TEXT: here be monsters
  by J
  New Realms Publishing, the New Realms Publishing logo, and Across the Realms:
  Book of Tables are Trademarks of New Realms Publishing.
  Ea1
  NRP 100001
  © 2014 Walter J. Jones Jr., New Realms Publishing
  
  Here Be Monsters
  Cave Beetle
  No. Enc.:
  1d8 (2d6)
  Alignment:
  Neutral
  Movement:
  120' (40')
  Armor Class:
  4
  Hit Dice:
  3
  Attacks:
  1 (bite)
  Damage:
  2d4
  Save:
  F2
  Morale:
  8
  Hoard Class:
  VI
  XP:
  65
  Cave Beetles are five-foot long black beetles that
  are encountered primarily underground.  They are
  very aggressive and will attack, and eat, most
  anything from fungi to humanoids.  They are able to
  climb and move across all but the smoothest of
  surfaces, including ceilings, and, as long as they
  are not moving, have a 3 in 6 chance of surprise.
  Crab Fly
  No. Enc.:
  2d4
  Alignment:
  Neutral
  Movement:
  60' (20')
  Fly:
  180' (60')
  Armor Class:
  5
  Hit Dice:
  2+2
  Attacks:
  2 pincers, 1 bite
  Damage:
  1d4/1d4/1d3+acid
  Save:
  F1
  Morale:
  9
  Hoard Class:
  VI
  XP:
  47
  Crab Flies are mutant, three-foot long flies with a
  pair of pincers and a painful bite that delivers an
  additional 1d3 points of acid damage on a
  successful hit.  Crab Flies avoid sunlight and bright
  light and when outdoors become active only at
  night.  They are aggressive, but prefer to lie in wait
  for prey.
  Crab Fly Larva
  No. Enc.:
  3d4
  Alignment:
  Neutral
  Movement:
  60' (20')
  Armor Class:
  7
  Hit Dice:
  1
  Attacks:
  1 bite
  Damage:
  1d3+acid
  Save:
  F1
  Morale:
  9
  Hoard Class:
  None
  XP:
  13
  Crab Fly Larva are the immature form of crab flies. 
  They resemble two-foot long, grey, slimy maggots. 
  They attack with a bite that inflicts an additional 1d3
  acid damage.  They are also able to squirt acid in a
  30' long stream that inflicts 1d4 damage (save vs
  Breath Attacks for no damage).  They are only able
  to use this attack once per ho9ur.
  1
  
  Crystal Ooze
  No. Enc.:
  1 (1-3)
  Alignment:
  Neutral
  Movement:
  30' (10')
  Armor Class:
  7
  Hit Dice:
  3
  Attacks:
  1
  Damage:
  1d6
  Save:
  F2
  Morale:
  12
  Hoard Class:
  None
  XP:
  95
  Crystal Ooze is a form of magical construct that
  resembles a clear jelly-like substance that is able to
  flow over any surface, including water.  A crystal
  ooze attacks with a pseudopod.  Any damage
  inflicted is added to the creatures current and
  maximum hit points.  In this manner a crystal ooze
  is able to grow and gain hit dice.  Whenever a
  crystal ooze’s maximum hit points exceed the
  amount possible for the creature’s current hit die,
  the monster’s hit die increases by 1.  Each time an
  ooze’s hit die increases, roll 1d6 and add the
  creature’s new hit dice.  If the result is 7 or higher,
  the ooze divides and the hit dice are dived between
  the two.  In the case of odd hit dice, the parent
  keeps the higher amount.
  Crystal Ooze’s are immune to mind-affecting
  magic, sleep, charm and hold spells.  They can be
  damaged by ordinary weapons, fire and cold. 
  Lighting adds to the creatures hit points in the
  manner described above.  Because they are nearly
  translucent, crystal ooze’s surprise 4 in 6.
  Frogore
  No. Enc.:
  1d4 (1d4)
  Alignment:
  Neutral
  Movement:
  90' (30')
  Swim:
  90'(30')
  Armor Class:
  5
  Hit Dice:
  4+1
  Attacks:
  2 tentacles, 1 bite
  Damage:
  1d4/1d4/2d4
  Save:
  F2
  Morale:
  9
  Hoard Class:
  VI (XXI)
  XP:
  290
  Frogores are giant, six-foot long, frog-like monsters
  with thick tentacles instead of front legs.  They are
  able to leap up to thirty feet and attack in the same
  round.  They attack with two tentacles and a bite. 
  If a tentacle hits, it wraps around the target and
  automatically constricts for 1d4 damage each
  round.  The frogore has a +4 chance to bite any
  target that is wrapped in a tentacle.
  Frogore’s are also able to strike at targets up to
  twenty feet away with their tongues.  Any target
  man-sized or smaller that is hit by the frogore’s
  tongue is pulled to the monster’s mouth for a bite
  attack at +4.
  Scrillion
  No. Enc.:
  2d4 (6d4)
  Alignment:
  Neutral
  Movement:
  120' (40')
  Armor Class:
  7
  Hit Dice:
  1
  Attacks:
  1
  Damage:
  by weapon
  Save:
  F1
  Morale:
  8
  Hoard Class:
  XX
  XP:
  10
  Scrillion are five-foot tall reptilian humanoids with
  three-digit hands and feet and short, powerful tails. 
  They are skilled swimmers and climbers.  Scrillion
  prefer to attack from a distance using javelins. 
  Scrillion chiefs are 1+1 hit die and have 9 hit points.
  2
  
  Guardian Dragon Golems
  Guardian Dragon Golems are specialized types of
  golems created as guardians of specific areas and
  objects.  In their inanimate state, the golems appear
  as mounds of innocuous matter, such as ice, mud
  or sand.  Once animated, however, the golems take
  a dragon-like form and attack with physical and
  magical means.  
  Guardian Dragon Golems collect no treasure on
  their own and have no interest in such.  Part of the
  animating process, however, requires the inclusion
  of gemstone eyes, which are valuable.  Any other
  treasure will be incidental.
  Compost
  No. Enc.:
  1 (1)
  Alignment:
  Neutral
  Movement:
  120' (40')
  Armor Class:
  5
  Hit Dice:
  7
  Attacks:
  2 claws, 1 bite
  Damage:
  1d6+1/1d6+1/2d8+ special
  Save:
  F4
  Morale:
  12
  Hoard Class:
  Special
  XP:
  1,840
  When in its inanimate state, a compost dragon
  golem appears as a mound of decaying earth with
  bones and rotting and rusting weapons, armor and
  equipment jutting from the mound.  When roused to
  battle, the golem takes a large, dragon-like form,
  with emerald gemstone eyes, broken bones for
  teeth, rusted weapons for claws and patches of
  rotting armor on its skin.  The creature is able to
  attack with claws and a bite.  If a bite attack roll is
  4 or more higher than needed to hit, the golem
  swallows a man-sized or smaller target whole.  The
  swallowed victim takes 1d4 points of damage per
  round from decaying magic.  Absorbing decayed
  matter is how the creature “heals.”
  Rather than bite, up to three times per day, the
  golem can breath a thirty-foot diameter cloud of foul
  gas.  Those within the cloud take 2d4 points of
  damage from the decaying effects of the cloud. 
  The targets may make a save against Breath for
  half damage.  Those failing the save must also
  make a save against Poison or succumb to
  coughing and chocking, which leaves them helpless
  so long as they are in the cloud.  The cloud remains
  for 6 rounds.
  Compost dragon golems are immune to normal
  weapons, poison, gas, disease, mind-affecting
  magic and take half-damage from fire and cold. 
  Piercing weapons inflict only the weapon’s magical
  bonus and the wielder’s Strength bonus in damage. 
  Purifying magic inflicts 1d6 points of damage per
  level of the spell.
  Ice
  No. Enc.:
  1 (1)
  Alignment:
  Neutral
  Movement:
  180' (60')
  Armor Class:
  3
  Hit Dice:
  5
  Attacks:
  2 claws, 1 bite
  Damage:
  1d4+1/1d4+1/2d6+ special
  Save:
  F3
  Morale:
  12
  Hoard Class:
  Special
  XP:
  950
  When in its inanimate state, an ice dragon golem
  appears as a mound of ice and snow piled atop a
  mound of inorganic matter, such was weapons,
  armor and clothing.  When roused to battle, the
  golem takes a large, dragon-like form, with opal
  gemstone eyes, icicle teeth and nails, and layers of
  icy scales.  The creature is able to attack with claws
  and a bite.  If a bite attack roll is 4 or more higher
  than needed to hit, the golem swallows a man-sized
  or smaller target whole.  The swallowed victim
  takes 1d4 points of cold damage per round from the
  frigid interior of the creature.  Absorbing frozen
  organic matter is how the creature “heals.”
  Rather than bite, up to three times per day, the
  golem can breath a thirty-foot long cone of frigid air. 
  Those within the cone take 3d6 points of cold
  damage.  The targets may make a save against
  Breath for half damage.  Those failing the save
  must also make a save against Spells or be under
  the effects of a slow spell for 6 rounds.
  Ice dragon golems are immune to normal weapons,
  cold, poison, gas, disease, mind-affecting magic
  and take half-damage from piercing and edged
  weapons.  Against fire they save at -2 and take an
  additional point of damage per die.
  3
  
  Mud
  No. Enc.:
  1 (1)
  Alignment:
  Neutral
  Movement:
  90' (30')
  Armor Class:
  5
  Hit Dice:
  6
  Attacks:
  2 claws, 1 bite
  Damage:
  1d6/1d6/2d6 + special
  Save:
  F4
  Morale:
  12
  Hoard Class:
  Special
  XP:
  1,820
  When in its inanimate state, a mud dragon golem
  appears as a pool of mud.  Beneath the mud is any
  inorganic matter, such was weapons, armor and
  coins.  When roused to battle, the golem takes a
  large, dragon-like form, with aquamarine gemstone
  eyes and rusted blades for teeth and nails.  The
  creature is able to attack with claws and a bite.  If a
  bite attack roll is 4 or more higher than needed to
  hit, the golem swallows a man-sized or smaller
  target whole.  The swallowed victim takes 1d4
  points of acid damage per round from the acid
  interior of the golem.  Absorbing disolved organic
  matter is how the creature “heals.”
  Rather than bite, up to three times per day, the
  golem can breath a thirty-foot diameter cloud of
  acidic gas.  Those within the cone take 5d4 points
  of acid damage per round.  The targets may make
  a save against Breath for half damage.  The cloud
  remains for 6 rounds.
  Mud dragon golems are immune to normal
  weapons, poison, gas, disease, mind-affecting
  magic and take half-damage from fire, cold,
  lightning, blunt, piercing and edged attacks.  A
  failed save against cold attacks slows the golem for
  d6 rounds.  Lightning attacks haste the golem for d6
  round.
  Obsidian
  No. Enc.:
  1 (1)
  Alignment:
  Neutral
  Movement:
  180' (60')
  Armor Class:
  0
  Hit Dice:
  9
  Attacks:
  2 claws, 1 bite
  Damage:
  2d6/2d6/3d6 + special
  Save:
  F5
  Morale:
  12
  Hoard Class:
  Special
  XP:
  4,500
  When in its inanimate state, an obsidian dragon
  golem appears as a mound of volcanic ash and
  stone with the remains of weapons, armor and
  blackened bones jutting from the mound.  When
  roused to battle, the golem takes a large, dragon-
  like form, with ruby gemstone eyes, sharp obsidian
  teeth and nails, and a layer of shiny, obsidian
  scales.  The creature is able to attack with claws
  and a bite.  If a bite attack roll is 4 or more higher
  than needed to hit, the golem swallows a man-sized
  or smaller target whole.  The swallowed victim
  takes 1d4 points of fire damage per round from the
  intense heat inside the golem.  Absorbing burnt
  organic matter is how the creature “heals.”
  Rather than bite, up to three times per day, the
  golem can breath a thirty-foot long cone of fire. 
  Those within the cone take 5d6 points of fire
  damage.  The targets may make a save against
  Breath for half damage..
  Fire dragon golems are immune to normal
  weapons, fire, lightning, poison, gas, disease, and
  mind-affecting magic.  The fire dragon golems are
  susceptible to cold.  Against cold they save at -2
  and take an additional point of damage per die.
  Sand
  No. Enc.:
  1 (1)
  Alignment:
  Neutral
  Movement:
  180' (60')
  Armor Class:
  3
  Hit Dice:
  8
  Attacks:
  2 claws, 1 bite
  Damage:
  2d4/2d4/2d8 + special
  Save:
  F4
  Morale:
  12
  Hoard Class:
  Special
  XP:
  3,560
  When in its inanimate state, an sand dragon golem
  appears as a mound of sand with the remains of
  weapons, armor and  bones jutting from the mound. 
  When roused to battle, the golem takes a large,
  dragon-like form, with sapphire gemstone eyes and
  sharp crystal teeth and nails.  The creature is able
  to attack with claws and a bite.  If a bite attack roll
  4
  
  is 4 or more higher than needed to hit, the golem
  swallows a man-sized or smaller target whole.  The
  swallowed victim takes 1d4 points of damage per
  round as the fluids are drained from their body. 
  Absorbing fluid in this manner is how the creature
  “heals.”
  Rather than bite, up to three times per day, the
  golem can breath a thirty-foot long, ten-foot wide
  stroke of lightning.  Those within the path take 5d6
  points of electrical damage.  The targets may make
  a save against Breath for half damage..
  Sand dragon golems are immune to normal
  weapons, cold, lightning, poison, gas, disease, and
  mind-affecting magic and take only half-damage
  from edged, piercing and blunt weapons.  Should a
  Sand dragon golem fail a save against fire damage,
  the creature is slowed for d6 rounds as portions of
  its body stiffen and turn to glass.
  Mist Wight
  No. Enc.:
  1d4
  Alignment:
  Chaotic
  Movement:
  90' (30')
  Armor Class:
  6
  Hit Dice:
  3
  Attacks:
  1 claw
  Damage:
  1d4 + special
  Save:
  F3
  Morale:
  12
  Hoard Class:
  XXI
  XP:
  110
  Mist Wights are undead creatures that spend much
  of their time in a gaseous state.  While gaseous,
  these creatures are indistinguishable from normal
  fog, unless detectable by magical means.  They
  must assume corporeal form in order to attack, at
  which point their appearance changes to that of a
  twisted human or demi-human.
  A hit by a mist wight inflicts 1d4 damage and drains
  1 point of Constitution from the target as the
  creature absorbs water from the victim’s body.  A
  character whose Constitution is reduced to 0 dies
  and will rise as a mist wight with the next rise of the
  moon.  Constitution returns at a rate of 1 point per
  turn provided the target is able to drink water.
  Mist Wights surprise 1-4 on 1d6 and can only be
  struck by silver or magic weapons.
  Tentagorer
  No. Enc.:
  1d4 (2d4)
  Alignment:
  Neutral
  Movement:
  60' (20')
  Swim:
  90' (30')
  Armor Class:
  7
  Hit Dice:
  1-3
  Attacks:
  2 tentacles, 1 bite
  Damage:
  1/1/1d4 + special
  Save:
  F1 or 2
  Morale:
  9
  Hoard Class:
  VI (XXI)
  XP:
  13/29/65
  Tentagorers are large, slug-like monsters with a
  tentacle growing out of either side of their body,
  shortly below the head.  The creatures range from
  1 to 3 Hit Die with a body length equal to two feet
  plus one foot per Hit Die.  The tentacles have the
  same length as the creature’s body.
  Tentagorers use their tentacles to aid in movement,
  manipulate objects and drag prey down or into
  water.  Any creature struck by a tentacle must save
  vs paralyze, modified for Strength, or be knocked
  down.  Creatures ogre-sized or larger automatically
  save.  Man-sized or small targets attacked by the 1
  Hit Die monster save a +2.  Once a creature is
  struck by a tentacle it will automatically constrict for
  1 hit point of damage per round.
  Tentagorers are the immature form of frogores. 
  They are amphibious, and will move on land,
  leaving a slimy trail, when hunger forces them to
  search for food, but prefer to lurk in pools of water
  and wait for prey to pass by.  When a tentagorer
  grows to 3 Hit Die, the creature will begin
  stockpiling food in its pool, which it will feed on
  when it begins to change into a frogore.
  5
  
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  plot, descriptions and dialogues; the creature, character and place names,
  cave beetle, crab fly, crab fly larva, crystal ooze, frogore, scrillions,
  guardian dragon golems, tentagorers, and mist wights.
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  used in accordance with the Open Gaming License v1.0a.  Open Content
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  6
  
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