TEXT: TOME OF
  HORRORS
  Frog God 
  Games
  Swords & Wizardry
  Update
  
  Tome of Horrors
  1
  Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, 
  Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, 
  Jayson ‘Rocky’ Gardner, Zach Glazar, Skeeter Green, Meghan Greene, 
  Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, 
  Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty,  
  Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim,  
  Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb,  
  G. Scott Swift, Greg A. Vaughan, and Bill Webb
  Project Manager: Zach Glazar
  Developers: Edwin Nagy, Patrick Pilgrim, and Bill Webb
  Editors: Edwin Nagy and G. Scott Swift
  Layout and Graphic Design: Charles A. Wright
  Sword & Wizardry Ruleset Conversion: Jeff Harkness
  Cover Illustration: Rasmus Jensen
  Creature Illustration: Dan Houser, Chris McFann, Terry Pavlet; 
  Steven Punter, Artem Shukayev, Joshua Stewart and Michael Syrigos
  CEO
  Bill Webb
  COO (Wizard of Whim)
  Zach Glazar
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Art Director (and still kickin’)
  Charles A. Wright
  Frog God 
  Games
  FROG GOD GAMES IS
  ©2018 Bill Webb, Frog God Games & Necromancer Games. All rights 
  reserved.
  Reproduction without the written permission of the publisher is 
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  A Very Special Thanks to Scott Greene and Alex Kammer for their ongoing support of Frog God Games!
  TOME OF
  HORRORS
  978-1-62283-628-4
  
  Tome of Horrors
  2
  Aerial Assault Kuah-Lij .................3
  Ape, Woods .............................. 4
  Beaver, Armor Plated   ..................5
  Beaver, Prehistoric   ......................6
  Beetle, Cave ................................7
  Beetlor ......................................8
  Bison, Bighorn ........................... 9
  Bulette, Black   .......................... 10
  Bulette, Blue   ........................... 10
  Bulette, Gold   ...........................11
  Bulette, Green   ..........................12
  Bulette, Red   .............................12
  Bulette, Translucent   ...................13
  Cadejo, Dark ............................. 14
  Cadejo, Light .............................15
  Death Cow ................................16
  Devil Dog .................................17
  Dragon Crab  .............................18
  Dragon, Fly   ............................ 19
  Dragon, Mouse ..........................20
  Ferrous Worm .......................... 22
  Folly, The .................................23
  Fungal Folk .............................. 24
  Gem Dog ................................. 25
  Goblin, Elemental Fire ................ 26
  Goblin, Elemental Stone .............. 27
  Goblin, Elemental Water ............. 27
  Goblin, Elemental Wind .............. 28
  Goblin, Elemental Wood ............. 29
  Gremlin, Fuath .......................... 30
  Hamster, Giant Bloodthirsty ..........31
  Hellbender .................................32
  Horned Lord .............................. 33
  Hsagrath ...................................35
  Jaguar, Saber-tooth   ....................36
  Jynx .........................................37
  Kamasuhn .................................38
  Karina ..................................... 39
  Lost Limb ................................40
  Malignant Mouth ....................... 41
  Moose, Two-Toed Horned ........... 42
  Noble Streynor .......................... 43
  Revenant, Hybrid ......................44
  Rhinoceros, Prehistoric  
  (Elasmotherium) ........................ 45
  Rhinoceros, Prehistoric  
  (Embolotherium) ....................... 45
  Shadelocke ................................ 46
  Shadow Captain ......................... 47
  Skeletal Knight .......................... 48
  Spell Parrot ...............................49
  Spider, Demon .......................... 50
  Spider, Prism ............................ 50
  Spökvatten .................................51
  Stone Delver ............................. 52
  Tainted Servant of Tsathogga .........53
  Thaumaturmite ......................... 54
  Undead Swordsman ......................55
  Zombie, Basilisk ....................... 56
  Zombie, Behir .......................... 56
  Zombie, Plague ......................... 57
  Zombie, Purple Worm ............... 57
  Zombie, Pyre ........................... 58
  Zombie, Vrock ......................... 58
  Legal Appendix .......................... 59
  Monsters by Challenge Level ..........61
  Table of Contents
  
  Tome of Horrors
  3
  An incessant clicking and whirring grows louder with each passing 
  second. Something glints of metal in the sun on the horizon. The aerial 
  assault kuah-lij buzzes overhead, laying waste to the feeble creatures on 
  the land below with a savage and explosive strafing run.
  Aerial Assault Kuah-Lij
  Hit Dice: 5
  Armor Class: 3[16]
  Attacks: cog thrower (1d8)
  Saving Throw: 12
  Special: cog thrower, defense cannon, strafing run
  Move: 9/12 (fly)
  Alignment: Chaos
  Number Encountered: 1, 1d4+1, 3d8
  Challenge Level: 6/400
  The kuah-lij are known for their odd inventions, but very few of their 
  contraptions turn out to be dangerous. Not so among the ranks of the 
  aerial assault kuah-lij, who perfected ingenious flying contraptions and 
  deadly cog throwers. The flight suits allow the kuah-lij inventors to take 
  to the skies, while the cog thrower shoots a stream of razor-sharp cogs at 
  their enemies. 
  Some speculate the suits eventually corrupt the minds of the flying 
  kuah-lij, turning them into dangerous aerial combatants. These aerial as-
  sault kuah-lij buzz overhead, laying waste to the feeble creatures on the 
  land below with a savage and explosive strafing run. The bombs dropped 
  during the strafing run explode in a 20ft-radius blast that does 3d8 points 
  of fire damage to any creature caught in the explosion. 
  When the aerial kuah-lij land, a defense cannon mounted on their suit 
  fires a hail of needles at any creature approaching within 20ft. The nee-
  dles do 2d6 points of damage (save for half). 
  Aerial Assault Kuah-lij: HD 5; AC 3[16]; Atk cog thrower 
  (1d8); Move 9 (fly 12); Save 12; AL C; CL/XP 6/400; Special: 
  cog thrower (ranged to-hit roll, stream of razor-sharp cogs), 
  defense cannon (every 1d4 rounds, 20ft radius, hail of 
  needles, 2d6 damage), strafing run (20ft radius blast, ranged 
  to-hit roll, 3d8 fire damage, save for half).
  Aerial Assault Kuah-Lij
  
  Tome of Horrors
  4
  This large ape appears to have symbiotic plants growing on its back 
  and shoulders, almost as if it were a cloak or mantle. Indeed, despite not 
  showing any root system or other sign of natural plant lifecycle, 
  the plants appear in perfect health, blooming and flowering. 
  Towering up to 6 feet tall, the ape also bears antlers which drip 
  flowering vines.
  The woods ape is a bipedal, fur-covered primate. Arms and legs are 
  present where expected, and its eyes are filled with an intelligence that 
  belies its unassuming appearance. A woods ape acts as a mystical 
  grower of all plants, encouraging them, speaking to them, and 
  ensuring they grow healthy and full. Not only is it a preternatural 
  act for a woods ape, it is something it takes great pride in. The 
  origin of the woods ape is shrouded in mystery as the rare creature 
  does not deign to inform those few who encounter them of their 
  life, save that they should tread wearily through their forest garden 
  and not linger or harm the life it contains.
  A woods ape’s connection to its forest is such that it will 
  protect it against all those who seek to harvest it unduly. A 
  humble woodsman can pass through, gathering deadwood or 
  harvesting small plants, as long as it is done with respect. A 
  woods ape will also bargain seeds or rare plants for those who 
  bring it gifts, such as new seeds for it to grow. A callous hunter 
  or other creature who enters the forest without respect will meet 
  with the woods ape’s wrath.
  A woods ape’s forest garden is usually about a mile in diameter, 
  often deep within other forests, or sometimes, a forest sprouting from 
  a grassy plain. All forest domains of a woods ape are dark forests, 
  thick with vegetation and bare of any game trails.
  Woods Ape
  Hit Dice: 8
  Armor Class: 6[13]
  Attacks: 2 claws (1d6)
  Saving Throw: 8
  Special: darkvision, spell-like abilities 
  Move: 12/12 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 9/1100
  Symbiotic plants grow from the back and shoulders of the woods ape, al-
  most as if it were wearing a cloak. Towering up to 6ft tall, the ape also bears 
  antlers that drip flowering vines. The woods ape’s eyes are filled with an in-
  telligence that belies its unassuming appearance. The ape acts as a mystical 
  grower of all plants, encouraging them, speaking to them, and ensuring they 
  grow healtthy and full. At will, they can cast create water, cure disease, neu-
  tralize poison, speak with animals, speak with plants, and plant doorway. 
  Three times per day they can cast call lightning, locate animals, and locate 
  plants; Once per day they can cast plant growth and transport via plants.
  Ape, Woods: HD 8; AC 6[13]; Atk 2 claws (1d6); Move 12 
  (climb 12); Save 8; AL N; CL/XP 9/1100; Special: darkvision 
  (60ft), spell-like abilities.
  Spell-like abilities: at will—create water, neutralize 
  poison, cure disease, speak with animals, speak with 
  plants, plant doorway; 3/day—call lightning, locate 
  animals, locate plants; 1/day—plant growth, transport 
  via plants.
  Ape, Woods
  
  Tome of Horrors
  5
  This creature follows the traditional form of a beaver, but there the 
  similarities end. Instead of fur, these creatures are covered in hard, bony 
  plates.
  The armor-plated beaver resembles nothing so much as a mixture of a 
  sturgeon and a beaver. Their normal slick fur is replaced by thick bony 
  plates, allowing them to build their lodges beneath pounding waterfalls 
  and in raging currents. Their tails are quite strong, capable of pushing 
  them against vastly stronger currents than their smaller cousins.
  Like their cousins, they are generally herbivores but will defend 
  their lodge from intruders to protect their young. The beavers live in 
  family groups within the lodge, with an adult female and adult male in 
  a monogamous pair, and their children, called kits. A kit does not grow 
  its solid armor plating until it reaches its first year. Beyond the family 
  unit, however, the beavers are fiercely territorial. An armor-plated beaver 
  family unit marks its territory by building scent mounds.
  Armor-Plated Beaver
  Hit Dice: 5
  Armor Class: 2[17]
  Attacks: bite (1d6)
  Saving Throw: 12
  Special: none
  Move: 9/12 (swim)
  Alignment: Neutrality
  Number Encountered: 1, 1d2+1, 3d4
  Challenge Level: 5/240
  The armor-plated beaver resembles nothing so much as a mixture of a 
  sturgeon and a beaver. Their normally slick fur is replaced by thick bony 
  plates, allowing them to build their lodges beneath pounding waterfalls 
  and in raging currents. Their tails are quite strong, capable of pushing 
  them against vastly stronger currents than their smaller cousins. 
  Like their cousins, they are generally herbivores but defend their lodge 
  from intruders to protect their young. The beavers live in family groups 
  within the lodge, with an adult female and adult male in a monogamous 
  pair, and their children, called kits. A kit does not grow its solid armor 
  plating until it reaches its first year. 
  Beaver, Prehistoric: HD 5; AC 2[17]; Atk bite (1d6); Move 9 
  (swim 12); Save 12; AL N; CL/XP 5/240; Special: none.
  Beaver, Armor Plated
  
  Tome of Horrors
  6
  Although the tail is thinner than the average beaver, the prehistoric 
  beaver is more than twice the size of its modern kin, with substantially 
  larger canine teeth.
  The beaver of prehistoric times averages over 7 feet long and 3 feet at 
  the shoulder. It is an herbivore, surviving off tree bark and cambium, the 
  soft tissue that grows beneath tree bark, and builds long, low lodges across 
  large rivers. A family of prehistoric beavers can be the cause of an entire 
  village’s demise should they dam the river that passes near it.
  A significant difference between a common beaver and a prehistoric 
  beaver is the length of their teeth; suited to stripping bark, the front 
  incisors are over 5 inches in length, and the beavers use them to defend 
  their lodges.
  Hit Dice: 6
  Armor Class: 5[14]
  Attacks: bite (2d6)
  Saving Throw: 11
  Special: none
  Move: 9/12 (swim)
  Alignment: Neutrality
  Number Encountered: 1, 1d2+1, 3d4
  Challenge Level: 6/400
  The prehistoric beaver averages more than 7ft long and stands 3ft at 
  the shoulder. It is an herbivore with 5in-long front incisors. It survives 
  off tree bark and cambium, the soft tissue that grows beneath tree bark, 
  and builds long, low lodges across large rivers. A family of prehistoric 
  beavers can be the cause of an entire village’s demise should they dam 
  the river that passes near it.
  Beaver, Prehistoric: HD 6; AC 5[14]; Atk bite (2d6); Move 9 
  (swim 12); Save 11; AL N; CL/XP 6/400; Special: none.
  Beaver, Prehistoric
  
  Tome of Horrors
  7
  These large subterranean blind beetles are long and thin. Lacking any 
  capacity for visual stimuli the giant cave beetles have adapted to the deep, 
  permanent night underground.
  Lightless Troglofauna. This species of giant beetle lives only 
  underground, in the deepest caves where light does not shine. Their carapace 
  is a dull white color, and they tend to reach over 4 feet in length over their 
  thin body. They communicate via pheromones and by vibrating their thorax 
  against the rock beneath them, which, due to their sensitive tympanal 
  organs, they are able to hear through many hundreds of feet of stone.
  Armored Hive Insect. This specific variety also have very hard 
  carapaces, often equivalent to iron armor, that make it difficult for 
  underground predators to bite through to damage the insect; should one 
  fall, as well, their death releases strong pheromones that are irritating to 
  most creatures and serve the additional purpose of warning the remaining 
  population of a dangerous predator in their vicinity.
  Cave Beetle
  Hit Dice: 7
  Armor Class: 2[17]
  Attacks: bite (1d8)
  Saving Throw: 9
  Special: death throes
  Move: 9/12/9 (fly/burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d4+1, 2d4
  Challenge Level: 7/600
  These large subterranean blind beetles are long and thin. They lack 
  any capacity for visual stimuli and have adapted to the deep, permanent 
  night underground. Their carapace is a dull white color, and they tend to 
  reach more than 4ft in length over their thin body. They communicate via 
  pheromones and by vibrating their thorax against the rock beneath them. 
  Their carapaces are as hard as iron.
  When a cave beetle is killed, it releases an acidic cloud of gas in a 5ft 
  radius that does 2d6 points of damage. Anyone caught in the cloud can 
  make a saving throw for half damage. These pheromones serve to warn 
  other cave beetles of a nearby threat.
  Beetle, Cave: HD 7; AC 2[17]; Atk bite (1d8); Move 9 (fly 12, 
  burrow 9); Save 9; AL N; CL/XP 7/600; Special: death throes 
  (5ft radius acidic cloud, 2d6 damage, save for half).
  Beetle, Cave
  
  Tome of Horrors
  8
  Beetlors are subterranean, insectoid predators. They have shiny orange 
  carapaces and yellowish underbellies. Their claws are harder than steel, 
  allowing them to burrow through stone.
  Beetlor
  Hit Dice: 7
  Armor Class: 5[14]
  Attacks: bite (2d8), 2 claws (1d6)
  Saving Throw: 9
  Special: gaze 
  Move: 12/12 (burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d4+2
  Challenge Level: 8/800
  Beetlors are subterranean, insectoid predators. They have shiny orange 
  carapaces and yellowish underbellies. Their claws are harder than steel, 
  allowing them to burrow through stone. Anyone within 30ft meeting the 
  gaze of the beetlor’s multifaceted eyes must make a saving throw or act 
  randomly. Roll 1d8 and check the following table to determine the crea-
  ture’s action for its next turn:
  1d8
  Action
  1–4 
  Do nothing
  5–6
  Flee at top speed
  7–8
  Attack random nearby creature 
  Beetlor: HD 7; AC 5[14]; Atk bite (2d8), 2 
  claws (1d6); Move 12 (burrow 12); Save 9; 
  AL N; CL/XP 8/800; Special: gaze.
  Beetlor
  
  Tome of Horrors
  9
  The bighorn bison, a towering behemoth, roams 
  tall-grassed steppes from one forage site to the 
  next. Two massive horns spiral upward from the 
  base of its skull, and another pair curls outward 
  and down. The polycerate bovine’s face is covered 
  with additional lesser horns and keratinous 
  growth, creating a warlike visage both fearsome 
  and defensively practical. The bighorn bison will 
  use its immense bulk and natural weapons to stampede a 
  destruction upon any foe that frightens or enrages it.
  Bighorn Bison
  Hit Dice: 6
  Armor Class: 5[14]
  Attacks: gore (3d8), kick (2d6)
  Saving Throw: 11
  Special: trample
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 1d4+1, 
  3d10
  Challenge Level: 6/400
  The towering bighorn bison roams tall-
  grassed steppes from one forage site to the 
  next. Two massive horns spiral upward from the base 
  of its skull, and another pair curls outward and down. The 
  bovine’s face is covered with additional lesser horns and 
  keratinous growth, creating a warlike visage both fearsome 
  and defensively practical. Standing 8ft tall and weighing 
  more than 2000 pounds, the steppe bison as it is also called 
  appears docile, even lazy, but may fly into a rage. They 
  can sweep their heads to gore opponents, and can deliver 
  a devastating kick. If the bison travels at least 20ft in a 
  line toward a target and then hits with a gore attack, the 
  target must make a saving throw or be knocked prone and 
  be trampled for 4d6 points of damage. 
  Bison, Bighorn: HD 6; AC 5[14]; Atk gore (3d8), kick (2d6); 
  Move 15; Save 11; AL N; CL/XP 6/400; Special: trample (20ft 
  charge, if gore hits, save or 4d6 damage). 
  Bison, Bighorn
  
  Tome of Horrors
  10
  While ancient apocrypha may persuade us that the bulette was an 
  arcane creation from the flesh vats of an ancient wizard, little is ever said 
  in the ancient texts about the lengths his one-time apprentice went to in 
  order to outstrip his master. By creating and adding a planar loom to 
  his own vats, this mad apprentice was able to bind fixed threads of 
  extraplanar energies to the already potent essences of snapping 
  turtle, armadillo, and demon ichor. Thus were born the 
  polychromatic bulettes.
  At least six rare types are known, and each 
  is unique in its coloring, temperament, and 
  abilities. While technically immortal 
  until killed, they are also thankfully 
  few in number and cannot breed. Each 
  polychromatic bulette is a singular 
  creature issued forth from the chaotic 
  apprentice’s flesh vats and planar looms. 
  As to how long even a mad wizard 
  lives and where his island retreat can 
  be found, none can say. But it is known 
  that examples of his crazed experiments 
  have escaped to the mainland over the 
  course of time.
  Each type of polychromatic bulette resembles its 
  lesser cousin species in general shape and form but 
  comes in a surprising array of relative abilities and 
  color markings. Because of their dual-plane origins, 
  polychromatic bulettes are always detectable by divination 
  spells that detect the presence of magic.
  Black Bulette
  Hit Dice: 15 
  Armor Class: –4[23]
  Attacks: bite (4d12), 2 claws (2d6)
  Saving Throw: 3
  Special: breath weapon, detect good and evil, immune 
  to fire, infernal prison, leaping, magic resistance, stench, 
  telepathy  
  Move: 15/9 (burrow)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 19/4100
  The shambling, aggressive black bulette is much more than its bestial 
  countenance might at first indicate: It serves as a prison cell for an in-
  carcerated demon or devil. As punishment for breaking an infernal law, 
  each imprisoned demon or devil has been sentenced to serve thousands 
  of years trapped inside the black bulette. If a black bulette is killed, its 
  body shatters into shards of obsidian glass, freeing the demon or devil 
  imprisoned within (Referee’s discretion). The infernal creature offers one 
  favor in payment for freeing it (although the demon or devil tries to twist 
  the wording of the favor in its favor). 
  Once every 1d4 rounds, a black bulette can exhale fire in a 60ft cone. 
  Any creature caught in the blast takes 8d6 points of damage unless it 
  makes a saving throw for half damage.
  An infernal stench surrounds a black bulette in a 120ft radius. Any 
  creature that smells the stench must make a saving throw or be nauseated 
  (–2 to hit and saves for 1d6 hours). Black bulettes are resistant to magic 
  (15%).
  Black Bulette: HD 15; AC –4[23]; Atk bite (4d12) and 2 claws 
  (2d6); Move 15 (30ft leap) (burrow 9); Save 5; AL C; CL/XP 
  19/4100; 
  Special: breath weapon (every 1d4 rounds, 60ft cone 
  of fire, 8d6 damage, save for half), detect good and 
  evil (30ft radius), immune to fire, infernal prison (body 
  contains a demon or devil that is freed upon death), 
  leaping (30ft leap), magic resistance (15%), stench 
  (120ft radius, save or nauseated, –2 to hit and saves for 
  1d6 hours), telepathy (120ft).
  Blue Bulette
  Hit Dice: 12 
  Armor Class: –2[21]
  Attacks: bite (4d12 + 1d6 electricity)
  Saving Throw: 3
  Special: darkvision, death throes, electric stomp, immune to 
  lightning
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 1d6+1
  Challenge Level: 16/3200
  The blue bulette is remarkable for its cerulean armor plates, frilled 
  head carapace, and single short horn. Unlike their more subterrestrial 
  Bulette
  
  Tome of Horrors
  11
  cousins, blue bulettes are herbivores and spend their lives entirely above 
  ground. Aggressive when disturbed, it defends its territory (everything 
  in sight) against any perceived threat. Three times per day, a blue bulette 
  can stomp the ground to deliver an electrical shock to every creature 
  within a 90ft radius. The electrical charge does 4d6 points of damage 
  unless the targets make a saving throw for half damage. 
  If a blue bulette is killed, its body detonates in a roar of thunder that 
  deafens any creatures within 150ft for 1 round (save resists).
  Blue Bulette: HD 12; AC –2[21]; Atk bite (4d12 + 1d6 
  electricity) and 2 claws (3d6); Move 15; Save 3; AL N; CL/
  XP 16/3200; Special: darkvision (60ft), death throes (body 
  explodes in a roar of thunder, deafens all within 150ft for 
  1 round, save resists), electric stomp (3/day, 80ft-radius 
  electrical charge, 4d6 electrical damage, save for half), 
  immune to lightning.
  Gold Bulette
  Hit Dice: 14 
  Armor Class: –1[20]
  Attacks: bite (5d12) and 2 claws (3d6)
  Saving Throw: 3
  Special: curse, darkvision, detect good and evil, death 
  throes, magic resistance (25%), spell-like abilities
  Move: 15/15 (burrow)
  Alignment: Law
  Number Encountered: 1, 1d2
  Challenge Level: 17/3500
  In contrast to its brutish and nonsentient brethren, the gold bulette is 
  an intelligent though reclusive creature. Feeding primarily on minerals 
  found in mountain ranges, it finds gemstones an especially favored treat 
  and bargains with other creatures in exchange for them. With its thor-
  ough knowledge of the underground, the gold bulette possesses a wealth 
  of information.
  If a gold bulette is killed, its body erupts in a blinding flash of light 
  that permanently blinds any creature within 30ft until healed (save 
  avoids). If creatures kill a gold bulette, they incur a curse that affects 
  all future saving throws. The cursed creature has a 50% chance of 
  a +4 bonus or –4 penalty on the saving throw until remove curse is 
  cast to end the effect. 
  Gold bulettes are resistant to magic (25%), and can cast 
  various spells at will: cure serious wounds, disintegrate, 
  fireball, fly, lightning bolt, and magic missile. 
  Gold Bulette: HD 14; AC –1[20]; Atk bite 
  (5d12) and 2 claws (3d6); Move 15 (burrow 
  15); Save 3; AL L; CL/XP 17/3500; Special: curse 
  (killing bulette incurs +4 or –4 to each future 
  save [50% chance] until remove curse), darkvision 
  (60ft), detect good and evil (30ft radius), death 
  throes (30ft radius, blinding flash, save or blinded), 
  magic resistance (25%), spell-like abilities.
  Spell-like abilities: at will— cure serious wounds, 
  disintegrate, fireball, fly, lightning bolt, magic 
  missile, teleport.
  
  Tome of Horrors
  12
  Green Bulette
  Hit Dice: 14
  Armor Class: –1[20] or –4[23] (gaseous)
  Attacks: bite (5d12), 2 claws (3d6)
  Saving Throw: 3
  Special: death throes, gaseous form
  Move: 15/15 (fly)
  Alignment: Neutrality
  Number Encountered: 1, 1d2 
  Challenge Level: 17/3500
  The green bulette placid-
  ly wanders forested and 
  mountainous areas seeking 
  prey. While it certainly can 
  kill smaller creatures with a 
  mere bite, it prefers to stalk the 
  largest animals it can locate. 
  Any damaging attack upon 
  a 
  green bulette triggers a reflex-
  ive 
  shift to its gaseous state, and 
  when hunting, a green bulette 
  actively seeks to provoke such attacks to turn itself into 
  a 
  deadly cloud. Anyone caught in the poisonous gaseous cloud 
  of 
  the green bulette’s form takes 5d6 points of damage unless 
  they 
  make a saving throw for half damage. The green bulette 
  can 
  move quickly in this gaseous state to continue track-
  ing 
  prey, returning to its solid form to continue attacking.
  Green Bulette: HD 14; AC –1[20] or –4[23] (gaseous); Atk 
  bite (5d12) and 2 claws (3d6); Move 15 (fly 15); Save 3; AL N; 
  CL/XP 17/3500; Special: death throes (implodes in a burst of 
  emerald dust, save to avoid choking and coughing for 1d4 
  rounds), gaseous form (10ft poisonous cloud, 5d6 damage, 
  save for half). 
   
  Red Bulette
  Hit Dice: 10
  Armor Class: –1[20]
  Attacks: bite (5d12), 2 claws (3d6)
  Saving Throw: 5
  Special: detect metal, heat, immune to fire, swallow whole, 
  vanish underground
  Move: 15/18 (burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d2+1
  Challenge Level: 15/2900
  The red bulette spends much of its time underground, feeding 
  on the rare minerals and rocks found there. With a skin tem-
  perature that varies between 500º F and 1200º F, the red bulette 
  moves through bedrock and earth by swimming through it at its 
  full movement rate. While not necessarily carnivorous, they are 
  attracted to all refined metals and happily swallow a warrior for 
  the metal content of its weapons and armor. Red bulettes like rare 
  metals (refined or raw ore) best of all. This makes the mere sight-
  ing of one in the wild a real and present threat to any local treasure 
  vaults or royal economies.
  The red bulette often burrows 20ft underground, then surfaces be-
  low one or more creatures to attack. Any character in a 10ft area must 
  make a saving throw to avoid being knocked prone and splashed with 
  globules of molten rock (2d6 damage, save for half). If the bulette rolls a 
  natural 20 to hit, it swallows its opponent whole, doing an automatic 2d6 
  points of damage per round.
  If attacked by a larger foe, the red bulette heats its skin to the point 
  that it simply sinks into the rock to escape.  
  Red Bulette: HD 10; AC –1[20]; Atk bite (5d12) and 2 claws 
  (3d6); Move 15 (burrow 18); Save 5; AL N; CL/XP 15/2900; 
  Special: detect metal (60ft), heat (10ft radius, 2d6 damage 
  
  Tome of Horrors
  13
  per round, save for half), immune to fire, swallow whole 
  (natural 20 to hit, automatic 2d6 damage per round), vanish 
  underground (sink into earth to escape).
  Translucent Bulette
  Hit Dice: 15
  Armor Class: 0[19] or –4[23] (Astral Plane)
  Attacks: bite (5d12), 2 claws (3d6)
  Saving Throw: 3
  Special: +1 or better magic 
  weapons to hit, astral portal, 
  astral traveler, detect good, 
  invulnerable (on Prime Material 
  Plane), swallow whole
  Move: 18/24 (fly)
  Alignment: Neutrality
  Number Encountered: 1, 1d2
  Challenge Level: 19/4100
  The translucent bulette ap-
  pears as a ghostly version of its 
  more material cousins. Existing 
  in equal portions on the Prime 
  Material and Astral Planes, its phys-
  ical form is insubstantial on the Prime 
  Material Plane, and only dimly perceived on 
  both planes. As such, it cannot be harmed on the Prime 
  Material Plane by any weapons or spells. Instead, it must be 
  tracked to the Astral Plane to fight it, where it can be hit only 
  by magic weapons.
  On the Material Plane, the bulette can materialize in a single round to at-
  tack. Its bite is deadly, but if it rolls 4 higher than needed to hit, it swallows 
  its target whole. The swallowed creature is immediately transported to the 
  Astral Plane. Similarly, any melee attack on the Prime Material Plane that 
  hits actually passes right through the bulette’s form. The attacker must 
  make a saving throw or also be transported to the Astral Plane. 
  The translucent bulette can detect good (or evil) in a 30ft radius.
  Translucent Bulette: HD 15; AC 0[19] or –4[23] (Astral Plane); 
  Atk bite (5d12) and 2 claws (3d6); Move 18 (fly 24); Save 3; 
  AL N; CL/XP 19/4100; Special: +1 or better magic weapons 
  to hit, astral portal (any successful hit on Prime Material 
  Plane causes attacker to fall through to Astral Plane, save 
  avoids), astral traveler (shift planes in 1 round), detect good 
  (30ft radius), invulnerable (on Prime Material Plane, all 
  damage passes through form), swallow whole (any to-hit roll 
  4 higher than needed, target vanishes and is transported to 
  Astral Plane).
  
  Tome of Horrors
  14
  The cadejo is a fey creature that resembles a large dog with glowing 
  red eyes. Cadejo come in two colors — the benevolent light cadejo and 
  the evil dark cadejo. The light cadejo is a guardian of travelers, drunkards, 
  and the lost, often following at a distance and protecting its chosen charge 
  as it makes its way home. The dark cadejo is everything that its good 
  counterpart is not. It revels in causing fear and terrifying lone travelers, 
  using its stench and hypnotic powers to render its prey helpless, then 
  killing them at its leisure.
  Fortunately for the lone traveler, the light cadejo is bound to undo 
  the evil committed by its dark counterpart and can sense any 
  evil committed by a dark cadejo within one mile. In such cases 
  the light cadejo is drawn to the place, where its very presence 
  nullifies the dark cadejo’s powers. Less fortunately, dark cadejo 
  invariably outnumber the light, and confrontations between the 
  two are always fights to the death.
  Cadejo, Dark
  A coat black as night with glowing red eyes and a fierce 
  expression, this odd beast looks like a dog but is the size of a 
  Medium humanoid.
  Dark Cadejo
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: bite (2d6), 2 claws (1d6)
  Saving Throw: 8
  Special: darkvision, nullification, paralysis, stench
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 9/1100
  The dark cadejo’s coat is as black as night, and 
  the large dog has glowing red eyes and a fierce 
  expression. Anyone meeting the creature’s gaze 
  must make a saving throw or be paralyzed for 1d4 
  rounds. Within 10ft of the creature, its horrible 
  stench causes anyone who fails a saving throw to be 
  sickened for 1d3 hours.
  Cadejo, Dark: HD 8; AC 3[16]; Atk bite (2d6), 2 claws (1d6); 
  Move 12; Save 8; AL C; CL/XP 9/1100; Special: darkvision 
  (60ft), nullification (120ft of light cadejo, loses stench, 
  paralysis), paralysis gaze (30ft range, save or paralyzed for 
  1d4 rounds), stench (10ft radius, sickened for 1d3 hours, –1 to 
  hit and damage, save avoids). 
  Cadejo
  
  Tome of Horrors
  15
  Cadejo, Light
  Light Cadejo
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: bite (2d6), 2 claws (1d6)
  Saving Throw: 8
  Special: darkvision, nullification, restorative touch
  Move: 12
  Alignment: Law
  Number Encountered: 1
  Challenge Level: 9/1100
  The light cadejo’s coat is a pure, blinding white, and the large dog 
  has glowing gold eyes. Light cadejos work to undo the evil of the dark 
  cadejos, healing anyone they meet who has suffered injury at the bite and 
  claws of the darker beasts. If a light cadejo comes within 120ft of a dark 
  cadejo, it nullifies the latter’s paralyzing gaze and stench. Three times 
  per day, a light cadejo can touch a creature and cast its choice of cure 
  disease, cure serious wounds, or restoration.
  Cadejo, Light: HD 8; AC 3[16]; Atk bite (2d6), 2 claws (1d6); 
  Move 12; Save 8; AL L; CL/XP 9/1100; Special: darkvision 
  (60ft), nullification (120ft radius, nullifies dark cadejo’s stench, 
  paralysis), restorative touch (3/day, cure disease, cure 
  serious wounds, or restoration).
  
  Tome of Horrors
  16
  Rumors tell of a beast that looks like every other 
  member of a peaceful herd of cattle. Without warning, 
  it’s said to rise up on its hind legs, eyes blazing with 
  the red flames of hatred, and fling itself upon terrified 
  herders, cunningly gripping a mighty two-handed 
  sword in its cruel front hooves!
  Death Cow
  Hit Dice: 7
  Armor Class: 5[14]
  Attacks: bastard sword (1d8), bite (1d8)
  Saving Throw: 9
  Special: bovine master, cattle guise, death throes, war moo
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 1d6+1, 3d10
  Challenge Level: 7/600
  The fearsome monsters known as death cows are travelers from an 
  alternate reality where bovines are the dominant life form, and other 
  lesser species serve the mighty Cow Queen as chattel and beasts of bur-
  den. Dispatched to this reality, the death cows are tasked with bringing 
  liberation to their enslaved brethren on cattle ranches and dairy farms 
  across the Material Plane.
  These emissaries of their monarch hide among normal cows, fo-
  menting rebellion and whispering tales of the freedom and liberty of 
  their world. To their intense frustration, bovines of other planes either 
  ignore their entreaties to rebel or are actively hostile, attacking these 
  interlopers and driving them out. This has not discouraged the death 
  cows, who continue to issue calls for revolt and the destruction of the 
  humans, halflings, and dwarves who hold the race of cows as pris-
  oners.
  Death cows emerge from herds of cattle in the hope 
  that their fellow beasts will follow them, but they are 
  not above using their natural abilities to control cows and 
  use them as allies in battle, leading the herd to the sound of the 
  terrifying war moo that deafens any creature within 30ft for 1d4 
  rounds unless they make a saving throw. While hiding among nor-
  mal cows, other creatures have a 1-in-6 chance to spot the death cow.
  Death Cow: HD 7; AC 5[14]; Atk bastard sword (1d8), bite 
  (1d8); Move 12; Save 9; AL C; CL/XP 7/600; Special: bovine 
  master (control 1d6 cows within 30ft as charm monster), 
  cattle guise (appear as normal cow, 1-in-6 chance to 
  detect), death throes (30ft radius explosion, 4d6 fire 
  damage, save for half), war moo (every 1d4 rounds, 30ft 
  radius, save or deafened for 1d4 rounds).
  Death Cow
  
  Tome of Horrors
  17
  Devil Dog
  Hit Dice: 9
  Armor Class: 5[14]
  Attacks: bite (2d6), 2 claws (2d4)
  Saving Throw: 6
  Special: +1 or better magic or silver weapons to hit, 
  darkvision, devil’s sight, immunities, resist cold
  Move: 18/12 (climb)
  Alignment: Chaos
  Number Encountered: 1, 1d2
  Challenge Level: 10/1400
  The devil dog is a terrifying creature, with a brow containing three 
  sets of eyes, and a long snout full of jagged, alligator-like teeth. Red 
  leathery skin stretches across the skull and the disproportionate body, 
  and a skeletal red tail slinks behind it as it hunts the layers of Hell. The 
  devil dog is a lesser devil, often employed to hunt down those few souls 
  who escape from the arch-devils. The devil dog can smell a soul whose 
  true name it knows. The devil dog cannot and will not rest until it locates 
  the creature, sniffing out its soul — even if that soul leaves its body for 
  another. None can avoid paying an arch-devil its due.
   
  Devil Dog: HD 9; AC 5[14]; Atk bite (2d6), 2 claws (2d4); 
  Move 18 (climb 12); Save 6; AL C; CL/XP 10/1400; Special: 
  +1 or better magic or silver weapons to hit, darkvision (60ft), 
  devil’s sight (can see through magical darkness), immunities 
  (charm, fire, poison), resists cold.
  Devil Dog
  
  Tome of Horrors
  18
  The pile of treasure shifts and slides away, revealing the form of an 
  impossibly huge crab, its thick carapace studded with gold and gems.
  Dragon Crab
  Hit Dice: 12
  Armor Class: 0[19]
  Attacks: 2 pincers (2d8 + crush), 4 legs (1d8)
  Saving Throw: 3
  Special: +1 or better magic weapons to hit, crush, darkness 
  15ft radius, darkvision, immune to bladed weapons, magic 
  resistance (20%), riptide, spells
  Move: 18/12 (swim)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 16/3200
  Dragon crabs are about 60ft in diameter, with pincers each as large 
  as an elephant. Many dragon crabs line their shells with gaudy precious 
  metals and stones, both for aesthetic reasons and to disguise themselves 
  as piles of sunken treasure. Such crabs then bury themselves in loose 
  sand and wait for unsuspecting adventurers to swim close and be am-
  bushed. When not gem-encrusted, dragon crab shells are deep orange 
  and grey, with patches of pale blue on the legs. 
  Dragon crabs tend to be greedy, both in their carnivorous appetite and 
  for treasure. Like some dragons, they often amass vast piles of gems, 
  coins, and any other wealth that can survive at the bottom of the sea. 
  Some also collect shipwrecks to decorate their lairs. Dragon crabs enjoy 
  the pain of living creatures, especially intelligent ones, and often make a 
  hobby of devising clever means to lure humanoids to their lairs to make 
  them suffer for entertainment. 
  Dragon crabs attack with their massive pincers. Creatures hit by a 
  pincer must make a saving throw to avoid being grabbed by the claw. A 
  creature that is grabbed automatically takes 2d8 points of damage each 
  round as it is crushed. 
  Dragon crabs are immune to nonmagical weapons entirely, and can 
  be hit only by blunt magic weapons. Bladed weapons bounce off their 
  thick shells. They are resistant to magic (20%), and cast spells as a 12th-
  level druid. Due to their magical nature, surface waters in a 4-mile radius 
  above the dragon crab’s lairs are prone to strange currents, unpredictable 
  winds, and even whirlpools. The dragon crab has no control over these. 
  Three times per day in its lair, however, it can cause any pools of water 
  within 120ft to surge like a riptide to drag enemies about. 
  Dragon Crab: HD 12; AC 0[19]; Atk 2 pincers (2d8 + crush), 4 
  legs (1d8); Move 15 (swim 18); Save 3; AL C; CL/XP 16/3200; 
  Special: +1 or better blunt weapons to hit, crush (automatic 
  2d8 damage, save at –4 to escape), darkness 15ft radius (at 
  will, as spell), darkvision (60ft), immune to bladed weapons, 
  magic resistance (20%), riptide (3/day, 120ft radius, water 
  surge, save or pulled 2d10ft), spells (5/4/4/4/3/2/1).
  Spells: 1st—detect magic (x2), faerie fire (x2), purify 
  weather; 2nd—cause light wounds, heat metal, 
  obscuring mist, warp wood; 3rd—call lightning (x2), 
  hold animal, protection against fire; 4th—animal 
  summoning I, cause serious wounds (x2), dispel magic; 
  5th—control winds, transmute rock to mud, wall of fire; 
  6th—conjuration of fire elementals, finger of death; 
  7th—confusion. 
  Dragon Crab
  
  Tome of Horrors
  19
  Dragon, Fly
  The flitting creature reveals itself to be a tiny, colorful dragon, the 
  size of an insect.
  Fly Dragon
  Hit Dice: 3
  Armor Class: 2[17]
  Attacks: bite (1d4), 2 claws (1d3)
  Saving Throw: 14
  Special: breath weapon, immune to fire
  Move: 6/24 (fly)
  Alignment: Any
  Number Encountered: 1, 1d4+1
  Challenge Level: 3/60
  Fly dragons are dragon-like creatures the size of dragonflies that flit 
  between their enemies like hummingbirds of doom, relying on their breath 
  weapons to wreak havoc on their foes. Fly dragons come in many colors 
  and combinations of colors, but these tell observers nothing about 
  their temperaments or abilities. Three times per day, fly dragons 
  can breathe a cone of fire that does 1d6 points of fire damage to 
  creatures within 5ft. 
  Fly Dragon: HD 3; AC 2[17]; Atk bite (1d4), 2 claws 
  (1d3); Move 6 (fly 24); Save 14; AL Any; CL/XP 3/60; 
  Special: breath weapon (3/day, 5ft cone, 1d6 fire 
  damage), immune to fire.
  Dragons
  
  Tome of Horrors
  20
  Dragon, Mouse
  The tiny mouse dragon appears to be a 
  monstrous mixture of mouse and dragon, 
  with the body and legs of a sparsely furred 
  mouse, with reptilian wings and a long 
  furless tail covered in scales. Mouse 
  dragons often go unseen, able to move about 
  underfoot and hide in the walls until their nests 
  are discovered. Their sharp teeth let them 
  burrow through stone and wood, and they can 
  make short work of any material short of metal. 
  Like their larger dragon brethren, mouse dragons 
  are hoarders who stuff their lairs with stolen treasure. 
  Vulgar Mouse Dragon  
  (Draco Muridae Vulgaris)
  Hit Dice: 3
  Armor Class: 8[11]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 14
  Special: none
  Move: 9/6/9 (burrow, climb)
  Alignment: Chaos
  Number Encountered: 1, 1d4+1, 3d8
  Challenge Level: 4/120
  The vulgar mouse dragon is the most common type 
  encountered. It lacks the breath weapon some of the other 
  mouse dragons employ. The vulgar mouse dragon is heinous 
  and cares nothing for its environment, fleeing with as much 
  of its hoard as it can carry should it come under attack.
  Vulgar Mouse Dragon (Draco Muridae Vulgaris): HD 3; AC 
  8[11]; Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 
  9); Save 14; AL C; CL/XP 4/120; Special: none.
  Platinum Mouse Dragon  
  (Draco Muridae Platina)
  Hit Dice: 4
  Armor Class: 6[13]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 13
  Special: breath weapon, immunities, spell-like abilities
  Move: 9/6/9 (burrow, climb)
  Alignment: Law
  Number Encountered: 1, 1d2+1
  Challenge Level: 5/240
  The platinum mouse dragon (draco muridae platina), the rarest mouse 
  dragon, is a natural illusionist and the only mouse dragon capable of true 
  speech. Three times per day, they can breathe a line of radiant energy in a 
  10ft line that does 3d6 points of damage (save for half). Platinum mouse 
  dragons are immune to acid, fire, and lightning. 
  Platinum Mouse Dragon (Draco Muridae Platina): HD 4; AC 
  6[13]; Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 
  9); Save 13; AL L; CL/XP 5/240; Special: breath weapon (3/
  day, 10ft line of radiant energy, 3d6 damage, save for half), 
  immunities (acid, fire, lightning), spell-like abilities.
  Spell-like abilities: at will—magic missile, phantasmal 
  force; 1/day—detect invisibility, invisibility.
  Electrum Mouse Dragon  
  (Draco Muridae Viridi)
  Hit Dice: 3
  Armor Class: 6[13]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 14
  Special: breath weapon, immune to lightning
  Move: 9/6/9 (burrow, climb)
  Alignment: Law
  Number Encountered: 1, 1d4+1
  Challenge Level: 4/120
  The electrum mouse dragon (draco muridae viridi) collects treasure 
  to line its nest, and is often found in castles, manor homes, and other 
  wealthier establishments. Three times per day, the electrum mouse dragon 
  can breathe lightning in a 10ft line that does 3d6 points of damage (save 
  for half). Electrum mouse dragons are immune to lightning.
  Electrum Mouse Dragon (Draco Muridae Viridi): HD 3; AC 
  6[13]; Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 
  9); Save 14; AL L; CL/XP 4/120; Special: breath weapon 
  (3/day, 10ft line of lightning, 3d6 damage, save for half), 
  immune to lightning.
  
  Tome of Horrors
  21
  Gold Mouse Dragon  
  (Draco Muridae Aurum)
  Hit Dice: 4
  Armor Class: 7[12]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 13
  Special: breath weapon, immune to lightning
  Move: 9/6/9 (burrow, climb)
  Alignment: Law
  Number Encountered: 1, 1d6+1
  Challenge Level: 5/240
  The gold mouse dragon (draco muridae aurum) is a gold-colored rodent 
  with scales and wings. They are often found living near royalty, and many 
  times act as the smallest protectors of the crown. Three times per day, they 
  can breathe a 10ft line of fire that does 3d6 points of damage. They are 
  immune to fire. Many see gold mouse dragons as good luck (although they 
  still don’t want them living inside their walls).
  Gold Mouse Dragon (Draco Muridae Aurum): HD 4; AC 7[12]; 
  Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 9); 
  Save 13; AL L; CL/XP 5/240; Special: breath weapon (3/day, 
  10ft line of fire, 3d6 damage, save for half), immune to fire.
  Silver Mouse Dragon  
  (Draco Muridae Argenti)
  Hit Dice: 3
  Armor Class: 8[11]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 14
  Special: breath weapon, immune to cold
  Move: 9/6/9 (burrow, climb)
  Alignment: Law
  Number Encountered: 1, 1d4+1
  Challenge Level: 4/120
  The silver mouse dragon (draco muridae argenti) is a shimmering 
  rodent often found inside the walls of temples or other locations where 
  silver is displayed openly. The tiny rodents line their nests with pilfered 
  silver. Three times per day, they can breathe a 10ft line of cold that does 
  3d6 points of damage. They are immune to cold.   
  Silver Mouse Dragon (Draco Muridae Argenti): HD 3; AC 
  8[11]; Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 
  9); Save 14; AL L; CL/XP 4/120; Special: breath weapon (3/
  day, 10ft line of cold, 3d6 damage, save for half), immune 
  to cold.
  Copper Mouse Dragon  
  (Draco Muridae Aeris)
  Hit Dice: 4
  Armor Class: 6[13]
  Attacks: bite (1d6), 2 claws (1d4)
  Saving Throw: 13
  Special: breath weapon, immune to acid
  Move: 9/6/9 (burrow, climb)
  Alignment: Law
  Number Encountered: 1, 1d8+1
  Challenge Level: 5/240
  The copper mouse dragon (draco muridae aeris) is an agreeable creature 
  that often seeks to protect the structure it inhabits. Three times per day, 
  they can breathe a 10ft line of acid that does 3d6 points of damage. They 
  are immune to acid.
  Copper Mouse Dragon (Draco Muridae Aeris): HD 4; AC 
  6[13]; Atk bite (1d6), 2 claws (1d4); Move 9 (burrow 6, climb 
  9); Save 13; AL L; CL/XP 4/120; Special: breath weapon (3/
  day, 10ft line of acid, 3d6 damage, save for half), immune 
  to acid.
  
  Tome of Horrors
  22
  Ferrous Worm
  Hit Dice: 5
  Armor Class: 4[15]
  Attacks: bite (1d8 + disease)
  Saving Throw: 12
  Special: camouflage, detect metal and gemstones, 
  disease, shock 
  Move: 12/12 (burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d3+1
  Challenge Level: 7/600
  These semi-intelligent subterranean creatures are found almost 
  exclusively in treasure hoards where masses of metallic coins are 
  present. Originally from the Quasi-Elemental Plane of Minerals, 
  ferrous worms require close contact with metallic objects to maintain 
  their bodily functions, much like fish require water. They burrow 
  deeply into large accumulations of treasure, attacking anyone who 
  disturbs their surrogate home.
  Ferrous worms attack by clamping their metal teeth onto their 
  victims. Any creature bitten by a ferrous worm must make a saving 
  throw or contract a blood disease that does 1d6 points of damage per 
  day until cured. This disease is the result of a sudden injection of heavy 
  minerals into the system, including lead, mercury, beryllium, and lithium. 
  Victims experience abdominal pains, headaches, short-term memory 
  problems, and eventually seizures before they die. 
  A ferrous worm can detect metal and gemstones within 60ft. Every 1d6 
  rounds, the ferrous worm can release a static charge in its body that shocks 
  anyone within 5ft for 2d8 points of damage (save for half). A ferrous worm 
  is difficult to spot in rocky terrain or in the treasure piles they inhabit (1-
  in-6 chance to spot). 
  Ferrous Worm: HD 5; AC 4[15]; Atk bite (1d8 + 1d6 poison); 
  Move 12 (burrow 12); Save 12; AL N; CL/XP 7/600; Special: 
  camouflage (1-in-6 chance to detect in rocky terrain), 
  detect metal and gemstones (60ft radius), disease (1d6 
  damage per day until cured), shock (every 1d6 rounds, 5ft 
  range, target takes 2d8 electrical damage, save for half).
  Ferrous Worm
  
  Tome of Horrors
  23
  The Folly
  Hit Dice: 3
  Armor Class: 6[13]
  Attacks: +1 longsword (1d8+1) or +1 shortbow x2 
  (1d6+1)
  Saving Throw: 14
  Special: darkvision, spell-like abilities, wild 
  misperception 
  Move: 6/12 (fly)
  Alignment: Chaos
  Number Encountered: 1, 1d4+1, 3d6+2
  Challenge Level: 6/400
  The folly is a tiny humanoid that resembles a grey-
  skinned cross between a pixie and a goblin, with red and 
  brown butterfly wings, like fresh blood splattered over older, 
  dried blood. Originally corrupt, these fey long ago adopted 
  t h e 
  values of a Lawful life, following the tenets of justice, respect, honesty, 
  valor, and generosity (and many others). Unfortunately, their innate 
  corruption made them so intrinsically, innately evil, that even after 
  they decided to be good, they were so bad at it that everything they did, 
  nevertheless, still turned out to be evil. This earned them the name “the 
  folly” because all the time spent learning goodness turned out to be folly.
  The folly wear little suits of gleaming armor and are always terribly 
  honest and courteous in the horrible things they say. “Why did you 
  burn that house down?” “You asked us to clean it! It’s very clean now! 
  Why, you almost can’t tell there was ever a house there!” In fact, the 
  folly misunderstand almost anything said to them in the most horrible 
  ways possible. For example, if asked, “Please make those children new 
  shoes,” they will happily slay the children and use their skins to make new 
  shoes. They don’t do this on purpose. They just get absolutely everything 
  horribly, horribly wrong whenever it is at all possible to do so. Even when 
  they do properly understand a request, they find a horrible way to execute 
  it. For example, if asked, “Please bring me a glass of water,” they might 
  steal a poor family’s only nice glass or open a gateway to the Elemental 
  Plane of Water, flooding the town, just to fill the glass. 
  The folly are exceptional spellcasters, which makes them even more 
  dangerous as they try to please everyone. If at least 10 folly gather, they 
  are capable of casting earthquake, gate, and reverse gravity once a month. 
  These spells are often cast in some misguided effort to help, but end up 
  causing horrible destruction and death.
  The Folly: HD 3; AC 6[13]; Atk +1 longsword (1d8+1) or +1 
  shortbow x2 (1d6+1); Move 6 (fly 12); Save 14; AL C; CL/
  XP 6/400; Special: darkvision (60ft), spell-like abilities, wild 
  misperception (misinterpret anything asked of them).
  Spell-like abilities: at will—charm person, magic missile, 
  mirror image, phantasmal force; 1/day—dispel magic, 
  fear, fireball; 1/week—animate object, plant growth, 
  polymorph others; 1/month—earthquake, gate, 
  reverse gravity.
  Note: At least 10 folly must gather to cast earthquake, 
  gate, or reverse gravity.
  Folly, The
  
  Tome of Horrors
  24
  Fungal Folk
  Hit Dice: 1
  Armor Class: 6[13]
  Attacks: weapon (1d6)
  Saving Throw: 17
  Special: camouflage, immunities, spore cloud 
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 1d4+1, 3d8
  Challenge Level: 1/15
  Fungal folk are communal myconids who make 
  their homes in dense wet forests, feeding upon the 
  decay of fallen trees and occasionally fallen creatures. 
  They never stop growing throughout their lifespan but 
  do reach a maximum size before growing beyond their ability 
  to support their own weight, at which point their cap splits open, 
  spilling spores into the soil to begin the cycle of life anew.
  Three times per day, fungal folk can emit a spore cloud in a 
  10ft radius that causes creatures who fail a saving throw to 
  see duplicates of the walking myconid. Attackers who fail 
  their save have a 25% chance of hitting the real fungal 
  folk.
  Fungal Folk: HD 1; AC 6[13]; Atk weapon (1d6);  
  Move 12; Save 17; AL C; CL/XP 1/15; Special: 
  camouflage (1-in-6 chance to detect while still), 
  immunities (charm, paralysis, poison), spore cloud 
  (10ft radius, hallucinogenic cloud, see 4 versions 
  of fungal folk [25% chance to hit real creature], save 
  avoids). 
  Fungal Folk Shamans
  Fungal folk shamans harvest their own neurotoxic spores to form into 
  spore bombs. The bombs can be thrown for 1d4 points of damage. Any 
  creature in a 15ft radius of the resulting spore cloud must make a saving 
  throw or see hallucinations of four fungal folk. The hallucinating creature 
  has a 25% chance of hitting the real fungal folk. The shamans can cast 
  druid spells.
  Fungal Folk Shaman: HD 4; AC 6[13]; Atk weapon (1d6); 
  Move 12; Save 13; AL C; CL/XP 4/120; Special: camouflage 
  (1-in-6 chance to detect while still), immunities (charm, 
  paralysis, poison), spore cloud (10ft radius, hallucinogenic 
  cloud, see 4 versions of fungal folk [25% chance to hit real 
  creature], save avoids), spore bomb (1d4 damage, 15ft 
  radius spore explosion as spore cloud), spells (3/1/1).
  Spells: 1st—detect magic, faerie fire, locate animals; 
  2nd—cause light wounds; 3rd—plant growth.
  Fungal Folk Chieftain
  The fungal folk chieftain is a larger, more vicious version of the standard 
  fungal folk. They often employ magic items taken from victims. Their 
  spore clouds are more powerful than their kinfolk, dealing 1d6 points of 
  damage per round to any creatures in a 20ft radius. Creatures must make a 
  saving throw or also see 4 versions of the fungal folk chieftain.
  Fungal Folk Chieftain: HD 8; AC 4[15]; Atk weapon (1d8); 
  Move 12; Save 8; AL C; CL/XP 9/1100; Special: camouflage 
  (1-in-6 chance to detect while still), immunities (charm, 
  paralysis, poison), spore cloud (20ft radius, 1d6 damage per 
  round, hallucinogenic cloud, see 4 versions of fungal folk 
  [25% chance to hit real creature], save avoids).
  
  Tome of Horrors
  25
  This creature looks like a canine, but its fur gleams and shimmers in a 
  brilliant hue as if the creature is made out of gems.
  Gem Dog
  Hit Dice: 5
  Armor Class: 5[14]
  Attacks: bite (2d6), 2 claws (1d8)
  Saving Throw: 12
  Special: +1 or better magic weapons to hit, blinding gleam, 
  darkvision, gem spine spray, immune to poison, spell-like 
  abilities
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1, 1d4+2, 2d8+4
  Challenge Level: 6/400
  A gem dog is a canine-ish pack hunter that appears from a distance to 
  be made of gems. 
  Gem dogs are carnivores, but in addition to ordinary prey, they must also 
  consume quality minerals to survive. They have no interest in diamonds 
  but can smell jade, sapphires, rubies, emeralds, and alexandrite, among 
  others, for miles. While they can gain sustenance from many silicates and 
  other mineral sources (even sand), they far prefer the purest, clearest gem 
  crystals when they can get them. Gem dogs rarely threaten humanoids for 
  any reason, but they happily steal bags or stashes of gems whenever they 
  can get to them. Starving gem dogs in a large pack might attack a party 
  of travelers.
  Gem dog jaws are freakishly strong for their size to better crunch up 
  delicious gemstones. Their teeth and claws are similarly freakishly hard. 
  Gem dogs have crystalline spines along their backs that they can violently 
  eject at foes. 
  Gem dogs come in the colors of nearly any gemstone (even white, 
  despite their disdain for diamonds), but usually, only 2–3 colors are 
  represented in a single pack. The “gems” in gem dogs’ fur and spines are 
  worthless, crumbling within hours of being removed from a living gem 
  dog (and even faster if the gem dog is slain). A gem dog’s hard, glittering 
  outercoat is prickly and cold, but beneath that, gem dogs are soft and 
  warm like regular dogs, especially on their bellies. In bright light, the 
  gems of the dog reflect the light into a blinding gleam that blinds anyone 
  within 60ft for 1d4 rounds if they fail a saving throw.
  At will, gem dogs can cast faerie fire. Three times per day, they can cast 
  heat metal and mirror image. Once per day, they can cast hallucinatory 
  terrain.
  Gem Dog: HD 5; AC 5[14]; Atk bite (2d6), 2 claws (1d8); 
  Move 15; Save 12; AL N; CL/XP 6/400; Special: +1 or better 
  magic weapons to hit, blinding gleam (60ft radius in bright 
  light, save or blinded for 1d4 rounds), darkvision (60ft), gem 
  spine spray (60ft range, to-hit roll, 3d6 damage, save for 
  half), immune to poison, spell-like abilities
  Spell-like abilities: at will—faerie fire; 3/day—heat 
  metal, mirror image; 1/day—hallucinatory terrain.
  Gem Dog
  
  Tome of Horrors
  26
  Elemental goblins are a group of small humanoid creatures with a 
  common origin and wildly divergent abilities. Long ago, in either a now-
  extinct species or a species very different from the elemental goblins’ 
  current forms (almost certainly not actual goblins), there lived 5 large 
  family clans who came into dispute with one another. As the dispute 
  grew violent, the 5 different clans each appealed to the gods for aid. 
  For each clan, a different deity responded, each with different 
  solutions. However, the members of all 5 clans were irrevocably 
  altered into 5 new species.
  Goblin, Fire
  This halfling-sized humanoid has deep 
  red skin and bright blue eyes, with orange 
  and yellow hair that seems to waft naturally 
  upward like a candle flame.
  Fire Goblin
  Hit Dice: 4
  Armor Class: 5[14]
  Attacks: short sword (1d6) or shortbow (1d6 + 1d4)
  Saving Throw: 13
  Special: darkvision, fire breath, immune to fire, spell-like 
  abilities, vulnerable to cold
  Move: 9
  Alignment: Chaos
  Number Encountered: 1, 1d6+1
  Challenge Level: 6/400
  Fire goblins have deep red skin and bright blue eyes, with orange and 
  yellow hair that seems to waft naturally upward like a candle flame. They 
  can exhale fire in a 20ft cone once every 1d6 rounds. Each creature in 
  that area takes 6d8 points of damage unless they make a saving throw for 
  half damage. Fire goblins frequently fire flaming arrows to set their foes 
  on fire.
  Fire goblins have innate spellcasting abilities. They can cast produce 
  flame and pyrotechnics at will. Three times per day, they can cast heat 
  metal. Once per day they can cast fireball and wall of fire.
  When the five clans quarreled so long ago, the fire goblins were at the 
  heart of the quarrel. They wished to conquer and rule over the other tribes. 
  Their prayers were answered by an evil god who twisted their hearts 
  toward his own viewpoint even as he answered their pleas for increased 
  prowess in battle. To this day, they seek to conquer all territories they 
  encounter if tactically feasible, especially those of stone goblins. The fire 
  goblins call their patron deity the Soul of Flame. It is unknown whether he 
  is known by other names or guises in other lands.
  Goblin, Elemental Fire: HD 4; AC 5[14]; Atk short sword (1d6), 
  shortbow x2 (1d6 + 1d4 fire); Move 9; Save 13; AL C; CL/
  XP 6/400; Special: darkvision (60ft), fire breath (every 1d6 
  rounds, 20ft cone, 6d8 damage, save for half), immune to 
  fire, spell-like abilities, vulnerable to cold (200%).
  Spell-like abilities: at will—produce flame, 
  pyrotechnics; 3/day—heat metal; 1/day—fireball, wall 
  of fire.
  Equipment: short sword, shortbow, 30 arrows.
  Goblins, Elemental 
  
  Tome of Horrors
  27
  Goblin, Stone
  This near-hairless humanoid is just smaller than a dwarf and 
  has grey skin and eyes.
  Stone Goblin
  Hit Dice: 3
  Armor Class: 2[17]
  Attacks: warhammer (1d4+1) or shortbow (1d6)
  Saving Throw: 14
  Special: darkvision, immune to acid, spell-like abilities
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1, 1d6+1
  Challenge Level: 4/120
  Stone goblins are the largest of the elemental goblins, nearly as tall and 
  broad as dwarves. Their skin and eyes are always gray, with little variation 
  even in shade. They grow no head or facial hair (other than eyebrows) and 
  have little body hair. 
  Stone goblins have innate spellcasting abilities. They can cast bless at 
  will. Three times per day, they can cast shield and transmute rock to mud. 
  Once per day they can cast wall of stone.
  Of all the five clans, it was the stone goblins who chose most staunchly 
  to stand their ground and face down the fire goblin threat. Their prayers 
  for strength to resist were answered by a lawful god who granted them 
  unshakable discipline and many defensive abilities. In their worship of 
  the deity they call the Stone Heart, the stone goblins have grown fiercely 
  traditional and closed-minded.
  Goblin, Elemental Stone: HD 3; AC 2[17]; Atk warhammer 
  (1d4+1), shortbow x2 (1d6); Move 9; Save 14; AL N; CL/XP 
  4/120; Special: darkvision (60ft), immune to acid, spell-like 
  abilities.
  Spell-like abilities: at will—bless; 3/day—shield, 
  transmute rock to mud; 1/day—wall of stone.
  Equipment: warhammer, shortbow, 30 
  arrows.
  Goblin, Water
  This deep-blue-skinned humanoid, just smaller than a halfling, has 
  long, flowing blue-green hair in a thick braid, and its fingers are webbed 
  for swimming.
  Water Goblin
  Hit Dice: 3
  Armor Class: 4[15]
  Attacks: trident (1d8) or shortbow (1d6)
  Saving Throw: 14
  Special: amphibious, darkvision, immune to cold, spell-like 
  abilities, vulnerable to lightning, walk on water
  Move: 9/9 (swim)
  Alignment: Neutrality
  Number Encountered: 1, 1d6+1
  Challenge Level: 4/120
  Water goblins’ skin, hair, and eyes come in many shades of green and 
  blue, usually tending toward darker tones. They have long, flowing, silky 
  hair that their culture discourages cutting. They wear it in thick braids while 
  sailing or fishing. Water goblins have webbed fingers and toes and are, on 
  average, a few inches shorter and a few pounds lighter than halflings. 
  Water goblins have innate spellcasting abilities. They can cast 
  create water and obscuring mist at will. Three times per day, they can 
  
  Tome of Horrors
  28
  cast purify food and drink and 
  water breathing. 
  In the disagreement of the 
  five clans, the water goblins 
  were one of two clans who 
  chose simply to pack up 
  and leave the region. As 
  they wept and mourned 
  for their lost homeland, 
  their cries of grief were 
  answered by a sea deity 
  who taught them a calm, 
  philosophical outlook and granted them 
  many artistic gifts, as well as the ability to 
  thrive where most could not: at sea. They 
  call their deity the Song of the Waves. As 
  with the others, the Song of the Waves 
  may or may not be known in other ways, 
  and by other names, in other lands.
  Goblin, Elemental Water: HD 3; AC 4[15];  
  Atk trident (1d8), shortbow x2 (1d6);  
  Move 9 (swim 9); Save 14; AL N; CL/XP 4/120;  
  Special: amphibious, darkvision (60ft), immune 
  to cold, spell-like abilities, vulnerable to 
  lightning (200%), walk on water (1/day).
  Spell-like abilities: at will—create water, 
  obscuring mist; 3/day—purify food and 
  drink, water breathing.
  Equipment: trident, shortbow, 30 arrows.
  Goblin, Wind
  This pale humanoid has wispy hair and pastel-colored 
  batwings. Though as tall as a halfling, it is unnaturally slim 
  by comparison.
  Wind Goblin
  Hit Dice: 4
  Armor Class: 4[15]
  Attacks: dagger (1d4) or light crossbow (1d4+1)
  Saving Throw: 13
  Special: darkvision, immune to lightning, spell-like abilities, 
  vulnerable to acid
  Move: 9/15 (fly)
  Alignment: Law
  Number Encountered: 1, 1d6+1
  Challenge Level: 5/240
  Wind goblins are similar in height to fire goblins but are naturally so 
  slender that they weigh the least of all the elemental goblins. They come in 
  all manner of pale colors, and their hair is wispy and soft, often resembling 
  tufts of downy feathers. They have six limbs, the extra pair being strong, 
  bat-like wings, and their flight tends toward a bat-like, chaotic bobbing 
  as well. When building gadgets, wind goblins can also use the finger-like 
  ends of their wings as clumsier extra hands while they work. 
  Wind goblins have innate spellcasting abilities. They can cast detect 
  magic at will. Three times per day, they can cast faerie fire and magic 
  missile. Once per day, they can cast call lightning and control winds.
  The wind goblins were once the most scholarly of all the elemental 
  goblin clans. When the conflict between the clans began, they were 
  quickly defeated and held hostage to force the other clans to surrender. 
  Each of the other clans, in turn, appeared to abandon the imprisoned wind 
  goblins to their fate, until finally their prayers for freedom were answered 
  by a chaotic deity they came to call the Mind and Breath. She helped them 
  to escape and granted them wings with which to fly to 
  freedom. Under her influence, the wind goblins have all 
  become a bit strange.
  Goblin, Elemental Wind: HD 4; AC 4[15]; Atk dagger (1d4), 
  light crossbow (1d4+1); Move 9 (fly 15); Save 13; AL L; CL/XP 
  6/240; Special: darkvision (60ft), immune to lightning, spell-
  like abilities, vulnerable to acid (200%).
  Spell-like abilities: at will—detect magic; 3/day—faerie 
  fire, magic missile; 1/day—call lightning, control winds.
  Equipment: dagger, light crossbow, 20 bolts.
  
  Tome of Horrors
  29
  Goblin, Wood
  Colored in dark browns and greens, this little 
  humanoid appears outfitted for wilderness survival.
  Wood Goblin
  Hit Dice: 3
  Armor Class: 7[12]
  Attacks: short sword (1d6) or 
  shortbow x2 (1d6)
  Saving Throw: 14
  Special: darkvision, immune to 
  poison, poison cloud, spell-like 
  abilities, vulnerable to fire
  Move: 9/9 (climb)
  Alignment: Law
  Number Encountered: 1, 1d6+1
  Challenge Level: 3/60
  Wood goblins are nocturnal and come in dark, 
  woody colors, usually browns and greens, to blend 
  with the nighttime wilderness. They are the smallest of 
  the elemental goblins, though a wiry strength means they 
  weigh a bit more than the wind goblins. They keep their curly hair 
  in tight braids.
  Wood goblins are the most compassionate of the elemental goblins, but 
  they too decided to stay and resist the fire goblins’ designs of conquest. 
  Instead of hunkering down in fortresses, as the stone goblins did, the 
  wood goblins preferred to remain mobile and to resist the fire goblins’ evil 
  wherever they encountered it. When they prayed to this end, they were 
  answered by a deity that the wood goblins call Freedom’s Will. Freedom’s 
  Will granted them abilities to counter the fire goblins’ injustice through 
  stealth, subtlety, and even kindness.
  Goblin, Elemental Wood: HD 3; AC 7[12]; Atk short sword 
  (1d6), shortbow x2 (1d6); Move 9 (climb 9); Save 14; AL L;  
  CL/XP 3/60; Special: darkvision (60ft), immune to poison, 
  poison cloud (1/day, 10ft radius, save or nauseated, –1 to 
  hit and saves for 1d6 rounds), spell-like abilities, vulnerable to 
  fire (200%).
  Spell-like abilities: at will—locate plants, neutralize 
  poison; 3/day—cure light wounds, warp wood, speak 
  with plants; 1/day—plant growth, transmute metal to 
  wood.
  Equipment: short sword, shortbow, 20 arrows.
  
  Tome of Horrors
  30
  Gremlin, Fuath
  This small, aquatic, vaguely humanoid creature exhibits keen interest in 
  boaters and beachgoers. Its green, scaly skin and webbed fingers and toes 
  befit its environment, and a thick yellow mane along its spine continues 
  on to its long tail. The playful creature teases and splashes onlookers, 
  ushering them into the water.
  Fuath Gremlin
  Hit Dice: 2
  Armor Class: 7[12]
  Attacks: 2 claws (1d4), dart x3 (1d3)
  Saving Throw: 16
  Special: congeal water, darkvision, resists cold, vulnerable 
  to light
  Move: 9/12/6 (swim/climb)
  Alignment: Chaos
  Number Encountered: 1, 1d4+2, 3d6+4
  Challenge Level: 3/60
  The aquatic fuath gremlin delights in trickery and causing 
  misery. They have green, scaly skin, and webbed fingers and toes. A thick 
  yellow mane along its spine continues to its long tail. A fuath gremlin 
  sabotages boats just to watch the fear and mayhem as the passengers cling 
  desperately to life on the open sea. The evil creature attempts to drown 
  anyone it entices into the water and can hasten the process by expelling 
  a viscous, suffocating watery liquid from its throat. Any creature hit by 
  the congealed water must make a saving throw or be restrained. They can 
  make a saving throw every round to escape before they drown in 1d4+1 
  rounds. The gremlin attacks with two claws or from a distance with darts 
  it fashions from stout underwater reeds and sharpened seashells.
  Gremlin, Fuath: HD 2; AC 7[12]; Atk 2 claws (1d4) or dart 
  x3 (1d3); Move 9 (swim 12, climb 6); Save 16; AL C; CL/XP 
  3/60; Special: congeal water (1/day, 30ft range, to-hit roll, 
  target drowns in 1d4+1 rounds, save each round to escape), 
  darkvision (60ft), resists cold, vulnerable to sunlight (–1 to hit).
  Gremlins
  
  Tome of Horrors
  31
  A green aura surrounds this enormous creature, which resembles 
  nothing other than a bloodthirsty hamster. Its eyes blaze with 
  monstrous hunger.
  Giant Bloodthirsty Hamster
  Hit Dice: 10
  Armor Class: 3[16]
  Attacks: bite (2d6 + swallow whole), 2 claws (1d8)
  Saving Throw: 5
  Special: darkvision, energy ray, immune to blunt 
  weapons, poisonous aura, swallow whole
  Move: 12/9/9 (burrow/climb)
  Alignment: Chaos
  Number Encountered: 1, 1d6+2
  Challenge Level: 11/1700
  A sickly green aura surrounds this enormous creature, which 
  resembles nothing other than a giant bloodthirsty hamster. Its 
  eyes blaze with monstrous hunger, and every 1d4 rounds it fires 
  an energy ray from these burning orbs that does 3d6 points of 
  damage (save for half). 
  None know the origin of this terrifying creature, save that its 
  coming brings nothing but sickness and death. Creatures who 
  encounter the giant hamster are chased until they collapse from 
  exhaustion, after which they are devoured. Even if a creature 
  decides to fight the hamster dead on, the hamster’s poisonous 
  aura weakens the defenders. Any creature within 10ft of the 
  giant hamster takes 2d6 points of damage if they fail a saving 
  throw for half damage. 
  No matter how many humanoids the giant hamster eats, its 
  hunger is never sated. It specifically seeks out bipedal prey, 
  but will not turn away a free meal if it is a beast or even a fiend 
  or undead. Towns and cities are not free of the giant hamster’s 
  predations. In fact, it often seeks out these conglomerations 
  of morsels as easy targets. Eventually, it moves on after all the 
  townsfolk have either been devoured or have fled. Often, a giant 
  bloodthirsty hamster grabs a creature and stuffs it into its mouth to 
  savor later. These trapped creatures take 3d6 points of acid damage 
  from the creature’s mouth (save for half).
  Giant Bloodthirsty Hamster: HD 10; AC 3[16]; Atk bite (2d6 
  + swallow whole), 2 claws (1d8); Move 12 (burrow 9, climb 
  9); Save 5; AL C; CL/XP 11/1700; Special: darkvision (60ft), 
  energy ray (every 1d4 rounds, 60ft line, 3d6 damage, save 
  for half), immune to blunt weapons, poisonous aura (10ft 
  radius, 2d6 damage, save for half), swallow whole (if to-hit 
  roll is 4 higher than needed, automatic 3d6 acid damage, 
  save for half).
  Hamster, Giant Bloodthirsty
  
  Tome of Horrors
  32
  Hellbender
  Hit Dice: 8
  Armor Class: 2[17]
  Attacks: 2 claws (1d8 + 1d6 fire)
  Saving Throw: 8
  Special: darkvision, fiery pulse, 
  immune to fire, resists acid and 
  poison
  Move: 12 (burrow 12)
  Alignment: Chaos
  Number Encountered: 1, 1d4+1
  Challenge Level: 9/1100
  The burrowing hellbender looks somewhat 
  like a cross between a salamander and a 
  toad. The creature’s massive, intensely hot 
  claws drip fire and are capable of melting 
  rock and stone quickly. Their steely chitinous 
  hide protects them from rock slides and tunnel 
  collapses, and if they become trapped within 
  tons of rubble, they use their fiery pulse to 
  burn their way out. Every 1d4 rounds, they 
  can blast fire from their pores, incinerating 
  any creature within 5ft for 4d6 points of 
  damage (save for half).
   
  Hellbender: HD 8; AC 2[17]; Atk 2 claws (1d8 + 1d6 fire); 
  Move 12; Save 8; AL C; CL/XP 9/1100; Special: darkvision 
  (60ft), fiery pulse (every 1d4 rounds, 5ft radius, 4d6 fire 
  damage, save for half), immune to fire, resists acid and 
  poison.
  Hellbender
  
  Tome of Horrors
  33
  An aura of terror radiates from the figure on the throne as 
  it regards you with burning red eyes. It is a clean, fleshless 
  skeleton seemingly crafted from pale stone, a pair of great 
  antlers rising from its bare skull, and it is clad in rich 
  purple robes. In one hand it clutches a tall, wickedly 
  curved scythe that pulses with evil energies.
  The Horned Lord
  Hit Dice: 14
  Armor Class: –3[22]
  Attacks: Harrowblade (+3 freezing scythe) 
  (1d8+3 + 1d6 cold + fear)
  Saving Throw: 3
  Special: +1 or better magic weapons to 
  hit, commanding voice, death gaze, immunities, 
  magic resistance, spells
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 18/3800
  The foul Horned Lord is a fleshless skeleton with burning 
  red eyes seemingly crafted from pale stone, with a pair 
  of great antlers rising from its bare skull. It is clad in 
  rich purple robes and clutches a tall, wickedly curved 
  scythe that pulses with evil energies in one hand. 
  Three times per day, the Horned Lord can 
  shout a booming command that causes any 
  creature within 60ft to be stunned for 1 round 
  unless they make a saving throw. Once per day, 
  the evil creature can turn its deadly gaze on a 
  single target within 60ft and force it to make 
  a saving throw or die. The Horned Lord casts 
  spells as a 15th-level magic-user.
  Countless millennia ago, a monarch sought to 
  build the greatest empire that the world had ever 
  known. In doing so he made deals with many 
  gods and wielded vast magical power, and as 
  his power grew, so did his arrogance. When 
  at last he had achieved his goal — a vast and 
  unconquerable empire with him at its head 
  — he was blinded by his pride and declared 
  himself greater than the gods and turned his 
  back on them. The emperor was to be the 
  realm’s only god, and all the deities of the past 
  were to be forgotten, their priests slaughtered 
  and their temples overthrown. As one might 
  guess, the gods were displeased and struck 
  down the emperor, cursing both him and his 
  realm. Soon his proud empire crumbled to 
  dust, and barbarism ruled the land.
  But the gods had not finished with the 
  emperor, so great was his transgression. 
  He was transformed into an undead 
  thing, doomed to be reborn again 
  and again, consumed by the desire for 
  conquest — a desire that can never be 
  Horned Lord, The
  
  Tome of Horrors
  34
  fulfilled. Always would the Horned Lord see his dreams crumble and 
  perish among the ruins of civilization. Always would he return with the 
  same dreams of conquest, only to be crushed and forgotten. 
  The Horned Lord rises every few generations, always accompanied 
  by12 loyal shadow captains. The Horned Lord quickly begins assembling 
  an army of orcs, gnolls, humans, and other evil beings so he can corrupt 
  the surrounding kingdoms, and sets out once more on the path of conquest.
  The Horned Lord: HD 14; AC –3[22]; Atk Harrowblade (+3 
  freezing scythe) (1d8+3 + 1d6 cold + fear); Move 12; Save 3; 
  AL C; CL/XP 18/3800; Special: +1 or better magic weapons 
  to hit, commanding voice (3/day, 60ft radius, stunned for 1 
  round, save avoids), death gaze (1/day, 60ft range, save 
  or die), immunities (charm, cold, poison), magic resistance 
  (30%), spells (5/5/5/5/4/4/2).
  Spells: 1st—charm person (x2), detect magic, magic 
  missile (x2); 2nd—darkness 15ft radius, detect invisibility, 
  ESP, invisibility, phantasmal force; 3rd—dispel magic, 
  fireball, fly, lightning bolt, suggestion; 4th—charm 
  monster, confusion, dimension door, polymorph other, 
  wall of ice; 5th—animate dead, feeblemind, hold 
  monster, teleport; 6th—death spell, disintegrate, geas, 
  project image; 7th—power word stun, reverse gravity.    
  Equipment: robe of the wizardry, Harrowblade (see 
  sidebar), ring of spell turning.
  Harrowblade (Scythe)
  This perpetually bloody weapon is a +3 freezing scythe that 
  causes terror in any creature it strikes (save or flee as fear spell). If 
  a natural 20 is rolled to hit, the scythe does an additional 4d6 points 
  of damage to its target. The scythe appears truly ancient, its blade 
  filthy with ichor and rust. The Harrowblade is wholly evil, so that 
  any Lawful creature trying to wield it takes 1d6 points of damage 
  per round (no save). Any holy water brought within 10ft of the 
  Harrowblade is destroyed.
  
  Tome of Horrors
  35
  A floating chain moves silently across the room as if held by an invisible 
  will. Methodically, it patrols each corner of the room as if searching for 
  something. If approached, the chain handle lifts and the levitating chain 
  snaps backward, then forward again with lightning speed, making a 
  loud cracking sound echoing in the darkness.
  Hsagrath
  Hit Dice: 7
  Armor Class: 3[16]
  Attacks: whip (1d8 + entangle)
  Saving Throw: 9
  Special: +1 or better magic weapon to hit, 
  entangle, flames, vulnerable to dispel magic
  Move: 15 (fly)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 8/800
  Hsagrath is an animated, spiked chain whip that hovers in 
  the dark places of the world in search of victims. Formerly 
  the weapon of a torture-loving fiend, Hsagrath was separated 
  from its master. The construct is now autonomous and filled 
  with hate. The embodiment of sadistic purpose, it desires 
  victims, not to kill but to inflict pain to the cusp of death and 
  guard them as they recover. Once the victim sufficiently recovers, 
  Hsagrath begins the terrible process again.
  The floating chain flies silently and strikes with a snap of its heavy 
  barbed chain whip. Any creature hit by the chain must make a saving 
  throw or be entangled. Hsagrath proceeds to pummel the held creature for 
  1d8 points of damage each round. Dispel magic causes Hsagrath to fall 
  motionless to the ground for 1d3 rounds. Three times per day, Hsagrath 
  can shroud its chain links in fire to deal an additional 1d6 points of damage.  
  Hsagrath: HD 7; AC 3[16]; Atk whip (1d8 + entangle); Move 
  18 (fly); Save 9; AL C; CL/XP 8/800; Special: +1 or better 
  magic weapon to hit, entangle (automatic 1d8 damage 
  each round, save avoids), flames (3/day, additional 1d6 
  damage), vulnerable to dispel magic (save or motionless for 
  1d3 rounds).
  Hsagrath
  
  Tome of Horrors
  36
  This hulking predator has two enlarged serrated canines jutting from 
  its lower jaw, a thick neck, and robustly muscled forelimbs and shoulders. 
  It has spotted fur that allows it to hide in tall grasses and ambush prey.
  Saber-Tooth Jaguar
  Hit Dice: 6
  Armor Class: 6[13]
  Attacks: 2 claws (1d4+1), bite (2d4)
  Saving Throw: 11
  Special: camouflage, pounce
  Move: 15/12 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d2, 1d6+2
  Challenge Level: 6/400
  The hulking sabre-tooth jaguar’s main upper canine teeth are large, 
  curved, and serrated, which it uses in combination with its thickly 
  muscled neck to deliver devastating slashing bites. Its forelimbs are also 
  well-developed and longer than other feline creatures, with sharp claws. 
  It has spotted fur that allows it to hide in tall grasses and to ambush prey. 
  The feline is a large predator, standing 4ft at the shoulder, measuring 7ft 
  long, and weighing more than 400 pounds. 
  The sabre-tooth jaguar’s fur is covered in rosettes, small dark spots that 
  function as camouflage in the dappled light of its forest habitat. They are 
  extremely difficult to spot in the forest (1-in-6 chance). The jaguar can 
  make a 30ft leap to attack prey. If it hits with both claw attacks after 
  such a leap, it does an additional 2d6 points of damage due to the 
  violence of the sudden attack.
  Jaguar, Sabre-Tooth: HD 6; AC 6[13]; Atk 2 claws 
  (1d4+1), bite (2d4); Move 15 (climb 12); Save 11; 
  AL N; CL/XP 6/400; Special: camouflage (1-in-6 
  chance to spot), pounce (30ft leap plus 2 claws hit, 
  additional 2d6 damage).
  Jaguar, Saber-tooth  
  
  Tome of Horrors
  37
  This creature resembles a 3-foot-tall elf with slightly longer ears and a 
  pair of glittering insect-like wings. Its clothes are varying shades of green, 
  and the creature carries a small shortsword.
  Jynx
  Hit Dice: 3
  Armor Class: 7[12]
  Attacks: short sword (1d6) or shortbow x2 (1d6)
  Saving Throw: 14
  Special: darkvision, jinx, spell-like abilities
  Move: 9/12 (fly)
  Alignment: Neutrality
  Number Encountered: 1, 1d6+1
  Challenge Level: 3/60
  A jynx resembles a 3ft-tall elf with slightly longer ears and a pair 
  of glittering insect-like wings. Its clothes are varying shades of green, 
  and the creature carries a small short sword. A typical jynx weighs 
  about 40 pounds. Their skin color is usually tan, while their hair color 
  varies wildly from the deepest blacks to the brightest blondes. Their 
  eyes are most often deep blue or dark green. A jynx’s lifespan is about 
  300 years.
  Jynx are small, whimsical, fun-loving forest fey thought to be an 
  offshoot of the elven race. They live in small moss-covered caves 
  within their forests, with such caves often being located near well-
  traveled roads and paths, but still well hidden from prying eyes. This 
  location makes it much easier for the jynx to partake in one of their 
  favorite pastimes: leading travelers astray. Jynx rarely try to harm the 
  target of their pranks; they simply delight in sowing confusion and 
  watching the target’s reactions to such events. On the other hand, those 
  who despoil the forests are led astray and are often led into jynx-placed 
  traps that seek to maim or even kill such creatures.
  Jynx have good relations with other forest-dwelling humanoids and 
  creatures (elves, sprites, pixies, etc.) and can often be found in their midst. 
  They are on good terms with druids and rangers as well.
  Jynx: HD 3; AC 7[12]; Atk short sword (1d6) or shortbow x2 
  (1d6); Move 9 (fly 12); Save 14; AL N; CL/XP 3/60; Special: 
  darkvision (60ft), jinx (60ft range, –1 to hit, damage, saves for 
  1d4+1 rounds), spell-like abilities.
  Spell-like abilities: at will—detect good, detect magic; 
  1/day—dispel magic, ESP, plant growth.
  Jynx
  
  Tome of Horrors
  38
  This regal creature resembles a muscular winged 
  humanoid warrior with a proud eagle’s head and four 
  wing-like arms ending in delicately clawed hands. It 
  bears a double-bladed polearm and is clad in elaborate 
  armor, enameled in white and chased in gold.
  Kamasuhn
  Hit Dice: 10
  Armor Class: 1[18]
  Attacks: +2 energy glaive (1d8+6 + energy 
  burst)
  Saving Throw: 5
  Special: +1 or better magic weapons to hit, energy 
  burst, immune to charm, magic resistance, spell-like 
  abilities
  Move: 12/12 (fly)
  Alignment: Law
  Number Encountered: 1
  Challenge Level: 13/2300
  The kamasuhn are muscular winged humanoid warrior with a proud 
  eagle’s head and four wing-like arms ending in delicately clawed 
  hands. It bears a double-bladed polearm and is clad in elaborate armor, 
  enameled in white and chased in gold. The hawk-headed kamasuhn 
  serve in the retinues of many different Lawful gods, and perform 
  tasks for their patrons on the Prime Material Plane. They are most often 
  employed as guardians of dangerous or sacred places, or to retrieve lost 
  treasures and artifacts.
  Kamasuhn attack with a +2 energy glaive (as a polearm). Once every 
  1d6 rounds, a kamasuhn can unleash a burst of energy in a 60ft radius with 
  a successful glaive strike. This burst does 4d6 points of damage unless a 
  saving throw for half damage is made. 
  Kamasuhn can cast continual light, detect magic, and detect evil at will. 
  Three times per day they can cast cure disease and cure serious wounds.
  Kamasuhn: HD 10; AC 1[18]; Atk +2 energy glaive (1d8+6 + 
  energy burst); Move 12 (fly 12); Save 5; AL L; CL/XP 13/2300; 
  Special: +1 or better magic weapons to hit, energy burst 
  (every 1d6 rounds, energy burst in 60ft radius after strike, 4d6 
  damage, save for half), immune to charm, magic resistance 
  (60%), spell-like abilities.
  Spell-like abilities: at will—continual light, detect 
  magic, detect evil; 3/day—cure disease, cure serious 
  wounds.
  Kamasuhn
  
  Tome of Horrors
  39
  Before your eyes, bathed in moonlight, the darkly beautiful elven 
  woman transforms into a great snowy owl!
  Karina
  Hit Dice: 6
  Armor Class: 3[16]
  Attacks: dagger (1d4) or bite (1d6+1), 2 claws (1d8)
  Saving Throw: 11
  Special: shape change, spell-like abilities
  Move: 12/18 (fly)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 6/400
  Greatly feared by the folk of the northern forests, the karina is a fey 
  shapeshifter, able to appear as either a beautiful elven woman with dark 
  hair and pale skin or as a giant snowy owl with fierce red eyes and deadly 
  talons. When the moon sheds its light on the land below, karina can 
  transform to and from their owl shape. 
  Karina act as raiders and kidnappers for evil fey, sneaking into 
  settlements or isolated homesteads, stealing children and animals or 
  simply terrorizing families. Karina are known to savor the flesh of 
  mortals as well, stalking hunters and travelers through the forest for 
  hours or days before finally swooping in to finish off their victims and 
  feast on the remains. 
  Karina: HD 6; AC 3[16]; Atk dagger (1d4) or bite (1d6+1), 2 
  claws (1d8); Move 12 (fly 18, owl form); Save 11; AL C; CL/XP 
  6/400; Special: shape change (giant owl in moonlight), spell-
  like abilities.
  Spell-like abilities: 3/day—faerie fire, obscuring mist.
  Karina
  
  Tome of Horrors
  40
  This limb is well muscled and vibrant with life. Its goal is to find a host 
  ‘partner’. The connecting end, the stump, is a toothy maw that will eat the 
  limb it is replacing and fuse itself to the host.
  The lost limb is said to be the remnant of humans who lose a limb while 
  fighting in glorious and victorious battles. The limb seeks further glory 
  and a host suitable to meet those requirements. The toothy maw at the 
  end of the limb’s stump is a toothy maw that consumes the limb of the 
  new host.
  Lost Limb
  Hit Dice: 3
  Armor Class: 8[11]
  Attacks: strike (1d6 + grab)
  Saving Throw: 14
  Special: fuse, grab, immune to charm and poison
  Move: 12/12 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 3/60
  A lost limb is a stump of arm or leg with a toothy maw on the severed 
  end. The limb is alive and healthy, and seeks to find a host. 
  To that end, the lost limb consumes the limb of the host 
  before fusing with its new body. These limbs are said to 
  be the remnants of humans who lost a limb while fighting 
  in glorious and victorious battles. If a lost limb strikes 
  a creature, it grabs hold and does automatic damage each 
  round thereafter as it fuses with its target. The target can make 
  an immediate Open Doors check to pull the limb free (taking1d6 
  points of damage in the process). If the lost limb remains attached for 
  3 rounds, it consumes the original limb and fuses to the target’s hip or 
  shoulder. A fused limb can be sliced away, but the host takes 3d6 points of 
  damage in the process.
  Each day the limb is attached, roll 1d6 on the table below to determine 
  the new limb’s actions:
  1d6
  Result
  1–2
  Limb attacks or hinders the host and allies at 
  inopportune times. This could include letting go 
  while climbing, throwing a carried weapon, or 
  kicking backward to trip the host.
  3–4
  An arm grants a +1 bonus to hit and damage; a 
  leg grants the character a 30ft leap.
  5–6
   No action.
  Lost Limb: HD 3; AC 8[11]; Atk strike (1d6 + grab); Move 12 
  (climb 12); Save 14; AL N; CL/XP 3/60; Special: fuse (requires 
  3 rounds to consume and replace limb), grab (automatic 
  1d6 damage per round, Open Doors check to pull free), 
  immune to charm and poison.
   
  Lost Limb
  
  Tome of Horrors
  41
  This long-forgotten magic mouth has been driven insane and twisted by 
  its exposure to dark magic and the intense loneliness it has experienced.
  Malignant Mouth
  Hit Dice: 3
  Armor Class: 7[12]
  Attacks: bite (1d6) or focused shout (1d6)
  Saving Throw: 14
  Special: cackle, focused shout, magic resistance (15%)
  Move: 0 (immobile)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 4/120
  A malignant mouth is a long-forgotten magic mouth driven insane and 
  twisted by its exposure to dark magic and the intense loneliness it has 
  experienced. Malignant mouths are usually found in ancient subterranean 
  vaults, forgotten towers, and abandoned scriptoria (places of loneliness 
  surrounded by ages of dark influences). 
  A malignant mouth remains partially bound by the spell that created it; 
  thus, a malignant mouth can still be triggered to perform its intended duty. 
  It appears on a wall, object, or statue and delivers the message as intended, 
  except the message is spoken in a twisted, tortured drawl or frenetic shriek. 
  This disquieting noise is punctuated by insane and painfully loud laughter.
  Once its duty is done, however, the malignant mouth is free to bite 
  anyone within 5ft, or to shout at a target within 60ft. If it rolls to hit, 
  the target takes 1d6 points of damage from the focused shout. Every 1d6 
  rounds, the malignant mouth breaks into a maddening cackle. All creatures 
  within 30ft of the malignant mouth are affected. Roll 1d6 and check the 
  table below for the resulting effect:
  1d6
  Effect
  1
  Confusion: Targets move in random directions for 
  1d6 rounds, attacking any creatures they encounter 
  during this time. Save avoids.
  2
  Fear: Targets flee (as fear spell). Save avoids.
  3
  Sleep: Targets fall asleep for 1 hour (as sleep spell). 
  Save avoids.
  4
  Cure Wounds: Targets are healed for 1d8+2 hit 
  points.
  5
  Vomit: Targets are covered in vomit and immobilized 
  for 2d4 rounds, or they can make a saving throw to 
  move at half normal movement for 1d4 rounds. 
  6
  Tongue Lash: One random target within 10ft is 
  grabbed by tongue and pulled close for automatic 
  bite damage.
  Malignant Mouth: HD 3; AC 7[12]; Atk bite (1d6) or focused 
  shout (1d6); Move 0 (immobile); Save 14; AL N; CL/XP 4/120; 
  Special: cackle (every 1d6 rounds, 30ft range, spell effects, 
  see text), focused shout (60ft range, 1 target, ranged to-hit 
  roll, 1d6 damage), magic resistance (15%).
  Malignant Mouth
  
  Tome of Horrors
  42
  The two-toed horned moose stands almost 7 feet at the shoulder, with 
  majestic antlers towering over its already enormous form. A single 
  protruding horn juts from above its steaming nostrils.
  Two-Toed Horned Moose
  Hit Dice: 6
  Armor Class: 6[13]
  Attacks: ram (2d6), 2 hooves (2d4) or kick (2d8)
  Saving Throw: 11
  Special: charge
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 1d6+2
  Challenge Level: 6/400
  The two-toed horned moose stands almost 7ft tall at the 
  shoulder, with majestic antlers towering over its already 
  enormous form. A single protruding horn juts from above its 
  steaming nostrils. Although the two-toed horned moose is an 
  herbivore, its massive size combined with its horn and antlers 
  mean that, when angered, it makes for a terrifying experience. 
  When roused, the two-toed horned moose lowers its head and 
  charges, crashing and piercing with its antlers and bludgeoning 
  with its spade-like horn. The moose is not usually aggressive, save 
  when confronted by intrusive humanoids or canine creatures. At these 
  times, the moose often charges, as canine creatures are one of the moose’s 
  natural predators.
  Moose, Two-Toed Horned: HD 6; AC 6[13]; Atk ram (2d6), 2 
  hooves (2d4) or kick (2d8); Move 15; Save 11; AL N; CL/XP 
  6/400; Special: charge (20ft line plus ram attack, additional 
  2d6 damage and knocked prone, save for half damage).
  Moose, Two-Toed Horned
  
  Tome of Horrors
  43
  The noble streynor is an evolved and magically active descendent of the 
  prehistoric and extinct “brown streynor” first mentioned in the Emperor’s 
  Song Cycle by the poet and naturalist Nevigistro. Like their ancestors, 
  noble streynors are herd animals most often found in their choice habitats 
  where scrub plains give way to desert sands. 
  Noble Streynor
  Hit Dice: 3
  Armor Class: 6[13]
  Attacks: bite (1d8), 2 hooves (1d6)
  Saving Throw: 14
  Special: none
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1, 1d6+1, 3d12
  Challenge Level: 3/60
  Noble streynors are herd animals most often found in their choice 
  habitats where scrub plains give way to desert sands. In that arid region, 
  noble streynors graze on short, tough grasses, but they prefer to eat 
  flowering cactus plants. The flesh inside their mouths is especially tough, 
  enabling them to safely consume errant cactus needles. Noble streynors 
  roam in herds of up to three dozen animals, placidly moving from one 
  food source to the next. Though able to survive in diverse environments, 
  noble streynors prefer areas less prone to precipitation as their immune 
  systems are weakened if their permeable hides spend too much time in 
  the rain.
   
  Noble Streynor: HD 3; AC 6[13]; Atk bite (1d8), 2 hooves 
  (1d6); Move 18; Save 14; AL N; CL/XP 3/60; Special: none.
  Noble Streynor
  
  Tome of Horrors
  44
  The thing stirs, revealing itself to be a rotting, skeletal humanoid but 
  with several obviously animal bones in place of its normal skeleton, 
  including the frightening visage of a great wolf’s skull.
  Hybrid Revenant
  Hit Dice: 11
  Armor Class: 3[16]
  Attacks: bite (1d8), 2 claws (1d6)
  Saving Throw: 4
  Special: despair wave, immune to poison, wail
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 12/2000
  A hybrid revenant resembles a semi-skeletal large humanoid, with 
  some of its humanoid parts replaced by animal bones. For example, one 
  revenant might be entirely humanoid save for a wolf skull in place of 
  a human head, while another might be humanoid on top and elk on the 
  bottom, like a hideous, skeletal centaur. Some may be clothed in rags, 
  while others might be bare bones or still hung with strips of rotting flesh. 
  Hybrid revenants occur when two or more creatures, at least one of 
  them humanoid, die on the same spot, in similar throes of torment. In 
  unending, hellish agony, the hybrid revenant wanders the land, howling 
  out the horror of its unnatural existence and tainting all it passes with 
  the corruption of its despair. Any creature within 60ft hearing the wail 
  of the hybrid revenant must make a saving throw or be stunned for 1d3 
  rounds. The hybrid revenant can wail once every 1d6 rounds. 
  Additionally, the despair may overwhelm the hybrid revenant each 
  round and manifest as a wave of despair that does 6d6 points of damage 
  to all creatures in a 30ft radius unless they save for half damage. (Roll 1d6 
  each round for the revenant; on a roll of 1, it cannot take any action other 
  than to slump as the waves of despair roll off it).
  Hybrid Revenant: HD 11; AC 3[16]; Atk bite (1d8), 2 claws 
  (1d6); Move 12; Save 4; AL C; CL/XP 12/2000; Special: 
  despair wave (1-in-6 chance each round, 30ft radius burst, 
  6d6 damage, save for half), immune to poison, wail (every 
  1d6 rounds, 60ft radius, save or stunned for 1d3 
  rounds).
  Revenant, Hybrid
  
  Tome of Horrors
  45
  Rhinoceros, Prehistoric 
  (Elasmotherium)
  This creature has massive legs and a stout body with a thick coat of 
  brown fur. Two curving horns rise from the tip of its elongated nose.
  Prehistoric Rhinoceros (Elasmotherium)
  Hit Dice: 9
  Armor Class: 3[16]
  Attacks: gore (3d6)
  Saving Throw: 6
  Special: trample
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1, 1d4+1
  Challenge Level: 9/1100
  Distinguished by a massive horn on its head, the elasmotherium is the 
  size of a mammoth and covered in a grey-brown fur. Long legs allow the 
  elasmotherium to gallop like a horse, charging full speed at its enemies 
  to gore them with its horn. The horn is used for defense of its territory 
  and mates, and for driving away competitors in their grazing grounds. 
  Elasmotherium are highly territorial. 
  The Elasmotherium stands 7ft tall at the shoulder and reaches lengths 
  of up to 16ft long. At a weight of 10,000 pounds, this massive beast packs 
  a powerful punch when it charges. The horn can reach lengths of 5ft 
  and is made of hardened keratin, rather than bone. The tip of the 
  horn forms a sharp point, easily penetrating the defenses of unwary 
  enemies. If an elasmotherium charges a creature and hits with 
  its gore attack, it knocks the creature prone (save avoids) and 
  tramples it for an additional 4d8 points of damage.
  Rhinoceros, Prehistoric (Elasmotherium): HD 11; 
  AC 3[16]; Atk gore (3d6); Move 18; Save 4; AL 
  N; CL/XP 11/1700; Special: trample (charge 
  and hit with gore attack, 4d8 damage, 
  save for half).
  Rhinoceros, Prehistoric 
  (Embolotherium)
  This enormous, heavily armored creature stands well over 8 feet tall 
  and has a large blunt horn protruding from its snout, arcing almost 
  straight up from the nose.
  Hit Dice: 9
  Armor Class: 0[19]
  Attacks: gore (3d6)
  Saving Throw: 4
  Special: trample
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1, 1d4+1
  Challenge Level: 11/1700
  This enormous, heavily armored prehistoric rhinoceros stands well 
  over 8ft tall and has a 2ft-long blunt horn protruding from its snout, 
  arcing almost straight up from the nose. The embolotherium uses the 
  horn as a battering ram, and it also functions as a resonating chamber to 
  communicate with other herds over long distances. If an embolotherium 
  charges a creature and hits with its gore attack, it knocks the creature 
  prone (save avoids) and tramples it for an additional 2d8 points of damage 
  (save for half). 
  Rhinoceros, Prehistoric (Embolotherium): HD 9; AC 
  0[19]; Atk gore (2d6); Move 15; Save 4; AL N; 
  CL/XP 11/1700; Special: trample (charge and 
  hit with gore attack, save or additional 2d8 
  damage).
  Rhinoceros
  
  Tome of Horrors
  46
  A gaunt, robed figure stands before you, its features almost invisible 
  in a deep hood. The essence of pure shadow swirls around it like a 
  great cloak.
  Shadelocke
  Hit Dice: 7
  Armor Class: 4[15]
  Attacks: shadow touch (2d6)
  Saving Throw: 9
  Special: +1 or better magic weapons to hit, aura of gloom, 
  immune to cold, shadow portal, spell-like abilities
  Move: 12/12 (fly)
  Alignment: Chaos or Neutrality
  Number Encountered: 1, 2
  Challenge Level: 9/1100
  Shadelockes are mysterious, robed creatures that dwell in gloomy 
  places and possess a natural ability to harness the shadows to their 
  own ends to create vivid illusions. Though they are usually solitary, 
  shadelockes are sometimes encountered in pairs, working together 
  to confuse and mislead their foes into thinking there is only one, 
  then attacking when the opportunity presents itself. A shadelocke’s 
  touch causes a target to drop into its own shadow and emerge up 
  to 30ft away in a random shadow. The transit is instantaneous and 
  causes 1d6 points of damage. A saving throw avoids damage and 
  being transported.
  Any creature approaching within 30ft of a shadelocke enters 
  its aura of gloom and must make a saving throw or suffer a 
  –1 penalty to hit and damage while in the creature’s presence. 
  At will, shadelockes can cast dimension door (and jump from 
  shadow to shadow), ESP, and phantasmal force. Three times 
  per day they can cast darkness 15ft radius and hold person. 
  Once per day they can cast charm person and fly.  
  Investigators have had to turn to folklore to learn 
  more of the shadelockes, but even here legends are 
  contradictory. The most common tale is that shadelockes 
  are servitors of a mysterious Shadow King who dwells in a 
  dark realm of shadow adjacent to but separate from the known 
  planes. The shadelockes are tasked with gathering information on 
  dwellers on the Prime Material Plane, spreading fear and dread to keep 
  the Shadow King’s realm safe from intrusion and occasionally kidnapping 
  mortals into the shadow realms for experimentation and amusement. Some 
  stories postulate that the Shadow King has other, even more terrifying, 
  minions that no one has ever lived to describe.
  Shadelocke: HD 7; AC 4[15]; Atk shadow touch (2d6 + 
  shadow portal); Move 12 (fly 12); Save 9; AL C or N; CL/XP 
  9/1100; Special: +1 or better magic weapons to hit, aura of 
  gloom (30ft radius, save or –1 to hit and damage), immune 
  to cold, shadow portal (1d6 cold damage, falls into shadow 
  and emerges 30ft in random direction, save avoids transport 
  and damage), spell-like abilities.
  Spell-like abilities: at will—dimension door (through 
  shadows), ESP, phantasmal force; 3/day—darkness 
  15ft radius, hold person; 1/day—charm person, fly.
  Shadelocke
  
  Tome of Horrors
  47
  The black-armored figure has no face save a pair of burning points of 
  light. Its breastplate is emblazoned with the sigil of a skull that sprouts 
  massive stag’s horns.
  Shadow Captain
  Hit Dice: 10
  Armor Class: 2[17]
  Attacks: +3 freezing longsword (1d8+3 + 1d6 cold) or touch 
  (level drain)
  Saving Throw: 5
  Special: +1 or better magic weapons to hit, darkvision, 
  immunities, level drain, regenerate, resist electricity, spell-like 
  abilities
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 1d4, 3d4
  Challenge Level: 13/2300
  Shadow captains are black-armored figures with no face save a pair of 
  burning points of light. Its plate armor is emblazoned with the sigil of a 
  skull that sprouts massive stag’s horns.
  When the eternally cursed undead creature known as the Horned Lord 
  rises, he is inevitably accompanied by his 12 minions, the deadly shadow 
  captains. These creatures may be the undead remains of the Horned Lord’s 
  old followers, but some have suggested that they are equally wicked 
  individuals from other lands and eras, cursed to serve him for all eternity. 
  A few have even gone so far as to speculate that the shadow captains 
  are actually undead entities sent by the gods to further the Horned 
  Lord’s torment, acting ostensibly as his minions, but also adding to 
  his misery and the realization of his unending doom.
  Shadow captains attack with a +3 freezing longsword or their 
  frigid touch, which drains 1 level if the target fails a saving 
  throw. They can cast polymorph self at will, cause serious 
  wounds three times per day, or animate dead once per day. 
  Regardless of their origin, the shadow captains carry 
  out the Horned Lord’s will — leading his armies, 
  exterminating enemies, and engaging in acts of 
  corruption and espionage using their polymorph 
  self ability. Many tales have been told about 
  rulers, advisors, valued counselors, lovers and 
  other intimate associates who were, in the 
  end, revealed to be shadow captains, 
  following the Horned Lord’s dread 
  commands.
  Shadow Captain: HD 10;  
  AC 2[17]; Atk +3 freezing 
  longsword (1d8+3 + 1d6 
  cold) or touch (level drain); 
  Move 12; Save 5; AL C; CL/XP 
  13/2300; Special: +1 or better magic weapons 
  to hit, darkvision (60ft), immunities (charm, 
  cold, poison), level drain (1 level per hit, save 
  resists), regenerate (3hp/round), resists 
  electricity (50%), spell-like abilities.
  Spell-like abilities: at will—polymorph 
  self; 3/day—cause serious wounds; 1/
  day—animate dead.
  Shadow Captain
  
  Tome of Horrors
  48
  Skeletal Knight
  Hit Dice: 4
  Armor Class: 8[11]
  Attacks: weapon (1d8)
  Saving Throw: 13
  Special: immune to sleep and charm
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 4/120
  Once bound to their master as a personal guard, a skeletal knight 
  returns when called to defend its lord. Only the master knows the 
  command word that causes the skeletal knight to reassemble to its 
  humanoid form from the pile of bones, armor scraps, and rusted 
  weapons that is its dormant state. When the master calls, 1d4 skeletal 
  knights rise and fight. A skeletal knight is often found with either a 
  longsword or battle axe and wears bits of chainmail or plate armor.
  A skeletal knight cannot speak, but it understands the language of its 
  master. Once created, it defends its lord as it did in life, unceasingly and 
  without fail. If a skeletal knight is inactive for 24 hours, it collapses 
  into a giant pile of bones, armor, and weapons once again to await the 
  master’s next call.
  Skeletal Knight: HD 4; AC 8[11]; Atk weapon (1d8); 
  Move 12; Save 13; AL N; CL/XP 4/120; Special: 
  immune to sleep and charm.
  Skeleton Knight
  
  Tome of Horrors
  49
  The bird appears to be an entirely ordinary parrot. 
  When it speaks, however, it utters the words of a magical 
  spell, and arcane energy begins to swirl around it.
  Spell Parrot
  Hit Dice: 2
  Armor Class: 7[12]
  Attacks: bite (1d4), 2 claws (1d3)
  Saving Throw: 16
  Special: spell mimicry
  Move: 6/24 (fly)
  Alignment: Neutrality
  Number Encountered: 1, 1d2
  Challenge Level: 2/30
  The incredibly rare spell parrot appears to be an entirely 
  ordinary parrot. When it speaks, however, it can utter the 
  words of a spell, and arcane energy begins to swirl about the bird. 
  They otherwise look, think, and act primarily like parrots, despite 
  their higher-than-normal intelligence. 
  Whenever the spell parrot hears a spell being cast, it 
  can attempt to mimic the spell on its next turn. Roll 1d6 
  when the bird speaks and check the table below to see if 
  the spell is successfully cast. Once a spell parrot mimics a 
  spell, it cannot do so again until it rehears that spell.
   
  Spell Level
  Success (on 1d6)
  1st–2nd
  1–4
  3rd–4th
  1–2
  5th+
  1
  Spell parrots can be tamed as pets, but since they occur spontaneously 
  (within any of the larger parrot species), it is difficult to discover one 
  young enough to socialize it properly. Careful training by someone with 
  exceptional animal handling skills can result in a spell parrot that only 
  mimics spells at a signal from its humanoid handler. However, they can 
  be cantankerous creatures, and moody, with questionable senses of humor, 
  and even the best-trained spell parrot may choose to disobey its handler.
  Spell Parrot: HD 2; AC 7[12]; Atk bite (1d4), 2 claws (1d3); 
  Move 6 (fly 24); Save 16; AL N; CL/XP 2/30; Special: spell 
  mimicry. 
  Spell Parrot
  
  Tome of Horrors
  50
  Demon Spider
  Hit Dice: 8
  Armor Class: 4[15]
  Attacks: bite (1d8 + lethal poison), 2 strikes (1d6)
  Saving Throw: 8
  Special: immune to poison, poison, resists cold and lightning, 
  vulnerable to fire
  Move: 12/12 (climb)
  Alignment: Chaos
  Number Encountered: 1d3
  Challenge Level: 9/1100
  Created in the bowels of the underworld, the extremely rare 
  demon spider is one of the largest varieties of its kind. Although 
  not actually a demon, the creature has been given its name by 
  survivors because of its fiery orange and black coloration 
  and especially malevolent attitude; it not only kills to feed 
  itself, 
  it enjoys the hunt and subsequent torture of its victim. The 
  s p i d e r 
  bite delivers a lethal poison, and it strikes with two barbed legs. Despite its 
  name, the demon spider actually takes double damage from fire.
  Demon Spider: HD 8; AC 4[15]; Atk bite (1d8 + lethal poison), 
  2 strikes (1d6); Move 12 (climb 12); Save 8; AL C; CL/XP 
  9/1100; Special: immune to poison, poison (save or die), 
  resists cold and lightning, vulnerable to fire (200%). 
  Spider, Prism
  Alarmed and posturing aggressively, the great spider changes from a 
  mottled brown to a shifting array of colorful patterns pulsing across its 
  surface as it attacks.
  Hit Dice: 7
  Armor Class: 5[14]
  Attacks: bite (1d8), 2 strikes (1d6)
  Saving Throw: 9
  Special: immunities, shifting prism powers, web
  Move: 12/12 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d4+2
  Challenge Level: 9/1100
  Prism spiders are exceedingly rare giant predatory spiders. When calm, 
  a prism spider is a mottled black and brown in color and looks like an 
  ordinary giant spider. Once the spider is alarmed or aggressive, however, 
  it changes colors in brilliant and beautiful patterns, some speckled, striped, 
  diamond-patterned, or even swirled. No one knows if the prism spider 
  changes color deliberately, due to some incomprehensible spider logic, or 
  whether the changes are merely random.
  As the prism spider shifts colors, its immunities and attacks change. 
  Roll 1d6 at the start of the spider’s turn and consult the table below. Use 
  the result in place of one of the spider’s attacks.
  Prism Spider: HD 7; AC 5[14]; Atk bite (1d8), 2 strikes (1d6); 
  Move 12 (climb 12); Save 9; AL N; CL/XP 10/1400; Special: 
  immunities (varies), shifting prism powers (see text), web 
  (every 1d6 rounds, 60ft range, shoot webs, as web spell).
  1d6
  Color
  Immunity
  Other
  1
  Green
  Acid
  Spit Acid: The spider spits a 
  30ft line of acid that is 5ft wide. 
  Each creature in the line takes 
  8d6 points of acid damage 
  unless they make a saving 
  throw for half damage.
  2
  Orange
  Fire
  Fiery Carapace: The spider 
  is wreathed in intense, thick 
  flames that shed bright light 
  in a 20ft radius. All creatures 
  within 5ft takes 2d6 points of 
  damage.
  3
  Gray
  Disease
  Diseased Bite: When the prism 
  spider makes a successful bite 
  attack, the target must make a 
  saving throw or take 2d4 points 
  of damage each day until 
  cured. 
  4
  Blue
  Lightning
  Shocking Aura: All creatures 
  within 15ft take 2d6 points of 
  electrical damage (save for 
  half). 
  5
  White
  Cold
  Hoarfrost: Creatures within 
  15ft take 2d6 points of cold 
  damage (save for half). 
  6
  Purple
  —
  Heal: The spider magically 
  heals itself for 3d6 points of 
  damage.
  Spiders
  
  Tome of Horrors
  51
  The misty form of the stag suddenly transforms into that of a tall, 
  graceful elven woman, rising from the cold waters of the lake.
  Spökvatten
  Hit Dice: 7
  Armor Class: 6[13]
  Attacks: touch (1d8 + 1d6 cold)
  Saving Throw: 9
  Special: +1 or better magic to hit, breath weapon, immune 
  to cold, shape change
  Move: 12/12 (swim)
  Alignment: Chaos
  Number Encountered: 1, 1d3
  Challenge Level: 9/1100
  The wicked fey known as the spökvatten live in lonely ponds, streams, 
  and waterfalls, lying in wait for their prey. In its natural form, a spökvatten 
  resembles a beautiful elven woman with pale skin, long black hair, and 
  pupilless black eyes. When prey (animals or humanoids) approaches, the 
  spökvatten can transform into a cold, clinging mist. When hunting animals, 
  the creature can simply envelop its prey in a chill grasp, paralyzing and 
  killing it. 
  Intelligent prey requires more subtlety, and in such cases, the spökvatten 
  can take on the shape of any animal or humanoid — impersonating an 
  especially impressive target for hunters, a lost child, or an especially 
  attractive individual to draw its quarry closer.
  The spökvatten’s victims are drawn close to the creature’s lair, and if 
  possible, into the icy water where they are easier to subdue. Slain and 
  frozen victims are consumed later at the spökvatten’s leisure or stored 
  under the cold water for future use. Spökvatten can be hit only by magic 
  weapons.
  Every 1d6 rounds, a spökvatten can breathe a cloud of icy fog in a 15ft 
  cone that does 6d6 damage (save for half).
  Spökvatten: HD 7; AC 6[13]; Atk touch (1d8 + 1d6 cold); 
  Move 12 (swim 12); Save 9; AL C; CL/XP 9/1100; Special: +1 
  or better magic weapon to hit, breath weapon (every 1d6 
  rounds, 15ft cone, icy fog, 6d6 cold damage, save 
  for half), immune to cold, shape change (icy mist 
  or beast).
  Spökvatten
  
  Tome of Horrors
  52
  A grotesque horror that tunnels through the underground with its four 
  powerful arms, the stone delver constantly searches for more prey to feed 
  its insatiable hunger.
  Stone Delver
  Hit Dice: 10
  Armor Class: 2[17]
  Attacks: 3 claws (1d8)
  Saving Throw: 5
  Special: charge, gem regeneration
  Move: 12/12 (burrow)
  Alignment: Chaos
  Number Encountered: 1, 1d3
  Challenge Level: 10/1400
  The grotesque stone delver stands on its short back legs when it tunnels, 
  using its four arms and razor-sharp claws to dig through earth and stone. 
  However, it can travel on all six limbs quickly, often rushing foes in a 
  silent charge that does 3d6 points of damage (save for half). The stone 
  delver’s carapace exterior is as hard as granite, shielding it from rock 
  slides and tunnel collapses.
  Although it primarily survives on flesh from plentiful subterranean 
  races, it is always searching for gems to consume. The valuable crystals 
  have a regenerative power, restoring lost hit points or healing damage 
  within a few hours after consumption (1d6 hp restored per 500gp of 
  gems consumed). The stone delver can be distracted by gems if thrown 
  or displayed by characters. Deep within the ground, the stone delver’s lair 
  often has a hidden hoard of raw and uncut gems.
  Stone Delver: HD 10; AC 2[17]; Atk 3 claws (1d8); Move 12 
  (burrow 12); Save 5; AL C; CL/XP 10/1400; Special: charge 
  (20ft rush, additional 3d6 damage, save for half), gem 
  regeneration (1d6hp restored per 500gp gems devoured).
  Stone Delver
  
  Tome of Horrors
  53
  Tainted Servant of Tsathogga
  Hit Dice: 5
  Armor Class: 6[13]
  Attacks: 2 claws (1d8)
  Saving Throw: 9
  Special: amphibious, chaotic croak, poison cloud, slimy, 
  tainted spit.
  Move: 12/12 (swim)
  Alignment: Choas
  Number Encountered: 1, 1d3
  Challenge Level: 10/1400
  A tainted servant of Tsathogga is a twisted, deformed humanoid that 
  appears to be more frog than anything else. They have greenish-yellow 
  skin, large, bulbous eyes, and are covered in a slimy goo that makes them 
  hard to hold. Their hands and feet are larger than normal, with webbing 
  stretching between their fingers and toes. Their tough, fatty skin makes 
  them immune to cold and blunt weapons.
  These faithful servants of Tsathogga are amphibious creatures that 
  dwell in swamps, underground temples, and other unholy places sacred to 
  the frog god. Every 1d6 rounds, they can issue a chaotic croak that turns 
  friend against friend (save resists). Any creature within 50ft who hears the 
  infernal croak must make a saving throw or attack the nearest creature, 
  whether enemy or ally, for 1 round. Two times per day, a tainted servant 
  can spit a globule of slime that restrains anyone it hits who fails a saving 
  throw. A creature can break free of the solidifying slime by making an 
  Open Doors check.  
  Once per day, the tainted servant can cause a cloud of poison gas to 
  issue from its pores. Anyone caught inside this 20ft sphere of deadly 
  must make a saving throw or take 2d6 points of damage. The cloud 
  disperses after 1d4+1 rounds, but moves with the tainted servant 
  while it remains.
  Tainted Servant of Tsathogga: HD 5; AC 6[13]; Atk 2 
  claws (1d8); Move 12 (swim 12); Save 9; AL C; CL/XP 
  8/800; Special: amphibious, chaotic croak (every 
  1d6 rounds, 50ft radius, save or attack nearest 
  creature for 1 round), darkvision (60ft), immune to 
  cold and blunt weapons, poison cloud (1/day, 20ft 
  sphere, lasts for 1d4+1 rounds, 2d6 damage, save avoids), 
  slimy (escape bonds, grapples), tainted spit (2/day, to-hit 
  roll, save or restrained, Open Doors check to escape). 
  Tainted Servant of Tsathogga
  
  Tome of Horrors
  54
  Created by accident in the laboratory of a magic-user renowned for 
  his repertoire of polymorph spells, the magical insect known as the 
  thaumaturmite can destroy magical cloth with its bite. Their sizes vary, 
  from a 2in-long bug to a 6ft-long monstrosity. Occasionally, the lesser 
  thaumaturmites swarm in a magic-destroying mass.
  Thaumaturmite, lesser
  Hit Dice: 1
  Armor Class: 9[10]
  Attacks: bite (1d3 + consume magic)
  Saving Throw: 17
  Special: detect magic, consume magic
  Move: 6/6 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 1/15
  The lesser thaumaturmite is a 2in-long bug often mistaken for an exotic 
  beetle. Possessing an insect-level intelligence, the thaumaturmite mainly 
  seeks to feed and to procreate. It eats fabric and cloth, especially those 
  worn by spellcasters. A single thaumaturmite can chew 2d12 holes in a 
  piece of fabric during a single feeding session. The lesser thaumaturmite 
  can detect magic within 30ft, and its bite is capable of damaging magic 
  items such as a cloak of elvenkind or a flying carpet, rendering the item 
  nonmagical if the insect is left to feed unnoticed. A magic item that fails 2 
  saving throws becomes nonmagical.
  Thaumaturmite, Lesser: HD 1; AC 9[10]; Atk bite (1d3 + 
  consume magic); Move 6 (climb 6); Save 17; AL N; CL/XP 
  1/15; Special: detect magic (30ft radius), consume magic 
  (bite deteriorates magical cloth, item becomes nonmagical 
  with 2 failed saves), magic resistance (50%).
  Thaumaturmite, Greater
  Hit Dice: 5
  Armor Class: 4[15]
  Attacks: bite (2d4 + consume magic)
  Saving Throw: 12
  Special: detect magic, consume magic
  Move: 12/12 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 5/240
  The greater thaumaturmite 
  is a 6ft-long menace that eats 
  meat of all kinds, attacking 
  any living creature when it 
  needs to satisfy its hunger. 
  It almost always favors 
  spellcasters as food, using 
  its special antennae to 
  detect 
  those 
  of 
  such 
  vocations. Because of their close association with all things magical, 
  thaumaturmites are resistant to magic (50%). The greater thaumaturmite 
  can detect magic within 30ft, and its bite is capable of damaging magic 
  items such as a cloak of elvenkind or a flying carpet, rendering the item 
  nonmagical if the insect is left to feed unnoticed. A magic item that fails a 
  saving throw becomes nonmagical.
  Thaumaturmite, Greater: HD 5; AC 4[15]; Atk bite (2d4 + 
  consume magic); Move 12 (climb 12); Save 12; AL N; CL/XP 
  5/240; Special: detect magic (30ft radius), consume magic 
  (bite deteriorates magical cloth, item becomes nonmagical 
  with failed save).
  Thaumaturmite Swarm
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: bite (2d6 + consume magic)
  Saving Throw: 8
  Special: detect magic, consume magic
  Move: 6/6 (climb)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 9/1100
  A thaumaturmite swarm is a mass of the 2in-long bugs. A thaumaturmite 
  swarm can devour fabric quickly. The thaumaturmite swarm can detect 
  magic within 30ft, and their swarming bite destroys magical cloth (such 
  as a cloak of elvenkind or a flying carpet) in 1d4 rounds, rendering the 
  item nonmagical. A magic item that fails a saving throw with a –4 penalty 
  becomes nonmagical. A thaumaturmite swarm is resistant to magic 
  (25%) from the multitude of insects. Some claim a thaumaturmite swarm 
  eventually coalesces into a greater thaumaturmite if the swarm consumes 
  enough magical energy.
  Thaumaturmite Swarm: HD 8; AC 3[16]; Atk swarm (2d6 + 
  consume magic); Move 6 (climb 6); Save 8; AL N; CL/XP 
  8/800; Special: detect magic (30ft radius), consume magic 
  (swarm destroys magical cloth in 1d4 rounds, item becomes 
  nonmagical with failed save with –4 penalty), magic 
  resistance (25%).
  Thaumaturmite
  
  Tome of Horrors
  55
  This armored skeleton stands in a battle-ready pose, its weapon held 
  high as cold blue light shines in its eye sockets.
  Undead Swordsman
  Hit Dice: 4
  Armor Class: 5[14]
  Attacks: bastard sword (1d8)
  Saving Throw: 12
  Special: immune to charm, cold and sleep
  Move: 12 
  Alignment: Chaos
  Number Encountered: 1, 2d4, 3d8
  Challenge Level: 5/240
  Undead swordsman wear heavy armor and retain some of their 
  intelligence and cunning. These formidable undead warriors are for 
  more powerful than normal skeletons. A cold blue light shines in their 
  eye sockets.
   
  Undead Swordsman: HD 4; AC 5[14]; Atk 
  bastard sword (1d8); Move 12; Save 12; AL C; 
  CL/XP 5/240; Special: immunities (charm, cold, 
  sleep).
  Undead Swordsman
  
  Tome of Horrors
  56
  Zombies are often humanoid forms that claw their way after the 
  characters, but a few variations such as the virulent plague zombie 
  and the fiery pyre zombie exist. Zombies can also be created from 
  many different corpses, as illustrated by the deadly basilisk zombie 
  and the demonic vrock zombie.
  Zombie, Basilisk
  In the distance you see a shape moving across a rugged, stony terrain. 
  Its six sickly looking legs move in a deliberate manner dropping flakes of 
  scaly skin and and chunks of rotted flesh. After a sudden stop you know it 
  has detected your presence and turns toward you. Too late you realize that 
  the creature is a basilisk and you are looking right at its dark eyes. Frozen, 
  not petrified, but from fright, you wonder how you survived its lithic stare. 
  When it attacks it you understand, it is no longer a. living monster but a 
  shell brought back to life for nefarious purpose.
  Basilisk Zombie
  Hit Dice: 6
  Armor Class: 4[15]
  Attacks: bite (2d6 + disease)
  Saving Throw: 11
  Special: disease, immunities
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 7/600
  The multi-legged zombie basilisk lurches after its prey, sensing creatures 
  with its flickering, forked tongue. The zombie basilisk’s eye sockets are 
  two empty hollows, their eyes rotted long ago, thus robbing them of their 
  fearful gaze. But their reptilian body now harbors deadly diseases they 
  pass on with their vicious bite. Anyone bitten by the creature must make 
  a saving throw or contract a rotting disease that kills them in 1d4+1 days.
  Zombie, Basilisk: HD 6; AC 4[15]; Atk bite (2d6 + disease); 
  Move 9; Save 11; AL N; CL/XP 7/600; Special: disease (save 
  or die in 1d4+1 days), immunities (charm, poison, sleep).
  Zombie, Behir
  The sleek body and its lightning fast limbs have decayed to bits of 
  flesh clinging loosely to old bone. Fearsome and dangerous in life, it has 
  become horrifying in its undead form. Glimpsed between ribs, freshly 
  killed and swallowed-whole corpses dance their last dance as they are 
  churned about within the great beast’s belly.
  Behir Zombie
  Hit Dice: 10
  Armor Class: 4[15]
  Attacks: bite (1d8)
  Saving Throw: 5
  Special: constrict and claw, immune to sleep and charm, 
  swallow whole
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 11/1700
  A zombie behir is the animated remains of the serpentine monster. 
  Glimpsed between its ribs, freshly killed and swallowed-whole corpses 
  dance their last dance as they are churned about within the great beast’s 
  belly. The zombie behir can wrap its body around prey (with a successful 
  to-hit roll), and on the next round begin clawing at the trapped creature (6 
  Zombies
  
  Tome of Horrors
  57
  attacks, 1d6 points of damage per claw). The behir lacks its breath weapon 
  in death, but on a natural 20 to hit, it swallows its prey whole. 
  Zombie, Behir: HD 10; AC 4[15]; Atk bite (1d8); Move 12; Save 
  5; AL N; CL/XP 11/1700; Special: constrict and claw (to-hit 
  roll, save avoids or automatic 6d6 claw damage), immune 
  to sleep and charm, swallow whole (natural 20 to hit).
  Zombie, Plague
  This creature looks like a desiccated humanoid with grayish, leathery 
  flesh. It is naked except for thin strands of tattered cloth. These strips of 
  linen are crusted in dried blood and pus that oozes from sickly boils and 
  other plague-born afflictions of the zombie’s skin. 
  Plague Zombie
  Hit Dice: 3
  Armor Class: 7[12]
  Attacks: bite (1d6 + disease), 2 claws (1d8 + disease)
  Saving Throw: 14
  Special: death throes, disease, immunities 
  Move: 9 
  Alignment: Neutrality
  Number Encountered: 1, 1d6+2
  Challenge Level: 4/120
  A plague zombie’s skin festers with disease that it delivers via its bite 
  or claws. Anyone injured by the zombie must make a saving throw or 
  contract a rotting disease that does 1d4 points of damage per round until 
  a cure disease spell is used to halt the spread. When the zombie is killed, 
  it explodes in chunks of rotted flesh that cover anyone in a 15ft radius. 
  Anyone caught in the blast must make a saving throw or contract the 
  rotting disease.
  Zombie, Pyre: HD 3; AC 7[12]; Atk bite (1d6 + disease), 2 
  claws (1d8 + disease); Move 9; Save 14; AL N; CL/XP 4/120; 
  Special: death throes (explodes when killed, 15ft radius, save 
  or diseased, 1d4 rotting damage per round until cured), 
  disease (rotting disease, 1d4 damage per round until cured, 
  save avoids), immunities (charm, poison, sleep).
  Zombie, Purple Worm 
  Purple Worm Zombie
  Hit Dice: 15
  Armor Class: 6[13]
  Attacks: bite (2d12 + disease), sting (1d8 + lethal poison)
  Saving Throw: 3
  Special: disease, immune to sleep and charm, poison sting, 
  swallow whole
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 18/3800
  
  Tome of Horrors
  58
  The rotting remains of the massive purple worm zombie slide along 
  with an awkward, stuttering movement. The epidermis sloughs off the 
  40ft-long annelid in diseased chunks, with a 25% chance of each slice 
  being infested with rot grubs. In death, the worm’s tail sting still drips 
  with a deadly ichor as the poison slowly runs dry. Its contaminated bite 
  now delivers a virulent disease that kills anyone failing a saving throw in 
  1d4+2 days. These beasts swallow their prey whole on a roll 4 higher than 
  the number needed to hit. They can swallow anything the size of a horse 
  or smaller.
  Zombie, Purple Worm: HD 15; AC 6[13]; Atk bite (2d12 + 
  disease), sting (1d8 + poison); Move 9; Save 3; AL N; CL/
  XP 18/3800; Special: disease (save or die in 1d4+2 days), 
  immune to sleep and charm, poison sting (save or die), 
  swallow whole (if to-hit roll is 4 higher than needed).
  Zombie, Pyre
  A rotting corpse walks forward without the usual hesitation and 
  stuttering steps. After a few steps, it bursts into flames that lick its entire 
  body, although it does not seem harmed in the slightest bit.
  Pyre Zombie
  Hit Dice: 2
  Armor Class: 8[11]
  Attacks: strike (1d8 + 1d6 fire)
  Saving Throw: 16
  Special: immune to fire and poison, 
  violent combustion
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level: 3/60
  Pyre zombies are the sad, tortured 
  remains of those who were killed 
  just before being burned alive. 
  When the soul departed, their 
  bodies were taken over by some 
  malignant spirit. The spirit fortified 
  the body from destruction by the fire, and 
  the undead form escaped the pyre to wreak 
  vengeance on the living. The undead 
  blazes with the fires that would have 
  destroyed it, so that its touch does 
  additional fire damage. Any damage 
  done to a pyre zombie causes a 
  violent explosion that does 1d8 
  points of damage to anyone 
  within 5ft (save for half). Pyre 
  zombies are immune to fire.
  Zombie, Pyre: HD 2; AC 8[11]; Atk 
  strike (1d8 + 1d6 fire); Move 9; Save 
  16; AL N; CL/XP 3/60; Special: immune 
  to 
  fire and poison, violent combustion 
  (explodes when hit, 5ft radius blast, 1d8 
  damage, save for half).
  Zombie, Vrock
  The body of a slain demon animated with unholy power. This creature 
  has no further link to its Abyssal masters but is instead a servant of the 
  dark force behind its animation. Decayed and diseased it remains a 
  powerful enemy.
  Vrock Zombie
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: beak (1d6), 2 foreclaws (1d8), 2 rear claws (1d6)
  Saving Throw: 8
  Special: immunities, magic resistance, mindless rampage, 
  resistances, screech, spores
  Move: 9/15 (fly)
  Alignment: Chaos
  Number Encountered: 1, 1d4
  Challenge Level: 11/1700
  The animated corpse of the vrock still bears some of its demonic 
  malevolence, although the creature has a 50% of lapsing into a mindless, 
  bestial state where it simply attacks with a +1 to-hit bonus with its beak 
  and claws for 1d3 rounds. 
  A toxic spore cloud surrounds the zombie vrock in death, debilitating 
  anyone within 15ft who fails a saving throw (1d6 points of damage per 
  round until saving throw to end the ongoing damage). The vrock can 
  shriek once per day to stun enemies within 20ft.
  Zombie, Vrock Demon: HD 8; AC 3[16]; Atk beak (1d6), 2 
  foreclaws (1d8), 2 rear claws (1d6); Move 9 (fly 15); Save 8; AL 
  C; CL/XP 11/1700; Special: immunities (charm, poison, sleep), 
  magic resistance (20%), mindless rampage (50% chance, 
  +1 to hit with beak and claws for 1d3 rounds), resistances 
  (cold, fire, lightning, blunt weapons) (50%), screech (1/day, 
  20ft radius, stunned for 1 round), spores (15ft toxic cloud, 1d6 
  damage per round, save avoids)..
  
  Tome of Horrors
  59
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  Tome of Horrors
  60
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.1 © 2016. Wizards of the Coast, 
  Inc; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on material by E. Gary 
  Gygax and Dave Arneson. 
  Tome of Horrors, © 2002, Necromancer Games, Inc. 
  Tome of Horrors, © 2005, Necromancer Games, Inc.; 
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  Monster Compendium: 0e, © 2008, Matthew J. Finch 
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might © 2008, Monte J. Cook. All rights 
  reserved. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Johua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, 
  LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross 
  Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, 
  Phillip Larwood, Richard Pett, and Stan! 
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, 
  LLC; Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross 
  Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo, Inc.; 
  Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, 
  Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, 
  James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, 
  Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, 
  David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike 
  Shel, James L. Sutter, and Linda Zayas-Palmer. 
  Bard’s Gate © 2006 Necromancer Games, Inc.; Authors Clark 
  Peterson, Casey Christofferson and Shane Glodoski based on original 
  material created by Clark Peterson and Bill Webb. 
  Elemental Moon © 2007 Necromancer Games, Inc.; Authors: Lance 
  Hawvermale and Andy Luke Crossness. 
  The Eamonvale Incursion © 2007 Necromancer Games, Inc.; Author 
  Nathan Douglas Paul, with Jack Barger. 
  The Lost Lands: Stoneheart Valley © 2013 Frog God Games, LLC; 
  Authors Clark Peterson and Bill Webb. 
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Green. 
  Tome of Horrors 4, © 2013, Frog God Games, LLC; Authors: Erica 
  Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick 
  Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent 
  (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott 
  Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills 
  (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike 
  Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael 
  Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), 
  The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, 
  John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, Tanner 
  Adams, and Matt Finch (“Mythmere”). 
  Fifth Edition Foes, ©2014, Frog God Games, LLC. 
  The Lost Lands: The Northlands Saga Complete © 2015, Frog God 
  Games, LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin 
  Wright. 
  NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author: 
  Casey Christofferson. 
  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; 
  Authors: Casey Chrisofferson, Matt Finch, Skeeter Green, and Greg A. 
  Vaughan with additional new material by James M. Spahn; Based on 
  original content from Necromancer Games.
  The Lost Land: The Blight© 2017, Frog God Games, LLC; Author: 
  Richard Pett.
  Quests of Doom 4 © 2017, Frog God Games, LLC; Authors: Steven 
  Winter, Michael Curtis, Ed Greenwood, Alex Kammer, Tom Knauss, 
  Kevin Wright, and Dr. Dennis Sustarre.
  Rappan Athuk © 2018, Frog God Games, LLC; Author.; Authors Bill 
  Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, 
  WDB Kenower, Casey Christofferson, and Greg Raglund; based on the 
  original creation of Bill Webb. 
  Tome of Horrors: Swords & Wuzardry Addendum © 2018, Frog 
  God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” 
  Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, 
  Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan 
  Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian 
  S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian 
  McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. 
  Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, 
  G. Scott Swift, Greg A. Vaughan, and Bill Webb
  
  Tome of Horrors
  61
  Challenge Level (CL) 1
  Fungal Folk
  Thaumaturmite, Lesser
  Challenge Level (CL) 2
  Spell Parrot
  Challenge Level (CL) 3
  Dragon, Fly
  Goblin, Elemental Wood
  Gremlin, Fuath
  Jynx
  Lost Limb
  Noble Streynor
  Zombie, Pyre
  Challenge Level (CL) 4
  Dragon, Electrum Mouse (Draco 
  Muridae Viridi)
  Dragon, Silver Mouse (Draco Muridae 
  Argenti)
  Dragon, Vulgar Mouse (Draco Muridae 
  Vulgaris)
  Fungal Folk Shaman
  Goblin, Elemental Stone
  Goblin, Elemental Water
  Malignant Mouth
  Skeletal Knight
  Zombie, Plague
  Challenge Level (CL) 5
  Beaver, Armor-Plated
  Dragon, Copper Mouse (Draco 
  Muridae Aeris)
  Dragon, Gold Mouse (Draco Muridae 
  Aurum)
  Dragon, Platinum Mouse (Draco 
  Muridae Platina)
  Goblin, Elemental Wind
  Thaumaturmite, Greater
  Undead Swordsman
  Challenge Level (CL) 6
  Aerial Assault Kuah-Lij
  Beaver, Prehistoric
  Bison, Bighorn
  The Folly
  Gem Dog
  Goblin, Elemental Fire
  Jaguar, Sabre-Tooth
  Karina
  Moose, Two-Toed Horned
  Challenge Level (CL) 7
  Beetle, Cave
  Death Cow
  Ferrous Worm
  Zombie, Basilisk
  Challenge Level (CL) 8
  Beetlor
  Hsagrath
  Challenge Level (CL) 9
  Ape, Woods
  Cadejo, Dark
  Cadejo, Light
  Fungal Folk Chieftain
  Hellbender
  Rhinoceros, Prehistoric (Elasmotherium) 
  Shadelocke
  Spider, Demon
  Spider, Prism
  Spökvatten
  Thaumaturmite, Swarm
  Challenge Level (CL) 10
  Devil Dog
  Stone Delver
  Tainted Servant of Tsathogga
  Challenge Level (CL) 11
  Hamster, Giant Bloodthirsty
  Rhinoceros, Prehistoric (Embolotherium)
  Zombie, Behir
  Zombie, Vrock
  Challenge Level (CL) 12
  Revenant, Hybrid
  Challenge Level (CL) 13
  Kamasuhn
  Shadow Captain
  Challenge Level (CL) 15
  Bulette, Red
  Challenge Level (CL) 16
  Bulette, Blue
  Dragon Crab
  Challenge Level (CL) 17
  Bulette, Gold
  Bulette, Green
  Challenge Level (CL) 18
  The Horned Lord
  Zombie, Purple Worm
  Challenge Level (CL) 19
  Bulette, Black
  Bulette, Translucent
  Monsters by CL
  
  Frog God 
  Games
  Sword & Wizardry
  Update
  TOME OF
  HORRORS
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Monster Manuals/SnW - Tome of Horrors Update 2018.pdf