Critters
Frozen
Rabid Ice Bear: 3d8+6 (19hp), AC 11, claws +5 (2d4+4). Once it hits, apply 2d4+4 crushing damage automatically. Blot-shot eyes, and tons of saliva. Something's wrong with this bear! Anybody bitten by the bear save phys+STR vs. DC15 after combat or suffer STR-1, MIND-1. Next morning, save phys+STR vs. DC15 again if you failed after combat. If you fail again, suffer STR+2, DEX-1, MIND-3, and blood-shot eyes. Heal as normal ability damage.
Storm Yeti: 5d8+10 (33hp), AC 13, slam +8 (1d6+3). A huge hulking shadow moving in the shadows amidst the raging blizzard. Will you venture forth and investigate? Meet the angry Yeti who resents trespassers. Sub 8 during a snow storm for a surprise slam!
Ice Wolf: 1d8+2 (7hp), AC 12, bite +2 (1d4+1). Ice wolves usually hunt in packs of 15 or more wolves, staying out of range, picking on any stragglers, preventing any decent rest (no healing or recovery from magic drain when surrounded by wolves out on the ice), attacking when the party is weak, such as after a fight with an angry bear.
Frozen Shaman: Undead, 3d8 (13hp), damage resistance: 5/slashing, AC 15, slam +3 (1d4), magic missile every odd round (1d6+3). Evil shamans are often left behind by the wandering tribes to die in the ice. Some of them cling to their life beyond all reason, however, and thus their dessicated corpses walk the frozen wasteland in the search of warmth & food. It will try to sneak into a camp, release pack animals, and steal as many provisions as possible. Frozen shamans will only fight to save their lives. They're more interested in the food.
Greater Ruaarz: 9d8+18 (58hp), damage resistance: 5/fire, AC 17, bite +11 (2d6+4), cold breadth every odd round (2d6+2). These giant ice snakes can travel hidden below the snow or below the ice (Sub 12) to approach their prey. They'll raise their ugly head up to twice the height of a man to release a minor ice storm from their bellies, and then swoop down to kill the most foolish of their enemies who dared approach them. Once it has killed its first enemy, it will drag him down below the ice or snow and start to retreat. If left alone, the one victim will satiate it for many weeks to come.
Temperate Forest
Stick Man: 2d8 (9hp), damage resistance: 5/fire, axe, AC 16, slam +2 (1d6+4). These animated stick men look frail and thin, but they are fast, hard as iron wood, and animated by a furious spirit bent on kicking out the intruders. Usually you'll find 6-12 of them defending a particular area. They won't pursue retreating foes unless set on fire using oil or magic, in which case they will die in two rounds anyway.
Oak Golem: 7d8+14 (46hp), damage resistance: 5/fire, axe, AC 17, slam +11 (1d10+8). A gnarled old tree sitting atop some boulders suddenly turns to life. Wood and stone start shifting and form into a very broad roughly humanoid with fists the size of an whole halfling. These golems will not start a fight on their own as they're usually fast asleep unless set ablaze or wakened by other wooden creatures such as stick men. Setting them afire using oil or magic will destroy them in four rounds. In those final rounds, they can tear boulders from their dying bodies and hurl them (3d6+3).
Fox Spirit: 2d8 (9hp), AC 15, composite short-bow & arrows +5 (1d6), short sword +2 (1d6). The fox spirits usually travel in hunting bands of 12-20 at night and are used as scouts by other forest spirits.
Beech Child: 1d8 (5hp), damage resistance: 5/fire, axe, AC 10, slam +1 (1). As you approach the tree overgrown with moss, you recognize the shape of a naked child leaning against the tree. It's skin is brown and green, as if overgrown with moss itself, and it's eyes have that magenta stare. In fact, the stare will daze all that look at it (save com+MIND vs 15 or be dazed for 1d4 rounds), and the child's touch will slow any that are hit (save phys+MIND vs 20 or be slowed for 1d4+3 rounds). These children of the woods are usually seen on their own, with 4-12 fox spirits hiding in waiting to shoot down anybody who trespasses.
Wicker King: 10d8 (45hp), damage resistance: 5/fire, axe, AC 15, greatsword +14/+9/+4 (1d10+8). Usually found governing an enchanted forest from the darkest grove, the horned wicker king will only join battle after having summoned all his allies. A typical wicker king will have two or three oak golems and up to fifty stick men to fight for him.
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Argh, writing it down is more work than I expected!