A Menagerie of Monsters

Copyright D. Andrew Ferguson © 2005

Edited by Nicholas HM Caldwell for The Guild Companion

Apelings

Small humanoid (Goblinoid)
Hit Dice: 3d8+6 (18 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 30ft.
AC: 15 (+1 size, +2 Dex, +3 natural)
Base Attack/Grapple: +2/+3
Attacks: 2 claws +7 melee (1d6+5)
Full Attack: 2 claws +7 melee (1d6+5), bite +2 melee (1d6+2)
Space/Reach: 5 ft/5ft
Special Qualities: Scent
Saves: Fort +6, Ref +6, Will +2.
Abilities: Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 9.
Skills: Climb +18, Jump +10, Listen + 6, Spot +6.
Feats: Alertness
Environment: jungle
Organization: solitary or company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: usually neutral evil
Advancement: 4-8HD (Medium-sized)

Apelings are a small but horrendous crossbreed between an ape and a goblin. These vile creatures combine the worst aspects of both progenitor species.

These despicable primates act and appear as monkeys from a distance, close up however their true nature becomes apparent. Their brownish-black hair is patchy and slick, they stand three and a half feet tall, their impressive muscular frame weighs 80 lbs.

Apelings live in small social groups, which contain one male, one or more breeding females and any young offspring that they may have. Male offspring tend to either be killed by their father or driven from the group so it is not unheard of to hear rumors of rogue males. Despite their social structure, the tendency of the father to kill male offspring results in a reduced fecundity, so Apelings do not reproduce as fast as their goblin cousins.

COMBAT

Apelings attack anything that they view as a threat or as food. This covers almost everything. They use simple bite and claw tactics, but a group of Apelings can easily overcome an unwary group of adventurers.

Scent (Ex): Apelings have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Baryonyx

Huge Beast

Hit Dice: 15d10 +75 (150 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft.
AC: 20 (+1 Dex, -2 size, +11 natural)
Base Attack/Grapple: +11/ +27
Attack: Bite +19 melee (4d6+8)
Full Attack: Bite +19 melee (4d6+8), claw x2 +12 melee (2d8+4)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Scent
Saves: Fort +14, Ref +10, Will +6
Abilities: Str 26, Dex 13, Con 21, Int 2, Wis 12, Cha 12
Skills: Listen +11, Spot +11
Environment: Warm forest.
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: always neutral
Advancement: 16-18 HD (Huge), 19-25 HD (Gargantuan)

This 20 foot long carnivore is armed with 12-inch long claws and a crocodile-like jaw filled with 128 teeth.

Like many of the meat-eating dinosaurs, Baryonyx walks on its hind legs and has shorter forelimbs; unlike many of the other similar dinosaurs, the clawed forelimbs of Baryonyx are far from useless. The creature is 20 feet long and reaches a height of 10 feet tall and has a long tail that it uses as a counter balance when quickly turning its impressive mass usually to the surprise of its prey.

Baryonyx lives in the deep jungle usually near sources of water, where it can hunt for aquatic prey or wait for terrestrial prey to come for a drink when they get thirsty. The creature usually nests within areas with a large amount of undergrowth as this helps to conceal it while it sleeps. The creature has few goals other than hunting and reproduction, both of which it excels at. Every spring brings amorous males who seek out meat to bring to females in an attempt to woo them. This is a particularly dangerous time of year for everyone else as the dinosaurs have been known to raid villages to this end. A mating pair of Baryonyx will create 4-6 eggs of which 2/3 are fertilized. Usually two offspring survive to leave the nest.

COMBAT

Baryonyx is not a master tactician and will attack anything that it recognizes as food or a threat. However what it lacks in strategy, it more than makes up for in brute force.

Improved Grab (Ex): To use this ability the baryonyx must hit a medium-size or smaller opponent with its bite attack. If it gets a hold it may try and swallow the foe.

Swallow Whole (Ex): Baryonyx can try to swallow a medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+4 points of crushing damage per round plus 6 points of acid damage from the dinosaur's gizzard. A swallowed creature can cut its way out by causing 25 points of damage (AC 20) with a slashing weapon. Once the creature exits, muscular contractions close the hole. Another swallowed creature must cut its own way out.

The gizzard of baryonyx can hold two medium-size, four small, eight tiny, sixteen diminutive, or thirty-two fine or smaller creatures.

Scent (Ex): Baryonyx have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Coelophysis

Small Beast

Hit Dice: 2d10+4 (16 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft.
AC: 17 (+3 Dex, +4 natural)
Base Attack/Grapple: +1/-2
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1), 2x claw +2 melee (1d3)
Space/Reach: 5ft./5ft.
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 12, Dex 17, Con 15, Int 2, Wis 14, Cha 10
Skills: Listen +10, Move Silently +8, Spot +9
Environment: warm forests
Organization: single, pair or pack (3-20)
Challenge Rating: 1
Treasure: None
Alignment: always neutral
Advancement: None
Level Adjustments: +1

A slim, agile hunter that runs in packs and often swarms its prey when attacking, relying on overwhelming numbers and ferocity to bring down the prey.

Coelophysis is a small dinosaur reaching 10 feet long but weighing only 50 pounds due to its hollow bones and sleek physique. This dinosaur has dark green scales covering most of its body which allows it to blend in well with the jungle, but the underbelly of the Coelophysis is white and this can be seen by a perceptive person.

Alone the Coelophysis will seek out smaller prey items such as rodents, birds and small lizards rarely being bold enough to attack an adult humanoid. However these small dinosaurs often hunt in large packs and the combined might of the pack is enough to threaten all but the largest and fiercest of creatures in the jungle.

Male Coelophysis fight for mating rights and vicious scars from these battles can be seen on most adult males. These fights can be deadly but are usually just enough to scare off the other male. Females lay between 6 and 14 eggs once a year each egg hatching into a miniature Coelophsis, which is able to leave the nest and join the pack in 12 weeks. They reach maturity at age 2. Many scholars believe that the only thing that keeps the number of Coelophysis down is other, larger, dinosaurs.

COMBAT

The Coelophysis will attempt to sneak up as close as possible to its prey and packs will approach the prey from all side. Once the trap is sprung the dinosaurs rush to attack, usually one side attacking first to draw the attention away from those who are able to attack the rear. The dinosaurs will then use a combination of biting, clawing and tripping to immobilize and kill the prey.

Trip (Ex): A Coelophysis that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dinosaur.

Scent (Ex): Coelophysis have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Compsognathus

Tiny Beast

Hit Dice: (1/2)d10 +1 (4 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft.
AC: 17 (+5 Dex, +2 natural)
Base Attack/Grapple: +0/-10
Attack: Bite +0 melee (1d3)
Full Attack: Bite +0 melee (1d3)
Space/Reach: 2ft./2ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 9, Dex 20, Con 12, Int 2, Wis 10, Cha 10
Skills: Listen +8, Move Silently +10, Spot +7
Environment: warm forest
Organization: Solitary, pair, pack (3-10), tribe (11-50)
Challenge Rating: 1/2
Treasure: none
Alignment: always neutral
Advancement: None

This dinosaur uses stealth poison and superior numbers to take down larger prey.

Compsognathus or "Compies" as they are sometimes called are one of the smallest of dinosaurs reaching a length of 2-1/2 feet and a weight of about 6 pounds. Although physically unimpressive, the creature has a potent poison that it uses to slay its opponents and large groups of Compies can be quite deadly even for seasoned adventurers.

Compsognathus mate continually and a female will generally lay 3 to 4 clutches of eggs a year. Each clutch contains 2 to 4 eggs and usually hatch three weeks after being laid. At best one or two of the creatures survives to leave the nest. This high rate of reproduction is further compounded by female Compies reaching maturity at 6 months and having an average lifespan of 10 years. Over their lifespan, a female will give birth to as many as 120 offspring. Luckily the dinosaurs' population is kept in check by other, larger creatures, often other dinosaurs such as Oviraptor.

COMBAT

Compies use simple swarm tactics while fighting. Approach a target unnoticed then quickly swarm attack and back off while the poison does its work. After a few minutes, return and repeat the process.

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.

Scent (Ex): Compsognathus have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Herrerasaurus

Medium-sized Beast

Hit Dice: 2d10+4 (15 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4), 2x claw +1 melee (1d4+2)
Space/Reach: 5ft./5ft.
Special Qualities: regeneration 2, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 9
Skills: Listen +11, Spot +11
Environment: warm forest.
Organization: single, pair or pack (3-5)
Challenge Rating: 2
Treasure: none
Alignment: always neutral
Advancement: none

Herrerasaurus combines brute force and regeneration to attack prey much larger than it self.

One of the oldest of the surviving dinosaurs Herrerasaurus stands 5 feet tall is 10 feet long, weighs 220 pounds and walks on two legs. There are several sub-species each with varying poisons and coloration but by far the most numerous is a light forest green with dark green spots across the spine and a light yellowish green covering the belly. Because of its size, coloration and general appearance Herrerasaurus is often mistaken for lizard folk.

Luckily this dinosaur is rare and is becoming rarer all the time. Herrerasaurus do not mature until 5 years of age and the female produces two eggs once a year. Of these only one is likely to leave the nest. Herrerasaurus are often hunted by larger dinosaurs and by some humanoids.

COMBAT

Herrerasaurus' combat tactics are a primitive as the creature itself. Identify something as food, kill it and eat it. The only thing that has allowed the dinosaur to survive this long is its regeneration ability, which allows it to survive attacks from larger, more fearsome creatures.

Regeneration (Ex): Fire and acid deal normal damage to a Herrerasaurus. If a Herrerasaurus loses a limb or body part, the lost portion regrows in 3d6 minutes.

Scent (Ex): Herrerasaurus have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Nanotyrannus

Large Beast

Hit Dice: 6d10 +18 (54 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 14 (-1 size, +1 Dex, +4 natural)
Base Attack/Grapple: +4/+13
Attack: Bite +9 melee (3d8+5)
Full Attack: Bite +9 melee (3d8+5), 2x Claw +5 melee (1d6 +3)
Space/Reach: 5ft/10ft
Special Attacks: Improved Grab
Special Qualities: Scent
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 20, Dex 12, Con 17, Int2, Wis 15, Cha 10
Skills: Listen +11, Spot +11
Environment: warm forest, hill, plains and marsh
Organization: solitary or pair
Challenge Rating: 4
Treasure: none
Alignment: always neutral
Advancement: 7-15 HD (Huge)

Nanotyrannus is a cousin of the impressive T-Rex, although smaller it is not an opponent to underestimate.

Nanotyrannus stands some 11 feet tall and is 17 feet long and has a grayish coloring marked with dark stripes. Because of its appearance many people mistake Nanotyrannes for an immature Tyrannosaurus.

This dinosaur is a great menace to the people of the deep jungles as it is large enough to be dangerous, but small enough to occasionally escape drawing attention to its self. Nanotyrannus is found in the deep jungle where it subsists on a diet of small and medium-sized animals, although they have been known to take the occasional unwary person from time to time.

Nanotyrannus is most dangerous during mating season when bulls pick territories rich in food to attract females. There has even been a case where two bulls ended up fighting in the middle of a village causing much death and destruction. Reproduction is generally low with young reaching maturity at 4 years and females laying 3 or 4 eggs, all of which hatch. Generally 1 or 2 will survive to leave the nest.

COMBAT

Nanotyrannus begins combat by selecting a single target that looks edible. It then overruns the target and attempts to finish the prey off with its impressive bite attack.

Improved Grab (Ex): To use this ability, the nanotyranus must hit a medium-size or smaller opponent with its bite attack. If it gets a hold, it may try and swallow the foe.

Scent (Ex): Nanotyrannus have a highly developed sense of smell that allows them to detect potential enemies or prey by scent.

Great Mind Slug

Small Magical Beast

Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 15 ft.
AC: 12 (+1 size, +1 natural)
Base Attack/Grapple: +0/-8
Attack: Bite +0 melee (1d4)
Full Attack: Bite +0 melee (1d4)
Space/Reach: 1 ft/1ft
Special Attacks: Neural Drain, Poison.
Special Qualities: none.
Saves: Fort +1, Ref +1, Will +3.
Abilities: Str 3, Dex 10, Con 10, Int 17, Wis 10, Cha 12.
Skills: Climb +5, Jump +3, Hide +5, Listen +2.
Feats: Skill Focus: Hide.
Environment: warm forests.
Organization: solitary, pair, or group (3-20)
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement: 3-5 HD (Small), 6-8 HD (Medium-size)

The great mind slug is only found in the depths of the jungle, where tribal peoples speak fearfully of its power and hunger. Unlike most slugs, the great mind slug is frighteningly intelligent. It hunts sentient beings, for it feeds on consciousness in some way.

The mind slug is an excellent climber, and prefers to drop onto its prey after it senses intelligence. It then anaesthetizes the target with a powerful paralytic poison, which it secretes all over its surface. Once immobilized, the slug moves on to other targets. Once an entire party is paralyzed, the slug engulfs the victim's head and begins drawing the very essence of its personality into itself. No one is certain how it accomplishes this, as there have been no reports of the slug possessing true psionic abilities. What is known is that sometimes, the victim survives the attack, at least in a technical sense. The body functions, but the psyche has been irrevocably destroyed.

Combat

The Great Mind Slug uses its poison to paralyze its prey and then engulfs the prey's head to commit a neural drain.

Neural Drain (Ex) When the great mind slug manages to engulf a person's head the victim suffers 1d4 points of Charisma damage per minute.

Poison (Ex) The slug's body is covered with a paralytic poison (Paralytic DC 11). Anyone who touches or is attacked by the slug must make a save or be paralyzed for 1 hour.

Ooze: Sand pit

Huge Ooze

Hit Dice: 8d10 +52 (92 hp)
Initiative: -1 (Dex)
Speed: 20 ft.

AC: 7 (-1 Dex, -2 Size)
Base Attack/Grapple: +6/+23
Attack: Slam +15 melee (2d6+9)
Full Attack: Slam +15 melee (2d6+9)
Space/Reach: 10 ft. by 20ft./10ft.
Special Attacks: Improved grab, acid 2d6, constrict 3d6.
Special Qualities: Blindsight, Ooze,
Saves: Fort +6, Ref +1, Will -3.
Abilities: Str 28, Dex 8, Con 19, Int --, Wis 1, Cha 1.
Skills: None
Feats: None
Environment: all warm and temperate lands
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 9-15 (Huge), 16-312 (Gargantuan), 32-40 (Colossal).

Combat

These oozes bury themselves in sand and wait for hapless prey to wander by. The ooze will wait until the prey moves across it and will then begin to attack, attempting to drag the creatures below the surface where they can be digested. Adventurers have reported fields of these creatures as far as they could see, however these may in fact be a single but enormous creature.

Improved Grab (Ex): To use this ability, the ooze must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): A Sandpit ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage.

Constrict (Ex): the ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor suffer a --4 penalty to Reflex saves against the acid.

Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.

Appendix: Open Gaming License and Legal Matters

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

"A Menagerie of Monsters", Copyright © 2005 by D. Andrew Ferguson, first published by The Guild Companion (http://www.guildcompanion.com)

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