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

CLIMATE/TERRAIN:    Mountain Cliffs
FREQUENCY:          Rare
ORGANIZATION:       Flock
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Semi (2-4)
TREASURE:           Nil
ALIGNMENT:          Neutral or Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        7
MOVE:               4, Fl 2 (SEE HAWKS)
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d6/1d6/2d4
SPECIAL ATTACKS:    Swooping (+4 to hit, 2d4/2d4 damage)
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (6' wingspan)
MORALE:             Steady (8-10)
XP VALUE:           270

Karkaumer are a rather ugly species of bird.  The bodies are shaped much like
an eagle's while their heads are like a vulture's.  Treat them as hawks for
flying speed.  They are good flyers.

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

CLIMATE/TERRAIN:    Rock piles
FREQUENCY:          Rare
ORGANIZATION:       Family groups
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Semi (2)
TREASURE:           Nil
ALIGNMENT:          Neutral (evil)
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        6 (2 when sniping from the cover of a rock pile)
MOVE:               6
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-2/1-2/1-4
SPECIAL ATTACKS:    Surprise
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (8-12" long including a 2-4" tail.)
MORALE:             Average (8-10)
XP VALUE:           65

These creatures look like small otters.  They are very quiet and impose a
-3 to an opponents surprise roll.

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

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

CLIMATE/TERRAIN:    Arctic and Sub-arctic climates
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Q
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-3
ARMOR CLASS:        4
MOVE:               12 (run 18 on two legs)
HIT DICE:           3-7
THAC0:              3-4 HD :  17
                    5-6 HD :  15
                      7 HD :  13
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d3/1d3/1d10 for 3 hit dice
                    1d4/1d4/2d6 for 4-5 hit dice
                    1d6/1d6/2d8 for 6-7 hit dice
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Immune to cold and poison
MAGIC RESISTANCE:   Nil
SIZE:               S (4' long)
MORALE:             Average (8-10)
XP VALUE:
   3 hit dice       175
   4 hit dice       270
   5 hit dice       420
   6 hit dice       650
   7 hit dice       975
                    
A larhound is a 4 legged lizard that rises and runs on two legs when it wants
to move quickly.  It is immune to poison and cold (prefering cold climates).
It attacks anything that moves, but is literally unable to conceive of a
stationary object as being of interest (ie, will treat as a rock or other
inanimate thing even if it earlier moved and/or attacked).

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

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

CLIMATE/TERRAIN:    Warm plains and grasslands
FREQUENCY:          Very Rare
ORGANIZATION:       Pride
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12
ARMOR CLASS:        -2
MOVE:               12
HIT DICE:           16
THAC0:              5
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      3d8 + 14
SPECIAL ATTACKS:    Merge
SPECIAL DEFENSES:   Regenerates 3 hit points per round (see below)
MAGIC RESISTANCE:   See below
SIZE:               M (4.5 - 6.5' long)
MORALE:             Steady (11-12)
XP VALUE:           12,000
                    
Larind are magically created creatures that look like lions.  They can blink
at will once per round, moving a distance of up to 4'.  Treat this as giving
them a save vs magic to avoid hits.

Larind can also "merge" -- become a single larind for one turn.  A merged
larind has hit points equal to the sum of the individual larinds and acts as
if under the ** haste ** spell.  Divvy hit points up equally when separating.

Larind are 60% charm resistant.  Their magical defenses also reduce damage by
1/4 from earth and air attacks or 50% from fire attacks (created as creatures
of the desert -- wind, sand, and heat).  They take 50% extra damage from water
and cold-based attacks.  Larind's have an innate ability to dispel hold and
kindred immobilizing spells.  It takes a single larind 1d4 rounds to dispel
a single such spell.  A merged larind takes 1d4 rounds divided by the number
merged (round all fractions -- not just 1/2 -- upward).

Each larind is tied into a rock "soul egg".  If the rock is smashed, the
larind becomes a normal lion (non-magical) -- a merged larind would fall out
of the merge.  The "death" of a Larind traps its soul in its egg (mage
learning the secret can release the Larind soul -- material component of that
special purpose spell is a normal lion).  A larind egg cannot be dimension
shifted.  If touched, it will "bite" as per a magic item of incorrect
alignment (unless the mage is in the midst of casting the above spell or was
the one who last cast that spell on the larind).  Those killed outright by the
bite of a larind have their soul trapped in the egg (pick random egg for
merged larind) [until the egg is destroyed].

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

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

CLIMATE/TERRAIN:    Subterranean
FREQUENCY:          Uncommon
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Special
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -3
MOVE:               Fl 36 (A)
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     2 + special
DAMAGE/ATTACK:      2-12/2-12
SPECIAL ATTACKS:    Flash attack (stun, blind)
SPECIAL DEFENSES:   Regenerates, Edge weapons do 1/2 damage
MAGIC RESISTANCE:   Special
SIZE:               S (1' radius sphere)
MORAL:              Steady (11-12)
XP VALUE:           5,000

Lightspheres appear as fuzzy, blue spheres of crackling energy, somewhat
similar in appearance to a will-o-the-wisp.  They are intelligent entities
composed of pure energy.  Lightspheres dwell in underground locations, and in
large, dark caves and caverns.  They move about by an unknown means, at high
rates of speed; they are highly manouverable, and may hover at will.

Lightspheres are harmless to most creatures, but are drawn to, and thrive on,
anything composed of energy, such as light sources, and especially magic.
They are able to detect faint sources of energy (i.e. torch light) at ranges
of up to 50 yards.  Strong energy sources, such as magic (spellcasting, magic
items, etc.) are detectable at distances of up to 200 yards.

COMBAT: When a lightsphere detects a source of energy, it will move towards it
at top speed to investigate; if it thinks a battle can be won, the lightsphere
will immediately move in to attack; it will usually commence with a flash
attack, and will continue with bolt attacks.  If a lightsphere is seriously
threatened, it will retreat temporarily, in order to attack again with
surprise at a later time.

If all its opponents are killed or disabled, the lightsphere will feed off the
energy it finds.  This feeding will drain all spells from memory; the affected
spellcaster must rest for 1d4 hours longer than normal before rememorizing any
spells.  Drained magic items will lose all affectiveness for 1d4 hours, and
must make a successful saving throw vs. electricity to avoid a permanent loss
of all magical abilities.  Magical items are drained in order to gain
sustinence; normally, 1d8 items will be drained at a time.  Magical spells are
drained in order to regenerate lost hit points - each spell level drained,
regenerates a single hit point.  A lightsphere will stop draining spells once
its maximum hit points have been reached.

A lightsphere's normal mode of attack is electrical bolts; these bolts may be
fired in any direction the lightsphere chooses.  Two bolts may be discharged
per round; each may be targeted independently, or may strike the same victim,
at the lightsphere's discretion.  There is no save against this attack mode,
although targets with immunity to electricity are not affected.

Once per turn, a lightsphere may conduct a "flash" attack; the lightsphere
emits a piercing, bright light that affects all targets within 50 feet.
Anyone inside the area of effect (as long as they have eyes to see the flash)
must make two saves:  the first is vs. spells; those who fail are blinded for
1d4 turns (normal healing methods apply to this blindness), while those who
make their saves are not affected; the second save is vs. paralyzation; those
who fail this save are stunned (as per the ** power word, stun ** spell) for
1d6 rounds.  Targets who make the second save have a -2 penalty on all "to
hit" rolls for 1d2 rounds, but suffer no other ill affects.

Lightspheres are immune to almost all spells, as they are able to drain the
spells of their energy; in fact, a lightsphere has, in effect, 100% magic
resistance - any spell directed at a lightsphere will not harm it, but instead
will cause it to regenerate lost hit points at the rate of 1 per level of the
spell (i.e. a ** fireball ** directed at a lightsphere, will cause it to 
regenerate 3 hit points.) The only spells that are immune to a lightsphere's
draining effects are ** disintegrate ** and ** wish **, which are handled 
normally, and spells that cause darkness; a pre-existing magic darkness will
keep a lightsphere at bay, while one cast directly at a lightsphere will
inflict 2d6 points of damage, and will force the lightsphere to flee the
vacinity immediately.

Use of magic items (except those that create one of the above 3 affects) on a
lightsphere will be unaffective; the lightsphere will absorb these attacks as
sustinence.  A lightsphere will leave the area after 1d8 magic item uses, as
their appetite becomes satisfied.

Edged weapons only inflict half normal damage on a lightsphere; blunt weapons
cause normal damage.

HABITAT: Lightspheres are normally solitary in nature, but at rare times will
be found in pairs (it is not known if this is a mated pair, since the
lightsphere's reproductive methods are unknown.)  Lightspheres live
underground, and will avoid direct contact with the sunlight; it is thought
that the sun's energy is too intense for the lightspheres to digest.
Lightspheres normally live in areas of darkness (such as large caves and
caverns), which allows them to more easily detect digestable energy, but for
some reason, magic darkness is a lightsphere's bane (it is suggested that
magic darkness drains a lightsphere's life-giving energy.)

ECOLOGY: Lightspheres feed off all forms of energy, except solar radiation,
which they avoid.  Not much is known of their origin or purpose.

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

Lirana (Hunters in the Night)    Aaron Sher (ars3_cif@uhura.cc.rochester.edu)
==============================================================================
                (idea from Barbara Hambley's Darwath Triology)

CLIMATE/TERRAIN:    Subterrean
FREQUENCY:          Very rare
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Any (underground), Night (above)
DIET:               Carnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           K, L
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   10-80
ARMOR CLASS:        0
MOVE:               6
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-3/1-3/1-6
SPECIAL ATTACKS:    Spit acid
SPECIAL DEFENSES:   Hide in shadows, illusions
MAGIC RESISTANCE:   Nil
SIZE:               T to G (1' to 20')
MORAL:              Steady (11-12)
XP VALUE:           270

The lirana, or hunters in the night, are quasi-material beings from the
Plane of Shadow.  They can change their size, from less than a foot long to
about twenty feet long, and their bodies are somewhat malleable, so they can
go through holes smaller than their length.  They attack with a claw, claw,
tail attack routine, and if pressed will spit acid for 2d6 damage, save vs.
breath weapons for half.  They will not approach light, but they have the
power to cast a sphere of darkness, draining the power of any light within the
zone.  Lirana typically attack in large numbers, but they are almost
impossible to count.  From 50% - 90% of the lirana present will attack each
round, but they will flee if they lose more than half their original number.
They possess a communal intelligence, and are very clever.  They live in great
underground caverns, usually on the ceilings.  They can become almost
impossible to see in any shadows (though note they will never venture forth
during the day, and even strong moonlight can drive them off), hiding with a
90% chance of success.  They generally do not use this ability to ambush,
preferring to cast darkness over their victims and attack during the
confusion.

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

Lobster, Giant Flying
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Day 
DIET:               Carnivore 
INTELLIGENCE:       Low (5-7)
TREASURE:           C
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-8
ARMOR CLASS:        3
MOVE:               3, Fl 15 (B) 
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-8/1-8
SPECIAL ATTACKS:    Catch opponent
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (5' head to tail)
MORAL:              Steady (11-12)
XP VALUE:           270

Giant Flying Lobsters look like big lobsters.  The only strange thing is that
they hover above the ground.  They do not have wings, their flight powers
appear to be magical in nature.  They can hover up to 10' above the ground,
and can fly until they tire.

COMBAT: Giant Flying Lobsters attack with their two pincers, doing 1-8 points
of damage with each successful hit.  If they hit, and if the roll is 18 or
higher, they have trapped an opponent's limb with a pincer.  This does not do
extra damage, but a character with a trapped limb cannot move that limb until
the Lobster releases it.

HABITAT: These strange creature live near underground lakes.  They catch and
eat small fish.  All though they seem to be able to communicate with each
other, they do not have a spoken language.

ECOLOGY: Giant flying lobsters have the same role in nature that lobsters
have.  However, they are known to attack humanoids.

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

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

CLIMATE/TERRAIN:    Mudholes
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Semi (2-3)
TREASURE:           B
ALIGNMENT:          Neutral or Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-12
ARMOR CLASS:        8
MOVE:               6
HIT DICE:           3-10
THAC0:              3-4 HD :  17
                    5-6 HD :  15
                    7-8 HD :  13
                   9-10 HD :  11
NO. OF ATTACKS:     1 / hit die of the creature
DAMAGE/ATTACK:      1d8 (rotting damage)
SPECIAL ATTACKS:    Spit acid (see below)
SPECIAL DEFENSES:   +2 or better weapon to hit.  (see below)
MAGIC RESISTANCE:   None
SIZE:               L
MORALE:             Steady (11-12)
XP VALUE:
   3 hit dice :     420
   4 hit dice :     975
   5 hit dice :   1,400
   6 hit dice :   2,000
   7 hit dice :   3,000
   8 hit dice :   4,000
   9 hit dice :   5,000
  10 hit dice :   6,000

These beings inhabit mudholes.  They are amorphous, mud-brown colored
creatures.  They smell like rotting vegetation.  Each touch causes a rotting
disease that is fatal in 1d8 days if left untreated.  In addition, each touch
causes and immediate 1d8 hit points of damage (which requires a cure disease
to heal the wounds).

The creatures can only be hit by +2 or better magical weapons.  Blunt weapons
do no damage to the creature, but sharp and piercing weapons do normal damage.
However any damage taken from a weapon blow is healed fully in three rounds.

Spells that would dry out mud do double damage and mud to rock will kill the
creature outright.

The lurgen can also use a spit attack that it can shoot up to 100 yards.  It
will spit in lieu of all touch attacks.  The acid does 1d6 the first round,
and 1d4 points of damage for the next 1d4 rounds.  It takes the acid 2 rounds
to eat a hole through metal armor, and 1 round to eat through leather or hide
armor.

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

Lycanthrope, Were-Ogre              Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Variable
DIET:               Omnivore
INTELLIGENCE:       Variable
TREASURE:           Incidental
ALIGNMENT:          Any chaotic
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        7 (base)
MOVE:               Special
HIT DICE:           6 + level of lycanthrope
THAC0:              Variable
NO. OF ATTACKS:     Variable
DAMAGE/ATTACK:      Variable
SPECIAL ATTACKS:    Fights as a barbarian
SPECIAL DEFENSES:   Fights as a barbarian
MAGIC RESISTANCE:   Nil
SIZE:               M to L
MORAL:              Fanatic (18)
XP VALUE:           Variable

The wereogre is a rare and bizzard form of lycanthrope.  The character
afflicted by this form of lycanthropy becomes an ogre with increadible
strength and constitution.  Great pain and strong negative emotions will 
trigger the transformation, as will many of the classical triggers.  For the
character afflicted, a second set of stats needs to be generated for the ogre
form.  Take the standard stats and:

    Multiply strength by 10 (note: you check the maximum press table and the
    strength number with ten times the maximum press of the character is the
    one you want) up to a maximum of 25 and minimum of 16.

    Add 6 points to Contitution (Minimum 16).

    Subtract 5 points from intelligence (Minimum 6).

    Divide Charisma by 3.

With these stats, roll the hit points for a barbarian six levels higher than
the character.  Calculate THAC0, dammage, etc.

Were ogres are peculiar with regard to alignment.  They become chaotic upon
transformation, but retain the Good-Neutral-Evil portion of their alignment.

They will scrupulously adhere to the most sacred tenants of their alignments
and internal belief systems.  Example: one who does not believe in killing,
such as a Buddhist monk, will under no circumstance deliberately cause the
death of another as a were ogre (general mayhem and destruction are another
matter, however).  These tenants become markedly exagerated in the were form.
Regardless of alignment, a were ogre will never deliberately harm a loved one.

COMBAT: While in lycanthrope form, were ogres may not use any magical or
psionic abilities.  Magic using characters lose all memorized spells when 
becoming an ogre and must rememorize.  Were ogres usually do not wear clothes
nor armor, as anything they were wearing is ruined in the transformation.
Magical armor gets a save vs spells.  If made, the armor is retained.
Typically, wereogres only use fists or blunt weapons.  Since they fight as
barbarians, this is usually enough.

Were ogres are immune to all forms of mind control; whenever an attempt is
made to control a were ogre, the ogre is allowed a save vs spells.  If
successful, it senses the attack and its origin, and takes whatever violent
action it deems neccessary.  Example: a wizard attempts to charm a were ogre
who is normally a paladin and order it to murder innocent villagers.  This
will likely result in the offending (and very foolish) wizard being torn limb
from limb.

HABITAT: Were ogres can be extremely destructive (within alignment
restraints), and they forget what they have done upon returning to normal.  
Were ogres are usually very lonely people in their normal form.  The Hulk is
an example of a were ogre.

ECOLOGY: Since they rarely claw or bite, transmission of this form of
lycanthropy is rare indeed.  Except for above-mentioned differences, this
affliction is just like any other form of lycanthropy.

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

Lycanthrope, Wereraccon                  Robert Christian (robertc@revcan.ca)
==============================================================================

CLIMATE/TERRAIN:    Any wilderness
FREQUENCY:          Very rare
ORGANIZATION:       Packs
ACTIVITY CYCLE:     Nocturnal
DIET:               Scavenger
INTELLIGENCE:       Very (11-12)
TREASURE:           C, Qx2
ALIGNMENT:          Lawful neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   3-18
ARMOR CLASS:        6
MOVE:               12
HIT DICE:           4+1
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      by weapon
SPECIAL ATTACKS:    Hide in shadows
SPECIAL DEFENSES:   Hit only by silver or +1 or better weapons
MAGIC RESISTANCE:   Nil
SIZE:               M (5'-6')
MORAL:              Elite (13-14)
XP VALUE:           %%%HERE%%%

Wereraccons are humans who can transform themselves into a hybird of a raccon
and a man.  Then tend to live in wilderness areas, but have been known to
inhabit cities as well.  Many packs of wereraccons will trade with groups of
wererats.

The raccon form hybird, will have a head, torso and tail like a raccon.  The
rest of the body will resemble a human but will be covered in raccon fur.

COMBAT: The wereraccon's natural attack forms (claws and bites) are rarely
used by them as they see it as savage and beneath them to use such attack
forms.  However, if extreme pressed the wereraccon is capable of two claw
attacks doing 1 point of damage and a bite that inflicts 1d2 points of damage.

Wereraccons will normally wield long swords as their primary weapons.  They
usually carry daggers which they use as a throwing weapon.  Most victims
attacked by wereraccons will not become wereraccons themselves since the
wereraccon keeps itself well groomed and its items clean.  Unless an opponent
is attacked by a wereraccon's natural attack forms he risk no chance of
becoming a wereraccon.  In hybird form, the wereraccon can only be hit by
silver and magical weapons.

Wereraccons, like wererats, like to ambush their targets.  They have the added
advantage of being able to blend into their background.  In their hybird form
and in wilderness enviroment, the wereraccon is able to hide in its
surroundings as if it was wearing a cloak of elvenkind.  Wereraccons also can
hide in other terrain but at a reduce rate of success (use hide in shadows at
40%).

HABITAT: Wereraccons live in packs.  They tried to maintain the purity of
their race.  Wereraccons will actually hunt down unpure wereraccons (those
that have become wereraccons from lycanthropy) if they find out about them.

Wereraccons are very clean creatures.  All wereraccons clean themselves and
their objects daily.  The will wash all food before they eat it.  For this
reason, most wereraccons will often settle near a stream.

ECOLOGY: Wereraccons deal little with any other races.  They try to maintain
the purity of their race.  They dislike races that intermix blood, but this
does not mean they will not associate with these other races.

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

Macrophage, Giant                   Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Swamp, aquatic, any damp
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Continuious
DIET:               Omnivore
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        0
MOVE:               12
HIT DICE:           40+
THAC0:              5
NO. OF ATTACKS:     Special
DAMAGE/ATTACK:      Special
SPECIAL ATTACKS:    Engulfment, acid, degradulation
SPECIAL DEFENSES:   Special, immune to mental attacks
MAGIC RESISTANCE:   Nil
SIZE:               G
MORAL:              Fearless (19-20)
XP VALUE:           35,000

Macrophages are not natural creatures, but the result of a powerful and
arrogant necromancer's experiment gone horribly wrong.  Macrophages resemble
huge (100+ yard dia.) ochre jellies, but that is where the resemblance ends.
They are far more dangerous than any normal jelly or slime.

About a century ago, a rogue shou lung dragonship had a run in with a neogi
deathspider.  The shou lung ship won, but was severely damaged in the process,
and most of the crew was killed or wounded.  The ship made for an apparently
uninhabited planetoid to make emergency repairs.  Appearances turned out to be
deceiving.

After a less than graceful landing which killed most of the remaining crewmen,
the survivors were captured by the planetoid's owner, a necromancer named
Mallek the Dark.

The ship's helmsman, Lin Shan, was a gifted wizard (only 23 years old and
already 11th circle), born with unique magical properties.  Mallek the Dark
had not had an opportunity to work on living specimens for some years, and
immediatly started to use the wounded Lin Shan in his foul experiments.   Lin
Shan died in agony.

One of Mallek's experiments was to enlarge certain immune system cells known
as macrophages; these cells are agressive and destructive, both qualities
Mallek admired.  Lin Shan's rare magical properties allowed Mallek to make
them enormous, far larger than should have been possible.  After casting
spells to enlarge the cells and allow them to function properly in the
macroscopic world, Mallek made the last mistake of his life.

The macrophages he enlarged immediately started destroying everything in
sight, as these cells are programmed to attack foreign (non-self) objects and
life forms.  Mallek's arrogance got the best of him, as he assumed he could
easily destroy anything he had created.  He confronted the macrophages and
prepared a spell which would have killed them all if he had had a chance to
complete it.  Instead, he was hit by a blast of organic acid powerful enough
to corrode surgical steel.  By the time his body was engulfed, all that
remained was acid-charred bones.  Lin Shan had had his revenge.

After trashing Mallek's lab, the macrophages reproduced, spreading all over
his planetoid.  They finally reached his summoning chamber where he kept a
Well of Many Worlds.  Strangly drawn by the item's powerful magical aura,
 these creatures suddenly started appearing in worlds all over the
multiverse.  No one knows where this planetoid is, but there is a sizable 
reward for anyone who finds the source of the macrophages and puts an end 
to their migration.  Needless to say, this is easier said than done. 

COMBAT:  Despite the alignment of the person from whom they were derived
(Neutral Good), these giant cells will attack and destroy anything they 
encounter.  Macrophages are mindless killing machines in an environment 
radically different from the one for which they were intended.  They have no
alignment, nor mind of any sort.  They cannot be communicated, bargained or
reasoned with, and they are immune to any and all mental attacks.  Since
nothing registers as "self", everything must be destroyed.  To this end,
macrophages have a formidable arsonal with which to lay waste to all that
is "non-self", i.e. everything in sight.  Macrophages have three different
attacks they can employ: engulfment, enzyme blasts, and degranulation.

Envelopment is by far the most common attack.  Any creature within 30 feet of
a macrophage can be attacked once a round in this way.  On a natural 20 roll
against a target capable of dodging (modifiers up to DM), the victim is
engulfed, and immediately starts to drown in the cell's protoplasmic fluid.  A
bend bars roll is neccesary each round to escape.  Within 2-5 rounds of
engulfment, digestion begins.  The victim is placed in a lysome, a sack of
powerful digestive enzymes, and sustains 10-100 hit points per round inside
(no save permitted).

Macrophages can emit one acid blast per 10 hit dice per round, each inflicting
5-50 hit points to all within 30 feet of the point of origin.  Save vs breath
for half damage.

The macrophage's last attack is degranulation.  Macrophages are filled with
crystaline, watermellon-sized granules containing volitile or toxic chemicals.
Each round, a macrophage fires 0-3 granules in the general direction of "non
self" material, i.e in random directions.  These granules can fly up to a mile
before landing and detonating.  There are three types, roll a 1d6 to determine
the type.

        1-2: Acid:      8d8+8 hit points to all within 20 feet.
        3-4: Explosive: 8d8+8 hit points to all within 40 feet.
        5-6: Poison:    All within 40 feet save at -4 or die.

Fighting macrophages.  Needless to say, a macrophage is a creature most
adventurers would rather avoid, especially since any treasure they have
engulfed has long since been destroyed by the cell's powerful enzymes.

Macrophages are immune to normal fire attacks and sustain half damage from
magical fire.  Electricity stuns them for 2-8 rounds if a save vs paralyzation
is failed, and they suffer double damage from cold based attacks.  Magic
missiles function normally against macrophages.  Disintegration inflicts 2d20
hit points of damage, half on a successful save.  If the macrophage rolls a 1
on it's save, the nucleus is destroyed, and it dies instantly.

Macrophages are nearly immune to the effects of all normal weapons, and most
magical ones at that; any rents in their membranes close up too quickly to
result in major fluid loss.  Weapons which inflict special damage, such as
life stealers, frost brands etc function normally.

Any critical hit on a macrophage strikes an organelle.  Roll on the table
below for effect.

    1: Nucleus:               Macrophage Slowed 1d6 rounds.
  2-3: Ribosome:              No Effect, there are too many of them.
  4-9: Endoplasmic Reticulum: Macrophage Slowed for next round.
   10: Golgi Apparatus:       No acid blast for 1d6 rounds.
   11: Centriole:             10% Chance Macrophage may never divide.
12-17: Mitochondrion:         Explosion, cell sustains 6d6 points of damage.
18-19: Lysome:                Enzyme leak, cell suffers 1d6hp damage.
   20: Granule:               Roll for effect, cell sustains damage.  

Poison granules have no effect on the cell.  DM should modify effects to fit
situation.  For instance, someone meleeing with a dagger is unlikely to hit
the nucleus which may be 50 or more yards away (it would be a good idea to
consult a diagram of cell anatomy before using this creature).  Also, damage
done by melee weapons may result in the character being within the area of
effect of an acid blast, explosion, etc.  Organells can be targeted, but they
have a -10 armor class because they are deeply immersed in cell fluid.

Coating oneself with macrophage slime has a 50% chance of fooling the cell
into "thinking" the character is "self". If the cell is fooled, it will
neither attack the character, nor will it retaliate if attacked.
Unfortunately, there is a 5% cumulative chance per round of combat that
enough of the slime will wear off to negate its effects.  The best time to
attack a macrophage is when it is dividing.  If attacked, there is a 25%
chance that the division process will halt and the macrophage will return to
destruction as usual; otherwise, it is helpless.

HABITAT: Natural macrophages (the little ones everyone has) are part of a
well-organized defensive system.  These giant macrophages are out of their
element and have no organization to speak of.

ECOLOGY: Macrophages gain one hit die per day, and divide when they have
doubled their hit dice.  During division, the cell undertakes no action
unless disturbed.  The division process takes about a day and yields two
macrophages with the parent's base strength.  Since they destroy everything
in their paths, macrophages' impact on the ecology is hardly benign.

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

Monkey, Thief                     Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Subtropic (native)
FREQUENCY:          Rare
ORGANIZATION:       Family group
ACTIVITY CYCLE:     Any
DIET:               Herbivore
INTELLIGENCE:       Semi
TREASURE:           K, L, (Q)
ALIGNMENT:          Chaotic Neutral
------------------------------------------------------------------------------
NO. OF APPEARI      1-8
ARMOR CLASS:        3
MOVE:               6, Climb 9
HIT DICE:           1
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d4
SPECIAL ATTACKS:    Throw Stones (1d3)
SPECIAL DEFENSES:   Thief skills
MAGIC RESISTANCE:   Nil
SIZE:               S (2')
MORALE:             Unsteady (5-7)
XP VALUE:           35

Thief monkeys are arboreal monkeys -- about 2 feet tall if standing upright.
They love things that glitter or smell good (sweet or like flowers).  Brightly
colored, non-glittery things are also prized.  Thief monkeys are also curious.
They have the skills of a 7th level thief with an 18 dexterity.  They are
excellent climbers.  The eat primarily nuts and berries.

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

Mummy, Cloud Giant                      Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Arid mountain regions and magical clound islands
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       Genius (17-18)
TREASURE:           A, G, Sx4, U, Z
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-10
ARMOR CLASS:        -6
MOVE:               18
HIT DICE:           102 hit points
THAC0:              9
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      3-36/2-24
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   80%
SIZE:               H (24' tall)
MORAL:              Fearless (19)
XP VALUE:           13,450

Cloud giant mummies are an unusual and rare form of mummy.  They are made in
the same manner as conventional mummies except the body of a cloud giant is
used.  Cloud giant mummies are typically the guardians of very rich tombs.

Cloud giant mummies fight to the death to prevent the looting of their
charges.  If they die they teleport to their crypt where they spend 1-4 weeks
regenerating.  They project an aura of fear in a 15' radius around them.

When in combat any hit requires a save vs. paralyzation else the victim is
paralysed until either a wish or limited wish is used to free them, while in
the paralysed state no food or water is needed and the body can survive for
one year,before being destroyed.

If the to hit roll is a 20, then a save vs paralyzation must be made, this
time in order to avoid a lethal disease being inflicted.

They can hurl rocks at the rate of two a round up to 100' away for 2-12 points
of damage per rock.

They are surprised only on a 1 in 20 chance.

The only weapons that damage them are those with a +3 or better enchantment.
They regenerate 4 hit points per round.  If attacked by fire they take double
damage.  They have 2 major and 6 minor psionic disciplines, they can use those
available to clerics or fighters.

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

Mundanoid                Ben Moloney and VaxBandit (arkoie@judy.indstate.edu)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Magic
INTELLIGENCE:       High (13-14)
TREASURE:           Z
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0 + special
MOVE:               12
HIT DICE:           5 + special
THAC0:              15
NO. OF ATTACKS:     1 + special
DAMAGE/ATTACK:      1d6 or 1d8 or 1d10 or 1d12 or 1d20 + special
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               M to L (5'+ tall)
MORAL:              Fearless (20)
XP VALUE:           1,000

The mundanoid is a creature that was created long ago by an elder god of magic
(the author of this entry is not sure if this god still exists, thus the fate
of this diety could be anything).  This god was obviously very evil and
corrupt, and totally devoted to chaos, for the nature of this monster is very
horrable, and is also known as magic-bane, for it is the bane of all mages of
every alignment.  The nature of this creature is of the darkest and blackest
of magic, yet the way that must be taken to defeat the monster is why it was
so named.

A mundanoid generally appears as a humanoid whose skin is dark grey, and their
eyes are dead black.  They normally attack with their fists, however when they
get more powerful they have other, more sinister, forms of attack to choose
from.  What makes them so terrible is, put quite simply, anything that is
magical in nature that touches it (i.e., a magical weapon or a spell), will
feed it and give it more power, anything that is mundane in nature (i.e., a
non-magical weapon) is the only means to kill it.

Everytime a magical weapon touches them, instead of doing damage, the
mundanoid gains hit points dependent upon the weapons highest plus (thus a
+2/+4 vs. reptiles sword would feed it 4 hit points). The weapon would do no
damage because the magical energy in the sword would counteract that, (note:
magical weapons that have no "plus" per say would feed it hit points dependent
upon the strength or power of the weapon).  For every 5 hit points the monster
gains, it also gains 1 hit die, gaining a hit die affects the monster in the
following manner:

 - reduce it's armor class by 1 (thus 0 to -1 for 6 hit dice creature)
 - reduce it's THACO by 1 (thus 15 becomes 14)
 - increase it's movement by 1" (thus 12" becomes 13")
 - increase it's height by 1' (thus 5' becomes 6' at 6 hit dice)
 - increase it's number of attacks by 1 for every 5 hit dice
 - detect magic at 1 mile radius for every 5 hit dice

If a spell is cast upon the monster, the spell will feed 1 hit die for every
spell level (thus a fireball would feed 3 hit dice) as well as the new hit
points from the hit dice (note: damage from a spell does not feed the monster,
only the spell level and the magical bonuses from magic weapons).  Priest
spells are treated the same as mage spells when affecting a mundanoid.

As well as feeding off magic, mundanoids may also physically attack.  They
normally inflict 1d6 points of damage per attack, however this attack can
increase when they gain size, at 8 hit dice they inflict 1d8, at 11 it is
1d10, at 14 it is 1d12, and at 17 it is 1d20.  On a natural roll of 20 the
mundanoid will have struck an item of magic and automatically gained 1 hit die
from the attack, then the item must save verses a normal blow, if the item
fails then it loses all it's magical properties and the mundanoid gains an
appropriate number of hit dice depending on the power of the item (a +2 sword
would give 2 hit dice, a staff of magi would give at least 12 hit dice, etc).

Once mundanoids start feeding from magic their physical appearance becomes
more chaotic, their skin starts to constantly shift into different colors,
often times taking on odd, random patterns of color, the more hit dice the
mundanoid has, the more chaotic and varying the colors and patterns are.
Their eyes also change as they gain hit dice, the more powerful it gets the
brighter their eyes become, until it becomes a blinding white light.  When
they gain more hit dice they are also able to perform spell-like powers once
per round.

 - At 8 hit dice a mundanoid may reflect one spell attack as a ring of spell
   turning.
 - At 10 hit dice a mundanoid may throw a fireball as the spell (1d6 per hit
   dice of the mundanoid).
 - At 12 hit dice a mundanoid may produce a cone of cold (as the spell).
 - At 14 hit dice it may throw a bolt of chain lightning (as the spell).
 - At 16 hit dice its eyes will cause blindness to any who fail a save vs.
   spell (affects are the same as the spell).
 - At 18 hit dice it can teleport without error.
 - At 20 hit dice it can shapechange.
 - At 22 hit dice it can produce a firestorm (as the spell).
 - At 24 hit dice it can act as a rod of cancellation with a successful hit.
 - At 26 hit dice it can plane shift and probability travel.
 - At 28 hit dice it can produce a prismatic sphere or spray.
 - At 30 hit dice it can perform an action similar to the spell Mordenkainen's
   Disjunction.

 A mundanoid will remain at it's present hit dice (if it does not feed off of
magic during this time) for 1 turn per hit die of the creature. Thus a 30 hit
dice mundanoid will remain at 30 hit dice for 30 turns, then 29 hit dice for
29 turns, an so on.  The reason for this is because the more magic the
creature has inside itself, the longer it will last.  Thus when a mundanoid
starts getting down to less than 10 hit dice, they start acting more and more
frantic to feed off of more magic.  Once they are at 5 hit dice they are
"mundane", and must seek out magic or magic wielding creatures to feed.

Mundanoids can be encountered on any of the lower planes (including the
neutral evil and lawful ones, dispite their chaotic nature, since they have
no interest in the blood-war), as well as the elemental, astral, and ethereal (rare), not to mention the
prime material plane.

When encountering mundanoids, their is a 50% chance they will have fed off
some amount of magic recently, however they will probably have 6-13 hit dice.
It is very rare for a Mundanoid to go beyond 20 hit dice, however it must
happen once in a while, otherwise they would not be encountered upon other
planes of existance.

The most power a mundanoid to ever have been recorded to achieving is 31 hit
dice, however this occurance was at least a milenia ago and, by the gods will,
will not ever be encountered again.  It is unknown to this author (and I do
not wish to ponder it long) what type of devestating powers a mundanoid would
possibly develope at hit dice well above 30, any powers it does gain would
well attract the attention of a major power indeed.

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

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

CLIMATE/TERRAIN:    Subtropical and temperate plains
FREQUENCY:          Rare
ORGANIZATION:       Herd
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           M, O
ALIGNMENT:          Chaotic neutral 
------------------------------------------------------------------------------
NO. OF APPEARING:   2-20
ARMOR CLASS:        4 
MOVE:               14 
HIT DICE:           14
THAC0:              7
NO. OF ATTACKS:     5 + special 
DAMAGE/ATTACK:      4-16/4-16/2-16(2-12)/2-12/2-12
SPECIAL ATTACKS:    Breath weapon
SPECIAL DEFENSES:   Fire immunity
MAGIC RESISTANCE:   Nil
SIZE:               L (11-12' tall)
MORAL:              Steady (11-12)
XP VALUE:           10,000
   female            8,000
   young             4,000

An oligondrall (pronounced ah li GON drul) resembles an elephant in appearance
except it has longer tusks, smaller ears, and it has several spikes at the end
of its trunk.  Oligondralls have gray or tan skin and thick hides.  They are
covered with short, coarse hair.

COMBAT: An oligondrall may make up to 5 attacks per round; it gores with its
tusks for 4-16 points each and tramples for 2-12 points of damage with each of
its feet.  The trunk may be used to constrict for 2-16 points of damage; once
a constriction hit is scored with the trunk, the victim must make a sucessful
bend bars roll to break free; if this roll fails, the target receives
automatic constriction damage the next round.  Creatures larger than an ogre
cannot be constricted in this manner; in this case (or if constricting would
harm the trunk) the trunk may be used as a clubbing/piercing weapon (using the
spikes) for 2-12 points of damage.

Oligondralls do not share an elephant's fear of fire - in fact they are immune
to its effects from birth (this includes both magical and mundane fires.)

In addition to its normal attack modes, an oligondrall may also employ a
breath weapon of fire up to three times per day.  The fire shoots out of the
trunk in the shape of a cone 60' long, 20' wide at the base, and 1' wide at
the trunk.  This breath attack inflicts 3-30 points of damage to all creatures
caught inside the area of effect; a successful save vs. breath weapon reduces
this damage by half.

HABITAT: Oligondralls travel in herds of up to 20 in number; they prey on many
medium-sized animals that can be found in the temperate and subtropical plains
where they reside, but will also graze on grasses and small bushes.

Oligondralls are fairly aggressive creatures, and have been known to attack
with little or no provocation; they especially dislike most humanoids - this
is most likely due to the fact they are hunted by these creatures for their
ivory tusks.

A typical herd of oligondralls will consist of 50% males, 25% females, and
25% young; females have 12 HD and a THAC0 of 9.  Young oligondral have 8 HD,
a THAC0 of 13, and AC 5; their damage per attack is also lower:  2-12 per
tusk, 2-8 while constricting with the trunk (1-6 while clubbing), and 1-10
per foot.

A herd of oligondralls will maintain a semi-permanent dwelling in a large
thicket or copse of trees; any treasure they have accumulated will be stored
here.

ECOLOGY: Oligondralls are nearly impossible to tame and/or train, and will
resist any attempt to do so.

An oligondrall's tusks are composed of high-grade ivory; a single tusk is
worth 500-3000 gold pieces, or about 5 gp per pound in the open market; on
the black market, the amount is anywhere from 2-5 times higher.

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

Pardeth, Trees of                 Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate (Forest)
FREQUENCY:          Uncommon
ORGANIZATION:       Forest
ACTIVITY CYCLE:     Day
DIET:               Sunlight
INTELLIGENCE:       None
TREASURE:           Nil
ALIGNMENT:          None
------------------------------------------------------------------------------
NO. OF APPEARING:   Forest full
ARMOR CLASS:        10
MOVE:               0
HIT DICE:           1-20
THAC0:              N/A
NO. OF ATTACKS:     N/A
DAMAGE/ATTACK:      N/A
SPECIAL ATTACKS:    N/A
SPECIAL DEFENSES:   N/A
MAGIC RESISTANCE:   Nil
SIZE:               S-L (1'- 10')
MORALE:             N/A
XP VALUE:           0

These trees are deciduous, hardwood trees that bear numerous large white
flowers when the moon is nearly full (think mature magnolia tree) and the
season mild (late spring, summer, and early fall in temperate climates).  The
blossoms open only at night when the moon has risen and is at least 3/4 full.
The flowers are very sweet smelling.  Those who are downwind or close to a
tree in bloom for act drunk until 1d8 rounds have passed breathing fresh air
(save vs poison if trying to hold your breath or using crude techniques to
filter out the air).  Those who hold a bloom close to their nose and inhale
receive 1d3 points of healing and will try to seduce the best liked available
person of the appropriate gender and suitable species.  Alignment N, not
intelligent, AC 10, oodles of hit points (depending on size)
                    
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Phaseling                        Aaron Sher (ars3_cif@uhura.cc.rochester.edu)
==============================================================================

                    NORMAL              SPELLCASTER         WARRIOR
CLIMATE/TERRAIN:    -- Temperate to sub-tropical forests, hills and plains --
FREQUENCY:          Very rare           Very rare           Very rare
ORGANIZATION:       Bands               Bands               Bands
ACTIVITY CYCLE:     Any                 Any                 Any
DIET:               Omnivore            Omnivore            Omnivore
INTELLIGENCE:       Average (8-10)      Average (8-10)      High (13-14)
TREASURE:           J, K                K, L                L, M
ALIGNMENT:          Neutral             Neutral             Neutral (Evil)
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12                1                   1-6
ARMOR CLASS:        3                   2                   1
MOVE:               6                   6                   6
HIT DICE:           1+1                 2+1                 3+1
THAC0:              19                  19                  17
NO. OF ATTACKS:     1                   1                   1
DAMAGE/ATTACK:      by weapon           by weapon           by weapon
SPECIAL ATTACKS:    Nil                 Spell use           Nil
SPECIAL DEFENSES:   Nil                 Nil                 Nil
MAGIC RESISTANCE:   5%                  15%                 10%
SIZE:               S (4' tall)         S (4' tall)         S (4' tall)
MORAL:              Steady (11-12)      Average (8-10)      Elite (13-14)
XP VALUE:           120                 270                 270

Phaselings are a race of humanoids who appear as short, stocky elves,
hairless, with a deep blue coloration.  They have one racial ability; to
phase.  Phasing is not the same thing as a phase spider does; there is no
extraplanar involvement.  Basically, phasing is a line-of-sight teleport, to a
maximum of 10 feet.  Normal phaselings are much like anyone else, not using
their power for anything special, but some phaselings take up the art of war
for a profession.  These warrior phaselings attack as 3+1 hit dice monsters,
and normally use either a longsword (two-handed), or a short sword and dagger
combination (which they can do without penalty).  However, they can also use
their phasing power in battle, making them almost impossible to hit.  This
also makes shields useless against them, and only one-half detexterity bonus
is applied to armor class (round up) because the attacker doesn't know where
the attack is coming from.  Occasionally a phaseling will have some magical
skills, but this is very rare.  No phaseling will have better than second
level mage or first-level cleric skills, and they will never be a specialists.
Spells are normally inscribed on scrolls, which they carry in a scroll tube on
their person.  The magic resistance of phaselings is constant, regardless of
caster level.

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

Phaser                           Aaron Sher (ars3_cif@uhura.cc.rochester.edu)
==============================================================================

CLIMATE/TERRAIN:    Temperate mountain areas (Native to another plane)
FREQUENCY:          Very rare
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Average (8-10)
TREASURE:           K, L, M
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-20
ARMOR CLASS:        See below
MOVE:               6
HIT DICE:           3+1
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      by weapon
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               S (4' tall)
MORAL:              Steady (11-12)
XP VALUE:           270

Phazers appear as dwarves, except that their skin is normally a neutral gray
color.  They are often mistaken for duergar.  They possess the special ability
to alter their body's density at will.  On the following chart, I have divided
it into seven stages of density.  A phazer can go two steps per round (i.e.,
to get from five to one would take two rounds).

                              (P)     (B)    (S)
NUMBER   SKIN COLOR    AC   MISSILE  BLUNT  EDGED      EQUIVALENT
--------------------------------------------------------------------
  1       white        8       0       2     1.5       soft cloth(velvet)
  2       pale         7      0.5     1.5     1        hard cloth(denim) 
  3       gray         6       1       1      1        flesh
  4       dark gray    5      -1/d     1     -1/d      soft wood
  5       black        4      -2/d     1     -2/d      hard wood
  6       shiny black  3      0.5     -2/d   0.5       stone
  7       silver       2       0      0.5    0.25      metal

The three columns labeled missile, blunt, and edged represent how much damage
a phazer will take from the specified type of attack at that density.  A plain
number (0.5) is a multiplier; for instance, 0.5 means half damage, and 0 means
no damage.  If the entry is of the -X/d format, that means that X points of
damage per die should be subtracted.  The equivalent column lists an
equivalent density for convenience.  The dungeon master should note that
texture is not duplicated, only density; hard cloth (denim) will feel soft
and squishy.

Additional Note:  Phazers were designed for a plane on which denser objects
would pass through less dense objects.  On this plane, their density changing
ability would let them walk through walls, etc.  They might not be
particularly well suited for a normal campaign world.

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

Phibling                                    Jim Craig (IQM307@URIACC.URI.EDU)
==============================================================================

CLIMATE/TERRAIN:    Warm temperate to subtropical city or town
FREQUENCY:          Very rare
ORGANIZATION:       Individual or clan
ACTIVITY CYCLE:     Late day, early night
DIET:               Rodents and large insects
INTELLIGENCE:       Very to Exceptional (11-15)
TREASURE:           J
ALIGNMENT:          Neutral evil or lawful evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 or 15-45 (4d10+5)
ARMOR CLASS:        0
MOVE:               30
HIT DICE:           1-2 hit points
THAC0:              17
NO. OF ATTACKS:     2 or 1 (claw, claw, or by weapon)
DAMAGE/ATTACK:      1-2/1-2 or by weapon type
SPECIAL ATTACKS:    Trip (see below)
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               T (1' to 1' 6" tall)
MORAL:
XP VALUE:           35

A pohibling is a small brownish humanoid with warty skin.  They range in size
from 1' to 1 1/2' tall and wear no clothing.  They are extremely fast and
dextrous as a cat.  They have large bulging green eyes and 2 buck teeth that
are two inches long.  Some folk have called them sabre-tooth gremlins.

COMBAT: Phiblings are very intelligent and love to set devious traps for
humanoids.  A favorite tactic is one phibling going up to a human and stealing
something off him or her then darting around a corner.  When the person
pursues a tripwire will catch the person and send him to the ground.  Then 10
or 15 phiblings will pile on top of him clawing him and will also attempt to
steal everything they can.  After two rounds or so they will make off with
their loot.  They use many other tricks and traps to rob a person of their
possesions.  This is only one, one of their favorites.

For every clan of phiblings there will be one leader.  This leader will always
have one wild psionic which he will use against the person they intend to rob.

HABITAT: Phiblings either travel as a loner stealing from adventurers or
sneaking around a town or city robbing merchants, or will travel as a pack
planning their next victim.  Phiblings reproduce asexually and very quickly
for they have a very short life span (2 to 3 months).  If their is a large
enough food supply in the area a pack of 10-15 Phiblings can grow to the size
of 200 or more in the span of 2 months.

ECOLOGY: Cities and towns have been known to have their food supplies
devistated from phiblings.  The only way to get rid of them is to starve them
by securing the food supply from them.  And this will only reduce their
number for they prefer rodents and insects to human food.  They love to
collect shiny objects such as gems, jewels, and other ornaments that phiblings
can wear on their bodies.  As long as its not too cumbersome.  Phiblings will
hide in old buildings, barns, dark wine cellars, or any other secluded
location within a town or city until near dark.  Then they will plan their
devious assaults on lone travelers or small groups of wealthy looking
adventurers.  Once they have raided someone it is nearly impossible to catch
them.  They will dash in and out of people at blinding speeds back to a safe
hideout.

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

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

CLIMATE/TERRAIN:    Temperate Woodlands
FREQUENCY:          Common
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       High to Genius (13-18)
TREASURE:           L, M, (B)
ALIGNMENT:          Any
------------------------------------------------------------------------------
NO. OF APPEARING:   1-10 / 3-60
ARMOR CLASS:        3
MOVE:               24
HIT DICE:           1/2 to 4
THAC0:              1/2 HD to 1 HD : 20
                    2 HD to 3 HD :   19
                    4 HD :           17
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-4/1-4
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   25%
SIZE:               S (1' tall)
MORAL:              Average (8-10)
XP VALUE:
   1/2 hit dice       420
   1 hit die          650
   2 hit dice         975
   3 to 4 hit dice  1,400

Phuzz are small woodland creatures.  They are completely covered in thin light
brown fur.  They appear as small balls of fluff, with only 8 small round brown
eyes, a long nose and two pink feet visible.  Their feet are
disproportionately large (8").  Phuzz are sub-divided according to their age.
The older phuzz have grey fur and limited spell use.  The fur colour is only
their natural colour, but because of their chameleon powers a group of phuzz
are often many coloured.

Their eight eyes are arranged around their head in such a manner that all
around is constantly watched, because of this phuzz can never be surprised.
Their large nose confers an excellent sense of smell and most creatures can be
detected up to 240' away.

Owing to their small size and their speed, phuzz surprises 4 in 6 times.

Phuzz are immune to all forms of fire, cold and electricity.

In a phuzz village there is usually the following distribution phuzz ages:
                              50 %   1/2 HD
                              20 %   1 HD
                              15 %   2 HD
                              10 %   3 HD
                               5 %   4 HD

Phuzz can speak many languages, common, elven, pixie, brownie and their own
language.  They have their own language at 1/2 hit dice and gain one extra
language per each hit dice category they progress through.

Phuzz with 2 hit dice have 2 spells from Group 1
Phuzz with 3 hit dice have 2 from Group 1, and 1 from Group 2
Phuzz with 4 hit dice have 3 from Group 1, 2 from Group 2, and 1 from Group 3

The do not need to pre-select which spells they can use in a day the ability
is natural.  Each spell takes 1-6 segments to use.

Group 1

Charm person             Jump                    Shield
Command                  Protection from evil    Sleep
Friends                  Push                    Spider climb
Hypnotism                Sanctuary

Group 2

Darkness 15' rad         Levitate                Stinking Cloud
Detect invisibility      Magic mouth             Web
ESP                      Mirror image            Wizard Lock
Forget                   Ray of enfeeblement     Knock
Hold Person              Scare                   Invisibility
Silence 15' rad

Group 3

Blink                    Fly                     Protection evil 10'r
Dispel Magic             Gust of wind            Prot. normal missiles
Feign Death              Invisibility 10' rad    Slow
Lightning bolt           Monster Summoning I     Suggestion (tongues)

Any offensive spell is rarely used because it renders the phuzz using it
unconscious for 1-4 turns.

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

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

CLIMATE/TERRAIN:    Subterranean
FREQUENCY:          Uncommon
ORGANIZATION:       Colony
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-8
ARMOR CLASS:        5
MOVE:               4
HIT DICE:           6+2
THAC0:              15
NO. OF ATTACKS:     1 + special 
DAMAGE/ATTACK:      2-12
SPECIAL ATTACKS:    Poison spit
SPECIAL DEFENSES:   Immune to poison
MAGIC RESISTANCE:   Nil
SIZE:               M (6' long)
MORAL:              Average (8-10)
XP VALUE:           1,400

Pit slugs are large worms of about six feet in length; they are white, ivory,
or yellowish in color.  A pit slug's eyes are large, but nearly worthless - it
relies instead on its sense of touch to "feel" the approach of intruders
(they are particularly sensitive to vibrations in the ground around them, as 
they can sense the approach of a small band of humanoids hundreds of feet
away.)

Pit slugs are capable of climbing sheer surfaces, and can suspend themselves
from ceilings; they may move across walls and ceilings at their normal
movement rate.

COMBAT: A pit slug's large mouth is filled with sharp teeth - this is the
slug's primary attack form; while a pit slug is by no means large enough to
swallow most victims whole, a bite is nevertheless painful, inflicting 2-12
points of damage per hit.

A pit slug also employs a special attack in the form of poison spit.  Once
every three rounds, a pit slug can spit a globe of spit at a single target;
this globe measures about one foot in diameter as it leaves the pit slug's
mouth, but rapidly expands to about three feet in diameter.  A normal "to hit"
roll must be made, with a +2 bonus; use the grenade scatter diagram if the
spit attack misses the intended target.  Anyone hit by the poison, suffers
3-24 points of damage (a successful save vs. poison reduces this damage by
half); target failing their saves are also blinded until they make a
successful dexterity check to clear away the spit from their eyes.  The pit
slug's poison also possesses a corrosive property; a target who fails the
initial save must roll saves vs. acid for all possessions.  Normal weapons
that fail to save are destroyed, while normal armor loses two levels of
effectiveness (i.e. AC 5 becomes AC 7); magic weapons and armor lose one plus
from their combat bonus, unless they are totally immersed in water within one
round.  The potency of this poison dissipates after one round, and is harmless
after that point.  Pit slugs are immune to all poisons.

Pit slugs prey on humanoids such as orcs, goblins, and humanoids, but are
not above dining on adventurers, if the opportunity presents itself.  A pit
slug colony will act in unison during combat in order to be more affective;
this is thought to be more instinctive than planned.  When combat is
initiated, approximately one-fourth of the pit slugs present will spit
immediately; after that point, spit attacks are more or less random.

Pit slugs will normally wait for prey to come them, but if the need arises,
they will actively seek out and hunt humanoids in their vacinity.  Pit slugs
often drop from walls or ceilings when attacking; a favorite "tactic" is for
two or three slugs to drop from the ceiling (in close proximity to their
lairs) behind a group of humanoids, and attempt to drive their prey into the
pit where the rest of the slug colony awaits.

HABITAT: As their name implies, pit slugs usually dwell in dark pits in
caverns or dungeons; these pits are normally in the vacinity of humanoid
dwellings.  They will eat most anything that falls into their lairs, but will
also actively hunt, if necessary.

ECOLOGY: Pit slugs prefer to eat humanoids, but will eat any type of meat they
can find.  It is thought that pit slugs are the distant cousins of purple
worms.

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

Plant, Quill                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any temperate to sub-tropical climate
FREQUENCY:          Very rare
ORGANIZATION:       Growth
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-12
ARMOR CLASS:        5
MOVE:               0
HIT DICE:           3 (Attacks as 1 hit die monster)
THAC0:              20
NO. OF ATTACKS:     6
DAMAGE/ATTACK:      1d4
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S to G
MORALE:             Nil
XP VALUE:           65

This plant, when startled by noises within a 20 foot radius fires a volley of
6 quills at the source (to-hit as 1 hit die monster).  Each quill that hits
does 1d4 damage.  The plant must recharge for one round before firing again.
Each plant can fire at most 16 volleys per day.

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

Plant, Sunflowers              Elf Sternberg (halcyon!elf@sumax.seattleu.edu)
==============================================================================
                       (From an idea by Larry Niven)

CLIMATE/TERRAIN:    Temperate Fields
FREQUENCY:          Rare
ORGANIZATION:       Patches
ACTIVITY CYCLE:     Day
DIET:               Carnivore and sunlight
INTELLIGENCE:       Non- (0)
TREASURE:           See below
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   100-9,050,580,200 (100 per sq. yard)
ARMOR CLASS:        10
MOVE:               0
HIT DICE:           1 hit point each
THAC0:              20
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      0
SPECIAL ATTACKS:    Heat focus (see below)
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S to G (1 sq. yard to 31 sq. miles)
MORAL:              N/A
XP VALUE:           35

Sunflowers are silver-faced, semi-carnivorous plants.  In large patches the
sunflowers not on the edge of the patch have depleted the soil.  Sunflowers
respond to outside stimuli, and focus sunlight on anything flying overhead,
frying it to crisp if they can.  They do 1d6 per exponent of 10 sq yards;
i.e., 1000 sq yards do 3d6, One square mile (2,919,542 sq yds) does 6d6 points
of damage.  Range is 300", but at double range they do 1/4 damage, at triple
range, 1/8 damage.

On a calculator, take the log 10 of the sq. yardage, and round to the
nearest whole.

[This chart assumes rounding down]

        SQUARE YARDS                     NUMBER OF PLANTS      DAMAGE (3000')
           1 to 9                           100 - 900               0d6
          10 to 99                        1,000 - 9,900             1d6
         100 to 999                      10,000 - 99,000            2d6
        1,000 to 9,999                  100,000 - 990,000           3d6
       10,000 to 99,999               1,000,000 - 9,90,000          4d6
      100,000 to 999,999             10,000,000 - 99,000,000        5d6
    1,000,000 to 9,999,999          100,000,000 - 990,000,000       6d6
   10,000,000 to 99,999,999       1,000,000,000 - 9,900,000,000     7d6
  100,000,000 to 999,999,999     10,000,000,000 - 99,000,000,000    8d6
1,000,000,000 to 9,999,999,999  100,000,000,000 - 990,000,000,000   9d6

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

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

CLIMATE/TERRAIN:    Any temperate to sub-tropical area
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Semi
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        4
MOVE:               1
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d4 (acid attack)
SPECIAL ATTACKS:    Suffocation
SPECIAL DEFENSES:   Camoflauge
MAGIC RESISTANCE:   Nil
SIZE:               H to G
MORALE:             Nil
XP VALUE:           650

This is a fluid, quasi-plant.  The exterior has the appearance and texture of
firm sand except for the center.  The center appears a shallow water hole.
When prey reaches the center (tactile sense), the quickpatch will roll up
about its victim.  It does acid damage at 1d4 hit points per round.  In
addition, the victim will suffocate after 1d6+1 rounds.  An strength of 18 or
greater is required to pull loose of the quickpatch.  To do this a successful
bend bars roll must be made.

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

Rapiertails                          Robert Christian (robertc@revcan.rct.ca)
==============================================================================

CLIMATE/TERRAIN:    Mostly hills and mountains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day 
DIET:               Carnivore 
INTELLIGENCE:       Average (8-10)
TREASURE:           C
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (1-4)
ARMOR CLASS:        4
MOVE:               6, Fl 24 (A) 
HIT DICE:           5-9
THAC0:              5-6 HD : 15
                    7-8 HD : 13
                    9 HD   : 11
NO. OF ATTACKS:     5-9 (same as Hit Dice)
DAMAGE/ATTACK:      1-6/1-6/1-8/1-6 (per tail)
SPECIAL ATTACKS:    Lightning bolts 4-24 (4d6)
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (7'-9' long)
MORAL:              Steady (11-12)
XP VALUE:           5 HD   :   975
                    6-7 HD : 1,400
                    8-9 HD : 2,000

Rapiertails appearance is much like a wyvern and from a far distance may be
mistaken as one.  Though it's smaller size and many tails give it away upon
closer inspection.  They are greyish in skin colour and have reptilian like
hides which acts as effective armour.  Perhaps a rapiertails most
distinguished feature is the fact it has more than one tail.  Rapiertails have
2-6 tails, and the more tails the higher it's hit dice.  (Hit dice is equal to
3 + the number of tails the creature has.)

COMBAT: Rapiertails gets it name from it extraordinary ability to use it's
tails in combat.  The creature can use it's claws, bite, and tails to attack
any number of opponents near it.  It's claws do 1d6 points of damage as does
each tail, but it's bite does 1d8 points of damage.  Besides this a
rapiertails can also shoot forth a ** lightning bolt ** from its eyes and
strike an opponent doing 4d6 damage or half if saving throw is made.  It can
attack this way up to five times a day but beyond that it will not have energy
to use this attack again until eight hours of rest.  Also since rapiertails is
an effective flyer it can hover which enables it to use it's many attack forms
or it can dive from above.  In this attack form only two possibilities can
happen.  Either the rapiertails attacks straight into a single creature doing
a tackle procedure or it attack by a fly by whipping all creatures to either
side of it with it tails.  The type of attack it does depends whether it
considers a whole group of creatures to be the threat or just a single
individual.  Either attack form uses the same bonuses and penalties of a
charge.  A successful hit does twice normal damage, but the creature must
climb to an height of 480 yards to do this attack.  Normal a rapiertails only
does this kind of an attack in the first attack round.

HABITAT: Rapiertails prefer more temperate climates and are more likely to be
found in warmer regions.  Rapiertails are excellent warriors and they know it.
They love killing for any reason and have learned to appreciate treasure.  Not
so much as a means of worth but a way of showing of power.  They make their
homes almost anywhere, sides of cliffs, in caves, on islands, and in large
trees.  They lair the area with the treasures they have collected and build
nest.  They do not appericate anything their nest and kill all that enter it,
including other rapiertails.

ECOLOGY: Rapiertails will be found together for a short time when mating.  In
this case their will be two parents and one or two eggs or hatchlings.
Hatchlings are born with 2 tails (use a 1d3 to determine hit points) and do
only half damage and can only move half the normal speed.  Depending on how
old they are hatchlings normally will not know how to fly (mainly because
shortly after learning to fly they leave to live on their own.)  When mating
the rapiertails will have a nest built to have their young born in where
their treasure will not be located.  Just because two rapiertails share a
moment doesn't mean they are going to trust the other.

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

Rebounder
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any 
DIET:               Unknown 
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        7
MOVE:               3 (15 if rebounding)
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      0
SPECIAL ATTACKS:    Rebounding, Gas
SPECIAL DEFENSES:   Rebounding
MAGIC RESISTANCE:   Nil
SIZE:               M (4'-6' tall)
MORAL:              Nil
XP VALUE:           120

Rebounders are somehow related to gas spores and beholders.  They look exactly
like Gas Spores.

COMBAT: If a rebounder is struck with a blunt weapon, it takes no damage, and
releases a cloud of gas, and then "rebounds" away at it's full movement rate.
With every bounce, it loses 1/4 of it's momentum.  If it bounces in the
direction of a creature, and it successfully rolls to-hit, then that creature
takes 1-8 points of damage (or 1-6, 1-4, or 1-2, depending on how many times
the rebounder has bounced.) With every impact, a 5' x 5' x 5' cloud of poison
gas is released.  This gas does 1-4 points of damage for 1-4 rounds to anyone
breathing it, until it dissipates.  Slashing weapons do 1/2 damage, and knock 
the rebounder back at 1/2 it's movement rate.  Puncturing weapons slay the 
rebounder instantly.  When a rebounder dies, it explodes, doing 1-10 points of 
damage to anyone within 5 feet, and 1-4 to anyone between 5 and 15 feet away.

HABITAT: Nothing is known about rebounder society, if it exists.  Never has
more than one rebounder been seen at one time.

ECOLOGY: Rebounders do not interact with nature.  It is possible that they are
mutant gas spores, and not a race of their own.

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

Revenite                            Michael Schmitz (mschmitz@SIRIUS.UVIC.CA)
==============================================================================

CLIMATE/TERRAIN:    Any desolate ruins
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any (darkness and night)
DIET:               Nil
INTELLIGENCE:       High (13-14)
TREASURE:           Q (x3), X, Y
ALIGNMENT:          Lawful evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        2
MOVE:               15, Fl 30 (B)
HIT DICE:           7+3
THAC0:              13
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-8
SPECIAL ATTACKS:    Temporary energy drain
SPECIAL DEFENSES:   +1 or better weapon to hit
MAGIC RESISTANCE:   Immune to all sleep, charm, hold and cold-based spells
SIZE:               M (6' tall)
MORAL:              Champion (18)
XP VALUE:           5,000

The Revenite appears as a semi-transparent humanoid figure, and is often
confused with ghosts or spectres.  They are, in fact, almost indistinguishable
from spectres.

COMBAT: The Revenite despises the living, and will attack on sight, unless
they appear to be at a disadvantage.  They are quite intelligent, even in
undeath, and will use tactics suitable to their guile.

The touch of a Revenite causes 1d8 damage, and also temporarily drains one
life-energy level from the victim.  The level drain lasts until the victim
undergoes complete bed rest for a full 24 hours.  If a victim is drained 2
levels, 48 hours of bed rest are required, 3 levels, 72 hours, etc.

Any mortal completely drained of life-energy levels by the revenite will
become a zombie of 2 hit dice under the revenite's control.  There is,
fortunately, a way to recover a lost character:  a ** raise dead ** spell on
the newly formed zombie will destroy its undead status, and a second ** raise
dead ** will raise the character again, bringing him back to normal life.
Unfortunately, the procedure will result in the loss of two constitution
points.

The Revenite may also be able to perform a special attack, depending upon the
revenite's background.  A ** raise dead ** spell cast upon the revenite will
destroy it.

HABITAT: The revenite has no society, except the one it creates.  Revenites
come into being in the following manner:

     If a mortal, always for reasons of greed or evil, destroys a village
     (or keep, or anything housing a lot of people) and is then denied
     his ultimate goal, he will become a revenite upon death.  The reason
     for this is that the gods of good despise him for his evil or greedy
     ways, and the gods of evil consider him a fool for not being able to
     achieve his goal.  Without divine sympathy, it is impossible for the
     mortal to enter the afterlife, and therefore becomes the revenite.
     The gods often throw in an added curse, befitting the revenite's
     crimes.  Sometimes, however, this curse can be used against its
     opponents.

Revenites exist in the ethereal plane, and are not harmed by light, but they
do dislike it, and tend to remain in the darkness whenever possible.

The Revenite will roam the ruins of the town that he destroyed, and may
venture no more than a mile away for short periods.

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

Rhoon                                           (brunner@kazoo.ssd.loral.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate to tropical
FREQUENCY:          Very rare to rare
ORGANIZATION:       Loose clans
ACTIVITY CYCLE:     Dyurnal
DIET:               Carnivore
INTELLIGENCE:       Average to very (8-12)
TREASURE:           see below
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (80%)
                    3-10 (15%)
                    20-50 (5%)
ARMOR CLASS:        See below
MOVE:               See below
HIT DICE:           See below
THAC0:              See below
NO. OF ATTACKS:     See below
DAMAGE/ATTACK:      See below
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Acute hearing (1 mile)
MAGIC RESISTANCE:   Nil
SIZE:               Variable
MORAL:              Average (8-10)
                    Fanatic (17-18) (guarding nest)
XP VALUE:           14 HD:  7,000
                    17 HD: 12,000
                    20 HD: 17,000
                    23 HD: 20,000

AGE              MOVEMENT    HIT                              THROW
CATEGORY    AC     RATE      DICE  THACO  ATS  DAMAGE/ATTACK  ROCKS  RAM
Hatchling   -2  3 Fl 36 (B)   14     7     2    2d6/1d6 (x1)   Nil   Nil
Young       -5  3 Fl 40 (B)   17     3     3    4d6/1d6 (x2)   1d6   1d6
Mature      -8  3 FL 44 (A)   20     1     5    8d6/1d6 (x4)   3d6   8d6
Aged       -11  3 Fl 48 (A)   23     1     7   12d6/1d6 (x6)   6d6  12d6

Cross a giant dragonfly and a skycrane helicopter and you have a rhoon.  Being
bio-mechanical in nature, they are immune to poisons and become more talkative
when drunk.  They are carnivores with voracious appetites and hunt and kill
dinosaurs (or your campaign equivalent) for food.  Huge mouth and compound
eyes forwards, six double-elbowed legs along the body,  huge lift rotor
(like a huge helicopter) on top of the body; small control rotor on the tail.
Metallic skin.

COMBAT: The bite is a main attack, it's effect is like a sword of sharpness.
All six claws can be used while airborne, only one while grounded.  Young and
older can carry and throw rocks as a heavy crossbow, ballista, and trebuchet
for range for young, mature, and aged.  This is done at altitude of 2 x range.
It is also done at night, but only if the beasts have been deeply offended or
enraged.

Ramming is the beast flying into the target.  This is not done against weapons
set to receive charge.  Ram damage is from impact, a bite is attempted at the
same time.  Separate to-hit rolls required.  If the bite misses, 2 claw
attacks are attempted.  If either hits, the target may be lifted into the air
and dropped.

Rotor downblast is used to blind ground targets and mess up missile fire.
This is dust and small debris kicked up by the fierce winds of the rotor.
Rhoon will scare heards of grazing animals into stampeding towards annoying
groups of experienced irritants.  Threats to nests will get the whole clan
involved in the defense and counter-attack.  These may even set a fire and fan
it towards the offenders.  This driven fire attacks as a fire elemental.

Their hide, basically metallic/organic, is a defense comparable to the
Tarrasque; though it is not a source for valuable material.  Although the
Rhoon are rather territorial, they are not suicidal except in the defense of
their nest.  They do not use their rotors as direct weapons.  They do not cast
spells or believe in magic.

HABITAT: Rhoon are loosly clannish.  They excel in wisdom and poetry, at least
in their own opinion.  We see them as ale-house philosophers, and their
corney, doggerel poetry as worthless.  It is, however, their main treasure.
They have excellent hearing and idetic memories... although they will retell
what they have witnessed in cheap poetry form.  They have no interests in
"groundlings" affairs, and recognize no national borders.  They guard their
own nests, their own hunting grounds and their own precious philosophy.  If
somehow confined indoors they will go mad, and die.

For a hefty bribe in horseflesh or cattle, and some cute trash poetry or
limerick, they will occasionally transport humans across mountains or
flatlands; they do not cross large bodies of water.  They go around.  They do
not lie.  They admit no masters or equals in the air, but avoid dragons and
sky jellies.  Djiini admire them.  Their lifespan is about 40 years.  They do
not manufacture anything.  They suffer a penalty to a singing charm effect as
from a bard or siren as though they had a wisdom of 3.  If they have then been
cheated of their fair trade for transport or some such, they will be enraged
when the charm wears off.

ECOLOGY: The Rhoon see the world they guard as a living sculpture, and they
the sculptor.  The wind and the light of the sun is the worlds loving embrace
to them.  They are roving carnivores and kill and eat dinosaurs and large
herd animals converting them to hot air and crack-pot philosophy and
unscannable poems.  They live mostly above flatlands and plains, nesting on
the tops of buttes and volcanic spires.  They lay eggs (2-5) every 5 years.
These hatch in 3 months.  They graduate an age bracket every 4 years, with
`aged' status for 4d12 years.

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

Ridge Runner                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================
                    (based on the Andre Norton's Witch World Books)

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           B
ALIGNMENT:          Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        2
MOVE:               24
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d4+1/1d4+1/2d4
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Immune to poisons and stinking cloud.
MAGIC RESISTANCE:   30%
SIZE:               L (7'+ tall)
MORALE:             Fanatic (17-18)
XP VALUE:           4,000

A ridge runder continously broadcast an ** aura of fear **.  Anyone under 6th
level panics when they get within 100' of the creature (no save allowed).
Higher levels characters get a save to negate this effect.  The panic lasts
for 1d6 turns.  This fear effect does not require the victim to see the ridge
runner, just be within the area of effect.

The ridge runner emits a very foul smell up to 500' downwind or 50' upwind
(250' radius if no wind).  Anyone smelling this stench must save versus poison
or be driven off with nausea for 1d10 rounds.

Ridge runners are furry bipeds.  Their legs bend like bird legs and are
hairless from calf to foot, ending in clawed, bird-like feet.  The head of a
ridge runner looks like that of a wolf.  They have long, flexible necks
(height to bottom of neck approx 5', neck 18 inches, head another 6 inches in
height, 10 inches muzzle to back of head).

Ridge runners stake out a territory and constantly patrol it during the night.
By the day they sleep holed up somewhere (typically caves or hollows they dig
in the ground).  Ridge runners are solitary beings.  They lay eggs but do not
tend their young or eggs.  Ridge runners have tremendous endurance and hunt by
driving prey into collapse due to fatigue.

Ridge runners have magical abilities:

    - ** curse **,
    - ** cause light wound **,
    - ** ray of enfeeblement **, and
    - ** web **

If a ridge runner succeeds in webbing a victim, they will bite it and drain
its blood and strength.  A bit victim loses 1 point of strength per round and
takes 1d4 points of damage.

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

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

CLIMATE/TERRAIN:    Montains and Subterranean
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night 
DIET:               Carnivore 
INTELLIGENCE:       Semi (2-4)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        2
MOVE:               3
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-10
SPECIAL ATTACKS:    Surprise, Poison
SPECIAL DEFENSES:   Camouflage
MAGIC RESISTANCE:   Nil
SIZE:               S (3' in diameter)
MORAL:              Unsteady (5-7)
XP VALUE:           120

Rock turtles look like mounds of rock.  However, this rockpile is merely their
shell.  When they attack, their reddish body is exposed.

COMBAT: Every two rounds, a rock turtle may lunge out from beneath it's shell
and bite at it's opponent.  When they are attacking, they are at AC 7, due to
a lack of protection for their underbodies.  They have a weak poison, injected
by a successful bite, which does one point of damage per round for one to four
rounds.  Saving throws against this poison are at +1.  Rock turtles are never
surprised, and can surprise an opponent almost always.  They are almost
undetectable, unless they are moving.

HABITAT: Nothing is known about rock turtle society.

ECOLOGY: Rock turtles are believed to be similar to horseshoe crabs.  They
kill small animals by crawling up to them and then devouring them.  Rock
turtles are normally left undisturbed in nature, because they are very hard to
spot.

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

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

CLIMATE/TERRAIN:    Temperate plains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Genius (17)
TREASURE:           Nil
ALIGNMENT:          Any
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        -6
MOVE:               See below
HIT DICE:           12+4
THAC0:              6
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      2-10/2-10/3-18 (+10)
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   35% and immune to vorpal and sharpness weapons
SIZE:               L
MORAL:              Fanatic (17-18)
XP VALUE:           9,650

Rohyan are large golden horses, their mane is onyx in colour.  Rohyan are the
same size as a cart-horse but they are much sleeker, more akin to a race horse
in build.

Rohyan are never owned, their relationship with their riders is based on
trust, each rohyan will have its own set of values which must be satisfied in
a rider before they will permit themselves to be ridden.  Once this initial
bond has been made, the rohyan will be excellent partners.

Rohyan communicate with their riders using a form of specific telepathy, the
rohyan can understand its riders thoughts and wishes, and the rider can
understand ideas by the rohyan.

Rohyan can speak their own language, and common.  In addition they can read
magic (as the spell) and understand magically encrypted maps and other such
documents.

Rohyan are also known as plane riders.  This is because of their ability to
enter any of the known planes at will, although to do this they need to be
moving at their full movement rate.

On any plane a Rohyan can find the nearest colour pool or gate to any other
desired plane, or combination thereof.  Rohyan know all planes very well and
as such can never get lost.

When entering a plane the rohyan is immune to its effects, this immunity can
be conferred to the rider, should the rohyan wish this, thus it can be very
inadvisable to steal a rohyan!

Once every 3 days a rohyan can teleport to its rider.  To do this it senses
the riders need and travels through the planes to the riders destination, this
is an unusual feature in that normally the rider and rohyan can only normally
communicate mentally when the rider is mounted on the rohyan.

Rohyan move at a great rate on any plane.  If they are rested they can
maintain a rate of 576" (96 mph) for 48 hours, after which the Rohyan drops to
a rate of 432" (72 mph) for 72 hours, then its movement rate falls to 36"
(6 mph) for 48 hours, after this the rohyan must be rested for at least 48
hours.  If the rohyan is rested when its speed drops from 576" only 6 hours is
needed, if it is rested before the rate drops from 432" the rest period is
only 12 hours.

Rohyan regenerate 1 hit point per 6 turns, they can only be hit by +2 magical
weapon or better.

The rohyan has abilities equivalent to a strength of 22, a dexterity,
constitution, and an intelligence of 17, and a wisdom and dexterity of 16.

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