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Fright #4 (November 1988) cover by Thomas Baxa and Melanie Merz.
An amphisbæna by Thomas Baxa.
Cover art by Thomas Baxa for Swamplight by Jean Rabe. More images and information at source.
Cessirid
Image by Thomas Baxa, © TSR, Inc.
[Dragon 150 has two articles about the illithids. One was a piece of fiction/ecology titled "The Sunset World", and the second was an installment of "The Dragon's Bestiary" focusing on natives of that planet, the illithidae. Three of the original monsters, the kigrid, embrac and saltor, were converted to D&D 3.5 in Lords of Madness. The fourth, the cessirid, was not.]
Cessirid CR 7 LE Aberration This creature looks something like a hyena, with a hunched back studded with two rows of short spines. Its head ends in a hooked beak, and four ribbon-like tentacles dance around its maw.
A cessirid is a pack-hunting carnivore found on planets terraformed by the mind flayers. They are sometimes called “illithid hounds” by adventurers, because illithids use the creatures as guard animals and trackers. Cessirids are rigid minded and very hierarchical. Every cessirid in a pack knows its place and how to challenge for leadership through contests of athletic prowess, and a lone cessirid is usually one that has been ejected from its pack, or is the sole survivor of a hunt gone wrong. Cessirid packs are very territorial, and clashes between packs, unless mediated by a more intelligent mind flayer, usually result in fatal violence.
Cessirids are well-versed in teamwork. They communicate with each other silently through telepathy while surrounding prey and setting up ambushes, and then strike in unison. They are as comfortable in the water as on land, and their ambushes may be from underground rivers or pools. A cessirid’s tentacles aren’t powerful enough to attack on their own, but secrete chemicals that cause incredible pain when smeared on an open wound (such as those inflicted by their shearing bites). Their magical abilities are used to position themselves, or to flee from a losing battle.
Cessirids lay their eggs inside of fresh corpses. They believe that the more intelligent a victim, the more cunning and skilled the young who grow up inside its carcass will be; this appears to just be a superstition. Cessirid larvae do not take over the tissues of the cadaver the way that illithid tadpoles do. Instead, they feed within the tissue until emerging as Tiny sized "puppies". Once emerged, the young are trained in the art of combat by the rest of their pack. Those that are hesitant towards violence are usually killed and eaten by their siblings.

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Crodlu-drawn chariot charges across the wasteland sands (Tom Baxa, cover for the Dark Sun World accessory The Ivory Triangle, the largest book in the boxed set by the same name, TSR, 1993)
Nagahydra
Image © Wizards of the Coast, by Thomas Baxa
[Commissioned by @justicegundam82​. The nagahydra first appeared in the somewhat infamous Serpent Kingdoms for Forgotten Realms in 3.5. Infamous because of the wacky balance issues; it was this book that allowed the exploits of Pun-Pun, a charop build that could become literally immortal by level 6 or so. The nagahydra isn’t that bad, but is pretty close, being originally able to cast one spell per head per round, with no restrictions. That’s a recipe for a TPK, even for a CR 18 monster, but I wanted to capture a certain amount of that flavor. I borrowed a level cap from the spell weaver, which will interact with the number of heads the nagahydra has in what should hopefully be a fun way.]
Nagahydra CR 18 N Aberration This immense serpentine creature has scales of multiple colors and textures, and a ridge of spines running down its back. It has five heads, each of which is human-like but scaled and fanged.
Nagahydras are among the most powerful of naga-kind, and perhaps the most monstrous. They have five heads, which are frequently mismatched, with scale colors and facial features characteristic of multiple species of nagas. They have the hydra-like ability to heal quickly and to grow two heads if one is severed, although accessory heads quickly die back, instead of remaining permanently. Whether the transformation into a hydra-like entity was something done by nagas or to nagas remains unclear—different nagahydras have different explanations, if they bother to discuss this history at all.
Much like other nagas, nagahydras are gifted magic users. Due to the flexibility of their spellcasting, no two nagahydras are likely to have the same tactics or the same spells to draw from. However, they can cast multiple spells at once, using multiple heads to intone different verbal components and make arcane gestures simultaneously. A nagahydra that has grown accessory heads can cast even more spells simultaneously, and some nagahydras with minions or summoned allies instruct them to cut off a head or two to allow them to grow more just before a difficult combat is anticipated.
Most nagahydras live in forest environments, particularly tropical rainforests and tropical seasonal forests. They are carnivores and sit comfortably at the top of the food chain, often choosing other monstrous prey to consume for the sport of it. The alignments of nagahydras vary, but the appearance of the heads they have does not necessarily reflect their alignments. Some with the washed out purples and banded reds of dark and spirit nagas are nevertheless good, and some with the golden scales of guardian nagas are of the foulest evil. Nagahydras are skilled liars and clever conversationalists, and even evil ones like to engage in riddles and stories. Nagahydras have a single personality and motivation no matter their number of heads, although they can engage in multiple separate conversations separately.