Book of Vile Darkness eh, sounds like there doing the "adult" route that white wolf pioneerd back in the day with some of there vampire the masqurade clanbooks.
Yeah that kid allways was a trouble maker, he like burnt down his hown house and stuff so i guess it was ment to be or something.
Eh I was going to do jungle monsters but i got a few ideas and some old ones that i would like to use that just dont fit in the jungle. i dunno, right now its just a book of monsters. i was thinking of having the book split up in to jungle monsters, desert, snow ect or have it split up by the type. dunno know now, i only have like 10 so far so i think its a bit early. Yes, George Romero is a god as far as zombie movies are concerned. There remaking
Dawn of the dead, and iam really scared its going to suck. Big-budget Hollywood directors dont seem to have a clue when it comes to horror films, especially remakes. Take the Psycho and the recent Texas Chainsaw Massassacre for example. i gave both of them a good thumbs down. I have to admit i was plesently surprised with freddy Vs Jason though.

Lets hope the new Resadent Evil movie and Alien VS Predator (MAY 2004!!!) dont suck.
Ohhh yeah vomit tar attack, like that.

think i might do that one tonight.
Allright her it is, my monster Previews with pictures!!! note that i colored them for this and they will not be colored in the book. the inside of thre book is going to be B&W but they will be shaded, not just line art.
Bandar
Huge Magical Beast (Fire)
Hit Dice: 9d10+45 (94 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft
Armor Class: 21 (-2 Size, +1 Dex, +12 Natural Armor)
Attacks: 2 Claws +18 (melee); 1 Bite +12 (melee)
Damage: Claws 2d4+10; Bite 2d8+5
Face/Reach: 10 ft x 20 ft/10 ft
Special Attacks: Biting bonus, Hug, Rage, Breath weapon
Special Qualities: Low-light vision, Sound Imitation
Saves: Fort +11, Refl +7, Will +4
Abilities: Str 31, Dex 13, Con 20, Int 8, Wis 13, Cha 12
Skills: Climb +11, Jump +11, Listen +12, Spot +12, Swim +11
Feats: Alertness, Weapon Focus (Claws)
Climate/Terrain: Temperate and Warm Hills, ForestMountains or Underground
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Double Standard (In Lair)
Alignment: Always Neutral Evil
AdvancementRange: 10-18 HD (Huge), 19-27 HD (Gargantuan)
Bandars are thought to be a ancient genetic and magical experiment by a crazed wizard or sage. It seems that a dire bear was cross bread with a red dragon. The beast its self has the head, neck and tail of a dragon but the body of a dire bear. Its body is both furry and scaly at the same time. Over the dragon parts the hair is minimal the reverse is true of the body.
Bandars speak the language of chromatic dragons, although it is often broken. Bandars live in thick forests in temperate and warm regions. Their lairs are for the most part in large, well-hidden caves in the center of their territory, it is her that the Bandars live alone or in pairs. If two Bandars are encountered together, there is a 20% chance of there being 1d4 cubs (5-7 HD) present as well. Bandars are very protective of their young, and will attack anything attempting to harm them. Bandars have a aggressive nature and are normally at odds with other forest-dwelling creatures. Bandars are omnivorous, but prefer to eat meat. Often using there sound imitation, to ambush centaurs and elves; the latter they consider a delicacy.
COMBAT
Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to employ their breath attack.
Biting Bonus (Ex): If a Bandar scores a hit with both of its claw attacks against the same target, it’s bite attack gets +5 to hit against the same target
Hug (Ex): If a Bandar scores a hit with a claw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage.
Rage (Ex): Combat gets Bandars hyped up and they will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately.
Breath weapon (Su): Bandars can breath a cone of blue fire 15 feet long and 20 wide at the end as a standard action. Those caught in the inferno may make a reflex saving throw (DC 18) for half damage. Bandars can only use there breath weapon once every 1d4+1 rounds.
Lowlight vision (Ex): Bandars can see in almost complete darkness up to 60 ft away as though it was bright and sunny out.
Sound Imitation (Ex): Bandars can mimic any sound or voice it has heard when ever it likes. All who hear it must make a successful Will save (DC) to detect the trickery.
Fire Sub-type (Ex): Fire immunity, double damage from cold attacks unless a successful cave is made
Bolbox
Medium Sized Plant
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 15 ft
Armor Class: Body:15 (+5 Natural) Vines:12 (+2 Natural)
Attacks: 8 Slaps or Constriction +4 (melee); 1 Bite -1 {melee)
Damage: Slaps1d4+2 and Stun; Constriction 1d6+1; Bite 2d6+1
Face/Reach: 5 ft x 5 ft/10 ft
Special Attacks:Stun
Special Qualities:Immunities as per plants, Regeneration, Low-light vision
Saves: Fort +3, Refl +1, Will -1
Abilities: Str 14, Dex 10, Con 11, Int 2, Wis 7, Cha 7
Climate/Terrain:Temprate or WarmForests and Marshes
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Allways Neutral
AdvancementRange: 4-6 HD (Medium-size), 7-9 HD (Large)
It Lies undetected on the Jungle floor or in the opaque waters of Marshes, any movement could set of its attack. It’s the Bolbox, a carnivorous plant that can't wait to get it next meal.
The Bolbox has an eye-shaped body that is covered in hard shell-like carapace. It often has leaves and other vegetable matter growing on its body. On the body is a huge mouth that’s lined with a row of long yellow teeth, which it loves to snap, closed after dragging helpless adventures -or any other living creature into its mouth, via its two long slimy tongues. 8 Vines extrude from the body as well as one eyestalk. The vines are primarily used for movement. It simply attaches to something and pulls its self along. But when danger or hunger is imminent it lashes out with the vines as weapons. The eyestalk sticks out from the top of its head and like the body often has leaves and other vegetable matter growing from it. At the peak of the stalk are three eyes.
The Bolbox is constantly on the hunt for food during the day and tucked away hidden at night. You're not likely to spot an Bolbox during the night, even if you were climbing through the dense vegetation of the jungle and happened to climb upon one. It would simply ignore you and you would most likely miss it all together and move on.
The reason the creature is not aggressive at night is simple, it needs sunlight (or the magical light equivalent) to Regenerate. In sun light their incredibly dangerous creatures. But when the sun goes down, they know that’s when they’re most vulnerable. Not to say that if you did see on at night and attacked it that it would ignore you, because it wouldn't. They just have enough instinct of when to fight and when not to.
Combat
In combat Bolboxs are merciless creatures. Because when it fights, it fights for food that it need to live. When engaged in combat it will lash out with it's 8 vine like arms, doing 1d4 damage, plus the slap technique it uses.
Stun (Ex): For each successful slap attack the victim must make a Fortitude saving throw (DC 10) of be stunned for 1d12 combat turns. If successful then that character is immune to the stun effect of that particular Bolbox. Each Bolbox has a different slap technique so immunity to one does not guarantee immunity to all. Characters that are stunned can't act and looses any Dexterity bonus to Armor Class. Once stunned, The Bolbox will attempt to wrap it's vines around the character (85% chance one arm is bound 65% chance both arms are bound) an constrict for 1d6 damage. This attack roll is made at +4 vs. a stunned opponent. Bolbox can constrict a non-stunned opponent but the attack roll is made at -4 due to the difficulty of picking up a creature.
Once a successful attack roll is made to constrict a character, that character automatically gets constricted every round there after, suffering damage as normal, or the Bolbox can pull the stunned character into its mouth the biting for 2d6 damage.
Characters can save a constricted character by cutting off the offending vine with a successful attack roll made at -4. Ten hp of damage severs that vine and the character is free, thought possibility still stunned. Severed vine grow back in 1d6 days
Plant Immunities (Ex): All plants have immunityto poison, sleep, paralysis, stunning and polymorphing, There also not subject to critical hits or mind-influencing effects such as charms, compulsions, phantasims, patterns, and morale effects.
Regenerate (Ex): If the Bolbox is in sunlight or the magical equivalent then it regenerates 3 hp per turn.
If the Bolbox is reduced to 5 or fewer hp then it attempts to flee with as many character it can, if more than two characters are bound by the Bolboxs vines then it is slowed 5 ft for every character over 2 that it has bound.
Utuchekulu
Small Monstrous Humanoid (Dwarf)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (+1 Dex)
Speed: 15 ft
Armor Class: 12 (+1 Size, +1 Dex)
Attacks: Club +3 (melee); 1 Dart -2 (ranged)
Damage: Club 1d6+1; Dart 1d4 and Poison
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Poison, Wounding, Assassination
Special Qualities: Resistant to poison
Saves: Fort +2, Refl +3, Will +2
Abilities: Str 12, Dex 12, Con 15, Int 10, Wis 10, Cha 6
Skills: Balance +4, Escape Artist +6, Hide +4, Jump +6, Listen +4, Move Silently +3, Spot +4
Feats: Alertness, Blind-Fight
Climate/Terrain:WarmLand
Organization: Patrol (1d6) or Village (1d20+3)
Challenge Rating: 1
Treasure: None or Double Standard (Village Only)
Alignment: Lawful Evil (Usually)
AdvancementRange: 2 HD (Small), 3-4 HD (Medium-size)
The Utuchekulu are dwarven-kin of the tropical rain forests. They, unlike dwarfs are naturally evil and smaller then normal dwarfs standing about 3 feet high, they have dark brown skin and tangled hair. The most obvious feature they possess is a long, sharp blood-red tooth, which they use to kill prey. They have there own language and use tools and weapons. When encountered chances are it will be a hunting party out to gather food for the local tribe. Human organs are a delicacy in Utuchekulu society so they deliberately seek out human prey.
Combat
When in combat the Utuchekulu primarily attack with a club, or with a blowgun. They can attack with out warning using their sheer numbers and their poison laced darts for an advantage.
Poison (Ex): there is a 40% chance per Utuchekulu that there dart is laced with a poison. Any one Struck with a poisoned dart must make a Fortitude saving throw (DC 15) or be paralyzed for 2d6 minutes.
Wounding (Ex): The Utuchekulu Jumps at their victim with there tooth doing 1d4 points of biting damage, and the victim must make a Fortitude saving throw (DC 5) or the wound is too deep to heal on its own. Unless treated the wound will bleed for 1-6 damage every round. A character with the skill Heal can stop the bleeding (DC 20) as well as any spell that heals the victim for the amount of the attack that caused the wound.
Assassination (Ex): When attacking with there tooth, on a 19 or 20 means the Utuchekulu has hit a soft spot or Nerve Area and the victim must make a Fortitude saving throw (DC 18) or be killed. If Paralyzed or under sleep or similar spell there is no saving throw.
Resistance to Poison (Ex): The Utuchekulu are a hardy race and have a resistance to toxins. They receive a +2 racial bonus on saving throws against poison.
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