- 0.1 Tangtal (Dupli-cat)
- 0.2 Tangle Weed/Strangle Vine
- 0.3 Tatzelworm
- 0.4 Tendriculos
- 0.5 Thugtoad
- 0.6 Thylacine
- 0.7 Tick, Giant
- 0.8 Tiger
- 0.9 Tiger, Sabre-Tooth
- 0.10 Titan
- 0.11 Toads
- 0.12 Toad-Hydra
- 0.13 Toad-Man
- 0.14 Todawan Master
- 0.15 Torthri
- 0.16 Trapper Beast
- 0.17 Treacherous Treasure
- 0.18 Treant
- 0.19 Tree Ghost
- 0.20 Triton
- 0.21 Triton, Dark
- 0.22 Troglodyte
- 0.23 Troll
- 0.24 Tsalakian
- 0.25 Tunnel Prawn
- 0.26 Turtle, Giant Sea
- 0.27 Turtle, Giant Snapping
- 1 U
- 2 V
- 3 W
- 4 X
- 5 Y
- 6 Z
A tangtal is about 7 feet long from nose to tail and weighs about 350 to 400 pounds. It has short, stiff fur, dark brown in color. Small white flecks cover its head, throat and neck, and shoulders. Its legs are long and powerful and end in sharpened claws. It has a long, upward curving tail with a white tip. Once per day, a tangtal can create up to 8 duplicates of itself (otherwise similar to mirror image spell).
- Tangtal: HD 3; AC 6; Atk 2 claws (1d4+1), 1 bite (1d6); Move 15 (Swim 6); Save 14; AL N; CL/XP 4/120; Special: once/day create 8 mirror images
Source: Tangtal from The Tome of Horrors Complete, Copyright 2011, by Frog God Games; Author Scott Greene.
Tangle Weeds and Strangle Vines are essentially the same creature, the only difference being that the Tangle Weed attacks its victims from below, while the Strangle Vine attacks from above. In appearance, they resemble a mass of weeds or vines, their animate nature only becoming apparent during an attack.
On a successful attack, the animate plant has a 2 in 6 chance of entangling its foe, immobilizing its prey and slowly strangling the life out of him. Each round, the victim will suffer 1d6 points of damage due to the strangulation. A successful save is required to break free of the immobilizing, strangling grasp. (Author: Skathros)
- Tangle Weed/Strangle Vine: HD 4; AC 6; Atk 4 vines (1d6); Move 0; Save 13; AL N; CL/XP 6/400; Special: Strangulation.
These curious creatures inhabit cold alpine peaks. In appearance, they look like silvery fat-bodied lizards lacking hind legs. They can move surprisingly fast, slithering on their stomachs, and can leap up to 10ft. They are notoriously aggressive and will not hesitate to attack larger creatures that intrude upon their territory. When leaping to the attack, they gain a +1 bonus to hit. The bite of a tatzelworm is deadly, and a victim must successfully save versus poison or die.
These cold-loving reptiles save at +1 against cold-based attacked, and such damage against them is reduced by 1 hit point per die. They save versus fire normally. (Author: John Turcotte)
- Tatzelworm: HD 1d6hp; AC 6; Atk 1 bite (1d3hp + lethal poison); Move 12; Save 18; AL N; CL/XP 2/30; Special: Lethal poison, leap (+1 to hit), partial resistance to cold.
A tendriculos is a plant creature resembling a hillock or haystack, but it is a voracious predator that uses tendrils and a powerful bite to kill and digest prey. If the tendriculos hits with both tendrils, the victim must make a saving throw or be swallowed whole. Each round spent within the plant’s body automatically inflicts 1d6 hit points of acid damage and necessitates a saving throw to avoid being paralyzed for 1d4+1 rounds.
- Tendriculos: HD 8; AC 4; Atk 2 tendrils (1d6), 1 bite (2d6); Move 9; Save 8; AL N; CL/XP 9/1100; Special: Swallow whole.
Thugtoads are bipedal toad-men, normally about 4ft tall, but with some growing as large as 6ft. Thugtoads can hop as far as 30ft to attack, adding +1 to hit and inflicting double damage when they do so. Because their skin color changes to match their surroundings, they have a 75% chance not to be noticed when waiting in ambush.
- Thugtoad: HD 1; AC 6; Atk 1 weapon (1d6); Move 4 (Swim 15); Save 17; AL C; CL/XP 2/30; Special: Camouflage, hop.
Commonly known as the “Lemurian Wolf” or “Ekaru,” Thylacines are carnivorous marsupials with a body somewhat like a wolf’s, although they are not related to wolves or dogs. Thylacines are found in all climates, but prefer forested hills to open areas. Hunters have killed Thylacines that measured seven and a half feet from the tip of the nose to end of the tail. The thylacine’s most dangerous attribute is a large powerful jaw that can be overextended for a disproportionately large bite. They hunt at night in groups similar to wolf packs. When agitated a Thylacine will rear up on its hind legs and secrete a musky odor before leaping on the intended victim. Though they have a poor sense of smell their eyesight is very sharp. Their keen intellect and pack hunting instincts see them employed as guards in certain nobles’ or wizards’ gardens. (Author: Michael Kotschi)
- Thylacine: HD 2+1; AC 7; Atk 1 bite (1d6+1); Move 12; Save 16; AL N; CL/XP 2/30; Special: None.
Giant ticks drain blood at a rate of 4 hit points per round after a successful hit. Their bite causes disease, which will kill the victim in 2d4 days. (cure disease spells will remove the infection.) A giant tick can be forced off a victim by fire or by simply killing it.
- Giant Tick: HD 3; AC 4; Atk 1 bite (1d4); Move 3; Save 14; AL N; CL/XP 4/120; Special: Drain blood, disease.
If a tiger hits the same target with both fore claws, it can rake with its rear claws as well, gaining two more claw attacks. Yes, tigers swim, which can be a nasty surprise for fleeing adventurers.
- Tiger: HD 6; AC 6; Atk 2 claws (1d4+1), 1 bite (1d8); Move 15 (Swim 6); Save 11; AL N; CL/XP 7/600; Special: Rear claws.
Sabre-tooth tigers are larger than normal tigers and have huge, curving, front fangs. Like normal tigers, if they hit with both fore claws, they can pull up to rake with their rear claws (2 additional attacks).
- Sabre-tooth Tiger: HD 7; AC 6; Atk 2 claws (1d4+1), 1 bite (2d6); Move 12 (Swim 6); Save 10; AL N; CL/XP 8/800; Special: Rear claws.
Titans are mythological creatures, almost as powerful as gods. A titan has 2 Magic-User spells of each spell level from 1st-level spells to 7th-level spells, and 2 Cleric spells of each spell level from 1st to 7th. The Referee might choose to substitute other magical abilities for spells—these creatures vary considerably in powers and personalities from one to the next.
One possible spell list for a titan might include the following Magic-User and Cleric spells: Magic-User: Charm Person (1), Sleep (1), Invisibility (2), Mirror Image (2), Fireball (3), Fly (3), Polymorph Other (4), Confusion (4), Conjure Elemental (5), Feeblemind (5), Anti-magic Shell (6), Stone to Flesh (6), Limited Wish (7), Power Word Stun (7).
Cleric: Light (1), Protection From Evil (1), Hold Person (2), Speak with Animals (2), Cure Disease (3), Dispel Magic (3), Cure Serious Wounds (4), Neutralize Poison (4), Finger of Death (5), Quest (5), Blade Barrier (6), Word of Recall (6), Earthquake (7), Resurrection (Raise Dead Fully) (7).
- Titan (17HD): HD 17; AC 2; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 19/4100; Special: Spells.
- Titan (18HD): HD 18; AC 1; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 20/4400; Special: Spells.
- Titan (19HD): HD 19; AC 0; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 21/4700; Special: Spells.
- Titan (20HD): HD 20; AC –1; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 23/5300; Special: Spells.
- Titan (21HD): HD 21; AC –2; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 24/5600; Special: Spells.
- Titan (22HD): HD 22; AC –3; Atk 1 weapon (7d6); Move 21; Save 3; AL Any; CL/XP 25/5900; Special: Spells.
Source: The Tome of Horrors Complete
There are some acts so heinous and foul that the Gods – and fellow Titans themselves – may banish and curse one of the titans to an eternity of horrific toil. Now in a form no longer comely, but appalling and demonic, its powers twisted, these extremely rare creatures will be found forever attending to the geas placed upon them. In one case, such a titan was set as a guardian to slay the endless stream of creatures that emerged through a rift in space and time. Legends tell, too, of a cursed titan doomed to guard a treasure so coveted that all manner of beings would seek to take it…
A cursed titan does not have the controlled spellcasting ability of a normal titan; its magical powers are still very much in evidence, but in a wilder, more feral form. Each of these beings is highly unique, and their powers will vary.
Aura and Surroundings
The area around a cursed titan is dangerous to a radius of 10ft. The exact nature of the danger may be one of the following: (1) fire, (2) frost, (3) whirlwind, (4) attacking tentacles, (5) caustic air, (6) lightning. The damage from entering this area will generally be 3d6, with a saving throw allowed to take only half damage. Fire will burn flammable items, frost will paralyze anyone failing a saving throw, whirlwinds will throw people 30ft (saving throw allowed), tentacles will entangle people (saving throw allowed similar to a web spell), caustic air will cause additional 1d4 damage with no saving throw, and lightning will stun for 1d3 rounds and throw 20ft (saving throw allowed).
A cursed titan will have two of the following three additional abilities: bellow, persuade, or summon. Each of the titan’s two abilities may be used only twice per day. Bellowing causes fear (saving throw allowed) to anyone in hearing. Persuasion causes paralysis as all victims within hearing drop all items and kowtow to the creature (saving throw allowed). Summoning brings 1d4 creatures of CL 5 to the cursed titan’s assistance. These might include (1) 4HD ankhegs, (2) chalkeion hoplites, (3) formian warriors, (4) hell hounds, (5) jackals of darkness, (6) kurok-spirits, (7) owlbears, (8) wights.
In addition to the above, a cursed titan will have one beneficial power and one malevolent power. The Benevolent powers are (1) Reincarnate, (2) Remove Curse/Neutralize Poison, (3) Flesh to Stone, (4) Restoration. Malevolent powers include (1) Stone to Flesh, (2) Earthquake, (3) Creeping Doom, (4) Finger of Death. (Author: Erol Otus)
- Cursed Titan: HD 16; AC 2; Atk 1 weapon (7d6); Move 21; Save 3; AL C; CL/XP 19/4100; Special: Magic resistance (50%), immune to non-magical weapons, special abilities.
Giant toads are about the size and weight of a human. They are predators, willing to attack creatures as large as men. Giant toads can attack at the end of a hop, which is in addition to the toad’s normal move.
- Giant Toad: HD 3; AC 6; Atk 1 bite (1d8); Move 6 (Hop 30ft); Save 14; AL N; CL/XP 3/60; Special: Hop.
Source: The Tome of Horrors Complete
These lizard-looking creatures are as large as wolves, and are armored with a thick, knobbly hide. The head of a giant horned toad is wedge-shaped, with short, thick horns protruding from the sides. Twice per day, these monsters can squirt a jet of blood from their eyes, directed at a single target within 50ft. The target must make a successful saving throw or take full damage from the caustic blood (4d6 hit points); a successful saving throw results in only half damage. Giant horned toads are normally found only in dry regions such as deserts or badlands. (Author: Matt Finch)
- Giant Horned Toad: HD 4+4; AC 4; Atk 1 bite (1d8); Move 6; Save 13; AL N; CL/XP 5/240; Special: Squirt blood.
Source: The Tome of Horrors Complete
These bizarre creatures are as intelligent as men (perhaps more so), and use their long, unwebbed fore-toes to carve structures and tunnels in the ice. They use tools, but do not bother with weapons, for their toothy mouths are quite deadly. An ice toad can radiate intense, damaging cold (10ft) once every second melee round, causing 2d6 points of damage. They can also hop to attack, as giant toads do. In the wilds of the arctic regions, in the deserts of snow and ice, there may be entire cities of these unusual beings, perhaps even civilizations remaining from times before known history.
- Giant Ice Toad: HD 5; AC 5; Atk 1 bite (1d10+2); Move 9 (Hop 10ft); Save 12; AL N; CL/XP 6/400; Special: Radiate cold.
Source: The Tome of Horrors Complete
Giant poisonous toads bite with lethal poison, and their skin is also poisonous to the touch. They are about the size of a large dog, and can attack at the end of a hop, just as non-poisonous giant toads do. These toads can sometimes be brightly colored in vibrant reds and greens.
- Giant Poisonous Toad: HD 2; AC 7; Atk 1 bite (1d6 + poison); Move 6 (Hop 30ft); Save 16; AL N; CL/XP 4/120; Special: Poison skin and bite.
Toad-Hydrae resemble giant toads with multiple heads (usually 4-6), although the body is somewhat longer than that of a toad, and the mouths of a toad-hydra are filled with nasty, sharp teeth. These creatures have one attack per head. Each head can attack either by biting or by flicking out its long tongue in attempt to grab (and later swallow) prey. A toad-hydra will not usually attack with more than two of its tongues; if attacking with three tongues, all of the tongue attacks are made at -1, if with four tongues, all the attacks are at -2, etc. If, however, the toad-hydra hits with one of its tongues, the victim is immobilized and the hydra may begin trying to gulp it down in the next round. Gulping attempts are treated as attacks, but rather than dealing damage in hit points, success means the victim is swallowed whole and will die in 1d4+3 rounds. Immobilized opponents can attempt to break free (successful saving throw at -5). (Author: Matt Finch)
- Toad Hydra (4 heads): HD 6; AC 7; Atk up to 4 bites (1d6+3) and/or up to 4 tongues (grab); Move 6/12 (swimming); Save 11; AL N; CL/XP 8/800; Special: Tongues grab, regeneration 2hp/round.
Toad-men resemble bipedal toads, with warty skin and webbed feet. However, they have blunt horned ridges at the top of the head, and tusk-like teeth jutting upward from the lower jaw. The creatures stand almost seven feet tall, and they are bulkier than humans. The civilization of toad-men can range from that of brutish cavemen all the way to highly cultivated societies with refined arts (the latter are more likely to be of Neutral or Lawful alignment, although this is not always the case).
In some cases, Toad-Men will be found as the ruling class or as war leaders for tribes of thugtoads. These batrachian species do not appear to be related unless the connection lies at some point in the very distant past, but each of the two races can roughly understand the speech of the other.
For the most part, toad-men are a subterranean species, especially the more brutish varieties, but they incur no penalties for fighting in sunlight.
- Toad-Men: HD 3; AC 6; Atk 1 weapon (1d8); Move 9 (Swim 12); Save 14; AL C; CL/XP 3/60; Special: None.
Todawan masters are an enigmatic race of solitary giant toads that have achieved mystic enlightenment. They wear robes and carry a staff. Living solitary lives in the depths of dangerous swamps, todawan masters do not accept students but occasionally answer questions about the future when worthy individuals seek them out. Unfortunately, some todawan masters go bad. These subtle servants of chaos and ruin may assemble bands of thugtoads or other minions, and begin to act as evil masterminds. Such chaotic todawan masters do not often leave their swamps, but their influence can be felt far and wide through the use of assassins, spies, and soldiery. Any todawan master (lawful or chaotic) is a formidable foe. In combat, provided they have at least 40ft for the jump, they can leap into battle and deliver a tremendously powerful kick with their hind legs for 2d6 points of damage; the victim must make a saving throw or be hurled back ten feet to lie prone on the ground, stunned for 1d4 rounds. Todawan masters can block missile weapons with their whirling staffs, with a 75% chance to deflect incoming missiles before the to-hit roll is even made. Their mental discipline is such that they take only half damage from fire and cold. They are immune to all forms of mental control and illusion. Once per day, a todawan master can make a powerful mental attack, suggesting that the victim not follow some course of action. If the victim fails a saving throw (made at -4), he will become unable to force himself to follow whatever course of action the todawan master has prohibited. The skin of a todawan master is coated in an extremely hallucinogenic substance. (Author: Matt Finch)
- Todawan Master: HD 8; AC 1; Atk 2 staff (1d6) or 1 kick (2d6 + special); Move 12; Save 8; AL L; CL/XP 11/1400; Special: Leaping kick, block missiles (75%), half damage from fire and cold, immune to mental control and illusion, mental suggestion (1/day).
At first glance, a Torthri may be mistaken for a well-fed leopard or jaguar. While they are related to large feline predators, they are semi-bipedal and of near-human intelligence. In some lands they are venerated as nature spirits and pass freely through humanoid villages. A torthri is capable of walking on all fours, but it can also rise up on its hind legs, and the elongated forepaws are capable of grasping tools, opening containers, etc. When semi-erect, a torthri moves at a reduced movement rate. To run, it must drop to all fours. A torthri can exert a magical Charm upon humans and humanoids by meeting their gaze and concentrating for one round. The saving throw against a torthri’s charm is at a penalty of -2, and those charmed become the creature’s willing slaves and worshippers. Whole villages have been known to come under the sway of a Torthri, constructing shrines in which to offer up food and treasure. Although charmed villagers will tell outsiders that their “spirit cat” is like an overgrown pet, no domestic cats will be found in the village, for the Torthri will slay or drive out all other felines.
If forced into combat, the Torthri can defend itself with claws and bite. However, the claws are weaker than those of its feline kin, and its hands are clumsy; it cannot use missile weapons or complex devices, although it can handle simple weapons such as the spear, staff, club, and axe. It may thus attack with a weapon and bite, and will do so if its true nature is discovered. The Torthri is intelligent enough to realise the value of magical weapons and shields, but cannot utter command words or wear armour. Any treasure possessed by a Torthri will be stored in a village shrine or hidden cave. There persist tales of Torthri speaking through their charmed slaves by telepathy, and of whole villages starving to feed their greedy idols. (Author: Scott Wylie Roberts, “Myrystyr”)
- Torthri: HD 2+3; AC 6; Atk 2 claws (1d2) and 1 bite (1d6) or 1 weapon (1d6) and 1 bite (1d6); Move 15 (6 when standing); Save 16; AL C; CL/XP 3/60; Special: Charm gaze.
Trapper-beasts are manta-like creatures resembling the stone floors of the subterranean areas where they live. When prey steps onto the trapper’s body, it whips up its wings to enfold and smother its victims (to a maximum of four). Death occurs in 7 melee rounds. Cold does not damage them, and fire inflicts only half damage.
- Trapper Beast (10HD): HD 10; AC 3; Atk 1 Enfold; Move 1; Save 5; AL N; CL/XP 11/1700; Special: Enfold and suffocate prey.
- Trapper Beast (11HD): HD 11; AC 3; Atk 1 Enfold; Move 1; Save 4; AL N; CL/XP 12/2000; Special: Enfold and suffocate prey.
- Trapper Beast (12HD): HD 12; AC 3; Atk 1 Enfold; Move 1; Save 3; AL N; CL/XP 13/2300; Special: Enfold and suffocate prey.
At first glance, a treacherous treasure appears to be an envious pile of riches. In reality, a treacherous treasure is a large, slime-like creature that exudes a sticky film from its pores. Throughout its life span, the slimy critter gathers up various coins, gems, and riches found within most dungeons. These objects stick to the slime’s adhesive secretion, giving it the appearance of a pile of treasure. Once the slimy beast is slain, it will take 1d4 weeks for the adhesive film to lose its bonding properties. Only then may the adventurers claim the slime-beast’s hoard.
A treacherous treasure that remains motionless may surprise its foes (40%). (Author: Skathros)
- Treacherous Treasure: HD 7; AC 3; Atk 1 slam (3d6); Move 6; Save 9; AL N; CL/XP 7/600; Special: Surprises foes (40%).
Treants are tree-like protectors and “shepherds” of forest trees. Depending upon their size, they have different hit dice and do different amounts of damage: treants of 7 to 8 hit dice inflict 2d6 points of damage with each strike of their branch-like hands, treants of 9–10 hit dice inflict 3d6 points, and treants of 11–12 hit dice inflict 4d6 points. All treants can “wake” trees within 60 ft, allowing them to walk at a rate of 3, and possibly to attack. (No more than two trees at a time can be awake at the behest of a single treant.)
- Treant (7HD): HD 7; AC 2; Atk 2 strikes (2d6); Move 6; Save 9; AL L; CL/XP 7/600; Special: Control trees.
- Treant (8HD): HD 8; AC 2; Atk 2 strikes (2d6); Move 6; Save 8; AL L; CL/XP 8/800; Special: Control trees.
- Treant (9HD): HD 9; AC 2; Atk 2 strikes (3d6); Move 6; Save 6; AL L; CL/XP 9/1100; Special: Control trees.
- Treant (10HD): HD 10; AC 2; Atk 2 strikes (3d6); Move 6; Save 5; AL L; CL/XP 10/1400; Special: Control trees.
- Treant (11HD): HD 11; AC 2; Atk 2 strikes (4d6); Move 6; Save 4; AL L; CL/XP 11/1700; Special: Control trees.
- Treant (12HD): HD 12; AC 2; Atk 2 strikes (4d6); Move 6; Save 3; AL L; CL/XP 12/2000; Special: Control trees.
Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. They are gaunt and emaciated ghostly horrors, with fingers ending in thorn-like claws, reeking of rotting plant matter. Vines of thorn and briar grow from a tree ghost’s body, writhing around her like snakes. Tree ghosts are partially incorporeal, and are invisible until they attack. In close combat, a tree ghost uses her claws to tear at victims, but she can also hurl a spray of thorns from her serpentine thorn-vines to attack a single opponent at a distance of up to 60ft. Both the thorns and the tree ghost’s claws carry a virulent sap; anyone hit by one of the tree ghost’s attacks must make a saving throw or become ill with a strange delirium that drains away his willpower. The victim loses 1d4 points of charisma per hour, and once his charisma reaches 0 he becomes a servant of the Tree Ghost’s will. He will follow her back to the Corpse Tree and begin sprouting runners and twigs, becoming absorbed into the Corpse Tree (the victim loses 1d4 constitution points per day, and upon reaching a constitution of 0 becomes part of the tree). The process is very painful and foul to look upon. If the Corpse Tree or the Tree Ghost is killed, anyone under the tree ghost’s power who has not started the absorption process will regain lost charisma points at a rate of 1d4 per hour, and will suffer no other effects. Those that have already started to become absorbed into a corpse tree do not fare as well: all constitution loss is permanent, and cannot be reversed without the use of powerful magic. In addition to her poisonous claws and thorns, tree ghosts can exhale an Insect Plague (per the spell) once per day. They can also animate any wooden objects, plants, and other vegetation within 50ft; these animated things can attack and ensnare anyone in the area. Tree Ghosts are immune to normal weapons and can only be harmed by silver and magical weapons. Magic fire affects them, but ice, electricity, and acid have no effect, nor does normal fire. If a tree ghost is killed, but her corpse tree is not, the tree ghost will be reborn 24 hours after being killed. (Author: Sean Stone)
- Tree Ghost: HD 3; AC 6; Atk: 2 claws (1d3) or thorns (0); Move 12; Save 14; AL C; CL/XP: 10/1400; Special: Charisma drain, Insect Plague, animate wood, immune to normal weapons, cold, electricity, acid, and non-magical fire.
Tritons are almost indistinguishable from mermen, but for their nobler appearance. They are, however, a much more magical race entirely. They are, for instance, almost entirely resistant to magic (90%). Their leaders carry conch horns that summon giant sea horses and panic normal sea animals aiding enemies of the tritons. Many triton leaders also have spell casting powers.
- Triton: HD 3; AC 5; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 14; AL L; CL/XP 4/120; Special: Magic resistance 90%.
Dark tritons resemble their more benevolent cousins, the normal tritons, but they are malevolent creatures. Just as the normal tritons are rumored to be servants of a sea god, the dark tritons are servants of oceanic demons of various types, most commonly the demon-prince Thalasskoptis (q.v.). Dark tritons have tentacle rather than the fish-like “legs” of normal tritons, and often ride giant moray eels as mounts when traveling in the dark depths of the sea where their make their castle-like lairs on the sea floor.
For every 10 dark tritons, either in their lairs or in hunting parties, there will be a leader with 5 hit dice, and for every 20 there will be another leader with 7 hit dice. If a group with 50 or more is encountered there will also be a chief with 9 hit dice. Dark tritons do not have magic-users as many normal triton bands do, but for each 10 dark tritons encountered there is a non-cumulative 15% chance that the band will include a cleric of level 1d6 (check separately for each set of 10 dark tritons; there is a chance that the band will include more than one cleric).
As with normal tritons, the leaders of the dark tritons (5HD+) are capable of summoning aquatic beasts to do their bidding. Once per day, a dark triton leader may summon sea-creatures, with the following results (1d6):
1. 1d3 giant octopi
2. 3d10 sharks
3. 1 sea serpent (q.v.)
4. 3d6 aquatic ghouls
5. 1d4 aquatic trolls
6. 1 sea-wight (an aquatic wight with normal abilities but swimming) leading 1d6+2 aquatic ghouls
Summoning creatures, even if there are multiple leaders in the dark triton band, is not possible multiple times; all nearby creatures will already have responded to the first call. (Author: Matt Finch)
- Dark Triton: HD 3; AC 5; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 14; AL C; CL/XP 4/120; Special: Magic resistance 75%.
Troglodytes are subterranean reptile-people. In battle, they emit a horrible smell that weakens most other races. Failing a saving throw against the smell causes the victim to lose 1 point of strength per round for 1d6 rounds, with the loss persisting for another 10 rounds thereafter. Troglodyte skin is slightly chameleon-like, which allows them to mount very effective ambushes. Troglodytes despise the civilized races and seek to annihilate them, but different clans do not ordinarily work well together. Troglodyte bands are often led by strong specimens, which can be 3 or 4 hit dice monsters.
- Troglodyte: HD 2; AC 4; Atk 2 claws (1d3), Bite (1d4+1) or by weapon with shield (1d8); Move 12; Save 16; AL C; CL/XP 3/60; Special: Stench, chameleon skin.
Trolls are as tall as ogres, and just as strong. Unlike ogres, however, they attack with claws and teeth instead of weapons. Trolls regenerate, which is to say that any damage inflicted upon them heals within minutes (3 hit points per round). The only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can even re-grow lopped-off heads and limbs.
- Troll: HD 6+3; AC 4; Atk 2 claws (1d4), 1 bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: Regenerate 3hp/round.
Tsalakians exist outside of normal space. It is said that they have no individual wills of their own, but are instead the fearful servitors of some greater malign power. They eternally scheme against, and are in turn defied by, another trans-dimensional race called the Kzaddich (q.v.). Tsalakians appear as tall men, completely enshrouded in cowled cloaks. Although capable of speaking with any sentient being (an innate form of tongues), their voices float bizarrely around them, as though through a ventriloquism spell with a random range and direction. They rarely allow their true forms to be seen, for they are difficult to comprehend. When uncloaked, they have been described as a blurry whirl of teeth forming a rough approximation of a man-like form.
Tsalakians can bend and fold themselves through space, and are therefore extraordinarily difficult to successfully strike (thereby accounting for their high armor class). Moreover, they are fearsome in combat as they have the spell-like ability to blink at will. Their multiple attacks represent their ability to strike from several directions at once. A Tsalakian may divide its attacks among opponents within 20’ of itself. They may move any distance in any given round, ignoring physical or magic obstacles in their path. This functions as an innate form of teleport without error. They can even enter concealed or hidden areas, as they do not perceive space as others do, and can see “around” walls, floors and ceilings. Thus, they can disregard held portals, walls of force and the like. Secret, concealed and hidden doors and traps are always exposed to their weird senses, as are hidden people. Note that they are, however, subject to illusions and cannot perceive invisible, out of phase, ethereal or astral objects or creatures; nevertheless, they are virtually impossible to take by surprise. They are immune to “person” affecting spells, such as charm person. Tsalakians are allowed saving throws against all spells of any kind, take no damage from damage-causing spells on a successful saving throw, and take only half damage if they save successfully. They cannot be restrained by any impediment and act as if wearing rings of free action at all times.
Tsalakians possess the mental power to detect good, evil, and magic at will, to cause fear (saving throw negates), and can sense the exact emotions of any being within 100ft. Tsalakians are usually found in the act of planning or carrying out some great ill, for they perpetually strive to bend all other sentient beings to the will of their dread master. They prefer to work through others, themselves remaining out of the fray if possible, revealing their fearsome abilities only if pressed. Their hatred of the Kzaddich knows no bounds and they will always attack these creatures on sight.
- Tsalakian: HD 2+2; AC -4 ; Atk 4 weapon attacks (1d4); Move Infinite; Save 16; AL C; CL/XP: 7/600; Special: Incorporeal/teleport movement, perceive secret and hidden things, immune to spells affecting a “person,” saving throw against all magic, reduced damage from spells, immune to restraint, detect good, magic and evil, sense emotions (empathy).
Tunnel prawns are scavengers resembling very large lobsters, with a hard, rocklike shell. These creatures wander through subterranean caverns eating bugs and fungi from the wall, floor, and ceiling. A tunnel prawn can scale walls and move along ceilings with no more difficulty than walking along a floor. These dungeon vermin are easily antagonized, and will attack any living beings venturing near. One tunnel prawn can provide the equivalent of a day’s rations. The meat is tough and very chewy, and keeps for only one day, but is actually quite delicious. Some taverns, usually those located near dungeon entrances, serve tunnel prawn as an item on the bill of fare, and will pay up to 3 gps for a fresh tunnel prawn. The prawns weigh about 20 lbs each. (Author: Matt Finch)
- Tunnel Prawn: HD 1; AC 4; Atk 2 pincers (1d2); Move 6; Save 17; AL N; CL/XP: 1/15; Special: Climbing.
Giant sea turtles do not hunt humans, but they are aggressive in their territory, and are large enough to capsize small ships (15 foot diameter shell). Obviously, the size and hit dice of individual specimens will vary; these stats are for an average adult turtle.
- Giant Sea Turtle: HD 15; AC 3 shell, 5 head/flippers; Atk 1 bite (4d6); Move 3/12 (swimming); Save 3; AL N; CL/XP 15/2900; Special: None.
Giant snapping turtles are massive, having a shell with the same diameter in feet as the creature’s hit dice. Their incredibly thick shells make them almost invulnerable to attacks that are not targeted at the head or limbs.
- Giant Snapping Turtle (8HD): HD 8; AC 2 shell, 5 head/limbs; Atk 1 bite (4d6); Move 4 (Swim 9); Save 8; AL N; CL/XP 8/800; Special: None.
- Giant Snapping Turtle (9HD): HD 9; AC 2 shell, 5 head/limbs; Atk 1 bite (4d6); Move 4 (Swim 9); Save 6; AL N; CL/XP 9/1100; Special: None.
- Giant Snapping Turtle (10HD): HD 10; AC 2 shell, 5 head/limbs; Atk 1 bite (4d6); Move 44 (Swim 9); Save 5; AL N; CL/XP 10/1400; Special: None.
Unicorns are generally shy and benevolent creatures, who will allow only a chaste maiden to approach them. They can teleport once per day to a distance of 360 ft, with a rider. The unicorn’s horn has healing properties, according to legend. (The details of this, if any, are left to the Referee). There is considerable room to create variant sorts of unicorns: evil ones, flying ones, etc.
- Unicorn: HD 4; AC 2; Atk 2 hoofs (1d8), 1 horn (1d8); Move 24; Save 13; AL L; CL/XP 5/240; Special: double damage for charge, 25% magic resistance, teleport.
By day, the urrslumber is a lurching heap of leafy vegetation, roughly in the shape of a headless bear, with tangled masses of thorny limb-vines extending from a twisted clump of pliable abdominal roots; when stationary, it is nearly indistinguishable from normal plant life. It hunts by ambush, sensing the vibrations of passersby and lunging forth to grapple with its thorny limbs. Its thorns secrete a sleep-inducing poison with effects that last for 1d6 hours, possibly less, depending on size and constitution of the victim. The urrslumber drags sleeping prey back to its lair (often within the root base of an enormous tree), binds the prey, and awaits nightfall. At sunset, the urrslumber transforms into a jet-black bear with red, sightless eyes. In this form, it hungrily devours the captured prey and then falls asleep, transforming back into plant form at sunrise. While in bear form, the urrslumber’s gaze causes blindness for 1d6 rounds (saving throw negates). If it is killed while in plant form, the urrslumber regenerates completely from its remains (even burnt ashes) on the next new moon. Urrslumbers killed in bear form are permanently dead. (Author: Guy Fullerton)
- Urrslumber: HD 5; AC 4; Atk 1 grapple in plant form (1d6 + sleep poison), or 1 claw or bite in bear form (2d6); Move 9; Save 12; AL C; CL/XP 6/400; Special: Surprise opponents on a 1-4 in plant form, gaze attack (blindness) in bear form, and the bear form itself is blind.
Uruak, or “scrap gnolls” are a race of hyena-like humanoids from an alternate reality, similar to gnolls in appearance but much more intelligent. They are intelligent, civilised, and fanatically obsessed with mechanical devices and inventions. The culture of their world is equivalent to the Bronze Age. Scrap gnolls managed to survive magical cataclysms and inhospitable wastelands by combining their scavenging and tool-using skills. Although their world is now believed destroyed, they have somehow spread across the multiverse. Wherever they go, the landscape is littered with smashed sand ships, exploded steam engines, and rusting piles of scrap left behind their evolving technological skills.
Scrap gnolls spend most of their time creating and testing tools and devices, for they are instinctively gifted artificers. Many scrap gnolls are skilled in alchemy, clockwork, mining and smithing, and they may possess crude explosives (3d6 damage in 10’ radius, must be thrown, may have a timing device of up to 3 rounds) or arquebus-type ‘smoke-powder’ weapons (1d10 damage, backfire and be unusable until repaired on an attack roll of 1). Any weapons they make will be finely crafted and lovingly cared for. In a group of 6 or more scrap gnolls, there will be a leader with magic-user spells and the vision to direct the gnolls in working together towards a major task, as well as a pet snake or scorpion as their mascot. For every male actively inventing, scrounging, or repairing, there will be a female of close kin seeing to the more mundane domestic tasks. All scrap gnolls yearn to regain the expertise of building ornithopters and battle-automata. (Author: Scott Wylie Roberts, “Myrystyr”)
- Uruak (Scrap Gnoll): HD 2; AC 5; Atk 1 weapon (1d10); Move 12; Save 16; AL C; CL/XP 2/30; Special: May possess explosives or firearms.
The Jubokko grow on battlefields or other scenes of bloody carnage, where so much human blood may be shed on the ground that it is sucked up in great quantities by the roots of nearby trees. These trees grow up nourished by this blood, and knowing no other sustenance, they begin to thirst for the blood of human beings. They will await motionless, appearing as a normal tree, until some unsuspecting person passing beneath is snatched up by its branches and murdered, the trees then feast upon their victims blood. If the Jubokko hits with 2 of its branches against a single victim, that victim becomes immobilized and cannot fight or cast spells until freed by his companions. Such a victim becomes AC 9 for further attacks by the Jubokko.
- Vampire Tree/Jubokko: HD 4; AC 6; Atk 4 branches (1d6); Move 0; Save 13; AL N; CL/XP 6/400; Special: Immobilization.
Vampires are some of the most powerful of undead creatures. They can only be hit with magic weapons, and when “killed” in this way they turn into a gaseous form, returning to their coffins. They regenerate at a rate of 3 hit points per round, can turn into a gaseous form or into a giant bat at will, and can summon a horde of bats or 3d6 wolves out from the night. Looking into a vampire’s eyes necessitates a saving throw at -2, or the character is charmed (per the Charm Person spell). Most terrifyingly, a vampire’s bite drains two levels from the victim. Fortunately, vampires have some weaknesses. They can be killed (though these are the only known methods) by immersing them in running water, exposing them to sunlight, or driving a wooden stake through the heart. They retreat from the smell of garlic, the sight of a mirror, or the sight of “good” holy symbols. Any human killed by a vampire becomes a vampire under the control of its creator.
This description will be recognized easily as the “Dracula” type of vampire. Many other possibilities for vampires exist in folklore: Chinese vampires, for instance, and blood-drinkers more feral than intelligent. Plus, other cultural templates with different attributes could be created—how about an ancient Egyptian mummified vampire, or an Aztec vampire?
- Vampire (7HD): HD 7; AC 2; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 9; AL C; CL/XP 10/1400; Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon rats or wolves, charm gaze, drain 2 levels with hit.
- Vampire (8HD): HD 8; AC 2; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 8; AL C; CL/XP 11/1700; Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon rats or wolves, charm gaze, drain 2 levels with hit.
- Vampire (9HD): HD 9; AC 2; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 6; AL C; CL/XP 12/2000; Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, summon rats or wolves, charm gaze, drain 2 levels with hit.
Vapor Cranes make their homes where geysers spews and hot springs make great boiling pools, arranging their rock nests so that they fill with boiling water. Strangely, they do not eat, but draw their sustenance from the steaming waters they inhabit. They will attempt to fly away if they are endangered but they will fight to the death if cornered.
Touching a Vapor Crane without the proper precautions can be deadly, for their bodies are boiling hot (1d6+1 hp/hit die). They are also able to spew clouds of steam from their nostrils as both an offensive and a defensive measure and will use this ability to flee, unless guarding a nest. The steam cloud can be used in one of two ways (3 times per day total): if the crane is attacking, it blows the steam in a cone 30ft long to a width of 30ft, inflicting 1d6 + 1/ hit die. When used defensively, the crane surrounds itself with the cloud in a radius of 15-ft, which not only inflicts damage but also obscures the bird from sight. In normal combat, a vapor crane attacks with its beak, which is filled with needle-sharp teeth. (Author: Russell Cone)
- Large Adult Vapor Crane: HD 6; AC 4; Atk 1 bite (1d4+5); Move 5 (Fly 12); Save 12; AL N; CL/XP 7/600; Special: Scalding to touch, steam cloud (1d6+1/ hit die) in cone or 15-ft. radius.
- Small Adult Vapor Crane: HD 3; AC 4; Atk 1 bite (1d4+2); Move 5 (Fly 12); Save 16; AL N; CL/XP 4/120; Special: Scalding to touch, steam cloud (1d6+1/ hit die) in cone or 15-ft. radius.
- Fledgling Vapor Crane: HD 2; AC 4; Atk 1 bite (1d4+1); Move 5 (Fly 6); Save 17; AL N; CL/XP 3/60; Special: Scalding to touch, steam cloud (1d6+1/ hit die) in cone or 15-ft. radius.
Vargouilles are demonic creatures, a horrid head, bearded with small, writhing tentacles, with bat wings protruding from the back. Their bite is deadly, causing permanent hit point loss (saving throw).
- Vargouille: HD 1; AC 8; Atk 1 bite (1d4); Move 0 (Fly 12); Save 17; AL C; CL/XP 3/60; Special: permanent hit point loss.
These are the restless spirits of dead fighters and warriors whose armor continues to fight long after they are gone. The armor stands six feet tall (sometimes taller), and is usually of the plate mail type. Varn carry enchanted weapons, usually a +1 sword or axe. Because it is an animated suit of armor, it has immunity to charm, sleep, and cold spells. However, fire spells do +1 additional damage to eternal gladiators. Varn are typically not used to guard locations, as they will attack anyone who gets near them on sight. They can be found in dungeons, or at the locations of large battles.
A weapon that has been used by an eternal gladiator will be cursed forever after; attempts to remove the curse will simply cause it to collapse into rust. A varn may be turned as a wight.
- Varn: HD 5; AC 2; Atk 1 +1 weapon (1d10+1); Move 9; Save 12; AL N; CL/XP 5/240; Special: Undead immunities, takes double damage from fire.
Vierds are creepy, two-headed cousins to ghouls, standing only 3ft tall. They are nocturnal albinos with pink eyes, yellow claws and dirty fangs. Like their kin, they are immune to charm and sleep spells. A vierd has a paralyzing touch on a failed save (2d6 turns), and if bitten, the victim must make a saving throw or contract a disease. The diseased spot must be purified (burning, amputation, holy water, etc.) in order to arrest the spread of the disease. (Author: Oldcrawler)
- Vierd: HD 2+4; AC 6; Atk 2 claws (1d3 + paralysis), 2 bites (1d4 + disease); Move 9; Save 16; AL C; CL/XP 4/120; Special: Paralysis, disease, immunities.
These vaguely humanoid monsters slop their way through underground passages in search of living flesh to “eat.” They attack by smacking prey with their large oozing fists, attempting to cover them and turn them into living slimes as well (on a natural roll of 15+, the victim must make a saving throw or begin transforming into a walking slime). (Author: Random)
- Walking Slime: HD 2; AC 9; Atk 1 (1d6 + turn to slime); Move 6; Save 16; AL N; CL/XP 4/120; Special: Transform to slime.
A wandering hole is a creature that exists in a different dimension but extends into the normal world as a living emptiness, a hole in space. In its expanded form, it resembles a 10ft x 10ft hole running 20ft to 50ft deep (1d4+1 x10). The creature possesses the capacity to constrict its anti-mass to a 1/4 inch square. Contracting itself from a 10ft x 10ft square to a 1/4in x 1/4in square takes 1d4+1 rounds. Expanding its form back to 10ft x 10ft takes only 1 round. The most common tactic used by wandering holes is to constrict themselves to their smallest size, then, as an adventurer walks above, the wandering hole expands, sending the victim plummeting down its depth. The wandering hole then compresses itself anew to crush the hapless victim. Victims of this tactic always run the risk of being surprised (50%).
Victims who find themselves within the depths of a wandering hole have but 1d4+1 rounds to get themselves out before the contracting critter crushes them: on the last round, the constricting wandering hole crushes the victim to death.
Wandering holes may be damaged, but only by spells or magic weapons and items. When it dies, a wandering hole returns to its expanded size of 10ft x 10ft, but as a normal, nonliving hole in the ground. (Author: Skathros)
- Wandering Hole: HD 5; AC 1; Atk 1 special; Move 12; Save 12; AL N; CL/XP 7/600; Special: Surprise, Constrict.
Giant wasps are as large as humans, and are incredibly aggressive. Their sting paralyzes (saving throw) for 1d4+1 days (at the end of which time, wasp larvae eat the victim from the inside out). Cure disease will kill the larvae. The wasp wings are paper-thin, and flammable.
- Giant Wasp: HD 4; AC 4; Atk 1 sting (1d4 + poison), 1 bite (1d8); Move 1 (Fly 20); Save 13; AL N; CL/XP 6/400; Special: Paralyzing poison, larvae.
These ferocious predators are often found in dungeon complexes, for they lair in caves. When a giant weasel hits an opponent, it clamps its jaws and sucks blood, automatically inflicting 2d6 points of damage per round. Giant weasels can be trained as guard animals; although they cannot be trained to warn of intruders, they are far more deadly than guard dogs. Their pelts sell for 1d6x100gp each.
- Giant Weasel: HD 3+3; AC 6; Atk 1 bite (2d6 + blood drain); Move 15; Save 14; AL N; CL/XP 4/120; Special: Drain blood.
Despite its name, a were-mist is not a form of true lycanthropy, but is a monster than can inflict involuntary shapechanging upon other creatures. The were-mist attacks by enveloping and attempting to transform an opponent. The creature surrounded by the were-mist must make a saving throw or be transformed into a ravening beast (similar in appearance to a werewolf) that will attack at the were-mist’s directions. The were-mist remains wrapped around the victim, but it can be attacked independently without risk to the controlled creature. The were-mist itself can only be harmed by silver or magical weapons (or with spells), but the beast-form of its slaves may be damaged normally.
When the were-mist’s slave is weakened by combat, the mist will attempt to move on to a new victim. As soon as it departs from a victim, the spell is broken and the slave returns to normal shape and self-control. In battle, the were-mist will attempt to move from victim to victim, causing them to attack their allies, and discarding one puppet when it becomes weak, moving to the next strongest potential victim.
Were-mists are solitary due to their rarity, rather than due to an unwillingness to congregate; in rare instances there might be lairs containing more than one of these creatures. Since they do not appear to reproduce, such better-populated lairs might exist closer to whatever “source” creates the mists. (Author: Matt Finch)
- Were-mist: HD 3+3; AC 4; Atk 1 enfold (special); Move 9; Save 14; AL C; CL/XP 6/400; Special: Immune to non-magic weapons, transform and enslave.
Killer whales might be found as the allies of any intelligent underwater species, chaotic or lawful, good or evil. Some killer whales are as intelligent as humans, others are not.
- Killer Whale: HD 12; AC 4; Atk 1 bite (3d10); Move (Swim 24); Save 3; AL N; CL/XP 12/2000; Special: None.
Source: The Tome of Horrors Complete
Sperm whales can swallow small ships whole, and automatically swallow whole any human-sized prey they hit with an attack. Blows from their tails destroy boats and might also destroy ships, or damage them terribly. Some sperm whales are intelligent (and often malevolent).
- Sperm Whale: HD 36; AC 4; Atk 1 bite (4d10), 1 tail (4d10); Move (Swim 18); Save 3; AL N; CL/XP 37/7400; Special: Swallow whole.
Wights live in tombs, graveyards, and burial mounds (barrows). They are undead, and thus not affected by sleep or charm spells. Wights are immune to all non-magical weapons, with the exception of silver weapons. Any human killed or completely drained of levels by a wight becomes a wight.
- Wight: HD 3; AC 5; Atk 1 claw (1hp + level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: Drain 1 level with hit, hit only by magic or silver weapons.
Sea-wights are highly similar to normal wights, originating from bodies in ocean-flooded tombs, bodies that were consigned to the depths of the ocean, or from individuals – usually those of some power – who perished beneath the dark waves. They have a more bloated appearance than normal wights, and their skins are crusted with barnacles or other sea-growths, giving them a somewhat better armor class than a land-wight. In the course of transforming into a sea-wight, the hands and feet become webbed, allowing the creatures to swim at a rate of 90ft.
Sea-wights have a greater tendency than normal wights to associate with and command other undead creatures. Although some sea-wights are solitary, many sea-wight lairs are found in ship graveyards, forest-beds of deep seaweed, and other places that may have a strong evil animus. In this case, the lair will ordinarily contain the following:
1d4+4 Additional sea-wights
1d4 giant zombie sharks (50% chance)
2d10 giant zombie piranhas (q.v.) (75% chance)
1d10 human zombies (80% chance)
1 giant zombie octopus (10% chance)
All of the zombie creatures in a sea-wight lair will be under the control of the strongest sea-wight. If this wight is killed, 2 rounds will be required for the next strongest sea-wight to establish dominance over the creatures.
Giant zombie sharks and giant zombie octopi have an armor class inferior by 1 point to the normal AC of the living creature, but have an additional hit die. They are otherwise identical to the living form of the creature, but will attack last in any melee round.
As with normal wights, a successful attack by a sea-wight drains one level of experience from the victim, and a fully-drained victim rises as a sea-wight of half normal strength under the command of its killer. (Author: Matt Finch)
- Sea-Wight: HD 4+3; AC 4; Atk 1 touch (level drain); Move 12 (Swim 9); Save 13; AL C; CL/XP 7/600; Special: Drain 1 level with hit, hit only by magic or silver weapons, command other undead.
Will o’ the wisps are phantom-like shapes of eerie light, creatures that live in dangerous places and try to lure travelers into quicksand, off the edges of cliffs, etc. They usually inhabit swamps or high moors. They can brighten or dim their own luminescence, and change their shapes as well, to appear as a group of lights, a wisp of light, or in the glowing wraithlike shape of a human (often female). They will generally depart if the attempt to lead victims into danger fails, but if they are attacked they can defend themselves with violent shocks of lightning-like power. These creatures are intelligent, and can be forced to reveal the location of their treasure hoards.
- Will-o-the-wisp: HD 9; AC –8; Atk 1 shock (2d6); Move 18; Save 6; AL C; CL/XP 10/1400; Special: Lights.
Wolves are pack hunters, and may be found in large numbers. Male wolves weigh from 80 to 100 pounds.
- Wolf: HD 2+2; AC 7; Atk 1 bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30; Special: None.
Source: The Tome of Horrors Complete
Winter wolves are as intelligent as humans, and many packs or their leaders are not friendly to humankind. Some, indeed, are actively malevolent and hostile, hunting humans as prey and stalking arctic villages for lone victims. Winter wolves can breathe frost at a range of 10ft, blasting anything in front of them in a wide area for 4d6 points of damage (save for half). This ability can only be used once per turn (10 rounds). Winter wolf pelts are very valuable (1d4+2 x1000gp).
- Winter Wolf: HD 5; AC 5; Atk 1 bite (1d6+1); Move 18; Save 12; AL N; CL/XP 6/400; Special: Breathe frost.
Source: The Tome of Horrors Complete
Worgs are large, intelligent, and evil wolves. They are believed by many to be normal wolves that are inhabited by malevolent spirits, gaining size and strength accordingly. Others simply believe that worgs are an intelligent species of great wolves.
- Worg: HD 4; AC 6; Atk 1 bite (1d6+1); Move 18; Save 13; AL C; CL/XP 4/120; Special: None.
Wolverines are vicious and tough, living in arctic and tundra (taiga) regions of the world. Its musk is not dangerous, but the smell remains for days, and it spoils food. They attack with a +4 to-hit bonus for their ferocity.
- Wolverine: HD 3; AC 6; Atk 1 bite/claw (1d6+3); Move 12; Save 14; AL N; CL/XP 4/120; Special: Musk, +4 to hit bonus.
Giant wolverines are larger than their normal cousins, and some of them may be possessed of a malign intelligence. They attack with a +4 to-hit bonus for their ferocity.
- Giant Wolverine: HD 6; AC 5; Atk 2 claws (1d4), 1 bite (1d6); Move 12; Save 11; CL/XP 7/600; Special: Musk, +4 to hit.
Wraiths are powerful wights, immune to all non-magical weapons other than silver ones (which inflict only half damage). Arrows are particularly ineffective against them, for even magical and silver arrows inflict only one hit point of damage per hit. Wraiths can be found riding well-trained battle steeds or more unusual mounts that will tolerate their presence. Just as wights do, wraiths drain a level of experience from those they hit.
- Wraith: HD 4; AC 3; Atk 1 touch (1d6+ level drain); Move 9 (Fly 24); Save 13; AL C; CL/XP 8/800; Special: drain 1 level with hit, magic or silver weapon to hit.
A wyvern is a two-legged form of dragon. These creatures are smaller and less intelligent than true four-legged dragons, not to mention that they do not have a breath weapon. Each wyvern has a poisonous sting at the end of its tail. However, they are not coordinated enough to attack with both bite and sting in a single round. In any given round, a wyvern is 60% likely to use its tail, which can lash out to the creature’s front even farther than its head can reach.
- Wyvern: HD 8; AC 3; Atk 1 bite (2d8) or 1 sting (1d6+poison); Move 6 (Fly 24); Save 8; AL N; CL/XP 10/1400; Special: Poison sting.
Xoles bear a close physical resemblance to the salamanders of the elemental plane of fire, having a somewhat human head, human arms, and a serpentine body. Rather than being creatures of fire, however, the xoles are creatures of stone, being native to the elemental plane of earth. As such, they are immune to fire and cold, and can be affected by protection from evil.
A xole is only slightly larger than a salamander; the torso of a xole is equivalent to that of a seven-foot tall, but massive, person. The tail is almost ten feet in length, which is the reason xoles are categorized as “Large” size. Xoles generally carry heavy stone maces as weapons; even xoles can only wield these weapons two-handed, and they cannot be lifted by any creature not from the elemental plane of earth. If one of the weapons is dropped to the ground, it will dissolve into the stone after a period of a year and one day. If a xole hits successfully with its tail, it inflicts automatic constriction damage thereafter.
Xoles can move through solid rock or earth, although it takes a full round to enter solid stone.
There is no allegiance between xoles and xorns beyond the fact that both types of creatures are native to the elemental plane of earth. Xoles, obviously, are more organized than xorns, and are generally found on the prime material plane in the service of some evil purpose, as contrasted to the neutral and relatively purposeless wanderings of the xorns. (Author: Matt Finch)
- Xole: HD 8+4; AC 2; Atk 1 two-handed mace (1d10+5) and tail (2d6); Move 12; Save 8; AL C; CL/XP 10/1400; Special: Constriction, immune to fire and cold.
Xorn are bizarre creatures, originally from the elemental planes of earth, which eat precious metals and other minerals. They have a rock-like consistency, granting an extremely good armor class, and appear to be made of stone. Xorn have a barrel-shaped body, radially symmetrical with three eyes, three arms, three stubby legs, and a powerful mouth set in the top of the creature’s body. The stone-like appearance grants the xorn a tremendously good chance of surprising its enemies.
These creatures are immune to fire and cold damage, and take only half damage from electrical attacks (no damage when saving throws are successful). A xorn can swim through stone, but requires a full melee round to enter solid rock, during which time it cannot attack. Phase Door spells will utterly destroy a xorn that is traveling through rock or readjusting its composition.
Xorn are particularly vulnerable to spells that affect earth and stone. Move Earth spells may be used to hurl a xorn backwards 30ft and stun them for a full round. Stone to flesh and rock to mud spells weaken the xorn’s elemental structure, increasing the creature’s AC to 8  until the xorn concentrates for a full round to readjust its composition. Passwall spells inflict 1d10+10 points of damage with no saving throw.
- Xorn: HD 7; AC –2; Atk 3 claws (1d3), 1 bite (4d6); Move 9; Save 9; AL N; CL/XP 9/1100; Special: Immune to fire and cold, half damage from electricity, travel through stone.
Named after their distinctive call, Yaruga are agile, hammerheaded lizards, 10 ft. in height, which walk on two long bird-like legs. Yaruga graze on plants and grasses by day, but become vicious hunters by night. During the day Yaruga are skittish and scare easily. They excrete a foul-smelling gas if approached within 50 ft, then run away; the gas blinds anyone within 10ft of the Yaruga for 1d4 rounds (saving throw applies). At night, Yaruga become extremely dangerous and aggressive, chasing their prey down and kicking them to death before feasting on them. When they make the initial charge, a yaruga’s running kick inflicts double damage on a successful hit. Anyone sprayed by Yaruga-gas during the day becomes the main target of the savage lizards by night. In the wild, Yaruga are usually encountered in pairs, day or night, but there may be 2d4 together during mating season. (Author: Sean Wills)
- Yaruga: HD 3; AC 5 ; Atk 1 kick (1d6); Move 18; Save 14; AL N; CL/XP 3/60; Special: Blinding flatulence, running kick.
Yetis are the “Bigfoot” of the arctic and the high mountains. If a yeti strikes the same opponent with both fists, it bear-hugs for an additional 2d6 points of damage. Anyone caught in the yeti’s arms like this must make a saving throw or be paralyzed with fear for 1d3 rounds (during which time the yeti hits automatically). Yetis are very intelligent, and can be quite malevolent. They are immune to magical cold.
- Yeti: HD 5; AC 6; Atk 2 fists (1d6); Move 14; Save 12; AL N or C; CL/XP 7/600; Special: Immune to cold, hug, fear.
Ygg (commonly called ‘Gallows Trees’) are ancient, tree-like predators that impale both beast and man on the thorn-covered bark of their snaking branches. An Ygg’s branches can whip out to a distance of 30ft to seize prey, who must make a successful saving throw to avoid being caught (the Ygg can use 1d6 of these branches in any given combat round). Once impaled upon the massive thorns, the life force and nutrients of the victim is drained at the rate of 1 hit point per round, leaving the empty husks to slough off in the fullness of time. Any man-sized creature has a 1 in 6 chance per round of pulling free of the branch. Reeking of putrefaction and festooned with corpses, Ygg roam the countryside in search of flesh, producing a cloud of spores (60ft radius) that draws creatures to them. Prey within the sporecloud must make a saving throw (each round) or be drawn closer to the Ygg. Once the Ygg attacks, these victims come to their senses, but it may be too late. Ygg have no visual organs but can detect any creatures within 60ft using sound, scent, and vibration. They are immune to cold, but are susceptible to fire (+1 damage per hit die). Folklore suggests that the peach-like fruit Ygg produce has magical life-enhancing properties. (Author: Sean Wills)
- Ygg: HD 8; AC 2; Atk 1d6 impalements (1d6+1 each); Move 6; Save 8; AL N; CL/XP 10/1400; Special: Immune to cold, spore cloud.
Yienhools are pale humanoids with long, thin arms and elongated, clawed hands. Their bulging, white eyes are well adapted to dim light, but they are virtually blind in sunlight and never emerge from below ground unless forced to do so. They are deep-dwellers of the underground, but small groups of them are occasionally found in the upper reaches of the subterranean world. Yienhools are more intelligent than animals, but barely so – they can communicate and follow orders, and in packs they can hunt with considerable cunning, but their ability to act independently of a pack or a strong leader is very weak. Yienhool packs swarm their prey, the first ranks grabbing, clutching, and immobilizing to allow their total numbers to swarm over the foe and bring them down. If a yienhool hits, it has grabbed successfully at one of the foe’s arms, rendering weapon or shield unusable as the yienhool clings on, regardless of danger (such attacks are made at -1 to hit). While holding on, the yienhool can make more attempts to grab the other arm as well. Yienhool can swarm over the backs of their fighting brethren to climb past front ranks and into the rear ranks of their opponents. If a yienhool is not already holding an enemy, and chooses not to make grabbing attacks, it can attack with its claws. These creatures are usually encountered in large numbers, for they do not divide into packs of fewer than 6.
Yienhool packs are often led by unusually large and vicious specimens of the race who are much more intelligent – or, at least more cunning – than the average member of the species. These leaders are normally of 3HD, but some can be as large as trolls, with 5-7 hit dice. (Author: Matt Finch)
- Yienhool: HD 1d6; AC 8; Atk 1 claw (1d4); Move 9; Save 18; AL C; CL/XP 1/15; Special: grab and pin arms, swarm over the top of battle lines.
Hounds of Yith are supernatural creatures of the night, resembling large dogs (most say). They are, perhaps, originally denizens of another plane of existence, and they are summoned to the hunt by powerful and malign beings. The baying of the hounds causes fear within 100ft (per the spell). Normal weapons do not damage the hounds of Yith: silver weapons inflict only 1hp damage per hit, and magical weapons inflict 1hp per point of to-hit bonus. The hounds have 10% resistance to magic.
- Hound of Yith: HD 3; AC 1; Atk 1 bite (1d6+1); Move 18 (Fly 25); Save 14; AL C; CL/XP 7/600; Special: Baying, harmed only by magic/silver weapons, magic resistance 10%.
Fat and ugly toad-like humanoids, the Yurmp are bandits and scroungers. Though of fine material, such as silk, their clothes are torn and soiled. Any armour is mismatched and poorly maintained, held together by rusty buckles and double-wrapped cords. Yurmp have sour expressions and grumpy attitudes, often becoming impatient and bored while waiting beside a road or path for someone to ambush. Their weapons are generally polearms looted from battle sites. If yurmp are able to coordinate an ambush, they have an increased chance of surprising their opponents (1-3 on 1d6). In villages that tolerate their presence they are usually part of any organised crime; in areas where they are not tolerated, yurmp live by “finding” dropped items and digging through the garbage of other races, bemoaning their poor luck all the while.
For every 5 yurmp in a group there is a cumulative 2 in 6 chance that a wrestler yurmp will be present. These grossly fat yurmps disdain weapons and armour, and strike for 1d6 damage in unarmed combat. If the unarmed attack succeeds by four or more points, the wrestler has a firm hold on the foe and can throw him to the ground, disarm him, prevent attacks, or inflict continuous strangling damage (1d6 per round). Wrestler yurmps have an effective Strength score of 18, and usually enjoy challenging humans to arm wrestling contests. The rest of the yurmp enjoy gambling on these contests. If yurmp are able to attack by stealth or surprise from behind, they gain +4 on the attack and inflict double normal damage. (Author: Scott Wylie Roberts, “Myrystyr”)
- Yurmp: HD 5+3; AC 4; Atk 1 polearm (1d8); Move 12; Save 12; AL N; CL/XP 5/240; Special: Backstab.
- Wrestler Yurmp: HD 5+3; AC 6; Atk 1 unarmed (1d6); Move 12; Save 12; AL N; CL/XP 6/400; Special: Backstab, unarmed grapple with hit 4+ over number needed.
Zetans are a grey skinned collective-intelligence race originally hailing from somewhere beyond the material plane. Workers are about four feet tall, and leaders are as tall as six feet. All zetans have thin arms and legs, oversized heads and eyes, and extremely long fingers. They are encountered most frequently on the Ethereal and Astral planes. Their purpose in visiting the Material Plane is a mystery, although they have been known to abduct mortals or livestock, sometimes in broad daylight. Zetans have an aura which causes Fear (as per the spell, saving throw negates), and they are immune to non-magical weapons. It is believed that Zetans are not truly evil, but merely inscrutable and totally alien in motivation; individuals that have met the Zetans will have wildly different stories to tell about them. Smaller Zetans seem to function most often as workers; the taller leader-types are conjectured to have more independence, but still serve the collective. Zetans travel in a thought conveyance which is only temporarily physical, glows various unearthly colors, and is able to become invisible (by entering the Ethereal Plane) at will. For every fifteen Zetans there will always be at least one leader type. A leader must be present for transport of any mortals or livestock. If a Zetan is killed on the prime material plane it is dispatched back to the collective unless its leader is killed as well, in which case it is dispersed. More permanent Zetan fortresses may exist under some of the more inaccessible desert areas of the world; nomads speak of the sound of great machines beneath the sands. (Author: Michael Kotschi)
- Zetan (Worker): HD 1; AC 9; Atk 1 Weapon (1d4); Move 6; Save 17; AL N; CL/XP 3/60 Special: +1 or better weapon to hit, Fear aura.
- Zetan (Leader): HD 3; AC 7; Atk Weapon (1d8); Move 9; Save 14; AL N; CL/XP 5/240; Special: +1 or better weapon to hit, Fear aura, Ethereal Travel.
Zombies are mindless creatures, the walking dead. (These are merely animated corpses, not carriers of any sort of undead contagion as are ghouls.) If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. However, the standard zombie is simply a corpse animated to do its creator’s bidding.
- Zombie: HD 2; AC 8 or with shield 7; Atk 1 weapon or strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: Immune to sleep and charm.
Source: The Tome of Horrors Complete
Brain-eaters are a rare variety of zombie, appearing as bloated, swollen-headed walking corpses. These semi-intelligent monsters hunger for the brains of intelligent creatures, especially those with the ability to cast spells. Brain-eaters are capable of absorbing the energy of magical spells cast near them, negating any effect they might have had. A brain-eater may absorb up to 2d4 spell levels, its head growing ever larger during the process. When its capacity is reached, the brain-eater’s head violently explodes. A brain-eater regains the ability to absorb an additional spell level with each fresh brain it eats. (Author: Random)
- Brain-eating Zombie: HD 3; AC 8 ; Atk 1 strike (1d8); Move: 6; Save 14; AL C; CL/XP 5/240; Special: Absorbs spells.
Source: The Tome of Horrors Complete
- HD 4; AC 6 ; Atk 1 longsword (1d8) or 1 hand (1d4); Move 12 (12 swim); Save 13; AL C; CL/XP 4/120; Special Resist fire (half damage); Equipment leather armor, shield, longsword, belt pouch with 1d10hs
Leper zombies are clearly undead, afflicted with a horrific disease resembling a form of leprosy, more agile than other types of zombies, and far more deadly: any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). Leper zombies may be turned by clerics as ghouls, and they are immune to sleep and charm spells. Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. (Author: JD Jarvis)
- Leper Zombie: HD 1; AC 6; Atk 1 claw or bite (1d6); Move 9; Save 17; AL N; CL/XP 3/60; Special: Disease, victims animate as leper zombies.
Source: The Tome of Horrors Complete
These undead creatures are weirdly enchanted with some sort of necromancy. When hit by a melee weapon, they burst violently into flame, inflicting 1d6 points of damage to anyone within 5-ft. Only the bones remain after this conflagration: the remaining skeleton fights as a skeleton rather than as a zombie (including the lower hit points). The flesh re-grows rapidly, and the creature will fight as a zombie again in 10 combat rounds, including the restored ability to immolate itself. (Author: Scott Casper)
- Pyre Zombie: HD 2; AC 8 or with shield 7; Atk 1 weapon or strike (1d8); Move 6; Save 16; AL N; CL/XP 3/60; Special: Immune to sleep and charm, immolation.
Source: The Tome of Horrors Complete
Zombie Ravens are the rotting, undead bodies of ravens. As with other zombies, they have no independent intellect and move very slowly. (Author: Matt Finch)
- Zombie Raven: HD 1d6hp; AC 8; Atk 1 bite (1d3); Move 1 (Fly 6); Save 18; AL N; CL/XP 1/15; Special: Immune to sleep and cold.