The monsters described in this section do not appear within the Monster Manual.  These conversions are subjective, following the conversion process described in the Conversion Manual, but with a certain amount of additional input from this scribe.  Of course, if you don’t like the changes made, then change them!
The monsters described herein were originally officially published in a variety of different sources for first edition Advanced Dungeons & Dragons.  For reference, these are:
Animated Suit of Armour	T1-4 Temple of Elemental Evil
Bat, Fire	C2 Ghost Tower of Inverness
Bowler	Monster Manual II
Crayfish, Giant	Monster Manual
Demon
Babau	Monster Manual II
Zuggtmoy	T1-4 Temple of Elemental Evil
Dracolisk	S4 Lost Caverns of Tsojcanth
Drelb (Haunting Custodian)	Monster Manual II
Elemental-Kin
Crysmal	Monster Manual II
Grue	Monster Manual II
Mhistu	Monster Manual II
Vortex	Fiend Folio
Water Weird	Monster Manual
Wind Walker	Monster Manual
Fish
Floating Eye	Monster Manual
Giant Gar	Monster Manual
Frog, Giant	Monster Manual
Fungi
Ascomoid	Monster Manual II
Basidirond	Monster Manual II
Hooting Fungi	T1-4 Temple of Elemental Evil
Phycomid	Monster Manual II
Ustilagor	Monster Manual II
Zygom	Monster Manual II
Galeb Duhr	Monster Manual II
Ghost, Banshee	Monster Manual
Ixitxachitl	Monster Manual
Khargra	Fiend Folio
Leech, Giant	Monster Manual
Leucrotta	Monster Manual
Lizard
Ice Lizard	Fiend Folio
Rock Reptile	Monster Manual II
Lurker Above	Monster Manual
Ooze
Crystal Ooze	S4 Lost Caverns of Tsojcanth
Pudding, Brown	S4 Lost Caverns of Tsojcanth
Pudding, Dun	S4 Lost Caverns of Tsojcanth
Pudding, White	S4 Lost Caverns of Tsojcanth
Rat, Vapour	Monster Manual II
Raven, Giant	Monster Manual II
Roper, Storoper	A3 Assault on the Aerie of the Slave Lords
Snake, Fire	Fiend Folio
Sprite	Monster Manual
Su-monster	Monster Manual
Toad
Fire Toad	Fiend Folio
Ice Toad	Monster Manual
Tick, Giant	Monster Manual
Umber Hulk, Vodyanoi	Fiend Folio
Of course, many of these monsters were later published in other 1st and 2nd edition volumes.
Some monsters that do not appear directly within the Monster Manual, but which can be derived by subjective application of the templates found in Appendix 3 of that tome, are not listed separately here.  Examples include the bugbear werewolves of area 208 (bugbears with lycanthrope template added), and the jackalweres of area 310 (classed humanoids with lycanthrope template subjectively added).  Also, xaren are assumed to be minor xorn, and juggernauts are simply animated objects.
Animated Suit of Armour
Medium Construct
Hit Dice:	9d10 (49 hp)
Initiative:	+1
Speed:	15 ft.
AC:	17 (+7 natural)
Attacks:	Greatsword +9
Damage:	2d6+2
Face/Reach:	5 ft. by 5 ft./5 ft.
Special Qualities:	Magical Immunity
Saves:	Fort +1, Ref +1, Will +1
Abilities:	Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Climate/Terrain:	Any land and underground
Organisation:	Solitary or troop (2-8)
Challenge Rating:	5
Treasure:	None
Alignment:	Always Neutral
Advancement:	-
These magical constructs are fashioned from suits of plate armour, magically animating them in a process similar to those used when creating golems.
Combat
Animated suits of armour wield greatswords.  Since these swords form part of the construct, and are welded to the suit, they cannot be disarmed.
Magical Immunity (Su): Suits of armour ignore the effects of all spells.
Bat, Fire
Tiny Outsider (Fire)
Hit Dice:	2d8+2 (11 hp)
Initiative:	+2 (Dex +2)
Speed:	15 ft., fly 50 ft. (Good)
AC:	14 (+2 Dex, +2 size)
Attacks:	Bite +6
Damage:	1-2-1 (bite) plus 1d6 (heat)
Face/Reach:	2 ft. by 2 ft./2 ft.
Special Attacks:	Heat; Blood Drain
Special Qualities:	Fire Subtype
Saves:	Fort +4, Ref +5, Will +3
Abilities:	Str 8, Dex 15, Con 12, Int 2, Wis 10, Cha 10
Skills:	Hide +5, Listen +2, Spot +3
Feats:	Weapon Finesse (bite)
Climate/Terrain:	Any hot land and underground
Organisation:	Colony (11-20)
Challenge Rating:	2
Treasure:	Standard
Alignment:	Always Neutral Evil
Advancement:	-
The fire bat is a denizen of the Elemental Plane of Fire, and, although rather common there, it seldom appears in the mundane world.  Its body is bat-like, about 2’ long, with a wingspan approaching 4’.  Its entire body is flaming, and it rdiates a temperature of several hundred degrees.  The skin of a fire bat is tough and leathery, and even the relatively thin wings are difficult to pierce.
Fire bats live in colonies usually numbering from 1-2 dozen.  Naturally, they will only lairin very hot places such as volcanoes, near hot springs, and, of course, on their native plane.  Fire bats reproduce by fission after gorging themselves on blood.
Combat
Fire bats possess razor-sharp teeth, but the damage they cause is more due to their natural heat than from these.  When a colony attacks, it will divide its numbers approximately equally among the foes it faces.
Heat (Su): Fire bats radiate heat from their bodies.  Anyone in contact with a fire bat will take 1d6 points of fire damage.
Blood Drain (Ex): If a fire bat hits, it will attach itself to its victim, and drain 1d2 points of damage automatically each round, plus the heat damage.  After three rounds, the fire bat will be sated, and will drop off and fly back to its lair.  If its victim dies before this period is over, the unsatiated fire bat will move onto another victim.
Fire Subtype (Su): Fire bats are immune to heat and fire attacks.  They take double damage from cold and water attacks if they fail their saving throws.  If a fire bat is immersed in approximately 10 gallons of water, its flame will be extinguised, and it will not inflict heat damage until it manages to re-ignite itself (after 10 minutes).  Fire bats can glide through hot solutions (e.g., magma and lava) at their flying speed.
Bowler
Medium Aberration
Hit Dice:	1d8+1 (5 hp)
Initiative:	+1 (Dex +1)
Speed:	5 ft. to 35 ft. (see text)
AC:	16 (+1 Dex, +5 natural)
Attacks:	Crush +1
Damage:	Crush 1 point per current hit point
Face/Reach:	5 ft. by 5 ft./5 ft.
Special Attacks:	Bowl
Special Qualities:	Sense Vibration
Saves:	Fort +1, Ref +1, Will +0
Abilities:	Str 10, Dex 12, Con 13, Int 2, Wis 10, Cha 10
Skills:	Hide +5*
Feats:	Weapon Finesse (crush)
Climate/Terrain:	Any rocky land and underground
Organisation:	Solitary or field (2-12)
Challenge Rating:	1
Treasure:	Special
Alignment:	Neutral
Advancement:	Medium (1-2 HD), Large (3-5 HD), Huge (6-8 HD)
Bowlers are creatures that resemble boulders, and inhabit rocky boulder fields and underground areas where the rocks can provide it with natural camouflage.  They may be distant relatives of mimics.
Combat
Bowlers attack by “bowling” over opponents, crushing them before moving back to devour them with their tiny mouths.
Bowl (Ex): When bowlers sense a victim, they begin rolling towards it, picking up speed at a rate of 5 ft. per round to a maximum speed of 35 ft.  When they strike their target, they inflict 1 point of damage per hit point, and the victim must make a Reflex saving throw (DC 10) or be knocked prone.  Victims that are knocked over must make a Fortitude save (DC 10) or be stunned.  Once the bowler has attacked, if the victim is lying prone, it will attempt to move back over it in order to brings its mouths into play to devour the foe.  Against prone, stunned victims, or victims who have been incapacitated by the bowler’s initial attack, this automatically occurs on the following round.  As the victim is consumed, it takes 1 point of damage per round from the bowler’s mouths.  The bowler may be moved, by either the victim (if able to act) or his companions by making a Strength check (DC 10 + the bowler’s current hit points).
Sense Vibration (Ex): Bowlers do not possess any organs of sight or hearing.  Instead, they detect foes by sensing their vibrations.  The bowler can also use this sense to avoid running into walls etc.
Skills: Bowlers receive a +8 Hide bonus in rocky fields and underground areas where their natural camouflage blends in with their surroundings.
Treasure: The central core of a bowler is a beryl, worth 10gp.
Crayfish, Giant
Large Animal
Hit Dice:	4d8+4 (22 hp)
Initiative:	+7 (Dex +3, Improved Initiative)
Speed:	15ft., swim 30ft.
AC:	15 (Dex +3, size -1, natural +3)
Attacks:	2 claws +5
Damage:	Claws 2d6+2
Face/Reach:	5 ft. by 8 ft./5 ft.
Saves:	Fort +5, Ref +7, Will -1
Abilities:	Str 14, Dex 16, Con 12, Int 1, Wis 1, Cha 4
Skills:	Hide +6, Swim +9
Feats: 	Improved Initiative, Weapon Finesse (claws)
Climate/Terrain:	Freshwater
Organisation:	Solitary, pair, or school (1-4)
Challenge Rating:	3
Treasure:	None
Alignment:	Always Neutral
Advancement:	Large (4-5 HD), Huge (6-8 HD)
These strange creatures are found only in fresh water.  They move slowly when walking, but they can swim with great rapidity for short periods.
Combat
Giant crayfish hide until prey comes near, and then leap out attempting to gain surprise.
Demon
	Babau (Tanar’ri)	Zuggtmoy (Tanar’ri)	
	Med. Out. (Chaos, Evil)	Lrg. Out. (Chaos, Evil)	
Hit Dice:	7d8+14 (45 hp)	49d8+98 (318 hp)	
Initiative:	+12 (Dex +8, Improved Initiative)	+7 (Dex +3, Improved Initiative)	
Speed:	35ft.	35ft., 15ft. along walls or ceilings; 30ft. in human form	
AC:	23 (Dex +8, natural +5)	20 (Dex +3, size -1, natural +8)	
Attacks:	Weapon +15/+10; two claws +11, bite +11	4 pseudopods +52; two tramples +49; weapon +52	
Damage:	Weapon +7; claw 1d4+5, bite 2d4+3	Pseudopod 2d4+4; trample 2d6+4; weapon by type +4	
Face/Reach:	5ft. by 5ft./5ft.	8ft. by 8ft./5ft.	
Special Attacks:	Weakening gaze	Crush, trample, spell-like abilities	
Special Qualities:	Spell-like abilities, iron vulnerabilitiy, SR 10, slime	Summon fungi, summon tanar’ri, damage resistance 25/+2, spell resistance 27, regenerate 2 or 4 when standing in loose soil	
Saves:	Fort +7, Ref +13, Will +6	Fort +30, Ref +29, Will +29	
Abilities:	Str 24, Dex 26, Con 15, Int 12, Wis 10, Cha 13	Str 19, Dex 17, Con 14, Int 19, Wis 16, Cha 18	
Skills:	Balance +17, Climb +16, Hide +16, Intimidate +10, Jump +16, Move Silently +17, Spot +10	Alchemy +24, Animal Empathy +22*, Appraise +22, Balance +21, Bluff +22, Climb +24, Concentration +20, Craft (wood) +24, Craft (metal) +22, Escape Artist +21, Forgery +22, Gather Information +24, Handle Animal +22*, Hide +21, Innuendo +21, Intimidate +24, Intuit Direction +21, Jump +22, Knowledge (arcana) +24, Knowledge (demonkind) +22, Knowledge (Iuz) +22, Listen +23, Move Silently +21, Read Lips +22, Scry +22, Search +22, Sense Motive +21, Spellcraft +22, Spot +23, Swim +22, Use Magical Device +18	
Feats:	Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (weapon)	Alertness, Blind-fight, Combat Casting, Dodge, Endurance, Expertise, Great Fortitude, Improved Critical (pseudopod), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Cleave, Improved Bull Rush, Great Cleave, Multiattack, Multidexterity, Weapon Focus (pseudopod), Weapon Focus (trample), Weapon Focus (staff), Brew Potion, Craft Magic Arms & Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll	
Climate/Terrain:	Any (Abyss)	The Abyss/Temple of Elemental Evil	
Organisation:	Solitary of pack (2-6)	Unique being	
Challenge Rating:	8	30	
Treasure:	Standard	Standard ×3	
Alignment:	Chaotic Evil	Chaotic Evil	
Advancement:	8-10 HD (large), 11-13 HD (huge)	-	
Babau (Tanar’ri)
Babau, also known as “one-horns” or “ebony deaths”, are a species of skeletal demon, appearing as a deformed skeleton dressed in form-fitting black leather.  Their heads and hands are disproportionately large, approaching the size of a hill giant’s.  Taloned fingers are deadly, and a horn-like growth projects forward from the back of the skull, curving as it does so.
Babau are hated by vrock, hezrou, and glabrezu.  Nalfeshnee particularly hate and fear large numbers of them, as babau detest these tanar’ri - except as food.
Combat
Babau prefer to attack with weapons or magic.  They have a preference for a single weapon, but can use any weapon they wish (their attack bonus with a non-preferred weapon is +13/+8).  When pressed, they will use claws and horn, but prefer not to do so.
Weakning Gaze (Su): The gaze of a babau affects as a ray of enfeeblement, extending over 20’ in range.  Only one potential victim may be attacked by this in a single round.  A successful Reflex save (DC 14) indicates that the creature’s eyes were not met, and the effect is negated.
Spell-like Abilities (Sp): at will: fear (by touch), levitate, fly, dispel magic, polymorph self, heat metal, and summon tanar’ri (25% chance of success, another babau answers the call).  Where level is relevant, babau are considered 12th-level casters.
Iron Vulnerability (Su): Babau are especially vulnerable to cold-wrought iron, which inflicts an additional +2 points of damage per hit.  They will not wield iron weapons themselves.
Slime (Ex): The skil of a babau is covered by a reddish, slick slime.  Because of this, babau cannot be grappled, and slashing and piercing weapons inflict only half damage.
Zuggtmoy (Tanar’ri)
Zuggtmoy, Queen of Fungi, dread ruler of the 222nd layer of the Abyss, consort to the cambion-god Iuz, is a terrible tanar’ri of great power.  With the aid of Iuz, she formed the Temple of Elemental Evil and for a long time wrought death, destruction, and great suffering.  Then the forces of Good fought a campaign against her, and she was surprised and bound during the intaking of the Temple.  The opposing clerics and wizards confined her somewhere beneath the ground, reputedly with the aid of one or more deities.
Her natural form is bulbous.  She resembles a puffball mushroom with a toadstool growing on top.  Four elephantine legs with suckered bases support the spherical body.  The globular torso is flattened at the bottom and bulges at its equator, so that the legs reach to a bit over 3’ in height, the body another 2 1/2’ above that, but with a horizontal diameter of nearly 5’.  The mushroom-stem neck is two feet long, capped by a head which appears to have squashed humanoid features.  The eyes are round, black, and blank-looking.
Zuggtmoy can extrude a pair of 3’ long pseudopodial arms from either hemisphere of her body at will.  These growths can extend opposing digits if desired.
The body coloration is variable, as Zuggtmoy is able to change it to suit her surroundings, though she is typically of a pale greyish-white or brownish-white colour, the head slightly darker.  Colour can be moss green, dull brown, red-orange, mottled purple, etc., ranging the whole spectrum of colours possible for fungi growths.  Body texture and odour are likewise obviously fungoid.  In all, Zuggtmoy is revolting to behold, and disgusting to smell; blotchy patches of mould, smut, and blight cover her body.  Her strength is great, and her gross weight is quite high despite her fungoid nature - over 2,000 lbs.
Zuggtmoy can assume a bent-backed, feeble-seeming crone form.  Whilst in this form, she can only attack with some form of weapon (usually a staff) or her spell-like powers.
Combat
Zuggtmoy attacks by extending pseudopods, and slamming them into opponents.  She has four such pseudopods available to her for attack, but only two may be brought to bear on a single opponent.
Crush (Ex): If two of Zuggtmoy’s pseudopods strike a single opponent in one round, the combined force slams the victim for an additional 1d4+4 points of damage.  The victim must make a Fortitude save (DC 38) or be stunned for one round.
Trample (Ex): Instead of striking with her pseudopods, Zuggtmoy may attempt to trample a prone or Small-sized creature.  This trample attack carries an attack bonus of +49, and takes the form of two attacks dealing 2d6+4 points of damage apiece.
Spell-Like Abilities (Sp): At will - antiplant shell, astral projection, charm plants, comprehend languages, deeper darkness, detect good, detect magic, entangle, fear (15’ radius), improved invisibility, hold plant, levitate, locate plants, plant growth, pass plant, pollute food & drink, programmed image, read magic, silence, snare, speak with plants, telekinesis (1,000 lbs.), tongues, transport via plants, trip; 2/day: etherealness; 1/day: limited wish, summon fungi (100% chance of success, roll 1d6 for number & type: 1, 1d2 ascomids; 2, 1d4+4 phycomids; 3, 1d3+3 zygoms; 4, 1d4+2 ustilagors; 5, 1d3+1 basidironds; 6, 1d4+4 violet fungi), summon tanar’ri (70% chance of success, roll d% for number & type: 01-50, 1d4 vrock; 51-75, 1d3 hezrou; 76-90, 1d2 glabrezu; 91-00, 1 babau).  Where level is necessary for effect, Zuggtmoy is considered a 22nd-level sorcerer (base save DC 14+spell level).
Skills: *Zuggtmoy can only use these skills as they pertain to animal-level intelligent animate plant creatures.
Dracolisk
Huge Dragon
Hit Dice:	7d12+7 (52 hp)
Initiative:	+0
Speed:	20 ft. fly 35 ft. (Clumsy)
AC:	17 (+9 natural, -2 size)
Attacks:	2 claws +7, bite +5
Damage:	claws 1d6+1, bite 3d4
Face/Reach:	10 ft. by 15 ft./5 ft.
Special Attacks:	Acid Breath, Petrifying Gaze
Saves:	Fort +6, Ref +5, Will +5
Abilities:	Str 13, Dex 10, Con 13, Int 8, Wis 10, Cha 8
Skills:	Climb +5, Hide +6, Intimidate +6, Move 	Silently +6, Search +5, Spot +6
Feats:	Power Attack, Multiattack, Weapon Focus (claws)
Climate/Terrain:	Any land and underground
Organisation:	Solitary or pair (1-2)
Challenge Rating:	5
Treasure:	Standard
Alignment:	Chaotic Evil
Advancement:	7-8 HD (Huge), 9-11 HD (Gargantuan)
Dracolisks are the bastard offspring of an exceptionally large basilisk and a black dragon.  The result is a deep-brown hued, six-legged dragon-like monster that can fly for but short periods of time.
Combat
Dracolisks attack by rearing up on four of their legs to bring their front pair and bite to bear.  They are more likely to use their breath and gaze attacks before entering into melee.
Acid Breath (Su): Dracolisks can breath a stream of acid to a distance of 30’.  The acid delivers 4d6 points of acid damage, but a foe is permitted a Reflex save (DC 15) for half of this amount.
Petrifying Gaze (Su): Just like their basilisk parent, the gaze of a dracolisk petrifies.  The effective range of this gaze is 20’, and the victim may make a Fortitude saving throw (DC 13) to negate its effects.
Drelb (Haunting Custodian)
Medium Outsider (Negative Energy, Neutral; Incorporeal)
Hit Dice:	5d8+20 (42 hp)
Initiative:	+3 (Dex +3)
Speed:	Fly 15 ft. (Perfect)
AC:	14 (+3 Dex, deflect +1)
Attacks:	Touch +8
Damage:	Touch 3d4+chill
Face/Reach:	5 ft. by 5 ft./5 ft.
Special Attacks:	Chill touch
Special Qualities:	Diminish, incorporeal, mental reflection, 	darkvision (120’)
Saves:	Fort +8, Ref +7, Will +4
Abilities:	Str -, Dex 16, Con 19, Int 12, Wis 10, Cha 11
Skills:	Bluff +10, Hide +11*, Intimidate +7 Listen +9, 	Sense Motive +8, Spot +9
Feats:	Alertness, Iron Will, Skill Focus (Bluff)
Climate/Terrain:	Any land and underground
Organisation:	Solitary
Challenge Rating:	4
Treasure:	Special
Alignment:	Neutral with evil tendencies
Advancement:	Up to +3 hit dice
Drelb (singular and plural) are native to the Negative Energy plane, but they are occasionally brought into the world by magical summons in order to act as guardians.  They are incorporeal by nature, and somewhat resemble wraiths, but they are not undead creatures.
The arcane magic which binds a drelb to its appointed charge is effective only during the hours of night or in darkness.  During daylight hours, they simply fade from reality, only to return once twilight falls.  Drelb that are unwilling guardians find the magical force binding them to their charge weakened as they fade, and may make a Will saving throw (DC 17 + the Intelligence, Wisdom, or Charisma modifier of the spellcaster that bound them) to break the binding and return to their home plane.  Drelb that are confined to dark interior or dungeon locations do not fade, and are thus constantly affected by their arcane bonds.
Drelb possess their own strange language, consisting of a combination of eerie wails and fluctuations in size and shape.  This language may be learned by non-drelb, but only to an extent allowing simple phrases and ideas to be communicated unless the “speaker” is capable of emulating the form fluctuations necessary to put over a full vocabulary.  Some drelb (50%) have mastered a smattering of Common, and perhaps other languages, allowing them to communicate simple phrases to those that have not mastered their own tongue.
Combat
The touch of a drelb carries the chill of Negative Energy, draining the life force (in the form of hit points) from their foes.  Their touch is not subject to critical hits.  When attacking, they will always target the individual closest to the object guarded (or the individual closest to the centre of a guarded area).
Creatures that are immune to Negative Energy attacks (including undead and beings shielded by negative energy protection) cannot be harmed by drelb.
Chill Touch (Su): The touch of a drelb chills a victim to his very soul.  In addition to the hit point drain, a touched victim will fall to the ground, dropping all items held, and will be unable to perform any actions other than to shiver uncontrollably for one round.  There is no saving throw.  Individuals that cannot be harmed by a drelb’s touch are also immune to this effect.
Diminish (Ex): Drelb can alter their size, from Minute to Large, and their shape, limited only to retention of proportional volume.  The do not receive any bonuses due to size because of their natures.  However, they have learned a cunning use for this ability.  By rapidly diminishing their size whilst advancing, they can make it appear as if they are actually moving away from their intended victim.  The deception can be noted if the drelb is flanked or surrounded, but viewers in front of the creature will find detecting their peril difficult (a Spot check at DC 22).  Those drelb (75%) that know of clerics and their ability to turn undead may use this ability to feign the turning effect while simultaneously closing on the hapless cleric.
Mental Reflection (Su): Drelb have an affinity for mental energy.  If a mental power (any special power that originates from an individual’s mind, including psionics, and any spell that opens the caster’s mind, such as the various detect spells, clairvoyance/clairaudience, etc.) is used within 30’ of a drelb, the creature can either reflect the power back on its user (e.g., a caster making use of the detect thoughts spell may discover that it is his own thoughts he is picking up), or may imitate the power used.  If the power is to be imitated, it is done so at the same potential of the originator (e.g., imitated spells will function at a casting level equal to the originator).  Drelb can only imitate one power at a time, and powers may only be imitated once.  Additionally, imitated powers must be used within four rounds or they will fade from the drelb’s cognisance (note that spell durations etc. are not affected by this limitation: the full duration of a power is gained by the drelb, as long as the power is initiated within four rounds).
Skills: *Drelb receive a +8 bonus to Hide checks when used in darkened or shadowed locations.
Summon Haunting Custodian
Conjuration (Summoning) [Evil]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 2 hours
Range: Close (25 ft. + 5ft./2 levels)
Effect: One summoned drelb
Duration: One day/level (D)
Saving Throw: Will partially negates (see below)
Spell Resistance: No
This spell summons and binds a drelb to guard a given object or location.  Objects and locations may be of any size.  If a location is to be guarded, the drelb will possess free movement throughout the protected area, and may roam up to 20 ft. from the location’s edge.  If an object is guarded, the drelb may not move more than 20 ft. from it.
Complex guardian instructions may not be imparted to the drelb unless the caster can speak the drelb tongue fluently.  A simple instruction may involve exclusion of bearers of some token from the drelb’s ministrations (“Allow only bearers of the Symbol of Iuz to pass this way”), but descriptive specifics (name, race, sex, etc.) will not be recognised.
The custodian will remain for a number of days equal to the level of the caster.  If the drelb is unhappy in its task, it may attempt to leave for its native plane prior to the duration’s expiration.  See the drelb’s description for details of this process.  Drelb can be kept happy by being fed, entailing the caster providing victims for the drelb to drain of hit points during the course of its servitude.
When first summoned, a drelb can attempt to break the binding that forms part of this spell.  When arriving from the Negative Energy plane, the drelb may make a Will saving throw against the power of the spell.  If this save is successful, the drelb will attack the spellcaster, intent on feeding from him before returning to its native plane.  If the caster is somehow immune to the drelb’s attack (e.g., the caster is protected by negative energy protection or similar), the drelb must make a second Will save.  If this save is unsuccessful, the binding is successful and the drelb may be commanded.  Otherwise, the creature will immediately leave for the Negative Energy plane.
The material component of this spell is any object tainted by negative energy.  This could be the remains of a creature native to or drawing power from the Negative Energy plane, or those of an individual slain by such a creature, or any object that has visited the Negative Energy plane directly.  The object is annihilated during casting.
Elemental-Kin
	Crysmal	Chaggrin (Grue)	
	Small Elemental (Earth)	Tiny Elemental (Earth)	
Hit Dice:	6d8+6 (30 hp)	5d8+5 (27 hp)	
Initiative:	+4 (Improved Initiative)	+0	
Speed:	15ft.	30ft., burrow 5ft.	
AC:	19 or 23 (+1 size, +8 natural, +4 special)	16 (+2 size, +4 natural)	
Attacks:	Stab +5	Two claws +7	
Damage:	Stab 3d4 or 2d4	Claws 1d4+2	
Face/Reach:	3ft. by 3ft./5ft.	2ft. by 2ft./5ft.	
Special Attacks:	Crystal dart	Cling, quills	
Special Qualities:	Crystalline structure	Damage reduction 15/+1, magic disruption, earth mastery	
Saves:	Fort +5, Ref +2, Will +2	Fort +4, Ref +1, Will +1	
Abilities:	Str 10, Dex 10, Con 12, Int 15, Wis 10, Cha 10	Str 14, Dex 10, Con 12, Int 8, Wis 10, Cha 9	
Skills:	Appraise +10, Climb +8, Escape Artist +8, Search +10, Spot +8	Hide +6, Listen +8, Search +5, Spot +8	
Feats:	Great Fortitude, Weapon Focus (stab)	Alertness, Great Fortitude, Power Attack	
Climate/Terrain:	Any underground (Earth)	Any (Earth)	
Organisation:	Solitary or cluster (2-6)	Solitary or pack (2-5)	
Challenge Rating:	5	4	
Treasure:	Special	None	
Alignment:	Mainly Neutral	Neutral Evil	
Advancement:	-	-	
	Harginn (Grue)	Ildriss (Grue)	
	Medium Elemental (Fire)	Medium Elemental (Air)	
Hit Dice:	4d8+4 (22 hp)	4d8 (18 hp)	
Initiative:	+7 (Dex +3, Improved Initiative)	+12 (Dex +8, Improved Initiative)	
Speed:	35ft.	5ft. (rolling fog); fly 60ft. (perfect)	
AC:	17 (Dex +3, natural +4)	18 (Dex +8)	
Attacks:	Fire gout	Abrasion +11	
Damage:	Fire gout 1d4+4	Abrasion 1d10+2	
Face/Reach:	5ft. by 5ft./5ft.	5ft. by 5ft./5ft.	
Special Attacks:	Fire gout	-	
Special Qualities:	Blink, damage reduction 15/+1, magic disruption, fire subtype	Invisibility, damage reduction 20/+2, magic disruption, air mastery	
Saves:	Fort +2, Ref +4, Will +1	Fort +1, Ref +9, Will +1	
Abilities:	Str 18, Dex 16, Con 12, Int 12, Wis 10, Cha 14	Str 15, Dex 26, Con 10, Int 10, Wis 10, Cha 14	
Skills:	Intimidate +10, Listen +7, Search +8, Spot +8	Hide +13, Intimidate +6, Listen +3, Move Silently +13, Search +4, Spot +5	
Feats:	Improved Initiative, Lightning Reflexes	Improved Initiative, Weapon Finesse (abrasion)	
Climate/Terrain:	Any (Fire)	Any (Air)	
Organisation:	Solitary or bonfire (2-8)	Solitary or gale (2-8)	
Challenge Rating:	4	4	
Treasure:	None	None	
Alignment:	Neutral Evil	Neutral Evil	
Advancement:	-	-	
	Mhistu	Varrdig (Grue)	
	Medium Elemental (Air)	Medium Elemental (water)	
Hit Dice:	8d8+8 (44 hp)	6d8+6 (33 hp)	
Initiative:	+11 (Dex +7, Improved Initiative)	+9 (Dex +5, Improved Initiative)	
Speed:	Fly/seep 15ft. (good)	15ft., swim 45ft.	
AC:	22 (Dex +7, natural +5)	15 (Dex +5)	
Attacks:	4 tentacles +13	Two jets +9; slam +9	
Damage:	Tentacles 1d6+1	Jet 1d4 + blindness; slam 4d4	
Face/Reach:	5ft. by 5ft./5ft.	5ft. by 5ft./5ft.	
Special Attacks:	Improved Grab, Envelop	Jet, drown	
Special Qualities:	Missile immunities, cold susceptability, damage reduction 20/+2, spell resistance 15	Damage reduction 15/+1, magic disruption, water mastery	
Saves:	Fort +3, Ref +9, Will +4	Fort +3, Ref +7, Will +3	
Abilities:	Str 12, Dex 24, Con 12, Int 12, Wis 15, Cha 12	Str 10, Dex 20, Con 12, Int 6, Wis 10, Cha 12	
Skills:	Bluff +6, Hide +12, Intimidate +7, Move Silently +13, Search +6, Sense Motive +7, Spot +8	Intimidate +4, Listen +3, Search +1, Spot +5, Swim +8	
Feats:	Improved Initiative, Lightning Reflexes, Multiattack, Weapon Finesse (tentacles)	Improved Initiative, Lightning Reflexes, Point Blank Shot	
Climate/Terrain:	Any (Air)	Any (Water)	
Organisation:	Solitary or fog (2-4)	Solitary or wave (2-5)	
Challenge Rating:	7	5	
Treasure:	Standard	None	
Alignment:	Neutral Evil	Neutral Evil	
Advancement:	-	-	
	Vortex	Water Weird	
	Tiny Elemental (Air)	Large Elemental (Water)	
Hit Dice:	2d8+2 (11 hp)	3d8+3 (16 hp)	
Initiative:	+3 (Dex +3)	+8 (Dex +4, Improved Initiative)	
Speed:	Fly 35ft. (70ft.) (perfect)	30ft.	
AC:	20 (Dex +3, size +2, special +5)	13 (Dex +4, Size -1)	
Attacks:	Vortex +6	Grab +5	
Damage:	Vortex max 1d3+7 per round	-	
Face/Reach:	Special	5ft. by 10ft./5ft.	
Special Attacks:	Vortex	Improved Grab	
Special Qualities:	Air mastery	Water mastery, water bodies, control water elementals	
Saves:	Fort +1, Ref +3, Will -5	Fort +2, Ref +5, Will +2	
Abilities:	Str 20*, Dex 16, Con 12, Int 1, Wis 1, Cha 5	Str 17, Dex 18, Con 12, Int 12, Wis 13, Cha 10	
Skills:	-	Hide +9, Intimidate +4, Jump +7, Listen +5, Move Silently +8, Spot +5	
Feats:	Lightning Reflexes	Improved Initiative, Weapon Finesse (grab)	
Climate/Terrain:	Any	Any damp/water	
Organisation:	Solitary or cluster (2-8)	Solitary or pack (2-3)	
Challenge Rating:	2	3	
Treasure:	None	Standard	
Alignment:	Chaotic Neutral	Chaotic Evil	
Advancement:	Special	Large (3-5HD), Huge (6-9HD)	
	Wind Walker		
	Large Elemental (Air)		
Hit Dice:	6d8+6 (33 hp)		
Initiative:	+7 (Dex +3, Improved Initiative)		
Speed:	35ft., fly 75ft.		
AC:	12 (Dex +3, size -1)		
Attacks:	Wind force +5		
Damage:	Wind force 3d6+3		
Face/Reach:	5ft. by 10ft./5ft. (special)		
Special Attacks:	Wind force		
Special Qualities:	Air mastery, air type, telepathy		
Saves:	Fort +3, Ref +5, Will +2		
Abilities:	Str 15, Dex 16, Con 12, Int 12, Wis 10, Cha 10		
Skills:	Hide +9, Intimidate +7, Listen +6, Move Silently +7, Search +6, Spot +8		
Feats:	Alertness, Improved Initiative, Iron Will, Lightning Reflexes		
Climate/Terrain:	High altitides/open spaces (Air)		
Organisation:	Solitary or gale (2-3)		
Challenge Rating:	5		
Treasure:	Standard		
Alignment:	Neutral		
Advancement:	-		
Elemental-kin are free-willed elemental races, inhabiting the elemental planes but occasionally appearing in the mundane world via the conjurations of wizards and sorcerers.

Grue
Elemental grues are independent elemental races of malign disposition.  They may be summoned using the same methods that bring medium-sized elementals into the world, but are harder to control.  Summoning spells in themselves cannot control grues, so some other magic, or bargain negotiation, is required to coerce them into servitude.
Combat
Grue are elementals by any other name.  They cannot be flanked, are not subject to critical hits, and are immune to poison, sleep, paralysis, and stunning.
Crysmal
Crysmals are crystalline creatures native to the Elemental Plane of Earth.  They are occasionally encountered in the mundane world, but only in subterranean areas rich in mineral formations.
Crysmals eat gemstones.  They hate xorn, as these creatures prey upon them.
Combat
Crysmals attack by stabbing with an upper, needle-sharp appendage.
Crystal Dart (Ex): If hard-pressed, crysmals may shoot their attacking appendage as a missile, with a range of 20’.  This missile inflicts 1d8+8 points of damage if it strikes.  The crysmal’s attack bonus with its dart attack is +4.  Once the dart has been used, the crysmal is limited to secondary appendages to attack, attacking with a +0 bonus for 2d4 points of damage per hit.
Crystalline Structure (Ex): Crysmals are immune to poison, gas, fire, and cold-based spells and attacks.  Electrical attacks inflict one-quarter damage.  They receive a +4 AC bonus when attacked by slashing or piercing weapons (to AC 23).  A shatter spell will inflict 3d6 points of damage.  Stone to flesh will decrease its AC to 16 for all weapons.  Crysmals can move through solid rock or earth at normal speed, but require one minute in order to change their structures to allow this.  If phase door is cast upon them during this alteration, the creature is slain.
Treasure: The gut of the creature holds 4d8 uncut gemstones.
Chaggrin (Grue)
Chaggrin, or soil beast, is a grue from the plane of earth.  When summoned into the world, they normally take on the form of a yellowish hedgehog, approximately two feet in length, sporting a skull-like head.  They are incredibly dense creatures, weighing some 140 to 210 pounds despite their small size.  As well as the hedgehog-shape, chaggrin can assume the form of a large mole, or bipedal man-shape.  This latter is its natural form.
Combat
Chaggrin attack with their razor-sharp claws.
Cling (Ex): On a successful attack, the chaggrin can attempt a grapple check (as per an Improved Grab).  If successful, the beast has dug its claws into its victim, and will continue to cling on and dig in each round thereafter, automatically inflicting 1d6+6 points of damage per round.  Once it is lodged on a foe, it can only be removed by either killing it, or dragging it off.  Dragging it off will inflict maximum damage (12), and the individual pulling it away may be susceptible to the creature’s sharp quills.
Quills (Ex): If a chaggrin successfully clings to an unarmoured foe, that victim will take additional damage per round from the beast’s quills equal to 1d4 points.  Any creature grasping the grue with unprotected hands will suffer similar damage.
Magic Disruption (Su): Chaggrin naturally disrupt earth-based magic within 40’, effectively rendering themselves immune to such spells and automatically dispelling effects already in place within the affected radius.  The disruption is automatic (no check required), and cannot be controlled by the grue.  Spells affected include wall of stone, stone to flesh, passwall, move earth, earthquake, etc.
Earth mastery (Ex): A chaggrin gains a +1 to hit and damage bonus if both it and its opponent are touching the ground.  If an opponent is air- or waterborne, the chaggrin suffers a -4 penalty to hit and damage.  This applies to both normal attacks, and to grapple checks and cling damage, but not to damage inflicted by the creature’s quills.
Harginn (Grue)
Harginns, or flame horrors, are grues from the elemental plane of fire.  When summoned into the world, they normally appear as vaguely humanoid shaped flames, but can assume the form of a normal bonfire, a column of fire, or a bronze-like humanoid statue.
Combat
Harginn do not possess a physical attack form.  Instead, they engulf their victims with a gout of flame.
Fire gout (Ex): This is the harginn’s normal attack.  It consists of a 6’ long, 3’ wide cone of fire which inflicts 1d4+4 points of damage to the victim, and may ignite flammable material on the target’s person.  The victim is entitled a Reflex save (DC 14) for half damage and no possibility of item ignition.
Blink (Ex): Harginn can travel rapidly by switching their essence across flame-feeding atmospheres.  This ability functions in the same manner as the spell blink.  It cannot be performed in vacuums or other non-fire sustaining environments.
Magic Disruption (Su): Harginn naturally disrupt fire-based spells within a 20’ radius about their persons.  As such, they are immune to all fire-based magic, and such magic already in effect is automatically dispelled by their presence (no check required).
Fire subtype (Ex): Harginn suffer double damage from cold-based spells if they fail their saving throws.
Ildriss (Grue)
The ildriss, or wind terror, is a grue from the elemental plane of air.  They can take three possible forms: a zephyr, as invisible as the wind; a cloud of rolling, greyish fog; and a misty, formless cloud sprouting tentacles and sporting three dimly gleaming mauve/red eyes.  The latter is its natural form.  It can move rapidly as an invisible zephyr, but to attack it must become more substantial.
Combat
Ildriss attack by forming into a fog cloud or cloudlike entity, and rapidly whipping up dust and other particles, directing these against a foe to cause damage by abrasion.
Invisibility (Ex): In zephyr form, ildriss are naturally invisible.  They can become semi-substantial and attack in the same round, gaining a +4 bonus to initiative unless their invisible presence has been previously detected.  The bonus is negated in the round following this opening attack.
Magic disruption (Su): Ildriss naturally disrupt air- and weather-based magic within a 50’ radius about their persons.  As such, they are immune to magic of this type, and spell effects already in place will be dispelled if if they approach (no check required).  Spells affected include control weather, lightning bolt, stinking cloud, fog cloud, etc.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to hit and damage rolls against an ildriss.
Mhistu
Mhistu are free-willed air elementals of a malign sort.  They appear as clouds of swirling mist, and can seep through even the smallest cracks easily.
Mhistu may be summoned into the world using the same magic as summons large air elementals.  However, they are not bound by such magic, and their servitude must either be coerced or bargained.  They are especially fond of magical items which their form permits use of, and such things are useful bargaining chips when dealing with them.
Combat
To attack, mhistu form tentacle-like appendages from their bodies.  They can use four such appendages at a single time.  The tentacles are tipped with vicious, talon-like claws.
Improved grab (Ex): Mhistu may attempt to grab a foe with their tentacles instead of using their sharp tips to lash.  This requires a grapple check, but inflicts no damage.  A grabbed foe may be enveloped during the next round.
Envelop (Ex): Incapacitated or grappled foes may be enveloped by a mhistu.  Enveloped victims automatically lose one point of temporary Constitution per round.
Missile immunities (Ex): Mhistu are immune to all forms of direct missile attacks, including magical ones such as lightning bolt, magic missile, etc.
Cold susceptability (Ex): Mhistu are susceptable to cold-based spells.  Any such spell will stun them for 2d6 rounds.
Varrdig (Grue)
Varrdigs, or fluid brutes, are grues native to the plane of water.  They can appear as pools, fountains, or parts of a greater body of water, although their greenish tinge will give them away to those who know what to look for.  Their natural form is that of a globular, jelly-like thing, with a lower fringe of small, clawed legs, and several pipe-like protrusions sprouting from its middle.  These tubes provide the varrdig with its mode of movement in water - jet propulsion of a kind.  On land, they use them for attack.
Combat
In water, varrdig propel themselves to slam into victims.  On land, they use their tubes to squirt jets of polluted water.
Jet (Ex): Varrdig can use their jets to release streams of evil-smelling, polluted water at foes.  Up to two jets may be used in a given round, attacking seperate opponents if needed.  The listed damage is inflicted due to the force of the jet.  Unless the target is wearing eye protection of some kind, or has his back to the varrdig, the irritant pollutions in the stream have a chance of blinding.  The target must make a Reflex save (DC 18) or be blinded for 1d4 rounds, after which a second Reflex save (DC 10) must be made to avoid permanent blindness.  If the second save is successful, the victim’s eyesight returns, if somewhat blurred for a couple of minutes.
Drown (Ex): If a varrdig’s opponent is rendered helpless, the creature inserts one of its tubes into the victim’s nostrils and fills the hapless foe with water.  Victims subject to this treatment will die from drowning in one round.
Magic disruption (Su): Varrdig naturally disrupt water-based magic within 30’.  As such, no spell or effect of this kind will harm them, and effects already in place are automatically dispelled should they approach.  Spells affected include control water, wall of ice, water breathing, etc.
Water mastery (Ex): Varrdig gain a +1 to hit and damage bonus if both it and its victim are touching water.  If the grue or the opponent are land-bound, the varrdig suffers a -4 penalty to hit and damage.
Vortex
Vortices are small, spherical, free-willed air elementals that fly rapidly in circles when threatened, whipping the atmosphere about their path into a powerful whirlwind.  The creature itself is but one foot in diameter, but the whirlwind it creates ranges round a 20’ tall cone, 5’ at its base and 15’ at its upper end.  Normally, the creature moves at a flying speed of 70’.  When generating a whirlwind, this movement is halved.
Vortices cannot be summoned to the mundane world by spell.  They are sometimes drawn through rifts created by intense storms or other weather patterns.
Combat
Vortices attack and defend themselves by moving rapidly in circles, creating powerful whirlwinds as they do so.
Vortex (Ex): Vortices create whirlwinds, and attempt to snare foes within them.  Once a successful hit has been scored, a victim has been taken in to the vortex, and will suffer automatic damage each round until freed or the vortex is slain.  Freeing oneself requires an Escape Artist check (DC 30) or the ability to fly at speeds greater than 50’ at average or better quality.
The whirlwind created by a vortex is quite a powerful force, but requires a short period of time to bring to full effect.  While the attack bonus used remains the same regardless of the length of time, the effects of the whirlwind increase.  Regardless of the current whirlwind’s power, a victim suffers no damage during the first round of ensnarement.  On subsequent rounds, the victim will suffer 1d3 points of damage, plus one point per round the whirlwind has been in existance beyond the first, to a maximum of 1d3+7.  Thus, for example, a whirlwind that has been in existance for 4 rounds total would inflict 1d3+3 points of damage.  Additionally, there is a chance that the force of being hurled about within the whirlwind will slay the victim outright.  Each round beyond the first, the victim must make a Fortitude check, DC equal to 5 plus the current damage modifer of the whirlwind.  Thus, a 4-round whirlwind would require a save at DC 8.
In addition to the damaging qualities of the whirlwind, the vortex gains additional protection from its spiral winds.  Its rapid movement, small size, and buffetting whirlwind conspire to provide it a +5 special AC bonus.  If prevented from producing its whirlwind in some way, or when not surrounded by spiral winds, the vortex does not receive this bonus, and possesses an AC of 15.
The creature’s Strength score reflects the effective Strength of the created whirlwind.  The creature in itself possesses a Strength score of 8.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to hit and damage rolls against a vortex.
Water Weird
Water weirds are water elementals that feed on the life-force of dying creatures.  They usually take up home in smallish bodies of water frequented by living folk, such as wells, tuns, fountains etc.
Combat
When prey approaches, a water weird begins to form itself into a snake-like creature, capable of striking with blinding speed.  This transformation takes two rounds to complete.
Improved grab (Ex): Once the water weird has completed its transformation, it strikes out at a victim, and attempts to drag its prey into the waters in which the weird dwells.  If it hits, it can make a grapple check.  If successful, the victim is pulled into the water.  Therein, the weird holds its victim underwater, attempting to drown it (see the Dungeonmaster’s Guide, p.85).  A victim has the possibility of breaking free if a Strength check is made (DC 17).
Water mastery (Ex): Water weirds gain a +1 to hit bonus if both it and its victim are touching water.  If it is land-bound, the weird suffers a -4 to hit, and can only attempt to drown its victim within its own body, in which case the victim must be medium size or smaller.
Water bodies (Ex): Water weirds are formed of water.  As such, edged weapons cause but 1 point of damage per hit.  If a water weird suffers damage equal to its hit points, it becomes disrupted, and must spend a full two rounds reforming itself (it will reform with full hit points restored).  Cold spells do not harm the creature, but act as if a slow spell was cast upon them.  Weirds suffer half damage from fire if they fail their saving throws, or none if the save is successful.  Purify food and drink or bless water cast directly upon the creature kills it instantly.  All other forms of attack simply do not harm water weirds.
Control water elementals (Sp): Water weirds have the ability to take over control of water elementals within their immediate vicinity.  They can do this by making a level check (DC 10, or equal to the elemental’s current controller’s ability spell modifier (Intellignece, Charisma, or Wisdom), plus 10, plus the level of the spell used to control the elemental in the first place.
Wind Walker
Wind walkers are free-willed air elementals.  In the mundane world, they prefer to inhabit high altitudes large, spacious caverns.
The approach of a wind walker can be detected as a whistling, howling, or roaring, depending on the number of creatures coming, within 50’ to 150’.  Individual wind walkers can attempt to meld themselves into the background air currents, effectively using their Hide and Move Silently skills to do so.
Wind walkers are often forced into servitude by storm giants and other high-altitude dwelling creatures to act as watchdogs and guards.
Combat
Wind walkers attack by pure wind force, whipping themselves and the air around them with such power as to buffet and bruise opponents.
Wind force (Ex): The wind buffet attacks everyone within 5’ of the wind walker.
Air mastery (Ex): Airborne creatures suffer a -1 penalty to hit and damage rolls against a wind walker.
Air type (Ex): Wind walkers are formed of insubstantial air bodies, and are thus immune to physical attacks.  Their bodies are substantial within the ethereal and astral planes, so foes striking from there, or who are ethereal or astrally projecting, can attack them normally.  Certain spells can also affect them: control weather kills them, unless the walker makes a successful Fortitude save; a slow spell inflicts 1d6 points of damage per level of the caster, to a maximum of 10d6, and the walker may make a Reflex save for half damage; ice storm drives them away for 1d4 rounds; haste inflicts 1d6 points of damage for every two levels possessed by the caster (5d6 maximum), the walker being permitted a Reflex save for half, but the walker’s wind force damage is doubled for the duration of the spell; magical barriers will hold them.
Telepathy (Ex): Wind walkers are naturally telepathic to a distance of 50’.  Multiple wind walkers acting in concert can work to amplify this, gaining an additional 50’ of range per walker involved.  Walkers are susceptible to mind-affecting and telepathic attacks.
Fish
	Floating Eye	Giant Gar	
	Diminutive Animal	Huge Animal	
Hit Dice:	1/2d8-1 (2 hp)	8d8+24 (60 hp)	
Initiative:	+2 (Dex +2)	+6 (Dex +2, Improved Initiative)	
Speed:	Swim 75ft.	Swim 75 ft.	
AC:	16 (Dex +2, size +4)	15 (Dex +2, size -2, natural +5)	
Attacks:	None	Bite +9	
Damage:	None	5d4+6	
Face/Reach:	1ft. by 1ft./1 ft.	5ft. by 30ft./5ft.	
Special Attacks:	Hypnotism	Swallow whole	
Special Qualities:	-	-	
Saves:	Fort +1, Ref +4, Will -3	Fort +9, Ref +8, Will +1	
Abilities:	Str 4, Dex 14, Con 8, Int 1, Wis 1, Cha 3	Str 18, Dex 14, Con 16, Int 1, Wis 1, Cha 4	
Skills:	Hide +2*, Spot +2, Swim +3	Hide +8, Listen +3, Spot +5	
Feats:	Lightning Reflexes	Improved Initiative, Lightning Reflexes, Weapon Focus (bite)	
Climate/Terrain:	Any salt water	Deep lakes & rivers	
Organisation:	School (1-12)	Solitary or school (2-6)	
Challenge Rating:	1/6	5	
Treasure:	None	None	
Alignment:	Neutral	Neutral	
Advancement:	-	Huge (8-10 HD), gargantuan (11-13 HD), colossal (14-16 HD)	
Floating Eye
Floating eyes are salt water fish of very unusual nature.  They have transparent bodies and a single large eye of about three inches in diameter.  The latter is all that is readily visible of the fish.
Combat
Floating eyes have no attack form, but gazing upon their eye can incite hypnosis in the form of a paralysed stupour.
Hypnotism: Any creature gazing upon a floating eye must make a Will saving throw (DC 10) or become fascinated by the visible eye’s patterning, effectively paralysed, until the fish moves out of sight.  This special ability is not consciously used by the fish - it is both used for defence (stupefying predators if they get too close) and for hunting (paraysing small marine creatures to be eaten).  The fish cannot turn the power on and off, and does not possess the capacity to use it intelligently against potential foes.
Skills: * Floating eyes can sink to the ocean floor, and bury themselves in the debris there, effectively gaining a +10 Hide bonus.
Giant Gar
Unlike their smaller relatives, giant gar tend to be aggressive hunters.
Combat
Gar lurk silently within their watery homes, looking for unwary prey.  When they strike, they do so quickly and quietly, attempting to swallow their prety whole.
Swallow: If a gar scores a critical hit with its bite, its victim has been swallowed whole.  Swallowed creatures must make a Fortitude saving throw each round (DC 16) to avoid suffocating and dying.  Swallowed creatures may attack the gar from the inside, but only if they had an edged weapon to hand when they were swallowed.  If a swallowed victim inflicts damage equal to one-quarter of the gar’s hit point total, the gar will spit the offending food out.  Piercing attacks made against the gar may (1-2 on 1d10) also strike a swallowed victim, inflicting full damage to fish and victim alike.  Huge gar may only have one victim swallowed at a time, Gigantic gar may hold two such victims, and Colossal gar may hold four.
Frog, Giant
	Tiny Giant Frog	Small Giant Frog	
	Tiny Animal	Small Animal	
Hit Dice:	1d8 (4 hp)	2d8 (9 hp)	
Initiative:	+4 (Dex +4)	+3 (Dex +3)	
Speed:	5ft., swim 20ft.	
AC:	16 (Dex +4, size +2)	14 (Dex +3, size +1)	
Attacks:	Tongue +6; bite -3	Tongue +5; bite -1	
Damage:	Tongue -; bite 1d3	Tongue -; bite 1d6+1	
Face/Reach:	2ft. by 2ft./6ft. (tongue)	4ft. by 4ft./12ft. (tongue)	
Special Attacks:	Tongue grab, swallow whole	
Special Qualities:	Hop	
Saves:	Fort +2, Ref +6, Will -3	Fort +3, Ref +6, Will -2	
Abilities:	Str 10, Dex 18, Con 10, Int 1, Wis 1, Cha 2	Str 14, Dex 16, Con 10, Int 1, Wis 1, Cha 2	
Skills:	Balance +8, Hide +7, Jump +5, Move Silently +3, Swim +4	Balance +7, Hide +6, Jump +7, Move Silently +6, Swim +6	
Feats:	Weapon Finesse (tongue)	
Climate/Terrain:	Marshy or damp areas	
Organisation:	Pack (5-40)	
Challenge Rating:	1	1	
Treasure:	None	
Alignment:	Neutral	
Advancement:	-	
	Medium Giant Frog	
	Medium Animal	
Hit Dice:	3d8+3 (16 hp)	
Initiative:	+6 (Dex +2, Improved Initative	
Speed:	5ft., swim 20ft.	
AC:	12 (Dex +2)	
Attacks:	Tongue +4; bite +1	
Damage:	Tongue -; bite 1d6+2	
Face/Reach:	6ft. by 6ft./18ft. (tongue)	
Special Attacks:	Improved grab, swallow whole	
Special Qualities:	Hop	
Saves:	Fort +4, Ref +5, Will -2	
Abilities:	Str 18, Dex 14, Con 12, Int 1, Wis 1, Cha 2	
Skills:	Balance +6, Hide +5, Jump +9, Move Silently +5, Swim +8	
Feats:	Improved Initiative, Weapon Finesse (tongue)	
Climate/Terrain:	Marshy or damp areas	
Organisation:	Pack (5-40)	
Challenge Rating:	2	
Treasure:	None	
Alignment:	Neutral	
Advancement:	-	
Giant frogs are found in marshes, swamps, large ponds, river banks, and lake shores.  The smallest are only about 2’ long (Tiny), but larger (Small and Medium) frogs exist.
Combat
Giant frogs attack initially with their tongues, attempting to snare victims with that sticky member.  They can also bite, but cannot do so in the same round as they make a tongue attack.
Tongue grab (Ex): Frogs attack by darting out their very sticky tongues, and then attempting to draw their victim towards their mouths.  If a tongue attack succesfully hits, it sticks to the victim and the frog attempts to draw it in, reaching the mouth in the following round.  Victims can resist the effects of the pull by making a Strength check (DC 10 for Tiny, DC 12 for Small, and DC 14 for Medium frogs), or may attempt to target the frog’s tongue (AC 10).  If the tongue is struck, the frog will withdraw it, releasing the victim, although this attack does not physically harm the creature.  The frog will not attempt to use its tongue against opponents that have struck its tongue before.  If a victim possesses a greater Strength score than the frog, then the victim will not be drawn in to the mouth until the second round after the tongue grab, and a second attack may be aimed at the tongue.  Once the victim reaches the frog’s mouth, the frog can attack with its hardened maw with a +4 bonus to hit.
Swallow whole (Ex): If a frog scores a critical hit with its mouth, it will swallow victims if they are smaller than the frog.  Swallowed opponents will die from the frog’s internal juices and suffocation in three rounds.  In the mean time, the swallowed victim and his friends may attempt a rescue.  The victim may attempt to cut himself free, if a sharp weapon was held when swallowed.  The frog’s insides are AC 10.  A hit will score normal damage, but if a critical hit is gained, the frog’s belly will be sliced open, killing the frog instantly and freeing the victim.  If the frog is attacked when a foe is inside, blows may damage both frog and victim on a roll of 1-2 on 1d6.
Hop (Ex): When making a Jump skill check, frogs treble the jumping distance attained.
Killer Frogs
Killer frogs are man-eating mutants, especially bred to kill.  They possess all of the statistics associated with small giant frogs, with the exception of their tongue attack.  Instead, killer frogs attack with two claws (+5 with Weapon Finesse, 1d3-1 damage) and bite (+1, 1d6+1).
Fungi
	Ascomoid	Basidirond	
	Large Plant	Medium Plant	
Hit Dice:	6d8+12 (39 hp)	5d8+5 (27 hp)	
Initiative:	-2 (Dex -2)	+4 (Improved Initiative)	
Speed:	30 ft. (see below)	15ft.	
AC:	14 (-1 size, -2 Dex, +7 natural)	16 (+4 natural, +2 Dex)	
Attacks:	Spore cloud (see below)	Lash +3	
Damage:	1 per 1’ cloud diameter	2d4 + smother	
Face/Reach:	8ft. by 8ft./-	5ft. by 5ft./5ft.	
Special Attacks:	Spore cloud	Smother, hallucinatory spores	
Special Qualities:	Weapon resistances, spell resistances, plant type	Plant type, resistances	
Saves:	Fort +8, Ref +3, Will +5	Fort +7, Ref +4, Will +4	
Abilities:	Str 10, Dex 7, Con 12, Int -, Wis -, Cha 10	Str 10, Dex 15, Con 12, Int -, Wis -, Cha 10	
Feats:	Great Fortitude, Toughness	Great Fortitude, Improved Initiative	
Climate/Terrain:	Any	Any	
Organisation:	Solitary	Solitary or pair	
Challenge Rating:	4	4	
Treasure:	Incidental	Incidental	
Alignment:	Always Neutral	Neutral	
Advancement:	-	-	
	Phycomid	Ustilagor	
	Tiny Plant	Tiny Plant	
Hit Dice:	4d8 (18 hp)	3d8+3 (16 hp)	
Initiative:	+2 (Dex +2)	+4 (Improved Initiative)	
Speed:	5ft.	20ft.	
AC:	14 (Dex +2, size +2)	14 (size +2, special +2)	
Attacks:	2 Fluid globs +8	Tendril +6	
Damage:	Fluid glob 1d4+2	Tendril 1d4+1 plus poison	
Face/Reach:	2ft. by 2ft./12ft. (ranged)	1 1/2ft. by 1 1/2ft./3ft.	
Special Attacks:	Spore infection	Poison, telempathic projection	
Special Qualities:	Plant type	Plant type, energy control	
Saves:	Fort +4, Ref +6, Will +4	Fort +4, Ref +3, Will -2	
Abilities:	Str 14, Dex 14, Con 10, Int -, Wis -, Cha 10	Str 13, Dex 10, Con 12, Int -, Wis 1, Cha 1	
Feats:	Multiattack, Weapon Focus (glob)	Improved Initiative, Weapon Focus (tendril)	
Climate/Terrain:	Any rotting matter	Any	
Organisation:	Solitary or colony (2-4)	Solitary or colony (2-3)	
Challenge Rating:	3	3	
Treasure:	Incidental	Gemstones only	
Alignment:	Neutral	Neutral	
Advancement:	-	-	
General
Being plants, fungi are immune to poison, sleep, paralysis, stunning, and polymorph.  They are not subject to critical hits or mind-influencing effects.  They cannot be flanked.
Ascomoid
Ascomoids are huge puffball-like fungi with very thick, leathery skin.  They move by rolling.  At first, movement is slow - 5ft. for one round, then 15ft. the next, then 20ft., and finally reaching 30ft. in the fourth round after movement began.  Once an ascomoid is moving, it can do so for hours without tiring.
The creature’s surface is covered with numerous pocks which serve as sensory organs.  Each pock can also emit a jet of spores, which is the ascomoid’s method of reproduction and attack.
Combat
Ascomoids attack by first rolling into or over opponents.  Medium and smaller victims will be knocked down by a rolling ascomoid.  This attack requires no roll, but aware victims may make a Reflex save (DC 14) to avoid.  No save is necessary if the ascomoid must spread its attacking movement over more than one round.
Ascomoids may also attack with a spray of spores.  Creatures larger than Medium size, or who have harmed the ascomoid, will always be attacked in this manner.
Spore cloud (Ex): This attack form consists of a 1’ diameter jet of spores, up to 30’ long.  Upon striking, the stream puffs out into a cloud of variable diameter (5d4’).  The creature under attack must make a Fortitude save (DC 14) or die from spore infection in 1d4 rounds.  On a successful save, the victim will be blinded, and will be incapacitated by choking, for 1d4 rounds.
Weapon resistances (Ex): Different weapons affect ascomoids in different ways.  Long piercing weapons (6’ and greater length) inflict double damage (quadruple on a critical).  Shorter piercing weapons inlfict half damage.  Slashing attacks inflict one point of damage, regardless of the weapon type used or the Strength of its wielder.  Blunt weapons inflict no damage whatsoever.
Spell resistances (Ex): Ascomoids save against spells such as lightning bolt, fireball, etc. using Fortitude rather than Reflex.  Additionally, they gain a saving throw against energy or force attacking spells, such as magic missile, even if one is not normally permitted.  Again, the saving throw used is Fortitude.  When saving against all such spells, ascomoids take half damage if they fail their save, and no damage if the save succeeds.  Since ascomoids are plants, and have no brain functions per se, they are immune to mind-influencing spells.
Basidirond
Basidironds are multi-stemmed fungoid monsters with woody, leathery bodies of orange colour.  Their cone-shaped upper portions look much as reversed umbrellas, the interior of which is sooty black.
Combat
In combat, basidironds lash out with their cone-shaped caps, and eject smothering spores at their victim.
Smother: A successful Fortitude save (DC 14) is required upon a successful hit, or the victim’s respiratory tract has become clogged with spores, and he will die in 1d4+1 rounds unless remove disease or an equivalent is cast upon him.
Hallucinatory spores: When a basidirond is standing quietly, it can emit a cloud of hallucination-inducing spores.  The cloud is invisible, and surrounds the basidirond to a distance of 20 to 35 inches.  Any creature coming close to the basidirond and breathing of these spores must make a Fortitude save (DC 14) or suffer hallucinations for as long as they are within the spore cloud, plus 1d4 rounds after leaving it.  Examples of hallucinations include:
•	Individual in swamp; strips off armour to stop sinking
•	Spiders attacking; strikes/stamps on floor to kill them
•	Individual shrunk; shouts for help to return to normal size
•	Item held turns into viper; drops item and leaps back to avoid the snake’s bite
•	Individual is suffocating; runs gasping in random directions to breathe
•	Associates are diseased; avoids coming within 10’ of them
•	Individual is melting; stands howling and “holding self together”
•	Leech on back; individual tears off anything worn on back and attacks it
Resistances: Basidironds have no minds to speak of, and are thus immune to mind-influencing spells.  They are not damaged by cold spells, but such slow them for one turn per die of damage and prevent spore releases.
Hooting Fungi
Phycomid
Phycomids are milky-coloured, algae-like fungi of a highly alkaline nature.  They can move, but can only do so across the rotting matter upon which they grow.
Combat
Phycomids attack by emitting an alkaline blob of fluid, which has a range up to 12ft.  All attacks by these blobs are considered to be at short range.  Two such globs can be emitted within a single round, against seperate opponents if required.
Spore infection (Ex): Victims struck by phycomid globs must make a Fortitude saving throw (DC 14) or become infected by spores.  The spores will begin to grow into the affected area, taking root and finally breaking the surface in 1d4+4 minutes.  Once this happens, the victim will take 1d4+4 points of damage automatically each round and must make additional Fortitude saves (DC 14) to avoid permanent loss of one point of Constitution.  If a victim is not slain by hit point or Constitution loss, the spores will eventually affect vital organs, killing the creature in one hour plus 2d10 minutes.  The spore growth may be halted with a remove disease spell, but only some form of regenerative healing (e.g., regenerate) will negate the physical damage done and restore lost Constitution.
Plant type (Ex): Phycomids possess no brains to speak of, and are thus immune to mind-influencing and affecting spells.  Their damp, algae-like structure provides them with fire resistance (20).
Ustilagor
Ustilagors are sometimes mistakingly believed to be a larval form of intellect devourer.  However, they are actually animate fungal growths, appearing as brain-like growths.  They move upon four, coral-like appendages and, although their manipulative and co-ordination serves to provide them only an average Dexterity rating, they can use their coral appendages to swerve, dodge, and rapidly change direction, and gain a +2 bonus to their ACs because of this ability.
Combat
Ustilagors possess ribbon-like tendrils, which they can whip forth.
Poison (Ex): An ustilagor’s tendrils are covered in an alkaline poison.  Any successful hit will inflict a further 1d4+1 points of poison damage on the following round, unless the victim makes a Fortitude save (DC 13).
Telempathic projection (Ex): Although ustilagors are plants, they do possess brains of a sort.  Such is the nature of these “minds” that they can project emotions to one individual during a round.  The effects last until their artificial nature is realised, often causing discord among groups encountering these creatures.  The emotions an ustilagor can project are: hate for an associate; distrust towards an associate; fear of fungi; loathing of a particular area; or uncertainty.
Energy control (Ex): The alien mind of an ustilagor allows it to control energies to a certain extent, be they magical or natural in origin.  Such energies directed at the ustilagor, or the area occupied by the creature, can effectively be channelled by the creature, rendering them harmless to itself.  In a single day, the ustilagor may channel up to 100 spell levels or damage dice of such energy.  For example, a lightning bolt cast by a 7th-level wizard wound require 7 of the ustilagor’s energy control levels.
Fungi Hazards
Not all fungi are animate.  Most, in fact, are simple plants, dangerous only to those foolhardy individuals who would ingest them without checking their toxicity first.
A few of these fungi do possess extaordinary abilities.  Such fungi are treated as hazards, rather than as monsters, and two examples are described below.
Hooting fungi (CR 1/3): These small, toadstool-like growths appear as milk-white death caps, with mock “faces and eyes” appearing as cavities.  They can usually be found growing in the compost created by more aggressive, carnivorous species of fungi (such as violet fungi).  In dormant state, they rest below the stuff within which they root, but when foes approach and their larger, more mobile compatriots begin to attack, they sprout up to “observe” the coming battle.  Whenever the plants or fungi on “their side” score a hit, they give off a happy hooting sound.  Should all of their compatriots be slain, all of the hooting fungi will emit spore clouds to a 6’ diameter, requiring all caught within to make a Fortitude saving throw (DC 14) or be blinded for 1d4 rounds.  At the end of that time, a second Fortitude save is required (DC 4) to avoid permanent blindness.  Any blow or kick will destroy one of these tiny plants, and any bright light (such as a light spell) will cause them to shrivel and die.  Carpets of these fungi are not unknown, and up to four plants may inhabit a single square foot.
Zygom (CR 2+): Zugom are small, individual fungal growths consisting of short, thin stems and ovoid caps.  Dozens of these creatures may join together by a rhizome structure to form a single communal creature.  Zygoms are capable of surviving in earth and other damp, nourishing matter, but prefer to infest living flesh.  Such infestations overtake the victim’s brain and nerve connections, leading to death in 4 weeks, plus the victim’s Constitution modifier.  The zygom will remain until the whole of the dead body has been digested, and will then move on (the rhizome structured colony can move itself at a speed of 2ft.).  As host creatures are controlled, they move, attack, and defend according to the dictates of the possessing fungi.  Typical host creatures include tiny and small-sized animals (rats and the like), and occasionally small-sized humanoids.  Whenever a colony of zygoms comes into rough contact with any creature, there is a chance that the pale blue “milk” of a broken cap will stick fast to the creature (roll 1 on 1d6).  The milk is extremely sticky, and can glue materials together until it crumbles to dust in 1d4+1 days.  If stuck to flesh, a colony of zygom spores will infect the creature and begin growth by the time the milk crumbles, allowing the fungi to infest and control the host.  Only a remove disease will remove the infestation.
Galeb Duhr
	Boulder	Crag	Edifice	
	Lrg. Aberration	Lrg. Aberration	Lrg. Aberration	
Hit Dice:	8d8+43 (79 hp)	9d8+48 (88 hp)	10d8+53 (98 hp)	
Initiative:	+0	
Speed:	15ft.	
AC:	21 (natural +12, size -1)	
Attacks:	Slam +9	Slam +9	Slam +10	
Damage:	Slam 2d8+6	Slam 3d6+6	Slam 4d6+6	
Face/Reach:	5ft. by 8ft./5ft.	5ft. by 10ft./5ft.	5ft. by 12ft./5ft.	
Special Attacks:	Animate boulders, spell-like powers	
Special Qualities:	Spell resistance 15, stone	
Saves:	Fort +9, Ref +2, Will +4	Fort +10, Ref +3, Will +5	Fort +10, Ref +3, Will +5	
Abilities:	Str 19, Dex 10, Con 20, Int 12, Wis 15, Cha 12	
Skills:	Hide +6, Intimidate +7, Intuit Direction +8, Listen +8, Search +7, Spot +8	Hide +7, Intimidate +8, Intuit Direction +8, Listen +8, Search +7, Spot +8	Hide +7, Intimidate +8, Knowledge (local area) +7, Listen +8, Search +7, Spot +9	
Feats:	Great Fortitude, Iron Will, Power Attack, Toughness	Great Fortitude, Improved Critical (slam), Iron Will, Power Attack, Toughness	Great Fortitude, Improved Critical (slam), Iron Will, Power Attack, Cleave, Toughness	
Climate/Terrain:	Any rocky mountains	
Organisation:	Solitary or field (2-4)	
Challenge Rating:	8	9	10	
Treasure:	Standard, replacing coin value with gems	
Alignment:	Neutral	
Advancement:	-	
The galeb-duhr is a boulder-like creature, possessing appendages that act as hands and feet.  They are intelligent, if large and slow-moving.
Combat
Galeb-duhr attack by physically punching or slamming their foes.  They will use their inherent, spell-like abilities and boulder animation power to defend themselves rather than entering into melee proper if they can help it.
Animate boulders (Sp): Galeb-duhr can animate and control boulders in much the same way as treants do with trees.  They can animate any loose boulder within 180’, and can control up to two boulders at a time.  They occasionally use this ability to set off avalanches, animating and moving a supporting boulder just that inch required to set off a landslide.  Animated boulders possess statistics equivalent to animated objects of the appropriate size, should they be used by the galeb-duhr to attack.
Spell-like powers (Sp): At will - move earth, stone shape, passwall, transmute rock to mud, wall of stone.  Where necessary, their powers affect as if cast by a sorcerer of level HD+10.
Stone (Ex): Galeb-duhr are akin to stone.  This provides them with fire resistance 15, and immunity to electrical attacks.  They are susceptible to cold, and take double damage from cold attacks should they fail their saving throws.
Ghost, Banshee
In addition to the ghost abilities described in Appendix 3 of the Monster Manual, banshees (often named “groaning spirits”) also exist.  These creatures follow the guidlines provided for the ghost template, with the following exceptions and additions:
Base creature: In addition to the base creature requirements common to ghosts, all banshees derive from evil, female elves.
Special attacks: Banshees possess Manifestation, Corrupting Touch, and Frightful Moan.  The latter is actually a low-powered form of their main ability - the dreaded Wail of the Banshee.  When banshees choose to use the full effect of their wail, all living creatures within a 15’ radius centred on the banshee must make a Fortitude saving throw (DC 10 + 1/2 banshee’s HD + banshee’s Charisma modifier) or die instantly.
Special qualities: Banshees gain all of the special qualities of the base creature, undead and incorporeal subtypes, and those listed for ghosts in general (Rejuvenation and Turn Resistance).
Organisation: Banshees are always solitary creatures.
Challenge Rating: Same as base creature +3
Treasure: Standard
Alignment: Always Evil, usually Chaotic Evil
Advancement: Banshees do not advance further once undead state has been achieved.
Ixitxachitl
	Ixitxachitl	Vampiric Ixitxachitl	
	Medium Aberration	Medium Aberration	
Hit Dice:	1d8+1 (5 hp)	2d8+2 (11 hp)	
Initiative:	+2 (Dex +2)	+2 (Dex +2)	
Speed:	Swim 30ft.	Swim 30ft.	
AC:	14 (Dex +2, natural +2)	14 (Dex +2, natural +2)	
Attacks:	Bite +0	Bite +1	
Damage:	Bite 3d4	Bite 3d4 + energy drain	
Face/Reach:	5ft. by 5ft./5ft.	5ft. by 5ft./5ft.	
Special Attacks:	-	Energy drain	
Special Qualities:	-	Fast healing 5	
Saves:	Fort +1, Ref +2, Will +0	Fort +1, Ref +2, Will +0	
Abilities:	Str 10, Dex 15, Con 12, Int 10, Wis 10, Cha 12	Str 10, Dex 15, Con 12, Int 10, Wis 10, Cha 12	
Skills:	Hide +5, Intimidate +3, Move Silently +5, Search +3, Sense Motive +2, Spot +3, Swim +4	Hide +5, Intimidate +3, Move Silently +5, Search +3, Sense Motive +3, Spot +3, Swim +4	
Feats:	Iron Will	Iron Will	
Climate/Terrain:	Shallow tropical salt water	
Organisation:	Flight (10-100)	
Challenge Rating:	1	3	
Treasure:	Standard	
Alignment:	Chaotic Evil	
Advancement:	By character class	
Ixitxachitl are a race of intelligent, malign, ray-like creatures.  Some rare ixitxachitl, for some unknown reason, exhibit vampiric qualities, although they are not undead creatures.
Ixitxachitl leaders possess clerical powers, worshipping the demonic Demogorgon.  Clerical domains possessed by such priests are Chaos, Death, and Evil.  Usual demographics for clerical and vampiric ixitxachitl are as follows:
Per 10 creatures	One 2nd-level
Per 20 creatures	One 3rd-level; 50% chance for a vampire
Per 50 creatures	One 5th-level
More than 50	One 8th-level, two 6th-level
Combat
Ixitxachitl attack with powerful jaws.
Energy drain (Su): Vampiric ixitxachitl drain one negative energy level each time they hit.
Khargra
Small Outsider (Earth)
Hit Dice:	6d8+21 (48 hp)
Initiative:	+4 (Dex +4)
Speed:	5ft., swim through earth and rock 35ft.
AC:	23 (Dex +4, size +1, natural +8)
Attacks:	Grab/bite +11
Damage:	Grab/bite 3d6+4
Face/Reach:	3ft. by 3 1/2 ft./5ft.
Special Attacks:	Improved grab, swallow metal
Special Qualities:	Earth swim, earth type
Saves:	Fort +10, Ref +9, Will +4
Abilities:	Str 17, Dex 18, Con 16, Int 6, Wis 8, Cha 8
Skills:	Climb +10, Intuit Direction +11, Swim +20
Feats:	Great Fortitude, Lightning Reflexes, Toughness, 	Weapon Finesse (grab/bite)
Climate/Terrain:	Any underground (Earth)
Organisation:	Solitary or school (2-6)
Challenge Rating:	4
Treasure:	Special
Alignment:	Neutral
Advancement:	-
Khargra are the fish of the plane of earth.  They are small, vaguely cone-shaped creatures, sporting four fins arranged equidistant around their bodies, a huge circular maw, and three, claw-like extendable appendages circling this opening around the body below the tube-like eye housings.  They are not normally found in the mundane world, but occasionally venture out in search of the high grade metals and metal ores which form their base diet.
Combat
Khargras do not normally attack, but when metal is involved, or when their progress towards metal is impeded, they can be very vicious indeed.  Their attack consists of shooting out their clawed “arms”, grabbing their foe, and then pulling their mouths in to bite.  Only one claw needs to hit for the bite to be effective, thus allowing the khargra three seperate chances to hit.  If multiple claws hit, the damaging bite part of the attack does not strike home multiple times.
Improved grab (Ex): Once a khargra has grabbed onto a foe with its claws, it can retain its grip, automatically striking with its bite each round.  A successful Escape Artist (DC 17) or Strength (DC 13) check can break the khargra’s grip.  The khargra will only retain its grip for as long as the creature it holds is blocking its path towards metal in some way.  It finds the taste of flesh foul, and will thus only continue to bite it for as long as it needs to.
Swallow metal (Ex): Khargra eat metal, and can bite of and swallow chunks up to 5lbs in a single round.  Their guts can hold up to 100lbs pre-digestion.  If threatened with a metal weapon, khargra will attempt to bite through it.  In such cases, the khargra will direct its grab/bite attack at the metal weapon.  Individuals in metal armour are also targetted, the khargra biting into the armour and tearing chunks away.  One such bite is enough to render the armour useless for defence.  Two bites render the armour irrepairable.  When attacking a victim’s armour, rather than the victim itself, biting damage is effectively halved.
Earth swim (Ex): Khargra move through earth and stone by swimming, as if the substance was water, sometimes leaping across the surface as some fish do.  Outside of this, their native environment, they are considerably slower, and must move by using their claws to drag themselves along.  To make the transition out of their native environment and vice versa, khargra need to spend a full round integrating their structures.  During this period of intergration, a phase door spell will kill them, forcing their dead bodies to remain out of phase until the magic wears off or is dispelled.
Earth type (Ex): Khargra are attuned to elemental earth, which provides them with certain resistances, immunities, and vulnerabilities.  Transmute metal to wood will kill them.  They are immune to fire and cold based spells, with the exception of heat metal which always inflicts maximum damage to them.  A move earth spell will stun them for one round, and then act as a confusion spell for 1d3 rounds thereafter.
Treasure: If a dead khargra is cut open, 5d10lbs of undigested metal and other substances (such as gemstones) that cannot be digested by these creatures will be found therein.  This material will reflect the khargra’s most recent diet, and metals may be of any kind, precious or otherwise.
Leech, Giant
	Tiny Giant Leech	Lsr. Sml. Gnt. Leech	
	Tiny Animal	Small Animal	
Hit Dice:	1d8 (4 hp)	2d8 (9 hp)	
Initiative:	-1 (Dex -1)	-2 (Dex -2)	
Speed:	5ft.	5ft.	
AC:	11 (Dex -1, size +2)	9 (Dex -2, size +1)	
Attacks:	Bite +0	Bite +2	
Damage:	Bite 1	Bite 2	
Face/Reach:	1ft. by 1ft./1ft.	1ft. by 2ft./1ft.	
Special Attacks:	Blood drain, disease	
Special Qualities:	Anaesthetic, salt susceptability	
Saves:	Fort +2, Ref +1, Will +2	Fort +3, Ref +1, Will +3	
Abilities:	Str 5, Dex 6, Con 10, Int -, Wis -, Cha 2	Str 9, Dex 6, Con 10, Int -, Wis -, Cha 2	
Feats:	Weapon Focus (bite)	
Climate/Terrain:	Swamps and marshes	
Organisation:	Swarm (4-16)	
Challenge Rating:	1/2	1	
Treasure:	None	
Alignment:	Neutral	
Advancement:	-	
	Gt. Sml. Giant Leech	Medium Giant Leech	
	Small Animal	Medium Animal	
Hit Dice:	3d8 (13 hp)	4d8+4 (22 hp)	
Initiative:	-2 (Dex -2)	-3 (Dex -3)	
Speed:	5ft.	5ft.	
AC:	9 (Dex -2, size +1)	7 (Dex -3)	
Attacks:	Bite +3	Bite +5	
Damage:	Bite 3	Bite 4	
Face/Reach:	Blood drain, disease	
Special Attacks:	Anaesthetic, salt susceptability	
Saves:	Fort +5, Ref +1, Will +3	Fort +7, Ref +1, Will +4	
Abilities:	Str 9, Dex 6, Con 10, Int -, Wis -, Cha 2	Str 13, Dex 4, Con 12, Int -, Wis -, Cha 2	
Feats:	Great Fortitude, Weapon Focus (bite)	
Climate/Terrain:	Swamps and marshes	
Organisation:	Swarm (4-16)	
Challenge Rating:	1	2	
Treasure:	None	
Alignment:	Neutral	
Advancement:	-	
Giant leeches are abnormally large mutations of the common leech, and are accordingly more dangerous to creatures who travel through the fetid waters of the swamps and marshlands they call home.
Combat
Leeches attack by biting those unfortunates that brush against them while moving through infested waters.  Their initial attack does no damage, as the creature bites and latches on to their victim.  In rounds subsequent to a successful attack, leeches draw blood from their victims as they feed.  A leech can easily be removed, once detected, from a victim with no further damage.
Blood drain (Ex): Each round following a successful bite attack, the leech drains blood equivalent to the listed damage (e.g., a greater small giant leech drains 3 hit points per round).
Anaesthetic (Ex): The bite of a leech carries a natural anaesthetic.  There is but a 1% chance per round that a victim will notice the blood loss or the leech, unless it comes out of the water, or until the victim begins to feel weakened and faint due to the loss of blood (after 50% of the victim’s maximum hit points have been drained).
Disease (Ex): Some 50% of all leech bites carry some form of disease (see the Dungeonmaster’s Guide).
Salt susceptability (Ex): Leeches are especially suscceptable to salt.  Sprinkling salt on their bodies will cause them to shrivel and die.  Half a pound of salt is all that is required to kill a giant leech, regardless of its size.
Leucrotta
Large Beast
Hit Dice:	6d10+6 (39 hp)
Initiative:	+7 (Dex +3, Improved Initiative)
Speed:	45ft.
AC:	14 (Dex +3, size -1, natural +2)
Attacks:	Bite +6; two rear hooves +0
Damage:	Bite 3d6+3; rear hooves 1d6+1
Face/Reach:	5ft. by 8ft./5ft.
Special Attacks:	Rear kick
Special Qualities:	Imitate
Saves:	Fort +6, Ref +8, Will +5
Abilities:	Str 15, Dex 16, Con 12, Int 10, Wis 10, Cha 	10
Skills:	Balance +6, Bluff +5, Climb +4, Hide +7, 	Jump +4, Listen +6, Move Silently +5, Spot 	+4
Feats:	Alertness, Improved Initiative, Weapon Focus 	(bite)
Climate/Terrain:	Any wilderness
Organisation:	Solitary or family (2-4)
Challenge Rating:	4
Treasure:	Standard
Alignment:	Chaotic Evil
Advancement:	-
Leucrotta are malign, ugly creatures that dwell in desolate wilderness regions.  They appear as a stag, with a lion’s tail, cloven hooves, and badger’s head.
Combat
Leucrotta attack by biting with their powerful jaws.
Rear kick (Ex): When in retreat, leucrotta can aim two kicks at their foes using their rear legs.
Imitate (Ex): Leucrotta have the ability to imitate the voice of a man or woman.  They usually use this ability to trick prey into ambushes.
Lizard
	Ice Lizard	Rock Reptile	
	Small Dragon	Medium Animal	
Hit Dice:	3d12+3 (22 hp)	5d8+5 (27 hp)	
Initiative:	+2 (Dex +2)	+6 (Dex +2, Improved Initiative)	
Speed:	20ft., fly 35ft. (poor)	15ft.	
AC:	18 (Dex +2, size +1, natural +5)	17 (Dex +2, natural +5)	
Attacks:	Bite +6, 2 claws +2	Bite +4	
Damage:	Bite 1d6+1, claws 1d3	Bite 1d4+1	
Face/Reach:	5ft. by 3ft./5ft.	5ft. by 5ft./5ft.	
Special Attacks:	Cold breath, spell-like abilities	-	
Special Qualities:	Spell resistance 26, polymorph, charm susceptability	Chameleon, darkvision 60’	
Saves:	Fort +4, Ref +5, Will +2	Fort +7, Ref +6, Will +0	
Abilities:	Str 12, Dex 14, Con 12, Int 6, Wis 8, Cha 12	Str 12, Dex 15, Con 12, Int 1, Wis 3, Cha 5	
Skills:	Climb +3, Hide +5, Jump +3, Spot +2, Swim +3	Hide +7*, Move Silently +7	
Feats:	Multiattack, Weapon Finesse (bite)	Great Fortitude, Imrpoved Initiative	
Climate/Terrain:	Any cold	Any subterranean or rocky	
Organisation:	Solitary or family (2-4)	Solitary or pair	
Challenge Rating:	3	3	
Treasure:	Standard	Incidental	
Alignment:	Chaotic Evil	Neutral	
Advancement:	-	Medium (6-7 HD), Large (8-10HD)	
Ice Lizard
Ice lizards are small, silvery-coloured, winged dragons, kin to such creatures as firedrakes and pseudodragons.  They dwell in cold regions, and are nocturnal, usually preferring underground lair sites.
Combat
Ice lizards attack using teeth and claws, but possess some spell-like abilities, and a breath weapon.
Cold breath (Su): Ice lizards can breath a cone of utter cold three times per day.  Those caught within the cone suffer 2d8 points of cold damage, halved if a successful Reflex save (DC 13) is made.
Spell-like abilities (Sp): 2/day each - sleep, cause fear.  Where necessary, saves against these powers are made at DC 13.
Polymorph (Sp): Twice per day, ice lizards can polymorph themselves into very young white dragons, for a duration of up to two hours.  This ability manifests itself as the spell polymorph self.
Charm susceptability (Ex): Although ice lizards are highly resistant to most forms of magic, they are particularly susceptible to charm and hold spells.  Against such effects, they save with a penalty of -2.
Rock Reptile
Rock reptiles are large lizards sporting grey-brown, warty hides resembling natural rock features.  They prefer to dwell in dark, rocky areas, being naturally nocturnal.
Combat
Rock reptiles attack by biting with their jaws.
Chameleon (Ex): When motionless against rocky backgrounds, these lizards are very hard to see.  As such, they gain a +8 bonus to their Hide checks in such situations.
Lurker Above
Huge Beast
Hit Dice:	10d10+13 (68 hp)
Initiative:	+6 (Dex +2, Improved Initiative)
Speed:	5ft., fly 20 ft. (clumsy)
AC:	10 (Dex +2, size -2)
Attacks:	Engulf +10
Damage:	Constriction 1d6+6
Face/Reach:	20ft. by 20ft./5ft.
Special Attacks:	Engulf, constrict
Saves:	Fort +10, Ref +9, Will +2
Abilities:	Str 18, Dex 14, Con 12, Int 1, Wis 1, Cha 4
Skills:	Hide +6*, Move Silently +6
Feats:	Great Fortitude, Improved Initiative, 	Toughness, Weapon Focus (engulf)
Climate/Terrain:	Any underground
Organisation:	Solitary or flock (2-4)
Challenge Rating:	6
Treasure:	Standard
Alignment:	Neutral
Advancement:	-
The lurker above is a subterranean, carnivorous creature.  They appear as huge, flat creatures, their skin reflecting the the texture and colour of their home, possessing a form of chameleon ability.
Lurkers can move at a slow creep on the ground or across ceilings, but their main mode of travel is flight.  They fly by generating gas in pockets within their body to provide buoyancy, using their bodies as massive wings to give direction and forward motion.
Combat
Lurkers wait in ambush, lying on ceilings ready to drop down on unsuspecting foes.
Engulf (Ex): A successful attack allows the lurker to engulf smaller creatures with its body.  Engulfed creatures will be constricted, and will suffocate in 1d4+1 rounds unless rescued.  Such is the bulk of the creature that attacks made against it from the outside will not harm victims caught within, but the victims themselves can only attack with short, edged weapons, if such weapons were in hand at the time of engulfment.
Constrict (Ex): Engulfed creatures suffer 1d6+6 points of damage per round from the lurker’s constricting embrace.
Skills: * Because of their colour and texture, lurkers gain a +8 racial bonus to their Hide skill when blending in with ceilings.
Ooze
	Crystal Ooze	Pudding, Brown	
	Medium Ooze	Huge Ooze	
Hit Dice:	4d10+10 (32 hp)	11d10+64 (124 hp)	
Initiative:	-5 (Dex -5)	-5 (Dex -5)	
Speed:	5ft., swim 10ft.	15ft.	
AC:	5 (Dex -5)	3 (Dex -5, Size -2)	
Attacks:	Slam +3	Slam +10	
Damage:	4d4 (acid)	Slam 2d4+6	
Face/Reach:	5ft. by 7ft./5ft.	5ft. by 25ft./5ft.	
Special Attacks:	Acidic poison	Improved Grab, constrict, acid	
Special Qualities:	Blindsight, transparency, ooze	Blindsight, ooze, split	
Saves:	Fort +1, Ref -4, Will -4	Fort +7, Ref -2, Will -2	
Abilities:	Str 10, Dex 1, Con 10, Int -, Wis 1, Cha 1	Str 18, Dex 1, Con 19, Int -, Wis 1, Cha 1	
Climate/Terrain:	Any damp/water	Any damp/swamp	
Organisation:	Solitary or pair	Solitary	
Challenge Rating:	4	8	
Treasure:	None	None	
Alignment:	Neutral	Neutral	
Advancement:	-	Huge 12-16HD, 17-35HD Gargantuan	
	Pudding, Dun	Pudding, White	
	Large Ooze	Large Ooze	
Hit Dice:	8d10+55 (99 hp)	9d10+56 (105 hp)	
Initiative:	-5 (Dex -5)	-5 (Dex -5)	
Speed:	30ft.	20ft.	
AC:	4 (Dex -5, size -1)	4 (Dex -5, size -1)	
Attacks:	Slam +7	Slam +8	
Damage:	Slam 2d6+3	Slam 4d4+4	
Face/Reach:	5 ft. by 10ft./5 ft.	5ft. by 15ft./5ft.	
Special Attacks:	Improved grab, constrict, acid, split	Improved grab, constrict, acid, split, hide	
Special Qualities:	Blindsight, ooze	Blindsight, ooze	
Saves:	Fort +7, Ref -3, Will -3	Fort +7, Ref -2, Will -2	
Abilities:	Str 15, Dex 1, Con 20, Int -, Wis 1, Cha 1	Str 16, Dex 1, Con 18, Int -, Wis 1, Cha 1	
Climate/Terrain:	Any arid/deserts	Any cold	
Organisation:	Solitary	Solitary	
Challenge Rating:	5	6	
Treasure:	None	None	
Alignment:	Neutral	Neutral	
Advancement:	Large 9-10 HD, Huge 11-16 HD, Gargantuan 17-20 HD	Large 10HD, Huge 11-16HD, Gargantuan 17-25HD	
Crystal Ooze
Crystal oozes are a form of transparent, water-dwelling grey ooze.  They dwell in dim, dark bodies of water, but can survive on land for several hours.
Combat
Crystal oozes exude pseudopods, attempting to paralyse victims so that they can flow over them to envelop and devour.  Each pseudopod does not inflict any normal damage, for the attack is not delivered with force.  Instead, the ooze relies on its poisonous nature to incapacitate potential victims.
Acidic poison (Ex): The “skin” of a crystal ooze secretes a poisonous, corrosive substance.  All melee hits cause acid damage.  In addition, the poison paralyses all who fail their Fortitude saves (DC 12) for 2d6 hours, or until the poison is negated.  Crystal ooze acid harms flesh and wood.
Transparency (Ex): Crystal oozes are naturally transparent.  Although they are fairly easy to see when on land, where their non-colour distorts the terrain much as a translucent block of glass does, they are very hard to spot when submerged.  As such, they increase the difficulty of Spot checks made against them by +10.  This is not equivalent to use of the Hide skill, since the ooze need make no effort to use this ability.
Ooze (Ex): As well as those characteristics common to oozes in general, crystal oozes are immune to acid, cold, heat, and fire.  Magic missiles and lightning inflict full damage, but weapon blows inflict but one point of damage per hit.
Brown, Dun, and White Puddings
These puddings are relatives of the black pudding, and have adapted to different environments and climates.  Brown puddings are swamp dwellers, preferring damp areas.  Dun puddings are desert creatures, oozing on or just below the surface of such areas.  They are not limited to hot desert regions - any arid terrain suits them perfectly.  White puddings inhabit cold climes, and are at home amid ice floes and snow fields.
Brown puddings are larger than their black cousins, while both white and dun varieties are smaller.  Dun puddings are the smallest of all.
Combat
As with black puddings, these pudding varieties attack by grabbing and squeezing their prey.
Improved Grab (Ex): To use this ability, the pudding must hit with its slam attack.  If it gets a hold, it can constrict.
Acid (Ex): The different pudding species effect materials in different ways.  The following table summarises pudding acid capabilities.
Pudding	Metal	Stone	Wood	Leather	DC	
Brown	-	-	50*	50*	17	
Dun	25	-	50*	50*	19	
White	-	-	50*	50*	20	
Values indicate damage done to objects made from the indicated material per round.  Asterisked values indicate weapons and armour made from such materials must make a Reflex save at the listed DC or dissolve upon contact.
Constrict (Ex): Puddings inflict automatic slam and acid damage with a successful grapple check.  The opponent’s clothing and armour suffer a -4 penalty to Reflex saves against the acid.
Split (Ex): Weapons deal no damage to puddings.  Instead the creature splits into two identical puddings, each with half the original’s hit points (round down).  A pudding with only 1 hit point cannot be further split.
Hide (Ex): White puddings are extremely difficult to spot against snow and ice.  They add +6 to Spot DCs attempting to locate them in such situations.
Rat, Vapour
Tiny Magical Beast
Hit Dice:	2d10 (11 hp)
Initiative:	+3 (Dex +3)
Speed:	30ft., swim 15ft., burrow 5ft.
AC:	15 (Dex +3, size +2)
Attacks:	Bite +7
Damage:	Bite 1d4-4
Face/Reach:	1/2ft. by 2ft./5ft.
Special Attacks:	Stinking cloud
Special Qualities:	Scent, gaseous form
Saves:	Fort +3, Ref +6, Will +4
Abilities:	Str 2, Dex 17, Con 10, Int 4, Wis 12, Cha 2
Skills:	Balance +5, Climb -2, Hide +6, Move Silently +5
Feats:	Weapon Finesse (bite)
Climate/Terrain:	Any land and cloud islands
Organisation:	Pack (2-16)
Challenge Rating:	2
Treasure:	None
Alignment:	Neutral
Advancement:	-
Vapour rats appear to be nothing more than large, grey rats.  They dwell in the same areas as do other rats, but they also inhabit substantial cloud islands, often plaguing the domainds of cloud giants.
Combat
As with other rats, vapour rats attack with a vicious bite.
Stinking cloud (Ex): Whenever a vapour rat is killed, its body gently explodes to form a gaseous release equivalent to a small (1d4+4’ radius) stinking cloud.  The cloud dissipates after 1d4 rounds.
Gaseous form (Ex): Vapour rats can alter the substance of their bodies, effectively assuming a gaseous form.  In this state, they appear to be wisps of cloud or similar vapour.  In this form, they can only be affected by attacks that would destroy or dissipate their cloudstuff.  Such attacks include very hot or magical fire, lightning, exceptionally strong winds, etc.  If threatened, vapour rats will assume gaseous form in an attempt to escape.
Raven, Giant
Medium Animal
Hit Dice:	3d8 (13 hp)
Initiative:	+2 (Dex +2)
Speed:	5’, fly 45’ (Poor)
AC:	14 (Dex +2, natural +2)
Attacks:	Claws +5
Damage:	Claws 1d4-1
Face/Reach:	8 ft. by 5 ft./5 ft.
Special Attacks:	Eye Strike
Saves:	Fort +3, Ref +5, Will +5
Abilities:	Str 9, Dex 15, Con 10, Int 4, Wis 14, Cha 6
Skills:	Intimidate +1, Listen +5, Spot +6
Feats:	Weapon Finesse (claws), Weapon Focus (claws)
Climate/Terrain:	Any land
Organisation:	Solitary or murder (4-16)
Challenge Rating:	2
Treasure:	None
Alignment:	Neutral
Advancement:	-
Giant ravens are a monstrous form of the normal raven, bred by wicked folk for use as spies and aerial packfighters.  They possess a limited form of language, which can be understood by the masters via magical means.
Combat
Ravens attack with both claws, combining them into a single attack form.
Eye Strike: When attacking, ravens are most likely to strike at a foe’s eyes.  This attack is ineffective against victims wearing close-faced helms or other protective devices covering their eyes.  Against other foes, any critical strike scored by the raven is directed against the victim’s eyes.  If the victim fails a Reflex save (DC 14), one of his eyes has been struck, rendering the eye useless until it is magically repaired (requiring a regenerate spell or similar - cure blindness does not possess the ability to restore eyes that have been destroyed).
Roper, Storoper
Medium Magical Beast
Hit Dice:	6d10 (33 hp)
Initiative:	+5 (Dex +1, Improved Initiative)
Speed:	5ft.
AC:	20 (Dex +1, natural +9)
Attacks:	6 strands +9; bite +8
Damage:	Strands poison; bite 1d10+2
Face/Reach:	5 ft. by 5 ft./50 ft. (tentacles)
Special Attacks:	Strands, attach, weakness, poison
Special Qualities:	Missile immunity
Saves:	Fort +7, Ref +6, Will +6
Abilities:	Str 15, Dex 12, Con 10, Int 14, Wis 13, Cha 12
Skills:	Climb +8, Hide +9*, Intimidate +8, Listen +7, Spot 	+7
Feats:	Great Fortitude, Improved Initiative, Multiattack, 	Weapon Focus (tentacle)
Climate/Terrain:	Any subterranean
Organisation:	Solitary
Challenge Rating:	4
Treasure:	Special
Alignment:	Chaotic Evil
Advancement:	-
Storopers (“stone ropers”, also known as “tar ropers”) are 5’ tall, 2’ diameter stone-coloured cousins to the larger roper.  They are shaped much as a stalagmite, and are virtually indistinguishable from such rock formations when immobile.
Combat
Storopers hunt by imitating stalagmites, and waiting for victims to approach within range of their strands.
Strands (Ex): Storopers possess six tentacle-like strands, which may shoot forth to attack victims up to 50’ away (no range increment).
Attach (Ex): If a strand strikes, it attaches itself to its target.  This deals no damage, but the victim is subsequently drawn 10’ closer to the creature’s maw each round thereafter.  A successful Escape Artist (DC 20) or Strength (DC 15) check will allow a victim to break free.  Any strike made against an individual strand inflicting 10 points of damage or more will sever that strand (AC 20).  Once a victim is drawn to the maw, the storoper can attack with its bite with a +4 bonus to hit.
Weakness (Ex): A storoper’s strands sap Strength.  Each hit by a strand drains 2d6 temporary Strength unless a Fortitude save is made (DC 13).
Poison (Ex): Instead of grasping with their tentacles, storopers can use the sharp tips of their strands to inject poison into an enemy.  It can only attempt this twice per day, since the creature’s glands take time to replenish the venom once used.  If struck, the victim must make a Fortitude save (DC 13) or become paralysed for one round, taking on a stony-grey pallor that, to uninitiated observers, makes the victim look as if he has been turned to stone.  One round thereafter, the paralysis will wear off, but the victim will fight to defend the storoper.  This is not a form of charm, since the storoper has no control over the actions of a poisoned victim.  Instead, the victim possesses an overwhelming desire to protect the storoper.  The venom wears off after two hours.  If the storoper is slain in the mean time, the affected victims will wander aimlessly until the poison is negated by time or spell.  Storopers usually use this venom against the first two opponents in a group that come within range of its strands.
Missile immunity (Ex): The hide of a storoper is tough and irregular, effectively deflecting away normal missiles.  Only enchanted missiles, spells, and melee weapons can thus harm it.
Skills: *Storopers gain a +8 racial bonus to Hide checks in subterranean, stony areas.
Treasure: Once slain, the gizzard of a storoper may be cut open.  Within, metallic objects and gems as yet undigested by the creature may be found.
Snake, Fire
Tiny Outsider (Fire)
Hit Dice:	2d8+2 (11 hp)
Initiative:	+2 (Dex +2)
Speed:	10ft.
AC:	14 (+2 Dex, +2 size)
Attacks:	Bite +6
Damage:	Bite 1d4+poison
Face/Reach:	1/2 ft. by 2 ft./5 ft.
Special Attacks:	Poison
Special Qualities:	Fire immunity
Saves:	Fort +4, Ref +5, Will -1
Abilities:	Str 10, Dex 15, Con 12, Int 1, Wis 2, Cha 7
Skills:	Climb +2, Hide +3*, Move Silently +3, Spot -3, Swim 	+1
Feats:	Weapon Finesse (bite)
Climate/Terrain:	Any hot land and underground (fires)
Organisation:	Solitary or nest (2-6)
Challenge Rating:	1
Treasure:	Standard
Alignment:	Neutral
Advancement:	See below
Fire snakes are blood-red to orange serpentine creatures, always found in nests of fire.  Rumour has it that they are larval salamanders, and close inspection of the creatures would appear to substantiate this claim.
Combat
Fire snakes attack with a striking bite from the flaming hearts of their nests.
Poison (Ex): The bite of a fire snake is venemous.  On a successful attack, a victim must make a Fotitude save (DC 12) or become paralysed for 2d4×10 minutes.
Fire immunity (Ex): Fire snakes are immune to all forms of fire, magical and normal alike.
Skills: * Fire snakes gain a +8 racial bonus when attempting to hide within flames.
Sprite
Tiny Fey
Hit Dice:	1d6 (3 hp)
Initiative:	+4 (Dex +4)
Speed:	20ft., fly 45ft. (perfect)
AC:	16 (Dex +4, size +2)
Attacks:	Weapon +0
Damage:	Weapon -2
Face/Reach:	1ft. by 1ft./1ft/
Special Attacks:	Poisoned missiles
Special Qualities:	Spell-like abilities
Saves:	Fort +0, Ref +4, Will -1
Abilities:	Str 7, Dex 18, Con 10, Int 12, Wis 8, Cha 12
Skills:	Animal Empathy +4, Balance +7, Craft +4, Escape 	Artist +7, Heal +2, Hide +10, Listen +4, Move 	Silently +10, Search +4, Sense Motive +2, Spot +3
Feats:	Alertness
Climate/Terrain:	Sylvan; meadows and glens
Organisation:	Fey settlements (10-100)
Challenge Rating:	1/2
Treasure:	Standard
Alignment:	Neutral
Advancement:	By character class
Sprites are tiny, humanoid fey, akin to all such creatures (see “Sprite” in the Monster Manual).  Although Neutral in alignment, they tend towards Good in attitude, and disdain evil of all kinds.  They are shy creatures, shunning contact with other beings unless necessary.
Combat
Sprites attack with their tiny weapons, usually slim rapiers or longswords and short bows.  Against evil, they will attack to slay, but will only attack good and neutral folk when threatened, and then only to subdue (possibly rendering them unconscious with their special poisons), removing them to places far from sprite enclaves.
Poison (Ex): Sprites coat their arrows with a special sleeping agent.  Any struck by such missiles must make a Fortitude save (DC 11) or fall into a pleasant, comatose sleep for 1d6 hours.
Spell-like abilities (Sp): At will - invisibility, detect good, detect evil.
Sprite characters: Sprites can follow character classes.  When created as a character, sprites adjust starting Strength by -4, Dexterity by +6, Intelligence and Charisma by +2, and Wisdom by -2.  They possess low-light vision and other abilities common to fey, and gain a racial skill bonus of +3 to both Hide and Move Silently.  Their favoured class is sorcerer.
Su-monster
Medium Beast
Hit Dice:	5d10+5 (32 hp)
Initiative:	+4 (Dex +4)
Speed:	20ft.
AC:	14 (Dex +4)
Attacks:	4 claws +3, bite +0
Damage:	Claws 1d4, bite 2d4
Face/Reach:	5ft. by 5ft./5ft.
Special Attacks:	Mental attack
Special Qualities:	Low-light vision
Saves:	Fort +5, Ref +8, Will +3
Abilities:	Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8
Skills:	Balance +9, Climb +5, Hide +7, Jump +3, Move 	Silently +8, Spot +3
Feats:	Multiattack, Multidexterity
Climate/Terrain:	Any forest or jungle
Organisation:	Solitary or troop (2-12)
Challenge Rating:	5
Treasure:	Standard
Alignment:	Chaotic Evil
Advancement:	-
Su-monsters are evil, monkey-like creatures with dirty grey fur, black heads, and blood-red paws.
Combat
Su-monsters prefer to attack by hanging from their prehensile tails, bringing all four of their claws and their bite to bear against a foe.
Mental attack (Ex): By some bizarre turn of fate, su-monsters are latently psionic.  This latency may manifest itself in a number of different ways, but usually provides them the ability to emit a stunning mental blast at foes.  This attack has a short range of 30’ (no range increments), and forms a cone-shaped wave of psionic energy, 2’ at its start and 10’ at its terminus.  All caught within the wave must make a successful Will saving throw (DC variable with range) or suffer some ill effect.  The tables below describe save DCs and possible attack results.
Su-monster Mental Attack Will Save DC	
Target’s Int + Wis	Target Within 10’	Target Within 20’	Target Within 30’	
0-5	20	19	18	
6-9	18	17	16	
10-13	16	15	14	
14-17	14	13	12	
18-21	12	11	10	
22-25	10	9	8	
26-29	8	7	6	
30-33	6	5	4	
34-35	4	3	2	
36-37	2	1	0	
38+	0	-1	-2	
Su-monster Mental Attack Will Save DC Modifiers	
Situation	Modifier	Situation	Modifier	
Wizard or sorcerer	-1	Panicked	+1	
Cleric or druid	-2	Enraged	+1	
Elf	-2	Confused	+2	
Mind blank spell	-2	Hopeless	+3	
Dwarf	-4	Stunned	+3	
Halfling	-4	Using mind-affecting spell or power	+4	
Helm of telepathy	-4	ESP and similar	+5	
		Insane	*	
* Insane beings are immune to this attack

Su-monster Mental Attack Effects	
Target Int + Wis	Death	Coma	Sleep	Stun	Confuse	Enrage	Panic	Feeble-mind	Permanent Insanity	Temporary Insanity	Mild Insanity	
0-5	1-17	18-19	20	-	-	-	-	-	-	-	-	
6-9	1-2	3-18	19	20	-	-	-	-	-	-	-	
10-13	1	2-3	4-18	19	20	-	-	-	-	-	-	
14-17	-	1	2	3-18	19	20	-	-	-	-	-	
18-21	-	-	1	2-3	4-18	19	20	-	-	-	-	
22-25	-	-	-	1	2-3	4-18	19	20	-	-	-	
26-29	-	-	-	-	1	2-3	4-18	19	20	-	-	
30-33	-	-	-	-	-	1	2-3	4-18	19	20	-	
34-35	-	-	-	-	-	-	1	2-4	5-18	19	20	
36-37	-	-	-	-	-	-	-	1	2-3	4-18	19-20	
38+	-	-	-	-	-	-	-	-	1	2-3	4-20	

Procedure: Sum the target’s Intelligence and Wisdom scores, and cross-reference this on the first table with the distance away from the su-monter.  This provides the DC of the Will saving throw to be made.  If the save fails, roll 1d20, and cross-reference the result with the victim’s summed Intelligence and Wisdom scores on the second table.  For example, a victim with an Intelligence of 12 and a Wisdom of 15 standing 15’ away from the su-monster requires a Will save at DC 7.  If failed, a 1d20 roll of 16 indicates that the victim suffers panic as a result of the attack.
Death: The victim dies from massive mental shock.
Coma: The mental shock forces a coma for 2d6 days.
Sleep: The mental shock induces sleep for 5d4 hours.
Stun: The mental shock stuns the victim for 2d4×10 minutes.
Confuse: The victim acts as if a confusion spell were affecting him for 1d4×10 minutes.
Enrage: The victim goes into a berserk fury, attacking the nearest being, friend or foe.  The rage lasts 2d4 rounds, during which the victim has no mind for action other than all-out physical attack.
Panic: The victim becomes panicked for 2d4 rounds, affected as if cause fear had been cast upon him.
Feeblemind: The victim is affected as the spell of the same name until the affliction is removed using heal, restoration, or similar magic.
Insanity: The victim is affected by one or more forms of mental affliction.  These may be anything, from phobias to psychoses, but are always severe in manifestation.  Permanent insanity remains until removed, and two afflictions will arise.  Temporary insanity remains until either removed or 2d6 weeks have elapsed, and again two afflictions will manifest.  Mild insanity lasts 1d4 weeks, or until removed, and but one affliction will be suffered.
Su-monsters can only use this attack six times per day.
Toad
	Fire Toad	ice Toad	
	Small Beast	Large Animal	
Hit Dice:	4d10+4 (26 hp)	5d10+5 (32 hp)	
Initiative:	+6 (Dex +2, Improved Initiative)	+8 (Dex +4, Improved Initiative)	
Speed:	15ft.	20ft.	
AC:	13 (Dex +2, size +1)	15 (Dex+4, size -1, natural +2)	
Attacks:	Firebreath +6	Bite +5	
Damage:	See below	Bite 3d4+3	
Face/Reach:	4ft. by 4ft./30ft. (breath)	5ft. by 8ft./5ft.	
Special Attacks:	Firebreath	Cold radiation	
Special Qualities:	-	-	
Saves:	Fort +5, Ref +6, Will +3	Fort +5, Ref +8, Will +3	
Abilities:	Str 8, Dex 15, Con 12, Int 6, Wis 8, Cha 7	Str 15, Dex 18, Con 12, Int 10, Wis 8, Cha 9	
Skills:	Balance +6, Hide +7, Jump +5	Balance +6, Climb +6, Hide +7, Jump +9, Listen +4, Spot +5	
Feats:	Improved Initiative, Lightning Reflexes	Alertness, Improved Initiative	
Climate/Terrain:	Any hot, dry land	Any cold	
Organisation:	Solitary or pack (2-6)	Solitary or pack (2-4)	
Challenge Rating:	3	4	
Treasure:	Standard	Standard	
Alignment:	Neutral	Neutral	
Advancement:	-	-	
Fire Toad
Fire toads are large, red toads which inhabit hot, dry regions both above and below ground.  They shun liquids of all kind, and throwing such at them (even normal water) will cause them to retreat.
Combat
Fire toads only attack if threatened, molested, or their lair is violated.  Their only form of attack is their fiery breath.
Fire breath (Ex): Fire toads attack by breathing fireball-like missiles at their foes.  These fireballs have a range of 30’, and explode on impact to a 5’ radius.  They inflict as much damage as the fire toad had hit points when the attack was released.  A Reflex save (DC 13) is permitted to the target and those caught in the blast effect, the damage being halved on success.  If the fire toad misses its intended target, the fireball will land somewhere - treat it as a grenade-like missile for scatter etc.  Normally, a fire toad can release but one fireball per round.  However, when greatly pressed or frightened (e.g., if liquid has been thrown at them, or if cornered), they can concentrate two fireballs into one round, usually targetting the main source of their consternation (e.g., the one who threw the liquid).  Doing so prevents them from using their fireball for two subsequent rounds.
Ice Toad
Ice toads are pale, blue-white creatures possessing tough, warty hides.  They are often used by frost giants as guard beasts.
Combat
Ice toads attack by biting their foes.
Cold radiation (Ex): Once every other round, ice toads can radiate cold from their bodies to 5’ distance in all directions.  All creatures not immune to cold-based attacks within this area suffer 3d6 points of cold damage.
Tick, Giant
	Minor	Lesser	Greater	
	Small Animal	Small Animal	Small Animal	
Hit Dice:	2d8 (9 hp)	3d8 (13 hp)	4d8 (18 hp)	
Initiative:	+7 (Dex +3, Improved Initiative)	
Speed:	5ft.	
AC:	17 (Dex +3, size +1, natural +3)	
Attacks:	Bite +1	Bite +2	Bite +4	
Damage:	Bite 1d4-2	Bite 1d4-1	Bite 1d4	
Face/Reach:	2ft. by 3ft./5ft.	2ft. by 3ft./5ft.	2ft. by 3ft./5ft.	
Special Attacks:	Blood drain, disease	
Saves:	Fort +3, Ref +6, Will +3	Fort +3, Ref +7, Will +3	Fort +4, Ref +7, Will +4	
Abilities:	Str 8, Dex 16, Con 10, Int -, Wis -, Cha 3	Str 9, Dex 16, Con 10, Int -, Wis -, Cha 3	Str 10, Dex 16, Con 10, Int -, Wis -, Cha 3	
Skills:	Hide +5, Jump +3	Hide +5, Jump +4	Hide +5, Jump +5	
Feats:	Improved Initiative	Improved Initiative, Lightning Reflexes	
Climate/Terrain:	Any forest; underground	
Organisation:	Swarm (3-12)	
Challenge Rating:	1	2	2	
Treasure:	None	
Alignment:	Neutral	
Advancement:	-	
Giant ticks are huge forms of the common bloodsucking insect.
Combat
Giant ticks hide in the branches of trees, or within hidden niches on cavern walls and ceilings, waiting to drop onto unsuspecting victims.  They attack by “biting” - actually a long, mouth-like tube which they insert into their targets.
Blood drain (Ex): If a tick scores a successful hit, it has sunk its mouth-tube into its victim.  The tube causes some initial damage.  Each round thereafter, the tick begins to feed, draining 1d6 points of damage through blood drain per round, until it has drained an amount equal to its own maximum hit point total, at which point it simply drops off and attempts to scuttle away.  Ticks must be severely burned, killed, or immersed in water to force them off prior to satiation.
Disease (Ex): Some 50% of ticks are carriers of disease.  See the Dungeonmaster’s Guide for possible disease examples.
Umber Hulk, Vodyanoi
Vodyanoi are a freshwater, aquatic form of umber hulk.  Except for the environment in which they live, and the fact that they do not possess the confusing gaze of their land-bound cousins, nor the eyes that cause it, they are identical to normal umber hulks.