\monster{Vorpal Bunny}
{Any (but usually big caves)}	%%% Terrain
{Very rare}			%%% Frequency
{Solitary}			%%% Organization
{Day}				%%% Activity Cycle
{Carnivore}			%%% Diet
{Low (5--7)}			%%% Intelligence
{Nil}				%%% Treasure
{Neutral}			%%% Alignment
\vstats{1}			%%% No. App
{0 (because of speed)}		%%% Armour Class
{16, Jp 24}			%%% Movement
{5--9}				%%% Hit Dice
{5--6 HD: 15 \\
&7--8 HD: 13 \\
&9 HD: 11}                  	%%% THAC0
{1}				%%% No. of Attacks
{4--24 (4d6)}			%%% Damage/Attacks
{See below}			%%% Special Attacks
{See below}			%%% Special Defenses
\fstats{Nil}			%%% Magic Resistance
{T (1/2'--2' long)}		%%% Size
{Steady (11--12)}		%%% Morale
{5 HD : 975 \\
&6--7 HD : 1,400 \\
&8--9 HD : 2,000} 		%%% XP VALUE

Vorpal bunnies typically appear as other rabbits.  They
come in various colors, and are considered ``cute'' by some.  (For a
while, anyway.)  Specimens usually range from six to twenty-four inches
in length, and as high as thirty-two inches when standing on their rear
legs.

\Com
Vorpal bunnies lure their prey to them by hopping about and acting cute.
They emit a gentle cooing sound, which has the effect of a low power charm
spell (save vs. spell at +2).  Those charmed will be disposed toward picking
up the ``cute little rabbit'' and perhaps petting it.  Once it's prey is off 
guard, the vorpal bunny leaps at the throat of it's prey.  

On a natural to hit roll of 18 to 20 indicates that the bunny has structed the
victim's throat and decapitated them.

The vorpal bunny will run if it is seriosly pressed (ie battle goes against
it), and will try and return later to consume anyone (or anything) it
was successful in killing.

The low armor class of the bunny is due to his blindingly fast attack,
and the fact that it usually catches it's prey off guard.

\Hab
Vorpal bunnies tend to enjoy living near big caves and caverns.  It is believed
that the vorpal bunnies find these places good for hunting prey as many large
game seek shelter at them.

\Eco
Vorpal bunnies will usually be found alone unless a mating pair is discovered.
This case is rare however as the male tends to mate with the female and then
leave.

\newpage

\monster{Zombie, Red Skull}
{Any}				%%% Terrain
{Very rare}			%%% Frequency
{Pack}				%%% Organization
{Night}				%%% Activity Cycle
{Carrion}			%%% Diet
{Low (5--7)}			%%% Intelligence
{B}				%%% Treasure
{Lawful evil }			%%% Alignment
\vstats{1--6 }			%%% No. App
{8 }				%%% Armour Class
{9 }				%%% Movement
{2+3}				%%% Hit Dice
{17}				%%% THAC0
{1}				%%% No. of Attacks
{1--6}				%%% Damage/Attacks
{Dust of Death}			%%% Special Attacks
{Nil}				%%% Special Defenses
\fstats{See below}		%%% Magic Resistance
{M (6' tall) }			%%% Size
{Average (8--10)}		%%% Morale
{270}				%%% XP Value

Red skull zombies look like humans with shriveled red skin.  The most noticable
thing about them is that their heads are shriveled to the point where only a 
red skull remains.

\Com
These strange creatures attack by pummeling their opponents.  Also, once every
5 rounds, a red skull zombie may breathe the ``Dust of Death'' on an opponent.
If the opponent fails their save vs. breath weapon, they will take on the
appearance of a red skull zombie, and die in 1-4 rounds, and arise a week later
as a red skull zombie.  Casting {\em cure disease } will prevent death, or if 
the character is already dead, stop them from arising as a red skull zombie.
Red skull zombies are not undead, and are not affected by priests attempts to
turn them, or by holy water.  However, they can be slain by a {\em cure 
disease } spell.

\Hab
Red skull zombies live in loosely organized packs.  They were originally 
created by a mage's experiment, and now reproduce by using the ``Dust of
Death'' on humanoids.

\Eco
Red skull zombies have no natural enemies, but fight as a way of ``life''.

\newpage
