AC: 0 
Special: see below
Diseased looking, red-eyed, skeletally gaunt humanoids of giant stature, Screamers gain their name from their most fearsome attack. Once per day a screamer may release special howl which hypnotizes all within a 60’ radius. Save or paralyzed for 2d6 rounds. Screamers prefer to eat their prey while it is still alive, paralyzed and helpless. Hungry, these monstrosities roam the wastelands, continually on the lookout for fresh meat. Screamers can run fast and have the stamina to cover very long distances and they never give up. Often they hunt in packs. Due to their thick hides screamers cannot be harmed by normal melee weapons.
Special: prettifying gaze
Move: 12 (float)
Extra dimensional beings that look like giant tentacled eyeballs. Anyone who meets the gaze of a Zetoan is turned to glass. Zetoans sometime construct elaborate labyrinthine gardens full of glass figures. Zetoans are irrational beings with alien motives. They communicate with telepathy.
AC: 4 
Meter long carnivorous iridescent worms. Cave maggots often lure prey close by clustering into a “doorway” shape along the walls of dark caves. This produces the illusion of a lit entrance way, curious animals wander close. Will glow for up to 1d6 after death and can be used as a light source. Given time they can borrow throw solid rock and subsequently are often a problem in greenshafts.
AC: 6 
Sparkling ooze was originally designed to be a self directed cleaning agent by its forgotten creators. Often found in ruined cities, this semi intelligent translucent slime is the ultimate solvent, dissolving conventional materials on contact. Conventional weapons and armor will dissolve with one successful hit. Sparkling ooze will fission if hit by energy weapons. Some sparkling oozes emit a soothing gentle noise like wind chimes or elevator music.
Move: 12/10 (borrowing)
HDE: 5/ 240
The green blooded, red scaled Slaard is neither arthropod nor reptile, but possess characteristics of both. While they dig, Slaard continually emit an ultrasonic pulse which destabilizes the solid rock before them and makes it possible for them to burrow at incredible rates. Slaard live and hunt in rocky badlands, often tracking their prey from beneath the surface.
AC: 4 
Special: Crushing embrace/ breath weapon
Voracious scavengers, Crypt Apes live under ground in the forgotten necropolises which honeycomb the subterranean space of the ancient earth. Despite their predilection for dead flesh, crypt apes will not turn away from a a chance at fresh meat. Instead of striking with its powerful fist, the crypt ape can grab hold of an enemy for 2d6 damage. ST -2 for escape. The crypt ape can also breath on anyone it catches hold of. If the victim fails their saving through (-2) they spend the next 1d4 rounds incapacitated, vomiting. This only works once per attack, per victim. A favorite tactic of crypt apes is to lay in wait for unwary grave robbers inside of empty sarcophagi.
Half distorted manthing, half centipede, Centauripedes live in savage tribes hostile to outsiders.
AC: 9 
HDE: 2/ 30
Similar in appearance to a trilobite, the trilon is a mutant arthropod about the size of a dinner plate. Its bite is radioactive; anyone bitten must make a saving throw (+4 mod to their roll) or contract radiation sickness. If untreated, radiation sickness will lead to death in 4 days -25% hit points each day.
AC: 5 
Larger Trilon, weaker radiation; +6 to victim’s saving throw.
AC: 0 
Special: radiation breath
Huge (20’ long), fast moving engines of destruction. Giant trilon can project a stream their own irradiated blood in cone for 15’ (five foot wide at the base). Anyone inside of the come must make a save (with a +4 modifier for the victim). Those that fail the save take 3d6 damage and contract radiation sickness (see Trilon, small); those that make the ST take 3d6 in damage. Giant Trilon are sometimes used as mounts by the soldiers of Ssaur, but only the shae beast masters know the secret of their gentling.
AC: 2 
Special: breathes fire, ram
Move: 20/ 22 (when jumping)
Attacks: Bite, stamp
Huge, intelligent and evil predators. Devilgoats hate everyone and every thing. They live to kill and destroy. In addition to their bite and stamp (1d6 each), Devilgoats can breathe fire 3 times a day in a 45 foot cone, 15 feeet wide at its base. Anyone caught in cone takes 3d8 damage, (1/2 damage with a successful ST). Devilgoats can jump 100 feet horizontally and 30 feet vertically.
AC: 0 
Special: Bite turns victim into iron.
Attacks: bite, crush
HDE 7/ 500
Snake made of living metal. Any one bitten takes 1d6 damage and must make a ST or they will turn into iron.