A few posts ago, I put together some creatures using the random generators at Seventh Sanctum. Today I’m doing the same with Chaotic Shiny, another favorite website of mine. The following critters are open game content.
Aeloll: The aeloll is a large, arachnoid horror that dwells in narrow mountain passes. The creature’s mottled, grey hide helps it hide among the stones, allowing it to surprise prey on the roll of 1-3 on 1d6. It waits for prey to move beneath it and then expels a gout of scorching gas from its abdomen. The gas inflicts 2d6 points of damage (saving throw for half) and forces creatures to make a saving throw or be blinded for 1d4 rounds. While its prey is confused and blind, the aeloll descends down the side of the pass. The spider has especially long legs that end in loops. Using four legs, it places these loops around the necks of its prey and lifts them just a few feet off the ground, choking them. It can release prey that put up too much of a fight.
- Aeloll: HD 5; AC 3 ; Atk 4 loops (strangle for 1d4 damage per round); Move 12 (Climb 12); Save 12; CL/XP 7/600; Special: Goat of scorching gas, choking, surprise on 1-3 on 1d6.
Byn: The byn, or siren lizard, is a dungeon predator. It is a 3-ft long lizard with horn-like protrusions above its eyes. The byn has slate colored scales and a speckled underbelly of green and blue. A clutch of four to eight byns will emit a low groan that acts as a hypnotic song. The song echoes through a large portion of a dungeon, attracting humanoid creatures who fail a saving throw. The humanoids walk, zombie-like, toward the song. When they are close enough, the byns make a grab for whatever obvious valuables are closest and then scurry away. The hypnotic trance lasts for 1d4 rounds after the byns stop singing.
- Byn: HD 1d6; AC 7 ; Atk 2 claws (1d4); Move 15 (Climb 15); Save 18; CL/XP 1/15; Special: Song.
Dreak: Dreaks look like pollywogs with the faces of human children and grey, pupil-less eyes. They live in deep lakes, swimming in large schools and attacking anything they come upon when hungry. They are quick in the extreme, and their limited, unconscious control over water forces their prey to make a saving throw each round in order to do anything other than attack at a -3 penalty. Their water control ability enables large schools to create waves large enough to sink small boats. The bite of a dreak is poisonous, causing extremities to swell up with water. This has the effect of reducing movement by half and dehydrating a creature, inflicting 1d6 points of damage per day.
- Dreak: HD 1d4; AC 7 ; Atk: 1 bite (1 + poison); Move (Swim 18); Save 18; CL/XP 1/15; Special: Poison, water control.
Frosseleth: A frosseleth is a smallish woodland creature, possibly a dinosaur, with dull, green scales and a mane of light green feathers. The creature is bipedal and has a long tail, forelimbs ending in claws and a narrow snout and mouth full of sharp teeth. Frosseleths travel in prides of 3 to 18 creatures. They are pack hunters and capable of taking down beasts much larger than themselves. Frosseleths are surrounded by an eldritch aura that randomly activates spells and magic items. Each creature within the aura that can cast spells must concentrate and make a saving throw each round to avoid one of their memorized spells from being cast (through no effort of their own). The target of such a spell is randomized, and could include a frosseleth. Magic items that can be activated (wands, scrolls, etc) have a 2 in 6 chance each round of activating. When a combat goes poorly for a pride of frosseleths, they can excrete an oil from their skin that gives off terrible, noxious fumes (saving throw or spend a round retching).
- Frosseleth: HD 2; AC 5 ; Atk 2 claw (1d3), 1 bite (1d4); Move 15; Save 16; CL/XP 3/60; Special: Eldritch aura, noxious fumes, magic resistance 25%.
Idekel: Idekels are bulky crosses between alligators and boa constrictors. It lives in bogs and can produce an effect similar to the spell hallucinatory terrain, making itself appear as an inviting stump on a dry piece of land. When someone sits on the stump, the coiled idekel quickly wraps itself around the poor victim, squeezing for 1d6 damage each round and heating its body to inflict another 1d4 points of damage. Moreover, the beast can attack others who come near with slashing claws and a gaze that turns people into driftwood (as a basilisk turns people into stone). Idekels fear holy symbols, and can warded away with them.
- Idekel: HD 4; AC 2 ; Atk 2 claws (1d4); Move 9 (Swim 12); Save 13; CL/XP 8/800; Special: Petrifying gaze, constriction, extreme heat, hallucinatory terrain, fears holy symbols.
Isaelen: The isaelen is a titanic beast that dwells in rain forests on isolated islands. The creature has only rarely been glimpsed, and is said to be a monstrous black beast with a conical body, one large red eye that can see into other dimensions and seven large, stubby protrusions around its base that look like a cross between clawed thumbs and tentacles. An isaelen can shift between the ethereal and material planes at will. It hunts by finding a well traveled location, nestling down on the ground and shifting into ethereal plane. When a creature passes through the isaelen, it shifts back into the material world, trapping the poor creature inside its stomach. The beast has no esophagus, and thus there is no escape from the creature other than by slaying it. The isaelen’s stats below represent its stomach, for none have ever encountered the beast from without.
- Isaelen: HD 9; AC 3 ; Atk see special; Move 0; Save 6; CL/XP 10/1400; Special: Stomach acid (1d6 damage each round, potential for drowning).
Jeyah: Jeyah are tiny, subterranean creatures that look like a cross between an opossum and gecko. Physically unimposing, they are surrounded by a field of psychic static that disrupts the synapses of other creatures, causing an effect like the confusion spell in an 8-ft radius. Jeyahs hunt in large family groups, spreading out and then converging on their prey.
- Jeyah: HD 1d4; AC 8 ; Atk 1 bite (1d3); Move 15 (Climb 15); Save 18; CL/XP B/10; Special: Confusion.
Nanc: Nancs look like a cross between a capybara and raccoon, having the general size and shape of the former and the nimble fingers of the latter. They dwell on jungle islands and are as intelligent as humans. Nancs are solitary creatures. They arm themselves with simple clubs and slings, but can also attack with their tails. A nanc’s tail is tipped with long, sharp spines that inject a mild poison. The poison is terribly painful, imposing a -2 penalty to all actions for 1 hour. Nancs are capable of casting phantasmal force once per day, and often do.
- Nanc: HD 3; AC 6 ; Atk 1 weapon (1d4) and 1 tail (1d6 + poison); Move 12; Save 14; CL/XP 5/240; Special: Phantasmal force, poison.
Vazin: Vazin are runty, fey reptilians that dwell in deep canyons. They are sensitive to light and dislike visitors. Vazin live in small bands of 1 to 4 creatures. Vazin look like sinuous lizards with long, curled claws, black scales and purple underbellies. Like some eels, they are capable of giving off an electric shock about once per hour. The drippings from a roasted vazin have hallucinogenic properties and the flesh keeps as well as iron rations, with one vazin capable of feeding one person for one week.
- Vazin: HD 1d6; AC 6 ; Atk: 4 claws (1d4); Move 12 (Climb 12); Save 18; CL/XP 1/15; Special: Electric shock (1d6 damage).