TEXT:  
  Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKSTM Autarch. Used without permission. No 
  challenge to copyrights or trademarks is intended. 
  A monster template can be quickly applied to an existing monster in 
  order to create variants and nasty surprises. Templates are an easy 
  way to customize monsters.  
   
  A bestial monster is less civilized than its brethren and is driven by 
  animal instincts and behavior. It looks more feral than others of its 
  kind and is less sophisticated but more ferocious. This template can 
  be added to any living creature. Adjust the original monster’s 
  statistics as follows: 
   
  Abilities  
  + Infravision 60’ 
   
   
  + Scent (as detect invisibility)* 
  Movement 
  +10’ 
  Damage  
  +2 damage to all attacks* 
  Save As  
  +1 level-increase 
  Morale  
  +1 
  XP 
   
  add 1 asterisk per new ability marked with an * 
   
  Fiendish monsters are tainted by chaos, corruption, demonic 
  influences and pure evil. They have yellow eyes and smell of fire and 
  brimstone. Their very presence unsettles normal animals. This 
  template can be added to any living, non-lawful, creature. Adjust the 
  original monster’s statistics as follows: 
   
   
  Creature type 
  Fantastic creature 
  Abilities  
  + Infravision 60’ 
   
   
  + Immunity to cold damage* 
   
   
  + Immunity to fire damage* 
   
   
  +Immunity to normal weapons* 
   
   
  + Magic resistance equal to HD* 
  Alignment 
  Chaotic 
  XP 
   
  add 1 asterisk per new ability marked with an * 
   
   
  Note: Only tactical combat movement (movement per round) is given 
  in a monster's description. 
   
  Type 
  Ooze (medium) 
  % Lair 
  95 
  Dungeon Enc. 
  1 
  Wilderness Enc. 
  1 
  Alignment 
  Chaotic 
  Movement 
  10' / 20' (mud, sand) 
  AC 
  9 
  HD 
  4+3* 
  Attacks 
  6 bites + special 
  Damage 
  1 + 1/round 
  Save As 
  Fighter 2 
  Morale 
  +4 
  Treasure 
  A+B 
  XP 
  215 
   
  This formless mass of grey flesh incorporates a dozen or so eyes and 
  mouths of different sizes and types and roams the dungeons in 
  search prey. When lying in wait with eyes and mouths shut, the 
  monster can be taken for a heap of earthly materials. 
   
  Confusion – When any edible object or creature is sighted by the 
  gibbering mouther, it begins an incoherent gibbering that causes 
  confusion (as the spell) in all creatures within a 20’ radius unless a 
  saving throw vs. spells is made. For each round that the monster is 
  heard, creatures within range must make another save. Once a save 
  succeeds a creature is immune to that gibbering mothers confusion 
  ability for 24 hours. 
   
  Devour – A gibbering mouther attacks by extending and biting with 6 
  mouths per round. Each mouth which hits will fasten on and drain an 
  additional 1 point of damage per round attached. When three or 
  more mouths are attached to a single victim, it must make a saving 
  throw vs. paralysis of slip and fall prone. If the victim falls prone, the 
  gibbering mouther will flow over it with its next action and 
  automatically bite it with 12 more mouths (which will also attach). 
  Victims cannot move, concentrate or cast spells while in such a 
  position. A gibbering mouther that is attached cannot move, 
  although it can defend itself normally. 
   
  Fighting the Gibbering Mouther 
  A victim can try to free itself from attached mouths by making a 
  saving throw vs. paralysis at a -1 penalty per two mouths attached. A 
  victim can also wriggle free from under the monsters if it has flowed 
  over the victim by making a saving throw at -6. Attached mouths 
  cannot be attacked separately, but if an attacker hits the gibbering 
  mouther with a natural roll of 20, the attacks hits a mouth which is 
  then no longer attached. 
   
  Type 
  Fantastic creature (large) 
  % Lair 
  0 
  Dungeon Enc. 
  1 
  Wilderness Enc. 
  0 
  Alignment 
  Neutral 
  Movement 
  10' (fly) 
  AC 
  9 (body) / 7 (eyestalks) / 2 (central eye) 
  HD 
  11***** 
  Attacks 
  1 bite + special 
  Damage 
  2d8 + special 
  Save As 
  Mage 11 
  Morale 
  +4 
  Treasure 
  L+N+O 
  XP 
  5.000 
   
  This hideous monster looks like a large floating ball, about 4 to 5 feet 
  in diameter. It is covered with a tough, armor-plated skin. Atop the 
  monster are ten small eyes on stalks, each with its own magical 
  power. A large central eye is on the front, directly above a toothy 
  maw. A sphere of many eyes moves my means of flight that cannot 
  be dispelled. It is extremely intelligent (INT 16+) and speaks several 
  languages. The monster can only be killed by destroying its body [hp: 
  50] – see "Fighting a Sphere of Many Eyes" below. 
   
  
  There is a 5% chance, that a sphere of many eyes is accompanied by 
  1d6 young [Size: small; HD 1*****; Damage: 1d4 + special with range 
  of eye effect reduced to 1/10th; Save As: Fighter 1; XP: 25]. 
   
  Central Eye – The monster's central eye projects an anti-magic cone 
  which temporarily turns off all magic within 60' in a 90 degrees arc in 
  front of it. Permanent magic items brought into the area of effect are 
  treated as if non-magical as long as they remain in the area, but will 
  function again if they leave. Spells cast and spell-like abilities used 
  within the area fail and have no effect (but still count towards a 
  caster's daily casting limit). Spells and spell-like effects that are 
  brought into the area cease to function and their duration 
  immediately ends. Area effects cease functioning and their duration 
  ends if part of or all of their area is brought into the anti-magic area. 
   
  A sphere of many eyes cannot aim its central eyes above or below its 
  body and has to turn to look into another direction, counting as its 
  movement for the round. 
   
  On its turn, the monster can open / close its central eye to turn on / 
  off the anti-magic effect. The eye then remains open / closed for the 
  remainder of the round. 
   
  The central eye can be destroyed [hp: 20]. A destroyed, but not a 
  damaged, central eye no longer projects the anti-magic cone. 
   
  Eyes Stalks – A sphere of many eyes can use all of its 10 eyestalks at 
  the same time, but cannot use them on targets within the central 
  eye's anti-magic cone (as with other magical effects, they do not 
  function there), unless the central eye is closed and the cone turned 
  off. 
   
  Each eye stalk can shoot a ray up to 120' with a distinct spell-like 
  effect once per round. 
   
  An eyestalk can be destroyed [hp: 12]. A destroyed, but not a 
  damaged, eye stalk can no longer be used but will re-grow in 2d4 
  days. Variant spheres of many eyes may shoot different rays than 
  those listed on the following table. 
   
  Eye Stalks 
  Eye # 
  Effect 
  1 
  Charm person 
  2 
  Charm monster 
  3 
  Sleep 
  4 
  Telekinesis 
  5 
  Flesh to stone 
  6 
  Disintegrate 
  7 
  Cause fear 
  8 
  Slow 
  9 
  Cause serious wounds 
  10 
  Death spell 
   
   
  Fighting the Sphere of Many Eyes 
  A character attacking a sphere of many eyes, makes an attack throw 
  as normal. If this attack hits AC 9 the character hits the body. If the 
  attack hits AC 8 or 7, the character hits an eye stalk (determine 
  randomly by rolling 1d10; if the eyestalk is already destroyed, the 
  attack is a miss). If the attack hits AC 2 to 6, the character hits the 
  central eye. Alternatively, a character can declare what body part he 
  tries to attack. Doing so, he makes an attack throw at -4 which must 
  score a hit on targeted body (for ACs see above). 
   
  Type 
  Fantastic creature (large) 
  % Lair 
  40 
  Dungeon Enc. 
  1d2 
  Wilderness Enc. 
  1d4 
  Alignment 
  Any 
  Movement 
  60' / 120' (fly) 
  AC 
  9 
  HD 
  12***** 
  Attacks 
  2 claws + 1 bite or 2 claws + roar 
  Damage 
  3d6, 3d6, 3d8 
  Save As 
  Fighter 24 
  Morale 
  +2 
  Treasure 
  H+N 
  XP 
  5.700 
   
  A sphinx has a winged lion's body and a human face. It loves puzzles 
  and trivia and characters may avoid combat by solving its (rather 
  difficult) riddles. 
   
  A sphinx is highly intelligent and a capable caster of spells: females 
  have the spellcasting abilities of a 12th level cleric, while males have 
  those of a 12th level mage. A sphinx's spells are so powerful, that all 
  saving throws against them have a -4 penalty. 
   
  A sphinx can use its terrifying roar instead of making a bite attack. It 
  can use the roar three times per day. Every creature within 120' of a 
  roaring sphinx must make a saving throw vs. spells of flee in fear at 
  top speed for 1d6 turns. Every creature within 60' must save as above 
  and must also make a saving throw vs. paralysis or be stunned for 
  1d6 rounds. Every creature within 10' must make the saves 
  mentioned above and (without a third save being allowed) takes 6d6 
  points of damage and is deafened. 
   
  A sphinx is immune to all spells of level 1 to 3 and to non-magical 
  weapons. 
   
  Type 
  Fantastic creature (medium) 
  % Lair 
  50 
  Dungeon Enc. 
  1d4 
  Wilderness Enc. 
  1d4 
  Alignment 
  Chaotic 
  Movement 
  40' 
  AC 
  5 (unattached), 3 (attached) 
  HD 
  8*** 
  Attacks 
  4 tentacles + special or mind blast or weapon 
  Damage 
  Special 
  Save As 
  Fighter 8 
  Morale 
  +2 
  Treasure 
  G+L 
  XP 
  2.100 
   
  These highly intelligent, alien humanoids, have the body of a man 
  and the head of an octopus or squid. Brainsuckers have a purplish, 
  leathery skin and yellow eyes full of scheming evil. These monsters 
  are not from this world and yet try to dominate it. To this end, they 
  suck the brains of intelligent beings to absorb their experiences and 
  knowledge, enabling them to better understand and plan. 
   
  Tentacles 
  If a tentacle brainsucker hit with a tentacle, it attaches to the victim 
  and will reach the brain within 1d4 rounds on the monster's turn, 
  
  immediately killing the victim. To remove a tentacle, it must be dealt 
  damage – see "Fighting the Brainsucker" below. Destroyed, but not 
  damaged, tentacles can no longer be used but will re-grow in 2d4 
  days. 
   
  The monster may re-draw any number of attached tentacles as a free 
  action. While at least one tentacle is attached to a victim, the victim 
  cannot move, concentrate or cast spells and has a -1 penalty to AC 
  and all throws per tentacle attached. 
   
  Psionics 
  A brainsucker can use each of the following psionic powers as a level 
  8 mage: charm person, charm monster, confusion, ESP, fly, hold and 
  person. Psionic powers are treated as normal spells but do not use 
  somatic, verbal or material components. Psionic powers cannot be 
  learned, recorded in spellbooks or on scrolls. 
   
  Mind Blast 
  The tentacled brainsucker can project a mind blasé, a psionic attack. 
  All creatures within a cone, 60' long and 20' wide must make a saving 
  throw vs. paralysis or be paralyzed for 3d6 rounds. 
   
  Fighting the Tentacled Brainsucker 
  As long as the brainsucker has not attached any tentacles, it has AC 5. 
  If the monster has one or more tentacles attached to a victim, it has 
  AC 3 and both monster and victim must remain stationary and 
  cannot move. 
   
  A character can declare to attack an attached tentacle. Doing so, the 
  character has a -4 penalty to his attack throw and must score a hit on 
  the monster (AC 3). If a tentacle is damaged for at least 1 hp of 
  damage, it is immediately re-drawn (a free action). A tentacle can 
  also be crushed, maimed or severed and thus destroyed [hp: 12]. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Monster Templates.pdf