0% found this document useful (0 votes)
154 views73 pages

D&D Creature Catalogue II

The 'Creature Catalogue II' by Sean Robert Meaney is an extensive collection of 128 unique creatures designed for use in Dungeons & Dragons games, compatible with various rule sets. Each entry includes detailed statistics, abilities, and descriptions to assist players and game masters in incorporating these creatures into their adventures. The document aims to enhance gameplay by providing a diverse range of imaginative monsters and characters for players to encounter.

Uploaded by

Gideon Tyree
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
154 views73 pages

D&D Creature Catalogue II

The 'Creature Catalogue II' by Sean Robert Meaney is an extensive collection of 128 unique creatures designed for use in Dungeons & Dragons games, compatible with various rule sets. Each entry includes detailed statistics, abilities, and descriptions to assist players and game masters in incorporating these creatures into their adventures. The document aims to enhance gameplay by providing a diverse range of imaginative monsters and characters for players to encounter.

Uploaded by

Gideon Tyree
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ACCESSORY

DUNGEONS & DRAGONS

CREATURE CATALOGUE II

BY SEAN ROBERT MEANEY

VOP
VAULTS OF PANDIUS
CREATURE CATALOGUE II

36. Faerie Ring


CONTENTS 37. Faerie Wings
Forward 38. Feeder
Introduction 39. Ferral
1. Aard 40. Firehound
2. Albho 41. Fireshroom
3. Anaconda 42. Flatworm
4. Asawi 43. Forest Guardian
5. Augan-eye 44. Glammour
6. Banished Ones 45. Gobble
7. Bather’s Light 46. G.O.B.L.I.N.
8. Beholders Mirror 47. Goblin’s Mother
9. Berserker Droid 48. Goilroot
10. Black Smoker 49. Hammerhead
11. Black Wax 50. Hob
12. Black Wheat 51. Hob’s Nail
13. Brain Feeder 52. Holywater Sprinkler
14. Brain Hive 53. Horns of Aeroth
15. Brain Spider 54. Howliscream
16. Cockatrice Fodder 55. Hunter-Killer
17. Coffin screw 56. Hunter
18. Constrictor 57. Ichor
19. Crystal shroom 58. I-mu
20. Deadwood 59. Iron-shroom
21. Death-Kap 60. Jumping Scorpion
22. Death-knell Amoeba 61. Killer Flower
23. Deathmoth 62. K.O.B.O.L.D.
24. Death’s Hand 63. Krabbes
25. Defiled One 64. Lantern-head
26. Demon Key 65. Laughing Jack
27. Devourer 66. Leaf Dragon
28. Ductworm 67. Lightning Brush
29. Dwergi 68. Lightning Mangrove
30. Extraterrestrial 69. Matnarn’s Gill
31. Eye of the Beholder 70. Mechanical Flea
32. Eye-stalker 71. Megafauna
33. Faceless Man 72. Men-rei-ki
34. Face Ripper 73. Mesmer
35. Faerie Lights 74. Miasma Tree

PAGE 2
CREATURE CATALOGUE II

75. Mind Horror 113. Tree Horror


76. Moat Horror 114. Tree Shadow, Greater
77. Monarch’s Crown 115. Tree Shadow, Parasite
78. Monk’s Halo 116. Tripod
79. Mozgoku 117. Tsukiakari no Ryoshi
80. Mu-mu-ndu 118. Tumble-briar
81. Niiknik 119. Tunnel Scavenger
82. Okami 120. Tyrant’s Mace
83. Old One 121. Water-snake
84. Oozer 122. Web of Som
85. Overseer 123. Wharts
86. Poisoner’s Cup 124. Wizardflail
87. Puffball 125. Wood-beast
88. Punisher Drone 126. Xenophobic Rotator
89. Queerly Reticular 127. Yellow Death
90. Rad-boar 128. Zinj
91. Radium Ape
92. Ringwyrm
93. Rot-Iron
94. Ryuojo
95. Servitor
96. Shadow-shroom
97. Shadowsloth
98. Shiroi Karasu
99. Skewer
100.Smudger
101.Spidersimian
102.Spine
103. Spirax
104. Stalker
105. Strangling Horror
106. Swamp Tongue
107. Teddy
108. Tentacle Horror
109. Tesseraktor
110.Tormentor
111. Totem-shroom
112. Touchmold

PAGE 3
CREATURE CATALOGUE II

Forward Appearing; Save as; Morale;


Intelligence; Experience Value
This has been a long time
[Description text]
coming. It is pretty much every
creature I ever created for a
Example:
D&D Game. And yes I did draw
every one. And its a terrible
thing when you start out with
almost non existent art skill. I
hope you enjoy using them in
your own D&D Games as much
as I enjoyed creating them.

Introduction
This accessory contains a vast
collection of one hundred and
twenty eight creatures with Queerly Reticular: AC 8; HD
statistics usable with the B/X, 1hp*/eyeball; MV 3’(1’); AT
BECMI and RULES Slippery under foot; DA 1 hp
CYCLOPEDIA D&D game. You falling; NA 1 (Unique); SA
can convert them to whatever Magic-user: L36; ML 12; INT
D&D, Labyrinth Lord, OSR 18-1/eyeball; XP 1/ victim
version Role Play Game you Description: This is where
like. Wizard eyes go after the spell
Entry Format: The Creature ceases to function. They
entries adhere to a standard coalesce as a residual organism
format: that shows up under foot as the
Adventurers are running for
Creature Name: Armour Class; their lives. A Queerly Reticular
Hit dice; Movement Rates; might have 3d6 eyeballs at any
Attack forms; Damage; Number given moment.

PAGE 4
CREATURE CATALOGUE II

Creature Catalogue

Albho: AC -2; HD 8***(L); MV


12,000’ (4,000’); AT 2 claws/
bite/ Aura; DA Restrain Victim/
Aard: AC 7; HD 2+2; MV 180’ 8d8 per round/ special; NA 1
(60’); AT 1 Bite/ 2 Claws / Tail; (unique) + Wight Worms; SA Elf:
DA 1d6/ 1d4/1d4/1d4; NA 3- L8; ML 12; AL Chaotic; INT
18; SA Fighter: L1; ML 8; AL 12; TT as Victims; XP 2,300
Chaotic; INT 3; TT Nil; XP 25 Description: eight feet tall
Description: This beast has no ‘cloak’ that conceals the mother
eyes and hunts exclusively by parasite. It must nest in its
the feel of movement through ‘consecrated’ soil to heal, yet
the earth sensing any foe with a has strength (lifting up to a ton)
heartbeat up to fifty feet away. and intelligence to put that soil
Aard were once Wolves but in a container and carry it to
have become something terrible some safe lair as needed. Its
having quenched their thirst at presence whispers in the minds
the Waters of Chaos. of those with low charisma or
ML (a charisma or Morale check
to resist being lured to its
chosen feeding site). Related to
the Hob, it needs Iron and must

PAGE 5
CREATURE CATALOGUE II

feed on blood. It is always


spawning 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 will
search for a host and turn them
into a Ge-hul in ten turns
becoming new organs.

Ge-hul Template: HD+3; AC3; Anaconda: AC 4; HD 7+1*;


MV +30 (+10); AT Bite/infest; MV 90’ (30’); AT Bite +
ML 12 (2 in Sunlight); INT x½ Squeeze; DA 1d6+3d4/round;
NA 1 (1-3); SA Fighter: L4; ML
9; AL Neutral; INT 2; TT U; XP
1025
Description: The Green
Anaconda is thirty two feet long
and 881lb. It can crush and
swallow an un-armoured
human. Common in Jungles
and Swamps. Lairs in caves.

PAGE 6
CREATURE CATALOGUE II

Charm and Quest Magic. Asawi


is a Bard with considerable
talent in Singing, Music and
Mimicry. It is also a skilled
Tracker.

Stats: Magic User L25; Claws


3d6+2; Str (22), Dex (18), Con
(9), Int (18), Wis (11), Cha (18);
Skills: Tracking (I+2), Mimicry
(I), History of the Plane of
Asawi: AC 5; HD 9*; MV 60’ Decay (I), Alertness (D), Danger
(20’); AT 2 Claws/Spells; DA Sense (W), Singing
3d6+2/ Spells; NA 1(1); SA (CH+2),Musical Instrument
Magic-user: L25; ML 12; AL (Ch+2)
Neutral; INT 18; TT Nil; XP
1,750
Description: Asawi, the
Burning Bird, wanders the
Plane of Decay and can only
rarely be encountered on the
Prime Plane, and only in the
morning mist. From a distance it
appears to be an Ostrich up to
ten feet tall but it is only closer
that the differences become
apparent, the illuminating fire in
particular. Asawi is one of the
dominant forces on the Plane of
Decay. It is a Magic-user of
considerable power though it
seems entirely focused on

PAGE 7
CREATURE CATALOGUE II

Augen-eye: AC 7; HD 1+1*; Banished One: AC -2; HD


MV 120’ (40’); AT 1 20**; MV 10’ (3’); AT Claw;
Blade/round; DA 1d6+ Special; DA 1d4 + Poison; NA 1 (1); SA
NA 1-6 (3-30); SA Fighter: L1; Magic-user: L20, Druid: L20;
ML 12; AL Neutral; INT 9; TT ML 12; AL Chaotic or Neutral;
See Description; XP 19 INT 23; TT A; XP 5,975
Description: This construct is Description: The M’aal Toroc
an obsidian automaton that can (a 20’ tall shroom with a 10’
be piloted by a wizard using a diameter cap) are horrors that
crystal ball and control may be crawl about on small crab-like
wrested from the pilot by a legs coated in a poison which
wizard of greater experience will result in death of any who is
level. It can attack out of self scratched by one (and fails to
defence with its obsidian save vs. poison). Having fled the
feathers as blades. If not piloted Plane of Decay (or otherwise
it will wander inquisitively, banished for heresy) these
exploring its surroundings. Sentient Fungi are mostly
Chaotic Magic-users of 20th
level (1% are Neutral Druids who
chose to worship Nature).

PAGE 8
CREATURE CATALOGUE II

Bather’s Light: AC 9; HD ½*; Beholder’s Mirror: AC 5; HD


MV 0’; AT Special; DA 1+1*; MV 0’; AT Special; DA
1d6/round; NA 1 (1); SA Special; NA 1 (0); SA Normal
Normal Human; ML 12; AL Man; ML 12; AL Neutral; INT
Neutral; INT 1; TT A; XP 6 9; TT See Description; XP 19
Description: This Primordial Description: This fungi has a
fungi looks more like a flower gelatinous membrane in which
yet atop its clustered ash-gray wizard eye spells can become
stalks a collection of fluorescent trapped. When a Wizard or Elf
white heads illuminate the uses Wizard eye in an area
darkness with their iridescent where a Beholder’s Mirror is
glow. Bathers Lights can often growing it can literally trap the
be found in proximity to a pool spell caster in their own Wizard
of still water of absolute purity Eye spell while their body shuts
as it causes contaminants to down and dies. Save vs turn to
settle out. This is the problem stone or become trapped. A
with the fungi – it will do the successful save causes one hit
same to water in living point of injury to the spell caster
organisms within ten feet of a causing them to break
fungi. concentration.

PAGE 9
CREATURE CATALOGUE II

Berserker Droid: AC 7; HD Black Smoker: AC 7; HD 4*;


1+1*; MV 120’ (40’); AT 1 MV 0’; AT Foul Poisonous
Blade/round; DA 1d6+ Special; Miasma; DA See Description;
NA 1-6 (3-30); SA Fighter: L1; NA 1 (1); SA Fighter: L4; ML
ML 12; AL Neutral; INT 9; TT 12; AL Neutral; INT 1; TT V;
See Description; XP 19 XP 200
Description: It spins its blades Description: Growing 4’-7’ tall,
around it attacking any one these fungi grow partly on the
target with a single blade each Plane of Decay and give off a
round. It is a killing Machine black smoke which causes any
with a +2 Bonus to Hit and victim unable to save vs. Dragon
Damage when it goes into a breath to change to a chaotic
Berserk Rage having taken half and evil alignment until cured
its hit points in damage. The with a wish.
Circular Cap of the bot can be
salvaged as a Small Shield +1.

PAGE 10
CREATURE CATALOGUE II

Blackwax: AC 5; HD 1/1000 Blackwheat: AC 9; HD ½*; MV


cubic feet; MV 0‘; AT attracts 0’; AT Hallucinatory Pollen; DA
rats, giant rats, snakes; DA as See Description; NA 1-4 Stalks;
attracted predator; NA 1; SA SA Normal Human; ML12; AL
F10; ML 12; INT 12; TT V; AL Neutral; INT 0; TT Nil; XP 6
Neutral; XP varies Description: Blackwheat is
Description: A Sugary web of rather poisonous in that it will
black wax like organisms that release hallucinatory Pollen that
give off an aroma that attracts will cause anyone who
predators. approaches within fifty feet and
Scent Attracted Predators fails to save vs. poison to see
1-3 Rats terrible things for as long as
4-5 Giant Rats they continue to fail a daily save
6 Were Rat vs. poison check. Victims of
The Scent also sticks to PCs Blackwheat might become
who make physical contact enraged or violent out of fear at
drawing the local predators to what they are seeing.
the PC.

PAGE 11
CREATURE CATALOGUE II

Brainhive: AC4; HD 1-100*; Brain-spider: AC as host; HD as


MV 0‘ (special); AT 1-4 spells; host; MV as host; AT as host;
DA as spells; NA 1; SA F1-36; DA as host; NA 1 per host; SA
ML 12; INT as brains; TT nil; host; ML 12; AL Chaotic; INT
AL Chaotic (Insane); XP Varies 17; TT Nil; XP as host
Description: A Type of Black Description: The Brainspider
wax, this collects the DNA of will grow out of the top of the
any life making contact skull forcing its way to the
physically and grows a clone surface through cracks in the
brain in a white egg sac. Any bone. It exerts considerable
Wizard brains might have spells influence over the host and
stored. 10% Chance of a poses a significant threat to
Teleport spell allowing the brain others as it has the ability to
hive to escape. take control of the host when it’s
survival is concerned. The
things that look like legs of the
spider are in fact numerous
feeding tubes through which the
fungi breaths air. Any attempt to
damage the brain spider or the
host will result in violence. Its

PAGE 12
CREATURE CATALOGUE II

removal requires a death spell


and cure disease. Fully grown
(a year old) the Brainspider
simply lifts itself out of the skull
– brain and all – abandoning the
host corpse to explode and
establish a spore bed over a
hundred square feet of area.

Cockatrice Fodder: AC 6; HD
4-7; MV 0’; AT 4-7 Tentacles;
DA 1d4/tentacle; NA 1 (1-10
clusters); SA Fighter: L4-L7; ML
12; AL Neutral; INT 1; TT
Special; XP 75, 175, 275, 450
Description: Amber tentacles
growing from the soil can
stretch up to 10 feet to attack
prey in an attempt to strangle
them for nutrients. Its real value
is as a food source. Anyone
consuming Cockatrice Fodder
should save vs. disease or they
gain the ability to move fast
(triple their current movement
rate). Some Barbarian tribes are
known to chew this fungus
when they need to travel great
distances quickly.

PAGE 13
CREATURE CATALOGUE II

Coffinscrew: AC 9; HD 1hp*; Constrictor: AC 5; HD 5; MV


MV 0’; AT Age; DA 1 year; NA 90’(30’); AT 1 Squeeze; DA
1-10 (1-100); SA Fighter: L4- 1d10; NA 1; SA Fighter: L3;
L7; ML 12; AL Neutral; INT 1; ML 12; AL Neutral; INT 1; TT
TT A; XP 6 U; XP 175
Description: These nasty fungi Description: What initially
will when their prey is within appears as either a short
ten feet begin to twist – aging a mushroom or a Long Stalked
single victim by one year. Once Shroom will in proximity to a
a year has been taken from a foe cause a root-like tail to erupt
victim the shroom will twist its from the soil to entangle and
cap off and die becoming spore squeeze the victim or in the
for the next generation. While a case of the long stalk cause the
year may not seem much of a upper half of the shroom to
loss multiple shrooms could age wrap around the victim. Either
even a dragon to death. way the Shroom will constrict
until the victim is nutrients. A
Strength Roll to escape its grasp
is required otherwise it will exert
squeeze damage each round.

PAGE 14
CREATURE CATALOGUE II

Crystalshroom: AC -5; HD 5*; Deadwood: AC 4; HD As height


MV 0’; AT 1 Explosion; DA of host tree (feet); MV 2’ x
5d6; NA 1-10 (1-100); SA height of host tree (feet); AT 1-4
Fighter: L5; ML 12; AL Neutral; Strangling Roots DA as height
INT 1; TT As seed of host; NA 1 (100-1000); SA
gem/number appearing; XP Fighter Level as height of tree
300 (feet); ML 12; AL Neutral; INT
Description: This fungus 1; TT Nil; XP Varies
contaminates gems with its Description: This looks like a
‘spore’ causing them to grow dead tree with some sort of
into large ‘false crystals’ of that large black growths all over it.
particular gem type. The The Fungi animates the old tree
‘crystalline Gem’ Explodes on causing it to move about on its
contact unleashing terrible roots and attack animals and
damage. Adventurers don’t get other living creatures in an
experience points for this one attempt to drink them for
unless they can prevent it from nutrients needed to maintain the
exploding with something along fungi and its host tree. There
the lines of a hold monster are rumours of a wandering
spell. wood of dead trees.

PAGE 15
CREATURE CATALOGUE II

germinate in 7-10 days as a


new Death-kap (killing the
victim). Colossal Death-kap are
known to exist in fungi forests in
huge numbers and are often
mistaken for trees though their
prey is more on the scale of
giants and dragons.

Death-kap: AC7 HD 4; MV 20'


(7'); AT 2 Tentacles/ 1 Bite; DA
Grapple / 1d6+special NA 1 SA
Fighter L3; ML 12; AL Neutral;
INT 1; TT Nil; XP 75
Description: Also known as the
Cave Kraken, these large fungi
come with heavy root like
appendages extending from the
trunk of the plant. Any foe
entering within ten feet of the
plant will be grappled by two of
the tentacles (or one tentacle
each if two or more foes can be
attacked at once). A beak exists
under the cluster of limbs which
when a grapple is successful
(any successful hit roll against
the target) the Death-kap will
bite – infecting the victim (save
vs. poison) with spore that will

PAGE 16
CREATURE CATALOGUE II

Death-knell Amoeba: AC -1; Deathmoth: AC 7/5; HD


HD 1hp; MV 3’(1’); AT Acid; 2+2/1+1; MV 180’(60’)/
DA See Description; NA River 150’(50’);AT 1 Bite; DA
Swarm (10d100)/Lake Nest 1d6/1d8; NA 3-18 Males/1
(1d100 per square ft); SA Female; SA Fighter L1; ML 8;
Normal Human; ML 12; AL AL Neutral; INT 2; TT Nil; XP
Neutral; INT 1; TT Nil; XP 5 25/15
Description: This microscopic Description: This beast has no
little bugger lives in some lakes eyes and hunts exclusively by
and waterways and will swim up scent. The Males are twice the
the nose into the brain un- size of the female having utterly
noticed where it will slowly eat black fur – making them
the brain. Victims loose one invisible in shadow or darkness
point of intelligence (01- giving it surprise in such
76)/Wisdom (7790)/Charisma environments. The only scent
(91-100) every week until death over powering enough to lure
(one stat is reduced to zero). them away from a meal is the
Only a wish or regenerate spell scent of the hairless albino
can cure the damage. Only a female. The Female on the
Wish can remove the creature other hand is a hairless, albino,
from a victim. and half the size, giving off a

PAGE 17
CREATURE CATALOGUE II

scent through physical contact


that will attract the larger and
aggressive males driving them to
kill any perceived ‘rival’ that has
been exposed through the
slightest contact.

Deaths Hand: AC 9; HD 1*;


MV 15'(5'); AT See description;
DA 1d6/round; NA 1; SA
Fighter: L1; ML 12; AL Neutral;
INT 1; TT As Victim; XP 13
Description: The Spores of
these fungi are breathed in. It
will then grow in the lungs until
it can dig its way out in to the
chest cavity and grab the heart
which it will crush feeding on
the blood like a sponge until the
victim is dead. It will then rip its
way out of the chest and find
some place to plant itself until it
goes to spore.

PAGE 18
CREATURE CATALOGUE II

Demon, Minor: All minor


demons have a basic immunity
to normal weapons from 4HD;
and the ability to swap places
with a victim (Transposition)
where the victim must be of
near equal mass and within
view. So it might swap places
with a distant flock of crows or
some unsuspecting peasant
escaping death at the hands of
The Defiled One: HD 5*; AC 5; the PCs.
MV 30'(10'); AT Mind Control Demons can be any alignment,
DA special; NA: 1 (unique); SA though they can only be Clerics
Magic-user L5; ML 12; AL of Orcus, Magic-users, Fighters,
Neutral; INT 13; XP 300 or Thieves.
Description: It was created by a The four common Minor
wizard. The tiny creature has Demon Races are:
crab-like legs and eyeballs on • Ryuojo
stalks that glow necrotic purple • Okami
when it attacks (Charisma • Shiroi Karasu
check). It's needs are simple. It • Tsukiakari No Ryoshi
feeds on the thought Waves of
those who succumb. Those Minor Demons as PCs: Any
capable of resisting pose a player wishing to role play any
threat. Once it has control of of the four common demons
even one PC it has that PC may simply roll up a human
attack any over whom it has no character and add the common
control. demon abilities as well as the
specific abilities of the subtypes.

PAGE 19
CREATURE CATALOGUE II

Demon Key: HD 1*; AC 2; MV Devourer: AC 8; HD 2*; MV


3'(1'); AT Special; DA special; 20'(7'); AT 1-4 Tentacles; DA
NA: 1 (1); SA Thief L1; ML 12; Paralysis; NA 1(1-4); SA
AL Neutral; INT 10; XP 13 Fighter: L2; ML 12; AL
Description: This squid like Neutral; INT 2; TT A; XP 25
creature from another plane is Description: Often encountered
bread by demons to allow them as a large Mushroom atop.
to pick a lock; or pick a pocket Often encountered as a large
as a thief. It can also steal the mushroom atop a pile of dead
thoughts of a victim (with a pick and rotten things they will
pocket and open locks roll) by attack with their tentacles,
reaching into the ear or up the paralyse a target, and wait on
nose of the victim as easily as if the corpse until the corpse rots
it were lifting a coin-purse or into nutrients. When a Devourer
popping lock on a chest. leaves a Fungi Mound it is to
seek a new food leaving behind
a spore bed from which new
offspring will germinate.

PAGE 20
CREATURE CATALOGUE II

Duct-worms: AC 5; HD 1*; MV Dwergi: AC 3; HD 3(L); MV


15’(5’); AT Acid; DA 1d6; NA 30’(10’); AT 1 Weapon; DA As
1d10 (0); SA Fighter: L1; ML Weapon+2; NA 1(1) SA Dwarf:
12; AL Neutral; INT 1; TT Nil; L3; ML 10; AL Chaotic or
XP 13 Neutral; INT 12; TT(Q+S) G;
Description: These acid coated, XP 35
thick skinned Worms live in wet Description: This sub-species is
dark places such as ducts, also known as the Dire Dwarf. It
drains, sewers, Caves. Black- is a vicious man-eater that is
water is of particular interest larger (eight foot tall) and more
because it is where they can intelligent than the regular
multiply. dwarf. Consequently it indulges
in a passion for technology
mixed with torture.

PAGE 21
CREATURE CATALOGUE II

Extraterrestrial: AC 5; HD 4*; Eye of the Beholder: AC 9; HD


MV 90’(30’); AT 1 Weapon; DA 1hp*; MV 3’(1’); AT Disease;
As Weapon; NA 1-6 (1-6); SA DA See description; NA 2 (as a
Fighter: L8; ML 8; AL Chaotic; pair); SA Fighter: L1; ML 12;
INT 19; TT E; XP 125 AL Neutral; INT 10; TT Nil; XP
Description: This insidious alien 6
makes your brain see an Description: The spore of this
alternate version of reality as fungus causes the eyes to fall
opposed to the actual one – out (save vs. Disease) and fungi
where it is a nasty stalks rupture from the eyeballs
Extraterrestrial who can read and cause the eye to swell to a
and write your brain. huge size. The fungus stalks
become eye stalks as the eye
becomes a beholder. It takes a
while for the ability to fly to kick
in – they are unable to do so
until they become beholders
after a year rolling about. When
an adult Beholder dies it will
become a ball of spores that will
explode and disperse.

PAGE 22
CREATURE CATALOGUE II

Eye-stalker: AC 9; HD 1hp/eye- Faceless Man: AC 9; HD 1; MV


stalk; MV 0’; AT Nil; DA See 90’(30); AT 2 Hands; DA See
description; NA 1; SA Normal description; NA 0(1-10); SA
Human; ML 12; AL Neutral; Normal Human; ML 12; AL
INT 1; TT Nil; XP 5 Neutral; INT 9; TT Nil; XP 5
Description: These fungi are Description: They all appear to
parasitic in nature and will infect be human shaped, though they
any open wound as spores have no facial features or
growing into a mature eye-stalk apparent gender, ESP Spells
at the rate of one per week reveal a person who thinks
connecting into a host’s neural nothing is wrong.
network and functioning as an These people are humans who
actual eye. The host will die lost their humanity for what ever
after a number of eye-stalks reason; Immortal intervention,
equal in hit-points have grown Oard machination, or
to maturity. The infestation can experiment of the Old Ones.
be removed by a wish though it
will leave the victim blinded.
This particular fungus is capable
of functioning with the Oozers
as their ‘eyes’.

PAGE 23
CREATURE CATALOGUE II

Face-ripper: Armour Class: 5; Faerie Ring: AC 9-2; HD 1*-8*;


Hit Dice: 1; Move: 15’ (5’); MV 0’; AT Nil; DA Nil; NA 1
Attacks: Bite; Damage: 1d4; (1); SA Fighter: 1-8; ML 12; AL
No. Appearing: 10d10; Save Neutral; INT 1; TT A (1*HD);
As: Normal human; Morale: 12 XP 13-1,200
Alignment: Neutral; Description: The really big and
Intelligence: 2; Treasure Type: old ones are known as Stone
nil; XP: 5 Circles. The smaller faerie ring
Description: This insect appears is none the less a dangerous
to have wings but they are gills foe. They both gate anyone
which allow it to extract oxygen entering the circle of fungi into
from a victim’s blood. They the pocket dimension from
attack in large swarms crawling which the fungi emerged.
over a victim until they find Arriving in what appears to be a
access to exposed skin, and colossal subterranean chamber
bite, sucking blood. They move they are left to die and break
on once they have drained a down into food for the fungi.
victim dry. Having accumulated many
victims Fairy races will use
these pocket planes to create a
fairy realm. If killed the gate to

PAGE 24
CREATURE CATALOGUE II

the pocket plane closes


permanently. The Pocket plane
will contain considerable wealth
of previous victims if the current
victim can only escape with it (a
wish or gate spell should do the
trick).

Fairy Lights: AC 9; HD ½*;


MV 0’; AT See description; DA
See description; NA 1d10; SA
Normal human; ML 12; AL
Chaotic; INT 1; TT Nil; XP 6
Description: These annoying
glowing fungi charm Pixies in
large numbers (as Mass Charm
spell) and cause the Pixies to act
as a chaotic alignment.

PAGE 25
CREATURE CATALOGUE II

Faerie Wings: AC As host; HD Feeder: AC -10 Steel Flyer, AC


host MV Fly: host 60’(20’); AT 2 Tentacles; HD 10**; MV 0’
See description; DA See Fly 360’ (120’); AT 6 Tentacles;
description; NA 1 pair per host; DA 1d4 / 1d4 /1d4 /1d4/ 1d4
SA See description; ML host; / 1d4; NA 1 (1); SA Fighter
AL host; INT host TT; host; XP L10; ML 10; AL Chaotic; INT
host 11; TT C; XP 2,500
Description: A fine membrane Description: Created by a
grows from the shoulders of the wizard enchanting a flying craft
infected host granting the ability and opening a gate from the
of flight. For anyone larger than nightmare dimension of the
a brownie, every time the Brain-feeders into the inner
infected takes flight the wings workings of the craft trapping a
glow with a poisonous light that feeder. The steel flying vessel is
slowly kills the host (-1 Con) designed to torment the Brain
causing the victim to vomit Feeder. It can feed and fly the
blood the host’s constitution craft but it cannot escape its
until it drops below three at prison or access spells of spell
which death will occur. Faerie casters- unable to harvest a
wings can only be removed by a brain intact. If the shell takes
wish. 100hp the brain-feeder escapes.

PAGE 26
CREATURE CATALOGUE II

Ferral: AC7; HD 1+1; MV 120’ Firehound: AC 9; HD 1*; MV


(40’); AT Bite; DA 1d6; NA 1 0’; AT See description; DA See
(6d6); SA Thief: L2; ML 7 (8 in description; NA 1; SA Normal
Pack); AL Chaotic; INT 6; TT human; ML 12; AL Neutral;
(R) C; XP 15 INT 0; TT Nil; XP 6
Description: Appearing to be no Description: A Messenger of the
more than a small dog, feral and Witch Queen, these hounds
deformed, with a hairless body have a hand where their head
other than a lion’s mane of fur should be and more often the
around its head the Ferral message they carry is a burning
(Barghest) is the offspring of torch, to either guide the way in
Goblin and wild Dog. Though the night, or set fire to crops.
not as intelligent as a goblin it The witch queen’s message is
has the ability to speak, and always clear.
plot, and scheme.

PAGE 27
CREATURE CATALOGUE II

Fire-shroom: AC 9; HD 1*; Flatworm: AC 7; HD 1; MV


MV 0’; AT See description; DA 30’(10’); AT Crush; DA 1d6 per
See description; NA 1; SA round; NA 1d100; SA Fighter:
Normal human; ML 12; AL L1; ML 12; AL Neutral; INT 1;
Neutral; INT 0; TT Nil; XP 13 TT As Victims; XP 5
Description: This mushroom Description: This worm appears
gives off a faint blue gas which to be nothing more than an odd
when presented with an open spiral pattern on the Cave or
flame will burn like a fire-storm stone floor. It will suck ip water
through the atmosphere of all or blood. The worm attacks
the accessible parts of the anyone stepping on it or
dungeon feeding on the very air walking past it (within five feet)
as the source of fuel. It requires by wrapping around their prey’s
considerable pressure so will not body and crushing them until
burn the air in dungeons above dead. Once it begins crushing it
a hundred feet deep. Fire- will continue to do so until the
shroom are sometimes found at worm or its prey is dead.
the bottom of deep wells
causing a pool of fire to burn
where the atmospheric pressure
is high.

PAGE 28
CREATURE CATALOGUE II

Forest Guardian: AC 7; HD 8*; Glammour: AC 9; HD


MV 30’(10’); AT 2 Fists + 1hp/spore*; MV 0’; AT See
Miasma Breath; DA description; DA See
4d6/4d6/Special; NA 1d10; description; NA 1-100 spores;
SA Fighter: L8; ML 12; AL SA Normal Human; ML 12; AL
Neutral or Chaotic; INT 23; TT Neutral; INT 1; TT Nil; XP 6
Nil; XP 1200 Description: This fungus
Description: This ten feet tall contaminates the pollen of
fungal aberration is a certain rare flowers and is
conglomeration of pretty much harvested by wee folk. Sprinkled
every fungi type into a single on the eyes it causes the victim
collective organism capable of to be vulnerable to illusion
surprising intelligence and magic – making the ugly reality
power. It dominates the forest a more palatable beautiful
because it shares a link with the dream – by lowering the victim’s
fungi forest that spawned it. It wisdom to three (save vs. Poison
breathes out a hallucinogenic to avoid). Fairies use it to lower
miasma that functions as a their own wisdom. A fairy free
hallucinatory terrain (save at a of glammour might think
-4 save vs. Poison penalty). themselves out of existence.

PAGE 29
CREATURE CATALOGUE II

Gobble: AC 4; HD 1; MV 3’(1’); G.O.B.L.I.N.: AC 6; HD 1-1*;


AT 1 Bite; DA 1hp; NA 1 (1); MV 90’(30’); AT 1 Electrical
SA Normal Man; ML 12; AL Discharge Tentacle/round; DA
Neutral; INT 1; TT nil (as host); 1d6; NA 2-8 (1 Rogue); SA
XP 10 Normal Human; ML 7; AL
Description: The Gobble will Neutral or Chaotic (Rogue); INT
creep up on an unsuspecting 9; TT P; XP 6
victim while they sleep on the Description: The G.O.B.L.I.N.
ground or are unconscious and is primarily a basic repairs
attach itself to a host at the back Robot. It can however function
of the neck. They alter their as a Zero Level Security Robot.
host’s behaviour changing a Its circuits contain some
host’s alignment to Neutral. precious metal value.
Some subterranean cultures use
it to eliminate non neutral
behaviour.
Exposure to sunlight will cause
it to shrivel and drop off after
which the host will return to
their previous alignment.

PAGE 30
CREATURE CATALOGUE II

Goblin’s Mother: AC 9; HD 7*; Goilroot: AC 2; HD 4; MV 0’;


MV 0’; AT See description; DA AT up to six spines; DA
See description; NA 1 (1-100); 1d6/spine + 1hp/spine/round;
SA Normal Human; ML 12; AL NA 1-6; SA Fighter: L4; ML 12;
Neutral; INT 0; TT Nil; XP 850 AL Neutral; INT 2; TT Nil; XP
Description: This large ‘cup’ is 75
filled with primordial ooze from Description: Goilroot is found
which Black Goblins are born at hanging from the ceiling of
the rate of one an hour. This caves and dungeons. The Fungi
mushroom is very popular with will sense the approach of any
fiends that dwell in the deepest foe and when they are beneath
cavers who are raising an army the goilroot spines grow quickly
of black goblins as their downward through the foe (even
minions. Black Goblins are a lot armoured) seeking moisture
like Kobolds except they have from the victim. Unless the
no fear (12ML) and can move victim is freed quickly and
twice as fast. healed they will die. Once done
the spines will break off
allowing the fungi to begin
again as a stubby root cluster
growing from the ceiling.

PAGE 31
CREATURE CATALOGUE II

Hammerhead: AC 5; HD 3; MV Hob: AC 6; HD 1+3*; MV


0’; AT Bludgeon; DA 2d8; NA 90’(30’); AT 1 Large Weapon +
1-4 (10-100); SA Fighter: L3; Curse; DA Weapon+3/ Curse
ML 12; AL Neutral; INT 1; TT (See Description); NA 0 (2d3);
S; XP 35 SA Fighter: L2; ML 9; AL
Description: This fungi will Chaotic; INT 11; TT (P)E; XP
attack any in 5-10 feet range 19
with a bludgeoning head with Description: Ancestor to elves,
the intent of killing their prey. sprites, fairies and Hobgoblins;
Hammerheads will pulverise the Hob is stronger and larger
even large skeletal remains than even most humans (6 ½’ –
leaving no evidence as to how 7 ½’ tall). The Hob is cursed:
they get nutrients. Hule-Bhe meaning ‘forest-to
burn’. The Hob gives off sparks
capable of igniting dry plant
matter and parchment. The
most powerful of the Hob is up
to 7HD and defended by
Bodyguards of 6HD.

PAGE 32
CREATURE CATALOGUE II

Hobs Nail: AC 2; HD 1*; MV Holywater Sprinkler: AC -5; HD


0’; AT See Description; DA See 6*; MV 0’; AT See Description;
Description; NA 1; SA Normal DA See Description; NA 1-4
Human; ML 12; AL Neutral; Sprinklers (1); SA Fighter: L6;
INT 1; TT Nil; XP 13 ML 12; AL Neutral; INT 1; TT
Description: Also known as the S; XP 500
Coffin Nail, this iron-like purple Description: This fungus does
‘shroom’ will cause undead who not sprinkle holy-water; rather it
have been destroyed by a cleric sprinkles flammable oil which
to return to the world of explodes as a 5d6 Fireball when
undeath. Some intelligent exposed to an open flame as
undead (vampires, lich, etc.) will prey approaches within its
cultivate the fungi for the range. The oil sells at a hundred
purpose of a second chance at gold pieces per undischarged
undeath although few are sprinkler to Alchemists and
willing to become the ‘minion’ Wizards.
of a mushroom for the centuries
it takes the ‘shroom’ to produce
offspring and become an Odic.
Elves can use it to return as
Banshee.

PAGE 33
CREATURE CATALOGUE II

Horns of Aeroth: AC 3; HD 4*; Howliscream: AC 2; HD 6*;


MV As Host; AT See MV 30’ (10’); AT Crush or
Description; DA See Special; DA 4d6 or special; NA
Description; NA 1 Pair per 0(1); SA Fighter: L3; ML 10;
Host; SA Fighter: L4; ML 12; AL Neutral; INT 2; TT Nil; XP
AL Chaotic; INT 1; TT As 500
Host; XP 125 Description: This huge leathery
Description: The Horns of beast is a giant toad. Rather
Aeroth are fungi which grow than aggressive combat, if
from the skull of the victim. confronted by a predator it will
They will force the victim to howl like a small wounded baby
make a charisma check every deer to summon any predators
time he/she is insulted. A fail to in the area to its location to
save results in a temporary shift attack its enemy. It stands very
to chaotic alignment and the still and looks like a large
victim will fly into a violent rage leathery boulder hoping to avoid
attacking the source of the being noticed (Spot on 1-2 in
insult. The alignment shift will 6). on the rare occasion it is
remain until the source of the known to trample or fall on
insult is dead and the horns anyone in its way.
coated in the opponent’s blood.

PAGE 34
CREATURE CATALOGUE II

Hunter-killer: AC 6; HD 3*; MV Hunter: AC -10; HD 2*; MV 0’


120’ (40’); AT Weapon Pod (2 Fly 360’ (120’); AT mace or
Darts per round/ Sonic mirror of life trapping; DA 1d6
Excavation); DA 1d4/1d4/See or special; NA 10-100 (2d4);
description; NA 1-6 (1-10); SA SA fighter L2; ML 12; AL
Fighter: L3; ML 10; AL Chaotic; INT 1; TT see
Neutral/Chaotic (Rogue); INT 9; description; XP 20
TT Nil; XP 50 Description: Little more than
Description: The HK or Hunter- undead zombies animated and
Killer is designed to chase down bonded to an enchanted flying
targets and take them out as apparatus where the legless and
need be. The Alloy Cover can armless corpses will fly and
be salvaged as a Small Shield capture a target with their
+2. Sonic Excavation mode can mirror of life trapping at the
tunnel through stone at a slow command of their master.
rate. Stone takes one hit point
damage per round.

PAGE 35
CREATURE CATALOGUE II

Ichor: AC 9; HD 1hp/square Imu: AC 8; HD 1; AT Beak or


ft*; MV 0’; AT Smother; DA 1 Kick; DA 1d4/1d4/1d4; MV
hp/day; NA 1 (1); SA See Running 300’(100’); NA 1-4 (1-
description; ML 12; AL Neutral; 4); SA Fighter: L1; ML 3; AL
INT 1; TT Nil; XP 6 Neutral; INT 1; TT nil; XP 5
Description: The fungi is a Description: A bird similar to
refugee from the Plane of Decay the ostrich except that its
this white slime spreads on feathers are particularly fine and
living things (particularly plants) it seems more hairy than
slowly causing damage and feathered. It is six feet tall fully
discharging a foul smell (save vs. grown tough giant Imu exist in
Disease or vomiting the first prehistoric locations. It will flee
time it is encountered). It’s Humanoids on sight or at a loud
immune to everything but fire. noise and if captured will peck
And will spread unchecked to with its beak or strike with
devour the countryside reducing talons to escape.
entire forests and crops to a
rotten slimy mass. Trolls can
deliberately coat themselves in
this, making fire their only
vulnerability.

PAGE 36
CREATURE CATALOGUE II

Ironshroom: AC 1; HD 7*; MV Jumping Scorpion: AC 3; HD


0’; AT 6 fungi-stalks /round; ½*; MV 360’ (120’); AT 4
DA 1d8; NA 1 (1); SA Fighter: Mandibles +Poison Sting; DA
L7; ML 12; AL Neutral; INT 2; 1/1/1/1 +See Description; NA
TT Nil; XP 850 1; SA Normal Human; ML 12;
Description: The main body of AL Neutral; INT 4; TT Nil; XP
this shroom is below the surface 6
– covering an area up to ten feet Description: The Jumping
in diameter. It erupts from the Crater Scorpion evolved from a
surface and smacks against local stick insect. Its four limb
ankles of feet that are putting toting mandibles allow the 3
pressure on the Fungus from the inch insect to leap into the air
surface like a hammer. from the ground where it can
attack a passer-by. It is very fast
and is able to always attack first.
If it is able to secure all four
mandibles it will sting the
victim. Any fail to save vs.
Poison reduces the victim to
one hit point for a year
(incapacitating them).

PAGE 37
CREATURE CATALOGUE II

Killer Flower: AC 4; HD 1-20; K.O.B.O.L.D.: AC 7; HD ½


MV 0’ (0’); AT 1 bite; DA (1d4hp); MV 90’ (30’); AT 1
1d4/HD; NA 0 (1-100); SA Contact TASER Electrical
varies; ML 12; AL Neutral; INT Discharge; DA 1d6-1; NA 4-16
1; TT P x HD; XP varies (6-60); SA Normal Human; ML
Description: this flower is 1’ tall 6 (8); AL Neutral/Chaotic
per hit dice and can be found (Rogue); INT 9; TT P; XP 5
alone or in a field of such Description: The Knock-Out
flowers. It attacks anything Bollard is a zero level Security
within range (out to twice it Robot designed to function in
physical height). groups as a wall of Bollards
each capable of electrostatic
discharge (Contact TASER)
through anyone making physical
contact with the Bollards. They
are self righting and capable of
swarming a target or simply
moving down a hallway as a
barrier.

PAGE 38
CREATURE CATALOGUE II

Krabbes: AC 7; HD As Fungi Lantern-head: AC 4; HD 9; MV


Total*; MV 20’ (7’); AT 1 Bite + 60’ (20’); AT 1 hand; DA 2d4;
Special; DA 1d4 + Spore; NA 1 NA 1 (unique); SA Fighter L9;
(2-5); SA As Fungi Total; ML ML 12; INT 10; TT Nil; AL
12; AL Neutral; INT 1; TT Nil; Neutral; XP 900
XP as fungi total Description: This fifty foot tall
Description: Krabbes serve as bronze statue has no hands or
the spore bed for future fungal feet (they end in spear points).
colonies and might be When not pretending to be
encountered anywhere. Made public art, the Lantern
up of 3-6 types of immature illuminates a burning glow that
fungi and spore, the Krabbes is is a 30’ radius glow or a 200’
a little mister bitey looking to long search beam.
infect anyone it can take a bite
out of as it travels outward to
create new colonies.

PAGE 39
CREATURE CATALOGUE II

Laughing Jack: AC 7; HD ½ Leaf-Dragon: AC-2; HD 1-1*;


(1d4hp); MV 90’ (30’); AT 2 MV 30’(10’); AT Bite, Breath-
claws; DA 1hp/1hp; NA 0 (1); weapon; DA 1hp/as current hit
SA Elf (L1); ML 10; AL points; NA 10-100(1); SA NM
Chaotic; INT 9; TT Q; XP 5 (+10 vs. dragon breath); ML 11
Description: A Laughing Jack is (7 if attacked with fire); INT 12;
a small (6 inch tall) woodland TT Ux2; AL Neutral; XP 6
creature that makes a tree its Description: A Single Leaf
home. At night it might be dragon will claim a tree, while a
mistaken for the foliage but in wooded territory will be
daylight it is a stick-like insect defended by a swarm. They
wearing near black insect-like pretty much pretend to be a
armour. It is known for its small twig branch with leaves.
laughter, jumping up and down
on a branch if it sees something
exciting making a scratching
noise.

PAGE 40
CREATURE CATALOGUE II

Lightning Brush: AC 9; HD 1 Lightning Mangrove: AC4; HD


hp/stalk*; MV 0’; AT Lightning 1*-20*; MV 0‘; AT Lightning
Discharge; DA 1hp / stalk; NA Discharge; DA 1d6/HD; NA
1-100 stalks; SA Normal 1d100; SA F1-F10; ML 12; INT
Human; ML 12; AL Neutral; 1/Tree; TT A; AL Neutral; XP
INT 1; TT Nil; XP 6xp/stalk 13-4,175
Description: These Amber Description: Lightning
stalks will discharge a lightning Mangrove grow in coastal
bolt through any foe within one swampy areas with Iron Ore.
hundred feet. They take a day to Anyone in range (10’/HD) will
recharge before a second be hit by an electrical discharge.
electrical strike can be It takes a day for a tree to
discharged. Outdoors: A huge recharge. A Mangrove Forest
lightning brush can be mistaken will be 1x 20HD, 2x 19HD, 4x
for a dead tree and will kill all 18HD...
other trees out to a hundred feet
radius with its lightning creating
a region of ‘lightning-struck’
trees.

PAGE 41
CREATURE CATALOGUE II

Matnarn’s Gill: AC 7; HD 4*; Mechanical Flea: AC -10; HD


MV 0’; AT Special; DA See 1hp; MV 300’ (100’); AT 1 bite
Description; NA 1(1); SA + poison; DA 1hp + special; NA
Fighter L4; ML 12; AL Neutral; 1 (unique); SA Fighter L36; ML
INT 1; TT Nil; XP 125 12; AL Neutral; INT 9; TT nil;
Description: Matnarn’s Gill is a XP 5
strange fungi – it doesn’t pose a Description: This mechanical
threat until the Victim exposed construct was created by
to its invisible Miasma attempts Demogorgon to torment ‘special
to swim underwater then it people’ who have angered her,
adapts the victim to a water- the mechanical flea is pretty
breathing environment making much indestructible and can
any attempt to return to the only be removed with a wish. Its
surface world near-impossible. poison can be anything
Only a wish can reverse the Demogorgon wants it to be. If
effects. ‘killed’ the flea returns to
Demogorgon.

PAGE 42
CREATURE CATALOGUE II

Megafauna: AC 1; HD 20; MV Men-rei-ki: AC -2; HD 8*; MV


300’ (100’); AT 1 horn or As Wearer; AT Touch; DA As
Trample; DA 8d6/20d6; NA 0 Mask; SA F8; NA 1 (1-12); ML
(1); SA Fighter L10; ML 12; AL As Mask; Personality; TT As
Neutral; INT 2; TT special; XP Wearer; Chaotic; XP 1200
2000 Description: Men-Rei-Ki are the
Description: the Megafauna is a personalities of a would-be
colossal rhino-like beast fifty feet Immortal looking to purge itself
high. It lives on grassy plains in of all emotion and contemplate
forgotten worlds. Its unable to logic from a purely logical
attack anything smaller than a standpoint. Unfortunately
hill giant with its horn though it trapping its emotions in this
can trample any smaller form has resulted masks which
opponent. It is always hostile possess the wearer. Masks
and territorial. regenerate even if disintegrated.

Personality ML Result
Jealousy 9 Chaotic
Hunger 10 Bite 1d6
Hate 11 Weapon

PAGE 43
CREATURE CATALOGUE II

Mesmer: AC 8; HD 1*; MV Miasma Tree: AC 7; HD 1*;


3‘ (1’) / Fly: 30’ (10’); AT Peck MV 0’; AT Up to six Branches/
+ Special; DA 1d4/se Poison Cloud; DA 1d6 per
description; NA 1; SA F1; ML branch/see description; NA 1-
11; INT 3; TT B(V); AL 10 (1-100); SA Fighter: L1; ML
Chaotic; XP 13 12; AL Neutral; INT 2; TT K;
Description: This species of XP 13
one-legged owl find a hole in a Description: These will
tree (or chip one with their bludgeon any foe who damages
beak). They then charm small the gas bladder. The Gas
prey with their eyes to come Bladder in its branches is used
close enough to eat – or large to absorb poisonous gasses
prey to bring them food. PCs found in deep dungeons
require a charisma check to crystallising them into
resist. gemstones and refined metals of
highest purity. Rupturing the
bladder releases a poison cloud
fifty feet diameter area and
requires a save vs. poison or
death ensues.

PAGE 44
CREATURE CATALOGUE II

Mind Horror: AC 8; HD 1*; Moat Horror: AC 3; HD


MV 0’, Fly 90’ (30’); AT 1-5 1HD/tentacle; MV 0’; AT 1d6
Tentacles; DA special; NA 1 (1); Tentacles; DA 1d4 per tentacle;
SA Normal Human; ML 5; AL NA 1; SA F L1-L6; ML 12; AL
Chaotic; INT 2; TT nil; XP 5 Neutral; INT 2; TT B; XP
Description: this tentacled 5/tentacle
creature likes to leach of Description: This is much like
intelligence from it’s victim. The the Tentacle horror. It’s a
Victim gets a save vs Magic creature that reaches out of
Wand or looses one point of whatever stagnant shallow pool
intelligence per turn it is able to it calls home and grabs your
wrap a tentacle around the unsuspecting victim, dragging
victim’s head without waking them down to their doom.
them from their sleep. It will not
reveal itself to an awake
opponent.

PAGE 45
CREATURE CATALOGUE II

Host will kill these fungi. The


Monarch’s Crown has one
advantage – it doubles the
existing intelligence of the
victim. Consequently some
subterranean cultures
deliberately infect their ruling
class with the Monarch’s
Crown.

Monarch’s Crown: AC As host;


HD As host; MV As host; AT
As host; DA As host; NA 1; SA
As host; ML As host; AL
Neutral; INT 2x Host; TT As
host; XP As host
Description: Monarch’s Crown
is in fact the final stage of these
fungi. The victim having been
infected with spore has
experienced loss of bone and
marrow as the fungi uses it to
grow the crown from the
victim’s skull. Unfortunately the
victim develops a need to suck
the marrow from bones of
freshly killed victims and should
he/she/it be exposed to sunlight
will germinate into spores as
though the whole body was a
spore pod. Not even killing the

PAGE 46
CREATURE CATALOGUE II

Monk’s Halo: AC As host; HD Mozgoku: AC 5; HD 9 (L); MV


As host; MV As host; AT As 105’ (35’); AT 1 Bite/Tail/Rake
host; DA As host; NA 1 per Claws; DA 2d6/1d8/2d4/2d4;
host; SA As host; ML 12; AL NA 1(5d6); SA Fighter: L9; ML
Neutral; INT Collective 8; AL Neutral or Chaotic; INT
intelligence (1/host); TT As 5; TT V; XP 900
host; XP As host Description: Mozgoku stand ten
Description: This odd fungus feet tall and fifteen feet long
seems harmless enough as it weighing one ton. It is able to
simply grows as a ring of pivot on its tail in order to rake
glowing fungi about the skull of both its claws down the front of
its host, but it is its ability to an opponent’s belly. Mozgoku
connect the brains of the or ‘Marrow Hollow’ is named
infected when in sight of one for this intelligent opponent’s
another has seen many monks habit of using a hollow bone
actively seek infection through tool as a snorkel allowing it to
consumption of the fungus. hide in murky pools or bury
Entire monastic orders are itself under soil to ambush (or
known to have been infected. hide from) an opponent.

PAGE 47
CREATURE CATALOGUE II

Mumundu: AC 7; HD 1; MV Niiknik: AC7; HD 2; MV


3’(1’) Swimming 15’(5’); AT 120‘ (40’); AT Beak; DA See
Bite; DA 1d6+1hp/round; NA 1d6+1; NA 1-6 (1); SA F1; ML
1(1-10); SA Fighter: L1; ML 9; 9(7 if attacked with fire); INT 4;
AL Neutral; INT 2; TT nil; XP TT V; AL Chaotic; XP 20
10 Description: These birds live in
Description: The long neck long grass in equatorial regions
turtle can strike unnoticed from and stab prey with their beak.
below water latching on this aggressive bird is only afraid
inflicting continuous injury of fire and will retreat to safety
sufficient to prevent even a spell when chased off with fire.
caster from concentrating on a
spell. They are common in
tropical swamps rivers, and even
in long grass where they are
moving over land or in search of
insects. There are larger
‘Swamp sharks’ as the natives
call them and these can be up
to 8HD.

PAGE 48
CREATURE CATALOGUE II

Okami: AC 7; HD 1-9****; MV Old One: AC 8; HD 9*; MV 90’


150’ (50’); AT 1 bite, 2 claws; (30’); AT Spells; DA as spell;
DA 1d6/ 1d6/1d6; NA 1-4 (1- NA 1 (unique); SA Magic-user
6); SA fighter L1-9; ML 7 (10); L36; ML 6 (8); AL Lawful; INT
AL Any; INT 9; TT A; XP 28- 18; TT A; XP 1600
3700 Description: This Powerful
Description: This minor demon Wizard is the first sentient being
is the one encountered by red to go to the stars. It established
riding hood. It is often mistaken itself as the guardian of diverse
for a Werewolf though it cant worlds which it seeded with life
assume a human form and that it not be alone and crafted
remains as it is at all times. It numerous artefacts including a
has the abilities of Minor dyson sphere. There is also a
Demons such as Transposition massive stellar nursery out in
and Immunity to Normal the galaxy in a cloud that looks
Weapons. like the Old One. It created this
by destroying a star in its quest
to become immortal.
Unfortunately it failed and
though it still lives it can die.

PAGE 49
CREATURE CATALOGUE II

vs. poison). The needs of the


plant are very specific – survival
- and given the capacity of these
particular fungi to infect and
control other host are capable of
being the BBEG that most
Adventurers are incapable of
comprehending.

Oozer: AC 9; HD 1hp; MV 0’;


AT Ooze; DA See Description;
NA 1-100; SA Normal Human;
ML 12; AL Neutral; INT
Individual (1), Collectively (2-
100); TT Nil; XP 6
Description: These fungi are
unusual in that even though
they are individually weak they
are a collective intelligence.
Depending on the scale of
intelligence they are as smart as
a door-knob or as brilliant as an
Immortal. The Ooze they give
off is a mind control agent on
par with a mass charm spell. As
a consequence they have the
ability (depending on parallel
neuron capacity) to manipulate
an entire region by simply
infecting victims with ooze (save

PAGE 50
CREATURE CATALOGUE II

Overseer: AC 5; HD 3*; MV Poisoner’s Cup: AC 9; HD ½*;


90’ (30’); AT 1; Energy MV 0’; AT Poisonous Splash;
Tentacle; DA Energy Drain; NA DA See Description; NA 1(1);
1-6 (1-8); SA Fighter: L3; ML SA Normal Human; ML 12; AL
12; AL Chaotic; INT 9; TT B; Neutral; INT 1; TT Poison
XP 50 worth 5,000gp; XP 6
Description: This floating Bot is Description: This fungus
able to absorb Energy from the produces a black juice in its
living victim at the rate of one ‘cup’ which it will deliberately
level per hit – as a means of spill in the direction of its prey
punishing dissident slaves. The in an attempt to splash a victim
Circuitry is particularly valuable with the poison. The poison
in these bots. itself is a cruel death – the
victim will age a year every day
they do not make a save vs.
Poison. Making the Saving
throw only staves off the effect
for twenty four hours – in the
end only a wish can cure this
poison.

PAGE 51
CREATURE CATALOGUE II

Puffball: AC 8; HD 1 hp*; MV Punisher Drone: AC 2; HD 1*;


20’ (7’); AT Crush/ Explode; MV Fly: 30’ (10’); AT 1d12
DA 1d4/3d6; NA 1(1-10); SA Whips/round; DA 1hp/whip;
Normal Human; ML 12; AL NA 1; SA Fighter: L1; ML 12;
Neutral; INT 1; TT Nil; XP 6 AL Neutral/Chaotic (Rogue);
Description: A Puffball will roll INT 9; TT See description; XP
around its environment but will 13
not actively pursue prey. Any Description: The Punisher
Damage will result in an drone is employed to cause pain
explosion of air and fungus to slaves and round up
spore inflicting 3d6 damage to intruders. Its broken remains are
everyone in a fifty feet radius. worth fifty gold pieces to a
Victims of an explosion will Wizard.
need to save vs. Disease or
become host to a Puffball
growing in their stomachs
causing bloating. Death is
certain but may be averted by a
cure disease.

PAGE 52
CREATURE CATALOGUE II

Queerly Reticular: AC 8; HD Radboar: AC 7; HD 4** (M);


1hp*/eyeball; MV 3’(1’); AT MV 90’ (30’); AT 1 Tusk +
Slippery under foot; DA 1 hp Radiation; DA 2d4+special; NA
falling; NA 1 (Unique); SA 1d6 (1d6); SA Fighter: L2; ML
Magic-user: L36; ML 12; INT 9; INT 2; XP 175
18-1/eyeball; XP 1/ victim Description: The Radboar is
Description: This is where slightly larger and Woollier than
Wizard eyes go after the spell a Normal Boar. It is irradiated
ceases to function. They thanks to its time in radioactive
coalesce as a residual organism areas where it can be found.
that shows up under foot as the Consequently if it successfully
Adventurers are running for gores or bites an opponent they
their lives. A Queerly Reticular must save vs Death ray or
might have 3d6 eyeballs at any become irradiated.
given moment. Radiation Exposure is a slow
and painful death reducing
constitution one point per day
until cured with a wish or death
at zero.

PAGE 53
CREATURE CATALOGUE II

Radium Ape: AC 6; HD 3; MV Ringwyrm: AC-3; HD 20*; MV


90’ (30’); AT 1 Carbine; DA 3‘ (1’); AT Crush; DA See
1d6-1; NA 2-8 (10-100); SA description; NA 1 (Unique); SA
F3; ML 8 (10); AL Any; INT 9; F10; ML 12; INT 2; TT nil; AL
TT P; XP 35 Chaotic; XP 4,175
Description: These people are Description: This large
from the radiated Blackmoorean subterranean creature is
Age known as the Rain of Fire. basically a walking gate. The
All civilisation has been washed Large Loop-like body that is ten
away and the Radium Apes feet in diameter with a seven
have risen from the Radioactive feet diameter hole. While there
Ashes to become the dominant is one creature it is located in
people to inherit Mystara. What two places at the same time. It
little technology is left has been eats a gem and opens a portal
salvaged for use by the Radium allowing gate travel between the
Apes. origin and destination.
Carbine: A Rifle that uses
ammunition propellants that are
a powdered blend of two metals
salvaged from the ruins.
DA 1d6-1 (100’/200’/300’).

PAGE 54
CREATURE CATALOGUE II

Rot Iron: AC 9; HD ½*; MV 0’; Ryuojo: AC 7; HD 4***; MV


AT See description; DA See 120’ (40’); AT 1 weapon, Tail;
description; NA 1(1); SA DA 1d6/1d6; NA 2-8 (1); SA
Normal human; ML 12; AL Fighter L4; ML 6 (8); AL
Neutral; INT 1; TT nil; XP 6 Chaotic; INT 9; TT Q; XP 225
Description: This fungus has Description: This demon looks
come from the Plane of Decay. part Snake part Human though
Its food source is Iron so Swords has the same abilities as other
and Armour are an obvious Demons it can coil and spring
meal which it will cause to up to fifty feet through the air. It
decay and rot quickly (a turn per has the basic abilities common
pound weight). Its real threat is to all Minor Demons such as
to Iron in blood – quickly Transposition and Normal
infecting open wounds and the weapon Immunity.
whole body with rotting fungi -
reducing the Constitution at the
rate of one per turn until
constitution drops below three
and death occurs. Only a wish
can cure a victim of this fungus.
It will also feed on Ironshroom.

PAGE 55
CREATURE CATALOGUE II

Servitor: AC 2; HD 4*; MV Fly: Shadow-shroom: AC 8; HD 5*


30’(10’); AT 2 Claws; DA MV Fly: 0’; AT See description;
1d8/1d8+Special; NA 1d4 DA See description; NA 1(1)
(1d4); SA Fighter: L4; ML 11; SA Fighter: L5; ML 12; AL
AL Neutral; INT 9; TT Nil; XP Neutral; INT 1; TT A; XP 300
125 Description: Anyone making
Description: This almost physical contact with this
humanoid Bot is designed for shroom will lose levels at the
non combat tasks like retrieval rate of one per round until they
of Materials vital to the Ship and reach zero. The Victim then
though it is a slow mover it is a becomes a shadow tied to the
considerable threat to normal Shadow-shroom that turned
humans. It is also able to absorb them into a shadow. A Shadow-
metal to heal itself. shroom will have 0-3 previous
occupants who can attack any
foe entering within ten feet. The
Shadow-shroom can only house
up to three shadows – old
victims will be ejected and be
able to wander freely in order to
make way for a new victim.

PAGE 56
CREATURE CATALOGUE II

Shadowsloth: AC 1; HD 2+1; Shiroi Karasu: AC 8; HD 4**;


MV 150’ (50’); AT 1 Bite/ 2 MV 90’(30’); AT Rod/Talons;
Claws; DA 1d8/1d6/1d6; NA DA 1d6/1d6/1d6; NA 1(2d4
2-8; SA Fighter: L1; ML 12 (7); Flock); SA Cleric: L4; ML 12;
AL Neutral; INT 2; TT Nil; XP AL Chaotic; INT 19, TT A; XP
25 175
Description: These are large Description: This demon is also
Night Hunters that prowl the known as the Albino Crow.
forest floor in search for prey in They like to pass themselves off
packs. If one of the pack is as Plague-Physicians and are
killed their morale drops to 7. never seen without the 'bird-
They have Infravision 90’. mask', black full length robes
and black broad-brimmed hat.
The Shiroi-Karasu is usually
involved in the burial of the
victims of the Miasma (which is
spread by the lice of the Shiroi-
Karasu). As carrion eaters they
will eat their victims.
Undisguised this fiend has the
body of a Human, and the

PAGE 57
CREATURE CATALOGUE II

Head and Legs of a Carrion


Bird. They are Clerics of Orcus
and have access to spells and
abilities of Chaotic and Evil
clerics. They have the basic
abilities common to all minor
demons such as Transposition
and 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; XP
10
Description: This odd plant
looks like a denuded tree
stripped of its foliage. It will
skewer an opponent in ten feet
range impaling them until they
die and become nutrients. It can
be harvested as a Trident.

PAGE 58
CREATURE CATALOGUE II

Smudger: AC 8; HD ½*; MV Spider-simian: AC 6; HD 1; MV


20’ (7’); AT See description; DA 60’ (20’); AT 1 spear or Bite;
See description; NA 1; SA DA 1d6/1d4; NA Lone Scout
Fighter: L1; Ml 12; AL Neutral; (1) Hunting Party (2-20) Village
INT 2; TT Nil; XP 6 (10-100); SA Fighter: L1; ML
Description: They may look like 12; AL Neutral; INT 8 or 13;
cute little mushroom people TT nil; XP 5
about a foot tall. They like to Description: This is a 4' tall
rub themselves against any prey creature with eight limbs – six
swanning through their habitat arms and two legs and muddy
coating their victims in an green skin. It is vaguely simian
attractant that will draw and fairly intelligent. It can use
aggressive species to the target its chameleon qualities to give
in a frenzied attack (ML12, +2 surprise on a 1-3 (1d6). The
Hit Roll Bonus). They then lay Spider-simian will attempt to
spores in the carcass which capture anyone entering their
germinate into 3d4 new territory and return them to the
Smudgers. Outdoors the village to meet the leader of the
Attractant will draw maximum village. Spider-simian Leaders
possible predators to the victim have an above average
from up to a mile away. intelligence.

PAGE 59
CREATURE CATALOGUE II

Spine: AC 6; HD as Victim*; Spirax: AC 2; HD 2; MV 0’ AT


MV Fly: 30’ (10’); AT special; entangle; DA 1d10/round; NA
DA special; NA 1(0); SA Victim; 1(1); SA Fighter: L2; ML 12;
ML 12; AL as victim; INT 1; TT AL Neutral; INT 1; TT V; XP
nil; XP varies 20
Description: A section of spine Description: This appears to be
with white eyeballs attached by a large conical seashell however
stalks, the brain long withered. when any prey approaches
The spine attacks the charisma within ten feet it will uncoil and
of the opponent. The victim attempt to tangle its prey. It will
must roll higher than their then proceed to coil back up
charisma to resist the attack of crushing the victim in an
the spine. If they fail their spine attempt to drink the prey for
and eyeballs tears loose of their nutrients.
body and they become an
undead spine. A Spine turns as
undead of equal Hit Dice.

PAGE 60
CREATURE CATALOGUE II

Stalker: AC Mushroom: 4 Body: Strangling Horror: AC 6; HD


-8; HD 4-7 Mushroom: 8-14hp As Summoner; MV Cloud: 300’
Body: 32-59hp; MV (100’) Humanoid: 15’ (5’); AT
(Burrowing) 30’ (10’); AT: Bite; Spore Cloud or Claws; DA
DA: 1d6xHD; NA 1(1); SA Special/3d6+4/3d6+4; NA
Fighter: L4-L7; ML 12; AL 1(1); SA As Summoner; ML
Neutral; INT 1; TT I; XP 75- 12; AL Neutral; INT See
450 description; TT Any Guarded
Description: It is a kind of giant (or nil); XP As Summoner
worm with teeth. The 7’ tall Description: Usually summoned
‘Mushroom’ is a lure/mouth from its Plane of Decay with a
with bone teeth which is pushed Gate Spell to guard an object,
to the surface by the worm in or place for a specified time, or
order to breathe and feed on hunt a victim by some powerful
prey. When prey enters within wizard this fungi has two forms:
fifty feet of the ‘mushroom’ the As a cloud of Spores it may
trunk of the mushroom travel great distances at
stretches out and the mouth incredible speed and the
takes a bite out of the target. A choking cloud can infect any
successful hit will swallow victim with spores – forcing the
anything up to Halfling size. victim to make a save vs.

PAGE 61
CREATURE CATALOGUE II

disease or turn into a strangling


demon in 10 days. Only a Wish
will reverse this prospect. DMs
not prepared to have their PCs
become a Strangling Horror
should fudge any failed saving
throws. As a Humanoid it is ten
feet tall and has incredible
physical strength 23 and
dexterity 18 (other stats are as
its summoner or the stats of the
previous life if spore infected) Swamp-tongue: AC2 (+1
and solidifies into this form with Damage Absorb/HD); HD 1*-
hands around a victim’s neck 40*; MV 3‘/HD(1’/HD); AT
from spore cloud form as it Swallow; DA 1hp/round/HD;
always takes surprise. It is NA 1(1); SA F1-F20; ML 11 (7);
however vulnerable to a INT 12; TT A x HD; AL
combination of Silver and Fire Neutral; XP varies
in humanoid form – and Description: It appears to be a
invulnerable to non magical cluster of blue glowing tentacles
attack in cloud form. protruding from the bog. This is
the tongue of a Sink-hole
dwelling predator that swallows
anything wandering on to its
tongue. Mouth Diameter
1’/HD, Length 10’long/HD.

PAGE 62
CREATURE CATALOGUE II

Teddy: AC 8; HD 1-1* (5hp); Tentacle Horror: AC 7; HD 2*;


MV 15’(5’); AT MV 0’; AT 1 Tentacle per
slam/bite/claw/Poisoned round; DA 1d8 + Poison; NA
Sewing Needle; DA 1(1); SA Fighter: L1; ML 7; AL
1d3/1hp/1d4/1hp+Poison; NA Neutral; INT 1; TT as victims;
1(1); SA Fighter L1; ML 12; TT XP 25
special; XP 6 Description: These are a lot like
Description: A small (1’ tall) the Moat Horror in that they are
cloth golem that looks like a little more than some
teddy bear with a shoulder indiscernible creature whose
shield. Powered by a magic ring true form will never be visible
of animate objects sewn on beyond the tentacles that spring
inside. Has darkvision 60’. from the darkness with surprise
on its side.

PAGE 63
CREATURE CATALOGUE II

Tesseraktor: AC 3; HD 5*; MV Tormentor: AC 2; HD 4*; MV


45‘ (15’); AT Death Ray; DA 15’ (5’); AT Electric Welder/
5d6; NA 1 (Unique); SA F2; ML Grapple Claw DA 4d6/1d6 per
12; INT 2; TT nil; AL Neutral; round; NA 1(1); SA Fighter: L4;
XP 300 ML 12; AL Neutral; INT 9; TT
Description: Because it can see 1gp gold circuitry; XP 125
in all directions Tesseraktor’s Description: This Bot is
head is piloted by an other- specifically a torture-droid which
planar operator. The death ray grabs its prey inflicting crush
is up to 100’ range. Save vs. damage with a claw and uses
death ray for half damage. this to anchor itself while it
applies its welder.

PAGE 64
CREATURE CATALOGUE II

Totem-shroom: AC 6; HD 1*; Touchmold: AC 9; HD 1


MV 0’; AT Symbol of insanity; hp/square ft*; MV 0’; AT See
DA See description; NA 1 (10- description; DA See
100); SA Normal Human, ML description; NA 1(1); SA
12; AL Neutral; INT 1; TT Nil; Fighter:1 Level/8 square ft; ML
XP 13 12; AL Neutral INT 1; TT Nil;
Description: These are used by XP 6
the lords of Decay to isolate a Description: This leathery
region of interest. The Totem- yellow mould patch can often be
shroom serves as a symbol of found growing in moist
insanity – though non-magical conditions on wood or stone. Its
in nature. Any looking upon insidiousness is its curse – any
them is driven mad (requires a fool touching this patch of
charisma check to avoid mould will be marked for life.
madness). Fungi of all types will go out of
their way to respond with
hostility toward the Victim.

PAGE 65
CREATURE CATALOGUE II

Tree Horror: AC 8; HD 1-1* Tree Shadow, Greater: AC 3;


MV 3’(1’); AT bite; Damage: HD 8* MV 3’(1’); AT nil; DA
1hp/round NA 1(1) SA Normal nil; NA 1(1); SA Fighter: L8;
Man; ML 12; AL Chaotic; INT ML 12; AL Chaotic; INT 9; TT
3; TT nil; XP 5 nil; XP 1200
Description: Description: This playful entity
only moves at night emerging
from the plant foliage it uses as
concealment. It likes to play
with night animals that live in
trees. It will make no attempt to
defend itself though slaying one
will mark such a person for life
as a woodland enemy no matter
their alignment.

PAGE 66
CREATURE CATALOGUE II

Tree Shadow, Parasite: AC 8; Tripod: AC 2; HD 5; MV 120’


HD 1-1* MV 3’(1’); AT bite; (40’); AT Tentacle; DA 1d6;
Damage: 1hp/round NA 1(1) NA 1 (1-100); SA Fighter L2;
SA Normal Man; ML 12; AL ML 12; AL Neutral; INT 15; TT
Chaotic; INT 3; TT nil; XP 6 B; XP 175
Description: Related to the Description: The Tripods are
Greater Tree Shadow, this lesser other planar servitors that
creature is aggressive where the harvest sentient life for their
Greater Tree Shadow is calm masters. They walk by
and sedate. The Parasite will remaining in contact with the
feed of a tree or tree-like entity ground, dragging a tentacle
for nutrients or any other living forward one at a time with
thing if the need arises. considerable speed. They
appear to be a metallic
exoskeleton around a soft tissue
organism. A Tripod can wrap a
tentacle around its target and
simply drag the hapless victim
along the ground.

PAGE 67
CREATURE CATALOGUE II

Tsukiakari No Ryoshi: AC 5; Tunblebriar: AC 8; HD 1*;


HD 1-9****(M); MV 150’ (50’); Move: 60’(20’); AT See
AT Weapon or Spells, Special; description; DA See description
DA as Weapon, Spell, or other NA 1-100 (0); Fighter: L1; ML
special abilities; NA 1(1); SA 12; AL Neutral; INT 3; TT As
character class; ML 9; AL victim; XP 13
Chaotic; Int 14; TT A; XP Description: The Tumble-briar is
varies. the epitome of strength in
Description: The Tsukiakari No numbers. One briar alone will
Ryoshi is a Demon and as such simply be annoying but larger
has the common Demon numbers will gather and attack
Abilities or Normal Weapon the only way they can – by
Immunity and Transposition snagging on loose clothing or
(see the entry for Demon, fur until the opponent is
minor). It can also spin a web immobilised. They then wait
(AC-10, 50hp). At 9HD+ it can until the prey dies of hunger
also weave near indestructible and becomes nutrients.
Silk robes (AC-10; +50hp)
which take damage in sunlight (-
1hp/round).

PAGE 68
CREATURE CATALOGUE II

Tunnel Scavenger: AC4; HD 1- Tyrant’s Mace: AC 6; HD 1;


1; MV 30’(10’) Fly 90’(30’); AT MV 30’ (10’); AT 1d6 Spikes;
Claw/ Bite; DA 1hp/1d4; SA DA 1hp/spike; SA Fighter L1;
Fighter L2; NA 2-100 (10-40); NA 1 (1-100); ML 12; TT B;
ML 12; AL Neutral; INT 5; TT XP 10
B; XP 5 Description: This odd cube
Description: Dwelling in tunnels appears to be made of Wood
and caverns the dog sized and studded with metal spikes.
Tunnel Scavenger is a sentient On contact the Mace must
featherless flyer with infravision undertake a Morale Check or its
90’. These intelligent creatures spikes will erupt through
will collect treasure and gather whatever is holding it.
in families.

PAGE 69
CREATURE CATALOGUE II

Water-snake: AC 6; HD 1; MV Web of Som: AC 9; HD ½*;


0’; AT 10d10 needle; DA MV 0’; AT See description; DA
1hp/needle; NA 1-20; SA See description; NA 1; SA
Fighter L1; ML 12; INT 1; TT Normal Human; ML 12; AL
V; AL Neutral; XP 10 Neutral; INT 17; TT Nil; XP 6
Description: This plant grows in Description: This white fine
tropical waterways and around fungal web can be found
the edges of lakes. It filters out growing in pretty much any
nutrients and toxins and leaves cave, dungeon or subterranean
fresh water. Movement in the wilderness. It has the ability to
water causes the plant to sway analyse environmental changes
unleashing a 10’ radius cloud of and counter them with Weather
needles. Control (as the spell). If a warm
body of a PC is detected (raising
the temperature) it will counter
the temperature increase with
cold. A fireball spell will be
countered with an ice storm out
of nowhere followed by a
tornado to bring in non toxic air.

PAGE 70
CREATURE CATALOGUE II

Wharts: AC 5; HD ½; MV 0’; Wizard-flail: AC 6; HD 4; MV


AT Explode; DA 2d6’; NA 1- 0’; AT 3 Tentacles +Bite; DA
10; SA Normal Human; ML 12; 1d3/1d3/1d3/1d4; NA Lone
AL Neutral; INT 1; TT Nil; XP Hunter(1), Pod(2-5), Spawning
5 Lair(2-20); SA Fighter: L2;
Description: These fungi sacks ML12; AL Neutral; INT 2; TT
grow to one foot in diameter on A; XP 75
the walls of Dungeons and Description: This is a 4' tall
caves. When they detect heat warm blooded Amoeba with a
within ten feet or are attacked basic Stump and three Tentacles
they explode releasing spores (at the centre of the tentacles
for the growth of the next cluster is a small beak with
generation. Kobolds like to which it bites). It is referred to as
scrape them off the walls with a Wizard Flail because of its
ten foot poles and run with aggressive assaults on Wizards
them at adventurers like a using Spells with a Verbal
hornet hive on a stick. component. Blind, it hunts by
sound vibration sensing noise
up to 60’. It can also sense heat
as a primitive infravision up to
10’.

PAGE 71
CREATURE CATALOGUE II

Wood-beast: AC -10; HD 40*; Xenophobic Rotator: AC -2; HD


MV (levitate) 150’ (50’); AT 7 1-100*; MV special; AT
Tentacles+ 1Bite/Corruption; Special; DA Psychological; NA
DA 4d8+1 per tentacle/8d8 1; SA Fighter L1-36; ML 12;
bite/Special; NA unique (1); SA INT 2; TT 1gp/HD; AL
Fighter L36; ML 12; INT 36; Neutral; XP 6-44,000
TT V; AL Chaotic (Neutral Description: These these for all
when dormant); XP 14,000 appearances a rock. The
Description: The colossal difference being they are
Wood-beast is an elder being sentient creatures which hate
escaped from its prison beneath the sight of other organisms so
the ocean. It corrupts those when an adventurer shows up
who fail a daily charisma check the Rock proceeds to rotate on
while in its presence causing a its base to look the other way.
chaotic alignment shift or Anyone encountering a
insanity for those of chaotic Xenophobic Rotator should save
alignment. vs. Poison or not be able to get
a good night’s sleep as they
think about ‘moving rocks’. This
can affect spell recovery.

PAGE 72
CREATURE CATALOGUE II

Yellow Death: AC 8; HD 1-1*; Zinj: AC9; HD 1-1*; MV 0‘ (0’);


MV 0’; AT 10’ radius poisonous AT Poison; DA Death; NA 1-
cloud; DA see description; NA 100; SA NM; ML 12; INT 1;
2-5 clusters; SA Normal TT V; AL Neutral; XP 6
Human; ML 12; INT 1; TT A; Description: This dangerous
AL Neutral; XP 6 Proto-plant gives of a Poisonous
Description: The Yellow Death Miasma as it turns minerals into
is a poisonous Fungi cluster of atmosphere creating fungi
2d4 finger sized mushrooms environment. This might be
found in tropical regions on found fighting with miasma
forest floors. Its kill power trees, both creating minerals.
means it wracks up a pile of
corpses and treasure. Green
Dragons will grow this to as a
narcotic medicinal and to
eliminate intruders. Anyone
within the 10 feet radius
perfume cloud must save vs.
poison or die in 1d4 rounds.

PAGE 73

You might also like