TEXT: 1
  Castles and Crusades
  Creature Feature
  
  2
  INDEX
  Foreword
  3
  ARCANIX
  4
  ARANEA
  5
  BEASTMAN
  6
  BILE
  7
  BLOOD HOUND
  8
  BONE PILE
  9
  BRAIN GOBBLER
  10
  BURNING
  CORPSE
  12
  CHURCH GRIM
  13
  CRABMEN
  15
  CRYSTALLINES
  16
  CHTHONIC
  WYRM
  17
  DARK GOBLIN
  18
  DENEBIAN
  SLIME DEVIL
  19
  EIGHT-HEADED
  CREEPER
  21
  ELEMENTAL UNDEAD :
  Cave Ghoul
  23
  Fathom
  Phantoms
  24
  Flame Wraiths
  25
  Frost Vampire
  26
  Wind Spectre
  27
  FELL BEAST
  28
  FELL SHADOW
  29
  FLESH HOUND
  30
  FLOATING
  SKULL
  31
  GARCULOUS
  32
  GHAMORINS
  33
  GHuLINGA
  34
  GREY MATTER
  35
  GRIM MANTLE
  36
  HOUNDS
  OF CHRONOS
  37
  HULGROTHS
  38
  INSHARIVS
  39
  JUGGERNAUT
  40
  KANGALOPE
  41
  KNOPT-EKH
  42
  LINDORM SEA
  SERPENT
  43
  LONGHORN
  SERVITOR
  45
  MARSH-MEN
  46
  MOUNTAIN
  DRAGON
  47
  NECROPEDE
  48
  NIGHT
  DRIFTERS
  49
  OCULAR
  SENTINAL
  50
  PHASE BEAST
  50
  POISON SPIRIT
  53
  RAZOR WING
  54
  RESONANCE
  55
  SAURIAN :
  Saurian
  57
  Saurian Brute
  58
  Saurian Sorcerer
  59
  Saurian Lizardking 60
  SKIN SACK
  61
  SKRAELING
  62
  STORM DEMON
  63
  TREE OYSTER
  64
  TROLL:
  Cave Troll
  65
  Hill Troll
  66
  Mountain Troll
  67
  Snow Troll
  68
  TYRANT
  69
  UNDYING
  70
  VENOUS
  SKITTERLING
  72
  WINGED
  HORROR
  73
  WIZEN
  74
  WOLF, POLAR
  75
  Contributors:
  Jon Urquhart/ themattjon: Fell Beast, Fathom Phantom (all elemental undead?), Cthonic Wyrm, Saurian, Polar
  Wolf, Kangalope
  skathros (real name?) RAZOR WING ,FLOATING SKULL ,ARCANIX ,HOUNDS OF CHRONOS ,CRAB
  MEN ,CRYSTALINES
  lancere( Real name?) CAVE TROLL
  Robert Doyel Serleran/Gary Gygax: Denebian Slime Devil
  Robert Doyel Serleran: Brain Gobbler, Undying, Grey Matter, Resonance,Longhorn Servitor
  Julian Grimm/Josh Sherrer: Mountain Dragon, Snow Troll, Hill Troll, Burning Corpse
  Colin Chapman:Tyrant, Skin Sack, Ocular Sentinel, Blood Hound, Bone Shard, Grim Mantle, Necropede
  Maliki (real name?) Wizen,
  Maliki (with Stuart Marshall) Dark Goblin
  Bregh (name?) Phase Beast
  Sieg/ Mike Stewart Fell Shadow, Tree Oyster
  Jerome Steelsides (name?) POISON SPIRIT
  Combat_Kyle (full name?) Juggernaut, Aranea
  Kevin Morton/Morty: Skraeling Ghulinga
  johns (name) : Eight-Headed Creeper
  seskis281/ John Wright: Ghamorins, Garculous, Insharivs
  Danbuter(name) Winged Horror
  Dokalfar (name) art for Hulgroths and Marshmen
  Orphaned critters: Bile, Chthonic wyrm, flesh hound, hulgroths, knopt-ekh, lindorm sea serpent, marsh men,
  night drifters, and storm demon
  All other art by Kevin Morton
  If anyone knows the identity or full names of the unknown contributors, please email me at Mor-
  ty69@sbcgloabl.net, so I can properly acknowledge them.
  
  3
  Foreword
  It is with great pleasure that I present to you the Creature Feature collection of monsters. Creature Feature began as
  collaborative effort among the forum members of the Dragonsfoot.org website and the Castles and Crusades Society
  forum. Early on with the product, I had the task of editing the feature and sending the edited task on for layout. I
  assumed the job would be finished relatively soon. Years past, and occasionally one of the contributors would ask
  about the status of the project. An answer would be forthcoming from the man in charge of the layout. And more
  months past. Eventually the production manager decided to change the focus of the project entirely. It would now be
  wedded to his personal campaign world, the creations of the various authors would be altered because they were
  deemed “too bland” for said campaign world. Lastly, the project would no longer be focused on Castles and Cru-
  sades, but rather have stats for many systems.
  Needless to say, this did not sit well with me. I removed myself from the production managers project and asked to
  have no credit assigned to me for the work I did. Ultimately, I felt strongly that the project had moved very far away
  from the spirit of a collaborative community project. Unhappy with the result, but resigned to more on– I did.
  Until I still saw that the aforementioned project manger hadn’t released anything.
  I still had all the files on my computer. I still had the art work that I had submitted for the project. I figured, “What
  the hell, I’ll knock it out myself. People need to see that their efforts were in vain.”
  So I did.
  I did the layout, formatted the text, added a few more pics, and whammo; it’s “done”.
  I say “done” because I’m sure that I’m missing portions of the project. This was not done to slight anyone’s efforts
  on those parts– I simply didn’t have them . If anyone (particularly the artists) would jot me an email, I would be
  more than happy to add you work to the project.
  In a similar vein, I’ve tried to acknowledge the various creators who worked on the project from it’s inception. If you
  are one of those, please email me so I can add you to the acknowledgements.
  Should anyone disapprove of the form that this project has taken, they too may email me and I would certainly
  oblige them the request to alter or remove any of their work that they deem fit. It was, after all, a collaborative pro-
  ject, and that is the spirit to which I committed myself to its completion.
  I hope that you enjoy the work of the many talented gamers who contributed to this book, and I hope that I did jus-
  tice to work with my (admittedly) meager skills in layout.
  Peace,
  Kevin Morton (Cuchulain or Morty)
  morty69@sbcglobal.net
  
  4
  ARCANIX
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 3/6/12 (d8)
  MOVE: 30 ft.
  AC: 13
  ATTACKS: Weapon
  SPECIAL: Spell-Stealing, Darkvision 60 ft., SR 2/6 /10,
  Spell-Like Abilities
  SAVES: M
  INT: Genius
  ALIGNMENT: Lawful Evil
  TYPE: Extraplanar
  TREASURE: 2/4/6
  XP: 30+3/180+6/1375+12
  Arcanix (also known as Spell-Eaters), resem-
  ble tall, gaunt humans with bluish skin and
  pointed ears. They are extraplanar creatures
  who foray into the mortal realms in their ob-
  sessive search for magic. They prize magical
  items above all else, but spell books and ar-
  cane lore (as well as spell casters them-
  selves) are also sought to take back to their
  home plane.
  There are three types of arcanix; arcanix mi-
  nor (3HD, SR 2), arcanix major (6HD, SR 6)
  and arcanix greater (12HD, SR 10)
  Combat: If an arcanix is encountered bear-
  ing a weapon, it is a certainty that the
  weapon is magical in nature (the Castle
  Keeper should base the strength and nature
  of the magical weapon on the type of ar-
  canix wielding it).
  Spell-Like
  Abilities:
  detect
  magic
  3/day,
  read magic 3/day, dispel magic 2/day, gate
  1/day
  Spell-Stealing: An arcanix performing a suc-
  cessful touch attack vs. a spell caster may
  steal its HD worth of spell levels. Example: An
  arcanix minor (3HD) may steal a 3rd level
  spell from a wizard, or three 1st level spells, or
  a 2nd and a 1st level spell. The spell caster is
  allowed an intelligence save (CL= arcanix
  HD) to negate this effect. If the touch attack
  is successful (and the intelligence save fails)
  the stolen spells leave the spell caster's mem-
  ory (until he can re-memorize them again),
  and the arcanix may use them as if he had
  studied them. The amount of times per day
  that an arcanix may use this ability depends
  on the type of arcanix; minor 1/day, major 3/
  day, greater 6/day.
  Castles and Crusades
  Creature Feature
  
  5
  ARANEA
  No Encountered: 1-6
  Size: Medium
  HD: 3 (d 8)
  Move: 20 ft., 40ft. climb
  AC: 13
  Attacks: Bite (1d6)
  Special: Spells, Poison, Web
  Saves: M
  Int: Superior
  Alignment: Chaotic Neutral
  Type: Magical Beast
  Treasure: 5
  XP: 40+3
  Aranea are an intelligent giant
  spider race. They are as large as
  a small pony, and are greenish
  brown in color. An aranea can
  be distinguished from other giant spiders by
  the massive odd-shaped lump on its back
  that houses its large brain. Aranea are web
  spinners and their bite is poisonous.
  Aranea live in dense forests or jungles, spin-
  ning their web homes high in the threes. Part
  of the web will be roofed with bark, leaves,
  and vines held together with the web. In the
  covered parts of their lairs they keep their
  crude tools, magic research, and crude fur-
  niture of web, vines, bark and wood. They
  are the traditional enemies of the phanaton
  and will attack them on sight. They are
  friendly with bugbears and often hire them
  to guard the forest beneath their lairs.
  Spells: The front limbs of an aranea are di-
  vided into flexible digits. The aranea uses
  these to grasp prey and manipulate simple
  tools. In addition, the aranea can cast spells
  as a 3rd level wizard and they spend much
  of their time in magic research.
  Poison: Anyone bitten by an aranea must
  make a Con save or become paralyzed for
  2d4 rounds.
  Spell Packages: To save time the CK may
  use these spell lists for groups of Aranea.
  Roll (d8) Spells
  1 0 – Mage Hand, Mending, Open/Close, Prestidigita-
  tion 1st – Floating Disk, Shield, Shocking Grasp 2nd –
  Shatter
  2 0 – Dancing Lights x2, Prestidigitation, Mending, 1st –
  Burning Hands, Hold Portal, Sleep 2nd – Levitate
  3 0 – Light, Mage Hand, Message 1st – Identify, Read
  Magic, Unseen Servant 2nd – Knock
  4 0 – Detect Magic x2, Ghost Sound, Endure Elements
  1st – Magic Missile, Charm Person, Shield 2nd – Invisi-
  bility
  5 0 – Light, Mage Hand, Message, Prestidigitation 1st –
  Alter Size, Magic Missile x2 2nd – Ray of Enfeeblement
  6 0 – Dancing Lights, Ghost Sound, Mage Hand, Presti-
  digitation 1st – Burning Hands, Shield, Sleep 2nd –
  Acid Arrow
  7 0 – Mage Hand x2, Light x2 1st – Hold Portal, Magic
  Missile, Shocking Grasp 2nd – Mirror Image
  8 0 – Mending, Message, Open/Close, Prestidigitation
  1st – Burning Hands, Magic Missile, Shield 2nd – Scare
  Castles and Crusades
  Creature Feature
  
  6
  BEASTMAN
  NO. ENCOUNTERED: 4-12, 10-200
  SIZE: Medium
  HD: 2 (d10)
  MOVE: 30 ft.
  AC: 15
  ATTACKS: Weapon
  SPECIAL: Darkvision 60 ft.
  SAVES: P
  INT: Low
  ALIGNMENT: Any Evil
  TYPE: Humanoid
  TREASURE: 1
  XP: 7+1
  Beastmen are primitive, hairy humanoids,
  somewhat resembling apes. They are ru-
  mored to be some kind of mutant or experi-
  ment gone wrong. They are often a threat in
  caves, caverns and other hilly, mountainous
  areas. Those not under human control will
  often follow the biggest member of their
  group, who fights as an ogre (as does his 2-4
  bodyguards). Beastmen normally use weap-
  ons like spears, clubs, and axes, but can be
  trained in other methods of warfare.
  Castles and Crusades
  Creature Feature
  
  7
  BILE
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 6 (d10)
  MOVE: 10 ft.; 10 ft. (climb)
  AC: 14
  ATTACKS: Acid (2d4)
  SPECIAL: Acid, Constrict, Disease
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Ooze
  TREASURE: 5
  XP: 300+6
  A disgusting, reddish blob, covered with
  hairy warts and pus-filled blisters, this mem-
  ber of the "clean-up crew" is the dungeon
  delver's worst nightmare. It will do two dice
  of damage to any creature it touches. Fire
  or cold will hurt it, but weapons only serve to
  spray the attacker with diseased filth. Light-
  ning will heal, rather than hurt the foul beast
  (adding damage done to hit points). Some
  biles will grow to the point of being colossal
  horrors, with up to 12 hit dice (and doing
  three dice of damage) and average intelli-
  gence. These fortunately rare
  things
  are
  called vicious biles by the few who have sur-
  vived them.
  Castles and Crusades
  Creature Feature
  
  8
  BLOOD HOUND
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 2 (d12)
  MOVE: 40 ft.
  AC: 15
  ATTACKS: Tongue Lash (1d6), Claw (1d6)
  SPECIAL: Trip, Blood Drain, Undead
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 2
  XP: 27+2
  Created from a lithe human corpse that has
  been stripped of its skin so as to ease move-
  ment with the entrails removed to reduce
  weight; a blood hound is no hound at all,
  but a necromantic attack beast. The joints of
  the arms and legs are twisted and re-set,
  permitting the blood hound to deftly and
  swiftly crawl low to the ground. The tongue is
  set with a hollow tip of sharp bone and reat-
  tached with its base inside the mouth rather
  than down the throat, giving the blood
  hound a piercing tongue attack that it can
  use in close quarters. This tongue is also used
  to drain a victim's blood, replenishing the
  blood hound's necrotic flesh and permitting
  it to retain its flexibility.
  Combat: Blood hounds lash with their pierc-
  ing tongue, and claw with ragged, filthy,
  bone-like talons. They often attempt to wrap
  their tongue around an opponent's leg and
  drag them down to the ground.
  Blood Drain: Any tongue attack that inflicts
  the full 6 points of damage attaches to the
  victim and begins to drain its blood, auto-
  matically causing 1d4 points of damage per
  round. Pulling out the tongue requires a
  strength save, which may be made each
  round. Alternatively, the tongue may be sev-
  ered by a slashing attack (AC 10, 6 damage
  to sever; this damage is not subtracted from
  the blood hound's hit points, but does pre-
  vent it from using its tongue attack). For
  each point drained from a victim, a blood
  hound heals one hit point. A fully healed
  blood hound is satiated when it drains a vic-
  tim of 36 hit points. A blood hound must use
  this ability every few weeks, or it will die.
  Trip: A blood hound can attempt to drag an
  opponent to the ground when it makes a
  successful tongue lash. The opponent is al-
  lowed a save versus dexterity to resist being
  pulled to the ground, automatically losing
  initiative the next round.
  Castles and Crusades
  Creature Feature
  
  9
  BONE PILE
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 5 (d12)
  MOVE: 10 ft.
  AC: 13
  ATTACKS: Slash (2d6)
  SPECIAL: Bone Mass, Undead
  SAVES: P
  INT: None
  ALIGNMENT: Neutral
  TYPE: Undead
  TREASURE: 3
  XP: 180+5
  On rare occasions when many animated
  skeletons are destroyed, the lingering necro-
  mantic energies coalesce, drawing the shat-
  tered fragments of bone and detritus to-
  wards them; creating an amorphous mass of
  broken bones and bone splinters that lashes
  out at any living things moving nearby. On
  these occasions adventurers have been sur-
  prised to find the shattered remnants of van-
  quished skeletons striking back at them.
  Combat: Bone piles seldom move from the
  area in which they animated, only moving
  slowly towards living things nearby, striking
  out unthinkingly.
  Bone Mass: Bone piles, being flexible and
  yielding collections of bone pieces, only
  take half damage from all weapons.
  Castles and Crusades
  Creature Feature
  
  10
  BRAIN GOBBLER
  NO. ENCOUNTERED: 1 or 2-4
  SIZE: Small or Medium
  HD: 4 (d6)
  MOVE: 20 ft.; 5 ft. (fly)
  AC: 12
  ATTACKS: 4 Tentacles (1d4) and Beak (1d6)
  SPECIAL: Warble, Feed, Wish, Berserk, Spell Resistance
  6
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral Evil
  TYPE: Beast
  TREASURE: Special (see below)
  XP: 450+4
  On the outside a brain gobbler is nothing
  more than an ordinary wild turkey; complete
  with
  comb and
  wattle,
  and
  the
  rotund
  spherical body that makes carnivores sali-
  vate. They have the normal coloration of
  that breed, and behave in all ways as such.
  However, underneath the fluff and feathers,
  a dark terror awaits. Hidden within the brain
  gobbler’s anatomy, four muscled tongue-
  like appendages coil, each with a reservoir
  full of highly digestive acids. Borne of magi-
  cal experiments and rumored to be formed
  by an insidious and dark race of brain-eating
  humanoids; a brain gobbler has limited, but
  potent, ability. It is said that the brain gob-
  bler was unleashed on the fairer folk as
  vengeance, and that when one feeds their
  foul masters celebrate. Spell casters of all
  types are fearful of these creatures, with
  good reason, as they find they are often the
  primary dietary resource.
  Combat: Brain gobblers are sneaky, prefer-
  ring to remain in proximity to ordinary turkeys
  and sliding into obscurity without notice.
  When they attack, they do so by lashing out
  with their tentacles, which remain hidden in
  a sac-like pouch behind their wattle. Crea-
  tures of high intelligence or possessing magic
  are their preferred prey, but when brain gob-
  blers are desperate, any creature becomes
  food.
  Warble: Three times per day, a brain gobbler
  can emit a high pitch, trilling, sound that re-
  verberates and resonates at an inaudible
  frequency. Any creature with innate spell
  casting, including gnomes and divine spell-
  casters, or those with natural spell resistance,
  feel a shocking pulse pass through their
  body. A constitution save is made, with a
  failure
  resulting
  in
  death.
  Creatures
  with
  learned magical abilities, and all arcane
  spellcasters, or those possessing equipment
  which provides spell resistance or spellcast-
  ing abilities, also feel the pulse. These crea-
  tures are entitled to a save as well, but fail-
  ure causes immobilization for 1d6 hours. Any
  Castles and Crusades
  Creature Feature
  
  11
  creature that does not possess spellcasting ability, spell resistance, or simply carries en-
  chanted gear, feels the pulse but is not affected.
  Feed: A brain gobbler that successfully strikes with all four of its tentacles immediately in-
  jects a corrosive digestive acid into the victim’s skull, which reduces the brain to liquid, al-
  lowing the brain gobbler to swallow it. Such a victim is not capable of being raised or resur-
  rected without the prior casting of a regeneration spell. Additionally, for each 3 hit dice, or
  levels, of the slain victim, the brain gobbler heals 6 hit points, and temporarily gains one hit
  dice of its own. The brain gobbler cannot use this ability more than four times per day.
  Wish: By breaking the bone beneath its wattle, a brain gobbler is able to manifest a single
  magical effect similar to the wish spell. However, if the brain gobbler uses this ability, it loses
  all attacks and movement, and is reduced to one hit point. If a brain gobbler is slain with
  this bone intact (1% likely), it can be used to provide a similar effect, treated as a Wishbone
  detailed below.
  Berserk: If a brain gobbler is decapitated it does not immediately die. Instead, its move-
  ment, except flying, is increased by 10 feet, and it gains the abilities of an 8th level Barbar-
  ian. The brain gobbler loses its normal attacks, but gains the following: 2 claws (2d4). Hit
  dice and hit points remain unaffected, though the brain gobbler will drop dead if reduced
  to -25 hit points.
  Spell Resistance 6: In order for a brain gobbler to be affected by a spell or spell effect, the
  originator of the attack or effect must roll an unmodified 6 or higher on a d20.
  Castles and Crusades
  Creature Feature
  
  12
  BURNING CORPSE
  NO. ENCOUNTERED: 1-10
  SIZE: Medium
  HD: 3 (d12)
  MOVE: 30 ft.
  AC: 12
  ATTACKS: 1 Slam (1d6+1d4 fire damage)
  SPECIAL: Hellfire Blast, Choking Smoke, Immune to
  Fire, Vulnerable to Cold
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 2
  XP: 30+3/HP
  The
  burning
  corpse
  is
  an
  undead
  form
  cursed with the very hellfires that spawned it.
  They appear as a zombie wreathed in bright
  red flames, and have a look of hatred and
  horror upon their faces. Burning corpses are
  usually spawned by greater devils, powerful
  evil wizards, and other fell creatures. They
  are
  sometimes
  used
  to guard
  important
  tombs and evil temples.
  Combat: The burning corpse will strike with its
  slam attack. On top of regular damage the
  burning corpse causes fire damage from the
  strike.
  Hellfire Blast: Burning corpses can cause
  themselves to explode, causing 2d6 points of
  damage in a 20' radius (dexterity save for
  half). This destroys the creature.
  Choking Smoke: Once per day the burning
  corpse can expel a noxious smoke that
  chokes any creature in a 20' radius. This
  smoke makes breathing near impossible and
  in closed areas can cause suffocation and
  death.
  Immune to Fire: Burning corpses are immune
  to all sorts of fire attacks
  Vulnerable to Cold: Burning corpses take 1/2
  times more damage from cold attacks.
  Castles and Crusades
  Creature Feature
  
  13
  CHURCH GRIM
  (BLACK DOG)
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 12 (d6)
  MOVE: 50 ft.
  AC: 16
  ATTACKS: 2 Claws (1d6), Bite
  (1d8)
  SPECIAL: Darkvision 60', Frightful
  Presence
  SAVES: P, M
  INT: Low
  ALIGNMENT: Lawful Evil
  TYPE: Fey
  TREASURE: 7
  XP: 2,775 + 12
  Church
  Grim,
  or
  simply
  Grim, is a protective spirit warped and cor-
  rupted by the close proximity of some great
  evil. They are now rabidly protective and of-
  ten attack with little or no provocation, am-
  bushing travelers on dark roads through their
  chosen moorlands or bogs. Despite being
  called a “black dog” in the common par-
  lance, the spirit often appears as a large
  cat, horse, donkey, cow, or pig; always ebon
  in hue. Its haunts are often near gallows or
  cemeteries.
  Frightful Presence: When a Church Grim
  snarls or howls, the target must make a wis-
  dom save or be affected as if by a fear spell.
  Black dogs often have powers above and
  beyond those normally possessed by one of
  these
  demonic
  hounds.
  At
  the
  Castle
  Keeper's discretion, a black dog possesses 1-
  3 of the following abilities:
  Bog Haunt: Disappear into a marsh or bog as
  meld into stone.
  Breath Weapon: Breathe cloud of energy on
  any one target doing 1d6+12 points of dam-
  age; usually cold or fire.
  Cacophony: Summon up a vast racket, of-
  ten sounding like screams or rattling chains;
  while the cacophony is in effect, all attack-
  ers have a -2 to initiative and attack rolls.
  Demon Speed: Run at a doubled movement
  rate on its hind legs, often being mistaken for
  a gnoll or werewolf.
  Fiery Claws: Each of the dog's attacks will do
  +1d6 fire damage.
  Hell's Burden: Transforms into a small human-
  oid form. It will leap onto a victim's back and
  attempt to strangle him. If the dog succeeds
  in an attack roll, the victim takes 1d6+4
  points of damage each round until the grap-
  ple is broken by a strength check. As soon as
  the humanoid is thrown off a victim's shoul-
  ders, it transforms back into the dog.
  Hound of Grue: Blacks dogs are particularly
  hideous and its frightful presence ability is
  harder to resist (save at -4).
  Mind Blast: Frightful presence ability inflicts
  the effects of the insanity spell rather than
  fear.
  Spell-like Ability: Use of any one spell of lev-
  els 1-6 3/day.
  Castles and Crusades
  Creature Feature
  
  14
  And now, as a bonus, here's a selection of actual folkloric black dogs:
  Aufhocker: This hound is Germanic in origin. It is identical to the Kludde, except that it lacks
  that dog's shapeshifting abilities.
  Barguest: This black dog haunts the uplands of northern England, particularly Durham,
  Northumberland, and Yorkshire. It possesses the change shape ability (used to change into
  a bugbear or sometimes a headless and blood-drenched phantom) and possesses danc-
  ing lights as a spell-like ability.
  Black Shuck: This black dog haunts the roadways and marshes of East Anglia. Black Shuck
  possesses bog haunt and a breath weapon (icy mist).
  Freybug: This particularly malicious black dog was encountered a few times in Norfolk. It
  possessed the fiery claws special ability.
  Galley-trot: The Galley-trot haunts Suffolk, England. It is a bog haunt.
  Gytrash: Also known as Striker, the Gytrash haunts Yorkshire and Lancashire. It possesses the
  ability of cacophony and can use bestow curse as a spell-like ability.
  Kludde: The Kludde haunts the roadways of Belgium. It possesses the abilities of demon
  speed and Hell's burden, and can change shape into the forms of a cat, dire bat, or small
  pony.
  Moddey Dhoo: The Moddey Dhoo is an especially gruesome hound with one huge eye
  that haunts the Isle of Man, in particular the grounds of Peel Castle. It is especially aggres-
  sive, and has the special abilities mind blast and hound of grue.
  Padfoot: This dog that haunts Yorkshire is unique in that it is a white dog. It possesses the
  ability of cacophony.
  Castles and Crusades
  Creature Feature
  
  15
  CRABMEN
  NO. ENCOUNTERED: 2-12
  SIZE: M
  HD: 3 (d8 )
  MOVE: 25 ft.; 20 ft. (swim)
  AC: 16
  ATTACKS: 2 Pincers (1d6)
  SPECIAL: Grapple
  SAVES: P
  INT: Low
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 3
  XP: 20+3
  Crabmen are man sized, intelligent crabs.
  They walk upright on 2 pairs of legs. Situated
  above their legs are two short arms that end
  in small pincers that are used for fine ma-
  nipulation. Above these short arms are two
  longer arms that end in massive pincers
  which the crabmen use in combat. Crab-
  men are unable to wield weapons. If sev-
  ered, a crabman’s limbs will grow back in
  1d4 weeks.
  Grapple: A crabman attempting a grap-
  pling maneuver gains a +4 bonus
  Castles and Crusades
  Creature Feature
  
  16
  CRYSTALLINES
  NO. ENCOUNTERED: 1-6
  SIZE: M
  HD: 3 (d8 )
  MOVE: 30 ft.
  AC: 18
  ATTACKS: Weapon
  SPECIAL: Shatter, Darkvision, Blinding Refracted Light.
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 3
  XP: 30+3
  The crystallines resemble humanoids whose
  entire bodies are composed of crystal.
  Shatter: When a crystalline dies (reaches 0 hit
  ponits), its body shatters in an explosion of
  crystal shards. All within 10’ failing a success-
  ful dexterity check suffer 2d6 damage.
  Blinding
  refracted
  light:
  Crystallines
  have
  learned to use their faceted crystal-like bod-
  ies in conjunction with sun-light to temporar-
  ily blind their foes. On a failed dexterity
  check, the victim is considered blinded and
  suffers the penalties accordingly (see C&C
  PH p.117 for blindness penalties). This ability
  counts as an action as the crystallines posi-
  tion their bodies to capture the light and di-
  rect it effectively against their foes.
  Castles and Crusades
  Creature Feature
  
  17
  CHTHONIC WYRM
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 15 (d10)
  MOVE: 20 ft.
  AC: 19
  ATTACKS: Slam (2d12)
  SPECIAL: Breath Weapon, Darkvision 60 ft.
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Aberration
  TREASURE: 10
  XP: 11,700+15
  A huge (30'-100'), dark, worm-like creature
  with a face-full of writhing tentacles; this ter-
  ror is, thankfully, quite rare. Chthonic wyrms
  are often mistaken for dragons, hydras, or
  even gorgons by the unwise. They are ru-
  mored to be a curse on the land from dark
  and ancient gods. The beast travels under-
  ground, bursting up onto its prey and surpris-
  ing on a 1-4. When attacking, it either (1-3)
  rears up and slams down on those smaller
  than itself for 2-24 points of damage, or (4-6)
  curls back it's tentacles, revealing a sucker-
  like maw that spews forth a flammable gas
  that petrifies those who breath it (on a failed
  save). A chthonic wyrm uses it's tentacles to
  draw subdued food into it's maw for feeding.
  Castles and Crusades
  Creature Feature
  
  18
  DARK GOBLIN
  NO. ENCOUNTERED: 4–24 (wandering), 10–120 (in lair)
  SIZE: Medium
  HD: 1 (d6)
  MOVE: 30 ft.
  AC: By Armor (+2)
  ATTACKS: 1 (or 2, at -2), d6 (by weapon)
  SPECIAL: Backstab (as rogue of equal level), Deep-
  vision 120 ft., Poison Fight with Two Weapons.
  SAVES: P
  INT: Average (leader types may be above average)
  ALIGNMENT: Neutral Evil
  TYPE: Humanoid
  TREASURE: 1
  XP: 5+4
  The origin of these unpleasant black skinned
  creatures is unknown. They may be descendants
  of surface goblins who fled underground. Per-
  haps surface goblins are but night goblins that
  long ago found the surface. They normally dwell
  deep within the earth beyond even the diggings
  of most dwarves; only in rare instances do they
  ever make their way to the surface.
  Dark goblins stand 3'6" to 4' tall. Physically they
  resemble very thin and wiry goblins with yellow or
  golden eyes and jet black skin. Their hair is thin,
  white, and stringy resembling spider webs. It is
  common, however, for most dark goblins to dye
  their hair dark colors for better camouflage in
  darkness. Their mouths are full of needle sharp
  teeth, and if unarmed they can bite for 1d3
  damage.
  Unlike their surface dwelling kin, dark goblin
  equipment is always well crafted and of above
  average quality, often engraved with evil runes.
  Dark goblins are stealthy and dexterous, hence
  their bonus to armor class. Most wear no more
  than a simple leather jerkin as armor.
  They all possess the abilities of a thief, of equal
  HD, and generally fight with shortsword or dag-
  ger (65%) or with a short bow (35%). Many of
  them fight with a weapon in each hand (-2 pen-
  alty for each attack).
  Exceptional dark goblins may possess the abilities
  of illusionist or clerics of equal HD. Cleric types
  hold great sway over the community and nor-
  mally pick a spider-like demon to serve.
  If encountered in their lair, there is a 25% chance
  that the lair will also contain 2–12 large spiders as
  guards or pets. Dark goblin females fight along-
  side the males, being physically equal to the
  males.
  Dark goblins are very long-lived, living 300-500
  years. They speak their own language which is
  very similar to Goblin, and leader types some-
  times (20%) speak Common. Dark goblins are
  nocturnal, being debilitated by sunlight in much
  the same way that normal goblins are.
  (Based on the Shadow Goblin by Stuart Marshall)
  Castles and Crusades
  Creature Feature
  
  19
  DENEBIAN SLIME DEVIL
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 1 (d6)
  MOVE: 25 feet
  AC: 5
  ATTACKS: --
  SPECIAL: Cling, Telepathy, Repulse, Split, Spell Resis-
  tance (18), Infallible Tracker, Amorphous, Rejuvenate
  SAVES: P, M
  INT: High
  ALIGNMENT: Neutral Evil
  TYPE: Extraplanar
  TREASURE: 1
  XP: --
  A Denebian slime devil is a loathsome, foul
  creature with a peculiar fascination, and by
  some accounts, even a love, for all human-
  oid beings, which it considers to be both
  property and curios. These nasty creatures
  are in constant search for a mate, some un-
  fortunate creature to attend its affections,
  and they cross the cosmos in their endless
  quest; once a Denebian slime devil has
  found what it seeks, it is a tireless and peer-
  less annoyance, never willingly parting from
  the person it has chosen. When encoun-
  tered, a Denebian slime devil appears as a
  hideously grotesque thing, often culled from
  the deepest fears and anxieties of its pre-
  ferred victim. However, this is a deception,
  for the creature’s true form is that of rancid,
  flowing anthropomorphic ooze composed
  of disgusting refuse gathered from the scum
  of the dankest swamp. Sages have been un-
  able to identify a practical purpose or eco-
  logical service provided by a Denebian
  slime devil.
  Combat: Incapable, and reluctant, Dene-
  bian slime devils avoid combat situations as
  best they can, preferring to remain within
  close proximity of whomever has captured
  the disgusting creature’s attention. If a
  Denebian slime devil is attacked it flees, but
  never retreats further than it can see, always
  keeping its target in view. However, if its vic-
  tim is subjected to attacks by another crea-
  ture, the Denebian slime devil stands aside,
  and makes melodramatic hysteria, tele-
  pathically broadcasting a concerted cry for
  help. A Denebian slime devil never performs
  any ability, or assists the target of its affec-
  tions in any way, and if its victim is somehow
  slain, it immediately attempts to locate a
  new target.
  Cling: Any humanoid creature, regardless of
  size, is subjected to this effect. When a
  Denebian slime devil first spots a potential
  victim, that victim must make a successful
  charisma save or cause the Denebian slime
  devil to fall in love. If the save is successful,
  that victim is forever immune to the cling
  ability of the Denebian slime devil that pro-
  voked the save. However, if the creature
  Castles and Crusades
  Creature Feature
  
  20
  fails its save, the Denebian slime devil be-
  comes psychologically and preternaturally
  linked, and will never, under any circum-
  stance, leave the unfortunate victim alone;
  note that a Denebian slime devil that has
  successfully used this ability will not use it
  again, unless its current victim is dead… This
  ability does not do any damage nor does it
  provide any benefit. For purposes of deter-
  mining the save difficulty, a Denebian slime
  devil is considered to have 15 hit dice.
  Telepathy: A Denebian slime devil can tele-
  pathically communicate with any intelligent
  creature within 120 feet. If the Denebian
  slime devil studies a humanoid creature for
  one round and is then seen by the creature,
  it appears as whatever form the creature
  finds to be most disgusting and repulsive.
  Repulse: Any creature that sees a Denebian
  slime devil is required to make a charisma
  save or feel an overwhelming hatred or fear.
  A successful save ignores both effects; how-
  ever, a failure results in equal chance (50%)
  of either fleeing in a sickened panic as per
  the spell fear or attacking in blind fury as per
  the spell confusion. These effects continue
  for as long as the Denebian slime devil is visi-
  ble. The Denebian slime devil is considered
  to have 15 hit dice for purposes of this save.
  Split: If a Denebian slime devil is struck by a
  weapon it immediately splits into 1-4 identi-
  cal copies of itself, each immediately at-
  tempting to locate its own victim. Each copy
  has the same abilities, and number of hit
  points as the original.
  Spell Resistance (18): In order for a Denebian
  slime devil to be affected by a magical at-
  tack, the originator of the effect must roll
  higher than an 18 on a d20.
  Infallible Tracker: A Denebian slime devil
  cannot lose a trail and cannot fail on any
  tracking check, always able to locate what-
  ever it seeks, even across the multiple
  planes. However, it is subject to its own
  movement limitations, so it can be outrun.
  Amorphous: Having no discernible anatomy
  and a mostly permeable body, a Denebian
  slime devil is immune to all petrifaction and
  polymorph effects. In addition, it can seep
  through any porous surface, excluding
  metal, glazed pottery, or well-fitted masonry
  at a movement of 1 foot.
  Rejuvenate: Each Denebian slime devil has a
  different series of circumstances that will
  cause its actual death. If a Denebian slime
  devil is reduced to zero hit points, or other-
  wise suffers an effect that would normally kill
  it, it is instead rendered unconscious for a
  number of rounds equal to the damage
  dealt, or the level of whatever effect caused
  its “death”. Castle Keeper’s are encouraged
  to develop bizarre and unusual events,
  heightened for maximum entertainment.
  Some examples of methods to kill a Dene-
  bian slime devil follow:
  a) Convincing the Denebian slime devil that
  its mother loves it.
  b) Calling it a cute, lovable little devil, and
  smothering it with kisses.
  c) Sealing it into a specially constructed
  tower (by means of a passwall spell) along
  with its victim (by means of the spell phan-
  tasmal force).
  15. Denebian slime devil from The Strategic
  Review Volume II, No 2, Copyright 1976, TSR,
  Inc, based on original work by Gary Gygax.
  Author: Robert Doyel.
  Castles and Crusades
  Creature Feature
  
  21
  EIGHT-HEADED CREEPER
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 8 (d10)
  MOVE: 20 ft, fly 40 ft
  AC: 17
  ATTACKS: 8 Bites (1d4), 2 Claws (1d6)
  SPECIAL: Change Self, Invisibility, Darkvision 60 ft, Pick
  Pockets
  SAVES: P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Magical Beast
  TREASURE: 4
  XP: 757+8/hp
  The eight-headed creeper is a sneaky mon-
  ster that preys on adventurers and other
  people with lots of money. It favors gold
  coins, and steals them every chance it gets,
  using its ability to change its appearance
  and turn invisible.
  The creeper has eight heads on 5-foot-long
  necks. On each head it has three eyes. It has
  two legs ending in fierce talons, and two
  arms with long-fingered hands. Its wings are
  bat-like.
  Combat: The creeper only fights when fright-
  ened or trapped. As soon as possible, it will
  become invisible and escape the fighting. It
  picks pockets as a 10th level rogue.
  Castles and Crusades
  Creature Feature
  
  22
  ELEMENTAL UNDEAD :
  Elemental undead are the spirits of de-
  ceased cultists granted (or more probably
  cursed with) unlife by the hideous elder ele-
  mental gods they worshipped in life. They
  normally wander in pain in the elemental
  realms of their blasphemous deities, but are
  sometimes summoned by mad wizards on
  the Prime Material Plane. There exist variants
  of the summon lesser monsters spell to sum-
  mon each sort of elemental undead. These
  spells are generally known to the cultists of
  elder elemental demons. Elemental undead
  summoned by a spell obey the caster as
  long as they aren't close to others of their
  opposite element. When elemental undead
  of a certain element encounter elemental
  undead of the opposite element, the two
  creatures cease to do anything other than
  to attack each other. Control by the caster
  who summoned them is immediately can-
  celled by such an encounter.
  All elemental undead are immune to back-
  stab and critical hits, as well as poison, mind-
  affecting effects, sleep, paralysis, disease,
  and death-magic. They are likewise immune
  to their element (for example, flame wraiths
  are immune to fire-based spells and at-
  tacks), but suffer a -2 penalty to their saving
  throws against the opposite element (hence
  flame wraiths suffer a -2 to their saves
  against all water-based spells and attacks).
  However, elemental undead also have their
  weaknesses; they are particularly vulnerable
  to sunlight. They can only be summoned at
  night (or deep in caverns below the surface
  if during the day), and they cannot stand
  sunlight: if exposed to sunlight they suffer a -2
  penalty to their attack rolls, and furthermore
  suffer 1d8 hp damage per round (1d4 if
  shadows, clothing, etc.). Nonetheless, ele-
  mental undead cannot really be slain when
  on the material plane. If they are brought to
  0 hp they will rapidly dissolve into disgusting
  remains of the element they were made of,
  while their spirits will be sent back to where
  they came from in the first place, to reform
  anew.
  Elemental Door: All elemental undead can
  twice per day use a variant of the dimension
  door spell. They can enter some amount of
  their element at one point, and emerge
  from another amount of that element within
  range (400 feet), whether the two connect
  or not. The amount of said element must be
  at least the same size as the elemental un-
  dead. For cave ghouls the element must be
  natural stone; for fathom phantoms this must
  be a river, pool of water, etc.; for flame
  wraiths this must be large fires; for frost vam-
  pires this must be ice or deep snow; and for
  wind spectres this is any place where air is
  not stale.
  Retrieving: Elemental undead are often sent
  on errands, either to get things and info, or
  perform simple tasks (usually of a nefarious
  nature). As such, they get a +6 to all Search
  or Spy related checks, and when in their ele-
  ment (underground for cave ghouls, under-
  water for fathom phantoms, fires for flame
  wraiths, sky for wind spectres, and glaciers or
  arctic regions for frost vampires) they have a
  detection ability equivalent to a continuous
  locate object or creature spell.
  Castles and Crusades
  Creature Feature
  
  23
  ELEMENTAL UNDEAD
  Cave Ghoul
  NO. ENCOUNTERED: 1-8,2-24
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 30 ft.
  AC: 14
  ATTACKS: 2 Claw (1d3), Bite (1d6)
  SPECIAL: Paralysis, Darkvision, Elemental Door, Re-
  trieving
  SAVES: P
  INT: None
  ALIGNMENT: Chaotic Neutral
  TYPE: Undead
  TREASURE: 8
  XP: 30+2
  Cave ghouls resemble normal ghouls but
  with hoofed feet and goat-like hairy legs.
  They have a dark grey leathery skin and
  smell of mold and rotting matter. Cave
  ghouls usually remain deep underground in
  cavern and tunnel networks, but sometimes
  find their way into cemeteries, burrowing
  tunnels under the tombs in order to get to
  the corpses and devour them.
  Combat: Cave ghoul attack in melee, with
  claws and bite.
  Castles and Crusades
  Creature Feature
  
  24
  ELEMENTAL UNDEAD
  Fathom Phantoms
  NO. ENCOUNTERED: 1-10
  SIZE: Medium
  HD: 3 (d12)
  MOVE: 20 ft., 60 ft. (swim)
  AC: 15
  ATTACKS: 2 Talons (1d4 / 1d4) + Bite (1d4 + Str drain)
  SPECIAL: Darkvision 60 ft., Light vulnerability, Undead
  & Elemental Immunities, Elemental Door, Retrieving.
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Humanoid
  TREASURE: 1
  XP: 15+9
  Fathom phantoms resemble the bloated
  corpses of humanoids with fish-like features.
  They have grey scales of various blue and
  violet shades with pale underbellies. Fathom
  phantoms usually remain deep beneath the
  waves in strange realms of lightless silence,
  but on occasions have found their way, at
  night, to small coastal towns and villages for
  nefarious purposes. When it happens it's
  probably to either get back things that be-
  longed to the sea or to some ocean de-
  mon's cultists, or enact some vengeance...
  or both. Sea-witches are believed to use
  them a lot; however, it is said that sorcerers
  who deal with these ghastly things for too
  long begin to resemble them physically and
  become detached from the rest of human-
  ity.
  Combat: Fathom phantoms attack with both
  talons for 1d4 dmg each, plus bite for 1d4
  dmg plus draining of 1d3 pts of Charisma.
  For each point of charisma lost, the victim
  transforms more and more into one of these
  odious monsters. The change is permanent
  until cancelled with a remove curse, restora-
  tion, or wish spell. When reaching zero cha-
  risma points, the victim is irrevocably trans-
  formed into a fathom phantom, and only a
  wish spell could bring him back to his original
  self.
  Castles and Crusades
  Creature Feature
  
  25
  ELEMENTAL UNDEAD
  Flame Wraiths
  NO. ENCOUNTERED: 1-10
  SIZE: Small
  HD: 3 (d12)
  MOVE: Fly 30 ft. (perfect)
  AC: 17
  ATTACKS: Flame attack (1d8 + Con drain)
  SPECIAL: Darkvision 60 ft., Light vulnerability, Undead
  & Elemental Immunities, Elemental Door, Retrieving.
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Elemental Undead
  TREASURE: none
  XP: 50 + 5/hp
  Flame wraiths resemble a ball of flame in the
  form of a malevolent face distorted by an-
  guish and hatred. They burn with greenish
  supernatural fire, and have two searing hot
  white eyes full of anger. Flame wraiths have
  been witnessed near volcanoes, or during
  large disastrous forest or city fires. They are
  extremely aggressive and will try to set fire to
  anything they can, and attack sentient be-
  ings.
  Combat: Flame wraiths attack with a long
  (up to 6 feet) and lashing flame doing 1d10
  of fire damage and draining 1d3 constitution
  points. The draining is permanent until can-
  celled with a remove curse, restoration, or
  wish spell. When reaching zero constitution
  point, there only remain ashes as if the victim
  died from spontaneous combustion. As such,
  a raise dead spell won't bring her back to
  life, only a wish could. However, unless the
  victim was of good alignment, her spirit may
  well become a flame wraith, whose dis-
  torted face will remind of her original self.
  Castles and Crusades
  Creature Feature
  
  26
  ELEMENTAL UNDEAD
  Frost Vampire
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 8 (d12)
  MOVE: 30 ft., 40 ft. (fly)
  AC: 20
  ATTACKS: Slam (1d6)
  SPECIAL: Strength Drain, Children of the Night, Cold
  Touch, Dominate, Create Spawn, Energy Drain, Alter-
  nate Form, Gaseous Form, Entourage, Electrical Resis-
  tance (half), Spider Climb, Turn Resistance, Retrieving,
  Elemental Door
  SAVES: M, P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Elemental Undead
  TREASURE: 8
  XP: 1885+8
  Frost vampires resemble vampires with long
  icicles hanging from their extremities.
  Combat: Frost vampire have a cold touch
  attack that freezes their victim causing a
  strength drain.
  Castles and Crusades
  Creature Feature
  
  27
  ELEMENTAL UNDEAD
  Wind Spectre
  NO. ENCOUNTERED: 1-6
  SIZE: Medium
  HD: 7 (d12)
  MOVE: 30 ft.
  AC: 15
  ATTACKS: Incorporeal Touch (1d8)
  SPECIAL: Energy Drain, Create Spawn, Darkvision 60
  ft., Incorporeal, Sunlight Powerlessness, Unnatural
  Aura, Elemental door, Retrieving
  SAVES: M
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Elemental Undead
  TREASURE: 7
  XP: 600 + 7
  Wind spectres resemble dark whirlwinds with
  two burning malevolent red yes near the
  top. They make a continuous moaning
  sound like wind on a desolate mountain.
  Combat: Wind spectres grapple their victims
  and snuff their breath out.
  Castles and Crusades
  Creature Feature
  
  28
  FELL BEAST
  NO. ENCOUNTERED: 1-8
  SIZE: Large
  HD: 4 (d10)
  MOVE: 50 ft., 100 ft. (fly)
  AC: 14
  ATTACKS: Horn (1d12)
  SPECIAL: Darkvision 60 ft., Twilight Vision
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Magical Beast
  TREASURE: 3
  XP: 60+4
  Often mistaken for a winged horse or even a
  unicorn at a distance, this nightmarish crea-
  ture is the death of many who wander into
  ancient, primeval forests and jungles. They
  almost look like large, pale, emaciated
  horses, except for the leathery, clawed
  wings in place of forelegs and the long,
  twisted horn (dark at the base, fading to
  blood red at the tip) sprouting from its fore-
  head. They attack nearly anything on sight
  and cannot be tamed except by the most
  evil and powerful of beings (who may use
  them as mounts).
  Castles and Crusades
  Creature Feature
  
  29
  FELL SHADOW
  NO. ENCOUNTERED: 1-4
  SIZE: Medium (as in life)
  HD: 6d8
  MOVE: 30 ft.;/60 ft. (fly)
  AC: 18 (20 in darkness)
  ATTACKS: 2 Incorporeal Touch (1d4)
  SPECIAL: Create Spawn, Incorporeal, Strength Dam-
  age and Constitution Damage, Blend, Darkvison 60ft.;
  Sunlight vulnerabilty
  SAVES:M
  INT: High
  ALIGNMENT: Lawful Evil
  TYPE: Undead
  Treasure: 6
  XP:
  The fell shadow is a form of undead similar to the
  shadow (see Castles & Crusades Monsters &
  Treasure guide). Unlike its more common kin, the
  fell shadow is more attuned to the Negative Ma-
  terial Plane and subsequently draws greater
  strength from it. This dread creature, like most un-
  dead, seeks out the living when possible to feed
  on their life energy.
  More intelligent than shadows, they occasionally
  (30%) have 1-10 shadows as servants and lack-
  eys for they are easily able to dominate their
  weaker cousins. They inhabit graveyards, mauso-
  leums, and sometimes battlefields; wherever vio-
  lent death is present.
  The fell shadow appears as a black silhouette
  like the shadow, but is the height and outline of
  their living form, be it human or elf or even hu-
  manoid. A feral, red glow emanates from their
  eyes as they prepare to feed upon their chosen
  prey.
  Combat: As incorporeal creatures, fell shadows
  require +1 or better weapon to hit. As with shad-
  ows, they may walk through walls, crawl up
  through floors, and attack from shadows. Further-
  more, fell shadows gain a +2 AC bonus in dark-
  ness as well as resistance to all damage save
  magical weapons and spells due to their shad-
  owy substance and ability to fade into surround-
  ing darkness.
  Strength/Constitution Drain: Like the shadow, it
  moves quickly to strike its victims with raking
  claws, but as well as 1d4+1 hit points of damage
  and 1 point strength drain the victim must make
  a constitution save or lose 1d3 constitution
  points as temporary attribute damage. This sav-
  ing throw must be repeated each time a victim
  is hit, and the save reduces in efficacy with each
  reduction (for every point of constitution dam-
  age inflicted the saving throw is increased in diffi-
  culty by the same number).
  Create Spawn: When a victim is reduced to 0
  strength points, 0 hit points, or 0 constitution
  points, the victim is dead and will rise in 1-3 nights
  as a lesser fell shadow in the thrall of the fell
  shadow that slew him or her; if the fell shadow in
  question still exists. If not, the new fell shadow will
  be independent and at full strength.
  Blend: As shadow creatures, a shadow is virtually
  undetectable in darkness. It is considered invisi-
  ble under these conditions and can attack with-
  out spoiling concealment.
  Castles and Crusades
  Creature Feature
  
  30
  FLESH HOUND
  NO. ENCOUNTERED: 1-6
  SIZE: Small
  HD: 1 (d12)
  MOVE: 50 ft.
  AC: 13
  ATTACKS: Bite (1d4), Tail Bite (1d4)
  SPECIAL: Tail Attack, Undead
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 1
  XP: 9+1
  Created to serve as guardians, flesh hounds
  are disturbing creatures; skinless and reani-
  mated hounds, the heads of which have
  been removed and replaced by those of
  humanoids, the tail of which has been re-
  placed with a sinuous, jaw-tipped orifice.
  The cunning exhibited by these necromantic
  guardians is rightly feared, and their
  wretched howl is said to be terrible.
  Combat: Flesh hounds run down their victim's
  with animal-like cunning, biting with their
  mouth and tail, rending flesh.
  Tail Attack: Because their tail is tipped with a
  vicious maw, flesh hounds can attack oppo-
  nents in front and behind them simultane-
  ously with no penalty.
  Castles and Crusades
  Creature Feature
  
  31
  FLOATING SKULL
  NO ENCOUNTERED: 1-4
  SIZE: Small
  HD: 2 (d12)
  MOVE: 30 ft
  AC: 13
  ATTACKS: Bite (1d4), Head Butt (1d4)
  SPECIAL: Spell-Like Abilities, Floating, Wail.
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral
  TYPE: Undead (Common)
  TREASURE: 2
  XP: 25+2
  As their name implies, floating skulls resem-
  ble…floating skulls! They shine with a sickly
  soft glow, and unlike their undead counter-
  part, the full skeleton, they are not devoid of
  intellect. Floating skulls are usually raised
  from the corpses of victims of beheading.
  Spell-Like Abilities: Levitate Mage Hand, Un-
  seen Servant, and Spiritual Weapon, all at
  will.
  Floating: A floating skull does not move itself
  along the ground, but rather, floats through
  the air. The floating skull may float both hori-
  zontally or vertically at its listed movement.
  Wail: 1/day, a floating skull may emit a
  blood curdling wail that paralyzes all within
  30’ with fear for 2d6 rounds (save vs. fear ne-
  gates).
  Castles and Crusades
  Creature Feature
  
  32
  GARCULOUS
  No. Encountered: Solitary or in mated pairs
  Size: Large
  HD: 5 (d10)
  Move: 15' above sand, 30' below
  AC: 19
  Attacks: Six tentacles, 1d6 damage each
  Special: None
  Saves: Physical
  Int: Low
  Alignment: Chaotic Neutral
  Type: Large Animal
  Treasure: Nil
  XP: 205+5
  A Garculous is a stange animal of the deep
  and sandy deserts. The Garculous is also re-
  ferred to as the "sand squid," for that is ex-
  actly what it looks like - a giant, opaque
  (with slight purplish hue) squid that live in
  and under the sands of deserts. Garculouses
  live solitary lives, only coming together 3
  times in their lives for a period of months to
  pair as mates. The brood produced is usually
  6-8 small ones, who go their solitary ways af-
  ter only 2 months. Adult Garculouses aver-
  age 20' in complete length, with average
  tentacle lengths between 7 and 10'. The
  Garculous devours small insects, reptiles and
  other sand creatures, but can feed on crea-
  tures up to 4' (Halflings and Gnomes be-
  ware!).
  Combat: The Garculous moves slowly above
  ground, and it's first instinct will be to dive
  and avoid confrontation. If it is paired in
  mating, however (mating occurs above in
  shallow sand pits), the male will attack all in-
  truders instantly. The Garculous is not subtle -
  it simply assaults with its tentacles, but it can
  dive and surprise from beneath the sands as
  well.
  Castles and Crusades
  Creature Feature
  
  33
  GHAMORINS
  No. Encountered: Tribes, usually 35-45; War
  *Parties consist of 5-7
  Size: Medium
  HD: 2 (d10)
  Move: 30 ft.
  AC: 15
  Attacks: Weapon
  Special: Engulfing Stench
  Saves: Physical
  Int: Low
  Alignment: Lawful Evil, some Chaotic Evil
  Type: Humanoid
  Treasure: 2
  XP: 40+2
  Ghamorins resemble the horrific mix of hu-
  man and swine - swarthy human-like bodies
  with heads and faces that bulge with swine-
  like features, including a dominant pig nose.
  Ghamorins detest and resent all humankind,
  from which their tribal legends say they de-
  scended from - cast into their grotesqueness
  for the sins of man. The veracity of this my-
  thology is unknown.
  Ghamorin tribes are most often found in bor-
  der lands between human settlements and
  wilderness. Ghamorins sometimes make
  packs with Orcs or other humanoids, but are
  very quick to turn on the others as Gham-
  orins are extremely opportunistic. The tribe is
  usually organized around a "warthog," the
  strongest male leader, who attains this posi-
  tion through challenge and combat. Female
  Ghamorins are rarely seen, as the male-
  caste dominates, and females are treated
  as mere breaders. Polygamy is the norm in
  these tribes, with the number of females indi-
  cating status within the tribe. Ghamorins
  dress lightly, usually sporting very thin fur pelts
  - their tough skin is their principle armor.
  Combat: Ghamorin war parties, led by a
  stong male "forthag," brandish spears and
  clubs - Ghamorins have not skills in metal-
  working. Recently, as Ghamorins have
  fought and interacted with humans, they
  have begun adapting wooden shields as
  well.
  Engulfing Stench: Ghamorins do not smell
  good to begin with, both from natural body
  odor and from rather disgusting eating hab-
  its (in this respect their pig-like nature is very
  much in the fore). However, Ghamorins have
  genetically developed glands that serve as
  defensive qualities as well. When cornered,
  alone, or loosing in combat, a Ghamorin
  can concentrate (with a pained expression)
  and expend both from oraface and from
  sweat glands a truly horrifying stench. The
  noxious cloud of stench will quickly expand
  to a perimeter of 10' from the Ghamorin,
  and will cause opponents within the circle to
  gag and become sick. Creatures affected
  will lose all actions for the turn and sustain
  1d4-1 damage (effects on lungs, eyes and
  nose). A Con save against will halve the
  damage and allow for regular action in the
  turn.
  Castles and Crusades
  Creature Feature
  
  34
  GHULINGA
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 10 (d8)
  MOVE: 30 ft.
  AC: 18
  ATTACKS: 2 Claws 1d3, Bite 1d4, or by Weapon
  SPECIAL: Darkvision 60 ft., Spell-Like Abilities. Sunlight
  Vulnerability
  SAVES: MP
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Humanoid
  TREASURE: 10
  XP: 1,200+10
  Among holy men it is said that there is a race
  of creatures that are terrible and malign that
  haunts the wild and dark places of the
  world, assumes any shape at will, and whose
  strength waxes as the day wanes. Malicious
  creatures, ghulingas enjoy inspiring great
  fear among their victims. A ghulinga will of-
  ten pass up an opportunity for a quick kill in
  order to prolong their victim’s agony.
  Ghulingas are practiced warriors and have
  the following spell-like abilities at will: change
  self, darkness, fear, major image, nightmare,
  suggestion (all at the 10th level of casting
  ability).
  Some ghulinga appear hideously ugly, but
  others, especially the female spirits, can
  tempt humans with their beauty. Ghulingas
  are tall and lithe, with obsidian skin. They
  have red hair with the texture of thorns. A
  mouth that stretches from ear to ear filled
  with teeth pointed like spears. A ghulinga’s
  fingers resemble the talons of a bird of prey.
  They use these talons and teeth to feast on
  the flesh of their victims. Ghulinga are canni-
  bals, but do not seem to prey on humanity
  through necessity. Their appetite is nearly in-
  satiable. As if that was not terrifying enough,
  Ghulingas are voyeuristic and known to be
  lustfully attracted towards human victims.
  The ghulinga are creatures of the night, and
  can be driven away by sunlight and magical
  light. Ghulingas fear light because their
  speed and strength can be drastically re-
  duced when subjecting them to daylight,
  making them easier to destroy. Ghulingas
  are vulnerable to fire. Decapitation is also
  another effective way to destroy a ghulinga.
  Castles and Crusades
  Creature Feature
  
  35
  GREY MATTER
  NO. ENCOUNTERED: 1-3
  SIZE: Small
  HD: 5 (d10)
  MOVE: 10 ft.
  AC: 14
  ATTACKS: 4 Tendril (1d4 Acid, +Attach)
  SPECIAL: Attach, Psionics, Telepathy
  SAVES: M
  INT: Genius
  ALIGNMENT: Neutral
  TYPE: Ooze
  TREASURE: 5
  XP: 2750+10
  In its true form, a grey matter is a wrinkled, amor-
  phous blob of amniotic fluid coupled in a sheet
  of myelin, somewhat resembling a human brain.
  Four vascular tubes that continually drip blood
  hang from the sides of a grey matter, trailing a
  reminder of its passage. The creature possesses
  no sensory organs and no communicatory fea-
  tures, but that underlies its true nastiness; for a
  grey matter is a supreme tactician and a
  deadly, cunning opponent. Few victims ever see
  a grey matter for what it is and those that do
  rarely see anything else.
  Combat: Grey matter are psychically aware
  creatures, combining efficient hunting with an
  unearthly intelligence to feed. Lashing out with
  its bleeding appendages, a grey matter focuses
  its hunger on the least physically-able victim it
  detects attempting to destroy quickly, consume
  the brain, and then strike again, resuming a nor-
  mal shape to avoid detection.
  Attach: When a grey matter strikes with a tendril,
  the victim must make a successful save vs. pa-
  ralysis to avoid having the tendril latch hold, in-
  flicting 1d2 points of automatic acid damage
  until the tendril, the grey matter, or the victim is
  dead. If a grey matter strikes the same victim
  with all four of its tendrils, and the victim fails to
  save against each, the grey matter immediately
  pulls itself to the victim. It then activates its alter
  size to shrink itself and destroys the victim’s brain,
  causing immediate and irrevocable death. The
  grey matter then liquefies and seeps through the
  orifices of the victim’s skull, it then prepares for
  another attack; immediately polymorphing into
  something innocuous. A tendril has an AC of 19,
  and has 2d12 hit points; damage to a tendril
  does not affect a grey matter in any way, save
  for reducing its number of attacks when a tendril
  is destroyed.
  Psionics: Capable at will, as a spell caster of 10th
  level— ghost sound, mage hand, message, alter
  size, levitate, magic mouth, suggestion, dimen-
  sion door, hallucinatory terrain, polymorph
  (objects only), feeblemind, and phase door.
  Telepathy: A Grey Matter can communicate
  with any creature, regardless of language, pro-
  vided the creature has an intelligence of 3 or
  more.
  Castles and Crusades
  Creature Feature
  
  36
  GRIM MANTLE
  NO. ENCOUNTERED: 1 (Unique)
  SIZE: Medium
  HD: 8 (d8)
  MOVE: 40 ft.
  AC: 20
  ATTACKS: 2 Slams (1d6)
  SPECIAL: Twilight Vision, Regeneration 4, Spell-Like
  Abilities, SR 10
  SAVES: M, P
  INT: High
  ALIGNMENT: Chaotic Evil
  TYPE: Fey
  TREASURE: 8
  XP: 950+8
  Grim Mantle stalks the lonely places of the
  world; a solitary figure. Grim Mantle is a be-
  ing of unknowable origin, of unspeakable
  horror. Tall, gaunt, sinuous limbs and fingers
  that are unnaturally long; seemingly pos-
  sessed of far too many joints. Grim Mantle
  earned its name from its cloak, a ghoulish
  patchwork of stolen faces; faces sewn to-
  gether with fresh sinews. Faces stolen from all
  manner of sentients; faces that still twist, gib-
  ber, and mouth silent screams. That Grim
  Mantle's face is a gaunt, smooth, and bereft
  of any features may explain its strange need
  to mystically flay the faces of others. Grim
  Mantle stalks its prey following some strange,
  unfathomable pattern, not resting until it has
  acquired its new cloak patch, or has been
  banished in the process. Grim Mantle's
  movements are akin to the motions of a per-
  verse marionette, it is utterly silent and few
  hear its approach until it is much too late.
  Fewer still have escaped its relentless hunt; its
  quest to obtain thirteen new faces for its
  cloak each year! While Grim Mantle has
  been defeated and banished in the past,
  such victories are partially hollow, for Grim
  Mantle always reappears after a year and a
  day in some remote location ready to re-
  fresh its garb.
  Combat: Grim Mantle prefers victims that do
  not fight back, taking pains to isolate victims
  and attacking when they are at their weak-
  est or most unsuspecting; even slaying poor
  souls in their sleep. It pulverizes and crushes
  opponents, always taking care to leave the
  face undamaged; ripping it free as the
  death rattle issues in their throat.
  Spell-Like Abilities: Charm Person ,sleep, spi-
  der climb. These abilities are useable once
  per day, at the 8th level of ability.
  Castles and Crusades
  Creature Feature
  
  37
  HOUNDS OF CHRONOS
  NO.ENCOUNTERED: 1-6
  SIZE: Small
  HD: 3 (d8)
  MOVE: 50 ft.
  AC: 13
  ATTACKS: Bite (1d8)
  SPECIAL: Twilight Vision, Track, Temporal Jump, Tem-
  poral Heal
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Magical Beast
  TREASURE: 1
  XP: 50+3
  Hounds of Chronos, also known as temporal
  dogs, are canine creatures from the Plane of
  Time. They posses the innate ability to ma-
  nipulate time in a limited manner. Temporal
  dogs hunt in packs that usually consist of 4 to
  6 hounds. A hound of Chronos will always
  know where, temporally, the other members
  of his pack are.
  Temporal Jump: Hounds of Chronos posses
  the ability to move forward in time. Twice
  per day, a hound of Chronos may “jump”
  forward in time. This allows the hound to dis-
  appear from the present and reappear 1d6
  rounds later. The hounds use this ability in
  conjunction with surprise to get the drop on
  their prey. As they re-materialize 1d6 rounds
  into the future, the temporal dog’s prey
  should roll a wisdom check to determine if
  they are surprised or not by the hounds ap-
  pearance (see page 114 of the Castles and
  Crusades Players Handbook for rules on sur-
  prise).
  Temporal Heal: Once per day, a hound of
  Chronos may “travel back” in time 1d6
  rounds to a time when it was healthier. It
  then instantly travels back to the “present”
  with the same amount of HP it had at that
  specific time in the past. This will require the
  Castle Keeper to keep track of both the HP
  loss, and the rounds in which they were lost.
  Castles and Crusades
  Creature Feature
  
  38
  HULGROTHS
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 3 (d8)
  MOVE: 30 ft.
  AC: 12
  ATTACKS: 2 Claws (1d4 + poison)
  SPECIAL: Poison, Poison Immunity, Operate in the
  Dark, Hide, Move Silently, Backstab.
  SAVES: P
  INT: Low to Average
  ALIGNMENT: Neutral Evil
  TYPE: Humanoid
  TREASURE: 2
  XP: 80 + 5/hp
  These horrid predators resemble large gro-
  tesque apes topped with a goatish head, a
  bare grey skin, and hands that have talons
  instead of fingers. Hulgroths are primarily
  found in remote tropical mountains. How-
  ever, they regularly go down to the sur-
  rounding lands in order to hunt all other hu-
  manoids they may find. They almost always
  attack at night, for they have highly devel-
  oped senses of smell and hearing that allows
  them to hunt and operate in total darkness.
  Furthermore, hulgroths are even more dan-
  gerous for they Hide, Move Silently, and
  Backstab as 6th level thieves, and their tal-
  ons drip of a paralyzing poison (Constitution
  save or unable to move for 1d6 rounds).
  When they have paralyzed a victim, they
  can kill it in 1d4 rounds by plunging their tal-
  ons through the victim's chest and then rip-
  ping out the heart (which they then eat).
  Hulgroths are, of course, immune to their
  own poison, but also get a +4 bonus to their
  saving throws against all other poisons.
  Hulgroths lair in deep caverns in their moun-
  tains, often located near abandoned tem-
  ples of some long forgotten demons. As
  such, some sages believe that in a distant
  past, hulgroths may have been human evil
  cultists that eventually turned into such odi-
  ous creatures as a result of their dabbling
  with blasphemous entities. In any case, even
  if hulgroths are cunning and evil, they don't
  seem to have any culture and religion, act-
  ing more like vicious animal predators with a
  superior intelligence. They have no real soci-
  ety of their own, being organized in loose
  tribes where the strongest rules (+1d4 HD
  and levels of Hide, Move Silently, and Back-
  stab). What few treasure they may have,
  were found on their victims and keep for no
  particular reason, except maybe, as hunting
  trophies. Yet, the more intelligent hulgroths
  who, per chance, found some magical
  items may well have guessed their usefulness
  and will use them to help in their hunts if they
  can.
  Castles and Crusades
  Creature Feature
  
  39
  INSHARIVS
  No. Encounterd: 3-5 in a flight
  Size: Small
  HD: 1 (d6)
  Move: 15 ft., 45 ft. fly
  AC: 18
  Attacks: Bite (1d4), 2 Talons (1d4-1 ea.)
  Special: Immunity to Magic, Blend in Sky
  Saves: Physical
  Int: Average
  Alignment: Chaotic Neutral
  Type: Magical Beast
  Treasure: Assorted Gems, equivilancy 4
  XP: 23+1
  Insharivs are small magical bird-like crea-
  tures, although their heads resemble that of
  a reptile and their feathers are course and
  hard. Insharivs are scavengers of meat, but
  their taste (owing to their magical nature)
  seeks out flesh that has been "touched" by
  magic. Any creature which has been af-
  fected by magic can draw nearby Insharivs,
  whether the creature is dead or alive. Thus,
  these creatures are often drawn to sites of
  battles nearby where magic has been used.
  Combat: The flight of Insharivs will seek to
  feed on magically-touched flesh at any op-
  portunity, only attacking non-magically-
  touched if defending their nests. The flight,
  with remarkable coordination, will dive and
  attack with bite and talons. They will also use
  their special ability to blend in sky to confuse
  and defend while attacking.
  Special: Insharivs are particular pests be-
  cause they themselves are completely im-
  mune to ALL magic. For whatever reason,
  their species exists outside of all magical
  fields or effects, and so a lot of useless spells
  can be wasted by a party before this par-
  ticularly frustrating fact is discovered.
  Blend in Sky: Insharivs can take a turn and
  forfit its attack to "blend into the sky." At this
  moment they become invisible accept to a
  very high roll to spot (14 CL). The Inshariv be-
  comes visible again as soon as it attacks
  next, but its direction and move- ment will
  be hidden giving it initiative and surprise af-
  ter each blending in the sky.
  Castles and Crusades
  Creature Feature
  
  40
  JUGGERNAUT
  NO. ENCOUNTERED
  SIZE: Medium
  HD: 16 (d12)
  MOVE: 30 ft.
  AC: 22
  ATTACKS: 4 Slam (1d6) or by Weapon (4 attacks)
  SPECIAL: Damage Resistance, Deadly Strike, Rage,
  Spell Resistance, Turning Immunity, Final Spite, SR 13
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Construct
  TREASURE: 16
  XP: 9000+16
  These undead are created by torturing a live hu-
  manoid to death by slicing its ligaments and
  muscles and riveting hot plates of steels onto its
  body. The extreme pain and torture is accompa-
  nied by dark magic and alchemy; the resulting
  monster has been modified to have four arms,
  minimal intelligence, and an intense hatred for
  all life. They are employed as guards and shock
  troops by powerful necromancers and evil priests
  Combat: The juggernaut is a vessel of pure de-
  struction; its creators usually arm it with one
  weapon for each of its hands. They favor cleav-
  ing weapons such as axes or crushing weapons
  such as hammers or maces. They use their rage
  ability whenever possible, swinging their weap-
  ons with all four arms in a blinding flurry of death.
  Damage Resistance: A juggernaut’s scarred skin
  and metal plates make it more resistant to dam-
  age, they ignore 3 point of damage from all at-
  tacks.
  Deadly Strike: The blows of a juggernaut are par-
  ticularly devastating; they receive a +6 damage
  bonus to all melee attacks.
  Rage: A juggernaut can enter a destructive
  rage, granting a +2 to all to hit and damage
  modifiers. While in rage the juggernaut receives
  a -2 AC penalty, the rage lasts for 5 rounds. The
  juggernaut can use this ability 3/day.
  Spell Resistance: The large amount of magic re-
  quired to create a juggernaut lingers within their
  forms, making them especially resistant to magic
  and granting a spell resistance of 13.
  Turning Immunity: Juggernauts are created by
  arcane and divine magic; their arcane origin
  makes them immune to turning by clerics.
  Final Spite: When a juggernaut reaches 0 HP it
  explodes in a rage of dark miasma and car-
  nage. All creatures within 60 ft. of the juggernaut
  when this happens suffer 5d6 ponis of damage.
  A successful dexterity save reduces this damage
  in half.
  Castles and Crusades
  Creature Feature
  
  41
  KANGALOPE
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 3 (d10)
  MOVE: 60 ft.
  AC: 13
  ATTACKS: Headbutt (1d6)
  SPECIAL: None
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Beast
  TREASURE: 1
  XP: 20+3
  Kangalopes are popular beasts of burden in
  mountainous regions. Kangalopes look like
  large kangaroos with the head, hair, and
  mindset of mountain goats. Their splayed,
  clawed digits give them the ability to climb
  almost as well as a humanoid; even when
  being ridden! Sometimes called “Lopers” for
  their shambling gait, Kangalopes' sweet milk
  and ease of domestication make them es-
  pecially popular. Some few specimens can
  be trained as Warlopers (3 HD, headbutt)
  Castles and Crusades
  Creature Feature
  
  42
  KNOPT-EKH
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 16 (d8)
  MOVE: 30 ft., 30 ft. (swim)
  AC: 18
  ATTACKS: 2 Claws (2d8), or Bite (1d10), or Horns (2d6)
  SPECIAL: Darkvision 60 ft., Immunity to Cold, Spells
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Aberration
  TREASURE: 10 (in lair)
  XP: 7000 + 5/hp
  The Knopt-Ekh, as they are called by Neander-
  thal tribes of the Great North, are legendary
  monsters of the arctic wastes. These abomina-
  tions from a distant past vaguely resemble a
  crossbreed of a huge polar bear and a buffalo.
  Their massive bodies, weighing a ton and cov-
  ered in thick white fur, is of man height when on
  four legs; but these monsters will stand up on two
  legs in combat. They could shred a mammoth
  into pieces with their long sharp claws, but they
  are also used to gore creatures with their twisted
  horns. Yet, the Knopt-Ekh is not a mere animal,
  even if a monstrous one. The Knopt-Ekh is a
  predator with human-like intelligence with the
  ability to cast magic, as well as a servitor of the
  Frozen God. As such, some magical rituals per-
  formed by the degenerated cultists of the Frozen
  God can summon one to their help.
  Fortunately, the Knopt-Ekh is almost extinct. A
  few rare individuals are found in remote icy
  caves, where they spend years at a time in hi-
  bernation. When they awake they usually go on
  a bloody rampage in order to satiate their terri-
  ble hunger, but also because they love it. These
  monsters, much like polar bears, will go out in the
  ocean to get their food if necessary, except that
  a Knopt-Ekh won't hesitate to hunt whales if he
  find some.
  In combat the Knopt-Ekh usually enters the fray
  in charging an opponent to gore him to death. If
  his attack succeeds, it then throws the victim
  3d10 feet away unless the latter succeeds a Dex-
  terity check (Challenge level = horn attack dam-
  age). A victim thrown away in this manner takes
  1d6 damage if landing on a hard surface, and
  must also succeed a Constitution check (same
  Challenge level) or remain dazzled for 1 round
  due to the shock. Then, the Knopt-Ekh will stand
  up on its two legs and attack the remaining op-
  ponents with its mighty claws. Otherwise this
  hideous monster can cast a few spells: ice storm
  (3/day), chill metal (3/day, by touch only, typi-
  cally while attacking with a claw - but cannot
  make two claws attacks that round), summon
  blizzard (1/day, as summon weather spell, but
  limited to blizzards). Note that Knopt-Ekhs are to-
  tally immune to cold (mundane and magical),
  but get a -2 to their saving throws against fire
  and suffer +1 of damage per die of fire attack.
  A competent weaponsmith could turn the claws
  of a Knopt-Ekh into efficient non-metal daggers.
  Then, a competent armorer could turn the fur of
  a Knopt-Ekh into a non-metal armor equivalent
  to a chainmail that can also protect from cold
  climate. However, since such work is delicate
  and difficult, and waste and failures are inevita-
  ble, only 1d4 daggers can be manufactured
  from all claws, and only 1d3 man-sized armors
  from the complete skin.
  Castles and Crusades
  Creature Feature
  
  43
  LINDORM SEA SERPENT
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 10 to 20 (d8)
  MOVE: 30 ft. (crawl), 90 ft. (swim)
  AC: 20
  ATTACKS: Bite (3d6 to 6d6)
  SPECIAL: Poison (3/day), Swallow Whole, Constrict
  Boats
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: 2 + 1/HD above the 10th
  XP: 2000 + 500/HD above the 10th + 5/hp
  The lindorm is a giant type of sea snake
  found in most oceans, but rarely, if ever, in
  smaller enclosed seas. Norsemen (who gave
  the creature its name) believe them to be
  the offshoot of Jormndgandr, a legendary
  colossal serpent said to reside deep under
  the sea and that is so long that it encircles
  the Earth. Whether this is true or not, the lin-
  dorm is a fearsome creature that has been
  known to attack sailors as well as land crea-
  tures on the seashore. These serpents, which
  some witnesses have mistaken for dragons,
  are of animal intelligence and are simply
  driven by a need for food. As such, lindorms
  attack only when they are hungry and no
  easy aquatic prey is immediately available.
  However, when they do, their sheer size
  makes them terrifying foes; especially as
  they don't hesitate to attack boats, crushing
  them into their coiled bodies, and then eat-
  ing the hopeless mariners that are thrown in
  the sea. Other lindorms have been known to
  come ashore and eat otters or even cattle
  that were too close to the sea.
  Combat: The lindorm is extremely dangerous
  due to its poisonous bite and ability to swal-
  low its prey whole. Whenever it attempts to
  bite or swallow, the attack deals 3d6 to 6d6
  of damage (10-12 HD = 3d6; 13-15 HD = 4d6;
  16-18 HD = 5d6; 19-20 HD = 6d6). If the lin-
  dorm attacks to feed itself, it will attempt to
  swallow whole (Dexterity check to escape).
  Once inside the monster's stomach, each
  round a victim must succeed a Strength
  check to do anything, all the while suffering
  1d10 of crushing damage + 1d6 of acid
  damage (this continuing as long as the lin-
  dorm is alive). Only when the lindorm must
  defend itself from attackers that it doesn't
  consider food at that moment, will the lin-
  dorm use its poisonous bite. This one is ex-
  tremely potent and deals instant death
  unless the victim succeeds a Constitution
  saving throw (in which case the victim none-
  theless still suffers 1d6 temporary Constitution
  loss, and will be wracked in physical pain for
  1d4 days). Fortunately, the lindorm's glands
  can only produce enough poison for three
  such bites every day.
  Castles and Crusades
  Creature Feature
  
  44
  Constrict Boats: Lindorms are sometimes big
  enough to attack small boats. It takes them
  1d4 rounds to coil around a boat, all the
  while trying swallowing preys if they have the
  opportunity.
  Then, they will
  crush the
  boat in 2d4
  minutes (or,
  alternately,
  doing 1d4 of
  structural
  damage per
  round), all the
  while attack-
  ing anything
  close to their
  head.
  The lindorm's
  flesh is edible
  although not
  tasty. With
  considerable
  work its scaly
  hide could be
  turned into a
  non-metallic
  scale mail ar-
  mor (costs
  and manu-
  facturing time
  at least dou-
  bled) for as
  much as 2d6
  man-sized ar-
  mors. Its
  venom could
  be stored in
  some con-
  tainer for later
  use, up to a
  maximum of 3
  "doses" (minus
  the ones used
  by the lindorm
  that day). One dose can be used to coat a
  weapon, enough for one poison attack (see
  above). However, the poison rapidly loses it
  potency: the poison saving throw Challenge
  level (originally
  equal to the lin-
  dorm's hit-dice)
  reduces by 1 pt
  for every week it
  is kept in a
  sealed con-
  tainer, or every
  hour once it is
  coated on a
  weapon. Inside
  a lindorm's body
  there is a slight
  chance that
  mineral and me-
  tallic items that
  belonged to for-
  mer victims may
  be found, usu-
  ally in poor
  shape. Some of
  it may be of real
  value, but this is
  rare. There is a
  story of some
  hero bent on
  finding his
  brother who had
  disappeared at
  sea. After a very
  long search, he
  finally encoun-
  tered a lindorm
  and managed
  to slay it. Inside
  the monster he
  found the magi-
  cal sword that
  belonged to his
  brother, as well
  as remains of his
  distinctive armor.
  Castles and Crusades
  Creature Feature
  
  45
  LONGHORN SERVITOR
  NO. ENCOUNTERED: 1 or 2-5
  SIZE: Large
  HD: 3 (d12)
  MOVE: 20 ft., 20 ft. (burrow)
  AC: 13
  ATTACK: 2 Claw (1 + Grab)
  SPECIAL: Grab, Fireball, Spell Resistance 9, Subject to
  Turning
  SAVES: P
  INT: None
  ALIGNMENT: Lawful Evil
  TYPE: Construct
  TREASURE: 3
  XP Value: 25 + 3
  Longhorn servitors are very tall humanoids whose
  bodies are topped with the skull of a long dead
  bull and are covered in a cloak that hides their
  skeletal bodies. In each of the sockets of their
  eyes a glowing, iridescent gem radiates an alter-
  nating pattern of red, white, and orange. Under
  the heavy cloak two claws extend outward, re-
  placing and acting as makeshift hands; though
  they lack the subtle opposability to hold weap-
  ons. In many ways a longhorn servitor is much
  like a golem, but they lack a great deal of the
  fearsome might those creatures possess. Indeed,
  longhorn servitors are far easier to produce,
  making them a favorite of the incompetent or
  those who wish to amass a large, mindless army.
  Longhorn servitors are very limited in their actions
  and must be controlled, or programmed, with
  few words. In general, the most a longhorn servi-
  tor can do is to protect a given area, or attempt
  to retrieve an item or a person; any orders which
  cannot be conveyed in a single word cannot be
  attempted by a longhorn servitor.
  Combat: Longhorn servitors prefer to ambush
  their prey, burst through the ground, and attack.
  They try to grab their target and return to their
  last location, or to their master, where they re-
  main; such victims die a grisly death, due to star-
  vation and dehydration. If a creature escapes a
  longhorn servitor, it will use its glowing eye to
  unleash a reign of fire, and then retrieve the vic-
  tim or its charred remains.
  Grab: Any creature that is struck by a longhorn
  servitor must make a save vs. paralysis or be ren-
  dered immobile, caught in the grasp of the
  beast. Should the longhorn servitor strike the
  same creature with both of its claws, the re-
  quired save has a difficulty of 7. Once a victim
  fails its save the longhorn servitor retreats from
  combat and keeps the afflicted victim immobile
  until it is removed by the creature’s master, or it,
  dies. A trapped victim can be freed by the de-
  struction of the longhorn servitor, or by a success-
  ful strength check against a difficulty of 14.
  Fireball: A longhorn servitor can release two fire-
  balls, each having a caster level of three. It is
  possible for the longhorn servitor to use both in
  the same round, but once used, it cannot be re-
  charged.
  Subject to Turning: The powers of the divine af-
  fect a longhorn servitor, being as it is composed,
  primarily, of animated bone. A longhorn servitor
  can be turned by a character or creature with
  the ability.
  Castles and Crusades
  Creature Feature
  
  46
  MARSH-MEN
  NO. ENCOUNTERED: 1-8
  SIZE: Medium
  HD: 5 (d10)
  MOVE: 20 ft.
  AC: 14
  ATTACKS: Slam (2d4)
  SPECIAL: Entangle
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal/Construct
  TREASURE: 5
  XP: 200 + 5/hp
  Marsh-men resemble human-
  oids that are made of clay that
  is tangled with vines and dead
  twigs. These sorcerous crea-
  tures are part animal and part
  construct in that their artificial body is ani-
  mated by a living snake imprisoned within it.
  Marsh-men are created through sorcery and
  then operate like zombies, following simple
  orders given to them by their creators. The
  spells used in the making of marsh-men were
  invented by serpentmen long ago, and
  eventually found their way into the spell-
  books of a few humanoid wizards. Nonethe-
  less, as the material necessary to their manu-
  facturing are usually found in swamps or wet
  jungles, they tend to remain rare. In some
  cases, using a rare version of the druid spell
  summon beasts or plants can let a caster
  summon these creatures, provided the
  caster is in a region where such monsters
  could be found. That spell could also be
  used to wrest a marsh-man from its creator's
  control, provided the caster wins an op-
  posed Charisma check against him. How-
  ever, when the spell ends, the creature re-
  turns under its creator's command.
  Entangle: Marsh-men are difficult to destroy,
  as blunt weapons only do half damage
  against them, while piercing and slashing
  weapons may find themselves entangled in
  their body. That is, whenever a character
  successfully strikes a marsh-man with a slash-
  ing or piercing weapon, he must make a
  Dexterity check or the weapon remains en-
  tangled in the monster. Thereafter, attempts
  to retrieve the weapon from the marsh-man
  require a Strength check and take one
  round. Note that marsh-men aren't affected
  by any weapon that may be entangled in
  their body, so will continue to attack while
  the character tries to get his weapon out of
  it. Nonetheless, marsh-men also have a
  weakness in that on a critical roll (natural 20),
  an attacker will directly strike at the snake
  animating it. As such, they will outright slay
  the marsh-man if they deal 8 or more points
  of damage at once.
  Castles and Crusades
  Creature Feature
  
  47
  MOUNTAIN DRAGON
  NO. ENCOUNTERED: 1, 2-4
  SIZE: Medium to Large
  HD: 7-12 (d12)
  MOVE: 40ft.
  AC: 17-21
  ATTACKS: 1 Tail (1d8+trip), 2 Claw (1d6), 1 Bite (1d10)
  SPECIAL: Poison, Fearful Presence, Trip
  SAVES: Physical
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Dragon
  TREASURE: 10
  XP: 270+7 to 1375+12
  Mountain dragons live in low-lying, temper-
  ate mountains and forests. They have
  brownish-green to gray skin and walk on all
  fours. They typically den in caves or burrows
  that they have dug themselves.
  Most mountain dragons encountered are
  similar in size to that of a large bull, but there
  are a few that have been found to be ex-
  ceptionally larger (about the size of a large
  draft horse).
  Combat: Mountain dragons tend to swipe
  with their front claws. If both claws hit, they
  will then bite. The bite causes 1d8 points of
  damage and they often pass a bacteria
  based poison. The victim of these bites must
  save or be paralyzed for 1d6+4 rounds. Even
  if that save is met, the victim will fall sick for
  one week and may die from infection (one
  save after combat determines this).
  Trip: Mountain dragons can also lash out
  with their tails. A successful hit will trip the op-
  ponent for one round.
  Though they possess little intelligence, moun-
  tain dragons do keep some treasure; this is
  usually found among the remains of past
  meals.
  Castles and Crusades
  Creature Feature
  
  48
  NECROPEDE
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 6 (d10)
  MOVE: 40 ft., 15 ft. (climb)
  AC: 15
  ATTACKS: 3 Slam (1d8), Constrict (6d4)
  SPECIAL: Constrict, Undead
  SAVES: P
  INT: n/a
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 6
  XP: 330+6
  A necropede is a terrible abomination. The
  creature is a necromantic fusion of multiple
  humanoid torsos stitched in-line. The crea-
  tion's many arms serve as legs and propel
  the foul thing swiftly across all manner of ter-
  rain- even up walls and cliffs! Most ne-
  cropede's are constructed using six torsos,
  but they may be made with either more or
  less segments.
  Combat: In combat, half of a necropede's
  torsos rear up; striking out with many limbs or
  twisting around an opponent, binding and
  crushing victims with its many arms.
  Constrict: When a necropede strikes with half
  or more of its slam attacks, it automatically
  wraps itself around the opponent. The victim
  must make a successful strength save to
  avoid a constricting hold. On the round im-
  mediately following the use of this ability, the
  victim suffers the effects of the constriction
  automatically. A new save is allowed to es-
  cape the necropede's clutches every round.
  A necropede constricts its victim for 6d4
  points of crushing damage per round. Break-
  ing free requires a successful strength check
  against challenge level 9.
  Castles and Crusades
  Creature Feature
  
  49
  NIGHT DRIFTERS
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 6 (d8)
  MOVE: Fly 40 ft. (good)
  AC: 14
  ATTACKS: Talon (1d6 or Clutch)
  SPECIAL: Darkvision, Immunities, Magic Resistance,
  Spell-like Abilities
  SAVES: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Extraplanar
  TREASURE: 6
  XP: 400 + 5/hp
  The night drifter is
  a demonic being
  that wanders
  through the di-
  mensions, always
  trying to enter the
  normal world in
  search of mortal
  preys. This odious
  creature prefers
  to hunt sentient
  beings, as it
  seems to feed on
  fear more than on
  flesh. Yet there
  are sorcerers bold
  or foolish enough
  to summon them,
  for they have
  learned to use
  night drifters as
  unholy steeds to
  travel between
  the worlds. Night
  drifters can thus
  be summoned
  with a variant of
  the summon mon-
  ster spell.
  Night drifters are 8
  foot tall, mon-
  strous humanoids with thin bodies, hideous
  elongated features, and bat-like wings. Their
  legs end in large talons that they use to
  catch prey and bring them out of this world.
  Their skin is a sickening pale gray in color that
  glows with a faint green light only visible in
  near or total darkness.
  Shadow Walk: The night drifter can shadow
  walk at will, including across the planes.
  Castles and Crusades
  Creature Feature
  
  50
  OCULAR SENTINAL
  NO. ENCOUNTERED: 1-4
  SIZE: Small
  HD: 1 (d2)
  MOVE: 20 ft.
  AC: 13
  ATTACKS: n/a
  SPECIAL: Cannot be Surprised, Darkvision 60 ft., Ne-
  cromantic Bond, Undead
  SAVES: P
  INT: None
  ALIGNMENT: Neutral
  TYPE: Undead
  TREASURE: 1
  XP: 9+1
  Created by taking up to a dozen eyeballs
  (complete with stalks) and necromantically
  congealing them into a roughly spherical
  mass atop a wriggling clump of stalks; an
  ocular sentinel serves as guardian and spy.
  Seeing in all directions at once and moving
  about by scurrying atop its eye-stalks, it is in-
  offensive but ever-watchful and its creator
  may choose to see what it sees.
  Combat: Ocular sentinels avoid combat and
  are too small, weak, and unequipped to be
  able to deal damage to other beings.
  Cannot be Surprised: Due to their darkvision
  and full range of vision, ocular sentinels can-
  not be back-attacked, sneak-attacked, or
  otherwise surprised by opponents not some-
  how utterly obscured from view or invisible.
  Necromantic Bond: The creator of an ocular
  sentinel is instantly alerted if the sentinel sees
  an intruder or is damaged or slain. The crea-
  tures creators may also opt to concentrate
  for a round (see what the ocular sentinel
  sees) as if they were standing in the same
  spot. This ability only functions provided the
  sentinel is within 100 ft.
  Castles and Crusades
  Creature Feature
  
  51
  PHASE BEAST
  NO. ENCOUNTERED: 1-3
  SIZE: Large
  HD: 7 (d10)
  MOVE: 40 ft.
  AC: 19
  ATTACKS: 2 Bite (1d10 each)
  SPECIAL: Breath Weapon,
  Darkvision 60 ft., Pin, Shift
  SAVES: P
  INT: Inferior
  ALINGMENT: Neutral evil
  TYPE: Magical Beast
  TREASURE: 6
  XP: 540+7
  The phase beast is a
  gruesome monster from the Ethereal Plane,
  similar in appearance and size to great cats
  such as lions or tigers, but with twin heads
  and two long, sinuous tails. The heads usually
  appear to be those of cougars, panthers, or
  lionesses (even if male), though any variety is
  possible; the heads of any one beast always
  have the same look, and beasts prefer to es-
  tablish prides with others of the same gen-
  eral type. The heads are each mounted on
  a long neck that allows considerable range
  of movement to the beast’s sides, and they
  operate independently of one another. The
  tails are thick and very long and quick; they
  are used to counterbalance the motion of
  the heads. Phase beasts are darkly hued in
  all cases, with coats of velvet black, violet, or
  cobalt predominating. A phase beast’s eyes
  are very large and keen, and gleam brightly
  with palpable malevolence. When on the
  Material Plane, phase beasts appear at
  times indistinct, dappled with swirls of ether
  or even somewhat transparent.
  There is great enmity between phase beasts
  and blink dogs.
  Combat: Phases beasts are masters of am-
  bush; able to pierce the veil between the
  Ethereal and Material Planes, they will lie in
  wait, sussing out the most opportune mo-
  ment to strike. When ready, they shift out of
  hiding and attack. Members of a pride are
  cunning enough to delay shifting in order to
  create maximum confusion and panic in
  their targets. Phase beasts attack with their
  two heads, biting one or two opponents in
  each round. If both heads strike the same
  target, the beast has a chance to pin its ad-
  versary (see below). Their sometimes-
  insubstantial form on the Material makes
  them hard to hit with weapons and spells,
  thus they have a relatively high AC and gain
  a +4 bonus on their saving throws. When on
  the Ethereal Plane their AC is only 15 and
  their saving throws are normal for their HD.
  Pin: If both of the phase beast’s heads suc-
  cessfully strike the same target in one round,
  the beast’s foe must make a strength save or
  be brought under the beast and pinned
  there. The victim can attempt to break free
  of the pin during subsequent rounds by mak-
  ing additional strength saves. The beast can
  bite a pinned victim automatically with one
  head each round, or it may employ its
  breath weapon.
  Breath Weapon: The breath weapon of a
  phase beast is a cloud of gas filling an area
  5 ft. x 5 ft. x 5 ft. Both heads are required in
  order to employ it. Victims must make a con-
  Castles and Crusades
  Creature Feature
  
  52
  stitution save or be transferred to the Ethe-
  real Plane. Phase beasts will often use their
  breath against pinned opponents, in order
  to isolate a victim from its allies. Often, a
  whole pride will shift back to the Ethereal
  once a member has managed to pin and
  shift a victim, the other pride members help-
  ing to ensure
  (and con-
  sume) the kill.
  The shifting
  effect of the
  breath
  weapon is not
  permanent,
  wearing off in
  5d6 turns.
  Shift: Phase
  beasts are
  able to move
  between the
  Ethereal and
  Material
  Planes. Their
  aptitude,
  however, is
  less refined
  than the abil-
  ity of other
  monsters,
  such as the
  phase spider.
  When shifting,
  phase beasts
  may not
  move (though
  they may at-
  tack any op-
  ponent within
  10 ft. from
  where they
  appear) and
  they do not
  have the abil-
  ity to shift in
  and out before making attacks, as phase
  spiders do (that is to say, in one round, a
  phase beast may only shift into or out of one
  plane, but may not do both). When on the
  Ethereal Plane, a phase beast is unassail-
  able, unless its opponent is also ethereal; ef-
  fects that extend into the Ethereal Plane
  Castles and Crusades
  Creature Feature
  
  53
  POISON SPIRIT
  NO. ENCOUNTERED: 1
  SIZE: Large
  HD: 6 (d8)
  MOVE: 40 ft., climb 40 ft.
  AC: 22
  ATTACKS: Bite (2d6+poison)
  SPECIAL: Deepvision, Poison, Summon
  Swarm
  SAVES: P
  INT: Inferior
  ALIGNMENT: Neutral Evil
  TYPE: Extraplanar
  TREASURE: 6
  XP: 210+6
  Poison spirits are immense (30'
  long) centipedes covered in ar-
  mored plates of a ghoulish white.
  They have eerily human faces and
  their eyes are faintly luminous. This
  allows a poison spirit to see clearly
  in even absolute darkness, but
  also makes their eyes sought-after
  as components in magical lan-
  terns and other devices.
  Combat: Poison spirits are rarely
  found in the mortal realms, being
  natives of the planes of evil. When
  they are encountered in the mor-
  tal realm it is usually as a servant
  of some evil spell caster or an-
  other.
  Poison: A character hit by a poi-
  son spirit's bite attack must make
  a constitution save or lose 1d6 ad-
  ditional points of damage.
  Summon Swarm: Once per day, a
  poison spirit may summon 1-10
  medium spiders or 1-4 venomous
  snakes to its aid.
  Castles and Crusades
  Creature Feature
  
  54
  RAZOR WING
  NO.ENCOUNTERED: 3-18
  SIZE: Small
  HD: 1 (d6)
  MOVE: 60ft. (fly)
  AC: 16
  ATTACKS: Beak (1d4) or Razor Wing
  (1d6)
  SPECIAL: Swoop
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Animal
  TREASURE: 1
  XP: 7+1
  Razor Wings get their name from their razor-
  sharp wings, which they use to bring down
  potential prey.
  Razor wings resemble large crows with shin-
  ing, steel-like feathers tipping their wings.
  They attack in groups, swarming over prey
  from above.
  Swoop: Razor wings will swoop down from
  above with such swiftness that anyone act-
  ing after the razor wings initiative is unable to
  engage it in hand-to-hand combat.
  Castles and Crusades
  
  55
  RESONANCE
  NO. ENCOUNTERED: 1 or 2-5
  SIZE: Small
  HD: 3 (d8)
  MOVE: 50 ft. (fly)
  AC: 17
  ATTACK: Sonic Ray (1d6)
  SPECIAL: Emulate Frequency, Magic Disruption, Incor-
  poreal, Sonic Immunity
  SAVES: M
  INT: Low
  ALIGNMENT: Neutral
  TYPE: Extraplanar
  TREASURE: 3
  XP: 570 + 7
  A resonance appears as a vaguely perceptible
  ripple in the air, similar to a heat wave. They are
  native to the Plane of Song and are usually sum-
  moned for special musical performances by roy-
  alty or those with a special interest in song. Reso-
  nance love to sing and are always encountered
  in the midst of a performance. The term reso-
  nance is both singular and plural.
  Combat: A resonance will not engage an oppo-
  nent in melee combat, relying instead on its
  sonic ray attack and its ability to utilize magic
  items. Resonances are vulnerable to magical si-
  lence effects and will attempt to escape if si-
  lenced.
  Sonic Ray: The resonance can attack any oppo-
  nent within 60 feet with its sonic ray attack. This is
  a ranged attack and inflicts 1d6 points of sound-
  based damage on a successful strike.
  Emulate Frequency: Resonance can weave a
  tune that causes a specific magic item within 30
  feet to function as if the resonance were using it.
  If the magic item is in the possession of another,
  the bearer of the item may make a charisma
  save to resist. If the save is failed, the magic item
  functions for the resonance for one round. Dur-
  ing this time the magic item does not function for
  the bearer of the item. Only word-activated
  (such as wands) and spell completion magic
  items (such as scrolls) can be affected with this
  ability. Only one magic item can be affected at
  a time with this ability, and no item can be tar-
  geted twice consecutively with this ability.
  Magic Disruption: A resonance can sing a song
  of disruption, negatively affecting magic and
  magical abilities. Each round the resonance uses
  this ability all opponents within 60 feet must
  make a charisma save or be unable to cast
  spells with verbal components or use word-
  activated magic items; the effects are identical
  to the silence spell, except the save is different.
  The resonance cannot move when using this
  ability, nor can it utilize any other ability.
  Sonic Immunity: The resonance is immune to
  damage and effects which are based on sound.
  Incorporeal: A resonance can be harmed only
  by other incorporeal creatures, +1 or better
  magic weapons, or magic. There is also a 50%
  chance to ignore any damage from a corporeal
  source. In addition, a resonance always moves
  silently.
  Castles and Crusades
  Creature Feature
  
  56
  SAURIAN
  Saurians are the last remnants of an ancient race of humanoid dinosaurs that are distantly
  related to lizardfolk and troglodytes. They are man-like in appearance, but have cold, dark
  eyes, long snouts, scaly hides ranging in color from bright green to dull brown with spiny
  combs starting from their heads to the end of their long, whip-like tails.
  Saurians are found in the jungles and swamps of lost valleys that are still populated by
  plants and animals from antediluvian ages. Long ago, when mankind did not yet exist, the
  saurian race thrived and built empires. However, they eventually degenerated and sauri-
  ans are now but the shadows of their glorious ancestors. Most of the last saurians are either
  mad or mentally deficient. They have returned to primitive ways, oblivious of their past
  achievements, and lead apathetic lives in the ruins left by their forbears.
  Nonetheless, a few saurians are born brighter than their brethren and may rise up to the 8th
  level of fighting ability or even 4th level of magic use. When such individuals become
  aware of their race's past splendor, they become haunted by the dim memories of their
  ancestors. If dedicated and powerful enough, one of them may thus rise as a "lizardking"
  and gain control of several tribes in hope of rebuilding the empire of old. Hence, the long
  forgotten cities of the saurians are regularly rebuilt before again falling into disrepair...
  Castles and Crusades
  Creature Feature
  
  57
  SAURIANS
  Saurian
  NO. ENCOUNTERED: 2-6, 20-200
  SIZE: Medium
  HD: 2 (d8)
  MOVE: 30 ft., 20 ft. (swim)
  AC: 15
  ATTACKS: 2 Claw (1d2), Bite (1d8) or by Weapon
  SPECIAL: Hold Breath, Amphibious
  SAVES: P
  INT: Low
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 1
  XP: 20 + 5/hp
  These are the basic saurians, a dumb and
  degenerated species with few concerns
  other than mating and eating. They are ca-
  pable of relatively complex tasks and make
  competent soldiers, but only when firmly led
  by the rarer and brighter saurians. Since they
  are mentally deficient, saurians who are left
  to themselves can be totally unpredictable.
  In some cases they will
  remain lethargic while strangers intrude
  Castles and Crusades
  Creature Feature
  
  58
  SAURIAN
  Saurian Brute
  NO. ENCOUNTERED: 1, 2-12
  SIZE: Medium
  HD: 4 (d8)
  MOVE: 30 ft., 20 ft. (swim)
  AC: 15
  ATTACKS: 2 Claw (1d4), Bite (1d8) or by Weapon
  SPECIAL: Hold Breath, Amphibious, Mindless Rage
  SAVES: P
  INT: Low to Average
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 4
  XP: 90 + 5/hp
  Saurian brutes may only be slightly brighter
  than their brethren. However, they are born
  stronger and less apathetic than most of
  their race. Their most distinctive feature is
  their ability to sometimes enter in a rage dur-
  ing combat. When a saurian brute is
  wounded, or something important to him is
  threatened, he will become furious, attack-
  ing like a madman with a +2 bonus to hit
  and damage until either he or his opponents
  are slain. Due to their strength and ferocity,
  saurian brutes usually become the leaders of
  their tribes. Sometimes, when a saurian
  "lizardking" unites several tribes under his
  control, several brutes will be found acting
  as elite troops and bodyguards for him.
  Castles and Crusades
  Creature Feature
  
  59
  SAURIAN
  Saurian Sorcerer
  NO. ENCOUNTERED: 1, 1-4
  SIZE: Medium
  HD: 6 (2d8+4d4)
  MOVE: 30 ft., 20 ft. (swim)
  AC: 15
  ATTACKS: 2 Claw (1d2), Bite (1d8) or by Weapon
  SPECIAL: Hold Breath, Amphibious, Spells
  SAVES: P
  INT: High
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 8
  XP: 300 + 5/hp
  Saurian sorcerers are those rare brighter indi-
  viduals that, due to gift and interest, devel-
  oped spellcasting abilities. They tend to be
  dismayed by the ignorance of their kin, and
  prefer to spend their time searching for the
  ancient knowledge of their race. As such
  they will be found poring over crumbling
  tablets and the like rather then dealing with
  others. Saurian sorcerers generally act as
  sages and advisors for their communities.
  Typical spells for a 4th level saurian sorcerer:
  LVL.0 (4): detect magic, ghost sound,light,
  mage hand; LVL.1 (3): shield, shocking grasp,
  sleep ; LVL.2 (2): scare, see invisibility.
  Castles and Crusades
  Creature Feature
  
  60
  SAURIAN
  Saurian Lizardking
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 8 (d8)
  MOVE: 30 ft., 20 ft. (swim)
  AC: 15 (typically 20 with magical full-plate +2)
  ATTACKS: 2 Claw (1d4 +2), Bite (1d8) or by Weapon +2
  (typically 1d10 +5 with magical two-handed sword
  +3)
  SPECIAL: Hold Breath, Amphibious, Mindless Rage
  SAVES: P
  INT: Average to high
  ALIGNMENT: Neutral
  TYPE: Humanoid
  TREASURE: 8
  XP: 600 + 5/hp
  Saurians lizardkings appear as bigger and
  more intelligent than saurian brutes, but are
  prone to the same mindless fits of rage. They
  usually wear the best armors and weapons
  they find; often magical (usually in the range
  of +2 or +3) and dating from their distant
  age of glory. Saurians lizardkings are gener-
  ally obsessed by the antique civilization of
  their race, and will strive to bring it back. To
  this end they will ruthlessly put to work all the
  saurians they can, rebuilding upon the ruins,
  organizing armies, usually with dinosaur war-
  beasts and mounts, etc. However, when the
  lizardking dies, if he has no successor like
  him, all of his dreams will come to a halt as
  the dumb saurians are again left without
  leader and fall into lethargy.
  Castles and Crusades
  Creature Feature
  
  61
  SKIN SACK
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 2 (d6)
  MOVE: 20 ft.
  AC: 14
  ATTACKS: Grab (None), Constrict (1d4 + suffocation)
  SPECIAL: Constrict, Improved Grab, Undead, Yielding
  SAVES: P
  INT: None
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 2
  XP: 30+2
  Painstakingly removed intact from a human-
  oid corpse, the skin may be imbued with ne-
  cromantic energies, animating it, and
  thereby creating a skin sack. Moving with a
  fluid and sagging motion, a skin sack attacks
  by twisting itself around or engulfing a foe.
  This slowly crushes and suffocates the victim
  while its struggles are clearly visible within.
  Combat: Skin sacks attack by grabbing and
  engulfing their opponents, crushing and suf-
  focating them within their folds.
  Improved Grab: An opponent struck by a
  skin sack must make a successful strength
  save to avoid being engulfed. An engulfed
  target cannot move, but may attempt to
  break free of the skin sack's embrace or at-
  tack the skin sack itself. After being en-
  gulfed, the victim begins suffering the effects
  of the skin sack's constrict ability. On each
  subsequent round, after taking damage
  from constriction, a victim is allowed to
  make a strength save to try to break free.
  Constrict: Any victim engulfed by a skin sack
  automatically takes damage on subsequent
  rounds and begins to suffocate. A skin sack
  constricts its victim for 1d4 points of crushing
  damage per round. If the skin sack is not
  slain, or the opponent otherwise released
  within three rounds, the victim is unable to
  breathe and blacks out. Three rounds after
  losing consciousness the victim will die. There
  is no saving throw. Attacks that hit an engulf-
  ing skin sack deal half damage to the mon-
  ster and half to the trapped victim.
  Yielding: Because of their malleable and
  yielding nature, any attacks from blunt
  weapons do half damage, while slashing
  and piercing weapons do normal damage.
  Castles and Crusades
  Creature Feature
  
  62
  SKRAELING
  NO. ENCOUNTERED: 1-4, 10-20
  SIZE: Medium
  HD: 3/6/8 (d8)
  MOVE: 30 ft.
  AC: 13/15/18
  ATTACKS: Weapon
  SPECIAL: Fear, Primal Rage
  SAVES: M
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Humanoid
  TREASURE: 3/6/8
  XP: 30+3/180+6/375+8
  Skraelings are a hardy and reckless warrior
  race that are known for raiding villages and
  slaughtering their inhabitants. The harshness
  of their lives has steeled these cruel folk and
  sharpened their warrior instincts. Rumors
  abound about these merciless warriors. It is
  said that they have the strength of many
  men in their sinews and that a fear that un-
  mans many a warrior runs ahead of their
  presence like the hounds of doom. There are
  very few settlements that can say that they
  have survived a skraeling assault, but those
  that have say that the secret to their defeat
  lies in an enduring defense and harassing
  techniques.
  Skraelings resemble short (about 5 feet tall),
  stout, and hairy humans. They are often cov-
  ered with bizarre spiral tattoos that cover
  most of their bodies including their faces.
  Skraelings are known to file their teeth down
  to pointed edges. Skraeling society is matri-
  archal, and they are ruled by wise women of
  their tribe who have the powers of witches.
  These wise women do not raid with their
  men-folk, so they will only be encountered
  within skraeling steddings.
  For every 20 skaelings encountered, there
  will be a leader that fights as a 6HD creature.
  There is also a 10% chance that any skraeling
  war party will have a champion that fights as
  an 8HD creature.
  Primal Fury: The skraeling gains a +2 bonus to
  damage die rolls and wisdom saves. While in
  this rage, the skraeling suffers a -2 penalty to
  armor class and a -2 penalty to all mental
  related saves. All of these effects cease at
  the end of the rage.
  The primal fury lasts the number of rounds
  equal to 1+ the creatures HD.
  Fear: Skraelings are able to tap into a primal
  instinct in their opponents causing them to
  radiate fear as per the 4th level wizard spell.
  A failed charisma save indicates that the ef-
  fected creature must flee from contact with
  the skraeling (1 round per HD of skraeling). If
  cornered, an effected creature fights at -2
  BTH.
  Castles and Crusades
  Creature Feature
  
  63
  STORM DEMON
  NO. ENCOUNTERED: 1, 2-5
  SIZE: Large
  HD: 9 (d8)
  MOVE: 60 ft (fly).
  AC: 16
  ATTACKS: Grappling for 3d6.
  SPECIAL: Lightning bolt (9d6; 3/day), Immune to Non-
  magical Weapons and Electricity, Transport Through
  Metal.
  SAVES: P
  INT: Low
  ALIGNMENT: Neutral Evil
  TYPE: Fiendish Elemental
  TREASURE: 9
  XP: 1200 + 5/hp
  Storm demons are fiends from the Elemental
  Plane of Air. The violent storms that sweep
  that plane are their natural environment,
  and they are almost never encountered
  anywhere else unless summoned. A variant
  of the summon greater monster spell will call
  storm demons, but only when cast outdoors.
  If the spell is cast during a storm, the storm
  demon summoned will have +2 hp per hit-
  die (it cannot exceed the maximum hp per
  hit die, though). Storm demons appear as
  some sort of living lightning bolt in the vague
  shape a hideous humanoid. They are of low
  intelligence and serve no real purpose in life;
  they are extremely aggressive and prone to
  attack any creature they encounter. Their
  favored attack is to grapple their victim and
  electrocute them to death, doing 3d6 of
  electrical damage per round (no save).
  Once a victim has been grappled, it must
  succeed a Dexterity check to escape its
  grasp. Whoever attacks a storm demon with
  a metallic weapon suffers 1d6 of electrical
  damage on successfully striking it, 2d6 if also
  wearing a metal armor (no save). Storm de-
  mons are not only immune to all electrical
  damage, but such attacks, in fact, heal
  them of an equal number of hit-points. They
  are also immune to non-magical weapons
  and can cast a lightning bolt spell as a 9th
  level wizard at will up to 3 times per day. In
  addition storm demons can travel through
  metal almost instantaneously. As such, a
  storm demon could go across a sturdy
  wooden door in passing through its iron lock,
  or even just a big nail.
  Castles and Crusades
  Creature Feature
  
  64
  TREE OYSTER
  NO. ENCOUNTERED: 2-4
  HD: 8d8
  MOVE: None, Strike Range up to 20 ft.
  AC: 18
  ATTACKS: Slam (1d8), Bite (1d10)
  SPECIAL: Camouflage, Entrap, Resistance: Cold and
  Fire, Swallow
  SAVES: P
  SIZE: Variable
  INT: None
  ALIGNMENT Neutral
  TYPE: Plant
  TREASURE: 6
  XP: 700+8
  Tree oysters appear at first glance to be large,
  brown lumps hanging off vine-covered trees and
  are often mistaken for beehives. However, when
  a victim gets in range the pod will open into an
  oyster-like shell that will lunge down toward their
  prey, remaining attached to the tree by vine-like
  protrusions emerging from the back-joint of the
  “shell”.
  Combat: Tree oysters lurk above a victim, waiting
  to attack by surprise whenever possible. The lar-
  ger varieties of tree oysters have up to 4 different
  “oyster-like” shell maws that they can drop upon
  prey. Small tree oysters have one shell and 2 hit
  dice, medium have 2 and 4 hit dice, and the lar-
  ger varieties have 3 or 4 clam maws and full hit
  dice (as noted above). They are able to attack
  in any direction around their chosen tree, and
  are never surprised. Each vine holding an oyster
  shell-maw has 3-10 hp (1d8+2) hit points; when a
  strike is specifically upon a vine any damage ex-
  ceeding these will cause the oyster to drop to
  the ground. It will feign death while waiting to
  reattach to the main plant via new vines, or fail-
  ing that, will eventually grow vines of its own to
  climb onto another tree.
  Camouflage: A tree oyster’s cunning disguise
  makes it difficult to discern as a threat, therefore
  granting the monster a roll to surprise opponents
  on a 1-6 on a d8.
  Entrap: Tree oyster vines can entwine victims, en-
  trapping them for eventual consumption. A vic-
  tim struck by a vine must make a successful
  strength save to avoid being entrapped. An en-
  trapped creature is immobilized from movement,
  but can try to break free of the vines grip or at-
  tack the vines themselves. After being en-
  trapped, the subsequent rounds will have the
  victim suffer 1-6 hit points of constriction damage
  automatically until the victim is freed.
  Swallow: On an attack roll of natural “20” the
  tree oyster has swallowed the head of their vic-
  tim and will draw itself up into the tree. Its vines
  hold with an18 strength (prime) and the victim
  must make a saving throw versus suffocation
  (constitution) or pass out immediately from lack
  of oxygen. Even if the save is made, the victim
  will asphyxiate in 2-5 (1d4+1) rounds unless freed.
  Any attacks on the tree oyster’s clam-like shell
  itself have a 50% chance of half the damage
  being transmitted to the victim’s entrapped
  head. Two successful strength checks versus a
  challenge level of 6 will free the victim by open-
  ing the clamshell. Victims who pass out will die
  within 1-3 rounds (1d6/2) after consciousness is
  lost.
  Due to their interest in chomping the heads of
  victims, occasionally a skull of an animal or hu-
  manoid will remain in the tree oyster, irritating the
  muscle-like tissue within and the creature will
  generate a pearl-like surface over the skulls. A
  wizard will pay up to 1,000 gp for such a human
  sized skull-pearl, with animal skulls fetching be-
  tween 300 and 600 gp, depending on size.
  Castles and Crusades
  Creature Feature
  
  65
  TROLL
  Compilers Note: The trolls that follow are based
  more on the “Tolkien” style of troll rather than the
  classic version. These are presented as an option,
  rather than a replacement.
  Cave Troll
  NO. ENCOUNTERED: 1, 2-6
  SIZE: Large
  HD: 10 (d8)
  MOVE: 20ft.
  AC: 22
  ATTACKS: 4; Great Club: (2d8) or Giant War-
  Hammer (2d10),
  Slam (1d8), 2 fists (1d8)
  SPECIAL: Regeneration 2, Daylight Bane, Darkvision
  60ft.
  SAVES: P
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: Giant
  TREASURE: 7
  XP: 1650+10
  Cave trolls are a fiercer, stronger breed than
  river or even hill trolls, though they are less-
  intelligent and more brutish. The cave troll stands
  at about 11ft. high. Cave trolls inhabit deep
  caves under mountains; sometimes under ruins.
  Over the centuries, they have evolved differently
  from their surface dwelling cousins. For one, they
  don’t look very similar to the former: they have
  hairless, gray, brown, or black stone-like skin,
  small blue eyes, and generally wear no clothing.
  They resemble the stone that makes up their en-
  vironment and have savage, ugly faces with
  missing teeth with great discoloration. They don’t
  care very much about treasure, preferring to
  spend their time sleeping or feasting on food in
  the form of humanoids like orc or goblin. How-
  ever, cave trolls are very stupid and are some-
  times used as slaves by orcs in their wars against
  the dwarves.
  Over the many centuries living away from day-
  light, they have grown weak against it. Appar-
  ently, neither fire nor acid will affect cave trolls
  any more than they would to any creature. How-
  ever, when exposed to full daylight, cave trolls
  turn into stone forever (see below).
  Combat: Cave trolls generally carry immense
  clubs or war-hammers, which they use to destroy
  anything in their path. The cave-troll also uses his
  environment and generally likes to throw boul-
  ders at opponents. Apart from smashing foes,
  the cave troll prefers to use its immense power to
  crush opponents. They are relentless, savage
  beasts.
  Regeneration: The cave troll, like any other troll,
  regenerates lost hit points at a rate of 2/round,
  starting after the round it has taken damage.
  Unlike other trolls, however, the cave troll is not
  vulnerable to fire or acid, so it will heal regardless
  of what type of damage it receives. Unlike their
  other kin, cave trolls who are killed are effec-
  tively dead; nothing has to be done in order for
  them to “stay dead”, as adventurers put it. Lost
  limbs re-grow in 1d2 minutes.
  Daylight Bane: Cave trolls greatly fear and hate
  daylight. If exposed to a daylight spell, the troll
  suffers 1d8 points of damage and is stunned and
  blinded for one round. If exposed to real, full
  daylight the cave troll is instantly turned to stone.
  It is unaffected by torches, any other light spell,
  or the light from magic weapons or items.
  Castles and Crusades
  Creature Feature
  
  66
  TROLL
  Hill Troll
  NO. ENCOUNTERED: 1-2
  SIZE: Large
  HD: 4 (d10)
  MOVE: 30 ft.
  AC: 16
  ATTACKS: Fist (1d10) or
  by Weapon
  SPECIAL: Twilight Vision
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Giant
  TREASURE: 3
  XP: 40+4
  Hill trolls are the
  smallest breed of
  troll. They stand
  about seven feet
  tall, have large,
  muscular builds and
  resemble a cross be-
  tween humans and
  large orcs. Hill trolls
  tend to make their
  lairs among forested
  hills and in cave
  mouths. They are
  usually solitary, but
  are occasionally
  seen with others of
  their kind, orcs or as muscle for other evil be-
  ings. They ally with others in order to feed
  their constant desire for violence and de-
  struction.
  Combat: Hill trolls attack with either their
  meaty fists or weapons that they have stolen
  from others. They prefer clubs, maces, or
  large spears.
  Castles and Crusades
  Creature Feature
  
  67
  TROLL
  Mountain Troll
  NO. ENCOUNTERED: 1-4
  SIZE: Large
  HD: 10 (d10)
  MOVE: 40 ft.
  AC: 17
  ATTACKS: 2 Claw (1d8),Giant Axe (3d8), or Gore (2d4)
  SPECIAL: Darkvision, Twilight Vision, Fearsome Roar,
  Battle Frenzy
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral Evil
  TYPE: Giant
  TREASURE: 9
  XP: 1050+10
  Mountain trolls are considered the largest
  and nastiest versions of their kind. Standing
  at a height of nearly twelve feet, and with
  overbearing builds, they intimidate all but
  the stoutest of heart. Mountain trolls have
  grayish skin; their backs and arms are cov-
  ered in white fur. Their faces resemble a
  cross between men and apes. Their most
  fearsome feature is the long claws, tusks,
  and horns that grow upon the troll itself.
  Mountain trolls dwell in the crags and valleys
  formed in rugged mountain ranges though
  they often come from those lairs to raid the
  villages near the mountains. They are also
  known to attack dwarf holds with less mercy
  than they show any others.
  Combat : Mountain trolls attack with the
  axes they craft from stolen dwarf ore. They
  also are known to make attacks with their
  long claws and horns in order to spread
  more fear among those combating them.
  Battle Frenzy: Mountain trolls revel in the
  blood and carnage that this causes; which
  whips them into a battle frenzy similar to that
  of a Barbarian.
  Fearsome Roar: The mountain troll can let
  loose a roar that all hearing must save vs.
  fear or flee in terror. Those making the save
  must still make all rolls against the mountain
  troll at a -1 penalty.
  Castles and Crusades
  Creature Feature
  
  68
  Snow Troll
  NO. ENCOUNTERED: 2-8
  SIZE: Large
  HD: 11 (d10)
  MOVE: 40 ft.
  AC: 20
  Attacks: 2 Fist (2d8), Giant Hammer (4d6)
  Special: Immune to Cold, Frost Breath, Vulnerable to
  Fire
  Saves: P
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Giant
  TREASURE: 8
  XP: 1300+11
  Description: Snow trolls appear as an eight
  to ten foot tall pale skinned troll. They have
  well muscled builds and the typical mottled
  scaly skin of the troll kind. They dress in furs of
  dire animals they have killed. Snow trolls tend
  to camp in colder regions and are known to
  keep winter wolves as pets.
  Combat: Snow Trolls will either punch with
  their powerful fists or use great hammers that
  are typical of their kind. They also can
  breathe a cone of frost much like a winter
  wolf for 3d6 points of damage (save for half).
  Special: Snow trolls are immune to all cold
  attacks, however, fire does 1 1/2 times more
  damage to them.
  Castles and Crusades
  Creature Feature
  
  69
  TYRANT
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 12 (d10)
  MOVE: 40 ft. (fly)
  AC: 18
  ATTACKS: 1d4 Bites (1d6)
  SPECIAL: Spells, Darkvision 60 ft., SR 16, Multi-Cast
  SAVES: M, P
  INT: Genius
  ALIGNMENT: Neutral Evil
  TYPE: Aberration
  TREASURE: 10
  XP: 3840+12
  A strange product of sorcerous experimenta-
  tion, a tyrant is a floating sphere some 3-ft. in
  diameter; its flesh thick, gnarled, run-through
  with pulsating veins. The front of the sphere is
  set with a multitude of maws, each replete
  with twisted fangs. Spaced randomly about
  its surface, up to a dozen tentacles twist ob-
  scenely; each tipped with a dexterous and
  tentacular hand. Intelligent and malevolent,
  a tyrant observes the world through many
  cruel eyes set around its mouths, but its
  greatest power comes from its command of
  the arcane arts; for tyrants are able to learn
  and cast spells. Possessed as it is of multiple
  limbs and mouths, a tyrant can cast multiple
  spells simultaneously, making it a severe
  threat to any beings it encounters. As they
  grow in age and power, tyrants are said to
  develop even more mouths and tentacles,
  enabling them to cast ever more spells at
  the same time.
  Tyrants are selfish, cruel, and self-serving, but
  are also not above cooperating with others
  when it furthers their interests. As a result,
  many are often found in the company of evil
  allies, or directing henchmen and underlings.
  They only seem unwilling to bear the com-
  pany of others of their kind.
  These details reflect the abilities of a typical
  tyrant with six limbs; older, more powerful ty-
  rants may possess up to twelve limbs and
  commensurately greater abilities.
  Combat: Although tyrants can lunge and
  bite with several maws at the same time,
  they generally eschew physical combat as
  unbecoming and engage in it only reluc-
  tantly. Tyrants prefer to strike with spells and
  magical items from a safe vantage point or
  distance, making good tactical use of their
  ability to fly and hover to avoid most harm.
  Multi-Cast: By virtue of their alien physiology,
  the typical tyrant can cast up to 3 spells si-
  multaneously (1 spell per pair of limbs), if de-
  sired, using spell slots normally. Tyrants may
  also use their multiple limbs to wield several
  magical items at the same time, instead of
  casting spells, if they possess such devices.
  Unfortunately, their limbs are too weak to
  make effective physical attacks, however.
  Special: Tyrants are considered 12th level
  Wizards and have all the abilities of that
  class.
  Castles and Crusades
  Creature Feature
  
  70
  UNDYING
  NO. ENCOUNTERED: 1
  SIZE: Medium
  HD: 10 (d12)
  MOVE: 10 feet
  AC: 10
  ATTACKS: Weapon (Weapon +10)
  SPECIAL: Grievous Wound, Slaughter, Rejuvenate,
  Shrug Off, Fearsome Presence, Infallible Tracker, Dis-
  tance Distortion, Cannot Be Turned
  SAVES: M, P
  INT: Low
  ALGNMENT: Chaotic Evil
  TYPE: Undead (Unique)
  TREASURE: 10
  XP: 5,125+25
  The undying are a rare, and extremely dan-
  gerous, form of humanoid undead that rise
  from the grave in search of victims. They are
  driven with the need to kill; self-motivated to
  bring death. Undying are particularly fond of
  forests, though there have been whispered
  rumors of urban undying. Regardless of
  where an undying dwells, it is only active
  once per year—a single night of dreadful
  terror that leaves behind a trail of blood and
  tears. None alive claim to know the secret
  rites and rituals needed to bring about the
  creation of an undying; though a dark cabal
  of female demonologists say the knowledge
  resides in a book of such evil as to be un-
  touchable but by the greatest, and foolish,
  of mortals. The book, according to legend, is
  bound of human flesh and inked in blood,
  and holds the secrets to immortality, as well.
  Few creatures have encountered an undy-
  ing and survived, and of those, the vast ma-
  jority are female; there is speculation among
  certain groups of religious scholars and
  sages that an undying follows a code,
  though its predilection for mass murder
  would seem to indicate otherwise.
  Combat: Undying enter combat wholeheart-
  edly and fearlessly, bringing pain, death,
  and mayhem with them; walking directly
  into melee, willfully outnumbered, simply to
  decimate as many victims as possible. They
  exist to kill. Tactics are never used, though
  the base instinct of a natural predator some-
  times indicates intelligence. Once potential
  carnage is found an undying will not stop.
  Grievous Wound: Anything killed by the at-
  tacks of an undying suffers a terrible wound
  which prevents the victim from being raised
  or resurrected without having an exorcism,
  regeneration, heal, and dispel evil spell ap-
  plied first; these spells must be cast by a
  cleric of at least 15th level. The exact nature
  of the wound varies with the means used to
  inflict the injuries, but it is always bloody and
  macabre.
  Slaughter: An undying possesses the combat
  dominance ability of the fighter class,
  though it is applicable to any creature, re-
  gardless of hit dice type, that has fewer total
  hit dice than half that of the undying. Fur-
  thermore, when facing opponents which
  would ordinarily be subjected to the combat
  dominance ability, an undying gains the
  fighter’s extra attack ability, which it can use
  in conjunction with combat dominance.
  Rejuvenate: When reduced to zero or fewer
  hit points, an undying is not dead; instead, it
  is rendered immobile for 1-10 minutes. During
  this time, the wounds of the undying heal,
  though scars remain, if applicable. To truly kill
  the undying, a special circumstance must
  be met, depending on the undying itself and
  its history: at least one undying was perma-
  nently destroyed by the damage inflicted by
  a living sibling wielding a family heirloom, an-
  other was destroyed by complete immola-
  tion, and a third suffered defeat at the
  blade of its own weapon. Castle Keepers
  are encouraged to develop specific circum-
  stances which will allow an undying to be
  permanently destroyed.
  Shrug Off: Once each round, regardless of
  Castles and Crusades
  Creature Feature
  
  71
  the source of damage (ranged attack, melee attack, or spell), an undying is allowed a
  physical save with a modifier equal to the level or hit dice of the source of the attack. If this
  save is successful, no damage is sustained from the attack. The undying must be hit before
  this ability can be used, so that it cannot be wasted. This ability applies to any effect which
  deals damage, though, at the Castle Keeper’s discretion, it may also apply against any
  ability or effect which alters, changes, or otherwise requires a physical save (such as petri-
  faction).
  Fearsome Presence: The sight of an undying is so unnerving that all sentient, living, crea-
  tures of three or fewer hit dice or levels are immediately fearful, as per the spell fear; no
  save is allowed for these creatures. Male creatures of four or more HD or levels are allowed
  a save to resist the effects of this ability; females are allowed a save, but must do so as
  though wisdom were not prime.
  Infallible Tracker: An undying is a supernatural stalker, able to locate its prey regardless of
  where it may go. Once an undying has selected a victim, that victim can always be lo-
  cated, with distance and interfering
  barriers being a non-issue. This abil-
  ity extends to other planes of exis-
  tence, and allows the undying to
  use its distance distortion ability
  more effectively; it simply, effec-
  tively, allows the undying to never
  fail a tracking check.
  Distance Distortion: A creature
  within sight of an undying, regard-
  less of actual distance, can be met
  and combated as though within
  charging range of the undying. Bar-
  riers such as walls, or concealment
  such as dense foliage, are of no
  concern and do not hinder this abil-
  ity. However, from the point of view
  of the victim, the undying appears
  to be the actual distance.
  Cannot Be Turned: The single-
  minded dedication of an undying
  prevents the holy powers of turning
  to be effective. Therefore, an undy-
  ing cannot be turned, nor can it be
  commanded. Relics and other
  items of divine power, such as holy
  water, are also ineffective.
  Castles and Crusades
  Creature Feature
  
  72
  VENOUS SKITTERLING
  NO. ENCOUNTERED: 1-2
  SIZE: Medium
  HD: 2
  MOVE: 30 ft.
  AC: 15
  ATTACKS: 6 Slash (1d4)
  SPECIAL: Blood Drain, Undead
  SAVES: P
  INT: None
  ALIGNMENT: Neutral Evil
  TYPE: Undead
  TREASURE: 2
  XP: 28+2
  The necromantically-animated heart and
  veins of a humanoid; a venous skitterling is a
  terrible, alien thing; a pulsing heart set at the
  center of a mass of writhing, sharp-tipped
  veins. It skitters forth obscenely on many of
  these veins, while using others to slash and
  pierce foes, draining them of their vital fluids
  like a ghastly pump.
  Combat: A venous skitterling slashes and
  stabs with numerous sharp veins each round,
  making 1d6 attacks, each inflicting 1d4
  damage. Veins that pierce flesh effectively
  begin to drain the victim of blood.
  Blood Drain: Any attack that inflicts the full 4
  points of damage attaches to the victim
  and begins to drain its blood, automatically
  causing 1 point of damage per round. Multi-
  ple strikes of this nature can drain blood from
  the same victim. Pulling out the vein requires
  a strength save, which may be made each
  round. Alternatively, the vein may be sev-
  ered by a slashing attack (AC 10, 4 damage
  to sever; this damage is not subtracted from
  the skitterling's HPs).
  Castles and Crusades
  Creature Feature
  
  73
  WINGED HORROR
  Size: Medium
  HD: 3d8
  Move: 0 / 40 ft (fly/average)
  AC: 16
  Attacks: Bite (3d6 damage)
  Special: Deepvision, Fear
  Saves: Physical
  Intelligence: Inferior
  Alignment: Chaotic Evil
  Type: Aberration
  Treasure: nil
  XP: 70 + 7/hp
  Winged horrors are aberrations that can ap-
  pear when summoned by a servant of the
  Devourer Wyrm. They appear as a pitch-
  black orb with bat-wings. They have an
  open maw filled with rows of teeth. They
  have no discernable eyes or other features.
  They fly constantly, and appear to never tire.
  Their skin is leathery and tough, and if they
  are cut they bleed a green ichor. They emit
  a high-pitched shriek as they are attacking,
  but are otherwise silent.
  Deepvision: Winged horrors can see in pitch
  blackness, including magical darkness.
  Fear: Anyone who sees a winged horror must
  save vs. fear (difficulty +8) or run away in
  panic from the creature for 8 rounds
  Castles and Crusades
  Creature Feature
  
  74
  WIZEN
  NO. ENCOUNTERED: 1-6
  SIZE: Medium
  HD: 3
  MOVE: 30
  AC: 10 (by armor type)
  ATTACKS: 1 (weapon)
  SPECIAL: Immune to Poisons, Immune To Mind Effect-
  ing Spells.
  SAVES: P
  INT: Average
  ALIGNMENT: Neutral
  TYPE: Construct
  TREASURE: 3
  XP: 30+3
  Wizen appear (except under close inspec-
  tion) to be normal humans, but are actually
  magical constructs, akin to golems. They
  serve their creators as servants and guards.
  While not as powerful as golems, these con-
  structs have many of the same benefits.
  They have no need of food, water, or sleep,
  and are immune to all mind effecting spells
  and poisons. They are far more intelligent
  than other constructs, and are capable of
  following complex orders, or if the need
  arises, improvising. They are far less costly to
  create than golems and can accompany
  wizards where golems can not.
  In combat the wizen fight as skilled warriors,
  using whatever arms and armor that are
  given to them by their creator. When re-
  duced to 0 hp the wizen’s body quickly dis-
  solves into nothingness, leaving behind
  whatever clothing and such it was wearing
  at the time.
  If the creator of a wizen dies, the wizen
  (unless other instructions were left by their
  creator), will seek out a new master, usually
  someone close to their creator, such as fam-
  ily members or apprentices.
  The arcane ritual used to create a wizen
  may be used to create from 1-6 of the crea-
  tures at a time. Material components cost
  5000 gold pieces plus 1000 per wizen cre-
  ated (6-12 thousand gold pieces). The wiz-
  ard creating the wizen must sacrifice part of
  himself during the process. For each wizen
  created, the wizard loses 1 HP permanently
  Castles and Crusades
  Creature Feature
  
  75
  WOLF, POLAR
  NO. ENCOUNTERED: 3-12
  SIZE: Medium
  HD: 4 [d8]
  MOVE: 50 ft.
  AC: 14
  ATTACKS: Bite (2d4)
  SPECIAL: Trip, Scent, Twilight Vision, Track
  SAVES: P
  INT: Animal
  ALIGNMENT: Neutral
  TYPE: Beast
  TREASURE: 1
  XP: 40+4
  Polar wolves are to wolves, what polar bears
  are to bears. They are normally found in
  mountains and forests of the far northern
  realms. Nearly twice the size of a southern
  wolf, they have black hide covered with
  pure white to pale yellow fur. Their eyes are
  an icy blue or white. As polar wolf fur is highly
  prized by men, they tend to attack much
  more often than their smaller cousins to the
  south.
  Castles and Crusades
  Creature Feature
  
  76
  A collection of new and horrific monsters to use in
  your Castles and Crusades game.
  Developed by players and Castle
  Keeper’s of the Dragonsfoot
  Forums!
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Bestiary/C&C - Creature Feature.pdf