- 1 Sahuagin
- 2 Salamander
- 3 Sand Screamer (Ferret Snake)
- 4 Satyr
- 5 Scarecrow
- 6 Scorpion, Giant
- 7 Sea Cat
- 8 Sea Horse, Giant
- 9 Sea Lion
- 10 Sea Monster
- 11 Sea Serpent
- 12 Shadow
- 13 Shadow Mastiff
- 14 Shambling Mound
- 15 Shark
- 16 Shocker Lizard
- 17 Shrangaathi
- 18 Shrieker
- 19 Shroom
- 20 Silent Knight
- 21 Skarusoi
- 22 Skeletal Fury
- 23 Skeleton
- 24 Skeleton, Fossil
- 25 Skullmural
- 26 Skunk, Giant
- 27 Sky Worm
- 28 Skyger
- 29 Slitherat
- 30 Slithering Tracker
- 31 Sloorg (Midden Monster)
- 32 Slug, Giant
- 33 Snakes
- 34 Sorcerer Ox
- 35 Sorcery Leech
- 36 Soulspinner
- 37 Spectral Scavenger
- 38 Spectre
- 39 Spectre, Parasitic
- 40 Sphinxes
- 41 Spiders
- 42 Spiderweed
- 43 Spine Rat
- 44 Spire Monkey
- 45 Squid, Giant
- 46 Squid, Giant Aerial
- 47 Stag, Giant
- 48 Star-Mouthed Worm
- 49 Stirge
- 50 Stoneflower
- 51 Stormwyt
- 52 Sumatran Rat-Ghoul
- 53 Syanng
- 54 Sycorex (Archæopteryx Potens)
Sahuagin are fish-men with a lamprey’s round mouth filled with shark-like teeth. They live in salt water, sometimes at considerable depths, and raid the surface world for plunder and sport. These beings are thoroughly Chaotic and evil. Their society is highly organized, and their lairs are often guarded by sharks. Some sahuagin will have entangling nets used to ensnare opponents. These ferocious raider-predators hate aquatic elves and tritons with an almost insane intensity, and will attack them in preference to any other foe that opposes them in battle. The species has two common mutations: 1 in 100 sahuagin are born with 4 arms, and (raising many questions) 1 in 100 sahuagin are born identical in all respects to a sea elf. Sahuagin leaders can grow to great size, and can have as many as 8 hit dice.
- Sahuagin: HD 2+1; AC 5; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; AL C; CL/XP 2/30; Special: None.
Salamanders are intelligent creatures of the elemental planes of fire. They have the upper body of a human and the lower body of a snake, and give off tremendous, intense heat. The very touch of a salamander deals 1d6 hit points of fire damage, and they wrap their tails around foes to cause an additional 2d8 points of crushing damage per round as the victim writhes in the deadly heat of the serpentine coils. The salamander’s human torso is AC 5 , and the armored serpent-tail is AC 3 . Salamanders cannot be enslaved in the same manner djinn and efreet might be.
- Salamander: HD 7; AC 5 (torso) 3; (serpent body); Atk Touch and constrict (2d8 + 1d6 heat), 1 weapon (1d6 + 1d6 heat); Move 9; Save 9; AL C; CL/XP 8/800; Special: Heat, constrict.
The Sand Screamer is a reptilian ferret-like creature the size of a pony, with a long slender body and sandy scales. They can burrow about under the surface of loose sand, leaving a trail like a desert mole, as fast as they dart about when in the open. Sand screamers feed upon tiny creatures hiding from the hot sun, whether in the sand or up a palm tree, and gain their name from the excited hissing noise they make when bursting from the sands. Sand screamers can be trained as mounts for small desert-dwelling humanoids, but they have unpredictable tempers and selective loyalty. (Author: Scott Wylie Roberts, “Myrystyr”)
- Sand Screamer: HD 2+2; AC 4; Atk 1 bite (1d8); Move 15 (Burrow 15); Save 16; AL N; CL/XP 2/30; Special: Sand burrowing.
Satyrs are the legendary goat-men of the wilderness, with the legs of a goat, the torso of a man, and horns sprouting from the forehead. Most carry pipes that can be used to cause charm person, sleep, or fear (in each case, a saving throw applies to all hearing the pipes). In woodlands or forest, satyrs are almost invisible unless they wish to be seen (90% chance to avoid notice). Satyrs are well known for their lecherousness, and (to put it delicately) they take great interest in human females. This race is favored of the god Pan (and perhaps also by the powerful Dionysus), which may be the reason why they are resistant to magic (50%).
- Satyr: HD 5; AC 5; Atk 1 weapon (1d8); Move 18; Save 12; AL N; CL/XP 6/400; Special: Magic resistance (50%), pipes, concealment.
The animated scarecrow is nearly indistinguishable from a normal scarecrow. Close examination, however, reveals a tiny spark of red light in its eyes (1 in 6 chance to notice). Each scarecrow is unique in construction and design, but most are about 6 feet tall, constructed of wood and ropes, and stuffed with straw or grass. Scarecrows are most often used as guardians to keep out would-be treasure hunters or trespassers. Any living creature within 30 feet meeting the gaze of a scarecrow must succeed on a saving throw or be fascinated for as long as the scarecrow is “alive” or remains within 300 feet of the fascinated person. A fascinated creature can take no actions but can defend themselves. A fascinated creature can attempt a new saving throw any time it is attacked. The touch of a scarecrow fascinates a foe in the same way its gaze does.
- Scarecrow: HD 5; HP 21; AC 5; Atk 1 strike (1d6 + fascination); Move 9; Save 12; AL N; CL/XP 6/400; Special: Fascination, immunity to cold, double damage
Source: Scarecrow from The Tome of Horrors Complete, Copyright 2011, by Frog God Games; Author Scott Greene based on original material by Roger Musson.
- Giant Scorpion: HD 6; AC 3; Atk 2 pincers (1d10), sting (1d4 + poison); Move 12; Save 11; AL N; CL/XP 8/800; Special: Lethal poison sting.
Sea cats are aquatic versions of the great cats (lions, leopards, tigers, etc) of the land. Instead of hind legs, they have the tail of a fish. Their scales are tough, and give these creatures a good armor class.
- Sea Cat: HD 5; AC 4; Atk 2 claws (1d4), 1 bite (1d8); Move 3 (18 Swim); Save 12; AL N; CL/XP 5/240; Special: None.
Giant sea horses can be tamed and ridden as mounts underwater.
- Giant Sea Horse (3HD): HD 3; AC 7; Atk 1 bite (1d6); Move 0/24 (swimming); Save 14; AL N; CL/XP 3/60; Special: None.
- Giant Sea Horse (4HD): HD 3; AC 7; Atk 1 bite (1d6); Move 0 (Swim 24); Save 13; AL N; CL/XP 4/120; Special: None.
Sea lions resemble huge seals, but are fierce predators with a dangerous bite. Normally, they feed on penguins and fish. Giant versions might be twice the size of a normal sea lion.
- Sea Lion: HD 3; AC 6; Atk 1 bite (1d8); Move 1 (Swim 24); Save 14; AL N; CL/XP 3/60; Special: None.
Sea monsters generally resemble bizarre fish, long-necked monsters with seal-like bodies, or massive eels, although virtually all have a hide of incredibly tough scales. In general, their appearance is quite varied, for there does not appear to be a particular “species” of sea monster. Sea monsters swallow their prey whole, like sea serpents: if the attack roll is 4 over the required number (or a natural 20), the victim is swallowed, will die in an hour, and will be fully digested within a day. Sea monsters are not generally venomous. They are generally encountered underwater; unlike sea serpents, they seldom venture to the surface.
- Sea Monster: HD 30; AC 2; Atk 1 bite (4d10); Move 0 (Swim 18); Save 3; AL N; CL/XP 31/7700; Special: Swallow whole.
A fully-grown sea serpent is approximately 50 feet in length, and will swallow a person whole on any attack roll in which the die rolled is 4 or more over the required number, and always if the die roll is a 20. Swallowed victims will be dead within an hour, and fully digested within one day. Some sea serpents are also venomous, in which case the CL/XP is 19/4,100.
- Sea Serpent: HD 15; AC 6; Atk 1 bite (2d12); Move 0 (Swim 20); Save 3; AL N; CL/XP 16/3200; Special: Swallow whole.
Shadows may or may not be undead creatures: they are immune to Sleep and Charm, but the Referee may decide whether they are undead creatures subject to turning or whether they are some horrible “other” thing: a manifestation, perhaps, or a creature from another dimension (or gaps in the dimensions). Shadows are dark and resemble actual shadows, though they may be even darker in coloration. They are not corporeal, and can only be harmed with magical weapons or by spells. Their chill touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0, he or she is transformed into a new shadow. If the person does not come to such a dark ending, then Strength points return after 90 minutes (9 turns).
- Shadow: HD 2+2; AC 7; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; AL C; CL/XP 4/120; Special: Drain 1 point str with hit, hit only by magic weapons.
Shadow mastiffs are large dogs (perhaps originating from another plane of existence) with glossy black coats and powerful jaws. They are hunters of the night, almost invisible in shadowy places (40% likely to disappear from sight after attacking). In bright light, however, their movement rate is reduced to 9 and they immediately lose 1d6 hit points. The baying of shadow mastiffs causes panic in anyone failing a saving throw, causing anyone affected to drop everything and run for 3d6 turns.
- Shadow Mastiff: HD 3; AC 6; Atk 1 bite (1d6+1); Move 18; Save 14; AL C; CL/XP 4/120; Special: Baying, concealment in shadow.
Shambling mounds are moving plants, huge masses of slimy vegetation that shamble through swamps and marshes looking for prey. They have a roughly bipedal shape, with two ‘legs’ and two ‘arms.’ Shambling mounds are immune to fire because of their slimy, wet bodies. They take only half damage from cold, and half damage from weapons of any kind. Electricity causes a shambling mound to gain one hit die. If a shambling mound hits with both arms, the victim is enfolded into the slimy body and will suffocate in 2d4 melee rounds unless freed.
- Shambling Mound (7HD): HD 7; AC 1; Atk 2 fists (2d8); Move 6; Save 9; AL N; CL/XP 10/1400; Special: Damage immunities, enfold and suffocate victims.
- Shambling Mound (8HD): HD 8; AC 1; Atk 2 fists (2d8); Move 6; Save 8; AL N; CL/XP 11/1700; Special: Damage immunities, enfold and suffocate victims.
- Shambling Mound (9HD): HD 9; AC 1; Atk 2 fists (2d8); Move 6; Save 6; AL N; CL/XP 12/2000; Special: Damage immunities, enfold and suffocate victims.
- Shambling Mound (10HD): HD 10; AC 1; Atk 2 fists (2d8); Move 6; Save 5; AL N; CL/XP 13/2300; Special: Damage immunities, enfold and suffocate victims.
- Shambling Mound (11HD): HD 11; AC 1; Atk 2 fists (2d8); Move 6; Save 4; AL N; CL/XP 14/2600; Special: Damage immunities, enfold and suffocate victims.
- Shambling Mound (12HD): HD 12; AC 1; Atk 2 fists (2d8); Move 6; Save 3; AL N; CL/XP 15/2900; Special: Damage immunities, enfold and suffocate victims.
When there is blood in the water (say, 6 hit points’ worth), more sharks will come to investigate (about 2d6 sharks of any size). All sharks will be attacking madly, and each time a shark attacks there is actually a 1 in 6 chance that it will target another shark instead of a human. Sharks have roughly 1HD per foot of length.
- Small Shark (3HD): HD 3; AC 6; Atk 1 bite (1d4+1); Move 0 (Swim 24); Save 14; AL N; CL/XP 3/60; Special: Feeding frenzy.
- Small Shark (4HD): HD 4; AC 6; Atk 1 bite (1d4+1); Move 0 (Swim 24); Save 13; AL N; CL/XP 4/120; Special: Feeding frenzy.
- Medium Shark (5HD): HD 5; AC 6; Atk 1 bite (1d6+2); Move 0 (Swim 24); Save 12; AL N; CL/XP 5/240; Special: Feeding frenzy.
- Medium Shark (6HD): HD 6; AC 6; Atk 1 bite (1d6+2); Move 0 (Swim 24); Save 11; AL N; CL/XP 6/400; Special: Feeding frenzy.
- Large Shark (7HD): HD 7; AC 6; Atk 1 bite (1d8+4); Move 0 (Swim 24); Save 9; AL N; CL/XP 7/600; Special: Feeding frenzy.
- Large Shark (8HD): HD 8; AC 6; Atk 1 bite (1d8+4); Move 0 (Swim 24); Save 8; AL N; CL/XP 8/800; Special: Feeding frenzy.
Giant sharks are essentially no different than their smaller brethren, other than in their great size. These massive predators are often found cooperating with the evil sahuagin (q.v.).
- Giant Shark: HD 13; AC 5; Atk 1 bite (1d10+8); Move 0 (Swim 18); Save 3; AL N; CL/XP 13/2300; Special: Feeding frenzy.
Shocker lizards are large lizards about two feet long and weigh about 25 pounds. They deliver an electrical shock by touch, and anyone hit by the shock must make a saving throw or be stunned for 1d3 rounds. If anyone is hit by two or more shocks in a single round (the lizards hunt in groups), the second shock may cause death as well the chance of stunning.
- Shocker Lizard: HD 1d6hp; AC 6 ; Atk 1 bite (1d3); Move 6; Save 18; AL N; CL/XP 1/15; Special: Electric shock.
Shrangaathi are malevolent river spirits that spend most of their time in the form of almost transparent river-fish. In this form, they pose no threat. However, when a school of shrangaathi encounters a village that does not have some sort of shrine or spirit to protect it, they will wait until nightfall, change form, and attack the unprotected settlement. When attacking on land, the shrangaathi become small humanoids with white, opalescent skin, needle-like teeth, and spindly limbs. They swarm ashore like a school of predatory fish, often stopping to feed on prey that have fallen in battle against them – a single shrangaathi can devour a human to the bones in 4 rounds and then look for more to eat. A single shrangaathi is not a formidable opponent, but any opponent bitten by a shrangaathi has a 5% chance (1 in 20) to lose 1d4 additional hit points from loss of blood (at a rate of 1hp per round). Shrangaathi are affected by turning, although they are not undead: if successfully turned (as ghouls), up to 1d10 of them must make a saving throw or flee back to the river, never to return to that settlement for 1d6+10 days. (Author: Matt Finch)
- Shrangaathi: HD 1d6 hp; AC 4; Atk 1 bite (1d6); Move 9; Save 18; AL C; CL/XP 1/15; Special: 5% chance to cause bleeding damage, limited vulnerability to turning.
Shriekers are huge mushrooms with a tough, fibrous body. They do not physically attack, but if light shines on them (within about 30ft) or if anything moves near them (within about 10ft), they emit a high-pitched shrieking noise. This noise causes 1hp damage per round (saving throw applies) to anyone nearby (within about 30ft). The true danger of shriekers is that they tend to summon wandering monsters. If they are attacked with missile weapons, they will attempt to shuffle away, although they do not move very fast.
- Shrieker: HD 3; AC 7; Atk None; Move 1; Save 14; AL N; CL/XP 3/60; Special: Shriek.
Shrooms are evil geniuses, toadstool creatures with considerable magical powers. They lurk in the deep places of the earth and in dank forests, plotting ruin against surface dwellers and scheming to gain power for themselves by any means possible. They are highly adept with magic that influences plants, and most of them are knowledgeable in various forms of arcane study of other kinds, such as alchemy. Many, too, will surround themselves with strange minions that they have created, grown, or bred.
Shrooms are highly individual, and the Referee should feel free to invent all kinds of these sinister malefactors. Most will have the spell-casting abilities of at least a fourth level magic user, and all have strange powers to create and shape the plants of their environments (growing and controlling them). Although these powers take time to employ and will not be relevant in combat, they can be used to create a considerably hazardous lair.
The flesh of a Shroom is delectable, but deadly. Any person eating Shroom-flesh must make a saving throw versus poison or be affected as if by a feeblemind spell. The condition may be reversed by a heal or restoration spell. The effects of the toxin can actually turn out to be beneficial in the long run; there is a 5% chance that a feebleminded character who has been healed or restored will permanently gain a point of intelligence from the effects of the Shroom-flesh. (Author: Matt Finch)
- Shroom: HD 6+1; AC 6; Atk 1 weapon (1d8); Move 9; Save 11; AL C; CL/XP 8/800; Special: Spells, control plants, plant growth.
The silent knight is an undead creature resembling a heavily armored zombie armed with knightly weapons. These rather powerful creatures are quite intelligent in a malign, inhuman way. Their presence is in some way commanding to lesser forms of undead such as skeletons and zombies, and when encountered in tombs or other houses of the dead they are often accompanied by battalions of these creatures that have abandoned their original commands to mindlessly follow the silent knight. The most distinguishing feature of the silent knight, though, is that they radiate utter silence in a huge area, a radius of approximately 200ft. The silence is blocked by stone, but creeps down open corridors, often providing warning of the silent knight’s approach with his horde of undead minions. Within the area of the knight’s silence, it is impossible to turn undead or to cast most spells due to the absence of sound. (Author: Matt Finch)
- Silent Knight: HD 7; AC 2; Atk 1 weapon (1d8); Move 9; Save 9; AL C; CL/XP 8/800; Special: Silence.
The Skarusoi are a race of insectoid bipeds from another world or dimension. Tall and brown, they have shield-like carapaces on their forearms and long feelers sprouting from their heads. They make a muted chittering noise, but seem to communicate with each other through a series of gestures and feeler flicks. Skarusoi attack by buffeting and slashing with their forearm carapace-shields, twice per round, for 1d8 damage each. They may also wield weapons, preferring staves and pole arms, gaining a +2 damage bonus if doing so. A Skarusoi can leap 50ft and attack in the same round.
The Skarusoi also possess strange mental powers. If it foregoes a melee attack, a Skarusoi may cause one of the following effects: (1) Cone of Force, 30ft long x 10ft at end, hurling opponents away and possibly knocking them to the ground (roll lower than strength on a d20); (2) Vortex Leap, whirling the Skarusoi up to 150ft away; (3) Waves of Distress, 15-ft. radius, causing all creatures drop what they are holding and clutch their heads in agony for 1d4 rounds (saving throw negates); and (4) Blow of Mental Force, causing 4d6 damage to one target within 20ft (save for half). The Skarusoi may use the above mental powers a total of five times per day. In addition, three or more Skarusoi concentrating together can summon an insect swarm (as per the spell).
The Skarusoi are believed to be a mercenary race in a dimensional war that has left countless worlds in ruin. When encountered, they are likely to be upon some mission relating to this war, pursuing tactical objectives incomprehensible to humankind. (Author: Scott Wylie Roberts, “Myrystyr”)
- Skarusoi: HD 6; AC 3; Atk 2 arm-shields (1d8) or 1 weapon (1d8+2); Move 15; Save 11; AL N; CL/XP 8/800; Special: Mental powers, 50ft leap.
The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. Silhouetted against the moon or illuminated by moonlight, faint wispy material seems to line its bones, creating the illusion of ghostly flesh. They are not completely mindless and sometimes display equine mannerisms, such as pawing at the ground or tossing their heads, in a twisted mockery of life. Skeletal furies can be turned by clerics, as ghouls. They are not affected by sleep or charm spells, nor any form of mind reading. Any attempt to read or contact the mind of a skeletal fury that is under the control of a magic-user may result in a brief mental image of the controlling wizard. (Author: Scott Wylie Roberts, “Myrystyr”)
- Skeletal Fury: HD 3; AC 7; Atk 2 claws (1d6) and 1 gore (1d6); Move 12 (Fly 12); Save 14; AL N; CL/XP 4/120; Special: Immune to sleep, charm, and mind-reading.
Skeletons are animated bones of the dead, usually under the control of some evil master.
- Skeleton: HD 1; AC 8 or 7 with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; AL N; CL/XP 1/15; Special: Immune to sleep and charm spells.
Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. Since fossilized skeletons are effectively made of rock rather than bone, they are harder to hit and harder to kill than normal skeletons. (Author: Matt Finch)
- Fossil Skeleton: HD 2; AC 6; Atk 1 weapon or strike (1d8); Move 9; Save 16; AL N; CL/XP 2/30; Special: None.
The Skullmural appears to be a horrifying skull-like design carved into a wall. It is in fact a bizarre amoeboid creature, suffused with dark mystical power. It may seep slowly along walls, ceilings, and other surfaces, positioning itself for attack, which can cause adventurers to think they have made a mistake in mapping. If anyone touches the skullmural, the creature gains a free attack, at +4 to hit. The skullmural attacks by fastening tiny protoplasmic hooks and suckers into flesh to drink the victim’s blood and other juices. Once attached, it drains 1d6 hit points per round and does not stop until killed or driven off with flame, alcohol, or melted butter. If blood is poured out near a skullmural, it will occupy itself with the blood rather than attacking humans. A sated skullmural changes to a reddish colour and bloats slightly, seeping back to its original position. (Author: Scott Wylie Roberts, “Myrystyr”)
- Skullmural: HD 3; AC 6; Atk 1 strike (1d6); Move 3; Save 16; AL N; CL/XP 3/60; Special: Drains fluids.
Giant skunks spray a horrible-smelling musk at anyone attacking them, and it is so much more powerful than the musk of normal-sized skunks as to actually be corrosive. The cloud of spray fills a cone 20ft wide at the point, 60ft long, and 60ft wide at the end. Any cloth or unprotected paper in this area dissolves. Leather items have a 20% chance of dissolving. Living creatures are overcome by nausea for 1d6 turns (saving throw), and may also be blinded for 3d6 turns (a second saving throw). The stench remains forever until 1d6 days of washing are completed (washing with tomato juice succeeds on the first or second try, though).
- Giant Skunk: HD 4; AC 7; Atk 1 bite (1d6); Move 9; Save 13; AL N; CL/XP 5/240; Special: Sprays musk.
Sky worms, or “worms of the sky,” are spiny worms ten feet long, with bat wings sprouting from behind a monstrous head. They are generally dark purple-grey in colour, with red eyes; some have segmented bodies, while others are more rubbery. The sky worm’s head is a nightmare catfish-like thing, with long feelers and a gaping maw. Native to distant, cloud-wrapped mountain peaks, sky worms can be captured and trained to serve as aerial mounts.
A worm of the sky may bite for 1d6 damage, and lash with its tail for 1d4 damage. The tail lash is capable of dismounting an enemy rider. Trained worms of the sky can roll in mid-flight to tail-lash a mounted opponent or block their riders from arrows. They are also trained to dive after and catch a falling rider. Trained sky worms develop an empathic bond with their riders, gaining a vicious +2 bonus on attack and damage rolls if the bonded rider is slain or incapacitated. In the wild, they “dance” in thunderstorms. (Author: Scott Wylie Roberts, “Myrystyr”)
- Sky Worm: HD 3+1; AC 6 ; Atk 1 bite (1d6) and 1 tail lash (1d4); Move 6 (Fly 18); Save 14; AL N; CL/XP 4/120; Special: Fly, protect rider.
Skygers are furred, serpentine creatures with the head and forepaws of a tiger, fifty feet in length. They fly without visible means of locomotion, slithering through the air like giant snakes. These vicious and indiscriminate predators primarily hunt elephants, small dragons, and rocs; nevertheless, they will swoop to attack any other creatures that look large enough to offer a decent meal, a category that includes humans if the skyger is particularly hungry or in an unusually bad mood.
The attack of a skyger is terrifying to behold. Horses and other normal mounts will bolt as soon as they see the skyger descending. In addition to its claws and bite, the skyger can sweep up to three separate opponents with its long tail (using the same die roll for the three attacks) provided that they are within 10ft of each other.
Skygers can swim at a rate of 120ft and hold their breath for long periods of time; however, most skygers would rather die than be submerged. (Author: Matt Finch)
- Skyger: HD 9; AC 4; Atk 2 claws (1d8), 1 bite (2d6+1) and 1 tail (2d6); Move 6 (Fly 24); Save 6; AL N; CL/XP 10/1400; Special: Tail sweep.
Slitherats are a bizarre variant of the giant rat, sometimes found in places with heavy crystalline mineral deposits. These rodents have a long (4ft) snakelike body covered in fur, with four almost vestigial legs on each side. The long body tapers into a ratlike tail at the end, adding another foot to the creature’s overall length. The head, although large, is clearly that of a giant rat; but the long front teeth glitter, for they are made of thin, sharp diamond. Because the teeth are so hard and sharp, slitherats attack with a +1 bonus to hit, and inflict 1d6+1 damage. These strange creatures use their teeth to dig through earth and solid rock when they encounter such obstacles, but they pass through crystal as if it were not even present, leaving no trace of their passage. The diamond teeth from a single slitherat are worth 250gp.
- Slitherats: HD 4; AC 5; Atk 1 bite (1d6+1); Move 12 (Burrow 9, through crystal 24); Save 13; AL N; CL/XP 4/120; Special: Slide through crystal, +1 to hit.
Perhaps the most dangerous of wandering monsters. Slithering trackers are a form of transparent slug, possibly related to gelatinous cubes. They are difficult to see (10% chance for a person to spot it, and he may lose sight of it again in the next round). Unless they are starving, they do not attack moving prey (5% chance to be starving). Instead, they follow the potential prey until it sleeps or camps. They can ooze under doors and through fairly small cracks, so even a barricaded room with a closed door is probably not safe. When it attacks, the victim must make a saving throw or be paralyzed by the slitherer’s secretions. A paralyzed victim will be sucked dry of all body fluids in 5 turns (50 minutes), losing 20% of hit points each 10 minutes.
- Slithering Tracker: HD 4; AC 5; Atk None; Move 12; Save 13; AL N; CL/XP 6/400; Special: Transparent, paralysis, drain fluids.
Sloorgs are a form of animate filth. Lumpy brown and oozing constantly, with distended vaguely human-like features at one end, they seem to arise spontaneously from poorly maintained sewers and midden-heaps. Missiles are ineffective against them, adding mass to the body instead of damaging it, and any hand-held weapon striking it may be added to the body if the wielder fails a saving throw. The sloorg gains one hit point for each item accidentally added to it, often making a low rumbling sound like a mockery of laughter when it does so. The sloorg flows through semi-permeable barriers such as gratings, chairs, and hasty barricades, and might pause to spend a round adding the obstacle to its mass. Anyone within 20’ must make a saving throw or suffer -2 to all dice rolls from nausea. Anyone coming into contact with it – whether attacking or attacked – must make a saving throw to avoid contracting a non-fatal but debilitating disease. Sloorg take 1d6 points of damage per level of the caster of a Purify Food and Drink, Cure Disease, Neutralise Poison, or Locate Object spell. All physical attacks against a sloorg cause minimum damage. (Author: Scott Wylie Roberts, “Myrystyr”)
- Sloorg: HD 4; AC 5; Atk 1 touch (1d8); Move 6; Save 13; AL N; CL/XP 6/400; Special: Minimum damage from weapons, immune to missiles, heals by enveloping objects, cause nausea, cause disease.
These tremendously large masses of slimy, rubbery flesh are completely immune to blunt weapons. In addition to their powerful bite,
giant slugs can spit their acidic saliva at one target at a time. The base range for spitting is 60 feet, and within this range the slug’s spittle will be 50% likely to hit (no other to-hit roll required). For every additional 10 feet of range, the chance to hit decreases by 10%. On its first spitting attack, the slug only has a 10% chance to hit within 60 feet, and no chance of hitting beyond that range. Some giant slugs might have more or less virulent acidity, thus changing the damage inflicted.
- Giant Slug: HD 12; AC 8; Atk 1 bite (1d12) or acid; Move 6; Save 3; AL N; CL/XP 13/2300; Special: Spit acid (6d6).
Normal snakes are not particularly dangerous, with these exceptions. Vipers are highly poisonous, and about a foot or two in length. Their poison is lethal, but the saving throw is at a bonus of +2. Cobras are about four to six feet long, and their poison is lethal with a normal saving throw. Constrictors are not poisonous, but if they hit, they do automatic damage from constriction thereafter. Anacondas and giant pythons are considered “giant” constrictor snakes (q.v.).
- Viper: HD 1d6hp; AC 5; Atk 1 bite (1hp + poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: Lethal poison (+2 save).
- Cobra: HD 1; AC 5; Atk 1 bite (1hp + poison); Move 16; Save 17; AL N; CL/XP 3/60; Special: Lethal poison.
- Python: HD 2; AC 6; Atk 1 constriction (1d3); Move 12; Save 16; AL N; CL/XP 2/30; Special: Constriction.
Source: The Tome of Horrors Complete
These snakes can be found anywhere that they may obtain a position where they can fall upon their intended victims. They strike as if they were javelins thrown by a 4HD creature, and the points of their heads are very sharp. These snakes are very fond of wine and will go out of their way to obtain some, thus wine merchants are often the targets of their attacks. One of their most distinguishing features is their three-pronged tongue. (Author: Sean “Stonegiant” Stone)
- Javelin Snake: HD 1; AC 7; Atk 1 impale (1d6); Move 6; Save 17; AL N; CL/XP 2/30; Special: Attack as 4HD creature.
Source: The Tome of Horrors Complete
This entry covers four kinds of giant snakes: giant vipers/cobras, giant constrictor snakes, the amphisbaena (which has a head at each end, and the giant spitting snake (similar to the spitting cobra). Giant vipers and cobras are about ten feet long, giant constrictors are twenty to thirty feet long, amphisbaena (two headed snakes) are about seven feet long, and giant spitting snakes are about ten feet long (these are identical to regular giant poisonous snakes, with the exception of the poison spit). The constrictors do automatic constriction damage after hitting, and may also manage to pinion an arm or leg (1 in 6 chance). The spitting snakes have a range of 40ft, aiming at one target with the poison. There are aquatic versions of each of these (except the spitting snake); aquatic varieties swim at 1.5 times the speed noted for land movement.
- Giant Viper (or Cobra): HD 4; AC 5; Atk 1 bite (1d3 + poison); Move 12; Save 13; AL N; CL/XP 6/400; Special: Lethal poison.
- Giant Constrictor: HD 6; AC 5; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; AL N; CL/XP 7/600; Special: Constrict.
- Amphisbaena: HD 5; AC 5; Atk 2 bite (1d3 + poison); Move 10; Save 12; AL N; CL/XP 7/600; Special: Lethal Poison.
- Giant Spitting Snake: HD 4; AC 5; Atk 1 bite (1d3 + poison) or spit poison; Move 13; Save 11; AL N; CL/XP 6/400; Special: Spit or bite with lethal poison.
A Sorcerer Ox may at first glance be mistaken for a Minotaur. It is a member of a race of humanoid oxen, gifted with magical abilities, clad in an embroidered silken robe, taller than humans, and bearing long curving horns capped with tassels. The clothing and jewellery of a sorcerer ox is worth 200-500 GP, and each has a 25% chance of possessing a minor magical item usable by magic-users.
The great size and strength of a sorcerer ox grants it a +2 damage bonus when wielding weapons (usually an ornate staff). All sorcerer oxen have the spell abilities of a magic-user of level 5 (more powerful ones exist as well), and prefer spells with an elemental theme (metal, flame, wind, water, and wood). Twice per day they may catch a weapon aimed at them and cause it to rot or rust away within seconds. Each morning they consult their horoscopes for favourable signs, and so once per day may add a +2 bonus to any one dice roll. However, if they neglect to observe their chosen taboo (not drinking alcoholic beverages, for example, or making an offering of incense to nature spirits) they suffer a -2 penalty to all dice rolls relating to their spells on that day. Lastly, anyone who speaks with a sorcerer ox for more than 1 turn will act as if under a Charm Person spell, although the good-natured sorcerer ox will be loath to exploit this effect of their eloquence and trustworthiness unless in dire circumstances.
Having the strength and stamina of an ox, a sorcerer ox is willing to undertake hard work if he should fall upon hard times, and one of them can easily perform the work of three manual laborers. (Author: Scott Wylie Roberts, “Myrystyr”)
- Sorcerer Ox: HD 4+2; AC 7; Atk 1 fist (1d6) or weapon (1d8+2); Move 12; Save 13; AL L; CL/XP 7/600; Special: Spells as magic-user level 5, catch and destroy weapon (2/day), horoscope bonus (+2 on one roll), charm.
Sorcery Leeches resemble, well…leeches. These tiny critters are often used by Wizards and Mages to subtly deplete an arcane foe’s magical arsenal. If a Sorcery Leech attaches itself to someone, it will slowly siphon off the spells pressed into the magic-user’s mind. For each round a sorcery leech remains attached to a magic-user, it may deplete 1 level worth of memorized spell (a sorcery leech attached for 3 rounds may siphon a 3rd level spell). The damage inflicted by the leech’s siphoning is so negligible that the wizard is usually unaware that something is amiss until he attempts to cast a siphoned spell. (Author: Skathros)
- Sorcery Leeches: HD 1 hp; AC 9; Atk negligible (0); Move 1; Save 18; AL N; CL/XP 1/15; Special: Arcane Siphoning.
These spirit-creatures inhabit ghostly planes of existence, but often hunt in the material planes – often making their lairs in dark or desolate places. They resemble spiders, but their eight eyes are human rather than insectoid. They are insubstantial, and can only be hit by magical or silver weapons; they are affected normally by spells. The soulspinner spins an incorporeal web, and can shoot these out as a cone 50 ft. in length and to a width at the end of the cone of 50ft. Anyone entering these webs (which are visible but ghostly) must make a saving throw or become enervated, operating as if at one level of experience lower than normal. Clerical spells cannot be cast through the webs, although magic-user spells operate normally for a webbed character. The webs adhere to anyone entering the webs, but their effects wear off after 1d6 hours. If a soulspinner bites a victim, the victim must make a saving throw or be affected in the same way as if caught in the webs (and the temporary loss of levels is cumulative if a victim is both webbed and bitten). Anyone killed by a soulspinner, if raised from the dead, will have a chaotic alignment unless or until some additional magical remedy is provided, such as remove curse.
- Soulspinner: HD 4; AC 5; Atk 1 bite (1d6 + temporary loss of level); Move 12; Save 13; AL C; CL/XP 7/600; Special: Enervating webs, incorporeal, only hit by magic or silver weapons, enervating bite.
The spectral scavenger is an undead creature appears as a dark, billowing, wraith-like creature, with a skull for a head and bony claws for hands. It can attack with its bony claws, but will generally attack with any magical weapons it has, or with its spell-like powers noted below. These creatures can use any magical sword to hurl a Lightning Bolt of 5d6 strength, up to thrice per day. A spectral scavenger can also cause bony hands to erupt from the ground, (twice per day) completely restraining 1d3 targets (range 40ft, saving throw negates). Being of a wraithlike nature, these monsters cannot be damaged by weapons of a non-magical nature. They regenerate at the rate of 2 hit points per round, except from damage caused by holy water, fire, acid, or spells. If one slays an opponent with a magical sword, it additionally regenerates 1d8 hp in that round. A spectral scavenger will possess 1d3 magic items; the first will be a sword. Magical armour will not be possessed, and nor will potions. Any scrolls or wands will be used freely, and rings are especially prized. (Author: Scott Wylie Roberts, “Myrystyr”)
- Spectral Scavenger: HD 8; AC 2; Atk 1 magic sword (1d8 + bonus); Move 12; Save 8; AL C; CL/XP 11/1700; Special: Undead immunities, regeneration, lightning bolt, skeletal hands, magical weapon to hit.
Spectres are wraith-like undead creatures without corporeal bodies. When a spectre hits an opponent, with either hand or weapon, the touch drains two levels from the victim. Only magical weapons can damage a spectre. In some cases, these terrifying creatures may be mounted upon living beasts, if the beasts have been trained to tolerate proximity to the undead. Any being killed (or drained below level 0) by a spectre becomes a spectre as well, a pitiful thrall to its creator.
- Spectre: HD 6; AC 2; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 11; AL C; CL/XP 9/1100; Special: Drain 2 levels with hit, immune to non-magical weapons.
Parasitic spectres are like normal spectres, in that they are undead creatures lacking corporeal bodies. Tortured by their insubstantial existence, they hunger to obtain corporeal bodies by possessing humanoid creatures. Possessed creatures are under the total control of the spectre, although they are somehow unable to cause direct harm to themselves. The victim of a parasitic sprectre may (at the player’s option) make a new saving throw each round to expel the spectre; success deals 1d8 hit points of damage both to the victim and to the spectre, and expels the spectre. If a possessed creature is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. (Author: Random)
- Parasitic Spectre: HD 7, AC 2 , Atk 1 strike (1d8 + possession), Move 15 (Fly 30), Save 9; AL C; CL/XP 9/1100, Special: Possession (saving throw negates).
The noble androsphinx has the bearded head of a man, the body of a lion, and the wings of an eagle. The roar of an androsphinx (3/day) is mythic: the first roar causes Fear within 400ft (saving throw), the second roar causes paralysis (saving throw) for 1d4 rounds within 300ft, and the third roar causes the loss of 2d6 points of strength (saving throw), within 200ft,with strength points recovered at a rate of 1 per round. Creatures within 20ft of the third roar must also make a saving throw or be stunned for 2d6 rounds.
Androsphinxes are spell casters, casting clerical spells (2/2/1/1). A common spell list is: level 1: cure light wounds x2; level 2: hold person; level 3: remove curse (or, cure disease).
- Androsphinx: HD 12; AC 0; Atk 2 claws (2d6); Move 18 (Fly 24); Save 3; AL L; CL/XP 15/2900; Special: Spells, roar.
Source: The Tome of Horrors Complete
The criosphinx has the head of a ram, the body of a lion, and the wings of an eagle. This variety of sphinx is neutral with regard to human affairs, and they have a tendency to create impromptu toll-roads and other such obstacles.
- Criosphinx: HD 10; AC 2; Atk 2 claws (1d8), head butt (2d6); Move 18 (Fly 24); Save 5; AL N; CL/XP 11/1700; Special: None.
Source: The Tome of Horrors Complete
A gynosphinx has the head and upper torso of a woman, the body of a lion, and the wings of an eagle. The female human arms become lion legs by the point of the forearm. Gynosphinxes are probably smarter than other varieties of sphinx (enjoying riddles), but they are quite willing to consider humans as prey. The gynosphinx can cast dispel magic (at 8th level) three times per day. They also have considerable powers of divination, being able to answer most questions posed to them – but for a hefty price.
- Gynosphinx: HD 8; AC 1; Atk 2 claws (1d8); Move 18 (Fly 24); Save 8; AL N; CL/XP 11/1700; Special: Divination, Dispel Magic at 8th level (3/day).
Source: The Tome of Horrors Complete
The hieracosphinx has the head and forelegs of a hawk, with the hindquarters of a lion. This variety of sphinx is decidedly malevolent, evil, and/or chaotic in temperament.
- Hieracosphinx: HD 9; AC 3; Atk 2 claws (1d6+1), 1 bite (1d10); Move 9 (Fly 30); Save 7; AL C; CL/XP 10/1400; Special: None.
Giant spiders are aggressive hunters. The smaller variety pounces on prey and does not spin webs.
- Giant Spider (1 ft. diameter): HD 1+1; AC 8; Atk 1 bite (1hp + poison); Move 9; Save 17; AL N; CL/XP 3/60; Special: lethal poison (+2 saving throw).
Man-sized giant spiders surprise on a roll of 1–5 on a d6, being able to hide well in shadows. Most are not web-spinners.
- Giant Spider (4 ft. diameter): HD 2+2; AC 6; Atk 1 bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey.
The greater giant spiders are all web builders. Webs spun by giant spiders require a saving throw to avoid becoming stuck. Those who make a saving throw can fight in and move (5 ft per round) through the webs. The webs are flammable.
- Giant Spider (6 ft. diameter): HD 4+2; AC 4; Atk 1 bite (1d6+2 + poison); Move 4; Save 13; AL C; CL/XP 7/600; Special: lethal poison, webs.
Source: The Tome of Horrors Complete
This race of spiders has completely adapted to living in dungeon and dungeon-like environments. Its central body appears to be nothing more than a flagstone with 6 chitinous legs sprouting from the edges of either side. It has a mouth with fangs, two eyestalks, and two front legs ending with hook-like appendages. All of its legs can be retracted into the stone-like exoskeleton. The hooked front legs are used to pry flagstones loose, allowing the spider to hide as part of a stone floor, but they are also used for attack and defence. The flagstone spider’s bite is poisonous (save at +4 or die). When waiting for prey, the spider is undistinguishable from other flagstones 90% of the time (with any adjustments the referee deems appropriate). If potential victims fail to notice them, they will attack with surprise 50% off the time (1-3 on d6). Some adventurers have reported entire hallways floored with these vermin. (Author: Sean Stone)
- Flagstone Spider: HD 1d4 hp; AC 3; Atk 2 claws (1d2) and 1 bite (0hp + poison); Move 15; Save 18; AL N; CL/XP 1/15; Special: Poisonous bite (+4 save or die), surprise on 1-3 on d6.
Source: The Tome of Horrors Complete
Giant invisible spiders are similar in most respects to the largest type of giant spider, but they are invisible and so are their webs. Their poison is slower-acting: if the victim fails a saving throw, the poison paralyzes for 3d6 rounds before the victim dies, and also turns the victim invisible. If the spider successfully paralyzes its prey, it will try to haul it up into its ceiling lair, waiting for any other dangerous adventurers to give up the search and leave. (Author: Matt Finch)
- Giant Spider, Invisible (6 ft. diameter): HD 4+2; AC 4; Atk 1 bite (1d6 + 2 + poison); Move 4; Save 13; AL N; CL/XP 8/800; Special: Slow-acting lethal poison, webs, invisibility.
Source: The Tome of Horrors Complete
Phase spiders can shift out of phase with their surroundings (so they can be attacked only be ethereal creatures), only to come back into phase later for an attack.
- Giant Phase Spider: HD 2+2; AC 6; Atk 1 bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 6/400; Special: lethal poison (+1 save or die), dimension phasing.
Spiderweed is an ambulatory plant that has adapted to mimic the appearance of giant spiders as a means of defense. A single spiderweed is usually about the size of a dog, although they can grow much larger in the wild. In conditions of poor light, such as in a dungeon or a dense forest, one will appear to be a giant spider. If it is attacked, spiderweed responds by lashing out with two of its thorny appendages. These cause 1d4 damage, and secrete a sticky, poisonous sap. This sap will stick to flesh and clothing, unless thoroughly washed off. It inflicts no damage, but causes a very painful rash for 4d4 hours that causes a penalty of -2 to all die rolls (saving throw negates). Goblins are immune to spiderweed rash. (Author: Scott Wylie Roberts, “Myrystyr”)
- Spiderweed: HD 2; AC 7; Atk 2 thorn slashes (1d4 + sap); Move 6; Save 16; AL N; CL/XP 2/30; Special: Sap.
Spine rats are as long as a human’s arm, red-eyed, and covered in spiny overlapping scales; they appear to be the product of some sort of crossbreeding between rats and lizards. A ridge of spines along the back runs from neck to tail. Due to the muck and slime of their habitat, the ridge-spines of a spine rat are likely to be tainted with soiled material. Anyone jabbed by a spine must make a saving throw or contract a disease that leaves them bed-ridden and fevered for 3d6 days. The bite of a spine rat is not especially dangerous, and only leads to the risk of infection if the wound is not cleaned.
Rare varieties of spine rats are able to shake spines from their backs like tiny darts; and extremely rare large specimens may be able to walk in semi-bipedal fashion and craft crude tools and weapons. (Author: Scott Wylie Roberts, “Myrystyr”)
- Spine Rat: HD 1d4hp; AC 6; Atk 1 bite (1d3) or spine (1d3 + poison); Move 12; Save 18; AL N; CL/XP A/5; Special: Diseased spines.
The Spire Monkey is a two-headed, six-armed monkey that lives on roofs (spires and minarets are preferred) and high in the treetops. In some tropical countries they are tolerated in cities as messengers of the gods, and roam temples with impunity. Omnivorous and foul-tempered, they race from rooftop to rooftop and steal food (and occasionally loose coins or trinkets) from the streets below. Spire monkeys attack by clawing, as well as by throwing rocks or other small objects (such as roof tiles), and can divide their attacks between two opponents. They can climb as fast as they can run, and leap from tree to tree or building to building. (Author: Scott Wylie Roberts, “Myrystyr”)
- Spire Monkey: HD 2; AC 7; Atk 3 claws (1d3); Move 15; Save 16; AL N; CL/XP 2/30; Special: None.
Giant squid are one of the more feared sort of sea monster; they can sink small vessels and occasionally try to pick prey off the decks even of large ships. These creatures are often mistaken for a true kraken, but they are not intelligent. After a giant squid 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 squid 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. If a giant squid wraps its tentacles around a ship, the ship will be crushed in 10 rounds, taking damage throughout that time.
- Giant Squid: HD 6; AC 7 head and tentacles; 3 body; Atk 10 tentacles (1d3); Move 0 (Swim 9); Save 11; AL N; CL/XP 9/1,100; Special: Jet, ink, constrict.
Giant aerial squids are cousins of the normal giant squid, but their bodies are filled with lighter-than-air gases that allow them to float in the air. In general, they are found in mountains, where they pick mountain goats and goblins off the slopes as food. Giant aerial squid can grow up to 60 ft. in length. The squid’s tentacles constrict for 1d8+1 points of damage after the first hit, and they are used to pull food to the sharp beak. When a tentacle hits, roll 1d6: 1= both arms pinned, 2= right arm pinned, 3= left arm pinned, 4-6= arms are not pinned. The tentacles can take 10hp of damage before being severed, but attacking tentacles does not affect the squid’s actual hit point total – only attacks to the body and head affect the squid’s true hit points. These creatures are not good mounts, for they have a tendency to reach back and eat their riders. (Author: Matt Finch)
- Giant Aerial Squid: HD 12; AC 7 head and tentacles; 3 body; Atk 8 tentacles (1d8+1), 1 beak (5d4); Move 0 (Fly 20); Save 3; AL N; CL/XP 16/3200; Special: Constrict.
The Pleistocene stag stands 8-9ft at the shoulder, and has antlers spreading 10ft across. Giant stags might also be magical rather than prehistoric, in which case they might be very intelligent or even have additional magical abilities. Such creatures, due to their intelligence, might be of any alignment.
- Giant Stag: HD 4; AC 7; Atk 2 antlers (2d6); Move 20; Save 13; AL N; CL/XP 4/120; Special: None.
The star-mouthed worm is a horrendous creature 20 ft. in length, a massive segmented worm. The front of the worm’s body trifurcates into three parts, each with a swallowing mouth surrounded by a membranous fan of skin. In combat, the worm bites with its mouths, the membranes around each mouth flailing and contracting to grab and pull prey inside. If the worm hits with a natural attack roll of 19 or 20, man-sized or smaller prey will be swallowed whole. Being swallowed whole inflicts an automatic 1d8 points of damage per round from digestive juices; one can, however, attack the worm from within, using a dagger-sized weapon against the worm’s internal armor class of 9. Star-mouthed worms cannot swallow more than two man-sized meals, and will generally seek to retreat peacefully once they have filled themselves. If they accidentally swallow a third person, they will choke and die in 1d4 rounds. (Author: Matt Finch)
- Star-Mouthed Worm: HD 10; AC 4; Atk 3 mouths (1d10); Move 9; Save 5; AL N; CL/XP 11/1700; Special: Swallow whole on 19 or 20.
Resembling small, feathered, bat-winged anteaters, stirges have a proboscis which they jab into their prey to drain blood. After a stirge’s first hit, it drains blood automatically at a rate of 1d4 hp per round.
- Stirge: HD 1+1; AC 7; Atk 1 proboscis (1d3); Move 3 (Fly 18); Save 17; AL N; CL/XP 2/30; Special: blood drain (1d4), +2 to hit bonus.
A stoneflower resembles a pile of rock about five feet in diameter, covered with exquisitely realized carved flowers. In actuality, these beasts are from some other dimension, or possibly the elemental plane of earth. The whole growth, including the rock, is a sentient predator that can morph through stone walls, flowing along quite rapidly as long as it is touching stone. They cannot cross water or wooden surfaces. The flowers of the growth are its weapons; they can eject rocks at very high speeds, causing 1d3 points of damage. In any combat round, the stoneflower can eject 1d6 such missiles. The growth is also extremely magnetic; any metal weapon touching the stoneflower will stick to it until the creature is killed (unless the wielder has a strength of 15+). (Author: Matt Finch)
- Stoneflower: HD 3; AC 1; Atk 1d6 hurled stones (1d3 each); Move 9; Save 14; AL N; CL/XP 5/240; Special: Magnetic, moves through stone.
The creature resembles a wyvern without a stinger, but black-scaled and red-eyed. A pronounced horned ridge shades its brow, and its bat-like wings flap with the calm intensity of an apex predator on the hunt as it glides through the air.
HD: 4; AC: 3; Atk: 1 bite (1d8) or 1 tail slap (1d6); Save: 13; Special: alkaline mucus, speed surge; Move: 6/24 (flying); AL: Chaos; No. Encountered: 1d10; CL/XP: 6/400
These large dragon-hybrid beasts are usually the apex predators of their territories. Stormwyts are excellent flyers, and move with deadly speed when necessary. They can spit globules of alkaline mucus to trap and kill their prey, targeting a single creature within 50 feet. The mucus deals 1d8 points of damage and entangles the target—it cannot move for 1d4+1 rounds and makes all attacks at a –2 penalty for that duration. A save halves the damage and negates the entangling effect. An entangled creature also takes 1d4 points of electricity damage each round on its turn. It may attempt a new saving throw at the end of its turn every round to escape the entanglement and end the ongoing electricity damage. After a stormwyt spits its alkaline mucus, it cannot do so again for 1d6 rounds. Three times per day, a stormwyt can draw upon its draconic heritage for a surge of speed that allows it to either make an additional attack or double its move for the round.
These horrid undead creatures are not much larger than a giant rat; they resemble tiny humans but with twisted, feral features, grey skin, and no hair other than a line of rat-fur down their backs. They obviously have never been human; they are carrion eaters of the grave, an undead vermin whose horrid similarity to human beings is (one hopes) a twisted coincidence. Sumatran rat-ghouls travel with packs of giant rats, raiding graves and tombs for their abominable food. Their bite causes paralysis, much like that of a normal ghoul, but the effect lasts only 2d6 combat rounds (a saving throw will negate the effect, and the saving throw is made at +2). Like ghouls, they are immune to sleep spells. (Author: Matt Finch)
- Sumatran rat-ghoul: HD 1d6hp; AC 6; Atk 1 bite (1d4); Move 9; Save 18; AL C; CL/XP 1/15; Special: Paralytic bite (+2 save).
The syanngg is a radially-symmetrical creature a bit like a starfish, with six backbones running upward through its central body to form six serpentine necks above the body and six reptilian tentacles below. The bottom tentacles are connected by a circular fan of leathery skin that runs approximately halfway down the length of the tentacle, giving the creature a strangely cone-like shape. It has 6 heads, and can bring 1d4 heads to point toward any given 90-degree quarter around itself. Each head has a different type of magic that can be projected from its eyes, as follows:
1 — slow (range 40ft)
2 — lightning bolt (5d6 damage, range 60ft)
3 — dispel magic (level 12, range 40ft)
4 — turn to stone (range 30ft)
5 — paralysis (range 30ft, duration 3d6 turns)
6 — charm (range 20ft)
Syannggs are ferocious creatures, dedicated to accumulating power and treasure by whatever means they can contrive. They are quite intelligent, and it is not uncommon for a syanngg to be found as the tyrannical mastermind behind the activities of weaker minions. Their plans are not devilishly intricate, reflecting the single-minded brutality of the syanngg mindset, but they are usually well considered and practical. In particular, syannggs do not hesitate to risk themselves in battle, since they glory in victorious slaughter just as much as they lust after gold and power. (Author: Matt Finch)
- Syanngg: HD 8+20; AC 2; Atk up to 6 bites (1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: Slow, lightning bolt, dispel magic, petrify, paralysis, charm, 25% magic resistance.
The Sycorex is a quasi-prehistoric flying, feathered lizard, vast in size, which prefers warmer climates and is a voracious carnivore. Sycorex are only slightly smaller than Black Dragons, but they are not related to dragon-kind, having a long, straight beak with sharp teeth, and feathers rather than hard scales. They have an ear-piercing shriek that is typically heard as they enter a hawk-like dive from out of the sun, deafening their prey and relying on the sunlight to partially blind them as well. The shriek of a Sycorex functions as a Hold Person spell. It is rumored that men in far-off lands may have tamed the Sycorex, and ride them into battle. (Author: Michael Kotschi)
- Sycorex: HD 5; AC 2; Atk 2 claws (1d4), 1 bite (2d8); Move 9 (Fly 24); Save 12; AL N; CL/XP 6/400; Special: Shriek.