Mortis said:
About the time of the crash?
DAMN - i bet it was!
actually, i found the file in my recylce bin, so no biggie.

it wasn't short descriptions, i had posted the monsters in their entirety, and it was from #26-#46. let me repost the ones that made it into our poll, to help people make clearer choices on those few:
Created by Josh Susser
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (females 2-5)
SPECIAL ATTACKS:Blinding light
SPECIAL DEFENSES: Prismatic sphere
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
X.P. VALUE: 36 + 2/hp
FREQUENCY: Rare
NO. APPEARING: 7-18
ARMOR CLASS: 4
MOVE: 3”/48”/12”
HIT DICE: 1 + 2 (females 1+ 3)
% IN LAIR: 95%
ALIGNMENT: Neutral
Size: S
The most striking characteristic of the fire-eye lizard is that for which it was named. The eyes of each creature glow with a luminescence that will illuminate a 10-foot radius around the monster. Fire-eye lizards appear in all colors of the visible spectrum. Color
and sex of each one is determined by rolling percentile dice twice and consulting the table below. The eyes of each lizard glow in the same color as its skin.
01-19—Red (01-65 male, 66-00 female)
20-37—Orange (01-60 male, 61-00 female)
38-54—Yellow (01-55 male, 56-00 female)
55-67—Green (01-50 male, 51-00 female)
68-79—Blue (01-45 male, 46-00 female)
80-90—Indigo (01-40 male, 41-00 female)
91-00—Violet (01-35 male, 36-00 female)
Once per hour (6 turns), each lizard may produce a brilliant flash of its eye-light which will blind all creatures (except other fire-eye lizards) within a 1” radius for 2-5 (d6: 1=3, 6=4) rounds. If two or more lizards attack simultaneously in this way, the victim(s) will be blinded for the greatest number of rounds rolled for a particular lizard. If an already blinded victim is attacked in this way again, the duration is rolled for again, and the victim is blinded for this many rounds, but not less than the original number which was rolled for the first attack. The blindness may be countered by any of the clerical healing spells except for the various Cure. . . wounds spells. Each lizard can create a Prismatic sphere of its particular color, with a duration of 3 turns. If two or more lizards cooperate in this defensive maneuver (which is likely), they can create a larger sphere which will multiply the power of duplicated colors, or add another color (or colors) to the effect of the sphere.
Male lizards are 16” long, and females are 4” longer. Each lizard has wings which enable it to hover, fly, or swim. Male lizards may carry up to 20 gp extra weight and females up to 40 gp. Fire-eye lizards love water, and will always lair near a source of fresh water, typically a small cave on a beach or river bank, an abandoned beaver dam, or even in a dungeon (or other subterranean area) if there is water nearby.
When encountered in the lair, there is a 40% chance for each female present that there will be 3-6 eggs. Fire-eye lizard eggs are valuable on the open market (1,000 gp each), since the lizards can be impressed with an empathic bond upon hatching. Impressed fire-eye lizards can be trained for any task (within reason). However, taking the eggs from the lair is not an easy task; all adult lizards present will attack with a fury, receiving a bonus of +1 to hit and damage if the eggs are disturbed.
When discovered and successfully taken from a lair, eggs may be from 10-40 days old. They take 50 days plus or minus 1-4 days to hatch after being laid. The eggs must always be kept warm, at least 95 degrees F; they will not hatch if subjected to temperatures lower than this for a total of 2 turns at any time after being taken from the nest. All eggs in a clutch will hatch at the same time, and color and sex of each hatchling is not determinable until they are hatched. After hatching, the young must be attended to constantly for two weeks and always kept close to their master in order to be impressed. Lizards which are impressed must be fed at least four times per day (almost any unspoiled food is usable, although raw meat and fish are preferred) and must be treated well by their master in all respects. Individuals who are telepathic or have psionic powers may use their lizards as familiars.
Before reaching maturity (at three months of age), a fire-eye lizard has one-fourth normal hit points, does half damage, and is AC 6. The blinding-light and prismatic-sphere capabilities are gained upon reaching maturity.
Quatsch
FREQUENCY: Very rare
NUMBER APPEARING: 2-12
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 1
% IN LAIR: 15%
TREASURE TYPE: Q
NUMBER OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Voice causes confusion
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average-High
ALIGNMENT: Chaotic neutral
SIZE: S (2’ high)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
This creature resembles a small monkey, but because of several distinguishing characteristics is instantly recognizable by those who know of its existence. Much like a monkey, it has a long tail and prehensile feet, but here the similarity ends. The Quatsch is covered in a bright yellow coat of shaggy fur, broken only on the paws and face. Here the Quatsch has little blood circulating (for heat conservation) and thus these areas have a death-like bone color. This odd pallor in the Quatsch’s face and paws often gives the viewer the feeling that the creature is wearing a mask. The eyes of the Quatsch are red, have 120” infravision, and glow somewhat in the dark. The Quatsch’s face seems to be perpetually twisted into a cheshire-cat type grin, adding to the overall mask-like impression.
The Quatsch inhabits dungeons, ruins or other deserted buildings. Typically it will find itself a favorite perch such as a shelf or door jamb and sit on it for hours on end, only leaving to catch small animals moving nearby, which it uses as food. Hidden in a niche somewhere near will be the Quatsch’s treasure — usually a small collection of gems, beads, and other bright objects the creature collects from the area in which it lives.
The Quatsch is not generally hostile, but the unintended effects of its strange mode of thinking have resulted in much enmity between it and man. To humankind, the Quatsch’s logic seems illogical, its deductions random, and its thinking processes paradoxical. The effects of talking to a Quatsch are immediate — the victim becomes totally confused and disoriented, as his accepted basis of thinking falls in a heap. Treat this effect as a Confusion spell, but only characters with great mental discipline are entitled to a saving throw. All characters above 6th level gain a saving throw, which Magic-Users and Clerics make at +2. Monks above 6th level are never affected. At 6th level and below, only Monks, Magic-Users and Clerics gain a saving throw, which Monks make at +2. This confusion lasts from 2-8 melee rounds, during which time the Quatsch will watch with extreme puzzlement. After this period of time, all affected make another save vs. magic as above, to see whether or not they are permanently insane. This done, all creatures are released from the effects of the Quatsch (unless it begins talking once more!).
The best defenses against this creature are Silence 15’ radius spells, since if a threatening figure approaches it the Quatsch begins to When playing the part of this animal, the Dungeon Master should try to imitate the alien mode of thinking, and have the creature say things that will bewilder the players. Since reading the mind of a Quatsch has the same effect as listening to it, the Quatsch is a sovereign remedy for players who continually listen at doors, use clairaudience, or ESP to the detriment of the game!
Because of its unique color, the pelt of the Quatsch is worth 100 gp intact, but those trying to obtain such pelts often come back gibbering idiots. The Quatsch speak the common tongue, and their own tongue (which cannot be learned by those not made insane by a Quatsch). Those made insane by the Quatsch can understand its thinking and are therefore afterward immune to its effects. Such people may actually befriend the creature, and this is not too difficult.
babble (asking for its life to be spared, etc.), thus beginning the confusion process. Approaching a Quatsch with blocked ears and trying to reason with it is pointless, since the creature cannot understand the logic in the request, and would prefer to answer in irrelevancies anyway. If chased or attacked it will scuttle off at a tremendous speed and follow at a safe distance. If at any time kindness is shown to the Quatsch it will be nearly impossible to get rid of, shouting nonsensical questions at the party. Note that attacking a Quatsch is not a good idea (depending some/what on circumstances), since it cannot be held responsible for the unfortunate effects its thinking processes have on human beings. If cornered, the Quatsch can deliver a vicious bite for 1-4 points damage.
Koodjanuk
Created by Roger Moore
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 21”/42”
HIT DICE: 8 + (1-4)
% IN LAIR: 5%
TREASURE TYPE: G, T, X
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 2-12 or 4-16/4-16
SPECIAL ATTACKS: Spell use
SPECIAL DEFENSES: + 2 or better weapon to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: Genius
ALIGNMENT: Neutral good
SIZE: L (30’ wingspan)
PSIONIC ABILITY: 80-110
Attack/Defense Modes: All/All
EXPERIENCE POINT VALUE: 3800 + 12/HP
The koodjanuk is a creature from one of the Upper Planes, possibly Elysium. It is encountered on the Prime Material Plane in subarctic or arctic conditions and makes its lair on mountain peaks. Koodjanuks are sometimes worshipped by tribesmen in these cold climates, and are loved for their beneficial nature. They appear to be large birds of prey, with white-feathered bodies, black heads, and great hooked beaks.
Koodjanuks use Clerical spells at the 12th level of ability. They may use seven 1st-level spells, six 2nd-level spells, five 3rd, four 4th, three 5th, two 6th, and one 7th-level spell per day; these should be rolled up randomly by the DM. When approaching a party of adventurers, these creatures will Detect alignment automatically on the members, checking a maximum of one character per round unless there are fairly large parties involved, Good-aligned characters with any injuries will be touched by the koodjanuk, who can Cure wounds by touch as if an 8th-level Paladin had laid hands on that character (i.e., 16 points of damage may be cured per touch). The koodjanuk can do this three times a day, and may also decide to use some of its regular curative spells if it has any that day. A koodjanuk cannot use the reversed (and usually evil) forms of its spells, such as Darkness or Cause wounds. Koodjanuks ignoreneutrals, neither harming or helping them (though they might give directions and advice). Evil beings, however, will usually be attacked physically (beak attack if on the ground or claw attack if in the air). magically (with Flame strike, Insect plague, or the like, if available), or psionically (if the Evil beings it fights are psionic). There is a 5% chance that upon meeting a Good-aligned character, the koodjanuk will offer him/her a gift of some kind, possibly a small amount of money,and on rare occasions a magic item that the character can use.
Koodjanuks are on excellent terms with the other beings of the Upper Planes (such as titans, ki-rin, lammasu, and the like), and there is a 15% chance that they will be found with these beings if encountered randomly in a cold climate. They have been known to serve on occasion as intermediaries between Good-aligned characters and their deities.
Cryoserpent
Created by Roger Moore
FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 1
MOVE: 9”
HIT DICE: 12
% IN LAIR: 30%
TREASURE TYPE: P, R, V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-24 (bite)
SPECIAL ATTACKS: Otiluke’s Freezing Sphere
SPECIAL DEFENSES: Immune to Cold Attacks
MAGIC RESISTANCE: 25%
INTELLIGENCE: High
ALIGNMENT: Chaotic evil
SIZE: L (50’ long, 5’ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL: IX
EXPERIENCE POINT VALUE: 6650 + 16/HP.
The cryoserpent is a fearsome monster found only in arctic climates, in areas where few other monsters will go due to the cold and desolation. Their lairs are in ice caverns and glacial rifts, though some (10%) may lair with ice worms (white-colored purple worms [see Monster Manual] that burrow in glacial ice). Ice worms and cryoserpents generally avoid close contact with one another, however, and if they lair together they may stay at opposite ends of a vast multiple-entrance tunnel system.
Cryoserpents resemble immense, gloss-white vipers; the head takes up one-tenth of the total body length. They have numerous razor-sharp teeth, each about two inches long, but no especially large fangs such as poisonous snakes have. Their eyes are a silvery green color, with vertical pupil slits similar to cats’ eyes. A cryoserpent’s scales are edged with gray, which progressively darkens and covers more scale area as the cryoserpent ages. Very old and powerful specimens are said to have a “salt and pepper” appearance as their overall appearance becomes a dull speckled gray. The inside of a cryoserpent’s mouth is dark gray, and its hollow tongue (discussed below) is dull silver.
Cryoserpents live to be about 250 to 300 years of age, and are nocturnal predators for the most part. During the times of the “midnight sun,” when the sun does not completely set below the horizon in the evenings, these monsters are very rarely encountered and prefer not to venture out of their lairs or ice rifts. They accumulate treasure by raiding the caverns of white dragons and frost giants, and polar tribes of men and gnolls often relate tales of terrifying battles between these monsters for domination of the nearly uninhabited wastelands where they live. Cryoserpents speak only their own language, of which little is known.
The spell-like powers of these monsters are unique. Those beings with four hit dice or levels or below who are met with this creature’s gaze (and fail their saving throws) are paralyzed; the range of this gaze is 9”. Gnolls and men know this power well and fear it more than the cryoserpent’s other deadlier (but less often used) abilities. When confronted by creatures other than frost giants who present considerable danger to the cryoserpents, they will use one of the following special powers (similar to the various forms of the Otiluke’s Freezing Sphere spell):
1) If a cryoserpent extends its tongue and touches water with it, it can freeze the surface solid to a depth of six inches over an area of 2) The hollow tongue may fire a beam or Ray of cold, 120 feet long and one foot wide, that will do 48 points of damage if the victim fails a save vs. spell. If the save is made, the victim takes no damage and is assumed to have dodged the ray. This power is used most commonly against white dragons and remorhaz.
3)The tongue may launch a small ball of ice, 4” in diameter, out to a range of 120 feet with great accuracy (+4 to hit). This ball will explode when it strikes a target or the ground, doing 4-24 points damage to all within a 1” radius (those saving vs. magic receive only half damage).
12,000 square feet. This ice will last 12 rounds if the local temperature is above the freezing point, and will last indefinitely if it is below freezing. This power proves quite effective against small boats and ships approaching a seaside lair or a lair on an iceberg. A cryoserpent will not venture out over this ice sheet, as it is too heavy for the ice to support it and it cannot swim, but it can bring other powers into play to try to disable the crewmen.
A cryoserpent may use any combination of the above three attacks as often as it desires, one power per melee round, up to a maximum of six such uses per day. For example, a certain cryoserpent may fire two Rays of cold, three ice balls, and freeze a watery surface once in a single day before it cannot use any further attacks of this sort. If hard pressed in close combat, cryoserpents prefer using the Ray of cold to six times in a row. Thereafter they will bite.
Cryoserpents are not affected by any sort of cold or cold-based attack, such as a white dragon’s breath or a Cone of cold. They take extra damage against heat-based attacks, taking + 1 point damage per hit dice of the spell’s power, and saving at -2 against such attacks. A lair of cryoserpents is 5% likely to have 1-2 eggs within it, jealously guarded by the inhabitants of the lair. The eggs resemble large, smooth crystalline ovals, about two feet across the longest axis, and are translucent. The embryo inside is a bright silver-white color, barely visible. The eggs are 90% likely to shatter if touched by a warm object (such as human hands) and will do 2-8 points damage to beings within a five-foot radius (no save). The eggs have little value because of the difficulty of preservation, but the hide of an adult cryoserpent, properly treated and enchanted, may be made into a suit of scale armor, + 1, that makes the wearer resistant to cold (take 50% damage from cold attacks, save at + 2).
Skyzorr’n
Created by Jon Mattson
FREQUENCY: Rare
NUMBER APPEARING: 5-30 (plus)
ARMOR CLASS: 4
MOVE: 9”
HIT DICE: 2+1
% IN LAIR: 25%
TREASURE TYPE: Individuals J,K; D,Q(x5), 0 in lair
NO. OF ATTACKS: 1-4 or 1-2
DAMAGE/ATTACK: 1-4/claw or by weapon type
SPECIAL ATTACKS: Bite for 2-5, plus poison; +1 surprise
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low); For Queen: High and up
ALIGNMENT: Lawful Evil (neutral)
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
EXPERIENCE VALUE:
Normal: 65 + 3/hit point
Warrior: 80 + 3/hit point
Queen: 120 + 3/hit point
The Skyzorr’n are a race of nomadic insectoid beings who inhabit only desert areas and badlands (“rough” terrain on the encounter tables). They generally travel in warrior bands, raiding villages and wayfarers they happen upon. They are not particularly brave, however; they will attack readily enough in large groups but will usually retreat if surprised or if the odds are against them. Skyzorr’n will sometimes use weapons in combat (50% chance), and armed Skyzorr’n will typically have:
long sword 5% (two 50% of time)
scimitar 20% (two 60% of time)
military fork 20%
1-3 spears 15%
Sling 10%
sling & scimitar 15%
sling & military fork 15%
Otherwise, a Skyzorr’n will attack with its four long arm/claw appendages, getting one to four attacks per round. In addition, if two or more of these claws hit a target in a given round, the Skyzorr’n will have pulled its opponent close enough to bite him with its mandibles, so it gets an additional attack in that round. This bite does 2-5 points of damage and injects a poison which causes a burning itch (saving throw versus poison must be made or the victim loses one Strength point and one Dexterity point for 2-8 turns).
Skyzorr’n have a + 1 chance of surprising opponents (i.e., generally on a roll of 1-3) due to their stealth and their ability to use terrain to conceal themselves. However, they can be surprised normally, and they will often flee when startled until they can fight with an advantage (minus 20% morale when first surprised, will always retreat temporarily if morale failure occurs).
Skyzorr’n have a natural immunity to all forms of paralysis (except Hold spells) and to 90% of all poisons. In addition, due to their hard, shiny hides and constant exposure to the elements, they receive a bonus of +2 on all saving throws against heat-based and cold-based attacks. Their shell-like hide also serves another purpose: all sharp and/or edged weapons score only half damage against these creatures. However, blunt, crushing weapons (maces, clubs, etc.) can crack the shell, so they do an extra point of damage when they hit (two points extra if the weapon’s maximum damage capability is greater than eight points).
A Skyzorr’n lair is always in the form of a hive community from which the nomadic bands originate (they bring all captured treasure back to the hive eventually). It is found underground 70% of the time, or in the form of one or two large dome-shaped buildings otherwise, and the inside will have a maze of very confusing corridors and rooms. Such a community will have a minimum of 20 members, and the DM may rule that the occasional one will have a greater number of Skyzorr’n than the Number appearing would normally allow (up to about 50). Since the society is matriarchal there will be, in addition to the general populace, one queen who rules over the entire hive and three specially bred warriors who guard the queen,
The queen will typically have 3 hit dice; however, she will be only armor class 5, can move only 3” per turn, and can make only one or two attacks each round (normal damage, including bite if both claws hit). She will have the following special abilities: Web as often as she desires, Suggestion which is in effect at all times, and Clairvoyance which can be used up to three times a day (all as per Magic-user spells of the same name, but Web is natural like a giant spider’s, and no material components are needed for any of these). In addition, she can communicate telepathically with all other Skyzorr’n of her own hive within a one-mile radius, though only the guards can reply to her in this fashion.
The warrior guards are much the same as typical Skyzorr’n, but they have 3 hit dice, are armor class 2, and may, due to the size of their mandibles, bite every round for 2-7 points of damage plus regular poison. Note that the guards—indeed, all Skyzorr’n in the area—will fight berserkly to protect the queen (+2 hit probability or double the usual number of attacks per round, excluding biting) until they grow too weak to do so (from 7-10 rounds), after which they will continue to fight normally. Finally, in any lair containing more than 25 Skyzorr’n, there will also be 1-6 giant scorpions which are used as guards and beasts of burden.
All Skyzorr’n have infravision (though this does not make their eyes too sensitive to light, since they are constantly exposed to the sun) and the ability to speak with insects (this does not include control of said insects, however). Skyzorr’n speak their own language and are 60% (90% for queens) likely to speak the common tongue as well.
Description: A Skyzorr’n looks rather like a large (6’) bipedal ant. Its head is rather small but with two large compound eyes and fair-sized mandibles. No ears, as such, are present, but three tiny, usually well covered holes on either side of the head allow it to hear. The body is thin and stick-like, but reasonably sturdy nevertheless. A Skyzorr’n will usually have four arm/claw appendages, with reasonably developed pincer-hands on the two uppermost and dagger-like claws on the two lower ones, but some (5%) will have fewer limbs because they break off relatively easily (growing back again in 1-4 months). Their shell-like hides are typically tan or rust red in color (usually the former) and have a shiny look about them. Rare Skyzorr’n (2%) have gold-colored hides which are worth 1,000-3,000 g.p. on the open market. Their mandibles and claws are usually ivory or very white, and their eyes are sky blue or gray. Guards will typically appear much the same as normal Skyzorr’n, but are bigger (6½-7’ tall) and almost always have shiny black hides (valued at 200-400 g.p. because two can be used to make a man-sized suit of armor which is armor class 3 but is otherwise like padded armor).
Queens look rather like grotesque and very bloated spiders with ant-like heads, typically being 6½-7½’ long. They walk on four legs instead of two, so have only two free limbs. They are always glossy black in color, with bright blue mandibles and eyes.