TEXT: A Hamsterish Hoard of Monsters
  being a compendium of creatures for 
  classic fantasy role-playing games
  created & written by
  Erin “taichara” Bisson
  originally posted at
  <http://hamsterhoard.blogspot.com/>
  compiled and edited by
  Matthew W. Schmeer, Rended Press
  <http://rendedpress.blogspot.com>
  version 1.0, 2012-07-18
  
  Note:
  The creature listings follow the stat block 
  formatting style of TSR Publication #1071. 
  Refer to pages 152–153 of this publication for 
  fuller descriptions of how to interpret these stat 
  blocks.
  An asterisk (*) next to an entry’s name indicates 
  it is immune to non-magical weapons.
  A
  .............................................
  Abi (Catsquirrel)�
  4
  ......................................................
  Adamarach�
  4
  ...........................................................
  Aeshna*�
  5
  ................................................................
  Akh*�
  5
  .......................................
  Alistrath (Wildﬁend)�
  6
  ...........................................................
  Alraune�
  6
  .............................................................
  Ankeri�
  7
  ...............................................................
  Anpu�
  7
  .............................................................
  Auizha�
  8
  .................................................................
  Azul�
  8
  B
  ...............................................................
  Bririt�
  9
  ..............................................
  Blackberry Cat*�
  9
  .....................................................
  Blood Slime�
  10
  ......................................................
  Briarbones�
  10
  ...................................................
  Brassbound*�
  11
  ..............................................
  Brass Dragonﬂy�
  11
  ...................................................
  Brass Jackal*�
  12
  ...............................................................
  Burra�
  12
  C
  .........................................................
  Cartazon�
  13
  ..............................................................
  Cepes�
  13
  .............................................
  Chiktik (Ratling)�
  14
  ......................................................
  Chrysomeli�
  14
  .......................................................
  Cintamani�
  15
  ............................................................
  Citipati�
  15
  ..............................................................
  Cricet�
  16
  ..........................................................
  Cricipter�
  16
  D
  ......................................................
  Deathcluck�
  17
  ...............................................
  Death Tapioca*�
  17
  ...............................................
  Diamond Storm�
  18
  ..................................................
  Dragon, Bone�
  18
  ...............................................
  Dragon, Ember�
  19
  ....................................................
  Dragon, Hill�
  19
  .................................................
  Dragon, River�
  20
  ................................................
  Dragon, Shade�
  20
  ..............................................
  Dragon, Shining�
  21
  ....................................................
  Dragon, Sky�
  21
  ................................................
  Dragon, Thorn�
  22
  .........................................................
  Dragonet�
  22
  ....................
  Drake, Aeolian (Gareth’s Drake)�
  23
  ..............................................
  Drake, Cerastes�
  23
  .................................................
  Drake, Helian�
  24
  ...............................................
  Drake, Hypnale�
  24
  .............................................
  Drake, Lacephyr�
  25
  .................................................
  Drake, Syrene�
  25
  ..................................
  Draugr (Barrow Ghoul)�
  26
  ....................................................
  Dreamsnake�
  26
  ....................................................
  Dreamthief*�
  27
  .............................................................
  Duraki�
  27
  E
  ..........................................
  Elemental, Shade*�
  28
  ........................................
  Elemental, Shining*�
  28
  ....................................................
  Emberwings�
  29
  ....................................................
  Empressbug�
  29
  F
  .................................................
  False Unicorn�
  30
  .............................................................
  Fossil*�
  30
  G
  .......................................
  Geﬁrir (Earth Spirit)�
  31
  ......................................................
  Ghostﬂame�
  31
  .........................................................
  Giltsnake�
  32
  ..................................................................
  Glia�
  32
  .......................................................
  Greenfang�
  33
  ...............................................................
  Griph�
  33
  .............................................................
  Guileu�
  34
  H
  .......................................................
  Heartbriar�
  34
  ............................................................
  Heqren�
  35
  ............................................
  Hejari (Air Spirit)�
  35
  .............................................................
  Hetera�
  36
  .....................................................
  Hidden One�
  36
  I
  ..........................................
  Iaret (Cobra Lord)�
  37
  ...................................................
  Ivory Scarab�
  38
  J
  .................................................................
  Jekti�
  38
  ...........................................................
  Jelly, Air�
  39
  .....................................................
  Jelly, Amber�
  39
  .......................................................
  Jelly, Dark�
  40
  ......................................................
  Jelly, Earth�
  40
  .........................................................
  Jelly, Fire�
  41
  ....................................................
  Jelly, Golden�
  41
  ...................................................
  Jelly, Shining�
  42
  ...................................................
  Jelly, Verdant�
  42
  ......................................................
  Jelly, Water�
  43
  K
  ............................................................
  K’kithil�
  43
  ...................................
  Kaashrath (Fire Spirit)�
  44
  ...............................................................
  Kekir�
  44
  ....................................
  Khanabit (Iron Judge)*�
  45
  .............................................................
  Kharui�
  45
  ............................................................
  Khetirr�
  46
  ..............................................................
  Ki’da*�
  46
  ........................................
  Kiknai (Frost Swan)�
  47
  ......................................................
  Killer Book�
  47
  .........................................................
  Korrsakh�
  48
  .........................................
  K’sshri (Nightmist)�
  48
  .............................................................
  Kurath�
  49
  L
  ..........................................................
  Ladanna�
  49
  .......................................................
  Lindwurm�
  50
  A Hamsterish Hoard of Monsters
  2
  
  .............................................................
  Lithira�
  50
  ..................................................
  Living Blood*�
  51
  ................................
  Living Statue, Black Iron�
  51
  .......................................
  Living Statue, Brass�
  52
  .....
  Living Statue, Cinnabar (Burning Knight)�
  52
  ........................................
  Living Statue, Glass�
  53
  .....................................
  Living Statue, Marble�
  53
  ...............................................................
  Lurru�
  54
  M
  ..............................................................
  Macal�
  54
  ....................................................
  Marrowlight�
  55
  .............................................................
  Mask*�
  55
  ...............................................................
  Mesri�
  56
  .........................................................
  Mooncoil�
  56
  .........................................................
  Musalces�
  57
  ...........................................................
  Musillyc�
  57
  ...........................................................
  Myrcuri�
  58
  ............................................................
  Myrrist�
  58
  N
  ................................
  Nakharia (Ivory Knight)*�
  59
  ...........................................................
  Naunmi�
  59
  .................................................................
  Neu�
  60
  O
  ...............................................................
  Oalai�
  60
  .............................................................
  Oojeni�
  61
  .....................................................
  Ooze, Frost�
  61
  ......................................................
  Ooze, Pearl�
  62
  P
  ..............................................................
  P’rarr�
  62
  ...................................................
  Paek-ma-khu�
  63
  ................................................................
  Pakh�
  63
  .......................................................
  Paradscha�
  64
  ...............................................
  Parvani’s Curse�
  64
  .....................................................
  Primal Sigil�
  65
  ..............................................................
  Pristic�
  65
  ..............................................................
  Pyravi�
  66
  Q
  ............................................................
  Qiparal�
  66
  .............................................................
  Quetar�
  67
  R
  .........................................................
  Raintiger�
  67
  ..............................................................
  Rapek�
  68
  .......................................................
  Rosenwulf�
  68
  S
  ...............................................................
  Sa’au�
  69
  ..........................................................
  Sau’inpu�
  69
  ..........................................................
  Sauriitru�
  70
  ......................................
  Saviah (Water Spirit)�
  70
  .............................................................
  Shutai�
  71
  ............................................................
  Sirrush�
  71
  .....................................................
  Skitterbone�
  72
  ...............................
  Skurkhi (Goblin Mummy)�
  72
  ........................................................
  Spectrum�
  73
  ..........................................
  Spirit, Air (Least)*�
  73
  ......................................
  Spirit, Earth (Least)*�
  74
  ........................................
  Spirit, Fire (Least)*�
  74
  .....................................
  Spirit, Shade (Least)*�
  75
  ...................................
  Spirit, Shining (Least)*�
  75
  ......................................
  Spirit, Water (Least)*�
  76
  .............................................................
  Sshian�
  76
  ....................................................
  Stone Roses�
  77
  ........................................................
  Stonestar�
  77
  T
  ...................................................
  Taurowanax*�
  78
  ............................................................
  Theron�
  78
  ...................................................
  Thief-of-Hues�
  79
  ......................................
  The Thousand Wings�
  79
  ...............................................................
  Tikra�
  80
  U
  ...........................................
  Underfolk (Tak’ti)�
  80
  V
  ...............................................
  Verdant Mantid�
  81
  ...........................................................
  Verrun*�
  81
  ...............................................................
  Vikor�
  82
  ............................................................
  Vuuriia�
  82
  W
  .........................................................
  Wichtling�
  83
  X
  .........................................................
  Xenthrek�
  83
  Y
  .............................................................
  Yixan*�
  84
  Z
  .......................................
  Zihal (Flame Spider)�
  84
  Special Bonus!
  ......................
  A Dozen Strange Little Critters�
  85
  ...............................................
  One-Shot Items�
  85
  A Hamsterish Hoard of Monsters
  3
  
  A
  Abi (Catsquirrel)
  Armor Class:�
  8
  Hit Dice:�
  1+2
  Move:�
  150' (50')
  Attacks:�
  1
  Damage:�
  1–4
  No. Appearing:�
  1–2 (2–8)
  Save As:�
  F1
  Morale:�
  6
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  19
  Abis, or catsquirrels—presumably the product 
  of a very bored magic-user’s experiment, or 
  possibly a magic-user’s lab disaster, but no one 
  is ’fessing up to the matter—show much more 
  of their feline ancestry than sciurid in their 
  body-shape. However, they possess somewhat 
  shortened forelegs with paws adapted for 
  grasping as well as clawing, which forces a 
  catsquirrel into a bounding sort of gallop. All 
  four paws, in fact, are suitable for climbing, 
  and the limbs rotate more than those of a true 
  cat; the tail is a broad plume, like that of a 
  squirrel. An abi’s head looks essentially feline, 
  though with slightly larger eyes. Most 
  catsquirrels are a mottled rust and sable, 
  occasionally with white “booties”.
  There is no predicting an abi, not even during 
  combat. The creature may throw itself at a 
  target, biting and clawing for 1–4 hit points of 
  damage, or it may run away or climb to safety 
  the ﬁrst chance it has. A catsquirrel is not 
  even predictable in its use of its maddening 
  yowl—a short, repeating scream that causes 
  all within 30' to lose their actions for 1–3 
  rounds if a Save vs. Paralysis is failed because 
  of the yowl’s skull-splitting, brain-freezing 
  noise.
  Adamarach
  Armor Class:�
  2
  Hit Dice:�
  1
  Move:�
  120' (40')
  �
  Climb:�
  120' (40')
  Attacks:�
  1 bite
  Damage:�
  1–3 + poison
  No. Appearing:�
  1–4
  Save As:�
  F1
  Morale:�
  9
  Treasure Type:�
  Nil (special)
  Alignment:�
  Chaotic
  XP Value:�
  13
  Adamarach are large spiders—generally the 
  size of a decent watermelon, though some are 
  larger or smaller—composed entirely of 
  glittering crystal. Even their eyes are like 
  beads of obsidian; and the abdomen of an 
  adamarach carries a rosy tinge in its core, 
  signifying the presence of the creature’s 
  crystalline entrails. Adamarach prefer to hunt 
  out warm bodies less for their own sustenance 
  as for incubating their oﬀspring.
  In combat an adamarach bites for 1–3 hit 
  points of damage, injecting a liquid-crystal 
  venom that paralyzes the victim for 1–4 rounds 
  if a Save vs. Poison is failed. Paralyzed victims 
  are then injected with a spherical, crystal egg 
  (assuming the adamarach has the opportunity 
  to “attack” the victim again), inﬂicting another 
  1–2 hit points of damage.
  Unless removed—a process requiring a Save 
  vs. Death Ray or the subject dies, or else the 
  intervention of a ranking cleric—the cyst-like 
  egg remains in the body for 1–2 weeks before 
  the hatchling splits its way through the skin. 
  During this time the host eﬀectively loses two 
  points of Constitution, but gains a +3 bonus to 
  Armor Class as the ﬂesh semi-crystallizes. 
  Unfortunately, the host will also detect as 
  Chaotic, regardless of actual alignment, so 
  long as the egg remains implanted.
  A Hamsterish Hoard of Monsters
  4
  
  Aeshna*
  Armor Class:�
  2
  Hit Dice:�
  6*
  Move:�
  180' (60')
  �
  Swim:�
  240' (80')
  Attacks:�
  1 ﬁst or 1 bolt
  Damage:�
  2–16 or 2–8
  No. Appearing:�
  1 (1–4)
  Save As:�
  M6
  Morale:�
  9
  Treasure Type:�
  M
  Alignment:�
  Lawful
  XP Value:�
  950
  An aeshna is a creature from the Elemental 
  Plane of Water that seeks to turn any 
  environment around it into its frigid preferred 
  terrain; humanoid in shape, it resembles an 
  androgynous human with ice-white ﬂesh and 
  deep blue hair and eyes. It is usually dressed 
  in robes of snowy white and partial Armor of 
  pale golden ice. Proud and terrible when 
  provoked, aeshna are attended by a swarm of 
  2–12 mesri and will order them to attack any 
  who cause oﬀense before wading into battle of 
  its own accord.
  In combat, an aeshna attacks from distance by 
  hurling bolts of ice and freezing wind up to 
  100', causing 2–8 hit points of damage. If 
  closing to melee it will bring its ice-hard ﬁsts 
  into play; each blow from an aeshna causes 2–
  16 hit points of damage. Four times daily it 
  may create a ﬁeld of freezing air that acts as a 
  hold person spell. An aeshna is immune to 
  cold, and takes no damage from non-magical 
  weapons.
  Akh*
  (also called Honored Dead, Blessed Dead, 
  Restless One)
  Armor Class:�
  6
  Hit Dice:�
  5
  Move:�
  120' (40')
  Attacks:�
  2 ﬁsts or by weapon
  Damage:�
  1–6 / 1–6 or by weapon
  �
  + Strength drain
  No. Appearing:�
  1
  Save As:�
  C6
  Morale:�
  10
  Treasure Type:�
  Variable
  Alignment:�
  Any
  XP Value:�
  550
  An akh is an undead creature generated by the 
  spirit of a deceased individual. Akh may be 
  benevolent ancestor spirits, vengeful 
  revenants, the malicious shades of the dead 
  who resent the living, and many other things—
  the deﬁning point is that the deceased have a 
  strong compulsion to return to the land of the 
  living to see to a person, task or object. All akh 
  are driven in this goal and can be malevolent if 
  thwarted or if their charges are endangered. 
  Akh are creations of the spirit, not animated 
  corpses; nonetheless, they are solid forms 
  unless deliberately choosing to be immaterial. 
  Most akh resemble idealized versions of their 
  living selves.
  Akh attack with their ﬁsts for 1–6 hit points of 
  damage per strike, or with weapons if 
  weapons are available. The akh may choose to 
  drain 2 points of Strength from a victim of its 
  attack if a successful Save vs. Energy Drain is 
  not made, but this is not an automatic eﬀect. 
  Lost Strength is regained after twelve hour’s 
  rest. An akh may also curse or bless an 
  individual, inﬂicting a –2 to all rolls and 
  general ill-luck until the curse is lifted (usually 
  by fulﬁlling the akh’s complaint or purpose) or 
  granting a +2 to all rolls for the next twenty-
  four hours. Akh may shift to be invisible and 
  immaterial at will, and are immune to non-
  magical weapons.
  A Hamsterish Hoard of Monsters
  5
  
  Alistrath (Wildﬁend)
  Armor Class:�
  4
  Hit Dice:�
  5+5
  Move:�
  120' (40')
  Attacks:�
  2 claws + 1 bite
  �
  or by weapon
  Damage:�
  1–6 / 1–6 + 1–4
  �
  or by weapon +3
  No. Appearing:�
  1–4
  Save As:�
  F6
  Morale:�
  10
  Treasure Type:�
  D (U)
  Alignment:�
  Chaotic
  XP Value:�
  750
  Alistrath are the magically (one hopes!) 
  created oﬀspring of the mingling of ogres, 
  lycanthropes and—it is suspected—spirits from 
  one or more of the Elemental Courts. Though 
  they stand a good eight feet tall, alistrath have 
  more human proportions than their ogreish 
  ancestors; but their faces, though human-like, 
  are narrow and feral with a hint of a muzzle. 
  Their hair is long, thick, and wild, their eyes 
  animalistic, and they bear long hooked claws 
  and rending fangs; some few have distinctly 
  elemental-looking physical traits. When 
  enraged an alistrath is enveloped in an aura of 
  elemental energy.
  Given the chance, alistrath often will take 
  control of humanoid tribes by killing the 
  chieftains before leading their ever-growing 
  hordes on sprees of conquest and assimilation.
  Many alistrath will wade into combat with 
  oversized weapons, inﬂicting damage as per 
  that weapon type +3 additional hit points of 
  damage. If disarmed, or in a fury, attacks 
  switch to claws and fangs, dishing out 1–6 and 
  1–4 hit points respectively; this is in addition 
  to aura damage, which most any alistrath will 
  be actively causing by the time ﬁghting with 
  claws has begun.
  The alistrath’s aura eﬀect is an enveloping 
  ﬁeld of elemental energies—sometimes pure, 
  sometimes mingled, with two eﬀects being 
  common and three combined elemental forces 
  not unknown. This energy extends one to two 
  feet from the alistrath, and inﬂicts 1–6 hit 
  points damage on living creatures that it 
  touches.
  Alistrath are immune to one form of elemental 
  damage (usually ﬁre), and require silver 
  weapons or spells to be injured. They 
  regenerate one hit point per round.
  Alraune
  Armor Class:�
  7
  Hit Dice:�
  2+2
  Move:�
  Nil / 90' (30')
  Attacks:�
  1 bite
  Damage:�
  1–4
  No. Appearing:�
  1–6
  Save As:�
  M2
  Morale:�
  7
  Treasure Type:�
  K
  Alignment:�
  Chaotic
  XP Value:�
  25
  Horrid little plant monsters, alraunes burrow 
  themselves into earth, or are potted, and while 
  at rest resemble rosettes of foliage the size of 
  a dinner plate bearing a few ﬂeshy, pale yellow 
  fruit. When a living creature passes close, the 
  alraune springs free of the surrounding soil—
  revealing its oversized head, wizened body, 
  sickly green ﬂesh and maw of fangs—and 
  lunges at its prey.
  An alraune is a swift ambusher, gaining +2 to 
  initiative checks, and prefers to begin 
  attacking with a shriek that aﬀects all within 
  20'. Usable once per day, this shriek stuns all 
  who hear it for 1–6 rounds if a Save vs. 
  Paralysis is not successful, inﬂicting a –3 
  penalty to all rolls.
  A Hamsterish Hoard of Monsters
  6
  
  Ankeri
  Armor Class:�
  7
  Hit Dice:�
  1+2
  Move:�
  150' (50')
  Attacks:�
  By weapon
  Damage:�
  As weapon (usually 1–8)
  No. Appearing:�
  2–8 (4–24)
  Save As:�
  F1
  Morale:�
  9
  Treasure Type:�
  F
  Alignment:�
  Neutral
  XP Value:�
  15
  Long-limbed and proud in bearing and manner 
  both, ankeri are hoofed humanoids whose 
  heads resemble regal gazelles with sweeping 
  horns. Their skin is coated with a dense short 
  pelt of dusty fawn picked out in dense black 
  markings and facial stripes, and both sexes 
  bear dark, ribbed, wide-curving horns with 
  wickedly sharp tips. Their desert-like colors 
  are—regardless of actual material used—set 
  oﬀ by clothing and ornaments of white and 
  gold. Though not a caste-based society ankeri 
  value rank and prestige, and will invoke honor 
  duels with the least of provocations. 
  Ankeri prefer to ﬁght with curved sabre-like 
  blades that inﬂict 1–8 hit points of damage, or 
  else will arm themselves with long stabbing 
  spears. For every six ankeri there will be a 
  1+5 Hit Dice duelist; and the clan lord is 
  always an ankeri of 2 Hit Dice who ﬁghts as a 
  4 HD creature and wields two blades.
  Anpu
  Armor Class:�
  4
  Hit Dice:�
  4
  Move:�
  120’ (40’)
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–4 / 1–4 / 1–6 + special
  No. Appearing:�
  1–4 (2–16)
  Save As:�
  C4
  Morale:�
  11
  Treasure Type:�
  D
  Alignment:�
  Chaotic
  XP Value:�
  175
  Undead creatures that prowl amongst graves, 
  anpu superﬁcially resemble ghouls. Unlike a 
  ghoul, however, an anpu’s jaws are distended 
  into a long canid-like muzzle ﬁlled with 
  rending teeth, its hands transformed into 
  tearing claws. The hair of an anpu becomes a 
  ragged, ﬁlthy black mane despite its 
  appearance in life. While some anpu rise from 
  those of its victims it does not devour, the vast 
  majority are the product of wretched grave 
  robbers cursed by dying at the place of their 
  theft—or are deliberately created to serve as 
  the guardians of said tombs.
  Like a ghoul, a successful hit from an anpu 
  causes paralysis for 2–8 turns unless a Save 
  vs. Paralysis is made; unlike a ghoul, the 
  paralysis of an anpu is not restricted by the 
  size of the victim. More gruesomely, wounds 
  inﬂicted by an anpu’s rending fangs will 
  continue to bleed at a rate of one hit point per 
  round until healing is applied.
  A Hamsterish Hoard of Monsters
  7
  
  Auizha
  Armor Class:�
  Hit Dice:�
  +5
  Move:�
  80' (60')
  �
  Swim:�
  180' (60')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–3 / 1–3 / 1–6 + poison
  No. Appearing:�
  1 (1–6)
  Save As:�
  F4
  Morale:�
  8
  Treasure Type:�
  U
  Alignment:�
  Chaotic
  XP Value:�
  100
  An auizha resembles a wild canine in basic 
  build—but a canine with webbed paws, hooked 
  claws, and covered in iridescent blue feathers 
  instead of a furry pelt. Its eyes are featureless 
  and golden. Equally at home in water or on 
  land, the auizha can create full-sensory 
  illusions—often of a helpless child drowning or 
  snarled in briars, when dealing with 
  humanoids—in order to lure in prey. Unless a 
  Save vs. Spell is successfully made, the victim 
  never senses the auizha approaching and it 
  automatically has surprise.
  When attacking, an auizha uses its claws and 
  bite, inﬂicting 1–3 and 1–6 hit points of 
  damage respectively. Its bite is venomous, 
  causing paralysis for 2–8 turns if a Save vs. 
  Poison is failed; given the chance, the auizha 
  will drag paralyzed prey into water to drown.
  Azul
  Armor Class:�
  2
  Hit Dice:�
  3+4
  Move:
  �
  Fly:�
  180' (60')
  Attacks:�
  1
  Damage:�
  1–4
  No. Appearing:�
  1–3
  Save As:�
  M4
  Morale:�
  11
  Treasure Type:�
  Nil (special)
  Alignment:�
  Neutral
  XP Value:�
  75
  An azul is a gaseous entity, a billowing 
  sapphire fog measuring no less than 20' x 20' 
  in rough dimension (though it will ﬂow down 
  corridors, through cracks, and generally 
  “deform” itself as necessary). Alien creatures, 
  it is not entirely clear whether azul are sapient 
  or even sentient; they seem to exist merely to 
  tamper with the ﬂaws of energy and magic. 
  Some speculate that they were created by 
  ancient spellcraft, pointing to their 
  concentrated essences which are useful in 
  certain mageries.
  In combat, an azul may jolt all within its 
  gaseous shape, inﬂicting 1–4 hit points of 
  damage as pure magical energy—akin to a 
  magic missile—strikes all within range. 
  However, the azul may only attack in this 
  manner once every three rounds. Far more 
  insidious is its sapphire inversion: within an 
  azul’s mists ﬁre causes cold damage (and vice 
  versa), electricity causes no damage, charms 
  and similar magic reverse subject and victim, 
  and healing magic restores the undead while 
  harming the living. Individual azul may also 
  possess other, additional inversions or 
  warpings.
  Azul take full damage from magical sources. 
  Physical weapons do no damage unless 
  enchanted, in which case they inﬂict damage 
  equal to their magical bonus.
  A Hamsterish Hoard of Monsters
  8
  
  B
  Bririt
  Armor Class:�
  7
  Hit Dice:�
  1/2
  Move:�
  150' (50')
  �
  Burrow:�
  90' (30')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–2 / 1–2 / 1–4
  No. Appearing:�
  4–12
  Save As:�
  Normal Man
  Morale:�
  7
  Treasure Type:�
  L
  Alignment:�
  Chaotic
  XP Value:�
  5
  Bririt could be adorable ﬂuﬀy bunnies—if ﬂuﬀy 
  bunnies had slick green scales under their 
  patches of grey fur, bone-plated heads with 
  long near-naked ears, glowing red eyes and a 
  maw of fangs, and paws bristling with barbs 
  and sharp tearing claws. The tail of a bririt is 
  long, coiling, and resembles a bristly, scaly 
  rat’s tail. Nesting in burrows and roaming in 
  packs, bririt are the bane of small livestock, 
  crops and smaller humanoids such as kobolds.
  In combat bririt attack with claws and fangs, 
  inﬂicting 1–2 and 1–4 hit points of damage 
  respectively. Once a target of a bririt attack 
  has been successfully injured, there is a 50% 
  chance that all bririt present will swarm the 
  injured individual. Rumors persist of a strain 
  of bririt with rusty scales and an acidic bite.
  Blackberry Cat*
  Armor Class:�
  5
  Hit Dice:�
  2+5
  Move:�
  180' (60')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–3 / 1–3 / 1–6 +
  �
  energy drain
  No. Appearing:�
  1
  Save As:�
  M3
  Morale:�
  10
  Treasure Type:�
  U
  Alignment:�
  Chaotic
  XP Value:�
  55
  Fey and dangerous sentient briars, blackberry 
  cats—when at rest—resemble an ordinary if 
  dense blackberry bush. They prefer to rest in 
  hedges or thickets with ordinary blackberries, 
  blending in with the rest of the foliage; in this 
  shape only the ruddy tinge to their glossy 
  black berries is a little unusual. During the 
  day, they do not hunt.
  At night, and on the solstices and equinoxes, 
  the blackberry cat uproots and reshapes itself 
  into a lean and muscular feline form, its canes 
  c o m p a c t i n g a n d t w i s t i n g b a c k u p o n 
  themselves. Its paws are tipped with long 
  thorn-claws, and two brilliant green witchﬁres 
  light in the hollows of its “eyes”. If it does not 
  wish to reveal its identity such as when 
  stalking an especially wary prey, it cloaks itself 
  in the illusion of an ordinary tortoiseshell 
  house cat.
  Blackberry cats feed on the life force of 
  animals, preferring sapient beings over all 
  others. In combat a blackberry cat attacks 
  with thorny claws and bite, inﬂicting 1–3 hit 
  points and 1–6 hit points of damage 
  respectively. Victims struck by a blackberry 
  cat must make a successful Save vs. Energy 
  Drain or lose one experience level. Blackberry 
  cats are immune to non-magical weapons.
  It is rumored that some blackberry cats may 
  possess spellcasting capability. It is also 
  rumored that some cats trick their way into 
  unwitting households, masquerading as a 
  family pet.
  A Hamsterish Hoard of Monsters
  9
  
  Blood Slime
  Armor Class�
  Can always be hit
  Hit Dice:�
  1
  Move:�
  3' (1')
  Attacks:�
  1
  Damage:�
  See below
  No. Appearing:�
  1
  Save As:�
  C1
  Morale:�
  9
  Treasure Type:�
  K
  Alignment:�
  Chaotic
  XP Value:�
  13
  The brilliant red of arterial blood, this slime—
  which, like its “cousin” green slime, often 
  attacks by surprise from a clinging perch on a 
  wall or ceiling—may only be damaged by holy 
  water or the strike of a holy symbol (which will 
  cause 1–3 points of damage to the slime).
  A blood slime may desiccate cloth and leather 
  and thus destroy it, doing so in one round. 
  Once it gains contact with ﬂesh, it sticks and 
  cannot be scraped away, as it leaches into the 
  body and dissolves bone and blood to absorb 
  into itself. If a blood slime is not removed 
  within 1–3 rounds, it will have drained all 
  ﬂuids and dissolved bone from its victim, 
  leaving behind a desiccated mass of ﬂeshy 
  collagen ﬁbers.
  Briarbones
  Armor Class:�
  7
  Hit Dice:�
  2 (special)
  Move:�
  90' (30')
  Attacks:�
  1
  Damage:�
  1–4 or by weapon
  No. Appearing:�
  2–12
  Save As:�
  F3
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  30
  A briarbones appears to be a skeleton 
  entangled with a delicate green vine adorned 
  with sharp thorns, coiling tendrils and tiny 
  rose-like ﬂowers. It normally attacks with its 
  bony hands, but may carry a weapon. Like 
  normal skeletons a briarbones is unaﬀected by 
  sleep or charm spells, but it cannot be turned.
  The motive force of a briarbones is its vine. 
  When enough damage to defeat a skeleton 
  (one of its Hit Dice) has been defeated, a 
  briarbones will collapse; but if left alone the 
  vine will sink more rootlets into the pieces and 
  ooze a sap that binds the skeleton back 
  together to rise again within two turns with 
  full hit points. The vine must be destroyed to 
  prevent this “regeneration”.
  Corpses found—or created—by a briarbones 
  will be seeded with bulbs in order to produce 
  new briarbones.
  A Hamsterish Hoard of Monsters
  10
  
  Brassbound*
  Armor Class:�
  3
  Hit Dice:�
  5
  Move:�
  120' (40')
  Attacks:�
  2 or special
  Damage:�
  1–8 / 1–8 or special
  No. Appearing:�
  1
  Save As:�
  C6
  Morale:�
  10
  Treasure Type:�
  F
  Alignment:�
  Chaotic
  XP Value:�
  550
  Sometimes an arcanesmith pushes his work 
  just a little too far. The magic frays and snaps; 
  the wire coils like a mad serpent, the metals 
  ﬂow, the clockworks spring out of array. And 
  sometimes all of the above comes down on the 
  hapless creator’s head and burns his life away 
  until he becomes something else. A 
  brassbound is the undead aftermath of such a 
  misﬁre, a charred and corroded corpse shot 
  through with the wires and clockworks, metal 
  plates and crystal lenses of their living craft. 
  Some continue on, some lash out—most do 
  both.
  In combat a brassbound attacks either by 
  striking with ragged gears pulled from the 
  body or lashing out at range—up to 20'—with 
  coils of razor-sharp wire. In either case the 
  attack inﬂicts 1–8 hit points of damage. If 
  faced with multiple attackers or surrounded 
  (or simply because) a brassbound will release 
  a scalding mist of necrotic, burning acid, 
  causing 2–12 hit points of damage for two 
  rounds to all caught within a 25' radius; 
  though this cloud of ﬁlth may only be 
  produced once a day, it forces a Save vs. 
  Poison or the victim’s physical attributes are 
  halved for 1–4 days. This condition may be 
  alleviated by the brassbound—if the creature 
  is permitted to perform the required magitech 
  procedures on the victim.
  Brassbound are immune to non-magical 
  weapons and to ﬁre. All possess the abilities of 
  a magic-user, generally varying between levels 
  2–16. Maddeningly enough, one half of 
  brassbound are especially vulnerable to 
  electricity, taking half-damage; the other half 
  are healed by it.
  Brass Dragonﬂy
  Armor Class:�
  3
  Hit Dice:�
  1/2
  Move:�
  360' (120')
  Attacks:�
  1 bite + scorching
  Damage:�
  1 + 1d2 (see below)
  No. Appearing:�
  1d6
  Save As:�
  F1
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP value:�
  5
  A brass dragonﬂy is a one-foot-long brass and 
  glass sculpture of the insect is it named for, 
  intricately crafted and animated by magic.
  Brass dragonﬂies are often found dormant, 
  waiting in alcoves or treasure chests until a 
  predetermined action triggers their animation; 
  once activated, they ﬂy at their targets—
  usually the creature that triggered them—and 
  attack. A brass dragonﬂy bites with magically 
  heated crystal mandibles, causing 1hp of 
  damage plus an additional 1d2hps of damage 
  from the coal-like heat of their jaws.
  A Hamsterish Hoard of Monsters
  11
  
  Brass Jackal*
  Armor Class:�
  2
  Hit Dice:�
  2**
  Move:�
  150' (50')
  Attacks:�
  1 bite
  Damage:�
  1–6 (special)
  No. Appearing:�
  1–2
  Save As:�
  F2
  Morale:�
  12
  Treasure Type:�
  Nil (special)
  Alignment:�
  Neutral
  XP Value:�
  30
  Clockwork constructs of bronze and black 
  iron, brass jackals take their name from the 
  smooth shell of brassy Armor that encloses 
  their delicate internal workings. The eyes of a 
  brass jackal are softly glowing orbs of blood 
  red crystal, and their teeth likewise. Brass 
  jackals are sometimes used as roaming 
  sentinels but are more commonly encountered 
  as the guardians of treasures and shrines.
  In combat a brass jackal bites, its crystalline 
  teeth inﬂicting 1–6 hit points of damage. The 
  danger it poses lies not in its bite alone, but in 
  combination with its sideslip ability; every 
  other round the jackal may teleport anywhere 
  within a ﬁfteen-foot radius, taking that 
  opportunity to attack as if backstabbing like a 
  thief.
  Brass jackals are immune to non-magical 
  weapons. They have a +3 bonus to saves 
  against spells cast directly upon them.
  Burra
  Armor Class:�
  8
  Hit Dice:�
  1**
  Move:�
  120’ (40’)
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–2 (see below)
  No. Appearing:�
  1
  Saves:�
  C1
  Morale:�
  10
  Treasure:�
  O
  Alignment:�
  Neutral
  XP Value:�
  19
  A burra appears much like a large house cat. It 
  is long in the body and legs, with the hind legs 
  being a little longer than the forelegs; its coat 
  is black, with white paws, muzzle blaze and 
  “bib”, and its eyes are a rusty green-gold. 
  Burra are known to crop up occasionally in the 
  strangest places, sometimes to meddle in 
  humanoid aﬀairs and sometimes to oﬀer pithy 
  – or even useful – advice in their strange silent 
  “telepathy”, indicated with much swiveling of 
  their ears. Some burra even set themselves up 
  as sages of a sort.
  Burra disdain physical combat. This is just as 
  well, as their combined attacks of claws and 
  bite will inﬂict at most 1–2 hit points damage; 
  they may cast spells as 2nd-level magic-users, 
  however, and have no compunctions against 
  attempting to raise that bar even further. 
  Though not innately capable of becoming 
  invisible, much like a halﬂing a burra may 
  conceal itself in the slightest of cover (or even 
  the absence of cover), with only a 1-in-10 
  chance of being spotted so long as the burra 
  remains still. Similarly a burra can move with 
  uncanny silence, making sound only on a 1-
  in-6.
  One legendary burra, commonly known as 
  Ashura, is believed to have the spellcasting 
  ability of a 5th-level magic-user in addition to 
  the skills of a 9th-level thief. Ashura has a 
  deﬁnite taste for cynicism—and a dragon’s 
  hoard of texts—but has been known to unbend 
  for adventurers in a jam.
  A Hamsterish Hoard of Monsters
  12
  
  C
  Cartazon
  Armor Class:�
  7
  Hit Dice:�
  4+2*
  Move:�
  240' (80')
  Attacks:�
  1 gore or trample
  Damage:�
  1–10 or 1–8
  No. Appearing:�
  1 (1–4)
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  200
  Resembling a hybrid between an ox and an 
  antelope, immensely strong and a surprisingly 
  ﬂeet runner, the cartazon is notable for its 
  tawny coat and thick mane, its three-hoofed 
  feet and its stubby tail. On its forehead rises a 
  long, curved and wickedly sharp black horn, 
  ringed towards its base like that of a wild goat 
  or ibex.
  Though peaceful amongst other animals, the 
  cartazon will abide the presence of its own 
  kind only to breed and raise young; and it will 
  not suﬀer the attention of humans. No adult 
  cartazon has been known to have been taken 
  alive, instead ﬁghting to the death with horn 
  and hooves. A magical weapon is required to 
  harm a cartazon.
  A cartazon may carry 4500cn at normal speed, 
  and 9000cn at half-speed.
  Cepes
  Armor Class:�
  6 
  Hit Dice:�
  1–1 
  Move:�
  90' (30') 
  Attacks:�
  2 
  Damage:�
  1d3 / 1d3 
  No. Appearing:�
  1–4 (2–16) 
  Save As:�
  F1 
  Morale:�
  6 
  Treasure Type:�
  U 
  Alignment:�
  Neutral 
  XPV Value:�
  5 
  Quiet and yet relentlessly invasive creatures, 
  cepes are sapient fungus-men. The typical 
  cepes stands between two and three feet tall, 
  with a chunky, squat build and relatively short 
  legs; their long arms have hands that 
  terminate in woody claws which function as 
  two ﬁngers and a thumb.
  Cepes have broad heads—much like a 
  mushroom cap—mottled in reds and rusts, 
  with this coloration extending down their 
  backs while the remainder of their ﬂesh is an 
  oﬀ-white or dull tan.
  Their eyes are large, lidless, and either dead 
  white or jet black.
  Cepes attack in combat with their claws, 
  inﬂicting 1–3 hit points of damage per strike.
  A colony of cepes has no formal hierarchy; all 
  living members spawning from the same 
  source; a single “mother growth” which was 
  once a cepes but developed into a spawning 
  mass of fungal material after “death”.
  Mother Growths develop to withstand attack, 
  so receive an enhancement to Armor class to 
  AC4, and increased HD to three times the 
  maximum of a normal cepes. However, Mother 
  G r o w t h s h a v e n o i n h e r e n t d e f e n s e 
  mechanisms and cannot attack directly. 
  Instead, a Mother Growth “births” one cepe 
  per turn until it is destroyed. 
  A Hamsterish Hoard of Monsters
  13
  
  Chiktik (Ratling)
  Armor Class:�
  7
  Hit Dice:�
  ½ (4hp)
  Move:�
  90' (30')
  Attacks:�
  1 weapon –1
  Damage:�
  As weapon
  No. Appearing:�
  2–12 (4–40)
  Save As:�
  Normal Man
  Morale:�
  6 (8)
  Treasure Type:�
  P (J, K)
  Alignment:�
  Neutral
  XP Value:�
  5
  Ratlings are exactly what they sound like, two 
  feet tall, bipedal rat people—with brilliant 
  green, mottled fur and dark grey skin where 
  exposed. Ratlings prefer forested and 
  overgrown terrain, but some tribes (with a 
  grey-brown cast to their fur) are found 
  underground where their infra-vision grants 
  an advantage.
  Most ratlings ﬁght with spears or oversized 
  knives (treat as short sword). Elite members of 
  the tribe will ﬁght with bows. A Rat King of 
  1+4 Hit Dice and three feet tall will be found 
  in the ratling’s lair, and ﬁghts as a 2 Hit Dice 
  monster; the Rat King is attended by 1 – 6 
  bodyguards of 1+1 Hit Dice. Ratlings in the 
  presence of their King have a morale of 8.
  Chrysomeli
  Armor Class:�
  7
  Hit Dice:�
  1+5*
  Move:�
  60' (20')
  �
  Fly:�
  180' (60')
  Attacks:�
  1
  Damage:�
  1–6 + poison
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  F2
  Morale:�
  10
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  19
  Chrysomeli are glittering gold and silver 
  bumblebees the size of house cats. Their wings 
  glimmer like pale opal, and their eyes are a 
  rainbow of colors—and their sting is a perfect 
  shaft of brilliant light. Equally likely to tuck 
  their hives in secluded crannies of the mortal 
  world as they are to nest in the kaleidoscopic 
  plane of Light, chrysomeli savagely defend 
  their nest and brood from all despoilers.
  In combat a chrysomeli stings, inﬂicting 1–6 
  hit points of damage from its burning, laser-
  like stinger. A chrysomeli’s sting bypasses all 
  defense that is not granted by Dexterity ot 
  magic, lacing through mundane Armor; it is 
  also venomous, causing blindness if a Save vs. 
  Poison is failed.
  The shimmering golden honey produced by 
  chrysomeli may grant special properties if 
  applied to inanimate objects. For example, if 
  applied to a weapon (or ten projectiles), said 
  weapon will deal double damage to creatures 
  of darkness—or half again as much damage to 
  creatures of earth or water—for ﬁve successful 
  strikes. There is enough honey in a given nest 
  to anoint one weapon or equivalent for every 
  two bees in the nest.
  A Hamsterish Hoard of Monsters
  14
  
  Cintamani
  Armor Class:�
  2
  Hit Dice:�
  1*
  Move:
  �
  Fly:�
  180' (60')
  Attacks:�
  2
  Damage:�
  1–4 / 1–4
  No. Appearing:�
  1 (1–4)
  Save As:�
  C1
  Morale:�
  10
  Treasure Type:�
  L
  Alignment:�
  Lawful
  XP Value:�
  15
  Strange creatures, considered manifest spirits 
  by some, cintamani are skull-sized pearlescent 
  spheres wreathed in milky white coils of ﬂame. 
  Inscrutable and and yet oddly benevolent, 
  cintamani oﬀer blessings of a sort to those 
  who cause them no harm—and are just as 
  likely to curse those who turn against them.
  If pressed into combat, a cintamani lashes out 
  with its ﬁres in two attacks that inﬂict 1–4 hit 
  points of damage each. Attacking a cintamani 
  is much more likely to provoke its wisdom 
  curse: failing a Save vs. Spells means that for 
  the next twelve hours, the victim is at –2 to all 
  saving throws (–4 against poisons), takes 
  double damage from ﬁre, and may only heal 
  back half of all damage taken.
  Cintamani which are not attacked—or, better, 
  are treated with manners and deference—may 
  instead grant one of the following graces: 1–6 
  hit points of healing, to be triggered at will; 
  protection from ﬁre; +3 to Saves vs. Poison; or 
  +2 to other saving throws. All such beneﬁts 
  have a duration of six hours; in the case of 
  healing, the beneﬁt must be used within six 
  hours or lost.
  Cintamani are immune to any elemental 
  attacks, magical or non-magical.
  Citipati
  Armor Class:�
  7
  Hit Dice:�
  2
  Move:�
  210' (70')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–8 / 1–8 + 1–6
  No. Appearing:�
  2–8 (4–16)
  Save As:�
  F3
  Morale:�
  7
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  20
  A strange avian beast, the citipati is long-
  necked and sports a respectable long, bony 
  tail. Nine feet long and better, it is more 
  heavily muscled than ostriches or even 
  axebeaks; its head is large-eyed and roundly 
  compact, with a deep beak like that of a parrot 
  and two strange, conical teeth in the centre-
  line of its upper jaw. A citipati’s wings are 
  much too short to ﬂy or even ﬂutter, but the 
  limbs bear three long, strong and supple 
  ﬁngers tipped with large curved claws and full 
  feathering used for display. Many citipati 
  develop a tall, narrow crest along the mid-line 
  of their skulls which is sheathed in horn like 
  their beak. Preferring dry grasslands and 
  near-desert environments, its thick coat of 
  feathers tend towards dappled dusty shades, 
  with the males bearing markings in rust and 
  metallic red along their cheeks and 
  throughout the feathers of their wings.
  In combat a citipati lashes out with its large 
  claws and chopping beak, inﬂicting 1–8 and 1–
  6 hit points of damage respectively. Given 
  enough maneuvering room it may also charge 
  or trample, inﬂicting double damage from the 
  claws on its feet and a few stray swipes of its 
  wing-claws. If defending young citipati or a 
  nest of eggs, an adult will have a morale of 10 
  and ﬁght with a +2 bonus to hit and damage 
  rolls.
  It is possible to train citipati. A citipati may 
  carry 1000cn, or 2000cn at half movement; 
  though they cannot eﬃciently bear most 
  riders, they are eﬀective cart animals—as 
  eﬃcient as mules in that capacity—or pack 
  animals.
  A Hamsterish Hoard of Monsters
  15
  
  Cricet
  Armor Class:�
  7
  Hit Dice:�
  ½
  Move:�
  90' (30')
  Attacks:�
  By weapon
  Damage:�
  As weapon –1
  No. Appearing:�
  1–10 (4–40)
  Save As:�
  Normal Man
  Morale:�
  8
  Treasure Type:�
  P (J, K)
  Alignment:�
  Neutral
  XP Value:�
  5
  Distant relatives of the chiktik, criceti are also 
  humanoid rodents, though slightly shorter and 
  good deal stouter than the ratlings. Their fur is 
  longer and denser, varying from an almost 
  metallic copper to pure white; their ears more 
  rounded, their eyes large and black, and any 
  exposed skin is pinkish. Unlike ratlings, criceti 
  have the merest stubs for tails, if that.
  Somewhat less thieving than their cousins, 
  criceti will nonetheless make oﬀ with 
  valuables if given the opportunity, concealing 
  small objects in their expansive cheek 
  pouches. Criceti get along well enough with 
  elves and halﬂings, but have a distinct dislike 
  for gnomes. They prefer less dense woodlands 
  and scrubby dry grasslands.
  Criceti prefer to ﬁght with knives and slings. 
  Elite members of the clan ﬁght with short 
  spears. A cricet matriarch of 1+4 Hit Dice will 
  be found in the home warren, and ﬁghts as a 2 
  Hit Dice monster; she is attended by 1–4 
  bodyguards of 1+1 Hit Dice.
  Cricipter
  Armor Class:�
  9
  Hit Dice:�
  1 hit point
  Move:�
  60' (20')
  �
  Fly:�
  120' (40')
  �
  Burrow:�
  60' (20')
  �
  Climb:�
  60' (20')
  Attacks:�
  1
  Damage:�
  None (special; see below)
  No. Appearing:�
  1–12 (3–30)
  Save As:�
  Normal Man
  Morale:�
  4
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  5
  Cricipters are ﬂying hamsters. Flying 
  hamsters with plush golden coats (often with a 
  faintly rainbow undertone) and white bellies, 
  and wings supported on long ﬁngers like a 
  bat’s though coated in feather-like fuzzy 
  growths. Cricipters are more gregarious than 
  normal hamsters, and ﬂocks of them can 
  quickly decimate small groves of nuts or fruit
  —especially as they breed with nearly the 
  rapidity of the mundane breed.
  The bite of a cricipter is painful and 
  distracting (–1 to all rolls for ten turns), but 
  normally does no hit point damage. Strange 
  strains crop up in the breed from time to time, 
  however, some of which are a little more 
  impressive; the DM may occasionally choose 
  to roll on the following table or make up their 
  own strain:
  1.
  Rare coat color (silvery, colorpoint, 
  black—ooh, sell this one!)
  2.
  Razortooth (1 hit point damage bite)
  3.
  Tough as nails (AC 6)
  4.
  Breath weapon (breath weapon?! 1–3 
  hit points damage, type could be 
  almost anything)
  5.
  Intelligence
  6.
  Magic resistant (+2–5 on Saves vs. 
  Spells)
  7.
  Musky (ewww . . . –2 on all actions of 
  humanoids in a 15' radius after 
  cricipter is startled)
  8.
  Magisensor (glows faintly in the 
  presence of magic)
  A Hamsterish Hoard of Monsters
  16
  
  D
  Deathcluck
  Armor Class:�
  8
  Hit Dice:�
  1/2*
  Move:�
  90' (30')
  �
  Fly:�
  90' (30')
  Attacks:�
  1 ﬂurry
  Damage:�
  1–4
  No. Appearing:�
  2–16
  Save As:�
  Normal Man
  Morale:�
  10
  Treasure Type:�
  Nil (special)
  Alignment:�
  Neutral
  XP Value:�
  7
  The nightmare of farmers and foxes alike, the 
  deathcluck is best described as a manic, 
  predatory chicken. In nearly all ways a 
  deathcluck resembles a mundane dusky brown 
  hen, if an unusually large and stocky one; then 
  the thick pick of a beak and long curved spurs 
  get noticed, followed by the streaks of red 
  feathers down its face—and the bloody gleam 
  in the bird’s beady eyes. Flocks of deathclucks 
  have been known to invade farmsteads in 
  order to free—or kill—mundane poultry.
  In combat a deathcluck lashes out in a ﬂurry of 
  spurs and pecking, inﬂicting 1–4 hit points of 
  damage. Every three rounds it may use a fury 
  battery, ﬂying at its victim’s face and 
  pummeling with its wings, stunning it for one 
  round if a Save vs. Paralysis is failed.
  A rare strain of deathcluck possesses a ruddy, 
  copperish sheen to its plumage and the ability 
  to ignite its victim’s wounds on ﬁre once a day, 
  inﬂicting 1–3 hit points of damage a round 
  until extinguished. This variant is sometimes 
  given the (very overblown) name of ﬂaming 
  chicken of doom.
  Death Tapioca*
  Armor Class:�
  2
  Hit Dice:�
  6+6**
  Move:�
  120' (40')
  Attacks:�
  1
  Damage:�
  1–12 or 2–20
  No. Appearing:�
  1–3
  Save As:�
  C7
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  950
  Horrid creatures of the deep dungeon, death 
  tapiocas have been so named by adventurers 
  with a sense of the ridiculous. Amorphous 
  slime creatures nearly eight feet in diameter, 
  death tapiocas are a terrible mass of shining 
  black gelatin studded with smooth spherical 
  organelles resembling polished iron orbs—or 
  tapioca pearls. The overall eﬀect is that of a 
  quivering, undulating mass of polished black 
  iron tapioca, relentlessly advancing. Worse 
  yet, some report that the death tapioca seems 
  to be sentient and perhaps even sapient.
  The death tapioca’s basic attack is to strike 
  with a pseudopod or a rippling wave of its 
  main mass, inﬂicting 1–12 hit points of 
  damage. More dangerous, and gruesome, is 
  the eruption it can produce every six rounds—
  a dozen or more orbs open up and unleash a 
  torrent of sticky, corrosive, immobilizing slime. 
  This attack aﬀects a 15' radius around the 
  tapioca and inﬂicts 2–20 hit points of damage 
  in the ﬁrst round, 1–8 hit points after round 
  afterwards for three additional rounds. To add 
  insult to injury, the sticky mass impedes 
  movement, cutting movement rates in half and 
  causing a –3 to all rolls until the slime hardens 
  and cracks away in four rounds.
  Death tapiocas take no damage from ﬁre or 
  lightning. Cold damage causes them to ﬁssion 
  into two 4HD tapiocas. They are immune to 
  non-magical weapons, but take damage from 
  holy water as if undead.
  A Hamsterish Hoard of Monsters
  17
  
  Diamond Storm
  Armor Class:�
  4
  Hit Dice:�
  5**
  Move:
  �
  Fly:�
  180' (60')
  Attacks:�
  3
  Damage:�
  1–6 / 1–6 / 1–6
  No. Appearing:�
  1
  Save As:�
  M5
  Morale:�
  8
  Treasure Type:�
  L
  Alignment:�
  Chaotic
  XP Value:�
  425
  Spawned in the deepest of cold—whether the 
  northern wastes or the ground zero of a 
  powerful spell of ice—the diamond storm is 
  part creature, part force of nature. A diamond 
  storm appears as a great whirling mass of 
  glittering razor-sharp snow crystals, particles 
  of ice and bitterly cold winds, seeded through 
  with small orbs of intensely sapphire blue. 
  Some of these shimmering glassy orbs remain 
  behind after the dissipation of a storm and can 
  be highly valued as treasure depending on 
  size, hue and clarity.
  A diamond storm attacks by lashing out with 
  icy bursts from its main mass, scoring targets 
  with cold and slashing ice for 1–6 hit points of 
  damage per strike. Every three rounds it may 
  create a burst of deepfreeze in a 40' diameter, 
  coating every non-living surface with a slick 
  patina of ice that causes all attempting to 
  move—let alone attack—to fall prone and lose 
  a round of action on 2-in-6. A diamond storm 
  may choose forgo all further evocation of 
  deepfreeze’s slippery eﬀects to instead 
  produce a layer of supernaturally cold ice that 
  inﬂicts 1–2 hit points of damage per round.
  Diamond storms take no damage from cold 
  and half again as much damage from ﬁre. 
  Despite their resemblances, diamond storms 
  are not elementals of any type and are not 
  subject to attacks or spells meant to target 
  elementals.
  Dragon, Bone
  Armor Class:�
  1
  Hit Dice:�
  6**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–8 / 1–8 / 2–20
  No. Appearing:�
  1 (1–4)
  Save As:�
  F6
  Morale:�
  8
  Treasure Type:�
  H
  Alignment:�
  Neutral
  XP Value:�
  725
  So named because of the heavy plating of 
  dense, ivory scales that contrast dissonantly 
  with their extremely rangy builds, bone 
  dragons inhabit old battleﬁelds, abandoned 
  graveyards and mausoleums, and wastelands 
  of all stripes—from desert to tundra and 
  everything between. They are sullen and 
  solitary in nature and quick to take oﬀense at 
  being disturbed, lashing out with jagged fangs 
  and oversized claws.
  A bone dragon’s breath weapon is a cloud of 
  putrid, corrosive gas, 40' x 40'. If a second 
  Save vs. Breath Weapon is failed, a character 
  caught in the breath weapon is at a –3 penalty 
  to all rolls for the next six hours. Bone dragons 
  have a 20% chance of talking, a 50% chance of 
  being asleep, and (if capable) may cast three 
  1st-level magic-user spells per day.
  A Hamsterish Hoard of Monsters
  18
  
  Dragon, Ember
  Armor Class:�
  –1
  Hit Dice:�
  8**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–6 / 1–6 / 3–24
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F8
  Morale:�
  9
  Treasure Type:�
  H
  Alignment:�
  Chaotic
  XP Value:�
  1750
  Ember dragons, almost feline in build and 
  well-muscled, possess extremely variable 
  coloration, ranging from rough coal-black 
  scales with the merest hint of dull red to 
  brilliant cherry mottled with ﬂame—and every 
  mixture and combination to be found between 
  the two extremes. Explosively violent, they are 
  the terrors of the volcanic plains and the 
  subterranean lands.
  An ember dragon’s breath weapon is a cone of 
  ﬂame and burning magma, 80' x 30'. If a 
  second Save vs. Breath Weapon is failed, a 
  character caught in the breath weapon—and 
  their equipment—catches on ﬁre, taking 
  double normal damage until doused. Ember 
  dragons have a 40% chance of talking, a 30% 
  chance of being asleep, and (if capable) may 
  cast two 1st-level and two 2nd-level magic-
  user spells per day.
  Dragon, Hill
  Armor Class:�
  –2
  Hit Dice:�
  9**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  2–7 / 2–7 / 4–32
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F9
  Morale:�
  9
  Treasure Type:�
  H
  Alignment:�
  Neutral
  XP Value:�
  2300
  Stocky and blunt-snouted, hill dragons have 
  scales in all the colors of the earth 
  interspersed with larger plates resembling 
  diﬀering types of stone—some may be pale as 
  marble, others ruddy as granite. Hill dragons 
  are found in deserts, hill country, and low-lying 
  mountains as well as the occasional cavern. 
  They are slow to jump to conclusions but 
  implacable once roused.
  A hill dragon’s breath weapon is a cone-
  shaped blast of dust and sharp particles of 
  stone, 70' x 30'. If a second Save vs. Breath 
  Weapon is failed, a character’s Armor Class is 
  worsened by 4 due to the abrasion of the 
  breath weapon’s particles. Hill dragons have a 
  50% chance of talking, a 20% chance of being 
  asleep, and (if capable) may cast three 1st-
  level, two 2nd-level and one 3rd-level magic-
  user spells per day.
  A Hamsterish Hoard of Monsters
  19
  
  Dragon, River
  Armor Class:�
  3
  Hit Dice:�
  5**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–4 / 1–4 / 2–16
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F5
  Morale:�
  8
  Treasure Type:�
  H
  Alignment:�
  Chaotic
  XP Value:�
  525
  River dragons are sleek and stub-winged, 
  trailing overgrown wingsails like ﬁns, with 
  long jaws and tiny shining scales. Their scales 
  are colored in shades of grey and green and 
  blue-green, thin and reﬂective like those of a 
  trout or salmon. They are capricious and 
  unpredictable, especially in combat. River 
  dragons are found not only in rivers—or any 
  body of water of respectable size—but on 
  cliﬀside beaches and along the banks of major 
  arteries.
  A river dragon’s breath weapon is a line of 
  hissing, thin acid, 50' x 5'. If a second Save vs. 
  Breath Weapon is failed, some portion of the 
  character’s equipment is irreparably ruined. 
  River dragons have a 10% chance of talking, a 
  50% chance of being asleep, and (if capable) 
  may cast two 1st-level magic-user spells per 
  day.
  Dragon, Shade
  Armor Class:�
  –3
  Hit Dice:�
  12**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–10 / 1–10 / 3–36
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F12
  Morale:�
  10
  Treasure Type:�
  H
  Alignment:�
  Neutral
  XP Value:�
  3000
  Long, lean and slender, with narrow wings, 
  wicked talons and short thin horns, shade 
  dragons are cloaked in tiny, adamantine-hard 
  scales of a deep, velvety black; some few 
  among them possess shining highlights on the 
  tips of some scales, like smoky stars, and their 
  eyes are an inky blue-black. Shade dragons 
  prefer to lair within the deepest and most 
  lightless of dungeons, or—strangely enough—
  in cavern-riddled mountain peaks, from which 
  they emerge only at night. They are cryptic, 
  inscrutable and nearly unfathomable beasts.
  A shade dragon’s breath weapon is a cloud of 
  clinging, eﬀervescent, roiling darkness, 50' x 
  50'. If a second Save vs. Breath Weapon is 
  failed, a character is blinded until a remove 
  curse is administered. Shade dragons have a 
  100% chance of talking, a 5% chance of being 
  asleep, and may cast ﬁve 1st-level, four 2nd-
  level and four 3rd-level magic-user spells per 
  day.
  A Hamsterish Hoard of Monsters
  20
  
  Dragon, Shining
  Armor Class:�
  –2
  Hit Dice:�
  12**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–8 / 1–8 / 3–24
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F12
  Morale:�
  10
  Treasure Type:�
  H
  Alignment:�
  Neutral
  XP Value:�
  3000
  Trim and muscular, with broad wings and twin 
  arcs of hornlets adorning the head, shining 
  dragons are scaled in brilliant amber and 
  piercingly pure white; many possess scales 
  edged in translucent topaz, and seem to give 
  oﬀ a soft golden light. Their eyes are the color 
  of sunﬁre. Shining dragons prefer to lair in 
  deserts and dry mesas, on bare stony plateaus, 
  and essentially anywhere they may bask in as 
  much light as possible. Quixotic and 
  unpredictable creatures in the eyes of non-
  dragons, shining dragons are sphinx-like in 
  their strange and indirect, riddling talk.
  A shining dragon’s breath weapon is a line of 
  bubbling, foaming, burning light, 10'x100'. If a 
  second Save vs. Breath Weapon is failed, a 
  character loses 2 points from Strength, 
  Dexterity and Constitution until a remove 
  curse is administered. Shining dragons have a 
  100% chance of talking, a 5% chance of being 
  asleep, and may cast four 1st-level, four 2nd-
  level and four 3rd-level magic-user spells per 
  day.
  Dragon, Sky
  Armor Class:�
  0
  Hit Dice:�
  10**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–8 / 1–8 / 3–30
  No. Appearing:�
  1–4 (1–4)
  Save As:�
  F10
  Morale:�
  10
  Treasure Type:�
  H
  Alignment:�
  Lawful
  XP Value:�
  2500
  Long and lean with huge expanses of billowing 
  wingsail, sky dragons are mottled and rippled 
  in many shades of blue and white and storm-
  grey; some have highlights on their narrow 
  scales the color of sunset or lightning. Lairing 
  on the highest of mountaintops and in 
  enchanted clouds, sky dragons are some of the 
  most patient and deliberate of creatures.
  A sky dragon’s breath weapon is a line-shaped 
  bolt of lightning and icy wind, 100' x 5'. If a 
  second Save vs. Breath Weapon is failed, a 
  character is dazzled for the next six rounds at 
  a –6 penalty to all rolls; this fades to a –2 
  penalty which lasts for four hours. Sky 
  dragons have a 60% chance of talking, a 10% 
  chance of being asleep, and (if capable) may 
  cast three 1st-level, three 2nd-level and three 
  3rd-level magic-user spells per day.
  A Hamsterish Hoard of Monsters
  21
  
  Dragon, Thorn
  Armor Class:�
  1
  Hit Dice:�
  7**
  Move:�
  90' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  2–5 / 2–5 / 2–12
  No. Appearing:�
  1–2 (1–4)
  Save As:�
  F7
  Morale:�
  8
  Treasure Type:�
  H
  Alignment:�
  Lawful
  XP Value:�
  1250
  Slender, long-necked and slim-tailed, thorn 
  dragons are built for feeling their way through 
  the dense forests and overgrown jungle ruins 
  that they prefer to lair in. Their name comes 
  from their scales:  mottled brown and rust-red, 
  edged in green and rose—and each one’s tip 
  drawn out into a long, curved thorn. Thorn 
  dragons consider their forests to be their 
  personal gardens and works of art to be 
  maintained as they see ﬁt.
  A thorn dragon’s breath weapon is a line of 
  ﬂesh-eating, sticky sap-like ﬂuid, 60' x 5'. If a 
  second Save vs. Breath Weapon is failed, a 
  character caught in the breath weapon is 
  aﬀected as if under a hold person spell cast as 
  a cleric of the thorn dragon’s level. Thorn 
  dragons have a 30% chance of talking, a 40% 
  chance of being asleep, and (if capable) may 
  cast two 1st-level and one 2nd-level magic-
  user spells per day.
  Dragonet
  Armor Class:�
  5
  Hit Dice:�
  2*
  Move:�
  90' (30')
  �
  Fly:�
  120' (40')
  Attacks:�
  2 claws / 1 bite
  Damage:�
  1–3 / 1–3 / 1–8
  No. Appearing:�
  1–12 (1–12)
  Save As:�
  F2
  Morale:�
  7
  Treasure Type:�
  B
  Alignment:�
  Any
  XP Value:�
  25
  A young creature, a dragonet has more 
  “childish” proportions (short extremities, large 
  head, large eyes, etc.) than would an adult 
  dragon. Its scales are softer, and of fairly 
  nondescript colors—pale tans, greys, creams—
  which makes identifying the adult dragon 
  subtype diﬃcult at best. Though already very 
  independent creatures, dragonets often 
  remain with their birth clutches.
  A dragonet attacks with claws and bite for 1–3 
  hit points and 1–8 hit points of damage 
  respectively. Its breath weapon, a line of 
  caustic saliva measuring 30' x 5', obeys the 
  standard rules for adult dragon breath 
  weapons.
  (Alternatively, a dragonet may possess a 
  scaled-down form of the adult subtype’s breath 
  weapon. If using a variant dragon, allow a +4 
  bonus to the Save vs. Breath Weapon’s 
  secondary eﬀects.)
  A Hamsterish Hoard of Monsters
  22
  
  Drake, Aeolian (Gareth’s Drake)
  Armor Class:�
  5
  Hit Dice:�
  5+5*
  Move:�
  120' (40')
  �
  Fly:�
  180' (60')
  Attacks:�
  1 bite
  Damage:�
  1–10 + poison
  No. Appearing:�
  1–2 (2–8)
  Save As:�
  F6
  Morale:�
  9
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP Value:�
  300
  Largest of the known breeds of drake, the 
  aeolian drake masses as large in the body as a 
  good-sized horse and—with the correct 
  breeding and training—is as amenable to 
  being used as a mount. Aeolian drakes have 
  smaller, rounder scales in variegated patterns 
  of violet and grey, violet-black feathering 
  shading to grey, and brilliant yellow eyes. 
  Slightly stockier and shorter in neck and tail, 
  aeolian drakes prefer a head-on approach to 
  most obstacles.
  In combat an aeolian drake bites, inﬂicting 1–
  10 hit points of damage, and unlike smaller 
  drakes an aeolian drake seldom attacks with 
  its claws. The poison of an aeolian drake is 
  relatively weak, causing only 2–8 turns of 
  dizziness if the saving throw is failed; if its bite 
  is not enough to subdue an opponent an 
  aeolian prefers to use its frozen wind if 
  possible—beating its wings rapidly, the drake 
  creates a ﬁeld of bitter cold in a 5x30' line, 
  inﬂicting 2–12 hit points of damage.
  Drake, Cerastes
  Armor Class:�
  6
  Hit Dice:�
  3+5*
  Move:�
  90' (30')
  �
  Fly:�
  180' (60')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–4 / 1–4 / 1–8 + special
  No. Appearing:�
  1–4
  Save As:�
  F4
  Morale:�
  9
  Treasure Type:�
  U
  Alignment:�
  Chaotic
  XP Value:�
  75
  Scaled in mottles duns and greys, with 
  variegated feathers in browns and darker 
  greys on wings and legs, the cerastes is a 
  stalking, cunning sort of predator. Against its 
  cryptic coloration its lemon-yellow eyes stand 
  out brightly—as do the paired long, low crests 
  of translucent reddish horn that run the length 
  of its skull. Cerastes are belligerent creatures, 
  territorial and defensive. The crests of a 
  c e r a s t e s m a y e a c h b e p o w e r e d a n d 
  administered as a cure for poison.
  A cerastes attacks from ambush whenever 
  possible, diving to attack with claws and bite 
  and inﬂicting 1–4 and 1–8 hit points of damage 
  respectively. If lunging from a perch or 
  trapped upon the ground a cerastes will bite 
  only, using its claws as stabilizers. The 
  corrosive saliva of a cerastes functions as a 
  biological acid; on the round following a bite 
  from this drake, the victim suﬀers another 1–6 
  hit points of damage.
  A Hamsterish Hoard of Monsters
  23
  
  Drake, Helian
  Armor Class:�
  4
  Hit Dice:�
  3+2*
  Move:�
  90' (30')
  �
  Fly:�
  150' (50')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–4 / 1–4 / 1–6 + special
  No. Appearing:�
  1–6
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  U
  Alignment:�
  Lawful
  XP Value:�
  75
  Uniformly lightly built and scaled in a pale 
  bluish-grey, its feathering a few shades darker, 
  the helian drake appears slender and 
  relatively harmless compared to other drake 
  breeds. Scattered amongst its normal scales 
  are keeled scales of a luminescent, milky hue; 
  in dim light or darkness—or when the creature 
  wills it—these scales, as well as the drake’s 
  eyes and claws, light with a bewitching green 
  glow. Helian drakes take advantage of the 
  fascination their lights can provoke whenever 
  possible.
  In combat a helian drake attacks with claws 
  and bite as do other drakes, inﬂicting 1–4 and 
  1–6 hit points of damage respectively. Their 
  venomous bite dulls the senses, penalizing 
  initiative and Armor Class by –2 for 2–8 turns 
  if a save is failed; this penalty is cumulative 
  with the mesmerism of their light-scales, 
  which cause a –2 penalty to all rolls if the 
  victim fails a Save vs. Charm.
  Drake, Hypnale
  Armor Class:�
  6
  Hit Dice:�
  2*
  Move:�
  90' (30')
  �
  Fly:�
  150' (50')
  Attacks:�
  2 claws + 1 bite or 1 bite
  Damage:�
  1–3 / 1–3 / 1–4 + poison or
  �
  1–4 + poison
  No. Appearing:�
  1–3
  Save As:�
  F2
  Morale:�
  7
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP Value:�
  25
  One of the smaller breeds of drake—roughly 
  the size of the average dog in the body—the 
  hypnale has dove-colored mottled scales, 
  brassy wings, leg feathering and dorsal stripe, 
  and dark eyes. Its ears are tipped with tufts, 
  as is its excessively long tail. Quiet and 
  retiring creatures as drakes go, hypnale are 
  not inclined towards conﬂict and prefer to ﬂee 
  when possible except when defending their 
  lairs or eggs. By inclination, hypnale prefer 
  the blood of their prey.
  In combat a hypnale will bite, inﬂicting 1–4 hit 
  points of damage; if there is enough room for 
  the drake to be airborne it will dive at targets 
  with talons and fangs, inﬂicting 1–3 hit points 
  per talon in addition to its bite damage. The 
  bite of a hypnale is venomous; if the victim 
  fails a Save vs. Poison they will fall 
  unconscious for 2–8 turns. A second save then 
  determines whether the victim will receive 
  another 1–4 hit points of damage or—on a 
  failed save—die. A hypnale will seek to drink 
  the blood of unconscious victims at a rate of 
  one hit point per round.
  A Hamsterish Hoard of Monsters
  24
  
  Drake, Lacephyr
  Armor Class:�
  7
  Hit Dice:�
  1+1*
  Move:�
  90' (30')
  �
  Fly:�
  150' (50')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–4 + special
  No. Appearing:�
  2–12
  Save As:�
  F1
  Morale:�
  8
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP Value:�
  19
  The smallest of the drake breeds, the lacephyr 
  is also the most gregarious and has been 
  readily trained by humans and humanoids, 
  notably the inhabitants of the mountainous 
  Northlands. Ranging from the size of a falcon 
  to a house cat in the body, a lacephyr is 
  notable for its long trailing tail and its large, 
  dark-opal eyes. The scales of wild lacephyr are 
  found in many colors—deep, if dull, blues, 
  greens, roses, ambers, creams and earth-
  colors—with slightly darker mottled feathers. 
  The various strains of long-domesticated 
  lacephyr are considerably more vibrant.
  Lacephyr attack exclusively from the air, 
  inﬂicting a total of 1–4 hit points of damage 
  from their claws and fangs. The venom of a 
  lacephyr dazes for a single round on a failed 
  save (with a +2 bonus to the roll)—but the 
  drake may also spit its venom every four 
  rounds up to a range of 10'. The venom ignites 
  in the air, inﬂicting 2–5 hit points of damage 
  on contact.
  Drake, Syrene
  Armor Class:�
  6
  Hit Dice:�
  3+5*
  Move:�
  120' (40')
  �
  Fly:�
  150' (50')
  Attacks:�
  2 claws + 1 bite or 1 bite
  Damage:�
  1–4 / 1–4 / 1–6 + special or
  �
  1–6 + poison
  No. Appearing:�
  1–4 (2–8)
  Save As:�
  F4
  Morale:�
  9
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP Value:�
  75
  Long and sinuous of line even for a drake, the 
  syrene is lean-bodied, shallow-chested and 
  possessed of an excessively long neck and tail. 
  Though it prefers to be airborne when at all 
  possible, when ground-bound the syrene is as 
  likely to glide serpent-like along the ground as 
  it is to walk upon its legs; it also climbs 
  through undergrowth, grasping with its claws. 
  The syrene is occasionally prone to 
  aggression; the size of a large wolf, it is rare 
  amongst drakes in being of a single color—in 
  this case, pure white.
  From the air a syrene attacks with claws and 
  bite, inﬂicting 1–4 and 1–6 hit points of 
  damage respectively; when on the ground it 
  bites unless a target comes within range of its 
  claws while it is coiled, in which case it will 
  also strike with claws. The fangs of a syrene 
  are serrated and suitable for tearing gobbets 
  of ﬂesh—any wound inﬂicted by a syrene’s bite 
  will continue to bleed at a rate of 2 hit points 
  per round until treated.
  A Hamsterish Hoard of Monsters
  25
  
  Draugr (Barrow Ghoul)
  Armor Class:�
  6
  Hit Dice:�
  3*
  Move:�
  90' (30')
  Attacks:�
  2 claws + 1 bite or
  �
  by weapon
  Damage:�
  1–3 / 1–3 / 1–3 or
  �
  by weapon + special
  No. Appearing:�
  1–2 (2–16)
  Save As:�
  F3
  Morale:�
  10
  Treasure Type:�
  B
  Alignment:�
  Lawful
  XP Value:�
  50
  Similar to the common ghoul, draugr are 
  withered, gaunt undead that hunt the living, 
  especially those who have wronged them 
  whether in life or in death; they are found 
  within tombs and crypts, most frequently their 
  own. Draugr have a feral cast to their features, 
  and a faint bluish tint to their dead ﬂesh and 
  cauled eyes.
  Draugr may attack with claws and bite for 1–3 
  hit points of damage for each successful strike, 
  or may attack with a weapon. Rather than the 
  paralysis of ghouls, draugr possess a grave 
  chill:  for each successful attack, the draugr 
  drains half of the damage dealt as an unholy 
  energy that heals the draugr.
  Dreamsnake
  Armor Class:�
  7
  Hit Dice:�
  1–1**
  Move:�
  90' (30')
  Attacks:�
  1 bite
  Damage:�
  1–4 + special
  No. Appearing:�
  1–2 (1–8)
  Save As:�
  F1
  Morale:�
  7
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  7
  These small serpents are exceedingly slender, 
  with wedge-shaped heads, icy-white scales 
  tinged with green, and bright red eyes. Their 
  fangs are crystalline and razor sharp. 
  Dreamsnakes are deceptively gentle and slow 
  to obviously attack; they feed on mental 
  energy, not ﬂesh and blood.
  A dreamsnake’s ﬁrst attack will always be to 
  dreamthief instead of using its poisonous bite 
  (said venom causing a –4 penalty to INT and 
  DEX for three hours); this “attack” requires 
  only physical contact. If a Save vs. Spells is 
  failed, the dreamsnake spirits away one 
  signiﬁcant memory or dream (DM’s discretion) 
  and the victim is stunned, unable to act, for 
  one round. The dreamsnake will generally take 
  that round to try to escape.
  Twelve hours are required for a dreamsnake to 
  “digest” stolen mental energies. If its jewel-
  like brain is consumed by its victim or victims 
  before that span of time, the memories may be 
  regained.
  A Hamsterish Hoard of Monsters
  26
  
  Dreamthief*
  Armor Class:�
  3
  Hit Dice:�
  6+4***
  Move:�
  120' (40')
  �
  Climbing�
  90' (30')
  �
  Fly:�
  180' (60')
  Attacks:�
  4 claws, or 2 claws + 2 wings
  Damage:�
  1–4 / 1–4 / 1–4 / 1–4 or
  �
  1–4 / 1–4 / 1–6 / 1–6
  No. Appearing:�
  1
  Save As:�
  M7
  Morale:�
  10
  Treasure Type:�
  I
  Alignment:�
  Chaotic
  XP Value:�
  1250
  The size of an elf or a slight human, a 
  dreamthief is a golden grotesque, a gargoyle 
  of orange-gold scales and coppery Armored 
  hide. Barbed and horned, armed with sharp 
  curving talons and saw-edged wings, the 
  creature is solitary; equally at home in a 
  dungeon or in the depths of the greatest urban 
  sprawls. Though the dreamthief has no fear of 
  combat and may pull some shreds of 
  sustenance from it, it is more feared as an 
  unseen presence that gnaws at one’s sleeping 
  mind.
  When in combat, a dreamthief attacks in one 
  of two ways; diving and raking with all four 
  claws, inﬂicting 1–4 hit points of damage per 
  successful claw attack, or landing—or latching 
  onto a speciﬁc victim—which forces the 
  dreamthief to lose its maneuverability and 
  hindclaw attacks in favor of two claws and two 
  wing-buﬀets that inﬂict 1–6 hit points of 
  damage each. For every two rounds a 
  dreamthief is engaged in combat it gains a +1 
  bonus to all rolls as it feeds from the emotional 
  states of its targets.
  Sleeping individuals have more to fear from 
  the dreamthief. The gargoyle can sense 
  sleeping creatures within 400', and will invade 
  their dreaming minds to siphon their spirit 
  away; if a roll against death ray is failed, the 
  victim loses 1-4 points of Wisdom. A second 
  failed check indicates that the dreamthief has 
  dug a spirit-link into the victim’s self, and will 
  continue to devour 1–2 points of Wisdom every 
  night without contest unless destroyed. 
  Without the dreamthief’s inﬂuence lost 
  Wisdom may be regained at a rate of one point 
  per day.
  Dreamthieves are immune to non-magical 
  weapons.
  Duraki
  Armor Class:�
  5
  Hit Dice:�
  3+5
  Move:�
  120' (40')
  Attacks:�
  1 ﬁsts or by weapon
  Damage:�
  1–4 / 1–4 or by weapon
  No. Appearing:�
  2–8
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  E
  Alignment:�
  Chaotic
  XP Value:�
  75
  Strange humanoid creatures, duraki are 
  androgynous and eerily similar in appearance 
  to one another, as if all created at the once by 
  some magic-user’s experiment. Their ﬂesh is 
  smooth and ﬁshbelly pale, almost pearly, and 
  slick with a thin sheen of blood continually 
  shed by their pores; their eyes are featureless 
  and white, as is what little hair that they 
  possess. Duraki will arm themselves with any 
  weaponry they may acquire, but are just as 
  happy to use their ﬁsts in their raiding and 
  pillaging.
  Duraki attack with their ﬁsts in combat, 
  inﬂicting 1–4 hit points of damage per strike, 
  or else make use of an eclectic variety of 
  weaponry—essentially, any weapon one may 
  acquire, it may wield. Certain duraki have 
  demonstrated a fondness for ﬂaming oil and 
  pitch as weapons.
  If a duraki is brought to half of its hit points, 
  on the following round it may trigger a 
  cystburst:  a wave of blood and gore erupts 
  from the creature, congealing into 1–6 1 Hit 
  Die or 1–2 2 Hit Die duraki. Save for the lower 
  number of Hit Dice, the spawn function 
  identically to their "parent".
  A Hamsterish Hoard of Monsters
  27
  
  E
  Elemental, Shade*
  Armor Class:�
  0 / –2 / –4
  Hit Dice:�
  8 / 12 / 16**
  Move:
  �
  Burrow:�
  180' (60')
  �
  Swim:�
  210' (70')
  Attacks:�
  1
  Damage:�
  1–10 / 2–20 / 3–30
  �
  (see below)
  No. Appearing:�
  1
  Save As:�
  C8–16
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  1200 / 2125 / 2950
  Set above and yet apart from the rareﬁed (air, 
  ﬁre) and chthonic (earth, water) elementals 
  respectively,shade elementals are living 
  embodiments of the element of darkness. Like 
  all elementals, they are native to their own 
  elemental plane of existence; unlike the 
  “lower” elemental types, they may also be 
  encountered freely within their own elemental 
  plane.
  Shade elementals function in the same manner 
  as standard elementals unless noted 
  otherwise. Like standard elementals, they may 
  be summoned by staﬀ, device or spell.
  A shade elemental appears as a coiling, 
  quivering, eﬀervescent mass of ﬂuid darkness 
  1' tall and 1' in diameter for every Hit Die of 
  the elemental.
  In combat, individuals opposing a shade 
  elemental must Save vs. Paralysis or have 
  their spirits weighed down, able to act only 
  once every two rounds for the duration of the 
  combat.
  These elementals inﬂict an extra 1–10 hit 
  points of damage on ﬂying creatures and 
  creatures of heat or ﬂame, twice that again 
  against creatures of light.
  Shade elementals take double damage from 
  light, normal damage from air and ﬁre, and 
  minimum damage from darkness, earth and 
  water.
  Shade elementals are immune to non-magical 
  weapons.
  Elemental, Shining*
  Armor Class:�
  0 / –2 / –4
  Hit Dice:�
  8 / 12 / 16**
  Move:
  �
  Fly:�
   240' (80')
  Attacks:�
  1
  Damage:�
  1–10 / 2–20 / 3–30
  �
  (see below)
  No. Appearing:�
  1
  Save As:�
  C8–16
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  1200 / 2125 / 2950
  Set above and yet apart from the rareﬁed (air, 
  ﬁre) and chthonic (earth, water) elementals 
  respectively, shining elementals are living 
  embodiments of the element of light. Like all 
  elementals, they are native to their own 
  elemental plane of existence; unlike the 
  “lower” elemental types, they may also be 
  encountered freely within their own elemental 
  plane.
  Shining elementals function in the same 
  manner as standard elementals unless noted 
  otherwise. Like standard elementals, they may 
  be summoned by staﬀ, device or spell.
  A shining elemental appears as a lacy pattern 
  of twisting, weaving light—the purest of white, 
  the brilliance golden of sunlight, a riot of 
  prismatic colors—1' tall and 1' in diameter for 
  every Hit Die of the elemental.
  In combat, individuals opposing a shining 
  elemental must Save vs. Charm or be dazzled, 
  taking a –4 penalty to to-hit and damage rolls 
  for the duration of the combat.
  These elementals inﬂict an extra 1–10 hit 
  points of damage on aquatic creatures and 
  creatures of the earth, twice that again 
  against creatures of darkness.
  Shining elementals take double damage from 
  darkness, normal damage from earth and 
  water, and minimum damage from air, ﬁre and 
  light.
  Shining elementals are immune to non-magical 
  weapons.
  A Hamsterish Hoard of Monsters
  28
  
  Emberwings
  Armor Class:�
  6
  Hit Dice:�
  4*
  Move:�
  Fly 120' (40')
  Attacks:�
  1
  Damage:�
  1–8
  No. Appearing:�
  1 (see below)
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  200
  Swarm and singular creature at the same 
  time, emberwings resemble a ﬂock of 
  butterﬂies of burning ﬁre-colored crystal, 
  glowing like the embers they are named for. 
  Fluttering aimlessly—or so they appear—the 
  emberwings will “attack” anything that seems 
  like a likely target, seeking to share their 
  warmth. Though not inherently hostile, an 
  emberwings can be deadly to anything around 
  it simply by existing.
  The razor-sharp, burning blades of the 
  swarm’s wings inﬂict 1–8 hit points of damage 
  per attack, as the emberwings swarm engulfs 
  a body. Every three rounds, once agitated, it 
  may focus a blast of glittering ﬂame through 
  the wings of its swarm, creating a bolt of ﬂame 
  that extends for 20' and inﬂicts 2–12 hit points 
  of damage. Should it be attacked with cold, an 
  emberwings will counter with a pyretic burst, 
  inﬂicting the damage of its ﬁrebolt on all 
  within 20' of the emberwings—but it may only 
  do so once.
  Emberwings are immune to ﬁre and take only 
  half damage from lightning. Cold causes an 
  e m b e r w i n g s d o u b l e d a m a g e , a s d o 
  bludgeoning weapons.
  Empressbug
  Armor Class:�
  4
  Hit Dice:�
  3*
  Move:�
  120' (40')
  �
  Climb:�
  120' (40')
  �
  Fly:�
  150' (50')
  Attacks:�
  1 bite
  Damage:�
  1–10 (special)
  No. Appearing:�
  1 (1–2)
  Save As:�
  F3
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  50
  The empressbug is—predictably—a mammoth, 
  monstrous ladybug. Appearing to be lacquered 
  in black and brilliant ruby or burnt amber (and 
  of course spotted with more black), the 
  empressbug is equally at home in primeval 
  forests, overgrown jungles, untended garden 
  labyrinths and dank crawling dungeons. All it 
  needs is suitable prey—and though other giant 
  creepy-crawlies are preferred, an empressbug 
  will eat just about anything that moves.
  An empressbug attacks by biting, inﬂicting 1–
  10 hit points of damage with its bladed 
  mandibles. If an empressbug inﬂicts ﬁve or 
  more hit points of damage it has successfully 
  grasped its prey and maintains its grip, 
  continuously chewing away for an automatic 
  1–10 hit points of damage per round until the 
  subject is devoured or escapes. A Strength 
  check at a –4 penalty is required to escape the 
  empressbug’s gnawing.
  It is entirely possible for adventurers—already 
  contending with giant centipedes and the like
  —to be inadvertently aided by the trundling 
  arrival of a hungry empressbug.
  A Hamsterish Hoard of Monsters
  29
  
  F
  False Unicorn
  Armor Class:�
  7
  Hit Dice:�
  3
  Move:�
  240' (80')
  Attacks:�
  2 hooves / 1 horn
  Damage:�
  1–4 / 1–4 or 1–6
  No. Appearing:�
  2–20
  Save As:�
  F4
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  35
  Mistaken for actual unicorns only by those 
  with little knowledge of the fey beast, false 
  unicorns are wild equines found in forests and 
  savannah scrublands. Their coats vary from 
  pale dun to almost black, and on their 
  foreheads is a sharp reddish-brown horn much 
  like that of a rhinoceros, if sharper and more 
  slender.
  False unicorns, if caught young, can be broken 
  with some diﬃculty. They can carry up to 
  3500cn, or 7000cn at half-speed.
  Fossil*
  Armor Class:�
  6 / 4 / 2
  Hit Dice:�
  3 / 6 / 9*
  Move:�
  90' (30')
  �
  Stoneswim:�90' (30')
  Attacks:�
  3
  Damage:�
  1–4 / 1–4 / 1–8 or
  �
  1–6 / 1–6 / 1–12 or
  �
  1–8 / 1–8 / 2–20
  No. Appearing:�
  1–4
  Save As:�
  F3/6/9
  Morale:�
  12
  Treasure Type:�
  I
  Alignment:�
  Neutral
  XP Value:�
  50/725/1950
  Fossils are unusual elementals; spirits of earth 
  inhabiting the petriﬁed bones of long-dead 
  creatures. The animating force of the 
  elemental draws the bones together again, 
  granting it a physical body with which to 
  travel through—literally!—the mundane world. 
  The hollow eyes of a fossil shine with tiny 
  pinpricks of gold or jade-colored light. Despite 
  their appearance, fossils are not undead and 
  cannot be turned, harmed by holy water, or 
  otherwise aﬀected by magic or objects that 
  aﬀect the undead.
  In combat a fossil strikes with whatever 
  natural weaponry its stony frame possesses, 
  slamming petriﬁed bone into its opponents 
  when necessary. Most fossils possess a 
  combination of “weapons” and attack in a one/
  one/two pattern, inﬂicting damage as noted for 
  their Hit Dice above. Fossils of six and nine Hit 
  Dice cause petriﬁcation in the bodies of their 
  victims when they strike, eﬀectively draining 
  one level in a round in which the fossil 
  successfully attacked.
  Fossils are immune to non-magical weapons, 
  and to all damage from earth and cold. They 
  take double damage from lightning-based 
  attacks.
  A Hamsterish Hoard of Monsters
  30
  
   
  G
  Geﬁrir (Earth Spirit)
  Armor Class:�
  3
  Hit Dice:�
  7***
  Move:�
  180' (60')
  Attacks:�
  2 claws or special
  Damage:�
  2–12 / 2–12 or special
  No. Appearing:�
  1 (1–2)
  Save As:�
  F7
  Morale:�
  9
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  1650
  Backbones of the elemental court of Earth, 
  geﬁrir are hulking, solidly built humanoids of 
  soil and stone. Their bestial legs are furred 
  with mosses, their feet massive stony talons; 
  their torsos are Armored with stony, 
  articulated "chitin", and their hands armed 
  with great claws. A rack of crystal antlers 
  crowns a leonine head, and eyes of burning 
  a m b e r j u d g e a l l t h e y e n c o u n t e r 
  dispassionately. Elder geﬁrir possess manes of 
  ferns and moss that dimly luminesce.
  In combat, should they choose it, geﬁrir wade 
  in with their claws, dealing 2–12 hit points of 
  damage per successful strike. A geﬁrir may 
  also choose to summon clutching tendrils of 
  earth and greenery within a 20' radius, for one 
  of two eﬀects: 
   either holding opponents 
  immobile (though not paralyzed) until the 
  geﬁrir chooses to release the victims (or a 
  successful Strength check at a –5 penalty is 
  made), or lashing opponents with razor-edged 
  crystals for 3–18 hit points of damage. These 
  tendrils may be summoned every two rounds.
  A magical weapon is required to harm a 
  geﬁrir. They regenerate 3 hit points per round 
  when in contact with soil or rough stone.
  Ghostﬂame
  Armor Class:�
  7
  Hit Dice:�
  3+3**
  Move:�
  ﬂy 210' (70')
  Attacks:�
  2
  Damage:�
  1–8 / 1–8
  No. Appearing:�
  2–7
  Save As:�
  F4
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  100
  Fire spirits touched by death, ghostﬂames 
  resemble torso-sized orbs of ﬂickering blue-
  green ﬁre. Constantly surrounded by a nimbus 
  of pale greenish light in addition to their own 
  ﬁres, ghostﬂames occasionally spawn small 
  sub-spheres that orbit incessantly or drift 
  away to investigate the ghostﬂame’s 
  environment. Bitter creatures that loathe the 
  taint of death inside them, ghostﬂames hunt 
  undead creatures obsessively and may aid any 
  who plan to ﬁght against the walking dead.
  Ghostﬂames attack with gouts of ﬁre 
  extending up to 15' away, or else with a 
  subsphere; regardless of the method used, 
  each attack inﬂicts 1–8 hit points of damage 
  and sets the target alight on 2-in-6. Against 
  undead creatures—or any who habitually wield 
  necromantic power—a ghostﬂame’s ﬁres inﬂict 
  double damage.
  A ghostﬂame may also attempt to take over a 
  target, melding with its chosen “mount” in a 
  form of possession. If the target fails a Save 
  vs. Death Ray, the ghostﬂame takes control of 
  the victim, granting a controllable ﬂame-aura 
  that inﬂicts 1–4 hit points of damage but 
  forcing a Wisdom check whenever the victim 
  wishes to act independently. A ghostﬂame may 
  be driven out with the appropriate rituals or 
  clerical magic.
  Ghostﬂames are immune to ﬁre and to non-
  magical weapons. They may be turned as 
  undead of their Hit Dice.
  A Hamsterish Hoard of Monsters
  31
  
  Giltsnake
  Armor Class:�
  1
  Hit Dice:�
  1 hit point*
  Move:�
  150’ (50’)
  Attacks:�
  1 bite
  Damage:�
  0 + poison
  No. Appearing:�
  1–100
  Save As:�
  F1
  Morale:�
  6
  Treasure Type:�
  Variable (special)
  Alignment:�
  Lawful
  XP Value:�
  6
  Sometimes the treasure is actually the trap—
  or it is when it’s been infected with giltsnakes.
  Two to four inches long, tiny giltsnakes have 
  highly ridged and articulated metallic scales – 
  they may be pale as platinum to dark as 
  copper—that, when the tiny snake coils up, 
  interlock and resemble a metal coin to a 
  fantastic degree. Disturbing a giltsnake while 
  it is coiled will cause it to uncoil and bite 
  instinctively.
  The bite from a giltsnake’s miniscule mouth 
  does no damage, but instead delivers a contact 
  poison. This poison’s eﬀects can vary by strain 
  of snake, but the most common causes 2–12 
  hit points of damage unless a Save vs. Poison 
  is made.
  Glia
  Armor Class:�
  8
  Hit Dice:�
  1
  Move:�
  180' (60') (see below)
  Attacks:�
  1
  Damage:�
  1–2
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  Normal Man
  Morale:�
  6
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  10
  An unexpectedly double-jointed animal the 
  size of a very large rabbit or small dog, a glia 
  resembles a tiny high-rumped antelope with 
  distinctly sciurid traits. Its soft pelt is a buﬀ 
  grey, its tail a thick dense plume longer than 
  the rest of its body; its head, despite its 
  curving horns and long upper tusks, is vaguely 
  squirrel-like and packed with teeth as suitable 
  for gnawing as or grazing. Strangest of all are 
  the long grasping claws a glia bears instead of 
  dewclaws, suitable for climbing trees, and the 
  expansive folds of skin along its ﬂanks that 
  link together its limbs—for if a glia resembles 
  any squirrel at all, it would be a ﬂying squirrel. 
  Not surprisingly, glia are a common prey of 
  the abi.
  Like most herbivorous animals, a glia prefers 
  to ﬂee than to ﬁght. Capable of running at a 
  respectable pace, a glia is just as likely to 
  launch itself from a height—or bound high in 
  mid-run to glide, startling most predators for 
  those crucial moments needed for escape. If 
  cornered or defending its young, however, a 
  glia will attack with dewclaws and sharp tusks 
  for 1–3 hit points of damage.
  A Hamsterish Hoard of Monsters
  32
  
  Greenfang
  Armor Class:�
  6
  Hit Dice:�
  see below
  Move:�
  Nil
  Attacks:�
  1 bite
  Damage:�
  see below
  No. Appearing:�
  1–4
  Save As:�
  F of equivalent Hit Dice
  Morale:�
  10
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP value:�
  see below
  Greenfangs are a particularly hardy and 
  stubborn form of carnivorous plant. Capable of 
  rooting themselves almost anywhere—even 
  into stone—they normally appear like a large 
  round mass of foliage (something like a giant 
  cabbage) surrounded by ragged dark green 
  leaves.
  When potential prey moves within ten feet of a 
  greenfang, the central globe shoots forth on a 
  long ﬂexible stalk, opening up into a maw 
  lined with sharp woody fangs intent on 
  devouring the meal.
  Hit Dice
  Damage
  XP Value
  ½
  1d2
  5
  1
  1d4
  10
  1+1
  1d6
  15
  2
  1d6
  20
  2+2
  1d8
  25
  3
  1d10
  35
  3+3
  2d6
  50
  Griph
  Armor Class:�
  7
  Hit Dice:�
  3+3*
  Move:�
  150' (50')
  �
  Burrow:�
  90' (30')
  Attacks:�
  1 bite
  Damage:�
  1–10
  No. Appearing:�
  1–2 (2–8)
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  B
  Alignment:�
  Neutral
  XP Value:�
  75
  Odd creatures of the badlands and dry 
  steppes, griphs stand a hair over two feet at 
  the shoulder; somewhat incongruously they 
  combine compact muscular torsos with 
  relatively long hind legs, shorter and stronger 
  forelegs, and a long ﬂicking tail. With the 
  exception of a “mane” of degenerate 
  feathering from the base of the skull to the tip 
  of the tail, a griph is otherwise covered in a 
  mosaic of rusty-brown scales. All four feet are 
  raptorial, the forefeet broader and the claws 
  too blunt for eﬀective combat; and the head is 
  large and deep, with a hooked beak capable of 
  cracking bone and an extensive bony frill 
  extending from the back of the skull.
  Despite being well built for running, griphs 
  are accomplished burrowers; they also are 
  renowned for hoarding gold, oddly enough, 
  and will both dig for it and attack those 
  bearing it.
  In combat a griph brings its massive beak to 
  bear, biting for 1–10 hit points of damage. 
  Though it will not normally use its claws to 
  ﬁght, if a griph succeeds in its bite attack with 
  a to hit result of 18–20, it will maintain its bite 
  in the next round and begin to pummel its 
  opponent with its claws, inﬂicting 2–8 hit 
  points of damage as well as its bite damage.
  A Hamsterish Hoard of Monsters
  33
  
  Guileu
  Armor Class:�
  6
  Hit Dice:�
  2+3*
  Move:�
  90' (30')
  �
  Swim:�
  120' (40')
  �
  Climb:�
  90' (30')
  Attacks:�
  1 spit
  Damage:�
  1–6 + poison
  No. Appearing:�
  2–12
  Save As:�
  M3
  Morale:�
  9
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  35
  Slow of motion and placid of nature, guileu are 
  frog-shaped creatures of perfectly clear water; 
  long-limbed like a tree frog, a guileu has eyes 
  like transparent black pearls and, when, 
  motionless, is betrayed only by the ripple of 
  light on its “skin”. Guileu are inoﬀensive 
  creatures, preferring to gather bits of wisdom 
  and pearls and occasionally lurk amongst 
  mortal creatures to dispense healing in return 
  for reverence.
  Guileu do not like combat and avoid it 
  whenever possible, preferring to negotiate or 
  retreat from the ﬁeld of battle. If violence 
  appears to be inevitable, a guileu will climb 
  the nearest vantage-point and spit toxic waters 
  at its antagonists; this “bolt” has a range of 50' 
  and inﬂicts 1–6 hit points of damage, plus and 
  additional 2–8 hit points and 1 point of 
  Constitution (recoverable with a day of rest) if 
  a Save vs. Poison is failed. A guileu may 
  choose to concentrate all of its toxin for a 
  day’s span to make a single bolt that kills the 
  victim outright if the save is failed, but may 
  then create no further bolts for 24 hours. Due 
  to their shimmering transparency, all to-hit 
  rolls take a –4 penalty against a guileu.
  Guileu may cure poisoning and disease at will, 
  using the ﬂuids of their own bodies. They take 
  double damage from wind and ﬁre, but no 
  damage from water, earth or acid; submerged 
  in a body of water, they regenerate 3 hit points 
  per round.
  H
  Heartbriar
  Armor Class:�
  5
  Hit Dice:�
  4*
  Move:�
  120' (40')
  Attacks:�
  2
  Damage:�
  1–8 / 1–8
  No. Appearing:�
  1–2
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  125
  Looking superﬁcially like a crude—or oddly 
  baroque—rosewood golem, a heartbriar is a 
  creature of tangled, thorn-laced ﬁbrous vines 
  and chunks of ﬂexible wood of a distinctly 
  rose-rust color. Roughly human in size and 
  shape, a heartbriar is rooted in place during 
  the cold seasons or in similar conditions inside 
  a dungeon but otherwise roams freely in 
  search of warm-blooded prey.
  In combat a heartbriar attacks with its “ﬁsts” 
  or with free-swinging coils of briar, inﬂicting 
  1–8 hit points of damage per strike. Each 
  attack sinks thorned tendrils into the victim, 
  draining 1–6 hit points via blood loss per 
  round until the tendrils are severed or the 
  victim is otherwise removed. The more blood 
  absorbed, the deeper a tinge of bloody 
  crimson colors the heartbriar.
  If a human or similar sapient creature is killed 
  by blood drain the heartbriar releases the 
  corpse, its woody core taking on a more 
  deﬁned humanoid shape as the plant stiﬀens 
  and roots itself. Within 1–4 hours the wood 
  crumbles and ﬂakes away and the briars 
  wither, releasing a new-formed “briar-born” 
  with no prior memory. The briar-born 
  resembles a human with hair of rose-rust 
  (rarely other shades) and deep green eyes 
  tinged with blood red.
  A Hamsterish Hoard of Monsters
  34
  
  Heqren
  Armor Class:�
  8
  Hit Dice:�
  1/2***
  Move:�
  270' (90')
  Attacks:�
  1
  Damage:�
  1 + special
  No. Appearing:�
  2–20 (50–50)
  Save As:�
  M2
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  8
  Gelatinous and almost transparent, heqren 
  resemble small ﬂying manta rays. Measuring 
  little more than a foot across the breadth of 
  their wings, they are strange little creatures 
  seemingly composed entirely of stiﬀ 
  opalescent jelly. To the average individual a 
  heqren is little threat, and a ﬂight troublesome 
  but avoidable—but to a spellcaster, or any who 
  make use of magic, the jelly mantas are a 
  miserable bane.
  Heqren attack by colliding with a target. This 
  attack inﬂicts a single hit point of damage; 
  however, this is not the major source of 
  “damage”. A heqren will drain magic from the 
  victim’s possession with every successful 
  attack:  a charged magical item loses a charge, 
  temporary items are drained altogether, a 
  permanent item becomes nulliﬁed for one 
  hour, or spellcasters lose one memorized spell. 
  If multiple options present themselves in a 
  single target, heqren prioritize in the above 
  order.
  If a heqren absorbs magic a number of times 
  equal to its hit points, it promptly ﬁssions into 
  two identical heqren. Heqren are eﬀectively 
  immune to magic. They take double damage 
  from ﬁre.
  Hejari (Air Spirit)
  Armor Class:�
  5
  Hit Dice:�
  6+3****
  Move:�
  180' (60')
  �
  Fly:�
  210' (70')
  Attacks:�
  2 claws or by weapon
  Damage:�
  1–8 / 1–8 or by weapon +1
  No. Appearing:�
  1 (1–2)
  Save As:�
  F6
  Morale:�
  9
  Treasure Type:�
  O
  Alignment:�
  Neutral
  XP Value:�
  1550
  Warrior-scholars of the Courts of Air, hejari 
  are lean humanoids with strong, taloned feet 
  and bestial legs, and the heads of fey, white-
  coated gazelles. From their pale shoulders 
  sprout “wings” of ever-shifting white mist; 
  their talons are tinted sapphire, and their blue-
  gold eyes shine like lightning. Their manes 
  vary in shades of pale gold, soft grey and 
  platinum, and their long spiralling horns are 
  the pale translucent white-gold of a lightning 
  strike. Contemplative creatures, hejari refrain 
  from throwing themselves into combat unless 
  absolutely necessary and prefer instead to 
  broker pacts that serve themselves and their 
  Court.
  When combat is inevitable, hejari attack with 
  slashing kicks of their talons, inﬂicting 1–8 hit 
  points of damage per successful strike, or else 
  with weaponry, preferring javelins and bows. 
  Far more commonly the hejari will use its 
  mistcage to entrap 1–4 targets in lacy 
  constructs of misty force. These mistcages 
  may be created every three rounds and exist 
  until dismissed by the hejari or the entrapped 
  victim makes a successful Strength check at a 
  –6 penalty; for every round trapped in the 
  cage, a victim takes 1–2 hit points of damage, 
  temporarily loses a point of Dexterity, or 
  receives no impairment as the hejari wills.
  Hejari have the spellcasting ability of 5th-level 
  magic users. A magical weapon is required to 
  harm them, and they regenerate 2 hit points 
  per round when in contact with active winds 
  or lightning.
  A Hamsterish Hoard of Monsters
  35
  
  Hetera
  Armor Class:�
  7
  Hit Dice:�
  1+4*
  Move:�
  180’ (60’)
  Attacks:�
  1 tail-lash or 2 claws + 1 bite
  Damage:�
  1–4 + paralysis or
  �
  1–3 / 1–3 / 1–4
  No. Appearing:�
  2–8 (3–18)
  Saves:�
  Normal Man
  Morale:�
  7
  Treasure:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  19
  Hetera are unusual animals the size of 
  turkeys; long of hind limb with spreading 
  claws, their forelimbs are considerably shorter 
  and end in paws suitable for running or 
  grasping, with a wickedly curved talon on a 
  powerful “thumb”. With compact bodies, a 
  long slender tail, curved neck and compactly-
  muzzled head armed with a small beak and 
  four fang-like tusks, hetera are well-armed for 
  being such small beasts. A hetera’s hide is 
  covered in soft mink-brown downy fuzz, while 
  its four feet are scaled like a bird’s—and its 
  tail bears a crest of long, poisonous quills 
  running down the ﬁnal quarter of its length.
  Though normally herbivorous, hetera will 
  scavenge or pick up small animals when given 
  the chance. In combat a hetera will lash out 
  with its quilled tail for 1–4 hit points of 
  damage; those wounded by the quills must 
  Save vs. Poison or be paralyzed for 1–6 turns. 
  If its poison fails, and the hetera feels 
  cornered or is in a large ﬂock, it will begin to 
  attack with thumb-claws and bite for 1–3 and 
  1–4 hit points of damage respectively until 
  capable of ﬂeeing. If enough adversaries are 
  felled by poison, hetera will begin to scissor 
  out ﬂesh with their beaks and fangs.
  Hidden One
  Armor Class:�
  6
  Hit Dice:�
  1+1
  Move:�
  180' (60')
  �
  Digging:�
  90' (30')
  Attacks:�
  2 claws or 1 weapon
  Damage:�
  1–4 / 1–4 or weapon
  No. Appearing:�
  3–12 (4–40)
  Save As:�
  F2
  Morale:�
  8 (10)
  Treasure Type:�
  D
  Alignment:�
  Chaotic
  XP Value:�
  15
  Hunched and thin, hidden ones are 
  s u b t e r r a n e a n , n o c t u r n a l h u m a n o i d s 
  perpetually concealed by layered wrappings of 
  ragged cloth and leather. Their faces are 
  masked, and no ﬂesh is exposed save for their 
  long, metal-dense claws. Hidden ones ﬁght 
  with their claws in combat, or else use stolen 
  weapons that are often poisoned.
  For every ten hidden ones in a pack, there is 
  one 2+2 hit dice sub-chief, and a tribe is lead 
  by a shaman of 4 hit dice who has the spell-
  casting ability of a 3rd-level cleric. As long as 
  the leader of any pack or tribe of hidden ones 
  is alive, the morale of the whole is 10 instead 
  of 8.
  Should the wrappings be stripped from a 
  hidden one, it will be discovered that roughly 
  half are emaciated and bestial, half stunningly 
  beautiful.
  A Hamsterish Hoard of Monsters
  36
  
  I
  Iaret (Cobra Lord)
  Armor Class:�
  5
  Hit Dice:�
  4+6**
  Move:�
  150' (50')
  �
  Climbing�
  90' (30')
  Attacks:�
  1 spit or by weapon
  Damage:�
  2–8 + poison or by weapon
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  F6
  Morale:�
  10
  Treasure Type:�
  A
  Alignment:�
  Any
  XP Value:�
  275
  The iaret, or “Cobra Lords”, are an ancient 
  race of shapechangers continually fascinated 
  by nobility and secrets, both their own and 
  those of the “young” kingdoms. In their 
  natural shape iaret—from the waist up—
  resemble lithe and lean-muscled humans, 
  though they are fanged, their amber eyes 
  possess a faint inhuman gleam, and their 
  coppery ﬂesh occasionally shows a patch of 
  tiny, jewel-like scales that are marked oﬀ by 
  elaborate curling tattoos. From the waist 
  down, however, an iaret has the body of a 
  massive cobra, cloaked in brilliantly colored 
  shining scales and measuring as much as 
  twenty feet in length. Whether concealing 
  their nature or not, iaret are found scattered 
  throughout the world as sages, duelists, 
  merchant-princes, and rulers of the shadow 
  cultures. Many human sages believe there to 
  be a blood link between the iaret and the 
  kurath, but the Cobra Lords refuse to 
  comment.
  In combat an iaret ﬁghts with a weapon—the 
  Cobra Lords prefer ornate polearms, 
  gracefully curved swords and small but 
  powerful bows of ivory and horn—or by 
  spitting venom. When spitting an iaret may 
  attack up to a range of 40', the venom 
  inﬂicting 2–8 hit points of damage and causing 
  death if a Save vs. Poison is failed. An iaret 
  may charm snakes of all kinds at will.
  At will, an iaret may take on a fully human 
  shape or dissociate themselves into 4–16 
  cobras—all of which share the iaret’s self. 
  Even if only a single cobra survives, that snake 
  may begin to devour other serpents until it has 
  consumed twice the iaret’s Hit Dice; it has 
  then absorbed enough to regain its proper 
  shape and identity. Fully half of the iaret 
  population may also shift their physical sex as 
  a matter of shapechanging.
  For every four iaret there is found a prince of 
  7 HD; a House of iaret is led by an Empress or 
  Emperor of 10 HD, with the spellcasting of a 
  5th-level magic-user and the ability to assume 
  the full form of a scintillating giant cobra with 
  a bite attack of 3–12 hit points damage (plus 
  venom) and a breath weapon of caustic, 
  clinging acid available three times daily, with 
  the range of a 5x15x60' cone and inﬂicting 6–
  48 hit points of damage.
  A Hamsterish Hoard of Monsters
  37
  
  Ivory Scarab
  Armor Class:�
  4
  Hit Dice:�
  1*
  Move:�
  90' (30')
  �
  Burrow:�
  60' (20')
  Attacks:�
  1 bite
  Damage:�
  1–3
  No. Appearing:�
  6–18
  Save As:�
  F2
  Morale:�
  8
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP value:�
  13
  These six-inch beetles travel in small swarms 
  and are notable for their bone- or ivory-
  colored carapaces, stout clawed legs, and 
  strong mandibles surrounding an awl-like 
  proboscis.
  Once an ivory scarab makes a successful 
  attack, it attaches to its victim and plunges its 
  proboscis into the victim’s ﬂesh, draining 1 hp 
  per round until dead or removed (requiring a 
  successful Strength check). Every two rounds 
  an ivory scarab remains attached, the mild 
  venom in its bite dulls the victim’s reactions 
  and inﬂicts a –1 penalty to all rolls.
  J
  Jekti
  Armor Class:�
  5
  Hit Dice:�
  1–1
  Move:�
  6' (2')
  �
  Climb:�
  6' (2')
  Attacks:�
  1 spit
  Damage:�
  1–4
  No. Appearing:�
  4–40
  Save As:�
  Normal Man
  Morale:�
  12
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  6
  Commonly called cave clams and dungeon 
  oysters, jekti have slippery grey-green bodies 
  and a row of beady red eyes encased in thick, 
  ruﬄy bivalved shells the size of an ogre’s 
  head. On rare occasions a jekti may be seen 
  slowly migrating along nearly any stony 
  surface found in a cavern—or dungeon—but 
  the cave clams are most commonly found 
  clustered in colonies on walls, choking oﬀ 
  passageways, and generally being a nuisance. 
  Some dungeon inhabitants cultivate the clams 
  for that very purpose.
  If approached, and especially if disturbed, a 
  jekti will gape its shell and spit a hissing 
  stream of orange-yellow acid at the interloper, 
  inﬂicting 1–4 hit points of damage with a 
  range of 10'. The acid will inﬂict a further hit 
  point of damage the following round, then go 
  inert.
  The bitter, caustic ﬂesh of a jekti is not 
  considered palatable by humans or most 
  demihumans, but goblinoids of all stripes 
  consider cave clams a prized treat. The 
  mollusks collect no treasure per se; however, 
  each jekti has a 15% chance to carry an 
  amber-tinted “acid pearl” within its slippery 
  mantle.
  A Hamsterish Hoard of Monsters
  38
  
  Jelly, Air
  Armor Class:�
  8
  Hit Dice:�
  1**
  Move:�
  150' (50')
  Attacks:�
  1
  Damage:�
  2–5 + special
  No. Appearing:�
  4–24
  Save As:�
  F1
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  16
  Air jellies are virtually invisible, transparent 
  amoeboid creatures that appear to be 
  quivering shapes of colorless, gelatinous 
  clouds or froth. Smaller than most jellies, they 
  are also faster and cluster together in greater 
  numbers.
  An air jelly inﬂicts 2–5 hit points of damage 
  per attack; and, for every successful attack, a 
  Save vs. Paralysis must be made by the target 
  or the jelly siphons away one point of Wisdom. 
  Lost Wisdom is regained after twelve hours of 
  rest. Metal in contact with an air jelly will 
  corrode into nothingness in 1–4 rounds. Air 
  jellies may only be harmed by ﬁre or physical 
  weaponry. Cold damage will heal them, and 
  lightning or magic missiles cause them to 
  ﬁssion into 1–3 1/2HD jellies.
  Jelly, Amber
  Armor Class:�
  8
  Hit Dice:�
  1*
  Move:�
  120' (40')
  �
  Climb �
  90' (30')
  Attacks:�
  1
  Damage:�
  1–4
  No. Appearing:�
  1–12
  Save As:�
  F1
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  13
  Amber jellies are glistening, transparent 
  amoebae of a densely gelatinous and vaguely 
  ovoid nature, most notable for their deeply 
  golden-yellow coloration (hence the name). 
  Often found in small swarms, amber jellies are 
  occasionally annoying populous in dungeons; 
  other monsters sometimes use them as 
  makeshift "snares".
  In combat an amber jelly strikes with a 
  pseudopod or simply collides with a target, 
  inﬂicting 1–4 hit points of damage and 
  spraying a gout of thick, sticky amber 
  mucilage. If a Save vs. Paralysis is failed, the 
  victim is slowed by the hampering mucilage 
  and moves at only half-speed for an hour; the 
  eﬀects are cumulative. Amber jelly mucilage 
  may be dissolved by alcohol.
  Amber jellies are immune to cold. Fire damage 
  prompts an immediate ﬁssioning into two 
  jellies, each with 1 HD but half hit points.
  A Hamsterish Hoard of Monsters
  39
  
  Jelly, Dark
  Armor Class:�
  8
  Hit Dice:�
  4**
  Move:�
  60’ (20’)
  Attacks:�
  1
  Damage:�
  2–12 + special
  No. Appearing:�
  2–8
  Save As:�
  F3
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  175
  A glistening purplish-black gelatinous mass 
  the size of a large man’s torso, a dark jelly is a 
  huge amoeboid that is harmed only by ﬁre and 
  blessed attacks such as holy water. Cold, 
  lightning, or physical attacks will cause a dark 
  jelly to ﬁssion into 1–5 smaller 2 Hit Dice 
  jellies.
  A dark jelly causes 2–12 points of damage to 
  ﬂesh when it attacks as it draws blood via a 
  hideous form of osmosis. Its touch destroys 
  organic materials in one round; when a dark 
  jelly attacks, a successful hit will drain a point 
  of Constitution in addition to its normal 
  damage. Lost Constitution returns after a day 
  of rest.
  Jelly, Earth
  Armor Class:�
  4
  Hit Dice:�
  3+2**
  Move:�
  60' (20')
  Attacks:�
  1
  Damage:�
  2–16 + special
  No. Appearing:�
  1–3
  Save As:�
  F3
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  100
  This giant, sluggish amoeba blends in against 
  soil and stone (making it eﬀectively invisible) 
  and will absorb any organic or metallic objects 
  it can engulf within its grainy gelatinous mass. 
  When not camouﬂaged against soil or stone an 
  earth jelly is a translucent greenish-brown.
  An earth jelly inﬂicts 2–16 hit points of 
  damage per attack; and, for every successful 
  attack, a Save vs. Poison must be made by the 
  target or the jelly siphons away one hit point 
  permanently. Metal in contact with an earth 
  jelly will be dissolved and absorbed, including 
  non-enchanted weaponry; organic objects are 
  dissolved after being engulfed for 1–3 rounds. 
  Earth jellies may only be harmed by electricity, 
  spells and enchanted weaponry. Cold damage 
  will heal them, and ﬁre causes them to ﬁssion 
  into 1–3 2HD jellies.
  A Hamsterish Hoard of Monsters
  40
  
  Jelly, Fire
  Armor Class:�
  8
  Hit Dice:�
  1*
  Move:�
  40' (20')
  Attacks:�
  1
  Damage:�
  1–4
  No. Appearing:�
  3–18
  Save As:�
  F1
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP value:�
  13
  A translucent, red-orange amoeba, a ﬁre jelly 
  is roughly the size of a human head. It attacks 
  by engulﬁng or extending a pseudopod, and its 
  ﬁery touch causes 1–4hp of damage and will 
  set organic materials on ﬁre on contact. A ﬁre 
  jelly crawling on metal objects will cause them 
  to melt within 1–6 rounds.
  A ﬁre jelly takes double damage from cold, and 
  n o d a m a g e f r o m p i e r c i n g w e a p o n s ; 
  bludgeoning weapons deal half damage. Fire 
  attacks will cause it to divide into two 1/2 Hit 
  Die monsters.
  Jelly, Golden
  Armor Class:�
  8
  Hit Dice:�
  1–1
  Move:�
  150' (50')
  Attacks:�
  1
  Damage:�
  1–6
  No. Appearing:�
  1–3
  Save As:�
  C1
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  5
  Strange little creatures even for jellykind, 
  golden jellies are semi-ﬂuid masses of 
  glistening, translucent metallic gold roughly a 
  foot and a half in diameter. Though dangerous, 
  like any jelly, golden jellies do have their 
  usefulness and many tribes of kobolds and 
  goblins have made use of their properties.
  In combat, a golden jelly attacks with a 
  pseudopod for 1–6 hit points of damage. If it 
  successfully attacks a target twice, it has 
  adhered and attempts to liquefy and ooze into 
  available oriﬁces or even though the skin; if a 
  Save vs. Poison is failed, the jelly absorbs into 
  the target within 1–3 rounds. This process may 
  be halted by apply the jelly’s hit points in cold 
  damage.
  Once so absorbed, the golden jelly merges into 
  the “host” and bestows a +1 bonus to saving 
  throws and +1 to Armor Class in return for 
  inﬂicting 1–2 hit points of damage daily. Killing 
  the host frees the jelly, which will immediately 
  attack the nearest likely target.
  Golden jellies take double damage from cold-
  based attacks. Flame will cause them to ﬁssion 
  into two jellies, each with half the hit points of 
  the “parent”; such minor jellies cannot provide 
  beneﬁts to a host.
  A Hamsterish Hoard of Monsters
  41
  
  Jelly, Shining
  Armor Class:�
  8
  Hit Dice:�
  4**
  Move:�
  60' (20')
  Attacks:�
  1
  Damage:�
  2-16 + special
  No. Appearing:�
  1-6
  Save As:�
  F3
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  175
  A strange gelatinous creature—essentially a 
  dense, sluggish amoeba the size of a large 
  man’s torso or even greater—a shining jelly is 
  a translucent golden amber in color, iridescent 
  like an opal or an oil slick. In darkness, a 
  shining jelly glows softly.
  A shining jelly causes 2-16 hit points of 
  damage per attack, searing the moisture from 
  all living tissue, and will drain 1-4 points of 
  Dexterity which is regained with twelve hours 
  rest. It is immune to all magic save for cold; 
  casting any other spell on a shining jelly will 
  cause it to ﬂash with brilliant light, forcing a 
  Save vs. Spells or be blinded. Fire will heal a 
  shining jelly, whereas lightning attacks will 
  ﬁssion one into 1-4 2HD jellies. Its touch 
  destroys organic materials such as leather in 
  one round.
  Jelly, Verdant
  Armor Class:�
  8
  Hit Dice:�
  2
  Move:�
  90' (30') / none
  Attacks:�
  1
  Damage:�
  1–6
  No. Appearing:�
  1 (special)
  Save As:�
  F2
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  20
  Seeping amoeboid masses of deep emerald 
  green protoplasm tinted with gold, verdant 
  jellies are the bane of dungeons and 
  wilderness terrain alike. This reputation is less 
  for any especial fearsomeness as for the jelly’s 
  unique metamorphosis—once it has absorbed 
  enough nutrients it transforms into a lush 
  climbing or trailing vine, eventually studded 
  with enticing mottled green “melons”, all of 
  which contain a tiny jelly-spawn.
  In combat a verdant jelly strikes for 1–6 hit 
  points of damage. The jelly also secretes a 
  clinging, corrosive ﬂuid that causes an 
  additional 1–4 hit points of damage the 
  following round as ﬂesh dissolves and liquiﬁes. 
  Verdant jellies are immune to acid and cold, 
  but take double damage from ﬁre. A verdant 
  jelly vine has no attacks, but bears 2–20 
  melons—all of which can and will split to 
  release a 1/2 Hit Dice jelly that otherwise 
  attacks like the parent.
  It is not advisable to attempt to consume a 
  melon.
  A Hamsterish Hoard of Monsters
  42
  
  Jelly, Water
  Armor Class:�
  8
  Hit Dice:�
  2**
  Move:�
  60' (20')
  �
  Swim �90' (30')
  Attacks:�
  1 bash or engulf
  Damage:�
  2–8
  No. Appearing:�
  1–6
  Save As:�
  F2
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP value:�
  30
  A translucent, blue-green amoeba, a water 
  jelly is completely transparent in water and 
  almost impossible to see, as if invisible. It 
  attacks by engulﬁng or extending a 
  pseudopod, and its acidic touch causes 2–8hp 
  of damage and will eat through organic 
  material.
  A water jelly takes double damage from ﬁre, 
  and no damage from bludgeoning or piercing 
  weapons. Electrical attacks will cause it to 
  divide into two 1 Hit Die monsters.
  K
  K’kithil
  Armor Class:�
  4
  Hit Dice:�
  1–1
  Move:�
  90' (30')
  �
  Climb:�
  90' (30')
  �
  Burrow:�
  90' (30')
  Attacks:�
  2 liv or 1 bite
  Damage:�
  1–3 / 1–3 or 2–5
  No. Appearing:�
  2–12 (20–200)
  Save As:�
  Normal Man
  Morale:�
  9 (12)
  Treasure Type:�
  F
  Alignment:�
  Neutral
  XP Value:�
  5
  Sapient, industrious scarabs some two feet 
  long, k’kithil congregate in massive 
  labyrinthine burrows and dense scalloped 
  towers, building up and ﬁlling in space with an 
  orange-gold, translucent resin. Their tools are 
  likewise fashioned of resin, nearly as hard as 
  steel and half the weight. K’kithil chitin is 
  white and black and set oﬀ with copper 
  markings that match their eyes; their 
  mandibles are ornately shaped and serrated, 
  and their foremost pair of legs are capable of 
  manipulating objects—which may be carried 
  concealed beneath their wingcases.
  In combat k’kithil bite if pressed, inﬂicting 2–5 
  hit points of damage, or rear back on their 
  hind two pairs of legs to allow the throwing of 
  two liv, narrow resin blades, as far as 15' for 
  1–3 hit points of damage each.
  For every ten k’kithil there is one warrior of 
  1+3 Hit Dice. Warriors attack as 2 Hit Die 
  monsters and inﬂict 2–8 hit points of damage 
  with their sharpened mandibles. A colony of 
  k’kithil is led by 2–8 fertile Lords and Ladies, 
  who possess 2+2 Hit Dice, an Armor Class of 
  2, and brilliant jewel-colored markings. 
  K’kithil ﬁghting to defend their Lords and 
  Ladies possess a morale of 12 rather than 9.
  A Hamsterish Hoard of Monsters
  43
  
  Kaashrath (Fire Spirit)
  Armor Class:�
  3
  Hit Dice:�
  7+7***
  Move:�
  240' (80')
  Attacks:�
  2 claws + one bite or gore,
  �
  or special
  Damage:�
  2–8 / 2–8 + 2–16 or 3–18,
  �
  or special
  No. Appearing:�
  1 (1–2)
  Save As:�
  F7
  Morale:�
  11
  Treasure Type:�
  U
  Alignment:�
  Neutral
  XP Value:�
  1900
  A massive creature whose shape melds tiger 
  and bear with some faintly humanoid hints, a 
  kaashrath is one of the greater spirits of the 
  Courts of Fire. Beneath its garnet and black 
  pelt is ﬂesh of solid ﬂame; a crest of brilliant 
  ﬁre runs from between its four massive, 
  curved obsidian horns to the tip of its long, 
  muscular tail and ends in a fan of cascading 
  ﬂames. Its claws and fangs are embers as 
  dense and sharp as steel, and its eyes are icy 
  blue orbs of ﬁre. The eldest of kaashrath grow 
  obsidian spikes from their shoulders as well, 
  tongues of pale ﬂame ﬂicking between them 
  like wingsails. Long dewclaws on the forepaws 
  allow for grasping, and should a kaashrath 
  rear onto its hind legs it would stand over 12' 
  tall. Despite their ferocity kaashrath are 
  sapient beings, and may on occasion be 
  reasoned with.
  Kaashrath attack with their burning claws, 
  inﬂicting 2–8 hit points of damage per 
  successful attack. Depending on mood they 
  may also either bite for 2–16 hit points of 
  damage, or gore and slash with their horns for 
  3–18 hit points of damage. Any victims 
  successfully struck must Save vs. Spell or 
  catch on ﬁre. Given enough space a kaashrath 
  will charge (or hug) an opponent, inﬂicting 
  twice its gore attack (or 1–10 hit points per 
  round) in damage. Twice a day a kaashrath 
  may envelop an area around themselves, up to 
  30' in radius, in a haze of smoke and burning 
  motes; it may choose to have this haze cause 
  sleep as per the spell, or scorch all within for 
  2–12 hit points of damage.
  A magical weapon is required to successfully 
  attack a kaashrath. It will regenerate 3 hit 
  points per round when in contact with ﬂames 
  or extreme heat of any kind.
  Kekir
  Armor Class:�
  2
  Hit Dice:�
  2**
  Move:�
  120' (40')
  �
  Climb:�
  120' (40')
  �
  Swim:�
  120' (40')
  Attacks:�
  2
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  2–20
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  D
  Alignment:�
  Chaotic
  XP Value:�
  30
  Slick-ﬂeshed and pallid—even while oozing 
  and drooling brackish “blood”—kekir are 
  spindly-limbs and blank-gazed creatures. 
  Though they may resemble weed-choked, 
  dark-haired humans, no human possesses the 
  blank corpse-white eyes of a kekir—and no 
  true human is little more than clinging, syrupy 
  black ﬂuid bound into shape under a ﬁlm of 
  skin. Kekir may dissolve their bodies at will 
  into living ropy puddles of inky ﬂuid that seep 
  through any unprotected crack.
  Whether attacking with spindly claws or 
  lashing liquid whips, a kekir strikes twice, 
  inﬂicting 1–6 hit points of damage with each 
  strike. If both attacks hit a single target the 
  kekir will try to ooze into the victim’s 
  breathing passages, causing death by 
  drowning in four rounds unless a Save vs. 
  Death is made and the kekir forced out. A light 
  spell cast on the victim will allow another 
  saving throw.
  Weapons of all kinds, enchanted or no, pass 
  through a kekir’s ﬂuid body, inﬂicting only half 
  damage.
  A Hamsterish Hoard of Monsters
  44
  
  Khanabit (Iron Judge)*
  Armor Class:�
  0 
  Hit Dice:�
  5*** 
  Move:�
  120' (40') 
  Attacks:�
  2 
  Damage:�
  1d8 / 1d8 
  No. Appearing:�
  1 
  Save As:�
  C6 
  Morale:�
  12 
  Treasure Type:�
  Nil 
  Alignment:�
  Lawful 
  XPV Value:�
  550 
  Grim and forbidding creatures, the khanabit 
  (or Iron Judges) appear without warning as if 
  drawn from the very aether. Despite rumors of 
  a land— or other plane of existence—where 
  the khanabit are said to live as any civilized 
  race, the Iron Judges are known only as 
  solitary entities of binding fate. Imposingly tall 
  humanoids, khanabit appear like humans 
  chiseled from shining black metal of unnatural 
  suppleness, despite their sharp planes; all lean 
  limbs and high hollow cheeks, they look almost 
  as if their metallic ﬂesh was drawn tightly over 
  sharp bone. Their eyes are featureless slits of 
  blue-black energies, and their hair resembles 
  inﬁnitely ﬁne spun wire or liquid metal. 
  Khanabit dress in heavy robes of icy white or 
  purest black.
  If actual combat is required, a khanabit 
  lengthens its ﬁngers into long metal talons and 
  attacks, inﬂicting 1–8 hit points of damage 
  with each claw. It may also bind with myriad 
  hair-ﬁne wires, pinning a victim in place—
  though still able to act —if a Save vs. Spell is 
  failed. The victim is granted another save each 
  subsequent round. When ﬁrst encountered, a 
  khanabit may elect to invoke fate’s terror: 
  those who fail a Save vs. Charm must ﬂee the 
  creature. A successful save still results in a –1 
  penalty to all actions for four rounds.
  The khanabit’s preferred method of dealing 
  with others is the black iron pledge. When 
  invoked, a blackened iron brand appears on 
  the subject’s body (Save vs. Spell negates, at a 
  –2 penalty) and the khanabit may set the 
  recipient to any one task, behavior or similar 
  restriction. Failing to uphold the pledge 
  results in the individual being struck with the 
  iron sickness, having a –6 penalty to all die 
  rolls until the pledge is made good once again.
  Khanabit are immune to non-magical weapons 
  as well as to ﬁre and ﬁre-based magic.
  Kharui
  Armor Class:�
  4
  Hit Dice:�
  5*
  Move:�
  150' (50')
  Attacks:�
  (2 claws +) 4 tentacles
  Damage:�
  (1–6 / 1–6 +)
  �
  1–8 / 1–8 / 1–8 / 1–8 + special
  No. Appearing:�
  1 (1–4)
  Save As:�
  F5
  Morale:�
  9
  Treasure Type:�
  B
  Alignment:�
  Chaotic
  XP Value:�
  300
  Quadrupedal, reptilian predators, kharui have 
  long, low builds like that of a hunting cat, 
  whip-like tails and long necks. Their heads are 
  adorned with low crests of hornlets and a long, 
  curved and surprisingly delicate ivory beak, 
  their bodies covered with ﬁne golden-green 
  scales—but their most distinctive feature 
  would be the four long, thin tentacles that 
  sprout from their shoulders. Each tentacle is 
  tipped with a wickedly curved, crystalline 
  talon, hollow like a syringe.
  In combat a kharui will use its claws if pressed 
  or overwhelmed, inﬂicting 1–6 hit points of 
  damage. However, its primary weapons—and 
  primary source of sustenance—are its claw-
  tipped tentacles, each one of which strikes for 
  1–8 hit points of damage. If a tentacle causes 
  more than 4 hit points of damage with a single 
  strike the claw has imbedded and remains 
  attached, draining blood and causing the 
  victim to lose 1 point of Constitution every two 
  rounds. Tentacles can be severed, which ends 
  the blood drain, and lost Constitution can be 
  regained with a day of rest per point lost.
  A Hamsterish Hoard of Monsters
  45
  
  Khetirr
  Armor Class:�
  5
  Hit Dice:�
  1+3*
  Move:�
  150' (50')
  Attacks:�
  1 bite
  Damage:�
  1–8 + ﬂames
  No. Appearing:�
  1–8 (1–12)
  Save As:�
  F1
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  19
  The khetirr is an elemental-touched variant of 
  the giant ferret. Its pelt varies from sooty 
  black to the color of burnt cream, and the 
  creature can envelop itself at will in an aura of 
  crackling ﬂames. The khetirr is more foul-
  tempered than the average ferret and will 
  attack any creature that disturbs it or its lair; 
  if successfully trained as a kit, it makes for an 
  unusual guard animal.
  In combat the khetirr bites for 1–8 hit points of 
  damage. When its ﬂame aura is active, its bite 
  attack inﬂicts an extra 1–4 hit points of 
  damage; likewise, any successful attack with a 
  melee weapon causes 1–4 hit points of damage 
  from the ﬂames as the attacker gets scorched 
  in the process. If especially riled the ketirr 
  may lock its jaws upon a successful bite, 
  i n ﬂ i c t i n g 1 – 3 h i t p o i n t s o f d a m a g e 
  automatically per round but causing its Armor 
  Class to worsen to 7.
  Ki’da*
  Armor Class:�
  6
  Hit Dice:�
  6+2**
  Move:�
  150' (50') / 180' (60')
  Attacks:�
  2 claws or 2 claws + 1 bite
  Damage:�
  1–6 / 1–6 or
  �
  1–8 / 1–8 / 1–10
  No. Appearing:�
  1–4
  Save As:�
  F7
  Morale:�
  10
  Treasure Type:�
  F
  Alignment:�
  Neutral
  XP Value:�
  950
  Lean yet muscular, a ki’da could almost pass 
  as mortal; they look essentially human, with 
  dark coppery ﬂesh, white hair and eyes the 
  color of blue ﬁre. A closer inspection, however, 
  reveals the telling details:  their hair ﬂickers 
  like ﬂames, their ears resemble those of a 
  great cat, and their hands bear ember-like 
  talons—and are often wreathed in scarlet 
  ﬂames. Short-tempered and territorial, ki’da 
  desire to spread the inﬂuence of ﬁre and are 
  often in direct conﬂict with the icy aeshna. 
  they disdain keeping “lesser” elemental 
  creatures as the aeshna do, considering it a 
  sign of weakness. Ki’da dress in the dark-
  scaled leather of ﬁre-resistant beasts and 
  fabrics woven of miniscule links of black iron.
  If not feeling pressed a ki’da attacks with ﬁery 
  claws, inﬂicting 1–6 hit points of damage per 
  strike. Greater threats prompt a ki’da to shift 
  forms into a feline predator of crimson ﬁres, 
  lashing out with paws and fangs for 1–8 and 1–
  10 hit points of damage respectively. 
  In beast form a ki’da may only be harmed by 
  spells and the magical pluses of enchanted 
  weapons; in both shapes, a ki’da is immune to 
  non-magical weapons and to attacks based on 
  ﬁre and wind. A few ki’da cast spells as magic-
  users of half their Hit Dice.
  A Hamsterish Hoard of Monsters
  46
  
  Kiknai (Frost Swan)
  Armor Class:�
  7
  Hit Dice:�
  2+2
  Move:�
  120' (40')
  �
  Fly:�
  180' (60')
  Attacks:�
  2 wings or by weapon
  Damage:�
  1–6 / 1–6 or by weapon
  No. Appearing:�
  1–3
  Save As:�
  F3
  Morale:�
  9
  Treasure Type:�
  M
  Alignment:�
  Any
  XP Value:�
  35
  The kiknai—commonly referred to as “frost 
  swans” or “snow swans”—are large swan-like 
  birds with faintly sparkling, pure white 
  plumage, silver-grey feet and bills, and 
  brilliant blue eyes. Native to the frozen lands, 
  the odd kiknai may put in an appearance in 
  warmer climes, whether as a migrant, a 
  noble’s garden ornament, or simple curiosity—
  as the snow swans are as intelligent as any 
  human, and may take a human shape.
  In combat a kiknai will ﬁght with whatever 
  weapons come to hand if it wears a human 
  form, but prefers combat in its native shape. 
  As an avian a kiknai batters with its great 
  wings, inﬂicting 1–6 hit points of damage with 
  each strike. Every three rounds a snow swan 
  may create a frostwave with its wings, a 
  freezing cone of air measuring 20' long and 
  10' wide at its end that inﬂicts 4–16 hit points 
  of damage.
  In human shape a kiknai usually but not 
  always has hair of white or silver; their eyes 
  are always brilliant blue, however, and a 
  coolness seems to follow them. In either shape 
  they are immune to all forms of cold.
  Killer Book
  Armor Class:�
  5 (2)
  Hit Dice:�
  2+5
  Move:�
  0
  Attacks:�
  1
  Damage:�
  2–8 + special
  No. Appearing:�
  1
  Save As:�
  M4
  Morale:�
  12
  Treasure Type:�
  O
  Alignment:�
  Neutral
  XP Value:�
  25
  A special sort of creation, half construct and 
  half trap, a killer book is a bane to magic-users 
  and Thieves who aren't wary enough when 
  confronted by an apparently easy prize. 
  Usually prominently displayed—open on a 
  podium or pedestal, perhaps—a killer book 
  resembles a large, ornate spellbook with its 
  pages open to some tempting magical 
  notation.
  Should anyone not keyed to the book attempt 
  to move it or turn its pages the book animates 
  and lunges, clamping onto the miscreant with 
  teeth of magical force that cause 2–8 hit points 
  of damage. It will hang on and continue to 
  inﬂict 2 points of damage per round until 
  destroyed.
  Some killer books are bound in metal, 
  resulting in an Armor Class of 2 instead of 5.
  A Hamsterish Hoard of Monsters
  47
  
  Korrsakh
  Armor Class:�
  5
  Hit Dice:�
  3+5***
  Move:�
  180' (60')
  Attacks:�
  2 claws + one bite
  Damage:�
  1–6 / 1–6 / 1–8 + poison
  No. Appearing:�
  1–4 (2–20)
  Save As:�
  F5
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  125
  Magniﬁcently horrible beasts, korrsakh could 
  only be mistaken for horses in very bad light. 
  Their coal-black coats, thick and rough, are 
  scattered with keels of dense scales of onyx 
  and, rarely, a reptilian greenish-gold that 
  matches their eyes; their manes are long and 
  tangled, shot through with spines, and their 
  tails long and serpentine. A korrsakh’s 
  predatory muzzle is packed with rending 
  teeth, and its muscular body and strong legs 
  end with compact, tearing claws and long 
  curved dewclaws instead of a horse’s hooves. 
  Korrsakh are terrors; and yet there are 
  abiding rumors that the eastern gnoll tribes 
  have succeeded in breaking korrsakh to the 
  bit.
  A korrsakh lunges into combat, lashing out 
  with foreclaws and fangs and inﬂicting 1–6 
  and 1–8 hit points of damage respectively. Its 
  bite is venomous and laced with septic 
  bacteria, causing three times the normal bite 
  damage plus ﬁve rounds of debilitating nausea 
  if a Save vs. Poison is failed. Three times a day 
  it may evoke darkness (as the magic-user 
  spell), in which it may act without penalty.
  Korrsakh take half damage from all weapons 
  save for those forged of silver or cold iron.
  K’sshri (Nightmist)
  Armor Class:�
  4
  Hit Dice:�
  2+4**
  Move:
  �
  Fly:�
  120' (40')
  Attacks:�
  3
  Damage:�
  1–6 / 1–6 / 1–6
  No. Appearing:�
  2–8
  Save As:�
  F3
  Morale:�
  9
  Treasure Type:�
  Special
  Alignment:�
  Chaotic
  XP Value:�
  45
  Strange and inexplicable, k’sshri resemble 
  nothing so much as coiling, twisting clouds of 
  dense pearly-grey mists almost thick enough 
  to touch. Tendrils of mist may uncurl to 
  dissipate over or otherwise explore the 
  nightmist’s environment, then withdraw back 
  into the main mass for the digestion of the 
  information gained; pale grey-white motes of 
  light occasionally ﬂicker through a k’sshri, for 
  some unfathomable reason. They do not 
  explain their actions; they feel no need to.
  Nightmists attack suddenly and without 
  warning. Long needle-sharp lances of a jet-
  black, vaguely crystalline substance condense 
  within the k’sshri’s mists before ﬂying towards 
  a victim or victims, piercing for 1–6 hit points 
  of damage each; each such attack has an 
  eﬀective range of 60'. The k’sshri will attempt 
  to reabsorb these lances, given the chance, 
  and feed from the emotional shock and pain of 
  the wounds caused by them. 
  A k’sshri has a 1-in-6 chance of attacking with 
  a colorless lance; if this attack succeeds, the 
  lance breaks oﬀ in the victim’s body, 
  implanting an embryonic nightmist which will 
  kill the victim within 2–8 days if not somehow 
  removed. If the removal is successful the 
  embryo—which resembles a curled-up tadpole 
  of black pearl the size of one’s thumb—is 
  valued at 2–800gp.
  Silver weapons are required to harm a 
  nightmist.
  A Hamsterish Hoard of Monsters
  48
  
  Kurath
  Armor Class:�
  8
  Hit Dice:�
  1+3*
  Move:�
  120' (40')
  Attacks:�
  1 weapon or spit
  Damage:�
  As weapon or 1–3 + poison
  No. Appearing:�
  1–6 (6–24)
  Save As:�
  F2
  Morale:�
  8
  Treasure Type:�
  F
  Alignment:�
  Any
  XP Value:�
  19
  Humanoids with coppery skin (occasionally 
  with a faintly golden or even pearly sheen) and 
  dark hair, kurath bear some faint resemblance 
  to iaret and are speculated by sages to be the 
  descendants of iaret-human breeding. More 
  telling are their slightly inhuman features, 
  their clawlike nails, and the scattered patches 
  of ﬁne scales in jewel-like colors. Most kurath 
  have blue or amber eyes, and a rare few 
  individuals—usually spellcasters—have silver 
  hair. Though there are rumors of a kurath 
  kingdom in the southern forests, the clans 
  known to humanity are nomadic and small in 
  population, bringing rare alchemies and exotic 
  substances to human lands.
  In combat a kurath will normally attack with a 
  weapon, preferring short swords and javelins. 
  If pressed—or wishing to startle—a kurath will 
  spit venom at a target to a range of 10'; this 
  venom inﬁcts 1–3 hit points of damage and 
  stuns for one round if a Save vs. Poison is 
  failed. Kurath venom is more commonly used 
  as a “lacquer” on their creations.
  Each kurath clan is led by a matriarch or 
  patriarch of 2 HD who possesses the ﬁghting 
  ability of a 3 HD monster and 2nd-level magic-
  user spellcasting ability. For every six kurath 
  there is an individual with the ability to cast a 
  single 1st-level spell per day.
  L
  Ladanna
  Armor Class:�
  6
  Hit Dice:�
  2+5
  Move:�
  150' (50')
  Attacks:�
  1 bite or 1 gore, + 2 hooves
  Damage:�
  1–6 or 1–8 + 1–4 / 1–4
  No. Appearing:�
  2–8
  Save As:�
  F2
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  25
  Ladanna have the basic appearance of 
  deer:�
  the same size, body shape 
  and speed. However, complementing their 
  rusty-tan pelt a ladanna’s upper body, from 
  muzzle to tail, is cloaked in articulated blue-
  green scales. Ladanna have scythe-like horns 
  instead of antlers, and a pair of tusk-like fangs 
  jut from their muzzles. Carnivorous and 
  savage, ladanna both attack mundane deer 
  and breed freely with them; the oﬀspring 
  resemble normal deer but possess the 
  ladanna’s fangs and taste for blood.
  In combat a ladanna strikes with its dewclaw-
  armed fore hooves, inﬂicting 1–4 hit points of 
  damage each. Against weaker or impaired 
  targets a ladanna will also gore for 1–8 hit 
  points of damage; others are bitten ﬁrst, the 
  bite inﬂicting 1–6 hit points of damage and 
  bleeding freely from the wound because of the 
  rending fangs. Bite wounds continue to lose 1–
  2 hit points per round until treated.
  A Hamsterish Hoard of Monsters
  49
  
  Lindwurm
  Armor Class:�
  4
  Hit Dice:�
  6**
  Move:�
  150' (50')
  �
  Flying�
  210' (70')
  Attacks:�
  1 bite
  Damage:�
  2–16
  No. Appearing:�
  1 (1–3)
  Save As:�
  F6
  Morale:�
  9
  Treasure Type:�
  E
  Alignment:�
  Chaotic
  XP Value:�
  725
  A type of dragon-kin closely related to 
  wyverns, a lindwurm is a long, sinuous and 
  rather snakelike creature. It has a horned, 
  dragonlike head and broad fanlike dragon 
  wings, but no limbs. A lindwurm may have 
  scales of any color, but its coloration has no 
  bearing on its breath weapon or alignment. 
  Though somewhat smarter than wyverns, 
  lindwurms are even more savage and will 
  attack any prey that they believe they can 
  overpower (though they may be bribed with 
  suﬃcient food or treasure).
  A lindwurm attacks by biting, and three times 
  a day may use a breath weapon of acidic 
  venom: the breath takes the form of a 60' x 20' 
  cone that deals 6–24 points of damage and 
  inﬂicts a –4 penalty to all dice rolls for two 
  hours if a Save vs. Poison is failed.
  Lithira
  Armor Class:�
  8
  Hit Dice:�
  3*
  Move:�
  180' (60')
  Attacks:�
  2 hooves
  Damage:�
  1–4 / 1–4
  No. Appearing:�
  2–20
  Save As:�
  C3
  Morale:�
  7
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  50
  Found in oases and the grasslands that make 
  up the desert’s southern reaches, the lithira is 
  a delicate looking creature that travels in 
  small herds and resembles an antelope in 
  basic build. Long of limb and neck, the “pearl 
  gazelle” sports a long plumed tail, large black 
  eyes, and a snowy coat in addition to the plate 
  of pearly horn that gives the creature its 
  common name. Though this plate—spanning 
  the top of the skull and down the length of the 
  muzzle—is lovely in its own right, the lithira’s 
  true treasure lies in the smooth organic 
  gemstone found in the skull-bone beneath. 
  Deep ruby in the female and amethyst in the 
  male, these “pearls” are highly valued as 
  talismans with up to 200gp in good condition.
  In combat the lithira attacks with sharp fore 
  hooves, inﬂicting 1–4 hit points of damage per 
  hoof. Though not immune to non-magical 
  weapons, if a lithira is struck by mundane 
  steel it will dissolve into an insubstantial, mist-
  like form for a round. During this time the 
  lithira may not be attacked at all, save by 
  magic; the pearl gazelle will attempt to ﬂee if 
  possible, and any further attacks while the 
  lithira is in mist form provoke a magical 
  backlash against the attacker of 1–8 hit points 
  of damage.
  A Hamsterish Hoard of Monsters
  50
  
  Living Blood*
  Armor Class:�
  4
  Hit Dice:�
  4+3**
  Move:�
  120' (40')
  Attacks:�
  1
  Damage:�
  1–8 + energy drain
  No. Appearing:�
  1
  Save As:�
  F5
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  275
  “Living blood” is a misnomer for this 
  abomination of a creature; it is not a living 
  thing. The less-common name of blood ooze is 
  equally inaccurate, as it is no ooze. Rather, a 
  living blood is an unnatural, undead mass of 
  festering, writhing blood and congealed gore, 
  a blight upon every living thing that may come 
  across it.
  In combat living blood attacks with waves of 
  its own substance, seeking to immerse its 
  victims in its own putrid mass. This attack 
  inﬂicts 1–8 hit points of damage; on a 19 or 20 
  on the to-hit roll, the living blood has engulfed 
  its victim and inﬂicts automatic damage every 
  round. A living blood may not attack another 
  target while engulﬁng. The initial attack of a 
  living blood will cause the victim to lose one 
  experience level due to energy drain.
  Victims slain by energy drain or by the 
  engulﬁng attack of the living blood dissolve 
  into a putrid mass, returning as a living blood 
  within twenty-four hours. Living blood are 
  immune to non-magical weapons.
  Living Statue, Black Iron
  Armor Class:�
  0
  Hit Dice:�
  6+5*
  Move:�
  150' (50') (see below)
  Attacks:�
  2
  Damage:�
  1–10 / 1–10
  No. Appearing:�
  1
  Save As:�
  F6
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  680
  A living statue of black iron is a construct 
  utterly without mercy. It exists, though a 
  thinking construct, only to carry out the tasks 
  it has been ordered with swift and 
  unhesitating action. Black iron statues are a 
  bewildering combination of sharp edges and 
  curved—almost bulbous—surfaces, and are, as 
  their name implies, constructed solely of 
  shining black iron. Most black iron statues are 
  created in the form of stylized predators, but 
  some take the form of monstrous beetles or 
  centipedes; this last variant is often confused 
  with the iron centipede, which is in fact a 
  living creature.
  Black iron statues attack twice, inﬂicting 1–10 
  hit points of damage with each successful 
  strike. The statue’s presence is enervating, 
  even when not attacking or even moving; any 
  creature within a 50' radius of a black iron 
  statue receives a –4 penalty to initiative, and a 
  –2 to to-hit rolls if a Save vs. Death Ray is 
  failed. Aﬀected creatures move at half speed 
  until two rounds out of the statue’s range of 
  inﬂuence.
  A Hamsterish Hoard of Monsters
  51
  
  Living Statue, Brass
  Armor Class:�
  3
  Hit Dice:�
  5**
  Move:�
  120' (40')
  Attacks:�
  2
  Damage:�
  1–8 / 1–8
  No. Appearing:�
  1 (see below)
  Save As:�
  F5
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  425
  A brass living statue is a magical construct, 
  often of greater than human proportion, cast 
  from alchemically strengthened brass and 
  ornamented with elaborate punched-out 
  traceries that reveal brilliant crimson ﬁres 
  within. Whether humanoid, bestial or other, 
  more exotic shapes, brass statues are 
  inevitably shaped with sharp, ornate “ﬂames” 
  or blades projecting from their bodies. Brass 
  statues carry no weaponry; their ﬂames are 
  weapons enough.
  A brass statue attacks by rushing at an 
  opponent or striking with one or more limbs, 
  slashing or impaling its victim for 1–8 hit 
  points of damage per successful attack; if the 
  statue has enough space to charge it will do 
  so, inﬂicting double damage upon a single 
  target. Fumbling an attack against a brass 
  statue results in 1–6 hit points of damage as 
  the attacker blunders against the statue’s 
  ﬂame-blades.
  The internal energies of a brass statue ﬂicker 
  and dance, creating rippling crimson patterns 
  that disorient those who view them—if a Save 
  vs. Spell is failed, any attackers take a –2 
  penalty to their to hit rolls. Twice a day a brass 
  statue may expend the lion’s share of these 
  energies to create a sphere of injurious 
  magical power 10' in radius around it; this 
  energy causes 1–8 hit points of damage to 
  everything within range, but shuts down the 
  statue’s disorientation ability for four rounds.
  Living Statue, Cinnabar (Burning Knight)
  Armor Class:�
  3
  Hit Dice:�
  4***
  Move:�
  90' (30')
  Attacks:�
  1 weapon
  Damage:�
  by weapon + special
  No. Appearing:�
  1–2 (1–2)
  Save As:�
  F4
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  225
  A cinnabar living statue is a larger than 
  human-sized magical construct of deep ember-
  red crystalline stone; unlike most forms of 
  living statue, cinnabar statues commonly have 
  the form of an unidentiﬁable humanoid in a 
  baroque suit of plate Armor (hence the 
  alternate name of “burning knight”). Cinnabar 
  statues carry weapons made of the same stone 
  as themselves.
  Any successful attack by a cinnabar statue 
  causes 1–4 hit points of burn-like damage in 
  addition to the weapon’s damage; additionally, 
  there is a 4-in-6 chance that a toxin is 
  introduced to the victim’s bloodstream. This 
  poison causes two points to be lost from 
  Strength and Constitution for six hours. Non-
  Magical weapons damage a cinnabar statue, 
  but any non-magical weapon that makes a 
  successful attack corrodes into uselessness on 
  a 1-in-6 roll.
  A Hamsterish Hoard of Monsters
  52
  
  Living Statue, Glass
  Armor Class:�
  6
  Hit Dice:�
  2**
  Move:�
  120' (40')
  Attacks:�
  2
  Damage:�
  1–4 / 1–4
  No. Appearing:�
  1–3
  Save As:�
  F2
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  30
  A living statue of glass is a construct of wildly 
  varying appearance. Some are colorless and 
  perfectly transparent, others colored like 
  jewels or in a riot of rainbow hues; some 
  smooth and ﬂowing in their designs, others 
  faceted like crystal. Regardless of the detail of 
  their manufacture, all glass statues have the 
  same abilities. Most glass statues are created 
  in the shape of stylized humanoids, but others 
  have the forms of hooved beasts or insects.
  Glass statues attack twice, inﬂicting 1–4 hit 
  points of damage with each successful strike. 
  The light reﬂecting from a glass statue’s 
  curves and facets is piercing and disorienting; 
  all actions against a glass statue are at a –2 
  penalty to the roll.
  Any spell cast against a glass statue provokes 
  a counter, a burst of brilliantly-colored light 
  with a radius equal to the eﬀective range of 
  the provoking spell. The eﬀects are randomly 
  chosen from the following:
  1.
  red: ﬁre damage, 1–8 hp
  2.
  orange: paralysis, for three rounds
  3.
  yellow: acid damage, 1–6 hp for two 
  rounds
  4.
  green: healing, 1–6 hp
  5.
  blue: cold damage, 1–8 hp
  6.
  violet: weakness, –3 to to-hit and 
  damage for one hour
  7.
  indigo: spirit attack, –3 to all saves for 
  one hour
  8.
  white: searing light, blindness
  Living Statue, Marble
  Armor Class:�
  4
  Hit Dice:�
  3*
  Move:�
  90' (30')
  Attacks:�
  2
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  1–3
  Save As:�
  F3
  Morale:�
  11
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  45
  A living marble statue may be created in any 
  shape, but is always carved from pure white 
  stone with a faintly pearlescent sheen or 
  network on its surface. Popular forms for 
  marble statues include lions, gryphons and 
  beast-headed humans.
  Marble statues inﬂict 1–6 hit points of damage 
  per successful attack. Every three rounds, a 
  marble statue may create a mesmerism eﬀect 
  as its shimmering surface begins to ripple in a 
  slow and hypnotic pattern; any creature 
  looking at the statue must then Save vs. Spell 
  or stand entranced for one round. Many 
  marble statues are enchanted to capture 
  opponents so spellbound—if possible—rather 
  than attack.
  A Hamsterish Hoard of Monsters
  53
  
  Lurru
  Armor Class:�
  8
  Hit Dice:�
  1/3*
  Move:�
  60' (20')
  �
  Fly:�
  180' (60')
  Attacks:�
  1
  Damage:�
  1 (see below)
  No. Appearing:�
  4–40
  Save As:�
  Normal Man
  Morale:�
  6
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  4
  Lurru are locust-like creatures, four to six 
  inches in length, of a distinctive iridescent 
  golden-green. Their wings are ﬁlmy and 
  opalescent, and their eyes are a bright gold. 
  Lurru have sharp, precise nipping mandibles 
  and curved hooks tipping their feet which 
  enable them to cling to their chosen prey more 
  readily. These insects are seldom encountered 
  in ﬂights of less than three or four, and 
  swarms of two dozen or more are not 
  unknown. A swarm will concentrate on a 
  single target at a time before moving on to the 
  next, even if more than one potential prey has 
  become insensible.
  Lurru prefer to immobilize their prey via their 
  mesmerizing displays before moving in to 
  dine. The shimmering carapace and wings of a 
  lurru disorient and confuse those who see 
  them; a Save vs. Spells is required, else the 
  victim is entranced by the displays of color 
  and stands in place, unable to act for 2–8 
  rounds. Once they have alighted onto a 
  confused or immobile victim, they begin to 
  feed until sated, killed or pried oﬀ, inﬂicting 
  one hit point of damage per round in which 
  they are attached.
  Though they do not possess treaure in the 
  normal sense, lurru are themselves somewhat 
  valuable. Their gleaming carapaces may be 
  sold for 1–4gp each; and two lurru—if 
  reasonably intact—will feed an adult for a day. 
  Lurru taste rather like custard, with an earthy, 
  cinnamon-like bite.
  M
  Macal
  Armor Class:�
  7
  Hit Dice:�
  2+2*
  Move:
  �
  Fly:�
   120' (40')
  Attacks:�
  2 claws
  Damage:�
  1–6 / 1–6 + special
  No. Appearing:�
  1–6
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  35
  Macal are ﬂying predators, creatures best 
  described as three-feet-long teardrops of 
  rubbery, leathery rusty tan ﬂesh. Their ﬂanks 
  are lined with broad ﬂap-like rays which they 
  ripple in unison, ray-like, to ﬂy silently; their 
  tails are tipped with a fan of ﬂukes, their 
  heads blunt and bearing huge blue-black, 
  faceted eyes. The mouth of a macal is on the 
  underside of its head, a ring of bony plates 
  lined with fangs that constricts and shreds; 
  and ﬂaking the mouth are long curved and 
  jointed Armored claws lined with long bony 
  barbs for seizing and rending ﬂesh before 
  delivering it to the mouth. Macal can hover, 
  and are completely silent.
  A macal attacks with its grasping claws, 
  tearing ﬂesh away and inﬂicting 1–6 hit points 
  of damage per strike. If both claws 
  successfully attack, the macal will do one of 
  two things; either it will attach its mouth to 
  the target, clinging with claws, and inﬂict 1–4 
  hit points per round automatically, or it will 
  begin to bend and ﬂex the grasped portion of 
  the target in an attempt to shred or shatter it 
  to gain access to its internals. This breaking 
  attempt succeeds on a 2-in-6 chance, and will 
  inﬂict cause a humanoid target to lose 1 point 
  of Constitution until healed.
  A Hamsterish Hoard of Monsters
  54
  
  Marrowlight
  Armor Class:�
  8
  Hit Dice:�
  2+4*
  Move:�
  90' (30')
  Attacks:�
  2 vines + 1 bite
  Damage:�
  1–3 / 1–3 / 1–6
  No. Appearing:�
  2–12
  Save As:�
  F3
  Morale:�
  11
  Treasure Type:�
  Nil (special) 
  Alignment:�
  Chaotic
  XP Value:�
  25
  Sometimes even the unlikeliest of things can 
  be a threat. The marrowlight is a predatory 
  gourd, a pumpkin the size of one’s torso with 
  an outer skin of whitish green or patchy slate-
  blue and a mass of dense and coiling vines. 
  Perfectly harmless—until potential prey 
  wanders too close:  then the marrowlight’s 
  ragged maw opens wide, revealing a gullet 
  lined with irises of sharp seed teeth, and the 
  pits of its “eyes” and lashing vines erupt in 
  ghostly ﬁre.
  A marrowlight is quick in combat despite its 
  ineﬃcient means of movement, gaining a +2 
  to initiative checks. It attacks with two sharp 
  ﬁery coils of vine and its jagged bite, inﬂicting 
  1–3 and 1–6 hit points of damage respectively; 
  the ghostly ﬂames cling to the victim, inﬂicting 
  a further 1–3 hit points of damage per round 
  for three rounds or until the ﬂames are 
  extinguished.
  The ﬂesh of a marrowlight is a deep red and—
  surprisingly—edible; 1–4 meals may be 
  obtained from a single marrowlight, and each 
  meal consumed oﬀers a +2 to saving throws 
  for an hour.
  Mask*
  Armor Class:�
  4
  Hit Dice:�
  1+2**
  Move:�
  90' (30')
  Attacks:�
  2
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  1–4 (2-20)
  Save As:�
  MU3
  Morale:�
  7
  Treasure Type:�
  G
  Alignment:�
  Chaotic
  XP Value:�
  23
  A mask (called vek in the creature’s native 
  tongue) is a small, gangly-limbed humanoid 
  roughly the size and shape of a goblin, its 
  ﬂaky-scaled rust body concealed under all-
  enveloping robes of bruise-purple, ash grey, or 
  blood-brown. The creature’s eponymous 
  chalky mask, featureless yet faintly demonic, 
  never leaves its gnarled face but somehow 
  does not obstruct the basic necessities of life
  Each mask wields a ragged shard of some 
  unknown phosphorescent crystal as a personal 
  focus. This shard is not used to attack directly, 
  but to direct bolts of magical energy (ﬂames, 
  electricity, stunning cold or stranger things) at 
  opponents up to 40' away twice per round. 
  Each bolt inﬂicts 1–6hp of damage.
  A mask cabal is led by a 3HD great mask with 
  the spellcasting ability of a 4th-level MU, 
  attended by 2–7 underlings of 2HD and the 
  spellcasting talents of 1st–2nd level MUs. 
  Occasionally, a mask or cabal of masks may 
  lead a warren of goblins—or, more rarely, 
  kobolds—to much more threatening heights 
  than those minor humanoids usually reach.
  Masks take damage only from magic or silver 
  weapons.
  A Hamsterish Hoard of Monsters
  55
  
  Mesri
  Armor Class:�
  4
  Hit Dice:�
  2+2**
  Move:�
  120' (40')
  Attacks:�
  2 claws / 1 sting
  Damage:�
  1–8 / 1–8 / 1–6 + poison
  No. Appearing:�
  2–12 (3–30)
  Save As:�
  F3
  Morale:�
  6 (11)
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  45
  A two-foot long scorpion of snow and blue ice, 
  a mesri is an elemental creature from the 
  Plane of Water usually found in the company of 
  an aeshna. Mesri are semi-intelligent and 
  congregate in large swarms when not under 
  an aeshna’s command.
  A mesri attacks using its claws and glittering 
  stinger. Its claws cause –18 hit points of 
  damage each; its stinger, though inﬂicting only 
  1–6 points of damage, forces a Save vs. Poison 
  or the victim loses a point of Dexterity to its 
  icy venom. Multiple stings are cumulative; lost 
  Dexterity returns after twelve hours. Mesri are 
  immune to cold and take no damage from non-
  magical weapons. When under the command 
  of an aeshna, its morale is 11 instead of 6.
  Mooncoil
  Armor Class:�
  3
  Hit Dice:�
  1/2**
  Move:�
  60' (20')
  Attacks:�
  1 bite or missile
  Damage:�
  1–2 + poison or 1–8
  No. Appearing:�
  1–4 (2–16)
  Save As:�
  Normal Man
  Morale:�
  6
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  7
  A strange little creature, a mooncoil resembles 
  a grey-scaled snake roughly 2' long. Snail-like, 
  it possesses a pearly coiled shell the size of a 
  man’s two ﬁsts pressed together; it will hide in 
  its shell when threatened by anything larger 
  than a small cat, but if disturbed will retaliate. 
  Mooncoils drain blood from their prey.
  A mooncoil’s bite inﬂicts only 1–2 hit points of 
  d a m a g e , w i t h a p o i s o n t h a t c a u s e s 
  unconsciousness for an hour. However, twice a 
  day it may cast a silvery magic missile as if a 
  1st-level magic-user.
  A Hamsterish Hoard of Monsters
  56
  
  Musalces
  Armor Class:�
  7
  Hit Dice:�
  4+3*
  Move:�
  210' (70')
  Attacks:�
  2 hooves + 1 gore
  Damage:�
  1–4 / 1–4 / 1–10
  No. Appearing:�
  1–2 (1–4)
  Save As:�
  F3
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  200
  At ﬁrst blush a musalces resembles an 
  ordinary moose. A closer inspection, however, 
  reveals the musalces' steel grey coat with 
  white “stockings”, its slightly leaner frame, 
  and the elaborate—and ﬁendishly sharp—
  points of its palmate antlers. Not that it would 
  be terribly hard to recognize the musalces 
  long before a visual conﬁrmation; the wind 
  rushing through its antlers produces a 
  surprisingly musical tone. Unlike mundane 
  moose, both sexes are antlered.
  The musalces also “sings”, a deep basso 
  melody that reverberates and strikes an 
  unnatural fear into predators—including 
  sapient hunters—that come hunting it. All 
  those hearing the musalces’ song must Save 
  vs. Charm or be forced to ﬂee from the 
  creature; those who successfully save are 
  nonetheless at –3 to to-hit and damage rolls, 
  shaken by the fear of the beast. Only if its song 
  fails to send an adversary packing does a 
  musalces enter melee, using hooves and sharp 
  antlers to inﬂict 1–4 and 1–10 hit points of 
  damage respectively.
  Musillyc
  Armor Class:�
  4
  Hit Dice:�
  1+3*
  Move:�
  None
  Attacks:�
  1 clamp
  Damage:�
  1–6
  No. Appearing:�
  1–100
  Save As:�
  C2
  Morale:�
  12
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  15
  Strange and oddly beautiful mollusks, musillyc 
  are believed by some to have been magically 
  modiﬁed from the jekti. Unlike the cave clams, 
  however, musillyc are immobile and hang in 
  clusters from delicate-looking strands of 
  golden byssus, and their shining shells are 
  long, ﬂuted, and edged with rippling edged 
  pierced through with uncountable holes. Each 
  musillyc is surrounded by a globe of aetherous 
  water, its multicolored gills trailing through 
  the globe and its shell relaxed and open; and 
  the sound of the surrounding air passing 
  through the water and the piercings of their 
  shells creates an inhuman yet soothing music.
  Musillyc do not enter combat, though if 
  disturbed one will snap its shell closed on the 
  irritant and inﬂict 1–6 hit points of damage. 
  The musillyc’s music has a magical, hypnotic 
  eﬀect however—all who hear it ﬁnd 
  themselves unwilling to be aggressive or 
  willful, receiving a –3 penalty to all aggressive 
  actions and Save vs. Charm or Spell.
  There is a 2-in-6 chance that a musillyc will 
  carry 1–8 transparent pearls of rainbow hues, 
  valued at anything from 50 to 500gp. Musillyc 
  pearls are more valuable sold in groups, as 
  they chime together musically.
  A Hamsterish Hoard of Monsters
  57
  
  Myrcuri
  Armor Class:�
  3
  Hit Dice:�
  2**
  Move:�
  120' (40')
  �
  Burrow:�
  120' (40')
  �
  Climb:�
  90' (30')
  Attacks:�
  1 bite or sting
  Damage:�
  1–6 + dissolve or
  �
  1–6 + paralysis
  No. Appearing:�
  6–24 (20–200)
  Save As:�
  F2
  Morale:�
  10
  Treasure Type:�
  D
  Alignment:�
  Neutral
  XP Value:�
  30
  Shimmering and eerily iridescent, myrcuri—or 
  quicksilver ants—measure some two to two 
  and a half feet long. The chitin of a myrcuri 
  resembles mirror-bright, almost liquid-looking 
  silvery metal, and its eyes are faintly luminous 
  white orbs; the creature looks almost 
  translucent. Myrcuri are armed with both 
  chewing and puncturing branches on their 
  mandibles, and their abdomens sport a 
  needlelike stinger. They are said to hoard 
  metals to spin into ﬁlaments as ﬁne and 
  ﬂexible as silk to line their warrens, and some 
  few quicksilver ants “sacriﬁce” themselves as 
  repletes for the storage of the colony’s food.
  In combat a myrcuri will either bite or sting. 
  The bite of a quicksilver ant inﬂicts 1–6 hit 
  points of damage and allows the ant the 
  chance to inject its metallic, toxic bile; a failed 
  Save vs. Poison indicates that the victim takes 
  a further 1–3 hit points of damage per round 
  for four rounds as the ﬂesh ﬁrst reddens and 
  then begins to dissolve. Likewise the sting of a 
  myrcuri inﬂicts 1–6 hit points of damage, 
  paralyzing the victim for 2–8 turns if a save is 
  failed. Paralyzed victims are often dragged 
  away, receiving further stings as required to 
  return to the nest.
  For every six myrcuri there will be a soldier of 
  4 Hit Dice, capable of inﬂicting 1–10 hit points 
  of damage with its bite. The colony is led by a 
  queen of 6 Hit Dice; her bite and sting are 
  useless but she may mesmerize opponents by 
  shivering her iridescent—if useless—wings, 
  charming victims into servitude or becoming 
  the nest’s next meal.
  Myrcuri replete “honey” is a ﬁne—if sweetly 
  musky—source of sustenance, but one must be 
  willing to ingest it.
  Myrrist
  Armor Class:�
  6
  Hit Dice:�
  1–1
  Move:�
  120' (40')
  Attacks:�
  1 weapon or bite
  Damage:�
  1–6 or 1–3 + special
  No. Appearing:�
  2–8 (3–30)
  Save As:�
  F1
  Morale:�
  11
  Treasure Type:�
  Q (C)
  Alignment:�
  Neutral
  XP Value:�
  5
  Sworn adversaries—and natural predators—of 
  the cricet and chiktik both, the myrrist are 
  small, long and lean; weasels or ﬁshers in a 
  humanoid shape. Standing some two and a 
  half to three feet tall, myrrist are covered in 
  soft fur that ranges from snow white to sable; 
  their eyes are bottomless black, their rounded 
  ears edged in the same, and their teeth needle 
  sharp. Myrrist often wear meticulously 
  patchworked Armor jacks but are otherwise 
  austere and unpredictable in their tastes for 
  ornamentation. Likewise, their reactions to 
  other sapient species is equally unpredictable
  —save that they will not share territory 
  peacefully.
  In combat a myrrist ﬁghts with a javelin long 
  enough to be wielded in melee if necessary, 
  inﬂicting 1–6 hit points of damage. The myrrist 
  weapon possesses a long, narrow and 
  wickedly-barbed head that lodges in the 
  wound; tearing the weapon free inﬂicts 
  another hit point of damage. A myrrist carries 
  2–6 such javelins but will fall back on using 
  fangs if necessary, inﬂicting 1–3 hit points of 
  damage and if choosing to do so locking its 
  jaws to automatically inﬂict 1–2 hit points per 
  round of blood drain. A myrrist so jawlocked 
  can take no other actions unless it releases its 
  victim.
  Elite members of a myrrist clan, numbering 2–
  12, possess 1+1 hit dice. A chieftain of 1+4 
  Hit Dice will be found in the myrrist’s lair, and 
  ﬁghts as a 2 Hit Dice monster; he or she is 
  attended by 1–4 elite myrrist.
  A Hamsterish Hoard of Monsters
  58
  
  N
  Nakharia (Ivory Knight)*
  Armor Class:�
  4
  Hit Dice:�
  3+2**
  Move:�
  120' (40')
  Attacks:�
  2 ﬁsts or by weapon
  Damage:�
  1–6 / 1–6 or by weapon +2
  No. Appearing:�
  2–8 (3–18)
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  (U) B
  Alignment:�
  Any
  XP Value:�
  100
  With a shell of ivory enchanted to be as supple 
  as ﬂesh, eyes of marble and jewels, and every 
  other detail picked out with equal precision by 
  their creators—combined with surprising 
  sapience—the nakharia are the closest and 
  most prized servants and warriors of those neu 
  who possess one. It requires close observation 
  indeed to spot the hair-ﬁne joints of an ivory 
  knight, and few get close enough to do so 
  without being challenged. Inside a nakharia, 
  past the polished outer shell, is a mass of 
  crystal foci and arcane clockworks of 
  bewildering and exotic alloys.
  Ivory knights attack as directed by their neu 
  master or, failing direct orders, as they see ﬁt 
  in order to protect their charge. If necessary a 
  nakharia will ﬁght with its ﬁsts, inﬂicting 1–6 
  hit points of damage per strike; but most have 
  been equipped with weaponry—often baroque 
  and sometimes enchanted—by their master. 
  Many nakharia, in addition to their weaponry, 
  have been created with a focus jewel in their 
  brow that allows the casting of one 1st-level 
  magic-user spell per day; this spell must be 
  recharged by a neu or other spellcaster and 
  may vary from use to use. Nakharia are 
  immune to non-magical weapons.
  Naunmi
  Armor Class:�
  4
  Hit Dice:�
  2*
  Move:�
  180' (60')
  �
  Swim:�
  120' (40')
  Attacks:�
  2 claws + 1 tail lash
  Damage:�
  1–4 / 1–4 / 1–6 + acid
  No. Appearing:�
  1–2 (1–6)
  Save As:�
  F2
  Morale:�
  8
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  25
  Naunmi are sleek creatures with graceful 
  necks, long muscular tails and powerful 
  clawed limbs; they most closely resemble a 
  fusion between feline and ferret. Unlike those 
  creatures, however, a naunmi is covered in 
  mirror-bright silver scales and its tail is edged 
  with razor-sharp and furrowed scutes. A 
  naunmi’s eyes are featureless green or violet, 
  and its paws are webbed; feeding on a liquid 
  or mostly-liquid diet, its mouth is almost 
  unnoticeable.
  In combat a naunmi attacks by clawing and 
  lashing out with its tail, inﬂicting 1–4 and 1–6 
  hit points of damage respectively. The furrows 
  and channels in a naunmi’s tail scutes deliver 
  a powerful organic acid into its victim’s 
  wounds; dissolving ﬂesh, this acid inﬂicts 2–8 
  hit points of damage in the round after the 
  attack and 1–4 hit points in the second round.
  Naunmi are immune to poison, to acid-based 
  attacks, and take only half damage from ﬁre.
  A Hamsterish Hoard of Monsters
  59
  
  Neu
  Armor Class:�
  7
  Hit Dice:�
  1***
  Move:�
  120' (40')
  Attacks:�
  1 bolt or by weapon
  Damage:�
  1–8 or by weapon or spell
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  M2
  Morale:�
  8
  Treasure:�
  G
  Alignment:�
  Lawful
  XP Value:�
  19
  A humanoid race, neu appear delicate and 
  much like a sheltered and noncombatant 
  human, perhaps a scholar of some sort, until 
  one notices the small tell-tale signs:  strange 
  or outright unnatural hair- or eye-color, skin 
  that has a faint sheen like that of marble or 
  even tiny matte scales when the light hits just 
  so. Neu take pleasure in manipulating and 
  exerting control over others, and consider 
  themselves to have a ﬁner touch about it than 
  the sshian. They excel in the creation of 
  arcane constructs, and are customarily 
  accompanied by living statues, golems or 
  stranger creations.
  All neu have the spell ability of a 3rd-level 
  magic-user; their leaders, of 1+3 HD, have 
  spellcasting abilities of a 5th-level magic-user 
  or even higher. When not casting spells in 
  combat—or leaving combat to their crafted 
  servants—neu attack using slender rods of 
  faceted crystal that emit bolts of energy 
  inﬂicting 1–8 hit points of damage with a 60' 
  range. Very rarely will a neu wield a physical 
  weapon, but it has been known to occur.
  O
  Oalai
  Armor Class:�
  4
  Hit Dice:�
  3+2
  Move:�
  60' (20')
  �
  Fly:�
  150' (50')
  Attacks:�
  2 tentacles
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  2–8 (4–32)
  Save As:�
  M3
  Morale:�
  8
  Treasure Type:�
  A
  Alignment:�
  Lawful or neutral
  XP Value:�
  63
  At ﬁrst glance one might expect an oalai to be 
  a creature of elemental water; with a coiled 
  shell of glittering sapphire and ten long and 
  delicate tentacles, this white-ﬂeshed, silver-
  eyed beast resembles nothing so much as an 
  exotic ammonite larger than a burly human’s 
  torso. Yet the oalai is a creature of the air, and 
  ﬂies continuously on its own winds and the 
  elemental buoyancy it infuses into its shining 
  shell. Intelligent and inquisitive creatures, 
  oalai gather in small communities and produce 
  objects of startling—if alien—beauty.
  Though they manipulate small objects and 
  tools, an oalai’s tentacles are not suitable for 
  wielding weapons. Instead an oalai attacks 
  with its largest pair of tentacles, which are 
  armed with sapphire-toothed rasps and inﬂict 
  1–6 hit points of damage each. Four oalai 
  working together may summon a burst of wind 
  in a 20' diameter sphere, concussing victims 
  caught within it for 1–4 rounds. Oalai take no 
  damage from wind or electricity.
  A shoal of oalai is led by an elder mystic of 5 
  Hit Dice. This individual may cast spells as a 
  2nd level cleric and magic-user both, and has 
  an Armor Class of 0.
  A Hamsterish Hoard of Monsters
  60
  
  Oojeni
  Armor Class:�
  6
  Hit Dice:�
  3+2*
  Move:�
  90' (30')
  �
  Climb:�
  90' (30')
  Attacks:�
  4 tentacles
  Damage:�
  1–4 / 1–4 / 1–4 / 1–4
  No. Appearing:�
  1 (1–6)
  Save As:�
  F3
  Morale:�
  9
  Treasure Type:�
  D
  Alignment:�
  Chaotic
  XP Value:�
  75
  Mottled in blues and green and dull reds, 
  oojeni are land-dwelling octopi with a distinct 
  bent towards domination and control—
  preferably of humans and similar creatures. 
  They are also more than capable of obtaining 
  that control, as often as not—in isolated or 
  unwary areas entire villages may come under 
  the sway of an oojeni, or, rarely, a clutch of 
  them. Oojeni have golden eyes, and 
  surprisingly small, chalky white beaks.
  In combat an oojeni strikes with as many as 
  four of its tentacles, inﬂicting 1–4 hit points of 
  damage with each successful strike. If the 
  oojeni wishes, a successful attack results in 
  the tentacle’s tip breaking oﬀ in the wound 
  and quickly burrowing out of sight; the victim 
  must Save vs. Paralysis or be controlled by the 
  oojeni, as if charmed. If this charm is not 
  broken—or the tentacle dug out of the ﬂesh, 
  inﬂicting 1–6 hit points of damage—within 24 
  hours the oojeni’s control becomes complete, 
  allowing it to telepathically command the 
  victim or simply control their actions directly. 
  A tentacle grows back its lost tip in 2–5 days, 
  and there is no limit to the number of 
  creatures an oojeni may control.
  Occasionally an oojeni is accompanied by 1–4 
  spawn. These pale green creatures possess a 
  single Hit Die and inﬂict only 1 hit point of 
  damage with their tentacles; they cannot 
  c h a r m o r c o n t r o l , i n s t e a d c a u s i n g 
  disorientation (–2 to all rolls) for 2–7 turns if a 
  Save vs. Paralysis is failed.
  Ooze, Frost
  Armor Class:�
  8
  Hit Dice:�
  1+2**
  Move:�
  120' (40')
  Attacks:�
  1
  Damage:�
  1–6 + special
  No. Appearing:�
  1–10
  Save As:�
  F2
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  23
  Flowing like a thick syrup or runny gelatin, a 
  frost ooze is a verminous and unearthly cold 
  plasm that—when actually motionless—
  resembles a chunk of translucent ice. An icy 
  white tinged faintly with a bluish cast, frost 
  oozes are as translucent as glacier ice; as they 
  slither along, they leave a frozen, glittering 
  trail behind them.
  A frost ooze attacks by lashing out with a 
  quickly formed pseudopod, inﬂicting 1–6 hit 
  points of damage and numbing the victim with 
  bitter cold, causing a –1 to all rolls for two 
  rounds. If a chilled victim is struck again by 
  the ooze, or another ooze, in the same combat 
  and a Save vs. Paralysis is failed, the frost 
  ooze freezes a patch of the victim’s skin. Save 
  for an ice-white discoloration (which fades in 
  an hour) and another two rounds of –1 penalty, 
  there appears to be no aﬀect—until the next 
  time the victim rests. Then a 1/2 HD frost ooze 
  bursts from the victim’s ﬂesh, inﬂicting 2–8 hit 
  points of damage and immediately attacking 
  its parasitized “parent”.
  Frost oozes are immune to blunt weapon 
  damage, whereas ﬁre inﬂicts double damage. 
  Cold-based attacks cause an ooze to double in 
  hit points.
  A Hamsterish Hoard of Monsters
  61
  
  Ooze, Pearl
  Armor Class:�
  8
  Hit Dice:�
  4*
  Move:
  �
  Fly:�
  120' (40')
  Attacks:�
  1
  Damage:�
  1–8
  No. Appearing:�
  1–3
  Save As:�
  F3
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  125
  A creeping, shimmering mass of gelatinous 
  not-quite-syrup—like most of its kind—a pearl 
  ooze most resembles a bizarre cross between 
  half-ﬂuid clotted cream and molten seashell. 
  Faster than many oozes, it is more than 
  capable of following after human prey.
  The attack of a pearl ooze inﬂicts 1–8 hit 
  points of damage and possesses a unique and 
  conﬂicting property: contact with the nacreous 
  ﬂuid of the ooze will grant a +2 bonus to 
  Armor Class after 1–6 rounds of exposure, but 
  that same ﬂuid will force a Save vs. Death Ray 
  or an experience level is lost after 1–4 rounds. 
  Pearl oozes are immune to cold and electricity. 
  Magic missiles will heal them rather than 
  inﬂict damage.
  P
  P’rarr
  Armor Class:�
  5
  Hit Dice:�
  3
  Move:�
  120' (40')
  �
  Quad.:�
  150' (50')
  Attacks:�
  2 claws + 1 bite, or
  �
  1 bite + weapon
  Damage:�
  1–6 / 1–6 / 1–8 or
  �
  1–8 + as weapon
  No. Appearing:�
  2–8 (3–30)
  Save As:�
  F3
  Morale:�
  10
  Treasure Type:�
  A
  Alignment:�
  Lawful
  XP Value:�
  35
  Densely-muscled reptilians nearly as tall as 
  ogres, p’rarr are black-scaled with hints of 
  blue, with four-horned, maned heads atop long 
  powerful necks; heavy claws tip their ﬁngers 
  and toes, and a p’rarr may drop into a 
  quadrupedal gait for greater speed when 
  needed. Their muzzles are ﬁlled with sharp 
  fangs, and their eyes are orange or gold. 
  Ruthless and militaristic, p’rarr are 
  conquerers and legalists, ﬁrmly believing in a 
  warrior’s right to seize and hold all in an iron 
  grip. They are intolerant of most “weaker” 
  r a c e s , b u t w i l l s h o w r e s p e c t t o a n 
  overwhelmingly superior force.
  Most p’rarr ﬁght with weapons—elaborate 
  polearms and spears are preferred, as are 
  sabres—and their vicious bites, which inﬂict 1–
  8 hit points of damage. If pressed they bring 
  their claws into play, for 1–6 hit points of 
  damage per successful strike.
  A Hamsterish Hoard of Monsters
  62
  
  Paek-ma-khu
  Armor Class:�
  3
  Hit Dice:�
  2+2**
  Move:�
  120' (40')
  �
  Burrow:�
  120' (40')
  Attacks:�
  1 bite
  Damage:�
  2–20
  No. Appearing:�
  1 (1–6)
  Save As:�
  M3
  Morale:�
  8
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  55
  A paek-ma-khu (also referred to as paekhu and 
  stonehunger) is a singleminded creature, 
  chewing its way through earth, stone, and 
  most anything else that crosses its path in an 
  endless quest to ﬁll its always-starving gullet. 
  Though more intelligent paek-ma-khu learn to 
  glide through the warrens of the Plane of 
  Earth—or through the corridors of a dungeon 
  labyrinth—many more simply tunnel endlessly, 
  carving out passages and leaving behind voids 
  that others settle. Paek-ma-khu are roughly 
  spherical creatures some 3' in diameter; 
  composed of concentrated metallic impurities 
  mixed with elemental energy, its hide is a dull 
  gold or brass. With no obvious sensory organs
  —save for two small dark pits that seem to 
  serve as “eyes”—a paekhu is essentially a 
  sphere with a huge and razor-sharp maw.
  As with all other activities—burrowing, for 
  example—a stonehunger attacks by biting. Its 
  maw is powerful and charged with earth-
  energies, inﬂicting 2–20 hit points of damage 
  per bite; creatures of the air, or of ﬂame, take 
  double damage from a paekhu’s attack, and on 
  a change of 1-in-8 the creature’s attack severs 
  a limb.
  Paek-ma-khu take no damage from non-
  magical weapons. They may be distracted or 
  brieﬂy molliﬁed by oﬀerings of crystals, 
  elemental cysts or—oddly—fresh fruit.
  Pakh
  Armor Class:�
  5
  Hit Dice:�
  3+5***
  Move:�
  150' (50')
  Attacks:�
  2 claws + 1 bite or
  �
  by weapon
  Damage:�
  1–3 / 1–3 + 1–4 or by weapon
  No. Appearing:�
  1–8
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  D
  Alignment:�
  Chaotic
  XP Value:�
  150
  The pakh, or goblin cat, is a malicious and 
  vindictive creature that delights in playing 
  with its human (or demihuman) prey. In its 
  natural form a pakh is an oversized coal black 
  cat with burning yellow-green eyes, its claws 
  and fangs licked with greenish ﬁres; but the 
  goblin cat may freely take on the shape of an 
  ordinary house cat or a slender human with 
  dark hair and shining green eyes. Using its 
  alternate shapes, the pakh insinuates itself 
  into a community or masquerades as a 
  helpless lost pet or wayward traveler.
  In combat a pakh will attack with its claws and 
  fangs in feline shape, inﬂicting 1–3 hit points 
  per claw and 1–4 hit points per bite—but the 
  goblin cat’s ﬁres cling to its victim, causing an 
  additional hit point of damage per round until 
  doused. In human shape a pakh will ﬁght with 
  whatever weaponry may be at hand, and can 
  ignite its chosen weapon in the same manner 
  as its natural armaments. Once a day a pakh 
  may steal breath by touch, causing the subject 
  to lose a point of Strength for twenty-four 
  hours. At will, it may inﬂict a bane on little cat 
  feet, causing a –1 penalty to all actions for 
  twenty-four hours; multiple such “cat curses” 
  are cumulative.
  A pakh cannot be harmed by non-magical 
  weapons unless crafted from rowan wood or 
  rosewood. Some elder goblin cats are said to 
  have the spellcasting abilities of 3rd-level 
  magic-users or even greater.
  A Hamsterish Hoard of Monsters
  63
  
  Paradscha
  Armor Class:�
  5 (see below)
  Hit Dice:�
  1+3*
  Move:�
  120' (40')
  Attacks:�
  2 calyx lash or by weapon
  Damage:�
  1–4 / 1–4 or by weapon
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  M2
  Morale:�
  8
  Treasure Type:�
  (S) E
  Alignment:�
  Any
  XP Value:�
  19
  Fey plant-spirits distantly related to dryads, 
  paradscha resemble humans with deep green 
  eyes and thick, shaggy hair often tinted with 
  red or rose. Their true nature is readily 
  revealed when injury causes them to bleed a 
  golden-red sap instead of blood, or when they 
  extend and unfurl their calyx—a mandala-like 
  rosette of daggled, lily-like petals, up to twice 
  their arm span, that extend from their 
  shoulders and spine and may be of any color. 
  Two of these petals are highly modiﬁed, and 
  may be used like thorn-tipped whips. Unlike 
  many plant and nature spirits, paradscha are 
  highly social creatures and take great delight 
  in slipping amongst humanity in order to 
  subtly tweak and inﬂuence it.
  A paradscha may attack with their calyx 
  lashes, inﬂicting 1–4 hit points of damage per 
  strike, or may attack with a weapon. Three 
  times a day, a paradscha may release a burst 
  of ﬁne pollen and perfume that acts as a sleep 
  spell. Paradscha take two hit points damage 
  less, per die, from any source of elemental 
  damage; and, when threatened, may curl their 
  calyx around themselves to lower their Armor 
  Class to 2. A paradscha so infurled may not 
  move or attack. Some paradscha develop 
  clerical spellcasting ability.
  Parvani’s Curse
  Armor Class:�
  4
  Hit Dice:�
  2*** to 6****
  Move:�
  Fly 120' (40')
  Attacks:�
  1 or by spell
  Damage:�
  2–12 or by spell
  No. Appearing:�
  1
  Save As:�
  C6
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  35–1175
  Parvani’s Curse is seldom seen; this 
  troublesome daemon much prefers to feed 
  from its victim from deep within a magical 
  item or some other precious object. If cast 
  from its hiding place by any means, Parvani’s 
  Curse reveals itself as a coiling mass of topaz 
  scales and spurs, a reptilian daemon with 
  cunning silver eyes that hangs silently in mid-
  air.
  At will, a Parvani’s Curse may inhabit an 
  unclaimed magical item or any object of at 
  least 100gp value. If the chosen object is not 
  magical, the Parvani’s Curse will often create 
  some minor enchantment, such as a +1 bonus 
  to Armor Class or the ability to use a single 
  1st-level spell once a day. Once its object has 
  been claimed by an individual for twenty-four 
  hours, the Parvani’s Curse may use a soulbite 
  to snarl its victim’s fate 1–4 times a day, 
  typically causing one of the following eﬀects:
  • –1 STR for an hour
  • –1 CON for an hour
  • 1–6 hit points of damage
  • –2 Save vs. Spell, Poison, or Paralysis
  If the inhabited object has detect magic cast 
  on it a number of times equal to the Hit Dice 
  of the Parvani’s Curse within it, the ﬁnal spell 
  will show the curse coiled inside. Any attempts 
  to destroy cursed or evil magic—or attempts to 
  dispose of the object—will cause the Parvani’s 
  Curse to materialize and attack (or, if it 
  possesses the spell, attempt to charm the 
  item’s bearer).
  Only if materialized and sorely pressed will a 
  Parvani’s Curse engage in physical combat, 
  lashing out with spurs, claws and fang for 2–
  12 hit points of damage. A Parvani’s Curse 
  possesses the spellcasting ability of a magic-
  user equal to its Hit Dice in levels; it cannot be 
  harmed by non-magical weapons.
  A Hamsterish Hoard of Monsters
  64
  
  Primal Sigil
  Armor Class:�
  9
  Hit Dice:�
  2 hp***
  Move:�
  ﬂy 210' (70')
  Attacks:�
  1
  Damage:�
  special
  No. Appearing:�
  1 (1–4)
  Save As:�
  M2
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  8
  A primal sigil—also referred to as a living 
  rune, living glyph, or god-glyph—is a magical 
  spell incarnate, a twisting, glowing symbolic 
  pattern of magical energy no more than a 
  palm’s width in size. Most primal sigils are a 
  silver-white in color, but exceptions do exist, 
  and the sigil they embody may only be 
  deciphered with read magic. Primal sigils have 
  existed since the earliest aeons, appearing 
  spontaneously, and a great body of lore has 
  developed around them; rumors continuously 
  circulate of magic-users creating new sigils, 
  but these have never been proven.
  A primal sigil does not “attack” so much as 
  discharge the spell it embodies, which may be 
  any cleric or magic-user spell of 1st-level. 
  (Rare sigils embody higher-level spells.) Once 
  discharged, the sigil becomes dormant and 
  invisible for ﬁve rounds while it restores its 
  pattern.
  Primal sigils may only be damaged by magical 
  weapons, taking damage equal to the 
  weapon’s magical bonus. A spell cast on a sigil 
  recharges it with a number of discharges 
  equal to the level of the spell cast.
  Pristic
  Armor Class:�
  3
  Hit Dice:�
  5+4*
  Move:�
  180' (60')
  Attacks:�
  1 bite
  Damage:�
  1–12
  No. Appearing:�
  1–6
  Save As:�
  F6
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  400
  Fearsome creatures, pristics resemble large 
  crocodiles with long and heavy jaws—if those 
  crocodiles were heavily cloaked in dark 
  Armored scutes, and stood upright on long 
  legs with hooves suitable for chasing down 
  prey. The teeth of a pristic are compressed and 
  serrated, suitable for slicing chunks out of its 
  victim; a fact which is all the more terrible 
  when combined with the creature’s relative 
  intelligence and occasional pack behavior.
  Pristics chase down prey in combat, snapping 
  with their jaws to inﬂict 1–12 hit points of 
  damage. The wound inﬂicted by a pristic’s bite 
  continue to bleed until treated, losing an 
  additional 1–4 hit points per round until bound 
  or healed by curative magic.
  A Hamsterish Hoard of Monsters
  65
  
  Pyravi
  Armor Class:�
  6
  Hit Dice:�
  1/2
  Move:�
  60' (30')
  �
  Fly:�
  240' (80')
  Attacks:�
  1
  Damage:�
  1–4
  No. Appearing:�
  1–6 (2–16)
  Save As:�
  Normal Man
  Morale:�
  6 (8)
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  6
  Pyravis are white-feathered birds with brightly 
  colored beaks, feet and eyes that greatly 
  resemble sleekly round ravens. More 
  intelligent than most birds, they travel in small 
  groups—rarely larger ﬂocks—and may infest 
  buildings or dungeons looking for food or 
  objects that attract their curiosity.
  If feeling threatened or trying to attack a likely 
  (and still-moving) meal, a pyravi will dive at it, 
  suddenly sheathed in ﬂickering multicolored 
  ﬂames that cause 1–4 points of damage on 
  contact. The pyravi will continue to attack so 
  long as it is not in immediately obvious danger. 
  In a larger ﬂock, a pyravi’s morale increases 
  from 6 to 8.
  Q
  Qiparal
  Armor Class:�
  7
  Hit Dice:�
  1+1
  Move:�
  30' (10')
  �
  Fly:�
  120' (40')
  Attacks:�
  1 bite
  Damage:�
  1–4 + special
  No. Appearing:�
  2–20
  Save As:�
  F1
  Morale:�
  8
  Treasure Type:�
  I
  Alignment:�
  Chaotic
  XP Value:�
  19
  Unusually large bats, qiparal are covered in 
  dark fur and have muzzles much like that of a 
  jackal, as well as a jackal’s ears and oddly 
  grooved fangs. Their most shocking trait is 
  their wings, however; for when a qiparal 
  spreads its wings and begins its ﬂuttering 
  ﬂight, it reveals the brilliantly colored patterns 
  its wings’ translucent membranes. These 
  bright patterns make the qiparal resemble 
  some kind of predatory butterﬂy—which works 
  to the creature’s advantage.
  In combat a qiparal bites, inﬂicting 1–4 hit 
  points of damage. The wounds inﬂicted by a 
  qiparal’s grooved teeth continue to bleed 
  freely, losing 1–2 hit points per round so long 
  as the injury is not tended to, and given the 
  chance a qiparal will lap up fresh blood rather 
  than continue to attack.
  Any individual within ten feet of a ﬂuttering 
  qiparal must make a Save vs. Charm or be 
  entranced by the brilliant ﬂashes of color and 
  pattern for 1–8 rounds unless the magical 
  eﬀect is cancelled or dispelled. During this 
  time the victim may make no actions and is 
  unaware of any activity surrounding them—or 
  inﬂicted upon them.
  A Hamsterish Hoard of Monsters
  66
  
  Quetar
  Armor Class:�
  6
  Hit Dice:�
  4+2*
  Move:�
  150' (50')
  �
  Fly:�
  210' (70')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–4 / 1–4 / 1–6
  No. Appearing:�
  1–2 (1–6)
  Save As:�
  M5
  Morale:�
  9
  Treasure Type:�
  M
  Alignment:�
  Neutral
  XP Value:�
  200
  Quetar are creatures of a vaguely feline build 
  the size of a large pony. Their hind limbs more 
  closely resemble those of a deer, and bear 
  hooves, while their forefeet are avian claws. 
  The neck of a quetar is long and graceful; its 
  head is large-eyed and avian, with a short and 
  slighty curved beak more suitable for fruit 
  than killing prey. The pelt of a quetar is a coat 
  of deep and brilliantly emerald feathers, as is 
  its short curling crest and long, trailing plume 
  of a tail; all are highly valued by many 
  cultures.
  In combat a quetar attacks with foreclaws and 
  beak, inﬂicting 1–4 and 1–6 hit points of 
  damage respectively. However, a successful 
  bite attack causes a transformation in the 
  victim; the individual bitten will die in 1–6 
  rounds, transmuted into pulpy fruit-like plant 
  matter, unless the “poison” is nulliﬁed or some 
  form of curse removal applied.
  R
  Raintiger
  Armor Class:�
  3
  Hit Dice:�
  12***
  Move:�
  180' (60')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–10 / 1–10 / 2–16
  No. Appearing:�
  1–2
  Save As:�
  C12
  Morale:�
  11
  Treasure Type:�
  F
  Alignment:�
  Lawful
  XP Value:�
  3500
  Prowling with equal ease through the planes 
  of Water and the warm lands of the mortal 
  world, the raintiger is lord of all it surveys and 
  bends mortals and its own elemental kin 
  equally to its will as it feels the situation 
  requires. A sleekly massive creature some 20' 
  from nose to rump, a raintiger resembles the 
  ﬂesh and blood beast at a casual glance; but 
  beneath its silver-blue, teal-striped pelt lie 
  bones of coral and muscles of currents, and its 
  fangs and claws shine like pearl. The eyes of a 
  raintiger are a brilliant, bottomless sea green.
  In mundane combat a raintiger uses its claws 
  and fangs, inﬂicting 1–10 hit points of damage 
  with a claw and 2–16 hit points of damage with 
  its bite. At will a raintiger may evoke a storm 
  of any power with a 20 mile range; once a 
  week the storm may be of hurricane force, but 
  the primary use of this stormcall is to evoke a 
  6 Hit Die lightning bolt once every three 
  rounds. Once a day a raintiger may beckon up 
  to its Hit Dice in other elemental creatures of 
  water, which serve the tiger to the best of 
  their ability for a day or until it surrenders its 
  command.
  Raintigers are immune to water-based attacks, 
  ice and lightning. They take only half-damage 
  from magical weapons, and have a +2 bonus 
  to their saving throws.
  A Hamsterish Hoard of Monsters
  67
  
  Rapek
  Armor Class:�
  4
  Hit Dice:�
  1*
  Move:�
  90' (30')
  �
  Climb:�
  60' (20')
  Attacks:�
  2 ﬁsts
  Damage:�
  1–4 / 1–4 + special
  No. Appearing:�
  2–16 (5–50)
  Save As:�
  F1
  Morale:�
  8
  Treasure Type:�
  B
  Alignment:�
  Chaotic
  XP Value:�
  13
  Gnarled and savage humanoids, rapeks are 
  short and scrawny with calloused, roughened 
  ﬂesh and narrow tusks jutting from their low-
  slung jaws. More disturbing are the 
  uncountable bone hooks, dense as steel and 
  needle-sharp, that cover their bodies. Rapeks 
  travel in swarms, attacking anything that looks 
  like a suitable victim for robbery or eating. 
  They strike with their barbed hands for 1–4 hit 
  points per ﬁst. A victim struck by both ﬁsts is 
  caught by the hooks and is automatically 
  damaged each round until freed by a 
  successful Strength check.
  A tribe of rapeks is led by a female chieftain of 
  2+2 Hit Dice and more plate-like barbs for an 
  Armor Class of 2. The chieftain is served by 
  attendants of mutated stock, 1+3 Hit Dice and 
  bearing long spurs of bone on their forearms 
  that cause 1–6 / 1–6 hit points of damage.
  Rosenwulf
  Armor Class:�
  5
  Hit Dice:�
  5+4*
  Move:�
  180' (60')
  Attacks:�
  2 briars / 1 bite
  Damage:�
  2–8 / 2–8 / 1–6
  No. Appearing:�
  2–8 (3–12)
  Save As:�
  F5
  Morale:�
  8
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  400
  Po s s e s s e d o f a s u r p r i s i n g c u n n i n g , 
  rosenwulves are large, rangy wolf-like beasts 
  with impressive jaws; their pelts are a thick 
  reddish-brown and laced with long lace-like 
  thorns, and their eyes are a brilliant amber. 
  Rosenwulves roam in small packs, and will 
  stalk chosen prey relentlessly once they have 
  the taste of blood.
  Before closing to bite its prey, a rosenwulf 
  attacks with long briar-like tendrils that erupt 
  from its thorny hackles. These briars have a 
  length of 10' and cause 2–8 hit points of 
  damage; if both briars successfully hit a single 
  target, that target is entangled in the thorny 
  grasp and the rosenwulf may bite with a +4 to 
  hit. The victim suﬀers a –2 to all rolls while 
  entangled, and may escape with a successful 
  Strength check or by cutting themselves free.
  A Hamsterish Hoard of Monsters
  68
  
  S
  Sa’au
  Armor Class:�
  4
  Hit Dice:�
  1+4
  Move:�
  150' (50')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–2 / 1–2 / 1 + special
  No. Appearing:�
  2–12
  Save As:�
  C1
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  23
  Eerie little creatures of death, sa’au resemble 
  nothing so much as the half-crystallized, 
  ambulatory skeletons of human infants. Empty 
  jaws chattering like oﬀ-key chimes, sa’au 
  prefer to attack in swarms whenever possible, 
  overwhelming their targets with panic before 
  they move in with tiny bone claws to pluck 
  away bits of soul-stuﬀ.
  In combat sa’au attack with their hardened 
  bony ﬁngers and snapping jaws, inﬂicting 1–2 
  hit points per claw and 1 hit point per bite. If 
  sa’au makes a successful bite attack it latches 
  onto its victim, causing 1 point of Constitution 
  to be lost every round until the creature is 
  destroyed. This loss is recovered after four 
  hours; if all Constitution is lost, the victim dies 
  and a new sa’au claws free from the corpse 
  within twenty-four hours.
  When ﬁrst faced with an attacking swarm of 
  sa’au, a Save vs. Paralysis must be made or 
  the wave of fear generated by the creatures 
  causes a mental crippling; all actions against 
  the sa’au are at –2 to all rolls until one sa’au is 
  destroyed.
  Sau’inpu
  Armor Class:�
  7
  Hit Dice:�
  2*
  Move:�
  120' (40')
  Attacks:�
  2 or 1 (by weapon)
  Damage:�
  1–4 / 1–4 or 1–6
  No. Appearing:�
  1–20 (10–100)
  Save As:�
  F2
  Morale:�
  8
  Treasure Type:�
  E (U)
  Alignment:�
  Lawful
  XP Value:�
  25
  The sau’inpu—crudely referred to as desert 
  jackals by many—are a species of tall, lean 
  canine humanoids, notable for their narrow, 
  elegant nuzzles, tall tapered ears and short 
  dense fur of jet black, pure white or golden. 
  Cultured creatures, sau’inpu dress themselves 
  in impeccable white linen and exotic furs 
  accented with gold and present themselves as 
  merchants and diplomats of high calibre, all of 
  which is true; but it is their consumption of the 
  dead, whether sau’inpu or other sapient 
  species, that gives others pause.
  In combat a sau’inpu attacks with a shortbow 
  when possible, closing to melee with paired 
  daggers when pressed; despite their predatory 
  teeth, they do not bite opponents. Once a 
  target is down, a sau’inpu will take any 
  opportunity within reason to consume the 
  fallen’s heart in a death sacrament—this 
  action, requiring a round, heals the sau’inpu of 
  1–8 hit points and grants a +2 bonus to all 
  actions for an hour.
  For every eight sau’inpu in a community there 
  is one clan warrior of 2+4 Hit Dice. Warriors 
  attack as 3 Hit Die monsters and either inﬂict 
  bleeding wounds with their daggers, causing a 
  loss of one hit point per round until the wound 
  is seen to, or may use a single 1st-level magic-
  user (or cleric) spell per day. A clan is led by 
  four Elders who possess 4 Hit Dice and the 
  spellcasting abilities of 3rd-level magic-users 
  or clerics (50% chance of either).
  A Hamsterish Hoard of Monsters
  69
  
  Sauriitru
  Armor Class:�
  6
  Hit Dice:�
  1–1
  Move:�
  120' (40')
  Attacks:�
  By weapon, or 2 claws
  Damage:�
  As weapon, or 1–3 / 1–3
  No. Appearing:�
  2–8 (6–36)
  Save As:�
  Normal Man
  Morale:�
  8
  Treasure Type:�
  B
  Alignment:�
  Neutral
  XP Value:�
  5
  A humanoid race no larger than a turkey, the 
  sauriitru dimly resemble lizard men and their 
  ilk insofar as they are basically reptilian in 
  broad form. At that, sauriitru dart about in a 
  hunched posture, their stiﬀ and whip-thin tails 
  used as counterbalance and their delicate, 
  narrow-muzzled heads perch atop long and 
  slender necks; they look less human in form 
  than lizard men. But sauriitru are also cloaked 
  in downy feathers in a riot of dappled colors 
  over their strangely jade-like scales, and 
  unmistakable intelligence glitters in their 
  slitted golden eyes. Though some sauriitru 
  clans may be found in the dungeon, others are 
  as likely to be found in the ﬁelds and broken 
  forests where they trade—or compete—with 
  halﬂings for living space. It’s all the same to 
  the sauriitru and their magpie, hoarding ways.
  In combat most sauriitru attack with one, or 
  rarely a pair of, ﬁghting-claws slipped over the 
  knuckles of their long-ﬁngered hands, 
  inﬂicting 1–4 hit points of damage. Only the 
  most desperate of sauriitru will resort to their 
  natural weaponry, curved sickle-like claws on 
  each hind foot which inﬂict 1–3 hit points of 
  damage each. A sauriitru has a 50% chance of 
  being armed with 1–4 glyphstones; these small 
  charms have varying eﬀects, usually to heal 1–
  3 hit points or to add 1–3 hit points of damage 
  to an attack.
  For every dozen sauriitru there is a ﬂock 
  leader of 1+3 Hit Dice. A clan is lead by a 
  matriarch of 2 Hit Dice who also functions as a 
  2nd-level cleric; it is the matriarch who is the 
  source of the clan’s glyphic charms.
  Saviah (Water Spirit)
  Armor Class:�
  4
  Hit Dice:�
  6+6****
  Move:�
  150' (50')
  �
  Swim:�
  210' (70')
  Attacks:�
  2 claws or 1 tail slap
  Damage:�
  1–6 / 1–6 or 2–12
  No. Appearing:�
  1 (1–2)
  Save As:�
  F6
  Morale:�
  9
  Treasure Type:�
  V
  Alignment:�
  Neutral
  XP Value:�
  1550
  Spinners of intrigue and keepers of secrets, 
  saviah are valued—if somewhat mistrusted—
  spirits of the Courts of Water. These elemental 
  spirits are serpentine, their sleek coils scaled 
  in mother-of-pearl and trailing silvery seafoam 
  ﬁns edged in the blue-green of the ocean. 
  Easily attaining twenty feet or more in length, 
  a saviah may rear to seven feet or better; and 
  their upper bodies display a strange blending 
  of humanoid and feline traits, cloaked in a 
  short and icy white pelt with their hands 
  strong webbed paws bearing claws of shell. 
  The head of a saviah is more lupine than 
  feline, with great black-pearl eyes and a mane 
  of wild sparkling seafoam; and down a saviah’s 
  backbone, amongst its delicate ﬁns, lies a row 
  of wicked red coral spines that match the 
  curving horns on its brow. Saviah are soft-
  spoken, inquisitive creatures, but they follow 
  their own agenda and no one else’s.
  Saviah contend that they have better uses for 
  their time than crude combat. Nonetheless, if 
  drawn into conﬂict they lash out with their 
  claws, inﬂicting 1–6 hit points of damage per 
  successful strike, or lash with their heavy 
  spined tails for 2–12 hit points of damage. Far 
  more preferable, to a saviah, is to create a 
  seaweb—a shimmering lacy pattern of water 
  droplets and whirling currents that charms 
  any within 15' that fail their saving throw. A 
  saviah may create a seaweb once every six 
  rounds. Once a day a saviah may lay a 
  seabinding on a single target; if the victim fails 
  a Save versus Spell, they are geased (as the 
  magic-user spell) to follow one request or 
  command of the water spirit.
  Saviah have the spellcasting ability of 4th-level 
  clerics. A magical weapon is required to harm 
  them, and they regenerate 2 hit points per 
  round when in contact with water or ice.
  A Hamsterish Hoard of Monsters
  70
  
  Shutai
  Armor Class:�
  5
  Hit Dice:�
  1/2*
  Move:�
  150' (50') (special)
  Attacks:�
  1
  Damage:�
  Special
  No. Appearing:�
  4–16
  Save As:�
  M1
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  6
  Strange, small entities, shutai glide swiftly 
  across any and all possible surfaces; living 
  shadow-shapes, like lacy and baroque 
  silhouettes of teardrop cutouts that slide and 
  swarm towards any available targets. Those 
  who ﬁnd themselves attacked by shutai slowly 
  lose their own shadow and a portion of their 
  own self along with it.
  Shutai “attack” by attacking a shadow cast by 
  an individual; as a shutai comes into contact 
  with a shadow, it draws away some of that 
  shadow’s substance into its own lacy patterns. 
  This attack inﬂicts 1–3 hit points of “damage” 
  but does not cause injury—however, if the total 
  of “damage” dealt by shutai should match or 
  exceed the victim’s current hit point total, the 
  victim’s shadow has been completely 
  consumed. The shadow damage—if one’s 
  shadow is not devoured—“heals” over the 
  course of an hour.
  A shadowless victim is at –1 to all actions and 
  saves and is listless, unable to innovate or act 
  on their own initiative, and must be coaxed 
  into action by others. A shadow may be 
  restored by the same means used to lift curses 
  or cure magical disease. Shutai take damage 
  from spells, and from magical or silver 
  weapons.
  Sirrush
  Armor Class:�
  3
  Hit Dice:�
  6+6*
  Move:�
  210' (70')
  Attacks:�
  2 claws + 1 bite
  Damage:�
  1–6 / 1–6 / 1–10 + special
  No. Appearing:�
  1 (1–4)
  Save As:�
  F7
  Morale:�
  10
  Treasure Type:�
  A
  Alignment:�
  Any
  XP Value:�
  650
  Covered in scales of copper and bronze, a 
  sirrush has the shape of an unnaturally large 
  deer or antelope, the forepaws of a lion and 
  hindfeet like those of a huge bird of prey. Its 
  head, reptilian and bearing a pair of coiled 
  horns, rests atop a long and slender neck; its 
  whiplike tail coils and uncoils along its 
  haunches. Sirrush lair in desolate, abandoned 
  temples and other such ruins.
  A ferocious combatant, a sirrush attacks with 
  claws and teeth; its claws inﬂict 1–6 hit points 
  of damage, its bite 1–10 points. If truly 
  enraged a sirrush will ignite in a nimbus of 
  ruby-red ﬂames, causing 2–8 hit points of 
  damage upon contact with the ﬁres and 
  melting non-magical weapons that are used in 
  combat against it. Sirrush are immune to 
  damage from ﬁre.
  A Hamsterish Hoard of Monsters
  71
  
  Skitterbone
  Armor Class:�
  5
  Hit Dice:�
  3+4**
  Move:�
  150' (50')
  Attacks:�
  2 bonewhips
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  1
  Save As:�
  F4
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  100
  A bane to adventurers who leave heaps of 
  dead monsters and shattered skeletons behind 
  them, a skitterbone is an amorphous, ever-
  malleable heap of antlers, horns and twisted 
  bone. Held together loosely by necrotic 
  energies—and, sometimes, tiny scraps of 
  necrotic ﬂesh or sticky black blood—a 
  skitterbone continuously scrabbles and oozes 
  its way through dark passageways in the hunt 
  for creatures it may shred and add its to its 
  bonemass.
  In combat a skitterbone will lash out with two 
  limbs or “tentacles” made up of bits of bone—
  often vertebrae—and sharp horns or toothy 
  jaws, inﬂicting 1–6 hit points of damage with 
  each strike. If both lashes damage the same 
  target, the skitterbone will dig into the victim 
  and pull its tendrils in opposite directions, 
  rending ﬂesh for an additional 2–8 hit points of 
  damage. The constant movement and 
  randomly-projecting parts of a skitterbone 
  make it diﬃcult to predict its movements in 
  combat; each round any individual in melee 
  with a skitterbone must make a Save vs. 
  Paralysis or be knocked prone for that round.
  Skitterbones are turned as if possessing six hit 
  dice. They take double damage from silver 
  weapons of all kinds, and no damage from 
  normal piercing weapons.
  Skurkhi (Goblin Mummy)
  Armor Class:�
  4
  Hit Dice:�
  2+4*
  Move:�
  120' (40')
  Attacks:�
  2 claws
  Damage:�
  1–4 / 1–4 + infect
  No. Appearing:�
  1–2
  Save As:�
  C3
  Morale:�
  12
  Treasure Type:�
  B
  Alignment:�
  Chaotic
  XP Value:�
  35
  Eerily supple shamblers, skurkhi are the 
  desiccated remains of the most fervent of 
  goblin witch doctors. Unlike a human mummy 
  which is wrapped in linens, a skurkhi is 
  stripped bare and left to dry in smoke and 
  heat; only after the process begins is the body 
  treated with mud laced with the spores of 
  preservative fungi. A completed skurkhi is 
  shrivelled ﬂesh over bone, daubed with black 
  stains and phosphorescent spores and wearing 
  the charms and bone trophies gained during 
  life. Despite their leathery ﬂesh skurkhi are 
  surprisingly quick compared to living goblins; 
  like their living kin, they possess 90' 
  infravision.
  In combat a skurkhi attacks with its sharp 
  bony claws, inﬂicting 1–4 hit points of damage 
  with each attack. If a Save vs. Death Ray is 
  failed the skurkhi has infected the victim with 
  a life-draining sporal death-rot; 1 point of 
  Strength and 1 point of Constitution is lost for 
  twelve hours, with a 2-in-6 chance of the loss 
  of another point of Strength six hours later. 
  Victims completely drained of Strength or 
  Constitution become zombies under the 
  skurkhi’s control.
  A silver or magical weapon is required to harm 
  a skurkhi. Half of all skurkhi are capable of 
  casting a single 1st-level clerical spell per day.
  A Hamsterish Hoard of Monsters
  72
  
  Spectrum
  Armor Class:�
  7
  Hit Dice:�
  7 hp
  Move:
  �
  Fly:�
  210' (70')
  Attacks:�
  1
  Damage:�
  1–4 (see below)
  No. Appearing:�
  2–7
  Save As:�
  F1
  Morale:�
  10
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  7
  A spectrum is a strange little creature of 
  prismatic light; seven small softly-glowing orbs 
  that orbit around each other or ﬂoat about in 
  an orderly string of bobbing lights. An 
  uninjured spectrum displays all seven colors of 
  the rainbow, one to each orb, and as damage is 
  taken the glowing spheres wink out one by one 
  in sequential order.
  Ordinarily a spectrum will attack with bursts 
  of focused light, inﬂicting 1–4 hit points of 
  damage. However, each hit point of damage 
  taken destroys an orb—and as the spectrum 
  loses orbs, its oﬀensive abilities change as 
  follows:
  Red orb:
  light burst, 1–4 damage
  Orange orb:
  ﬁre damage, 1–6 damage
  Yellow orb:
  acid damage, 1–4 damage 
  for two rounds
  Green orb:
  lightning damage, 1–8 
  damage to two targets
  Blue orb:
  cold damage, 1–8 damage 
  in a 10' radius
  Violet orb:
  spirit burn, 2–12 damage, 
  requires twice the magical 
  healing to remedy
  Indigo orb:
  spirit crush, Save vs. Spell 
  or die
  On rare occasions, the destruction of a 
  spectrum’s orbs causes one or more 
  glimmering pearl-like jewels to be left behind, 
  as richly-colored as the orb it was condensed 
  from. 
  There are rumors of enchanted weaponry 
  which can emulate one or more of the 
  spectrum’s cascading oﬀensive powers; one 
  frequently mentioned is a blade sometimes 
  spoken of as Death of Regeneration.
  Spirit, Air (Least)*
  Armor Class:�
  7
  Hit Dice:�
  1+1**
  Move:
  �
  Fly:�
  240' (80')
  Attacks:�
  1
  Damage:�
  1–6 + confusion
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  T
  Alignment:�
  Neutral
  XP Value:�
  23
  Amongst the least inﬂuential of the inhabitants 
  of the Air Courts, these elemental spirits are 
  composed of ever-moving breezes and whirling 
  pearly mists. The least air spirits constantly 
  shift through forms, one moment vaguely 
  winged and another resembling a swarm of 
  gossamer dragonﬂies or stranger shapes; and 
  pinpoints of silver lightning serve as their 
  eyes. Their “treasure” is the delicate web work 
  of shining solid thunder that may be left 
  behind when they are destroyed.
  Least air spirits attack for 1–6 hit points of 
  damage and confuse their victim for one round 
  if a Save vs. Charm is failed, making them as 
  likely to attack allies as enemies. They are 
  immune to non-magical weapons, take one 
  extra hit point of damage from all elemental 
  sources save for air, and will regenerate one 
  hit point per round unless somehow cut oﬀ 
  from contact with the air around them.
  A Hamsterish Hoard of Monsters
  73
  
  Spirit, Earth (Least)*
  Armor Class:�
  5
  Hit Dice:�
  1+1**
  Move:�
  60' (20')
  Attacks:�
  1
  Damage:�
  1–6 + stun
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  23
  Among the lowest ranked of the inhabitants of 
  the elemental courts of Earth, these spirits 
  take on crude shapes of humanoids or beasts. 
  Their physical shell is composed of soil, clay, 
  mosses, and tufts of grass, and two softly-
  glowing jade-green crystals serve as their 
  eyes. Their eyes, and the organic gemstones 
  within them that focus their energies, are their 
  “treasure”.
  Least earth spirits attack for 1–6 hit points of 
  damage and stun the victim for one round if a 
  Save vs. Paralysis is failed. They are immune 
  to non-magical weapons, take one extra hit 
  point of damage from all elemental sources 
  save for earth, and regenerate one hit point 
  per round when in contact with unworked 
  earth.
  Spirit, Fire (Least)*
  Armor Class:�
  6
  Hit Dice:�
  1+1**
  Move:�
  120' (40')
  �
  Fly:�
  180' (60')
  Attacks:�
  1
  Damage:�
  1–6 + blindness
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  T
  Alignment:�
  Neutral
  XP Value:�
  23
  The minor functionaries of the Fire Courts, 
  least ﬁre spirits are creatures of ﬂame of deep 
  orange and brilliant crimson, their ﬁres 
  concentrated so densely as to resemble 
  shimmering metal or glass as much as tongues 
  of ﬂame. These spirits take the shapes of 
  s u n b u r s t s a n d m a n d a l a s a n d e x o t i c 
  quadrupeds, their eyes brilliant orbs of icy 
  blue ﬁre; their “treasure” is in the eternal 
  ember shards that may remain after their 
  destruction.
  Least ﬁre spirits attack for 1–6 hit points of 
  damage and will lash out with a brilliant burst 
  of ﬂame to blind their victim for two rounds if 
  a Save vs. Spell is failed. They are immune to 
  non-magical weapons, take one extra hit point 
  of damage from all elemental sources save for 
  ﬁre, and will regenerate two hit points per 
  round as long as they are in contact with any 
  manner of ﬂame.
  A Hamsterish Hoard of Monsters
  74
  
  Spirit, Shade (Least)*
  Armor Class:�
  6
  Hit Dice:�
  1+1**
  Move:�
  150' (50')
  �
  Burrow:�
  210' (70')
  Attacks:�
  1
  Damage:�
  1–6 + body dissolution
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  T
  Alignment:�
  Neutral
  XP Value:�
  23
  The least and oft-overlooked of the spirits of 
  darkness, the spies and couriers and tiny 
  advisors, the least shade spirits are delicate 
  creeping membranes of sooty black lace, or 
  masses of velvet-soft darkness that coil and 
  climb. At other times a least shade spirit may 
  resemble a tangle of slender night-dark 
  serpents with blue-black eyes, or a burrowing 
  coal-black moth with folded and crumpled 
  wings. The “treasure” of a least shade spirit is 
  the velvet shreds, darkness made tangible, 
  that it sometimes leaves behind.
  Least shade spirits attack for 1–6 hit points of 
  damage; their deceptively soft touch dissolves 
  the physical form, causing a –2 penalty to 
  Armor Class for two rounds and a one-hour 
  loss of 1 point of Constitution if a Save vs. 
  Spell is failed. They are immune to non-
  magical weapons, take one extra hit point of 
  damage from all elemental sources save for 
  darkness, and will regenerate one hit point per 
  round as long as they remain within a dark—or 
  at least notably dim—environment.
  Spirit, Shining (Least)*
  Armor Class:�
  6
  Hit Dice:�
  1+1**
  Move:
  �
  Fly:�
   210' (70')
  Attacks:�
  1
  Damage:�
  1–6 + spirit wound
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  T
  Alignment:�
  Neutral
  XP Value:�
  23
  The most minor of the spirits of light, 
  messengers and “gifts”, the least shining 
  spirits are composed of gossamer veils of 
  golden light and drops of shimmering, 
  prismatic color. On occasion a least shining 
  spirit may take the shape of a rainbow-shining 
  scarab—as if carved of glass—or a ﬂuttering 
  mass of glittering hummingbirds. The 
  “treasure” of a least shining spirit is the 
  droplets of tangible light that are sometimes 
  left behind after death.
  Least shining spirits attack for 1–6 hit points 
  of damage; their glittering touch bleaches and 
  wounds the spirit, causing a –2 penalty to all 
  saving throws for two rounds and a one-hour 
  loss of 1 point of Wisdom if a Save vs. Spell is 
  failed. They are immune to non-magical 
  weapons, take one extra hit point of damage 
  from all elemental sources save for light, and 
  will regenerate one hit point per round as long 
  as they remain within a well-lit environment.
  A Hamsterish Hoard of Monsters
  75
  
  Spirit, Water (Least)*
  Armor Class:�
  7
  Hit Dice:�
  1+1**
  Move:�
  90' (30')
  �
  Swim:�
  210' (70')
  Attacks:�
  1
  Damage:�
  1–6 + poison
  No. Appearing:�
  1–3
  Save As:�
  C2
  Morale:�
  10
  Treasure Type:�
  L
  Alignment:�
  Neutral
  XP Value:�
  23
  Minor inhabitants and hangers-on of the 
  Courts of Water, the least water spirits are 
  creatures of blue-gold liquid and icy white 
  foam; sometimes as ﬂuid as water, sometimes 
  hard as ice. Least water spirits take the 
  shapes of slender piscine creatures, or of 
  shoals of tiny ﬁsh and serpentine beasts, and 
  are scattered with pearls which are their eyes.
  Least water spirits attack for 1–6 hit points of 
  damage, and their ﬂuids drug their victim if a 
  Save vs. Poison is failed; the victim feels a 
  lassitude for three rounds, being –2 to all rolls 
  and moving at half-speed. They are immune to 
  non-magical weapons, take one extra hit point 
  of damage from all elemental sources save for 
  water, and will regenerate two hit points per 
  round as long as they are in contact with a 
  reasonably pure water source.
  Sshian
  Armor Class:�
  5
  Hit Dice:�
  2+2**
  Move:�
  120' (40')
  Attacks:�
  1 bite or weapon
  Damage:�
  1–6 or weapon + poison
  No. Appearing:�
  2–8 (3–24)
  Save As:�
  F3
  Morale:�
  9
  Treasure Type:�
  A
  Alignment:�
  Chaotic
  XP Value:�
  45
  Patient and cunning, the sshian begin to 
  expand their territories once again after 
  uncounted centuries of degeneration and 
  decline—and they have little use for young 
  “upstarts” such as humanity except as slave 
  fodder. Arming themselves with jade and black 
  iron, the sshian strike out to reclaim what was 
  once theirs.
  Humanoid in a vague sense, the upper body of 
  a sshian has a narrow torso and two muscled, 
  grasping arms. Their three-ﬁngered hands are 
  long and claw-tipped, and their arms adorned 
  with long colorful feathers—vestiges of wings. 
  Their narrow snouts are beaked and fanged, 
  and a brilliant feathered crest rises over their 
  slitted eyes and runs down their spine. The 
  remainder of a sshian is covered in dense 
  shining scales, including their serpentine 
  lower bodies.
  Sshian prefer to let their slaves ﬁght for them; 
  when pressed into combat, they attack with 
  baroque weaponry or—if desperate—bite for 
  1–6 hit points of damage. Their bite is 
  venomous, requiring a successful save to avoid 
  3–12 hit points of damage; but they prefer to 
  spit (with a 10' range) in order to blind. Three 
  times a day a sshian’s gaze will charm any who 
  meet it.
  Sshian with greater than base Hit Dice are far 
  from unknown; the coiled ones use ancient 
  and delicately bloody rituals to grow in power 
  and stature. Those of greater Hit Dice may 
  acquire spellcasting ability.
  A Hamsterish Hoard of Monsters
  76
  
  Stone Roses
  Armor Class:�
  2
  Hit Dice:�
  3+3*
  Move:�
  Nil
  Attacks:�
  4
  Damage:�
  1–4 / 1–4 / 1–4 / 1–4 + special
  No. Appearing:�
  1–6
  Save As:�
  F3
  Morale:�
  12
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  75
  With stems of granite, thorns of obsidian, and 
  blossoms of grey crystal and shining marble, a 
  stone rose is no more nor less than its name 
  suggests—a bush, or rarely a vine, of living 
  stone. Stone roses are dimly intelligent 
  creatures of the plane of Earth, and though 
  they cannot move they know when they have 
  potential prey within reach.
  Stone roses are surrounded by an emotional 
  ﬁeld generated by the plantlike elemental. Any 
  living being approaching within 20' of a stone 
  rose must Save vs. Spell or be overcome by a 
  steadily-growing tide of gentle sadness; this 
  growing lassitude causes a cumulative –1-per-
  round penalty to initiative, to-hit and damage 
  rolls, and saving throws as long as the subject 
  remains within range. If a Save vs. Charm is 
  also failed, the victim will remain lingering 
  within the aura of sorrow until dragged away 
  or injury allows another save to throw oﬀ the 
  dull-mindedness.
  Against all targets—aﬀected or no—a stone 
  rose lashes out with thorned coils, inﬂicting 1–
  4 hit points of damage with each of four coils 
  and absorbing the spilled blood as readily as it 
  does sorrow.
  The oversized, greystone hips of a stone rose 
  sometimes produce 1–4 snowcrosses instead 
  of seed.
  Stonestar
  Armor Class:�
  1
  Hit Dice:�
  2+2*
  Move:�
  9' (3')
  Attacks:�
  1 ray
  Damage:�
  1–10
  No. Appearing:�
  1 (1–6)
  Save As:�
  F2
  Morale:�
  10
  Treasure:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  35
  Stonestars are ﬂeshy, ﬁve-lobed and radially-
  symmetrical creatures resembling a three-foot 
  diameter starﬁsh with a hard, calcite shell that 
  resembles tiny nodules of stone and iron.
  Usually clinging to a wall or ceiling by the 
  hundreds of cilia-like suckers on its underbelly, 
  a stonestar will ﬁre a ray of energy from its 
  central mass at any living creature that passes 
  within ten feet. This ray provokes bleeding and 
  liquiﬁes ﬂesh; even if its prey should ﬂee, a 
  stonestar will descend from its perch to absorb 
  the liquids from the wounds it succeeded in 
  inﬂicting through its ventral surface. A 
  stonestar’s camouﬂage makes them diﬃcult to 
  detect against their native stone, resulting in a 
  –3 to all attacks made against them as they 
  slowly shift about.
  Within a stonestar’s body is a soft, pearl-like 
  organic “gemstone” with a value of 5gp per hit 
  point of the stonestar.
  A Hamsterish Hoard of Monsters
  77
  
  T
  Taurowanax*
  Armor Class:�
  5
  Hit Dice:�
  4**
  Move:�
  180' (60')
  Attacks:�
  1 gore + 1 trample
  Damage:�
  1–10 / 2–12
  No. Appearing:�
  1
  Save As:�
  C6
  Morale:�
  12
  Treasure Type:�
  Special
  Alignment:�
  Lawful or Neutral
  XP Value:�
  175
  The taurowanax, king of bulls, is a massive 
  creature that stands head and shoulders above 
  a common ox and displays a frightening 
  amount of intelligence. Most commonly 
  encountered leading a herd of wild cattle, a 
  taurowanax often raids outlying farms and 
  ranches to ransack crops or add a farmer’s 
  cattle to his followers. Most taurowanax have 
  a pure white hide, though some few are 
  skewbald in white and tawny red; all bear 
  long, curving and wickedly sharp golden 
  horns. In some locales the horns and hide of a 
  taurowanax fetch high prices—in others, 
  owning them is a death sentence.
  In combat a taurowanax gores with his horns, 
  inﬂicting 1–10 hit points of damage, and 
  tramples for an additional 2–12 hit points. 
  Once every four rounds a taurowanax may 
  invoke an earthshaker, pounding the ground 
  beneath his hooves; all within a 50' radius are 
  tossed to the ground and take 2–24 hit points 
  of damage.
  A taurowanax receives a +3 bonus to saving 
  throws against all spells and is immune to non-
  magical weapons. Tales speak of taurowanax 
  of 10 Hit Dice, with the ability to summon true 
  earthquakes once a week.
  Theron
  Armor Class:�
  5
  Hit Dice:�
  1+2*
  Move:�
  120' (40')
  Attacks:�
  by weapon, or
  �
  2 claws + 1 bite
  Damage:�
  as weapon, or 1–4 / 1–4 / 1–3
  No. Appearing:�
  1 (2–8)
  Save As:�
  F2
  Morale:�
  9
  Treasure Type:�
  B
  Alignment:�
  Chaotic
  XP Value:�
  20
  Crazed predators and cannibals, theron are 
  often mistaken for ghouls by those unfamiliar 
  with the undead but in fact bear more 
  resemblance to lycanthropes. When the 
  bloodlust takes over, a theron twists into a 
  hunched, bestial posture, growing tearing 
  claws and bestial teeth; their eyes grow slitted 
  and beast-like, and they are often aﬄicted 
  with a blood-ﬂecked foam at the mouth and 
  bloody tears. The theron’s curse is in many 
  ways a “lesser” strain of lycanthropy, passed 
  along in a similar manner and with similar 
  traits. Some theron are provoked into 
  bloodlust by being threatened or injured; 
  others by violent emotional states, or the 
  phase of the moon. Most fearful are those who 
  c a n c o n t r o l t h e t i m i n g o f t h e i r 
  transformations.
  When unaﬄicted, theron attack with any 
  weapons they happen to be armed with. When 
  in bloodlust a theron attacks any and all living 
  creatures in sight with claws and teeth for 1–4 
  and 1–3 hit points of damage respectively; if 
  both claw attacks successfully strike the same 
  victim, the theron rends the wound, which 
  takes another 1–2 hit points of damage on the 
  following round.
  Theron regenerate 2 hit points per round. 50% 
  of theron require silver weapons, enchanted 
  weapons or spells to be harmed.
  Victims who lose more than half of their hit 
  points to a theron attack have a 50% chance of 
  being taken by the curse within 2–8 days. 
  Certain members of the clergy, as well as 
  various enchanted items and elemental 
  powers, are capable of curing the curse before 
  it takes root.
  A Hamsterish Hoard of Monsters
  78
  
  Thief-of-Hues
  Armor Class:�
  6
  Hit Dice:�
  4
  Move:�
  120' (40')
  �
  Swim:�
  90' (30')
  Attacks:�
  1 bite
  Damage:�
  2–8
  No. Appearing:�
  1–2
  Save As:�
  M4
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  100
  The thief-of-hues—also known as a nijiara or 
  chromatic python—is a huge serpent that most 
  closely resembles a constrictor in shape, with 
  scales of a dull pearly grey, milky white eyes, 
  and virtually silent movement. A thief-of-hues 
  may be found in virtually any environment; 
  some believe them to be of some elemental 
  strain, or the result of a magic-user’s 
  tampering.
  In combat a thief-of-hues bites for 2–5 hit 
  points of damage, sinking in hook-like fangs. 
  Instead of venom it drains color from its 
  victim; if a Save vs. Poison is failed, roll on the 
  following chart to determine the color—and 
  emotion—that is lost by the victim:
  1.
  red—anger
  2.
  orange—courage
  3.
  yellow—fear
  4.
  green—happiness
  5.
  blue—sadness
  6.
  violet—curiosity
  7.
  indigo—calmness
  8.
  two colors—roll twice more, ignoring 
  results of 8
  Lost colors may be regained by the 
  intervention of a powerful cleric, or by 
  consuming the ichor of a thief-of-hues—which 
  may not be the serpent that drained the color 
  from the victim.
  A thief-of-hues bleeds in rivulets containing 
  streams of color from the entire spectrum. Its 
  ichor is valued by alchemists and sages, even 
  beyond its purpose in restoring lost colors.
  The Thousand Wings
  Armor Class:�
  4
  Hit Dice:�
  2+2**
  Move:
  �
  Fly:�
   270' (90')
  Attacks:�
  1
  Damage:�
  2–8 + special
  No. Appearing:�
  1–4
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  Special
  Alignment:�
  Neutral
  XP Value:�
  45
  Close cousins to the least spirits of air, the 
  creatures known as the thousand wings 
  predictably appear as ﬂuttering, beating 
  masses of translucent wings—feathery avian 
  wings, dark bat-like wings, glittering insectile 
  wings, even the scaled clawed wings of 
  dragons and stranger beasts—that are yet 
  somehow hazy, as if one’s eyes cannot quite 
  focus on them. A capricious creature driven 
  almost entirely by instinct, a thousand wings is 
  concerned only with its quest for emotion and 
  the desire to travel on the winds.
  Though a thousand wings is insubstantial, the 
  edges of its multitude of pinions are as keen as 
  the wind. In combat a thousand wings seeks to 
  engulf a target, inﬂicting 2–8 hit points of 
  damage from the buﬀeting and the wing’s 
  sharp edges. However this damage is a side-
  eﬀect of the creature’s true attack—once a 
  target is engulfed, the thousand wings feeds 
  on the victim’s emotion and reason. If a Save 
  vs. Spell is failed, the thousand wings siphons 
  away 1–3 points of Wisdom; if a victim’s 
  Wisdom score is entirely depleted, their body 
  dissolves and they are transmuted into a 
  pulsing core of elemental force that becomes a 
  thousand wings in 1–4 rounds.
  The thousand wings is harmed only by magical 
  weapons and spells. If a thousand wings is 
  killed, it dissolved into mist, leaving behind a 
  few iridescent folded pinions of solid air. These 
  baubles may be worth 20–80gp each, or even 
  more in the right circles.
  A Hamsterish Hoard of Monsters
  79
  
  Tikra
  Armor Class:�
  5
  Hit Dice:�
  1+4*
  Move:�
  150' (50')
  �
  Fly:�
  120' (40')
  Attacks:�
  2 slashes
  Damage:�
  1–6 / 1–6
  No. Appearing:�
  1–4 (2–12)
  Save As:�
  F3
  Morale:�
  8
  Treasure Type:�
  G (U)
  Alignment:�
  Neutral
  XP Value:�
  20
  Insectile humanoids with an aﬃnity for music, 
  tikra resemble thin and graceful mantids, 
  standing some seven feet tall on four slender 
  legs tipped with two curving claws. A third 
  pair of limbs serve as their arms; they 
  normally keep the sharp, spined “sickle” of 
  their forelimbs ﬂexed back along their 
  forearms, using three grasping ﬁngers at the 
  wrist joint as their hands. The abdomen of a 
  tikra is narrow, relatively short compared to 
  an actual mantid, and covered with tightly-
  folded wings as bright as any butterﬂy’s. Their 
  chitin is a bright deep gold, sometimes marked 
  with rust, and their eyes are crimson.
  Some tikra aﬀect jewelry, gemstones mounted 
  into their chitin, and humanoid accouterments 
  such as belts, girdles, and shirts. These 
  individuals are usually those tikra more 
  accustomed to dealing with other sapient 
  races.
  Given the choice, a tikra would prefer to avoid 
  physical combat. When forced to do so, tikra 
  use their forelimbs to puncture and slash, 
  inﬂicting 1–6 hit points of damage per 
  successful strike; their hands, though capable 
  of delicate manipulation, are unsuited for most 
  weapons. A few tikra may tip their forearm 
  spines with silver or similar such substances. 
  Twice a day, a tikra may unleash a shrill, 
  nerve-wracking shriek of discordant tones that 
  is so violent it may actually cause injury—any 
  in a 5x20x30 cone in front of the tikra takes 2–
  12 hit points of damage. Alternately, the singer 
  may choose to disorient, instead causing those 
  caught in the “breath weapon” to lose their 
  ability to act for two rounds. Either eﬀect may 
  be mitigated by a Save vs. Breath Weapon.
  U
  Underfolk (Tak’ti)
  Armor Class:�
  4
  Hit Dice:�
  1–3 hp
  Move:�
  60' (20')
  �
  Burrow:�
  150' (50')
  Attacks:�
  1
  Damage:�
  1–3
  No. Appearing:�
  1–10 (10–100)
  Save As:�
  Normal Man
  Morale:�
  6
  Treasure Type:�
  I
  Alignment:�
  Neutral
  XP Value:�
  5
  With chalk-white ﬂesh and no more than 1–1/2' 
  tall, underfolk are strange little humanoids. 
  They are round-bodied and hunched, with 
  spindly yet strong limbs and broad glittering 
  claws for digging; they possess a pair of 
  insectile antennae, huge orb-like black eyes 
  and a protective carapace like that of a scarab 
  in darkly iridescent hues. Underfolk are not 
  intrinsically hostile, but their endless 
  tunneling and taste for metals and gems—as 
  food—causes dwarves and their ilk to regard 
  them as vermin and worse.
  When pressed, underfolk will attack with their 
  claws for 1–3 hit points of damage. If the 
  swarm believes it can overpower a target, they 
  will cling and hang on after a successful 
  attack, biting automatically with mandible-like 
  jaws for one hit point per round until removed. 
  One in twenty underfolk is a swarmleader with 
  1–1 HD. Underfolk have infra-vision, and 
  function at a –2 penalty to all rolls when in 
  sunlight or strong magical light.
  A Hamsterish Hoard of Monsters
  80
  
  V
  Verdant Mantid
  Armor Class:�
  4
  Hit Dice:�
  1+3*
  Move:�
  180' (60')
  Attacks:�
  2 claws (special)
  Damage:�
  2–5 / 2–5 (special)
  No. Appearing:�
  1–6
  Save As:�
  F1
  Morale:�
  10
  Treasure Type:�
  Nil
  Alignment:�
  Neutral
  XP Value:�
  19
  Nearly three feet long and sheathed in 
  glittering emerald chitin as dense as crystal 
  and sharp as glass, verdant mantids are 
  dangerous and patient predators of anything 
  they set their azure-tinted eyes on. More 
  disturbing is their increased intelligence; 
  verdant mantids are perfectly capable of 
  working in small packs for greater gain, and 
  they may be trained if acquired fresh from the 
  egg-case.
  A verdant mantid attacks with the two spined, 
  razor-sharp “switchblades” of its forearms, 
  inﬂicting 2–5 hit points of damage with each 
  successful strike. If both attacks succeed, the 
  mantid holds on and begins to chew through 
  its prey, automatically inﬂicting 2 hit points of 
  damage per round.
  Verrun*
  Armor Class:�
  4
  Hit Dice:�
  4+2**
  Move:�
  120' (40')
  �
  Swim:�
  120' (40')
  �
  Climb:�
  120' (40')
  �
  Fly:�
  120' (30')
  Attacks:�
  2 or 1
  Damage:�
  1–8 / 1–8 or special
  No. Appearing:�
  1–4
  Save As:�
  F4
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Lawful
  XP Value:�
  275
  Creatures from some otherworldly plane—or 
  perhaps a sorcerer’s fevered imagination—
  verrun are ever-shifting beasts, ﬂowing from 
  plumed and barbed serpent to humanoid to 
  bestial predator to strange and alien winged 
  shapes without pattern or pause. Though 
  seemingly composed of glass and quicksilver, 
  water and molten gold, they are not 
  automatons or golems. Once bid to guard a 
  place or object, verrun are unswerving in their 
  dedication to their purpose; but they attack as 
  swiftly as they may, and give forewarning.
  In combat verrun attack twice in a manner 
  appropriate to their current shape; regardless 
  of the means used, each attack inﬂicts 1–8 hit 
  points of damage. If a verrun deems it a better 
  choice, it will forego normal attacks for a 
  breathless strike:  if the target fails a Save vs. 
  Poison, the verrun’s ﬂuid substance invades 
  the target’s breathing passages and begins to 
  suﬀocate them. The victim is –2 to all rolls on 
  the next round, –4 the next, and then must 
  save again each round or die. The verrun may 
  release its victim at any time, and may 
  continue to attack other targets.
  Verrun are immune to non-magical weapons. 
  They take one less hit point of damage per die 
  from any elementally-based damage.
  A Hamsterish Hoard of Monsters
  81
  
  Vikor
  Armor Class:�
  5
  Hit Dice:�
  2+4*
  Move:�
  30' (10')
  �
  Fly:�
  180' (60')
  Attacks:�
  1 bite or acid
  Damage:�
  1–4 or 1–8 (see below)
  No. Appearing:�
  2–8 (2–8)
  Save As:�
  F2
  Morale:�
  8
  Treasure Type:�
  C
  Alignment:�
  Neutral
  XP Value:�
  35
  Vikor are giant, monstrous bats with six-foot 
  wingspans. Their skin is a dusty black, their 
  coat rusty brown, and along the dorsal sides of 
  their wing bones and down their spines run 
  row after row of shining green and violet 
  scales.
  Though a vikor may bite for 1–4 hit points of 
  damage in combat, it prefers to ﬁrst spit acid 
  at a target with a range of 50'; dissolving 
  ﬂesh, this acid inﬂicts 1–8 hit points of damage 
  in the ﬁrst round and then 1–2 hit points for 
  two additional rounds. Vikor may spit acid 
  twice a day.
  Vuuriia
  Armor Class:�
  3
  Hit Dice:�
  5***
  Move:�
  90' (30')
  �
  Swim:�
  240' (80')
  �
  Fly:�
  150' (50')
  Attacks:�
  1 engulf
  Damage:�
  1–8
  No. Appearing:�
  1–6
  Save As:�
  F5
  Morale:�
  9
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP Value:�
  550
  A vuuriia is a whirling, constantly moving 
  mass of dense, shimmering droplets and orbs 
  of blue-golden water. Equally capable of 
  moving over solid surfaces, through liquids or 
  even through the air itself, there is little that 
  will halt a vuuriia in its erratic and eternal 
  wanderings. Vuuriia are unpredictable and oft 
  maddening creatures, distrusted even by their 
  fellow creatures of water for their tendency to 
  bewitch and overwhelm.
  Vuuriia attack simply by engulﬁng a victim 
  within their mass, where the dense, slightly 
  acidic orbs of their bodies batter and etch 
  away at the victim for 1–8 hit points of damage 
  per round. If a vuuriia chooses, it may instead 
  whirl its orbs in a shimmering, hypnotic 
  pattern; once a round, a victim may be so 
  charmed by this display, though an engulfed 
  target may not subsequently be charmed. A 
  charmed victim may then be engulfed, but this 
  action promptly allows a second saving throw.
  Due to its ever-shifting nature, a vuuriia is 
  immune to all non-magical attacks and 
  enchanted weapons inﬂict damage on only a 2-
  in-6 chance. Vuuriia take full damage from 
  magic regardless of source, however, and 
  double damage from ﬂame of all kinds, 
  magical or no.
  A Hamsterish Hoard of Monsters
  82
  
  W
  Wichtling
  Armor Class:�
  4
  Hit Dice:�
  1/2*
  Move:
  �
  Fly:�
  240' (80')
  Attacks:�
  1
  Damage:�
  1–2
  No. Appearing:�
  4–40
  Save As:�
  M1
  Morale:�
  7
  Treasure Type:�
  Nil
  Alignment:�
  Any
  XP Value:�
  6
  Tiny spirits of elemental energy, wichtlings are 
  ﬁst-sized globes of softly-glowing light of a 
  color representative of their element:  orange 
  for ﬁre, white for air, blue for water, and green 
  for earth. Curious creatures, they like to travel 
  in ﬂocks and investigate strange things or 
  creatures. Unfortunately, their touch is 
  dangerous to non-elemental beings.
  Non-magical weapons deal no damage to a 
  wichtling. They take double damage from their 
  opposing element.
  X
  Xenthrek
  Armor Class:�
  3
  Hit Dice:�
  3***
  Move:�
  120' (40')
  Attacks:�
  1 claw or by weapon
  Damage:�
  1–6 or by weapon
  No. Appearing:�
  1–4
  Save As:�
  C4
  Morale:�
  12
  Treasure Type:�
  Nil
  Alignment:�
  Chaotic
  XP value:�
  80
  Xenthreks are magical constructs resembling 
  skeletons carved from transparent crystal. 
  They are usually but not always human in 
  shape (though human-like xenthrek may 
  exhibit some animal features), and inside their 
  glittering “bones” roils foaming liquid ﬂame. 
  Unnaturally quick, xenthrek gain +3 to their 
  initiative rolls.
  Most xenthrek attack with their claw-like 
  hands, but some have been equipped by their 
  creators with crystalline weaponry. A 
  successful attack on a xenthrek shatters their 
  crystal structure and releases a gout of liquid 
  ﬂame that scorches for 1–6 hit points of 
  damage for two rounds.
  Fire gives a xenthrek hit points equal to the 
  amount of damage dealt; they are immune to 
  cold. A magical weapon is required to damage 
  a xenthrek.
  A Hamsterish Hoard of Monsters
  83
  
  Y
  Yixan*
  Armor Class:�
  2
  Hit Dice:�
  3+3**
  Move:�
  180' (60')
  Attacks:�
  1 bite
  Damage:�
  1–8 + special
  No. Appearing:�
  2–20
  Save As:�
  F4
  Morale:�
  10
  Treasure Type:�
  (K)
  Alignment:�
  Chaotic
  XP Value:�
  125
  Malevolent beasts, yixan resemble long-
  necked, half-starved coursing hounds sheathed 
  in blue-black scales as hard as iron. Their eyes 
  are the cold green of witch-ﬁre, and their long 
  and narrow muzzles are lined with teeth as 
  sharp as razors.
  Possessed of a dim and malignant intelligence, 
  yixan prefer to hunt in pairs or packs. Their 
  claws, while sharp, are not used for attacking; 
  their bite is venomous, requiring a save the 
  round following a successful attack or else the 
  victim suﬀers 2–8 additional points of damage. 
  One in ten yixan cause paralysis with their 
  venom as well as hit point damage, lasting for 
  four turns. A magical weapon is required to 
  harm a yixan.
  Z
  Zihal (Flame Spider)
  Armor Class:�
  4
  Hit Dice:�
  4+4*
  Move:�
  150' (50')
  Attacks:�
  2 claws or 1 bite
  Damage:�
  1–6 / 1–6 or 1–8 +
  �
  poison (see below)
  No. Appearing:�
  1–4 (2–16)
  Save As:�
  F4
  Morale:�
  8
  Treasure Type:�
  G
  Alignment:�
  Neutral
  XP Value:�
  200
  Monstrous spiders, zihal are arachnids with 
  nearly spherical abdomens, as large as a pony 
  and nearly as fast. Their chitin is a glowing, 
  deep red mottled with ﬁery orange growths, 
  and both their mandibles and legs are tipped 
  with fangs and claws of a translucent ruby. 
  Their two major eyes are black, and their 
  smaller subsidiary eyes a phosphorescent 
  green. A zihal spins dense, amber-tinted silk 
  which it uses to construct a labyrinthine lair 
  within caverns or dungeons, and often shares 
  space with humanoids such as kobolds or 
  goblins as its allies—or servants.
  In combat a zihal will attack with either its 
  bite or its two foreclaws. Each claw inﬂicts 1–6 
  hit points damage and coats the wound with 
  an inﬂammable secretion that causes it to 
  burst into ﬂame on the next round, inﬂicting 
  1–3 hit points of damage. The zihal’s fanged 
  bite inﬂicts 1–8 hit points of damage and 
  poisons the victim; 2–8 hit points of damage 
  from the ﬁery venom, and a –2 to all rolls for 
  an hour, if the Save vs. Poison is failed. Two 
  doses of venom will charm a victim, if it 
  survives. Zihal take no damage from ﬁre.
  Zihal produce live young parthenogenetically; 
  a clutch of 2–20 new ﬂame spiders have 1/2 
  HD and inﬂict only 1–2 hit points of damage 
  but still cause ignition (1–2 hp) and have 
  venom (1–4 hp damage, –2 to rolls for an hour, 
  but no charm eﬀect). The zihal broodmaster 
  may take control of a hatchling, or watch 
  through its eyes.
  A Hamsterish Hoard of Monsters
  84
  
  Special Bonus!
  A Dozen Strange Little Critters
  These little oddities are mainly for campaign 
  ﬂavor and/or humor. Find a colony in a 
  dungeon, a few invade the party’s camp at 
  night, maybe the PCs are actually hired to go 
  gather a certain number (in a suitably 
  hazardous place, of course!)—anything goes.
  1. A mouse with fur of scorched black and 
  bright scarlet. Attracted to sweet foods and 
  alcohol—and, if startled, bursts into ﬂame.
  2. Dense, semi-spherical fungi that bear an 
  uncanny resemblance to tiny human skulls. 
  Rumors whisper that an elixir to feign death 
  can be made from them, but most people 
  consider them cursed.
  3. A b r e e d o f v i p e r w i t h c o m p l e t e l y 
  transparent skin and muscle. Its internal 
  organs are pearly and translucent, hard to 
  see, but its skeleton is a dense cinnabar red.
  4. Crawﬁsh-like land crustaceans with pale, 
  bluish-white shells and an icy disposition to 
  match. they like to crawl into warm places, 
  and they like to hang on with their pincer-
  sharp claws . . .
  5. An invasion of frogs. Chrome-skinned, black 
  eyed, indestructible frogs. No matter what 
  the party does to the little hoppers, they just 
  don't die.
  6. Delicate purplish-red violets that will softly 
  press their ﬂowers against skin and draw 
  blood. No hit point damage and no pain, but 
  a frightening bloody welt when the ﬂower 
  lifts away.
  7. Opalescent, jelly-like slime mold. Spreads 
  fast—including over objects and sleeping 
  adventurers—and periodically sends up rafts 
  of golden spore capsules. Contact numbs 
  skin.
  8. Sleek brown and white mottled rats with 
  tool-using capability—and a stench like 
  troglodytes swimming in an open sewer. 
  Occasionally, giant ones.
  9. Teleporting, metal-chewing ferrets with fur 
  of dark grey mixed with blue. The bane of 
  dwarves everywhere, to say nothing of loot-
  hoarding adventurers.
  10.Bright emerald green, two-foot-long 
  earthworms that burrow through stone with 
  t h e s a m e e a s e a s t h r o u g h e a r t h . 
  (Alternately, neon orange.)
  11.Grey and black mussels that can leap from 
  the water, open up and ﬂutter away like 
  small birds. The mussels will clamp onto any 
  surface that impedes their ﬂight.
  12.Golden–colored centipedes that periodically 
  hibernate; curled up and legs tucked close, 
  they look uncannily like sculpted gold 
  ﬁnger-rings.
  One-Shot Items
  The quintessential single-use item is of course 
  the potion, and one can get a fair bit of 
  mileage out of diﬀerent sorts of potions and 
  elixirs. Adding other types of items—be they 
  called tokens, charms, or whatever else—
  brings in a welcome variety, and the trick here 
  is to make each type somehow interesting or 
  evocative. A single token needn’t have a whole 
  history attached to it (though there’s no 
  reason one couldn’t do that!); but a little bit of 
  detail beyond “this item grants [blah blah 
  blah]” goes a long way, even if it is only a 
  name and a brief description.
  The following are a handful of example items; 
  they are quite low-key, but they serve the 
  purpose. Higher level games can always scale 
  up accordingly:
  1.
  Dragon King’s Scale: a single scale of 
  glittering silver-gold, granting a +2 to 
  Armor Class for four rounds.
  2.
  Direction Mirror: a small round mirror that 
  will reﬂect a single spell of level two or 
  less.
  3.
  Voiceless Bell: a jade bell with no clapper 
  that creates silence for two rounds.
  4.
  Scorpion Tail: palm-sized indigo scorpion 
  sting that paralyzes for two rounds.
  5.
  Sheepcount: a handful of woolen bolls that 
  cause sleep for 1–4 rounds.
  6.
  Blessed Kiss: silver prayer beads that 
  allow a single turning as a 1–3 level cleric.
  7.
  Time’s Arrow: multicolored dart that 
  grants a single extra action in the 
  following round.
  8.
  Sage Insight: a small illuminated scroll 
  that grants a +1 to a single save type for 
  1–6 rounds (diﬀerent scrolls for diﬀerent 
  saves).
  9.
  Decree of Order: a golden orb that grants 
  a +2 bonus against chaos for two rounds.
  10. Will of Discord: a scarlet spiral that grants 
  a +2 bonus against law for two rounds.
  11. Essence Fang: shard of solid elemental 
  energy (foam of water, tongue of ﬂame, 
  coil of air, crystal of earth, etc) that inﬂicts 
  2 – 5 h i t p o i n t s o f d a m a g e o f t h e 
  appropriate elemental type.
  A Hamsterish Hoard of Monsters
  85
  
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  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open 
  Game Material so aﬀected.
  13 Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  END OPEN GAME LICENSE Version 1.0a
  This ﬁle uses Goudy Bookletter 1911 typeface and the DejaVu 
  font family, a public domain font based upon the Bitstream 
  Vera typeface.
  GOUDY BOOKLETTER 1911 FONT LICENSE
  This font has been released into the public domain by its 
  author, Barry Schwartz. This applies worldwide.
  In some countries this may not be legally possible; if so:
  Barry Schwartz grants anyone the right to use this work for 
  any purpose, without any conditions, unless such conditions 
  are required by law.
  END GOUDY BOOKLETTER 1911 FONT LICENSE
  BITSTREAM FONT LICENSE
  Copyright (©) 2003 by Bitstream, Inc. All Rights Reserved. 
  Bitstream Vera is a trademark of Bitstream, Inc.
  Permission is hereby granted, free of charge, to any person 
  obtaining a copy of the fonts accompanying this license 
  ("Fonts") and associated documentation ﬁles (the "Font 
  Software"), to reproduce and distribute the Font Software, 
  including without limitation the rights to use, copy, merge, 
  publish, distribute, and/or sell copies of the Font Software, 
  86
  
  and to permit persons to whom the Font Software is furnished 
  to do so, subject to the following conditions:
  The above copyright and trademark notices and this 
  permission notice shall be included in all copies of one or 
  more of the Font Software typefaces.
  The Font Software may be modiﬁed, altered, or added to, and 
  in particular the designs of glyphs or characters in the Fonts 
  may be modiﬁed and additional glyphs or  or characters may 
  be added to the Fonts, only if the fonts are renamed to names 
  not containing either the words "Bitstream" or the word 
  "Vera".
  This License becomes null and void to the extent applicable to 
  Fonts or Font Software that has been modiﬁed and is 
  distributed under the "Bitstream Vera" names.
  The Font Software may be sold as part of a larger software 
  package but no copy of one or more of the Font Software 
  typefaces may be sold by itself.
  THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT 
  WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
  INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF 
  MERCHANTABILITY, FITNESS FOR A PARTICULAR 
  PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, 
  PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT 
  SHALL BITSTREAM OR THE GNOME FOUNDATION BE 
  LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, 
  INCLUDING ANY GENERAL, SPECIAL, INDIRECT, 
  INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER 
  IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 
  ARISING FROM, OUT OF THE USE OR INABILITY TO USE 
  THE FONT SOFTWARE OR FROM OTHER DEALINGS IN 
  THE FONT SOFTWARE.
  Except as contained in this notice, the names of Gnome, the 
  Gnome Foundation, and Bitstream Inc., shall not be used in 
  advertising or otherwise to promote the sale, use or other 
  dealings in this Font Software without prior written 
  authorization from the Gnome Foundation or Bitstream Inc., 
  respectively. For further information, contact: fonts at gnome 
  dot org.
  END FONT LICENSE
  Cover image: photo-illustration by Matthew W. Schmeer,  
  based upon the image “2007-12-09 (40) Hasmter, 
  Teddyhamster.JPG” by Vera Buhl found via Wikimedia 
  Commons, and found here: <http://commons.wikimedia.org/
  wiki/File:2007-12-09_(40)_Hamster,_Teddyhamster.JPG> 
  Licensed under the Creative Commons Attribution-Share 
  Alike 3.0 Unported license.
  Compiled, copyedited, and converted to PDF from Erin’s 
  original posts by Matthew @ Rended Press. He’s sure there 
  are still some stupid typos he missed somewhere in here.
  Version 1.0 released 2012-07-18.
  87
  
SOURCE: textdata/thevault/Deduped  Shit/Bestiaries/A Hamsterish Hoard of Monsters.pdf