Baboon, Forest
by Angelo Bertolli
Armor Class: 6 Save As: F2 Hit Dice: 2 Morale: 7 Move: 120 Treasure: U Attacks: claw/bite Alignment: neutral Damage: 1d4/1d3 Xp Value: 20
These black, long-haired monkeys are kin to rock baboons. They have a similar disposition and may attack for food or out of anger, however they are also more cautious and may spy on characters for sometime from the treetops before attacking.
Brownie
by Angelo Bertolli
Armor Class: 2 Save As: NM Hit Dice: 1/8 Morale: 6 Move: 30 Treasure: nil Attacks: weapon Alignment: neutral Damage: 1/2 Xp Value: 1
Brownies are small (6-8 inch tall) michievous humanoids. They live in deep woods usually away from paths or trails. They resemble wild forest people and make tiny weapons out of small shards of metal and wood. They have a unique ability to speak with any living creature. They are somewhat proud and don’t care for blundering humanoids walking through their wood, and may attack a passerby. They can hide instantly, disappearing into the trees and underbrush where they live. Being so small, they are particularly hard to hit (AC 2).
Demon, Red
by Angelo Bertolli
Armor Class: 9 Save As: F30 Hit Dice: 15+3*** Morale: 12 Move: 240 fly 480 Treasure: nil Attacks: 2 claws Alignment: chaotic Damage: 1d4+special ea Xp Value: 5150
The Red Demon appears as a huge, red, wraith-like gargoyle. Demons are supernatural, but not undead (though they have many of the resistances that undead do). Their goal is to spread death and destruction. Red Demons have the ability to create web spells (1 per round) and hurl them up to 240′ away. Each hit drains one magical item of a plus or power. If no magic items, then one item disintigrates.
Giant, Forest
by Angelo Bertolli
Armor Class: 4 Save As: F8 Hit Dice: 8 Morale: 9 Move: 120 Treasure: F(3d6x10 gp) Attacks: weapon Alignment: neutral Damage: 2d8 Xp Value: 650
These neutral giants are kin to hill giants, but are more intelligent, and usually good natured. They are usually woodsmen and do not attack human settlements. They have long black beards, wear clothes, and weild huge axes. They speak common well.
Imp, Red
by Angelo Bertolli
Armor Class: 7 Save As: F8 Hit Dice: 4** Morale: 10 Move: 120 Treasure: nil Attacks: 2 claws Alignment: chaotic Damage: 1d4 ea Xp Value: 175
Imps are red fleshy humanoids about 5′ tall with long arms and large eyes. They were driven to the Netherworld eons ago, but once lived on the Material Plane so that they are of flesh and blood. They have strong mental powers (illusion, charm, sleep). Their children are called welps. They can use phatntasmal force, charm monster, and sleep each once per day.
Men, Green Monk
by Angelo Bertolli
Armor Class: 9 Save As: F3 Hit Dice: 3 Morale: 10 Move: 120 Treasure: A Attacks: weapon Alignment: neutral Damage: by weapon Xp Value: 35
The Green Monks (level 3 fighters) wear bright green robes, and walk seemingly peacefully through the woods. However, they will attack any outsiders or people who disrespect the wood (characters, goblins, bugbears, etc.) They wear no armor and weild staves.
Nereid
by Angelo Bertolli
Armor Class: 6 Save As: F4 Hit Dice: 4*** Morale: 10 Move: 120 Treasure: E Attacks: touch Alignment: chaotic Damage: 1d4+drain Xp Value: 225
The nereid is a female water haunt. She can lure men like harpies lure a meal. Any male hearing her voice must save vs spells or be charmed (only one save required per encounter). Her touch drains life in addition to doing damage. Nereids live in and around water and have brought many sailors and fishermen to their fate.
Wandering Eyes
by Angelo Bertolli
Armor Class: 4 Save As: F8 Hit Dice: 8*** Morale: 10 Move: 90 Treasure: L,N,O Attacks: bite Alignment: any Damage: 2d4 Xp Value: 2300
Some have speculated that the Wandering Eyes is related to the beholder, however it seems they might have originated in two completely different areas. As a whole, Wandering Eyes are much more pleasant to behold. A Wandering Eyes looks like a floating orb-like head (about 2′ wide) with a single large eye in its forehead and a mouth. Out of the back of its head grow five trunk-like or snake-like appendages, forming a kind of star formation around the head, and usually facing forward. Each stalk ends in a small sphere containing an eye. Each of the smaller eyes creates a ray with a different magical effect; each can be used each round. While there can be different abilities, generally Wandering Eyes have the following (range 120′):
Eye 1: Attack. This ray operates like a magic missile spell, doing 3d6+3 points of damage, and the ray can create fire, cold, or lightning damage. Eye 2: Charm. The victim must is affected as Charm Monster. Eye 3: Fear. As the cleric spell Cause Fear. Eye 4: Stun. The victim must save vs spells or be stunned 2d4 rounds (no action, move 1/3, -4 to saves, +4 AC, cannot concentrate) Eye 5: Confusion. The victim is affected as the magic-user spell. Central: Passwall. As the magic-user spell.
In addition, the central eye has perfect night vision and can see magically in the darkest of darkness. A Wandering Eyes moves by means of a magical flight, but is somewhat faster than beholders.