TEXT: Bestiary of the Rosewood Highlands 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
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  Bestiary of the Rosewood Highlands 
   
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  Bestiary  
  of the  
  Rosewood  
  Highlands 
   
  
  Bestiary of the Rosewood Highlands 
   
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  The Bestiary 
  Of the Rosewood Highlands 
   
   
   
   
   
   
   
   
  A collection of creatures usable in most  
  Old School games. Written for  
  Swords & Wizards in the Highlands rules,  
  a rules variant of Swords & Wizardry,  
  this bestiary is fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
   
  Draft 1.2 
   
   
   
   
   
   
   
   
  © 2018 Rosethrone Games/WR Beatty 
   
  Swords & Wizardry, S&W, and  
  Mythmere Games are  
  trademarks of Matthew J. Finch.  
  Rosethrone Games is not  
  affiliated with Mythmere Games  
  or Matthew J. Finch. 
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  5 
   
  Abargat Serpent 
  The Abargat Serpent is a massive snake with a draconic 
  head. The wicked bite of the Serpent not only does massive 
  damage (3d6), but injects poison (save vs. poison or 
  paralyzed for 1 turn per hit point of damage taken with the 
  bite). In addition, the Abargat Serpent can constrict its prey 
  for 3d4 hp damage per round (automatic unless a Strength 
  Check is passed each round).The Abargat Serpent is 
  immune to poison, silence and can detect invisibility at 
  will.  
   
  The Abargat Serpent: HD 8; hp 41; AC 3[16]; Atk 1 
  bite (3d6+ poison) and constrict (3d4); Move 12 (swim 
  9); Save 8; Special Poison, constrict, immune to poison, 
  silence and invisibility. 
   
  Alligator  
  All alligators are dangerous and some acquire a taste for 
  human flesh. Alligators can conceal themselves in water, 
  with only their eyes showing above the surface, gaining a 
  3 point bonus on surprise. When they score a hit, their jaws 
  lock on their prey causing automatic damage each 
  subsequent round. It takes 24 points of Strength to pry the 
  jaws off its prey. The alligator will attempt to drown its 
  prey by dragging it under the water.  An alligator can 
  remain underwater with its prey up to 30 minutes. 
   
  Alligator: HD 3; AC 4[15]; Atk 1 bite (1d6); Move 9 
  (Swim 12); Save 14; CL/XP 3/60; Special: Lock jaws, 
  surprise. 
   
  Angel 
  Angels are powerful beings of good who act as the 
  messengers, warriors and observers from Heaven. Angels 
  are always good and never lie, cheat, steal or kill 
  unnecessarily. In everything they do they are of the highest 
  character.  While there are many different kinds of angels, 
  all angels are beautiful, even though their appearance will 
  vary widely. They can speak every language, including the 
  ability to speak with animals. 
   
  In combat, angels will make full use of their abilities such 
  as the ability to fly, to attack at a distance and their spell-
  like powers. 
   
  All angels have: 
   
  Darkvision out to 60 feet and low-light vision. 
   
  Immunity to acid, cold, and petrification. 
   
  Resistance to electricity 10 and fire 10. 
   
  +4 bonus on saves against poison. 
   
  Protection from Evil: Against evil creatures, the angel 
  receives a +4 bonus to AC and a +4 bonus to hit. The 
  angel radiates this protective aura to all good creatures 
  within a 20’ radius.  Beyond these bonuses, the aura 
  of protection from evil functions as a globe of 
  invulnerability (vs. evil creatures/magic). 
   
   
   
  Angel: Principality 
  Principalities are Angels of the First Sphere. They appear 
  as stunningly beautiful human beings with giant silver 
  wings. They are champions in the Heavenly armies, 
  wielding two Heavenly Hammers (Warhammer +3/+5 vs. 
  demons, devils and undead). Principalities are immune to 
  acid, cold and death spells and take half damage from 
  electricity and fire. Principalities can use the following 
  spells at will: Continual Light, Invisibility (self only), Cure 
  disease, Cure Light Wounds, Detect Evil, Detect Magic, 
  Dispel Magic, Remove Curse, Polymorph Self. In 
  addition, the Principality can used Mirror Image and Hold 
  Monster 3 times per day each. 
   
  Angel (Principality): HD 10; AC -2 [21]; Atk 2 weapons 
  (3d6); Save 5; Move 18 (Fly 36); AL L; CL/XP 18/3500; 
  Special: Immunities, +1 weapon to hit, magic resistance 
  (60%), magical abilities 
   
  Anguished Spirit 
  This ghostly undead being arises when a body is tortured 
  to death and not given a blessing when buried. The soul 
  experiences the agony of torture for eternity, and lashes out 
  with spirit chains and lashes (treat as whips) for two 
  attacks per round. Victims hit by an Anguished Spirit must 
  save vs. spells or become Anguished (see chart below) for 
  3d6 minus victim’s character level/hit die rounds. Bladed 
  weapons do minimal damage (so a sword +2 would do 
  three points of damage) while blunt weapons do full 
  damage (a mace +2 would do 8 points, 6+2). Like all 
  undead, the Anguished Spirit is immune to mind affecting 
  spells and drains 1 point of Constitution per successful hit. 
  CON loss lasts 40 minutes. 
   
  When killed, the Anguished Spirit explodes in a cloud of 
  green glowing dust. If captured in the round the Spirit dies, 
  the dust can be used as a mild poison which causes 
  melancholy (if ingested over the course of a week, at least 
  one dose per day, use the chart below for effects, though 
  use as a progression: that is, day one use the first entry, day 
  two the second). Victims of Anguished Spirit poison dust 
  add their Constitution bonus to their saves vs. the poison. 
   
  2d4 
  Anguished Effect 
  2. 
  Victim acts last every round, all rolls at -1 
  3. 
  Victim must save vs. poison to act during a round, all rolls at -1 
  4. 
  Victim must save vs. poison to at during a round, all rolls at -2 
  5. 
  As above, but victim must make double effort to succeed at an 
  action (it will take twice as long, expend twice as much effort, 
  must “hit” twice, etc.) 
  6. 
  As above, movement rate reduced to 1, must make a save vs. 
  poison to communicate 
  7. 
  As above, catatonic (must be carried), can be force fed 
  8.+ 
  As above, curled into fetal position, overwhelming despair 
   
   
  Anguished Spirit: HD 4+3; AC 4[15]; Atk chains/lashes 
  (as whip 1d4/1d4); Move 9; Save 13; CL/XP 5/240; 
  Special: Angush 
   
  
  Bestiary of the Rosewood Highlands 
   
  6 
   
   
  Ankheg 
  The Ankheg is an enormous insect, up to 25’ long, 
  resembling a giant termite with vicious mandibles and 
  multi-part eyes. They burrow through the ground and often 
  lie in wait for prey just beneath the surface of the ground. 
  Three times per day an ankheg can squirt its digestive 
  acids, taking 1d4 hours to recover each time it does so. The 
  acid squirt is a defense mechanism primarily used against 
  giant birds, the ankheg’s natural enemy, but against any 
  creature who threatens the giant insect. The Ankheg is very 
  rare in the Rosewood Highlands (possibly because of the 
  greater than normal incidence of giant birds), but they are 
  very intelligent for insects, often working in pairs and 
  developing strategies, such as surprise and distraction. 
  Ankheg eat their prey live if possible. The Ankheg lays its 
  eggs in the desiccated husks of its former victims.  
   
  Ankheg (3HD): HD 3; AC 2[17] underside 4[15]; Atk 1 
  bite (3d6); Move 12 (burrow 6); Save 14; CL/XP 
  4/120XP; Special: Spits acid 5d6 (1/day, save for half) 
   
  Ankheg (4HD): HD 4; AC 2[17] underside 4[15]; Atk 1 
  bite (3d6); Move 12 (burrow 6); Save 13; CL/XP 
  5/240XP; Special: Spits acid 5d6 (1/day, save for half) 
   
  Ankheg (5HD): HD 5; AC 2[17] underside 4[15]; Atk 1 
  bite (3d6); Move 12 (burrow 6); Save 12; CL/XP 
  6/400XP; Special: Spits acid 5d6 (1/day, save for half) 
   
  Ankheg (6HD): HD 6; AC 2[17] underside 4[15]; Atk 1 
  bite (3d6); Move 12 (burrow 6); Save 11; CL/XP 
  7/600XP; Special: Spits acid 5d6 (1/day, save for half) 
   
  Ankheg (7HD): HD: 7; AC: 2[17] underside 4[15]; Atk: 
  1 bite (3d6); Move: 12 (burrow 6); Save: 9; CL/XP: 
  8/800XP; Special: Spits acid 5d6 (1/day, save for half) 
   
  Ash Dweller 
  These small, rodent-like creatures, are attracted to 
  locations of great fires, where there is a large amount of 
  ash, which they eat. Their mottled grey/black skin makes 
  them blend in to ashpits. Ash Dwellers are not aggressive, 
  generally trying to flee if threatened and ignoring most 
  creatures unless provoked. When a fire is kindled in their 
  vicinity, they will swarm the flame (1d20+20 creatures 
  will overwhelm the source of the flame), biting and 
  clawing at the fire, and anything in the immediate vicinity. 
  Normal flames will be extinguished in 1 round, and the 
  “attack” against those in the area lasts only that long. 
  Magical flame is extinguished in a number of rounds equal 
  to the caster’s level.  
   
  Ash Dweller: HD 2hp; AC 9[10]; Atk 1 (1 point); Move 
  12; CL/XP 1/15; Special: None 
   
   
   
   
   
   
  Ashen Warrior 
  The cremated remains of powerful warriors, their spirits 
  coalesce in their burnt remains, forming a wispy, floating 
  ash body. The Ashen Warrior channels fire from the 
  elemental plane of fire (where, if encountered, they are 
  double all stats), attacking by throwing fist-sized gobs of 
  sticky, lava-like fireballs for 2d6 hp of damage per hit or 
  swatting with burning hands (for 1d6 hp each, two attacks 
  per round), which, on a natural 20, means the Ashen 
  Warrior has grabbed the opponent and is hugging (like a 
  bear) for 2d6 hp damage per round until released (strength 
  check or Ashen Warrior is killed). An Ashen Warrior may 
  forego a normal attack and sacrifice itself, exploding in a 
  shower of ash and bone fragments for 3d4 hp damage to 
  all within 20’ radius (save for half). Like all undead, the 
  Ashen Warrior is immune to mind affecting spells and 
  drains 1 point of Strength per successful hit. The STR 
  drain lasts 40 minutes.  
   
  Ashen Warrior: HD 4+1; AC 6[13]; Atk fireballs (2d6), 
  swat (1d6/1d6); Move 9; CL/XP 7/600; Special: 
  fireballs, hug (2d6), exploding (3d4) 
   
  Asheras 
  Asheras is the Gnome King’s cook. She is a unique 
  creature who looks like a cross between a goblin and a 
  lizard, with grey, scaly skin and black, coarse hair. 
   
  Asheras has natural thieving abilities at the 6th level of 
  experience and fights as a 6th level fighter with two attacks 
  per round, fighting with a meat cleaver (1d4 damage) and 
  a butcher knife (1d4+1 damage). 
   
  Asheras: HD 4; AC 7[12]; Atk cleaver (1d4) butcher 
  knife (1d4+1); Move 12; Save 15; XP/CL 4/120; 
  Special: Thieving Abilities. 
   
  Bas Relief Warriors 
  Where ever a frieze has been carved in bas relief in stone, 
  the potential for tiny Bas Relief Warriors exists. Bas Relief 
  Warriors will be 6”-36” tall (6d6 - or just select appropriate 
  height), have 3 hp each, and do 1d3 damage with their tiny 
  stone swords. The tiny warriors are created by magic and 
  are guardians of tombs, shrines and other ancient places. 
  When their task is complete, the warriors re-merge with 
  the walls. Any Warriors “killed” crumble to pieces and do 
  not re-merge with the walls, leaving noticeable gaps in the 
  stories the sculptures tell. 
   
  Bas Relief Warriors: HD 1d3hp; AC 2[17]; Atk tiny 
  stone weapons (1d3); Move 6; Save 19; XP/CL 1/10; 
  Special: None 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  7 
   
  BEAR 
  There are four breeds of bears in the Highlands: Black, 
  Brown, Cave and Grizzly. Bears are solitary creatures who 
  live to eat and protect their territory. They do not cooperate 
  with one another except to mate or rear their young. All 
  bears fight by biting their prey or swatting at them with 
  their massive claws. If a bear hits with both claws, it draws 
  the prey into a hug, doing ongoing additional damage. 
   
  Black Bear 
  Black bears are the smallest of the, adults weighing from 
  250-600 pounds typically and standing about 6 feet tall 
  fully upright. The black bear is the most reclusive of the 
  bears, preferring to avoid confrontation unless cubs are 
  threatened. A black bear hugs for an additional 1d8 hit 
  points of damage per round. 
   
  Black Bear: HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 
  bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: 
  Hug. 
   
  Brown Bear 
  Brown bears are the most common of all types of bears. 
  Somewhat larger than their black cousins, adults weighing 
  300-1,200 pounds and stand about 7 feet tall fully upright, 
  the brown bear has the most restrictive of preferred foods 
  of all the bear species. Brown bears are primarily meat 
  eaters, and will not eat carrion unless starving. For all of 
  their size, the brown bear is no more powerful than the 
  Black Bear, but it is much more aggressive and will attack 
  even heavily armed humans. 
   
  Brown Bear: HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 
  bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: 
  Hug. 
   
  Cave Bear 
  Cave bears are the rarest of the bears in the Rosewood 
  Highlands. They are also the largest of all bears, their 
  massive, shaggy bodies weighing in at 900-2,200 pounds 
  and standing about 8 feet tall fully upright. The bite of a 
  cave bear is 80% likely to get infected, causing a loss of 1 
  hp per day until fully healed. When a cave bear hits with 
  both claws, they hug for 3d6 points of damage. 
   
  Cave Bear: HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: 
  Hug. 
   
  Grizzly Bear 
  Grizzly bears are very large brown bears, standing about 8 
  feet tall fully upright and weighing 900-1,500 pounds. 
  Grizzly bears hug for an additional 2d6 points of damage 
  per round when both claws hit. In addition, the grizzly bear 
  will continue to attempt to bite its victim, gaining a +2 
  bonus to hit due to the immobility of its prey. 
   
  Grizzly Bear: HD 6; AC 6[13]; Atk 2 claws (1d6), 1 bite 
  (1d10); Move 9; Save 11; CL/XP 6/400; Special: Hug. 
  Beetle, Giant 
  Giant beetles are common prey for giant birds and other 
  enormous predators. Largely pests, giant beetles are very 
  aggressive and dangerous nonetheless. Many different 
  types of giant beetles dwell in the Rosewood Highlands. 
   
  Giant Stag Beetle 
  Giant stag beetles are matte black and have massive 
  mandibles with which they crush their prey. Once a 
  creature is caught in a giant stag beetle’s mandibles, the 
  victim continues to receive crushing damage of 1d6 hp per 
  round until freed. When a Giant Stag Beetle kills a prey, it 
  will stop combat to begin to devour its prey, ignoring all 
  activity besides active attacks against it. 
   
  Giant Beetle (5ft): HD 3; AC 3[16]; Atk 1 bite (3d6); 
  Move 9; Save 14; CL/XP 4/120; Special: None. 
   
  Behir 
  The behir is a giant creature, related to the giant centipede, 
  though with far fewer legs. A fully grown behir can be 50’ 
  long, moving very rapidly on its 16 legs. Behirs attack by 
  biting, and will swallow prey whole on a natural roll of 20.  
  They also lash their bodies around prey (to hit), and on the 
  first round following this attack they can bring 8 claws into 
  play (8 attacks, 1d6 hit points per attack).In addition, 
  Behirs have a breath weapon – they can spit a bolt of 
  lightning once per 10 rounds, inflicting 24 points of 
  damage (2 per hit die, for smaller or larger behirs).  A 
  successful saving throw indicates half damage. 
   
  Behir: HD 12; AC 4[15]; Atk 1 bite (1d8); Move 15; 
  Save 3; CL/XP 13/2300; Special: Constrict and claw, 
  lightning breath. 
   
  Birdmen  
  The birdmen of the Rosewood Highlands are humanoid in 
  shape, entirely covered in feathers. They have beaked 
  faces and wings which resemble greatly feathered arms. 
  Their wings/arms end in wicked four fingered clawed 
  hands. They have colorful plumage, the brighter the colors, 
  the more noble the Birdman. They live in tribes and have 
  been absent from the Rosewood Highlands for over a 
  thousand years, though there have been sightings recently. 
  They fight with bone javelins and the more noble of the 
  birdmen also wield swords. They are swift fliers and very 
  maneuverable.   
   
  Birdmen: HD 1 to 4; AC 6[13]; Atk 2 claws (1d3) and 
  beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 
  17; CL/XP 2/30; Special: Fly. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  8 
   
  Boar, Wild 
  Wild boars are shaggy, nasty cousins of the common pig, 
  though much larger, weighing in at around 400 pounds and 
  standing almost as tall as a black bear. Unpredictable and 
  aggressive, boars will attack on sight and will continue to 
  attack for 1-3 rounds after they are killed.  
   
  Wild Boar: HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 
  15; Save 14; CL/XP 4/120; Special: continue attacks 
  1d3 rounds after death. 
   
  Boar, Giant 
  Giant Boars, like their smaller cousins, are aggressive and 
  unpredictable. They attack with massive tusks. They can 
  weigh up to 1200 pounds and be the size of a Grizzly Bear. 
  Giant Boars continue to attack for 1d4+2 rounds after they 
  are actually killed before they drop dead. 
   
  Giant Boar: HD 5+5; AC 5[14]; Atk 1 gore (3d6); Move 
  15; Save 12; CL/XP 6/400; Special: continue attacks 
  1d4+2 rounds after death. 
   
  Bobcat 
  Bobcats are among the smallest of the great cats, being 
  about the size of a large dog, being relatives of the Lynx. 
  Bobcats have black tipped ears and spotted coats. The 
  Bobcat is notable for its short, “bobbed,” tail. A Bobcat 
  attacks by swatting its prey with its front paws for 1d2 hp 
  each. If both paws hit, the bobcat rakes with its rear claws 
  for 1d4 additional points of damage and attacks with a bite 
  for 1d3 hp damage.  
   
  Bobcat: HD 1+1; AC 6[13]; Atk 2 claws (1d3/1d3), plus 
  rake (1d4) and bite (1d3); Move 12; Save 16; CL/XP 
  2/30; Special: rake. 
  Bonedancer 
  A bonedancer is a special kind of necromancer undead 
  being with a zombie-like body atop which is fixed a 
  gleaming white skull. The bonedancer animates skeletons 
  by dancing. While performing its dance, a Bonedancer can 
  take no other action, but skeletons under its control gain a 
  bonus against turning (move up two “steps” on the turning 
  chart) but always act last in a round (lose initiative). A 
  bonedancer attacks with wicked, curved knives or its razor 
  sharp claws. With its knives, a bonedancer can strip the 
  flesh off of a medium-sized creature in 4 rounds. 
  Bonedancers eat the flesh of their victims and then animate 
  the skeletons. A bone dancer can perform this action on a 
  corpse, provided it has some flesh left to eat. A bonedancer 
  has no control over skeletal remains from which it has not 
  eaten the flesh. Bonedancers are undead beings, so they are 
  immune to mind affecting spells and drain 1 point of 
  Dexterity or Charisma (50% chance each per hit) on a 
  successful hit. The attribute drain lasts 50 minutes.  
   
  Bonedancer: HD 5; AC 5[14]; Atk 2 knives (1d4 each) 
  or 2 claws (1d3); Move 12; Save 12; CL/XP 7/600; 
  Special: Animate Skeletons 
   
  Carrion Creeper  
  A huge caterpillar-like creature, the face of the Carrion 
  Creeper has 6 tentacle like feelers covered in slime with 
  which the Creeper attacks. When a Carrion Creeper hits, 
  the victim must save vs. poison or be paralyzed for 2d6 
  turns. When a Carrion Crawler scores a hit, it immediately 
  begins to devour its prey unless attacked by another 
  creature. They are very aggressive, attacking without 
  provocation, and have no discernable intelligence. They 
  can climb walls and ceilings but cannot swim (they do, 
  however, float). The Carrion Crawler slime continues to 
  be effective to cause paralysis for 1d4 days after a Carrion 
  Creeper dies. 
   
  Carrion Creeper: HD 2+4; AC 7 [12]; Atk bite (1hp) 6 
  tentacles; Move 12; Save 14; AL N; CL/XP 4/120; 
  Special: Tentacles cause paralysis. 
   
  Caryatid Column 
  Caryatid Columns are stone pillars shaped as woman 
  warriors. They are set as guardians with simple, but 
  specific, sets of orders. In combat, the Caryatid strikes with 
  a stone sword which is stronger than steel for 2d4 hp 
  damage. Weapons which make contact with a Column’s 
  sword must save vs. crushing blow or break.  
   
  Caryatid Column: HD 5; hp 17,25; AC 5[14]; Atk 1 
  stone sword (2-8); Move 6; SD Snap wpns. 
   
  Catoblepas 
  This catoblepas is a mid-sized creature, sluggish, with a 
  heavy head and a face always turned to the ground. The 
  creature has a gaze which turns other creatures to stone. 
  The beast is a herbivore, about the size of a bull, with a 
  heavy mane, a scaly back, narrow, bloodshot eyes, and 
  shaggy eyebrows. Its bloated body is shaped like a cow 
  while it has four legs end in clawed toes and its long, thick 
  tail ends in a tuft of black, scraggly fur. The creature eats 
  only poisonous plants and drinks fetid, diseased water. The 
  breath of a Catoblepas is a poisonous cloud 20’ in diameter 
  causing those in the area of effect to save vs. poison or 
  begin retching and vomiting, unable to do anything else for 
  1d6 rounds. In addition, the gaze of the Catoblepas is 
  paralyzing, leaving the victim unable to move for 1d20 
  rounds. On a roll of 20, if a second save is failed, the 
  paralysis is permanent. Fortunately, the Catoblepas has a 
  difficult time raising its head, typically relying on its 
  breath weapon. On a 19or 20 on an attack roll, the 
  Catoblepas uses its gaze attack, otherwise it is kicking with 
  its clawed feet. 
   
  Catoblepas: HD 6; AC 7 [12]; Atk 1 bite (1d6); Move 
  12; Save 11; AL N; CL/XP 8/800; Special: Poison 
  Breath, Paralyzing Gaze. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  9 
   
  Centipede, Giant  
  A Giant Centipede is about 2’ long and has a wicked, 
  paralyzing bite which does 1d6 hp damage and paralyzed 
  the victim for 1d6 rounds (save, at +2, to avoid the 
  paralysis) and has an effective Strength and Dexterity of -
  3 each for the next 2d4 days (save negates). On a natural 
  20, the centipede wraps its body around the victim, doing 
  automatic damage the following round(s) until the 
  centipede is removed (save for paralysis each round the 
  centipede is attached).  
   
  Giant Centipede: HD: 1d2hp; AC 9 [10]; Atk 1 bite 
  (1d6 + poison); Move 13; Save 18; CL/XP 1/10; Special 
  paralyzing poison, latching on. 
   
   
  Chimera 
  The Chimera has three heads: a goat, a lion and a dragon 
  (some variations in the World of Daen-Ral have lion, eagle 
  and dragon, and at least one has manticore, dragon and 
  basilisk). All Chimera have eagle-like wings that sweep 
  out from their lion-like bodies. Each head can attack as 
  normal for the creature of its type (the goat head with 
  horns, the lion with a bite, the dragon with bite or breathing 
  fire as a dragon). In addition, the body can attack with both 
  front and rear claws. 
   
  Chimera: HD 9; AC 4 [15]; Atk 2 claws (front 1d3/1d3) 
  2 claws (rear 1d4/1d4), 2 goat horns (1d4), 1 lion bite 
  (2d4), dragon bite (3d4); Move 9 (Fly 18); Save 6; AL 
  C; CL/XP 11/1700; Special: Breathes fire. 
   
  Chitterer 
  Chitterers are far distant relatives of ogres, though they are 
  even less intelligent than their cousins. Chitterers are so 
  named for the sound they make constantly, a hissing, 
  chattering sound being their only “language.” They have 
  long, hooked noses that are hard as steel which they use to 
  cut open their prey. On a to hit roll of a natural 20, the 
  Chitterer has grasped their prey with both massive fists and 
  “hugs” the prey (like a bear), making subsequent attacks 
  automatic hits with the sharp hook nose for 2d4 points of 
  damage. To break free from a Chitterer’s “hug” requires a 
  successful Strength check. Their hides are so thick and so 
  tough that they are harder than even platemail, giving 
  Chitterers an armor class of 0. 
   
  Chitterers are fiercely loyal and will fight to the death to 
  defend their master. They can understand and obey basic, 
  simple commands but are fairly easily distracted unless 
  threatened or in the presence of their master. When in 
  combat, Chitterers attack with both massive fists, attacking 
  last in each round but hitting for 1d12 points per fist. 
   
  Chitterer: HD: 4+2; AC 0[19]; Atk 2 fists (1d12/1d12); 
  Move 9; Save 13; CL/XP 7/600; Special: None. 
   
   
   
   
  Clay Tile Creature 
  The Clay Tile Creature is a unique monster made up of 
  clay tiles imprinted with unanswered prayers of an ancient 
  people. The Clay Tile Creature manifests itself as a snake-
  like creature at first, but smashing appendages will appear 
  out of the mass to attack and the tiles will rise up like a 
  wave and try to crash down on and smother/overwhelm the 
  PCs. PCs hit by the crashing wave must make a Dexterity 
  Check. A failed check means the victim is smothered 
  under the weight of clay tiles and has a number of rounds 
  equal to ½ their Constitution (rounded down) to escape or 
  being crushed under the weight. A smothered PC can force 
  his or her way out from under the crushing clay tiles by 
  making a Strength Check at a cumulative 1 point penalty 
  per round under the weight of the tiles.  
   
  The Clay Tile Creature is immune to all mind affecting 
  spells, electricity, cold, heat and fire.  
   
  The creature will seek to destroy every living thing in its 
  path until it is destroyed, or all living creatures in the area 
  are killed. 
   
  Clay Tile Creature: HD 10; AC 0[19]; Atk smashing 
  appendages (2d6 each) or crashing wave (4d6 + 
  smothering); Move 12; Save 9; CL/XP 11/1700; 
  Special: smothering. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  10 
   
  Coalesced Corpse 
  This unusual undead creature forms in places where a 
  number of undead beings are laid to rest (mass graves, 
  tombs with multiple chambers, etc.). The Coalesced 
  Corpse forms by the seemingly random joining together of 
  multiple corpses into a monstrous, multi-armed, multi-
  headed abomination. Only undead with a physical body 
  can become a Coalesced Corpse. The Coalesced Corpse 
  begins as a monster of AC, Move and Hit Dice equal to the 
  highest HD creature which joins the Corpse and adds an 
  additional HD (and 5 hp) per additional corpse which joins 
  (thus, if a Corpse formed from 6 ghouls, it would have 7 
  HD, 2 for the first ghoul + an additional HD per additional 
  Ghoul). Each undead creature forming the Coalesced 
  Corpse can attack any creature within a 10’ radius as it 
  normally would (though only a single attack, even if it 
  would normally have multiple attacks per round). These 
  attacks are made at the HD of the Coalesced Corpse’s HD 
  (the ghouls above would attack as 7 HD monsters). As 
  undead, the Coalesced Corpse is immune to mind affecting 
  spells and drains 1 random attribute point per successful 
  hit. The attribute drain lasts for 10 minutes per HD of the 
  Coalesced Corpse. 
   
  Coalesced Corpse: As creature with highest HD which 
  forms part of the Corpse, +1 HD per additional corpse, 
  Atk, etc. per additional corpse. CL/XP total HD+2 
   
  Coyote 
  Smaller than their cousins, the wolf, coyotes are nearly as 
  aggressive and dangerous. Unlike wolves, coyotes tend to 
  form smaller packs and even hunt alone when prey is 
  abundant. Coyotes’ howls are very distinctive. 
   
  Coyote: HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 14; 
  Save 16; AL N; CL/XP 2/30; Special: None 
   
  Crooked One 
  The Crooked One appears as a very large Hobgoblin, with 
  vestigial horns and ears, reddish brown skin and glowing 
  green eyes. His body is twisted and crooked, but 
  surprisingly strong and agile. He is actually an undead 
  being, his Trueform (ashes) secreted somewhere in the 
  King Under the Water’s Palace. The Crooked One reains 
  his spell-casting ability (11th level magic user). Unlike 
  nearly all undead, the Crooked One is susceptible to mind-
  affecting spells. A successful hit by the Crooked One 
  drains 1 point of Intelligence from his victim. The 
  Intelligence drain is permanent unless magically healed. 
   
  The Crooked One (Undead Demon/Hobgoblin): HD 
  MU11; hp 31; AC 5[14]; Atk 2 claws (1d6/1d6) 1 bite 
  (1d4); Move 9; Save 9; Special: Spells, Intelligence 
  drain. 
   
   
   
   
   
   
   
  Cursed Warrior 
  These ghostly apparitions appear in places where warriors 
  were slaughtered en masse or where warriors died without 
  completing an important task. They continue their 
  devotion in death, guarding what they could not in life, 
  attacking whoever they could not vanquish in life, etc. 
  They barely have an existence, so they do very little 
  damage (1 hp, save vs. spells for none), but they are, in 
  turn, very hard to damage as well (only hit by magic, thus 
  spells damage fully, magic weapons only do their magical 
  “plus” in damage – a sword +2 will only do 2 points of 
  damage).  
   
  Cursed Warrior: HD 1 [8 hp]; AC 7[12]; Atk ghostly 
  weapons (1hp damage); Move 12; Save 18; CL/XP 
  1/10; Special: only hit by magic 
   
  Deep Shepherds 
  Deep Shepherds are misshapen, shuffling creatures, more 
  mold and fungus than human now (their fungal skin gives 
  them effective AC of 4[15] and their attacks are two claw-
  like hands for 1d2 each and a spore breath weapon – victim 
  save vs. poison or begin to transform into a Deep 
  Shepherd). They are powerful creatures, attacking at +1. 
   
  Deep Shepherd: HD 1; AC 4[15]; Atk claws +1 
  (1d2+1/1d2+1) spore breath; Move 6; Save 18; CL/XP 
  1/10; Special: spore breath. 
   
   
   
   
   
   
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  11 
   
  Demon 
  Demons are creatures who dwell in the Outer Darkness, 
  fallen angels who serve dark masters and have plots and 
  schemes of their own. Demons sometimes masquerade as 
  gods or other powerful creatures, sometimes they come in 
  the guise of a simple, seemingly innocent creature. Given 
  the right circumstances, a demon can possess a human 
  being, taking over their actions. Demons or devils cannot 
  exist in the mortal realm indefinitely, even so they will risk 
  almost anything not to be forced to return to the Outer 
  Darkness.  
   
  Demon, Ashtarath the 
  Bright 
  In his true form, Ashtarath the Bright appears as a massive, 
  9’ tall bull-headed creature with a very wide and muscular 
  man’s body, ram’s horns and cloven hooves. Broad, bat-
  like wings are folded behind Ashtarath when he is not in 
  flight, though the very size of the creature prevents it from 
  being a particularly good flyer.  He is very intelligent and 
  incredibly powerful (+2 to hit), and has various demonic 
  powers in addition to the immunities that all demons 
  exhibit: Ashtarath causes fear as per the spell (at will), 
  polymorph self (at will) and dispel magic (at will).  
  Ashtarath can radiate blinding red light 3x/day and create 
  a symbol of discord once per day. Ashtarath’s favorite 
  disguise is a beautiful, shining woman. 
   
  Demon, Ashtarath the Bright: HD 11; AC –1[20]; Atk 
  2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; 
  CL/XP 13/2300; Special: +1 or better magic weapon 
  needed to hit, magic resistance (65%), +2 on to-hit 
  rolls, immune to fire, magical abilities. 
   
  Demon, Azon the 
  Ravenous 
  Azon the Ravenous is a Demon Beast – a feral creature 
  from the lower planes. These demons are covered in scales 
  and stand 10+feet tall. They have horns on their heads and 
  strange, tentacle-like feelers where one would expect a 
  beard and mustache. These “feelers” can envelop another 
  creature’s head and function as ESP spell, reading the 
  target’s thoughts. Demon Beasts can only be hit by 
  magical weapons.Demon Beasts can cause darkness 20’ 
  radius at will as well as phantasmal force, cause fear, 
  detect magic, levitate, project image, use symbol of fear 
  (all 3x per day, at will). 
   
  Unlike many of his kind, Azon is clever and intelligent, 
  constantly looking for advantage. Azon likes to use a 
  stylized trident as a weapon. This 10’ long magical weapon 
  is +1 to hit.+2 to damage (vs good), it is usable only by 
  evil creatures. The massive trident does 2-12 points of 
  damage on a successful hit (+2 vs good), and can do 5d4 
  (5-20) hp additional electrical damage 3x/day. Non evil 
  creatures who touch the Trident of Azon take a full 20 
  points of electrical damage per round of holding the 
  weapon. 
   
  Azon the Ravenous: HD 9; AC -2[21]; Atk 2 claws 
  (1d4), bite (2d8) or Trident (2-12+1/+2 vs. good); Move 
  9/12 (fly); Save 4; CL/XP 11/1700; Special: Fly, spell-
  like abilities; trident. 
   
  Demon, Blood Demon 
  (Category Two Demon) 
  Toad-like demons with bat wings, the Hezrou have magic 
  resistance of 50%.  Blood Demons are a twisted variation 
  of these creatures, with two toad-like heads, each of which 
  can attack with a vicious bite. At will, they can cause fear 
  (per the spell), detect invisibility (per the spell), and cause 
  darkness 15ft radius.  They are immune to fire. Blood 
  Demons are unique from their single-headed cousins in 
  that they are soul collectors. Once a Blood Demon has a 
  taste of a willing donor’s blood (a demonologist who 
  attempts to control a Blood Demon, for example, or a 
  desperate apprentice…), the Blood Demon will enter into 
  a contract of servitude for a specific period of time at the 
  completion of which, the Blood Demon will seek to 
  collect the blood donor’s soul for eternal torment in the 
  Outer Darkness. 
   
  Blood Demon, Second-Category Demon: HD 9; AC 
  0[19]; Atk 2 claws (1d3/1d3), 2 bite (2d8/2d8); Move 9 
  (Fly 14); Save 6; CL/XP 11/1700; Special: Magic 
  resistance 50%, demonic magical powers. 
   
   
   
  Azon the Ravenous 
  
  Bestiary of the Rosewood Highlands 
   
  12 
   
  Demon, Changeling Imps 
  In their true form, Changeling Imps are about 4 feet tall, 
  with deep green skin and eyes, and sharp teeth and claws. 
  They disguise themselves as human men, encountered in 
  groups of 1d12, carrying large sacks on their backs. All of 
  the men encountered look alike, save one who will have 
  some distinguishing feature. The Changeling Imps “carry” 
  their true forms in the sacks. The “men” encountered all 
  speak as one, as if they share the same mind. In fact, in 
  their guise as mortals, the Changeling Imps do share one 
  mind – that of the unique individual. Killing the unique 
  man sends all the Changeling Imps encountered back to 
  the Outer Darkness. Once they reveal their true forms 
  (dropping the “sacks,” which envelop the men while the 
  imp form jumps out), they are true individuals. In 
  Trueform, the Changeling Imps fight with tooth, claw and 
  tail. Their tail strike delivers a paralyzing poison (save or 
  paralysis for 2d4 rounds). 
   
  Demon, Changeling Imp, Man Form: HD 1; AC 8[11]; 
  Atk fist (1d3) or by weapon; Move 6; Save 16; CL/XP 
  1/15 Special: regenerate, immune to fire. 
   
  Demon, Changeling Imp, True Form: HD 2; AC 2[17]; 
  Atk 2 claws (1d4/1d4)/1 bite (1d6) + 1 sting (1d4 + 
  poison); Move 6 (Fly 16); Save 16; CL/XP 6/400; 
  Special: Poison tail, polymorph, regenerate, immune to 
  fire. 
   
   
   
   
   
   
   
   
  Demon, Giant Snake 
  When first encountered, there is a 75% chance that the 
  Demon Snake is flying, hungry and hunting for some tasty 
  prey. The other 25% of the time it is encountered on the 
  ground, sleeping, sated from a meal of moose or elk, the 
  carcass of which lies spread around the sleeping, coiled up 
  snake. If encountered sleeping, its wings will be folded up 
  and tucked under the body so it will simply appear to be a 
  very large snake (about 25’ long).  
   
  If hunting, the Demon Snake will be very aggressive, 
  attacking at every opportunity, with its venomous fangs. If 
  it strikes a natural 20 on a hit, it has latched on to its prey 
  with its powerful jaws and, if moose sized or smaller, will 
  try to fly off with this bountiful meal (the demon snake can 
  carry off horses, but not heavy draft or war horses). If it 
  makes its escape, the Demon Snake will fly 1-2 miles and 
  then land with its prey and begin devouring it, starting with 
  the feet and working its way up the body, preferring its 
  prey to be alive as long as possible… Any time a Giant 
  Demon Snake scores two successive hits on a victim, it 
  wraps its body around the victim, gaining a +2 to 
  subsequent attacks and doing 2d4 constricting damage 
  every round until it or its prey is killed. It cannot fly off if 
  constricting a victim. 
   
  If injured to less than 50% of its hit points the Demon 
  Snake will attempt to fly away but will observe its 
  attackers from high up for days or weeks, seeking revenge 
  (and will then attack at the least opportune time, such as 
  right after a pitched battle when party members are 
  obviously injured).  
   
  Giant Demon Snake: HD 6; AC 5[14]; Atk 1 bite (1d8), 
  1 constrict (2d4); Move 10 (Fly 16); Save 11; AL N; 
  CL/XP 7/600; Special: Carry off Prey and Constrict. 
   
  Demon, Grave Demon 
  The grave demon is an apparition who appears as a human 
  being of any age or gender. The Demon often appears 
  when the dead go unburied. The Grave Demon buries the 
  dead in a profane ritual. Each Grave Demon employs a 
  different ritual, and each ritual contains some element that 
  is clearly out of place (the grave might be marked with 
  feathers or covered in glittering dust or piled with dung). 
  Each Grave Demon has its own unique signature ritual. 
  Once the bodies are in the unholy ground, the Grave 
  Demon can summon them forth as Grave Zombies (qv). 
  The Grave Demon remains in complete control of the 
  Grave Zombies. 
   
  A Grave Demon can only be hit by +1 or better weapons 
  and is immune to fire and all spells that affect the mind. 
  The Grave Demon can use the following spell-like effects 
  at will: darkness 10’ radius, ESP, Fly.  
  Demon, Grave Demon: HD 6+6; AC 0[19]; Atk 2 fists 
  (1d8/1d8); Move 12; Save 4; CL/XP 7/600; Special: 
  Immune to mind affecting spells, immune to fire, only 
  hit by +1 or better weapons, control undead. 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  13 
   
  Demon, The Hunger 
  The Hunger is a unique demonic being dwelling in the 
  Northern Tier of the Rosewood Highlands. This huge, 
  furry, serpentine creature must constantly feed. If freed 
  from its prison in the Northern Tier, it will cross the 
  countryside 
  feeding 
  its 
  insatiable 
  hunger, 
  eating 
  everything within its path. The Hunger’s mouth is so large 
  that it can swallow most creatures whole (hippopotamus-
  sized or smaller). The insides of the Hunger are considered 
  AC 4[15] if a prey wants to try to cut its way out. 
  Swallowed prey receives 4d6 hp damage per round until 
  freed or dead.  In combat, apart from swallowing its prey 
  whole, the Hunger can constrict a man-sized or larger 
  opponent. If a constriction attack is successful, the victim 
  receives full damage (save for half) each round until freed. 
  The Hunger will release a constriction if it receives full 
  damage from any successful physical attack. The Hunger 
  has limited telepathic powers which it uses to enslave 2 
  thralls and 2 “eyes”. The Thralls can be any two mortal 
  creatures, though the Hunger will typically seek the 
  strongest creatures it can find in any given region. The 
  Eyes of the Hunger are always a pair of large birds, often 
  owls or eagles (chosen for their keen eyesight). If a Thrall 
  is killed, the Hunger will seek to replace it, attempting to 
  enslave intelligent creatures it encounters. If an Eye is 
  killed, a replacement appears within 1d8 rounds 
  automatically. The Eyes will fight to defend the Thralls.  
  The Hunger in the Northern Tier is imprisoned in a unique 
  arrangement that compels it to continuously seek to be 
  imprisoned. 
   
  Demon, The Hunger: HD 12; AC 0[19]; Atk 1 bite 
  (4d6+swallow whole) and 1 constrict (3d6); Move 12; 
  Save 9; CL/XP 14/2600; Special: Constrict, swallow 
  whole, immune to poison, enslaving possession. 
   
  Demon, King’s Ransom 
  (Category Four Demon) 
  While Nalfeshnee demons have the body of an enormous 
  gorilla, the head of a boar, and cloven hooves, they often 
  use their polymorph self ability to appear in some other 
  guise.  The King’s Ransom always appears as a great 
  Genie, vaguely man-like, horned, with red skin.   
   
  These massive, brutish demons are actually quite 
  intelligent, despite their appearance, an incongruity that 
  has deceived and doomed many who would attempt to 
  control or enslave them.  The very size of a nalfeshnee 
  prevents them from being particularly agile flyers, though 
  they do have wings.  Nalfeshnee are incredibly powerful 
  (+2 to hit), and have various demonic powers in addition 
  to being immune to fire: they cause fear as per the spell (at 
  will), polymorph self (at will) and dispel magic (at will).  
  They can create a symbol of discord once per day. 
   
  Fourth-category Demon: HD 11; AC –1[20]; Atk 2 
  claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; 
  CL/XP 13/2300; Special: +1 or better magic weapon 
  needed to hit, magic resistance (65%), +2 on to-hit 
  rolls, immune to fire, magical abilities. 
  Demon, Sentinel Demon 
  (Category Three Demon) 
  Sentinel Demons are related to Glabrezu (Third Category) 
  Demons. Like their heavier cousins, Sentinel Demons 
  stand about ten feet tall, have goat horns and humanoid 
  shape, with no wings.  Sentinel Demons are thin and 
  muscular, with four arms sprouting from the torso: two 
  huge arms which wield massive swords, and two much 
  shorter arms with claws.  Sentinel Demons can cause 
  darkness in a 10ft radius, are immune to fire, can cause 
  Fear at will, can levitate at will, can polymorph 
  themselves, can detect invisible 3x/day and are 60% 
  resistant to magic. 
   
  Sentinel Demon, Third-Category Demon: HD 10; AC –
  3[22]; Atk 2 pincers (2d6), 2 claws (1d3), 1 bite 1d4+1; 
  Move 9; Save 5; CL/XP 11/1700; Special: Magic 
  resistance (60%), demonic magical powers. 
   
   
  Demon, Succubus 
  A succubus is a creature of demonic lust, a drinker of souls 
  who offers fatal temptation to mortals that fall into the trap 
  of her deadly embraces: each kiss drains one level of 
  experience. (The male form of this demon is called an 
  incubus. A succubus is always female, just as an incubus 
  is always male.) The demon’s form is that of a 
  supernaturally beautiful woman, curvaceous and alluring, 
  but whose furled bat wings and delicate horns betray her 
  true nature. Small white fangs gleam from behind the 
  demoness’s full lips, and when she is enraged the pupils of 
  her eyes will contract and shift into those of a vicious 
  serpent. 
    
  A succubus can “cast” Charm Person whenever desired, as 
  well as ESP, Clairaudience, and Suggestion. They can 
  change shape at will, but only into human or human-like 
  forms. Succubi also have the ability to call forth (by gate) 
  other demons. A succubus can summon a demon prince 
  (40% chance to succeed), but will seldom do so, for the 
  price to be paid afterwards is generally significant and 
  unpleasant. However, a succubus can summon a Baalroch 
  demon or a Nalfeshnee (fourth-category demon), again, 
  with a 40% chance of success regardless of the type of 
  demon being summoned. If a succubus does not specify 
  the sort of demon she is summoning, there is a 5% chance 
  that the respondent will be a demon prince, and if not, there 
  is a 75% chance that the demon will be of the fourth 
  category, a Nalfeshnee. 
    
  Succubi almost never rely upon physical attacks; they use 
  their charm and suggestion abilities to allow them to 
  bestow their deadly kisses upon opponents. 
   
  Demon, Succubus: HD 6; AC 9 [10]; Atk 2 scratches 
  (1d3); Move 12 (Fly 18); Save 11; AL C; CL/XP 
  9/1,100; Special: Magic resistance (70%), immune to 
  non-magic weapons, cause darkness in a 10-foot 
  diameter, level drain (1 level) with kiss, summon other 
  demons, spells, change shape. 
  
  Bestiary of the Rosewood Highlands 
   
  14 
   
  Demon Spirit 
  Demon Spirits are the least of the denizens of the Outer 
  Darkness, being slaves and victims of the greater demons 
  and devils who dwell there. They have pale skin and black 
  eyes, with powerful long arms ending in massive claws 
  (doing 1d8 hp damage, at +4 for strength, each if fighting 
  bare handed). Their muscular bodies are covered in 
  weeping sores and insect larvae writhe in the open wounds. 
   
  In combat, a Demon Spirit will fashion a massive club 
  from whatever materials are available (tree trunk, support 
  beam, stalactite, etc.) which does 2-12 points of damage, 
  +4 for the Demon Spirit’s great strength. Demon Spirits 
  are cowards, however, and if outmatched or outnumbered 
  they will flee or surrender if possible.  
   
  The Demon Spirit can shapechange up to 4 times a day, for 
  an hour at a time, in any form the Demon Spirit has 
  experienced before (regardless of size – a mouse, a dragon, 
  a human, a pixie), retaining the telltale open, maggot-
  infested sores. In addition, the Spirit Demon has the 
  following spell-like abilities at will: ESP (60’r), 
  Comprehend Languages, Possession, Continual Darkness 
  and the Spirit Demon can Cause confusion 6/day and 
  Cause Fear 3/day. The Spirit Demon can only be hit by 
  magic weapons +1 or greater. 
   
  Spirit Demon: HD 8+3; AC -1[20]; Atk Fists 
  (1d8+4/1d8+4) or club (2-12+4); Move 15; Save 8; 
  CL/XP 12/2000; Special: Shapechange, spell-like 
  powers, only hit by magic weapons. 
   
   
   
  Demon, Watcher 
  Watcher Demons are pure (evil) guardians. They are not 
  terribly powerful (for demons) but are fairly numerous in 
  the lower planes and are often used as “shock troops” by 
  the more powerful denizens of the infernal places. 
   
  Their normal attack is two claws and a nasty (poisonous) 
  bite, though occasionally (especially in the mortal realms) 
  they will use weapons (they can wield two weapons with 
  no penalty). The poisonous bite of the Watcher Demon 
  causes the one infected to slow (per the spell) unless a save 
  vs. poison is made. In addition, Watcher Demons can use 
  the following spell-like abilities 1 per round: darkness 10’ 
  radius, fear, stinking cloud (2x per day). For all abilities, 
  consider the Watcher Demon 5th level. 
   
  Watcher Demons have scaly, black bodies and black, 
  feathered wings. They have long, curled horns on their 
  heads and sharp, curved fangs. 
   
  Watcher Demon: HD 5; AC 2[17]; ATK two swords 
  (1d8/1d8), bite (1d6+poison); Move 12; Save 12; 
  CL/XP6/400; Special: Poison bite, spell like abilities. 
   
   
   
  Desecrated Corpse 
  Desecrated Corpses are undead creatures that have been 
  improperly buried (that is, without the proper rites, or the 
  graves 
  have 
  been 
  desecrated, 
  etc.). 
  The 
  Desecrated Corpse resembles a zombie and is often 
  mistaken as one. The Desecrated Corpse can only be 
  damaged by magical weapons. Normal weapons do no 
  damage, though a strike from a normal weapon will cause 
  the creature to pause slightly (making it lose initiative in 
  the following combat round). A Desecrated Corpse will 
  occasionally be buried with a weapon (about 30% of the 
  time) which it will use in combat, otherwise it attacks with 
  two clawed hands for 1d4 damage each. Like all undead, 
  they may be Turned by Clerics (as a Wight) and are 
  immune to sleep, charm and hold magics and no form of 
  mind reading is of any use against them. Desecrated 
  Corpses always fight until they are destroyed. A 
  Desecrated Corpse drains 1 point of Wisdom per 
  successful hit. The WIS drain lasts for 20 minutes.  
   
  Desecrated Corpse:  HD 2; AC 6[13]; Atk 2 claw 
  (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; 
  Special: None. 
   
  Djinn 
  Djinn are one of the genies of folklore, creatures of the air 
  (and possibly of the elemental planes). They can carry 700 
  lbs of weight, and have a number of magical powers. A 
  djinni can create food and water, as well as wooden and 
  cloth objects. They can also create objects of metal 
  (including coins), but all such magically created metals 
  disappear in time. Djinn can call up illusions, and although 
  these are quite excellent they disappear when touched. 
  Djinni can give themselves a gaseous form (cannot attack 
  or be attacked, can enter any area that is not airtight), and 
  can become invisible at will. Finally, a djinni can turn itself 
  into a whirlwind, sweeping away any creature with one or 
  fewer hit dice (the diameter of the whirlwind is 10 ft. More 
  powerful types of djinn might be capable of granting 
  limited wishes or even true wishes. 
   
  Djinn: HD 7+3; AC 4[15]; Atk Fist (1d10+1) or weapon 
  (at +1); Move 9/24 (fly); CL/XP 9/1100; Special: Fly, 
  illusion, gaseous form, invisibility, wish granting.  
   
  Dog, Wild 
  Wild dogs are feral animals who roam the Highlands. 
  Nearly all wild dogs are medium or large breeds: hounds, 
  retrievers, mastiff, etc. 
   
  Dog, Wild: HD 1+1; AC 7[12]; Atk bite (1d4); Move 15; 
  Save 17; CL/XP 1/15; Special: None 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  15 
   
  Doppelganger 
  A doppelganger can change its form to resemble the 
  physical appearance (including clothing and gear) of any 
  person.  These creatures are immune to sleep and charm, 
  and are considered magic resistant for purposes such as 
  breaking through wizard locks and similar spells.  They 
  have a very good saving throw (5) against magic of all 
  kinds. 
   
  Doppelganger: HD 4; AC 5[14]; Atk 1 claw (1d12); 
  Move 9; Save 13 (5 vs magic); CL/XP 5/240; Special: 
  Mimics shape, immune to sleep and charm. 
   
   
  Drake 
  Drakes are distant relatives of Wyverns (qv), being 
  smallish, two-legged draconic creatures. A Drake’s 
  wingspan might reach 15’ while a very large Drake would 
  be 12’ long, half of that length being its tail.  
   
  All Drakes are shy creatures by nature, choosing to avoid 
  contact with non-prey beings unless backed into a fight. 
  Drakes are normally carnivores, grabbing prey as large as 
  deer or goats, though a human sized creature would not be 
  out of the question for a drake. Goblin-kin are mildly 
  poisonous to Drakes, changing the color of their skin to a 
  light green and making them lethargic for 1 day per HD of 
  Goblin-kin consumed. The lethargy gives the Drake a 1 
  point penalty on all rolls. 
   
  Drake, Fire 
  Fire Drakes have crimson-black skin and are warm to the 
  touch. A Fire Drake can spit flame (line, 20’) for 4d6 hp 
  damage 3/day. In addition, a Fire Drake can self-immolate, 
  causing its skin to burst into flame doing 4d6 hp of damage 
  to anyone touching the Fire Drake, 2d6 to all within 5’ and 
  1d6 to all within 10’, also 3/day. All damage is save for 
  half. A Fire Drake must “recharge” for two rounds 
  between any of these flame abilities, though the Fire Drake 
  can still engage in physical melee while “recharging.” 
   
  Drake, Fire: HD 4; AC 3[16]; Atk 1 bite (2d4) or spit 
  fire, immolate; Move 6 (Fly 24); Save 8; CL/XP 5/240; 
  Special: Spit fire, immolate, flies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Drake, Silver 
  Silver Drakes have smooth, shiny skin. In the air, a Silver 
  Drake is 80% invisible. The cry of the Silver Drake causes 
  its prey to make a save vs. magic or become stunned, 
  unmoving for 1d4 rounds. Flying prey begin to plummet 
  to the ground. Creatures gain +1 to their saving throw for 
  every HD or level greater than 4. Silver Drakes are 
  excellent fliers, able to turn 180 degrees in a single round.  
   
  Drake, Silver: HD 4; AC 3[16]; Atk 1 bite (2d4) or stun 
  call; Move 6 (Fly 36); Save 8; CL/XP 5/240; Special: 
  stun call, non-detection, flies. 
   
  Drake, Stone 
  Stone 
  Drakes 
  have 
  rough, 
  stone-like 
  skin 
  of 
  grey/brown/black motley. When a Stone Drake is against 
  bare stone, it is 90% undetectable if unmoving. A Stone 
  Drake’s gaze can turn its prey to stone if it chooses (this is 
  not automatic as, say, a medusa). Creatures thus “stoned” 
  are consumed by the Drake, giving the creature a 2 point 
  bonus to its AC for one hour per HD or level of its victim. 
  A Stone Drake can burrow through earth (though not solid 
  stone) at its full flying rate. 
   
  Drake, Stone: HD 4; AC 3[16]; Atk 1 bite (2d4) or stone 
  gaze; Move 6 (Fly 24); Save 8; CL/XP 5/240; Special: 
  stone gaze, non-detection, flies. 
   
  Drake, Water 
  Water Drakes have smooth, slick bluish/green hides. 
  When a Water Drake is in the water, it is 90% undetectable 
  if unmoving. A Water Drake can shoot a stream of acidic 
  water 20’ for 2d8 damage. The Water Drake is able to use 
  this ability every other round (taking a full round to 
  “reload”) provided a steady supply of water is available. A 
  Water Drake can swim quickly through water (18) and can 
  breathe underwater freely.   
   
  Drake, Water: HD 4; AC 3[16]; Atk 1 bite (2d4) or acid 
  water stream (2d8); Move 6 (Fly 24/Swim 18); Save 8; 
  CL/XP 5/240; Special: acid water stream, non-
  detection, flies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  16 
   
  Dragons 
  Dragons are among the most powerful creatures in all of 
  the Rosewood Highlands. Nearly immortal beings in their 
  own right, dragons are descendants of the Firstfallen. 
  Dragons are often identified by the general color of their 
  scales, though this is not always the best identifier, as 
  dragons often interbreed. Dragons are, rather, better 
  identified by their breath weapons.  
   
  The age category of the dragon determines several things, 
  most importantly both the dragon’s hit points per die and 
  how many points of damage per hit die the dragon’s breath 
  inflicts. The size of a dragon is roughly 20 ft of body length 
  per age category, up to the adult size of 140+ ft. Dragons 
  have immense hoards of treasure, preferring gold (coins or 
  items) but recognizing the value of all items (in fact, a 
  dragon can Identify magic items and appraise valuable 
  items with a base 50% chance of accuracy, +5% per age 
  category – 55% at very young, 90% at ancient). 
   
  Breath Weapons: All dragons have a breath weapon of 
  some kind, which can be used three times in a day. The 
  Referee chooses when a dragon will use the breath 
  weapon, or may roll a 60% chance in any given round. 
  Damage inflicted by a dragon’s breath weapon is indicated 
  under the age category. A successful hit by a dragon’s 
  breath weapon always does full damage (save for half), by 
  the dragon’s age category, regardless of the dragon’s 
  current hit point total (that is, a 6 HD adult dragon will do 
  24 hp damage with a breath weapon).  
   
  Breath weapons come in three different types:  
   
  1. Cloud-shape for gaseous exhalations 
  2. Cone shape for fiery-type breath 
  3. A line for spitting dragons.  
   
  The dimensions of a dragon’s breath differ according to 
  the dragon’s type. 
   
  Fear Aura: Adult and older dragons emanate a Fear Aura, 
  the radius of which grows wider as the dragon grows in 
  size and power. Creatures 1 HD or lower flee in panic 
  when they come into the radius of the Dragon’s Fear Aura. 
  All other creatures are entitled to a save (vs. Dragon 
  Breath), possibly with a penalty. Those who fail their save 
  freeze or attempt to hide from the dragon for one round 
  and then fight at -2 on all rolls vs. the dragon (though an 
  addition save is granted each round).  
   
  Those who critically fail their save (a natural 1) flee in 
  panic. Those who make their save suffer no penalties, but 
  if a natural 20 is rolled on the save, the creature has 
  mastered the dragon fear and attacks with a +2 bonus on 
  all rolls. Some creatures are immune to Dragon Fear.  
   
  If a dragon is beaten down by subdual damage (see rules 
  for combat), the dragon will surrender and serve its 
  masters, even to the point of allowing itself to be sold. 
  However, subdued dragons are only loyal while they are 
  impressed by and frightened of their masters— signs of 
  weakness may cause the dragon to escape or even attack 
  its master. 
   
  Dragons generally have a challenge level of its (hit 
  points/4) +2. 
   
  Dragon, Blue Crystal 
  Blue Crystal dragons can either spit a blast of electric 
  lightning in a line 5ft wide and 100ft long, affecting 
  everything in its path, or a jet of water 5ft wide and 100ft 
  long.  A saving throw indicates half damage. Like blue, 
  blue crystal dragons have a 65% chance of being able to 
  talk; talking blue dragons have a 15% chance of being able 
  to cast 1d4 first level magic-user spells and 1d3 second 
  level magic-user spells. Blue dragons range in size from 8 
  to 10 hit dice. 
   
  Blue Crystal Dragon (10HD): HD 10 (40hp); AC 2[17]; 
  Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 
  5; CL/XP 12/2000; Special: spits lightning, Fear Aura. 
   
  Dragon, Green 
  Green dragons breathe a cloud of poisonous gas, 50 ft in 
  diameter. A successful saving throw indicates half 
  damage. Green dragons have a 55% chance of being able 
  to talk; talking green dragons have a 10% chance of being 
  able to cast 1d4 first level Magic-user spells and 1d2 
  second level Magic-user spells. 
   
  Green Dragon: HD 7, 8 or 9 (28hp, 32 hp, 36 hp); AC 2 
  [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); 
  Save 9; AL C; CL/XP: 7 HD (10/1,100), 8 HD 
  (11/1,400), 9 HD (12/1,700); Special: Breathes poison 
  gas, fear aura. 
   
   
   
  Dragon Age 
  hp/HD 
  Breath damage/ 
  HD 
  Fear Aura 
  Radius 
  Fear 
  Save 
  Length 
  Chance for 
  Identify 
  Very Young 
  1 
  1 
  - 
  - 
  20’ 
  55% 
  Young 
  2 
  2 
  - 
  - 
  40’ 
  60% 
  Immature 
  3 
  3 
  - 
  - 
  60’ 
  65% 
  Adult 
  4 
  4 
  50’ 
  - 
  80’ 
  70% 
  Old 
  5 
  5 
  75’ 
  -1 
  100’ 
  75% 
  Very Old 
  6 
  6 
  100’ 
  -2 
  120’ 
  80% 
  Venerable 
  7 
  7 
  150’ 
  -3 
  140’ 
  85% 
  Ancient 
  8 
  8 
  200’ 
  -4 
  160’ 
  90% 
  
  Bestiary of the Rosewood Highlands 
   
  17 
   
  Dust Lich 
  A Dust Lich is the ancient remains of a Lich, having 
  survived in unlife so long that the Lich’s body breaks 
  down. Ultimately, a Dust Lich will be reduced to only its 
  skull, the rest of its body completely disintegrating. The 
  dust of a Dust Lich swirls and coalesces into a body of 
  sorts, atop which rests its skull.  
   
  A Dust Lich has no physical attacks, but relies on its spells 
  and spell-like abilities in combat. Dust Liches have an 
  unearthly intelligence, but arrogance and selfishness are 
  their primary weaknesses.  
   
  Touching the skull of a Dust Lich drains 1d4 points of 
  Constitution. Dust Liches have replaced their eyes with 
  gems. The abilities generated by these “eyes” depend on 
  the type of gem in place. Emerald: Anti-Magic Shell, 
  Ruby: Globe of Invulerability, Diamond: Project Image, 
  Sapphire: Spiritwrack; Onyx: Death Spell, Pearl: Conjure 
  Water Elemental, Garnet: Fireball. In addition, a Dust Lich 
  can cast any first or second level Magic User Spell 2/day.  
   
  Finally, a Dust Lich can cast a powerful curse which takes 
  the form of continued bad fortune such as always hit by 
  first attack, always miss saving throws, loss of 1d6 ability 
  points, loss of level, inability to gain levels, thieves might 
  always fail in certain tasks, warriors might be unable to 
  hold a weapon, clerics might be unable to contact their 
  god, magic users might be unable memorize new spells. 
  Remove Curse at any level can remove the Dust Lich’s 
  curse, but costs the recipient 1d3 points of Charisma.  
   
  The skull of the Dust Lich can only be hit by +3 or better 
  weapons and is very hard to hit and very hard to damage 
  (AC -5[24] and 65 hp), because the skull actually exists 
  only partially in this reality. It is mostly in the Aether. 
  Those who can project themselves into the Aether can hit 
  the skull normally (with normal weapons, no less). The 
  Dust Lich has 90% Magic Resistance and is immune to 
  fire, cold, electricity and mind affecting spells. The Dust 
  Lich does not have any physical attacks so it does not drain 
  an attribute in combat. 
   
  Dust Lich: HD 11; AC -5[24]; Atk Spell Effects, Curse; 
  Move Nil; Save 4; CL/XP 13/2400; Special: Magic 
  Resistance, Immine to many spells, +3 or better 
  weapon to hit. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eagle, Black 
  The most common of the Eagle species in the Highlands, 
  the Black Eagle has long been associated with both the 
  barbaric and alien Northmen and the Faerie Realm. Seeing 
  a Black Eagle is considered an ill omen by most people of 
  the Highlands. 1-in-20 Black Eagles encountered will 
  understand human language (though unable to speak it) 
  and 1-in-6 of such Black Eagles are familiars or 
  companions of some being: a witch, a ranger/forester, a 
  Northman shaman, an Exile. 
   
  Eagle, Black: HD 2; AC 6[13]; Atk 2 talons (1d2), 1 bite 
  (1d2); Move 2 (Fly 24); Save 16; CL/XP 2/30 (3/60 for 
  those who understand human language); Special: none 
   
  Eagle, Giant 
  Giant eagles are the massive cousins of the majestic golden 
  eagle. These creatures hunt giant insects (such as ankheg 
  and giant beetles) but are not averse to snatching a cow or 
  sheep. They average a wingspan of 50’ and are large 
  enough to carry one or two human-sized riders. Giant 
  eagles can be tamed, though they are very intelligent (some 
  even having spell casting capabilities), they will not 
  willingly serve evil. A giant eagle egg is very valuable. 
   
  Giant Eagle: HD 4; AC 7[12]; Atk 2 talons (1d4), 1 bite 
  (1d8); Move 3 (Fly 24); Save 13; CL/XP 4/120; Special: 
  None. 
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  18 
   
  Elemental 
  All elementals are a manifestation of basic elements (earth, 
  air, fire, water) in vaguely humanoid form, barely 
  intelligent, more like a barely contained force of nature. 
  Usually, elementals are summoned from their respective 
  planes, though they can remain in the mortal realm 
  indefinitely provided they are able to regularly immerse in 
  their element. Summoned elementals serve grudgingly and 
  usually quickly return to their home plane. Some 
  elementals are evil and, if summoned, are as likely to turn 
  on their summoner as they are serve… 
   
  Very small elementals have been known to be summoned, 
  having the following common statistics: 
  Minor Elemental: HD 4; AC 2[17]; Atk 1 strike (1d8); 
  Move (as larger elemental, 2/3rds speed); CL/XP 
  5/240; Special: as larger elemental, half sized 
   
  Elemental, Dark 
  (Primordial) 
  The first of all elements, Darkness is that from which all 
  other elements sprung. Dark Elementals are rare and 
  difficult to control. Primordial Elementals (those 
  comprised of the most ancient and purest of said material) 
  are the most powerful and least predictable of these 
  creatures. A Primordial Dark Elemental causes cold 
  damage (1d4) to all within a 20’ radius (save to negate 
  damage). A Dark Elemental attacks by wrapping itself 
  around a victim, enveloping the target creature with its full 
  form. A successful hit means the target is being enveloped. 
  The victim can avoid being enveloped with a successful 
  hit. A “miss” means the victim is wrapped up in the Dark 
  Elemental’s form and takes 1d4 points of cold damage per 
  round (no save). Darkness Elementals automatically hide 
  in shadows, but take damage from magical light (1d6 hp 
  of damage per caster level, if appropriate or a straight 1d6 
  hp from a magical light source, such as a glowing sword 
  or a magical lantern). Elementals are immune to all mind-
  affecting spells. 
   
  Dark Elemental (Primordial): HD 20; AC 0[19]; Atk 
  1d4 cold; Move 6; Save 4; Special: Radiant Cold, 
  Envelop attack, Immunities. 
   
  Elemental, Air 
  Air elementals can turn into a whirlwind of air with a 
  diameter of 30 ft, hurling any creature of 1 HD or less for 
  great distances (and almost certainly killing them). These 
  elemental whirlwinds are approximately 100 ft. in height. 
   
  Air Elemental (8 HD): HD 8; AC 2 [17]; Atk 1 strike 
  (2d8); Move (Fly 36); Save 8; AL N; CL/XP 9/1100; 
  Special: Whirlwind, immune to non-magic weapons. 
  Air Elemental (12 HD): HD 12; AC 2 [17]; Atk 1 strike 
  (2d8); Move (Fly 36); Save 3; AL N; CL/XP 13/2300; 
  Special: Whirlwind, immune to non-magic weapons. 
  Air Elemental (16 HD): HD 16; AC 2 [17]; Atk 1 strike 
  (2d8); Move (Fly 36); Save 3; AL N; CL/XP 17/3500; 
  Special: Whirlwind, immune to non-magic weapons. 
   
  Elemental, Earth 
  Earth elementals are hulking man-shapes of rock and 
  earth. They batter opponents with their great fists, although 
  damage is reduced by 1d6 if the opponent is not standing 
  upon earth or rock. Earth elementals can tear apart stone 
  structures, able to rip down even a castle wall in a matter 
  of 1d4+4 rounds (minutes). 
   
  Earth Elemental (8 HD): HD 8; AC 2 [17]; Atk 1 strike 
  (4d8); Move 6; Save 8; AL N; CL/XP 9/1100; Special: 
  Tear down stonework, immune to non-magic weapons. 
  Earth Elemental (12 HD): HD 12; AC 2 [17]; Atk 1 
  strike (4d8); Move 6; Save 3; AL N; CL/XP 13/2300; 
  Special: Tear down stonework, immune to non-magic 
  weapons. 
  Earth Elemental (16 HD): HD 16; AC 2 [17]; Atk 1 
  strike (4d8); Move 6; Save 3; AL N; CL/XP 17/3400; 
  Special: Tear down stonework, immune to non-magic 
  weapons. 
   
  Elemental, Fire 
  Fire elementals are formless masses of flame, perhaps with 
  a vaguely human shape. Their attacks cause flammable 
  materials (including wood) to ignite if the material fails a 
  saving throw (as determined by the Referee). 
   
  Fire Elemental (8 HD): HD 8; AC 2 [17]; Atk 1 strike 
  (3d8); Move 12; Save 8; AL N; CL/XP 9/1100; Special: 
  Ignite materials, immune to non-magic weapons. 
  Fire Elemental (12 HD): HD 12; AC 2 [17]; Atk 1 strike 
  (3d8); Move 12; Save 3; AL N; CL/XP 13/2300; 
  Special: Ignite materials, immune to non-magic 
  weapons. 
  Fire Elemental (16 HD): HD 16; AC 2 [17]; Atk 1 strike 
  (3d8); Move 12; Save 3; AL N; CL/XP 17/3400; 
  Special: Ignite materials, immune to non-magic 
  weapons. 
   
   
  Elemental, Water 
  A water elemental must be summoned in a body of water 
  and cannot move more than 100’ from a body of water ten 
  times its size. If a water elemental cannot continually 
  immerse itself or is forced to move more than 100’ from 
  water, their damage is reduced by 1d6 and they begin 
  losing 1 hp per round. Water elementals of at least 12 HD 
  can overturn boats and ships given enough time and can 
  batter a boat or ship to splinters with its forceful fists. 
   
  Water Elemental (8HD): HD 8; AC 2[17]; Atk 1 strike 
  (3d6); Move 6 (Swim 18); Save 8; CL/XP 8/800; 
  Special: overturn boats. 
  Water Elemental (12HD): HD 12; AC 2[17]; Atk 1 
  strike (3d6); Move 6 (Swim 18); Save 3; CL/XP 
  12/2000; Special: overturn boats. 
  Water Elemental (16HD): HD 16; AC 2[17]; Atk 1 
  strike (4d6); Move 6 (Swim 18); Save 3; CL/XP 
  16/3100; Special: overturn boats. 
   
  
  Bestiary of the Rosewood Highlands 
   
  19 
   
  Ettin 
  These two-headed giants stand about 15’ tall and are 
  difficult to surprise. 90% of Ettins have two male heads, 
  9% have two female heads, and 1% have a male and a 
  female head. The bodies of Ettins are always male, strong 
  and covered in scabs. Ettins make good guards but must be 
  constantly supervised or the two heads will begin to 
  second-guess each other and the orders they have received. 
  5% of Ettins are spell-casters and can cast two spells per 
  round (one for each head). 
   
  Ettin: HD 10; AC 3[16]; Atk 2 clubs (3d6); Move 12; 
  Save 5; CL/XP 10/1400; Special: None. 
   
  Fey Creatures 
   
  Fey Creature: Brownie 
  Brownies are small (2’ tall) faerie creatures of a usually 
  pleasant disposition. Brownies are gregarious and peace-
  loving creatures with pointed ears and long, sharp noses. 
  Brownies can blend into nearly any environment (80% 
  likely to remain hidden if they choose). Brownies are not 
  natural fighters (being skilled as leather workers and 
  cobblers and the like, typically), the diminutive spirits will 
  respond to violence in kind, using tiny daggers that are 
  treated with a special tree sap which causes wounds to 
  fester (save or continue to lose 1 hp per day until fully 
  healed) or they employ their spell-like abilities, which are 
  available at will: detect evil, protection from evil, 
  ventriloquism, dancing lights, mirror image (1d4+2 
  images) and dimension door. 
   
  Brownie: HD 1; AC 3[16]; Atk dagger (1d2+poison); 
  Move 12; Save 16; CL/XP 1/15; Special: Spell-like 
  effects, poison. 
   
   
  Fey Creature:  
  Dancing Man  
  The Dancing Man is a Faerie creature about 2’ tall, 
  vaguely man-shaped, completely covered in wild, matted 
  hair. A Dancing Man can charm intelligent creatures with 
  its dancing. The Dancing Man is chaotic and capricious, at 
  once being kind and generous, then suddenly cruel and 
  heartless. The Dancing Man can Dimension Door at will. 
   
  Dancing Man: HD 1; AC 8[11]; Atk 1 weapon (1d6); 
  Move 18; Save 15; CL/XP 5/400; Special: Magic 
  abilities. 
   
   
   
   
   
   
   
   
   
   
  Fey Creature: Dryad  
  Dryads are beautiful female tree spirits who do not venture 
  far from their home trees. They can cast (as a native 
  magical power) a strong charm that operates as a Charm 
  Person spell with a -2 penalty to the saving throw. Those 
  who are charmed seldom return, or might be kept for a 
  hundred years and a day within the dryad’s tree. 
   
  Dryad: HD 2; AC 9 [10]; Atk 1 
  wooden 
  dagger 
  (1d4); Move 12; Save 16; AL N; CL/XP 3/60; Special: 
  Charm person (-2 save). 
   
  Fey Creature: Dumaris 
  the Vigilant 
  Dumaris is a Fae creature with pale-grey skin and stringy 
  black hair framing its scarred face. It wears ragged brown 
  clothes and stares with sightless eyes. Dumaris has 
  exceptional hearing and smell, detecting those within 30’ 
  as if able to see them. Spells affecting sight, such as 
  dancing lights or invisibility, are useless against Dumaris 
  the Vigilant. Dumaris can detect lie at will and can use ESP 
  3x per day. 
   
  Dumaris the Vigilant: HD 4; hp 4-32; AC 3[17]; Atk 1; 
  D 1-8 spiked club; Move 9; Save 8; Special: Mental 
  magic, immune to visual magics. 
   
  Fey Creature: Dwarf, 
  Crooked 
  Crooked Dwarves are a degenerate race of Fey Creatures 
  who live deep underground (usually). They are short 
  (about 3’ tall), spindly legged and bent backed. They have 
  ashen grey skin and coal black hair and eyes.  
   
  As a race, they are enthralled to The Great Hivemind, a 
  demonic creature who controls a deep, dark city in a 
  massive cavern far below the earth. Some Crooked 
  Dwarves sojourn far from the Dark City, but remain 
  connected to the Hivemind, which can sense the world 
  through its thralls. One in a thousand Crooked Dwarves 
  break the psychic bond with the Hivemind and become 
  free creatures, 95% of free Crooked Dwarves go insane 
  when the bond is broken (in game terms, 1% of Crooked 
  Dwarves encountered are free and 19 out of 20 of those are 
  insane).  Crooked Dwarves can transform into blind albino 
  fish at will (about 3 feet long) and can detect invisible 
  creatures and secret doors 19 out of 20 times. Those few 
  free Crooked Dwarves who are not insane can transform 
  into a water dragon 3x/day for 1 hour each time as well as 
  the albino fish. They are immune to earth and fire magic 
  of all types and can stoneshape and cast burning hands up 
  to five times a day. In combat, Crooked Dwarves often 
  fight with unnaturally sharp stone axes and short swords 
  (1d6 damage each). 
   
  Crooked Dwarf: HD 4; AC 5[14]; Atk stone axe or 
  short sword (1d6); Move 9; Save 12; CL/XP 5/240; 
  Special: Spell-like effects, detect invisible  
   
  
  Bestiary of the Rosewood Highlands 
   
  20 
   
  Fey Creature: Eyes of 
  the True King 
  This creature has hundreds of eyes covering an amorphous 
  pile of flesh. The True King can see through the eyes, but 
  generally chooses not to because so many perspectives 
  sometimes disorients the True King. 
   
  Each of the eyes can cast a spell, one spell per round. Roll 
  d4 for type (1. Magic User, 2. Cleric, 3. Illusionist, 4. 
  Druid) and then roll randomly for level and randomly for 
  specific spell. The Eyes of the King is able to cast a spell 
  every round, but will refrain from doing so unless attacked, 
  in which case the Eyes will cast a spell every round, 
  regardless of its utility or appropriateness.  
   
  If the Eyes is destroyed, every creature within a 40’ radius 
  must make a save vs. spells or be affected by 1d6 random 
  spell effects (save for each spell effect). Until the Eyes is 
  destroyed, any damage taken regenerates at a rate of 1 hp 
  per turn. Eyes destroyed regrow within 2 days (unlike a 
  troll, when the Eyes is killed, it stays dead). 
   
  Killing the Eyes of the True King blinds the True King for 
  1d4 days. 
   
  The heart of the Eyes of the True King (and the Voice, qv) 
  is secreted in a box near where the Eyes dwells. Destroying 
  the heart destroys the Eyes immediatetly.  
   
  Eyes of the True King: HD 4+4; AC 1[18]; Atk random 
  spells; Move 3; Save 13; CL/XP 6/400; Special: random 
  spell effects, regenerate. 
   
  Fey Creature: Faedaor 
  Faedaor are androgynous creatures of great beauty and 
  grace. These faerie creatures are rarely seen in the moral 
  world, generally only on a task given by the Silver Queen. 
  Faedaor are curious creatures who are most powerful in the 
  night and least powerful during the day. Faedaor are most 
  powerful at midnight (13 HD) and lose power as the day 
  moves toward noon (1 HD), at which time they begin to 
  gain power again.  
   
  Faedaor are powerful illusionists, able to create 
  phantasmal 
  force 
  at 
  will. 
  In 
  addition, 
  Faedaor 
  communicate with one another via ESP, and are able to use 
  ESP up to three times per day with non-Faedaor. Faedor 
  have spell casting abilities of a magic user level equal to 
  their current HD. In melee combat, a Faedaor will fight 
  with a thin rapier (gaining +2 to hit in the Faerie creature’s 
  hands) for 1d4+1hp damage. 
   
  Faedaor: HD 1-13; AC 6[13]; Atk 1 rapier (1d4+1) at 
  +2 to hit; Move 12; Save 12; CL/XP 6/400; Special: 
  Spells and Spell-like Abilities. 
   
   
   
   
  Fey Creature: Faerie 
  Dragon 
  Faerie Dragons are not true dragons at all, but fairies in 
  dragon shape. All Faerie Dragons have brightly colored 
  butterfly wings and tiny, shimmering scale covered dragon 
  bodies. Faerie Dragons tend toward blues and purples, 
  though they can truly be any color. Faerie Dragons are 
  innately curious and will often get themselves in trouble 
  because of this.  
   
  If threatened, a Faerie Dragon will breathe out its breath 
  weapon, up to three times a day: a 20’ radius cloud of gas 
  which causes random effects. In addition, a Faerie Dragon 
  can cast 2 first level magic user spells and 1 second level 
  druid spell per day. Faerie Dragons can turn invisible at 
  will and remain so when attacking, casting spells or 
  breathing its gas cloud. A Faerie Dragon can form a 
  telepathic bond which will be effective for up to two miles 
  with a single creature at a time. The Faerie Dragon must 
  spend at least 2 days constantly in the creature’s presence 
  (50’ radius). Finally, a Faerie Dragon has magic resistance 
  which varies randomly: 1d6x10%.  
   
  Roll 
  1d8 
   
  Breath Weapon Effect 
  1. 
  Confusion for 2d8 rounds 
  2. 
  Sleep for 1d4 rounds 
  3. 
  Uncontrollable Dancing for 1d6 rounds 
  4. 
  Friendship for 1d4 rounds 
  5. 
  Charm Person (permanent until dispelled) 
  6. 
  Giddiness (uncontrolled giggling) for 1d6 rounds 
  7. 
  Lethargy (-1d4 on all rolls) for 1d6 rounds 
  8. 
  Weakness (-1d4+2 on Strength) for 1d6 rounds 
   
  Faerie Dragon: HD 2; AC 4 [15]; Atk Bite (1d6); Move 
  9 (Fly 36); Save 16; CL/XP 5/240; Special: Breath 
  weapon, 
  spells, 
  invisibility, 
  magic 
  resistance 
  (1d6x10%), telepathy (2 miles) 
   
  Fey Creature: Finn the 
  Tiny 
  See entry for FEY CREATURE: SPRITE 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  21 
   
  Fey Creature: Finnian the 
  Forestmaster 
  Finnian the Forestmaster is the son of the Silver Queen. He 
  is the champion of the forest, hero to the woodland 
  creatures, ally of the Treeherders. Finnian is a unique 
  creature, ten feet tall with the head, arms and torso of a 
  powerful human man, but the legs and antlers of a great 
  elk. Brown fur covers his entire body. He speaks all the 
  languages of the forest creatures as well as the tongue of 
  men. 
   
  Finnian can camouflage himself in any forest growth 
  (brush, trees, etc.) with a 95% chance of success, gaining 
  surprise and backstab ability as a thief. Finnian attacks 
  with a massive spear and gores with his antlers. Because 
  of his great strength, his spear inflicts 1d6+6 damage. His 
  antlers do 2d8 hp damage. In addition, the Forestmaster 
  can summon woodland creatures to his aid. 1d4 creatures 
  appear 1d6 turns. Choose randomly from the list below: 
  1. Boar 
  2. Giant Boar 
  3. Brown Bear 
  4. Black Bear 
  5. Griffon 
  6. Treeherder 
  7. Dryad 
  8. Sprite 
   
  Finally, Finnian can shapechage into either a firbolg giant 
  or a giant elk, though the transformation takes 1d8 rounds 
  during which Finnian is completely helpless. He can 
  shapechange to either form and back once per 24 hours, 
  beginning at midnight. He cannot remain in an altered 
  form for more than 12 hours. 
   
  Finnian the Forestmaster: HD 11; AC 3[16]; Atk Spear 
  (1d6+6) Antlers (2d8); Move 15; Save 4; CL/XP 
  12/2,000; Special: Summon Creatures, Camouflage, 
  Shapechange 
   
  Fey Creature: Frog King 
  When encountered, the Frog King simply appears to be an 
  overly large frog, perched on an odd black stone. This 
  large frog, however, can talk. Given the chance, he will 
  introduce himself as King Bertram of the Grand Wood. 
  His "kingdom" is whatever he can see and his subjects are 
  whoever or whatever is before him. He will treat an 
  encountered party as if they were his vassals. 
   
  The Frog King really is a polymorphed king, though the 
  transformation has driven him insane. Changing him back 
  to a human being (dispel magic at 9th caster level, remove 
  curse at 6th caster level, restoration, etc.) has a 50% chance 
  or curing his madness and a 50% chance of driving him a 
  complete break with reality. 
   
   
   
   
   
   
   
  The Frog King occasionally breaks into random songs. 
  The effects of his songs are listed below (save vs. spells to 
  negate, also dispel magic, silence, etc. are powerful 
  defenses against the songs). The Frog King will also offer 
  a reward for completing a quest (see below) for him. How 
  the King accesses this reward (if, indeed, he can) is up to 
  the GM. 
   
  If threatened, King Bertram can summon the Seven 
  Brothers of the Wind, minor wind elementals (4 HD) 
  which wink into existence within one round and are under 
  the Frog King's command for 7 rounds, one Brother 
  returning to the Elemental Plane of Air each round. The 
  Frog King can summon the Brothers once per day. 
   
  The Frog King: HD 1hp; AC 8[11]; Atk none; Move 6; 
  Save 15; CL/XP 2/60; Special: Magic abilities. 
   
   
  Fey Creature: The Ghost 
  of the Downs 
  As is true of many legends, the Ghost of the Downs isn’t 
  really a ghost at all, but a faerie creature (or two) who 
  haunt the downs seeking mortals in distress or despair to 
  aid them, to test the mettle of those who would wander the 
  lichlands uninvited, and to bless the hurt, the lost and the 
  helpless.  
   
  When encountered, the Ghost takes on many forms, and 
  many attitudes, and, while not always patient with mortals 
  and their impudence and foolishness, she has an affection 
  for mortals which she ultimately reveals. If treated well, 
  she will bestow a blessing. If treated poorly, a curse. If 
  attacked, she will defend herself (herselves?) and seek 
  retribution (a double curse at least). She chooses to not 
  fight to the death but to teleport away if seriously 
  threatened. She is the sister of the Silver Queen. Her touch 
  causes aging (like a ghost) and cold damage. 
   
  Usable at will: Charm Person, Detect Lie, Bless, Aid 
  Usable 3/day: Teleport, Sticks to Snakes 
   
  Ghost of the Downs: HD 4; AC 6[13]; Atk touch (1d4 
  cold damage + age 1d20 years); Move 12; Save 13; 
  CL/XP 4/120; Special: Aging Touch, Spell abilities. 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  22 
   
  Fey Creature: Hooded 
  Wanderer 
  A creature unique to the Rosewood Highlands, the Hooded 
  Wanderer if a faerie creature solely consumed with justice. 
  She has her own motivations for seeking out criminals, 
  especially murderers. When the Hooded Wanderer 
  encounters the righteous, particularly the poor and 
  righteous, she will pronounce a blessing over the being 
  encountered, asking in return for any information about 
  her quarry the being might provide. She seeks out the 
  worst criminals (murderers, rapists, etc) and will follow 
  them around, loudly weeping and sobbing. If confronted 
  by a criminal, the true nature of this creature becomes 
  immediately apparent: she opens the hooded cloak and 
  within is a monstrous appearance – mouths with vicious 
  teeth and tentacles which viciously attack the criminal and 
  eat him or her. When the guilty encounter the Hooded 
  Wanderer, however, she uses her spell-like powers to bring 
  them to justice. She attacks with 1d6 tentacles (1d6 
  damage + grapple) and two mouths with razor sharp teeth 
  (1d8 damage). In addition, she can use the following spell-
  like powers at will: taunt, compel, repel, cause fear, gust 
  of wind, pass without trace. If killed, the Hooded 
  Wanderer’s body fades into a mist, then another Hooded 
  Wanderer rises from the ground where she was killed on 
  the first full moon, one hit dice more powerful, seeking 
  vengeance for her murder. 
   
  Hooded Wanderer: HD 6; AC 1[18]; Atk 1d6 tentacles 
  (1d6 each), 2 bite (1d8 each); Move 12; Save 11; CL/XP 
  8/800; Special: Blessing, Grapple, Spell-like powers 
   
  Fey Creature:  
  Leprechaun  
  Leprechauns are 2’ tall fey creatures, yellow to green of 
  skin and typically dressed in brightly colored clothes, 
  favoring red, blue and green. Leprechauns enjoy good food 
  and fine drink in which they will overindulge if given the 
  opportunity. The more drunk a Leprechaun is, the 
  friendlier it becomes… but also the more unpredictable it 
  becomes. Leprechauns are tricksters by nature, usually 
  pulling harmless pranks, gauging their victim’s responses. 
  If taken with good nature, the Leprechaun is likely to 
  continue to pull pranks, but will also in some way reward 
  the victim who responds well (such as a magical bucket of 
  water dumping over the victim’s head might heal 1 point 
  of damage or one attribute point that had been lost).  Those 
  who do not respond well are mildly punished (that bucket 
  of water might contain mildly poisonous frogs that cause 
  nausea for 1d2 hours per frog…) A leprechaun can pick 
  pockets with 70% chance of success and can perform other 
  acts of sleight-of-hand with 60% chance of success.  
  Leprechauns have the following innate abilities (usable at 
  will): Turn invisible, Phantasmal Force, Polymorph 
  Objects, Ventriloquism. 
   
  Leprechaun: HD 1d6; AC 5 [14]; Atk Dagger (1d3); 
  Move 15; Save 18 (16 vs. magic); AL N; CL/XP 3/60; 
  Special: Spells, magic resistance 60% 
  Fey Creature: Night Claw 
  This Faerie Cat prowls the Highlands. It is very large, the 
  size of a mountain lion, and midnight black, with orange 
  eyes, and its cry is like the howl of a wolf, but deeper and 
  more plaintive. Its disposition varies depending on the 
  time of day. In the morning (sunrise to noon), the Claw is 
  friendly and playful, in the afternoon (noon to sunset) the 
  Claw is haughty and standoffish. In the night (sunset to 
  sunrise), the Claw is a malevolent predator, attacking 
  mortal beings, human or animal, without pause. 
   
  The Night Claw can blink 4 times per day and hide in 
  shadows and move silently with 90% success. A night 
  claw attacks with front claws (1d4 each) and rakes with 
  rear claws (1d6 each). If all four claws hit, the Night Claw 
  has wrestled its prey to the ground and continues to do its 
  claw attacks, hitting automatically, and also attacks with 
  its wicked fangs (1d8). Once the Night Claw kills its prey, 
  it keens over the corpse, wailing loudly, for two hours, 
  then fades away, returning to its faerie home. If attacked 
  during the keening, the Night Claw runs off but stalks its 
  attacker, seeking an opportune time to attack. Once the 
  Night Claw has killed and mourned (and, if necessary, 
  avenged itself if attacked), the Night Claw will sleep for 
  1d12 days.  
   
  The gaze of the Night Claw is said to have magical powers 
  over people, though the stories about what those powers 
  are differs (see chart below).  
   
  Night Claw: HD 4; AC 4[15]; Atk front claws (1d4), 
  rear claws (1d6), bite (1d8); Move 12; Save 13; CL/XP 
  6/400; Special: Wrestling attack, blinking. 
  Roll  
  1d10 
  The Night Claw’s Gaze  
  (at will, once per round, 
  12th caster level) 
  Night Claw’s 
  Keening 
  Attracts: 
  1. 
  Acts as Charm Person spell as 
  written 
  1d3 Ghosts 
  2. 
  Acts as Charm Person spell, with 
  no upper limit for Hit Dice or 
  number affected 
  1d2 Wraiths 
  3. 
  Acts as Hold Person spell, as 
  written 
  2d8 Goblins 
  4. 
  Acts as Hold Person spell, 
  freezing 1d8 beings (regardless 
  of level or HD) for 1d10 rounds.  
  2d8 Wolves 
  5. 
  Mass Charm (as spell) 
  2d6 Coyotes 
  6. 
  Mass Suggestion (as spell) 
  1d4 Carrion Creepers 
  7. 
  Feeblemind (as spell) 
  1 Imp 
  8. 
  Cause Blindness 
  1d8 Spectral Haunts 
  9. 
  Magic Jar: the gaze of the Night 
  Claw seeks to trap the soul of an 
  individual in any nearby tree. The 
  Night Claw then takes over the 
  body (as described in the spell 
  description) 
  Major power notices 
  (20% 
  angel, 
  20% 
  demon, 20% Angel 
  Prince, 20% Demon 
  Lord, 20% Powerful 
  NPC) 
  10. 
  Forget (as spell) 
  The Forestmaster 
  
  Bestiary of the Rosewood Highlands 
   
  23 
   
  Fey Creature:  
  Night Fairy  
  Night Fairies are wicked fae creatures banished from the 
  culture of the Shemarras. They are twisted and evil, pale-
  skinned creatures who delight in tormenting mortal 
  creatures. They have dragonfly-like wings and long, thin 
  arms. Mortals find them beautiful and fascinating (their 
  gaze has the effect of a charm person spell).  Night Fairies 
  fight with tiny swords (1d2 damage) or bows (1 damage) 
  dipped in poison (d4 for type 1. Sleep poison, 2. 
  Hallucination poison, 3. Fear poison, 4. Paralyze poison; 
  save vs. spells or be affected for 2d4 hours). Night Fairies 
  are innately magical beings. They can become invisible at 
  will and every Night Fairy can cast a single (random) 
  magic user spell, at a random (1d20) casting level. The 
  more powerful the spell, the more respected the Night 
  Fairy is among its own kind. 
   
  Night Fairy: HD 1; AC 6[13]; Atk 1 weapon (1d2 or 1); 
  Move 18; Save 15; CL/XP 5/400; Special: Magic 
  abilities, poison use. 
   
   
  Fey Creature: Nymph 
  Nymphs are the embodiment of beauty. A glance at a 
  nymph can blind or even kill a weak-willed man if she 
  chooses to unmask her radiance. 
   
  Nymphs are solitary by nature, choosing to flee from or 
  hide from intruders. To avoid capture, a nymph can 
  dimension door 3/day and can pass without trace 3/day. In 
  addition, a nymph has the ability to cast druid spells – five 
  1st level, four 2nd level, three 3rd level and one 4th level per 
  day. 
   
  A nymph can unmask her radiance three times per day – 
  revealing her true Fey beauty and effectively charming 
  (per the spell) a mortal. Victims get a save vs. spells, 
  adding any Charisma bonus to the roll (or subtracting a 
  Charisma penalty). Those who experience a critical failure 
  (a natural 1) are blinded by the nymph and must make a 
  second save. If the second save is failed, the mortal victim 
  dies. Those who make their save are immune to the 
  nymph’s radiance for 1 turn.   
   
  When a nymph is encountered, there is a 25% chance that 
  they will be accompanied by 1 or 2 charmed mortals, 85% 
  of those companions will be men. Most nymphs prefer to 
  charm victims with high Charisma, but will use their 
  Radiance offensively against any mortal who threatens 
  them.  
   
  Nymph: HD 3; AC 9 [10]; Atk none; Move 12; Save 14; 
  CL/XP 5/240; Special: Radiance charm, sight can 
  cause blindness or death. 
   
   
   
   
   
  Fey Creature: Old 
  Whitebeard 
  Old Whitebeard is a small man with the longest, most 
  tangled white beard ever seen limps into view.  The small 
  man wears a pointed green hat and carries a long staff. If 
  attacked, Old Whitebeard fights as a 10th level fighter and 
  gains a +2 bonus to hit and damage with his staff. 
   
  This is Old Whitebeard, a faerie creature who occasionally 
  roams the Highlands. He challenges the most powerful 
  looking warrior to an single combat with staves. The stakes 
  are simple: the loser must serve the winner for one day. 
  The rules are simple, the loser is the one who is knocked 
  down three times. 
   
  The problem is also simple, Old Whitebeard cheats. He 
  uses magic to imbalance his opponents when he fights 
  them. For purposes of the contest, Old Whitebeard fights 
  as a 10th level fighter, but every round his opponent must 
  make a Dexterity check (Dex or lower on 4d6) to remain 
  balanced. Imbalanced opponents attack at a 3 point penalty 
  and suffer a 2 point penalty to Armor Class. 
   
  If Old Whitebeard loses the contest, he will be true to his 
  word and will serve the victor for exactly 24 hours, 
  disappearing at that exact moment with an echoing laugh 
  and "Thou art worthy." 
   
  If Old Whitebeard wins the contest, he will first demand 
  his bested opponent comb his beard. After several rounds 
  of enjoying the humiliation of his opponent, he will clap 
  his hands together and laugh with glee. Jumping up he will 
  say, "I know! I want you to get the Eye of the Moon from 
  the King Under the Water! Bring me the Eye of the 
  Moon!"  Old Whitebeard can give the bested opponent 
  directions to the King Under the Water and can describe 
  the Eye of the Moon, he can even teleport the opponent to 
  the gate of the King Under the Water (and the opponent's 
  friends, if asked before he teleports the bested opponent), 
  but he will not otherwise aid the task.   
   
   If the PC is already in possession of the Eye of the Moon 
  or if the bested opponent is able to gain the Eye from the 
  King Under the Water, Old Whitebeard will look 
  despondent for a moment, but then try to snatch it away 
  and disappear. Once Old Whitebeard has the Eye of the 
  Moon, he will release his opponent from any further 
  service. If the Eye is not surrendered, Old Whitebeard will 
  throw a fit and disappear, but the opponent will suffer the 
  same effects as if he or she refused to serve Old 
  Whitebeard. 
   
  Old Whitebeard has no actual power to compel a creature 
  to serve him. However, if he bests a warrior in the contest 
  and the loser refuses to serve Old Whitebeard, the little 
  man will sneer at the bested opponent for a moment and 
  then disappear, placing a curse on the unwilling servant - 
  save vs. spells or be cursed with bad luck until remove 
  curse is cast. (In game terms, bad luck means that anytime 
  the player has to roll dice, he or she rolls two dice, or two 
  
  Bestiary of the Rosewood Highlands 
   
  24 
   
  sets of dice, and takes the least advantageous of those 
  rolls). 
   
  An opponent who willingly serves Old Whitebeard until 
  released will receive a wink and a thanks from the little 
  man and a blessing of good luck. (In game terms, good 
  luck means that anytime the player has to roll dice, he or 
  she rolls two dice or two sets of dice, and takes the most 
  advantageous of those rolls). 
   
  Old Whitebeard: HD 4; hp 24; AC 3[16]; Atk staff 
  (1d6+2); Move 9; Save 13; CL/XP 5/240; Special: 
  Wrestle, curse. 
   
  Fey Creature: Pixie 
  Pixies are 2’ tall Fey Creatures with pale tan skin, silver 
  hair, long pointed ears and huge, black eyes and silver 
  insect-like wings. They wear bright colored clothing, 
  favoring bold primary colors. Pixies prefer to remain 
  invisible, especially in the presence of mortals. 
   
  In combat, Pixies most frequently use tiny swords (1d4), 
  bows (1d2) and spears (1d3). Pixies gain a +4 to hit with 
  bows or thrown spears. They coat their weapons with three 
  different types of poison:  Sleep poison (save vs. spells or 
  sleep for 2d4 turns), Forget poison (save vs. spells or lose 
  all memory, restored by Heal spell or greater magic, such 
  as a wish), Burning salve (weapon does 1d2+1 additional 
  points of damage for 1d4 rounds, water negates). 
   
  All Pixies can turn invisible at will (opponents suffer a -4 
  penalty to try to hit an invisible Pixie). Once per day a 
  Pixie can: Polymorph self (at 9th level caster ability), ESP 
  (at 10th level caster ability), create illusions (audio and 
  visual) and cause Confusion (with touch). 
   
  Dispel magic of at least 8th level can cause an invisible 
  Pixie to become visible for 1d4 rounds per level of caster. 
   
  Pixie: HD 1d6 hit points; AC 5 [14]; Atk 1 dagger 
  (1d4) or arrow; Move 9 (Fly 18); Save 17; AL N; 
  CL/XP 2/30; Special: Invisibility. 
   
  Fey Creature: Satyr 
  Satyrs are the legendary goat-men of the wilderness, with 
  the legs of a goat, the torso of a man, and horns sprouting 
  from the forehead. Most carry pipes that can be used to 
  cause charm person, sleep, or fear (in each case, a saving 
  throw applies to all hearing the pipes). In woodlands or 
  forest, satyrs are almost invisible unless they wish to be 
  seen (90% chance to avoid notice). Satyrs are well known 
  for their lecherousness, and (to put it delicately) they take 
  great interest in human females. This race is favored of the 
  god Pan (and perhaps also by the powerful Dionysus), 
  which may be the reason why they are resistant to magic 
  (50%). 
   
  Satyr: HD 5; AC 5[14]; Atk 1 weapon (1d8); Move 18; 
  Save 12; AL N; CL/XP 6/400; Special: Magic resistance 
  (50%), pipes, concealment. 
   
  Fey Creature: Scorned 
  Brethren 
  The Scorned Brethren are very small faerie creatures who, 
  like all their brethren, fell from heaven’s grace. The 
  Scorned Brethren have repented and recanted so many 
  times that even their dark faerie cousins have shunned 
  them. Scorned Brethren are neither good nor evil, but, 
  much like the mortals they hate but constantly emulate, 
  they are capable of amazing acts of grace and charity and 
  the most despicable acts of depravity. 
   
  About a foot tall, the Scorned Brethren generally dwell in 
  deep, dark places. They look like baggy little humans with 
  tiny vestigial horns. One in twenty will have moth-like 
  wings, though only 1 in 10 of those Brethren with wings 
  can actually fly.  
   
  They are masters of ambush and subterfuge. Scorned 
  Brethren have a form of darkvision that extends 50’, but 
  they also have extremely developed senses of hearing and 
  smelling such that they can detect hidden and even 
  invisible creatures 60% of the time. Scorned Brethren fight 
  with tiny spears (1d4 damage) and atlatls which hurl heavy 
  darts (1d3 damage) up to 100 yards with deadly accuracy 
  (gaining +2 to hit underground or indoors, negating any 
  penalties for wind outdoors). Scorned Brethren can move 
  silently with 80% success and hide in shadows with 90% 
  success.  
   
  Scorned Brethren often live with rats and other rodents 
  which they keep as pets and guard animals. All Scorned 
  Brethren can travel freely between the mortal realm and 
  the faerie realm (Shemarras) through magical rings of 
  stones known as Shemarras Rings.  
   
  Scorned Brethren: HD 1-3 hp; AC 7[12]; Atk spear 
  (1d4) or atlatl (1d3); Move 15; Save 18; CL/XP 1/10; 
  Special: Hiding, detecting. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  25 
   
  Fey Creature: Song 
  Spirits 
  Song Spirits are Faeries who seek to charm living beings 
  into a state of eternal pleasure. They usually manifest as 
  children dancing and singing. 
   
  Each round the children sing their song, every mortal being 
  who hears it must save vs. spells or succumb to their 
  special charm person ability. A charmed person finds 
  themselves transported to a realm of great pleasure, 
  whatever the mortal being's greatest pleasure is. The 
  reality is that the charmed mortals simply fall to the 
  ground, catatonic for 4d6 hours. Killing a single Song 
  Spirit makes the rest disappear (of possible) and breaks the 
  charm of the song. Dispel magic (9th caster level) will 
  break the charm and there are other ways to break the 
  song’s charm (see below).  
   
  Song Spirits simply desire to spread joy and pleasure (even 
  if it is illusory) and have no conception of the danger they 
  put mortals in: falling under charm in the middle of a 
  stream, for example, or the exposure to weather and 
  predators their charmed victims experience. 
   
  The Song Spirits will flee if threatened and always move 
  on whenever all their victims fall under charm (or seem to, 
  they can be tricked easily). Song Spirits are not violent or 
  aggressive in any way and will not defend themselves if 
  attacked. If killed, they rise again as Spectral Haunts in 1d8 
  days. Killing a Song Spirit curses the killer with a random 
  curse only lifted by remove curse spell. 
   
  Song Spirits: HD 2; AC 5[14]; Atk none; Move 12; Save 
  16; CL/XP 3/60; Special: Charm song 
   
   
   
  Fey Creature: Sprites 
  Sprites are tiny woodland faerie creatures who love all that 
  is beautiful and good in the world. Sprites have long 
  narrow faces, huge eyes and long, pointed ears. They fly 
  on colorful butterfly-like wings. In combat, Sprites use 
  tiny swords (equal to a dagger) and tiny arrows shot from 
  shortbows. These arrows do damage equal to a dart, but 
  are magical in nature (thus Sprites are able to hit creatures 
  only hit by magic) causing creatures struck by these arrows 
  to fall into a coma-like sleep which lasts 1d8 hours. For all 
  practical purposes, a Sprite only ever has a single arrow in 
  its possession, but the arrows magically replenish so a 
  Sprite has an effectively unlimited supply of sleep arrows.  
   
  Sprites can move silently in the outdoors (99% chance, 
  though only 50% silent underground or in inhabited 
  regions, like villages, cities, etc). Sprites can turn invisible 
  (and remain so, even when attacking) and detect evil at 
  will (60’ range). Invisible Sprites gain a 5 point bonus on 
  Armor Class. 
   
  Sprite: HD 1; AC 6[13]; Atk 1 (dagger 1d4 or arrow 
  1d3); Move 9/18; Save 15; Special: Magic abilities, 
  magic arrows. 
   
   
   
  Roll 
  1d8 
  How to Break the 
  Song Spirits’ Charm 
  Magic 
  Resistance 
  Song Spirit Killer is Cursed by… 
  What Happens When the Song Spirit is Killed? 
  1. 
  Dowse charm victim 
  with cold water (at 
  least one gallon). 
  5% 
  Strength reduced by 1d4 points until curse is 
  removed. 
  The body explodes, 2d6 damage to all within 20’ 
  radius. 
  2. 
  Inflict at least one hit 
  point of damage to 
  charm victim. 
  10% 
  Constitution reduced by 1d4 points until 
  curse is removed. 
  The body melts, leaving a golden skeleton. Touching 
  the gold bones turns whoever or whatever touches it to 
  gold. The gold of the bones and whatever touches it 
  dissolves at the next full moon. 
  3. 
  Violently shake the 
  charm victim for at 
  least two full rounds. 
  15% 
  Every 1d4 hits with primary hand is an 
  automatic fumble (drop weapon) until curse 
  is removed. 
  The body fades while a loud, wailing cry goes out, 
  attracting 1. Wolves (1d8), 2. Coyotes (1d4), 3. 
  Birdmen (1d6), 4. Griffin (1) 
  4. 
  Cast any magic spell 
  on the charm victim. 
  35% 
  Magic cast upon the cursed one is either 
  doubled in effect (if negative) or halved in 
  effect (if positive) until curse is removed. 
  Song spirit’s death summons an additional 2d20 Song 
  Spirits whose charm song is harder to resist (4 point 
  penalty on saves). Those who fail the save remain 
  charmed for 4d12 hours. 
  5. 
  Use any healing magic 
  on the charm victim. 
  50% 
  Cannot be magically healed until curse is 
  removed. 
  Seven ravens swoop down to retrieve the body. If 
  driven off, seven more attempt it, and so on… 
  6. 
  Tickle 
  the 
  charm 
  victim under the chin 
  with 1. A feather, 2. A 
  leaf, 3. A rabbit’s foot, 
  4. The hair of a rabid 
  dog. 
  65% 
  Blurry Vision: everything within 10’ is 
  blurry (all attacks are at -2, thieves receive -
  10% to find/remove traps and the like), until 
  charm is removed. 
  The body turns into shimmering crystal, then fades to 
  translucency after 4 rounds. If touched before 
  becoming translucent, the one touching the body 
  transforms into a crystal statue (stone to flesh to 
  recover). 
  7. 
  Splash at least 4 oz 
  (half cup) of holy 
  water 
  on 
  charm 
  victim’s face. 
  80% 
  Skin color becomes deep blue. 6 point 
  penalty on Charisma until curse is removed 
  (however, blue skin grants a 6 point BONUS 
  to Charisma reactions among Goblin-kin). 
  The body turns to stone and crumbles to dust leaving 
  behind a small heart shaped ruby where the Spirit’s 
  heart would be. Anyone touching the gem receives a 
  Song Spirit curse. 
  8. 
  Touch 
  the 
  charm 
  victim with a silver 
  item. 
  96% 
  All saving throws or attribute checks are 
  made at a 2 point penalty until curse is 
  removed. 
  The body bursts into a rainbow of pure light. All in 
  100’ save vs. spells or be blinded for 6d4 hours. 
  
  Bestiary of the Rosewood Highlands 
   
  26 
   
  Fey Creature:  
  Wandering Jack 
  Technically a Faerie Lord, Wandering Jack is a descendant 
  of the Gnome King. Although Jack does not embrace the 
  evil of his heritage, he is thoroughly chaotic and 
  unpredictable. He will always help a person in need, 
  regardless of the inconvenience to himself or those 
  accompanying him. His mercurial nature means that he 
  seldom stays in one place, or with the same companions, 
  for very long. Jack knows a great deal about the Rosewood 
  Highlands in general and the Northern Tier of the 
  Highlands in particular. He also knows every song written 
  in the region, or about the region, from the past 400 years. 
   
  Jack is a formidable opponent in combat. He fights with a 
  magical staff (as a wand of lightning) and carries two 
  magic swords (Fool’s Hand, a cursed longsword +1/+3 vs. 
  Faerie creatures, detect invisible and darkvision 2/day 
  each, renders wielder susceptible to magical attacks [-4 
  penalty on saves] and Grossbeak, a shortsword +2/-2 vs. 
  Faerie Creatures grants the wielder invisibility to mortals 
  and demons 3x day, ESP on command) and a magic dagger 
  (The Nick, a dagger +1 with dancing fairies etched in the 
  blade). His leather clothing is likewise enchanted (granting 
  him a +2 bonus to armor class). Wandering Jack always 
  carries a knapsack filled with random items and has 
  several random at will spell-like abilities (these are 
  different every time, choose 1d6 random spells) in addition 
  to at-will Suggestion and Mass Suggestion abilities. 
  Because the blade is cursed, Jack always uses Fool’s Hand 
  in combat, usually in combination with The Nick. If the 
  curse is removed, Jack will attempt to destroy Fool’s 
  Hand. 
   
  Once per day Wandering Jack can bestow one of his spell-
  like abilities on a companion. Jack loses that ability forever 
  (he can never regain a use of it) and for the next 1d10 days 
  he is limited to a single random spell-like ability. Those 
  who receive this ability from Jack can use it a single time 
  at the 18th casting level. 
   
  Wandering Jack: HD 7; AC 3[16]; Atk Sword and 
  Dagger; Move 12; Save 9; CL/XP 8/800; Special: Magic 
  weapons and armor, Spell-like abilities. 
   
  Firbolg 
  Firbolg giants may or may not be true giant-kind. They are 
  said to be descendants of the first peoples in the land. 
  Unlike most giant-kind, Firbolgs are intelligent, cunning 
  and nearly all of them have innate magical powers. 
  Generally, Firbolgs have few relations with outsiders. 
   
  Averaging over 10’ tall, Firbolgs favor huge 2-handed 
  swords and massive battleaxes in combat, inflicting double 
  damage. If forced to use human-sized weapons, Firbolgs 
  will wield pole-arms or 2-handed swords single-handed.  
   
  If a Firbolg has at least a free hand, the giant is able to bat 
  away missiles like darts, arrows, javelins, spears twice per 
  round per free hand 75% of the time. 
   
  When not engaged in combat, a Firbolg can use the 
  following powers once per day (at caster level equal to hit 
  dice) once per round: detect magic, shrink (reverse of 
  growth), changeself, heat metal, levitate. Once per day a 
  Firbolg can find the path and identify.  
   
  Firbolg: HD 12+1d6 hp; AC 3 [16]; Atk 1 weapon 
  (4d6); Move 12; Save 3; AL N; CL/XP 13/2300; 
  Special: Spell like powers 
   
   
   
  Fishermen of Boeh Hect 
  These thirteen men were once human, once simple, content 
  fishermen, devoted to their hero-god, Boeh Hect. Over the 
  generations, Boeh Hect granted their every wish, every 
  hunger, every need without a single thought on the part of 
  the people of the village, provided they spent their time 
  and their attention on Boeh Hect. There remain only 
  thirteen true believers in the hero-god, slavishly praying 
  to, singing praises to, making offerings to their god. 
  Defectors and non-believers become offerings to Boeh 
  Hect, sacrificed on the promontory point near the village 
  and 
  consumed 
  by 
  the 
  devout, 
  their 
  remains 
  unceremoniously dumped in a cesspit behind the village. 
  Once per year, each fisherman will make a pilgrimage to 
  Boeh Hect’s birthplace (the birdman monastery, now the 
  Water Gate of the King Under the Mountain) to make an 
  offering of his own blood into the great pool there (a 
  different fisherman makes the pilgrimage every four 
  weeks). In combat, a Fisherman of Boeh Hect uses nets 
  (successful hit entangles victim for 1d6 rounds, Strength 
  check each round to rip free) and fishing poles (as whips). 
  They also carry small knives (as daggers), with which they 
  are quite proficient. The Fishermen need no sleep, food or 
  even air to breathe and they are immune to poisons of all 
  kinds. In addition, if 3 or more Fishermen chant for two 
  full rounds, they can call lightning (as lightning bolt spell, 
  cast by 10th level caster). 
   
  Fisherman of Boeh Hect: HD 5; AC 9[10]; Atk 
  pole/whip (1d4) or knife (1d4); Save 12; AL N(E); 
  CL/XP 8/800; Special: Poison immunity, call lightning 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  27 
   
  Forsaken One  
  The cursed offspring of a nymph and a demon, the 
  Forsaken One is a solitary, lonely creature, forsaken by 
  both its parents, generally scorned by mortals and Fey 
  alike. They generally appear as small (4’ tall) satyrs, with 
  dark black wiry hair covering most of their bodies. Small 
  demonic horns protrude from the Forsaken One’s forehead 
  directly above its black, angry eyes. A Forsaken One hates 
  all living, but hates Fey and creatures of the Outer 
  Darkness with particular passion.  
   
  In battle, the Foresaken One attacks with 2 fists (1d4), 
  gaining two attacks with each per round. Three times per 
  day, a Forsaken One can Heat Metal by touch. The affected 
  metal object takes 3 rounds to heat to searing stage and will 
  reach that stage whether or not the Forsaken One remains 
  in contact. Once metal reaches searing, it immediately (1 
  round) cools off. 
   
  Forsaken One: HD 3; AC 3 [16]; Atk 2 strikes (1d4) 
  twice per round; Move 12; Save 14; AL C; CL/XP 
  4/120; Special: Heat Metal 
   
  Foul Lady 
  Of the many progeny of a foul demon devoted to fungus 
  and slime (such as the Oozing Black Death or the Grey 
  Ooze), the Foul Ladies are perhaps the most destructive. A 
  Foul Lady is a large fungus creature, firmly rooted to some 
  cavern, chamber or other filth filled place, but whose 
  tendrils seek cracks and crevices and travel up to 1000’, 
  infesting the whole area around the Foul Lady. The fungus 
  is about 9’ tall and 6’ in diameter, grey and slimy with 
  tendrils that reach into the floor and ceiling. 
   
  In any given round, 1d8 tendrils can attack each creature 
  in the 1000’ radius vicinity of the Foul Lady, from the 
  floor, walls and ceiling (attacking as a 1 HD monster, each 
  tendril has 2 hp and does 1d4 hp damage – on a full 4 point 
  damage hit, the tendril has wrapped around the victim 
  immobilizing a random part of the body). 
   
  The Foul Lady also has some spell-like abilities garnered 
  from its demonic parent: (at will) continual darkness, 
  control plants, locate plant, pollute food and drink, 
  programmed illusion. 3/day the Foul Lady can summon 
  either an Oozing Black Death or a Grey Ooze (50/50). 
   
  Foul Lady: HD 7; AC 7[12]; Atk tendrils (1d4); Move 
  0; Save 11; CL/XP 8/800; Special: Spell-like effects. 
   
   
   
   
   
   
   
   
   
   
   
  Fungus Man 
  These creatures look like tall, vaguely humanoid shaped, 
  mushrooms and fungi. Some have wide spotted caps above 
  their heads, some are white and stringy. All share certain 
  characteristics: their fibroid bodies are very tough, they are 
  immune to all mind affecting spells and they are 75% 
  immune to lightning and electric based attacks. Fungus 
  Men communicate via spores cast into the air. Wind, water 
  or other impediments prevent Fungus Men from 
  communicating with one another. Mortals who come into 
  contact with Fungus Man spores must save vs. spells or be 
  confused for 1d4 rounds.  
   
  Fungus Man: HD 5; AC 4 [15]; Atk 2 slams (2d4/2d4); 
  Move 6; Save 12; CL/XP 5/240; Special: Resists 
  electricity, spores, immune to charm 
  Gabbler  
  These small (perhaps 3’ tall) humanoids have wide ears, 
  grey skin and white hair. Their yellow eyes glow in the 
  light. They live in together in a colony that seems like 
  nothing more than a chaotic mass of writing bodies. As 
  such, when a Gabbler colony is encountered (which 
  number from 40-400), they are only 20% likely to notice 
  an intrusion unless attacked or provoked. Gabblers attack 
  as a mob, however, seeking to overwhelm their prey by 
  sheer numbers, causing hirelings and subordinates and the 
  like to flee in terror if a save is failed. For every 10 
  Gabblers who swarm a target, they gain +1 to hit. Gabblers 
  always fight to the death.  It is clear that Gabblers 
  communicate with one another through the clicking, 
  warbling sounds they make, though no non-Gabbler has 
  ever successfully translated this “language.” Though they 
  are resistant to fire (half damage, quarter damage on save), 
  Gabblers are terrified of fire and are 25% likely to flee in 
  its presence, 75% if any Gabblers are injured or killed by 
  fire.  
   
  Gabbler:  HD 1;AC 9[10]; Atk 2claws (1d4/1d4); Move 
  9; Save 8; Special: Fire resistance 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  28 
   
  Gar-Ganjer 
  These corporeal undead are haunted by the violent spirits 
  of someone who died unfulfilled: murder, a suicide, a 
  guardian who failed in their task, etc. The desiccated flesh 
  of the Gar-Ganjer is black with a bluish tint and smells 
  powerfully of rot and decay. The touch of the Gar-Ganjer 
  carries a powerful magical disease and the breath of a Gar-
  Ganjer is likewise noxious. 
   
  They attack by grabbing prey with gnarled, clawed fingers, 
  pulling close and breathing their withering breath on their 
  prey.  A successful hit is a “Dead Man’s Pinch” doing 1d6 
  hp of damage as the affected flesh turns black and sinks in 
  (even if grabbed while wearing armor) and a save must be 
  made. If the save is failed, the victim loses 1d6 points of 
  Strength, Constitution or Dexterity (roll d8: 1-2 Str, 3-4 
  Con, 5-6 Dex, 7-8 spread loss across all three rounding 
  up). If the Gar-Ganjer hits with a natural 20, it does the 
  normal damage above (including potential loss of ability 
  scores) and additionally breathes its withering breath on its 
  victim, paralyzing the victim for 1d6 rounds (save to 
  negate) during which time the Gar-Ganjer gains automatic 
  hit point and ability score draining each round unless 
  drawn away from the victim. Ability score draining can be 
  healed magically or naturally, but only once hit points are 
  brought up to natural maximum total. Hit points lost to a 
  Gar-Ganjer do not heal naturally but must be healed 
  magically (cure wounds, potion of healing, etc.). 
   
  Any victim drained fully of hit points or one or more 
  ability scores, rises the next midnight as an autonomous 
  Gar-Ganjer. 
   
  Gar-Ganjer vary in physical power, though all do the same 
  base damage when they hit. Greater and Lord/Lady Gar-
  Ganger are stronger than their common kin, gaining +1 and 
  +2 to hit and damage respectively, and move faster (12). 
   
  Gar-Ganjer (common): HD 2; AC 6[13]; Atk touch 
  (1d6); Move 9; Save 18; CL/XP 4/120; Special 
  Immunities, Magic rot touch, ability score drain. 
   
  Gar-Ganjer (greater): HD 5; AC 4[15]; Atk touch 
  1d6+1); Move 12; Save 15; CL/XP 8/800; Special 
  Immunities, Magic rot touch, ability score drain. 
   
  Gar-Ganjer Lord/Lady: HD 8; AC 1[18]; Atk touch 
  1d6+2); Move 12; Save 15; CL/XP 11/1700; Special 
  Immunities, Magic rot touch, ability score drain 
   
   
   
   
   
   
   
   
   
   
   
  Ghast 
  Ghasts are ghouls who retain much of the intelligence they 
  had in life, making them more dangerous, as they do not 
  attack blindly, but often will use special tactics against 
  their victims. A Ghast’s Grave Stench is powerful. Anyone 
  within a 10’ radius must make a save vs. poison or suffer 
  a -2 penalty on all rolls for 1d4 rounds after leaving the 
  Grave Stench radius. A Ghast’s touch causes paralysis on 
  a failed save vs. paralysis. Unlike most undead, Ghasts can 
  be affected by mind affecting spells. A successful hit by a 
  Ghast drains 1 point of Constitution. The CON drain lasts 
  for 40 minutes.  
   
  Ghast: HD 4; AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: 
  Stench, paralyzing touch. 
   
  Ghost 
  These non-corporeal apparitions are said to be the evil 
  spirits of people who were murdered. Ghosts cause fear 
  (save vs. spells or flee in a random direction for 1d6 
  rounds) and their touch is deathly cold (causing 1d8 hp 
  damage) and drains the life of the target (1d3 Constitution 
  points, aging the victim 10 years per constitution point 
  drained). The Constitution drain from a ghost is permanent 
  unless magically healed. A Ghost can only be hit by magic 
  weapons +2 or better or by silver. Ghosts are immune to 
  any spells that affect the physical form (most attack spells, 
  for example) but are particularly vulnerable to psychic 
  based magic attacks (charm or hold person, ESP, 
  clairvoyance, etc.) against which they have only a 15% 
  chance of resisting. A ghost that is killed rises again in 
  1d10 days unless its physical remains are located and 
  consecrated (bless spell, holy water, etc.). A ghost that has 
  risen again gains +1 in its attacks against those who have 
  slain it. 
   
  Ghost: HD 6; AC 0[19]; Atk Deathly cold touch (1d8 + 
  Con drain and aging); Move (fly 12); Save 11; CL/XP 
  7/600; Special: Con drain, aging, cause fear. 
   
  Ghoul 
  Ghouls are pack-hunting undead, corpse eaters.  They are 
  immune, like most undead, to charms and sleep spells.  
  The most dangerous feature of these horrid, cunning 
  creatures is their paralyzing touch: any hit from a ghoul 
  requires a saving throw or the victim becomes paralyzed 
  for 3d6 rounds. A successful hit by a Ghoul drains 1 point 
  of Strength. The STR drain lasts for 20 minutes.  
   
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); 
  Move 9; Save 16; CL/XP 3/60; Special: Immunities, 
  paralyzing touch. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  29 
   
  Ghoul Master 
  Ghoul Masters are more powerful, and less feral, types of 
  Ghouls. As their name implies, Ghoul Masters can control 
  2d8 Ghouls. Ghoul Masters can curb their appetites for 
  decaying flesh and can mingle with the living unnoticed 
  (except for odd ticks). Ghoul Masters construct cocoons 
  out of scraps of material and a necrotic bile they 
  expectorate in which they weave their treasure. Prolonged 
  contact with the bile (by, say, dismantling a cocoon) gives 
  a 1% cumulative chance per round to contract a flesh-
  eating disease (the disease causes one permanent hit point 
  loss per day until cured). It typically takes 2d4+6 rounds 
  to dismantle a cocoon.  In addition to being immune 
  charms and sleep spells, Ghoul Masters are immune to 
  cold and they gain a 3 point bonus to saves vs. illusion 
  magic.  The most dangerous feature of these horrid, 
  cunning creatures is their paralyzing touch which is more 
  powerful than their lesser cousins: any hit from a ghoul 
  lord requires a saving throw (at a 2 point penalty) or the 
  victim becomes paralyzed for 3d6 turns. Ghoul Masters 
  regenerate 1 point per turn if wrapped in their cocoons. 
  Like their lesser brethren, Ghoul Masters are immune to 
  mind affecting spells. A successful hit from a Ghoul 
  Master drains 1 point of Strength. The STR drain lasts for 
  50 minutes. 
   
  Ghoul Master: HD 5; AC 4[15]; Atk 2 claws (1d3), 1 
  bite (1d4); Move 9; Save 16; CL/XP 6/400; Special: 
  Immunities, paralyzing touch. 
   
  Ghul, White 
  See White Ghul – The Bone Queen. 
   
  Giant, Hill 
  Hill Giants are the smallest and least powerful of the 
  Offspring of the True Giants who roam the Highlands. Hill 
  Giants stand 9-12 feet tall and often dress in uncured pelts 
  and hides. They are contemptible and brutish, but not 
  stupid (though their larger cousins consider them such). A 
  Hill Giant can throw very large rocks for 2d8 points of 
  damage to a distance of 50’. 
  Hill Giant: HD 8+2; AC 4[15]; Atk 1 weapon (2d8); 
  Move 12; Save 8; CL/XP 9/1100; Special: Throw 
  boulders. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Giant, True 
  These enormous creatures are the stuff of legends and 
  myths standing 35’-60’ in height (gaining 5’ in height per 
  HD they gain, see below). All True Giants can Cause 
  Earthquake (as the spell) 3/day (though they need 20 
  minutes to rest between each use) and can hurl huge (30’ 
  diameter) boulders (and houses, and carts, etc.) up to 200’ 
  with accuracy. True giants have been banished to their 
  homeland and Angels guard the Bridge which runs from 
  the Hellmouth through Faerie Realm to the land of the 
  Giants. 
   
  True Giant (17HD): HD 17; AC 2[17]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; AL 
  Any; CL/XP 19/4100; Special: Cause Earthquakes, 
  Hurl Boulders. 
  True Giant (18HD): HD 18; AC 1[18]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; AL 
  Any; CL/XP 20/4400; Special: Cause Earthquakes, 
  Hurl Boulders. 
  True Giant (19HD): HD 19; AC 0[19]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; AL 
  Any; CL/XP 21/4700; Special: Cause Earthquakes, 
  Hurl Boulders. 
  True Giant (20HD): HD 20; AC –1[20]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; AL 
  Any; CL/XP 23/5300; Special: Cause Earthquakes, 
  Hurl Boulders. 
  True Giant (21HD): HD 21; AC –2[21]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; AL 
  Any; CL/XP 24/5600; Special: Cause Earthquakes, 
  Hurl Boulders. 
  True Giant (22HD): HD 22; AC –3[22]; Atk 1 weapon 
  (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; AL 
  Any; CL/XP 25/5900; Special: Cause Earthquakes, 
  Hurl Boulders. 
   
   
   
  Gnole  
  Gnoles appear as dog- or hyena-headed humanoids, 
  standing 7’ and more in height, with broad bodies and very 
  muscular arms and legs. Gnoles fight with swords and 
  spears, gaining a +1 on to hit and damage. A natural 20 
  rolled by a Gnole indicates their opponent has been 
  disarmed. 
   
  Gnole: HD 2 + 2; AC 1 [18]; Atk sword or spear (1d8+1 
  or 1d6+1); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: none 
   
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  30 
   
  The Gnome King 
  The Gnome King is a unique immortal (fey) creature in the 
  world of Daen Ral. He once lived among the Shemarras in 
  the Green Realm, he was exiled to the realms of the 
  mortals by the Elf King and now rules the Fungus Court. 
  The Elf King (the Gnome King’s brother) would welcome 
  the exile back to the Green Realm, where the Gnome King 
  ruled the Toadstool Hall, if only the Gnome King would 
  stop eating his brother’s emissaries… 
   
  The Gnome King is a spindly, warty mottled grey creature. 
  While he stands only about four feet in height, he is 
  physically strong (STR 21 +5 to hit and damage)) and his 
  magical power gives him tremendous influence. The 
  Gnome King can mass suggestion, cause madness, 
  darkness 30’ radius, phantasmal forces, mirror image at 
  will. 
   
  The Gnome King is wily and cowardly and will sacrifice 
  his entire “kingdom” to save his own life, fleeing if things 
  turn against him.  If he must fight, he uses his Stone Ax 
  (1d12+5 for strength). 
   
  Gnome King: HD 6+6; AC -1[20]; Atk Stone Ax 
  (1d12+5) or 2 claws (1d2+5/1d2+5) bite (1-8); CL/XP 
  6/400; Special: spell-like effects. 
   
   
  Goblin-kin 
  Goblin-kin are the most ubiquitous of the wicked faerie 
  creatures in all of the Highlands. They are usually viewed 
  as little more than pests, though when they are united 
  under a powerful leader, Goblin Hordes can be 
  overwhelming. 
   
  (inspired by a post on Last Gasp) 
   
  Goblin-Kin: 
  Goblins 
  Goblins on Daen-Ral are Fae creatures, the sterile 
  offspring of demon lords and faerie creatures. They are 
  squat, monstrous creatures, long-nosed and sharp toothed. 
  Their bloated 3’-4’ tall bodies have patches of coarse black 
  hair. Their skin colors typically vary from green to grey to 
  black, though nearly any color or shade is possible, from 
  deep purple through dark red. 
   
  Goblins are chaotic, warrior creatures. Goblins have a 
  nearly unlimited capacity to regenerate from wounds, 
  though their healing process is somewhat chaotic, 
  regenerating 1d8-1 hp per day. Goblins who receive a 
  single hit point in combat, that single hit point is 
  permanently lost and the wound festers and it develops a 
  cyst at the site of the wound which the Goblins call 
  “Oshgash’s Tears”. The cyst grows for 2d12 days, looking 
  more and more like a tiny, misshapen goblin which drops 
  off and scampers off into the darkness, growing into a 
  goblin whelp (Kobold, see below) within 1d4 more days. 
  Once a Goblin receives a “cyst wound,” it stops growing. 
  Most Goblins are “stuck” at 1 or 2 HD (or, if previously 
  injured, technically 1-1 or 2-1). 
   
  Goblins are fierce warriors because they do not fear injury, 
  though the goblins of Daen-Ral do not relish wounding, 
  either, even though wounds mean adding to their numbers.  
   
  As creatures both fey and demonic, Goblins need not eat 
  nor sleep, though many will choose to do both self-
  indulgently unless some outside force acts to restrain them 
  (fear works wonders against the Goblins’ baser desires). 
  Goblins choose to live among their own kind, generally in 
  their own broods (or clans) with their “broodmates.” While 
  Goblins will serve powerful masters, they tend to be 
  difficult to control (being chaotic of nature) and generally 
  lazy unless diligently supervised. They are clever, but not 
  overly intelligent, able to work simple machines, make 
  crude armor and weapons, some few can work magic.  
   
  Goblin: HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); 
  Move 9; Save 18; CL/XP B/10; Special: -1 to hit in 
  sunlight. 
   
  Goblin-Kin:  
  Goblin Whelp (Kobold) 
  When one of Oshagash’s Tears falls from a goblin, the tiny 
  creature matures for 1d4 days into a Whelp. Goblin 
  Whelps don’t look like Goblins until they physically 
  mature (usually 1d6+6 months), though their wicked, 
  twisted demon intellect develops immediately upon 
  “dropping” from their host/parent. The Whelps are small 
  (about 2’ tall) and weak (1/2 HD, -1 to hit). Kobolds are 
  very aggressive, but if injured they do not regenerate their 
  hit points (any injury sustained is permanent) and the 
  Kobold stops growing.  
   
  Goblin Whelp (Kobold): HD 1/2 (1d4hp); AC 6[13]; 
  Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/15; 
  Special: None. 
   
  Goblin-Kin: 
  Hobgoblins 
  Goblins continue to grow until they receive a cyst-
  generating wound, at which time they stop growing. If a 
  goblin does not generate “Oshgash’s Tears,” it grows 
  larger (5’-6’ tall) and stronger, becoming a Hobgoblin. As 
  the goblin-kin grows larger, the creature completely loses 
  the ability to reproduce and heals at an extremely slow rate 
  (regaining only 1 hp per week). Wounds ooze and fester 
  and never really close. Hobgoblins are lazy and selfish, but 
  fierce fighters, especially if backed into a corner. 
  Hobgoblins are much larger than goblins, much stronger 
  and faster, (3-4 HD, +1 to hit and damage) but are typically 
  cowards.  
   
  Hobgoblin: HD 2 or 3; AC 5[14]; Atk 1 weapon 
  (1d8)+1/+1; Move 9; Save 17; CL/XP 1/15; Special: 
  None. 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  31 
   
   
   
  Goblin-Kin: 
  Bugbears 
  As Hobgoblins continue to grow, they lose their ability to 
  regenerate completely (all damage is permanent), and most 
  become mentally unstable. These are the Bugbears, 
  powerful warriors, but very unpredictable and difficult to 
  control. Bugbears are larger and stronger than Hobgoblins 
  (being 5-6 HD, gaining +2 on damage rolls) and those who 
  do not go insane are often leaders/chieftains of Goblin 
  Hordes. Bugbears are clever and regardless of their sanity, 
  incredibly quiet (surprise 50% chance). Even the most 
  sane of Bugbears, however, are extremely chaotic and 
  unpredictable. 
   
  Bugbear: HD 5 or 6; AC 5[14]; Atk 1 bite (2d4) or 
  weapon (1d8)+0/+2; Move 9; Save 14; CL/XP 3/120; 
  Special: Surprise opponents, 50% chance. 
   
  Goblin-Kin: 
  Trolls 
  Some Bugbears, usually the most insane, spontaneously 
  begin regenerating wounds unpredictably. Trolls are very 
  large (7-9 HD, 7’-10’ tall) and very strong (gaining +1 to 
  hit, +3 to damage), but they are also unstable and cruel.   
  Sometimes trolls will remain in goblin hordes, able to be 
  controlled (or at least placated) by their broodmates. Most 
  often, however, the brain damage a troll suffers in its rapid 
  transformation from Bugbear to Troll makes it too volatile 
  and they are forced from the lair. Any hit that does full 
  weapon damage severs a body part (1. Left Hand, 2. Right 
  Hand, 3. Left Arm, 4. Right Arm, 5. Head, 6. Left Leg, 7. 
  Right Leg, 8. Cut In Half). Trolls regenerate 1d8 hp per 
  round and only fire and acid damage is truly permanent. 
  Severed parts crawl back toward the Troll body at a 
  movement rate of 1 and will reattach themselves within 
  one round once the severed part reunites with the body. 
  Even a scrap of unburned troll will eventually re-form into 
  a (misshapen and more brain damaged) savage beast.  
   
  Troll: HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 
  1 bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 
  10/1000; Special: Regenerate 1d8hp/round. 
   
  Troll, Giant (12’-14’ tall): HD 14; AC 2[17]; Atk 2 
  claws (1d8) at +2/+4, 1 bite (1d12); Move 9; Save 9; 
  CL/XP 15/2300; Special: Regenerate 1d6hp/round  
   
   
  Goblin Kin: Fomorian 
  Giants (Giant Trolls) 
  Bugbears that do not spontaneously begin to regenerate 
  continue to grow into these mis-shapen, lumbering hulks. 
  Fomorian Giants are very tall (10’-12’ tall) and imposing 
  (9-11 HD). They are very strong but slow (gaining a +6 on 
  damage, but a -2 to hit). Fomorians are also not very 
  intelligent, following the orders of either a more powerful 
  creature (such as a demon, a wizard or some other 
  powerful creature) or the orders of their (less powerful) 
  bugbear chieftain. Fomorian Giants are easily distracted, 
  and may even lose interest mid-combat if not compelled 
  by a more powerful force. 
   
  Fomorian Giant: HD 9-11; AC 4[15]; Atk 1 weapon 
  (2d8)-2/+6; Move 12; Save 8; CL/XP 9/1100, 10/1200, 
  11/1300,12/1400; Special: Throw boulders. 
   
  Golems 
   
  Golem, Clay 
  The “original” golem of folklore, clay golems may be 
  created by clerics or powerful priests.  They are massive 
  clay statues of human beings, imbued with a rudimentary 
  intelligence and the ability to move and follow their 
  masters’ commands.  For each round of combat, a clay 
  golem has a 1% chance (cumulative) to go berserk, leaving 
  its master’s control and attacking enemies and allies alike.  
  Clay golems are not damaged by slashing or piercing 
  weapons.  They are immune to all spells other than those 
  affecting earth, and these have very diminished effects – 
  with one exception.  An earthquake spell may be used to 
  utterly destroy a clay golem. 
   
  Clay Golem: HD 12 (50hp); AC 7[12]; Atk 1 fist (3d10); 
  Move 8; Save 5; CL/XP; 14/2700; Special: Immune to 
  slashing and piercing weapons, Immune to most spells. 
   
  Golem, Stone/Crystal 
  Stone golems are massive stone statues animated by very 
  powerful magics (much more than just animate object, in 
  other words).  They are slowed by fire spells, and 
  damaged/healed by rock to mud spells and the reverse.  
  Spells that affect rock (and fire spells) are the only magic 
  that affects them.  They can only be hit by +2 or better 
  weapons. 
   
  Stone Golem: HD 15 (60hp); AC 5[14]; Atk 1 fist (3d8); 
  Move 6; Save 3; CL/XP 16/3200; Special: +1 or better 
  magic weapon to hit, immune to most magic. 
   
  Green Hag 
  These thoroughly evil creatures live in swamps and have 
  grey-green skin. They are solitary creatures who move 
  silently through their marshy environment (gaining +6 
  bonus on surprise rolls). They are so attuned to their 
  swamps that they can only be surprised themselves on a 
  roll of 1 on a d12. They have darkvision (90 foot range) 
  and can cast the following spells at will (at 10th level): 
  audible glamor, dancing lights, invisibility, change self, 
  speak with monsters, water breathing. In combat, the 
  Green Hag will attack with her talon-like claws (for 1-2, at 
  +5 to hit and damage). Because of their connection to their 
  swamps, Green Hags are powerful swimmers. 
   
  
  Bestiary of the Rosewood Highlands 
   
  32 
   
  Green Hag: HD 10; AC -2[21]; Atk 2 claws (1-2+5/1-
  2+5); Move 12 (Swim 12); Save 5; CL/XP 11/1,700; 
  Special: Darkvision, Spell-like Powers, Camouflage 
   
  Grey Ooze 
  Grey ooze is almost identical to wet rock, but is a slimy, 
  formless substance that devours prey and carrion with its 
  acidic secretions, lashing forward to strike enemies.  Grey 
  ooze is immune to spells, heat, and cold damage. Metal 
  (but not stone or wood) must make a saving throw against 
  acid (12 or better on d20) when exposed to grey ooze (even 
  if the contact is as brief as the strike of a sword) or be rotted 
  through.  When the grey ooze hits a character in metal 
  armor, the armor must also make a saving throw.  Only 
  cutting and piercing damages a grey ooze – it is impervious 
  to blunt or crushing attacks. 
   
  Grey Ooze: HD 3; AC 8[11]; Atk 1 strike (2d6); Move 
  1; Save 14; CL/XP 5/240; Special: Acid, immune to 
  spells, heat, cold, and blunt weapons. 
   
  Griffin 
  Griffons have the body of a lion and the wings, head and 
  talons of an eagle. These unpredictable creatures have a 
  passion for horseflesh and, even when tamed, are difficult 
  to control around horses. Griffins usually nest in 
  mountains but hunt far and wide and can be encountered 
  in nearly any terrain. Griffins in the Highlands also covet 
  gold and will dig long tunnels in mountains looking for it. 
  Griffin nests always have some unrefined gold. Griffin 
  eggs are prized as trophies (some have tried to make 
  mounts of tame Griffins, with limited success) and their 
  talons are often hollowed out to make huge goblets which 
  legend says have magical properties (like the ability to 
  sense gold). 
   
  Griffin: HD 7; AC 3[16]; Atk 2 claws (1d4), 1 bite 
  (2d8); Move 12 (Fly 27); Save 9; CL/XP 8/800; Special: 
  Flight. 
   
  Hangman Tree 
  These large, elm-like trees have very gnarled and knotted 
  trunks and thin branches. The thick foliage of a Hangman 
  Tree camouflages the tree’s namesake noose-like vines 
  which slip down upon unsuspecting prey. The Hangman 
  Tree draws its victims up into the branches where the 
  leaves’ digestive enzymes begin to immediately break 
  down living tissue. When a Hangman Tree is finished with 
  a victim (leaving bones and other indigestible remains like 
  clothing, armor, money, etc.), the vine loosens and drops 
  the remains beneath the tree. The ground around a 
  Hangman Tree is littered with bones and bits of other 
  detritus, including treasure. The Hangman Tree releases 
  tiny fragrant seed-pods which act as a powerful 
  hallucinogen, convincing victims (who fail a save vs. their 
  poison) that the Hangman Tree bears delicious fruit, and 
  that the bones and bits of other things under the tree are 
  ripe, wonderful fallen fruit.  
   
  When a victim approaches the Hangman Tree, 1-6 noose-
  like vines snake down, trying to loop over the creature’s 
  head doing 1d8 damage per round of strangling damage. 
  After 2 rounds, the vines will retract and draw the victim 
  up into the deadly foliage which does an additional 1d8 
  points of damage per round and, once the victim is dead, 
  the soft tissues are consumed within 1d4+8 rounds.  
   
  A Hangman Tree is especially susceptible to fire and 
  electricity, both of which do double damage to the creature 
  and cold magic paralyzes the creature for 1d4 rounds per 
  level of the caster of the cold magic.  A Hangman Tree is 
  50% resistant to magic, however. 
   
  Hangman Tree: HD 8; AC 2 [17]; Atk 1-6 vines (1d8); 
  Move 3; Save 8; AL N (with chaotic tendencies); 
  CL/XP 10/1400; Special: Hallucinatory seeds, magic 
  resistance (50%), strangle, digest prey. 
   
   
  Hairy Man 
  The Hairy Man is a 7 ½’ tall vaguely man-like creature 
  weighing 400 or more pounds. It is covered with wild, grey 
  hair. 
   
  The Hairy Man appears stupid, being mute and docile. 
  However, this appearance is a ruse as the Hairy Man is a 
  clever, deep-thinking creature.  
   
  The Hairy Man is not particularly strong (attacking for 
  only 1-6 hp per hit), however the Hairy Man has a special 
  electrical attack that it can employ. 
   
  When seriously threatened, the Hairy Man can discharge 
  up to 72 hp of electrical damage by touching its victim(s) 
  (normal to hit roll unless circumstances dictate otherwise). 
  The Hairy Man can determine how much electrical energy 
  he releases (how much damage) in any given attack. In a 
  typically situation where the Hairy Man is attempting to 
  escape a situation, he will discharge something in the range 
  of 10-20 hp of electrical damage against individual 
  opponents, as he evaluates the individual’s strengths. 
   
  The Hairy Man regenerates 3 hp of electrical power per 
  hour (or one point per 20 min) once he has begun 
  discharging this power. 
   
  Hairy Man: HD 6; AC 3[16]; Atk 1 (1d) or electric 
  shock; Move 15; Save 14; CL/XP 6/400; Special: 
  Electric Attack 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  33 
   
  Harpy 
  Harpies have the upper bodies and torsos of women and 
  the lower bodies and wings of giant carrion birds. Their 
  entire bodies are covered in greasy, dirty feathers. The 
  song of a Harpy has the ability to charm creatures (as 
  charm person spell, save applies). The Harpy can decide 
  what creatures within range she targets with her song, 
  though all must be the same species for a particular song. 
  Harpies forced to fight will attack with dirty taloned feet 
  and wicked, fangs. 
   
  Harpy: HD 3; AC 7 [12]; Atk 2 talons (1d3) and bite 
  (1d4); Move 6 (Fly 18); Save 14; AL C; CL/XP 4/120; 
  Special: Flight, siren-song. 
   
   
  Haunt 
  A Haunt is the angry spirit of a mortal who died without 
  finishing an important task. A Haunt exists only to 
  complete that unfinished task so it will attempt to possess 
  a mortal body to achieve its end. A Haunt has no other true 
  form of attack. Each attempt at possession allows the 
  potential victim a save vs. spells. A failed save means the 
  victim is possessed and will attempt to complete the task, 
  after which the Haunt will leave the possessed body and 
  dissipate. A successful save vs. possession means the 
  Haunt does not possess the victim, but the victim loses 1 
  point from a random attribute for 50 minutes. If a Haunt is 
  killed, it will rise again in 1d4 days. 
   
  Haunt: HD 5; AC 2[17]; Atk possession; Move 12; Save 
  12; CL/XP 5/240; Special: Possession. 
   
  Hell Hound 
  Hell hounds are fire-breathing dogs of the underworlds or 
  lower planes. In addition to biting, they can breathe fire 
  each round, inflicting 2hp damage per hit die (10 ft. range, 
  saving throw for half damage). 
   
  Hell Hound (4/5/6/7 HD): HD 4, 5, 6,7; AC 4 [15]; Atk 
  1 bite (1d6); Move 12; Save 13; CL/XP 5/240, 6/400, 
  7/600, 8/800; Special: Breathe fire (8hp, 10hp, 12,hp, 
  14hp). 
   
  Hippogriff 
  Griffin-kin, a Hippogriff has the head, foreclaws and 
  wings of an eagle and the body of a horse, and is a griffon’s 
  mortal enemy (they will attack one another on site). 
   
  Hippogriff: HD 3+1; AC 5 [14]; Atk 2 claws (1d6), 1 
  bite (1d10); Move 18 (Fly 24); Save 14; AL N; CL/XP 
  4/120; Special: None. 
   
   
   
   
   
   
   
  Horse, Winged 
  Winged horses are extremely rare in the Rosewood 
  Highlands, only a handful of solitary examples ever having 
  been sighted. They are faerie-touched creatures, shy by 
  nature but aggressive if provoked to fight. Beyond simply 
  the ability to fly (and carry one or two man-sized beings 
  while flying), all Flying Horses have additional unique 
  abilities (e.g. one might be telepathic, another might have 
  the ability to summon a shade, etc.) 
   
  Winged Horse: HD 4; AC 6[13]; Atk 2 hooves (1d8); 
  Move 24 (Fly 48); Save 13; CL/XP 4/120; Special: 
  Flying, Additional unique special ability. 
   
  Hostile Spirit 
  Hostile Spirits are the violent spirits of those who died in 
  strife, usually in the midst of battle (though other types of 
  strife can cause a Hostile Spirit to arise). They look just as 
  they did in life though somewhat transparent. The Hostile 
  Spirit attacks by touch, which causes 1d3 Constitution 
  Points damage and the victim must save vs. spells or 
  become Enraged (enraged beings gain a temporary 5 hit 
  points, but go berserk, attacking random targets at +2 to 
  hit, +3 to damage – each round a random target is selected, 
  including allies). Hostile Spirits are immune to mind 
  affecting spells. Constitution loss to a Hostile Spirit is 
  permanent unless magically healed.  
   
  Hostile Spirit: HD as in life or 4; AC 6[13]; Atk touch 
  (1d3 CON); Move 12; Save 11; CL/XP 5/240; Special: 
  Constitution drain, Enraging Touch. 
   
  Huecufa 
  Huecufa are the undead spirits of Preist and Clerics who 
  were unfaithful to their god, turning to evil while alive. As 
  punishment, the spirit of the cleric is trapped in the mortal 
  relam as a Huecufa. The undead creature appears as a 
  worm covered skeleton, often in priestly vestments. Three 
  times per day a Huecufa can disguise itself with an 
  illusion, usually that of a normal priest. The Huecufa 
  attacks with wicked, diseased claws. A successful hit by a 
  Huecufa causes 1d3 hp damage, drains 1 point of 
  Constitution for 20 minutes, and inflicts disease (save vs. 
  poison to negate). The disease of the Huecufa causes a loss 
  of 1d3 points of Constitution and Dexterity each day until 
  a successful save (at -1 cumulative penalty per day 
  infected) is made. Any magical cure spell will halt the 
  progress of the disease. A mortal who is slain by a 
  Huecufa’s disease rises at midnight on the next full moon 
  as a Ghoul (if not a cleric) or as a Huecufa (if a cleric). A 
  Huecufa cannot be turned by a Cleric, but can be 
  controlled by an evil Cleric, or turned by a Paladin. Unlike 
  most undead, Huecufa can be affected by mind-affecting 
  spells. A Huecufa can only be hit by magic or silver 
  weapons. 
   
  Huecufa: HD 2; AC 2 [17]; Atk Claws (1d4+1 plus 
  disease); Move 12; Save 16; CL/XP 5/240; Special: 
  Change self, disease, silver or +1 weapons to hit 
   
  
  Bestiary of the Rosewood Highlands 
   
  34 
   
  Linnorm, Skeletal (Frost) 
  A Linnorm is a wingless dragon, some growing as large as 
  80’, from snout to end of tail. A Frost Linnorm attacks with 
  massive claws and deathly cold fangs. It’s bite continues 
  to cause damage for 1d6 rounds after the successful attack 
  (save to negate extra damage). Like most undead, a 
  Skeletal Frost Linnorm is immune to all mind-affecting 
  spells. The Skeletal Frost Linnorm is immune to any magic 
  weapons less than a +2 in enchantment, and is immune to 
  cold and electrical attacks. Fire does double damage to a 
  Skeletal Frost Linnorm. Finally, like all undead in the 
  Highlands, a successful hit by a Skeletal Frost Linnorm 
  drains 1 point of Constitution which lasts for 140 minutes.  
   
  Linnorm, Skeletal: HD 14; AC -4[23]; Atk 2 claws 
  (2d10/2d10) Frost Bite (3d10+ continuing cold 
  damage); Move 15; Save 4; CL/XP 17/3500; Special: 
  Frost Bite, immune to most magic, only hit by +2 or 
  better weapons. 
   
  Longarm 
  Long Arms are typically found in subterranean places. 
  They are stoic servants, but have a wicked streak. They 
  rarely speak, typically only words of subservience (“As 
  you wish” or “By your command”) in a deep, haunting 
  voice. Long Arms serve more powerful creatures, they 
  have no social structures of their own. 
   
  Long Arms have innate illusion casting abilities: Audible 
  Glamor, Phatasmal Force and Dancing Lights at will. 
   
  If more than 10 Long Arms are encountered, there will be 
  1-4 Long Arm Captains (AC 2, 30-35 hp, attacking as a 7 
  HD creatures doing 2-16 hp damage/attack). When 20 or 
  more Long Arms are encountered, not only will there be at 
  1d4+4 Long Arm Captains present, but there will be a 
  Long Arm Seneschal (with 50 hp and attacking as an 8 HD 
  creature doing 2d8+3 hp damage/attack). If Long Arm 
  Captains or the Seneschal use weapons, use +1 to 
  hit/damage for Captains and +3 to hit/damage for the 
  Seneschal.  
   
  When Long Arms oversee prisoners, they find perverse 
  ways to torment their captives, stripping flesh, cutting off 
  appendages, etc. Long Arms will be very creative in their 
  torments. 
   
  Description: A Long Arm has, unsurprisingly, freakishly 
  long arms. In addition, the body and head of the Long Arm 
  is covered in stiff, quill-like hairs. The Long Arms face is 
  animal-like, but its eyes betray a deep intelligence. The 
  hide of its legs are covered in short, black bristly hair. 
  Long Arms rarely wear clothing or armor. 
   
  Longarm: HD 4+1; AC 5[14]; Atk 1 (fist 1d10 or 
  weapon); Move 9; Save 13; CL/XP 7/600; Special: 
  Illusion Abilities. 
   
   
   
  Lycanthropes 
  Lycanthropes are were-creatures, particularly those in 
  whom the disease permits assumption of a hybrid form of 
  the human and animal. They cannot be hit by normal 
  weapons; only silver or magical weapons inflict damage 
  on them. If any character is brought low 50% hit points by 
  a lycanthrope, the character will become a lycanthrope 
  himself. 
   
  Werebear 
  Werebears are unpredictable creatures, true sons of Chaos. 
  While in human form, a werebear will be large, hairy and 
  gruff, an effect of the disease means the werebear’s 
  intelligence and wisdom both drop to 1d6+2. While in bear 
  form (usually brown or grizzly, though 1-in-20 will be a 
  cave bear), the werebear retains it human intelligence, but 
  must fight its base animal instincts each round to use that 
  intelligence (Intelligence check 3d6, roll under). Due to its 
  unpredictable nature, a werebear is a solitary creature 
  (typically killing or driving off any would be companions). 
  A successful bite by a werebear delivers 2d4 hp damage 
  and save vs. poison or contract lycanthropy.  
   
  Werebear: HD 7+3; AC 2[17]; Atk Bite (2d4); Move 9; 
  Save 8; CL/XP 8/800; Special: Lycanthropy 
   
  Wererat 
  Wererats are mostly found in cities, lurking in shadowy 
  alleyways. Wererats can control rats, (1d6+4) and are 
  extremely stealthy (surprising opponents 1–4 on a d6). 
  Those bitten by a wererat must save vs. poison or contract 
  lycanthropy.  
   
  Wererat: HD 3; AC 6[13]; Atk Weapon or bite (1d3); 
  Move 12; Save 14; CL/XP 4/120; Special: Control Rats, 
  Lycanthropy 
   
  Werewolf 
  Werewolves are the traditional Lycanthropes seen in 
  horror movies. They are only affected by silver or magical 
  weapons, and are often humanoid—except for during a full 
  moon, when wounded or under severe stress. The bite of a 
  werewolf delivers 1d6 hp damage and the victim must save 
  vs. poison or contract lycanthropy. A werewolf’s call can 
  summon 1d4 wolves who will obey the werewolf out of 
  fear for 1d4+3 rounds, then flee.  
   
  Werewolf: HD 3; AC 5[14]; Atk 2 Claws (1d3), bite 
  (1d6); Move 12; Save 14; CL/XP 4/120; Special: 
  Summon wolves, Lycanthropy, only hit by magic or 
  silver. 
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  35 
   
  Lynx 
  Lynxes are roughly the size of very large dogs, with tufted 
  ears and wide faces. They are very intelligent, adapting 
  tactics as the lynx engages an enemy or prey. The lynx is 
  nearly invisible in grass, brush or trees, avoiding detection 
  85% of the time. A lynx can leap up to 20 feet and attacks 
  with both front claws (1d3 each) and a wicked bite (1d4). 
  If both claw attacks hit, the lynx rakes with its rear claws 
  as well, doing an additional 1d6 damage. 
   
  Lynx: HD 2+2; AC 6[13]; Atk 2 claws (1d3/1d3), bite 
  (1d4) and rake (1d6); Move 12; Save 16; CL/XP 4/120; 
  Special: Rake rear claws 
   
  Marble Guardian, Large 
  These 12’ tall stone depictions of warrior angels can be 
  programmed to do somewhat complex tasks, such as 
  targeting specific creatures or Marble Guardians are 
  unbelievably strong (STR 20) and hit as a Fighter Lvl 16. 
   
  In addition to their smashing attack (marble fist, 4-32), a 
  Marble Guardian can cast Blinding Light 2x/day (at 10th 
  level – see Appendix – New Spells) and Slow 3x/day. 
   
  Marble Guardians are unaffected by weapons of less than 
  +2 enchantment. Rock to mud slows the Marble Guardian 
  by 50% for 3d4 rounds and mstone to flesh makes the 
  Marble Guardian vulnerable to all types of attacks. Mud to 
  rock restores all damage suffered by the Guardian 
   
  Marble Guardian (Large): HD 60 hp; AC 5[14]; Atk 
  fist (4d8); Move 6; Save 11; Special: Immunities, spell-
  like immunities. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Marsh Warbler  
  The Marsh Warbler appears as some kind of terrifying 
  cross of a giant bird and a reptile, with a strong, muscular 
  body covered in oily scales, bird-like wings (though also 
  covered in scales rather than feathers) and four menacingly 
  taloned feet. The Marsh Warbler’s coloring varies from 
  dark grey to grey-green. The creature is amphibious, with 
  gills capable of breathing underwater as well as out of the 
  water. It is through these gills the Warbler makes its 
  namesake sound. 
   
  The Warbler’s favorite attack is to lurk under the still 
  marsh water and leap out in ambush, gaining +2 attack 
  bonus. The Warbler will attack with all four taloned feet 
  and its formidable beak as well (as three attack: 2 claw/2 
  claw/bite). In addition, the Warbler has the innate ability 
  to reflect spells cast at it back toward the caster (50% 
  chance). This spell reflection is a natural, unconscious 
  ability of the Warbler, and continues even after the 
  creature dies (the carcass will reflect spells for 2d6 hours 
  after the creature dies). 
   
  Marsh Warbler: HD 4+4; AC 5[16]; Atk 2 claw/2 
  claw/1 bite; Move 9 (Swim 12); Save 13; CL/XP 6/400; 
  Special: Surprise, spell reflection, swim. 
   
  Mazel 
  These solitary faerie-kin are just a little smaller than 
  Goblins. Their skin is grey-green and their eyes are a very 
  dark blue. They have triangular shaped heads with long, 
  pointed ears emphasizing the shape. Their noses are just 
  small dimples in the center of their faces, their mouths are 
  filled with wicked, sharp teeth. They have 4th level 
  thieving abilities (including backstabbing). A Mazel 
  typically attacks with a longsword (which it will wield as 
  a two-handed sword) and most carry daggers (40% chance 
  that it will be a magical dagger, tied to the life-force of the 
  Mazel in some way no one can explain). Mazels are 
  universally hated for their nasty and unpredictable 
  disposition. 
   
  Mazel: HD 4; AC 8[11]; Atk weapon (1d8 or 1d4); 
  move 12; Save 12; CL/XP 3/60; Special: Thief Abilities 
   
  Merfolk 
  Merfolk have the torso of a human and the lower body of 
  a fish. They can breathe air or water and are very agile 
  swimmers. Merfolk typically fight with tridents and 
  spears, sometimes coating the edges with a paralyzing 
  poison. 
   
  Merfolk (Merman, Mermaid): HD 1+3; AC 7[12]; Atk 
  1 weapon (1d6); Move 1 (Swim 18); Save 17; CL/XP 
  1/15; Special: Breathe water. 
   
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  36 
   
  Mountain Lion 
  Mountain Lions are large, long cats standing as big as 3’ 
  at the shoulder. They roam the foothills and low mountains 
  of the Midlands. Mountain Lions are shy and not 
  aggressive, but will defend themselves and their cubs. 
  When a Mountain Lion attacks, it can leap up to 20 feet 
  and slaps prey with its large forepaws, doing 1d4 points of 
  damage each. If both paws hit, the Mountain Lion has 
  grasped its prey, wrestling it to the ground while raking it 
  with its rear claws (for 1d8 hp damage) and gashing with 
  its fangs (1d4 hp damage). If more than one Mountain Lion 
  is encountered, it will be a female with 1-2 cubs. Males are 
  always encountered alone.  
   
  Mountain Lion: HD 3+1; AC 6[13]; Atk 2 claws 
  (1d4/1d4) + rake (1d8) and bite (1d4); Move 12; Save 
  14; CL/XP 4/240; Special: Rake and bite. 
   
  Mourning Dames  
  Mourning Dames are undead widows who wander the 
  mortal realms in search of their dead husbands. The gaze 
  of a Mourning Dame causes Fear (per the spell, as if cast 
  by a 12th level spellcaster), the touch of a Mourning Dame 
  is withering (causing 1-8 hp damage and aging the target 
  1 year per hp damage inflicted). Mourning Dames always 
  appear as withered old women from a distance. Close up 
  (about 10’ away and closer), the true visage becomes clear: 
  black eyes and wickedly sharp teeth in an otherworldly 
  wide mouth. As with all undead, Mourning Dames are 
  immune to mind affecting spells. Each successful hit by a 
  Mourning Dame drains one point of Charisma which lasts 
  for 70 minutes.  
   
  Mourning Dame: HD 7; AC 5[14]Atk withering touch 
  (1d8 +aging); Move 12; Save 9; CL/XP 8/800; Special: 
  Fear Gaze, Withering Touch 
   
  Mourning Dames, Noble 
  Noble Mourning Dames are a more powerful variation of 
  the Mourning Dame. Noble Mourning Dames retain their 
  mortal voice, language and intelligence and remembers her 
  name from life. In addition to the Mourning Dame’s 
  powers, the voice of the Noble Mourning Dame acts as a 
  Suggestion spell (as if cast by a 10th level spellcaster) and 
  she can create the effects of Phatasmal Force twice per 
  day. As with all undead, Noble Mourning Dames are 
  immune to mind affecting spells. Each successful hit by a 
  Noble Mourning Dame drains 1d4 points of Charisma 
  which lasts for 100 minutes.  
   
  Noble Mourning Dame: HD 10; AC 4[15];Atk 
  withering touch (1d8 +aging); Move 12; Save 5; CL/XP 
  11/1700; Special: Gaze, Withering Touch, Spell Like 
  Effects. 
   
   
   
   
   
  Mudborer, Giant  
  The Giant Mudborer is a rare creature that hibernates in its 
  larval form in locations where they will hear/feel a 
  constant rhythmic thrumming. Disruption of this low 
  rumbling vibration causes the Mudborer larva to awaken 
  and feed on the mud at the bottom of large bodies of water. 
  After an unpredictable amount of time the larva spins a 
  massive cocoon and grows into its adult form which feeds 
  on all living matter, in the water and on land. 
   
  The Mudborer Larva looks like a 12-20 foot long sickly 
  white massive worm, easily 8’ in diameter. The head of the 
  Mudborer Larva looks faintly like a cow, but with 
  wickedly sharp teeth. In combat, a Mudborer Larva will 
  bite its prey but if flanked, the ‘Borer will Thrash – on a 
  roll of 18-20 (if such will hit), the creature thrashes its 
  body about and does Thrashing/Crushing damage to all 
  targets within a 20’radius (save or dex check to avoid 
  thrashing damage) 
   
  TheMudborer adult resembles a massive (30-50’ long) sea 
  cow, with razor sharp teeth. The Giant Mudborer eats all 
  living matter, plant or animal, and thrashes like the larva, 
  only doing more damage and in a greater (40’) radius. In 
  addition, the adult ‘Borer has taloned front feet which can 
  attack for 2d8 hp of damage each. Its back “feet” are giant 
  flippers. 
   
  Larva: HD 5; AC 8[11]; Atk 1 bite (1d12) thrash 
  (1d20); Move 3 (18 swim); Save 12; CL/XP 7/600; 
  Special: Thrash 
  Adult: HD 14; AC 6[13]; Atk 1 bite (3d12) 2 claws 
  (2d8/2d8) thrash (4d10); Move 12 (24 swim); Save 3; 
  CL/XP 18/3800; Special: Thrash 
   
  Ogre 
  Ogres are large, broad, brutish humanoids of low 
  intelligence, faerie-born but pushed out of the Eternal 
  Courts of the Queen of Night. An average Ogre will stand 
  about 8’ tall, and be maybe 5’ across the shoulders. Ogres 
  are stronger than the strongest humans (effectively having 
  a 19 strength +4/+4) but less intelligent than the average 
  goblin. Ogres are easily tricked and generally use only 
  simple tactics. Ogres will serve those stronger and larger 
  than them (Giants or Dragons for example). 
   
  Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+4); 
  Move 9; Save 13; CL/XP 4/120; Special: None. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  37 
   
  Ogre, Giant 
  Giant Ogres are often confused with Hill Giants, though 
  they are more broad than the largest of the Hill Giants and 
  less intelligent than the most simple of the other race. 
  Giant Ogres bully their normal Ogre allies. Faerie-born 
  exiles, Giant Ogres obsessively crave human flesh, 
  foregoing any other prey when humans are close by, 
  sometimes stopping to feed in the midst of melee. Giant 
  Ogres attack with giant sized melee weapons (damage is 
  stepped up due to size) at +4 to hit and damage because of 
  their immense size and strength. A Giant Ogre will focus 
  on a single task until it is complete, then move on to 
  another task. For example, if a Giant Ogre is walking to 
  the stream to get water and is attacked, it will not respond 
  to the melee until it retrieves the water. In combat, a Giant 
  Ogre will never disengage from one enemy to attack (or 
  defend itself against) another, until that first enemy is dead 
  or has run away. 
   
  Ogre, Giant: HD 7+3; AC 0[19]; Atk Sword (1d12) or 
  Spear (2d8) at +4 for strength; Move 9; Save 9; CL/XP 
  11/1,100; Special: None 
   
  Oozing Black Death 
  A Oozing Black Death is a hideous abomination conjured 
  from the pits of the Outer Darkness by insane and wicked 
  spellcasters. The Black Ooze is a tar-like monster with a 
  voracious appetite for living organisms, plant or animal. 
  They are immune to acid, cold and poison, while powerful 
  blows (such as from a magical weapon or an offensive 
  spell) will divide the Oozing Death into smaller masses. 
  Fire causes double damage to a Oozing Black Death. 
   
  The Oozing Black Death will typically hide in shadows 
  (with 95% success) and slither up to envelop its prey, or 
  drop from a ceiling or wall to smother its prey. Either way, 
  if the Oozing Black Death hits for three or more over what 
  it needs to hit its target, the target is enveloped and begins 
  to smother. The victim has its Constitution score in rounds 
  to be extricated from the Oozing Black Death or the victim 
  will die and continue to be digested by the powerful 
  enzymes of the Oozing Black Death. 
   
  When a Oozing Black Death latches onto its prey, it begins 
  digesting it immediately, doing 2d8 points of damage per 
  round the Oozing Death is in contact with its prey. The 
  Death, in turn, gains half as many hit points as it drains 
  from its victim. When a Oozing Black Death reaches its 
  full maximum hit points plus one (by draining its prey), it 
  splits into two equal sized Oozing Black Deaths with half 
  the hit points (rounded down). The two Oozing Black 
  Deaths formed from this kind of fission each have 
  maximum hit points equal to the former Oozing Death’s 
  maximum minus one. 
   
   
   
   
   
  An Oozing Black Death can slither through a crack less 
  than a quarter inch thick and dissolves wood at a rate of 2” 
  thickness per round, leather at a rate of 5” thickness per 
  round. The Oozing Death has no effect on glass, stone or 
  metal.  
   
  Oozing Black Death: HD 10; AC 6 [13]; Atk 1 attack 
  (2d8); Move 6; Save 5; AL N; CL/XP 12/2000; Special: 
  Digestive surface, regeneration, immune to cold, 
  divides when hit with lightning. 
   
  Owl 
  Owls are nocturnal predator birds. Owls are found in many 
  sizes, but the most common owls are the large predators 
  which stand about 24” tall and have a 5-6’ wingspan. Owls 
  have Darkvision (cannot be surprised from dusk to dawn) 
  but terrible daylight eyesight (-2 on attack rolls).  Owls 
  attack with claws and beak. 
   
  Owl: HD 1; AC 5[14]; Atk 2 Claws (1d2/1d2) beak 
  (1d2); Move 1/24(Flying); Save 17; CL/XP 1/20; 
  Special: Darkvision, cannot be surprised at night. 
   
  Owl, Giant 
  Like their smaller cousins, the Giant Owl is an effective 
  nocturnal hunter with Darkvision who cannot be surprised 
  from dusk to dawn (but suffer -2 on attack rolls in 
  daylight). The Giant Owl stands 6’ in height and can carry 
  off prey the size of an elk or a moose. 
   
  Owl, Giant: HD 4; AC 5[14]; Atk 2 Claws (1d6/1d6) 
  beak (1d8); Move 4/36 (Flying); Save 13; CL/XP 4/120; 
  Special: Darkvision, cannot be surprised at night. 
   
   
  Owlbear 
  Larger and more powerful than even the great cave bears 
  of the Highlands, the Owlbear gets its name from its hairy 
  lion-like mane that surrounds its head and its much larger 
  than normal owl-like eyes (which give the Owlbear 
  darkvision and a bonus against surprise). The Owlbear is 
  also more intelligent than most other bears, though also 
  very aggressive. On a successful attack roll of 18 or 
  greater, the Owlbear grabs its prey and hugs for an 
  additional 2d8 points of damage. 
   
  Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite 
  (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: 
  hug for additional 2d8 if to-hit roll is 18+.  
   
  Panther 
  If a panther hits the same target with both fore claws, it can 
  rake with its rear claws as well, gaining two more claw 
  attacks. Panthers are virtually invisible in darkness (90% 
  undetectable) or in shadowy spaces (70% undetectable). 
   
  Panther: HD 5; AC 6[13]; Atk 2 claws (1d4+1), 1 bite 
  (1d8); Move 15 (Swim 6); Save 11; CL/XP 7/600; 
  Special: Rear claws, Camouflage 
  
  Bestiary of the Rosewood Highlands 
   
  38 
   
  Pitch Wanderer 
  The Pitch Wanderer is the undead, vengeful spirit of a 
  young girl who was murdered by plunging her into the Tar 
  Pits. The spirit, now twisted and evil, seeks revenge 
  against her murderer. The longer the amount of time which 
  has elapsed since her murder, the more the Pitch Wanderer 
  will generalize her vengeance. Within the first year, the 
  Pitch Wanderer seeks her killer exclusively. Then she will 
  seek to destroy those with similar features as her killer 
  such as the same color hair, the same color eyes, all men 
  with beards or some such. After a decade or so the Pitch 
  Wanderer will level her hatred on the entire gender of the 
  species of her killer. It is likely that a Pitch Wanderer will 
  eventually move on to the whole species, then to all mortal 
  beings, then, perhaps, to everything that draws breath. 
   
  When in the presence of her target for vengeance, the 
  hatred within the Pitch Wanderer smolders and then 
  ignites, quite literally, on the surface of the tar which 
  covers the wretched creature’s body. The Pitch 
  Wanderer’s primary form of attack is flaming pitch balls 
  which she hurls at her target. When a pitch ball hits the 
  target, it sticks and continues to cause burning damage (hit 
  for 1d4 + 1d4 burning damage for 1d6 rounds). A natural 
  20 to hit means the flaming pitch has ignited flammable 
  items on the target (scrolls, leather, cloth, hair, etc.) for an 
  additional1d4 points of damage (so 2d4 burning damage 
  for 1d6 rounds). A miss by 1 or 2 points on the attack roll 
  still does half damage (splashing) unless a save vs. dragon 
  breath (or a DEX check) is successful, in which case 
  damage is avoided. 
   
  If the Pitch Wanderer engages in close melee combat, she 
  will try to draw a target in. Any melee hit that is 2 or more 
  points on the attack roll than is needed, or a natural 20, 
  means the Pitch Wanderer has hugged the target and does 
  2d8 burning damage per round until the Pitch Wanderer is 
  killed or the target is freed, igniting all flammable 
  materials on the person of her prey.  It takes a combined 
  36 strength, but does 1d4 damage per person pulling the 
  target out of the Wanderer’s embrace due to the violent 
  wrenching necessary to release the target. If the Pitch 
  Wanderer does not manage to embrace her prey, she does 
  2 slapping attacks for 1d6 damage each. The Pitch 
  Wanderer is turned as a vampire. Like all undead, a Pitch 
  Wanderer is immune to mind-affecting spells. Each 
  successful hit by a Pitch Wanderer drains 1 point of 
  Dexterity. DEX drain lasts for 20 minutes.  
   
  Pitch Wanderer: HD: 2+2; AC 7 [12]; Atk 2 slaps 
  (1d6/1d6) or Pitch Balls (1d4+ burning damage); Move 
  6; Save 15; CL/XP 3/60; Special: Burning Damage, 
  Deadly Embrace 
   
   
   
   
   
   
   
  Pooka Horse 
  These faerie mounts are nearly as skittish and reclusive as 
  unicorns, and are sometimes found in the company of the 
  latter. A Pooka Horse has no wings, but can fly for brief 
  periods (up to 30 minutes, three times a day). A Pooka 
  Horse is very intelligent (equivalent to a score of 17) and 
  can use the following spell-like abilities at will: Charm 
  Person, Sleep, Hallucinatory Terrain, Change Self, 
  Hypnotism, Hypnotic Pattern (all at 10th caster level) as 
  well as travel into the Faerie Realm (shift from Mortal 
  Realm to Faerie Realm takes 5 turns and travel is through 
  the Aether). A Pooka Horse’s main weakness is concern 
  for the hurt, lost and helpless which they typically try to 
  whisk off to the Faerie Realm. 
   
  Pooka Horse: HD 6+4; hp 38; AC 4[15]; Atk wicked 
  kick (1d6/1d6) and bite (1d4); Move 18; Special: 
  Illusions, Plane Shift to Faerie Realm. 
   
  Priestess of the First 
  Silver 
  These undead creatures are the vestal guardians of the 
  remains of the Fallen Queen, before the King returned too 
  late, cursing this whole place. They wear tatters of white 
  and silver silk robes, and each wears a silver torc which 
  has melded into their rotted flesh and a granite ring on the 
  middle finger of their left hands. They attack with 
  seductive whispers (treat as charm person), drawing their 
  prey close enough for their claws and bite. Priestesses of 
  the First Silver are immune to silver and magical attacks, 
  but can be hit by non-magical steel and iron do full damage 
  (that is, a weapon that would do 1d6 damage does 6 full 
  points of damage with every hit).  
   
  The silver torcs are magical, bestowing undead with 
  immunity to magic and silver, giving mortals a +1 to AC 
  and saves vs. magic spells, magic items and weapons and 
  silver. The torcs are embedded in the flesh of the 
  priestesses and there is a 50% chance of damaging them 
  when removing them unless some powerful magical 
  method is used. Fire of any type will melt the torcs making 
  them useless, though the base value of the silver in the 
  torcs is 340 gp each. 
   
  The rings are rings of protection against the Stone 
  Guardians in the Fallen Queen’s tomb. 
   
  As with all undead, Priestesses of the First Silver are 
  immune to mind affecting spells. Each successful hit by a 
  Priestess of the First Silver drains 1 point of Constitution. 
  The CON drain lasts for 30 minutes.  
   
  Priestess of the First Silver: HD 3; AC 4[15]; Atk 2 
  claws (1d4/1d4) bite (1d6) whisper; Move 12; CL/XP 
  3/60; Special: whisper, immunities. 
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  39 
   
  Quillman 
  A Quillman is a living plant, looking and moving like a 
  zombie. The Quillman can shoot tooth-like quills from all 
  over its body. Each round, 1-6 of these quills will “attack” 
  each target within a 20’ radius of the Quillman. The 
  number of quills is (for game purposes) infinite. 
   
  The Quillman is particularly vulnerable to fire of any kind, 
  doing triple damage. In addition, Quillmen have no 
  resistance to magic (they make no save vs. spells). 
  Quillmen can move completely silently, regardless of the 
  terrain, and are 75% undetectable when among 
  trees/bushes/etc. 
   
  Quillman: HD 3+4; AC 6[13]; Atk 1d6 Quills 1-2hp 
  each; Special Surprise Camouflage (75%) in woodlands 
   
  Rats (Normal) 
  Rodents 6-12 inches long with tails as long as, or longer 
  than, their bodies. They have nasty dispositions and often 
  carry diseases. Rats tend to flee from trouble, but are 
  dangerous when found in packs. Each time a bite scores a 
  hit, there is a 5% chance of the rat passing on a disease 
  (random type).Rats hate fire and will flee from it if at all 
  possible (unless starving or controlled by some higher 
  power). A rat pack (more than 20) will attack as a swarm, 
  attacking as a 1 HD monster per 8 (round down) rats which 
  attack as single target. Hits thus scored do 1d8 points of 
  damage per 8 rats (rounded down) with a simple 5% 
  chance for disease. 
   
  Rat: HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible 
  disease); Move 15; Save 17; CL/XP 1/20; Special: 
  Disease, Swarm. 
   
  Ratman 
  Standing no taller than 4ft tall, ratmen, as their name 
  implies, resemble humanoid rodents. Ratmen often work 
  together as a brood (4d6). When encountered alone, 
  Ratmen are cowardly but cunning, using their 4th level 
  thief skills to their advantage. Ratmen typically attack by 
  biting their victims, with a chance of passing on disease 
  (as giant rats).  
   
  Ratmen: HD 1; AC 9[10]; Atk 1 bite (1d6+poison) or 
  weapon; Save 17; Move 12; CL/XP 2/30; Special: 
  Diseased bite, Thief Skills. 
   
   
   
   
   
   
   
   
   
   
  Raven, Giant 
  Intelligent and malign, giant ravens are almost as large as 
  a man.  They are ideal servants and scouts for powerful 
  evil sorcerers and other such overlords. 
   
  Giant Raven: HD 3; AC 5[14]; Atk 1 bite (1d8); Move 
  2 (Fly 20); Save 14; CL/XP 4/240; Special: None. 
   
  Ravenkin 
  Black-haired women, these powerful warriors can assume 
  any of three forms at will: a giant raven, a human woman 
  or a frightening cross between the two. When engaged in 
  combat in human form, the Ravenkin will typically fight 
  with a weapon, especially a magical weapon. However, if 
  combat goes against the Ravenkin, it will begin striking 
  with its powerful fists (for 2d12 hp damage per strike). In 
  Giant Raven form, the Ravenkin attacks exactly as such a 
  creature. In its third form (mixed), the arms have become 
  wings, but it’s beak and talons are powerful and sharp 
  (claw/claw/bite for 1d4/1d4/1d8). Ravenkin have special 
  immunities: they cannot be affected by mind-affecting 
  spells, they can only be hit by silver or magical weapons. 
   
  Ravenkin: HD 8+1; AC 2[17](human)/ 4[15](mixed)/ 
  6[13](Giant Raven); Atk 2-12 or by wpn; Save 10; 
  Move 12/18/24; Special: Shapechange, +1 or silver wpn 
  to-hit, Immune to mind-affecting spells. 
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  40 
   
  Saintly Warrior 
  Saintly Warriors are typically dead paladins or other holy 
  warriors, though others have risen as these unholy 
  creatures as well. Slowly, over time, their holy nature gets 
  perverted by the horror of being trapped in unlife for an 
  eternity and they seek to destroy all living beings. 
   
  Saintly Warriors generally stand taller than six feet, wear 
  full plate armor under which is a horrifying skeletal body, 
  blackened and encrusted with dirt and sand. The eyes of a 
  Saintly Warrior glow with colored light, reflecting the 
  mood or intent of the Warrior: blue is peaceful, green is 
  confused, red is angry, etc. While a Saintly Warrior retains 
  its intelligence from life, its character and demeanor are 
  twisted and transformed to evil and hatred.  
   
  The Saintly Warrior retains the fighting ability that it had 
  in life as well as several of its paladin abilities, though they 
  are now twisted: lay on hands (causes 1d6+2 hp of 
  damage), command undead (as turn by paladin of 9th 
  level), detect magic, detect good, all 3/day. Once per day 
  a Saintly Warrior can use Power Word Blind and Symbol 
  of Fear. A Saintly Warrior can detect invisible at will.  
   
  A Saintly Warrior cannot be turned, but can be destroyed 
  by a Holy Word spell and holy water does 2d8 hp damage 
  per vial. In addition, the shield of the Saintly Warrior 
  reflects spells cast at the creature (save vs. spells or caster 
  is affected). 
   
  Saintly Warriors always wear full platemail, a full face 
  helm, carry a shield and a long sword. 25% of each of these 
  is magical: 
  Roll 1d8:  
  1-5 
  +1 
  6 
  +2 
  7 
  +3 
  8 
  Special 
  Note that all such weapons and armor are cursed (at 15th 
  level) to cause the wielder to slowly turn to evil (and, when 
  the wielder/wearer dies, he or she rises as a Saintly 
  Warrior).  Immune to all mind affecting magics. 
   
  Saintly Warrior: HD: 9; AC 0[19]; Atk 1 sword at +3 
  for strength (1d8+3); Move 12; CL/XP 12/2000; 
  Special: Immunities, spell-like abilities. 
   
  Sand Horror 
  Sand Horrors dwell beneath the sand, propelling their 
  shapeless, massive bodies with 50’ long tentacles with 
  which the Sand Horror will lash out and attack prey. A 
  Sand Horror can lie perfectly still beneath the sand, 
  waiting for some living creature to disturb the sand. The 
  Horror can detect movement on the top of sand within a 
  400’radius and beneath the surface of the sand within a 
  200’ radius.  When a target is in range (50’), the Horror 
  attacks with all its tentacles (a normal Sand Horror has 8 
  tentacles, but there is a 35% chance that 1d6 of them will 
  have been severed).  
   
   
  Hits with a tentacle cause 1d8 points of damage and if full 
  damage is scored, the tentacle grasps its victim and tries to 
  drag it beneath the sand. Victims who are grasped may 
  make a strength check (bend bars, if using such a system) 
  to keep from being dragged beneath the sand. Very strong 
  beings (STR of 21 or better) can then attempt to free 
  themselves from the Horror’s grasp. The only other way to 
  release a tentacle is to sever it (which takes at least 9 points 
  of damage, blunt weapons do half damage to the rubbery 
  tentacles). If a Sand Horror loses more than 2 tentacles (or 
  is reduced to only 2 tentacles), it will retreat from a fight. 
  For each tentacle severed, the Horror’s HD is reduced by 
  one 
   
  Sand Horror: HD 14; AC 8[11]; Atk 1-8 tentacles (1d8 
  damage); Move 12; Save 12; Special: Grasp. 
   
  Scavenger Haunt 
  These undead bird/human creatures exist in unlife only to 
  destroy the living. Any creature clawed by a Scavenger 
  Haunt must make a save vs. spells or be slowed to half 
  movement speed (half the number of attacks, etc.) for 
  1d4+4 rounds. The slowing effect is cumulative (that is, a 
  second strike means slowed to ¼ speed, then 1/8th, etc.). A 
  single haste spell counteracts the cumulative slowing 
  effect. A Scavenger Haunt is immune to all mind-affecting 
  spells. Each successful hit by a Scavenger Haunt drains 1 
  point of Strength. STR drain lasts for 40 minutes.  
   
  Scavenger Haunt: HD 4+4; AC 5[14]; Atk 2 claws/bite 
  (1d8/1d8/1d6); Move 12 (fly 18); Save 11; Special: 
  Immune to mind-affecting spells, slow.  
   
  Sea Devil  
  (Voice of the True King) 
  Sea Devils are fish-men with shark-like teeth.  They live 
  in salt water, sometimes at considerable depths, and raid 
  the surface world for plunder and sport.  These beings are 
  thoroughly chaotic/evil.  Their society is highly organized, 
  and their lairs are often guarded by sharks.  Some sea 
  devils may have entangling nets used to ensnare 
  opponents. 
   
  The Voice of the True King is in many regards a higher 
  form of the Sea Devil, having exceptional hearing and 
  smell, equally able to breathe under water or on land. The 
  Voice has no eyes but fights with no penalty. 
   
  Sea Devil: HD 2+1; AC 5[14]; Atk 1 weapon (1d8); 
  Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: 
  None. 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  41 
   
  Shadow 
  Shadows may or may not be undead creatures: they are 
  immune to sleep and charm, but the GM may decide 
  whether they are undead creatures subject to turning or 
  whether they are some horrible “other” thing, a 
  manifestation perhaps, or a creature from another 
  dimension (or gaps in the dimensions).  Shadows are dark 
  and resemble shadows, though they may be darker.  They 
  are not corporeal, and can only be harmed with magical 
  weapons or by spells.  Their chill touch drains one point of 
  strength with a successful hit, and if a victim is brought to 
  a Strength of 0, he becomes a shadow.  Strength drain is 
  permanent unless healed magically.  
   
  Shadow: HD 3+3; AC 7[12]; Atk 1 touch (1d4 + 
  strength drain); Move 12; Save 14; CL/XP 4/120; 
  Special: Drain 1 point str with hit, hit only by magic 
  weapons. 
   
  Shadow Creeper 
  Shadow Creepers are a mysterious, subterranean race of 
  humanoids who wear black cloaks and robes with hoods 
  which disguise their faces. Beneath the cloaks, the skin of 
  the Dark Creeper is pale, almost translucent, but hard as 
  stone. Dark Creepers hate light, except that created by 
  illusionary magic (not light spells, but such spells as 
  dancing lights, faerie fire, etc.) and they will use their 
  innate abilities to extinguish the light. They love illusion 
  magic and can be distracted and mesmerized by it. In 
  addition, Creepers love magic jewelry (there is a 20% 
  chance that any given Creeper encountered will have some 
  kind of magical charm, ring or the like). Shadow Creepers 
  can create darkness (per the spell) centered on itself once 
  per hour and can detect magical jewelry within 30’ (rings, 
  amulets, etc. but no other kind of magic – or at least they 
  don’t seem to care about any other type of magic items).  
   
  In melee, Shadow Creepers fight with a shortsword (2% 
  chance of a magical shortsword). They also have 5th level 
  thief abilities (including backstabbing). 
   
  Shadow Creepers have no discernable language, though 
  they clearly are able to communicate with one another 
  (perhaps via ESP or the like). When a Shadow Creeper is 
  killed, its body explodes into a 60’ diameter cloud of 
  magical darkness which remains at the location of the 
  Creeper’s death for 3d10 days). 
   
  Shadow Creeper: HD 2; AC 0[19]; Atk shortsword 
  (1d6); Move 9; Save 16; CL/XP 3/60; Special Detect 
  Magic, Darkness, Thief Abilities. 
   
   
   
   
   
   
   
   
   
  Shadow Fiend 
  Shadow Fiends look like shadowy humans, with gangly 
  arms and legs which end in wicked claws. Shadow Fiends 
  are related to Shadows, being summoned from the dark 
  places of the netherworld, but are certainly not undead. In 
  combat, the Shadow Fiend attacks with two wicked claws 
  and a stinging, poisonous bite for 2d4 hit points of damage 
  per claw and 1d10 hit points of damage (plus poison) per 
  bite. 
   
  The Shadow Fiend is more powerful in darkness than in 
  light. 
    
   
  In bright light: full sunlight, blinding light spell, etc. 
  the Shadow Fiend is completely powerless and cannot 
  move. In such light, the Fiend cannot attack or defend 
  itself or use any of its abilities. 
   
  Torchlight: torches, lanterns, light spells, etc. In such 
  lighting the Shadow Fiend is AC 8 and all attacks 
  made against the Fiend do full damage. The Fiend has 
  35% Magic Resistance in such lighting. 
   
  Dim light: Candlelight, moonlight, Gloom spell, etc. 
  In such lighting, the Shadow Fiend is AC 5, receives 
  normal damage from attacks and has 50% magic 
  resistance. 
   
  Full Darkness: Lightless underground, Darkness 
  Spells, etc. In such lighting, the Shadow Fiend is the 
  most powerful being at AC 0, receiving +2 on its hits 
  and all damage done to the Fiend is at -2. The Fiend 
  has 70% Magic Resistance in such lighting. 
   
  Always, the Shadow Fiend is immune to damage from fire, 
  cold and electricity. Once per day the Shadow Fiend can 
  cast Darkness 20’ radius. The poison of the Shadow Fiend 
  drains 1 point of Constitution per round for 1d20 rounds. 
  If a target’s Constitution is reduced to 0, the target dies and 
  fades into a shadow under the fiend’s control. 
   
  Shadow Fiend: HD 8; AC 8/5/0 [11/14/19]; Atk 2 claws 
  (2d4/2d4) bite (1d10); Move 12 (Fly 18); Save 6; 
  Special: Gains strength in darkness, magical abilities, 
  Constitution drain. 
   
  Shrieking Fungus 
  Shrieking Fungi are huge mushrooms with a tough, fibrous 
  body.  They do not physically attack, but if light touched, 
  they emit a high-pitched shrieking noise.  The true danger 
  of shriekers is that they tend to summon wandering 
  monsters.  If they are attacked with missile weapons, they 
  will attempt to shuffle away, although they do not move 
  very fast. 
   
  Shrieking Fungus: HD 3; AC 7[12]; Atk None; Move 1; 
  Save 14; CL/XP 3/60; Special: Shriek. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  42 
   
  Silent Death 
  These elastic creatures are nearly transparent, able to take 
  on and hold multiple simple forms (though complex forms 
  can only be held for a round per HD of the Silent Death). 
  Their substance is an acidic gel which digests every 
  organic compound it comes into contact with. When a 
  Silent Death successfully hits, the victim must save vs. 
  paralysis or become paralyzed. Silent Deaths cannot 
  dissolve non-organic materials, so metals and stone and 
  the like gets swept into the Death and then spit back out at 
  a later date. Silent Deaths are especially susceptible to fire 
  (which does double damage and Silent Deaths always fail 
  their save vs. magical fire). Cold slows a Silent Death, 
  Electricity makes the death Move at double its rate. All 
  Silent Deaths can merge with one another forming a 
  massive Silent Death (combining their HD and hp). They 
  move slower when combined and can only stay in such a 
  state for 2 rounds per total HD of the Giant Silent Death. 
   
  Silent Death: HD 4; AC 8 [11]; Atk 1 (2d4); Move 6; 
  Save 13; AL N; CL/XP 5/240; Special: Paralysis, 
  electricity, fire and cold effects. 
   
   
  Skeletal Horror 
  Wherever large piles of bones collect, there is a chance for 
  Skeletal Horrors to form. When the bones are disturbed in 
  a specific way, 1d6 Skeletal Horrors will animate and 
  attack. Once Skeletal Horrors begin to animate, 1d6 will 
  animate every round until those who disturbed the bones 
  are dead or leave the area. No matter how many Horrors 
  are defeated, the bones will simply reform the next round. 
  Thus there is an essentially endless supply of Skeletal 
  Horrors wherever a bone pile exists. Skeletal Horrors 
  never pursue beyond the edge of the bone pile (though 
  melee is likely to scatter bones in an ever-widening 
  circle…). Skeletal Horrors are immune to all mind 
  affecting spells. Each successful hit by a Skeletal Horror 
  drains 1 point of Strength which lasts for 10 minutes.  
   
  Skeletal Horrors: HD 1; AC 8[11]; Atk 1 (1d6); Move 
  12; Save 17; CL/XP 1/15; Special: None 
   
  Skeletal Warrior 
  These powerful undead warriors were once guardians of 
  all that was good and right but fell under the ensorceling 
  of a powerful mage. The mage lured a total of 117 holy 
  knights into her lair, trapping their lifeforce in a 12” 
  diameter steel circle of metal. Anyone in possession of the 
  proper steel ring can control the Skeletal Warrior, provided 
  the Warrior is within 1000’ of the circle.  
   
  Skeletal Warriors are dressed in the remains of their armor 
  (80% plate/20% chain, 80% normal armor, 15% armor +1, 
  4% armor +2, 1% armor +3) and fight with longswords or  
  two-handed swords (75% normal, 15% +1, 6% +2, 3% +3, 
  1% cursed), with a +2 bonus to hit. All Skeletal Warriors 
  carry shields. 
   
  Skeletal Warriors can detect living within 60’, they are 
  immune to mind-affecting spells and are generally 75% 
  magic resistant. Skeletal Warriors are only able to be hit 
  by magical weapons. Each successful hit by a Skeletal 
  Warrior drains 1 point of Strength and 1 point of 
  Constitution. Attribute drains last for 90 minutes.  
   
  Skeletal Warrior: HD 9+3; AC 2[17]; Atk 1 weapon 
  [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; 
  Special: only hit by magic weapons, magic resistance, 
  detect living, spell immunities. 
   
  SKELETON 
  Skeletons are animated bones of the dead, usually under 
  the control of some evil master. Skeletons are immune to 
  mind affecting spells and cold. Each successful hit by a 
  Skeleton drains one point of Strength which lasts for 10 
  minutes. 
   
  Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 
  weapon or strike (1d6) or (1d6+1 two-handed); Move 
  12; Save 17; CL/XP 1/15; Special: None. 
   
  Skeleton, Giant 
  Giant Skeletons are much like normal skeletons, though 
  larger so they do more damage, can move greater 
  distances, etc. Giant Skeletons are no more intelligent than 
  normal skeletons and can only obey simple commands, 
  though they, too, are immune to mind controlling or 
  damaging spells. Each successful hit by a Giant Skeleton 
  drains 1 point of strength which lasts for 60 minutes.  
   
  Skeleton, Giant: HD 6; AC 5[14]; Atk 1 fist (2d8); 
  Move 18; Save 11; CL/XP 7/600; Special: None. 
   
  Skinwearer  
  These humanoid creatures are faceless, hairless and pale 
  white. They kill and skin other humanoid creatures in order 
  to wear their skins. When a skinwearer dons the skin of its 
  prey, it gains the special abilities (if any) of the creature 
  for 1 day per HD of the skinned creature. Skinwearers are 
  immune to mind-affecting spells. 
   
  Skinwearer: HD 6; AC 5[14]; Atk 1 claw (1d12); Move 
  9; Save 13 (5 vs magic); Special: Gains abilities, 
  immune to sleep and charm. 
   
  Snake, Giant Constrictor  
  (Azmuth the Crafty) 
  Giant Constrictor Snakes are typically 12’-25’ long, 
  though Azmuth the Crafty is 32’long and has magical 
  abilities. Any who speak in his presence can become 
  charmed by him. 
   
  Giant Constrictor: HD 6; AC 5[14]; Atk 1 bite (1d3), 1 
  constrict (2d4); Move 10; Save 11; CL/XP 7/600; 
  Special: Constrict, Charm. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  43 
   
  Snuffler 
  Snufflers are often called “Magic Sniffers.” These shaggy 
  quadrupeds stand about 2’ tall and have very long snouts 
  on their dog-like faces. They sniff at the ground constantly. 
   
  Snufflers are the world’s best trackers and can track any 
  magical scent created within the past two weeks. How 
  exactly this works is left to the DM to adjudicate, but the 
  snuffler has to have some access to the magic somehow. 
  For example, if tracking a magical item, the snuffler could 
  begin where the magical item had been stored and track it 
  from there. Tracking a spell might be more difficult, but 
  possible. They can smell magic items or active spells 
  within a 20’ radius. 
   
  The weakness in a magic sniffer’s tracking ability is its 
  powerful nose which is extremely sensitive to powerful 
  mundane smells. A snuffler can be thrown off the trail by 
  scattering strong scents such as saffron, black pepper, 
  curry, etc. 
   
  When a snuffler’s snout touches magic, it functions as 
  dispel magic cast at a level equal to the number of rounds 
  the snuffler’s snout is in contact with the magic (that is, if 
  touching magic for 8 rounds equals dispel magic at the 8th 
  level of ability). 
   
  Snuffler: HD 4+4; AC 4[15]; Atk 2 claws (1d4/1d4) + 
  bite (1d8); Move 12; Save 16; CL/XP 5/240; Special: 
  Dispel magic touch. 
   
  Sons of Boeh Hect 
   (Hanging Knights) 
  These restless spirits are the condemned former champion 
  knights in servitude to the great hero Boeh Hect. Having 
  failed their liege through an act of cowardice, the Sons of 
  Boeh Hect are cursed to demand justice and heroism from 
  all mortals they encounter. The Sons of Boeh Hect will 
  always find a reason to attack a mortal creature, though a 
  Paladin might convince them to stay their hands 
  (mechanically, a combination of a successful protection 
  from evil and a Charisma check). Like all undead, Sons of 
  Boeh Hect are immune to mind affecting spells. A 
  successful hit from a Son of Boeh Hect does 1d6 hp 
  damage (or weapon damage) and drains 1 point of 
  strength. The strength drain lasts 50 minutes. For each 3 
  points of Strength a Son of Boeh Hect drains, the creature 
  gains +1 to hit and damage for 50 minutes. 
   
  Sons of Boeh Hect: HD 5; AC 1[18]; Attack weapon 
  (1d8) or claw (1d6); Move 9; Save 13; CL/XP 5/240; 
  Special: immune to mind affecting spells, Strength 
  Drain. 
   
   
   
   
   
   
   
  Soulless Jongleur 
  The Soulless Jongleurs are undead musicians whose songs 
  affect the very soul of mortal listeners. The musicians 
  play The Lament of the Dark Night, a tune that causes 
  Hopelessness (as per the 8th level MU Spell Symbol of 
  Hopelessness). Saves vs. the Hopelessness caused by the 
  music are dependent on the distance of the listener from 
  the musicians: normal save at 120’ or greater, 120’-80’ 
  save -2, 80’-40’ save -4, 40’-5’ save -8. Soulless Jongleurs 
  are usually found with other undead, luring victims into 
  the clutches of their undead allies. Soulless Jongleurs have 
  no natural attack of their own, though they are fairly 
  difficult to hit (good AC score). The physical touch of a 
  Soulless Jongleur, while doing no damage, drains 1 point 
  of Constitution, which lasts for 30 minutes. 
   
  Soulless Jongleur: HD 3; AC 2[17]; Atk None; Move 
  12; Save 15; Special: Hopeless Song; CL/XP 4/120; 
  Special: Charm Song 
   
  Spectral Haunt 
  Related to Haunts, Spectral Haunts are the spirits of 
  mortals who died without fulfilling a vow, the weight of 
  that failure carrying into the mortal’s death. Spectral 
  Haunts appear much as they did in life, but as a semi-
  transparent ghostly form, existing partly in the mortal 
  realm and partly in the spirit realm.  
   
  A Spectral Haunt desires to be released from its vow, but 
  cannot articulate that desire except through pantomime, as 
  Spectral Haunts make no sound. A Spectral Haunt will 
  become increasingly frustrated if the mortal encountered 
  does not understand its desire and, after 1d4+2 rounds, it 
  will attack. The touch of a Spectral Haunt does no damage, 
  but drains 1 point of Charisma. The Charisma loss is 
  permanent unless magically healed. A mortal killed by a 
  Spectral Haunt can be raised from the dead, but its 
  Charisma score will be 3. Like most undead, Spectral 
  Haunts are immune to mind-affecting spells.  
   
  A Spectral Haunt can be released from its vow by killing 
  it and casting a Bless spell on its dead, non-corporeal body. 
  If the Bless spell is not cast, the Spectral Haunt rises again 
  the next night, fully healed.  
   
  Spectral Haunt: HD 2; AC 0[19]; Atk touch; Move 12; 
  Save 16; CL/XP 2/30; Special: Charisma Drain. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  44 
   
  Spectre  
  Spectres are non-corporeal undead creatures, more 
  powerful than wraiths. Spectres do 1d8 points of cold 
  damage with their touch and drain away life energy of their 
  victims (represented by permanently draining 2 points of a 
  random ability score with each successful hit). Only magic 
  can damage a Spectre (magical weapons or spells). Ability 
  scores drained are permanent unless magically healed. 
  Anyone completely drained of an ability score by a Spectre 
  rises two nights later at midnight as a free-willed Spectre.  
   
  Spectre: HD 7; AC 2[17]; Atk 1 spectral weapon or 
  touch (1d8 + ability score drain); Move 15 (Fly 30); 
  Save 9; CL/XP 9/1100; Special: Drain 1-2 points of 
  random ability with hit, immune to non-magical 
  weapons. 
   
  Sphinx 
  These winged lion/woman abominations are often set as 
  guards. A Sphinx is summoned from the plane of Faerie, 
  and as such has little need for food or sleep. Sphinxes are 
  incredibly intelligent and often fight against their forced 
  servitude, finding and exploiting loopholes in their 
  bondage. Some sphinxes will allow a challenger to pass if 
  he or she can answer a difficult riddle (or more than one), 
  some will request some task to be performed (usually a 
  task which will, in some way, release the sphinx from 
  bondage). If engaged, a sphinx is a powerful enemy, 
  employing four claw attacks, a bite, spell-like abilities and 
  its ability to fly (a sphinx can leap vertically 40’ with the 
  aid of its wings). When a free sphinx is encountered, they 
  are often willing to use their powerful powers of divination 
  to answer questions posed to them – for a large price. All 
  sphinxes have some kind of weakness, which is usually 
  how they are enslaved. For example, some sphinxes cannot 
  divine magic, some are blind to certain elemental effects, 
  some have fears that drive them to act impulsively. 
   
  Sphinx: HD 8; AC 1[18]; Atk 4 claws (1d8) and bite 
  (1d12); Move 18 (Fly 24); Save 8; AL N; CL/XP 
  11/1700; Special: Divination, Dispel Magic at 8th level 
  (3/day). 
   
  Spider, Giant Carrion 
  Giant Carrion Spiders are large (8’ diameter bodies) hairy 
  brown spiders who spin webs to encase their lairs, but do 
  not traverse webs as many other giant spiders do. The 
  Carrion Spider feeds on carrion, but will attack prey, using 
  a vicious bite which causes 1d8 points of damage and 
  inflicts a rotting disease. The flesh of victims who fail their 
  save begins to rot at 1 hit point per day (only magical 
  healing can restore these hit points, but once the disease 
  sets in only a cure disease spell can remove the daily 
  damage). A creature who dies from a Carrion Spider bite 
  becomes a putrescent mass of flesh: exactly what the Giant 
  Carrion Spider eats. 
   
  Giant Carrion Spider: HD 4+4; AC 4[15]; Atk 1 bite 
  (1d8+ rot); Move 9; Save 13; CL/XP 5/240; Special: 
  rotting poison. 
  Spider, Giant Greyback 
   
  Giant Greyback Spider (5 ft. diameter): HD 4+2; AC 
  4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13; 
  AL CN; CL/XP 7/600; Special: paralyzing poison, 
  webs. 
   
  Stirge 
  Stirges are large, aggressive birds with long proboscis-like 
  beaks which they inject into their prey to drain their blood. 
  Stirges are effective hunters and thus gain a +2 bonus to 
  hit. After the first successful hit, the stirge automatically 
  drains 1d4 hp of blood per round. 
   
  Stirge: HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 
  3 (Fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.  
   
  Stone Guardian 
  A Stone Guardian is a creature of the Elemental plane of 
  Earth. Stone Guardians are sometimes called Stone Spirits. 
  Ten feet tall and vaguely human shaped, Stone Guardians 
  dwell in solid, natural stone columns from which they step 
  out to perform their duties – guarding an item, a person or 
  a place. When stepping out of their columns, Stone 
  Guardians surprise 1-5 on d6 and Stone Guardians remain 
  effectively invisible (95%) when standing still against a 
  stone surface (such as a cavern wall, though worked stone 
  reduces this to 40% invisible). 
   
  In combat, a Stone Guardian hits with two massive stone 
  fists for 2d6+2 hp of damage each. Stone Guardians take 1 
  point of damage (adding magical “pluses”) from edged 
  weapons and half damage from cold, fire or electrical 
  attacks. They are immune to most earth magic (including 
  stone to flesh, transmute rock to mud, etc.) but take double 
  damage from water or air magic. Provided a Stone 
  Guardian can maintain contact with a natural stone 
  surface, it will regenerate 1 hp per day (even if killed or 
  shattered). Stone Guardians can move silently (90% 
  chance) on any solid stone surface, worked or natural. 
   
  Stone Guardian: HD 5+4; AC 2[17]; Atk stone fists 
  (2d6+2); Move 9; Save 11; CL/XP 7/600; Special: 
  Immunities, regeneration, surprise. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  45 
   
  Stone Mistress 
  The Stone Mistress is a type of Gorgon, like the Medusa, 
  having an ability related to stone. A Stone Mistress appears 
  much as a Medusa, a snake-like body with a woman’s 
  torso and snakes for hair. But the Stone Mistress’ 
  hair/snakes are non-poisonous and her gaze does not turn 
  creatures to stone, but her gaze animates stone. She can 
  animate one stone (up to 15’ in diameter) per round. 
  Normal stones so animated simply roll as best as they can 
  to perform whatever simple task she indicates. Statues can 
  perform slightly more complex tasks (such as grasp 
  creatures or manipulate objects). The Stone Mistress can 
  keep up to 24 stones animated at any given time, and they 
  can be sent beyond the range of her vision, but once she 
  can no longer see them, they are in effect on “autopilot,” 
  performing the last task to which they were set. If she loses 
  consciousness, dies all her animated stones fall motionless, 
  even if out of range. The Stone Mistress is not evil, but is 
  an isolationist and will do everything in her power to drive 
  outsiders away. She fights with wicked claws (1d6/1d6) 
  and sharp teeth (1d8) and her hair/snakes, while not 
  venomous they are still dangerous as each one can attack 
  independently (6+1d4 snakes for 1d2 points each). She is 
  immune to poison. 
   
  Stone Mistress: HD 4+2; AC 3[16]; Atk 2 claws 
  (1d6/1d6) bite (1d8) and 6+1d4 snakes (1d2 each); 
  Move 12; Save 12; CL/XP 7/600; Special: Animate 
  Stone, Poison Immunity 
   
  Sweeping Angel 
  The Sweeping Angel is a unique creature found in the 
  Shrine of the Fallen Angels. It is a massive stone sculpture 
  of an angel with out-swept wings. The Sweeping Angel 
  attacks with its enormous wings, sweeping them back and 
  forth, buffeting victims by the force of wind and battering 
  its victims violently. Victims caught in the brush of the 
  Sweeping Angel’s wings take 4d6 hp damage (2d6 if save 
  is made) and are knocked prone, giving victims a -2 
  penalty on their armor class for subsequent attacks, but 
  limits damage to 2d6 (1d6 if save is made). Sweeping 
  Angels are solid marble so edged weapons do minimal 
  damage (1 point + any magical “plusses”) while blunt 
  weapons do full damage (so a mace does a full 6 points of 
  damage with a successful hit).  
   
  Sweeping Angel: HD 12; AC -2[21]; Atk sweep (4d6); 
  Move 12; Save 3; CL/XP 12/2000; Special: Sweep 
  Attack. 
   
   
   
   
   
   
   
   
   
   
   
  Tar Imp 
  Tar Imps are 3’ tall amorphous shaped demonic creatures 
  which dwell in tar pits. Tar Imps rely on their ability to 
  traverse the Tar Pit (swimming as if it were water) to 
  ambush prey. The Tar Imp attacks with hurled balls of tar 
  (which do 1d6 damage and continue to burn for 1d4 
  rounds) or by grasping its prey (for 1d4 damage + 
  continued damage for 1d4 rounds)and pulling it under the 
  surface of the Tar, smothering their prey which they then 
  devour. The skin of a Tar Imp is very sticky. Weapons 
  which hit a Tar Imp wielded by anyone with a strength of 
  16 or less will stick to the creature for at least one round 
  (strength check after one round of being stuck to release). 
  Those with 17 or 18 strength can withdraw their weapons 
  normally, but will act last in the following round. Tar Imps 
  are highly susceptible to fire (they take double damage 
  from fire). 
   
  Tar Imp: HD 4; AC 3[16]; Atk hurled tar globs 
  (1d6+continued damage) or grasp (1d4+continued 
  damage); Move 3 (swim 12); Save 13; CL/XP 5/240; 
  Special: Grasping, sticky skin.  
   
  Tentacled Horror 
  Tentacled Horrors come in a variety of guises, but always 
  with multiple tentacles which draw prey into a wicked, 
  gaping maw. Horrors have bodies about 6’ in diameter, 
  grey or brown in color, with a huge fanged mouth in the 
  center. Long tentacles, varying in number, dangle from the 
  creature’s body, lashing at and drawing in prey. All 
  Tentacled Horrors are carnivores who hide in out of the 
  way places patiently waiting for prey. Anchored Horrors 
  typically have two very long tentacles while Hovering 
  Horrors will have up to ten tentacles. 
   
  The Tentacled Horror flays at prey with its tentacles, each 
  capable of doing 1d6 points of damage. Whenever a victim 
  is hit by a tentacle, he or she must make a save vs. 
  paralyzation or be wrapped in the tentacle, immobilized. 
  The Horror drags the victim toward its body to feed, 
  attacking with additional tentacles if able, automatically 
  hitting the bound victim. 
   
  Any hit on a tentacle severs it, but does not reduce the 
  Horror’s hit point total. Severed tentacles grow back in 1d4 
  days. Tentacled Horrors are immune to electrical attacks 
  but take double damage from both fire and cold attacks. 
  Unless very hungry, a Tentacled Horror will attempt to 
  withdraw from melee if it loses half of its tentacles or half 
  of its body hit points.  
   
  Tentacled Horror: HD 5; AC 4[15]; Atk tentacle (1d6 
  each); Move 3 (anchored) 12 (hovering); Save 12 
  CL/XP 5/240; Special: bind with tentacle 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  46 
   
  Tireless Watcher 
  These undead beings appear as staring, gaunt (desiccated 
  even) old men. Their mouths and noses are sewed up with 
  black thread. The gaze of a Tireless Watcher causes 
  paralysis (as hold person, save negates). The Watcher then 
  drains its paralyzed victim’s life (1d4 Constitution points 
  per round or 1 HD per round, for creatures without 
  Constitution scores). A creature fully drained of 
  Constitution dies, and cannot be raised from the dead. 
  Constitution drain is permanent unless healed magically. 
  If engaged in melee, the touch of the Tireless Watcher 
  (successful hit) drains victims as above.  
   
  Tireless Watchers can be found anywhere, though 
  something visual has to hold their attention (like a 
  panoramic vista, a beautiful painting, magical lights). 
  Once their attention is drawn away from the object of their 
  obsession, they will wander for 1d6 days until something 
  else grabs their attention. Tireless Watchers are extremely 
  rare. 
   
  Tireless Watcher: HD 4; AC 4[15]; Atk Gaze 
  (paralysis)/draining touch; Move 6; Save 11; CL/XP 
  4/120; Special: Paralyzing Gaze, Draining Touch. 
   
  Treemen 
  Treemen are tree-like protectors and “shepherds” of forest 
  trees. Depending upon their size, they have different hit 
  dice and do different amounts of damage: Treemen of 7 to 
  8 hit dice inflict 2d6 points of damage with each strike of 
  their branch-like hands, Treemen of 9–10 hit dice inflict 
  3d6 points, and Treemen of 11–12 hit dice inflict 4d6 
  points. All Treemen can “wake” trees within 60 ft, 
  allowing them to walk at a rate of 3, and possibly to attack. 
  (No more than two trees at a time can be awake at the 
  behest of a single Treeman.) 
   
  Treeman: HD 7-8; AC 2[17]; Atk 2 strikes (2d6); Move 
  6; Save 9; AL L; CL/XP 7/600, 8/800; Special: Control 
  trees. 
  Treeman: HD 9-10; AC 2[17]; Atk 2 strikes (3d6); 
  Move 6; Save 6; AL L; CL/XP 9/1100, 10/1400; Special: 
  Control trees. 
  Treeman: HD 11-12; AC 2[17]; Atk 2 strikes (4d6); 
  Move 6; Save 4; AL L; CL/XP 11/1700, 12/2000; 
  Special: Control trees. 
  Elder Treeman: HD 14; AC 0[19]; Atk 2 strikes 
  (2d6/2d6); Move 6; Save 2; ALL; Special: Never 
  surprises, control trees 
   
   
   
   
   
   
   
   
   
   
   
  Tree, Rebel 
  Trees formerly animated by Treemen, Rebel Trees go 
  rogue and are rooted by the Treemen. Rebel Trees retain 
  their ability to move their branches and tend to whip at 
  living beings who pass by, trying to unseat them and 
  pummel them with the branches. The trunk of a Rebel Tree 
  is extremely hard (AC -1) and the trees have 3d8 hit points. 
  Rebel Trees are immune to all mind affecting spells and 
  cold, but fire and electricity do double damage. 
   
  Rebel Tree: HD 3d8 hp (attack as level 6 fighter); AC -
  1[20]; Atk 1d6 branches (1 point each); Move 0; Save 
  12; CL/XP 3/120; Special: spell immunities 
   
  Tunnel Mite 
  These long eared, creatures have grey wrinkled skin and 
  bloodshot, bulbous eyes. They can see better in the dark 
  than in the light. The Tunnel Mite is always a servant of a 
  more powerful creature, usually fawning over and bowing 
  to its master. Tunnel Mites have no recognizable language, 
  though they seem to pick up their masters’ languages 
  easily for understanding commands. The only sound a 
  Tunnel Mite makes is a slight purring. Tunnel Mites Move 
  Silently 95% of the time.  
   
  Tunnel Mite: HD 1; AC 9[10]; Atk Nil; Move 9; Save 
  14; Special: Move Silently. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  47 
   
  Tyrant Serpent 
  Tyrant Serpents are usually only found in underground 
  pools of water, favoring dark places. They are long (up to 
  30 or so feet), seven-headed serpents who attack any living 
  thing on sight. 
   
  In combat, each head attacks swiftly and independently, 
  gaining a +3 to attacks and the powerful jaws deliver a 
  nasty bite (1-8 hp per successful attack). If a full 8 points 
  of damage is scored, the jaws lock on the target and each 
  subsequent round is an automatic hit (for 1-8 hp damage) 
  until the head is destroyed. When a head receives 6 or more 
  hp damage, it is considered severed. When all seven heads 
  are severed, the body will cease moving and appear dead. 
  However, unless the body also takes a full 15 points of 
  damage, the Tyrant Serpent will regenerate its heads, 
  gaining a single hit point per day (so all seven heads take 
  a full six weeks – 42 days – to regenerate, assuming no 
  damage to the body).  
   
  The Tyrant Serpent’s most significant weakness is that it 
  is completely susceptible to magic (it gets no save vs. 
  magic, has no magic resistance). Thus the Tyrant Serpent 
  is easily charmed, confused by illusions, killed by magical 
  area of effect spells, etc. In addition, each Tyrant Serpent 
  may have some unique special abilities and weaknesses, 
  generated randomly or determined by the GM. 
   
  Tyrant Serpent: HD 10 (body 3, each head 1); hp body 
  15, each head 6; AC 5[14]; Atk 7 bites at +3 (1d8 each); 
  Move 9; CL/XP 10/1400; Special: Slow regeneration  
   
  Unholy Priest  
  These undead are the animated corpses of very devout 
  clerics and priests. They retain some spells (1d4+2 first 
  level and 1d3 second level and 30% chance for 1d3 third 
  level) and can “command undead” (per the spell, or the 
  opposite of “turn undead”) as 6th level clerics. Unholy 
  Priests can only be hit by magical weapons. 10% of 
  Unholy Priests can cause a mortal to appear dead (similar 
  to the feign death spell) with a unique gesture, affecting 
  1d6 mortals per attempt, 3/day. Like all undead, Unholy 
  Priests are immune to all mind affecting spells. A 
  successful hit by an Unholy Priest drains 1 point of 
  Wisdom. The Wisdom drain lasts for 60 minutes. Any 
  creature fully drained of Wisdom by an Unholy Priest 
  becomes a zombie under the Unholy Priest’s command in 
  one hour after death.  
   
  Unholy Priest: HD 6+4; AC 3[16]; Atk 1 fist (1d8); 
  Move 6; Save 11; CL/XP 7/600; Special: Command 
  Undead, Spells, hit only by magic weapons, Immune to 
  mind affecting spells, feign death gesture, drain 
  Wisdom. 
   
   
   
   
   
   
  Unquiet Dead 
  Unquiet Dead are dead clerics who are raised as zombies. 
  The Unquiet dead shuffle toward the living moaning and 
  growling. They are slow to respond but persistent in 
  pursing the living once aroused. Unquiet Dead are 
  unturnable. A successful hit by an Unquiet Dead does 1d6 
  hp damage and drains 1 point of Wisdom, which lasts for 
  20 minutes. Clerics who are killed by Unquiet Dead rise as 
  Unquiet Dead in 1d12 turns. Others killed by Unquiet 
  Dead rise as Zombies in 1d12 turns. Like other undead, 
  Unquiet Dead are immune to mind affecting spells. Cleric 
  spells cast upon an Unquiet Dead are reflected back at the 
  caster (save allowed). 
   
  Unquiet Dead: HD 2; AC 8[11]; Atk 1 strike (1d6); 
  Move 6; Save 16; CL/XP 3/60; Special: Immune to 
  sleep and charm, reflect spells. 
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  48 
   
  Vampire 
  In the Rosewood Highlands, Vampires are among the most 
  powerful of undead creatures. They can only be hit by 
  magic (spells or magic weapons) with few exceptions (see 
  below). When “killed” via combat, a vampire’s body turns 
  to gaseous form within one round and then returns to its 
  coffin (or equivalent) to regenerate at (at normal rate, 
  though must remain in coffin until fully regenerated if 
  killed and sent there). A vampire regenerates 3 hp per 
  round, can turn into gaseous form at will. Vampires are 
  also associated with other animals such as rats, bats and 
  wolves and will surround themselves with such creatures 
  and can summon them at will. In truth they may command 
  a wider variety of animals such as vultures, crows and 
  ravens and large cats, particularly panthers/pumas. 
  Vampires can assume one of these forms at will (each 
  Vampire will have a chosen form). Looking into a 
  Vampire’s eyes necessitates a saving throw (at-2), failure 
  of which means the being caught in the Vampire’s gaze is 
  Charmed (as per Charm Person/ Animal/ Monster spell). 
  The Vampire’s most terrifying attack is its bite which 
  causes 1d10 hp blood loss damage (save vs. spells or 
  permanent) and may drain away 1d4 points of strength and 
  constitution (split between). Ability score losses are 
  permanent unless magically healed. 
   
  Vampires have known weaknesses: Holy Water causes 
  2d6 hp damage per application and immersing a Vampire 
  in holy water completely destroys the creature in 1d3 
  rounds. Sunlight causes a vampire to explode within 1 
  round of full contact. The resulting explosion sends dust 
  and bone fragments in a 30’ radius, and all in that area of 
  effect must make a save or receive 1d6 hp damage. Driving 
  a wooden stake through a Vampire’s heart kills it and cuts 
  off its ability to regenerate, until the stake is removed. 
  Severing a Vampire’s head and burning the body and the 
  head in separate places destroys the Vampire.  Immersing 
  a Vampire in running water causes the Vampire’s 
  regeneration ability to cease, thus if killed in running 
  water, the vampire is destroyed (thus, Vampires tend to 
  avoid running water, even though it is not immediately 
  deadly to them).  Vampires will retreat from the smell of 
  garlic, the sight of a mirror or the sight of a good holy 
  symbol. Any human killed by a vampire becomes a Thrall 
  Vampire, under the control of this Master Vampire. Some 
  (25%) of Vampires retain skills and abilities from their 
  previous life (magic use, thief skills, fighter attacks, etc).  
   
  Vampire (7HD): HD 7; AC 2[17]; Atk 1 bite (1d10 + 
  ability score drain); Move 12 (Fly 18); Save 9; AL C; 
  CL/XP 10/1400; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (3/round), 
  gaseous form, shapeshift, summon animals, possible 
  permanent hit point and ability score loss. 
   
   
   
   
   
   
   
  Vampire (8HD): HD 8; AC 2[17]; Atk 1 bite (1d10 + 
  ability score drain); Move 12 (Fly 18); Save 8; AL C; 
  CL/XP 11/1700; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (3/round), 
  gaseous form, shapeshift, summon animals, possible 
  permanent hit point and ability score loss. 
   
  Vampire (9HD): HD 9; AC 2[17]; Atk 1 bite (1d10 + 
  ability score drain); Move 12 (Fly 18); Save 6; AL C; 
  CL/XP 12/2000; Special: Immune to non-magic 
  weapons, only killed in coffin, regenerate (3/round), 
  gaseous form, shapeshift, summon animals, possible 
  permanent hit point and ability score loss. 
   
  Vampire, Thrall 
  Like the Master Vampire who curses them, a Thrall 
  Vampire is to be feared if encountered, although Thrall 
  Vampires have markedly fewer abilities than their 
  Masters. Like their masters, with the following exceptions, 
  a Thrall Vampire can only be harmed by magic (spells or 
  weapons) and when thus “killed,” a Thrall Vampire turns 
  to Gaseous Form, allowing it to return to its coffin or 
  equivalent to regenerate. A Thrall Vampire only 
  regenerates 1 hp/round and cannot assume an animal form 
  or gaseous form at will, nor is the Thrall able to summon 
  such animals. The Thrall Vampire has the same charming 
  gaze as its Master (save at -2) and its bite attack does 1d10 
  hp damage (save vs. spells or permanent), though Thralls 
  do not drain away Strength or the like ever. Thrall 
  Vampires have all the same weaknesses as their Masters 
  (holy water, sunlight, wooden stake, decapitation, running 
  water). Master Vampires are immune to attacks from their 
  Thrall Vampires, though the Thralls hate their existence 
  and will often seek to undermine their Master’s plans, 
  though very surreptitiously, as the Master Vampire can 
  read the Thrall’s mind at will (the Thrall is aware when the 
  Master’s consciousness is present). Thralls retain some of 
  the skills abilities they had in life (at ½ their previous level 
  of ability).  
   
  Thrall Vampire (5HD): HD 5; AC 2[17]; Atk 1 bite 
  (1d10); Move 12 (Fly 18); Save 11; AL C; CL/XP 7/800; 
  Special: Immune to non-magic weapons, only killed in 
  coffin, regenerate (1/round), charm gaze, possible 
  permanent hit point loss. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  49 
   
  Vengeance Spirit 
  A Vengeance Spirit is a non-corporeal undead creature 
  who, in life, was haunted by feelings of betrayal or was 
  killed in an act of betrayal. The Spirit rises the next full 
  moon as a Vengeance Spirit. The touch of a Vengeance 
  Spirit causes the flesh of a mortal (even through armor) to 
  become black and puss-filled within 5 rounds as the Root 
  of Bitterness begins to grow beneath the skin. The Root of 
  Bitterness begins to spread throughout the body until it 
  kills the host in 1d8 days. A person who dies from the Root 
  of Bitterness rises as a Vengeance Spirit at the next full 
  moon. Save vs. poison, cure disease, cure poison and 
  similar magic will negate the effect of the Root of 
  Bitterness (save at each time of contact with a Vengeance 
  Spirit). As undead, Vengeance Spirits are immune to all 
  mind affecting spells and can only be hit by +1 or better 
  weapons (they are immune to silver weapons). Vengeance 
  Spirits are among the few undead who do not drain ability 
  scores. 
   
  Vengeance Spirit: HD 4; AC 3[16]; Atk 1 touch (Root 
  of Bitteness); Move 9 (Fly 12); Save 13; AL C; CL/XP 
  6/600; Special: immunities, poison touch, magic 
  weapon to hit. 
   
  Vexed Corpse 
  A Vexed Corpse is the desiccated body of a person who 
  lived an unfulfilled life and died a bitter death. The corpse 
  itself is dry, skin cracked and stretched over bones. The 
  Vexed Corpse speaks in a raspy voice and retains the 
  intelligence, if not the will, he or she had in life. The breath 
  of a Vexed Corpse is poisonous Corpse Dust. If breathed 
  in, the Dust will infect the lungs of the victim who will 
  carry a curse the rest of his or her life: when the victim 
  dies, he or she will become a Vexed Corpse. Save (at time 
  of infection and at time of death), Remove Curse or Cure 
  Disease to negate. The Vexed Corpse attacks with a bony 
  claw inflicting 1d8 hp damage per attack, draining 1 point 
  of Strength per hit, which lasts for 30 minutes. As all 
  undead, Vexed Corpses are immune to all mind affecting 
  spells. 
   
  Vexed Corpse: HD 3; AC 6[13]; Atk bony claw (1d8); 
  Move 9; Save 15; CL/XP 4/120; Special: Immunities, 
  corpse dust. 
   
  Vulture 
  These carrion birds have a wingspan of 2-3 feet and feed 
  on dead flesh. They will watch and wait for the injured or 
  feeble to die, following their intended meal until death. If 
  5 or more are encountered, they are likely to attack a feeble 
  victim. Vultures are immune to all diseases. 
   
  Vulture: HD 1+1; AC 6[13]; Atk peck (1-3); Move 3 
  (Fly 30); Save 14; CL/XP 1/15; Special: Immune to 
  disease. 
   
   
   
   
  Vulture, Giant 
  These faerie-touched creatures have been magically 
  altered to not only increase their size (their wingspans are 
  10-15’) but also to imbue them with a very limited ability 
  to speak. Like their smaller kin, Giant Vultures are 
  immune to disease, and they are also immune to poison. In 
  addition, Giant Vulture droppings are said to predict the 
  future. 
   
  Giant Vulture: HD 3; AC 5[14]; Atk peck (1d6); move 
  3 (Fly 30); CL/XP 4/120; Special: Speech, immunities. 
   
  Water Spirit 
  These creatures hail from the plane of Water and are only 
  encountered in the Mortal Realms when imprisoned or 
  otherwise pressed into service. Water Spirits will parley, if 
  an offer can be made to release them from their 
  imprisonment or service. 
   
  Water Spirits are undetectable in water except through the 
  use of detect invisibility. When a Water Spirit attacks, it 
  attempts to surround the target creature (if on or in the 
  water) or to launch out of the water in a serpentine shape. 
  Regardless, it attacks as an 8 HD creature. Those who are 
  hit by a Water Spirit must make a Constitution Check or 
  be stunned and dragged under the water. Each round 
  thereafter requires another check, with a 1 point penalty 
  for each round submerged. A character can remain under 
  water for as many rounds as his or her full Constitution 
  score, after which, the character drowns. 
   
  Water Spirits regenerate 1 hp per round provided they 
  remain in contact with flowing water. A Water Spirit takes 
  only 1 hp damage from piercing and slashing weapons, but 
  full damage from blunt weapons. Water Spirits are 
  immune to fire. Magical cold acts as a slow spell on Water 
  Spirits and Purify Water will instantly kill a Water Spirit. 
   
  Water Spirit: HD 4; AC 4 [16]; Atk drowning; Move 
  12; Special: Immunities, regeneration. 
   
  Werebear, Wererat, 
  Werewolf 
  (See Lycanthrope) 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  50 
   
  White Ghul 
  White Ghuls are powerful undead creatures, cursed in life 
  by some tragic loss, such is their bitterness and anger that 
  they continue on in unlife as these withered and twisted 
  undead creatures. White Ghuls attack with powerful claws 
  and spell-like abilities including invisibility (3x/day), 
  polymorph other (2x/day) and shocking grasp (at will). 
  White Ghuls will devour their victims. Like all undead 
  creatures, White Ghul’s are immune to all mind affecting 
  spells. A successful attack by a White Ghul drains the 
  victim of 1 point of Dexterity, which lasts for 40 minutes.  
   
  White Ghul: HD 4; AC 0[19]; Atk 2 claws (1d6/1d6); 
  Move 18; Save 9; CL/XP 7/600; Special: Spell-like 
  abilities, Dexterity drain. 
   
  White Monks 
  White Monks are a curious supernatural creature which 
  manifests as 2d10 pale white hooded men who share a 
  single consciousness which is found in another small 
  creature, usually a bird or a small rodent (having the 
  intelligence of that small animal). White Monks attack in 
  unison, directed by their animal consciousness. If the 
  animal consciousness is killed, the Monks become 
  disorganized and wander chaotically, and will imprint on 
  the first creature they encounter.  
   
  White Monks are capable warriors who specialize in 
  unarmed combat (treat as Level 2 Monks in many 
  systems). On a natural 20, a White Monk’s hit stuns its 
  opponent (no attack the following round) but on a natural 
  1 the White Monk misses so badly it falls over (no attack 
  the next round). 
   
  White Monks: HD 2+2; AC 7[12]; Atk 2 fists (1d6/1d6); 
  Move 12; Save 16; AL N; CL/XP 2/30; Special: Stun. 
   
   
  Wight 
  Wights live in tombs, graveyards, and burial mounds 
  (barrows). They are undead, and thus not affected by sleep 
  or charm spells. Wights are immune to all non-magical 
  weapons, with the exception of silver weapons. A Wight 
  attacks with dirty claws (1d4). Each successful hit by a 
  Wight drains 1 point of Strength, permanently unless 
  healed magically. Any mortal killed or completely drained 
  of strength by a Wight becomes a free-willed Wight at 
  midnight on the next full moon. 
   
  Wight: HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); 
  Move 9; Save 14; AL C; CL/XP 6/400; Special: Drain 
  1 point of Strength with hit, hit only by magic or silver 
  weapons. 
   
   
   
   
   
   
   
  Will-o’-the-Wisp 
  Thought to be the spirits of dead fairies, the Will-o’-the-
  Wisp (also called Faerie Lights or Wisp Lamps) is a 
  mysterious and deadly creature which roams desolate 
  places near bodies of water. Some suggest the creature is 
  the soul of a drowned person, others simply the wicked 
  spirit of the dead, as the Will-o’-the-Wisp has a habit of 
  leading the living to a watery grave. At the sight of a Will-
  o’-the-Wisp, victims must save (vs. spells) or be lured by 
  the creature (a special form of charm, which affects 1d8+6 
  HD of creatures for 2d4 rounds – the effect being the 
  person is compelled to chase after the flickering light). If 
  attacked, the creature’s light grows in intensity and it takes 
  on the form of a giant bull made of light whose eyes shoot 
  lightning bolts. 
   
  Will-o’-the-wisp: HD 9; AC –8[27]; Atk 2 shocks 
  (1d6/1d6); Move 18; Save 6; AL CN€; CL/XP 10/1400; 
  Special: Lure, Lightning bolts. 
   
  Wolf 
  Wolves are cunning predators who typically hunt in packs 
  which can be dozens in number. A wolf might weigh 80-
  100 pounds and can drag down prey over ten times its own 
  body weight. A wolf which scores a natural 20 on an attack 
  roll has knocked its prey prone. 
   
  Wolf: HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; 
  Save 16; AL N; CL/XP 2/30; Special: None. 
   
  Wraith 
  Wraiths are the powerful disembodied spirits of those who 
  were violent and without pity in life who are cursed to act 
  out their violence for eternity (unless banished or killed). 
  As bodiless spirits, arrows (even magical) have no effect 
  on wraiths and blades do only their magical bonus in 
  damage (wraiths are not able to be hit by non-magical 
  weapons). Magical blunt weapons (maces and the like) do 
  full damage (that is, a Mace +1 will do a full 7 points of 
  damage on a hit). The touch of a wraith will drain 
  Constitution points (1d4 per successful hit) in addition to 
  doing 1d4 hp damage. Constitution drained is permanent 
  unless magically healed. A creature fully drained of 
  Constitution by a Wraith will rise as a free-willed Wraith 
  at midnight at the next full moon. 
   
  Sometimes Wraiths ride Wraith Steeds, ghostly horses 
  with the same statistics and special abilities as their riders. 
   
  Wraith: HD 4; AC 3[16]; Atk 1 touch (1d4+ 
  Constitution drain); Move 9 (Fly 24); Save 13; AL C; 
  CL/XP 8/800; Special: drain 1d4 Con points per hit, 
  magic weapon to hit. 
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  51 
   
  Wrath Corpse 
  These undead creatures are extremely rare, spirits captured 
  by the Broken Silver Crown and totally under the wearer’s 
  control. A wrath corpse typically appears as a skeleton 
  with small bits of flesh and hair remaining. The Wrath 
  Corpse retains its intelligence and personality from life, 
  though this is twisted to evil and rage in death. The Wrath 
  Corpse has no will of its own, but unswervingly performs 
  any command given by the wearer of the Broken Silver 
  Crown, even to the Wrath Corpse’s destruction. Only one 
  Wrath Corpse can be raised by the wearer of the Crown at 
  any given time. 
   
  A Wrath Corpse attacks with a Death Touch, inflicting 1d8 
  points of damage and draining 1 point of strength per 
  successful hit (no save). Any mortal creature drained of 
  strength by a Wrath Corpse causes the Corpse to 
  disintegrate into cloud of black dust while the victim rises 
  as a Wrath Corpse 1d4 turns later, sloughing off their flesh 
  in the round they rise as a skeleton. Such a mortal may be 
  raised from the dead, provided both their flesh and bones 
  are brought together for the ceremony, but the raised 
  mortal being remains under control of the wearer of the 
  Broken Silver Crown. Any Wrath Corpse that comes into 
  physical contact with the Broken Silver Crown is instantly 
  vaporized, no save. Wrath Corpses can only be hit by +1 
  or better weapons and, like all undead, are immune to mind 
  affecting spells. 
   
  Wrath Corpse: HD: 5+5; AC 7[12]; Atk death touch 
  (1d8); Move 12; Save 13; CL/XP 6/400; Special: 
  strength drain, immunities, only hit by magic weapons. 
   
  Zealous Defender  
  (Black Knight) 
  A Zealous Defender is a powerful undead creature, the 
  corruption of a paladin who has betrayed his oath and 
  service through an act of cowardice or treachery. Doomed 
  to forever guard something or someone, the Zealous 
  Defender loathes the living. The Zealous Defender appears 
  as a warrior in jet black platemail. Behind the visor of the 
  helm is only two red dots where eyes would be. No face, 
  no skull, simply the red eyes. Zealous Defenders fight as 
  warriors of a level equal to their Hit Dice, with a +3 bonus 
  to hit and damage due to supernatural strength and can 
  themselves only be hit by magic weapons +3 or better. 
  They have 70% magic resistance. Like all undead, the 
  Zealous Defender is immune to mind-affecting spells and 
  a successful hit by a Zealous Defender drains 1 point of 
  Strength from its victim, which lasts for 110 minutes. A 
  creature fully drained of Strength by a Zealous Defender 
  rises as a free-willed wraith at midnight on the next full 
  moon.  
   
  In addition, the Zealous Defender has the following spell 
  like powers: cause fear 3/day, detect magic 3/day, detect 
  invisible 3/day, Power Word Blind 1/day (all spell-like 
  abilities are at 18th level of casting ability).  
   
  A Zealous Defender cannot be turned as long as it is acting 
  as a defender of a person place or thing. The most cursed 
  of these creatures have been tasked to defend an idea for 
  eternity… A Zealous Defender is 75% likely to have a 
  magical sword with special powers. 
   
  Zealous Defender: HD 11; AC 0[19]; Atk 1 sword 
  (1d8+3); Move 12; Save 4; CL/XP 12/2000; Special: 
  Unturnable, Spell-like effects, strength, magic sword. 
   
  Zombie 
  Zombies are mindless creatures, the walking dead.  These 
  are merely animated corpses, not carriers of any sort of 
  undead contagion as ghouls are, though a successful hit 
  from a zombie drains 1 point of Constitution, which lasts 
  for 10 minutes. Zombies are immune to all mind affecting 
  spells. 
   
  Zombie: HD 2; AC 8[11] or with shield 7[12]; Atk 1 
  weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; 
  Special: Immune to sleep and charm. 
   
  Zombie, Avenging 
  Avenging Zombies attack as normal zombies but once 
  killed, rise again 1d4 hours later with full hit points, and 
  faultlessly track their killers to ambush them. This pattern 
  repeats until the Avenging Zombie’s full hit point total is 
  taken with magical fire (if even a single hit point is taken 
  in any other manner, even other types of magic, the zombie 
  will rise again). A successful hit from an Avenging 
  Zombie drains 1 point of Constitution, which lasts for 10 
  minutes. Avenging Zombies are immune to all mind 
  affecting spells. 
   
  Zombie, Avenging: HD 2; AC 8[11] or with shield 
  7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; 
  CL/XP 2/30; Special: Immune to sleep and charm, only 
  fully killed by magical fire. 
   
  Zombie, Grave 
  Grave Zombies are the walking dead, mindless, undead, 
  soulless. They are tied to their graves through a powerful 
  curse. The Grave Zombie can’t travel more than 200 yards 
  from its grave. In addition, unless the death blow to a 
  Grave Zombie is delivered through fire or magical energy, 
  the Grave Zombie’s body will eventually find a way back 
  into its grave in 1d8 days, where it will regenerate for 1d8 
  days and then be ready to rise again (a powerful wind will 
  roll the corpse, a predator will drag the corpse, animals will 
  stumble over it, who knows how it gets back?). A Grave 
  Zombie will serve powerful undead and demonic powers. 
  A successful hit from a Grave Zombie drains 1 point of 
  Constitution, which lasts for 20 minutes. Grave Zombies 
  are immune to all mind affecting spells.  
   
  Zombie, Grave: HD 2; AC 8[11]; Atk 1 weapon or claw 
  strike (1d8); move 6; Save 16; CL/XP 2/30; Special: 
  Immune to sleep and charm, regenerate. 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  Index 
  Abargat Serpent, 5 
  Air Elemental, 18 
  Alligator, 5 
  Angel, 5 
  Angel: Principality, 5 
  Anguished Spirit, 5 
  Ankheg, 6 
  Ash Dweller, 6 
  Ashen Warrior, 6 
  Asheras, 6 
  Ashtarath the Bright, 11 
  Azmuth the Crafty, 42 
  Azon the Ravenous, 11 
  Bas Relief Warriors, 6 
  BEAR, 7 
  Beetle, Giant, 7 
  Behir, 7 
  Birdmen, 7 
  Black Bear, 7 
  Black Knight, 51 
  Blood Demon, 11 
  Blue Crystal Dragon, 16 
  Boar, Giant, 8 
  Boar, Wild, 8 
  Bobcat, 8 
  Bonedancer, 8 
  Brown Bear, 7 
  Brownie, 19 
  Bugbears, 31 
  Carrion Creeper, 8 
  Caryatid Column, 8 
  Category Four Demon, 13 
  Category Three Demon, 13 
  Category Two Demon, 11 
  Catoblepas, 8 
  Cave Bear, 7 
  Centipede, Giant, 9 
  Changeling Imps, 12 
  Chimera, 9 
  Chitterer, 9 
  Clay Golem, 31 
  Clay Tile Creature, 9 
  Coalesced Corpse, 10 
  Coyote, 10 
  Crooked Dwarf, 19 
  Crooked One, 10 
  Crystal Golem, 31 
  Cursed Warrior, 10 
  Dancing Man, 19 
  Dark (Primordial) Elemental, 18 
  Deep Shepherds, 10 
  Demon, 11 
  Demon Spirit, 14 
  Desecrated Corpse, 14 
  Djinn, 14 
  Dog, Wild, 14 
  Doppelganger, 15 
  Dragons, 16 
  Drake, 15 
  Dryad, 19 
  Dumaris the Vigilant, 19 
  Dust Lich, 17 
  Eagle, Black, 17 
  Eagle, Giant, 17 
  Earth Elemental, 18 
  Elemental, 18 
  Ettin, 19 
  Eyes of the True King, 20 
  Faedaor, 20 
  Faerie Dragon, 20 
  Fey Creatures, 19 
  Finn the Tiny. See Sprite 
  Finnian the Forestmaster, 21 
  Firbolg, 26 
  Fire Drake, 15 
  Fire Elemental, 18 
  Fishermen of Boeh Hect, 26 
  Fomorian Giants, 31 
  Forsaken One, 27 
  Foul Lady, 27 
  Frog King, 21 
  Frost Linnorm, Skeletal, 34 
  Fungus Man, 27 
  Gabbler, 27 
  Gar-Ganjer, 28 
  Ghast, 28 
  Ghost, 28 
  Ghost of the Downs, The, 21 
  Ghoul, 28 
  Ghoul Master, 29 
  Giant Carrion Spider, 44 
  Giant Greyback Spider, 44 
  Giant Mudborer, 36 
  Giant Ogre, 37 
  Giant Skeleton, 42 
  Giant Snake Demon, 12 
  Giant Stag Beetle, 7 
  Giant Trolls, 31 
  Gnole, 29 
  Gnome King, 30 
  Goblin Whelp, 30 
  Goblin-kin, 30 
  Goblins, 30 
  Golems, 31 
  Grave Demon, 12 
  Green Dragon, 16 
  Green Hag, 31 
  Grey Ooze, 32 
  Griffin, 32 
  Grizzly Bear, 7 
  Hairy Man, 32 
  Hanging Knights, 43 
  Hangman Tree, 32 
  Harpy, 33 
  Haunt, 33 
  Hell Hound, 33 
  Hill Giant, 29 
  Hippogriff, 33 
  Hobgoblins, 30 
  Hooded Wanderer, 22 
  Hostile Spirit, 33 
  Huecufa, 33 
  Hunger, The, 13 
  King’s Ransom, 13 
  Kobold, 30 
  Leprechaun, 22 
  Longarm, 34 
  Lycanthropes, 34 
  Lynx, 35 
  Marble Guardian, Large, 35 
  Marsh Warbler, 35 
  Mazel, 35 
  Merfolk, 35 
  Mountain Lion, 36 
  Mourning Dames, 36 
  Mudborer, 36 
  Night Claw, 22 
  Night Fairy, 23 
  Noble Mourning Dames, 36 
  Nymph, 23 
  Ogre, 36 
  Old Whitebeard, 23 
  Oozing Black Death, 37 
  Owl, 37 
  Owl, Giant, 37 
  Owlbear, 37 
  Panther, 37 
  Pitch Wanderer, 38 
  Pixie, 24 
  Pooka Horse, 38 
  Priestess of the First Silver, 38 
  Quillman, 39 
  Ratman, 39 
  Rats, 39 
  Raven, Giant, 39 
  Ravenkin, 39 
  Rebel Tree, 46 
  Saintly Warrior, 40 
  Sand Horror, 40 
  Satyr, 24 
  Scavenger Haunt, 40 
  Scorned Brethren, 24 
  Sea Devil, 40 
  Sentinel Demon, 13 
  Shadow, 41 
  Shadow Creeper, 41 
  Shadow Fiend, 41 
  Shrieking Fungus, 41 
  Silent Death, 42 
  Silver Drake, 15 
  Skeletal Horror, 42 
  Skeletal Warrior, 42 
  SKELETON, 42 
  Skinwearer, 42 
  Snake, Giant Constrictor, 42 
  Snuffler, 43 
  Song Spirits, 25 
  Sons of Boeh Hect, 43 
  Soulless Jongleur, 43 
  Spectral Haunt, 43 
  Spectre, 44 
  Sphinx, 44 
  Sprites, 25 
  Stirge, 44 
  Stone Drake, 15 
  Stone Golem, 31 
  Stone Guardian, 44 
  Stone Mistress, 45 
  Succubus, 13 
  Sweeping Angel, 45 
  Tar Imp, 45 
  Tentacled Horror, 45 
  Tireless Watcher, 46 
  Treemen, 46 
  Trolls, 31 
  True Giant, 29 
  Tunnel Mite, 46 
  Tyrant Serpent, 47 
  Unholy Priest, 47 
  Unquiet Dead, 47 
  Vampire, 48 
  Vampire, Thrall, 48 
  Vengeance Spirit, 49 
  Vexed Corpse, 49 
  Voice of the True King, 40 
  Vulture, 49 
  Vulture, Giant, 49 
  Wandering Jack, 26 
  Watcher Demon, 14 
  Water Drake, 15 
  Water Elemental, 18 
  Water Spirit, 49 
  Werebear, 34 
  Wererat, 34 
  Werewolf, 34 
  White Ghul, 50 
  White Monks, 50 
  Wight, 50 
  Will-o’-the-Wisp, 50 
  Winged Horse, 33 
  Wolf, 50 
  Wraith, 50 
  Wrath Corpse, 51 
  Zealous Defender, 51 
  Zombie, 51 
  Zombie, Avenging, 51 
  Zombie, Grave, 51 
   
   
  
  Bestiary of the Rosewood Highlands 
   
  53 
   
  Creature Statistics 
   
  Creature 
  Statistics 
  Adventure 
  Abgarat 
  Serpent 
  Giant Poisonous Constrictor: HD 8; hp 41; AC 3[16]; Atk 1 bite (3d6+ poison) and constrict (3d4); 
  Move 12 (swim 9); Save 8; Special Poison, constrict, immune to poison, silence and invisibility. 
   
  Alligator 
  HD 3; AC 4[15]; Atk 1 bite (1d6); Move 9 (Swim 12); Save 14; CL/XP 3/60; Special: Lock jaws, 
  surprise. 
   
  Angel, 
  Principality 
  HD 10; AC -2 [21]; Atk 2 weapons (3d6); Save 5; Move 18 (Fly 36); AL L; CL/XP 18/3500; Special: 
  Immunities, +1 weapon to hit, magic resistance (60%), magical abilities 
   
  Anguished 
  Spirit 
  HD 4+3; AC 4[15]; Atk chains/lashes (as whip 1d4/1d4); Move 9; Save 13; CL/XP 5/240; Special: 
  Angush 
   
  Ankheg 
  HD 3; AC 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 14; CL/XP 4/120XP; 
  Special: Spits acid 5d6 (1/day, save for half) 
  HD 4; AC 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 13; CL/XP 5/240XP; 
  Special: Spits acid 5d6 (1/day, save for half) 
  HD 5; AC 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 12; CL/XP 6/400XP; 
  Special: Spits acid 5d6 (1/day, save for half) 
  HD 6; AC 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 11; CL/XP 7/600XP; 
  Special: Spits acid 5d6 (1/day, save for half) 
  HD 7; AC: 2[17] underside 4[15]; Atk 1 bite (3d6); Move 12 (burrow 6); Save 9; CL/XP 8/800XP; 
  Special Spits acid 5d6 (1/day, save for half) 
   
  Ash Dweller 
  HD 2hp; AC 9[10]; Atk 1 (1 point); Move 12; CL/XP 1/15; Special: None 
   
  Ashen Warrior 
  HD 4+1; AC 6[13]; Atk fireballs (2d6), swat (1d6/1d6); Move 9; CL/XP 7/600; Special: fireballs, hug 
  (2d6), exploding (3d4) 
   
  Asheras 
  HD 4; AC 7[12]; Atk cleaver (1d4) butcher knife (1d4+1); Move 12; Save 15; XP/CL 4/120; Special: 
  Thieving Abilities. 
   
  Bas Relief 
  Warrior 
  HD 1d3hp; AC 2[17]; Atk tiny stone weapons (1d3); Move 6; Save 19; XP/CL 1/10; Special: None 
   
  Bear, Black 
  HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug. 
   
  Bear, Brown 
  HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug. 
   
  Bear, Cave 
  HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug. 
   
  Bear, Grizzly 
  HD 6; AC 6[13]; Atk 2 claws (1d6), 1 bite (1d10); Move 9; Save 11; CL/XP 6/400; Special: Hug. 
   
  Beetle, Giant 
  Stag 
  HD 3; AC 3[16]; Atk 1 bite (3d6); Move 9; Save 14; CL/XP 4/120; Special: None. 
   
  Behir 
  HD 12; AC 4[15]; Atk 1 bite (1d8); Move 15; Save 3; CL/XP 13/2300; Special: Constrict and claw, 
  lightning breath. 
   
  Birdmen 
  HD 1 to 4; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 18); Save 17; 
  CL/XP 2/30; Special: Fly. 
   
  Boar, Wild 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 1d3 
  rounds after death. 
   
  Boar, Giant 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 1d3 
  rounds after death. 
   
  Bobcat 
  HD 1+1; AC 6[13]; Atk 2 claws (1d3/1d3), plus rake (1d4) and bite (1d3); Move 12; Save 16; CL/XP 
  2/30; Special: rake. 
   
  Bonedancer 
  HD 5; AC 5[14]; Atk 2 knives (1d4 each) or 2 claws (1d3); Move 12; Save 12; CL/XP 7/600; Special: 
  Animate Skeletons 
   
  Brownie, Fey 
  Creature 
  HD 1; AC 3[16]; Atk dagger (1d2+poison); Move 12; Save 16; CL/XP 1/15; Special: Spell-like effects, 
  poison. 
   
  Bugbear, 
  Goblin-kin 
  HD 5-6; AC 5[14]; Atk 1 bite (2d4) or weapon (1d8)+0/+2; Move 9; Save 14; CL/XP 3/120; Special: 
  Surprise opponents, 50% chance. 
   
  Carrion 
  Creeper 
  HD 2+4; AC 7 [12]; Atk bite (1hp) 6 tentacles; Move 12; Save 14; AL N; CL/XP 4/120; Special: 
  Tentacles cause paralysis. 
   
  Caryatid 
  Column 
  HD 5; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
   
  Catoblepas 
  HD 6; AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 11; AL N; CL/XP 8/800; Special: Poison Breath, 
  Paralyzing Gaze. 
   
  Centipede, 
  Giant 
  HD: 1d2hp; AC 9 [10]; Atk 1 bite (1d6 + poison); Move 13; Save 18; CL/XP 1/10; Special paralyzing 
  poison, latching on. 
   
  Chimera 
  HD 9; AC 4 [15]; Atk 2 claws (front 1d3/1d3) 2 claws (rear 1d4/1d4), 2 goat horns (1d4), 1 lion bite 
  (2d4), dragon bite (3d4); Move 9 (Fly 18); Save 6; AL C; CL/XP 11/1700; Special: Breathes fire. 
   
  Chitterer 
  HD: 4+2; AC 0[19]; Atk 2 fists (1d12/1d12); Move 9; Save 13; CL/XP 7/600; Special: None. 
   
  Clay Tile 
  Creature 
  HD 10; AC 0[19]; Atk smashing appendages (2d6 each) or crashing wave (4d6 + smothering); Move 12; 
  Save 9; CL/XP 11/1700; Special: smothering. 
   
  Coalesced 
  Corpse 
  As creature with highest HD which forms part of the Corpse, +1 HD per corpse, Atk, etc. per additional 
  corpse. CL/XP total HD+2 
   
  Coyote 
  HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 14; Save 16; AL N; CL/XP 2/30; Special: None 
   
  Crooked One 
  Undead Demon/Hobgoblin: HD MU11; hp 31; AC 5[14]; Atk 2 claws (1d6/1d6) 1 bite (1d4); Move 9; 
  Save 9; Special: Spells, Intelligence drain. 
   
  
  Bestiary of the Rosewood Highlands 
   
  54 
   
  Cursed 
  Warrior 
  HD 1 [8 hp]; AC 7[12]; Atk ghostly weapons (1hp damage); Move 12; Save 18; CL/XP 1/10; Special: 
  only hit by magic 
   
  Dancing Man, 
  Fey Creature 
  HD 1; AC 8[11]; Atk 1 weapon (1d6); Move 18; Save 15; CL/XP 5/400; Special: Magic abilities. 
   
  Deep Shepherd 
  HD 1; AC 4[15]; Atk claws +1 (1d2+1/1d2+1) spore breath; Move 6; Save 18; CL/XP 1/10; Special: 
  spore breath. 
   
  Demon, 
  Ashtarath the 
  Bright 
  HD 11; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 13/2300; 
  Special: +1 or better magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to 
  fire, magical abilities. 
   
  Demon, Azon 
  the Ravenous 
  HD 9; AC -2[21]; Atk 2 claws (1d4), bite (2d8) or Trident (2-12+1/+2 vs. good); Move 9/12 (fly); Save 
  4; CL/XP 11/1700; Special: Fly, spell-like abilities; trident. 
   
  Demon, Blood 
  Demon 
  (Category Two 
  Demon) 
  HD 9; AC 0[19]; Atk 2 claws (1d3/1d3), 2 bite (2d8/2d8); Move 9 (Fly 14); Save 6; CL/XP 11/1700; 
  Special: Magic resistance 50%, demonic magical powers. 
   
  Demon, 
  Changeling 
  Imps 
  Man Form: HD 1; AC 8[11]; Atk fist (1d3) or by weapon; Move 6; Save 16; CL/XP 1/15 Special: 
  regenerate, immune to fire. 
  True Form: HD 2; AC 2[17]; Atk 2 claws (1d4/1d4)/1 bite (1d6) + 1 sting (1d4 + poison); Move 6 (Fly 
  16); Save 16; CL/XP 6/400; Special: Poison tail, polymorph, regenerate, immune to fire. 
   
  Demon, Giant 
  Snake 
  HD 6; AC 5[14]; Atk 1 bite (1d8), 1 constrict (2d4); Move 10 (Fly 16); Save 11; AL N; CL/XP 7/600; 
  Special: Carry off Prey and Constrict. 
   
  Demon, Grave 
  HD 6+6; AC 0[19]; Atk 2 fists (1d8/1d8); Move 12; Save 4; CL/XP 7/600; Special: Immune to mind 
  affecting spells, immune to fire, only hit by +1 or better weapons, control undead. 
   
  Demon, The 
  Hunger 
  HD 12; AC 0[19]; Atk 1 bite (4d6+swallow whole) and 1 constrict (3d6); Move 12; Save 9; CL/XP 
  14/2600; Special: Constrict, swallow whole, immune to poison, enslaving possession. 
   
  Demon, King’s 
  Ransom 
  (Category 
  Four Demon) 
  HD 11; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 13/2300; Special: 
  +1 or better magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to fire, 
  magical abilities. 
   
  Demon, 
  Sentinel 
  (Category 
  Three Demon) 
  HD 10; AC –3[22]; Atk 2 pincers (2d6), 2 claws (1d3), 1 bite 1d4+1; Move 9; Save 5; CL/XP 11/1700; 
  Special: Magic resistance (60%), demonic magical powers. 
   
  Demon, 
  Succubus 
  HD 6; AC 9 [10]; Atk 2 scratches (1d3); Move 12 (Fly 18); Save 11; AL C; CL/XP 9/1,100; Special: 
  Magic resistance (70%), immune to non-magic weapons, cause darkness in a 10-foot diameter, level 
  drain (1 level) with kiss, summon other demons, spells, change shape. 
   
  Demon Spirit 
  HD 8+3; AC -1[20]; Atk Fists (1d8+4/1d8+4) or club (2-12+4); Move 15; Save 8; CL/XP 12/2000; 
  Special: Shapechange, spell-like powers, only hit by magic weapons. 
   
  Demon, 
  Watcher 
  HD 5; AC 2[17]; ATK two swords (1d8/1d8), bite (1d6+poison); Move 12; Save 12; CL/XP6/400; 
  Special: Poison bite, spell like abilities. 
   
  Desecrated 
  Corpse 
  HD 2; AC 6[13]; Atk 2 claw (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; Special: None. 
   
  Djinn 
  HD 7+3; AC 4[15]; Atk Fist (1d10+1) or weapon (at +1); Move 9/24 (fly); CL/XP 9/1100; Special: Fly, 
  illusion, gaseous form, invisibility, wish granting. 
   
  Dog 
  HD 1+1; AC 7[12]; Atk bite (1d4); Move 15; Save 17; CL/XP 1/15; Special: None 
   
  Doppelganger 
  HD 4; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); CL/XP 5/240; Special: Mimics 
  shape, immune to sleep and charm. 
   
  Dragon, Blue 
  Crystal 
  HD 10 (40hp); AC 2[17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; CL/XP 12/2000; 
  Special: spits lightning. 
   
  Dragon, Green 
  HD 7, 8 or 9 (28hp, 32 hp, 36 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; 
  AL C; CL/XP: 7 HD (10/1,100), 8 HD (11/1,400), 9 HD (12/1,700); Special: Breathes poison gas, fear 
  aura. 
   
  Drake, Fire 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or spit fire, immolate; Move 6 (Fly 24); Save 8; CL/XP 5/240; Special: 
  Spit fire, immolate, flies. 
   
  Drake, Silver 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or stun call; Move 6 (Fly 36); Save 8; CL/XP 5/240; Special: stun call, 
  non-detection, flies. 
   
  Drake, Stone 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or stone gaze; Move 6 (Fly 24); Save 8; CL/XP 5/240; Special: stone 
  gaze, non-detection, flies. 
   
  Drake, Water 
  HD 4; AC 3[16]; Atk 1 bite (2d4) or acid water stream (2d8); Move 6 (Fly 24/Swim 18); Save 8; CL/XP 
  5/240; Special: acid water stream, non-detection, flies. 
   
  Dryad, Fey 
  Creature 
  HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; AL N; CL/XP 3/60; Special: Charm 
  person (-2 save). 
   
  Dumaris the 
  Vigilant, Fey 
  Creature 
  HD 4; hp 4-32; AC 3[17]; Atk 1; D 1-8 spiked club; Move 9; Save 8; Special: Mental magic, immune to 
  visual magics. 
   
  Dust Lich 
  HD 11; AC -5[24]; Atk Spell Effects, Curse; Move Nil; Save 4; CL/XP 13/2400; Special: Magic 
  Resistance, Immine to many spells, +3 or better weapon to hit. 
   
  Dwarf, 
  Crooked, Fey 
  Creature 
  HD 4; AC 5[14]; Atk stone axe or short sword (1d6); Move 9; Save 12; CL/XP 5/240; Special: Spell-like 
  effects, detect invisible 
   
  
  Bestiary of the Rosewood Highlands 
   
  55 
   
  Eagle, Black 
  HD 2; AC 6[13]; Atk 2 talons (1d2), 1 bite (1d2); Move 2 (Fly 24); Save 16; CL/XP 2/30 (3/60 for those 
  who understand human language); Special: none 
   
  Eagle, Giant 
  HD 4; AC 7[12]; Atk 2 talons (1d4), 1 bite (1d8); Move 3 (Fly 24); Save 13; CL/XP 4/120; Special: None. 
   
  Elemental, Air 
  Air Elemental (8HD): HD 8; AC 2[17]; Atk 2 strike (2d8); Move (Fly 36); Save 8; CL/XP 9/1100; 
  Special: Whirlwind. 
  Air Elemental (12HD): HD 12; AC 2[17]; Atk 2 strike (3d8); Move (Fly 36); Save 3; CL/XP 13/2300; 
  Special: Whirlwind. 
  Air Elemental (16HD): HD 16; AC 2[17]; Atk 2 strike (4d8); Move (Fly 36); Save 3; CL/XP 17/3400; 
  Special: Whirlwind. 
   
  Elemental, 
  Dark 
  (Primordial) 
  HD 20; AC 0[19]; Atk 1d4 cold; Move 6; Save 4; Special: Radiant Cold, Envelop attack, Immunities. 
   
  Elemental, 
  Earth 
  Earth Elemental (8HD): HD 8; AC 2[17]; Atk 1-4 strike (2d6); Move 6; Save 8; CL/XP 9/1100; Special: 
  Tear down stonework, damage immunity. 
  Earth Elemental (12HD): HD 12; AC 2[17]; Atk 1-4 strike (3d6); Move 6; Save 3; CL/XP 13/2300; 
  Special: Tear down stonework damage immunity. 
  Earth Elemental (16HD): HD 16; AC 2[17]; Atk 1-4 strike (4d6); Move 6; Save 3; CL/XP 17/3400; 
  Special: Tear down stonework, damage immunity. 
   
  Elemental, Fire 
  Fire Elemental (8HD): HD 8; AC 2[17]; Atk 2 strike (2d8); Move 12; Save 8; CL/XP 9/1100; Special: 
  Ignite materials. 
  Fire Elemental (12HD): HD 12; AC 2[17]; Atk 2 strike (3d8); Move 12; Save 3; CL/XP 13/2300; 
  Special: Ignite materials. 
  Fire Elemental (16HD): HD 16; AC 2[17]; Atk 2 strike (4d8); Move 12; Save 3; CL/XP 17/3400; 
  Special: Ignite materials. 
   
  Elemental, 
  Water 
  Small: HD 8; AC 2[17]; Atk 2 strike (2d8); Move 6 (Swim 18); Save 8; CL/XP 8/800; Special: overturn 
  boats. 
  Medium: HD 12; AC 2[17]; Atk 2 strike (3d8); Move 6 (Swim 18); Save 3; CL/XP 12/2000; Special: 
  overturn boats. 
  Large: HD 16; AC 2[17]; Atk 2 strike (4d8); Move 6 (Swim 18); Save 3; CL/XP 16/3100; Special: 
  overturn boats. 
   
  Ettin 
  HD 10; AC 3[16]; Atk 2 clubs (3d6); Move 12; Save 5; CL/XP 10/1400; Special: None. 
   
  Eyes of the 
  King, Fey 
  Creature 
  HD 4+4; AC 1[18]; Atk random spells; Move 3; Save 13; CL/XP 6/400; Special: random spell effects, 
  regenerate. 
   
  Faedaor, Fey 
  Creature 
  HD 1-13; AC 6[13]; Atk 1 rapier (1d4+1) at +2 to hit; Move 12; Save 12; CL/XP 6/400; Special: Spells 
  and Spell-like Abilities. 
   
  Faerie Dragon, 
  Fey Creature 
  HD 2; AC 4 [15]; Atk Bite (1d6); Move 9 (Fly 36); Save 16; CL/XP 5/240; Special: Breath weapon, 
  spells, invisibility, magic resistance (1d6x10%), telepathy (2 miles) 
   
  Finn the Tiny, 
  Fey Creature 
  See Sprite 
   
  Finnian the 
  Forestmaster, 
  Fey Creature 
  HD 11; AC 3[16]; Atk Spear (1d6+6) Antlers (2d8); Move 15; Save 4; CL/XP 12/2,000; Special: 
  Summon Creatures, Camouflage, Shapechange 
   
  Firbolg 
  HD 12+1d6 hp; AC 3 [16]; Atk 1 weapon (4d6); Move 12; Save 3; AL N; CL/XP 13/2300; Special: 
  Spell like powers 
   
  Fishermen of 
  Boeh Hect 
  HD 5; AC 9[10]; Atk pole/whip (1d4) or knife (1d4); Save 12; AL N(E); CL/XP 8/800; Special: Poison 
  immunity, call lightning 
   
  Fomorian 
  Giant, Goblin-
  Kin 
  See Troll, Giant 
   
  Forsaken One 
  HD 3; AC 3 [16]; Atk 2 strikes (1d4) twice per round; Move 12; Save 14; AL C; CL/XP 4/120; Special: 
  Heat Metal 
   
  Foul Lady 
  HD 7; AC 7[12]; Atk tendrils (1d4); Move 0; Save 11; CL/XP 8/800; Special: Spell-like effects. 
   
  Frog King, Fey 
  Creature 
  HD 1hp; AC 8[11]; Atk none; Move 6; Save 15; CL/XP 2/60; Special: Magic abilities. 
   
  Fungus Man 
  HD 5; AC 4 [15]; Atk 2 slams (2d4/2d4); Move 6; Save 12; CL/XP 5/240; Special: Resists electricity, 
  spores, immune to charm 
   
  Gabbler 
  HD 1;AC 9[10]; Atk 2claws (1d4/1d4); Move 9; Save 8; Special: Fire resistance 
   
  Gar-Ganjer 
  Gar-Ganjer (common): HD 2; AC 6[13]; Atk touch (1d6); Move 9; Save 18; CL/XP 4/120; Special 
  Immunities, Magic rot touch, ability score drain. 
  Gar-Ganjer (greater): HD 5; AC 4[15]; Atk touch 1d6+1); Move 12; Save 15; CL/XP 8/800; Special 
  Immunities, Magic rot touch, ability score drain. 
  Gar-Ganjer Lord/Lady: HD 8; AC 1[18]; Atk touch 1d6+2); Move 12; Save 15; CL/XP 11/1700; Special 
  Immunities, Magic rot touch, ability score drain 
   
  Ghast 
  HD 4; AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: 
  Stench, paralyzing touch. 
   
  Ghost 
  HD 6; AC 0[19]; Atk Deathly cold touch (1d8 + Con drain and aging); Move (fly 12); Save 11; CL/XP 
  7/600; Special: Con drain, aging, cause fear. 
   
  Ghost of the 
  Downs, Fey 
  Creature 
  HD 4; AC 6[13]; Atk touch (1d4 cold damage + age 1d20 years); Move 12; Save 13; CL/XP 4/120; 
  Special: Aging Touch, Spell abilities. 
   
  
  Bestiary of the Rosewood Highlands 
   
  56 
   
  Ghoul 
  HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, 
  paralyzing touch 
   
  Ghoul Master 
  HD 5; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 6/400; Special: Immunities, 
  paralyzing touch 
   
  Giant, Hill 
  HD 8+2; AC 4[15]; Atk 1 weapon (2d8); Move 12; Save 8; CL/XP 9/1100; Special: Throw boulders. 
   
  Giant, True 
  True Giant (17HD): HD 17; AC 2[17]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; 
  AL Any; CL/XP 19/4100; Special: Cause Earthquakes, Hurl Boulders. 
  True Giant (18HD): HD 18; AC 1[18]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; 
  AL Any; CL/XP 20/4400; Special: Cause Earthquakes, Hurl Boulders. 
  True Giant (19HD): HD 19; AC 0[19]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; 
  AL Any; CL/XP 21/4700; Special: Cause Earthquakes, Hurl Boulders. 
  True Giant (20HD): HD 20; AC –1[20]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6; Move 21; Save 3; 
  AL Any; CL/XP 23/5300; Special: Cause Earthquakes, Hurl Boulders. 
  True Giant (21HD): HD 21; AC –2[21]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; 
  AL Any; CL/XP 24/5600; Special: Cause Earthquakes, Hurl Boulders. 
  True Giant (22HD): HD 22; AC –3[22]; Atk 1 weapon (7d6) or Boulder (1d6 – 12d6); Move 21; Save 3; 
  AL Any; CL/XP 25/5900; Special: Cause Earthquakes, Hurl Boulders. 
   
   
  Gnole 
  HD 2 + 2; AC 1 [18]; Atk sword or spear (1d8+1 or 1d6+1); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: none 
   
  Gnome King, 
  Fey Creature 
  HD 6+6; AC -1[20]; Atk Stone Ax (1d12+5) or 2 claws (1d2+5/1d2+5) bite (1-8); CL/XP 6/400; 
  Special: spell-like effects 
   
  Goblin, 
  Goblin-kin 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in 
  sunlight. 
   
  Goblin Whelp 
  (Kobold), 
  Goblin-Kin 
  HD 1/2 (1d4hp); AC 6[13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/15; Special: None. 
   
  Golem, Clay 
  HD 12 (50hp); AC 7[12]; Atk 1 fist (3d10); Move 8; Save 5; CL/XP; 14/2700; Special: Immune to 
  slashing and piercing weapons, Immune to most spells 
   
  Golem, 
  Stone/Crystal 
  HD 15 (60hp); AC 5[14]; Atk 1 fist (3d8); Move 6; Save 3; CL/XP 16/3200; Special: +1 or better magic 
  weapon to hit, immune to most magic. 
   
  Green Hag 
  HD 10; AC -2[21]; Atk 2 claws (1-2+5/1-2+5); Move 12 (Swim 12); Save 5; CL/XP 11/1,700; Special: 
  Darkvision, Spell-like Powers, Camouflage 
   
  Grey Ooze 
  HD 3; AC 8[11]; Atk 1 strike (2d6); Move 1; Save 14; CL/XP 5/240; Special: Acid, immune to spells, 
  heat, cold, and blunt weapons 
   
  Griffin 
  HD 7; AC 3[16]; Atk 2 claws (1d4), 1 bite (2d8); Move 12 (Fly 27); Save 9; CL/XP 8/800; Special: 
  Flight. 
   
  Hanging 
  Knights 
  See Sons of Boeh Hect 
   
  Hangman Tree 
  HD 8; AC 2 [17]; Atk 1-6 vines (1d8); Move 3; Save 8; AL N (with chaotic tendencies); CL/XP 
  10/1400; Special: Hallucinatory seeds, magic resistance (50%), strangle, digest prey. 
   
  Hairy Man 
  HD 6; AC 3[16]; Atk 1 (1d) or electric shock; Move 15; Save 14; CL/XP 6/400; Special: Electric Attack 
   
  Harpy 
  HD 3; AC 7 [12]; Atk 2 talons (1d3) and bite (1d4); Move 6 (Fly 18); Save 14; AL C; CL/XP 4/120; 
  Special: Flight, siren-song. 
   
  Haunt 
  HD 5; AC 2[17]; Atk possession; Move 12; Save 12; CL/XP 5/240; Special: Possession. 
   
  Hell Hound 
  HD 4, 5, 6,7; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; CL/XP 5/240, 6/400, 7/600, 8/800; 
  Special: Breathe fire (8hp, 10hp, 12,hp, 14hp). 
   
  Hippogriff 
  HD 3+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (1d10); Move 18 (Fly 24); Save 14; AL N; CL/XP 4/120; 
  Special: None. 
   
  Hobgoblin, 
  Goblin-kin 
  HD 2 or 3; AC 5[14]; Atk 1 weapon (1d8)+1/+1; Move 9; Save 17; CL/XP 1/15; Special: None. 
   
  Hooded 
  Wanderer, Fey 
  Creature 
  HD 6; AC 1[18]; Atk 1d6 tentacles (1d6 each), 2 bite (1d8 each); Move 12; Save 11; CL/XP 8/800; 
  Special: Blessing, Grapple, Spell-like powers 
   
  Horse, Winged 
  HD 4; AC 6[13]; Atk 2 hooves (1d8); Move 24 (Fly 48); Save 13; CL/XP 4/120; Special: Flying, 
  Additional unique special ability. 
   
   
  Hostile Spirit 
  HD as in life or 4; AC 6[13]; Atk touch (1d3 CON); Move 12; Save 11; CL/XP 5/240; Special: Constitution 
  drain, Enraging Touch. 
   
   
  Huecufa 
  HD 2; AC 2 [17]; Atk Claws (1d4+1 plus disease); Move 12; Save 16; CL/XP 5/240; Special: Change 
  self, disease, silver or +1 weapons to hit 
   
  King’s Ransom 
  (Demon) 
  HD 11; AC –1[20]; Atk 2 claws (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 13/2300; 
  Special: +1 or better magic weapon needed to hit, magic resistance (65%), +2 on to-hit rolls, immune to 
  fire, magical abilities. 
   
  Leprechaun, 
  Fey Creature 
  HD 1d6; AC 5 [14]; Atk Dagger (1d3); Move 15; Save 18 (16 vs. magic); AL N; CL/XP 3/60; Special: 
  Spells, magic resistance 60% 
   
  Linnorm, 
  Skeletal 
  HD 14; AC -4[23]; Atk 2 claws (2d10/2d10) Frost Bite (3d10+ continuing cold damage); Move 15; Save 
  4; CL/XP 17/3500; Special: Frost Bite, immune to most magic, only hit by +2 or better weapons. 
   
  Longarm 
  HD 4+1; AC 5[14]; Atk 1 (fist 1d10 or weapon); Move 9; Save 13; CL/XP 7/600; Special: Illusion 
  Abilities. 
   
  Lycanthrope 
  Werebear: HD 7+3; AC 2[17]; Atk Bite (2d4); Move 9; Save 8; CL/XP 8/800; Special: Lycanthropy 
   
  
  Bestiary of the Rosewood Highlands 
   
  57 
   
  Wererat: HD 3; AC 6[13]; Atk Weapon or bite (1d3); Move 12; Save 14; CL/XP 4/120; Special: Control 
  Rats, Lycanthropy 
  Werewolf: HD 3; AC 5[14]; Atk 2 Claws (1d3), bite (1d6); Move 12; Save 14; CL/XP 4/120; Special: 
  Summon wolves, Lycanthropy, only hit by magic or silver. 
  Lynx 
  HD 2+2; AC 6[13]; Atk 2 claws (1d3/1d3), bite (1d4) and rake (1d6); Move 12; Save 16; CL/XP 4/120; 
  Special: Rake rear claws 
   
  Marble 
  Guardian, 
  Large 
  HD 60 hp; AC 5[14]; Atk fist (4d8); Move 6; Save 11; Special: Immunities, spell-like immunities. 
   
  Marsh 
  Warbler 
  HD 4+4; AC 5[16]; Atk 2 claw/2 claw/1 bite; Move 9 (Swim 12); Save 13; CL/XP 6/400; Special: 
  Surprise, spell reflection, swim. 
   
  Mazel 
  HD 4; AC 8[11]; Atk weapon (1d8 or 1d4); move 12; Save 12; CL/XP 3/60; Special: Thief Abilities 
   
  Merfolk 
  HD 1+3; AC 7[12]; Atk 1 weapon (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe 
  water. 
   
  Mountain Lion 
  HD 3+1; AC 6[13]; Atk 2 claws (1d4/1d4) + rake (1d8) and bite (1d4); Move 12; Save 14; CL/XP 4/240; 
  Special: Rake and bite. 
   
  Mourning 
  Dame 
  HD 7; AC 5[14]Atk withering touch (1d8 +aging); Move 12; Save 9; CL/XP 8/800; Special: Fear Gaze, 
  Withering Touch 
   
  Mourning 
  Dame, Noble 
  HD 10; AC 4[15];Atk withering touch (1d8 +aging); Move 12; Save 5; CL/XP 11/1700; Special: Gaze, 
  Withering Touch, Spell Like Effects. 
   
  Mudborer 
  Larva: HD 5; AC 8[11]; Atk 1 bite (1d12) thrash (1d20); Move 3 (18 swim); Save 12; CL/XP 7/600; 
  Special: Thrash 
  Adult: HD 14; AC 6[13]; Atk 1 bite (3d12) 2 claws (2d8/2d8) thrash (4d10); Move 12 (24 swim); Save 
  3; CL/XP 18/3800; Special: Thrash 
   
  Night Claw, 
  Fey Creature 
  HD 4; AC 4[15]; Atk front claws (1d4), rear claws (1d6), bite (1d8); Move 12; Save 13; CL/XP 6/400; 
  Special: Wrestling attack, blinking. 
   
  Night Fairy, 
  Fey Creature 
  HD 1; AC 6[13]; Atk 1 weapon (1d2 or 1); Move 18; Save 15; CL/XP 5/400; Special: Magic abilities, 
  poison use. 
   
  Nymph, Fey 
  Creature 
  HD 3; AC 9 [10]; Atk none; Move 12; Save 14; CL/XP 5/240; Special: Radiance charm, sight can cause 
  blindness or death. 
   
  Ogre 
  HD 4+1; AC 5[14]; Atk 1 weapon (1d10+4); Move 9; Save 13; CL/XP 4/120; Special: None 
   
  Ogre, Giant 
  HD 7+3; AC 0[19]; Atk Sword (1d12) or Spear (2d8) at +4 for strength; Move 9; Save 9; CL/XP 
  11/1,100; Special: None 
   
  Old 
  Whitebeard, 
  Fey Creature 
  HD 4; hp 24; AC 3[16]; Atk staff (1d6+2); Move 9; Save 13; CL/XP 5/240; Special: Wrestle, curse. 
   
  Oozing Black 
  Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; AL N; CL/XP 12/2000; Special: Digestive 
  surface, regeneration, immune to cold, divides when hit with lightning. 
   
  Owl 
  HD 1; AC 5[14]; Atk 2 Claws (1d2/1d2) beak (1d2); Move 1/24(Flying); Save 17; CL/XP 1/20; Special: 
  Darkvision, cannot be surprised at night. 
   
  Owl, Giant 
  : HD 4; AC 5[14]; Atk 2 Claws (1d6/1d6) beak (1d8); Move 4/36 (Flying); Save 13; CL/XP 4/120; 
  Special: Darkvision, cannot be surprised at night. 
   
  Owlbear 
  HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: 
  hug for additional 2d8 if to-hit roll is 18+. 
   
  Quillman 
  HD 3+4; AC 6[13]; Atk 1d6 Quills 1-2hp each; Special Surprise Camouflage (75%) in woodlands 
   
  Panther 
  HD 5; AC 6[13]; Atk 2 claws (1d4+1), 1 bite (1d8); Move 15 (Swim 6); Save 11; CL/XP 7/600; Special: 
  Rear claws, Camouflage 
   
  Pitch 
  Wanderer 
  HD: 2+2; AC 7 [12]; Atk 2 slaps (1d6/1d6) or Pitch Balls (1d4+ burning damage); Move 6; Save 15; 
  CL/XP 3/60; Special: Burning Damage, Deadly Embrace 
   
  Pooka Horse 
  HD 6+4; hp 38; AC 4[15]; Atk wicked kick (1d6/1d6) and bite (1d4); Move 18; Special: Illusions, Plane 
  Shift to Faerie Realm. 
   
  Priestess of the 
  First Silver 
  HD 3; AC 4[15]; Atk 2 claws (1d4/1d4) bite (1d6) whisper; Move 12; CL/XP 3/60; Special: whisper, 
  immunities. 
   
  Rats, Normal 
  HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible disease); Move 15; Save 17; CL/XP 1/20; Special: Disease, 
  Swarm. 
   
  Ratman 
  HD 1; AC 9[10]; Atk 1 bite (1d6+poison) or weapon; Save 17; Move 12; CL/XP 2/30; Special: Diseased 
  bite, Thief Skills. 
   
  Raven, Giant 
  HD 3; AC 5[14]; Atk 1 bite (1d8); Move 2 (Fly 20); Save 14; CL/XP 4/240; Special: None. 
   
  Ravenkin 
  HD 8+1; AC 2[17](human)/ 4[15](mixed)/ 6[13](Giant Raven); Atk 2-12 or by wpn; Save 10; Move 
  12/18/24; Special: Shapechange, +1 or silver wpn to-hit, Immune to mind-affecting spells. 
   
  Saintly 
  Warrior 
  HD: 9; AC 0[19]; Atk 1 sword at +3 for strength (1d8+3); Move 12; CL/XP 12/2000; Special: 
  Immunities, spell-like abilities. 
   
  Sand Horror 
  HD 14; AC 8[11]; Atk 1-8 tentacles (1d8 damage); Move 12; Save 12; Special: Grasp. 
   
  Satyr, Fey 
  Creature 
  HD 5; AC 5[14]; Atk 1 weapon (1d8); Move 18; Save 12; AL N; CL/XP 6/400; Special: Magic 
  resistance (50%), pipes, concealment 
   
  Scavenger 
  Haunt 
  HD 4+4; AC 5[14]; Atk 2 claws/bite (1d8/1d8/1d6); Move 12 (fly 18); Save 11; Special: Immune to 
  mind-affecting spells, slow. 
   
  Scorned 
  Brethren, Fey 
  Creature 
  HD 1-3 hp; AC 7[12]; Atk spear (1d4) or atlatl (1d3); Move 15; Save 18; CL/XP 1/10; Special: Hiding, 
  detecting. 
   
  
  Bestiary of the Rosewood Highlands 
   
  58 
   
  Sea Devil 
  HD 2+1; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None. 
   
  Shadow 
  HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 
  1 point str with hit, hit only by magic weapons. 
   
  Shadow 
  Creeper 
  HD 2; AC 0[19]; Atk shortsword (1d6); Move 9; Save 16; CL/XP 3/60; Special Detect Magic, Darkness, 
  Thief Abilities. 
   
  Shadow Fiend 
  HD 8; AC 8/5/0 [11/14/19]; Atk 2 claws (2d4/2d4) bite (1d10); Move 12 (Fly 18); Save 6; Special: 
  Gains strength in darkness, magical abilities, Constitution drain 
   
  Shrieking 
  Fungus 
  3; AC 7[12]; Atk None; Move 1; Save 14; CL/XP 3/60; Special: Shriek. 
   
  Silent Death 
  HD 4; AC 8 [11]; Atk 1 (2d4); Move 6; Save 13; AL N; CL/XP 5/240; Special: Paralysis, electricity, fire 
  and cold effects. 
   
  Simean the 
  Fungus 
  Dweller 
  HD 2; hp 7; AC 7[12]; Atk 2 fists (1d2/1d2); Special: Immune to poison 
   
  Skeletal 
  Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
   
  Skeletal 
  Warrior 
  HD 9+3; AC 2[17]; Atk 1 weapon [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; Special: only 
  hit by magic weapons, magic resistance, detect living, spell immunities. 
   
  Skeleton 
  HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; 
  Save 17; CL/XP 1/15; Special: None. 
   
  Skeleton, 
  Giant 
  HD 6; AC 5[14]; Atk 1 fist (2d8); Move 18; Save 11; CL/XP 7/600; Special: None. 
   
  Skinwearer 
  HD 6; AC 5[14]; Atk 1 claw (1d12); Move 9; Save 13 (5 vs magic); Special: Gains abilities, immune to 
  sleep and charm. 
   
  Snake, Giant 
  Constrictor 
  Giant Constrictor: HD 6; hp 33; AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; CL/XP 
  7/600; Special: Constrict 
   
  Snuffler 
  HD 4+4; AC 4[15]; Atk 2 claws (1d4/1d4) + bite (1d8); Move 12; Save 16; CL/XP 5/240; Special: 
  Dispel magic touch. 
   
  Sons of Boeh 
  Hect 
  HD 5; AC 1[18]; Attack weapon (1d8) or claw (1d6); Move 9; Save 13; CL/XP 5/240; Special: immune 
  to mind affecting spells, Strength Drain. 
   
  Song Spirits, 
  Fey Creature 
  HD 2; AC 5[14]; Atk none; Move 12; Save 16; CL/XP 3/60; Special: Charm song 
   
  Soulless 
  Jongleur 
  HD 3; AC 2[17]; Atk None; Move 12; Save 15; Special: Hopeless Song; CL/XP 4/120; Special: Charm 
  Song 
   
  Spectral Haunt 
  HD 2; AC 0[19]; Atk touch; Move 12; Save 16; CL/XP 2/30; Special: Charisma Drain. 
   
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 
  9/1100; Special: Drain 2 levels with hit, immune to non-magical weapons. 
   
  Sphinx 
  HD 8; AC 1[18]; Atk 4 claws (1d8) and bite (1d12); Move 18 (Fly 24); Save 8; AL N; CL/XP 11/1700; 
  Special: Divination, Dispel Magic at 8th level (3/day). 
   
  Spider, Giant 
  Carrion 
  HD 4+4; AC 4[15]; Atk 1 bite (1d8+ rot); Move 9; Save 13; CL/XP 5/240; Special: rotting poison. 
   
  Spider, Giant 
  Greyback 
  HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 + poison); Move 4; Save 13; AL CN; CL/XP 7/600; Special: 
  paralyzing poison, webs. 
   
  Sprite, Fey 
  Creature 
  HD 1; AC 6[13]; Atk 1 (dagger 1d4 or arrow 1d3); Move 9/18; Save 15; Special: Magic abilities, magic 
  arrows. 
   
  Stirge 
  HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 3 (Fly 18); Save 17; AL N; CL/XP 2/30; Special: 
  blood drain (1d4), +2 to hit bonus. 
   
  Stone 
  Guardian 
  HD 5+4; AC 2[17]; Atk stone fists (2d6+2); Move 9; Save 11; CL/XP 7/600; Special: Immunities, 
  regeneration, surprise. 
   
  Stone Mistress 
  HD 4+2; AC 3[16]; Atk 2 claws (1d6/1d6) bite (1d8) and 6+1d4 snakes (1d2 each); Move 12; Save 12; 
  CL/XP 7/600; Special: Animate Stone, Poison Immunity 
   
  Sweeping 
  Angel 
  HD 12; AC -2[21]; Atk sweep (4d6); Move 12; Save 3; CL/XP 12/2000; Special: Sweep Attack. 
   
  Tar Imp 
  HD 4; AC 3[16]; Atk hurled tar globs (1d6+continued damage) or grasp (1d4+continued damage); Move 
  3 (swim 12); Save 13; CL/XP 5/240; Special: Grasping, sticky skin. 
   
  Tentacled 
  Horror 
   
  HD 5; AC 4[15]; Atk tentacle (1d6 each); Move 3 (anchored) 12 (hovering); Save 12 CL/XP 5/240; 
  Special: bind with tentacle 
   
  Tireless 
  Watcher 
  HD 4; AC 4[15]; Atk Gaze (paralysis)/draining touch; Move 6; Save 11; CL/XP 4/120; Special: 
  Paralyzing Gaze, Draining Touch. 
   
  Treemen 
  Treeman: HD 7-8; AC 2[17]; Atk 2 strikes (2d6); Move 6; Save 9; AL L; CL/XP 7/600, 8/800; Special: 
  Control trees. 
  Treeman: HD 9-10; AC 2[17]; Atk 2 strikes (3d6); Move 6; Save 6; AL L; CL/XP 9/1100, 10/1400; 
  Special: Control trees. 
  Treeman: HD 11-12; AC 2[17]; Atk 2 strikes (4d6); Move 6; Save 4; AL L; CL/XP 11/1700, 12/2000; 
  Special: Control trees. 
  Elder Treeman: HD 14; AC 0[19]; Atk 2 strikes (2d6/2d6); Move 6; Save 2; ALL; Special: Never 
  surprises, control trees 
   
  Tree, Rebel 
  HD 3d8 hp (attack as level 6 fighter); AC -1[20]; Atk 1d6 branches (1 point each); Move 0; Save 12; 
  CL/XP 3/120; Special: spell immunities 
   
  
  Bestiary of the Rosewood Highlands 
   
  59 
   
  Troll, Goblin-
  kin 
  HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 1 bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 
  10/1000; Special: Regenerate 1d8hp/round. 
   
  Troll, Giant, 
  Goblin-kin 
  HD 9-11; AC 4[15]; Atk 1 weapon (2d8)-2/+6; Move 12; Save 8; CL/XP 9/1100, 10/1200, 
  11/1300,12/1400; Special: Throw boulders. 
   
  Tunnel Mite 
  HD 1; hp 2; AC 9[10]; Atk Nil; Move 9; Save 14; Special: Move Silently. 
   
  Tyrant Serpent 
  HD 10 (body 3, each head 1); hp body 15, each head 6; AC 5[14]; Atk 7 bites at +3 (1d8 each); Move 9; 
  CL/XP 10/1400; Special: Slow regeneration 
   
  Unholy Priest 
  HD 6+4; AC 3[16]; Atk 1 fist (1d8); Move 6; Save 11; CL/XP 7/600; Special: Command Undead, 
  Spells, hit only by magic weapons. 
   
  Vampire 
  (7HD): HD 7; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 9; AL C; CL/XP 10/1400; 
  Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, 
  summon animals, possible permanent hit point and ability score loss. 
  (8HD): HD 8; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 8; AL C; CL/XP 11/1700; 
  Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, 
  summon animals, possible permanent hit point and ability score loss. 
  (9HD): HD 9; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 6; AL C; CL/XP 12/2000; 
  Special: Immune to non-magic weapons, only killed in coffin, regenerate (3/round), gaseous form, shapeshift, 
  summon animals, possible permanent hit point and ability score loss. 
   
  Vampire, 
  Thrall 
  HD 5; AC 2[17]; Atk 1 bite (1d10 + level drain); Move 12 (Fly 18); Save 11; AL C; CL/XP 7/800; Special: 
  Immune to non-magic weapons, only killed in coffin, regenerate (1/round), , charm gaze, possible permanent hit 
  point loss. 
   
  Vengeance 
  Spirit 
  HD 4; AC 3[16]; Atk 1 touch (Root of Bitteness); Move 9 (Fly 12); Save 13; AL C; CL/XP 6/600; Special: 
  immunities, poison touch, magic weapon to hit. 
   
  Vexed Corpse 
  HD 3; AC 6[13]; Atk bony claw (1d8); Move 9; Save 15; CL/XP 4/120; Special: Immunities, corpse dust. 
   
  Voice of the 
  King 
  See Sea Devil 
   
  Vulture, Giant 
  HD 3; AC 5[14]; Atk peck (1d6); move 3 (Fly 30); CL/XP 4/120; Special: Speech, immunities. 
   
  Wandering 
  Jack, Fey 
  Creature 
  HD 7; AC 3[16]; Atk Sword and Dagger; Move 12; Save 9; CL/XP 8/800; Special: Magic weapons and 
  armor, Spell-like abilities 
   
  Water Spirit 
  HD 4; AC 4 [16]; Atk drowning; Move 12; Special: Immunities, regeneration. 
   
  White Ghul 
  HD 4; AC 0[19]; Atk 2 claws (1d6/1d6); Move 18; Save 9; Special: Spell-like abilities. 
   
  White Monks 
  HD 2+2; AC 7[12]; Atk 2 fists (1d6/1d6); Move 12; Save 16; AL N; CL/XP 2/30; Special: Stun. 
   
  Wight 
  HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: Drain 
  1 point of Strength with hit, hit only by magic or silver weapons. 
   
  Will-o’-the-
  Wisp 
  HD 9; AC –8[27]; Atk 2 shocks (1d6/1d6); Move 18; Save 6; AL CN€; CL/XP 10/1400; Special: Lure, 
  Lightning bolts. 
   
  Wolf 
  HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30; Special: None. 
   
  Wraith 
  HD 4; AC 3[16]; Atk 1 touch (1d4+ Constitution drain); Move 9 (Fly 24); Save 13; AL C; CL/XP 8/800; 
  Special: drain 1d4 Con points per hit, magic weapon to hit. 
   
  Wrath Corpse 
  HD: 5+5; AC 7[12]; Atk death touch (1d8); Move 12; Save 13; CL/XP 6/400; Special: strength drain, 
  immunities, only hit by magic weapons. 
   
  Zealous 
  Defender 
  HD 11; AC 0[19]; Atk 1 sword (1d8+3); Move 12; Save 4; CL/XP 12/2000; Special: Unturnable, Spell-
  like effects, strength, magic sword. 
   
  Zombie 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; 
  Special: Immune to sleep and charm 
   
  Zombie, 
  Avenging 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; 
  Special: Immune to sleep and charm, only fully killed by magical fire. 
   
  Zombie, Grave 
  HD 2; AC 8[11]; Atk 1 weapon or claw strike (1d8); move 6; Save 16; CL/XP 2/30; Special: Immune to 
  sleep and charm, regenerate. 
   
   
   
   
   
  
  Bestiary of the Rosewood Highlands 
   
  60 
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Monster Manuals/SnW - Bestiary of the Rosewood Highlands.pdf