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Spider horse & lich blood are my votes

We've done the Arachnid Equines, both Dragonlance's "Drow" Spider Horse and the chimeric Spider-Horse from Dragon #243.

The Lich's Blood is already in the Creature Catalog too, it was added in October 2008.


Give me some options, and I'll pick!

Okay, here's a sample from a few sources we haven't quite polished off:

Archer Skeleton
Sentinel Bat

Dragon Magazine
Acid Pigeon
Albino Crocodile
Dark Dweller
Desert Stirge
Dragon Fish
Lacunae Ghost
Living Lahar
Orc, Sea
Piranha Ant
Plague Moth
Rat Burglar
Righteous Clay
Sea Bishop/Sea Monk
Shrike, Giant
Snow Spider
Stalking Catfish
Stone Termite
Tube Worm, Giant, Carnivorous
Tundra Beast
Tundra Lizard
Tunnelmouth Dweller
Water Cat

Death Coral
Talking Owl


Extradimensional Explorer
Let's start with the two Ravenloft ones. They don't sound too complicated, and I don't think there are 3.X versions anywhere.

We have a fachan and lesser fachan in the CC. Is this one a distinct monster?


Let's start with the two Ravenloft ones. They don't sound too complicated, and I don't think there are 3.X versions anywhere.

Which would you rather do first?

We have a fachan and lesser fachan in the CC. Is this one a distinct monster?

There's a ridiculous number of Fachan variants so I'll have to check…

…Okay, the Creature Catalog's Fachan is a Small Aberration (or Monstrous Humanoid) with a poisonous bite based on the Forgotten Realms Fachan.

The Creature Catalog's Lesser Fachan is a Medium sized Aberration based on the HR3 Celts supplement Fachan.

The Dragon Magazine version under consideration is a Large Giant-related creature with a rock hurling attack and the ability to stomp smaller opponents. It's basically the same as the Savage Coast Monstrous Compendium's Fachan except the latter has more HD (8+3 vs 6+3) and sometimes possesses Red Curse legacies.


Skeleton, Archer
NO. APPEARING:2–20 (2d10)
SPECIAL ATTACKS:Skeleton creation
SPECIAL DEFENSES:Damage resistance
& spell immunity
SIZE:M (6′ tall)
MORALE:Fearless (19–20)

Archer skeletons are magically animated humanoid undead monsters created as guardians or warriors by powerful evil wizards and priests. Such creatures are crafted from the bones of dead archers using an animate dead spell. The creator must also bond a blooded arrowhead to the skull of each skeleton. During the animation process the arrowhead fuses with the skeleton’s skull.
 These skeletal monsters are identical in appearance to normal skeletons, being formed from the bones of humans and demihumans, save for an arrowhead-shaped black mark on their skulls. These monsters are always armed with long bows made of ash wood and human sinew, and bone arrows carried in hide quivers.
 The bowmen of the night cannot speak and are utterly unable to communicate. They can understand simple commands from their master, but these must be clearly worded and very short.

Combat: In battle, an archer skeleton almost always attacks with its sinister bow and bone arrows. A skeleton can attack once per round and each arrow does 1–6 points of damage. Although these arrows do no extra damage, they are considered magical weapons and can affect those creatures protected from nonmagical weapons.
 Each archer skeleton carries 20 such arrows. A skeleton can create new arrows simply by robbing graves and sharpening other bones into arrows.
 It is, however, when the archer skeleton’s arrows miss their target that they prove most devastating. Whenever an arrow fails to hit its target, the DM should make a saving throw vs. crushing blow for the arrow. If the saving throw fails the shaft simply breaks and becomes useless. If it is successful, however, the arrow remains intact and rapidly (1 round) grows into a skeleton with all the normal abilities of those undead (see the MONSTROUS MANUAL). Such skeletons are hideous automatons of death and destruction that will immediately attack the closest living target.
 If forced into close combat, the archer skeleton wields its bow as a weapon, attempting to bludgeon opponents for 1–4 points of damage per hit. An archer skeleton will resort to this method of attack only if it is impossible to fire its arrows. If its bow is destroyed, the creature will claw at its enemies for 1d3 points of damage.
 Archer skeletons are immune to sleep, hold, charm, or fear spells. They need never check morale, usually being magically commanded to fight to their destruction. They are also immune to all cold-based attacks, as are normal skeletons. Similarly, edged and piercing weapons do only half damage to these creatures, while blunt weapons, being designed to crush bone, do full damage. Holy water inflicts 2–8 points of damage per vial.

Habitat/Society: Archer skeletons are said to have first been created by a zealous necromancer named Karakin. Karakin wished to murder all the people of his land so that he would be the only human living there. Once this was accomplished, Karakin would surround himself with undead courtiers far more loyal than any living vassals. Creating a vast army of archer skeletons and other undead, Karakin prepared to march, but the sheer force of his malice proved virulent enough to carry him instead through the mists and into Ravenloft.
 Where Karakin resides now is unknown, but his skeletal archers and the secret of their construction have come into the hands of a growing number of nefarious individuals.
 Archer skeletons are most often employed as the vanguard of an evil force ranging in size from 2–20 skeletons to a full army. They are also commonly used as guards and sentinels by their foul masters. The lich lord, Azalin, is said to have a large number of these minions under his control.

Ecology: As with all lesser undead, these creatures have no place in the natural ecology. They are abominations of evil, twisted into foul mockeries of life, and exploited by those persons who have turned from light and virtue.
 Although the skeletons themselves turn to dust and ash when destroyed, the longbows and arrows of these monsters remain intact. It is thus possible for a character to pick up and use these weapons. The arrows have the same effect for player characters that they do when fired by arches skeletons. However, any time an arrow fired by a character creates a new skeleton, the character must make a powers check as he adds to the corruption of the world.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).


Well what do you know, I happened to have the text all typed out already and just needed to add some formatting codes.

It's almost like I've been wanting to convert it for ages…

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