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Carrion Crawler will all old info readded

lordxaviar

Explorer
combined from original sources, 3.5, 2.0, 2.5, 1.0 and Dragon mag and in the case of real animals, natural wildlife sources.


Carrion crawler 4 CR: 4; Sz: Large Aberration; H: 9’ Long; W: 500; Age: ; HD: 3d8+6; Hp: 19; Init: +2; Spd: Spd 30’, Climb 15’; AC: 17; (-1 Size, +2 Dex, +6 Natural), T: 11, FF: 15; BaB: +2; Grap: +8; Atk: +3 melee (paralysis- 8 tentacles); Full Atk: +3 melee (paralysis- 8 tentacles), –2 melee (1d4+1 bite); Spc/Rch: 10’/5’; SA: Paralysis; SQ: Dark-vision 60’, Scent; Lang: ; AL: N; Sv: F: +3, R: +3, W: +5; Abil: S: 14/+2, D: 15/+2, C: 14/+2, I: 1/-5, W: 15/+1, Ch: 6/-2 ; Weapro: ; Skills: Climb +10, Listen +6, Spot +6.; Feats: AlertnessB , Combat Reflexes, Track; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: The crawler looks like a cross between a giant green cutworm and a cephalopod. The monster’s head is covered with a tough hide and lsprouts eight slender, writhing tentacles. The monster is accompanied by a rank, fetid odor which often gives warning of its approach; History: ; Envir: Underground; Org: Solitary, pair, or cluster (3-5); Lv Adv: 4-6 HD (Large), 7-9 HD (Huge); Exp: ; Increased/Decrease Ability Scores: ;
Carrion crawlers are aggressive subterranean scavengers greatly feared for their paralyzing attacks. They scour their underground territory for dead and decaying flesh, but won’t hesitate to attack and kill living creatures. The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.
Each of a carrion crawler’s tentacles is about 2’ long and secretes a sticky, paralyzing substance. Like so many hybrid monsters the carrion crawler may well be the result of arcane experimentation by a mad, evil wizard.
Combat: Carrion crawlers use their senses of sight and smell to detect, carcasses and potential prey. When attacking, a crawler lashes out with its tentacles and tries to paralyze its victim. The tentacles deal no other Dam. The creature will always attack with all of its tentacles. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible. The unintelligent creature continues to attack as long as it faces any moving opponents.
Habitat/society: Carrion crawlers are much feared denizens of the underground world. They live in lairs, venturing out in search of carrion or food every few days. Some underground inhabitants such as goblins and trolls will make use of carrion crawlers by leaving the bodies of dead foes out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to “patrol” certain areas. Some orcs have been known to chain live prisoners near the lairs of these fearsome monsters. Carrion crawlers will sometimes live with a mate or in a small group numbering no more then 6. This does not mean that they cooperate in hunting, but merely share the same space and compete fiercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often fight over the food sometimes killing one another in the process. The carrion crawler mates once a year. Several days after mating, the female will go off in search of a large kill. When she has found or killed an adequate food supply. She lays about 100 eggs among the carrions. The grubs hatch one week later and begin feeding.
Maternal care ceases once the eggs have been laid and it is not uncommon for eggs to later be eaten by the female who laid them. Females die a few weeks after laying their eggs, exhausted by the effort. Males live only a short time longer, having mated with as many females as possible. Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach maturity, but those who do have eaten voraciously and will achieve their full size in a single year. When they reach maturity, the mating cycle begins again.

These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driven by two urges: food and reproduction. It has absolutely no interest in the collection of treature.
Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed at a Fort save (DC13) or be paralyzed for 2d4 Rnds.
Scent (Ex): Sense creatures by smell within 30’ (60’ downwind, 15’ upwind; double ranges if strong smell, triple if overpowering). Track by successful Wis check (max DC10).
Skills: Carrion crawlers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
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piercer

Piercers 1/3 CR: 1/3; Sz: Small Vermin; H: ; W: ; Age: ; HD: 1d8; Hp: 4; Init: -2; Spd: 5’(1 Sq), Climb 5’; AC: 17; (+1 size, -2 Dex, +8 Natural ), T: 9, FF: 17; BaB: 0; Grap: -3; Atk: +2 melee (1d4+1, 19/x2 Gore); Full Atk: +2 melee (1d4+1, 19/x2 Gore); Spc/Rch: 5’/0; SA: ; SQ: Blind-sight 120’Dark-vision 60’, Scent, Vermin traits; Lang: ; AL: N; Sv: F: +2, R: -2, W: 0; Abil: S: 12/+1, D: 6/-2, C: 11/0, I: -/-, W: 11/0, Ch: 4/-3 ; Weapro: ; Skills: ; Feats: Improved Critical (gore)B; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: ; History: ; Envir: Any underground; Org: Group (3-18); Lv Adv: 2 HD (Small); 3-4 HD (Medium /CR ½); Exp: ; Increased/Decrease Ability Scores: ;
Skills: Piercers receive a +15 racial bonus to Hide checks in areas that contain stalactites and stalagmites.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
• Dark-vision 60’
• Alignment: Always neutral. Vermin are not governed by a human sense of morality.
• Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed, that may be scattered about and ignored.
Piercers resemble stalactites found on cave roofs. They are actually a species of gastropods that, without their shells, resemble slugs with long tails. A piercer climbs onto the ceiling of a cavern and waits patiently: when it detects prey beneath it, it drops from the ceiling and impales the victim with the sharp end of its shell. Piercers look like limestone growths on the ceiling of a cavern just like ordinary stalactites. They will be found in the following sizes: 3’Long + 25 #(1HD), 4’ Long (2HD), 5’ Long (3HD), and 6’ Long (4HD). Piercers can be identified on very close inspection by a pair of tiny eyestalks that curl along the side of the stalactite.
Acid (Ex): While on the ground the piercer’s soft underbelly is will have a coating of a corrosive acid that deals 1d4 points of damage if it contacts exposed flesh. It is the predigetive enzyme similar to saliva in humans. It also acts as a lubricant/sealant as the piercer holds on to the wall. It breaks down when exposed to open air and has foiled all attempts at collection.
Combat: Piercers have only one chance to hit; if an attack fails to score a kill, the piercer cannot attack again until it slowly scales a wall to resume its position. Piercers can hear noises and detect heat sources in a 120 yard radius; these heat sources include humans. If the noise and light are stationary for many minutes at a time, piercers will slowly edge into attack position over the source of the stimulus. Piercers are virtually indistinguishable from natural phenomena.
A piercer, after it has fallen, is slow and fairly easily slain. Its soft underbelly has one defense mechanism; when exposed to air will have a light coating of a corrosive acid which inflicts 1d4 Hp Dam on contact with exposed flesh. This is the piercers pre-digestive enzymes similar in function to human saliva. It also acts to discourage other predators from feeding upon it, while on the floor. Piercers consume the entire corpse, including the bones.
Habitat/Society: While piercers are non-intelligent, when in a colony they are aware of each other. They often fall simultaneously, to feed on those killed by others. (which makes the area suddenly very dangerous). Piercers dwell in caverns, where they live in groups of about 10 members. They prefer to hand over high traffic areas, so they will usually be found near cave entrances. Aside from mating, the Piercers are not truly social creatures. Piercers are not attracted to treasure, only to food.
Ecology: The Piercer is a mollusk, hatched from a hen-sized egg which the parent lays in clutches of 6 to 8 in isolated areas of the cavern (on the floor) near patches of fungi and lichens. Which the young will use as food. Adult Piercers can also ingest fungi and lichens as food, but this will be only in desperation. When they hatch the young appear to be slug-like and feed on various fungi and Carrion. They will also join in on a kill of an adult Piercer. After several months, they climb the cavern walls and begin secreting mineral goo that hardens into their familiar stalactite shape. This goo is formed from the natural rock of their living area, as they take in dissolved minerals from the action of their natural acid on the surrounding rock.
A Piercer has a average lifespan of 6-8 years; growing by 1 HD a year until full grown. They aren’t ready to mate until reaching full size. A Piercer can go without food for months. It stores food (often bones as well) in a second stomach that can preserve food for long periods of time; Some alchemists seek out Piercers to extract a substance from this organ, and refine it for human use, as it can keep foodstuffs and.precious ingredients fresh for weeks. Piercers also store large supplies of water, extracted from their victims. This can be maintained for months. .
The taste of a Piercer is said to resemble that of a snail, but with a bitter after taste. Ogres and larger cave dwellers can often be found eating Piercer (and vice versa). They are referred to as the “Escargot of the Underdark”. Their eggs and offspring are not traded on the open market, but perhaps in the cities of the underdark. It has been rumored that an Ogre Mage found a way to use a piercer to form armor from its natural ability to grow the stone like substance.
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New hybrid Poisonous killer frog..2worlds

Frog, Blue Killer (Poisonous) 3 CR: 3; Sz: Small animal (Amphibious); H: 4’ L, W: 200 lbs; Age: ; HD: 2d8+8; Hp: 17; Init: +1; Spd: 30’ Swim 40’; AC: 15; (+1 Dex, +4 natural), T: 11, FF: 14; BaB: +3; Grap: +6; Atk: +7 Melee (1d6+3 Claw plus Poison); Full Atk: +7 Melee 2(1d6+3 2 claw plus Poison) and +2 melee (2d6+1 Bite plus Poison); Spc/Rch: 5’/5’ SA: ; SQ: Hold breath, low-light vision, Regenerative healing; Lang: None; AL: N; Sv: F: +8, R: +5, W: +1; Abil: S: 16/+3, D: 12/+1, C: 18/+4, I: 1/-5, W: 10/0, Ch: 10/0; Weapro: ; Skills: Hide +11, Jump +11, Listen +3, Move Silently +3, Spot +4, Swim +11; Feats: Stealthy, Weapon Focus (claws); Equip:; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: This sleek green frog has bulging red eyes and claws. Its visage is a hungry grimace of dozens of sharp fangs that protrude over its lips even when its mouth is closed Its back is swirls of Blue and Green; History: These are native to the Area around the Fobidden City (module I-1). One of the experiments of the twisted wizard/alchemists that destroyed this city. Blue frogs are from Fauren (see Forgotten Realms) and were breed with Local Killer frogs to produce this new danger; Envir: Temperate marsh, Ponds, lakes, river banks; Org: Solitary, pair, or cluster (3-12); Lv Adv: 5-6 Hd (medium), 7-12 HD (large), 13-24 HD (Huge); Exp:;

Killer frogs are carnivorous amphibians that are extremely territorial. Their croaking and warbling is thunderously deep and full of menace. They will eat anything smaller and will bite anything larger. These have only recently been found by a company of advanced bullywugs who are trying and failing to keep them like dangerous pets. They have yet to be domesticated and don’t hesitate to Atk when ever they can
Combat:. It has little fear and won’t hesitate to close to melee with anything that looks remotely edible. If the target is larger the Killer Frog will get close claw to poison the target and hop off to come back in 1d10 rounds for its waiting meal. They seem to always be hungry
Hold Breath (Ex): A killer frog can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (DMG p304)
Poison: Contact, DC19 Initial 1d4 Dex and Secondary Paralysis 2d6 mins
Regenerative healing (Ex): If the frog looses a limb or its tongue, and lives it will regenerate the missing limb in one day.
Skills: A killer frog gains a +8 racial bonus on all Hide and Jump checks. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take a 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The Poisonous Frog first appeared in the 1e MM (Gary Gygax, 1977) This mutant created by Drax the demented Wizard (Xaviar Fideli)
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invisible stalker

Invisible Stalker 7 CR: 7; Sz: Large Elemental (Air, Extraplanar); H: 8’; W: ; Age: ; HD: 8d8+16; Hp: 52; Init: +8; Spd: 30’ (6 Sq), Fly 30’ (perfect); AC: 17; (-1 Size, +4 Dex +4 Natural ), T: 13, FF: 13; BaB: +6; Grap: +14; Atk: +10 Melee (2d6+4 Slam); Full Atk: +10 Melee (2d6+4 Slam)x2; Spc/Rch: 10’/10’; SA: ; SQ: Dark-vision 60’, elemental traits, natural invisibility, improved tracking; Lang: Speak Auran + their own language, understand common; AL: N; Sv: F: +4, R: +10, W: +4; Abil: S: 18/+4, D: 19/+4, C: 14/+2, I: 14/+2, W: 15/+2, Ch: 1/0 ; Weapro: NA; Skills: Listen +13, Move Silently +15, Search +13, spot +13, Survival +2 (+4 following tracks); Feats: Combat reflexes, Improved Initiative, Weapon Focus-Slam; Equip: NA; Loot: NA; Possess: NA; Holdings: NA; Treas: NA; Tactics: Below; RPGL: NA; Descrip: The true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold.; History: Unknown; Envir: Elemental Plane of Air/ Any; Org: Solitary; Lv Adv: 9-12 HD (Large); 13-24 (Huge); Exp: 3200/4th Lv; Increased/Decrease Ability Scores: ;

The invisible stalker is a creature from the elemental plane of air, normally encountered on the material plane only due to the conjuration of some magic-user to fulfill a specific task. This conjuration causes the creature to serve for a period on this plane.

Combat: Invisible stalkers attack by using the air itself as a weapon. It creates a sudden, intese blast of wind that pound a single target on the same plane as the creature. Due to their invisibility, these creatures impose a -6 penalty on the surprise rolls of those they choose to attack. Similarly, all opponents who are unable to see or detect invisible foes are at a -2 on their attack rolls. Although they are fully invisible on the Prime Material plane, their outlines can be dimly perceived on the Astral or Ethereal planes.
Invisible stalkers can only be killed on the elemental plane of Air. If attacked on another plane, they automatically return to their home plane when their total hit points are exceeded by the damage they suffered.

Habitat/Society: Little is known about the lives of these creatures on their home plane. It is assumed that they are similar to normal air elementals when encountered there.
Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in
their own language which sounds much like the roaring and whooshing of a great wind storm and the common speech of Air creatures - Auran,
The conjuring party retains full command of the stalker until it either fulfills its duties or is defeated and driven back to its home plane. Once given a task, an invisible stalker is relentless. They are faultless trackers who can detect any trail less than a day old. If ordered to attack, they will do so with great fury and will cease their efforts only upon their own destruction or the direct orders of their conjuring party. Once their mission is accomplished, the creature is free to return to its home plane.
The invisible stalker is, at best, an unwilling servant. It resents any task assigned to it, although brief, uncomplicated labors may be seen as something of a diversion and thus undertaken with little resentment. Tasks that require a week or more of its time will drive the invisible stalker to pervert the stated intent of the command. Such commands must be carefully worded and come from a powerful wizard. An invisible stalker may look for a loop hole in the command as a means of striking back at its master. For example, a simple command such as "keep me safe from all harm" may result in the stalker carrying the conjurer back to the elemental plane of air and leaving him there in a well hidden location.
Each day of duty which an invisible stalker serves will see a 1% cumulative chance of the creature seeking to pervert the intent of its commands in order to be free of servitude, if no option remains open, the stalker must continue to serve.

Ecology: Invisible stalkers are a species unwillingly transplanted to the Prime Material plane. They are slaves whose terms of servitude dominate their brief stays. Those who have been subjected to great hardship, assigned very difficult tasks, or who have faced death at the hands of humanoids, tend to retain a distrust or outright hatred of them. Those that have had an easy time during past periods of service or who are first time arrivals on the Prime Material plane may be easier to deal with. Such feelings may carry over to influence encounters with humanoids traveling in the aerial plane. Anyone who has befriended an invisible stalker in the past will find that voyages through the plane of elemental Air are far less hazardous than they might otherwise have been.
Invisible stalkers only obey those who actually summon them and few wizards can be commissioned to summon such a being on another's behalf. Some mercenary wizards have been able to construct the necessary summons onto scrolls that are usable by others. These sell for between 5,000 and 10,000 gp and are very dangerous to use. Even the slightest error can cause users of such scrolls to come to a tragic end.

Natural Invisibility (Su): This ability is constant, allowing the stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.
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Mongrel-Folk

Mongrel-folk
(Fiend Folio pg 125) ½ CR: ½ ; Sz: ; H: , W: ; Age: ; HD: 1d8+2; Hp: 6; Init: 0; Spd: 20’ (hide armor) base 30’; AC: 13; (+3 hide armor), T: 10, FF: 13; BaB: 0; Grap: 0; Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Full Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Spc/Rch: 5’/5’; SA: Poison use; SQ: Camouflage, Emulate Race, Sound Imitation; Lang: broken common, and their own language with distinct tribal dialects; AL: LN; Sv: F: +2, R: +2, W: 0; Abil: S: 10/0, D: 11/0, C: 14/+2, I: 9/-1, W: 10/0, Ch: 7/-2; Weapro: Blowgun, Club, Short sword, Sling; Skills: Hide +9, Sleight of Hand +9; Feats: Camouflage, Endurance; Equip:; Loot: ; Possess: ; Holdings: ; Treas: 50% coins, standard goods, 50% items; Tactics: Mongrel-Folk are extremely cowardly, and they avoid direct conflict as mush as possible. They construct traps around their lairs rather than relying on combat to keep intruders away. If pressed or defending territory they will make the best use of ranged weapons before any melee, which is only a last resort.; RPGL: ; Descrip: Their ears are long, wide, and sharply pointed (when they have them) while their noses tend toward flat and broad, with their foreheads sharply sloped and their eyes large and bright Their hides can range from hairy to sparse and/or scaly or patch worked of both; History: ; Envir: Any; Org: Solitary, Troupe (2-8), band (9-20 plus 2 #rd Lv elders), Tribe (21-120 plus 6 2nd Lv sheriffs, 3 3rd Lv elders, and 1 4th Lv chieftain; Lv Adv: 0 / By class; Exp:; Increased/Decrease Ability Scores: ;

Although not a race unto themselves, Mongrel-Folk do not belong clearly to any other race. They are a mixture of many different creatures; each Mongrel-Folk possibly having the blood of Humans, Orcs, Gnolls, Ogres, Dwarves, Hobgoblins. Bugbears, Elves, Bullywugs, other humanoids and possibly some animal species as well flowing through their veins. As such, they are seldom welcome in lawful or good societies and are usually abused or enslaved by chaotic and evil groups.
Like canine mongrels, they vary widely in appearance, but they tend toward a generic humanoid form and display the most terrible features of their many ancestral races.
Such treatment has forced Mongrel-Folk to develop special skills for survival. All Mongrel-Folk have the abilities of camouflage and Sound Imitation
Mongrel-Folk normally live in areas of large mixed populations. They lair in ruins, deserted buildings, or other places that humans once lived in or built. Their own language is much distorted common mixed with various animal and monster noises, each tribe have its own unique variation developed over time. Their names are almost always the sounds animals make. To assist them in obtaining items and goods they need, all Mongrel-Folk are accomplished pickpockets.

Mongrel-Folk Characters: Their favored class is rogue. Most Mongrel-folk spell casters are adepts, but a few clerics exist and serve their reclusive deity, Meriadar. Mongrel-Folk clerics have access to the domains of Law, Protection, and Trickery.

Camouflage (General feat): Mongrel-Folk have mastered the art of concealing objects, other creatures, and even structures. Prerequisites: Hide skill (+6). Benefit: This feat allows the Mongrel-Folk to apply their Hide skill to any object or creature as a standard action. Often this requires arranging scenery to provide superior concealment. All normal Hide modifiers, including size apply. When this is attempted in an area that is very familiar to the Mongrel-Folk a +3 bonus applies to the concealment. A creature hidden in this manner cannot move about without breaking concealment. They can also hide objects or weapons on one’s person Use the size of the weapon or object to determine the hide modifiers. A pat-down search allows the use of the Search skill with a +10 circumstance bonus. Successfully camouflaged persons and items will be unnoticed unless the person or item moves or is touched. Camouflaged buildings will be unrecognizable at distances greater than 50’ (this may by adjusted for the size and type of structure)
(Mongoose Pub. Ultimate Feats. Pg 162 (Altered to fit the description from the original module.)

Eulate Race (Ex): Because of their radically mixed heritage, mongrel-Folk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A Mongrel-Folk can automatically emulate any humanoid race, with no need for a skill check. Mongrel-Folk that have the Use Magic Device Skill have a +4 racial bonus on attempts to emulate non-humanoid races using that skill

Poison (Ex): Giant Wasp :Injury, Fortitude (DC14), initial and secondary damage 1d6 Dex CR3.

Sound Imitation (Ex): Mongrel-Folk can mimic any voice or sound it has heard. Listeners mus succeed on a Will save (DC16) to detect the ruse.

Skills: Mongrel-Folk have a +8 racial bonus on Hide and Sleight of Hand Checks.

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shamblers

Shambling Mounds
(Shamblers) 7 CR: 7; Sz: Large Plant; H: 9’ T 8’ W; W: 3800; Age: ; HD: 8d8+24; Hp: 60; Init: 0; Spd: 20’, Swim 20’; AC: 20; (-1 Size, +11 Natural ), T: 9, FF: 20; BaB: +6; Grap: +15; Atk: +12 Melee (2d6+6 Slam); Full Atk: +12 Melee 2(2d6+6, 2-Slams); Spc/Rch: 10’/10’; SA: Improved grab, Constrict 2d6+7; SQ: Dark-vision 60’, Immune to Electricity, Low light vision, Plant traits, Fire Resistance-10 DR 15/Slashing or +2 = ½ Dam ; Lang: ; AL: N; Sv: F: +9, R: +2, W: +4; Abil: S: 22/+6, D: 10/0, C: 17/+3, I: 7/-2, W: 10/0, Ch: 9/-1 ; Weapro: ; Skills: Hide +3*, Listen +8, Move Silently +8; Feats: Iron Will, Power Attack, Weapon Focus-Slam; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: 1/10th Coins, 50% goods, 50% items; Tactics: A shambling mound batters or constricts its opponents with two huge, arm like appendages. If brought below 30 Hp’s the creature will begin to back away and flatten out, back into the goo that it arose from; to heal.
; RPGL: ; Descrip: This creature looks like a mass of leaves and vines with a humanoid form. It has a barrel shaped body with ropy arms and stumpy legs. It doesn’t seem to have a head; History: ; Envir: Temperate - Tropical marshes and wet underground; Org: Solitary; Lv Adv: 9-12 HD (Large); 13-+24 HD (Huge) /+6; Exp: ; Increased/Decrease Ability Scores: ;

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, omnivorous plants feeding upon any living material. They are fearless attackers and are perhaps the most deadly form of plant life known. They are found in dismal marshes or certain wet subterranean places.
A shambler’s brain and sensory organs are located in its upper body. A shamble is almost totally silent and invisible in it natural surroundings, often catching opponents flat footed. It may lie partially submerged in a shallow body of water, waiting patiently for some creature to walk onto it. Shamblers move easily through water as well, and they have been known to sneak into the camps of unsuspecting travelers at night.
Shambler’s are affected by spells that effect plants (plant control, charm plant, Entangle)
Habitat/Society: Shamblers are only found in regions of dense rainfall and vegetation. Dismal swamps, marshes and rain forests are their favorite climes. But some wet subterranean places also serve as shambler lairs. They are solitary beasts, only rarely living in the same area as other shamblers – usually only in areas where the food source is constant (near famous ruins or abandoned gold mines etc…)

Ecology: The Shambler is an animate clup of vegetation with small brain like control center located deep within the “chest” cavity. Decapitation a shambling mound doesn’t harm it in the least. Since its arms (limbs) are merely aggregated clumbs of vine and moss. The removal of one or more of them doesn’t not hamper the creature either. Remaining vines along the torso will join together to form a new limb by the next round. Only when enough of the main mass has been hacked away will the creature die.
Note that a wounded Shambler need only retreat to a dense clump of wet foliage to heal. It will rise again in 12 hours fully healed,. It is likely to be very angry as well. As Electricity is in fact nourishment for Shamblers, they will often be seen during intense electrical storms out in the open stretched out as much as possible, in effect hoping for a strike. Thus in area’s with more lightning storms, Shamblers will be larger than norm.
Improved Grab (Ex): To use this ability, a Shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.
Damage Reduction (Ex): All edged and pointed weapons that strike a shambler successfully, cause only one half damage as do blunt weapons of +2 or higher. Since shamblers can collapse themselves at will, crushing weapons inflict no damage at all unless magic
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack (Shocking grasp or Lightning bolt) used against a shambler temporarily grants it 1d4 points of Constitution (with accompanying Hp gain), and will cause the mound to grow over the next month by 1 HD. The shambler loses these points at the rate of 1/Hr.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.


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Tasoloi

Tasloi ½ CR: ½; Sz: Small Humanoid; H: 3’, W: 30 (35); Age: ; HD: 1d8; Hp: 4; Init: +1; Spd: 20’, climb 40’; AC: 15; (+1 size, +1 Dex, +2 natural,+1 small wood shield), T: , FF: ; BaB: ; Grap: ; Atk: +0 melee (1d4-1 claw) or +0 melee (1d6-1 /x3 20’ Spear*) (1d4-1 /x2 30’ javelin) (1d4-1 19/x2 short sword) (1d4-1 /x2 10’ club) (10’ net) (lasso – bolas); Full Atk: ; Spc/Rch: 5’/5’; SA: ; SQ: Low light vision, dark-vision 90’; Lang: speak their own language and that of Simmons (apes/monkeys) and 5% can use a pidgin Common.; AL: CE; Sv: F: +0, R: +3, W: +0; Abil: S: 8/-1, D: 13/+1, C: 10/0, I: 9/-1, W: 11/0, Ch: 10/0; Skills: Climb +9, Hide +7*, Listen +2, Move Silently+4*, Spot+2); Feats: Alertness; Equip:; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: Tasloi are long-legged, flat-headed humanoids. They walk in a crouching posture, touching their knuckles to the ground from time to time. Their skins are a lustrous green and are thinly covered with coarse black hair. Their cat-like eyes shine a bright gold color.;
Skills: Tasloi use their Dexterity modifier for Climb checks *Tasloi gain a +4 racial bonus on Hide and Move Silently checks while climbing in trees
*Halfspears were done away with from 3.0 -3.5 buy the size category for weapons.
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Into the Woods

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