Straight Flush Volume 2 (3-4 HD)

 Here we are, back to my personal monster manual. No further elaboration required.

Cockatrice
3 HD (12 HP), AC as leather, 7 morale
A disease among dire fowl, a retrovirus that, instead of causing cancer, causes strange atavisms. Feathers fall out, and scales take their place. A tail grows, along with teeth and claws. The sickness is worse for people. Like most horrors of the flesh, the old snakes must be to blame.
Movement: Like a velociraptor. Faster than a man, and a much better jumper and climber.
Morality: Not improved by disease. No longer just territorial and mean, Cockatrices are outright homicidal.
Intelligence: Still birdbrained.
Attacks: +3 to hit, two claws (1d6+1, test HRTS or catch Stone Sickness.)
Stone Sickness: Check HRTS every morning. On a fail, lose 1d6 points from all physical stats as your soft tissues ossify. Once a stat goes below 3, you are completely unable to move. Hit 0 and you mercifully die. After three successful HRTS tests, you're cured. Half of all lost stat points can be restored with agonizing surgery. The rest is left to magic and other miracles.

Elf
3 HD (11 HP), AC as 1d20 (rerolled each round), 10 morale
Something like the idea of a person, but wrong in every way. Eyes that are flat disks wedged under skin, mouths that lead to nowhere, ears with no holes, and seven-fingered two-thumbed hands by which they are all marked. Their symmetry is perfect, and their flesh is glassy and bloodless when they're not wearing someone else's.
Movement: As a man, if they feel like it. Capable of teleporting anywhere in the line of sight of anyone observing them through bizarre perspective tricks.
Morality: Incomprehensible, but put on a show of politeness. Always roll reaction even if it wouldn't make sense. Especially if it wouldn't make sense.
Intelligence: When it comes down to rolls, there's a 1-in-2 chance of an Elf doing something disturbingly brilliant or bafflingly stupid.
Attacks: +3 to hit, one attack with a ridiculously impractical weapon (damage as weapon +1, useless in the hands of anyone but an Elf.)
Aura of Delusion: Anyone who interacts with an Elf must make a reaction roll and act accordingly, as if they were an NPC. They can reroll this once per minute, or immediately with a -3 if the Elf directly harms them or an ally.
Á la Cow Tools

Ghul
3 HD (12 HP), AC as leather, 8 morale
Ashen skin frosted with rime, eyes like dying embers sunk deep into a skull-like head. Their finery is burnt, yet drips with ice. When the djinn fail to die, the flame that makes up their being inverts, burning with lightless anti-heat.
Movement: As a man, but can turn into a flying cloud of freezing-cold ashes with Subtle Form. Can squeeze through anything air could flow through in this form.
Morality: Regards you the way a fire regards fuel. Could be distracted with a better heat source, but only temporarily. Nothing burns forever but the rage of a Djinni that has been deceived.
Intelligence: Smarter than most, but must SAVE vs. Narcissistic Rage when insulted and must SAVE to go against the word of any agreement they make.
Attacks: +3 to hit, two touches in physical form (1d6 or extinguish a held light source, ghul regains 1 HP,) or an automatic 1 damage per round to anyone it contacts while in Subtle Form.
Heat Death: Ghuls are immune to fire, and when they would take damage from it, they regain an equal amount of HP instead.
Subtle Form: Ghuls, much like living Djinn, have 1 ND and the spell Subtle Form (turn to a cloud for [sum]+[dice] rounds, immune to anything that wouldn't disperse a cloud of gas.)
Undead: Ghuls do not sleep, breathe, eat, or drink. They must check morale to enter sunlight.

Giant Spider
3 HD (12 HP), AC as leather, 6 morale
Long, slender arms and legs. Dark, wet hair trailing down to the ground, covering a bowed head. You could mistake it for a nude woman crawling on her hands and knees in the wrong light, until the limbs split down the middle and the whole thing lifts itself up to start running.
Movement: Can sprint like a person, and climb walls effortlessly.
Morality: Predatory.
Intelligence: Animalistic, but with disturbing flashes of human-like intelligence. 
Attacks: +3 to hit, one bite (1d6, test HRTS or take -2 to all physical actions for an hour) or one thrown web (make a grapple attempt at a range of 30', +2 MOVE.)

Star Rot
3 HD (12 HP), AC as unarmored, 12 morale
A puddle of tar, reaching out with branching pseudopods, so bright it waters the eyes to look at it. Star Rot falls to earth in meteorites, and hides from the sun in dark places. If you see sunlight underground, don't get too hopeful- it's eating all the gold.
Movement: So very, very slow. Can climb walls and seep through gaps.
Morality: No. Wants to eat gold and not be disturbed.
Intelligence: Like a slime mold, able to form memories and solve puzzles in spite of lacking a brain.
Attacks: +3 to hit, one touch (1d6, target takes 1 damage per round afterwards until they take an action to scrape the ooze off,) or one emission of poison light (everyone in a 50' radius not behind cover must SAVE or lose 1d6 CON points. Lost stat points are recovered at a rate of 1/week.)
Blood of the Sun: Star Rot emits a 50' radius of proper, honest-to-God sunlight. It takes minimum damage from all weapons, and is immune to fire and heat.
Plutophage: Star Rot is attracted to, and consumes, gold. Any gold-based treasure in a location with Star Rot is reduced to 1d4 quarters (round down) of its full value unless it has been put behind an air-tight seal.

Myrmecoleon 
HD (18 HP), AC as plate, 6 morale
Not a chimeric ant-lion hybrid; a huge ant covered in bristling golden hairs, complete with a "mane". Not actually an ant, either- they're actually a kind of solitary wingless wasp. Myrmecoleons drag corpses back to their nests and lay their eggs inside so their larvae can eat them- this gives them a reputation for greed, as their nests often have bits of loose coinage and other indigestable goods scattered among the bones.
Movement: Lumbering, but capable of an impressive straight-line sprint. Loses no speed over slopes and rough terrain.
Morality: No.
Intelligence: Again, no.
Attacks: +4 to hit, one bite (1d8+1,) or one sting (1d6+1, test HRTS or take a -4 penalty to all actions for the next 1d6 hours from agonizing pain.)

Ogre
HD (16 HP), AC as chain, 9 morale
When you deal with the forces of fairy, endeavor not to make promises you cannot keep. Giants, once, and giant still. Their skin is overgrown with woody lesions, their hands twisted into useless clubs. Every movement is pain, and if their minds were not already shattered by their curse, the agony only worsens it. But it is the shame and the half-memory of what they were which torments them most of all.
Movement: Long, grinding strides. They don't seem all that quick at a glance, but they'll outpace a man at long distance. 
Morality: Fiercely territorial. Hate to be seen or spoken to. Your language burns in their mind like a hot knife.
Intelligence: As smart as a man, but lacking language or the ability to use tools.
Attacks: +4 to hit, two punches (1d6+2,) or one dropkick (1d8+2, target must test MOVE or get knocked prone.)

Salamander
4 HD (20 HP), AC as plate, 9 morale
The first thing you hear of them is the rattle and huff of hot machinery. The first you see of them is the fire. They are ancient things, and look like it- that is to say, like crocodilians with iron scales, their gaping jaws as bright and hot as furnaces.
Movement: As fast as a horse, but only in short straight-line bursts. As fast as a man otherwise. Always extremely loud.
Morality: Predatory.
Intelligence: Not bright, but smart enough to use fire to herd prey into disadvantageous positions. 
Attacks: +4 to hit, one bite (1d10+1d6 fire damage) or fire breath (2d6 in a 20' cone, targets can SAVE for half damage, must wait 3 rounds between uses.)
Inner Flame: Salamanders are immune to fire damage. Their melee attacks do an additional 1d6 fire damage, and anyone in melee range with one automatically takes 1 damage per round from the heat. Both of these effects are inactive when the Salamander's fire breath is recharging.

Sleeper
4 HD (16 HP), AC as unarmored or worn armor, 7 morale
Not all of the snakes fled down when their empire came tumbling down. They fled in. Where better to hide than in the genetics of your enemy? There were adjustments. Things had to be trimmed away. Most of all, they had to be patient. Eventually, two apes with the right combination of junk DNA did what their kind do best, and a little snake was ready to be born. While the host sleeps, the serpent plans and grows, slowly hollowing out a space for itself, waiting for the day it can finally hatch from its human shell and shove its head out through distended human jaws. It's not enough, never enough, but it's a start.
Movement: As host, or as a snake if forced to flee its body.
Morality: Psychopathic and endlessly bitter. Everything in the world is an abomination against an ancient order. Billions must die.
Intelligence: Not quite the evil genius it once was, but still brilliant.
Attacks: +3 to hit, one weapon or one bite (1 damage, target must test HRTS or take damage equal to a roll of their HD.)
Shed Skin: In an emergency, a Sleeper can abandon its host, leaving the host body brain-dead. In such a state, a Sleeper is a hideous snake-thing with stunted limbs and 1 HD, and will likely die of multiple organ failure if it doesn't find a new host in a month.
Spellcasting: Sleepers have 3 MD and can cast four random Biomancer spells. Some spells reference "defense" or "attack" stats- this is an abomination. Replace them with AC and +[dice] to hit, respectively. Hands of the Hound or Monstrified vermin deal 1d8 damage per attack and get an extra attack per round if 3 or more MD are invested in the spell.

Evelyn de Morgan
Sylph
HD (20 HP), AC as leather (or as plate against projectiles), 11 morale 
Winged women in rain-lashed silks, beautiful and terrible with serene faces that twist onto rictus grins when the blood begins to flow. The angels of the Thunder Over the Mountain, the Sylphs guard its holy places and tally the war-dead. Wizards speak of ritual marriage and binding vows, of blade-locked consumnations- it's at this point that they usually have to lie down and think of base-ball. Still, it happens.
Movement: Flight like the wind, rarely designing to set foot on the ground.
Morality: Completely unafraid of killing and dying. Otherwise, as variable as most people.
Intelligence: Tend to be sort of meatheaded in matters outside of meteorology and swordfighting.
Attacks: +4 to hit, two attacks with a sword (as weapon +2cleaves,) or one bolt of lightning (2d6 damage in a 100' line, SAVE to dodge.)
Cold Blood: Much like those in the trade of deathSylphs act first in initiative except against others with a similar feature, who get their own separate initiative before everybody else.
Till Death: Those married to a Sylph (usually the martially skilled, but Sylphs aren't a monolith. There's always some kind of challenge or trial, though,) gain 1 MD and the spell Fly. Those who break their vows (usually those of monogamy and mutual protection, but again, not a monolith) lose this benefit and will be hunted down by their ex-wife for the rest of their days.

Fly
R: touch T: [dice] creatures D: [sum] minutes
Targets gain the ability to fly at their normal movement speed for the spell's duration, carried by strangely solid air currents. It feels like being picked up like a doll in a child's hands and being swung around.

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