\monster{Rapiertails}
{Mostly hills and mountains}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Day }				%%% ActivityCycle
{Carnivore }			%%% Diet
{Average (8--10)}		%%% Intelligence
{C}				%%% Treasure
{Chaotic Evil}			%%% Alignment
\vstats{1 (1--4)}		%%% No. App
{4}				%%% ArmourClass
{6, Fl 24 (A) }			%%% Movement
{5--9}				%%% HD
{5--6 HD : 15 \\
&7--8 HD : 13 \\
&9 HD : 11}			%%% THAC0
{5 -- 9 (same as Hit Dice)}	%%% No. Attacks
{1--6/1--6/1--8/1--6 (tails)}	%%% Damage / Attack
{Lightning bolts 4--24 (4d6)}	%%% Special Attack
{Nil}				%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{L (7'--9' long)}		%%% Size
{Steady (11--12)}		%%% Moral
{5 HD: 975 \\
&6--7 HD : 1,400 \\
&8--9 HD :  2,000}		%%% XP VALUE 

Rapiertails appearance is much like a dragon and from a far distance may be
mistaken as one.  Though it's smaller size and many tails give it away upon
closer inspection.  They are greyish in skin colour and have reptilian like
hides which acts as effective armour.  Perhaps a rapiertails most distingushed
feature is the fact it has more than one tail.  Rapiertails have 2--6 tails,
and the more tails the higher it's hit dice.  (Hit dice is equal to 3 + the
number of tails the creature has).

\Com
Rapiertails gets it name from it extraordinary ability to use it's tails in
combat.  The creature can use it's claws, bite, and tails to attack any number
of opponents near it.  It's claws do 1d6 points of damage as does each tail,
but it's bite does 1d8 points of damage.  Besides this a rapiertails can also
shoot forth a {\em lightning bolt } from its eyes and strike an opponent doing 
4d6 damage or half if saving throw is made.  It can attack this way up to five
times a day but beyond that it will not have energy to use this attack again
until eight hours of rest.  Also since rapiertails is an effective flyer it
can hover which enables it to use it's many attack forms or it can dive from
above.  In this attack form only two possibilities can happen.  Either the
rapiertails attacks straight into a single creature doing a tackle procedure or
it attack by a fly by whipping all creatures to either side of it with it tails.The type of attack it does depends whether it considers a whole group of
creatures to be the threat or just a single individual.  Either attack form
uses the same bonuses and penalities of a charge.  A successful hit does twice
normal damage, but the creature must climb to an height of 480 yards to do this
attack.  Normal a rapiertails only does this kind of an attack in the first
attack round.

\Hab
Rapiertails prefer more temperate climates and are more likely to be found in
warmer regions.  Rapiertails are excellent warriors and they know it.  They
love killing for any reason and have learned to appreciate treasure.  Not so
much as a means of worth but a showing of power.  They make their homes almost
anywhere, sides of cliffs, in caves, on islands, and in large trees.  They
lair the area with the treasures they have collected and build nest.  They
do not appericate anything find their next and kill all that enter it,
including other rapiertails.

\Eco
Rapiertails will be found together for a short time when mating.  In this
case their will be two parents and one or two eggs or hatchlings.  Hatchlings
are born with 2 tails (use a 1d3 to determine hit points) and do only half
damage and can only move half the normal speed.  Depending on how old they are
hatchlings normally will not know how to fly (mainly because shortly after
learning to fly they leave to live on their own).  When mating the rapiertails
will have a nest built to have their young born in where their treasure will
not be located.  Just because two rapiertails share a moment doesn't mean they
are going to trust the other.

\newpage

\monster{Rebounder}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Any }				%%% ActivityCycle
{Unknown }			%%% Diet
{Animal (1)}			%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1}			%%% No. App
{7}				%%% ArmourClass
{3 (15 if rebounding)}		%%% Movement
{2}				%%% HD
{19}				%%% THAC0
{0}				%%% No. Attacks
{0} 				%%% Damage / Attack
{Rebounding, Gas}		%%% Special Attack
{Rebounding}			%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{M (4'--6' tall)}		%%% Size
{Nil}				%%% Moral
{120}				%%% XP Value

Rebounders are somehow related to gas spores and beholders.  They look exactly
like Gas Spores.

\Com
If a rebounder is struck with a blunt weapon, it takes no damage, and releases 
a cloud of gas, and then ``rebounds'' away at it's full movement rate.  With
every bounce, it loses 1/4 of it's momentum.  If it bounces in the direction of 
a creature, and it successfully rolls to-hit, then that creature takes 1-8 
points of damage (or 1-6, 1-4, or 1-2, depending on how many times the
rebounder has bounced.) With every impact, a 5x5x5 cloud of poison gas is 
released.  This gas does 1-4 points of damage for 1-4 rounds to anyone
breathing it, until it dissipates.  Slashing weapons do 1/2 damage, and knock 
the rebounder back at 1/2 it's movement rate.  Puncturing weapons slay the 
rebounder instantly.  When a rebounder dies, it explodes, doing 1-10 points of 
damage to anyone within 5 feet, and 1-4 to anyone between 5 and 15 feet away.

\Hab
Nothing is known about rebounder society, if it exists.  Never has more than one
rebounder been seen at one time.

\Eco
Rebounders do not interact with nature.  It is possible that they are mutant gas
spores, and not a race of their own.

\newpage

\monster{Rhoon}
{Temperate to tropical}		%%% Terrain
{Very rare to rare}		%%% Frequency
{Loose clans}			%%% Organization
{Dyurnal}			%%% ActivityCycle
{Carnivore}			%%% Diet
{Average to very (8--12)}	%%% Intelligence
{see below}			%%% Treasure
{Neutral}			%%% Alignment
\vstats{1--2 (80\%) \\
& 3--10 (15\%) \\
& 20--50 (5\%)}			%%% No. App
{See below}			%%% ArmourClass
{See below}			%%% Movement
{See below}			%%% HD
{See below}			%%% THAC0
{See below}			%%% No. Attacks
{See below}			%%% Damage / Attack
{See below}			%%% Special Attack
{Acute hearing (1 mile)}	%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{Variable}			%%% Size
{Average (8--10) \\
&Fanatic (17--18) (guarding nest)}	%%% Moral
{14 HD: 7,000 \\ 
&17 HD: 12,000 \\ 
&20 HD: 17,000 \\ 
&23 HD: 20,000 }		%%% XP Value

\begin{center}
\begin{tabular}{||l|c|l|c|c|c|l|l|l||}
\hline
{\bf Age category} & {\bf AC} & {\bf Movement} & {\bf Hit Dice} & {\bf THAC0} &
{\bf Attacks} & {\bf Damage/Attack} & {\bf Throw rocks} & {\bf Ram}\\
\hline
Hatchling & -2 & 3 Fl 36 (B) & 14 & 7 & 2 & 2d6/1d6 (\x1) & Nil & Nil \\
Young     & -5 & 3 Fl 40 (B) & 17 & 3 & 3 & 4d6/1d6 (\x2) & 1d6 & 1d6 \\
Mature    & -8 & 3 FL 44 (A) & 20 & 1 & 5 & 8d6/1d6 (\x4) & 3d6 & 8d6 \\ 
Aged      &-11 & 3 Fl 48 (A) & 23 & 1 & 7 &12d6/1d6 (\x6) & 6d6 & 12d6 \\
\hline
\end{tabular}
\end{center}

Cross a giant dragonfly and a skycrane helicopter
and you have a rhoon. Being bio-mechanical in nature, they are immune
to poisons and become more talkative when drunk. They are carnivores
with voracious appitites and hunt and kill dinosaurs (or your campaign
equivalent) for food. Huge mouth and compound eyes forwards, six double-
elbowed legs along the body,  huge lift rotor (like a huge helicopter) on top
of the body; small control rotor on the tail. Metallic skin.

\Com
The bite is a main attack, it's effect is like a sword of sharpness.
All six claws can be used while airborne, only one while grounded.
Young and older can carry and throw rocks as a heavy crossbow, ballista,
and trebuchet for range for young, mature, and aged. This is done at altitude
of 2\x range. It is also done at night, but only if the beasts have been deeply
offended or enraged. 

Ramming is the beast flying into the target. This is not done against
weapons set to receive charge. Ram damage is from impact, a bite is
attempted at the same time. Separate to-hit rolls required. If the bite
misses, 2 claw attacks are attempted. If either hits, the target may be lifted
into the air and dropped.

Rotor downblast is used to blind ground targets and mess up missile fire.
This is dust and small debris kicked up by the fierce winds of the rotor.
Rhoon will scare heards of grazing animals into stampeding towards
annoying groups of experienced irritants. Threats to nests will get the
whole clan involved in the defense and counter-attack. These may even set a
fire and fan it towards the offenders. This driven fire attacks as a
fire elemental.

Their hide, basically metallic/organic, is a defense comparable to the
Tarrasque; though it is not a source for valuable material.
Although the Rhoon are rather territorial, they are not suicidal except
in the defense of their nest. They do not use their rotors as direct weapons.

They do not cast spells or believe in magic.
 
\Hab
Rhoon are loosly clannish. They excel in wisdom and poetry, at least in
their own opinion. We see them as ale-house philosophers, and  their corney,
doggerel poetry as worthless. It is, however, their main treasure. They have
excellent hearing and idetic memories... although they will retell what they
have witnessed in cheap poetry form. They have no interests in ``groundlings''
affairs, and recognize no national borders. They guard their own nests, their
own hunting grounds and their own precious philosophy. If somehow confined
indoors they will go mad, and die.

For a hefty bribe in horseflesh or cattle, and some cute trash poetry or
limerick, they will occasionally transport humans across mountains or
flatlands; they do not cross large bodies of water. They go around. They do not
lie.  They admit no masters or equals in the air, but avoid dragons and 
sky jellies.  Djiini admire them.  Their lifespan is about 40 years.  They do
not manufacture anything.  They suffer a penalty to a singing charm effect as
from a bard or siren as though they had a wisdom of 3. If they have then been 
cheated of their fair trade for transport or some such, they will be enraged 
when the charm wears off.

\Eco
The Rhoon see the world they guard as a living sculpture, and they the
sculptor.  The wind and the light of the sun is the worlds loving embrace to
them.  They are roving carnivores and kill and eat dinosaurs and large herd
animals converting them to hot air and crack-pot philosophy and unscannable
poems.  They live mostly above flatlands and plains, nesting on the tops of
buttes and volcanic spires. They lay eggs (2-5) every 5 years. These hatch in 3
months.  They graduate an age bracket every 4 years, with `aged' status for 
4d12 years.

\newpage

\monster{Rock Turtle}
{Montains and Subterranean}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Night }			%%% ActivityCycle
{Carnivore }			%%% Diet
{Semi (2--4)}			%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1}			%%% No. App
{2}				%%% ArmourClass
{3}				%%% Movement
{2}				%%% HD
{19}				%%% THAC0
{1}				%%% No. Attacks
{1--10}				%%% Damage / Attack
{Surprise, Poison}		%%% Special Attack
{Camouflage}			%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{S (3' in diameter)}		%%% Size
{Unsteady (5--7)}		%%% Moral
{120}				%%% XP Value

Rock turtles look like mounds of rock.  However, this rockpile is merely their
shell.  When they attack, their reddish body is exposed.

\Com
Every two rounds, a rock turtle may lunge out from beneath it's shell and bite
at it's opponent.  When they are attacking, they are at AC 7, due to a lack of
protection for their underbodies.  They have a weak poison, injected by a
successful bite, which does one point of damage per round for one to four
rounds.  Saving throws against this poison are at +1.  Rock turtles are never
surprised, and can surprise an opponent almost always.  They are almost
undetectable, unless they are moving.

\Hab
Nothing is known about rock turtle society.

\Eco
Rock turtles are believed to be similar to horseshoe crabs.  They kill small
animals by crawling up to them and then devouring them.  Rock turtles are
normally left undisturbed in nature, because they are very hard to spot.

\newpage

\mmonster{Screamer}
\mname{ & {\bf Normal} & {\bf Tentacled} & }
{\multicolumn{4}{c}{\hrulefill { Swamps and moist caverns} \hrulefill}}
                                        %%% Terrain
{& Rare & Very rare & }                 %%% Frequency
{& None & Pack & }                      %%% Organization
{& Any & Any & }                        %%% Activity Cycle
{& Herbivore & Herbivore & }            %%% Diet
{& Animal (1) & Low (5--7) & }          %%% Inteligence
{& Nil & J, K, L, M & }                 %%% Treasure
{& None & Neutral evil & }              %%% Alignment
\mvstats{& 1--2 & 1--4 & }              %%% No. App
{& 8 & 6 & }                            %%% ArmourClass
{& 3 & 9 & }                            %%% Movement
{& 1 & 4 & }                            %%% HD
{& 19 & 17 & }                          %%% THAC0
{& 1 & 1 & }                            %%% No. Attacks
{& 1 & 1--8 & }                         %%% Damage / Attack
{& Nil & Spit poison &}                 %%% Special Attack
{\multicolumn{4}{c}{\hrulefill {1/2 damage from blunt weapons} \hrulefill}}
                                        %%% Special Defence
\mfstats{& Nil & Nil & }                %%% Magic Resistance
{& S (3' high) & M (5' high) & }        %%% Size
{& Unsteady (6) & Average (8) & }       %%% Moral
{& 35 & 650 & }                         %%% XP Value


Screamers are sentient vegetables, which look like 3' tall cauliflowers, with
green, yellow, and blue patches.

\Com
Screamers attack by ``biting'' their opponents.  Their digestive acids cause 1
point of damage with each successful ``bite''.  Screamers only receive half
damage from crushing-type weapons, as they are cushioned by the Screamers'
soft vegetable bodies.

\Hab
Screamers have no organized social units.  They spend most of their lives
scavenging for food.

\Eco
Screamers reproduce very quickly, to offset the fact that in nature, they are
eaten almost as soon as they are born.  When a screamer is born, it immediately
releases several spores which land, and grow to maturity in a day.  Both types
of screamers scavenge for fungi, and plant life, which they eat.  The bodies
of tentacled screamers are inedible to humans, demi-humans, and humanoids. One
normal screamer will feed one adult human for one day.  Screamers are a common
source of food for many subterranean communities.  Their quick reproductive
rate makes them an almost limitless source of food.

\Var{Tentacled}
Tentacled screamers are 5' tall, and look like
elongated green mushrooms.  They have four thin tentacles at the level where a
human's arms would be.  One tentacle is in the front, one on the right side, one
on the left, and one in the back.

Tentacled screamers attack by
flailing with their sharp, but flimsy tentacles, which do 1-8 points of damage.
They can only attack an opponent with one tentacle, because of how the
tentacles are situated, but they can attack four opponents at once.  Also, once
every six rounds, tentacled screamers can spit a glob of poison up to 30 feet.
If this glob touches skin, it does 1-12 points of damage.  Both types of
Screamers take 1/2 damage from crushing-type weapons, as they are cushioned by
the Screamers' soft vegetable bodies.

\newpage

\monster{Shocker}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Any}				%%% ActivityCycle
{Electricity }			%%% Diet
{Exceptional (15--16)}		%%% Intelligence
{Nil}				%%% Treasure
{Neutral (chaotic)}		%%% Alignment
\vstats{1}			%%% No. App
{-2}				%%% ArmourClass
{18}				%%% Movement
{16 or 24}			%%% HD
{16 HD: 6 \\
&24 HD: 5}			%%% THAC0
{2 + special}			%%% No. Attacks
{16 HD: 1--8 + 16/1--8 + 16 \\
&24 HD:  1--8 + 24/1--8 + 24}	%%% Damage / Attack
{Lightning}			%%% Special Attack
{See below}			%%% Special Defence
\fstats{25\%}			%%% Magic Resistance
{L (12'--14' tall)}		%%% Size
{Fanatic (17--18)}		%%% Moral
{16 HD: 14,000 \\
&24 HD: 18,000}			%%% XP Value

Shockers are residents of the quasi-elemental plane of lightning; they are
most often encountered on their home plane, but they may also be found on the
prime material planes as well.  Unlike most elementals, they are capable of
traveling to the prime planes on their own (without being summoned), and are
able to exist there for extended periods of time.  However, shockers may enter
the prime planes only via a natural lightning bolt, such as during a lightning
storm, and on rare occasions, have even been known to enter through a call
lightning spell (this is the only lightning-based spell that is capable of
doing this; devices such as a wand of lightning may not do so either).  A
shocker has 24 HD on its home plane, but they are reduced to 16 HD on the
prime planes, due to absense of the energy they thrive on.

Shockers are slightly different in appearance from other lightning 
quasi-elementals:  they appear as a sheet of shimmering blue energy of a 
vaguely humanoid shape.  However, they possess a limited shape-change ability
that allows them to take the form of a human, elf, or half-elf five times a 
month.  When encountered on a prime material plane, they will take the shape of
a humanoid 75\% of the time.  When in this form, they appear indistinguishable
from real humanoids; however, a detect magic spell will reveal a faint blue
shimmering of alteration and evocation magic, and a true seeing spell, a
gem of seeing, or other similar magic will show the creature's true form.
The origin of this shape-change ability is unknown.  A shocker will always
appear in its natural form on its home plane.

\Com
When attacking, a shocker uses its two ``hands'' to deliver two viscous 
shocking grasps, each doing 1d8+16 (or 1d8+24) points of damage.  In addition,
a shocker can emit lightning attacks of up to 30d6 points of damage per
day.  A single bolt can inflict 5d6 or 10d6 hit points of damage, and either 
one or two bolts can be discharged per round.  A bolt may originate from
anywhere on the shocker's body, so an attack can be made in any direction;
however, these attacks usually eminate from the hands, mouth or eyes so as to
duplicate spells, breath attacks, and/or gaze attacks (this is especially true`
if the shocker is in humanoid form).

Shockers also have several special defenses:  a +2 or better weapon is
required to score a hit on one, and a creature with fewer than 5 hit dice
cannot harm a shocker without some sort of magical assistance.  They are also
immune to lightning and all types of electrical attacks, as well as air and
weather-based magic.  Any creature scoring a hit on a shocker in melee will
suffer 1d8 points of damage (save vs. spell for half damage) unless the attack
is made via a non-conductor.

\Hab
Shockers are not natives of the prime material planes, but
can be found wandering in any climate or terrain (though they dislike rain),
usually near civilization.  They normally use their shape-change ability to
fit into their surroundings.  Shockers often take an interest in the affairs
of humans and demihumans and they seem to take pleasure in antagonizing them in
any way they can.  There are many speculations as to the reason for this type
of behavior, but no one knows their true motives.  For some reason, they seem
to ignore dwarves and gnomes.

Not much is known of the origin, behavior, or social structure of these
creatures.  It is thought that they are composed of pure energy, but this is
only speculation.


\Eco
There is a 2\% chance that a conjure air elemental spell, staff, or
similar device will summon a shocker instead of an air elemental.  Shockers
encountered in this manner will be in their natural form 95\% of the time.  The
summoner has only a 5\% chance per level over 6 of successfully controlling a
shocker conjurered in this manner (to a maximum of 90\%).  Also, there is a 
10\% chance per round that control will be lost, in which case the shocker will
immediately attack the summoner and his or her party.  Devices which control
or protect against normal elementals do not work on shockers; dismissal,
banishment, and similar spells and devices have a 20\% chance of failing even
if the shocker fails its magic resistance roll and saving throws.
    It is rumored that magics exist that will summon and/or control a shocker
directly; these are said to give results similar to the more common
elemental-related devices.

\newpage

\monster{Silent Death}
{Tropical}			%%% Terrain
{Rare}				%%% Frequency
{Solitary}			%%% Organization
{Constant}			%%% ActivityCycle
{Carnivore}			%%% Diet
{Animal (5--7)}			%%% Intelligence
{Unique, as fits the area}	%%% Treasure
{Neutral}			%%% Alignment
\vstats{1 per target}		%%% No. App
{0 (last 25\% of hits -10)}	%%% ArmourClass
{0}				%%% Movement
{20+}				%%% HD
{10 (treat all armor as AC:10)}	%%% THAC0
{1}				%%% No. Attacks
{0 (special)}			%%% Damage / Attack
{Drowning, Paralyzation, ESP, \\
&Slight charm, and illusions}	%%% Special Attack
{Camouflage, Feign death, \\
&Immunity to fire}		%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{H--G (12'--25')}		%%% Size
{Unreliable (2-4)}		%%% Moral
{15,000}			%%% XP Value

Silent death is an intelligent piece of swamp that can change appearance
and inner structure to either cause a creature to fall fast to its death,
or permit passing over without falling through. It's hard to see, hard to
recognize, and hard to re-locate.

\Com
A silent death only attacks when it feels doing so is safe. It can lure animals
by emitting a smell that the target finds pleasant, or create an illusion of
something that the target would like (generally, food). It can use its ESP
ability to detect close-by animal life to it, as well as sensing the tremors
of foot steps. With hunger, it gets more aggressive, attacking even numerous
targets, even when they are not all within attack range; with size, it gets
more intelligent. People are a favorite target. A general attack starts with
paralytic venom to target's foot or paws so as to stop it from fighting back
and crying for aid. After that, success causes the target to disappear, falling
into the silent death, failure may stop the attack unless the victim detects
it.  Armor one might not.

\Hab
Solitary, thinking food-oriented. However, with size its powers increase,
permitting communication with others of its kind. Also, the scope of interests
widens with intelligence, and one may converse with other races, too.

\Eco
As rare, it imbalances little. It's fruit and flowers, the only sure way to
detect one, are food to local animal life.

There are multiple dungeon variations.



\newpage

\monster{Spell Vine}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Group}				%%% Organization
{Constant}			%%% ActivityCycle
{Unknown}			%%% Diet
{High (13--14)}			%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1--4}			%%% No. App
{0}				%%% ArmourClass
{12}				%%% Movement
{4}				%%% HD
{17}				%%% THAC0
{0}				%%% No. Attacks
{0}				%%% Damage / Attack
{Spells}			%%% Special Attack
{Intangibility, \\
&+1 or better weapon to hit}	%%% Special Defence
\fstats{25\%}			%%% Magic Resistance
{M (5' long)}			%%% Size
{Steady (11-12)}		%%% Moral
{2,000}				%%% XP Value

A spell vine looks like four vines hanging in mid-air, with a glowing globe of
light in the center.

\Com
Spell vines are constantly shifting in and out of the prime material plane.
Only when they are entirely in the prime material plane, can they be struck with
weapons, and even then, +1 weapons are required to hit.  This only occurs just
as they cast a spell.  If a spell vine is provoked, it will attack by casting
spells as a 9th level mage.

\Hab
Spell vines spend most of their time wandering around.  No one knows why they do
this.  They will generally take no hostile action unless threatened.

\Eco
Spell vines are not a part of nature, and do not interact with it.

\newpage

\monster{Tallin}
{Any arctic or subarctic}	%%% Terrain
{Rare}				%%% Frequency
{Clan}				%%% Organization
{Any (but usually day)}		%%% ActivityCycle
{Carnivore}			%%% Diet
{Very (11--12)}			%%% Intelligence
{E}				%%% Treasure
{Lawful neutral}		%%% Alignment
\vstats{1--2 (10--20 in lair)}	%%% No. App
{0 (10\% chance of -2)}		%%% ArmourClass
{9}				%%% Movement
{15 + 1--4 hit points}		%%% HD
{2 (+3 Strength bonus)}		%%% THAC0
{1 or 2 + special}		%%% No. Attacks
{4 -- 40+8 or 1--10 + 8/1--10 + 8}	%%% Damage / Attack
{Breath weapon (mature only)}	%%% Special Attack
{Frost barrier (mature only), \\
&Cold immunity}			%%% Special Defence
\fstats{30\%}			%%% Magic Resistance
{H (15' tall)}			%%% Size
{Champion (15--16)}		%%% Moral
{16,000 \\
\id female & 10,000 \\
\id immature & 2,000}	%%% XP Value

Tallin are large humanoids that live in the frozen arctic wastelands.  Their
skin is gray, tan, or dull brown, and they are almost completely hairless.
Tallin stand about 15' tall, weigh approximately 5000 pounds, and are very
muscular; females are slightly shorter and lighter.  Tallin live 300 years or
more.

Tallin wear little except for some scraps of fur around their necks and
waist; their low armor class is due to their very thick skin.  Most tallin also
wear a pair of wide bracers on their wrists; there is a 10\% chance that these
are special bracers of defense, which lower the tallin's armor class to -2.
Tallin have never been known to use spells or any other magic items; it is not
known whether they are capable of enchanting these bracers themselves, or if
they are obtained elsewhere.  The only other possession they carry, is their
huge warhammer; their remaining items are kept in the lair.

\Com
From birth, tallin are immune to all cold-based attacks, but take +1 point of
damage per die from fire-based attacks, as they are especially sensitive
to heat.  Tallin may punch or smash with their fists for 1-10 + 8 points
of damage with each fist.  However, tallin much prefer to use their massive
warhammers in combat.  These huge hammers are about 6' long and 3' across, and
are intricately carved.  The hammers are made of some strange metallic alloy of
unknown origin; it is widely accepted that no one has ever sucessfully returned
one of these hammers to civilization for study.  These hammers are extremely
strong and heavy - a strength of 18/00 is needed to pick up these hammers, and
a strength of at least 20 is required to weild one in combat.  When a tallin
connects with a hammer in combat, it delivers 4-40 + 8 points of damage due to
the weight and unique composition of the weapon (the +8 bonus is the tallin's
strength bonus).

When a tallin warrior reaches maturity (at the age of 10 years), he must forge
and carve his own hammer (only the males do this; female tallin do not own a
hammer and will use their fists in combat).  All male tallin are proficient
weapon smiths because of this experience, but the only weapon this
proficiency applies to is the tallin's hammer.

Three times per day, a mature tallin (of either sex) may use a {\em cone of 
cold } breath attack.  This cone is 40' long, 5' wide at the tallin's mouth,
and 15' wide  at the base; it inflicts 3-30 points of damage to all targets
caught in the area of effect; those who successfully save vs. breath weapon
suffer half damage.

This breath weapon may also be used in a defensive capacity:  a tallin
may breathe directly at the ground beneath itself to create a {\em frost 
barrier } that completely envelopes the tallin in the same round it is used.  
This barrier lasts 1d6 rounds and will negate a total of 50 hit points of fire
damage.

Any excess fire damage destroys the barrier and affects the tallin normally.
Any ranged fire directed through this barrier suffers a -2 to hit due to the
obscured target.  Anyone passing through this frost barrier suffers the normal
breath weapon damage, although a cumulative +1 bonus is given on the saving
throw each round after the first (i.e. +1 on the 2nd round the barrier is in
affect, +2 on the 3rd round, etc.).

\Hab
Tallin live in clans of about 10-20; they reside in any
arctic or subarctic region.  They usually lair in large underground caverns in
which they spend the majority of their time.  They venture forth only to hunt
or to fight (usually against white dragons or frost giants who invade their
territory).  The strongest male tallin is the leader of the clan.  His word is
law to the other tallin; he is the leader of the hunt and the commander in
battle.

When encountered in the lair, 50\% of tallin present will be mature males,
25\% will be mature females (AC 2, 13 HD, THAC0 4, D/A 1-10 + 7 per fist), and
25\% will be immature tallin (AC 4, 8 HD, THAC0 10, D/A 1-8 + 6 per fist).
There is also a 20\% chance of 1d4 subdued white dragons being present as well
(usually of adult age or younger).  These are used as pets and/or guards.

\Eco
Tallin will eat nearly any type of meat, but especially like polar
bear and seals.  They often clash with white dragons and frost giants, with
whom they share their territory.

\newpage

\monster{Tarq}
{Any hills and subterranean}	%%% Terrain
{Uncommon}			%%% Frequency
{Tribal}			%%% Organization
{Day}				%%% ActivityCycle
{Omnivore}			%%% Diet
{Very (11--12)}			%%% Intelligence
{M (D, U)}			%%% Treasure
{Chaotic neutral}		%%% Alignment
\vstats{5--50 (10--100 in lair)}%%% No. App
{6 (8)}				%%% ArmourClass
{8}				%%% Movement
{3+2}				%%% HD
{17}				%%% THAC0
{1}				%%% No. Attacks
{1--8 or by weapon type}	%%% Damage / Attack
{Nil}				%%% Special Attack
{Nil}				%%% Special Defence
\fstats{Nil}			%%% Magic Resistance
{L (10' tall)}			%%% Size
{Average (8--10)}		%%% Moral
{120 \\
\id young         &  65 \\
\id archers       & 175 \\
\id guards        & 270 \\
\id shield guards & 420 \\
\id leader        & 650} 	%%% XP Value

Tarqs (pronounced TARKs) are large humanoids that dwell in hilly regions in
tribes of up to 100 in number; they have adapted to life in any climate.  Tarqs
also thrive is subterranean locations; their lairs are always underground.

Tarqs average about 10 feet in height and resemble a cross between an ogre
and a hill giant;  in fact, it is rumored that tarqs are a cross breed of these
two creatures.  They have brown, tan, or olive green skin and long, dark hair;
their eyes are usually black.

Tarqs speak their own language, as well as those of several other humanoids
such as orcs, ogres, goblins, and giants.

\Com
Although tarqs appear quite formidable, they are not nearly as powerful
as their appearance might suggest.  They are timid and even cowardly in
combat, and prefer to use surprise and ambush tactics - if they fight at all.
They try to avoid combat entirely or flee from foes; this is especially true if
a single tarq is encountered alone.  Tarqs are also not as strong as other
creatures of similar size:  they have few hit dice, and gain no strength bonus
in combat; their natural armor class is poorer than other comparable creatures.

Tarqs use a variety of weapons, including swords of all types, maces, axes,
and most polearms; archers use light crossbows or longbows.  Tarqs have a 
natural armor class of 8, but most use leather armor, which lowers their AC 
to 6.

\Hab
Tarq tribes can be found in hilly terrain in any climate, as
well as in subterranean settings.  Lairs are underground, and are usually deep
within a hilly region, well-hidden from outsiders.  A typical tribe contains
80-100 members.  Approximately half these are adult males, a quarter are adult
females, and the remaining quarter are young tarqs.  There is no appreciable
statistical difference between the sexes, but young tarqs have only 2+1 hit
dice, and a THAC0 of 19.  Females and young will normally be encountered only
inside the lair.  A tarq tribe is ruled by the strongest adult male.

Tarqs of different tribes usually will not interfere with one another -
they do not contest with each other as orcs and goblins do.  If two tarq tribes
have a dispute, it will be handled dimplomatically, if at all possible.  In
times of great need, two or more tarq tribes may band together in order to 
defeat a common enemy, or solve some other problem.

Tarqs prefer to be left alone, and will not attack outsiders unless their
lives are in danger or their lair is threatened.  They hunt small animals, but
also gather herbs and berries, and have even been known to participate in
primitive farming practices.

\Var{Archers}
For every group of 25 tarqs, five will be archers; these are normal tarqs armed
with short swords and either a longbow or a light crossbow, instead of the 
normal weaponry.

\Var{Guards}
The lair and its vicinity is protected by 10-20 elite warriors; these guards
carry a missile weapon (as per archers) in addition to the normal armament.
They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17.

\Var{Leader}
For every group of 20 tarqs, there will be a leader present. Leaders will own
the finest weapons of the tribe, and even have a 20\% chance of possessing a
magical weapon of some sort.  They wear chain mail (AC 3), have 6+2 hit dice,
and a THAC0 of 15.  The strongest leader is also the chieftan of the tribe.
Leaders will have in their possession, 1d2 miscellaneous magic items usable by
the fighter class.

\Var{Shield guards}
A leader is rarely (10\%) without his shield guard.  This group is comprised
of 5 elite guards whose duty it is to protect or ``shield'' their leader from
harm; they sware an oath of loyalty to their leader, and will protect him to
the death.  Their equipment and statistics are similar to that of a leader,
except they have 5+2 hit dice, and only have a 10\% chance of owning a magical
weapon (they will possess 1d2 miscellaneous magic items).

\Eco
Tarqs have an average lifespan of 90-100 years.  They have a gestation
period of 11 months; female tarqs normally give birth to 1-2 offspring.
The birth rate and infant mortality rate are relatively low compared to some
other humanoids, since they engage in warfare less often, and generally have
better living conditions than orcs, goblins, et al.

While tarqs prefer to live in isolation from the world around them, they
are often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite
their large size.  These humanoids take advantage of the tarqs' timid nature
in any way they can; tarqs are killed at times solely for sport by these
creatures.

\newpage 

\monster{Tass Demon}
{Woods and Plains}		%%% Terrain
{Uncommon}			%%% Frequency
{Packs}				%%% Organization
{Night}				%%% ActivityCycle
{Carnivore}			%%% Diet
{Animal (1--2)}			%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1--8}			%%% No. App
{-2}				%%% ArmourClass
{15}				%%% Movement
{6}				%%% HD
{15}				%%% THAC0
{2}				%%% No. Attacks
{1--6/1--6}			%%% Damage / Attack
{Bite with poison}		%%% Special Attack
{See below}			%%% Special Defence
\fstats{60\%}			%%% Magic Resistance
{S (3' tall)}			%%% Size
{Champion (16)}			%%% Moral
{4,000}				%%% XP Value

These creatures are three feet tall and are covered in an ink black fur from
head to foot.  They have pointed ears that gives them exceptional hearing.
They have long front claws with black talons and their feet are padded which
reduces the amount of noise they make when they scurry across the ground (50\%
move silently).  Because of their predominatly black colour Tass Demons are
very hard to detect when hiding in shadows (75\% chance of success).

\Com
These little devils will run up attack with both claws and usually scury off.
If both hits are sucessful then the creature has dug into the players skin and
the creature will attempt to bite its opponent.  This bite does 1d4 points of
damage and deliever type A poison with it's bite.

\Hab
These creatures live in small unorganized packs and attack almost any creature
to obtain food.  They usually just visiously attack an oppent until it kills
it or gets killed.  Not having the brain power to think of retreating usually.
They make their homes in burrows in the ground.

\Eco
These creatures were made by a wizard who wanted to create cute furry creatures
that would attack visiously upon a command word.  Of course this didn't quite
work to the wizard's expectations.

\newpage

