Paging Echohawk...

Narek (The Thing in the Shaft)

CLIMATE/TERRAIN: The Library of Kas (Tovag)
FREQUENCY: Unique
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Highly (14)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 14 (94 hp)
THAC0: 7
NO. OF ATTACKS: 2d6
DAMAGE/ATTACK: 1d6 each
SPECIAL ATACKS: Constriction
SPECIAL DEFENSES: Immune to fire and some spells
MAGIC RESISTANCE: Nil
SIZE: G (25' across)
MORALE: Elite (13)
XP VALUE: 9,000

Alas, poor Narek! One of the many bastard children of Kas the Destroyer, he -- it -- now resides forever in a prison forged of betrayal and jealousy. Kas the Bloody, Kas the Wicked, Kas the Warlord sired a son and called him Narek. Narek had great talents for the sorcerous arts. Even Kas's master was impressed with the youth. Narek was too young to have learned never to outshine Kas in his master's eyes. Kas imprisoned the young man in a tomb, trapping him there for all eternity with his magical books.
Narek, filled with not quite enough skill and a little too much confidence, attempted a spell that was beyond him. Its energies transformed him into an unspeakable monstrosity. Now Narek is nothing more than the Thing in the Shaft. Nameless, soulless, loveless, the son of Kas seeks nothing but the pain and suffering of others.

Combat: The Thing in the Shaft is a horrible slimy mass with hundreds of tendrils. It attacks with 2d6 of these tendrils each round, which grasp and lunge for any and all victims. The Thing can attack up to four different targets in a round, and the tendrils can stretch to strike at targets up to forty feet away.
If a foe is hit with four or more tendrils in the same round, the ropy appendages grasp and snare the victim, who is now immobilized. Characters so grasped suffer 2d6 hp of constriction damage. The Thing draws grappled victims in close to it at a rate of ten feet per round. It does not eat its prey, however (since it does not even have a mouth) but merely continues to squeeze the drawn-in victim into its mass until it is dead. Slain foes are haphazardly tossed aside. To break free, the tendrils holding the victim must be severed (each can sustain 4 hp of damage) or the victim must make a successful Strength check for each constricting appendage.
Due to the slime and ooze that covers the Thing, it cannot burn and is thus immune to fire. No charm spells or magic of a controlling or form-altering nature (such as polymorph spells) can affect it.

Habitat/Society: The Thing in the Shaft dwells alone in its prison. If freed, the creature would begin a silent reign of terror and madness as it lurked in dark places large enough to accommodate it (dark alleyways, wide wells, cellars, and so forth), striking out at anyone who would dare to come near.

Ecology: If a sage learned in the ways of monstrous biology ever got the chance to examine the Thing, it is likely that he might suggest that it possesses many characteristics similar to the monster known as the roper. Perhaps this has something to do with the spell Narek attempted and failed so long ago.
The Thing needs no nourishment, sustained'merely by its own hatred and chagrin. It attacks others out of cruelty and rage, not hunger or need.

Arid Bloodthorn

CLIMATE/TERRAIN: Arid land
FREQUENCY: Rare
ORGANIZATION: Patch
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Semi (2-4)
TREASURE: Incidental
ALIGNMENT: Neutral
No. APPEARING: 1-6
ARMOR CLASS: 4/2
MOVEMENT: 1
HIT DICE: 3-8
THAC0: 15
No. OF ATITACKS: 1 per Hit Die
DAMAGE/ATTACKS: 1d6
SPECIAL ATTACKS: Blood drain
SPECIAL DEFENSES: Thorns
MAGIC RESISTANCE: None
SIZE: L (10' vines)
MORALE: Fearless (19)
XP VALUE: 3 HD: 175, 4 HD: 270, 5 HD: 420, 6 HD: 650, 7 HD: 975, 8 HD: 1,400

This carnivorous plant of jakandor differs from the lush variety common to other AD&D worlds. These bloodthorns are tough, wiry plants that grow in thick, briar-like patches on the arid land of jakandor. It has a dull black bark, and its vines appear dry and desiccated. The base has several clumps of small-bladed leaves and lush, red berries.
While a bloodthorn appears innocuous, close examination will detect long, dangerous thorns lying flat against the vines. These spines can be raised quickly to impale prey or warn predators away.

Combat: When a warm-blooded creature approaches, the plant abandons its innocuous pose and lashes out at prey. The plant can strike with 3 to 8 long, thornstudded vines. The thorns extend to their full 3-inch length, and each tendril becomes a spiny lash. If any vine hits by 4 or more over the attack number needed to hit, it wraps around its prey and embeds its thorns in the victim's flesh. The impaled victim is drained of blood through the hollow thorns (Dmg 1d6). This draining is very painful and victims must make a successful System Shock roll or pass out. The vine drains blood each round until the victim dies or breaks free.
The bloodthorn is not particularly strong, but its vines are tough, and the thorns tend to twine when the vine wraps a victim's body. Any creature trying to pull free has to succeed at a bend bars/lift gates roll. The whole plant usually doesn't weight more than 200 or 250 pounds, so a strong victim might end up dragging the whole bloodthorn patch after him if he fails to pull himself free.
A slashing weapon (Type S) is needed to cut the vine. Each vine has AC 4, and requires 8 points of damage to sever. The thorns of a severed vine still drain blood until the whole vine is carefully detached from a victim - a process that requires one full round. The blood thorn's vulnerable spot is its dense root-bulb or base hidden beneath the other thorny vines. It's hard to reach and is AC 2.
The bloodthorn attacks until it or its prey is dead. The plant retreats from flame, and any stem that is seared releases its victim and curls back up around the base.

Habitat/Society: Unless one knows what to look for, it's easy to be surprised by this ordinary looking briar. One giveaway is the fact that this vine grows in places where other plants can't survive. In the barren places it calls home, the bloodthorn often grows in patches of several plants. These can be especially dangerous, since a person could find herself attached to several plants each draining her dry.

Ecology: The blood thorn derives its sustenance from the blood of small animals and birds. The plant's berries act as a lure for hungry wayfarers, but if someone perseveres and manages to collect some of the bloodthorn's fruit, it's barely worth the trouble - the berries are bitter.

Deathglow Moths

CLIMATE/TERRAIN: Forest/mountain
FREQUENCY: Very Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Nocturnal
DIET: Carnivores
INTELLIGENCE: Animal (1)
TREASURE: Incidental
ALIGNMENT: Neutral
No. APPEARING: 1d20
ARMOR CLASS: 6
MOVEMENT: 6, Fl 12 (C)
HIT DICE: 2
THAC0: 19
No. OF ATTACKS: 1
DAMAGE/ATTACKS: 1d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: S (3') across
MORALE: Steady (11)
XP VALUE: 175

Deathglow moths are a magical mutation, similar to the owlbear and the stirge. These moths have a 3' wingspan, the typical feathery antennae, and a translucent abdomen. Their coloration varies from a brown, bark-colored body and wings the color of tree moss to an almost albino species that matches the bark of birch trees. Regardless of the body and wing coloration, when a deathglow moth goes hunting at night, its abdomen glows a sickly yellow-green; males tend to have a greener tint while in females yellow predominates.

Combat: Deathglow moths fly from their secluded roosts high in the largest trees the region has to offer artd flutter their way along, looking for suitable prey. The deathglow moth only attacks from the air. Its small mouth causes only 1d4 points of damage, but that is not the worst damage a deathglow moth can inflict. Every round that a creature is within 10' of the deathglow moth's abdomen, the creature must save vs. Death Magic or lose 1d3 points of Strength. If a character's Strength falls below zero, the character dies, and the death glow moth settles in to feed. Lost Strength can be recovered at the rate of one point per hour of rest. Feeding moths are easy to slay for their glow is extinguished. Their deadly glow dies when they do and can not be harvested by intrepid hunters.

Habitat/Society: Deathglow moths live only in the deepest forests and highest mountains of Jakandor, where packs of the flying creatures attack everything from birds to small mammals such as rabbits, and if it is hungry enough even humans. These creatures live in colony roosts like bats. These roosts are usually at least 30' above the forest floor. Deathglow moths instinctively seek out a tree that matches its camouflage pattern on which to roost.
While not a natural creature, deathglow moths occupy an admissible role in its habitat. Its relatively low speed allows faster flying creatures to escape, and its deathglow affects the sickest or the weakest target first, thus helping to thin populations allowing the healthier specimens to survive and propagate the species.

Ecology: While the deathglow moth is far from the largest or the fastest predator in forest or mountainous regions, its unique ability protects it from most predators. Little is known of the lifespan of a death glow moth, and even less is known of the creature's procreative habits. It is surmised that deathglow moths and its eggs and larvae are immune to the detrimental effect of the creature's deathglow.
Charonti scholars have raised many questions over the abundance of so many creatures that seem to have been magically evolved from a natural creature. The presence of purely magical beasts such as the bulette or the leucrotta is to be expected in a place where magical energy is existent. Some scholars speculate that the Wasting Plague may have triggered some latent factor in these creatures, which, over the intervening centuries, created the creatures of today. If this hypothesis is true, it begs a question: Did the Worldender Plague destroy the ancient Charonti, or was/there a latent element in the Charonti ancestors' bodies that the Wasting Plague merely awakened? And is that element still with them?

Silver Spider

CLIMATE/TERRAIN: Ruins
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Animal (1)
TREASURE: O, P
ALIGNMENT: Neutral
No. APPEARING: 1-4
ARMOR CLASS: 2
MOVEMENT: 15
HIT DICE: 4+4
THACO: 17
No. OF ATTACKS: 3
DAMAGE/ATTACKS: 1d6 (x2)/1d2
SPECIAL ATTACKS: Bite
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L 6' long
MORALE: Champion (15)
XP VALUE: 420

Silver spiders appear as six-foot-long creatures apparently made of a highly reflective silvery metal. They have bulbous abdomens and thin, sleek legs. Charonti wizards created these creature ages ago, as non-lethal guardians and hunters. A few have survived to this day.

Combat: Fearsome fighters, the silver spider attacks with its two sharp forelegs inflicting 1d6 vs. Man-sized or smaller targets and 1d8 vs. Large targets. They can direct each leg to strike a different target.
This spider's bite is its strangest weapon. The spider bites first any foe that harms it, otherwise, biting spellcasters first. Its toxin causes any victim to save vs. Poison or his skin is transformed to the same silvery material as the spider. This process takes 1d10 rounds to complete. Victims encased with silver skin gain AC 2, but suffers an effect similar to paralysis. The victim's skin hardens and he can no longer move or breathe. While so encased, the character is preserved and needs no air or sustenance. Only blows that would hit AC 2 or forces that succeed against the victim's save vs. Breath Weapon will cause the character any harm.
The magical skin lasts for 24 hours, after which the victim's skin returns to normal in the same amount of time it took to transform. The victim may be hungry and thirsty, but up to 1d8 points of damage are healed. The victim's hair and eyes retain the silvery sheen. No amount of washing removes the sheen and no illusions will cover the gleam. Forever are the victim's hair and eyes silver.
The silver spider's webbing is also of the same silvery metal, and is as strong as steel. While it is not used in combat against its foes, the webbing is used to restrain victims who've been transformed. Binding helpless victims may be a natural instinctive reaction on the part of the spider or it may make the victim easier to move. More than one person has found himself bound in metal strands as strong as steel. Only a successful Bend Bars/Lift Gates roll allows a bound victim to escape.

Habitat/Society: As a solitary, magical creature, silver spiders have no society.
After a silver spider's bite has transformed its victim, he or she is wrapped securely in the spider's webbing and is taken to some designated storage area (a jail or holding facility) where Charonti authorities later handle the trespassers. With the Charonti of the ruins all dead, there's no one to interrogate the spider's prisoners, and as most beings possess not enough strength to escape, most perish from dehydration or starvation.

Ecology: As artificial creatures, silver spiders have no place in the cycles of life and death in the natural world. Enterprising beings could, however, make good use of the spider and its byproducts if such can be gained safely:
  • The spider's webbing, if gathered carefully, can be wound and corded to form a remarkably thin, but amazingly strong wire. Such wire is useful in making jewelry. If enough web is used, several wires can be twisted into a small cable stronger than any rope.
  • The spider's weapon-like forelegs can be used as improvised weapons (with a -1 attack penalty due to the lack of a proper hilt). If a hilt is added, a foreleg functions as short sword. The forelegs of a silver spider qualify as silver weapons for determining damage against foes not harmed by normal weapons, such as lycanthropes.
 

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A few more requests when you get a chance:

From Golden Voyages (ALQ1):
Sartani - Aberration

From Ruined Kingdoms:
Segarran - Monstrous Humanoid

From Swords of the Daimyo (OA1):
Utoyasukata - Animal

From Ochimo the Spirit Warrior (OA3):
Island Serpents - Outsider
Ochimo (Spirit Warriors) - Outsider
 

Sartani

CLIMATE/TERRAIN: Shallow ocean and tropical islands
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Diurnal
DIET: Carnivore
INTELLIGENCE: Low (5-6)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVEMENT: 15, Sw 12
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3d6/3d6
SPECIAL ATTACKS: Crush
SPECIAL DEFENSES: Immunities (see below)
MAGIC RESISTANCE: Nil
SIZE: H (14' - 20')
MORALE: Champion (15)
LEVEL/XP VALUE: 2,000

Sartani are terrifying creatures, part giant and part enormous crab. Their legs and torsos are those of a muscular giant, but their heads and hands are those of an enormous crab, including eyestalks and mandibles. A partial carapace of shell extends down the chest, back, and shoulders, gradually blending with unprotected nesh. Thick, sodden strands of hair sprout from gaps and cracks in the shell, having all the appearance of wet seaweed. The creatures' bodies range from dull red to greasy blue in color, the shell normally mottled with a lighter shade. The sartani are nor known to wear clothes or fashion implements of any sort, probably because their pincerlike hands make delicate work impossible.

Combat: Sartani are ferocious fighters of single-minded purpose, once urged into battle. They fight without any subtlety, wading directly into the thickest part of any line and attacking the nearest enemy. Few take the time to assess the threat posed by their foe, hence sartani are easily lured into attacking the front rank of any group, while spellcasters and archers whittle them down.
The physical attacks of the sartani are fearsome, however. They never fight with weapons, instead delivering powerful blows and rending attacks with their clawed hands. These do 3-18 points of damage per blow. As one strikes, it attempts to snap its giant pincers around the unfortunate target. If the attack roll is a 19 or 20, the sartani has clasped the victim with its giant claw. Thereafter it maintains its grasp, automatically squeezing each round for 3d10 points of damage. The held victim cannot attack with weapons or spells, but he can attempt a bend bars/lift gates check to break the monsters hold, one attempt at the start of every round. Those not held can assist, provided someone keeps the sartani engaged in melee. Each person aiding can add half his hend bars/lilt gates percentage to the total roll.
The sartani have an overall armor class of 2; however, should only the shell covered parts of their body he exposed, they have an AC of -2. Because they possess both gills and lungs, sartani are equally at home in water or on land. They are immune to water-based attacks, and their hard shell affords some protection from flame-based attacks such that they gain a +2 on all saving throws vs. fire and suffer -1 point of damage per die (though never less less than one). However, being the creatures of warm tropical oceans, sartani are particularly vulnerable to cold. They save against cold-based attacks at -1 and suffer an additional point of damage per die. A cone of cold causes damage and slows the creature to half normal speed if the saving throw is failed. This frost rigidity lasts for 2d4 rounds or until the creature can completely immerse itself in the warm sea for one round.

Habitat/Society: The world is blessed in that the sartani are extremely rare, almost unique. So infrequently are they seen that there is no reliable record of their existent among the many scholarly bestiaries of the Zakharan sages, a group who has cataloged nearly every creature in existence. Several legends exist that describe creatures similar to the sartani. The best known of these describes the crab-headed giants as the children of a crab god, sent to prepare the land for the crab god's arrival. This tale predates the spread of the Law, and it is considered an example of heretical thought by the strictest of the Enlightened.
Other common explanations for such hybrids--experiments of mad wizards and crossbreeding--have heen discounted in this case. This is mostly because no one can imagine any purpose or rationale for creating such creatures.
It is assumed the sartani are intelligent, for they act with purpose. Above the waves their mandibles make a staccato clacking that is their language, It is assumed this same tapping of shells allows them to communicate underwater. (Among the tribesmen, drummers often try to imitate this clacking for dancers; this is known as "crab-style" drumming.)
Sartani are most frequently sighted (of their infrequent appearances) in the shallow waters of the Crowded Sea, particularly around the islands of al-Sartan. Such sightings lend support to the theory that the sartani are servants of the crab-headed god Kar'r'gra, who is worshipped on those isles. It may also be, however, that the sartani have always been there and the cult of Kar'r'gra grew aruund them.
Whatever their source, the sartani are most ofen sighted singly, walking on the hottom of, or sometimes swimming through, the ocean. When encountered in groups it is a fearsome time, for that signals a coming raid on some coastal village. Such attacks are extremely destructive, for the creatures fight until all resisters have been slain or fled. Only then do they feast on their kills before returning to the ocean. For those along the coasts of al-Sartan, it is a common practice to flee into the forest with the arrival of a sartani warhand, leaving goods and property behind.
Although they are known to wantonly destroy houses and property, the creatures do not collect treasure. Their raids ashore seem to only to be for food as they ignore all manner of valuables scattered across the ground. It is not believed they make lairs or undersea homes, but live as nomads beneath the waves. The crab-headed giants are considered boorish and coarse by other intelligent sea-dwellers, and they are only rarely invited to the courts of the marids or other sea lords. Inexplicable, the pahari and sartani get along quite well and maintain cordial (although not overly friendly) contact with each other.

Ecology: In the sea, the sartani play the role of great predators and scavengers. They are not picky about their food and will devour anything from sharks to beached whales. Unconfirmed reports describe them as attacking passing ships by cracking open the hull with their claws to extract the helpless seamen within.
Roughly once a year the sartani molts his head shell. These massive carapaces are highly prized by natives. The material is extremely strong yet easily worked. Most shells are transformed into shields, but a few suits of sartani shell armor (AC 3) have been sold to sailors. Other uses for the giant shells include granary roofs, mortar bowls for pundinig cassava, and even altars for the temples to Kar'r'gra.
 

Utoyasukata

FREQUENCY: Rare
NO. APPEARING: 1d4
ARMOR CLASS: 6
MOVE: 3"/18" (MC: B)
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: III/105 + 3/hp

The utoyasukata is a brightly colored bird found in the coastal areas of temperate lands. Its flesh is greatly prized as a delicacy by nobles and wealthy merchants, who are willing to pay good sums for the bird. The bird is extremely difficult to catch as it is very wary and flees at the slightest sign of danger. Likewise its nest is virtually impossible to find. It is hidden so well that the utoyasukata cannot remember where it is and must call to its young to find the nest. Alas, this leads to its undoing, for hunters have learned to imitate these calls, luring utoyasukata within range of their nets and weapons.
Still, the hunting is dangerous since the blood of the bnird is a deadly poison. Anytime a successful hit is scored with a melee weapon, the wielder must make a successful saving throw versus poison (+2 on the die roll) or die. Once the bird is slain, care must still be taken in the handling of the carcass for the poison remains deadly for up to one hour after the creature's death. Placing the carcass in a bag is insufficient, as the poison rapidly soaks through several layers of cloth. Utoyasukata have even been known to prick themselves with their beak and shake a few drops loose in an attempt to defeat hunters.
Even eating the utoyasukata is dangerous, a situation that actually enhances its reputation as a delicacy. It can be properly prepared only by a skilled cook (who must check against his proficiency for success). If prepared unsuccessfully, or by an untrained person, all who eat it must make a saving throw versus poison. Those who make the saving throw have enjoyed a meal of great delicacy. Those who fail the saving throw suffer intense illness (or death if the saving throw result is a 1). The onset of the illness occurs 1d6 hours after eating and lasts for 1d8 hours. During this time the character is afflicted by severe stomach cramps and weakness, preventing him from doing all but the simplest actions.
 

Segarran

Segarran, Lesser

CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Cadres
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-20 (or more)
ARMOR CLASS: 1
MOVEMENT: 9
HIT DICE: 5+5
THAC0: 16
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +2 or 2d8 (bite)
SPECIAL ATTACKS: Fight and save as 5th-level warriors
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 10%
SIZE: M (6' tall)
MORALE: Fearless (20)
LEVEL/XP VALUE: 1,400

Segarran, Greater

CLIMATE/TERRAIN: Tropical/forests
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very to genius (11-18)
TREASURE: A
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 12 (as human), or 9, Sw 12 (Fl 18, D)
HIT DICE: 9+18
THAC0: As priest
NO. OF ATTACKS: 1 (as human) or 2
DAMAGE/ATTACK: By weapon type +6 or 3d6 (bite)/2d10 (tail)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
SIZE: M (6' tall) or H (30' long)
MORALE: Champion (16)
LEVEL/XP VALUE: 8,000+1,000 per level above 12

Segarrans are special minions of Ragarra, an ancient, evil goddess of the jungle, typhoons, and revenge, once openly worshipped in the Ruined Kingdoms.
A lesser segarran has the head and tail of a crocodile but the stocky, heavily muscled hody of a human or humanoid. Lesser segarrans are usually created from devoted followers, but they also can he created from infant crocodiles using a spell granted only to Ragarra's priestesses. These lesser servants have average human intelligence and can communicate in Midani or any of the dead tongues of the Ruined Kingdoms.

Combat: Lesser segarrans fight using the tactics and weapons of 5th-level human warriors, though their supernatural strength lends them a +2 bonus on damage. If unarmed, they attack by biting for 2-16 (2d8) points of damage. All lesser segarrans have 10% magic resistance.

Habitat/Society: Once, when the powers of Ragarra were great, even her lesser servants could assume human form and walk the city streets unnoticed; now they are limited to their half-reptile form. They are found primarily in the Ruined Kingdoms and Zakhara's earten jungles, but they sometimes can he encountered mingling with human society at night, when they can hide their monstrosity through careful disguise. More oftenn they are used as defenders for Ragarra's few shrines or as protectors for her chosen few.

Ecology: All segarrans are voracious carnivores. Though they usually subsist on animal meat, they ritually devour their enemies' remains at the end of every battle. When slain, they return to their original (human or baby crocodile) form.

Greater Segarran

Only Ragarra's most favored high-level priestesses become greater segarrans as a result of powerful magic. Once transformed, they retain their original human form. Furthermore, they can also assume a towering reptilian shape at will, with the transformation taking but a single round. This reptilian form depends on the personality or whim of the priestess, but usually includes at least the head and tail of a giant crocodile, At 16th level, a greater segarran's reptile form can also include a pair of giant bat wings, permitting her to fly at a rate of 18.

Combat: While in human form, Ragarra's chosen fight using the tactics, magical items, and weapons of priests, though their supernatural strength lends them a +6 bonus on damage. They never wear armor, though they may use magical Items (such as a ring of protection) to enhance their Armor Class. All greater segarrans have 20% magic resistance.
Although they retain most of their priest spells from before the transformation, greater segarrans cannot memorize the highest level spells to which they are normally allowed (for instance, a 13th-level priestess, while a greater segarran, cannot memorize or cast her 6th-level spells).
In her reptilian form, a greater segarran can attack with her massive jaws (3d6 points of damage) and swipe up to 3 opponents standing beside or behind her with her powerful tail (2d10 points of damage). At 16th level, a segarran's bat wings can also be used for two wing buffets instead of flight, each inflicting 2d6 points of damage. All victims of a tail swipe or wing buffet must save vs. paralyzation or be stunned for 1-4 rounds.

Habitat/Society: In addition to the loss of her most powerful spell, a priestess of Ragarra must have a Wisdom of 17 and be at least 12th level to complete the exhausting ceremony that transforms her into a greater segarran.
In return for such power, the priestess must swear to undertake a difficult quest or perform a dangerous service for her goddess. Those few who disappoint Ragarra are punished with a painful demise and suffer an eternity of undeath. More details about the cult of Ragnarra can be found in Chapter Three of the Campaign Guide.

Ecology: Greater segarrans can easily infiltrate human society. The only clue to their monstrous nature is their craving for raw meat. They must eat the flesh of their fallen enemies as a tribute to Ragarra.
 
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Ochimo
(Spirit Warriors)

Frequency: Total of 4
No. Appearing: 1
Armor Class: 1
Move: 12"/24"
Hit Dice: 10
% In Lair: 0%
Treasure Type: None
No. of Attacks: 2
Damage/Attack: 1d10/1d10
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 10% + special
Intelligence: Very
Alignment: Chaotic Evil
Size: M
Psionic Ability: None
Level/XP Value: 4,200 + 14/hp

The Ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each appears identical to his brethren-a masked samurai warrior in full regalia.
Each Ochimo has the power of spirit capture. It may suck the life force of a spirit or physical entity into its body. The spirit is saved for later use by the Opawang (who prolongs his life by consuming these spirits). The range of this form of gaze attack is 3" . Any character who meets the gaze of an Ochimo must roll a successful saving throw vs. death magic or have his spirit sucked into the Ochimo.
The visible effects of spirit capture depend upon the type of Ochimo encountered:
The Earth Ochimo seems to convert its target into fine sand, which is then drained into the Ochimo's eyes.
The Water Ochimo converts its target into a human-shaped vessel of water, which is then sucked through the eyeholes of the mask.
The Air Ochimo blows a blast of air from the mouth of its mask. This reduces the target to fine dust, which it inhales.
The Fire Ochimo fires beams of flame from the eyehole of its mask, converting the target to a fine ash that is blown away. In all cases, the Ochimo has captured the spirit of the target. The Ochimo retains the spirit until it returns to Opawangchicheng, where it turns the spirit over to the Opawang. If the Ochimo is slain, all captive spirits are returned to their original forms unharmed.

An Ochimo may hold no more than 10 Hit Dice of spirits (for ninja and multiclassed individuals, use an average of the two levels). It may not absorb more than this without returning to its master. (An Ochimo that has absorbed 5 HD of creatures may not absorb the spirit of a 6th-level character without first dispensing of the levels within it. It may, however, absorb the spirit of a 5th-level character.) The following table lists the chance to meet an Ochimo's gaze in certain situations. The chance in other cases must be decided by the DM using this list as a guideline.

Situation Meet | Gaze?
Psychic Duel | Automatic
Completely Surprised | Automatic
Surprised by Ochimo | 8 in 10
Viewing Ochimo | 6 in 10
Attacking Normally | 4 in 10
Avoiding Gaze | 2 in 10
Attacking from Behind | 1 in 10

The Ochimo have been ensorcelled by the Opawang to attack until they have captured at least 8 HD of spirits. Until that time the Ochimo fight without fear. While the Ochimo prefer to capture spirits, they slay those they cannot capture.
The four Ochimo are identical in appearance, save for the magical items they carry and a colored disk on each mask's forehead. The color of the disk identifies the elemental type of the Ochimo. The Earth Ochimo has a red disc, the Fire Ochimo yellow, the Water Ochimo green, and the Air Ochimo blue. The elemental type of Ochimo affects its vulnerabilities and the visible effects of its spirit capture. Each Ochimo makes saving throws against elemental attacks with a +2 bonus to the die, except for attacks of its type. Attacks by a similar elemental force are saved at a -2 penalty, and the Ochimo suffers +2 to each die of damage. An Ochimo is affected by elemental turning against its type, but not by spells that affect spirits. An elemental burst heals 1d10 points of damage to an Ochimo.
The tie between the Ochimo and the Opawang is very strong. The first 15 points of damage each day to an Ochimo inflicts no damage (weapons and magical damage have no visible effects). This damage is passed on to the Opawang, who heals at sunrise. (If all four Ochimo suffer damage in a single day, the Opawang takes 60 points of damage, which is healed at the next sunrise). If an Ochimo is slain, any spirits captured by the Ochimo and not yet presented to the Opawang are restored to their original state. The armor of the ghostly samurai falls to the ground with its weapons. The spirit of the Ochimo can be seen briefly as a black tiger-shaped form as it flees this plane.
The Earth Ochimo possesses the ebon hunt, a set of six magical figurines that, once cast on the ground, become a jet-black stallion (medium war horse) and five black leopards, all of maximum hit dice, and capable of moving 18" per round. If slain, the figures become broken and nonmagical. If the bearer is slain, the creatures return to their original magical state. The ebon hunt maybe cast once per night. The Fire Ochimo wears a ring of spells, a form of the ring of spell storing. This ring will only hold seven levels of spells at any one time. It is currently filled with one magic missile spell placed there by the Opawang (nine missiles for 1d4+1 points of damage each) and a wither spell.
The Water Ochimo wears a talisman of the restless dead. This device looks like a small birds-foot charm on a leather thong. It forces spirits to animate the bones of any long-dead humans and humanoids that are available (these are similar to western skeletons, and may be turned, though they are also affected by spells that deal with spirits). Up to 20 such skeletons may be animated in a single day.
The Air Ochimo wields the blades of excellent damage. These blades are a katana and wakizashi that are +2 to hit, are unbreakable, and always inflict maximum damage. These blades were used by the Black Leopard Priest's best warrior in the battle against the Shou Lung, but their origin predates that time. They radiate a strong sense of evil, and those of good alignment feel a need to destroy the blades and their wielder.
These items are found among the armor of the Ochimo if these creatures are slain. The armor of an Ochimo is always of armor of quality. Their katana and wakizashi are always unbreakable. These weapons are also nonaligned, save for those carried by the Air Ochimo.
 

Island Serpents
(Lesser Spirits)

Frequency: Very Rare
No. Appearing: 1
Armor Class: 8
Move: 6"
Hit Dice: 3
% in Lair: 10%
Treasure Type: I
No. of Attacks: 1
Damage/Attack: 2d6 or 1d6
Special Attacks: Sleeping poison
Special Defenses: None
Magic Resistance: Standard
Intelligence: Very
Alignment: Neutral Good
Size: M
Psionic Ability: None
Level/XP Value: 160 + 3/hp

The island serpents appear as great ghostly snakes, as long as python. Their large fangs do not retract, but rather jut over the lower lips like a sabre-toothed tiger's. The island serpents are the part of Harooga's consciousness that has not been captured by the Opawang. They are the only native spirits on the island that are not controlled by the Opawang.
The island serpents attack by constriction for 2d6 points per round. They also bite for 1d6, the venom inducing sleep for 1d4+1 rounds in those who fail a saving throw vs. poison. They do not consume human prey, preferring to use this poison to sneak off into the underbrush.
Island serpents are affected by all spells that affect spirits and serpents, including spells like snake charm and the like. They may be hit by normal weaponry.
If spoken with, the island serpents tell a story of a beautiful maiden of great virtue (Harooga) held by an undying warlord of great evil at the heart of huge temple in the center of the jungle. The island serpents call this warlord Opawang, the Dead Spirit King, and his city Opawangchicheng. They tell the characters that the spirit warriors serve him. The serpents also note that the other spirits on the island cannot be trusted, as the Opawang is holding Harooga hostage. The island serpents know Shou Lung, Wa, Kozakuran, and the tongue of the Black Leopard People.
 


I'd be interested in these when you've got some free time:

From Adventure Pack I (I13):
Ape, Giant - Animal
Caterpillar, Giant - Vermin
Living Pool - Ooze
Lure Lichen - Hazard
Mouse, Giant - Animal
Rat, Gigantic - Animal
Snake Grass - Plant
Spear Grass - Plant
Spyder Plant - Plant
Sunflower, Giant - Plant
Topiary Plant - Plant
Walking Stick - Vermin

I've never seen that product, but we just had to whip up a dire mouse for the weremice conversion, so maybe I could like that to the giant mouse. Giant caterpillars and walking sticks would be most welcome, methinks. :)
 

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