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Gnatters Group, Small, Stealthy, Devious, Organized, Intelligent, Hoarder Drain (d4 damage 1 piercing) 6 HP 1 armor Close Special Qualities: Wings Spindly, grey little insectoids, they stand on half a dozen thin legs, chest high to a human. Their wings, antennae and segmented eyes twitch and flick, a soft buzzing noise rising to a deafening drone when several take flight. Gnatters rub their large eyes with their thin hands and appear quite fragile when sitting still - but their reaction speed is second-to-none, escaping (or attacking) in a buzzing blur, repositioning or circling for another strike before their foes know what happened. Always an annoyance, gnatters become deadly when several work in unison, such as when their herds of Swampstriders are disturbed. Even if you survive their hit-and-run blood-draining, the cocktail of diseases they'll leave you with afterwards will see you face down in the mud before sun up. Instinct: Gorge on warm blood
- Strike and retreat on a blur of wings
- Dodge with incredible speed
- Inflict fast-acting diseases
- Call up swarms of mosquitoes
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Swampstrider Group, Large, Stealthy, Organized Piercing limbs (d8+2 damage 2 piercing) 14 HP 1 armor Reach, Near Special Qualities: Wings, Mudwalking Towering, gangly creatures, serene like cattle, pick their way through the swamp on sharp spindly legs supporting a body that shrivels and bloats with blood consumption. They almost appear as leafless trees, their spear-like forelimbs hovering about the mud for minutes on end before striking at lightning speed, piercing fish, lizards and anything else they can find, before sucking them dry with the proboscis on their bodies and legs. When attacked or startled, they buzz into the air and swoop back, striking with many impaling legs. Their prey here is nearly fished out, so they migrate to find new grazing grounds. Instinct: To graze on blood
- Pierce them through
- Drive them into the muck
- Summon the herd
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Tantarian Solitary, Large, Stealthy, Divine, Devious, Intelligent, Planar, Construct, Terrifying Paper Storm (d8 damage) 26 HP 4 armor (0 when open) Near, Far Special Qualities: Levitation, paper pages, bound in humanoid leather, can attack an area Legends tell of an infernal library watched over by an animated book of great power that was once a powerful demon with 36 Legions under its command. The legends go on to state that treachery befell the demon's mortal body but not before he had laid a contingency plan for his body to be contained in the foul tome. Instinct: to teach all Arts and Sciences unto any;
- Watch over the Infernal Library
- Open its pages
- Absorb their knowledge
- Close its pages
- Strike with the spine
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Symbiotic Jelly Group, Tiny, Magical Psychich lash (d6-2 damage) 3 HP 0 armor Hand Special Qualities: milky white tendrils, ESP The symbiotic jelly exists by controlling the mind of another creature, which it then uses for protection and to obtain sustenance.
These creatures choose unoccupied caves in which to dwell, and stick to the ceiling in the shadows, where they are almost impossible to detect. When a carnivore ventures into the cave, the symbiotic jelly will attempt to use its innate charm monster ability to persuade the intruder telepathically to remain in the cave and attack any other creature which enters.
Thus, if a huge cave bear is charmed, it may be made to appear as a weak bear cub, while the back of the cave might appear to contain a rich vein of gold ore if a dwarf entered the cave, or a sumptuous banquet if a hungry halfling wandered by. Instinct: to feed of carnivorous instincts- Read your desires
- provide what you want the most
- make its host appear harmless and weak
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Caterwaul Solitary rock rending claws (d6 damage 1 piercing) 12 HP 1 armor Close Caterwauls are vicious feline creatures with short, midnight-blue fur, yellow eyes and a long, prehensile tail. The face has an almost elven look, with its delicately pointed ears and almondshaped eyes.
The caterwaul’s preferred method of attack is to hide in a tree or rock outcropping above a trail and leap onto its victim, chasing it only if necessary. Caterwauls are able to move on their hind legs at great speed, then drop to all fours to move even faster.
The caterwaul is normally a militantly solitary creature, leaving its mother after only three months of life. The normal lifespan of a caterwaul is 5 years. During its life it will breed a maximum of three times. Caterwauls do not mate for life, as this would necessitate a permanent companion.
Caterwauls are generally found in low mountains, especially those with thick vegetation. Like most felines, the caterwaul hates water, but it can swim if necessary. Its diet is exclusively meat, generally large rodents, but larger prey is not uncommon, and it will occasionally supplement its hunting with a raid on domestic sheep or cattle. After killing something the size of a sheep or larger, the caterwaul will gorge itself, and then it may not hunt again for up to ten days. It will, however, defend its territory at any time from all intruders. The caterwaul is not a scavenger, and will not even finish off its own kills if they are more than a day old.
The caterwaul’s prehensile tail is of little use in combat, but the creature will often use its tail to secure its food for eating. It will also use it as a sort of “hand” to brush twigs or other obstructions out of its line of sight when it is waiting in ambush. Like most cats, the caterwaul’s tail is also an elegant indicator of the creature’s emotions. Ecology: Caterwauls have no natural enemy, including man. They hunt only for food, and fight to defend their territory. The claws of a caterwaul may be used in the creation of a sword of sharpness. Its fur is prized for its unusual color, but must be carefully treated to remove the caterwaul’s scent.
Converted from AD&D Fiend Folio
Instinct: to gorge itself- Unleash a earpiercing screech
- Climb virtually any surface
- move with prenatural haste
- Approach unheard
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Ground Troll Solitary, Large, Terrifying Claws (b[2d10+4] damage 1 piercing) 16 HP 1 armor Forceful Special Qualities: Disgusting presence Burrowing out of the ground comes the ground troll. A creature that is so savage and stupid, it will attack anything. It loves to watch creatures die and be tortured as it eats its prey alive. Instinct: To rampage and destroy
- Burrow
- Burst out of the ground
- Regenerate
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Deranged Vegetable Horde, Tiny, Organized Claws (d4-2 damage) 1 HP 0 armor Hand A pack of wild vegetables rips across the land in search of food that it can devour. It breaks into houses and eats all the food it can get its minuscule hands on. It shoves food and other small objects into its tiny gaping mouth. Vegetables such as these should not be eaten. Instinct: To steal and eat food
- Eat food
- Summon Allies
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Castle crab Solitary, Large, Cautious Pincher (w[2d10] damage) 20 HP 4 armor Near Peacefully hiding under the ocean waves, sits a giant crab which eats anything that is smaller than itself. It rarely comes above the surface, but when it does, run in fear. There are many creatures on land that cannot protect itself against its dangerous claws. Unless you're a powerful adventurer, I doubt you could defeat it. Instinct: To Eat Smaller Creatures
- Defend an Attack
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The Steel King Solitary, Large, Divine, Intelligent, Hoarder, Planar, Terrifying, Amorphous Hellforge Hammer (b[2d12+4] damage) 25 HP 6 armor Forceful Special Qualities: jagged metal is riveted directly to its body The Steel King was once a mortal gone to the mountain of the gods to become a disciple of the dwarven god of smithing, Navanor Truestone. Around this time, the god's daughter Inebra Truestone was but a godling. The mortal attempted to woo her while under her father's tutelage, and when the father found out, the mortal was cast to the fiery underworld. The citizens of Towmyen think this has something to do with why the Blasted Wasteland is so large. Instinct: To shape things as it wishes
- Toil away
- it's all in the quench