OK then here's the Shargugh entry from DMR2 Creature Catalog
Shargugh
Armor Class: 7
Hit Dice: 3` (S)
Move: 150' (50')
Attacks: 1 bite or weapon
Damage: 1d4 or by weapon
No. Appearing: 0 (1d3)
Save As: Elf: 6
Morale: 7
Treasure Type: Nil
Intelligence: 10
Alignment: Neutral
XP Value: 50
Monster Type: Humanoid (Very Rare).
Shargugh are three foot tall humanoids with wild, matted, brown hair and long, tangled, brown beards. Shargugh wear ragged, brown and green clothing and are sometimes armed with silver daggers. Each individual or group has a woodland territory roughly 24 miles in diameter. (It is exactly equal to a 24 mile wide wilderness hexagon, if these are being used.) A shargugh is tied to its territory, which nurtures its life force. In a sort of symbiosis, the woodland territory also takes strength from the shargugh, as well as being protected actively by the woodland folk. A shargugh will never voluntarily leave its territory, and if forced to do so, will sicken and die in one to two days unless returned before that time.
Any section of woodland whose shargugh is killed will become cursed and infertile for seven years. During that time, no new plants or trees will grow. Existing plants and trees will continue to grow, but will not bear any fruit or flowers. A druid who casts a remove curse spell can restore fertility to the land at any time.
A shargugh has the ability to transport itself instantaneously through trees for up to 600 yards. It does this by passing into one tree and emerging from another in its destination area. A shargugh can use this ability 5 times per day.
Shargugh are mischievous and are likely to steal valuable objects from any creature encountering them. They are able to pick pockets with an 85% chance of success and move silently 85% of the time. To dissuade shargugh from stealing, woodland folk often leave offerings of food and drink for the creatures. In return for this, shargugh have been known to carry out small but useful tasks. They are also able to hide in woods in the same way as halflings, with a 90% chance of success.
Terrain: Woods.
Regards,
Mortis