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Sand Gorgon
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Low (5-7)
TREASURE:           None
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               36
HIT DICE:           12
THAC0:              9
NO. OF ATTACKS:     1 or 2
DAMAGE/ATTACK:      2-24 (hug) or 1-12/1-12
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   See below
SIZE:               M
MORALE:             Fearless (19-20)
XP VALUE:           5,000

I've tried to describe the Sand Gorgon as best I can from the Thomas Covenant
Series by Steven R. Donaldson.  They are the race of creatures trapped in an 
unending sandstorm by a group of magicians because of their destructive 
abilities.  Each has a unique name and when this name is spoken, the creature
is released from the sandstorm and immediately makes its way to to the speaker
of the name.  It's sole purpose is to kill the speaker and return to the 
sandstorm.

The Sand Gorgon will appear very quickly after the utterance of its name.
Whether they do so by some means of teleportation or anticipation is unknown.
The Sand Gorgon looks like a small version of a Tyranasaurus Rex with front
hands that end in flat ended clubs.  The top of their heads is also flat and
very hard.  Swords, missiles, and clubs simply bounce off without doing any
noticable damage.  Each of the clubed fists do 1-12 points of damage per hit
and if both hands successfully hit in one round, the victim is caught up in a
hug.  This hug does 2-24 points of damage every round until the victim is
dead.  When the Sand Gorgon has killed once, it will return to the sandstorm
as quickly as it appeared.

If some barrier prevents the Sand Gorgon from reaching its intended victim.
It will batter it down.  A charging Sand Gorgon does 4 structural points of
damage.  After the initial charge, the creature will stand at the barrier and
batter it with successive blows from its clubbed hands.  No stone door, or
wall of less than 10 feet in thickness can withstand this battering because
the creature will set up a destructive resonance with its blows that will
eventually shatter the structure.  If there is some impassible barrier between
it and its intended victim.  The Sand Gorgon will kill the nearest,
intelligent living creature and return to the sandstorm.

It is unlikely that the Sand Gorgon can be killed.  Weapons do not seem to
injure it (even the most highly magicked ones).  Magic has little or no effect
on them.  Lightning bounces harmlessly off them, heat and cold do not
discomfort the creature in the slightest.  One has never been successfully
trapped (other than in the sandstorm).  It is said that Gandalf GreyStone,
Lord of the Diamond and Shandorn True-Heart tried to capture one of these
creatures for experimental purposes only to succeed in the total destruction
of Gandalf's tower.  Gandalf and Shandorn found that even a ** wall of
force ** is not a serious barrier to one of these creatures and a ** raise
dead ** spell was required to correct that misconception.  It's unknown how
many Sand Gorgons actually reside in the sandstorm (its exact location is a
mystery as well) but the names of three of the creatures have been discovered
through the extensive use of several arcane magicks.  Those names are 'Nom',
'Tonham', and 'Ravodnas'.

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

Screamer
==============================================================================

                     NORMAL               TENTACLED
CLIMATE/TERRAIN:     -- Swamps and moist caverns --
FREQUENCY:           Rare                 Very rare
ORGANIZATION:        None                 Pack
ACTIVITY CYCLE:      Any                  Any
DIET:                Herbivore            Herbivore
INTELLIGENCE:        Animal (1)           Low (5-7)
TREASURE:            Nil                  J, K, L, M
ALIGNMENT:           None                 Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:    1-2                  1-4
ARMOR CLASS:         8                    6
MOVE:                3                    9
HIT DICE:            1                    4
THAC0:               19                   17
NO. OF ATTACKS:      1                    1
DAMAGE/ATTACK:       1                    1-8
SPECIAL ATTACKS:     Nil                  Spit poison
SPECIAL DEFENSES:    -- 1/2 damage from blunt weapons --
MAGIC RESISTANCE:    Nil                  Nil
SIZE:                S (3' high)          M (5' high)
MORAL:               Unsteady (6)         Average (8)
XP VALUE:            35                   650


Screamers are sentient vegetables, which look like 3' tall cauliflowers, with
green, yellow, and blue patches.

COMBAT: Screamers attack by "biting" their opponents.  Their digestive acids
cause 1 point of damage with each successful "bite".  Screamers only receive
half damage from crushing-type weapons, as they are cushioned by the
Screamers' soft vegetable bodies.

HABITAT: Screamers have no organized social units.  They spend most of their
lives scavenging for food.

ECOLOGY: Screamers reproduce very quickly, to offset the fact that in nature,
they are eaten almost as soon as they are born.  When a screamer is born, it
immediately releases several spores which land, and grow to maturity in a day.
Both types of screamers scavenge for fungi, and plant life, which they eat.
The bodies of tentacled screamers are inedible to humans, demi-humans, and
humanoids.  One normal screamer will feed one adult human for one day.
Screamers are a common source of food for many subterranean communities.
Their quick reproductive rate makes them an almost limitless source of food.

TENTACLED
Tentacled screamers are 5' tall, and look like elongated green mushrooms.
They have four thin tentacles at the level where a human's arms would be.  One
tentacle is in the front, one on the right side, one on the left, and one in
the back.

Tentacled screamers attack by flailing with their sharp, but flimsy tentacles,
which do 1-8 points of damage.  They can only attack an opponent with one
tentacle, because of how the tentacles are situated, but they can attack four
opponents at once.  Also, once every six rounds, tentacled screamers can spit
a glob of poison up to 30 feet.  If this glob touches skin, it does 1-12
points of damage.  Both types of Screamers take 1/2 damage from crushing-type
weapons, as they are cushioned by the Screamers' soft vegetable bodies.

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Rare
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Night
DIET:               Omnivore
INTELLIGENCE:       Average
TREASURE:           J, M, D, (Qx5)
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   3-18
ARMOR CLASS:        4
MOVE:               12
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-6
SPECIAL ATTACKS:    Wailing
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORALE:             Steady (11-12)
XP VALUE:           65

Screaming horrors are a humanoid race that delight in midnight raids upon
small human and demi-human settlements.  Although they are capable of using
weapons, tribal taboo prevents them from doing so; however, their formidable
special attack makes them dangerous opponents.

Three times per day the screaming horror may unleash a sonic attack.  Anyone
standing within a 4" radius of the screaming horror must save versus magic or
take 1d8 hit points of damage.  Deaf creatures are unaffected.  Screaming
horrors themselves are immune to this attack form.

Screaming Horrors resemble emaciated hobgoblins with extremely large arms and
claws.  They are colored with a dark brown fur.

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

Scrubbing Bubbles              Elf Sternberg (halcyon!elf@sumax.seattleu.edu)
==============================================================================

CLIMATE/TERRAIN:    Dungeons and Indoors
FREQUENCY:          Very rare
ORGANIZATION:       None
ACTIVITY CYCLE:     Any
DIET:               Dirt
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1,000-20,000 (1d20 x 1,000)
ARMOR CLASS:        7
MOVE:               6
HIT DICE:           Special
THAC0:              N/A
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-3
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L
MORAL:              N/A
XP VALUE:           0

Scrubbing bubbles were invented by a wizard who wanted to keep his dungeon
clean, but didn't want to work at it.  Scrubbing bubbles are more an annoyance
than anything else, but they can be painful.  They are only found in closed
passageways and rooms, and roam about dungeons cleaning walls, floors, and
furniture.  Upon encountering a party, scrubbing bubbles will seep in though
armor and... clean!  The sensation is not unlike being attacked with a million
stiff toothbrushes, and inflicts 1-3 points of abrasive damage.

Scrubbing bubbles can be disuaded with large volumes of water, and will avoid
fire.

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

Shadow, Grave                     Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Graves, ruins, and subterranean chamber
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night or darkness
DIET:               Living beings
INTELLIGENCE:       Average
TREASURE:           H
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        -2
MOVE:               12
HIT DICE:           100 hit points (15 Hit dice)
THAC0:              5
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d10/1d10 + special
SPECIAL ATTACKS:    Energy drain
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   30%
SIZE:               M (6-7' tall)
MORALE:             Special
XP VALUE:           12,000

This is a rarer, more powerful form of a shadow.  The can only be hit with +2
or better weapons, and are immune to death magic, cold-based attacks, slow
and hold spells.

The grave shadow chilling touch does 1d10 points of damage and each touch
drains one level of experiance.  If the player survives the assualt, he will
regain lost levels at a rate of one per month.  If a demi-human or human is
reduced to zero hit points or levels, he becomes a shadow.  The grave shadow
can cast any of the following spells at a rate of once per round:

    - ** mirror image **                   - ** sleep **
    - ** web **                            - ** hold monster **
    - ** slow **                           - ** symbol of despair **
    - ** curse **                          - ** dispel magic **
    - ** continual darkness **

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Band
ACTIVITY CYCLE:     Any
DIET:               Living beings
INTELLIGENCE:       Genius (18)
TREASURE:           See below
ALIGNMENT:          Chaotic neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   Variable
ARMOR CLASS:        -15
MOVE:               24
HIT DICE:           268 hit points
THAC0:              -11
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-8/1-8/1-8 (+21)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   30%
SIZE:               M (6' tall)
MORAL:              Special
XP VALUE:           36,380

Shadow guards are humanoid, appearing as if made from a cloth of shadow.  They
appear garbed in a shadowy suit of full plate armour and wielding shadowy long
swords.  They make no noise when walking seeming to float scant millimeters
above the floor, consequently they will not set off traps activated by
pressure.

They have human equivalent attributes, a strength of 24, dexterity,
constitution, and intelligence all at 18, a charisma an 10, and a wisdom 3.

Shadow guards have limited spell use, they can cast upto 16 spell levels per
day, their choice is from any spell known by their creator/summoner.

Their long swords are equal to weapons of +6 value, and they are double weapon
specialised in this weapon.

They can use any magic item usable by fighters and magic-users, although each
shadow guard can only use 1-8 different items.

They regenerate 10 hit points per round, and can only be hit by a +5 or better
magical weapon.

Upon their death, they dissipate leaving only any normal magic items they may
have, not their armour or swords.

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Herbivore
INTELLIGENCE:       Average
TREASURE:           Nil
ALIGNMENT:          Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               36
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d8/1d8/1d4
SPECIAL ATTACKS:    Fall on rider (4d6)
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (Horse size)
MORALE:             Elite (13-14)
XP VALUE:           175
                    
Shishga look like beautiful black horses -- at the shishga's option, they wear
tangible (temporary creation) saddles and bridles.  Shishga permit (indeed
want) good characters to mount them.  When a chance appears, they will make a
beeline to their master (they always look for a power evil person, perferably
a mage, to serve).  They can run 100 miles without tiring at all.  They can
detect good (at will) and cast a specialized charm (1/day) to make a character
mount and stay on.

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Electricity 
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Nil
ALIGNMENT:          Neutral (chaotic)
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -2
MOVE:               18
HIT DICE:           16 or 24
THAC0:              16 HD: 6
                    24 HD: 5
NO. OF ATTACKS:     2 + special
DAMAGE/ATTACK:      16 HD: 1-8 + 16 / 1-8 + 16
                    24 HD: 1-8 + 24 / 1-8 + 24
SPECIAL ATTACKS:    Lightning
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   25%
SIZE:               L (12'-14' tall)
MORAL:              Fanatic (17-18)
XP VALUE:           16 HD: 14,000
                    24 HD: 18,000

Shockers are residents of the quasi-elemental plane of lightning; they are
most often encountered on their home plane, but they may also be found on the
prime material planes as well.  Unlike most elementals, they are capable of
traveling to the prime planes on their own (without being summoned), and are
able to exist there for extended periods of time.  However, shockers may enter
the prime planes only via a natural lightning bolt, such as during a lightning
storm, and on rare occasions, have even been known to enter through a call
lightning spell (this is the only lightning-based spell that is capable of
doing this; devices such as a wand of lightning may not do so either.)  A
shocker has 24 HD on its home plane, but they are reduced to 16 HD on the
prime planes, due to absense of the energy they thrive on.

Shockers are slightly different in appearance from other lightning 
quasi-elementals:  they appear as a sheet of shimmering blue energy of a 
vaguely humanoid shape.  However, they possess a limited shape-change ability
that allows them to take the form of a human, elf, or half-elf five times a 
month.  When encountered on a prime material plane, they will take the shape
of a humanoid 75% of the time.  When in this form, they appear
indistinguishable from real humanoids; however, a detect magic spell will
reveal a faint blue shimmering of alteration and evocation magic, and a true
seeing spell, a gem of seeing, or other similar magic will show the creature's
true form.  The origin of this shape-change ability is unknown.  A shocker
will always appear in its natural form on its home plane.

COMBAT: When attacking, a shocker uses its two "hands" to deliver two viscous
shocking grasps, each doing 1d8+16 (or 1d8+24) points of damage.  In addition,
a shocker can emit lightning attacks of up to 30d6 points of damage per day.
A single bolt can inflict 5d6 or 10d6 hit points of damage, and either one or
two bolts can be discharged per round.  A bolt may originate from anywhere on
the shocker's body, so an attack can be made in any direction; however, these
attacks usually eminate from the hands, mouth or eyes so as to duplicate
spells, breath attacks, and/or gaze attacks (this is especially true if the
shocker is in humanoid form.)

Shockers also have several special defenses: a +2 or better weapon is
required to score a hit on one, and a creature with fewer than 5 hit dice
cannot harm a shocker without some sort of magical assistance.  They are also
immune to lightning and all types of electrical attacks, as well as air and
weather-based magic.  Any creature scoring a hit on a shocker in melee will
suffer 1d8 points of damage (save vs. spell for half damage) unless the attack
is made via a non-conductor.

HABITAT: Shockers are not natives of the prime material planes, but can be
found wandering in any climate or terrain (though they dislike rain), usually
near civilization.  They normally use their shape-change ability to fit into
their surroundings.  Shockers often take an interest in the affairs of humans
and demihumans and they seem to take pleasure in antagonizing them in any way
they can.  There are many speculations as to the reason for this type of
behavior, but no one knows their true motives.  For some reason, they seem
to ignore dwarves and gnomes.

Not much is known of the origin, behavior, or social structure of these
creatures.  It is thought that they are composed of pure energy, but this is
only speculation.

ECOLOGY: There is a 2% chance that a conjure air elemental spell, staff, or
similar device will summon a shocker instead of an air elemental.  Shockers
encountered in this manner will be in their natural form 95%of the time.  The
summoner has only a 5% chance per level over 6 of successfully controlling a
shocker conjurered in this manner (to a maximum of 90%.  Also, there is a
10% chance per round that control will be lost, in which case the shocker will
immediately attack the summoner and his or her party.  Devices which control
or protect against normal elementals do not work on shockers; dismissal,
banishment, and similar spells and devices have a 20% chance of failing even
if the shocker fails its magic resistance roll and saving throws.

It is rumored that magics exist that will summon and/or control a shocker
directly; these are said to give results similar to the more common
elemental-related devices.

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

Silent Death                               Aki Taskinen (f35437c@saha.hut.fi)
==============================================================================

CLIMATE/TERRAIN:    Tropical
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Constant
DIET:               Carnivore
INTELLIGENCE:       Animal (5-7)
TREASURE:           Unique, as fits the area
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1 per target
ARMOR CLASS:        0 (last 25% of hits -10)
MOVE:               0
HIT DICE:           20+
THAC0:              10 (treat all armor as AC:10)
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      0 (special)
SPECIAL ATTACKS:    Drowning, Paralyzation, ESP, Slight charm, and illusions
SPECIAL DEFENSES:   Camouflage, Feign death, and Immunity to fire
MAGIC RESISTANCE:   Nil
SIZE:               H-G (12'-25')
MORAL:              Unreliable (2-4)
XP VALUE:           15,000

Silent death is an intelligent piece of swamp that can change appearance and
inner structure to either cause a creature to fall fast to its death, or
permit passing over without falling through.  It's hard to see, hard to
recognize, and hard to re-locate.

COMBAT: A silent death only attacks when it feels doing so is safe.  It can
lure animals by emitting a smell that the target finds pleasant, or create an
illusion of something that the target would like (generally, food.) It can use
its ESP ability to detect close-by animal life to it, as well as sensing the
tremors of foot steps.  With hunger, it gets more aggressive, attacking even
numerous targets, even when they are not all within attack range; with size,
it gets more intelligent.  People are a favorite target.  A general attack
starts with paralytic venom to target's foot or paws so as to stop it from
fighting back and crying for aid.  After that, success causes the target to
disappear, falling into the silent death, failure may stop the attack unless
the victim detects it.  Armor one might not.

HABITAT: Solitary, thinking food-oriented.  However, with size its powers
increase, permitting communication with others of its kind.  Also, the scope
of interests widens with intelligence, and one may converse with other races,
too.

ECOLOGY: As rare, it imbalances little.  It's fruit and flowers, the only sure
way to detect one, are food to local animal life.

There are multiple dungeon variations.

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

Silvereen                           Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Continious
DIET:               Metal
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           Hx2, B, Qx4
ALIGNMENT:          Any
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -5
MOVE:               24
HIT DICE:           20
THAC0:              5
NO. OF ATTACKS:     6
DAMAGE/ATTACK:      Special + 10
SPECIAL ATTACKS:    Body weaponary
SPECIAL DEFENSES:   Buffer hit points
MAGIC RESISTANCE:   30%
SIZE:               M
MORAL:              Champion (15-16)
XP VALUE:           15,000

Few beings are more dangerous in combat than the Silvereen.  Best described as
a living puddle of quicksilver, this creature has shapeshifting abilities most
dopplegangers would envy.  It can change its shape, color and texture to
anything it desires, with the exception that it cannot change volume.  This
shapeshifting ability takes less than a segment and can be done whenever the
creature decides to do it, even (especially) in combat, and is not counted
against attacks made.

COMBAT: The Silvereen's most powerful attack is its Body Weaponry.  It can
make any melee weapon it desires, and missile throwers (but not missiles).  
All these weapons have a base +2 bonus, and it is assumed to be fully
proficient in any weapon it makes.  Silvereens suffer no lasting damage from
normal and most magical weapons.  Only lifestealers (full damage), and flame
tongues (half damage, but permanant) or weapons which duplicate their effects
will inflict lasting damage.  This is not to say that normal weapons are
totally ineffective, however.

If the Silvereen suffers less than half its hit points from normal weapons in
a round, the damage is barely noticed, and heals in less than a segment.  If
the creature takes more, it is Slowed for 1-2 rounds while it reorganizes
itself.  Reducing it to 0 or less in one round stuns it for 3-6 rounds while
it reorganizes.

Silvereens are not immune to mind affecting spells.

They take half damage from fire attacks, but the damage is permanent (see
ecology).

Cold based attacks are treated as damage from normal weapons except that it
takes twice as long to heal.  If a silvereen is reduced to 0 or less by cold,
it is frozen solid.

Silvereens are immune to all non-magical poisons.

Silvereens are helpless against rust monsters (who consider them a delicacy),
and flee them whenever possible.

HABITAT: Silvereens are solitary creatures with little interaction among them.

ECOLOGY: Silvereens feed on rare, silvery metals such as silver, platinum,
mithril, etc.  Their metabolisms transform a tiny portion of the metal
consumed into the living alloy they are made of.  Damage done by fire can only
be healed by consuming the proper metals.

Silver            1000 lb/hit points
Platanum           100 lb/hit points
Mercury             10 lb/hit points
Mithril              1 lb/hit points

Like macrophages, they reproduce by fission when they double their base hit
points.  Energy drains irrevocably reduce the base level.  The T-1000
Terminator is an example of a creature much like a silvereen.

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

Simiavez                                                (jimv@crmath.ucr.edu)
==============================================================================

CLIMATE/TERRAIN:    Temperate and Tropical Forest
FREQUENCY:          Uncommon
ORGANIZATION:       Flocks
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Semi-
TREASURE:           J, O, (Qx5)
ALIGNMENT:          Chaotic Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   20-200
ARMOR CLASS:        5
MOVE:               9, FL 24 (C)
HIT DICE:           1/2 (1d4 hit points)
THAC0:              20
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d3
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (1-2')
MORALE:             Average (8-10)
XP VALUE:           35

The simiave or "monkeybird" as it remains called by some is a thievenous
scavenger-like creature which inhabits many forestland areas near and beyond
the quiet townships of the frontier.  Suited better for life above ground, the
simiave are slow and clumsy when forced to earth.  They are capable of 60'
infravision during the night and suffer no penalties in sunlight.
 
Phisically the creatures are nothing more than small monkeys with bat-like
wings, buggy, swollen eyes, and pointed, oversized ears.  Their dark
complexion and light amounts of hair make them unsuited for colder
environments.

Mentally, these creatures are far superior to the average animal, often making
superb pets and helpers.  They converse in high chirping noises not uncommon
to that of birds, and with this chirping they seem able to communicate in a
rudimentary fashon.  They also are able to learn simple commands, however,
their willingness to obey is another thing entirely.

The simiave have a reputation as greedy, thieving, michievious creatures.
Psycologically speaking they would make the perfect lowly criminal types.
They are kleptomaniacs to the core, living in loosely structured bands of
several dozen.  They each have their own nest in the forest, prefering to hide
their few belongings nearby.

Although the simiave aren't much to fight they can be of great use to the
comical Dungeon Master as troublesome pets which doo-doo on the wrong person's
blanket and steal from his purse as well.  Use them in a campaign as a
sideshow of comedy or have them become the helpful pets of the master thief or
even assassin.

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

Siren, Fresh Water                Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Freshwater Lakes
FREQUENCY:          Rare
ORGANIZATION:       Pods
ACTIVITY CYCLE:     Any
DIET:               Herbivore
INTELLIGENCE:       High to Genius (13-18)
TREASURE:           K, M, N
ALIGNMENT:          Neutral or Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        8
MOVE:               3, Sw 9
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d4 (dagger)
SPECIAL ATTACKS:    Voice
SPECIAL DEFENSES:   Potions of forgetfulness
MAGIC RESISTANCE:   Nil
SIZE:               M (5' tall)
MORALE:             Steady (11-12)
XP VALUE:           270

They prefer to lure in those of the opposite sex -- their voice acts as a lure
at a range of up to 36" (save versus charm while audible -- those who make
their save don't notice the song at all).

The sirens can make potions to cause sleep or forgetfulness.  They look like
nymphs.  They like to mate with humans, then drown them (after a child is
born if the victim is female).  If no child is born after a year or so, the
sirens will get bored with their victims and drown them anyway.

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

Snake, Dream                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        7
MOVE:               6
HIT DICE:           2
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d2
SPECIAL ATTACKS:    Poison
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (4' long)
MORALE:             Average (8-10)
XP VALUE:           120

Dream snakes are noctural hunters.  They are white, gray, pearl, or smoke in
color, growing to perhaps 4 feet in length.  Their bite is poisonous, but the
poison causes sleep, not death.  Once prey has been drugged, the snake will
swallow it (thus, the prey die of suffocation).  The snake will flee a drugged
attacker.  Those who are poisoned and save vs constitution will sleep for one
turn.  Those who fail their constitution roll will sleep for one turn, then go
into convulsions until they die (about a day later for humans).

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

Snake, Scorpion                     Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Temperate forests and mountains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary or family
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Low to Average (7-9)
TREASURE:           B
ALIGNMENT:          Lawful neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (if 2, 10% chance will be with 3-8 young)
ARMOR CLASS:        2
MOVE:               15
HIT DICE:           6-10 (1-3 for young)
THAC0:              13 (18 young)
NO. OF ATTACKS:     4
DAMAGE/ATTACK:      1d6+1/1d6+1/1d8+1/1d8+1 (per 10 hit points)
SPECIAL ATTACKS:    Poison, crush, rend, swallow hole
SPECIAL DEFENSES:   +1 save vs fire, detect magic
MAGIC RESISTANCE:   Nil
SIZE:               H (1 foot per hit point)
MORAL:              Elite (13-14)
XP VALUE:
   6 hit dice       3,000
   7 hit dice       4,000
   8 hit dice       5,000
   9 hit dice       6,000
  10 hit dice       7,000

The scorpion snake is a vicious preditor inhabiting temperate highlands.
This creature resembles a huge viper with green or brownish scales and a
light brown underbelly.  The snake has a massive set of pincers and a
scorpion-like tail, making it look like a cross between a snake and a giant
scorpion.  These claws are not exoskeletal, however.  They are covered with
exceptionally thick scales, and the pincers consist of a sort of ivory
instead of chitin.  These creatures are highly territorial, and intelligent
enough to have developed strategies to defend their territory, land which
they know very well.  There are reports of an arctic species with a furry
hide.

COMBAT: This much-feared creature is cunning and dangerous in combat.  It's
thick scales afford excellent protection, and their intelligence often proves
to be a rude, and often lethal, surprise to inexperienced foes.  Their ability
to detect magic (100 foot radius) and excellent senses make them difficult to
surprise.

Scorpion snakes are well armed, posessing both a venomous bite and sting.
Anyone bitten or stung must save vs poison at -4 or die in 2-5 rounds.  If the
save is successful, the victim suffers 2d8+8 points of damage, and is in pain
for 1d8 hours (-4 on all rolls).  The pain effects are not cumulative, but the
damage is.  If the snake rolls 4 above the required roll when biting a victim
2 sizes smaller, the snake has the option of swallowing the victim whole (he
will suffocate unless he can escape).  Scorpion snakes are immune to their own
venom.

The scorpion snake's claws are almost as fearful as it's deadly venom.  Any
strike that hits by 3 or more above the required to hit results in the victim
being grasped.  The dungeon master should roll to see where the claw hits, as
this will effect the characters options.  The other claw (and the mouth and
sting) can then hit with a +4 bonus.  Any claw which has grasped automatically
hits for each sucessive round.  If a victim is grasped in both claws, the
snake may rend on the same round and each subsequent round for 2d10 + 1/5 the
snake's hit points.  The snake may also constrict using whatever rules the
dungeon master favors for these attacks.  Any victim grasped in both claws
loses all dexterity bonuses on armor class.  The claws have an effective
strength of 19.

HABITAT: Scorpion snakes are either solitary, or mated pairs.  Scorpion snakes
mate for life.  As was stated earlier, these creatures are territorial; when a
pair are mated, they will live in the larger of the two territories.  Unmated
snakes will not tolerate snakes of the same sex in their territory.
Territorial disputes are resolved by means of non-lethal combat (claws only)
in which the first to grasp the other's head in both claws wins.  The victor
then either passes through unmolested, or claims all or part of the loser's
territory.  Territorial bounderies are marked with a special musk which
identifies the owner.

Creatures smaller than a large horse are considered game, and are usually
ignored unless the snake is hungry.  Larger creatures are seen as territorial
rivals, and are attacked without mercy. Scorpion snakes speak their own
language, and can be reasoned with if a way is found to communicate.

ECOLOGY: Scorpion snakes are likely the creation of some insane wizard.
Unlike most reptiles, they are warm-blooded and can survive cold conditions.
At the end or Autumn, they will go on a killing spree, stocking up on food for
the winter.  The meat is preserved with the same musk oil that is used for
marking territory.

Scorpion snakes are much prized for their many useful components.  Claw ivory
sells for 10 to 60 gold pieces per hit die of the snake, depending on quality.
The venom is much prized by thieves and assasins, and can also be used to
produce a powerful antidote to many toxins.  The musk oil can be distilled
into a variety of preservatives and tanning agents.  Alchemists will pay
handsomely for scorpion snake venom, musk or blood.  The scales and hide make
excellent armor as well. Many foolhardy adventurers have gotten themselves
killed trying to make a quick gold piece hunting scorpion snakes.

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

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

CLIMATE/TERRAIN:    Desolate dungeons and ruins
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night (Darkness)
DIET:               Nil
INTELLIGENCE:       Very (11-12)
TREASURE:           A, U
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -2
MOVE:               12
HIT DICE:           10
THAC0:              11
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      Energy drain
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   +3 or better weapon to hit, see below
MAGIC RESISTANCE:   40%
SIZE:               M (6' tall)
MORALE:             Fearless (19-20)
XP VALUE:           10,000
                    
A spectre lord can un-turn spectres by rolling "turn-dead" on the spectre as a
14th level cleric.  It takes only half-damage from weapons.  It can cast
spells as per 10th level cleric.  The spectre lord's touch drains 2 levels and
slays outright on a natural 20.  It is immune to light, fire, and cold-based
spells.

They are non-material beings (hence can pass through ordinary matter) and can
plane shift to the negative material plane and back, always returning to the
same point on the prime material plane where they left.  A spectre lord
regenerates lost hit points at a rate of 3 hit points per turn at the negative
material plane.

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

Spell Vine
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Group
ACTIVITY CYCLE:     Constant
DIET:               Unknown
INTELLIGENCE:       High (13-14)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        0
MOVE:               12
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      0
SPECIAL ATTACKS:    Spells
SPECIAL DEFENSES:   Intangibility, and +1 or better weapon to hit
MAGIC RESISTANCE:   25%
SIZE:               M (5' long)
MORAL:              Steady (11-12)
XP VALUE:           2,000

A spell vine looks like four vines hanging in mid-air, with a glowing globe of
light in the center.

COMBAT: Spell vines are constantly shifting in and out of the prime material
plane.  Only when they are entirely in the prime material plane, can they be
struck with weapons, and even then, +1 weapons are required to hit.  This
only occurs just as they cast a spell.  If a spell vine is provoked, it will
attack by casting spells as a 9th level mage.

HABITAT: Spell vines spend most of their time wandering around.  No one knows
why they do this.  They will generally take no hostile action unless
threatened.

ECOLOGY: Spell vines are not a part of nature, and do not interact with it.

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

Spider, Elf-bane                    John M. Martz (UMARTZ@UNCMVS.OIT.UNC.EDU)
==============================================================================

CLIMATE/TERRAIN:    Any frequented by elves
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Elves
INTELLIGENCE:       Semi- (2-3)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        2
MOVE:               24
HIT DICE:           10+5
THAC0:              9
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6
SPECIAL ATTACKS:    Poison
SPECIAL DEFENSES:   Shoot web
MAGIC RESISTANCE:   10%
SIZE:               H (18' tall)
MORAL:              Champion (15-16)
XP VALUE:           5,000

Psonics Summary:
Level    Dis/Sci/Dev   Attack/Defense    Score     PSPs
1        1/1/3          --/M-            16        30

Psychometabolism--Sciences:  Shadow-from; Disciplines:  Chameleon Power,
                             Displacement, Detect Elf (no cost).

Unlike most spiders, which sit in wait of prey, the elf-bane spider's long
legs allow it to achieve great speeds in pursuit of its prefered prey, elves.
Its small beige tear-drop body (roughly 3' radius) stands atop 18' legs.

It feeds almost exclusively on elves; although it will eat half-elves if
desperate.  It uses its unique psionic ability, detect elf (a varient of
heightened senses), to locate its prey.  This ability is considered always on
and is maintenance free.  With it, the spider can smell any being of at least
50% elven heritage up to 5 miles distant.

COMBAT:  This spider will always seek out and attack elves before any other
creature; next it will attack half-elves (since it does not find half-elves as
nutritious as full-blood elves).  It can not digest those with less than 50%
elven heritage, so it normally ignores them; however it will fight if
threatened.

The Elf-bane spider usually uses its psionic abilities (shadow-form and
chameleon power) to close to within a hundred yards of its prey.  It then
initiates its displacement power and dashes to the attack at full speed.  It
attacks with its bite, which causes 1d6 points of damage; however, its most
dangerous form of attack is its poison.  As soon as it has incompacitated a
victim, the spider will pick the body up and move to a safe location where it
can digest its meal.

The severity of a bite from an elf-bane spider varies as a function of the
victim's race, affecting onset time, damage, and saving throw adjustment, see
the table below.  The adjustment to the victim's saving throw is cumulative
with any other adjustments, such as those due to low or high constitution.
For example, while Gwenn, an elf, faces immediate death (with a -4 penalty to
her save) should she be bit; Halminok, a dwarf, has a good chance (+4 bonus to
his save) to remain unaffected, especially if he also has a high constitution
(he still takes biting damage, of course).

  RACE            CLASS      ONSET         STRENTH     ADJUSTMENT
  Elf               E        immediate     death/20        -4
  Half-elf          D        1-2 min       30/2-12         -2
  Mul               B        2-12 min      20/1-3          +2
  Dwarf and Gnome   A        10-30 min     15/0            +4
  Human and Others  C        2-5 min       25/2-8           0

The elf-bane spider does not spin a stationairy web.  However, if seriously
wounded (i.e., hit points fall below 25% of normal), it will attempt to flee
by shooting a single 9' long strand of web at the nearest target using its
normal THAC0.  If the strand hits, it raps around the victim--treat as per
Spider Strand spell (Dragon Kings).  Any creature man-sized or smaller is
immobilized and cannot move.  Any large creature is impeded and moves at half
rate, attacking only half as often with a -2 penalty to the attack roll.  Any
huge or gargantuan creature is unaffected.  In order to break free of the
strand, the victim must make a successful half bend bars roll for each yard of
the strand (i.e., 3 seperate rolls).  A large creature is no longer impeded
after breaking 1 yard, a man-sized creature is no longer immobilized after
breaking 1 yard and no longer impeded after breaking 2 yards, a small creature
is no longer immobilized after breaking 2 yards and no longer impeded after
breaking 3 yards, and a tiny creature remains immobilized until all 3 yards
are broken.  The strand may be cut at the rate of 1 yard per round (if the
target is immobilized, he cannot attempt to cut the strand).

HABITAT:  The elf-bane spider is a solitary creature, pursuing its prey across
the burning sands; however, it is not uncommon to find several spiders
independently following the same elven tribe.

Elf-bane spiders mate twice a year, for one week immediately following
High Sun and one week immediately following Low Sun.  As with most
spiders, the male is significantly smaller than the female, but with few
exceptions (hit dice 5; THAC0 15; size M), his stats are identical to the
female's.  She will invariably kill him after mating if he is slow in his
escape (an odd carry-over from their origins, since she cannot digest him).
The female burries her fertilized eggs beneath the sand; after two months,
3d6+2 young emerge.  They mature quickly, reaching full size before the next
mating period.

ECOLOGY:  Scholars dispute the origin of the elf-bane spider.  Some hold the
view that today's spiders are the descendents of spiders originally created by
the sorcerer-king Andropinis of Balic in order to protect his orange groves
from elven thieves.  Their psionic abilities and small amount of resistance to
magic have been offered as evidence for this theory.  Others believe that a
long forgotten dwarven civilization bred these spiders to be used in a
standing conflict with an equally ancient elven nation.  The fact that dwarves
are highly resistant to this spider's poison is often cited as support for
this latter theory.

Elf-bane spiders do not collect treasure, and their nomadic nature prevents
them from accumulating incidental valuables.  They produce little of value
(although some would say that killing elves is value enough); however, those
skilled in herbalism or the making of poison (such as bards) can extract
enough poison for 2d6 applications--the poison has the same properties as
above and retains its potency for 1 Athasian week (i.e., 15 days).

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

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

CLIMATE/TERRAIN:    Temperate and tropical forest
FREQUENCY:          Uncommon
ORGANIZATION:       Colony
ACTIVITY CYCLE:     Continious
DIET:               Insectivore / Herbivore
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Lawful Good
------------------------------------------------------------------------------
NO. OF APPEARING:   3-18
ARMOR CLASS:        7
MOVE:               12
HIT DICE:           1
THAC0:              20
NO. OF ATTACKS:     2 or 1
DAMAGE/ATTACK:      1d2 or 1d4
SPECIAL ATTACKS:    Web drop
SPECIAL DEFENSES:   Speed, Stealth
MAGIC RESISTANCE:   Nil
SIZE:               S
MORAL:              Steady (11-12)
XP VALUE:           120

Forest spiders look like huge, hairy tarantulas.  Despite their fearsome
appearance, they are very friendly and good natured: many a wanderer in
forests inhabited by these creatures has awakened after a rainy night to find
himself dry because of a large web spun over him by the spiders.  The only
exception to this friendliness is toward creatures the spiders know to be
enemies.  The most feared enemy of the forest spider is the halfling, as
halflings greatly prize forest spider as food.  Forest spider lairs are found
high in trees and are well camouflaged to protect against preditors.

COMBAT:  Forest spiders are not violent creatures, preferring to run than
fight.  If sorely pressed, however, they can slash with their legs, inflicting
1-2 hit points of damage or bite using their small mandibles.  The mandibles
inflict 1d4 hit points of damage, while the weak venom from their vestigial
poison sacks does an additional 2d4 (save vs poison at +2 for half).

If the lair is threatened, the spiders cut loose special thick stranded webs
surrounding the lair; these drops affect a 10 foot radius and all within the
area must save vs breath at -4 to avoid its effects.  The penalty is due to
the fact that the spiders usually have surprise when using this defense.  If
the victim knows what to look for and is actively looking, the penalty is
negated.  A strength check (at a -4 penalty) is required every round to break
free.  Some (10%) of these webs contain rocks and other debris, inflicting 1d4
points of damage on all who are trapped.  The web drops are used to give the
colony enough time to evacuate.
 
Forest spiders are both agile and silent, making them 90% invisible in the
forest.  When they come to the ground, they always have a strand of silk with
which they can quickly return to the safety of the trees.

HABITAT: Giant forest spiders live in well concealed arborial colonies of up
to 100 or more individuals.  As was stated above, these colonies are well
defended with web traps; the spiders know their teritory well and are
intelligent enough to have a sound defence strategy.

It must be emphasized that these spiders are intelligent and friendly; they
will often try to help other intelligent creatures in the forest.  They are
much like the bottlenose dolphin in this regard.  Forest spiders have their
own songlike language which most humanoids find quite soothing (the spiders
seem to know this), and they mourn their dead.  The general mood of these
spiders can be seen (or more accurately, heard) in the sounds they make.

ECOLOGY:  Unlike most spiders, forest spiders have mandibles instead of the
sucking fangs of other species.  They subsist on a diet of roots and grubs,
and often come to the ground to feed.  This is when they are most vulnerable.

Halflings greatly prize forest spider meat, but it is their silk which is most
valuable.  It can be woven into exceptionally strong ropes, and fasioned into
light, flexible armor as light as leather, but with the strength of -2 plate
mail.  Characters with the ability to communicate with the spiders can have
them produce a wide variety of useful items, provided the character himself
has the skills needed to create these items.

Forest spiders lay cluches of 2-8 eggs every year and live for about 30 years.

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

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

CLIMATE/TERRAIN:    Temperate plains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Metal, Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        3 (see below)
MOVE:               6
HIT DICE:           2+1
THAC0:              19
NO. OF ATTACKS:     1-4
DAMAGE/ATTACK:      1-4 + special
SPECIAL ATTACKS:    Acid attack
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (7' diameter ball)
MORAL:              Average (8-10)
XP VALUE:           270

A spiker appears as a ball (averaging about 7' diameter) composed entirely of
thin metal shafts, radiating outwards from the center.  Spikers can extend any
of their spikes to a length of at least 10', sometimes more, and they travel
by rolling, propelling themselves with their back spikes.  Spikers are
predators; they normally consume small animals (sqirrels, mice, groundhogs,
etc) but they will attack anything that comes within range.  They "see" by
sensing body heat and by tactile perception from their spikes (thus a spiker
in a forest may seem to be bouncing from tree to tree - they prefer open
plains).

They attack by spearing prey with 1-4 spikes (roll randomly each round), then
secreting digestive juices down the spikes.  The juices are highly corrosive,
thus if the spiker strikes the target's armor or shield the object must make a
save vs. acid or drop 1 armor class value from corrosion (note a shield will
be ruined); if the armor class reaches 10, it is destroyed.  A victim's armor
class vs. a spiker is effectively an armor class of 10, modified by dexterity
bonus.  If the spiker rolls the exact number to hit this modified armor class
then the opponent shield is hit (if applicable, else his armor has been hit).
If the hit roll is sufficent to hit his modified armor class but not high
enough to penetrate his normal armor class, then his armor has been hit.  If
the attack would penetrate his normal armor class then the opponent has taken
the hit himself.

For example, a spiker is attacking an elf with chain mail and shield.  The
elf has a dexterity of 17.  The elves modified armor class would be 7.  The
elves normal armor class is 1.  Since the spiker has an THAC0 of 19 the
following would be the results of a to hit roll:

DIE ROLL  EFFECT

 1 - 8    Missed
 9 - 11   Player dodges spiker
   12     Shield is hit
13 - 17   Armor is hit
18 - 20   The elf is hit

The outer spikes are as hard as steel, so the only vulnerable spot is in the
center, where the new spikes are soft (spikes are periodically shed, as new
spikes grow outwards and harden).  A weapon must be at least 4' long to strike
with safety od not being stung.  If someone attacks with a weapon from 3 to 4
feet in length, they will take 1-2 damage from acid to the arm.  Spikers are
dusky brown and make a rustling sound as they move.

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

Squid, Poison                                              Jeffrey H. Johnson
==============================================================================

CLIMATE/TERRAIN:    Any ocean or sea
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           Nil
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        5
MOVE:               3, Sw 15
HIT DICE:           7-9
THAC0:              7 to 8 HD : 13
                    9 HD      : 11
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      2d8
SPECIAL ATTACKS:    Poison
SPECIAL DEFENSES:   Poison Cloud
MAGIC RESISTANCE:   Nil
SIZE:               M to H (5' to 20' long)
MORALE:             Elite (13)
XP VALUE:
   7 hit dice       1,400
   8 or 9 hit dice  2,000

The origin of these vile creatures is unknown; some say they evolved in the
acid seas of the Abyss.  Whatever their origin, they have plagued mankind
everywhere since they appeared in this world.

They lack the long tentacles of the normal squid, but their ink consists of a
poison.  In water, they will squirt the poison in a black cloud 30' high by
40' long.  They can also come to the surface and "spit" the poison; normal
range is 40' with a base chance to hit of 50%.  They can use the poison (in
either form) three times a day.

Poison squids are very malicious and will attack for no reaon.  Their bodies
are green while their underbellies are white.  Some poison squid may worship
a demonic master and thus be able to cast clerical spells.

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       High (13-14)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        10
MOVE:               Unlimited
HIT DICE:           N/A
THAC0:              N/A
NO. OF ATTACKS:     None
DAMAGE/ATTACK:      None
SPECIAL ATTACKS:    Spell Casting
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               T to L (1' to 10')
MORALE:             Fearless (19-20)
XP VALUE:           Nil

A tafin is a creature composed of pure magic.  They are totally mischevious
and have no sense of caution.  Tafins are attracted to the use of magic and
are interested in the doings of mages (and not in others).  When a tafin is
present, roll on a 1d20 to see which spell it will cast next.  Try to think of
a good, fun-loving use for it (not a malicious use unless the party has tried
to harm the tafin by casting dispels).

  1  Time Stop                    11 Drawmij's Instant Summons
  2  Wish	                  12 Part Water
  3  Meteor Swarm                 13 Lower Water
  4  Temporal Stasis              14 Move Earth
  5  Monster Summoning I-VII      15 Disintegrate
  6  Maze                         16 Control Weather
  7  Simulacrum (no mat'l comp)   17 Reverse Gravity
  8  Polymorph Any Object         18 Telekinesis
  9  Vanish                       19 Ice Storm
 10 Power Word Stun               20 Continual Light or Dark

A tafin uses ESP and detect magic continuously.  It moves instantly at will
but cannot enter where magic cannot pass or exist.  Tafins come in six sizes
(ages):

  Age  Category  Notes
   1   baby      destroyed by dispel magic
  2-5  adult     driven off by the "stink" of dispel magic;
                 destroyed by effects that disenchant items
   6   giant     enraged by dispel magic, driven off by	effects that
                 disenchant magic items

A tafin can use the above 20 spells a number of times a day equal to its age
category.  Tafins are detectable via ESP and via detect magic.  They have no
material presence so aren't invisible in the usual sense (detect them with
true sight but not detect invisible).  Tafin can move to wherever their
interests drawn them (unrestricted rate).

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

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

CLIMATE/TERRAIN:    Any arctic or subarctic
FREQUENCY:          Rare
ORGANIZATION:       Clan
ACTIVITY CYCLE:     Any (but usually day)
DIET:               Carnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           E
ALIGNMENT:          Lawful neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (10-20 in lair)
ARMOR CLASS:        0 (10% chance of -2)
MOVE:               9
HIT DICE:           15 + 1-4 hit points
THAC0:              2 (+3 Strength bonus)
NO. OF ATTACKS:     1 or 2 + special
DAMAGE/ATTACK:      4 - 40+8 or 1-10 + 8/1-10 + 8
SPECIAL ATTACKS:    Breath weapon (mature only)
SPECIAL DEFENSES:   Frost barrier (mature only), and cold immunity
MAGIC RESISTANCE:   30%
SIZE:               H (15' tall)
MORAL:              Champion (15-16)
XP VALUE:           16,000
   female           10,000
   immature          2,000

Tallin are large humanoids that live in the frozen arctic wastelands.  Their
skin is gray, tan, or dull brown, and they are almost completely hairless.
Tallin stand about 15' tall, weigh approximately 5000 pounds, and are very
muscular; females are slightly shorter and lighter.  Tallin live 300 years or
more.

Tallin wear little except for some scraps of fur around their necks and waist;
their low armor class is due to their very thick skin.  Most tallin also wear
a pair of wide bracers on their wrists; there is a 10%chance that these are
special bracers of defense, which lower the tallin's armor class to -2.
Tallin have never been known to use spells or any other magic items; it is not
known whether they are capable of enchanting these bracers themselves, or if
they are obtained elsewhere.  The only other possession they carry, is their
huge warhammer; their remaining items are kept in the lair.

COMBAT: From birth, tallin are immune to all cold-based attacks, but take +1
point of damage per die from fire-based attacks, as they are especially
sensitive to heat.  Tallin may punch or smash with their fists for 1-10 + 8
points of damage with each fist.  However, tallin much prefer to use their
massive warhammers in combat.  These huge hammers are about 6' long and 3'
across, and are intricately carved.  The hammers are made of some strange
metallic alloy of unknown origin; it is widely accepted that no one has ever
sucessfully returned one of these hammers to civilization for study.  These
hammers are extremely strong and heavy - a strength of 18/00 is needed to pick
up these hammers, and a strength of at least 20 is required to weild one in
combat.  When a tallin connects with a hammer in combat, it delivers 4-40 + 8
points of damage due to the weight and unique composition of the weapon (the
+8 bonus is the tallin's strength bonus.)

When a tallin warrior reaches maturity (at the age of 10 years), he must forge
and carve his own hammer (only the males do this; female tallin do not own a
hammer and will use their fists in combat.)  All male tallin are proficient
weapon smiths because of this experience, but the only weapon this proficiency
applies to is the tallin's hammer.

Three times per day, a mature tallin (of either sex) may use a ** cone of 
cold ** breath attack.  This cone is 40' long, 5' wide at the tallin's mouth,
and 15' wide  at the base; it inflicts 3-30 points of damage to all targets
caught in the area of effect; those who successfully save vs. breath weapon
suffer half damage.

This breath weapon may also be used in a defensive capacity:  a tallin may
breathe directly at the ground beneath itself to create a ** frost barrier **
that completely envelopes the tallin in the same round it is used.  This
barrier lasts 1d6 rounds and will negate a total of 50 hit points of fire
damage.

Any excess fire damage destroys the barrier and affects the tallin normally.
Any ranged fire directed through this barrier suffers a -2 to hit due to the
obscured target.  Anyone passing through this frost barrier suffers the normal
breath weapon damage, although a cumulative +1 bonus is given on the saving
throw each round after the first (i.e. +1 on the 2nd round the barrier is in
affect, +2 on the 3rd round, etc..)

HABITAT: Tallin live in clans of about 10-20; they reside in any arctic or
sub-arctic region.  They usually lair in large underground caverns in which
they spend the majority of their time.  They venture forth only to hunt or to
fight (usually against white dragons or frost giants who invade their
territory.)  The strongest male tallin is the leader of the clan.  His word is
law to the other tallin; he is the leader of the hunt and the commander in
battle.

When encountered in the lair, 50% of tallin present will be mature males,
25% will be mature females (AC 2, 13 HD, THAC0 4, D/A 1-10 + 7 per fist), and
25% will be immature tallin (AC 4, 8 HD, THAC0 10, D/A 1-8 + 6 per fist.)
There is also a 20% chance of 1d4 subdued white dragons being present as well
(usually of adult age or younger.)  These are used as pets and/or guards.

ECOLOGY: Tallin will eat nearly any type of meat, but especially like polar
bear and seals.  They often clash with white dragons and frost giants, with
whom they share their territory.

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

Tanar'ri, Least -- Bird of Hell   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Low
TREASURE:           A
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -1
MOVE:               6, Fl 18 (C)
HIT DICE:           12
THAC0:              9
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d4/1d4
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               S (6 inches tall)
MORALE:             Steady (11-12)
XP VALUE:           4,000

A Bird of Hell is a minor demon that has the appearance of a small, male
peacock (6 inch high bird with 18 inch long brilliant tail).  Meeting its gaze
causes insanity (terror of darkness or similar phobia).  Killing a Bird of
Hell frees it to act as a Night Hag (exorcise is the better response --
lethal).  Its tail fan acts as a Hypnotic Pattern spell and its chirping voice
as a weak charm	(fascinates the victim, keeps the victim from attacking or
not attacks by the bird).

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

Tanar'ri, Lesser -- Forn (Demon)  Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Low
TREASURE:           A
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               3
HIT DICE:           6
THAC0:              15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      See below
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   Immune to illusions
MAGIC RESISTANCE:   25%
SIZE:               S (1' long)
MORALE:             Steady (11-12)
XP VALUE:           1,400

A Forn demon can do the following at will:
    - ** polymorph self ** into gnome, coin, or jewel,
    - ** Mind Blank **,
    - ** Nystul's magical aura **,
    - ** gate ** in a quasit (25% chance of success), and
    - ** Comprehend Language **

Forn demons look like tapeworms in their true form -- 1/4 inch wide, very
thin, and about a foot long.  If left undisturbed on the skin of an animal,
they can ooze through the skin over a 2 hour period.

Once inside, they make their way to the brain (4 hour journey from a human
foot, e.g.) and consume it.

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

Tanar'ri, Lesser -- Mire (Demon)   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Very Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Average to High (10-14)
TREASURE:           D
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        1
MOVE:               9
HIT DICE:           5+3
THAC0:              15
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d6/1d6
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below, +1 or better to be hit
MAGIC RESISTANCE:   40%
SIZE:               M (6' tall)
MORALE:             Fanatic (17-18)
XP VALUE:           3,000

Each round a mire demon can do one of the following abilities instead of
attacking with it's claws:

  - try to ** gate ** in another of its kind (40% chance of success)
  - ** dispel magic **
  - ** hallucinatory terrain **
  - ** symbol of pain **
  - create mudhole

The mire demon can use the mudhole either as an attack against its enemies or
as a place for it to heal.  If casted under an opponent, the opponent must
roll und 1/2 his dexterity to avoid being caught in it.  If the opponent is
caught he will sink for 4 + 1d6 rounds.  Once the opponent has completely
sunk into a mudhole he will suffocate in 4 rounds unless rescued.  If a person
suffocates in the mudhole he too will become a mire demon, under the slayer's
control.

If the mire demon immerses itself in a mudhole or pile of rotting vegetation,
its wounds will heal at a rate of 4 hit points per round.


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

Tanar'ri, True -- Esjebrackus, King of the Ghouls (Demon Lord)
==============================================================================

CLIMATE/TERRAIN:    The Abyss
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Exceptional (15-16)
TREASURE:           H
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -3
MOVE:               16"
HIT DICE:           88 hit points (16+ HD)
THAC0:              5
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      4-16 (4d4) or 1-10 + special
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below, +1 or better to be hit
MAGIC RESISTANCE:   60%
SIZE:               L (8' tall)
MORALE:             Fanatic (17-18)
XP VALUE:           50,000

Esjebrackus resembles a 10' Ghoul when found in natural form.  However, he is
usually found Polymorphed into some grotesque inhumanoid creature (along the
lines of a slime), and only enters normal form at the start of combat.

COMBAT: Esjebrackus, King of the Ghouls, vassal of Yeenoghu, spawn of Orcus,
is one of the mightiest of demon lords.  As king of the Ghouls, he is always
attended by 33 Ghouls of maximum hit points, and is capable of summoning an
additional 2-20 once per day.  Moreover, any ghouls in his presence are
impossible to turn.

Esjebrackus fights with his Morning Star, a chaotic evil magical weapon of
extraplanar origin that is +3 to hit and does 4-16 points per hit.  He is as
strong as an ogre, and should he choose to fight unarmed he does 1-10 points
of damage with his claws, plus the ability to paralyze an opponent.  Unlike
normal ghouls however, the save is made at -2, and it is fully functional
against elves.  Moreover, Esjebrackus has the following spell like powers
usable once per round as applicable:  Darkness (10' radius), Telekinisis
(8000 gp weight), Invisibility, Charm Person, Hold Person, Detect Invisiblity,
Detect Good, Fear (as per wand), Blight, Polymorph Self, Phantasmal Killer
(once per day), Dispel magic (as a 15th level magic user), Confusion
(1 time/day), Cause Critical Wounds (3 times/day).


HABITAT: His progenitor, Orcus, and he share a great enmity, and Orcus seeks
his offspring's destruction.  The Ghouls no longer worship the Lord of the
Undead, and this is not forgotten by Orcus.  Esjebrackus is young as demon
lords go and Orcus fears that one day, all the undead will be worshiping this
usurper.  Yeenoghu, is delighted to cause  his rival such stress by forging
an alliance with his son. Esjebrackus simply waits.

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

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

CLIMATE/TERRAIN:    Any hills and subterranean
FREQUENCY:          Uncommon
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           M (D, U)
ALIGNMENT:          Chaotic neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   5-50 (10-100 in lair)
ARMOR CLASS:        6 (8)
MOVE:               8
HIT DICE:           3+2
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-8 or by weapon type
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (10' tall)
MORAL:              Average (8-10)
XP VALUE:           120
   young             65
   archers          175
   guards           275
   shield guards    420
   leader           650

Tarqs (pronounced TARKs) are large humanoids that dwell in hilly regions in
tribes of up to 100 in number; they have adapted to life in any climate.
Tarqs also thrive is subterranean locations; their lairs are always\
underground.

Tarqs average about 10 feet in height and resemble a cross between an ogre and
a hill giant;  in fact, it is rumored that tarqs are a cross breed of these
two creatures.  They have brown, tan, or olive green skin and long, dark hair;
their eyes are usually black.

Tarqs speak their own language, as well as those of several other humanoids
such as orcs, ogres, goblins, and giants.

COMBAT: Although tarqs appear quite formidable, they are not nearly as
powerful as their appearance might suggest.  They are timid and even cowardly
in combat, and prefer to use surprise and ambush tactics - if they fight at
all.  They try to avoid combat entirely or flee from foes; this is especially
true if a single tarq is encountered alone.  Tarqs are also not as strong as
other creatures of similar size:  they have few hit dice, and gain no strength
bonus in combat; their natural armor class is poorer than other comparable
creatures.

Tarqs use a variety of weapons, including swords of all types, maces, axes,
and most polearms; archers use light crossbows or longbows.  Tarqs have a 
natural armor class of 8, but most use leather armor, which lowers their AC to
6.

HABITAT: Tarq tribes can be found in hilly terrain in any climate, as well as
in subterranean settings.  Lairs are underground, and are usually deep within
a hilly region, well-hidden from outsiders.  A typical tribe contains 80-100
members.  Approximately half these are adult males, a quarter are adult
females, and the remaining quarter are young tarqs.  There is no appreciable
statistical difference between the sexes, but young tarqs have only 2+1 hit
dice, and a THAC0 of 19.  Females and young will normally be encountered only
inside the lair.  A tarq tribe is ruled by the strongest adult male.

Tarqs of different tribes usually will not interfere with one another - they
do not contest with each other as orcs and goblins do.  If two tarq tribes
have a dispute, it will be handled dimplomatically, if at all possible.  In
times of great need, two or more tarq tribes may band together in order to 
defeat a common enemy, or solve some other problem.

Tarqs prefer to be left alone, and will not attack outsiders unless their
lives are in danger or their lair is threatened.  They hunt small animals, but
also gather herbs and berries, and have even been known to participate in
primitive farming practices.

ARCHERS
For every group of 25 tarqs, five will be archers; these are normal tarqs
armed with short swords and either a longbow or a light crossbow, instead of
the normal weaponry.

GUARDS
The lair and its vicinity is protected by 10-20 elite warriors; these guards
carry a missile weapon (as per archers) in addition to the normal armament.
They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17.

LEADER
For every group of 20 tarqs, there will be a leader present. Leaders will own
the finest weapons of the tribe, and even have a 20% chance of possessing a
magical weapon of some sort.  They wear chain mail (AC 3), have 6+2 hit dice,
and a THAC0 of 15.  The strongest leader is also the chieftan of the tribe.
Leaders will have in their possession, 1d2 miscellaneous magic items usable by
the fighter class.

SHIELD GUARDS
A leader is rarely (10%) without his shield guard.  This group is comprised
of 5 elite guards whose duty it is to protect or "shield" their leader from
harm; they sware an oath of loyalty to their leader, and will protect him to
the death.  Their equipment and statistics are similar to that of a leader,
except they have 5+2 hit dice, and only have a 10% chance of owning a magical
weapon (they will possess 1d2 miscellaneous magic items.)

ECOLOGY: Tarqs have an average lifespan of 90-100 years.  They have a
gestation period of 11 months; female tarqs normally give birth to 1-2
offspring.  The birth rate and infant mortality rate are relatively low
compared to some other humanoids, since they engage in warfare less often, and
generally have better living conditions than orcs, goblins, et al.

While tarqs prefer to live in isolation from the world around them, they are
often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite
their large size.  These humanoids take advantage of the tarqs' timid nature
in any way they can; tarqs are killed at times solely for sport by these
creatures.

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

Tasmanian Devil                     Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Omnivore (Carnivore)
INTELLIGENCE:       Low to average (5-10)
TREASURE:           Bx2, H
ALIGNMENT:          Chaotic neutral (evil)
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        8 (-10)
MOVE:               12, special
HIT DICE:           10-15 (no 1's)
THAC0:              10, special
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d6+6/1d6+6/4d10+6, and special
SPECIAL ATTACKS:    Whirlwind
SPECIAL DEFENSES:   Whirlwind
MAGIC RESISTANCE:   Nil
SIZE:               S to M
MORAL:              Fearless (19-20)
XP VALUE:
   10 hit dice      5,000
   11 hit dice      6,000
   12 hit dice      7,000
   13 hit dice      8,000
   14 hit dice      9,000
   15 hit dice     10,000

The best way to understand the tasmanian devil is to watch The Bugs Bunny and
Road Runner Show (TM).  In game terms, these creatures can eat any organic
matter, though they prefer meat; each devil has 10 to 20 favorites.

COMBAT:  A tasmanian devil's teeth and claws are as hard as +6 adamantite, and
consequently, their claw and bite attacks are extremely vicious.  Their most
powerful attack, however, is the whirlwind.

Any whirlwind attack is preceded by 2 segments of inactivity in which the
monster grunts and makes other strange noises.  Upon assuming a whirlwind, the
tasmanian devil's armor class drops to -10, and it receives five attacks per
round at +4 to hit, each inflicting the devil's hit points in damage.  Victims
can save vs paralyzation at -4 for half damage.

A whirlwinding devil has the following movement rates based on its hit dice,
depending on obstruction:  Movement is always a sprint.

    Relative hardness     Example                       Movement: Hit Dice x

    No obstruction:       Air, light underbrush                   2
    Wood:                 Trees, wood buildings                   1
    Stone, soft metal:    Granite wall                           1/2
    Hard metal:           Steel plate, solid rock                1/4
    Very hard metal       Adamantite, magical barriers           1/8

All items touched by the whirlwind must save vs disintegration or be damaged
or destroyed.  This includes weapons which successfully strike the devil.  If
a devil tries to bore through an enchanted barrier which makes its save, the
devil is stunned for 1-4 rounds.  The best tactic when confronted with a
whirling devil is to run - the other way - quickly!  The whirlwind can be
maintained for 1 round per hit die, then the monster must rest for 1 hour
before whirlwinding again.  Tasmanian devils can fight to -20 hit points (but
lose the whirlwind) before they drop dead.

HABITAT: Tasmanian devils never use weapons (their own are so good), but can,
and often do, make use of simple tools designed for humans.   They love to
collect items they don't understand, and especially like shiny things.
Finding the lair of a defeated tasmanian devil can yield a treasure trove of
valuable items.

If a mated pair is found, there is a 20% chance that 2-5 pups will be present
(1-4 HD, 1-2, 1-2, 4-16, no whirlwind).  Half strength juviniles can be found,
but they are rare, as these creatures grow quickly.

These monsters speak their own language, and most (70%) know a smattering of
common and perhaps a third language (they can usualy make themselves
understood, but their fluency leaves a lot to be desired).  Most tasmanian
devils are neither bright nor cunning and are easily fooled.  They will often
leave a party alone (for a while) if offered huge amounts of food (they are
almost always hungry), or interesting, shiny objects.  While they guard their
collections jealously, they can sometimes be convinced to trade one of their
posessions if offered a particularly appealing item in exchange.

ECOLOGY: The presance of a tasmanian devil can have a devastating effect on
the local ecology.  They have an exceptionally fast metabolic rate and can
regenerate one point per turn.

Devil teeth, claws and horns are useful to alchemists and some weaponsmiths.
The most valuable part of a devil, however, is its extradimensional stomach.
This organ is worth 2000 gold pieces or more intact, as it can be used to make
exceptionally large bags of holding (and devouring).  If edged weapons were
used to kill the devil, there is only a 5 to 15% chance (dungeon master's
call) that the stomach is usable.  Tasmanian devils have a rudimentary ability
to detect extradimensional spaces and will not swallow an extradimensional
device, spitting it out before it enters the stomach.  If asked why, the devil
will reply that it tasted "yucky", as they do not understand the concept of
extradimensional spaces.  Tasmanian devils live for about 40 years.

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

Tass Demon
==============================================================================

CLIMATE/TERRAIN:    Woods and Plains
FREQUENCY:          Uncommon
ORGANIZATION:       Packs
ACTIVITY CYCLE:     Night
DIET:               Carnivore
INTELLIGENCE:       Animal (1-2)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-8
ARMOR CLASS:        -2
MOVE:               15
HIT DICE:           6
THAC0:              15
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-6/1-6
SPECIAL ATTACKS:    Bite with poison
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   60%
SIZE:               S (3' tall)
MORAL:              Champion (16)
XP VALUE:           4,000

These creatures are three feet tall and are covered in an ink black fur from
head to foot.  They have pointed ears that gives them exceptional hearing.
They have long front claws with black talons and their feet are padded which
reduces the amount of noise they make when they scurry across the ground (50%
move silently.)  Because of their predominatly black colour Tass Demons are
very hard to detect when hiding in shadows (75% chance of success.)

COMBAT: These little devils will run up attack with both claws and usually
scury off.  If both hits are sucessful then the creature has dug into the
players skin and the creature will attempt to bite its opponent.  This bite
does 1d4 points of damage and deliever type A poison with it's bite.

HABITAT: These creatures live in small unorganized packs and attack almost any
creature to obtain food.  They usually just visiously attack an oppent until
it kills it or gets killed.  Not having the brain power to think of retreating
usually.  They make their homes in burrows in the ground.

ECOLOGY: These creatures were made by a wizard who wanted to create cute furry
creatures that would attack visiously upon a command word.  Of course this
didn't quite work to the wizard's expectations.

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

Terror-Beast                      Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

                    HEALER            HUNTER            MAGICIAN
CLIMATE/TERRAIN:    Any               Any               Any
FREQUENCY:          Very rare         Very rare         Very rare
ORGANIZATION:       Pack              Pack              Pack
ACTIVITY CYCLE:     Any               Any               Any
DIET:               Omnivore          Omnivore          Omnivore
INTELLIGENCE:       -------------- Average to High (10-16) --------------
TREASURE:           (C)               (C)               (C)
ALIGNMENT:          ----- Lawful Neutral, Neutral, or Neutral Good ------
------------------------------------------------------------------------------
NO. OF APPEARING:   2d4               4d4               1d4
ARMOR CLASS:        6                 6                 6
MOVE:               18                24                24
HIT DICE:           5+1 to 9+1        5+1 to 9+1        5+1 to 9+1
THAC0:              ---------------- 5+1 HD       :  15 -----------------
                    ---------------- 6+1 - 7+1 HD :  13 -----------------
                    ---------------- 8+1 - 9+1 HD :  11 -----------------
NO. OF ATTACKS:     3                 3                 3
DAMAGE/ATTACK:      2d4/2d4/2d6       3d4/3d4/3d8       1d6/1d6/2d4
SPECIAL ATTACKS:    See below         See below         See below
SPECIAL DEFENSES:   Nil               Nil               Nil
MAGIC RESISTANCE:   Nil               Nil               Nil
SIZE:               M (5')            M (6')            M (4')
MORALE:             Steady (11-12)    Steady (11-12)    Average (8-10)
XP VALUE:
   5+1 hit dice       650               975               650
   6+1 hit dice       975             1,400               975
   7+1 hit dice     1,400             1,400             1,400
   8+1 hit dice     1,400             2,000             1,400
   9+1 hit dice     2,000             2,000             2,000

Terror beasts look like a cross between a heavily muscled dog and a large
feline.  Their intelligence is average to high.  All are telepathic among
their own kind while the mage-born are telepathic with all creatures.
Terror-beasts generally avoid humans, if possible avoid orcs and kin, but
will sometimes associate with elves, half-elves, and humans who have become
rangers or druids.

Cubs have golden fur all over.  Adults' coats reflects inborn abilities:

TYPE          COAT      DIE TO DETERMINE HIT POINTS           HEIGHT
Healer        White     1d8 hit points / hit dice         5' at shoulder
Hunter        Brown     1d10 hit points / hit dice        6' at shoulder
Magicians     Grey      1d6 hit points / hit dice         4' at shoulder

Black splotches are a sign of exceptional intelligence while gold markings are
associated with a restless nature.  The beast gains an extra 1 hit die bonus
for every part of 25% of its body is covered by black splotches.  (I.e. if the
terror-beast is 10% cover with black splotches it would get 1 extra hit die,
if it was 30% covered with black splotches it would receive 2 extra hit dice,
and so on.)

All terror-beasts gaze causes fear.  Opponents get save at +1 if the creature
has no black splots (5+1 hit dice).  However, opponents save at a -1 penalty
per hit dice over 6 hit dice (i.e. -1 for 7+1, -2 for 8+1, and -3 for 9+1).
All terror-beasts use a claw, claw, and bite attack form.

Healers cast clerical spells as cleric level equal to its hit dice.  Hunters
can attack multiple times like an fighter equal to its hit dice.  While
magician terror-beast get mage spells equivalent to a mage of same level as
its hit dice.

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

Three-For-One                                     Tony "the Deviant DM" Leone
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Unknown
DIET:               Fear
INTELLIGENCE:       Godlike (22)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        6
MOVE:               12
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      0
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Unaffected by all spells except wish.
MAGIC RESISTANCE:   Nil
SIZE:               S (4' tall)
MORALE:             Steady (11-12)
XP VALUE:           Nil

Background: A three-for-one appears as a spherical orb when first found.  When
a player touches the orb, the creature appears- a 4' tall, gray wookiee-like
creature.  It announces the following: "Ahhh, thank you. I am a three-for-one.
I will grant you three wishes- anything you like, with no ill effects.
However, after I have granted your three wishes, I get to ask a wish of you.
If you cannot grant me my wish, you will be completely and irretrievably
slain."

From then on, the creature may show up at any time, to watch the party and see
if it can be of any help.  At this point it will live on the fear of the
players that he may need to use the services of the three-for-one and thus
enter into a matter of life and death.  The creature will bear no remorse if
the players does not want it around, and it will leave with no grumbling if
asked.  Once the first wish is made, however (and a good Dungeon Master will
tempt the party with possible uses of the wishes), the creature lives on the
character's fear of making the third wish and not being able to grant it.
After the third wish is made, the three-for-one will automatically appear and
tell the players that it gets to make its wish.  However, it will not make its
decision right away.  In order to consume lots of fear from the players, it
will tell him that, "When I need my wish, I'll come back."  Thus the players
will no doubt rue the next appearance of the monster.

Should the players ever be in danger of getting over his fear, the monster
will reappear, and probably scare the players shitless.  However, it is not
likely to ask its wish, just watch the players. If the players ever decides
that the creature is stalling, the three-for-one will appear and make a demand
which is doable, but difficult.  (This should be used as a last resort).  Thus
it will feed upon the players constant fear of failure as he tries to carry
out the wish.  If the players carries out the wish, the monster will renew
its offer as if he was newly found.  If the players cannot grant the wish,
nothing unusual happens.  You see, the character will not be hurt by ignoring
the monster but the monster will never tell him that or it will have no fear
upon which to feed.

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

Troll, Black                             VaxBandit (arkoie@JUDY.INDSTATE.EDU)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Band
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           Special (see below)
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        -2
MOVE:               12
HIT DICE:           7 (50 hit points)
THAC0:              12
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-6/1-6/3-30
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L (9' tall)
MORALE:             Fearless (19-20)
XP VALUE:           3,000

Long ago, a very evil, and very mad wizard wanted to create the ultimate
soldier for his army of destruction.  Being very adept with genetic magic (it
is rumored he might have created the Owlbear and Bullette), he decided to take
two very formidable monsters and combine their characteristics magically to
create a horror like no other!  What he did was come up with the black troll!
This troll is similar to other trolls, but it's far more deadly.  It is
totally immune to fire, cold, electricity, poison, and dosn't need to breath,
so it's also immune to gasses and cannot drown.  It's known that this monster
cannpt die!  This trolls skin constantly secretes a black slime, thus the low
armor class because it's very difficult to strike a black troll effectively.

What is exceptionally deadly about black trolls is the fact that they also
regenerate 5 hit points per round more than other trolls.  Also, once a part
of the trolls body is cut off, instead of attaching back to the main body, the
body part creates an entirly new troll.  Once 7 rounds has past, the body part
has recreated enough of the old troll for an individual (the remaining portion
left would be patches of skin, parts of an arm or both, and some of the less
vital organs on the inside of the body, sometimes only half the brain has
regenerated, yet is enough for the troll to function).  Even the smallest
drop of blood is enough for a new troll to be created, although a drop would
be so small, that it would take a couple of hours for a new troll to be
created (the regeneration has less effect upon extremely small parts, like
drops of blood or patches of skin).  Even at -50 hit points, a black troll
will still regenerate.  Thus since it is quite difficult to kill them, only
one way is known to really work.  If the spell ** disintegrate ** is cast upon
a troll, all except a small part will dissappear (a finger, a patch of muscle,
etc).  Then if this part is placed within a small and sturdy container (a
metal box is the best), the troll will only be able to regenerate enough to
fill the entire box.  Then, if the container is strong enough, the troll will
be stuck!  Once this is done, many have said to put the container deep
underground, toss it in the bottom of a lake, or even send it to the void.
Although a few have kept them and sold them in the black market for as much as
50,000 gold coins.  Just one part is enough to create a vast army of trolls!

It is known that all black trolls encountered originated from the troll that
the wizard had created.  He started with one, and cut it in pieces to create
the rest (thus all have 50 hitpoints).

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

Unguarded Treasure Table                Mark E. Becker (mbecke69@Calvin.edu)
=============================================================================
                                            +--------------------------+
CLIMATE/TERRAIN:    Indoors/underground     |                          |
FREQUENCY:          Unbelievably rare       |       /------------/     |
ORGANIZATION:       None                    |      /            /I     |
ACTIVITY CYCLE:     Any                     |     /            / I     |
DIET:               Unguarded treasure      |    /------------/  I     |
INTELLIGENCE:       None                    |     I   I      I   I     |
TREASURE:           See below               |     I          I         |
ALIGNMENT:          None                    |     I          I         |
------------------------------------------  |     I          I         |
NO. OF APPEARING:   1-???                   |                          |
ARMOR CLASS:        13                      +--------------------------+
MOVEMENT:           1
HIT DICE:           -4
THAC0:              -6
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      None
SPECIAL ATTACKS:    Absorb treasure
SPECIAL DEFENSES:   Spell immunities, and psionic immunity
MAGIC RESISTANCE:   Special
SIZE:               S (3' across)
MORALE:             Wimpy (1-2)
XP VALUE:           -300

Unguarded Treasure Tables appear to be just that -- tables.  That is,
furniture.  They are either 3' square or 3' diameter tables, suitable for a
dining room.

They are, however, not what they seem.  They are actually highly magical
beings that wander dungeons in search of unguarded treasure, which they eat.

COMBAT:  Unguarded Treasure Tables (or UTTs for short) have absolutely no
capability to cause harm to any creature.  This would make them totally
harmless if it were not for their ability to "eat" their opponents' treasure.

When a UTT hits an opponent, it absorbs up to 1000 coins and 10 gems or art
objects that the target is carrying, beginning with the lowest value items.
Up to three UTTs can attack one man-sized opponent, and they attack the
richest targets first.  If the target has no monetary treasure left, then
there is a 10% chance that the table will "eat" one magic item, beginning
with those of lowest XP value (by the DMG or wherever).

Unguarded Treasure Tables are some of the strangest creatures in the worlds.
As their hit dice are negative, they have "negative" hit points.  Whenever
they are struck by a weapon, or affected by a spell that does damage, they are
"healed", even if this would take them over (under?) their normal total.  The
only way to harm these things is to use some kind of healing effect on them.
I.E. a Cure Light Wounds spell would do 1d8 points of "damage" to them,  the
Cell Adjustment psionic power would do up to 4 points of "damage" to them each
round, and a Heal spell would kill one instantly.

The danger with "killing" one of these creatures is what happens next.  When a
UTT "dies", the space where all of the treasure that it has "eaten" is
ruptured, and all of the treasure comes bursting back into the Prime Material
Plane.  This makes it seem like the treasure comes exploding out of the UTT's
body, and it fills as much space as it needs (generally a whole lot!!).  All
creatures in the room, or within 500 feet, take 10-100 (10d10) points of
damage from impact, suffocation, and food poisoning.

The strangest thing about the UTTs is what happens when their legs are cut
off.  This can be done easily by announcing that the attacker is aiming for a
leg instead of the body.  Any successful hit in this fashion will sever a leg.

When the first leg is severed, the UTT's movement rate is halved.  The second
lost leg causes movement to be halved again.  If three have been lost, the
UTT emits a high-pitched scream of pain, similar to the noise that some people
can hear from a TV set.  This increases random encounter chances by 5% (or
equivalent), and encounter reactions will be worse by 1.  When the last leg is
severed, the UTT falls flat on the ground and is unable to move.  However, at
the same time, all blunt weapons animate and begin attacking their owners
until the UTT is "killed" or they are grabbed by their owner (with a
successful attack roll, AC 4).  Also, all short swords within 30 feet grow
into either Longswords (1-5), Broadswords (6-7), Scimitars (8-9) or Bastard
Swords (10).  The effect on swords is permanent, magical bonuses or abilities
are not affected in any way, and the owner does not necessarily gain
proficiency with the new type of sword.

If exposed to sunlight, a UTT will cough up a gem of randomly determined
value, and will teleport to a random underground location.  This is the easy
way of getting treasure from these monsters (otherwise known as the chicken
method).

As they are completely unintelligent, mind affecting spells and powers are
completely useless against them.  Also, any spell or power that does not cause
physical damage ("healing" the UTT) is useless as well.  Affects that do
damage and require a Saving Throw always do full damage to these creatures.
(They willingly fail their save.)

HABITAT: None.  UTTs are completely mindless, and therefore have no kind of
social tendencies whatsoever.  They can be found in groups or alone, and there
is no good reason for it.  They are, however, always found either indoors or
underground.  They are NEVER found outdoors.

ECOLOGY:  Unguarded Treasure Tables are not natural creatures, but nobody
knows who or what created them.  They have no nice in nature, however they do
tend to keep dungeons of the tunnels-connecting-rooms variety clean of
unguarded or dropped treasure.  Any treasure that is left unguarded in a
dungeon with UTTs has a 5% chance per hour (cumulative) of being discovered
and eaten.

UTTs produce no worthwhile products, except for the treasure that they collect
and release upon "death".  This is equal to ALL of the treasure types in the
DMG, at 90% chance for coinage, gems, and art objects (and any others) and 10%
chance for magic items, at listed amounts.

NOTE:  Unguarded Treasure Tables are NOT for serious games!!!!  (Duh!)

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

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

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Average
TREASURE:           Nil
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        6
MOVE:               12
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d3/1d4
SPECIAL ATTACKS:    Poison, see below
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               L (8' tall)
MORALE:             Fearless (19-20)
XP VALUE:           420

A venderauk is a type of creature invented by a mage, most likely one gone
mad.  They have a bulbous body with multiple segments -- rather ant-like,
long, grasshopper-like rear legs, and short, useless arms hanging off the
front of the front segment.  The body is purple to red in color (often an
iridescent mix of purples and reds).  They have a thin chitinous exterior,
but most of their weight is carried by their internal skeleton.  A venderauk
has four heads, each of which has a separate attack:

    Head        Attack form
    Snake       Bites for 1d3 points of damage plus poison (swiftly lethal)
    Dog         Bites for 1d4 points of damage
    Baboon      Babbles loudly to call attention from other venderauks or
                nearby monsters (50% chance of summoning)
    Human       Able to casts a ** confusion ** spell once per day

Venderauk never sleep and thus are prized as guardians.  They are cold-blooded
and so need relatively little food (but will be "slowed" in a cold room).
They are alert -- at most a 10% chance of being surprised.

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

Vorpal Bunny                            Guy Schamp (gschamp@smdvx1.intel.com)
==============================================================================

CLIMATE/TERRAIN:    Any (but usually big caves)
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0 (because of speed)
MOVE:               16, Jp 24
HIT DICE:           5-9
THAC0:              5-6 HD : 15
                    7-8 HD : 13
                    9 HD :   11
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      4-24 (4d6)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               T (1/2'-2' long)
MORAL:              Steady (11-12)
XP VALUE:           5 HD :     975
                    6-7 HD : 1,400
                    8-9 HD : 2,000

Vorpal bunnies typically appear as other rabbits.  They come in various
colors, and are considered "cute" by some.  (For a while, anyway.)  Specimens
usually range from six to twenty-four inches in length, and as high as
thirty-two inches when standing on their rear legs.

COMBAT: Vorpal bunnies lure their prey to them by hopping about and acting
cute.  They emit a gentle cooing sound, which has the effect of a low power
charm spell (save vs. spell at +2.)  Those charmed will be disposed toward
picking up the "cute little rabbit" and perhaps petting it.  Once it's prey is
off guard, the vorpal bunny leaps at the throat of it's prey.

On a natural to hit roll of 18 to 20 indicates that the bunny has obstructed
the victim's throat and decapitated him.

The vorpal bunny will run if it is seriosly pressed (ie battle goes against
it), and will try and return later to consume anyone (or anything) it was
successful in killing.

The low armor class of the bunny is due to his blindingly fast attack, and the
fact that it usually catches it's prey off guard.

HABITAT: Vorpal bunnies tend to enjoy living near big caves and caverns.  It
is believed that the vorpal bunnies find these places good for hunting prey as
many large game seek shelter at them.

ECOLOGY: Vorpal bunnies will usually be found alone unless a mating pair is
discovered.  This case is rare however as the male tends to mate with the
female and then leave.

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

Wight, Greater                      Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Catacombs, swamps, and other unwholesome places
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               See below
INTELLIGENCE:       High (13-14)
TREASURE:           Bx2
ALIGNMENT:          Lawful evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4 + 2-16 lesser wights
ARMOR CLASS:        4
MOVE:               12
HIT DICE:           7
THAC0:              13
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      2-8
SPECIAL ATTACKS:    Energy drain
SPECIAL DEFENSES:   Silver or +2 or better to hit, regeneration
MAGIC RESISTANCE:   Nil
SIZE:               M
MORAL:              Champion (16)
XP VALUE:           3,000

Greater wights are more powerful cousins of the Wight.  They are identical to
wights in every other aspect except for those listed below.

COMBAT: Like wights, greater wights have an energy drain.  They also have a
much more feared variant on the theme.  Once a round, a greater wight can
launch a finger at a victim to a range of 30 yards and hitting with a THAC0
of 13.  If the hit succedes, the victim loses 1 level and suffers 1d4 hit
points of damage.  The finger must be removed on the round it hits, preventing
any further action.  The finger then burrows into its victim like a rot grub.
The victim suffers 1d4 hp per round, losing a level each time.  A save vs.
paralyzation at -2 per round cumulative is incurred to avoid fainting.  A
second finger doubles the penalties, a third triples them, etc.  The finger
reaches the victim's heart in 3-12 rounds killing him and turning him into a
greater wight.  After the first round, any powerful curing spell such as heal,
or restoration will destroy the finger.  Remove curse is also effective.

HABITAT: Greater wights are usually leaders of wight groups.  For any grouping
of wights, there is a 50% chance that there will be 1d6 greaters present.

ECOLOGY: Greater wights are abominations like wights.  The only way a greater
wight can produce more of its kind is with the finger attack.  Normal energy
drains create wights.

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

Wolf, Rock                            Adne Brunborg (brunborg@alkymi.unit.no)
==============================================================================

CLIMATE/TERRAIN:    Any mountains and hills
FREQUENCY:          Very rare
ORGANIZATION:       Solitary (Packleader)
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Lawful Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (2, 2% chance)
ARMOR CLASS:        3
MOVE:               15
HIT DICE:           5+5
THAC0:              15
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d6/1d6/2d4
SPECIAL ATTACKS:    None
SPECIAL DEFENSES:   Camoflauge, +2 on surprise
MAGIC RESISTANCE:   Nil
SIZE:               L (8'-13')
MORALE:             Fanatic (18)
XP VALUE:           1,400

A Rock Wolf resebles a huge, grey wolf, being 10' long and well over 4' high
at the shoulder. 

If seen from a distance, a rock wolf looks exactly as a rock, and if it
chooses not to be discovered, you can pass within a few feet and still think
it's a rock.  Creatures with infravision has a 30% chance of detecting a rock
wolf if they are actively using the ability, dwarves have 75% chance because
of their natural affinity for rock.

The pelt of the rock wolf looks grey if seen from the distance, but if studied
at close range, you'll discover that it's actually made up of thousands and
thousand of small rock crystals.  This is how it got it's name and low armor
class.

COMBAT: In combat, the rock wolf attacks with it's claws fist and then with
its jaws.  If it has a rider, the claw attacks are made with a -2 penalty.  It
is possible for the rider to use weapons from the back of the rock wolf
without penalty, but only one-handed weapons can be used.

If a mother and cub is attacked, the mother will fight even if reduced below 0
hit points.  She can continue to fight for 1d10+10 rounds after reduced to -1
or below, each negative hit point of damage reduces the time by 1 round.

Rock wolves sometimes act as leaders of packs of wolves and/or dire wolves,
usually 50-80 ((1d4+4)x10) wolves, but packs of several hundred has been
reported, although they only form in times of great need.  A wolf pack led by
a rock wolf never attacks human or demi-human habitations.

When a rock wolf is a pack leader, all wolves in the pack are at least 75% of
maximum hit points (18-24 hp for wolves, 27-34 for dire wolves), this reflects
the ability the rock wolf has to lead the pack wisely and the fact that only
the strongest of wolves are accepted as company by the rock wolf.

This pack is a formidable fighting force, each wolf have a morale rating of
14, and the pack as a whole has a limited form of telepathy that allows them
to fight as if they were all controlled by one mind; the mind of the rock
wolf.  A rock wolf may not fight while controlling the fight of a pack this
way, and the wolves will flee the battle field if the rock wolf is killed.

HABITAT: Rock wolves frequently allow themselves to be used as mounts for
dwarven holy fighters, and serve their riders with great skill and courage.
Once the rider is chosen, the wolf will not allow anybody else to ride it.
Because of the unique pelt of a rock wolf, it may be ridden without difficulty
if the wolf chooses to do so.  However, a separate Riding Proficiency is
required to be able to fight from the back of this beast.

Only the greatest of rock wolves present themself as mounts and develop almost
a symbiose with their rider.  To reflect this, a rock wolf mount has the same
maximum hit points as it's rider, up to a maximum of 45.

ECOLOGY: The origin of rock wolves is unknown, it is believed that it was
created to balance out the evil influence the winter wolves have on the wolf
breed. If two rock wolves are encountered, it will either be a mating pair
(80%) or a mother with a cub (20%).

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

Worm, Brain                         Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any non arctic, non desert
FREQUENCY:          Rare
ORGANIZATION:       Contagion
ACTIVITY CYCLE:     Continuous
DIET:               Brains
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. APPEARING:      Inapplicable
ARMOR CLASS:        Inapplicable
MOVEMENT:           Inapplicable
HIT DICE:           0
THAC0:              Inapplicable
NO. ATTACKS:        Inapplicable
DAMAGE/ATTACK:      Special
SPECIAL ATTACKS:    See below
SPECIAL DEFENCES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               T (5mm)
MORALE:             Fearless (19-20)
XP VALUE:           0

Brainworms resemble tiny (5mm) white nematodes.  As their name implies, they
infest the brains living creatures, much like heartworms attack dogs.

COMBAT: Brainworms are a highly contagious parasitic disese which effects
humans, elves (except drow), gnomes and halflings.  Dwarves are also
suceptable, but are highly resistant to the disese.

The disease is spread through tiny spore-like eggs which the worms lay in the
bloodstream, and are expelled through the lungs.  The most common means of
transmission is through inhalation, and insect bites.

Whenever it is determined that a character has come in contact with these
spores, a constitution check is made to see if his immune system destroys the
spores in time to avoid serious damage.  Dwarves get a second roll if the
first fails.  If the save is made, he suffers mild, flu-like symptons for 2-6
days (1-3 for dwarves), otherwise he contracts brain worms.

An infected individual suffers the same flu-like symptoms for the same amount
of time, but the worms have managed to hatch in his brain.  They remain
dormant for 1-4 months, slowly reproducing and laying eggs in his bloodstream.
These eggs are covered with protein from his brain to fool the immune system
into not attacking them.  After the dormant period has passed, they reproduce
quickly, destroying the victim's brain in short order.

The character developes an insanity which fits his personality in some way,
either (40%) a marked exaggeration of an important personality trait, (40%)
an insanity which is dramatically opposed to some important trait (usually
alignment) or (20%) another insanity (rolled on the insanity table, 1st ed.)
It must be noted that while there may be some beneficial side effects, these
insanities are always debilitating in some way, and almost always appeal to
some base drive.  For every 2 days that pass, the character loses one point of
intelligence point, and the insanity grows stronger.

A ** cure disese ** spell will destroy the brain worms in one person, but
will not restore lost intelligence. ** Regeneration **, ** restoration **,
** limited wish ** and wish will.  To cure large numbers of people, therepy
with a non-magical potion prepared from atropine (belladonna), quinine and
digitalis (foxglove) is 90% effective against the worms in their dorment
stage, but this drops to 10% once the worms are active.  The potion must be
taken every day until the patient is cured, or dies.  Even if the potion fails
to cure the patient, it will destroy all eggs in his bloodstream, thereby
rendering him non-contagious.

HABITAT: These worms have no society or culture.

ECOLOGY: Brain worms are asexual, but must mate to reproduce.  Eggs are laid
in the victim's bloodstream and expelled through the lungs and are spread to
others by inhalation and insect bites.

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

Worm, Pit                           Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Forest, Jungle
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Continious
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Special
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        0
MOVE:               1
HIT DICE:           5
THAC0:              16
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      Special
SPECIAL ATTACKS:    Swallow hole, euphoria venom, surprise
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               H (15' long)
MORAL:              Average
XP VALUE:           1,400

The pit worm is a living pit trap.  It burrows to within a foot or so of the
surface and opens its huge maw waiting for prey to fall in.  As bait, the worm
releases substances into the air through which chemically resemble the
pheremones of many large mammals such as deer, bear, etc.  Pit worms are about
20 to 30 feet long and have cone shaped bodies covered with brownish,
chitinous plates.

COMBAT:  As was stated earlier, the pit worm is a trap.  Unless it's victim is
actively searching for traps at the time, the worm always gets surprise.  One
or more characters may fall into its 8 foot diameter mouth if they fail to
roll lower than half their dexterity score on a 1d20.

Once a victim has fallen in, he sustains 1-6 hp damage and must save vs poison
at -4.  If the save is failed, the worm's euphoria venom takes effect in 2-8
segments.  The character is anesthetized and put into a state of bliss, losing
all desire to fight back and oblivious to his impending doom.  If the victim
survives (i.e. escapes or is rescued befor being devoured), the venom wears
off in about 8 hours.

Upon taking a victim, the worm closes its mouth and the victim sustains 1d6
hit points per round until dead, saving every round.  The only hope for a
trapped victim is to make his saves and escape, or escape before the venom
takes effect. This is done by making a bend bars/lift gates check.

Pit Worms also have two tentacles which they can use to grasp prey once their
pit has been sprung.  Any attack which hits by more than 2 over is a grasp,
and the victim must make a strength check vs. 18/00.

HABITAT: Pit worms slowly burrow through the ground, wandering from one point
to another in search of prey.  They are basically solitary creatures.

ECOLOGY: Pit worms are asexual, but must mate to reproduce.  Mating takes
place deep underground, and eggs are laid a few days later.  Pit worms do not
raise their young, rather they release their eggs as they tunnle through the
earth.

Pit worms tend to damage tree rooots as they tunnle through the ground, and
destableize much of the earth in their wake, much like moles, though since
their tunnles are deeper, the effect is more subtle.  Any good ranger or druid
will immediately recognize areas where pit worms are active.

Pit worm venom is extremely valued for its euphoric effects.  A typical pit
worm contains 2-12 doses at about 100gp per dose.  Pit worm chitin is also of
some value to armorers and shield makers, but beyond that, these worms have
nothing else of real value.

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

Worm, Polar                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Subterranean Arctic and Sub-Arctic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           (B, Q)
ALIGNMENT:          Nil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        6
MOVE:               9
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     1 and 1
DAMAGE/ATTACK:      2-24 and 2-8
SPECIAL ATTACKS:    Same as Purple Worm
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               G (60' long)
MORALE:             Steady (12)
XP VALUE:           1,400
                    
The polar worm is an arctic version of the purple worm.  Read purple worm
for a description of its abilities.

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

Worm, Vrath                       Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Plains
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)  (Low to Super Genius (3-18))
TREASURE:           (B, Qx4)
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        3
MOVE:               3
HIT DICE:           13
THAC0:              7
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d20
SPECIAL ATTACKS:    Heat drain, Grapple
SPECIAL DEFENSES:   Immune to heat and fire-based attacks
MAGIC RESISTANCE:   Nil
SIZE:               H to G (15' to 30' long)
MORALE:             Steady (12)
XP VALUE:           6,000

Vrath worms look like gold and red banded snakes with red and black bands on
their bellies (ie, gold on top, red below;  red above black below).
Adults are 6 to 8 inches in diameter, 15 to 30 feet long.

They attack by grappling their opponent and then draining 1d20 hit points of
heat per round.  They have a strength of 20 and a victim must roll a bend bars
to remove a vrath worm that has hit.

Vrath lay eggs on mammals, secreting a strong glue to hold them to the host's
skin (have to cut off the skin to remove or use an extraordinary solvent).
The glue dries in 3 rounds.  Young vrath worms will eat flesh frequently while
their elders eat only enough to replace blood loss, etc.

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

Zombie, Greater                     Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Haunted or otherwise curse areas
FREQUENCY:          Rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Continious
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           Nil
ALIGNMENT:          Neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-20
ARMOR CLASS:        4
MOVE:               18
HIT DICE:           6
THAC0:              11
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      7-12/7-12/1-6
SPECIAL ATTACKS:    Disease, +2 initiative bonus
SPECIAL DEFENSES:   Immune to mental attacks, regeneration
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORAL:              Fanatic (17-18)
XP VALUE:           975

Greater zombies only superficially resemble their weaker and very distant
cousins, the zombies.  For one, they are much "fresher" than normal zombies,
stinking of blood rather than decay.  Secondly, they are quick, strong and
intelligent, making them far more dangerous in combat than ordinary zombies.

COMBAT: Greater zombies fight using two raking attacks with their claws, and a
diseased bite.  Due to their effective 18/00 strength, the claw attacks are
particulatly damaging.  Anyone bitten by a greater zombie must save vs poison
at -1 per two hit points inflicted or be afflicted with a random disease
(normal or magical).  Victims of scatch attacks save normally to avoid
disease.

Some (30%) of greater zombies use weapons, and one in ten has a weapon in each
hand (they are perfectly ambidexterous).   Greater zombies are among the few
undead capable of using ranged weapons, and some posess bows or crossbows.

HABITAT: Greater zombies roam troubled lands in packs of 2 to 20 in search of
victims.  They have no real society to speak of.

ECOLOGY: Greater zombies form in two ways: the body of a foully murdered
victim in haunted lands may be posessed by an evil spirit and spontaniously 
animate (rarely), or someone infected with a zombie disese dies before having
it cured (much more common).  Individuals of any human, demihuman or humanoid
race may become greater zombies.

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

Zombie, Red Skull
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Night
DIET:               Carrion
INTELLIGENCE:       Low (5-7)
TREASURE:           B
ALIGNMENT:          Lawful evil 
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        8 
MOVE:               9 
HIT DICE:           2+3
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-6
SPECIAL ATTACKS:    Dust of Death
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   See below
SIZE:               M (6' tall) 
MORAL:              Average (8-10)
XP VALUE:           270

Red skull zombies look like humans with shriveled red skin.  The most
noticeable thing about them is that their heads are shriveled to the point
where only a red skull remains.

COMBAT: These strange creatures attack by pummeling their opponents.  Also,
once every 5 rounds, a red skull zombie may breathe the "Dust of Death" on an
opponent.  If the opponent fails their save vs. breath weapon, they will take
on the appearance of a red skull zombie, and die in 1-4 rounds, and arise a
week later as a red skull zombie.  Casting ** cure disease ** will prevent
death, or if the character is already dead, stop them from arising as a red
skull zombie.  Red skull zombies are not undead, and are not affected by
priests attempts to turn them, or by holy water.  However, they can be slain
by a ** cure disease ** spell.

HABITAT: Red skull zombies live in loosely organized packs.  They were
originally created by a mage's experiment, and now reproduce by using the
"Dust of Death" on humanoids.

ECOLOGY: Red skull zombies have no natural enemies, but fight as a way of
"life".

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