TEXT: The MurdeHobo 
  Murdeous Monste 
  Bestiary
  by Brent P. Newhall
  USING THIS GUIDE
  This is a collection of monsters for the MurderHobos tabletop role-playing game.
  Each monster's stat block should be considered an average for its species. Feel free to adjust the scores up or down a little for 
  each creature encountered, but rarelyL change them dramatically.
  Table of Contets
  Using This Guide................................................................................................................................................................................................1
  Wilderness Beasts................................................................................................................................................................................................3
  Giant Centipede............................................................................................................................................................................................3
  Giant Ant........................................................................................................................................................................................................4
  Skeleton..........................................................................................................................................................................................................5
  Stirge...............................................................................................................................................................................................................6
  Underground Beasts...........................................................................................................................................................................................7
  Cyst, Living....................................................................................................................................................................................................7
  Gibbering Mouth..........................................................................................................................................................................................8
  Rust Beetle.....................................................................................................................................................................................................9
  Screaming Spore.........................................................................................................................................................................................10
  Humanoid Bands..............................................................................................................................................................................................11
  Kobold..........................................................................................................................................................................................................11
  Lizardfolk.....................................................................................................................................................................................................12
  Orc.................................................................................................................................................................................................................13
  Troll...............................................................................................................................................................................................................14
  Solo Bosses.........................................................................................................................................................................................................15
  Doppelganger..............................................................................................................................................................................................15
  Motherfucking Dragon..............................................................................................................................................................................16
  Lycanthrope.................................................................................................................................................................................................17
  Vampire........................................................................................................................................................................................................18
  Creatures By Hits..............................................................................................................................................................................................19
  All Abilities........................................................................................................................................................................................................20
  Credits.................................................................................................................................................................................................................21
  
  Murderous Monsters
  2
  WILDERNESS BEASTS
  These are more-or-less dumb creatures with no civilization or organization, and that are almost always encountered 
  out in the wilderness or as guards or pets for intelligent creatures.
  This group includes a few unnatural creatures like skeletons.
  common spell component, in a wide variety of forms 
  (dried giant centipede eggs even have their own abbreviation, DGCE, which is found on almost every page of any 
  given spell book).
  Moreover, giant centipedes cannot exactly see. They can sense only variations in light and dark, but are very sensitive 
  to vibration. So, combine their carnivorous appetite with the fact that seemingly every humanoid within miles is 
  trying to steal their eggs, and giant centipedes will lash out with their venomous front claws at anything that nears 
  them.
  Each giant centipede is about a foot long. While they do not live in groups or otherwise co-ordinate their lives with 
  those of other giant centipedes, they peacefully share hunting grounds with other members of their species. One will 
  even share a large meal with other giant centipedes.
  As such, it's rare to find a large animal carcass that hasn't attracted at least a few giant centipedes.
  Giant centipedes are nearly as common as squirrels and deer. They can be encountered in practically any situation 
  outdoors (or underground, for that matter), and are an effective way to increase the danger of any encounter. Indeed, 
  a giant centipede (or two) can appear to feed on the corpse of the first monster that the murderhobos murder in any 
  given encounter.
  
  Murderous Monsters
  3
  within 10 feet to knock it a further 10 feet away and fall on its ass.
  Poisonous Saliva: If an enemy is bit by a giant ant, on the enemy's next turn it must make a 10+ Avoid Poisons roll or 
  take 1 extra hit.
  What is a Giant Ant?
  Giant ants are not quite the collosal creatures some report them as; they are only about as big as a wolf. They'll still 
  fuck you up.
  Giant ants usually eat large, succulent plants (because they don't fight back), though some colonies in harsh 
  environments will feed on meat, which is very nutritious for them. Giant ants do not discriminate between intelligent 
  and non-intelligent meat.
  Giant ants leave a pheremone trail wherever they go. If a giant ant does not return to the hive within a day, two giant 
  ants will follow the pheremone trail to investigate. This will continue every day,  the ant group increasing by 1 
  member every time, until at least one giant ant returns to the hive with information.
  A 15+ Knowing Shit roll will let a murderhobo disrupt the pheromone trail (but not redirect it; you'd have to be a 
  giant ant to do that).
  If a giant ant finds a particularly delicious source of food—and giant ant appetites can be weird—the place will 
  probably be crawling with giant ants the following day.
  Ant Colonies
  Giant ants live in underground colonies containing hundreds of worker ants. They all serve the Queen, which lays 
  hundreds of eggs every year (many do not survive, as giant ant eggs and larvae are powerful spell components).
  Giant ants only live for a year or so, thanks to a ridiculous metabolism. They grow to maturity in a month, then 
  basically work until they keel over, at full adult strength the whole time.
  A giant ant is a sign of a nearby colony, and abundant foliage to feed that colony.
  
  Murderous Monsters
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  other than attacking.
  What is a Skeleon?
  A spellcaster stalks through a graveyard and mutters a few words. The bones of the dead clamber out of their graves 
  and follow.
  Skeletons have no will of their own, and merely follow an order from the spellcaster that summoned them. A 
  standard skeleton can only follow a single, simple command, like “kill any creature that comes near” or “kill any 
  creature that attacks me.”
  A greater skeleton is rasied by a more complex ritual, and as a result is more agile and can follow a multi-step job, 
  like “use this shovel to dig a hole 30 feet deep by 10 feet wide, then return to my castle.”
  The Skeleon and the Spellcaste
  A skeletons does not retain any of the knowledge it had in life; instead, the spellcaster that summons it magically infuses a 
  simple will into the skeleton. This allows the skeleton to perform the simple reasoning required to follow its orders. This is 
  notoriously tricky, and often leads to the skeleton going off in unexpected directions.
  As such, spellcasters rarely leave skeletons alone, say, to guard a treasure for all eternity. At the very least, the spellcaster 
  will check back in on such a skeleton periodically to make sure its programming hasn't led it to wipe out everything else in 
  the dungeon.
  Most often, spellcasters keep skeletons near them as personal guards during delicate rituals or as guards in the spellcaster's 
  home.
  
  Murderous Monsters
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  Stirge
  Adult Stirge
  Hits 1
  Hit Diffculty 8
  Killing +2
  Blood Drain: On a successful attack, the 
  stirge grabs its enemy and deals 1 hit. 
  On the enemy's turn, it may take its 
  turn to make a 11+ Avoiding Being 
  Killed roll to escape the stirge. 
  Otherwise, the stirge deals another 
  hit on its turn and remains grabbed.
  Stirge Behavior
  Stirges are only about a foot long, but 
  their long, needle-like beak allows them 
  to stab into a victim, and their claws dig 
  deep into flesh.
  Once a stirge has attached itself to its 
  victim, it will remain attached until the 
  stirge is killed.
  Stirge Nests
  Stirges live in packs of 2d6 in a disgusting nest made from the partially dismembered husks of their drained victims. 
  The stirges periodically fill their nest with blood for reasons still unknown. This creates strange, bloated half-corpses 
  glued together in a mass up to 10 yards in diameter.
  Encountes
  Stirges like to nest in old, abandoned buildings. A classic would be a nest of 2d6 stirges in the roofed entrance to an 
  old temple that's been attracting attention from other murderhobos. The nest consists mostly of the stitched-up 
  remains of other murderhobos.
  
  Murderous Monsters
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  UNDERGROUND BEASTS
  These creatures typically exist only in strange dungeons, abandoned lairs, and magical laboratories.
  Large Living Cyst
  Hits 6
  Hit Diffculty 12
  Size 10 yards wide by 1 yard tall
  Corrosive: If an enemy shares the same area as a living cyst, whenever the enemy hits the cyst, the enemy's weapon 
  has a 20% chance of breaking.
  Paralyzing Touch: If an enemy shares the same area as a living cyst, at the beginning of its turn the enemy must make 
  an 8+ Avoiding Poisons roll or it is paralyzed and cannot move (though it can still attack, communicate, etc.). On 
  its next turn, the poisoned creature must make a 10+ Avoiding Poisons roll or fall unconscious.
  Living Cysts: Living Puddles of Goo
  A living cyst is a large amoeba of skin, muscle, and blood that has been magically given life. They are carnivores, 
  seeking living things to devour.
  Living cysts move surprisingly quickly towards their prey, attempting to envelop it in a wriggly mass of oozing 
  death. The clammy skin of the cyst paralyzes its victim, making it easier to consume. The cyst then feeds by 
  dissolving the victim while alive. This can take days.
  Cysts live underground, as their skin is sensitive to sunlight and the elements.
  Living cysts procreate by division. They grow continuously, and once a cyst reaches about 15 yards wide, it 
  subdivides.
  
  Murderous Monsters
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  Gibbering mouths also make a high-pitched giggling sound as they scent for their prey.
  Gibbering mouths can close their mouths and burrow in soft soil, but usually prowl caverns in search of meat. They 
  do occasionally surface at night and feed off herd animals (and the occasional village).
  About every 6 months, a gibbering mouth will lay 2d10 eggs, which are valuable spell components. After 1 month, 
  the eggs hatch into gibbering larvae, which grow into adults after 3 months. The larvae are quite weak and make 
  popular food sources for other underground inhabitants. Some creatures, particularly kobolds, even capture and 
  breed gibbering mouths just to feed on the larvae.
  
  Murderous Monsters
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  Rust Beele
  Rust Beele
  Hits 3
  Hit Diffculty 8
  Flying, Badly: The rust beetle can fy at half its 
  normal speed.
  Highly Corrosive: Whenever an enemy hits this 
  creature with a weapon, the enemy's 
  weapon has a 10% chance of breaking. Each
  hit increases the chance by 10%, so the 
  second hit has a 20% chance of breaking, 
  the third a 30% chance, etc. This effect is 
  permanent.
  Rust Maggt
  Hits 1
  Hit Diffculty 7
  Killing +2 (hideous mouth)
  Highly Corrosive: Whenever an enemy hits this creature with a weapon, the enemy's weapon has a 10% chance of 
  breaking. Each hit increases the chance by 10%, so the second hit has a 20% chance of breaking, the third a 30% 
  chance, etc. This effect is permanent.
  What are Rust Beeles?
  Rust beetles are much larger than regular beetles, about 1 foot long, and are always a mottled brown and red color, 
  but otherwise look the same. However, a thick, glutinous sheen covers the rust beetle; this is a corrosive, acidic muck 
  that the beetle secretes at all times. This muck rusts metal in minutes.
  Rust beetles do not organize into groups, but are commonplace in abandoned underground complexes that contain 
  large stores of metal.
  Rust beetles do not attack creatures; they attack weapons, armor, and other pieces of metal. If intelligent creatures 
  toss a metallic object at a rust beetle, it will happily munch on its rapidly rusting treat and leave the creatures alone.
  What are Rust Maggts?
  Rust maggots—the young versions of rust beetles—are foot-long scarlet grubs that feed voraciously. While adult rust 
  beetles possess a reasonable survival instinct, maggots will leap at nearby metal with complete abandon, gladly 
  chewing through any bits of meat that get in the way.
  
  Murderous Monsters
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  must make a 10+ Avoiding Poisons roll or take 1 hit.
  What are Screming Spores?
  Screaming spores are ambulatory, carpet-shaped fungi that crawl through caverns in search of prey. Spores will latch 
  onto other creatures, spreading their spores onto their prey and using it as a living host, slowly subsuming its body 
  into the spores.
  Hitting a spore causes it to emit a high-pitched scream that alerts other creatures nearby of the presence of prey.
  
  Murderous Monsters
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  HUMANOID BANDS
  These humanoids live together in tribes, clans, and other groups. They usually have a leader and are met in groups of 
  5 to 20.
  Kobold
  Kobold
  Kobolds, quite simply, swarm. Led by a strong representative of their tribe, they emerge at night from the caves or 
  burrows in which they normally nest, pillaging the countryside and sacking villages. They always return to their nest 
  by dawn.
  Kobolds are otherwise savages, possessing cunning but no apparent sense of empathy nor culture of any significant 
  kind. Their cunning does show itself in the many traps that they lay in their nests.
  Magical spells and artifacts not only fail to damage them or otherwise effect them; every spell cast against them gives 
  them another hit. This includes attacks from magical weapons.
  Kobolds are almost always encountered either in raiding swarms, or at home in their nests.
  
  Murderous Monsters
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  Lizardflk
  ruins. While occasionally alone, they are usually accompanied by one or two fellow seekers and a few hunters.
  
  Murderous Monsters
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  Orc
  Orc Scout
  Hits 2
  Hit Diffculty 12
  Killing +2 (javelin)  Avoiding Being Killed +2
  Rage: The orc makes an extra attack. If unsuccessful, it 
  may rage again next turn (continually until a 
  successful attack). After successfully raging, it takes a 
  -2 on all rolls on its next turn.
  Slipping into the Shadows: The orc makes an Avoiding 
  Being Killed roll and becomes invisible and silent. The 
  orc can become visible at will, and automatically 
  becomes visible upon making an attack or otherwise 
  using its hands.
  Orc Warrior
  Hits 3
  Hit Diffculty 14
  Killing +4 (sword)  Avoiding Being Killed +4
  Nature's Grip: An enemy must make an Avoiding Being 
  Killed roll or be immobilized (unable to move but still 
  able to attack, talk, and otherwise act) by vines, mud, 
  rocks, or other natural forces that come to the orc's 
  aid. The enemy may spend its enture turn on a 
  successful Avoiding Being Killed roll to escape.
  Rage: The orc makes an extra attack. If unsuccessful, it 
  may rage again next turn (continually until a successful attack). After successfully raging, it takes a -2 on all rolls 
  on its next turn.
  What is an Orc?
  Orcs are savage defenders of the wilderness. This comes as a surprise to some, who see them as nature's version of 
  murderhobos.
  Orcs are actually sort of like weird druids, dedicated to preserving the primal chaos of nature. They avoid any sort of 
  unified culture, each orc clan adopting and dropping customs with a bewildering ease.
  As such, some orcs are crafty assassins of the night. Some are silent predators of the jungle. Some roam the plains in 
  savage packs of complete ferocity.
  Either way, they despise civilization, order, and any other kind of structure. Even though murderhobos are not 
  exactly bastions of social order, they work for said social order, so any orcs that encounter murderhobos will almost 
  immediately fly into devastating rages.
  
  Murderous Monsters
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  Troll
  cave; the adult females forage for grubs, while the adult males raid. Stealing food is considered more impressive than 
  hunting for it.
  Troll “Cultre,” If You Can Call It That
  The little that makes up troll culture is this: the trolls worship a god, Maak. Maak is the creator and destroyer of all 
  things. Stealing pleases Maak.
  Each tribe has its own primitive religious rites, which always involves leaving some portion of every meal for Maak, 
  as well as a periodic blood sacrifice to Maak.
  Note: A troll's healed hits do not count towards treasure. So, a troll with 2 hits that regenerates 3 hits before being 
  killed still only drops 2d20 gold.
  
  Murderous Monsters
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  SOLO BOSSES
  These creatures exist alone, as solitary predators and threats. They are intelligent enough to enlist other creatures as 
  minions, but just as often can slaughter a group of murderhobos without breaking a sweat.
  Doppelgnge
  Doppelgnge
  Hits 5
  Hit Diffculty 14
  Killing +3  Avoiding Being Killed +3  
  Talking +3 Avoiding Magic +5
  Shapeshift: The doppelganger assumes the exact 
  likeness (including clothes and weapons) of any 
  humanoid between 3 feet and 9 feet tall.
  What is a Doppelgnge?
  There are many fireside stories of evil creatures that 
  assume the shape of other creatures. They're almost 
  all about doppelgangers.
  Doppelgangers typically assume the shape of a 
  moderately successful individual, murder him or her,
  then impersonate their victim and live off his or her 
  savings. This is often the only clue of a 
  doppelganger's existence: a person slowly stops 
  working and begins to live a little more 
  extravagantly.
  When a doppelganger shapeshifts, it reads its 
  victim's mind and learns enough about the victim to 
  pass for it. The doppelganger will know its victim's 
  memories and skills, though not quite as well as the 
  victim.
  Once discovered, a doppelganger will typically revert to its natural form and attempt to get the hell out of Dodge. Its 
  natural form is a humanoid with grey, lumpy, clay-like skin and no face.
  The Doppelgnge Hegeony
  There's a deeper secret. All doppelgangers belong to the Doppelganger Hegemony, a secret cabal that meets regularly. 
  It pools the doppelgangers' stolen wealth and power. Nobody yet knows its mission.
  
  Murderous Monsters
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  Mothefcking Dragn
  Cute Widdle Baby Dragn
  Hits 7
  Hit Diffculty 15
  Killing +6  Avoiding Being Killed +4  Talking +4 Avoiding Magic +5
  Flight: The dragon can fy at its normal speed.
  Lesser Fire Breath: Deals 1d2 hits of damage and sets the target on fre.
  Adult Dragn
  Hits 20
  Hit Diffculty 18
  Killing +9  Avoiding Being Killed +7  
  Talking +8 Avoiding Magic +10
  Fire Breath: Deals 1d4 hits of damage and sets 
  the target on fre.
  Flight: The dragon can fy at its normal speed.
  Rending Claws: Deals 1d2 hits of damage.
  Shapeshift: This creature assumes the exact 
  likeness (including clothes and weapons) 
  of any humanoid between 3 feet and 9 
  feet tall.
  Elde Dragn
  Hits 40
  Hit Diffculty 25
  Killing +14  Avoiding Being Killed +12  Talking +15 Avoiding Magic +15
  Flight: The dragon can fy at its normal speed.
  Massive Fire Breath: Deals 2d4 hits of damage and sets the target on fre.
  Rending Claws: Deals 1d4 hits of damage.
  Shapeshift: This creature assumes the exact likeness (including clothes and weapons) of any humanoid between 3 
  feet and 9 feet tall.
  What are Dragns?
  These are fire-breathing, belly-ripping, pants-shitting bringers of death. Dragons will fuck you up. They're smarter than you, 
  stronger than you, richer than you, and they do not like being disturbed.
  Dragons hoard treasure, particularly gold, which they find comfortable to lay on. They are omnivores, but sleep so much that 
  they only need to feed every few months. When they do, they can consume an entire field of cattle (or a village of humanoids).
  The legends about virgin sacrifices to dragons are true, though the dragons don't eat them; dragons like keeping humanoid 
  slaves to do their mundane work.
  Note that a dragon can make all of its attacks on its turn.
  
  Murderous Monsters
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  Lycanthrope
  Weeboar
  Hits 8 (with silver weapons)
  Hit Diffculty 13 (with silver weapons)
  Killing +4 (tusks), +2 (trample), Avoiding 
  Being Killed +3
  Silver lining: If a lycanthrope is hit with a non-
  silvered weapon, the hit automatically 
  deals no damage.
  Weeige
  Hits 7 (with silver weapons)
  Hit Diffculty 12 (with silver weapons)
  Killing +5 (bite), +3 (claws)  Avoiding 
  Being Killed +4
  Silent: Weretigers make no noise during any 
  movement other than attacking.
  Silver lining: If a lycanthrope is hit with a non-
  silvered weapon, the hit automatically 
  deals no damage.
  Tooth and Claw: Once per battle, a weretiger 
  can make 1 bite attack and 1 claw attack per turn. Both attacks must target the same creature.
  Weewolf
  Hits 6 (with silver weapons)
  Hit Diffculty 11 (with silver weapons)
  Killing +4 (bite), +3 (claws)  Avoiding Being Killed +3
  Silver lining: If a lycanthrope is hit with a non-silvered weapon, the hit automatically deals no damage.
  Tooth and Claw: A werewolf can make 1 bite attack and 1 claw attack per turn. Both attacks must target the same 
  creature.
  What is a Lycanthrope?
  Lycanthropy is a disease, plain and simple. Those infected can mutate at will into a monstrous version of a particular 
  beast. The transformation requires 2 turns.
  While the lycanthrope is in beast form, it is immune to all attacks unless the weapon is silvered. While in humanoid 
  form, the lycanthrope is as vulnerable to attack as any other creature of its normal race.
  If a creature is hit by lycanthropes twice within one day, the creature must make a 15+ Avoiding Poisons roll for every 
  hit after the first, or become a lycanthrope of the type that most recently hit the creature.
  Lycanthropes often live in packs of 3d4 members, with one alpha. Alphas have +1 to all their primary stats.
  
  Murderous Monsters
  17
  vampire thrall. The killing bite automatically turns a creature into a vampire thrall.
  Vampire Thrall
  Hits 1
  Hit Diffculty 12
  Killing +2  Avoiding Being Killed +1  Knowing Shit +2  Talking +5
  Enthralling: If the thrall kills a sentient creature and can then spend 5 minutes with it, the killed creature arises as a 
  vampire thrall loyal to the killer's lord.
  This Is So New: For the frst hour of enthrallment, another intelligent creature can make a 15+ Knowing Shit roll to 
  end the enthrallment.
  Inside the Mind of a Vampire
  Vampires prefer to work from the shadows, letting their thralls fulfil the vampire's grand plans. Vampires generally 
  avoid combat, which combined with their immortality, makes them very difficult enemies to completely stop.
  Vampires do have one emotional weakeness: they usually have one or two favorite thralls. Killing a favorite thrall 
  will often throw a vampire into a murderous rage. On the one hand, they'll tend to stick around. On the other hand, 
  you now have an enraged, murdeorus vampire on your hands.
  
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  CREATURES BY HITS
  Creature
  Hits
  Page
  Giant Centipede
  1
  2
  Giant Killer Ant
  1
  3
  Gibbering Larva
  1
  7
  Kobold
  1
  10
  Rust Maggot
  1
  8
  Skeleton
  1
  4
  Skeleton (Greater)
  1
  4
  Stirge
  1
  5
  Vampire Thrall
  1
  17
  Kobold Master
  2
  10
  Orc Scout
  2
  12
  Screaming Spore (Small)
  2
  9
  Troll Shaman
  2
  13
  Troll Warrior
  2
  13
  Orc Warrior
  3
  12
  Rust Beetle
  3
  8
  Creature
  Hits
  Page
  Cyst, Small
  4
  6
  Giant Ant Queen
  4
  3
  Gibbering Mouth
  4
  7
  Lizardfolk Hunter
  4
  11
  Lizardfolk Seeker
  4
  11
  Doppelganger
  5
  14
  Screaming Spore (Large)
  5
  9
  Cyst, Large
  6
  6
  Wereowlf
  6
  16
  Cute Widdle Baby Dragon
  7
  15
  Weretiger
  7
  16
  Wereboar
  8
  16
  Vampire Lord
  12
  17
  Adult Dragon
  20
  15
  Elder Dragon
  40
  15
  
  Murderous Monsters
  19
  ALL ABILITIES
  The following is an alphabetical list of all special abilities listed in this book. Use this list to create your own monsters.
  Body Slam: In addition to its attack, this creature can make a Killing roll against any one creature within 10 feet to 
  knock it a further 10 feet away and fall on its ass.
  Claws of the Swarm: This creature's attack gets a +1 for every other ally within 10 feet.
  Corrosive: If an enemy shares the same area as this creature, whenever the enemy hits this creature, the enemy's 
  weapon has a 20% chance of breaking.
  Coup de Grace: If two allies are within 10 feet of the same enemy, and the enemy has 2 hits remaining, then if one 
  ally deals 1 hit to the enemy the other ally gets a free attack against that enemy.
  Crush: On a successful attack, this creature grabs its enemy and deals 1 hit. On the enemy's turn, it may take its turn 
  to make a 11+ Avoiding Being Killed roll to escape the grab. Otherwise, the skeleton deals another hit on its 
  turn and the grab continues.
  Enthralling: If this creature kills a sentient creature and can then spend 5 minutes with it, the killed creature arises as 
  a thrall loyal to the killer's lord.
  Eyes For You: This creature makes a Killing roll. The enemy must make a 15+ Avoiding Magic roll or turn into a thrall.
  Flight: This creature can fy at its normal speed.
  Flying, Badly: The rust beetle can fy at half its normal speed.
  Fucking Immortal: If the hit that reduces this creature to 0 hits is not from a pointed wooden weapon, this creature 
  turns into a cloud of gas or a large bat and fies away. After 24 hours of rest this creature returns to normal 
  with all its hits restored.
  Claws of the Swarm: This creature's attack gets a +1 for every other ally within 10 feet.
  Fire Breath: Deals 1d4 hits of damage and sets the target on fre.
  Fungal Infection: If the spore hits, its target is infected. Every 10 minutes, the target must make a 10+ Avoiding 
  Poisons roll or take 1 hit.
  Heals Like Wolverine: On its turn, this creature regains up to 1 hit it lost this turn. This is in addition to anything else 
  the troll does.
  High-Pitched Scream: If hit, the spore lets out an ear-piercing scream that attracts any nearby creatures.
  Highly Corrosive: Whenever an enemy hits this creature with a weapon, the enemy's weapon has a 10% chance of 
  breaking. Each hit increases the chance by 10%, so the second hit has a 20% chance of breaking, the third a 30% 
  chance, etc. This effect is permanent.
  Life Drain: A creature hit by this creature loses 1 hit permanently from his or her total.
  Magic Feeds Me: A magical attack that hits this creature has no effect other than increasing the number of hits this 
  creature can take by 1. This effect lasts for the rest of the day.
  Nature's Grip: An enemy must make an Avoiding Being Killed roll or be immobilized (unable to move but still able to 
  attack, talk, and otherwise act) by vines, mud, rocks, or other natural forces that come to this creature's aid. The 
  enemy may spend its enture turn on a successful Avoiding Being Killed roll to escape.
  Night Vision: This creature can see equally well at night as during the day.
  Paralyzing Touch: If an enemy shares the same area as a living cyst, at the beginning of its turn the enemy must make 
  an 8+ Avoiding Poisons roll or it is paralyzed and cannot move (though it can still attack, communicate, etc.). On 
  its next turn, the poisoned creature must make a 10+ Avoiding Poisons roll or fall unconscious.
  Paralyzing Venom: If an enemy is hit by this creature, on its next turn the enemy must make an 8+ Avoiding Poisons 
  roll or it is poisoned and cannot move (though it can still attack, communicate, etc.). On its next turn, the 
  poisoned creature must make a 10+ Avoiding Poisons roll or fall unconscious.
  
  Murderous Monsters
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  Partial Swallow: If this creature hits, it swallows its enemy into its gullet. While an enemy is partially swallowed, it 
  cannot move but can attack, and when it does attack it must make an 8+ Avoiding Being Killed roll or take 1 hit.
  Poisonous Saliva: If an enemy is hit by this creature, on the enemy's next turn it must make a 10+ Avoid Poisons roll 
  or take 1 extra hit.
  Rage: This creature makes an extra attack. If unsuccessful, it may rage again next turn (continually until a successful 
  attack). After successfully raging, it takes a -2 on all rolls on its next turn.
  Rending Claws: Deals 1d2 hits of damage.
  Roasting Claws: Once per battle, this creature can fre fame from its fst, causing a melee attack to deal 2 hits, or to 
  make a ranged attack up to 20 feet away. This attack takes up its entire turn.
  Shapeshift: This creature assumes the exact likeness (including clothes and weapons) of any humanoid between 3 
  feet and 9 feet tall.
  Silent: This creature makes no noise during any movement other than attacking.
  Silver lining: If this creature is hit with a non-silvered weapon, the hit automatically deals no damage.
  Slipping into the Shadows: This creature makes an Avoiding Being Killed roll and becomes invisible and silent. This 
  creature can become visible at will, and automatically becomes visible upon making an attack or otherwise using 
  its hands.
  Sucks to Be You: When this creature hits, its victim must make a 20+ Avoiding Poisons rolls or turn into a thrall. The 
  killing hit automatically turns a creature into a thrall.
  Swallow: If this creature hits, it swallows its enemy. While an enemy is swallowed, it cannot move but can attack, and 
  when it does attack it automatically takes 1 hit.
  This Is So New: For the frst hour of enthrallment, another intelligent creature can make a 15+ Knowing Shit roll to 
  end the enthrallment.
  Thunder Stomp: The attacking creature performs a dance as an attack. The fnal step sends a wave of thunder 
  through the ground in all directions, dealing 1 hit to all non-troll creatures within 20 feet.
  Tooth and Claw: Once per battle, this creature can make 1 bite attack and 1 claw attack per turn. Both attacks must 
  target the same creature.
  Twin Attack: On its turn, this creature can make 2 attacks, one with claws and one with its tail.
  CREDITS
  This book was written by Brent P. Newhall for the MurderHobos tabletop role-playing game. This book was written on 
  a MacBook Pro running MacOS, using LibreOffice version 4.2. The headers are set in Eadui, the main text in Book 
  Antiqua, and the stat blocks in Gill Sans.
  All art is licensed either public domain or Creative Commons BY-SA, except the dragon on page  19, which is CC-BY 
  Peter Seckler.
  
SOURCE: textdata/thevault/Collections/Bestiaries/Bestiary 1/Murderous Monsters for Murderhobos.pdf