TEXT: It Came from the Forums
  A Community Bestiary
  compiled and edited by
  KMunoz
  DRAFT beta-13
  3 August 2009
  All rights remain with the original copyright holders.
  160 Entries
  Authors Included: Atreyu Hibiki, Bruno, Cernig, Collective Restraint, D-Flash, DieMunchkin, 
  Doktor Teufel, Flyndaran, Gold & Appel Inc, Highland Piper, Hyrneson, Icelander, Jerand-
  er, Jürgen Hubert, Knight Marshal, Lonewolf23k, Lonewulf, Lurker, LWCamp, Max Schrek, 
  MLangsdorf, Nerdvana, Nyu2, The Paranoid Android, Rasputin, Rogue, Rupert, Sandy Mac, 
  sjmdw45, Son of Dave, Stripe, Tbrock1031, Vinny
  
  An Overview of the Bestiary
   
  The creatures in this Bestiary are the product of a large 
  number of authors on the Steve Jackson Games forums. 
  These entries should not be construed as the work of the 
  compiler, except insofar as they have been formatted 
  and edited to a consistent layout for this bestiary. For the 
  purposes of identification, I have named the authors by their 
  SJG Forum screen names.
   
  Please note that the formatting of this document is 
  undergoing changes, and some entries will be in an older 
  format.
  RequiRed Reading
   
  The majority of the entries in the Bestiary only require 
  the two books of the Basic Set. Some, however, rely on 
  elements from GURPS Fantasy (4e), GURPS Magic or 
  GURPS Powers.
  Move infoRMation
   
  Move information is usually simple to indicate, but in 
  some cases an entry will have multiple movement types. In 
  such cases, a letter will appear in front of each number to 
  simplify the reference.
   
  G = Ground Move
   
  A = Air Move
   
  W = Water Move
   
  Enhanced Move variants will appear in paretheses. So, 
  for example, a creature with Ground Move 6, Enhanced 
  Ground Move 12 and Air Move 12 would be represented as:
   
  G6(12)-A12
   
  Entries that have only a Ground Move will not have a 
  letter, and most aquatic entries will not have W before the 
  Move number if that is the only movement type available to 
  it. Entries with Enhanced Moves will generally not have this 
  trait indicated under Physical Traits.
  tRait teMplates
   
  The following trait templates appear throughout the 
  Bestiary. Some are from other Fourth Edition books; these 
  will simply be listed (B = Basic Set; F = Fantasy; M = Magic). 
  Others are new with the Bestiary and are fully described. In 
  the old-format entries, templates are abbreviated and found 
  on the Size Modifier line.
  Ap: Apparition - F134
  Ar: Arachnoid - Extra Legs (total 6 [front 2 count as arms]); 
  Injury Tolerance (No Neck); No Fine Manipulators; 
  Semi-Upright
  AE: Astral Entity - B263 (equal to Unmanifested Spirit + 
  Not Mute; see F134)
  B: Bird - Flight (winged, cannot hover; basic flight speed 
  will be indicated Ground Move); No Fine Manipulators
  BoA/E/F/I/M/S/W: Bodies of Air, Earth, Fire, Ice, Metal, 
  Stone, Water - B262
  BoSl, BoWo: Bodies of Slime, Wood - M165
  DA: Domestic Animal - B263
  F: Fish - Ichthyoid + Doesn’t Breathe (Gills)
  FI: Flying Insect - Insect + Flight (Winged)
  Ich: Ichthyoid - B263
  Ins: Insect - Doesn’t Breathe (Oxygen Absorption); Extra 
  Legs (total 6; Cannot Kick); High Pain Threshold; 
  Horizontal; Injury Tolerance (No Vitals); No Fine 
  Manipulators
  IU: Intact Undead - F133
  Mat: Materialization - F134
  MM: Marine Mammal - Ichthyoid + Doesn’t Breathe 
  (Oxygen Storage, x100)
  MS: Magical Spirit - F134
  MU: Mummified Undead - F134
  Ph: Phantasm - F134
  Pl: Plant - Blindness; Doesn’t Breathe; Injury Tolerance 
  (Homogeneous); No Legs (Sessile); No Manipulators
  Pol: Poltergeist - F134
  Q: Quadruped - B263
  Rap: Raptor - Flight (winged, cannot hover; basic flight 
  speed will be indicated after Ground Move); Foot 
  Manipulators (Short; Temporary disadvantage (Legless); 
  see p. B53); Ham-Fisted (-6)
  Rep: Reptile - Quadruped + Cold-Blooded (50º)
  RU: Rotting Undead - F133
  Spr: Spirit - B263
  Spd: Spider - Arachnoid + Clinging; Night Vision 9; 
  Peripheral Vision; Vibration Sense
  SU: Skeletal Undead - F133
  US: Unmanifested Spirit - F134
  V: Vermiform - B263
  VR: Vermiform Reptile - Vermiform + Cold-Blooded (50º)
  WA: Wild Animal - B263
   
  Some template names will be written out in full, and are 
  based on other entries. In all cases, do not adjust a regular 
  entry’s attributes and secondary characteristics based on its 
  template, as that has already been done.
   
  Traits that can be deduced from other parts of an entry 
  (for example, Enhanced Ground Move) will generally not 
  be included in the traits section. However, if an advantage is 
  enhanced or limited in some way that cannot be determined 
  from the rest of the entry, the advantage will appear in the 
  trait list.
  RepResenting innate abilities
   
  Many of the creatures in this Bestiary have innate 
  abilities that are not covered by standard attacks or skills, 
  but are also not in the strictest sense “powers” (i.e., magical, 
  psionic, etc.). In some cases, however, I model them as if they 
  
  were true power-based abilities. I make this clear by putting 
  the power source in parentheses after the ability name. I do 
  this mainly to indicate that the ability can be counteracted by 
  another ability or spell that “jams” the power source.
   
  Every power ability and innate ability appears 
  individually below the list of traits, set off from the rest of the 
  entry by a bullet (•) before the name of the ability. Abilities 
  that require a roll to activate will have that roll number in 
  parentheses. Follow-Up abilities will be identified with (F) 
  instead of a skill roll number. Aura- and Emanation-based 
  abilities will have (A) or (E).
  
  The Bestiary
  acid slug
  Wild Animal
  ST: 4  
  HP: 6  
  Speed: 4
  DX: 6  
  Will: 8  
  Move: 3
  IQ: 2  
  Per: 10
  HT: 12  
  FP: 12  
  SM: -2
   
    
   
   
   
  15 lbs.
  Dodge: 7 
  Parry: — 
  DR: —
  Injury Tolerance: No Neck
  •Acid Touch (10): Corrosion Attack 1d-3 (Always On; 
  Aura; Melee Attack, Reach C)
  Physical Traits: 360º Vision (Easy to Hit; Eyes on Stalks); 
  Cold-Blooded (50º); Deafness; Double-Jointed; Hard 
  of Hearing; Hermaphrodite; High Pain Threshold; 
  Horizontal; Invertebrate; No Legs (Slithers); No 
  Manipulators; Numb; Regrowth; Universal Digestion
  Social Traits: Social Stigma (Vermin)
  Description: Acid slugs are large subterranean slugs 
  measuring about two feet long. These beasts are a pale 
  white in color, except for their heads which are dark gray. 
  They secret a corrosive acid which covers their entire 
  body and is left as a residue when they move. This acid 
  is fairly potent and can dissolve wood, plants, and flesh 
  rather quickly. After prolonged contact with the acid, even 
  metals will be dissolved. Acid slugs aren’t usually hostile, 
  but if you enter their nests they will almost always attack. 
  Luckily, acid slugs are quite slow, and you can usually run 
  away with ease. When engaging an acid slug in combat, 
  it’s often best to fight from a distance.
  Author: Collective Restraint
  aiR eleMental, MediuM (teMplate)
  SM 0; ST -1 [-10]; HP +3 [6]
  Templates: Small Air Elemental (M28) -SM -ST -HP
  Total Cost: 72 points
  Author: Collective Restraint
  aiR eleMental, laRge (teMplate)
  SM +1; ST +2 [18]; HP +4 [8]
  Templates: Small Air Elemental (M28) -SM -ST -HP
  Total Cost: 102 points
  Author: Collective Restraint
  aiR eleMental, veRy laRge (teMplate)
  SM +2; ST +8 [64]; HP +6 [10]
  Templates: Small Air Elemental (M28) -SM -ST -HP
  Total Cost: 150 points
  Author: Collective Restraint
  aiR eleMental, Huge (teMplate)
  SM +3; ST +20 [140]; HP +10 [14]
  Templates: Small Air Elemental (M28) -SM -ST -HP
  Total Cost: 230 points
  Author: Collective Restraint
  aiR eleMental, gigantic (teMplate)
  SM +4; ST +32 [192]; HP +14 [17]
  Templates: Small Air Elemental (M28) -SM -ST -HP
  Total Cost: 285 points
  Author: Collective Restraint
  alligatoR, aMeRican
  Quadruped, Wild Animal
  ST: 16  
  HP: 16  
  Speed: 6
  DX: 12  
  Will: 10 
  Move: G4-W7
  IQ: 3  
  Per: 10
  HT: 12  
  FP: 12  
  SM: 0
   
    
   
   
   
  100kg
  Dodge: 9+1 
  Parry: — 
  DR: 2
   
    
   
   
   
  DR: 5 (Top, not limbs)
  Combat Traits: Combat Reflexes; Hard to Kill 2; Hard to 
  Subdue 2; Striker (Tail; Cannot Parry; Extra Weak; Long, 
  +2 SM); Striking ST (Jaw) +8
  Bite (14): 2d+2 cr (Reach C)
  Tail (14): 1d+1 cr (Reach 1)
  Physical Traits: Amphibious; Bad Sight 5;* Breath Holding 
  4; Cold-Blooded (65º); Discriminatory Smell; Hard of 
  Hearing;* Night Vision 5; Peripheral Vision; Reduced 
  Consumption 2 (Cast-Iron Stomach); Restricted Diet 
  (Carnivore); Short Lifespan 2
  Mental Traits: Gluttony (12); Low Empathy
  Features: Heavy scales; Paddle tailed; Prehistoric 
  appearance; Loud hiss
  Skills: Intimidation-10; Stealth-14; Survival-12; Tracking-15
  Talents: Stealth +3 (only underwater, to those not 
  underwater)
  Author: LWCamp
  *Author adds Motion Sensitive, a house rule; Author has 
  Non-Discriminatory Hearing, a house rule
  alligatoR, collective RestRaint’s
  Reptile, Wild Animal
  ST: 19  
  HP: 19  
  Speed: 6
  DX: 11  
  Will: 10 
  Move: 5(12)
  IQ: 2  
  Per: 10
  HT: 13  
  FP: 13  
  SM: +2
   
    
   
   
   
  3 hexes; 800 lbs.
  Dodge: 9 
  Parry: — 
  DR: 4 (Scales)
  Combat Traits: Crushing Striker (Tail; Cannot Parry; 
  Clumsy -1; Limited Arc, straight behind)
  Bite (13): 2d cut (Reach C, 1)
  
  Tail (13): 2d+3 cr (Reach C, 1)
  Physical Traits: Amphibious; Enhanced Move 1.5 (Ground; 
  Costs 5FP per second)
  Skills: Camouflage-14; Swimming-15
  Description: The alligator is a reptile that lives in many 
  swamps throughout the land. They are found in great 
  quantities in the Bog of Desolation where they run 
  rampant. They have been know to attack humans when 
  extremely hungry, but they will usually stick to their main 
  food consisting of small mammals and fish. Alligators are 
  cold blooded so they must remain in warm climates in 
  order to maintain a healthy metabolism. If you should ever 
  come across one, be sure to keep your distance, Alligators 
  are not especially fast runners but they can make a fast 
  sprint for short distances. Alligators are the smaller cousin 
  of a much larger reptile, the dragon, however they cannot 
  breath fire or wield magic.
  Author: Collective Restraint
  allip
  ST: 0  
  HP: 10  
  Speed: 6
  DX: 11  
  Will: 12 
  Move: 6
  IQ: 10  
  Per: 12
  HT: 10  
  FP: 0  
  SM: 0
  Dodge: 9+1 
  Parry: — 
  DR: 0
  Immunity: Metabolic Hazards
  Combat Traits: Improved Dodge; Insubstantial (Always 
  On)
  Allip Strike (12): Toxic Attack 1d (Cannot Parry; Cosmic 
  1, Ignore DR; Irresistible Attack; Melee Attack, Reach C) 
  with Terror (Follow-Up; Resisted at -0)
  Maddening Babble: Affliction (Always On; Hearing Based; 
  Resisted by Will +2; Will -1, Cumulative)
  Physical Traits: Doesn’t Breathe; Doesn’t Eat or Drink; 
  Doesn’t Sleep
  Mental Traits: Low Empathy
  Social Traits: Appearance (Hideous, -4); Mistaken Identity 
  (possibly); Social Stigma (Monster, -3); Obsession (Kill 
  the one who pushed me over the edge)
  Description: The spiritual remains of an individual driven 
  over the edge of madness, and often to suicide, ever hunting 
  for the person or people who may have been instrumental in 
  the afore-mentioned madness and/or suicide. They appear 
  as twisted, maddened versions of themselves before death, 
  features that make some Allip identifiable by friends and 
  family.
  Author: Son of Dave
  ankHeg
  Wild Animal
  ST: 21  
  HP: 24  
  Speed: 5.75
  DX: 10  
  Will: 11 
  Move: 5 (Tunneling 4)
  IQ: 2  
  Per: 11
  HT: 13  
  FP: 13  
  SM: +2
   
    
   
   
   
  Class: Dire Animal
  Dodge: 8 
  Parry: — 
  DR: 3
  Bite (12): 2d pi+ (Reach C, 1)
  •Spit Acid (12): Corrosion Attack 1d+3 (Acc 2; Range 5/10; 
  Useable every 6 hours)
  Physical Traits: 360º Vision; Extra Legs (6 total); Horizontal; 
  Infravision; No Fine Manipulators; Tunneling 4
  Skills: Camouflage-14; Climbing-14
  Author: Collective Restraint (d20 conversion)
  appaRition (teMplate)
  IQ -2 [-40]; Will +2 [10]
  Meta-Traits: Difficult Speech (F134) [21]
  Immunities: All mind control [30]; Metabolic Hazards [30]
  Physical Traits: Doesn’t Breathe [20]; Doesn’t Eat or 
  Drink [10]; Doesn’t Sleep [20]; Insubstantiality (Affect 
  Substantial, +100%; Always On, -50%) [120]; Invisibility 
  (Affects Machines, +50%; Extended, EM vision, sonar, 
  magnetic fields, +40%; Substantial Only, -10%) [74]; 
  Maintenance (1 person, monthly; Requires Will Roll, -5%; 
  Situational bonuses to Will, +5%) [-2]; Mute (Substantial 
  Only, -10%) [-22]; Unaging [15]
  Mental Traits: Cannot Learn [-30]; Compulsive Behaviors 
  and/or Obsessions [-15]; Hidebound [-5]; Incurious (6) 
  [-10]; Low Empathy [-20]; Single-Minded [5] Unfazeable 
  [15]
  Social Traits: Wealth (Dead Broke) [-25]
  Magical/Psi Traits: Telecommunication (Telesend; Costs 1 
  FP/sec, -10%) [27]
  Features: Affected by spirit-affecting spells [0]; Doesn’t 
  have or expend FP [0]; No mental skills [0]
  •Energy Reserve (Spiritual): Energy Reserve 10 (Abilities 
  only, -10%) [27]
  •Jump (Spiritual): Jumper (Costs 1 FP, -5%; Limited Access, 
  two worlds, -20%; Special Portal, ritual invocation, -60%; 
  Warp Jump, +10%) [25]
  •Possession (Spiritual): Possession (Chronic, +20%; Costs 
  1 FP/min, -5%; Emotion Control only, -50%; Spiritual, 
  -20%) [45]
  •Warp: Warp (Anchored, personal place of occult power, 
  -25%; Special Portal, ritual invocation, -30%; Warp 
  Jump, +10%) [55]
  Total Cost: 382 points
  Author: Jerander (3e conversion)
  
  aRRowHawk
  Juvenile
  ST: 12  
  HP: 12  
  Speed: 6.5
  DX: 15  
  Will: 11 
  Move: G0-A13
  IQ: 10  
  Per: 12
  HT: 11  
  FP: 11  
  SM: 0
   
    
   
   
   
  Class: Outerplanar (Air)
  Dodge: 9+1 
  Parry: — 
  DR: 1
  Resistances: Cold/Fire (DR 5); Acid/Electricity (DR 20)
  Immunity: Poison
  Combat Traits: Enhanced Dodge
  Bite (17): 1d-1 pi+ (Reach C)
  Electricity Ray (17): Burning Attack 2d-2 (Acc 3, Range 
  25/50; Metallic armor counts as DR 1)
  Physical Traits: Flight (Winged, 4 wings); Infravision; No 
  Fine Manipulators; No Legs (Aerial)
  Skills: Diplomacy-10; Escape-15; Hidden Lore (The 
  Planes)-10; Stealth-16; Survival (Plane of Air)-13
  Author: Collective Restraint (d20 conversion)
  Adult
  ST: 14  
  HP: 14  
  Speed: 6.5
  DX: 15  
  Will: 11 
  Move: G0-A13
  IQ: 10  
  Per: 12
  HT: 11  
  FP: 11  
  SM: +1
   
    
   
   
   
  Class: Outerplanar (Air)
  Dodge: 9+1 
  Parry: — 
  DR: 1
  Resistances: Cold/Fire (DR 5); Acid/Electricity (DR 20)
  Immunity: Poison
  Combat Traits: Enhanced Dodge
  Bite (18): 1d pi+ (Reach C, 1)
  Electricity Ray (18): Burning Attack 3d-3 (Acc 3, Range 
  25/50; Metallic armor counts as DR 1)
  Physical Traits: Flight (Winged, 4 wings); Infravision; No 
  Fine Manipulators; No Legs (Aerial)
  Skills: Diplomacy-10; Escape-16; Hidden Lore (The 
  Planes)-11; Stealth-17; Survival (Plane of Air)-14
  Author: Collective Restraint (d20 conversion)
  elder
  ST: 22  
  HP: 22  
  Speed: 6.5
  DX: 15  
  Will: 11 
  Move: G0-A13
  IQ: 10  
  Per: 12
  HT: 13  
  FP: 13  
  SM: +2
   
    
   
   
   
  Class: Outerplanar (Air)
  Dodge: 9+1 
  Parry: — 
  DR: 1
  Resistances: Cold/Fire (DR 5); Acid/Electricity (DR 20)
  Immunity: Poison
  Combat Traits: Enhanced Dodge
  Bite (19): 2d pi+ (Reach C, 1)
  Electricity Ray (19): Burning Attack 3d-3 (Acc 3, Range 
  25/50; Metallic armor counts as DR 1)
  Physical Traits: Flight (Winged, 4 wings); Infravision; No 
  Fine Manipulators; No Legs (Aerial)
  Skills: Diplomacy-10; Escape-17; Hidden Lore (The 
  Planes)-12; Stealth-18; Survival (Plane of Air)-15
  Author: Collective Restraint (d20 conversion)
  atHacH
  ST: 26  
  HP: 26  
  Speed: 5.5
  DX: 11  
  Will: 11 
  Move: 7 (4 encumbered)
  IQ: 8  
  Per: 10
  HT: 15  
  FP: 15  
  SM: +3
   
    
   
   
   
  Class: Mundane
  Dodge: 8 
  Parry: 10U 
  DR: 2
  Armor: Heavy Hide Armor (Torso, Groin; DR +2)
  Combat Traits: Extra Arms (3 arms); Extra Attack 1
  Giant Mace, x3 (14): 5d+4 cr (Reach C, 1-2)
  Thrown Rock, 50lb, x5 (11): 2d+2 cr (Acc 0, Range 26)
  Bite (13): 2d+2 cut with Poison
  •Poison (F): Toxic Attack 1d (Cyclic, 2d for 3 cycles; 
  Follow-Up, Bite; Resist HT-3)
  Physical Traits: Ambidexterity; Infravision
  Skills: Climbing-13; Jumping-16
  Author: Collective Restraint (d20 conversion)
  azeR
  ST: 13  
  HP: 13  
  Speed: 5.5
  DX: 11  
  Will: 11 
  Move: 5
  IQ: 11  
  Per: 11
  HT: 11  
  FP: 11  
  SM: -1
   
    
   
   
   
  Class: Outerplanar (Fire)
  Dodge: 8+2 
  Parry: 9U+2 
  DR: 4
  Armor: Scale Skirt (Groin, Legs; DR +4); Shield (Defense 
  +2)
  Resistance: Fire (DR 20); Magic 1
  Vulnerability: Cold (x2)
  Pick (13): 2d imp (Reach C) with Body Heat
  Thrown Spear (13): 1d+3 imp (Acc 2; Range 13/19) 
  •Body Heat (A): Burning Attack 1 hp (Aura)
  Skills: Jeweler/TL3-12; Merchant-13; Shield-12; Smith/
  TL3 (Select One)-13
  Notes: Azers generate body heat. It add 1 burn damage 
  to their unarmed attacks and armed attacks made with 
  metallic weapons. Unarmed attacks made on Azers deal 1 
  burn damage to the attacker (DR protects against it).
  Author: Collective Restraint (d20 conversion)
  basilisk
  Wild Animal
  ST: 15  
  HP: 15  
  Speed: 5.25
  DX: 9  
  Will: 11 
  Move: 4
  IQ: 3  
  Per: 11
  HT: 12  
  FP: 12  
  SM: 0
   
    
   
   
   
  Class: Dire Animal
  Dodge: 8 
  Parry: — 
  DR: 3
  Bite (11): 1d+1 pi+ (Reach C)
  
  •Petrifying Gaze (Resist HT-2): Turns to stone permanently; 
  Range 10; Vision-Based
  Physical Traits: Extra Legs (8 total); Horizontal; Infravision; 
  Night Vision +5; No Fine Manipulators
  Skills: Stealth-8
  Author: Collective Restraint (d20 conversion)
  basilisk, abyssal gReateR
  Wild Animal
  ST: 24  
  HP: 24  
  Speed: 6
  DX: 9  
  Will: 10 
  Move: 4
  IQ: 4  
  Per: 12
  HT: 15  
  FP: 15  
  SM: +1
   
    
   
   
   
  Class: Dire Animal
  Dodge: 9 
  Parry: — 
  DR: 4
  Resistance: Cold/Fire/Non-Magical Weapons (DR 5); 
  Magic 3
  Bite (11): 2d+1 pi+ (Reach C) with Smite Good
  •Petrifying Gaze (Resist HT-4): Turns to stone permanently; 
  Range 10; Vision-Based
  •Smite Good (F): Toxic Attack 2d (Limited Use, 1/day; 
  Only on “holy” beings)
  Physical Traits: Extra Legs (8 total); Horizontal; Infravision; 
  Night Vision +5; No Fine Manipulators
  Skills: Stealth-8
  Author: Collective Restraint (d20 conversion)
  bat, giant
  Wild Animal
  ST: 8  
  HP: 6  
  Speed: 6
  DX: 14  
  Will: 10 
  Move: G1-A12
  IQ: 3  
  Per: 14
  HT: 10  
  FP: 10  
  SM: -2 (SM 0 incl. wings)
   
    
   
   
   
  20 lbs.
  Dodge: 9 
  Parry: — 
  DR: —
  Bite (16): 1d-3 cut (Reach C)
  Combat Skills: Wrestling-15
  Physical Traits: Flight (Air 12, Winged); No Fine 
  Manipulators; Scanning Sense (Sonar); Ultrasonic 
  Hearing; Ultrasonic Speech (only)
  Skills: Camouflage-14
  Description: These beasts have been around even before 
  we documented history properly. Bats are rodents, very 
  similar to their cousins rats and mice. The difference of 
  course is that bats fly. There are several different species 
  of bats including, fruit bats, insect bats, giant bats, and 
  vampire bats. Fruit bats are light tan and eat only fruits. 
  Insect bats are a darker brown and eat insects. Both of these 
  bats are totally harmless to people. Giant bats eat meat 
  including small animals and possibly even small children. 
  Although they only attack humans when provoked, they 
  are very distempered. The dark black vampire bat, can 
  be dangerous because it drinks blood. Even though they 
  usually don’t attack humans, if they are very hungry, they 
  will. All bats are nocturnal meaning they are only active 
  at night. A bat will usually make its home in a cavern or 
  abandoned mine.
  Author: Collective Restraint
  bee, giant
  Flying Insect, Wild Animal
  ST: 10  
  HP: 8  
  Speed: 5.5
  DX: 12  
  Will: 10 
  Move: G4-A11(22)
  IQ: 1  
  Per: 12
  HT: 10  
  FP: 10  
  SM: 0
   
    
   
   
   
  110 lbs.
  Dodge: 9 
  Parry: — 
  DR: 3
  Combat Traits: Combat Reflexes; Impaling Striker (Stinger; 
  Accessibility, only after grapple; Cannot parry; Clumsy; 
  Weak)
  Bite (15): 1d-2 cut (Reach C)
  Stinger (15): 1d-1 imp with Sting (Reach C)
  •Sting (F): Affliction 3 (HT-2; Follow-Up, stinger; Sleep)
  Physical Traits: 360º Vision (Easy to hit, unusually large); 
  Automaton; Enhanced Move 1 (Air 22); Flight (Air 11, 
  winged); Nictitating Membrane 1
  Description: Giant bees are the size of a large dog and will 
  attack any intruder in its hive. They attack with a powerful 
  stinger, that injects a poison the causes severe drowsiness. 
  The poison sacs are often taken from a dead giant bee and 
  used for making sleep arrows.
  Author: Collective Restraint
  beipiaosauRus
  Wild Animal
  ST: 12  
  HP: 11  
  Speed: 7
  DX: 13  
  Will: 4  
  Move: 7(14)
  IQ: 3  
  Per: 4
  HT: 13  
  FP: 10  
  SM: 0
   
    
   
   
   
  187 lbs.; Class: Animal,
   
    
   
   
   
  Dinosaur
  Dodge: 10+1 
  Parry: 9(6) 
  DR: 1 (Tough Skin;
   
    
   
   
   
  Can’t Wear Armor)
  Combat Traits: Combat Reflexes
  Beak (13): 1d-2 pi+ (Reach C)
  Talons (13): 1d-2 cut (Reach C)
  Physical Traits: Acute Taste and Smell +4; Acute Vision +3; 
  Night Vision +2; No Fine Manipulators; Rapid Healing; 
  Restricted Diet (Carnivore)
  Skills: Jumping-13; Stealth-13; Survival (Forest?)-13; 
  Swimming-13; Tracking-10*
  Description: Beipiaosaurus measured 2.2 metres (7.3 ft) in 
  length and .88 metres (2.9 ft.) tall at the hip, and is among the 
  largest known feathered dinosaurs. Its weight is estimated as 
  about 85 kg (187 lb.) Beipiaosaurus had a toothless beak 
  with cheek teeth. More advanced therizinosaurids have four 
  functional toes, but the feet of Beipiaosaurus’ have reduced 
  inner toes, showing that the derived therizinosaurid condition 
  
  may have evolved from a three-toed therizinosauroid 
  ancestor. The head was large relative to other therizinosaurs, 
  and it had some features similar to the related Oviraptor.
  Author: Highland Piper
  *No skill values indicated in original
  blink dog
  Quadruped
  ST: 10  
  HP: 10  
  Speed: 5.75
  DX: 13  
  Will: 11 
  Move: 6
  IQ: 10  
  Per: 11
  HT: 10  
  FP: 10  
  SM: 0
   
    
   
   
   
  Class: Dire Animal
  Dodge: 8 
  Parry: — 
  DR: 1
  Bite (15): 1d-2 pi+ (Reach C)
  Physical Traits: Discriminatory Smell; Infravision; Night 
  Vision +5
  Magical Traits: Magery 1
  Skills: Body Sense-14; Stealth-10; Survival (Select One)-
  11; Tracking-12
  Spells: Blink-15; Teleport-15
  Author: Lurker (d20 conversion)
  bodak
  ST: 13  
  HP: 13  
  Speed: 6
  DX: 12  
  Will: 11 
  Move: 4
  IQ: 8  
  Per: 13
  HT: 12  
  FP: —  
  SM: 0
   
    
   
   
   
  Class: Undead
  Dodge: 9+1 
  Parry: 10(7) 
  DR: —
  Resistance: Acid/Fire (DR +5); Electricity (DR +20); Non-
  magical/cold iron weapons (DR +5)
  Immunity: Metabolic Hazards; Mind Control
  Injury Tolerance: No Blood; No Brain; No Vitals; Unliving
  Weakness: Sunlight (burn 1hp/sec; ignores DR)
  Combat Traits: Enhanced Dodge; High Pain Threshold
  •Death Gaze: Affliction (HT-2; Heart Attack; Max Range 
  10; Vision-Based)
  Physical Traits: Darkvision; Doesn’t Breathe; Doesn’t 
  Sleep; Unhealing (Total)
  Mental Traits: Indomitable
  Skills: Stealth-15
  Author: Lurker (d20 conversion)
  boMbadieR beetle, giant
  Insect, Wild Animal
  ST: 10  
  HP: 12  
  Speed: 5.5
  DX: 10  
  Will: 10 
  Move: G5-W1
  IQ: 1  
  Per: 10
  HT: 12  
  FP: 12  
  SM: 0
   
    
   
   
   
  125 lbs.
  Dodge: 8 
  Parry: — 
  DR: 2 (Flexible)
  Resistance: Acid Spray (DR +4); Disease +8
  Combat Traits: High Pain Threshold
  Bite (10): 1d-3 cut (Reach C)
  •Acid Spray (12): Corrosion Attack 1d+1 (Cone, 5 yards; 
  Limited Use, 4/day)
  Physical Traits: Lifting ST +4; Universal Digestion
  Description: Giant Bombardier Beetles are about 6 feet 
  long and feed primarily on carrion and offal. If provoked 
  it will attack with its Acid Spray or more rarely, its bite.
  Author: DieMunchkin
  bRownie (teMplate)
  SM -2
  Adult: 19 lbs.
  ST -5 [-50]; DX +1 [20]; Per +2 [10]
  Move -1 [-5]
  Physical Traits: Combat Reflexes [15]; Lifting ST +2 [6]; 
  Night Vision 3 [3]
  Mental Traits: Phobia (Cats, 12) [-5]
  Perks: Biting insects don’t bother them [1]; Strong Grip +1 
  ST when a good grip is useful [1]
  Quirks: Dislike bright lights [-1]
  Total Cost: 0 points
  Author: Flyndaran
  bugbeaR, atReyu’s (teMplate)
  ST +2 [20]; DX +1 [20]; HT +1 [10]
  DR 1 (Tough Skin, -40%) [3]
  Physical Traits: Blunt Claws [3]; Dscriminatory Smell 
  [15]; Sharp Teeth [1]
  Mental Traits: Bad Temper (12) [-10]; Bully (12) [-10]; 
  Callous [-5]
  Social Traits: Hideous Appearance [-16]
  Total Cost: 31 points
  Author: Atreyu Hibiki
  BugBeAr, Atreyu’s
  ST: 12  
  HP: 12  
  Speed: 5.5
  DX: 11  
  Will: 10 
  Move: 5
  IQ: 10  
  Per: 10
  HT: 11  
  FP: 11  
  SM: 0
   
    
   
   
   
  180 lbs.
  Dodge: 8 
  Parry: 8U 
  DR: 1 (Tough Skin)
  Combat Traits: Blunt Claws; Sharp Teeth
  Axe (10): 1d+4 cut (Reach 1)
  Combat Skills: Shield-10; Stealth-10
  Physical Traits: Discriminatory Smell
  Mental Traits: Bad Temper (12); Bully (12); Callous
  Social Traits: Hideous Appearance
  Skills: Climb-10
  Templates: Atreyu’s Bugbear
  Author: Atreyu Hibiki
  
  bugbeaR, bRuno’s (teMplate)
  ST +3 [30]; DX + 1 [20]; HT + 1 [10]
  HP +2 [4]; Per +1 [5]
  DR 2 (Tough Skin, -40%) [6]
  Physical Traits: Dark Vision [25]; Discriminatory Smell 
  [15]; Silence 2 [10]
  Mental Traits: Bully (12) [-10]; Chummy [-5]; Speak/Read 
  Common at Broken [2]
  Skills: Tracking-12* [4]
  Total Cost: 114 points
  Author: Bruno
  *Does not include bonus from Discriminatory Smell
  BugBeAr WArrior, Bruno’s
  ST: 13  
  HP: 14  
  Speed: 5.5
  DX: 11  
  Will: 10 
  Move: 5
  IQ: 10  
  Per: 11
  HT: 11  
  FP: 11  
  SM: 0
  Dodge: 9 
  Parry: 9/7 
  DR: 2 (Tough Skin)
  Large Knife (12): sw 2d-3 cut; thr 1d imp (Reach C, 1); 
  throw 1d imp (Range x0.8/x1.5)
  Shortsword (14): sw 2d-1 cut; thr 1d imp (Reach 1)
  Sling (14): 2d-1 pi (Range x6/x10; RoF 1)
  Combat Skills: Tactics-12
  Skills: Stealth-12*
  Languages: Goblin (Native); Common (Broken)
  Templates: Bruno’s Bugbear
  Total Cost: 169 points
  Author: Bruno
  *Takes bonuses from Silence 2 when appropriate
  bugbeaR, HyRneson’s (teMplate)
  SM +1 [0]
  ST +1 [10]; IQ -1 [-20]
  DR 2 (Fur, -40%) [6]
  Physical Traits: Infravision [10]; Sharp Teeth [1]; 
  Temperature Tolerance 2 (Fur) [2]
  Perks: Fur [1]
  Skills: Stealth-DX [2]
  Total Cost: 12 points
  Author: Hyrneson
  bugbeaR, luRkeR’s
  ST: 15  
  HP: 15  
  Speed: 5.5
  DX: 11  
  Will: 10 
  Move: 5
  IQ: 10  
  Per: 11
  HT: 11  
  FP: 11  
  SM: +1
   
    
   
   
   
  Class: Mundane
  Dodge: 8+1 
  Parry: 9U+1 
  DR: 1
  Armor: Leather Armor (Torso, groin; DR +2); Shield (Block 
  10)
  Mace (13): 3d cr (Reach C, 1)
  Thrown Javelin (13): 1d+2 imp (Acc 3; Range 22/37)
  Physical Traits: Discriminatory Smell; Infravision
  Skills: Climbing-10; Shield-13; Stealth-12
  Author: Lurker (d20 conversion)
  bulette
  Quadruped, Wild Animal
  ST: 27  
  HP: 27  
  Speed: 6
  DX: 12  
  Will: 11 
  Move: 6 (Tunneling 2)
  IQ: 3  
  Per: 12
  HT: 15  
  FP: 15  
  SM: +2
   
    
   
   
   
  Class: Hybrid
  Dodge: 9 
  Parry: — 
  DR: 5
  Bite (15): 3d-1 cut (Reach C)
  Claws (15): 3d/2 cr (Reach C, 1)
  Physical Traits: Discriminatory Smell; Infravision; Night 
  Vision +5; Tunelling 2; Universal Digestion
  Mental Traits: Bad Temper (9); Fearlessness +3; 
  Uncontrollable Appetite (9)
  Skills: Jumping-20; Tracking-14
  Author: Lurker (d20 conversion)
  buRned ones, tHe (teMplate)
  Resistance: Radiation Tolerance 5* [10]
  Physical Traits: High Pain Threshold [10]
  Social Traits: Monstrous Appearance [-20]; Social Stigma 
  (Monster) [-15]
  Total Cost: -15 points
  Author: Lonewulf
  *Original specified Radiation Resistance/Radiation Divisor 
  5 [5], which is incorrect cost, unless Author is getting this 
  from some other advantage
  byakHee
  ST: 18  
  HP: 18  
  Speed: 6
  DX: 14  
  Will: 10 
  Move: 6
  IQ: 8  
  Per: 10
  HT: 10  
  FP: 10  
  SM: +2
   
    
   
   
   
  400 lbs.
  Dodge: 9 
  Parry: 9(6) 
  DR: 2
  Combat Traits: Extra Attack (Claws); Vampiric Bite (Does 
  not restore HP)
  Bite (12): 1d+1 cut with +1hp blood loss/turn* (Reach C)
  Claws (12): 1d+2 imp (Reach C, 1)
  Physical Traits: Doesn’t Breathe; Flight (Space Move 20; 
  Winged); No Fine Manipulators; Temperature Tolerance 
  30; Vacuum Support
  Fright Check Modifier: -3
  Author: Max Schrek
  *Bite special effect not modeled in traits
  
  centauR, luRkeR’s
  ST: 18  
  HP: 18  
  Speed: 6
  DX: 12  
  Will: 11 
  Move: 7(14)
  IQ: 9  
  Per: 10
  HT: 12  
  FP: 12  
  SM: +1
   
    
   
   
   
  Class: Mundane
  Dodge: 9+1 
  Parry: 10 
  DR: 1
  Combat Traits: Enhanced Dodge; Hooves
  Broadsword (14): sw 3d+1 cut; thr 2d imp (Reach 1)
  Composite Longbow (13): 2d+1 imp (Acc 3; Range 
  360/450)
  Hooves (12): 1d+3 cr (Reach C, 1)
  Combat Skills: Brawling-12
  Physical Traits: Extra Legs (4 total); Infravision
  Skills: Stealth-12; Survival (Forest)-12
  Author: Lurker (d20 conversion)
  centauR, tbRock’s (teMplate)
  SM +1
  ST +5 [45]; IQ -1 [-20]; HT +2 [20]
  Physical Traits: Enhanced Move 1 (Ground) [20]; Extra 
  Legs (4 legs) [5]; Hooves [3]; Horizontal [-10]; Lifting 
  ST +2 [6]; Night Vision +5 [5]
  Mental Traits: Bad Temper (12) [-10]; Impulsiveness (12) 
  [-10]
  Quirks: Alcohol Intolerance [-1]; Personality Change 
  (under influence) [-1]
  Total Cost: 52 points
  Author: Tbrock1031
  centipede, collective’s giant
  Vermiform*, Wild Animal
  ST: 11  
  HP: 11  
  Speed: 5.5
  DX: 12  
  Will: 10 
  Move: 6
  IQ: 1  
  Per: 12
  HT: 10  
  FP: 10  
  SM: +2
   
    
   
   
   
  2 hexes
  Dodge: 9 
  Parry: — 
  DR: 3
  Combat Traits: High Pain Threshold
  Bite (12): 1d-1 cut with Toxin
  •Toxin (F): Affliction 3 (HT-2; Linked; Terrible Pain); Toxic 
  Attack 2d (Cyclic, 1 hour, 5 cycles; Follow-Up, bite; 
  Linked; Resist HT-3)
  Physical Traits: 360º Vision (Easy to Hit, unusually large); 
  Nictitating Membrane 1
  Mental Traits: Incurious (6); Low Empathy; No Sense of 
  Humor
  Description: This large, multi-legged insect frequents cool, 
  dark places. Its poison is considered to be among the most 
  deadly of any creature.
  Author: Collective Restraint
  *Effectively Vermiform; original had Extra Legs (A Lot of 
  legs!!!, Cannot kick) and No Fine Manipulators
  centipede, dieMuncHkin’s giant
  Vermiform*, Wild Animal
  ST: 4  
  HP: 4  
  Speed: 5.5
  DX: 12  
  Will: 10 
  Move: G5-W1
  IQ: 1  
  Per: 10
  HT: 10  
  FP: 10  
  SM: -3
   
    
   
   
   
  8 lbs.
  Dodge: 8 
  Parry: — 
  DR: 2 (Tough Skin)
  Combat Traits: High Pain Threshold; Striking ST +1 (Bite 
  only)
  Bite (12): 1d-5 cut with Poison
  •Poison (F): Affliction 2 (HT-1; Extended Duration, x30; 
  Follow-Up, bite; Moderate Pain; Secondary, Paralysis)
  Physical Traits: Dark Vision; Lifting ST +2
  Description: Giant Centipedes are about 2 feet long and 
  can be found in both subterrainean and dark, damp forest 
  environments. They attack anything that they think might be 
  food. Their bite won’t penetrate armor but if they bite flesh, 
  they will inject a painful venom that can cause paralysis.
  Author: DieMunchkin
  *Effectively Vermiform (original had No Fine Manipulators)
  cHaos beast
  ST: 14  
  HP: 14  
  Speed: 5.5
  DX: 11  
  Will: 10 
  Move: 4
  IQ: 10  
  Per: 12
  HT: 11  
  FP: 11  
  SM: +1
   
    
   
   
   
  Class: Mundane
  Dodge: 8+1 
  Parry: — 
  DR: 2
  Resistance: Magic +2
  Immunity: Shapeshifting
  Injury Tolerance: No Head; No Neck; No Vitals
  Combat Traits: Enhanced Dodge; Extra Attack
  Claws (14): 1d cut with Corporeal Instability
  •Corporeal Instability (F): Resist HT-2. Victim’s shape 
  melts, writhes and boils. The victim cannot hold any 
  items. Armor, backpacks and clothing reduces DX by 2. 
  Soft and misshapen feet reduces Move by 75%. Searing 
  pain along the nerves causes the victim to act incoherently. 
  The victim cannot cast spells or use magic items and it 
  attacks blindly, unable to distinguish friend from foe at -2 
  to attack rolls and 50% to miss any attack. Each second 
  spent in amorphous form reduces IQ by 1. If IQ is reduced 
  to 0, the victim becomes a Chaos Beast. Each second, the 
  victim can try to regain its own shape by succeeding a 
  Will-2 roll. A successful roll regains the victim’s shape 
  for one minute. On a failure, the victim can retry every 
  turn. Corporeal instability is not a disease or curse and 
  is hard to remove. Only a Great Healing will remove the 
  affliction. As for the lost IQ points, a Restore Memory 
  will recover them all.
  Physical Traits: Infravision; No Legs (Slithers)
  
  Skills: 
  Camouflage-14; 
  Climbing-15; 
  Escape-14; 
  Jumping-12
  Author: Lurker (d20 conversion)
  cHiMeRa
  Quadruped
  ST: 19  
  HP: 19  
  Speed: 6
  DX: 11  
  Will: 11 
  Move: G6-A8
  IQ: 7  
  Per: 12
  HT: 13  
  FP: 13  
  SM: +2
   
    
   
   
   
  Class: Hybrid
  Dodge: 9 
  Parry: — 
  DR: 4
  Combat Traits: Extra Attack 2
  Bite (15): 2d-1 cut (Reach C) (Dragon and Lion heads only)
  Claws (15): 2d-1 cut (Reach C)
  Horns (15): 2d+1 cr (Reach C) (Goat head only, usable once 
  every 3 seconds)
  Dragon Breath (Breath-15): See notes
  Physical Traits: Extra Heads (total 3); Flight (Winged); 
  Infravision; Night Vision 5
  Skills: Stealth-10
  Notes: Notes: Roll randomly to determine dragon’s head 
  color on 1d6, reroll any 6. 
  1: Black: Acid Jet. 2d cor (Jet, Range 7/15)
  2: Blue: Lightning Jet. 2d burn (Jet, Range 7/15). Metallic 
  armor counts as DR 1.
  3: Green: Cone of Gas. 5-yard-wide x 5-yard-long cone. 2d 
  tox
  4: Red: Cone of Fire. 5-yard-wide x 5-yard-long cone. 2d 
  burn
  5: White: Cone of Cold. 5-yard-wide x 5-yard-long cone. 2d 
  burn. Not incendiary.
  Author: Lurker (d20 conversion)
  cHokeR
  ST: 16  
  HP: 10  
  Speed: 6.25
  DX: 12  
  Will: 11 
  Move: 4 (Cling 2)
  IQ: 7  
  Per: 10
  HT: 11  
  FP: 11  
  SM: -2
   
    
   
   
   
  Class: Mundane
  Dodge: 9 
  Parry: 10* 
  DR: 2
  Punch (14): 1d+1 cr (Reach C)
  Combat Skills: TA Neck (Wrestling)-13; Wrestling-15
  Physical Traits: Altered Time Rate; Clinging; Infravision
  Skills: Climbing-16
  Author: Lurker (d2 conversion)
  *from Wrestling
  cHuul
  ST: 20  
  HP: 20  
  Speed: 6.75
  DX: 13  
  Will: 12 
  Move: G6-W4
  IQ: 10  
  Per: 14
  HT: 14  
  FP: 14  
  SM: +1
   
    
   
   
   
  Class: Mundane
  Dodge: 10 
  Parry: 11* 
  DR: 5
  Immunity: Poison
  Combat Traits: Combat Reflexes; Constriction Attack
  Pincers (15): 2d+1 cut (Reach C)
  •Paralytic Tentacles (resist HT-4): Paralyzes victim for 6 
  seconds. See notes
  Combat Skills: Wrestling-16
  Physical Traits: Amphibious; Doesn’t Breathe (Gills); 
  Infravision
  Skills: Stealth-16; Swimming-16
  Notes: After a successful attack with the pincer, the hit 
  location is automatically grappled if the victim’s SM is equal 
  or lower than the Chuul’s SM. After grappling a victim, 
  the Chuul can then transfer a victim from its pincer to its 
  tentacles as a Ready maneuver. The tentacles grapple with 
  the same ST but can’t constrict. Each second the victim must 
  try to resist the paralytic secretion of the tentacles (see above) 
  while getting bitten automatically for 2d-1 pi+ damage.
  Author: Lurker (d20 conversion)
  *from Wrestling
  cockatRice
  Wild Animal
  ST: 6  
  HP: 6  
  Speed: 5.75
  DX: 13  
  Will: 11 
  Move: G4-A8
  IQ: 3  
  Per: 12
  HT: 10  
  FP: 10  
  SM: -2
  Dodge: 8+1 
  Parry: — 
  DR: 0
  Combat Traits: Enhanced Dodge
  Bite (15): 1d-4 pi (Reach C) with Petrification
  •Petrification (resist HT): Turns to stone permanently
  Physical Traits: Flight (Winged); Infravision; Night Vision 
  5; No Fine Manipulators
  Author: Lurker (d20 conversion)
  coRpseR
  ST: 36  
  HP: 36  
  Speed: 6
  DX: 12  
  Will: 10 
  Move: 6*
  IQ: 0  
  Per: 12
  HT: 12  
  FP: 12  
  SM: +1
   
    
   
   
   
  2 hexes; 300 lbs.
  Dodge: — 
  Parry: — 
  DR: 3 (torso); 1 (tentacles)
  Injury Tolerance: Homogeneous
  Combat Traits: Constriction Attack; Fragile (Combustible); 
  Hard to Subdue 4
  Physical Traits: Ambidexterity; Blindness; Deafness; 
  Doesn’t Breathe; Doesn’t Eat or Drink (Requires Water); 
  
  Extra Arms 1 (all arms Extra-Flexible; Long +2 SM; 
  Weak); Mute; No Legs (Burrow only, with mouth and 
  tentacles); Regrowth; Temperature Tolerance 5; Tunneling 
  6 (Earth only); Vibration Sense (Land)
  Skills: Brawling-10*
  Description: These fearsome plants of the jungle, swamp, 
  and forest dwell beneath the earth. It is unlikely that any 
  human has ever beheld the full measure of a corpser, as they 
  move through the concealing earth as easily as a fish does 
  through water or a bird does through air. When these ravenous 
  predators perceive the footsteps of a large creature moving 
  on the surface above them, they thrust mighty tentacles 
  upward, through the crust, to seize their prey. Unwitting 
  creatures—and unfortunate humans—who do not wrest 
  themselves free of the tentacles’ grasp, find themselves rent 
  to bits and dragged below the surface to feed the creatures’ 
  unsavory appetites. Combatants take heed! The way of the 
  bow, staff, or sword is not always that to take with these 
  vile creatures. Although weapons rarely damage a corpser, 
  its kind might be brought down by the judicious use of fire.
  Author: Collective Restraint
  *Underground Move; original had no skills
  cyclops
  ST: 25  
  HP: 36  
  Speed: 5
  DX: 9  
  Will: 10 
  Move: 6
  IQ: 10  
  Per: 10
  HT: 12  
  FP: 12  
  SM: +2
   
    
   
   
   
  1 hex; 800 lbs.
  Dodge: 8 
  Parry: 10 
  DR: 2 (Tough Skin)
  Thrown Weapon (13; boulder): 3d cr
  24 lb. Club (13): 6d+1 cr (Reach C, 1)
  Thrust: 2d+2
  Swing: 5d-1
  Combat Skills: Brawling-12
  Physical Traits: Acute Taste/Smell +3; One Eye
  Mental Traits: Bad Temper (12)
  Social Traits: Penetrating Voice; Social Stigma (Monster)
  Skills: Climbing-12; Jumping-12
  Description: One of a race of incredibly strong one-eyed 
  giants, when it is not hurling large boulders at their 
  enemies, its favorite weapon is a large wooden club.
  Author: Collective Restraint
  deep one (teMplate)
  ST +2 [20]; HP +4 [8]; DR 1 [5]
  Combat Traits: Blunt Claws [3]
  •Terror: Terror (Always On, -20%) [48]
  Physical Traits: Acute Vision +1 [2]; Amphibious [10]; 
  Dependency (Total immersion in water, Daily) [-15]; 
  Doesn’t Breathe (Gills) [10]; Nictitating Membrane 5 
  [5]; Peripheral Vision [15]; Pressure Support 3 [15]; 
  Temperature Tolerance 15 [15]; Unaging [15]
  Mental Traits: Callous [-5]; No Sense of Humor [-10]
  Social Traits: Appearance (Monstrous) [-20]; Bad Smell 
  [-10]; Disturbing Voice [-10]; Frightens Animals [-10]
  Features: Lust for human mates [-1]
  Total Cost: 90 points
  Author: Max Shrek
  diMensional sHaMbleR
  ST: 19  
  HP: 19  
  Speed: 6.25
  DX: 10  
  Will: 10 
  Move: 6
  IQ: 7  
  Per: 10
  HT: 16  
  FP: 16  
  SM: 0
   
    
   
   
   
  270 lbs.
  Dodge: 9 
  Parry: 7(4) 
  DR: 0
  Combat Traits: Extra Attack
  Talons (9): 2d-1 imp (Reach C)
  Magical Traits: Jumper (Reliable +5; World-Spanning)
  Fright Check Modifier: -5
  Description: If both claws hit in the same round, the victim 
  is grappled (p. B370). The shambler will most likely attempt 
  to Jump with the unfortunate, if this happens. Abductees of 
  Dimensional Shamblers are seldom seen again.
  Author: Max Shrek
  dolpHin (teMplate)
  Ichthyoid
  SM +1
  ST +10 [50]; DX +2 [40]; HT +2 [20]
  Per +2 (underwater only, -30%) [7]; Move: W+2
  DR +1 (Tough Skin) [3]
  Immunity: Salt Poisoning [5]
  Injury Tolerance: No Neck [5]
  Vulnerability: Dehydration 4 (speed up time instead of 
  increased amount but still 8 hours, -0%) [-20]
  Combat Traits: Sharp Teeth [1]
  Physical Traits: Absolute Direction [5]; Cetacean Sleeping 
  [4]*; Dependency (Water, hourly) [-40]; Doesn’t Breath 
  (Breath Holding x 40 [8 min. avg.]) [11]; Dolphin 
  Echolocation [26]**; Early Maturation [0]; Increased Life 
  Support (1/2 ton shipboard, -25%; 1/4 ton environment 
  suits, -20%) [-3]; Nictitating Membrane [1]; Night Vision 
  +5 [5]; Peripheral Vision [15]; Restricted Diet (Fresh 
  meat) [-5]; Short Lifespan 1 [-10]; Subsonic Hearing [5]; 
  Ultrasonic Speech [10]
  Mental Traits: Chummy [-5]; Curious (12) [-5]; Dreamer 
  [-1]; Imaginative [-1]; Impulsiveness (12) [-10]; Minor 
  Dyslexia [-5]; Playful [-1]; Responsive (often overridden 
  by mating urges, -0%) [-1]; Xenophilia (15) [-5]
  Cultural Traits: Cetacean Cultural Familiarity [0]; Dolphin 
  Cultural Familiarity [0]
  Skills: Musical Composition-Poetry-2 [0]; Naturalist-IQ-2 
  [1]; Poetry-IQ-1 [1]; Singing-HT [1]; Survival-Per-1 [1]; 
  Swimming-HT+1 [2]
  Talents: Dolphin 1 (Acrobatics, Aquabatics, Naturalist, 
  Poetry, Singing, Swimming) [5]
  
  Languages: Dolphin (normal and ultrasonic) [0]; Cetacean 
  Common (dolphin dialect, spoken only) [2]; Human 
  language (select one, spoken only) [1]
  Description: The most common species of dolphin is the 
  bottlenose dolphin, but this also includes the false killer 
  whales (and the wolphin cross breed) as well as other species. 
  This build is for a science fiction game where in cetaceans 
  (dolphins and whales and the like) are sapient.
  Total Cost: 94 points
  Author: Nerdvana
  * Doesn’t Sleep (Still requires four hours sleep per each half 
  of the brain, -60%; Temporary Disadvantage: Confusion 
  @12, -10%; Temporary Disadvantage: Indecisive [12], 
  -10%)
  ** Alternative Abilities: Scanning Sense (Sonar) (Targeting 
  sense, +20%) [24] and Cetacean Hearing† [10]
  † Discriminatory Hearing (Hearing and Shadowing bonuses 
  only, -15%; Underwater only, -30%) [9]; Quirk: Sound 
  Memorization [1]
  dRacon (teMplate)
  SM +1 [0]
  ST +1 [10]; DX -1 [-20]
  Move +2 [10]
  Attacks: Crushing Striker (Tail) [5]; Sharp Claws [5]; Sharp 
  Teeth [1]
  Physical Traits: Extra Legs (4 total) [5]; Lifting ST +3 [9]
  Mental Traits: Intolerance (Neogi; Total Intolerance) [-10]; 
  Sense of Duty (Family herd) [-10]
  Social Traits: Discipline of Faith (Ritualism) [-5]
  Total Cost: -1 point.
  Author: Lurker
  dRagon
  Quadruped
  ST: 26  
  HP: 26  
  Speed: 6.75
  DX: 13  
  Will: 14 
  Move: G6-A13
  IQ: 14  
  Per: 16
  HT: 14  
  FP: 24  
  SM: +3
   
    
   
   
   
  10 hexes; 2,000 lbs.
  Dodge: 9 
  Parry: — 
  DR: 6 (Can’t Wear Armor)
  Fire Breath (18): Burning Attack 3d (Breath; Costs Fatigue, 
  2 FP; Jet)
  Fangs (16): 2d+3* imp (Reach C, 1-2)
  Tail (16): Crushing Striker 3d* (Long, +1 SM; Cannot 
  Parry) (Reach C, 1-3)
  Talons (16): 3d* imp (Reach C)
  Physical Traits: Flight (Winged); Metabolism Control 8; 
  Nictitating Membrane 5
  Social Traits: Loner (15); Social Stigma (Monster)
  Magical Traits: Magery 3
  Skills: Climbing-14; Detect Lies-16; Diplomacy-14; 
  Fast-Talk-15; 
  Intimidation-15; 
  Swimming-16; 
  Thaumatology-16
  Spells: Bravery-20; Detect Magic-20; Fear-20; Lend 
  Energy-20; 
  Lend 
  Vitality-20; 
  Loyalty-20; 
  Major 
  Healing-20; Minor Healing-20; Panic-20; Recover 
  Energy-20; Sense Emotion-20; Sense Foes-20
  Description: Dragons are huge fearsome beasts who live in 
  their dens, often in large caverns. They are very powerful 
  creatures, capable of wielding awesome magic and breathe 
  searing hot fire. Combat with a dragon is extremely difficult, 
  as their thick scales protect them from most attacks. Dragons 
  are very evil often spending much of their time stealing 
  riches from the citizens. A dragon’s life span is that of 
  several hundred years which they have a long maturation 
  period starting from hatchling, to the drake stage, and then 
  finally the adult dragon.
  Author: Collective Restraint
  *original entry has 2d+2 for Fangs and Talons; Tail and 
  Talons are 2d+6, adjusted to 3d
  dRagon, sHouldeR (teMplate)
  SM -2 [0]
  ST -3 [-30]; DX +5 [100]; HT +2 [20]
  HP +6 [12]; FP +3 [9]; Per +3 [15]
  DR 1 (Cannot wear armor, -40%) [3]
  Resistance: Disease +8 [5]
  •Flame Breath (DX): Burning Attack 6d (Jet, +0%) [30]
  Attacks: Bite thr-1 cut; Flame Breath
  Physical Traits: Flight (Small wings, -10%) [36]; Ham-
  Fisted [-10]; Horizontal [-10]; Restricted Diet (fresh 
  meat) [-10]; Sharp Teeth [1]
  Mental Traits: Compulsive Behavior (horde bright/
  shiny objects) [-10]; Distractible [-1]; Laziness [-10]; 
  Overconfidence
  Social Traits: Pitiable [5]
  Total Cost: 150 points
  Author: Atreyu Hibiki
  dRake
  Quadruped
  ST: 18  
  HP: 18  
  Speed: 5
  DX: 11  
  Will: 11 
  Move: G5-A10
  IQ: 11  
  Per: 13
  HT: 13  
  FP: 15  
  SM: +1
   
    
   
   
   
  4 hexes; 650 lbs.
  Dodge: 8 
  Parry: — 
  DR: 2 (Can’t Wear Armor)
  Bite (14): 1d+2 cut (Reach C, 1)
  Claws (14): 1d+4* cut (Reach C)
  Fire Breath (15): Burning Attack 1d (Breath; Costs Fatigue, 
  2 FP; Jet; Reduced Range, 1/2)
  Tail (14): Crushing Striker 1d+4* cr (Long, +1 SM; Cannot 
  Parry) (Reach C, 1)
  Physical Traits: Flight (Winged); Metabolism Control 2; 
  Nictitating Membrane 2; Unaging
  Social Traits: Loner (15); Social Stigma (Monster)
  Magical Traits: Magery 1
  
  Skills: 
  Climbing-12; 
  Intimidation-12; 
  Swimming-14; 
  Thaumatology-10
  Spells: 
  Detect Magic-15; Lend Vitality-15; Minor 
  Healing-15; Recover Energy-15
  Description: Through the process of maturation, and young 
  drake will eventually become a full grown dragon. While 
  even drakes can breathe fire, they have a very limited use 
  of spells making them much less of a threat as their parents. 
  They are still a formidable foe, and should never be attacked 
  alone.
  Author: Collective Restraint
  *original entry has 1d+2 for Claws, 2d for Tail
  dwaRf, tbRock’s (teMplate)
  SM -1
  ST +1 [10]; HT +1 [10]
  Move -1 [-5]
  Physical Traits: Extended Lifespan 1 [2]; Increased 
  Consumption [10]; Night Vision +9 [9]; No Hangover 
  [1]; Resistant to Poisons +8 [7]
  Mental 
  Traits: 
  Absolute 
  Direction 
  (Accessibility, 
  Underground Only, -30%) [4]; Duty (Clan; 9) [-5]; 
  Honesty (9) [-15]
  Magical Traits: Magic Resistance 2 (Improved, +150%) 
  [10]
  Talents: Artificer 1 [10]
  Total Cost: 28 points
  Author: Tbrock1031
  dwaRf, uRbis (teMplate)
  HT +1 [10]; HP +1 [2]; Move -1 [-5]
  Physical Traits: Dark Vision [25]; Extended Lifespan 4 [8]; 
  Resistant to Poison +3 [3]
  Magical Traits: Magic Resistance 2 (Improved, +150%)
  Talents: Dwarf Talent 1 (Axe/Mace; Attack rolls vs. orcs, 
  half-orcs, goblinoids; Armoury-, Engineer-, Merchant- and 
  Perception-based rolls involving stone or metal)
  Racial Skills: Immoveable Stance DX-2 [1]
  Total Cost: 59 points
  Author: Jürgen Hubert
  eaRtH eleMental, MediuM (teMplate)
  SM 0; ST +6 [60]
  Templates: Small Earth Elemental (M55) -SM -ST
  Total Cost: 90 points
  Author: Collective Restraint
  eaRtH eleMental, laRge (teMplate)
  SM +1; ST +12 [108]
  Templates: Small Earth Elemental (M55) -SM -ST
  Total Cost: 138 points
  Author: Collective Restraint
  eaRtH eleMental, veRy laRge  (teMplate)
  SM +2; ST +23 [184]
  Templates: Small Earth Elemental (M55) -SM -ST
  Total Cost: 214 points
  Author: Collective Restraint
  eaRtH eleMental, Huge (teMplate)
  SM +3; ST +45 [315]
  Templates: Small Earth Elemental (M55) -SM -ST
  Total Cost: 345 points
  Author: Collective Restraint
  eaRtH eleMental, gigantic (teMplate)
  SM +4; ST +67 [402]
  Templates: Small Earth Elemental (M55) -SM -ST
  Total Cost: 432 points
  Author: Collective Restraint
  elf, tbRock’s (teMplate)
  ST -1 [-10]; DX +1 [20]
  HP +1 [2]; Per +1 [5]
  Physical Traits: Acute Hearing +3 [6]; Bad Sight 
  (Farsighted; Mitigator, Glasses, -60%) [-10]; Extended 
  Lifespan 3 [6]; Extra Sleep 2 [-4]; Subsonic Hearing [5]; 
  Ultrahearing [5]
  Total Cost: 25 points
  Author: Tbrock1031
  elf, uRbis (teMplate)
  DX +1 [20]; HT -1 [-10]
  HP -1 [-2]; Per +2 [10]
  Immunity: Supernatural “Sleep” Effects [5]
  Physical Traits: Extended Lifespan 5 [10]; Less Sleep 4 [8]; 
  Night Vision 7 [7]
  Magical Traits: Magery 0 [5]
  Talents: Elf Talent 1 (Bow; Broadsword; Rapier) [5]
  Total Cost: 58 points
  Author: Jürgen Hubert
  ettin (teMplate)
  SM +2 [0]
  ST +3 (SM, -20%) [24]; IQ -1 [-20]
  HP +3 (SM, -20%) [5]; Per +3 [15]
  DR 2 (Tough Skin, -40%) [6]
  Physical Traits: Extra Attack [25]; Extra Head [15]
  Mental Traits: Compartmentalized Mind 1 [50]
  Social Background: TL -3 [-15]
  Total Cost: 105 points
  Author: Hyrneson
  
  ettin, langsdoRf’s
  ST: 50  
  HP: 50  
  Speed: 4.50
  DX: 9  
  Will: 8  
  Move: 13
  IQ: 8  
  Per: 9
  HT: 9  
  FP: 15  
  SM: +3
   
    
   
   
   
  Class: Mundane
  Dodge: 7 
  Parry: 9 
  DR: 6 (Tough Skin)
  Combat Traits: Berserk (12); Extra Attack
  Club (12): 8d+6 cr (Reach C, 1-4; usually Telegraphed)
  Boulder (14): 5d-3 cr (Thrown)
  Brawling (12): 5d+1 cr (Reach C, 1-3; usually Telegraphed)
  Stomp (12): 5d+6 cr (Reach C, 1-3; usually Telegraphed)
  Physical Traits: Extra Head*
  Skills: Observation-12
  Features: Can evade size 0 foes by walking over them
  Notes: This ettin gets +1 to hit heads of smaller foes (almost 
  everyone) and smaller foes defend at -3. Each head must be 
  stunned or knocked out separately. If either head is stunned 
  or knocked out, the ettin loses Extra Attack.
  Author: MLangsdorf
  *Extra Head not included in original entry
  faiRy, sandy’s (teMplate)
  SM -9; ST -9 [-90]; DX +2 [40]
  Per +2 [10]
  Speed +1 [20]; Move -4 [-20]; Dodge +2 [30]
  Physical Traits: Combat Reflexes [15]; Flight (Winged, 
  -25%) [30]; Reduced Consumption 3 [6]
  Mental Traits: Trickster [-15]
  Magical Traits: Detect Magic [10]
  •Warp (Magical): Warp (Blink, +25%; Costs Fatigue, 2 FP, 
  -10%; Range Limit, -50%) [38]
  Total Cost: 74 points
  Author: Sandy Mac
  faiRy, gold’s (teMplate)
  SM -9; ST -9 [-90]
  HP +3 (Massless, +0%; Mana-Sensitive, -10%) [6]; Per +2 
  [10]
  Speed +1 [20]; Move -4 [-20]
  Physical Traits: Flight (Winged, -25%) [30]; Lifting ST +1 
  (Mana-Sensitive, -10%) [3]; Reduced Consumption 3 [6]
  Magical Traits: Dependency (Low+ Mana, Hourly) [-20]; 
  Magery 0 [5]
  Notes: Combat Reflexes and the Stealth skill will be 
  very, very common but not innate. Per bonus to notice 
  threats sooner, Speed bonus for dodging/fleeing, smaller 
  size to decrease chance of being seen or hit. As long as 
  they’re absorbing Mana they can take an absurd amount of 
  punishment for a creature of their size, likely to survive a 
  good stomp or two from an average Human. Once beaten 
  down they have the same average chance as anyone of dying 
  without individually high HT, however, and straying into a 
  No-Mana zone with more than 1 point of injury provokes an 
  immediate death check as reality catches up.
   
  The -50 points left by the template should be used to 
  buy Mana-Powered Advantages (I agree with NAS that 
  this should be a GM-Created list) or Magical Aptitude +3 
  and some spells. I’d personally restrict the extra Magery to 
  Illusion/Creation Only, Light/Darkness Only, Mind-Control 
  Only, Communication/Empathy Only, or Gate Only with 
  about 1/5 of the population getting each to maintain the 
  “fairy” flavor, and then let them have versatile Mages with 
  unrestricted Magery at about the same rate as Humans.
  Total Cost: -50 points
  Author: Gold & Appel Inc
  felinoid (teMplate)
  SM -1
  ST -4 [-40]; DX +2 [40]
  HP +4 [8]; Per +2 [10]
  DR 1 [5]
  Physical Traits: Catfall [10]; Flexible [5]; Night Vision 5 [5]; 
  Reduced Consumption 1 [2]; Restricted Diet (Carnivore) 
  [-10]; Sharp Claws [5]; Sharp Teeth [1]; Striking ST 4 
  [20]; Super Jump 4 [20]; Temperature Tolerance 1 [1]; 
  Terrain Adaptation (Snow) [5]
  Mental Traits: Impulsiveness (9) [-15]
  Perks: Climbing Claws [1]; Fur [1]; Natural Camouflage [1]
  Features: Estrus; Purring Voice; Quadruped at will; Tail
  Notes: The “natural camouflage” is seasonal: in the summer 
  it’s tawny, and in the winter it’s white.
  Total Cost: 90 points
  Author: Nyu2
  fiRe beetle, giant
  Insect, Wild Animal
  ST: 6  
  HP: 6  
  Speed: 5
  DX: 10  
  Will: 10 
  Move: G5-W1
  IQ: 1  
  Per: 10
  HT: 10  
  FP: 10  
  SM: -3
  Dodge: 8 
  Parry: — 
  DR: 2 (Flexible)
  Bite (10): 1d-2 cut (Reach C)
  Physical Traits: Dark Vision; High Pain Threshold; Lifting 
  ST +4; Striking ST +7 (Bite only)
  Quirks: Glowing glands behind eyes (Incompetence, 
  Stealth)
  Description: Giant Fire Beetles are around 2 feet in length 
  and are known for having a very powerful bite for their size. 
  They will attack anything that they identify as food (sleeping 
  adventurers qualify), although their glowing glands will 
  often alert their prey. The glands are prized by wizards and 
  alchemists, plus they are useful as they will continue to 
  provide light (-5 vision rolls) for several days after removal.
  Author: DieMunchkin
  
  fiRe eleMental, MediuM (teMplate)
  SM 0 [0]; ST +2 [20]; HP +3 [6]
  Templates: Small Fire Elemental (M76) - SM -ST -HP
  Total Cost: 82 points
  Author: Collective Restraint
  fiRe eleMental, laRge (teMplate)
  SM +1; ST +4 [54]; HP +4 [8]
  Templates: Small Fire Elemental (M76) - SM -ST -HP
  Total Cost: 118 points
  Author: Collective Restraint
  fiRe eleMental, veRy laRge (teMplate)
  SM +2; ST +14 [112]; HP +6 [10]
  Templates: Small Fire Elemental (M76) - SM -ST -HP
  Total Cost: 178 points
  Author: Collective Restraint
  fiRe eleMental, Huge (teMplate)
  SM +3; ST +30 [210]; HP +10 [14]
  Templates: Small Fire Elemental (M76) - SM -ST -HP
  Total Cost: 280 points
  Author: Collective Restraint
  fiRe eleMental, gigantic (teMplate)
  SM +4; ST +46 [276]; HP +14 [17]
  Templates: Small Fire Elemental (M76) - SM -ST -HP
  Total Cost: 349 points
  Author: Collective Restraint
  fiRelizaRd (teMplate)
  SM -3 [0]
  Gold/Bronze
  ST -4 [-40]; DX +1 [20]; IQ -3 [-60]; HT +3 [30]
  Brown
  ST -5 [-50]; DX +2 [40]; IQ -4 [-80]; HT +2 [20]
  Blue/Green
  ST -6 [-60]; DX +3 [60]; IQ -5 [-100]; HT +2 [20]
  All
  Per +4 [20]
  Physical Traits: Bad Grip [-5]; Cold-Blooded [-10]; Flight 
  (Winged) [30]; Nictitating Membrane [1]; Semi-Upright 
  [-5]; Sharp Claws [5]; Sharp Teeth [1]
  Mental Traits: Chummy [-5]; Distractible [-1]; Fearfulness 
  1 [-2]; Innumerate [-5]; Non-Iconographic [-10]*; Nosy 
  [-1]; Phobia (Red star, 12) [-5]; Racial Memory [40]
  Social Traits: Easy to Read [-10]; Social Stigma (Valuable 
  Property) [-10]
  Features: Early Maturation (1 turn) [0]; Tail [0]
  Taboo Traits: IQ-based skills harder than Easy; Spoken 
  languages
  •Breathe Fire (DX): Burning Attack 2d (Jet, +0%; Nuisance 
  Effect, Firestone/breath reeks, -5%; Reduced Range 2, 
  -10%; Trigger, Firestone, -20%) [7]
  •Mind Reading (Psi): Mind Reading (Semi-Vague, -25%; 
  Telecommunication, -20%; Psi, -10%) [14]
  •Telescan (Psi): Detect (Personally known beings; Long 
  Range, +100%; Psi, -10%) [38]
  •Telesend (Psi): Telesend (Semi-Vague, pictures and 
  emotions only, -25%; Psi, -10%) [20]
  •Warp (Psi): Warp (Reliable +10, +50%; Based on Per, 
  +20%; Psi, -10%; Uncontrollable, -10%; Travel time 1 
  sec “in between” per 2k miles, -10%; Keeps orientation 
  and momentum (based on 3e), -50%; Loose body parts 
  intersect with solids (based on 3e), -50%) [40]
  Description: Firelizards are miniature dragons about the 
  size of a human forearm. It is from their genetic stock that the 
  Kitti Ping Yang engineered Pern’s larger Dragons to combat 
  ‘thread’. Though unlike the common mythical dragons of 
  Earth, firelizards did not have scales, but a leathery hide. It 
  is from the color of this hide that the subspecies are known.
  Author: Rogue
  Total Cost: 98 points
  *Original is unclear
  FirelizArd, impressed (lens)
  SM -3 [0] Firelizard
  •Mindlink (Psi): Mindlink (Single Person; Psi, -10%) [5]
  Total Cost: +5 points
  Author: Rogue
  FirelizArd, Jumper (lens)
  SM -3 [0] Firelizard
  •Timejump (Psi): Jumper (Travel time 3 turns [years] per 
  second with nothing to breathe in between, -10%; Psi, 
  -10%) [80]
  Total Cost: +80 points
  Author: Rogue
  floating eyeball
  ST: 11  
  HP: 21  
  Speed: 6
  DX: 12  
  Will: 15 
  Move: G2-A4
  IQ: 13  
  Per: 15
  HT: 12  
  FP: 12  
  SM: +2
   
    
   
   
   
  3 hexes; 1 ton
  Dodge: 9 
  Parry:  DR: 7 (Tough Skin;
   
    
   
   
   
  Can’t Wear Armor)
  Injury Tolerance: No Neck
  Fangs (12): 1d-1 imp (Reach C)
  •Antimagic Cone (Gaze-14, Magical): Mana Damper 3 
  (Accessibility, selective area only de-selects self; Cone, 
  15 yards; Selective Area; Switchable)*
  •Charm 
  Ray 
  (Gaze-14, 
  Magical): 
  Mind 
  Control 
  (Independent; Requires DX Roll; Suggestion; Takes 
  Recharge, 5 seconds)
  •Disintegration Ray (Gaze-14, Magical): Corrosion Attack 
  10d (Armor Divisor 10; Reduced Range 1; Resistible 5; 
  
  Takes Recharge, 5 seconds)
  •Fear Ray (Gaze-14, Magical): Terror 1 (Fear, 4-16, retreat 
  1d sec, 17-21, run away 1d min; Requires DX Roll; Takes 
  Recharge, 5 seconds)
  •Petrification Ray (Gaze-14, Magical): Affliction 1 (HT; 
  Cone, 15 yards; Extended Duration (Permanent, cured 
  by Stone to Flesh or Remove Curse); Paralysis; Reduced 
  Range 1; Requires DX Roll; Selective Area; Takes 
  Recharge, 5 seconds)
  •Sleep Ray (Gaze-14, Magical): Affliction 1 (Will; Based 
  on Will; Reduced Range 1; Requires DX Roll; Sleep; 
  Takes Recharge, 5 seconds)
  •Slow Ray (Gaze-14, Magical): Affliction 1 (Will; Based on 
  Will; Decreased Time Rate; Reduced Range 1; Requires 
  DX Roll; Takes Recharge, 5 seconds)
  •Telekinesis (Magical): Telekinesis (Requires DX Roll; 
  Takes Recharge, 5 seconds; Visible)
  •Wounding Ray (Gaze-14, Magical): Toxic Attack 2d 
  (Reduced Range 1; Resistible 5; Takes Recharge, 5 
  seconds)
  Physical Traits: 360º Vision (Easy to Hit); Extra 
  Attack 1; Extended Lifespan 1; Feather Fall; Flight; 
  Infravision; Nictitating Membrane; No Legs (Aerial); No 
  Manipulators; No Sense of Taste; Reduced Consumption 
  4 (Cast Iron Stomach)
  Mental Traits: Bad Temper (12); Gluttony (6); Loner (9); 
  Overconfidence; Paranoia; Selfish
  Social Traits: Cultural Familiarity (Floating Eyeball 
  society); Intolerance (non-floating eyeballs); Monstrous 
  Appearance (Universal)
  Magical Traits: Magery 1
  Perks/Quirks: Sexless; Shorter Gestation
  Skills: 
  Observation-16; 
  Search-16; 
  Stealth-13; 
  Thaumatology-13
  Languages: Floating Eyeball Speech (Native/None); 
  Common (Accented/Native)
  Social Background: TL3
  Description: This is, as the name implies, a big floating 
  eyeball with magical attacks and a bad attitude. It has ten 
  eye stalks coming out of the top its skull/body, each one 
  having a different magical ray. Its attitude causes it to react 
  to other floating eyeballs at -7 and to everyone else at -10; 
  other creatures react to them at -7. As such, they are usually 
  encountered alone, or with charmed minions. They are mad 
  and hate anyone other than themselves, including other 
  floating eyeballs, but often have charmed minions around 
  for flattery. They live in underground caves, occasionally not 
  far from other floating eyeballs in a city but not actually with 
  them, eat any organic material, and sleep whenever it suits 
  them.
  Design Notes: I made each eye stalk an attack that takes five 
  seconds of recharge to best mimic the creature’s behavior in 
  its original game system, in which all its eye stalk attack in 
  each of the system’s six-second combat rounds. This way 
  forces it to use all its eye stalks. The alternate way, giving 
  it Extra Attack 12, would make it near invincible against 
  almost anyone. It has two Sleep Rays and two Wounding 
  Rays; in the original game, each pair represents two similar 
  spell attacks that lose their distinction in GURPS.
   
  I don’t have a good disadvantage to cover this creature’s 
  unusual anatomy (though as a monster, a point cost is 
  unimportant), but it has only four of the usual GURPS hit 
  locations: face, skull, eye, vitals. To accommodate this, the 
  attacker may target the face at no penalty, the skull at -2, 
  the eye at -4 and the vitals at -3; from behind, he may target 
  the skull at no penalty, the face at -2, the vitals at -3 and 
  the eye not at all. Per the Easy to hit limitation, the attacker 
  may target the eye stalks at -6. If you are using the optional 
  hit locations in Martial Arts, the attacker may only target 
  the jaw at -1, as floating eyeballs lack traditional ears and 
  noses. They suffer the normal effects of these hits; as such, 
  any Major Wounds tend to harm the creature more than 
  most, and it is easier to hit a spot that has a higher damage 
  multiplier.
  Author: Rasputin
  *Or: Mana Damper 3 (Cone, 15 yards; Improved; 
  Switchable), using the Improved enhancement from 
  Magic Resistance, and allowing Cone as a limitation 
  instead of an enhancement (Cone can’t be used with 
  Emanation, which Mana Damper is by default)
  gaRgoyle (teMplate)
  SM 0 [0]
  ST +5 [50]; HT +2 [20]; HP +5 [10]*
  DR 5 (Tough Skin, -40%) [9]
  Physical Traits: Clinging (Nuisance Effect, digs holes in 
  surfaces, -5%) [19]; Crushing Striker (Tail; Cannot Parry, 
  -40%; Clumsy, -20%) [2]; Flight (Small Wings, -10%; 
  Controlled Gliding, -45%) [18]; Fragile (Brittle; Only 
  during day, -20%) [12]; Night Vision +5 [5]; Nocturnal 
  [-20]; Sharp Claws (Armor Divisor 3, +100%) [10]
  Social Traits: Sense of Duty (Clan) [-5]; Social Stigma 
  (Monster) [-15]; Unnatural Features 4 [-4]
  Skills: Aerobatics; Flight; Meteorology
  Total Cost: 87 points
  Author: Lonewolf23k
  *Original indicates 5 CP, which is an error
  gelatinous cube
  SM +4 Ooze
  Maximum: 25 tons
  ST 15; DX 4; IQ 1; HT 18
  HP 23; FP 18; Will 1; Per 1
  Speed 2.5; Move 2; Dodge 5
  Attacks: Constriction; Corrode; Paralyze; Slam
  Physical Traits: Acute Vibration Sense 7; Constriction 
  Attack (Engulfing); Obscure 5 (Always On; Defensive; 
  No Area; Stealthy); Universal Digestion
  
  Skills: Brawling-10
  •Corrode (F): Corrosion Attack 1d+3 (Always On; Follow-
  Up; Link, Paralysis; Not vs. metal or stone)
  •Paralysis (F): Affliction 3 (HT-2; Always On; Follow-Up; 
  Link, Corrode; Paralysis)
  Author: Hyrneson
  gHoul (teMplate)
  ST +4 [40]; DX +1 [20]; HT +1 [10]
  HP +1 [2]; Per +3 [15]
  Immunity: Disease [10]
  Physical Traits: Acute Taste/Smell +2 [4]; Blunt Claws [3]; 
  Extra Attack 2 (claw, bite) [50]; Hard to Kill 1 [2]; Injury 
  Tolerance (Unliving) [20]; Night Vision 5 [5]; Sharp 
  Teeth [1]
  Mental Traits: Callous [-5]
  Social Traits: Appearance (Monstrous) [-20]; Bad Smell 
  [-10]; Odious Racial Habit (Eats human carrion) [-15]; 
  Terror -3 (Always On, -20%) [48]
  Features: Although the ghouls have Injury Tolerance 
  (unliving), they are not undead. The Advantage reflects 
  the ghouls’ peculiar resistance to gunshot wounds.
  Total Cost: 180 points
  Author: Max Shrek
  giant, cloud (teMplate)
  SM +3 [0]
  ST +5 (SM, -30%) [35]
  HP +5 (SM, -30%) [7]
  DR 2 (Tough Skin, -40%) [6]
  Physical Traits: Acute Smell +5 [10]; Flight (Levitation 
  only, -15%) [34]
  Skills: Throwing-DX [2]
  Total Cost: 98 points
  Author: Hyrneson
  giant, fiRe (teMplate)
  SM +2 [0]
  ST +4 (SM, -20%) [32]
  HP +4 (SM -20%) [7]
  DR 2 (Tough Skin, -40%) [6]
  Immunity: Heat/Fire [15]
  Skillls: Parry Missile Weapon-DX [4]; Throwing-DX [2]
  Total Cost: 66 points
  Author: Hyrneson
  giant, fRost (teMplate)
  SM +2 [0]
  ST +4 (SM, -20%) [32]
  HP +4 (SM, -20%) [7]
  DR 2 (Tough Skin, -40%) [6]
  Immunity: Cold [15]
  Skills: Parry Missile Weapon-DX [4]; Throwing-DX [2]
  Total Cost: 66 points
  Author: Hyrneson
  giant, Hill (teMplate)
  SM +2 [0]
  ST +3 (SM, -20%) [24]
  HP +3 (SM, -20%) [7]
  DR 2 (Tough Skin, -40%) [6]
  Social Background: TL -2 [-10]
  Skills: Parry Missile Weapon-DX [4]; Throwing-DX [2]
  Total Cost: 11 points
  Author: Hyrneson
  gnoll, bRuno’s (teMplate)
  ST +3 [30]; IQ -1 [-20]
  HP +1 [2]; Per +2 [10]
  DR 1 (Tough Skin, -40%) [3]
  Physical Traits: Dark Vision [25]; Fur [1]; Restricted 
  Diet (Very Common: Carnivore) [-10]; Sharp Teeth [1]; 
  Striking ST +2 (Biting only, -60%) [4]
  Mental Traits: Bully (6) [-20]
  Social Traits: Odious Personal Habit -2 (Tortures and eats 
  live prey) [-10]
  Total Cost: 16 points
  Author: Bruno
  gnoll WArrior, Bruno’s
  ST 13; DX 10; IQ 9; HT 10
  HP 14; FP 10; Will 9; Per 11
  Speed 5; Move 5; Dodge 10
  Attacks: thr 1d; sw 2d-1
  Languages: Gnoll
  Templates: Gnoll
  Skills: Axe/Mace-13; Brawling-12; Knife-10; Shield-12; 
  Tactics-7; Thrown Weapon (Axe/Mace)-13
  Total Cost: 45 Points
  Author: Bruno
  gnoll, dieMuncHkin’s (teMplate)
  ST +3 [30]; IQ -1 [-20]
  HP +1 [2]; Per }3 [15]
  Move +2 [10]
  DR 1 (Tough Skin, -40%) [3]
  Physical Traits: Night Vision 5 [5]; Sharp Teeth; Striking 
  ST +2 (Bite Only, -60%) [4]
  Mental Traits: Bully (9) [-15]; Chummy [-5]
  Social Traits: Odious Personal Habit (Eats other sapients) 
  -3 [-15]
  Features: Fur; Tail
  Racial Skills: Tracking+2 [4]
  Description: Gnolls inhabit the cold northern forest, plains 
  and tundra. Travel in packs hunting, tracking and ambushing 
  PC’s in the middle of the night. Wherever possible they will 
  try to prolong the hunt for hours or days, letting wounded 
  
  prey struggle before they move in for the kill.
  Total Cost: 20 points
  Author: DieMunchkin
  gnoll, HyRneson’s (teMplate)
  SM +1 [0]
  ST +1 [10]
  DR 2 (Fur, -40%) [1]
  Physical Traits: Sharp Teeth [1]; Short Lifespan 1 [-10]; 
  Temperature Tolerance 1 (Fur) [1]
  Mental Traits: Laziness [-10]
  Total Cost: -1 point
  Author: Hyrneson
  gnoMe, tbRock’s (teMplate)
  SM -2
  ST -2 [-20]; IQ +2 [40]
  HP +2 [4]; Will -2 [-10]; Per -2 [-10]
  Move -1 [-5]
  Physical Traits: Acute Taste and Smell +3 [6]; Bad Sight 
  (Nearsighted; Mitigator, Glasses, -60%) [-10]; Extended 
  Lifespan 1 [2]; High Manual Dexterity +2 [10]; Longevity 
  [2]
  Magical Traits: Magery 0 [5]
  Talents: Artificer 1 [10]
  Total Cost: 24 points
  Author: Tbrock1031
  gnoMe, uRbis (teMplate)
  SM -1 [0]; ST -1 [-10]; HT +1 [10]
  HP +2 [4]
  Move -1 [-5]
  Physical Traits: Acute Hearing +2 [4]; Acute Smell/Taste 
  +2 [4]; Extended Lifespan 3 [6]; Night Vision 7 [7]; 
  Resistant to Illusions +3 [3]
  Magical Traits: Speak with Animals (Burrowing creatures 
  only, -60%; Limited Use 3/day, -20%) [5]
  Talents: Gnome Talent 1 (Alchemy; Attack rolls vs. kobolds, 
  goblinoids; Illusion spells) [10]
  Total Cost: 38 points
  Author: Jürgen Hubert
  goblin, bRuno’s (teMplate)
  SM -2
  ST -4 [-40]; DX +1 [20]
  Physical Traits: Dark Vision [25]; Silence 2 [10]
  Mental Traits: Cowardice (12) [-10]; Gregarious [10]; 
  Speak/Read Common at Broken [2]
  Racial Skills: Animal Handling (Dogs) +2 [4]; Riding 
  (Canines) +2 [4]
  Total Cost: 5 points
  Author: Bruno
  goBlin WArrior, Bruno’s
  SM -2
  ST 6; DX 11; IQ 10; HT 10
  HP 6; FP 10; Will 10; Per 10
  Speed 5.25; Move 5; Dodge 8
  Attacks: thr 1d-4; sw 1d-3
  Languages: Goblin (Native); Common (Broken)
  Templates: Goblin
  Skills: Knife-12; Sling-12*; Stealth-10; Tactics-9
  Total Cost: 18 points
  Author: Bruno
  *Takes bonuses from Silence 2 when appropriate
  goblin, HyRneson’s (teMplate)
  SM -1
  Physical Traits: Bad Sight (Nearsighted, only in daylight/
  bright light, -30%) [-17]; Infravision [10]
  Mental Traits: Intolerance (Dwarves) [-2]; Sadism (12) 
  [-15]
  Talents: Mining 1 [5]
  Total Cost: -19 points
  Author: Hyrneson
  goblin, tbRock’s (teMplate)
  SM -2
  ST -2 [-20]; DX +2 [40]
  Move -1 [-5]
  Physical Traits: Acute Vision +2 [4]; Bad Back (Mild) 
  [-15]; Clinging [20]; Easy to Kill 2 [-4]; Silence 3 [15]; 
  Slippery 3 [6]; Weak Bite [-2]
  Social Traits: Unattractive [-4]
  Total Cost: 25 points
  Author: Tbrock1031
  goleM, MineRal (teMplate)
  Immunity: Metabolic Hazards [30]; Mind-Affecting Spells 
  [30]
  Physical Traits: Doesn’t Breathe [20]; Doesn’t Eat or 
  Drink [10]; Doesn’t Sleep [10]; Fragile (Brittle) [-15]; 
  Ham-Fisted [-5]; High Pain Threshold (Cannot stun 
  or knock unconscious, +100%) [20]; Injury Tolerance 
  (Homogeneous; No Blood) [45]; Mute [-25]; No Sense of 
  Smell/Taste [-5]; Pressure Support 3 [15]; Unaging [15]; 
  Unhealing [-30]; Vacuum Support [5]
  Mental Traits: Cannot Learn [-30]; Hidebound [-5]; 
  Incurious (6) [-10]; Reprogrammable [-10]; Unfazeable 
  [15]
  Taboo Traits: Fixed IQ [0]
  Total Cost: 90 points
  Author: Hyrneson
  
  goleM, stone
  SM +1 (Reach C) Mineral Golem
  1 ton
  ST 26; DX 9; IQ 7; HT 14
  HP 26; FP 14; Will 7; Per 7
  DR 5
  Attacks: Punch 2d+2 cr
  Skills: Brawling-11
  Author: Hyrneson
  gooMba
  Wild Animal
  SM -2
  ST 8; DX 8; IQ 4; HT 10
  HP 8; FP 10; Will 10; Per 10
  Attacks: Goomba Bite
  Physical Traits: No Manipulators
  Mental Traits: Dull; Single-Minded
  Skills: Brawling-10; Scrounging-10
  •Goomba Bite (10): Crushing Attack 6 HP (Contact Agent; 
  Melee Attack, Close; Side Effect, Shrinking 2)
  Description: This small, usually brown creature is vaguely 
  mushroom-shaped, and stands at about two and a half feet 
  tall. They usually travel in clusters of two or three, and can 
  be trained to serve a master loyally. Vast numbers of them 
  have been trained to serve King Bowser as the bulk of his 
  army. Not big on stealth, once they notice prey, goombas 
  often simply charge towards it, utilizing the Goomba’s Bite 
  attack consistently. They are most dangerous if you attempt 
  to deal with them head-on, but attacking from a distance or 
  surprising them from overhead can be quite effective.
  Author: Atreyu Hibiki
  gRey RendeR
  ST: 23  
  HP: 23  
  Speed: 6.75
  DX: 10  
  Will: 10 
  Move: 6
  IQ: 5  
  Per: 12
  HT: 17  
  FP: 17  
  SM: 1
   
    
   
   
   
  height 3yd, width 1.3yd
  Dodge: 9 
  Parry: 9 
  DR: 4 (Tough Skin)
  Combat Traits: Striking ST +6 (listed as Rend)
  Fangs (12): 2d imp (Reach C); Rend 3d imp
  Claws (12): 2d cut (Reach C, 1); Rend 3d cut
  Combat Skills: Wrestling-10
  Physical Traits: Acute Taste and Smell +2; Discriminatory 
  Smell; Extra Eyes (6 total)
  Mental Traits: Bestial; Bloodlust (15); Cannot Speak; 
  Sense of Duty (Co-habitants/“locals”, Small group)
  Social Traits: Loner (15); Social Stigma (Monster, -3)
  Skills: Area Knowledge (Immediate Area); Stealth-12; 
  Survival (Any land)-12
  Description: A dangerous and adept predator, the grey 
  render is rightfully feared. Yet despite its outwardly bestial 
  and aggressive mentality, it is known to protect for certain 
  individuals or groups within its territory, though without 
  much pattern.
  Author: Son of Dave
  Half-elf, tbRock’s (teMplate)
  DX +1 [20]; Per +1 [5]
  Physical Traits: Acute Hearing +2 [4]; Distinctive Feature 
  (Pointed Ears) [-1]; Extra Sleep 1 [-2]; Longevity [2]; 
  Ultrahearing [5]
  Total Cost: 30 points
  Author: Tbrock1031
  Half-elf, uRbis (teMplate)
  Per +1 [5]
  Immunity: Supernatural “Sleep” Effects [5]
  Physical Traits: Extended Lifespan 1 [2]; Night Vision 7 [7]
  Talents: Half-Elf Talent 1 (Diplomacy; Fast-Talk; Search; 
  Streetwise) [5]
  Total Cost: 24 points
  Author: Jürgen Hubert
  Half-oRc, uRbis (teMplate)
  ST +1 [10]; IQ -1 [-20]
  Physical Traits: Dark Vision [25]
  Social Traits: Social Stigma (Second-Class Citizen) [-5]
  Total Cost: 10 points
  Author: Jürgen Hubert
  Halfling, uRbis (teMplate)
  SM -1 [0]; ST -1 [-10]; DX +1 [20]
  Move -1 [-5]
  Physical Traits: Acute Hearing +2 [4]; Enhanced Dodge 
  [15]; Extended Lifespan 1 [2]
  Talents: Halfling Talent 1 (Acrobatics; Climbing; Jumping; 
  Sling; Stealth; Throwing; Thrown Weapons [all]) [10]
  Total Cost: 36 points
  Author: Jürgen Hubert
  Half-vaMpiRe (teMplate)
  ST +4 (Accessibility: only at night, -20%) [32]; HT +4 
  (Accessibility: only at night, -20%) [32]
  Per +2 [10]
  Physical Traits: Dependency (Fresh blood; Weekly) [-20]; 
  Fit [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High 
  Pain Threshold (Accessibility: only at night, -20%) 
  [8]; Night Vision 5 [5]; Regeneration (Fast, 1/5min; 
  Accessibility, only while asleep/unconscious, -20%; 
  Backlash, Incapacitation: Sleep, -60%)* [10]; Sharp 
  Teeth (Switchable, +10%) [2]; Supernatural Feature (No 
  shadow or reflection; Pallor: can gain flush of life) [-15]; 
  Temperature Tolerance 4 [4]; Unnatural Feature (Intense 
  unnatural eyes) [-1]; Weakness (Sunlight; 1d/30min; 
  Variable, -40%) [-9]
  
  Mental Traits: Compulsive Behavior (12; must be invited 
  into home) [-10]; Nightmares (15) [-3]; Phobia (12; 
  Holy Objects) [-5]; Phobia (12; Running Water) [-10]; 
  Revulsion (Garlic) [-5]; Revulsion (Holy Water) [-5]; 
  Uncontrollable Appetite (15) [-8]
  Description: This is to reflect the type of vampire that can 
  move around during the day as long as he avoids the sun 
  like out of Angel and Buffy, but is weak during the day 
  and amps up when the sun goes down like mentioned in 
  traditional legends.
  Total Cost: 29 points*
  Author: Knight Marshal
  *Sleep incap. is +150% but the Backlash cannot increase the 
  limitations past -80%; original template listed 40 points, 
  variance due to interpretation of costs
  Hobgoblin, bRuno’s (teMplate)
  SM -1
  ST -1 [-10]; DX +1 [20]
  HP +1 [2]
  Physical Traits: Dark Vision [25]; Silence 2 [10]
  Mental Traits: Chummy [-5]; Cowardice (15) [-5]; Speak/
  Read Common at Broken [2]
  Total Cost: 39 points
  Author: Bruno
  HoBgoBlin WArrior, Bruno’s
  SM -1
  ST 9; DX 11; IQ 10; HT 10
  HP 10; FP 10; Will 10; Per 10
  Speed 5.25; Move 5; Dodge 9
  Attacks: thr 1d-2; sw 1d-1
  Languages: Goblin (Native); Common (Broken)
  Templates: Hobgoblin
  Skills: Knife-12; Shield-12; Sling-12; Spear-13; Stealth-10*; 
  Tactics-10
  Total Cost: 69 points
  Author: Bruno
  *Takes bonuses from Silence 2 when appropriate
  Hobgoblin, HyRneson’s (teMplate)
  SM +1 [0]
  Physical Traits: Infravision [10]
  Mental Traits: Bully (12) [10]; Intolerance (Elves) [-2]; 
  Intolerance (Other hobgoblin tribes) [-1]
  Talents: Mining 2 [10]
  Total Cost: 7 points
  Author: Hyrneson
  Hobgoblin, uRbis (teMplate)
  DX +1 [20]; HT +1 [10]
  Physical Traits: Dark Vision [25]; Silence 2 [10]
  Total Cost: 65 points
  Author: Jürgen Hubert
  HRee-HRee-HRee (teMplate)
  SM -3
  ST -6 [-60]; DX +1 [20]; IQ -1 [-20]
  HP +1 [2]; Per +3 [15]
  Speed + 1.0 [20]
  Injury Tolerance: No Brain [5]
  Combat Traits: Sharp Teeth [1]; Striking ST +5 (Bite Only, 
  -60%) [10]
  Physical Traits: Flight (Winged, -25%) [30]; Fur [1]; 
  Piercing Voice [1]; Reduced Consumption x2 (Food Only, 
  -50%) [2]
  Mental Traits: Can’t Speak [-15]; Eidetic Memory (Regular) 
  [15]; Short Attention Span (15) [-5]
  Social Traits: Lecherousness (15) [-7]; Social Stigma 
  (Second Class Citizen) [-5]
  Description: To Human eyes, HREE-HREE-HREE look 
  like large, bat-winged monkeys except for their enormously 
  powerful jaws. Most HREE-HREE-HREE hate that 
  comparison. They are remarkably humanlike except as 
  noted here. In particular, HREE-HREE-HREE display an 
  astonishing resilience to blows to the head that is the subject 
  of most humor concerning them. Sages who have dissected 
  them speculate that their sapience is magical in nature.
  Culture: The HREE-HREE-HREE who live among Humans 
  do not write of what goes on in the deepest jungles. They 
  tend to assimilate as fully as they can, all things considered. 
  Their native language is a combination of shrieks, grunts, 
  gesture, and body language, but they can learn to understand 
  spoken languages and to read and write (though their native 
  writing consists of unsophisticated territorial markings - 
  Max level Broken for any user).
   
  HREE-HREE-HREE who live among Humans do not 
  typically segregate themselves or place any special faith in 
  one another, but they don’t dislike each other either.
  Notes: Compulsive Spending, Bad Temper, Laziness and 
  Illiterate are common but not required. They fit smoothly 
  into serious or not-so-serious fantasy depending on how 
  much these tendencies are emphasized.
  Total Cost: 0 points.
  Author: Gold & Appel Inc
  Hugin’s Raven, individual
  Bird, Wild Animal*
  SM -4? (Reach C)
  ST 3; DX 12; IQ 5; HT 10
  HP 3; FP 10; Will 10; Per 10
  Speed 5.5; Move G5-A10
  Attacks: Beak 1d-5 pi+; Claws 1d-5 cut
  Physical Traits: 3D Spatial Sense; Acute Vision 2
  Mental Traits: Curious (9); Kleptomania (9); Language 
  (Main local; Broken); Odious Personal Habit (Carrion 
  eater); Short Attention Span
  Magical Traits: Magery 0; Mind Reading (Sensory; Racial, 
  Hugin’s Ravens only); Telecommunication (Telesend; 
  
  Broadcast 5 mi range; Racial, Hugin’s Ravens only; 
  Vague)
  Skills: Aerobatics-15; Brawling-12; Flight-15; Filch-15
  Ecology and Habits: These birds commonly live in high 
  moorland and forested areas in cold to temperate regions. 
  They have developed a group mind and a limited telepathic 
  ability which they use to their advantage. They are also 
  known as Murder Ravens because of their habit of stealing 
  bright and shiny objects which they then dangle in front of 
  humans and other sapients, staying just beyond reach, until 
  the victim is eventually lured to their death - e.g. over a cliff 
  or into proximity with a fierce predator. The Ravens then 
  dine on any remains.
   
  If one bird is threatened or attacked, the whole flock will 
  react with one mind, rushing as quickly as possible to the 
  location and attacking the threat until driven off. This tactic 
  has given them an advantage against predators in comparison 
  to other carrion eaters. They will also often push out other 
  such birds from their territories by “arranging” accidents 
  or by mobbing them. Expect Hugin’s Ravens to be the 
  dominant or only carrion bird in their area. Their standard 
  feeding practice is to fan out within the range limits of their 
  telesending ability in ones and twos, then come together as 
  a flock to feed once a meal is located or tricked into “suicide 
  by natural hazard“.
   
  A flock will have mastery of a few hundred words in the 
  most common local language, with which it can communicate 
  or, more likely, tease victims into foolhardiness.
   
  A flock always nests or roosts together each night in a 
  central location it its territory. Hugin’s Ravens will collect 
  the bright and shiny bait they use and store it in their nests 
  for future use and just because, as ravens, they love bright 
  shiny things. There’s no telling what might be contained in 
  the nests of a flock. Should members of two flocks come 
  within 5 miles of each other then their abilities mean they 
  can communicate. The flocks will merge into one larger 
  flock which will relocate to a new nesting site.
   
  There are rumors and worries about “super flocks” of 
  Hugin’s Ravens, with individuals numbering in the hundreds, 
  who might even develop human or even superhuman 
  intelligence as a single group mind. Such a flock would 
  constitute a menacing and adaptable plague to the hundreds 
  of square miles it would claim as its territory.
  Author: Cernig
  *Cannot speak
  Hugin’s Raven, swaRM (lens)
  IQ +2
  Move G5-A8
  Physical Traits: Injury Tolerance (Diffuse)
  Mental Traits: Compartmentalized Mind
  Author: Cernig
  kobald (teMplate)
  SM -2
  ST -4 [-40]; DX +1 [20]
  Will +1 [5]; Per +1 [5]
  Physical Traits: Dark Vision (Accessibility: Only lighting 
  levels -4 or lower, -25%) [19]; Extra Arm (Tail; No 
  Physical Attack, -50%) [5]; Super Climbing 2 [6]
  Mental Traits: Agoraphobia (9) [-15]; Gregarious [-10]; 
  Intolerance (non-kobalds, total) [-10]; Odious Personal 
  Habit (eats other sapient beings) -3 [-15]; Overconfidence 
  (12) [-15]
  Features: Home lighting level -3; Scales [1]
  Racial Skills: Climbing+2 [4]
  Description: Large bands inhabit cave complexes and the 
  deepest, darkest forests. Normally surviving on fungi and the 
  occasional beetle, kobalds will take their protein anywhere 
  they can get it. Prone to attacking PCs from above with 
  dropped objects (stones, oil, etc.) while hanging by their tails 
  from prepared tail-holds.
  Total Cost: -40 points
  Author: DieMunchkin
  kobold, bRuno’s (teMplate)
  SM -3
  ST -6 [-60]; DX +1 [20]
  Will -1 [-5]
  DR 1 (Flexible) [4]
  Physical Traits: Dark Vision (Access: light levels -4 and 
  lower, -25%) [19]; Striker (Crushing; Limited Arc, rear 
  only, -40%) [3]
  Mental Traits: Bully (12) [-10]; Chummy [-5]; Cowardice 
  (12) [-10]; Intolerance (total) [-10]
  Racial Skills: Professional Skill (Miner) +1 [2]; Search +1 
  [2]; Traps + 1 [2]
  Perks: Scales (immune to sunburn) [1]
  Quirks: Glowing red eyes (possible Stealth penalty) [-1]
  Features: Home light level is -3
  Total Cost: -48 points
  Author: Bruno
  KoBold WArrior, Bruno’s
  SM -3
  ST 4; DX 11; IQ 10; HT 10
  HP 4; FP 10; Will 9; Per 9
  Speed 5.25; Move 5; Dodge 8
  DR 1 (Flexible)
  DR 6+1 (Skull, flexible)
  DR 2 (Groin, flexible)
  Attacks: thr 1d-5; sw 1d-4; Tail 1d-4 cr
  Languages: Draconic; Kobold
  Physical Traits: Striker (Tail, Rear only)
  Templates: Kobold
  Skills: Brawling-12; Broadsword-12; Camouflage-12; 
  Search-12; Sling-12; Stealth-10; Tactics-9; Traps/TL3-12
  
  Total Cost: -19
  Author: Bruno
  kobold, HyRneson’s (teMplate)
  SM -2 [0]
  DR 1 (Light scales) [5]
  Physical Traits: Bad Sight (Nearsighted, only in daylight/
  bright light, -30%) [-17]; Cast Iron Stomach 2 [2]; 
  Extended Lifespan 1 [2]; Infravision [10]; Night Vision 
  +3 [3]; Sharp Teeth [1]
  Mental Traits: Intolerance (Non-kobolds) [-5]; Sadism (12) 
  [-15]
  Total Cost: -14 points
  Author: Hyrneson
  koopa tRoopa, cReatuRe veRsion
  SM -2 Q-WA
  ST 8; DX 8; IQ 4; HT 10
  HP 8; FP 10; Will 10; Per 10
  Speed 4.5; Move 5(10); Dodge 7
  DR 3 (Tough Skin)
  DR 5 (Torso only, Semi-ablative)
  Attacks: Beak 1d-2 cut; Goomba Bite
  Physical Traits: Night Vision 4
  Mental Traits: Dull
  Skills: Brawling-10; Scrounging-10
  •Goomba Bite (10): Crushing Attack 6 HP (Contact Agent; 
  Melee Attack, Close; Side Effect, Shrinking 2)
  Description: The Koopa Troopa has yellow skin, and their 
  shells vary in color, depending on species. They are, in 
  appearance, almost identical to turtles and stand at about 
  two and a half feet tall. They usually travel in clusters of 
  two or three, and can be trained to serve a master loyally. 
  Koopa Troopas travel in packs, patrolling their designated 
  locales faithfully. They are most dangerous if you attempt 
  to deal with them head-on, but attacking from a distance or 
  surprising them from overhead can be quite effective. Their 
  shells provide a modicum of defense against most attacks, 
  and they will attack with the Goomba Bite ability anytime a 
  foe gets close enough to touch.
  Author: Atreyu Hibiki
  lizaRd Man (teMplate)
  SM +1 [0]
  IQ -1 [-20]
  DR 2 (Scales) [10]
  Physical Traits: Sharp Teeth [1]
  Skills: Breath Control-HT [4]; Swimming-HT [1]
  Total Cost: -4 points
  Author: Hyrneson
  Medusa
  ST: 10  
  HP: 10  
  Speed: 6.25
  DX: 13  
  Will: 10 
  Move: 6
  IQ: 10  
  Per: 12
  HT: 12  
  FP: 12  
  SM: 0
  Dodge: 9 
  Parry: 8 
   
  DR: —
  Combat Traits: Cutting Striker (Head Snakes)
  Head Snake Bite(13): 1d-2 cut (Reach C) with Poison
  Bow(14): 1d-2 imp (1/2D 100; Max 150)
  Dagger(13): 1d-3 imp (Reach C)
  •Poison (F): Affliction (HT; Attribute Penalty, ST-3; Cyclic, 
  1 minute, once)
  •Petrifying Gaze (Resist HT-2): Turn to stone permanently; 
  Vision-Based
  Physical Traits: Darkvision
  Social Traits: Appearance (Monstrous); Charisma 2; Social 
  Stigma (Monster); Wealth (Comfortable)
  Skills: 
  Diplomacy-12; 
  Disguise-15; 
  Fast-Talk-15; 
  Intimidation-12; Stealth-15
  Notes: I’m not sure how to handle a permanent affliction.
  Author: Lurker
  MinotauR, bRuno’s (teMplate)
  SM +1
  ST +8 [72]; IQ -3 [-60]; HT +2 [20]
  HP +2 [4]; Per +5 [25]
  DR 2 (Thick Head, skull only, -70%) [3]
  DR 3 (Thick Hide, tough skin, -40%) [9]
  Physical Traits: Dark Vision [25]; Discriminatory Smell 
  [15]; Peripheral Vision [15]; Strikers (2 Horns; Impaling, 
  Limited Arc (forward), -40%) [10]
  Mental Traits: 3D Spatial Sense [10]; Loner (12) [-10]
  Features: Fur [1]
  Total Cost: 140 points
  Author: Bruno
  minotAur WArrior, Bruno’s primitive
  ST 18; DX 10; IQ 7; HT 12
  HP 20; FP 12; Will 7; Per 12
  Speed 5.5; Move 5; Dodge 8
  DR 3 (Tough Skin)
  Languages: Giant
  Mental Traits: TL1
  Templates: Minotaur
  Skills: Brawling-14; Tracking-12; Two-Handed Axe/Mace-
  14; Wrestling-12
  Total Cost: 167 points
  Author: Bruno
  MinotauR, dieMuncHkin’s (teMplate)
  SM +1
  ST +6 [54]; IQ -2 [-40]; HT +3 [30]
  HP +4 [8]; Per +3 [15]
  
  DR 3 (Tough Skin, -40%) [9]
  DR +2 (Skull only, -70%) [3]
  Physical Traits: Absolute Direction [5]; Acute Hearing 2 
  [4]; Night Vision 2 [2]; Peripheral Vision [15]; Impaling 
  Strikers (2 horns; each Limited Arc, front, -40%; Linked, 
  +20%) [7]
  Mental Traits: Bad Temper 6 [-20]; Loner (12) [-5]
  Social Traits: Odious Personal Habits (Eats other sapients) 
  -3 [-15]
  Features: Fur; Tail
  Description: Solitary beings that inhabit scrub forests and 
  hills, minotaurs tend to react poorly to intrusions into 
  their territory.
  Total Cost: 80 points
  Author: DieMunchkin
  MudMan
  ST: 14  
  HP: 14  
  Speed: 5.5
  DX: 11  
  Will: 10 
  Move: 5
  IQ: 2  
  Per: 10
  HT: 11  
  FP:  
   
  SM: 0
  Dodge: 8 
  Parry: — 
  DR: —
  Injury Tolerance: Homogeneous
  Mud Binding (Projectile-13): Binding 10 (Reduced Range, 
  10/30)
  Mud Slam (13): Slam Attack (Engulfing; Suicide attack)
  Physical Traits: Dependency (Mud Puddle; Constantly); 
  Vibration Sense (Range 40)
  Author: sjmdw45 (d20 conversion)
  Mutant fRill-necked dRagon of tHe 
  soutH pacific
  SM +3 (7 hexes?; Reach C to 2) Rap-WA*
  ST 35; DX 12; IQ 7; HT 12
  HP 35; FP 12; Will 12; Per 12
  Speed 8; Move G8(16)-A16(24); Dodge 11
  DR 6 (Can’t Wear Armor; Flexible; Not on Wings)
  Attacks: Bite 4d+2 cut with Radiation; Long Talons 4d+4 
  imp with Radiation; Radiation Breath
  Physical Traits: Cold-Blooded; Enhanced Move (Air 
  24; Handling Penalty 2); Flight (Costs Fatigue, 1/min; 
  Winged); Increased Consumption 2; Radiation Tolerance 
  (x2000); Regeneration (Radiation Only; Slow); Very Fit 
  (Accessibility, Hot Zone)
  Social Traits: Loner; Social Regard 4 (Fear); Social Stigma 
  (Monster)
  Skills: Aerobatics-10; Area Knowledge (Hunting Ground)-8; 
  Brawling-14; Flight-11; Innate Attack (Breath)-14; 
  Intimidation-12; 
  Running-12; 
  Stealth-12; 
  Survival 
  (Radioactive Wasteland)-13; Tracking-12
  •Radiation (F): Toxic (Radiation) Attack 1 HP (Follow-Up, 
  varies)
  •Radiation Breath (14): Burning Attack 4d (Accessibility, 
  Hot Zone; Armor Divisor, 2; Cone, 5 yards; Dissipation; 
  Increased Range, x5; Radiation; Takes Recharge, 5 
  seconds)
  Description: An enormous reptillian biped, sickly yellow-
  green in color, averaging twenty feet in height. A large ruff of 
  skin usually lies folded back against its head and neck. The 
  neck frill is supported by long spines of cartilage, and when 
  the lizard is angry it gapes its mouth showing a bright pink 
  or yellow lining, and the frill flares out, displaying bright 
  orange and red scales. Thin, membraneous wings stretch 
  from the end of its powerful forelimbs to its hips, but it is a 
  heavy and cumbersome flier more comfortable running over 
  long distances. Its eyes gleam with a disquieting unnatural 
  intellect.
  Background: The giant mutant cousin to the Frilled Dragon 
  (Chlamydosaurus kingii) of Australia and New Guinea, and 
  the undisputed apex predator of that region with the possible 
  exception of man. Only its low flight endurance and solitary 
  nature prevents it from ranging farther from its point of 
  origin. None has ever been successfully held in captivity, 
  yet...
  Notes: Hot Zone (Acessibility -20%) indicates an ability 
  that may only be used if the creature is absorbing 10+ Rads/
  Minute before dividing for Tolerance.
  Author: Gold & Appel Inc
  *Original had Foot Manipulators 2, Ham-Fisted 2, adjusted 
  to fit Raptor template
  naRcHivan waRRioR
  ST 13; DX 12; IQ 10; HT 10
  HP 15; FP 10; Will 13; Per 11
  Speed 5.5; Move 5; Dodge 9
  DR 5 (DR 10 vs. Projectiles)
  Attacks: Claws 1d cut; thr 1d; sw 2d-1
  Physical Traits: Ambidexterity; Combat Reflexes; Doesn’t 
  Eat/Drink; Fragile (Brittle); High Pain Threshold; Injury 
  Tolerance (No Blood, No Vitals); Night Vision 5; Weapon 
  Master (Narchivan Weapons)
  Mental Traits: Callous; Fearlessness; Overconfidence; 
  Selfless; Sense of Duty (all Narchivans)
  Skills: Brawling-15; Knife-13; Polearm-13; Shortsword-12; 
  Tracking-12; Two-handed sword-12; Whip-14
  Description: Narchivans are a semisentient hive-minded 
  race of metallic, skeletal humanoid warriors. They have no 
  organs, and their spiny black frames are as hard as steel. Their 
  limbs and body are specially designed to cause projectiles 
  to ricochet, greatly reducing damage. They have angular, 
  skeletal heads with glowing, featureless red eyes and a wide, 
  unchanging grin. Their weapons are similar in structure to 
  their bodies and appear to be made of the same material. 
  They communicate with each other in a manner which 
  transcends both physics and psionics (therefore, it cannot be 
  jammed by any known method). They have sharp claws and 
  are highly skilled in melee combat both with and without 
  
  weapons; however, they prefer long Narchivan polearms 
  when facing formidable opponents. The infantry are aided 
  by Narchivan Needler units, which are like Narchivan 
  Warriors except with a weaker, lighter frame and a built-in 
  wrist-mounted needler weapon. Only the stats for the melee 
  unit are listed here.
  Author: Vinny
  ogRe, bRuno’s (teMplate)
  SM +1
  ST +7 [63]; DX -1 [-20]; IQ -3 [-60]; HT +2 [20]
  HP +2 [4]; Per +3 [15]
  DR 3 (Tough Skin, -40%) [9]
  Physical Traits: Dark Vision [25]; Enhanced Move 1/2 
  (Ground) [10]
  Social Traits: Bad Smell [-10]
  Quirks: Uncongenial
  Total Cost: 55 points
  Author: Bruno
  ogre WArrior, Bruno’s AdvAnced
  SM +1
  ST 17; DX 9; IQ 7; HT 12
  HP 19; FP 12; Will 7; Per 10
  Speed 5.25; Move 5; Dodge 10
  DR 3 (Tough Skin)
  Attacks: thr 1d+2; sw 3d-1
  Languages: Giant
  Mental Traits: TL3
  Templates: Ogre
  Skills: Axe/Mace-14; Brawling-11; Shield-12; Wrestling-11
  Total Cost: 95 points
  Author: Bruno
  ogre WArrior, Bruno’s primitive
  SM +1
  ST 17; DX 9; IQ 7; HT 12
  HP 19; FP 12; Will 7; Per 10
  Speed 5.25; Move 5; Dodge 8
  DR 3 (Tough Skin)
  Attacks: thr 1d+2; sw 3d-1
  Languages: Giant
  Mental Traits: TL 1
  Templates: Ogre
  Skills: Axe/Mace-14; Brawling-12; Wrestling-12
  Total Cost: 85 points
  Author: Bruno
  ogRe, HyRneson’s (teMplate)
  SM +1 [0]
  ST +2 (SM, -10%) [18]; IQ -1 [-20]; HT +2 [20]
  HP +2 (SM, -10%) [3]
  DR 1 (Tough Skin, -40%) [3]
  Physical Traits: Extended Lifespan 1 [2]
  Mental Traits: Bad Temper (12) [-10]; Greed (12) [-15]
  Total Cost: 1 point
  Author: Hyrneson
  ooze (teMplate)
  Immunity: Metabolic Hazards [30]; Mind-Affecting Spells 
  [30]
  Physical Traits: Blind [-50]; Deaf [-20]; Doesn’t Breathe 
  [20]; Doesn’t Seelp [20]; Injury Tolerance (Homogeneous; 
  No Head; No Eyes; No Blood) [52]; Mute [-25]; No Legs 
  (Slithers) [0]; No Manipulators [-50]; Vibration Sense 
  (Universal) [15]
  Mental Traits: Hidebound [-5]; Unfazeable [15]
  Total Cost: 32 points
  Author: Hyrneson
  oRc, bRuno’s (teMplate)
  ST +2 [20]; IQ -2 [-40]
  Per +2 [10]
  Physical Traits: Dark Vision (Accessibility: Only light 
  levels -4 and lower, -25%) [19]
  Mental Traits: Bad Temper (12) [-10]
  Features: Home light level is -3
  Total Cost: -1 point
  Author: Bruno
  orc WArrior, Bruno’s
  ST 12; DX 10; IQ 8; HT 10
  HP 12; FP 10; Will 8; Per 8
  Speed 5; Move 5; Dodge 8
  Attacks: thr 1d-1; sw 1d+2
  Languages: Orc
  Templates: Orc
  Skills: Axe/Mace-11; Brawling-12; Knife-10; Thrown 
  Weapon (Axe/Mace)-12; Two-Handed Axe/Mace-14
  Total Cost: 24 Points
  Author: Bruno
  oRc, gRay (teMplate)
  IQ -1 [-20]; HT +1 [10]
  HP +1 [2]; FP +2 [6]; Will +2 [10]; Per +2 [10]
  Move +1 [5]
  Languages: Native Tribe Patois (Native/None) [-3]; Orc 
  (Accented/None) [0]
  Physical Traits: Arm ST +1 [5]; Discriminatory Smell [15]; 
  Lifting ST +1 [3]; Night Vision 3 [6]; Resistant to Disease 
  +3 [3]
  Mental Traits: Bloodlust (15) [-5]; Bully (12) [-10]; Callous 
  [-5]; Fearlessness 1 [2]; Intolerance (Civilized Races) [-5]
  Social Traits: Social Stigma (Monster) [-15]; Unattractive 
  (vs. dominant race) [-4]
  Features: Native Light Level -3 [0]
  Social Background: Orc [0]
  
  Total Cost: 10 points
  Author: Icelander
  Orc, young gRay waRRioR
  SM 0
  Age 12-13: 185 lbs.
  ST 11; DX 10; IQ 9; HT 11
  HP 12; FP 13; Will 11; Per 11
  Speed 5.25; Move 6; Dodge 8
  Attacks: thr 1d-1; sw 1d+2
  Physical Traits: Arm ST +1; Discriminatory Smell; Fit; 
  Lifting ST +1; Night Vision 3; Resistant to Disease +3
  Mental Traits: Bloodlust (15); Bully (12); Callous; 
  Fearlessness 1; Intolerance (Civilized Races); Oblivious 
  or Overconfidence
  Social Traits: Cultural Familiarity (Orc); Duty (To warlord, 
  12); Social Stigma (Monster); Unattractive (vs. dominant 
  race)
  Quirks: Reveres axe as religious item
  Social Background: TL 3
  Skills: Area Knowledge (Hunting Area)-10; Axe/Mace-11; 
  Brawling-12; Camouflage-9; Climbing-10; Hiking-12; 
  Intimidation-11; Jumping-11; Knife-12; Running-10; 
  Scrounging-12; Shield-11;  Shortsword-11; Spear-9; 
  Soldier/TL3-9; Stealth-10; Survival (Mountains)-12; 
  Sumo Wrestling-11; Swimming-10; Tactics-7; Theology 
  (Orcish)-7; Throw Spear-10; Two-Handed Axe/Mace-11; 
  Wrestling-11
  Author: Icelander
  Orc, Gray ScOut
  SM 0
  Age 15-20: 175 lbs.
  ST 10; DX 10; IQ 9; HT 11
  HP 11; Will 11; Per 12; FP 13
  Speed 5.25; Move 7; Dodge 8
  Attacks: thr 1d-1; sw 1d+1
  Languages: Tribe Patois (Native/None); Orcish (Native/
  Semi-Literate); Common (Broken/None)
  Physical Traits: Arm ST +1; Discriminatory Smell; Lifting 
  ST +1; Night Vision 3; Resistant to Poison and Disease 
  +3; Very Fit
  Mental Traits: Bloodlust (15); Bully (15); Callous; 
  Fearlessness 1; Intolerance (Civilized Races)
  Social Traits: Duty (To warlord, 12); Stigma (Monster); 
  Unattractive (vs. dominant race)
  Quirks: Reveres axe as religious item
  Social Background: TL 3
  Skills: Area Knowledge (Hunting Area)-11; Armory (Missile 
  Weapons/TL3)-9; Armory 
  (Hand Weapons/TL3)-9; 
  Axe/Mace-10; Bow-11; Brawling-12; Camouflage-10; 
  Carpentry/TL3-9; Climbing-11; First Aid-9; Hiking-12; 
  Intimidation-11; Jumping-11; Knife-12; Observation-13; 
  Merchant-10; 
  Navigation 
  (Land)-10; 
  Running-12; 
  Scrounging-13; 
  Shield-12; 
  Stealth-11; 
  Survival 
  (Mountains)-13; Swimming-11; Tactics-7; Theology 
  (Orcish)-7; Throw Spear-12; Tracking-12; Traps-9; Two-
  Handed Axe/Mace-9; Wrestling-11
  Description: Those orcs which are not as strong as their 
  brethren mostly die or are sacrificed to the orcish deities, but 
  some wily and resourceful ones manage to survive as scouts 
  and hunters.
  Author: Icelander
  Orc, Gray LOnGbOwman
  SM 0
  ST 11; DX 11; IQ 9; HT 11
  HP 12; FP 13; Will 11; Per 12
  Speed 5.5; Move 6; Dodge 8
  Attacks: thr 1d; sw 2d
  Languages: Tribe Patois (Native/None); Orcish (Native/
  Semi-Literate); Common (Broken/None)
  Physical Traits: Arm ST +3; Discriminatory Smell; Lifting 
  ST +1; Night Vision 3; Resistant to Poison and Disease 
  +3; Very Fit
  Mental Traits: Bloodlust; Bully; Callous; Fearlessness 2; 
  Intolerance (Civilized Races)
  Social Traits: Duty (To warlord, 12); Social Stigma 
  (Monster); Unattractive (vs. dominant race)
  Quirks: Reveres axe as religious item
  Social Background: TL 3
  Skills: Area Knowledge (Hunting Area)-11; Armory 
  (Missile Weapons/TL3; Optional Specialisation: Bowyer/
  Fletcher)-12/-10; Axe/Mace-12; Bow-14; Brawling-13; 
  Camouflage-11; 
  Carpentry/TL3-9; 
  Climbing-11; 
  First-Aid-9; Hiking-12; Intimidation-12; Jumping-11; 
  Knife-13; 
  Lifting-11; 
  Observation-13; 
  Navigation 
  (Land)-10; Running-12; Scrounging-13; Shield-12; 
  Shortsword-12; Spear-11; Solder/TL3-12; Stealth-12; 
  Survival (Mountains)-13; Swimming-10; Tactics-8; 
  Theology (Orcish)-7; Throw Spear-11; Tracking-12; 
  Traps-9; Two-Handed Axe/Mace-12; Wrestling-12
  Description: The longbowmen are not only the best hunters 
  in their tribes, they are also among of the most dangerous 
  warriors. It takes awesome power to pull their deadly yew 
  longbows and a tribe which can field even a few dozen orcs 
  with the strength and dedication to master the weapon can 
  raid almost with impunity.
  Author: Icelander
  oRc, HyRneson’s (teMplate)
  SM 0
  Physical Traits: Bad Sight (Nearsighted, only in daylight/
  bright light, -30%) [-17]; Infravision [10]; Short Lifespan 
  1 [-10]
  Mental Traits: Bully (12) [-10]; Intolerance (Elves) [-2]
  Talents: Mining 1 [5]
  
  Total Cost: -24 points
  Author: Hyrneson
  oRc, Mountain (teMplate)
  ST +2 [20]; IQ -1 [-20]; HT +1 [10]
  Per +1 [5]; FP +1 [3]
  Languages: Orc (Native/None) [-3]
  Physical Traits: Infravision [10]; Resistant to Disease +3 
  [3]
  Mental Traits: Bloodlust (12) [-10]; Bully (6) [-20]; Callous 
  [-5]; Fearlessness 2 [4]; Intolerance (Civilized Races) [-5]
  Social Traits: Social Stigma (Monster) [-15]; Ugly (vs. 
  dominant race) [-8]
  Feature: Native Light Level -3 [0]
  Social Background: Orc [0]
  Total Cost: -31 points
  Author: Icelander
  oRc, RupeRt’s (teMplate)
  ST +2 [20]; IQ -1 [-20]
  Physical Traits: Infravision [10]; Night Vision 3 (Visually 
  impaired by day) [0]
  Social Traits: Appearance (Unattractive) [-4]; Chauvinistic 
  [-1]; Social Stigma (Barbaric) [-5]
  Total Cost: 0 points
  Author: Rupert
  orc elite FigHter, rupert’s
  SM 0 (Reach C) Orc
  6’1”; 225 lbs
  ST 15; DX 11; IQ 9; HT 12
  HP 15; FP 12; Will 11; Per 10
  Speed 6; Move 6; Dodge 10
  Attacks: Thrust 1d+1; Swing 2d+1
  Physical Traits: Combat Reflexes; High Pain Threshold; 
  Very Fit
  Mental Traits: Bloodlust; Callous; Duty (All the time; 
  Extremely hazardous; Involuntary)
  Social Traits: Cultural Familiarity (Orcish); TL 3
  Skills: Climbing-13; Hiking-12; Jumping-13; Riding 
  (Horse)-11; 
  Running-12; 
  Soldier-11; 
  Stealth-10; 
  Swimming-11
  Combat Skills: Bow-12; Brawling-12; Knife-12; Thrown 
  Weapon (Knife)-12; Two-Handed Axe/Mace-15
  Author: Rupert
  orc WArrior, rupert’s
  SM 0 (Reach C) Orc
  5’10”;  200 lbs
  ST 13; DX 10; IQ 9; HT 11
  HP 13; FP 11; Will 8; Per 10
  Speed 5.25; Move 5; Dodge 8
  Attacks: Thrust 1d; Swing 2d-1
  Physical Traits: Fit
  Mental Traits: Callous; Quirk: Proud
  Social Traits: Cultural Familiarity (Orcish); Odious Personal 
  Habit (Doesn’t bathe); TL 3
  Skills: Climbing-11; Jumping-11; Stealth-11
  Combat Skills: Spear-9; Thrown Weapon (Spear)-9; Two-
  Handed Axe/Mace-11
  Author: Rupert
  otyugH
  ST: 11  
  HP: 11  
  Speed: 5.5
  DX: 10  
  Will: 10 
  Move: 4
  IQ: 3  
  Per: 10
  HT: 12  
  FP: 12  
  SM: 1
   
    
   
   
   
  500 lbs.
  Dodge: 8 
  Parry: — 
  DR: 3 (Tough Skin)
  Immunity: Disease; Ingested Poison
  Claws (10): 1d cut (Reach C, 1)
  Fangs (10): 1d-2 imp (Reach C) with Disease*
  Tentacle (10): 1d-2 cut (Reach C, 1)*
  Physical Traits: 360º Vision (Easy to Hit, Eye-Stalk; Eyes 
  may be targeted at -6); Arms (Extra-Long; Flexible); 
  Extra Legs (total 4); Universal Digestion
  Mental Traits: Bestial; Cannot Speak; Compulsive Eating 
  (12)
  Social Traits: Appearance (Ugly, -2); Social Stigma 
  (Monster, -3)
  Skills: Scrounging-10; Survival (Any land)-10 (possibly)
  Description: Otyughs are filth loving beasts; a stocky ovoid 
  body with a gaping, dagger-toothed maw as centrepiece; 
  three stumpy legs support its torso while two long spiny 
  tentacle like appendages drag food whole into its gut. An 
  Otyugh’s sense organs are located on a thin, leaf-like tentacle 
  sprouting towards the rear of the beast
   
  Otyughs will eat almost anything, and scavenge vastly 
  more than they hunt, as such the will rarely attack unless 
  directly threatened, preferring to hide amongst the trash it 
  calls both lair and food.
  Author: Son of Dave
  *Disease not specified in original entry; Tentacle may be 
  used at any angle and/or body position
  pantHoon
  Wild Animal
  ST: 16  
  HP: 16  
  Speed: 7
  DX: 14  
  Will: 11 
  Move: 8(12)
  IQ: 6  
  Per: 12
  HT: 13  
  FP: 13  
  SM: +1
   
    
   
   
   
  315 lbs.
  Dodge: 11 
  Parry: 11 
  DR: 1 (Flexible)
  Combat Traits: Berserk (9); Combat Reflexes
  Claws (15): 1d+3 cut (Reach C, 1)
  Bite (15): 1d+2 cut (Reach C)
  Physical Traits: Arm ST +2; Bad Grip 3; Brachiator; Night 
  
  Vision +4; Nocturnal; Semi-Upright
  Mental Traits: Bad Temper (6); Sadistic (humans only)
  Social Traits: Social Stigma (Monster)
  Skills: Climbing-14; Stealth-14; Tracking-12
  Description: The panthoon is a species of nocturnal, 
  carnivorous predator. Its origins are unknown, but it is 
  believed to have been genetically engineered. Panthoons 
  exhibit traits common to both black leopards and baboons. 
  Their heads look much like a panther’s, but the face is bluish 
  in hue and bare of fur, with a shorter snout. The rest of the 
  body is covered with thick, smooth black fur. Their arms are 
  longish and jointed like a primate’s, and their hands have 
  both opposable thumbs and claws. The panthoon’s posture is 
  somewhat curious, due to the odd formation of its hind legs. 
  Their feet are also clawed.
   
  Panthoons are highly intelligent hunters with extremely 
  short tempers; they’re also very territorial. Usually, panthoons 
  hunt either alone or with a partner or two. (Note: From here 
  on out, I’ve added my own color.) They are maneaters, 
  and will stalk and attack humans anytime the opportunity 
  presents itself, moving through trees and rafters and hiding 
  in underbrush, cover, and shaded areas to remain undetected 
  until they decide to strike. For some reason, these creatures 
  harbor a special hatred towards human beings; they delight 
  in using primitive psychological warfare and scare tactics 
  on their victim(s) before moving in for the kill. They are 
  very clever, and will play sadistic (and dangerous) tricks and 
  pranks on a group of humans too strong for them to attack 
  directly.
   
  They always torment a human before killing him, if they 
  get the opportunity.
  Author: Doktor Teufel
  plant cReatuRe, tHe
  SM ? (Reach C to 5)
  ST 20; DX 10; IQ 5*; HT 12
  HP 80; FP 12; Will 10; Per 10
  Speed 5.5; Move —*; Dodge 8
  Attacks: Vines 2d+1 cr with Radiation
  Physical Traits: Extra Attack (Strikers only, variable 
  number); Injury Tolerance (Homogeneous, bleeds 
  greenish-black); 
  Regeneration 
  (1/day); 
  Regrowth; 
  Sessile; Strikers (4 or more Vines; Long, +5 SM)
  Skills: Brawling-12; Wrestling-12
  •Radiation (F): Toxic (Radiation) Attack 1 HP (Follow-Up, 
  vines)
  Description: The Plant Creature is a strange combination 
  between animal DNA and plant, sometimes even taking the 
  traits (and intelligence!) of the combined creature. The vines 
  of the plant creature can burrow underground and attack 
  from the ground.
   
  The Plant Creature generally attacks people to defend 
  itself or the ground it’s grown into; certain carnivorous kinds 
  of this plant-creature instead crushes and strangles people 
  with it’s vines so that their bodies will eventually return 
  nutrients back to the ground to fertilize it!
  Author: Lonewulf
  *IQ range 1-10; not known whether this creature can move
  pRaying Mantis, giant
  SM +1 FI-WA*
  ST 16; DX 9; IQ 1; HT 12
  HP 20; FP 11; Will 10; Per 10
  Speed 5.25; Move G4-A8; Dodge 8
  DR 2 (Flexible [carapace])
  Attacks: Bite 1d cut
  Physical Traits: Arm DX 3 (2 arms; Grappling only); Dark 
  Vision; High Pain Threshold; Lifting ST 6
  Mental Traits: Loner 6; Single-Minded
  Skills: Brawling-9; Wrestling-9; Stealth-12
  Racial Skills: Stealth+1 (included)
  Description: Giant Praying Mantises are around 9 feet 
  in length and are excellent solitary predators. They stand 
  perfectly still until prey comes within range, at which point 
  they grapple (usually for the torso), after which the prey is 
  attacked with the bite (often aimed at the neck). They can 
  also carry off anyone of ST 11 or less or anyone they have 
  managed to pin (p. B371). They can also attempt to crush the 
  torso of anyone of Size 0 or less (see Choke, p. B371).
  Author: DieMunchkin
  *4 legs instead of 6 (the other two are considered arms)
  Raven, laRge
  SM -3 B-WA
  ST 3; DX 12; IQ 5; HT 10
  HP 3; FP 10; Will 10; Per 12
  Speed 5.5; Move G2-A15; Dodge 8
  Attacks: Claws 1d-5 cut
  Physical Traits: Peripheral Vision; Reduced Consumption 2 
  (Cast Iron Stomach)
  Social Traits: Disturbing Voice
  Total Cost: -78 points
  Description: Ravens are omnivores that can eat carrion, 
  feces, maggots, garbage and other unlovely things. They 
  prefer good food over bad, however. Even real ravens can be 
  taught to talk like parrots if raised by humans.
  Notes: This entry has been modified significantly from the 
  original version.
  Author: Bruno
  scoRpion, cat-sized
  SM -3 (Reach C) Ins-WA*
  ST 7; DX 12; IQ 4; HT 12
  HP 7; FP 12; Will 11; Per 12
  Speed 6; Move 4; Dodge 9
  DR 1
  Attacks: Tail 1d-2 imp with Poison (either type) and 
  Radiation; Claws 1d-3 cut with Radiation
  
  Physical Traits: Striker (Tail; Limited Arc, forward)
  Skills: Brawling-12; Stealth-12
  •Poison Type 1 (F): Fatigue Attack 1 FP (Cyclic, 1 hour, 1 
  cycle; Follow-Up, tail; Resist HT+2); Affliction 1 (HT; 
  Follow-Up, tail; Stun)
  •Poison Type 2 (F): Toxic Attack 1 HP (Cyclic, 1 hour, 1 
  cycle; Follow-Up, tail; Resist HT-2); Affliction 1 (HT; 
  Follow-Up, tail; Moderate Pain)
  •Radiation (F): Toxic (Radiation) Attack 1 point (Follow-
  Up, varies)
  Description: Scorpions attack when they are on the hunt and 
  feel that they have the advantage; otherwise, they are more 
  prone to run away or stand still (if unseen). Any scorpion 
  that suffers a major injury or drops to 1/2 HP will attempt to 
  flee if it is able to; if it’s fight or die, the scorpion will choose 
  to fight.
  Author: Lonewulf
  *Original does not have Doesn’t Breathe
  scoRpion, laRge
  SM +1 (2 hexes; Reach C/1) Ins-WA*
  ST 14; DX 12; IQ 4; HT 12
  HP 14; FP 12; Will 11; Per 12
  Speed 6; Move 6; Dodge 9
  DR 4
  Attacks: Tail 1d+1 imp with Poison (either type) and 
  Radiation; Claws 1d-1 cut
  Physical Traits: Striker (Tail; Limited Arc, forward)
  Skills: Brawling-12; Stealth-12
  •Poison Type 1 (F): Fatigue Attack 1d-2 (Cyclic, 1 hour, 
  1 cycle; Follow-Up, tail; Resist HT); Affliction 1 (HT; 
  Follow-Up, tail; Stun)
  •Poison Type 2 (F): Toxic Attack 1d-2 (Cyclic, 1 hour, 1 
  cycle; Follow-Up, tail; Resist HT-2; Symptoms at 1/3 
  HP, see text); Affliction 3 (HT-2; Follow-Up, tail; Severe 
  Pain)
  •Radiation (F): Toxic (Radiation) Attack 1 HP (Follow-Up, 
  varies)
  Description: Symptoms of a scorpion sting include 
  abnormal head, eye, and neck movements; increased 
  saliva production; sweating; and restlessness.
  Author: Lonewulf
  *Original does not have Doesn’t Breathe
  sHadow HeaRtless (teMplate)
  SM -2 [0]
  ST -6 [-60]; DX +2 [40]; IQ -2 [-40]
  •Shadow Claws: Cutting Attack 1d (Melee Attack, Close, 
  -30%) [4]
  Physical Traits: Catfall (Feather Fall, +30%) [13]; Dark 
  Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink 
  [10]; Doesn’t Sleep [20]; Enhanced Move 1 (Shadow Form 
  only); Fragile (Unnatural) [-50]; High Pain Tolerance; 
  Numb [-20]; Shadow Form [50]; Silence 6 [30]; Talons 
  [8]; Unaging [15]
  Mental Traits: Dread (very strong light) [-10]; Hidebound 
  [-5]; Indomitable [15]; Low Empathy [-20]; On the Edge 
  (9) [-22]; Slave Mentality [-40]; Unfazeable [15]
  Social Traits: Social Stigma (Monster) [-15]
  Features: Very light weight [0]; Victims’ shadows become 
  Shadows [0]*; “Heart” can be hit normally for full 
  damage [0]
  Skills: Brawling +0 [1]
  Description: Small inherently evil creatures that spawn 
  from the evil in people’s hearts.
  Total Cost: 14 points
  Author: Atreyu Hibiki
  *Some kind of Infectious Attack, perhaps?
  skull spiRit, Revised
  ST: 0  
  HP: 20  
  Speed: 6
  DX: 14  
  Will: 10 
  Move: A6-W1
  IQ: 10  
  Per: 10
  HT: 10  
  FP: 10  
  SM: -2*
  Dodge: 9 
  Parry: — 
  DR: 0
  Immunity: Metabolic Hazards
  Injury Tolerance: Diffuse (Achilles’ Heel, Magic Weapons)
  Weakness: Fragile (Unnatural)
  •Static (Magical): Static (Accessibility, not against 
  Summoning, Fire spells or Air jet)
  •Chilling Touch (17)*: Toxic Attack 1 HP (Cannot Parry; 
  Cosmic, Irresistible Attack; Cosmic, No Block or Parry 
  allowed; Melee Attack) (Reach C)
  Physical Traits: Doesn’t Breathe; Doesn’t Eat or Drink; 
  Doesn’t Sleep; Flight (Low Ceiling, 5’); No Legs (Aerial); 
  No Manipulators; Terminally Ill (Up to 1 month)
  Mental Traits: Fanaticism (Assassinate My Victim); 
  Indomitable; Obsession (6) (Assassinate My Victim, 
  Short-Term Goal); Single-Minded; Unfazeable
  Quirks: Affected by Pentagram
  Social Background: TL/3
  Notes: There was a discussion of the differences among the 
  3e Skull Spirit writeup, the 4e Skull Spirit template, and 
  the way everyone seems to visualize them (50/50 see it as 
  a floating skull vs a ghostly creature with only the skull as 
  solid-ish). The template seems to be missing a lot of things 
  discussed in the spell (notably the 24-hr lifespan), and of 
  course the Unaging thing is odd.
   
  So here is a revised version that tries to cleave a bit 
  closer to the original concept from Magic 3e and earlier. I’m 
  specifically going with a 24-hr “floating semi-solid head” 
  version as the base.
   
  I used Melee Reach C because it doesn’t have any limbs, 
  and I chose Cannot Parry because I really don’t see it being 
  able to parry with this mysterious soul-sapping touch. I went 
  with Toxic as it only works on living things, and causes 
  actual damage unlike Fatigue with Freezing Hazard. I figure 
  
  it’s a “chilling” touch in the descriptive sense, rather than 
  actually causing damage by freezing parts of the victim.
   
  I chose Single Minded, Indomitable, and Unfazable as it 
  can’t be argued with or bribed or distracted, wants nothing 
  but to destroy its victim, and I have real problems with the 
  idea of a floating skull being frightened off  (or even caring 
  if people are weird - it just wants to KILL). I gave it Flight 
  with a 5 foot ceiling because that way it hovers at roughly 
  head hight. It can’t take floating as a special effect because it 
  gets the substantial benefit of not being able to be tripped or 
  otherwise disabled. Flight covers this nicely.
   
  Notably I didn’t put any Detect: My Victim or Night 
  Vision or Darkvision or See Invisible on the base template, 
  so right now it can be defeated by basic things such as walls 
  and doors, darkness or other concealment, disguises, and 
  optical illusions. It can be beaten to death by a lot of people, 
  or a few very tough or nimble people, or it can be casually 
  set on fire by a fire mage, or it can be knocked about a billion 
  feet by a carefully aimed Air Jet - it has ST 0, so technically 
  -2 damage is enough to knock it back a yard. I’d say that 
  it should be battered back 1 yard per “damage” simply for 
  being a whispy little skull with 0 ST.
  Author: Bruno
  *SM not specified in original; original has Chilling Touch 
  as Innate Attack, which specifically must be Ranged, so 
  changed to Brawling-17
  gHostly WAlKing creAture WitH HAnds (lens)
  SM 0
  Remove: Flight; No Manipulators
  Notes: Note that because it has a ST of 0 it’s still utterly 
  defeated by doors as it can’t actually pull them open, 
  although at least now it can push buttons without bashing 
  them with its face. It’s also man sized, so it loses the -5 to hit. 
  In generally, despite being a “positive” point change, this is 
  simply worse from the Skull Spirit’s point of view.
  Author: Bruno
  very gHostly sKull spirit (lens)
  Injury Tolerance: Homogeneous; No Blood; No Eyes; No 
  Neck; remove Diffuse
  •Chilling Touch (17): Toxic Attack 1 HP (Affects Substantial; 
  Cannot Parry; Cosmic, Irresistible Attack; Cosmic, No 
  Block or Parry allowed; Melee Attack) (Reach C)
  Physical Traits: Insubstantial (Achilles’ Heel, Magic 
  Weapons, Fire spells, Air Jet; Affects Substantial; Always 
  On)
  Notes: This version can float through walls and is immune to 
  mundane weapons. It still needs Static to avoid “nonphysical 
  spells” from affecting it, whatever “nonphysical spells” are. 
  It is MUCH harder to stop than the traditional Skull Spirit, 
  which is confounded by barriers and can eventually be 
  beaten down by angry villagers with sticks.
  Author: Bruno
  spideR, laRge
  Spider*, Wild Animal
  ST: 5  
  HP: 5  
  Speed: 5
  DX: 12  
  Will: 2  
  Move: 5
  IQ: 2  
  Per: 6
  HT: 8  
  FP: 8  
  SM: -2
  Dodge: 8 
  Parry: — 
  DR: 0
  Fangs (12): 1d-5 imp (Reach C) with Poison
  •Poison (F): Toxic Attack 1d-2 (Follow-Up; Symptom, 
  Stunned, 1/2 HP; Symptom, Paralysis, 2/3 HP)
  •Web 1 (12): Binding 4 (Area Effect, 2 yd; Must have 
  supports; Persistent; Takes Extra Time, 1 sec; Wall)
  •Web 2 (12): Binding 6 (Sticky)
  Combat Skills: 
  Physical Traits: Walk on Air (Ceiling, 10 yd; Must have 
  supports; No forward movement)
  Author: Hyrneson
  *Original had special Arachnid meta-trait, replaced here by 
  the Spider meta-trait in the Introduction
  spiRit foRM (teMplate)
  Meta-Traits: Difficult Speech (F134) [21]
  Immunity: Metabolic Hazards [30]
  Physical Traits: Doesn’t Breathe [20]; Doesn’t Eat or Drink 
  [10]; Doesn’t Sleep [10]; Injury Tolerance (Homogeneous; 
  No Blood; No Eyes; No Head; No Neck; Only while 
  Insubstantial, -10%) [56]; Maintenance (1 person; 
  Monthly; Requires Will Roll, -5%; Situational bonuses 
  to Will, +5%) [-2]; Mute (Substantial Only, -10%) [-22]; 
  See Invisible Spirits (Only while substantial, -10%) [14]; 
  Unaging [15]
  Magical/Psionic Traits: Detect Ritual Invocation (Long 
  Range, +100%; Precise, +100%; Reflexive, +40%; World-
  Spanning, +100%) [22]; Detect Supernatural Auras 
  (Precise, +100%; Vision-Based, -20%) [36]; Telekinesis 
  (Costs 1 FP/min, -5%; Melee Attack, Reach C, 1, -20%) 
  [4, or 3.75/level]; Telesend (Costs 1 FP/minute, -10%) 
  [27]
  Features: Affected by spirit-affecting spells [0]
  •Empathy: Empathy (Vision-Based, -20%) [12]
  •Insubstantiality: Insubstantiality (Affects Insubstantial, 
  +100%; Usually On, -40%) [128]
  •Invisibility: 
  Invisibility 
  (Affects 
  Machines, 
  +50%; 
  Extended, EM vision, sonar, magnetic fields, +40%; 
  Substantial Only, -10%; Usually On, +5%) [74]
  •Jumper: Jumper (Costs 1 FP, -5%; Limited Access, two 
  worlds, -20%; Special Portal, ritual invocation, -60%; 
  Warp Jump, +10%) [25]
  •Possession (Spiritual): (Chronic, +20%; Costs 1 FP/min, 
  -5%; Spiritual, -20%) [95]
  •Snatcher: Snatcher (Costs 1 FP/min, -5%; Creation, 
  +100%; Specialized, items appropriate to spirit, -25%; 
  Only while substantial, -10%) [64]
  
  •Visualization: Visualization (Based on Will, +20%; 
  Blessing, +0%; Costs 2 FP, -10%; Cursing, +100%; 
  Linked, Visualization, +20%; Reduced Time 7, +140%; 
  Selectivity, +10%) [38, or 38/level]
  •Warp: Warp (Anchored, personal place of occult power, 
  -25%; Special Portal, ritual invocation, -30%; Warp 
  Jump, +10%) [55]
  Total Cost: 742 points
  Author: Jerander (3e conversion)
  stellionis (teMplate)*
  SM 0
  ST +1 [10]; IQ -9 [-20]; HT +1 [10]
  DR 1 (Tough Skin, -40%) [3]
  Bite: 1d-2 cut (Reach C)
  Thrust: 1d-1
  Swing: 1d+1
  Physical Traits: Alcohol Intolerance [-1 Quirk]; Amphibious 
  [10]; Doesn’t Breathe (Gills, -50%) [10]; Cold-Blooded 
  (65º) [-10]; Nictitating Membrane 1 [1]; Peripheral Vision 
  [15]; Sharp Teeth [1]
  Social Traits: Appearance (Ugly) [-8]; Disturbing Voice 
  [-10]; No Sense of Humor [-10]; Odious Racial Habit 
  (Willfully enigmatic and rarely volunteer information) 
  [-5]
  Total Cost: -4 points
  Description: Stellionis are your stereotypical “Lizard Men” 
  although they do not have a tail, spikes, or other exterior 
  display with the exception of small gills that are located 
  right behind the jaw line. They have thick, bumpy skin 
  that comes in a startling array of colours and patterns, and 
  a short snout filled with needle sharp teeth. Stellionis live 
  for approximately 35 to 50 years before going through their 
  first transformation. Only 35% of Stellionis survive the 
  transformation.
   
  All skills, advantages, disadvantages that where gained in 
  the first stage remain in the second stage. PC’s wanting to 
  trigger the transformation must have the proper points to 
  spend. The metamorphosis takes four months.
  Author: Highland Piper
  *It is not clear what the singular should be: Stellioni? 
  Stellion?
  stellionis: stage two (lens)
  SM +1
  ST +3 [26]; DX +1 [20]; IQ +1 [20]
  DR +2 (Flexible, -20%) [5]*
  Bite: 1d-1 cut (Reach C)
  Tail: 1d+1 cr (Reach 1)
  Thrust: 1d
  Swing: 2d
  Physical Traits: Bad Sight (Nearsighted) [-25]; Infravision 
  [10]; Sharp Claws [5]; Striker (Tail) [5]
  Total Cost: Lens 66 + Template -4 = 62 points
  Author: Highland Piper
  *Added to template’s DR 1 according to author’s total cost 
  calculation
  stiRix
  SM -4 (Reach C) WA
  Adult: 1 lb.
  ST 3; DX 16; IQ 2; HT 10
  HP 3; FP 10; Will 2; Per 6
  Speed 6.5; Move 6; Dodge 9
  Attacks: Claws 1d-5 cut/imp; Proboscis Tranquilizer
  Physical Traits: Clinging; Discriminatory Smell; Flight 
  (Winged); Horizontal; No Fine Manipulators
  Skills: Aerobatics-14; Brawling-16; Flight-9
  •Proboscis Tranquilizer (16): Impaling Attack 1d-2 (Armor 
  Divisor 2; Melee Attack; Symptom, Drowsy 2/3 HP)
  Author: Hyrneson
  taRRasque, tHe legendaRy
  Wild Animal
  ST: 70  
  HP: 70  
  Speed: 8.25
  DX: 13  
  Will: 5  
  Move: 5
  IQ: 5  
  Per: 10
  HT: 20  
  FP: 20  
  SM: +6
   
    
   
  130 tons; 24 hexes long, 17 hexes high
  Dodge: 11 
  Parry: — 
  DR: 20
  Immunity: Metabolic Hazards
  Bite (13): 8d-1 cut (Reach C)
  Talons (13): 8d imp/cut (Reach C)
  Physical Traits: Discriminatory Smell; Extra Attack +3 (2 
  claws, 1 bite, 1 tail swipe); High Pain Threshold; No Fine 
  Manipulators; Regeneration (Extreme); Unkillable 2
  Mental Traits: Callous
  Magical Traits: Magic Resistance 15; Terror -3 (Always 
  On)
  Skills: Survival-7
  Description: This is a giant ravening monster that looks 
  vaguely like a bipedal armadillo, except impressive.
  Notes: The tarrasque is intended to be the invicincible, 
  indestructible Godzilla of its original system. It can only be 
  killed by reducing it to negative hit points and by casting 
  a wish spell upon it, wishing it to die. Such a wish spell 
  in GURPS terms would definitely be Very Hard and have a 
  large energy requirement, plus many prerequisites. However, 
  this is so specific that I don’t think it qualifies as an Achilles’ 
  Heel.
  Author: The Paranoid Android
  
  toxic goo, sMall
  Wild Animal
  ST: 7  
  HP: 7  
  Speed: 5
  DX: 10  
  Will: 10 
  Move: 1
  IQ: 1  
  Per: 10
  HT: 11  
  FP: 11  
  SM: -1
  Dodge: 8 
  Parry: — 
  DR: 0
  Injury Tolerance: Diffuse
  •Corrosion (10)*: Corrosion Attack 1d-2 linked with Toxic 
  (Radiation) Attack 1d-2
  •Radiation Aura (A): Toxic (Radiation) Attack 1 HP 
  (Always On; Aura*)
  Physical Traits: No Manipulators
  Description: Toxic Goo is a combination of toxic waste and 
  amoeba cells, fusing them together to create a strange deadly 
  predator that is rather limited.
   
  Toxic Goo is almost always going to be found where 
  toxic sludge exists; inside military research complexes, 
  where dumped toxic waste exists, etc.
   
  There’s even a tale of a miles-wide Toxic Goo entity 
  existing near Area 51! Such reports have yet to be confirmed, 
  but then, no one wants to confirm it. But it must be true; my 
  brother’s friend’s cousin’s nephew told me so!
  Author: Lonewulf
  *Author did not include attack information; original has 
  Emanation with C range
  toxic goo, MediuM
  Wild Animal
  ST: 11  
  HP: 11  
  Speed: 5
  DX: 10  
  Will: 10 
  Move: 1
  IQ: 1  
  Per: 10
  HT: 11  
  FP: 11  
  SM: 0
  Dodge: 8 
  Parry: — 
  DR: 0
  Injury Tolerance: Diffuse
  •Corrosion (10)*: Corrosion Attack 1d+1 linked with Toxic 
  (Radiation) Attack 1d+1
  •Radiation Aura (E): Toxic (Radiation) Attack 1d-2 
  (Always On; Area Effect, 1 yard; Emanation)
  Physical Traits: No Manipulators
  Author: Lonewulf
  *Author did not include attack information
  toxic goo, laRge
  Wild Animal
  ST: 15  
  HP: 15  
  Speed: 5.25
  DX: 10  
  Will: 10 
  Move: 2
  IQ: 1  
  Per: 10
  HT: 11  
  FP: 11  
  SM: +1
  Dodge: 8 
  Parry: — 
  DR: 0
  Injury Tolerance: Diffuse
  •Corrosion (10)*: Corrosion Attack 2d-1 linked with Toxic 
  (Radiation) Attack 2d-1
  •Radiation Aura (E): Toxic (Radiation) Attack 1d (Always 
  On; Area Effect, 2 yards; Emanation)
  Physical Traits: No Manipulators
  Author: Lonewulf
  *Author did not include attack information
  toxic goo, gaRguantuan
  Wild Animal
  ST: 20  
  HP: 20  
  Speed: 5
  DX: 10  
  Will: 10 
  Move: 3
  IQ: 1  
  Per: 10
  HT: 11  
  FP: 11  
  SM: +2
  Dodge: 8 
  Parry: — 
  DR: 0
  Injury Tolerance: Diffuse
  •Corrosion (10)*: Corrosion Attack 2d+2 linked with Toxic 
  (Radiation) Attack 2d+2
  •Radiation Aura (E): Toxic (Radiation) Attack 1d+2 
  (Always On; Area Effect, 3 yards; Emanation)
  Physical Traits: No Legs (Slithers)*; No Manipulators
  Author: Lonewulf
  *Author did not include attack information; No Legs not in 
  original entry
  tRoglodyte (teMplate)
  SM 0
  IQ -1 [-20]
  DR 2 (Scales) [10]
  Physical Traits: Chameleon 2 [10]; Infravision [10]; Sharp 
  Teeth [1]
  Mental Traits: Intolerance (Humans) [-5]
  •Sap Strength (A): Affliction 1 (HT; -1 ST, +5%; Aura, 
  +80%; Cumulative, +400%; Melee Attack, -30%) [46]
  Total Cost: 52 points
  Author: Hyrneson
  tRoll, HyRneson’s (teMplate)
  SM +2 [0]
  ST +4 (SM, -20%) [32]; IQ -2 [-40]
  Physical Traits: Acute Smell +5 [10]; Ambidexterity [5]; 
  Extra Attack 2 [50]; Infravision [10]; Regeneration (Very 
  Fast) [100]; Regrowth [40]; Sharp Claws [5]; Sharp Teeth 
  [1]; Universal Digestion [5]
  Mental Traits: Fearlessness +5 [10]
  Total Cost: 228 points
  Author: Hyrneson
  tRoll, Rasputin’s (teMplate)
  SM +1 (Reach C/1)
  ST +6 [54]; DX +2 [40]; IQ -2 [-40]; HT +6 [60]
  Will +2 [10]; Per +2 [10]
  DR 2 (Tough Skin) [6]
  
  Physical Features: Dark Vision [25]; Discriminatory 
  Smell [15]; Regeneration (Very Fast) [100]; Regrowth 
  (Reattachment, +50%) [60]; Sharp Claws [5]; Vulnerability 
  (Acid, x2) [-20]; Vulnerability (Fire, x2) [-30]
  Mental Traits: Overconfidence (6) [-10]
  Social Traits: Odious Racial Habit (Eats other sapients*) 
  [-15]
  Racial Skills: Tracking-Per-1 [1]
  Total Cost: 271 points
  Author: Rasputin
  *Author has sentients, compiler assumes referring to sapients
  vaMpiRe, d-flasH’s (teMplate)
  ST +5 [50]
  HP +5 [10]; Per +3 [15]
  Immunity: Metabolic Hazards [30]
  Physical Traits: Doesn’t Breathe [20]; Doesn’t Eat or Drink 
  [10]; Draining [-10]; Hard to Subdue 5 [10]; High Pain 
  Threshold [10]; Infectious Attack [-5]; Injury Tolerance 
  (Unliving) [20]; Striking ST 5 [25]; Supernatural Features 
  (Pallor, no reflection, no body heat) [-16]; Unaging [15]; 
  Unkillable 1 (Achilles’ Heel, Sunlight, Fire, Supernatural 
  attacks) [25]; Weakness (Sunlight, 1d/min) [-60]; 
  Unhealing [-20]
  Mental Traits: Berserk [-10]; Phobia (Heliophobia, 
  Pyrophobia) [-20]; Uncontrollable Appetite (Human 
  Blood) [-15]
  Social Traits: Secret (Vampire) [-30]
  Features: No Fatigue [0]; Torpor (total paralysis by wooden 
  stake through heart) [-1]
  Total Cost: 53 points
  Author: D-Flash
  wasp, giant
  Flying Insect, Wild Animal
  ST: 15  
  HP: 15  
  Speed: 5.75
  DX: 11  
  Will: 10 
  Move: G4-A11
  IQ: 1  
  Per: 10
  HT: 12  
  FP: 12  
  SM: +1
  Dodge: 8 
  Parry: — 
  DR: 2 (Flexible)
  Combat Traits: Bloodlust (6); High Pain Threshold
  Bite (11): 1d cut (Reach C)
  •Stinger (11): Impaling Striker 1d+1 (Cannot Parry; Weak) 
  (Reach C) with Poison
  •Poison (F): Affliction 3 (HT-2; Extended Duration, x300; 
  Follow-Up; Secondary, Paralysis; Severe Pain)
  Physical Traits: Clinging; Dark Vision; Foot Manipulators 
  (2); Ham-Fisted; Lifting ST +2
  Mental Traits: 3D Spatial Sense
  Skills: Aerobatics-12*
  Description: Giant Wasps are will attack anything that 
  looks even remotely like food. They are known to be very 
  aggressive, often continuing to sting prey long after it has 
  stopped moving. Their usual method of attack is to grapple 
  their prey (preferably from above and by surprise) and then 
  repeatedly stabbing with their stinger. If they can carry their 
  foe into the air, they will (p. B371).
  Author: DieMunchkin
  *includes +2 from 3D Spatial Sense
  wateR eleMental, MediuM (teMplate)
  SM 0
  Templates: Small Water Elemental (M191) -SM -ST
  Total Cost: 70 points
  Author: Collective Restraint
  wateR eleMental, laRge (teMplate)
  SM +1; ST +4 [36]
  Templates: Small Water Elemental (M191) -SM -ST
  Total Cost: 106 points
  Author: Collective Restraint
  wateR eleMental, veRy laRge (teMplate)
  SM +2; ST +11 [88]
  Templates: Small Water Elemental (M191) -SM -ST
  Total Cost: 158 points
  Author: Collective Restraint
  wateR eleMental, Huge (teMplate)
  SM +3; ST +25 [175]
  Templates: Small Water Elemental (M191) -SM -ST
  Total Cost: 245 points
  Author: Collective Restraint
  wateR eleMental, gigantic (teMplate)
  SM +4; ST +39 [234]
  Templates: Small Water Elemental (M191) -SM -ST
  Total Cost: 304 points
  Author: Collective Restraint
  zoMbie
  ST: 11  
  HP: 11  
  Speed: 2.5
  DX: 8  
  Will: 3  
  Move: 2
  IQ: 3  
  Per: 10
  HT: 10  
  FP: 10  
  SM: 0
  Dodge: 5 
  Parry: 8(5) 
  DR: 0
  Immunity: Metabolic Hazards; Mind Control
  Injury Tolerance: No Blood; Unliving
  Combat Traits: Berserk (6) (Battle Rage); Bloodlust (6); 
  Fragile (Unnatural); High Pain Threshold; Unhealing 
  (Total)
  Thrust: 1d-1
  Swing: 1d+1
  Physical Traits: Dark Vision; Detect (Sentient Beings; 
  Common; Vague); Doesn’t Breathe; Doesn’t Eat or Drink; 
  
  Doesn’t Sleep; No Fine Manipulators; No Sense of Smell/
  Taste; Nocturnal; Numb; Sexless; Temperature Tolerance 
  10; Terminally Ill; Unaging
  Mental Traits: Bestial; Cannot Learn; Cannot Speak; 
  Dyslexia; 
  Hidebound; 
  Impulsiveness; 
  Incurious 
  (6); 
  Innumerate; 
  Indomitable; 
  Non-Iconographic; 
  Obsession (6) (Kill All Sentient Beings); On the Edge; 
  Reprogrammable; Slave Mentality; Unfazeable
  Social Traits: Appearance (Horrific; Universal); Bad Smell; 
  Disturbing Voice; Intolerance; Low Empathy; No Sense 
  of Humor
  Magical Traits: Dependency (Mana; Common; Constantly)
  Features: Affected by Control Zombie, Pentagram, Turn 
  Zombie
  Taboo Traits: Cannot have mental skills
  Languages: None
  Author: Stripe
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - It Came from the Forums-Bestiary.pdf