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Beastiary
 
Ahtra
     Similar to equs, these large quadrupeds have heavier torsos, longer legs, spiraling horns, and a serpentine tail. They also have 1-3 humps, depending on the breed. Surprisingly swift and agile afoot, their endurance is legendary.
     Large Animal; HD 2d8+6; Init +1; Spd 50; AC 13 (+1 Dex, +3 natural, -1 size); Atk +6 melee (1d8+6 kick, 1d6+6 bite); SA can travel for up to six days without rest, can go up to one month without water; SV Fort +9, Ref +1, Will +0; Str 20, Dex 12, Con 20, Int 2, Wis 10, Cha 10
 
Ahtra, Winged
     Also known as nagus, these are a hybrid between an ontra and a dractyl, were created by the Djaffir as a means of circumventing territories overrun by sub-men. They proved very difficult to breed, however, so only a few of these creatures exist.
     Winged ahtra resemble their land-roving relatives, but have the gray-green hide and membranous wings of the dractyl. However it is a better flier tha the dractyl, and is willing to carry its rider to greater heights. The short front legs of the dractyl have been replaced with the long legs of the ahtra, causing the nagus to be less awkward than a dractyl while on the ground. Unlike an ontra, the winged ahtra is omnivorous and eats practically anything. It has spiraling horns and an ontra-like snout. It also has a fatty hump on its back, which can store enough water to last it for three weeks. Unlike ground-dwelling ahtra, the winged ahtra is not known to possess a stubborn disposition. It does tend to be somewhat skittish by nature, though, and may panic if threatened. A typical speciment is 6-7 feet high at the shoulder, with a 25-foot wingspan. It weighs 500-600 pounds.
     Large Animal; HD 2d8+7; Init +1; Spd 40, Fly 50 ft; AC 12 (+1 Dex, +2 natural, -1 size); Atk +8 melee (1d8+8 kick, 1d6+8 bite); SA can travel for up to six days without rest, can go up to one month without water, fly (average); SV Fort +10, Ref +1, Will +0; Str 22, Dex 12, Con 22, Int 2, Wis 10, Cha 10
 
Altus
     This winged leech is found primarily in swamps and jungle regions. It normally rests in the hollows of rotten trees, flying forth to feed after sundown. A large tree may be home with dozens of these repugnant creatures. The Altus typically strangles its prey with its tail while it simultaneously drains its blood by biting.
     Medium Beast; HD 2d10+1; Init +1; Spd 30 ft, Fly 40 ft; AC 11 (+1 Dex); Atk +3 melee (1d6+2 bite, 1d4+6 tail); SA blood drain, disease, flight (average); SV Fort +4, Ref +4, Will +1; Str 14, Dex 12, Con 12, Int 2, Wis 10, Cha 10
     SA: Blood Drain: once the altus has bitten its target, it latches on and drains 1d4 per round thereafter unless removed (opposed Strength check). Disease (blood fever): Bite, Fort save (DC 12); incubation 1d3 days, damage 1d3 Dex, 1d3 Con.
 
Angorn
     This winged, aquatic eel glides above the water when hunting for prey, typically small aquatic creatures, then dives deep to catch them in its jaws. They can get up to 5-6 feet in length.
     Medium Animal; HD 1d8+1; Init +4; Spd 20 ft, Glide 40 ft; AC 14 (+4 Dex); Atk +0 melee (1d6 bite); SQ Gliding (average), can survive out of water up to one hour; SV Fort +1, Ref +6, Will +2; Str 10, Dex 18, Con 12; Int 2, Wis 14, Cha 8
 
Arachnus
     These large carnivores are found primarily in the deep crevasses of Harak. They dislike leaving their rocky nests, doing so only at dusk when their dark-gray coloring blends in with the landscape. Hiding in the darkest shadows, the hunting spider builds a series of traps. Thick, ropy strands of webbing are strung between boulders or attached to stunted trees, hanging in loops at a variety of heights (from ankle-height to eye-level). When a victim blunders into a strand, the webbing reacts instantly, contracting in length and pulling the prey high into the air. The web is coated with a powerful adhesive which sticks to any surface. The only known way to remove the webs once they adhere is to burn them.
     Once a victim is trapped, the spider layers it with webbing to immobilize it, then drags the prisoner back to its nest where it injects the prey with digestive juices. The spider stores the still-living creature for d6 days until the acids have properly “cured” its food. The spiders of the nest gather when its time to devour their still-living prey, viciously fighting over the remains.
     Harakin hunters wear leather vests and high boots to protect them from the webs, shrugging out of the loose clothing when it becomes snared. Arachnus range from 3-5 feet in size, and can weigh up to 150 pounds.
     Medium Beast; HD 2d10; Init +3; Spd 40 ft; AC 21 (+3 Dex, +8 natural); Atk +2 melee (1d6+1 bite); SA poison, webbing; SV Fort +3, Ref +6, Will +1; Str 12, Dex 16, Con 10, Int 5, Wis 12, Cha 8
     SA: Poison; Webbing (AC +2, 15 hp)
 
Aramatus
     Also known as the armored leech, this monster is a denizen of bogs, cesspools, and quagmires. A distant relative of the alatus, it can reach lengths of up to 20 feet, though 30 and 40-foot speciments have been reported as well. These aquatic creatures are rarely encountered out of water, making their lairs in underwater recesses and enclosures such as small caves, crevices, piles of refuse, and sewage pipes, where they lurk waiting to ambush unsuspecting prey.
     Aramatus attack by latching onto victims with their powerful jaws and then wrapping its armored coils around the victim, holding it fast until it has been drained of blood. The bite of an aramatus is almost impossible to escape. Even in death, the creature’s jaws remain locked, requiring rescuers to cut the victim free. Only a skilled healer or hunter can do this without causing additional damage to the victim.
     Huge Beast; HD 8d10+5; Init +1; Spd 30 ft; AC 17 (+1 Dex, +8 natural, -2 Size); Atk +12 melee (2d6+8 bite, 1d6+8 constriction); SA blood drain, disease; SV Fort +11, Ref +7, Will +4; Str 26, Dex 12, Con 20, Int 2, Wis 14, Cha 4
     SA: blood drain: after a bite succeeds, in addition to normal bite damage it drains an additional 1d6; Strength checks to escape the bite are at -8; Disease: blood-dever
 
Azoryl
     These large, winged reptiles are native to the eastern Wilderlands and Volcanic Hills region. They are superior flyers, capable of gliding on the winds for days on end without the least exertion. A full-grown adult will often have a wingspan in excess of 30 feet, yet weigh no more than 200 pounds; azoryl are hollow-boned and almost skeletal in appearance. Yet, they are surprisingly strong, and can do terrible damage with their hooked talons and vicious jaws.
     Azoryl are dangerous creatures who are notably unparticular with regard to their feeding habits. They normally prey on other avians, such as giant dragonflies, birds, bats, dractyl, and even ironshrikes. Circling high above the ground, groups of azoryl will often follow after herds of land lizards and equs for miles, waiting for a chance to strike at the infirm, sick, or young. They are also scavengers who feed on carrion and refuse. Their only natural enemies are wind demons and crested dragons. On the ground, azoryl are out of their element, and appear awkward and ungainly. They nest in cliffs and other high places, but spend most of their lives airborne.
     Huge Beast; HD 4d10+5; Init +2; Spd 10 ft, Fly 50 ft; AC 14 (+2 Dex, +4 natural, -2 Size); Atk +9 melee (2d4+8 bite, 2d6+8 talons); SA flight (good); SV Fort +9, Ref +6, Will +1; Str 27, Dex 14, Con 21, Int 6, Wis 10, Cha 8
 
Bane
     These sinister creatures inhabit the forests of Werewood, preying on warm-blooded creatures. They have sleek, muscular bodies with pointed fangs, coal-black skin, and wild, black hair. Their eyes glow in the dark like burning embers. Banes are extremely intelligent and can mimic sounds of any type. They are also able to mimic any spells cast in their presence. Swift and silent, they have superior vision. Solitary by nature, they typically sleep by day and hunt at night.
     Medium Monstrous Humanoid; HD 3d8+2; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk +5 (1d6+2, 2 claws; 1d4+2 bite); SQ Mimicy, low-light vision, immune to darkness or illusions; SV Fort +3, Ref +5, Will +4; Str 16, Dex 16, Con 16, Int 17, Wis 13, Cha 11
     SQ: Mimicy: the bane can mimic any sound imaginable (Listen check DC 20 to identify sound as fake), in addition to which the Bane can cast any spell with somatic components cast in the previous round in its presence.
     Skills/Feats: Move Silently +8
 
Bat Manta
     Also known as the demon bat, this large species of pseudo-demon is believed to originate from the Nightmare Dimension. They resemble nothing so much as giant, black manta rays. They have a wingspan of over twenty feet and are strong flyers, capable of carrying up to half a ton of weight with little effort. Black magicians often use summoned bat mantas as steeds.
     Though they are intelligent, bat mantas are incapable of any form of communication, and are totally resistant to psychic probing of any sort. However, they can receive and comprehend mental commands given by those who summon them into service.
     Huge Outsider; HD 6d8+5; Init +3; Spd fly 40 ft; AC 17 (+3 Dex, +6 natural, -2 Size); Atk +12 melee (2d6+8 tail/wing slap); SA 2d8 electrical discharge (range 100 ft); SQ flight (good), detect invisible/astral presences, darkvision, low-light vision, immune to mental probing or mental influence effects; SV Fort +10, Ref +8, Will +5; Str 26, Dex 16, Con 20, Int 10, Wis 10, Cha 10
 
Batranc
     These kite-winged predators are true avians; they spend their entire lives in the air, gliding effortlessly on the winds. They have wings of translucent membrane stretched taunt over a framework of cartilaginous spines measuring over 30 feet across. The creature’s serpentine body, by contrast, rarely exceeds ten feet in length.
     Despite their size, they are surprisingly graceful and skillful flyers, able to execute the most complex aerial maneuvers with ease. Batranc do not attack creatures on the ground, but have been known to snatch people from high places, such as towers, battlements, etc. They grab their prey with their long tail and use their fangs to tear and devour their food.
     Huge Beast; HD 5d10+5; Init +6; Spd fly 60 feet; AC 14 (+6 Dex, -2 size); Atk +8 melee (2d6+8 fangs, tail used to grapple only); SA flight (perfect); SV Fort +9, Ref +10, Will +1; Str 26, Dex 23, Con 20, Int 3, Wis 10, Cha 10
 
Behemoth
     Giant quadrupedal predators found throughout the Wilderlands, they stand ten feet tall at the shoulder and weight up to 5000 pounds. Their natural armament includes an inch-thick layer of tough, leathery hide, with a mantle of rock-hard bone encasing the head.
     The behemoth’s method of attack is straightforward: it charges towards its intended victim at full speed, intent upon a head-on collision that typically incapacitates or outright kills its prey. Once that attack is successful, the behemoth uses its long tusks to gore its prey to death. Behemoths typically only attack large creatures, but they are notoriously nearsighted and have been known to attack wagons, land arks, and duneships.
     Huge Beast; HD 6d10+5; Init -5; Spd 30 feet; AC 15 (25 head) (-3 Dex, +10 natural, -2 Size); Atk +12 (2d12+9 ram attack - must be used with a charge attack, 2d6+9 gore); SQ head is all but impervious to attack; SV Fort +10, Ref +0, Will +1; Str 29, Dex 5, Con 21, Int 3, Wis 8, Cha 7
 
Bodorian Crab
     Native to the Desert Kingdoms, these monsters have eight spindly legs which propel them quickly across the arid sand. Their chitinous backs are covered with long spines, which are sharp and durable and are gathered by the Djaffir for use as quill pens and needles. The crab can hurl the spines at its enemies, and they are filled with poison.
     During the heat of the day, the crab burrows into the sand (where it may be stepped on by incautious travelers). In the evening it emerges to drain moisture from plants and to feed on carrion and other detritus. While feeding, the crab’s spines vibrate, producing eerie, melancholy melodies. It is this ability that gives the crab its name. Bodorian crabs range in size from 6-24 inches, and weigh 1-3 pounds.
     Diminutive Beast; HD 1/4d10; Init +4; Spd 30 ft; AC 23 (+4 Dex, +5 natural, +4 Size); Atk +1 melee (1 point, d6 spines); SA poison; SV Fort +2, Ref +6, Will -3; Str 4, Dex 18, Con 10, Int 2, Wis 5, Cha 8
     SA: Poison:
 
Bog Devil
     These amphibious humanoids are indigenous to the dense swamplands of Mog and certain areas of the Dark Coast. They are not actually devils, but appear to be some mutated variety of Imrian. They stand close to seven feet in height and have glistening, yellow-green hide. Slender in build, they have long tails and a “beard” of algae or swamp grass. They live in underwater caves and grottos and are excellent swimmers. They can also survive out of water for extended periods of time. Their favored prey are young mogroth, water raknid, marsh strider eggs, and humanoids, all of whom they typically attack on sight. Some scholars think they are sentient and possess their own language, though this has never been confirmed.
     Medium Humanoid (bog devil); HD 1d8+3; Init +2; Spd 30 ft; Swim 40 ft; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d4+3 claws, 1d4+3 bite, or by weapon); SV Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 8
 
Catdrac
     Resembling a cross between felines and reptiles, they typically grow up to 2-4 feet long, weighing 20-80 pounds. They are highly intelligent and greatly prized as pets, guard beasts, and hunting beasts by Thralls and others. They have keen senses and are almost impossible to take by surprise.
     Small Beast; HD 2d10; Init +3; Spd 30 ft; AC 18 (+3 Dex, +4 natural, +1 size); Atk +1 melee (1d3 bite, 1d2 2 claws); SQ low-light vision, darkvision; SV Fort +2, Ref +5, Will +3; Str 8, Dex 17, Con 10, Int 12, Wis 16, Cha 10
     Skills/Feats: Scent; Climbing
 
Cave Bat
     Cave Bats are singularly unattractive, with beady black eyes, horrible fanged visages, and a predisposition towards vampirism. Their hides are shaggy, and their leathery wings may exceed twelve feet from tip to tip. They are blind, but have superior hearing and sonar capabilities.
     Large Beast; HD 2d10+3; Init +1; Spd 10 feet, fly 40 feet; AC 13 (+1 Dex, +3 natural, -1 size); +4 melee (1d8+4 bite); SA disease, flight (average); SV Fort+6, Ref +4, Will +2; Str 18, Dex 12, Con 16, Int 3, Wis 14, Cha 8
     SA: Disease (brain fever): Bite, Fort save (DC 12); incubation 1d4 days, damage 1d3 Int, 1d3 Wis.
 
Chasm Viper
     These serpents have metallic scales and are expert rock climbers.
     Medium Animal; HD 3d8+1; Init +5; Spd 40 ft; AC 20 (+5 Dex, +5 natural); Atk +2 melee (1d6 bite); SA poison; SV Fort +1, Ref +8, Will +0; Str 10, Dex 20, Con 12, Int 4, Wis 10, Cha 8
     SA: Poison:
 
Climbing Viper
     A family of poisonous serpents found almost exclusively in the Wilderlands region. They are renown for their ability to scale near vertical slopes and trees with ease. Their scales are simple oxides of bronze and cooper and can be fashioned into many useful implements by the natives of the Wilderlands. Climbing vipers typically grow to between 4-8 feet in length. In the Banditlands, the Great Viper can reach up to 18 feet.
     Medium Animal; HD 2d8; Init +5; Spd 40 ft; AC 20 (+5 Dex, +5 natural); Atk +1 melee (1d6 bite); SA poison; SV Fort +3, Ref +5, Will +0; Str10, Dex 20, Con 10, Int 5, Wis 8, Cha 8
     SA: Poison:
     Large Animal (Great Viper); HD 4d8+3; Init +4; Spd 50 ft; AC 21 (+4 Dex, +8 natural, -1 size); Atk +8 melee (1d8+6 bite); SA poison, constriction; SV Fort +6, Ref +5, Will +0; Str 22, Dex 18, Con 16, Int 5, Wis 8, Cha 8
     SA: Poison, Constriction
 
Crag Spider
     These monstrous, twelve-legged predators lair in cliffs, caves, and abandoned ruins. Their bodies are covered with glistening scales and their horrid visages are marked by rows of cold, unfeeling eyes and venomous fangs. These imposing creatures can grow up to fifteen feet in length. It typically hunts by spinning webs about its lair, and once a creature is trapped, it leaps forth and entangles the creature in more webbing. Then it injects its prey with a potent, paralytic venom. Once the victim is paralyzed, the crag spider injects the victim with gastric fluids which slowly dissolve the victim from the inside.
     Large Beast; HD 6d10+5; Init +3; Spd 40 feet; 30 ft climb; AC 20 (+3 Dex, +8 natural, -1 size); Atk +8 melee (1d8+4 bite); SA poison, web; SQ low-light vision; SV Fort +10, Ref +8, Will +1; Str 18, Dex 16, Con 21, Int 8, Wis 8, Cha 7
     Skills/Feats: Climbing, Hide, Move Silently
     SA: venom; web
 
Death’s Head Viper
     The most poisonous of all Talislanta serpents, the viper is native to the jungles of Chana. These small, armored serpents are emerald green in color with white, skull-like markings on the back of the head. The venomous bite causes searing pain and typically death within a minute’s time.
     Tiny Animal; HD ½d8; Init +6; Spd 50 ft; AC 20 (+6 Dex, +2 natural, +2 size); Atk +8 (1d3 bite); SA poison; SV Fort +0, Ref +9, Will +0; Str 3, Dex 22, Con 10, Int 3, Wis 10, Cha 10
     Skills/Feats: Finesse (bite)
 
Depredator
     These monstrous, one-eyed avians are thought to originate from another dimension. Their powerful forms are encased in an exoskeleton of dark purple chitin and their long, serpentine tail terminates in a knot of spikes resembling a mace. They have sharp fangs and curved horns, and regenerate at an astounding rate. Strong flyers, they glide on the winds searching for other avian species, landing only to mate and lay eggs. They will dive down to take prey from the ground, but only in areas clear of trees and other ground cover.
     Large Monstrous Humanoid; 4d8+7; Init +2; Spd 30 ft, Fly 40 ft; AC 21 (+2 Dex, +10 natural, -1 Size); Atk +10 melee (1d6+7 bite, 1d8+7 claws, 2d6+7 tail); SA regenerate 2/round, fly (good); SV Fort +9, Ref +6, Will +7; Str 24, Dex 14, Con 24, Int 8, Wis 16, Cha 8
 
Drac
     A species of small, wingless dragons. In the wild they prey mainly on vermin. They are much favored as pets and are sometimes used as guard beasts or trackers. They can range fro 2-8 feet in length.
     Small Beast; HD 1d10+2; Init +2; Spd 30 ft; AC 18 (+2 Dex, +4 natural, +1 size); Atk -2 melee (1d4-2 bite, 1d3-2 claws); SV Fort +4, Ref +4, Will +0; Str 7, Dex 14, Con 14, Int 5, Wis 16, Cha 8
     Skills/Feats: Scent; Tracking
     Medium Beast; HD 2d10+3; Init +2; Spd 40 ft; AC 18 (+2 Dex, +6 natural); Atk +1 melee (1d6 bite, 1d4 claws); SV Fort +6, Ref +5, Will +0; Str 10, Dex 14, Con 16, Int 5, Wis 16, Cha 8
     Skills/Feats: Scent; Tracking
 
Draconid
     Also known as fire lizards, these lesser dragons are native to rock regions, particularly the Volcanic Hills. Their scaly hides and leathery wings show various shades of bright red, yellow, and orange. Fully grown, draconids rarely measure more than 8-12 inches in length.
     Highly coveted by collectors of rare animals, draconids can bring in prices in excess of 600 gl each. If raised from infancy, they make loyal pets. Only fair flyers, they are elusive and difficult to capture. Their bite, while causing little damage, causes a searing, burning pain, hence their nickname.
     Draconids are able to detect magical emanations, which explains their great demand among mages who employ them as magical tracking beasts, though they beasts make no distinction between magic items held by their owner and those elsewhere.
     Diminutive Beast; HD ½d10; Init +6; Spd 20 ft; Fly 30 ft; AC 24 (+6 Dex, +4 natural, +4 Size); Atk +10 melee (1d2 bite); SA searing bite, fly (average); SV Fort +2, Ref +8, Will +2; Str 2, Dex 22, Con 10, Int 4, Wis 14, Cha 8
     SA: Searing Bite: Fort save (DC 15 or be incapacitated for 1d4 rounds)
 
Dractyl
     This species of lesser dragon is found in the hills and mountains surrounding Harak. Large and ungainly, they have gray-green skin, scaly hides, and membranous wings. Their beaks are lined with rows of pointed teeth and their hands and feet are clawed. The rheumy, yellow-eyed stare of these avians is somewhat unnerving. In the wild, dractyl live on the ledges of cliffs and chasms, usually in groups of 3-12. They have a language of sorts, but are among the most dour and rancorous creatures in Talislanta.
      They are trained as steeds by the harakin, who use them for airborne and overland transport. Only fair flyers, they have an aversion to altitudes over 100 feet. Though the harakin ride them into battle, dractyl have little love of combat and obey their masters primarily to avoid being eaten.
     Large Beast; HD 4d10+4; Init +1; Spd 20 ft, fly 40 ft; AC 14 (+1 Dex, +4 natural, -1 size); Atk +6 melee (1d8+4 bite, 1d6+8 2 claws); SV Fort +7, Ref +2, Will +1; Str 18, Dex 13, Con 17, Int 6, Wis 10, Cha 10
 
Dragon, Ice
     Like ice giants, ice dragons are composed entirely of magically animate ice, except for their blue diamond hearts. They are also creations of the mysterious Ice King and serve his will. Their frigid breath can freeze living creatures in suspended animation, or render creatures or items brittle enough to shatter at the slightest touch.
     Huge Construct (Cold); HD 8d10; Init -1; Spd 20 ft, Fly 30 ft; AC 15 (-1 Dex, +8 natural, -2 Size); Atk +12 melee (2d8+8 bite, 2d6+8 claws); SA breath, emanate cold, 20/+1 resistance; SV Fort +2, Ref +1, Will +4; Str 26, Dex 8, Con –, Int 6, Wis 18, Cha 4
     SA: Breath: cold; Construct: immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain; Emanate Cold: all fores within a 10-foot radius are at -2 to all actions; Flight (poor)
 
Dragon, Land
     Land dragons are massive, bulky creatures can grow up to fifty feet in length and weigh up to ten tons. These ponderous quadrupeds are covered with a profusion of horns, spikes, and red-hued armor plates. They are incredibly strong and can easily batter down stone walls and fortifications. They are often domesticated by the reptilian Saurans who outfit them with battle towers and use them in battle.
     Gargantuan Beast; HD 16d10+8; Init +0; Spd 20 ft; AC 18 (+12 natural, -4 size); Atk +18 melee (2d8+10 bite, 2d6+10 tail); SQ immune to fire/heat, 10/+1 resistance against missile attacks; SV Fort +18, Ref +5, Will +7; Str 35, Dex 10, Con 26, Int 4, Wis 14, Cha 8
 
Dragon, Sea
     The most ancient of all the great dragons, these gigantic, serpentine creatures that can grow to over 60 feet in length. Their bodies are covered with overlapping rows of iridescent green scales as tough as plate mail. A crest of spines runs along the length of the body from head to tail, with barbs and spikes ranging the area about the head. The great jaws, large enough to swallow a man whole, are lined with ten-inch fangs.
     Sea dragons are the bane of ocean-going vessels. They are capable of crushing the hulls of even the largest ships in their coils and can snap a ship’s mast in their jaws. They are not terribly particular in regard to their eating habits, exhibiting an equal fondness for rainbow kra, giant sea scorpions, aquatic serpents, and men. They have an abiding fear of zaratan, and tend to avoid areas where they are found in numbers.
     Colossal Dragon; HD 18d12+9; Init +0; Spd swim 30 ft; AC 14 (+12 natural, -8 size); Atk +26 melee (4d8+16 bite, 4d6+16 tail constrict); SA swallow whole on critical; SQ immune poison; SV Fort +20, Ref +11, Will +20; Str 42, Dex 10, Con 28, Int 12, Wis 28, Cha 10
 
Drone
     Resembling huge bipedal newts, their entire body is covered by heavy bony plates. Only marginally intelligent at best, drones unquestioningly obey the commands of their Subterranoid masters.
     Large Monstrous Humanoid; HD 2d8+1; Init +1; Spd 30 ft; AC 18 (+1 Dex, +8 natural, -1 size); Atk +8 melee (1d4+6, 2 claws); SQ immune to heat and fire; SV Fort +4, Ref +4, Will +0; Str 22, Dex 12, Con 12, Int 6, Wis 10, Cha 8
 
Duadir
     These two-headed, bipedal lesser dragons are native to the Wastes of Kharakhan. They are renown for their ferocity. Their skin is a bright crimson, fading to yellow along the abdomen. Adult specimens can reach heights of up to eleven feet, and measure up to 18 feet in length. Swift runners, they can easily match an equs stride for stride. They lack endurance, however, and can only maintain top speed for a mile or so. They are trained as steeds by the Araq.
     Large Beast; HD 2d10+2; Init +3; Spd 50 ft; AC 14 (+3 Dex, +2 natural, -1 size); Atk +4 melee (1d8+4 2 bites, 1d6+4 2 claws, 1d4+4 tail); SA can grapple with tail; SV Fort +6, Ref +3, Will +0; Str 18, Dex 16, Con 16, Int 4, Wis 10, Cha 10
 
Ectomorph
     Malign and eternally hungry, ectomorphs stalk dry regions, preferring shaded ruins or rock formations. Dracartans call them the “Devil Ghosts” because of their pallid color and uncanny stealth. Vast in size (10-50 feet in length, 6-12 feet in height), their scaly flesh hangs limb between “ribs” of chitinous exoskeleton. Sixteen arching legs keep the predator’s body higher than the reach of most enemies. Serrated pincers and a single fang project from its mouth, which is fringed with a wet-looking beard of hairly feelers.
     Ectomorphs secrete a sticky cement with their mouth hair which they use to capture food. The glue is spread on the ground to trap prey, and gelatinous strings of cement festoon ectomorph lairs. These stands loose their potency after a few hours.
     Ectomorph eggs only hatch when exposed to water. The females lay their clutches in dry riverbeds and defunct wells, then lave the area before a rainstorm moistens the eggs; young ectomorphs would gladly eat their mother, given the chance.
     Large Beast (10-16 ft); HD 4d10+5; Init +3; Spd 40 ft; AC 20 (+3 Dex, +8 natural, -1 Size); Atk +6 melee (1d8+4 sting, 1d4+4 d4 kicks); SA poison, cement, walk on walls/ceiling; SV Fort +9, Ref +7, Will +1; Str 19, Dex 17, Con 20, Int 6, Wis 10, Cha 10
     Huge Beast (16-32 ft); HD 8d10+7; Init +3; Spd 40 ft; AC 21 (+3 Dex, +10 natural, -2 Size); Atk +12 melee (2d6+8 sting, 1d6+8, d4 kicks); SA poison, cement, walk on walls/ceiling; SV Fort +13, Ref +9, Will +2; Str 27, Dex 17, Con 24, Int 7, Wis 10, Cha 10
     Gargantuan Beast (32-50 ft); HD 16d10+9; Init +2; Spd 50 ft; AC 20 (+2 Dex, +12 natural, -4 Size); Atk +20 melee (2d8+12 sting, 1d8+8, d4 kicks); SA poison, cement, walk on walls/ceiling; SV Fort +19, Ref +12, Will +5; Str 35, Dex 15, Con 29, Int 8, Wis 10, Cha 10
 
Equs
     A strange hybrid of mammal and reptile. They are typically sleek and muscular of build, with scaly hide and a long mane and tail. Their color varies by breed. Equs are extremely intelligent and have their own language (equan), and a rare few even learn some humanoid languages, though a natural tendency towards secrecy forbids most equs from boasting of this ability. They are prized as steeds throughout the continent and seldom sell for less than 400 gl apiece. In the wild, they travel in herds of up to 60.
     The graymane is the most common species, found all over Talislanta. Their dusty gray hides and manes lack luster, but they possess good speed, endurance, and surprising strength. They make sturdy, reliable mounts and are favored for long-distance travel.
     Silvermanes are built for speed, and are the swiftest of the equs, though they are somewhat lacking in endurance. Some hunt them for heir silvery hide and mane, a practice illegal in most lands.
     Snowmanes are white in coloration and bult to endure the rigors of the frigid climates of the north. Less swift than silvermanes, they have superior endurance and are sure-footed on ice or snow.
     Darkmanes are large and surly beasts with coal-black manes and hides, sharp hooves, and fangs. Aggressive and spiteful, they often attack other equs on sight. They are known to use foul language and to plot and scheme amongst each other. They have attributes similar in most respects to graymanes, but are considered useless by most Talislantans.
     Large Beast; HD 3d10+3; Init +3; Spd 50 (60 for silvermanes); AC 14 (+3 Dex, +2 natural, -1 size); Atk +5 melee (1d6+4 hooves); SQ immune to cold (silvermane only); SV Fort +6, Ref +6, Will +1; Str 18, Dex 17, Con 16, Int 9, Wis 12, Cha 11
 
Exomorph
     These deadly quadrupedal predators measure up to nine feet in length and have lizard-like skin, a heavily muscled torso, and great, gnashing fangs. They have the ability to alter the coloration of their hide so as to blend in perfectly with their surroundings. This ability is virtually unlimited in scope. Combined with their ability to stand motionless for hours on end, exomorphs are nearly impossible to detect in the wild. They have remarkable patience and will wait until their prey is only a few feet away before attacking. While they are quite vicious, they will abandon an attack that is not going in their favor, using their chameleon-like ability to escape.
     Large Beast; HD 4d10+3; Init +3; Spd 50 ft; AC 16 (+3 Dex, +4 natural, -1 size); +7 melee (1d8+5, 2 claws; 1d8+5 bite); SQ camouflage; SV Fort +7, Ref +7, Will +4; Str 20, Dex 17, Con 17, Int 7, Wis 16, Cha 8
     Skills/Feats: Scent, Tracking, Move Silently, Hide
     SQ: Camouflage: -5 to Spot or Search to detect Exomorph
 
Fanged Eel
     These reptilian predators move in small groups, following river dragons and eating whatever prey the larger monster leaves behind. They can range from 6-10 feet in length, and weigh from 500-1000 pounds.
     Large Beast; HD 3d10+3; Init +2; Spd swim 40 ft; AC 17 (+2 Dex, +6 natural, -1 size); Atk +4 melee (1d8+3 bite); SV Fort +6, Ref +5, Will +1; Str 16, Dex 14, Con 16, Int 5, Wis 10, Cha 8
     Skills/Feats: Swimming
 
Filch
     This bipedal scavenger is indigenous to woodland and wilderness regions. It resembles a misshapen humanoid, with lank black fur and large eyes, capable of seeing clearly in darkness. In darkness or deep shadow, the filch is practically invisible. It is quite elusive, subsisting on food stolen from the lairs and warrens of other creatures, including humanoids.
     Skulking in darkness, filches do their utmost to avoid detection, and prefer to run rather than fight if possible. Dangerous if cornered, their retractable claws are honed to a razor’s edge. Filches are fairly intelligent and possess a crude language of sorts. They regard themselves as a misunderstood race.
     Medium Humanoid (Filch); HD 2d8+1; Init +6; Spd 40 ft; AC 16 (+6 Dex); Atk +0 melee (1d8-1, 2 claws); SQ: -6 to detect in shadow or darkness; SV Fort +1, Ref +9, Will -1; Str 8, Dex 22, Con 12, Int 10, Wis 8, Cha 8
     Skills/Feats: Move Silently, Hide
 
Frostwere
     A species of werebeast native to the cold, northern reaches of Talislanta. They resemble large, furred humanoids with slashing claws and long fangs. Their hide is white, enabling them to hide in their snowy surroundings. They prowl the glacial wastes of Narandu and the vast snowfields of L’Haan hunting for snowmanes, tundra lopers, and other warm-blooded prey. They sometimes hunt in pairs. Like all werebeasts, they are exceedingly fierce, emitting a frightful howl when on the hunt.
     Large Beast; 5d10+9; Int +2; Spd 20 ft; AC 14 (+2 Dex, +3 natural, -1 size); Atk +9 (1d8+5 claws, 1d6+5 bite); SQ low-light vision; SV Fort +13, Ref +6, Will +4; Str 20, Dex 14, Con 28, Int 6, Wis 16, Cha 8
     Skills/Feats: Scent, Tracking, Listen, Spot
 
Geophage
     This giant quadruped is indigenous to deep subterranean caverns, pits, and dead volcanoes. They can travel vast distances in their search for raw metal ores, their favored food. They have a rock-hard exoskeleton, powerful grinding jaws, and claws capable of cutting through the hardest stone. Born without optical organs, they navigate entirely by smell. They can reaches sizes of up to 20-30 feet, weighing 4-6 tons.
     Peaceful by nature, they still pose considerable problems for other subterranean races. Their rough-hewn tunnels sometimes undermine gnomekin settlements and have occasionally cuased sections of the Underground Highway to collapse. Gnomekin wardens use a mixture of stenchroot and other noxious plant ingredients to drive away wandering geophages. The vajra, on the other hand, use a distillation of tantalus vine and other herbal ingredients to charm geophages, and then train them for use in underground excavation.
     Huge Beast; HD 4d10+9; Init -3; Spd 20 ft; AC 21 (-3 Dex, +16 natural, -2 size); Atk +13 melee (2d10+12 claws); SV Fort +13, Ref -2, Will -1; Str 34, Dex 4, Con 28, Int 4, Wis 6, Cha 8
     Skills/Feats: Scent
 
Horned Devil-Man
     This race of winged humanoids is thought to be exiles from a distant land, or even another dimension. It appears that they may be related to the Tarterans, a race descended from the hybrid Tarteran Devils, who were created during the Forgotten Age. Their true origins are likely never to be known as the creatures are pathological liars. They resemble lank-limbed, gray gargoyles with twin horns jutting from the chin and peak of the skull. Their wings are comprised of scaly gray hide stretched over a framework of tough gristle. They appear to consist of little more than bone, hide, and cartilage.
     They are most commonly encountered in the desertlands that lie between the city-states of Danuvia and Hadjistan, though they may be found throughout much of the Wilderlands. Strange and moody by nature, they can often be found sitting atop the ruins of ancient towers and columns, where they are often mistaken for statues or ornamentation. If they are feeling charitable, they might engage in conversation, but they are more likely to rob or eat travelers they encounter. Many devil-men are also sorcerors.
     Medium Monstrous Humanoid; HD 2d8+4; Init +0; Spd 30 ft; fly 50 ft; AC 12 (+2 natural); Atk +4 melee (1d6+2, 2 claws, 1d4+4 bite, or by weapon); SQ darkvision, Flight (average), detect magic by scent; SV Fort +4, Ref +3, Will +1; Str 14, Dex 10, Con 18, Int 16, Wis 7, Cha 5
 
Ice Giant
     These magical constructs are the creation of the legendary Ice King of the north. They are found throughout the frigid wastes of Narandu doing his bidding. Standing ten feet tall and weighing over 2000 pounds, their bodies are comprised entirely of magically animated ice. Spiny icicles serve as their hair, and frozen tusks protrude from their gaping jaws. Ice Giants emanate waves of cold which numb any warm-blooded creature in close proximity.
     Huge Construct (cold); HD 10d10; Init -1; Spd 20 ft; AC 15 (-1 Dex, +8 natural, -2 Size); Atk +12 melee (1d12+10 club); SA emanate cold; SQ construct; SV Fort +3, Ref +2, Will +3; Str 30, Dex 8, Con –, Int 6, Wis 10, Cha 10
     SA: Emanate Cold: any warm-blooded creature within a 10-foot radius of the ice giant suffers a -2 penalty to Initiative, Reflex saves, and to hit rolls.
     SQ: Construct: immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, critical hits, subdual damage, ability damage, ability drain, energy drain, death due to massive damage, and most effects requiring a Fort save.
 
Ikshada
     These gristly parasites can grow up to 1 foot in length, weighing 1-3 pounds. They resemble legless centipedes with an enlarged cranium, a sharp tail-stinger, and fanged jaws. Their bodies are covered with segmented, exoskeletal plates.
     There are three known varities of ikshada: yellow ikshada, which inhabit the succulent fruit of the barge tree; black ikshada, which feed upon carrion and are frequently encountered in tombs, crypts, and underground habitats; and gray ikshada, an aquatic species. It is the habit of all these creatures to attack from hiding. Yellow ikshada lay coiled within the barge tree’s melon-sized fruit, black ikshada in coffins or under rocks, and gray ikshada burrow beneath the ocean floor or into the hulks of sunken ships.
     When a living creature approaches, the ikshada springs forth, biting and tearing with its powerful jaws. If it succeeds in latching onto its prey, it will attempt to inject the victim with its spawn, using its hollow tail-stinger. The victim may not even notice, which is unfortunate as the spawn become hatchlings in 2d6 days after being injected, slowly devouring the host from within. Death usually results within four days. A purge or strong antiparastic will usually rid a victim of ikshada, with early diagnosis and treatment affording the best chance of survival.
     Tiny Vermin; HD 1d8+1; Init +3; Spd 30 ft; AC 19 (+3 Dex, +4 natural, +2 Size); Atk -2 melee (1d4 bite); SA immune to mind-influencing effects, larvae injection; SV Fort +3, Ref +3, Will +3; Str 2, Dex 16, Con 12, Int –, Wis 16, Cha 4
 
Iron Dragonfly
     This giant insectoid is native to tropical jungles and rain forests along the southern coast of Talislatna, and the islands of the Far Seas. The creature is named for its iridescent wings and carapace, both of which contain high concentrations of a substance similar to blue iron. Adult specimens can grow up to four feet and have a wingspan in excess of 16 feet. The male is deep metallic green in color with a lustrous sheen. Females tend to be less colorful, ranging from dull blue to grey in hue.
     Iron dragonflies feed primarily on serpents, alatus, and the larger varieties of insect pests. They are very aggressive, however, and have been known to attack larger prey, including humanoids. Their preferred method of attack is to dive down from above. They then hold their victim in place with their spiny legs while they attempt to crush the victim’s head with their powerful mandibles. They are among the swiftest and most maneuverable of all airborne creatures. They can hover in place and can change direction with startling speed. Their razor-edged metallic wings can sometimes do accidental damage to the sails and riggings of low-flying windships, or to unwary crew members.
     Medium Insect; HD 1d8+1; Init +9; Spd Fly 50 ft; AC 23 (+9 Dex, +4 natural); Atk +0 melee (1d6 bite); SA Fly (perfect); SV Fort +2, Ref +9, Will +1; Str 10, Dex 28, Con 12, Int –, Wis 12, Cha 4
 
Kra
     These giant, sightless eels are native to various undersea caves and grottos around Imria. Pale white in color, they often measure over 22 feet in length and weigh up to 4000 pounds. They are fierce and aggressive predators who sense prey by sound and vibration. They feed on all sorts of marine creatures, including skalanx, water raknids, and even other kra.
     Normally violent, kra become stuporous for short periods imediatley following the mating season. It is at this time that Imrian slavers capture them with harpoons and nets, thereafter keeping them sedated and employing teams of six as a means of propelling their slave coracles.
     The most ancient kra may grow to immense size, rivaling even sea dragons in size. A smaller, sighted varieity known as rainbow kra, are commonly found in open waters.
     Huge Beast; HD 6d10+5; Init -1; Spd swim 40 ft; AC 10 (-1 Dex, +3 natural, -2 size); Atk +10 melee (2d6+7 bite); SV Fort +10, Ref +4, Will +3; Str 25, Dex 8, Con 20, Int 3, Wis 12, Cha 10
 
Kra, Desert
     The rare desert kra grows to be the largest of the kra varities, reaching lengths of 30-60 feet and weighing 3000-6000 pounds. It swims beneath the sands of the deepest deserts, betraying its passage with only the faintest of “worm trails” in the constantly shifting terrain. Incredibly fierce, the desert kra feeds on such formidable prey as sand demons, satada, other kra, manrak, and travelers.
     Gargantuan Beast: HD 24d10+7; Init +0; Spd 50 ft; AC 11 (+5 natural, -4 size); Atk +23 melee (2d8+12 bite); SA swallow whole; SV Fort +19, Ref +6, Will +7; Str 34, Dex 10, Con 25, Int 4, Wis 12, Cha 10
 
Kra, Land
     This variant of the giant, segmented eels are covered with heavy armored plates, with the cranium and gnashing jaw parts composed of a chitinous substance harder than stone. A full-grown speciment may exceed 40 feet in length and weigh as much as 5 tons.
     Land kra are burrowers, using their powerful jaws to tear their way through rock, soils, and sand. In desert regions, it can sometimes be spotted by the long “worm trails” that they leave in their wake. Otherwise, a land kra may inhabit a region for decades or even centuries without ever being seen by those on the surface. Land kra normally prey on other subterranean creatures, including satada and gnomekin.. They generally shun geophages as inedible.
     Huge Beast; HD 8d10+5; Init +1; Spd Burrow 40 ft; AC 15 (+1 Dex, +6 natural, -2 Size); Atk +11 melee (2d6+7 bite); SA swallow whole on critical hit; SV Fort +11, Ref +7, Will +2; Str 24, Dex 12, Con 20, Int 4, Wis 10, Cha 10
 
Kra, River
     These giant creatures, sometimes erroneously referrd to as river dragons, are related to the ocean-dwelling kra. They are indigenous to freshwater lakes and rivers and may be found throughout the continent of Talislanta. Like most kra, they are sightless and navigate by sound and vibration.
     River kra are bottom-feeders, subsisting on a diet of aquatic plants and marine life. They are notoriously lazy and slow-moving, usually content to simply drift downriver with the current. They do not normally pose a threat to land-dwellers, but any who enter the water are considered fair game. They sometimes become tangled in fishermen’s nets and anchor lines, often with disastrous results as a full-grown river kra can easily capsize most small to medium vessels.
     Huge Beast; HD 4d10+7; Init +0; Spd Swim 40 ft; AC 12 (+4 natural, -2 Size); Atk +13 melee (2d6+9 bite); SA swallow whole on critical hit; SV Fort +13, Ref +6, Will +2; Str 28, Dex 10, Con 24, Int 4, Wis 10, Cha 10
 
L’latha
     Resembling a cross between a reptile and a monkey, it is found only on the Isle of Phantas. L’latha are often kept as pets by the Phantasians, since they are quite intelligent and can be trained as an assistant.
     Small Beast; HD 1d10-1; Init +6; Spd 20 ft; AC 19 (+6 Dex, +2 natural, +1 Size); Atk +6 melee (1d4 bite); SQ darkvision, low-light vision; SV Fort +1, Ref +8, Will +3; Str 8, Dex 22, Con 8, Int 7, Wis 16, Cha 10
     Skills/Feats: Listen, Spot, Search
 
Land Crab
     This large land crustacean’s heavy outer shell is studded with protective spines and is a glistening black color. Its large front pincers are a deep scarlet in hue and are used for grasping prey and tearing it to bits. The four rear legs are smaller and are used primarily for burrowing in soil or sand. Land crabs can reach sizes of up to 10-30 feet in length and weigh up to 10,000 pounds.
     These creatures make their lairs underground, sleeping most of the day and emerging to hunt by night. They are scavengers, normally preying upon decomposing remains. Only when food is scarce will they attack living creatures.
     Huge Beast; HD 10d10+10; Init +1; Spd 20 ft; AC 19 (+1 Dex, +10 natural, -2 Size); Atk +14 melee (2d6+9, 2 claws); SQ burrowing; SV Fort +17, Ref +8, Will +9; Str 28, Dex 12, Con 30, Int 2, Wis 22, Cha 4
 
Loper
     These bipedal beasts are similar in some respects to striders, but with a mane of coarse fur, grasping foreclaws, and strange, almost humanoid facial features. Adult specimens commonly stand up to eight feet in height and measure over fourteen feet from head to tail.
     In the wild, lopers usually travel in herds of 40-50. The male of the species is exceptionally mean-tempered and prone to erratic behavior, while the female is somewhat more docile. Herds of lopers are found from the frigid wastes of Narandu to the southern sectors of the Kang Empire and the Wilderlands. They are generally innocuous, feeding primarily on mosses, lichen, roots, and small vermin. Male lopers are extremely territorial, and will fight to defend their pack is a threat is perceived.
     Orgovian traders value lopers as steeds and burden beasts, primarily because they are very rugged and eat little. Though they can be captured and trained, lopers cannot be tamed or domesticated. They can only be controlled by the use of a prod-hook, a device employed to keep the loper from biting its rider, other animals, and whatever else may be in range of its jaws.
     Large Beast; HD 4d10+3; Init +4; Spd 40 ft; AC 15 (+4 Dex, +2 natural, -1 Size); Atk +6 melee (1d6+4 bite, 1d8+4, hind claws, 1d4+4 tail slam); SQ sure-footed climbers, leap 20-30 feat with a running start; SV Fort +7, Ref +8, Will +8; Str 18, Dex 18, Con 16, Int 4, Wis 24, Cha 4
 
Loper, Tundra
     A hardy, belligerent cousin of the plains loper, the tundra loper is a predator indigenous to the frozen northern realms of Narandu and L’Haan. They are distinguishable from the plains loper by the tufts of shaggy white hair that adorn the back of the neck and lower legs. Tundra lopers also have an additional spike on their clawed hind legs, allowing them to negotiate icy terrain.
     Traveling in herds of up to 30, tundra lopers roam the frozen wastelands feeding on lichen, snow lilies, and small creatures. They have been known to attack frostweres, but usually only in self-defense. When food is scarce, they may hunt larger prey, including humanoids. Unlike plains lopers, these creatures do not make suitable steeds as they are far too aggressive and sullen for such purposes.
     Large Beast; HD 4d10+8; Init +4; Spd 40 ft; AC 15 (+4 Dex, +2 natural, -1 Size); Atk +6 melee (1d6+4 bite, 1d8+4, hind claws, 1d4+4 tail slam); SQ sure-footed climbers, leap 20-30 feat with a running start; SV Fort +12, Ref +8, Will +7; Str 18, Dex 18, Con 26, Int 6, Wis 22, Cha 4
 
Malathrope
     These quadrupedal predators were created during the Forgottne Age by the Quarans, a hybrid of night demon, omnivrax, and the now-extinct manx. They were used to hunt down those who escaped from the fire-pits of Malnangar, which the Quaranians used to sacrifice their victims.
     Malathropes are possessed of a sinister intellect and have a marked tendency towards violent and destructive behavior. They have demonic visages, are coal-black in coloration, and speak in tongues. They prey upon living creatures of all sorts, preferring to devour their prey alive. Their bite delivers a potent neurotoxin that heightens its victim’s response to fear. They can be found throughout the continent, though they seem to congregate more frequently in desolate and remote places. They are murderous creatures who live not only for food, but apparently to satisfy some grisly, carnal urging. They require neither sleep nor rest, and are always active. They are most commonly encountered alone or in small groups. They are extremely fast and exhibit a maniacal disregard for danger. They typically grow up to 6 ½ to 7 feet in length and stand 3 ½ feet tall at the shoulder, weighing about 400 pounds.
     Medium Magical Beast; 8d10+4; Init +4; Spd 50 ft; AC 16 (+4 Dex, +2 natural); Atk +12 melee (1d6+4 bite); SA fear toxin (DC 15 or as per fear); SQ dark vision, low-light vision, immune to magical influence or control, speak in tongues; SV Fort +10, Ref +10, Will +9; Str 18, Dex 18, Con 18, Int 20, Wis 24, Cha 5
 
Malavrax
     This abomination is a twisted cross between a malathrope and an omnivrax. This exceedingly dangerous hybrid combines the more extreme attributes of its forebearers. Night black in appearance, it has twin horns and two-inch long talons on each foot. They share the malathrope’s intellect and poisonous bite as well. Malavrax are quite deranged, however, and tend to exhibit sudden and extreme mood swings range from hysteria to rage to depression.
     Magical Beast; HD 4d10+2; Init +3; Spd 40 ft; AC 16 (+3 Dex, +4 natural); Atk +10 melee (1d8 bite, 1d8+4, 2 claws); SA fear toxin (DC 12 or as per fear), SQ darkvision, low-light vision, immune to magical influence or control; SV Fort +6, Ref +7, Will +2; Str 22, Dex 17, Con 14, Int 15, Wis 14, Cha 4
 
Malkin
     Charming and clever in appearance, malkins are covered with soft black fur, with patches of white on their feet, tail, and ears. A white ring surrounds each eye. Their noses are pointed, and their claws are short and retractable. Double-jointed, they are capable of vaulting into a tree with their powerful hind legs, hooking a low branch with their front paws, and swinging in an acrobatic flip from branch to branch. Their tail is strong and prehensile. Malkin have an incredible manual dexterity and an insatiable curiosity, not to mention a built-in set of lockpicks. They can also pitch their yowls so as to unravel magic, allowing them to bypass magical wards and protections.
     Sarista often make pets of malkins. Their acrobatic talents serve to entertain – and distract – audiences. Natural acrobats, the malkin excel at flips, tumbles, and even tricks on uneven bars. Malkin view people as useful allies, of aid in opening heavy doors or prying open chests.
     Small Magical Beast; HD 2d10; Init +8; Spd 30 ft; AC 19 (+8 Dex, +1 Size); Atk +2 melee (d4-1 claws, d3-1 bite); SQ immune to electrical attacks, store electrical damage, dispel magic; SV Fort +3, Ref +11, Will +6; Str 8, Dex 26, Con 10, Int 14, Wis 22, Cha 12
     SQ: If stuck by an electrical spell or attack, the malkin’s fur will store damage equal to twice the malkin’s hit points for up to an hour which the malkin can discharge at will by contact; malkin can automatically sense the presence of protective magics and can try one Wis check (DC 10 + level of spell) per hour to deactivate it, however its melodious yowls may attract attention.
 
Mangonel Lizard
     These bulky quadrupeds have a thick hide and their tail ends in a knob of spiked bone and gristle. They can get as large as ten feet in length and weigh over 2000 pounds. The Thralls of Taz favor these creatures as steeds.
     Large Beast; HD 4d10+5; Init +1; Spd 40; AC 17 (+1 Dex, +7 natural, -1 size); Atk +10 (2d6+8 spiked tail, 1d6+8 bite); SV Fort +9, Ref +5, Will +3; Str 26, Dex 12, Con 21, Int 3, Wis 14, Cha 8
 
Manrak
     This species of winged, humanoid-insect hybrids are native to the Wilderlands and Desert Kingdoms. They average between six and seven feet in height, and their iridescent wings span approximately 14 feet. The manrak’s body is encased in a hard, armored exoskeleton, typically bright crimson in color.
     Manrak prey mainly on smaller reptilian creatures, such as immature saurans, land lizard hatchlings, dracs, and chasm vipers. They are aerial hunters, hovering 50-100 feet off the ground and scanning the surrounding terrain. When they spot a likely victim, they dive down and inject it with a potent paralytic venom (both the manrak’s claws and fangs can inject this toxin). Once the victim has been incapacitated, the manrak will feed, tearing its prey to bits with its powerful mandibles.
     Manrak are social creatures, living in groups of up to 30 in underground nests. They are extremely foul-tempered and will attack without provocation.
     Medium Monstrous Humanoid; HD 2d8+4; Init +6; Spd 30 ft; Fly 50 ft; AC 20 (+6 Dex, +4 natural); Atk +6 melee (1d6+4 fangs, 1d8+4 claws); SA poison; SQ Flight (good); SV Fort +4, Ref +9, Will +6; Str 18, Dex 22, Con 18, Int 4, Wis 16, Cha 4
     SA: Posion: Fort save (DC 15) or paralyzed 5d20 rounds, fatal to any creature with a Con of 8 or less.
 
Mirajan
     This spirt is found only among the arid lands of Djaffa, Carantheum, and Rajanistan. The djaffir refer to these specters as “phantoms of the desert” and believe they are the spirits of Rajan necromancers come back to torment the living. They typically take the form of a robed humanoids, their features concealed beneath a hood. They manifest late at night, without warning, brandishing ghostly scimitars in each hand. Whirling like a dervish, the mirajan begins their “dance of death,” an eerie ritual that has the power to enthrall those who watch. After a few moments, it will choose its victim and attack. If successful, it disappears into thin air, leaving behind the sound of evil laughter. If not, it departs, but only to return later that evening. The mirajan will never attack more than three times in a single night. Those slain by a mirajan show no visible signs of damage with one exception: their eyes become black and lusterless.
     Medium Undead; HD 2d12; Init +2; Spd 30 ft, fly 30 ft; AC 12; Atk +2 melee (1d10+2, 2 spirit blades); SA dance of death (Will save DC 15 or be mesmerized); SQ incorporeal, undead, darkvision, flight (good); SV Fort +0, Ref +2, Will +3; Str 12, Dex 14, Con –, Int 14, Wis 10, Cha 5
     SQ: Undead: immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and mind-influencing effects; not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain.
 
Moonmoth (larvae)
     Moonmoths are dual-natured. Adults are beautiful and gentle. Their wings are pale blue on the underside and dark blue above, spangled with stars and spots of different colors. They can reach sizes of up to 16 feet in length and a wingspan of over 30 feet. They float over the forests of Werewood, gliding down to sip the nectar of giant plants and trees. Crag spiders and vasps prey on them.
     Moonmoth larvae, on the other hand, are a different matter. The young are voracious and swiftly devour the giant fungi fo the Mushroom Forest where they hatch. They quickly move on in search of protein, and anything that moves is prey. They snare their victim with their pincers, and then attempt to impale them on their barbed and poisonous spines. The one thing the larvae fear is fire, and Dhuna and Gnorls carry torches when gathering in the Mushroom Forest.
     Large Beasts; 2d10+3; Init +1; Spd 40 ft; AC 18 (+1 Dex, +8 natural, -1 Size); Atk +8 melee (d6+8 2 pincers, 2d6+8 spines); SA poison spines; SV Fort +6, Ref +4, Will +0; Str 26, Dex 12, Con 16, Int 6, Wis 8, Cha 8
     SA: Poison Spines: when a larvae succeeds with both attacks, it has grabbed its target (opposed Str check to break free). In addition to normal damage, the larvae can try each round to impale its prey on one of its poisonous spines (opposed Dex check to avoid).
 
Morde
     These avian scavengers are favored as pets by the Stryx. They are semi-intelligent and possess the ability to detect the scent of death at great distances. Craven cowards, morde serve their masters for fear of being eaten.
     Small Beast; HD 1d10+4; Init +2; Spd 20 ft, fly 50 ft; AC 13 (+2 Dex, +1 size); Atk -2 melee (d4-2 bite); SQ Flight (average); SV Fort +6, Ref +4, Will +3; Str 6, Dex 14, Con 18, Int 7, Wis 16, Cha 6
 
Mountain Skell
     Native to the coastal regions of Harak and the northern areas of the Kang Empire, these furred, scavenger-rodents are crafty bandits. Hoarders by nature, they swarm in packs through harakin camps and wild dractyl cliff-nests, stealing what they can. Unattended nests or huts are certain to be ravaged. If an occupant is encountered, some of the skell attempt to drive off or distract the enemy while others take sharp objects and useful tools, or delicious dractyl hatchlings and eggs. The dractyl repay the scavengers for their raids by hunting them relentlessly. The harakin trap the skell for their fur, but find the meat bitter and tough.
     Skell are driven to learn and seem incapable of ignoring a challenge such as a locked chest or a puzzling new tool. However, once they have solved the puzzle, they move on to new challenges and soon forget what they’ve discovered. The mandalans tell tales about the skell, endowing them with near human intelligence and perception.
     Small Beast; HD 1d10; Init +3; Spd 30 ft; AC 16 (+3 Dex, +2 natural, +1 size); Atk +0 melee (1d4-1 bite, 1d6-1 claws); SV Fort +2, Ref +5, Will +1; Str 9, Dex 17, Con 10, Int 8, Wis 12, Cha 8
 
Necrophage
     These ghastly undead humanoids haunt crypts and barrows, subsisting on the decaying flesh and bones of corpses. They are horrid to behold, with deathly white skin, yellowish fangs, and cold, dark eyes. They dress in rags stolen from corpses and wear necklaces of teeth and bones. Despite their emaciated appearance, they possess fearsome strength. Nocturnal by nature, the necrophage is always hungry.
     Medium Undead; HD 3d12; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+4 bite, 1d4+4, 2 claws); SQ undead, 15/+2 or silver damage reduction; SV Fort +0, Ref +2, Will +5; Str 18, Dex 15, Con –, Int 13, Wis 16, Cha 6
     SQ: Undead: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
 
Octomorph
     These intelligent cephalopods dwell in the depths of certain seas, oceans, and underground lakes. They are pale white in color and have bulbous eyes, a bloated cranium, and long tentacles. Mature specimens often wear the shells of giant mollusks as a form of armor.
     Octomorphs are an aquatic species of solitary and sinister habits. They come forth from their hidden lairs only to hunt for food, preying on creatures smaller and weaker than themselves. They will attack humanoids in the water or sometimes on small vessels. They prefer to attack by ambush, using their suckered tentacles to grasp their victim and squeeze it to death. It is suspected that the creatures are capable of using weapons and even magic. They can survive out of water for an hour without ill effects.
     Medium Beast; HD 2d10+2; Init +2; Spd 10 ft, swim 40 ft; AC 20 (+4 Dex, +6 natural); Atk +3 melee (1d4+3, d6 tentacles); SV Fort +5, Ref +7, Will +2; Str 15, Dex 18, Con 15, Int 21, Wis 14, Cha 10
 
Ogriphant
     These ponderous quadrupeds are native to the western forests and jungles of Talislanta, from Werewood to Mog. They are immense creatures, standing over 8 feet tall at the shoulders and weighing over a ton. Usually placid in nature, they can be quite aggressive, particularly during mating season. With their long tusks, horns, and great body mass, they are more than capable of dealing with most predators.
     Ogriphants have been domesticated in several lands, where they are used as burden beasts or – when equipped with sedan chairs or small pavailions – transportation of a rather impressive sort. Some ogriphants are trained for war, and outfitted with plate armor and wooden battle towers.
     Large Beast; HD 4d10+6; Init -4; Spd 20 ft; AC 11 (-4 Dex, +6 natural, -1 Size); Atk +12 melee (1d8+10 tusks, 1d4+10 trunk squeeze); SA can use trunk to grapple; SV Fort +10, Ref +0, Will +0; Str 30, Dex 2, Con 22, Int 5, Wis 8, Cha 8
 
Ogront
     This gigantic herivore is native to the Wilderlands and is thought to be a mutated species of ogriphant. Their massive bodies are covered with row upon row of sharp spikes of various sizes rotted firmly in the ogront’s thick, brown hide. Beneath this is a foot-thick layer of dense, fatty material, followed by a second layer of hide even tougher than the first. In combination, the creature’s natural defenses render it virtually impervious to harm.
     The ogront is perhaps the most peaceful and placid of creatures. They are also without doubt the stupidest beasts in existence and are as close to mindless as is possible while still displaying some sign of life. They do nothing but wander aimlessly about, grazing. The intestinal fortitude of these giants is formidable: briars, poisonous or narcotic herbs, and even trees are evidently quite palatable.
     In the wild, ogronts pose no threat. However, on occasion a solitary ogront will wander into a civilized or populated area, causing great damage to crops, homes, and other structures as an ogront will not walk around anything it can walk through, including stone walls. As they are too stupid to be influenced by magic, only the cleverest or most patient methods will rid an area of an unwanted ogront.
     Gargantuan Beast; HD 16d10+15; Init -4; Spd 10 ft; AC 22 (-4 Dex, +20 natural, -4 Size); Atk +22 melee (2d8+14 tusks); SV Fort +25, Ref +1, Will +20; Str 38, Dex 2, Con 40, Int 1, Wis 40, Cha 2
 
Omnivrax
     Native to wilderness and woodland regions throughout Talislanta, this ferocious quardupedal predators takes its name from the fact that it eats almost any living organism unfortunate enough to cross its path. Growing up to nine feet in length and weighing 600 or more pounds, an adult Omnivrax can run down the swiftest graymane and tear through the toughest hide with ease. It has excellent vision and can see clearly even in near-total darkness. Its senses of hearing and smell are equally acute. Its spiny exoskeleton is covered with spikes and bone plates. Fortunately, its intellect is not comparable with its other abilities.
     Large Beast; HD 4d10+3; Init +2; Spd 50 ft; AC 19 (+2 Dex, +6 natural, -1 size); Atk +9 melee (1d8+7 2 claws); SQ low-light vision; SV Fort +7, Ref +6, Will +7; Str 25, Dex 15, Con 17, Int 4, Wis 22, Cha 7
     Skills/Feats: Scent, Tracking; Listen, Spot, Search
 
Opteryx
     This large, three-headed, three-eyed avian is native to the Kharakhan Wastes in the Wilderlands. It bears some resemblance to a giant, winged serpent, reaching lengths of up to 15 feet, with a 30-foot wingspan. Each of an opteryx’s three heads is encased in an exoskeletal mask composed of interlocking bone plates, in the center of which is set a single, crytalline orb. These unique ocular organs render opteryx impervious to illusions. Strong flyers, opteryx are capable of lifting an average-sized graymane or ontra into the air. They use their hooked tails to snare their victims. When on the ground, they fold their wings flat to their bodies, enabling them to move about as a serpent. They lair in high places, usually amidst a pile of rocks and boulders. They make unusual triangular nests using dead branches, rocks, and other detritus.
     Large Beast; HD 10d10+7; Init +2; Spd 20 ft; Fly 30 ft; AC 19 (+2 Dex, +8 natural, -1 Size); Atk +15 melee (1d8+9, 3 bites, 2d6+9 tail hook); SQ immune to illusions, Fly (good); SV Fort +14, Ref +9, Will +9; Str 28, Dex 14, Con 24, Int 3, Wis 22, Cha 4
 
Pseudomorph
     These artificial lifeforms are thought to have been created by Phantasian mages centuries ago. Exactly what they were attempting to accomplish is unknown since all records of the experiment were lost – or destroyed – when several prototypes escaped from Cabal Magicus. Today, they can be found almost anywhere.
     Pseudomorphs are comprised of magically animate protoplasm and lack a true form. They are fairly intelligent and can alter their shape and features at will, as well as project illusions. These two abilities allow the pseudomorph to mimic the appearance of practically any creature, person, or inanimate object.
     Pseudomorphs attack by engulfing their victim in protoplasm, suffocating them to death. They feed on the vital fluids of their victims, leaving only a withered corpse behind. They prey upon living creatures of all sorts and are extremely dangerous, being vulnerable only to acids and magic. They can only be confined in sealed vaults or airtight containers.
     Medium Shapechanger; HD 4d8+5; Init +4; Spd 40 ft; AC 14 (+4 Dex); Atk +4 melee (1d6+1 smother); SQ shape change, project illusions at will, damage reduction 20/+1; SV Fort +9, Ref +8, Will +10; Str 12, Dex 18, Con 20, Int 20, Wis 22, Cha 10
 
Raknid, Warrior
     Warrior raknids are humanoid in form with a heavily armored carapace, hooked talons, and a tail stinger capable of injecting a potent paralytic venom. They are employed in defense of the hive and to gather food. Like all raknids, they share a hive mentality and are subject to the telepathic commands of the queen.
     Medium Monstrous Humanoid; HD 6d8+6; Init +2; Spd 30 ft; AC 18 (+2 Dex, +6 natural); Atk +10 melee (1d6+4 claws, 1d8+4 tail stinger); SA paralytic poison; SQ leap 20 feet, immune to mental influence or control; SV Fort +8, Ref +7, Will –; Str 18, Dex 14, Con 22, Int 10, Wis 10, Cha 4
 
Ravant
     This legendary unique monster is a nightmarish entity of muscle, metallic extrusions, horn, and bone. Its gaping maw is lined with triple rows of razor-sharp fangs and its claws are capable of slicing through metal with ease. Its armored visage is adorned with spikes and sharp protrusions and its tail is an eyeless serpent whose bite means death.
     The ravant is the personification of destruction; its sole purpose is to destroy. It is virtually indestructible itself and is a cunning and relentless hunter, utterly lacking in mercy or compassion. The creature is said to have existed for over a thousand years.
     Large Monstrous Humanoid; HD 20+15; Init -3; Spd 30 ft; AC 26 (-3 Dex, +20 natural, -1 Size); Atk +33 melee (1d8+14 bite, 1d6+14 claws, 1d4+14 tail bite); SA tail poison; SQ regenerate 10/round; immune to poison, mental influence/control, spell resistance 30; SV Fort +12, Ref +6, Will +12; Str 38, Dex 5, Con 40, Int 5, Wis 30, Cha 10
 
Ravenger
     Ravengers are perhaps the most adaptable of Talislanta’s various lifeforms. Their attributes are unremarkable. They are not the fastest flyers, the strongest swimmers, or the swiftest runners. But, they thrive anywhere, on land, water, or air. They have both lungs and gills and can modify their body temperature and metabolic rates to be comfortable in almost any climate. Their wings, tail, and sail-like crest are equally useful for undersea or airborne navigation. They can also walk on land and are sure climbers.
     Medium Humanoid (Ravenger); HD 1d8; Init +0; Spd 30 ft (all); AC 12 (+2 natural); Atk +1 melee (1d4 bite, 1d6 claw); SQ half damage from cold or heat, comfortable in any temperature, flight (average), all saves are “good” saves; SV Fort +2, Ref +2, Will +2; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
     Skills/Feats: Climb, Swim
 
Render
     These large, carnivorous lungfish are common throughout the subterranean waterways of Talislanta. They live in the water, but can crawl into dry tunnels and passageways to hunt in grous of 1d6. They often enter Gnomekin caverns in search of food. They range in size from 6-12 feet, and weigh from 300-600 pounds.
     Large Beast; HD 3d10+6; Init -1; Spd 20 ft, Swim 30 ft; AC 13 (-1 Dex, +5 natural, -1 size); Atk +9 melee (1d8+8 bite); SQ can survive out of water for 2 hours; SV Fort +11, Ref +0, Will +0; Str 26, Dex 8, Con 22, Int 4, Wis 8, Cha 6
 
Sand Manta
     This creature’s flat, circular body is surrounded by a mass of long, thin tentacles. In the center is the creature’s toothy maw. Its spongy skin is bright red, speckled with black starbursts that serve as eyes. The sand manta lies on its back under a thin layer of sand during the day. Spreading its tentacles, the creature waits for its quarry to approach, then wraps its limbs around the leg of anyone or anything that comes within range. Once it has firmly grasped its victim, it begins to feed.
     During the cool of the pre-dawn hours, sand mantas move slowly across the desert in search of sleeping prey. Stalking over the dunes in the moonlight, they resemble wandering spiritforms. Desert travelers are advised to see that their tents are well sealed before lying down to sleep.
     Small Beast; HD 1d10; Init +3; Spd 20 ft; AC 14 (+3 Dex, +1 Size); Atk +4 melee (1d6+3 bite); SA tentacle grapple; SV Fort +2, Ref +5, Will -1; Str 16, Dex 16, Con 10, Int 2, Wis 8, Cha 8
 
Satada
     Satada are a race of reptilian humanoids found in hot and arid regions, ranging from Kasmir and Sindar in the Seven Kingdoms to the Graylands of the Kang Empire. They are known to regularly traverse the length and breath of the continent via the tunnels of the Underground Highway.
     An ancient and malicious race, satada are believed to be the progenitors of the saurans. They are bipedal creatures with distinctly reptilian characteristics, including a cold-blooded metabolism, scaly hide, and a forked tongue. A full-grown adult can stand in excess of seven feet tall, with a tail of approximately equal length.
     Satada are intelligent and converse in a variant of Sauran. They make tools and weapons and feed on both warm and cold-blooded creatures, including other humanoids. They recognize no other creatures as kin (not even other reptilian races) and bear a great hatred for all other intelligent lifeforms.
     Medium Humanoid (Satada); HD 2d8+3; Init +2; Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atk +5 melee(1d4+4 claw or bite), +3 ranged (1d10 [19-20] heavy crossbow); SQ double damage from cold; SV Fort +5, Ref +2, Will +0; Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 10
 
Scavenger Slime
     A variety of large, single-celled creatures native to swamps, deep woodlands, and subterranean regions. They prefer moist, dank climes and are most commonly found in the Sinking Land, Mog, and the Mushroom Forests of Werewood. Scavenger slimes can grow up to ten feet in diameter and eight feet in height, resembling pale, oozing bags of viscous fluid. Visible within the organism is its cytoplasm and nucleus; the tentacle-like appendages attached to its surface are flagella, which enable the creature to move about. Slimes feed on carrion and organic wastes which they ingest by enveloping and dissolving. They occasionally contain the remains or possessions of its victims.
     Large Ooze; HD 4d10+3 + 15; Init -5; Spd 30 ft; AC 4 (-5 Dex, -1 size); Atk +6 (1d4+4 flagella); SA acidic internal fluids (1d6 per round); SQ blindsight, ooze; SV Fort +7, Ref -4, Will -3; Str 18, Dex 1, Con 16, Int --, Wis 3, Cha 1
     SQ: Ooze: immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits or flanking. Immune to mind-influencing effects and acids.
 
Scrugger
     Small carnivorous rodents, scruggers run in packs of d10x10. They can be found in most jungle regions. The six-legged creatures have mottled brown fur, with short, pointed ears and broad paws. A third of their body length is taken up by a long, double-jointed jaw lined with tiny, needle-sharp teeth. A scrugger is naturally slender, but swells to a near-spherical shape should it find enough food to gorge itself. The scrugger’s life cycle appears to be a d6-day binge of eating, during which they devour anything they can catch, followed by a d8-week hibernation, when the next generation of rodents is born. The young scruggers’ first meal is the bodies of their parents.
     The jungle rodents have no intelligence to speak of, just a powerful instinctive drive to find meat. Scrugger-infested regions are often littered with the bare skeletons of prey, surrounded by the tiny skeletons of their conquerors. If they can find no other prey, scruggers willingly attack each other.
     Tiny Beast; HD ½d10; Init +4; Spd 30 ft; AC 16 (+4 Dex, +2 Size); Atk+0 melee (1d4-2 bite); SV Fort +2, Ref +6, Will +2; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 8
 
Scythe
     Also known as the harvester, this large insectoid is indigenous to temperate woodlands and jungles. It feeds upon the sweet juices of plants and shrubs, using its blade-like foreclaws to slash through swards of vegetation. It then drinks the sap using an extensible tongue that resembles a long, flexible tube. Scythes travel in mated pairs, with the male going ahead to clear the path.
     Voracious eaters, scythes can cause extensive damage to crops. They do not normally bother humanoids, but are skittish and high-strung by nature and are easily panicked. The reach sizes of about 5-6 feet in length, 4 feet high at the shoulder.
     Medium Vermin; HD 2d8; Init +4; Spd 30 ft; AC 16 (+4 Dex, +2 natural); Atk +1 melee (d6 claws); SV Fort +3, Ref +0, Will +0; Str 10, Dex 18, Con 10, Int –, Wis 6, Cha 4
 
Sea Scorpion
     A giant species of aquatic insectoid similar in overall appearance to skalanx. It is widely viewed as one of the most dangerous and unpredictable of sea monsters.
     Sea scorpions commonly attain lengths in excess of 40 feet and may grow to even twice this size. Their segmented carapaces are covered with rows of interlocking scales and spines, which together afford plate-quality protection. Their pincers can crush wooden masts and timbers with ease, and its long stinger can penetrate even the thickest hull. While they normally prey on large aquatic creatures, they have been known to attack sailing vessels (their eyesight is notoriously bad).
     Gargantuan Beast; HD 16d10+8; Init -1; Spd swim 30; AC 15 (-1 Dex, +10 natural, -4 size); Atk +19 melee (2d8+12 pincers, 2d6+12 bite, 2d10+12 tail); SV Fort +18, Ref +4, Will +2; Str 34, Dex 8, Con 26, Int 3, Wis 5, Cha 6
 
Serpis
     These poisonous snakes have vivid green eyes. Their scales constantly form colorful patterns in reds, yellows, blues, and greens, never repeating a pattern, and can hypnotize the unwary. They dwell in jungles and swamps and can grow up to 10 feet in length.
     Medium Animal; HD 2d8; Init +4; Spd 40 ft; AC 14 (+4 Dex); Atk +1 melee (1d4 bite); SA poison; SQ hypnotism; SV Fort +3, Ref +7, Will +0; Str 10, Dex 18, Con 10, Int 4, Wis 12, Cha 10
     SA: Poison:
     SQ: Hypnotism: target must make a Will save (DC 15) or fall into a stupor for d10 minutes.
 
Shathane
     A sub-species of werebeast native to the deep rain forests and woodlands. Standing up to twelve feet tall, they are powerfully built and awesome to behold. Their bodies are covered with a thick coat of fur, usually jade green in color, with a long mane of golden fur framing the shathane’s furrowed brown features. A set of gleaming white fangs protrudes from the creature’s undershot jaw, beneath which jut a pair of tusks. The eyes are white and devoid of pupils.
     Despite their imposing presence, shathane are relatively passive creatures. They subsist on leaves, bark, and root grubs (obtained by uprooting a tress after it has been stripped of leaves and bark). While they rarely pose a threat to other creatures, there are exceptions. Never interrupt a shathane when it is eating. Never make loud noises or threatening motions when a shathane is about. And never, ever, approach a grove of trees in which a shathane has hidden its young. If provoked, shathane attack by crushing their foes in their massive arms.
     Large Beast; HD 12d10+7; Init -2; Spd 30 ft; AC 9 (-2 Dex, +2 natural, -1 size); Atk +17 melee (d6+9 swipe, d10+9 crush); SV Fort +8, Ref +4, Will +8; Str 28, Dex 6, Con 24, Int 4, Wis 20, Cha 4
 
Shrieker
     This huge avian predator haunts the forests of the northern Kang empire. Six to seven feet in length with a 14-foot wingspan, the shrieker can weigh as much as 175 pounds. It has sharp, silver-gray metallic feathers and a pointed, three-foot long beak. It typically hunts by diving from the high branches of trees, impaling prey with its long beak.
     Medium Beast; HD 2d10+1; Init +2; Spd 10 ft, fly 40 ft; AC 18 (+2 Dex, +6 natural); Atk +1 melee (d6 beak, double damage when diving); SV Fort +4, Ref +5, Will +0; Str 10, Dex 14, Con 12, Int 4, Wis 10, Cha 8
 
Skalanx
     These fearsome aquatic predators are native to lakes, rivers, and deep swamplands. They are thought to be a distant relative of the giant sea scorpion. They measure up to 14 feet in length. Their bodies are encased in tough armor composed of chitinous plates and spiny projections. They ahve sharp, grasping pincers and a long tail terminating in a two-foot stinger which is used to impale prey.
     Skalanx make their lair in underwater caves, grottos, and the hulls of sunken vessels. Solitary creatures, skalanx will occasionally cooperate to attack larger creatures, such as river kra. They normally prey on other aquatic creatures, such as nar-eels, silverays, and giant water bugs, though they will eat anything that enters their domains.
     Large Beast; HD 6d10+5; Init +4; Spd Swim 40 ft; AC 21 (+4 Dex, +8 natural, -1 Size); Atk +9 melee (2d8+6 pincers, d10+6 sting); SA darkvision, move silently in water; SV Fort +5, Ref +5, Will +2; Str 22, Dex 18, Con 20, Int 5, Wis 20, Cha 4
 
Strider
     Large, bipedal predators resembling a cross between a reptile and a flightless bird. Often used as steeds, they stand over send and a half feet in height and weigh upwards of 800 pounds. They can be found in the Graylands of the Kang Empire, the Volcanic Hills, Wilderlands, and Jhangara.
     Large Beast; HD 3d10+3; Init +1; Spd 50 ft; AC 12 (+1 Dex, +2 natural, -1 size); Atk +7 (1d8  +6 2 claws, 1d6+6 beak, 1d4+6 tail); SA tail can grapple; SV Fort +6, Ref +4, Will +1; Str 22, Dex 13, Con 17, Int 4, Wis 10, Cha 10
 
Strider, Hill
     Heavier and sturdier than their western cousins, they are just as fierce. Bred from the wild herds of the Kangir Steppes, they are used by the Kang as heavy cavalry mounts and beasts of burden to pull chariots and war machines. Stronger but slower than normal striders, hill striders can wear chain barding without being noticeably encumbered. They also have sharp horns, tougher skin, and a shorter, ridged tail. They are, however, also more difficult to control (Riding check each round of combat to retain control). A typical specimen stands 7-8 feet in height and weights about 1000 pounds.
     Large Beast; HD 3d10+3; Init +1; Spd 40 ft; AC 15 (+1 Dex, +5 natural, -1 size); Atk +7 (1d10+8 2 claws, 1d8+8 beak, 1d6+8 tail); SA tail can grapple; SV Fort +6, Ref +4, Will +1; Str 26, Dex 13, Con 17, Int 5, Wis 14, Cha 10
 
Subterranoid
     These bipedal amphibians have heavy, bony plates covering their bodies. They dwell in the Land Below and are the masters of the near-mindless drones. They wield crude metal weapons and shields. They venture up from the Land Below from time to time to raid Gnomekin outposts and settlements.
     Medium Monstrous Humanoid; HD 4d8+2; Init +0; Spd 20 ft; AC 18 (+6 natural, +2 shield); Atk +8 melee (1d8 sword [18-20]); SQ immune to heat and fire; SV Fort +6, Ref +1, Will +0; Str 18, Dex 10, Con 15, Int 8, Wis 8, Cha 8
 
Tarkus
     This terrible quardupedal carnivore is native to the Kang Empire. Its body resembles a cross between a mangonel lizard, a raknid, and a tundrabeast; overlapping plates of bone protect the head, neck, and upper torso, and a thick coat of fur covers the tarkus’s limbs and underside. It has the long fangs and claws of an exormorph, yet its features are vaguely reminiscent of a land lizard.
     Though the tarkus can measure up to seven feet in length and weighs over 500 pounds, it is a tireless runner and can match a graymane stride for stride over short distances. It can track by scent over almost any type of terrain and has very acute night vision. In the wild, they typically travel in packs of up to a dozen. The Kang make use of trained tarkus as guard animals and trackers.
     Large Beast; HD 3d10+3; Init +1; Spd 50 ft; AC 20 (+1 Dex, +10 natural, -1 size); Atk +7 melee (1d6+6 2 claws, 1d8+6 bite); SA low-light vision; SV Fort +6, Ref +4, Will +5; Str 22, Dex 13, Con 17, Int 5, Wis 18, Cha 10
     Skills/Feats: Scent, Tracking, Wilderness Lore +10
 
Tuatara
     White and eyeless, these reptiles evolved deep underground in the passages of the Underground Highway. They infest the deep caverns of eastern Talislanta, driven by ravenous hunger. They hunt in packs, relentlessly tracking their prey once they have picked up a scent. Their massive jaws are built to bite down and hold their prey, rather than bite and bite again. When they sense the heat of their prey nearby, they call out in a strange, throbbing roar of triumph which echoes for miles through the subterranean labyrinths.
     Medium Beast; HD 2d10+1; Init +2; Spd 30 ft; AC 17 (+2 Dex, +5 natural); Atk +6 melee (1d6+5 bite); SA bite; SQ blindsight (detect by heat); SV Fort +4, Ref +5, Will +3; Str 20, Dex 14, Con 12, Int 4, Wis 16, Cha 8
     SA: Bite: once a tuatara has bitten its victim, it continues to hold on, causing an additional 5 points of damage per round automatically. While held, the victim is at -4 on all actions. Escaping requires either an opposed Strength check (at the -4 penalty) or the death of the the creature.
 
Urhound
     Originally bred to prey on the Urthax which infest Zanth’s sewers, these magical creations began eating everything they encountered (including Zandir) and quickly became as great a threat as the Urthax ever were.
     Medium Magical Beast; HD 2d10+6; Init +2; Spd 40 ft; AC +17 (+2 Dex, +5 natural); Atk +11 melee (1d8+9 bite, 1d6+9 claw, 1d4+9 tail stinger); SQ immune to poison, can cling to walls/ceiling; SV Fort +9, Ref +5, Will +0; Str 28, Dex 15, Con 22, Int 6, Wis 10, Cha 8
 
Virago
     Danuvia’s warriors name themselves after this quadrupedal predator which lives along the gorges of the Dead River. They are slim and feline, with truncated muzzles and three wicked talons on each foot. They have stiff, ruddy fur, almost like wire, which can be ruffled out in hot weather or pulled into a tight skein to ward off harsh storms. They can reach up to 5-7 feet in size, and weigh up to 400 pounds. Danuvians train Viragos to serve as mascots and companions and they are often found fighting alongside their mistresses.
     Medium Beast; HD 3d10+4; Init +4; Spd 40 ft; AC 19 (+4 Dex, +5 natural); Atk +6 melee (1d6+4, 2 claws, 1d8 bite); SQ immune to ghost and black winds, acid and icicle rain; SV Fort +7, Ref +7, Will +4; Str 18, Dex 18, Con 18, Int 8, Wis 16, Cha 10
 
Vohl
     These hard-shelled omnivores are found in the harsh climate of the Rykgra salt flats. They hibernate below the surface of the dry lake in the dry season, burrowing pits that undermine the packed surface of the flats. When a creature of any substantial weight walks upon the weakened surface, the salt crust cracks open, dropping the victim into the vohl’s lair where the creature awakens and devours it. Vohls resemble large a cross between a spider and a crab, with four jointed legs on either side, a hard shell, and two pincers with which it rends its prey. An adult Vohl is typically ten feet long.
     Large Beast; HD 6d10+3; Init +1; Spd 30 ft, swim 50 ft; AC 18 (+1 Dex, +8 natural, -1 size); Atk +8 melee (1d8+5, 2 pincers); SV Fort +8, Ref +6, Will +1; Str 20, Dex 12, Con 16, Int 8, Wis 8, Cha 8
 
Vorl
     This insidious creature is composed entirely of animate mists and vapors. Vaguely humanoid in form, it can alter its shape as needed. Its features are amorphous, with eyes and mouth resembling little more than pulsating, dark holes.
     Denizens of the Valley of Mist, vorls are sinister entities who suffocate their prey, draining them of their moisture and body fluids, and leaving only dried, mummified husks behind.
     Medium Aberration; HD 3d8; Init +0; Spd fly 30 ft; AC 10; Atk +2 melee (d8 per round moisture drain); SQ Gaseous; SV Fort +0, Ref +0, Will +5; Str –, Dex 10, Con 10, Int 16, Wis 14, Cha 8
     SQ: Gaseous: 20/+3 damage reduction, immune to poison
 
Werebeast
     The last remnants of the lycanthromorphs, a species of vampiric predators which died out centuries ago. They are huge and ugly, standing nearly seven feet tall with deep-set eyes, curved yellow tusks, and coarse, gray-black fur. Their hands and feet are equipped with curved talons. These vicious carnivores hunt only at night, lying dormant by day in caves or burrows. Fairly stupid, they attack anything that moves, hunting in small packs of 3-7. They can track by scent and have superior night vision and keen hearing.
     Several sub-species of werebeast are found in different areas of Talislanta. The snow-dwelling frostwere is found in the north; the yaksha in the hills and mountainous regions; and the shathane in tropical and temperate forests.
     Large Beast; 5d10+3; Int +0; Spd 20 ft; AC 12 (+3 natural, -1 size); Atk +9 (1d8+7 claws, 1d6+7 bite); SQ low-light vision; SV Fort +7, Ref +4, Will +4; Str 25, Dex 10, Con 16, Int 6, Wis 16, Cha 8
     Skills/Feats: Scent, Tracking, Listen, Spot
 
Winged Viper
     These bat-winged serpents are found in jungles and tropical forests. They are a striated green and yellow in coloration, enabling them to hide amid the leafy branches of trees. They normally prey on small birds and lizards, but will attack larger creatures if hungry or disturbed. The vipers range in size from 2 to 12 feet in length, with a 4-18 foot wingspan.
     Small Beast; 1d10; Init +3; Spd 20 ft; AC 16 (+3 Dex, +2 natural, +1 size); Atk +0 melee (1d4 bite); SA poison; SQ flight (bad); SV Fort +2, Ref +5, Will +1; Str 6, Dex 16, Con 10, Int 3, Wis 16, Cha 10
     Medium Beast; 2d10+1; Init +2; Spd 30 ft; AC 15 (+2 Dex, +3 natural); Atk +1 melee (1d6 bite); SA poison; SQ flight (bad); SV Fort +3, Ref +4, Will +1; Str 10, Dex 14, Con 12, Int 3, Wis 16, Cha 10
     Large Beast; 3d10+3; Init +1; Spd 40 ft; AC 14 (+1 Dex, +4 natural, -1 size); Atk +5 melee (1d8+4 bite); SA poison; SQ flight (bad); SV Fort +6; Ref +4; Will +2; Str 18, Dex 12, Con 16, Int 3, Wis 16, Cha 10
 
Zaratan
     These giant sea creatures are native to the Far Seas and other temperate, watery regions. The size of these normally docile beasts is quite impressive. Few adults measure less than twenty feet from head to tail, and specimens over twice this size have been reported. The Sea Nomads of Oceanus domesticate zaratans and use them for transportation, construction, and food gathering. The somewhat more aggressive females are used in military operations and can be taught to ram enemy vessels. Covered with thick scales nearly as touch as plate armor and a good foot thick, zaratans are nearly impervious to harm. They have heavy claws and horned beaks, but typically only attack if provoked.
     Huge Beast; HD 8d10+7; Init -1; Spd 20 ft; Swim 40 ft; AC 23 (-1 Dex, +16 natural, -2 size); Atk +16 (2d6+12 bite, 2d4+12 claws); SQ immune fire and cold; SV Fort +13, Ref +1, Will +1; Str 35, Dex 8, Con 25, Int 5, Wis 8, Cha 10