What follows are the stat blocs for several monsters. Like SWL, I have 18 creatures with simplified mechanics and descriptions. For those interested I used these public domain alien names and concepts for inspiration for some of the entires.
Brain LordsDef: 0 HP: 1d6+1 Att: 1d6+1 Mental Blast BAB: +7 Move: 3
Special: Mental Def -4; Telekinesis as per Mind Mage ability
Large, brainy heads with atrophied bodies. They use Mechans as exoskeletons to help them move.
Bug, Giant GlowDef: -1 HP: 1d6+3 Att: 2d6 bite BAB: +7 Move: 12
A giant glow bug’s light-glands glow phosphorescently and continue to give off light in a 10’ radius for 1d6 days after they are removed.
Crater MenDef: 0 HP: 2d6+1 Att: 1d6 weapon or claw BAB: +8 Move: 12
Special: Stink Gas
These asteroid dwelling creatures emit a gas attack that, if successful, reduces a victim’s BAB by -2 for 1d6 x 10 minutes.
DemonsDef: -1 HP: 6d6+3 Att: 1d6 weapon or claw BAB: +12 Move: 12
Special: Banish Def: -5; Regenerate 3hp per round.
Creatures of the Outer Darkness. The only way to utterly kill a demon is by dousing them with holy water.
Flesh EatersDef: +1 HP: 2d6 Att: 1d6 claw + special BAB: +8 Move: 9
AC: 6 Special: Paralysis Attack; Banish Def: -2; Mental Def: -4
Flesh Eaters Are creatures of the Outer Darkness that eat the flesh of their victims, leaving only skeletal remains. They have a second attack per round that paralyzes a victim for 3d6 rounds if successful. Skeletal remains of their victims will become Fleshless in 1d6 days.
FleshlessDef: +3 HP: 1d6 Att: 1d6 weapon BAB: +7 Move: 12
Special: Banish Def: 0; Mental Def: -4
Skeletal creatures of the Outer Darkness.
MechansDef: +1 HP: 1d6-1 Att: 1d6 weapon BAB: +7 Move: 9
Special: -1 to BAB when not directly controlled by a Brain Lord
Semi-autonomous cyborg servitors of the Brain Lords.
MegaspidersDef: +1 HP: 2d6+2 Att: 1d6 bite BAB: +8 Move: 18
Megaspiders may attack using their webs. Victims become stuck. Even those missed can only move at half rate through webbed areas. Megaspider surprise on a roll of 1–5 on a d6.
MephisiansDef: 0 HP: 4d6+1 Att: 1d6+2 weapon BAB: +9 Move: 9
Special: Banish Def: -3
Devil-like humanoids of the Outer Darkness that like to be overlords of other monsters.
MooniacsDef: +1 HP: 1d6 Att: 1d6 weapon BAB: +7 Move: 12
Marauding green humanoids that gather in tribes.
PossessedDef: +3 HP: 2d6 Att: 1d6 weapon or strike BAB: +8 Move: 6
Special: Banish Def: -1
Innocent humanoids possessed by creatures of the Outer Darkness. They may be freed if rendered unconscious or with a Critical Banish roll.
Sand RatDef: +2 HP: 1d6-1 Att: 1d6 bite BAB: +7 Move: 12
Giant vermin about the size of a small dog.
Shadow BeastsDef: +1 HP: 4d6 Att: 1d6 bite BAB: +10 Move: 18
Special: Banish Def: -3
Large, intelligent beasts from the Outer Darkness sometime used as mounts by other monsters.
Space DragonDef: -2 HP: 8d6 Att: 1d6 bite or blast BAB: +14 Move: 6/24 flying
Special: Flight, Sonic Blast
Giant winged beast that are able to use a 30’ r. area effect sonic attack.
Space WitchesDef: +4 HP: 2d6 Att: 1d6 weapon BAB: +8 Move: 12
Special: Charm; Mental Def: -4
These practitioners of the dark arts prefer to avoid combat by Charming their victims (BAB+10). On a critical success, a victim can be forced to do something dramatically out of character.
StonebacksDef: 0 HP: 3d6+1 Att: 1d6 weapon or claw BAB: +9 Move: 9
Special: Surprise opponents with 1–3 on 1d6 roll
These carnivorous reptilian humanoids have stone-like scales that allow them to easily hide in any environment.
Utani Ape-menDef: 0 HP: 2d6 Att: 1d6 weapon or claw BAB: +8 Move: 9
Utani Ape-men are tall humanoids with an ape-like appearance.
ZuthariansDef: +1 HP: 1d3 Att: 1d6-1 weapon BAB: +6 Move: 6
Cowardly, small green humanoids usually enslaved by other monsters.