TEXT: 1
  TERRORS
  FROM ABOVE
  A Ravenloft Netbook
  Compiled by the Kargatane
  Joe Bardales
  Charles Brown
  John W. Mangrum
  Christopher D. Nichols
  Barry Trevelyan
  Stuart Turner
  In March 1998, DRAGON® Magazine #244 announced the Terror From Above contest. The premise was simple: create
  a new flying monster for Ravenloft in 1,000 words or less.  The results were wildly imaginative; out of nearly 100
  entries, none really duplicate any others.  After the entry deadline passed, online fans asked if there was any way  they
  could see all the submissions, and the response to those requests is the netbook you are now reading.
  Many thanks to all those who entered the contest, the fans who asked for this book, and specific thanks to Cindi Rice
  (TSR RAVENLOFT editor) and David Gross (DRAGON® Magazine editor), without whose cooperation this netbook
  could not have been possible.  Lastly, a final congratulations to the contest winners!
  Contest Winner
  David Wu, Resident
  Runners-Up
  John W. Mangrum, Nichtangler
  Amber E. McRae, Creeping Spider
  Matthew Sernett, Ghost Pegasus
  Weirdest Monster
  Most Disgusting Monster
  Larry Ecklor, Clapper
  Keith D. Barger, Putrid Zombie
  Legal Notice:
  AD&D® and RAVENLOFT® are registered trademarks of TSR, Inc.  This book does not represent a challenge to any
  TSR-held trademarks. All entries remain the property of TSR, Inc., and are used here with permission.
  This netbook may be reproduced for personal use, but may not be used to generate revenue.
  
  TERRORS FROM ABOVE
  2
  INTRODUCTION
  4.
  THE TERRORS
  A
  Azoul by Matthew Sernett
  5.
  B
  Beholder, Vampiric by Scott Stein
  7.
  Black Rain by Matthew Sernett
  9.
  Black Swan by Matthew Sernett
  10.
  Blood Seeker by Robin Fuller
  11.
  Bone Drinker by Mark J. Featherston
  12.
  C
  Carcaspirit (Ruiner) by William DeFranza
  13.
  Chetzede by Matthew Sernett
  15.
  Chiroptawraith (Wraith-Bat) by Dean Siemsen
  17.
  Clapper by Larry Ecklor
  18.
  Cloud of Bones by Evren Atabas
  20.
  Cold Caller by Matthew Sernett
  21.
  Conqueror Butterfly by Matthew B. Gordon
  22.
  Coyaani by Lesley Flanagan
  23.
  Creeping Spider by Amber E. McRae
  24.
  D
  Darkangel by Johnathan M. Richards
  25.
  Delsmar by Tim Bosley
  27.
  Demonspawn by Eric Jwo
  28.
  Diafrijas by Bevan Thomas
  30.
  Dragon, Tarnished (Grezanletyr) by Jon Stacey
  31.
  Dragonskull Guardian by Scott Stein
  33.
  Dreadwing Stalker by Douglas M. Burck
  34.
  Dusk Moth by Clinton Boomer
  35.
  E
  Elemental, Undead Air by Eric Morton
  40.
  F
  Fallen Solar by Jennifer Johnson
  42.
  Fhour Sythe by Rex M. Buck
  43.
  G
  Gargoloid by Jeremy Clements
  45.
  Gaunt by Timothy Storey
  47.
  Geljill by William James Cuffe
  49.
  Ghost Bane by Gary Holloway
  51.
  Ghost Pegasus by Matthew Sernett
  53.
  Griffon, Shadow by Victoria Hood
  54.
  Grimor by Fred V. Savadge Jr.
  55.
  I
  Illithikonthoon by Matthew Sernett
  56.
  Immeclulous by Jason Crotts
  58.
  Imp of the Perverse by Bret J. Stewart
  59.
  K
  Kurack by Jefferson Hofmann
  60.
  Kus-Nar by Chris Saengvanich
  62.
  Kyryn by Charlie Martin
  63.
  L
  Langit Worm & Bencana Parasite 
  65.
  by Jason Saunders
  Life-Bane Moth by Mike Cobb
  67.
  Lord’s Nightmare by Henry Hamilton
  68.
  Lycanthrope, Wereowl by Johnathan M. Richards
  71.
  Lycanthrope, Werestirge by Jeffery Woodfield
  73.
  Lycanthrope, Were-Vulture by Matthew Richter
  75.
  
  TERRORS FROM ABOVE
  3
  M
  Mahr by David Hubbard
  76.
  Malethnah by Bevan Thomas
  77.
  Mealy-Eyes by Johnathan M. Richards
  79.
  Merling by Douglas M. Burck
  81.
  Mirror Wraith by Jamie L. Anderson
  82.
  Mortanax by David Hubbard
  85.
  Mothman by Andy Miller
  86.
  Mountain Chimera by Max Donovan
  87.
  N
  Nether Bat by Mattew Sernett
  88.
  Nichtangler by John W. Mangrum
  89.
  Nimbus by Douglas M. Burck
  91.
  O
  Ol’Vhakin by Scott Stein
  92.
  Ornamental Eye by Robert I. Davis
  93.
  P
  Painwraith by William DeFranza
  94.
  Pillar Ghost by Matthew Sernett
  95.
  R
  Raucux by Max Donovan
  97.
  Relentless by Walter F. Lockwood
  98.
  Resident by David Wu
  99.
  Rift Stalker by Jason Maraviglia
  100.
  S
  Sabulavis by Andy Miller
  101.
  Servant of the Lords by Thomas W. Hansen
  102.
  Shadow Bat by Mike Metcalf
  104.
  Shriek Spider by Johnathan M. Richards
  105.
  Skeletal Terror by Rex Crossley
  106.
  Skin-Shaper by Bevan Thomas
  107.
  Soul Gobbler by Harald Müller
  108.
  Soul Raven by Luke Garrison Francis Green
  109.
  Sovereign Servant by David K. Howe
  111.
  Spargoyle by Johnathan M. Richards
  112.
  Spiderbat by Douglas M. Burck
  113.
  Strangling Mist by Gary L. McNeil II
  114.
  T
  Tanar’ri, Greater: Nexxar by David Hubbard
  115.
  Tenareskotos by Dana Arvadro
  116.
  Tentacle Terror by Douglas M. Burck
  117.
  Twilight Bear by Marty A. Godsey
  118.
  U
  Undead Pegasus by Wesley Schneider
  120.
  V
  Viavode by Ian Vincent
  122.
  Vulture, Gray by Chris Keller
  123.
  W
  Wasp, Vampire by Dennis Jasin
  124.
  Wickedwing by William DeFranza
  125.
  Winged Scorpion by Douglas M. Burck
  126.
  Witch Owl by Matthew Sernett
  127.
  Z
  Zombie, Putrid by Keith D. Barger
  129.
  AUTHOR  INDEX
  131.
  Tell the world.  Tell this to everybody wherever they are: Watch the skies.
  Everywhere.  Keep looking.  Keep watching the skies!
  —The Thing (From Another World) (1951)
  
  INTRODUCTION
  4
  Thesis No. 687:
  Field Reports in
  Aerodynamic Meta-biological Studies
  Physical Sciences
  Brautslava Institute
  Archive Copy:
  Not to be removed from the Library!
  As my esteemed peers and colleagues must
  be aware, the Physical Sciences are the most
  challenging, most baffling, of all the fields of
  academia.  The underlying laws to which all
  of existence must adhere often remain
  frustratingly elusive.  In fact, a lesser
  scholar might be overwhelmed by the myriad
  reports of anomalous phenomena, and
  through laziness or frustration decide that
  Physical Sciences simply do not exist!
  Indeed, how often have we read the half-
  baked claims that the entirety of creation is
  merely the shadowy puppet show of unseen,
  unknown higher powers?  My personal
  favorite among all these crackpot theories is
  that we are all but puffs of mist living within
  the nightmares of a vast and unknowable
  intelligence!
  But enough of these frivolous notions.
  Of late I have focused my studies on the
  mystery of flight, a matter both apparent and
  elusive.  Through the observation of birds,
  we can see that it is somehow possible to defy
  gravity; these simple creatures can
  effortlessly take to the air without relying
  upon any form of sorcery to bear them aloft.
  Obviously, we must be dealing with basic
  scientific principles, but what are they?
  How is it that a bird can soar so effortlessly
  through the skies?  Exactly what role does
  their physiology play into this ability?  How
  might it be scientifically reproduced for the
  our benefit?  As simple as it is for a bird to
  fly, I find it quite challenging to answer just
  how that bird flies.
  In my efforts towards solving this
  puzzle, I have endeavored to expand my base
  of knowledge.  To reveal the mysteries of
  flight, I spent several months collecting
  eyewitness reports from the people of
  Necropolis about any sort of flying creature
  they have ever encountered.  I judge some of
  these reports to be quite reasoned and reliable;
  sadly other reports have been difficult to
  verify, and I am quite sure a few accounts
  would be recanted were the witness ever to
  sober up.
  Somewhere amidst all these legends, there
  are hard facts to be found.  Those facts will
  inevitably lead me to the structured, scientific
  principles of flight.  This thesis simply
  provides one step towards that ultimate goal.
  With thanks to Professors Afreal of
  Astrological Studies, and Lincott of Life
  Theories, for their assistance.  Sadly, I
  must once again file formal protest against
  Profs. Sprachlin and Rhyfedd; despite their
  offers to assist me in taking reports, I suspect
  that, once again, they have been more
  interested in taking advantage of my absence
  during fact-finding missions to thumb through
  my private notes and records without my
  permission.  I must again demand that these
  two be reprimanded, or at least that the
  Institute pay for new locks on my office
  door.           Professor Waxton Rentur
  Physical Studies
  Thesis File Date: March 31, 751
  
  A
  5
  AZOUL
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Intelligence:
  High-Genius
  Treasure:
  W
  Alignment:
  Neutral Evil
  No. Appearing:
  1
  Armor Class:
  4
  Movement:
  14, Fl 24 (C)
  Hit Dice:
  8
  THAC0:
  10
  No. of Attacks:
  2 + special
  Damage/Attack:
  1d8+7 / 1d8+7 or by weapon +7
  Special Attacks:
  Spit acid, Suffocate, Assume shape
  Special Defenses:
  Struck only by magic weapons
  Magic Resistance:
  10%
  Size:
  L (10’ tall, 30’ wingspan)
  Morale:
  Elite (13-14)
  XP Value:
  7,000
  Azouls are shape-stealing monsters that seek to gain the
  love and loyalty of large groups of people.  Their greatest
  joy comes from betraying those who trust them and
  leading their followers to ruin.
  Azouls are vaguely humanoid, hairless creatures
  with dark brown skin.  Their flesh is deeply wrinkled and
  folded over their entire bodies but when they move their
  powerful muscles can be seen sliding beneath.  They
  have no arms and instead have strong wings.  Like a bat,
  the azoul has an arm-like bone that supports the structure
  of each wing, but there the similarity ends.  The azoul has
  four more joints in its wing bone allowing it to curl the
  wing in many directions.  The flesh of an azoul’s wing is
  a muscle which allows them to squeeze or grab large
  objects.  An azoul has no nose and two mandible-like
  jaws.  An azoul has no teeth as it does not chew or
  swallow food but instead absorbs what it need through
  pores in its wings.  Perhaps the most fearsome aspect of
  an azoul is its eyes.  Each eye has seven irises layered
  one upon on another around a glowing green pupil.
  Azouls can speak the language of any creature
  whose form they have stolen.
  Combat
  In humanoid or animal form azouls strike with a +7 to
  damage because of their great strength.  Their Armor
  Class, THAC0, hit points, and number of attacks do not
  change.
  In their natural form azouls buffet opponents with
  their wings.  They can also attempt to suffocate an
  opponent in the folds of their wings.  Creatures as large
  as ogres can be held in the wing.  Azouls can still buffet
  opponents with a wing that holds a creature.  Creatures
  held in the wing are unable to move and can survive only
  as long as they can hold their breath.  They can be freed
  by someone killing the azoul or causing 10 points of
  damage with a slashing weapon.
  Once every three rounds an azoul can spit acid up to
  10 feet away.  This jet of acid causes 4d10 points of
  damage.  The azoul must roll to hit and the target can
  save vs. poison for half damage.
  An azoul can also assume the shape of another
  creature.  If it grasps the same target with both wings in
  the same round it can automatically hit with its acid
  attack and the target gets no save for half damage.  The
  azoul then spits acid on the target until it is dead.  It
  absorbs the flesh of the creature through its wings and
  can thereafter take that creature’s form.  Ichor-covered
  bones are all that remain.  Azouls can only take the form
  of the last five creatures killed by this attack.  Azouls can
  take the shape of any Small, Man-sized, or Large animal.
  Transformation from one form to another is
  instantaneous.
  An azoul has seven kinds of sight.  Only one kind of
  sight can be used at a time.  An azoul has normal human
  vision, 30’ infravision, sight that works like detect
  magic, sight that works like detect invisibility, sight that
  works like know alignment, sight that works like detect
  undead, and a sight that is immune to illusions.
  Habitat/Society
  Sages are unsure of the azouls’ origins but most agree
  that they must have been created magically like
  dopplegangers.  Azouls have no society of their own and
  a meeting between two azouls usually results in conflict.
  An azoul’s physical impersonation is flawless, but
  they have no ability to read minds and are bad actors.
  When they take a person’s shape they usually travel far
  away in the hopes that no one will recognize it.  If they
  do try to impersonate someone they will usually first take
  the shape of that person’s pet or mount in order to learn
  more about them.
  The azouls’ favorite strategy to lead people to their
  doom is to take the role of a heroic stranger.  They gain a
  person’s trust by saving the person from a prearranged
  danger, then offering friendship.  The azoul will press to
  meet their dupe’s friends and family in order to gain their
  
  A
  6
  trust.  Slowly the azoul’s circle of friends becomes wider.
  At this point the azoul searches for some cause to
  champion which it can use to lead its new allies to ruin.
  Slaying great evils, overthrowing unjust governments,
  and fighting wars are favorite causes.  The azoul then
  leads its allies into the most hopeless situation and
  abandons them.
  An azoul’s eyesight is very useful to it but only the
  infravision and normal human vision irises can mimic the
  look of another creature’s eyes.  If they change vision, the
  different irises can be seen changing focus.  This looks
  very unnatural and ruins their disguise.  Azouls take
  pains to make sure no one sees them switching forms of
  sight, but if they are blinded or surprised they may switch
  sights by reflex.
  Ecology
  Azouls eat any animal.  They must eat at least one Man-
  sized creature every week.  This means that an azoul can
  not keep a shape in its repertoire for more than a month.
  Azouls live wherever lots of people can be found.
  
  B
  7
  BEHOLDER,
  VAMPIRIC
  (KAERIZMIRL)
  by Scott Stein
  Arizona, USA
  Climate/Terrain:
  Subterranean
  Frequency:
  Unique?
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Genius (18)
  Treasure:
  I, S, T
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  -2
  Movement:
  Fl 3 (B)
  Hit Dice:
  12 (96 hp)
  THAC0:
  3
  No. of Attacks:
  1
  Damage/Attack:
  4-16 +level drain
  Special Attacks:
  Magical abilities, Spell use, Energy
  drain
  Special Defenses:
  Regeneration, +2 weapon to hit, Spell
  immunities
  Magic Resistance:
  75%
  Size:
  M (5’ diameter)
  Morale:
  Fanatic (18)
  XP Value:
  25,000
  Kaerizmirl is rumored to be unique, a fell creation of one
  of Ravenloft’s Darklords, created as a guardian of some
  great treasure.  For unknown reasons, though probably
  due to his inability to be controlled, Kaerizmirl now
  roams Ravenloft’s ruins freely, growing in power.  It is
  only a matter of time before he commands a domain of
  his own.
  Upon first glance, Kaerizmirl appears similar to a
  “Rogue” Death Tyrant.  However, his vampiric nature
  quickly becomes apparent.  His empty eye sockets glow
  with an inner light.  Similar to vampires, he casts no
  reflection or shadow and moves silently.  In addition to
  75% Magic Resistance, he is resistant to sleep, charm,
  hold, poisons and paralysis.  Electricity and cold-based
  spells inflict only half damage.  The conversion to
  undeath altered many of the beholder’s powers and
  granted several new ones.  Kaerizmirl may cast the
  following wizard spells (at 12th level) once per day;
  4/3/2/1.
  Combat
  Like most undead creatures, Kaerizmirl exists in both the
  Prime Material and Negative Energy planes
  simultaneously.  This conduit of negative energy drains
  two life-energy levels from any victim bitten for more
  than 10 points of damage in a single round.  Victims
  drained of all life become half-strength vampires under
  Kaerizmirl’s control. Kaerizmirl’s body is still protected
  by a hard chitinous covering and the undead nature gives
  him an overall Armor Class of -2.  He may assume
  gaseous form at will, but has no shape change ability.  If
  reduced to zero hit points, he is forced into gaseous
  form.  Though not requiring use of a coffin, Kaerizmirl’s
  essence must rest in a fresh corpse for no less than 10
  hours.
  Weapons of less than +2 enchantment will simply
  pass through his form without delivering damage.
  Kaerizmirl’s various eyes each have a different
  function.  As with normal beholders, only the central eye
  plus 1-4 of the eyestalks are able to function considering
  that an attack comes from an arc 90 degrees before the
  monster.  If attacks come from 180 degrees double the
  number of eyestalks are able to function and for 270
  degrees or 360 degrees triple or quadruple the number.
  Attacks from above enable all 10 eyestalks to function
  but the central eye cannot.  The functions of the eyes are:
  1.  Animate dead
  2.  Cause critical wounds (50-yard range)
  3.  Charm person
  4.  Continual darkness
  5.  Death spell
  6.  Disintegrate
  7.  Fear (as wand)
  8.  Paralysis (as wand)
  9.  Strength drain (as shadow)
  10.  Telekinesis 250 pound weight
  11.  Central eye: Death Field (140-yard range)
  The Death Field covers a 90° arc from the central eye.
  All living creatures within the area are subject to this
  attack while remaining in the area.  Creatures caught in
  this field will take 1-10 points chilling damage.  20% of
  the total damage inflicted each round is treated as
  regeneration, restoring any damage Kaerizmirl has taken,
  up to his maximum hit point total.  In addition, he also
  regenerates 2 hit points per round normally (cumulative
  with the Death Field).
  Because of its peculiar nature the beholder is able to
  withstand the loss of its eyestalks, each taking from 8 to
  
  B
  8
  12 hit points before being lost.  These members are not
  computed as part of its hit point damage potential and
  lost eyestalks will grow back rapidly (one day per lost
  eyestalk).  The body of the monster comprises its entire
  hit point total.
  Habitat/Society
  Kaerizmirl conforms to vampires with regard to garlic,
  holy symbols, holy water, etc.  He must be killed in the
  same manner, also.
  Kaerizmirl lurks in desolate ruins, creating undead
  followers while seeking a formidable lair to spread chaos
  and terror to all Ravenloft.  The avarice and contempt for
  all life he had when alive has increased tenfold in this
  state of un-life.  He can not be bargained or dealt with in
  any manner no matter how powerful the adversary.
  Ecology
  Kaerizmirl has no place in the realm of the living.  He
  seeks only his own dark ends, feeding on the life-essence
  of all he encounters.
  
  B
  9
  BLACK RAIN
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Sub-arctic, Temperate and tropical
  lands
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Special
  Diet:
  Carnivore
  Intelligence:
  Non (0)
  Treasure:
  Nil
  Alignment:
  Nil
  No. Appearing:
  1
  Armor Class:
  10
  Movement:
  4, Sw 6, Fl 24 (E)
  Hit Dice:
  10
  THAC0:
  11
  No. of Attacks:
  1
  Damage/Attack:
  3-30 (3d10)
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  Nil
  Size:
  L (10’ diameter)
  Morale:
  Special
  XP Value:
  7,000
  When the first few drops of black rain fall, few creatures
  take notice.  But when the last drops have fallen, even
  fewer creatures have survived the storm.
  Black rain is a kind of slime that rides the winds of
  the sky.  When it needs to feed it breaks up and rains
  down on the land.  These rain drops burn away flesh and
  bone.  Living creatures drenched by this rain are changed
  into black rain themselves and trickle across the ground
  to gather in puddles.  When all the black rain has flowed
  to one spot it once again takes to the air.
  When collected on the ground or flying in the air,
  black rain looks like a large glob of semi-translucent
  black pudding.
  Combat
  When black rain falls it causes ld20 points of damage a
  round to creatures without shelter.  Flesh burned away by
  the black rain is turned into more black rain.  Armor
  provides only partial protection and allows a save vs.
  breath weapon to take half damage.  For each point of
  Armor Class the armor provides the wearer gains a +1 to
  their save.  Black rain dissolves animal matter so leather
  or hide armor only provides protection for 1d4 rounds.
  After that, it is destroyed.  Magical leather or hide armor
  receives a saving throw vs. acid at the end of the 1d4
  rounds to avoid destruction.  Continued exposure requires more
  saving throws every 1d4 rounds.  There is no way to
  substantially harm the black rain in this form as it is spread over
  approximately a square mile and is constantly generating more
  of itself as animal matter is consumed.  The rain falls for 5d4
  rounds.  Black rain is considered an acid attack and animal
  matter rendered immune to acid is immune to the affects of
  black rain.  It does not damage plant life.
  Once all the black rain has fallen it trickles across the
  ground or floats over the water to some central low point in the
  land.  Creatures that move slower than the black rain take ld6
  damage per round as the black rain flows around them.  It takes
  3d6 turns for the black rain to gather itself after it has stopped
  raining.
  Once gathered the black rain flies up into the clouds again.
  If attacked before rising back into the sky, the black rain will
  defend itself but escape if it can.
  Black rain attacks by lashing out with a watery pseudopod.
  An attack from the pseudopod causes 3dl0 points of damage.
  Victims of these attacks wearing armor can save vs breath
  weapon to receive half damage with a +1 to their save for each
  point of Armor Class the armor provides.  This is a much more
  concentrated attack than the rain drops and it will dissolve
  leather or hide armor immediately.  Magical leather or hide
  armor receives a saving throw after each hit.  Targets immune
  to acid are immune to the black rain's attack.
  Back rain has the consistency of water so physical attacks
  pass right through.  Magic weapons only cause the damage the
  magic adds (a +3 short sword causes 3 points of damage).
  Black rain is immune to non-magical acid, fire, and poison.
  Cold slows black rain to half its movement rate.  Lightning
  causes black rain to divide.  Each half of a divided black rain is
  smaller but retains the same statistics and abilities.  Each half of
  the black rain can divide only once more.  In order to divide
  again, it must rain down from the sky to gain more body mass.
  If black rain is too small to divide, it is immune to lightning.
  Habitat/Society
  Black rain exists only to reproduce.  It does this by converting
  animal matter into more black rain until it has enough body
  mass to divide.  It then flies into the sky in the hopes of being
  struck by lightning.
  Black rain can fall anywhere but it is unusual to find it
  falling over deserts, plains, or seas as these areas are very lightly
  populated.
  Ecology
  Black rain is an indiscriminate killer.  It has no natural enemies.
  If killed, black rain will evaporate.
  Black rain can be captured when it falls from the sky in
  sealable containers not made of animal matter.  The main body
  of the black rain will wait an extra 1d4 turns for detained black
  rain, then fly away.  After the main body has flown off, the
  captured black rain no longer behaves as living matter but as an
  acid that harms only living or once-living animal matter.  Black
  rain acid dissolves animal matter but does not convert it into to
  more black rain.
  
  B
  10
  BLACK SWAN
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Temperate and tropical lands
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Intelligence:
  Average (8-10)
  Treasure:
  Nil
  Alignment:
  Lawful Evil
  No. Appearing:
  1
  Armor Class:
  7
  Movement:
  4, Fl 24 (D), Sw 6
  Hit Dice:
  2
  THAC0:
  17
  No. of Attacks:
  2
  Damage/Attack:
  1d6
  Special Attacks:
  Poison
  Special Defenses:
  +1 or better magical weapon to hit,
  Immune to charm
  Magic Resistance:
  20%
  Size:
  S (5’ long)
  Morale:
  Average (8-10)
  XP Value:
  975
  Vicious and devious birds, black swans are the cursed
  descendants of a swanmay trapped in her swan form.
  Black swans are bitter and jealous about their lost
  humanity and seek to cause suffering and destroy beauty
  wherever they go.
  As befits their name, black swans look like beautiful
  black swans with blood red beaks and beady red eyes.
  They can understand Common and the language of birds.
  Combat
  Black swans attack by biting with their unnaturally sharp
  bills.  This bite causes ld6 points of damage and delivers
  type C poison.  They are able to attack with their clawed
  feet if they fly at someone but each webbed foot causes
  only one point of damage and the ungainly attack
  increases their Armor Class to 10.
  Black swans can decide to nip someone as a normal
  swan would.  This attack does a negligible amount of
  damage, barely breaking the skin.  It is enough, however,
  to inject the bird’s poison.  The poison is weaker when
  delivered this way and so is considered type P.
  They are harmed only by +1 or better magical
  weapons and have a 20% Magic Resistance.
  Habitat/Society
  All black swans are female.  Once every six years the
  black swan lays a blood red egg which it then puts in the
  nest of a goose.  It then intimidates the goose into sitting
  on the egg until it hatches.  The black swan the feeds the
  goose on a diet of meat and poisonous plants.  When this
  treatment causes the goose to die, the egg breaks and a
  new black swan is born.  For the next few days the
  mother stays with her daughter to teach her cruel lessons
  of hate, hopelessness, and jealousy.  In a week the black
  swan is full grown and the mother abandons it.
  Black swans hate beauty in all its forms.  The only
  thing of beauty they want to see is their own reflections.
  They particularly dislike beautiful women as this reminds
  them too much of their ancestral forms.
  Black swans like to befriend pretty women and act
  the role of affectionate pet.  It is from this position of
  safety that they begin to ruin the life of their host.  Love
  interests are murdered, friends fall mysteriously ill,
  children disappear, and the only safe thing in their lives
  is the affectionate black swan.  When the black swan is
  their only happiness, it speaks and reveals its terrible
  deeds, savoring its victim’s horror, before delivering a
  deadly bite.
  Black swans are seen as a symbol of treachery by the
  Vistani.  Normal black geese and swans are killed on
  sight just in case it is a black swan.
  A long time ago a swanmay fell deeply in love.  Her
  handsome lover promised to find a way to remove the
  swanmay’s need to use a token to change shape.  When
  one day he said he had found it and asked her to gather
  the her token and the tokens of her friends, she gladly
  went to do so.  But her friends did not feel it was wise
  idea at all.  Thinking of all the thanks they would give her
  when the deed was done, she stole their tokens and
  delivered them to her love.  When the other swanmays
  discovered that their tokens were missing they hunted the
  enchanter and convinced their misguided compatriot to
  join the search.  But she was not ready to give up her
  new love for her old friends and one by one she poisoned
  them before finally discovering the enchanter’s hiding
  place.  When the man learned of what she had done he
  knew his months of work were ruined and flew into a
  rage.  Heartbroken, the swanmay flew off.  But by night
  she returned and when the sky was darkest the enchanter
  died, his throat bitten in his sleep.  With this final act of
  betrayal the Mists claimed the swanmay.  Her token
  remained behind, leaving her forever trapped in the body of a
  swan.
  Ecology
  These birds tend to inhabit areas frequented by similar
  waterfowl.  They eat other waterfowl and small children.
  
  B
  11
  BLOOD SEEKER
  by Robin Fuller
  Norfolk, England
  Climate/Terrain:
  Any land
  Frequency:
  Rare
  Organization:
  Flock
  Activity Cycle:
  Night
  Diet:
  Omnivore (prefers meat)
  Intelligence:
  Semi (2-4)
  Treasure:
  O, R
  Alignment:
  Neutral Evil
  No. Appearing:
  1 (4-16)
  Armor Class:
  5
  Movement:
  3, Fl 24 C
  Hit Dice:
  4
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1-4
  Special Attacks:
  Engulf, Suffocation
  Special Defenses:
  See below
  Magic Resistance:
  Nil
  Size:
  S (3’- 4’)
  Morale:
  Steady (11-12)
  XP Value:
  650
  The Blood Seeker is a hideous amalgamation of undead
  and some sort of ooze creature.  It appears as a skeletal,
  bat-like humanoid with short, clawed arms and taloned
  feet.  From its shoulders grow a pair of skeletal wings.
  The creature’s head and oversize ribcage are filled with a
  glistening, semitransparent crimson jelly-like mass.  This
  jelly stretches in a thin membrane over the creature’s
  wings to enable flight and fill the skull creating the
  appearance of bulging red eyes.  When excited, blood
  seekers emit high-pitched screeches like a fingernail
  being dragged across a blackboard.
  Combat
  A lone blood seeker will rarely enter combat willingly,
  preferring to attack creatures while they sleep.  If forced
  into combat, the blood seeker will take to the air to rake
  its victim with its claws for 1d4 points of damage
  between them.
  If this attack hits with a roll of 18 or higher and succeeds
  by five or more than was needed to hit, the blood seeker has
  landed on its victim.  The blood seeker wraps its wings around
  the head of its opponent and attempts to suffocate breathing
  opponents and dissolve others with its corrosive, jelly-like bulk.
  Victims trapped in this way are unable to breathe (see the rules
  for suffocating on pg. 122 of the Player’s Handbook) and take
  2d6 points of acidic damage per round.  The blood seeker can
  be removed with a Bend Bars/Lift Gates roll with a +30%
  bonus.  Removal causes 2d4 points of damage as the seeker’s
  claws are ripped from the victim’s flesh.
  When attacking in greater numbers, the seekers harass
  their victims with their raking attack, seeking to split a party up
  to isolate a member so that they can use their engulfing attack.
  Blood seekers take half damage from piercing and slashing
  weapons.  Cold-based spells do half damage but act as a slow
  spell lasting for 1d3 rounds.  Heat-based spells do full damage
  and increase the potency of the acid for 1d4 rounds.  During
  this time the creature gains a +3 bonus to any damage inflicted
  with acid.  The creature itself is immune to acid and holy water
  has no effect.  Blood seekers can be turned as wraiths.
  Habitat/Society
  Blood seekers spend the day in dark caves or ruins, emerging to
  hunt at night.  They have no leaders or any kind of pecking
  order, although they do cooperate to bring down large prey.
  They seem to have few goals other than to consume and
  survive.  However, they have an uncanny knack for choosing to
  prey on targets whose loss will cause the most misery and
  upset.  They do not use tools of any kind.  Any treasure in their
  lairs will either have been cast aside when found to be
  indigestible or snatched, magpie-like from its owner, purely out
  of malice.
  Ecology
  Blood seekers can and will consume any organic material
  although they much prefer the meat of particularly intelligent
  humanoids.  Choosing as their prey the weak and defenseless
  such as young children, the manner in which they consume
  their prey is disgusting to behold as they physically absorb
  creatures into their jelly-like bulk and slowly digest it, swarming
  over their fallen prey to ensure that they each get a part.  Often
  the remains of a blood seeker’s last meal can be seen within its
  slimy mass.  It is not known how or where the blood seekers
  first came into being.  It is assumed that they were created
  magically and the existence of medallions crafted specifically to
  control them seems to support this theory.  It is not known who
  created them or for what purpose, but since their creation they
  have spread to many worlds, even discovering a way to
  reproduce themselves.
  After a seeker has consumed enough (about two years of
  feeding for the average seeker) it starts to grow a replica of
  itself from its spine.  This replica is carried around Siamese-
  twin-style until its bones are formed.  At this point, jelly from
  within the parent’s own body flows into its offspring and the
  immature blood seeker detaches itself, growing to full size in
  about three months.  These immature blood seekers have half
  hit dice and only do 2d4 points of acid damage but are
  otherwise identical.
  Since their creation, blood seekers have spread to many
  other worlds, feeling particularly at home in the Demiplane of
  Dread.
  
  B
  12
  BONE DRINKER
  by Mark J. Featherston
  The Mists
  Climate/Terrain:
  Temperate Forest
  Frequency:
  Rare
  Organization:
  Troop
  Activity Cycle:
  Day
  Diet:
  Omnivore
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Neutral (Evil)
  No. Appearing:
  1-20
  Armor Class:
  6
  Movement:
  12, Fl 15 (E)
  Hit Dice:
  1+2
  THAC0:
  18
  No. of Attacks:
  1
  Damage/Attack:
  1-4
  Special Attacks:
  See below
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  S (2’ long)
  Morale:
  Average (8)
  XP Value:
  270
  Bone Drinkers are a race of arboreal, squirrel-like
  creatures.  Their primary diets consist of various nuts and
  seeds.  However, they supplement their diet with bone
  they extract from living creatures.  They are usually gray,
  occasionally black, and furry with big fluffy tails.
  Beneath their skin bone drinkers sport a loose collection
  of bony plates that, while improving their AC, do not
  interfere with their maneuverability or flexibility.  Like
  mundane flying squirrels they have furry membranes that
  enable them to glide five feet for every one foot they
  drop.  In lieu of a tongue, bone drinkers have a
  telescoping proboscis they can extend up to 4 inches.
  They use the proboscis to pierce the flesh and bone of
  their victims and apply an enzyme that liquefies the bone.
  The bone drinker then drinks the liquefied bone from the
  victim's body.
  Combat
  Bone drinkers glide down on their intended victims from
  trees as said victims pass beneath.  A successful attack,
  causing ld4 points of damage, indicates the bone drinker
  has gripped its victim with all four feet and sunk its
  proboscis, releasing the enzyme.  A save vs. poison is
  required to avoid the effects of the enzyme.  If the save
  succeeds the bone drinker has missed the bone and
  immediately drops off and attempts to escape.  If the save
  fails the enzyme quickly attacks the bone; in 2 rounds the
  bone is liquefied and the bone drinker begins drinking.
  Damage caused by the removal or liquefaction of a bone
  or bones varies with the bone affected.  A variety of
  damages can be assigned from 10-25% of a character's
  max. hit points depending on the bone affected.  If
  vertebrae or the skull are affected, a roll vs. paralyzation
  is required each round the character is moved to see if
  permanent nerve damage has occurred.
  Attached Bone Drinkers can be removed with a
  successful Bend Bars/Lift Gates roll.  Cure disease,
  neutralize poison, or heal applied either in the “attack”
  round or the subsequent round will destroy the enzyme
  and reverse any damage done.  Slow poison affects the
  enzyme's action as well.  Heal and regenerate will re-
  solidify gelled bones, while removed bones can be
  replaced with regenerate, limited wish or wish.
  Habitat/Society
  Bone drinkers form loosely organized colonies.  The
  colony leader can be either sex, leadership being based
  more on an individual's ability to find food for the colony
  and avoiding danger.  The rest of the colony's positions
  are constantly shifting due to ritualistic challenges and
  mobile political alliances.
  Ecology
  Not unlike stirges, bone drinkers are excellent at finding
  chinks in armor, and only specially made armor is
  impervious to their attacks.
  Bone drinkers are semi-nomadic in nature, following
  the ebb and flow of various animals through the seasons.
  They can, however, be convinced, if one is able to
  communicate with them via magic or other means, to stay
  in one area.  Bribes of food, both sources of nuts/seeds
  and living bone, are the usual payment.  Thus, bone
  drinkers can be used by those of questionable moral
  character as relatively cheap guards in wooded areas.
  The advent of a colony of bone drinkers in an area
  can be quite horrific, as the statement “Aw, look at the
  cute squirrels,” ends in blood curdling screams.  It has
  been noted that bone drinkers have a fondness for
  halflings and will attack them over all other targets if
  given a chance.
  Bone drinkers show no interest in any types of
  treasure, any such will be found on or around the
  victim(s).
  
  C
  13
  CARCASPIRIT
  (RUINER)
  by William DeFranza
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Constant
  Diet:
  Corpses
  Intelligence:
  Average to Very (8-12)
  Treasure:
  J, K, M
  Alignment:
  Neutral Evil
  No. Appearing:
  1-6
  Armor Class:
  6
  Movement:
  Fl 15 (A)
  Hit Dice:
  5+5 — 10+5
  THAC0:
  5+5 HD: 15
  6+5 — 7+5 HD: 13
  8+5 — 9+5 HD: 11
  10+5 HD: 9
  No. of Attacks:
  3/2
  Damage/Attack:
  By weapon or 1d4+2
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  See below
  Size:
  M (5½’- 6½’)
  Morale:
  Champion
  XP Value:
  5+5 HD:
  5,000
  6+5 HD:
  7,000
  7+5 HD:
  8,000
  8+5 HD:
  9,000
  9+5 HD:
  10,000
  10+5 HD:
  11,000
  Carcaspirits, sometimes called “Ruiners,” are free-willed
  undead spirits who must always inhabit a living or dead
  body.  The bodies they possess quickly rot and the
  Carcaspirits constantly seek to steal fresh ones.
  At night, they appear to be attractive normal
  humans, but in sunlight their true form is revealed; a
  hideous, maggot-infested and heavily decayed corpse.
  Oddly, they have no odor.  A true seeing spell, a gem of
  seeing or similar magic can reveal their true form.
  Carcaspirits are cursed to exist in their odious
  carcasses, tortured by their rotten state, content only
  when they steal a fresh, living body.  This respite is
  short-lived, as the new body quickly dies and decays.
  These abominations are so unnatural that the soil
  actually rejects them, causing them to float two to three
  feet above the ground, never touching it.  With
  concentration, they can hover closely near the earth to
  appear to be walking, but this feat can’t be maintained
  long.  They can move in all directions in the air, a sort of
  floating flight at altitudes of up to 200 feet, and they
  never suffer falling damage.
  Combat
  Carcaspirits use their flight to their advantage.  If a
  carcaspirit wins initiative by 6 or more points, it can
  swoop in for a melee strike and fly off before the victim
  can retaliate.
  They have a Strength of 18 (+l to attack, +2 to
  damage) and can punch for 1d4+2 points of damage.
  These undead are immune to all sleep, charm and
  hold magic.  They can not be turned unless they are using
  their magic jar power.  They are invisible to infravision,
  although they possess infravision out to 120’.  They
  regenerate 1 hp every turn.
  All carcaspirits have two gruesome special attacks.
  ♦ Withering Touch, like the reverse of the Priest spell
  regenerate, usable three times a day.  The affected
  limb shrivels and disintegrates into dust in a single
  round.  When a carcaspirit uses its withering touch,
  roll ld6 to determine the hit location; 1: Whole arm,
  2-3: Hand only, 4: Whole leg, 5-6: Foot only.  Roll
  1d2 to determine the side of the body.
  ♦ Special Magic Jar.  If a carcaspirit can maintain
  direct contact with a living human or demihuman for
  two whole rounds (as in arm wrestling, kissing, or
  while the victim sleeps) it can exchange life forces
  with them.  The carcaspirit takes over their body
  while trapping their life force in its corpse.  If the
  victim makes a saving throw vs. Petrification he
  notices the attack and remains unharmed.
  The victim remains fully aware, but is utterly
  helpless, unable to do anything.  The carcaspirit has total
  control of its new body but only gains rudimentary
  knowledge from its victim such as the names of his allies.
  While in this state, the carcaspirit is in ecstasy, freed
  from the torment of its decayed body, but it also loses its
  special powers.  If the monster’s first body (which holds
  the victim’s life force) is destroyed, the victim is killed
  and his body then belongs to the carcaspirit.  This fresh
  body will die within a week, leaving the anguished
  carcaspirit in a rapidly decaying corpse once again.  To
  delay this fate, the carcaspirit will often try to hide or
  protect its old corpse.
  While the victim’s life force and body are separated,
  the body loses ¼ of its Constitution and maximum hit
  points each day, until it dies at 0 Constitution or hit
  points, whichever occurs first.  If this happens, the victim
  
  C
  14
  is forever dead, and his body then belongs to the
  carcaspirit.
  Turning is the only way to remove a carcaspirit from
  the victim’s body.  They are turned as Mummies.  If
  successful, the life forces are put back in their places,
  even if the carcaspirit’s corpse is miles away.  When
  ejected from a fresh body a carcaspirit flies into a berserk
  despair, gaining a +1 to hit and damage, increasing its
  attacks to 2/1 and suffering a +3 Armor Class penalty.
  Habitat/Society
  While they have no society, carcaspirits rival vampires in
  their ability to mingle with the living.  A group of these
  monsters will sometimes work together if they all benefit
  from the partnership.
  Ecology
  Carcaspirits are not natural and therefore have no role in
  ecology or nature.
  GREATER CARCASPIRITS
  Carcaspirits grow in power the longer they exist.  For
  each century that a carcaspirit has existed, it gains 1 HD
  (maximum of 10+5), its Movement increases by 3 and it
  gains Magic Resistance of 10%.  It also gains one of the
  following powers, chosen randomly:
  ♦ Hold Person as the spell, at 6 level of ability, twice
  each day.
  ♦ Turned as a Vampire.
  ♦ Dodge missiles (by darting out of their path) on a
  role of 12 or higher on 1d20.
  ♦ An additional 25% Magic Resistance.
  ♦ The ability to instantly kill by plunging a hand into a
  person’s chest and ripping out their heart, usable
  twice per day.  If a carcaspirit takes a whole round to
  devour the still-beating heart, any onlookers must
  make a horror check.  The victim is allowed a saving
  throw vs. Death with a -2 penalty to avoid having
  their heart torn out.  Regardless, they suffer
  1d12+their AC (unless negative) points of damage
  and their armor is ruined beyond repair.
  
  C
  15
  CHETZEDE
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Temperate to tropical lands
  Frequency:
  Rare
  Organization:
  Hive
  Activity Cycle:
  Any
  Diet:
  None
  Intelligence:
  Animal to Genius (1-18)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1-20
  Armor Class:
  4
  Movement:
  4, Fl 30 (A)
  Hit Dice:
  1-1
  THAC0:
  20
  No. of Attacks:
  3
  Damage/Attack:
  1-2 / 1-2 / 1-2
  Special Attacks:
  Paralysis
  Special Defenses:
  Nil
  Magic Resistance:
  10%
  Size:
  T (2’ long, 2’ wingspan)
  Morale:
  Fearless (19-20)
  XP Value:
  175
  Chetzedes are insects with a hive mind from the Lower
  Planes that were accidentally summoned to Ravenloft.
  Now they flit about the skies of the Demiplane of Dread
  seeking living hosts to carry the next generation.
  Chetzedes look like large centipedes with two sets of
  dragonfly wings.  They can be nearly any color but are
  most commonly a sickly brown or dark purple.  Their
  tails end in a pincer-like structure capable of delivering a
  powerful paralytic poison.
  Chetzedes communicate through telepathy but rarely
  deign to speak with any being other than members of
  their hive.
  Combat
  Chetzedes attack by flying about their targets and
  repeatedly striking with their pincer-like stingers.  They
  are considered +2 magical items in terms of what they
  can hit.  These attacks cause 1d2 points of damage and
  force the target to save vs. paralysis.  This powerful
  paralyzing poison even works on creatures normally
  immune to poison and paralysis though these creatures
  receive a +4 bonus to their save.  Failure causes the
  victim to be rigidly paralyzed for 2d4 turns.  Chetzedes
  ignore paralyzed victims until all other threats are
  neutralized.
  Once all threats are paralyzed or dead, one chetzede
  will fly back to the hive to lead others to captured prey.
  More chetzedes will return to carry the prey to the hive
  where the paralyzed person will be trapped in a mucousy
  husk.  Each chetzede can carry about 30 pounds.
  Multiple chetzedes cooperate to carry away victims.  It
  takes 3d4 rounds to fully encase a man-sized creature in
  a husk.  Persons trapped in the husk remain paralyzed
  until released.  If a victim wakes up during the process or
  somehow attempts escape after being trapped, a
  successful Bend Bars/ Lift Gates roll will succeed in
  freeing the individual from the sticky, waxy shell.
  Chetzedes have a group mind and become more
  intelligent the closer they get to their hive.  At distances
  greater than ten miles chetzedes have animal intelligence
  and act only for self preservation.  Between ten and eight
  miles they are semi-intelligent and will attack intelligent
  creatures they happen upon.  From eight to six miles they
  have low Intelligence and will actively seek prey.  From
  six to four miles they have average Intelligence and will
  cooperate as a group, bait prey, and prepare ambushes.
  From four to three miles they are highly intelligent and
  will prepare physical traps like covered pits and will
  attack enemies from afar by dropping rocks.  Between
  three to two miles away from the hive, chetzedes are very
  intelligent and will sacrifice members of a group to test
  prey before formulating strategy.  Within two miles to
  one mile, chetzedes are highly intelligent and will build
  false hives to trick enemies.  Within one mile chetzedes
  have exceptional Intelligence and will employ elaborate
  ruses and trick other creatures into attacking their
  enemies.  Within 100 yards of the hive all chetzedes have
  genius Intelligence.  At this distance they have an
  instinctual sense of which enemy presents the most threat
  to the hive.  Chetzedes will sacrifice anything and use
  any method to prevent enemies from reaching the hive.
  Habitat/Society
  Chetzedes are found in temperate or tropical lands and
  tend to prefer forested areas because of the cover these
  areas provide.  They make their hives in cave ceilings or
  the tops of trees.  Chetzede live in swarms of about 100
  members.
  Chetzedes communicate through telepathy.
  Chetzedes can speak to other chetzedes within 100 feet.
  Chetzedes of animal to semi-intelligence cannot
  communicate at all.
  Chetzede society is based on two goals: protect the
  hive and create the next generation.
  The hive is central to chetzede society.  Built from
  the waxy secretions of the chetzedes, it becomes a
  repository for their communal intelligence.  It is the
  
  C
  16
  emanations of intelligence from the hive that give a
  chetzede its intelligence.
  The hive is where captured beings are stored.
  Within the husks they are kept alive, breathing and eating
  the strange mucous that covers the hive.  After two days
  tiny chetzedes have formed within their stomachs and the
  prisoners are released.  Henceforth, the victims have no
  memory of the chetzedes or what happened to them and
  will be unable to see the creatures because of a mental
  block.  Two months later ld20 grown chetzedes will
  explode from the stomach, killing their host.  They then
  seek others of their generation.  If a cure disease or
  remove curse is cast on the victim any time before the
  two months end the chetzedes within are digested and the
  mental block is removed.  Recollections of the
  imprisonment are cause for a madness check.
  Chetzedes instinctively locate other chetzedes of
  their generation and the victims who hold their seeds.
  Once all the chetzedes of a single generation are gathered
  they fly off to form a new hive.  Before forming a hive
  chetzedes are effectively non-intelligent.  Hives have 10
  hit dice and are automatically hit by attacks.  Destroying
  a hive kills all the chetzedes of the generation that
  created it.
  Ecology
  Chetzedes do not eat anything and they have very short
  lives.  They receive all the nourishment they need during
  their formation process in the stomachs of intelligent
  beings and die three months after their birth.
  Many have tried to extract the paralytic poison of the
  chetzedes with little success.  It appears that the poison
  only works when delivered from a living chetzede.
  
  C
  17
  CHIROPTAWRAITH
  (WRAITH-BAT)
  by Dean Siemsen
  Pennsylvania, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Flock
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  9-10 (Average)
  Treasure:
  D (Q x 10)
  Alignment:
  Lawful Evil
  No. Appearing:
  2-20 (2d10)
  Armor Class:
  4
  Movement:
  6, Fl 24 (C)
  Hit Dice:
  5+5
  THAC0:
  15
  No. of Attacks:
  1
  Damage/Attack:
  2-8 (2d4)
  Special Attacks:
  Energy Drain
  Special Defenses:
  Hit only by silver or +1 or better
  magical weapons
  Magic Resistance:
  Nil
  Size:
  M (5’- 6’)
  Morale:
  Steady (11-12)
  XP Value:
  2,000
  The Chiroptawraith or Wraith-Bat is an as of yet
  unknown creature, very rarely seen in the Demiplane of
  Dread.  Best described as an undead spirit, seen as a
  black mist or cloud, vaguely shaped as a giant bat.
  Wraith-bats have no true substance, but shape
  themselves as bats with two glowing eyes of an orange-
  red color.  They seemingly exist only to seek and absorb
  human life energy.
  Combat
  The bite of a chiroptawraith does damage in two way.
  First is the chilling effect of its bite which inflicts 2-8
  points of damage,  Second such a bite drains a level of
  experience from its victim.  This includes hit points and
  all abilities associated with that level, spell casting,
  combat abilities, etc.  The chilling damage from the bite
  can be healed normally, but the experience points are lost
  forever and must be earned again or restored magically
  (such as by a wish or limited wish spell).
  Chiroptawraith are immune to normal weapons,
  however silver weapons will do half their normal
  damage.  Magical weapons will do their full damage.  If
  left alone a wraith-bat will slowly regain its hit points
  within a week.  Like most undead creatures, wraith-bats
  are immune to sleep, charm, hold, death and cold-based
  spells.
  Wraith-bats are powerless in direct sunlight and will
  flee from it.  The wraith-bat cannot be destroyed by
  sunlight, but it cannot attack in sunlight.
  Habitat/Society
  A chiroptawraith is an undead construct, very similar in
  many respects to a wraith.  As such, it is usually found in
  ruins, graveyards, and tombs.  Wraith-bats are usually
  dominated by very powerful undead creatures, usually
  vampires or liches.
  Ecology
  Unlike real bats, wraith-bats serve no useful purpose in
  nature.  However, like a wraith, wraith-bats exists more
  in the Negative Energy Plane.  It is believed that the
  chiroptawraith was created by an as yet unrevealed
  denizen of the Demiplane of Dread.  Its true origins
  remain a mystery.
  
  C
  18
  WEIRDEST MONSTER
  CLAPPER
  by Larry Ecklor
  Iowa, USA
  Climate/Terrain:
  Ruins, Abandoned labs
  Frequency:
  Uncommon
  Organization:
  Swarm
  Activity Cycle:
  Nocturnal
  Diet:
  Magic, Blood
  Intelligence:
  Genius (17-18)
  Treasure:
  V (F)
  Alignment:
  Neutral Evil
  No. Appearing:
  4-16 (4d4)
  Armor Class:
  2
  Movement:
  6, Fl 36 (A)
  Hit Dice:
  5+5
  THAC0:
  15
  No. of Attacks:
  1 + special
  Damage/Attack:
  2-7 (1d6+1)
  Special Attacks:
  Breath Weapon, Spells
  Special Defenses:
  See below
  Magic Resistance:
  45%
  Size:
  S (2’)
  Morale:
  Champion (16)
  XP Value:
  2,000
  The clapper is a distant relative to the flesh golem.  This
  golem variant was created long ago by a necromancer
  whose name has since been forgotten.  The clappers
  under his control broke free Of their chains of servitude
  and formed a society that has flourished, in the shadows,
  since that time.
  The clapper resembles a human (any humanoid)
  head with a pair or hands surgically attached at the start
  of the neck.  The heads can be male or female, most
  likely without hair.  Red glowing eyes hale their
  approach along with what sounds like applause or
  beating fists.
  Combat
  Clappers hide in the shadows of the ruins inhabit and
  await victims.  When victims come near their lair the
  clappers quickly form a plan of attack (via a limited from
  of telepathy) and strike.  Clappers normally start by
  softening up opponents with spells and moving in for the
  kill.
  All clappers have the power to cast mage spells of
  third level or lower.  Most clappers (80%) cast as first-
  level mages; another 15% have spells as a 2nd to 4th-level
  mage, and 5% cast as 5th to 6th-level mages.  The spells
  cast by clappers are verbal only components.  The
  clappers sometimes trade spells with beings with like
  powers, such as dragons or nagas.
  When clappers move into melee, they use their
  breath weapon, which is a cloud of paralytic gas 8 feet in
  diameter (usually enough to affect two persons).  Those
  in the area of effect must save vs. poison -2 or be
  paralyzed for 1d6 rounds.
  When a clapper makes a successful attack its hands
  have clamped onto the victim.  Every round thereafter the
  clapper strikes automatically.  To remove the clapper a
  successful Bend Bars roll is needed (either by the victim
  or someone seeking to help).  Anyone attacking the
  clapper when it is affixed to a victim risks hitting them.
  Any attack roll of 1, 2 or 3 on a d20 strikes the victim.
  The clapper’s bite attack can have two effects; if the
  victim is a spell caster he has one spell drained from his
  memory.  The second effect is a blood drain of an
  additional 1d4 points to the damage of the bite.  Often a
  clapper will attack the eyes or throat of a victim.
  Due to their flesh golem heritage the clappers are
  45% resistant to magic.  In addition to this any electrical
  attack restores 1 hit point for each die of damage it would
  normally have done.  Clappers regenerate 1 hit point per
  round and can only be struck by magical weapons.
  Another clapper tactic is to move into combat, strike and
  then move out of range via their power of flight.  Flight is
  not dependent on the clapping motion of their hands; it is
  an innate magical ability, not related to hand motion,
  which is only habit.
  Habitat/Society
  Although they are a golem variant, clappers have formed
  a society much like a wizards’ academy.  Once the
  clappers broke free of their master’s control they sought
  to improve themselves through the very same magic that
  created them.  There has been some success, most
  notably the creation of other clappers.  When a new
  clapper is created, he is given the choice of joining the
  swarm or going into the world on his own.  This has led
  to the growth of multiple clapper societies.
  In a swarm the clappers, when not hunting, devote a
  great deal of time to magical research.  Through this
  research they hope to improve their spell casting
  abilities.  It is rumored in some swarms that there are
  clappers with the ability to cast spells of up to seventh
  level.  It is also rumored that one such clapper is the ruler
  of his own domain.
  In order to do research clappers often have charmed
  humanoids in their labs to do menial labor and to buy
  supplies from people that would be unlikely to deal with
  
  C
  19
  clappers.  These charmed individuals also end up being
  the spare parts for dark necromancies.
  Clappers are found of magical rings and wands.
  Any treasure found on a clapper outside of the lair will
  be one of the two.  Clappers will use such items against
  foes.
  Ecology
  Clappers are artificial constructs, but require sustenance
  in the form of either blood or magical energy.  They
  normally feed upon victims which are kept in their lairs
  or upon the nature that surrounds their layers and if need
  be upon magical items (a rare occurrence).
  The procedure for creating a clapper is known only
  to the clappers, who guard the secret carefully.  There is
  a 40% chance that a book containing this procedure will
  be found in a lair.  Such a book should be treated as a
  manual of golems.  Such a procedure takes 1 month to
  finish and costs 6,000 gp (assuming that a person has a
  proper lab) and creates one clapper.  Clappers do not
  like to find one of their brethren under the control of
  anyone so all clappers created from a book discovered in
  a lair will have 1% cumulative chance per day to break
  free of its master.  The clapper’s master then has a 5%
  chance per turn to regain control.  A clapper may be
  created by a mage or a priest and in Ravenloft requires a
  powers check.
  
  C
  20
  CLOUD OF BONES
  by Evren Atabas
  Kaiserslautern, Germany
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  None
  Intelligence:
  Non- (0)
  Treasure:
  B
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  Fl 15 (A)
  Hit Dice:
  10
  THAC0:
  11
  No. of Attacks:
  3 or 3
  Damage/Attack:
  1d4 / 1d4 / 1d4 or 1d6 / 1d6 / 1d8
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  See below
  Size:
  M (5’-6’)
  Morale:
  Fearless (19-20)
  XP Value:
  9,000
  The Cloud of Bones is a magically animated creature created
  from the skeletal remains of a human being.  The normal
  skeleton consists of over 200 bones connected to each other.
  The creature itself, surrounded by a lightly grey mist, however
  appears as a swarm of bones flying freely in mid-air, each bone
  separated from the other.  Only the pieces of the skull and the
  hands are still stuck together.  It usually floats two to three feet
  over the ground but can fly higher if it wishes in order to reach
  upper lying targets.
  Legend say that an unknown wizard from Invidia formed
  the first cloud of bones in order to guard his lair.  Being content
  with his creation he produced some more and sold them to
  other sinister fiends of the realms.  The cloud usually lies
  around like a pile of bones waiting for victims.  As adventurers
  are used to bones scattered around battlefields it passes
  unnoticed and has the advantage of surprise on its side.
  Combat
  When adventurers enter its domain the cloud has two modes of
  action.  First it can wait till the heroes are walking above, its
  parts popping suddenly into action.  Everyone attacked in this
  way suffers a -2 on his surprise roll.  Or it starts rising slowly
  and assembling its parts, becoming a normal human skeleton.
  This is not very frightening to more experienced heroes, as they
  have certainly faced skeletal monsters traveling though the
  realms of Ravenloft; but they are in for a surprise.  With a
  tremendous shriek the creature fires its body parts (around 200
  pieces) against the enemy.  Although not an attack, this sudden
  overwhelming wave of bones is cause for a fear check.  After
  reaching the enemy the cloud starts attacking with its two flying
  hands, doing 1d6 points of damage each, and biting for 1d8
  points of damage.  As all three parts act independently from
  each other the cloud can attack different foes at the same time
  while the remaining bones swarm around the characters,
  blurring sight, confusing spell casting and giving the creature
  an Armor Class of 0.  Three times per day it is able to create a
  tornado of bones.  Its bones start to fly around as if caught in a
  whirlwind, hitting everything in their way with incredible
  speed.  Its radius is 10 feet and every person finding himself in
  this area suffers 5d10 points of damage.  A successful saving
  throw against spells halves this damage.  This attack lasts for 1
  round and during that time the cloud cannot use its normal
  attacks.
  As it is a magically created being and not undead, the
  cloud of bones cannot be turned by a priest.  Additionally, it is
  immune to any mind-effecting magic and spells such as charm,
  hold, sleep and fear.  Natural attacks like poison or fire don’t
  bother it either.  Inflicting damage to this monster is also very
  hard.  First of all, it can only be hit by magical weapons with +2
  or better enchantment, and even then a hit inflicts only half
  damage be it pure steel or spells.  A dispel magic though will
  inflict 2d8 damage.  So it always takes a while to kill it but there
  is also one way to destroy this creature with a single blow.  One
  has to hit the sternum.  In a normal living being this bone holds
  the ribcage together in front of the body, protecting the heart
  from outer injury.  The cloud’s main, magical, evil energy is
  concentrated in this structure but unfortunately it is very hard to
  hit that piece while 200 other pieces are whirling around over
  someone’s head.  Anyway every character has a chance to hit it
  by luck.  If a player scores a successful hit he or she has a 0.5%
  chance hitting the sternum.  To determine this the player has to
  roll two 01’s on two consecutive percentile rolls.  If he makes it
  the sternum explodes, destroying the cloud immediately.
  The power of flight also gives the cloud another combat
  advantage.  It can stay high in the sky away from the melee
  weapons of the characters, firing three small bones as missile
  weapons every combat round, doing 1d4 damage each.
  Habitat/Society
  Created by powerful dark magics, the clouds of bones are not
  natural creatures and so have no society.  They roam those
  areas where they have been created or stationed by their master
  be it underwater, in dungeons or anywhere else in order to
  protect or guard a precious treasure.  Rumors say that a lich lord
  succeeded in creating an intelligent version of the cloud which
  wanders the Realms of Terror in search of victims for its
  master’s dreadful experiments.  But little is known about this
  being or its creator.
  Ecology
  The Cloud doesn’t need sleep or anything to eat, and lives until
  it is destroyed, usually in combat.  The creation of a cloud of
  bones is still a mystery either because no one has witnessed it or
  because they died before they could tell.
  
  C
  21
  COLD CALLER
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Temperate, subarctic, and arctic
  waterways
  Frequency:
  Uncommon
  Organization:
  School
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  4-16 (4d4)
  Armor Class:
  8
  Movement:
  Sw 24, Fl 12 (A)
  Hit Dice:
  1
  THAC0:
  18
  No. of Attacks:
  2
  Damage/Attack:
  1d4
  Special Attacks:
  Hypnotic dance
  Special Defenses:
  Immune to cold
  Magic Resistance:
  Nil
  Size:
  T (6-12” long)
  Morale:
  Unsteady (5-7)
  XP Value:
  175
  Cold Callers are the sirens of the winter night, baiting the
  curious and the foolhardy with their crooning song.
  These beautiful flying fish entrance their victims with a
  hypnotic dance and lead them to their doom beneath the
  ice.
  Cold callers look much like salmon.  Their scales
  are an iridescent sliver that brightly reflects all the colors
  of the rainbow even if the only source of light is the
  moon or the stars.  They have short diaphanous wings
  that are used to make their dance more enticing but have
  little to do with their flying abilities.
  Though intelligent, cold callers cannot speak and
  communicate with each other by a kind of empathic link.
  Combat
  Cold callers are usually first encountered when someone
  curious is drawn by their flute-like song.  The curious
  will find the cold callers doing a strange but beautiful
  dance in the air.  Witnesses of this dance must save vs.
  spell or become hypnotized and follow the cold callers
  wherever they go.  This hypnotism lasts until the witness
  loses sight of the cold callers or is wounded.
  The cold callers will lead the hypnotized person out
  onto thin ice and then crash through it to drop their
  victim into the freezing waters.  They celebrate their
  victim’s panicked struggles to find air and relish the
  victim’s terror as they nibble and nip at his numbing
  flesh.
  If cold callers are attacked out of the water they will
  usually flee unless it is readily apparent that they can
  overwhelm their opponents.  In the water cold callers
  have little fear of combat because of their great speed.
  Anyone attacking a cold caller in the water has a -3
  penalty to hit in addition to the normal modifiers.
  Cold callers attack by biting twice a round and are
  so maneuverable that they can direct these attacks against
  two targets should they choose.
  Habitat/Society
  Cold callers live only in the arctic and subarctic and
  migrate to temperate climes during the winter.  Cold
  callers generally remain in the water until the school
  needs to feed.  They gain sustenance from eating but also
  from the fear of their victims.  They can eat other animals
  but cold callers need to feed on the fear of a sentient a
  few times a month and during spawning they will attack a
  score or more sentients.
  
  C
  22
  CONQUEROR
  BUTTERFLY
  by Matthew B. Gordon
  Mississippi, USA (?)
  Climate/Terrain:
  Any temperate to tropical
  Frequency:
  Uncommon
  Organization:
  Swarm
  Activity Cycle:
  Any
  Diet:
  Parasite (larvae)/ Carrion (2nd stage)
  Negative emotions (adult)
  Intelligence:
  Semi (2)
  Treasure:
  Incidental
  Alignment:
  Neutral Evil
  No. Appearing:
  10-100
  Armor Class:
  8
  Movement:
  3, Fl 15 (A)
  Hit Dice:
  1 hit point
  THAC0:
  Nil
  No. of Attacks:
  Nil
  Damage/Attack:
  Nil
  Special Attacks:
  Larvae cloud
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  T (½” wingspan)
  Morale:
  Fearless (20)
  XP Value:
  200
  Conqueror butterflies are seemingly harmless servants of
  the dark powers of Ravenloft.  The adult form is that of a
  small, light blue butterfly with iridescent markings that
  vary greatly from region to region.  The larvae are grey
  worms varying in size from microscopic to 1/8” in size,
  and the intermediate stage resembles a common housefly.
  Combat
  Conquerors are usually encountered in the adult stage
  which lives up to 6 months in warm weather.  These
  seemingly innocuous insects gather near sites of death
  such as battlefields, graveyards, and plague-stricken
  towns.  They sense, and are drawn to, negative emotions
  such as hate, fear, and despondency.  They feed on this
  energy as well as gaining sustenance from the deaths of
  other creatures.  Anyone dying when a swarm of
  conquerors is near subtracts 10% from any raise dead
  attempt, as their spirit loses some energy.
  The real danger comes from the procreative efforts
  of these insects.  At the end of a battle, in any relatively
  peaceful situation, or when they are slain by being
  crushed they can (1/day) release a 5 foot diameter cloud
  of invisible but faintly sweet smelling gas.  Within the
  gas are hundreds of microscopic larvae.  Anyone in the
  area of effect must save vs. poison at -2 or inhale a group
  of larvae.  The larvae can infest carrion as well, but fare
  better in a living host.  Any creature eating a conqueror
  butterfly will automatically be infested.
  An infested corpse will produce 5-20 2nd stage, fly-
  like nymphs in about 3 months.  Living victims will
  notice no effect for the first month.  During the second
  month they will take 1-4 points of damage and lose a
  point of Strength and Dexterity each week!!  The third
  month sees a doubling of the damage (2-8 points each
  week), continued Strength and Dexterity loss as the
  larvae devour muscle tissue and damage nerves, and a
  loss of one point of Charisma per week as ugly black
  boils develop all over the victim’s body.  At the end of
  that month 10-100 fly-like nymphs erupt from these
  boils, causing 1 point of damage apiece.  The nymph
  stage itself is harmless and transforms to its adult form
  within one week.
  A victim can be cured only after a dispel evil is first
  cast to fend off the protection of the dark powers.  Only
  then will cure disease be effective, and only then can
  damage be healed and ability points be recovered.
  Damage heals normally, but magic must be used to
  restore ability points.  Heal or restoration will restore 1-
  4 points of Strength or Dexterity, but Charisma can only
  be restored by limited wish, wish, or regeneration.  A
  loss of 2 or more Charisma points will often cause the
  victim to be mistaken for a plague carrier due to the
  enduring pox-like scars!
  Habitat/Society
  Conqueror butterflies flock to any scene of death or
  strong negative emotions.  Their slight intelligence and
  taint of evil causes them to prefer humanoid victims.
  These asexual creatures congregate mostly from common
  diet, but also for the distraction provided by the swarm.
  Their evil can be detected but is so dispersed it seems to
  come more from the surrounding area than from any
  particular creature.
  Ecology
  Conqueror butterflies contribute nothing to the
  environment, except maybe providing food for other
  carrion eaters and mulch for plants.
  
  C
  23
  COYAANI
  by Lesley Flanagan
  Norfolk, England
  Climate/Terrain:
  The Mist / Any land
  Frequency:
  Rare
  Organization:
  Pack
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Low (5-7)
  Treasure:
  Nil (incidental)
  Alignment:
  Chaotic Evil
  No. Appearing:
  3-12
  Armor Class:
  5
  Movement:
  15, Fl 24 (B)
  Hit Dice:
  4
  THAC0:
  15
  No. of Attacks:
  3
  Damage/Attack:
  1-3 / 1-3 / 2-8
  Special Attacks:
  See below
  Special Defenses:
  Turn ethereal at will
  Magic Resistance:
  10%
  Size:
  M (5’)
  Morale:
  Elite (13-14)
  XP Value:
  1,400
  You can’t mistake the appearance of a Coyaani.  Its body
  is covered in fine sandy-colored fur and the face has a
  distinctive canine appearance.  It has large leathery
  wings equal in length to its entire body.  The creation of
  the coyaani is shrouded in legend and myth.  Some say it
  was the creation of an evil wizard many years ago who
  had a fear of rabbits, while others say they are creations
  of the dark powers and used as their “eyes.”
  Combat
  When the night begins, the coyaani fade out of the Mists.
  They generally fade out when their intended is facing in
  the opposite direction; this gives their opponent a -2 to
  their surprise rolls.  When a coyaani fights is generally
  uses its claws and bite.  The coyaani prefer to attack as a
  pack from all different directions, and they usually fly to
  gain an advantage of ground-based foes.  Every other
  round the coyaani can make a swoop attack, gaining a +2
  to hit.  They fly and walk with virtually no sound at all
  and so their opponents suffer a -2 to their surprise roll.
  A favorite tactic of the coyaani is the neck bite: it
  makes a called shot at only -2 to the attack roll because
  they know exactly where to strike.  This does double
  damage.  After the initial attack the coyaani doesn’t have
  to roll to attack but rolls for twice as much damage each
  round until its jaws are pried open with a successful
  Bend Bars roll.  The coyaani can be knocked off but this
  causes three times as much damage and the wounded
  creature loses 1 hp per round as its blood drains away.  If
  a character is reduced by 50% of its maximum hit points
  it loses consciousness and is either taken away by the
  coyaani or left to bleed to death.
  If the coyaani fail their morale check they turn
  ethereal and then “float” away at a Movement rate of 30.
  Habitat/Society
  The coyaani actually only exist at night time, when it is
  dark.  In the day time they can only be seen as glowing
  eyes inside of the Mist.  As soon as it gets dark the
  coyaani are able to fade out of the Mist and become solid
  creatures; this is when you should really fear the coyaani.
  The coyaani live only to kill other creatures; they have no
  real purpose or goals, only to survive.  The coyaani can
  choose exactly when to come out of the Mist and so
  usually wait until there are creatures they can defeat
  nearby.  If, however, the coyaani does not see any
  creatures nearby for a few hours they will generally come
  out of the mist and go in search of food.
  Any time they enter the Mist, no matter where or
  how far they are from the rest of their pack they will all
  be joined together upon entering the Mist.
  Ecology
  The coyaani live pretty much on top of the food chain
  seeing as when they are killed their body just turns into
  mist and floats away.  They can survive quite easily on
  rabbits and creatures like this, but prefer intelligent
  creatures such as humans and humanoids as these
  provide much more of a challenge for the coyaani.  The
  undead don’t go near them as they can sense that these
  creatures area part of the Mist and it scares them, as
  much as an undead creature can be scared.
  
  C
  24
  RUNNER—UP
  CREEPING SPIDER
  by Amber E. McRae
  Alabama, USA
  Climate/Terrain:
  Any non-arctic
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Nocturnal
  Diet:
  Carnivore
  Intelligence:
  Semi (2-4)
  Treasure:
  Nil
  Alignment:
  Neutral
  No. Appearing:
  1 (50-500)
  Armor Class:
  8 (10)
  Movement:
  12, Fl 15
  Hit Dice:
  2+2 (1)
  THAC0:
  17
  No. of Attacks:
  1 per spider
  Damage/Attack:
  1-6 (1)
  Special Attacks:
  Splitting (See below)
  Special Defenses:
  Splitting
  Magic Resistance:
  Nil
  Size:
  M (5’ diameter)/ T (1” diameter)
  Morale:
  Average (8)
  XP Value:
  340
  The creeping spider got its name due to its grotesque
  similarity to the creeping doom spell.  This spider, in its
  natural form, appears as a rather ordinary, albeit large,
  spider.  It is black and furry, roughly 5’ in diameter, and
  its one strikingly unusual feature is its thin, bat-like
  wings.  The wings are so thin and small they almost
  appear vestigial.  However, they are quite functional.
  The creeping spider possesses one unique trait; the
  ability to “split.”  The large spider can become 50-500
  regular spiders, all linked by a single mind.
  Combat
  The creeping spider can attack normally from the air or
  ground, but its favorite attack is the one which got it its
  name.  Silent and invisible against the night sky, the
  creeping spider will fly over top of its victim and split in
  midair, resulting in a few hundred tiny spiders dropping
  on the victim unexpectedly from above.  A few victims
  have been known to die from sheer terror.
  Habitat/Society
  Creeping spiders are solitary by nature.  They never
  interact, except for mating purposes, and they mark their
  territory with large, ornate webs.  Creeping spiders tend
  to live as many tiny spiders spread out over their
  territory, acting as a territorial alarm system.  If anyone
  enters its territory, the creeping spider knows.
  The creeping spider rarely leaves its territory, which
  is circular with a 1 to 5 mile radius.  It prefers to live,
  hunt, and die in the same area all its life.
  Ecology
  The creeping spider is a carnivore.  It shifts between its
  large and small spider forms, hunting any meat which
  enters its territory - including humanoids.  Its natural
  form is a large spider, and in this form it eats rabbits,
  squirrels, foxes, and any other large animals in its
  territory. When hunting becomes scarce it will assume its
  small spider form and hunt insects, which prove more
  abundant.  It prefers to attack solitary victims, bit if
  starving has been known to attack large adventurers.
  A creeping spider which has split can reform so long
  as 50% of its spiders remain.  However, if over 25% of
  its spiders are killed, the spider will be lean and weak
  when it reforms, and must spend ld4 weeks resting and
  feeding.
  
  D
  25
  DARKANGEL
  by Johnathan M. Richards
  Nebraska, USA (NE)
  Climate/Terrain:
  Any land
  Frequency:
  Very rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Life energy
  Intelligence:
  Genius (17-18)
  Treasure:
  See below
  Alignment:
  Lawful Evil
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  12, Fl 30 (B)
  Hit Dice:
  10
  THAC0:
  11
  No. of Attacks:
  1
  Damage/Attack:
  By weapon
  Special Attacks:
  Energy drain, Charm gaze
  Special Defenses:
  +1 or better magic weapons to hit,
  Immune to poison, gas, sleep spells,
  fire, and cold-based attacks.
  Magic Resistance:
  30%
  Size:
  M
  Morale:
  Champion (16)
  XP Value:
  10,000
  It is said that the worst evil often wears the guise of
  goodness, and this holds especially true of the Darkangel.
  Darkangels look very much like devas, perfectly-formed
  humanoids with wings of pure-white feathers sprouting
  from their backs.  Their features are almost elven in
  appearance, with alabaster skin as smooth as porcelain.
  Males and females alike wear their hair about shoulder
  length and have long, delicate fingers.  Both sexes wear
  long, flowing robes of white or silver.  Their facial
  expressions always radiate tranquillity, peacefulness, and
  a total harmony with the world around them.  Their
  musical voices captivate all who hear them; darkangels
  have an effective 18 Charisma rating.
  Combat
  A darkangel seldom deigns to enter melee combat,
  deeming itself far above such matters.  Instead, it uses
  minions to perform such tasks as necessary.  Anyone
  merely gazing at a darkangel must save vs. paralyzation
  at -4 or be immobilized with awe at the creature's
  unnatural beauty; meeting a darkangel’s gaze forces a
  save vs. spell or the victim becomes charmed as per the
  first-level wizard spell charm person.  Those charmed
  by a darkangel perform the creature's bidding without
  question or hesitation, and remain the darkangel’s thrall
  until one or the other is slain.  Those that make their save
  vs. spell are thereafter aware of the darkangel’s powers
  and intentions, and remain immune to that particular
  creature's charm gaze.  Such individuals are immediately
  attacked by the darkangel’s minions, in an attempt to
  destroy a possible threat to their beloved master.
  If a darkangel ever finds itself needing to personally
  engage in melee combat, it does so with a weapon,
  usually a magical one.  Darkangels often carry flaming
  swords, although they can also wield any weapon or
  magical item usable by wizards.  Even while in physical
  combat, their features show absolute detachment, as if
  they were above such mortal concerns.  They do not raise
  their voices, wince in pain, or show any sign of
  involvement at all.
  Darkangels possess a 30% magic resistance.  They
  are immune to poison, gas, sleep spells, fire and cold-
  based attacks, and +1 or better magical weapons are
  required to hit them.  If sorely pressed in combat, a
  darkangel can teleport without error twice per day.  They
  are not discomfited at the sight of holy symbols, and thus
  cannot be turned by priests.
  Habitat/Society
  Darkangels are solitary beings in that they are never
  found with others of their kind.  They do, however,
  gather a flock of charmed minions to do their dirty work
  and to provide them sustenance.  A darkangel will often
  establish its stronghold in a church, temple, monastery,
  or other religious establishment, passing itself off as a
  deva or the avatar of a god to the clerics residing there.
  Priests make for excellent thralls, as they are able to
  bring forth large numbers of followers to the darkangel to
  be charmed.  Many instances of entire towns and villages
  becoming the thralls of a darkangel have been
  documented.
  Once a church has been taken over, the darkangel
  slowly and subtly begins changing the behavior of the
  congregations.  Even lawful good congregations are
  slowly converted to the ways of evil, one little step at a
  time.  Even those who are not directly under the
  darkangel’s sway can become swept up in alignment
  changes, as their lawful good priests and clergymen, the
  people they look to for advice and leadership, start to
  behave differently and lead them down evil paths.
  Darkangels can only hold a total of 100 Hit Dice of
  thralls at any one given time.  Once a victim has fallen to
  the darkangel’s charm gaze, not even the darkangel can
  release him.  Therefore, darkangels are careful to charm
  priests and other powerful townspeople (the mayor, the
  captain of the guard, etc.) first.  Typically, they like to
  
  D
  26
  keep about 75 HD worth of charmed minions at a time,
  reserving the other 25 HD for emergencies.  As charmed
  minions are slain, they are replaced with others to keep
  the balance about right.
  Ecology
  Darkangels feed directly on life energy, but can only feed
  on a willing victim—that is, one who has fallen under the
  sway of the darkangel’s charm.  Thus, the power is not
  usable on enemies in combat.  The darkangel need only
  touch its victim in order to drain his life-force: 1d6 hit
  points of energy are drained each round, during which
  time the victim's flesh shrivels on his bones.  Even as his
  life is being drained away, the darkangel’s victim wears a
  look of absolute ecstasy, and often tears of joy stream
  down his face at the chance to serve his master in such a
  fashion.  At the end of the feeding session, the victim is
  nothing more than a pile of bones.  Darkangels can heal
  damage to their bodies in this fashion, but must feed once
  a week on a human's entire life-force in any case.  Excess
  hit points (those not used to heal damage) are absorbed
  as nourishment.
  Although darkangels have been seen in both male
  and female forms, they do not seem to mate or age.  It is
  believed that darkangels are either denizens from another
  plane, drawn into the Demiplane of Dread by the lure of
  evil and unable (or unwilling) to return, or that they are
  manifestations of the evil permeating the atmosphere of
  Ravenloft.  In either case, they are a plague upon the
  human race, seeing mankind only as a source of both
  nourishment and amusement as they play their wicked
  games.
  
  D
  27
  DELSMAR
  by Tim Bosley
  Michigan, USA (MI)
  Climate/Terrain:
  Any land
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Nil
  Intelligence:
  Exceptional (15-16)
  Treasure:
  W
  Alignment:
  Neutral Evil
  No. Appearing:
  1
  Armor Class:
  3 (6)
  Movement:
  12, Fl 24
  Hit Dice:
  10+ (by level)
  THAC0:
  10 (or lower)
  No. of Attacks:
  2 or 1
  Damage/Attack:
  1d6 / 1d6 or by weapon
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  Nil
  Size:
  M (6½’- 7’ tall)
  Morale:
  Fearless (20)
  XP Value:
  Normal
  7,000 (+1,000 XP/
  extra HD)
  Spellcasting
  9,000 (+1,000 XP/
  extra HD)
  Delsmar are large demon-like creatures standing over 6
  feet tall and with a hideous appearance to match.  Their
  faces resemble that of a human skull; the eyes are set
  deep in the head and glow red from the magic that
  created them, often chilling living opponents to the bone.
  The coloration of their massive body ranges from the dull
  gray of dead flesh to a deep red hue, resembling the color
  of blood.  Their flesh is no longer the soft penetrable skin
  that it once was, but rather has hardened to make a crude
  exoskeleton.  (It is still soft enough to move at the joints,
  however.)  The wings on the creature’s back are huge,
  nearly as big as the delsmar itself, and are bat-like in
  appearance.  Hands and feet of the demon sport large
  claws, and its feet act as if they were a birds talons,
  allowing it to land and stay on things with little surface
  area.  From a distance, delsmars can pass vaguely as a
  large human.
  Combat
  Before engaging foolishly in combat, the delsmar uses
  his flight as an advantage.  He flies circles around the
  target far above them, and judges their prowess (15%
  chance of being spotted).  When it comes to a decision it
  uses a dive attack (+4 attack/damage) from above, effectively
  surprising the party (-4 penalty to surprise roll) if they did not
  see him spying on them.  Once in combat, the delsmar will use
  any and all magical items it has to its full advantage.  He will
  attack any spellcasters first, then warriors with missile weapons,
  and last, those with melee, so it can open as many escape routes
  as possible if something goes wrong.  Delsmar can only be hit
  by a +1 or silver weapon; blessed weapons will also injure it.
  Holy water effects it greatly, causing 3d6 damage if hit with a
  vial, and ld6 if splashed.  Delsmar can easily detect paladins;
  that is the primary purpose to the delsmar, to find and destroy
  anyone dramatically opposed to the darklord’s presence.  For
  that purpose, they have an additional +2 to attacks on paladins
  as well as a fear aura of 30’, which cancels out the paladin’s
  holy aura.  The only way to escape the fear aura is to avoid
  looking into the delsmar’s eyes (-4 attack penalty).
  Habitat/Society
  Delsmar are created solely to serve a darklord.  No darklord
  may create more than one, as it is to taxing to control two.
  Only darklords may create delsmar.  Those darklords must be
  of at least 15th-level and be either a mage or priest.  The process
  of creating the delsmar is unknown, except that the darklord
  must use the soul of a high-level servant, and that the dark
  powers have a hand in giving it life.  The creature is
  telepathically linked to its creator until death comes to either
  one.  If the darklord is ever killed or incapacitated for more than
  8 hours, he loses control of the delsmar forever.  Delsmar may
  never break the will of his master, unless the darklord was
  foolish and created one of higher level than himself, which
  entitles the delsmar a saving throw vs. rods to become
  independent.  A failed attempt to thwart a darklord’s attempt to
  control it, though, is taxing on the delsmar and it cannot try
  again for a full week.  Once free of the darklord’s power, the
  delsmar will always make attempts at the darklord’s life (if he is
  still alive).  Then the powers of the servant’s former class and
  race come back to functioning, making it more powerful still.
  Mages and priests regain spell abilities at their former level,
  rogues regain thieving abilities, and fighters regain effects of
  specialization.
  Ecology
  Delsmar have no place in the natural order of life.  They exist
  for no other reason than to be a servant to a dark lord.  Delsmar
  create a sinkhole of evil as do powerful undead, but are not
  considered undead for purposes of turning.
  Variants
  A very few delsmar retain a small knowledge of spells, if they
  could cast any in life.  There is a 15% chance that the delsmar
  can cast spells as if 7th-level.  If freed from servitude, all spells
  return as in life and all delsmar, whether spellcasting or non-
  spellcasting, begin to gain experience and levels as their class
  allows.
  
  D
  28
  DEMONSPAWN
  by Eric Jwo
  California, USA
  Lesser
  Greater
  Climate/Terrain:
  Any (humanoid body)
  Any (humanoid body)
  Frequency:
  Rare
  Very Rare
  Organization:
  Solitary
  Solitary
  Activity Cycle:
  Night
  Night
  Diet:
  Carnivore
  Carnivore
  Intelligence:
  Genius (17-18)
  Supra-genius (19-20)
  Treasure:
  J, K
  A
  Alignment:
  Chaotic Evil
  Chaotic Evil
  No. Appearing:
  1
  1
  Armor Class:
  0
  -4
  Movement:
  12, Fl 24
  12, Fl 24
  Hit Dice:
  12+2
  15+5
  THAC0:
  9
  5
  No. of Attacks:
  4
  4
  Damage/Attack:
  1-8/1-8/1-10/1-12
  1-10/1-10/1-12/2-16
  Special Attacks:
  Poison
  Poison, Special (see below)
  Special Defenses:
  See below
  See below
  Magic Resistance:
  30%
  60%
  Size:
  L (12’)
  L (13’)
  Morale:
  Elite (14)
  Fearless (19)
  XP Value:
  7,000
  7,000
  Demonspawn are large, winged humanoids.  They have
  reddish, gnarled skin, and large, bat-like wings.  They
  can walk upright, or crawl on all fours.  A long,
  scorpion-like tail acts as a counterbalance, and sports a
  wickedly barbed point.  Their skin is very hard and tough
  to penetrate.  Their bodies are hairless, elongated, and
  heavily muscled.
  Demonspawn are the result of a magical experiment
  on a pit fiend gone horribly wrong.  It seems that a
  powerful necromancer had been trapped on the
  Demiplane of Dread.  Seeking a way out, he
  experimented on creatures from the Abyss, believing that
  Ravenloft had a direct connection with the Nine Hells.
  Unfortunately, his creation broke free, and slew its
  captor.  Since then, the winged devils men call
  demonspawn have scattered across the lands of Ravenloft
  and beyond.
  Demonspawn care only for survival.  Sunlight will
  instantly slay a demonspawn.  Because of this
  demonspawn have the ability to “jump” into a humanoid
  body, and hibernate there until the night.  Thus,
  demonspawn jump from host to host, and awaken to feed
  at sundown.  All demonspawn can speak Common, and
  several other languages of their area.
  Combat
  Demonspawn attack with their sharp talons (ld8/ld8), a
  bite attack (1d10), and with their tail (ldl2).  Any hero
  bitten by a demonspawn, or stung with a demonspawn’s
  tail, must succeed in a save vs. poison at -4 or die.
  Demonspawn prefer to swoop down on potential
  hosts or food rather than confront them directly.
  Demonspawn never use weapons, as they like to kill with
  their bare hands.  Demonspawn love to kill, and will do
  so even if they are not hungry.
  Habitat/Society
  Demonspawn must seek refuge in a humanoid body
  during the day, because sunlight will automatically slay
  any exposed demonspawn.  Hiding indoors,
  underground, or other places away from the light will not
  help.  The instant the sun comes up, a demonspawn melts
  into a puddle of reddish slop.  When a demonspawn
  wants to “jump” into a humanoid, he must poison his
  victim, and while the host is under the effects of the
  toxin, the demonspawn transforms into a gaseous state,
  which is colorless, odorless, and tasteless, and is inhaled
  
  D
  29
  into the victim.  If the host succumbs to the poison (he
  fails in his saving throw), then the demonspawn stays,
  and the host survives the poison.  If the saving throw is
  successful, then the demonspawn will have to try again.
  If poisoned, the host gets no saving throw to ward off the
  demonspawn.
  When night arrives, a demonspawn will erupt out of
  a host, dealing the host 6d6 damage.  If the host is still
  living, the demonspawn will most likely make a meal of
  him.  All the wounds a demonspawn suffered during the
  previous night will be healed.  Should a host be killed
  during the day, the demonspawn will travel in its gaseous
  state to the closest humanoid body, and hibernate there.
  Because the body has not been prepared with poison, the
  host can attempt a save vs. death magic.  If successful,
  then the demonspawn is destroyed.  If not, then the
  demonspawn stays in the body until night.
  A demonspawn can attempt to control its host up to
  six times per day.  The host gets a saving throw vs.
  magic, but if he fails, the demonspawn can force him to
  do any one thing.  Should the task be against the host’s
  beliefs or will, such as killing a loved one, then apply a
  +4 bonus to the saving throw.
  Demonspawn do not have female counterparts.  To
  reproduce, they need to coerce a host to mate with a
  member of their own species.  The product of such a
  union will be a child containing a demonspawn “seed.”
  After six months of hibernation, this demonspawn will
  burst out of the child fully grown.
  A demonspawn has the potential to live forever.
  Some sages have reported demonspawn that are over a
  thousand years old.
  Ecology
  Demonspawn have no social interaction with each other.
  Occasionally, two will battle over territory, or hosts, but
  that’s it.
  GREATER DEMONSPAWN
  Some demonspawn who have lived for over five hundred
  years have developed some unique powers that lesser
  demonspawn do not possess.  Termed “Greater
  Demonspawn” by some sages, these creatures are even
  more deadly then lesser demonspawn.
  When a greater demonspawn resides in a host, the
  demonspawn can control the host.  The greater
  demonspawn also has complete access to the host’s
  various powers, including sorcery.  Therefore, if a
  greater demonspawn resided in an 18th-level mage, then
  he would be able to control the mage directly, and also
  cast the mage’s spells.  This ability ends when the
  demonspawn exits the host.  A demonspawn need not
  exit its host at night.  Therefore, demonspawn can remain
  in a host body for an indefinite amount of time.  Hunger
  does affect demonspawn, but they can survive without
  food.  The urge to kill however, often compels greater
  demonspawn to emerge from a host at least once in a
  while.
  Also, greater demonspawn are not instantly slain by
  sunlight.  For every round exposed to sunlight, a greater
  demonspawn suffers 3 points of damage.  Should a
  greater demonspawn take refuge from the sun, he will not
  take damage.  However, to heal any damage, a greater
  demonspawn must reside in a host body for one day as
  with the lesser demonspawn.
  In additional to these powers, a greater demonspawn
  has the following magical abilities that he can use once
  per day.  A greater demonspawn cannot use these powers
  while in a host body.  These powers are control weather,
  fireball, antimagic shell, and advanced illusion.  A
  greater demonspawn can also cast suggestion 3/day,
  power word: kill 1/week, and darkness, 15’ radius
  6/day.  All spells are cast as if the demonspawn was a
  15th-level mage.
  Every greater demonspawn is unique because of
  their ability to imprint magical script into their memory.
  For every day a greater demonspawn spends controlling
  a mage, he has a 10% cumulative chance of being able to
  cast that mage’s spells permanently.  For example, if a
  greater demonspawn spends six days controlling a 6th-
  level mage, then he has a 60% chance of being able to
  cast spells as a 6th-level mage permanently.  These
  effects are not cumulative, so a demonspawn who resided
  in a 4th-level mage and a 5th-level mage cannot cast
  spells as a 9th-level mage.  However, a greater
  demonspawn who can cast spells as a 9th-level mage will
  be able to cast spells as a 11th-level mage if he resides in
  the body of an 11th-level mage for 10 days.  All spells
  that the demonspawn can cast are from the spell books of
  the mages who he has resided in, so a greater
  demonspawn can never cast a lightning bolt spell unless
  he absorbed the magic of a mage who could.  All spells
  are cast without components, and magically return to the
  greater demonspawn’s mind after a day residing in a
  host.  The greater demonspawn’s ability to cast spells is
  different than its magical abilities.  Therefore, a greater
  demonspawn who can cast spells as a 19th-level mage
  cannot use its innate abilities as if it were a 19th-level
  mage.
  
  D
  30
  Once again, we, the hunters of Torgov in Vorostokov, go out to find food.
  Though almost all animals with the exception of man-eating wolves have departed
  the land, there must be something.  Suddenly Dmitri cries out in terror, and I turn
  around to a strange mist that has almost a human-like form.  I pull back, crying to
  my companions, as the body of my young friend tumbles to earth, totally devoid of
  all heat!  The mist turns to me, and I run and run . . .
  —hunter Fyodr Drakas
  DIAFRIJAS
  by Bevan Thomas
  British Columbia, Canada
  Climate/Terrain:
  Arctic
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Low (5-7)
  Treasure:
  Incidental
  Alignment:
  Chaotic Evil
  No. Appearing:
  1 (1d6)
  Armor Class:
  2
  Movement:
  Fl 15 (C)
  Hit Dice:
  6
  THAC0:
  13
  No. of Attacks:
  2
  Damage/Attack:
  1-6/1-6
  Special Attacks:
  Heat drain, Surprise
  Special Defenses:
  +1 or better weapons to hit, Magic
  immunity
  Magic Resistance:
  20%
  Size:
  N/A
  Morale:
  Elite (13-14)
  XP Value:
  3,000
  Diafrijas, or mist devils, were originally encountered in
  Vorostokov, the frigid domain of Gregor Zolnik in the
  land of Ravenloft.  They are feared monstrosities that
  cause torment to all those near.
  A diafrijas is hard to distinguish from the frigid mist
  that usually frequents Vorostokov; there is only a 15%
  chance of sighting the creature.  Those that do notice it
  see a vaguely human face with glowing, red eyes and
  fangs.  Two ethereal fists hang at the monster’s side.
  Combat
  As mentioned before, there is only a 15% chance of
  distinguishing a mist devil from the mists that surround
  it.  This grants a diafrijas +4 to hit most opponents and
  they in turn have a -4 penalty to hit it.  The diafrijas also
  always surprises opponents.
  The diafrijas attacks with two fists; each inflicts ld6
  points of damage and drains heat from the victim.  The
  target looses three points of Constitution from each hit,
  and if his Constitution reaches 2, he falls into a coma; if it
  reaches 0, he dies.  Lost Constitution points can be
  recovered if the victim is near a large fire and other
  source of heat.  He then recovers 1 point per hour.
  The diafrijas can only be hit by +1 or better
  weapons, any other weapons pass right through them.
  They are immune to charm and hold spells, and any cold
  attacks on them heal the same amount of damage that the
  attack was supposed to inflict (i.e. a cone of cold would
  heal 1d4+1 points of damage per level of the caster).
  Damage healed in such a way cannot be increased above
  the diafrijas’ original hit points.  A diafrijas automatically
  fails any saves against fire or heat attacks, and all such
  attacks inflict one extra hit point per die.
  Habitat/Society
  It is unclear where the diafrijas came from.  It has been
  suggested that they are creations of the dark powers sent
  to torment men, though this theory lacks substance, since
  diafrijas have appeared on other worlds.  Other
  suggestions are that it is a kind of fiend, or perhaps a
  form of polar undead.  Perhaps their true origins will
  never be known.
  The diafrijas are almost always solitary, though there
  have been tales of swarms of heat-taking mists attacking
  wayward travelers.
  It is unknown how diafrijas reproduce, if at all.
  Ecology
  The diafrijas live off the body heat of living creatures.
  For each day they go without draining the heat of at least
  one creature, they lose ld8 hit points that cannot be
  healed until the diafrijas feasts.
  
  D
  31
  DRAGON,
  TARNISHED
  (GREZANLETYR)
  by Jon Stacey
  South Dakota, USA
  Climate/Terrain:
  Arid and temperate hills and
  mountains
  Frequency:
  Unique
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Special
  Intelligence:
  14
  Treasure:
  H, S
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  -3
  Movement:
  9, Fl 30 (C), Jp 3
  Hit Dice:
  15 (67 hit points)
  THAC0:
  3
  No. of Attacks:
  3 (claw/claw/bite)
  Damage/Attack:
  1d6 / 1d6 / 5d4
  Special Attacks:
  Breath weapon (12d6+6 or special),
  Spells, Magical abilities
  Special Defenses:
  Spells, Magical abilities
  Magic Resistance:
  15%
  Size:
  G (55’ body, 45’ tail)
  Morale:
  Elite (16)
  XP Value:
  15,000
  Grezanletyr, the tarnished dragon, is an adult copper
  dragon from Faerûn who has succumbed to his own
  greed and selfishness.  He appears emaciated and sickly;
  his ribs show through his sides and his wings are
  perforated.  His scales have lost their metallic shine and
  copper oxide covers most with a dark green crust.
  Grezanletyr’s greed gives him an almost one track
  mind—the tarnished dragon would stop at nothing, save
  his life, to obtain something of value which he has
  spotted, be it a platinum statue or a handful of copper
  coins.  However, he still enjoys a good (preferably
  morbid) joke or riddle if there is nothing valuable nearby,
  reacting as described for copper dragons in the
  Monstrous Manual.
  Grezanletyr can speak the language of copper
  dragons and good dragons (both nearly useless in
  Ravenloft), but not the tongue of evil dragons.  The
  tarnished dragon has the ability to communicate with any
  intelligent creature.
  Combat
  Grezanletyr fights as described under the copper dragon
  entry in the Monstrous Manual with one exception: he
  will use his flesh to stone ability on the opponent who is
  the greatest threat.
  Breath weapon/special abilities:  Grezanletyr’s
  first breath weapon is a cloud of gas that mimics the
  effect of the cloudkill spell.  The cloud is 30’ long, 20’
  wide, and 20’ high.  The second remains the same: an
  acid spurt 70’ long and 5’ wide (12d6+6 for damage,
  save vs. breath weapon for half damage).
  Grezanletyr also possesses the following abilities:
  immunity to acid, spider climb on stone surfaces, poison
  three times a day (as the reverse of the priest spell
  neutralize poison), stone shape twice a day, flesh to
  stone once a day, and can cast three 1st-level wizard
  spells.  He casts spells and uses magical abilities at 13th-
  level.
  Habitat/Society
  Grezanletyr was vastly more selfish and greedy than his
  brethren, and had occasionally used tactics more typical
  of chromatic dragons.  This was rare though, since he
  kept most of his urges in check.  However, when he
  made a raid on a gypsy caravan to obtain a magical gem,
  a young gypsy girl laid a curse on him as he struck her
  down.  Afterwards, Grezanletyr found it impossible to
  resist his greed and succumbed to raiding merchant
  caravans, villages, and even the lairs of other good
  dragons, becoming more cruel with each passing day.
  Finally, he even attempted to raid the lair of his mate
  because he coveted a great crown she possessed.  His
  mate returned in time to catch him entering and, being
  aware of his recent changes, sent a magical distress call
  to her brother before confronting Grezanletyr.  Unwilling
  to abandon the treasure, he attacked her.
  Grezanletyr delivered the killing blow just as his
  mate’s brother was arriving with two other dragons.  All
  three struck Grezanletyr with their breath weapons,
  wounding him severely.  The brother flew to his sister’s
  side as the second copper and the silver pursued the
  fleeing murderer.  Grezanletyr flew into a mist-filled
  mountain valley and disappeared.  His pursuers spent an
  entire day searching the valley for him.
  The fog was the Mists of Ravenloft responding to
  Grezanletyr’s evil act.  He was brought into the
  Demiplane and left to wander the Border Mists for nearly
  six months before entering Hazlan.  Changed by the dark
  powers and craving treasure, Grezanletyr made several
  
  D
  32
  raids in Hazlan until he was challenged and nearly killed
  by Hazlik.
  Grezanletyr fled to Forlorn where he is constructing
  a lair (as described in the Monstrous Manual) and so far,
  Tristan ApBlanc, the Darklord of Forlorn, has not
  intervened. Grezanletyr makes occasional raids into
  neighboring domains under the cover of night.  He
  understands that he is probably the only dragon in this
  new land, and uses the night to conceal his true nature,
  lest he draw too much unwanted attention.  With his
  continued corruption, it is likely a new domain would
  open up for him should Grezanletyr enter the Mists
  again.
  In actuality, Grezanletyr is not cursed.  The gypsy
  woman’s words held no power, but they gave him a way
  to condone his own greed.  This self-delusion to
  rationalize his evil is what attracted the dark powers to
  Grezanletyr.
  Ecology
  Grezanletyr must consume 1000 gold pieces worth of
  metal (coins, ore, jewelry, etc.) or a gem worth at least
  1000 gold pieces every week or lose 1 hit die.  Should he
  ever be reduced to 0 hit dice, he will die.  The tarnished
  dragon despises having to consume his own treasure
  (thereby destroying it) and has skipped this requirement
  several times.  As a result, his total hit dice is usually
  lower than his normal 15, but rarely does he allow it to
  fall below 10.  The loss of hit dice also results in a loss of
  total hit points.  He can regain loss hit dice (and hit
  points) by consuming extra metal or gems at the rate of
  one hit die for every additional 1000 gold pieces.  The hit
  dice return over a 24 hour period.
  Grezanletyr still hunts for prey; although he no
  longer gains nourishment from meat, he still enjoys the
  hunt.
  
  D
  33
  DRAGONSKULL
  GUARDIAN
  by Scott Stein
  Arizona, USA
  Climate/Terrain:
  Any Land
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Nil
  Intelligence:
  As in life (per individual dragon type)
  Treasure:
  Any
  Alignment:
  Any Evil
  No. Appearing:
  1
  Armor Class:
  See below
  Movement:
  FL 18 (A)
  Hit Dice:
  As per former dragon type
  THAC0:
  As per former dragon type
  No. of Attacks:
  1 (bite)
  Damage/Attack:
  As per former dragon type +1d10
  chill damage
  Special Attacks:
  Breath weapon, Spell use
  Special Defenses:
  Regeneration, +1 magical weapon to
  hit, Undead immunities
  Magic Resistance:
  As per former dragon type
  Size:
  M
  Morale:
  Fanatic (17-18)
  XP Value:
  7,000 +1,000 per hit die
  Dragonskulls are powerful undead guardians originally
  created by The Cult of the Dragon using techniques
  similar to those needed to create Flameskulls and
  Dracoliches.  Knowledge of their creation has recently
  spread to several darklords of Ravenloft.
  A dragonskull is created from the skull of an adult or
  older, evil dragon.  It moves silently about using a natural
  flight ability similar to levitation.  Dragonskulls retain the
  memory and intelligence of their original form, including
  the ability to speak, cast spells, and use the breath
  weapon it had in life.  It may casts each of its spells once
  per day and use its breath weapon once every three
  rounds.
  The dragonskull retains the ability to detect invisible
  objects and creatures.
  Combat
  The undead nature of a dragonskull gives it immunity to
  charm, sleep, cold, electricity, hold, and death related
  spells.  In addition, they are unaffected by poison,
  paralysis, and non-magical weapons.  Magical edged
  weapons inflict only half-damage.  They are turned as
  liches and have the magic resistance of their original
  form.  The Armor Class of a dragonskull is equal to its
  original form, bettered by -2.  The dragonskull causes
  fear at half the potency it had in life.
  Dragonskulls are spiteful of their forced servitude
  and will behave accordingly.  Their attacks will always
  be vicious, starting with the breath weapon and following
  with the most powerful spells.  The dragonskull will bite
  for damage equal to the type of dragon + 1d10 points of
  chilling damage.  Victims bitten must save vs.
  paralyzation.  Those failing their save are paralyzed for
  2d4 rounds.  These creatures regenerate 2 hit points per
  round and reform even when shattered or crushed unless
  a dispel magic, exorcise, or remove curse is cast
  immediately on the remains, or the remnants are
  immersed in holy water.
  Habitat/Society
  The creation of a dragonskull requires the spirit of the
  dragon to be forced into servitude.  This leaves the
  creature only the tasks of its master and the memories of
  its former life.  The bond between the dragonskull and its
  master allows the master to ‘see’ through its eyes and
  communicate via telepathy.  The dragonskull will obey
  the master’s wishes to the letter unless the master is
  slain.  The dragonskull may then seek to bargain for its
  freedom or invite its own destruction to find final peace.
  The dragonskull is a powerful creation and will never
  allow itself to be controlled if the master is slain.
  Ecology
  Dragonskulls have no place in the ecology.  Their
  existence is valuable to wizards, alchemists, and those
  seeking the arcane knowledge possessed by The Cult of
  the Dragon.  They need no sustenance, but may eat in an
  attempt to reclaim the satisfaction it brought them in life.
  
  D
  34
  DREADWING
  STALKER
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Organization:
  Singular
  Activity Cycle:
  Night
  Diet:
  Nil
  Intelligence:
  Non- (0)
  Treasure:
  Nil
  Alignment:
  Lawful Evil
  No. Appearing:
  1
  Armor Class:
  5
  Movement:
  3, Fl 15 (C)
  Hit Dice:
  3
  THAC0:
  16
  No. of Attacks:
  1
  Damage/Attack:
  Nil
  Special Attacks:
  Horror, Suffocation, Undead creation
  Special Defenses:
  Immune to blunt and piercing
  weapons
  Magic Resistance:
  50%
  Size:
  S-M
  Morale:
  Fearless (20)
  XP Value:
  135
  A dreadwing stalker is a dangerous form of undead
  composed of the flesh of a person who was flayed to
  death.  In Ravenloft, such a mound of skin may
  spontaneously animate and begin to hunt its killers and
  their families.  A dreadwing at rest looks like a pile of
  scraps of leather.  An active dreadwing looks like a
  leather net being carried on the breeze or crawling along
  across the ground.
  Combat
  As a mindless undead, it is immune to mind-effecting
  spells.  Its nature also renders a dreadwing stalker
  immune to blunt and impaling attacks.  Its method of
  attack is to silently fly over a victim and drop onto the
  victim’s head.  A successful hit means that a dreadwing
  stalker has grabbed a victim and has wrapped itself
  around the victim’s head and has begun suffocating it
  (use drowning rules).  During the attack, a dreadwing
  radiates an aura of horror (30’ radius).  People who save
  vs horror may act at a -1 penalty.  Failing the horror
  check has the usual results.  Attacks on a dreadwing
  automatically hit its victim, even if the dreadwing is
  immune to the attack form.
  Anyone who dies while wrapped in a dreadwing
  stalker will arise as an undead of equal level/HD to what
  the victim had in life within 1d4+1 hours.
  A dreadwing stalker is turned as a ghoul.
  Habitat/Society
  A dreadwing stalker is a creature of vengeance that seeks
  to wipe out the families of those who killed it.  There are
  rumors of dreadwings controlling the undead they create,
  but so far the evidence indicates that these undead gather
  together out of a lack of motivation to do anything else.
  Ecology
  As an undead, a dreadwing stalker has no impact on the
  ecology.
  
  D
  35
  DUSK MOTH
  by Clinton Boomer
  Illinois, USA
  Climate/Terrain:
  All, Warm climates preferred
  Frequency:
  Very Rare / Rare
  Organization:
  Solitary, Occasional swarm
  Activity Cycle:
  Nocturnal only
  Diet:
  Hemovore
  Intelligence:
  Animal to Semi (3-4)
  Treasure:
  None
  Alignment:
  Neutral (Neutral Evil)
  No. Appearing:
  1-2 / Swarm 20-200 (20d10)
  Armor Class:
  3, 6 while immobile
  Movement:
  Fl 48 (A)
  Hit Dice:
  1-1 (4 hp)
  THAC0:
  20
  No. of Attacks:
  1
  Damage/Attack:
  1 (bite) + 1 hp /every other round
  (blood drain)
  Special Attacks:
  Blood drain, Egg infection
  Special Defenses:
  Shadow dropping
  Magic Resistance:
  Nil
  Size:
  T (1” wingspan)
  Morale:
  Unreliable (4)
  XP Value:
  120
  Dusk Moths appear identical to regular moths except for
  their extremely dark coloration—in normal light they
  appear almost black & they trail a stream of dark, smoky
  shadowstuff as they flutter about at night.  They are hard
  to see at night & are nearly invisible to undead.  They act
  like normal moths and are likely to be mistaken for them
  by the unaware.
  Combat
  Dusk moths very rarely enter combat, instead feeding
  from animals, sleeping humans & isolated creatures.
  The bite of the dusk moth does only 1 hit point of
  damage & the dusk moth can suck only 1 hit point of
  blood draining damage every 2 rounds.  Obviously,
  attacks by dusk moths are only dangerous in large
  numbers.
  Sometimes large numbers of dusk moths band
  together for short periods and use their ability to
  “shadowdrop,” a swarm of up to 200 moths suddenly
  emerging from a shadow and ravenously sucking
  everyone in the immediate vicinity bone-dry.  However,
  this behavior is rare, and such events have few casualties,
  since dusk moths are easily sated.
  Far more dangerous are the breeding habits of the
  moths, which are detailed more fully below.
  Habitat/Society
  Dusk moths are individuals—except for when they
  swarm or mate, they avoid each other completely & seem
  to do so instinctually.  Dusk moths live anywhere
  sunlight is not likely to find them—attics, caves, ruins,
  barns, cellars, and the like.  They are not harmed by
  sunlight, but they are much better camouflaged in
  darkness & seem to find bright light painful.
  Dusk moths are solely nocturnal and are unlikely to
  wake even if disturbed or attacked during the day.  Dusk
  moths consume only about 1 hit point of blood each day,
  but they feed often in order to “save up” &
  shadowdropping seems to make them very hungry.  Dusk
  moths are always “blurry” and shadowy, even in direct
  sunlight, but in low light or twilight they are a beautiful
  sight to behold.  After death they fade into smoke &
  nothingness, often leaving nothing but a drop of
  undigested blood.
  Strangely enough, dusk moths are almost completely
  invisible to undead of any kind, appearing only as tiny
  blots of shadow.
  Ecology
  The true danger of the dusk moth is its bizarre
  reproductive method—it lays its fertilized eggs within the
  nostrils of sentient, warm-blooded creatures, usually
  humans and demihumans.  The process takes some time,
  and pregnant dusk moths will only approach individuals
  during deep slumber, which they are able to sense.  Once
  infected, the victim usually doesn’t realize such until they
  are so far gone as to be hopeless.  The process takes
  place in three distinct phases, which are detailed in the
  notes which follow.
  Once all three stages of metamorphosis have been
  completed, the moths escape the host, killing him.  They
  then disperse, spreading their numbers as far as possible
  and to every place possible.  Sightings of dusk moths
  began only five years ago and have increased rapidly
  since then.  They are still rare, but they are becoming less
  rare every day.
  Variants
  This is only the last of the dusk moth’s forms in their
  lifecycle, but this is the only form which will ever be
  encountered outside of the host.
  A pregnant female moth is larger (5” wingspan), but
  is otherwise identical.
  
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  36
  ...and then a sudden fluttering in the vast darkness, a gentle touch: as a feather,
  lightly swept across the face in the night, soft as a baby’s dying breath, but at
  midnight in the Land, enough to disturb the rest of the woodland traveler... sharp
  and tingling thoughts begin to pour forth from the sleeping mind into the dark and
  hateful night, guiding the Mother’s proboscis into its proper place...
  ...ah, no, was just a moth ... big and dark, but everything right ... itchy nose? ...
  everything okay now ... darkness all around ... what time was it? ... so dark ...
  ground so hard ... headache ... need sleep ... where am I? ... oh, dark is all ... and
  cold ... why did I wake? ... no matter, is fine again ... nose hurts now? ...
  the right hand slides slowly up to the face, tip of thumb brushes septum, back of
  hand slides across right nostril, knuckles rub backwards about left nostril, warm
  blood trickles down hand and drips off of wrist; the hand moves on without pause
  or concern through the silent midnight blackness, back to its accustomed space,
  snuggled warm against the body; head drops back to rest, and sleep is once more
  attained...
  —a recent Psychic Impression left by an unknown traveler
  nd with that, the innocent, foolish or unwary
  traveler becomes a host and living meal to the
  deadly eggs of the Dusk Moth.  The creature
  popularly known as the “Dusk Moth” (also often called a
  “Sinus Moth” or “Sinus Worm” by learned sages,
  Necrologists, Unnaturalists and others who know its true
  nature) has often been compared to the Gloomwing.
  True, both creatures seem native or in some way related
  to the Demiplane of Shadow, and both creatures pass
  their rather hazardous lives in two distinct stages of
  worm and moth, but the similarity ends there.
  Dusk Moths get their name from their intensely dark
  coloration—not black, but the extremely dark grayish
  brown of a moonlit shadow.  The ambient light of
  whatever area they are in often seems to darken to an
  almost blood red when they chance to flutter about.
  During the sunset when they awaken for the evening they
  are a beautiful sight to behold.
  Dusk Moths are quite nearly the exact size and
  shape of their more mundane cousins; the tiny beasts
  appear no different—save for their dark coloration—
  from normal moths.  That is, of course, the novice
  Unnaturalist’s first (and usually most dangerous)
  mistake.  Dusk Moths, in both their nature and substance,
  bear little kin to normal moths, butterflies, or any other
  so-called “natural” creatures.  Interestingly, like many of
  night’s children, they are hemovores –drinkers of warm
  blood.  Yet this is not their true danger.
  Dusk Moths can feed from all warm-blooded
  creatures and in fact seem far more comfortable feeding
  from animals than humans.  They are non-toxic in their
  moth stage, they are extremely clean in their feeding
  habits and so do not spread infection, and they usually
  take such minuscule amounts of blood as to make the
  whole thing inconsequential.  (Exceptions do exist, see
  my report and notes on the two well-known and highly
  documented instances of huge Dusk Moth swarms—pg.
  782 of this work.)  No, it is their breeding habits which
  make these creatures deadly.  Were it not for their
  breeding habits, Dusk Moths would be but an oddity of
  the Unnaturalist’s field.
  It seems that Dusk Moths reproduce by laying their
  fertilized eggs within the nasal and sinus cavities of only
  warm-blooded & sentient creatures—and seem to target
  only sleeping victims.  They breed at every opportunity,
  (two of the opposite sex seldom meet; see Population
  Density chart—pg. 831 of this work), and seem to be
  able to identify the proper hosts for their young through
  some extra-sensory ability.  (It is my own personal belief
  that female Dusk Moths somehow sense or “hear” the
  A
  
  D
  37
  ambient thoughts of sleeping sentient creatures, tasting
  the wind for the patterns which indicate their prey.)
  Upon finding a proper host, they immediately begin to
  lay their nearly microscopic eggs inside the host’s nose
  and sinus cavities.
  The eggs of a Dusk Moth are tiny—as many as
  twenty can occupy the area of the head of a pin.  The
  female Dusk Moth can lay anywhere between five to
  eight hundred eggs within a single host at a time, and the
  eggs are inserted deep within the nasal cavity by a long
  (around one to one and a half inches) hollow tube which
  the female possesses.  The eggs then automatically attach
  themselves to the walls of the host’s nasal passages with
  an extremely strong kind of biological adhesive (yet
  unidentified), effectively becoming one with the host's
  respiration system.
  The small package of eggs cannot be removed from
  the nostrils without severe trauma to both the host and
  the eggs.  Instances exist wherein a host creature’s entire
  head has either been crushed or removed by a significant
  amount of blunt force (or both), and upon dissection by a
  highly trained Unnaturalist or Necrologist a package of
  Dusk Moth eggs has been found unharmed.  Dusk Moth
  eggs gestate at a surprising variety of rates—that is,
  dependent upon season, climate, temperature, light and a
  variety of other factors, Dusk Moth eggs take anywhere
  from weeks to months to actually hatch.  However, all
  eggs within a host will hatch at once, flooding the sinus
  cavities with thousands of wriggling, ravenous,
  microscopic larva.
  The life cycle of the Dusk Moth can be measured in
  four separate and distinct stages—all but one of them
  spent within the skull of the host.  The entire cycle is
  usually completed within a month or two—but
  depending on the surrounding climate and the amount of
  nutrients available, it can take various amounts of time.
  In warm areas with high amounts of pollen, dust, or some
  other air-born irritants (nutrients for the ever ravenous
  larvae), the cycle can take a little as a week.  And in
  places with cold or very clean air (like the open sea), the
  entire cycle may take months —if a host can be
  impregnated at all.  There are certainly other factors
  involved as well, but they seem to be either mystical in
  nature or at least beyond the current research capabilities
  of this humble sage.  Here is a basic outline of the four
  stages of life:
  In the aforementioned egg stage the Dusk Moths are
  already parasitic, slowly leaching minute amounts of
  blood from the capillaries of the host’s nostrils and
  slowly growing in size.  They stay this way for
  approximately one-fourth of the time they spend within
  the host—slowly adjusting their bodily chemistries to the
  prevailing conditions outside.  They also release some
  very interesting toxins into the bloodstream of their host
  during this stage of their life, byproducts of the bizarre
  chemical processes that power them.  If you will permit
  me an aside, I must at this point mention that if anything
  is to be indicative of these creatures’ possible “alien” or
  magical origin, this would have to be it.  During this time
  stage the host might notice some occasional headaches &
  tiredness (results of the toxins) or a stuffy nose.
  Next comes the larval stage of the Dusk Moth.  It lasts
  for about half of the total time that Dusk Moths spend in
  their host.  Larva most often appear as tiny black worms
  or slugs, almost a thick around as they are long (less than
  a millimeter); however, slight variations to this form do
  exist, most often in extremely odd (very cold, very hot,
  very dry, very windy or very salty) climates.  Larva have
  tiny sharpened ridges which they use as teeth, slowly
  chewing up and consuming whatever is in front of them,
  including flesh, mucus, pollen, blood, dust particles and
  each other.  The larva are blind, but they but possess
  excellent senses of taste and smell, seeking out the most
  nutritious and tasty bits of organic matter they can.  The
  larva instinctively avoid the rim of the nostril, instead
  seeking the deep sinus cavities of the host.  When the
  biological adhesive wears off, the empty egg casings that
  were not consumed by the larva are treated by the host as
  typical nasal detritus.
  Both larva and host are changing internally during
  this time, slowly adapting to their new partnership.  By
  this point so much of the bizarre toxin has invaded the
  body that the host’s skin coloration begins to darken and
  turn blackish, the better to camouflage the movements of
  the tiny black larva underneath the skin.  The host also
  produces more mucus, the better to feed its new guests.
  The larva also consume any and all detritus within the
  host’s nasal passages, allowing the host to breathe more
  clearly.  But not all aspects of this symbiosis are salutary
  for the host.  The tiny creatures continue to release their
  venomous excrement into the host’s blood stream,
  causing paranoia, photophobia (irrational fear of light
  and the sun) and agoraphobia (irrational fear of open
  places and the outdoors), significant memory loss and
  brain damage.  Hosts exhibit a great increase in appetite
  during this time and also tend to cut themselves off from
  all outside or human contact and slowly begin to crave
  darkness: they always stick to shadows if they must go
  outdoors during the day.
  During the third and final stage of development within
  the host, the worms grow longer, thicker and stronger,
  consuming all of their weaker brethren until only the
  three to five hundred strongest remain alive.  They
  continue to eat away at both their host’s biological
  functions and mind, their teeth now strong and sharp
  
  D
  38
  enough to rip flesh until blood begins to run from the
  host’s nostrils continuously.  All of the nerves within the
  host’s nostrils are now completely dead, and the host
  generates truly incredible amounts of both blood and
  mucus to feed the hungry brood for the last (and most
  voracious) fourth of their life cycle within the host.  This
  means that the host must now eat almost constantly to
  support its “family.”  The host has by this time become
  insane beyond all normal understanding of the term,
  living only for the benefit of the creatures which they
  carry within their skulls despite a complete lack of
  understanding of the darkness that thrives within them.
  The host also develops some truly amazing abilities
  during this time.  The waste products of the larva which
  are released into the host now begin to work almost like
  adrenaline or some other strong stimulant to the host’s
  warped physiology.  The body develops amazing strength
  and resilience, doing whatever is necessary to keep their
  brood alive.  The skin of the host continues to darken as
  it becomes filled with poisons, aiding the host in
  avoiding both detection and light.  It also develops a
  certain amount of animal cunning as its brain functions
  deteriorate, becoming obsessively paranoid and
  delusional and becoming frightened at the least bit of
  light.  But strangest—and most dangerous of all—is the
  host’s new-found ability to “shadowdrop,” the ability to
  “fall” into an area of thick darkness and emerge in the
  Demiplane of Shadow.  The host often uses this ability to
  elude capture, to escape imprisonment or bonds or
  simply to get around, since once they have attained the
  Demiplane of Shadow they may emerge from it through
  any darkened space.  Hosts usually stay on the
  Demiplane of Shadow for only about ten minutes or so.
  At the end of the Dusk Moth’s third stage of life within
  the host, a strange event occurs.  By this time the host is
  likely to have become addicted to the incredible power of
  shadowdropping and performs the feat regularly.  When
  the larva have grown to their full size and the host’s
  biological systems have stopped being a viable resource,
  the host shadowdrops for the last time.  Usually the host
  does this voluntarily, assuming that this will be just
  another trip; but if the larva are ready to leave the host
  and the host does not seem to be about to shadowdrop,
  they will force a shadowdrop in him whenever he is in a
  darkened place (almost all of the time).  Once the host is
  in the Demiplane of Shadow, his life expectancy is about
  five minutes.  The larva immediately begin to cocoon
  themselves, wrapping themselves in utter darkness and
  draining what little final nutrients they can from the host.
  If the host attempts to leave the Demiplane at any
  point during this time he quickly discovers that his ability
  to return from shadowdropping is gone.  He is now
  trapped on the Demiplane.  (Conceivably, a high level
  sorcerer or priest could use his powers to extricate
  himself from the situation, but no examples of this exist,
  probably because the host’s brain is basically mush at
  this point.)  Once about five minutes have passed on the
  Demiplane of Shadow, the Dusk Moth larva have finally
  finished their transformation and have completely
  metamorphosed into Dusk Moths.  They burst free of
  their cocoons and the skull of their captor, flittering out
  into the endless night of Shadow.  Some of the newly-
  born Dusk Moths are quickly consumed by creatures
  native to the Demiplane, but enough of them live to
  begin another generation of the Dusk Moths.
  There are no examples of any former hosts surviving
  the birthing process of the Dusk Moth.  The headless
  corpses are set adrift on the great sea of Shadowstuff and
  are usually entirely consumed by native predators within
  hours.  After a certain amount of time on the Demiplane
  of Shadow (it varies from brood to brood, the reasons are
  still under investigation) the Dusk Moths begin to filter
  out of the Plane.  They appear sporadically here in the
  Land, suddenly flickering out of empty shadows,
  spreading their numbers across the face of every nation
  and town.  From this point on Dusk Moths can consume
  only warm liquid blood (having lost their teeth) and
  automatically keep their population density down,
  appearing only in areas where there are few Dusk Moths
  present.
  Dusk Moths are nocturnal creatures, awaking during
  sunset and returning to cellars, attics, caves and ruins
  during the day.  They leave a beautiful, almost smoke-
  like trail of Shadowstuff behind them when they fly, often
  causing viewers to become entranced.  The Dusk Moth
  flies silently and quickly, fluttering about as skillfully as a
  hummingbird.  Their bite is painless and apparently
  harmless and they are far preferable to mosquitoes and
  other biting pests in most communities.  They do not
  consume fabrics or any other material, and they are not
  attracted to flame or light, although they are intelligent
  enough to realize that such things usually mean that
  humans are around.  Strangely enough, they are nearly
  invisible to undead creatures and will not approach them.
  Once adult, they also retain their ability to
  shadowdrop at will, disappearing quickly into shadows
  and darkened places like ghosts or mirages if threatened.
  There are instances of massive amounts (up to and
  including two hundred individuals) of Dusk Moths
  suddenly swarming out of a single shadow, attacking a
  lone individual or a small group of people, draining them
  nearly or even completely dry and then vanishing once
  more.  Luckily for us and all other life, this behavior is
  uncommon and the Dusk Moths are easily sated.  Some
  huge swarms of even greater size have been recorded,
  these attacks so massive as to wipe out entire cities.
  
  D
  39
  Only two of these foul incidents have been recorded and
  they are quite famous in some circles.  Both involved
  swarms of over six hundred individuals and both of them
  occurred during the first week in October.
  The latest occurred two years ago, beginning on the
  morning of October seventh and not ending until October
  ninth, when every living thing in the small town of
  Belwood had been drained of every drop of blood.  The
  first event occurred the year before that, starting on the
  morning of October sixth and ending the morning of
  October eighth, wiping the town of Deep Lake off the
  map.  Yet another massive invasion was expected this
  October, but it did not occur.  The reasons behind this
  are still unknown.
  Whenever two Dusk Moths of the opposite sex
  chance to meet they mate and go their separate ways.
  Once fertilization has occurred, the female begins to
  grow rapidly until within a week it has a wing span of
  nearly five inches.  Soon the female seeks out a sleeping
  human or demihuman to implant with her eggs.  The
  expectant mother develops the ability to “hear” the
  thoughts of sleeping sentient beings, tracking down a
  proper host through both this and her increased ability to
  smell warm blood.  The mother becomes more and more
  hungry until she is at full size; at that point she lays he
  eggs as quickly as possible and then retreats into hiding
  to await death from starvation, since her body is now
  nearly too large to support flight and her biological
  mission has been completed.
  To be perfectly honest, the origin and nature of the
  "Dusk Moth" remains a mystery to even the most highly
  trained and well respected Unnaturalist.  The first reports
  of the creature's appearance began only five years ago,
  and since then the number of sightings has risen
  dramatically.  The international community of learned
  sages is quite disturbed by this, but all that can be done
  now is, in fact, being done.  More information is needed
  about this strange creature, and unfortunately,
  information is increasingly hard to come by.  In fact,
  most of what we already know is only as a result of our
  most powerful divination magics and months of research
  by dozens of our most highly respected sages.  We will
  try to keep the intellectual community and the populace
  in general informed as best we can in the coming
  months…
  —Excerpted from the writings of
  Dr. Silas Painwater,
  noted Unnaturalist whose
  current whereabouts are not known.
  During the three stages of the Dusk Moth’s life within
  the host, hosts receive the following adjustments and
  restrictions in game terms.
  (Most DMs will not want to subject their player
  characters to the horrors of a Dusk Moth infestation…
  But what the heck, it might be fun.  And even if you don’t
  do this to your PCs, you still need to know how hosts
  react to being infected… So here goes!)
  1st Stage
  • 
  stuffy and itchy nose
  • 
  mild headaches
  • 
  drowsiness or tiredness
  • 
  occasional nausea or dizziness
  • 
  (all symptoms are extremely mild and generally
  disregarded by the host at this point, and not all hosts will
  even experience all or any of the symptoms)
  • 
  If the host is a PC, he or she can probably remain so for
  the time being—if the player is mature enough to role-play
  it, either tell him or her or just drop some subtle hints.
  2nd Stage
  •• 
  clear and open nasal passages
  •• 
  stronger headaches (occasional -1 to rolls, especially in
  bright light)
  •• 
  -1 to Int and Wis (as brain begins to die and shut down)
  •• 
  paranoia and strong fear of light, outdoors, other people
  and damage to the skull or the body in any way.
  •• 
  +5% to Hide in Shadows rolls due to darker skin tone
  •• 
  increase in appetite as well as substantial weight loss
  •• 
  —Any PC hosts should probably be turned over to the
  DM by now, unless the player is really good and is really
  determined to see this thing through to the end.
  3rd Stage
  •• 
  constantly bloody nose, whip thin
  •• 
  incredibly painful headaches (-l to all rolls, -2 in light, -3 in
  bright light)
  •• 
  +2 Str, +2 Con, +1 Dex; -1 Int and -2 Wis (body is
  pumped, brain is gone)
  •• 
  strongly increased appetite, eats almost constantly
  •• 
  obsessive and irrational fear of light, outdoors, other
  people and any kind of damage to the host's body's
  structural capability, completely insane, NPC
  •• 
  +15% bonus to Hide in Shadows rolls, ability to
  shadowdrop gained
  
  E
  40
  ELEMENTAL,
  UNDEAD AIR
  (BREATHSTEALER)
  by Eric Morton
  Oklahoma, USA
  Climate/Terrain:
  Any aerial or mountain-tops
  Frequency:
  Very Rare
  Organization:
  Solitary or Choir
  Activity Cycle:
  Any
  Diet:
  Stolen breath
  Intelligence:
  Average (8-12)
  Treasure:
  Nil or incidental
  Alignment:
  Neutral (Evil)
  No. Appearing:
  1 or 3-12
  Armor Class:
  2
  Movement:
  Fl 36 (A)
  Hit Dice:
  12
  THAC0:
  9
  No. of Attacks:
  1
  Damage/Attack:
  2-20
  Special Attacks:
  Embrace, Kiss
  Special Defenses:
  +3 weapon to hit, Immunities
  Magic Resistance:
  Nil
  Size:
  L (12’ across)
  Morale:
  Fearless (19-20)
  XP Value:
  10,000
  It is said by some and known to others that many enter
  Ravenloft, but few ever leave.  Not even the souls of the
  dead are safe from eternal imprisonment on the
  Demiplane of Dread, for while death is a commonplace
  occurrence, so too is undeath.  Not even unusual mortals
  from unusual planes are safe from the curse of undeath,
  as evidenced by the existence of the undead air
  elemental, also known as the breathstealer.
  Summoned by a powerful spellcaster from its home
  plane, the now-undead air elemental found that it was
  unable to leave.  Even upon its death, the elemental was
  not freed.  Instead, the spell that pulled into it Ravenloft
  still had a hold upon it, and would not let it fly free to the
  Elemental Plane of Air.  Not even the eventual death of
  its summoner released the undead air elemental from the
  Mists.
  Like living air elementals, the breathstealer has a
  body formed of living wind.  Where most living air
  elementals appear as whirlwinds, death has brought an
  eerie calm to the body of a breathstealer.  It still is
  accompanied by gusting winds, but its form does not
  match the telltale twister shape it had in life.  Its
  amorphous aerial body is instead entirely invisible to
  most forms of detection.  A detect magic spell will reveal
  an aura of necromancy occupying the same location as
  the undead air elemental, and can thus be used to negate
  its invisibility in locales where there is no background
  necromantic magic; other magical attempts at viewing
  the breathstealer fail, as its has no visible body.  A
  breathstealer’s necromantic aura does not dissipate upon
  the elemental’s ‘death’ (see below).
  Breathstealers are able to communicate in the
  Common tongue through the use of an innate whispering
  wind ability, usable at will.  An undead air elemental’s
  voice can mimic that of any victim whose breath it has
  stolen (see below).
  Combat
  Though a breathstealer has no solid form, it is
  nonetheless able to cause great harm to opponents.  By
  manipulating air currents, an undead air elemental can
  pound creatures and objects with powerful blasts of
  wind, causing 2d10 points of damage per strike.  In lieu
  of attacking for damage, the creature can instead
  duplicate the effects of a gust of wind spell, or can
  wrestle opponents,. employing an effective Strength
  score of 22 (no attack bonuses apply; the elemental will
  pull all wrestling damage dealt to breathing opponents,
  instead killing them with its kiss, as mentioned below).
  The undead air elemental cannot fly while wrestling, but
  held opponents are left hanging in the air, dangling a few
  feet from the ground.  It is these unfortunates who are
  subjected to the undead air elemental’s signature attack
  form, the breathstealer’s kiss.
  As its name implies, the breathstealer has the ability
  to suffocate breathing opponents by taking away the air
  they breathe.  This attack may be used against any
  breathing opponent who has been put into a hold in a
  previous round, and hits automatically.  The kiss deals a
  single point of damage in the first round it is employed;
  this amount doubles in every round thereafter (i.e., two
  points of damage in the next round, four in the next, then
  eight, etc.), until the kiss ends.  A grappled victim can
  break free from the wrestling hold as normal for
  wrestling combat (thus ending the kiss), but is otherwise
  helpless.  Companions of the victim can free him by
  dealing 20 points of damage to the air elemental in a
  single round, or by slaying it.  Either of these methods
  will release a grappled victim from both the embrace and
  the kiss.  Any creature whose dying breath, and thus life-
  force, is stolen by a breathstealer (i.e., anyone killed by
  
  E
  41
  the undead air elemental’s kiss) cannot be restored to life
  until the undead elemental is entirely destroyed.
  Destroying a breathstealer is no small
  accomplishment.  Weapons of less than +3 enchantment
  and non-magical attack forms pass harmlessly through
  the undead air elemental, possibly to the detriment of any
  creature the breathstealer is currently wrestling.
  Furthermore, the breathstealer has all of the standard
  immunities of undead, is unharmed by breath weapons of
  any sort, and cannot itself be grappled.  If a breathstealer
  is reduced to 0 hit points, it does not die unless its
  necromantic aura is then destroyed using a remove curse
  spell.  Otherwise, the undead elemental reforms in seven
  days upon the sight of its ‘death.’
  Undead air elementals are turned as special undead.
  Habitat/Society
  Upon first realizing its confinement to Ravenloft, any
  elemental is likely to be quite furious, attacking its
  summoner, and then anything else it comes across, until
  slain.  Upon realizing that even death does not release it,
  though, the elemental will instead grow frightened and
  confused.  More often than not, an undead air elemental
  will flee to the nearest mountain-top, hoping to find
  solitude.  As many air elementals have been trapped by
  the Mists throughout the years, many of them have found
  others of their kind, and reside together atop common
  mountains.
  These congregations of undead air elementals find
  comfort in the presence of one another, and go about
  their un-lives trying to recreate the society of their
  extraplanar home.  These lonely air elementals frequently
  sing eerie funeral dirges from their native plane,
  mourning their own fate; those who happen upon them
  usually refer to the singing elemental winds as choirs.
  This, of course, assumes that the observer survives
  to tell his tale.  If a choir notices an observer in its lair, it
  is likely to assign one of its members to descend from its
  mountain home and hunt the explorer across the land.
  Though breathstealers are not especially territorial or
  xenophobic, they are seeking a method for escaping the
  Demiplane of Dread, and hope to be destroyed in combat
  against a superior foe.  Undead air elementals assume
  that any human capable of scaling the desolate mountain
  that is their home is a powerful individual, able to release
  them.  Undead air elementals slain in combat are rarely
  freed from undeath, and thus lose interest in their
  opponent, returning home disappointed.
  Ecology
  Being undead, breathstealers have no biological need to
  steal the breath of their opponents, but they prefer this
  attack form over all others.  It is believed by some that
  undead air elementals, while not needing food, suffer
  from a similar hunger to that of ghouls.  Others suggest
  that the breathstealer’s kiss is a method it uses in an
  attempt to replace its lost life-force with that of another.
  When not hunting and slaying mountain climbers
  and other powerful interlopers, undead air elementals
  keep to themselves.  They try to avoid involving
  themselves in the outside world, which is so painfully
  alien to these homesick natives of Elemental Air.
  
  F
  42
  FALLEN SOLAR
  by Jennifer Johnson
  Ohio, USA
  Climate/Terrain:
  Upper Planes
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivorous
  Intelligence:
  Supra-genius (19-20)
  Treasure:
  A, C
  Alignment:
  Any Evil
  No. Appearing:
  1
  Armor Class:
  -10
  Movement:
  18, Fl 48 (B)
  Hit Dice:
  25 (200 hp)
  THAC0:
  5 (+5 weapon bonus)
  No. of Attacks:
  4
  Damage/Attack:
  2d20+16
  Special Attacks:
  Level drain
  Special Defenses:
  See below
  Magic Resistance:
  85%
  Size:
  L (9’ tall)
  Morale:
  Fearless (19-20)
  XP Value:
  35,000
  This happens when a solar gets too ambitious or has a
  theological disagreement with its deity.  They become
  rogue deities of their own right and are swept up in the
  Mists of Ravenloft.
  Fallen Solars are often referred to as Dark Angels
  and that is how they appear.  Their feathered wings are a
  dirty black, their skin deepens several tones and their
  fiery eyes grow dark.  They still retain a resonating voice
  and exceptional good looks.
  Combat
  Fallen solars are never surprised and can be attacked
  only by Holy weapons of +4 or better enchantment.  They
  are immune to energy-level loss from undead or magic,
  charm, confusion, death spell, domination, feeblemind,
  hold, imprisonment, and trap the soul spells.
  Each fallen solar can cast protection from good with
  a 60’ radius at will.  This sphere also serves as a
  protection from normal missiles and a minor globe of
  invulnerability if desired.  Can use any detect spell at
  will.
  Lawful Evil fallen solars can gate 1 monster of
  legend; Neutral Evil fallen solars can gate 1-3
  gehreleths; Chaotic Evil fallen solars can gate 1-2 true
  tanar’ri.  They can summon these with an 80% chance of
  success.
  They are not affected by cold, electricity, magic
  missile, petrification, poison, or gas attack spells.  They
  take ½ damage from acid attacks and regenerate 6 hit
  points per melee round.
  A fallen solar can attack four times per round with
  its own sword, which will vanish if disarmed.  Its weapon
  acts as a sword +5 (2d20 points of damage) and has all
  the properties of a nine lives stealer and a sword of
  dancing.
  A fallen solar can cast spells equal to a 20th-level
  mage and has major access to all spheres.  It also has the
  following spell-like abilities: animate object (3x/day),
  commune, confusion (3x/day), creeping doom (1x/day),
  dispel good, dispel magic, earthquake (2x/day), finger
  of death (1x/day), firestorm (1x/day), heal, unholy word
  (3x/day), imprisonment (2x/day), improved invisibility,
  infravision (240’, always active), permanency (1x/day),
  polymorph any object or self (1x/day), power word (any
  variety, 1x/day), restoration (1x/day), resurrection
  (2x/day), shape change (3x/day), vanish (3x/day), vision
  (lx/day) and wish (lx/day).  It can also cast Allisander’s
  binding curse (3x/day), anesthesia (3x/day) and confer
  (3x/day).
  Habitat/Society
  Fallen Solars are pretty powerful and serve no one but
  themselves.  They will often attempt to start cults to draw
  followers, from whose prayers and offerings they gather
  great strength with the hopes of becoming a god.
  Ecology
  Fallen Solars are rarely found outside of Ravenloft,
  though a few have been known to plague the Prime
  Material Plane and Planescape.
  
  F
  43
  FHOUR SYTHE
  by Rex M. Buck
  Utah, USA
  Climate/Terrain:
  Any non-arctic / subterranean, lake
  shores / Ethereal
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any gloom
  Diet:
  Special
  Intelligence:
  Exceptional (15-16), Genius (17-18),
  greater
  Treasure:
  A, G, W
  Alignment:
  Chaotic Evil
  No. Appearing:
  1 (2-3)
  Armor Class:
  4, 2 or greater
  Movement:
  18, Fl 18 (D), Sw 36
  Hit Dice:
  7-9, 11-13 and greater
  THAC0:
  7-9 HD:
  13
  9 HD:
  11
  11-12 HD:
  9
  13 HD:
  7
  No. of Attacks:
  3+ special
  Damage/Attack:
  1-3 / 1-3 / 2-8, 2-4 / 2-4 / 3-10 and
  greater
  Special Attacks:
  Gaze, Spells
  Special Defenses:
  Hit only by cold-wrought iron
  weapons, Never surprised
  Magic Resistance:
  35%, 50% and greater
  Size:
  L (2½’-3’ diameter eye, 20’+ tail,
  11’-13’ wingspan)
  Morale:
  Champion (15-16), Fanatic (17-18)
  and greater
  XP Value:
  7-8 HD:
  12,000
  9 HD:
  13,000
  11-12 HD:
  15,000
  13 HD:
  16,000
  Fhour Sy (pronounced “for si,” which is plural) are large,
  spherical eyeballs with two dragon-like, clawed arms, a
  long, snake-like tail, and large, bat-like wings.  The eye
  itself is covered with a thin, muscular membrane which
  continually glistens with a saline solution secreted from a
  gland directly behind the eye.  The claws and tail are
  reptilian and scaled, while their wings are made of the
  same muscular membrane which covers most of the eye.
  Eye and scale coloration always correlate, however,
  individual coloration varies greatly ranging from brown,
  black, blue, gray, green, yellow to even red.
  Surprisingly quick and agile on the ground (-1 to
  initiative on the ground and in the water) they are
  awkward fliers (class D) requiring at least 30’ to take off
  and land.  Once in the air they wrap their tail around
  themselves in a larger arc and grasp it in their claws,
  wrapping the end of their tail around itself at its base, on
  the bottom of the eye.  While under water they move with
  the greatest of ease, using both their wings and tail to
  propel and guide them through the water.
  They communicate through a powerful telepathy,
  conversing with any intelligent being mentally and can
  never be surprised because they are surrounded by a
  limited form of ESP in a 100’ radius.  This “ESP” does
  not allow them to read others’ thoughts, but simply acts
  as a warning that others are near.
  Sages believe these “winged horrors” live for
  approximately 350 years.
  Combat
  Fhour Sy tend to take flight upon encountering a foe
  (which they consider to be just about anything—even
  their own kind).  Once in the air they bombard their
  enemies with spells (detailed below).  If forced into
  melee they are equally dangerous, attacking with any
  weapon or magical item they can get their hands on.
  Fhour Sy can also use their sharp claws for 1-3 points of
  damage each (2-4 greater), and can use their surprisingly
  strong tail to constrict for 2-8 points of damage per round
  (3-10 greater).  Victims can free themselves by passing a
  Strength check with a -2 penalty.
  But, perhaps one of their more formidable weapons
  is their gaze attack.  This dreadful attack causes paralysis
  to all those they gaze upon for ld3+2 rounds unless a
  savings throw vs. wands is made.  Fortunately, once a
  victim passes, they are immune to that particular Fhour
  Sythe’s gaze.
  Fhour Sy have the casting ability of either a 12th-
  level mage or a 7th-level cleric (14th-level mage or 9th-
  level cleric, greater), 50% chance of either.  Fhour Sy do
  not own or use spell books and it is unclear how or
  where they acquire their magical prowess, but acquire
  them they do.  When encountering a Fhour Sythe,
  adventurers should be prepared to face strange and
  unusual magic.  On top of this, these dreaded creatures
  can use almost any magical item, except as follows:
  Those casting mage spells can not use clerical items and
  vice versa; nor are they able to use scrolls, tomes, or
  other items obviously inappropriate to their form ( the
  DM should use common sense here).
  As if these “winged horrors” weren’t frightening
  enough, they are highly resistant to magic, possessing
  35% Magic Resistance ( 50% greater).  But this is more
  than just “magic resistance,” for any Fhour Sythe passing
  its MR has not resisted the magic, but rather it has
  consumed it.  This “magic consumption” actually
  nourishes and heals the creature for 1-3 hit points per
  level of the spell.  They are immune to any mind-
  
  F
  44
  controlling magic such as charm, domination, etc… and
  hold spells.  This immunity also extends to any weapon
  not wrought from cold iron.
  Sages also believe Fhour Sy can become ethereal at
  least once per day.  This is believed not only because
  they can see (and use their gaze attack) into the ethereal
  plane, but also because there have been rare accounts of
  them being encountered flying around in the ethereal
  mists.
  Thankfully (for adventurers), Fhour Sy have a strong
  dislike for bright light and fire.  However, it is unknown
  if fire does considerably more damage to Fhour Sy than
  other creatures.
  Habitat/Society
  Fhour Sy can be found in any non-arctic land and prefer
  to make their layers in vast underground or aquatic
  caverns almost exclusively in or near large bodies of
  water.
  Sages have found no obvious distinction between
  males and females, and their mating rituals are thus far
  obscure and unknown.  However, most sages believe that
  they give birth to a single, live young rather than
  incubating their young from eggs, and that they mate but
  once every 50 years.  The young mature quickly and are
  soon abandoned by their parents who also go their own
  way.  One thing is for certain, when more than one is
  encountered they are either a mated pair, or locked in
  mortal combat (almost always resulting in death).
  They have little use for coins, however, they covet
  rare stones, jewelry, exotic works of art and hoard magic
  jealously.
  Fhour Sy have many enemies, including Ki-rin,
  Lammasu, Reef Giants and Men.
  Ecology
  Besides their ability to “consume” magic, sages think
  that they are nourished by submerging themselves in any
  body of water that is not overly brackish, nourishing and
  healing them at a rate of 1 hit point per hour.
  They seem not to concern themselves with small,
  harmless creatures they perceive not to be a threat (e.g.
  schools of small fish, birds, rodents, etc…), but will
  ruthlessly drive off or destroy (usually the later) anything
  they see as a possible threat.
  Sages also believe many of their parts are useful in
  arcane formulas.
  
  G
  45
  GARGOLOID
  by Jeremy Clements
  Texas, USA
  Climate/Terrain:
  Any / Ruins
  Frequency:
  Unique (Eventually Rare)
  Organization:
  Tribe
  Activity Cycle:
  Any (Night preferred)
  Diet:
  Carnivore
  Intelligence:
  Supra (18) / High to Supra (13-18)
  Treasure:
  Special (Tribe Treasure)
  Alignment:
  Chaotic Evil
  No. Appearing:
  1 (Always 1)
  Armor Class:
  -1 (-3 Flying)
  Movement:
  12, Fl 24 (C)
  Hit Dice:
  9+3 (68 hp)
  THAC0:
  10
  No. of Attacks:
  4
  Damage/Attack:
  3-12 / 3-12 / 3-24 / 3-24
  Special Attacks:
  Dive, Petrification
  Special Defenses:
  +2 or better weapon to hit,
  Chameleon power
  Magic Resistance:
  15%
  Size:
  L (Approx. 9’ tall, Wingspan 20’)
  Morale:
  Champion (16)
  XP Value:
  12,500
  The Gargoloid was once a evil human necromancer
  named Rathko Dokk who originated from the world of
  Oerth.  After entering the Mists of Ravenloft, he
  discovered that his abilities had become enhanced and
  that after time started to develop abilities that were far
  from the norm.  These “Gifts” were useful and helped
  him to realize that modifying certain creatures magically
  might be easier on this demiplane.  Having admired the
  grand creations of gargoyle golems and their interesting
  abilities, he decided to try to create something similar
  with a live subject.  He started with the largest gargoyles
  and margoyles he could find and capture, believing that
  they could be recreated to be even more fearsome.  Using
  some Black Abishai Baatezu ichor brought with him
  from his adventuring days before entering Ravenloft,
  Rathko attempted to combine it with the largest margoyle
  specimen he had and the dark energies of Ravenloft.  The
  attempt was successful except that Ravenloft sensed the
  pulling of dark energies and of course warped them,
  forcing Rathko and the mutant margoyle to combine into
  a single entity.  Rathko sensed the mistake immediately
  and destroyed his lab in his rage.  He then sensed his
  greatest mistake!  The call of the margoyle’s former
  master suddenly became the most irresistible force he
  had ever felt.  With his magic gone with his body, he had
  no way to defend himself from the call.  Arriving upon
  his new/old master’s doorstep he vowed to find revenge
  against the Lord of the domain and even Ravenloft itself!
  Combat
  With his new form, Rathko the Gargoloid (Gargoyle Lord
  in Margoyle Speech), has learned that his margoyle
  instincts allow him to fight extremely efficiently along
  with his own intelligence to make himself a dangerous
  foe.  His calculating mental state has combined with the
  margoyle’s viciousness enough that he cares very little
  about returning to his former state and has actually
  started to enjoy it over the last few decades as some of
  his plans for revenge have started to take root.
  Under normal conditions the Gargoloid fights like a
  standard gargoyle or margoyle, with a claw/ claw/ bite/
  horn combination.  He has also become an excellent flier,
  having learned to fight in the air with his natural attacks.
  The most dangerous ability of the Gargoloid is the ability
  to turn its victims to stone if both of its claw hits are
  successful and a save versus petrification is failed.  The
  effect is only temporary though, leaving the afflicted
  target in the state for only one turn plus 1d4 rounds and
  can also be ended prematurely by regular means.  Often
  this ability is used to capture someone for its master.
  The Gargoloid can also perform a dive attack upon
  any surprised victim, literally charging the target with his
  large horns, and doing double normal damage to the
  target if successful.  Also, if necessary, the Gargoloid can
  summon 2d4 gargoyles or 1d4 margoyles once each day;
  however, it takes a minimum of one turn for the
  summoned creatures to arrive and therefore is usually an
  ability used only in advance.  Also the margoyle’s ability
  to blend in with stone has been increased to the point
  where the Gargoloid can cause is scaly stone-like hide to
  blend with any stone, like a chameleon, with an 80%
  chance of being undetected.  Last, an ability left over
  from his humanity, he can animate 2d3 dead gargoyles
  and margoyles as monster zombies once a day.
  Habitat/Society
  The Gargoloid has taken over several bands of gargoyles
  and their margoyle leaders and turned them into a
  personal tribe with him as their chief.  His subjects
  generally live in ruins or underground caves.  They also
  follow his every whim due to his strength and ferocity.
  The Gargoloid’s tribal treasure is six times that of the
  standard tribal treasure for both gargoyles and Margoyles
  put together, as well as some personal magic items that
  he has collected (a couple of potions and a magic wand
  with few charges).
  
  G
  46
  Ecology
  The Gargoloid is one of a kind.  However, he has been
  attempting to propagate his species and has succeeded
  insofar that his margoyle children are more powerful than
  standard margoyles ( add +1 to these points: AC, Hit
  Dice, Flight Speed, THAC0, Size, Morale, and all
  Damage).  He hopes to eventually create a new
  Gargoloid race from his progeny, that would all be
  almost as powerful as he is.  Unlike standard gargoyles,
  the Gargoloid must eat and so will any of his children.
  Rathko the Gargoloid looks more demonic than
  regular gargoyles and margoyles, with glowing red eyes,
  naturally black stone-like skin, and horns larger than a
  minotaur's.  He is immensely strong and tough, and if his
  dreams were to be realized, it is possible some of his kin
  could eventually find their way back to other worlds like
  Oerth and the Forgotten Realms.  They would have most
  of his current abilities if not all, and would be a major
  threat to any intelligent being.
  
  G
  47
  GAUNT
  by Timothy Storey
  Georgia, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Pack
  Activity Cycle:
  Night
  Diet:
  Spinal Fluid
  Intelligence:
  Average (9-10)
  Treasure:
  A, O, T
  Alignment:
  Chaotic Evil
  No. Appearing:
  3-12 (3d4)
  Armor Class:
  6
  Movement:
  6, Fl 18 (C)
  Hit Dice:
  3+4
  THAC0:
  17
  No. of Attacks:
  2 or 3
  Damage/Attack:
  2d4+1 (x2), or Special
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  Nil
  Size:
  M (6’ tall)
  Morale:
  Elite (13-14)
  XP Value:
  420
  Gaunts are a race of winged humanoids found throughout
  the Land of Mists.  They hunt humans for the precious
  fluids in their spines, spreading agonizing death and
  crippling pain in their wake.
  Gaunts get their names from their cadaverous forms.
  They are horrid creatures with dirty white skin which is
  completely hairless.  Wings similar to vultures sprout
  from their bony backs.  Their mouths are filled with
  brown fangs which continually drip with a vile saliva.
  The two largest upper fangs are hollow.  It is with these
  that gaunts feed.  Their clawed fingers are used to hold
  and tear at prey while they are feeding.  Gaunts have
  sickly, yellow eyes and dress in filthy rags taken from
  past victims.
  Gaunts are sometimes called “flying ghouls” by
  superstitious villagers.  They are not undead, however,
  nor do they eat carrion.
  Combat
  Gaunts often attempt to ambush their prey.  One of their
  favorite tactics is to wait on some type of perch (a tree,
  ledge, roof, etc.) with wings folded.  Once their target is
  beneath them, they swoop down and attack.  If possible,
  gaunts double or triple-team opponents.  They are smart
  enough to recognize spellcasters and try to kill these
  individuals first.
  Gaunts attack with their wicked claws, doing 2-5
  points of damage per hit.  If both claw attacks hit, the
  gaunt has grabbed its opponent and attempts to bite them
  in the back of the neck, gaining a +2 bonus to hit.
  If the bite attack succeeds, the gaunt locks its jaws
  into the unfortunate victim and begins to feed.  The pain
  is terrible.  Each round the gaunt maintains its hold
  causes 2d6 points of damage and drains one point of
  Dexterity as well.  Due to the agony this inflicts on the
  individuals nervous system, a saving throw vs. death
  must be made each round to keep from passing out.  A
  successful bend bars/ lift gates will break the gaunt's
  hold.  Those who witness a gaunt feeding must make a
  fear check.
  Dexterity drained is regained at a rate of one point
  per day.  During this time, the individual must remain in
  bed.  A heal spell will cut recovery time in half.  One
  point of Dexterity is permanently lost as a result of
  damage to the victim's nervous system.  Lost points can
  only be regained with powerful magic, such as a wish
  spell.  Those drained of all their Dexterity are killed.
  These corpses are horribly twisted out of shape.  Anyone
  viewing these mangled bodies must make a horror check.
  Gaunts are immune to hold spells and poisons
  affecting the central nervous system.  They have
  infravision out to 60 feet.  Bright light hurts these foul
  creatures.  Normal light the size of campfires require
  them to make a morale check to approach.  Magical light
  (such as a light spell) causes them to suffer a -1 to hit
  and to all morale checks.  Gaunts are completely blinded
  by sunlight and can not attack.  Their only thought is to
  flee.
  Habitat/Society
  Gaunts dwell in caves and dark forests where the sun
  never reaches.  They have also been known to lair in
  ruined buildings in the largest cities.  They build nests
  out of wood, vines and the bones of past victims.  Items
  taken from those caught by gaunts are also used as
  building material.  The stronger the gaunt, the more
  treasure it has in its nests.  The pack is ruled by the
  strongest (i.e. the one with the most hit points) who can
  be either male or female.  It is difficult to tell the sexes
  apart, sense they are nearly identical in appearance.
  Gaunts leave their lairs only at night to feed.
  Females give birth to one baby each winter.  The young
  are born with 1+2 hit dice and do only 1-2 points of
  damage with their claws.  Otherwise, they have the same
  abilities as adults.  After birth they must fend for
  themselves.  Many older gaunts kill the young so as to
  
  G
  48
  get more food.  Those that survive reach adulthood in
  two years.  Gaunts can live up to 25 years.
  Gaunts are unable to speak.  They communicate with
  each other through grunts and strange body and wing
  movements.  For some reason singing and music enrage
  them.  They will attack its source in all cases, not
  stopping until it or they are destroyed.
  The origin of gaunts is unknown.  One legend claims
  they were once a beautiful race of winged beings who
  used their ability to fly to terrorize others who could not
  fly.  When the God of the Skies became aware of this
  abuse, he cursed them with their hideous shapes.  They
  legend also says that the God stripped them of their
  incredible voices, of which they were extremely proud.
  Their hatred of music seems to support this tale.  That
  the legend comes from the Vistani causes some scholars
  to believe it is true.  Others are not so sure.
  Ecology
  Gaunts require at least the equivalent of one human’s
  total amount of spinal fluid per week to survive.  They
  often gorge themselves on far more.  They also love to
  inflict pain and will go out of their way to cause as much
  torment as possible.  Some sages argue that this is a
  dietary necessity as well.  However, it has never been
  proven.  Wizards have found various body parts of the
  creatures useful in manufacturing magic items dealing
  with dexterity or flight.  Adventures can get up to 2,000
  gold pieces for an intact corpse.
  
  G
  49
  GELJILL
  by William James Cuffe
  Texas, USA
  Climate/Terrain:
  Humid, swamp, marsh or tropical
  forest / Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivorous
  Intelligence:
  Not ratable (0)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  8, 4 when flying
  Movement:
  Fl 50 (A)
  Hit Dice:
  4
  THAC0:
  10
  No. of Attacks:
  2 (bite/tail or tail/tongue)
  Damage/Attack:
  2-12 (tail whip) and either 4-48 (bite)
  or 3-24 (tongue pierce)
  Special Attacks:
  Surprise, Lock-bite, Explode/horror-
  check
  Special Defenses:
  Invisibility, Slippery
  Magic Resistance:
  25%
  Size:
  S (3’ head)/ L (3d10 foot tail)
  Morale:
  Fearless (19-20)
  XP Value:
  2,000
  The Geljill (both singular and plural) is a mind boggling
  creature.  Limbless, its only means of motion is silent
  flight through the air, its thirty-foot tail twisting and
  twirling along the same unseen path its head had
  followed like a wiry ribbon on a child’s kite. Its head is a
  bulbous mass of translucent mucus and gel, roughly oval,
  with blind, primitive tumors where the eyes would
  normally rest.  The only true organ on its grotesque body
  is a mouth rimmed with diamond-clear teeth arranged in
  an incredulously insane pattern, with the canines at the
  back of each side, followed by the incisors next, and
  capped off at the front by the molars.  The only color to
  the abomination is a hollow, ruby-hued tongue visible
  through its transparent phlegm-like skin.  Barbed at the
  point and ridged for three inches afterward, the tongue
  can shoot from between its slimy lips at lightning speeds
  to an extent equal to the length of its tail.
  Blind, the geljill perceives it surroundings by taste,
  much as a snake or reptile.  It frequently darts its sharp
  tongue out to taste its pray scent in the air.  It is also
  mute, the sounds coming from it being the sickening
  slurps of parting mucus as its loose, flashy lips open and
  close in an obscene smacking motion.
  Due to its nocturnal cycle and near transparency, the
  geljill is virtually invisible to the unwary, its slime
  glistening in the ambient light.  It is 75% invisible in
  overcast skies, 85% invisible in rainstorms, and 95-99%
  invisible at night (depending on the current phase of the
  moon).
  Combat
  Geljill prefer to hunt from high in the air, usually 50 to
  200 feet above ground.  Once prey is located, the
  creature dives down upon it in a spiral pattern, its lengthy
  tail forming a corkscrew pattern as it trails after its
  slobbering mouth.  When it attacks, its prey must make a
  surprise check at a staggering penalty of -6 to detect it
  (perhaps the adventurer felt a tiny droplet of slime hit his
  face, or the faint smacking of it lips, etc.).
  Ordinarily, a geljill will attack with its bite, which
  upon a successful bite inflicts 4d12 points of damage; the
  creature’s jaw automatically locks into place, the only
  way of loosening it is by killing it.  Once locked into
  place, the victim receives no more damage from the bite,
  but instead suffers 2d6 points of damage as the geljill’s
  tongue repeatedly jabs into the victim’s flesh and gorges
  on its blood which noticeably flows into and disperses
  about its body.  During both modes, the geljill can also
  lash with its razor-thin tail for 3d12 points of damage.
  Geljill have an innate, supernatural sense of those
  with child, and will unswervingly attack a pregnant
  creature before all others.  Upon a successful bite attack,
  it will burrow its barbed tongue into the victim only once
  (both causing normal damage); but instead of feasting on
  the warm blood, it savagely digs its way through the
  internal organs.  Upon reaching the womb, the geljill
  immediately explodes, victims taking 1d6 points of
  concussive damage and 1d20 points per round afterward
  of Type E poison damage as the creature’s vitriol seeps
  into the victim’s open wound (this can be countered by a
  neutralize poison spell cast by a priest of at least 6th-
  level).  Those who suffer such an ‘explosion attack’ must
  make a horror check, failure resulting in a phobia
  bordering on mania toward pregnancy—especially their
  own unborn child.  Woe should the victim survive, for
  the pregnancy will be a horribly difficult if not lethal term
  for both the child and mother.  Those rare few born from
  a geljill victim are viewed as tainted with malaise and
  shunned by oven the most despised of Vistani.  Most
  progeny painfully kill themselves before the geljill’s
  legacy can manifest itself, so intended result of this
  behavior is unknown.
  The slime-coated skin of the geljill makes it virtually
  impossible to be grabbed or held.  Bludgeoning weapons
  like clubs and war hammers only cause ¼ damage and
  slashing weapons cause half, as they effortlessly slide off
  
  G
  50
  its slick hide.  Luckily, piercing weapons like rapiers and
  arrows cause double damage, as the creature seems
  vulnerable to having its bodily membrane ruptured.
  Habitat/Society
  Due to the creatures’ mucus-like consistency, geljill live
  mostly in wet or humid climes with some type of swamp
  or sitting, stagnant water (landlocked lakes, not flowing
  rivers).  However, they are capable of great movement,
  sometimes traveling miles in the dark, cloudy skies
  prowling for food.
  It is believed the geljill are an asexual, nomadic
  species, as no young nor lair has ever been discovered.
  The truly superstitious believe that these monstrosities
  are the creations of domain lords such as Strahd, or
  perhaps even the harbingers of the dark powers
  themselves.
  Ecology
  The geljill is the top of its niche in the food web, the
  ultimate predator failing prey to no other species.  No
  other creature would want to consume its viscous flesh,
  as it tastes disgustingly indigestible—salty, clammy, and
  rubbery—and has no usable nutritional value.
  Psionic Summary
  Level
  Dis/Sci
  Dev
  Attack/
  Defense
  Power
  Score
  PSPs
  1
  2/3/3
  PsC/M-
  13
  1d100+20
  Geljill usually exhibit powers from the Telepathy and
  Metapsionic disciplines, though Clairsentience is not
  unheard of on rare occasions.
  
  G
  51
  GHOST BANE
  by Gary Holloway
  Georgia, USA
  Climate/Terrain:
  Ravenloft
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Average to High (8-14)
  Treasure:
  Nil
  Alignment:
  Any Evil
  No. Appearing:
  1
  Armor Class:
  -2 or 5
  Movement:
  Fl 20 (A)
  Hit Dice:
  1-12
  THAC0:
  9
  No. of Attacks:
  1
  Damage/Attack:
  3d6+2
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  35%
  Size:
  M (5’-6’ tall)
  Morale:
  Fearless (20)
  XP Value:
  1-3 HD:
  1,200
  4-6 HD:
  2,000
  7-8 HD:
  3,000
  9-10 HD: 
  4,200
  11-12 HD:
  5,600
  The Ghost Bane is a ravenous, undead creature who
  feeds upon karmic resonance.  As its name implies, the
  ghost bane is one of the few creatures that can make even
  a ghost shiver with fright.  It appears as a vaporous
  cloud, streaked with blue, that glows brighter with each
  feeding and a vague, skull-like face precedes its swirling
  body.
  There a-re two sources of karmic resonance in
  which the ghost bane may feed.  One source is mortal
  creatures who emit the karmic energy upon death.  The
  other is incorporeal creatures, such as ghosts and geists,
  whose essences contain karmic traces that are released
  upon their destruction.
  Combat
  Ghost banes are semi-corporeal undead that retain the
  ability to attack both corporeal and noncorporeal
  creatures effectively.  They may only be attacked by
  weapons of +2 or greater and regenerate HD through
  feeding.  They gain 1 HD per magnitude of the
  incorporeal undead fed upon and 1 HD per magnitude of
  karmic resonance released upon the death of a mortal.
  Example: If a 3rd-magnitude ghost would have been
  created by the death of a mortal, then the ghost bane
  gains 3 HD by absorbing the karmic energy.
  These feared creatures inflict double damage against
  ethereal creatures.  This power makes it difficult to
  combat on the border ethereal and makes incorporeal
  undead choose flight instead of fight.  Many unwary
  adventurers have lost their lives thinking that this spirit
  shared the ghost’s weakness.  However, many more
  ghosts have been sent to oblivion, thinking to retreat fully
  into the border ethereal.
  The ghost bane has many innate abilities that make it
  a terrible opponent and aid it in its machinations.  Any
  creature with intelligence must make a fear check when
  viewing the ghost bane.  Not only is this a supernatural
  power, but a natural fear that the destructive spirit
  evokes.  A ghost bane may also cast spells at 10th level of
  ability.  Each day it may cast: magic missile, wizard eye,
  charm person, command, phantasmal force, audible
  glamour, cantrip, lightening bolt, magic jar, and
  animate dead.  The semi-corporeal ghost bane, may also
  become fully ethereal at will.
  Habitat/Society
  The first ghost bane was created when a zombie cloud
  attacked and killed two young lovers.  The couple were
  on their way home and were so engrossed that they lost
  track of time.  A strange fog rose about them and a group
  of shambling figures appeared from the mist.  Terrified
  the young man ordered his love to flee, but she just stood
  there resigned to her fate.  The man was quickly brought
  low by the overwhelming odds and watched helplessly as
  his only love was also struck down.  The zombie cloud
  fed on the horrid resonance , but was cut short by the
  families of the couple.  Fearing the worst, they had come
  searching for their missing children.  Being well versed
  on the horrors of the night, the two families came armed
  for bear and were able to drive off the cloud.  The next
  night the young man rose from his grave a new creature.
  Not quite a ghost, but a vengeful spirit just the same.  He
  became the first ghost bane.
  Ecology
  The ghost bane is a creature that is created when a mortal
  dies and his or her will is so strong that a ghost would
  normally be formed.  However, during the creation,
  energy is lost or stolen and the resulting ghost bane has
  an energy deficiency.  This gives the monster an
  overwhelming need for more and more energy.  The
  more it feeds the stronger it gets, but if it does not feed at
  least once a week, it loses 1 HD per week.
  
  G
  52
  Although the pure energy released upon the death of
  a mortal creature is the ghost bane’s preferred meal,
  incorporeal undead are often a more readily attainable
  food source.  Ghosts and their ilk will also yield higher
  levels of energy than most living creatures produce at
  death.  Hunting tirelessly, the ghost bane will destroy
  incorporeal undead and feast upon the psychic energies
  that rupture forth.  This creature greatly reduces the
  number of incorporeal undead in an area.  If it were not
  for the fact that it also preys upon the living, the ghost
  bane could be considered one of mankind’s greatest
  assets in the war against the undead.
  When not hunting incorporeal undead, the ghost
  bane will manipulate the living to cause the most pain
  and suffering, never relenting until it victim’s stress is
  fever-pitched.  Then, and only then, will it reveal its
  vaporous form and slay the victim, releasing the flood of
  karmic energy.  Many of the more intelligent ghost banes
  soon come to realize that the more traumatic a mortal’s
  death, the more karmic energy produced.  In much the
  same way, powerful incorporeal creatures release more
  energy than the weak.  Intelligence also comes into play
  when engineering plots to cause the most stress on a
  mortal victim.  In order to squeeze out the most karmic
  resonance, a ghost bane may spend weeks grooming the
  victim from the shadows.  However, most ghost banes
  with average intelligence had rather make many kills and
  seem to prefer “quantity” over “quality.”
  
  G
  53
  RUNNER—UP
  GHOST PEGASUS
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  None
  Intelligence:
  Average (8-10)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  6
  Movement:
  24, Fl 48 (C)
  Hit Dice:
  4+4
  THAC0:
  17
  No. of Attacks:
  3
  Damage/Attack:
  1-8/1-8/1-3
  Special Attacks:
  Dive, Rear kick
  Special Defenses:
  +1 or better magical weapons to hit
  Magic Resistance:
  Nil
  Size:
  L (5½’ at shoulder)
  Morale:
  Fearless (19-20)
  XP Value:
  650
  Ghost Pegasi are the spirits of pegasi that betrayed their
  masters.  They roam the land in search of new masters so
  that they might redeem themselves.  But the new master
  had better live up to the ghost pegasus’ high standards or
  the ghost pegasus will surely be that master’s doom.
  Ghost pegasi look like semitransparent pegasi.
  Emaciated and rotting, the ghost pegasus’ most fearsome
  features are its fiery cold blue eyes and forlorn cry.
  Ghost pegasi can speak Common or communicate
  telepathically.
  Combat
  Ghost pegasi are terrifying creatures and most potential
  opponents flee long before combat can begin.  Anyone
  hearing the ghost pegasus’ forlorn flute-like cry for the
  first time must make a save vs. spell or flee and seek a
  place to hide.  Seeing the ghost pegasus is cause for a
  new check with the same results.  The sight of a ghost
  pegasus always requires a save vs. spell to keep from
  panicking.  Riders and a rider’s allies are immune to this
  fear.
  Ghost pegasi attack by lashing out with their hooves and
  biting.  They can attack an opponent who is behind them with
  their rear hooves causing 2-12 points of damage, but no other
  attack can be made that round.  A ghost pegasus can also dive
  at an opponent from a height of 40 feet or higher and attack
  with its hooves.  Each attack roll is made with a +2 and causes
  double damage.
  A ghost pegasus can pass through solid objects if it wishes.
  It takes one round to become insubstantial during which the
  ghost pegasus can perform no other action.  It can then move
  about as though ethereal but it is still visible and can be heard.
  It can become substantial at any time and still perform actions
  that round.  It cannot become substantial within an object.
  Anyone riding a ghost pegasus becomes insubstantial or
  substantial when the ghost pegasus does.
  Only magical weapons of +1 or better can hit a ghost
  pegasus.  They are turned as ghosts.
  Habitat/Society
  Ghost pegasi seek to gain eternal rest by loyally serving
  someone who is pure of heart.  This is very difficult for them as
  they are impatient and easily frustrated.
  When a ghost pegasus sees a humanoid that is not fleeing
  from the sound of their wail, it views that person as a potential
  master.  The first test the person must pass is one of bravery.
  The ghost pegasus will dive at them as though to attack and
  pull up at the last second.  If the individual does not flee or
  attack the ghost pegasus will land and pledge their service.  If
  the person makes an offensive move or seems frightened, the
  ghost pegasus will attack to kill.
  It will serve a master loyally for 3d6 days then it will feel
  frustrated and will abandon its master in a time of great need.  If
  its master can keep it for a week and never has to make a
  powers check during that time, the pegasus’ alignment will
  change to chaotic neutral.  When it is chaotic neutral it will
  serve loyally until a powers check is called for.  If the master
  must make a dark powers check, it leaves peacefully but reverts
  to chaotic evil.  If it serves another week without a powers
  check it becomes chaotic good and will then inform its master
  that it will serve for one more week and then it must leave to
  the afterlife.  During that last week, if its master makes a
  powers check for any reason (trying to make it stay forces a
  powers check) the ghost pegasus feels betrayed, reverts to
  chaotic evil, and attacks.
  Ghost pegasi can be bound to service through combination
  of mount and charm monster.  It will then serve for exactly two
  months and then the spells must be cast again.  They can also
  be commanded by an evil priest for two months just by a
  successful turning attempt.  A ghost pegasus hates being
  controlled and will attempt to deceive its master about the
  length of time left until its freedom.  If dispel magic is cast on it
  while it is controlled by a mage or priest it will automatically be
  freed but may continue to serve its master so that it can desert
  in a time of great need.
  Ecology
  Ghost pegasi do not eat and tend to haunt wilderness roads.
  
  G
  54
  GRIFFON, SHADOW
  by Victoria Hood
  Tyne & Wear, England
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Organization:
  Pairs
  Activity Cycle:
  Nocturnal
  Diet:
  Any
  Intelligence:
  Average (8-10)
  Treasure:
  D
  Alignment:
  Lawful Evil
  No. Appearing:
  2
  Armor Class:
  3
  Movement:
  12, Fl 30 (C)
  Hit Dice:
  8
  THAC0:
  13
  No. of Attacks:
  3 (or 5—see below)
  Damage/Attack:
  1-4/1-4/2-16 (1-6/1-6)
  Special Attacks:
  See Below
  Special Defenses:
  See Below
  Magic Resistance:
  Nil
  Size:
  Large (12’ long, 20’ wingspan)
  Morale:
  Good (14)
  XP Value:
  4,000
  Shadow Griffons are found only within the Demiplane of
  Dread.  Their dark silhouettes often mistaken by travelers
  to be giant eagles or ravens as they pass across a full
  moon.  But it is very rare that they are seen at all.  Using
  the cover of darkness to its full advantage, the shadow
  griffon will swoop silently on its prey, taking it by
  surprise and carrying it up to its nest.
  Combat
  The shadow griffons work in pairs to take down prey or
  opponents.  One of the two will glide in, attacking with a
  penalty of -4 to victims’ surprise rolls—due to the
  unnaturally silent nature of the beasts.  The griffons can
  carry weight up to the size of a large war-horse or cow.
  If the attack fails and the prey is alerted, the griffon
  which made the attack will distract the opponent, while
  the other attempts another surprise attack from the rear.
  If both attempts fail and they are not particularly
  hungry they will give up and look for something else.  If
  food is scarce they will remain and attack physically
  using a claw-claw-bite routine.  If both front claws hit,
  they can rake with their rear claws for a another 1d6
  points of damage with each.  Because they often eat
  carrion, their attacks can cause disease; save vs poison or
  contract an unsightly disease which gives -1 Con and -1
  Cha per day.  The disease is normal, and may be cured by
  cure disease or similar methods.
  Shadow griffons require +1 or better weapons to hit
  them.  If outnumbered or outclassed they can breathe a
  cloud of shadowy mist which hinders vision, with a 40’
  radius, 15’ in height.  Once per day they can shadow
  form with all of the abilities of a normal shadow, which
  lasts for up to 3 turns.  However, they are not undead and
  may not be turned.
  Their feathers and fur are vulnerable to fire; they
  save at a penalty of -2 with an extra point of damage per
  die.
  Habitat/Society
  The griffons often choose a mate at a young age, and
  remain with them until they die, at which time they go to
  seek another.  Together they will claim an area of land
  roughly 10 miles in diameter.  No other griffons will be
  allowed into this area, as they are extremely territorial.
  The area chosen will often have at least one man made
  feature—a village, city, or manor, at least some place
  which sees human or humanoid passage such as a busy
  road.
  They prefer to build their nests in high places such
  as a cliff face or mountain ledge, but they will settle for
  anywhere with a good vantage point such as the top of a
  tree or roof of a building.
  Ecology
  Their preferred diet is human or humanoid flesh, but they
  will eat almost anything, including carrion.  They hunt
  using their excellent eyesight and sense of smell, spotting
  a potential meal from over a mile away.  With infravision
  of 120’ they can hunt in total darkness.  They will often
  hunt for the enjoyment, and to hone their combat skills.
  Once every two or three years the female will lay a
  clutch of 2 to 5 eggs in a large, secure nest of twigs and
  feathers.  They take on average a month to hatch, and
  will stay with the parents until they are a year old, by
  which time they have been taught aerial maneuvers and
  how to hunt.  They have an average lifespan of 20 years,
  but some have lived until 40.
  Shadow griffons have their own language of shrieks
  and growls, and can understand bird calls.  From their
  extensive contact with humans they can understand the
  Common tongue but cannot speak it.
  
  G
  55
  GRIMOR
  by Fred V. Savadge Jr.
  Pennsylvania, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Blood & magic
  Intelligence:
  Very (11-12)
  Treasure:
  Nil
  Alignment:
  Chaotic Neutral
  No. Appearing:
  1 (2-20)
  Armor Class:
  5 (base)
  Movement:
  9, Fl 18 (C)
  Hit Dice:
  1+3 (base)
  THAC0:
  18
  No. of Attacks:
  3
  Damage/Attack:
  1/1/1-2 (base)
  Special Attacks:
  Magic
  Special Defenses:
  Magic Absorption, Hide
  Magic Resistance:
  50%
  Size:
  T (2’ base)
  Morale:
  Average (8-10)
  XP Value:
  T-175 / S-300 / M-425
  Grimors are diminutive creatures who sit on stone
  perches and castles waiting to be a familiar to a mage.
  They have leathery, gargoyle-like wings, and gleaming
  white talons and teeth.  Their skin is stone-like, grayish
  in color.
  Combat
  Grimors attack with claw/claw/bite and limited spell
  power for if it makes its MR roll by 20% it will absorb
  the spell cast at it and store it.  What level of spell = spell
  level grimors can then cast out raw energy bolts, doing
  1d6 points of damage per spell level.  Any spells not
  used within a day will be consumed by the grimor.  It
  also confers this ability to its master, but at 25% MR.
  The master’s chance to absorb and then cast out is 10%.
  Any spell levels not used by the end of the day are then
  consumed by the grimor.
  All abilities conferred to the mage are only effective
  if staying within a 10’ radius of the grimor.
  Habitat/Society
  The Grimor were created by Duke Gundar of Gundarak
  for a way to deal with mages.  These creatures would sit
  on top of castles or high, rocky places using their Hide in
  Shadows ability (60%).  A grimor’s master also receives
  this ability at 30%, so both can hide in defense.  This is
  usually suggested by the grimor, for he needs his master
  alive to feed.  The grimor depends on its master to grow
  and spawn off another tiny grimor when it hits adulthood.
  The adult grimor then tries to kill the mage for it feels the
  mage is not needed, that it can take care of itself, with the
  new tiny grimor looking for another mage its parent’s
  master is killed.
  Grimors have telepathic communication with their
  masters if within a mile radius.
  They also have 120’ infravision to find their mage
  masters from high tops.  60’ infravision is given to its
  master.
  Ecology
  Grimors need blood and magic to go on.  Blood can only
  come from their mage for if it comes from anything else
  the grimor will get sick and lose all special abilities.
  Grimors need a minimum amount of blood each day (see
  table below), but if overfed by giving it 1 hp or more a
  day for a week it grows in size by 1’ to a maximum of 5’
  in adulthood.
  Grimors absorb magic from a mage by taking 1
  memorized spell per day per spell level.  According to
  max. spell level to cast (spell points—1 spell point per
  spell cast) Grimors can cast any spell from their master’s
  memory 1/day.  Any spell points or memorized spells not
  used are then consumed by the grimor at the end of the
  day.
  Variants
  Hit Dice
  Damage
  Max. Store
  Spell Level
  Blood
  Sus./ Day
  Max. Spell
  Level Cast
  Size
  T - AC 5
  1+3
  1/1/1-2
  5
  1-2 hp
  1st
  2’
  S - AC 3
  2+3
  1-3/1-3/1-6
  10
  2-3 hp
  2nd
  3’- 4’
  M - AC 1
  3+3
  1-6/1-6/1-8
  15
  3-4 hp
  3rd
  5’
  
  I
  56
  ILLITHIKONTHOON
  (THUNDER KRAKEN)
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  Fl 30 (E)
  Hit Dice:
  16+50
  THAC0:
  5
  No. of Attacks:
  10
  Damage/Attack:
  2d10
  Special Attacks:
  Drop, Swallow whole, Call lightning,
  Constriction
  Special Defenses:
  Control weather, Immune to
  electricity, Immune to spells and
  psionics that attack the mind
  Magic Resistance:
  50%
  Size:
  G (200’ high, 50-100’ wide)
  Morale:
  Fearless (19-20)
  XP Value:
  26,000
  The Illithikonthoon, or thunder kraken, is the most
  horrifying creation of the illithids.  Looking like some
  nightmare nautilus, the thunder kraken floats head down
  in storm clouds, striking prey dead with lightning then
  sweeping it up with long tentacles to swallow it whole.
  An illithikonthoon looks like an enormous nautilus
  with giant milky white eyes and a shell like a mountain.
  They are rarely seen as they prefer to hunt at night from
  within dark storm clouds, but those who witness the
  thunder kraken's great black bulk floating above them
  during a flash of lightning are often driven mad or killed
  outright by fear.
  Illithikonthoon can only communicate through
  telepathy.
  Combat
  Illithikonthoon first attack by striking their prey with
  lightning.  They have an ability to call lightning as per
  the spell twice a round.  These bolts cause 8d6 points of
  damage.
  When their prey falls, they snatch it up from the
  ground in one of their powerful 100’ long tentacles.
  Beings grasped in a tentacle suffer 2d10 points of
  damage a round and it takes two rounds for the thunder
  kraken to bring the prey to its gaping beak.
  Prey that seem immune to the lightning attack are
  struck by the tentacles for 2d10 points of damage or
  lifted into the air and dropped to the ground.  It takes two
  rounds to be lifted and victims of this attack usually fall
  about 150 feet.
  Illithikonthoon swallow prey whole.  Swallowed
  beings that are not yet dead must save vs. poison each
  round or fall unconscious from breathing the noxious
  gases of the thunder kraken's stomach.  Illithikonthoon
  digest prey very slowly and creatures in their stomach
  suffer 1 point of damage from acid each turn.  Inside its
  body, the illithikonthoon has an Armor Class of 8.  If
  damaged from within, a thunder kraken will cough up the
  offending creature causing it to take falling damage.  An
  illithikonthoon can bite with its beak but only does so if a
  creature is too large to swallow or places itself in its
  mouth.
  Thunder krakens are very strong and each tentacle
  can lift 1,500 pounds.  Damage to the tentacles is
  subtracted from the thunder kraken's total hit points.  If
  15 points of damage are delivered to a single tentacle it
  will be severed.
  An illithikonthoon's rocky shell is about five feet
  thick.  It can be mined through but normal weapon
  attacks do little damage.  Damage to the shell causes no
  damage to a thunder kraken.
  A thunder kraken can control the weather.  When
  awake they unconsciously gather a great storm about
  themselves and during their sleep they keep themselves
  cloaked in thick clouds.
  Although they are class E flyers, thunder krakens
  can hover in place.  They are immune to lightning and
  are unaffected by the winds of storms.
  Thunder krakens are immune to psionics and magic
  that affects the mind.  The only creature that has been
  known to be able to command the thunder krakens is the
  illithid god-brain of Bluetspur.
  Habitat/Society
  Thunder krakens are solitary creatures.  They do not
  mate, have offspring, or have anything resembling
  culture.  They generally attack herds of animals but entire
  villages have been destroyed on stormy nights.
  Fortunately for their prey thunder krakens can go as long
  as two years before needing to eat.  During the day
  thunder krakens turn white and sleep high in the clouds
  drifting on the wind.
  
  J
  57
  The thunder krakens once lived in Bluetspur.  These
  great creatures scoured the land for food during the
  constant storms.  It was the illithikonthoon that acted to
  close the surface borders of the realm when the illithid
  god-brain commanded it.  But during the Grand
  Conjunction something went wrong and the thunder
  krakens were trapped outside the domain.  Exulting in
  their new freedom, the illlithikonthoon roamed far and
  wide.  Now they avoid their former domain for fear of
  being dominated by the god-brain.
  Thunder krakens are not very intelligent but they
  regard all other beings as inferior.  Beings on the ground
  are not considered more than food and flying creatures
  are ignored.  Even creatures that cause significant
  damage to an illithikonthoon are considered nothing
  more than a nuisance.  The one exception is a creature
  that communicates with the illitkonthoon via telepathy.  If
  the creature is on the ground an illithikontoon will refuse
  to believe it and will search for the speaker in the clouds.
  If the speaker is flying then the illithikonthoon will be
  very interested.  A thunder kraken will view a flyer using
  telepathy as a kind of lesser version of itself.  They will
  put all things said in the best light and treat the creature
  like a student or a child.  By taking advantage of this
  tendency it may be possible to use and illithikonthoon as
  a kind of flying fortress.
  A thunder kraken lives in only 1/3 of its mountain-
  like shell.  The rest is divided into large empty chambers.
  Unlike a nautilus, thunder krakens totally seal off the
  chambers they do not live in.  If attacked from within an
  ilithikonthoon can turn around in its shell but this leaves
  it vulnerable to attacks from the opening.  It takes three
  rounds for a thunder kraken to turn around in its shell.
  Ecology
  Illithikonthoon can depopulate an area with their
  predations but refrain from doing so.  After eating a large
  meal they will sometimes sleep for months.
  Thunder krakens live anywhere but generally stay
  away from lightly inhabited areas because these provide
  little food.
  
  I
  58
  IMMECLULOUS
  by Jason Crotts
  Minnesota, USA (?)
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  […]
  Intelligence:
  As in life
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1-3
  Armor Class:
  2
  Movement:
  […]
  Hit Dice:
  8+8 or special
  THAC0:
  12
  No. of Attacks:
  2
  Damage/Attack:
  1-10 / 1-10
  Special Attacks:
  Mourning, Temporary Possession,
  De-molecule ability
  Special Defenses:
  Undead immunities, Immune to air-
  based attacks.
  Magic Resistance:
  25%
  Size:
  M (5’)
  Morale:
  Fanatic (18)
  XP Value:
  4,000
  The Immeclulous is a resentful undead creature created
  when a creature’s body is completely destroyed by magic
  or natural things such as fire.  They resent not being able
  to pass into the afterlife with their physical body intact.
  The immeclulous appears as a five foot blob of billowy
  mist; occasionally flashes of red, blue, and yellow
  illuminate them as if lightning was dancing within them.
  Combat
  When an immeclulous first attacks a living creature it
  releases a dreadful sound of mourning.  This mourning
  sounds like a shrill wind and all creatures within 30’
  must save vs. spells or be affected by hopelessness for
  one turn, as per the spell emotion.  The creature then
  attacks with visible claws of force reaching out to ten
  feet.  Each hit does 1-10 points of damage.  This
  insidious attack has a special effect.  It destroys the
  molecules of the victim; thus damage caused by these
  creatures is permanent unless magically healed.
  As a last resort this creature […]
  Note from the Kargatane
  Sadly, this report survives as only a fragment.  We
  believe there may have been another page offering
  further details on this creature.  Jason, if you’re out there,
  fill us in!
  
  I
  59
  IMP OF THE PERVERSE
  by Bret J. Stewart
  North Carolina, USA
  Climate/Terrain:
  Any Ravenloft
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Intelligence:
  Very (11-12)
  Treasure:
  Q
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  6, Fl 18 (B)
  Hit Dice:
  3
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1-4
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  40%
  Size:
  T (1-2’ tall)
  Morale:
  Average (8-10)
  XP Value:
  975
  The Imp of the Perverse is a cunning creature that serves
  chaos and evil.
  Imps of the perverse are small creatures ranging in
  size between l’ and 2’ tall.  They are usually mottled grey
  in color, but a few are as dark as coal black.  Imps of the
  perverse are wicked-looking creatures with sharp
  pointed teeth, leathery wings, and a barbed tail ending in
  a nasty stinger.  They have no horns.  The imp has 90’
  infravision.  Imps of the perverse are able to polymorph
  into any humanoid form (not specific individuals) up to
  7’ tall.  The imp can speak the Common tongue as well
  as communicate with its own kind in a vulgar, hissing
  language.
  Combat
  In its natural form, the imp attacks with the poisoned
  stinger on its tail.  The stinger inflicts ld4 points of
  damage and instantly slays anyone who fails a saving
  throw versus poison.
  In its polymorphed form, the imp can use any size-
  appropriate weapon, provided it can find one.  Note that
  the imp will (probably) not be proficient with such a
  weapon and will attack with a -4 penalty to hit.  The imp
  can polymorph as often as it wants, but gains no hit
  points for doing so.  The imp also has several spell-like
  abilities: at will, an imp of the perverse can become
  invisible, silent, or detect magic.  Three times per day, it
  can teleport and once per day it can cast a command.
  The imp’s true power and its name come from its
  ability to pervert the actions of others.  Anyone within
  30’ of the imp must make a saving throw versus spells
  each round.  Each and every round the save is failed, the
  failing character will find himself performing an action as
  far opposite from his intended action as possible.  For
  example, a character preparing to strike at an orc may
  decide to parry instead.  For another example, a character
  is fleeing from a monster in a dungeon corridor.  Ahead
  the tunnel forks and he wants to go left.  If he failed his
  saving throw, he could decide to go right or maybe he
  wou1d decide to turn and fight the monster.  This power
  cannot cause a character to commit suicide or act
  contrary to his alignment.  An imp is almost always going
  to be invisible when using this ability and the character
  under its influence actually believes he is performing the
  perverted action of his own free will, therefore making it
  unlikely that the imp’s influence will be detected.  The
  DM should be creative and use the characters’ actions to
  cause as much confusion as possible.
  Imps of the perverse are immune to all fire, cold, or
  electricity-based attacks.  They have a base 40% magical
  resistance and save as if they were 7HD creatures.  They
  can be harmed only by silver or magical weapons and are
  immune to all poisons and toxins.  They regenerate 1 hit
  point per melee round.
  Habitat/Society
  Unlike other imps, imps of the perverse do not serve a
  wizard.  They serve chaos and chaos only.  If this
  involves cooperating with other creatures in order to
  cause maximum confusion, the imps may make
  temporary alliances.  Imps of the perverse delight in
  confusion and revel in the destruction they cause.
  The dark powers of Ravenloft allow the imps free
  travel between the various domains of the demiplane, but
  the imps cannot leave Ravenloft itself.  The imps have no
  familial ties and are as likely to kill another of their kind
  as they are anything else.
  Ecology
  The imp of the perverse is a tool of the dark powers of
  Ravenloft used to spread suffering.  Although perfectly
  suited for life on the Demiplane of Dread, it is said that
  the race of imps originated on another plane and that
  many are still to be found there.
  
  L
  60
  KURACK
  by Jefferson Hofmann
  New Hampshire, USA
  Kurack
  Advanced Kurack
  Climate/Terrain:
  Mountains
  Mountains
  Frequency:
  Very Rare
  Very Rare
  Organization:
  Pack
  Pack
  Activity Cycle:
  Any
  Any
  Diet:
  Special
  Special
  Intelligence:
  Average (10-11)
  Exceptional (15-16)
  Treasure:
  C
  A
  Alignment:
  Neutral Evil
  Neutral Evil
  No. Appearing:
  4-16
  1-4
  Armor Class:
  8
  8
  Movement:
  12, Fl 15 (B)
  12, Fl 15 (B)
  Hit Dice:
  6
  6
  THAC0:
  15
  15
  No. of Attacks:
  2 or by weapon
  2 or by weapon
  Damage/Attack:
  1d6+1 / 1d6+1 or by weapon
  1d6+1 / 1d6+1 or by weapon
  Special Attacks:
  Bonus to hit humans, Fear
  Bonus to hit humans, Fear, Spells
  Special Defenses:
  Resist turning, Undead immunities Resist turning, Spells, Undead immunities
  Magic Resistance:
  Nil
  Nil
  Size:
  M (6’ high)
  M (6’ high)
  Morale:
  Average (10)
  Average (10)
  XP Value:
  2,000
  3,000
  The Kurack were a race of intelligent birdmen that lived
  during the age of cavemen.  In a war against human race
  all of the females, chicks and eggs were placed in a
  single spot where a surprise attack by the humans wiped
  them out.  The males of the race, bent on revenge,
  became undead in order to reap vengeance against the
  humans.  After centuries of fighting they developed
  fighting and spellcasting techniques humans could only
  dream of and succeeded in destroying the human race on
  their home plane.  Then the Mists of Ravenloft drew
  them into the demiplane of dread, where they continue
  their quest of revenge.
  Kurack appear as a humanoids with a vulture's head
  and wings, talons for hands and feet, and covered in
  rotting, feathered skin. 10% have a stolen human limb or
  two, or a missing wing.
  Combat
  Only two types of Kurack exist: those at war with
  humans and those looking for humans.  Thus they have a
  +4 to hit humans and half-elves.  Kurack can use any
  magic item save armor and are considered proficient with
  all weapons, but can not use missile weapons while
  flying.  If weapons are unavailable they use the talons of
  hands or feet to fight.  Often, human victims are
  kidnapped rather than killed.  Wizards are never taken
  this way, but clerics often are.
  Kurack can gain hit points by draining them from a
  human victim who is unable to struggle (bound or
  unconscious).  For this reason they kidnap humans.
  Kurack can also use lost body parts of humans if part of
  their own body is rendered unfit for use by combat or
  decay.  The sight of a Kurack's rotting visage is reason
  for a fear check.  The sight of a Kurack with a stolen
  body part is means for a horror check as the viewer
  realizes what the Kurack has done to get the limb.
  Advanced Kurack have 6th level cleric or wizard
  abilities.  Wizard Kurack may cast spells from any school
  up to 3rd level in ability.  Cleric Kurack may cast any
  sphere except Healing up to 3rd level in ability.
  Kurack are turned by non-human clerics as wraiths.
  They are turned by human clerics as “special” undead.
  They can not be controlled by a human at all, no matter
  the means.  If forced to do so they will act as if turned but
  will never follow the orders of a human unless it suits
  their purpose.  This also applies to creatures that were
  once human and can control undead.  Vampires,
  mummies, liches and the like can not control Kurack.
  
  K
  61
  Like all undead, Kurack are immune to sleep,
  charm, hold, death magic, poisons and cold-based spells.
  Holy water inflicts 2d4 damage to them.
  Habitat/Society
  Kurack live in caves on craggy peaks, preferably out of
  reach of landbound creatures.  These caves are often
  filled with traps that take advantage of the Kurack’s
  undead nature and flying abilities.  The leader of a group
  is always an advanced Kurack with 6th-level cleric or
  wizard abilities.  Often there are also human captives and
  a charmed cleric to heal the other captives for draining,
  as Kurack can not cast healing spells and must depend on
  humans for regeneration.  They are not above using these
  captives as human shields.
  Ecology
  Kurack take nothing from the environment, but ruthlessly
  hunt down any humans and half-elves that they can get
  their talons on.  The world they came from is thought to
  be a primeval paradise, only populated by elves, gnomes
  and halflings who live at peace with the nature and
  dwarves, who live under the surface.
  
  K
  62
  KUS-NAR
  by Chris Saengvanich
  Massachusetts, USA (MA)
  Climate/Terrain:
  Coastal
  Frequency:
  Rare
  Organization:
  Hive
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Semi (2-4)
  Treasure:
  A
  Alignment:
  Chaotic Neutral
  No. Appearing:
  3-9
  Armor Class:
  7
  Movement:
  Fl 6 (B)
  Hit Dice:
  3
  THAC0:
  17
  No. of Attacks:
  1 + special
  Damage/Attack:
  2-12/ 2
  Special Attacks:
  Balance (see below)
  Special Defenses:
  Heatlessness (see below)
  Magic Resistance:
  Nil
  Size:
  T (2’ or less)
  Morale:
  Elite (13-14)
  XP Value:
  700
  The Kus-Nar (couz-nar) are the product of a god driven
  mad.  On an unknown sphere, a god of neutrality sought
  to balance the power between good and evil.  He opened
  himself to both sides in order to have a better view of the
  disturbance.  This drove him mad.  In his new shattered
  mind, Law and Chaos were the problem, not Good or
  Evil.  He created the Kus-Nar to bring those of his world
  to the “true balance.”  By shifting the alignment of every
  one from Law or Chaos, all would be well.  But the god
  himself had gone mad and the Kus-Nar were flawed.
  They now shifted the balance of those they touched, Law
  to Chaos and Chaos to Law.
  The Kus-Nar look like a large leech.  They are about
  2’ in length.  They have a gray, nondescript rubbery skin
  that looks like cloud matter or mist off the sea.
  Combat
  Their body make-up allows Kus-Nar to fly at will.  They
  float silently and almost invisibly.  Their coloring lets
  them blend in with fog or mist.  They also are heatless, in
  that they give off neither heat nor cold, and thus are
  invisible to infravision.  They sense their prey by
  detecting alignment, with a range of 100 yards.  If not
  detected, and with a successful attack, they attach
  themselves to the victim, on humanoids to the base of the
  skull.  The victim saves vs.  death magic at -3.  If the
  victim fails he does not notice the Kus-Nar and it
  becomes invisible.  If he succeeds then he will notice the
  Kus-Nar on his body and it will cause 1-3 points of
  damage.  If the Kus-Nar fails the attack, it is noticed
  instantly.
  Once the Kus-Nar attaches itself to the victim it
  begins to feed on the victim’s aura.  This is the Law and
  Chaos aspects of the alignment.  The Kus-Nar will feed
  for 3 to 6 days, depending on which side the victim’s
  aura is.  If he is Lawful Good, it feeds for three days to
  make him Neutral Good and three more to make him
  Chaotic Good.  During the feeding the victim gets a save
  vs. spell every day after the first, with any Mental defense
  bonuses.  This is due to the shift in personality.  Others
  around the victim will notice the change in personality.
  Know alignment will show the Kus-Nar as a swirl of
  light and darkness.  Once detected, remove fear will
  force the Kus-Nar to detach itself.
  Habitat/Society
  The Kus-Nar live in a hive society.  They congregate in
  coastal cliffs and caves.  When they are sleeping they
  huddle all together like a mass of scrumming fog.  Their
  young spend the larval stage as a crystalline form.  These
  are prized as components of know alignment spells.
  This item doubles the range and also adds the degree of
  balance to the results.
  Ecology
  Since a god created them they don’t fit in to any order of
  nature.  Some fits of madness that plague coastal areas
  from time to time have been blamed on Kus-Nar birth
  booms.  They have a life span of about one year.
  
  K
  63
  KYRYN
  by Charlie Martin
  Vermont, USA
  Adult
  Larva
  Climate/Terrain:
  Any wet
  Any
  Frequency:
  Very Rare
  Rare
  Organization:
  Solitary
  Nest
  Activity Cycle:
  Nocturnal
  Any
  Diet:
  Carnivore
  Ethics
  Intelligence:
  Semi (2—4)
  Non (0)
  Treasure:
  W
  Nil
  Alignment:
  Neutral Evil
  Neutral
  No. Appearing:
  1
  1—4
  Armor Class:
  5
  10
  Movement:
  Fl 15
  0
  Hit Dice:
  6+3
  1 hp
  THAC0:
  15
  20
  No. of Attacks:
  3
  Nil
  Damage/Attack:
  1-4 / 1-4 / 1-8
  Nil
  Special Attacks:
  Stealth, Young
  Drain Morals
  Special Defenses:
  Nil
  Nil
  Magic Resistance:
  Nil
  Nil
  Size:
  M (4’—5’ long)
  T (1” long)
  Morale:
  Average (8—10)
  Fearless
  XP Value:
  1,400
  35
  Kyryn are strange creatures that actually drain whatever
  good may be left in the Demiplane of Dread.  They
  resemble dull gray Ixitxachitl, and are believed to be
  derived from this race.  Their tails end in large stingers,
  similar to scorpions, and their eyes glow a fiery red, the
  only real variation in color on an otherwise drab body.
  Unlike the ixitxachitl, kyryn are not intelligent on a
  speaking basis, and possess no language abilities.
  Combat
  Myryn are always airborne.  They use their innate
  psionics combined with their natural camouflage to seek
  out good-aligned creatures, usually adventurers.  Once a
  party is discovered, kyryn will carefully float around
  above the hindmost member and attack, inflicting a -3
  penalty to their opponents’ surprise roll.  They then drop
  on their target's head, attacking with their two clawed
  appendages and carefully finding a location to lash out
  with their tail.
  For every point of damage done by a kyryn's tail,
  there is a 1% cumulative chance that the victim will be
  injected with 1—4 eggs.  These eggs reach fruition
  within one week, at which time the larvae begin to feed
  off the host's ethics.  Unless detected and removed, the
  larvae will cause a character to shift one step toward an
  evil alignment per week (from Lawful Good to Lawful
  Neutral to Lawful Evil, as an example).
  During this time, the adult kyryn will follow the
  victim, using powers like shadow form to stay hidden.
  When the victim makes his last alignment change, the
  adult will attack, devouring the victim and the young with
  it.
  When cornered or attacked, kyryn will attempt to
  flee using shadow form or ectoplasmic form.  If escape
  is for some reason impossible, the kyryn will fight to the
  death or until it sees an opportunity to flee.
  Habitat/Society
  Kyryn tend to fall into territoriality when in one area for a
  extended period of time.  Within this territory, other
  kyryn will not be accepted, and will be killed on the spot.
  The creatures also do not care for other evilly-aligned
  beings in their territories, as they make unsuitable
  feeding grounds.  Not surprisingly, there are few kyryn
  left in Ravenloft.
  When a kyryn ages past 20 years of age, it will seek
  out the nearest good-aligned creature and attack with its
  stinger only.  If its target gets infected, the kyryn will not
  
  K
  64
  pursue its young, instead leaving the larvae to mature on
  their own.  The full maturing process takes one month,
  during which the host is destroyed.  Within two years, the
  young will grow to full size and develop psionic abilities.
  Ecology
  Kyryn live in isolated lairs, usually somewhere in a
  swamp or marsh.  They seem to have a telepathic link
  with their young, as these creatures are often able to
  pursue their victims for weeks on end.  The actual
  method in which a kyryn uses the goodness absorbed by
  its young is unknown, although it is believed to somehow
  recycle the nourishment from its young into more eggs.
  Although kyryn and ixitxachitl rarely meet, any
  encounters the two races do experience tend to erupt into
  fierce combats.  The reason for this hostility is unknown,
  although certain sages believe that a powerful vampire
  lord once created these creatures through magical
  alteration of the ixitxachitl.  Thus, it is believed that the
  older race sees kyryn as mutants, not intelligent enough
  or powerful enough to belong in the same ecological
  pool.
  The eggs of a kyryn have proven useful in creation
  of magical alignment-related items, such as intelligent
  weapons or maces of disruption.
  Variants
  No known subspecies exist, although many adventurers
  have reported seeing an undead version of the kyryn used
  as guardians over treasures by powerful vampires and
  liches.
  Psionics Summary
  Level
  Dis/Sci
  Dev
  Attack/
  Defense
  Power
  Score
  PSPs
  6
  3/3/11
  II, MT/M-, TS,
  IF
  10
  40
  Clairsentience—Sciences: Aura Sight, Sensitivity to
  Psychic Impressions; Devotions: Danger
  Sense, Know Direction, Know Location, Radial
  Navigation
  Psychokinesis—Sciences: Telekinesis; Devotions:
  Animate Shadow, Create Sound
  Psychometabolism—Sciences: Shadow-form;
  Devotions: Cause Decay, Ectoplasmic Form,
  Heightened Senses
  Telepathy—Sciences: Mindlink; Devotions: Contact,
  ESP, Probe
  These are powers commonly available to kyryn, although
  variations can and do exist.
  
  L
  65
  LANGIT WORM & BENCANA PARASITE
  by Jason Saunders
  Ontario, Canada
  Langit Worm
  Bencana Parasite
  (Plague Worm)
  (Sand Plague)
  Climate/Terrain:
  Any (non-aquatic)
  Any (vicinity of plague worm)
  Frequency:
  Very Rare
  Very Rare
  Organization:
  Solitary
  Swarm
  Activity Cycle:
  Any
  Any
  Diet:
  Vapor
  Carnivore
  Intelligence:
  Animal (1)
  Non- (0)
  Treasure:
  None
  Incidental
  Alignment:
  Neutral
  Neutral
  No. Appearing:
  1
  Special
  Armor Class:
  3
  10
  Movement:
  Fl 18 (A), Special
  Special
  Hit Dice:
  10
  Special
  THAC0:
  11
  Nil
  No. of Attacks:
  1
  1
  Damage/Attack:
  2-12 (suction)
  Special
  Special Attacks:
  Deafness, Infection
  Nil
  Special Defenses:
  Collapse, Immune to
  Nil
  electricity, wind and
  weather control
  Magic Resistance:
  Nil
  Nil
  Size:
  M (5’- 6’ long)
  Grain of sand
  Morale:
  Average (8)
  Fearless (20)
  XP Value:
  6,000
  15
  In clear skies the langit worm appears to be a sinuous,
  twisting worm 5-6’ long and about 1’ in diameter
  swimming through the air.  It appears to be composed of
  white sand which roils and churns within the worm form.
  This ‘sand’ is actually a colony of bencana parasites.  In
  mist or fog the parasites are hard to distinguish clearly
  but the worm’s effect on the air around itself becomes
  visible as a huge (30’ diameter) sphere of vapors which
  rush towards the sphere’s center.
  The worm itself is composed of elemental air and is
  naturally invisible.  It is suspected that its origins are to
  be found on the Quasi-Elemental Plane of Lightning.
  How the bencana parasite (not a native of the same
  plane) became attached to the langit worm species is
  unknown though some malicious influence is likely.
  The plague worm and its attendant sand plague was
  first encountered in the realms of Ravenloft in Sri Raji.
  Now they occasionally slip out of the Mists of Ravenloft
  to bring devastation to other realms although such
  migrations are thankfully rare.
  LANGIT WORM
  Combat
  The langit worm is essentially an elongated torus which
  sucks its way through dense atmospheres rather like a jet
  engine.  This produces a screeching or whining noise
  (depending on the atmosphere’s density) which is
  audible over a mile away.  Within 20’ this sound
  becomes so high-pitched that it becomes inaudible and
  the hearer must save vs. spell or suffer from dizziness
  (Dexterity checks every round to maintain balance,
  Wisdom checks every round to maintain concentration).
  Within 10’ a person begins to suffer from deafness (save
  vs. spell -4 to avoid).  This deafness will persist for a
  number of hours equal to the number of rounds which the
  person spent within 10’ of the worm.
  The suction force which allows the worm to move
  can also be used as an attack although the worm will
  collapse after such a strike and only attempts this as a
  
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  66
  final, desperate effort.  A successful attack will expose
  the victim to the bencana parasite (save vs. poison -2 or
  infestation).
  When the worm collapses the bencana parasites fall
  into a pile on the ground and as the worm reforms itself a
  pile of them will be left behind.  Regular movement will
  also periodically release parasites from the worm’s body.
  Refer to the bencana parasite below for the effects of
  these situations.
  Habitat/Society
  Langit worms are solitary, instinctual quasi-elemental
  animals.  Their movement rate fluctuates according to
  atmospheric conditions.  It can fall as low as 6 during
  periods of very low pressure while mist and fog seem to
  allow for freer movement.  Winds do not affect the
  worm’s movement in any way.  If the worm stops
  moving it ‘collapses,’ essentially dissipating and
  requiring one full round to reform.  A collapsed worm
  has no form which can be harmed although it is
  defenseless while reforming (+4 to be hit).
  Ecology
  Langit worms feed on particulate matter and liquids in
  mists and fog.  They particularly relish the ‘taste’ of
  ozone.
  No one has been able to study langit worms closely
  enough to determine exactly how the bencana parasites
  remain with the worm as it moves.
  Loss of the parasites, or having them for that matter,
  neither harms nor helps the worm in any way.
  BENCANA PARASITE
  Combat
  The bencana parasite is capable of movement via
  minuscule cilia affording it a movement rate of 1”/30
  minutes.  They are otherwise at the mercy of wind and
  water, behaving exactly as the sand particles which they
  appear to be.  The parasites have no sensory organs and
  move in random directions.
  Bencana parasites may infect wounds caused by a
  langit worm unless the victim saves vs. poison.  Inhaled
  or ingested parasites require a save vs. poison -4.
  Once internalized by a host the parasite consumes its
  body weight in tissue every day after which it divides into
  two equal-sized parasites.  This doubling process will
  eventually lead to phenomenal numbers of parasites
  consuming a host from within.  During the first week of a
  parasitic infestation the victim suffers from pain and the
  loss of 1 hp.  Thereafter they begin to lose a cumulative 1
  hp/day (day 7 -2hp, day 8 -3hp, etc.).  When a host has
  been reduced to half of their original hit point total the
  parasites begin to reach the surface and thereafter spill
  from the wound like sand through an hourglass.
  Regenerating creatures are essentially immune from this
  damage although the parasite can still infect their bodies.
  The bencana parasite is susceptible to salt water and
  aggravated damage both of which kill individual
  parasites instantly.  Dry salt crystals will also kill a
  parasite if it is immersed.  A cure disease spell will
  cleanse a host entirely.
  Habitat/Society
  The bencana parasite can be found in any non-saltwater
  environment where a langit worm has passed or where it
  has been carried by wind or water after having fallen
  from a langit worm’s body.
  Ecology
  The bencana parasite is mindless and in this state
  innocently lays waste to the animal kingdom of its local
  environment.  All tissue, living or dead, is susceptible
  and thus corporeal undead are at risk.  The bencana
  parasite has no effect on vegetative tissues.
  The Langit Worm and the Bencana Parasite are intended
  to be used in an indirect manner.  The sound of the langit
  worm or an eruption of the sand plague should add
  mystery and fear to the PC’s lives long before they ever
  encounter the ‘culprits’ themselves.  Some creature may
  also use the langit worm’s appearance as a cover for its
  own activities.  After all, who would think to notice the
  effect of a vampire on corpses which are turning to sand?
  
  L
  67
  LIFE-BANE MOTH
  by Mike Cobb
  Kentucky, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Group
  Activity Cycle:
  Nocturnal
  Diet:
  Life energy
  Intelligence:
  Animal (1)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1d12 / 4d12 in lair
  Armor Class:
  2
  Movement:
  2, Fl 18 (B)
  Hit Dice:
  4+1
  THAC0:
  15
  No. of Attacks:
  1
  Damage/Attack:
  1d4
  Special Attacks:
  Level drain / Disease
  Special Defenses:
  Fear
  Magic Resistance:
  20%
  Size:
  S (2’ wingspan)
  Morale:
  Average
  XP Value:
  1,400
  The Life Bane Moth was originally brought here when
  Barovia was drawn into the Mists of Ravenloft.  They
  were beautiful and peaceful moths of normal size which
  only came out in the light of a full moon.  Many people
  would wait for the full moon and watch the moths dance
  in a spectacular frenzy of pale blue light for hours.  The
  dark powers noticed the beautiful creatures and, seeing
  the people still harbored hope in seeing the beauty of the
  moths, changed them into a hideous shadow of what they
  once were.  Count Strahd von Zarovich used a dark and
  fiendish ritual to change the moths into a hideous form of
  undead.  In the change they grew in size and gained a
  horrible appetite for blood and life energy.  It is this
  hunger which causes them to come out in the light of the
  full moon and hunt for their prey.
  The hideous form of the creatures is a huge moth of
  about 2’ in length with glowing light blue wings.  The
  body has patches of flesh hanging from it and the wings
  have small holes through them.  The foul stench of death
  lingers within 10’ of the creatures.  A 6 inch-long tube
  jutting from their mouth allows the moth to impale its
  victim and start to drain blood.  The legs now end in
  claws which are used to hold onto a victim and are very
  hard to get loose once they are attached.
  Even though they are undead they are still swift and
  agile fliers being able to maneuver at a rating of B.
  Combat
  The Life Bane moth tries to attach itself to a victim with its
  clawed legs.  If the attack succeeds the victim will take ld4
  points of damage and on the next round the creature will start
  to drain blood.  Once attached they are hard to remove from the
  victim and any attack which misses the moth has a chance to
  damage the victim instead (roll against the victim’s Armor
  Class to check for a hit on him).  After it attaches the moth
  inserts its long bony tube into the victim and begins to drain
  blood at a rate of ld4 points per round.  After the victim takes
  10 points of damage he will also lose 1 level and all abilities and
  bonuses associated with the level.  After the moth has drained
  10 hp and 1 level it will let go and return to its lair to sleep until
  the next full moon.  Even if the character survives the attack
  with the moth there is a 25% chance of contracting a disease
  from contact with the foul beasts.  If a disease is contracted roll
  on the table in the Dungeon Master’s Guide to see which
  disease is contracted and the severity of the affliction.
  Because of the nature and reputation of the moths all
  creatures of level 3 or lower will flee in panic if a save vs.
  petrification is failed.
  Habitat/Society
  The moths reside in ruins and caverns where they can find a
  safe haven from sunlight.  A place humans seldom go but still
  near a source of food is preferred, such as a tomb in an old
  cemetery.  There may be up to 48 moths in a single lair but
  most lairs are no more than half of the maximum.  On the night
  of the full moon the moths will emerge and hunt for their
  human prey.  They have the ability to sense any living creature
  within 200’ of them and will always attack humans or
  demihumans.  They have even been known to attack dogs and
  cats if they are hungry enough but they usually only attack
  larger prey.
  Ecology
  The Life Bane Moth is driven by a insatiable hunger for life
  energy and blood.  This hunger causes them to attack any
  human or demihuman they encounter.  The only ones immune
  to these creatures are the lords of the various domains.  Strahd
  has even been known to call forth these creatures to attack his
  enemies.  He may call 1d10 of these creatures at will per turn
  for up to 3 turns, giving a maximum of 30 moths summoned
  after 3 turns.  The moths will appear within 1 turn after calling
  and stay until they have taken their fill of blood or the victims
  have fled at which time they will leave.  The moths must be
  within 2,000’ of the lord in order to hear his call, at which time
  they will immediately head toward him.
  There is a 25% chance that the moths will lay 1d20 eggs
  in a victim before they release from him.  After 1d4 days the
  person will become sick and suffer from a 3 on all rolls.  After
  another ld4 days the larvae will hatch and burrow into the
  person.  This causes ld8 points of damage per round until the
  person dies.  The only cure for this is a remove curse, heal or
  wish spell.  They will then emerge in 6 hours as they change
  into their true undead form.
  
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  LORD’S
  NIGHTMARE
  by Henry Hamilton
  British Columbia, Canada
  Climate/Terrain:
  Anywhere within Ravenloft
  Frequency:
  Very Rare
  Organization:
  Single or by group
  Activity Cycle:
  Special
  Diet:
  Unknown
  Intelligence:
  Exceptional (15)
  Treasure:
  Typically 3 weapons, 2 armor, 1 ring
  (2 if more than one entity), 5 misc.
  Alignment:
  Varies
  No. Appearing:
  1-10
  Armor Class:
  2 (corporeal), -2 (incorporeal)
  Movement:
  Fl 18 (A)
  Hit Dice:
  Lord’s level and/or HD +1
  THAC0:
  Varies
  No. of Attacks:
  2 or better
  Damage/Attack:
  2-12 / 2-12 or weapon or special
  Special Attacks:
  As per lord
  Special Defenses:
  Spell immunities, Only hit by magic
  weapons
  Magic Resistance:
  10%
  Size:
  T to L
  Morale:
  Special
  XP Value:
  Varies
  A Lord’s Nightmare is only found in the world of
  Ravenloft.  This creature was not ever named, the title is
  just what it is.  This creature or creatures are thought to
  be enforcers of the Mists.  The creature(s) form only
  when a darklord attempts to transgress the borders of the
  demiplane, not just in thought but when action is taken.
  The Mists simply know when the time is right much the
  same way as the Mists are able to pluck beings away and
  stick them within the niche of the demiplane upon
  knowing of an evil act committed by those personages.
  The being(s) have no definite form, an agenda only
  comprehensible by the Mists, and an alignment that
  continually shifts to fit the situation.  Their place is to
  ensure the survival of the demiplane and the continuance
  of the motives of the Mists, whatever they may be.
  Though they generally desire no confrontation they are
  adequately equipped for combat.  The creature(s) are
  meant as an irresistible distraction whose last resort is
  violence, but subtlety and guile are their strong points.  It
  may be noted that the incarnations of Tatyana (Strahd of
  Barovia) and that of Kitiara (Soth of Sithicus) are
  incarnations of the Mists who have sent these beings in
  order to keep the respective lords occupied with them
  instead of escape; like toys used to distract a child.
  Some sample forms they may take: a lord’s equaled
  rival, a prize he/she cannot capture, a bothersome pest
  who steals things of importance, or whatever
  distraction(s) is needed to keep them within the folds of
  the dread domain.
  Combat
  The creature(s) will be armed with magic armor,
  weapons, rings (it can only employ one ring at a time) &
  other miscellaneous items (no potions or salves, etc..)
  that are beneficial to its survival & its agenda.
  If lacking any sort of weapon or other attack form it
  can attack with two raking / rending / pummeling tendrils
  (which some might call hands) which cause 2d6 points of
  damage each.  They are considered to have a Strength
  score of 19.  With any weapon they can make two attacks
  per round, given a +7 to damage due to Strength (though
  quite often not showing such powerful Strength, as to
  continue the masquerade).  These are just standards
  which may be modified if the dark lord in question has
  better attacks or abilities, etc. (see below).
  They cannot be harmed by weapons of non-magical
  nature, and are immune to all cold-based & mind-
  affecting attacks.  They are not affected by any movement
  restricting spell (slow, web, etc.) though their armor
  could be webbed (though they would simply have to go
  incorporeal, all items goings with them, then turn back
  corporeal).  It takes a matter of 2 segments to make this
  shift (1 segment each way).  When wearing armor they
  have a redundancy which grants only half the AC bonus
  of the armor (thus chain mail +3 would give the creature
  an AC bonus of 4, round down).
  Habitat/Society
  The Nightmare is only alive (in a sense) while it exists in
  the Demiplane of Dread.  Existing in any climate
  (including the deadly Mists) it is able to employ its
  tactics against the deadliest of adversaries including the
  Lords, their minions or even meddlesome adventurers
  that wish to get in the way.  They are a non-biological
  being which cannot even be fathomed by any except the
  most wicked of heart from which they are born.  If ever
  any of the darklords could dream a nightmare, it would
  be only rivaled by this entity.  They blend in effortlessly
  to the environment that the lord in question occupies.
  They cannot leave the domain to which they are born,
  except to go into the Mists.
  
  L
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  Ecology
  A Lord’s Nightmare need not take a form or even arm
  itself with magical items if this would jeopardize its
  function or arouse too much suspicion, although it can
  arm itself appropriately if needed.  Its sole purpose is to
  stop all attempts of any dark lord to escape Ravenloft.
  They begin life when the Mists decree it, forming into
  one powerful being of almost equivalent strength or
  several lesser beings of its “designated darklord.”
  If the darklord to be restrained had 12 HD then the
  creature(s) would have a total of 13 HD.  The entity does
  not necessarily have to form into one being (yet all share
  the same mind & know what the others see & hear) just
  as long as the total HD are not more than the darklord’s
  +1.  The creature(s) could form into an 8 HD, 3 HD, & a
  2 HD (or any combination), but may not change their HD
  and “distributed lord powers” after they have been
  assigned.  In the case of hit points a 10-sided die is used.
  The maximum entities created is the amount of HD to
  distribute divided by three, due to survival chance in
  such a climate as Ravenloft.
  Another trait when forming is that it (or they) will
  gain all the abilities of the dark lord (not including salient
  powers, THAC0, Hit Points, or spells).  These are
  distributed (meaning each power the dark lord in
  question possesses is granted once) over the creature(s)
  during the forming stage.  Powers which can be
  distributed include natural traits such as ability scores,
  weapon specialization, AC, movement, innate powers,
  etc.  Plus any other traits due to its undead / lycanthrope /
  (whatever) state.  The entity will never degrade itself by
  gaining a lesser strength, movement form, lesser natural
  AC or any other ability.  Unless otherwise noted the
  creature(s) are considered to have abilities scores of 12
  (high Constitution scores grant it a HP bonus as per
  fighter).  Although this makes for a very devastating
  monster(s), it is necessary to ensure stability within the
  swirling chaos of the Mists.
  The creature is granted an excellent mode of
  movement (i.e., flight) in order to help it cope with any
  terrain difficulties it may encounter.
  An example has been included to clarify any of the above
  concepts that may not have been clear enough:
  Strahd Von Zarovich (Lord of Barovia):
  AC 1/-1 or -3* (natural/Dex*); MV 12 or 18*, Fl 18
  (C); HD 16 (necro)/ 11+1; hp 55; THAC0 11 (8 with
  weapon); #AT 1; Dmg 1d6+4, +6 with weapon; SA
  energy drain (2 levels); charm person gaze (-3 to save);
  shapechange (wolf or bat); summon wolves, rats or bats;
  spider climb; close or open any door in the castle at will;
  undead minion control; SD hit only by +2 or better
  weapons; half damage from electricity or cold; gaseous
  form; immune to sleep, charm, hold, mind-affecting
  spells; regenerate 3 hp/rd or 4 hp/rd*; immune to garlic
  & mirrors; can withstand 10 rounds of sunlight;
  contingency spell: teleports if exposed to dangerous
  sunlight; SZ M; AL LE
  S 18/00 D 16 C 17 I 18 W 17 Ch 16
  * Using Van Richten’s Guide to Vampires, ability scores would also
  change as follows: S 18/00 D 18 C 17 I 18 W 17 Ch 17
  Basically the Nightmares have their standard stats
  adjusted by the following abilities to distribute:
  1)  28 HD/Levels (total combined +1)
  2)  AC 1 (tangible state)
  3)  Energy drain (2 levels)
  4)  Charm person gaze (-3 to save)
  5)  Summon wolves, rats or bats
  6)  Undead minion control
  7)  Hit only by +2 or better weapon
  8)  Regenerate 4 hp/round
  9)  Half damage from electricity
  10)  Intelligence 18
  11)  Wisdom 17
  12)  Dexterity 18
  13)  Constitution 17
  14)  Charisma 17
  Abilities they would get that are redundant or they
  already have in some better form are:
  1)  # attacks per round
  2)  Move 12/18, fl 18 (C)
  3)  Shapechange (wolf or bat)
  4)  Spider climb
  5)  Gaseous form
  6)  Immune to sleep
  7)  Immune to charm
  8)  Immune to hold
  9)  Immune to mind affecting spells
  10)  Immune to garlic (if this includes magical garlic which I’m sure
  is catalogued somewhere, I suppose it would be used as well)
  11)  Immune to mirrors (same story as the garlic)
  12)  Can withstand 10 rounds of sunlight
  13)  Strength 18/00
  
  L
  70
  Powers that would just not be gained include:
  1)  hit points
  2)  THAC0
  3)  Any spells
  4)  close or open any door within Strahd’s castle (a power like this
  may seem a little strange but could be used effectively, given this
  creature’s granted purpose, though I’m under the impression that
  this is one of those salient powers)
  Lord’s Nightmare: (I decided to make it into 3
  creatures just because, though it could be whatever the
  DM wants.)
  #1 (used primarily as warrior): AC 2/-2, or -2/-6
  (incorporeal, +4 bonus from armor); MV Fl 18 (A); HD
  14; hp 14-140+42 (14d10+Con adj.); THAC0 7 or 4
  with sword; #AT 2; Dmg 2-12/2-12 (hands) or 1-8+10
  (Str adj., magic sword); SA turn incorporeal (1
  segment); shapechange (1 segment per shift); energy
  drain (2 levels); SD immune to cold-based & mind-
  affecting attacks; immune to movement restricting
  attacks; +2 or better weapons to hit; undead minion
  control; regenerate 4 hp/round; SZ T to H; AL Varies
  S 19 D 18 C 17 I 15 W 12 Ch 12
  Items: longsword+3, bow+1, plate +2, stone of
  mysterious sounds, ring of readiness
  #2 (used mostly as infiltrator): AC 1/-2, or -3/-6
  (incorporeal, +3 AC bonus from armor); MV Fl 18 (A);
  HD 11; hp 11-110 (d10); THAC0 9 or 7 with sword;
  #AT 2; Dmg 2-12/2-12 (hands), or 1-6+9 (Str adj.,
  magic sword); SA turn incorporeal (1 segment);
  shapechange (1 segment per shift); charm person gaze
  (-3 to save); SD immune to cold-based & mind-affecting
  attacks; immune to movement restricting attacks; need
  +1 or better weapons to hit; SZ T to H; AL Varies
  S 19 D 12 C 12 I 18 W 17 Ch 17
  Items: short sword +2, chain mail +2, flask of curses,
  gloves of missile snaring
  #3 (used solely as scout/spy): AC 2 or -2 (incorporeal);
  MV Fl 18 (A); HD 3; hp 3-30 (d10); THAC0 17; #AT
  2; Dmg 2-12/2-12 (hands); SA turn incorporeal (1
  segment); shapechange (1 segment per shift); summon
  wolves, rats or bats; SD immune to cold-based & mind-
  affecting attacks; immune to movement restricting
  attacks; need +1 or better weapons to hit, half damage
  from electricity; SZ T to H; AL Varies
  S 19 D 12 C 12 I 15 W 12 Ch 12
  Items: flute of sleeping (same as bagpipes), ring of spell
  eating
  
  L
  71
  LYCANTHROPE,
  WEREOWL
  by Johnathan M. Richards
  Nevada, USA (NE)
  Climate/Terrain:
  Any land
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Average to High (10-14)
  Treasure:
  J, W
  Alignment:
  Lawful Neutral
  No. Appearing:
  1
  Armor Class:
  6
  Movement:
  3, Fl 18 (E)
  Hit Dice:
  4+4
  THAC0:
  17
  No. of Attacks:
  3
  Damage/Attack:
  2-8 / 2-8 / 2-5
  Special Attacks:
  Surprise
  Special Defenses:
  Surprised only on a 1, +1 or silver
  weapons to hit
  Magic Resistance:
  Nil
  Size:
  M (20’ wingspan)
  Morale:
  Elite (13-14)
  XP Value:
  975
  Wereowls are humans who can change themselves into
  giant owls.  They have exceptional vision and hearing in
  both forms: 120’ infravision and a sense of hearing four
  times that of a normal human.  This makes it extremely
  difficult to sneak up on a wereowl.
  A wereowl in human form is often distinguished by
  his abnormal ears.  Many owls have ears of different size
  and location; one might be placed slightly higher than the
  other.  This allows the owl to pinpoint prey by sound
  alone.  The trait carries over to the creature's human
  form—one ear may be slightly larger than the other, or
  one may stick out or have a different "look" to it.
  There are different subspecies of wereowl.  In the
  temperate plains and forests, the creatures usually take
  the form of a giant horned owl, screech owl, or barn owl.
  In colder climates, the bird form is that of a giant snowy
  owl.  In any case, individuals have only one specific bird-
  form; a wereowl from the arctic does not take the form of
  a giant screech owl when visiting warmer climes.
  Combat
  Wereowls prefer engaging in combat as giant owls, for
  they have the advantages of three attacks per round (two
  claw attacks for 2d4 each and a bite for 1d4+1) and the
  ability of flight.  Due to the structure of their wing
  feathers, wereowls are completely silent when they fly,
  causing a -6 penalty to opponents' surprise rolls.  Their
  superior vision and hearing ensure that they are seldom
  surprised themselves.
  In human form, a wereowl fights with a weapon.
  Most wereowls prefer a life in the wilderness, so
  proficiency with axes, swords, and bows are not
  uncommon.
  Because of their lycanthropic nature, wereowls take
  no damage from normal weapons; only weapons of silver
  or those with an enchantment of +1 or higher can hurt
  them.  It is believed that wereowls are susceptible to
  silver because of its symbolic link with the moon;
  wereowls are most comfortable hunting during the hours
  of darkness.
  Habitat/Society
  True wereowls are solitary in nature, preferring to dwell
  in wilderness areas away from civilization.  For that
  reason, they are one of the least-frequently encountered
  lycanthropic races.  They are not truly evil, although they
  are strictly carnivorous and see nothing wrong with
  preying upon humans.  Once their prey has been slain, a
  wereowl usually carries it in its talons to a favorite
  roosting spot and rips chunks from the victim’s carcass,
  swallowing the bite-sized pieces whole.  Later, it
  regurgitates any indigestible bits as compact, fuzzy
  pellets.  These pellets are one of the best indicators of the
  proximity to a wereowl's lair.
  Wilderness wereowl lairs are usually high up in the
  mountains, in caves or burrows inaccessible to most non-
  flying creatures.  Mated wereowls stay together long
  enough for their young to hatch; wereowls of both sexes
  strike at +2 to hit when defending their eggs or young.
  Wereowl eggs are round and hatch after 2 months.
  Wereowls mature quickly, achieving adult size after five
  years.  Their normal life span is about sixty years.
  DMs allowing lycanthropes to learn character class
  skills should permit wereowls to become rangers of up to
  4th level, druids of up to 3rd level, or psionicists of up to
  5th level (see Van Richten's Guide to Werebeasts, page
  60).  Character class skills are usable only while in
  human form.
  Infected lycanthropic wereowls, on the other hand,
  usually keep their human residences.  As the full moon
  rises, they become claustrophobic, feeling an irresistible
  desire to be outside in the open air.  When the change
  comes, they take to the air and seek prey.  If they can
  master their bloodlust, they might make it out of the city
  
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  72
  or village and find a wild animal or, at the very worst,
  some goatherd's livestock to prey upon; unfortunately, all
  too often the wereowl attacks a human walking the
  streets alone and without protection.
  Ecology
  Wereowls are at the top of the food chain, hunting down
  prey ranging from snakes and lizards to mammals as
  large as a deer or a man.  Wereowls require on the
  average about 2 pounds of flesh a day.  They eat only
  fresh, raw meat, disdaining carrion or cooked food
  (although they can eat normal food while in human form,
  if only to divert suspicion).
  Unlike most known lycanthropes, the wereowl does
  not seem to have a chemical susceptibility, like the
  werewolf's aversion to wolfsbane or the werebear's
  vulnerability to belladonna.  It is possible that individual
  wereowls might have aversions to different substances,
  but so far no such weakness has been documented.
  Wereowls dislike wererats, hunting them down as
  prey whenever encountered.  Wereowls and wererats can
  usually sense the other's lycanthropic nature, even if one
  or both is in human form at the time.  Lowering the
  wererat population is perhaps the wereowl’s greatest
  contribution to society; unfortunately, this benefit is often
  counteracted by the wereowl’s own acts of violence upon
  humankind when the full moon rises and the urge to hunt
  is uncontrollable.
  
  L
  73
  LYCANTHROPE,
  WERESTIRGE
  by Jeffery Woodfield
  Arkansas, USA
  Climate/Terrain:
  Forest or Subterranean
  Frequency:
  Uncommon
  Organization:
  Pack, Clusters, Solitary
  Activity Cycle:
  Night (lycanthrope) or Any
  Diet:
  Warm Blood
  Intelligence:
  Very to Exceptional (11-16)
  Treasure:
  Nil
  Alignment:
  Lawful Evil
  No. Appearing:
  1, 3-18, or community
  Armor Class:
  6
  Movement:
  12
  Hit Dice:
  4+3
  THAC0:
  15
  No. of Attacks:
  1 + Blood Drain
  Damage/Attack:
  2-5 (1d4+1) / Blood Drain 1d6/round
  Special Attacks:
  Drain Blood
  Special Defenses:
  Silver or +1 or better weapons
  Magic Resistance:
  Nil
  Size:
  S-M (3’- 6’)
  Morale:
  Steady (11-13)
  XP Value:
  420
  Werestirges are humans who can transform into different
  forms of a stirge due to lycanthropy.  The forms consist
  of the human form which tends to be thin and wiry and
  usually is shorter and smaller of build than normal
  humans.  Skin color leans toward light brown and dark
  brown hues while the eyes tend to be yellowish.  A
  werestirge in human form looks as if they have a cold
  because of the eyes and constant sniffing (smelling for
  blood).
  The other form when fully transformed is about 3’
  long with a 6’ to 8’ wingspan.  Werestirges prefer this
  form for travel and spying, and obviously for attacks.
  A single werestirge may attract 1-6 other
  werestirges if nearby, but all are free-willed.
  Combat
  In human form any weapon may be used if allowed by
  their class.  Blood drain cannot be used while in human
  form.
  If a group of werestirges is encountered and not
  spotted they will attempt to ambush a group after night
  has fallen and the victims are asleep.  This gives the
  werestirges a +2 bonus on their first attack.
  If the PC’s come across a community of werestirges
  they will be hospitable and may offer free room & board
  for a few stories.  This is to lull the PC’s into letting
  down their guard.  When night falls and the PC’s sleep,
  the attack begins in earnest.
  A lone werestirge will often set traps and lure their
  prey to them in human form.  They prefer deadfall pits
  and lockjaw traps.
  Once a werestirge latches onto its victim, it suffers
  2-5 hps of damage and the stirge begins draining blood at
  1d6 points of damage per round.  After a total of 18+1d6
  hp has been drained the werestirge will retreat to a safe
  haven to digest its meal.  If the victims are attacked in a
  community and the victims are not killed they may be
  tied up for later or outright killed.  Any victim not killed
  has 1% chance per point of blood drained to contract
  lycanthropy.
  Once a werestirge is attacked it is attached for good
  unless a 17 or greater Strength score is had by the victim
  in which case a Bend Bars/Lift Gates roll is required to
  break free.  If the stirge is attached to the back of its
  victim is won’t come off unless killed.  If another PC
  attempts to attack an attached werestirge all missed
  attacks automatically damage its victim as per the
  weapon used.  Knocking a werestirge unconscious or
  putting it to sleep does not stop the blood drain.  It only
  keeps the stirge from removing itself from the victim
  once its hp max has been reached.  This results in the
  explosion and death of the werestirge.  All within 10’ are
  thus covered in the victim’s blood.
  Habitat/Society
  Werestirges generally live in packs.  Solitary werestirges
  are known to exist but are uncommon; even more
  uncommon is a community of werestirges consisting of
  20-40 people.  Werestirges mate with their own kind due
  to their isolation.  Offspring mature in two years at which
  time they have a 50% chance of becoming a full
  werestirge or a regular stirge which will immediately
  leave in search of other stirges.
  Werestirges prefer forested areas or subterranean
  caves so they may safely rest after feeding.  They must
  sleep 1 day plus 1 for every 2pts. of blood drained.  If
  attacked during this time, a werestirge has a -3 penalty to
  its surprise roll and the attack’s first hit is always
  successful (as long as the weapon is silver or magical).
  Werestirges have been known to completely inhabit
  small villages and create their own community akin to
  any humans’ village with laws, leaders, and even militia.
  This allows for all werestirges to rest safely after feeding
  while others are protecting them.  Often, raiding trips to
  
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  74
  surrounding communities will be made when they “go
  out” for dinner.
  PC’s will find such communities very friendly and
  welcoming to “new blood,” often giving free room and
  board.  Few travelers are known to leave after the first
  night.
  Ecology
  Werestirges feed on warm-blooded humanoid creatures,
  and sometimes on livestock if needed.  They are known
  to eat cooked foods when around a potential victim but
  this is usually regurgitated before the actual attack.  In a
  werestirge community, observant PC’s may notice a
  complete lack of wildlife including pets and livestock.
  They may also notice any fields or gardens present are
  uncultivated and usually weeded over.  If a community
  exceeds 50 werestirges half may pick up and leave to
  take over another community or break up into packs, 5%
  / 95% chance, respectively.
  
  L
  75
  LYCANTHROPE,
  WERE-VULTURE
  by Matthew Richter
  Kansas, USA
  Climate/Terrain:
  Warm plains and deserts
  Frequency:
  Very Rare
  Organization:
  Flock
  Activity Cycle:
  Any
  Diet:
  Scavenger
  Intelligence:
  Very (10-12)
  Treasure:
  C
  Alignment:
  Neutral Evil
  No. Appearing:
  1-20
  Armor Class:
  6
  Movement:
  3, Fl 24 (D)
  Hit Dice:
  4
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1-6
  Special Attacks:
  Nil
  Special Defenses:
  Hit only by gold or +1 or better
  magical weapons
  Magic Resistance:
  Nil
  Size:
  S (3)
  Morale:
  Average (8-10)
  XP Value:
  420
  Were-vulturism is a rare form of lycanthropy that only
  affects halflings.  In their animal forms the beasts appear
  to be oversized vultures while in their halfling forms the
  lycanthropes appear to be extremely emaciated halflings.
  Their most horrifying form by far is their half-beast form,
  a bipedal mix of halfling and vulture characteristics.
  Some twisted natives of Ravenloft, however, have found
  this form to be amusing since most of the creature’s mass
  seems to be divided between its oversized neck and
  vulture-like head and its huge taloned feet with little body
  mass to connect the two.  (These feet are generally
  useless in combat.)
  Combat
  Were-vultures prefer to avoid toe-to-toe combat and
  instead simply follow their enemies (or circle overhead)
  and wait for a time of weakness in which they may strike.
  In halfling form, were-vultures attack with weapons
  (preferably missile weapons), while in hybrid or beast
  form they attack with their bite.  Any halfling, but no
  other creature, that takes damage from a were-vulture’s
  bite has a 5% chance per point of damage done of
  becoming infected.
  Were-vultures can be harmed in combat only by
  gold or +1 or better magical weapons.  Were-vultures are
  obscure enough, though, that there is no known
  documentation of or folklore concerning their
  vulnerability to gold.  The only way that characters are
  likely to discover this vulnerability is if they deduce it
  themselves.  Possible clues that could lead them to this
  conclusion would be observations that the creature’s
  treasure hordes never will contain gold (or electrum) and
  that these treasures will remain on corpses that the were-
  vultures otherwise loot down to the last copper piece.
  Occasionally, (10% chance) a were-vulture will retain
  thieving skills of 1st to 10th-level that it acquired before
  becoming a lycanthrope.  In this case the were-vulture will use
  these skills to help make sure that any combat occurs in as
  favorable circumstances as possible for the were-vulture.
  Habitat/Society
  Were-vultures will try to continue to inhabit the abodes that
  they did before being infected with the disease.  This usually
  means that they are integrated into a community of halflings.
  Those driven out of their communities tend to gravitate towards
  the natural habitats of vultures.  Sometimes, however, even
  those were-vultures that do not move find themselves
  inhabiting untitled plains and deserts as droughts ruin harvests
  and the surrounding population dies or flees.
  Were-vultures allow gluttony to drive their actions above
  all else, although they will collect treasure if only to purchase
  what food they cannot kill or steal themselves.
  Ecology
  Were-vultures contribute little or nothing to their communities
  or environments.  They will let former gardens grow to weeds
  and will kill wildlife in excess in order to assure that their
  stockpiles of rotting meat never run low.
  Halflings cursed to bear the form of the vulture must bear
  the additional curse of altered dietary requirements.  Were-
  vultures in any form only have an appetite for food that is
  spoiled, rotten, infested with parasites, or has otherwise gone
  bad.  They suffer no ill effects from consuming this food, but
  will be sick if they ever eat wholesome food.  In fact,
  consuming significant quantities of wholesome food or drink
  may even lead to the death of the lycanthrope.
  Were-vultures are frequently ravenously hungry—even
  more so than the average halfling.  Although they do not
  necessarily favor eating people over animals, many have
  discovered that disappearing travelers are often less likely to be
  missed than the neighbors’ livestock.
  The various magical. cures for lycanthropy work as
  normal for infected werevultures except that such creatures that
  wish to shed the disease face the additional hurdle of being
  required to undergo an extended period of ritual fasting.
  
  M
  76
  MAHR
  by David Hubbard
  Texas, USA
  Climate/Terrain:
  Temperate to tropical mountains
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Very (12)
  Treasure:
  F
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  4
  Movement:
  6, Fl 24 (B)
  Hit Dice:
  5+4
  THAC0:
  15
  No. of Attacks:
  1
  Damage/Attack:
  1d6 + special
  Special Attacks:
  Soul drain
  Special Defenses:
  +1 or better magic weapons to hit,
  Spell immunity
  Magic Resistance:
  Nil
  Size:
  H (15’- 20’ wingspan)
  Morale:
  Fanatic (17)
  XP Value:
  3,000
  Mahr are horrifying creatures that have the bodies of
  giant moths with brightly colored wings and the heads of
  giant vampire bats.  They use echolocation to navigate in
  the dark and as a means of communicating with their
  own kind.
  Combat
  The mahr possess innate abilities which they use to lure
  unsuspecting humans and demihumans to their doom.
  Every mahr can use hypnotism and hypnotic pattern at
  will, once each per night.  This is accomplished by subtly
  flapping their wings to produce multicolored patterns.
  Victims are allowed a save vs. spells at a -2 penalty to
  escape the hypnotic effects (elves get their normal charm
  resistance roll).  Those that fail stand motionless and are
  unable to take any action.
  A mahr attacks by biting a victim (automatic hit if
  the victim is hypnotized).  This bite does not break the
  hypnotic effect on a victim.  If the attack succeeds, the
  mahr begins to drain the victim’s life force.  After three
  rounds, a victim is completely drained and becomes a
  mindless automaton.  The victim must be told to eat,
  move, etc. and is unable to act on his/her own.  To
  restore a victim's life force, the mahr that drained it must
  be located and a wooden stake must be driven through
  the monster’s heart.  Failing this, if the creature’s heart
  can be removed and burned in a bronze brazier, the soul
  is freed and returns to the body of the victim.  If a soul is
  not returned to the body after one full month (from new
  moon to the next new moon), it is lost forever, consumed
  by the mahr, and the body dies.  Only a wish can restore a
  victim at this point.
  All mahr are immune to sleep, charm and hold
  spells and can only be hit by weapons of +1 or greater
  enchantment.  Exposure to direct sunlight will kill a mahr
  in one round if it cannot find shelter.  A sunray spell
  causes them the same damage as listed for undead in the
  spell's description.  Mahr are not undead, however, and
  cannot be turned by priests nor are they affected by spells
  that specifically harm undead.
  Habitat/Society
  Mahr lair in caves in mountainous regions, usually close
  to human or demihuman settlements so that prey is
  readily available.  They are intelligent enough to know
  that repeated feedings in the same place can create
  problems, so they often hunt from several villages, thus
  spreading out their victims and making it harder for their
  lairs to be found.  They have on occasion been
  encountered in the Underdark near humanoid
  settlements.  Mahr are solitary except during mating
  season.
  Ecology
  It is not known for certain if the mahr are related in some
  way to vampires, though it does seem likely.  Vampires
  are able to command mahr as if the mahr were undead of
  equal Hit Dice.  Mahr hunt once each month during the
  night of the new moon.  Their blood can be substituted in
  spells and other arcane preparations calling for vampire
  blood and their wings can be used in various other
  magical projects.  Beyond that mahr are foul predators at
  the top of the food chain.
  
  M
  77
  I gazed around and saw that the sand was gold and glowed ever so slightly.
  I looked up at them.  They flew above us in hypnotic patterns and talked to each
  other in musical voices.  They were perverse angels.  All had beautiful nude
  bodies, but all were hermaphrodites . . .
  —Cleric Lamar
  MALETHNAH
  by Bevan Thomas
  British Columbia, Canada
  Climate/Terrain:
  Lower Planes
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Special
  Intelligence:
  Supra-genius (19-20)
  Treasure:
  Nil
  Alignment:
  Any Evil
  No. Appearing:
  1 (on our planes)
  Armor Class:
  0
  Movement:
  12, Fl 25 (A)
  Hit Dice:
  10
  THAC0:
  10
  No. of Attacks:
  2 or 3
  Damage/Attack:
  1d6 / 1d6 / 1d4
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  50%
  Size:
  L (8’)
  Morale:
  Elite (13-14)
  XP Value:
  14,000
  Hidden in every shadow and behind every stone, all sorts
  of monstrosities wait to devour or damn all those near.
  Few are as loathsome and dangerous as the malethnah.
  Lurking in dark houses and even darker ruins, these
  demonic entities wait to feast upon the souls of men, for
  this is Ravenloft, where nightmares come alive.
  The malethnah are not native to Ravenloft; they are
  from some hidden area of the Lower Planes, and their
  true forms show their unholy origins.  All malethnah
  posses great multicolored wings like that of a bird-of-
  paradise.  They have the bodies of beautiful humans or
  elves.  They are hermaphrodites, possessing properties of
  both men and women.  Their faces are constantly
  flickering from that of beautiful men to that of women to
  that of great serpents.  Their faces never stay the same for
  one second.  Their heads are surrounded by a slight halo
  of orange flame.
  Malethnah speak their own language, and most of
  the languages of the Lower Planes.  The malethnah have
  a limited form of telepathy that allows them to speak all
  languages.
  Combat
  The physical power of the malethnah is not great.  A
  blow from either hand will inflict 1d6 points of damage.
  Each turn there is 33% chance that the malethnah has the
  head of a snake; then it will attack with its fangs as well,
  inflicting 1d4 points of damage and injecting venom into
  its prey.  The target must make a save vs. poison. at -3 or
  fall into a trance for 1d20 rounds.
  In their true forms all malethnah have a charisma
  from 19 to 24 (18 + 1d6), and they can cast a powerful
  charm with their gaze.  Those affected must save vs.
  spell or obey any and all commands that the malethnah
  wishes, even those resulting in self destruction!  Each
  day, the victim may make another save to attempt to
  break the spell.  If the person succeeds in his save, he
  may never be charmed by that particular malethnah
  again.
  The malethnah have the ability to cast alter self,
  know alignment (lawful and chaotic aspect only, in
  Ravenloft), infravision, suggestion, mirror image,
  teleport without error, and shadow monsters at will.
  Once per day they can cast cloudkill, demishadow
  monsters, disintegrate, or Mordenkainen’s sword.  Once
  per week they can cast symbol, maze, or Bigby’s
  crushing hand.  Additionally, depending upon their
  alignment, they fall under the rules in Van Richten’s
  Guide to Fiends for Lawful, Neutral, or Chaotic fiends.
  Malethnah have the ability of the Dance of Lost
  Secrets.  With this ability, one or more malethnah begin
  to dance in a hypnotic pattern.  The target must make a
  save vs. spell (-2 for each malethnah engaged in the
  dance after the first) or be totally mesmerized, and begin
  to slowly walk towards the fiends.  A sharp pain will
  make the victim recover.
  +2 or better magic weapons or weapons forged from
  cold iron are required to harm malethnah.  They take half
  damage from cold, electricity, and fire.  They are immune
  to poison, acid, and gas.
  
  M
  78
  All malethnah are wizards of at least 10th-level.
  Most malethnah are mages, though a few are specialists
  (usually enchanters or illusionists).
  Habitat/Society
  On a world called Earth, the Knights of the Temple
  ravaged the land in the name of the god Chritas.  All
  other faiths were ravaged and all wizards burned at the
  stake.  Berames Storrncrow, the famed archmagus,
  appeared to the cleric Lamar.  He said that he would
  show him true evil, so that he could judge whether the
  Templars were just.  Berames took him through the
  Lower Planes to show him how evil men were punished.
  On one layer, there were the malethnah…
  Their master is Magolor the Dark Sorcerer, and all
  the malethnah tempt mortals with the ideas of dark
  secrets.  Golem making, necromancy, ghoul creation, all
  these and more do the malethnah know.  They inhabit a
  beautiful island in the Lower Planes.  Here they dance
  and sing over the souls of the damned.  Though the island
  has great beauty, there is hidden evil, a serpent behind
  every apple.
  Sometimes, the malethnah are brought to another
  plane, usually through summoning.  The malethnah then
  strike up an agreement with the mortal, a contract written
  on the skin of a human with a quill pen made from pure
  obsidian.  The petitioner must write down the contract in
  his own blood which will state what each side gains.  The
  malethnah has the power to grant a wish in the form of a
  contract, and usually it requires the petitioner to slay a
  particular person or gain a particular object (thus
  severely damaging his soul).
  In Ravenloft it is rather different.  When the fiends
  discover that they are trapped, they usually try to make
  the best of the situation.  Combining their alter self and
  charm abilities, they can build a huge criminal empire or
  circle of devout worshippers.  They then use the souls
  accumulated by the servants in order to attempt to gain
  Magolor’s attention, and be returned.
  Ecology
  Malethnah do not eat in the natural sense, though once
  every full moon they must reestablish their link with their
  home plane.  At this time at least 12 malethnah converge
  at a secluded area and draw many mystic runes.  At
  midnight, they cut out the heart of a great scholar (a
  wizard whose Intelligence is 14+, or someone else with
  the scholar kit or sage abilities) with a ceremonial knife.
  The highest-ranking malethnah (highest level) then
  squeezes the heart until enough blood pours out to fill a
  chalice (an effigy of the Anti-Grail).  The chalice is
  passed around to each malethnah, who drinks from the
  chalice and thus restores the connection.  If a malethnah
  goes without this ceremony, it loses one magic level each
  week, and when it is reduced to zero levels, it dies.
  
  M
  79
  MEALY-EYES
  by Johnathan M. Richards
  Nevada, USA (NE)
  Climate/Terrain:
  Any land
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Nil
  Intelligence:
  Very (11-12)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  7
  Movement:
  6, Fl 12 (A)
  Hit Dice:
  2+2
  THAC0:
  19
  No. of Attacks:
  1
  Damage/Attack:
  1d4
  Special Attacks:
  Illusions, Infestations
  Special Defenses:
  Immune to sleep, charm, and hold
  spells, poison, cold-based attacks
  Magic Resistance:
  Nil
  Size:
  M
  Morale:
  Fearless (19-20)
  XP Value:
  420
  Mealy-eyes are terrible creatures to behold.  Their
  diseased flesh is drawn tightly across their bones, and a
  charnel stench of the grave accompanies them wherever
  they go.  Their ragged clothing is always filthy and
  matted with dirt, and worms and maggots crawl over and
  out of their skin.  The flesh is stretched back from their
  mouths, revealing wicked teeth in rotting gums.  The
  creatures' eye sockets are devoid of the organs of sight; in
  their place are the writhing mealy-worms that give them
  their name.  Mealy-eyes often wear a crude crown
  loosely woven from living earthworms; this disgusting
  headgear gives them the nickname of “worm-kings.”
  Combat
  Mealy-eyes shamble and weave like zombies when
  walking.  However, they can levitate off the ground and
  fly at a movement rate of 12, although they remain
  upright while doing so (much like a ghost), drifting
  through the air with arms outspread.  Unlike zombies,
  mealy-eyes can strike quickly in combat, lashing out with
  their jagged claws.  Claw damage is only 1d4 since
  mealy-eyes are usually missing several fingernails,
  casualties of when they clawed their way out of their
  buried coffins.
  Mealy-eyes also have limited powers of illusion,
  which they use to terrorize their foes.  A mealy-eyes can
  cast the equivalent of an improved phantasmal force
  three times a day; these illusions are always used to strike
  terror into the hearts of their victims.  Popular illusions
  include the mealy-eyes vomiting forth a stream of worms
  and beetles which cover their victims, having a horde of
  worms wriggle up from the ground to ensnare the
  victim's legs, and having the victim's skin move as if
  creatures are already burrowing through his flesh.  These
  illusions can be disbelieved normally, although the
  strength of the illusion often forces victims to make a fear
  or horror check.
  A mealy-eyes likes nothing better than to cause
  victims to inflict damage upon themselves.  It might
  cause a woodcutter to see a rot grub leap onto his arm
  and start burrowing its way through his flesh, and laugh
  in glee when the woodcutter takes an axe to his own arm
  in order to save himself.  Of course, the problem with
  automatically disbelieving mealy-eyes’ illusions is that
  they aren't always illusions—the same mealy-eyes might
  actually fling a rot grub or two at a victim, especially if
  the victim has already seen through the mealy-eyes’
  illusions once before.
  Mealy-eyes enjoy playing with their victims.  Once a
  victim is overcome by fear and flees from the creature, it
  usually takes flight and cuts him off, forcing him to flee
  in another direction.  A mealy-eyes gains horrid pleasure
  from its victim's panic and desperation, often playing
  with him for hours on end, until the victim drops to the
  ground from exhaustion.  Even then, the mealy-eyes is
  unpredictable.  Sometimes it will slay its victim where he
  lies; other times, it might grab its victim's head in its
  grub-infested hands, forcing him to look into his worm-
  eaten eyes… and then leave him to a life of nightmares
  ever after.  Victims allowed to live are often obsessed
  with the mealy-eyes for years (see "Obsession" under
  Failed Horror Checks in Chapter Six of Domains of
  Dread).
  Mealy-eyes can be turned as ghouls.
  Habitat/Society
  A mealy-eyes is the result of a person being buried alive
  in a coffin and awakening, in the dark, to find himself
  trapped and helpless.  This could be the deliberate act of
  an evil being, or the premature burial of a coma victim.
  Knowing that they will soon die of asphyxiation,
  imagining that they can already hear the worms and
  beetles eager to feast upon their still-living bodies, the
  victims’ minds snap and they plead to the dark powers
  for release.  Embracing the unholy power that is offered
  to them, they become a form of undead following a
  
  M
  80
  philosophy of doom—in the end, no one is anything more
  than food for the worms.
  Occasionally, liches or other powerful forms of
  undead will deliberately set out to create mealy-eyes by
  burying human victims alive.  The mealy-eyes created in
  such a fashion feel they owe little allegiance to the lich
  who created them, and usually go off on their own to
  spread their own brand of terror.  However, every once
  in a while a mealy-eyes might be encountered working
  directly for a lich or vampire lord.
  Of all the various forms of undead, a mealy-eyes is
  most likely to be encountered with a son of Kyuss (see
  the Monstrous Compendium Annual Vol. III, page 69),
  for the two types of undead share many attributes.  In
  such cases, the physically weaker mealy-eyes is often the
  leader of the stronger sons of Kyuss, if only because of its
  higher intelligence.
  Ecology
  As undead beings, mealy-eyes have little impact upon the
  ecology.  They neither eat nor are eaten, for the worms
  that constantly crawl over their bodies will never totally
  consume them—their undead flesh grows back as it is
  devoured.  Their rotting bodies can be host to all
  manners of creatures: beetles, earthworms, rot grubs,
  spiders, even patches of mold.
  
  M
  81
  MERLING
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Any water
  Frequency:
  Very Rare
  Organization:
  School
  Activity Cycle:
  Day
  Diet:
  Carnivore
  Intelligence:
  Average
  Treasure:
  J, K, L, M, N, O
  Alignment:
  Any non-Neutral
  No. Appearing:
  1-5
  Armor Class:
  4
  Movement:
  Fl 15 (C), Sw 15
  Hit Dice:
  7
  THAC0:
  13
  No. of Attacks:
  3/2
  Damage/Attack:
  1-4 / 2-16 or by weapon type
  Special Attacks:
  Charm song, Crushing hug
  Special Defenses:
  Nil
  Magic Resistance:
  1%
  Size:
  M to L
  Morale:
  1-8
  XP Value:
  1,075
  A Merling is an interesting creature that’s native to
  Ravenloft.  In appearance, it has the head and torso of a
  human female (there are no known males), with
  feathered wings sprouting from the shoulder blades.  A
  dorsal fin appears between and behind the wings.  From
  the navel down, the body is a shark-tail complete with
  fins.  Gill-slits along the neck and four rows of sharp
  teeth complete the picture.  They can be found in any
  natural swamp, lake, river, stream or ocean big enough to
  hold a decent fish supply.
  Combat
  An unarmed rnerling attacks with a clawed handslap
  every round and a destructive bite every other round.  An
  armed merling will attack at the rate of 3/2 rounds and
  will use a weapon that works equally well in and out of
  water.
  A merling can choose to grapple an opponent and
  crush it in a bearhug for 2d6 points of damage each
  round.  An opponent can break a merling’s bearhug by
  making a Bend Bars/ Lift Gates roll at -4.
  Finally, a merling is able to sing in such a manner as
  to charm/fascinate any mate, living or dead, animal,
  mineral or vegetable in nature.  Females find the singing
  cute, but are not controlled.  This charm-song enables a
  merling to command those affected to do anything she
  wants them to.
  Habitat/Society
  Merlings are only native to Ravenloft, and then only the
  wettest parts.  They will work with others in exchange
  for breeding males.  They also travel in small schools for
  mutual support and protection.
  Ecology
  Merlings only occur as females; in order to reproduce
  they must mate outside their species.  Merlings favor
  mermen or harpies, but will breed with any kind of
  humanoid or demihuman in a pinch.  A merling lays 3 to
  6 eggs in late autumn, and these eggs then hatch in the
  spring into more merlings.  Males used for breeding are
  randomly eaten, stored for later use, or set free at the
  whim of the merling.  Merlings seem to be distantly
  related to lamias.
  
  M
  82
  MIRROR WRAITH
  by Jamie L. Anderson
  Minnesota, USA (?)
  Climate/Terrain:
  Any Land
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Special
  Intelligence:
  Exceptional (15-16)
  Treasure:
  Special
  Alignment:
  Neutral Evil
  No. Appearing:
  1
  Armor Class:
  1 (or as host)
  Movement:
  Fl 12 B, or as host
  Hit Dice:
  7+3
  THAC0:
  13
  No. of Attacks:
  3
  Damage/Attack:
  1-4/1-4/1-6 +special
  Special Attacks:
  Energy drain, Charm, See below
  Special Defenses:
  +1 or better magical weapons to hit,
  Undead immunities, See below
  Magic Resistance:
  20%
  Size:
  L (8’ tall)
  Morale:
  Champion (15-16)
  XP Value:
  5,000
  Mirror Wraiths are malevolent undead creatures
  disguised in the form of extravagant mirrors.  Sages have
  been pondering where these creatures have originated
  from, but so far they have come up with no definite
  answers, just theories.
  The true form of a mirror wraith varies, though all
  wraiths sport three sinister green eyes and a pair of
  ghostly batwings.
  Mirror wraiths speak Common and any languages
  they acquire after taking over a body.
  Combat
  Mirror wraiths have the same attack as a common wraith.
  They drain 1 level per touch.  Their bite is somewhat
  more sinister.  Upon a successful bite attack, the victim
  must save vs. spells or become possessed similar to the
  magic jar spell.  The difference is the victim’s life force
  is trapped in the mirror and the mirror wraith has
  complete bodily transfer into the host.  Only a dispel evil
  spell will return a victim’s life force to his or her body,
  though a protection from evil cast before possession will
  stave off the effects for the duration of the spell.
  Once per turn a mirror wraith can cast the following
  spell-like abilities: darkness 15’ radius, charm person,
  suggestion, protection from good/evil, and polymorph
  self.  Mirror wraiths also radiate fear in a 10’ radius.
  Only +1 or better magic weapons can harm mirror
  wraiths in their true forms.  They are also immune to
  sleep, charm, hold, and any mind-effecting spells.
  However, when possessing a host they lose all of these
  benefits except the 20% magic resistance.  Contrary to
  popular speculation, destroying the mirror which the
  mirror wraith is tied to does not kill it or weaken it in any
  way.  It does however lose the life force (if any) trapped
  in the mirror.  If this happens the soul is lost forever.
  The wraith will have to look for sustenance elsewhere.
  Habitat/Society
  Mirror wraiths are the deceased remnants of lesser fiends
  trapped and killed in the Demiplane of Dread.  Unable to
  return to the lower planes, the dark powers shape their
  souls into semi-living abominations which serve them.
  These creatures live to corrupt the living.  They will
  typically travel to a large city if possible and incorporate
  their fiendish activities there.  Then they seek out a place
  of business, usually a jeweler’s shop.  There they place
  themselves in or near a mirror (sometimes polymorphing
  into a gem or as a completely different mirror).  Then it is
  just a matter of time.  Sometimes they will just seek out a
  large manor or home and place themselves there
  unnoticed.
  Once a mirror wraith is in place it will start to sow
  seeds of deceit into its intended victim.  Using suggestion
  or charm person to achieve this.  When the host becomes
  suitably corrupted, the mirror wraith attacks, using its
  deadly claws and bite to drain and possess the victim.
  When this has been achieved it will spend the whole day
  (if possible) draining the victim’s life force, memories,
  habits, etc. from the mirror.  In uninterrupted, within 24
  hours the soul is utterly consumed and the mirror wraith
  becomes that person (remaining neutral evil, of course).
  It will then try to gain power in high standing (much like
  a baatezu hierarchy).  If this cannot be achieved, the
  mirror wraith abandons its host for more favorable
  surroundings, thus leaving the host as a zombie.
  Ecology
  Mirror wraiths do not need to rest, but need to feed on
  life forces at least once a month.  Otherwise, for every
  week the don’t feed, they lose 1 hit die until they finally
  wither away and turn to fine dust.
  
  M
  83
  MIRROR, MIRROR ON THE WALL
  By Jamie L. Anderson
  “I hate him," muttered Johnas while lifting a cup of
  ale to his lips.
  “Give it a rest will you?”
  One of his comrades downed the last drop of his
  spirits.  “You’re Johnas Craystone the third.”
  “Only the second richest family in Egertus.”
  “You have every wench from here to Port-A-Lucine
  chasing you, why this fix on Dreana?”
  Johnas just looked at his half drunk companion with
  disgust.  It was true he was first and only son to the
  Craystone legacy.  He was handsome and muscular.  His
  riches flowed like wine in this city.  But he couldn’t
  understand why she had chosen Brongal over him.
  Johnas spoke up so his drinking companions could hear.
  “So what if he killed those two werewolves?  That
  doesn’t make him better then me!”
  “Johnas, the man is a hero.  Ladies go for that heroic
  garbage, now sit down and have another round with us.”
  Johnas kicked his chair aside, knocking it into the table
  and spilling his friend’s tankard.  He then stormed out of
  the tavern and marched up the street to the gates of
  Craystone Manor.
  “Good evening, sir,” one the guards blurted out as
  he passed by.  Johnas gave no response back to the man.
  After two hours of cooling down, Johnas went up to
  his chambers to rest and to plot.  He strode into his room
  and glanced at a beautifully extravagant mirror hanging
  on his wall.  He looked into it and smiled.  “I am better
  then that axe wielding buffoon.”
  “Of course you are,” replied a voice in his head.
  Johnas shook his head and looked around.  “I need
  to sleep off this ale,” he muttered to himself.
  “Offer to buy him a round of ales then poison him.
  No one will ever suspect you.” Johnas froze; how could I
  have come up with something so sinister, he thought.
  “Comfort Dreana after his death, then she will be
  yours.”
  Johnas backed up to his bed and sat down.  “Got to
  stop thinking these evil thoughts,” he moaned.
  “Not evil merely necessary thoughts.”  Johnas shot
  up out of bed and ran out down the stairs into the main
  chamber.  With sweat beading down his face he grabbed
  hold of one of the many swords hanging above his head
  on a mantle.  He gripped it clumsily and went back up to
  his bedroom.
  “I am bewitched!” Johnas cried out.
  “No, you are merely coming to your senses.  It is the
  only way you will get Dreana’s affections.”
  “Not by murder!”  Johnas was now in tears.  He
  swung the long sword wildly hitting only empty air.
  “I am merely your voice of reason.  Without my
  advice you will remain miserable, and Dreana will live
  out her fife filling Brongal’s desires.”
  “No!!!”  Johnas’s fear now turned to anger.  “She
  will not be his, she will be mine!”  Johnas threw down
  the sword.  “Tommorrow, Brongal drinks his last ale.”
  Johnas thought he heard a small hint of laughter inside
  his head.  He then left the room and went downstairs to
  make preparations for tomorrow.  Johnas never noticed
  that his reflection in the mirror stayed behind and smiled.
  All he could think about was holding Dreana in his
  arms.  He had everything prepared.  He had sent out
  invitations to all of his close companions and to Brongal
  and Dreana.  It was to be a hero’s feast in honor of
  Brongal’s deed to Egertus.  He purchased a vial of
  widow’s venom from the seedier side of town.  He would
  wait until they were well into their drinking activities
  before slipping the venom into Brongal’s tankard.  He
  dismissed the servants early.  There would be no
  witnesses.  At least sober ones that is.
  The guests started showing up promptly.  Brongal
  and Dreana showed up last.  They seemed skeptical of
  Johnas’ hospitality, but Johnas, ever the sly plotter, threw
  on a big smile and announced their arrival.  Johnas
  played the ever entertaining host.  Music was played,
  food devoured and ales consumed.  This went on into the
  later hours.  Then when he was satisfied that everyone
  was well into the ale so to speak, he announced a toast to
  Brongal and Dreana.  He then handed a tankard to
  Brongal.  Holding his mug up high he wished them
  “everlasting happiness.”  They drank their ales down.
  Johnas waited, looking the other way to other people
  making toasts and clanging tankards with them.  He
  smiled to himself, thinking that at any moment big ol’
  Brongal would fall into a heap of convulsions.  Minutes
  passed by, then an hour, then two hours.  Johnas couldn’t
  believe it.  Brongal should’ve died; why wasn’t he dead?
  The party lasted until early morning.  Most everyone
  had passed out except Brongal and Dreana, who left
  earlier.  Johnas cursed himself.  He went about cleaning
  up the minor messes that were spread about.  He decided
  to leave the passed out guests where they were; he would
  kick them out later.
  
  M
  84
  Later, after his guests left halfheartedly, Johnas sat
  on his father’s antique chair and wept.  It didn’t work; he
  had failed.  A commotion was building up outside in the
  street which caught his attention.  He went to the window
  and gazed out into the ever growing mass.  All he could
  make out were the cries “Brongal has been killed!”
  Johnas’ eyes widened.  He couldn’t believe what he was
  hearing.  Apparently a werewolf had gotten a hold of
  him, no doubt for revenge.  Johnas grew excited.  He
  would go out later when everything settled down.  Then
  he would give his heart felt sentiments to Dreana.  He
  could hardly contain his excitement.  He rushed to his
  half full tankard from last night and downed it in two big
  swigs, then went upstairs to bathe and change clothes.
  Johnas, fully cleansed and wearing one of his finest
  set of silk breeches and tunic, combed his hair.  He gazed
  into the mirror and smiled at himself.
  “Mirror, mirror on the wall, who’s the luckiest man
  of them all?”  Johnas laughed at his clever little pun.  The
  reflection did not laugh back.  Johnas noticed this and his
  laughter stopped immediately.  He looked into the mirror
  and waved his arms around.  The reflection merely
  smiled back.  Johnas fell backwards, hitting his head on
  the bed post.  He was frozen with fear.
  The reflection distorted and started stepping out of
  the mirror.  The creature was hideous.  It had three
  glowing green eyes and a long, angular head like a
  gargoyle.  Its mouth was filled with needle-like teeth.
  Large wispy bat-like wings sprouted out of its back.  The
  creature was completely black like a dark shadow.
  “What in the Nine Hells are you!?” Johnas
  screamed.
  The creature produced an impossibly large smile on
  its maw.  Then, without answering, it launched itself at
  Johnas, sinking its teeth into his chest.  Johnas slipped
  into darkness.
  Johnas awoke sometime later.  He did not know how
  long he was out but it felt like hours.  He looked around;
  everything seemed normal.  Everything except the big
  pane of glass that stretched across the room.  He bolted
  for the door but could not open it.  He heard laughter
  behind him.  Johnas slowly turned and saw a reflection of
  himself smiling back at him.
  “What are you?”  His voice quivered with fear.
  The reflection responded cryptically.  “Why, I am
  Johnas Craystone.”
  Johnas shook his head in disbelief.  “No it can’t be,
  you’re that thing!”
  The reflection laughed eerily.
  “You can’t keep me locked in this room long!”
  Johnas retorted as bravely as he could.
  The creature just looked back and replied, “That
  depends on which side of the mirror you’re trapped on.”
  Without giving him time to respond, the reflection drew a
  long sword and brought it crashing into the glass.  Johnas
  looked around in disbelief and screamed, as his body was
  turning into a fine mist.  He closed his eyes for a moment,
  then reopened only to find himself in a land of gray mist.
  
  M
  85
  MORTANAX
  by David Hubbard
  Texas, USA
  Climate/Terrain:
  Tropical/ Swamp, jungle
  Frequency:
  Rare
  Organization:
  Community
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Exceptional (16)
  Treasure:
  F, Q x5
  Alignment:
  Neutral
  No. Appearing:
  2-5
  Armor Class:
  4
  Movement:
  9, Fl 15 (C)
  Hit Dice:
  5
  THAC0:
  15
  No. of Attacks:
  2 or 1
  Damage/Attack:
  1-6 / 1-6 or special
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  Nil
  Size:
  M (6’ tall)
  Morale:
  Steady (12)
  XP Value:
  3,000
  The Mortanax appear as humanoid creatures about six
  feet tall with no mouths or ears and large flaps of skin
  stretched between their arms and legs forming
  membranous wings.  They are usually colored a mottled
  pink/red/purple and appear to be androgynous.  They
  communicate via telepathy with any intelligent creature.
  Combat
  The mortanax prey mostly upon smaller mammals, but
  are not above attacking humans or demihumans for food.
  If possible, they attempt to make a dive attack, gaining a
  +2 to hit and imposing a -3 penalty to opponent’s
  surprise rolls.  They normally attack with their clawed
  hands, inflicting 1d6 points of damage with a successful
  strike.  They never use weapons, thought they will
  employ tools of various sorts on occasion.
  Their most feared attack is by wrapping a victim
  within their wings (termed the “embrace”) and secreting
  powerful digestive enzymes that cause 2d8 points of
  damage per round until the victim breaks free (requiring
  a Bend Bars roll), is slain, or the mortanax is forced to
  release the victim.  Entrapped victims can use edged or
  piercing weapons of size S to attempt to cut free of their
  attacker, but all such attacks only inflict half damage to
  the mortanax.  All organic items on the victim's person
  must make item saving throws vs. acid or be destroyed,
  though metals and minerals remain unaffected.  A victim
  who remains within the embrace for more than five
  rounds is completely digested and absorbed through the
  mortanax’s abdomen.  A victim so killed can only be
  restored to life through a resurrection or wish spell.
  Due to their unusual mental processes, mortanax are
  immune to all charm spells, ESP and illusions of less
  than 6th level.  One in five possess a wild psionic talent
  (roll for each individual, powers common to Telepathy
  and Psychometabolism are most common).
  Habitat/Society
  The mortanax live in communal caves deep in jungles or
  swamps and seem to enjoy the company of bats and
  stirges to other creatures.  There is a 50% chance any lair
  will contain from 10-100 normal bats, a 30% chance for
  5-20 stirges, and a 20% chance for 1d6 giant bats.  They
  apparently elect a leader who serves as spokesperson for
  the community in all outside relations (as few as they
  may be).
  Ecology
  They commonly eat small mammals and especially prize
  wild boar and pigs for food.  They will sometimes trade
  jewelry and rare herbs or spices for livestock with local
  communities of humans, demihumans or non-evil
  humanoids.  They are the top predators in their
  environment, only occasionally being preyed upon by
  fantastic creatures such as dragons, chimera, etc.  Their
  jewelry can fetch high prices from eccentric collectors.
  Mortanax blood is an effective ingredient in potions
  of ESP and telepathy.
  
  M
  86
  MOTHMAN
  by Andy Miller
  Ohio, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  Very (11-12)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1 (1d4)
  Armor Class:
  0
  Movement:
  6, Fl 24 (A)
  Hit Dice:
  8
  THAC0:
  13
  No. of Attacks:
  2
  Damage/Attack:
  2d4 / 2d4
  Special Attacks:
  Constitution drain
  Special Defenses:
  +1 or better to hit, Hypnosis, Immune
  to mind-effecting magic
  Magic Resistance:
  50%
  Size:
  M (6½’- 7’ tall)
  Morale:
  Elite (14)
  XP Value:
  7,000
  Moth men (or doom-bringers as they are sometimes
  called) are tall, thin, humanoid, headless creatures with
  large, back-swept wings in the place of arms.  They are
  completely black and featureless, having only two round
  white spots between their shoulder blades which are
  thought to be the creature's eyes.
  Some think (incorrectly) that moth men are the
  mutant form of the shadow, created by some evil wizard
  (usually Azalin is blamed).  However, the moth men
  have physical mass and depth and are not undead (or at
  least are not turned by clerics).  Like the shadow, they are
  90% undetectable in darkness.  They are never seen
  during the day.
  Combat
  Moth men rarely engage in melee combat, preferring to
  feed on lone victims.  They typically approach a lone
  traveler on the road or even fly to the upper window of a
  house and make a noise to attract someone from their bed
  to investigate.  Once the victim gazes on the creature, it
  uses a powerful hypnotism to subdue him (save vs. spells
  at -4).  If the victim fails his saving throw, he comes
  under the moth's power, usually submitting himself to
  whatever the creature wants.
  Moth men literally live off the lives of others.  Once a
  victim is hypnotized, the creature drains 1 point of Constitution
  via a small, accordion like tongue below its eyes.  The process
  takes about two minutes and leaves no mark.  The moth man
  mentally commands its victim to forget the entire experience
  afterwards.  The creature also uses its power to leave a
  subconscious command for the victim to return to the same
  spot the following night, where it tries to hypnotize him again.
  Each time a victim is hypnotized after the first adds an
  additional -2 to his save vs. spells.  If the victim makes his save,
  the moth man has no hold over him except for its power of
  paralysis and the inducing of dreams (see below).
  Those drained of Constitution can regain it at a rate of 1
  point per week of complete rest.  As the moth man usually
  returns to the same victim night after night to continue feeding,
  the unfortunate victim usually gets worse instead of better.
  When the victim's Constitution lowers to 2 or less, he falls into
  a coma.  If his Constitution drops to 0, the victim dies.  This
  makes raising or resurrection impossible and unless the body is
  burned, it raises from the dead as a moth man within ld4 days.
  If the body is entombed or buried, the creature probably dies
  before it can escape.
  If forced into melee combat, the moth man fights as best it
  can with its wings, each one inflicting 2d4 points of damage per
  successful attack.  The creature can also use its hypnosis once
  per round to paralyze those it gazes upon for 2d6 rounds (save
  vs. spells at -4).  They are completely immune to any mind
  magic (including charm and illusion) and can only be struck by
  magical weapons.  Still, the creatures rarely fight face to face,
  preferring to flee from large numbers.
  Habitat/Society
  Moth men tend to be loners although small "family" groups
  have been reported.  These usually consist of up to 4 fully
  grown creatures although they are only rarely seen together at
  the same time.  No immature moth men have ever been
  sighted.
  It is unknown where moth men make their homes or
  where they go during the day (as they are seen exclusively at
  night).  Some speculate that they live among the stars of the
  night sky but this is pure supposition.
  Moth men are greatly feared as they usually appear before
  some great disaster that results in many deaths.  Those who are
  hypnotized by the creature and manage to either break its
  hypnosis or somehow survive its attentions often have terrible
  nightmares about it afterwards.  They also tend to dream about
  the upcoming disaster, seeing it with unnerving exactness.
  Whether the moth men are harbingers of doom or actually
  cause the disasters somehow is, as yet, unknown.
  Ecology
  Moth men are not natural creatures.  They have little impact on
  anything in their surroundings except for people (though they
  have been known to kill watchdogs).  Animals do not like them
  and either flee from the creatures or attack them outright.
  Where they come from and how they are able to predict
  disasters is also unknown, though they might be connected
  with the dark powers of Ravenloft.
  
  M
  87
  MOUNTAIN
  CHIMERA
  by Max Donovan
  California, USA
  Climate/Terrain:
  Any mountains and forests
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Omnivorous
  Intelligence:
  Semi- (2-4)
  Treasure:
  F
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  5 / 6 / 7
  Movement:
  12, Fl 24 (D)
  Hit Dice:
  7
  THAC0:
  13
  No. of Attacks:
  5
  Damage/Attack:
  2-7 / 2-8 / 2-7 / 2-5 / 2-5
  Special Attacks:
  Ramming
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  L (5’ at the shoulder)
  Morale:
  Elite (13-14)
  XP Value:
  1,350
  Like its fellow kind, the mountain chimera or Barovian
  chimera appears as a terrifying amalgam of disparate
  beasts.  The main girth of the beast as well as its hind
  legs is that of a giant goat or ibex, as is the horned
  center-most head.  On one shoulder is the neck and head
  of a ferocious worg, while on the other stretches the
  sinister neck and head of a giant vulture.  The vulture
  influence may also be recognized by its taloned forelegs
  and the long heavy spread of its arched vulture-like
  wings, which are attached behind its shoulders.
  Typically the beast will retain the colors and markings of
  its recipient creatures while possessing a decidedly
  malevolent gleam in their uncaring eyes.
  Combat
  Although not as powerful as some others of their kin,
  mountain chimerae can be deadly foes.  Their powerful
  wings make them by far the best flyers of their kind,
  helping them to surprise their opponent(s).  Their
  strength is such that one might carry aloft a man-sized
  object of less than 300 lbs if both leg attacks (2-5/2-5)
  successfully grasp a creature (Dex or less on 1d20 to
  break free).  The massive horns of the goat/ibex head
  may gore for 1d6+1 points of damage, which also may
  charge attack, either on foot or while flying, giving the
  mountain chimera +2 to hit and inflicting an additional 4
  hp of damage.  The worg’s head will bite for 2d4, and the
  giant vulture’s beak may snap and tear for 1d6+1.
  Mountain chimerae have no breath weapon.
  The armor classes are split as follows: giant goat
  (body) AC 5; worg AC 6; giant vulture AC 7.
  Habitat/Society
  Originally mountain chimerae were known to lair high
  amongst the jagged crags and steep precipices of the
  Barovian mountains, though they are now acknowledged
  to reside in other mountainous regions.  Their powerful
  wings allow them a wide hunting range and it is not rare
  to see one or more of these monsters flying over and
  through the great forests that lay at the base of the
  mountains.  The beastie is omnivorous, able to sustain
  itself on fresh meat, grasses and shrubs, and carrion as
  well.
  Ecology
  The mountain chimera is an intense predator, attacking
  with a maniacal ferocity, and few creatures are able to
  reach the isolated mountain lairs where these monsters
  will carry the remains of their prey.
  
  N
  88
  NETHER BAT
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Swarm
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  5-100 (5d20)
  Armor Class:
  6
  Movement:
  2, Fl 48 (C)
  Hit Dice:
  1+2
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1d4
  Special Attacks:
  Swoop
  Special Defenses:
  Etherealness
  Magic Resistance:
  Nil
  Size:
  S (2’ wingspan)
  Morale:
  Elite (13-14)
  XP Value:
  175
  Nether Bats are creatures of the Ethereal Plane that
  became trapped in Ravenloft after venturing into its
  Border Ethereal.  They adapted well to their new
  environment and exist in nearly every domain.  Nether
  bats hunt creatures by night, using their ability to become
  ethereal and their great speed to overtake prey and slash
  them as they swoop by.
  On first examination, nether bats look much like
  normal bats, but careful observation reveals more.
  Nether bats have no teeth or lower jaw.  Instead they
  have a sucker-like mouth.  Their only natural defense is a
  black razor-like ridge that extends from their breastbone
  down the length of their body.
  Combat
  Nether bats spend most of their waking hours in the
  Border Ethereal.  As such they can pass trough anything
  on the Prime Material Plane.  Normally beings in the
  Border Ethereal cannot be seen or affected by beings on
  the Prime Material.  Nether bats, however, remain
  visible and can be affected by magic weapons or spells.
  Nether bats hunt in a swarm.  When attacking, they
  generally focus on one target, though large swarms may
  divide their attacks among a group.
  Nether bats attack by swooping by their targets at
  top speed and slashing with their breastbone blades.
  Because of the swiftness of the attack and their ability to
  rapidly change between being material and ethereal,
  nether bats are very difficult to hit.  Anyone attacking in
  melee must have a better initiative than the nether bats to
  hit.  Missile attacks suffer a -3 to hit because of the
  nether bat’s speed.  Usually nether bats can’t be hit by
  non-magical missile attacks because they become
  material too close to an attacker to be hit.  A non-magical
  missile attack can hit when a nether bat is attacking
  someone else, but then there is a 60% chance the attack
  will strike whoever the nether bat is attacking.  Magical
  missile weapons can hit at any time but still suffer the -3
  penalty to hit.
  Nether bats are clever creatures and will use their
  ethereal nature to their advantage by attacking from
  behind things or even from underground.  If attacking
  from behind or within something they cannot see
  through, nether bats have a -2 to hit.
  Habitat/Society
  Nether bats can live just about anywhere but prefer
  temperate climes.  They tend to lair in caves with small
  or very distant openings to the surface because when
  sleeping nether bats are material.
  Ecology
  Nether bats hunt any warm-blooded creature of at least
  Small size.  Typically they single out one animal and
  attack it en masse.  When it is dead the nether bats all
  settle down to suck out its blood.  Nether bats must
  become material to feed.  The larger a swarm becomes,
  the bigger the animal it will hunt.
  The breastbone blades of nether bats can be used to
  strike ethereal creatures if wielded like a dagger or made
  into a spearhead or arrowhead.
  
  N
  89
  And at twilight, dreading to repass that ominous spot, I walked circuitously back
  to the town by the curving road on the south.  I vaguely wished some clouds would
  gather, for an odd timidity about the deep skyey voids above had crept into my
  soul.
  —Howard Phillips Lovecraft
  The Colour Out of Space (1927)
  RUNNER—UP
  NICHTANGLER
  by John W. Mangrum
  New York, USA
  Climate/Terrain:
  Ravenloft
  Frequency:
  Very Rare
  Organization:
  Swarm
  Activity Cycle:
  Clear Nights
  Diet:
  Carnivore
  Intelligence:
  Very (11-12)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  2-8
  Armor Class:
  7
  Movement:
  Fl 9 (A)
  Hit Dice:
  9
  THAC0:
  12
  No. of Attacks:
  4+
  Damage/Attack:
  1-4 / 1-4 / 1-4 / 1-4 + Special
  Special Attacks:
  Surprise, Engulf
  Special Defenses:
  Hit only by blessed or +1 magic
  weapons
  Magic Resistance:
  Nil
  Size:
  M (Body 7’ long)
  Morale:
  Elite (13-14)
  XP Value:
  4,000
  The Nichtangler, more rarely known as the Puppeteer, is
  an utterly alien predator seen only during Ravenloft’s
  long nights.  To date, they have only appeared on those
  nights when stars were visible in the sky, and their
  attacks are most commonly centered around unusual
  celestial events, such as a falling star or lunar eclipse.
  This strange connection between nichtanglers and the
  stars above is just one of many mysteries surrounding
  their existence.
  Nichtanglers are amorphous, naturally levitating
  entities whose bodies appear to be composed entirely of
  dense, oily black smoke.  They can shape their essence
  into long tendrils; these tendrils are barely an inch thick,
  but can stretch out as long as 50 feet.  The nichtangler
  floats in the dark sky, dangling its tendrils beneath its
  body.  In all, the nichtangler resembles nothing so much
  as the silhouette of a jellyfish.
  Combat
  Nichtanglers attack with their drooping tendrils.  The
  number of tendrils the creature can create is limited only
  by their hit points; a nichtangler forms a tendril by
  allocating 1 hp of its body mass for each 10’ of the
  tendril’s length.  Thus, a nichtangler would have to
  allocate 5 hit points from its pool to create a 50’ long
  tendril.  The nichtangler can regain these hit points
  simply by withdrawing the tendril back into its body.
  No matter how many tendrils a nichtangler shapes, it
  can only coordinate a maximum of 4 attacks per round.
  A nichtangler attack invariably begins with the
  creature drifting down out of the night sky and forming
  tendrils to snatch at victims below.  Since nichtanglers
  move in complete silence and are virtually invisible when
  seen against the night sky (Int check to spot one before it
  attacks), they usually strike with surprise in the first
  round of combat.  In that first round, the nichtangler will
  divide its attacks evenly between all the living targets
  within a 30’ diameter area directly beneath its main
  mass.  However, as soon as the nichtangler successfully
  strikes a victim, all further attacks will be directed
  against that target.
  It is said that the touch of a nichtangler feels like the
  bite of a thousand ice-cold needles.  With a successful
  attack, a tendril inflicts 1-4 hp damage, and lashes itself
  to the victim.  Once so attached, a tendril simply will not
  let go, and no longer counts against the number of attacks
  the creature can coordinate in a single round.  A snared
  victim can be freed with a successful Bend Bars roll, or
  by severing the tendril.  To sever a tendril, an attacker
  must use an edged weapon and inflict the tendril’s full hp
  in a single attack.  Any severed tendrils immediately
  dissipate into rancid vapor.  However, nichtanglers can
  only be harmed by spells, magic weapons, or weapons
  which have been blessed for this purpose.
  A single tendril has an effective 7 Strength.  Each
  additional tendril which successfully latches onto the
  
  N
  90
  victim raises this effective Strength score by 2.  When
  the nichtangler’s tendrils are strong enough to lift the
  victim (determined by the Maximum Press limit in the
  Player’s Handbook Strength table, and also taking the
  victim’s carried gear into account), the victim’s time runs
  out.  In the next round, the victim will be yanked up into
  the nichtangler’s main body mass and engulfed.  Once so
  engulfed, the victim will take 2d8 hp damage each round
  until such time as the nichtangler is killed or the victim is
  completely (and messily) digested.  Nichtanglers cannot
  digest stone, gems, or metals, and anything on the
  victim’s person made of these materials will clatter back
  to the ground along with a horrid rain of most of the
  victim’s blood.
  If a victim dies before a nichtangler can pull it off
  the ground, the creature may demonstrate the chilling
  behavior which hints at its true cunning, and has earned
  the creatures their “puppetmaster” nickname.  A tendril
  will attach itself to each of the victim’s limbs, and the
  nichtangler will manipulate the corpse like a macabre
  marionette.  Nichtanglers have been known to use this
  tactic to lure potential victims out in the open, to
  communicate basic concepts, or simply to further terrify
  or mislead additional victims.
  Since the main body mass of a nichtangler is usually
  kept well above ground, it is often easier to drive the
  creatures away than to kill them.  Nichtanglers will
  typically retreat if they lose more than 2/3 of their hit
  points to severed tendrils.  Being creatures of darkness,
  they also appear to be afraid of bright lights; nichtanglers
  must make a morale check whenever they encounter
  illumination as bright as a light spell or brighter.
  Habitat/Society
  Virtually nothing is known about the origins of
  nichtanglers, nor is it known if they truly need to feed on
  their victims, nor does anyone know how nichtanglers
  propagate their kind.  Some sages theorize that
  nichtanglers may be at the root of numerous unexplained
  vanishings recorded over the years.  Others claim the
  nichtangler is some strange, distant kin to the mist
  horror, but this is mere speculation.
  Ecology
  Nichtanglers are unnatural predators and a blight on
  whatever land they visit.  A few alchemists claim that if
  the smoky essence of a nichtangler can be contained, it
  can be quite useful in the creation of potions of
  levitation.
  
  N
  91
  NIMBUS
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Any
  Frequency:
  Unique
  Organization:
  Nil
  Activity Cycle:
  Any
  Diet:
  Unknown
  Intelligence:
  Genius
  Treasure:
  Incidental
  Alignment:
  Neutral Evil
  No. Appearing:
  1
  Armor Class:
  -10
  Movement:
  Fl 60 (A)
  Hit Dice:
  30 (135 hp)
  THAC0:
  2
  No. of Attacks:
  2 or 5
  Damage/Attack:
  3-30 / 3-30 or
  5-30 / 5-30 / 5-30 / 5-30 / 5-30
  Special Attacks:
  Weather control
  Special Defenses:
  +4 or better weapon to hit
  Magic Resistance:
  95%
  Size:
  G (2 cubic miles!!)
  Morale:
  20
  XP Value:
  20,625
  Nimbus is a giant living cloud consisting of a central
  mass that constantly rotates about its core, a face-shaped
  frontal area, and two arm-like appendages.  It’s currently
  unknown if he is a true elemental, a magical construct, or
  an avatar of the living malevolence of Ravenloft.  The
  truth may be a mixture of all three.
  Combat
  Nimbus is a true foe in combat for he literally is the
  weather in the domain he occupies.  He can hammer foes
  from miles away by unleashing torrential rains, blizzards,
  tornadoes, hail and floods at will.  Against foes who are
  immune to bad weather, Nimbus can attack by striking
  with his clenched fists for 3d10 damage or by unleashing
  a salvo of ball lightning (5 shots/ 5d6each).
  Habitat/Society
  The interactions of other creatures seem beneath
  Nimbus.  He wanders aimlessly and acts as the mood
  takes him.  Those few who have tried to interact with him
  have only triggered his rage.
  Ecology
  Nimbus controls it.  He makes the lands below him
  paradise or hell as he chooses.
  
  O
  92
  OL’VHAKIN
  (OAK’S BREATH)
  by Scott Stein
  Arizona, USA
  Climate/Terrain:
  Tangled forests, Graveyards
  Frequency:
  Rare
  Organization:
  Cluster
  Activity Cycle:
  Night
  Diet:
  Omnivore
  Intelligence:
  Semi- (3)
  Treasure:
  W
  Alignment:
  Neutral Evil
  No. Appearing:
  3-12
  Armor Class:
  2
  Movement:
  3, Fl 18 (C)
  Hit Dice:
  4+4
  THAC0:
  17
  No. of Attacks:
  3 +special
  Damage/Attack:
  1d4 / 1d4 / 2d4
  Special Attacks:
  Sap spit, Cloud of rot, Swoop
  Special Defenses:
  Camouflage
  Magic Resistance:
  Nil
  Size:
  S (4’ wingspan)
  Morale:
  Steady (11)
  XP Value:
  270
  Ol’Vhakin means “oak’s breath” in the Vistani tongue.
  These bat-like creatures prey upon unsuspecting
  travelers, using the rotting corpses of their victims for
  sustenance.  They use their claws and wings to cling to
  the trunks and branches of large trees while preparing an
  ambush.  Their body and wings are dark grayish-brown
  and have a rough bark-like texture allowing them to
  camouflage themselves against the tree.  While gripping
  the tree with their claws, they wrap their bat-like wings
  around the sides of the tree so their eyes and mouth face
  outwards.
  This posture leads most townsfolk to believe these
  creature to be a Vistani curse due to numerous instances
  of crazed peasants fleeing the forest, covered in deep
  scratches, screaming, “the trees have eyes…”
  Combat
  Ol’Vhakin tend to inhabit dark tangled forests or
  graveyards with ancient trees where their ability to
  camouflage themselves with the trees gives them a 90%
  change of surprise.  They will also perch on high limbs,
  allowing for a ‘swooping’ attack with a +4 bonus.
  Ol’Vhakin have sharp claws and teeth which are used to
  rake at victims’ exposed areas.
  They also have two natural attack abilities used to
  incapacitate their victims; sap spitting and a cloud of rot
  breath weapon.  The sap spit may be used on a single
  opponent once every three rounds in addition to normal
  attacks.  A sticky sap-like substance is spit in a glob with
  a range of 30 feet.  Opponents struck by this mass have
  their Movement and Dexterity reduced by half, and
  subtract 4 from attack and initiative rolls.  This substance
  may only be removed by burning or rubbing with oil.
  Victims carrying torches struck by the sap have a 25%
  chance of igniting the sap on themselves (ld6 additional
  points of damage).
  The cloud of rot may be expelled in a 20’-diameter
  globe centered on the creature once per day.  Victims
  entering this cloud must save versus breath weapon to
  avoid choking on the rotting vapors.  Opponents failing
  their save will be unable to do anything except choke
  uncontrollably for 2-5 rounds after leaving the area.
  Ol’Vhakin have low Armor Class from their bark-
  like hide and high maneuverability.
  Habitat/Society
  Ol’Vhakin band together in small clusters and work
  together to overcome prey.  They will usually have a
  small, communal lair where eggs and any treasure is
  hidden.  These creatures will collect metal weapons,
  gems, and coins of all types.  An occasional scroll or
  potion may be found if the container is shiny or ornate.
  Despite Vistani tales of these creatures roaming the land
  on eerie nights in savage packs, the Ol’Vhakin are
  actually territorial, only attacking intruders venturing into
  their domain.
  The bodies of their victims are left to rot where they
  fall, being used later as sustenance for both themselves
  and the trees they call home.
  Ecology
  It is sometimes possible to suspect their presence by the
  smell of damp, rotting leaves they exude.  They have
  superior infravision out to 120’ and will usually only be
  encountered at night.  When killed, the Ol’Vhakin’s body
  will decompose in 2 rounds into a cloud of rot similar to
  their attack ability.  This cloud will linger for 2d6 rounds
  before dispersing.  Due to this rapid decomposition, little
  more knowledge of these fell creatures is known by
  sages.
  
  O
  93
  ORNAMENTAL EYE
  by Robert I. Davis
  Iowa, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Same as host
  Diet:
  Same as host
  Intelligence:
  Very (12)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1-2
  Armor Class:
  4
  Movement:
  Fl 24 (B)
  Hit Dice:
  2
  THAC0:
  12
  No. of Attacks:
  1
  Damage/Attack:
  1-4
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  25%
  Size:
  S (6”- 8” wingspan)
  Morale:
  Same as host
  XP Value:
  1,000
  These small but very intelligent creatures often appear to
  their unsuspecting hosts as a type of brooch or ornament.
  Their initial appearance is a gemstone-type eye set in a
  white marble pair of wings.  These wings are always
  different; some are bird wings, some are bat wings, etc.
  This creature survives by attaching itself to an
  unwitting host and functioning as a parasite.  The host
  then assumes the alignment of the creature and refuses to
  part with it (not like they can willingly do so anyhow).
  While this creature is small it is very intelligent and
  actually bonds with its host making them nearly
  inseparable.
  Combat
  This creature will often fly into the path of an
  adventuring group and simply lay on the ground hoping
  to be discovered and picked up.  Once in the hands of a
  potential victim, the creature shows its true nature and
  animates.  A four inch projection on its back extends as it
  flies around its potential host and at the first opportunity
  it will strike.  The eye attaches to the forehead of the
  victim and pierces their head with a spike like protrusion
  on its back.  Once in place the creature cannot be
  removed without severely harming the host.  After the
  creature attaches it begins to alter the host's alignment
  and feeds off both the host's body and essence.  This
  creature has no special protection other than its small
  size and its permanent attachment to its host.  It can be
  removed by being salted, remove curse, limited wish, or
  the death of the host.  However, the creature must also be
  killed individually or it will fly off to find a new victim.
  Habitat/Society/Ecology
  These creatures are basically solitary by nature and rarely
  if ever appear in groups.  If a party is large enough it may
  attract more than one but no more than four at one time.
  They have no standard lair and collect no treasure.
  
  P
  94
  PAINWRAITH
  by William DeFranza
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  None
  Intelligence:
  Semi (2-4)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  2
  Movement:
  Fl 36 (A)
  Hit Dice:
  4
  THAC0:
  17
  No. of Attacks:
  2
  Damage/Attack:
  1d8 / 1d8
  Special Attacks:
  Pain, Special Domination
  Special Defenses:
  Hit only by +1 or better magical
  weapons
  Magic Resistance:
  Nil
  Size:
  M (5’- 7’)
  Morale:
  Fearless (20)
  XP Value:
  975
  Painwraiths are the unruly spirits of people who have
  been tortured to death.  They wander the lands seeking
  revenge on those who killed them, their killer’s peers and
  families, and living things in general.  The only pleasures
  they ever feel is when they kill, maim, and torture
  humans and demihumans.
  Painwraiths are all but mad and possess only a
  fraction of their former intelligence.  They have a misty
  translucence, and still bear the wounds of their torturous
  demise.  They are powerless and insubstantial during the
  daylight hours, becoming semi-material (see Ghost) and
  active at night.  They fly at will and can pass through any
  solid matter.
  Combat
  Painwraiths prefer stalking and harassing victims to open
  combat, but are fearsome fighters and fight until
  destroyed.  They have the ability to cause nightmares in
  any sleeping intelligent creature they touch and delight in
  scaring a person who has just awaken from a nightmare.
  They can inflict debilitating pain with a touch.
  Victims must save vs. Rods or be overcome with agony
  and collapse screaming and helpless.  This torment
  continues until the victim succeeds in a
  Wisdom/Willpower check.  Beginning with the round
  following the attack, one check can be made each round,
  with a cumulative +1 bonus until the victim succeeds.
  If pressed into combat, Painwraiths strike with their
  clawed hands.  If the Painwraith makes three hits on one
  target in a row, it can exert a unique domination over the
  victim unless they save vs. Paralyzation with a -4
  penalty.  Unlike the wizard spell domination, the subject
  will obey self-destructive commands.  The victims are
  almost always commanded to literally tear themselves
  apart with their bare hands.  Fully aware of what they’re
  doing but unable to stop, they inflict 1d10 points of
  damage to themselves each round until killed.
  To break the Painwraith's domination, the victim
  must be knocked unconscious, or the Painwraith must be
  turned or destroyed.
  Those who survive such an ordeal must make a
  Horror check and are usually maimed and scarred for
  life.
  Painwraiths are turned as ghosts and due to their
  undead and semi-material state, are immune to sleep,
  charm, cold, fire and electricity magic.
  Habitat/Society
  These undead have no society, or any place in any
  society.  They seek to have revenge on any living things
  they find.  A lich will take control of a painwraith
  whenever possible to use as a torturer and executioner.
  Ecology
  Being undead, painwraiths contribute nothing to the
  ecology.  When destroyed, they disappear completely.
  
  P
  95
  PILLAR GHOST
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  None
  Intelligence:
  Average to Genius (8-18)
  Treasure:
  Nil
  Alignment:
  Any
  No. Appearing:
  1
  Armor Class:
  6
  Movement:
  Fl 48 (A)
  Hit Dice:
  6
  THAC0:
  15
  No. of Attacks:
  2
  Damage/Attack:
  1d8
  Special Attacks:
  Chill touch, Vampiric touch, Revenge
  attack
  Special Defenses:
  +2 or better magical weapons to hit
  Magic Resistance:
  60%
  Size:
  M
  Morale:
  Fearless (19-20)
  XP Value:
  5,000
  Pillar ghosts are the spirits of great leaders murdered by
  someone they trusted.  Carried aloft on a pillar of souls,
  the pillar ghosts seek out their murderers to get revenge.
  A pillar ghost appears much as it did just after the
  murder.  Unlike normal ghosts, a pillar ghost is always
  visible and solid.  Since pillar ghosts always appear to be
  dead and inanimate bodies many people focus on the
  spirits that bear them.  These semitransparent,
  incandescent bodies whirl and writhe about each other,
  rising up to support the pillar ghost and falling down to
  support the other souls as they in turn rise, and all the
  while issuing a low droning moan.  These spirits are
  completely intangible and exist only to carry the pillar
  ghost.
  Pillar ghosts can understand any language they knew
  in life but cannot make any sound or movement to
  communicate.  The spirits of the pillar do not take any
  notice of the world around them and cannot be contacted
  by any known means.
  Combat
  Pillar ghosts are consumed by a need for revenge.  They
  normally do not acknowledge anyone or anything other
  than the target of their rage, but will attack all that blocks
  their passage, attacks them, or attempts to protect their
  murderers.
  Pillar ghosts have three forms of attack.  The first
  attack they are likely to use is the chill touch effect that
  contact with the spirit bearers causes.  The souls of the
  pillar are unnaturally cold and suck the warmth and life
  from what they touch.  A trail of frost and wilted plants is
  evidence of their passing.  Pillar ghosts will hover above
  an opponent, often far out of missile range.  Because of
  their maneuverability and speed they can effectively trap
  an opponent within their pillar of supporting spirits.
  Contact with the supporting spirits has the same effect as
  a chill touch spell.  Victims of this attack who have their
  Strength reduced to zero by the spell are killed.  The
  souls of the pillar come up from whatever hard surface is
  beneath them so shelter provides protection.  If in
  combat with a creature of a greater or equal movement
  rate, pillar ghosts must roll to hit each round in order to
  stay above them.  Only Dexterity applies when figuring
  the Armor Class of a target.
  The second attack is their revenge attack.  This
  attack affects as many creatures as the pillar ghost desires
  within a 30’ radius of the pillar of spirits.  The revenge
  attack takes the form of the way the pillar ghost was
  murdered.  If it was killed by a weapon, ghostly versions
  of it strike, attacking with the pillar ghost’s THAC0 and
  causing 1d10 damage.  If it was poisoned, poison infects
  the bodies of the targets causing 1d10 damage each
  round that a poison save is failed.  If the pillar ghost was
  suffocated or drowned, victims find themselves unable to
  breathe and suffer 1d10 points of damage each round.
  Whatever attack caused the pillar ghost’s death causes
  1d10 damage after applying appropriate saving throws
  and attack rolls.  The revenge attack can be used once
  every round in addition to the chill touch effect of the
  spirits.
  Pillar ghosts sometimes employ a third attack.  Any
  being touching the pillar ghost’s body suffers the effect
  of a vampiric touch spell as though cast by an eighth
  level mage.  A pillar ghost will only employ this last
  attack if its other powers prove ineffective as such close
  proximity places its body in jeopardy.
  Pillar ghosts cause fear and any creatures of less
  than eight hit dice that see a pillar ghost for the first time
  must save vs. spell or drop what they carry and flee for
  2d4 rounds.  They are immune to sleep and charm magic.
  Pillar ghosts are turned as ghosts.  The spirits of the
  pillar are turned as shadows.  Each spirit that is turned or
  destroyed dissipates.  For every spirit that dissipates the
  pillar ghost’s movement rate is reduced by one for that
  round.
  Pillar ghosts can see 360 degrees even if their eyes
  are missing or damaged.  They are immune to illusions
  and can see in darkness or bright light.
  
  P
  96
  Habitat/Society
  Pillar ghosts rise from the ground at sunset and dissipate
  with the rays of the morning sun.  They first form at the
  place where most of their remains lie and afterwards will
  form where they dissipated earlier that day.
  Pillar ghosts exist only to destroy their betrayers.
  No matter what alignment they once were in life, their
  desire to punish their murderer consumes them and
  twists them to evil.
  As in the living world, these great leaders are served
  in the afterlife.  It is these servants that support the pillar
  ghost on its quest for revenge.  The body of a pillar ghost
  is not the actual body of the leader but is a representation
  of the body immediately after death.
  Although it is rare, some pillar ghosts have been
  known to hunt the wrong person.  Sometimes the pillar
  ghost assumes the wrong person is the traitor or seeks
  the right person but attacks someone who looks very
  similar.  When this happens the pillar ghost knows it as
  soon as the mistakenly hunted person is killed.  Pillar
  ghosts that are unsure who they seek will seek to kill
  everyone they knew in life.  A pillar ghost can rest only
  when its murderer is dead.
  Ecology
  Pillar ghosts have no affect on the ecology of an area and
  generally ignore everything but their goal.
  
  R
  97
  RAUCUX
  by Max Donovan
  California, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Omnivorous
  Intelligence:
  Average (8-10) & cunning
  Treasure:
  S, X
  Alignment:
  Neutral (Evil 90%, Good 10%)
  No. Appearing:
  1
  Armor Class:
  4
  Movement:
  6, Fl 12 (C)
  Hit Dice:
  6+9
  THAC0:
  13
  No. of Attacks:
  3 or 2
  Damage/Attack:
  3-6 / 3-6 / 3-6 or 2-8 / 2-8
  Special Attacks:
  “Leaping,” Magic use
  Special Defenses:
  +1 or better magical weapons to hit,
  See below
  Magic Resistance:
  25%
  Size:
  L (7’+ tall)
  Morale:
  Champion (15-16)
  XP Value:
  1,400
  A raucux is a giant raven of nightmarish form.  This
  creature’s size and its ringed gaggle of seven heads are
  quite striking atop its plump body, with only a vestigial
  pair of Dodo-like wings and tail feathers.  The creature
  paces and squats with its powerful set of scaly-black
  rooster-like legs, each backed with a large slightly
  curved spur.  Raucux weigh 350+ pounds.  Coloration
  and feathering are that of a typical raven (glossy-black),
  while its skin color is a dead white.  Each of its 14 eyes
  appear clear-black and soulless.
  Combat
  Raucux prefer to surprise an enemy both from above and
  behind when possible.  Its initial form of attack is to
  “leap” upon an opponent Man-sized or smaller (no more
  than 7’ tall).  Raucux receive a +1 to hit when leaping to
  attack, but attack only with their legs (2-8/2-8).  If both
  leg attacks score hits, damage is doubled (x2) for each
  and the opponent is knocked prone, with the raucux
  gaining an additional +4 to hit on its following attack.  Its
  other method of attack is by one of the beast’s seven
  huge beaks, though only three of which may be used to
  attack either a single opponent, or as many as three, even
  from opposite sides of the beast.  Raucux will alternate
  between “leaping” and biting attack forms depending on
  the circumstances.
  Additionally, raucux possess enough malign
  intelligence that they are empowered with the following
  spell-like abilities, usable once per round at will, as a 7th-
  level spellcaster: detect illusion (continuous), detect
  invisibility (continuous), hypnotism (1 /day),
  comprehend languages (1 /day), fly (2/per day), and
  ‘slow-flash’ (7/per day).  The last, slow-flash, is their
  most heinous power, causing all creatures within 30’ of
  the raucux to save vs magic (although at +4).  Those that
  fail their saving throw lose their next attack(s), and
  whether saves are made or not, all within the 30’ sphere
  must subtract one point (-1) from their next initiative
  roll.  Its stunted wings enable only limited flying (they
  usually walk or hop) being able to sustain flight for no
  more than 1 turn after which the must alight and rest,
  walk, or hop for at least 3 rounds before again flying.
  Often their ability to fly will be used for more effortless
  pursuit of prey or to flee if necessary.  A raucux may
  utilize all 5 of its attacks while flying in such a manner.
  They may descend from any height without taking failing
  damage.  +1 or better weapons are required to hit a
  raucux and they have a 25% magic resistance.  They
  receive +4 on all saves vs. paralyzation, poison, and
  death magic.  Raucux are never surprised.
  Habitat/Society
  Initially it was believed that these monsters came from
  the Dimension of Nightmares from whence the Malfera
  also hail.  Recently though it is believed that these
  monsters are the minions of a renegade baatezu lord,
  Cuervix, who appears as a very large raucux covered in
  cardinal red feathers, with nasty ivory-yellow spurs and
  black-rimmed, ice-blue eyes.  Whatever their exact
  origin their appearance in the Dark Domain was likely
  brought about by unscrupulous and paranoid priests,
  sages, and alchemists who desired powerful servants for
  guardianship of themselves or their machinations.
  Ecology
  Raucux do not fill any niche within the natural order of
  things.  They are “monsters” in the greatest sense of the
  word, serving as the guardians of foul purposes.
  Occasionally a rogue raucux will be encountered, one
  that has lost its compulsion for some reason, yet
  continues to bode ill for the adventurer.
  Variants
  It has been rumored that their is a type of raucux that is
  neutral good in alignment.  It appears much the same as
  its evil brethren, but has satiny shades of dark blue in its
  plumage, and purple eyes.
  
  R
  98
  RELENTLESS
  by Walter F. Lockwood
  Ohio, USA
  Climate/Terrain:
  Ravenloft
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Emotions
  Intelligence:
  16 (See below)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  Fl 11 (C)
  Hit Dice:
  10 (See below)
  THAC0:
  10 (See below)
  No. of Attacks:
  2
  Damage/Attack:
  1-10 / 1-10 + special
  Special Attacks:
  Fear
  Special Defenses:
  +3 or better weapons to hit, spell
  immunity
  Magic Resistance:
  30%
  Size:
  T-H (3’- 50’)
  Morale:
  17
  XP Value:
  16,000
  The Relentless is a misshapen humanoid form that seems
  to float and drift above the ground like fog does on a
  cooling summer eve.  Like fog itself, this being is semi-
  transparent with a ever-shifting smoky color.  Its facial
  features are nonexistent; only a hole for a mouth, that
  looks like it was cut out by a dull knife, and shallow
  holes that seem to be where the eyes once were.  The
  relentless are able to change size and shape at will, but
  prefer a drifting fog shape over all others.
  Combat
  Relentless do not like combat except to prove to there
  prey that they are unbeatable and invincible.  But when
  forced to fight they are deadly opponents, attacking with
  two appendages (arms, claws, tentacles, weapons, etc.)
  doing 1d10 points of damage per attack.  Also, for every
  hit scored, the opponent needs to make a save vs. fear at
  a -4, or be caught in one of their own personal
  nightmares for 1 turn, using their base saving throw.  If it
  is reduced to 10 hit points, the relentless will sink into
  the ground, fleeing its opponents.  But if reduced to 0 hit
  points it dissipates, forever dead.
  When tracking its prey, the relentless assumes a
  shape from the prey’s most nightmarish and horrifying
  dream.  This assumption of form alters the abilities of the
  relentless to the nightmare’s form, usually giving it up to
  5 more Hit Dice, total immunity from the spells of the
  victim, a THAC0 of 5, no saving throw for their touch
  which now only paralyzes, maximum damage every hit it
  lands, and the ability to crush any barrier or warding
  spell.
  The only way for the character to defeat it in this
  form is to over come their fear of the nightmare itself.
  Not an easy feat!
  Ecology
  Once an elf in life, now only a wandering spirit with a
  relentless need.  Unfortunately they crave emotions and
  subside on them; because of this they have caused many
  a death due to heart attack.  Because the relentless is a
  spirit there is no effect on nature.
  
  R
  99
  CONTEST WINNER
  RESIDENT
  by David Wu
  California, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  None
  Intelligence:
  Medium
  Treasure:
  None
  Alignment:
  Lawful Neutral
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  Fl 18 (A)
  Hit Dice:
  6
  THAC0:
  12
  No. of Attacks:
  2
  Damage/Attack:
  1d20 or special / 1d20 or special
  Special Attacks:
  See below
  Special Defenses:
  Can only be hit with magical
  weapons, Invisibility at will
  Magic Resistance:
  25%
  Size:
  M
  Morale:
  Fanatic (18)
  XP Value:
  1,150
  Fueled by anger, Residents are tormented souls, doomed
  to exist among the living until they can find forgiveness
  in themselves.  Once upon a time, in a distantly
  remembered life, they were among the very few to be
  offered true love.  But in their mortal shells, they had
  lacked the conviction to earn the blessing.
  To understand them, a common tale of these
  creatures tells of a lad named Jonas, who met his true
  love on a chance encounter.  He befriended her, and
  found himself growing more fond of her as time passed.
  But she was met by a suitor one day, who seemed to
  make her very happy.  And so Jonas, believing that her
  happiness was more important, supported his love’s
  decision to pursue the relationship.  She eventually
  married the suitor, and raised a family.
  Although he buried his anger, self-hatred, and
  jealousy deep within him during life, Jonas’ inability to
  forgive himself damned his soul in death.  His Resident is
  said to inhabit the ruins of his love’s cottage, which few
  venture near.
  Residents, when they choose to, appear to mortal
  eyes to be vaporous apparitions, although roughly man-
  like in shape.  They cannot communicate except through
  magical means.  In general, these creatures will roam
  about a fixed location, such as a building or a grave site,
  but should they come into contact with someone who
  resembles their lost love, Residents will abandon their
  vigils and proceed to follow this surrogate love, whom
  they will never harm.  They seek not to impose their own
  will, but to find a focus for existence.
  Surrogates can begin to detect a Resident’s presence
  from the small deeds it does.  For example, if a bed is left
  unmade, the surrogate will return to find that someone
  has done the chore for them.  Or, if they made a comment
  of desiring a trinket or bauble, they will suddenly, find it
  resting on their pillow.
  But Residents are also protectors of their loves, and
  will seek to avenge themselves on whomever is
  unreachable by the surrogate.  If a noble speaks a harsh
  word to a Resident’s love, he risks a slow retribution at
  its hands, often in the form of permanent disfigurement.
  Even to annoy a surrogate is to risk punishment, and to
  instill hatred in one is to court death.  But above all, they
  will without hesitation slay any who inflames its jealousy.
  In melee, however, Residents will only attack if their
  surrogates are in trouble.  They still follow the rules that
  they lived by in fife, in that they will not dishonor their
  loves by defeating challenges for them.
  Residents can be exorcised by defeating them in combat or
  by a remove curse spell.  Though once the spell is cast, there is
  a 25% chance that the Resident will: Become enraged and
  attack the cleric; attack the party members (except the
  surrogate); emit a keening wail of despair for 5d6 damage (save
  versus spell for ½ damage); or release the surrogate quietly.
  Whether to defeat in combat or to exorcism, the Resident
  cannot truly be destroyed.  It will reform in its chosen home in
  1d4 days, and continue its vigil.  Only by forgiving itself can it
  pass on.
  Combat
  Residents can attack with their bare hands, inflicting ld20
  damage per strike.  If they so choose, they can also attempt to
  grasp a target instead, draining him of 1d4 hit points, as well as
  1 point from either Strength, Dexterity, or Charisma.
  Once engaged, they will not relent in their attack unless
  the surrogate is in danger.  Otherwise, combat is to the death.
  These creatures also cannot be hit except by magical
  weapons, are completely silent and have a 95% chance of
  hiding in shadows even when not cloaked by invisibility.
  Ecology
  Although unattached Residents usually remain close to home,
  they also walk among the living to remind themselves of what
  could have been.  Thus, their faith in their curse is renewed.
  They are driven creatures, clinging to self-hatred and anger,
  quick to offer their love and devotion, and quicker to defend it.
  
  R
  100
  RIFT STALKER
  by Jason Maraviglia
  Oklahoma, USA
  Climate/Terrain:
  Aerial; Temperate Caves, Grasslands,
  High Mountains, or Subterranean
  Frequency:
  Very Rare (4%)
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivores
  Intelligence:
  Average (8-10)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  5
  Movement:
  12, Fl 36 (C)
  Hit Dice:
  6+3
  THAC0:
  17
  No. of Attacks:
  2
  Damage/Attack:
  2d6 (claws) / 2d6 (tail) / 2d4 (fangs)
  Special Attacks:
  Dive +4
  Special Defenses:
  Invisibility, Hit only by magical or
  silver weapons
  Magic Resistance:
  Nil
  Size:
  M
  Morale:
  13
  XP Value:
  975
  A Rift stalker is a fearsome creature, man-sized with a
  thin, sickly looking body covered with pallid grey
  leathery skin.  It has overly long arms and legs, both
  ending with long sharp talons.  Leathery, bat-like wings
  spread from its back, balanced by a long tail tipped with
  a lethal barb at its end.  Its face is gruesomely similar to a
  human skull, with sharp dagger-like teeth filling its
  oversized mouth.  It can, at will, change the tone of its
  skin to blend with its surroundings, making it invisible to
  the naked eye, and secretes a mucus film from the skin
  that masks its body heat making it invisible to
  infravision.  Rift stalkers can Move Silently 95%, Hide in
  Shadows 95% and Climb Walls 95%
  Habitat/Society
  Rift stalkers are solitary creatures who nest in dry dark
  places such as caves.  They seem to exist mostly in the
  domains that border the mysterious Shadow Rift such as
  Tepest, Keening, eastern Falkovnia and southern
  Necropolis and it is believed by many that the first of the
  creatures emerged from the Rift, a belief that led to them
  being called what they are.  It is believed that they have
  no spoken language but some assume that they are
  capable of communicating telepathically.  More precise
  information about the creatures is not available due to the
  fact that those who have tried to study the beasts have
  either been killed or have joined their increasing
  numbers.
  Ecology
  Rift stalkers are notorious for their habit of "stalking"
  their prey, picking them off one at a time, often dropping
  noiselessly from the sky and claiming a victim before
  anyone even knows it's there.  It is rumored that entire
  villages have fallen to a single stalker either feeding its
  insatiable appetite or becoming one such as it.  A rift
  stalker was at one time a human or demihuman.  The
  process by which stalkers multiply is similar to the
  passing of the lycanthropy disease, passed through the
  bite.  When a victim is bitten by a rift stalker he can be
  healed with a cure disease spell within 1dl2 days, at
  which point the disease is incurable and irreversible.  At
  that point the victim undergoes a painful ld6 day
  transformation into a rift stalker.
  
  S
  101
  SABULAVIS
  by Andy Miller
  Ohio, USA
  Climate/Terrain:
  Mountains
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Exceptional (15)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1 (1d6)
  Armor Class:
  2
  Movement:
  9, Fl 36 (B)
  Hit Dice:
  10
  THAC0:
  11
  No. of Attacks:
  3
  Damage/Attack:
  1-4 / 1-4 / 2-12
  Special Attacks:
  Eye pluck, Blinding sand
  Special Defenses:
  Etherealness
  Magic Resistance:
  30%
  Size:
  M (6’-6½’ tall)
  Morale:
  Champion (16)
  XP Value:
  6,000
  Sabulavi appear to be tall, pale, perpetually-grinning
  men with hooked noses and very large eyes.  The
  creatures are very thin and covered with feathers that
  almost seem to form the outline of a suit of clothing
  around their bodies.  Their arms are likewise lined with
  large feathers almost a foot and a half long that press
  back against the creatures’ arms when not in flight.  They
  generally have white or gray feathers which form only
  stubby wings that seem far too small to support them.
  They bear an uncomfortable resemblance to human
  beings thought both their hands and bird-like feet sport
  long, sharp claws.  They usually wear no clothing or
  carry weapons.  At most, each has a belt with a large
  pouch tied securely to its side which contains a magic
  powder (see below).
  The word sabulavis comes from an ancient language
  and translates into common roughly as “sand-bird.”
  They are also known in some places as “ansulafur,”
  which means “eye-thief” in that same language.
  Combat
  The sabulavis is able to attack in flight with the large
  talons on its feet, as well as its hooked nose (which is
  more akin to a beak).  When on the ground, the creature
  strikes with the long, claw-like nails of either hand and
  its beak.  An attack roll of 18, 19, or 20 by the claws
  indicates that the creature has also plucked one of its
  victim’s eyes out.  This special attack is automatic if the
  victim is paralyzed.
  The sabulavi have the ability to turn ethereal once a
  day for up to ten minutes.  They can also move silently
  (75%) and hide in shadows (85%) at will.
  Sabulavi powder has the weight and consistency of
  sand, though it is golden in color.  If thrown in the eyes of
  a victim (called shot to open eyes only) it has the power
  to paralyze as a hold person spell for 4d6 rounds.  Each
  creature carries 4d6 doses in its pouch.  This powder is
  rendered inert if exposed to sunlight.
  Sabulavi usually avoid direct combat, especially
  with groups of more than two.  Usually, they use their
  power to turn ethereal to quietly enter a sleeping house
  late at night.  The creature moves silently and hide in the
  shadows until it finds the most helpless of inhabitants
  (preferably a small child).  Making enough noise to wake
  the victim, the creature paralyzes him with magic powder
  and proceeds to pluck both eyes out of the unfortunate's
  head.  The creatures keep these for their own needs.
  Some speculate that the sabulavi use the eyes to feed
  itself or its young.  Others claim that the creature has the
  power to enchant the eyes, allowing it to look through the
  now-empty eye sockets of its victims, possibly to locate
  more.  Still others hypothesize that the creatures simply
  collect eyes because they find them attractive.  To date,
  the truth is not yet known.
  Habitat/Society
  No female sabulavi have ever been seen, though there
  are persistent rumors about the creature’s young.  If
  found in groups of more than one, there will be 1-5
  young in a lair somewhere high in the mountains and
  inaccessible to any but fliers.  As far as is known, the
  creatures do not socialize with each other any more than
  with men, though it is thought that they are highly
  territorial.
  If encountered in their lairs, the creatures fight to the
  death, using every dirty trick they know.  The lairs are
  generally empty of any treasure except a supply of 8d6
  doses of magic paralyzing powder.
  The sabulavi have no known language of their own.
  Ecology
  Sabulavi only interact with humanity for the purpose of
  harvesting eyes.  Most victims of sabulavi are children.
  
  S
  102
  SERVANT OF THE
  LORDS:
  THE AVATAR OF THE MISTS
  by Thomas W. Hansen
  Illinois, USA
  Climate/Terrain:
  Any
  Frequency:
  Believed to be Unique
  Organization:
  Solitary
  Activity Cycle:
  Moonlit nights
  Diet:
  Torment
  Intelligence:
  Genius (17-18) / See below
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  0 / See below
  Movement:
  See below
  Hit Dice:
  0 / See below
  THAC0:
  11 / See below
  No. of Attacks:
  3
  Damage/Attack:
  1-6 / 1-6 / 1-12
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  See below
  Size:
  M (6’ tall)
  Morale:
  Fearless (19-20)
  XP Value:
  11,000
  Scholars believe The Servant of the Lords to be the
  “Avatar” of the Mists.  It is said that the Servant of the
  Lords was created by the Mists the night Strahd von
  Zarovich murdered his brother.  A gargoyle was
  wrenched from the castle walls, and the Mists became its
  breath of “life.”  As the new lord of Castle Ravenloft
  proclaimed, “I, Strahd, am the Land,” he sealed the oath
  in blood.  The blood that dripped from his dagger poured
  from the Mists and into the Servant.
  The Avatar of the Mists had been created to serve
  any lord at an incredible price.  Those who have seen the
  creature speak of it as a demon with a great, scaled torso
  like that of a dragon and a wingspan of twenty feet.  The
  lower portion of its body is composed entirely of mist
  that slithers from the creature’s point of origin (see
  Combat below).  Its face is a twisted and misshapen
  version of the lord that summoned it forth.  But the most
  disturbing reports are those from several lost ones who
  speak of tormented souls that beat against the Servant’s
  slitted eyes from within.  The screams of their eternal
  damnation echo from its mouth.
  Combat
  The Servant of the Lords has many of the rumored talents
  of the Mists.  It is the only known creation that can move
  onto other worlds, utilizing the Mists as a form of
  transportation between Ravenloft, its world, and others.
  It resides in another “dimension” (perhaps from
  wherever it is that the Mists originate) and treats the
  entire land of Ravenloft as a landscape painting,
  watching its inhabitants like a careful, omniscient
  admirer.  The creature’s only point of entry into
  Ravenloft is the moon, where it tears a hole between its
  world and the Land of Terror like a pen breaks through
  the canvas of a painting.  This creates the terrifying and
  constant image of wings against the moon.
  The creature then flies to its point of destination,
  traveling at the speed of darkness (Fl 21, class A within
  its “home world”).  Mist shaped like a great serpent trails
  from the porthole to the Servant’s upper torso, allowing
  it constant contact with its native world.  This mist is
  impervious to attack.
  A lord may summon the Servant out of absolute
  necessity or intense desire.  The land has granted each
  lord the instinctual ability to do so, though many remain
  unaware of this until their time of need.  Once
  summoned, the “Avatar” has a telepathic bond with the
  lord.  Through this bond the Servant is able not only to
  correspond with and offer another pair of eyes to the lord,
  but to channel any of the lord’s powers as well.
  Employing this tactic requires one segment for the
  Servant, but leaves the lord void of this power for one
  turn per round of its use.  This ability may be used
  without restriction to any power that the lord possesses.
  The lord has no control over the Servant’s choice.  The
  Servant may not employ that same power again until it is
  restored to the lord.
  The Servant also has powers of its own, despite its
  formidable attack with claw/claw/bite.  Sleep of Death is
  usable once per night when both claw attacks succeed.
  The misty tail enwraps its victim, causing him/her to fall
  into a fitful, nightmarish sleep for 2d4 turns unless a
  saving throw versus spell is successfully rolled.
  Staring into Madness is usable three times per
  evening and causes the opponent to lock eyes with the
  servant. 1d20 is then rolled versus his/her Wisdom score.
  Greater Wisdom grants the victim greater comprehension
  into the torments of this creature’s origin, therefore the
  roll must be equal to or above the Wisdom rating.
  Failure indicates the loss of 1d4 wisdom points.  Once
  two-thirds of the original Wisdom rating is lost, the
  
  S
  103
  victim becomes a Lost One forever.  If he/she survives
  the conflict, Wisdom returns at one point per hour.
  Screams of the Damned causes all within 30’ to
  hear the moans of the tortured souls.  Victims must save
  versus breath weapon or flee in terror for 1d6 rounds.  If
  the saving throw is critically failed by a natural roll of 20,
  the victim must save versus death magic or die.  His/her
  soul is then swallowed by the Servant and tormented
  with the others.
  The Servant can only be harmed by spells or
  magical weapons.  Due to its evil essence, anything
  composed of good has twice the normal effect.  The
  Servant is considered special for turning purposes and
  does not receive any sinkhole bonus due to its sensitivity
  to good.
  Habitat/Society
  The “Avatar” may only remain active during moonlit
  nights.  On moonless evenings, it has no “doorway” into
  Ravenloft—the canvas is unbreakable.  The “doorway”
  will close as the sun rises, therefore the creature must
  return to its world or fall to mist at the touch of daylight.
  The Servant of the Lords is cunning, ruthless, and
  powerful.  It will outwit all opponents, often betraying
  even the lords of Ravenloft to accomplish the desires of
  the Mists.  Once the mission has been finished, the
  Servant returns to the Mists where it again waits to be
  called forth.
  Ecology
  Some scholars believe the Servant returns to its
  inanimate form.  The gargoyle is only a vessel for the evil
  entity that awakens within it.  It is rumored that it may
  only be truly destroyed by the dagger Strahd used in the
  ceremony of lordship.
  
  S
  104
  SHADOW BAT
  by Mike Metcalf
  Arkansas, USA
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Organization:
  Solitary / Pack
  Activity Cycle:
  Dusk / Dawn / Night
  Diet:
  Strength
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1 or 1-4
  Armor Class:
  4 (-4 in complete darkness)
  Movement:
  Fl 36 (A)
  Hit Dice:
  3+3
  THAC0:
  16
  No. of Attacks:
  2
  Damage/Attack:
  1-2 +Strength / Blood sap
  Special Attacks:
  Strength/Blood sap
  Special Defenses:
  Silver or magical weapons to hit,
  Invisible in darkness
  Magic Resistance:
  15%
  Size:
  T (1’)
  Morale:
  Elite (13-14)
  XP Value:
  520
  A Shadow Bat looks like any other common bat at 10’ or
  farther away.  It’s not really a bat at all but a creature
  made of shadow.  Because it’s made of shadow it is able
  to move and maneuver at very high speeds when
  shadows are present.  These bats can lair anywhere there
  are shadows, including rafters of houses and barns.
  Combat
  A shadow bat will only attack when and where shadows
  are present.  Their unique composition gives them 2
  attacks when shadows are present.  If the first attack
  succeeds the second attack automatically hits.  Each
  attack causes 1-2 points of damage; on top of that, any
  roll of 16 or higher on a successful attack drains 1 point
  of Strength and 1d6 additional hit points from blood
  drain.  Any creature killed by a shadow bat has a 50%
  chance of becoming a shade on the next sunset.  During
  night a shadow bat completely blends into any darkness
  giving a -4 attack penalty to attackers.  Only true sight
  and see the invisible abilities or spells negate this
  penalty.  A shadow bat cannot be turned but can be
  destroyed by a continual light spell with a successful
  attack roll or any Holy weapon that touches it.  Cure
  spells damage it for what they would normally heal.  A
  heal spell will also destroy a shadow bat without an
  attack roll.
  Habitat/Society
  A shadow bat has no society whatsoever.  Its habitat is
  anyplace dark.  They do not gather in large numbers and
  are known to attack other “true” bats.  No one knows
  how a shadow bat is created.  They are believed to be
  wisps of shadow stuff from perished shades.
  Ecology
  If a shadow bat is actually caught it looks like a cloud of
  smoke in the shape of a bat.  They have no known
  sensory organs.  Rare tomes have hinted of evil mages
  catching and training (commanding) shadow bats as pets.
  Shadow bats have no known lifespan and live only to
  feed.
  
  S
  105
  SHRIEK SPIDER
  by Johnathan M. Richards
  Nevada, USA (NE)
  Climate/Terrain:
  Any non-arctic land
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Intelligence:
  Animal (1)
  Treasure:
  Incidental
  Alignment:
  Neutral Evil
  No. Appearing:
  1-6
  Armor Class:
  8
  Movement:
  12, Wb 9, Fl 3 (D)
  Hit Dice:
  1
  THAC0:
  19
  No. of Attacks:
  1
  Damage/Attack:
  1
  Special Attacks:
  Poison, Shriek
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  T (8” or less diameter)
  Morale:
  Average (10)
  XP Value:
  175
  Shriek spiders are small, narrow-bodied arachnids with
  long, thin legs.  Their sleek bodies are a pale gray,
  enabling them to blend in with stone when seen from
  above, or to a lesser extent with the sky when seen from
  below.
  Combat
  Shriek spiders are an odd form of arachnid that have
  adopted an unusual form of attack.  Making their homes
  in trees or along cliffsides, when a shriek spider detects
  potential prey it begins spinning a line of webbing from
  its abdomen.  The strand is gossamer-thin, catching the
  wind and dancing in the air like an unseen ribbon.  The
  spider continues paying out the line until the web-strand
  is long enough to support the spider's own weight, at
  which time the creature releases its hold and drifts in the
  air, pulled aloft by its own strand of webbing.
  While such behavior is not unknown in normal
  spiders (the process is called "ballooning," and is the
  standard way many types of newborn spider spread
  throughout the world), the shriek spider is one of the only
  spiders known to travel in such a fashion in their adult
  forms.  Furthermore, the shriek spider is not at the mercy
  of the breeze; using homemade “fins”—a weave of
  webbing between the two front legs on either side of its
  body—it can “steer” to some extent, gliding in on targets.
  To assist it in landing on prey, when it gets near its target
  the spider lets forth a wild shriek, seemingly too loud to
  have come from such a small creature.  The shock of
  hearing the shriek causes most creature to freeze in place
  (save vs. paralyzation or be immobilized for one round);
  this gives the spider a non-moving target.  If a shriek
  spider cannot steer itself to land directly on a victim, it
  will aim for a point above the victim, cutting its web-line
  at the last minute and dropping down upon him.  The
  spider attacks a moving victim normally, but strikes at +2
  to hit if the victim is immobilized by the sound of the
  creature's shriek.
  Once the spider lands on a victim, it delivers a
  vicious bite that inflicts only a single point of damage,
  but also pumps venom into the victim.  Shriek spider
  venom burns like acid; victims must save vs. poison at -2
  or take an additional 1d4 hp damage for the next three
  rounds.  The bites of a shriek spider become inflamed at
  once, causing a reddish-purple welt around the bitten
  area.
  Habitat/Society
  Shriek spiders are loners, each seeking its own prey.
  They do not cooperate in the hunt; however, in an area
  hosting several of the creatures, an unfortunate victim
  could find himself being attacked by more than one
  shriek spider.
  Shriek spiders mate in the springtime, the male
  usually being devoured immediately afterwards by the
  female.  Several hundred eggs are later laid in a sticky
  cluster and webbed together, usually at the base of a tree
  or along the side of a large rock.  The eggs are then
  abandoned by the female and left to hatch on their own.
  When the young spiderlings hatch, the larger
  immediately prey upon the smaller, then the tiny spiders
  cast their first web-lines upon the wind and disperse to
  different areas.
  Shriek spiders do not make permanent webs for
  themselves.  Instead, they lead a nomadic existence,
  traveling where the winds take them, ever in search of
  prey.
  Ecology
  Shriek spiders are themselves preyed upon by creatures
  that normally eat spiders and insects: primarily birds,
  snakes, and lizards.  They are valued by necromancers
  and evil alchemists, who distill shriek spider venom for
  their own uses.  The venom is also highly prized by
  torturers, for the intense pain caused when such a
  substance is applied to open wounds.
  
  S
  106
  SKELETAL TERROR
  by Rex Crossley
  Ohio, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Pack
  Activity Cycle:
  Any, usually night or darkness
  Diet:
  Nil
  Intelligence:
  Low (5 to 7)
  Treasure:
  Nil
  Alignment:
  Neutral
  No. Appearing:
  1-8
  Armor Class:
  5
  Movement:
  4, Fl 24 (C)
  Hit Dice:
  5+5
  THAC0:
  15
  No. of Attacks:
  3
  Damage/Attack:
  1-6 / 1-6 / 1-10
  Special Attacks:
  Fear
  Special Defenses:
  See below
  Magic Resistance:
  See below
  Size:
  M (4’-6’ tall)
  Morale:
  Special
  XP Value:
  3,000
  Skeletal Terrors are a unique form of undead creature that are
  drawn to cemeteries, battle sites and even the occasional rural
  cottage searching for bones to use in the propagation of their
  species.
  A mismatched assembly of bones at best, skeletal terrors
  do have a number of features that they mimic when they
  reproduce themselves.  They average between 4 to 6 feet in
  height, most often with a long, whip-like tail and thin, almost
  gossamer, wings that seem to somehow hold them in the air,
  although they aren’t really necessary for flight.  They have two
  long arms with large claws and opposable thumbs, but no hind
  legs.  They have a very wide jaw inset with many mismatched,
  razor-sharp teeth and two large, milky-white orbs atop it that
  serve as eyes.  The head is usually at the end of a long neck.
  Although a horrific sight, they have a silent, serpentine
  grace to their flight that some have likened to dragonkind,
  though no one has successfully linked the two creatures to date.
  Skeletal terrors are incapable of speech, the only sound
  they make being the clacking of their bones as they move, but
  whenever more than one of them is encountered, they seem to
  be of one mind and compliment each other’s movements
  perfectly.
  Combat
  When engaging a pack of skeletal terrors in combat, opponents
  must first overcome the aura of fear that they produce.  Effects
  are identical to the second level wizard spell scare and
  applicable saves are modified by -1 for every two terrors
  encountered.  The creatures themselves are immune to fear
  tests of any kind and are so devoted to their objectives that they
  need never check for morale.
  During a combat round, skeletal terrors attack with two
  raking claws and a bite.
  As with other types of skeletal creatures, terrors are
  immune to all sleep, charm and hold spells and take no damage
  from cold-based attacks.  Also, edged or piercing weapons
  strike for only half damage.
  The milky white orbs that serve the skeletal terror as eyes
  confer them the ability of true seeing, as the sixth level wizard
  spell.  Once a terror is destroyed, their eyes lose this ability, but
  they can be used to replace the usual material components a
  wizard would need to cast this spell.
  Habitat/Society
  Many theories exist to explain the genesis of the skeletal terror.
  The most popular is told to children to keep them from
  wandering outside alone after dark.  This tale marks their
  creator as a necromancer who endeavored to create slaves that
  could understand and execute multiple tasks without question,
  needing no upkeep to distract him from his studies.
  The necromancer assembled the original terror, looking
  much as they appear now, animated it as he would any skeletal
  creation and then gifted it with a piece of his own life force,
  which he housed in the creature’s eyes.  This spark of life
  endowed the creature with intelligence, the desire to propagate
  and the skills needed to carry out the act.
  It is said that things went well for both master and creation
  for a number of years but eventually, and in some unknown
  fashion, the necromancer died and the skeletal terrors that
  served him were left to their own devices.  They no longer had
  his commands to keep them busy and used their newfound
  freedom in the only manner which they were familiar.
  Reproduction.
  Once a Skeletal Terror has assembled enough bones to
  create a new member of its species, it removes one of its own
  eyes and places it in one of the other creature’s empty eye
  sockets, animating it.  Whether or not some sort of ceremony or
  incantation is involved remains to be seen.  Regardless, within a
  week, both creatures will have regenerated their second eye and
  both will be able to repeat this process.  Over the years their
  numbers have grown steadily and where one would be
  encountered before, it is now just as likely that a pack will be
  seen.
  It is said that the first skeletal terror was very smart and
  powerful, but every time a new creature is created, the shared
  intelligence and life force dims.  It is also said that when this
  became evident to the original creatures, some of them stopped
  reproducing, making it likely that stronger, more cunning
  versions of the beast exist.
  Ecology
  Their master gone, skeletal terrors exist only to create more
  skeletal terrors.  They roam the countryside around a central
  point where the new creature is being assembled, collecting
  bones.  They readily attack wounded or isolated creatures if
  other sources are scarce.
  
  S
  107
  I was walking down the Svalich Road when I saw a fellow traveler ahead of
  me.  The sky was dark and the wind was whipping, but he seemed human and so I
  called out to him.  He answered and came up to me, and I saw he was human.
  Then his face and body ripped, and he pulled away his own skin, and underneath
  was a nightmare . . .
  SKIN-SHAPER
  by Bevan Thomas
  British Columbia, Canada
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Special
  Intelligence:
  High (13-14)
  Treasure:
  Incidental
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  2
  Movement:
  12, Fl 15 (C)
  Hit Dice:
  8
  THAC0:
  12
  No. of Attacks:
  2
  Damage/Attack:
  1-4 / 1-4
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  20%
  Size:
  M (6’)
  Morale:
  Elite (13-14)
  XP Value:
  3,000
  In all Ravenloft, there are few creatures that are more
  insidious or dangerous than skin-shapers.  In their true
  form, the skin-shapers appear to be humanoid creatures
  whose bodies are a grotesque mixing of snake and
  human.  Each skin-shaper has a huge set of bat wings
  that can be folded right against their body.
  Most skin-shapers are not seen in their true form, for
  they have the ability to destroy a human, leaving nothing
  but his skin.  The skin-shaper can then wear the skin,
  thus granting them the appearance of humanity.
  Combat
  If the skin-shaper lacks a skin to wear, it will attack from
  the sky, swiftly flying towards its prey.  Because of its
  silent movement, the victim has a -3 penalty to his
  surprise roll.  The skin-shaper will then attack with its
  claws which are covered in a paralytic poison.  The
  victim must make a save vs. paralysis or be immobile for
  1d6 rounds.  Once all the victims are paralyzed, the skin-
  shaper will begin to feed.
  It will inject its long tongue down the gullet of a
  victim, and will secret an acid into the body of the prey.
  The target must make a save vs. poison or die, as the
  person’s insides are dissolved.  All that is left is a green
  liquid and the victim’s skin.  The skin-shaper feeds on
  the liquid, and can than wear the skin, thus making itself
  appear as that creature.  The skin-shaper may only
  appear as a humanoid of size M.  The skin-shaper does
  not gain the powers or abilities of the victim.
  If a skin-shaper attacks someone when it is already
  wearing a skin, it will spread its wings, thus tearing the
  skin apart.  All those witnessing this must take both a
  fear and a horror check, and suffer a +4 penalty to their
  initiative that round.
  All skin-shapers posses infravision and immunity to
  all acids, poisons, and paralysis.
  Habitat/Society
  Skin-shapers are asexual, and cannot mate with each
  other.  For some unexplainable reason, the only way
  skin-shapers can reproduce is if they reproduce with a
  humanoid female while wearing the skin of that race.
  The female would give birth to 1d4 skin-shapers in
  five months who would claw their way out of the womb,
  thus killing the mother.  The “father” would than look
  after the young skin-shaper until it reaches six years,
  when it becomes able to fend for itself.  The longest a
  skin-shaper can live for is seventy-five years, and most
  do not live after fifty.
  Unless they are raising children, skin-shapers tend to
  be on their own, looking for prey.
  Ecology
  It is unclear how the first skin-shapers were created.
  Some suggest that they are mongrelmen with
  doppleganger blood that have been altered by magic.
  Skin-shapers feed upon the liquid that they get from
  humans and their ilk.  Skin-shapers are very rare, for which we
  can all give thanks.
  
  S
  108
  SOUL GOBBLER
  by Harald Müller
  Krefeld, Germany
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Omnivore
  Intelligence:
  Supra-genius (22)
  Treasure:
  None
  Alignment:
  Chaotic Neutral
  No. Appearing:
  1
  Armor Class:
  -10
  Movement:
  Fl 33
  Hit Dice:
  39, 250 hp
  THAC0:
  -3
  No. of Attacks:
  3 or 4
  Damage/Attack:
  3d8+9 / 3d8+9 / 2d12 or
  2d12+11 (x4)
  Special Attacks:
  None
  Special Defenses:
  Immunities
  Magic Resistance:
  99%
  Size:
  H (30’ tall)
  Morale:
  Fearless
  XP Value:
  48,000
  The Soul Gobbler is a mixture of a demonic creature
  with bat-like wings and elements of insects.  This
  personified chaos was first created by the most mighty
  demons in the planes of chaos.  It escaped from the
  deepest chaos plane and landed by chance in the misty
  domain of Ravenloft.  His creators, the demons, lost the
  trail of their ultimate creation which they needed to
  conquer other planes.
  The Soul Gobbler became accustomed to his new
  hunting area.  It specialized itself to eat souls of innocent
  victims, e.g. it prefers the souls of little children.
  Looking for food, the Soul Gobbler only hunts in the
  nighttime, because it hates the daylight.  Therefore light
  is the only weapon against this crude, highly intelligent
  beast.  In some areas of Ravenloft people also call this
  creature “the Flying Nightmare.”  They tell their children
  that they will be eaten by the Soul Gobbler if they do not
  obey their parents.  After the Soul Gobbler has drunk the
  soul of a child which it needs to survive, the child
  becomes a undead, soulless being.  But that is not the
  only danger caused by this “Flying Nightmare.”  The
  Soul Gobbler will duplicate itself, once it swallows its
  thousandth soul.
  Nowadays the Soul Gobbler has not been seen, and
  so nobody knows how many specimens still exist.
  
  S
  109
  SOUL RAVEN
  by Luke Garrison Francis Green
  The Mists
  Climate/Terrain:
  Temperate Mountains or Forests
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivores
  Intelligence:
  Very (11-12)
  Treasure:
  C
  Alignment:
  Chaotic Evil
  No. Appearing:
  1-2
  Armor Class:
  5
  Movement:
  3, Fl 36 (B)
  Hit Dice:
  3+2
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1-2 (peck)
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  15%
  Size:
  T (1’- 2’)
  Morale:
  8-10 / 13-16
  XP Value:
  4,500
  Soul ravens appear like any other raven with one slight
  difference; there is what appears to be a diamond
  embedded in the raven’s forehead.  They use their
  innocuous appearance in combination with their
  intelligence to approach their prey unnoticed.
  Combat
  Soul ravens avoid combat except to acquire “food” or
  defend their nests.  For these circumstances they have the
  higher morale ratings listed above; for any other situation
  use the lower ratings.  They do enjoy causing havoc even
  when they don’t […]
  For their primary mode of defense, soul ravens have
  a powerful fear aura that they can activate or suppress at
  will.  All within a 30’ radius of the raven when this aura
  is activated must save versus spells or be affected by a
  fear spell as if it were cast by a 12th-level mage.
  However, this is only the least of their abilities.
  When on the hunt soul ravens leave their fear aura
  off, and fly high until they can find a victim on their own.
  Then they drop quickly and silently, providing a -1 to the
  surprise roll.  The physical attack itself is a small peck
  causing a measly 1-2 damage, being hit by this attack
  causes the victim to have to make a saving throw versus
  spell or be sucked into the soul raven’s diamond, as per
  the spell trap the soul.  The soul raven can only hold one
  living victim at a time in this manner.
  The victim trapped in the soul raven’s prison must
  make a saving throw versus death.  Failure means they
  lose a life level, while success means they lose one point
  from each of their physical attributes.  When one of the
  victim’s physical attributes, or their level, reaches 0 then
  they are lost forever, short of a wish spell, and become
  transformed into a wraith.
  The soul raven generally will have 1d6 of these
  wraiths within its prison and another 2d4 protecting their
  lairs.  They can disgorge one of these wraiths each round,
  appearing to breathe out a black vapor that shapes into
  the man-like form of a wraith.  These wraiths are under
  control of the soul raven that produced them.  Soul
  ravens generally only do this in emergencies, however.
  Killing a soul raven releases any captured soul they
  hold as well as any wraiths they still hold and the
  possessions of past victims.  Any lost attribute points are
  recovered at a rate of 1 per week, but lost levels are
  permanently lost.  The ravens sometimes release these
  prisoners on their own, if they do so then the former
  prisoners are also under the soul raven’s control, as per a
  charm person spell.  They can only have a maximum of
  four such servants at a time.  The victim is capable of
  resisting as per the charm person spell as well, but they
  are not safe until the soul raven is dead, and they don’t
  recover lost attribute points.
  Despite their immunity to normal weapons, the
  attacks of natural ravens can harm soul ravens.
  Soul ravens are immune to any spell of
  imprisonment, such as: hold monster, binding, trap the
  soul, imprisonment, and any spell that traps creatures
  purely by means of magical energy (a rope of
  entanglement will work fine).
  Habitat/Society
  Soul ravens can appear anywhere normal ravens do, but
  generally avoid natural ravens.  This is because natural
  ravens have an uncomfortable tendency to attack soul
  ravens they know are in the area.  Before setting up a lair
  in a location, soul ravens will generally use a few
  released humans to clear the area of ravens first.  If
  wereravens are known to exist in a territory then they
  don’t even try that, but move on.  Most soul ravens are
  found in the northwest portions of the Core realms.
  None are ever seen in Barovia.  The only place where
  people actually believe in their existence is a small
  corner on the border of Lamordia and Necropolis.
  Soul ravens require the life force of intelligent living
  beings.  They can survive as long as two months without
  a living soul.  They sometimes release victims for that
  amount of time in order to stretch the time between
  
  S
  110
  hunts.  In this way they can avoid detection for a long
  time.
  The only time more than one soul raven will be
  encountered is when a pair has come together for mating
  purposes.  Producing a brood of eggs takes
  approximately two years, most of that time involved in
  deciding which of the pair is charge of the situation.
  Soul ravens are hatched in broods of 3-6 and are hatched
  full-grown.  The parents don’t stay for the hatching,
  merely leaving a pair of wraiths to guard the nest, which
  is never within either parent’s domain.
  Upon hatching the new soul ravens typically tear
  their guardian wraiths to shreds as well as approximately
  half their siblings.  They flee as soon as possible to
  escape this fate.
  Ecology
  In all probability, soul ravens are a magical experiment
  gone awry.  They seem to serve no purpose to the
  ecology.  They are of some use to wizards, however.  The
  diamond in their forehead can be reactivated and used in
  the casting of a trap the soul spell.  The gem can hold
  creatures of up to twenty hit dice, though it can only hold
  one living creature at a time.  When this gem is used in a
  trap the soul spell then the effects duplicate the ability of
  the soul raven, including producing wraiths under the
  caster’s control.  Any use of the gem requires a Ravenloft
  powers check, even though trap the soul usually does
  not.  Permanency must be cast on the gem to activate it.
  
  S
  111
  SOVEREIGN
  SERVANT
  by David K. Howe
  Connecticut, USA
  Climate/Terrain:
  Demiplane of Dread
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Nil
  Intelligence:
  Supra-Genius (19-20)
  Treasure:
  Special (see below)
  Alignment:
  Neutral (their will is the will of the
  demiplane)
  No. Appearing:
  1
  Armor Class:
  -7
  Movement:
  15, Fl 36 (B)
  Hit Dice:
  20 (100 hp)
  THAC0:
  5
  No. of Attacks:
  2 or 1
  Damage/Attack:
  See below
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  80%
  Size:
  L (7’ tall)
  Morale:
  Fearless (20)
  XP Value:
  48,000
  The Sovereign Servants are beings twice or more as
  powerful as any lord of Ravenloft yet a lord of nothing,
  the power of a deity with the chains of a slave holding
  them back; their will is the will of Ravenloft.  Heralds,
  messengers, punishers, and gift-givers of the Demiplane
  of dread.
  They are the darkness that embraces lost souls and
  carries them away into this land, and also the light that
  shows them a small ray of hope in that darkness. They
  secretly, invisibly, watch over the lords of Ravenloft, and
  also they play minor roles in the lives of all the mortals of
  the plane until such time when the powers that be
  command otherwise.
  Sovereign servants appear as large, 7’ tall
  humanoids in gray hooded robes.  Their right side
  resembles a solar, and the left appears as a Tanar’ri.
  Prom the waist down, their features are that of swirling
  fire.
  Combat
  These beings are seldom seen by the lords of Ravenloft,
  let alone by mortals.  In combat, they are quite superior,
  and if they have to eliminate a lord for one reason or
  another, it usually doesn’t take them long.  Servants
  always carry a huge brass key on a large iron chain
  around their neck—if met face to face with one be you a
  lord or just a mortal, that is your key to freedom.  If there
  are two or more opponents battling the servant, the
  person delivering the killing blow is awarded the key.
  But destroying one isn't so easy a task.  They always have
  the initiative, and due to their high Armor Class nothing
  under a +3 enchanted weapon will even harm them, nor
  are they harmed by poison, cold, fire, electricity,
  paralyzation, charm, hold, sleep, or summoning spells.
  But, making one look at itself in a mirror paralyzes it for
  ldl0 rounds, giving ample time to take its key.  With the
  strength of a titan (25) it can rip any opponent apart with
  its bare hands.
  In a servant’s very large right human hand, they
  choose to wield a large +5 vorpal sword (1d10 hp
  damage and Strength bonus, and also acts as a +6
  Lordslayer inflicting 2d10 hp plus Strength bonus).  Its
  left hand, a very large, out of proportion, scaled, spike-
  knuckled, taloned hand can inflict horrific wounds (2d10
  hp damage) causing an infectious disease to all mortals;
  save vs. poison at -3 or slowly rot till death occurs within
  2-5 days, unless a cure disease spell is cast within 24
  hours.  Sovereign Servants can use these spell-like
  powers: detect invisibility, invisibility (always active),
  suggestion, detect magic, polymorph self (3x a day),
  plus any of the powers or curses the demiplane bestows
  through them.  They can also regenerate 5 hp per round.
  Habitat/Society
  No one knows exactly how many sovereign servants
  exist, but it is speculated that there is at least one for
  every lord of Ravenloft.  They originally weren't native to
  this plane, however, this is the only place you are likely
  to encounter them now.
  Ecology
  It is said sovereign servants are the offspring of a male
  solar who was seduced by a very beautiful and seductive
  Tanar’ri Princess, Malaeshk.  These children were cast
  out, but were adopted by the demiplane, serving as the
  ultimate stewards for the powers that be.
  
  S
  112
  SPARGOYLE
  by Johnathan M. Richards
  Nevada, USA (NE)
  Climate/Terrain:
  Any land or subterranean
  Frequency:
  Rare
  Organization:
  Tribe
  Activity Cycle:
  Any
  Diet:
  Carnivore
  Intelligence:
  Low (5-6)
  Treasure:
  C
  Alignment:
  Chaotic Evil
  No. Appearing:
  1-4
  Armor Class:
  2
  Movement:
  6, Fl 12 (D)
  Hit Dice:
  5+4
  THAC0:
  15
  No. of Attacks:
  5
  Damage/Attack:
  1-4 / 1-4 / 1-6 / 2-5 / 2-12
  Special Attacks:
  Knuckle spikes, Impaling
  Special Defenses:
  +1 or better magical weapon to hit
  Magic Resistance:
  Nil
  Size:
  M (6’ tall)
  Morale:
  Champion (15)
  XP Value:
  1,400
  Gargoyles prowl many of the lands of Ravenloft,
  swooping down from the sky and tormenting travelers.
  Occasionally, these gargoyle tribes are led by one of the
  stronger, more powerful margoyles, whose thicker skin
  takes even more punishment than those of their lesser
  brethren.  Recently, another form of gargoyle has been
  identified—dubbed the spargovle, these vicious
  creatures are built for combat, as well-designed for attack
  as the margoyle is for defense.
  A spargoyle stands about 6’ tall with large, bat-like
  wings folded upon its back.  Great, twisted horns sprout
  from its head, and curving fangs protrude from its wicked
  mouth.  Spikes jut out from the creature's body in all
  directions: from the knuckles of the hand, along the edges
  of its forearms and lower legs, and in a great profusion
  along the surface of its chest and stomach.  Even the
  long, thin tail sports a spiked end like a morningstar.
  Spargoyles speak the guttural language of gargoyles.
  Combat
  Spargoyles revel in combat, although their bloodlust often gets
  them carried away.  Whereas normal gargoyles are able to use
  restraint, preferring not to kill their victims too quickly so that
  they can savor their fear and torment, a spargoyle enjoys
  inflicting pain too much to show any form of finesse.  It
  wallows straight into combat, attacking five (or more) times per
  round: two claw attacks for 1d4 hp damage each, a bite for 1d6,
  a horn attack for ld4+1, and a tail swipe for 2d6.
  If that wasn't bad enough, the spargoyle's intense combat
  training gives it several further attacks: any time the creature
  misses with a claw attack, it can make an immediate backhand
  attack against the same opponent.  If this second attack is
  successful, the creature’s knuckle spines inflict ld4 hp damage.
  This attack occurs only if an attempt at clawing fails (in effect,
  it gives the spargoyle two "shots" at inflicting claw damage
  with each hand).  Furthermore, if both claw attacks in a single
  round hit a single opponent, the spargoyle can pull his victim in
  towards his own body, crushing him against the spikes
  protruding from his chest and belly.  This causes 10 hp damage,
  minus 1 point per Armor Class of the victim (thus, a victim
  with AC 6 suffers 4 hp damage).  Victims with shields or
  metallic armor can save vs. paralyzation for half damage from
  this impaling attack.  Spargoyles are not overly strong, so the
  victim can escape the creature's embrace with a successful
  Strength check.
  Because of their hardened, stone-like skin, it takes a
  weapon of +1 or greater enchantment to harm a spargoyle.
  Lesser weapons do the creature no damage.
  Like other gargoyles, the spargoyle can swoop down from
  the sky upon enemies.  Whet attacking in this fashion, the
  spargoyle uses a tail smash and either its two claw attacks or a
  horn attack.  It does not get to slash with its knuckle spikes if a
  claw attack misses, nor can it impale victims on its chest spikes;
  for this reason, spargoyles prefer landing and battling opponents
  on the ground rather than swooping down upon them.  They
  are not very nimble in the air, anyway (their numerous spines
  increase air resistance, dragging their maneuverability class
  down to D).
  Habitat/Society
  Spargoyles are members of normal gargoyle tribes, although not
  all gargoyle tribes have spargoyles among them, nor is it
  unheard of to encounter a group of spargoyles out on their own.
  They are typically less intelligent than either the standard
  gargoyle or the margoyle, and in mixed groups always serve in
  “front line” roles rather than as leaders.  A spargoyle's love for
  inflicting damage upon enemies often comes at odds with the
  gargoyles’ love for exquisite, drawn-out suffering; many times
  a spargoyle will be pulled off of a victim by the other gargoyles
  in its tribe in order to save the victim from a quick death (they
  much prefer a long, slow death for their victims).
  Ecology
  Spargoyles neither eat nor drink, nor do they require sleep.
  Like others of the gargoyle race, they can remain motionless for
  hours on end, posing as statuary until a victim comes within
  range.  Spargoyles seldom have the patience for such stealth,
  however, preferring to actively hunt for their victims.
  Spargoyles are also less likely to covet personal treasure.
  Any treasure they have is usually kept in the gargoyle tribe’s
  lair.  Spargoyles on their own are seldom found working for
  other beings, although they will do so if the whole tribe is under
  some powerful evil creature's employ.
  
  S
  113
  SPIDERBAT
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Underground / Forest
  Frequency:
  Common
  Organization:
  Nil
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Animal (1)
  Treasure:
  Special
  Alignment:
  Neutral Evil (Chaotic tendencies)
  No. Appearing:
  2-5 (10-40 in lair)
  Armor Class:
  6
  Movement:
  6, Fl 15 (B), Wb 9
  Hit Dice:
  2
  THAC0:
  16
  No. of Attacks:
  1
  Damage/Attack:
  1-4
  Special Attacks:
  Webs, Poison
  Special Defenses:
  Nil
  Magic Resistance:
  25%
  Size:
  S (3’ wingspan)
  Morale:
  15-20
  XP Value:
  105
  After realizing that they were stuck here, the drow
  decided to redecorate the Demiplane of Dread to their
  taste.  Part of this plan was crossbreeding every kind of
  animal they could find with spiders.  The spiderbat was
  one of the early successes, a crossbreed between a
  vampire bat and tarantula.
  Spiderbat physiology is intimidating.  The wings and
  body are pure bat, with eight legs and a thorax.  The head
  has eight eyes (4 mammal and 4 compound), big ears and
  mandibles.  They have 360 degree vision and sonar.
  Spiderbat lairs consist of a web spun between two trees
  or a high point in a cave.  They fly off at night to hunt in
  small family units and sleep by day in large groups.
  Combat
  Spiderbats favor using a bat-like flying pounce against
  prey of equal or smaller size.  Against larger prey, they
  will spin a web and drop it on the target in an effort to
  slow down its food.  A spiderbat’s bite is poisonous.
  The poison paralyzes the victim for (30-Con) hours and
  inflicts 2d6 points of damage due to partial liquidation of
  internal organs.  A save vs poison negates paralysis and
  reduces damage to 1d4.  Once a victim is paralyzed, the
  spiderbat wraps it in a cocoon and sucks out enough
  body fluids to permanently reduce the victim by 1
  HD/level.  A spiderbat returns daily (or takes the prey
  home, if possible) to feed on its prey until the victim is
  dead or escapes.
  Habitat/Society
  Domesticated spiderbats are used by the drow as guard-
  beasts and as a method of sending web lines across
  chasms and up sheer walls quickly.  Wild spiderbats are
  a danger to everything in their territory.  A spiderbat’s
  treasure consists of the incidental wealth of its last meal,
  its silk, and its venom.  An elf casting find familiar can
  get a spiderbat on a special result, or a failed powers
  check.
  Ecology
  Spiderbats are mid-level predators, with an impact
  comparable to foxes or badgers.  They are, in turn,
  hurried by giant snakes, large flying predators and bears.
  Scavengers favor a spiderbat’s high-quality leftovers.
  
  S
  114
  STRANGLING MIST
  by Gary L. McNeil II
  Michigan, USA (MI)
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Life energy
  Intelligence:
  Low
  Treasure:
  E
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  Special / 0
  Movement:
  3, Fl 24 (B / C)
  Hit Dice:
  12
  THAC0:
  9
  No. of Attacks:
  Special / 2
  Damage/Attack:
  Special / 7-12 / 7-12
  Special Attacks:
  See below / Energy drain
  Special Defenses:
  See below
  Magic Resistance:
  50%
  Size:
  L / M
  Morale:
  […]
  XP Value:
  […]
  Strangling Mist is created when a powerful vampire on the
  Dark Plane is “killed” while in gaseous form.  In these cases, if
  the will of the evil creature is strong enough, the Vampire will
  not end its undead existence.  It will instead bond with the ever
  present fog of Ravenloft and become an entity known as the
  Strangling Mist.
  Combat
  The Strangling Mist exists at most times as a dense patch
  of fog or mist which is often found over the place it dwelt
  as a vampire.  The creatures vary in size.  For every 8 hp
  the creature possesses it will measure 100 feet in
  diameter.  Therefore a Mist with 96 hp will measure
  1200 feet in diameter.  In this form the Mist often lures
  victims into itself by displaying lights similar to a will o’
  wisp.  Once a creature has entered the mist these lights
  behave as a charm spell.  The Strangling Mist can cast 3
  charm spells per day.  When victims enter the Mist their
  lungs are filled with its substance which causes a slow
  energy drain.  Lawful Good player characters will
  experience nose and throat irritations while in the Mist
  and will cough and sneeze often.  Every 3 rounds of
  exposure causes a cumulative -1 to hit and damage.  A
  player character rolling lower than their Constitution on
  4d6 will prevent this penalty.  After 3 additional rounds the
  roll must be made again.  Penalties accrued will not disappear
  until one full night’s rest.  Once a player character is at -3 to hit
  and damage, hit points will start to drain at the rate of one a
  round.  Rolling against the PC’s Constitution as above will
  stave off this drain.  This damage can be healed normally.  If
  players seek to escape the Mist the creature will become more
  aggressive.  For every 10 hp the Strangling Mist possesses it
  can attempt to strangle 1 human sized creature.  The Mist
  requires no roll to hit for this attack.  Rules for holding your
  breath apply.  Due to the sudden attack characters are not
  allowed “a good gulp of air” and so use ½ their Constitution
  score to determine how many rounds they have before they
  expire.  While being strangled, casting spells with a vocal
  component is impossible.  The only way to stop the strangling
  is to exit the body of the creature or cast protection from evil on
  the individuals being strangled.
  In this form the creature is immune to all weapons damage
  except for their magical bonuses.  No to hit roll is required.  In
  addition to its 50% magic resistance some spells will have
  altered effects.  Magical fire will do ½ normal damage while
  cold-based attacks will cause the creature to act as if slowed for
  1-4 rounds.  Air-based magic such as gust of wind will move
  the creature but cause no damage.  Purify food and drink will
  cause 1d6 hp damage for every level of the caster.  The creature
  can regenerate 3-6 points of damage a round while in this form.
  Holy water does 3d6 points of damage per full vial; this damage
  cannot be regenerated.
  If the Mist is attacked and begins to take substantial
  damage it will assume a second form more suited for combat.
  This process takes 1 round and no other action by the Mist is
  possible during this time.  The Mist will coalesce into a large
  humanoid creature with talon-like claws and bat-like wings.  In
  this form the Strangling Mist can attack twice a round with
  each hit draining 1 life energy level in addition to normal
  damage.  Instead of attacking the creature can opt to use its
  huge wings to create a gust of wind effect.  Also the creature
  can emit a shriek which forms a cone of sound 120 feet long
  with a base diameter of 60 feet.  All those within the area of
  effect must save vs. paralysis or lose their ability to perform
  actions the following round.  This shriek can be sounded every
  third round.
  In this form sharp weapons do l hp damage plus any
  magical bonuses while blunt weapons do full damage.  The
  creature regenerates 1-4 hp a round while in this form.  Cold
  and fire-based spells have the same effect as noted above.
  Habitat/Society
  The Strangling Mist must return to its place of death just as it
  had to while a vampire.  In this form however it does not need
  to rest in a coffin or other burial chamber; it will instead seep
  into the soil around its grave.  The Strangling Mist is more a
  creature of instinct than an intelligent creature, it seeks only to
  absorb as many living beings into its body as it can.  Most
  villages within one night’s travel of the winged form of the
  creature will be lifeless husks from the Mist’s depredations.
  Garlic and mirrors have no effect on the Mist.  Holy symbols
  have no effect unless successfully used by a cleric to turn the
  Mist.  The only way to kill the Strangling Mist is to bring it
  below 0 hp and then splash it with holy water.  Creatures killed
  by the Strangling Mist do not become undead.
  
  T
  115
  TANAR’RI, GREATER
  — NEXXAR
  by David Hubbard
  Texas, USA
  Climate/Terrain:
  The Abyss (Any non-arctic/Prime)
  Frequency:
  Rare (Very Rare)
  Organization:
  Troop
  Activity Cycle:
  Any
  Diet:
  Special
  Intelligence:
  Exceptional (12-15)
  Treasure:
  D
  Alignment:
  Chaotic Evil
  No. Appearing:
  1d4
  Armor Class:
  -2
  Movement:
  12, Fl 24 (C)
  Hit Dice:
  10+5
  THAC0:
  9
  No. of Attacks:
  3 or 1 or by weapon
  Damage/Attack:
  1-8 / 1-8 / 1-6 or 3-24 or by weapon
  +4
  Special Attacks:
  Fire breath, Spells
  Special Defenses:
  Spell immunity, Spells, +2 or better to
  hit
  Magic Resistance:
  20%
  Size:
  L (12’ tall)
  Morale:
  Champion (15-16)
  XP Value:
  45,000
  These powerful creatures appear as tall, hulking
  humanoids with armor-plated skin, huge muscled arms
  and legs, a pair of giant, bat-like wings and a long,
  spiked tail.  Where their heads should be there is only a
  large, burning flame and it appears as if their heads were
  ripped from their bodies as the neck is jagged and torn.
  No features are discernible in the flaming “face” and
  their voices (when they speak) are hissing and crackling
  like a fire.  They can communicate via telepathy.
  Combat
  Nexxar are terrors in combat, they can attack three times
  per round with their powerful claws and slashing tall for
  1d8 and 1d6 points of damage, respectively.  They can
  also wield any weapon (usually large swords or pole
  arms, 15% chance of being magical) and inflict a bonus
  of +4 points of damage due to their high Strength.
  Nexxar can also “breathe” a cone of flames 10’ long and
  10’ wide at its terminal diameter which inflicts 3d8
  points of damage to all creatures caught within (save vs.
  breath weapon for half).  They cannot be surprised, as
  they can “see” in all directions at once.  If attacking from
  the air, they can dive, gaining a +2 to hit, but can only
  make attacks with their claws.
  In addition to those powers available to all tanar'ri,
  nexxar have the following spell-like powers that can be
  used one at a time, once per round, at will at the 9th level
  of ability:
  ♦ fear
  ♦ heat metal
  ♦ affect normal fires
  ♦ fire burst
  ♦ stinking cloud
  ♦ produce fire
  ♦ animate flame
  ♦ fire storm (1/day)
  ♦ fireball (2/day)
  ♦ wall of fire (2/day)
  ♦ know alignment (always active)
  ♦ detect invisibility (always active)
  They may attempt to gate in 1-6 bar-igura or 1-2
  additional nexxar with a 40% chance of success.  This
  gate can only be attempted once per day.  Nexxar are
  completely immune to all fire-based attacks, but suffer
  full damage from cold-based attacks.  They have a 20%
  resistance to all spells and can only be hit by weapons of
  +2 or better enchantment.
  Habitat/Society
  Nexxar serve as elite bodyguards for powerful tanar'ri
  and other creatures of the lower planes and as shock
  troops in the Blood War.  They are exceptionally loyal to
  their masters, a trait not seen in almost any other denizen
  of the Abyss.  They generally ignore less powerful
  tanar'ri and other creatures, unless they are of good
  alignment, whereupon they are attacked and tortured if
  possible; slain if not.
  Ecology
  Beyond their roles as bodyguards and troops, nexxar
  provide nothing of value.  They can consume flesh, but
  generally gain their sustenance from the flames and fires
  so common in the Lower Planes.  They can sometimes be
  found on the Prime Material on missions to further the
  Blood War and have been summoned on rare occasions
  by powerful, evil mages and priests.
  
  T
  116
  TENARESKOTOS
  (TENTACLES OF THE DARK)
  by Dana Arvadro
  New Hampshire, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Any
  Diet:
  Carnivore / Scavenger if need be
  Intelligence:
  Very
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1
  Armor Class:
  4
  Movement:
  4, Fl 24, Sw 12, Cl 6
  Hit Dice:
  8
  THAC0:
  11
  No. of Attacks:
  9
  Damage/Attack:
  1-6(x8) /  2-12
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  10%
  Size:
  10’
  Morale:
  Elite (13)
  XP Value:
  1,000
  Spawned by the very evil essence of the Dark
  Demiplane, the Tenareskotos is a vicious, cunning, and
  aggressive carnivore that loves to stalk, terrorize, and eat
  its prey!  It is the monster that steals children into the
  shadows when parents look away.  It is the creature that
  ambushes the stragglers of any traveling group.  Because
  of its black coloring and amorphous form, the very
  existence of the tenareskotos is not known.  While being
  responsible for many disappearances, those who do
  glimpse a tenareskotos come away with horrified reports
  of black feathers or flailing tentacles, only to have their
  stories to be dismissed as hysterical and the creature
  misidentified as a more common monster!
  Combat
  Several points need to be exposed to understand the
  “perfect” evolutionary adaptations of this natural killer.
  First, being mobile in and on any terrain means there is
  no escaping its tentacles.  Also, because of the ‘soft’
  nature of its form, it gains a Move Silently ability at 55%.
  Second, because of the lack of bones in its body, it not
  only can squeeze through small openings, but crushing
  damage only does 1/3 damage!  (As a side note, its wings
  become soft by a depressurization of the liquid in “veins”
  in the winds.)  Third, its black plumage and coloration
  give it a chance of Hiding in Shadows of 75%.  Fourth,
  because of its dark origin, the four eye stalks have
  infravision to 60’, and can even detect invisible at 30%.
  Fifth, like a giant squid, the tenareskotos likes to
  grab its opponents in its tentacles and constrict them,
  while bringing the thrashing victims to its mouth.  All
  eight tentacles can attack, but only one can constrict a
  man-sized opponent at a time, causing 2d6 points of
  damage/ round after the initial strike.  Tentacles can
  grow back over several months if cut off.  Sixth, after
  yanking its prey to its mouth, it sprays the victim (biting
  would take too long) with a strange gooey mixture of
  contact poison and “webbing.”  This can only be used at
  a three foot range, thus the victims are pulled close.
  Victims must save vs. poison at +2 or suffer paralysis,
  and the web goo needs an 18 Strength to pull free.  It
  requires one round per point under 18 of Strength to get
  free.  Effected victims are at a +4 to be hit, lose Dex AC
  adjustments, and cannot cast spells with somatic or
  material components.
  Seventh, if 3 or more tentacles are severed, it will
  most likely squirt out a cloud of jet-black ink into a cone
  of 20’x20’x30’ (if sprayed up: radius 15’).  It works for
  3 rounds in the air and 6 rounds in water, obscuring all
  vision.  It is also extremely flammable!  It will explode
  for 2d6 points of fire damage, igniting any flammable
  objects coated with the spray.  The tenareskotos has not
  been seen to use this as an offensive device.  Because of
  the very trackable smell of ammonia from the cloud, it
  will flee to water to cleanse the scent from itself (3
  rounds to do).  Anyone in the cloud will serve as a
  distraction however, and their own olfactory senses will
  be overloaded.  The smell comes off by rinsing with
  water.  It is possible a smart tenareskotos may realize it
  could use this to cause terror, attack, and flee to water.
  
  T
  117
  TENTACLE TERROR
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Shadow Rift, cloud islands, the moon,
  mountain peaks
  Frequency:
  Rare (Shadow Rift), Unique
  elsewhere
  Organization:
  Nil
  Activity Cycle:
  Any
  Diet:
  Omnivore
  Intelligence:
  High
  Treasure:
  A or Z
  Alignment:
  Any Chaotic
  No. Appearing:
  1
  Armor Class:
  0
  Movement:
  Fl 18 (D)
  Hit Dice:
  10
  THAC0:
  10
  No. of Attacks:
  7 to 10
  Damage/Attack:
  1d4+2 each
  Special Attacks:
  Spell use
  Special Defenses:
  +2 or better weapon to hit, Takes
  double damage from earth magic,
  Takes damage from dirt
  Magic Resistance:
  Nil
  Size:
  H
  Morale:
  3 to 18
  XP Value:
  4,000
  Tentacle terrors are native to the Shadow Rift region of
  Ravenloft and are very slowly moving out to other
  domains.  Sages who study arboreal monsters are divided
  as to whether these creatures are native to the Rift or
  originated in the void of wildspace and captured by the
  Demiplane of Dread.  The pro native sages argue that
  tentacle terrors are made out of the Mist, while the pro
  wildspace sages counter-argue that a creature so harmed
  by the ground can’t be from any world.
  A tentacle terror has from 7 to 10 tentacles, each of
  which is milky-white, with a row of suckers flanked by
  two rows of curved barbs.  The tentacles emanate from a
  central fog cloud that seems to be the body.  Inside the
  cloud are two pulsating orbs that serve as eyes and
  organs of communication.
  Combat
  A tentacle terror attacks by lashing out with its tentacles.
  Three or more successful hits on a target in a round mean
  the target has been grabbed and can be hauled up and
  dropped from a great height.  A tentacle terror can attack
  as many opponents as it has tentacles.  Tentacles can be
  severed without harming the main body (each tentacle
  has 2 HD) and will grow back in a week or two.
  Tentacle terrors are harmed by contact with the
  ground.  A handful of dirt or sand does 1 point of damage
  and inflicts a -1 penalty to all actions for the next turn.
  Pinning a tentacle terror to the ground or burying it
  causes 3d4+2 hit points damage per round.
  Finally, a tentacle terror has the following spell-like
  powers that it uses at the 10th level of ability.  At will, it
  can cast dust devil, control weather, commune with
  nature, and comprehend languages.  Three times per
  day, it can cast wind wall, gust of wind, chain lightning,
  stinking cloud and cloudkill.  Once per week, a tentacle
  terror can cast a gate spell.  If it works, one of the
  following will come through:
  2d6 Roll
  Result
  2
  Tentacle terror
  3
  Faerie dragon
  4
  1d100 Ravens
  5
  Succubus
  6-8
  Nothing
  9-12
  Air elemental (12-15 HD)
  Habitat/Society
  While not the most social creatures in the world, tentacle
  terrors do recognize that most of the food in the world is
  ground-dwelling and that having someone suited to run
  on the ground gathering food is desirable, so they will
  occasionally offer magical assistance and money to
  powerful creatures in exchange for gathering food.  What
  wealth a tentacle terror has is carried inside itself.
  Ecology
  The tentacle terror is an omnivore that feeds on birds,
  treetops, and the occasional flying ship.  It favors the
  heights and is almost never encountered by non-flying
  opponents.
  
  T
  118
  TWILIGHT BEAR
  by Marty A. Godsey
  Virginia, USA (VA)
  Climate/Terrain:
  Mountains, Forest, Rough
  Frequency:
  Uncommon
  Organization:
  Barbaric, tribe
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Average (8-10)
  Treasure:
  I (lair only)
  Alignment:
  Neutral Evil
  No. Appearing:
  1-8 (1-20 in lair)
  Armor Class:
  5
  Movement:
  12, Fl 18 (C)
  Hit Dice:
  8+8
  THAC0:
  13
  No. of Attacks:
  3
  Damage/Attack:
  Claw 1d6+2 (x2) / Bite 1d10+2
  Special Attacks:
  Surprise
  Special Defenses:
  Hide in shadows, Only hit by magical
  weapons
  Magic Resistance:
  Nil
  Size:
  L (10’+ tall)
  Morale:
  Steady (11-12)
  XP Value:
  2,000
  Twilight Bears are a rare breed of bears that have been
  touched by the powers of Ravenloft.  These bears are
  more intelligent than normal bears, having average
  intelligence rather then animal.  Twilight bears look like
  normal grizzly bears except that they have short fine
  black fur, and are about 3’ taller.  The twilight bears also
  have a very interesting physical appearance.  They have
  large eagle-like wings growing from there back.  These
  wings however are made of nothing but shadow.  The
  wings are capable of carrying the bears at an extremely
  fast rate for their size.  The bears can also carry one
  creature of medium size or smaller and still fly.  Till just
  recently, twilight bears were seen as nothing but myths.
  Recently, a Forester had supposedly sighted one of these
  creatures.  The thing that helped people believe him was
  that when he returned, he changed his lifestyle to that of a
  Cleric.  He claimed that he promised his service for his
  life from these “Twilight Bears” as he called them.
  Combat
  Twilight bears tend to stay in the air whenever possible,
  which gives them a immediate advantage over their prey.
  In twilight or darker light, twilight bears are virtually
  non-detectable.  Their wings cannot be seen in darkness
  down to twilight.  Their wings also can not be seen by
  infravision.  The bears themselves are visible to
  infravision but appear smaller then there actual size.
  Twilight bears have a natural ability to hide in shadows
  while in flight and while upon the ground.  Their chances
  are 50% in twilight or moonlight, 70% in starlight, and
  90% in cloudy moonless nights.  Twilight bears are also
  very strong, gaining +2 to damage because of their
  strength.  The favored mode of ground combat is a
  claw/claw/bite combination.  They also favor a dive
  attack whenever possible.  This gives the bears all the
  benefits of a attack from the air onto an opponent on the
  ground (see the DMG for air-to-ground attacks).
  Twilight bears have a virtually noiseless flight.  This
  gives them the ability to surprise their opponents very
  easily.  Depending on the preparation of their prey, they
  can surprise on a roll of 6 on 1d10.  Twilight bears are
  excellent tacticians.  They are very skilled at using their
  dark nature and the darkness to their advantage.  Twilight
  bears are only affected by magical weapons of +1 or
  better enchantment.  This is a gift given to them by the
  dark powers of Ravenloft.  Twilight bears also have a
  very rare form of vision called ultravision.  Ultravision
  allows the bears to see in total darkness as well as if they
  were in a well-lit area.  This vision does however give
  the bears a penalty to attack in well-lit or daylight
  illuminated areas.  The penalty is also applied to all
  perception rolls by the bears.  This penalty is -2 or  -10%
  depending on the type of roll.
  Habitat/Society
  Twilight bears are primarily nocturnal creatures.  They
  tend to stay in what are called packs of 5-50, with each
  pack consisting of families numbering about 1-12.  The
  Twilight bears’ form of rulership is structured in a
  barbarian-style government.  All leaders are appointed
  by their might more than there family status.  Any bears
  wishing to take over the role as pack leader must
  challenge the current leader in a one on one combat
  ceremony called “Passage to Night.”  This ceremony is
  used to determine the pack leader.  Any bears from any
  family may challenge the leader at any time for rulership.
  Once the combat ends, with the winner being the one left
  living, their rulership is accepted without question.
  Twilight Bears hunt in groups of 1-8.  They use a
  type of tactic for hunting that is normally used by
  creatures of greater intelligence then typical bears.  They
  send out lone bears to scout the area ahead.  This allows
  the bears to be more aware of any prey or any other
  things of note ahead of them.  The one unique trait of the
  twilight bears is that they are the only type of there
  closest species (bears) that actually horde magical items.
  It is said that they do this is because the twilight bears are
  
  T
  119
  rumored to have some human contacts that do work and
  jobs for the bears.  The humans’ payment is some of the
  items that the bears collect from their prey.  Some people
  believe that the idea of bears or any other type of animal
  gaining power in the human world is absurd.
  Ecology
  Twilight bears are carnivores by nature but will eat fruits
  and vegetables if necessary.  The reproductive cycle of
  twilight bears is the same as normal bears of their type.
  Twilight bears are naturally aggressive.  Being evil in
  nature, twilight bears show no mercy on their prey when
  they are hunting.  The origins of these bears are shrouded
  in mystery.  There have never been any sages who could
  find any solid information on these bears to start an
  ecology report.  The reason for the gifts given to the
  bears by the dark powers of Ravenloft can lead to a very
  intriguing series of adventures.
  
  U
  120
  UNDEAD PEGASUS
  by Wesley Schneider
  Maryland, USA
  Climate/Terrain:
  Any
  Frequency:
  Very Rare (4%)
  Organization:
  Nil
  Activity Cycle:
  Night
  Diet:
  Nil
  Intelligence:
  Highly Intelligent (13-14)
  Treasure:
  Nil
  Alignment:
  Chaotic Evil
  No. Appearing:
  1-5
  Armor Class:
  4
  Movement:
  24, Fl 48 (C)
  Hit Dice:
  6
  THAC0:
  5
  No. of Attacks:
  5
  Damage/Attack:
  1-4 / 1-4 / 1-4 / 1-8 / 1-8
  Special Attacks:
  See below
  Special Defenses:
  Immunity to fire
  Magic Resistance:
  50%
  Size:
  L (5½’ at the shoulder)
  Morale:
  Fearless (20)
  XP Value:
  1,500
  Undead Pegasi are as fearsome and frightening as their
  living counterparts are magnificent.  Created by a series
  of rituals involving the blackest of magical rites, these
  creatures are transformed from their natural benevolent
  forms to animated skeletal mockeries of their former
  selves.  In stark opposition to the creatures which they
  once were, undead pegasi hunt down and destroy all
  forms of goodness, especially those which they aided in
  creating in their former lives.
  Through the magical process which warped their
  minds and bodies, undead pegasi have gained several
  frightening abilities.  These new abilities include: wing
  bones which are more akin to razor blades than normal
  pegasus wings, a flaming aura, and the ability to pass
  through solid objects.  Undead pegasi no longer speak in
  any form but make their intentions known through their
  brutal and destructive actions.  They serve their creators
  for a short time after they are transformed, but soon turn
  on or leave them so they can pursue their own evil goals.
  Combat
  In many ways the undead pegasus attacks much like a
  living pegasus but with several augmentations.  Due to
  its ability to pass through solid barriers and its flaming
  aura, these creatures are much more capable in enclosed
  areas then they ever were in life.  Also, due to the flames
  which constantly surround their bodies, all undead
  pegasi, gain a +2 adjustment to their damage rolls.
  Victims of an undead pegasus’ attacks must also have
  their items roll saving throws vs. fire.
  Undead pegasi prefer to surprise opponents and to
  do so they rely on the dive attack they perfected in their
  past lives.  However, now when they dive at an
  opponent, they fall directly at their target in an attempt to
  crush them.  Due to their flaming aura, the diving attack
  of an undead pegasus resembles a fireball falling from
  the heavens.  This devastating attack causes 3d10+2
  points of damage but a character may save vs. breath
  weapon for half damage.  The force of the pegasus hitting
  the ground throws its bones in all directions creating an
  explosion of fire and bones.  This second effect of the
  pegasus’ dive attack causes all characters within ten feet
  of the pegasus' attack area to perform a Dexterity check,
  with a failed check resulting in 1d6 points of piercing
  damage.  After this attack an undead pegasi must stay on
  the ground for one round without attacking while its
  scattered bones reform the creature.  Attacks during this
  time only do one half normal damage.
  Due to its newly sharpened wing bones, undead
  pegasi now can attack with their wings.  Each wing
  slashes for 1d8+2 damage and never grow dull.  Also, a
  pegasus may charge on the ground or swoop from above,
  holding its wings outstretched.  This fearsome attack
  does 2d8+2 damage from the ground and 3d8+2 from the
  air.
  Due to the unnatural and brutal nature of several of
  the undead pegasus’ attacks, those that view them are
  often stricken with intense fear.  Anyone who witnesses
  an undead pegasus’ dive, or charge attacks must make a
  fear check.  Also, so horrible is the sight of this undead
  horse in flight or in its stage of reformation after diving,
  that those watching are forced to make fear checks as
  well.  These checks only need to be done once for each
  fear inspiring sight or attack made by the pegasus.
  Habitat/Society
  Being wandering undead creatures, undead pegasi have
  no social life but do have several unique habits.  For a
  short time after their creation, about 1d6 months, undead
  pegasi make their home near their creator.  During this
  time these undead horses are slaves to the whim of their
  creators and perform as normal unintelligent undead.
  They are also known to act as mounts for flame resistant
  and undead warriors, if it is their master’s wishes.
  After they leave their creators, which is usually a
  peaceful process, pegasi which aided in the cause of
  good during their lives now go to hunt down figures from
  their past.  Something in the dark processes which create
  
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  121
  undead pegasi perverts their minds and bends them to
  hate that which they once loved.  From this point they
  will single-mindedly destroy anything they even remotely
  helped create and anyone they have the slightest memory
  of.
  Once the undead pegasi has finished its evil
  vendetta, they will usually either return to the service of
  their creator or go on a rampage across the lands they
  once inhabited, becoming a very powerful and rare
  wandering monster.
  Ecology
  Undead pegasi are fairly simple to destroy as far as most
  powerful undead creatures go.  They can be destroyed by
  the continued attacks of magic and magical weapons, but
  this is the least effective and most dangerous way to
  combat these horrors.
  Corrupted pegasi are also known to have a strong
  bond with their creators in the time which they are bound
  to them (before and after their killing spree).  During
  these times, if the creator is slain all of the undead pegasi
  which he/she has raised, turn to dust and are unable to be
  raised again.
  Pegasi which are still living, though very rare on the
  Demiplane of Dread, are also known to have a deep
  hatred for these perversions.  If heroes can convince a
  living pegasus that they need its help for the purpose of
  destroying one of these abominations, the living pegasus
  will always aid in any way it can.  Because of living
  pegasi’s intense hatred for their undead brothers they
  gain a +2 to their attack rolls when engaging these
  monsters.
  
  V
  122
  VIAVODE
  by Ian Vincent
  British Columbia, Canada
  Climate/Terrain:
  Mountains, Hills
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  High
  Treasure:
  None
  Alignment:
  Any Evil
  No. Appearing:
  1
  Armor Class:
  -2 (flying), 3 (on ground)
  Movement:
  9, Fl 24 (C)
  Hit Dice:
  12+3
  THAC0:
  8
  No. of Attacks:
  3 (claw / claw / bite)
  Damage/Attack:
  1-8 / 1-8 / 2-12
  Special Attacks:
  See below
  Special Defenses:
  See below
  Magic Resistance:
  55%
  Size:
  M (6’ tall)
  Morale:
  Elite (14)
  XP Value:
  6,000
  Vaivode are solitary creatures whose sole purpose in life
  is to carry off humans and eat them.  They are able to eat
  any warm-blooded animal, but seem to like the terror
  they inspire in humans.  Some sages argue they feed off
  this terror.  Nobody knows their real name, so most
  humans call them Vaivode, which corresponds to “Lord”
  in many of the human dialects.  Mothers often invoke
  their name to get children to stay near home.  (“Don’t go
  wandering or the Vaivode will get you!”)
  In appearance they look like a huge bipedal human-
  bat cross.  Their wings attach to their elongated arms and
  down to their legs, just as a bat’s wings do.  They have
  an incredibly thick hide and are amazingly dexterous for
  their size.
  Combat
  Vaivode attack with a claw, claw, bite attack, usually
  aimed toward only one person.  In addition they are
  incredibly strong.  Any person who is hit by both claws
  has been caught by the creature’s hind legs and will be
  borne aloft.  The Vaivode can carry the person up at a
  rate of 10’/round.  A successful Bend Bars roll must be
  made by the person to break free.  An attempt can be
  made each round, but the person will then have to suffer
  the relevant falling damage for the height of the Vaivode
  at that time.
  They radiate a permanent non-detection spell, which
  makes tracking them very difficult (generally only by line
  of sight).  Some people argue this is the only reason they
  have not been hunted down and destroyed before now.
  They also radiate a continuous aura of fear.  Anyone who
  can see a Vaivode must save vs. Spells at -4 or flee in
  terror until the Vaivode is out of sight.  They may then
  return, but must save again.  It should be noted that a
  character being born aloft can not roll vs Bend Bars if he
  or she has already failed the fear save.
  Habitat/Society
  Vaivode live alone in caves.  They tend to pick very
  remote caves and there usually is not anything that
  indicates they live there.  They never eat their prey near
  their home so as not to leave any telltale carcasses lying
  about.
  Vaivode have no society.  As far as anyone knows
  they are solitary.  Nothing is known about their mating or
  child rearing habits, and no two have ever been spotted
  together.  When killed they rot at an incredible rate, so no
  one has even been able to perform an autopsy on one.
  Ecology
  Vaivode live to hunt humans.  They create nothing and
  keep nothing.  Adventurers may find this rather
  depressing; a Vaivode lair will be nothing but an empty
  cave in a mountain or hill.  Vaivode get their enjoyment
  out of terrorizing humans, not hoarding treasure.
  They love to capture humans who have wandered
  just a bit too far from their village, but who are yet within
  hearing distance.  Any villager hauled screaming off into
  the night is reputed to have been taken by a Vaivode,
  whether true or not.
  Surprisingly, considering how powerful they are,
  they have no interest in combat.  They prefer to attack
  solitary targets.  If the target manages to break out of the
  Vaivode’s clutches twice in four rounds (by a successful
  Bend Bars roll), the Vaivode will usually leave and look
  for a less brawny meal.
  
  V
  123
  VULTURE, GRAY
  by Chris Keller
  Wisconsin, USA
  Climate/Terrain:
  Any temperate, Ravenloft
  Frequency:
  Very Rare
  Organization:
  Flock
  Activity Cycle:
  Day
  Diet:
  Carnivore, scavenger
  Intelligence:
  Low (5-7)
  Treasure:
  Nil
  Alignment:
  Neutral Evil
  No. Appearing:
  1-4
  Armor Class:
  5
  Movement:
  3, Fl 24 (D)
  Hit Dice:
  3+1
  THAC0:
  17
  No. of Attacks:
  1
  Damage/Attack:
  1-3
  Special Attacks:
  Hopelessness aura, Venomous peck
  Special Defenses:
  Hit only by silver weapons
  Magic Resistance:
  Nil
  Size:
  L (10’+ wingspan)
  Morale:
  Average (8-10)
  XP Value:
  975
  The gray vulture appears similar to the giant vulture.  It
  has dull gray plumage with patches of faded red on the
  tail feathers.  The head is colored a darker gray and
  appears scabrous and filthy.  Close inspection of the
  great avian shows a thick putrid slime covers the beak.
  Combat
  The gray vulture will usually perch on a high vantage
  point to spot potential victims.  Once a potential victim is
  spotted, the great bird will take to the air and begin to
  circle the prey in a seemingly haphazard circular pattern.
  In reality, it is waiting for its target to succumb to its
  hopelessness aura.  The aura is a continuous form of the
  4th-level wizard spell emotion (hopelessness).  The aura
  affects all creatures in a 120’ radius.  Gray vultures are
  immune to each other’s auras.  All creatures in the area
  of affect must save vs. spell or become despondent and
  unresponsive.  The victim becomes oblivious to what is
  happening around them.  Once the victim has fallen
  under the sway of the aura, the gray vulture attacks with
  its beak.  The beak is covered with a viscous phlegm that
  causes paralysis unless a save vs. poison (-1) is
  successful.  The victim instantly becomes immune to the
  fear aura the moment they are paralyzed.  The gray
  vulture takes a perverse pleasure in the terror and pain of
  the paralyzed prey as it begins to feast on the flesh of the
  live victim.  The paralysis wears off in 2-8 hours if the
  great bird is driven away from its victim.
  Habitat/Society
  These malevolent birds are found in any desolate
  wilderness.  They prefer to lurk on lonely roads waiting
  for an opportune meal.  Gray vultures will cooperate to
  take down a stronger creature and are often spotted
  roosting together.  At night gray vultures hide themselves
  in the thick boughs of tall trees, inaccessible mountain
  ledges, or even in abandoned buildings.  The mating
  habits of the gray vulture are largely unknown.  There are
  no reported sightings of gray vulture eggs or chicks.
  Ecology
  The origins of the gray vulture are obscure.  A few sages
  have speculated that these terrible birds were once
  normal vultures that were drawn into the land and
  adapted to the lands.  Other wise men have concluded
  that the hope that the gray vulture nullifies is fed to the
  dark powers or perhaps to the land itself.  While most
  people curse the mention of this terrible avian, others
  have put the bird to practical use.  Gray vultures are
  perched on prison walls and towers to dissuade prisoners
  from escaping.  The putrid phlegm of the bird and its
  beak can be used to concoct a most potent paralyzing
  poison.  It is rumored that an enchanter in Darkon has
  created a hat made from the feathers of the gray vulture.
  It supposedly duplicates the aura of hopelessness around
  him while rendering himself immune to the effects of the
  gray vulture.
  
  W
  124
  WASP, VAMPIRE
  by Dennis Jasin
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Uncommon
  Organization:
  Nest
  Activity Cycle:
  Night, Dusk
  Diet:
  Bodily fluids
  Intelligence:
  Semi (2-4)
  Treasure:
  Nil
  Alignment:
  Neutral
  No. Appearing:
  6+(1d4)
  Armor Class:
  4 / 0 in darkness
  Movement:
  6, Fl 21 (B)
  Hit Dice:
  3
  THAC0:
  17
  No. of Attacks:
  2 (bite and sting)
  Damage/Attack:
  1d4 / 1d4
  Special Attacks:
  Nil
  Special Defenses:
  Spells
  Magic Resistance:
  Nil
  Size:
  T (1’ long)
  Morale:
  Average (9)
  XP Value:
  420
  Vampire Wasps look very much like giant wasps.  They are
  almost completely black in color with clear wings; a few have
  been known to have small white dots on their abdomen.  Few
  people have ever seen a vampire wasp, due mostly to their
  ability to create darkness and their night activity cycle.  All
  those wasps that have been seen have been dead.
  It is unknown if vampire wasps were created in some
  bizarre magical experiment or if they are a natural evolution of
  a creature on the Demiplane of Dread.
  Combat
  Vampire wasps attack with both a bite (for 1d4), and a sting
  (for 1d4 +poison).  If the save vs. poison is failed the victim
  becomes paralyzed for 2d6 hours.
  The wasp’s most feared ability is its combined magic.  If
  three or more wasps are together and take no other action that
  round then they can cast the following spells:
  Minimum needed
  Spell
  3
  Darkness 15' radius
  4
  Levitate
  5
  Stinking cloud
  All spells can be cast at will as long as the required
  number of wasps are alive and take no other action.
  While hunting, vampire wasps cast darkness, 15’ radius
  centered on each member of the swarm. This serves to conceal
  them and to hide their numbers.  The wasps can see normally in
  this darkness through the use of their fin hearing and a radar-
  like ability.  A silence, 15’ radius spell effectively “blinds” all
  wasps in the area.  Vampire wasps also have a 50% chance
  each of "seeing" any invisible characters.  The only sound they
  make is a soft buzzing.  A person has only a 20% chance of
  seeing a moving cloud of darkness.
  As soon as combat is joined the wasps cast stinking cloud;
  this is to disorientate the victims.  Anytime a darkness is
  dispelled or wears off a new one is cast to take its place.  If their
  number ever falls down to 3 they cast darkness at the ground
  and fly away.
  The wasps communicate through a limited form of
  telepathy.  This also lets them sense when anyone fails a fear
  check.  The wasps will immediately attack anyone who fails a
  fear check.
  After two or more human-sized victims are paralyzed the
  wasps cast levitate on them and fly them back to the nest.
  Habitat/Society
  Vampire wasps prefer to burrow out their nest.  They dig into
  the soft soil around the roots of a living tree.  There is a 2’
  diameter hole near the base of the tree.  All of this digging kills
  the tree.
  Each nest contains twice the number listed above and one
  Queen.  The Queen is slightly bigger and has all of the statistics
  of a normal wasp except HD 5, THAC0 15, and Damage 2d4
  for bite.  The Queen can cast any of the communal spells by
  herself.
  The Queen only lays eggs to replace wasps that have been
  killed.  Any other member of the nest can fertilize a Queen's
  egg.  Eggs are laid on top of a paralyzed victim.  When a larva
  hatches it begins to feed on the victim.  After a week it is a full-
  grown member of the nest.  An egg that is laid on the head of
  the victim and that starts out feeding on brain fluid will grow to
  be a Queen.
  If a normal vampire wasp starts a diet of brain fluid and
  continues to do so for a week it will become a Queen and its
  first batch of eggs will already be fertilized.
  Ecology
  The vampire wasp feeds on the bodily fluids of warm-blooded
  animals.  They have been known to feed on any type of animal
  from mice to magical creatures.
  All prey are first paralyzed then carried back to the nest.
  The Queen feeds first on the brain fluids.  Only the Queen may
  feed on brain fluid.  The other wasps feed on the blood and
  other fluids.  One normal-sized human can feed 20 wasps and
  one Queen for two days.  During this time the victim remains
  alive and alert.  After each feeding all ability scores are reduced
  by 1/3 of their normal amount.  After 3 feedings the person is
  dead and cannot be brought back by anything short of a wish.
  The body is taken out on the next hunt and dropped
  randomly.  The corpse, when found, appears as a dried husk
  with many small puncture marks covering the body.  Most of
  the possessions of the victim remain on the body, except that
  some armor appears to have been cut away and all helmets are
  lost.  Many bodies attributed to vampires have instead been the
  work of Vampire Wasps.
  
  W
  125
  WICKEDWING
  by William DeFranza
  New York, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Flock / Pack
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Low to Average (5-10)
  Treasure:
  Nil
  Alignment:
  Lawful Evil
  No. Appearing:
  6-36 (6d6)
  Armor Class:
  7
  Movement:
  6, Fl 24 (C)
  Hit Dice:
  3+2
  THAC0:
  17
  No. of Attacks:
  2 or 1
  Damage/Attack:
  1d8 + wounding
  Special Attacks:
  Weakness screech
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  S-M (2½’- 6’)
  Morale:
  Elite (13)
  XP Value:
  420
  Wickedwings are monsters constructed from normal
  creatures by evil magic and used to serve evil masters.
  They appear as twisted, gray-black shadowy husks of
  their former selves.  The magic process gives them
  razor-sharp claws and wickedly barbed tails.  Creatures
  such as Aarokoca, Swanmays, Wyverns, Urds and Kenku
  can be transformed into Wickedwings, but planar
  creatures such as Imps and Mephits can not.
  Combat
  Wickedwings are very organized in combat.  The group
  will break into three squads, one of which will land and
  attack on the ground, while the other two take turns
  attacking from the air every other round, taking the
  opportunity to fly out of missile range before looping
  around for another pass, if possible.  Every three rounds,
  the squads rotate so that fresh troops are always on the
  front.  Wickedwings on foot always attempt to attack
  from the flanks while airborne Wickedwings will try to
  attack from behind.
  When flying, Wickedwings can only attack once
  each round, using their tail stinger.  Those on the ground
  will rake with their claws and stab with their tails.  Hits
  from a Wickedwing's tail bleed for an additional ld2
  points of damage the following round.
  Wickedwings have infravision with a range of 60
  feet.  Three times a day they can let out a blood-curdling
  screech which causes weakness (as the ray of
  enfeeblement spell) lasting 2d4 rounds unless a saving
  throw vs.  Paralysis is made.  This screech also has a
  25% chance to summon 1d8 more Wickedwings if there
  are any in the vicinity.
  Habitat/Society
  Even though the ceremony to create Wickedwings has
  been lost to history, it is known that the beasts will only
  obey a master with one of the enchanted talismans that
  are somehow connected to the monster's magical nature.
  Each talisman can control about 50 (1 d2O+40)
  Wickedwings.  One person may have any number of
  talismans.
  Wickedwings serve as guards, assassins, or menial
  laborers.  They're smart enough to carry out organized
  attacks, but do not make good spies.
  Wickedwings are sexless, never reproduce and have
  no family structure.  They are immortal until killed.  They
  usually follow the lead of the biggest or meanest of their
  kind if their master isn't nearby.  Due to the magical
  transformation process, Wickedwings are unable to
  betray their masters in any way.  There is one exception:
  Wickedwings can not attack anyone who holds any
  Wickedwing talisman.
  Ecology
  Aside from killing small animals and an occasional horse
  to eat, Wickedwings have little impact on ecology.  A
  skilled blacksmith can mount a large Wickedwing tail
  stinger into a handle to make a dagger of wounding,
  which acts in all respects as a sword of wounding.
  
  W
  126
  WINGED
  SCORPION
  by Douglas M. Burck
  Kentucky, USA
  Climate/Terrain:
  Swamp / Desert
  Frequency:
  Very Common
  Organization:
  Swarm
  Activity Cycle:
  Day
  Diet:
  Parasite / Scavenger
  Intelligence:
  Non- (0)
  Treasure:
  Nil
  Alignment:
  Any Evil
  No. Appearing:
  100-10,000
  Armor Class:
  10
  Movement:
  9, Fl 36 (A)
  Hit Dice:
  ¼ HD (1-2 hp)
  THAC0:
  20
  No. of Attacks:
  4
  Damage/Attack:
  1 / 1 / 1 / 1
  Special Attacks:
  Poison, Disease
  Special Defenses:
  Nil
  Magic Resistance:
  Nil
  Size:
  T (4” wingspan)
  Morale:
  8-15
  XP Value:
  60
  Of all the monsters of the Demiplane of Dread, the
  winged scorpions are the worst of them all.  These bugs
  are a cross of scorpion and mosquito, with four wings,
  six legs, two claws, a prehensile poison stinger, and a
  mouth lined with chewing mandibles and a blood-
  sucking proboscis.  Body color is sandy with blue legs
  and wings.
  In the spring, winged scorpions lay clutches of
  several hundred eggs in stagnant water.  The eggs hatch
  into harmless larva that swim about for 30 days.  The
  survivors then crawl out of the water, shed their skins,
  and fly off to the desert.  In the desert, flying scorpions
  suck blood from the living and eat the dead.  In late
  autumn, the males mate with and are eaten by the
  females, who then fly to the swamps to bury themselves
  in the mud for the winter.  Females live five years.
  Combat
  Flying scorpions attack with two claws, a bite and a
  sting.  If the bite hits, the scorpion sucks blood for 1d4
  rounds.  The victim must roll to see if he contracts a
  disease.  Flying scorpions may carry any disease from
  athlete’s foot to mummy rot.
  The tail sting is poisonous.  A person who saves vs
  poison suffers a loss of 1d4 Str, Dex, and Con for 1d6
  days.  Those who fail the save lose 1d3 points of
  Constitution per day until dead or magically cured.
  Habitat/Society
  Aside from some references to flying scorpions being a
  divine wrath, they have no ties to any society.  They do
  seem determined to wipe out all societies though.
  Ecology
  Flying scorpions are incredibly aggressive scavengers
  bordering on being a great plague.  Fortunately, They’re
  low on the food chain and appeal to a wide range of
  predators.
  
  W
  127
  WITCH OWL
  by Matthew Sernett
  New York, USA
  Climate/Terrain:
  Temperate forests and swamps
  Frequency:
  Very Rare
  Organization:
  Solitary
  Activity Cycle:
  Night
  Diet:
  Carnivore
  Intelligence:
  Supra-genius (19-20)
  Treasure:
  Z
  Alignment:
  Lawful Evil
  No. Appearing:
  1 (3-5)
  Armor Class:
  6
  Movement:
  8, Fl 24 (D)
  Hit Dice:
  8
  THAC0:
  13
  No. of Attacks:
  2 (claw / bite)
  Damage/Attack:
  1-12 / 1-10
  Special Attacks:
  Summon spiders, Magic use
  Special Defenses:
  Spell immunity, Immune to poison
  Magic Resistance:
  60%
  Size:
  H (12’ tall, 40’ wingspan)
  Morale:
  Fearless (19-20)
  XP Value:
  7,000
  The brooding Witch Owls are keepers of dark secrets
  and seekers of forbidden knowledge.  They are ancient
  creatures, often sought by the foolhardy who want
  answers to questions they should not ask.
  Witch owls look like enormous horned owls.  So old
  are they, that their bones can be heard grinding together
  when they lurch out of their lairs at night to take wing.
  Covered with cobwebs, their feathers are dusty and gray.
  Their talons and sharp beak are black but their great eyes
  shine a pale yellow in the darkness.
  Witch owls can speak and understand any language.
  They have a language of their own but rarely use it,
  instead relying on telepathy to communicate.
  Combat
  Witch owls dislike engaging in combat and tend to rely
  on their charmed servants for defense.  These servants
  are spiders of varying size which are drawn to the witch
  owl’s lair.  A witch owl usually has 3d4 large spiders,
  2d4 huge spiders, and 1d6 giant spiders under its control.
  In addition, the witch owl has the innate power to
  summon spider swarms three times a turn.  This power
  functions as the second level wizard spell summon
  swarm except that it always summons spiders and the
  witch owl does not need to concentrate or remain
  stationary to retain control of the swarm.
  If forced into physical combat, the witch owl will
  fight with its beak and talons and employ spells in its
  defense.  A raking attack with its foot causes 1d12 points
  of damage and a bite attack causes 1d10.
  A witch owl casts spells as a 13th-level diviner but
  rarely has many combat spells memorized.  Their most
  frequently memorized spells include detect magic, wall
  of fog, shield, detect invisibility, darkness 15-foot
  radius, web, ESP, clairaudience, clairvoyance, non-
  detection, dispel magic, haste, detect scrying, magic
  mirror, minor globe of invulnerability, Otiluke’s
  resilient sphere, animal growth, avoidance, contact
  other plane, legend lore, anti-magic shell, and true
  seeing.
  Witch owls are immune to all poisons and constantly
  function as though a free action spell has been cast on
  them.  A witch owl’s eyesight is very acute and allows it
  to see in complete darkness.
  Witch owls avoid contact with other creatures and
  dislike being disturbed.  Their spider guardians warn
  them of approaching creatures before they arrive so
  witch owls are rarely surprised.
  Habitat/Society
  Witch owls live beneath or within very large trees in
  swamps and forests that border the Mists.  There they
  pursue their quest for knowledge through magical means.
  Only the witch owls know what they are searching for,
  but it’s very clear that witch owls know a great deal
  about just about everything.  Some say the witch owls
  can divine the future more clearly than the Vistani and
  seek a way to save Ravenloft from some future
  cataclysm.  Others insist the witch owls search for a way
  to give the gods power in Ravenloft, especially Lolth.
  The most persistent rumor is that witch owls seek a way
  out of the Demiplane of Dread.  This rumor has the most
  support for domain lords tend to be pleased to
  accommodate witch owls on the border of their realms.
  Though there are both male and female witch owls,
  there is no record of any mating or offspring.
  Witch owls are territorial creatures and only one will
  live in any given domain.  However, once every five
  years the witch owls meet in groups of three to five to
  share the knowledge they've gained.  These meetings last
  until every witch owl has learned from every other witch
  owl, a process that takes several months.  The Vistani
  call this the “Time of the Webbed Wing” and killing
  owls or spiders during this period is said to bring the evil
  eye.
  Witch owls profess to be as old as Ravenloft itself
  and will often hint that they are much older.  The
  
  W
  128
  knowledge and wisdom they've gained over such long
  lives has caused many who quest for truth to seek out a
  witch owl.  This is a dangerous act, as the secretive witch
  owls usually respond by killing the visitor who
  interrupted their magical studies.  However, there are
  ways to avoid destruction.
  A witch owl will not harm Vistani, drow, or anyone
  in the company of those races.  Ancient pacts prevent
  them from doing so unless they are attacked first.  The
  witch owl may attempt to provoke aggression but it will
  not do harm until it is attacked.  Witch owls are bound by
  a similar pact not to harm any creature who speaks to it
  in the witch owl language.
  Witch owls will answer truthfully to the best of their
  ability the first question asked by a drow, Vistani, or
  speaker of their language.  At that point the pact is
  broken for that individual and the witch owl is free to
  attack.
  The Vistani, drow, and sages of Ravenloft have long
  forgotten the pacts which bind the witch owls but the
  witch owls have not.  Witch owls never forget and never
  break their word.
  Ecology
  Witch owls have little effect on the surrounding ecology
  as they hate to waste time hunting when they could be
  scrying for knowledge.  They have little need to eat but
  when hungry they eat their spider servants.
  The feather of a living witch owl can be used as a
  component to double the effectiveness (duration, range,
  area of effect) of a divination spell.  The feather is
  consumed in the casting.
  
  Z
  129
  MOST DISGUSTING
  ZOMBIE, PUTRID
  by Keith D. Barger
  Ohio, USA
  Climate/Terrain:
  Any
  Frequency:
  Rare
  Organization:
  Nil
  Activity Cycle:
  Any
  Diet:
  Nil
  Intelligence:
  Non
  Treasure:
  Nil
  Alignment:
  Neutral
  No. Appearing:
  1-6
  Armor Class:
  9
  Movement:
  6, Fl 18
  Hit Dice:
  5 + see below
  THAC0:
  15
  No. of Attacks:
  1
  Damage/Attack:
  1-10
  Special Attacks:
  See below
  Special Defenses:
  Spell immunity
  Magic Resistance:
  See below
  Size:
  M
  Morale:
  Special
  XP Value:
  1,400
  A Putrid Zombie appears as a bloated, rotting version of
  the standard zombie.  Any human-like race can be used.
  The entire body is the color of a bad bruise ranging from
  green-yellows to violet-blacks.  Any wounds have been
  meticulously stitched tight, stretched to their limits by the
  swelling.  Every movement forces pus from any orifice or
  missed stitch.  Perhaps the most gruesome aspect is that
  anyone close enough will notice the flesh rippling and
  writhing as if many worm-like creatures are cavorting
  just under the surface.  As an extra psychological assault,
  putrid zombies are often left unclothed.  Although
  mindless, they are capable of accepting fairly detailed
  instructions from the priest or mage that created them.
  Combat
  Putrid zombies are slow-moving and attack last in the
  round doing 1-10 damage to anything struck with their
  bloated arms.  They are basically a one-shot magical
  creation exploding when they receive only 1 hit point of
  damage.  This explosion does no physical damage to
  anyone in melee, but splatters their opponents with a
  mixture of rotting flesh, pus, and bodily fluids.  (More
  than one would believe could come from a creature of
  this size).  Anyone in the 10’ splash radius must make a
  Constitution check at -2 or be incapacitated with nausea
  and vomiting for the next three rounds.  They will also
  suffer ½ Strength for 1 hour.  After the explosion, in the
  zombie’s remaining muck will be left a large, pulsing
  glandular object that will immediately begin to grow
  tentacles and act as the Evard’s black tentacles spell
  centered where the creature had been.  A favored tactic
  of the villains who create these creatures is to also imbue
  it with the ability to fly, using it as a kamikaze attack
  (preferably when the party is sitting around the campfire,
  maybe even unarmored) before the animator sends in his
  reserve troops.
  Sleep, charm, hold, paralysis, poison, and cold have
  no effect on a putrid zombie.  They are turned as a wraith
  or a 5+ HD monster.  A successful dispel magic against
  the level of the creator will render them into a pile of
  disgusting goo.
  Habitat/Society
  Putrid zombies are employed by evil priests and mages.
  They are used as guards or as a distracting obstacle while
  the villain escapes.  They make a good first wave to
  soften up a party before he sends in the rest of his forces.
  In one case the putrid zombie was located at the bottom
  of a basic pit trap.  The hapless adventurer who landed
  upon it, thus causing it to explode, did not fare well.
  The basic putrid zombie is created when a human,
  humanoid or demihuman corpse is prepared in a special
  process that leaves the corpse stuffed with a concoction
  that causes the insides of the corpse to rot and putrefy
  leaving the skin intact.  The most important ingredient of
  this mixture is the fruit of the Retch Plant.  All wounds
  and orifices are now stitched tightly shut to insure a good
  amount of rotting pressure to build up for optimal
  splatterage.
  After casting animate dead and performing other
  necromantic rites, the contingency spell is cast followed
  by Evard’s black tentacles.
  Note that, based on the levels of the spells required,
  a mage must be at least 12th-level to create a putrid
  zombie.  A priest must be of similar level and somehow
  have access to similar powers at the DM’s discretion.
  Ecology
  Putrid zombies play little part in the ecology of a any
  creature other than Rot Grubs which are on occasion
  purposefully introduced into their system at the time of
  their creation for an extra little surprise upon explosion.
  Putrid Variations
  
  Z
  130
  Variant putrid zombies have been encountered and can
  be created by adding other contingency spells and other
  spell-like abilities.  Unlike when cast on a living being,
  the putrid zombie may have more than one contingency
  on it at a time without negating any previous castings.
  Some of the variants and their effects are listed in the
  table below.
  The DM should feel free to create variations of her
  own using any standard spells that she feels appropriate.
  Spell
  Effect
  Fly
  As per the spell, but the duration is not started until the zombie initiates flight.
  Haste
  Allows the zombie two attacks per round until it explodes.  Haste does not effect Evard’s
  black tentacles.
  Contagion
  As spell, but good for only 1 attack.
  Silence
  Can be used in 2 ways, 1 of which must be specified at the time of casting. 1) To make
  the zombie silent for added surprise.  This is negated upon explosion, or 2) the Silence
  starts upon explosion foiling spell casting during the tentacle attack.
  Shield
  When cast on a Putrid Zombie the effect is permanent until the explosion.  It is used to
  reduce the odds of a missile attack initiating the tentacle attack with no one in the area of
  effect.
  
  AUTHOR INDEX
  131
  LISTINGS BY AUTHOR
  Anderson, Jamie L.
  Mirror Wraith
  82.
  Arvadro, Dana
  Tenareskotos
  116.
  Atabas, Evren
  Cloud of Bones
  20.
  Barger, Keith D.
  Putrid Zombie
  129.
  Boomer, Clinton
  Dusk Moth
  35.
  Bosley, Tim
  Delsmar
  27.
  Buck, Rex M.
  Fhour Sythe
  43.
  Burck, Douglas M.
  Dreadwing Stalker
  34.
  Merling
  81.
  Nimbus
  91.
  Spiderbat
  113.
  Tentacle Terror
  117.
  Winged Scorpion
  126.
  Clements, Jeremy
  Gargoloid
  45.
  Cobb, Mike
  Life-Bane Moth
  67.
  Crossley, Rex
  Skeletal Terror
  106.
  Crotts, Jason
  Immeclulous
  58.
  Cuffe, William James
  Geljill
  49.
  Davis, Robert I.
  Ornamental Eye
  93.
  DeFranza, William
  Carcaspirit (Ruiner)
  13.
  Painwraith
  94.
  Wickedwing
  125.
  Donovan, Max
  Mountain Chimera
  87.
  Raucux
  97.
  Ecklor, Larry
  Clapper
  18.
  Featherston, Mark J.
  Bone Drinker
  12.
  Flanagan, Lesley
  Coyaani
  23.
  Fuller, Robin
  Blood Seeker
  11.
  Godsey, Marty A.
  Twilight Bear
  118.
  Gordon, Matthew B.
  Conqueror Butterfly
  22.
  Green, Luke Garrison Francis
  Soul Raven
  109.
  Hamilton, Henry
  Lord’s Nightmare
  68.
  Hansen, Thomas W.
  Servant of the Lords
  102.
  Hofmann, Jefferson
  Kurack
  60.
  Holloway, Gary
  Ghost Bane
  51.
  Hood, Victoria
  Shadow Griffin
  54.
  Howe, David K.
  Sovereign Servant
  111.
  Hubbard, David
  Mahr
  76.
  Mortanax
  85.
  Tanar’ri, Greater—Nexxar
  115.
  Jasin, Dennis
  Vampire Wasp
  124.
  Johnson, Jennifer
  Fallen Solar
  42.
  Jwo, Eric
  Demonspawn
  28.
  Keller, Chris
  Gray Vulture
  123.
  Lockwood, Walter F.
  Relentless
  98.
  Mangrum, John W.
  Nichtangler
  89.
  Maraviglia, Jason
  Rift Stalker
  100.
  Martin, Charlie
  Kyryn
  63.
  McNeil, Gary L. III
  Strangling Mist
  114.
  McRae, Amber E.
  Creeping Spider
  24.
  Metcalf, Mike
  Shadow Bat
  104.
  Miller, Andy
  Mothman
  86.
  Sabulavis
  101.
  Morton, Eric
  Undead Air Elemental
  40.
  Müller, Harald
  Soul Gobbler
  108.
  Richards, Johnathan M.
  Darkangel
  25.
  Lycanthrope, Wereowl
  71.
  Mealy-Eyes
  79.
  Shriek Spider
  105.
  Spargoyle
  112.
  Richter, Matthew
  Lycanthrope, Were-Vulture
  75.
  Saengvanich, Chris
  Kus-Nar
  62.
  Saunders, Jason
  Langit Worm &Bencana Parasite 65.
  Savadge, Fred V. Jr.
  Grimor
  55.
  Schneider, Wesley
  Undead Pegasus
  120.
  Sernett, Matthew
  Azoul
  5.
  Black Rain
  9.
  Black Swan
  10.
  Chetzede
  15.
  Cold Caller
  21.
  Ghost Pegasus
  53.
  Illithikonthoon (Thunder Kraken)56.
  Nether Bat
  88.
  Pillar Ghost
  95.
  Witch Owl
  127.
  Siemsen, Dean
  Chiroptawraith (Wraith-Bat)
  17.
  Stacey, Jon
  Tarnished Dragon (Grezanletyr) 31.
  Stein, Scott
  Dragonskull Guardian
  33.
  Ol’Vhakin
  92.
  Vampiric Beholder
  7.
  Stewart, Bret J.
  Imp of the Perverse
  59.
  Storey, Timothy
  Gaunt
  47.
  Thomas, Bevan
  Diafrijas
  30.
  Malethnah
  77.
  Skin-Shaper
  107.
  Vincent, Ian
  Viavode
  122.
  Woodfield, Jeffery
  Lycanthrope, Werestirge
  73.
  Wu, David
  Resident
  99.
  The Kargatane would also like to
  thank to the many people who
  sent in illustrations with their
  entries.  Although we cannot
  include that artwork in this
  netbook due to memory
  concerns, we may still be able to
  include them in a future edition.
  Keep an eye out for it!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 2nd Edition/Ravenloft/Netbooks/Ravenloft - Terrors from Above.pdf