TEXT: Deadly 
  Distractions
  These creatures are not meant to challenge the 
  fighter's sword arm, but to puzzle and frighten. 
  Taken head-on they will pose little threat, but 
  knowing how to take them head-on, or that there 
  is any danger at all is where these organisms 
  will pose most difficult to parties.  The 
  underworld is a mythic place and those that are 
  not cautious may never return. 
         ̶ Telecanter
  Bantling
  Armor Class: 9 [10]
  Hit Dice: 1d4
  Attacks: -
  Saving Throw:18
  Special: Crying attracts wandering monsters
  Move: 6
  Challenge Level/XP: A/5
  When encountered, the bantling will appear as a 
  dirty, scraped up human infant. On seeing 
  adventurers it will begin crying loudly. These 
  shrieks are likely to bring 
  wandering monsters. If picked up 
  or given something to drink it will 
  stop crying briefly. If given any 
  kind of food it will fall into a 
  peaceful slumber for about an hour. 
  After that time has passed it will 
  wake again and begin wailing for 
  more food. As the bantling sleeps it 
  grows. On first encountering it it 
  will barely be able to crawl, after a 
  first feeding it will be able to toddle 
  haltingly on it's own. Each meal 
  and sleep cycle will add an 
  apparent 2 years to the bantling's 
  age.
  This bantling never speaks, just 
  cries and eats. It will not attack and if threatened 
  with harm will scutter off into the darkness to 
  find safety where it will lose age each hour until 
  it is again an infant, waiting for another party.
  Blind Agnes
  Armor Class: 9 [10]
  Hit Dice: 1d4
  Attacks: -
  Saving Throw:18
  Special: Sight will steal vision
  Move: 12
  Appearing as a young woman, pale 
  and eyeless, stumbling through 
  dark passages, a blind Agnes is an 
  ill omen for those that see her. 
  Anyone close enough to see the 
  white holes of her eyes will have 
  their own eyes stolen by Agnes. 
  She will gain her victims eyes and 
  with them sight. Once she is able 
  to see, blind Agnes will attempt to 
  flee.
  The poor soul that loses their eyes 
  to blind Agnes will still see, but 
  through the eyes set in Agnes' face. 
  Their vision will follow wherever 
  Agnes goes, while they must 
  negotiate their actual surroundings 
  sightless. Stories tell of men crying 
  
  out about wondrous treasures only to step 
  unknowingly off of ledges to their death.
  There are at least two ways for the victim of a 
  blind Agnes to regain their sight. The first is by 
  waiting, after a matter of hours they will regain 
  their eyes and see as normal. The second is by 
  slaying the blind Agnes. But as she falls dead, 
  her eyes see things no one was meant to see, and 
  a victim that regains their sight in this way is 
  often reduced to whimpering and moaning of 
  the horrible sights they were forced to witness.
  Blue Blob
  Armor Class: 8 [11]
  Hit Dice: 1d4
  Attacks: Attack (1d6)
  Saving Throw:18
  Special: Spells cause it to grow
  Move: 3
  Challenge Level/XP: A/5
  A rare occurrence, these pale, aquamarine 
  amoebae seem to be the result of intense arcane 
  energies. They are often the size of a cat and 
  harmless if left alone. If any form of arcane 
  magic is used on them, however, they will 
  approach the caster and try to devour it. Arcane 
  energy causes blue blobs to grow: they add a hit 
  die for approximately every spell level cast at 
  them. Sages seem unsure if there is an upper 
  limit to this growth.
  Cave Locust
  Armor Class: 4 [15]
  Hit Dice: 1d6
  Attacks: Bump (1d4) or Spit
  Saving Throw:18
  Special: Spittle causes nausea
  Move: 6/18 (flying)
  Challenge Level/XP: 1/15
  These skittish herbivores the size of a dog, are a 
  mottled-grey that blends into cavern walls. If 
  seen, they appear to be a large statue of a locust. 
  If bothered, their first inclination is to flee, 
  which entails leaping with their powerful hind 
  legs. Unfortunate adventurers in the path of such 
  a jump will not soon forget it.
  Cave locusts unable to flee unhindered begin 
  emitting a piercing, shriek-like noise that may 
  draw wandering monsters. As a last resort, a 
  cornered cave locust will spew brown spittle on 
  attackers. This sticky mess is so noisome as to 
  cause anyone smelling it to become nauseous 
  enough to hinder their ability to move and fight. 
  Cave Tarsier
  Armor Class: 6[13]
  Hit Dice: 1d4
  Attacks:1 (Bite 1-2)
  Saving Throw:18
  Special: Make parties more likely to be 
  surprised
  Move: 18
  Challenge Level/XP: A/5
  These small scavengers dwell in dark caves and 
  have learned to associate noise and light with 
  
  potential food. They will follow an adventuring 
  party in hopes of fresh meat, whether it is the 
  remains of some wandering monster the party 
  dispatches, or the party itself.
  While no direct threat to adventurers, the peril is 
  the noise and movement they produce just out of 
  torch light. Cave tarsiers scrambling over the 
  rocky floor and bounding from stalagtite to 
  stalagmite make it very hard for a party to hear 
  what other creatures may be lurking down a 
  tunnel. Parties beset by cave tarsiers are unlikely 
  to surprise and much more likely to be 
  surprised.
  Their great eyes shine in the dark.
  Facula
  Armor Class: 2[17]
  Hit Dice: 1d4
  Attacks: -
  Saving Throw: 15
  Special: Only hurt by magic
  Move: 18
  Challenge Level/XP: A/5
  No one is sure if this phenomenon is a living 
  organism, some by-product of intense arcane 
  energies, or a thinness in the barriers between 
  the planes of existence. Faculae are encountered 
  only in the darkest depths. They appear hovering 
  over the heads of living creatures. There is 
  generally a single light that flickers from head to 
  head in a group of creatures. There are tales of 
  faculae even flitting back and forth between men 
  and humanoids fighting each other.
  They cause no direct harm to their host. The 
  danger arises from the inescapable light of the 
  facula. As bright as a torch, it is an ill 
  occurrence indeed for a scouting thief or a 
  wounded mage trying to find cover in a battle.
  Dispersing a facula is a difficult task requiring 
  magic.
  False Fortune
  Armor Class: 8 [11]
  Hit Dice: 1d4
  Attacks: Attack (1d6)
  Saving Throw:18
  Special: -
  Move: -
  Challenge Level/XP: A/5
  This small organism is able to perfectly mimic a 
  valuable item of a few pounds in weight. This 
  item when placed in a dark, enclosed place 
  assumes it's motile form and begins feeding. 
  Looking like a tarry, black mess, the motile form
  
  will digest everything non-metallic in a 
  backpack in one turn, everything else in two 
  turns (Magic items may prove indigestible). 
  After consuming everything in its enclosed 
  space the false fortune will return to the shape of 
  the item it had when found.
  It will not attack, but if it encounters a living 
  creature where it is feeding, it's digestive acids 
  will do 1d6 damage a round.
  Glass Golem
  Armor Class: 9 [10]
  Hit Dice: 3hp
  Attacks: Glass (1d8)
  Saving Throw:18
  Special: Releases poison cloud on shattering
  Move: 6
  Challenge Level/XP: A/5
  A glass golem appears as a hollow glass figure 
  half again as tall as a man. Inside its clear shape, 
  green-black swirls curl like foul smoke. Often a 
  representation of a dignitary or civil servant, 
  they are created to watch a doorway or prevent 
  access to an area, and 
  are found holding 
  glass tablets 
  inscribed with these 
  instructions. Though 
  these tablets have a 
  razor sharp edge to 
  them, a glass golem 
  will only attack if 
  forced to in fulfilling 
  its orders.
  Glass golems are 
  silent but may try 
  communicating their 
  orders through 
  gestures. If the 
  golem is shattered 
  the noxious vapors 
  trapped inside it will 
  be freed to the doom 
  of all onlookers.
  Greater Crested Potionguide
  Armor Class: 8 [11]
  Hit Dice: 1d4
  Attacks: Flurry (1d3)
  Saving Throw:18
  Special: Can detect potions
  Move: 4/18 (when flying)
  Challenge Level/XP: A/5
  This bird looks much like a small, dark-grey 
  owl, except for it's finely feathered double crest. 
  On encountering a potionguide, it will generally 
  put on a display-- riffling its crest, unfurling its 
  wings-- and then take flight a small distance 
  away to repeat the process. Its intent is to get 
  onlookers to follow it and to travel towards its 
  eventual goal-- a cache of potions. Potionguides 
  can sense potions through doors, through walls, 
  even in locked chests. If any obstacles appear in 
  the path toward their goal, they will hang back, 
  only to continue leading once the obstacles have 
  been dealt with by those they guide.
  On achieving the potion cache, the potionguide 
  will attempt a surprise attack on anyone with a 
  potion in hand. Using a flurry of wings, its aim 
  
  is for the potion to be dropped and shattered, 
  where it can lap up, with its broad grey tongue, 
  the magical liquid it so desires.
  Grey Tortoise
  Armor Class: 2[17]
  Hit Dice: 1d6
  Attacks: 1 (Touch ages)
  Saving Throw: 15
  Special: Ages victim 5 yrs. per hit
  Move: 6"
  Challenge Level/XP: B/10 
  Exceedingly rare, these ancient creatures appear 
  as large, mundane tortoises, with the exception 
  of a bowl-like concavity in their shell. When 
  filled naturally, water in the depression is said to 
  function as a window into the future.
  Elves will often quest to find these tortoises 
  before difficult decisions in order to consult 
  their divinatory pools.
  A side affect of the touch of the tortoise almost 
  unnoticed by elves, is the aging of the one being 
  touched by 5 years. Some sages speculate that 
  grey tortoises do not, in fact, breed but that a 
  fixed number maintain their existence through 
  continual rejuvenation. 
  On being encountered grey tortoises will slowly 
  close and seek to touch. If attacked they pull 
  into the safety of their shells. The shell and 
  carcass is most likely very magical and valuable, 
  although any elves learning of their destruction 
  would be none too pleased.
  Torporous Worms
  Armor Class: 9 [10]
  Hit Dice: 1hp each
  Attacks: 1hp per turn
  Saving Throw:18
  Special: Touch causes numbness & drowsiness
  Move: 3
  Challenge Level/XP: A/5
  These worms are actually a kind of caterpillar 
  that dwells in the small cracks and crevices of 
  underground passages. They are covered in fine 
  bristles which numb flesh even through 
  clothing. On seeing a motionless creature, 
  torporous worms will beginning crawling 
  towards it, slowly, by the hundreds. Once this 
  silent tide of grey worms is moving it can seem 
  as if the very stone of a floor is undulating.
  A creature covered in torporous worms will 
  drowse, undisturbed, while the hungry 
  caterpillars begin feeding. Stories tell of 
  adventuring parties foolish enough to bivouac 
  underground, waking to the wet sound of flesh 
  being stripped from their comrades' bones.
  The worms themselves are defenseless if not 
  handled, and on any movement or commotion 
  around their prey, will begin retreating.
  
SOURCE: textdata/thevault/Deduped  Shit/Bestiaries/Telecanter - Deadly Distractions.pdf