TEXT: 114 ————————————————————————— Hacklopedia of Beasts
  Yader’Wald
  DESCRIPTION: The Yader’Wald is a terrifying creature whose
  sole purpose is to hunt down and slay adventurers. They were cre-
  ated by the Mad Mage of the Marrow (Synor Kapesh’Bent) to pro-
  tect the fabulous riches of his Mountain Maze.However,in his desire
  to create the ultimate guardian monster, Synor erred by instilling a
  bit too much evil and cunning into the beast.
  Synor created six Yader’Walds before they turned on him and killed
  him. It is believed that ALL the Yader’Walds in the world today are
  descended from these original six.
  COMBAT/TACTICS: Yader’Walds are hunters in the truest
  sense of the word. They hunt not for food but for sport.When  they
  have detected a group of adventurers, they will patiently and dili-
  gently stalk the party, attempting to snatch one victim at a time
  without revealing their presence.
  Yader’Walds can hide in shadows (86% chance of success).They
  are imbued with a magical aura (10 feet) which suppresses both
  sound and heat (making them undetectable to infravision). Once a
  victim is within a Yader’Wald’s aura his cries for help or shrieks of
  alarm cannot be heard (nor can the sounds of his death
  struggle/combat with the creature).
  Yader’Walds are swift.They can climb walls, scurry across ceil-
  ings and leap up to 25 feet. They are equipped with infravision up
  to 120 feet. They can detect/track prey via smell up to 1000 feet
  away.
  Although Yader’Walds are formidable toe-to-toe fighters they
  prefer to fight by means of stealth and ambush. If detected and/or
  cornered, however, they will engage more than one opponent.
  Yader’Walds have a special Claw Rake attack. By leaping on an
  opponent and rolling a successful  ‘to-hit,’ a Yader’Wald can rake
  with all four claws for 1d6 points of damage and maul (bite) for 1d8
  points of damage in the same attack. (A claw rake can only be
  attempted if the Yader’Wald is making a surprise attack or if it has
  NOT been attacked the previous two rounds).
  HABITAT/SOCIETY:Yader’Walds are typically solitary hunters
  and are not very tolerant of others of their kind.The exception is
  during mating season, when males and females hunt in small packs
  of two to eight. (Incidentally -- the call of a female Yader’Wald is
  irresistible to the male. When a female calls, the male immediately
  responds with his own melancholy drone.
  Drow hunters have
  learned to exploit this behavior. Fashioning a flute from the primary
  claw of the Cave Gouger faithfully mimics the call.) 
  ECOLOGY: Yader’Walds subsist on a diet of fresh meat. If the the
  underground network they dwell in is diminished of game, they will
  attempt to find a new lair by roaming the area by night.Yader’Walds
  encountered outdoors at night are always reluctant to fight (not
  being in their element) and will attempt to flee or evade.
  Yader’Wald’s are not the ideal parents.They give birth to litters
  of 2-12 cubs that are immediately abandoned to fend for them-
  selves.(which usually means the cubs attack and feed on their weak-
  er siblings.) Litters hunt as packs. Even at two to three months of
  age they are skilled hunters and able to take down man-sized prey
  or smaller. They mature at a fast rate, however. By six months of
  age,the cubs separate and attempt to establish their own territories
  or lairs. ❑ 
  AKA: Shadow Croucher
  HACKFACTOR: 35
  EP VALUE: 2,000
  CLIMATE/TERRAIN: Subterranean
  FREQUENCY: Rare
  ORGANIZATION: Solitary or Pack
  ACTIVITY CYCLE: Any 
  DIET: Carnivore
  INTELLIGENCE: Exceptional (15-16)
  ALIGNMENT: Chaotic Evil
  NO.APPEARING: 1-4
  SIZE: M (6’)
  MOVEMENT: 18”
  PSIONIC ABILITY: Nil
  Attack/Defense Modes: Nil/Nil
  MORALE: Fanatic (20)
  ARMOR CLASS: 1
  NO. OF ATTACKS: 3
  DAMAGE/ATTACK: 1d6/1d6/1d8
  SPECIAL ATTACKS: Claw Rake
  SPECIAL DEFENSES: See Text
  MAGIC RESISTANCE: Standard
  HIT DICE: 7 to 8
  Yader’Wald
  YIELD:
  Medicinal: The liver of a Yader’Wald can drain poison.
  Spell Components: Yader'wald Fangs mixed with
  Owlbear blood and sulfur to make healing salve (2d4+1).
  Hide/Trophy Items: A Yader’Wald skin hat/cap is consid-
  ered quite the fashion statement among Grevan Warriors.
  Treasure: Nil
  Other: 5% of all capes made from Yader’Wald behave
  exactly as Cape of Shadow Weaving.
  Field Researched by  Jolly Blackburn
  
  RUSTLERS OF THE NIGHT ———————————————————————— 115
  Zap’tite
  DESCRIPTION: Zap’tites appear to be stalactites with
  a reddish coloration. There bodies are made of stone and
  they do not possess any noticeable features, making them
  deadly to unsuspecting adventurers. They are found most
  often in caverns near or in active volcanoes.
  COMBAT/TACTICS: Zap’tites are not sentient beings,
  but they still pose a significant threat to adventurers.
  They hang innocently from the ceilings of caves for cen-
  turies, but are always in danger of falling from their roost.
  Any group of three creatures traveling along the ground
  or walls of the cavern (not flying, for example) has a 50%
  chance of dislodging a Zap’tite.. The chance is only 25% if
  the group is made up of less than three people or none
  of the party members weigh more than 75 pounds.
  Note that you must check individually for each Zap’tite in
  the cluster. More disruptive activities under Zap’tite clus-
  ters, such as combat, dancing, or loud arguing, will imme-
  diately cause the entire cluster to dislodge and hurtle
  down upon those beneath.
  Zap’tites inflict damage in two ways. When they are
  dislodged, they make one attack on a target beneath them
  (chosen at random if multiple are available). Their pierc-
  ing attack does 1-6 points of damage and is absorbed by
  armor normally. In addition, the Zap’tite explodes into
  flames on contact (with the target or the ground) for 1-8
  points of damage to the target, and 1-4 to anyone within
  a 10-foot radius. If the Zap’tite hit its target and damage
  got through the armor, the target is impaled. Impaled tar-
  gets take full damage from the explosion attack (armor
  does not absorb anything). The armor of targets in the
  blast radius and targets that are not impaled does absorb
  damage from the explosion.
  Anyone impaled by a Zap’tite will continue to take 1d4
  points of burning damage per round for 3 rounds, at
  which point the Zap’tite will fizzle out. Zap’tites can be
  extinguished earlier by dousing them with water, prevent-
  ing any further burning damage. It takes a Strength of at
  least 15 to remove a Zapper from a pierced victim, an
  action that inflicts and additional 1-6 points of damage.
  Targets that remain impaled lose take 1 point of bleeding
  damage each round.
  All cloth and paper items on the body of a victim must
  also save vs. fire at –1 or be destroyed. Oil or any other
  flammable liquid saves at -5 on the die, and will explode if
  ignited,causing additional 1d6 points of damage per round
  to the victim until extinguished.
  Once a Zap’tite is
  removed and extinguished, it is completely harmless.
  To remove a Zap’tite from a ceiling without detonating
  it, a character must bring it to 0 hit points by striking the
  base of the formation with a crushing weapon or blunt
  instrument. There is a 40% chance that anyone attempt-
  ing to remove a Zap’tite will accidentally set it off, causing
  it to dislodge and detonate. Additionally, anyone attempt-
  ing to carry a Zap’tite for any distance must make a
  Dexterity check every 50 feet. A failed save means the
  Zap’tite detonates. A Zap’tite can be intentionally hurled
  at an enemy, but there is a 10% chance it will go off in the
  face of the thrower.
  HABITAT/SOCIETY: Zap’tites are formed in caves
  where intense heat is present, usually near currently
  active or historically active volcanic formations.
  ECOLOGY: Zap’tites are naturally unstable formations,
  but are similar in every other way to stalactites. Once a
  Zap’tite has exploded, it takes on a beautiful glassy red
  sheen that makes it highly sought after for the creation of
  jewelry and other decorative work.
  Zap’tite
  AKA: Zappers
  HACKFACTOR: 1
  EP VALUE: 125
  CLIMATE/TERRAIN: Subterranean
  FREQUENCY: Very Rare
  ORGANIZATION: Clusters (2-8 Zap’tites)
  DIET: Nil
  INTELLIGENCE: Non (0)
  ALIGNMENT: Neutral
  NO.APPEARING: 3-30
  SIZE: S-L (2’-8’ long)
  MOVEMENT: Special
  PSIONIC ABILITY: Nil
  ATTACK/DEFENSE MODES: Nil/Nil
  MORALE: N/A
  ARMOR CLASS: 5
  NO. OF ATTACKS: 1
  DAMAGE/ATTACK: 1-6
  SPECIAL ATTACKS: Surprise, Impaling, Explosion
  SPECIAL DEFENSES: Surprise, Camouflage
  MAGIC RESISTANCE: Standard
  HIT DICE: 3
  YIELD:
  MEDICINAL: Nil
  SPELL COMPONENTS: Nil
  HIDE/TROPHY ITEMS: Inert Zap’tite, known as Zap Stone, is
  very valuable, and can be sold for 500-1000 gps per pound.
  TREASURE: Nil.
  Field Researched by Barbara Blackburn
  
SOURCE: textdata/thevault/HackMaster (osr)/HackMaster 4e/HackMaster 4e Hacklopedia of Beasts/HackMaster 4e Hacklopedia of Beasts Rustlers of the Night (extra content).pdf