There are many creatures for the various monstrous manuals that have been officially added to Dark Sun. I added some unofficially for my game and I'm sure a lot of other DMs do the same.
There is no inherent
problem with this, although the flavor text often doesn't fit with the
Dark Sun setting. My goal is to list the various monsters that "don't
fit" and rewrite their flavor text to make them fit.
Climate/Terrain: Forest Ridge
Frequency: Very Rare
Organization: Family Groups
Activity Cycle: Any
Intelligence: Low (5-7)
Treasure: I (No Coins), Q
No. Appearing: 2-5
Armor Class: 4
Hit Dice: 9
No. of Attacks: 2
Damage/Attacks: 2-12/2-12 or by weapon type (+5 Strength bonus)
Special Attack: Missile Weapons
Special Defense: Stealth
Magic Resistance: Nil
Size: L (6' Tall with large girth)
Morale: Steady (11-12)
XP Value: Adult: 2,000; Young: 120; Elder: 5,000; Hermit: 6,000
Psychometabolic: Metamorphosis, Shadow-Form, Biofeedback, Body Weaponry, Cell Adjustment, Chameleon Power, Flesh Armor, Heightened Senses
Psychokinesis: Telekinesis, Animate Object, Ballistic Attack, Control Flames, Soften
Alaghi are forest-dwelling humanoids. They are barrel-chested, with short, almost invisible necks, and wide, flat heads with sloping brows. Their shoulders are broad, and their arms are long and powerful. Their legs are short but thick, and their hands and feet are very large. An alaghi’s entire body is covered with thick hair, usually blond, reddish brown, or charcoal gray. Most blond individuals have green eyes and fur tinged with green highlights. Adult alaghi stand about six feet tall and weigh about 330 pounds. They usually live for 75-85 years.
Alaghi tend to be shy and peaceful and kill only for food. They can move silently 80% of the time and can hide in natural surroundings 75% of the time. They are capable warriors, however, and fight with great cunning if attacked or panicked. An alaghi’s huge, muscular fists can inflict 2d6 points of damage in combat. A typical alaghi hunter or warrior carries a stone knife or hand axe, and three or four wooden javelins that the creature can hurl with great force. An alaghi can attack with a weapon in one hand and make a second attack with its empty fist. If forced into combat, a group of alaghi scatters and hides. Thereafter, the individuals come out of hiding one at a time to hurl missiles or melee while their fellows circle to the rear, moving silently.
An alaghi with psionics will generally activate its abilities while safely hidden from foes. Only then will it come out of hiding to attack.
Most alaghi are semi-nomadic hunter-gatherers who travel as small families. They are usually encountered on the move (80%), but when encountered in an encampment (19%), a group of alaghi has 0-3 (1d4-1) youngsters with three Hit Dice and the same chance to hide and move silently as the adults. Their combat ability, however, is limited to normal pummeling or wrestling attacks (1d6/1d6 points of damage). Very rarely (15% of encamped groups), 15-20 alaghi lay permanent claim to a particularly bountiful area and settle down to live in crude huts or large cave complexes. Such communities are always led by an elder more than 100 years old who has 10 Hit Dice, high Intelligence, and the ability to use psionics as a 5th level psionicist.
Although willing to trade pelts, game, and gems for manufactured goods, sedentary alaghi do not hesitate to slay and eat unwary traders or travelers in their midst.
Even more rare are the hermitic alaghi (1%). These hermits are adults at least 50 years old, with exceptional Intelligence and neutral good alignment. They are solitary vegetarians and philosophers with 11 Hit Dice and all the powers of an 11th-level druid. Their guarded lands always lie within the Forest Ridge. Though shy, they are curious and helpful. Like all druids, they will not tolerate destruction of their guarded lands.
All alaghi speak their own language of hisses, hoots, and grunts. Sedentary alaghi also speak Halfling and usually the language of any neutral or evil creatures living nearby. Alaghi hermits are loquacious if befriended and can speak with any woodland creature or animal and 2d4 other languages as well.
Nomadic alaghi travel throughout most of the year, going wherever the game and wild plants provide the best living. Nomadic alaghi do not necessarily live in harmony with nature, but they respect it and know how to use it without destroying it. Sedentary alaghi live much like primitive humans, but they tend to be greedy and are quite capable of depleting the resources around them to the point which their communities must resort to raiding to survive. Hermitic alaghi live in complete harmony with nature and are always on good terms with their woodland neighbors.