Greyhawk monsters

GRUNG

GRUNG
Small Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 30 ft
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Attacks: Bite +1 melee, halfspear -3 melee; or shortbow +2 ranged (BAB +1)
Damage: Bite 1d3 and poison, halfspear 1d6 and poison; or shortbow 1d6 and poison
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Moisture (vulnerability)
Saves: Fort +, Ref +, Will +
Abilities: Str 10, Dex 13, Con 13, Int 8, Wis 8, Cha 8
Skills: Listen +0, Spot +1
Feats: Weapon Finesse (halfspear)

Climate/Terrain: Warm marsh
Organization: War band (4-48) or tribe (50-100 plus 25% young plus 1 3rd-level cleric)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Grung are toad-like humanoids that live in hot, steaming marshlands. These creatures stand about three feet tall, and their lower bodies strongly resemble that of a toad or frog, with powerful legs for jumping and webbed feet for swimming. The upper body is developed and muscular, with opposable thumbs and heads that look more humanoid. Grung stand upright and move around in rapid short hops, but don’t possess the extraordinary leaping ability of typical amphibians. They also lack a frog’s prehensile tongue, but possess a mouth full of tiny, sharp teeth. They have moist, slick skin like other amphibians, usually dappled green and brown on their backs, shading to white or yellow on their bellies. Their small eyes are red with black pupils, and are protected by a bony ridge. Though most males are slightly larger than females, both sexes are equally aggressive and dangerous.
Grung speak their own language and have no interest in learning the languages of other beings. They are also able to communicate with frogs, toads, and other swamp-dwelling amphibians. They believe that other humanoids are for eating, not for talking to.

COMBAT
The grung’s size leads them to prefer ambush tactics to frontal assaults. They lie in wait in concealment until unwary travelers or a group of rival grung wanders into their killing zone, and then attack them with shortbows. They also hunt rats and other swamp-dwelling mammals when not searching for larger prey.
Grung secrete a highly deadly poison from their skin and saliva, which they also use to coat the tips of their weapons by wiping them on their skin. Grung are immune to this poison. Their poisoned skin insures that they have few natural predators, though certain giant snakes are immune to grung poison. The poison breaks down quickly in contact with air, becoming inert in ten minutes, as does the poison in the skin of a dead grung. These poisonous secretions taint the water that surrounds grung settlements, and causes 2d4 rounds of nausea instead of the regular effects.
Poison: Bite or weapons, Fortitude save (DC 11), initial and secondary damage 2d4 temporary Dexterity.
Moisture (Ex): Grung breathe through their skin, and if a grung’s skin dries out completely, it will die. A grung must immerse itself in water for at least one full round every three hours, or it will suffocate.

GRUNG SOCIETY
Grung are highly territorial, and very warlike. Their territory typically extends for a mile outside of their tribal settlement, and anyone unwise enough to trespass in this area becomes an immediate target, including grung from other territories. A grung community is a muddled assembly of crude, concealed shelters, sometimes underwater or inside dead trees. Grung occasionally take live prisoners, other grung in particular. These prisoners and the bodies of slain enemies serve as the main course at tribal feasts.
Grung are egg-layers, and offspring go through a tadpole stage (AC 10, Swim 30 feet (only), HD ½d8, bite 1d2-1). After three months of this, the tadpoles mature, absorbing their tails and growing limbs, ultimately climbing out of the water and joining the tribe. Six months later, they are considered fully mature members of the tribe.
Grung tribes are matriarchal and are led by a female war chief, which is the strongest fighter among the war chiefs. Challenges to her leadership are common, and these struggles are to the death. Each tribe also has a single female adept of up to third level. War chiefs, adepts, and the chieftain herself wear ornaments made from the bones of enemies, which identify their positions within the tribe. Males are subservient and have no say in any decisions.

GRUNG CHARACTERS
A grung's favored class is rogue. Grung leaders tend to be rogue/barbarians. Grung clerics have access to two of the following domains: Destruction, Evil, Law, and War.

The grung first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990).
 

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Is that creature related to the bullywug and the siv per chance? or perhaps it is related to the grippli?

Anyways, that is some damn good work there Boz. :D
 

there is no suggested relation (the original writeup compares them to bullywugs briefly), except that they are all amphibian humanoids. :)
 

SOUL BECKONER

SOUL BECKONER
Medium-Size Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 15 ft
AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Attacks: 2 incorporeal touches +4 melee (BAB +2)
Damage: Incorporeal touch 1d6 and energy drain
Face/Reach: 5 ft/5 ft
Special Attacks: Whisper, eerie wail, energy drain
Special Qualities: Consume life force, DR 10/magic and silver, undead qualities, incorporeal
Saves: Fort +1, Ref +3, Will +6
Abilities: Str ---, Dex 15, Con ---, Int 13, Wis 14, Cha 15
Skills: Hide +4*, Intuit Direction +5, Listen +6, Search +4, Spot +6
Feats: Alertness, Improved Initiative

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium-Size)

The soul beckoner is an undead creature, similar to a wraith, which drains the life force of its victims. They look more like shadows though, and are mistaken for them more often than not. As this creature drains the life energy of its victims, it takes on aspects of their appearance and changes, becoming larger and more solid. The soul beckoner is more in tune with its previous form than a typical wraith, and therefore has a stronger tie to the Material plane.

COMBAT
A soul beckoner lies in wait for prey to come in range of its whisper attack to lure them into melee range. It then attacks with its bony claws, draining the energy of the living and adding to its own strength. Each claw attack can drain energy with a successful attack; therefore a soul beckoner can drain up to two levels per round.
Whisper (Sp): Soul beckoners possess a sonic charm attack that reaches a range of 240 feet. Creatures hearing the whispers must roll a successful Will save (DC 14) or be drawn toward the soul beckoner. A successful saving throw negates the whisper. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the enchantment of the whisper. Otherwise, victims are allowed a Will save every round to escape the creature's enchantment with a cumulative +2 bonus per round. A silence spell or a character incapable of hearing prevents the effects of the whisper.
Eerie Wail (Sp): If a soul beckoner’s whisper attack fails, the victim hears an eerie wailing sound. The character must then roll another successful Will save (DC 14) or flee in terror for 1d4+1 rounds. A silence spell or a character incapable of hearing prevents the effects of the wail.
Energy Drain (Su): Any living creature struck by a soul beckoner's incorporeal touch attack must succeed at a Fortitude saving throw (DC 14) or gain one negative level. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 14) to remove it. Failure means the opponent’s level (or Hit Dice) is reduced by one.
Consume Life Force (Su): For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one Hit Die, as well as the appropriate hit points and saving throw and attack bonus. All such extra Hit Dice remain for 24 hours from the time they are gained.
Undead Traits: A soul beckoner is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A soul beckoner cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
Incorporeal Subtype: A soul beckoner can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A soul beckoner can pass through solid objects, but not force objects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A soul beckoner always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Skills: A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light.

The soul beckoner first appeared in UK7 - Dark Clouds Gather (1985), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “wraith” entry.
 


CAMPRAT

any suggestions on how to make the leap and gnaw more 3e? :)

CAMPRAT
Diminutive Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Attacks: Bite +8 melee (BAB +4)
Damage: Bite 1d2-5
Face/Reach: 1 ft/0 ft
Special Attacks: Leap, gnaw
Special Qualities: Scent
Saves: Fort +0, Ref +6, Will +1
Abilities: Str 1, Dex 19, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +13, Climb +13, Hide +21, Move Silently +9
Feats: Weapon Finesse

Climate/Terrain: Temperate desert, plains and hills
Organization: Pack (11-30)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---

The camprat is a voracious little nocturnal scavenger that can eat more than its size lets on. Though generally harmless, camprats have earned themselves many colorful names (not generally suitable for print) due to their aggravating habit of chewing their way into anything edible. These little rodents are similar in appearance to prairie dogs or small gophers. The fur is a light, sandy brown with a streak down their spine that shades to dark brown or even black. The tail is short and stubby. The camprat’s has small beady eyes, and long, very sharp front teeth.
The front teeth of a camprat grow constantly, and the little creatures must gnaw on things to keep them trimmed and sharp. These razor-sharp teeth and an indomitable digestive system allow them to eat practically anything that’s not on fire. These scavengers will go to great lengths to steal food, and are not deterred by food stored in thick leather sacks or hanging from trees. Trees that have been gnawed and stripped to death are a sure sign of camprats in the area.
Camprats live in loosely bonded packs, with roughly equal numbers of males and females. These packs appear to have no leader or organizational structure, but the members to work together to secure food for each other.

COMBAT
Camprats are very timid, and only fight larger creatures when cornered. These creatures would rather flee than fight, by climbing or jumping over, or gnawing through any obstacles. These rats are surprisingly clean and carry no significant risk of disease.
Leap (Ex): Camprats can leap up to eight feet horizontally and three feet vertically.
Gnaw (Ex): Camprats can chew through thick cloth in 5 seconds, thin leather in 15 seconds, thick leather in 30 seconds, one inch of soft wood in 60 seconds and one inch of hard wood in 90 seconds.
Skills: Camprats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance and Climb checks. They use their Dexterity modifier for Climb checks.

The camprat first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “rat” entry.
 


well, like for the leap, maybe like "they can Jump like a size Huge creature" or something, and the gnaw could have a rating based on Hardness. i guess it's like a math question. ;)
 


SEA ZOMBIE

ZOMBIE, SEA
Medium-Size Undead (Aquatic)
Hit Dice: 5d12+3 (35 hp)
Initiative: +0 (Dex)
Speed: 20 ft, swim 30 ft
AC: 13 (+3 natural), touch 10, flat-footed 13
Attacks: Short sword +6 melee (BAB +2)
Damage: Short sword 1d6+4 and disease
Face/Reach: 5 ft/5 ft
Special Attacks: Stench, disease, spells
Special Qualities: Waterlogged, turn immunity, vulnerabilities, telepathy, undead qualities
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 19, Dex 10, Con ---, Int 6, Wis 14, Cha 10
Skills: Intuit Direction +5, Listen +4, Spot +4, Swim +13
Feats: Power Attack, Toughness

Climate/Terrain: Any aquatic
Organization: Pack (2-24)
Challenge Rating: 5
Treasure: 50% standard
Alignment: Usually chaotic evil
Advancement: 6-15 HD (Medium-Size)

Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull.
Sea zombies appear as corpses that have been underwater for some time. Their bloated, waterlogged and discolored flesh drips with foul water, their eye sockets are empty, and their tongues often protrude from a set of blackened lips. They move rather slowly on land like normal zombies, but in water they swim with a frightening speed. As undead, they do not need to eat, but they sometimes rend and chew the flesh of their prey to strike terror in other victims.
Drowned ones are active around the clock, making plans from the sunken wrecks that they drowned in, and attacking the surface at night. Drowned ones do not usually stray more than 300 feet from a large body of water, but they can roam any distance within fog. Those who dwell on coastlines tend to fear the fog, and some cultures throw living sacrifices into the fog as offerings to keep the zombies at bay.

COMBAT
Sea zombies travel in packs, their mutual hatred for the living being their main motivating force. Sea zombies attack with whatever weapons they had at hand when they died; as most were sailors or pirates, they will be armed with short swords, daggers, hooks, clubs, and the like. They are amazingly cunning, and take advantage of the unwary. They like to lure ships into smashing on rocks, then kill the sailors while they are trying to escape the wreck. Another tactic is to attack ships at anchor by climbing aboard and driving the sailors into the water where the zombies have the distinct advantage with their speed.
Stench (Ex): The visage and stench of decay surrounding a sea zombie are so disgusting that anyone seeing a drowned one or coming within twenty feet must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds.
Disease (Ex): Sea zombies drip with strongly tainted putrid water, and any creature hit by one with a melee attack must succeed at a Fortitude save (DC 14) or suffer one of various diseases (DM's discretion).
Spells: Drowned ones who clerics while alive retain their spellcasting powers. These creatures are granted spells directly from Nerull and sea zombie priests cast only harmful spells. They speak the verbal components for spells in unintelligible whispers.
Waterlogged (Ex): Sea zombies are immune to normal fire and have a resistance of 10 to magical fire.
Vulnerabilities (Ex): Sea zombies suffer double damage from all electrical and cold-based attacks.
Telepathy (Su): A sea zombie can communicate telepathically with any other sea zombie within 100 feet.
Undead Traits: A sea zombie is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A sea zombie cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).

The sea zombie first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), and in the Monstrous Manual (1993).
 

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