5 more tragic monsters
Inspired by this wonderful post
An exclamation mark after the number of HD means that a creature has Supernatural HD
Also, CW: cruelty (against both people and animals), mental illness, crimes against humanity, religious abuse, destruction of history and body horror.
Bitter Toy
Bitter Toy (1 HD, AC as Chain (small), Damage as Dagger(double against suprised targets). Can hide as an inanimate object by staying still).
A toy is made to be played with. When a child reaches its thirteenth spring and its hair is first cut, all of its toys must be given away or burned. When they are lost or abandoned, not seen by a child anymore, toys tend to fester. Soon, they are corrupted into tools of destruction - while on the outside they may still look harmless, they wait for the right moment to strike.
DM Notes: When left alone with a person, and when that person is looking away, only then do the Bitter Toys awaken. Before that, they are just abandoned toys. They preffer to attack children and maim animals, before they move on to the adults, who will rarely believe their children when they claim that they were attacked by their toys. They are unable to attack any person that has played with them before they became corrupted - treat them as being turned (as if by a cleric) if in their vicinity. A single forgotten toybox in a ruin may contain dozens of them - if the party will take it and sell it in a nearby town, they are in for a nasty suprise.
Yes-Man
Yes-Man (2! HD, AC as Leather, Damage as Weapon. Can sense the past of places it is in).
Sometimes, when a place is the only witness to atrocities commited in it, a festering wound appears somewhere in it. Soon, a black pearl of despair grows around it, as the place tries to avoid the pain. If the atrocities continue and the place is not clensed by a priest (the wound and the pearl are small and easy to miss, especially as they arise in hidden parts of a place), then a Yes-Man arises out of it.
The Yes-Man is a creature that looks like a normal, smiling human. It dresses in whatever clothes allow it to best serve its purpose, and it has a single purpose - destruction of "the bad parts of history". It will first try to destroy the place that gave birth to it, as well as any evidence of the crimes that gave it its breath. Then, it will move on to other sites where horrible acts were committed.
The Yes-Man is a skilled manipulator who looks just like a human being. It has only a single tell - it may not talk about anything negative in the surrounding world. They also seem to possess whatever skills are needed for their falsification of history - they are forgers, arsonists and sometimes even murderers.
DM Notes: The Yes-Man will try to avoid confrontation, all the while it destroys the history of a place and allows atrocities to go unpunished. If attacked, it will flee, unless it is impossible.
Crushed Folk
Crushed Folk (1 HD, AC as unarmored, Damage as Unarmed)
It is hard to completely crush a person's spirit. A piece of hope almost always stays. Great tortures and humiliations, together with months of starvation are almost always required. Most people will not survive them, none will survive them unchanged. Some people are only hardened by them. Some break. They lose all memory of their former lives, changed into something on the border of a human and a beast. Their eyes are empty, their skin is gray and their bodies are gaunt. Their mouths do not smile.
Crushed Folk are completely focused on short-term survival. They have no ability to plan, and they will follow the orders given by their opressors. They will do nothing else, but the things that allow them to survive, or that follow the will of an authoritative person.
Sometimes a spark of humanity shines through them, being a moment of cruelty, envy, or justice, or kindness. Sometimes a Crushed Folk may be cured, returned to humanity, if they are taken away from the horrific place that made them who they are.
DM Notes: The Crushed Folk are completely broken people, destroyed by the place they were in. They have seen and felt horrible things done upon themselves and others, with the only way to survive being to hurt one another. Here is some inspiration in roleplaying them (CW: Vivid descriptions of concentration camps and what they do to people's minds and bodies). They are ready to kill for another loaf of bread.
Abnegator
Abnegator (4! HD, AC as Chain, Damage as Longsword. Automatically casts Counterspell against any clerical spell cast in its vicinity with 3 MD).
There are many priests who break the rules of their gods. Rarely do the gods take visible offense. Sometimes the incense on their altar does, as it bears witness to their crimes. A symbol of devotion, when it becomes proved wrong, decides to take it into its own hands. As the smoke gathers under the roof, eyes appear within.
The Abnegator hates all priests, and will attempt to hunt them down. It believes that faith is hypocritical, and will gladly talk to anyone who is not ordained. It is quite convincing, and honest in its zeal.
Leper
Leper (1! HD, AC as Leather, Damage as Unarmed (save vs supernatural leprosy)).
Some illnesses may not be treated. When a Leper looks at their old family, and they see only disgust, sometimes their soul cracks, and darkness pours within. It is hard to stop a man who does not feel pain anymore.
A Leper (uppercase) is a creature numb to injury, hellbent on forcing others to suffer as they did. They are animated by bitter envy. They prefer to attack beautiful and healthy people, marking them for death.
A person infected with supernatural leprosy loses 1 point of DEX or CHA per week, as their flesh grows pale and numb. After 2 months of this, they are visibly deformed. When a stat hits 0 and they have been denounced by their community, they become another Leper. Otherwise, they just die. The cure is hard to achieve, and requires 4 rare magical herbs, administered by a priest.