Showing posts with label Monstrous Mondays. Show all posts
Showing posts with label Monstrous Mondays. Show all posts

Monday, April 27, 2026

Monstrous Mondays: MoChem the Morgan Chemical Monster

 Going back today to Jackson, IL, my current NIGHT SHIFT® campaign and my all-consuming obsession. 

Today I have a monster that I have been trying to bring into a game for the better part of 47 years. Not that this guy is a hard monster to figure out, it's just that his history is so tied up in my hometown that he didn't really fit into any other game I have done before.

This particular monster was created by me one afternoon in the summer of 1979 when I was 10. I had been reading a lot of Daniel Cohen's "monster books" thanks to our town's well-stocked Carnegie grant library

Kids' monster books from Daniel Cohen

I lamented that our town didn't have their own local monster (the word "cryptid" was not in my vocabulary yet) though this was way before the internet and before I discovered microfiche to discover my hometown did indeed have it's own history of monsters, ghosts, and other things. 

I figured my creation was as "real" as anything I had been reading (age 10 was the start of my real exploration into skepticism, which led me to the conclusion that the supernatural was all bullshit). While I still enjoyed reading it all, I thought it was as real as, say, "Star Wars."

So in a fit of childhood bravado and creativity that I subject you all too every day, I made a monster.

Outside of town was a chemical plant. Now, I am not sharing the name because my blog gets hit by bots I have found material I have written here for games passed off as "truth."  Details about the Hex Girls and Astral Spiders, just to name two. So there is no reason to drag a real company with real employees into something invented by a 10-year-old. But I am keeping the monster's name.

So let's switch over to the fictional Jackson, IL and it's resident mutant.

The Story of MoChem and the MoChem Monster

Just east of town, the Mauvaisterre splits into various creeks and smaller bodies of water. One of these runs by the now-closed Morgan Chemical plant. Morgan Chemical came to Jackson in the late 1800s, and was founded by Jacobi Morgan and Sons. Morgan Chemical produced fertilizer, pesticides, and other agricultural chemicals needed by the growing farming boom in Central Illinois post-Civil War economy. The plant was well-run, provided hundreds of jobs for locals, and brought money into the local economy. So successful was the plant that the road on which the plant was located was renamed Morgan Ave, and businesses began to pop up all along the east-west corridor. So much so that it eventually took businesses away from the North-South Main Street. 

Jacobi Mogan was very typical of many of the entrepreneurs who had settled in the area at the time. "Work Hard. Tend to Family. Fear God" was his motto. In all fairness, he was, for the time, a good boss. His employees did work hard, and he paid them a fair wage. The company grew on his solid Presbyterian-Protestant work ethic and the belief that anything is possible with faith and hard work. He was an early benefactor to MacAlister College and helped build one of Jackson's famous Gothic-revival style churches.

His sons, however, were not so charitably minded. When the sons took control of the company in the early 1900s, they saw ways to increase profits by cutting some safety standards. They also got involved in the Great War, providing "fuel additives," but it was well known they had taken a side contract in weapons research. When World War II came around, Morgan Chemical provided gas masks, and rumor says the chemicals the gas masks protected against. 

With each generation, the Morgan family motto (metaphorically speaking) lost another word until, in practice, only “Work Hard” remained. By the 1960s, under the fourth generation of Morgans, the plant had become notorious among workers for failing safety standards, careless disposal practices, and toxic leaks. Waste seeped into the groundwater and into the channels that fed the Mauvaisterre. Cattle downstream sickened or died. Children born to workers were whispered about in hushed voices. Whatever prosperity the company had once brought to Jackson now came at a terrible cost.

It was in this poisoned environment that MoChem first came to be known.

No one agrees on what MoChem truly is. Some claim it was born in the tainted water itself, shaped by chemical waste and bad earth. Others whisper that it was once a deformed child, discarded by frightened parents after the plant poisoned too many families. Another tale says it had been a worker who fell into a vat and came back wrong. The most popular story holds that MoChem was an undercover reporter from St. Louis or Chicago who came to expose Morgan Chemical, got too close to the truth, and was murdered and dumped in the waste.

What is known for certain is that in 1973 Morgan Chemical was fined, shuttered, and abandoned. Cleanup was promised. Very little was ever done.

Soon after that, sightings began.

MoChem
MoChem (AD&D 1st Edition)

Frequency: Very rare
No. Appearing: 1 (Unique)
Armor Class: 5
Move: 9”
Hit Dice: 4+4
% in Lair: 55%
Treasure Type: Nil
No. of Attacks: 2 or 1
Damage/Attack: 1-6/1-6 or special
Special Attacks: Blood drain, engulf small prey
Special Defenses: Semi-liquid form, surprise
Magic Resistance: Standard
Intelligence: Low to Semi-
Alignment: Neutral (Evil)
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: IV / 240 + 5 per hit point

MoChem (NIGHT SHIFT)

No. Appearing: 1 (Unique)
DV: 6
Move: 45 ft.; may flow through narrow gaps at 30 ft.
Vitality Dice: 4
Attacks: 2 slams/claws
Damage: 1d6/1d6
Special: Semi-liquid form, blood drain, engulf, surprise, light sensitivity, sunlight damage, double damage from fire
XP Value: 140

MoChem is a malformed humanoid horror spawned from decades of illegal chemical dumping. Roughly man-sized but squat and thick-bodied, it has overlong arms, short, powerful legs, a single milky eye in its upper torso, and a flexible feeding maw below. Its body is coated in a red oily secretion often mistaken for blood.

Combat: MoChem attacks with two heavy slams or claws for 1-6 points of damage each. It may instead attempt to batter, grapple with, or press itself against prey to feed. It is cunning only in an animal way, preferring darkness, ambush, narrow spaces, and prey that are alone or already frightened.

Special Abilities

Blood Drain: Whenever MoChem scores a critical hit, it opens feeding pores or its maw against exposed flesh, draining 1-4 additional hit points of blood and vital fluids. This is in addition to normal damage. A drained victim may appear pale, weak, and chemically burned around the wound. This is not a vampiric or magical effect.

Semi-Liquid Form: MoChem may compress itself into a half-fluid shape, allowing it to pass through bars, storm drains, culverts, wide cracks, broken windows, pipe openings, or any aperture large enough for a cat or small dog. In this form, it cannot attack normally, but it may move through spaces inaccessible to most man-sized creatures. It may resume its full shape in the following round. Because of this ability, it cannot be held by ordinary ropes or manacles, and non-magical grappling attacks against it suffer a -2 penalty.

Engulf Small Prey: Creatures of small build, as well as animals the size of dogs or smaller, may be engulfed if MoChem successfully hits with both attacks in a single round. The victim must save vs. petrification or be pinned within its semi-fluid mass. Thereafter, the victim suffers 1-4 hit points of damage per round until freed or dead. Small animals may simply be swallowed whole at the DM’s discretion.

Surprise: In darkness, sewers, culverts, abandoned industrial works, or wet ground near polluted runoff, MoChem surprises on 1-4 on 1d6.

Light Aversion: Bright light causes MoChem pain and disorientation. A strong lantern beam, continual light spell, or similar bright illumination forces it to attack at -2. If trapped in such light for more than 3 consecutive rounds, it will retreat if possible. A light spell cast directly upon or very near it inflicts 1-4 hit points of damage.

Sunlight: Direct natural sunlight inflicts 1-6 hit points of damage per round and prevents use of its semi-liquid form. MoChem avoids daylit areas whenever possible.

Vulnerability to Fire: All fire-based attacks inflict double damage.

MoChem is not undead, nor is it a true elemental or demon. It is a pollution-born predator, a toxic life form awakened in bad ground and abandoned waste. It lairs in culverts, runoff tunnels, chemical pits, and flooded industrial ruins.

MoChem possesses a rudimentary intelligence. Enough to know it despises its own existence, but not enough to know how to end it. It fears light and the sun and avoids both at all costs. According to scholars on local BBS sites, if you could lure it into direct sunlight, it would dry up and die. Others speculate that such a death would not be permanent unless the creature was also burned.

--

I kinda wish 10-year-old me could see this!

Night Shift® is a registered trademark of Elf Lair, LLC.

Monday, April 20, 2026

Monstrous Mondays: Old Annie, the Mauvaisterre Hag

 Everyone in Jackson, IL knows about "Old Annie" though not everyone agrees on what or who she is. The most popular story is that "years ago," Annie was a local woman who lived near the river. She had three (maybe four, maybe two) children. Her husband left her, and she drowned her children. Then, in a fit of grief, she drowned herself. At least that is the most common story. Everyone has a story about seeing her, or someone who has seen her, or heard her wails at night when she is supposedly out looking for her drowned children.

Others include an escaped patient from the Illinois State Hospital who fell into the river and drowned, and now her ghost is trying to find her way out.  Others claim the whole thing is a hoax and point to a 1967 Jackson Gazette story of faternity pranks at MacAlister College where pledges were forced to dress up as Old Annie to scare people.

Photo by Sergej : https://www.pexels.com/photo/scenic-river-view-with-bridges-in-coesfeld-37093409/

“Don’t go near Mauvaisterre River, Old Annie will snatch you.”

Everyone has a theory of who Annie was, including a woman named Anne Sullivan from the 1870s.  

The trouble is, everyone is wrong. Not about Old Annie as such, just who she is and what she is. Annie is not the ghost of a guilty mother. Old Annie is really the Mauvaisterre Hag.

The Mauvaisterre Hag

The land that was settled and later became Jackson, IL originally had a different name. When Jacques Marquette and Louis Jolliet first came through this area in the late 1600s, they went to places of local importance. Like the Dixon and Cahokia Mounds, the bluffs over the Mississippi River are where the Piasa was said to have lived. And north of that was a land that all the locals avoided. A place they called "The Bad Land."  This translated into "Mauvaise Terre" and eventually became "Mauvaisterre".  Today it is the name of the county where Jackson sits, a lake, and a river that runs through the town.

Even then, legends of a hag-like creature haunting the waterways were old.

The Mauvaisterre Hag is a corrupt spirit of the land, a water spirit similar in many ways to a nymph or nixie, but something evil happened, and this balanced nature spirit became twisted and evil. 

If the members of the Peoria tribes had a name for this creature, they never told anyone, least of all the white explorers to their lands.

THE MAUVAISTERRE HAG, "OLD ANNIE" (AD&D 1st Edition)

THE MAUVAISTERRE HAG, "OLD ANNIE"
Frequency: Very rare (Unique ?)
No. Appearing: 1
Armor Class: 5
Move: 9” / 12” in mud, swamp, or shallow water
Hit Dice: 3+3
% in Lair: 60%
Treasure Type: None
No. of Attacks: 2 or 1
Damage/Attack: 1-6/1-6 or by weapon
Special Attacks: Horrific appearance, drown
Special Defenses: Camouflage, surprise, half damage from cold
Magic Resistance: Standard
Intelligence: High
Alignment: Chaotic Evil
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: IV / 165 + 4 per hit point

Mauvaisterre Hag (NIGHT SHIFT)

No. Appearing: 1
DV: 5
Move: 45 ft. / 60 ft. in mud, swamp, or shallow water
Vitality Dice: 3
Special: 2 claw attacks or by weapon; horrific appearance, drown, camouflage, surprise, half damage from cold
XP Value

The Mauvaisterre Hag, also known as "Old Annie," appears as a bent and sodden crone with long trailing hair like river weeds, pale eyes, and skin the color of wet clay. Her garments are formed of rotted cloth, moss, mud, and reeds. She is most often encountered near creeks, riverbanks, marshes, drowned groves, or low ground where the earth has become soft and treacherous. Though related to the sea hag in nature and malignancy, Old Annie is a thing of bad earth and black water rather than salt sea and storm tide.

It is said by those who can read these signs that Annie used to be something more akin to a nymph or a nixie, a water creature of nature and balance, but something happened. Something that changed the land and corrupted it and the spirits that lived there. Some of these spirits have gone to darker, deeper places in the earth, but Old Annie remains. She is ancient beyond reckoning, and her age has done nothing but deepen her malignancy. 

Old Annie attacks with filthy claws, striking twice per round for 1-6 hit points each. She may also wield a crude knife, broken oar, driftwood club, or similar object if it suits the encounter. She prefers ambush, isolation, and terror to open battle.

Special Abilities

Horrific Appearance: Any creature beholding Old Annie for the first time must save vs. paralysis/petrification (Wits based for NIGHT SHIFT). Those failing suffer a -2 penalty on attack rolls against her for 1-4 rounds due to revulsion and dread. If the victim fails the saving throw by 5 or more, they must also flee in panic for 1-3 rounds. This is less potent than the deadly gaze of a true sea hag, but no less hideous in its own fashion. Creatures accustomed to hags, swamp spirits, or similar horrors may receive a +2 bonus to the saving throw at the GM’s discretion.

Drown: If Old Annie successfully strikes the same man-sized or smaller victim with both claws in one round while in shallow water, mud, or slime, she may, on the following round, attempt to drag the victim beneath the surface. The victim must save vs. death magic or be pinned and begin drowning. On subsequent rounds, the victim may attempt to break free with a successful bend bars/lift gates roll or by Old Annie being driven off, slain, or taking 6 or more points of damage in a single round.

Camouflage: When standing motionless in reeds, mud, shallow water, or against a creek bank, Old Annie is 75% likely to be mistaken for driftwood, roots, a patch of reeds, or some other natural feature unless closely examined. She surprises opponents on 1-4 on 1d6 in such terrain.

Half Damage from Cold: As a creature of chill muck and black water, Old Annie suffers only half damage from cold-based attacks, with fractions rounded down.

Old Annie is not a true hag, but a corrupted nature spirit. As such, she does not have access to witch magic or form a covey with other hags. Though she shares no love for hags either and will avoid the Urban Hags of Jackson. 

--

"Mauvaisterre" is a real place name in Central Illinois. The rough translation does mean "bad earth" or "bad land." It is the real name of a creek and a lake, but not a river or county. I also thought it was appropriate for a place I have been calling "a sinkhole of evil."

Night Shift® is a registered trademark of Elf Lair, LLC.

Monday, April 13, 2026

Monstrous Mondays: The Crimson Cougar

 My latest obsession is my Jackson, IL campaign for NIGHT SHIFT®. I have been doing a lot of research, and many creatures keep coming up, but none more fun than the giant cats of the area where I grew up. 

Opinions vary. Are there cougars in the middle of the state of Illinois? Large bobcats? Panthers? Well, there is a "Panther Creek" conservation area nearby, but no actual panthers. But were there? Well, in Jackson, there certainly was. Maybe there still is. 

The Crimson Cougar

Every school has a mascot. Some have teeth.

In Jackson, Illinois, the teams of Jackson Public High are the Crimson Cougars. The name is on jackets, painted across gym walls, and shouted from the bleachers every fall. Officially, it is a solid school mascot. Strong animal. Local color. Nothing more.

Ask around long enough, and the older stories surface.

Long before the school took the name, farmers and hunters spoke of a great red cat seen along fence rows, creek beds, and field edges at dusk. Some said it was a cougar caught in strange light. Others swore it was too large, too lean, and too quiet to be natural. A few claimed it appeared before storms, accidents, sudden deaths, and other runs of bad luck. When Holmwood Hall on MacAlister campus burned down in the 1940s, some students claimed to have seen it roaming around. It was seen prior to the great train crash of the 1860s that killed dozens. And when the Cholera epidemic killed scores, it was seen roaming outside the city limits.

The stories never matched in every detail. They agreed on one point. Seeing it meant something.

Years passed. Then the town did what small towns often do. It took something feared and turned it into a symbol. It painted the monster on helmets and pennants. It gave it school colors and a grin.

Some people in Jackson still say it is out there, waiting to foretell another disaster. 

Crimson Cougar, Photo by Caleb Falkenhagen: https://www.pexels.com/photo/angry-cougar-showing-teeth-27067801/
CRIMSON COUGAR (AD&D 1st)

Frequency: Very rare/Unique
No. Appearing: 1
Armor Class: 4
Move: 18
Hit Dice: 7+2
% in Lair: 0%* (no lair has been found)
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-6
Special Attacks: Surprise, pounce, fear gaze
Special Defenses: Hit only by silver or magical weapons at night or in darkness
Magic Resistance: Standard
Intelligence: Low to Semi-
Alignment: Neutral
Size: L
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: VI / 825 + 10 per hit point

Crimson Cougar (NIGHT SHIFT)

No. Appearing: 1 
DV: 4
Move: 45 ft.
Vitality Dice: 7
Special: 3 attacks (2 claws and bite), move silently, silver or magical weapons to hit, cause fear.
XP Value: 1,400

Crimson Cougar is a large, mountain-lion-like creature with fur in a dark reddish, even blood-like, color. Some people think it is only an illusion formed by the sunset, but others have claimed to have seen it at night. The eyes are said to be gold, although scared eyewitnesses claim they glow red.

This being is extremely quiet and catches other creatures off guard on a roll of 1-4 on a d6 when found in forests, cornfields, creeks, or at twilight. If Crimson Cougar attacks by jumping out of hiding, it gains a +2 bonus to hit with both claw attacks in the first round. If both claw attacks hit one target, the being can bite the creature for 2-6 points of damage.

When looking at the creature in the eye within 30 feet, a creature must make a saving throw vs spells or flee for 1-4 rounds. If retreat is possible, creatures with at least 5 Hit Dice get +2 to their saving throw, as they find it harder to be intimidated by an unnatural creature such as the Crimson Cougar. A successful save grants immunity to this cougar's gaze attack for 24 hours.

If it is twilight, storm-dark, or nighttime, only silver or magic weapons will hurt this being; however, normal weapons may harm it in full daylight, although they offer little relief to someone under attack by the being's claw strikes. 

Although the creature is known to be fearsome, it is not normally malevolent to humans. It does not hunt them for pleasure and does not kill livestock without cause. The crimson cougar usually appears where the ancient boundaries have been violated, where blood is about to be spilled, or when the land has become angry. It can be an omen, a protective spirit, a ghost, or any supernatural animal.

Despite many hunts over the last two centuries, no lair of the Crimson Cougar has even been discovered. No cubs or mated pairs have ever been seen, leading many to speculate that there is only one Crimson Cougar, if it is a living creature, or a manifestation of the land. 

Night Shift® is a registered trademark of Elf Lair, LLC.

Monday, April 6, 2026

Monstrous Mondays: Blink Bunny (and Summon Blink Bunny)

 It is Easter Monday, or post Ostara if you prefer. So I figure I'll update one of my favorite silly monsters, the "Blink Bunny." I just love the idea of rabbits that pop in and out of reality and teleport everywhere.  

Ēostre Bunny
Blink Bunny

Frequency: Rare
No. Appearing: 1-4
Armor Class: 7
Move: 18"
Hit Dice: 1-1
% in Lair: 0%
Treasure Type: None
No. of Attacks: 1
Damage/Attack: 1-2
Special Attacks: Nil
Special Defenses: Blink
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral
Size: S
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: I / 14 + 1 per hit point

Blink bunnies are small faerie rabbits, most often white in color, though grey, brown, and black specimens are also known. They are favored by witches, warlocks, and magic-users as messengers, and are sometimes mistaken for unusual familiars. In truth, they are not familiars, but rather a peculiar sort of minor faerie creature possessed of an innate power of magical transit.

A blink bunny can remember and carry a spoken message of up to twelve words. When sent to a place it has previously visited, it may transport itself there instantly. If the destination is well known to the creature, this transit is exact. If the place is only imperfectly remembered, the Dungeon Master may use the same probabilities of error as given for the teleport spell. A blink bunny can never travel to a place it has not visited before.

These creatures are timid and avoid combat whenever possible. If attacked or threatened, a blink bunny will almost always flee by means of its blink ability. Though not brave, they are clever enough to recognize the intended recipient of a message and to wait until that person is present before delivering it.

Blink bunnies expect food upon arrival, usually greens, roots, berries, or similar fare. A blink bunny treated kindly will often bear a return message, but one that is ignored, mistreated, or left unfed will depart at once.

Blink: Once per round, in lieu of normal movement, a blink bunny may teleport up to 24". This movement is instantaneous and does not require a path free of obstruction, though the destination must be an open space large enough to contain the creature. Blink bunnies do not attack in the same round that they blink.

Summon Blink (Messenger) Bunny

(Conjuration/Summoning)

Level: Magic-user 2, Witch 1
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 3 segments
Area of Effect: One creature
Saving Throw: None

This spell summons a Blink Bunny, a type of faerie creature that looks like a small white rabbit.  The rabbit can be given a small message, no more than 12 words, and then sent to someone the caster knows.  If the location is well known to the caster, then the teleportation is done without error.   If the location is unknown, then the caster uses the same table for the magic-user spell teleport.

If the caster has an object belonging to the place the bunny is to visit or something from the person the bunny needs to communicate the message to, then the teleport is improved by one step of familiarity.

The blink bunny faithfully delivers the message and, if properly received and fed, may carry a reply of up to twelve words back to the caster. It cannot be forced to fight, scout, carry burdens, or perform any tasks other than message delivery. A bunny that is not fed might refuse to the next time the caster uses the spell. 

Material Components: A bit of lettuce, a dandelion leaf, and a tuft of rabbit fur.

Blink Bunny


Monday, December 8, 2025

Monstrous Monday: Monsters From the Other Side

I have been working on monsters since the earliest days of this blog. I still intend to complete my Basic Bestiary someday. Art is the biggest issue. Editing is the other big hurdle. 

Saint Anthony Tormented by Demons

But in the meantime, here are all, as far as I can tell, the monsters I have created here, and the system I created them for.

Monster Basic AD&D D&D3/d20 D&D5 NightShift Unisystem Other
Aglæc-wif 1
Aglæca 1
Ahrimanes, Demon Lord 1
Álfar, Dökkálfar 1
Álfar, Ljósálfar 1
Álfar, Skald 1
Allip 1
Almas 1
Alp 1
Alraune 1
Amphicyon 1
Angel, Dirae 1
Angel, Lunar 1
Ankou 1
Ape, Gargantuan 1
Apple Sprite 1
Apple Tree Man 1
Archangel, Michael 1
Astaroth 1
Astral Spider, Greater 1
Astral Spiders 1
Aswang 1
Bagman 1
Bánánach 1
Barghest 1
Basajaun 1
Bat, Olitiau 1
Berbalang 1
Bionic Bigfoot 1
Blink Bunnies 1
Blood Goblin (Hæmogoblin) 1 1
Blood Trees of Yule 1
Bluff Creek Woodwose (Bigfoot) 1
Bonnacon 1
Boo Hag 1
Brindlekin 1 1 1
Brownie, Boggart 1
Caliban 1
Camazotz 1
Cat-sìth 1
Chenoo 1
Chupacabra 1
Cimeris 1
Confessor 1
Corn Goblins 1
Cù Sìth 1
Dearg-Due 1
Death Dog 1
Demogorgon (The Creature) 1
Demon Lord Camazotz 1
Demon, Fohat 1
Demon, Gargantua 1
Demon, Leviathan 1
Demon, Prince Akelarre 1
Derro 1
Devil, Aamon 1
Devil, Buer 1
Devil, Malarea 1
Devil, Valac 1
Dird 1
Doppelgänger, Pod 1
Doppelsauger 1
Dragon, Anantanatha 1
Dragon, Bahamūt 1
Dragon, Faerie Dragon 1
Dragon, Hell Drake 1
Dragon, Lóngzihua 1
Dragon, Pseudo Dragon 1
Dragon, Purple 1
Dragon, Purple 1
Dragon, Sea 1
Dragon, Tiâmat 1
Dragon, Vritraxion 1
Dragon, Wood 1
Dragon, Zinc 1
Draugr 1
Drude 1
Duke Bartzabel 1
Dúlachán 1
Dybbuk 1
Elf, Shadow 1
Elves, Shadow 1
Estrie 1
Farkaskoldus 1
Faun 1
Fenodyree 1
Fire Nymph 1
Five Spirits of the Grimorium Verum 1
Frost Maiden 1
Galley Beggar 1
Gargantua Demons 1
Geryon 1
Ghost Lights 1
Ghost Spiders 1
Ghoul, Sand 1
Giant, Frost Undead 1
Giant, Mist 1 1
Gierach 1
Gladyolus 1
Glaistig 1
Glory Hound 1
Gnomi 1
Golem, Awakened 1
Golem, Brass 1
Golem, Snow 1
Green Martians 1
Greys (Zeta Reticulians) 1 1 1
Grimlock 1
Groundling 1
Grýla the Christmas Witch 1
Guardians of the Library 1
Gwragedd Annwn (Swan Maidens) 1
Gwragedd Annwn (swan-maidens) 1
Hag, Chaos 1
Hag, Hyrrokkin 1
Hag, Urban 1
Halfling, Trow 1
Hamingja 1
Haunted Dolls 1
Hautveränderer 1
Hell Hound 1 1 1
Heuler 1
Hippalektryon 1
Hodag 1 1 1
Horned Women 1
Hsi-Hsue-Kue 1
Iblis 1
Illinois Hominds (Bigfoot) 1
Imp of the Perverse 1
Impundulu 1
Incubus 1
Inguma 1
Initiate 1
Jack O'Lantern 1
Jackalope 1 1
Jann 1
Jigarkhwar 1
Jötunn, Inferno 1
Jötunn, Rime 1
Kelpie 1
Killer Rabbits 1
Kobold, Knockers 1
Kôkabîêl 1
Lamassu 1
Leviathan 1
Lilith 1
Lilith 1
Lilith 1
Lithobolia 1
LordʾIblīs 1
Lycanthrope, Were-Amphicyonidae 1
Mammon 1
Mastodon, Undead 1
Melinoë (Moon Nymph) 1
Melonheads 1
Memento Mori 1
Meowl 1
Merrow 1
Monster of Lake Fagua 1
Nauga Beast 1
Neh-thalggu (Brain Collector) 1
Nekojin (Catgirl) 1
Nergal 1
Nicnevin, Faerie Queen of Witches 1
Noidan Tytär (Daughters of the Crone) 1
Nøkk 1
Nosferatu 1
Nuckelavee 1
Nymph, Fire 1
Nymph, Keres 1
Ophidian 1
Ophidian, Abomination 1
Ophidian, Emissary 1
Ophidian, Lesser 1
Ophidian, Noble 1
Ophidian, Progenitor 1
Opinicus 1
Orc, Desert 1
Ördög 1
Ovegua 1
Paimon 1
Pĕnanggalan 1
Philosopher Lich 1
Philosopher Lich, Notion 1
Piasa Bird 1
Piasa Bird 1
Piasa Bird 1
Piasa Bird 1
Piasa Bird 1
Poludnitsa, Lady Midday 1
Púca 1
Pumpkin Golem 1
Pumpkin Headed Demon 1 1
Pyewacket 1
Qliphoth, Gamaliel 1
Rakshasa 1
Red Lizards 1 1
Rolang 1
Rübezahl 1
Rusalka 1
Rust Monster, Magiphagous 1 1 1
Sasquatch 1
Satan 1
Saurian (Worker, Scientist, Noble) 1
Saurian, Psionist 1
Saurian, Warrior 1
Scarecrow 1
Scarecrows 1
Schreckengeist 1
Scorpion Men 1 1
Sennentuntschi 1
Serpent Men of Lemuria 1
Shadowcat 1
Shattered Knights 1
Shattered Knights, Commander 1
Shedu 1
Skeleton, Electric 1
Soucouyant 1
Spider, Unlight 1
Star Jelly 1
Starchild 1
Street Faerie 1
Street Faeries 1
Strix 1
Tabonga 1 1
Tartalo 1
Tenatz 1
The Cailleach Bheur 1
The Monster 1
The Yule Cat 1
Thunderbird 1
Titania, Queen of Faerie 1
Troll, Cave 1
Troll, Demonic 1 1
Troll, Jötunn 1
Troll, Swamp 1
Troll, Wood 1
Trolla 1
Trollkönig (Troll King) 1
Typhon, the Thanatonic Titan 1
Ulmenfrau 1
Umbral 1
Umu 1 1
Undine 1
Upierczi 1
Utukku 1
Vampire, Children of Darkness 1
Vampire, Children of Twilight 1 1
Vampire, Eretica 1
Vrykolakas 1
Wendigo 1 1
Wendigo 1
Wendigo Matron 1
Wight, Barrow 1
Wind Wraith 1
Wine Nymphs 1
Wolf-Witch 1
Woodwose 1
Wurdalak 1
Wyrdcat 1 1 1
Xana 1
Xiāng-shī (殭屍) 1
Xing-tian 1
Yaksha 1
Yaoguai, Hóu Yaoguai 1
Yaoguai, Hǔ Yaoguai 1
Yaoguai, Niú Yaoguai 1
Yaoguai, Shé Yaoguai 1
Yaoguai, Shǔ Yaoguai 1
Yara-ma-yha-who 1
Yeti, Almas 1
Yog, The Monster from Space 1
Zburător 1
Zombie Witch 1 1
Zombie, Alchemical 1
Zombie, Drowned 1
Zsusr 1
Zugarramurdi Brujas 1 1
Zugarramurdi Brujas 1 1


I'll have to make sure I keep this updated. Maybe add it as a page.