Garlagash
Colossal Undead
Hit Dice: 18d12 +54 (135 hp)
Initiative: +3 (-1 dex, +4 improved initiative)
Speed: 50 ft.
AC: 13 (+11 natural, - 8 size)
Attacks: Slam +15 Melee, Bite + 15 Melee, Claw +15 Melee
Damage: Slam 4d6 +10, Bite 5d6 +3, claws 5d4 +15
Face/Reach: 40 ft. wide, 40 ft. long, 60 ft tall.
Special Attacks: Petrifying Gaze (same as basilisk)
Special Qualities: Darkvision 300ft., Light Sensitivity
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 31, Dex 9, Con -, Int -, Wis 17, Cha 19
Skills: Move Silently +20, Spot +20, Listen +20
Feats: Run
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually Chaotic Evil
Advancement: Gargantuan (15-16) , Colossal (17-18)
A garlagash is a skeleton-like monster with fangs. The garlagash has one large claw and one small claw. It attacks with the large claw. The garlagash wears a large rusted helmet. The eye sockets of the garlagash are empty, but they glow red when it gets angry.
Combat:
The garlagash usually attacks with its claws and bite attack. If there is any opponent larger then medium size it attacks it with it's slam attack.
Gharan (by Joshua Fletcher)
Medium Size Humanoid
Hit Dice: 1d8+2(6)
Initiative: +3
Speed: 30 ft.
AC: 15(+3 dex ; +2 natural)
Attacks: 2 claws +3 melee
Damage: 1d6
Face/Reach: 5 X 5
Special Attacks: Disease
Special Qualities: Low-light vision
Saves: Fortitude (+2), Reflex (+3), Will (+0)
Abilities: Str10 Dex 16 Con 10 Wis 10 Int 8 Cha 6
Skills: Hide +3 Move Silently +3
Feats: Weapon Finesse (Claw)
Climate/Terrain: Any Forest or Swamp
Organization: Solitary or Gang (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral Evil
Advancement: By character class
A Gharan stands, on average, about 5 ft. tall and weighs around 100 lbs. They appear humanoid but are usually wrapped in old torn cloths and wrap and their eyes glow green. They have a smell of stagnant death about them. Their skin is black or green and is the texture of a toad's.
They are undeniably evil and stalk their prey relentlessly until either party falls dead. They harbor a hatred of other humanoids.
They speak common and Gharan.
Combat:
A Gharan will stalk it's prey until it finds an opportunity and then attacks in a flurry of claws. If the target survives and injures the Gharan it will disappear back into the forest and attack later in the same fashion.
Disease: The Gharan transmits filth fever by way of it's claws. (Filth fever DC 12 or suffer 1d3 dex and 1d3 con damage. Incubation period is 1d3 days)
Society:
Nothing is known about Gharan society.
Grevel (by Dustin Freeman)
Medium Monster
Hit Dice: 8d6+3 (50hp)
Initiative: +3 (dex)
Speed: 45ft.
AC: 24 (shell)
Attacks: 2 Claws, Bite
Damage: 2d6+4, 1d4+2
Face/Reach: 5ft.
Special Attacks: Poison Bite
Special Qualities: Immune to Fire and Cold
Saves: Fort +7, Ref +3, Will +1
Abilities: Left blank by author
Skills: Hide +3, Spot +9, Listen +5
Feats: Improved Initiative, Bull Rush
Climate/Terrain: Any Land
Organization: Left blank by author
Challenge Rating: 6
Treasure: None
Alignment: Chaotic Neutral
Advancement: None
Think giant half badger with a hard brown shell (like the "thing" from the fantastic four), and worse temperament. Grevel have some arachnoid characteristics as well, they are capable of spinning a web and have a poisonous bite. As with many monsters, The Grevel are thought to be the gross error of a mages' tampering with nature.
Combat:
Grevel are very territorial. Anything that enters their territory is subject to be eaten. Alive. Their primary strategy is to paralyze its prey with its bite attack, then drag it into its lair where it can wrap its prey in spider-like silk (DC 20 to break free). They can also sense movement up to 100 feet away.
Poison Bite:
Once every round, the Grevel may choose to use its poison bite attack. Characters bitten by the Grevel must make a fortitude save or become paralyzed for 1d4+3 minutes. The Grevel may use this attack 5 times a day.
Society:
Grevel are very solitary creatures, and rarely venture out of their burrows. Very little is known of their origins, since most are killed by the Grevel before a proper study can be made.