The Ring Of The All-Seeing Eye
At first glance - when the "eyelid" is closed - this magical ring simply looks like an oversized, gaudy piece of costume jewellery probably worth less than 100gp.
However, when in the possession of a wizard who knows the correct ritual to bind it to a scrying device of his choosing (e.g. a mirror, crystal ball, water pool etc) it becomes a mighty device of far-seeing. At times of the wizard's choosing - no matter how far away the ring is - the "eyelid" can be made to open, revealing the eyeball beneath. This process is totally silent and will go unnoticed unless someone is specifically oberving the ring when it happens.
Whatever the eyeball can "see" is then relayed back to the wizard's scrying device. The connect can only be maintained for five minutes at a time.
However, the eyeball - while exposed - is only as tough as an ordinary human eyeball (as one was used in the occult manufacture of the ring) and it can be 'popped' by a single hit point of damage, thus severing the link (and causing 1d8 damage to the original owner of the eyeball, if they are still alive!)
The Silent Skinners
Very little is known about the elusive Silent Skinners (sometimes known as "bat people"). These seven-foot tall humanoids have large, leathery wings which they use to clamp around their prey before spewing acid over over and 'inhaling' the gooey mess of flesh and muscle that the acid reduces their victims to.
They never speak - in fact they probably can't - and even in flight are the epitome of silence, landing behind their victims unexpectedly. Although they can fly they only attack - and feed - while they are on the ground.
AC: 5 
#ATT: grapple + acid (they make one normal attack - usually from the rear - to embrace their victim in their muscular, leathery embrace - which requires a STAT check of 5d6 vs STR + LVL to break free of - and then the next round they shower their victim in acid vomit for an automatic hit causing 3d6 damage. Once victim is dead, the Silent Skinner will spend a final round devouring the remains, leaving only a skeleton and any metalic or glass equipment the victim had on it).
Move: 8/24 (flying)
Saving Throw: 14
- Silent - skinners surprise their victims on a 1-5 on a d6.
The rare black tiger is a stealthy and cautious hunter whose dark colouring makes it difficult to spot in dense jungles or at night.
As with an ordinary tiger, if both its front paws score a hit in combat it can then rake with its rear paws and its victim must make a STAT check of 4d6 vs STR+LVL or fall prone under the animal's onslaught.
#ENC: (1-4) 1 (5-6) 2
AC: 6 
ATT: one bite (1d8), two claws (1d4+1) - plus chance of two more (see above).
Saving Throw: 11
Move: 15 (swim: 6)
- Stealth: surprise on 1-3 on a d6 (1-4 at night). Can hunt equally well in daylight and darkness.