Very Rare SPECIAL ATTACKS: None NO. APPEARING: 1 or 2-8(flock) SPECIAL DEFENSES: Silver or magic weapons to hit ARMOR CLASS: 4 (Descending) or 16 (Ascending) MAGIC RESISTANCE: Standard MOVE: 12"/Fly 36”(e) (Classic) or 30'/Fly 90(poor)(Neo) INTELLIGENCE: Average HIT DICE: 5 ALIGNMENT: Neutral SIZE: S (3' tall) IN LAIR: 15% % L/XPV: 2/150+4/hp (225) xp TREASURE TYPE: Q (50% 1d4 gems) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-12(bite)/1-6(claw)/1-6(claw) These notorious predators have an undeniable thirst for SPECIAL ATTACKS: None blood. Chupacabras prefer to prey upon the weak and slow, often watching potential prey from hiding for long SPECIAL DEFENSES: +1 or better magic weapon to hit periods before attacking. Spry and stealthy, they prefer MAGIC RESISTANCE: 25% to keep to areas of high grass and protective rock, their INTELLIGENCE: Very slightly reflective scales allowing them to blend in well ALIGNMENT: Lawful Evil with such surroundings. SIZE: M (6' tall) L/XPV: 5/825+10/hp ( 1200) xp With a preference for lone travelers and farm animals (particularly goats), chupacabras leave little evidence of A minor form of devil with the appearance of a giant red their presence apart from the grisly blood-drained feathered bird with the head of an exceptionally ugly husks of their meals, often leading locals to believe a ape. They generate a great deal of heat and cause 1d4 reckless vampire lives in the area. damage to anyone touching it. A typical chupacabra measures nearly 5-1/2 feet from 10 muzzle to tail tip and stands just under 4 feet tall. Clockwork Creatures Slightly built and light of bone, most weigh close to a hundred pounds. They mate rarely and only during the Clockwork creatures are magical-mechanical creations, hottest months, with the females each producing a filling the gap between robots and golems. single egg that hatches into a tiny, dehydrated creature. Clockwork creatures must be wound once per day to The mother typically leaves helpless prey in her cave so operate. They also are vulnerable to electrical attacks, the hatchling can immediately feed. which do twice the normal damage.

Although chupacabras are typically solitary, in bountiful areas small gangs of the beasts can form. These groups Clockwork Creature Creation work well together, becoming bold enough to attack larger groups of animals and more dangerous prey. Clockwork creatures may be constructed by those with Stories of chupacabras attacking travelers or laying the appropriate skill. siege to farmhouses typically stem from the hunting In first edition terms, this would be a non-weapon practices of such gangs. proficiency, requiring 2 slots and having a base chance of success of 15. In B/X or BECMI it would be an It is not unusual for older chupacabras to grow to intelligence skill. Medium size. These larger specimens tend to be leaders In either case, constructing a clockwork requires a roll of chupacabra gangs, or, more commonly, loners modified by the hid drive of the clockwork being made. capable of tormenting entire villages on their own. Each time a clockwork is made successfully, that modifier is reduced by 1, until eventually the creator Some chupacabras are mutants with large reptilian may make that type of clockwork without failure. wings, and have been known to carry off goats and children. A flying chupacabra has a fly speed of 60 feet For example, the first edition magic-user Reynaldo (average), which increases to 90 feet (average) when Lazendry just gained the construct clockwork invigorated from drinking blood. A winged chupacabra is proficiency and decides to make a clockwork soldier. the same CR as the normal variety. The base chance is 15, plus 3, so he needs to roll an 18 or better to get his clockwork soldier to actually work. Chuul Once successful, his next soldier will only require a roll of 17, the next 16, and so on until he can churn them FREQUENCY: Very Rare out with no problem. NO. APPEARING: 1,2, or 3-6(pack) On the other hand, the B/X mage Mediarches has an ARMOR CLASS: 0 (Descending) or 20 (Ascending) intelligence of 18 which means his base chance is 18 or MOVE: 9" (Classic) or 20' (Neo) less (as B/X has a roll under system, not roll over). The HIT DICE: 10 first time he creates a clockwork soldier he must roll a % IN LAIR: 75% Sample15 orfile less (18-3). While this might seem unfair, TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, remember that the B/X and BECMI system tends to be 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, 60% more magical, including things like flying magical 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items) biplanes and skyliners NO. OF ATTACKS: 2 In either system, additional slots may be spent to DAMAGE/ATTACK: 3-18(claw)/3-18(claw) improve the chances by one per slot. This is necessary SPECIAL ATTACKS: Paralyzing grab to construct the more complex clockworks in first SPECIAL DEFENSES: Immune to poison edition. MAGIC RESISTANCE: Standard INTELLIGENCE: Average Additionally, gnomes gain an inherent +2 bonus to their ALIGNMENT: Chaotic Evil chances. Blueprints give a +2 bonus, and there are SIZE: L (9' tall) magical tools which give a bonus from +1 to +3. L/XPV: 6/1200+12/hp (1700) xp

Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive. They are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. A typical chuul is 8 feet tall and weighs 650 pounds. If a chuul hits a target with both claw attacks, it brings the victim up to its paralyzing face tentacles. On a failed saving throw (vs paralyzation or fortitude), the victim is paralyzed for 1-6 rounds 11 Clockwork Clockwork Servant FREQUENCY: Very Rare FREQUENCY: Very Rare NO. APPEARING: 1 NO. APPEARING: 1, 2, or 6-12 (squad) ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 6 (Descending) or 14 (Ascending) MOVE: 12"/Fly 24”(Classic) or 30'/Fly 60' (Neo) MOVE: 12"(Classic) or 30' (Neo) HIT DICE: 72 hp (12 HD) HIT DICE: 9 hp (2 HD) % IN LAIR: 25% % IN LAIR: 95% TREASURE TYPE: None TREASURE TYPE: None NO. OF ATTACKS: 3 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-20 (bite)/2-12(slam)/2-12(slam) DAMAGE/ATTACK: 1-4 (slam) SPECIAL ATTACKS: Breath SPECIAL ATTACKS: None SPECIAL DEFENSES: Immune to Cold, Immune to mind SPECIAL DEFENSES: Immune to Cold, Immune to mind affecting spells affecting spells MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Average INTELLIGENCE: Non ALIGNMENT: Neutral ALIGNMENT: Neutral SIZE: L (30' long) SIZE: M (6' tall) L/XPV: 7 /2700+16/hp (3600) xp L/XPV: 1/20+2/hp (40) xp

The ultimate in clockwork technology is the clockwork Clockwork servants are just that, creations meant to do dragon. They have an alchemical breath weapon menial tasks. They are generally vaguely human shaped (usually fire) that may be used 3 times a day for up to and look similar to clockwork soldiers, only not has well 100' in a 10' cone, doing 10d6 damage (save vs dragon built. They can do most menial tasks, but anything breath or reflex for half). requiring initiative or thought is beyond them. They could make a simple dinner, but not a gourmet one. Clockwork cost 100,000 gp to create and take Clockwork servants cost 1,000 gp to make and take 1 four weeks. They only require winding every three days. day Clockwork Mage Clockwork Soldier FREQUENCY: Very Rare NO. APPEARING: 1 FREQUENCY: Very Rare ARMOR CLASS: 2 (Descending) or 18 (Ascending) NO. APPEARING: 1, 2, or 6-12 (squad) MOVE: 12"(Classic) or 30' (Neo) ARMOR CLASS: 5 (Descending) or 15 (Ascending) HIT DICE: 32 hp (7 HD) SampleMOVE: file 12"(Classic) or 30' (Neo) % IN LAIR: 25% HIT DICE: 14 hp (3 HD) TREASURE TYPE: None % IN LAIR: 25% NO. OF ATTACKS: 4 TREASURE TYPE: None DAMAGE/ATTACK: 1-4 (slam)/1-4(slam)/1-4(slam)/1-4(slam) NO. OF ATTACKS: 1 SPECIAL ATTACKS: Wands DAMAGE/ATTACK: By weapon of 1-6 (slam) SPECIAL DEFENSES: Immune to Cold, Immune to mind SPECIAL ATTACKS: None affecting spells SPECIAL DEFENSES: Immune to Cold, Immune to mind MAGIC RESISTANCE: Standard affecting spells INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Non SIZE: M (6' tall) ALIGNMENT: Neutral L/XPV: 4 /400+8/hp (650) xp SIZE: M (6' tall) L/XPV: 2/35+3/hp (80) xp Despite their name, clockwork mages do not cast spells themselves, but instead are able to use wands that Clockwork soldiers are vaguely human shaped masses have been built into their 4 arms. They often appear to of gears and metal rods, constructed by wizards and be similar to clockwork supervisors, but are often other magical engineers. They are not very bright but stylized to look like they are wearing a cloak or robe. will follow orders from their creator or designated leaders. Clockwork mages cost 5,000 gp to construct which does not include the cost of the wands (which must be They are typically armed with pole-arms (halberds) but created or acquired as normal) and takes 3 days. may also strike with their fist.

Constructing a clockwork soldier costs 1,500 gp and takes a day. 12 Clockwork Spy Larger versions exist, called clockwork chargers, they are treated like heavy warhorses. They cost 5,000 gp to FREQUENCY: Very Rare create. Clockwork bulls also exist which are like NO. APPEARING: 1, 2, or 6-12 (squad) chargers but have two gore attacks (1-8 each) in place ARMOR CLASS: 7 (Descending) or 13 (Ascending) of their bite. MOVE: 12"(Classic) or 30' (Neo) HIT DICE: 4 hp (1 HD) Clockwork Supervisor % IN LAIR: 5% TREASURE TYPE: None FREQUENCY: Very Rare NO. OF ATTACKS: 1 NO. APPEARING: 1 DAMAGE/ATTACK: By weapon or 1-2 (slam) ARMOR CLASS: 4 (Descending) or 16 (Ascending) SPECIAL ATTACKS: Explode MOVE: 12"(Classic) or 30' (Neo) SPECIAL DEFENSES: Immune to Cold, Immune to mind HIT DICE: 18 hp (4HD) affecting spells % IN LAIR: 25% MAGIC RESISTANCE: Standard TREASURE TYPE: None INTELLIGENCE: Non NO. OF ATTACKS: 1 ALIGNMENT: Neutral DAMAGE/ATTACK: By weapon or 1-6 (slam) SIZE: S (3” tall) SPECIAL ATTACKS: None L/XPV: 1/15+1/hp (20) xp SPECIAL DEFENSES: Immune to Cold, Immune to mind affecting spells Clockwork spies look like small mechanical spiders MAGIC RESISTANCE: Standard about a foot in width. They are not meant for combat, INTELLIGENCE: Average but are able to magically record up to an hour of audio ALIGNMENT: Neutral and sound on a gem embedded in them and some SIZE: M (6' tall) magic-users have found ways to link them to crystal L/XPV: 2/60+4/hp (135) xp balls and scrying mirrors, allowing the magic-user to see what the clockwork spy sees in real time. Clockwork supervisors look less human than clockwork soldiers, having four arms and three legs. 2 of the arms Although not meant for combat, clockwork spies have a are smaller and used to repair work, while the other self-destruct mechanism which can be activated by two can be used to attack. or when the spy is destroyed. This does 1d6 damage to those within 5' (save vs dragon breath or Clockwork supervisors may wind up 60 hd worth of reflex for nothing). Some creators have added a dagger clockwork creatures per day (in addition to to the spy and rumors persists of some that can spray themselves). They may instead repair clockworks of a acid or inject poison. similar amount of damage (60 hp per day) or any Samplecombination file of the two. They may not repair a Clockwork Steed completely destroyed clockwork, nor can they repair themselves. FREQUENCY: Very Rare NO. APPEARING: 1 Constructing a clockwork supervisor costs 2,000 gp and ARMOR CLASS: 3 (Descending) or 18 (Ascending) takes two days. MOVE: 18"(Classic) or 50' (Neo) HIT DICE: 27 hp (6 HD) % IN LAIR: 25% TREASURE TYPE: None NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8(bite)/1-6(hoof)/1-6(hoof) SPECIAL ATTACKS: None SPECIAL DEFENSES: Immune to Cold, Immune to mind affecting spells MAGIC RESISTANCE: Standard INTELLIGENCE: Non ALIGNMENT: Neutral SIZE: M (6' tall) L/XPV: 3/150+6/hp (300) xp (Clockwork Bull) 3/225+6/hp (375) xp

Clockwork steeds generally look like mechanical horses and are treated as such (normal horse) for carrying and traveling purposes Constructing a clockwork supervisor costs 3,000 gp and takes three days.

13 Colossus, Charnel Comozant Wyrd FREQUENCY: Unique FREQUENCY: Very Rare NO. APPEARING: 1 NO. APPEARING: 1 ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 24" (Classic) or 60' (Neo) MOVE: 9"/Fly 12” (Classic) or 20'/Fly 30' (Neo) HIT DICE: 180 hp (40 HD) HIT DICE: 5 % IN LAIR: 0% % IN LAIR: 25% TREASURE TYPE: None TREASURE TYPE: None NO. OF ATTACKS: 2 or 1 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 4-40(slam)/4-40(slam) or 8-80 (tree) DAMAGE/ATTACK: 2-16 (lightning lash) SPECIAL ATTACKS: Use tree as club SPECIAL ATTACKS: None SPECIAL DEFENSES: +3 or better magic weapon to hit SPECIAL DEFENSES: Magic Weapons to Hit, Immune to MAGIC RESISTANCE: Special Electricity INTELLIGENCE: Nil (Special) MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Average SIZE: L (60' tall) ALIGNMENT: Neutral L/XPV: 15/10600+35/hp (16,900) xp SIZE: S (3' tall) L/XPV: 3/150+5/hp (250) xp Considered by many to be the peak of the necromancer's art, the charnel colossus is essentially an A comozant wyrd is a small outsider from the elemental enormous flesh golem, only created by reducing plane of lightning. It appears to be a small floating hundreds of healthy corpses to their essentials of bone, vaguely humanoid shaped blob of electrified gas. muscle, fat, and sinew, melding them together in giant Although not particularly intelligent, it can speak in the vats, then shaping them together to form a new, giant language of air elementals. body in the shape of man.

The charnel colossus is immune to virtually all magic, except for a special magical powder used in the laying of the undead. Luckily for the world, this powder is commonly known by most necromancers.

Creating a charnel colossus requires a book describing the construction (which can also be learned from certain devils and demons), at least 500 healthy youngSample file corpses, 100,000 gp in chemicals and other materials, and takes 10,000 man hours of work.

While the charnel colossus may be controlled by its creator (often in a basket on the back), it's also possible for the creator to transfer his soul permanently to the colossus. This is generally only done when the creator is near death in his own body.

14 D Devil, Drowning FREQUENCY: Very Rare Derhii NO. APPEARING: 1 ARMOR CLASS: -1 (Descending) or 21 (Ascending) FREQUENCY: Rare MOVE: 12"/Fly 12”/Swim 15” (Classic) or 30'/Fly 30'/Swim NO. APPEARING: 1,2, 3-5(troop), or 12-48(tribe) 40' ARMOR CLASS: 4 (Descending) or 16 (Ascending) HIT DICE: 9 MOVE: 12"/Fly 24(e)”(Classic) or 30'/Fly 60'(poor) (Neo) % IN LAIR: 50% HIT DICE: 7 TREASURE TYPE: C (20% 1d12x1000 cp, 30% 1d6x1000 sp, % IN LAIR: 50% 10% 1d8x1000 ep, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d2 TREASURE TYPE: D (10% 1d12x1000 cp,15% 1d12x1000 sp, magic items) 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, 25% NO. OF ATTACKS: 3 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) DAMAGE/ATTACK: 1-8(slam)/1-8(slam)/2-12(bite) NO. OF ATTACKS: 1 or 2 SPECIAL ATTACKS: Drown DAMAGE/ATTACK: By Weapon +7 or 1-6(slam)/1-6(slam) SPECIAL DEFENSES: Immune Fire, Poison, Half-Damage from SPECIAL ATTACKS: Aerial Cold, Acid SPECIAL DEFENSES: None MAGIC RESISTANCE: 75% MAGIC RESISTANCE: Standard INTELLIGENCE: High INTELLIGENCE: Average ALIGNMENT: Lawful Evil ALIGNMENT: Neutral SIZE: L (12-15' tall) SIZE: L (9 tall) L/XPV: 6/1700+12hp (2,200) xp L/XPV: 4/225+8/hp (475) xp Called sarglagons in their Infernal tongue, drowning The derhii, or flying ape, is a carnivorous and devils are among the few fiends who travel the seas and dangerous form of the gentler earthbound ape. Derhii rivers of the multiverse as part of larger infernal plots. resemble gorillas with the enormous black-and-gray Even in the air or on the ground, a drowning devil wings of buzzards or vultures. They stand 9 feet tall and moves with a haunting litheness as though it were weigh only 400 pounds. swimming.

Derhii form relatively small groupings known as troops, A typical drowning devil weighs 600 pounds, and can which usually consist of a single adult male, several exceed 15 feet from head to tail. They also have the adult females, and their offspring. Occasionally, multiple usual devil abilities and immunities. males or females band together in single-gender troops with no young, but such groupings are usually formed Devil, Hetaera for a specific purpose, such as hunting, raiding,Sample or war, file and break up when they have fulfilled that purpose. FREQUENCY: Very Rare Multiple troops of derhii form large primitive tribes, NO. APPEARING: 1 usually under the rule of a single powerful chieftain. ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12"/Fly 18” (Classic) or 30'/Fly 50'' Derhii often roost in jungle canopies and in cliff HIT DICE: 6 dwellings, preferring nests woven in tall trees or cliff- % IN LAIR: 50% side caves high above ground level. From these roosts, derhii sometimes demand tribute from lesser apes, TREASURE TYPE: I (55% 2d10 gems, 50% 1d12 jewelry, 15% while allying themselves with even more powerful flying any magic item) creatures, such as dragons or dragonnes. Occasionally, NO. OF ATTACKS: 1 derhii can be found inhabiting crumbling and overgrown DAMAGE/ATTACK: By weapon +4 ruins hidden deep in the jungle. SPECIAL ATTACKS: None SPECIAL DEFENSES: Immune to Fire and Poison, Half-Damage Derhii are carnivorous by nature and hunters by from Cold, Acid, +1 to hit preference, attacking prey from high above with MAGIC RESISTANCE: 50% javelins thrown from their powerful arms before INTELLIGENCE: High descending to finish things off with their blades, but ALIGNMENT: Lawful Evil when meat is scarce, they eat fruits and roots or SIZE: M (5-6' tall) whatever else they can forage. L/XPV: 4/350+ 6/hp (500 xp

Derhii have 19 strength and they prefer to fight with Hetaera or Consort Devils are in many ways the devilish two-handed weapons, such as two-handed swords counterpart to the succubus. Bur rather than dealing in (usually curved), halberds, and even pikes. They also passion or seduction, they treat love as a business use javelins as ranged weapons. They live to swoop matter to be bargained for. They are cold, calculating, down on opponents in a charge, giving them +2 to hit and matter of fact. (but -2 to to AC and vulnerable to set weapons)

15 They will offer their services for a fixed period of time to Drake mortals in exchange for energy levels (“power”), wisdom (“essence”), constitution (“stamina”), or hit points (“vitality”). Drakes are large flying serpentine reptiles, cousins to dragons and wyverns, falling closer to the latter in size Terms are no more than a year for an energy level or and shape, but having a breath weapon similar to that ability score, and a month for a hit point. These are all of a dragon, but weaker. They also have a shorter life lost permanently, but may be regained by magic cycle, quickly growing to full size, rather than age (though not the restoration spell) or in the case of brackets. levels, by adventuring more. Payment is due up front. Drakes speak draconic and have infravision/ultravision up to 60' Hetaera gain hit dice from this mortal energy, they need 49 total (hit points only count as 1/10) to reach 7 hit dice, 64 to reach 8 hit dice, 81 to reach 9 hit dice, and so on. Their armor class also improves by one per new hit dice and they may get additional powers as well.

While under contract, hetaera do their best to help their partners, in terms of their physical skills and advice. This advice is generally selfish and meant to help lead the partner down a path of evil, but subtly. They won't say something like “Let's go burn down the orphanage!”, but instead say “You could use the reward money more than those orphans would. If you get more powerful, think of how much more good you can do.”

Hetaera may teleport without error (themselves plus 50 lbs), know alignment, and alter self at will, and are strong, having 17 strength which does apply to weapon damage.

Dingonek FREQUENCY: Very Rare NO. APPEARING: 1,2, or 3-6 (family) Sample file ARMOR CLASS: 1 (Descending) or 19 (Ascending) MOVE: 6"/Swim 9” (Classic) or 15'/Swim 20' (Neo) HIT DICE: 8 % IN LAIR: 65% TREASURE TYPE: None NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-20 (bite) SPECIAL ATTACKS: None SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: L (10' long) L/XPV: 5/375+10/hp (725) xp

Dingonek are headed crocodiles. While they mostly prey on herd animals, they are highly territorial and not above capsizing and attacking people in a small boat.

Their hide can be made into a suit of scale armor with an armor class equivalent to chain mail (AC5/15)

16 Drake, Desert Drake, Lava FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1,2 or 3-12 (rampage) NO. APPEARING: 1,2 or 3-12 (rampage) ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12"/Fly 24”(c) (Classic) or 30'/Fly 60'(average)(Neo) MOVE: 9"/Burrow 12”/Fly 24”(c) (Classic) or 20'/Burrow HIT DICE: 9+9 30'/Fly 60'(average) (Neo) % IN LAIR: 60% HIT DICE: 11+11 TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 % IN LAIR: 75% sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% NO. OF ATTACKS: 2 or Breath 1d8 jewelry, 25% 1d4 magic items DAMAGE/ATTACK: 3-18+1-10(electrical bite)/1-8(tail slap) NO. OF ATTACKS: 2 or Breath SPECIAL ATTACKS: Breath weapon DAMAGE/ATTACK: 2-12+4(bite)/1-8+2(tail slap) SPECIAL DEFENSES: None SPECIAL ATTACKS: See below MAGIC RESISTANCE: Standard SPECIAL DEFENSES: See below INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral Evil INTELLIGENCE: Average SIZE: L (15' long) ALIGNMENT: Neutral Evil L/XPV: 6/1950+14/hp (2600) xp SIZE: L (13' long) L/XPV: 7/2850+16/hp (3700) xp Among the fiercest of their kind, desert drakes exhibit a lust for destruction as merciless as any desert storm. The deviant and destructive cousins of primal magma These fierce, ambush predators hunt by finding high dragons, lava drakes rise from smoldering volcanic perches among rocky outcroppings and surveying their crevasses to terrorize and devour those creatures surroundings. weaker than themselves. While far less intelligent that their draconic kin, they are equally arrogant and seek When likely prey wanders into sight, a desert drake out the adoration of humanoids. They can and often do dives into the sand and burrows toward its quarry or submerge themselves in molten rock, burrowing flies low with cover from dunes or other outcroppings. through the lava to sneak up on prey, or to provide a Drawing near the likely path of its victims, it bursts dramatic display of power to those who worship them. from the sand or dives from above to catch foes off Thick, black-crusted scales cover a lava drake's body. guard, preferring to attack targets that exhibit the most fear first. Before enemies can recover from the initial Stockier than other drakes, adults can grow up to 18 onslaught, a desert drake exhales a cloud of electrified feet in length and weigh over 3,000 pounds. dust, using its superior senses to press the attack.Sample file

Their breath weapon does 3d6 physical damage plus Drake, Mist another 3d6 electrical damage in a 60' by 15' cone, with FREQUENCY: Very rare a saving throw (vs dragon breath or reflex) for half NO. APPEARING: 1,2 or 3-12 (rampage) damage. Their bite is exceptionally strong (3-18 ARMOR CLASS: 2 (Descending) or 18 (Ascending) damage) and does an additional 1-10 in electrical MOVE: 12"/Fly 36” (Classic) or 30'/Fly 90' (Neo) damage. HIT DICE: 6+6 A typical desert drake measures 15 feet long from nose % IN LAIR: 60% to tail tip, has a supple, wormlike build, and weighs TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, about 2,500 pounds. 25% 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 1d4 jewelry, 10% 1 sword, armor, or misc. weapon) NO. OF ATTACKS: 2 or Breath DAMAGE/ATTACK: 2-12+4(bite)/1-8+2(tail slap) SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Neutral Evil SIZE: L (13' long) L/XPV: 4/525 +8/hp (750) xp

Mist drakes are less openly aggressive than most drakes, as they are not as physically strong and imposing as most of their kin. Their bodies are narrow and serpentine, more suited for quick strikes and hit- 17 and-run tactics than for close combat. However, they Rift drakes breath weapon is a 60' by 15' cone of acid excel at stealth for creatures of their size, and can expel that does 5d10 damage (saving through vs dragon a burst of thick fog whenever they need to create a breath or reflex for half) and affects anyone not making diversion or screen themselves from archers trying to the save as a slow spell for 1-4 rounds. Its bite attack is target them. In the mist, they move swiftly and silently especially strong for its kind. to disperse groups of foes with their explosive breath and then single out one of their enemies for a quick and A rift drake rarely stays on land for long, preferring to circle deadly attack before their victim's allies can regroup high above near ominous peaks or spires and roosting in the and come to its rescue. crevices of the same. When a rift drake spies prey from such heights, it breaks from its flight to dive onto victims, scattering groups and sowing terror with its sudden emergence. With Three times a day, mist drakes can breath a fogburst up to 60', essentially a ball of solid fog that does 3d6 particularly agile foes, a rift drake will use its breath to slow damage in a 20' radius where it bursts (saving throw for victims first, then pick them off one by one. Rift drakes enjoy half damage (either dragon breath or reflex). Besides the taste of blood, and focus their attacks on the fleshiest- doing damage, it fills the area with mist for 1d6 rounds, looking creatures. causing a -4 penalty to attack rolls (but not for the mist A rift drake is around 14 feet long, end to end. Its burly, spiky drake). body weighs about 2,500 pounds.

Mist drakes mate only once few decades, but are more caring parents than others of their ilk. After the clutch Drake, River of two to six eggs hatch, the hatchlings stay with their mother for up to 20 years before seeking out their own FREQUENCY: Very rare hunting territory. Mist drakes live up to 200 years. A NO. APPEARING: 1,2 or 3-12 (rampage) typical mist drake is 13 feet long from head to tail tip, ARMOR CLASS: 4 (Descending) or 16 (Ascending) but these lithe dragons rarely weigh more than 1,000 MOVE: 9"/Fly 24”(c) (Classic) or 20'/Fly 60'(average)(Neo) pounds. HIT DICE: 4+4 % IN LAIR: 50% TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, Drake, Rift 25% 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 1d4 jewelry, 10% 1 sword, armor, or misc. weapon) FREQUENCY: Very rare NO. OF ATTACKS: 2 or Breath NO. APPEARING: 1,2 or 3-12 (rampage) DAMAGE/ATTACK: 2-8(bite)/1-4(tail slap) ARMOR CLASS: -1 (Descending) or 21 (Ascending) SPECIAL ATTACKS: Breath weapon MOVE: 12"/Fly 24”(c) (Classic) or 30'/Fly 60'(average)(Neo) SPECIAL DEFENSES: None HIT DICE: 11+11 MAGIC RESISTANCE: Standard % IN LAIR: 40% SampleINTELLIGENCE: file Low TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, ALIGNMENT: Neutral Evil 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% SIZE: M (8' long) 1d8 jewelry, 25% 1d4 magic items L/XPV: 2/165+5/hp (275) xp NO. OF ATTACKS: 2 or Breath DAMAGE/ATTACK: 4-24(bite)/1-8(tail slap) Small, sleek, and agile, preying upon fish and fishermen SPECIAL ATTACKS: Breath weapon with equal ease, river drakes are scourges of freshwater SPECIAL DEFENSES: None expanses. They are thought to be related to black MAGIC RESISTANCE: Standard dragons, as evidenced by their acidic spit, water affinity, INTELLIGENCE: Average viciousness, and preference for rotten meat. ALIGNMENT: Chaotic Evil Like other drakes, river drakes are cruel hunters, using SIZE: L (14' long) a play-and-prey hunting style. When not hungry, they L/XPV: 7/2850+16/hp (3700) xp amuse themselves by stalking and harassing other creatures and travelers. An offering of treasure thrown Creatures of the badlands and regions scarred by the into the water can distract a river drake, but such a gods, rift drakes are as savage and brutal as the lands bribe is unlikely to stave off a particularly hungry they hunt. Their strength and savagery often make individual. River drakes often slay more than they can them seem like mere deadly beasts, but rift drakes immediately eat because they favor aged meat, keeping simply delight in battle more than most drakes, underwater larders stuffed with kills in various stages of frequently clashing even with other members of their decay. own kind. They rarely deign to talk with other A river drake is a crafty, careful hunter that uses its creatures, often doing so only as a cruel game in which watery home to provide concealment from creatures on they make more and more outrageous demands until the shore. If caught unawares while on land, it retreats their victims realize the drakes are toying with them or to the water, or takes to flight if its enemies are the manipulative drakes grow bored. prepared for aquatic combat, making constant use of its caustic mucus and great speed.

18 River drakes are much more likely to hunt in groups Spire drakes often demand tribute from merchants and than most other drakes, threatening river traffic or caravans passing through or near the lands they claim, assaulting lakefront or riverside towns if their numbers or may offer to let opponents escape a fight in are large enough. However, these disorganized raids are exchange for surrendering a magic item. Spire drakes quick to retreat from any hint of significant resistance. are rarely as clever as they think, however, and can be easily tricked by temporary magical effects into A river drake can shoot a stream of acid 50' long and 5' believing an item is magical. Still, spire drakes that wide doing 2d8 damage (save vs dragon breath or manage to collect true magical items use them reflex for half). offensively or defensively as appropriate, and love to River drakes are 8 feet long and look much like small show off their latest prizes. sea drakes. An adult river drake weighs about 700 pounds. A typical spire drake measures 18 feet from its nose to the long, thin tip of its tail, and weighs about 1,700 pounds. Drake, Spire FREQUENCY: Very rare NO. APPEARING: 1,2 or 3-12 (rampage) ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12"/Fly 24”(c) (Classic) or 30'/Fly 60'(average)(Neo) HIT DICE: 8+8 % IN LAIR: 60% TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) NO. OF ATTACKS: 2 or Breath DAMAGE/ATTACK: 3-18(bite)/1-8(tail slap) SPECIAL ATTACKS: Breath weapon SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Lawful Evil SIZE: L (18' long) L/XPV: 5/1300 +12/hp (1750) xp

Spire drakes have gaunt, craggy bodies with batlikeSample file wings. Sages attribute the gaunt builds and tattered, scabrous wings of spire drakes to centuries of dwelling in magic-blasted desolations and accursed badlands, positing that the tainting of the land seeps into the drakes' flesh and bone and into every clutch of eggs, and is thus carried down through generations of decay. But while their appearance is somewhat withered, spire drakes are just as strong and ferocious as other drakes.

Spire drake's breath weapon is a 60', 20' width cone of negative energy that does 5-30 damage (save vs dragon breath or reflex for half) that furthermore acts like a curse (-2 on every roll) for 2-5 rounds on anyone who did not make a save Anyone suffering this curse that is killed by the spire drake becomes a wight under its control.

Spire drakes are unusually intelligent for their kind. They are particularly curious about magic and magical items, and enjoy having large collections of such items even if they don't know how to use them. Lacking the ability to detect magic, they often scour their hunting ranges for any items they suspect might be magical, collecting an array of strange and obscure devices and objects and displaying them proudly so they can boast to other drakes they encounter (who often jealously try to steal or destroy the collections of their rivals). 19 E Eloko FREQUENCY: Very rare Ecorche NO. APPEARING: 1 or 2-5(band) ARMOR CLASS: 7 (Descending) or 13 (Ascending) FREQUENCY: Very rare MOVE: 9" (Classic) or 20' (Neo) NO. APPEARING: 1 HIT DICE: 1 ARMOR CLASS: 5 (Descending) or 15 (Ascending) % IN LAIR: 50% MOVE: 12" (Classic) or 30' (Neo) TREASURE TYPE: Q (50% 1d4 gems) HIT DICE: 14 NO. OF ATTACKS: 1 % IN LAIR: 50% DAMAGE/ATTACK: 1-6 (bite) or 1-6(club) TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, SPECIAL ATTACKS: Charming Bell 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, 60% SPECIAL DEFENSES: None 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items of any MAGIC RESISTANCE: 25% type) INTELLIGENCE: Average NO. OF ATTACKS: 2 ALIGNMENT: Chaotic Evil DAMAGE/ATTACK: 3-18(claw)/3-18(claw) SIZE: S (4' tall) SPECIAL ATTACKS: Flay L/XPV: 1/14+1/hp (20) xp SPECIAL DEFENSES: Undead Immunities MAGIC RESISTANCE: Standard Eloko are a small evil race possibly an offshoot of INTELLIGENCE: Average gnome. They have dark skin, long dirty twisted hair, ALIGNMENT: Neutral Evil small beady eyes, an overly large mouth with pointed SIZE: L (8 1/2' tall) teeth, and wear clothing made out of leaves. They L/XPV: 8/2750+18/hp (3900) xp stand 4' tall and weigh 100 lbs.

Created to be bodyguards and spies by necromancers In combat they either bite or use a club. Each eloko and liches and other powerful undead, ecorche appear also carries a magical bell that only works for that to be a very large, incredibly muscular human without eloko. This bell acts as a charm person spell (saving skin. This musculature has been overdeveloped by throw allowed) to anyone hearing it in 30' (10”). Once a infusions of necromantic toxins and grafts of saving throw is made, that person is immune to the reanimated sinew effects of any eloko's bell for 24 hours.

Although its natural form possesses no skin, an ecorche Entare can steal the flesh of another creature, flaying its victim FREQUENCY: Very rare in mere seconds and leaving it in unimaginable Sampleshock NO. file APPEARING: 1, 2-5(patrol), or 10-100(clan) and pain with only moments to seek aid before ARMOR CLASS: 4 (Descending) or 16 (Ascending) perishing. Yet this gruesome act of violence is only the MOVE: 15" (Classic) or 40' (Neo) first stage of the chaos an ecorche spreads with its violence. HIT DICE: 5 % IN LAIR: 50% An ecorche possesses incredible control over its TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, gruesome form, allowing it to compress its body into 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% the skin of a much smaller creature. Wearing such grisly 1d4 jewelry, 10% 1 sword, armor, misc. weapon) garb, these terrors walk among the living, doing the NO. OF ATTACKS: 4 bidding of their terrible masters or searching for more DAMAGE/ATTACK: 1-8 (bite)/1-6(claw)/1-6(claw)/1-6(spear) influential individuals to murder, skin, and impersonate. SPECIAL ATTACKS: Nonel If an ecorche's unholy nature is revealed, the monster SPECIAL DEFENSES: None is quick to dispose of its now-useless disguise, bursting MAGIC RESISTANCE: 35% from the suit of flesh and exposing its terrible form to INTELLIGENCE: Average the unprepared, few of whom can withstand such ALIGNMENT: Lawful Evil unabashed gore. SIZE: L (8' tall) L/XPV: 2/90+5/hp (200) xp When an ecorche rolls an 18 or better on his to hit roll (and has hit his target) while striking a target in non- Entare are a race of lion centaurs, with the body and metallic armor, he has partially flayed that target, doing head of of a lion, but the torso and arms of a muscular an additional 3-18 damage and causing bleeding for an human. additional 2 points per round until bandaged or healing magic is used. In combat entare use both a claw, claw, bite attack routine along with wielding a spear or other long pole An ecorche stands approximately 8-1/2 feet tall and based weapon. Entare track as a 10th level ranger. weighs upward of 600 pounds.

20 Erlking FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -2 (Descending) or 22 (Ascending) MOVE: 24"/Fly 36(b)” (Classic) or 60'/Fly 90'(good) (Neo) HIT DICE: 13 % IN LAIR: 20% TREASURE TYPE: C 10% 1d12x1000 cp, 15% 1d12x1000 sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d3 magic items (1 potion) NO. OF ATTACKS: 2 or 4 DAMAGE/ATTACK: By weapon (1-8+9 or 1-6+9) SPECIAL ATTACKS: Haste SPECIAL DEFENSES: Cold iron or magic weapon to hit MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Chaotic Neutral SIZE: M (6' tall) L/XPV: 9/ 3400 + 16/hp (4200) xp

Appearing to be tall elves with leafy instead of feathered wings, erlkings guard the wildest, most pristine reaches of nature. Most forest creatures acknowledge an erlking as king of the forest and arbiter in disputes between the people of the wilds. In most forests with them, an erlking is the brother or consort of a hamadryad, and represents the aggressive, dangerous, and vengeful aspect of the wilds.

An erlking may haste himself at will and is a blur of motion on or off the battlefield, using his powers to coordinate attacks against despoilers, manipulate terrain to his side's advantage, and call in reinforcements when his forces would be overwhelmed.Sample file In combat an erlking wields a +3 (at least) long sword, with an additional +6 damage for strength, so likely 1- 8+9 twice per round. For ranged combat they use a magical (at least +3) longbow specially made for their strength, doing 1-6+9 four times per round in addition to any plus the arrows might have.

Erlkings are always under a constant protection from law spell, may speak with animals and speak with plants at will. They may cast a number of spells (as a 13th level caster): Black tentatcles, cure critical wounds, liveoak, move earth, and plant growth three times per day. They mast cast finger of death once per day

21 F are still puzzled as to how they even reproduce. It almost seems as if they are pure rage that spontaneous takes on a hideous natural form. They can see in the Fachen dark up to 60'. FREQUENCY: Rare A typical fachen stands just short of 6 feet tall, and NO. APPEARING: 1 despite appearing to be half a person, weighs around ARMOR CLASS: 5 (Descending) or 15 (Ascending) 150 pounds because of its muscle mass. Though it isn't MOVE: 12" (Classic) or 30' (Neo) a very large creature, its fearsome composition and the HIT DICE: 7 aura of fear it exudes give it a presence that makes it % IN LAIR: 30% seem much greater than its actual size TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 1d4 jewelry, 10% 1 sword, armor, misc. weapon) Fleshdreg NO. OF ATTACKS: 1 FREQUENCY: Rare DAMAGE/ATTACK: 1d8+6 (weapon) or 1d6 (bite) NO. APPEARING: 1,2, or 3-8(batch) SPECIAL ATTACKS: Fear ARMOR CLASS: 7 (Descending) or 13 (Ascending) SPECIAL DEFENSES: See below MOVE: 12" (Classic) or 30' (Neo) MAGIC RESISTANCE: Standard HIT DICE: 2 INTELLIGENCE: Average % IN LAIR: 30% ALIGNMENT: Neutral Evil TREASURE TYPE: None SIZE: M (6' tall) NO. OF ATTACKS: 1 L/XPV: 4/350+8/hp 600 xp DAMAGE/ATTACK: 1d6 (bite) SPECIAL ATTACKS: Sinful Bite A fachen looks like a short, misshapen ogre, a large, SPECIAL DEFENSES: None brutish humanoid, only it only has one arm and one leg MAGIC RESISTANCE: Standard as well as only one eye in its head. Despite this lack of INTELLIGENCE: Low appendages it is actually quite agile and effective in ALIGNMENT: Neutral Evil combat. Usually it uses a battle axe or long sword in its SIZE: S (4' tall) one hand, but if unarmed it will bite with its large mouth. L/XPV: 1/28 +2/hp (45) xp

The fearsome fachen's terrifying visage paralyzes all but Fleshdregs are misshapen lumps of tissue, appendages, the most intrepid that happen across its hopping path. and biting mouths, created from the flesh of those who Anyone within 30' of the creature who sees it must have committed grievous sins. They are practically make a saving throw (vs paralyzation or willpower)Sample or immortal, file require little food to sustain their unnatural stand still for 1d4 rounds, unable to move or take any physiology, and don't seem to mature past the point of action. creation. Fleshdregs follow true sinspawn around like pets or curious children. Sinspawn use these weaker Reports disagree on just what it is about the fachen creatures as slaves, troops, and hunting companions. that turns one's blood to ice—the single leg and foot Despite this treatment, fleshdregs still seek out the that somehow don't impair the being's balance or company of their larger, more advanced cousins. speed, the seemingly too-strong arm jutting from the center of the creature's torso, or the lone, bulbous eye The bite of a fleshdreg has a magical effect similar to a leering maliciously at its would-be prey. Most likely it's a spell being cast on a target (at 5th level casting ability) combination of all of these things mixed with the depending on which sin it had committed. Envy dispels unrelenting rage and savagery that seems to ooze from magic, Gluttony is starved (must eat immediately), its every pore. Greed is slowed, Lust confuses (save vs magic or will), Pride blinds (save vs magic or will), Sloth puts the Though the fachen's grotesque approximation of a target to sleep (save vs magic or will), Wrath does 1d4 humanoid form could be enough to scare a traveler extra damage witless on its own, no single part of the abomination's appearance induces fear like that of its mouth, a Fleshdregs vary in appearance from one another snarling and snapping thing filled with two full rows of depending on factors such as the sins that powered long, sharp teeth—a mouth that looks like a cage out of their creation. Wrathful fleshdregs develop a more a foul nightmare. Constantly gnashing or chomping in predatory form than lustful fleshdregs do, and slothful the air, it delivers grievous wounds to those who don't fleshdregs are little more than bloated piles of flesh flee this terrible creature. atop stubby legs. Most fleshdregs stand between 3 and 4 feet tall, and weigh about 60 pounds. Greed Though they're able to speak, fachens do so only to fleshdregs are the tallest of their kind, and sloth curse at those they encounter. These barbaric creatures fleshdregs the heaviest. have no discernible culture, and sages and naturalists

22 G Getiet FREQUENCY: Very Rare Gaki NO. APPEARING: 1,3-5 (troop), or 8-32 (tribe) ARMOR CLASS: 6 (Descending) or 14 (Ascending) FREQUENCY: Very Rare MOVE: 12" (Classic) or 30' (Neo) NO. APPEARING: 1 or 2-4 HIT DICE: 2 ARMOR CLASS: 3 (Descending) or 17 (Ascending) % IN LAIR: 20% MOVE: 12" (Classic) or 30' (Neo) TREASURE TYPE: J (3d8 cp), K (3d6 sp),L(2d6 gp),M (2d4 ep), HIT DICE: 9 N (1d6 pp) % IN LAIR: 85% NO. OF ATTACKS: 3 TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, DAMAGE/ATTACK: 1-4(claw)/1-4(claw)/1-4(bite) 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% SPECIAL ATTACKS: None 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) SPECIAL DEFENSES: None NO. OF ATTACKS: 3 MAGIC RESISTANCE: Standard DAMAGE/ATTACK: 2-12 (claw)/2-12 (claw)/2-12 (bite) INTELLIGENCE: Low SPECIAL ATTACKS: None ALIGNMENT: Chaotic Evil SPECIAL DEFENSES: Vulnerable to Fire and Cold SIZE: M 6' tall) MAGIC RESISTANCE: Standard L/XPV: 1/20+2/hp (40) xp INTELLIGENCE: Average ALIGNMENT: Neutral Evil Getiet are a strange mutation of orc, combining the SIZE: L (9' tall) usual orcish head with the upper torso of a small gorilla L/XPV: 6/600+12/hp (1100) xp and the hind quarters of a cheetah. This combination is rather ungainly, as they are not able to move like a When an especially jealous or greedy evil person dies, it cheetah, nor wield weapons effectively, but they sometimes returns as a gaki—a misshapen creature otherwise engage in typical orcish behavior. They are with a supernatural hunger for things of the material considered “giant” class for purposes of a ranger's world. Mistakenly called "hungry ghosts" because of damage bonus. their ability to fly and turn invisible, gakis believe that if they consume the right material—typically meat, wine, blood, flowers, and souls—they can form a new body Gholdako resembling their former mortal shapes. Its long, thin FREQUENCY: Very Rare neck restricts how much it can eat, and the creature is NO. APPEARING: 1 or 2-4 perpetually starving. It prefers to consume evil ARMOR CLASS: 5 (Descending) or 15 (Ascending) creatures, believing it gains more sustenance fromSample a MOVE: file 12" (Classic) or 30' (Neo) sinful being than a righteous one, but it won't pass up HIT DICE: 9 any mortal flesh. Some gakis believe they must consume flesh from demons or undead, and fixate on % IN LAIR: 100% these creatures to the aversion of all others. TREASURE TYPE: None NO. OF ATTACKS: 3 These creatures have short memories and little sense of DAMAGE/ATTACK: 2-16 (claw)/2-16 (claw)/1-12 (bite) perspective. They're smart enough to pursue what they SPECIAL ATTACKS: Blinding Breath want cannily, but fail at making long-term plans. Most SPECIAL DEFENSES: Silver or magic weapon to hit gakis wander alone, pursuing their search for MAGIC RESISTANCE: Standard nourishment in solitude. When they do form packs, they INTELLIGENCE: Average use their numbers to surround and bring down large ALIGNMENT: Neutral Evil animals or groups of people, but then throw cooperation aside to squabble and shove as each one greedily tries SIZE: L (9' tall) to claim the entire prize they've taken. L/XPV: 7/1300+12/hp (1800) xp Strangely, gakis are scorched by moonlight and frozen A gholdako is a dreadful undead cyclops created by the by sunlight. Because of this, they're forced to lurk in the foul priests and necromancers of a fallen cyclops empire shadows of ruins. Some wander the deep caves and thousands of years ago. A gholdako's single eyeball is tunnels below the surface, scrounging whatever meals sunken and milky, and its body and limbs are wrapped they can find. In urban areas, they group together to tightly in ragged strips of soiled and moldering linens, stalk the slums, often leaping upon victims, tearing much like those of a mummy, but with disturbing and away small morsels of flesh before they retreat, leaving incomprehensible glyphs scribbled on the ancient cloth, victims bleeding and disoriented. They find hiding written in what appears to be dried blood. Layers of places—often in abandoned buildings or sewers—to stay skin continually flake off the hideous monster's parched during the day, turning invisible and biding their time till flesh wherever it is exposed, falling in papery strips of the dark of night comes. sickly yellow. The average gholdako stands 9 feet tall and weighs 500 pounds.

23 Once every 1d4 rounds, a gholdako breathes a 20' cone Giant, Athach of noxious gas, blinding anyone who fails a save (versus poison or fortitude). This blinding is permanent, but FREQUENCY: Uncommon may be cured by the cure blindness spell or similar NO. APPEARING: 1,2,3-5 (gang) or 6-30 (tribe) magic. ARMOR CLASS: 1 ((Descending) or 19 (Ascending) MOVE: 15" (Classic) or 40' (Neo) Gholdakos have no treasure of their own, but are nearly HIT DICE: 13+2-7 always guardians of some special relic or tomb, having % IN LAIR: 35% been ordered to protect the object or location in life and TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, remaining faithful to their duties even after dying. While 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% they strive to keep their wards safe from depredations, 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) gholdakos are nonetheless short-tempered and easy to NO. OF ATTACKS: 3 lure away from their posts—though being caught by one DAMAGE/ATTACK: 2-20(slam)/2-20(slam)/2-12(bite) of these undead giants almost always spells a gruesome SPECIAL ATTACKS: Poison Bite, Hurl Rocks 2-24 and untimely end for most would-be . SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Low Ghonhatine ALIGNMENT: Chaotic Evil FREQUENCY: Rare SIZE: L (18' tall) NO. APPEARING: 1 or 2-8(squad) L/XPV: 8/3950+18/hp (6000) xp ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 15" (Classic) or 40' (Neo) An athach is a twisted kind of giant, cruel and thuggish. HIT DICE: 6+6 It lives to bring misery, ruin, and terror to weaker % IN LAIR: 10% creatures. An individual may be nearly any human color, TREASURE TYPE: None though its arms are often a darker color or even NO. OF ATTACKS: 4 grayish. Its upper fangs are long, extending from its DAMAGE/ATTACK: 2-12(bite)/1d8 (claw)/1d8 (claw)/1d6(tail) mouth like those of a ferocious beast, and it constantly SPECIAL ATTACKS: Stench, Acid Spray drools a weakness-inducing poison. A group of athachs is usually a family unit, with gangs typically consisting SPECIAL DEFENSES: Immune to acid, disease, poison of a group of siblings and full tribes consisting of MAGIC RESISTANCE: Standard parents and young. INTELLIGENCE: Low ALIGNMENT: Chaotic Evil Athachs thrive upon the fear of their victims, preferring SIZE: L (8' long) to play with their prey for some time before indulging L/XPV: 4/525 + 8/hp (775) xp their vile and murderous natures. Tales tell of how Sampleathachs file cut down orchards and ruin crops by night, leaving the ruins to be discovered by innocent villagers Ghonhatine were formerly troglodytes who have been at the dawning of the following day. Further tales tell of captured by the drow and put through a transformation how athachs desecrate graveyards by exhuming graves process similar to that of what happens to a drider. and scattering the bones of the dead about. The Instead of a drow-spider hybrid, what is created is motivation behind these games seems to be sheer essentially a super-troglodyte, taller, stronger, uglier, entertainment—some athachs are unusually creative in and more stupid. It can also spit acid (as a ranged their antics, displaying ingenuity beyond their normal attack) from its stomach up to 2” (or 20') that does 2- capacity, as if an athach in the throes of desecration 12 damage. and cruelty were prone to some form of divine inspiration. Their stench works like a troglodyte, but with a -2 penalty to the saving throw. Lastly, they are always An athach is 18 feet tall and weighs 5,000 pounds. hungry and in combat will pause a round to eat a dead Athachs dislike other giants (and other monsters of enemy. Doing so heals the ghonhatine for 3-18 hit their size) and either attack or flee from them, points. depending on whether the odds are in their favor. They have been conditioned to obey drow (any drow) Athachs are as strong as cloud giants and may hurl unhesitatingly which makes their use in intra-house rocks as per one. Their poison causes a -2 penalty to hit conflicts suboptimal and instead are generally sent on and damage for 2-12 rounds. patrols or as cannon fodder against other enemies.

24 Giant, River River giants prefer to lair on small islands, rock formations, or sediment banks where rivers come FREQUENCY: Uncommon together. A river giant uses its home, usually a simple NO. APPEARING: 1,2, or 3-5 plus pets (family) earthen hut of mud and reeds, to store its valuables or ARMOR CLASS: 3 ((Descending) or 17 (Ascending) as a place to gather with others of its kind. MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 8+1-2 % IN LAIR: 35% Giant, Slag TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 FREQUENCY: Uncommon sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, NO. APPEARING: 1 or 2,3-8 (expedition) or 5-20 (tribe) 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) ARMOR CLASS: 2 ((Descending) or 18 (Ascending) NO. OF ATTACKS: 1 MOVE: 12" (Classic) or 30' (Neo) DAMAGE/ATTACK: 2-16 HIT DICE: 10+1-4 SPECIAL ATTACKS: Hurl Rocks 2-16 SPECIAL DEFENSES: None % IN LAIR: 85% MAGIC RESISTANCE: Standard TREASURE TYPE: Z (20% 1d3x1000 cp, 25% 1d4x1000 sp, INTELLIGENCE: Average 25% 1d4x1000 ep, 30% 1d4x1000gp, 30% 1d6x100 pp, 55% ALIGNMENT: Chaotic Good or Chaotic Evil 1d6x10 gems, 50% 5d6 jewelry, 50% 1d3 any magic item) SIZE: L (14' tall) NO. OF ATTACKS: 1 L/XPV: 5/900+12/hp (1350) xp DAMAGE/ATTACK: 5-30 SPECIAL ATTACKS: Hurl Rocks 2-20 River giants traverse inland waterways, moving where SPECIAL DEFENSES: None the current takes them on their makeshift rafts. Tall but MAGIC RESISTANCE: Standard lean and lithe, river giants typically grow to a height of INTELLIGENCE: Average 10 feet and weigh about 900 pounds. River giants have ALIGNMENT: Lawful Neutral skin color that ranges from the yellowish green of algae SIZE: L (14' tall) or duckweed to the rich jade of a bamboo stalk. Their L/XPV: 7/1950+14/hp (2600) xp hair color is much less varied, usually a sooty black or muddy brown color. River giants can live to be 300 Slag giants are a crossbred between fire giants and years old. stone giants and are among the foremost artisans and crafters of giantkind. Proportioned more like stone River giants are as likely to be evil as they are good, giants than fire giants, slag giants have long limbs with though all members of a family usually have the same lean muscles; they stand 14 feet tall and weigh 3,000 alignment. Whether kind or cruel, all river giants are pounds. Slag giants' skin color ranges from a deep and quick to anger and capable of erupting with little or no ruddy hue to a rusty . Their hair is black, gray, or cause. Among their own kind, arguments usuallySample result white, file though males and females both tend to keep in one or both participants getting pushed into the their hair cropped close or shaved off. Slag giants can water to cool off. Good river giants typically switch live to be 400 years old. between bouts of great, jovial laughter or physical comedy (such as nearly tipping a raft with passengers), Slag giants usually evince a cold, detached followed by quiet introspection while listening to the about everything other than their work. Their inherent sounds of a slow river. Evil river giants often see understanding of metalworking and resistance to fire themselves as the embodiment of a river's most chaotic allow them to craft arms and armor from inside their elements, like waterfalls, rapids, or ice floes; they might huge forges, sometimes working the metal with their hold someone underwater for a minute or two as a bit bare hands. Small families of slag giants often ally with of fun, and they take no more responsibility for their clans of other giants, providing armor and weapons in violence than the river itself would. exchange for ore and the freedom to practice their crafting skills in peace. Even militaristic fire giants (who River giants love water travel, and they can often be pride themselves on their strength and martial prowess) hired to ferry travelers across or along a waterway for a respect the fine work of the weaker slag giants, and price. Shrewd though not overly intelligent, river giants usually attempt to ally with the artisans rather than usually base such transport fees on the estimated enslaving them. wealth of their passengers—typically 100 gp each for adventurers. If able to prepare for combat, slag giants wear armor and wield a shield which improves their armor class to In combat, river giants prefer to attack from the water -2 (or 22). They may throw rocks up to 20” (or 60') for whenever possible, or keep opponents in deep water 4-24 damage. They are also fond of bowling. where the giants' bigger lungs are an advantage. If they are losing a fight, they swim underwater to escape or Slag giant settlements usually consist of several stone use their rafts as cover. They are as strong as hill giants homes (built from or surrounded by forge slag) with and are able to throw rocks as one (2-16 damage, 20" built-in forges and large, smoking chimneys. Most are in or 60'), hills or mountains, but they can be found anywhere there is a ready supply of iron ore. Although they prefer 25 creation to combat, slag giants are brutal and efficient Golem fighters, capable of destroying an enemy's weapons or armor in a few precise blows. They often let opponents Golems require the creator to be a high level magic- retreat if it gives the giants the opportunity to collect user (brass, coral, fossil, junk) cleric (blood), or druid any broken weapons and armor as salvage. If (coral, wicker golem) and cost 1,000 gp per hit point to approached peacefully, they are willing to barter or sell make, taking 1 month to create for every 6 hd the their goods, though they usually don't have human- golem has. sized items on hand. Trespassers who carelessly or wantonly destroy a slag giant's work or foul its forge usually end up in the fire. Most settlements have Golem, Blood several giant-sized breastplates the residents can don if FREQUENCY: Very rare they expect a serious fight. NO. APPEARING: 1,2, or 2-5 ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 3" (Classic) or 10' (Neo) Girtablilus HIT DICE: 45 hp (10 HD) % IN LAIR: 100% FREQUENCY: Very Rare NO. APPEARING: 1,2, 3-5, or 6-14 (Cult) TREASURE TYPE: Special ARMOR CLASS: 0 (Descending) or 20 (Ascending) NO. OF ATTACKS: 2 MOVE: 18" (Classic) or 50' (Neo) DAMAGE/ATTACK: 2-12(slam)/2-12(slam) HIT DICE: 10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below % IN LAIR: 100% MAGIC RESISTANCE: See below TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, INTELLIGENCE: Nil 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, ALIGNMENT: Neutral 60% 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items SIZE: L (10' tall) NO. OF ATTACKS: 4 L/XPV: 6/1900+14/hp (2500) xp DAMAGE/ATTACK: 1d10+6(Halberd)/1d8 (claw)/1d8 (claw)/1d6(sting) SPECIAL ATTACKS: Poison Sting (save or paralyzed) Like other golems, the blood golem is a magical construct created by a high level magic-user or cleric. SPECIAL DEFENSES: Silver or magic weapon to hit Instead of forming a body and then animating it, a large MAGIC RESISTANCE: Standard pool of blood is animated. This requires 30,000 gp of INTELLIGENCE: Average powdered rubies, a large amount of giant blood. 20% of ALIGNMENT: Neutral flesh golem manuals will actually be for blood golems, SIZE: L (13' long) as well as 10% of clay golem manuals. L/XPV: 6/2250+14/hp (2900) xp Sample file The blood golem spends most of its time simply a a Girtablilus are essentially scorpion-centaurs, only with very large pool of blood. However, when intruders both scorpion arms and human ones. They fiercely appear (or something else specified by its creator), the guard ancient places and treasures lost to history. Far blood congeals and rises up into a vaguely humanoid from civilized eyes, they thrive and piously protect their shape. It is very strong and strikes with two fists for 2- charges with the aid of monstrously large scorpions that 12 damage each. If both attacks hit, the victim takes a girtablilus keep as pets. further 5 hit points of damage and this 5 hit points is All girtablilus share a zeal for religion, although the gained by the blood golem (to a maximum of 64 hit objects of veneration vary from tribe to tribe. Some points). girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others As they are liquid, piercing and slashing weapons have embrace religions derived from prehistoric worship, no effect on blood golems. Only magical blunt weapons devoted to the idea of gods that once were or might do damage. never have been. Girtablilu leaders are clerics and are responsible for the Like other golems, blood golems are immune to magic tribe's religious observances and laws. Tradition and spells with a few exceptions: Healing spells will cause service to the group are important. Those who violate damage to the amount of healing they would normally tribal beliefs are killed or exiled into the harsh do, fire spells do the minimum damage possible (all 1s wasteland. Girtablilus believe that no sacrifice in life on damage dice), and cold spells do no damage, but will (including death in the service of the gods) goes allow magical slashing or piercing weapons to damage it unrewarded in the hereafter; this belief makes them for 1d4 rounds. fierce and fearless fighters. When killed, some of the blood congeals back into A girtablilu is 13 feet long and weighs 800 pounds. rubies (3d6) worth 100 gp, 500 gp, or 1000 gp each (even amounts of each)

26 Golem, Brass colonies of living coral drawn from the ocean. While their sharpened appendages are capable of performing FREQUENCY: Very rare tasks that require meticulous precision, they are equally NO. APPEARING: 1,2, or 2-4 (watch) useful in martial combat. Mages and druids employ ARMOR CLASS: 4 (Descending) or 16 (Ascending) coral golems to collect delicate specimens of plant life MOVE: 9" (Classic) or 20' (Neo) from local beaches, spear and retrieve fish from the HIT DICE: 72 hp (16 HD) ocean for meals, and protect valuable locations such as % IN LAIR: 100% their masters' homes or veins of minerals and other TREASURE TYPE: None potent resources. A coral golem is 9 feet tall and weighs NO. OF ATTACKS: 1 1,000 pounds. DAMAGE/ATTACK: 3-30 SPECIAL ATTACKS: Incendiary Cloud As with other golems, coral golems are almost entirely SPECIAL DEFENSES: +2 or better to hit immune to magic, with a few exceptions: water based spells cure 1d6 per level of the caster, transmute rock MAGIC RESISTANCE: Magic Immunity to mud slows the golem for 1d6 rounds (no save), INTELLIGENCE: Nil transmute mud to rock increases the damage of the ALIGNMENT: Neutral golem's claws by an additional 1-8 for 1d6 rounds, and SIZE: L (12' tall) stone to flesh negates the need for a magical weapon to L/XPV: 10/7250+20/hp (8900) xp damage the coral golem for 1d3 rounds.

Brass golems greatly resemble iron golems, only being Coral golems cost 45,000 gp to make, take 2 months, made of brass and wielding (as part of their hand) are and may be created by a 14th level magic-user or 12th large curved sword or falchion. level druid.

Like most other golems, brass golems have a near immunity to magic with a few exceptions. Spells that do Golem, Fossil cold damage slow the golem (as per the spell) for 1d6 rounds. Spells that do fire time will negate this slowing FREQUENCY: Very rare and heal brass golems one point for every one point of NO. APPEARING: 1,2, or 2-4(museum) damage the fire spell was supposed to do. Electrical ARMOR CLASS: 0 (Descending) or 20 (Ascending) spells have no effect on them. MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 68 hp (15 HD) Once every eight rounds, a brass golem may breathe a % IN LAIR: 100% cloud of fire (as per the incendiary cloud spell) in a TREASURE TYPE: None 1”x1”x1” area (or in other words, a 10' cube) NO. OF ATTACKS: 2 DAMAGE/ATTACK: 3-36(bite)/3-36(bite) Brass golems cost 72,000 gp to make, take 3 months,Sample file SPECIAL ATTACKS: Petrification and may be created by a 16th level magic-user SPECIAL DEFENSES: +2 or better to hit, MAGIC RESISTANCE: Magic Immunity INTELLIGENCE: Nil Golem, Coral ALIGNMENT: Neutral FREQUENCY: Very rare SIZE: L (20' tall) NO. APPEARING: 1,2, or 2-4 (watch) L/XPV: 10/7250+20/hp (8800) xp ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 9" (Classic) or 20' (Neo) A fossil golem is constructed of the stony bones of long- HIT DICE: 45 hp (10 HD) dead dinosaurs and other prehistoric creatures. These % IN LAIR: 100% bones are generally not assembled with any attempt to TREASURE TYPE: None accurately model the original creature—usually, the NO. OF ATTACKS: 2 skulls of powerful predatory dinosaurs (such as DAMAGE/ATTACK: 2-16(claw)/2-16(claw) tyrannosauruses) serve in the place of hands, granting SPECIAL ATTACKS: None the fossil golem a pair of devastating bite attacks. The SPECIAL DEFENSES: +2 or better to hit magical energies that infuse a fossil golem create an additional peril—they transform fossilization into a MAGIC RESISTANCE: Magic Immunity terrible form of contagion that can petrify any opponent INTELLIGENCE: Nil on a successful hit (save versus petrification or reflex to ALIGNMENT: Neutral avoid) SIZE: L (12' tall) L/XPV: 6/1900+14/hp (2500) xp Like most golems, fossil golems are almost completely immune to magic, with two exceptions. Transmute rock Appearing to be made of wrinkled stone and coral, with to mud acts like a slow spell for 2d6 rounds, and a bits of plant life clinging to its creased body and clawlike stone to flesh spell will allow non-magical weapons to hands, coral golems are constructs made entirely of hit it and negate the petrification ability for 1d6 rounds.

27 Fossil golems are often used to guard caverns and other A grease spell acts as a haste spell for 1d6 rounds. A natural fortifications. A fossil golem at rest might look wizard lock or hold portal spell will act like a slow spell to the untrained eye like nothing more than a strange for 1d6 rounds. A rusting grasp or wood shape does 2d6 display of bones. A fossil golem is 20 feet tall and damage to the golem. weighs 8,000 pounds. Junk golems only cost 1/3 the normal cost to make (so Fossil golems cost 68,000 gp to make, take 3 months, 9,000 gp) and may be created by a 12th level magic- th th and may be created by a 16 level magic-user or 18 user level cleric. Golem, Wicker Golem, Junk FREQUENCY: Very Rare FREQUENCY: Rare NO. APPEARING: 1 NO. APPEARING: 1 or 2-5 (gang) ARMOR CLASS: 5 (Descending) or 15 (Ascending) ARMOR CLASS: 3 (Descending) or 17 (Ascending) MOVE: 6" (Classic) or 15' (Neo) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 54 hp (12 HD) HIT DICE: 27 (6 HD) % IN LAIR: 100% % IN LAIR: 100% TREASURE TYPE: Nil TREASURE TYPE: None NO. OF ATTACKS: 2 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d12+1d6 (slam)/1d12+1d6(slam) DAMAGE/ATTACK: 1d8(slam)/1d8(slam) SPECIAL ATTACKS: Fire Log Throw SPECIAL ATTACKS: Swarm form SPECIAL DEFENSES: Construct immunities, healed by fire SPECIAL DEFENSES: Heal 2 hp/rd near junk damage MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Average INTELLIGENCE: None ALIGNMENT: Neutral Evil ALIGNMENT: Neutral SIZE: M (6' tall) SIZE: L(9' tall) L/XPV: 3/350+6/hp (500) xp L/XPV: 8/2000+16/hp (2100) xp

A junk golem appears to be a pile of junk metal debris Wicker golems are fashioned into the shape of a man that can assume the vague shape of a humanoid to and then set on fire. Rather than be consumed by the attack intruders (or whatever else it was commanded to flames, fire gives the wicker golem life. do). A wicker golem's slam attack does 1d12 damage plus It may dissolve its form and turn into a mass or whirling Samplean additionalfile 1d6 fire damage If no opponent is in debris. This attack (to hit required) causes 1d6 damage melee range, it may opt to throw one of its arms up to to anyone within a 10' radius. 50' for normal damage (1d12+1d6 fire) If near a junk pile (and generally speaking, they are), it Wicker golems cost one third as much to make (18,000 will repair itself by 2 hit points per round. gp to make, take 2 months, and may be created by a Like other golems, it's almost entirely immune to magic 12th level druid or 16th level magic-user. spells, with some exceptions:

28 Grave Ape Gravebound FREQUENCY: Very Rare FREQUENCY: Uncommon NO. APPEARING: 1 NO. APPEARING: 1,2, or 3-6 (tomb) ARMOR CLASS: 4 (Descending) or 16 (Ascending) ARMOR CLASS: 3 (Descending) or 17 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 12"/Burrow 12” (Classic) or 30'/Burrow 30'(Neo) HIT DICE: 5+5 HIT DICE: 5+5 % IN LAIR: 50% % IN LAIR: 100% TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, TREASURE TYPE: C (20% 1d12x1000 cp, 30% 1d6x1000 sp, 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% 10% 1d8x1000 ep, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d2 1d4 jewelry, 10% 1 sword, armor, misc. weapon) magic items) NO. OF ATTACKS: 3 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-6(claw)/1-6(claw)/1-8(bite) DAMAGE/ATTACK: 1-10(claw)/1-10(claw) SPECIAL ATTACKS: Howl causes Fear, Bite causes Paralyzation SPECIAL ATTACKS: Dig Grave, Bury Alive SPECIAL DEFENSES: None SPECIAL DEFENSES: Undead Immunities MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Low INTELLIGENCE: Average ALIGNMENT: Chaotic Evil ALIGNMENT: Lawful Evil SIZE: M (6' tall) SIZE: M (5-6' tall) L/XPV: 3/300+6/hp (450) xp L/XPV: 3/350+6/hp (500) xp

Not actually apes, grave apes are a rare type of Gravebound are hateful creatures formed when the cannibalistic undead named for their horrible, ape like souls of people who were buried alive return, animating appearance. They stand 6' tall and weigh nearly 400 grave dirt to form new bodies. Obsessed with their own pounds, with sickly purple fur and grey skin, freakishly deaths, gravebound can't travel far from their resting long arms and large, powerful jaws. Their origin is places, but they seethe with the need to inflict their fate unknown, but many sages have speculated that they upon others. A gravebound digs graves and attempts to are the spirits of exceptionally brutal killers, while bury victims alive in them, and wounds taken at its others say they are to ogres, what ghouls are to hands can cause a victim to appear to be dead. Each humans. . gravebound arises with a shovel attached to its back—a mark of its obsession—and those who slay a A grave ape can howl, causing all those within 50 yards gravebound can take the shovel to assist buried allies that hear it to cower in fear for 1d4 rounds if a saving before they suffocate. throw is failed. While its claws only do normal damage, the grave ape's saliva is poisonous causing paralyzation A gravebound may opt not to attack in a round and on a failed save. Grave apes can be turned as aSample wight. instead file magically open a 10' pit beneath a creature. That creature must then make a saving throw (vs. petrification or reflex) to avoid falling in and taking normal damage (1d6).

If a creature fell in, on the next round it uses its magic to fill in the grave, burying the creature inside alive under 3,000 lbs of dirt.

Dirt may be removed from a grave at 200 pounds per minute per person, or 500 lbs per minute using a shovel.

Normal characters may hold their breath for a number of rounds equal to half their constitution score (round up). After that they begin to suffocate. Suffocating characters take 1d6 damage the first round (minute), 2d6 the second, 3d6 the third, and so on until dead or rescued.

29 Graveknight Greenfeeder FREQUENCY: Very Rare FREQUENCY: Uncommon NO. APPEARING: 1 NO. APPEARING: 1 or 2-7 (pack) ARMOR CLASS: -2 (Descending) or 22 (Ascending) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 9 (or more, d10) HIT DICE: 4+4 % IN LAIR: 30% % IN LAIR: 0% TREASURE TYPE: Special TREASURE TYPE: 1% chance of magical sword NO. OF ATTACKS: 1 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By Weapon + 3 + 6 + 2-12 or Slam (2-12) DAMAGE/ATTACK: 1-6+4(sword)/1-6+4(sword) SPECIAL ATTACKS: Devastating Blast SPECIAL ATTACKS: Wounding SPECIAL DEFENSES: +1 or better to hit, Undead Immunities, SPECIAL DEFENSES: None Acid immunity MAGIC RESISTANCE: Standard MAGIC RESISTANCE: 90% INTELLIGENCE: Low INTELLIGENCE: Average ALIGNMENT: Chaotic Neutral ALIGNMENT: Lawful Evil SIZE: M (6' tall) SIZE: M (6' tall) L/XPV: 2/130+5/hp (200) xp L/XPV: 6/1600+12/hp (2100) xp Greenfeeders are created when large amounts of blood Graveknights are yet another fighter version of lich, are spilled in an enchanted forest, nourishing the soil notable warriors (of at least 9th level) who have but making it greedy for more. Greenfeeders take the returned from their grave by storing their life essence in shape of vaguely man shaped piles of dirt and forest their armor. debris and arise when they smell blood being spilled nearby. Graveknights wear at least +2 full plate armor and wield at least a +1 weapon, but probably more (roll on They wade indiscriminately into battle, attacking magic sword table at +20%). Other magical items (2-5 whomever is closest with the only concern being that miscellaneous magic) that they used in life may still be blood must be spilled. They wield old battered swords continued to be used, such as girdles of giant strength, (1% chance for one to be magic) in each hand with though the graveknight has 18/00 strength and missile 18/76 strength (+4 damage) that also cause wounding weapons such as bows or crossbows. They are double as per a sword of wounding (this is caused by the specialized in the weapon they wield (even if it's a two- greenfeeder's magic, not the sword itself) handed sword or polearm, giving +3 to hit and +3 damage) Larger versions are rare but do exist, with up to 12 HD Sampleand file wielding two-handed swords or scythes in one hand In addition to the normal damage done with their and having 19 strength (+7 damage) weapon, they also do an additional 1d6 negative energy damage for every 4 hit dice (round down) they have. Three times per day, a graveknight may also unleash a cone of negative energy (similar to a cone of cold) for to 10” (or 30 feet) that does 2d6 for every 3 hit dice the graveknight has (so 6d6 at 9 hit dice)

Lastly, the graveknight are constantly surrounded by a 10' Protection from Good spell, may control undead as per an evil cleric of the same level as its hit dice and may summon a phantom steed, similar to the illusionist spell.

Graveknights are not destroyed unless their armor is also destroyed, not simply smashed up. Disintegration, taking it to the positive energy plane, dropping it in a volcano, and possibly dissolving it with some sort of powerful magical acid. Instead, their body reforms in 1d10 days, though the body may be destroyed again before it's reformed causing it to reform again in another 1d10 days.

30 Grioth FREQUENCY: Very Rare NO. APPEARING: 1,2 or 3-18 (gathering) ARMOR CLASS: 8 (Descending) or 12 (Ascending) MOVE: 12"/Fly 15”(c) (Classic) or 30'/Fly 40'(average) (Neo) HIT DICE: 2+2 % IN LAIR: 0% TREASURE TYPE: None NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-6(short sword)/2-5(bite) SPECIAL ATTACKS: Mindshock SPECIAL DEFENSES: Immune to Cold, Don't breathe MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic Evil SIZE: M (6' tall) L/XPV: 1/40+3/hp (75) xp

Silent batlike humanoids with long, ratlike tails and four narrow eyes, Grioths inhabit rogue planets cast away from their stars—often, they travel to other worlds via powerful magic portals during eclipses to pillage resources rare on their frozen homeworlds. Many of these evil creatures are known for their devotion to the Outer God Nyarlathotep (whom they worship in his guise as the Haunter of the Dark), and it isn't uncommon for colonies of grioths to be led by clerics.

Grioths fight with a strangely shaped short sword made of a weird metal. This allows them (and them only) to give anyone hit with the blade a mindshock, stunning the target for 1d3 rounds on a failed save (vs death magic or fortitude).

Grioths speak a language composed of squeaks,Sample clicks, file and other nonsensical animal noises—they are capable of speaking other languages, but do so in raspy, dry voices. They favor weaponry crafted from metals that synergize with their psychic powers.

The grioth race is prone to mutations, their forms twisted by eldritch forces into lumbering giants or deformed horrors. The most powerful of their kind often possess great physical prowess, as well as unique spell-like abilities that aid them in ruling their dark spire cities and in their constant wars against entities even more alien than themselves.

31 H Hag, Storm FREQUENCY: Very rare Hag, Blood NO. APPEARING: 1 or 3 (Coven) ARMOR CLASS: 1 (Descending) or 19 (Ascending) FREQUENCY: Very rare MOVE: 12" (Classic) or 30' (Neo) NO. APPEARING: 1 or 3 (Coven) HIT DICE: 10 ARMOR CLASS: 0 (Descending) or 20 (Ascending) % IN LAIR: 40% MOVE: 12" (Classic) or 30' (Neo) TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, HIT DICE: 9 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, 60% % IN LAIR: 20% 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items) TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, NO. OF ATTACKS: 3 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, 60% DAMAGE/ATTACK: 1-8(bite)/2-5(claw)/2-5(c;aw) or by weapon 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items) SPECIAL ATTACKS: Electric touch +1-8 NO. OF ATTACKS: 3 SPECIAL DEFENSES: Immune to electricity DAMAGE/ATTACK: 2-12(bite)/1-8(claw)/1-8(claw) MAGIC RESISTANCE: 40% SPECIAL ATTACKS: Explode INTELLIGENCE: Sub-Genius SPECIAL DEFENSES: +1 magic weapon to hit ALIGNMENT: Chaotic Evil MAGIC RESISTANCE: See below SIZE: M (5'' tall) INTELLIGENCE: Very L/XPV: 7/2250+14/hp (2900) xp ALIGNMENT: Neutral Evil SIZE: M (5' to 6' tall) When the clouds turn gray and the winds pick up into a L/XPV: 6/1500+12/hp (2000) xp howl, wise travelers pray that the cause is only a natural tempest and not a storm hag. A storm hag The blood hag is a rare form of hag that takes on the resembles an old woman with a thundercloud of hair. appearance of a young woman by day, but at night (or Her mouth hangs open, revealing thin pointed teeth in the day if she wishes) sheds her skin (which reforms with small arcs of electricity jumping across them. Black every day at dawn) and assumes it's hag form of a talons sprout from her fingertips, likewise crackling with wizened, but powerful woman. In its hag form, it drinks electricity. the blood of young women, though it rarely kills them. However, on occasion it will kill its victim, enabling the This is similar to a shocking grasp, causing all her blood hag to take on the form of that victim by day. It attacks to do an additional 1-8 electrical damage. While gains no memories of the victim. storm hags generally use their bite and claws, they can wield weapons and if using a metal one, that additional In its hag form, the blood hag may also turn intoSample a ball 1-8 filedamage also applies. of fire (same armor class and hit points) for up to 12 Storm hags have a number of spell like abilities (as a rounds a day. In this form the blood hag has a single th attack that does 3d6 fire damage. It can change the 10 level caster): they may cast gust of wind at will; size of the ball so it is as small as an ember, allowing it lighting bolt, ice storm, and invisibility 3 times per day; to pass through cracks and other small openings. While and control winds once per day in this fiery form, the blood hag may be returned to its normal form by casting dispel magic or by doing 20 Other than their electrical nature, storm hags are points or more of cold damage. The blood hag in this typical hags and will sometimes be found in covens. form may also choose to explode, causing 8d6 fire They enjoy being evil and eating children and other small helpless prey. They can track children as per a damage in a 30' radius and returning her to her hag th form. 10 level ranger. A storm hag weighs 70 pounds and stands around 4 When posing as a normal young woman, the alignment feet tall, though if she stood up straight she could easily of the blood hag is undectable, returning as neutral or reach 5 feet. neutral good.

Blood hags are immune to mind controlling spells, fire, disease, and fear. They can detect magic and good and spider climb as per the spell. They can cast the sleep spell three times per day. Some blood hags are known to cast spells as a magic-user or witch (if applicable to your campaign).

32 Hag, Winter Hamadryad FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1 or 3 (Coven) NO. APPEARING: 1 ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 10 HIT DICE: 13+13 % IN LAIR: 40% % IN LAIR: 20% TREASURE TYPE: A (30% 1d6x1000 cp, 30% 1d6x1000 sp, TREASURE TYPE: U (90% 1d8x10 gems, 80% 5d6 jewelry, 35% 1d6x1000 ep 40% 1d10x1000gp, 25% 1d4x100 pp, 60% 70% 1 of each magic item type (no potion or scroll)) 4d10 Gems, 50% 3d10 Jewelry, 30% 1d3 magic items) NO. OF ATTACKS: 1 NO. OF ATTACKS: 3 DAMAGE/ATTACK: By weapon DAMAGE/ATTACK: 1-6+5 (ice staff) SPECIAL ATTACKS: Spells SPECIAL ATTACKS: Icy staff, Breath weapon SPECIAL DEFENSES: Cold iron or magic weapon to hit SPECIAL DEFENSES: Immune to cold MAGIC RESISTANCE: Standard MAGIC RESISTANCE: 40% INTELLIGENCE: Very INTELLIGENCE: Sub-Genius ALIGNMENT: Chaotic Good ALIGNMENT: Chaotic Evil SIZE: M (5' to 6' tall) SIZE: M (5'' tall) L/XPV: 9/4900+18/hp (6000) xp L/XPV: 7/2250+14/hp (2900) xp Looking much like a dryad, but more regal, a Winter hags are sadistic crones who haunt winter- hamadryad is the queen of her forest and the leader of blasted plains and rime-covered forests. They're all the dryads within it. Much as a dryad is bonded with exceptionally arrogant, and often use their magic to one tree and is devoted to it, a hamadryad loves her subjugate entire tribes of evil humanoids so they can chosen forest; while she does not sicken and die if rule over them as queens. These arrangements rarely separated from it, she loathes such separation. All last more than a few seasons, because no creature is nonevil woodland creatures acknowledge her as the truly safe from a winter hag's irrepressible appetite for wisest of dryads and respect her gifts of healing and warm, raw flesh. An ambitious winter hag might extort diplomacy. In most forests, a hamadryad is the sister or a village by causing constant snowfall until they give wife of an erlking, and represents the protective, her children to eat or adults to become her slaves. patient, and nurturing aspect of nature. With her healing magic, she can relieve the suffering of a dryad Unlike other hags, winter hags always fight with their whose tree has been killed and sustain her long enough own magical staff made of ice. This does 1-6 damage for her to bond with another tree. plus another 6 points for strength and another 1-6 points for cold damage. SampleHamadryads file are not found in every forest, only especially enchanted or notable ones. A hamadryad They can also spew force of blast of freezing cold and prefers to avoid direct confrontations, instead using her spittle from their mouths every 1d4 rounds in a 3” (or magic and allies to divert, confuse, and even befriend 30') cone. This does 4-24 damage and causes blindness any would-be enemies. Her powers allow her to speak for 1d6 rounds. A saving throw (vs breath weapon or with or quickly travel to her subjects even when they reflex) reduces damage by half and negates the are in the most remote parts of the forest. As a blindness. consequence, little happens in the forest without her knowledge, and those who enter her realm would do Lastly, they have a number of spell like powers (at 10th well to remember this. level casting ability). They always see invisible, detect magic and pass without a trace. Three times per day Hamadryads have the spellcasting ability of a 13th level they may use alter self, charm person, invisibility (self) druid. Additionally they may charm monsters at will, and spectral force. Once per day they may cast cone of and heal once per day. If they must engage in combat, cold, control weather (cold and wind only), and wall of they prefer to use a magical long bow (generally +1 to ice. They also spider climb on any icy surface +3) and magical arrows (random), firing two arrows per round. If forced to melee, they generally fight with A typical winter hag stands between 5 and 6 feet tall enchanted daggers (+1 to +3). and weighs 100 pounds. They can see through any snowstorm normally. They are immune to cold, electricity, and acid and heal 2 hp/round while in their forest, though not regenerating limbs or coming back to life if killed.

33 I

Ijiraq FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: -3 (Descending) or 23 (Ascending) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 13 % IN LAIR: 20% TREASURE TYPE:V (85% one of each magic type NO. OF ATTACKS: 4 DAMAGE/ATTACK: 2-8(claw)/2-8(claw)/2-12(bite)/2-12(gore) SPECIAL ATTACKS: Spells SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Chaotic Neutral SIZE: M (5' to 6' tall) L/XPV: 9/3100+18/hp (4200) xp

Strange humanoid creatures who wear a skull of a caribou on their head, Ijiraqs protect the frigid beauty and placidity of their arctic homes against all who would trespass, regardless of race or intentions. They are creatures of icy resolution, merciless and unflinching as the arctic winds, bringing doom to both vicious and innocent interlopers equally. Aloof and mysterious, they prefer not to be seen in their natural form, instead cloaking themselves in the fur and shape of swift elk or caribou. Yet even then they're usually only glimpsed as fleeting shadows. Those who lock gazes with ijiraqs see the world around them begin to swim, seeming unreal to the extent that even a skilled forester might be unable to determine which way is north, and a life-longSample file native of a place might become lost within sight of home.

Ijiraq wade into melee with their razor sharp claws, their bite, and goring with their antlers. They also throw javelins (with a +3 bonus for strength. and can cast a number of spells (at 13th caster level): dimension door, fly, and hallucinatory terrain at will, and 3 times a day: control winds, cure critical wounds, ice storm, and polymorph other. They also may shapechange into an elk and have a 95% chance of hiding in shadows, even when they aren't in shadows.

Few can honestly claim to have ever seen an ijiraq's true face, as the creatures wear skulls taken from impressive specimens of their alternate forms as masks. Ijiraqs typically stand about 5 feet tall—though that height reaches over 6 feet including their impressive horns—and weigh approximately 175 pounds.

34 J Jinmenju FREQUENCY: Very rare Jervil NO. APPEARING: 1 ARMOR CLASS: -3 (Descending) or 23 (Ascending) FREQUENCY: Very rare MOVE: 3" (Classic) or 10' (Neo) NO. APPEARING: 1 HIT DICE: 13 ARMOR CLASS: 5 (Descending) or 15 (Ascending) % IN LAIR: 100% MOVE: 15"/Fly 9”(e) (Classic) or 40'/Fly 20'(poor) (Neo) TREASURE TYPE: None HIT DICE: 3+3 NO. OF ATTACKS: 3 % IN LAIR: 100% DAMAGE/ATTACK: 3-18(bite)/2-16(slam)/2-16(slam) TREASURE TYPE: None SPECIAL ATTACKS: Alluring smell NO. OF ATTACKS: 2 SPECIAL DEFENSES: None DAMAGE/ATTACK: 1-6(gore)/1-4(tail) MAGIC RESISTANCE: Standard SPECIAL ATTACKS: Fiery breath (2-12) INTELLIGENCE: Low SPECIAL DEFENSES: None ALIGNMENT: Neutral MAGIC RESISTANCE: Standard SIZE: L (15' to 25' tall) INTELLIGENCE: Low L/XPV: 8/2750+18/hp (3800) xp ALIGNMENT: Neutral SIZE: M (6' tall) Jinmenjus appear to be gnarled trees with rotten fruit L/XPV: 2/90+3/hp (150 xp) hanging from its sickly branches, fruit that looks like rotted and decayed human heads that emit a low hum. A jervil is a strange biped with the body of an alligator, the head of a boar, the hind legs and cloven hooves of a They are trees, albeit mobile and somewhat intelligent, satyr, large bat-like wings, and a long tail and grow in hilly regions far from civilized lands, and prey on those who come too close. They are remarkably Once every 2-5 rounds, it may use its breath against a intelligent and crafty, and use scent to lure prey. single opponent, doing 2-12 damage (saving throw vs breath or reflex for half). Being a tree, they are slow movers, but their fruit has an intoxicating and alluring smell. Anyone within 5' of a They prey mostly on livestock and herd animals, only jinmenju must making a save throw (vs magic or will) attacking humans and demi-humans if they get in the or immediately pluck and consume of of the disgusting way of their predation. fruits from its limbs. These cause confusion (as per the spell) for 1-6 rounds unless a saving throw (vs poison or fortitude) is made. Once someone has made its Samplesaving file throw against the compulsion to eat the fruit, they are safe from this compulsion from the same tree for 24 hours.

Once per day, a jinmenju may emit a burst of this smell, extending the range of the compulsion to 60'

35 K Kyton

Kerrit Despicably cruel and equally horrible to gaze upon, kytons are evil fiends who feed on the fear and FREQUENCY: Rare suffering of mortals through painful supernatural NO. APPEARING: 1 means. Their monstrous appearances vary, but their ARMOR CLASS: 2 (Descending) or 18 (Ascending) stoic and amoral dispositions are universal, for no kyton MOVE: 12" (Classic) or 30' (Neo) cares anything for the plights typical of the creatures HIT DICE: 10+10 they prey upon. They are beings wholly dedicated to % IN LAIR: 30% metamorphosis achieved through horrific trials of self- TREASURE TYPE: C (20% 1d12x1000 cp, 30% 1d6x1000 sp, mutilation and the mystical power provided them by 10% 1d8x1000 ep, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d2 their sapping of mortal anguish. magic items) NO. OF ATTACKS: 3 Despite being often categorized by mortals as shadow- DAMAGE/ATTACK: 2-16(bite)/2-12(claw)/2-12(claw) dwelling devils, kytons calmly refute such claims, seeing SPECIAL ATTACKS: Flame Breath 20' Cone 6d6 themselves as above the principles of Hell's denizens. SPECIAL DEFENSES: +2 or better magic weapon to hit, Instead, kytons seek ecstasy through pain in the form immune to fire and electricity of deliberate and violent self-transformation, adhering to the belief that by altering the physical and spiritual MAGIC RESISTANCE: 50% matter that makes up their form, they can reach a state INTELLIGENCE: Average of perfect being. Removing aspects of themselves and ALIGNMENT: Chaotic Evil replacing them with more desirable or powerful pieces SIZE: L (8' tall) one at a time, kytons believe that experiences of L/XPV: 7/2250+14/hp (2900) xp heightened emotion and sensation (typically in the forms of terror and pain) lead to greater states of A kerrit is a demonic beast that appears to be half awareness and existence. The dedication with which human and half-gorilla, with reddish black fur and only they practice this belief places them on the level of one eye in the center of their forehead. Once every zealots, their fanatical commitment made all the more three rounds, they may breath a 20' cone of fire, disturbing by their eerie composedness and unnaturally causing 6d6 damage, with a saving throw (breath or cool dispositions. reflex) reducing it by half. The original kytons were born of the first truly selfish Although of average intelligence, they view humans and depraved thoughts conceived by mortals. These (and their ilk) merely as prey to be eaten, preferrably creatures surprised and horrified the early gods with raw, so they only use their fire breath when facingSample a their file power and hideous nature, and so the gods difficult foe. chained them in a remote part of Hell. The kytons embraced their chains and, seeking to fulfill their unnatural hunger for pain, escaped to the Plane of Shadow, which lay much closer to their mortal prey. Now, kytons are born of mortal souls that were spiritually and physically tortured in life, victims of their own masochism, sacrifices to gods of suffering, or those promised to the fiends either by their own will or by sadistic cultists. Obscure rituals force the sacrificed souls to bypass the normal judgments of the afterlife and instead become mired in the Plane of Shadow. Over an excruciating and lengthy span of time, these souls are warped and twisted until they emerge as frail new kytons.

36 Kyton (Evangelist) Kyton, Apostle FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1, 2, 3-6 (link), or 6-20 (chain) NO. APPEARING: 1, 2, 3-6 (link), or 6-20 (chain) ARMOR CLASS: 2 (Descending) or 18 (Ascending) ARMOR CLASS: 2 (Descending) or 18 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 8 HD HIT DICE: 9 HD (and up) % IN LAIR: 80% % IN LAIR: 80% TREASURE TYPE: I (30% 3d6x100 pp, 55% 2d10 gems, TREASURE TYPE: I (30% 3d6x100 pp, 55% 2d10 gems, 50% 1d12 jewelry, 15% any magic item) 50% 1d12 jewelry, 15% any magic item) NO. OF ATTACKS: 2 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-8+2(chain)/2-8+2(chain) DAMAGE/ATTACK: 2-8+2(chain)/2-8+2(chain) SPECIAL ATTACKS: Animate 4 chains SPECIAL ATTACKS: Animate 4 chains) SPECIAL DEFENSES: Silver or magic weapons to hit, SPECIAL DEFENSES: Silver or magic weapons to hit, regenerate 2 hit points round, immune to cold regenerate 2 hit points round, immune to cold MAGIC RESISTANCE: 50% MAGIC RESISTANCE: 50% INTELLIGENCE: Average INTELLIGENCE: Average ALIGNMENT: Lawful Evil ALIGNMENT: Lawful Evil SIZE: M (6-7' tall) SIZE: M (6-7' tall) L/XPV: 5/900+10/hp (1250) xp L/XPV: 5/900+10/hp (1250) xp

Evangelist kytons are the most commonly encountered Kyton Apostles are powerful spellcasters (9th level and form. They are humanoid creatures, nearly human in up) who have fully embraced their new nature. As such, appearance, with their bodies wrapped in chains and they have skipped the lower stages and become a full generally covered with dozens of extreme piercings and fledged kyton, with all the abilities of the typical body modifications. (Evangelist), as well as the spell casting ability they had in their former existence. They use their chains to attack and also have the ability to control any nearby chain (within 30' radius), causing the chains to sprout razors and make attacks identical Kyton, Augur to the chains they wield themselves (for a total of 6 attacks per round). FREQUENCY: Very rare NO. APPEARING: 1, 2, 4-10 (flight), or 6-30 (swarm) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: Fly 18" (Classic) or Fly 50' (Neo) SampleHIT fileDICE: 3 HD % IN LAIR: 100% TREASURE TYPE: None NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: On hit, 1d4 each additional round until dead. SPECIAL DEFENSES: Silver or magic weapons to hit, immune to cold MAGIC RESISTANCE: 20% INTELLIGENCE: Average ALIGNMENT: Lawful Evil SIZE: S (3-4)” diameter L/XPV: 3/80+3/hp (125) xp

Perhaps the most unusual type of kyton is the augur, a small, flying sphere that sprouts a blade when attacking. This blade will bore into a creature on a successful hit, causing an additional 1d4 damage each round until either the augur or the creature is dead.

Augur kytons are often used to guard someplace, or as companions to other kytons. In the latter case, the augur will remove itself from a creature if ordered to (most notably a kyton wishing to keep a creature alive for future torture), though they are loathe to. 37 Kyton, Eremite medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken FREQUENCY: Very rare eyes. Their ability to heal the damage they inflict, even NO. APPEARING: 1, 2, or 2-5 (cell) to the extent of restoring life to a subject that has only ARMOR CLASS: -5 (Descending) or 25 (Ascending) just expired, is perhaps more feared than their MOVE: 15"/Fly 24” (Classic) or 40'/Fly 60' (Neo) eagerness to cut flesh. To an interlocutor's victim, death HIT DICE: 12 HD is a mercy that is rarely offered. % IN LAIR: 90% TREASURE TYPE: I (30% 3d6x100 pp, 55% 2d10 gems, Nowhere is the interlocutor's mastery of flesh more 50% 1d12 jewelry, 15% any magic item), V (85% one of each apparent than in their bodies, for their apotheosis from magic type (no potion or scroll)) mortal into kyton involves the shedding of useless parts NO. OF ATTACKS: 5 down to a tangle of nerves, veins, and various organs. DAMAGE/ATTACK: 2-12+6(bite)/2-12+4(claw)/2- These are then incorporated into bodies made of semi- 12+4(claw)/1-8(wing)/1-8(wing) living metal fashioned from raw shadowstuff harvested SPECIAL ATTACKS: 6 additional chain attacks in strange reaches of the Plane of Shadow, giving the SPECIAL DEFENSES: Silver or magic weapons to hit, kyton a terrifying body. Periodically, an arm or other regenerate 2 hit points round, immune to cold "leftover" limb is retained by the kyton, but only in the MAGIC RESISTANCE: 65% same way someone might retain ownership of a treasured piece of jewelry as a keepsake or memento. INTELLIGENCE: Average Some interlocutors retain nothing of their old bodies of ALIGNMENT: Lawful Evil flesh save the brain, nerves, and portions of their SIZE: M (6-7' tall) circulatory system. L/XPV: 10/4100+16/hp (5000) xp Interlocuter kytons may cast cure serious wounds three Eremites are among the eldest and most mutilated of times per day (including on themselves), and raise dead kytons, having inflicted such massive damage to once per day (not on themselves, generally for when themselves that they feel little pain and no fear. The surgery goes bad. Cheaper than malpractice insurance) typical eremite is completely covered in blood-caked bandages, tattered cords of black leather, and Interlocutors are 9 feet tall and weigh 800 pounds. thousands of jagged shards of razor-sharp metal. These fragments are all that holds the creature's mutilated flesh together, yet they do so with a strength far Kyton, Inquisitor greater than that granted by mortal flesh and bone.. FREQUENCY: Very rare NO. APPEARING: 1, 2, or 2-5 (coterie) If both claw attacks hit, the eremite will eviscerate his ARMOR CLASS: 2 (Descending) or 18 (Ascending) opponent, ripping flesh from its opponent's bodySample MOVE: file 12" (Classic) or 40' (Neo) causing a further 1-8 damage. It then grafts it to his HIT DICE: 8 HD own body, restoring the same amount, % IN LAIR: 90% TREASURE TYPE: I (30% 3d6x100 pp, 55% 2d10 gems, Kyton, Interlocuter 50% 1d12 jewelry, 15% any magic item), FREQUENCY: Very rare NO. OF ATTACKS: 2 NO. APPEARING: 1, 2, or 2-5 (gang) DAMAGE/ATTACK: 2-12 (pincer)/2-12 (pincher) ARMOR CLASS: -2 (Descending) or 22 (Ascending) SPECIAL ATTACKS: Heat for additional 1d6 damage MOVE: 15" (Classic) or 40' (Neo) SPECIAL DEFENSES: Silver or magic weapons to hit, immune HIT DICE: 10 HD to cold % IN LAIR: 90% MAGIC RESISTANCE: 40% TREASURE TYPE: (30% 3d6x100 pp, 55% 2d10 gems, INTELLIGENCE: Average 50% 1d12 jewelry, 15% any magic item) ALIGNMENT: Lawful Evil NO. OF ATTACKS: 4 SIZE: M (6' tall) DAMAGE/ATTACK: 1-10(claw) x4 L/XPV: 6/1000+10/hp (1350) xp SPECIAL ATTACKS: Double damage on attack roll of 20 SPECIAL DEFENSES: Silver or magic weapons to hit, immune Inquisitor kytons formerly persecuted heretics in their to cold past incarnation and have taken that expertise to its MAGIC RESISTANCE: 50% fullest extent in their new forms. INTELLIGENCE: Average ALIGNMENT: Lawful Evil They appear similar to other kytons, in tattered SIZE: L (9' tall) clothing, but resembling clerical garb. The most striking L/XPV: 7/2700+14/hp (3350) xp difference is where there once were arms are now metal tong like pincers the inquisitor uses to torture its victims, often heating them first (doing an additional Interlocutors are the self-proclaimed surgeon-sculptors 1d6 of heat damage). among kytons, viewing their practice as more art than 38 Kyton, Supplicant FREQUENCY: Very rare NO. APPEARING: 1, 2, 3-6 (link), or 6-20 (chain) ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 5 HD % IN LAIR: 70% TREASURE TYPE: None NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 SPECIAL ATTACKS: None SPECIAL DEFENSES: Silver or magic weapons to hit, regenerate 1 hit point per round, immune to cold MAGIC RESISTANCE: 20% INTELLIGENCE: Average ALIGNMENT: Lawful Evil SIZE: M (6' Tall) L/XPV: 3/130+5/hp (250) xp

Kyton supplicants are those who have been reborn as kytons, yet have not attained much in the way of power, or “yet to earn their chains”. They appear to be hairless, sometimes skinless humans with muscular bodies.

They generally wield long barbed metal whips which cause 1d6 damage, but are more unnerving than truly dangerous.

Sample file

39 L Lunarma FREQUENCY: Very rare Living Wall NO. APPEARING: 1 or 2-8 (pack) ARMOR CLASS: 3 (Descending) or 17 (Ascending) FREQUENCY: Very Rare MOVE: Fly 24” (Classic) or Fly 60' (Neo) NO. APPEARING: 1 HIT DICE: 6 ARMOR CLASS: 8 (Descending) or 12 (Ascending) % IN LAIR: 50% MOVE: 3" (Classic) or 10' (Neo) TREASURE TYPE: None HIT DICE: 32 hp (7 HD) NO. OF ATTACKS: 4 or Breath % IN LAIR: 100% DAMAGE/ATTACK: 1-8(claw)/1-8(claw)/1-8(claw)/1-6(bite) TREASURE TYPE: Nil SPECIAL ATTACKS: Acid Breath Spray (30' ) 2d6 for 1d4 NO. OF ATTACKS: 2 rounds. DAMAGE/ATTACK: 1d8+4 (slam)/1d8+4 (slam) SPECIAL DEFENSES: See Below SPECIAL ATTACKS: Crush MAGIC RESISTANCE: Standard SPECIAL DEFENSES: Construct Immunities, Half Damage from INTELLIGENCE: Low Piercing/Bludgeoning Weapons, Fire and Cold ALIGNMENT: Neutral MAGIC RESISTANCE: Standard SIZE: M (5' long) INTELLIGENCE: None L/XPV: 3/300+6/hp (450) xp ALIGNMENT: Neutral SIZE: L(10' tall) Lunarmas are mysterious crablike creatures that come L/XPV: 4/475+8/hp (725) xp from space. They move by floating through the air and can eat flesh, wood, bone, and certain kinds of sand Despite the name, the living wall is not alive, nor for and dust. Highly aggressive, they attack by dropping on that matter, undead, but instead is a construct. prey from above and grabbing it with their limbs, using Essentially a flesh golem in the shape of a 10x10x10 their breath weapon to injure multiple creatures for cube of flesh, dozens of corpses melded together easier capture, feeding, and implantation. They are through magic. Despite the large size, it's not nearly as covered with barbs causing 1d4 damage to anyone finely crafted as a flesh golem and is more than an attacking bare handed. obstacle than guardian.. Efficient in its digestion and reproduction, a single Its normal method of attack is to creep into range to lunarma can depopulate a village in a few days, make slam attacks, then push opponents against other spawning dozens of offspring that scatter in search of walls and crush them to death (doing 1d8+4 damage more prey. Fortunately, an adult lunarma lives no longer per round, but hitting automatically). Living walls follow than a year. During this time, it seeks to eat and find basic orders and are normally used to block accessSample to living file prey in which to lay its eggs, 2d6 into any certain parts of their creator's lair—to get through a creature it kills or renders unconscious. living wall, it must be killed and hacked apart to create a space other creatures can pass through. Living walls A newly spawned lunarma forms a cocoon in which it can be ordered to stack themselves on top of each metamorphoses into a preadult, emerging when it other to reach higher ceilings, but this requires a ramp senses food. It can remain dormant in its cocoon for to allow one to climb onto the other. centuries, and clusters of eggs have been found in sealed caverns beneath icy surfaces, as well as on cold Living walls that are next to each other will link up into moons and drifting asteroids—as if placed there by an one creature, combining their hit dice for total hit intelligent creature. points, but not for determining their to hit. Though lunarmas are able to communicate among A living wall weighs 4,000 pounds. The appearance of themselves telepathically, they're only barely intelligent, each one varies wildly depending on the creatures used and their thoughts are primitive. They have no known to make up its constituent parts. culture, and their desires are limited to feeding and procreation. The only instinct they seem to have beyond that is a violent aversion to flumphs, which they attack on sight.

An adult lunarma is nearly 5 feet across and weighs 400 pounds.

40 M Mahngah FREQUENCY: Rare Makesh NO. APPEARING: 1,2, or 4-32(clan) ARMOR CLASS: 7 (Descending) or 13 (Ascending) FREQUENCY: Rare MOVE: 6"/Fly 36”(e) (Classic) or 15'/Fly 90'(poor) (Neo) NO. APPEARING: 1,2-12(prison) or 4-40(tribe) HIT DICE: 8 HD ARMOR CLASS: 7 (Descending) or 13 (Ascending) % IN LAIR: 30% MOVE: 12" (Classic) or 30' (Neo) TREASURE TYPE: None HIT DICE: 2 HD NO. OF ATTACKS: 1 % IN LAIR: 30% DAMAGE/ATTACK: By weapon TREASURE TYPE: K (3d6 sp), L(2d6 gp), M (2d4 ep) SPECIAL ATTACKS: Spells NO. OF ATTACKS: 1 SPECIAL DEFENSES: None DAMAGE/ATTACK: By weapon MAGIC RESISTANCE: Standard SPECIAL ATTACKS: None INTELLIGENCE: Exceptional SPECIAL DEFENSES: None ALIGNMENT: Chaotic Evil MAGIC RESISTANCE: Standard SIZE: M (5-6' tall) INTELLIGENCE: Average L/XPV: 5/650+10/hp (1000) xp ALIGNMENT: Neutral Evil SIZE: M (7' tall) Mahngah appear to be humans who have been cleaved L/XPV: 1/20+2/hp (35) xp in half right down the middle, with exposed viscera and organs (such as half a brain). Males have their left side Makesh look like humans except they have only one missing and females have their right side missing. eye, have no nose, have a long snake-like tongue, and have a 3' long prehensile handless arm (similar to the Besides being really disgusting looking, they are tail of an opossum) extending from the back of their cannibals, preying on humans, humanoids, and demi- neck. This arm is typically coiled about their neck when humans. not in use. Mahngah cast spells as if they were 8th level magic- Makesh are woodland beings, according to legend users. They hop awkwardly but can fly magically. created by a one eyed elven hating deity to be a strange parody of elf and humankind. Others say they came to Earth being carried along with a strange alien Mi-Go (Fungus from Yuggoth) deity. Whatever the truth, they have not proven to be a particularly successful species, living in small hidden FREQUENCY: Very rare tribes in dark and isolated forests. SampleNO. file APPEARING: 1 or 2-8 (pack) ARMOR CLASS: 0 (Descending) or 20 (Ascending) They are very xenophobic attacking unless MOVE: 12”/Fly 9” (Classic) or 30'/Fly 20' (Neo) outnumbered, usually attacking from ambush. Their HIT DICE: 6 favorite tactic is to hang from a tree limb by their neck % IN LAIR: 50% arm. In battle they generally wear studded leather TREASURE TYPE: Special armor and wield flails and javelins, Exceptional NO. OF ATTACKS: 2 or by weapon individuals may have class levels similar to that of wood DAMAGE/ATTACK: 1-8(claw)/1-8(claw) or by weapon elves. SPECIAL ATTACKS: None SPECIAL DEFENSES: Half damage from piercing weapons MAGIC RESISTANCE: Standard INTELLIGENCE: Very ALIGNMENT: Neutral SIZE: M (5' tall) L/XPV: 4/150+6/hp (300) xp

Despite their crustacean like appearance, Mi-Go are some sort of alien fungus. They are highly intelligent and inscrutable, yet not so alien that they cannot interact with humans. Indeed, for some reason, they seem fascinated by them, going as far as collecting their brains, keeping them alive and taking them on cosmic voyages through space and time.

41 Although winged, they cannot fly in a normal gravity third first edition monster book because I had world without the aid of an anti-gravity belt, and even completely forgotten the original and thought it was a then, they fly slow and clumsy. In space though, their new monster.) wings can somehow slightly warp space, amazingly allowing them to travel at faster than light speeds. Mobogo

Mi-Go can communicate in a variety of ways. Among FREQUENCY: Rare themselves, they generally communicate to each other NO. APPEARING: 1 or 2-4(gang) by changing color of their face, but can also speak, ARMOR CLASS: -2 (Descending) or 22 (Ascending) albeit with a slight buzzing aspect to their speech. They MOVE: 12"/Fly 12”(e) (Classic) or 30'/Fly 30'(poor)'(Neo) also have some form of writing. HIT DICE: 13 HD % IN LAIR: 30% Their home world is unknown, but is likely around an TREASURE TYPE: U (90% 1d8x10 gems, 80% 5d6 jewelry, old, dim , probably a red dwarf. As such, it's tidally 70% 1 of each magic item type (no potion or scroll)) locked, with one side always facing its sun. Thus the Mi- NO. OF ATTACKS: 3 Go developed an ability to deal with extreme cold, as DAMAGE/ATTACK: 2-16(bite)/1-8(slam)/1-8(slam) well as warmth. SPECIAL ATTACKS: Tongue attack, Swallow Whole SPECIAL DEFENSES: None They have no standard treasure but are often found MAGIC RESISTANCE: Standard with technological items (see YS1 Outpost of the Outer INTELLIGENCE: Low Ones) ALIGNMENT: Neutral Evil SIZE: L (18' tall) Misthu L/XPV: 8/3950+18/hp (5000) xp FREQUENCY: Rare NO. APPEARING: 1 or 2-12(flock) This grotesque creature looks like a gigantic toad with ARMOR CLASS: 2 (Descending) or 18 (Ascending) leathery wings, fangs, horns, and three bulbous eyes. MOVE: 9" (Classic) or 20' (Neo) Huge and hungry, mobogos merge the features of HIT DICE: 8 HD gigantic toads and swampy dragons, and lair in the deepest, oldest swamps. Here, whole tribes of boggards % IN LAIR: 75% serve the beasts' fickle, capricious whims. TREASURE TYPE: None NO. OF ATTACKS: 4 Mobogos reside in the most primal swamps of the DAMAGE/ATTACK: 1d6(slash)x4 world, grotesque eldritch wildernesses unchanged for SPECIAL ATTACKS: Blood drain centuries. Boggards believe that in ancient times, after SPECIAL DEFENSES: +1 or better magic weapon to hit, their fecund demon goddess deposited her frogspawn in immune to electricity, missile attacks miss 50% Samplethe filemuddy morass of the world's still-forming MAGIC RESISTANCE: Standard continents, mobogos were among the first creatures to INTELLIGENCE: Average emerge. Ever since, the mobogos have slept and fed, ALIGNMENT: Neutral Evil preying upon the beasts of their fetid meres, growing SIZE: M (7' tall) huge and lethargic, and dreaming inscrutable L/XPV: 5/650+10/hp (1000) xp amphibious dreams of their godly mother's return. Nearly all mobogos are attended by tribes of boggards. Mobogos care little for matters of origins and Misthu are evil, blood sucking cloud creatures from the philosophies—they care only for the endless sacrifices of Elemental Plane of Air. They appear to be a man sized food, victims, and pleasing swamp art brought to them (but not shaped) cloud with hooked tentacles, which are by their obedient tribes. used to attack and possibly drain blood. If on its attack roll, an 18 or more is rolled (and it is a hit), an extra Mobogos have a tongue attack essentially equivalent to 1d6 damage is done to the target from blood loss. As that of a giant frog. They may opt to attack with their blood is drained, the cloud body of the misthu becomes tongue which wraps around their prey on a successful more and more red in color. hit (to which they gain a +4 to hit). This does no damage, but on the succeeding round the target is Misthu are immune to electrical attacks. Cold attacks drawn to the mouth taking maximum damage from the will stun them for 1d4 rounds. Any sort of missile bite, unless an attack specifically targeting the tongue is attack, including magic missile, has a flat 50% chance made (AC 5 or 15). Hitting the tongue does no hit point of missing. damage to the mobogo, merely freeing the victim.

There are also large sized misthu with 12 HD and 6 Mobogos also have the ability to swallow their prey, tentacles that do 1d8 damage, and huge misthu that even large humans, whole. On a natural 20 of their bite have 18 HD, 12 tentacles that do 1d12 damage attack the target is instead swallowed and has 6 rounds to live unless they are cut out of the stomach, (one (Note: This is a variant of the Mihstu, originally in the round after killing it) 42 Mobogos travel through swamps without leaving a trace Mudlord and have the ability to speak and charm animals (as per the spell). They may also cast control water, fog cloud, FREQUENCY: Rare gust of wind, and plant growth 3 times per day. They NO. APPEARING: 1 or 2-12(prison) may also give a loud, vile croak which acts like a fear ARMOR CLASS: 2 (Descending) or 18 (Ascending) spell for anyone with 50' of the mobogo. MOVE: 9" (Classic) or 20' (Neo) HIT DICE: 9 HD A mobogo is 18 feet tall and weighs 12,000 pounds. % IN LAIR: 100% TREASURE TYPE: None NO. OF ATTACKS: 2 Mohrg DAMAGE/ATTACK: 2-12(slam)/2-12(slam) FREQUENCY: Rare SPECIAL ATTACKS: Smother NO. APPEARING: 1,2 or 3-5(gang plus 2-12 zombies SPECIAL DEFENSES: +1 or better magic weapon to hit, half ARMOR CLASS: 0 (Descending) or 20 (Ascending) damage to slashing weapons, no damage from piercing MOVE: 12" (Classic) or 30'(Neo) MAGIC RESISTANCE: 35% HIT DICE: 12 HD INTELLIGENCE: Average ALIGNMENT: Neutral Evil % IN LAIR: 30% SIZE: M (7' tall) TREASURE TYPE: U (90% 1d8x10 gems, 80% 5d6 jewelry, L/XPV: 6/1000+12/hp (1,500) xp 70% 1 of each magic item type (no potion or scroll)) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-16(claw)/2-16(claw)/1-3(tongue) Mudlords are agile creatures made of living mud, created by long-term mixing of earth and magical SPECIAL ATTACKS: Paralysis, create zombies water, such as by an enchanted or pool leaking SPECIAL DEFENSES: None into the surrounding soil. A typical mudlord stands 7 MAGIC RESISTANCE: Standard feet tall and weighs 250 pounds. INTELLIGENCE: Average ALIGNMENT: Chaotic Evil SIZE: M (6' tall) They are xenophobic and highly territorial. They avoid contact with humanoid creatures, and go to great L/XPV: 8/3550+16/hp (4400) xp lengths to ensure their mud-filled lairs are far from any humanoid settlements. If a group of humanoids settles Mohrgs were formerly mass murderers in life, given too close to a mudlord enclave, the mudlords new unlife as an undead monstrosity resembling a aggressively attempt to eradicate the humanoid skeleton with intestines and really long tongue. infestation from their lands.

Its tongue attack paralyzes its victim on a failed save Because its natural form is a loose pile of mud and it (paralysis or fortitude) for 1-4 rounds. Anyone killedSample by file can flatten itself even further, a common mudlord tactic a mohrg becomes a zombie under its control in 2-8 is to blend in with a swamp, quicksand, or other rounds. Killing someone also heals the mohrg for 2-7 hit depression in the earth and wait for intruders to points. approach. They are cunning creatures who enjoy slaughtering a Transmute mud to rock does 1d6/caster level to them, whole town, first one victim at a time, building up its and ignores the mudlord's magic resistance. zombie legion, then finally unleashing its horde upon the survivors Among their own kind, mudlords are rambunctious and playful, engaging in wrestling matches, mud-throwing contests, and races. They have been known to ally with earth and water elementals. Exceptional mudlords have druidical powers, and are more tolerant of humanoids, often accepting tribute from tribes of boggards, goblins, or lizardfolk in exchange for truces. Some arise from contaminated sources (such as a demon imprisoned in water) and these might ally themselves with fiends, slimes, or other strange creatures.

43 N Naga, Royal FREQUENCY: Very rare Naga, Lunar NO. APPEARING: 1 ARMOR CLASS: 2 (Descending) or 18 (Ascending) FREQUENCY: Very rare MOVE: 15" (Classic) or 40' (Neo) NO. APPEARING: 1 or 2-4 (nest) HIT DICE: 14 ARMOR CLASS: 2 (Descending) or 18 (Ascending) % IN LAIR: 70% MOVE: 15" (Classic) or 40' (Neo) TREASURE TYPE: G (50% 1d4×10000 gp, 50% 1d20x100 pp, HIT DICE: 8 30% 5d4 gems, 25% 1d10 jewelry, 35% 1d5 magic items (plus 1 % IN LAIR: 70% scroll)) TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, NO. OF ATTACKS: 5 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% DAMAGE/ATTACK: 3-18(bite)/3-18(bite)/3-18(bite)/3- 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) 18(bite)/3-18(bite) NO. OF ATTACKS: 1 SPECIAL ATTACKS: Rend DAMAGE/ATTACK: 2-12(bite) SPECIAL DEFENSES: None SPECIAL ATTACKS: Poison, Spells MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Very MAGIC RESISTANCE: Standard ALIGNMENT: Lawful Neutral INTELLIGENCE: Very SIZE: L (12' tall) ALIGNMENT: Neutral L/XPV: 10/6100+18/hp (7250) xp SIZE: M (7' tall) L/XPV: 5/825+10/hp (1250) xp Looking like the cross between a naga and a hydra, the royal naga has a green like body and five Lunar nagas have the upper torso of a beautiful and humanoid cobra heads on long necks. Regal and proud, pale youth (either male or female) with long white hair. royal nagas haunt lost cities and forgotten kingdoms, Their lower torso is that of a giant black snake, the guarding ancient treasures for their own inscrutable scales spotted with white flecks resembling stars. They reasons. A royal naga's five faces are sharp and fierce, are patient watchers of the night sky. They enjoy taking on a terrifying countenance when it becomes cosmology and believe strongly in astrology, angered. Bespeaking their innate pride and vanity, royal maintaining a handful of complex zodiacs. A few lunar nagas adorn their serpentine hoods and faces with nagas even bear knowledge of the unspeakable things elaborate and valuable piercings, crowns, or other from the dark spaces between the stars. precious accessories. They tend to be stern in nature and commanding in speech. Although naturally sociable, Nocturnal creatures, lunar nagas often live in ruined they are distrustful of strangers and seem to have great towers or atop mountains—any place open to theSample sky at difficulty file speaking to other creatures as equals. night. There they peer through astrological devices, closely monitoring passing celestial markers, eager to Royal nagas have five very powerful bite attacks, but no decipher more of the universe. Those living poison. They do however rend a target if three or more underground make nightly trips to the open sky when bite attacks hit, causing an additional 3-18 damage. they can. Cloudy nights make lunar nagas agitated, and They also cast spells as per a 9th level magic-user. a creature is more likely to run afoul of a lunar naga on Royal nagas are 18 feet long, and often weigh more these dark evenings. than 750 pounds. Lunar nagas sometimes lead small cults of sky- watchers. These followers aid the nagas in recording tome upon tome of calculations of the stars and planets moving through the inky black of the night sky. In small doses tempered with water, fruit juices, and alcohol, lunar naga venom is mildly hallucinogenic. The nagas' cultist allies often take the substance as a ritualistic drug. A lunar naga casts spells as a 5th level magic user (4 1st, 2 2nd, and 1 3rd level spells) and in combat they use a powerful bit attack, causing confusion (as per the spell) for 3-18 rounds on a failed save (vs poison or fortitude) A lunar naga stretches over 10 feet from its pale face to the tip of its tail, and weighs close to 200 pounds.

44 Necrocraft Necrocraft (Large) FREQUENCY: Very rare A necrocraft is a medley of undead body parts and NO. APPEARING: 1, 2 or 3-6 (gang) corpses grafted together with dark magic to create a ARMOR CLASS: 4 (Descending) or 16 (Ascending) single animated undead creature with abilities based on MOVE: 12" Classic) or 30' (Neo) its component pieces and the surgical and necromantic HIT DICE: 32 (7 HD) talents of its creator. Necrocrafts are better suited for % IN LAIR: 100% brute force than delicate manipulation, and most TREASURE TYPE: None creators build larger hulks rather than smaller, more NO. OF ATTACKS: 3 agile (and fragile) necrocrafts. Though necrocrafts can DAMAGE/ATTACK: 1-8(bite)/1-6(claw)/1-6(claw) be of virtually any size and can be made up of undead SPECIAL ATTACKS: None bodies or parts of any size, a typical Medium specimen SPECIAL DEFENSES: None is 7 feet tall and weighs 250 pounds. MAGIC RESISTANCE: Standard INTELLIGENCE: Average The details of the ritual to create a necrocraft vary ALIGNMENT: Neutral Evil greatly, and depend on the particular undead parts used SIZE: L (12' tall) and the intended size of the resulting creature. The final L/XPV: 3/225+8/hp (475) xp anatomy of the creation largely depends on the master's artistry, creativity, and personal preferences— as well as any specific goals it has in mind for the Large necrocraft look much like their smaller brethren, creature. For example, a necrocraft's "teeth" could but lack wings and have somewhat denser bodies. They actually be dozens of clawed ghoul talons, or its eyes require 10 corpses to create. and mouth might be located in its chest rather than in a distinct head. Necrocraft (Giant) Necrocraft (Standard) FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1 NO. APPEARING: 1, 2 or 3-6 (gang) ARMOR CLASS: 3 (Descending) or 17 (Ascending) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 12" Classic) or 30' (Neo) MOVE: 12"/Fly 12” (Classic) or 30'/Fly 30' (Neo) HIT DICE: 45 (10 HD) HIT DICE: 18 hp (4 HD) % IN LAIR: 100% % IN LAIR: 100% TREASURE TYPE: None TREASURE TYPE: None NO. OF ATTACKS: 3 NO. OF ATTACKS: 3 SampleDAMAGE/ATTACK: file 2-12(bite)/1-10(claw)/1-10(claw) DAMAGE/ATTACK: 1-6(bite)/1-4(claw)/1-4(claw) SPECIAL ATTACKS: Rock Throw 2-16 SPECIAL ATTACKS: None SPECIAL DEFENSES: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Average INTELLIGENCE: Average ALIGNMENT: Neutral Evil ALIGNMENT: Neutral Evil SIZE: L (12' tall) SIZE: M (7' tall) L/XPV: 6/1350+14/hp (2000) xp L/XPV: 2/60+4/hp (125) xp Giant necrocraft also look much like their smaller The typical necrocraft is a large humanoid with thick brethren, though like large necrocraft, they lack wings. muscle and jutting bone taken from multiple corpses They are able to throw rocks up to 60 feet away, doing fused together form a winged, humanlike predator. 2-16 damage. They are unable to catch rocks. They are clumsy fliers. They require twenty-five corpses to create. Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords)

Necrocraft can (and do) eat corpses to repair any damage they have suffered. Each medium sized corpse consume repairs 5 hit points of damage.

45 Nependis Ngojama FREQUENCY: Very rare FREQUENCY: Very Rare NO. APPEARING: 1,2, or 3-6(troop) NO. APPEARING: 1,2, or 2-5(troop) ARMOR CLASS: 0 (Descending) or 20 (Ascending) ARMOR CLASS: 1 (Descending) or 19 (Ascending) MOVE: 15"/Climb 12” Classic) or 40'/Climb 30' (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 12 HIT DICE: 8 % IN LAIR: 30% % IN LAIR: 30% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, TREASURE TYPE: C (20% 1d12x1000 cp, 30% 1d6x1000 sp, 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% 10% 1d8x1000 ep, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d2 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) magic items) NO. OF ATTACKS: 3 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-16(claw)/2-16(claw)/3-18(gore) DAMAGE/ATTACK: 1-10(horn)/1-6(bite)+1-4(claw)/ SPECIAL ATTACKS: Roar 1-6(bite)+1-4(claw)) SPECIAL DEFENSES: None SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: +2 or better magic weapon to hit, INTELLIGENCE: Low immune to fire and electricity ALIGNMENT: Chaotic Evil MAGIC RESISTANCE: 65% SIZE: L (9' tall) INTELLIGENCE: Average L/XPV: 8/2850+16/hp (3,700) xp ALIGNMENT: Chaotic Evil SIZE: M (6' tall) Resembling a bestial ogre with great tusks, thick, bristly L/XPV: 5/550+10/hp (900) xp hair, and cloven hooves, the fiercely territorial brutish nependises drive away any other large predators from Cousin to the kerit, the ngojama is a hairy demonic their hunting grounds, even others of their kind. Only beast looking like a medium sized gorilla, only with mated pairs caring for a litter tolerate each other, and three sharp horns on its head and large hands with a even they separate once the offspring are old enough to mouth in each palm, causing both claw and bite fend for themselves. Nependises favors intelligent prey, damage on a single hit. fey in particular, both for the taste and the thrill of the hunt. They ambush opponents by jumping down from trees, grabbing the creatures, then retreating to find a safe place to eat. When challenged in its territory, a nependis drops from the trees, roars, then fights on foot. A nependis's sharp hooves allow it to climb trees as well as a great cat, leaving telltale scars in theSample bark. file A nependis's roar does no damage, but gives it and any of its fellows within hearing range a +2 bonus to hit, damage, and on saving throws for 1d4 rounds.

While nependises appear as hybrids of apes and boars, they aren't related to either. Some ascribe the origins of these creatures to a clan of ogres cursed into monstrous forms, or guardians bred and raised by the fey who later turned upon their former masters.

A full-grown nependis stands 9 feet tall and weighs 600 pounds. A newborn nependis takes 4 years to reach maturity. Nependises rarely die from natural causes, and they live as long as 80 years.

46 Nue FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: -1 (Descending) or 21 (Ascending) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 12 % IN LAIR: 30% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, 10% 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) NO. OF ATTACKS: 4 DAMAGE/ATTACK: 3-18(bite)/1-4(bite)/1-8(claw)/1-8(claw) SPECIAL ATTACKS: Poison SPECIAL DEFENSES: Gaseous Form MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral Evil SIZE: L (9' long) L/XPV: 8/2850+16/hp (3,700) xp

Nues are chimerical creatures, with the head of a monkey, body of a tiger, and a viper for a tail that can also turn themselves into a black oily cloud.

Intelligent enough to enjoy cruelty as well as inflicting terror upon its prey, a nue delights in toying with its victim before dealing the killing blow.

A nue's ghastly appearance in physical form is only made eerier by its ability to turn into an inky cloud of darkness. In this guise, a nue can hide amongst fog clouds or shadows before emerging as the destructive horror it is. By the time a nue crawls forth from the inscrutable black cloud, its prey is often too fatigued from its strange night terrors to defend itself. TheSample file dreams a nue impregnates creatures' minds with varies from victim to victim, but all share the trait of an ever- present, foreboding cloud that exudes a fierce and palpable sense of malice.

Some legends suggest that nues are the spirits of children warped into twisted forms to spread paranoia, exhaustion, and fear among former friends and family. According to these stories, such a cursed child wreaks terror upon its friends and relatives until they are all either dead or driven mad by fear. Then, the creature moves on, seeking more challenging kills to sate its vicious hunger. The greatest joy a nue can feel is snuffing the life of a once-strong and proud target that has been brought low by its debilitating attacks.

It's viper tail's bite does minimal damage (1-4) but is poisonous, doing an additional 2-12 damage on a failed save (vs poison or fortitude)

A nue is 9 feet long and weighs 600 pounds.

47 O

Oceanid FREQUENCY: Very rare NO. APPEARING: 1,2, o 3-6(group) ARMOR CLASS: 3 (Descending) or 17 (Ascending) MOVE: 9"/Swim 36” (Classic) or 20'/Swim 90' (Neo) HIT DICE: 5 % IN LAIR: 60% TREASURE TYPE: None NO. OF ATTACKS: 1 or Special DAMAGE/ATTACK: 1-3 (slap) SPECIAL ATTACKS: Waterspout 3-18 SPECIAL DEFENSES: +1 Magic Weapon to hit, Immune to Acid MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic Neutral SIZE: M (Between 5' and 6' tall) L/XPV: 2/130+5/hp (250) xp

Oceanids are relatives to dryads and nymphs who live in water. Their preference is salt water or rivers, but they can be found in streams and lakes. They appear to be beautiful female humans, though in water, their bottom half is obscured by (or possibly replaced by) a pillar of water

Much like dryads have an affinity to trees, oceanids are tied to water. They can only leave the water for 12 hours before they start taking 1 hit point of damage per hour. They have several powers over water though. Firstly, they can form water into shapes, including a waterspout which can be used to attack Sample file Oceanids have a deep seated rivalry with nereids and will trade insults with them, often escalating into a brawl, but not serious violence.

48 P Piasa FREQUENCY: Rare Pard NO. APPEARING: 1,2, or 2-4 (flock) ARMOR CLASS: 3 (Descending) or 17 (Ascending) FREQUENCY: Rare MOVE: 12"/Fly 24”(c) (Classic) or 30'/Fly 60'(average)(Neo) NO. APPEARING: 1,2, or 2 plus 1d4 cubs (den) HIT DICE: 7 ARMOR CLASS: 2 (Descending) or 18 (Ascending) % IN LAIR: 60% MOVE: 48"(Classic) or 120' (Neo) TREASURE TYPE: None HIT DICE: 4+4 NO. OF ATTACKS: 4 % IN LAIR: 30% DAMAGE/ATTACK: 2-16(horns)/1-4(claw)/1-4(claw)/1-6(tail) TREASURE TYPE: None SPECIAL ATTACKS: Poison NO. OF ATTACKS: 3 SPECIAL DEFENSES: None DAMAGE/ATTACK: 2-8(bite)/2-5(claw)/2-5(claw) MAGIC RESISTANCE: Standard SPECIAL ATTACKS: Phase attack INTELLIGENCE: Semi- SPECIAL DEFENSES: None ALIGNMENT: Neutral MAGIC RESISTANCE: Standard SIZE: L (7' tall) INTELLIGENCE: Semi- L/XPV: 4/350+8/hp (700) xp ALIGNMENT: Neutral SIZE: M (6' long) Piasa appear to be a cross between a , , L/XPV: 3/205+5/hp (350) xp peryton, and wyvern. They have a vaguely manlike head but with antlers, a scaled body with clawed legs, Despite the name, pards are alien feline quadrupeds and a long poisonous tail. This tail is not as poisonous with bright colorful coats in almost neon colors that put as a wyvern's, only doing 1-6 damage on a failed save a peacock to shame. They are known for their unnatural (versus poison or fortitude). swiftness. They have sleek, short-furred bodies and long legs built for speed. Their color and markings vary They are extremely territorial and are about the size of widely, even among members of the same family, a horse. ranging through every color imaginable, with some bearing stripes, others spots, and a few solid-colored coats. Adult pards are 6 feet long and weigh 100 pounds.

Although they have claws and teeth, pards have a special phasing attack which they employ. Essentially they charge through opponents, phasing their bodiesSample file slightly out of reality. On a successful hit, this does 2-12 damage to the opponent and gives the opponent no chance to strike back (but a miss by the pard does).

Pards are carnivores and usually hunt small game and larger birds (such as swans), though many have developed a fondness for the flesh of gnomes and quicklings. Smarter than common beasts, pards are semi-intelligent, mate for life, and have a complex social structure. Pards also possess a form of telepathy they use to communicate amongst themselves, and can use this on a limited basis to confront intruders or create mutually beneficial alliances.

Full sized pard pelts can be sold for 1,000 gp, or 250 gp for damaged ones

49 Q

Qallupilluk FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 3 (Descending) or 17 (Ascending) MOVE: 12”/Swim 15” (Classic) or 30'/Swim 40' (Neo) HIT DICE: 8 HD % IN LAIR: 30% TREASURE TYPE: Q (50% 1d4 gems) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-12(bite)/2-12(claw)/2-12(claw) SPECIAL ATTACKS: None SPECIAL DEFENSES: Half damage from cold, fire MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Lawful Evil SIZE: M (6' tall ) L/XPV: 5/650+10/hp (1,100) xp

A qallupilluk is a sinister and much-dreaded haglike denizen of cold seas. An ambush predator, she waits near gaps and weak points in the ice and listens for the footsteps of creatures above, sometimes humming or tapping on the ice like a trapped in the hope of drawing the curious within range of her alluring scent. When one grabs a victim, she either drowns her prey, saving the body to eat later, or transforms her prey into a monstrous servant that she treats as her own child— and eventually, as a mate. All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks. In combat, if the qallupikkuk strikes her target withSample file both claws, the target must make a saving throw (vs polymorph or fortitude) or begin to change into an aquatic monster (think black lagoon creature and use troglodyte stats). This takes a total of three turns before the change complete, and if it is, the character become under the control of the qallupikkuk This transformation ends an hour after the qallupikkuk is slain (and the control is ended at its death). Qallupilluks may craft hovels or lodges from stone or coral on the seabed. A few craft semipermanent homes in the submerged recesses of icebergs. They often know fragments of ancient and obscure natural secrets.

50 R

Riddlemaster FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 3 (Descending) or 17 (Ascending) MOVE: 0” (Classic) or 0' (Neo) HIT DICE: 42 hp (8 HD) % IN LAIR: 100% TREASURE TYPE: Q (50% 1d4 gems) x5 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 5d6 (Necromatic Blast) SPECIAL ATTACKS: None SPECIAL DEFENSES: Undead Immunities MAGIC RESISTANCE: Standard INTELLIGENCE: Nil ALIGNMENT: Neutral SIZE: M (6' tall ) L/XPV: 5/650+10/hp (1,100) xp

Riddlemasters are lich like beings, the undead forms of great sages and game show hosts. They appear almost randomly in dungeon rooms, always either seated or standing behind a podium, asking questions of any that pass by. Those that answer correctly are rewarded, usually with gems, while those that answer incorrectly are punished by a blast of necromantic energy that does 5d6 damage. A few riddlemasters do not ask questions, but merely state a fact and expect an answer in the form of a question. Sample file

51 S Sagari FREQUENCY: Very rare Sabosan NO. APPEARING: 1,2-5 (group), or 6-24(school) ARMOR CLASS: 7 (Descending) or 13 (Ascending) FREQUENCY: Very rare MOVE: 3”/Fly12”(a) (Classic) or 10'/Fly 30'(perfect) (Neo) NO. APPEARING: 1,2-5 (hunting party), or 4-20(tribe) HIT DICE: 1 ARMOR CLASS: 4 (Descending) or 16 (Ascending) % IN LAIR: 20% MOVE: 12”/Fly15”(b) (Classic) or 30'/Fly 40'(good) (Neo) TREASURE TYPE: None HIT DICE: 7 NO. OF ATTACKS: 2 % IN LAIR: 20% DAMAGE/ATTACK: 1-3(bite)/1-3(tentacle) TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, SPECIAL ATTACKS: None 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% SPECIAL DEFENSES: None 1d4 jewelry, 10% 1 sword, armor, misc. weapon) MAGIC RESISTANCE: Standard NO. OF ATTACKS: 3 INTELLIGENCE: Average DAMAGE/ATTACK: 1-10(bite)/1-8(claw)/1-8(claw) ALIGNMENT: Neutral SPECIAL ATTACKS: Dust Cloud, Fell shriek SIZE:S (3' tall ) SPECIAL DEFENSES: None L/XPV: 1/10+1/hp (15) xp MAGIC RESISTANCE: Standard INTELLIGENCE: Average Looking very much like a three foot long flying ALIGNMENT: Neutral seahorse, sagaris haunt forest trails, hanging upside- SIZE: M (6' tall ) down from tree branches by the grotesque tentacles L/XPV: 4/475+8/hp (725) xp that make up their necks. Unexpectedly intelligent, these cruel aberrations swoop down from their perches Sabosan are an intelligent and evil race of batlike to attack unsuspecting travelers wandering through the humanoids that dwell in warm and isolated forests or forests. Their piercing whinny causes sickness within deep underground in vast caverns. those who hear it, the sound waves reverberating within the victims' chests and causing them to feel unwell. Sabosan are vicious predators, combining human Groups of sagaris are particularly dangerous, filling the intelligence with a bat's natural adaptations for hunting. air with their terrifying neighs and diving upon utterly They favor warm climates, preferring to make their lairs helpless, nauseated victims in a rush. in places that are inaccessible to most intruders, such as mountaintop crags, abandoned ruins, subterranean The tentacle of a sagari is not strong enough to grab or caverns near hidden hot springs, and dense canopies of strangle enemies, but serves the creature well as an jungle trees. With wingspans almost three times their additional attack to augment its bite. Sagaris are strictly height, sabosan are agile and graceful fliers, capableSample of carnivorous, file and while they resort to feeding on carrion traveling miles on a single current of air in their if necessary, they greatly prefer fresh meat. When a dauntless search for prey. sagari makes its way into a settlement either to wreak havoc or by accident, it can be found hanging from the Although they can see as well as any human in daylight, rafters of a barn or some other structure with a tall sabosan hunt at twilight or after dark when their ceiling. Stabled livestock are ideal prey for sagaris, who echolocation-based blindsense ability gives them a can swiftly kill and devour the flesh of a trapped animal great advantage. Sabosan can also use their voices in minutes. A sagari will not attack a creature that it offensively, funneling their screeches into blasts of high- suspects is much stronger, though it will sometimes pitched sound capable of deafening other creatures. assault groups of creatures, hoping to sicken enough of its foes to distract them while it attacks the weakest Just before attacking, sabosan will use their wings to individual. beat up a dust cloud (terrain permitting) in a 30' radius, causing foes to strike at a -2 penalty for 1d6 rounds. Sagaris are thought to have originally come from the They also emit a piercing, fell shriek that deafens any vast caverns beneath the world's surface. While sagaris within a similar radius for 1d6 rounds (save vs death or can speak, they rarely do so with those they deem prey, fortitude to avoid) seeing little point in communicating with food. Despite their relative intelligence, sagaris rarely form societies A sabosan's emaciated frame belies its strength and of any nature, at most traveling in roving packs in agility, which are not apparent from its gaunt search of larger prey to take down as a group. appearance. Its giant, leathery wings can reach a span of almost 20 feet. Both males and females have red or A sagari is 3 feet long from mouth to tentacle and dark brown fur on their heads, necks, chests, and weighs 30 pounds. backs. Sabosan stand just under 6 feet tall and weigh only 150 pounds.

52 Sasquatch (Bigfoot) Shriezyx FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1, 2, or 4-12 (tribe) NO. APPEARING: 1,2, or 3-12(hive) ARMOR CLASS: 5 (Descending) or 15 (Ascending) ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 15” (Classic) or 40' (Neo) MOVE: 12” (Classic) or 30' (Neo) HIT DICE: 7 HIT DICE: 7 % IN LAIR: 30% % IN LAIR: 90% TREASURE TYPE: Q (50% 1d4 gems), 1d4 sticks TREASURE TYPE: None NO. OF ATTACKS: 2 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1-8(claw)/1-8(claw) DAMAGE/ATTACK: 1-8(bite)/2-5(claw)/2-5(claw) SPECIAL ATTACKS: None /2-5(claw)/2-5(claw) SPECIAL DEFENSES: None SPECIAL ATTACKS: Poison, Slow Web MAGIC RESISTANCE: Standard SPECIAL DEFENSES: Regenerate 3hp/round INTELLIGENCE: Low MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Semi SIZE: L (9-10' tall ) ALIGNMENT: Chaotic Evil L/XPV: 4/225+8/hp (475) xp SIZE: M (5' long ) L/XPV: 4/350+8/hp (600) xp Sasquatch are extremely large and hairy primitive humanoids, cousins to the yeti, living in temperate Devised by a cabal of ancient wizards to serve as forests. They are normally peaceful, except when guardians for monuments and laboratories, shriezyx are defending their territory. horrific spiderlike aberrations created in arcane vats out of the flesh of many different creatures. Having outlived Shard Slag their creators, they continue to lurk in ruins, caves, and the deep places of the world, spreading far beyond the FREQUENCY: Rare original city where they were created. NO. APPEARING: 1,2or 3-6(foundry) ARMOR CLASS: 2 (Descending) or 18 (Ascending) Shriezyx have no natural place in the ecology, but easily MOVE: 9" (Classic) or 20' (Neo) fill the niche of any predator of comparable strength. HIT DICE: 12 HD They can subsist on rats and other vermin for long % IN LAIR: 100% periods of time, but relish the opportunity for a more substantial meal. Derros, drow, and other subterranean TREASURE TYPE: None races sometimes use them as guards or mounts, or NO. OF ATTACKS: 2+1d4 subject them to torturous experimentation. These races DAMAGE/ATTACK: 1d8 + 1d6 per attack Sampleuse filebribes of food and the threat of fire to keep the SPECIAL ATTACKS: See below creatures in line. SPECIAL DEFENSES: +1 or better magic weapon to hit MAGIC RESISTANCE: Standard Shriezyx regenerate 3 hit points a round including INTELLIGENCE: Average limbs, unless damaged by fire. They thus have a ALIGNMENT: Neutral pathological fear of fire and if hurt by it, must make a SIZE: L (10-15' wide) saving throw (vs paralyzation or willpower) or do L/XPV: 7/2000+16/hp (2900) xp nothing for a round.

The shard slag could easily be called a molten metal Their bite is mildly poisonous and does an extra 1-6 ooze or pudding, since that is essentially what is is, a damage on a failed saving throw (vs poison or blob of living, molten metal. fortitude).

Anyone caught in a freshly spun web (one turn or 10 To attack, it forms swords (at least two, plus another minutes) must make a saving throw (vs poison or 1d4 per round) out of its body that act like long swords, fortitude) each round they are in contact or suffer from plus another 1d6 damage due to the extreme heat. slow (as per the spell) that round.

Shard slags are immune to fire, electricity, and mind Shriezyx can reproduce with their own kind or lay control effects and other things oozes are immune to. unfertilized eggs that hatch into identical copies of their They are extremely vulnerable to cold (double damage) parent. Eggs remain viable for years, after and take 1 hit point of damage for every gallon of water exposure to water, fresh air, or consistent warmth. A splashed on them. typical shriezyx is 3 feet tall and weighs 300 pounds.

Anyone unwise enough to touch a shard with an unarmed attack slag takes 1d6 damage from the heat

53 Skeleton, Gem-Eyed A skinstitch's stuffing juts out of gaps in the sewing and the mouths and eye-holes of its component faces, FREQUENCY: Uncommon giving it a horrifying, ragged look. As it is basically just NO. APPEARING: 1,2, or 3-12 (herd) hay covered with leather, bludgeoning weapons such as ARMOR CLASS: 4 (Descending) or 16 (Ascending) a mace or club do no damage. neither do piercing MOVE: 12” (Classic) or 30' (Neo) weapons nor does cold affect it. Slashing weapons do HIT DICE: 4+4 full damage % IN LAIR: 100% Its components make it susceptible to fire, taking TREASURE TYPE: See Below double damage from fire, as well as actually catching on NO. OF ATTACKS: 1 fire, taking an additional 1d6 damage each round. A DAMAGE/ATTACK: 1-8 skinstich on fire does an extra d4 of fire damage to its SPECIAL ATTACKS: Spells slam attack SPECIAL DEFENSES: No damage from cold, half damage from slashing/piercing weapons It's possible to use other material to make a skinstich, such as skin from a dragon which gives it a much higher MAGIC RESISTANCE: Standard armor class and not as susceptible to fire. INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M (5-6' tall ) Skyshark L/XPV: 3/165+5/hp (275) xp FREQUENCY: Very rare First created by the legendary lich, Tamov the Moldy, , a NO. APPEARING: 1 or 2-4 (pack) gem-eye skeleton is a form of skeleton that has ARMOR CLASS: 5 (Descending) or 15 (Ascending) magically enchanted gems for eyes. These gems give MOVE: Fly 24” (Classic) or 60' (Neo) the gem-eyed skeleton the ability to cast a 1st or 2nd HIT DICE: 8 level spell once per day (per eye). % IN LAIR: 0% TREASURE TYPE: J (3d8 cp), K (3d6 sp),L(2d6 gp),M (2d4 ep), The creator casts a spell into a 500 gp gem (1st level N (1d6 pp), Q (50% 1d4 gems) spells) or 1,000 gp gem (2nd level spells) during NO. OF ATTACKS: 1 creation using animate dead. These spells are cast as if DAMAGE/ATTACK: 2-20(bite) by a 9th level magic-user. SPECIAL ATTACKS: None SPECIAL DEFENSES: None The type of gem corresponds to the spell. For instance, MAGIC RESISTANCE: Standard a garnet for burning hands, moonstone for sleep INTELLIGENCE: Animal ALIGNMENT: Neutral Skinstich SampleSIZE: file L (8' long ) FREQUENCY: Very rare L/XPV: 4/375+10/hp (750) xp NO. APPEARING: 1 or 2-4 (gang) ARMOR CLASS: 4 (Descending) or 16 (Ascending) One of the more successful, if unoriginal, creations of MOVE: 12” (Classic) or 30' (Neo) the late archmage Reynaldo Lazendry, the skyshark is HIT DICE: 27 hp (6 HD) literally a shark that swims through and breathes air % IN LAIR: 100% instead of water. Although fast, their ceiling is only TREASURE TYPE: 15% Magic Weapon (25% sword, 75% misc) 100'. NO. OF ATTACKS: 1 Some cities are rumored to use smaller sharks (1 HD) DAMAGE/ATTACK: By weapon + 7 or 2-12 (slam) to control their pigeon population. Rumors also persist SPECIAL ATTACKS: None of these being used as mounts by numerous races, SPECIAL DEFENSES: No damage from piercing or bludgeoning ranging from gnomes to lizard men. weapons or cold Skysharks have no treasure, but do retain metallic MAGIC RESISTANCE: Standard objects of whatever they eat. INTELLIGENCE: Nil ALIGNMENT: Neutral SIZE: L (8' tall ) L/XPV: 3/225+6/hp (400) xp

A skinstitch is a crude construct made of cloth, leather, hides, and skins sewn together into a roughly ogre-like shape and stuffed with hay. Skinstitches are usually created by a spellcaster lacking the power, talent, or gold to craft a flesh golem.

54 Shoggoth Soulsilver FREQUENCY: Very Rare FREQUENCY: Rare NO. APPEARING: 1,2, or 5-15(pod) NO. APPEARING: 1 or 2-5 (gang) ARMOR CLASS: 5 (Descending) or 15 (Ascending) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 12" (Classic) or 30' (Neo) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 8 HIT DICE: 4 % IN LAIR: 60% % IN LAIR: 90% TREASURE TYPE: None TREASURE TYPE: See below NO. OF ATTACKS: 2 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-12 (pseudopod)/2-12 (pseudopod) DAMAGE/ATTACK: 1d6(slam)/1d6(slam) SPECIAL ATTACKS: Decapitate SPECIAL ATTACKS: Explode when killed SPECIAL DEFENSES: Immune to cold SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Low INTELLIGENCE: Average ALIGNMENT: Chaotic Neutral ALIGNMENT: Neutral Evil SIZE: L (8' tall) SIZE: M (6' tall) L/XPV: 5/650+10/hp (1100) xp L/XPV: 2/85+4/hp (150) xp

Shoggoths are amorphous blobs able to form limbs and Soulsilvers are creatures that normally live in mirrors, organs at will and as needed, but often constantly but are able to briefly exit a mirror, taking on the form creating them in an unconscious manner similar to how of a humanoid with a reflective, mirror surface. They do humans fidget. They also like to whistle in imitation of this to attack people and if they kill a person, they can their (presumably) dead creators, the Elder Things, take on that person's form for a limited time (24 tekeli-li. hours), which they then use to cause murder and Their favorite style of attack is to use two pseudopods maygem, before retreating back into a mirror. to strike at the head and neck of an opponent. If both attacks hit, then the target must make a saving throw When killed, the soulsilver explodes in a burst of jagged (versus death or fortitude) or have his head torn off shards which do 2d6 damage to anyone within a 20' radius (Save vs Dragon Breath or Reflex for half damage). Dead soulsilvers also leave behind 50 lbs worth of silver (500 silver coins worth) and possibly (5%) a silver weapon (+1 to +3) or mirrored shield (+1 to +3, roll d3 to determine) Sample file Soulsilvers may travel from mirror to mirror by means of a dimension door style ability

55 Spider, Deathweb Spidereater FREQUENCY: Very rare FREQUENCY: Very rare NO. APPEARING: 1,2, or 2-8 (Pack) NO. APPEARING: 1 or 2-12 (Brood) ARMOR CLASS: 5, 3, or 1 (Descending) ARMOR CLASS: 4 (Descending) or 16 (Ascending) or 15, 17, or 19 (Ascending) MOVE: 12"/Fly 24”(b) (Classic) or 30'/Fly 60'(good) (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 5+5 HIT DICE: 2+2,4+4, or 8+8 % IN LAIR: 50% % IN LAIR: 50% TREASURE TYPE: None TREASURE TYPE: Q (50% 1d4 gems) NO. OF ATTACKS: 4 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-12(bite)/1-6(pincer)/1-6(pincer)/1- DAMAGE/ATTACK: 2-8(bite) or 2-12(bite) or 2-16(bite) 6(stinger) SPECIAL ATTACKS: Spider Aura 5' SPECIAL ATTACKS: Paralysis SPECIAL DEFENSES: Undead Immunities SPECIAL DEFENSES: Free movement MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Average INTELLIGENCE: Low ALIGNMENT: Neutral Evil ALIGNMENT: Neutral SIZE: S,M,L SIZE: L L/XPV: Small 1/50+3/hp (100) xp L/XPV: 3/225+6/hp (350) xp Medium 2/130+5/hp (250) xp Large 4/900+12/hp (1,400) xp Spidereaters look like horse sized wasps but with the head of a giant spider and two crab like pincers. As their name implies they hunter spiders both to eat and Deathweb spiders are the exoskeletons of death giant to implant their eggs in. Unfortunately, when spiders spiders (of S,M, or L sizes) animated by the binding of are not handy, they will pick anything that is. thousands of living spiders into said exoskeleton, moving it about like a puppet. Their stinger attack contains poison that will paralyze for 2-12 rounds (save versus poison or fortitude negates) They lack any web or poison ability of a living spider, but the thousands of spiders leak out of the body and Although not really intelligent, they do understand a sting and bite any living creature within 5' of the few words and sometimes can be talked to, but not deathweb spider, causing 1d6 damage to anyone not trained. completely encased on armor or heavy clothing. A spidereater measures roughly 14 feet long and stands 6 feet tall. The creature has a wingspan just over 20 Samplefeet file and weighs almost 2,000 pounds.

56 T Tatzlwyrm FREQUENCY: Very Rare Taotieh NO. APPEARING: 1 or 2-5(nest) ARMOR CLASS: 6 (Descending) or 14 (Ascending) FREQUENCY: Rare MOVE: 12" (Classic) or 30' (Neo) NO. APPEARING: 1 or 2 HIT DICE: 3 ARMOR CLASS: -4 (Descending) or 24 (Ascending) % IN LAIR: 25% MOVE: 15" (Classic) or 40' (Neo) TREASURE TYPE: Q (50% 1d4 gems) HIT DICE: 63 hp (14 HD) NO. OF ATTACKS: 1 % IN LAIR: 100% DAMAGE/ATTACK: 1-8 bite TREASURE TYPE: Special SPECIAL ATTACKS: Breath weapon NO. OF ATTACKS: 3 SPECIAL DEFENSES: None. DAMAGE/ATTACK: 2-20(bite)/2-12(claw)/2d12(claw) MAGIC RESISTANCE: Standard SPECIAL ATTACKS: Swallow Whole INTELLIGENCE: Low SPECIAL DEFENSES: +2 or better magic weapon to hit. ALIGNMENT: Neutral MAGIC RESISTANCE: Immune fire, cold, electricity, acid SIZE: M (7' longl) INTELLIGENCE: Non L/XPV: 2/80+3hp (125) xp ALIGNMENT: Neutral SIZE: L (10' tall) Tatzlwyrms are thought to be primeval relatives of true L/XPV: 9/5150+18/hp (6300) xp dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Taotieh appear to be large statues of jaguars or tigers, Undersized compared to their larger cousins, stylistically carved and covered with glyphs all over its tatzlwyrms are nonetheless ferocious in their own right. body resembling spots or stripes and with an oversized And while tatzlwyrms are hardly impressive specimens head and mouth. Symbols of power but also of gluttony, when put beside their notorious relatives, most other taotiehs are guardian constructs formed of stone and reptiles can't compare to them mentally. They built around a pocket of extradimensional space. understand Draconic, though other languages are Taotiehs are used to ward sacred or secluded areas beyond most tatzlwyrms' limited comprehension. from enemies and trespassers. Their semblance to large Nevertheless, tatzlwyrms are deeply cunning, building felines extends even to the animal's abilities in combat, complex lairs and rudimentary traps. as taotiehs are feared for their vicious attacks. Tatzlwyrms are quite rare, and only a few particularly The extradimensional space at the core of a taotieh curious and lucky adventurers can claim to have seen a allows the construct to swallow opponents of its own living specimen. Reports do agree on some basic size (on a roll of 20 or 4 better than needed to hit,Sample as features, file however. About the size of a full-grown per a purple worm) and then shunt its victims into an human, tatzlwyrms have only two limbs and no wings, airless pocket of space inside. A creature capable of and possess a weak poisonous breath similar to the existing without air could well spend an eternity inside a breath weapons of their true dragon relatives, doing 2- taotieh if it couldn't smash its way out or escape via 12 damage in a 2” cone up to three times per day. plane-traversing magic, in which case it must wait for outside forces to slay its captor. Tales abound of great An adult tatzlwyrm is 6 to 8 feet long, including its treasures and even greater dangers being unleashed winding, organless tail, and it weighs between 400 and upon a taotieh's destruction. 500 pounds. A tatzlwyrm's scales give the creature limited camouflage, ranging through various shades of Taotieh are immune to fire, cold, lightning, and green, brown, and gray. electricity and all mind influencing spells and illusions. They take double damage from sound damage and Like true dragons, tatzlwyrms are strict carnivores. stone to mud spells act as slow for 1d6 rounds They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their Although they have no treasure, their mouth can serve food slowly in the dark security and seclusion of their as a very heavy (200 lb), non-folding portable hole lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage. Taotieh weight 12,000 pounds and are the size of a bulette.

57 Terror Bird torturing and often outright killing those trapped within. FREQUENCY: Uncommon Tophets are often assembled in groups of up to a dozen, NO. APPEARING: 1 or 2-12(flock) where cruel rulers incarcerate traitors and other ARMOR CLASS: 6 (Descending) or 14 (Ascending) criminals. Mindless creatures capable only of obeying MOVE: 15" (Classic) or 40' (Neo) their masters' whims, these unthinking constructs make HIT DICE: 5 incorruptible guardians and are endlessly loyal. % IN LAIR: 25% TREASURE TYPE: None Tophets stand 10 feet tall and weigh 3,000 pounds. NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-12(bite)/1-4(claw)/1-4(claw) Troll, Jotund SPECIAL ATTACKS: None SPECIAL DEFENSES: None. FREQUENCY: Very rare MAGIC RESISTANCE: Standard NO. APPEARING: 1 or with 2-5 ogres, and 1-3 hill giants (war INTELLIGENCE: Animal party) ALIGNMENT: Neutral ARMOR CLASS: 0 (Descending) or 20 (Ascending) SIZE: L (8 1/2' tall) MOVE: 12" (Classic) or 30 (Neo) L/XPV: 3/90+5/hp (200) xp HIT DICE: 11+11 % IN LAIR: 50% Terror birds are essentially larger cousins of the axe TREASURE TYPE: F (10% 1d20x1000 sp, 15% 1d12x1000 beak, a large flightless bird with powerful legs, long ep, 40% 1d10x1000 gp, 35% 1d8x100 pp, 20% 3d10 gems, neck, and razor shark claws and beak. They resemble 10% 1d10 jewelry, 30% 2-5 magic items (plus 1 potion, 1 scroll)) an angry muscular ostrich NO. OF ATTACKS: 1+1 to 9 DAMAGE/ATTACK: 3-30(club)/2-12(bite) Tophet SPECIAL ATTACKS: Cacophony SPECIAL DEFENSES: Regenerations 5 hp/round FREQUENCY: Rare MAGIC RESISTANCE: Standard NO. APPEARING: 1 or 2-12(prison) INTELLIGENCE: Average ARMOR CLASS: 0 (Descending) or 20 (Ascending) ALIGNMENT: Neutral Evil MOVE: 9" (Classic) or 20' (Neo) SIZE: L (13' tall) HIT DICE: 45 hp (10 HD) L/XPV: 8/3550+16/hp (4400) xp % IN LAIR: 100% TREASURE TYPE: None Jotund trolls are large, fire giant sized trolls with no NO. OF ATTACKS: 3 fewer than nine heads. Although each head has a DAMAGE/ATTACK: 3-18(bite)/1d8(slam)/1d8(slam) Sampleseparate file brain, they share one very confused soul and SPECIAL ATTACKS: Swallow Whole while there is some bickering, it functions largely as one SPECIAL DEFENSES: +2 or better magic weapon to hit. entity. The multiple brains give it a +7 bonus on saving MAGIC RESISTANCE: Standard throws against mind affecting spells and effects. They INTELLIGENCE: Average regenerate similar to regular trolls, only at 5 hit points ALIGNMENT: Neutral per round. SIZE: L (10' tall) L/XPV: 7/1950+ 14/hp (2600) xp Jotund trolls may attack one target with its club for 3- 30 damage, as well as make one bite attack from its Known in some lands as furnace guards or iron head to every adjacent target (up to 9). Once every 2-5 gluttons, tophets have long served in the palaces and rounds, the jotund troll's heads may emit a babble of prisons of tyrants as vigilant sentinels and dreaded confusing noises, acting as a confusion spell to all punishments. Appearing as rotund iron statues, often within 30' (save versus magic or will to avoid) bearing the caricatured visages of past kings or dishonored nobles, these constructs all possess yawning Jotund trolls live up to a 100 years and spawn with maws, capable of easily gobbling up smaller creatures either their own kind or with other trolls. In the latter on an attack roll of 20 or 4 greater than it needed to hit case, there is only a 5% chance the offspring will be a (as per a purple worm). jotund troll. Apart from brief mating periods, jotund trolls are solitary, although some cull together bands of Upon consuming a victim, the animate statue becomes other giants into devastating war parties that can lay a walking prison, holding its victim within with little waste to entire regions. chance for escape. The iron statue can then return its victim to the proper cell, the feet of its lord, or any other fate its creator determines. In the most feared case, tophets capture or are fed prisoners, then wander out into the desert heat or even rivers of molten rock, where their interiors attain hellish temperatures,

58 Troll, Moss Trollhound FREQUENCY: Uncommon FREQUENCY: Very rare NO. APPEARING: 1,2-3(gang) or 4-6 (troop) NO. APPEARING: 1,2, or 3-12 (pack) ARMOR CLASS: 6 (Descending) or 14 (Ascending) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 12" (Classic) or 30 (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 4+4 HIT DICE: 4 +4 % IN LAIR: 50% % IN LAIR: 50% TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, TREASURE TYPE: None 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% NO. OF ATTACKS: 1 1d4 jewelry, 10% 1 sword, armor, misc. weapon) DAMAGE/ATTACK: 1-10 (Bite) NO. OF ATTACKS: 3 SPECIAL ATTACKS: Disease DAMAGE/ATTACK: 1-6(bite)/1-4(claw)/1-4(claw) SPECIAL DEFENSES: Regenerations 3 hp/round SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: Regenerations 2 hp/round INTELLIGENCE: Animal MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Average SIZE: M (4' tall, 5' long) ALIGNMENT: Neutral Evil L/XPV: 2/85+4/hp (175) xp SIZE: L (9' tall) L/XPV: 2/85+4/hp (175) xp Trollhounds are pretty much what their name says they are, troll's version of dogs, with green rubbery hides Moss trolls are bent and gangly creatures. They are and the ability to regenerate just like a troll. Requiring smaller and thinner than normal trolls, yet their arms vast amounts of food to fuel their regenerative are unusually long and spindly for the creatures' size. metabolisms, packs of wild trollhounds range far and Their flesh supports the growth of moss and mold as wide through the mountains of the north, their surely as tree bark. ravenous hunger driving them to hunt and consume any prey they can track down and kill. Although their appetites are notoriously powerful, moss trolls are sly killers rather than simple brutes. They Their bite has a chance (saving throw vs poison or travel in the trees, singing, climbing, and jumping with fortitude) to inflict a serious but non-fatal disease that unnerving ease. When a moss troll spots prey, it causes pain, fever, and will prevent any natural healing reaches or leaps down from above, heedless of until cured. dropping great distances in its eagerness to sate its ravenous appetite. A typical trollhound stands 4 feet tall at the shoulder, has short but powerful legs, and weighs around 350 Moss trolls are fearless except in the face of fire,Sample which pounds. file A trollhound's skin is somewhat scaly, with does not stop a hungry moss troll from attacking, but patches of rough, greenish-black fur. It has oversized can often cause a wounded one to retreat. However, jaws with a pronounced underbite, and its eyes are those who fight moss trolls may be unpleasantly normally a dull, hateful orange. surprised to learn that acid has no special effect on a moss troll's regeneration of 2 hit points per round. Trollhounds are believed to be the outcome of infusing s worgs with troll blood. The result loses the worg's Moss trolls not only hunt from the trees, but also live, intelligence but gains the ability to regenerate wounds breed, and hide their treasure among the branches. except those inflicted by fire or acid. Trollhounds breed Their weirdly long arms allow them to attack foes on true and are often raised by trolls. the ground without ever needing to set foot on the earth themselves. Young moss trolls are adept at Trollhounds are fearless on the hunt and in combat. Not climbing and acrobatics, as much as they are at eating even the threat of fire is enough to repel them. and killing. Like other trolls, adult moss trolls often Nevertheless, fire is one of the most effective tools in drive juveniles away after training them to hunt and combating trollhounds, and canny hunters know to burn fight. Gangs and troops of moss trolls exist only where every last remnant of a slain trollhound, for as is true of food is plentiful. While moss trolls can digest almost any trolls, even the smallest piece of trollhound flesh can organic material, they prefer fresh meat—particularly eventually regrow back into a full-sized beast. when said meat is served still alive and squirming after a particularly invigorating session of stalking and Trollhounds are most often found in the company of torture. trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem to have an affinity for their A moss troll is 9 feet tall and weighs 550 pounds. savage masters, and tamed trollhounds always regard trolls as alpha members of the pack. A trollhound will never attack a troll without cause—although trolls often enjoy violent roughhousing with these creatures nonetheless.

59 Tupilaq FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 0 (Descending) or 20 (Ascending) MOVE: 12"/Swim 24” (Classic) or 30'/Swim 60' (Neo) HIT DICE: 45 hp (10 HD) % IN LAIR: 50% TREASURE TYPE: None NO. OF ATTACKS: 3 DAMAGE/ATTACK: 3-18 (Bite)/1-6(claw)/1-6(claw) SPECIAL ATTACKS: Spell Casting SPECIAL DEFENSES: ½ damage from slashing and piercing weapons MAGIC RESISTANCE: Standard INTELLIGENCE: Nil ALIGNMENT: Neutral SIZE: S (3' tall) L/XPV: 7/2250+14/hp (2900) xp

Tupilaqs are small constructs crafted out of whale bones and whale teeth for the sole purpose of murdering the creator's enemies. A tupilaq's appearance can vary based on its construction, but all have prominent jaws and a small body with hands and feet fit for swimming. A tupilaq usually stands 3 feet tall and weighs only 30 pounds.

Tupilaqs must be created in secrecy—if any other person discovers the tupilaq is being created, the attempt to build the construct immediately fails. As part of its creation, the creator invites or lures a host spirit to possess the tupilaq. Most often, the animus of a tupilaq is that of a dead child or other small humanoid, and the parity of size between the new vessel and the spirit's previous body is what gives the creatureSample a speed file and agility on land and in water that is atypical for most constructs. This trapped spirit is also what makes a tupilaq so savage and murderous.

Although small, it's extremely strong and its mouth jaws are extremely powerful, as well as being outsized for the rest of its body, doing immense damage.

st nd When created, a tupilaq is given a 1 or 2 level spell which it may then cast 3 times per day. This spell is carved into it and may be erased by an erase spell or similar magic at which point it loses its spell ability and turns on its creator.

60 U

Ursikka FREQUENCY: Very Rare NO. APPEARING: 1,2, or 3-10(hive) ARMOR CLASS: -4 (Descending) or 24 (Ascending) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 12 % IN LAIR: 40% TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 6-36(bite)/3-18(claw)/3-18(claw) SPECIAL ATTACKS: Spit SPECIAL DEFENSES: Immune to cold MAGIC RESISTANCE: Standard INTELLIGENCE: Semi ALIGNMENT: Neutral SIZE: L (20' tall) L/XPV: 8/3550+16/hp (4400) xp

Appearing to be large insects with a huge, three part mouth, Ursikka are vicious apex predators that rule vast arctic territories. Held aloft by four slender legs, on which they skitter with unsettling speed, ursikka can reach heights of 25 feet, with a long, lean abdomen accounting for most of their 20-foot length. Their grasping forearms each end in a sharp pincer capable of shearing flesh from bone, and shaggy fur covers the majority of their bodies. The ursikka's most unusual trait, however, is a three-part maw that can open wide enough toswallow humans whole. Freezing saliva drips constantly from these gnashing mandibles, injuringSample and file trapping prey. With only a bestial intellect, ursikka view all smaller creatures as food, and think nothing of invading and devouring entire humanoid communities.

Besides their fearsome melee attacks, ursikka may spit a glob of frozen saliva up to 60' (20”) which does 6d6 cold damage on a successful hit.

61 V

Voormi FREQUENCY: Very Rare NO. APPEARING: 1,2, or 5-15 ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 3+3 % IN LAIR: 60% TREASURE TYPE: None NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon +4 or claws (1-4) SPECIAL ATTACKS: Throw rocks 1-4, 20” SPECIAL DEFENSES: +2 save and -1 damage per die from cold MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral (Evil) SIZE: M (6' tall) L/XPV: 2/60+4/hp (125) xp

Voormis are bestial humanoids roughly man-sized but very muscular and covered by very dense fur and umber colored leathery skin bearing some resemblance to a baboon, albeit a disturbingly human one.

Although strictly speaking they are not quite intelligent enough to be evil, their behavior is otherwise indistinguishable from it. They are cannibalistic among themselves (if given a chance) and will attack and kill any other humanoid they encounter for food or for territorial protection.

Voormis have yet to master fire and very few have managed to create any other weapon than a club,Sample file though most are bright enough to use captured melee weapons if given a chance to acquire them. In either case, they do an additional four points of damage due to their strength. Voormis have also been known to throw rocks for 1-4 damage, to a range of 20”

Voormis worship various Great Old Ones, particularly Abhoth and Tsathoggua, and some Voormis are known to be shamen and witch-doctors.

The typical Voormi is 6' tall and weighs 200 lbs. They are considered “Giant Class” for the purposes of a ranger's damage bonus. Female voormis are only encountered in their lair, but are notable for being tougher than their male counterparts, having average or better hit points.

62 W Worm That Walks FREQUENCY: Very rare Wasp, Deathflyer NO. APPEARING: 1) ARMOR CLASS: 0 (Descending) or 20 (Ascending) FREQUENCY: Very rare MOVE: 9” (Classic) or 20' (Neo) NO. APPEARING: 1,2, or 3-12 (Swarm) HIT DICE: 7+ ARMOR CLASS: 1 (Descending) or 19 (Ascending) % IN LAIR: 90% MOVE: 6"/Fly 21” (Classic) or 10'/Fly 50' (Neo) TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 HIT DICE: 8 sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, % IN LAIR: 50% 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) TREASURE TYPE: None NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-3 DAMAGE/ATTACK: 2-12 (sting) SPECIAL ATTACKS: Spells SPECIAL ATTACKS: Wasp Aura 5' SPECIAL DEFENSES: No damage from piercing weapons, SPECIAL DEFENSES: Undead Immunities minimum damage from slashing MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard INTELLIGENCE: Average INTELLIGENCE: Nil ALIGNMENT: Neutral Evil ALIGNMENT: Neutral Evil SIZE: M SIZE: M (5'-6' tall) L/XPV: 5/550+ 10/hp (900) xp L/XPV: 7th: 775 xp; 8th: :1,200 xp; 9th :1,800 xp; th th th Deathflyer wasps are similar to deathweb spiders, 10 :2,600 xp; 11 : 3,600 xp; 12 : 3,700 xp; exoskeletons of dead giant insects (in this case a wasp) 13th: 5,000 xp; 14th: 5,100 xp; 15th: 6,700 xp; reanimating by infusing it with a horde of thousands of th th th living wasps 16 : 6,800 xp; 17 : 8,400 xp; 18 : 8,500 xp

Wikkawak "Happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old FREQUENCY: Very Rare rumour that the soul of the devil-bought hastes not from his NO. APPEARING: 1,2, 3-8( gang), or 6-24 (warband) charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers ARMOR CLASS: 5 (Descending) or 15 (Ascending) of earth wax crafty to vex it and swell monstrous to plague it. MOVE: 12" (Classic) or 30' (Neo) Great holes secretly are digged where earth’s pores ought to HIT DICE: 6+2 suffice, and things have learnt to walk that ought to crawl.” — % IN LAIR: 35% SampleIbn fileSchacabao TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, When a magic-user of particular evil, especially a 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% necromancer, dies, sometimes his soul takes command 1d4 jewelry, 10% 1 sword, armor, misc. weapon) of the very worms and insects that feast upon his body, NO. OF ATTACKS: 1 using those vermin to continue his life by making those DAMAGE/ATTACK: By weapon +4 or claws (2-8) vermin his very body. Despite being completely unable SPECIAL ATTACKS: None to talk, the Worm That Walks is able to cast spells as he SPECIAL DEFENSES: None did in life. MAGIC RESISTANCE: Standard INTELLIGENCE: Average Being comprised of thousands of living beings, magic affects a Worm that Walks unusually. A magic spell that ALIGNMENT: Chaotic (Evil) affects a single (or even small number of) target will SIZE: M (6' tall) only affect a single (or however many the spell affects) L/XPV: 3/225+8/hp (400) xp worm or bug. Thus a magic-missile would kill part of the Worm that Walks, but it would show no actual Wikkawak are a subspecies of bugbear adapted to live effect. Similarly, a sleep spell would put perhaps 20 in arctic and other cold weather climes. They have worms to sleep, and a disintegrate would simply completely white fur and are shorter and fatter. vaporize one bug.

Wikkawaks normally lead a solitary existence, preying Furthermore, because they are made up of a horde of on isolated settlers and hunters like pale arctic serial vermin, one on top of each other, spells that only last killers. Their powerful noses can sniff out a humanoid or an instant (such as fireball or cone of cold), as they animal over great distances. The rank smell of fear is a only affect the outer layer. The exception are lightning powerful stimulant to wikkawaks, and an individual attacks, which do full damage. wikkawak hunter might stalk and terrorize a potential While Worms that Walk are usually found in their lairs, victim for several nights, "steeping" its prey in dread occasionally they may go forth, hiding under robes and and terror before finally pouncing. to savor the taste of wearing gloves and a wax mask, using a wax tablet to the victim for weeks on end. Wikkawaks enjoy keeping write to communicate. mementos of their victims, preferably fingers. 63 Wyvaran FREQUENCY: Very rare NO. APPEARING: 1,2-8(wing), or 4-24 (flock) ARMOR CLASS: 5 (Descending) or 15 (Ascending) MOVE: 12"/Fly 12”(e) (Classic) or 30'/Fly 30'(clumsy)(Neo) HIT DICE: 1 % IN LAIR: 50% TREASURE TYPE: O (25% 1d4x1000 cp, 20% 1d3x1000 sp) NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: Tail SPECIAL DEFENSES: Immune to sleep, paralyzation MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Lawful Neutral SIZE: M (5' tall) L/XPV: 1/18+1/hp (25)xp

What would happen if you crossed a kobold with a wyvern? A question that went long unasked until recently when an unnamed magic-user crossed the two, resulting in the wyvaran race. They appear to be purple or dark blue winged kobolds with stingers on their tails. These tails can be used in combat for 1-8 damage, but only against opponents striking the wyvaran from behind. To attack, they wield weapons and wear armor (factored in). Strangely, this cross has resulted in a more mellow race than either kobold or wyvern. While fiercely territorial and concerned with treasure, this extends to their own treasure and land, earned, not stolen. Interlopers will be warned off their territory or asked for a good reason for trespass, with a toll taken but not demanded, they would prefer to be left alone. Sample file Wyvaran speak common and the language of dragons, but not kobold, who they scorn as inferior, but don't hate.

64 X

Xenopterid FREQUENCY: Very rare NO. APPEARING: 1,2, or 3-30 (Hive) ARMOR CLASS: 2 (Descending) or 18 (Ascending) MOVE: 15" (Classic) or 40' (Neo)/ Fly 9” (Classic) or 20' (Neo) HIT DICE: 10 HD % IN LAIR: 50% TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2-12 (claw)/2-12(claw)/2-12(bite) SPECIAL ATTACKS: Digestion Fluid Injection SPECIAL DEFENSES: Web MAGIC RESISTANCE: Normal INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M (6' tall) L/XPV: 7/1800+14/hp (2500) xp

Xenopterids are human-sized predatory insects with the iability to mimic the form of their favorite prey— humanoids. Xenopterids can be encountered nearly anywhere they can find food, adapting their mimicry to resemble whatever humanoids are most common. They can bend their wings to form cowls and cloaks, and they can fold their limbs to imitate humanoids' weapons and armor. A xenopterid's eeriest feature is its mouth—a crude chitinous beak that, when closed, resembles a human face. Up close, the xenopterid's unsettling nature is obvious, but from a distance or in dim light, the creature easily passes for its prey. Sample file Because their mimicking abilities require concealment, xenopterids commonly hunt their prey at night. Once it captures and kills a victim, it liquefies the creature's remains in order to bring the putrid slurry back to the hive where it stuffs this substance into small spherical capsules the creatures use as food. Some evil races prize these capsules, and make gruesome liquors by fermenting the contents. Xenopterids live in colonies in abandoned ruins, old castles, decrepit farmsteads, and similarly abandoned human structures. A colony typically consists of 19 to 28 sterile drones and a fertile hive king and hive queen (xenopterids with maximum hit points). Each colony has only one fertile male, so xenopterids reproduce slowly. Still, the only way to destroy a xenopterid colony is to kill both the king and the queen, and neither one of them ever leaves the safety of the hive. On an attack roll of 18 or higher on its bite attack, the Xenopterid injects the victim with its digestive fluid, doing an additional 2-12 damage (save versus poison or fortitude for half) . Although too slow to be used in combat, a xenopterid may create a web (as per the spell) in a 10' diameter every turn. 65 Y Yaoguai FREQUENCY: Very Rare Yangethe NO. APPEARING: 1,2, or 3-8(cluster) ARMOR CLASS: 2 (Descending) or 18 (Ascending) FREQUENCY: Very Rare MOVE: 15" (Classic) or 40' (Neo) NO. APPEARING: 1,2, or 3-8(cluster) HIT DICE: 8 ARMOR CLASS: -2 (Descending) or 22 (Ascending) % IN LAIR: 40% MOVE: 15" (Classic) or 40' (Neo) TREASURE TYPE: None HIT DICE: 12 NO. OF ATTACKS: 3 % IN LAIR: 40% DAMAGE/ATTACK: 3-18(bite)/2-12(claw)/1-8(tentacle) TREASURE TYPE: Q (50% 1d4 gems) x3 SPECIAL ATTACKS: None NO. OF ATTACKS: 6 SPECIAL DEFENSES: +1 or better magic weapon to hit DAMAGE/ATTACK: 2-12(claw)/2-12(claw)/1-8(tentacle) MAGIC RESISTANCE: 35% /1-8(tentacle)/1-8(tentacle)/1-8(tentacle)/ INTELLIGENCE: Semi SPECIAL ATTACKS: Psychic Blast ALIGNMENT: Neutral SPECIAL DEFENSES: Immune to cold, blunt weapons SIZE: L (20' tall) MAGIC RESISTANCE: 75% L/XPV: 5/550+10/hp (900) xp INTELLIGENCE: Semi ALIGNMENT: Neutral The yaoguai is a mix of different animals fused together, SIZE: L (20' tall) with a bear's torso and head, clawed ape legs, and a L/XPV: 8/3550+16/hp (4400xp) furred tentacle arm. It is a monstrosity born of unnatural magic that combines several creatures into One of the countless creatures bred and engineered by one body, creating a deformed, mismatched monster eldritch horrors from beyond the stars, this six-eyed that slays and escapes its creator as soon as possible. horror is vaguely shaped like a dead tree, but one with No two yaoguai look the same, but most have similar claws and tentacles and spidery legs. Yangethes have, abilities. Invariably, the torment of its genesis and the over the eons, developed keen intellects and desires of ongoing pain of its existence leave a yaoguai violently their own. Unless slain by violence, a yangethe is insane and prone to attacking at the slightest immortal. provocation.

Once per day a yangethe may make a psychic blast that In addition the yaoguai has a special ability given to it does 6-36 subdual damage to anyone withing 30' (10”) when created. It can either fly at 12”(e) or 30' and causes confusion (as per the spell) for 1-4 rounds. (clumsy); gain another claw attack, gain another A saving throw (vs death magic or will) reduces damage tentacle attack, or has quills (which causes 2-12 to half and negates the confusion. Sampledamage file to anyone trying to strike it unarmed)

(Essentially anyone not immediately knocked Although they have some innate spell resistance, they unconscious by the blast suffers no real hit point loss) are also immune to the effects of polymorph spells. However, polymorph spells cause pain and negate the Once per year they may teleport anywhere in the solar need for a magical weapon to damage the yaoguai for system. They can also walk on air as if it were solid 1d4 rounds. ground.

66 Z Design Notes Somewhat ironically, I quit playing (or rather GMing) 3rd Zephtaur edition because of its monsters. It wasn't the lack of them, to the contrary, it was the incredible detail in FREQUENCY: Very rare their game stats. Just using them was a chore, but NO. APPEARING: 1,3-8 (squad), or 4-40 (Tribe) designing them was worse as everything had to follow ARMOR CLASS: 3 (Descending) or 17 (Ascending) the rules, rather than the free form, wing it style to MOVE: 24" (Classic) or 60' (Neo)/ Fly 21” (Classic) or 50' (Neo) monsters in old school editions, even second. HIT DICE: 8 HD One of the problems in converting monsters is that the % IN LAIR: 50% first edition monster book was actually somewhat TREASURE TYPE: U (90% 1d8x10 gems, 80% 5d6 jewelry, designed with original edition in mind, or at least some 70% 1 of each magic item type (no potion or scroll)) of the original edition monsters, like demons, were NO. OF ATTACKS: 2 + 1 weapon essentially untouched. This despite first edition's much DAMAGE/ATTACK: 1-6 (hoof)/1-6(hoof)/by weapon better attack progression values, more hit points for SPECIAL ATTACKS: Thunder Charge characters. Second edition corrected this (even as it SPECIAL DEFENSES: None erased the name demon) and third edition followed MAGIC RESISTANCE: Normal second fairly closely in the hit dice for monsters. INTELLIGENCE: Average The biggest difference is armor class. This is a problem ALIGNMENT: Neutral Good among classic editions as well. Original edition fighters's SIZE: L (7' tall, 8' long) to hit increases (at max level) by 12. In first edition this L/XPV: 5/550+10/hp (900) xp goes to 16 (plus 3 for weapon specialization), and in BECMI it goes up 23 (plus 8 for weapon mastery) Zephtaurs are a more magical offshoot of centaurs, As a general guide, I simply took the natural armor appearing mostly on plains and occasionally on clouds. class rating and added half its dexterity bonus, though They have a shining silver coat (on the horse parts) and in extreme cases I have gone with 2/3 the natural frequently wear similar colored armor on their human armor class. This generally still gives a range from 10 torso. Although they lack wings, they are capable of to -10 (or 10 to 30). speedy, if clumsy, flight. Special attacks posed another problem. 3Rd edition had Zephtaurs fight with heavy horse lances (also using a lot of them and critical hits. 1St edition didn't have shields) and composite long bows. They prefer to critical hits, but it did have a lot of similar things on charge their enemies and when doing so, make a monsters, such as an owlbear grabbing an opponent on “thunder charge”, a large clap of thunder that does a roll of 18 or better and a purple worm swallowing sonic damage to the target of their charge. This whole on a roll of 20 or 4 more than the number damage is 1d6 for every 20' the zephtaur charges, up Sampleneeded. file Also there was the shambling mounds smother to a maximum of 6d6. This damage is only done if the attack if both attacks hit. I have tried to stick to these charging attack hits and there is a saving throw vs mechanics for special attacks. dragon breath (or reflex) to take half.. Xp and treasure were a pain. When in doubt, give it B Zephtaurs are concerned with honor and will only use was my their flying ability in combat against other flying opponents or to flee (they might be concerned with The monster selection is somewhat eclectic. Rather than honor, but not to the point of dying for it). They also convert each bestiary from the 3.75 edition of the game like to joust with non-Zephtaurs and will almost A to Z, I picked monsters I used in my game, or certainly challenge any cavalier to a friendly list or two planned to from the first 5 bestiaries. I realize this (subdual damage) probably makes things less useful, but as this is for fun, I'm not going to be doing unfun stuff just for the same of completeness.

Credits: This is an almost completely unoriginal work and uses open content taken from various 3rd edition bestiaries and sourcebooks. The format is shamelessly lifted from the Creature Compendium (as is the treasure type) The cover is by Rod Ruth from a public domain issue of Fantastic Adventures. Other art is by Gary Dupuis, Brian Brinlee, Jacob Blackmon, Malcom McClinton, Peter Szmer, Carlos Torreblanco, Rene Walk, and a number of older pulp artists who didn't sign their names but are in the public domain. Some artwork copyrighted by Robert Hemminger, used with permission

67 Appendix – Hit Dice By Edition Golem, Stone 14 14 Gorgon 8 8 8 Griffon 7 7 5 Monster Name 1e 2e 3.75 Hag, Annis 7+3-12 7+7 7 Aurumvorox 12 12 12 Hag, Green 9 9 9 Behir 12 12 10 Hag, Sea 3 3 4 Bulette 9 9 9 3 7 7 Chimera 9 9 9 Hell 4-7 4 Cloaker 6 6 6 Ki-Rin 12 12 9 Dog, Moon 9+3 12 Kraken 20 20 Doppelganger 4 4 4 Lamia 9 9 9 Demodand, Slimy 13 21 Lammasu 7+7 7+7 9 Demodand, Shaggy 15 25 Leucrotta 6+1 6+1 6 Demodand, Tarry 11 18 Manticore 6+3 6+3 6 Demon, Balor 8+8 13 20 Marid 13 13 12 Demon, Marilith 7+7 12 16 Medusa 6 6 8 Demon, Succubus 6 6 8 Minotaur 6+3 6+3 6 Devil, Barbed 8 12 Mummy 6+3 6+3 8 Devil, Bearded 5-6 6 Naga, Spirit 9-10 9-10 10 Devil, Bone 9 10 Ogre 4+1 4+1 4 Devil, Erinyes 6+6 6+6 9 Otyugh 6-8 6-8 6 Devil, Horned 5+5 10 15 Owlbear 5+2 5+2 5 Devil, Ice 11 11 14 Peryton 4 4 5 Devil, Pit Fiend 14 13 20 Rakshasa 7 7 10 Dino, Ankylosaurus 9 10 Remorhaz 7-14 7-14 9 Dino, Allosaurus 15 15 11 Roc 18 18 16 Dino, Apatosaurus 30 30 Sample file Roper 10-12 10-12 12 Dino, Brachiasaurus 36 18 Rust Monster 5 5 5 Dino,Gorgosaurus 13 Shedu 9+9 9+9 11 Dino, T-rex 18 18 Sphinx, Andro 12 12 13 Dino,Triceratops 16 14 Sphinx, Gyno 8 8 12 Djinni 7+3 7+3 7 Spider, Giant 4+4 3+3/4- 3 Dracolisk 7+3 7+3 7 4 Drider 6+6 6+6 9 Spider, Phase 5+5 5+5 6 Efreet 10 10 10 Tarrasque 67 70 30 Ettin 10 10 10 Titan 17-22 20 21 Giant, Cloud 12+2-7 16+2-7 16 Treant 7-12 7-12 12 Giant, Fire 11+2-5 15+2-3 15 Troll 6+6 6+6 6 Giant, Frost 10+1-4 14+1-4 14 Wyvern 7+7 7+7 7 Giant, Hill 8+1-2 12+1-2 10 Giant, Stone 9+1-3 14+1-3 12 Giant, Storm 15+2-7 19+2-7 19 Giant, Firbolg 13+2-7 13+7 6 Golem, Clay 11 13 Golem, Flesh 9 9 Golem, Iron 18 18

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