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Wampyr
2017-06-02, 11:42 PM
I don't know about other people, but I love an interesting monster. If anyone's got any, post 'em here!

A monster that I made up is the Cloud Bird (creative, right?) It's just a bird about the size of a wyrmling that's covered in down. The color of the down ranged from pure white to dark grey. The birds required a low perception check to be distinguished from clouds when gliding, but when beating their wings they were clearly birds.

AOKost
2017-06-03, 03:04 AM
I made something akin to an Arenia that had negative energy attacks at higher HD and, eventually, if it killed whatever they were attacking with their negative energy attack, they could learn to convert what they had taken and infuse themselves with it in a permanent manner. Think Illithid Savant, as that's what it was based off of XD Not as creative as it could have been I guess, having basically combined 2 races and a prestige class, but it made a very intereesting PC for the guy that I let play lol He was under the conditions that he could only increase it's HD if he were to get to play it... He eventually made it high enough to start getting more of the useful abilities, like acquiring skill points, feats and class abilities, and went from being a weak back line battlefield controller to being able to do anything, and loved it after that, but working up to that was long and grueling at times XD

Yora
2017-06-04, 02:05 AM
Some of my Animals:
Arag


http://spriggans-den.com/wp-content/uploads/2016/04/ow_arag.jpg

XP: 20
No. Appearing: 2d6 (3d6)
Armor: 14
Move: 180′
Hit Dice: 2 (9 hp)
Attack: Bite +2 (1d6)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 9
Special: An arag can make a long and loud howl instead of making an attack that calls all nearby arags in the area, which arrive 2d4 rounds later.

The arag is a predator about the size of a large dog. Their appearance is somewhat similar to reptiles and weasels and they are covered in sleek gray and brown fur. They have a very wide range and are found in almost all parts of the mainland, but are rare on smaller islands far away from the coast. Arags usually stay away from settled areas, but have little fear of single travelers in the wilderness and will sometimes even attack small groups.

Droha


http://spriggans-den.com/wp-content/uploads/2016/04/ow_droha.jpg

XP: 35
No. Appearing: 0 (3d10)
Armor: 15
Move: 180′
Hit Dice: 3 (13 hp)
Attack: Kick +1 (1d6)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 7

The droha is a big reptile found in all the tropical and temperate forests of the Ancient Lands, except on smaller islands. It’s about the size of a camel and has been domesticated in many areas as the main beast of burden. Drohas often live in herds of one to three dozen individuals.

Gira


http://spriggans-den.com/wp-content/uploads/2016/04/ow_gira.jpg

XP: 75
No. Appearing: 0 (3d10)
Armor: 14
Move: 180′
Hit Dice: 4 (18 hp)
Attack: Kick +2 (1d8)
Saving Throws

Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 6

Giras are one of the most common large herbivores in the Ancient Lands. They can grow to the size of drohas but are usually somewhat smaller. They can run faster than drohas but carry less weight and they are also less docile and requite more care and attention, which makes them less popular as pack animals.

Gren


http://spriggans-den.com/wp-content/uploads/2016/04/ow_gren.jpg

XP: 25
No. Appearing: 1d6 (4d6)
Armor: 15
Move: 120′

Climb: 90'
Hit Dice: 2 (9 hp)
Attack: Bite +2 (1d6 + 1d6 poison)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 9

Gren are dog-sized creatures seemingly related to crabs, scorpions, and spiders. They make their homes usually in rock caves or in large tunnels dug below the roots of big trees, but will also build nests in the underground levels of old ruins. Nests consist of about a few dozen individuals, but gren are usually encountered alone when out hunting. The tail of gren does not have a sting, but their bite is poisonous. Nests are build from a material similar to spiderwebs, but they don’t use webs for catching prey.

Handak


http://spriggans-den.com/wp-content/uploads/2016/04/ow_handak.jpg

XP: 10
No. Appearing: 2d6 (3d10)
Armor: 13
Move: 120′
Hit Dice: 1 (4 hp)
Attack: Bite +1 (1d4)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 7

A handak is a big rodent the size of a small dog that can eat almost anything. They are very good at digging tunnels through dirt and can gnaw through thick roots and even wooden planks with little difficulty. In areas where handaks are common, people usually build their storage cellars with stone walls to keep the pests out.

Heor


http://spriggans-den.com/wp-content/uploads/2016/04/ow_heor.jpg

XP: 20
No. Appearing: 0 (2d6)
Armor: 13
Move: 240′
Hit Dice: 2 (9 hp)
Attack: Kick +1 (1d4)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 6

Heors are a large type of domesticated deer that has been bred primarily for riding. They are stronger than most other deer and have smaller antlers that makes it easier to keep them in stables and safer for riders. Heors are quite fast over short distances and well suited to running in forests, but they lack stamina and over longer distances tend to be even slower than a man on foot as they require regular periods of rest. They are still greatly prized for travel as they can carry much greater loads than people. Heors are still relatively rare as they are expensive to maintain and need a lot of training to be ridden. Usually they are used by scouts and messengers, but are mostly unsuited for use in battle.

Kina


http://spriggans-den.com/wp-content/uploads/2016/04/ow_kina.jpg

XP: 10
No. Appearing: 1d6 (2d4)
Armor: 14
Move: 60′

Fly: 180'
Hit Dice: 1 (4 hp)
Attack: Bite +1 (1d4)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 7

The kina is a large winged reptile aboutthe size of a big eagle. They are found on all the coasts and islands of the Ancient Lands.

Krat


http://spriggans-den.com/wp-content/uploads/2016/04/ow_krat.jpg

XP: 275
No. Appearing: 0 (2d8)
Armor: 16
Move: 120′
Hit Dice: 6 (27 hp)
Attack: Kick +3 (2d4)
Saving Throws

Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 8

A krat is a large reptile somewhat similar to a rhinoceros. Young krats can be tamed and are sometimes used to pull heavy carts or drag large logs. They are not well suited to long marches and requite a great deal of attention from their handslers and so are rarely used by traveling merchants.

Liak


http://spriggans-den.com/wp-content/uploads/2016/04/ow_liak.jpg

The liak is a small deer about the size of a goat. They are impossible to be kept fenced in but are commonly hunted by elves, kaas, yao, and many predators.

Mora


http://spriggans-den.com/wp-content/uploads/2016/04/ow_mora.jpg

XP: 175
No. Appearing: 1d4 (1d6)
Armor: 15
Move: 180′

Climb: 90'
Hit Dice: 5 (22 hp)
Attack: Bite +5 (2d4)
Saving Throws

Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 9

A mora is a large predator resembling a huge weasel or very slender tiger with a pelt like a bear. Mora are very rare and highly dangerous, but they can be tamed and trained to carry a rider. They are fast and agile and easily kill a man, but require a great amount of experience to control. Unlike warriors mounted on heors and drohas, mora riders are not able to use their weapons while mounted and rather serve as handlers for their war beasts. Keeping a mora is very expensive as they eat mostly meat, and they require a great deal of care, which makes them very uncommon as trained animals. Even in the wilds they are rarely seen.

Oget


http://spriggans-den.com/wp-content/uploads/2016/04/ow_oget.jpg

XP: 10
No. Appearing: 0 (2d8)
Armor: 13
Move: 150′
Hit Dice: 1 (4 hp)
Attack: Ram +1 (1d4)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 7

Ogets are goats that have been bred by skeyn to be beasts of burden and are used for carrying loads and plowing fields. They lack the speed of heors when loaded but can be comfortably ridden by skeyn at walking speed. Larger ones can carry most elves, but they are too small to carry kaas or yao. Ogets are very hardy animals and produce milk and wool, which makes them common on farms in all parts of the Ancient Lands, except the jungles of the south.

Straig


http://spriggans-den.com/wp-content/uploads/2016/04/ow_straig.jpg

XP: 850
No. Appearing: 1d3 (1d8)
Armor: 18
Move: 120′

Fly: 240'
Hit Dice: 7 (31 hp)
Attack: Bite +7 (2d8 + 2d6 poison)
Saving Throws

Paralysis: 10
Poison: 8
Breath: 11
Device: 9
Magic: 12
Morale: 9

Straigs are winged reptiles much larger in size than kina and are known to kill droah and young krats. They have very long serpentine bodies and their narrow snouts have poisonous teeth that paralyze a victim within minutes. As they usually hunt large animals, the bite of a straig is almost always lethal to elves, yao, and skeyn, though kaas have occasionally survived even without the help of potions.

Taun


http://spriggans-den.com/wp-content/uploads/2016/04/ow_taun.jpg

XP: 10
No. Appearing: 2d6 (3d10)
Armor: 14
Move: 90′
Hit Dice: 1 (4 hp)
Attack: Bite +0 (1d4)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 6

A taun is a pig-sized animal with green-brown hide, short legs, and a head that somewhat resemble a turtle. They are slow creatures and when raised on farms generally peaceful around people. They can eat a great variety of plants and as they always stay very close to the herd and don’t wander far, they are usually left to roam free at the edges of village and droven back to their stables or enclosures for the night. Since they need a lot of food they are only found in woodlands and are absent in the far north and the higher mountains. Tauns are mostly kept for meat and leather.

Uba


http://spriggans-den.com/wp-content/uploads/2016/04/ow_uba-e1460372381615.jpg

XP: 75
No. Appearing: 0 (3d6)
Armor: 16
Move: 120′
Hit Dice: 4 (18 hp)
Attack: Ram +4 (1d8)
Saving Throws

Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 10

An uba looks like a creature somewhat between a rhinoceros and a hippo with two big horns above its eyes. Uba spend much of their time in shallow water and live in small groups. They don’t eat meat but quickly get aggressive when approached.

And my take on basic undead:

Undead are rare and terrifying monsters in the Ancient Lands and only come into being through the effects of sorcery and demonic corruption. There is no single definition of undeath, but all these creatures share in common that they originally used to be living people (or animals) but have been transformed into something neither fully living nor dead. Animated corpses, wights, shades, and wraiths are the remains of people who have unquestionably died and whose spirits are forever gone. With ghouls and darklings things are much less clear as they have never truly died but share many of the other traits common to undead creatures. They might more accurately be described as corrupted rather than undead but this is a distinction that only matters to sages who have never actually encountered them in person.

While ghouls and darklings are still consisting of a unified body and spirit and sustain themselves through consuming the flesh of the living, the other types of undead are fully magical beings that can not exist independently of the source of sorcerous power that created them. Walking corpses are usually close to the sorcerer or demon that created them while wights, shades, and wraiths are eternally linked to the corrupted energies of the place that spawned them. In fact they are more part of the place than separate beings and as such it is impossible to exist beyond its borders. This is widely seen as a blessing as these undead horrors have the ability to turn the slain into more of their own.

Animated Corpse

XP: 20
No. Appearing: 2d4 (4d6)
Armor: 12
Move: 90′
Hit Dice: 2 (9 hp)
Attack: Claw +2 (1d6) or weapon +2 (1d6)
Saving Throws

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 12
Special: Immune to disease, poison, charm, paralysis, and sleep.

Animated corpses are known under many names but in the end they are effectively just that. The remains of living people and beasts that have magically been giving a semblance of life by the magic of a sorcerer or demon. They have no spirit of their own and are nothing more than empty shells made to rise and move pulled by magic strings. While terrifying to look at, animated corpses pose no greater threat than living beasts and can simply be cut down by any blade, but as there is no blood running in their veins they tend to continue fighting until they are hacked to pieces.

Ghoul


http://spriggans-den.com/wp-content/uploads/2017/04/1338817999_42708.jpg

XP: 25
No. Appearing: 1d8 (3d6)
Armor: 14
Move: 120′
Hit Dice: 2 (9 hp)
Attack: Claw +2 (1d4 + paralysis) or weapon +2 (1d6)
Saving Throws:

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 8
Special: Immune to disease, poison, charm, paralysis, and sleep.

Ghouls are elves, yao, or other humanoids who have been corrupted by the dark magic of sorcery or demons. Though they have never truly died, they resemble the undead, existing in a state between life and death. They grow gaunt with pale skin and dark sunken eyes and are suffering from madness, but are also filled with unnatural vigor and are much more cunning than any beast. Their clawed fingers can crush a mans throat and leave deep rends in the flesh of their victims, and their teeth have the strength to bite through bones, as they regain their strength by feeding on the flesh of humans and beasts.

Many ghouls once were adventurers and treasure hunters who delved too deep into ancient places where the living are not meant to tread, or what remains of those who become slaves of dark sorcerers or demons. The corruption that warped their bodies also affects their minds and all of them are clearly unhinged, but most of them seem to retain the memories of their former lives and traces of their past selves.

A living creature hit by a ghoul’s claws must make a saving throw against paralysis or collapse to the ground unable to move for 2d4x10 minutes.

Darkling


http://spriggans-den.com/wp-content/uploads/2017/04/Ghoul2-e1491499599554.jpg

XP: 35
No. Appearing: 1d8 (2d8)
Armor: 14
Move: 120′

Climb: 90′
Hit Dice: 3 (13 hp)
Attack: Claw +3 (1d6 + paralysis)
Saving Throws:

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 10
Special: Immune to disease, poison, charm, paralysis, and sleep.

Darklings are ghouls that not only have survived in their undead state for decades but actually managed to gain additional strength from it, losing their last traces of humanity in the process. While still roughly the size of a person, darklings are are powerfully build beasts with pale gray hide that run on all fours and have become truly feral in their madness. Darklings are almost always found underground and never go outside during the day. Their small black eyes can see perfectly even without any kind of light. They have never be seen to follow commands of other creatures or communicating in an intelligible manner but have been known to be magically goaded by sorcerers to patrol the area around their lairs or attack the strongholds of their enemies in large packs.

Wight


http://spriggans-den.com/wp-content/uploads/2017/04/draugr-e1491498416963.png

XP: 50
No. Appearing: 1d6 (1d8)
Armor: 16
Move: 90′
Hit Dice: 3 (13 hp)
Attack: Claw +3 (1d4 + energy drain) or weapon +3 (1d6)
Saving Throws:

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 12
Special: Half damage from bronze, wood, or stone weapons and natural attacks. Normal damage from iron weapons. Immune to disease, poison, charm, paralysis, and sleep.

A wight is a corpse given life through the powers of the spirits of corrupted places. They are not truly individual creatures but more of a manifestations of the malevolent will of the spirits of the land who have been driven to hateful madness by the sorcery that has corrupted their domains. To be turned into a wight, a corpse has to be greatly corrupted itself and as such they are most commonly found in the tombs of ancient sorcerers or old demonic temples that have been burried with their priests and cultists still inside. The corpses of those who are slain by a wight’s touch will rise as a new wight in 1-4 days, but only if left within the territory of the wights.

Unlike animated corpses, wights are far from mindless and posess the same awareness and cunning of the spirit that controls them. Sometimes a spirit choses to talk to intruders through its most powerful wight but most commonly they do not communicate in any way at all and simply attack in a blind rage on sight. Umless one possesses magic to hide from spirits, wights are very difficult to ambush and surprise on a chance of 3 in 6. Like spirits they take little damage from most weapons but are hurt by iron just as any living creature would.

Shade


http://spriggans-den.com/wp-content/uploads/2017/04/PixelyGhostsTheDeadCity2-e1491498802226.png

XP: 25
No. Appearing: 1d8 (1d12)
Armor: 13
Move: 120′
Hit Dice: 2 (9 hp)
Attack: Claw +2 (1d4 plus 1 Strength)
Saving Throws:

Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 12
Special: Harmed only by iron weapons. Immune to disease, poison, charm, paralysis, and sleep.

When people die who have been corrupted by demonic sorcery, the corruption that wracked their bodies can linger on, turning into shades. With both the bodies and souls of the original person gone, shades are nearly mindless clouds of corruption that float silently above the spot where the person died. They are normally invisible, but cast dark shadows in the presence of bright lights and they can be clearly seen as shapes of darkness if any light shines upon them in the presence of dust or smoke.

Walking through a shade drains a small part of the life force of living creatures and can start the spreading of corruption over time. While most shades stand motionless in the spot of their death and don’t seem to react to anything around them, some are aware of the presence of living beings nearby and attack when anything comes too close to them. While their insubstantial claws do not leave any physical injuries, being in prolonged contact with an attacking shade can quickly drain all the life energy of a living creature and spread the corruption through its body. People who survive the attack of a shade often show dark purple streaks on their skin which becomes ashen pale and cold. This will last for several days until life fully returns to the body. Those who die will often leave behind a shade as well, joining those who killed them.

Shades are common in places where lots of people have been killed through sorcery, like the lairs of demons or the sites of sorcerous battles. They can only be harmed by iron weapons and magic but even when destroyed that way they will return within a few hours. Nobody has ever been able to communicate with a shade in any form, but some people who can sense spirits have said to have heard them whisper fragments of sentences that are seemingly related to the deaths that created them.

Wraith


http://spriggans-den.com/wp-content/uploads/2017/04/witcher-wraith-e1491497762798.jpg

XP: 125
No. Appearing: 1d4 (1d6)
Armor: 18
Move: Fly 180′
Hit Dice: 4 (18 hp)
Attack: Claw +4 (1d6 plus energy drain)
Saving Throws:

Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 10
Special: Harmed only by iron weapons. Immune to disease, poison, charm, paralysis, and sleep.

Wraiths are the strongest and most terrifying of all the undead. They are somewhat similar to shades in that they appear as roughly humanoid shaped forms of black smoke with no substential body, but are much more powerful in every way. Wraiths are created when a person is fully consumed by demonic corruption to the point where the spirit is no longer in need of a living body and simply sustains itself from the corrupted magical energies around it. A wraith retains all of its memories but none of its personality and turns into a cruel and hateful abomination unconcerned with its former life. Most wraiths were sorcerers in life and are highly intelligent but there is almost nothing that could be offered to bargain with them.

As wraiths are fully immaterial they can not be harmed by most weapons other than iron blades and are very difficult to destroy as they can simply fade through walls or floors if they realize they are facing a real threat to their undead existance. The touch of a wraiths warps the life force of any creature with pure demonic corruption, causing first a crippling weakness that remains for life and eventually turns the victims into wraiths themselves. Like wights and shades, wraiths are sustained by the corrupted energies of sorcery and can only survive in places that have been greatly affected by sorcerous magic or the presence of demons for a long period of time. They can not leave these places and wound instantly be destroyed if the corruption could somehow be cleansed.

Phantom

Phantoms are more a phenomenon than actual creatures, possessing no real form of their own and having no ability to affect their surroundings or other creatures. A phantom is more or less like a memory of a person who died in a place of great magical power that got imprinted on the spirits of that place. They are often localized to the spot where the remains of the persons are resting or at the place where they died. A phantom often manifests itself as a vision of its corpse talking or appearing as they did in life or at the moment of death. Phantoms know that they are dead and sometimes even realize that they are not even actually themselves but only an echo of a long dead person. During a vision a phantom can talk to living people and in fact this is the only thing they can do. Often they warn visitors to the place of their death about the dangers they are facing or attempt to give them advice about completing the task they have come to perform. Most phantoms are resigned to the fact that they are dead and mean no harm to the living, but some might actively try to deceive people and lure them into certain death.

jqavins
2017-06-07, 02:25 PM
Dire grizzly bear. OK, it's just a standard template on top of a normal animal, but it practically gives you Grendel.

Zaydos
2017-06-07, 02:43 PM
I have many in my expanded sig and can link the old threads for them, but besides far too many types of true dragons, I seem to have a thing for owlbear-esque creations: Octopus-owls, griffon-wolves, croco-bears, bear-bees, wolfmonkeys, scaled panthers. Course those aren't all. I mean I made fiery snails that spray oil on you before lighting it on fire, giant luminescent beetles, scaled monkey-like creatures that attack with stench, and various illithid based things (cerebromorphosed hound archons that are evil, crazy, and trying to overthrow the Elder Brains to rule in their stead). And that's without getting into my weird spider fixation or stuff I made for Halloween.

Monsters:
2 new Planar Dragons (http://www.giantitp.com/forums/showthread.php?t=129046)
Hierarch Modrons (http://www.giantitp.com/forums/showthread.php?t=129172): Cause I didn't like the ones I could find free on the net.
Badlands Dwarves (http://www.giantitp.com/forums/showthread.php?t=163750): Savage, evil dwarves.
90 New True Dragons and other draconic creatures (http://www.giantitp.com/forums/showthread.php?t=169209)
Yugoloths (http://www.giantitp.com/forums/showthread.php?t=171203)
Slivers (http://www.giantitp.com/forums/showthread.php?t=187131)
Pokemon (http://www.giantitp.com/forums/showthread.php?t=191785)
Beasts from a Mad Mage's Lab (http://www.giantitp.com/forums/showthread.php?t=226409)
Made by Mad Mages: (http://www.giantitp.com/forums/showthread.php?t=329964) Because I have a thing for mad mages.
Bestiary of the Three Worlds (http://www.giantitp.com/forums/showthread.php?t=250239)
Made by a Mad Alhoon: (http://www.giantitp.com/forums/showthread.php?t=332396) Illithid based monsters.
New from the Makers of Owlbears (http://www.giantitp.com/forums/showthread.php?421140-New-from-the-makers-of-Owlbears-and-Duckbunnies-I-present-you): More monsters from mad mages.
Spiders Spiders Everywhere! A Clutter of Spider Creatures (http://www.giantitp.com/forums/showthread.php?425463-Spiders-spiders-everywhere!-A-Clutter-of-Spider-Creatures): I think the name says it.
Updated Beholder Kin (www.giantitp.com/forums/showthread.php?397710-Some-Beholder-Kin-Updated-to-3-x-and-a-Lensman-Paragon-class): A few beholderkin (and a Lensmen Paragon class) updated from 2e (MM and Spelljammer MC Appendix I... I think all are found in both).
Monsters of Force (http://www.giantitp.com/forums/showthread.php?476056-Monsters-of-Force): Monsters of the Pseudoelemental Plane of Force.
Necrobotany (www.giantitp.com/forums/showthread.php?446704-Necrobotany): Undead plants and fey.
Scarecrow Golem (http://www.giantitp.com/forums/showthread.php?449758-Scarecrow-Golem-%28cheap-low-level-construct%29): Low level golem.
Jack o' the Harvest: (http://www.giantitp.com/forums/showthread.php?450251-Jack-o-the-Harvest-%283-5-monster%29&p=19940590#post19940590) Genius loci, fay god-being of the Harvest.
Plague Golem (http://www.giantitp.com/forums/showthread.php?450693-Plague-Golem&p=19948605#post19948605): A golem made of diseases.
Elder Cat (http://www.giantitp.com/forums/showthread.php?450880-Elder-Cat&p=19952515#post19952515): 100 year old cat awakened to sapience and power, and able to take a Wizard as a familiar.
Dread Fiddler: (http://www.giantitp.com/forums/showthread.php?451196-Dread-Fiddler-%28Skeleton-Template%29) Skeleton template, musical undead.
Living Graveyard (http://www.giantitp.com/forums/showthread.php?451363-Living-Graveyard-%28Dungeon-Monster%29): Dungeon as a monster, monster as a dungeon.
Meatdoll (http://www.giantitp.com/forums/showthread.php?451437-Meatdoll-%28construct%29): Doll made from human flesh and charged with protecting the creator's children.
Corpse Hound: (http://www.giantitp.com/forums/showthread.php?452192-Corpse-Hound-%28Monster%29&p=19971125#post19971125) An undead hound driven by vengeance.
Jack o' the Pumpkin Patch (http://www.giantitp.com/forums/showthread.php?452698-Jack-o-the-Pumpkin-Patch-%28Fey%29&p=19980386#post19980386): A protecting house faerie which lives in a pumpkin.
Cat Swarm (http://www.giantitp.com/forums/showthread.php?454441-Cat-Swarm-%283-5-Monster%29): A swarm of cats.
Tumoral Ancestor (www.giantitp.com/forums/showthread.php?454442-Tumoral-Ancestor-(New-symbiot)): Symbiotic tumor instilled with the sometimes life hijacking spirit of an ancestor.
Sprite, Face Stealer (www.giantitp.com/forums/showthread.php?454443-Face-Stealer-Sprite-(New-Monster)): A sprite that loves to steal faces and wear them as masks.
B Grade Movie Monsters (http://www.giantitp.com/forums/showthread.php?454444-Monsters-of-Classic-Sci-Fi-Horror-B-Grade-Movie-Monsters&p=20018846#post20018846): Giant shrews, gila monsters, and blood drinking plant-men.
Frightening Fiends (http://www.giantitp.com/forums/showthread.php?448716-Frightening-Fiends-%28New-Demon-and-Devil%29): Devil and Demon of Fear.
Half-lich (www.giantitp.com/forums/showthread.php?423184-Half-Lich-(Template)): Child of a lich and a mortal (squick), child of a woman who made herself into a lich while pregnant (squick), or person who messed up turning themselves into a lich.