\monster{Flame Servant}
{Elemental Plane Of Fire}	%%% Terrain
{Common }			%%% Frequency
{Band }				%%% Organization
{Any }				%%% ActivityCycle
{Minerals }			%%% Diet
{Low (5 --7) }			%%% Intell (0--0)
{Nil }				%%% Treasure
{Neutral }			%%% Alignment
\vstats{4 -- 24 (1 -- 6) }	%%% No. App
{6 }				%%% ArmourClass
{6, (Sw 15) }			%%% Movement
{5 }				%%% HD
{15 }				%%% Thaco
{3 }				%%% No. Att
{1-4/1-4/2-8 }			%%% 1--6
{See below }			%%% SPec att.
{See below }			%%% SPec Def
\fstats{See below }		%%% Magic res \%
{M (7' tall) }			%%% Size (6')
{Steady (11) }			%%% Moral (8--10)
{2,000}				%%% XP value

The flame servant appears as animated, vaguely humanoid, magma.  Instead of
legs,  however, its torso rests on the ground and a constant flowing action
gives it locomotion.  The flame servant has no real head.  Its vague facial
features,  which  consist of a gaping mouth and two blazing white eyes, are
situated  on the creatures chest.  When active, the flame servant glows red
with  heat,  and  can  turn  white with searing heat if extremely active or
combative.   When  dormant, a grey, rocky shell forms and it is almost safe
to touch.  This shell can be absorbed instantly by the flame servant.  When
moving it can move over surfaces (igniting flamable materials) or, if it is
travelling  over  rock,  it can turn the rock in a 10' diameter sphere into
lava and `swim' (hence the 15" in brackets next to movement).  This ability
is at will and takes no concentration to maintain.

\Com
The flame servant was not designed for combat, but for manual labour.  It
is  still  a  formidable  opponent  to  have to fight.  Its primary mode of
locomotion  is  also adaptable to a favoured attack form.  If fighting on a
rock  surface,  it  will  turn  the  ground  around  it to magma and burrow
downwards.   It  will  then  burrow  to where it thinks an opponent is most
likely  to be and burst through to the surface.  Unless the intended target
moved  after  the  flame servant disappeared, he will be engulfed in magma.
Damage  is 3d10 points per round.  A successful saving throw indicates that
the  victim  was  warned  and was able to jump back, only being splashed by
magma, for half damage.  In the Fire Realms, this will always be a favoured
attack,  but  when  on  the  Prime  Material, most rock is covered by soil,
making  this  form  difficult.  Any creature coming within 10' of the flame
servant  will  suffer  d6  damage  every round.  Those actually coming into
contact  will  take  an additional d6 damage and risk having their clothing
catch  fire.   The  two  punches  and  the  bite that the flame servant has
therefore cause 1d4, 1d4, and 2d4 respectively, plus 1d6 for contact, 1d6 for
proximity,  and  may cause combustion.  Once per turn the flame servant can
breath  a  jet of flame at one target within 20'.  The jet does 2d8 damage,
half if a saving throw is successful.

Flame servants are immune to any form of fire, magical or otherwise.  
Cold- based spells do double damage, and large amounts of water will affect
the flame servant as if a {\em slow } spell had been cast upon it.

\Hab
The flame servants inhabit the Fire Realms of the Elemental Plane serving
Efreet  and  the  other major races of the Realms.  Their special abilities
make  them very efficient builders when supervised, and they are the labour
force for the Realms.  They can only speak the common tongue of the Realms,
and  only  with  great  difficulty,  due  to their less than adequate vocal
facilities.

When  it wishes to, it can contain its heat within itself so that it can be
approached  without  causing  damage.   Contact, however, will always cause
damage.   When  'swimming', any rock will be turned to magma, this includes
walls,  the stone head of a warhammer, and even a {\em wall of stone }.  The
magma will remain such after the flame servant's passing, cooling naturally.
This  means that most Fire Lords dislike having them inside their homes, as
it  ruins  the floors and leaves holes in the walls.  The heat from a flame
servant  can  also  melt metal, given time.  It must contact the surface of
the  metal  and  concentrate  on melting the item.  It can melt one inch of
metal per round of such concentration, in the area that was contacted (eg. A
flame servant leans against a four inch thick iron wall.  In four rounds it
will have burnt a hole through it in the shape of its own body.  Also, if a
flame  servant  manages  to grab onto a fighter's sword and hold on, in one
round, it will be destroyed--magical items get a saving throw).

\Eco
There is very little to the ecology of the flame servant.  They are created
by  Efreet  or  other  higher  Fire  Lords  when needed for construction or
labour,  and  are destroyed when not needed.  More often, however, they are
sent  out  into  uninhabited  sections  of  the Realms to serve as a patrol
force.   In  rare  cases, the accompany a Lord to another Plane.  In such a
case,  there  will  be  between  one and six, and their Lord will always be
present.

\newpage

\monster{Ghost, Green}
{Any }				%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Constant }			%%% ActivityCycle
{None }				%%% Diet
{Average (8--10)}		%%% Intelligence
{A}				%%% Treasure
{Lawful Evil}			%%% Alignment
\vstats{1}			%%% No. App
{3}				%%% ArmourClass
{12 }				%%% Movement
{5}				%%% HD
{15}				%%% THAC0
{2}				%%% No. Attacks
{1--6/1--6}			%%% Damage / Attack
{Nil}				%%% Special Attack
{Nil}				%%% Special Defence
\fstats{10\%}			%%% Magic Resistance
{M (6' tall)}			%%% Size
{Average (8--10)}		%%% Moral
{420}				%%% XP Value

Green ghosts are almost invisible, except for a pale green outline around their
bodies.  They have two arms, a head, a body, and no legs.  They move by floating
above the ground.

\Com
Green ghosts are not undead, therefore, they cannot be turned by Priests.  They
attack with two claws, doing 1-6 points of damage with each successful hit.
They have a limited resistance to magic.

\Hab
Green Ghosts are solitary creatures.  They do not have any form of society.

\Eco
It is believed that Green Ghosts are not native to the prime material plane, 
and therefore have no place in nature.  Green Ghosts never need to eat, sleep,
drink or rest.

\newpage

\monster{Giant, Cliff}
{Cliffs }			%%% Terrain
{Uncommon}			%%% Frequency
{Families}			%%% Organization
{Day }				%%% ActivityCycle
{Omnivore }			%%% Diet
{Average (8--10)}		%%% Intelligence
{E}				%%% Treasure
{Chaotic Evil}			%%% Alignment
\vstats{1--6}			%%% No. App
{3}				%%% ArmourClass
{12 }				%%% Movement
{12}				%%% HD
{9}				%%% THAC0
{1}				%%% No. Attacks
{6-36}				%%% Damage / Attack
{Hurl rocks}			%%% Special Attack
{Nil}				%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{L (11' tall)}			%%% Size
{Average (8--10)}		%%% Moral
{5,000}				%%% XP Value

Cliff giants are a cross-breed between Hill giants and Mountain giants.
They have a dark brown skin colour and have hair colour ranging from light grey
to black.  They typically are dress in skins gleaned from mountain goats.

\Com
The Cliff giant prefers to stay out of close combat situations and relies on
trick and traps it sets up to catch their food.  One of their favorite tactics
is to hide in the cliffs above steep canyon passes in the mountains.  When
unwary travellers enter this area, the giants begin to casting down large
boulders and tree limbs upon them.  Cliff giants can throw these projectiles up
to 300 feet.

\Hab
Cliff giants live in caves in the sides of cliffs, thus getting their name.
They generally live in small family groups and the male will be the predominate
hunter.  However female giants can fight equally as well, but usually are found
in the cave cooking and tending after their young.  Young generally do not 
fight except as a last resort. 

Cliff giants often are associated with giant spiders and keep them both as pets
and as guards.  There is a 40\% that their cave will house 1d6 giant spiders.
These creatures  will attcak all intruders and can understand simple
instructions and commands given to them by their masters.  The commands are
usually one word commands similar to those understood by an attack dog.

\Eco
Cliff giants usually live in small families.  They tend not to group together
to anymore that the immediate family.  Which at most is usually two parents,
and four children.

\newpage

\monster{Gravewalker}
{Unholy sites and graveyards}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Night }			%%% ActivityCycle
{Human and demi-human blood}	%%% Diet
{Genius (17--18)}		%%% Intelligence
{S, Tx3, V, Z}			%%% Treasure
{Any evil}			%%% Alignment
\vstats{1}			%%% No. App
{-2}				%%% ArmourClass
{12}				%%% Movement
{17-20}				%%% HD
{17--18 HD: 3 \\
&19--20 HD: 1}			%%% THAC0
{2}				%%% No. Attacks
{2--20/2-20}			%%% Damage / Attack
{Priest spells, Chill voice}	%%% Special Attack
{+2 or better weapon to hit}	%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{M (7' tall)}			%%% Size
{Fanatic (17--18)}		%%% Moral
{17 HD: 18,000 \\
& 18 HD: 19,000 \\
& 19 HD: 20,000 \\
& 20 HD: 21,000}		%%% XP Value

Gravewalkers are the undead spirits of evil high priests who have served their
gods exceptionally well; after death, these priests have been granted the
``privilege'' of returning to the prime plane to continue their unholy work.
These undead creatures retain their abilities (including spells) of their
previous existence, except where noted above (i.e. genius intelligence, AC,
etc.).  A gravewalker's memories and emotions also remain intact, so an enemy
in life will still be an enemy in its undead state.

Only the most worthy servants will be chosen for transformation into a
gravewalker, and only if the priest has obtained at least 17th level at the
time of death.

A gravewalker appears as the typical ``grim reaper'' - a skeletal body about
seven feet tall, shrouded in black robes; the eyes of a gravewalker glow a
sickly green, and their voice is slow and deep, and chilling to hear.

A gravewalker is the enemy of everything good, and their goal is the torment
and eradication of good whenever they encounter it.

\Com
Upon transformation, a gravewalker is bestowed with a (possibly magic)
scythe for a weapon.  A gravewalker has the following chances of obtaining a
magical weapon:

\medskip
\begin{center}
\begin{tabular}{|c|c|c|c|}
\hline
{\bf Hit Dice} & {\bf +1} & {\bf +2} & {\bf +3} \\
\hline
17 & 20\% & 10\% &  5\% \\
18 & 25\% & 15\% & 10\% \\
19 & 30\% & 20\% & 15\% \\
20 & 35\% & 25\% & 20\% \\
\hline
\end{tabular}
\end{center}
\medskip

This scythe is jet black and delivers 2-20 points of damage per hit (plus any
magical bonus); a gravewalker is able to make two attacks per round with this
weapon.  A gravewalker is considered proficient in this weapon regardless of
any proficiencies in its previous existence.

In addition to its scythe, the gravewalker also retains its full compliment
of priest spells, plus any additional spells its god wishes to grant it.  These
spells are gained and cast as per a priest of the level corresponding to the
gravewalker's hit dice.

The gravewalker's final weapon is its chilling voice; anyone who listens to
a gravewalker speak for more than one round must make a saving throw versus
spells; those who fail are struck with a feeling of hopelessness (as per the
{\em emotion } spell) and immediately suffer the effects of a {\em chill touch }
spell. Anyone who succeeds in making the saving throw is not affected for the
current round; a new saving throw must be made each round.  A gravewalker's
speech is affected by magic such as a {\em silence } spell.

Although they possess great intelligence, theirs is an unnatural intellect;
therefore, like most undead, gravewalkers are unaffected by sleep and charm
spells.  In combat, only weapons with a +2 or better enchantment may harm a
gravewalker.

\Hab
A gravewalker normally inhabits unholy sites and graveyards,
as they seem to obtain sustinence from these places.  However, as they also
need a supply of human or demi-human blood to continue their existence, 
gravewalkers will often venture into towns and cities in search of victims;
they will do so only at night.  Unlike the vampire, a gravewalker lacks fangs;
therefore, the victim is usually torn assunder to allow the gravewalker access
to the blood.  Because of this, a gravewalker's blood drain is not considered a
special attack mode, since this is not done until after the victim is killed by
other means.

An individual killed and drained of blood by a gravewalker may not be
raised or resurrected until the body is brought to a holy site to receive a
{\em remove curse } spell from a good-aligned priest; this priest's level must
be at least equal to the gravewalker's hit dice.  Even if a victim is
successfully returned to life, he will be haunted by nightmares of his attacker
for the rest of his life; more often than not, insanity is the result.  The
only way to  remove this condition is to track down and kill the offending 
gravewalker (the victim's nightmares will often give clues to the whereabouts
and identity of the gravewalker in question; for instance, the nightmares are
more intense and occur more often, the closer the victim is to the
gravewalker). The aforementioned curse and nightmares only occur if the victim
is actually drained of blood; they do not occur if the gravewalker simply kills
the victim, but fails to drain its blood.

\Eco
The arch-enemies of a gravewalker are, naturally, paladins and
priests of the god (force) of good; they will often seek out and destroy these
agents of good.

\newpage

\monster{Hugok}
{Mountains}			%%% Terrain
{Rare}				%%% Frequency
{Tribal}			%%% Organization
{Night}				%%% ActivityCycle
{Omnivore}			%%% Diet
{Average (8--10)}		%%% Intelligence
{E}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{2--8}			%%% No. App
{8 (10)}			%%% ArmourClass
{12 }				%%% Movement
{1+3}				%%% HD
{19}				%%% THAC0
{2 or 1}			%%% No. Attacks
{1d4/1d4 or by weapon type}	%%% Damage / Attack
{Nil}				%%% Special Attack
{Nil}				%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{M (7' tall)}			%%% Size
{Average (8--10)}		%%% Moral
{35}				%%% XP Value

Hugok look like tall, ugly humans.  They look very rugged, and have claws on
their hands and feet.

\Com
Hugok attack with their claws, or with whatever weapons they have available.
They do not have enough technology to produce metal weapons or armor, so they
usually use spears, and wear furs.  Hugok will fight only if they believe their
survival is at stake.  Using their claws, they can climb walls with a 90\%
success rate.

\Hab
Hugok society is very primitive.  They live in caves, do not trade with other
cultures, and eat whatever food they can find.

\Eco
Hugok and dwarves hate each other.  The hugok are constantly in the dwarves'
way, and the dwarves are constantly mining in hugok territory.

\newpage
