I use a morale stat (ML in these entries) and psionics based on the Mutant Future game so the WIL score is included as well.
Animated undead shed skins of Troglozaks. These undead beign empty skins are not harmed by blunt weapons and only suffer minimal damage from thrusting weapons.
If both strikes hit a victim the carapace will envelope their victim (if under 8’ tall) if a save fails, inflicting 1d4 a round on the conscious but otherwise helpless victim who will be slowly dissolved by the black ichor dripping on the inside of the carapace (1d4 a round).
Troglozak will be forced to make a morale check ot be routed by the appearance of one of these horrors.
Carapace HD 2; AC 8[11; Atk 2 strikes (1d4); Move 6; Save 16; AL N; CL/XP 4; ML:12; WIL:x; Special: Immune to sleep and charm. Envelope. Unharmed by blunt weapons. Only takes 1 pt from thrusting weapons.
Tall humanoids with hyena-like heads. Vicious killers cloaked by a shimmering invisibility that cloaks their presence from over 30 feet away.
Gnole: HD 2; AC 5 ; Atk 1 bite (1d4) or weapon +1 due to Str; Move 9; Save 16; AL C; CL: 3; ML: 9; WIL:9; Special: Natural Invisibility.
Creepy bipedal bat-things about 2-2.5’ tall that have lost the power of flight having long claws where they once had wings.
Grat HD 1d4hp; AC: 7; ATK: 2 for 1-3; Mv: 6; Save:18; AL-N; CL 1; ML: 8; WIL: 9; Special –10% diseased bite, blood-suck.
A huge variation of the grat that can stand up to 10 feet tall. They may stun all prey in a 30’ by 20 cone with a shriek attack that will stun victims that fail a save for 2-5 rounds.
Giant Grat HD 5; AC: 6; ATK: 2 for 1-4, 1 Bite 1-6; Mv: 9; Save:18; AL-N; CL-6; ML: 10; WIL: 14; Special –10% diseased bite, blood-suck, stunning shriek.
Large and odd bipedal predators with no fore-limbs. They appear to be all head with legs and ears. They can swallow man-sized or small prey whole if they beat the number required to hit by 4 or more. Swallowed victims will suffer 1d4 crushing and acid damage per round.
Grook, HD 4; AC 6 ; Atk 1 Bite (1d10); Move 6; Save 13; AL C; CL 5; ML:8; WIL: 9; Special: None.
A subterranean species of clawed carnivorous apes that can be found hunting throughout the deeps.
Grey Ape HD 4; AC 6 ; Atk 2 claws (1d4), 1 bite (1d6); Move 12 (climb 6); Save 13; CL 4; AL N; ML: 8; WIL:12; Special: Hug and rend..
Large and blubbery humanoids with an overly broad jagged toothed grin and a pair of small, deep-set eyes in an otherwise featureless face. Gumps are motivated by hunger and the deep down joy they feel when murdering a helpless foe. Anyone meeting the gaze of a gump must save vs. paralysis at +2 or be held in place for 2-5 rounds (fighting without looking incurs a -4 penalty to-hit). It is safe to view a gump’s reflection in a mirror or other reflective surface. The gump is able to squint in an odd manner which keeps it from paralyzing an ally.
Gump despise humanity and related kin, except as a menu selection, they have been seen as allies to skullmen or renegade apemen. Gump sightings sometimes increase in areas frequented by saucer-men.
Gumps have no aptitude to speak of with technological items, and no cunning for magic but some mutant variants have been encountered with psionic powers.
Gump: HD 4; AC 5 ; Atk 1 weapon (1d6+2); Move 9; Save 13; AL C; CL/XP 5/240; Special: Gaze attack paralyzes (+2 save).