TEXT: 1
  MONSTROUS MENACES™
  #1: GHARLIDH, GRULNOSC, 
  AND ROCKTOPUS
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  BY JAMES MISHLER
  Gharlidh
  NO. APPEARING: 3-12
  SIZE: Medium
  HD: 4 (d8)
  MOVE: 40 ft., 40 ft. (climb), 10 ft. (burrow, soil), 1 ft. 
  (burrow, stone)
  AC: 18
  ATTACKS: 2 Claws (1d6+2) and Bite (1d8+2)
  SPECIAL: Blind Sense 120 ft., Hardy, Immunity (Fear), 
  Incapacitating Keen, Rake, Susceptibility (Evil Charm), 
  Susceptibility (Sonic)
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Monstrous Humanoid
  TREASURE: 2
  XP: 140+4/hp
  Gharlidhs are a horrific subterranean humanoid race 
  purportedly bred by an evil underground overlord. They 
  feature characteristics of humans, goblins, and orcs, but 
  only vaguely, for most of their five to seven-foot tall body 
  is covered by bony growth from the top of their thick skull 
  to tips of their clawed toes. Their head is misshapen, as 
  they have neither eyes nor nose, and so the skull slopes 
  unnaturally; their ears however are huge, hairy, and pointed. 
  Their mouth is huge, and filled with many sharp fangs.
  Gharlidhs speak their own squeaking, high-pitched 
  tongue, which vaguely resembles Orcish, and so can 
  understand though not speak Orcish. Some of the more 
  intelligent can learn to understand other languages, but 
  find it difficult to speak in such low tones.
  Organization: Gharlidhs are organized in small mobs, 
  where the strongest lords over the weakest, and the weakest 
  are often eaten alive when no other prey can be found. They 
  possess no culture, and do not make or use tools or clothing.
  Ecology: Gharlidhs exist purely as a living weapon, 
  and have no natural niche in the ecology. Wild mobs are a 
  scourge upon the lands they trod, as they hunt down and eat 
  everything that moves. They eat any sort of fleshy creature, 
  preferably still alive and screaming! As they apparently do not 
  reproduce naturally, no young are found with wild mobs.
  Treasure: Wild mobs have treasure only through incidence, 
  such being the leavings of those they have slain or scared off.
  An alchemist, cleric, or wizard can attempt to remove 
  the gland in the brain of a gharlidh that causes its 
  immunity to fear. This requires one hour (mostly to 
  bore through the skull) and a successful level-based CL 
  4 Intelligence check. Holding the gland as a focus while 
  casting remove fear grants the target complete immunity 
  to fear for the duration; however, it also makes him 
  susceptible to any charm spell, giving him a -4 penalty on 
  his saving throw against such spells. Holding the gland 
  as a focus while casting charm person causes the target to 
  suffer a -4 penalty on his saving throw. An alchemist or 
  cleric can use the gland to make a potion of  fear, while an 
  alchemist or wizard can use the gland to make a potion of  
  charm person; in either case time and cost is halved.
  
  2
  Range: Gharlidhs have to date been encountered only 
  underground or in areas with access to cavern systems 
  or dungeons attached to cavern systems. While they are 
  unafraid of an unharmed by sunlight, they seem to prefer 
  to operate at night when aboveground, as the feeling of 
  the warm sun upon their bony flesh is unnerving.
  Combat: Gharlidhs know no fear, and attack without mercy 
  with claw and bite. If they have favorable numbers, they even 
  begin feasting upon their victims before they die; otherwise, 
  once a victim is down, a gharlidh attacks the nearest opponent 
  still moving. They do not attack in an organized fashion unless 
  guided magically by a controlling intelligence.
  Blind Sense: Gharlidhs see using a sonar sense, like bats; 
  they are blinded if caught in a zone of magical silence, and 
  outside of such detect an area of magical silence as solid rock.
  Hardy: Gharlidhs need sleep only four hours in 48, 
  and can move at double normal speed for 12 hours 
  without need for rest.
  Immunity (Fear): Gharlidhs are immune to all kinds 
  of natural and magical fear.
  Incapacitating Keen: Once per minute a gharlidh can 
  give off an incapacitating keen. Any creature of four or 
  fewer levels or HD who is engaged in melee with the 
  gharlidh must make an additional CL 4 Charisma save 
  or be struck with fear, as per the cause fear spell cast by 
  a 4th level cleric. All others of four or fewer levels or 
  HD within 60 feet must make a CL 2 Charisma save or 
  be shaken, suffering a -1 to hit and to damage for 1d6 
  rounds. Gharlidhs are immune to this ability.
  Rake: If a gharlidh successfully bites, it can make 
  two attacks with its clawed feet. These attacks have an 
  additional +3 to hit and inflict 1d6+5 damage each.
  Susceptibility (Evil Charm): Gharlidhs were bred to 
  be commanded through evil magical charm effects, and 
  thus have no save against any such spells when cast by 
  an Evil caster. In such cases they also count as merely 
  1 HD creatures, for purposes of how many creatures a 
  spell caster can control. Against charms cast by Neutral 
  or Good casters, gharlidhs have a normal saving throw.
  Susceptibility (Sonic): Though they are immune 
  to their own natural keening attack, they are highly 
  susceptible to other sonic attacks, suffering a -2 penalty 
  to their saving throws and suffering an additional +1 
  point of damage per die (to the maximum afforded by 
  the total number of dice).
  Grulnosc
  NO. APPEARING: 1
  SIZE: Large
  HD: 6 (d8)
  MOVE: 20 ft., 10 ft. (climb)
  AC: 24 or 14 (see below)
  ATTACKS: Spit Acid (2d4) or Lick (1d3 + Acid)
  SPECIAL: Acid Flesh, Acid Lick, Acid Spit, Acid Trail, 
  Darkvision 60 ft., Immunity (Acid), Light Sensitivity, 
  Water Vulnerability, Weapon-Wrecking Shell
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral
  TYPE: Aberration
  TREASURE: 4 (coins and gems only)
  XP: 360 + 6/hp
  Grulnoscs look much like a giant snail with an extremely 
  thick, stone-like shell, save that it stands six to eight feet tall 
  at the top of its shell. Upon closer examination, however, 
  the slimy flesh of the creature is revealed to be utterly 
  different in nature from that of normal snails, or any other 
  known living creature, and the shell is of solid rock, latticed 
  with metals and perhaps even gems; the seven eye stalks 
  with very human-like eyes that it projects from its “head” 
  also indicate to those steeped in animal lore that this is not a 
  natural creature, or even a giant-sized version of such.
  Organization: These creatures are solitary; if they bump 
  into one another outside the time of seeding, they simply 
  ignore each other and move on in opposite directions.
  Ecology: These creatures live underground, as they 
  fear and loathe sunlight. They feed on special minerals, 
  which they gather over time through wearing away trails 
  in their caverns and tunnels.
  They gather once every seven years to exchange genetic 
  material; all grulnoscs within a local cavern complex 
  gather in one cavern (usually off the beaten path), where 
  they use concentrated acid to create a shallow pool. 
  Therein they leave a large volume of special, nutritious 
  acid slime, in which they place strings of genetic material 
  that eventually merge to form young grulnoscs, usually 
  1d3 grulnoscs per attendant grulnosc. By the time the 
  acidic pool runs out of slime, the little grulnoscs have 
  formed small shells, and leave their birth cavern to make 
  their own way in the subterranean world. 
  Treasure: As the grulnosc feeds its way through stone 
  and rock, sometimes it encounters bits of copper, silver, 
  
  3
  gold, or even platinum or gems. These it cannot digest, 
  but instead the material works its way through their 
  digestive system into their ever-growing shell. Sometimes 
  the raw nuggets appear on the shell surface, sometimes 
  not. Knives and such can be used to pry nuggets and 
  gems from the outer shell, and hammers can be used 
  to smash the shell to find the treasures inside, however, 
  each such attempt requires a CL 3 Strength check, failure 
  by 10 or more indicates the tool breaks. 
  A wizard can attempt to remove the acid-generating 
  node of a dead grulnosc. The operation takes three hours 
  and a level-based CL 6 Intelligence check. If successfully 
  removed, the node can be used as a focus when casting acid 
  arrow, and increases the damage from 2d4 to 2d6. If the 
  attempt fails, the node is destroyed and the wizard suffers 
  2d6 points of acid damage each round for three rounds; 
  this concentrated burst of acid cannot be neutralized by 
  normal water, though elemental water is efficacious.
  Range: Grulnoscs are found in deep cavern complexes, 
  and prefer to avoid areas that are occupied by civilized 
  humanoids and like beings.
  Combat: Grulnoscs never attack unless they are disturbed. 
  First upon being attacked they hunker down in their shell, 
  protecting all but their front “chest” and head, which cannot 
  fit in the shell. They prefer to spit acid from an advantageous 
  position, if possible climbing up a high wall and spitting from 
  the ceiling, trying to get their opponent to flee.
  Acid Flesh: The very flesh of the grulnosc is acidic 
  and of unnatural nature. Anyone who eats the flesh of 
  a grulnosc, even when cooked, suffers 1d3 points of 
  damage and must make a CL 6 Constitution check or be 
  sickened with horrific stomach cramps and diarrhea for 
  1d6 hours (unable to take any action, including defense 
  or movement other than a 5 ft. crawl).
  Acid Lick: If an opponent closes to melee with a 
  grulnosc in its unprotected front, it gets a free attack each 
  round with its 3-foot long, serrated acid-dripping tongue 
  before its opponent gets its attack (even if it otherwise 
  loses initiative) and in addition to its spit attack.
  Acid Spit: A grulnosc can spit a very strong acid with 
  great accuracy, with a base 100 ft. range. This is a ranged 
  touch attack. The acid deals 2d6 points of damage upon 
  hitting; it also deals an additional 2d6 points of damage the 
  second round and again on the third round. The acid can be 
  neutralized with water; half a full skin of water does the job.
  The limited contact is not normally enough to damage 
  metal armor, though such will be scarred and slightly 
  pitted. Leather, partial leather, and hide armor loses one 
  point of AC protection for every three full rounds of acid 
  damage the target suffers per spit. However, against metal 
  armors, on a natural 20 to hit, the acid strikes a vulnerable 
  spot, such as a leather strap, and if not neutralized in three 
  rounds it burns through the strap and reduces the value of 
  the armor’s AC bonus by one point.
  Acid Trail: As a grulnosc eats of the rock beneath it as 
  it slithers, it leaves behind a melted trail in stone and rock, 
  three to four inches deep with a coasting of slick slimy 
  acid. The acid is weaker than that which it spits, as it has 
  already cut through rock and stone, and so touching or 
  stepping in the slime causes only 1d3 points of damage 
  per round of contact. This acid maintains its strength for 
  ten minutes after the grulnosc passes.
  Immunity (Acid): Grulnoscs are immune to all sorts 
  of acid, even magical and extra-planar acids. In fact, they 
  consider other acids to be delicacies, can smell such out 
  to 600 feet, will seek out these acids in order to consume 
  and enjoy them. They will not, however, attack a creature 
  that carries such acids, as they are rather cowardly.
  Light Sensitivity: Grulnoscs fear and loath sunlight, as 
  it burns their flesh; they suffer 1 point of damage every 
  minute when exposed to light, and suffer a -3 penalty to all 
  attacks and saving throws when exposed to sunlight.
  Water Vulnerability: As befits creatures steeped in 
  acid (even having a form of acid-based blood), water 
  is deadly to grulnoscs. A canteen or half-skin of water, 
  splashed on the fleshy front of the creature, causes 1d4 
  points of damage. Create water deals 1d8 points of 
  damage per caster level, but the grulnosc gets a Physical 
  save to take only half damage.
  Weapon-Wrecking Shell: A grulnosc is covered 
  over most of its body by a very thick and strong shell 
  of metal-reinforced rock. When it hunkers down, all 
  of its body is covered by this AC 24 shell, save for the 
  very front portion of its “chest” and head; only a single 
  opponent directly in front of the creature attacking with 
  a melee weapon can attack its soft underbelly, which has 
  an AC 14. However, any such opponent is also subject to 
  its special Acid Lick attack (see above).
  Also, any normal weapon used to attack the creature’s shell 
  has a 1 in 20 chance of shattering, if the attack roll would 
  normally hit an AC of 10; magical weapons are not affected.
  
  4
  Rocktopus
  NO. APPEARING: 1 Adult or 1d12 Spawn (max 13-HD)
  SIZE: Large
  HD: Spawn 1 to 8; Adult 9 to 16 (d10)
  MOVE: 40 ft., 40 ft. (swim), 20 ft. (climb)
  AC: 16
  ATTACKS: Four Tentacles (1d6) and Bite (2d6)
  SPECIAL: Breathe Water, Chameleon Power, Constrict, 
  Darkvision 120 ft., Paralytic Poison Spray, Severing Bite, 
  Spell Casters, Spell-like Abilities
  SAVES: P (and M for spell casters)
  INT: High or Superior
  ALIGNMENT: Neutral Evil
  TYPE: Magical Beast
  TREASURE: Equals HD for adults who can speak, 1/2 
  HD for adults who cannot
  XP:  
  1 HD: 11+1/hp
   
  2 HD: 25+2/hp
   
  3 HD: 80+3/hp
   
  4 HD: 100+4/hp
   
  5 HD: 200+5/hp
   
  6 HD: 300+6/hp
   
  7 HD: 450+7/hp
   
  8 HD: 675+8/hp
   
  9 HD: 1,800+9/hp
   
  10 HD: 2,700+10/hp
   
  11 HD: 3,375+11/hp
   
  12 HD: 4,025+12/hp
   
  13 HD: 5,400+13/hp
   
  14 HD: 6,750+14/hp
   
  15 HD: 8,300+15/hp
   
  16 HD: 9,200+16/hp
  Note: CKs must add additional XP for Spell Casters 
  based on their casting level.
  At some dark point in the history of the world, oceanic 
  octopi were magically mutated such that they took to life 
  on dry land, albeit preferably in wet subterranean locations, 
  though these creatures can survive quite well aboveground 
  in tropical locations such as rain forests, jungles, swamps, 
  and marshes; anywhere, really, provided there is a large 
  and deep pool of water for spawning. Full-grown rocktopi 
  are nine to 16 feet long (one foot per hit die), with eight 
  long tentacles of many suckers, a large bulbous body, two 
  large eyes, and a razor-sharp beak.
  Rocktopi all speak their own tongue, and adult rocktopi 
  have a 5% per HD of being able to speak one or two 
  additional languages, normally the language of the most 
  prominent local human or humanoid cultures. 
  Organization: Rocktopi are solitary, from time to 
  time mating as the moods strike male and female, though 
  thereafter they separate again. After mating, a female 
  rocktopi seeks out the deepest pool, richest of water it 
  knows, and there lays its eggs, hundreds if not thousands 
  at a time. The eggs hatch in one to eight months, each tiny 
  rocktopus being three to six inches long, with one or two hit 
  points. These rapidly spread out throughout the pool and 
  onto land beyond, where they hunt small insects, worms, 
  and the like (and are in turn hunted by larger creatures). 
  Those that survive one month reach one foot in length and 
  one hit die; every month thereafter they grow one foot and 
  one hit die, until at ten months they attain minimal adult 
  growth. These “small” rocktopi deal only 1d3 damage 
  per tentacle and 1d6 damage with a bite, do not have the 
  severing bite of the full-grown adult, and their constrict 
  attacks are useable only against creatures half their length 
  or less, but otherwise have the full abilities of adults.
  If rocktopi encounter each other at any other time, they 
  attack, seeking to kill the interloper, as they are very territorial.
  Ecology: Rocktopi are top-niche predators in the area 
  around their lair, save for dragons, hunting even great cats, 
  young dragons and giants, and humanoids, though preferring 
  less troublesome prey such as sturgeon, cattle, and sheep.
  Treasure: Adult rocktopi have gained enough intelligence 
  to determine that treasure is valuable to other intelligent races, 
  though they have little need of it themselves. They often use 
  it to bribe humanoids and humans to do their bidding; some 
  gather treasure when humanoids of low intellect begin 
  worshiping the mighty beast! Spell-casting rocktopi keep 
  their spell books, scrolls, and other such materials safely in 
  air-filled caves. They are quite aware of their mortality, and 
  are willing to exchange their treasure for their life, if such 
  is needful (though the most cunning rocktopi keep smaller, 
  lesser stashes just for such occasions).
  There are two glands in the rocktopi that can be removed 
  and used as material components in a water breathing spell; 
  in such case, one gland is used, and doubles the duration 
  of the spell to four hours per level of the caster. If both 
  glands are consumed without the casting of the water 
  breathing spell, they together act as a water breathing spell cast 
  as though cast by a caster of the HD of the rocktopus. 
  Also, a single gland can be used in the creation of a potion 
  of  water breathing; this halves the cost and time. Removal 
  of a single gland must be done by an alchemist, druid, or 
  wizard, requires one hour, and is successful only with a 
  level-based CL half-HD Intelligence check.
  
  5
  Provided an adult rocktopus was slain with less than 
  half its hit points in damage from slicing weapons, 
  fire, and like attacks, a wizard can carefully remove the 
  choice parts of a rocktopus skin for use in the creation 
  of a cloak with the powers of the cloak of  elvenkind. 
  This process requires one hour per HD, and the wizard 
  must make a level-based CL HD Intelligence check to 
  successfully remove and preserve the skin.
  If a rocktopus is slain without having used its paralytic 
  poison spray, an alchemist or assassin can attempt to 
  remove the poison sac; this requires a successful CL HD 
  Poisons skill check. If successful, the CK must determine 
  how many doses are available depending on the method 
  of deployment; there might be enough for HD number of 
  doses if it is portioned out through a small blowgun that 
  attacks a single person within 5 feet, or fewer if the method 
  of deployment is wider, and the CK’s adjudication.
  The beak of an adult rocktopus can be carefully 
  removed by a spell caster, in order to use it in the 
  creation of a featheredged sword. A successfully harvested 
  beak halves the cost and time to create the sword. The 
  process requires one hour per HD, and the caster must 
  make a level-based CL HD Intelligence check to remove 
  the beak safely. If this check is failed by 10 or more, the 
  caster not only fails to properly harvest the beak, but also 
  cuts off: 1d6: 1-5 that number of fingers, 6: a hand!
  Finally, for each equivalent caster level of spell-like 
  abilities an adult rocktopus knows and double the spell-
  casting level of a spell-casting rocktopus there is a 1% 
  chance the rocktopus has developed an ioun stone in the 
  center of its brain. Thus, a non-spell-casting 15 HD 
  rocktopus that casts its spell-like abilities as a 7th level 
  caster has a 7% chance of having an ioun stone; a 16 HD 
  rocktopus with the spell-casting abilities of a 16th level 
  wizard has a 40% chance of having an ioun stone in his 
  brain (8 for spell-like abilities and 16x2 for spell-caster 
  level). If possessed, there is a 50% chance this is an orange 
  prism, granting the user a +1 caster level; otherwise it is a 
  random stone type. There is an additional 50% chance the 
  stone has manifested instead on the creature’s forehead, 
  and thus it gains the power it provides. Otherwise the 
  stone is hidden in its brain, and it gains no power thereby. 
  If the stone is upon its brow, it is a simple one-round 
  action for anyone with a knife to remove it, one it is dead; 
  otherwise, it is a one-hour operation to find it and cut it 
  out, requiring a spell caster to make a level-based CL HD 
  Intelligence check to remove it successfully.
  Range: As with their watery cousins, rocktopi prefer to 
  lair in caverns that are large enough to admit their malleable 
  bulk, but too large for other large creatures to fit. A rocktopi 
  can fit through a hole 1/5th its length, so many rocktopi 
  lairs are difficult for even humanoids to reach. Even surface 
  rocktopi prefer to live in caverns, so while they may hunt in 
  jungle and swamp, their lair will be underground, often in 
  water-filled caverns of a deep lake or pond.
  Combat: At their heart, even spell-casting rocktopi 
  prefer to attack physically with their tentacles rather than 
  spells; such must make a Mental save in order to attack first 
  with spells rather than physical attacks (though response 
  with spells will follow once it suffers damage). Rocktopi 
  attack with four of their eight tentacles, seeking to capture 
  and negate the most dangerous opponents first (spell 
  casters recognize other spell casters as more dangerous 
  than fighters). Those who are held by the suckers of the 
  tentacle are constricted each round thereafter, and one 
  such victim is attacked with the fearsome bite.
  Breathe Water: Though they are now generally surface 
  dwellers, rocktopi can still breathe water, though for no 
  more than 12 hours at a time; thereafter, they must breathe 
  air for at 10 minutes per hour they spent breathing water. 
  Chameleon Power: Rocktopi skin has chameleon-like 
  qualities, such that after it spends a full minute motionless, 
  its skin takes on the appearance of the material around it. 
  Under such circumstances even a large specimen can be 
  missed unless it is being sought; searchers must actively 
  make a Wisdom check to see the rocktopus (elves get a 
  free check even if they aren’t looking), or it automatically 
  gets surprise, should it choose to attack.
  Constrict: When the rocktopus attacks with its tentacle, 
  any creature struck must make a CL HD Dexterity save or 
  be caught by the suckers on the tentacle, and automatically 
  held tight in addition to suffering damage. If the save is 
  failed by four or more, one arm is also caught; if failed by 
  eight or more, both arms are caught. A victim thus held 
  may attempt a CL HD Strength check to break the grapple 
  each round. Each round held a victim is automatically 
  crushed for 2d6 points of damage, and one such victim is 
  randomly chosen for a bite attack.
  Paralytic Poison Spray: When all else fails, a rocktopus 
  can make a paralytic poison spray attack just before it flees. 
  This spray is a cone three times as long as the rocktopus, 
  with a width at the end as wide as it is long. All within are 
  coated with a sticky black ink-like substance, and must make 
  a CL HD Strength save or be blinded and paralyzed for 
  
  6
  1d6 minutes per HD of the rocktopus. Those who make 
  the save are merely blinded for one round per HD of 
  the rocktopus, though the blindness can be negated with 
  splashing 1/2 gallon of clean water over the eyes. Rocktopi 
  are immune to their own poison, but not to other rocktopi 
  poison. This ability can only be used once per day.
  Severing Bite: The bite attack is generally only used against 
  victims held in the creature’s constricting tentacles, as few are 
  foolish enough to walk directly under the rocktopus and invite 
  such attack! Victims held in the creature’s tentacles do not get 
  to apply their Dexterity bonus to AC, and the rocktopus has 
  an additional +4 to hit a held target. Additionally, if the bite 
  attack is a non-modified 18-20 to hit, the victim loses a limb/
  hand/foot or even its head! Roll on the Feather edged Sword 
  table from the Castles & Crusades Monsters & Treasure 
  book; any result indicating a limb that is held fast by the 
  tentacle indicates that no limb is lost.
  Spell Casters: A rocktopus has a 1% chance per HD of 
  having Superior Intelligence (and/or Wisdom) and thus 
  the ability to learn and cast spells. These learned spells are 
  in addition to any natural spell-like abilities the creature 
  possesses. Roll 1d10 to determine the magical tradition 
  of the spell-casting rocktopus: 1-3 wizard, 4-5 illusionist, 
  6-7 cleric, 8-10 druid. Roll 1d8 to determine spell-casting 
  level; on a roll of 8 roll a d12, adding any result of 1 to 8, 
  disregarding any roll of 9 to 12. A spell-casting rocktopus 
  gains all the spells and other abilities of its class and level, but 
  only gains 1 hit point per spell-caster level. They have bonus 
  spells based upon their Intelligence or Wisdom as normal 
  (Wisdom is equal to Intelligence for Clerics and Druids). 
  They can use any magic-item useable by a character of their 
  class; even rings can fit on the tips of their tentacles.
  Wizard and illusionist spell casters must keep a spell 
  book; they can learn spells from scrolls and other spell-
  books, taking extra time to adapt somatic components to 
  their own physiques. Clerics and druids do not generally 
  use standard unholy symbols; instead they tattoo the 
  unholy symbol of their deity upon their own flesh, often 
  multiple times, using their own ink.
  Most spell-casting rocktopi gather around them 
  servants of humanoid and human sort, either to assist 
  them in their search for more spells or as worshippers 
  for their dark god. Some rocktopi even move into a small 
  village, taking it over through force of their spells and 
  followers, and install themselves in a castle or temple.
  Spell-like Abilities: All adult rocktopi gain spell-like 
  abilities, as per the following:
  HD
  0th
  1st
  2nd
  3rd
  9
  1
  --
  --
  --
  10
  2
  --
  --
  --
  11
  2
  1
  --
  --
  12
  2
  2
  --
  --
  13
  2
  2
  1
  --
  14
  2
  2
  2
  --
  15
  2
  2
  2
  1
  16
  2
  2
  2
  2
  Spell-like abilities are randomly determined from any 
  of the four spell-casting traditions. These are innate 
  abilities; each can be used once per day, as a spell-caster 
  of a level equal to the creature’s HD minus eight.
  
  7
  MONSTROUS MENACES™
  #1: GHARLIDH, GRULNOSC, 
  AND ROCKTOPUS
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  By James Mishler
  Graphic Design by Peter Bradley
  Adventure Games Publishing
  PO Box 185
  Iola, WI 54945
  Adventure Games Publishing: www.adventuregamespubs.com
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  Castles & Crusades: www.castlesandcrusades.com
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  The body text of this product is in Garamond, section headings in Ronan, and the titles in Baldur. Thanks to Patrick “Mad Irishman” Murphy of Mad Irishman Productions 
  for the use of the Ronan and Baldur fonts. For Ronan, Baldur, and other excellent fonts, plus a ton of great character sheets, including character sheets for Castles & Crusades, 
  go to www.mad-irishman.net
  This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes. All such elements are elements of fiction, are 
  intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers. Any resemblance between characters and situations in this book, and persons 
  living or dead, or historical events, is purely coincidental. Reader discretion is advised.
  ©2009 by Adventure Games Publishing. All Rights Reserved. Adventure Games Publishing, Monstrous Menaces, and respective logos are Trademarks of Adventure Games 
  Publishing. All Rights Reserved. All characters, names, places, items, art, and text herein are copyright Adventure Games Publishing. All Rights Reserved.
  This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from the Castles & Crusades Player’s Handbook 
  Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games.  All Rights Reserved.  Castles & Crusades, C&C, Castle Keeper, the 
  Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.
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  8
  OGL
  This book is published under the Open Game License 
  (OGL) version 1.0a by permission of Wizards of the 
  Coast, Inc. The Open Game Content appearing in this 
  book is derived from the 3.0 System Reference Document, 
  copyright 2000 Wizards of the Coast, Inc. All contents, 
  excluding the OGL, is property of and copyright 2007 
  Adventure Games Publishing. All Rights Reserved.
  Designation of Open Game Content: Any content 
  herein that appears in or derives from the System 
  Reference Document (v3.5) is hereby designated as 
  Open Game Content. Any questions regarding the 
  Open Game Content in this product should be directed 
  to James Mishler at james@adventuregamespubs.com.
  Designation of Product Identity: Product identity is 
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  as product identity pursuant to OGL v1.0a(1)(e) and (7): 
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  & Crusades, Castles & Crusades: Player’s Handbook, 
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  engine, Troll Lord Games, Adventure Games Publishing, 
  or any other trademark or registered trademark clearly 
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  identity, and which specifically excludes the open game 
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  magical or supernatural abilities or effects, gods, races, 
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  products and not stemming from the System Reference 
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  the intent of this designation is to protect every name, 
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  OPEN GAME LICENSE Version 1.0a: The 
  following text is the property of Wizards of the Coast, 
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  1. Definitions: (a)”Contributors” means the copyright 
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  specifically excludes Product Identity. (e)
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  The use of any Product Identity in Open Game Content 
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  15. COPYRIGHT NOTICE
  Open Gaming License v 1.0 Copyright 2000, 
  Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Castles 
  & 
  Crusades: 
  Player’s 
  Handbook 
  Copyright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
  Castles & Crusades: Monsters & Treasure 
  Copyright 2005, Troll Lord Games; Authors Stephen 
  Chenault and Robert Doyel.
  Castles 
  & 
  Crusades: 
  Player’s 
  Handbook 
  Copyright 2006, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
  Monstrous Menaces #1: Gharlidh, Grulnosc, and 
  Rocktopus Copyright 2009, Adventure Games Publishing; 
  Author James Mishler.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Wilderlands/Wilderlands Monstrous Menaces 1 Gharlidh, Grulnosc & Rocktopus (C&C).pdf