Monsters

Hound of Death
Medium Magical Beast

End Dice: 6d10+6 (39 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 17 (+7 natural)
Base Combat Skill: +6/+1
Attack: Claw +8 melee (1d4+2) or bite +8 melee (1d6+2 plus 1d3 fire)
Full Attack: 2 claws +8 melee (1d4+2), bite +3 melee (1d6+2 plus 1d3 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning saliva, pounce, scent
Special Qualities: Darkvision, low-light vision, partial psychic immunity
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 15, Con 12, Dex 15, Int 10, Wis 12, Cha 10
Skills: Perception +10, Stealth +11
Environment: Warm forests
Organization: Solitary
Challenge Rating: 6
Allegiance: Usually Evil
Advancement: 7-12 (Medium)

Running along the forest path towards you is a massively built wolf-like creature, its head down. It rams into you and begins its merciless attack.

Burning Saliva (Ex): A Hound of Death has fiery spittle and deals an additional 1d3 points of fire damage on a successful bite.

Partial Psychic Immunity (Ex): A Hound of Death is immune to Mindblast, but not Psi-surge.

Hounds of Death (also known as Oudaska) are native to the forests of Dessi and other lands around the Tentarias. Unlike their cousins the wolves, Hounds of Death are fiercely independent and always battle each other when they come into contact with each other.
 
Zagothal
Huge Aberration

End Dice: 7d8+42 (74 Endurance)
Initiative: +1
Speed: 20 ft., 50 ft. swim
Armor Class: 18 (-2 size, +1 Dex, +9 natural)
Base Combat Skill: +5
Attack: Tongue +11 melee (2d4+8 ) or tail slap +11 melee (1d6+8 )
Full Attack: Tongue +11 melee (2d4+8 ), tail slap +11 melee (1d6+8 )
Space/Reach: 20 ft./10 ft.
Special Attacks: Constrict 1d4+8, darkvision
Special Qualities: Frightful presence, poison, scent
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 27, Con 22, Dex 13, Int 10, Wis 12, Cha 10
Skills: Athletics +12, Perception +9, Stealth +5
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 8
Allegiance: Always Unaligned
Advancement: 8-14 ED (Huge), 15-20 ED (Gargantuan)

A huge creature, like a ghastly mix of worm and toad, drags itself into the sunlight. Jagged horns crown the shoulders of its clawed feet, and it is covered in oozing, pus-filled sores.

Frightful Presence: Triggered by the Zagothal’s croak (with which it usually opens combat), Will DC 15. The save DC is Charisma-based.

Poison: Contact, Fortitude DC 21, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. When underwater, a Zagothal’s poison becomes an aura, affecting all creatures within 20 feet of the creature as though they were in contact with it.

Zagothal are repulsive amphibians found along tropical river and lakesides. Often, they are simply basking in sunlight or moonlight, and usually ignore adventurers unless hungry.
 
Some years ago, someone had created a "Magnamund bestiary" for AD&D2. Here are some of the creatures listed in it (I've not included the ones that have already been mentioned in this thread.)

Anath Wasps (Bk #15)
Avarosi (Bk #19)
Baknar (Bk #3)
Bangrol (Bk #19)
Bhakish (Bk #10)
Black Corvayl (Bk #16)
Caq (Bk #19)
Cave Leekhon (Bk #9)
Cener Ghost (Bk #10)
Cheghath (Bk #16)
Cryopedean (Bk #19)
Crystal Frostworm (Bk #3)
Degradon (Bk #13)
Dholdaarg (Bk #13)
Dhorgaan (Bk #5)
Vaxagore Dragon (Bk #18)
Dragon-kin (Bk #14)
Ekmakon (Bk #19)
Exterminus (Bk #13)
Gartoth (Bk #15)
Giganite (Bk#13)
Gnagusk (Bk #14)
Golasyx (Bk #19)
Gorodon (Bk #10)
Ixian Gybia (Bk #17)
Ictakko (Bk #12)
Itikar (Bk #4)
Javek (Bk #3)
Kajarda (Bk #17)
Kataka (Bk #19)
Knoarc (Bk #19)
Korozon (Bk #14)
Krorn (Bk #10)
Kwaraz (Bk #5)
Lava / Dragon-man (Book #16)
Lekhor (Book #7)
Liganim (Bk #14)
Mawtaw (Bk #15)
Meghanics (numerous different types) (Bk #19)
Ixian Mhagani (Bk #17)
Nadziranim (Bk #14)
Oudakon (Bk #7)
Pechdrazil (Bk #13)
Plaghatar (Bk #13)
Ukara (Bk #19)
Rahjaz (Bk #19)
Roctopus (Bk #9)
Anarian Skysnake (Bk #9)
Solyx (Bk #19)
Stragnah (Bk #13)
Suggaz (Bk #17)
Taan Spider (Bk #8)
Tarhdemon (Bk #15)
Vazhag (Bk #13)
Vorka (Bk #24)
Vodok (Bk #14)
Vortexi (Bk #16)
Xaghash (Bk #12)
Xlorg (Bk #8)
Zaaryx Ghoul (Bk #19)
Zarthyn (Bk #16)
Zavaghar (Bk #14)
Ziog (Bk #17)
Agtah & Octactah (Daziarn creatures, Bk #11)

I fear it would take months to list all the monsters described in the gamebooks and give them stats for the RPG. Joe Dever has a fertile imagination.
 
Dhax
Medium Humanoid

End Dice: 4d8 (18 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (+1 Dex, +2 natural)
Base Combat Skill: +3
Attack: Claw +3 melee (1d4)
Full Attack: Claw +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Frightful presence
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 11, Con 10, Dex 12, Int 10, Wis 12, Cha 10
Skills: Intimidate +2, Perception +8, Stealth +6
Environment: Warm deserts or underground
Organization: Solitary, pair, or pack (2-5)
Challenge Rating: 1
Allegiance: Usually Evil
Advancement: 5-12 ED (Medium)

A number of man-sized creatures with leathery skin and doglike heads creep along the passageway towards you. Their eyes glint red as they catch notice of you, and fall upon you with a howl.

Frightful Presence: Triggered by the Dhax’s howl (with which it usually opens combat), Will DC 14. The save DC is Charisma-based.

Dhax are humanoid jackals found in the deserts of southern Vassagonia, Kakush, and the Sadi Desert. They are rapacious predators, and Dhax are one of the few creatures that is known to attack whether hungry or not.
 
Gorodon
Large Animal

End Dice: 6d8+18 (45 Endurance)
Initiative: +1
Speed: 30 ft., swim 50 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural)
Base Combat Skill: +4
Attack: Bite +8 melee (1d8+5) or tail slap +8 melee (1d4+5)
Full Attack: Bite +8 melee (1d8+5), tail slap +8 melee (1d4+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 19, Con 17, Dex 12, Int 2, Wis 12, Cha 6
Skills: Perception +6, Stealth +5
Environment: Temperate swamps
Organization: Solitary, pair, or pack (2-5)
Challenge Rating: 4
Allegiance: Always Unaligned
Advancement: 7-16 ED (Large)

Swimming through the river comes a ridged back. It comes out of the water and you see that it is a large lizard, with a small head-shield and two large horns. A forked tongue flicks in and out of its mouth.

Enormous lizards found in the Hellswamp and other marshy regions, Gorodons are leftovers from some long-forgotten age of Magnamund’s history. Some sages believe they are related to the Kwaraz of Maakenmire. They are often hunted and and killed by soldiers of Eru, as their scaly hide makes for an effective suit of armor.
 
Avagnid
Medium Vermin

End Dice: 3d8+6 (19 Endurance)
Initiative: +3
Speed: 30 ft., swim 30 ft
Armour Class: 15 (+3 Dexterity, +2 natural)
Base Combat Skill: +2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1) and 2 forelimbs -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., psychic immunity, vermin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 13, Dex 17, Con 14, Int --, Wis 10, Cha 2
Skills: Athletics +9*, Stealth +11*
Environment: Any swamp or Plane of Darkness
Organization: Solitary, pair or pack (3-8 )
Challenge Rating: 2
Allegiance: Usually Evil
Advancement: 3-6 (Medium)

Something breaks the water from behind you. Spinning around, you see several arachnids coming at you!

The spider-like Avagnids are merciless hunters, tracking and stalking prey like wolves. They are the size of a large dog, and have vicious barbed forelegs. Their eyes are somewhat unnerving; instead of the eyes of a spider, they have four human-like eyes.

*Avagnids gain a +8 bonus to Athletics and Stealth.
 
Nemagog Swarm
Diminutive Vermin (swarm)

End Dice: 8d8-8 (28 Endurance)
Initiative: +4
Speed: 15 ft
Armour Class: 18 (+4 size, +4 Dex)
Base Combat Skill: +6
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft / 0 ft
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft, swarm traits, vermin traits
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 1, Dex 19, Con 8, Int --, Wis 10, Cha 1
Skills: --
Environment: Plane of Darkness
Organization: Solitary (swarm)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: --

A sickening tide of maggot creatures is approaching you in a slow wave. They are disgusting, almost making you wretch.

Distraction (ex): Anyone in the Nemagog swarms space at the start of their turn must make a Fortitude save (DC 13) or be nauseated for one round. Spellcasting or using a skill that requires concentration requires a Concentration check of DC 20 inside the swarms space.

Often summoned and controlled by sorcerers devoted to the Dark Arts, a swarm of Nemagog resembles are sickening carpet of maggots. Fighting one is definatley not something anyone forgets in a hurry.

===============================================

And that is it for Curse of Naar. I too left out the unique creatures such as Zantaz and Kekataag and pretty much anything that would have class levels, as they would be better as NPCs. I did do Huan'zhor however.
 
Now starting on Wolf's Bane
===============================================

Rahjaz
Huge Animal

End Dice: 13d8+65 (123 Endurance)
Initiative: +1
Speed: 40 ft
Armour Class: 15 (-2 size, +1 Dexterity, +6 natural)
Base Combat Skill: +10
Attack: Claw +16 melee (2d6+8)
Full Attack: 2 claws +16 melee (2d6+8) and bite (3d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent, psychic imunity
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 27, Dex 13, Con 21, Int 2, Wis 12, Cha 6
Skills: Athletics +16, Stealth +4
Environment: Warm forests
Organization: Solitary, pair or pack (3-8)
Challenge Rating: 9
Allegiance: Always Unaligned
Advancement: 14-16 ED (Huge)

From up ahead comes the roar of a large cat. When the creature comes into view, you cannot believe what you are seeing – a massive tiger-like beast is bounding towards you!

Pounce (ex): If a Rahjaz charges, it may make a full attack that round.

The sight of a Rahjaz charging towards you is enough to fill even the bravest of warriors with fear. They are massive tiger-beasts, standing around seven feet tall at the shoulder. They are aggressive and always hungry.
 
Avaros
Medium Humanoid

End Dice: 1d8-1 (3 Endurance)
Initiative: +1
Speed: 30 ft
Armour Class: 11 (+1 Dexterity)
Base Combat Skill: +1
Attack: Spear +2 melee (1d8+1) or shortbow +2 ranged (1d6)
Full Attack: Spear +2 melee (1d8+1) or shortbow +2 ranged (1d6)
Space/Reach: 5 ft / 5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent, weapon of choice (spear)
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con 9, Int 9, Wis 13, Cha 6
Skills: Athletics +2, Survival +3
Environment: Underground
Organization: Solitary, pair, group (3-8) or tribe (10-40)
Challenge Rating: 1/2
Allegiance: Usually Evil
Advancement: By character class

You spot a patrol of gholish humanoids up ahead, armed with bows and spears. One of them seems to be sniffing the air.

The Avaros (or Avarosi for more than one of them) are a race of thin, pale humanoids. They are primitive creatures and dress only in rags. They usually carry primitive looking spears and shortbows.

*These stats represent a 1st level Avaros Warrior.
 
Knoarc
Small Monstrous Humanoid (reptilian)

End Dice: 4d8+4 (22 Endurance)
Initiative: +1
Speed: 30 ft
Armour Class: 16 (+1 size, +1 Dexterity, +4 natural)
Base Combat Skill: +4
Attack: Sword +6 melee (1d8+1) or shortbow +6 ranged (1d6 plus poison)
Full Attack: Sword +6 melee (1d8+1) or shortbow (up to 6 arrows) +6 ranged (1d6 plus poison)
Space/Reach: 5 ft / 5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, psychic immunity
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 13, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Skills: Athletics +4, Perception +4
Environment: Any swamp or underground
Organization: Solitary, pair, group (3-8) or tribe (10-40)
Challenge Rating: 2
Allegiance: Alway Evil
Advancement: By character class

An arrow suddenly whistles passed your face. Spinning around, you see a small, blue reptilian creature reloading its bow.

The blue-skinned Knoarcs resemble humanoid crocdiles, though with human, rather than reptilian, hands. They are primitive, making use of bone swords and their specially crafted bone Knoarc bows, whih are capable of firing six arrows every round at the same target (they must make a seperate attack roll for each arrow). However, it does take one round per arrow to reload these bows. Often, Knoarcs use greenblood oil poison on their arrows.
 
Bangrol
Small Animal

End Dice: 1d8+1 (5 Endurance)
Initiative: +3
Speed: 10 ft, fly 80 ft (average)
Armour Class: 15 (+1 size, +3 Dex, +1 natural)
Base Combat Skill: +0
Attack: Talons +2 melee (1d4+1)
Full Attack: 2 talons +2 melee (1d4+1), bite -3 melee (1d4)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 13, Cha 6
Skills: Perception +6
Environment: Temperate coast
Organization: Solitary or pair
Challenge Rating: 1/2
Allegiance: Always unaligned
Advancement: 2-3 ED (medium)

As you explore the nest, you hear a squawk above you – the mother has returned!

Bangrols – also known as Sommlending sea-eagles – are an aggressive breed of bird. They attack pretty much anything that they consider a threat, whether it actually is or not.
 
Meghanic
Medium Construct

End Dice: 7d10+20 (58 Endurance)
Initiative: +0
Speed: 20 ft.
Armour Class: 18 (+8 natural)
Base Combat Skill: +5
Attack: Broadsword +12 melee (1d10+7)
Full Attack: Broadsword +12 melee (1d10+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Psychic combat, construct traits, darkvision 60 ft
Willpower: 18
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con --, Int 12, Wis 11, Cha 1
Skills: Concentration +10, Intimidate +5, Perception +10
Environment: Any
Organization: Solitary
Challenge Rating: 5
Allegiance: Always Unaligned
Advancement: --

A warrior clad in plate armour, sword drawn is coming towards you. Suddenly you notice something odd – it's helm is floating above the brestplate; there is no one inside the armour!

Created by an ancient race, Meghanics are metal warriors whose sole purpose it to guard and protect whatever it was they were created for. They have no physical bodies save for a suit of plate armour, and are powerfully psychic; the only warning an enemy has that they are about to be mentally assaulted is a bright flash of green from within the visor of it's helm.
 
Golasyx
Large Vermin

End Dice: 11d8+22 (71 Endurance)
Initiative: +2
Speed: 20 ft, fly 80 ft (good)
Armour Class: 17 (-1 size, +1 Dex, +7 natural)
Base Combat Skill: +8
Attack: Proboscis +12 melee (1d8+7)
Full Attack: Proboscis +12 melee (1d8+7)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Vermin traits
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 21, Dex 13, Con 18, Int --, Wis 12, Cha 8
Skills: --
Environment: Temperate and warm land
Organization: Solitary or swarm (2-5)
Challenge Rating: 5
Allegiance: Always unaligned
Advancement: 12-16 ED (large); 17-20 ED (huge)

A loud buzzing noise above you attracts your attention. Looking up, you see a giant dragonfly hovering above you.

A Golasyx appears to be a normal, although huge, dragonfly, except for the spear-like proboscis that protrudes from its head. They are aggressive, though they have been known to be tamed and used as mounts by some races.
 
Ukara
Huge Animal

End Dice: 9d8+18 (58 Endurance)
Initiative: +2
Speed: 20 ft, swim 20 ft
Armour Class: 16 (-2 size, +2 Dex, +6 natural)
Base Combat Skill: +6
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4) and tail slap +6 melee (2d6+2)
Space/Reach: 15 ft / 10 ft
Special Attacks: --
Special Qualities: Scent, psychic immunity
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 18, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Skills: Athletics +12, Perception +13
Environment: Temperate water and swamp
Organization: Solitary or pair
Challenge Rating: 5
Allegiance: Always Evil
Advancement: 10-14 ED (Huge)

Suddenly a huge, serpentine head breaks the surface of the water and glares hungrily at you.

The Ukara are a breed of massive, non-poisonous snakes. They are aggressive, loving nothing more than warm flesh to devour. Their eyes are disturbing; they seem to radiate an intense, absolute evil.
 
Cryopedean
Medium Outsider (Darkspawn, Evil)

End Dice: 5d8+15 (37 Endurance)
Initiative: +3
Speed: 30 ft.
Armour Class: 18 (+3 Dex, +5 natural)
Base Combat Skill: +6
Attack: Claw +6 melee (1d6)
Full Attack: 2 claws +6 melee (1d6) and bite +1 melee (1d8)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Darkvision, fast healing 5
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 11, Dex 17, Con 16, Int 10, Wis 14, Cha 7
Skills: Acrobatics +11, Athletics +8, Climb +8, Intimidate +6, Occult +8, Perception +10, Stealth +11, Survival +10
Environment: Any
Organization: Solitary, pair, group (3-6), horde (7-70)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: --

You can see your enemy ahead, waiting for you. As you approach the sevrant of Naar, he summons several rubbery-limbed horrors and directs them to attack you.

The creatures known as Crypodeans are creations of none other than Naar himself. They live only to do his, and his minions, bidding. They attack with their razor sharp claws and mouths filled with needle-like fangs. They are also hard to kill – their rubbery bodies seem to absorb damage.
 
Kataka
Huge Aberration

End Dice: 14d8+70 (126 Endurance)
Initiative: +7
Speed: 40 ft.
Armour Class: 19 (-2 size, +7 Dex, +4 natural)
Base Combat Skill: +10
Attack: Bite +14 melee (2d6+9)
Full Attack: Bite +14 melee (2d6+9)
Space/Reach: 15 ft / 15 ft
Special Attacks:
Special Qualities: Darkvision, natural concealment
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 23, Dex 25, Con 20, Int 6, Wis 12, Cha 2
Skills: Perception +7, Stealth +13*, Survival +6
Environment: Any
Organization: Solitary
Challenge Rating: 10
Allegiance: Always Evil
Advancement: 15-18 ED (Huge); 19-20 ED (Colossal)

An in-human, blood-curdling howl is your first indication of danger. Your second comes as a huge, shadowy thing gcomes swiftly towards you, fangs gleaming.

Natural Concealment (su): The blurriness of a Katakas form makes them hard to hit. Any attack on them has an automatic 20% chance of missing.

No one is quite sure what a Kataka looks like. When they attack, they are seen as nothing more than black blurry shapes, with the occasional glint of fangs as the creature tries to rip its victim apart. The howling noise has lead some to believe that it is some sort of canine, but it is impossible to tell.

*Kataka have a +8 racial bonus to Stealth checks.

===============================================

That is the 50th monster of the thread!
 
Mech-wulf
Large Construct

End Dice: 6d10+30 (63 Endurance)
Initiative: +0
Speed: 40 ft.
Armour Class: 17 (-1 size, +8 natural)
Base Combat Skill: +4
Attack: Claw +8 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5) and bite +3 melee (2d6+2)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Blindsight
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 21, Dex 11, Con --, Int --, Wis 12, Cha 6
Skills: --
Environment: Plane of Darkness
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 5
Allegiance: Always Evil
Advancement: 7-12 ED (large)

From out of the darkness, a metallic wolf lunges at you. The smell of oil and the sound of gears and cogs overwhelms your senses as you fumble for a weapon.

Created as guardian creatures by the forces of Darkness, Mech-wulfs resemble normal wolves in every way except for the fact that they are made of metal, cogs and gears. Their eyes are gems that radiate an eerie yellow light, and oily saliva drips from their metal fangs.
 
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