I know some people probably look a stuff like my last post-- me trying to systematically look at the creative aspect of D&D-- with distaste. And I suppose I could keep that stuff "off screen" and just share what results I come up with. But I like doing that stuff. And I'm always hoping it will help others by being tool-like in their own creating. That being said, here are some monster ideas as a pay off from that dry post. They didn't exactly result from that last chart but did come from me bouncing my brain off of it.
You see her at the edge of lantern light, Emaciated woman with a slow and unsteady gait. She will walk off into the darkness. Later, you will dream of her squatting over you, mouth close, pulling your life into her pearl by pearl. She will keep what is yours (all but one hit point, or all but one Con point for one hit point types) unless you find her nest in that same place and recover those pearls.
Every time an adventurer dies it adds to the gloom of the place they fell. It becomes muffled and harder to notice things there (make surprise more likely by one pip, hear noise less likely). The pall cast on such a place takes shape as a muzzy old man, growing in size with each tragedy (and hit dice) crouching to fit in the still dark. If bothered, it's said he'll strike out like a creature of his size. Best to leave the place a tomb forever.
Sometimes, sitting at a fire underground you'll notice another sitting with you. Small, dark, head hung motionless. If you touch or acknowledge the child-like shape, it will berate you in a low wheezy voice for as long as your failings require, when it crumbles to a pile of cinders. This is bad, for now each blow you strike will go first towards its woe (damage done by the afflicted player, in any combat, must go through the child's hit points [2HD?], before the player can do damage to any other target). Some say it speaks in the voice of dead relatives or hired men. Be virtuous friend, and light no fires, but under the sky.