SmootRK wrote:Snipped
Ah, useful. Sure, I can try to format them accordingly.
That's it!
Banshee
Armor Class: 19
Hit Dice: 7**
No. of Attacks: Touch
Damage: Special
Movement: 60'
No Appearing: 1
Save As: F7
Morale: 8
Treasure Type: E
XP: 800
Banshees are to the fey what ghosts, wraiths, and spectres are to humans, and so usually resemble colorless, ash-white elves in ragged clothing and chains. They understand whatever languages they spoke in life, but rarely speak, instead sobbing uncontrollably. Once per day, the banshee's endless weeping reaches a hideous crescendo, and anyone within a 50' radius who hears the wailing must save vs. Death Ray or die in 2d6 rounds. The touch of a banshee does no damage, but it drains 1d4 levels. Because they are incorporeal, banshees can only be hit by magic weapons.
A banshee is undead, and thus immune to sleep, charm, and hold spells, and it can be turned as a vampire. Banshees can walk on water, but they cannot cross running water, and lose the ability to drain energy or to wail for 2d12 days if they do.
Barghest
Armor Class: 16
Hit Dice: 6*+3
No. of Attacks: 1 bite (Black Dog form) or 1 claw or weapon (humanoid form)
Damage: 1d6/1d6/weapon
Movement: 40'
No Appearing: 1d4
Save As: F6
Morale: 10
Treasure Type: D
XP: 555
Barghests are shapeshifters that can take two forms: a hulking, demonic black dog, or a humanoid that resembles a wingless, goblin-faced gargoyle. Both of these forms are highly muscular and have eyes that seem to glow red hot. They speak Common and often know the languages of infernals, goblins, hobgoblins, and bugbears.
Barghests never use weapons, even in their humanoid form, preferring to feel the blood of their enemies run down their claws. Anyone who meets the gaze of its horrible orange eyes must save vs. Paralysis or be rooted to the spot from terror for 1d6+1 turns or until the barghest is dead. Barghests are tenacious, returning again and again to plague those who successfully drive it off, but after it has killed at least one opponent it will usually be satisfied and leave her companions alone.
Although barghests can sometimes be found ruling over goblins or hobgoblins, most commonly they haunt a lonely stretch of road, where they might sate their bloodlust by preying on travelers. Although they are not undead, barghests are inherently unholy and can be Turned by Clerics as if they were a wight. They can only be harmed by magic weapons.
Boggart
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 1 claw
Damage: 1d6
Movement: 40'
No Appearing: 1
Save As: MU1
Morale: 7
Treasure Type: D
XP: 555
What a boggart's true form is, none can say, but given the marks they leave on the bodies of their victims, one can be reasonably sure that it is clawed. Boggarts do not appear to truly understand language, but they are capable of imitating a wide range of sounds, including speech. They feed on fear, especially the intense fear of a creature about to be slain by its worst nightmares.
A boggart usually prefers not to attack with its claws until it absolutely has to, Instead it prefers to use its inherent magical abilities as a first resort. Boggarts have a very passive form of telepathy that allows them to know the greatest fear of any creature they can see, and project an illusory image of it. Creatures of 1 HD or less that view such an image must save vs. Death Ray or die of fright. Should this fail, only then does the boggart approach and use its claws. While they relish the sound of screaming, boggarts find laughter unbearable and must check morale if they hear the sounds of genuine mirth.
If a boggart's illusions are dispelled, they do not vanish, but the person who dispelled it gains the ability to control or alter the image for as long as she concentrates on it. In all other respects the illusion functions like the wizard spell Phantasmal Forces. Although they are intelligent, Boggarts are not affected by charm spells, sleep spells, or illusions.