Monsters are not delineated yet, but some are forthcoming...

Trolls, Red
Trollock
Serpent of Setu
Raver
Cave Worms
Etheral Guardian.

 

Scratch Space Below, Please ignore...

Trollock

Medium-Size Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 20 ft. (scale mail), base 30 ft.
AC: 13 (+4 scale mail)
Attacks: Greataxe +4 melee
Damage: Greataxe 1d12+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Defenses: Darkvision 60 ft., light sensitivity
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 16, Dex 12, Con 14, Int 9, Wis 8, Cha 9
Skills: Listen +4, Spot +3
Feats: Alertness

Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that began generations ago and they often kill them on sight.

Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

When they’re not actually fighting other creatures, orcs usually spend their time planning raids or practicing their fighting skills. Their language varies slightly from tribe to tribe but anyone who speaks Orc can understand them. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information above is for an orc of 1st level (see "NPC Classes" in Chapter 2: Characters of the Dungeon Master’s Guide for more about the warrior class).

Orc Characters

An orc’s favored multiclass is Barbarian, and orc leaders especially tend to be barbarians. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War (favored weapon: spear). Most orc spellcasters, however, are adepts (see "NPC Classes" in Chapter 2: Characters of the Dungeon Master’s Guide). Orc adepts favor spells that deal damage.

Half-Orcs

These orc-human crossbreeds live in either orc or human society (where their status varies according to local sentiment), or in communities of their own. Half-orcs usually inherit a good blend of their parents’ physical characteristics. They are as tall as humans and a little heavier, thanks to their musclulature. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Typical half-orc ability scores are: Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. They have 60-foot darkvision but are not sensitive to light.

 

Cave Worms

Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +6 (Improved Initiative, +2 Dex)
Movement: 5 ft., Fl 20 ft. (good maneuverability)
AC: 20 (+10 natural)
Attacks: bite +8
Damage: bite 2d4
Special Attacks: poison (sleep), rend
Special Defenses: hide
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 17, Dex 15, Con 10, Int 3, Wis 3, Cha 10
Skills: Hide +7, Listen +12, Spot +12
Feats: Alertness, Improved Initiative
Number Appearing: 2d8 (small colony), 10d10 (large colony)

Cave Worms are horrid creatures that form colonies along cave walls in damp dungeons. Cave worms spawn young and burrow into the cave walls neat their parents, forming a muscular base deep within the wall. These reptilian creatures can retract into the wall at any time, and prefer to do so, hiding in their holes until pray is in sight. They then attack in tandem, strilking their pray poisioning them. They then begin to rend their victims, doing an addional d6 per attack per action (cumulative.)

Troll, Red
Large Giant
Hit Dice:
6d8+36 (63 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 18 (–1 size, +2 Dex, +7 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, who know no fear and attack unceasingly when hungry.

Trolls have ravenous appetites, devouring everything from grubs to bears and humanoids. They often lair near settlements and hunt the inhabitants until they devour every last one.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Its rubbery hide is moss green, mottled green and gray, or putrid gray. A writhing, hairlike mass grows out of the skull and is usually greenish black or iron gray. The arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. Trolls can appear thin and frail but possess surprising strength. Females are larger and more powerful than their male counterparts.

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, the arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll.

If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

BOGGLE Small Humanoid (3' tall) Hit Dice: 4d8+1 (22 hp average) Initiative: +2 (Dex) Speed: 30 ft. AC: 16 (+1 size, +5 natural) Attacks: 2 claws +6 melee, bite +1 melee Damage: Claw 1d4+1, bite 1d4+1 Face/Reach: 5 ft. by 5 ft./5 ft. (see below) Special Attacks: Bite 1d4+1 Special Qualities: Oil secretion, Scent, Dimension Door, Spider Climb, Damage Reduction, Resist Fire Saves: Fort +2, Ref +6, Will +0 Abilities: Str 12, Dex 15, Con 13, Int 7, Wis 8, Cha 5 Skills: Pick Pockets +4, Hide +2, Listen +4, Spot +4 Feats: Alertness, Weapon Focus (claw) Climate/Terrain: Temperate Forest and Underground Organization: Solitary, pair, gang (2-4) or band (5-8) Challenge Rating: 3 Treasure: Standard Alignment: Chaotic Neutral Advancement: 5-6 HD (medium) Special Attacks: Bite: If a boggle hits with both claws, it latches onto the opponent's body and bites at it's flesh. This attack automatically deals an additional 1d4+1 points of damage. Elongation: A boggle can stretch its body and limbs up to twice its original size thus increasing it's reach to 10 ft. Special Qualities: Oil Secretion (Ex.): Acts as a permanent oil of slipperiness (DMG, pg. 191) for the boggle. This gives the boggle a +30 on all escape artist skill checks. A boggle may excrete it onto the floor (full round action) in a 5x5 square. Anyone entering the square must make a Reflex save vs. DC 15 or slip and fall. A successful save allows movement at half speed across the surface. Those remaining in the area covered with this oil must make a new save each round or slip and fall. The boggle can move freely across a surface covered with this oil. This oil is non-flammable. A boggle will try and steal (pick pockets) any one item from a fallen character. Scent (Ex.): Boggles may detect creatures by smell up to 30 ft away. The range increases to 60 ft. if the creature is upwind, and decreases to 15 ft. if the creature is downwind. Dimension Door (Ex.): At will, as the spell though the range is limited to 30 ft. Resist Fire (Ex.): Due to the oily secretion in their skin, they absorb the first 30 points of fire damage per round. Spider Climb (Ex.): At will, as the spell. Damage Reduction (Ex.): Due to the oily secretion from their skin, all slashing and bludgeoning weapons deal -1 points of damage per attack. Boggles are 3-foot tall, roughly humanoid creatures. Their rubbery skin varies in color from blackish-blue to dark gray. Boggles have large bulbous heads and the rest of their body parts are disproportionate and vary from individual to individual (arms of different lengths, spindly legs, etc.)