Three More Monsters
More monsters inspired by Domenico Neziti.
Mamac
Armor Class: 5 [14]
Hit Dice: 2
Attacks: Bite (1d6)
Special: See below
Move: 6/12 (when swimming)
Save: 17
HDE/XP: 3/60
Mamacs are humanoid creatures that dwell in murky coastal waters. They appear more fish than man, with webbed fingers and toes, a prominent doral fin, an eel-like tail, and a large head split by a wide mouth. Long barbels grown from the upper and lower jaws, and mamacs have large, lidless eyes. A fleshy esca grows from a mamac’s head. This organ glows with a soft, comforting light. A mamac’s barbels pick up vibrations in the air or water, making mamacs difficult to surprise (half normal chance) and enabling the monster to fight in melee even when it cannot see. A creature not already engaged in combat who sees the light of a mamac’s esca must make a saving throw are be lulled into a passive trance that lasts as long as the light is visible or until the victim suffers damage.
Kriti
Armor Class: 7 [12]
Hit Dice: 6
Attacks: Beak (1d6)
Special: See below
Move: 6/12 (when flying)
Save: 13
HDE/XP: 7/600
Kritis are magical avian humanoids. They are darkly feathered with heads like those of crows or ravens. Wings grow from their shoulders, as do human-like arms. Their legs resemble those of a great bird. A kriti can don a few items of clothing in order to create about itself the illusion that it is whatever humanoid creature the clothing is common to. They use these disguises to move about villages in order steal shiny objects and abduct particularly beautiful children. Kritis can Speak with Animals, and once per day each they can use Phantasmal Force and Confusion.
Fenjer
Armor Class: 7 [12]
Hit Dice: 3+3
Attacks: Touch (see below)
Special: See below
Move: 12
Save: 16
HDE/XP: 4/120
Fenjers are a type of ghost it seems, perhaps the spirits of those who died while lost. They appear much as they did in life, but are obviously not corporeal. Fenjers pass through most solid objects as if those objects weren’t there. They can only be harmed by magical weapons and by spells, except for those that cause sleep, charm, or inflict damage via cold. A fenjer’s touch is painfully cold. With each successful hit, its touch drains one point of Dexterity. If a victim is brought to 0 Dexterity, he freezes solid and dies. Dexterity points return after an hour, assuming death has not occurred. All fenjers carry a lantern. These lanterns cause night-time darkness in a 20-foot radius.