ACCESSORY DUNGEONS & DRAGONS …pandius.com/creature_catalogue_II.pdfACCESSORY DUNGEONS & DRAGONS...

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ACCESSORY DUNGEONS & DRAGONS CREATURE CATALOGUE II BY SEAN ROBERT MEANEY VOP VAULTS OF PANDIUS

Transcript of ACCESSORY DUNGEONS & DRAGONS …pandius.com/creature_catalogue_II.pdfACCESSORY DUNGEONS & DRAGONS...

ACCESSORY

DUNGEONS & DRAGONS

CREATURE CATALOGUE II

BY SEAN ROBERT MEANEY

VOPVAULTS OF PANDIUS

CREATURE CATALOGUE II

CONTENTSForwardIntroduction

1. Aard2. Albho3. Anaconda4. Asawi5. Augan-eye6. Banished Ones7. Bather’s Light8. Beholders Mirror9. Berserker Droid10. Black Smoker11. Black Wax12. Black Wheat13. Brain Feeder14. Brain Hive15. Brain Spider16. Cockatrice Fodder17. Coffin screw18. Constrictor19. Crystal shroom20. Deadwood21. Death-Kap22. Death-knell Amoeba23. Deathmoth24. Death’s Hand25. Defiled One26. Demon Key27. Devourer28. Ductworm29. Dwergi30. Extraterrestrial31. Eye of the Beholder32. Eye-stalker33. Faceless Man34. Face Ripper35. Faerie Lights

36. Faerie Ring37. Faerie Wings38. Feeder39. Ferral40. Firehound41. Fireshroom42. Flatworm43. Forest Guardian44. Glammour45. Gobble46. G.O.B.L.I.N.47. Goblin’s Mother48. Goilroot49. Hammerhead50. Hob51. Hob’s Nail52. Holywater Sprinkler53. Horns of Aeroth54. Howliscream55. Hunter-Killer56. Hunter57. Ichor58. I-mu59. Iron-shroom60. Jumping Scorpion61. Killer Flower62. K.O.B.O.L.D.63. Krabbes64. Lantern-head65. Laughing Jack66. Leaf Dragon67. Lightning Brush68. Lightning Mangrove69. Matnarn’s Gill70. Mechanical Flea71. Megafauna72. Men-rei-ki73. Mesmer74. Miasma Tree

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CREATURE CATALOGUE II

75. Mind Horror76. Moat Horror77. Monarch’s Crown78. Monk’s Halo79. Mozgoku80. Mu-mu-ndu81. Niiknik82. Okami83. Old One84. Oozer85. Overseer86. Poisoner’s Cup87. Puffball88. Punisher Drone89. Queerly Reticular90. Rad-boar91. Radium Ape92. Ringwyrm93. Rot-Iron94. Ryuojo95. Servitor96. Shadow-shroom97. Shadowsloth98. Shiroi Karasu99. Skewer100.Smudger101.Spidersimian102.Spine103. Spirax104. Stalker105. Strangling Horror106. Swamp Tongue107. Teddy108. Tentacle Horror109. Tesseraktor110.Tormentor111. Totem-shroom112. Touchmold

113. Tree Horror114. Tree Shadow, Greater115. Tree Shadow, Parasite116. Tripod117. Tsukiakari no Ryoshi118. Tumble-briar119. Tunnel Scavenger120. Tyrant’s Mace121. Water-snake122. Web of Som 123. Wharts124. Wizardflail125. Wood-beast126. Xenophobic Rotator127. Yellow Death128. Zinj

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CREATURE CATALOGUE II

ForwardThis has been a long timecoming. It is pretty much everycreature I ever created for aD&D Game. And yes I did drawevery one. And its a terriblething when you start out withalmost non existent art skill. Ihope you enjoy using them inyour own D&D Games as muchas I enjoyed creating them.

IntroductionThis accessory contains a vastcollection of one hundred andtwenty eight creatures withstatistics usable with the B/X,BECMI and RULESCYCLOPEDIA D&D game. Youcan convert them to whateverD&D, Labyrinth Lord, OSRversion Role Play Game youlike.Entry Format: The Creatureentries adhere to a standardformat:

Creature Name: Armour Class;Hit dice; Movement Rates;Attack forms; Damage; Number

Appearing; Save as; Morale;Intelligence; Experience Value[Description text]

Example:

Queerly Reticular: AC 8; HD1hp*/eyeball; MV 3’(1’); ATSlippery under foot; DA 1 hpfalling; NA 1 (Unique); SAMagic-user: L36; ML 12; INT18-1/eyeball; XP 1/ victimDescription: This is whereWizard eyes go after the spellceases to function. Theycoalesce as a residual organismthat shows up under foot as theAdventurers are running fortheir lives. A Queerly Reticularmight have 3d6 eyeballs at anygiven moment.

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CREATURE CATALOGUE II

Creature Catalogue

Aard: AC 7; HD 2+2; MV 180’(60’); AT 1 Bite/ 2 Claws / Tail;DA 1d6/ 1d4/1d4/1d4; NA 3-18; SA Fighter: L1; ML 8; ALChaotic; INT 3; TT Nil; XP 25 Description: This beast has noeyes and hunts exclusively bythe feel of movement throughthe earth sensing any foe with aheartbeat up to fifty feet away.Aard were once Wolves buthave become something terriblehaving quenched their thirst atthe Waters of Chaos.

Albho: AC -2; HD 8***(L); MV12,000’ (4,000’); AT 2 claws/bite/ Aura; DA Restrain Victim/8d8 per round/ special; NA 1(unique) + Wight Worms; SA Elf:L8; ML 12; AL Chaotic; INT12; TT as Victims; XP 2,300Description: eight feet tall‘cloak’ that conceals the motherparasite. It must nest in its‘consecrated’ soil to heal, yethas strength (lifting up to a ton)and intelligence to put that soilin a container and carry it tosome safe lair as needed. Itspresence whispers in the mindsof those with low charisma orML (a charisma or Morale checkto resist being lured to itschosen feeding site). Related tothe Hob, it needs Iron and must

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CREATURE CATALOGUE II feed on blood. It is alwaysspawning tiny Wight-worms.

Wight-worms: AC 3; HD 1hp*;MV 3’(1’), AT Burrow/infest;DA Infect; NA 10-100; SA Elf:L1; ML 12; INT 1; TT As Host;XP 6; One inch long, it willsearch for a host and turn theminto a Ge-hul in ten turnsbecoming new organs.

Ge-hul Template: HD+3; AC3;MV +30 (+10); AT Bite/infest;ML 12 (2 in Sunlight); INT x½

Anaconda: AC 4; HD 7+1*;MV 90’ (30’); AT Bite +Squeeze; DA 1d6+3d4/round;NA 1 (1-3); SA Fighter: L4; ML9; AL Neutral; INT 2; TT U; XP1025Description: The GreenAnaconda is thirty two feet longand 881lb. It can crush andswallow an un-armouredhuman. Common in Junglesand Swamps. Lairs in caves.

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CREATURE CATALOGUE II

Asawi: AC 5; HD 9*; MV 60’(20’); AT 2 Claws/Spells; DA3d6+2/ Spells; NA 1(1); SAMagic-user: L25; ML 12; ALNeutral; INT 18; TT Nil; XP1,750Description: Asawi, theBurning Bird, wanders thePlane of Decay and can onlyrarely be encountered on thePrime Plane, and only in themorning mist. From a distance itappears to be an Ostrich up toten feet tall but it is only closerthat the differences becomeapparent, the illuminating fire inparticular. Asawi is one of thedominant forces on the Plane ofDecay. It is a Magic-user ofconsiderable power though itseems entirely focused on

Charm and Quest Magic. Asawiis a Bard with considerabletalent in Singing, Music andMimicry. It is also a skilledTracker.

Stats: Magic User L25; Claws3d6+2; Str (22), Dex (18), Con(9), Int (18), Wis (11), Cha (18);Skills: Tracking (I+2), Mimicry(I), History of the Plane ofDecay (I), Alertness (D), DangerSense (W), Singing(CH+2),Musical Instrument(Ch+2)

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CREATURE CATALOGUE II

Augen-eye: AC 7; HD 1+1*;MV 120’ (40’); AT 1Blade/round; DA 1d6+ Special;NA 1-6 (3-30); SA Fighter: L1;ML 12; AL Neutral; INT 9; TTSee Description; XP 19Description: This construct isan obsidian automaton that canbe piloted by a wizard using acrystal ball and control may bewrested from the pilot by awizard of greater experiencelevel. It can attack out of selfdefence with its obsidianfeathers as blades. If not pilotedit will wander inquisitively,exploring its surroundings.

Banished One: AC -2; HD20**; MV 10’ (3’); AT Claw;DA 1d4 + Poison; NA 1 (1); SAMagic-user: L20, Druid: L20;ML 12; AL Chaotic or Neutral;INT 23; TT A; XP 5,975Description: The M’aal Toroc(a 20’ tall shroom with a 10’diameter cap) are horrors thatcrawl about on small crab-likelegs coated in a poison whichwill result in death of any who isscratched by one (and fails tosave vs. poison). Having fled thePlane of Decay (or otherwisebanished for heresy) theseSentient Fungi are mostlyChaotic Magic-users of 20thlevel (1% are Neutral Druids whochose to worship Nature).

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CREATURE CATALOGUE II

Bather’s Light: AC 9; HD ½*;MV 0’; AT Special; DA1d6/round; NA 1 (1); SANormal Human; ML 12; ALNeutral; INT 1; TT A; XP 6Description: This Primordialfungi looks more like a floweryet atop its clustered ash-graystalks a collection of fluorescentwhite heads illuminate thedarkness with their iridescentglow. Bathers Lights can oftenbe found in proximity to a poolof still water of absolute purityas it causes contaminants tosettle out. This is the problemwith the fungi – it will do thesame to water in livingorganisms within ten feet of afungi.

Beholder’s Mirror: AC 5; HD1+1*; MV 0’; AT Special; DASpecial; NA 1 (0); SA NormalMan; ML 12; AL Neutral; INT9; TT See Description; XP 19Description: This fungi has agelatinous membrane in whichwizard eye spells can becometrapped. When a Wizard or Elfuses Wizard eye in an areawhere a Beholder’s Mirror isgrowing it can literally trap thespell caster in their own WizardEye spell while their body shutsdown and dies. Save vs turn tostone or become trapped. Asuccessful save causes one hitpoint of injury to the spell castercausing them to breakconcentration.

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CREATURE CATALOGUE II

Berserker Droid: AC 7; HD1+1*; MV 120’ (40’); AT 1Blade/round; DA 1d6+ Special;NA 1-6 (3-30); SA Fighter: L1;ML 12; AL Neutral; INT 9; TTSee Description; XP 19Description: It spins its bladesaround it attacking any onetarget with a single blade eachround. It is a killing Machinewith a +2 Bonus to Hit andDamage when it goes into aBerserk Rage having taken halfits hit points in damage. TheCircular Cap of the bot can besalvaged as a Small Shield +1.

Black Smoker: AC 7; HD 4*;MV 0’; AT Foul PoisonousMiasma; DA See Description;NA 1 (1); SA Fighter: L4; ML12; AL Neutral; INT 1; TT V;XP 200Description: Growing 4’-7’ tall,these fungi grow partly on thePlane of Decay and give off ablack smoke which causes anyvictim unable to save vs. Dragonbreath to change to a chaoticand evil alignment until curedwith a wish.

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CREATURE CATALOGUE II

Blackwax: AC 5; HD 1/1000cubic feet; MV 0‘; AT attractsrats, giant rats, snakes; DA asattracted predator; NA 1; SAF10; ML 12; INT 12; TT V; ALNeutral; XP variesDescription: A Sugary web ofblack wax like organisms thatgive off an aroma that attractspredators. Scent Attracted Predators1-3 Rats4-5 Giant Rats6 Were RatThe Scent also sticks to PCswho make physical contactdrawing the local predators tothe PC.

Blackwheat: AC 9; HD ½*; MV0’; AT Hallucinatory Pollen; DASee Description; NA 1-4 Stalks;SA Normal Human; ML12; ALNeutral; INT 0; TT Nil; XP 6Description: Blackwheat israther poisonous in that it willrelease hallucinatory Pollen thatwill cause anyone whoapproaches within fifty feet andfails to save vs. poison to seeterrible things for as long asthey continue to fail a daily savevs. poison check. Victims ofBlackwheat might becomeenraged or violent out of fear atwhat they are seeing.

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CREATURE CATALOGUE II

Brainhive: AC4; HD 1-100*;MV 0‘ (special); AT 1-4 spells;DA as spells; NA 1; SA F1-36;ML 12; INT as brains; TT nil;AL Chaotic (Insane); XP VariesDescription: A Type of Blackwax, this collects the DNA ofany life making contactphysically and grows a clonebrain in a white egg sac. AnyWizard brains might have spellsstored. 10% Chance of aTeleport spell allowing the brainhive to escape.

Brain-spider: AC as host; HD ashost; MV as host; AT as host;DA as host; NA 1 per host; SAhost; ML 12; AL Chaotic; INT17; TT Nil; XP as hostDescription: The Brainspiderwill grow out of the top of theskull forcing its way to thesurface through cracks in thebone. It exerts considerableinfluence over the host andposes a significant threat toothers as it has the ability totake control of the host when it’ssurvival is concerned. Thethings that look like legs of thespider are in fact numerousfeeding tubes through which thefungi breaths air. Any attempt todamage the brain spider or thehost will result in violence. Its

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CREATURE CATALOGUE II removal requires a death spelland cure disease. Fully grown (a year old) the Brainspidersimply lifts itself out of the skull– brain and all – abandoning thehost corpse to explode andestablish a spore bed over ahundred square feet of area.

Cockatrice Fodder: AC 6; HD4-7; MV 0’; AT 4-7 Tentacles;DA 1d4/tentacle; NA 1 (1-10clusters); SA Fighter: L4-L7; ML12; AL Neutral; INT 1; TTSpecial; XP 75, 175, 275, 450 Description: Amber tentaclesgrowing from the soil canstretch up to 10 feet to attackprey in an attempt to stranglethem for nutrients. Its real valueis as a food source. Anyoneconsuming Cockatrice Foddershould save vs. disease or theygain the ability to move fast(triple their current movementrate). Some Barbarian tribes areknown to chew this funguswhen they need to travel greatdistances quickly.

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CREATURE CATALOGUE II

Coffinscrew: AC 9; HD 1hp*;MV 0’; AT Age; DA 1 year; NA1-10 (1-100); SA Fighter: L4-L7; ML 12; AL Neutral; INT 1;TT A; XP 6Description: These nasty fungiwill when their prey is withinten feet begin to twist – aging asingle victim by one year. Oncea year has been taken from avictim the shroom will twist itscap off and die becoming sporefor the next generation. While ayear may not seem much of aloss multiple shrooms could ageeven a dragon to death.

Constrictor: AC 5; HD 5; MV90’(30’); AT 1 Squeeze; DA1d10; NA 1; SA Fighter: L3;ML 12; AL Neutral; INT 1; TTU; XP 175Description: What initiallyappears as either a shortmushroom or a Long StalkedShroom will in proximity to afoe cause a root-like tail to eruptfrom the soil to entangle andsqueeze the victim or in thecase of the long stalk cause theupper half of the shroom towrap around the victim. Eitherway the Shroom will constrictuntil the victim is nutrients. AStrength Roll to escape its graspis required otherwise it will exertsqueeze damage each round.

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CREATURE CATALOGUE II

Crystalshroom: AC -5; HD 5*;MV 0’; AT 1 Explosion; DA5d6; NA 1-10 (1-100); SAFighter: L5; ML 12; AL Neutral;INT 1; TT As seedgem/number appearing; XP300Description: This funguscontaminates gems with its‘spore’ causing them to growinto large ‘false crystals’ of thatparticular gem type. The‘crystalline Gem’ Explodes oncontact unleashing terribledamage. Adventurers don’t getexperience points for this oneunless they can prevent it fromexploding with something alongthe lines of a hold monsterspell.

Deadwood: AC 4; HD As heightof host tree (feet); MV 2’ xheight of host tree (feet); AT 1-4Strangling Roots DA as heightof host; NA 1 (100-1000); SAFighter Level as height of tree(feet); ML 12; AL Neutral; INT1; TT Nil; XP VariesDescription: This looks like adead tree with some sort oflarge black growths all over it.The Fungi animates the old treecausing it to move about on itsroots and attack animals andother living creatures in anattempt to drink them fornutrients needed to maintain thefungi and its host tree. Thereare rumours of a wanderingwood of dead trees.

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CREATURE CATALOGUE II

Death-kap: AC7 HD 4; MV 20'(7'); AT 2 Tentacles/ 1 Bite; DAGrapple / 1d6+special NA 1 SAFighter L3; ML 12; AL Neutral;INT 1; TT Nil; XP 75Description: Also known as theCave Kraken, these large fungicome with heavy root likeappendages extending from thetrunk of the plant. Any foeentering within ten feet of theplant will be grappled by two ofthe tentacles (or one tentacleeach if two or more foes can beattacked at once). A beak existsunder the cluster of limbs whichwhen a grapple is successful(any successful hit roll againstthe target) the Death-kap willbite – infecting the victim (savevs. poison) with spore that will

germinate in 7-10 days as anew Death-kap (killing thevictim). Colossal Death-kap areknown to exist in fungi forests inhuge numbers and are oftenmistaken for trees though theirprey is more on the scale ofgiants and dragons.

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CREATURE CATALOGUE II

Death-knell Amoeba: AC -1;HD 1hp; MV 3’(1’); AT Acid;DA See Description; NA RiverSwarm (10d100)/Lake Nest(1d100 per square ft); SANormal Human; ML 12; ALNeutral; INT 1; TT Nil; XP 5 Description: This microscopiclittle bugger lives in some lakesand waterways and will swim upthe nose into the brain un-noticed where it will slowly eatthe brain. Victims loose onepoint of intelligence (01-76)/Wisdom (7790)/Charisma(91-100) every week until death(one stat is reduced to zero).Only a wish or regenerate spellcan cure the damage. Only aWish can remove the creaturefrom a victim.

Deathmoth: AC 7/5; HD2+2/1+1; MV 180’(60’)/150’(50’);AT 1 Bite; DA1d6/1d8; NA 3-18 Males/1Female; SA Fighter L1; ML 8;AL Neutral; INT 2; TT Nil; XP25/15 Description: This beast has noeyes and hunts exclusively byscent. The Males are twice thesize of the female having utterlyblack fur – making theminvisible in shadow or darknessgiving it surprise in suchenvironments. The only scentover powering enough to lurethem away from a meal is thescent of the hairless albinofemale. The Female on theother hand is a hairless, albino,and half the size, giving off a

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CREATURE CATALOGUE II scent through physical contactthat will attract the larger andaggressive males driving them tokill any perceived ‘rival’ that hasbeen exposed through theslightest contact.

Deaths Hand: AC 9; HD 1*;MV 15'(5'); AT See description;DA 1d6/round; NA 1; SAFighter: L1; ML 12; AL Neutral;INT 1; TT As Victim; XP 13 Description: The Spores ofthese fungi are breathed in. Itwill then grow in the lungs untilit can dig its way out in to thechest cavity and grab the heartwhich it will crush feeding onthe blood like a sponge until thevictim is dead. It will then rip itsway out of the chest and findsome place to plant itself until itgoes to spore.

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CREATURE CATALOGUE II

The Defiled One: HD 5*; AC 5;MV 30'(10'); AT Mind ControlDA special; NA: 1 (unique); SAMagic-user L5; ML 12; ALNeutral; INT 13; XP 300 Description: It was created by awizard. The tiny creature hascrab-like legs and eyeballs onstalks that glow necrotic purplewhen it attacks (Charismacheck). It's needs are simple. Itfeeds on the thought Waves ofthose who succumb. Thosecapable of resisting pose athreat. Once it has control ofeven one PC it has that PCattack any over whom it has nocontrol.

Demon, Minor: All minordemons have a basic immunityto normal weapons from 4HD;and the ability to swap placeswith a victim (Transposition)where the victim must be ofnear equal mass and withinview. So it might swap placeswith a distant flock of crows orsome unsuspecting peasantescaping death at the hands ofthe PCs.Demons can be any alignment,though they can only be Clericsof Orcus, Magic-users, Fighters,or Thieves.The four common MinorDemon Races are:

• Ryuojo• Okami• Shiroi Karasu• Tsukiakari No Ryoshi

Minor Demons as PCs: Anyplayer wishing to role play anyof the four common demonsmay simply roll up a humancharacter and add the commondemon abilities as well as thespecific abilities of the subtypes.

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CREATURE CATALOGUE II

Demon Key: HD 1*; AC 2; MV3'(1'); AT Special; DA special;NA: 1 (1); SA Thief L1; ML 12;AL Neutral; INT 10; XP 13 Description: This squid likecreature from another plane isbread by demons to allow themto pick a lock; or pick a pocketas a thief. It can also steal thethoughts of a victim (with a pickpocket and open locks roll) byreaching into the ear or up thenose of the victim as easily as ifit were lifting a coin-purse orpopping lock on a chest.

Devourer: AC 8; HD 2*; MV20'(7'); AT 1-4 Tentacles; DAParalysis; NA 1(1-4); SAFighter: L2; ML 12; ALNeutral; INT 2; TT A; XP 25Description: Often encounteredas a large Mushroom atop.Often encountered as a largemushroom atop a pile of deadand rotten things they willattack with their tentacles,paralyse a target, and wait onthe corpse until the corpse rotsinto nutrients. When a Devourerleaves a Fungi Mound it is toseek a new food leaving behinda spore bed from which newoffspring will germinate.

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CREATURE CATALOGUE II

Duct-worms: AC 5; HD 1*; MV15’(5’); AT Acid; DA 1d6; NA1d10 (0); SA Fighter: L1; ML12; AL Neutral; INT 1; TT Nil;XP 13Description: These acid coated,thick skinned Worms live in wetdark places such as ducts,drains, sewers, Caves. Black-water is of particular interestbecause it is where they canmultiply.

Dwergi: AC 3; HD 3(L); MV30’(10’); AT 1 Weapon; DA AsWeapon+2; NA 1(1) SA Dwarf:L3; ML 10; AL Chaotic orNeutral; INT 12; TT(Q+S) G;XP 35Description: This sub-species isalso known as the Dire Dwarf. Itis a vicious man-eater that islarger (eight foot tall) and moreintelligent than the regulardwarf. Consequently it indulgesin a passion for technologymixed with torture.

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CREATURE CATALOGUE II

Extraterrestrial: AC 5; HD 4*;MV 90’(30’); AT 1 Weapon; DAAs Weapon; NA 1-6 (1-6); SAFighter: L8; ML 8; AL Chaotic;INT 19; TT E; XP 125Description: This insidious alienmakes your brain see analternate version of reality asopposed to the actual one – where it is a nastyExtraterrestrial who can readand write your brain.

Eye of the Beholder: AC 9; HD1hp*; MV 3’(1’); AT Disease;DA See description; NA 2 (as apair); SA Fighter: L1; ML 12;AL Neutral; INT 10; TT Nil; XP6Description: The spore of thisfungus causes the eyes to fallout (save vs. Disease) and fungistalks rupture from the eyeballsand cause the eye to swell to ahuge size. The fungus stalksbecome eye stalks as the eyebecomes a beholder. It takes awhile for the ability to fly to kickin – they are unable to do sountil they become beholdersafter a year rolling about. Whenan adult Beholder dies it willbecome a ball of spores that willexplode and disperse.

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CREATURE CATALOGUE II

Eye-stalker: AC 9; HD 1hp/eye-stalk; MV 0’; AT Nil; DA Seedescription; NA 1; SA NormalHuman; ML 12; AL Neutral;INT 1; TT Nil; XP 5 Description: These fungi areparasitic in nature and will infectany open wound as sporesgrowing into a mature eye-stalkat the rate of one per weekconnecting into a host’s neuralnetwork and functioning as anactual eye. The host will dieafter a number of eye-stalksequal in hit-points have grownto maturity. The infestation canbe removed by a wish though itwill leave the victim blinded.This particular fungus is capableof functioning with the Oozersas their ‘eyes’.

Faceless Man: AC 9; HD 1; MV90’(30); AT 2 Hands; DA Seedescription; NA 0(1-10); SANormal Human; ML 12; ALNeutral; INT 9; TT Nil; XP 5Description: They all appear tobe human shaped, though theyhave no facial features orapparent gender, ESP Spellsreveal a person who thinksnothing is wrong.These people are humans wholost their humanity for what everreason; Immortal intervention,Oard machination, orexperiment of the Old Ones.

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CREATURE CATALOGUE II

Face-ripper: Armour Class: 5;Hit Dice: 1; Move: 15’ (5’);Attacks: Bite; Damage: 1d4;No. Appearing: 10d10; SaveAs: Normal human; Morale: 12Alignment: Neutral;Intelligence: 2; Treasure Type:nil; XP: 5Description: This insect appearsto have wings but they are gillswhich allow it to extract oxygenfrom a victim’s blood. Theyattack in large swarms crawlingover a victim until they findaccess to exposed skin, andbite, sucking blood. They moveon once they have drained avictim dry.

Faerie Ring: AC 9-2; HD 1*-8*;MV 0’; AT Nil; DA Nil; NA 1(1); SA Fighter: 1-8; ML 12; ALNeutral; INT 1; TT A (1*HD);XP 13-1,200Description: The really big andold ones are known as StoneCircles. The smaller faerie ringis none the less a dangerousfoe. They both gate anyoneentering the circle of fungi intothe pocket dimension fromwhich the fungi emerged.Arriving in what appears to be acolossal subterranean chamberthey are left to die and breakdown into food for the fungi.Having accumulated manyvictims Fairy races will usethese pocket planes to create afairy realm. If killed the gate to

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CREATURE CATALOGUE II the pocket plane closespermanently. The Pocket planewill contain considerable wealthof previous victims if the currentvictim can only escape with it (awish or gate spell should do thetrick).

Fairy Lights: AC 9; HD ½*;MV 0’; AT See description; DASee description; NA 1d10; SANormal human; ML 12; ALChaotic; INT 1; TT Nil; XP 6Description: These annoyingglowing fungi charm Pixies inlarge numbers (as Mass Charmspell) and cause the Pixies to actas a chaotic alignment.

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CREATURE CATALOGUE II

Faerie Wings: AC As host; HDhost MV Fly: host 60’(20’); ATSee description; DA Seedescription; NA 1 pair per host;SA See description; ML host;AL host; INT host TT; host; XPhostDescription: A fine membranegrows from the shoulders of theinfected host granting the abilityof flight. For anyone larger thana brownie, every time theinfected takes flight the wingsglow with a poisonous light thatslowly kills the host (-1 Con)causing the victim to vomitblood the host’s constitutionuntil it drops below three atwhich death will occur. Faeriewings can only be removed by awish.

Feeder: AC -10 Steel Flyer, AC2 Tentacles; HD 10**; MV 0’Fly 360’ (120’); AT 6 Tentacles;DA 1d4 / 1d4 /1d4 /1d4/ 1d4/ 1d4; NA 1 (1); SA FighterL10; ML 10; AL Chaotic; INT11; TT C; XP 2,500Description: Created by awizard enchanting a flying craftand opening a gate from thenightmare dimension of theBrain-feeders into the innerworkings of the craft trapping afeeder. The steel flying vessel isdesigned to torment the BrainFeeder. It can feed and fly thecraft but it cannot escape itsprison or access spells of spellcasters- unable to harvest abrain intact. If the shell takes100hp the brain-feeder escapes.

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CREATURE CATALOGUE II

Ferral: AC7; HD 1+1; MV 120’(40’); AT Bite; DA 1d6; NA 1(6d6); SA Thief: L2; ML 7 (8 inPack); AL Chaotic; INT 6; TT(R) C; XP 15Description: Appearing to be nomore than a small dog, feral anddeformed, with a hairless bodyother than a lion’s mane of furaround its head the Ferral(Barghest) is the offspring ofGoblin and wild Dog. Thoughnot as intelligent as a goblin ithas the ability to speak, andplot, and scheme.

Firehound: AC 9; HD 1*; MV0’; AT See description; DA Seedescription; NA 1; SA Normalhuman; ML 12; AL Neutral;INT 0; TT Nil; XP 6Description: A Messenger of theWitch Queen, these houndshave a hand where their headshould be and more often themessage they carry is a burningtorch, to either guide the way inthe night, or set fire to crops.The witch queen’s message isalways clear.

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CREATURE CATALOGUE II

Fire-shroom: AC 9; HD 1*;MV 0’; AT See description; DASee description; NA 1; SANormal human; ML 12; ALNeutral; INT 0; TT Nil; XP 13Description: This mushroomgives off a faint blue gas whichwhen presented with an openflame will burn like a fire-stormthrough the atmosphere of allthe accessible parts of thedungeon feeding on the very airas the source of fuel. It requiresconsiderable pressure so will notburn the air in dungeons abovea hundred feet deep. Fire-shroom are sometimes found atthe bottom of deep wellscausing a pool of fire to burnwhere the atmospheric pressureis high.

Flatworm: AC 7; HD 1; MV30’(10’); AT Crush; DA 1d6 perround; NA 1d100; SA Fighter:L1; ML 12; AL Neutral; INT 1;TT As Victims; XP 5 Description: This worm appearsto be nothing more than an oddspiral pattern on the Cave orstone floor. It will suck ip wateror blood. The worm attacksanyone stepping on it orwalking past it (within five feet)by wrapping around their prey’sbody and crushing them untildead. Once it begins crushing itwill continue to do so until theworm or its prey is dead.

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CREATURE CATALOGUE II

Forest Guardian: AC 7; HD 8*;MV 30’(10’); AT 2 Fists +Miasma Breath; DA4d6/4d6/Special; NA 1d10;SA Fighter: L8; ML 12; ALNeutral or Chaotic; INT 23; TTNil; XP 1200 Description: This ten feet tallfungal aberration is aconglomeration of pretty muchevery fungi type into a singlecollective organism capable ofsurprising intelligence andpower. It dominates the forestbecause it shares a link with thefungi forest that spawned it. Itbreathes out a hallucinogenicmiasma that functions as ahallucinatory terrain (save at a-4 save vs. Poison penalty).

Glammour: AC 9; HD1hp/spore*; MV 0’; AT Seedescription; DA Seedescription; NA 1-100 spores;SA Normal Human; ML 12; ALNeutral; INT 1; TT Nil; XP 6Description: This funguscontaminates the pollen ofcertain rare flowers and isharvested by wee folk. Sprinkledon the eyes it causes the victimto be vulnerable to illusionmagic – making the ugly realitya more palatable beautifuldream – by lowering the victim’swisdom to three (save vs. Poisonto avoid). Fairies use it to lowertheir own wisdom. A fairy freeof glammour might thinkthemselves out of existence.

PAGE 29

CREATURE CATALOGUE II

Gobble: AC 4; HD 1; MV 3’(1’);AT 1 Bite; DA 1hp; NA 1 (1);SA Normal Man; ML 12; ALNeutral; INT 1; TT nil (as host);XP 10Description: The Gobble willcreep up on an unsuspectingvictim while they sleep on theground or are unconscious andattach itself to a host at the backof the neck. They alter theirhost’s behaviour changing ahost’s alignment to Neutral.Some subterranean cultures useit to eliminate non neutralbehaviour.Exposure to sunlight will causeit to shrivel and drop off afterwhich the host will return totheir previous alignment.

G.O.B.L.I.N.: AC 6; HD 1-1*;MV 90’(30’); AT 1 ElectricalDischarge Tentacle/round; DA1d6; NA 2-8 (1 Rogue); SANormal Human; ML 7; ALNeutral or Chaotic (Rogue); INT9; TT P; XP 6Description: The G.O.B.L.I.N.is primarily a basic repairsRobot. It can however functionas a Zero Level Security Robot.Its circuits contain someprecious metal value.

PAGE 30

CREATURE CATALOGUE II

Goblin’s Mother: AC 9; HD 7*;MV 0’; AT See description; DASee description; NA 1 (1-100);SA Normal Human; ML 12; ALNeutral; INT 0; TT Nil; XP 850Description: This large ‘cup’ isfilled with primordial ooze fromwhich Black Goblins are born atthe rate of one an hour. Thismushroom is very popular withfiends that dwell in the deepestcavers who are raising an armyof black goblins as theirminions. Black Goblins are a lotlike Kobolds except they haveno fear (12ML) and can movetwice as fast.

Goilroot: AC 2; HD 4; MV 0’;AT up to six spines; DA1d6/spine + 1hp/spine/round;NA 1-6; SA Fighter: L4; ML 12;AL Neutral; INT 2; TT Nil; XP75Description: Goilroot is foundhanging from the ceiling ofcaves and dungeons. The Fungiwill sense the approach of anyfoe and when they are beneaththe goilroot spines grow quicklydownward through the foe (evenarmoured) seeking moisturefrom the victim. Unless thevictim is freed quickly andhealed they will die. Once donethe spines will break offallowing the fungi to beginagain as a stubby root clustergrowing from the ceiling.

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CREATURE CATALOGUE II

Hammerhead: AC 5; HD 3; MV0’; AT Bludgeon; DA 2d8; NA1-4 (10-100); SA Fighter: L3;ML 12; AL Neutral; INT 1; TTS; XP 35Description: This fungi willattack any in 5-10 feet rangewith a bludgeoning head withthe intent of killing their prey.Hammerheads will pulveriseeven large skeletal remainsleaving no evidence as to howthey get nutrients.

Hob: AC 6; HD 1+3*; MV90’(30’); AT 1 Large Weapon +Curse; DA Weapon+3/ Curse(See Description); NA 0 (2d3);SA Fighter: L2; ML 9; ALChaotic; INT 11; TT (P)E; XP19Description: Ancestor to elves,sprites, fairies and Hobgoblins;the Hob is stronger and largerthan even most humans (6 ½’ –7 ½’ tall). The Hob is cursed:Hule-Bhe meaning ‘forest-toburn’. The Hob gives off sparkscapable of igniting dry plantmatter and parchment. Themost powerful of the Hob is upto 7HD and defended byBodyguards of 6HD.

PAGE 32

CREATURE CATALOGUE II

Hobs Nail: AC 2; HD 1*; MV0’; AT See Description; DA SeeDescription; NA 1; SA NormalHuman; ML 12; AL Neutral;INT 1; TT Nil; XP 13Description: Also known as theCoffin Nail, this iron-like purple‘shroom’ will cause undead whohave been destroyed by a clericto return to the world ofundeath. Some intelligentundead (vampires, lich, etc.) willcultivate the fungi for thepurpose of a second chance atundeath although few arewilling to become the ‘minion’of a mushroom for the centuriesit takes the ‘shroom’ to produceoffspring and become an Odic.Elves can use it to return asBanshee.

Holywater Sprinkler: AC -5; HD6*; MV 0’; AT See Description;DA See Description; NA 1-4Sprinklers (1); SA Fighter: L6;ML 12; AL Neutral; INT 1; TTS; XP 500 Description: This fungus doesnot sprinkle holy-water; rather itsprinkles flammable oil whichexplodes as a 5d6 Fireball whenexposed to an open flame asprey approaches within itsrange. The oil sells at a hundredgold pieces per undischargedsprinkler to Alchemists andWizards.

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CREATURE CATALOGUE II

Horns of Aeroth: AC 3; HD 4*;MV As Host; AT SeeDescription; DA SeeDescription; NA 1 Pair perHost; SA Fighter: L4; ML 12;AL Chaotic; INT 1; TT AsHost; XP 125Description: The Horns ofAeroth are fungi which growfrom the skull of the victim.They will force the victim tomake a charisma check everytime he/she is insulted. A fail tosave results in a temporary shiftto chaotic alignment and thevictim will fly into a violent rageattacking the source of theinsult. The alignment shift willremain until the source of theinsult is dead and the hornscoated in the opponent’s blood.

Howliscream: AC 2; HD 6*;MV 30’ (10’); AT Crush orSpecial; DA 4d6 or special; NA0(1); SA Fighter: L3; ML 10;AL Neutral; INT 2; TT Nil; XP500Description: This huge leatherybeast is a giant toad. Ratherthan aggressive combat, ifconfronted by a predator it willhowl like a small wounded babydeer to summon any predatorsin the area to its location toattack its enemy. It stands verystill and looks like a largeleathery boulder hoping to avoidbeing noticed (Spot on 1-2 in6). on the rare occasion it isknown to trample or fall onanyone in its way.

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CREATURE CATALOGUE II

Hunter-killer: AC 6; HD 3*; MV120’ (40’); AT Weapon Pod (2Darts per round/ SonicExcavation); DA 1d4/1d4/Seedescription; NA 1-6 (1-10); SAFighter: L3; ML 10; ALNeutral/Chaotic (Rogue); INT 9;TT Nil; XP 50Description: The HK or Hunter-Killer is designed to chase downtargets and take them out asneed be. The Alloy Cover canbe salvaged as a Small Shield+2. Sonic Excavation mode cantunnel through stone at a slowrate. Stone takes one hit pointdamage per round.

Hunter: AC -10; HD 2*; MV 0’Fly 360’ (120’); AT mace ormirror of life trapping; DA 1d6or special; NA 10-100 (2d4);SA fighter L2; ML 12; ALChaotic; INT 1; TT seedescription; XP 20Description: Little more thanundead zombies animated andbonded to an enchanted flyingapparatus where the legless andarmless corpses will fly andcapture a target with theirmirror of life trapping at thecommand of their master.

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CREATURE CATALOGUE II

Ichor: AC 9; HD 1hp/squareft*; MV 0’; AT Smother; DA 1hp/day; NA 1 (1); SA Seedescription; ML 12; AL Neutral;INT 1; TT Nil; XP 6Description: The fungi is arefugee from the Plane of Decaythis white slime spreads onliving things (particularly plants)slowly causing damage anddischarging a foul smell (save vs.Disease or vomiting the firsttime it is encountered). It’simmune to everything but fire.And will spread unchecked todevour the countryside reducingentire forests and crops to arotten slimy mass. Trolls candeliberately coat themselves inthis, making fire their onlyvulnerability.

Imu: AC 8; HD 1; AT Beak orKick; DA 1d4/1d4/1d4; MVRunning 300’(100’); NA 1-4 (1-4); SA Fighter: L1; ML 3; ALNeutral; INT 1; TT nil; XP 5Description: A bird similar tothe ostrich except that itsfeathers are particularly fine andit seems more hairy thanfeathered. It is six feet tall fullygrown tough giant Imu exist inprehistoric locations. It will fleeHumanoids on sight or at a loudnoise and if captured will peckwith its beak or strike withtalons to escape.

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CREATURE CATALOGUE II

Ironshroom: AC 1; HD 7*; MV0’; AT 6 fungi-stalks /round;DA 1d8; NA 1 (1); SA Fighter:L7; ML 12; AL Neutral; INT 2;TT Nil; XP 850Description: The main body ofthis shroom is below the surface– covering an area up to ten feetin diameter. It erupts from thesurface and smacks againstankles of feet that are puttingpressure on the Fungus from thesurface like a hammer.

Jumping Scorpion: AC 3; HD½*; MV 360’ (120’); AT 4Mandibles +Poison Sting; DA1/1/1/1 +See Description; NA1; SA Normal Human; ML 12;AL Neutral; INT 4; TT Nil; XP6Description: The JumpingCrater Scorpion evolved from alocal stick insect. Its four limbtoting mandibles allow the 3inch insect to leap into the airfrom the ground where it canattack a passer-by. It is very fastand is able to always attack first.If it is able to secure all fourmandibles it will sting thevictim. Any fail to save vs.Poison reduces the victim toone hit point for a year(incapacitating them).

PAGE 37

CREATURE CATALOGUE II

Killer Flower: AC 4; HD 1-20;MV 0’ (0’); AT 1 bite; DA1d4/HD; NA 0 (1-100); SAvaries; ML 12; AL Neutral; INT1; TT P x HD; XP variesDescription: this flower is 1’ tallper hit dice and can be foundalone or in a field of suchflowers. It attacks anythingwithin range (out to twice itphysical height).

K.O.B.O.L.D.: AC 7; HD ½(1d4hp); MV 90’ (30’); AT 1Contact TASER ElectricalDischarge; DA 1d6-1; NA 4-16(6-60); SA Normal Human; ML6 (8); AL Neutral/Chaotic(Rogue); INT 9; TT P; XP 5Description: The Knock-OutBollard is a zero level SecurityRobot designed to function ingroups as a wall of Bollardseach capable of electrostaticdischarge (Contact TASER)through anyone making physicalcontact with the Bollards. Theyare self righting and capable ofswarming a target or simplymoving down a hallway as abarrier.

PAGE 38

CREATURE CATALOGUE II

Krabbes: AC 7; HD As FungiTotal*; MV 20’ (7’); AT 1 Bite +Special; DA 1d4 + Spore; NA 1(2-5); SA As Fungi Total; ML12; AL Neutral; INT 1; TT Nil;XP as fungi totalDescription: Krabbes serve asthe spore bed for future fungalcolonies and might beencountered anywhere. Madeup of 3-6 types of immaturefungi and spore, the Krabbes isa little mister bitey looking toinfect anyone it can take a biteout of as it travels outward tocreate new colonies.

Lantern-head: AC 4; HD 9; MV60’ (20’); AT 1 hand; DA 2d4;NA 1 (unique); SA Fighter L9;ML 12; INT 10; TT Nil; ALNeutral; XP 900Description: This fifty foot tallbronze statue has no hands orfeet (they end in spear points).When not pretending to bepublic art, the Lanternilluminates a burning glow thatis a 30’ radius glow or a 200’long search beam.

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CREATURE CATALOGUE II

Laughing Jack: AC 7; HD ½(1d4hp); MV 90’ (30’); AT 2claws; DA 1hp/1hp; NA 0 (1);SA Elf (L1); ML 10; ALChaotic; INT 9; TT Q; XP 5Description: A Laughing Jack isa small (6 inch tall) woodlandcreature that makes a tree itshome. At night it might bemistaken for the foliage but indaylight it is a stick-like insectwearing near black insect-likearmour. It is known for itslaughter, jumping up and downon a branch if it sees somethingexciting making a scratchingnoise.

Leaf-Dragon: AC-2; HD 1-1*;MV 30’(10’); AT Bite, Breath-weapon; DA 1hp/as current hitpoints; NA 10-100(1); SA NM(+10 vs. dragon breath); ML 11(7 if attacked with fire); INT 12;TT Ux2; AL Neutral; XP 6Description: A Single Leafdragon will claim a tree, while awooded territory will bedefended by a swarm. Theypretty much pretend to be asmall twig branch with leaves.

PAGE 40

CREATURE CATALOGUE II

Lightning Brush: AC 9; HD 1hp/stalk*; MV 0’; AT LightningDischarge; DA 1hp / stalk; NA1-100 stalks; SA NormalHuman; ML 12; AL Neutral;INT 1; TT Nil; XP 6xp/stalk Description: These Amberstalks will discharge a lightningbolt through any foe within onehundred feet. They take a day torecharge before a secondelectrical strike can bedischarged. Outdoors: A hugelightning brush can be mistakenfor a dead tree and will kill allother trees out to a hundred feetradius with its lightning creatinga region of ‘lightning-struck’trees.

Lightning Mangrove: AC4; HD1*-20*; MV 0‘; AT LightningDischarge; DA 1d6/HD; NA1d100; SA F1-F10; ML 12; INT1/Tree; TT A; AL Neutral; XP13-4,175Description: LightningMangrove grow in coastalswampy areas with Iron Ore.Anyone in range (10’/HD) willbe hit by an electrical discharge.It takes a day for a tree torecharge. A Mangrove Forestwill be 1x 20HD, 2x 19HD, 4x18HD...

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CREATURE CATALOGUE II

Matnarn’s Gill: AC 7; HD 4*;MV 0’; AT Special; DA SeeDescription; NA 1(1); SAFighter L4; ML 12; AL Neutral;INT 1; TT Nil; XP 125Description: Matnarn’s Gill is astrange fungi – it doesn’t pose athreat until the Victim exposedto its invisible Miasma attemptsto swim underwater then itadapts the victim to a water-breathing environment makingany attempt to return to thesurface world near-impossible.Only a wish can reverse theeffects.

Mechanical Flea: AC -10; HD1hp; MV 300’ (100’); AT 1 bite+ poison; DA 1hp + special; NA1 (unique); SA Fighter L36; ML12; AL Neutral; INT 9; TT nil;XP 5Description: This mechanicalconstruct was created byDemogorgon to torment ‘specialpeople’ who have angered her,the mechanical flea is prettymuch indestructible and canonly be removed with a wish. Itspoison can be anythingDemogorgon wants it to be. If‘killed’ the flea returns toDemogorgon.

PAGE 42

CREATURE CATALOGUE II

Megafauna: AC 1; HD 20; MV300’ (100’); AT 1 horn orTrample; DA 8d6/20d6; NA 0(1); SA Fighter L10; ML 12; ALNeutral; INT 2; TT special; XP2000Description: the Megafauna is acolossal rhino-like beast fifty feethigh. It lives on grassy plains inforgotten worlds. Its unable toattack anything smaller than ahill giant with its horn though itcan trample any smalleropponent. It is always hostileand territorial.

Men-rei-ki: AC -2; HD 8*; MVAs Wearer; AT Touch; DA AsMask; SA F8; NA 1 (1-12); MLAs Mask; Personality; TT AsWearer; Chaotic; XP 1200Description: Men-Rei-Ki are thepersonalities of a would-beImmortal looking to purge itselfof all emotion and contemplatelogic from a purely logicalstandpoint. Unfortunatelytrapping its emotions in thisform has resulted masks whichpossess the wearer. Masksregenerate even if disintegrated.

Personality ML ResultJealousy 9 ChaoticHunger 10 Bite 1d6Hate 11 Weapon

PAGE 43

CREATURE CATALOGUE II

Mesmer: AC 8; HD 1*; MV3‘ (1’) / Fly: 30’ (10’); AT Peck+ Special; DA 1d4/sedescription; NA 1; SA F1; ML11; INT 3; TT B(V); ALChaotic; XP 13Description: This species ofone-legged owl find a hole in atree (or chip one with theirbeak). They then charm smallprey with their eyes to comeclose enough to eat – or largeprey to bring them food. PCsrequire a charisma check toresist.

Miasma Tree: AC 7; HD 1*;MV 0’; AT Up to six Branches/Poison Cloud; DA 1d6 perbranch/see description; NA 1-10 (1-100); SA Fighter: L1; ML12; AL Neutral; INT 2; TT K;XP 13Description: These willbludgeon any foe who damagesthe gas bladder. The GasBladder in its branches is usedto absorb poisonous gassesfound in deep dungeonscrystallising them intogemstones and refined metals ofhighest purity. Rupturing thebladder releases a poison cloudfifty feet diameter area andrequires a save vs. poison ordeath ensues.

PAGE 44

CREATURE CATALOGUE II

Mind Horror: AC 8; HD 1*;MV 0’, Fly 90’ (30’); AT 1-5Tentacles; DA special; NA 1 (1);SA Normal Human; ML 5; ALChaotic; INT 2; TT nil; XP 5Description: this tentacledcreature likes to leach ofintelligence from it’s victim. TheVictim gets a save vs MagicWand or looses one point ofintelligence per turn it is able towrap a tentacle around thevictim’s head without wakingthem from their sleep. It will notreveal itself to an awakeopponent.

Moat Horror: AC 3; HD1HD/tentacle; MV 0’; AT 1d6Tentacles; DA 1d4 per tentacle;NA 1; SA F L1-L6; ML 12; ALNeutral; INT 2; TT B; XP5/tentacleDescription: This is much likethe Tentacle horror. It’s acreature that reaches out ofwhatever stagnant shallow poolit calls home and grabs yourunsuspecting victim, draggingthem down to their doom.

PAGE 45

CREATURE CATALOGUE II

Monarch’s Crown: AC As host;HD As host; MV As host; ATAs host; DA As host; NA 1; SAAs host; ML As host; ALNeutral; INT 2x Host; TT Ashost; XP As hostDescription: Monarch’s Crownis in fact the final stage of thesefungi. The victim having beeninfected with spore hasexperienced loss of bone andmarrow as the fungi uses it togrow the crown from thevictim’s skull. Unfortunately thevictim develops a need to suckthe marrow from bones offreshly killed victims and shouldhe/she/it be exposed to sunlightwill germinate into spores asthough the whole body was aspore pod. Not even killing the

Host will kill these fungi. TheMonarch’s Crown has oneadvantage – it doubles theexisting intelligence of thevictim. Consequently somesubterranean culturesdeliberately infect their rulingclass with the Monarch’sCrown.

PAGE 46

CREATURE CATALOGUE II

Monk’s Halo: AC As host; HDAs host; MV As host; AT Ashost; DA As host; NA 1 perhost; SA As host; ML 12; ALNeutral; INT Collectiveintelligence (1/host); TT Ashost; XP As hostDescription: This odd fungusseems harmless enough as itsimply grows as a ring ofglowing fungi about the skull ofits host, but it is its ability toconnect the brains of theinfected when in sight of oneanother has seen many monksactively seek infection throughconsumption of the fungus.Entire monastic orders areknown to have been infected.

Mozgoku: AC 5; HD 9 (L); MV105’ (35’); AT 1 Bite/Tail/RakeClaws; DA 2d6/1d8/2d4/2d4;NA 1(5d6); SA Fighter: L9; ML8; AL Neutral or Chaotic; INT5; TT V; XP 900Description: Mozgoku stand tenfeet tall and fifteen feet longweighing one ton. It is able topivot on its tail in order to rakeboth its claws down the front ofan opponent’s belly. Mozgokuor ‘Marrow Hollow’ is namedfor this intelligent opponent’shabit of using a hollow bonetool as a snorkel allowing it tohide in murky pools or buryitself under soil to ambush (orhide from) an opponent.

PAGE 47

CREATURE CATALOGUE II

Mumundu: AC 7; HD 1; MV3’(1’) Swimming 15’(5’); ATBite; DA 1d6+1hp/round; NA1(1-10); SA Fighter: L1; ML 9;AL Neutral; INT 2; TT nil; XP10Description: The long neckturtle can strike unnoticed frombelow water latching oninflicting continuous injurysufficient to prevent even a spellcaster from concentrating on aspell. They are common intropical swamps rivers, and evenin long grass where they aremoving over land or in search ofinsects. There are larger‘Swamp sharks’ as the nativescall them and these can be upto 8HD.

Niiknik: AC7; HD 2; MV120‘ (40’); AT Beak; DA See1d6+1; NA 1-6 (1); SA F1; ML9(7 if attacked with fire); INT 4;TT V; AL Chaotic; XP 20Description: These birds live inlong grass in equatorial regionsand stab prey with their beak.this aggressive bird is only afraidof fire and will retreat to safetywhen chased off with fire.

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CREATURE CATALOGUE II

Okami: AC 7; HD 1-9****; MV150’ (50’); AT 1 bite, 2 claws;DA 1d6/ 1d6/1d6; NA 1-4 (1-6); SA fighter L1-9; ML 7 (10);AL Any; INT 9; TT A; XP 28-3700Description: This minor demonis the one encountered by redriding hood. It is often mistakenfor a Werewolf though it cantassume a human form andremains as it is at all times. Ithas the abilities of MinorDemons such as Transpositionand Immunity to NormalWeapons.

Old One: AC 8; HD 9*; MV 90’(30’); AT Spells; DA as spell;NA 1 (unique); SA Magic-userL36; ML 6 (8); AL Lawful; INT18; TT A; XP 1600Description: This PowerfulWizard is the first sentient beingto go to the stars. It establisheditself as the guardian of diverseworlds which it seeded with lifethat it not be alone and craftednumerous artefacts including adyson sphere. There is also amassive stellar nursery out inthe galaxy in a cloud that lookslike the Old One. It created thisby destroying a star in its questto become immortal.Unfortunately it failed andthough it still lives it can die.

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CREATURE CATALOGUE II

Oozer: AC 9; HD 1hp; MV 0’;AT Ooze; DA See Description;NA 1-100; SA Normal Human;ML 12; AL Neutral; INTIndividual (1), Collectively (2-100); TT Nil; XP 6Description: These fungi areunusual in that even thoughthey are individually weak theyare a collective intelligence.Depending on the scale ofintelligence they are as smart asa door-knob or as brilliant as anImmortal. The Ooze they giveoff is a mind control agent onpar with a mass charm spell. Asa consequence they have theability (depending on parallelneuron capacity) to manipulatean entire region by simplyinfecting victims with ooze (save

vs. poison). The needs of theplant are very specific – survival- and given the capacity of theseparticular fungi to infect andcontrol other host are capable ofbeing the BBEG that mostAdventurers are incapable ofcomprehending.

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CREATURE CATALOGUE II

Overseer: AC 5; HD 3*; MV90’ (30’); AT 1; EnergyTentacle; DA Energy Drain; NA1-6 (1-8); SA Fighter: L3; ML12; AL Chaotic; INT 9; TT B;XP 50Description: This floating Bot isable to absorb Energy from theliving victim at the rate of onelevel per hit – as a means ofpunishing dissident slaves. TheCircuitry is particularly valuablein these bots.

Poisoner’s Cup: AC 9; HD ½*;MV 0’; AT Poisonous Splash;DA See Description; NA 1(1);SA Normal Human; ML 12; ALNeutral; INT 1; TT Poisonworth 5,000gp; XP 6Description: This fungusproduces a black juice in its‘cup’ which it will deliberatelyspill in the direction of its preyin an attempt to splash a victimwith the poison. The poisonitself is a cruel death – thevictim will age a year every daythey do not make a save vs.Poison. Making the Savingthrow only staves off the effectfor twenty four hours – in theend only a wish can cure thispoison.

PAGE 51

CREATURE CATALOGUE II

Puffball: AC 8; HD 1 hp*; MV20’ (7’); AT Crush/ Explode;DA 1d4/3d6; NA 1(1-10); SANormal Human; ML 12; ALNeutral; INT 1; TT Nil; XP 6Description: A Puffball will rollaround its environment but willnot actively pursue prey. AnyDamage will result in anexplosion of air and fungusspore inflicting 3d6 damage toeveryone in a fifty feet radius.Victims of an explosion willneed to save vs. Disease orbecome host to a Puffballgrowing in their stomachscausing bloating. Death iscertain but may be averted by acure disease.

Punisher Drone: AC 2; HD 1*;MV Fly: 30’ (10’); AT 1d12Whips/round; DA 1hp/whip;NA 1; SA Fighter: L1; ML 12;AL Neutral/Chaotic (Rogue);INT 9; TT See description; XP13Description: The Punisherdrone is employed to cause painto slaves and round upintruders. Its broken remains areworth fifty gold pieces to aWizard.

PAGE 52

CREATURE CATALOGUE II

Queerly Reticular: AC 8; HD1hp*/eyeball; MV 3’(1’); ATSlippery under foot; DA 1 hpfalling; NA 1 (Unique); SAMagic-user: L36; ML 12; INT18-1/eyeball; XP 1/ victimDescription: This is whereWizard eyes go after the spellceases to function. Theycoalesce as a residual organismthat shows up under foot as theAdventurers are running fortheir lives. A Queerly Reticularmight have 3d6 eyeballs at anygiven moment.

Radboar: AC 7; HD 4** (M);MV 90’ (30’); AT 1 Tusk +Radiation; DA 2d4+special; NA1d6 (1d6); SA Fighter: L2; ML9; INT 2; XP 175Description: The Radboar isslightly larger and Woollier thana Normal Boar. It is irradiatedthanks to its time in radioactiveareas where it can be found.Consequently if it successfullygores or bites an opponent theymust save vs Death ray orbecome irradiated.Radiation Exposure is a slowand painful death reducingconstitution one point per dayuntil cured with a wish or deathat zero.

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CREATURE CATALOGUE II

Radium Ape: AC 6; HD 3; MV90’ (30’); AT 1 Carbine; DA1d6-1; NA 2-8 (10-100); SAF3; ML 8 (10); AL Any; INT 9;TT P; XP 35Description: These people arefrom the radiated BlackmooreanAge known as the Rain of Fire.All civilisation has been washedaway and the Radium Apeshave risen from the RadioactiveAshes to become the dominantpeople to inherit Mystara. Whatlittle technology is left has beensalvaged for use by the RadiumApes.Carbine: A Rifle that usesammunition propellants that area powdered blend of two metalssalvaged from the ruins.DA 1d6-1 (100’/200’/300’).

Ringwyrm: AC-3; HD 20*; MV3‘ (1’); AT Crush; DA Seedescription; NA 1 (Unique); SAF10; ML 12; INT 2; TT nil; ALChaotic; XP 4,175Description: This largesubterranean creature isbasically a walking gate. TheLarge Loop-like body that is tenfeet in diameter with a sevenfeet diameter hole. While thereis one creature it is located intwo places at the same time. Iteats a gem and opens a portalallowing gate travel between theorigin and destination.

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CREATURE CATALOGUE II

Rot Iron: AC 9; HD ½*; MV 0’;AT See description; DA Seedescription; NA 1(1); SANormal human; ML 12; ALNeutral; INT 1; TT nil; XP 6 Description: This fungus hascome from the Plane of Decay.Its food source is Iron so Swordsand Armour are an obviousmeal which it will cause todecay and rot quickly (a turn perpound weight). Its real threat isto Iron in blood – quicklyinfecting open wounds and thewhole body with rotting fungi -reducing the Constitution at therate of one per turn untilconstitution drops below threeand death occurs. Only a wishcan cure a victim of this fungus.It will also feed on Ironshroom.

Ryuojo: AC 7; HD 4***; MV120’ (40’); AT 1 weapon, Tail;DA 1d6/1d6; NA 2-8 (1); SAFighter L4; ML 6 (8); ALChaotic; INT 9; TT Q; XP 225Description: This demon lookspart Snake part Human thoughhas the same abilities as otherDemons it can coil and springup to fifty feet through the air. Ithas the basic abilities commonto all Minor Demons such asTransposition and Normalweapon Immunity.

PAGE 55

CREATURE CATALOGUE II

Servitor: AC 2; HD 4*; MV Fly:30’(10’); AT 2 Claws; DA1d8/1d8+Special; NA 1d4(1d4); SA Fighter: L4; ML 11;AL Neutral; INT 9; TT Nil; XP125Description: This almosthumanoid Bot is designed fornon combat tasks like retrievalof Materials vital to the Ship andthough it is a slow mover it is aconsiderable threat to normalhumans. It is also able to absorbmetal to heal itself.

Shadow-shroom: AC 8; HD 5*MV Fly: 0’; AT See description;DA See description; NA 1(1)SA Fighter: L5; ML 12; ALNeutral; INT 1; TT A; XP 300 Description: Anyone makingphysical contact with thisshroom will lose levels at therate of one per round until theyreach zero. The Victim thenbecomes a shadow tied to theShadow-shroom that turnedthem into a shadow. A Shadow-shroom will have 0-3 previousoccupants who can attack anyfoe entering within ten feet. TheShadow-shroom can only houseup to three shadows – oldvictims will be ejected and beable to wander freely in order tomake way for a new victim.

PAGE 56

CREATURE CATALOGUE II

Shadowsloth: AC 1; HD 2+1;MV 150’ (50’); AT 1 Bite/ 2Claws; DA 1d8/1d6/1d6; NA2-8; SA Fighter: L1; ML 12 (7);AL Neutral; INT 2; TT Nil; XP25Description: These are largeNight Hunters that prowl theforest floor in search for prey inpacks. If one of the pack iskilled their morale drops to 7.They have Infravision 90’.

Shiroi Karasu: AC 8; HD 4**;MV 90’(30’); AT Rod/Talons;DA 1d6/1d6/1d6; NA 1(2d4Flock); SA Cleric: L4; ML 12;AL Chaotic; INT 19, TT A; XP175Description: This demon is alsoknown as the Albino Crow.They like to pass themselves offas Plague-Physicians and arenever seen without the 'bird-mask', black full length robesand black broad-brimmed hat.The Shiroi-Karasu is usuallyinvolved in the burial of thevictims of the Miasma (which isspread by the lice of the Shiroi-Karasu). As carrion eaters theywill eat their victims.Undisguised this fiend has thebody of a Human, and the

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CREATURE CATALOGUE II Head and Legs of a CarrionBird. They are Clerics of Orcusand have access to spells andabilities of Chaotic and Evilclerics. They have the basicabilities common to all minordemons such as Transpositionand Normal Weapon Immunity.

Skewer: AC 5; HD 1; MV 0’;AT 1 spear; DA 3d6; NA 4-16(6-60); SA Fighter L1; ML 12;AL Neutral; INT 2; TT Q; XP10Description: This odd plantlooks like a denuded treestripped of its foliage. It willskewer an opponent in ten feetrange impaling them until theydie and become nutrients. It canbe harvested as a Trident.

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CREATURE CATALOGUE II

Smudger: AC 8; HD ½*; MV20’ (7’); AT See description; DASee description; NA 1; SAFighter: L1; Ml 12; AL Neutral;INT 2; TT Nil; XP 6Description: They may look likecute little mushroom peopleabout a foot tall. They like torub themselves against any preyswanning through their habitatcoating their victims in anattractant that will drawaggressive species to the targetin a frenzied attack (ML12, +2Hit Roll Bonus). They then layspores in the carcass whichgerminate into 3d4 newSmudgers. Outdoors theAttractant will draw maximumpossible predators to the victimfrom up to a mile away.

Spider-simian: AC 6; HD 1; MV60’ (20’); AT 1 spear or Bite;DA 1d6/1d4; NA Lone Scout(1) Hunting Party (2-20) Village(10-100); SA Fighter: L1; ML12; AL Neutral; INT 8 or 13;TT nil; XP 5Description: This is a 4' tallcreature with eight limbs – sixarms and two legs and muddygreen skin. It is vaguely simianand fairly intelligent. It can useits chameleon qualities to givesurprise on a 1-3 (1d6). TheSpider-simian will attempt tocapture anyone entering theirterritory and return them to thevillage to meet the leader of thevillage. Spider-simian Leadershave an above averageintelligence.

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CREATURE CATALOGUE II

Spine: AC 6; HD as Victim*;MV Fly: 30’ (10’); AT special;DA special; NA 1(0); SA Victim;ML 12; AL as victim; INT 1; TTnil; XP variesDescription: A section of spinewith white eyeballs attached bystalks, the brain long withered.The spine attacks the charismaof the opponent. The victimmust roll higher than theircharisma to resist the attack ofthe spine. If they fail their spineand eyeballs tears loose of theirbody and they become anundead spine. A Spine turns asundead of equal Hit Dice.

Spirax: AC 2; HD 2; MV 0’ ATentangle; DA 1d10/round; NA1(1); SA Fighter: L2; ML 12;AL Neutral; INT 1; TT V; XP20 Description: This appears to bea large conical seashell howeverwhen any prey approacheswithin ten feet it will uncoil andattempt to tangle its prey. It willthen proceed to coil back upcrushing the victim in anattempt to drink the prey fornutrients.

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CREATURE CATALOGUE II

Stalker: AC Mushroom: 4 Body:-8; HD 4-7 Mushroom: 8-14hpBody: 32-59hp; MV(Burrowing) 30’ (10’); AT: Bite;DA: 1d6xHD; NA 1(1); SAFighter: L4-L7; ML 12; ALNeutral; INT 1; TT I; XP 75-450Description: It is a kind of giantworm with teeth. The 7’ tall‘Mushroom’ is a lure/mouthwith bone teeth which is pushedto the surface by the worm inorder to breathe and feed onprey. When prey enters withinfifty feet of the ‘mushroom’ thetrunk of the mushroomstretches out and the mouthtakes a bite out of the target. Asuccessful hit will swallowanything up to Halfling size.

Strangling Horror: AC 6; HDAs Summoner; MV Cloud: 300’(100’) Humanoid: 15’ (5’); ATSpore Cloud or Claws; DASpecial/3d6+4/3d6+4; NA1(1); SA As Summoner; ML12; AL Neutral; INT Seedescription; TT Any Guarded(or nil); XP As SummonerDescription: Usually summonedfrom its Plane of Decay with aGate Spell to guard an object,or place for a specified time, orhunt a victim by some powerfulwizard this fungi has two forms:As a cloud of Spores it maytravel great distances atincredible speed and thechoking cloud can infect anyvictim with spores – forcing thevictim to make a save vs.

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CREATURE CATALOGUE II disease or turn into a stranglingdemon in 10 days. Only a Wishwill reverse this prospect. DMsnot prepared to have their PCsbecome a Strangling Horrorshould fudge any failed savingthrows. As a Humanoid it is tenfeet tall and has incrediblephysical strength 23 anddexterity 18 (other stats are asits summoner or the stats of theprevious life if spore infected)and solidifies into this form withhands around a victim’s neckfrom spore cloud form as italways takes surprise. It ishowever vulnerable to acombination of Silver and Firein humanoid form – andinvulnerable to non magicalattack in cloud form.

Swamp-tongue: AC2 (+1Damage Absorb/HD); HD 1*-40*; MV 3‘/HD(1’/HD); ATSwallow; DA 1hp/round/HD;NA 1(1); SA F1-F20; ML 11 (7);INT 12; TT A x HD; ALNeutral; XP variesDescription: It appears to be acluster of blue glowing tentaclesprotruding from the bog. This isthe tongue of a Sink-holedwelling predator that swallowsanything wandering on to itstongue. Mouth Diameter1’/HD, Length 10’long/HD.

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CREATURE CATALOGUE II

Teddy: AC 8; HD 1-1* (5hp);MV 15’(5’); ATslam/bite/claw/PoisonedSewing Needle; DA1d3/1hp/1d4/1hp+Poison; NA1(1); SA Fighter L1; ML 12; TTspecial; XP 6Description: A small (1’ tall)cloth golem that looks like ateddy bear with a shouldershield. Powered by a magic ringof animate objects sewn oninside. Has darkvision 60’.

Tentacle Horror: AC 7; HD 2*;MV 0’; AT 1 Tentacle perround; DA 1d8 + Poison; NA1(1); SA Fighter: L1; ML 7; ALNeutral; INT 1; TT as victims;XP 25Description: These are a lot likethe Moat Horror in that they arelittle more than someindiscernible creature whosetrue form will never be visiblebeyond the tentacles that springfrom the darkness with surpriseon its side.

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CREATURE CATALOGUE II

Tesseraktor: AC 3; HD 5*; MV45‘ (15’); AT Death Ray; DA5d6; NA 1 (Unique); SA F2; ML12; INT 2; TT nil; AL Neutral;XP 300Description: Because it can seein all directions Tesseraktor’shead is piloted by an other-planar operator. The death rayis up to 100’ range. Save vs.death ray for half damage.

Tormentor: AC 2; HD 4*; MV15’ (5’); AT Electric Welder/Grapple Claw DA 4d6/1d6 perround; NA 1(1); SA Fighter: L4;ML 12; AL Neutral; INT 9; TT1gp gold circuitry; XP 125Description: This Bot isspecifically a torture-droid whichgrabs its prey inflicting crushdamage with a claw and usesthis to anchor itself while itapplies its welder.

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CREATURE CATALOGUE II

Totem-shroom: AC 6; HD 1*;MV 0’; AT Symbol of insanity;DA See description; NA 1 (10-100); SA Normal Human, ML12; AL Neutral; INT 1; TT Nil;XP 13Description: These are used bythe lords of Decay to isolate aregion of interest. The Totem-shroom serves as a symbol ofinsanity – though non-magicalin nature. Any looking uponthem is driven mad (requires acharisma check to avoidmadness).

Touchmold: AC 9; HD 1hp/square ft*; MV 0’; AT Seedescription; DA Seedescription; NA 1(1); SAFighter:1 Level/8 square ft; ML12; AL Neutral INT 1; TT Nil;XP 6Description: This leatheryyellow mould patch can often befound growing in moistconditions on wood or stone. Itsinsidiousness is its curse – anyfool touching this patch ofmould will be marked for life.Fungi of all types will go out oftheir way to respond withhostility toward the Victim.

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CREATURE CATALOGUE II

Tree Horror: AC 8; HD 1-1*MV 3’(1’); AT bite; Damage:1hp/round NA 1(1) SA NormalMan; ML 12; AL Chaotic; INT3; TT nil; XP 5Description:

Tree Shadow, Greater: AC 3;HD 8* MV 3’(1’); AT nil; DAnil; NA 1(1); SA Fighter: L8;ML 12; AL Chaotic; INT 9; TTnil; XP 1200Description: This playful entityonly moves at night emergingfrom the plant foliage it uses asconcealment. It likes to playwith night animals that live intrees. It will make no attempt todefend itself though slaying onewill mark such a person for lifeas a woodland enemy no mattertheir alignment.

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CREATURE CATALOGUE II

Tree Shadow, Parasite: AC 8;HD 1-1* MV 3’(1’); AT bite;Damage: 1hp/round NA 1(1)SA Normal Man; ML 12; ALChaotic; INT 3; TT nil; XP 6Description: Related to theGreater Tree Shadow, this lessercreature is aggressive where theGreater Tree Shadow is calmand sedate. The Parasite willfeed of a tree or tree-like entityfor nutrients or any other livingthing if the need arises.

Tripod: AC 2; HD 5; MV 120’(40’); AT Tentacle; DA 1d6;NA 1 (1-100); SA Fighter L2;ML 12; AL Neutral; INT 15; TTB; XP 175Description: The Tripods areother planar servitors thatharvest sentient life for theirmasters. They walk byremaining in contact with theground, dragging a tentacleforward one at a time withconsiderable speed. Theyappear to be a metallicexoskeleton around a soft tissueorganism. A Tripod can wrap atentacle around its target andsimply drag the hapless victimalong the ground.

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CREATURE CATALOGUE II

Tsukiakari No Ryoshi: AC 5;HD 1-9****(M); MV 150’ (50’);AT Weapon or Spells, Special;DA as Weapon, Spell, or otherspecial abilities; NA 1(1); SAcharacter class; ML 9; ALChaotic; Int 14; TT A; XPvaries.Description: The Tsukiakari NoRyoshi is a Demon and as suchhas the common DemonAbilities or Normal WeaponImmunity and Transposition(see the entry for Demon,minor). It can also spin a web(AC-10, 50hp). At 9HD+ it canalso weave near indestructibleSilk robes (AC-10; +50hp)which take damage in sunlight (-1hp/round).

Tunblebriar: AC 8; HD 1*;Move: 60’(20’); AT Seedescription; DA See descriptionNA 1-100 (0); Fighter: L1; ML12; AL Neutral; INT 3; TT Asvictim; XP 13Description: The Tumble-briar isthe epitome of strength innumbers. One briar alone willsimply be annoying but largernumbers will gather and attackthe only way they can – bysnagging on loose clothing orfur until the opponent isimmobilised. They then waituntil the prey dies of hungerand becomes nutrients.

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CREATURE CATALOGUE II

Tunnel Scavenger: AC4; HD 1-1; MV 30’(10’) Fly 90’(30’); ATClaw/ Bite; DA 1hp/1d4; SAFighter L2; NA 2-100 (10-40);ML 12; AL Neutral; INT 5; TTB; XP 5Description: Dwelling in tunnelsand caverns the dog sizedTunnel Scavenger is a sentientfeatherless flyer with infravision90’. These intelligent creatureswill collect treasure and gatherin families.

Tyrant’s Mace: AC 6; HD 1;MV 30’ (10’); AT 1d6 Spikes;DA 1hp/spike; SA Fighter L1;NA 1 (1-100); ML 12; TT B;XP 10Description: This odd cubeappears to be made of Woodand studded with metal spikes.On contact the Mace mustundertake a Morale Check or itsspikes will erupt throughwhatever is holding it.

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CREATURE CATALOGUE II

Water-snake: AC 6; HD 1; MV0’; AT 10d10 needle; DA1hp/needle; NA 1-20; SAFighter L1; ML 12; INT 1; TTV; AL Neutral; XP 10Description: This plant grows intropical waterways and aroundthe edges of lakes. It filters outnutrients and toxins and leavesfresh water. Movement in thewater causes the plant to swayunleashing a 10’ radius cloud ofneedles.

Web of Som: AC 9; HD ½*;MV 0’; AT See description; DASee description; NA 1; SANormal Human; ML 12; ALNeutral; INT 17; TT Nil; XP 6Description: This white finefungal web can be foundgrowing in pretty much anycave, dungeon or subterraneanwilderness. It has the ability toanalyse environmental changesand counter them with WeatherControl (as the spell). If a warmbody of a PC is detected (raisingthe temperature) it will counterthe temperature increase withcold. A fireball spell will becountered with an ice storm outof nowhere followed by atornado to bring in non toxic air.

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CREATURE CATALOGUE II

Wharts: AC 5; HD ½; MV 0’;AT Explode; DA 2d6’; NA 1-10; SA Normal Human; ML 12;AL Neutral; INT 1; TT Nil; XP5Description: These fungi sacksgrow to one foot in diameter onthe walls of Dungeons andcaves. When they detect heatwithin ten feet or are attackedthey explode releasing sporesfor the growth of the nextgeneration. Kobolds like toscrape them off the walls withten foot poles and run withthem at adventurers like ahornet hive on a stick.

Wizard-flail: AC 6; HD 4; MV0’; AT 3 Tentacles +Bite; DA1d3/1d3/1d3/1d4; NA LoneHunter(1), Pod(2-5), SpawningLair(2-20); SA Fighter: L2;ML12; AL Neutral; INT 2; TTA; XP 75 Description: This is a 4' tallwarm blooded Amoeba with abasic Stump and three Tentacles(at the centre of the tentaclescluster is a small beak withwhich it bites). It is referred to asa Wizard Flail because of itsaggressive assaults on Wizardsusing Spells with a Verbalcomponent. Blind, it hunts bysound vibration sensing noiseup to 60’. It can also sense heatas a primitive infravision up to10’.

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CREATURE CATALOGUE II

Wood-beast: AC -10; HD 40*;MV (levitate) 150’ (50’); AT 7Tentacles+ 1Bite/Corruption;DA 4d8+1 per tentacle/8d8bite/Special; NA unique (1); SAFighter L36; ML 12; INT 36;TT V; AL Chaotic (Neutralwhen dormant); XP 14,000Description: The colossalWood-beast is an elder beingescaped from its prison beneaththe ocean. It corrupts thosewho fail a daily charisma checkwhile in its presence causing achaotic alignment shift orinsanity for those of chaoticalignment.

Xenophobic Rotator: AC -2; HD1-100*; MV special; ATSpecial; DA Psychological; NA1; SA Fighter L1-36; ML 12;INT 2; TT 1gp/HD; ALNeutral; XP 6-44,000Description: These these for allappearances a rock. Thedifference being they aresentient creatures which hatethe sight of other organisms sowhen an adventurer shows upthe Rock proceeds to rotate onits base to look the other way.Anyone encountering aXenophobic Rotator should savevs. Poison or not be able to geta good night’s sleep as theythink about ‘moving rocks’. Thiscan affect spell recovery.

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CREATURE CATALOGUE II

Yellow Death: AC 8; HD 1-1*;MV 0’; AT 10’ radius poisonouscloud; DA see description; NA2-5 clusters; SA NormalHuman; ML 12; INT 1; TT A;AL Neutral; XP 6Description: The Yellow Deathis a poisonous Fungi cluster of2d4 finger sized mushroomsfound in tropical regions onforest floors. Its kill powermeans it wracks up a pile ofcorpses and treasure. GreenDragons will grow this to as anarcotic medicinal and toeliminate intruders. Anyonewithin the 10 feet radiusperfume cloud must save vs.poison or die in 1d4 rounds.

Zinj: AC9; HD 1-1*; MV 0‘ (0’);AT Poison; DA Death; NA 1-100; SA NM; ML 12; INT 1;TT V; AL Neutral; XP 6Description: This dangerousProto-plant gives of a PoisonousMiasma as it turns minerals intoatmosphere creating fungienvironment. This might befound fighting with miasmatrees, both creating minerals.

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