A Dragon hatchling is about 4 feet long when fully grown. It is colored according to its alignment (good=crystal, neutral=red, evil=black). It has large wings and is capable of flying with a movement rate of 24 and a maneuverability of C for 5 turns. After flying, the dragon must rest for twice as long as he flew, for a maximum of one hour, before he can fly again. His natural attacks are 1d4/1d4/1d10 (claw/claw/bite). A dragon hatchling has a breath weapon which he can use twice a day. It does 1d6 points of damage per level. This breath weapon cannot be stored from day to day. Dragon hatchlings cannot wear armor or use weapons, nor can they ride horses. Their natural armor class is 5. Dragon Hatchlings can only be warriors, but they use the paladin exp table. Dragon hatchlings get +2 to str, +1 to cons, -2 to dex, and -1 to charisma.
Demon Spawn are evil creatures roughly 6 feet tall created from non-burning flame. They are humanoid except for the fact that they have tails and wings. A demon spawn is capable of flying at a movement rate of 12 and a maneuverability class of B. To determine its natural armor class, roll a 1d4. Their natural attacks are 1d6/1d6/1d8 (claw/claw/bite). Demon spawn may only use slashing weapons. They may not wear armor, or use shields or range weapons. A thrown bottle of water will deal 1d8 points of damage to demon spawn;a bottle of holy water will deal 1d12 points of damage. If a demon spawn attemps to swim or is submerged in water, It will take 3d20 points of damage for every round that it is submerged under water. Demon spawn may be either a wizard or a warrior. Demon spawn get +2 to strength, +1 to intelligence, -1 to wisdom, and -3 to charisma.
The swamp monster is a creature roughly 6 feet tall. It looks like a human who has been covered with vines. It cannot use weapons or wear armor other than leather. It's natural attacks involve whipping one of his trailing vines like a whip for 1d8+2 points of damage each. It has a natural armor class of 8. Swamp monsters can only be rangers, warriors, and shamans. They should be treated as primitives. Some tribes co-exist with lizard men. They get a +2 dex, -2 int and -2 cha.
A shadow is a type of creature that is rarely seen. They blend in with other regular shadows, giving them a 100% chance of hide in shadows. They can assume gaseous form at will, making them immune to all attacks except for magical attacks. A bottle of holy water deals 1d8 points of damage to them, regardless of their current form. They can cast the spell cause light wounds 5 times per day. In direct sunlight they lose all of their abilities and their strength becomes 1. They can be only be thieves. They get -2 str, +2 dex, -1 cons, -1 int, -1 cha.