Elemental, Lava (Quasi-)          Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Volcanic Areas / Quasi-elemental plane of lava
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Any combustible, earth, gems, and metals
INTELLIGENCE:       Low (5-7)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -2
MOVE:               6
HIT DICE:           16 (attacks as 21st level fighter)
THAC0:              1
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      4d6 + 9
SPECIAL ATTACKS:    Heat Metal
SPECIAL DEFENSES:   Saves as 16th level fighter
MAGIC RESISTANCE:   Nil
SIZE:               H (16' tall)
MORALE:             Fanatic (17)
XP VALUE:           10,000

Treat all within a 20' radius as being under the effects of a ** heat metal **
spell (if wearing metal, take damage from hot metal; if in cloth/fur/wood,
take the same amount of damage from burning clothes; if naked, damage is
direct burn).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Eye of Orcus                        Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

                    SMALL          MEDIUM         LARGE          GREAT
CLIMATE/TERRAIN:    Any            Any            Any            Any
FREQUENCY:          Very rare      Very rare      Very rare      Very rare
ORGANIZATION:       Small group    Small group    Small group    Small group
ACTIVITY CYCLE:     Continuous     Continuous     Continuous     Continuous
DIET:               Nil            Nil            Nil            Nil
INTELLIGENCE:       ---------------- Semi- to average (2-10) -----------------
TREASURE:           Nil            Nil            Nil            Nil
ALIGNMENT:          Neutral evil   Neutral evil   Neutral evil   Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 or 5-20    1-2 or 5-20    1-2 or 5-20    1-2 or 5-20
ARMOR CLASS:        5              3              1              -1
MOVE:               35             35             35             35
HIT DICE:           6              7              8              10
THAC0:              15             13             13             11
NO. OF ATTACKS:     1              1              1              2
DAMAGE/ATTACK:      ------------------ 1d4 x 1d6 + special -------------------
SPECIAL ATTACKS:    ----------------- Negative energy blast ------------------
SPECIAL DEFENSES:   -------------- Invisibility, regeneration ----------------
MAGIC RESISTANCE:   Nil            Nil            Nil            Nil
SIZE:               T (1' dia.)    T (2' dia.)    S (3' dia.)    M (6' dia.)
MORAL:              ------------------- Fearless (19-20) ---------------------
XP VALUE:

Eyes of Orcus are magically created undead eyes which come in four sizes:
small (1'dia.), medium (2'dia.), large (3'dia.) and great (6'dia).  While they
were invented by Orcus eons ago, their use has spread throughout the lower
planes.  These abominations are instruments of powerful lower planar creatures
and high level mortal necromancers.  They permit their user to see through
them, and slay living things many planes away.  All eyes have invisibility at
will, and can plane shift and use non-detection three times per day.  Eyes can
detect good beings within 120 feet.

COMBAT:  The most effective strategy used by the eyes is to attack through
surprise.  Usually, the eye blasts its victims from behind a veil of
invisibility.  Once it becomes visible, all creatures below 4 hit dice flee in
terror at the sight of it.  Creatures from 4 to 6 hit dice save vs.
paralization at -2 or flee.  A 6 to 10 hit die creatures save normally.  Lord
level characters and monsters, while unnerved are less likely to flee before
thinking.

Eyes of Orcus attack by means of a negative energy blast.  This attack drains
1d4 levels, and inflicts 1d6 hit points per level lost.  A save vs. breath
weapons is made for half damage.  If the save is made by 10 or more, no damage
is sustained.  The following modifiers are applied to the saving throw:

     Medium Eye:                  -1
     Large Eye:                   -2
     Great Eye:                   -3
     Victim uses positive energy: -4

Small, medium and large eyes can blast once per round.  Great eyes blast
twice.  All eyes regenerate 1 hit point per round.

HABITAT: Eyes of Orcus, though intelligent, are magical automata under the
control of other beings and have no society or culture of their own.  They are
sent by evil beings to planes they cannot easily travel to (such as the Prime
Material Plane) to slay the enemies of their controllers.

ECOLOGY: Eyes of Orcus search and destroy, they consume nothing, nor do they
reproduce.  They play no role in the ecology, and any effects they have on the
ecosystem are harmful.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Falrock                           Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Subterrean
FREQUENCY:          Very rare
ORGANIZATION:       Colonies
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           (R)
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   10-100
ARMOR CLASS:        6
MOVE:               9
HIT DICE:           1/2 (1d4 hit points)
THAC0:              20
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d2
SPECIAL ATTACKS:    Poison
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (3 inches long)
MORALE:             Unsteady (5-7)
XP VALUE:           35
                    
Falrocks are very thin, six legged lizards that live in colonies in a shared
web.  They spin the webs.  Their bite (negligible base damage) liquifies the
guts of the victim (save vs poison -- if fail, lose 25% of hit points
(assuming 160 lbs person -- pro rate for size of victim).

A falrock web is normally woven over a pit (10 to 40 feet across).  It is
thick and looks like stone once it has collected some dust.  The web is 1'
thick and can hold a creature of strength up to 18/40 (treat saves like web
spell).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Flame Servant
==============================================================================

CLIMATE/TERRAIN:    Elemental Plane Of Fire
FREQUENCY:          Common 
ORGANIZATION:       Band 
ACTIVITY CYCLE:     Any 
DIET:               Minerals 
INTELLIGENCE:       Low (5-7)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   4-24 (1-6)
ARMOR CLASS:        6
MOVE:               6, (Sw 15) 
HIT DICE:           5 
THAC0:              15 
NO. OF ATTACKS:     3 
DAMAGE/ATTACK:      1-4/1-4/2-8 
SPECIAL ATTACKS:    See below 
SPECIAL DEFENSES:   See below 
MAGIC RESISTANCE:   See below 
SIZE:               M (7' tall) 
MORAL:              Steady (11) 
XP VALUE:           2,000

The flame servant appears as animated, vaguely humanoid, magma.  Instead of
legs, however, its torso rests on the ground and a constant flowing action
gives it locomotion.  The flame servant has no real head.  Its vague facial
features, which consist of a gaping mouth and two blazing white eyes, are
situated on the creatures chest.  When active, the flame servant glows red
with heat, and can turn white with searing heat if extremely active or
combative.  When dormant, a grey, rocky shell forms and it is almost safe
to touch.  This shell can be absorbed instantly by the flame servant.  When
moving it can move over surfaces (igniting flamable materials) or, if it is
travelling over rock, it can turn the rock in a 10' diameter sphere into lava
and `swim' (hence the 15" in brackets next to movement.)  This ability is at
will and takes no concentration to maintain.

COMBAT: The flame servant was not designed for combat, but for manual labour.
It is still a formidable opponent to have to fight.  Its primary mode of
locomotion is also adaptable to a favoured attack form.  If fighting on a rock
surface, it will turn the ground around it to magma and burrow downwards.  It
will then burrow to where it thinks an opponent is most likely to be and burst
through to the surface.  Unless the intended target moved after the flame
servant disappeared, he will be engulfed in magma.  Damage is 3d10 points per
round.  A successful saving throw indicates that the victim was warned and was
able to jump back, only being splashed by magma, for half damage.  In the Fire
Realms, this will always be a favoured attack, but when on the Prime Material,
most rock is covered by soil, making this form difficult.  Any creature coming
within 10' of the flame servant will suffer 1d6 point of damage every round.
Those actually coming into contact will take an additional 1d6 points of
damage and risk having their clothing catch fire.   The two punches and the
bite that the flame servant has therefore cause 1d4, 1d4, and 2d4
respectively, plus 1d6 for contact, 1d6 for proximity, and may cause
combustion.  Once per turn the flame servant can breath a jet of flame at one
target within 20'.  The jet does 2d8 damage, half if a saving throw is
successful.

Flame servants are immune to any form of fire, magical or otherwise.  
Cold-based spells do double damage, and large amounts of water will affect the
flame servant as if a ** slow ** spell had been cast upon it.

HABITAT: The flame servants inhabit the Fire Realms of the Elemental Plane
serving Efreet and the other major races of the Realms.  Their special
abilities make them very efficient builders when supervised, and they are the
labour force for the Realms.  They can only speak the common tongue of the
Realms, and only with great difficulty, due to their less than adequate vocal
facilities.

When it wishes to, it can contain its heat within itself so that it can be
approached without causing damage.   Contact, however, will always cause
damage.   When `swimming', any rock will be turned to magma, this includes
walls,  the stone head of a warhammer, and even a ** wall of stone **.  The
magma will remain such after the flame servant's passing, cooling naturally.
This means that most Fire Lords dislike having them inside their homes, as
it ruins the floors and leaves holes in the walls.  The heat from a flame
servant can also melt metal, given time.  It must contact the surface of the
metal and concentrate on melting the item.  It can melt one inch of metal per
round of such concentration, in the area that was contacted (eg. A flame
servant leans against a four inch thick iron wall.  In four rounds it will
have burnt a hole through it in the shape of its own body.  Also, if a flame
servant manages to grab onto a fighter's sword and hold on, in one round, it
will be destroyed-magical items get a saving throw.)

ECOLOGY: There is very little to the ecology of the flame servant.  They are
created by Efreet or other higher Fire Lords when needed for construction or
labour, and are destroyed when not needed.  More often, however, they are sent
out into uninhabited sections of the Realms to serve as a patrol force.  In
rare cases, the accompany a Lord to another Plane.  In such a case, there will
be between one and six, and their Lord will always be present.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Flammen                           Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================
                    (based on Andre Norton's Witch World books)

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very rare
ORGANIZATION:       Small bands
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Low to Super Genius (3-18)
TREASURE:           Nil
ALIGNMENT:          Neutral to Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12
ARMOR CLASS:        8
MOVE:               6, Fl 24 (B)
HIT DICE:           1
THAC0:              20
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d3 (by weapon)
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Detect evil
MAGIC RESISTANCE:   Nil
SIZE:               T (1' tall)
MORALE:             Unsteady (5-7)
XP VALUE:           15

Flammen are 1' tall humanoids with wings.  They have excellent vision and can
** detect evil ** at 24".  They can assume the form of a large, white eagle at
will.  Flammen attack with small bows (1d3 per arrow) or daggers if they must.
They are very cowardly and will flee if given a chance.  Flammen often
associate with Green People.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gazebo                            Presto and Nyssa (barthelm@caa.mrs.umn.edu)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Dormant until aroused
DIET:               Annoying player characters
INTELLIGENCE:       Nil
TREASURE:           Nil
ALIGNMENT:          Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        10
MOVE:               0 / special
HIT DICE:           Special
THAC0:              Special
NO. OF ATTACKS:     Special
DAMAGE/ATTACK:      Death
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L
MORAL:              None
XP VALUE:           -2,000

Made of white painted wood, a gazebo is a small structure with open sides and
several small benches inside.  Generally it can be found with a domed roof
supported by several pillars.

COMBAT: A gazebo will never attack first, always allowing its attacker several
attempts to attack it.  After 5 rounds or until the player character (and/or
dungeon master) becomes really frustrated, it will leap upon the attacking
character and devour him/her/it completely, no saving throw.  The gazebo
always hits and always kills, swallowing the attacker.

HABITAT: The Gazebo is a solitary creature, often found on small hillocks or
in the middle of gardens.  Often it will be accompanied by trees, bushs,
plants, and the occassional bat and/or pigeon, who, although annoying to it,
will not be attacked unless a very large dropping is made.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ghole                                       John M. Martz (UMARTZ@UNC.bitnet)
==============================================================================
        (based on After Man: A Zoology of the Future by Dougal Dixon)

CLIMATE/TERRAIN:    Scrub planes, rocky badlands
FREQUENCY:          Common
ORGANIZATION:       Packs
ACTIVITY CYCLE:     Any
DIET:               Carrion
INTELLIGENCE:       Animal (1)
TREASURE:           M, O
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   4-16 (4d4)
ARMOR CLASS:        5
MOVE:               9
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      3d4
SPECIAL ATTACKS:    Disease
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (3' long)
MORAL:              Unsteady (5-7)
XP VALUE:           65

The ghole resembles a large mongoose.  It's long neck, head, and feet are
almost totally devoid of hair; course gray hair covers the remainder of its
body and tail.  Massive canines and molars protrude from its mouth, which it
uses to crack open bones for the marrow.  It is a model scavenger, feeding
mostly on skeletal remains left by larger predators.

COMBAT:  Gholes do not usually engage in combat, preferring to retreat;
however they are not defenseless and will attack if pressed.  Their crushing
bite does 3d4 points of damage.  Their speed accounts for their low armor
class.  Given the nature of their diet, a Ghole is 10% likely to carry a
serious disease that can be transmitted via its saliva (Dungeon Master only
needs to check once for each animal encountered--not every bite).  A diseased
victim will gradually become debilitated and die over the course of 1d3
Athasian weeks (i.e., 15-45 days) if not cured.

Habitat/Society:  Gholes live in small packs.  They have formed a symbiodic
relationship with shelf termites.  As most termites, these build massive
mounds; however, the shelf termite mound includes a horizontal shelf several
feet off the ground.  This shelf provides the gholes with shade during the
hottest part of the day.  In return, the gholes frequently drag portions of
carrion underneath the shelf to feed.  The termites eat the miniscule portions
that the gholes cannot.

The sexes are almost indistinquishable.  If gholes are encountered near their
termite mound, there is a 3 in 10 possiblity that they will have 1d6+2 young.
The young remain beneath the pack's termite mound, waiting for their parents
to return with food.

Ecology:  As carrion eaters, gholes tend to be despised even though they
provide an important link in the Athasian food chain.  Calling somebody a
ghole is considered an insult.

Gholes's teeth are occassionally used for small ivory items, such as dice and
jewelery.  Its pelt is worthless.  While they do not collect treasure,
valuable items are sometimes dragged beneath the pack's termite mound along
with portions of the owner's remains.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ghost, Green
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Constant 
DIET:               None 
INTELLIGENCE:       Average (8-10)
TREASURE:           A
ALIGNMENT:          Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        3
MOVE:               12 
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-6/1-6
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   10%
SIZE:               M (6' tall)
MORAL:              Average (8-10)
XP VALUE:           420

Green ghosts are almost invisible, except for a pale green outline around
their bodies.  They have two arms, a head, a body, and no legs.  They move by
floating above the ground.

COMBAT: Green ghosts are not undead, therefore, they cannot be turned by
Priests.  They attack with two claws, doing 1-6 points of damage with each
successful hit.  They have a limited resistance to magic.

HABITAT: Green Ghosts are solitary creatures.  They do not have any form of
society.

ECOLOGY: It is believed that Green Ghosts are not native to the prime material
plane, and therefore have no place in nature.  Green Ghosts never need to eat,
sleep, drink or rest.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ghost of Moon Mage                Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Graveyard
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               None
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           None
ALIGNMENT:          Chaotic Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        6             8
MOVE:               15            9 Fl 21 (B)
HIT DICE:           5             9
THAC0:              15            11
NO. OF ATTACKS:     2             1
DAMAGE/ATTACK:      1d8/1d8       1d4
SPECIAL ATTACKS:    Trample       Charm and sleep spells
SPECIAL DEFENSES:   None          None
MAGIC RESISTANCE:   -- Saves as 9th level mage --
SIZE:               L             M
MORALE:             -- Fearless (20) --
XP VALUE:           1,400

This was a singular being in my campaign -- the spirit of a woman learned in
moon magics who had been buried alive by her spouse.  She appears only in a
20' radius about her grave and then only on moon-lit nights.  On any night,
she will first appear as a white bull.  If the bull is slain, she will
reappear as a griffin.  If the griffin is slain, she will appear as a winged
maiden.  If the winged maiden is slain, she cannot act until the next night.

This ghost is permanently laid to rest if a suitable religious ceremony for
the dead is said performed by a good cleric over her grave.  The ghost always
saves as a 9th level mage.  She can cast spells provided she is not in
darkness.  Because her hatred is for men, she will ignore women.  It requires
at least a +1 magical weapon to hit the ghost.  She can be turned as a ghost.  Alignment:  CN
 
The first column is the information for the white bull and the second is for
the winged maiden.  Please use appropriate TSR manual for statistics on the
griffin.

If the bull rolls a 20 for its attack roll it tramples its opponent doing an
additional 1d10+5 points of damage.

The winged maiden can cast the following spells as a 9th level magic-user,
continual light, detect invisibility, hallucinatory terrain, charm, dazzle
(blindness with a different explanation -- see bright light masking everything
else.)  The winged maiden will attempt to charm any man (which is innate
ability.)  If she does she will suck the victims blood doing 1d4 points per
round (with no attack roll required.)

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Ghoul, Gilannie                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any Warm Climate
FREQUENCY:          Very Rare
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Day
DIET:               Heat and Light
INTELLIGENCE:       Low
TREASURE:           M, (N, R)
ALIGNMENT:          Neutral or Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-24
ARMOR CLASS:        8
MOVE:               12
HIT DICE:           5-14
THAC0:              5-6 HD :  15
                    7-8 HD :  13
                   9-10 HD :  11
                  11-12 HD :   9
                  13-14 HD :   7
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      See below
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (5' tall)
MORALE:             Average (10)
XP VALUE:
   5 hit dice         175
   6 hit dice         270
   7 hit dice         420
   8 hit dice         650
   9 hit dice         975
  10 hit dice       1,400
  11 - 12 hit dice  2,000
  13 - 14 hit dice  3,000

Gilannie ghouls are a race of humanoid form created by a mage long ago.  They
look like ghouls, but are not undead.  They feed on heat and light.  They
require their own hit points per day in heat "damage" to remain in good health
(treat sunlight as 10 hit points per hour if intense or 3 hit points per hour
if heavily overcast).  Gilannie ghouls will also root through rotting flesh
and vegetable matter for heat (1-5 hit points per hour, depending on the
"quality" of the compost pile).  If denied other sources of food, they will
being to decay (losing 1d6 hit points per day of starvation).  Decaying
gilannie ghouls poisons the air about it with diseases (treat as a cloud of
radius 1" per day unfed).

Gilannie ghouls are strong and will grapple with a warm creature to gain its
heat if starving (requires natural 19 or 20 to-hit roll plus bend-bars to
disengage the grip).  This 2-handed grappling attack does no damage of its own
(but the exposure to disease might).  Treat the disease as having symptoms
of choice (ie, variable) and lethal if a save versus death magic is failed
(recover or die in 1d6 days).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Giant, Cliff
==============================================================================

CLIMATE/TERRAIN:    Cliffs
FREQUENCY:          Uncommon
ORGANIZATION:       Families
ACTIVITY CYCLE:     Day 
DIET:               Omnivore 
INTELLIGENCE:       Average (8-10)
TREASURE:           E
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        3
MOVE:               12 
HIT DICE:           12
THAC0:              9
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      6-36
SPECIAL ATTACKS:    Hurl rocks
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (11' tall)
MORAL:              Average (8-10)
XP VALUE:           5,000

Cliff giants are a cross-breed between Hill giants and Mountain giants.  They
have a dark brown skin colour and have hair colour ranging from light grey to
black.  They typically are dress in skins gleaned from mountain goats.

COMBAT: The Cliff giant prefers to stay out of close combat situations and
relies on trick and traps it sets up to catch their food.  One of their
favorite tactics is to hide in the cliffs above steep canyon passes in the
mountains.  When unwary travellers enter this area, the giants begin to
casting down large boulders and tree limbs upon them.  Cliff giants can throw
these projectiles up to 300 feet.

HABITAT: Cliff giants live in caves in the sides of cliffs, thus getting their
name.  They generally live in small family groups and the male will be the
predominate hunter.  However female giants can fight equally as well, but
usually are found in the cave cooking and tending after their young.  Young
generally do not fight except as a last resort.

Cliff giants often are associated with giant spiders and keep them both as
pets and as guards.  There is a 40% that their cave will house 1d6 giant
spiders.  These creatures  will attcak all intruders and can understand simple
instructions and commands given to them by their masters.  The commands are
usually one word commands similar to those understood by an attack dog.

ECOLOGY: Cliff giants usually live in small families.  They tend not to group
together to anymore that the immediate family.  Which at most is usually two
parents, and four children.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gigant                                  Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Common
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Low (5-7)
TREASURE:           G, H
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-12
ARMOR CLASS:        -10
MOVE:               12
HIT DICE:           301 hit points
THAC0:              -3
NO. OF ATTACKS:     4
DAMAGE/ATTACK:      1-20/1-20/1-20/1-20 (+20)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   60%
SIZE:               L (12')
MORAL:              Champion (15-16)
XP VALUE:           29,735

Gigants are large humanoid creatures.  They have four large arms, circling
their bodies.  Their heads are dome shaped and a third eye is located on the
back of the head.  They are completely covered in fur.

The third eye prevents any form of surprise.  Although they are low in
intelligence, they cannot see illusions and so are unaffected by them.
Similiary, psionics appear to have no effect on them.

Gigants can and do use any magic item available.  They also have innate
magical abilities, they can create a 12d6 ** lightning bolt ** twice a day,
and in addition they can breathe a poisonous gas twice a day for a further
12d6 points of damage, a save vs breath weapon for half damage is allowed.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Diamond                          Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-3
ARMOR CLASS:        -10
MOVE:               9
HIT DICE:           192 hit points
THAC0:              0
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      5-50/5-50/3-60 (claw, claw, bite)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   95%
SIZE:               L (8' at the shoulder)
MORAL:              Fearless (19-20)
XP VALUE:           49,520

The diamond golem is a truly impressive creation.  They are about 8' tall at
the shoulder with a further 1' added because of their head.  They appear as
perfect humans of an indeterminable sex, although they are crystalline.  In
sunlight light reflects off their bodies causing a prism affect.
  
They can be created by either a magic-user or a cleric of at least 18th level,
at a cost of 1000-6000 gold pieces per hit point of the final golem.  During
the construction of the golem the dust from 10-20 powdered diamonds must be
used.  The entire construction period is 6 months.

On a roll of 20 on the third attack, the golem drains 1-4 levels and takes a
number of points in healing as were drained.  Each hit by the first 2 attacks
requires a save vs paralyzation, a fail indicates a paralysis of 2d12 hours.

If the golem is reduced to 0 or less hit points, it explodes into 5-30
diamonds of base 1000 gold piece value, and the resulting explosion causes
5-100 (5d20) hit points of damage to all within 120'.

Because the golem is subject to vorpalling/sharpness limbs may be lost, and
these limbs would logically reduce damage, each limb is given a different
value:
                                 Head  :  3
                                 Arm   :  4
                                 Leg   :  4
                                 Torso : 11

When the golem explodes the remaining limbs are added and a fraction evaluated
and this multiplied by the resultant damage. (i.e., a golem with two legs, one
arm and no head would explode for (4x2)+(4x1)+(3x0)+(11x1)/30 = 23/30 of full
damage.

The golems can also create an 18d6 chain lightning bolt twice a day.  A weapon
of +4 or better is needed to hit the golems, weapons of a lesser status must
roll versus disintegrate or be destroyed, similiary any roll of 1 on the
attack dice, requires a save versus disintegration or be destroyed.

Any successful attack by a vorpal weapon causes normal damage but no limb
loss.  Diamond golems regenerate 10 hit points per melee round.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Granite                    Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               6
HIT DICE:           6 (50 hp)
THAC0:              15
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      By weapon type
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L
MORALE:             Fearless (19-20)
XP VALUE:           650

Granite golems appear as a statue of a fighter with a in one hand and dagger
in the other.  They are immuned to mind (charm) spells and cold and fire-based
attacks do half damage on them, unless successive attacks alternate between
cold and heat.  If so, then each attack that alternates in form does double
damage.  The are not affected by electricity.

Each successive hit on a granite golem tends to break non-magical weapons.
(10% chance / point of strenght over 12 on the part of the wielder.)

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Ice                        Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Sub-arctic and Arctic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        2
MOVE:               6
HIT DICE:           15 (60 hp)
THAC0:              5
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      3-24 (3d8)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L
MORALE:             Fearless (19-20)
XP VALUE:           10,000

The ice golem is impervious to cold, and radiates cold doing 2d4 points of
damage per round to all within a 20' radius.  Every fourth round it can
breath a ** cone of cold ** 1" x 1" x 1" which does 8d6 points of damage
(save for half damage.)

The ice golem is only hit by magical weapons that are +2 or better to hit.
Fire does double damage to it, and if is in an area where the temperature
is above freezing the creature will melt.  It loses 1 hit point of damage per
round the creature remains in a warm climate.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Jimmy's Guardian (Lesser)           the_tiger (ma2tcb@sl1a.bath.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Diet
INTELLIGENCE:       None
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        1
MOVE:               12
HIT DICE:           24 (130 hit points)
THAC0:              -3
NO. OF ATTACKS:     1-3 (see below)
DAMAGE/ATTACK:      5d12 + special
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               H (15' tall)
MORAL:              Fearless (20)
XP VALUE:           22,000

No-one knows how this golem was created or what from.  However, amongst the
most legendary of rich and well-known clientele, the following information is
scattered:

The monstrosity is a mindless greater golem standing 15 foot tall and weighing
in excess of 8000 pounds.  Its features are surprisingly realistic, possibly
making it confusable with a giant from a surprisingly close range.  Though its
glowing red eyes do set it apart.  Unless adventures have come across a
"Lightning Golem" in their adventures, they will be surprised by the speed of
the golem.

It contains no vocals, but can speak a three word phrase which it prattles off
to any moving abject within 30 feet.  It appears to use its head functions
(smell, noise, sight), though whether it does so, and if it does, the what
for, is not known.

All the golems movements are smooth, sure, practised and effortless, making
hardly any sound when it moves.  But unless the floor is made of solid
foundations, its tremours can be heard from afar.

COMBAT: Incapable of tactics unless directly commanded, the golem pounds its
opponent(s) with its fists (and possibly feet too). It is pretty much the same
as other greater golems, except for:

It has Strength 23 with respect to lifting/breaking etc. It is immune to all
weapons except for those of +4 enchantment or better.  Magical attacks have
'interesting' effects on the golem:

Lightning/Electricity: Speeds up the golem, increasing its number of attacks
                       per round.  Initially it is at 1 attack per round, but
                       each such attack increases its attacks by 1 every 2
                       for as many rounds as hit dice.

Fire/Heat:             Causes the golem to radiate light in a pinky-red fiery
                       aura - causing a further 2d6 heat damage per succesful
                       hit by the golem (i.e., becomes 5d12 + 2d6).  Also the
                       golem regenerates 2 hit points per hit die.

Ice/Cold:              Inflicts 1 hit point of damage to the golem and "slows"
                       it for 2 rounds.  Also, strangely, it provides the
                       golem with an extra breath qeapon attack; which it uses
                       at the first oppertunity.

All other spells are ignored - have no effect.

Its breath weapon can be used once every 4 rounds (unless as above). It
consists of a freezing cold poisonous cloud covering a 20 foot cube ahead.
It inflicts 4d6 cold damage to meleeing opponents, unless a save vs. poison
is made, which they take half damage.  Also all within 20' must save vs.
breath weapon is made they are slowed for 1d4+2 rounds.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Rat                            Mark E. Becker ( mbecke69@Calvin.edu)
============================================================================

                   WOOD             STONE
CLIMATE/TERRAIN:   Any              Any
FREQUENCY:         Rare             Very rare
ORGANIZATION:      Pack             Pack
ACTIVITY CYCLE:    Any              Any
DIET:              Nil              Nil
INTELLIGENCE:      Animal (1)       Animal (1)
TREASURE:          Nil              Nil
ALIGNMENT:         Neutral          Neutral
----------------------------------------------------------------------------
NO. OF APPEARING:  5-30 (1d6x5)     5-20 (1d4x5)
ARMOR CLASS:       5                4
MOVEMENT:          9                6
HIT DICE:          2                3
THAC0:             19               17
NO. OF ATTACKS:    1                1
DAMAGE/ATTACK:     2-5 (1d4+1)      2-7 (1d6+1)
SPECIAL ATTACKS:   Nil              Nil
SPECIAL DEFENSES:  See below        See below
MAGIC RESISTANCE:  Nil              Nil
SIZE:              T (1-2' long)    T (1-2' long)
MORALE:            Fearless (19-20) Fearless (19-20)
XP VALUE:          120              175

Rat Golems are minor constructs carved from wood, and placed as guards.  
Unlike regular golems, these are not animated by an elemental spirit, but 
rather that of an animal (usually a rat).  They are created in groups of 
five, as one rat spirit is sufficient to animate five bodies.  They are 
provided with instructions upon creation (for example, "Attack any creatures 
entering this room"), and then carry out this command to the best of their 
ability until destroyed.

COMBAT:  Rat Golems use pack tactics in combat, as they did in life.  All
five rats bound by one spirit attack the same opponent, as it is difficult
for the spirit to divide its attention.  Each Rat attacks with a bite,
however there is no danger of disease.  The rats fight with blatant
disregard for their own lives, except when faced with fire (which was a fear
in life and can still hurt the wooden bodies).  After any kind of fire is
displayed against these monsters, their Morale drops to Unsteady (6), and
they must make a morale check every round.

Rat Golems are immune to damage from nonmagical weapons.  They are similarly 
immune to mind-affecting spells, such as Sleep and Charm spells.  Fire-based 
magic is more effective against them, doing an extra point per die of damage 
that it would normally inflict.  Cold-based magic slows them for a number of 
rounds equal to the number of dice of damage that it would do normally. They 
are immune to Magic Missiles, but other spells affect them normally.

There is no chance of loosing control of the rats, as their spirits are 
tightly bound to their task.  However, the spirits can be dismissed from 
their servitude by a Dispel Magic spell against 11th level magic.

HABITAT:  Rat Golems are automatons, artificially created and bound to their
orders.  They have no society, except perhaps their five-membered packs.
They are not associated with any particular habitat, but are usually found
in some kind of inhabited (or once-inhabited) locale.  They are frequently
used as guards for somewhat valuable items or places.  They are not usable
as servants at all, because of their strict orders.

ECOLOGY:  Rat Golems are not natural creatures, and play no part in the
world's ecology.  They neither eat nor sleep, and "live" until their bodies
are destroyed, usually in combat.

STONE RATS
A stronger variant on the Rat Golem are those carved out of stone instead of 
wood.  These constructs are tougher than their wooden counterparts, but have 
the disadvantage of being slower and heavier.  They have similar magical 
resistances as the wooden rats, except that fire-based magics are reduced by 
one point per die (minimum of one point per die) instead of increased, and 
cold-based magic has no effect at all.  Their fear of fire is still there, 
but since it is not a significant weakness, their morale does not drop. They 
still must make a morale check each round, however.  These rats may also be 
Dispelled against 13th level magic.  Stone rats are more frequently found in 
unsettled locales, as they are more resilient to hostile environments.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Salt                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       None
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        5
MOVE:               6
HIT DICE:           30 (240 hit points)
THAC0:              3  (Attacks as an 18th level fighter)
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      2d6 + 8
SPECIAL ATTACKS:    Salt wound
SPECIAL DEFENSES:   Saves as an 18th level fighter
MAGIC RESISTANCE:   Nil
SIZE:               H (15' tall)
MORALE:             Fearless (19-20)
XP VALUE:           22,000

A salt golem attacks with its two hands for 2d6 + 8 points of damage.  Anyone
hit by a salt golem must also save versus breath weapons to avoid being
incapacitated with the pain of a salted wound for 1d6 rounds.

A natural 20 on a to-hit against a salt golem shatters it, doing damage to
all those nearby as follows (save for half damage):

Distance from salt golem   Damage taken if within specified radius
     0' - 10' radius       1/2 of the golem's remaining hit points
    11' - 20' radius       1/4 of the golem's remaining hit points
    21' - 40' radius       1/10 of the golem's remaining hit points

Those receiving more than 10 hit points after the shattering must save versus
breath weapons or faint from pain for 2d6 rounds.

All those wounded by Salt Golems receive a -4 penalty on their dexterity score
until their wounds are washed.

A ** create water ** does 1d4 points of damage/cleric level (save to half) on
these golems.  Salt Golems are immune to charm, temperature extremes, and take
only 1/4 damage from lightning attacks.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Golem, Sand                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       None
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               12
HIT DICE:           15 (80 hit points)
THAC0:              5
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      3-30
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L (10' tall)
MORALE:             Fearless (19-20)
XP VALUE:           11,000
                    
Sand golems take only the pluses of weapon damage, however use of an edged
weapon has a chance of doing extra damage (save vs. disintegration -- fail
means dock one hit die and 4 hit points extra damage).    They take no damage
from fire and cold based attacks and ** rock-to-mud ** heals them.

Sand Golems attack anything within reach that moves.  They are not bright
enough to distinguish living vs non-living (e.g., a vigorously waved flag is
more worthy of attack than a slowly moving human).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gor's Pet                                          (LAFLEUJM@SNYCOBVA.bitnet)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     All
DIET:               Omnivore
INTELLIGENCE:       Unknown
TREASURE:           Special
ALIGNMENT:          Unknown
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -2
MOVE:               30
HIT DICE:           10
THAC0:              10
NO. OF ATTACKS:     3 (claw, claw, and bite)
DAMAGE/ATTACK:      2d6/2d6/2d8
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   70%
SIZE:               Varies
MORAL:              Fearless (19-20)
XP VALUE:           10,000

Sometime in the early history of the continent Taos-Parua, there was a
powerful mage who was seeking imortality.  The path of the mage, who's true
name has slipped into legend but is now called "The Granter," led him to give
a gift to all of the kings of the land.

The continent of Taos-Parua had 17 countries on its mass, and 17 kings,
queens, lords, and other rulers.  The continent was narrow and logitudinally
placed on the ocean so it came close to touching both poles, and it had every
kind of climate on its mass also.

The Granter's gifts were without measure, and if it took years of time and
travel for components for wish spells or study, he would partake in whatever
it took to grant the wish of the king.

One of the rulers, Bardiaro Gor, Lord of the swampland nation of Aguila, asked
as his offered gift from the Granter a companion and servant to aid and
protect him in his effort to protect the land and himself from the chaos
surrounding the main cities in the center of the Great Aguilan Swamp.

After many years, the wish of Lord Gor was granted.  The wish was embodied in
a unique, magical creature who has always been known even to this day as Gor's
pet.

Gor's pet is, in it's most usual form and size, seen as a large wolf.  Gor's
pet is actually about twice the normal size of a wolf, standing 7 feet tall
and nearly 12 feet long.  The appearance is shrouded by the color.  The pet is
jet black with a blue aura surrounding it which is very faint.  The pet is
also not solid.  It is more like a touchable shadow, dry but fluid and harder
than any steel.  These are the sorts of descriptions one may here about the
pet.

The Pet has emmense jaws and powerful claws.  These cause less damage however
than they appear to be able to do.

COMBAT: Gor's pet is the protector of the Castle Aguila (called by local
swamp-natives as "the shadow-dog's fortress")  The pet protects and serves
without question the orders of Lord Gor.  Any approaching the castle, if
armed, are warned of the imminent danger by a booming growl which can be heard
for several miles away.  If the approaching person or party does not sheath or
abandon their weapons and continue toward the castle, then Gor's pet will
appear between them and the castle.  If they still continue forward, it will
attack anyone armed.  If Gor's pet is attacking someone who has caused him no
damage and loses his weapon, he will suddenly release the victim and allow him
or her to flee.  He will resume attack if they regain their weapon.  Anyone
who has caused him damage will not be treated with mercy.

The only limitation that applies to Gor's pet is that he may not attack any of
the 17 rulers.  He may attack any member of the armies during war or peace
time that approch the castle, but he may not attack a ruler, armed or unarmed.
If a ruler attacks Gor's pet, he will enter the castle and alert Lord Gor of
the danger.

Gor's Pet, when attacking will attempt to latch onto one victim.  If he
succeeds in landing both claws and his bite on one victim, he will rend there
abdominal section with his hind claws, causing 5d8 hit points of damage per
round until the victim is dead or he is forced to flee.

If the number af attackers is small (less than 10 or so) then he will not
release the victim even if he receives damage from others.  Attacks of a
magical nature are resisted as follows:

Range spells: Any spells that have a radius effect have their effects resisted
              at 70%.  He gets a save every round until successful, then is
              immune from there on.

Direct spells: Such as magic missle as a weak example.  Any spells such as
               this where he is the direct target have a 70% chance of being
               reflected in a random direction.  If he is hit he has a 70%
               chance of being uneffected.  If effected, he still get a chance
               to save for half damage for spells that cause damage.  If the
               spell would have effects that continue over time, then he saves
               every round until immune as stated above.

Gor's pet is immune to all non-magical blunt weapons.  Any magical blunt
weapon causes 2 hit points of damage per plus, any bladed weapons doe only
half damage, and any magical bladed weapons work normally.

HABITAT: Being unique, this has little application, the pet can survive
anywhere, in any climate.  He prefers to stay near the castle unless traveling
with Gor.  (He serves as Gor's steed.)  When Gor is riding his pet, the pet
can alter his shape and size to a limited degree.  This is simply for show it
is assumed.  Gor's pet can teleport from anywhere to the castle, which
contains a huge (8' diameter) round green gem which is the focus of the pet's
energy.

Any movement within 30 feet of the gem will cause the pet to return to the
room the gem is in immediately.  The room is completely sealed off from
non-magical entering by all (including Lord Gor, who only saw the gem once
before the Granter sealed the room for the Pet's protection.)

Destroying the gem would end the existance of the pet most likely.  Any
damage sustained by the pet is healed by being in the room with the gem.  The
gem restores 2d8 hp to the pet every hour of continual contact.  If the pet is
reduced significantly in hit points, it will return to the room immediately
for at least one hour.  The castle guards (seldom in action) will protect the
castle in this extremely rare time of need.

ECOLOGY: The only thing valuable about the pet is that it protects the castle
and the country.  It has few enemies (its only enemies are political traitors
and members of rival nations.)

The existance of the gem is only known by Gor and his pet.  It may be valuable
as a permanent form of healing, but it may only work on the pet.  Gor assumes
it would not work for him and he has actually considered if the gem would harm
him, and if that is why it was seeled away from him.  He has also considered
if his touching the gem would effect the pet in a bad way.

Nothing about the gem is known outside of the castle, and even people who work
within do not know of the room sealed well below it.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gorkun, Mushroom of               Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Shaded and overcast regions
FREQUENCY:          Very rare
ORGANIZATION:       Patch
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   10-100
ARMOR CLASS:        9
MOVE:               0
HIT DICE:           4
THAC0:              N/A
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      None
SPECIAL ATTACKS:    Spores
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               T (1' tall)
MORALE:             N/A
XP VALUE:           120

These are giant mushrooms.  A patch always appears to be enclosed in a dank
mist which is really a cloud of inactive spores.  The cloud smells like mold.
Bumping into a mushroom releases a cloud of active spores into the air.  The
player who hit the mushroom must roll versus his constitution or acquire a
lung rot disease that will kill the player in 2+1d4 weeks.  Each mushroom is
about one foot tall with an eight to nine inch diameter cap.

These mushrooms grow only in shaded or perpetually overcast areas.  Exposure
to sunlight does one hit point of damage per turn.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gorkun, Slug of                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Mushroom Patches of Gorkun (q.v.)
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        6
MOVE:               2
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      Nil
SPECIAL ATTACKS:    Spit
SPECIAL DEFENSES:   +4 saves versus poison and cold.
MAGIC RESISTANCE:   Nil
SIZE:               T (6 inches long)
MORALE:             Average (8-10)
XP VALUE:           120

These are large slugs (about six inches long) that live in the patches of the
mushrooms of Gorkun.  They can spit up to 10 feet.  The spit causes one hit
point of damage per round, until a cure poison spell is cast upon the victim
hit by the spit.

Gorkun, Vines of                  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate and tropical forest
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        7
MOVE:               0
HIT DICE:           2 (core, 1 hp per vine)
THAC0:              17 (attacks as a 3 hit dice monster)
NO. OF ATTACKS:     1-6 (see below)
DAMAGE/ATTACK:      1d2
SPECIAL ATTACKS:    Poison
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L
MORALE:             N/A
XP VALUE:           270

These plants look like ivy.  They are capable of moving and grabbing creatures
that brush by them.  When a creature brushes by this plant 1d6 tentacles will
attack the person who brushed it.  Each tentacle does 1d2 points of damage and
sucretes a fatal poison (type F), unless a saving throw versus poison is made.

Each tentacle only can take one hit point of damage before it becomes useless.
The plant has a number of vines (tentacles) equal to the number of hit points
of the plant's core.  To kill the plant the core stack must be severed.  The
vines are 2-6 feet long.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Gravewalker                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Unholy sites and graveyards
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night 
DIET:               Human and demi-human blood
INTELLIGENCE:       Genius (17-18)
TREASURE:           S, Tx3, V, Z
ALIGNMENT:          Any evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -2
MOVE:               12
HIT DICE:           17-20
THAC0:              17-18 HD: 3
                    19-20 HD: 1
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      2-20/2-20
SPECIAL ATTACKS:    Priest spells, Chill voice
SPECIAL DEFENSES:   +2 or better weapon to hit
MAGIC RESISTANCE:   Nil
SIZE:               M (7' tall)
MORAL:              Fanatic (17-18)
XP VALUE:           17 HD: 18,000
                    18 HD: 19,000
                    19 HD: 20,000
                    20 HD: 21,000

Gravewalkers are the undead spirits of evil high priests who have served their
gods exceptionally well; after death, these priests have been granted the
"privilege" of returning to the prime plane to continue their unholy work.
These undead creatures retain their abilities (including spells) of their
previous existence, except where noted above (i.e. genius intelligence, AC,
etc..)  A gravewalker's memories and emotions also remain intact, so an enemy
in life will still be an enemy in its undead state.

Only the most worthy servants will be chosen for transformation into a
gravewalker, and only if the priest has obtained at least 17th level at the
time of death.

A gravewalker appears as the typical "grim reaper" - a skeletal body about
seven feet tall, shrouded in black robes; the eyes of a gravewalker glow a
sickly green, and their voice is slow and deep, and chilling to hear.

A gravewalker is the enemy of everything good, and their goal is the torment
and eradication of good whenever they encounter it.

COMBAT: Upon transformation, a gravewalker is bestowed with a (possibly magic)
scythe for a weapon.  A gravewalker has the following chances of obtaining a
magical weapon:

HIT DICE   +1    +2    +3
  17       20%   10%    5%
  18       25%   15%   10%
  19       30%   20%   15%
  20       35%   25%   20%

This scythe is jet black and delivers 2-20 points of damage per hit (plus any
magical bonus); a gravewalker is able to make two attacks per round with this
weapon.  A gravewalker is considered proficient in this weapon regardless of
any proficiencies in its previous existence.

In addition to its scythe, the gravewalker also retains its full compliment of
priest spells, plus any additional spells its god wishes to grant it.  These
spells are gained and cast as per a priest of the level corresponding to the
gravewalker's hit dice.

The gravewalker's final weapon is its chilling voice; anyone who listens to a
gravewalker speak for more than one round must make a saving throw versus
spells; those who fail are struck with a feeling of hopelessness (as per the
** emotion ** spell) and immediately suffer the effects of a ** chill touch **
spell. Anyone who succeeds in making the saving throw is not affected for the
current round; a new saving throw must be made each round.  A gravewalker's
speech is affected by magic such as a ** silence ** spell.

Although they possess great intelligence, theirs is an unnatural intellect;
therefore, like most undead, gravewalkers are unaffected by sleep and charm
spells.  In combat, only weapons with a +2 or better enchantment may harm a
gravewalker.

HABITAT: A gravewalker normally inhabits unholy sites and graveyards, as they
seem to obtain sustinence from these places.  However, as they also need a
supply of human or demi-human blood to continue their existence, gravewalkers
will often venture into towns and cities in search of victims; they will do so
only at night.  Unlike the vampire, a gravewalker lacks fangs; therefore, the
victim is usually torn assunder to allow the gravewalker access to the blood.
Because of this, a gravewalker's blood drain is not considered a special
attack mode, since this is not done until after the victim is killed by other
means.

An individual killed and drained of blood by a gravewalker may not be raised
or resurrected until the body is brought to a holy site to receive a ** remove
curse ** spell from a good-aligned priest; this priest's level must be at
least equal to the gravewalker's hit dice.  Even if a victim is successfully
returned to life, he will be haunted by nightmares of his attacker for the
rest of his life; more often than not, insanity is the result.  The only way
to remove this condition is to track down and kill the offending gravewalker
(the victim's nightmares will often give clues to the whereabouts and identity
of the gravewalker in question; for instance, the nightmares are more intense
and occur more often, the closer the victim is to the gravewalker.) The
afore mentioned curse and nightmares only occur if the victim is actually
drained of blood; they do not occur if the gravewalker simply kills the
victim, but fails to drain its blood.

ECOLOGY: The arch-enemies of a gravewalker are, naturally, paladins and
priests of the gods (forces) of good; they will often seek out and destroy
these agents of good.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Green People                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================
                    (inspired by Andre Norton's Witch World novels)

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very Rare
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Low to Super Genius (3-18)
TREASURE:           (B)
ALIGNMENT:          Neutal or Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   2-20
ARMOR CLASS:        10
MOVE:               12
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      By weapon type
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Shape change
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORALE:             Steady (11-12)
XP VALUE:           270

Green people look much like humans.  The difference is that adult men have 1.5
inch ivory horns and that all sufficiently old green people shift their form.  Green people are so-called because they
always have green skin.  Hair can be black, blond, or red.  Eyes are black,
green, or amber.  Green people do not die of old age or show any signs of
aging, beyond an increased tendency to shift their appearance.  When
generating stats at random, treat them as +2 wisdom, -1 strength, and -1 .
charisma.

They are 50% immunity to non-clerical, non-ritual magics (ritual magics being
e.g., alchemical potions, or long, elaborate rituals used to cast a spell).
Immune to undead touch attacks.  Can be fighters, alchemists, druids (or
nature-oriented clerics), and mages specializing in "natural" or ritual
magics.

Innate abilities:
    - ** detect evil ** (6" normally, get vague sense of evil being done at a
                         range of up to 1 mile if the deed is extremely evil),
    - detect conjuration and alteration spells (cleric and wizard)
    - ** speak with animals ** (does not cause an animal to stop attacking),
    - 90% invisibility in woods and meadows

The shape-changing starts at age 1500 years for women and 3000 for men.
Initially, a change occurs at will, up to once per round.  At an age of 5000
for women and 10,000 for men, the changes occur once every round unless the
green person concentrates on not changing.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Grendel                           Presto and Nyssa (barthelm@caa.mrs.umn.edu)
==============================================================================
 (from "Legacy of Heorot" by Larry Niven, Steven Barnes, and Jerry Pournelle)

CLIMATE/TERRAIN:    Temperate
FREQUENCY:          Uncommon
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal to Low (1-5)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1 or special
ARMOR CLASS:        2, -2, -6
MOVE:               45, 95, 190
HIT DICE:           12
THAC0:              8, 11, 14
NO. OF ATTACKS:     6, 12, 24
DAMAGE/ATTACK:      1d6/1d6/1d6/1d6/2d10/2d12
SPECIAL ATTACKS:    Frenzy (Haste)
SPECIAL DEFENSES:   Speed
MAGIC RESISTANCE:   Nil
SIZE:               M or L
MORAL:              Fanatic (18)
XP VALUE:           14,000

Slung low to the ground, the grendel is built for speed.  It has very muscular
hind legs, as well as strong, but smaller forelimbs.  Its feet are webbed
claws, and it is covered with jet black scales.  Its head is dominated by a
muscular jaw lined with rows of razor sharp teeth.  Its tail is long and
sinuous and is tipped with a ball of spikes.  There is also a small tube at
the top of its head used for breathing underwater.

COMBAT: A grendel's main asset is its tremendous speed.  When first
encountered, if not attacked, it will move stealthily and tend to observe its
potential attackers.  When attacked, the grendel will use its great speed to
aid its attack, striking with a claw, claw, claw, claw, bite, and tail bash
routine.  If driven by desparation or hunger, the creature will immediately
** haste ** itself, doubling its number of attacks and its movement.  If
further driven, it will ** haste ** itself again, giving it a total of 24
attacks/round and a movement rate of 190 (approx. 65mph).  However, for each
** haste ** it uses, its suffers a -3 penalty to attacks.  This is the only
instance of cumulative ** haste ** spell usage.  The ** haste ** is not a
magical function, but a biological one, and does not age the grendel.  The
grendel can also chosse to ** haste ** itself twice in the same round.

Use of its abilities creates a tremdous amount of body heat, and if it does
not find some way to dump its heat, through jumping into a river or snowbank,
it will overheat 6 rounds after its first ** haste ** usage.  It can continue
to move, however, but suffers 1d12 hit points of damage per extra round.
After dumping its heat, it can return to battle in 1d10 rounds.

When a Grendel reaches between 1 to 10 hit points, it will stop all motion and
remain still for 1d4 rounds, appearing as if dead.  However, aftwards, it will
resume it berserk motions and attempt to escape.

HABITAT: Grendels are solitary creatures, simply because the presence of other
grendels in the area will cause a fight to the death between them for rights
of territory.  Grendels, because of their voracious appetites due to their
high energy uses, require a large hunting ground, approximately 625 square
miles for each grendel.  Mostly, this will consist of large open areas, with a
main river or lake to serve as a home and heat sink.  Grendels never stray
very far from water, unless it is raining or winter, as the need to eliminate
heat overrides all other considerations.  It is not unusual for a number of
grendels to share a river, so long as they are widely separated from each
other.

ECOLOGY: Grendels are carnivorous, and will eat any form of meat, including
each other.  However, they will eat anything else before resorting to
deliberate cannibalism.  They are the main predators in any ecology, unless
there are large numbers of well organized enemies in the area, as they will
not cooperate with other grendels.

Grendels begin life as an egg, hatching in a river or stream.  They then grow
to a large fish form, a harmless herbivore, for 3 months.  They then undergo a
transformation into the large adult form.  Reproduction is asexual, as the
grendel young (samlon, because of their similarity to salmon) are male, and
change to the female adult form.  Because of the adults' voracious appetites,
the number of young that survive to adult form is very small, as the adults
use the young as a main food source.  The elimination of all adults in an area
will cause a massive resurgence of the grendel population, as more than the
usual amount of young will reach adulthood in that area.

Grendels have no natural enemies, but have a hatred for fire-based using
creatures.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Grikar                            Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Nil
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        6
MOVE:               Unlimited
HIT DICE:           6
THAC0:              15
NO. OF ATTACKS:     See below
DAMAGE/ATTACK:      See below
SPECIAL ATTACKS:    Possess weapons
SPECIAL DEFENSES:   -1 damage received from all weapon damage
MAGIC RESISTANCE:   Nil
SIZE:               T (1' tall)
MORALE:             Average (8-10)
XP VALUE:           2,000

Grikar are non-material beings that love to torment mortals.  They can briefly
become material.  Any weapon or damaging attack does -1 damage to a material
Grikar.  Grikar become material, then possess magic items that lack spirits.
They are only material for a single round.  Once in the item, they can only
be dislodged by use of ** remove curse ** spell (each such spell does 1d8
points of damage).

A grikar acts as the ego of the magic item until dislodged (3d6 intelligence,
3d6 ego points).  They will voluntarily leave if the item is used to slay a
friend of the owner of the item.  They can be forced to leave if the item is
used to cause non-mortal injury if the wielder can win an ego battle versus
ego 34).  Unrestricted movement rate.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Harriers of Ahred                 Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Rare
ORGANIZATION:       None
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       High (13-14)
TREASURE:           Nil (see below)
ALIGNMENT:          Neutral or Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        0
MOVE:               12
HIT DICE:           75 hit points (treat as 15th level fighter)
THAC0:              6
NO. OF ATTACKS:     2 or 1
DAMAGE/ATTACK:      Nil
SPECIAL ATTACKS:    Forgetfulness
SPECIAL DEFENSES:   +3 or better weapon to hit
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           3,000

These are undead fighters.  They can be turned only on the most difficult
category (special).  They look like rather solid shadows.  They can pass
through solid material at will (unless the material is heavily enchanted).

They will regenerate completely in one day.  Their touch cause a combination
of a compulsive need to leave and a ** forget ** spell.  If the opponent does
not save versus spell they will leave the area and forget about the place for
several hours.

Harriers of Ahred are often used as guardians of secret places.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Haunt, Wall                         Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Buildings, astral plane
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Continious
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           H
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (see below)
ARMOR CLASS:        -5 (see below)
MOVE:               24
HIT DICE:           7
THAC0:              15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6
SPECIAL ATTACKS:    Paralyzation, fear, life drain
SPECIAL DEFENSES:   Immune to normal weapons
MAGIC RESISTANCE:   50%
SIZE:               Variable
MORAL:              Fanatic (17-18)
XP VALUE:           5,000

Wall Haunts are malevolent beings of the astral plane.  In their natural form,
wall haunts are smokey white blobs of amorphous quasi-matter.
 
They haunt the walls, ceilings and floors of man-made structures, phasing into
them and moving throuout the structure at will.  From this vantage point, they
can feed off of and otherwise torment beings in the prime material plane.

COMBAT: Wall Haunts attack by creating a pseudopod from a wall or ceiling and
lashing at a victim.  This pseudopod can be up to 10 feet in length.  Items in
a room can also be animated in this way.
  
Victims struck by a pseudopod must save vs paralyzation or be unable to move
for 2d4 rounds.  The haunt will then either drain the victim's life energy on
the spot (1 hit die/roundd) or draw the victim through the wall or ceiling
into the astral plane to be devoured at its leisure.   The haunt cannot drain
levels unless the save vs paralyzation has been failed.  A common wall haunt
tactic is to seize victims while they are sleeping, and helpless.  Any
creature drained by a wall haunt is irrevocably slain.  Creatures seeing a
wall haunt in action must save vs spells or flee in terror.

Wall haunts have limited telepathy, and can communicate with inhabitents of
the building (usually to terrorize them).  They also have telekinesis, and can
produce a ide variety of acoustic and physical effects.  When it matters,
their telekinesis is the equivalent of strength 12.

Detecting wall haunts is difficult.  The area will have a slight but noticable
patina of evil, and unexplained moist or cold spots may tend to appear in dark
corners of the building.  Wall haunts can only be directly attacked on the
astral plane, or by weapons whose effects extend into that plane.  There they
have an effective AC of -5.

HABITAT: These creatures haunt occupied buildings and caverns.  The number of
haunts a building will have varies with the number of people it can support.
As a rule of thumb, there is rarely more than one haunt per 10 people.  Wall
haunts are solitary creatures with no known culture.

ECOLOGY: Wall haunts feed of the life forces of the living, but they are not
really undead.  They attach themselves to a building, and parasitize those
within.  It takes 24 hours for a wall haunt to leave a building; burning it
down will utterly destroy the haunt.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Hellmaid                          Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           R
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-3
ARMOR CLASS:        1
MOVE:               6, Fl 18 (C)
HIT DICE:           6
THAC0:              15
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d4/1d4/1d10
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   +2 or better weapon to be hit, see below
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORALE:             Fanatic (17-18)
XP VALUE:           1,400

A hellmaid has the following magical abilities:

    - mesmerize males,
    - ** gate **  in a barbed devil (30% chance of success),
    - ** lightning bolt ** (5d6)

A hellmaid physical attack is two claws and a bite.  They may also shed wing
feathers.  The feathers if they touch an non-evil creature do 1 hit point of
damage each and acts as unholy 	water to any creature who is effected by
unholy water.  They may voluntarily shed 1d10 feathers per round.  After 5
rounds of shedding, a hellmaid loses the ability to fly until the feathers are
regrown.  It takes 1 day to regrow the feathers from one shedding.

Hellmaids look like pretty young women with bright colored feathered wings.
Sometimes the wings are a bit of an eyesore due to color clashes.  They like
to dress in bright clothes, the brighter the better with no sense of what
colors clash.  Hellmaids will attack or charm a creature to get better clothes
or more jewelry.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Hiver                               John M. Martz (UMARTZ@UNCMVS.OIT.UNC.EDU)
==============================================================================
    (based on Man After Man: An Antropology of the Future by Dougal Dixon)

                    WARRIOR     BEARER       NURSE       QUEEN       SEEKER
CLIMATE/TERRAIN:    -------------- Any desert or border desert ---------------
FREQUENCY:          Rare        Rare         Very rare   Very rare   Very rare
ORGANIZATION:       Hive        Hive         Hive        Hive        Hive
ACTIVITY CYCLE:     Any         Any          Any         Any         Any
DIET:               Omnivore    Omnivore     Omnivore    Omnivore    Omnivore
INTELLIGENCE:       Semi- (4)   Semi- (4)    Semi- (4)   Low (7)     Semi- (2)
TREASURE:           Nil         Nil          Nil         I, S        Nil
ALIGNMENT:          Neutral     Neutral      Neutral     Neutral     Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   3d6+3       1            2-12        1           1
ARMOR CLASS:        6           6            10          10          4 (10)
MOVE:               18          18           12          3           0
HIT DICE:           6+5         4            2           9+10        1-1
THAC0:              13          17           19          11          Nil
NO. OF ATTACKS:     4           2            1           1           Nil
DAMAGE/ATTACK:      1d6+2 (x4)  1d4+1/1d4+1  1d3         1d3         Nil
SPECIAL ATTACKS:    Nil         Nil          Nil         Nil         Nil
SPECIAL DEFENSES:   See below   See below    See below   See below   See below
MAGIC RESISTANCE:   Nil         Nil          Nil         Nil         Nil
SIZE:               M (7')      M (6')       M (5')      L (12')     T (2')
MORAL:              Elite (13)  Elite (13)   Elite (13)  18          5
XP VALUE:           975         175          65          2,000       35

Although humanoid, hivers, also called socials, live in large communities
similar to those of social insects, such as ants and termites, constructing
large mounds that tower many stories over the desert sands.  Devoid of all
individuality, each member of the community is highly specialized, fullfilling
one of four functions: warrior, bearer, nurse, or queen.  Hivers have formed
a symbiodic relationship with a second species of humanoids called seekers.

All varieties of hiver and seekers share a common special defense.   Due to
their similitude to social insects, a psionicist attempting to contact a hiver
suffers a -5 to his power score (i.e., treat as if contacting insect under
Unusual Subjects table), unless he employs insect mind (see Dragon Kings).  In
addition, hivers are immune to hold person, charm person, and charm person or
mammal spells, as well as other magics that affect only mammals (i.e., rings
and potions of mammal control).  However, most spells and psionics that affect
insects, such as the psionic devotions pheromone discharge and hivemind
(see Dragon Kings), also affect hivers and seekers, with the exception of
giant/shrink insect.


WARRIOR
The body of the adult male, or warrior, is covered with short coarse black
hair; a thick main extends from the top of the head down to the center of the
lower back.  A small lump runs across the back of the shoulders and neck -- it
is a fatty store of nutrients.  They have protruding, bushy eyebrows, large,
bulbous noses, and thick moustaches, which help filter out the dust and silt
of the desert.  Each of their long ears comes to point several inches above
the top of their heads.

Perhaps their most alarming feature is their hand blades.  The outer edge of
each hand is bone blade, from the wrist to the tip of the little finger
(indeed, their pinkies aren't really fingers, rather fused bone).  While these
blades are used for foraging, they make ample weapons.  In combat, warriors
slash and jab with their hand blades and kick with their powerful legs; each
successful attack does 1d6+2 points damage.

Warriors defend the food-gathering expeditions called strings.  They also
defend the hive from attack.  An average hiver society has a minimum of 100
warriors (25% of population).  Regardless of the number of warriors in a hive,
roughly one-third remain at the hive as guards at all times.

Especially old warriors become breading drones, spending the remainder of
their lives inside the colony near the queen's chamber.  Drones have maximum
hit points (53), but their age has reduced their agility (armor class 8),
speed (move 12), and strength (damage 1d6 per attack).  At any given time, a
hive will contain 2d4 drones (this number is in addition to the number of
warriors above).


BEARERS
Bearers are specialized adult females that accompany the foraging strings.
They resemble warriors in most ways, except they do not have hand blades.  In
addition, they have a kangaroo-like pouch in their stomach.  When encountered
outside the hive, a bearer will always carry a seeker in her pouch, cradling
it in her arms.  Bearer and seeker remain in constant telepathic contact while
touching.  It is through this link that the seeker communicates with the
party.

A bearer's main purpose is to defend her seeker.  She will always attempt to
keep warriors between herself and any enemies.  If attacked directly or
seperated from the warriors, she will flee back to the hive.  She will only
engage in melee if cornered; then she recieves two kicks per round (1d4+1
each).  She will die defending her seeker.

The average hive will have a minimum of 20 bearers at any given time (5% of
the population).


NURSES
Most adult females are nurses, spending their lives caring for the queen, her
young, and the seekers.  These females, bear little resemblance to warriors
or bearers.  Rather, no hair covers their pink skin.  Neither do they have
pouches or hand-blades.  Unlike bearers, nurses have well-developed mammalian
glands for feeding the young of the queen and the offspring of the seekers.

Nurses are the laborers of the hive.  They clean, tend the young, and
cultivate the fungus gardens.  Nurses are never encountered outside the
twisting corridors of the hive.  They will attack invaders on sight.  The
average hive has a minimum of 150 nurses at any given time (35% of
population).  Hiver juveniles of both sexes resemble smaller, immature
versions of nurses.  Their function is to act as food and water gatherers,
accompanying the strings.  When they reach maturity, they differentiate
further into their adult form.  The average hive has a minimum of 150
juveniles (35% of population).


QUEEN
At 12 feet, the queen dwarves all others.  She resembles a very large nurse
with grossly exaggerated hips and abdominal cavity.  The length and width of
her body greatly surpasses the ability of her legs and spine to support her.
Using her arms, she can raise her upper body off the ground and drag herself.

The queen's sole purpose is to produce the hive's young, giving birth every
30 days to litters of 10 to 15 children (1d6+9).  As such, the entire
community revolves around her; the warriors and beares find food and water,
and the nurses clean and feed her.  Neither does she care for her children;
rather this task falls to the nurses.

Finally, a queen's physical and psionic abilities represent an evolutionary
adaptation to the prodigious demands of near constant childbirth.  She has an
effective constitution of 20, which gives her the following benefits:  all 1's rolled for HD are automatically
considered 2s; she saves vs. poison with a +1 bonus; and she regerates lost
hit points at the rate of 1 per 6 turns.  Her psychometabolic powers allow her
to undergo the trauma during the birthing process and to heal quickly after,
as well as fight infection and disease.  In dire times, she can even supress
her bodily needs.  She will never use these powers to benefit anyone but
herself, as she is the single most important member of the community.

Queens are never encountered outside the hive.  She will attack invaders into
her chambers on sight by swinging one of her hands at them (she will use the
other to support herself).  The average hive will have 1 queen at any given
time; occasionally, 1d4 additional immature queens will be present.

Psionic Summary:
Level     Dis/Sci/Dev      Attack/Defense       Score       PSPs
2         1/1/5            --/M-                20          120

Psychometabolic Sciences:  complete healing;
Devotions: adrenalin control, biofeedback, cell adjustment, mind over body,
           suspended animation.


SEEKER
The seekers are a degenerate humanoid species that is entirely dependent on
hivers for their care.  Their arms and legs have attrophied into shriveled
appendages, so they cannot feed, move, or clean themselves.  They cannot even
mate without assistance.  Due to complete reliance on psionic abilities (feel
light and feel sound, which are considered always activated and maintenance
free), their eyes and ears have become useless also; indeed smooth skin covers
their eyeless sockets, and small external ears hide a lack of both middle and
inner ears.  Unlike hivers, their small pink bodies are mostly devoid of hair,
except for the tops of their heads, which is usually black or dark brown.

At first glance, these defenseless creatures (AC 10 when not being carried)
might seem to be the sole beneficiaries of their symbiotic relationship with
hivers.  However, seekers use their considerable innate psionic abilities to
locate food and water for the hive.  While being carried by a bearer, a seeker
maintains a continuous mindlink with her, directing the foraging group toward
these valuable resources.  Furthermore, it can employ additional powers to aid
these expaditions.  For example, weather prediction helps warn of approaching
storms, know direction and radial navigation help ensure a safe return to the
hive, and danger sense and life detection warn of potential hazards.

When not being carried be their bearers, Seekers are usually kept within a
central chamber of the hive where nurses care for their many needs.  The
average hive will have 5d6 adult seekers at any given time.

Psionic Summary:
Level     Dis/Sci/Dev      Attack/Defense       Score       PSPs
6         3/3/11+bonus     --/IF,MB,M-          17          200

Clairsentience Sciences: clairvoyance, sensitivity to psycic impressions;
Devotions: danger sense, feel light (no cost), feel moisture (DK), feel sound
           (no cost), know direction, poison sense, radial navigation, weather
           prediction (DK).

Telepathy Sciences: mindlink (no cost with bearer);
Devotions: contact (no cost with bearer); life detection.

Psychometabolic Sciences: none;
Devotions: heightened senses (limited to smell and taste)

Bonus Hivemind (metapsionic devotion, DK).

HABITAT:  While mammals, hiver society and mentality mirror that of social
insects, and they respond accordingly; they have a structured and highly
centralized society and no individuality.  Hivers communicate by a complex
combination of grunts, hand and body jestures, and phermones.

They construct gigantic mounds, many stories high.  These hives are
architectural marvels -- massive rock-like structures complete with breathing
chimneys, thick vented walls, and flat slopping roofs with overhangs providing
shade.  Tunnels underneath reach deep into the water-table where food is kept
cool, and fungus gardens are cultivated.  Each hive defines a territory
surrounding its mound.  Members from another hive entering this territory are
attacked.

Occasionnally, a Hiver community will assualt a rival's hive.  These wars end
when the attackers are driven back or the besieged queen is killed.  If the
queen is killed, the invaders will claim the hive as their own, transport an
immature queen and some seekers from their original hive, and establish a new
community.

Each day, strings leave the hive shortly before dawn in search of food and
water (note number of expiditions is limited by the numbers of bearers and
seekers in the hive).  An randomly encountered string consists of 3d6+3
warriors, 1 bearer, 1 seeker, and 5d4 juveniles.  The male with the most
hit points is the stringmaster, commanding all other string members.
Juveniles carry simple baskets and jugs to transport food and water back to
the hive.

While hivers will eat small prey and carrion, they do not normally attack
larger creatures.  If attacked, a string forms a circle around the bearer and
seeker.  The warriors comprise the outer ring, with juveniles between them and
the bearer.  All members of the string will fight to the death to protect the
seeker.

ECOLOGY:  While hivers may be found anywhere on Athas, they are more common in
the great sandy wastes to the south of the Tyr region.  Many larger preditors
prey on individual members of strings, or even entire strings, but few are
able to infiltrate the hive itself.

While hivers tend to collect shiney items, which they place in the queen's
chamber, hivers produce nothing of value, except maybe the hive itself.
Abandoned hives may provide excellent shelter for many creatures, such as
gith, belgoi, and even slave tribes.  It is rumored that a queen's blood can
be used to cure infertility.

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Hound, Reptile                    Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Dry arid desert
FREQUENCY:          Rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal
TREASURE:           Nil
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-12
ARMOR CLASS:        3
MOVE:               9
HIT DICE:           6
THAC0:              15
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d4/1d4/1d6
SPECIAL ATTACKS:    Tentacles grapple
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (6' long)
MORALE:             Average (8-10)
XP VALUE:           975

A reptile hound is a desert dweller.  They look like igaunas with 8 legs and a
six inch horn on their head.  They grow to lengths of up to six feet.  Their
hide is generally tan to brown in color.  Reptile hounds hunt by scent.  Their
sight is important only for attacking at close range.  A reptile hound appears
to wear a thick	collar or have a "shield" about its neck.  This is actually a
set of 8 tentacles each about 4' in length that are wrapped about the neck
most of the time.  Each tentacle has a strength of four, but when multiple
tentacles are used, treat the combined strength as the sum of the individual
strengths, up to strength of 16.  A creature caught by a tentacle has its
effective armor class reduced by 1 per tentacle (+1 to hit).  Reptile hounds
have horrid dispositions, but can be subdued if beaten (non-lethal damage)
for half their hit points.  The reptile hound attacks with its horn and two
claw attacks.

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Hound, Rock                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Mountain regions
FREQUENCY:          Very rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           W
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12
ARMOR CLASS:        0
MOVE:               18
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      3d10
SPECIAL ATTACKS:    Disintegrate iron
SPECIAL DEFENSES:   Phase through iron
MAGIC RESISTANCE:   Nil
SIZE:               M (4-6' long)
MORALE:             Elite (13-14)
XP VALUE:           2,000
                    
Rock hounds look like dusty-gray dogs with the build of greyhounds.  They can
phase at will through iron and iron alloys.  If they bite into iron-based
armor, it must save versus disintegration at +4 to avoid having a chunk torn
out (only check this on hits).

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Hugok
==============================================================================

CLIMATE/TERRAIN:    Mountains
FREQUENCY:          Rare
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Night
DIET:               Omnivore
INTELLIGENCE:       Average (8-10)
TREASURE:           E
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-8
ARMOR CLASS:        8 (10)
MOVE:               12 
HIT DICE:           1+3
THAC0:              19
NO. OF ATTACKS:     2 or 1
DAMAGE/ATTACK:      1d4/1d4 or by weapon type
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (7' tall)
MORAL:              Average (8-10)
XP VALUE:           35

Hugok look like tall, ugly humans.  They look very rugged, and have claws on
their hands and feet.

COMBAT: Hugok attack with their claws, or with whatever weapons they have
available.  They do not have enough technology to produce metal weapons or
armor, so they usually use spears, and wear furs.  Hugok will fight only if
they believe their survival is at stake.  Using their claws, they can climb
walls with a 90% success rate.

HABITAT: Hugok society is very primitive.  They live in caves, do not trade
with other cultures, and eat whatever food they can find.

ECOLOGY: Hugok and dwarves hate each other.  The hugok are constantly in the
dwarves' way, and the dwarves are constantly mining in hugok territory.

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Human, Winged                       Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any highland
FREQUENCY:          Very rare
ORGANIZATION:       Community
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Average or greater (8-10+)
TREASURE:           Variable
ALIGNMENT:          Variable
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4 (typically)
ARMOR CLASS:        10 (or by armor, see below)
MOVE:               12, Fl 36 (B, A with dexterity of 18)
HIT DICE:           1 (or by level)
THAC0:              20 (or by level)
NO. OF ATTACKS:     1 (or by class)
DAMAGE/ATTACK:      By weapon
SPECIAL ATTACKS:    Dive with polearm
SPECIAL DEFENSES:   Flight, +2 save versus cold
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORAL:              Variable
XP VALUE:           Variable

Winged humans appear as ordinary humans in all their variety, except for the
large, bat-like wings which permit them to fly.  They tend to be tall, and
slender, almost gaunt in appearance, and their other physical traits tend to
reflect those of humans indigenous to the area.  Winged humans live in
highlands of any sort, from hills, to high plateau to the tallest mountain
ranges.

COMBAT:  A favorite tactic of winged humans is to dive on a powerful foe.
The winged man dives using some long polearm, usually a lance, and attempts to
impale his victim.  Due to the tremandous speeds involved (over 200 miles per
hour), base damage is trippled, and a critical is scored on any roll above 15.
This attack does not come without its risks, however.  First of all, the
polarm is lost, as the winged man must let go of it when it hits.  That is the
least of his worries, however.  If he fumbles, he fails to pull up in time and
hits the ground suffering 20d6+20 hit points of damage.  Even if there is no
fumble, a dexterity check is required to avoid slamming into the ground.  At
melee ranges, a diving winged human has an effective armor class of 0 due to
his great speed.

Winged humans take advantage of their power of flight in other ways as well.
Bombing attacks with flasks of acid, greek fire, smoke powder bombs, etc are a
common tactic, as are attacks with ranged weapons from the perpetual high
ground of flight.  Both game masters and players using winged human characters
are encouraged to be creative.

Winged Humans will never wear any armor or clothing which would hamper flight.
In practical terms, studded leather is the heaviest armor a winged human would
be likely to use (short of elven chain, or similar, rare armors).  When
wearing armor, winged humans suffer a -1 penalty on their armor class due to
the fact that the wings may never be armored.  Consequently, they tend to
prefer magical rings and bracers to physical armor.

Winged humans can fly for one hour per point of constitution.  If reduced to
half hit points, he may only glide, and cannot fly again until all hit points
are healed.  If reduced to one quarter or less while in flight, an immediate
dexterity check is required, modified as the dungeon master sees fit to avoid
an uncontrolled fall.

HABITAT: Winged humans live in highlands, preferring tall mountains to all
other terrains. They tend to live in small communities rarely exceding 200,
and their cultural values, like their physical traits, tend to reflect those
of the local humans.  They hate closed in spaces, preferring the freedom of
the open skies.

ECOLOGY:  Although human in most other ways, winged humans are not fertile
with normal humans.  Their biologies differ in other ways as well.  They have
hollow bones like birds, whose primary constituant is boron instead of
calcium.  This results in stronger, lighter bones, but also makes them
dependant on ores containing the rare metal.

Conesquently, they have cultivated good relations with dwarves, helping ward
off a real foes, and warning of land based intruders in exchange for any
borate deposites found by the dwarves.

Winged humans also have a sort of antifreeze in their blood affording a +2
save vs cold based attacks, and making them immune to tempuratures of down to
-50 degrees.  Creatures which eat winged humans find their flesh sweet, but
highly toxic, and must save vs poison or die an exceptionally painful death
lasting 2-5 hours.

Finally, winged humans have excellent eyesight (double normal human vision),
and have ultravision equal to their conventional vision.  They also have
functional nictitating membranes to protect their eyes in flight.

Due to their small numbers (enforced by the scarcity of boron), winged humans
have a minimal impact on the local ecology.  Winged humans live up to 80
years.  There are unconfirmed reports of winged elves, but if they exist, they
are excedingly rare.

Winged Human Characters.

Attribute   Minimum    Maximum    Die Mod.

Str.           6         16         -2* 
Int.           8         18         --
Wis.           3         18         --
Dex.          10         18         --
Con.          15         20         +2
Cha.           6         18         --
Co.            3         18         --

* Much of the strength that ordinarily would have gone to the arms and legs is
  dedicated to the powerful flight muscles.  Only magical means can further
  augment a winged human's strength.


Class        Maximum         Notes

Fighter      Unlimited
Thief        Disallowed      Their physical form poses problems.
Wizard       Unlimited            
Priest       Unlimited
Bard         Unlimited

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Jelloman                                               (PBW101@psuvm.psu.edu)
==============================================================================

CLIMATE/TERRAIN:     Any
FREQUENCY:           Very rare
ORGANIZATION:        Solitary
ACTIVITY CYCLE:      Any
DIET:                None
INTELLIGENCE:        Non- (0)
TREASURE:            Nil
ALIGNMENT:           Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:    1
ARMOR CLASS:         8
MOVE:                6
HIT DICE:            4+4
THAC0:               17
NO. OF ATTACKS:      2
DAMAGE/ATTACK:       1-4/1-4
SPECIAL ATTACKS:     Nil
SPECIAL DEFENSES:    See below
MAGIC RESISTANCE:    Nil
SIZE:                M (6' tall)
MORAL:               Fanatic (17)
XP VALUE:            650

A jelloman is a creature like a golem that has to be manufactured. It can be
given simple commands like "attack", "wait", or "guard".  They do make very
ineffective warriors however, and are best used to 'distract' players (or
monsters) from chasing or engaging magic-users.  (I first introduced the
jellomen by having them stand between an illusionist and the attacking party. The
jellomen basically kept the party busy while the illusionist cast spells and
eventually fled.)

Due to there consistency, jellomen are immune to attacts with non-edged
weapons.  For example a mace would tend to bounce off a jellomans flesh.
Edged weapons pass right through the creature.  Each hit caused by an edged
weapon causes no damage, but every time the jelloman is hit, it must save vs.
polymorph or be severed.  Parts from a severed jelloman will continue to
attack as long as possible.

Electrical attacks do no damage to the jelloman.  Water based attacks will do
no damage either unless the water is above 150 degrees F.  In which case it
will dissolve a jelloman (2-8 points of damage, or treat as holy water vs.
undead).  Cold based attacts will cause a jelloman to freeze and solidify, in
which case there speed is reduced by 1/2, however their attacks will now do
2-12/2-12 and edged weapon will no longer have the severing ability.  Instead
edged weapons do half damage, and non-edged weapons do full damaged.  Jellomen
are particularly vulnerable to fire and take double damage from all fire
attacks.

Jellomen come in a variety of colors, although the all are translucent.  Their
bodies are built from rectangular solids (no curves) and they have no facial
features.

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