Monsters

Roctopus
Medium Vermin
End Dice: 3d8 (14 Endurance)
Initiative: +3
Speed: 20 ft.
Armor Class: 19 (+3 Dex, +6 natural)
Base Combat Skill: +2
Attack: Tentacle +3 melee (1d3+1)
Full Attack: 4 tentacles +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psychic immunity, worm through
Special Qualities: --
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 12, Con 11, Dex 17, Int --, Wis 12, Cha 3
Skills: --
Environment: Underground
Organization: Solitary
Challenge Rating: 1
Allegiance: Always Unaligned
Advancement: 4-9 ED (Medium)

As you make your way through the cramped, dark tunnel, your hand comes to rest on something gelatinous. You cast your torch about and find a repulsive creature, looking like a greenish octopus.

Worm Through (Ex): Even walls cannot bar a Roctopus’ entry. As a full-round action, the pulpy creature may compress its body and ooze through even the most miniscule of cracks in a tunnel or cavern wall.

Many would-be thieves and explorers under Magnamund’s cities and mountains have run afoul of the Roctopus. The Roctopus is a scavenging creature which usually feeds on the fungi and algae found covering dungeon walls. Truly mindless, the creature will attack anything that comes in close proximity to it, and is particularly agitated by light sources.
 
Kanu Dog
Medium Animal
End Dice: 2d8+6 (15 Endurance)
Initiative: +1
Speed: 40 ft.
Armor Class: 14 (+1 Dex, +3 natural)
Base Combat Skill: +1
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent, cold resistance 5
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Skills: Athletics +4, Perception +4, Survival +2
Environment: Cold land
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 1
Allegiance: Always Unaligned
Advancement: 3-4 ED (Medium)

The barking of a dog behind you alerts you to danger. Suddenly, from behind a snowy hill, appears a dog the size of small pony!

Kanu dogs are large canines native to Kalte. They are vicious and quick to anger, but nevertheless many people use them as sled-dogs, for they are strong and resistant to the biting winds of the ice plains.
 
Nice, a Kanu-Dog. Weren't there two other animals mentioned in Book #3 as well? I believe it was as prey of the Baknars - Gallings and something else I think?
 
From Buccaneers of Shadaki

Niguma-Sa
Huge Animal

End Dice: 14d8+84 (147 Endurance)
Initiative: +1
Speed: 20 ft, swim 40 ft
Armor Class: 20 (-2 size, +1 Dex, +11 natural)
Base Combat Skill: +10
Attack: Bite +17 melee (2d6+9)
Full Attack: Bite +17 melee (2d6+9) and 2 claws +12 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +15, Ref +10, Will +5
Abilities: Str 29, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Listen +4, Spot +4, Swim +16
Environment: Any water
Organization: Solitary
Challenge Rating: 11
Allegiance: Always Unaligned
Advancement: 15-18 ED (Huge)

A ripple in the water alets you to the presence of something. All of a sudden something latches on to your cloak and drags you down! You are being attacked by a gigantic crocodile-like creature!

These creatures are found in the watery depths of the seas and oceans of Magnamund. They have blunt snouts above a gaping jaw filled with dagger-like fangs. Their scaly skin is a dull grey which allows them to blend with murky water. Needless to say, falling overboard near one of these creatures is not recommended.
 
Zhurc
Large Outsider

End Dice: 16d8+80 (152 Endurance)
Initiative: +4
Speed: 30 ft, fly 50 ft (good)
Armor Class: 23 (-1 size, +4 Dex, +10 natural)
Base Combat Skill: +15
Attack: Claw +21 melee (2d4+7)
Full Attack: 2 claws +21 melee (2d4+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Fearful Presence, Detect Magic, Darkvision 60 ft, Scent, Damage Reduction 10/magic, Spell Resistance 20
Saves: Fort +15, Ref +10, Will +5
Abilities: Str 24, Dex 19, Con 20, Int 10, Wis 15, Cha 8
Skills: Concentration +22, Intimidate +18, Jump +25, Listen +21, Move Silently +23, Search +19, Sense Motive +21, Spot +21
Environment: Any
Organization: Solitary
Challenge Rating: 14
Allegiance: Always Evil
Advancement: 17-24 ED (Large)

From out of the sky a muscly creature swoops down to stand in front of you, its green skin glistening in the light. It leaps at you, it's razor sharp talons slashing at your throat.

Fearful Presence (su): This works the same was as Frightful Presence but is more powerful. Instead of becoming shaken, the victim immediately becomes frightened. The DC for the Will save to avoid this is 17

Detect Magic (sp): A Zhruc is able to detect any spells or magical items within 60 feet of its present location. This is an automatic effect.

Zhurcs are powerful and deadly foes. They are strong and terrifying; those that see one usually run in fear. They have powerful wings that allow them to fly, but which can be made to shrink back into their bodies so that they do not hinder them in combat. Agressive to the extreme, they often emit hissing sounds at opponents from within fang-filled mouths before attacking.

Zhurcs are magical creations, summoned from the Daziharn by powerful sorcerers. They are primarily as killing machines, though their other abilities often see them tracking down artifacts or other trinkets of power.
 
Kholo
Medium Animal

End Dice: 3d8+3 (16 Endurance)
Initiative: +3
Speed: 50 ft
Armor Class: 15 (+3 Dex, +2 natural)
Base Combat Skill: +2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Scent, low-light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 13, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Perception +3, Stealth +6, Survival +4
Environment: Warm jungles
Organization: Solitary or pair
Challenge Rating: 1
Allegiance: Always Unaligned
Advancement: 4-5 ED (medium); 6-8 ED (large)

There is a growling from within the dark cave. In the gloomy light you can see a pair of amber eyes glaring at you.

Kholo are wolf-like creatures that live in the jungles of Southern Magnamund. They are lithe and agile and perpetually hungry; food is often in short supply for these creatures.

Vulnerable to Psychic Combat (ex): Kholo take double damage from psychic combat.
 
Tzoog
Small Magical Beast

End Dice: 6d10+12 (45 Endurance)
Initiative: +5
Speed: 40 ft
Armor Class: 19 (+1 size, +5 Dex, +3 natural)
Base Combat Skill: +6
Attack: Bite +7 melee (1d4 + 1d4 Con) or energy bolt +12 ranged (1d8)
Full Attack: Bite +7 melee (1d4 + 1d4 Con) or energy bolt +12 ranged (1d8)
Space/Reach: 5 ft / 5 ft
Special Attacks: Blood drain, energy bolt
Special Qualities: Darkvision 60ft, invisibility
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 11, Dex 21, Con 14, Int 7, Wis 13, Cha 12
Skills: Stealth +15
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Allegiance: Always Unaligned
Advancement: 7-9 ED (medium)

Your horse suddenly screeches in terror. Drawing your weapon, you watch as a small, black vampiric creature materializes out of thin air - it is attached to the neck of your animal, drinking its blood

Blood Drain (ex): When a Tzoog bites its victim, it sucks the blood directly from its veins, inflicting 1d4 temporary Constitution damage as well as 1d4 normal damage. A Tzoog gains temporray Endurance points equal to the amount of Constitution damage it deals.

Invisibility (sp): Tzoogs have the ability to turn themselves invisible, though they must turn visibile again in order to attack.

Partial Psychic Immunity: These creatures are immune to Mindblast (though not Psi-Surge) and only take half damage from pychic attacks.

Natural predators, Tzoogs are the bane of travelers. They have hunched bodies and large, mishapen heads, with mouths filled with long fangs. They feed on the warm blood of living creatures, usually preying on creatures they cannot defend themselves well.

------------------------------------------------------------------------------------

That is all of the creatures from the Buccaneers of Shadaki
 
Ghoul
Medium Undead
End Dice: 4d12 (26 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 natural)
Base Combat Skill: +2
Attack: Slam +3 melee (1d6+1) or bite +3 melee (1d6+1 plus poison) or sword +3 melee (1d8+1)
Full Attack: Slam +3 melee (1d6+1) and bite +3 melee (1d6+1 plus poison); or bite +3 melee (1d6+1 plus poison) and sword +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Damage reduction 2, nauseating aura, poison
Special Qualities: Scent, undead traits
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 13, Con --, Dex 11, Int 10, Wis 12, Cha 10
Skills: Perception +8, Stealth +5, Survival +3
Environment: Underground
Organization: Solitary or pack (2-5)
Challenge Rating: 4
Allegiance: Always Evil
Advancement: 5-9 ED (Medium)

You are startled from your slumber by a disgusting, skeletal creature clad only in a loincloth. It snickers menacingly and you smell its repugnant stench as you fumble for your weapon.

Nauseating Aura (Ex): Everything about a ghoul is repulsive, from its decaying smell to its cold, clammy flesh. As a result, any creature in combat with a ghoul must take a -2 penalty to Combat Skill. This only applies while they are in melee range with the creature.

Poison (Ex): Injury, initial and secondary damage 1d4 Dexterity. The save DC is 12.

Ghouls are the unfortunate remains of explorers who met a demise from starvation in subterranean areas. Some of these bodies are reanimated magically by sorcerous powers or enchantments that linger in the area. These produce Ghouls, horrible creatures with an evil intelligence. They roam the shadows, seeking any prey that will help slake their hunger.
 
#12: The Masters of Darkness
Egorgh
Ghoul, Helgedad
Ictakko
Liganim
Mind Reaper
Nebora
Plaak
Sea-scavenger
Vladoka
Xaghash

#13: The Plague Lords of Ruel
Exterminus
Ruel War-dog
Stragnah
Tzarg
Vazhag
Dholdaarg
Pechdrazil


#14: The Captives of Kaag
Gnagusk
Korozon
Swarm, Scavenger Crab
Zavaghar

#15: The Darke Crusade
Gartoth
Swarm, Antah Wasp
Tarhdemon
Tukodak
Nad-jaguz

#16: The Legacy of Vashna
Cheghath
Lavas
Shamath Automaton
Vortexi
Zarthyn

#20: The Curse of Naar
Swarm, Daemonak

The monster listings of Books 13-20 are as in the US versions, and the unedited overseas versions may have some other monsters. Italicized entries are ones from the unedited versions, that I know of anyway.
 
Bhakish
Medium Humanoid
End Dice: 2d8+2 (11 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 12 (+2 Dexterity, +2 natural)
Base Combat Skill: +1
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 90 ft., partial psychic immunity, scent
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 13, Con 12, Dex 15, Int 6, Wis 12, Cha 10
Skills: Perception +4, Survival +3
Environment: Temperate aquatic and swamp
Organization: Solitary or pack (2-5)
Challenge Rating: 1
Allegiance: Usually Evil
Advancement: 3-6 (Medium)

Suddenly, from the water emerges a disgusting, bloated creature. Its webbed paws slap against the sides of your boat, its face like that of a fish, its teeth needle-sharp.

Bhakish are natives of the Hellswamp in western Magnamund. In many ways, they are believed to be an even more primitive relative of the Ciquali. They lead a nomadic life, prowling the waterways and black channels of their homeland.
 
Deathstalker
Medium Magical Beast

End Dice: 7d10+21 (59 Endurance)
Initiative: +4
Speed: 40 ft
Armor Class: 18 (+4 Dex, +4 natural)
Base Combat Skill: +7
Attack: Claw +9 melee (1d6+3)
Full Attack: 2 claws +9 melee (1d6+3)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Darkvision 60ft, change shape, fatal fumes, psychic immunity
Saves: Fort +8, Ref +9, Will +2
Abilities: Str 15, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Perception +10, Stealth +14
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 5
Allegiance: Always Evil
Advancement: 8-12 ED (medium)

The old man approaches you smiling. All of a sudden a transformation happens, leaving you shocked. The old man is turning into some sort of animal!

Prowling the night looking for prey, Deathstalkers are dangerous beasts. The first time someone sees them they are usually in human form. This quickly changes when they attack - they change into black, wolf-like creatures with razor sharp talons.

If this isn't enough, when they die, their bodies emit foul-smelling fumes that are toxic. Anyone inhaling them must make a Fortitude save at DC 18 or take 1 point of Constitution damage followed by another 2d4 Constituiton damage a minute later.
 
Otokh
Gargantuan Magical Beast

End Dice: 16d10+32 (120 Endurance)
Initiative: +3
Speed: 30 ft, climb 20 ft
Armor Class: 19 (-4 size, +3 Dex, +10 natural)
Base Combat Skill: +16
Attack: Bite +19 melee (2d8+10)
Full Attack: Bite +19 melee (2d8+10)
Space/Reach: 20 ft / 15 ft
Special Attacks: Electrical bolt, web
Special Qualities: Darkvision 60ft, psychic immunity
Saves: Fort +12, Ref +13, Will +5
Abilities: Str 25, Dex 17, Con 14, Int 6, Wis 10, Cha 2
Skills: Athletics +17, Climb +20, Perception +5
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 10
Allegiance: Usually unaligned
Advancement: 17-24 ED (gargantuan)

Approaching you is a huge horrifying creature. It resembles a cross between a tic and a spider as it moves towards you on rubbery legs. It pauses, rubbing its front legs together - all of a sudden a bol of electrcity arcs from the creature towards you!

Electrical bolt (sp): As a move action, an Otokh can rub its forelimbs together to produce a bolt of electricity that shoots at one target. The target must make a Reflex save (DC 20) or take 2d10 electrical damage.

Web (ex): An Otokh can shoot a sticky web five times per day as a move action. The web covers a 10ft x 10ft area. Anyone caught in the area must make a Reflex save (DC 24) or become entangled. It takes an Escape Artist check (DC 20) or Strength check (DC 24) to break free.

An Otokh looks like a cross between a huge tic and a spider. They are usually found in the wild, though the forces of Darkness are known to train these creatures to do their evil bidding.
 
Zuath
Tiny Vermin

End Dice: 1/2 d8 (2 Endurance)
Initiative: +3
Speed: 20 ft, climb 10 ft
Armor Class: 15 (+2 size, +3 Dex)
Base Combat Skill: +0
Attack: Bite -2 (1d3-4 plus poison)
Full Attack: Bite -2 (1d3-4 plus poison)
Space/Reach: 2 1/2 ft / 0 ft
Special Attacks: Poison
Special Qualities: Darkvision 60ft, vermin traits
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 17, Con 10, Int --, Wis 10, Cha 2
Skills: Athletics -4, Climb +11, Perception +4, Stealth +15
Environment: Warm deserts and forests
Organization: Solitary, pair or colony (8-16)
Challenge Rating: 1
Allegiance: Always unaligned
Advancement: --

You feel something on your leg. Looking down, you see a tiny copper-coloured spider the size of coin.

Poison (ex): A zuath's poison is deadly. Anyone bitten by one must make a Fortitude save (DC 17) or suffer 1d8 points of initial and secondary Constitution damage.

Also known as a Vassagonian Tree Spider, travellers must be wary of the tiny Zuath. Their venom has been known to kill quickly, and while travelling through Vassagonia folk are advised to carry a few bottles of anti-toxin with them.
 
Crocaryx
Medium Humanoid
End Dice: 6d8+12 (39 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 18 (+2 Dexterity, +6 natural)
Base Combat Skill: +4
Attack: Claw +5 melee (1d4+1)
Full Attack: 2 claws +5 melee (1d4+1) or crystal gun +6 ranged (2d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 90 ft., partial psychic immunity, psychic combat
Willpower: 18
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 12, Con 14, Dex 15, Int 11, Wis 12, Cha 10
Skills: Knowledge (arcana) +3, Knowledge (history) +5, Occult +2, Perception +4, Stealth +7
Environment: Underground
Organization: Pair or band (2-5)
Challenge Rating: 4
Allegiance: Usually Good
Advancement: By character class

A number of squat creatures approach along the hallway towards you. They resemble humanoid crocodiles, and speak amongst themselves in a weird, hissing tongue.

Partial Psychic Immunity (Ex): Crocaryx are immune to Mindblast, but not Psi-surge.
Crocaryx are a Good-aligned race that lives in the underground ruins of cities built during the Age of Dragons. They were created by Nyxator and the other dragons as servitors. The largest concentration of Crocaryx inhabits the ruins of Zaaryx, in Anari.

Crocaryx Crystal Guns: The Crocaryx use guns made of crystal. These do damage as a Bor-rifle. A Crystal Gun requires two Crocaryx to man it. There may be others larger or smaller than rifle-sized, but these have not been seen.
 
Zadragon
Large Dragon
End Dice: 9d12+27 (86 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 22 (-1 size, +13 natural)
Base Combat Skill: +9/+4
Attack: Claw +12 melee (1d8+4)
Full Attack: Claw +12 melee (1d8+4), bite +7 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Dragon traits, partial psychic immunity
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 19, Con 17, Dex 11, Int 10, Wis 12, Cha 10
Skills: Intimidate +7, Knowledge (arcana) +10, Knowledge (geography) +10, Knowledge (history) +11, Occult +13, Perception +13, Stealth +10
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 8
Allegiance: Usually Unaligned
Advancement: 10-18 (Large), 19-25 (Huge)

Suddenly, a horse-sized creature looms out of the darkness. Its eyes and neck-wattle are a brilliant scarlet, and its body is covered in shining black scales.

Partial Psychic Immunity (Ex): Zadragons are immune to Mindblast, but not Psi-surge.

Zadragon are large creatures native to the former cities of Nyxator and surrounding underground regions. Exactly what Zadragons are, sages argue. They may be beasts of burden bred in the Age of Dragons, or perhaps fledgelings of the draconic race.
 
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