Drekavac 
 | 
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Armor
  Class: 
 | 
  
6 
 | 
  
No.
  Appearing: 
 | 
  
1(1d4) 
 | 
 
Hit
  Dice: 
 | 
  
1 
 | 
  
Save
  As: 
 | 
  
Fighter 1 
 | 
 
Move: 
 | 
  
150’(50’) 
 | 
  
Morale: 
 | 
  
7 
 | 
 
Attacks: 
 | 
  
Bite 
 | 
  
Treasure
  Type: 
 | 
  
nil 
 | 
 
Damage: 
 | 
  
1d4 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
A thin childlike creature with a gaping maw
  with sharp teeth. They are grotesque with heads too large for their body’s
  and a covering of sparse and patchy hair. Their eyes glow with an infernal
  light. The Drekavac is only found out at night or in dark places. Its most
  notable attribute is its scream. Any creature within 60’ of the Drekavac when
  it screams must make a save vs. spells or run away in fear for 1d10 rounds.
  The Drekavac is an evil undead that rises from the graves of children who
  were not dedicated to a deity after birth. Even if physically slain a
  Drekavac will rise again the following night and will continue to do so until
  a bless spell is cast upon its mortal remains. They can be turned as wights. 
 | 
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Nokken 
 | 
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Armor
  Class: 
 | 
  
6 
 | 
  
No.
  Appearing: 
 | 
  
1-4 
 | 
 
Hit
  Dice: 
 | 
  
3 
 | 
  
Save
  As: 
 | 
  
Elf 3 
 | 
 
Move: 
 | 
  
90’(30’)/ 
swim 120’(40’) 
 | 
  
Morale: 
 | 
  
6 
 | 
 
Attacks: 
 | 
  
1 Bite 
 | 
  
Treasure
  Type: 
 | 
  |
Damage: 
 | 
  
1d6 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
A clever dangerous creature. Nokkens are
  shapeshifters and will commonly take the form of a handsome man playing the
  harp, a beautiful white horse, a wooden boat, a log, etc. The objective of
  all these forms is to lure people into the water and drown them where it will
  feed on their corpses. The Nokken are able to cast Charm Person once per day.
  They then have their charmed victims come to them in the deepest part of the
  pond or lake that they inhabit. The true form of the Nokken is particularly
  horrifying. They have a head of thick tangled hair. Their skin appears as
  that of a drowned corpse covered in aquatic grasses and weeds. Their maw is
  filled with razor sharp teeth. Their eyes also glow with a ghostly light.
  When they are in horse form they are sometimes called Backahastens. 
 | 
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Huldra 
 | 
 |||
Armor Class: 
 | 
  
7 
 | 
  
No. Appearing: 
 | 
  
1-6 
 | 
 
Hit Dice: 
 | 
  
3+3 
 | 
  
Save As: 
 | 
  
Dwarf 4 
 | 
 
Move: 
 | 
  
120’(40’) 
 | 
  
Morale: 
 | 
  
7 
 | 
 
Attacks: 
 | 
  
1 bite 
 | 
  
Treasure Type: 
 | 
  |
Damage: 
 | 
  
1d6 damage 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
Huldra appear as beautiful women but with a
  cowtail that they go to great lengths to hide from view when interacting with
  mortals. The back of a Huldra resembles a hollowed-out tree trunk. Huldras
  are seductresses and go to great lengths to seduce and/or charm their human
  victims. Huldra will take their victim deep into the woods where they will
  either keep their charmed victim as a slave/pet or feed upon them. Three
  times per day the Huldra may cast the equivalent to a Charm Person/Monster
  spell. 
 | 
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Draugen/Draugr 
 | 
 |||
Armor Class: 
 | 
  
6 
 | 
  
No. Appearing: 
 | 
  |
Hit Dice: 
 | 
  
8 
 | 
  
Save As: 
 | 
  
Magic-user 8 
 | 
 
Move: 
 | 
  
90’(30’) 
 | 
  
Morale: 
 | 
  
12 
 | 
 
Attacks: 
 | 
  
2 fists or 1 bite 
 | 
  
Treasure Type: 
 | 
  |
Damage: 
 | 
  
1-4/1-4 or 1-8 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
This undead appears as a blackened, swollen,
  corpse. They exude a horrible stench of decay. This smell is so bad that
  anyone within 20’ failing a save vs. paralysis will be overcome by the smell
  and fight with a -2 to hit, damage, and save from the wrenching and choking
  on one’s own bile. They retain some semblance of intelligence and are not
  mindless. They have the usual immunities of the undead.  
Just viewing one can have a terrible effect on
  the viewer. Anyone viewing a draugen/draugr must make a save vs. Spells or be
  driven mad by what they see. What effect the madness has is determined by
  rolling on the following chart- 
 
These effects last for 2d6 turns 
They usually have three reasons for their
  existence. One is to guard what they consider their treasure; they are fueled
  by the avarice that they had in life. Another is to wreak havoc on the living
  regardless of who they are, this fueled by their fear of death. Finally, they
  are there to exact revenge on those who wronged them in life.  
The attacks of the draugen/draugr are to expand
  their size and crush their opponents, the draugen/draugr expands to fill a
  10’x10’ area and anyone in that area with it suffers 3-18 points of damage on
  the first round and 1d6 damage per round thereafter. They will also bite and
  consume the living. When expanded, they are also able to swallow victims’,
  not being crushed, whole which inflicts bite damage on the first round and
  1d6 damage per round thereafter, those who have been swallowed can attack
  from the inside but only with a weapon the size of a scramseax or smaller. . 
 | 
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Gobbler 
 | 
 |||
Armor Class: 
 | 
  
7 
 | 
  
No. Appearing: 
 | 
  
1-2 
 | 
 
Hit Dice: 
 | 
  
2 
 | 
  
Save As: 
 | 
  
Fighter 2 
 | 
 
Move: 
 | 
  
120(40) 
 | 
  
Morale: 
 | 
  
7 
 | 
 
Attacks: 
 | 
  
Contact 
 | 
  
Treasure Type: 
 | 
  
Nil 
 | 
 
Damage: 
 | 
  
Hunger 
 | 
  
Alignment: 
 | 
  
Neutral 
 | 
 
These are the ghosts of Gluttons. They are
  attracted to food and dropped food will stop their pursuit of opponents.
  Their only attack is to pass through their victim who then experiences
  unbelievable hunger pains. This causes them to have to Save vs. Spells or be
  treated if they are under the effects of a Slow spell. The hunger pains also
  cause the victim to attack at -2 and anything needing concentration or
  precision is not possible. The victim also cannot cast spells during this
  effect. No amount of eating will alleviate the hunger. This effect lasts for
  1d10 rounds. Gobblers are turned as wights. Being incorporeal they can only
  be affected by magic and holy items. 
 | 
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Desiccated Zombie 
 | 
 |||
Armor Class: 
 | 
  
4 
 | 
  
No. Appearing: 
 | 
  
1-8 
 | 
 
Hit Dice: 
 | 
  
3 
 | 
  
Save As: 
 | 
  
Fighter 2 
 | 
 
Move: 
 | 
  
60(20) 
 | 
  
Morale: 
 | 
  
12 
 | 
 
Attacks: 
 | 
  
1 claw/bite 
 | 
  
Treasure Type: 
 | 
  
Nil 
 | 
 
Damage: 
 | 
  
1d6 
 | 
  
Alignment: 
 | 
  
Neutral 
 | 
 
These are Zombies that have been dried out until
  their skin is tough and leathery. All weapons do 1/2 damage against them.
  They are however very susceptible to fire (all fire damage is doubled).
  Otherwise they are treated as the same as zombies. 
 | 
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Some Creatures that were inspired by my playing of Darkest Dungeon
Fungal Artillery 
 | 
 |||
Armor Class: 
 | 
  
6 
 | 
  
No. Appearing: 
 | 
  
1-2 (2-12) 
 | 
 
Hit Dice: 
 | 
  
1 
 | 
  
Save As: 
 | 
  
Fighter 1 
 | 
 
Move: 
 | 
  
90’ (30’) 
 | 
  
Morale: 
 | 
  
7 
 | 
 
Attacks: 
 | 
  
Spore Spray 
 | 
  
Treasure Type: 
 | 
  
nil 
 | 
 
Damage: 
 | 
  
Special 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
This four-legged creature looks
  like a mushroom that sprouted four gnarled legs. They attack by spraying a
  cloud of spores at their opponent. The effect of the spores depends on the
  type sprayed. The types of spores are- 
  | 
 |||
Fungal Scratcher 
 | 
 |||
Armor Class: 
 | 
  
5 
 | 
  
No. Appearing: 
 | 
  
2-5 (3-12) 
 | 
 
Hit Dice: 
 | 
  
2 
 | 
  
Save As: 
 | 
  
Fighter 2 
 | 
 
Move: 
 | 
  
90’ (30’) 
 | 
  
Morale: 
 | 
  
12 
 | 
 
Attacks: 
 | 
  
Claw/Claw 
 | 
  
Treasure Type: 
 | 
  
nil 
 | 
 
Damage: 
 | 
  
1-4/1-4 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
These fungal creatures are roughly
  humanoid in appearance (having once been human). They are alien in their
  intelligence and are often under the control of Fungal Artillery. Their limbs
  are gnarled and twisted, and their hands have become claw like making two
  attacks per round. They are not affected by sleep, charm, or illusions. 
 | 
 |||
Fungal Giant 
 | 
 |||
Armor Class: 
 | 
  
4 
 | 
  
No. Appearing: 
 | 
  
1-3 (2-5) 
 | 
 
Hit Dice: 
 | 
  
4+2 
 | 
  
Save As: 
 | 
  
Fighter 4 
 | 
 
Move: 
 | 
  
120’ (40’) 
 | 
  
Morale: 
 | 
  
12 
 | 
 
Attacks: 
 | 
  
2 Fists or by Weapon 
 | 
  
Treasure Type: 
 | 
  
nil 
 | 
 
Damage: 
 | 
  
1-6/1-6 or by Weapon +2 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
These are creatures who have been
  transformed by a Fungal Mother who were larger than man size in their former
  lives (Ogres, Gnolls, Trolls, etc.). They are twisted fungus covered parodies
  of their former selves. 
 | 
 |||
Fungal Mother 
 | 
 |||
Armor Class: 
 | 
  
5 
 | 
  
No. Appearing: 
 | 
  
1 
 | 
 
Hit Dice: 
 | 
  
6 
 | 
  
Save As: 
 | 
  
Fighter 6 
 | 
 
Move: 
 | 
  
60’ (20’) 
 | 
  
Morale: 
 | 
  
8 
 | 
 
Attacks: 
 | 
  
Spore Cloud or Tendril 
 | 
  
Treasure Type: 
 | 
  |
Damage: 
 | 
  
Special or 1-8 
 | 
  
Alignment: 
 | 
  
Chaotic 
 | 
 
This is a 10’ tall mushroom with tendrils
  sprouting from its trunk and its base. The ones at the base serve to move the
  creature while the ones along the trunk serve as appendages. The Fungal
  Mother can release spore clouds just like the Fungal Artillery but at twice
  the area of effect, damage, and duration. The tendril attacks of the Fungal
  Mother also carry the infectious fungus to transform the victim into a Fungal
  Scratcher (or Fungal Giant if appropriate) unless a save vs. poison is made
  at -4. This transformation takes 1-3 weeks and can be reversed by a Cure
  Disease and a Remove Curse spells but once the transformation is complete it
  is irreversible short of a wish. The Fungal Mother will always be attended by
  many of the Fungal Artillery, Scratchers, and Giants. She is never alone. If
  a Fungal Mother is killed, she explodes in a cloud of spores that covers a
  60’x60’ area that causes 2d10 damage to all within its area of effect. The
  victims of this explosion must also make a save vs. poison at -4 if they fail
  their save, they are infected with Fungal spores that will transform the
  victim into another Fungal Mother in 1d6 days. 
 | 
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