NAME, AC, HD, AT, MV
ASTRAL ZOMBIE 0, 7, Burnin’ Hands, 15"
Undead resulting spontaneously from a fatal spaceship re-entry, or purposely created by Evil Wizards, faintly green-glowing. Attack by Cold-Flaming Hands doing automatic 10 HP/rnd, which can be split among two opponents, ea doing 5 HP (no saves), 3x/day, once per 3 rnds, or by Wail of the Void, 3x/day, causes Save vs Mind-Affecting Spells or the agonized wail of the Astral Zombie echoes continually in the victim's head, rendering Spellcasting and any form of Mental or Vocal communication impossible, and disorientation resulting in -2 to AC and TH until the creature is destroyed. May possibly possess advanced tech weaponry or gadget, often clothed in tattered, ruined spacesuits &/or bubble helmets with cracked visors. Possibility exhibit Mutation
DUODON 3, 9, 1d10(x2)/Spells/Poison, 9"
Highly intelligent, spell casting creature with body of a giant lizard and two snake heads atop long, snaky necks. Delights in lying concealed to ambush with first one, then the second head, surprising foes with its Spells. Each head is considered a separate entity as regards Spells (# affected), Saves, Mental Influence/Attack, etc, and each head may have the following memorized: three first lvl Spells, two second lvl, and one third lvl. Talks to itself in sibilant whispers, asking and answering its own questions and congratulating or offering sympathy regarding the other head's success or failure at spell casting, each referring to the other as "Darling", "My Dear", etc.
Each head produces 3 doses of Sleep venom/day (Save vs Poison negates), If both heads score hits on the same target in the same rnd, the victim is auto subject to 2d10 rending/tearing damage the following rnd.
FROGLODYTE 7, 3, BW/Bite 1d6, 9/12" (hop)
Batrachian, subterranean humanoids, 4' tall, may either be degenerate savages, or slightly more advanced, speaking, weapon and armor using, a la Lizardmen. Bite may cause Froggy Mutation. Cure Disease applied immediately negates, otherwise, only Mutation-reversing tech, or the shroom-brewed antidote of the Froglodytes will reverse, and the smarter ones will use this to advantage.Bite for 1d6, Save vs Poison or gradually develop Froggy Feature(s)(d4) in 1d4 days: 1 = Warty, 2 = Bulgy eyes, 3 = Squat and hoppy, 4 = Compulsive frog tongue
GNARLY EYE 1, 10, Magic Eyes, 12"
Does anyone need another Beholder variation? Well, here's mine:
At Will: Fly, Telekinese 100lbs, Telepathic Communication
Large Central Eye: Slow Spell, all within 90-degree cone, 60' terminus, no Save
Four Eye Stalks:
1. Magic Missile(s); 1d4 Missiles ea rnd, will target Spellcasters to ruin Spells
2. Hypnosis Ray; Save vs Mental Spell or be completely dominated until the gaze of this eye is broken, Stun for 1d4 rnds thereafter, will target most powerful/effective opponent
3. Vampiric Wounding Beam; causes 3d8 damage, Save vs Spells for 1/2, and adds these to HP, targets of opportunity, 1/rnd
4. Nullification Beam; renders targeted Magical/Technological items "non-magical"/inoperable for 1d4 turns, Save vs R/S/W Negates, will target most powerful/effective item used against it, 1/rnd
VORPION 3,7, Crusher 2d8+ crush, Vorpy 2d6+ snip, Tail Barb 2d4+ impale, 12"
an intelligent Gnarthropod resembling a giant scorpion, with one pincer larger than the other, and a wicked pronged barb instead of a stinger. It's metallic, glossy black carapace is crisscrossed with scarlet markings resembling a network of veins, and its limbs are ringed with crimson bristles. This creature can Detect Magic, will attempt to attack Spellcasters in preference to all others, and likes to collect Magic Items... and skulls. The larger pincer is the Crushing Claw, while the smaller is the even deadlier Vorpal Claw. The Crusher does 2d8 damage, and once a hit is scored, damage is automatic each rnd (Bend Bars to escape). The Vorpal Claw does 2d6 and decapitates opponents on a natural 20 TH, and if this attack is used on a foe already in the clutches of the Crusher, only an 18 or better is req to sever the head. Note that DEX bonus to AC is negated while in the grip of the Crusher. The tail barb impales for 2d4, doing an auto 1d4 the next rnd as it is withdrawn. The tail is controlled by a secondary, lesser brain, which can still function independently if the main brain is affected/influenced somehow. Although it does not normally attack with its mandibles, it will do so if it has no other choice, for 1d4 dam. If a head is severed, things get really creepy, as the tail barb ceases to attack and instead impales the severed head and swings it aloft like a lantern. The head's eyes light up bloody red, and the Vorpion then employs any Mental Powers/Spells/Knowledge stored in it's memory against any remaining attackers, taunting them in the voice of their former compatriot! (Freak 'em out: have one appear with an already skewered head, cast a nasty Spell, toss the drained head, and advance seeking another!)
Vorpion carcasses really should be worth something on the Alchemical/Spell research market; possibly their secondary brains are used as an ingredient in some arcane brew, their eyes (four pairs of increasing size -oh, they live underground, so Infravision!) are used in Potions, barbs could be made into (possibly magical) spears, and I'm thinking their claws might be fashioned into cool-looking shields, either small or large.