Here's the third collection of creatures for the Beastiary section of the World of Samardan Campaign Setting:
GonrakkomCommon to the ruins and underground regions of Samardan, the gonrakkom is a large insect about two feet across. Gonrakkomi are characterized by hard, horny forewings, often black, dark red or dark blue in color, that cover and protect their membranous flight wings. Specialized glands in the abdomen of these creatures produce a ruddy red glow at night, equivalent in intensity to that of a torch. These luminescent glands continue to glow for 1d6 days after its death.
Gonrakkom: DEF: 11; HD: 1; ATK: bite (1d4); ST: +2; SP: Glowing glands; SPD: 6 (fly 6); CL: 1/2; XP: 150.
GorbanConsidered by some to be the ruler of the highest peaks of Samardan, the gorban is a huge avian creature that stand about 15 feet tall, and possess a wingspan of up to 30 feet wide. Its feathers are typically golden brown, although differing species run the gambit of colors, from black or white to even multi-colored plumage of blues, yellows, reds and greens. The gorban's sharp beak and curved talons are dark yellow. In some areas, these beasts are domesticated to serve as a flying mount.
Gorban: DEF: 16; HD: 6; ATK: bite (1d8) and two claws (2d6); ST: +5; SP: Dive attack (+2 on attack and dmg rolls, -2 DEF until next turn, only from above); SPD: 4 (fly 10); CL: 3; XP: 600.
GorkeshFairly ubiquitous throughout Samardan, these large, six-legged herbivores serve as mounts when domesticated. Their wooly coats are often a dun color, but can range from white to black in various patterns in different regions. The gorkesh possesses a single horn upon its forehead for goring predators, but typically only uses this when cornered or if trained for combat.
Gorkesh: DEF: 14; HD: 5; ATK: gore (1d8) and two hooves (1d6); ST: +4; SP: Powerful charge (if charging, gore does 2d8); SPD: 9; CL: 3; XP: 600.
GrandanrakGrandanraki are massive creatures dwelling deep beneath the earth. The grandanrak is powerfully built, resembling a massive humanoid creature covered in chitinous plates. A massive pair of mandibles and rows of triangular teeth dominate the low, rounded head. This foul beast uses its iron-like claws to burrow through solid stone, and it possesses the psychic ability to mentally stun and confuse other creatures. Up to three times a day, a grandanrak can deliver a massive blast of mental energy at any one target within 60 feet (12 squares), causing it to become stunned and unable to act for 1d6+1 rounds (Will DC 17 negates).
Grandanrak: DEF: 20; HD: 10; ATK: Bite (1d8) and two claws (2d6); ST: +7; SP: Burrow through solid stone, mental blast (stuns for 1d6+1 rounds, Will DC 17 negates); SPD: 5 (burrow 5); CL: 5; XP: 1,200.
HatagatHatagati are usually the top animal predators in their forested or mountainous territories, and have been known to seek out and kill any competitors to maintain their claim on their territory. These large, six-legged felinoid pouncers prefer terrain with plenty of cover as their hunting grounds. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature's mouth is shut. The coat of the hatagat typically appears a tawny yellow, but can range to reddish-brown and black, for most of the body. However, the ventral areas are white. The beast is typically marked with large, black, irregular spots for camouflage. Hatagati prefer to feast on herbivores, particularly large mounts, and often attack the largest creatures present first, as they are viewed as potential threats and better food sources.
Hatagat: DEF: 20; HD: 11; ATK: bite (2d6) and two claws (1d8); ST: +7; SP: Ambusher (+2 attack, double damage, against a surprised victim); SPD: 7; CL: 5; XP: 1,200.