TEXT: BY HANNAH SAUNDERS
  BESTIARY OF CRYPTOFAUNA
  
  THE BESTIARY OF CRYPTOFAUNA
  CREDITS
  AUTHOR
  Hannah Saunders
  EDITOR
  Omer Golan-Joel
  INTERIOR DESIGN AND LAYOUT
  Omer Golan-Joel
  COVER ART
  Hannah Saunders
  INTERIOR ART
  Hannah Saundres
  Acrocynus
  Can Stock Photo / patrimonio
  Giggette
  Hamelin de Guettelet
  Michael B. H.
  Nobu Tamura
  Pavel Riha
  Public Domain Art
  Separisa
  Tim Bertelink
  LEGAL DISCLAIMER
  •
  Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are
  used with permission of Necrotic Gnome, under license.
  •
  All events, persons, locations, and other material included within these rules are strictly fictional.
  STELLAGAMA PUBLISHING
  2
  
  TABLE OF CONTENTS
  Introduction
  4
  Monsters!
  5
  Aboleth
  5
  Abotreath
  6
  Arctic Rakshasa
  7
  Abyssal Merfolk
  8
  Basilosaurus
  9
  Blemmyes
  10
  Camazotz
  11
  Carniflor
  12
  Carnivorous kangaroo
  13
  Diprotodon
  14
  Dromornis
  15
  Elemental, Iodine
  16
  Elemental, Oil/Plastic
  17
  Elemental, Dung
  18
  Giant Colugo
  19
  Giant Lemur
  20
  Giant Penguin
  21
  Glyptodon
  22
  Gnoll, lesser
  23
  Gnoll Queen
  24
  Gnoll, striped
  25
  Groach
  26
  Koropokkuru
  27
  Leopard seal
  28
  Liger
  29
  Menehune
  30
  Moa
  31
  Mokele mbembe
  32
  Nandi bear
  33
  Nagual
  34
  Ningen
  35
  Oil-palm Treant
  36
  Orang pendek
  37
  Peridexion
  38
  Poukai
  39
  Sphinx, Cheetelf
  40
  Sphinx, Halflynx
  41
  Sphinx, Orcena
  42
  Thalassocnus
  43
  Thylacine
  44
  Thylacoleo
  45
  Open Game Licence Version 1.0A
  46
  THE BESTIARY OF CRYPTOFAUNA
  3
  
  INTRODUCTION
  Like in every other aspect of life, when summoning
  ideas for fantasy role-playing games, there is always
  room for new original ideas and pushing of the
  boundaries of your very own monster inventory.
  My own imagination manages to invoke 41 monsters,
  some of which are mere expansions of existing classic
  fantasy monsters, others belonging to relatively
  almost untapped world mythologies, and others are
  obscure yet fascinating long-lost extinct megafauna.
  This monster book includes creatures both benign
  and malicious, or rather neutral.
  Since I am a straight-forward person who prefers
  instructions and statistics to be relatively simple and
  user-friendly, the statistics for each monster are
  based on those used in the Old School Essentials
  ruleset, published by Necrotic Gnome.
  I hope this book will inspire you, the readers, to build
  exciting campaigns including all those monsters!
  REQUIRED MATERIAL
  This book requires the use of Old-School Essentials,
  by Necrotic Gnome, as well as the usual dice, writing
  supplies, and active imagination utilized by any
  tabletop role-playing game.
  ABOUT THE AUTHOR
  Hannah Saunders is a 36-year-old writer, illustrator,
  and graphic designer, as well as an enthusiastic
  fantasy and science fiction role-playing gamer. While
  a biologist by official profession (as a holder of both a
  BSc and MSc in animal science and bioscience,
  respectively),
  Hannah
  is
  a
  great
  gastronomy,
  mycology, zoology, history, and astronomy nerd, as
  well as an art lover. Her books include Cauldrons &
  Casseroles published by Stellagama publishing in
  2018, as well as this book, and she will soon publish
  her own campaign setting for Old School Essentials –
  Westerrain.
  STELLAGAMA PUBLISHING
  Stellagama Publishing is a small international role-
  playing game publisher focused on science fiction
  and fantasy gaming, founded in January 2016. We
  publish gaming material for the Cepheus Engine, 2D6
  Sci-Fi OGL, Stars Without Number, and Old School
  Essentials.
  Our
  goals
  are
  primarily
  to
  publish
  enjoyable and immediately playable supplements,
  settings, rulesets, and adventures for our fellow
  players and referees. Our flagship setting is These
  Stars Are Ours!, a high-action space-opera universe in
  which Terra only recently gained its freedom from the
  mighty Reticulan Empire. Our flagship ruleset is
  Cepheus Light, a streamlined old-school 2d6 sci-fi
  RPG.
  STELLAGAMA PUBLISHING
  4
  
  MONSTERS!
  ABOLETH
  Armor Class: 3[16]
  Hit Dice: 8 (36hp)
  Attack: Tentacle (1d10) and special
  Movement: 30’ (10’) crawling, 90’ (30’) swimming
  THAC0: 12[+7]
  Saving Throws: D8, W9, P10, B10, S10 (8)
  Morale: 9
  Alignment: Chaotic
  XP: 2300
  Number Appearing: 1(1)
  Treasure: F+B
  Older than time itself, the aboleth is a monstrosity
  beyond imagining – a tentacled fish-amphibian with
  a mind-bending intellect. Lying in wait in deep ocean
  chasms and underground lakes, this abomination
  thinks and plots, for countless eons. Aboleths speak
  their own language, as well as Common.
  •
  Enslave: May enslave creatures, as per the
  Charm Person or Charm Monster spells, three
  times a day.
  •
  Slime: A blow from an aboleth’s tentacle can
  cause a terrible affliction. A creature hit by a
  tentacle must save vs. Poison or begin to
  transform over the next 1d4 turns, their skin
  gradually becoming a clear, slimy membrane. An
  afflicted creature must remain moistened with
  cool, fresh water or take 1d6 points of damage
  every 10 turn. A Cure Disease spell removes this
  affliction.
  •
  Psionic: May read surface thoughts (as per the
  ESP spell) at will (without a daily limit).
  THE BESTIARY OF CRYPTOFAUNA
  5
  
  ABOTREATH
  Armor Class: 2[17]
  Hit Dice: 7 (32hp)
  Attack: 2 Tentacles (2d6 each) and special
  Movement: 30’ (10’)
  THAC0: 12[+7]
  Saving Throws: D8, W9, P10, B10, S10 (8)
  Morale: 12
  Alignment: Chaotic
  XP: 2300
  Number Appearing: 1d4
  Treasure: None
  This being uncannily resembles a treant with
  cephalopodic tentacles where its branches should
  have been and a aboleth’s mouth instead of a normal
  treant mouth. Standing around 9 meters (30 ft) tall
  and weighing about 2 tons, an abotreath canopy is
  bald and devoid of foliage. A single red eye glares
  above its mouth. Instead of a normal tree bark, the
  abotreath has a slimy, grayish hide, which resembles
  that of an aboleth.
  An abotreath is the result of an aboleth egg
  implanted into a treant’s brain. Inside the brain, the
  aboleth spawn hatches and eats the treant’s brain,
  and then uses the treant as a vehicle to manipulate.
  At that state, the treant can be used as a servant to
  other aboleths and as terrestrial henchmen to them.
  Just
  like
  normal
  aboleths,
  abotreaths
  are
  psychopathic and devoid of any empathy.
  An abotreath is created by a process which involves
  an aboleth luring a treant into a water body via its
  psionic might. Then, when the treant enters the
  water, both the aboleth’s egg and sperm cells enter
  the treant’s body and create a zygote that ends up in
  the brain. There, the aboleth embryo evolves takes
  over the treant’s body and mind.
  Some scholars hypothesize that during the latent
  period of infection, before the aboleth hatches, a
  potential cure might be possible, but they found no
  success until now. Abotreaths speak Aboleth and
  Common.
  •
  Slime: A blow from an abotreath’s tentacles can
  cause a terrible affliction. A creature hit by a
  tentacle must save vs. Poison or begin to
  transform over the next 1d4 turns, their skin
  gradually becoming a clear, slimy membrane. An
  afflicted creature must remain moistened with
  cool, fresh water or take 1d6 points of damage
  every 10 turn. A Cure Disease spell removes this
  affliction.
  STELLAGAMA PUBLISHING
  6
  
  ARCTIC RAKSHASA
  Armor Class: 5[14]
  Hit Dice: 9 (41hp)
  Attack: 3x - Claws (1d4 each) and Bite (1d8) or by
  weapons and Bite (1d8).
  Movement: 60’ (20’)
  THAC0: 11[+8]
  Saving Throws: D8, W9, P10, B10, S10 (9)
  Morale: 7
  Alignment: Chaotic
  XP: 2300
  Number Appearing: 1d4
  Treasure: F+B
  Rakshasas are malevolent entities that have the
  appearance of a humanoid tiger garbed in expensive
  attire. Their body appears mostly human except for a
  luxurious coat of tiger’s fur and tiger’s claws. The
  palms of the rakshasa’s hand are where the backs of
  hands would be on a human, giving the creature a
  very disturbing aura. In addition, the rakshasa also
  has a tiger’s tail. They tend to be either of an orange
  or white shade, just like actual tigers. An adult male
  rakshasa is about 3 meters (10 ft) tall and weighs
  around 300 kg (600 lbs), with females being slightly
  shorter and lighter.
  While most rakshasa tend to favour tropical to sub-
  tropical climate, a certain peculiar sub-species of
  Rakshasa prefers to inhabit more frigid, northern
  territories. Members of this subspecies are known as
  arctic Rakshasa. They tend to have longer coats than
  those of regular rakshasa, and are typically white and
  occasionally
  striped.
  Their
  clothes
  are
  usually
  ornately embroidered and bejeweled and are made
  of caribou, seal or polar bear hide. In addition, Arctic
  Rakshasa’s weapons are typically made from narwhal
  tusks or whale and caribou bones, as well as their
  armor. Arctic rakshasas speak Rakshasa language, as
  well as Common.
  •
  Spellcasting: The arctic Rakshasa casts spells as a
  level 9 Magic-User, typically favouring ice-
  flavoured damaging spells and various illusions
  and charms.
  •
  Shapeshifting: a rakshasa, at will, can assume
  any humanoid form via shapeshifting, or revert
  to its own form. In humanoid form, a rakshasa
  loses its claw and bite attacks. A rakshasa will
  return to its natural form when killed.
  THE BESTIARY OF CRYPTOFAUNA
  7
  
  ABYSSAL MERFOLK
  Armor Class: 6[13]
  Hit Dice: 1 (4hp)
  Attack: 1x Claw (1d6) or by weapon
  Movement: 120’ (40’)
  THAC0: 19[+0]
  Saving Throws: D12, W13, P14, B15, S16 (1)
  Morale: 8
  Alignment: Neutral
  XP: 13 (Leader 20/75)
  Number Appearing: 0(1d20)
  Treasure: C
  Abyssal merfolk are deep oceanic creatures that have
  developed physical adaptations suitable for living in
  the greatest depths of the ocean’s abyss. They are
  sentient humanoid fish, closely related to regular
  merfolk. Their gills are located under their rib cages
  and on top of their heads, mimicking hair. Unlike
  most fish, abyssal merfolk are warm-blooded, like
  tuna fish, and possess the ability to regulate body
  temperature regardless of their surroundings. Just
  like many species of deep-ocean fish, abyssal merfolk
  completely lacks melanin, which is useless in their
  sunlight-devoid habitat. Hence, their bodies are
  completely white, and their eyes are pinkish-red.
  A group of abyssal merfolk is called a pod and is
  composed of equal numbers of males and females.
  Abyssal merfolk hunt mainly deep ocean fish, such as
  angler fish, pelican eels and chimera sharks, but also
  various squid species of the deep sea. They typically
  arm themselves with harpoons or daggers.
  Abyssal merfolk can hear as well as sperm whales and
  can also communicate with them. At least 35% of
  abyssal merfolk can communicate with whales.
  About 3% of abyssal merfolk possess clerical abilities
  Abyssal merfolk speak their own language and
  Common.
  •
  Weapons: Spears, tridents, or daggers.
  •
  Leaders: For every 10 in a group, there is a 2HD
  leader. For every 50, there is a 4HD leader (saves:
  D10 W11 P12 B13 S14 (4)).
  •
  Deep sea villages: Home to 1d3 ×100 individuals.
  •
  Whale Guardians: An Abyssal Merfolk village is
  protected by 2d6 sperm whales.
  •
  Echolocation: May “See” in the pitch darkness of
  the deep-sea abyss.
  STELLAGAMA PUBLISHING
  8
  
  BASILOSAURUS
  Armor Class: 6[13]
  Hit Dice: 40 (180hp)
  Attack: 1x bite (3d20) and ram (6d6 hull damage)
  Movement: 180’ (60’)
  THAC0: 5[+14]
  Saving Throws: D2, W2, P2, B2, S2 (40)
  Morale: 8
  Alignment: Neutral
  XP: 7000
  Number Appearing: 0(1)
  Treasure: V
  The basilosaurus is a huge prehistoric Eocene-era
  whale, measuring 15-18 meters (50-60ft) in length
  and up to 10 tons in weight. It feeds mainly on large
  fish, especially sharks. The basilosaurus has a long,
  thin, serpentine body, with an eel-like swimming
  pattern. Unlike most large whale species, the
  basilosaurus has sharp, reptilian teeth instead of
  baleen and cannot echolocate. In addition, also in an
  atypical manner for a whale, it has tiny, residual hind
  limbs located at its hindquarter. The basilosaurus is a
  solitary animal, social only during the mating season.
  •
  Swallow whole: An attack roll of 4 or more than
  the target number required indicates a human-
  sized (or smaller) victim is swallowed. Inside the
  basilosaurus’ belly: suffer 3d6 damage per round
  (until the basilosaurus dies); may attack with
  sharp weapons at –4 to hit; body digested in 6
  turns after death.
  •
  Ram ships: 20% likely to attack vessels.
  THE BESTIARY OF CRYPTOFAUNA
  9
  
  BLEMMYES
  Armor Class: 5[14]
  Hit Dice: 3 (14hp)
  Attack: 1x bite (1d6) or by weapon
  Movement: 60’ (20’)
  THAC0: 17[+2]
  Saving Throws: D12, W13, P14, B15, S16 (3)
  Morale: 9
  Alignment: Chaotic
  XP: 50
  Number Appearing: 1d6(3d6)
  Treasure: B
  The blemmyes (used for both singular and plural) are
  a race of tall, headless humans with eyes, noses and
  mouths on the chests and bellies. They are infamous
  for their cannibalistic tendencies, and find all
  humanoid species to be delectably delicious. Due to
  their unique anatomy and structure of their brains,
  the blemmyes seem to be immune to prion diseases,
  such as mad cow disease, which are transmitted via
  human flesh and tissues. The blemmyes also lack an
  esophagus, so their mouths are connected directly to
  their
  stomach.
  Therefore,
  a
  blemmyes
  cannot
  breathe through its mouth and a sure way to
  suffocate it is to block its nose. Blemmyes are
  believed to have been created by a mad sorcerer as
  servants, which explains their abnormal physiology.
  Typically,
  the
  blemmyes
  populate
  remote
  and
  deserted islands, where the only possible source of
  animal protein is humanoid flesh, hence their
  cannibalistic tendencies. Blemmyes speak Common
  and Goblin, and occasionally Orcish.
  •
  Headless: Cannot be beheaded by creatures,
  magic items, or spells capable of doing so.
  •
  Resistant to poison and disease: +2 to all saves
  vs. poison and disease.
  •
  Leaders: For every 5 in a group, there is a 5HD
  leader. For every 50, there is a 7HD leader.
  STELLAGAMA PUBLISHING
  10
  
  CAMAZOTZ
  Armor Class: 5[14]
  Hit Dice: 2 (9hp)
  Attack: 2x: bite (1d4) + unconsciousness; and leg
  swipe (1d6)
  Movement: walk 30’ (10’), fly 120’ (40’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S16 (3)
  Morale: 8
  Alignment: Neutral
  XP: 35
  Number Appearing: 1d10(1d10)
  Treasure: None
  The camazotz is a large, monstrous species of bat
  which
  dwells
  in
  remote
  caves
  and
  ancient,
  abandoned temples. It is believed to be related to
  false vampire bats, or ghost bats, which are a family
  of carnivorous heart-nosed bats. It typically reaches
  4.5 meters (15 ft) in wingspan and weighs around 75
  kg (150lbs). Its body itself is about the size of an adult
  human male’s one. The camazotz has large, black
  eyes, exceptionally large ears fused together and a
  prominent nose-leaf, as well as razor-sharp teeth and
  vulture-like talons. Its fur is drab-brown to bluish-
  Gray in colour. Just like most bat species, the
  camazotz is nocturnal and will come out only at night.
  It tends to prefer caves and temples in which the
  sacrifice of humanoids used to take place, probably
  being drawn to the stench of the rotting corpses. This
  horrid monster is both carnivorous and vampiric in
  nature, feeding both on the flesh of killed prey and
  the blood of living victims. It feeds on a wide variety
  of living creatures and would not hesitate to view
  humanoids as potential sources of animal protein.
  •
  Echolocation: Unaffected by effects that impair,
  modify, or rely on sight. Blinded by magical
  silence.
  •
  Unconsciousness: For 1d10 rounds (save versus
  paralysis).
  •
  Blood drain: A camazotz may drain blood from an
  unconscious victim: 1d4 hit points automatic
  damage per round.
  THE BESTIARY OF CRYPTOFAUNA
  11
  
  CARNIFLOR
  Armor Class: 6[13]
  Hit Dice: 2+1 (10hp)
  Attack: 1x root (1d6) + venom
  Movement: 60’ (20’)
  THAC0: 17[+2]
  Saving Throws: D12, W13, P14, B15, S14 (2)
  Morale: 12
  Alignment: Chaotic
  XP: 35
  Number Appearing: 0(1d8)
  Treasure: None
  The carniflor is a vicious, monstrous, mobile, and
  highly venomous plant species, with a particular
  fondness for human flesh. Carniflors have a straight
  stem, springing from a woolly bole containing
  rootlets and three tapering projections extending
  from the lower part. Those extensions can dig into
  the soil to function as temporary roots. At the top of
  the stem is a funnel-like flower which comes in
  unpleasant hues of mustard yellow, dirty mauve,
  deep red and snotty green, which contains a tightly
  wrapped venomous whorl. This whorl is sticky and
  can lash out at passing animals and humanoids. It
  carries a sting that can kill a full-grown human. In
  addition,
  carniflors
  possess
  three
  small
  sticks
  springing from their bole, which create a rapping
  noise that is believed to function as a form of
  communication.
  Carniflors reach up to 3 meters (10 ft) in height and
  50 kg (100 lbs) in weight. They are capable of
  voluntary locomotion and move around on their
  three
  projections
  extending
  from
  their
  bole.
  Carniflors are carnivorous, feeding on any small
  creature caught in the sticky area of the flower cup.
  However, they are also capable of consuming larger
  animals by killing them with their sting and absorbing
  them as they decompose while tearing flesh. Like all
  other carnivorous plant species, carniflors favour a
  hot, tropical to sub-tropical climate.
  •
  Poison: Causes death (save vs poison).
  STELLAGAMA PUBLISHING
  12
  
  CARNIVOROUS KANGAROO
  Armor Class: 5[14]
  Hit Dice: 2 (9hp)
  Attack: 4x: 1 kick (1d6), 2 claws (1d4, 1d4), and bite
  (1d4)
  Movement: 120’ (40’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S16 (3)
  Morale: 8
  Alignment: Neutral
  XP: 25
  Number Appearing: 1d10(1d10)
  Treasure: None
  This flesh-eating Pleistocene-era marsupial is a
  relative of the modern herbivorous kangaroos,
  weighing about 50kg (100lbs) and reaching 1.8
  meters (6ft) in height, not including its long tail.
  Unlike regular kangaroos, the carnivorous kangaroo
  possesses a pair of sharp canines used for ripping
  and tearing animal flesh and moves by galloping
  rather than hopping. This creature mainly inhabits
  warm and humid rainforests and grasslands. It is a
  formidable predator and immensely powerful for its
  size, and would not hesitate to tackle much larger
  prey, including the gigantic diprotodon (see next).
  THE BESTIARY OF CRYPTOFAUNA
  13
  
  DIPROTODON
  Armor Class: 0[19]
  Hit Dice: 12 (54hp)
  Attack: 3x: trample (2d6) and 2 claws (1d6, 1d6)
  Movement: 30’ (10’)
  THAC0: 10[+9]
  Saving Throws: D6, W7, P8, B8, S10 (12)
  Morale: 8
  Alignment: Neutral
  XP: 1100
  Number Appearing: 1d10(1d10)
  Treasure: None
  The diprotodon is a gigantic species of Pleistocene-
  era wombat. Reaching 3 meters (10 feet) from nose
  to tail, standing 2 meters (6.6 ft) tall at the shoulder,
  and weighing about 2.8 tons, the diprotodon is the
  largest known marsupial to have ever lived. The
  diprotodon’s head resemble that of a rhinoceros
  without a horn, and its legs are wombat-like, with a
  pigeon-toed appearance. It has strong claws on the
  front feet and the pouch opening faces backwards. Its
  coat is shaggy and like that of a modern wombat. The
  diprotodon inhabits open forests, woodlands, and
  grasslands, concentrating around bodies of water,
  and feeding on leaves, shrubs, and grass. The
  diprotodon’s main predators, apart from humans, are
  the thylacoleo (see later) and the carnivorous
  kangaroo.
  STELLAGAMA PUBLISHING
  14
  
  DROMORNIS
  Armor Class: 6[13]
  Hit Dice: 6 (17hp)
  Attack: 3x: bite (2d6) and 2 kicks (1d8, 1d8)
  Movement: 150’ (50’)
  THAC0: 13[+6]
  Saving Throws: D10, W11, P12, B13, S14 (6)
  Morale: 9
  Alignment: Neutral
  XP: 275
  Number Appearing: 0(1d12)
  Treasure: None
  The dromornis is a species of large, carnivorous
  flightless bird, which stand up to 3 meters (10 ft) tall
  and weigh up to 750 kg (1,600 lbs). It has a long neck
  with stub-like wings, rendering it flightless. The legs
  are powerful, and its beak is large and immensely
  powerful as well. The dromornis are sexually
  dimorphic, with males being more robust and heavier
  than the females. The dromornis typically inhabits
  subtropical open woodlands. It is a fearsome
  predator, that will happily prey on any creature,
  humanoids included.
  THE BESTIARY OF CRYPTOFAUNA
  15
  
  ELEMENTAL, IODINE
  Armor Class: -2[21]
  Hit Dice: 16 (72hp)
  Attack: 1x blow (3d6)
  Movement: 30’ (10’) in solid form or 120’ (40’) in
  vapor form
  THAC0: 8[+11]
  Saving Throws: D2, W2, P2, B2, S4 (16)
  Morale: 10
  Alignment: Neutral
  XP: 3250
  Number Appearing: 1(1)
  Treasure: None
  In their solid form, iodine elementals resemble
  headless, purple humanoid statues, with brick-like
  hands and feet, while in their vapor form, they
  resemble
  purple-hued
  “dust
  devils”,
  or
  small
  whirlwinds. Iodine elementals do not have a liquid
  form, but instead sublime from their solid form
  directly into vapor. They are most found in wizards’,
  witches’ and alchemists’ laboratories and workshop,
  where they occasionally serve as guards for those
  places. In their solid form, iodine elementals cannot
  cross a water body wider than their own height
  •
  Mundane
  damage
  immunity:
  Can
  only
  be
  harmed by magical attacks.
  •
  Toxic
  cloud:
  In
  their
  vapor
  form,
  Iodine
  elementals perform a toxic vapor attack on any
  creature inhaling them, and by doing so inflicting
  1d8 points of damage to any creature within a
  radius of 5’.
  STELLAGAMA PUBLISHING
  16
  
  ELEMENTAL, OIL/PLASTIC
  Armor Class: -2[21]
  Hit Dice: 16 (72hp)
  Attack: 1x blow (3d6)
  Movement: 60’ (20’) in solid form or 180’ (60’) in oil
  form on water
  THAC0: 8[+11]
  Saving Throws: D2, W2, P2, B2, S4 (16)
  Morale: 10
  Alignment: Chaotic
  XP: 3250
  Number Appearing: 1(1)
  Treasure: None
  Oil elementals resemble either headless, plastic
  humanoid figures with hands and feet resembling
  modern-day plastic play-bricks, or liquid oil stains
  which form waves that crash on any creature
  attacked, only to reform in the next round. In their
  solid form, plastic elementals can cross a body of
  water at a speed of 15’ while floating, and in their
  liquid form at a speed of 60’.
  Oil elementals are evil by nature and often serve as
  henchmen for malignant warlocks and monarchs.
  They also bear hatred towards marine creatures such
  as whales, seals and sea turtles, as well as fish.
  •
  Flammable: Oil elementals take double damage
  when attacked by fire (including fire elementals)
  in both forms. This will set them on fire, causing
  them 1d8 damage per round of burning, but
  increasing their damage by 2d6 per attack.
  •
  Oil
  over
  water:
  Oil
  elementals
  cause
  an
  additional 1d6 damage when in oil form against
  creatures in water.
  THE BESTIARY OF CRYPTOFAUNA
  17
  
  ELEMENTAL, DUNG
  Armor Class: -2[21]
  Hit Dice: 16 (72hp)
  Attack: 1x blow (3d6)
  Movement: 60’ (20’) in solid form or 120’ (40’) in
  water in diarrhea form
  THAC0: 8[+11]
  Saving Throws: D2, W2, P2, B2, S4 (16)
  Morale: 10
  Alignment: Neutral
  XP: 3250
  Number Appearing: 1(1)
  Treasure: None
  Dung elementals resemble either crude, headless
  humanoid excrement pieces, with lumpy hands and
  feet, or rolling waves of diarrhea, which seem to
  crash upon any attacked creature, only to reform in
  the next round. In their solid form, dung elementals
  can cross a water body by floating at a speed of 10’.
  In their liquid form, they can do so at a speed of 40’
  but cannot move more than 60’ from a body of water
  while in diarrhea form.
  •
  Flammable
  and
  easily
  dispersed:
  Dung
  elementals take double damage when attacked
  with fire (including fire elementals) in their solid
  form, and when attacked with air or wind attacks
  (including air elementals) in their liquid form.
  •
  Extra damage: Dung elementals do an extra 1d8
  points of damage against creatures, vehicles, or
  structures which are overground in their solid
  form, and those which are in water in their liquid
  form.
  •
  Nauseating stench: Dung elementals have a
  smell that sickens any humanoid. Save versus
  poison or suffer –4 to hit, while in melee when
  fighting the elemental.
  STELLAGAMA PUBLISHING
  18
  
  GIANT COLUGO
  Armor Class: 5[14]
  Hit Dice: 2 (9hp)
  Attack: 3x: 1 bite (1d4), 2 claws (1d4, 1d4)
  Movement: walk 60’ (20’); glide 120’ (40’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B17, S16 (2)
  Morale: 8
  Alignment: Neutral
  XP: 20
  Number Appearing: 0(1d4)
  Treasure: None
  Colugos are the most capable gliders of all arboreal
  gliding mammals, using flaps of extra skin between
  their legs to glide from higher to lower locations.
  They have long, slender bodies with slender front and
  rear limbs, a medium-length tail, and a relatively light
  build. The head is small, with large, front focused
  eyes and small rounded ears. The colugo’s large
  membrane of skin runs from shoulder blades to the
  fore paws, from hind legs to the tip of the tail and
  from the fore paws to the hind paws. Colugos are shy,
  nocturnal, solitary animals found in tropical forests.
  They are herbivorous and eat leaves, shoots, flowers
  and fruit. The colour of the coat ranges from ginger to
  gray green.
  While regular colugos reach 40 cm (16 inch) in length
  and 2 kg (4 lbs) in weight, giant colugos reach 2m (7ft)
  in length and 50 kg (100 lbs) in weight. Naturally,
  giant colugos prefer to use large tree species, such as
  redwood, for dwelling, and prefer feeding on larger
  fruit from large trees, such as jackfruit, durian, or
  coconut.
  THE BESTIARY OF CRYPTOFAUNA
  19
  
  GIANT LEMUR
  Armor Class: 5[14]
  Hit Dice: 4 (14hp)
  Attack: 3x: 1 bite (1d6), 2 claws (1d4, 1d4)
  Movement: 120’ (40’)
  THAC0: 16[+3]
  Saving Throws: D10, W11, P12, B13, S14 (4)
  Morale: 8
  Alignment: Neutral
  XP: 75
  Number Appearing: 0(2d4)
  Treasure: None
  The giant lemur reaches up to 160 kg (350 lbs) in
  weight and 2m (6.5 ft) in height. Unlike regular
  lemurs, giant lemurs rely on terrestrial locomotion
  and slow climbing instead of leaping. They are
  herbivorous, and feed predominantly on leaves and
  seeds. In addition, giant lemurs also lack tails, much
  like apes. Other than that, the giant lemur has a facial
  structure and coat similar to those of a regular lemur,
  although a more robust physique. In a similar manner
  to other lemurs, giant lemurs are matriarchal, with
  females being dominant over males and each clan
  being led by a dominant female. In addition, giant
  lemurs have strong night vision in relation to day
  vision, although the species is active during both day
  and night (diurnal). The habitat of the giant lemur
  ranges from woodlands to savannas.
  STELLAGAMA PUBLISHING
  20
  
  GIANT PENGUIN
  Armor Class: 7[12]
  Hit Dice: 5 (23hp)
  Attack: 1x: 1 beak (1d12)
  Movement: walk 60’ (20’), swim 180’ (60’)
  THAC0: 15[+4]
  Saving Throws: D10, W11, P12, B13, S14 (5)
  Morale: 8
  Alignment: Neutral
  XP: 175
  Number Appearing: 0(2d10)
  Treasure: None
  The prehistoric giant penguin typically reaches 1.8
  meters (6 ft) in height and 90 kg (180lbs) in weight. It
  belongs to an evolutionary linage more ancient than
  modern penguins and is taller than the emperor
  penguin, the tallest contemporary penguin species.
  In addition, the giant penguin also possesses a longer
  neck and beak than modern penguins. Unlike regular
  penguins, the giant penguin also has reddish-brown
  plumage rather than black-and-white. In addition to
  polar regions, the giant penguin also inhabits
  temperate and subtropical regions. Just like regular
  penguins, the giant penguin is much more agile in the
  water than on land.
  THE BESTIARY OF CRYPTOFAUNA
  21
  
  GLYPTODON
  Armor Class: -1[20]
  Hit Dice: 6 (27hp)
  Attack: 4x: 2 claws (1d4, 1d4), bite (1d6), tail swipe
  (1d6)
  Movement: 90’ (30’)
  THAC0: 13[+6]
  Saving Throws: D10, W11, P12, B13, S14 (5)
  Morale: 8
  Alignment: Neutral
  XP: 275
  Number Appearing: 0(1d4)
  Treasure: None
  The
  glyptodon
  is
  a
  large,
  heavily
  armored
  Pleistocene-era mammal related to the armadillo. It
  is roughly the same size and weight as a beetle car (3
  meters (10 ft) in length and 2 tons in weight). It has a
  round,
  bony,
  turtle-like
  shell-
  an
  example
  of
  convergent evolution. Glyptodons mainly inhabit
  areas ranging from sub-tropical forests in warm,
  humid areas, to temperate grasslands. Glyptodons
  are herbivores and feed mainly on grass and shrubs.
  The glyptodon has a tail covered in three bony rings
  of dermal structure, which enable the tail to
  powerfully swing and be used as a weapon. The
  glyptodon’s main predators are saber-tooth cats
  (smilodons), short-faced bears, and dire wolves.
  STELLAGAMA PUBLISHING
  22
  
  GNOLL, LESSER
  Armor Class: 8[13]
  Hit Dice: 1 (5hp)
  Attack: 1x bite (1d4) or by weapon
  Movement: 120’ (40’)
  THAC0: 19[0]
  Saving Throws: D12, W13, P14, B15, S16 (1)
  Morale: 6
  Alignment: Neutral
  XP: 13
  Number Appearing: 1d6(5d6)
  Treasure: C
  Lesser gnolls are small, aardwolf-headed humanoids
  who roam in small packs and live inside termite
  mounds. Most lesser gnolls have golden yellow or
  reddish fur. An adult male Lesser gnoll is about 1.2
  meter (4 ft) in height and 30kg (60lbs) in weight.
  Lesser gnolls are nocturnal insectivores but are also
  capable of hunting down and preying on vertebrates
  and are keen fighters when necessary. Lesser gnolls
  speak Gnoll and Common.
  •
  Leaders: For every 5 lesser gnolls, there is a 2HD
  leader; in a lair of over 12 lesser gnolls, there is a
  4HD pack leader, who also enjoys +2 to damage.
  •
  Lair defense: Lesser gnolls never fail morale
  checks when defending their lair while their pack
  leader is alive.
  THE BESTIARY OF CRYPTOFAUNA
  23
  
  GNOLL QUEEN
  Armor Class: 2[17]
  Hit Dice: 5 (23hp)
  Attack: 1x bite (3d4) or by weapon
  Movement: 90’ (30’)
  THAC0: 15[+4]
  Saving Throws: D10, W11, P12, B13, S14 (5)
  Morale: 11
  Alignment: Chaotic
  XP: 300
  Number Appearing: 1(1) but see below
  Treasure: E
  Just like spotted hyenas, gnolls also tend to form
  matriarchal societies. When a clan of gnolls is large,
  powerful, and complex enough to form some sort of
  civilization, an influential female gnoll will emerge to
  seize power and become a ruler of a gnoll queendom.
  Naturally, a gnoll queen is larger and stronger, and a
  hardier fighter, than regular gnolls, male or female. A
  gnoll queen is typically more fancily dressed than her
  subjects, with a stronger, more ornate armor
  decorated with bones and teeth. She will also have
  better and stronger weaponry than an average gnoll,
  too, including swords, battle axes, and clubs. She will,
  of course, use any magical weapon in her hoard.
  A gnoll queen will usually also have a harem
  composed of 5d8 male gnolls, though some include
  even
  non-gnoll
  males
  within
  them,
  including
  humanoids. Gnoll queens speak Gnoll, Common and
  sometimes Draconian.
  •
  For queen and lair! Gnolls led by a gnoll queen
  never fail morale checks.
  STELLAGAMA PUBLISHING
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  GNOLL, STRIPED
  Armor Class: 6[13]
  Hit Dice: 2 (9hp)
  Attack: 1x bite (2d4) or by weapon
  Movement: 90’ (30’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S16 (2)
  Morale: 8
  Alignment: Chaotic
  XP: 25
  Number Appearing: 1d4(2d6)
  Treasure: C
  Striped gnolls are humanoids with the head of a
  striped hyena who wander across the land either
  alone or in small families. Most striped gnolls are light
  to medium gray in colour with black stripes and have
  a long Mohawk-like mane extending from their head
  down to their tail. An adult male striped gnoll is about
  1.8 meters (6 ft) tall and weighs about 80 kg (170 lbs),
  with the females being typically smaller. Striped
  gnolls are nocturnal scavengers and omnivores, and
  are opportunistic and pragmatic in nature, being able
  to make a meal out of the most rancid of litter.
  Striped gnolls speak Gnoll and Common.
  •
  Leaders: For every 5 striped gnolls, there is a 4HD
  leader; in a lair of over 12 striped gnolls, there is
  a 6HD pack leader, who also enjoys +2 to
  damage.
  •
  Lair defense: Striped gnolls never fail morale
  checks when defending their lair while their pack
  leader is alive.
  THE BESTIARY OF CRYPTOFAUNA
  25
  
  GROACH
  Armor Class: 2[17]
  Hit Dice: 7 (32hp)
  Attack: 1x bite (1d8) or by weapon
  Movement: walk 90’ (30’) or fly 150’ (50’)
  THAC0: 13[+6]
  Saving Throws: D8, W9, P10, B10, S12 (7)
  Morale: 9
  Alignment: Chaotic
  XP: 850
  Number Appearing: 1d4 (2d4)
  Treasure: A
  This bizarre and grotesque creature has the head and
  torso of a goblin and the legs and lower body of a
  giant cockroach. Groaches are vicious, malevolent
  beings that lurk in underground crevices, wastelands,
  and ruins, seeking warm-blooded victims as their
  prey. Groaches are the creation of goblin shamans
  and warlocks, who either created them from other
  fellow goblins, or have cast a spell upon themselves
  to take this hideous form. In addition, if a goblin of
  above average ability reaches 5th level, a goblin spell-
  user (shaman or warlock) may put him or her through
  a special test. Those who fail it become groaches.
  Also, a goblin spell-user that has become an outcast
  by his or her goblin clan is forced to turn him/herself
  into a groach. Since goblins who have failed the spell-
  user’s test are deemed outcasts, groaches are usually
  banished from their own communities. Therefore,
  goblins and groaches hate each other with a passion.
  In addition to preying on the flesh of unfortunate
  victims, groaches are also scavengers, feeding mostly
  on feces and garbage left by other animals and
  humanoids. Groaches speak Goblin and Common.
  •
  Cockroach immunities: Groaches are immune to
  all non-magical poisons and disease.
  •
  Spellcasting: There is a 10% chance that a given
  groach will have spellcasting abilities as a level
  2d6 Magic-User.
  STELLAGAMA PUBLISHING
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  KOROPOKKURU
  Armor Class: 4[15]
  Hit Dice: 1+1 (6hp)
  Attack: by weapon
  Movement: 90’ (30’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S16 (1+1)
  Morale: 10
  Alignment: Lawful
  XP: 15
  Number Appearing: 1d4 (5d8)
  Treasure: C
  Koropokkurus are a sub-variant among dwarves
  specializing in the habitation of volcanoes rather than
  the hollows of regular mountain ridges. Just like a
  regular dwarf, a typical koropokkuru stands about 1.2
  meters (4 ft) tall and weighs around 60 kg (120 lbs),
  and tends towards a noble, honorable and serious
  disposition. Typically, koropokkurus tend to be fair
  skinned with dark hair and eyes and wear their hair
  long and beard relatively short by dwarf standards.
  Females are slightly shorter and lighter than the
  males and lack facial hair. Just like regular dwarves,
  they possess a burly, stocky figure and a fondness of
  metal armor, which they craft skillfully. However,
  unlike regular dwarves, they favour katanas, some of
  which are even forged from magma or diamonds,
  over battleaxes. In addition, koropokkurus also tend
  to make their apparel out of silk produced from
  fungal webs. Koropokkurus are omnivorous, although
  preferring fish over meat, and in addition to
  underground fishing, also rely on different types of
  mushrooms and root vegetables as crops, including
  shiitake mushrooms, daikon, and yam. Due to their
  volcanic
  habitat,
  koropokkurus
  often
  rely
  on
  geothermic energy rather than coal as an energy
  source for everyday use, such as for heating, cooking
  and blacksmithery, and are also very fond of
  underground hot-springs for bathing. Koropokkurus
  speak their own language, as well as Dwarven and
  Common.
  •
  Weapons: Typically, katanas (1d8 damage) and
  crossbows.
  •
  Daimyo: A daimyo of 1d6+2 HD is present for
  every 20 Koropokkurus. The leader may have
  magic items: 5% chance per HD for each magic
  item table (except Scrolls and Wands/Staves/
  Rods).
  THE BESTIARY OF CRYPTOFAUNA
  27
  
  LEOPARD SEAL
  Armor Class: 5[14]
  Hit Dice: 4 (18hp)
  Attack: 3x: 2 claws (1d4, 1d4), bite (1d6)
  Movement: walk 60’ (20’), swim 150’ (50’)
  THAC0: 16[+3]
  Saving Throws: D10, W11, P12, B13, S14 (4)
  Morale: 9
  Alignment: Neutral
  XP: 75
  Number Appearing: 1d4 (5d8)
  Treasure: None
  The leopard seal is a large carnivorous marine
  mammal, which feeds on a wide range of prey,
  including octopi, other species of seal, penguins, and
  fish. It has a large and muscular body, reaching 3
  meters (10 ft) in length and 400 kg (800 lbs) in weight.
  It also has a massive head and jaw, which makes it a
  formidable predator. The leopard seal mainly inhabits
  the seas and shores of frigid territories, typically
  inhabiting pack ice throughout the year and remains
  solitary during most of its life, excluding the mating
  season and mothers of pups.
  STELLAGAMA PUBLISHING
  28
  
  LIGER
  Armor Class: 4[15]
  Hit Dice: 7 (32hp)
  Attack: 3x: 2 claws (1d8, 1d8), bite (2d8)
  Movement: walk 150’ (50’), swim 60’ (20’)
  THAC0: 13 [+6]
  Saving Throws: D8, W9, P10, B10, S12 (7)
  Morale: 9
  Alignment: Neutral
  XP: 450
  Number Appearing: 1d4 (1d4)
  Treasure: None
  The liger is a hybrid of a male lion and a female tiger.
  Male ligers typically reach a total length of 3-3.5
  meters (10-12 ft), with females being somewhat
  smaller, making them even larger than male tigers,
  and about the same size of a sabertooth tiger
  (Smilodon). Ligers have a tiger-like striped pattern
  that is very faint upon a lion-like tawny background.
  In addition, they may possess rosette patterns. As
  with tigers, their underparts are pale. White tigresses
  and white lions produce white, stripe-less ligers. In
  addition, while female ligers are fertile and capable of
  conception of offspring, Male ligers are sterile.
  Most ligers exist in captivity and are popular pets and
  guard
  animals
  among
  monarchs
  of
  different
  humanoid races, although ligers might also occur in
  habitats shared by both lions and tigers. Ligers
  typically enjoy swimming, which is a tiger-like
  characteristic, while they are also very sociable like
  lions.
  •
  Pursuit: Always pursue prey that flees.
  •
  Inquisitive: May follow PCs out of curiosity.
  THE BESTIARY OF CRYPTOFAUNA
  29
  
  MENEHUNE
  Armor Class: 5[14]
  Hit Dice: 1d4 hp
  Attack: by weapon
  Movement: 60’ (20’)
  THAC0: 19[0]
  Saving Throws: D12, W13, P14, B15, S16 (less than 1)
  Morale: 6
  Alignment: Lawful
  XP: 6
  Number Appearing: 1d4 (2d8)
  Treasure: C
  Menehunes
  are
  island-dwelling
  sub-variant
  of
  halflings, who live in deep forests and valleys of
  tropical islands, far away from human settlements.
  Similarly to regular halflings, menehunes are typically
  around 1 meter (3 ft) tall and weigh about 30kg (60
  lbs), but tend to have very dark and frizzy hair on
  their heads and also have dark skin and eyes. Unlike
  regular halflings, however, their feet are devoid of
  hair.
  The menehunes are well-known as superb craftsmen,
  who build temples, fish-farms, roads and canoes.
  Unlike other halflings, however, who tend to live in
  semi-underground borrows, the menehunes tend to
  to live in overground houses and huts. Their favourite
  foods are bananas and fish. They are also excellent
  swimmers and fishermen.
  The menehunes are kind-hearted in nature and
  would never provoke any humanoid on purpose or
  initiate an attack but will retaliate when necessary.
  Due to their shy nature, they would rather avoid a
  hostile contact in the first place. Menehunes speak
  their own language and Common.
  •
  Elusive nature: Menehunes can hide in natural
  settings on a roll of 3-6 on 1d6.
  •
  Leader: A village of at least 10 menehunes has a
  4HD leader.
  STELLAGAMA PUBLISHING
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  MOA
  Armor Class: 4[15]
  Hit Dice: 4 (18hp)
  Attack: 3x: 2 kicks (1d6, 1d6), peck (1d4)
  Movement: 120’ (40’)
  THAC0: 16[+3]
  Saving Throws: D10, W11, P12, B13, S14 (4)
  Morale: 8
  Alignment: Neutral
  XP: 75
  Number Appearing: 0(2d6)
  Treasure: None
  The moa is a gigantic, flightless bird, which can reach
  up to 3.6 meters (12 ft) in height and weighs about
  230 kg (500 lbs). Moas are typically grayish brown in
  colour, with the female being a little larger than the
  male. Unlike other flightless birds, the moa does not
  even have wings, but short stubs instead. Despite its
  huge size, the moa is herbivorous. As a flightless bird,
  it is a good runner, and can also use kicks as its main
  defense method. Moas typically live in temperate
  forests and shrub lands. The moa’s main enemy
  beside humans is the huge poukai bird (see later),
  which preys on it from up above while flying.
  The statistics above can be used to represent other
  large flightless birds, such as ostriches and elephant
  birds.
  THE BESTIARY OF CRYPTOFAUNA
  31
  
  MOKELE MBEMBE
  Armor Class: 1[18]
  Hit Dice: 11 (50hp)
  Attack: 3x: bite (4d6), trample (4d6), tail swat (2d6)
  Movement: 60’ (20’)
  THAC0: 11[+8]
  Saving Throws: D6, W7, P8, B8, S10 (11)
  Morale: 8
  Alignment: Neutral
  XP: 1100
  Number Appearing: 0(1d4)
  Treasure: None
  The mokele-mbembe is a brontosaurus-like creature,
  about the size of an elephant (7 meters, or 22 ft, in
  body length and 4 tons in weight), typically inhabiting
  areas covered with swampy jungle. It has smooth,
  brownish-gray
  skin,
  a
  long,
  flexible
  neck,
  an
  exceptionally long tail and three-toed feet. The
  mokele-mbembe is vegetarian, and feeds mainly on
  riverbank
  plants,
  and
  will
  often
  fight
  with
  hippopotami over territories rich in vegetation. While
  usually not aggressive, the mokele-mbembe is
  certainly capable of defending itself if provoked or
  challenged by aggressors. The mokele-mbembe is
  typically a solitary animal, excluding the mating
  season.
  Unlike other reptiles, and similarly to some dinosaur
  species,
  the
  mokele-mbembe
  is
  warm-blooded
  (homeothermic) and can maintain a consistent body
  temperature regardless of the surroundings. Due to
  its hot and humid habitat, the mokele-mbembe
  spends most of its day half-submerged in the
  swamp’s murky water, to keep itself cool.
  STELLAGAMA PUBLISHING
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  NANDI BEAR
  Armor Class: 4[15]
  Hit Dice: 7 (32hp)
  Attack: 3x: 2 paws (1d8, 1d8), bite (2d6) + hug (see
  description)
  Movement: 120’ (40’)
  THAC0: 13[+6]
  Saving Throws: D8, W9, P10, B10, S12 (7)
  Morale: 9
  Alignment: Neutral
  XP: 850
  Number Appearing: 0(1d4)
  Treasure: None
  The Nandi bear is a ferocious ursine around 1.5-1.8
  meters (5-6 ft) tall at the shoulder, 3 meters (10 ft) in
  body length and 500 kg (1000 lbs) in weight. It has a
  brownish-red to dark brown shaggy coat, and a 3-
  toed paw extending from each limb with a distinctly
  canine shape. The body of the Nandi bear is thick set
  with a broad rump, short neck, stumpy nose, and
  small ears. It has high front shoulders and a sloping
  back, somewhat like that of a hyena. Unlike other
  bear species, the Nandi bear favours savannas and
  grasslands of a hotter climate, instead of forests, The
  Nandi bear is a nocturnal animal, and a fierce killer
  that will attack almost anything of equal of smaller
  size. It is rumored to attack humans only on dark
  moonless nights, especially children, and eat only the
  brains of its victims.
  •
  Bear hug: If a victim is hit by both paws in the
  same round, the bear hugs for an extra 2d8
  automatic damage.
  THE BESTIARY OF CRYPTOFAUNA
  33
  
  NAGUAL
  Armor Class: 2[17]
  Hit Dice: 5 (23hp)
  Attack: 3x: 2 claws (1d8, 1d8), bite (2d8) in jaguar for,
  or by weapon in human form
  Movement: 150’ (50’) in jaguar form or 120’ (40’) in
  human form
  THAC0: 15[+4]
  Saving Throws: D10, W11, P12, B13, S16 (5)
  Morale: 9
  Alignment: Neutral
  XP: 425
  Number Appearing: 1d4(1d4)
  Treasure: D
  Naguals are a type of were-jaguar lycanthropes, or
  humans that can transform into jaguars. In human
  form, they tend to be tall, muscular and have freckled
  faces and shoulders. They tend to live and hunt close
  to human settlements and are excellent trackers.
  Naguals are believed to use their powers for either
  good or evil according to the nagual’s individual
  personality.
  The person who wishes to become a nagual is
  required to attain a spell-casting level of at least 5
  (either as a cleric or a magic-user), in order to
  perform the required shamanic ritual required for the
  process, before the person goes to an isolated place
  and sleeps there. Then, a jaguar appears in his/her
  dreams, and when awaken, the person takes the form
  of that jaguar. The ability to become a nagual also
  depends on the spell-user’s date of birth, which
  needs to be during summer, when the sun is at its
  mightiest. Just like other lycanthropes, naguals are
  immortal, but unlike some of them, they can turn into
  jaguars at their own free will, without dependence on
  outer conditions such as a full moon.
  Naguals speak Common and Undercommon.
  •
  Shapeshifting: May move freely between jaguar
  and human form.
  •
  Tracking: May track prey on a roll of 2-6 on 1d6.
  STELLAGAMA PUBLISHING
  34
  
  NINGEN
  Armor Class: 2[17]
  Hit Dice: 16 (72hp)
  Attack: 2x: bite (3d20) and ram (6d6 hull damage)
  Movement: swim 150’ (50’)
  THAC0: 9[+10]
  Saving Throws: D4, W5, P6, B5, S8 (16)
  Morale: 8
  Alignment: Neutral
  XP: 2300
  Number Appearing: 0(2d6)
  Treasure: None
  The ningen is a marine creature completely white in
  colour, reaching about 20-30 meters (60-90 ft) in
  length and 100 tons in weight. It has a humanoid
  shape with either legs or a whale-like tail. Its only
  facial features are the eyes and mouth. Ningens have
  humanoid arms, with five fingers on each hand. Its
  skin is thick and blubbery, like that of a beluga whale.
  Ningens live exclusively in arctic seas, and legged
  specimen often emerge to walk on land, on the icy
  surface. They are believed to be related to whales
  and dolphins and to be members of the cetacean
  mammalian division.
  Ningens are mostly nocturnal creatures, and spend
  most of their time underwater, in the deepest part of
  the ocean. They are omnivorous, feeding on both
  marine animals such as fish and octopi, and on
  seaweed.
  Ningens are shy and elusive creatures, and nothing is
  known about their society. As a result of their
  incredible shyness, they are unlikely to initiate attacks
  on humanoids, but their size alone is enough to make
  them seem like formidable rivals in a battle.
  •
  Swallow whole: An attack roll of 4 or more than
  the target number required indicates a human-
  sized (or smaller) victim is swallowed. Inside the
  ningen’s belly: suffer 3d6 damage per round
  (until the ningen dies); may attack with sharp
  weapons at –4 to hit; body digested in 6 turns
  after death.
  THE BESTIARY OF CRYPTOFAUNA
  35
  
  OIL-PALM TREANT
  Armor Class: 0[19]
  Hit Dice: 8 (36hp)
  Attack: 2x: 2 fists (2d6, 2d6) + special
  Movement: 60’ (20’)
  THAC0: 12[+7]
  Saving Throws: D8, W9, P10, B10, S12 (16)
  Morale: 9
  Alignment: Chaotic
  XP: 1950
  Number Appearing: 0(1d8)
  Treasure: G+A
  An oil-palm treant is an evil variety of treant, which
  typically inhabits the tropical regions of the world. An
  oil-palm treant usually stands around 20 meters (60
  ft) tall and weighs about 4 tons.
  Oil-palm treants hold a deep hatred towards all
  rainforest creatures, and especially orang-pendeks
  and other rainforest treants. Their favourite food
  typically includes the blood of orangutans, tigers,
  rhinoceroses and orang-pendeks, which is absorbed
  through their roots.
  In addition to their mighty fists, oil-palm treants are
  also fond of using their greasy, oil-laden fruit as
  weapons, ignited by by creature’s vile whim.
  Due to their evil alignment, oil-palm treants often
  work at the service of other evil beings, such as evil
  warlocks
  or
  monarchs,
  often
  as
  guards
  and
  henchmen.
  Oil-palm
  treants
  speak
  their
  own
  language, as well as Goblin and Common.
  •
  Bomb fruit: May throw 1 fruit per round; this hits
  all creatures within 10ft of their impact point for
  2d6
  fire
  damage,
  and
  1d6
  damage
  each
  subsequent round for 1d6 rounds or until the fire
  is put out (requiring a dedicated round of action).
  •
  Surprise! On a 1–3, in a rainforest, due to being
  mistaken for a tree. Encounter occurs at 30 yards
  or less.
  STELLAGAMA PUBLISHING
  36
  
  ORANG PENDEK
  Armor Class: 7[12]
  Hit Dice: 2 (9hp)
  Attack: 2x: 2 claws (1d4, 1d4) or by weapon
  Movement: 120’ (40’) including when climbing trees
  or swinging between them
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S16 (2)
  Morale: 7
  Alignment: Neutral
  XP: 20
  Number Appearing: 1d6(5d4)
  Treasure: C
  The orang-pendek is a sapient, bipedal ape living in
  tropical
  jungles.
  Orang-pendeks
  are
  typically
  between 1-1.5 meters (3-5 ft) in height and weighing
  between 30-50 kg (60-100 lbs), with females being
  slightly shorter and lighter. The fur is red or brown in
  colour. Orang-pendeks are thought to be related to
  both yetis and sasquatches, and similarly, they too
  walk upright on their hind legs and spend most of
  their time on the ground, unlike most primates. In
  addition, they are also thought to be related to
  orangutans. Orang-pendeks, despite their size, are
  quite physically strong and some of them are adept
  fighters. They are also talented tool makers, as well as
  weapon smiths, and are skilled in strategic thinking.
  Like most primates, orang-pendeks are omnivorous,
  and the more mischievous ones among them tend to
  raid fields for their crops, including root vegetables
  and fruit. They are also very fond of the durian fruit
  and insects.
  The orang-pendeks’ greatest enemy is the oil-palm
  treant (see later), which has a taste for ape flesh and
  a deep hatred for all rainforest inhabitants.
  Orang-pendeks
  speak
  their
  own
  language
  and
  Common.
  THE BESTIARY OF CRYPTOFAUNA
  37
  
  PERIDEXION
  Armor Class: 0[19]
  Hit Dice: 10 (45hp)
  Attack: 1x: weapon + special
  Movement: 60’ (20’)
  THAC0: 11[+8]
  Saving Throws: D6, W7, P8, B8, S10 (10)
  Morale: 12
  Alignment: Lawful
  XP: 3700
  Number Appearing: 1d8(1d8)
  Treasure: Gx3
  Peridexions are treants who took upon themselves
  the
  occupation
  of
  paladins.
  Those
  lawfully
  benevolent beings devote their lives to fighting
  malicious creatures of evil, particularly the evil
  species of dragons (the chromatic dragons: red, blue,
  green, yellow, black, and white).
  The peridexion treants produce sweet fruit that
  attract flocks of doves. Then, dragons would chase
  those doves as prey and follow them to the treant.
  Then, the peridexion would strike and slay the
  dragon. In addition, a peridexion can acquire spell-
  casting abilities and therefore use the dove as
  familiars. The armor of a peridexion will usually be
  made of various metals, such as steel (breastplate or
  chainmail), or stone, Their swords too are made of
  either metal or stone.
  Once a treant decides to become a peridexion, they
  seek a wizard/witch/sorcerer or druid to give them a
  potion to drink, which gives their fruit the special
  dove-luring attributes, and also turn them an orange-
  pink hue. Peridexions speak Elven, Draconic and
  Common.
  •
  Spellcasting: There is a 10% chance that a given
  peridexion will have spellcasting abilities as a
  level 2d6 cleric.
  •
  Surprise: On a 1–3, in a forest, due to being
  mistaken for a tree. Encounter occurs at 30 yards
  or less.
  •
  Animate trees: Each individual can animate 2
  trees (within 60’; may switch trees at will). These
  fight as ordinary treants with movement rate of
  30’ (10’).
  •
  Dove spies: Will only be surprised on 1 rather
  than on 1-2.
  STELLAGAMA PUBLISHING
  38
  
  POUKAI
  Armor Class: 1[18]
  Hit Dice: 6 (27hp)
  Attack: 3x: 2 claws (1d6, 1d6), peck (2d6)
  Movement: walk 60’ (20’), or fly 180’ (60’)
  THAC0: 14[+5]
  Saving Throws: D10, W11, P12, B13, S4 (6)
  Morale: 8
  Alignment: Neutral
  XP: 275
  Number Appearing: 0(1d4)
  Treasure: None
  The poukai is a huge, monstrous eagle, typically
  reaching 15 kg (30 lbs) in weight, with a wingspan of
  about 3 meters (10 ft), with females being somewhat
  larger than males. It is typically black and white in
  colour, with a red crest and yellow-green tinted wing
  tips. The poukai is thought to be related to other
  species of gigantic raptors, such as the roc and
  thunderbird,
  with
  which
  it
  probably
  shares
  a
  common ancestor.
  The poukai usually inhabit temperate forests. While
  its favourite prey is typically the gigantic, flightless
  moa bird, it would not hesitate to prey on anything it
  sees, including humanoids.
  THE BESTIARY OF CRYPTOFAUNA
  39
  
  SPHINX, CHEETELF
  Armor Class: 1[18]
  Hit Dice: 7 (32hp)
  Attack: 2x: 2 claws (1d8, 1d8)
  Movement: run 150’ (50’), or fly 240’ (80’)
  THAC0: 13[+6]
  Saving Throws: D8, W9, P10, B10, S12 (7)
  Morale: 10
  Alignment: Neutral
  XP: 850
  Number Appearing: 0(1)
  Treasure: C
  Cheetelf sphinxes are creatures with the wings of an
  eagle, the body of a cheetah and the head and chest
  of a female elf. A typical cheetelf sphinx is about 3
  meters (10 ft) in length and weights around 200 kg
  (400 lbs). Those intelligent, immortal creatures tend
  to dwell either in forests or in Elven cities, and in
  addition to their fondness of brain-teasing riddles,
  they are also adept magic users. Cheetelf sphinxes
  are highly intellectual, and love to pursue knowledge
  and solving riddles.
  As with all sphinxes, cheetelf sphinxes are solitary
  creatures and territorial. Many make their lairs within
  isolated caves or Elven temples. They are neutral in
  alignment, and rather have their own moral path.
  Cheetelf sphinxes speak their own language, as well
  as Common, Elven and Draconic.
  While not as physically strong as orcena sphinxes (see
  later), cheetelf sphinxes are still capable fighters and
  talented sorcerers.
  •
  Spellcasting: A cheetelf sphinx may cast spells as
  a level 8 magic-user.
  STELLAGAMA PUBLISHING
  40
  
  SPHINX, HALFLYNX
  Armor Class: 1[18]
  Hit Dice: 5 (23hp)
  Attack: 3x: 2 claws (1d6, 1d6), bite (1d10)
  Movement: walk 120’ (40’), or fly 210’ (70’)
  THAC0: 15[+4]
  Saving Throws: D10, W11, P12, B13, S14 (5)
  Morale: 9
  Alignment: Neutral
  XP: 300
  Number Appearing: 0(1)
  Treasure: C
  Halflynx sphinxes are creatures with the wings of an
  owl, the body of a lynx or bobcat and the head and
  chest of a female halfling. A typical halflynx sphinx is
  about 1.5 meters (5 ft) long and weighs around 80 kg
  (160 lbs). Those immortal, highly intelligent creatures
  tend to mostly dwell in the depths of woodlands, and
  as well as being crafty riddlers, they are also very fond
  of pranks and are talented sorcerers.
  Halflynx
  sphinxes are both intellectual and mischievous and
  take great pleasure in brain-teasing riddles as well as
  sophisticated humor and clever tricks.
  As with all sphinxes, halfliynx sphinxes are solitary,
  territorial creatures. They mostly make their lairs
  within isolated dens and caves, as well as ruins of
  ancient, abandoned buildings. They are neither good
  nor evil but are rather individualistic and choose their
  own life-path. Halflynx sphinxes speak their own
  language, as well as Common and Draconic.
  Due to their relative physical weakness in comparison
  to their cheetelf and orcena sphinx (see next)
  relatives, halflynx sphinxes rely more on dexterity,
  cunning and technique rather than brute strength
  during battle, in addition to their spell-casting
  abilities.
  •
  Spellcasting: A halflynx sphinx may cast spells as
  a level 5 magic-user.
  THE BESTIARY OF CRYPTOFAUNA
  41
  
  SPHINX, ORCENA
  Armor Class: -1[20]
  Hit Dice: 8 (36hp)
  Attack: 3x: 2 claws (1d10, 1d10), bite (2d6)
  Movement: walk 150’ (50’), or fly 210’ (70’)
  THAC0: 12[+7]
  Saving Throws: D8, W9, P10, B10, S12 (8)
  Morale: 11
  Alignment: Neutral
  XP: 1200
  Number Appearing: 0(1)
  Treasure: B
  Orcena sphinxes are creatures with the wings of a
  vulture, the body of a hyena and the head and
  chest of a female orc. A typical orcena sphinx is
  about 3 meters (10 ft) in length and weighs around
  400 kg (800 lbs). Those immortal, intelligent
  beings tend to mostly reside either in forests,
  deserts or orcan cities, and are fond of riddles as
  much as they are of clever yet obscene humor.
  They are also talented sorcerers and magic-users.
  As with all sphinxes, orcena sphinxes are solitary,
  territorial creatures. Most make lairs of isolated caves or
  orcan temples, as well as abandoned graveyards and
  ancient ruins. They are neutral in alignment, neither
  good nor evil, with their own individualistic morals and
  standards.
  Orcena sphinxes speak their own language, as well as
  Common, Orcish and Draconic.
  Orcena sphinxes are physically stronger than both
  cheetelf and halflynx sphinxes and are feisty warriors.
  They are generally short tempered and boisterous,
  although not necessarily spiteful.
  •
  Spellcasting: An orcena sphinx may cast spells as a
  level 7 magic-user.
  STELLAGAMA PUBLISHING
  42
  
  THALASSOCNUS
  Armor Class: 7[12]
  Hit Dice: 3 (14hp)
  Attack: 3x: 2 claws (1d4, 1d4), bite (1d6)
  Movement: walk 60’ (20’), or swim 60’ (20’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S14 (2)
  Morale: 7
  Alignment: Neutral
  XP: 20
  Number Appearing: 0(1d4)
  Treasure: None
  The thalassocnus is a prehistoric species of ground
  sloth adapted to aquatic life. It measures up to 2.5
  meters (8.5 ft) in length from head to tail and
  about 50 kg (100lbe) in weight, with females being
  slightly smaller. As an adaptation to aquatic living,
  the thalassocnus’ nostrils are located at a higher
  position in its skull, to enable breathing while the
  body is submerged in the ocean. In comparison to
  other ground sloths, the coat of the thalassocnus
  is denser and water repellent. The thalassocnus
  has a long tail, which is used for diving and
  balance, similarly to beavers and platypuses. Like
  manatees and dugongs, the thalassocnus inhabits
  tropical seas and coasts and typically avoids colder
  climates. This creature typically walks across the
  sea floor and digs up plants for food with its claws,
  especially
  seaweed
  and
  seagrass.
  Its
  main
  predators are sharks and sperm whales.
  •
  Amphibic: May hold its breath for up to 1
  hour.
  THE BESTIARY OF CRYPTOFAUNA
  43
  
  THYLACINE
  Armor Class: 6[13]
  Hit Dice: 2 (9hp)
  Attack: 1x bite (1d6)
  Movement: 60’ (20’)
  THAC0: 18[+1]
  Saving Throws: D12, W13, P14, B15, S14 (2)
  Morale: 8
  Alignment: Neutral
  XP: 20
  Number Appearing: 0(2d6)
  Treasure: None
  The thylacine is a large carnivorous marsupial. It is
  a nocturnal animal resembling a large dog, except
  for its stiff tail, abdominal kangaroo-like pouch and
  dark stripes that extend from the top of its back,
  reminiscent of a tiger. A mature male thylacine
  ranges from 1-1.5 meters (3-5 ft) in length, plus a
  tail 50-65cm (20-26 inch) long, and weighs
  between 30-50 kg. The females are slightly
  smaller. The thylacine is a formidable apex
  predator, preying on animals such as kangaroos
  and wombats. In a similar manner to wolves,
  thylacines are social animals, living and hunting in
  small family groups. They typically inhabit dry
  eucalyptus forests, wetlands, and grasslands.
  STELLAGAMA PUBLISHING
  44
  
  THYLACOLEO
  Armor Class: 5[14]
  Hit Dice: 3+2 (16hp)
  Attack: 3x: 2 claws (1d4, 1d4) and bite (1d6)
  Movement: 150’ (50’)
  THAC0: 16[+3]
  Saving Throws: D12, W13, P14, B15, S14 (2)
  Morale: 8
  Alignment: Neutral
  XP: 50
  Number Appearing: 0(2d6)
  Treasure: None
  The thylacoleo, or marsupial lion, is a large
  carnivorous marsupial, about 2 meters (6.6 ft) in
  length and 130 kg (260 lbs) in weight for an adult
  male, with the females being slightly smaller and
  lighter.
  The
  thylacoleo
  has
  a
  feline-like
  appearance, with strong fore-limbs, retractable
  cat-like claws, a long tail and a powerful jaw.
  However, unlike felines, it had large, sharp incisors
  rather than well-developed canine teeth, which
  are used to pierce and rip flesh. The thylacoleo mainly
  inhabits dry, open areas, as well as forests and
  woodlands. It’s an excellent climber, and it’s prey is
  composed of diprotodon and kangaroo, but it’s able to
  tackle and kill humans, too.
  •
  Pursuit: Always pursue prey that flees.
  THE BESTIARY OF CRYPTOFAUNA
  45
  
  STELLAGAMA PUBLISHING
  46
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SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Supplements/The Bestiary of Cryptofauna (OSE).pdf