Paging Echohawk...

Giant, Bosk

CLIMATE/TERRAIN: Bogs, marshes
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Plants
INTELLIGENCE: Low (5-7)
TREASURE: M, Qx 10
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 18
HIT DICE: 14+3
THACO: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8+8 or by weapon 1d12+8
SPECIAL ATTACKS: Spit
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (19' tall)
MORALE: Elite (13-14)
XP VALUE:
Infant: -4 HD 2,000
Juvenile: -2 HD 3,000
Adult: 5,000

Bosk giants are selfish, greedy, and territorial. They are quick to attack any creature that encroaches upon what they consider their land-even if those creatures appear more powerful and deadly.
Bosk giants make decisions quickly, never dwelling upon problems or situations. Considered stupid by their relatives the swamp giants, bosk giants have never been known to analyze a predicament or spend any amount of time thinking about anything.
Despite that, the giants seem to possess a natural cunning that is terrible and ruthless.
Bosk giants are the tallest giants on Chislev. Their features are handsome, almost as if they were sculpted by a fine craftsman, and their skin is thick, giving them a natural armor class of 4. They are muscular and have amazingly broad shoulders, and their long athletic legs carry them quickly over the terrain. The most striking features of bosk giants are their skin and hair. Their skin is green, ranging in color from a pale olive to almost black, and their green hair grows in clumps like grass. They wear little clothing, usually animal hides sewn together. Their coloration makes it easy for them to blend in with their surroundings. They gain a bonus of +3 to surprise, and in return they have a -3 to be surprised.

Combat: Unlike other giants, bosks do not hurl weapons. They simply charge into melee, swinging.either their great fists or large clubs fashioned from tree limbs. The more intelligent of the giants shave the limbs so they have sharp points and deliver an additional 2 points of damage. They have no combat strategy.
The giants have a special attack. Bosks can swallow great amounts of swamp water, which they can spit at their targets in a stream 12' long by 6" wide. The fetid water is combined with the gastric juices of the giant, causing Id8 points of damage. Further, all those struck by bosk spit must save vs. paralyzation or be dazed for 1 d6 rounds. Bosk giants who have swallowed swamp water can spit twice before needing to fill up again.

Habitat/Society: Bosks live in simple villages of crudely constructed huts made of rotted trees. Most of the villages are located in a bog-with standing water everywhere. Each village has a loose form of government. The strongest giant is the leader and his orders, which tend to be few, are followed without question.
When encountered in their lair, there are 4d4+10 giants, and half of these are adults. The remainder are infants and juveniles. An infant has 10 HD and has only a +4 damage bonus. A juvenile at 12 HD has a +6 damage bonus. If a village is threatened, infants and juveniles fight side by side with their parents.

Ecology: Bosk giants live where there is heat, vegetation, and lots of water. They prefer fetid water, as they enjoy its taste and smell, but they settle for pure water if nothing else is available.
Bosk giants eat only plants, preferring sodden roots and overripe fruits. Nuts are a delicacy and a potential bribe. The giants have been known to raid nearby human tribes for fun, to acquire human servants, and to keep other human tribes in fear of them.

Lycanthrope, Giant Werebear (Polarwere)

CLIMATE/TERRAIN Arctic lands
FREQUENCY Very rare
ORGANIZATION Solitary
ACTIVITY CYCLE Nocturnal
DIET Carnivorous
INTELLIGENCE Low to average (5-10)
TREASURE Z
ALIGNMENT Neutral evil

NO. APPEARING 1
ARMOR CLASS 1
MOVEMENT 12
HIT DICE 14
THAC0 6
NO. ATTACKS 3
DAMAGE/ ATTACK 3-13/3-13/2-20
SPECIAL ATTACKS Crush for 3-30; hug Large- or Huge-sized creatures for 4-16
SPECIAL DEFENSES Hit only by silver or +1 or better weapons; impervious to cold.
MAGIC RESISTANCE Nil
SIZE H (21')
MORALE Very Steady (13-14)
XP VALUE 8,400

Giant werebears are frost giants born with the ability to change into giant polar bears. Unlike their good-aligned lycanthrope cousins, polarweres are bitter, selfish creatures who care only for their next meal and a warm lair in which to sleep.
In giant form, the polarwere looks like a frost giant, albeit an especially broad-shouldered, hairy one. The polarwere rarely assumes this form, as frost giants are tribal and stand-offish. In ursine form, the polarwere resembles a giant polar bear, 10 feet tall at the shoulder and 20 feet tall when rearing on its hind legs.

Combat: Polarweres do not like combat and rarely attack unprovoked. When they fight-usually to feed-it is in bear form. Should a polarwere desire to fight in giant form, it usually wields weapons common to frost giants (throwing stones and battle-axes). In bear form, the polarwere attacks with two swiping claws and a devastating bite. Creatures of size medium or smaller hit by the polarwere's claws must also roll a successful Dexterity check or be knocked down; creatures of size medium or smaller bitten by the polarwere's bite must roll a Dexterity check at a -2 penalty or be snatched up in its jaws and crushed between its teeth every round thereafter for 3-30 points of damage. This attack requires saving throws vs. crushing blow for equipment and clothing. Unlike most lycanthropes, polarweres do not pass on their affliction to injured creatures unless the creature is a frost giant; frost giants suffer the normal 1% per hit point of damage chance of contracting the disease.
Polarweres share the typicallycanthropic immunities to normal weapons (in bear form only) and can be harmed only by silver or +1 or better magical weapons. Polarweres cannot summon normal bears like their smaller lycanthropic cousins, but they do share the werebear's ability to heal at three times the normal human rate. Polarweres are impervious to all forms of cold. They revert to bear form at death.

Habitat/Society: Polarweres mingle briefly with the tribal societies of frost giants. Indeed, some have lived among frost giant tribes for years, but normally they are solitary. They prefer to find huge caves hidden in arctic mountain ranges, far from even frost giant settlements; they are happiest when the only other living things they see are the ones they are about to eat. mating occurs on a haphazard basis, and only one young is ever produced from such an encounter. Females care for the young only until they can fend for themselves, at which time they either leave or are turned out by the mother.
Adventurers encountering polarweres can never be sure what to expect; the bear's reaction often depends on whether or not it is hungry, and whether or not the PCs look appetizing, but normally an unprovoked polarwere will not attack. A polarwere is extremely protective of its lair, however, and will chase invaders several miles across the arctic wastes if it catches them inside or nearby.

Ecology: Polarweres are at the top of their food chain. Their only natural enemies are the frost giants, who covet the huge pelts a dead polarwere provides, but a hungry polarwere will attack a frost giant if it is hungry enough. The land a polarwere hunts tend to be even more devoid of life than arctic areas normally are, as it takes a lot to fill a 21'-long bear; for this reason, polarwere territories tend to be many miles in radius, often taking the polarwere several days to roam them.

Horag

CLIMATE/TERRAIN: Any hills and mountains
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (7)
TREASURE: M, Q
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1 or 1-3
ARMOR CLASS: 6 (4)
MOVEMENT: 12
HIT DICE: 8+3
THACO: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d12 (or by weapon +6)
SPECIAL ATTACKS: +3 to hit
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: Large (12')
MORALE: Elite (13-14)
XP VALUE: 2,000

The horag is a very rare crossbreed that arises from a union between an exceptionally large ogre and a relatively small hill giant. They associate with either hill giants or ogres, acting as somewhat more effective tacticians for the former and thundering damage-soaking behemoths for the latter.
A horag takes features from both of its parents, resembling a typical ogre in most cases but with a greater height, long arms, and stooped shoulders of a hill giant. Most horags weigh in at about 1,000 pounds, and almost 90% of them are male. A horag speaks ogre or hill giant, depending upon which group it was raised with. They live for about 100 years (only slightly longer than an ogre) and cannot use clerical or priestly magic. A horag's natural AC is 6, although the skins and piecemeal armor that most of them wear reduces this to AC 4.

Combat: A horag either uses its great fist to inflict incredible crushing wounds (ldl2 damage) or uses ogrelike weapons such as huge swords or clubs (which inflict weapon damage +6 for Strength). They affect disdain for missile weapons, preferring instead to close with prey and destroy it with their bare hands or hand-held weapons. However, when a horag is advising a group of hill giants it will recommend that the giants strike with thrown rocks before moving in for melee; the truth is that horags are not quite strong enough to use boulders as an effective missile attack and hide this shortcoming by ferocity in melee.

Habitat/Society: Most horags will be found with either ogres or hill giants-their immediate relatives. Those that live away from their blood kin tend to be loners, and prefer medium-sized open caves in hilly areas. These caves will often be partially blocked by loose rubble and large stones, as the horag will take pains to conceal and protect its lair. As there are so few of their kind, most horags end up mating with ogres or hill giants, the offspring being a somewhat odd-looking but essentially normal member of the other parent's race.

Ecology: Horag are much like their giantish parents--omnivorous but preferring meat, occasionally raiding humanoid settlements or trading with another humanoid race. They have even been known to hire on as mercenaries to evil armies, although in those cases they only truly feel comfortable if ogres or half-ogres are present.

Ogre, Stonecrown

CLIMATE/TERRAIN: Mountains, hills
FREQUENCY: Common
ORGANIZATION: Tribe or company
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Common low (8-10), Leader/Captain average (11-12)
TREASURE: C, Y
ALIGNMENT: Neutral evil
NO. APPEARING: 2-20
ARMOR CLASS: Common 5, Leader/Captain 3
MOVEMENT: 9, Cl 6
HIT DICE: Common 4+3, Leader 5+4, Captain 6+6
THACO: 15
NO. OF ATTACKS: 1 (2 in battle-rage)
DAMAGE/ATTACK: Common 2d6, Leader 2d8, Captain 2d10 (or by weapon +6)
SPECIAL ATTACKS: Battle-rage
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: Large (9'+)
MORALE: Elite (13-14)
XP VALUE: Common 420, Leader 975, Captain 1,400

Stonecrown ogres run to fat, not surprising considering how much of their time they spend eating. They are crude but powerful, and take a simple joy in killing and destruction. Their rank odor is composed of equal parts grease, filth-ridden garments, and unbathed foulness mixing into a stench like powerful sour milk.
When bored, the creatures and fond of ornamenting themselves with earrings, nose-rings, and other piercings; Stonecorwn ogres find these attractive, and sometimes compliment other creatures that share their tastes. They speak their own language, and leaders and mercenaries often speak the goblin, orog, or common tongues.

Combat: In mass combat, Stonecrown ogres form club-, axe-, or mace-wielding forces that are effective through brute strength. Despite their simple combat style, their enormous strength gives them a +7 damage bonus with any weapon they use. With arduous training, Stonecrown ogres can keep remarkable discipline in battle, until the battle-rage strikes them. The battle-rage is blood frenzy triggered when the ogre's blood is first shed. This frenzy allows them to attack twice each round.
Units of Stonecrown ogres that have worked and trained together for long periods can control their battle frenzy, raging only when they deem it appropriate. The sight of an entire company of ogres going into battle-rage at once has routed more than one army. Alone or in the wilds, Stonecrown ogres are voracious hunters with little discipline and no great cunning. They can climb sheer stone faces through force of willpower alone, often reaching a mountaintop with bloodied hands.
Stonecrown ogre leaders always have maximum hit points and superior armor, generally a form of chain. Mercenary captains have superior armor and often carry Stonecrown arbalests, a type of rock-hurling heavy crossbow. The 10 lb. stones that these arbalests hurl can crack skulls and breastplates; their range is 30/60/120, and their damage is 1d10/2d6, plus an equipment saving throw vs. crushing blow for shields and armor.

Giant, Swamp

CLIMATE/TERRAIN: Swamps, tropical forests
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Average (8-10)
TREASURE: D
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 4 or 0
MOVEMENt: 12
HIT DICE: 15+5
THACO: 5
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1d8+9/1d8+9 or by weapon 2d6+9
SPECIAL ATTACKS: Hurl spears (1d10+9), spells
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (16' tall)
MORALE: Champion (15-16)
XP VALUE:
Infant: -5 HD 2,000
Juvenile: -2 HD 6,000
Adult: 9,000-10,000
Shaman: 10,000-11,000

Swamp giants are believed to have evolved ages ago from bask giants. These smaller, stockier giants are more intelligent than the nearby bask and have learned the rudiments of civilization.
Swamp giants have green skin and hair like the bask, and therefore are quickly mistaken for their slow-witted cous. ins. However, there are differences. Swamp giants tend to wear their hair long, usually braided and festooned with ornaments collected from battle. Further, they have facial hair, which most of them keep trimmed.
A swamp giant's natural armor class is 4. However, many of the adult males wear the skin of young green dragons. This skin, cured in a manner known only to these giants, lowers their armor class to 0. Their coloration gives them a +3 chance to surprise opponents and a -3 chance to be surprised. Giants in green dragon armor have a +2 surprise bonus and -2 AC bonus. All swamp giants regenerate 5 hit points of damage per round.

Combat: Swamp giants fight only when they believe their territory is in danger. They prefer to reason with a foe first (with the exception of dragons). They often choose a leader when going into battle and follow his directions. They prefer to circle their quarry, using their coloration to blend into the foliage.
They begin their assaults with spells. Because swamp giants are so tuned to their environment, from birth they are able to cast entangle three times a day and plant growth once a day. A favorite tactic is to trap prey in a tangle of vegetation, then slaughter it with a volley of spears. Each giant can throw two spears per round.

Habitat/Society: Swamp giants prefer to live in trees, in simple homes constructed of wood and reeds. Of course, the trees they choose for homes are immense, usually at least 10 to 20 feet in diameter and 100 feet or more tall. They generally live peaceful lives, staying to themselves and interacting with the bask only when their cousins wish to trade. The swamp giants are known for crafting wooden bowls, dishes, and other objects that the bask covet.

When more than four swamp giants are encountered, they are a mated pair and infants or juveniles.
When encountered in their lair, there are 4d4 + 6 giants, one half of these adults. The remainder are infants and juveniles. An infant has 10 HD and has only a +5 damage bonus. A juvenile at 13 HD has a +7 damage bonus. If a village is threatened, the adults protect the infants and juveniles.
For every 10 giants encountered, there is a 30% chance one is a shaman, a giant who is the equivalent of a 1st-6th level druid. These shamans are respected in swamp giant communities and are often sought as advisors by the village leader.
All the villages recognize a king. He is considered the strongest and wisest of the swamp giants and other giants look to him to appoint village leaders.

Ecology: Swamp giants live off the land, hunting and foraging for food. Many of them grow a large, ricelike crop. They do not keep animals for food. Their favorite meat is the flesh of young green dragons. In turn, older green dragons like to hunt the swamp giants.
 

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We're putting the finishing touches on the greater vampire templates (finally!) When you get a chance, can you post the stats for the remaining Imagine Magazine creatures?

5 - Mountain Hag - Monstrous Humanoid
17 - Weremice - Template; Giant Partridge - Construct; Birch Tree Spirit - Undead
21 - China Dolls - Construct

Thanks!
 

"Propped against the walls of this chamber are 12 large bags tied with red ribbins; one has a label which reads 'Merry Christmas, Billy' in Common. Each bag contains a very pretty, dark-eyed china doll -- these are the dolls that Nurk wanted Santa Claus to deliver. In the darkness of the bags the dolls are silent and harmless. If exposed to light, the dolls will become animated, attacking with their vicious teeth and knife-like nails. The dolls will continue to attack until they are destroyed or returned to a darkened environment.

12 China Dolls: AC 4; MV 6"; HD 3; hp 20 each; #AT 3; D 1-4/1-3/1-3; SD edged and piercing weapons infict onlu 1 point of damage, immune to mind-influencing spells; AL N; S S (3' tall); 80xp each."

From "For Whom the Bell Jingles", by P Howard, G Baker and L King, Imagine #21, December 1984.
 

"The children's room has a small cage in one corner which contains four white mice and a small bowl of cereals stands next to it. If the cage is opened and the mice allowed to to get out they will become 4 giant white weremice, who will not attack anybody who fed them."

4 weremice: AC 6; HD 2; hp 7 each; # AT 1; D 1-4; SA Bite may cuase lycanthropy; SD needs silver or magical weapons to hit; AL N; S S; xp 79 each; Special monster -- cf other lycanthropes MM, FF, MM2.

"Inside the temple contains benches and a small altar behind which is an alabaster statue of a partridge (a bird considered holy by the islanders). Should anyone damage or desecrate the temple this statue will begin to grow (up to a maximum of 7 feet tall). If the desecration continues the statue will change into a giant partridge and attack the offenders, reverting back to its statue-state once the offenders are dealt with. The statue is similar to a figurine of wondrous power, but it cannot be removed from the temple in its statue form (moving the statue counts as an act of desecration), and if it is forced to leave the temple in partridge form it will crumble into alabaster dust.

1 giant partridge: AC 7; MV 3"/24"; HD 4; hp 20; #AT 3; D 1-3/1-3/2-8; 140xp; AL Nn; S M.

From "Tir Nan Og", by Chris Barlow, Imagine #17, August 1984
 

BIRCH TREE SPIRIT

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 1 or 7
MOVE: 3"
HIT DICE: 5+1
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 hit point
SPECIAL ATTACKS: Insanity
SPECIAL DEFENCES: Spell and weapon immunity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil/nil
LEVEL/XP VALUE: V/465+6 per hit point

A birch tree spirit appears as an amorphous white cloud, smelling slightly of new, green wood. It attacks with a pseudopod with which it attempts to touch the forehead of a victim. A successful 'to hit' roll indicates that it has done so, and the victim must save vs Spells or become insane (see DMG p83). The victim also develops a white, leafshaped mark upon his or her forehead. The insanity and the mark persist until the victim receives a remove curse spell.

While in cloud form, a birch tree spirit cannot move more than 6" away from the wooden object/tree to which it is bound. It is immune to all spells, has an Armour Class of 1 and may only be hit by silver or magical weapons. However, it may be 'turned' by a druid. The druid is treated as an equivalent level cleric, and the birch tree spirit as the equivalent of a wraith.

If turned, it will return to the object/tree to which it is bound. It is then much more vulnerable to attack. Its Armour Class drops to 7, and it may be struck by any type of weapon. Fire-based attacks do double damage, and a warp wood spell will cause 1d4 points of damage per level of the caster. It remains immune to the effects of all other spells.

Birch tree spirits are bound into the service of druids or magic users specialising in plantcraft by either a hold plant or charm plant spell. It will never have any treasure of its own, only what it has been given to watch over. Because they are always guardians, they are never encountered as wandering monsters.

Also from "Tir Nan Og", by Chris Barlow, Imagine #17, August 1984
 

MOUNTAIN HAG

FREQUENCY: Very Rare
No. APPEARING: 1-3
AC: 7
MV: 15"
HD: 5+5
% IN LAIR: 65%
TREASURE TYPE: R,S,T
#AT: 1
DAMAGE/ATTACK: by weapon type
SA: see below
SD: see below
MAGIC RESISTANCE: 5%
INTELLIGENCE: Average-High
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: nil
Attack/Defence modes: nil
LEVEL/xp VALUE: VI/650+6/hp

The Mountain Hag is a relative of the Sea Hag, inhabiting mountains and dismal rocky wastes. The lair of the Mountain Hag is typically a cave in a mountainside. Like all other Hags, they hate beauty and goodness, and when they come out of their caves it is always to commit some act of evil.

The appearance of a Mountain Hag is so hideous as to require any character of less than 5th level to save vs magic or lose 1-10 strength points for 1-8 turns; Clerics and Paladins are allowed a bonus to this saving throw equal to their level.

The Mountain Hag fights using a filthy, jagged and rusty dagger (D 1-4), which has a 75% chance of carrying a disease (treat as chronic, severe, affecting blood and gastro-intestinal organs - see Dungeon Masters Guide p14). However, a Mountain Hag will rely whenever possible on followers and on her magical abilities, fighting hand-to-hand only as a last resort to clear a path for her escape.

A Mountain Hag can fly, 1/day, paralyse (as a wand of paralysation) by touch, 3 times/day, and cause darkness, 3 times/day. She can use magic-user scrolls as a 10th level thief, and can also speak with animals at will. There is a 30% chance that a Mountain Hag will have a familiar, of a type determined as for the first level magic-user spell find familiar.

A Mountain Hag may call down a terrible curse on one victim, who must save vs magic or lose 1-4 constitution points, and must make all subsequent saving throws vs poison or disease at -2 while the curse is in effect. Any wound sustained during this period will heal at half the normal rate, and has a 25% chance of becoming infected. The curse lasts for one lunar month or until the victim dies or receives a remove curse spell. A Mountain Hag may only have one curse in effect at any given time.

Finally, Mountain Hags are immune to poison and disease, and make all saving throws against mind-influencing spells at +2.

From "The Taking of Siandabhair" by Graeme Davis, Imagine #5, August 1983
(Reprinted in Imagine Special Edition #1)
 


A few more requests for stats when you get the time...

From Vecna Reborn:
Narek (The Thing in the Shaft) - Unique Aberration

From Eye of the Serpent (UK5):
Splanxty - Fey

From Jakandor, Land of Legend:
Arid Bloodthorn - Plant
Deathglow Moths - Magical Beast
Silver Spider - Construct

From Dungeons of Mystery (GR2):
Jade Fish - Magical Beast
Shadowcrawler - Magical Beast
 

Splanxty

FREQUENCY: Rare
NO. APPEARING: 1
ARMOUR CLASS: 7
MOVE: 15”//15"
HIT DICE: 2
% IN LAIR: 100%
TREASURE TYPE: Q
NO. OF ATTACKS: 1 (bow) and 2 (special)
DAMAGE/ATTACK: 1-3 + special (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Very
ALIGNMENT: Chaotic Neutral
SIZE: S (18” tall)
PSIONIC ABILITY: Nil
Attack/Defence Moded: Nil
LEVEL/X.P. VALUE: III/113+2 per hit point

Splanxties are mischievous water-dwelling creatures related, it is said, to both nixies and leprechauns. They live in swiftmoving bodies of water (mountain streams, rapids, waterfalls, and so on) and never move far from such torrents. They are never surprised and, while in contact with flowing water, can hide so as to be 50% undetectable (cf. thief's hide in shadows ability).
Although they are fairly intelligent, splanxties are extremely childish and have a correspondingly irritating sense of humour. They delight in harrassing and fooling people with practical jokes, harmless traps and riddles, and will often arrogantly demand tribute in the form of gems.
So long as a splanxty is not attacked and its victims provide it with amusement, it will not use any of its abilities in an aggressive manner. However, if those victims attack it or refuse to 'play along' it will attack wildly, in a fit of childish temper, using every means at its disposal. When so annoyed, the splanxty will usually (80% chance) jump up and down in irritation and so reveal its location.
Splanxties carry fine, tiny bows (similar to those of pixies). Their arrows are all +4 to hit, cause 1-3 hit points of damage and a loss of 1 point of strength for 1-4 hours. These bows and arrows can only be used by splanxties.
Once per day, a splanxty can create an illusion with both audible and visual components which lasts without concentration for d6+10 rounds or until magically dispelled. Splanxties are also able to throw their voices (cf. ventriloquism spell) and to imitate the speech of all humans and demihumans (although they are only able to speak in the common tongue).
A splanxty can animate small quantities of water (up to 60 feet away) to create irritating splashes, jets and so forth. Alternatively, the jets can be made to strike out at creatures within 5 feet of the torrent. Up to two attacks per round can be made in this way, and thc splanxty may perform other actions at the same time. Each jet has a THAC0 of 16, and causes 1 hit point of damage. Striking at the water with weapons will not affect these attacks in any way. Once every 3 rounds a splanxty can move instantaneously between any two points joined by flowing water (up to 100 feet apart).
Physically, splanxties resemble small, thin children. Their loose-fitting robes are actually made of white linen but, while being worn by a splanxty appear to be made of constantly moving water.

Jade Fish

CLIMATE/TERRAIN: Any (see below)
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Highly (13-14)
TREASURE: See below
ALIGNMENT: Neutral
NO. APPEARING:1
ARMOR CLASS: 6
MOVEMENT: Sw 15
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Spitting
SPECIAL DEFENSE: Nil
MAGIC RESISTANCE: 25%
SIZE: T (up to 2' long)
MORALE: Steady (11-12)
XP VALUE: 650

Jade fish are sleek, beautiful creatures- with deep green scales and wide, bright green eyes. Jade fish are able to continuously produce water, an ability for which they were once greatly prized. Now, they are so rare that few know of their magical abilities.
Intelligent creatures, jade fish observe the world around them, learning what they can. They will generally learn to speak the most common languase in the area and will often answer questions if asked politely and given a gift. A jade fish will have knowledge equivalent to that given by a local history nonweapon proficiency.

Combat: Jade fish prefer to avoid combat, though they will defend themselves and they do attack small animals for food. The bite of a jade fish causes only one or two points of damage, but the creature can spit a powerful jet of water at animals that venture close enough to the jade fish's pool.
The stream of water has a range of five feet and causes 1d10 hit points of damage on a successful hit. The jade fish will try to attack so that the victim falls into the pool. Once a victim is killed, the jade fish will nibble on it until only bones are left.

Habitat/Society: Myths hold that jade fish were created by a rain goddess to help her chosen people live in the desert. These beautiful, magical fish produce prodigious amounts of water from their mouths, filling any pool in which they are placed until it overflows.
A jade fish can be found almost anywhere, since it essentially creates its own environment. If placed in an area where its water cannot collect and form a pool, however, it will eventually die. In contrast, it also needs to be in a place where some of the water it produces can run off, or it wiil create enough water pressure to crush itself.
Jade fish were greatly valued for their ability to create almost infinite amounts of water (up to four gallons per hour), and many were taken into captivity. The fish didn't mind their captivity, however. It gave them an opportunity to learn, and most of their captors treated them as guests, bringing them gifts of food and valuable gems and coins.
Since jade fish are now found only in captivity, or in places where they were once brought to by others, they rarely seek out a mate. Instead, jade fish have come to rely on their human caretakers to bring a male and female together. At such times, they go through an elaborate underwater mating dance that lasts for up to a week. The female lays eggs two years after mating, and those eggs hatch 18 months later. The newly hatched fish are brilliant emerald, gradually darkening over the next 25 years as they grow to maturity. Jade fish can live for centuries, and some say there are a few more than a millennium old. The scales of a jade fish continue to darken as they age, and the oldest ones have scales that are almost black.

Ecology: Unlike most creatures, a jade fish can actually create its ecology. It does its best to patrol the pool it creates, trying to ensure that all residents live in relative harmony.
Jade fish seldom hunt for food as they quire very little sustenance. However, they are able to defend themselves handily. Most unintelligent predators aeem to regard them with something akin to awe and attack them in only the worst circumstances.
Despite persistent rumors to the contrary, the water produced by jade fish is not magical in any way, though it is always fresh and dear. If a jade fish in injured, though, the water will become cloudy until it heals.
Jade fish care little for treasure, but many have become accustomed to the gifts their caretakers give them. They feel honored by those gifts and will not willingly part with them except for a very good reason.
The value of a jade fish varies greatly. It is of almost immeasurable value to people who dwell in deserts, since the fish can provide life to them. Those who live in wetter regions tend to value the fish less, but they still admire the rarity, beauty, and wisdom of the green fish.

Shadowcrawler

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any (prefers darkness)
DIET: Blood
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d4x4, 1d6
SPECIAL ATACKS: Surprise, hug, blood drain
SPECIAL DEFENSES: Phasing, wall crawling
MAGIC RESISTANCE: Nil
SIZE: M (5' long, 2' tall)
MORALE: Average (8-10)
XP VALUE: 3,000

Shadowcrawlers are sly predators that prowl subterranean areas hunting for prey. They appear to be some sort of strange cross between cats and spiders, and they are very likely the unfortunate result of magical experimentation.
A shadowcrawler's body is covered in soft, short hair of purest ebony. It has eight legs that stick out laterally from its body, which appears almost segmented because of its series of shoulders. The feet of a shadowcrawler look much like cat paws, complete with retractable claws. The shadowcrawler's head and eyes are also very catlike in appearance, though its snout is longer. The creature's tail looks much like a cat's tail.
Some shadowcrawlers, perhaps 10%, have learned to speak rough Common or a different local language. Their speech is guttural. They have no known language.

Combat: Shadowcrawlers are cunning predators and wiil often lie in wait for hours for a good catch or stalk a group of animals (or adventurers) for long periods of time, waiting to attack a straggler. These creatures can travel on wall and ceilings just like spiders, and they will often hang above a doorway to wait for prey. A shadowcrawler will never attack any creature that is larger than an average human.
When in darkness, a shadowcrawler is totally silent and almost invisible. Opponents receive a -4 penalty to their surprise rolls when confronting a shadowcrawler.
A shadowcrawler will attack only one opponent at a time. When attacking its chosen target, a shadowcrawler rears up on its four back legs and strikes with its four front claws, causing ld4 damage per successful hit. At the same time, it will attempt to bite for 1d6 hit points of damage. If two or more of its claws hit, it draws its victim into a hug and begins dragging him off, using its powerful rear legs to backpedal at a movement rate of 9. The victim of a hug can break fire with a successful bend bats/lift gates roll, but he is otherwise immobile, taking ld4 points of crushing damage each round.
If a shadowcrawler's bite hits in the same round as a successful hug or while a victim is being held, the creature will drain lood at a rate of 1d6 hit points per round.
Shadowcrawlers also have the ability to phase through solid material at will. If wounded for more than 10 hit points in a single round, a shadowcrawler will drop any victim it holds and phase into the surrounding rock, vanishing for 1-3 rounds. The shadowcrawler moves through rock at its normal movement rate while phased, and it cannot be detected except by magical means. If it still wishes to press the attack, the creature will lunge out of the rock and try to attack with surprise, efther from above or behind its victim if possible.
A shadowcrawler is able to phase through rock while holding a victim, though it must pause for an entire round before doing so. It can take no other action besides holding its victim, draining blood if it has already begun to do so, and preparing to phase.
A phase door spell will instantly kill a shadowcrawler if cast on it while the creature is phasing through solid material.

Habitat/Society: Shadowcrawlers have an ingrained hatred for all other forms of life and prefer to live a solitary existence. They will usually make a lair in a dry cave, digging out a small hollow in which they sleep, lining it with fur. Shadowcrawlers are very light sleepers. A shadowcrawler will stake out a rather large territory around its lair, killing or driving off all weaker predators in the area.
About once every four years, a shadowcrawler will seek a mate, its yowling mating cry echoing from the stone walls of the tunnels it prowls. After a brief affair, the shadowcrawlers return to theik respective homes.
The creature's gestation period is three months, after which the female lays a large egg sac, hiding it away in a safe place. After another month of development, 2-12 shadowkittens hatch from the egg sac and scatter. Most are slain before they are able to adequately defend themselves and only 1-2 reach maturity, which occurs after a year of growth.

Ecology: Shadowcrawlers will attack almost any animal, though they prefer the blood of mammals. These creatures are neither stupid nor brave enough to attack other fierce predators, preferring instead to find new territory.
 

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