- 0.1 Oakman
- 0.2 Oblivion Wraith
- 0.3 Obsidian Minotaur
- 0.4 Ochre Jelly
- 0.5 Octopus, Giant
- 0.6 Oculaktis
- 0.7 Ogres
- 0.8 Ogren
- 0.9 Ogrillon
- 0.10 Oil Shark
- 0.11 Oktomon
- 0.12 Old Crawler
- 0.13 Olive Slime
- 0.14 Omgoth
- 0.15 Oozes
- 0.16 Ophidian
- 0.17 Orc
- 0.18 Origami Warrior
- 0.19 Ostrich, Giant
- 0.20 Otyugh
- 0.21 Owlbear
- 0.22 Owl, Giant
- 1 P
- 2 Q
- 3 R
- 3.1 Ragged Craw
- 3.2 Rakshasa
- 3.3 Ranine
- 3.4 Ratling
- 3.5 Rats
- 3.6 Raven, Giant
- 3.7 Ray, Giant Manta
- 3.8 Ray, Sting
- 3.9 Razor Wing
- 3.10 Recurser
- 3.11 Redwraith
- 3.12 Reef Walker
- 3.13 Remorhaz
- 3.14 Retriever
- 3.15 Rhinoceros
- 3.16 Rhinoceros, Wooly
- 3.17 Rock Weasel, Giant
- 3.18 Roc
- 3.19 Roper
- 3.20 Rot Grub
- 3.21 Rot Pudding
- 3.22 Rothran
- 3.23 Rottentail
- 3.24 Rusalka (Water Witch)
- 3.25 Rust Monster
An oakman stands just less than 4 feet tall. Its skin is brownish-green and as tough as tree bark, and he has unkempt green hair. Its eyes are either green or brown and its nose is slightly large and bulbous. Any oaken staff or club wielded by an oakman is considered a +1 weapon. An oakman is usually bound to a single enormous oak that he can never stray more than 1 mile from. He uses his tree stride ability to travel between trees to roam his territory. An oakman likes to sit in his tree and insult passers-by.
- Oakman: HD 3; AC 8 ; Atk +1 staff (1d6+1); Move 6/9 (climbing); Save 14; AL C;
CL/XP 3/60; Special: Magic weapon, tree stride
Source: Oakman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
An oblivion wraith appears very much like a wraith, and shares the same immunity to non-magic weapons and cold, but it is not actually undead, being a creature of the void rather than undeath. An oblivion wraith’s touch shreds the raw existence of the creature hit, dealing 3d6 points of damage and also permanently draining one point from the target’s highest attribute for every natural 5 or 6 rolled on the damage dice. For example, a damage roll of 6, 3, and 5 on 3d6 deals 14 damage and drains 2 points from the target’s highest attribute. In addition, if a creature brings any nonliving object (such as a swung weapon) into contact with an oblivion wraith, the object is irrevocably disintegrated (magical objects receive a saving throw). Oddly, oblivion wraiths are unable to actively disintegrate objects by touching them. (Author: Guy Fullerton)
- Oblivion Wraith: HD 12; AC 1 ; Atk 1 touch (3d6 + attribute drain); Move 15 (Fly 30); Save 3; AL C; CL/XP 15/2900; Special: Drain attributes, immune to non-magical weapons, disintegrates objects.
An obsidian minotaur stands 12 feet tall and weighs roughly 2,000 pounds. It appears to be a minotaur carved from a single block of obsidian and then animated via some eldritch ritual. Small pinpoints of blue light can be seen in its eyes.
The obsidian minotaur is often employed by spellcasters as a guardian or assassin. As a guardian, the obsidian minotaur activates when trespassers enter an area it is programmed to protect. As an assassin, it actively hunts down the targeted victim.
Once every 1d4+1 rounds, an obsidian minotaur can expel a cloud of gas directly in front of it. The cloud fills a 10-foot cube and lasts for 1 round before dispersing. Any creature in the area must succeed on a saving throw or be slowed (as the slow spell).
The claws of an obsidian minotaur deal 1d6 points of burning damage each time they hit. A creature hit must succeed on a saving throw or take an additional 1d6 points of fire damage for 1d4+1 rounds as clothes ignite and armor becomes searing hot.
An obsidian minotaur is immune to most spells. Certain spells and effects function differently against the creature as noted below.
A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its hit points.
A stone to flesh spell does not actually change the obsidian minotaur’s structure but negates its immunity to magic for 1 full round.
An obsidian minotaur is sculpted from 2,500 pounds of black obsidian worth at least 3,000 gp. Assembling the body requires a 17th level magic-user and a master sculptor. The magic-user must be able to cast fireball and wish.
- Obsidian Minotaur: HD 12; AC -2 ; Atk 2 claws (2d8 plus 1d6 fire), breath weapon;
Move 9; Save 3; AL N; CL/XP 16/3200; Special: Breath weapon, burn, immune to magic
Source: Obsidian Minotaur from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Ochre jellies are amorphous oozes that damage opponents with their acidic surface. They dissolve any adventurers they kill, making a raise dead spell impossible. The creature divides if struck with lightning (each with half the monster’s existing hit points).
- Ochre Jelly: HD 6; AC 8 ; Atk 1 acid-laden strike (3d4); Move 3; Save 11; AL N; CL/XP 6/400; Special: Lightning divides creature.
After a giant octopus hits with a tentacle, it does 1d6 points of damage per round, automatically, instead of the initial 1d3. Also, there is a 25% chance that the tentacle “hit” pinions one of the victim’s limbs (roll randomly for left/right arms and legs to see which is immobilized). A giant octopus can jet water out to achieve a movement rate of up to 27, and can also release a huge cloud of ink to obscure its location. Some giant octopi might be able to move onto land for short periods of time. Note: it is occasionally possible to encounter giant octopi that are highly intelligent rather than being no more than a freakishly large animal. These intelligent giant octopi will be followers of Chaos rather than being Neutrally–aligned.
- Giant Octopus: HD 4; AC 7 ; Atk 8 tentacles (1d3); Move 3 (Swim 19); Save 13; AL N; CL/XP 6/400; Special: Jet, ink, constriction.
These spherical monstrosities are essentially gigantic eyeballs that drift through space in some of the more bizarre dimensions of existence. They are used as floating mounts by beings wild and weird. They may transmit their superhuman visual information to riders if desired, as well as make terrifying gaze attacks once per combat round. The concentrated gaze of an oculaktis actually transmits a powerful beam that can cause magnificent explosions, incinerate solid stone, or melt men to puddles of steaming jelly. The heat beam has a range of 100ft and the first time it is used it inflicts 6d6 points of damage (saving throw for half damage) to its target. Thereafter, unless the oculaktis has an hour or more to “recharge,” the beam only inflicts 3d6 points of damage (save for half). The oculaktis must make a successful to-hit roll with the heat beam. (Author: Random)
- Oculaktis: HD 7; AC 5 ; Atk Gaze (6d6 or 3d6); Move (Fly 15); Save 11; AL N; CL/XP 10/1400; Special: Heat ray (save for half damage).
Ogres are normally quite stupid, but more intelligent versions might be encountered here and there.
- Ogre: HD 4+1; AC 5 ; Atk 1 weapon (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: None.
Swamp Ogres are larger, semi-aquatic cousins of standard ogres. They range in color from moldy green to burnt yellowish-brown, and they have huge heads that protrude forward from their enormous, hunched shoulders. Their great arms are able to rotate around completely, allowing them to easily reach anywhere on their backs and shoulders. Swamp Ogres are often covered in moss, swamp grass, and mud, which facilitates their favorite mode of Attacks: Surprise. Swamp Ogres sit or lie down in the muck (depending on depth) so that just their great shoulder hump protrudes above the mire; when still, they need to breathe only once each hour. While in this position, a Swamp Ogre waits until someone or something sets foot upon its shoulders, whereupon its arms move with lightning speed to grab its victim and pull it down into the mire to be eaten. If the Swamp Ogre hits with both hands, it drags the opponent completely below the mire to drown in 4-6 rounds. If the Swamp Ogre hits with only one hand, it drags the opponent under on the following round, unless 8 points of damage is dealt to its hand or it is otherwise forced it to loosen its grip. Once its opponent is underneath the mire, the Swamp Ogre uses its conventional claw and bite attacks on the unfortunate victim. If a Swamp Ogre scores a natural 20 with its bite attack against a man-size or smaller opponent, it swallows that opponent whole. A swallowed opponent suffers 1d8 damage each round from stomach acid, can’t attack with anything larger than a dagger, and ultimately suffocates in 2d4 rounds. (Author: Sean Stone)
- Swamp Ogre: HD 6+1; AC 4(15); Atk 2 grabs (submerge opponent), or 2 claws (1d6 each) and bite (2d6); Move 6 (Swim 12); Save 11; AL C; CL/XP 8/800; Special: Surprise opponents on a 1-5 when hiding in swamp, and swallow whole with bite on a natural 20.
Tusken ogres are a race of ogres mid-way between the normal, feral ogre and the magically potent ogre mage. These ogres have a only a pale bluish tint to their skin, and powerful tusks protruding from their mouths. They are somewhat more intelligent than normal ogres, and are often found in the service of an ogre mage. Tusken ogres that are not minions of an ogre mage, encountered in the wild, often inhabit crude but human-like residences. They dress in silk garments taken from victims or merchants, and usually fight with polearms or outsized swords. They are inveterate slavers, and their lairs will often contain human prisoners, especially women. A tusken ogre has one magical ability, which is to create a single mirror image of itself at the beginning of a battle. As with the spell mirror image, the illusory double will disappear when it is hit. Female tusken ogres are encountered only rarely. Asian and European varieties of the tusken ogre are actually quite similar, although the European type would likely not be dressed in silk but in whatever finery might be available. (Author: Matt Finch)
- Tusken Ogre: HD 5; AC 4 ; Atk 1 weapon (1d10+1); Move 12; Save 12; AL C; CL/XP 5/240; Special: Single mirror image.
The ogre mage is an ogre with magic powers, based on Japanese legend. An ogre mage can fly, turn invisible (per the spell), create a
10-foot-radius circle of magical darkness, change into human form, cast Sleep and Charm Person once per day, and cast a Cone of Frost
with a range of 60 feet to a base of 30 feet, causing 8d6 damage to any caught within (saving throw applies). Western folklore also contains many examples of shape-shifting, magical ogres (the most famous example being the one in Puss-in-Boots), so there might be many different interpretations of magical ogres whether or not they are called“ogre mage.”
- Ogre Mage: HD 5+4; AC 4 ; Atk 1 weapon (1d12); Move 12 (Fly 18); Save 12; AL C; CL/XP 7/600; Special: Magic use, regenerate 1hp/round.
Ogrens are 6- to 8-foot-tall stocky humanoids with hairy hides of dark brown, yellowish-brown, or gray. Their eyes are generally gray or black, though some do have green or blue eyes. Hair color ranges from brown or black to dark red or gray. Most ogren have long hair and rarely if ever sport facial hair. The typical ogren lives to 100 years of age. Ogrens are a mix of a male ogre and a female hobgoblin.
- Ogren: HD 2; AC 7 ; Atk 1 weapon (1d8); Move 9; Save 16; AL C; CL/XP 2/30;
Source: Ogren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Ogrillons are a fierce half-ogre race born of a union between a female orc and a male ogre. They tend to act like ogres, but they are far more violent and aggressive than their larger kin. Ogrillons are usually only slightly taller than orcs, with features that strongly favor their orc parent, so much so that most ogrillons are indiscernible from normal orcs. About 10% of ogrillons resemble their ogre parent. Ogrillon’s skin is covered in closely fitting bony plates and nodes akin to an alligator.
Ogrillons love nothing more than combat. They are a race so inborn to be warriors that they seem almost depressed and dejected when they are not involved in melee. They only time an ogrillon laughs is when it is the center of a whirlwind of melee and covered in its opponent’s blood. Ogrillons do not care for armor or weapons and in fact carry very little gear at all. They do, however, like gold pieces and usually keep a few in a filthy pouch with other shiny trinkets as lucky charms.
Ogrillons speak orc and ogre, and about 10% are intelligent enough to have learned the common tongue.
Ogrillons disdain the use of armor, relying solely on their natural armor to protect them. They also disdain the use of weapons, preferring to leap headlong into a fray with fists swinging madly. Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed.
- Ogrillon: HD 2; AC 5 ; Atk 2 strikes (1d4+1); Move 12; Save 16; AL C; CL/XP 2/30;
Special: Reinforced fists
Source: Ogrillon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by R. K. R. Chilman.
Oil sharks are, on average, about 20 feet long, though they can reach lengths of 40 feet or more. Oil sharks resembles standard sharks with blackish-blue, metallic scales and dull gray eyes. They are blind and rely completely upon their “sonar” to hunt their prey. They are immune to fire.
- Oil Shark: HD 9; AC 6 ; Atk 1 bite (1d8+4); Move 24 (swimming); Save 6; AL N;
CL/XP 9/1100; Special: immune to fire
Source: Oil Shark from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Oktomon appear rather like man-sized octopi, but they are actually clever tool and weapon-using “humanoids.” They generally live underwater, either fresh or salt, but are fully amphibious and can breathe on land as well as underwater. Oktomon walk on 4 of their eight legs and use the other 4 as arms. In combat, Oktomon use various combinations of four weapons and shields. They do not typically use pulled bows, but may occasionally make use of crossbows. Due to their wide-set eyes and multiple arms, it is virtually impossible to flank an Oktomon or successfully attack one “from behind.” Oktomon are attracted to shiny objects and often carry a number of items of jewelry with them as prized possessions. Oktomon are renowned for their mechanical abilities, and an Oktomon lair is typically a very dangerously trapped location. Tales of magic-using Oktomon are often told, but have yet to be verified. Depending on the source, it is also reported that Oktomon are either outright hostile towards or firmly allied with Sea Hags. It is possible, of course, that different groups of Oktomon may have different allegiances. (Author: Andrew Trent)
- Oktomon: HD 3; AC without shields 6 ; Atk Up to 4 weapons (damage by weapon type); Move 12 (Swim 18); Save 14; AL usually C; CL/XP 4/120; Special: None.
An “old crawler” is a withered human hand severed at the wrist, black and mummified in appearance. Many think they may originate from the leftovers of a lich. Old crawlers attack by sneaking up on a character and grabbing his or her foot; or they drop from a higher place onto the head, face or shoulder of the poor adventurer. The grip of an old crawler can only be broken with a roll of 1 on a d4 (1-2 if the character has magical or special strength). Any area squeezed by an old crawler is subject to gangrenous rotting, and continues to incur damage until the grip is broken. Once latched on, the old crawler remains so until destroyed or pried loose. Some old crawlers have magical rings that can still cast attacks. While fire would be the most obvious harm to the hand, it poses quite a threat if attached to a victim. Bashing attacks are the most effective. The old crawler can “flee” with a scrambling move when needed at double its normal crawling rate. Note that Old crawlers are extremely resistant to many attacks due to magically improved saving throws left over from their strange origins (included in stats). (Author: Old Crawler)
- Old Crawler: HD 2; AC 4 ; Atk 1 rotting grip (1d8); Move 6 (Scramble 12); Save 11; AL N; CL/XP 3/60; Special: Possible spell casting, good saving throws, continuous damage.
Olive slime is a plantlike growth found in dark, damp underground areas. It is sticky, wet, and olive drab in color. It clings to walls, ceilings, and floors and consumes any organic matter it contacts. Olive slime can detect prey by vibration to a range of 30 feet and drops from ceilings and walls when it detects movement underneath it.
When a patch of olive slime drops and attaches to a foe (the host), it secretes a numbing poison that makes its presence go unnoticed. A creature viewing the host can successfully notice the olive slime on a roll of 1 on 1d6. Within 5 feet of the host, the olive slime is easily noticed.
An olive slime that has attached itself affects the thinking pattern of its host so the host’s main concern becomes how to feed and protect the olive slime (including keeping the creature hidden from any adventuring companions). This effect is similar to a charm monster spell. If a creature attempts to remove the olive slime from the host, the host either attacks that creature or attempts to flee the area. The only way to successfully break the brain link is to destroy the olive slime, destroy the host, or remove the olive slime from the host.
A single patch of olive slime deals 1d6 points of constitution damage each day as it devours flesh, replacing skin and muscle tissue. Additionally, the host must double its normal food intake each day or sustain an additional 1 point of constitution damage each day. On days the host does not eat twice its normal food intake it does not naturally heal any damage (including ability damage). At constitution 0, the host dies and its body transforms into a slime zombie. (See the slime zombie below.)
Olive slime can be burned, frozen, or cut away (dealing an equal amount of damage to the host as well). Anything that deals acid, cold or fire damage, or a cure disease spell destroys a patch of olive slime.
Hit Dice: 3
Armor Class: 3 
Attack: Slam (1d6 plus infestation)
Saving Throw: 14
Special: Infestation, death throes, mind link, telepathic bond, immunity to electricity
Challenge Level/XP: 6/400
Slime zombies (or olive slime creatures) are created when a living creature is slain by a patch of olive slime (see that entry). The slime zombie’s sole purpose for existence is to capture or kill new prey for its master (i.e., the olive slime that created it).
A slime zombie resembles a humanoid blob, olive drab in color. The creature bears no distinguishing marks or facial features. It can speak to others of its kind through telepathy, but otherwise makes no sound or noise.
Any creature hit by the slime zombie’s attack must succeed on a saving throw or be infested with olive slime. This infestation works as described in the olive slime entry.
When a slime zombie is brought to 0 hit points, its structure collapses and it transforms in a single round as a pool of olive slime (see that entry in this book).
A slime zombie is linked symbiotically with the patch of olive slime that created it. This link has a maximum range of 200 miles. Both the slime zombie and olive slime must be on the same plane of existence.
Olive slime zombies have a telepathic bond with each other to a range of 100 feet if they were created by the same olive slime. This bond allows them rudimentary communication with one another.
Source: Olive Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
Omgoths were once holy men who, through betrayal of their faith, now suffer from a curse that has given them a rotting, ghoulish appearance. Indeed, they look so much like ghouls that they are often mistaken for one. Their bodies are in always in a continuous state of decay and they must regularly feed on the living to replenish their lost flesh or the curse will consume them. Omgoths exude an aura of corruption that causes healing magics employed in their presence to damage the intended recipient instead of healing; be they from spells, potions or magical items. Though omgoths may be found in the company of undead creatures, they are not themselves undead and cannot be turned. (Author: The Lizard of Oz)
- Omgoth: HD 4; AC 6 ; Atk 2 claws (1d6); Move 9; Save 13; AL C; CL/XP 5/240; Special: Corruption.
The crystal ooze is an aquatic variety of the gray ooze. It is semitransparent and clear, almost impossible to see in the water and looks like nothing more than a puddle of water. The crystal ooze can grow to a length of up to 8 feet and a thickness of about 6 inches.
A crystal ooze secretes a digestive acid that quickly dissolves organic material, but not metal. Half of the damage from a melee hit is from this acid. Non-metal armor or clothing dissolves and becomes useless immediately unless its wearer succeeds on a saving throw. A wooden weapon that strikes a crystal ooze also dissolves immediately unless the wielder succeeds on a saving throw.
In addition to its digestive acid, a crystal ooze secretes a paralytic slime. A target hit by a crystal ooze’s strike must succeed on a saving throw or be paralyzed for 3d6 rounds.
Crystal oozes can survive out of the water for 5 hours.
- Crystal Ooze: HD 4; AC 7 ; Atk Strike (2d6 plus paralysis); Move 3/6 (swimming); Save 13; AL N;
CL/XP 6/400; Special: Acid, paralysis, immune to acid, cold and fire, transparent, water dependent
Source: Crystal Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
An entropic ooze is an amorphous mass of black protoplasm that covers an area of 15 feet or more. It resembles a black pudding, for which it is often mistaken. Entropic oozes devour the souls of creatures they slay. Creatures that lose their souls in such a way cannot be returned to life until the entropic ooze containing the soul is slain. Living creatures hit by an entropic ooze lose two levels unless they save to resist the level drain.
- Entropic Ooze: HD 10; AC 8 ; Atk 1 pseudopod (2d6 + level drain); Move 6; Save 5; AL N;
CL/XP 11/1700; Special: 25% magic resistant, devour soul
Source: Entropic Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Dark matter entropic oozes are amorphous masses of black protoplasm that cover areas of 25 feet or more. They are the larger cousins of regular entropic oozes. Dark matter entropic oozes devour the souls of creatures they slay. Creatures that lose their souls in such a way cannot be returned to life until the entropic ooze containing the soul is slain. Living creatures hit by an entropic ooze lose three levels unless they save to resist the level drain.
- Entropic Ooze: HD 20; AC 8 ; Atk 1 pseudopod (2d8 + level drain); Move 6; Save 3; AL N;
CL/XP 23/1700; Special: 25% magic resistant, devour soul
Source: Entropic Ooze (Dark Matter) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
A glacial ooze is an enormous jelly found in arctic climates. This creature appears as translucent bluish-white icy sludge about 10 feet on each side (though larger specimens have been encountered). This ooze is conjectured to be a relative of the gelatinous cube. Glacial oozes absorb all bodily fluids and liquids from a corpse, leaving behind a frozen and rotting husk. They can form a pseudopod to pummel foes, and their freezing touch deals 1d6 damage. If a glacial ooze strikes a foe, it can decide on its next attack to instead engulf that opponent (save avoids). Engulfed enemies take 1d6 points of cold damage until freed.
- Glacial Ooze: HD 5; AC 8 ; Atk 1 slam (2d6); Move 4/12 (swim); Save 12; AL N;
CL/XP 6/400; Special: cold, engulf, transparent, immune to cold and blunt weapons
Source: Glacial Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
A magma ooze appears to be a pool of bubbling and churning molten rock. They are almost always found in or near volcanoes and other warm or hot places. Magma oozes do not approach water and are never found near such sources. Magma oozes can grow to a length of 10 feet, with a thickness of about 6 inches. A magma ooze can climbs walls and move across ceilings.
The magma ooze is formed of molten rock. Any melee hit deals 2d6 points of burning damage. The damage continues for 1d3 rounds, but deals only 1d6 points of damage per round during this time.
Slashing and piercing weapons deal no damage to a magma ooze. Instead, they split the creature into two identical oozes, each with half of the original’s current hit points (round down). A magma ooze with 10 hit points or less cannot be further split.
- Magma Ooze: HD 7; AC 8 ; Atk Strike (2d6 plus 2d6 fire); Move 6; Save 9; AL N;
CL/XP 8/800; Special: Lava, immune to fire, double damage from cold, split
Source: Magma Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
A mercury ooze resembles a swirling thick pool of silvery-white mercury about 8 feet long and 6 inches thick. It can compress its body to a thickness of 1 inch to slip into cracks and crevices.
A creature hit by a mercury ooze has 1 point of constitution and 1 point of dexterity permanently drained from them unless they pass a saving throw. One week after suffering the drain, the opponent must succeed on a saving throw or be affected as if by an insanity spell. The effects can be removed by the successful casting of a wish spell.
- Mercury Ooze: HD 5; AC 7 ; Atk Strike (2d4 plus mercury poisoning); Move 12/9 (swimming);
Save 12; AL N; CL/XP 6/400; Special: Mercury poisoning
Source: Mercury Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
A metallic ooze appears as a 9-foot blob of protoplasm of varying hue and color. Its form is coarse and rough giving it the appearance of piles of coins. A metallic ooze can flatten its body in order to squeeze through spaces and cracks. Metallic oozes come in a variety of sizes and colors: gold, silver, platinum, copper, brass, or bronze. They form pseudopods to attack foes. If a hoard ooze hits a creature, it can decide to engulf that opponent in the next round. Engulfed creatures are trapped inside its body, where the ooze’s acid desolves organic matter (1d6 points of damage each round). If burned, the ooze emits a cloud of vapor that burns the eyes and lungs of creatures within 10 feet (2d6 damage, save for half).
- Metallic Ooze: HD 7; AC 7 ; Atk 1 slam (1d8); Move 6/3 (climbing); Save 9; AL N; CL/XP 8/800;
Special: Acid, irritating fumes, immune to blunt weapons
Source: Metallic Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
This creature appears as a large, undulating mass of black goo from which rotted and broken bones protrude.
When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. The resulting undead ooze appears as a large, undulating mass of black goo from which rotted and broken bones protrude.
The undead ooze has an advantage over any other ooze: intelligence. It uses this new gift to its fullest in combat by attacking from surprise or by stalking its prey and attacking when the opportunity presents itself. The undead ooze attacks by slamming its body into its prey. It usually engulfs its foes or expels its skeleton allies to contend with its enemies. Undead oozes are undead and can be turned by clerics.
Although it moves slowly, an undead ooze can mow down creatures by moving over them. It cannot make a strike during a round in which it engulfs a creature. Targets who do not attempt to attack the ooze can attempt a saving throw to avoid being engulfed. An engulfed creature automatically takes strike damage each round.
Each round, in place of moving or striking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour.
- Undead Ooze: HD 6; AC 9 ; Atk Strike (2d4 plus 1d6 cold); Move 9/9 (climbing); Save 11; AL C;
CL/XP 8/800; Special: Engulf, skeletons
Source: Undead Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Sword & Sorcery Studios.
Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. Whatever the monster’s origins, it looks like a thick, bubbling pool of mustard yellow muck. It can alter its shape so as to appear up to 12 feet long and 6 inches thick; it can also compress its body to slip through cracks as small as 1 inch wide. It spends its time slithering along floors, walls, and ceilings, or if above ground, hunting its prey at night.
The ooze’s attacks drain one level unless the victim of the attack passes a saving throw. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. Spawn are under the command of the vampiric ooze that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. For each such level drained, the vampiric ooze gains 1 Hit Dice.
Cold and electricity deal no damage to a vampiric ooze. Instead they cause the monster to split into two identical oozes, each with half of the original’s current hit points (round down). A vampiric ooze with 10 hit points or less cannot be further split. Exposing a vampiric ooze to direct sunlight destroys it utterly if it cannot escape in one round.
- Vampiric Ooze: HD 8; AC 8 ; Atk Strike (2d4 plus level drain); Move 6/6 (climbing); Save 8; AL C;
CL/XP 10/1400; Special: Level drain, create spawn, split, sunlight vulnerability
Source: Vampiric Ooze from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
Ophidians are an ancient race of snake-beings, with scaly human arms and a somewhat human-looking head. They are denizens of hot climates, deserts and jungles both, often found in forgotten cities or temples from the days when their race held greater sway in the world. Anyone bitten by an ophidian and failing a saving throw will, within 1d4 weeks, produce ophidian children and die in the process. It is in this manner that ophidians reproduce; they are otherwise asexual. The deadly “pregnancy” can be ended by a cure disease spell or similar magics. Lesser, or “sterile,” ophidians (a non-breeding caste) are sometimes found – these have no effective bite.
- Sterile (Lesser) Ophidian: HD3; AC 4  or 3 with shield; Atk1 two-handed weapon (1d8+1) or weapon with shield (1d8); Move 12; Save 14; AL C; CL/XP 3/60; Special: None.
- Ophidian: HD3; AC 4  or 3 with shield; Atk 1 two-handed weapon (1d8+1) or weapon with shield (1d8), and bite (0); Move 12; Save 14; AL C; CL/XP 5/240; Special: Reproductive bite.
Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most are subterranean dwellers, and fight with a penalty of -1 in sunlight. Occasionally, war-bands or even entire tribes of orcs issue forth from their caverns to raid and pillage by night. Orcish leaders are great brutes with additional hit dice, and magic-using shamans may also be found in the larger tribes. Orcish tribes hate each other, and will fight savagely unless restrained by a powerful and feared commander, such as a Chaotic high priest or an evil sorcerer.
- Orc: HD 1; AC 6 ; Atk 1 by weapon, usually spear (1d6) or scimitar (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None.
The origami warrior is a creation made of intricately folded paper, in the shape of a full sized human warrior. They move with lightning speed (accounting for the armor class), and blunt weapons inflict only half damage against them. Piercing weapons pass through the paper construction without causing any damage at all, but cutting weapons inflict +1 damage and fire inflicts double damage. Origami warriors wield normal spears. They are generally found in the service of powerful sorcerers, and have magic resistance of 10%. (Author: Matt Finch)
- Origami Warrior: HD 2; AC 5 ; Atk 1 spear (1d6); Move 12; Save 16; AL N; CL/XP 3/60; Special: Magic resistance 10%, half damage from blunt weapons, immune to piercing weapons, +1 damage from cutting weapons, double damage from fire.
Giant ostriches are large enough to be ridden as mounts, and might be for sale in exotic lands or large cities.
- Giant Ostrich: HD 3; AC 7 ; Atk 1 bite (1d6); Move 18; Save 14; AL N; CL/XP 3/60; Special: None.
Otyughs live underground, hiding in piles of refuse, for they are scavengers. These bizarre creatures are slightly larger than a human, a mass of flesh mounted on three squat, elephant-like legs. The otyugh has a sensory-organ stalk, and two rough, bone-ridged tentacles used for attacking enemies. Anyone bitten by an otyugh’s mouth has a 90% chance of contracting a fatal disease (death in 3d6 days unless cured). Although they are relatively stupid, otyughs use rudimentary telepathy to communicate with each other (and other telepathic beings, if they are encountered).
- Otyugh: HD 7; AC 3 ; Atk 2 tentacles (1d8), bite (1d4+1); Move 6; Save 9; AL N; CL/XP 8/800; Special: Disease.
Owlbears have the body of a bear, but the beak of an owl (with some feathers on the head and places on the body as well). On an attack roll of 18+ (natural roll), the owlbear grabs its victim and hugs it for an additional 2d8 points of damage.
- Owlbear: HD 5+1; AC 5 ; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: hug for additional 2d8 if to-hit roll is 18+.
Giant owls are wise, but very predatory – many of them consider humans to be acceptable prey. Their eggs are very valuable on the open market, for if trained from birth, a giant owl can be used as a steed. In bright sunlight, giant owls fight with a penalty of –2 to their die rolls.
- Giant Owl: HD 4; AC 6 ; Atk 2 claws (1d8), 1 bite (1d6+1); Move 3 (Fly 20); Save 13; AL N; CL/XP 5/240; Special: Flies silently, -2 to all die rolls in bright light.
Panthers are large, carnivorous cats. Black leopards, jaguars, and cougars are all called “black panthers,” and pale versions of the same cats are all called “white panthers.” If a panther hits with both of its front claws, it may draw up its rear legs, raking the victim with these as well (1d3 each).
- Pegasus: HD 3; AC 6 ; Atk 2 claws (1d3), 1 bite (1d6); Move 16; Save 14; AL N; CL/XP 4/120; Special: Additional rear claw attacks when hitting with both front claws.
Pegasi are winged horses. Most have feathered wings, but some might have bat wings and some might be evil—at the Referee’s discretion.
- Pegasus: HD 4; AC 6 ; Atk 2 hooves (1d8); Move 24 (Fly 48); Save 13; AL L; CL/XP 5/240; Special: Flying.
Perytons have the body of a giant eagle, the head of a stag (but with sharp teeth), and cast the shadow of a man. They eat the hearts of their victims, and lair in high mountain aeries. Perytons are magical creatures (of medieval folklore), and consequently a magical weapon is required to hit them.
- Peryton: HD 4; AC 6 ; Atk 1 antler gore (2d8); Move 9 (Fly 24); Save 13; AL C; CL/XP 6/400; Special: Immune to non-magic weapons.
Piercers resemble stalactites, and drop from cavern ceilings to pierce their victims. After falling (and feeding), they crawl slowly back to the ceiling in order to attack again. Note that the damage inflicted by a piercer is 1d6 per hit die of the creature.
- Piercer (1 HD): HD 1; AC 3 ; Atk 1 drop and pierce (1d6); Move 1; Save 17; AL N; CL/XP 1/15; Special: None.
- Piercer (2 HD): HD 2; AC 3 ; Atk 1 drop and pierce (2d6); Move 1; Save 16; AL N; CL/XP 2/30; Special: None.
- Piercer (3 HD): HD 3; AC 3 ; Atk 1 drop and pierce (3d6); Move 1; Save 14; AL N; CL/XP 3/60; Special: None.
- Piercer (4 HD): HD 4; AC 3 ; Atk 1 drop and pierce (4d6); Move 1; Save 13; AL N; CL/XP 4/120; Special: None.
Pixies are nasty, treacherous creatures of the fey, resembling small, winged people. They are naturally invisible, and do not become visible when they attack. After one round of attacks, the general location of the pixies may be discerned while they keep fighting, and they may thus be attacked (although with a -4 to the attacker’s die rolls to hit them). There may certainly be similar fairies that are more powerful than ordinary pixies – these might have arrows that cause sleep, and attack with a bonus of +4 when using arrows.
- Pixie: HD 1d6 hit points; AC 5 ; Atk 1 dagger (1d4) or arrow; Move 9 (Fly 18); Save 17; AL N; CL/XP 2/30; Special: Invisibility.
The Portal Camel is an intelligent and magical creature. It resembles a normal camel, except that it has three humps and two heads. Though not as ill-tempered as actual camels, it does have a high opinion of itself – which it will loudly voice, being capable of speech. While a portal camel can be used as a pack or riding animal, it will demand a higher level of care and pay than any prospective hirelings might seek. As with its normal kin, a portal camel is herbivorous and capable of storing water for extended periods. They can carry 350 pounds without discomfort.
The left head of a portal camel can cast Protection from Evil and Mirror Image each twice per day. The right head of a portal camel can cast Dispel Magic, Haste and Slow each once per day. Three portal camels acting together can cast Dimension Door, although they may bicker and argue about which one will get to use it. The necks of a portal camel are snake-like in their flexibility, allowing it to turn one head back to face a rider – perhaps to nip him on the knee.
Portal camels collect stories and legends of the lands and dimensions through which they travel, and often become sages on obscure topics. Their lips are almost as dextrous as human fingers, allowing them to manipulate simple objects. They may be convinced to join an adventuring party or merchant caravan if someone offers to act as guide and interpreter. (Author: Scott Wylie Roberts, “Myrystyr”)
- Portal Camel: HD 2; AC 7 ; Atk 2 bites (1hp) and 1 kick (1d4); Move 15; Save 16; AL N; CL/XP 4/120; Special: Magical abilities, cooperative dimension door.
Pseudo-dragons are tiny relatives of dragons or wyverns, less than 2ft long. Like wyverns, they have a tail stinger: the poison is not lethal in 75% of cases, but it induces catalepsy for 1d4 days (saving throw). When they desire, pseudo-dragons can become almost invisible (80% chance not to be seen). They are somewhat resistant to magic (25%), and this resistance extends to any human touching the creature (if the pseudo-dragon desires).
- Pseudo-dragon: HD 2; AC 2 ; Atk 1 bite (1d3), 1 tail sting (1d3 + poison); Move 6 (Fly 25); Save 16; AL N; CL/XP 5/240; Special: Poison, invisibility, 25% magic resistance.
Purple worms are massive annelids that grow 40 ft and more in length, and sometimes exceed ten feet in width. They are subterranean, chewing tunnels in rock (or through sand, in deserts, where they are a tan color). These beasts swallow their prey whole on a roll 4 higher than the needed number, or if the worm rolls double the number required to hit. They can swallow anything the size of a horse or smaller. In addition to the worm’s dreaded bite, it has a poison stinger on its tail, the length of a sword and just as deadly even from the piercing wound it inflicts. In addition, the poison injected by the stinger is lethal if the victim fails a saving throw. What prey the purple worms once hunted with such natural weaponry (or perhaps still do, in deep places), must have been terrifying indeed. Aquatic versions of the purple worm might also exist.
- Purple Worm: HD 15; AC 6 ; Atk 1 bite (2d12), 1 sting (1d8 + poison); Move 9; Save 3; AL N; CL/XP 17/3500; Special: Poison sting, swallow whole.
Quadricorns resemble two-headed bulls, although the body is somewhat more massive than that of a normal bull, to accommodate the two heads. Unlike unicorns, with their propensity toward virgins, quadricorns have somewhat the reverse propensity, sometimes charging into villages or towns to find houses of ill-repute, where they batter down walls or doors in an attempt to escape with a captive or two.
In general, quadricorns live in barren wilderness areas, and can even be found making their lairs in caves, although they are not generally found in deeper subterranean catacombs. (Author: Matt Finch)
- Quadricorn: HD 6; AC 4 ; Atk 4 horns (1d6); Move 12; Save 11; AL N; CL/XP 8/800; Special: Magic resistance (25%).
Quarns resemble large boulders, although they do not ordinarily grow much larger than the size of a person. They cannot move other than an ability to rise from or to sink into the stone where they are planted. A quarn does have two arms, which are kept folded against the rest of the body until the quarn attacks. If the quarn hits an opponent, the victim must make a saving throw or begin turning into stone. This process begins immediately with the effects of a slow spell, but the process will become complete after 1d4+1 days, at which point the victim will become stone. Until the process is complete, the effects can be reversed with a remove curse or cure disease spell, but once the transformation is complete, only a flesh to stone spell can return the victim to normal. Quarns are slow, and will always attack last in a melee round. Because quarns are immobile, they can cause areas to be hazardous, but colonies of them can be dashed through or bypassed once the nature of the threat is known. (Author: Matt Finch)
- Quarn: HD 4+4; AC 3 ; Atk 2 fists (1d6 + petrification); Move 0; Save 13; AL N; CL/XP 6/400; Special: Turn to stone, sink into ground.
Ragged Craws are wingless, intelligent bird-people with beaks and clawed hands, who shroud themselves in tattered cowled robes. They tend to be nomadic, often travelling in small groups (1d6+6) in covered wagons. Ragged Craws are fond of carousing and many (1in 10) have alcohol problems, quickly becoming morose and violent. These creatures are inherently magical and have the power to detect and dispel magic. In combat, they use darts coated with a mild poison that causes sleep for 1d6 rounds. The regurgitated food of a Ragged Craw often possesses healing properties when applied as a paste over open wounds (4 in 6 chance of healing 1d4 HP over a day). Ragged Craws have gained notoriety as slavers, gamblers, thieves and wastrels. (Author: Sean Wills)
- Ragged Craw: HD 3; AC 9 ; Atk 2 claws (1d4) and beak (1d3) or sleeping darts (1d2+sleep); Move 12; Save 14; AL N; CL/XP4/120; Special: Detect magic, dispel magic (as 4th Level Magic User).
Rakshasas are evil spirits from Indian mythology. Their true form is that of a demon with the head of a tiger or other predatory animal, but by magical illusion they always appear to others in a friendly or nonthreatening form. Rakshasas can only be affected by the most powerful of spells (level 8 or 9), and they can only be hit with magical weapons. Crossbow bolts that have been blessed by a Cleric are the bane of the rakshasa – such bolts are treated as +3 weapons against them. Rakshasas are minor spell casters, able to cast Magic-User spells (3/2/1) and Cleric spells (1 Level-1 spell). Typical spells for a rakshasa might be:
Magic-User level 1: Magic Missile x3; level 2: Mirror Image, Web; level 3: Fly
Cleric level 1: Cure Light Wounds
- Rakshasa: HD 7; AC –4 ; Atk 2 claws (1d3), 1 bite (1d6); Move 15; Save 9; AL C; CL/XP 12/2000; Special: Illusory appearance, special magic resistance, spells
Ranine are degenerate, subterranean creatures who serve the foul frog-demon Tsathoggua. Like their master, the Ranine are of broadly batrachian appearance but possess small bat-like ears in addition to vicious fangs and, in many cases, small horns. They are drawn to underground locations suffused with Chaotic energies, so many also possess chaotic traits of both the major and minor varieties.
Ranine shy away from sunlight and suffer a -1 penalty to their attack rolls and saving throws when they operate aboveground. If given sufficient room in combat, these creatures can hop at enemies, which gives them a +1 bonus to attack and damage rolls. When fighting at close quarters, they try to bite opponents in order to inject them with a paralyzing poison. Failure to save against it results in paralysis for 3d6 turns. Ranine in groups larger than six typically include a leader, who can cast clerical spells as if it were a cleric of the same level as his hit dice.
Precisely how the Ranine reproduce is a mystery, as they appear to be completely asexual. Given that these beings prefer to take opponents prisoner rather than slay them outright, some sages have postulated that the Ranine somehow “convert” their prey into new frog-men to swell their ranks. If true, these creatures pose an even more terrible threat to civilization than is commonly supposed. (Author: James Maliszewski)
- Ranine: HD 2; AC 4 ; Atk 2 claws (1d6) and 1 bite (1d4 + paralyzation), or 1 weapon (1d8); Move 9 (Swim 12); Save 16; AL C; CL/XP 4/120; Special: Breathe Water, Hop, Paralyzing Bite
Standing no taller than 4ft tall, ratlings, as their name implies, resemble humanoid rodents. Although not much of a threat individually, ratlings tend to attack in packs (of 4d6). Ratlings dealing damage via a bite may infect their victims with the same disease that mundane rats do. The chances of passing on the disease are identical to that of their giant-rat kin. (Author: Skathros)
- Ratling: HD 1; AC 9 ; Atk 1 bite (1d6+disease) or weapon; Save 17; Move 12; AL C; CL/XP 2/30; Special: Diseased bite.
Giant rats are often found in dungeons, and are about the size of a cat, or perhaps a lynx. The bite of some (1 in 20) giant rats causes disease. A saving throw is allowed (versus poison). The effects of the disease are decided by the Referee.
- Giant Rat: HD 1d4hp; AC 7 ; Atk 1 bite (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased.
Giant rats (monstrously huge) are often found in dungeons, and are vicious predators the size of a wolf. The bite of some (1 in 20) giant rats causes disease. A saving throw is allowed (versus poison). The effects of the disease are decided by the Referee.
- Monstrously Huge Giant Rat: HD 3; AC 6 ; Atk 2 claws (1d3), 1 bite (1d6); Move 12; Save 14; AL N; CL/XP 3/120; Special: 5% are diseased.
The Desongnol rat in its larger form, about the size of a cat, is feared by farmer, woodsman and adventurer alike. It has a rather large nose and an extremely nasty temper and bite. When attacking, the Desongnol rat uses its venom to sicken its prey (in humans, a -1 damage penalty or similar effect) and then tears at it with its powerful claws to allow the rat to feed. It has been said to give off pig-like noises and to have a particular stench when in large numbers. These rats are usually found lurking near farms and settlements where food is easy to forage. It is known for constructing complex tunnel systems large enough for a small human/demi-human (halfling sized or smaller) to enter. (Author: Chgowiz)
- Giant Desongnol Rat: HD 1d4hp; AC 7 , Atk 1 bite (1d2) and 2 claws (1d3); Move 12; Save 18; AL N; CL/XP B/10; Special: Non-lethal poison +2 to save, effects are up to the referee.
Wizard’s lab rats are giant rats that have been subjected to any number of strange scientific or magical experiments, and have acquired one of a variety of permanent conditions. To determine the condition of a given lab rat, roll once on the magical potion table in the rulebook, with the lab rat gaining the indicated effect as a permanent ability. Ignore poison potions (these rats would have died in the laboratory) and note that a healing potion indicates a number of hit points regenerated per turn. A character bitten by a lab rat has a 5% chance to gain the lab rat’s condition for 1d6+1 turns. Any particular lab rat has a 20% chance of possessing human-like intelligence. (Author: Random)
- Wizard’s Lab Rats: HD 1; AC 7 ; Atk Bite (1d4); Move 12; Save 17; AL N; CL/XP 2/30; Special: Magical effects.
Intelligent and malign, giant ravens are almost as large as a man. They are ideal servants and scouts for powerful evil sorcerers and other such overlords.
- Giant Raven: HD 3; AC 5 ; Atk 1 bite (1d8); Move 2 (Fly 20); Save 14; AL C; CL/XP 4/120; Special: None.
Giant manta rays are large enough to swallow most opponents whole (anything smaller than a giant), which they will do if they exceed their needed to-hit number by 3 or more. Anyone swallowed will die in 6 rounds unless the manta is slain (the victim can fight from the inside). A hit by the tail spine stuns the victim for 1d8 rounds (saving throw). Some claim that there is a highly intelligent and evil variety of giant manta rays in the deeper seas.
- Giant Manta Ray: HD 8; AC 6 ; Atk 1 bite (2d6), tail sting (2d10); Move (Swim 18); Save 8; AL N (or C); CL/XP 10/1400; Special: Swallow whole, tail stuns.
Sting rays are very difficult to see on the ocean floor. They have a poison sting which they use to defend themselves when danger comes near. Sting ray poison causes paralysis (3d6 turns) and also inflicts 3d6 points of damage. A successful saving throw avoids all effects from the poison.
- Sting Ray: HD 1d6hp; AC 7 ; Atk 1 sting (1d3 + poison); Move (Swim 10); Save 17; AL N; CL/XP 2/30; Special: non-lethal poison.
Razor Wings get their name from their razor sharp wings, which they use to bring down potential prey. Razor Wings resemble large crows with shinning steel-like feathers tipping their wings. They attack in groups, swarming over prey from above. Razor Wings will swoop down from above with such swiftness that anyone acting after the bird’s initiative is unable to engage it in hand-to-hand combat. (Author: Skathros)
- Razor Wings: HD 1; AC 7 ; Atk 1 beak (1d4), claw (1d4), or razor wing (1d6); Move 9 (Fly 12); Save 17; AL N; CL/XP 2/30; Special: Swoop attack.
Recursers are intelligent entities from the Plane of Entropy. They are never encountered randomly, but are drawn to the material world by those who try to alter space or time through the use of magic. Recursers appear as shimmering spheres of black electricity, which seem to absorb light rather than emit it. When a recurser appears, it will begin moving towards the one responsible for its appearance immediately, and cannot be diverted. Recursers attack their victims by absorbing them with an entropic touch, which passes through armor or any magical protection as if the target was completely unprotected (AC 9). Recursers can only be hit by magical weapons with a bonus of +1 or better. These creatures – or manifestations – are essentially mindless, and exist purely to destroy anyone or anything that attempts to alter the course of fate. They do not bargain, nor will they surrender. The sight of a recurser is terrifying, and anyone who observes one must make a saving throw or be paralyzed by fear for 1d3 rounds. Recursers do not need food or sleep, and will track the object of their attention tirelessly until they are successful or defeated. There can never be more than one recurser on the Material Plane at any time. (Author: Russell Cone)
- Recurser: HD 5+10; AC 1 ; Atk Entropic Touch 3d6; Move (Levitate 10); Save 12; AL C; CL/XP 7/600; Special: Entropic touch, causes fear, immune to non-magical weapons.
Redwraiths are undead creatures that appear much like wights, although their eyes are red and they are often garbed in crimson, for it is the only color they can perceive, and they take red-colored items from those they kill. Redwraiths are weaker than their kin, the wights and true wraiths, but share many characteristics of this type of undead. If a redwraith hits an opponent, the attack drains 1,000 experience points from the victim as well as inflicting damage. Redwraiths are turned as wights, and take 2d4 points of damage from holy water. If a creature is drained of all life energy by a redwraith, roll d100 to determine the result. 01-40: the creature rises as a weaker redwraith under control of the original one, 41-50: the creature rises as a wight (not under control of the redwraith), 51-00: the creature’s body is animated as a zombie under the redwraith’s control.
The weaker redwraiths created when a full redwraith drains a victim of all life energy have only 2 hit dice and drain only 400xp with a successful hit. These creatures slowly gain strength over a period of years, eventually becoming full redwraiths that are no longer under the control of the original. For this reason, redwraiths of 3 or 4 hit dice may also be encountered, these being able to drain 200xp per hit die of the creature. These nascent redwraiths have Low intelligence, and can be tricked into attacking a red item such as a prominently-flourished red cloak. Full redwraiths will not be fooled by such tricks, although they are likely to focus their attacks against anyone wearing red. (Author: Matt Finch)
- Redwraith: HD 5; AC 3 ; Atk 1 claw (1d8); Move 12; Save 12; AL C; CL/XP 8/800; Special: Drain life energy, silver or magic weapon to hit.
Reef walkers are a cluster of anemones with a rudimentary intelligence, shaped into a large bipedal “body” covered all over in the stinging tentacles characteristic of anemones. They walk slowly through coral reefs, stopping often to flatten out into a less threatening shape and wait for schools of fish to approach. Their random meanderings sometimes take them onto land, where they can survive for up to two hours or so, and they continue hunting along the coastline before returning to their reefs. If a reef walker should stumble upon a coastal village, it may return several times to find more prey, for a village full of humans is an excellent hunting ground. If a reef walker hits an opponent, its stinging tentacles inject a paralytic poison (-3 save). (Author: Thomas Clark)
- Reef Walker: HD 7; AC 6 ; Atk 1 arm (1d6+paralysis); Move 9; Save 9; AL N; CL/XP 8/800; Special: paralyze prey.
Remorhaz live in arctic regions, burrowing tunnels into the snow and ice. They resemble massive centipedes (30ft long), with fan-like rudimentary wings. They generate intense internal heat. Remorhaz with 10 or more hit dice can swallow man-sized prey whole (natural 20 required), and the monster’s internal temperature instantly kills anyone swallowed. The top of a remorhaz glows red with heat, and will melt non-magical weapons (also dealing tremendous damage to anyone touching it.
- Remorhaz (8 HD): HD 8; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 8; AL N; CL/XP 9/1100; Special: swallow whole on natural 20, melt weapons.
- Remorhaz (9 HD): HD 9; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 6; AL N; CL/XP 10/1400; Special: swallow whole on natural 20, melt weapons.
- Remorhaz (10 HD): HD 10; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 5; AL N; CL/XP 12/2000; Special: swallow whole on natural 20, melt weapons.
- Remorhaz (11 HD): HD 11; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 4; AL N; CL/XP 13/2300; Special: swallow whole on natural 20, melt weapons.
- Remorhaz (12 HD): HD 12; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 3; AL N; CL/XP 14/2600; Special: swallow whole on natural 20, melt weapons.
- Remorhaz (13 HD): HD 13; AC 0 , head/underside 2 ; Atk 1 bite (5d6); Move 12; Save 3; AL N; CL/XP 15/2900; Special: swallow whole on natural 20, melt weapons.
Retrievers are massive (20ft tall) spider-mechanisms built of metal. Some claim that these infernal devices are actually built in the hells and underworlds, which is not certain, but the malign intelligence built into them is unquestionably evil and destructive. Every third round, the retriever can shoot a magical ray from its eyes, having one of four effects: fire, cold, or electricity (4d6 hit points, save for half), or flesh-to-stone (save applies). No to-hit roll is required for the rays, but the particular effect each time is random. If one of the retriever’s claws hits on a natural roll of 20, it holds the victim and crushes for automatic damage in future rounds.
- Retriever: HD 10; AC –1 ; Atk 4 claws (1d8), eye-ray; Move 9; Save 5; AL C; CL/XP 13/2300; Special: Eye rays, crushing damage on natural 20.
Rhinoceros are aggressive and stupid. They inflict double damage when charging.
- Rhinoceros: HD 8; AC 6 ; Atk 1 horn (2d6); Move 12; Save 8; AL N; CL/XP 8/800; Special: Double damage on charge.
Wooly rhinoceros are Pleistocene beasts, found in the ice ages of strange worlds, and in the cold wastes of the far north. They have extremely long horns and a shaggy coat of hair.
- Wooly Rhinoceros: HD 10; AC 5 ; Atk 1 horn (2d6); Move 12; Save 5; AL N; CL/XP 10/1400; Special: Double damage on charge.
Rock Weasels are Giant Weasels that have come into contact with potent transmutative magic, becoming attuned to the elemental earths. This magical attunement manifests itself in the form of a breath attack; rock weasels can spit forth a 10ft long cone of rock shards and pebbles, inflicting 8 hit points of damage to all within this area (save negates). Rock Weasels emit low, grumbling vocalizations reminiscent of stone grinding against stone, and their eyes are black as coal. Their earthy nature makes them slower than normal Giant Weasels, but sturdier opponents in close combat. (Author: Andrew Trent)
- Rock Weasel: HD 4; AC 2 ; Atk 1 bite (2d6); Move 9; Save 13; AL N; CL/XP 5/240; Special: Stone Breath
Rocs are the mythological great birds of legend, large enough to prey upon elephants. They can be trained as fledglings to serve as steeds, so roc eggs or fledglings would be a prize indeed, worth great sums of gold. Rocs might grow as large as 18 HD, with commensurately increased statistics.
- Roc: HD 12; AC 4 ; Atk 1 bite (3d6), 2 claws (2d6); Move 3 (Fly 30); Save 3; AL N; CL/XP 13/2300; Special: None.
Ropers are shapeless but extremely tough-skinned organisms, with about the body mass of a hill giant. They look very much like stone, and can shape themselves to resemble a natural pillar, stalagmite, lump, or any other simple rock formation. To attack, the roper hurls out long tendrils with a range of 50ft (one per round); the roper can use as many as six of these tentacles at a time. If the tentacle hits, it grabs the victim and draws him 10ft per round toward the roper’s huge, tooth-filled mouth. The victim must make a saving throw or lose half his strength points due to the secretions on the tentacle (3d6 turns). A human has a 1 in 6 chance per round to break the roper’s hold if his strength has been halved, 2 in 6 if his strength remains normal. Ropers are immune to electricity and take only half damage from cold, but they are susceptible to fire, taking +1 damage per hit die inflicted by fires (e.g., a 6 hit die fireball inflicts +6 damage).
- Roper (10 HD): HD 10; AC 0 ; Atk 1 tentacle (weakness), 1 bite (2d10); Move 3; Save 5; AL N; CL/XP 11/1700; Special: tentacles grab and cause weakness.
- Roper (11 HD): HD 11; AC 0 ; Atk 1 tentacle (weakness), 1 bite (2d10); Move 3; Save 4; AL N; CL/XP 12/2000; Special: tentacles grab and cause weakness.
- Roper (12 HD): HD 12; AC 0 ; Atk 1 tentacle (weakness), 1 bite (2d10); Move 3; Save 3; AL N; CL/XP 13/2300; Special: tentacles grab and cause weakness.
Rot grubs are sometimes found, as one might expect from the name, anywhere flesh is left to rot. They are horrid things about an inch long, but they are quite dangerous – any flesh touching them is at great risk, for they bite in and burrow deeply (rolling to hit). For a period of 1d3 turns, rot grubs can be killed by burning (1d6 points of damage will be inflicted per rot grub). Casting Cure Disease will kill all the rot grubs in a person’s body. After the 1d3 turns elapse, however, the grub has burrowed too deeply to be affected by spells or fire, and the victim will die within one more turn.
- Rot Grub: HD 1hp; AC 9 ; Atk 1 burrow; Move 1; Save 18; AL N; CL/XP 1/15; Special: Burrows to heart.
Rot puddings are nasty subterranean creatures with slug-like bodies made of some viscous substance, looking much like a dark grey jellyfish. These puddings are scavengers in the dark caverns and hallways of underground places. The carrion diet of rot puddings makes them into seething incubators for all kinds of disease, and although they are themselves immune to sickness they are highly contagious host-creatures that can transmit all manner of plagues by the merest touch.
The diseases carried by a rot pudding can be transmitted in various ways during a combat with adventurers. First, if the pudding itself hits a character, the character must make a successful saving throw or be infected. Secondly, if the pudding is hit by a bladed weapon (not a piercing or blunt weapon), the wound will squirt a pus-like substance which will cause the attacker to make a saving throw or contract the disease. There is also a third possibility: if the pudding is burned by a fire larger than a torch, the disease from its surface will temporarily be burned off into a cloud of noxious smoke, which (unless there is some fairly strong source of moving air) will be roughly ten feet in diameter and will drift in a random direction each round at a speed of 1. Anyone in the cloud must make a saving throw or contract the disease. There is one beneficial effect of burning away the surface contagion of a rot pudding, which is that the creature’s touch will not cause disease until 3 rounds have passed.
The disease, if a character is infected, has the following effects. The character will immediately be wracked with pains and aches, affected as per a slow spell (able to act and move only at half normal speed). After a period of 24 hours, the character must begin making saving throws once every 6 hours. The first failure of such a saving throw causes the character to fall into a comatose state. The second failed saving throw causes death. A cure disease spell will cure a diseased character, and although a neutralize poison spell will not remove the disease it will grant a +1 on all saving throws. A character who is infected with the disease also become contagious, although the contagion is much less virulent than the concentrated effect of an actual rot pudding. Anyone approaching within ten feet of an infected person has a 50% chance to have to make a saving throw against contagion, and if the saving throw fails, the disease is transmitted in the same form as if it had been contracted from the pudding.
Rot puddings are immune to cold and electricity. A cause disease spell will cure one half of any damage that has been inflicted upon the creature. (Author: Matt Finch)
- Rot Pudding: HD8; AC 6 ; Atk 1 (2d8 + disease); Move 6; Save 8; AL N; CL/XP 9/1100; Special: Disease, immunities.
Strange ursine humanoids from the plane of darkness, Rothran often inhabit ruins and dungeons where they seek out magical treasures, which draw them as honey draws earthly bears. Rothran show a strong animosity towards arcane spellcasters. So consumed are they by this vicious hostility that they will seek out magic-users in combat whenever possible, even to the extent of leaving themselves vulnerable to other attackers. Rothran are extraordinarily resistant to magic. (Author: Andrew Trent, “the Venomous Pao”)
- Rothran: HD 5; AC 3 ; Atk 2 claws (1d6), 1 bite (1d10); Move 9; Save 12; AL C; CL/XP 8/800; Special: Immune to magic weapons, Magic resistance (90%)
Rottentails are carnivorous, man-sized humanoids with rabbit-like heads (floppy ears etc). The rest of their race, which lives on a distant planet, moon, or plane of existence, exiled huge numbers of their kind who carry a horrible disease endemic to the species — these are the rottentails. Scabby, smelly and forever drooling, the outcasts have survived the plague that caused their exile, but they pass on a weaker strain of it to anyone with whom they come into close proximity (20ft). Anyone coming this close to a rottentail must make a saving throw: if the saving throw fails, the victim’s rate of healing is reduced to half normal for the next 2d6 days, and he suffers from frequent vomiting until the disease has run its course. Most rottentail tribes live below ground, and all have excellent low-light vision. The brutal, warlike culture of this species leads many of the rottentail warrens near human civilization to work as mercenaries or scouts when they are hired, and as bandits when they aren’t. Rottentails, perhaps because of their otherworldly origins, are somewhat resistant to magic directed at them, but they are unable to cast spells themselves. These scabbed and obviously diseased creatures are far stronger and more vicious than they might appear at first sight, and they are extremely skilled in combat, being exceptionally adept at sizing up an opponent’s skills and fighting style. They tend to fight defensively, without attacking, at the outset of most combats, which causes enemies to attack at a -2 penalty to hit; each combat round spent evaluating an opponent in this way gives the rottentail a cumulative bonus of +1 to hit when he eventually decides to strike. (The bonus is only for the one attack, and cannot be made at more than +3). Rumour has it that rottentails often subdue badly outnumbered opponents, in order to feast upon their still-living flesh back in the rottentails’ underground warrens. They also have a strong breeding urge, and those who have established a warren are very territorial. Rottentails who fight for a living tend to favour patchwork leather armour and many wield twin short swords, although swordstaves (a two-handed weapon that allows them to reach into the second rank of an enemy formation) are also popular. (Author: Sean Wills)
- Rottentail: HD 3; AC 6 ; Atk 2 short swords (1d6) or swordstave (1d8+1); Move 14; Save 14; AL C; CL/XP 5/240; Special: Disease, delayed strike, 30% magical resistance.
Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. In appearance, rusalka first appear to be comely maidens, clad only in fog. Upon close inspection, however, they are cadaverous with disheveled hair and eyes that shine with evil green fire. Anyone who gazes into the rusalka’s eyes must save versus spells or fall under the effect of a charm person spell. The rusalka then leads her charmed individuals under the cold water to drown. Drowning victims will awaken from the charm, but take 2d8 damage first (for the purpose of the Rusalka, drowning inflicts 2d8 points of damage per round). The touch of a rusalka paralyzes for 1–4 turns (saving throw negates). Paralyzed victims are carried down to the monster’s underwater lair to drown. When a drowning victim attempts to escape from the rusalka’s clutches, there is a base 50% chance that the victim may reach the surface (and air) each round, reduced by 5% for each point of strength below 16, and increased by 5% for each point of strength over 16. Paralyzed victims obviously have no hope of escape on their own and will soon drown. Magic weapons are needed to strike a rusalka, and they are immune to mind-affecting spells as well as other attacks and magic that do not affect undead. Once per day, a rusalka may create a wall of fog. Rusalkas are turned as wraiths. Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. Rusalkas are repulsed by holy symbols and by the herb absinth. (Author: John A. Turcotte © 2006)
- Rusalka: HD 4+3; AC 3 ; Atk 1 bite (special); Move 9 (Swim 18); Save 13; AL C; CL/XP 8/800; Special: Charm, paralyze, drown victims, immune to non-magic weapons, immune to mind-affecting spells, normal undead immunities, create wall of fog.
These bizarre creatures are about man-size, and look vaguely like an armadillo; they have armored hide, two antennae, and a long tail with a flanged growth at the end. Rust monsters do not attack people – they turn metal into rust and eat the rust – but they just can’t resist trying to eat delicious foods like swords and plate mail, even if they are being attacked. A hit from a rust monster’s antennae causes metal to rust into pieces, and the same is true for metal objects striking the rust monster’s body. Magical metal has a 10% cumulative chance to avoid rusting per +1 bonus of the armor or weapon.
- Rust Monster: HD 5; AC 2 ; Atk 2 antennae (0); Move 12; Save 12; AL N; CL/XP 5/240; Special: Cause rust.