0% found this document useful (0 votes)
48 views58 pages

Sanctum Secorum Episode 39b Companion Appendix N (Ightmares)

The document is an appendix for the Sanctum Secorum Podcast's Halloween 2018 episode, featuring various fantasy creatures and their attributes. It includes detailed descriptions of animated beings, giant ants, Argonian mermaids, and Azdorian spiders, along with their combat statistics and special abilities. The content is designed for tabletop role-playing games, providing game masters with creative ideas for encounters and character interactions.

Uploaded by

mazmorreo.alias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
48 views58 pages

Sanctum Secorum Episode 39b Companion Appendix N (Ightmares)

The document is an appendix for the Sanctum Secorum Podcast's Halloween 2018 episode, featuring various fantasy creatures and their attributes. It includes detailed descriptions of animated beings, giant ants, Argonian mermaids, and Azdorian spiders, along with their combat statistics and special abilities. The content is designed for tabletop role-playing games, providing game masters with creative ideas for encounters and character interactions.

Uploaded by

mazmorreo.alias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 58

1

The Sanctum Secorum Podcast Presents

Halloween 2018
Appendix N(ightmares)
Written By
David Baity • Bob Brinkman • Jen Brinkman • Marc Bruner

Additional Material By
Daniel J. Bishop • Marc Elsenheimer • Mario Garcia • Jon Hook
Mars Homeworld • Stephen Newton • Ari-Matti Piipo • James Pozenel
Ian Shears • Tom Wendt • Anton Wilsbach

Additional Concepts By
Ethan Nicolle • Mobuco

Interior Art by
Eric T. Asaris • Assumzaek • AStoKo • Davey Baker • Bob Brinkman • Crashing Course
• Rose Marie Di Donna • Kerry Gammill • Mario Garcia • Tim S. Holm • Ben Holmes
• Jon Hook • Illogical-lynx • Sandeep Karunakaran •Lena-Bitty •Dio Mahesa • Madguten
• Mars Homeworld • Benjamin McFadden • DW Miller • Mobuco • Ethan Nicolle •
Nils-Petter Norlin • Najumul Osmani • Alexandru Petre • Ferit Quler • RiderB0y •
Rona Ruiz • Setvasi • Samuel Silva • Géraud Soulié • TheRutheLA • Tom Wendt •
Anton Wilsbach • J. Benjamin Wilson

Designed by
Bob Brinkman
Edited by
Jen Brinkman
Published by
Sanctum Media

2
Table of Contents
Animated Armor – Animated Brooms – Animated Corpse – Ant, Giant – Arach-
A ni-Ursidae – Argonian Mermaids – Azdorian Spider
Bammat – Bat, Giant – Batfaces – Bear Bat – Bear Crab – Bearantula – Bear-
B boon – Beareagle – Beast of Monster Lake – Becky Til Hoppard – Behinder –
Bird, Vancian – Bit-Yakin – Black Swan, Giant – Blood Rat – Blood Toad
Swarm – Bone Ghost
Candy Man – “Cat” – Cauldron-Born – Centaur – Centipede, Giant – Con Crud
C – Consuming Ooze – Creeping Willow – Crocobear – Cryo-Fungus
Death Dealer – Demon – Devourer of Beauty – Dog – Doroschuk – Dragon –
D Dreadnought – Drowning Man – Dweller in the Mist
Elemental – Elf – Experimental Man
E
Felix Atrox – Following Thing – Formless Spawn
F
Gargoyle, Graven – Ghost Light – Ghoul’ound – Gobloid – Golem – Gorgolac –
G Gray Demon – Grizzly Boar – Guardian Fox – Gwythaint
Harringo – Hell Horse – Hollow Knight – Horned Monster – Horse of the Hills –
H Hunter – Hydandeatya
Ichthyosaur, Mutant – Ink Wraith
I
Jack Frost – Jungle Harpy
J
Kangaroo – Killer Dolly – Khom
K
Leng Spider – Lich – Loper – Lurk
L
Mammoth – Manticora – Martians – Mek – Mimicker – Minokar
M
Octobear – Owl
O
Peasant, Vancian – Phane – Plague Specter – Plague Zombie
P
Ramas – Rat, Dire – Rock Monster Eagle
R
Sandcat – Sea Dragon – Sea Serpent – Sea-Slug – Sea-Slug, Giant – Siren –
S Snake, Mundane – Snake, Giant – Snapper – Spider, Giant – Spider-Bear –
Storm Hound – Sun Jelly
Temple Wrack – Tentacled Beast – Thing in the Wardrobe – Tracking Bear –
T Traveling Rock – Tribearatops – Twk-Men
Water Weasel – Werewolf, Atlanton Earth – Wishler
W
Zebrilla – Zone Devil
Z

1
A Animated Armor – Animated Brooms – Animated Corpse – Ant, Giant – Arachni-Ursidae
– Argonian Mermaids – Azdorian Spider
ANIMATED ARMOR These ants are about 2 feet long; a maximum of 20 can be
encountered.
Animated armor: Init +2; Atk strike +2 (damage as weapon
(see below)); AC see below; HD 1d8; hp 5; MV 30'; Act 1d20; ARACHNI-URSIDAE
SV Fort +4, Ref -1, Will -3; AL N.
The fearsome looking arachnid-ursidae, or spider-bear, is a
Commonly found within the demesne of wizards, these empty
well-known nuisance in the forests of the dimension of Klah.
suits of armor are used as guardians to ward off unwanted
Posing a danger to small game and wildlife, seldom will the
trespassers. The armor can be found in several combinations,
creature be brave enough to attack something as large as a
noted below.
human target. Themselves only the size of a Chihuahua, spi-
Animated Armor Type der-bears will often work together in small groups of 4-5.
Roll Armor Roll Weapon Dangerous as they may look, they are generally not consid-
1 Leather 1 Club(1d4) ered a threat and their bark is often worse than their bite.
2 Studded Leather 2 Flail (1d6) Spider-bear: Init +4; Atk bear claw +0 melee (1d2) or bite +1
3 Hide Armor 3 Longsword (1d8)
melee (1d3 + poison); AC 11; HD 1d5; hp 3; MV 60’ or 20’
4 Chainmail 4 Polearm (1d10)
climb; Act 1d16; SP venom, web; Fort +2 Ref +3, Will +0; AL
5 Platemail 5 Great sword (1d12)
C.
ANIMATED BROOMS Venom: Upon a successful bite the target must immediately
pass a DC 10 Fortitude save. Failure results in the target falling
Once ordinary brooms, now magically animated. When a mess unconscious for 1d3 rounds or until the save is passed.
is made within the home of their master, they come out to
clean it up. The brooms are unaggressive but will attack any- Web: The spider-bear may empty its web gland once per day
one caught making a mess or anyone impeding them cleaning. in an attempt to capture prey. The ability mimics the spider
web spell found in the DCC rulebook. Treat as if a spell check
Brooms: Init +1; Atk Stick -2 melee (1d2); AC 10; HD 1d3; hp result of 15 was rolled on the spell chart.
2; MV 30'; Act 1d20; SV Fort -2, Ref +4, Will -2; AL L.
Climb: The arachnid-ursidae may use its spider appendages to
ANIMATED CORPSE climb any surface.

Least among the intentionally created un-dead, animated


corpses are normally made from local peasants who have
somehow irritated a dark wizard. Normally quite feeble (yet still
quicker than their zombie kin), these creatures are not inten-
tionally used as guards but are still aggressive towards
interlopers.
Animated corpse: Init +0; Atk Dagger +0 melee (1d4); AC 9;
HD 1d6; hp 3; MV 30'; SP Un-Dead; Act 1d20; SV Fort +0, Ref
+0, Will +0; AL N.
It is possible for a wizard to grant them greater power via the
placement of phlogistanically charged gemstones. If removed,
the wielder of both stones man cast the Spell “sleep” with a +4
bonus with any failure resulting in misfire. Note that non-wizard
characters may attempt using this item with a d10 action dice.
Gem-fueled corpse: Init +0; Atk Dagger +0 melee (1d4); AC
9; HD 2d6; HP 6; MV 30'; SP Un-Dead, can cast sleep with
1d14+4 once per round; Act 1d20 (+1d14 for sleep); SV Fort Arachni-Ursidae ©2016 J. Benjamin Wilson, used with permission
+0, Ref +0, Will +0; AL N.
ARGONIAN MERMAIDS
ANT, GIANT
Mermaids of Argonia, also sometimes referred to as sirens, are
Ant swarm: Init +5; Atk swarming bite +1 melee (1 plus sting); generally solitary and peaceful creatures. While their underly-
AC 11; HD 4d8; MV fly 40’; Act special; SP bite all targets with- ing intent is to lure others to their doom from afar, they are civil
in 20’ x 20’ space, half damage from non-area attacks, sting if encountered face-to-face, and attempt to strike bargains in
(DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref exchange for additional souls to join the deep. It is rumored
+10, Will -2; AL N. that the offspring of mermaids inherit a powerful singing voice,
Big ants: Init +0; Atk bite +1 melee (1d3); AC 14; HD 1d8+1; but so far nobody with first-hand knowledge of this has deigned
hp 6 each; MV 40’; Act 1d20; SV Fort +4, Ref +2, Will +0; AL L. to share insight on the mating process.

1
Finned from the waist down, Argonian mermaids tend to wear Roll 1d7 Captivating Song Effects
their greenish-hued hair long -- all the better to remain unseen +Luck Mod
while under the surface of the water, the tendrils flowing like 0 or less Ah, grandmother’s lullaby. Even while dazed,
kelp. you sway on your feet. When the song and its
effects wear off for others, you crumple to the
Argonian mermaid: Init +0; Atk tail slap -1 melee (1d3); AC
ground, still asleep (treat as sleep, spell result
12; HD 3d8; MV swim 50’; Act 1d20; SP underwater stealth,
12).
captivating song, immune to charm person; SV Fort +2, Ref 1 Your best friend from childhood is hailing you
+2, Will +5; AL C. from behind. You dropped your favorite toy.
Underwater stealth: Mermaids get a +8 to all opposed stealth The first chance you get, you’re driven to turn
checks when they are in their element. If magical means are around and seek them out (even if it means
being employed to detect mermaids present within range, 3 turning your back on an enemy).
points of this bonus are negated (use Will save of +5 instead). 2 Your mother is calling. You should come home
and wash up for supper. When you come to,
Captivating song: All creatures within earshot (approx. 300’) you have the urge to leave your current loca-
must make a DC 14 Will save or be dazed for the song’s dura- tion—by any means—lest she tell your father
tion. Anyone within range who fails the Will save does not you’ve disobeyed.
necessarily hear the mermaid’s voice; rather, they begin to 3 The foe you have longed to confront is calling
hear the voices of the people they most desire to encounter you, teasing, taunting. It’s as if this enemy has
(see table below). These effects cause the listener to pause in personally restrained you, and is waving a
the midst of their action or movement, unable to take another finger, “I’m not touching you…”
step for they are so entranced by the seeming presence of
When released from the song’s pull, you will
their loved ones. This is often to the detriment of their own
immediately lash out at the creature nearest
safety (the crew of a ship could very well awaken after the ves-
you in frustrated rage.
sel has crashed into a reef).
4 The voices of your past are judging you.
If resisted, a swirl of memories fills the PC’s vision for 1 round: You’ve disappointed them all horribly, leaving
family, friends, lovers, fellow adventurers compete for space, everything behind and just gallivanting off on
as the song cannot seem to lock onto one personality who some stupid adventure. When you come to,
might have enough of an emotional tie. suffer a -1 penalty to all saves for 1 hour as
the depression saturates your being.
Forcing the mermaid to cease singing by physical means is
5 The object of your heart’s desire is trapped
difficult and may only be managed by dropping her hit points
nearby, in a place you are afraid to tread. A
below half of her maximum. A sleep or paralysis spell is nec-
DC 14 Will save is required immediately: if
essary to completely break her concentration and circular
failed, you are freed from the paralyzing ef-
breathing techniques. Judges are encouraged to insert enter-
fects of this trance and will blindly venture in
taining effects if other spells are cast to combat this trance- search of this person, as if sleepwalking.
inducing ability. 6 Your dearest. But...you watched your love die.
As long as the song continues, anyone affected can only be You prepared the burial ground, even took
roused by (a) magical means; or (b) when their hit points are place in the ceremony. Where is her voice
reduced to 1, PCs may awaken by rolling under their current calling from? It’s calling you to join... When the
Luck. If successful, they should be given a saving throw to song’s echoes fade away, you feel driven to
avoid certain doom in their current environment. If not awak- return to her burial ground as soon as it can be
ened or endangered by the time the song has stopped, all arranged.
affected creatures will remain in this trance-like state for an 7 You have been away from home for far too
additional 2d4 rounds before rousing to continue the interrupt- long. If a DC 10 Will save is failed, the lilting
ed action. tone of your objet de désir has your blood
pumping faster. Anything you are told to do
while entranced is done with gusto, as you
pave the way to being finished with this place
and return to the person whose mere voice
arises your lust… When the song is replete,
you, sadly, are not; but gain a +1 bonus to
attack rolls for the rest of the day as you work
out your frustrations.
8+ Your loved ones have gathered here today to
praise you and all you have accomplished thus
far in your journeys. Family, friends, dallianc-
es—all are highly impressed with your bravery,
and you feel your chest puffing up in pride as
such inspiration is heaped upon you. When
released from this song, you carry this confi-
dence with you for another 1d6 hours, granting
a +1 bonus to all attack rolls, spells cast, and
saving throws.

2
AZDORIAN SPIDER again by a new strand of web on the following round, using one
of the 1d4 attacks. Grapple checks are made using -1d for
The Azdorian spider is a fearsome hybrid of a giant spider each strand already entangling the victim.
crossed with that of an equally as large scorpion. The creature
stands almost as large as a horse, scaling walls or crawling Flammable web: The living web is vulnerable to fire and takes
using its eight legs, and using its scorpion tail to impale prey, full damage from flame-based attacks. The web is AC 10 and
paralyzing those not felled by the vicious attack. Three large can withstand 30 hit points before being destroyed.
white orbs glow faintly, serving as the creature’s eyes, giving it
excellent vision. Several adventurers have lost their lives bat-
tling the creature, being unaware that the web it nests in also
serves as a semi-sentient organism. The web can be made to
attack by simple electrical impulses from the spider, sending
silent ropelike strands to reach out in an attempt to attack the
poor unsuspecting party.
Azdorian spider: Init +1; Atk tail sting +2 melee (1d8 plus pa-
ralysis) or bite +2 melee (1d6); AC 14; HD 4d8; MV 30’ or climb
20’; Act 1d20; SP paralysis (victim must pass a DC 12 Forti-
tude save or suffer paralysis for 1d8 rounds), web symbiosis,
flammable web; SV Fort +2, Ref +1, Will -1; AL C.
Web symbiosis: The Cumberian spider’s web is actually semi-
sentient and makes 1d4 attacks per round using 1d16 as an
attack die. Any victim struck must immediately make an op- Spider Scorpion Creature by Najumul Osmani. This work is licensed under a
posed grapple check, applying any Strength bonus. Losing the Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License.

check means the victim is held fast and automatically attacked

Bammat – Bat, Giant – Batfaces – Bear Bat – Bear Crab – Bearantula – Bearboon –
B Beareagle – Beast of Monster Lake – Becky Til Hoppard – Behinder – Bird, Vancian –
Bit-Yakin – Black Swan, Giant – Blood Rat – Blood Toad Swarm – Bone Ghost
BAT, GIANT
These massive beasts have a 15-foot wingspan and weigh 200
pounds. Voracious predators, they are often found alone –
after having killed and eaten any competing creatures (includ-
ing others of their kind).

Giant bat: Init +5; Atk bite +3 melee (1d5 + disease); AC 15;
HD 3d6; hp 11; MV 10’ or fly 60’; Act 1d20; SP disease (Fort
DC 12 or permanently lose 1 Strength after 1 hour), blindsight
240’; SV Fort -2, Ref +8, Will -2; AL N.

BATFACES
“The moonlight showed several score bipeds, each about two
and a half feet high. They were covered with sleek gray fur,
mouselike, but had a white ruff around their necks. The faces
were black and pushed in and resembled a bat's. Their ears
were enormous and pointed.”
- Philip Jose Farmer, The Maker of Universes
The Hugag is in the Public Domain
Small, predatory humanoids who dwell in the darkness of cliff-
BAMMAT side warrens, emerging only by night to stealthily search for
unwary prey. The batfaces speak a language of their own, and
"And the Bammat. Big, the Bammat is.. The Bammat's some- also can understand (though not speak) the common tongue.
thing hairy-like, with big ears and a long wiggly nose and twisty
white teeth sticking out of its mouth—“ Batfaces: Init +2; Atk claw +2 melee (1d3+1) or bite +2 melee
- Manly Wade Wellman, ‘The Desrick on Yandro’ (1 plus venom); AC 11; HD 1; hp 5 each; MV 20’; Act 1d20; SP
silent, strong, soporific venom; SV Fort +0, Ref +1, Will +1; AL
Bammat: Init +6; Atk slam +12 melee (2d12) or trample +6 C.
melee (4d16); AC 16; HD 16d8; hp 36; MV 20’; Act 1d20; SP
cold resistance; SV Fort +6, Ref +10, Will +6; AL N. Silent: Batfaces are capable of operating in complete silence.
While this effect is non-magical in nature, its effect upon their
Cold Resistance: The wooly-hide of a bammat provides it with actions is equal to that of magical silence, allowing the crea-
some protection against cold-based attacks and effects. The tures to stealthily move up on sleeping or otherwise
creature makes associated Fort saves with a +3 modifier. unsuspecting targets and surprise them. Even while in the
3
midst of attacking and feeding, the batfaces use this talent to Bear Crab: Init +2; Atk bite +6 melee (1d10) or claw +4 melee
avoid alerting other creatures in the area to their presence. (3d5); AC 22; HD 8d10; MV 20’; Act 2d20; SP regeneration,
Soporific Venom: The soporific venom of the batfaces is capa- immune to critical hits; SV Fort +8, Ref +6, Will +3; AL C.
ble of rapidly diminishing their victim’s will to struggle. Each
Regeneration: The bear crab regenerates 5 hit points per
bite injects a small dose of venom, requiring a DC 12 Fort save
round. – Dickinson Killdeer, Dickinson Killdeer's Guide to
to ignore. Those succumbing to the venom lose a temporary
Bears of the Apocalypse
point of Personality. Once successfully injected, a DC 10 Will
save is required to attempt to escape from or take action
against the batfaces as the victim becomes more and more
lethargic.
Strong: Unsuspecting victims grabbed by batfaces (requiring
the target to be unaware or otherwise surprised) are often tak-
en aback by just how strong these small creatures are.
Escaping the grasp requires a Strength check vs. a DC of 9 + 1
per batface holding the target.

BEAR BAT
“The Nocturnal bear bat is known for its massive black leathery
wings. Bear bats cannot see very well in light and have sensi-
tive ears that can follow the echoes of their roars. The
creatures sleep in large caves or hollowed out buildings
while hanging upside down. They sleep in groups of ten or
more.”
– Dickinson Killdeer, Dickinson Killdeer's Guide to
Bears of the Apocalypse Bear Crab © Ethan Nicolle, used with permission

These fierce and feared creatures descend from the night sky BEARANTULA
on leathery wings to bring chaos and death in their wake. Even
their cubs are known for their especial cruelty, carrying hu- “An investigation following the path of the long-sought winged
mans aloft only to drop them screaming earthward to their horse, Pegasus, ended with the grizzly discovery of its corpse,
deaths. Frequently encountered in groups of ten or more (re- sapped of its innards and tangled in webs in an abandoned
ferred to as "devastations") these creatures are reputed to barn in Threeson, Arizona. The discovery shocked the para-
have been magically engineered by a mad wizard determined normal science community until investigators realized that the
to commit suicide in the most horrific manner imaginable. If the webbing the horse was encased in was made up of tarantula
legend is true, it appears that he succeeded. and grizzly bear DNA. Soon after, the researchers on the sce-
ne were snatched up by giant hairy legs, wrapped in webbing
Bear bat: Init +3; Atk bite +4 melee (1d14 plus poison) or grab and devoured by an enormous half-tarantula, half-bear.”
+2 melee (1d10 plus grab); AC 15; HD 8d8; MV 40’ or fly 60’; – Ethan Nicolle, Bearmageddon News Network
Act 1d20; SP breath weapon, poison; SV Fort +8, Ref +6, Will
+3; AL C. A horrific hybridization of spider and bear, the bearantula is
capable of bringing down even some of the toughest foes. With
Breath weapon: These arcane horrors produce chloroform, its combination of webbing and paralytic poison, this nightmar-
which coats their teeth. Once per round a bear bat may exhale ish hell-beast is more than a match for the unwary. Commonly
at a target within 5'. The victim must make a DC 10 Fort save found in abandoned buildings with large, open spaces (such as
or be groggy for 1d3 rounds and suffer a -1d penalty to all ac- barns, underground salt mines, etc.), the bearantula is another
tions. sign of the impending Bearmageddon.
Grab: Victims grabbed by the bear bat must succeed in a DC Bearantula: +3;Atk bite +6 melee (2d5 + poison) or slam +8
18 Strength check to break free. While the victim is held, the melee (1d8+5); AC 15; HD 6d8; MV 40’ or climb 20’; Act 4d20;
bear bat automatically hits with its bite attacks. SP rend for additional 1d8 damage if more than 2 slam attacks
hit same target in one round, poison, webbing; SV Fort +10,
Poison: Victims bitten by the bear bat must succeed in a DC 15
Ref +6, Will +2; AL C.
Fort save or be knocked unconscious for 2d6 rounds and, after
waking, continue to be groggy for an additional 1d3 turns. Poison: The bearantula is armed with a paralytic poison inject-
ed via its bite. Victims must make a DC 18 Fort save or be
BEAR CRAB paralyzed for 1d3 turns.

“The bear crab has been scientifically proven to give more Webbing: In place of two of its actions, the bearantula may
nightmares than any other creature.” create a sticky web with which to entrap its prey. A creature
– Dickinson Killdeer, Dickinson Killdeer's Guide to that touches the web becomes stuck, only escaping with a DC
Bears of the Apocalypse 25 Strength or Agility check. The web can be burned off or cut
These crustaceans are ocean dwelling in nature and are de- with a very sharp blade by a creature not already caught (AC
pendent on saltwater to survive. Magically constructed, bear 16, 5 hp to free one creature).
crabs have no organs but their brains, hearts and gills. They
are incredibly hard to kill and are considered by some to be
immortal.
4
BEARBOON (I) earshot must make a DC 16 Will save or be frozen in terror for
2d3 rounds
“When asked for a statement Dr. David Berkpocet A.F.C. stat-
ed conclusively ‘The BEARBOON will rip your face off then BEAST OF MONSTER LAKE
wipe his bright red hind parts with it.’”
– Christopher Ouellette, Bearmageddon News Network Towering 30’ tall with a shell that is easily 50’ around, this crab-
like aberration is found within the aptly named “Monster Lake.”
The first of two known types of baboon/bear hybrids, this ur- While it may have evolved from some sort of crab, as evi-
sine-sized creature combines the aspects of a brown bear and denced by its shell, pinchers, and eye stalks, it is far more than
a baboon in a misleading countenance. If encountered when just a giant crab. The fore of its shell is open, revealing a horrif-
its hindquarters cannot be seen, this creature can pass for a ic face with a gaping maw and another set of brightly burning
large example of an ordinary baboon, until it is too late. eyes that seethe with radioactive fire.
Bearboon (I): Init +2; Atk bite +4 melee (1d6+5) or grab +2 Beast of Monster Lake: Init +4; Atk 2 claws +10 melee (2d16
melee (1d8+5 plus rake); AC 15; HD 6d8; MV 40’ or climb 20’; each) and bite +10 melee (1d24), or rad-vision; AC 20; HD
Act 1d20; SP rake for additional 1d8+5 damage per round tar- 10d8; MV 60’; Act 2d20+1d16 (or special); SP rad-vision, rend;
get is held; SV Fort +10, Ref +6, Will +2; AL C. SV Fort +10, Ref +10, Will +10; AL C.
Rake: Once the bearboon successfully grabs a target it contin- Rad-Vision: In lieu of attacking physically, the beast’s glowing
ues to clutch their victim in subsequent rounds. Breaking the eyes can generate waves of crackling red energy capable of
hold requires a DC 18 Strength check. Each round the target is turning a target into a gelatinous mass in short order. All tar-
held (including the first) the bearboon automatically succeeds gets within a chosen 20’ radius must succeed in a DC 15
in raking its victim while additionally being able to bite. Reflex save or be bathed in destructive radioactive energy.
Those caught in the blast suffer 3d14 damage and a loss of
BEARBOON (II) 1d5 points of Stamina as the flesh sloughs off their bones.
Survivors may heal the damage as normal, but the Stamina
“San Diego Zoo officials confirmed the zoo was placed on lock loss caused by the radiation is permanent.
down moments after the new bearboon exhibit was opened.
The raging hybrids breached their enclosure Saturday, maim- Rend: Upon hitting a single target with both claws, the beast
ing hundreds and killing at least ninety-seven people. Many may immediately attempt to rend the foe in two by squeezing
zoo animals were killed as well, including three hippos, all of and pulling with its massive pinchers. The target takes an addi-
the flamingos, and famed elephant TV star, Quentin Snuffly, tional 3d24 points of damage and slain foes are immediately
best known for her role in car insurance commercials.” bisected in a horrifically gory fashion. Creatures greater than
– Mike Weber, Bearmageddon News Network 20’ in size (height or length) are immune to this attack due to
their greater bulk.
The second of two known types of baboon/bear hybrids, this
creature, while smaller than its cousin, is no less dangerous. A
baboon with the head and claws of a bear, this bearboon com-
BECKY TIL HOPPARD
bines the ferocity of a bear with the agility and speed of a “Junius Worral reckoned to win her with a love charm … [he]
baboon. To make them even more terrifying, these bearboons went up to her cabin to court her and didn’t come back, and the
hunt in packs. law found his teeth and belt buckle in her fireplace ashes; and
Bearboon (II) :Init +5; Atk bite +4 melee (1d8+2) or claw +3 when the judge said just prison for life, a bunch of the folks
melee (1d6+2); AC 15; HD 3d8; MV 30’ or climb 30’; Act 3d20; busted into the jail and took her out and strung her to a white
SP piling; SV Fort +4, Ref +6, Will +2; AL C. oak tree. When she started to say something, her daddy was
there and he hollered, ‘Die with your secret, Becky!’ and she
Piling: If a single bearboon scores two claw hits in a round, hushed and died with it, whatever it was.”
subsequent attacks made by other bearboons in the same - Manly Wade Wellman, “Where Did She Wander?”
round gain a +1 bonus to hit and damage. This bonus is cumu-
lative for each bearboon that piles onto a single, hapless To most, she was known simply as a beauty with strange, dark
target. ways. To her peers, however, Becky Hoppard was the witch-
girl with the emerald eyes shared by every member of her
family line. Though her father dug the grave and set the large
BEAREAGLE stone, she wasn’t put in the ground. Her folks “said some
A beareagle is a large magical beast resembling a winged bear words and burnt some plants” and that was it.
with the beak of an eagle. Its wingspan often exceeds 20’ and Since dying, Becky hasn’t gotten around much. She’s been
it can weigh upwards of 800 pounds. Beareagles live in forest- kept in the family house by future generations, kept up to date
ed mountains, just beneath the tree-line. Beareagles are on all the gossip of the land and trails by her caretaking de-
particularly fond of dwarven flesh and are known to stake out scendants. She is keen on meeting traveling newcomers.
the hidden byways leading into dwarven mines so as to am- Since everybody knows everybody else up here, Flatlanders
bush the unwary. are the best choice for renewing her spirit. Even better: If one
Beareagle: Init +2; Atk bite +9 melee (2d6) and claw +5 melee of the local folk done one of the Hoppards wrong, set the visi-
(1d6); AC 17; HD 6d10; MV 40’, fly 80’; Act 2d20; SP terrifying tors with the task of taking care of the problem. They’ll surely
screech; SV Fort +7, Ref +8, Will +4; AL N. want to visit Becky again for their “reward”... She resides in a
large room with a soot-encrusted fireplace set in the rock wall,
Terrifying screech: Prior to entering combat the beareagle re- and most commonly greets her guests from a wooden arm-
leases a bloodcurdling screech. The shrieking cry is enough to chair set beneath an enormous pair of deer horns.
shake even the most hard-bitten of travelers. All targets within

5
Pencil-thin brows top slanty, Hoppard-green eyes, and teeth lose 1d4 points of Stamina per round and 2d8 fire damage (no
with porcelain as white as the Almighty intended gleam in an save) as they are engulfed. Pushing oneself out of the hearth
unholy smile from blood-red lips. Her grossly stretched-out takes a full action, during which the victim loses an additional
neck is supported by a large scarf, tied tight as a bandage. 1d2 points of Stamina and 1d8 fire damage (DC 18 Ref save
for half). Conversely, Becky Til Hoppard gains any Stamina
Becky Til Hoppard, un-dead witch: Init +0; Atk claw +0 me-
points lost in this fashion, and may gain mobility (requires 10
lee (1d4) and special (see below); AC 8; HD 6d6; hp 26; MV 0’;
Sta).
Act 1d20; SP love curse, cantrip (+5 spell check), rejuvenating
blaze, immobile, vulnerable to silver, immune to mind-affecting Immobile: While she can gesture with her hands, until she
spells, protective family; SV Fort +2, Ref N/A, Will +8; AL C. gains 10 Stamina by way of the rejuvenating blaze, Becky
cannot rise to her feet. As such, she may not be affected by
most functions of turn unholy (though she may be destroyed).
If attacked, she cannot deflect blows, but she may push herself
out of the armchair with a cry for a +3 AC bonus against one
attack, leaving herself—and her neck—prone until assistance
arrives. Likewise, without the Stamina gain, she cannot hold
her head upright if the scarf is removed from her neck.
Vulnerable to silver: Contact with silver weapons or items
causes an additional 1d4 damage to the un-dead crone. 12 hit
points of silver damage will cause her body to go limp, head
lolling in her lap as the “words and plants” are rendered null
and her neck loses its ability to stay upright.
Protective family: At a mere yell from the witch, at least two of
her descendants rush to her aid, ready to lay flat any poor soul
who dares upset their dear ol’ Becky.
Hoppard kin (2d3): Init +3; Atk club +3 melee (1d4+1) or
hatchet +3 melee (1d6+1); AC 11; HD 3d12; MV 30’; Act 1d20;
SP familial loyalty; SV Fort +5, Ref +3, Will +2; AL C.
Familial loyalty: The young Hoppards are not only tasked with
protecting ol’ Becky, but their sense of familial duty is so in-
grained that they gain a +5 bonus to Will saves against any
attempts to turn them away from their great-great-great-aunt-
once-deceased’s care.
BEHINDER
"And what," said Mr. Yandro, "might the Behinder look like?"
"Can't rightly say, Mr. Yandro. For it's always behind the man
or woman it wants to grab.”
- Manly Wade Wellman, ‘The Desrick on Yandro’
Behinder: Init +3; Atk bite +6 melee (1d14) and claw +4 melee
(12d8); AC 17; HD 3d10; hp 16; MV 40’; Act 2d20; SP back-
stab, stealth; SV Fort +4, Ref +8, Will +4; AL C.
Backstab: A behinder generally catches its opponent unaware
Photo of Nancy McCoy and Emma Nora is in the Public Domain. with its first attack. The creature has a +4 backstab bonus and
a hit is automatically treated as a critical.
Love curse: The bold green eyes aren’t the only thing passed
down in the Hoppard family. Through oral tradition, Becky Stealth: For purposes of
learned a spell-like ability that takes effect as a curse: “Stay hiding behind objects a
and give me your life,” she says with a sing-song quality affect- behinder is treated as
ing up to 1d4 targets in the room. With a failed DC 18 Will having both Sneak Silent-
save, targets will be fervently willing to extend her longevity by ly and Hide in Shadows
nearing the flames. If saved, targets must make a follow-up DC at
12 Will save the following round before attempting any action. +10.
Cantrip: Becky will often use the cantrip spell to distract unwill- The behinder achieves its
ing targets or lure them toward the rock wall at the back of her mastery of stealth via its
chamber. incredibly elastic form. It
Rejuvenating blaze: When targets reach within 10’ of the caul- is capable of drawing in
dron-sized fireplace, Becky need only narrow her eyes for the its body to be no wider
old hearth magicks to spark to life. With a sudden roar of than the smallest of sap-
flame, each target takes 1d8 fire damage (DC 15 Ref save for lings nor taller than the
half) and lose 1 Stamina per round of proximity. If anyone is smallest shrubs.
The Hidebehind is in the Public Domain
unfortunate enough to fall—or be pushed—into the blaze, they
6
BIRD, Vancian (I) Aerial assault: Birds gain a +3 to ranged attacks, as when car-
rying large objects to drop upon targets. However, when Birds
“They were garish garrulous creatures, pigmented red, yellow, are assigned to groups, they act as one unit (no separate initia-
blue, with long necks, jerking inquisitive heads, an inherent tives or attacks until they drop the object or rigging).
irreverence which no amount of discipline or tutelage could
overcome.” BIT-YAKIN
- Jack Vance, The Last Castle
Found in a cliff-face niche, the desiccated remains of Bit-Yakin
Their original racial name having been lost to history, these are wrapped tightly in funeral bands and are adorned with jew-
multi-winged creatures are simply referred to as “birds.” Insuf- eled bangle bracelets along with a silver headband encrusted
ferable, odious, and insulting in their mannerisms, the birds are with gems. Tampering with any of the jeweled belongings will
an intelligent and gregarious race of roughly humanoid ap- cause the corpse to animate and attack the party foolish
pearance but bearing three sets of wings with which to propel enough to not leave the remains intact. The corpse will wait for
them through the air. Despite their disagreeable nature, they the characters to begin their descent, before heaving head-
are quite clever and can carry out a multitude of tasks. The sized stones down upon the characters holding the stolen
birds of earth are bound by the presence of a “syrup sack,” items.
which replaces their normal digestive process with one special-
ly engineered for man-made nutritional syrup. Bit-Yakin (unique un-dead): Init +3; Atk slam +3 melee (1d8
The birds are amazingly fast in the air and are capable of pro- and knocked prone) or stone toss +2 ranged (1d6 and target
longed flight at speeds of 50 mph or more. This is reflected in must pass DC:10 Reflex save or be knocked clear of the wall,
their MV attribute as the second number. For ordinary combat suffering 8d6 damage with any roll of 6 resulting in a broken
and close maneuvering, their speed is greatly reduced by the bone); AC 16; HD 6d8; hp 32; MV 30’; Act 1d20; SP un-dead
need of finer movement versus sprinting through the sky. traits; SV Fort +4, Ref -4, Will +2; AL C.

Bird, Vancian: Init +0; Atk claw +4 melee (1d6); AC 14; HD BLACK SWAN, Giant
1d8+1; hp 6; MV 20’ or fly 60’/700’; Act 1d20;
SP syrup dependent; SV Fort +0, Ref +5, Will +0; AL C. These ebony giants have feathers that are black as the pupil of
an eye and a 30’ wingspan. The giant swans may be har-
Syrup Dependent: Having been transformed and now bred as
nessed together in a team to pull a small boat or they may be
a servant race for humanity, the birds are reliant on man for
saddled as mounts. In addition, at least one spellcaster has
their nutritional needs. The genetically-spliced “syrup sacks” on
been rumored to have summoned these birds as familiar crea-
their backs allow them to digest the nutritional syrup to the
tures and, in doing so, bound a group of three of them to his
exclusion of all things and the natural digestive processes of
will.
the creatures have long since atrophied away. While birds do
not need to eat any more or less often than most creatures, Black Swan, Giant: Init +2; Atk bite +8 melee (1d10); AC 15;
their diet is wholly centered around the syrup and, without a HD 6d8; hp 27; MV 20’, swim 40’, or fly 50’; Act 1d20; SV Fort
source of the syrup, they will starve. +6, Ref +5, Will +2; AL N.

BIRD, Vancian (II)


Vancian Birds are a peculiar sight. While undoubtedly flying
creatures, their nearly-skeletal forms could be mistaken for
humanoids, if not for the wings...the wings that hoist them air-
borne with but a single step of momentum...the wings that
make scratching sounds with every flexion...the wings that,
when fully expanded, appear to have multiplied. Able to carry
the weight of two humans (or one with medium armor), a single
Bird has considerable strength in its hind legs, its musculature
plain to the eye. When assigned in groups of up to six, larger
cargo can be rigged together with multiple leads.
These Birds have a peculiar temperament; while cocky and Blood Rat © 2018 Jon Hook. Used with permission.
bantering with each other and passer-by, they are quick to
obey the humans who feed them. They are also unbelievable BLOOD RAT
cowards. No amount of food can lure them into small spaces or
underground, and humans have yet been unsuccessful in train- Blood rats are hairless creatures with tough leather skin. They
ing Birds for any land-based combat. They are likely to take to have large black orbs for eyes, and a circular lamprey-like
the skies and wait — while hurling insults — for melee to sort mouth. Blood rats have a gland highly sought after by wizards,
itself out. Their talons appear to be deadly weapons, but Birds for it contains a secretion that is vital in the creation of the
will only attack if cornered. They are exceptionally jovial when Vampirism potion (per the 3rd-level Wizard spell, make potion).
tasked with aerial strikes, and are skilled at targeting from Blood Rats: Init +4; Atk bite +2 melee (1d4+1 plus blood
above, often hurling simple objects such as rocks. drain); AC 14; HD 1d6+3; MV 30’ or climb 20’; Act 1d20; SP
Bird, Vancian (II): Init +4; Atk talons +2 melee (1d6) or aerial blood drain (automatic 1d4 damage per round after bite); SV
strike +5 missile fire (1d6+2); AC 13; HD 3d10; MV 30’ or fly Fort +4, Ref +4, Will -1; AL N.
60’; SP aerial assault; SV Fort +4, Ref +7, Will +0; AL N.

7
Potion Min. DC Special Ingredient Effect
Vampirism 22 Blood rat gland Imbiber gains the ability to heal lost hit points by drinking the life blood of an-
other. Every two hit points drained from the victim heals one hit point for the
imbiber. The imbiber gains vampire fangs for 2d4 turns.

BLOOD TOAD SWARM


These creatures are most often found in dank places devoted
to the worship of Bobugbubilz. Lurking within dark pools cov-
ered with a thick layer of algae, blood toads immediately
swarm and attack any creature who tampers with their home,
striking with their venomous bite and stripping flesh from bone,

Blood toad swarm: Init +3; Atk swarming bite +2 melee (1d3
plus venom); AC 11; HD 4d8; MV hop 20’; Act special; SP bite
all targets within 20’ x 20’ space, half damage from non-area
attacks, venom (DC 10 Fort save or additional 1d4 damage);
SV Fort +0, Ref +10, Will -2; AL N.

BONE GHOST
Bone ghosts are created when a wizard, aspiring to become a
lich in his afterlife, steals a bone from a recently-deceased
individual and uses it in an arcane ritual. The wizard who took
the bone may or may not have completed his transformation
into a lich, but he still has possession of the dead man’s bone.
The spirit of the recently deceased whose bone is defiled is
forever doomed to walk the earth as a bone ghost, unless his
missing bone can be returned to him. Adventurers who are
able to reunite a bone ghost with his missing bone are able to
successfully lay a bone ghost to rest, earning XP for defeating
the bone ghost and a +1 Luck bonus for restoring a bit of har-
mony in the universe.
Bone Ghost: Init +2; Atk chill touch +4 melee (1d4 plus 1d4
Strength loss) or soul stare (special); AC 10; HD 2d12+2; MV
fly 40’; Act 1d20; SP soul stare (see below), un-dead traits,
immune to non-magical weapons; SV Fort +4, Ref +6, Will +3;
AL C.
Soul Stare: A bone ghost has the ability to look within a person
and assault their soul directly. When a bone ghost attempts a
soul stare, it can make no other attacks that round. The bone
ghost does not need to lock eyes with its victim, for it is looking
beyond the adventurer’s mortal flesh. The selected victim of a
soul stare must succeed at a DC 16 Will save or lose 1d10
Luck.

Bone Ghost ©2018 Jon Hook. Used with permission

8
C Candy Man – “Cat” – Cauldron-Born – Centaur – Centipede, Giant – Con Crud –
Consuming Ooze – Creeping Willow – Crocobear – Cryo-Fungus
CANDY MAN “CAT”
Made up of bits of sweets and treacle, the creatures known as “It grew another pair of appendages toward its rearward ex-
Candy Men exude sickly sweetness with their passing. Their tremity, formulated a massive head, a fat, triangular tail. Its
cold, soulless eyes are more frosting than humours, and even outline flowed. It became sleek and glistening, a thing of rip-
their attire is made up of sticky treats. They are often armed pling cords beneath a glassy surface. Its head developed a
with makeshift weapons, also made from candy. single faceted eye at its center.”
Candy Man: Init -1; Atk bite -1 melee (1d3) or as weapon -1 - Roger Zelazny, Eye of Cat
melee; AC 10 + armor; HD 1d6-1; MV 20’; Act 1d20; SP candy Last of a shape-shifting, telepathic race, from beyond the stars
weapons, infravision 60’; SV Fort -2, Ref +1, Will -2; AL L. “Cat” is highly intelligent and an accomplished tracker. Able to
Candy weapons: The weapons of the candy men, while fragile, use its telepathic abilities to reach out to antagonize or frighten
can be even more deadly because of their nature. Upon any hit prey, the creature takes great enjoyment from the hunt, espe-
with a natural roll of 15 or higher, a piece of the weapon breaks cially of intelligent beings. While it can be reasoned with, being
off and imbeds itself within the target’s skin, temporarily reduc- the last of its kind, it has no fear of death. It is, without doubt,
ing their Stamina by 1 for a duration of 1 turn. Any target one of the deadliest predators that walks.
whose Stamina is reduced to zero in this fashion goes instantly “Cat”: Init +8; Atk bite +10 melee (2d10+8) or claw +8 melee
into a coma and must be recovered. (2d8); AC 20; HD 8d10+10; hp 54; MV 50’; Act 4d20; SP en-
velop, infravision, shape-shifting, stealth, telepathic fear,
telepathy, vulnerable to electricity; SV Fort +7, Ref +8, Will +8;
AL N.
Envelop: If Cat succeeds in striking a man-sized or smaller
target with two claw attacks in the same round, it immediately
shifts form and envelops them. This attack does no damage,
but the target is now trapped within Cat’s amorphous body and
takes 1d8 constriction damage per round while Cat may con-
tinue to attack the target by manifesting claws and teeth
internally. The trapped creature may try to cut itself out with a
small weapon (such as a dagger), by inflicting 10 points of
damage against AC 18.
Infravision: Cat’s infravision extends for 100’.
Shape-shifting: As an action Cat may use his shape-shifting
ability. Treat as the spell polymorph with a spell check of 25. In
addition, Cat may change its appearance to that of naturally
formed, inanimate objects matching its own mass (tree stumps,
boulders, and the like). The change lasts until Cat chooses to
change its form again.
Telepathy: Cat is able to detect, and communicate with, any
intelligent life it chooses within a five-mile radius. In addition, it
can actively read the target’s mind, giving it information as to
the target’s whereabouts, intentions, and thoughts. Cat may
use this ability to track his target. The target must succeed in a
Will save vs. DC 15 to detect the mental presence of Cat
(should he not make it known) and succeed in a Will save vs.
DC 20 to shake the connection.
Telepathic fear: As a full round action, Cat may project feelings
Peppermint Butler by Eric T. Asaris. This work is licensed under a
of fear, comingled with telepathic communication and images,
Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License to any single selected target in a two-mile radius. The selected
target must make a Will save vs. DC 20 or be subjected to a -2
on all die rolls for the next 1d3 hours. Cat may only affect one
target in this manner at a time but may voluntarily end the psy-
chic barrage at any time to be able to attack a different target.
Telepathic link: Once Cat has mentally connected with a target
within five miles, he may attempt to telepathically link himself to
the target, allowing him mental access to the target anywhere
within 500 miles. The target must succeed in a Will save vs.
DC 20 to avoid the connection but receives a +5 bonus if they
are aware of Cat’s telepathic presence.

9
Patron dependent: Imbued with power by Arawn, the cauldron-
born are his favored guards and soldiers. However, there are
times when an especially important task will cause the Lord of
the Dead to send a group of cauldron-born beyond the borders
of Annuvin. Beyond Arawn’s kingdom, the cauldron-born begin
to weaken, losing 1 Hit Die for each week spent away. Caul-
don-born reduced to 0 Hit Dice crumble to a pile of rot and
cannot be reanimated, beyond the power of even the Black
Cauldron.

CENTAUR
“The equine part was about the size of an Indian pony of
Earth. The hides were red, black, white, palomino, and pinto.
The horsehair covered all but the face. This was almost twice
as large as a normal-sized man's and was broad, high-
cheekboned, and big-nosed. They were, on a larger scale, the
features of the Plains Indians of Earth, the faces of Roman
Nose, Sitting Bull, and Crazy Horse. Warpaint streaked their
features and feathered bonnets and helmets of buffalo hides
with projecting horns were on their heads.”
- Philip Jose Farmer, The Maker of Universes
Living in a society driven by the respect of bravery won
through counting coup, these plains-dwelling Hoi Kentauroi
were engineered using the genetic stock of North American
plainsmen.

Respecting only
strength and courage,
the younger centaurs
will often engage in
Medieval Zombie by Dio Mahesa. This work is licensed under a Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. single combat with a
chosen target who
CAULDRON-BORN has proven danger-
ous, to prove their
“Even as the attackers had begun to withdraw, two more riders
ferocity. Success in
galloped forward. They reined their horses sharply, dismounted
such a combat brings
without hesitation, and ran swiftly toward Gwydion. Their faces
great honor, while
were pallid; their eyes like stones. Heavy bands of bronze cir-
victory over many
cled their waists, and from these belts hung the black thongs of
centaurs will earn
whips. Knobs of bronze studded their breastplates. They did
their grudging re-
not bear shield or helmet. Their mouths were frozen in the hid-
spect…
eous grin of death.”
posthumously. The
- Lloyd Alexander, The Book of Three
older centaurs gener-
Unlike their slow-moving brethren, the cauldron-born are a foe ally will not allow too
that few have the courage to face. Stolen from their crypts by many young braves
their patron-liege Arawn, the cauldron-born are tireless, silent to fall before launch-
foes with a resilience that inspires fear among even the great- ing an all-out attack
est of warriors. Utterly silent other than the rasping of their on their foes.
Centaur Sketch by Benjamin McFadden. This work is
armor and weapons, the cauldron-born will only give up a pur- licensed under a Creative Commons Attribution-
suit when they run out of energy. Noncommercial-No Derivative Works 3.0 License.

Cauldron-Born: Init +2; Atk longsword +3 melee (1d8+2), They are known to mutilate the corpses of their victims prior to
scourge +2 melee (1d6+entangle, 15’ range); AC 10; HD 10; stripping the flesh from their bones to serve in orgiastic feasts.
hp special; MV 30’; Act 2d20; SP relentless, un-dead, patron Those they have come to respect or admire will not be mutilat-
dependent; SV Fort +4, Ref +0, Will n/a; AL C. ed prior to being devoured.
Relentless: The cauldron-born are immune to all but the most Centaur: Init +2; Atk hooves +1 melee (1d5+2), lance +3 me-
egregious of wounds, shrugging off arrows and sword slashes lee (1d12+2) or war club (2d3+2), bow +3 missile fire (1d6) or
as nothing. Only critical hits reduce their body’s integrity, and bola +3 missile fire (1d4+2; Ref save vs. attack roll or be en-
they can withstand a great deal of punishment – requiring criti- tangled for 1d3+1 rounds), or other weapon; AC 14; HD 2d12;
cal hits equal to their current number of Hit Dice to return them hp 13; MV 60’; Act 1d20; SP none; SV Fort +3, Ref +0, Will +2;
to their natural state of death. They can be held at bay with AL C.
magics such as protection spells but cannot be wholly turned.

10
CENTIPEDE, GIANT Consuming Ooze: Init +0; Atk consume +2 melee (1 per
round. Strength DC20 to escape); AC 5; HD 3d6; hp 12; MV
Large Centipede: Init +3; Atk bite +3 melee (1d3 plus poison); 10'; SP Vulnerable to fire and cold, Immune to weapon dam-
AC 14; HD 1d6; hp 1, 6, 4; MV 40’; Act 1d20; SP poison, de- age, creates ooze corpses (as above); Act 1d20; SV Fort +5,
tect thoughts 500’; SV Fort -2, Ref +4, Will +0; AL C. Ref -8, Will -2; AL C.
Ooze corpses: If a living being dies inside the ooze it gets re-
CON CRUD animated into an ooze corpse after 1d30 minutes. Stats for
This horrid creature, demonic in appearance, roams the world humanoid ooze corpses can be found here while non-human
in search of gatherings of friends and companions, seeking to ooze corpses should be improvised. Ooze corpses are aggres-
be their undoing. In its natural state the creature has silvery sive towards everything alive.
skin that flows like quicksilver and burning red eyes. Ooze Corpses: Init +0; Atk Punch +0 melee (1d3) or weapon
Con Crud: Init +4; Atk touch +6 melee (disease); AC 14; HD +0; AC 10; HD 1d6; hp 4; MV 30'; SP Un-Dead; Act 1d20; SV
4d12; hp 26; MV 30’; Act 1d20; SP disease, shape-change; SV Fort +2, Ref -1, Will -3; AL C.
Fort +8, Ref +4, Will +4; AL C.
Disease: Upon making physical contact with the flesh of its
target (via combat or subterfuge) the con crud spreads its hor-
rid afflictions. The target must make individual Fort saves for
each disease carried and is allowed one save per week for
each disease contracted.

Roll Disease
1 Blood Pox: DC 16 or lose one Stamina per day
as bleeding sores erupt all over the patient’s
body. Highly contagious, any sentient making
contact with the patient must likewise save at
DC 16. Merely being within 100’ requires a DC
10 Fort save to avoid contracting the disease.
Those who survive the Blood Pox are forever Goo by Assumzaek. This work is licensed under a Creative Commons Attribution-
immune against re-infection. Noncommercial-No Derivative Works 3.0 License.
2 Common Cold: DC 10 or be reduced by 2 Stam-
ina for two weeks’ time while sneezing and CREEPING WILLOW
coughing. “Maggie picked up a wad of the hems of her cape and skirt in
3 Flaming Shingles: DC 14 or have movement one hand and used the other to push away the wet willow
reduced by half as fiery red blisters envelop the wands that slapped at her face and clothing. Willows in such
patient’s thighs. profusion made her uneasy with their sharp-tongued leaves
4 Weeping Death: Resistant to magic, DC 16 or and the way they had of making the path ahead or anything
permanently lose one Stamina per day until behind them hard to see. She was glad it was not later in the
save is made. day, for Gran had told her that there were willows which actual-
5 Screaming Plague: DC 14 or be unable to stop ly uprooted themselves to follow travelers who stayed on the
shrieking until temporarily mute (1d7 hours). road past twilight.”
This causes permanent damage to the vocal - Elizabeth Ann Scarborough, Song of Sorcery
chords resulting in a loss of 1 Personality.
6 Snotty Doom: DC 12 or lose 1 temporary Creeping willows occupy numerous forests of ill-repute and are
Strength and Stamina per week until a success- known to slowly close ranks behind travelers, leaving no sign
ful save is made. of the trail that they have just traversed. Normally not aggres-
sive so much as curious and mischievous, if threatened the
Shape-change: The con crud is mildly telepathic and can trees can lash out with a whirlwind of stinging, grasping
change its form to resemble any single person whom their vic- branches. In combat the tree may lash out with 12 branches,
tim would expect to be present at the gathering. Drawing the normally striking at a single target.
features of the target from the victim’s mind, the victim cannot
notice any physical differences (as the appearance is based Creeping Willow: Init -2; Atk branch +2 melee (1); AC 11; HD
upon their memories) although onlookers may detect the de- 4d10; hp 22; MV 5’; Act 12d20; SP grasp (1d4), hard to kill; SV
ception if intentionally looking for it on a DC 15 Will save. Fort +2, Ref -4, Will +2; AL N.
Grasp: For each whip-like branch that strikes the same charac-
CONSUMING OOZE ter, the willow receives 1d4 on an opposed Strength check to
hold the character down. If the Willow wins the check, the
The consuming ooze was the project of a mad mage, who cre-
character is held down helpless and cannot attack unless he
ated it with a mixture of curiosity and ill will. The ooze does not
spends the next round struggling and succeeds on an opposed
physically attack its targets to harm, but instead tries to pull
Strength check.
them in. Trapped characters take 1 point of damage every
round and can try to escape with a DC 20 strength check. Help Hard to kill: Creeping willows damaged to 0 hit points are not
from the outside lowers this to a DC 15 check. Up to three
slain, but instead become dormant for a period of 1d3 days
characters can be trapped inside simultaneously.
while they recover from the trauma of their injuries. Slaying a

11
creeping willow takes a minimum of 200 points of damage and The fungus is highly volatile and can penetrate most forms of
such an act will incite the rage of the trees. Those who destroy protective clothing. When touched, the fungus is extremely
a creeping willow are doomed to always have them erasing the cold, burning and stinging any bare skin that it touches. In ad-
trail behind them. dition, creatures coming into contact with the fungus or inhaling
its crystalline spores are subject to a strong hallucinogenic
effect that grows with subsequent exposure. The fungus gives
off a sweet scent as a by-product of its metabolism that is a
precursor to its effects.
Cryo-fungus cannot survive outside of its native low tempera-
ture environment for more than a few turns. If released, it will
noiselessly proliferate in the direction of any source of below
freezing temperatures within 60’, slowly at first, and then
spreading with growing speed. Its movement rate starts at 5’
and doubles each round, only stopping once there are no more
sources of cold within range. Thus, after one round it will have
moved 5’, after two rounds 15’ feet, after three rounds, 35’, etc.
When spreading, the cryo-fungus is completely silent and
causes surprise 50% of the time, receiving a free 1d20 attack
against all targets within 10’ of any source of below-freezing
Crocobear by Mobuco © 2015. Used with permission. cold. Regardless of whether the contact inflicts damage or not,
CROCOBEAR creatures in the affected area must make a save or be subject
to the spore’s highly-psychotropic effects. Each time the target
“There is no such thing as a crocobear. The idea is totally ab- is affected, roll on the table below hallucinations manifestation,
surd. It is...arghhhh...arghhh...get it off me, get it off me... combining the results for the amalgamation of the illusion.
aarrrrghhhhhhhhhhhhh!” Creatures that are affected by the hallucinations coming into
– Marlin Perkins, Mutual of Omaha's Wild Kingdom contact with cryo-fungus in the future find the spores to be
much more difficult to resist as their neural pathways carry
The crocobear is an unholy union of two of nature’s most dan- residual effects from previous attacks:
gerous living predators: the North American grizzly and the
Nile crocodile. Fused together by means unknown, this beast
is highly dangerous and not to be underestimated. Discovered D10 Hallucination
in the 1980’s by late zoologist Marlin Perkins, the footage of his 1 A leaping horde of green scorpion-things the size of
death at the hands of this nightmarish beast has only recently weasels.
surfaced. 2 A grand ball where the target proceeds to be led into
Unlike the crocodile with which it has been merged, the a dance of three galops, a triple-polka and a kind of
crocobear is not an ambush predator. Instead it uses surprising a strutting cake-walk where the victim is obliged to
speed to chase down its prey. The creature firmly holds its raise one leg high in the air, jerk his elbows, throw
catch and then uses its massive jaws to rapidly finish its meal. back his head, then repeat the evolution with all
briskness, using the other leg.
Crocobear: Init +4; Atk bite +6 melee (2d8+4) or claw +3 me- 3 The target proceeds to attempt a variety of calis-
lee (1d8+4); AC 18; HD 7d8; MV 40’, climb 20’, or swim 30′; thenics: push-ups, skipping rope, chin-ups on a non-
Act 2d20; SP grab; SV Fort +10, Ref +6, Will +2; AL C. existent horizontal bar, etc.
Grab: Once successfully striking with both front claws in a sin- 4 The target perceives nearby creatures as monstrous
gle round, the crocobear grabs its target and holds them humanoid forms. Roll 1d10 for subtype: (1) eagle;
tightly. This allows the crocobear to automatically succeed with (2) spider; (3) eel; (4) goat; (5) bat; (6) lion; (7) drag-
bite attacks so long as the victim is held. Breaking free of this on; (8) chicken; (9) wolf; (10) lizard.
horrific hold requires a DC 20 Strength check. 5 Sparkling, dancing lights surround the target, circling
in elliptical orbits.
CRYO-FUNGUS 6 Surrounded by friends. The target sees all enemies
as a comforting image from the past (e.g., their kin,
Cryo-fungus is an extremophile organism that thrives in the loved one, favorite pet, etc.).
presence of low temperatures, explosively growing towards 7 Surrounded by foes. The target attacks the nearest
sources of ice and cold within range. Once in contact with its ally.
preferred environment, it blankets the nearby area in beautiful- 8 The target starts spinning dizzily like a dancing
ly delicate and icy-white crystals shaped like frost flowers, mouse.
clustering on and clinging to all sources of cold. 9 The target perceives everything to be moving as if
underwater or in slow-motion.
Cryo-fungus: Init +5 (surprise); Atk frostbite +5 melee (1 cold
damage plus hallucinate); AC 10; HD 5d8; MV 5’ plus special; 10 Bright lights swirl about the area, blinding the target
Act special; SP gradient movement, attack all targets within 10’ if looked directly into. Oddly, they provide no addi-
of a source of cold, half damage from non-area attacks, hallu- tional light.
cinate (DC 15 Fort save or random behavior; DC of save
increases by 5 for each subsequent encounter); SV Fort +0,
Ref +8, Will +0; AL N.

12
Death Dealer – Demon – Devourer of Beauty – Dog – Doroschuk – Dragon –
D Dreadnought – Drowning Man – Dweller in the Mist

DEATH DEALER the Death Dealer gains +4 hit points and a +4 bonus to Will
saves.
The Death Dealer is an un-dead reaver mounted on a great
black warhorse. His eyes glow red, but no visage can be seen The Death Dealer's Warhorse: Init +1; Atk hoof +5 melee
beneath his horned helmet. He gains a d7 deed die (as a war- (1d6+3); AC 14; HD 4d8+4; hp 26; MV 60’; Act 1d20; SV Fort
rior) and uses 1d24 on Table V for critical hits, with a critical +6, Ref +4, Will +6; AL N.
threat range of 18-20. Cursed armor: The Death Dealer wears cursed half-plate ar-
The Death Dealer: Init +5; Atk battleaxe +1d7+2 melee mor. Anyone who dies while wearing this armor arises 1d5
(1d10+deed die+2) or longsword +1d7+2 melee (1d8+deed rounds later as the new Death Dealer. However, the fumble die
die+2) or searing gaze +0 ranged (1d6 plus lose action); AC for the cursed armor is only 1d12.
17; HD 5d12; hp 33; MV 20'; Act 1d20 + 1d14; SP un-dead Searing gaze: The Death Dealer may make a ranged attack up
traits, d7 deed die, extended crit range, control horse, searing to 60' away with the force of his gaze. This causes 1d6 dam-
gaze; SV Fort +5, Ref +2, Will +6; AL C. age (deed die does not apply), and the target of a successful
Control horse: The Death Dealer has the power to control any attack must succeed in a DC 15 Will save or be unable to act
horse he rides by force of will alone. A warhorse controlled by for 1 round.

DEMON
Rank Ahriman, Lord of Baphomet, the Dorini, She Who Lilith, Mother Orcus, Demon Emperor
Anger and Greed Sabbatic Goat Dwells in Darkness of Monsters of Destruction
Type I Unknown Greater Larvae Unknown Empusa Unknown
Type II Plague Reaper Rangdayak Unknown Lillim Demon Mount
Suanggi
Type III Unknown Vanth Unknown Lamia Unknown
Type IV Unknown Lillit Brugnath Succubus Unknown
Type V Unknown Unknown Cakgor Unknown Unknown
Type VI Korpuz Baal Zymymar Doraki Unknown Unknown

DEMONS OF AHRIMAN (DC 16 Will or illusionary battle), claw +12 melee (2d8+6), or
spell; AC 22; HD 15d12; MV 60’ or fly 60’; Act 2d20; SP spells
Plague Reaper (type II demon, Ahriman): Init -3; Atk redirect (+10 spell check: lotus stare, bolt from the blue, turn to stone,
wounds +3 melee (special, see below); AC 16; HD 6d12; MV affliction of the gods), illusionary battle, vocal assault, molten
30’; Act 1d20; SP inflict disease, detect good (+6 spell check), dung, demon traits; SV Fort +16, Ref +12, Will +14; AL C.
fear (5’ radius, DC 12 Will save), immune to non-magical
weapons, demon traits; SV Fort +6, Ref +5, Will +6; AL C. Deities often use intermediaries to communicate directly with
their worshipers and priests. Only the most fervent and power-
The plague reaper has two primary means of attack: redirect ful among a deity’s clergy have any hope of interacting with
wounds and inflict disease. their godhead. Korpuz is one of Ahriman’s messengers. He is
Redirect wounds: If the plague demon is attacked by a non- tasked with conveying his master’s desires and answering his
magical weapon, the attacker must make a Luck save or find charges’ prayers.
that he has actually attacked himself using the same roll for Korpuz appears to mortals as a sphinx (human head with a lion
attack and damage. body) comprised of dried dung. It stands 4’ high at the shoulder
Inflict disease: The plague reaper casts inflict disease (a re- with its great rotund bulk brushing the floor. From its head two
verse of neutralize poison or disease) with a +6 spell check. great antelope horns protrude and its eyes are stark white with
The plague reaper’s disease of choice is Red Death, a fast- no pupils.
acting, fatal disease whose symptoms include sharp pains, Illusionary battle: From its chest four arms of smoke writhe. As
sudden dizziness, and profuse bleeding of the pores. Charac- the arms move, a din of battle is heard as if it’s taking place
ters who contract the Red Death must be magically cured of within the smoky tendrils. Those encircled in his smoky arms
disease or die within 1d3 + 6 turns. must make a DC 16 Will save or be mentally trapped in battle-
The plague demon appears as a tall gaunt death shroud, field realm where the skies are filled with foul-smelling smoke
dabbed with splotches of both dried and flesh blood. Atop the and the cries of the dying. The ground is wet with unending
cloak is a hairless head covered with the desiccated skin of a bloodshed and littered with broken bodies and arms of the
withered corpse with blossoming red pustules commonly found dead. For each round spent in Korpuz’s arms, the victim suf-
on those infected with the red death disease. Those attempting fers a permanent point of Personality damage. The victim may
melee with the plague reaper will realize it has no body. attempt to break free with a successful DC 16 Will save each
subsequent round until they each 0 Personality – at which
Korpuz, Messenger of Ahriman (type VI demon, Ahriman): point they die.
Init +7; Atk horns +16 melee (4d10+8), smoke arms +16 melee
13
Molten dung: As it moves the outer skin cracks and superheat- Like Suanggi, Rangdayak promotes cannibalism, but she spe-
ed dung is ejected in splatterings that reach out up to 20’ cifically promotes the consumption of infants. She is a friend to
radius. There is a 20% chance of the molten dung striking any- witches and can grant any witch a +1d6 bonus to a spell check
one within the area of effect. If someone is struck, they must one time between full moons (once a month), in exchange for
make a DC 17 Fort save or suffer major corruption. which she requires some action be fulfilled that reflects her
nature. If the witch fails to keep her part of the bargain, the
Vocal assault: Like its master Ahriman, Korpuz’s voice is a
judge may choose any two spells during the next month and
harsh and jarring mental assault. Those that hear it are com-
apply a -1d6 penalty to their spell checks. It is often left to the
pelled to kneel in obeisance unless they make a DC 15 Will
witch herself to ensure that she has done enough to "pay back"
save.
the magic loaned to her by Rangdayak. In general, the higher
the bonus gained, the more that must be done to balance the
DEMONS OF BAPHOMET scales. If the judge is in doubt, a Luck check can be used to
determine whether or not Rangdayak accepts the repayment.
(Within this context, the judge must determine exactly which
characters qualify as a "witch". Generally, chaotic female wiz-
ards and elves qualify, but some settings, such as Tales from
the Fallen Empire or Hubris, may have classes that the judge
wishes to restrict Rangdayak's favor to. The judge is always
right.)

Suanggi (type II Demon, Baphomet): Init +3; Atk by weapon


+8 melee (by weapon +5) or grapple +8 melee (1d4+5 plus
constrict) or gaze (sleep); AC 14; HD 8d12; MV 50’; Act 2d20;
SP infravision 60', demon traits, grapple (opposed Strength
check vs. +5 to escape), constrict (automatic damage each
round), gaze (DC 16 Will save or sleep 1d5 turns; attempt to
wake allow new saves), illness (DC 16 Fort save negates),
immunities (immune to non-magical weapons or natural at-
The Lesser Seal of Cthulhu by Madguten. This work is licensed under a tacks from creatures of 3 HD or less; half-damage from fire,
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. acid, cold, electricity, gas), projection (can teleport back to na-
tive plane or any point on same plane, as long as not bound or
Greater Larvae (type I demon, Baphomet): Init +1; Atk bite otherwise summoned), read minds, critical threat range 19-20,
+5 melee (1d7); AC 12; HD 1d12; MV 20’ or swim 30'; Act darkness (+8 spell check); SV Fort +6, Ref +7, Will +8; AL C.
1d20; SP infravision, half damage from non-magical weapons
and fire, darkness (+4 spell check); SV Fort +4, Ref +3, Will This demon promotes cannibalism and disease. Anyone sub-
+1; AL C. jected to any successful attack she makes must succeed in a
Fort save or suffer 1d3 points of temporary attribute damage to
These are scarlet, worm-like proto-demons, created from the Strength, Agility, or Stamina (determine which randomly each
souls of those whose afterlife merits such treatment. They can time this damage is taken). If the initial save fails, a new save
speak the Infernal tongue and the common language they must be attempted each day, or additional damage is taken.
knew in life but cannot travel the planes of their own volition. Once a save succeeds, the disease has run its course.
Greater larvae have a sulfuric stench that mortals find repul-
sive, but which many demons treat as an aphrodisiac. This demon appears as a scrawny woman with red skin and
prominent horns.
[Lesser daemonic larvae can be encountered in Curse of
Mistwood, published by Shinobi 27 Games] Vanth (type III demon, Baphomet): Init +4; Atk tail lash +11
melee (1d8+2); AC 19; HD 9d12; hp 51; MV 40’; Act 2d20; SP
Rangdayak (type II demon, Baphomet): Init +4; Atk claw +7 infravision 60', demon traits, immunities (immune to weapons
melee (1d10+3 plus drain XP) or breath weapon; AC 13; HD of less than +2 enchantment or natural attacks from creatures
7d12; MV 40’; Act 2d20; SP infravision 60', demon traits, drain of 5 HD or less; half-damage from fire, acid, cold, electricity,
XP (DC 14 Will save or lose 1d6 XP; this loss cannot alter the gas), projection (can teleport back to native plane or any point
PC's current level, but must be regained in order to progress), on same plane, as long as not bound or otherwise summoned),
breath weapon (cloud of madness, 30' diameter, up to 30' critical threat range 18-20, spines, darkness (+12 spell check);
away; all within must succeed on a DC 14 Will save or attack SV Fort +8, Ref +8, Will +8; AL C.
nearest creature until a save succeeds [a new attempt is al-
lowed each round]), immunities (immune to non-magical Vanth is a bright red female demon with features that are semi-
weapons or natural attacks from creatures of 3 HD or less; insectile and semi-chthonic. She is covered in spikes that
half-damage from fire, acid, cold, electricity, gas), projection cause 1d8 damage to any who attack her with melee weapons
(can teleport back to native plane or any point on same plane, unless a Reflex save (DC 18) succeeds. Vanth has a bird's
as long as not bound or otherwise summoned), read minds, head emerging from her mouth; it is this which speaks when
critical threat range 19-20, darkness (+8 spell check); SV Fort she chooses to communicate in that way. Otherwise, she can
+5, Ref +5, Will +4; AL C. communicate telepathically.

Rangdayak appears as a lizard-like woman, whose open Despite her fearsome appearance, Vanth can be summoned
fanged maw reveals the head of a demonic baby which is her by wizards and elves seeking a guide in the Underworld. In this
true visage. A tail grows where her genitalia would otherwise role, she acts as a psychopomp, meeting the dead and escort-
be. ing them to their designated place thereafter. In the role of
14
guide for the dead or living through the Underword, she may Baal Zymymar (type VI demon, Baphomet): Init +13; Atk
even be seen as benevolent despite her fearsome appear- charge +24 melee (2d12+12); AC 23; HD 25d12; hp 151; MV
ance. 50’; Act 4d20; SP demon traits, infravision 120', immunities
(immune to weapons of less than +4 enchantment or natural
Lillit (type IV demon, Baphomet): Init +5; Atk claw +11 melee attacks from creatures of 9 HD or less; immune to fire, cold,
(1d10+4 plus paralysis) or peck +9 melee (1d12+4); AC 22; HD electricity, gas, acid), projection (can teleport at will to any lo-
12d12; hp 73; MV 40’; Act 2d20; SP infravision 60', demon cation, as long as not bound or otherwise summoned; can
traits, paralysis (1d6 turns; DC 22 Will save negates), immuni- project astrally and ethereally), breath weapon (swarm of sting-
ties (immune to weapons of less than +3 enchantment or ing flies, 60' cone with 40' base, damage equal to current hit
natural attacks from creatures of 7 HD or less; immune to fire, points, DC 23 Fort save for half; 3 uses/day), critical threat
cold, electricity, gas; half-damage from acid), projection (can range 16-20, darkness (+20 spell check); SV Fort +15, Ref
teleport back to native plane or any point on same plane, as +18, Will +18; AL C.
long as not bound or otherwise summoned; can project astrally
This potent demon has power over a legion of seventy-two
and ethereally), darkness (+16 spell check), critical threat
lesser demons. It appears as a giant (20' tall) goat-headed
range 17-20; SV Fort +12, Ref +13, Will +10; AL C.
man with a patch of bare flesh shaped somewhat like an up-
Lillit has the ability to appear as a beautiful woman, but her side-down star on its forehead. Baal Zymymar gives off an
true form has a raptor-like bird's head and torso erupting from offensive smell, not unlike that of a great goat, but muskier and
her shoulders, and her hands and feet are the claws of enor- strangely disturbing to those who smell it. The demon can
mous predatory owls. In woman's form, her touch can cause communicate telepathically or speak in any known tongue.
paralysis (as a claw attack) but does no other damage. She
Summoning Baal Zymymar for any occasion except the most
seduces men for their seed, which is of value in Hell. She can
important is fraught with peril, for this demon is vain, has a long
speak all languages and communicate telepathically.
memory, and has an entourage which can be sent to punish
There are those who claim that Lillit was the consort of the first the presumptuous. However, as a demi-patron, it is possible
mortal man, bringing him equal parts terror and pleasure, be- for wizards and elves to call upon Baal Zymymar to power their
fore being banished to Hell. spells. When a wizard calls upon Baal Zymymar for spellburn,
roll 1d4 + spell level + Luck modifier and consult the table be-
low:

The Gede Star by Madguten. This work is licensed under a


Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Baphomet y el Diablo 1 by Crashing Course This work is licensed under a


Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

15
Roll Effect 9 The power of Baal Zymymar infuses the caster,
≤0 You dare disturb Baal Zymymar with so feeble a leaving him with a goaty reek that is disturbing to
request? The caster immediately suffers 2d12 those who encounter it. The caster may spell-
damage and must succeed in a DC 15 Will save burn as normal, but can take points off
or die. No spellburn is granted. Personality as well as Strength, Agility, and
1 Baal Zymymar is not amused by your request. Stamina. Moreover, for each point taken from
The caster immediately suffers 2d6 damage and another ability score, one must be taken from
must succeed in a DC 10 Will save or be Personality (i.e., at least half of all the spellburn
knocked unconscious for 2d5 days. No spellburn must come from Personality). This damage
is granted. heals as normal, but damage to other attributes
must be healed before Personality damage can
2 Baal Zymymar is not amused by your request. be restored. As the Personality damage heals,
The caster immediately suffers 2d3 damage and the reek fades, until it finally disappears.
must succeed in a DC 5 Will save or be knocked
unconscious for 2d5 rounds. No spellburn is 10 Wild Bacchanal: The caster may have up to 10
granted. points of spellburn at no immediate cost. How-
3 Baal Zymymar is not interested in your plea. The ever, every night thereafter (up to the number of
caster is not punished, but neither is spellburn nights equal to spellburn granted), the caster is
granted. plunged into the wild orgiastic rites of Baal
Zymymar in his dreams, and gets no benefits
4 A cloud of biting flies surrounds the caster, from rest (i.e., the caster does not heal damage
crawling over his flesh, up his nostrils, into his and does not regain lost spells). The caster may
eyes, and into his clothing. This is expressed as become the unwitting parent of a half-demon
Strength, Agility, or Stamina loss. The caster child at the judge's discretion. Female casters do
may gain a maximum of 6 points of spellburn. not become pregnant themselves in this case;
The vermin leave as the spellburn damage is the child is carried in a surrogate womb provided
healed, and the damage heals at half the normal by a succubus in Baal Zymymar's entourage.
rate. Finally, the caster now owes a service to
11 An offer you cannot refuse: The caster may
Baal Zymymar, and the demon will collect re-
have up to 10 points in spellburn without imme-
gardless of the wishes of the caster.
diate cost, but there is a task that Baal Zymymar
5 A cloud of biting flies surrounds the caster, wishes completed within 1d30 days. If the task is
crawling over his flesh, up his nostrils, into his not completed by that time, the caster takes 1d7
eyes, and into his clothing. This is expressed as points of damage per point of spellburn gained –
Strength, Agility, or Stamina loss. The caster the cost of Baal Zymymar's displeasure.
may gain a maximum of 10 points of spellburn.
12+ This great work is pleasing to Baal Zymymar's
The vermin leave as the spellburn damage is
vanity. The caster gains 10 points of spellburn
healed, and the caster now owes a service to
without cost but is marked somewhere upon his
Baal Zymymar, and the demon will collect re-
body with the sign of the inverted star. From this
gardless of the wishes of the caster.
point forward, the caster rolls 1d5 rather than
6 A cloud of biting flies surrounds the caster, 1d4 on this table, but for all future spellburn re-
crawling over his flesh, up his nostrils, into his quests (regardless of the result), the caster
eyes, and into his clothing. This is expressed as owes a favor to the demon that Baal Zymymar
Strength, Agility, or Stamina loss. The vermin will make use of. If the spellburn result indicates
leave as the spellburn damage is healed. that the caster owes Baal Zymymar a favor, this
7 The caster feels a portion of his soul being is an additional favor owed. If this result is rolled
sliced away, where it is stored by Baal Zymymar again, the die used by the caster continues up
in his palace in Hell. Spellburn is expressed as the dice chain to a maximum result of 1d8.
Strength, Agility, or Stamina loss. As the caster
recovers, he becomes accustomed to the loss of DEMONS OF DORINI
part of his soul, but that part is never truly re-
Brugnath (Type IV Demon, Dorini): Init +6; Atk claw +12 me-
stored unless the caster journeys to Hell itself,
lee (3d8+6) or +4 blade of darkness +16 melee (2d10+10 plus
seeks it out, and frees it from its bondage. From
1d20 vs. lawful creatures); AC 22; HD 10d12; MV 50’; Act
this day forward, the caster will sometimes
2d20; SP infravision 100’, darkness (+16 spell check), immuni-
dream of his soul's bondage in hell.
ties (cold, electricity, gas, weapons of less than +3), demon
8 A gaping wound in the shape of an inverted star traits, creature of shadow, planar travel, steed form, critical
appears on the caster's forehead. Spellburn is threat range 17-20; SV Fort +12, Ref +10, Will +12; AL C.
expressed as Strength, Agility, Stamina, or Per-
sonality loss. The wound heals as this damage Creature of shadow: As a demon bound to darkness, Brugnath
is recovered, but it forever leaves a visible scar. is susceptible to the magically bright light of divine symbol,
This scar is identifiable as the mark of Baal taking an additional 2d10 damage when struck by such an
Zymymar by demons, and may be recognized empowered holy symbol and 1d6 per round spent within 100’
by wizards, priests, sages, and others at the of such a symbol. Further, Brugnath is empowered within the
judge's discretion. divine darkness of Dorini. When within darkness (including its
own), Brugnath regenerates 10 hit points per round.

16
Planar travel: Brugnath can transport himself (and rider, if in ther, it allows the creature to walk across any liquid surface,
steed form) anywhere within the multiverse – save for the freezing it solid with its steps.
realms of light ruled by Lorini.
Shifting forms: Cakgor is capable of assuming a number of
Brugnath (Steed Form): Init +8; Atk hoof +14 melee varying forms, each more horrifying than the last. His most
(2d12+6); AC 26; HD 10d16; MV 75’; Act 2d20; SP infravision common are his wolf form and his body of burning wind, but
100’, darkness (+16 check), doom breath, immunities (cold, judges are encouraged to create strange powers for other
electricity, gas, weapons of less than +3), demon traits, crea- forms that he may take. Each of these forms brings with it a
ture of shadow, planar travel, critical threat range 16-20; SV special power:
Fort +12, Ref +10, Will +12; AL C.  Death form: As above, plus additional 4 HD; SP
doom shroud.
Doom breath: The demon steed exhales clouds of gray billow-
ing miasma. All within 200’ must make a DC 18 Fort save or
 Burning winds form: As above, plus additional 100
HD; SP mind-shattering; no physical attacks.
suffer a -5 penalty to all actions for 1 hour, as the futility of re-
sisting oncoming doom darkens their souls.  Wolf form: As above; SP icy blast.
Doom shroud: Cakgor exhales a slimish green-colored breath
that extends forward at a rate of 100’ per round for 1d10
rounds. Intelligent creatures caught in the shroud must make a
DC 18 Will save or fall into a waking, nightmare-ridden sleep
for 2d12 hours. Non-sapient creatures of 2 HD or less are im-
mediately slain, and mundane objects that are the focus of the
shroud are rent asunder with explosive force.
Icy blast: As an action, Cakgor releases a blizzard-like blast of
freezing air from deep within. The gust inflicts 2d24 cold dam-
age to a selected target and all creatures within a 20’ radius of
the victim.
Mind-shattering: The mere sight of Cakgor in his largest form,
towering into the stars, breaks the minds of lesser creatures.
Furcas by Davey Baker. This work is licensed under a Creative Commons
Attribution-Noncommercial-No Derivative Works 3.0 License.
Creatures of 1HD or less immediately die, gibbering in fear.
Creatures of up to 5 HD must make a DC 15 Fort save or suf-
“Doraki, astride the great black steed Brugnath, circled the fer heart failure and die in 1d3 rounds without magical aid.
battle in the cloak of the snowstorm, maddening all those who Creatures of 6-10 HD must make a DC 12 Will save or flee in
saw him, and the tall, powerful, iron-crowned servant who was terror. Beings of greater than 10 HD are immune to this power
in the form of a horse demon to bear down Doraki from the but still apply caution in dealing with the colossus of icy winds.
World Between Time breathed out choking grayish poisoned
gases over the field, deadening men’s minds and hopes.”
- Neil Hancock, Greyfax Grimwald
A powerful demon in its own right, Brugnath is the servant of
the demon prince Doraki. Both serve Dorini, she who dwells in
the palace of darkness, in her never-ending war upon her sis-
ter Lorini and all the forces of light. Brugnath is fearsome when
he strides out into the lands but is most often encountered in
its form as the demon steed of his master.

Cakgor (Type V Demon, Dorini): Init +6; Atk claw +12 melee
(3d12+15) or bite +16 melee (2d10+15, DC 15 Strength check
or be held helpless until released or freed); AC 25; HD 15d12;
MV 60’; Act 2d20; SP infravision 100’, darkness (+20 spell
check), immunities (cold, electricity, gas, and weapons of less
than +4), demon traits, creature of shadow (see previous
page), freezing touch, fearful presence, planar travel, shifting Devil Wolf by Rose Marie Di Donna. This work is licensed under a Creative Commons
Attribution-Noncommercial-No Derivative Works 3.0 License.
forms, vulnerable to fire (double damage), critical threat range
16-20; SV Fort +12, Ref +12, Will +10; AL C. “Cakgor had heard Bear’s great defiant war cry, and laughed
to himself at the thought of how puny and helpless the bear
Fearful presence: Creatures within 1 mile of Cakgor instinctive-
would find himself should Cakgor reveal to him his presence in
ly feel dread at even so distant a proximity and suffer a -1d
any one of his terrible forms. Sometimes he chose the wolf,
penalty on all actions while within the radius. Intelligent crea-
such as his father Suneater, or the body of a burning wind, a
tures may make a DC 15 Will save to ignore the penalty, while
cold blue figure that closely resembled a cloud of snow or
still feeling the grave dread. Beings of 7 HD or greater are im-
sleet, but with a great, yawing mouth with long, jagged teeth
mune to this effect.
that shone a vile greenish glow and eyes that were taller than
Freezing touch: The heart of Cakgor burns at near absolute high mountains and phosphorescent in all their dim depths. His
zero, radiating outward through his form. So cold is his flesh dreadful laughter had rung out over the mountains, and took up
that merely touching it inflicts 10 points of damage (factored the sound of the trees rattling dry leaves, or the grating, harsh
into attack damages above) unless he wills it not to be. Fur- sound of sand across parched skin.“
- Neil Hancock, Greyfax Grimwald
17
despite their appearance. On top of charm person, they may
Grandchild of the dark mother Dorini, sired by Suneater and
cast 1d3 additional wizard spells.
Fireslayer, Cakgor is exceptionally cruel – even for a demon –
towards all who dwell within the light. Often accompanying
Lillim (type II demon, Lilith): Init +5; Atk claw +7 melee
Doraki, this demon does not serve Doraki so much as be-
(1d8+3, +1d4 to lawful creatures); HD 5d12; MV 30' or fly 60';
grudgingly work with him, for Doraki is a rival to Dorini’s
AC 16; Act 1d20; SP demon traits, charm person, drain per-
affections.
sonality; SV Fort +4, Ref+6, Will+6; AL C.
Doraki (Type VI Demon, Dorini): Init +4; Atk claw +24 melee Drain personality: A Lillim may kiss a target creature as an
(2d16+8) or +6 blade of darkness +30 melee (2d10+14 plus action. The target must succeed at a DC 15 Will save or lose
1d30 vs. lawful creatures); AC 28; HD 30d10; MV 50’; Act 1d3 Personality.
2d20; SP infravision 100’, darkness (+20 spell check), immuni-
The Lillim are named after their dread mother. They look like
ties (cold, electricity, gas, weapons of less than +4), demon
attractive young women with pale skin and stark black hair.
traits, creature of shadow, poison touch, chaos lightning, criti-
Their eyes have no pupils. A pair of jet-black bat wings sprout
cal threat range 16-20; SV Fort +12, Ref +10, Will +12; AL C.
from their back, allowing flight. Although considered plain-
Chaos lightning: As an action, Doraki may throw a bolt of green looking compared to the succubi, Lillim know they are at least
chaos lightning at any target within sight. The bolt’s strike is cute and titter and giggle constantly as if at some unspoken
rolled as a +10 ranged attack doing 3d30 points of damage. jest.
Victims who are slain explode in a cloud of singed flesh and
bone dust and may only be recovered through an act of divine Lamia (type III demon, Lilith): Init +6; Atk bite +12 melee
intervention. (1d10+5 plus bleeding) or spear +2 melee (1d8+7, +1d6 to
lawful creatures); HD 8d12+4; MV 40'; AC 20; Act 2d20; SP
Poison touch: Doraki is so corrupt and foul that any non-
demon traits, charm person (+8 spell check), eldritch hound,
chaotic creature he touched must immediately make a DC 25
bleed creatures, cannibal; SV Fort +8, Ref +10, Will +9; AL C.
Fort save or suffer 10d16 points of damage. This damage is
reduced by one die for every hit die of the creature touched Bleed creatures: Lawful creatures must make a DC 19 save or
(with creatures of 10+ HD suffering no damage). In contract, bleed out, losing 1d2 Sta per round. They may spend an action
chaotic creatures touched gain 1d3 temporary HD for 1 hour. to make a DC 18 Luck save to stop the bleeding. After combat,
a minute's use of first aid, a potion, or magical healing will
“Up one cloud mountain, then crashing down another, the
cause the bleeding to stop.
phantom warriors struggled, the prince Na’tone afoot, Doraki
mounted, and loud thunder clapped and rolled across western Cannibal: A Lamia who consumes the flesh of sentient human-
Atlanton Earth, and great geysers of fire and lightning rolled oids may heal itself as if an aligned cleric used lay on hands
and flashed, lighting the darkness until it was as bright as full successfully.
day. Time and again, the tide turned first one way, then the
Another child with varying form, the Lamia all have the top
other, as Na’tone and Doraki fought. The black-clad armies
body of a perfectly attractive woman form the top up. From the
below howled and sent up a great cry as they saw Doraki
bottom they either have the body of a lion or a serpent. Re-
throw the white prince down, and Brugnath reared to smash
gardless of their form they are the proud warriors and hunters
the hated figure with his coal-black forehooves.”
among Lilith's children. They hunt and track their prey with the
- Neil Hancock, Greyfax Grimwald
glee and pleasure. When they finally meet up with their quarry,
Child of Dorini, and her second in command, there are few they are ruthless and tear their opponents to shreds. Contrary
beings outside of legend who can directly stand against his to the rumors, they do not eat the children they steal, but take
awesome might. Able to change his size from that of a man to them to their dread mother to ensure that they are cared for.
a towering, shimmering warrior of the skies, Doraki commands Many of these are transformed into Empusa when they come
the obedience of all Dorini’s armies, save for that of Cakgor, of age.
who bides his time waiting for its moment to crush Doraki and
leave Suneater as supreme among Dorini’s children. Succubus (type IV demon, Lilith): Init +8; Atk abyssal whip
+12 melee (1d14+2d7 fire,+1d4 to lawful creatures) or spell;
Cruel to a fault, Doraki’s mind vacillates between smug superi-
HD 14d12+4; MV 30' or fly 60'; AC 22; Act 2d20; SP demon
ority and terror of failing his mother.
traits, alternate form, charm person, spells, corruptive kiss; SV
Fort +8, Ref+10, Will +9; AL C.
DEMONS OF LILITH
Alternate form: Succubi can assume the shapes of small and
Empusa (type I demon, Lilith): Init +1; Atk bite +4 melee medium humanoids and usually choose female forms. The
(1d8+3); AC 14; HD 3d12; MV 40'; Act 1d20; SP demon traits, truth may only be revealed by magic.
charm person, limited teleport; SV Fort+3, Ref +4, Will +2; AL
C. Charm person: As powerful casters, a succubus can cast the
Charm Person spell at will, using their HD as their wizard level.
Limited teleport: Empusa can teleport from one shadow to an-
other. Corruptive kiss: Those caught within the embrace of a succu-
bus find themselves changing. Targets must make a DC 20
Some say Empusa look like attractive women, but from the save (judge's choice) or roll 1d4: (1) minor corruption; (2) major
waist up. One leg is solid brass and the other is a donkey's. corruption; (3) greater corruption; (4) Lilith's patron taint. The
Others say that they have the form of a dog but are covered in victim may use normal means in the corruption and patron taint
scales and their head is that of a beautiful blonde woman. Re- rules to circumvent this affect.
gardless of how they appear, these are Lilith's most plentiful
children. They have human intelligence and speak normally Spells: Succubi know an additional 1d4 spells.
18
What is there to say that has not been said of Lilith's favorite
children? They embody the ideals of mortal beauty and exist to Demon Mount Appearance
pervert the natural order by taking advantage of said ideals.
d10 Head Torso Locomotion
These foul ladies seek to seduce men, destroy and dethrone
paragons of good and law, and to topple the churches of her 1 Eagle Scale Great feathered
hated rivals. wings
2 Spider Feathered Eight spider legs
3 Lizard Worm segments Human legs
4 Eel Turtle shell Four lion legs
5 Goat Human Snake belly
6 Bat Carapace Bat wings
7 Lion Dead flesh Floating silk
8 Dragon Fur Biomechanical
gears and wheels
9 Chicken Clammy, rubbery hide Rocket pods
10 Wolf Hard metal flanks Teleportation

DEVOURER OF BEAUTY
"Where does beauty vanish when it goes?"
"Beauty is a luster which love bestows to guile the eye. There-
fore it may be said that only when the brain is without love will
the eye look and see no beauty."
- Jack Vance, “Guyal of Sfere” (The Dying Earth)
While some believe that beauty fades with time, or with the
dying of love, there is a third cause – a more malevolent
cause. The devourer of beauty is the foul spirit of a suicide that
has been transformed by self-loathing into a creature deter-
mined to make the world over in their own self-image.
Devourer of Beauty: Init +2; Atk touch +6 melee (see below);
AC 10; HD 3d12; MV fly 40’; Act 1d20; SP un-dead traits, im-
mune to non-magical weapons, 1d4 special abilities; SV Fort
+2, Ref +4, Will +6; AL C.
Corrupting touch: Any creature touched by a devourer of beau-
Succubus by Setvasi. This work is licensed under a
Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. ty may be drained of their beauty (-1d4 Personality, DC 14 Fort
save to resist). In addition, this touch tarnishes metals, fades
DEMONS OF ORCUS pigments, withers flowers, and more (per judge’s discretion).

Demon mount (type II demon, Orcus): Init +4; Atk claw +10 DOGS, MUNDANE
melee (1d8+2) or bite +8 melee (1d12); AC 16; HD 6d12; MV
30’ or fly 500’; Act 1d20; SP demon traits; SV Fort +6, Ref +8, Hound: Init +2; Atk bite +2 melee (1d4); AC 12; HD 1d6; MV
Will +6; AL C. 40’; Act 1d20; SP track by scent (DC 10 to remain on a trail);
SV Fort +2 Ref +1, Will +0; AL N.
Demon mounts obey their master’s commands and can be
hobbled with a word whispered in the demon’s ear, remaining Favored by angry villagers around the world, hounds are ca-
in a location for up to 1d4+CL hours until the summoning wiz- pable of scenting, tracking, treeing, and sometimes even
ard returns. killing, the targets which they are set upon.

The demon mount is a chimera-like demonic steed summoned Irish Wolfhound: Init +3; Atk bite +2 melee (1d5); AC 14; HD
by powerful wizards to traverse great distances at an extremely 2d6; MV 40’; Act 2d20; SP formidable; SV Fort +4 Ref +3, Will
high rate of speed. Regardless of the type of locomotion, they +3; AL N.
appear to move entirely silently, seeming to run on wind and
nothingness with driving, pounding legs, wings, or other ap- Formidable: Irish wolfhounds are massive animals, with full-
pendages except when a roar of sound accompanies them as grown males weighing anywhere from 140-180 lbs. and they
they rocket into the air. can run at speeds upwards of 40 miles per hour. The sight of a
pack of wolfhounds in pursuit has often been enough to break
Roll on the table below three times for the mount’s appear- the will of their quarry. Intelligent beings fleeing on foot and
ance, combining the results for the amalgamation of the mount confronted with the sight of a wolfhound pack (minimum of four
(e.g., an eagle’s head on a scaled and feathered body): hounds) in pursuit must make a DC 14 Will save or immediate-
ly change their flight objective from one of escape to one of
safety from the hounds (climbing up a tree, for example). A
failed roll indicates that the quarry will do anything to avoid the
hounds, even surrendering to the owner of the wolfhounds.

19
Taller than a Great Dane, yet built like a greyhound, the Irish jaws. And finally, a hatchling’s talons are just as devastating as
Wolfhounds were bred from an ancient line of war hounds as those of a full-grown dragon.
many as 7,000 years ago. These hounds, or Cú Faoil (or, more
Immature dragons tend to have very limited vocabularies but
simply, cú) were once solely allowed to nobility.
are capable of expressing themselves in tones to match their
It is believed by some scholars that the Cú Faoil are merely the masters’. This also limits the dragons’ ability to progress be-
earthly shadow reflection of the Cú Stoirm, the storm hounds of yond basic martial skills in their first couple of centuries,
Amber. whereas mature dragons – particularly attached older dragons
whose masters have discovered a way to extend their own
DOROSCHUK lifespans – excel at casting spells and evoking mystical pow-
ers.
Every man wears a hat in the village of West Kingston, and
those approaching the village without hat or helm are liable to The following is an example of an immature dragon that can be
be set upon...and perhaps even killed...for West Kingston is acquired in Deva (such as Gleep).
haunted by the Doroschuk. Although these creatures look Dragon, Devan (immature): Init +8; Atk 2 claws +9 (1d8+1)
much like mortal men, their heads are so sensitive that they and bite +9 (1d12+1); AC 21; HD 8d12; hp 61; MV 40’ or fly
cannot bear to wear anything upon them. 80’; Act 3d20; SP steam breath 2/day (1d4x10’ cloud, 60’
Whether the world of the Doroschuk is a realm of never-ending range, DC 18 Fort save or ½ dragon’s hp in damage [¼ with
dances and merriment, without any social requirements as to save]), hypnotic stare (DC 18 Will save or stupefied as long as
how one acts, or whether the Doroschuk consume their ab- gaze is held), infravision 100’, charm reptiles 1/hr (all within
ducted victims, is open to speculation. At this point, the world 100’, DC 18 Will save to resist), Luck giver (can grant a per-
of the Doroschuk is one that none has ever found. There are manent +1 Luck bonus 1/day, only 1/month to repeated
even some who claim that, in some ineffable fashion, the recipients), change shape 1/day (assumes all physical traits of
Doroschuk are capable of devouring the very rhythm of youth. a stallion); Fort +8, Ref +8, Will +8; AL N.

Doroschuk: Init +3; Atk fist +1 melee (1d3+1); AC 13; HD 2d8; DREADNOUGHT
MV 30’; Act 2d20; SP dance abduction; SV Fort +4, Ref +6,
Will +2; AL C. The Dreadnought is an arcane creation of some unknown sor-
cerer who it is conjectured conjured a creature out of dust,
Dance abduction: The Doroschuk are alien creatures from an-
cobwebs and lint, and embedded it in a metal amulet bearing
other world, who seek to abduct those which exhibit even the
an eye.
least bit of frivolity. If they can induce their victims to dance
(Will DC 10 avoids, but the natural inclinations of their victim Usually found in a pile of dust, anyone touching the amulet will
determines the die rolled from 1d14 to 1d24), they are drawn have a sensation of panic and have to resist the desire to flee
into the world of the Doroschuk after 1d5 rounds of dancing, uncontrollably. If they fail their save, a dust devil will rise from
leaving the real world and their friends far behind. the dust, form into the creature, and pursue the character or
NPC until they are successful in their saving throw, at which
A wizard or elf trying to learn planar step may have to inten-
point the creature will leave and search for another.
tionally join this dance in order to watch and learn the patterns
made by their hands, which may be part of casting that spell. If the dreadnought is encountered in its physical form (looking
like some giant dusty cornucopia lying on the ground), and the
DRAGON, Devan (Immature) characters approach its closed eye, they will have the same
panic experience when the eyelid opens.
Dragons of every size can be found in the marketplace of De-
va, but the young ones are especially impressionable: all it Attacks on the dreadnought will cause it to sink down, and
takes is a simple offer of food (or a bite snatched without when killed, it will revert to a pile of dust, cobwebs and lint with
leave) and they are attached to that creature for life. From that an amulet buried inside.
point, the dragon will follow its new friend tirelessly; it heeds Dreadnought: Init +2; Atk special (see below); AC 12; HD
any suggestions or commands; and woe betide any who at- 6d10; hp 33; MV 40’; Act 1d20; SP ravaging fear, sense weak-
tempt to attack a dragon’s bonded master. ness, SV Fort +3, Ref +3, Will +3; AL N.
Charms are available to control unattached dragons – even Ravaging fear: Each round, the dreadnought’s target must
those of great age and power – but these charms are null once make a DC 17 Will save. For each round the victim fails, they
a dragon is bonded. Unfortunately, mortal masters will likely lose a temporary point of Stamina and must continue running
die long before an attached dragon reaches maturity, and the uncontrollably. Victims will run until their Stamina reaches zero,
dragon cannot become re-attached. wherein they then curl up into a ball, only reviving with full
The hatchling dragons found in Deva are scaled, as one might Stamina points restored after 24 hours of rest. The dread-
expect, but these scales are soft and flexible. While considered nought will remain active until it is destroyed or until it has
small, they are larger than the average riding horse at approx. devoured Stamina equal to its maximum hit points.
4’ high and 10’ long. Their coloring is solid and vibrant with few Sense weakness: The dreadnought seems to sense the char-
variations in hue at this stage, and their eyes are large bright acter with the weakest constitution, so this is a bane to
blue pools. Their wings are naught but small nubs protruding wizards. It is rumored a clever wizard could use this amulet as
from their backs, but belying their youth, most hatchlings al- a trap for other wizards or fling this amulet from a container to
ready have a set of flaring facial phalanges, giving them a cause real problems for any who pick it up, or, for a person
drooping white mustache before they reach their tenth year. with a weak stamina (such as another wizard) – cause them to
The younglings’ teeth are needle-sharp, not yet worn down panic at the mere sight of it.
with use, and only one row has grown into their diminutive
20
Dreadnought © Tom Wendt. Used with permission

21
The dweller almost always achieves surprise in its native
marsh, stalking its victims in the dree hours when the white
fogs of night began to rise from the meres and dark waters. If
not detected through some magical means, the dweller choos-
es the moment of attack and always achieves surprise. In
death, the dweller dissolves into a sticky, oily substance ac-
companied by a foul charnel stench.

Dweller in the Mist: Init +2; Atk SP; AC 10; HD 4d6+4; hp 20;
MV 30’; Act 2d20; SP mental parasitism, paralysis field; SV
Fort +0, Ref +0, Will +8; AL N.

Mental parasitism: The dweller uses its inherent mental powers


to overwhelm its prey, holding their physical forms in place as it
consumes their minds. At the start of combat, the dweller at-
tempts to place a mental hold on all creatures in a 30’ radius,
numbing their senses. Creatures that are awake must make a
DC 15 Will save or fall asleep for 1d4 hours and can only be
roused with violent shaking. Creatures already asleep receive
no save and are automatically held in an unconscious state.

Paralysis field: When attacking, the dweller sends a wave of


fell power and evil intent which overwhelms its victims like a
vast and clammy net. Characters targeted by the dweller are
flooded by a mingled loathing and delight at same time a must
Drowning Man © 2018 Mario Garcia. Used with permission make a DC 20 Will save; those who fail are unable to act: no
combat, skill, or magic use until the effect drops. Each round
DROWNING MAN thereafter that the dweller chooses to maintain the hold, the
These massive fish live in dark deep lakes both on the surface victim must make a further DC 20 Will save or lose 1d3 Per-
or underground their large eyes let them see prey from a long sonality as the character is seduced by the promise of
distance away. They move slowly in the shallows looking like unspeakable pleasures. Characters reaching 0 Personality are
large boulders. They have a fleshy lure on their head that is in mentally consumed by the dweller. Once held, characters can
the shape of a human. When thrashed in the water, air and only break free of the assault if the dweller is interrupted by a
water moving mimic the sight and sound of a person struggling physical attack or through the use of a mental ability such as
in the water. When a rescuer approaches and tries to assist, psionics.
the drowning man will strike lighting fast and with piercing teeth
and attempt to swallow the rescuer.
If a rope is thrown and looped around the lure the fish will try to
pull the thrower into the water (DC 10 Reflex Save). If several
people have hold of the rope, they can try to pull the fish from
the water (DC 15 Strength check). On land, the drowning man
will jump around on its powerful front fins, attacking with bites
and tail thrashes.

Drowning Man: Init +5; Atk bite +3 melee (1d8) or tail thrash
+1 melee (1d6); AC 13; HD 3d6; MV 10’ or swim 50’; Act 1d20;
SP swallow whole; SV Fort +2, Ref +1, Will +3; AL N.
Swallow whole: On a critical bite attack the fish swallows
the victim whole for 1d6 per round as they are squeezed
and shredded by the powerful gut.

DWELLER IN THE MIST


The ghastly cosmic forces unleashed by The Death made the
mingling of strange life possible, giving rise to inhuman things
such as the dweller which should never have known the breath
of life. The dweller in the mist is a creature of the vast marsh
that borders the inland sea. Swathed in a whitish cloak and
hood, the dweller navigates the waterways on a silent skiff of
black wood, seeking mental life in the swamp, the aim of which
is the total enslavement of mind and soul.
The Charon by Ferit Quler. This work is licensed under a Creative Commons
Attribution-Noncommercial-No Derivative Works 3.0 License.

22
Elemental – Elf – Experiment Man
E
ELEMENTAL Trailmaker: The elemental may physically move plant life from
one place to another, simply sliding it to one side with a brush
Elemental, Desert: Init +8; Atk slam +8 melee (2d6) or hurled of its large arms. Via this method the elemental may allow for
object +8 missile fire (1d6, range 100’); AC 16; HD 8d8, 12d8, the passage of large groups, or even armies. Once the area is
or 16d8; MV 50’ (flight); Act 1d20 (or more); SP abrasive, cy- clear, the elemental may return the growth to its point of origin,
clone, haboob, elemental traits; SV Fort +6, Ref +10, Will +6; completely obscuring any signs of passage. All attempts to
AL N. track movements so disguised are rolled at a penalty of -2d.
Abrasive: Each round, targets caught within the sandstorm of “He had come some fifty paces past the last human sentry
the desert elemental must make a Fort save vs. the ele- before he got a direct look at his pathmaker: a forest ele-
mental’s HD+10 or suffer 1d3 points of damage as the skin is mental, almost tree-like in appearance, raised great gnarled
peeled from their flesh. Inanimate objects also suffer from the limbs at some distance to Duncan’s left. It was guiding him in
scouring power of the elemental (judge’s discretion). turns and doublings, supposedly preventing the approach of
Cyclone: Once per day, a desert elemental can take a round to any unfriendly power.”
shape its winds into sand filled cyclonic winds. On the second - Fred Saberhagen, Changeling Earth
round, after the cyclone is formed, the elemental transforms The gentle force of life given form, the forest elemental is nor-
into a towering pillar of wind and sand 5’ across and 50’ tall. mally the most gentle and peaceful of all their summoned kin.
The dimensions of the cyclone double for every four additional Unwilling to enter combat unless strongly provoked by actions
HD. The cyclone lasts 1d4 rounds, and during that time the of a greatly destructive nature or forced self- preservation, the
elemental hurls its targets high into the air (1d6 damage per forest elemental is greatly sought after for its skill in aiding
10’ fallen). Targets in the path of the elemental’s normal course passage through woodlands.
of motion may dodge the attack with a successful Reflex save
vs. the elemental’s HD+4. Elemental, Snow: Init +5; Atk freezing touch +10 melee (3d8)
Haboob: If so ordered, a desert elemental may spread its or icy bolt +10 missile fire (2d8, range 40’); AC 18; HD 8d8,
winds and sands, creating a massive sandstorm. The size of 12d8, or 16d8; MV 40’; Act 2d20 (or more); SP freezing touch,
the storm is 1 square mile per HD of the elemental and it multiple limbs, vulnerable to fire, elemental traits; SV Fort +8,
sweeps across the land scouring all in its path doing 1d3 points Ref +8, Will +8; AL N.
of damage to everything within the storm. The haboob lasts for Freezing touch: Any creature which touches a snow elemental
2d5 hours after which the elemental dissipates back to its natu- – whether wounded in combat or initiating a melee attack –
ral plane and cannot return for one year. takes an additional 4 points of cold damage.
“Looking back, Rolf saw a gray maelstrom of wind and dust Multiple limbs: A snow elemental will have 1d4+1 arms and
settling upon, or very near, the area where the fighting must receives a d20 action die for each arm possessed.
have been. Loford must have managed to raise a desert-
elemental. The Eastern troops would be powerless to advance Snow elementals are immune to cold and cold-based attacks.
as long as it blasted and blinded them with sand…” They cannot bear the touch of fire water and will not pursue
- Fred Saberhagen, Changeling Earth prey towards flames. They take double damage from fire at-
tacks.
Desert elementals are close kin to air elementals and share
many of the same traits. However, desert elementals are not Made up of stacked spheres of snow and ice, snow elementals
merely warm, living zephyrs, they are the howling manifesta- have expressionless faces made of coal and root vegetables.
tions of the deserts heat coupled with unrestrained winds. Their arms are oddly flexible sticks, and they are often found
clad with scarves or hats. The air around them is unbearably
The smallest desert elemental is 1,000 cubic feet (10’x10’x10’) cold and they freeze anything they touch.
of wind and sand. Its dimensions double with every four addi-
tional Hit Dice, allowing it to grow at an alarming rate, ELF, Underearth (I)
achieving sizes of 64,000 cubic feet.
The elves that make Underearth their home are a varied lot.
Elemental, Forest: Init +6; Atk slam +12 melee (3d5); AC 18; Accustomed to a life of cruelty and survival, rarely will an ex-
HD 8d8, 12d8, or 16d8; MV 40’’; Act 1d20 (or more); SP path plorer meet one of the silent striders and find the welcome
finder, trail maker, vulnerable to fire and heat, elemental traits; “warm”.
SV Fort +8, Ref +8, Will +8; AL N.
Several types can be found while delving into the claustropho-
Pathmaker: When summoned, the forest elemental may reach bic depths; while each could be classified by subtle variations,
out with its senses, determining where any threats to its master all seem to lack any sort of skeletal structure, defying all logic.
lay along a given route. The elemental must succeed at a DC
15 Will save to reach out for a distance in miles equal to the The races are silent, rarely speaking. Instead, variations in
elemental’s HD. The elemental can innately determine what breaths and barely-audible whistles fill the gap for communica-
along its route (living as well as environmental) poses a danger tion. All variations of these pitiable creatures will resort to
to its charges and will seek to alter the course appropriately cannibalism when the opportunity arises.
where possible. The lack of protein in their main food source “Attercorn” leaves
them deficient and instilled with a blood hunger. At any point
23
during battle should an Underearth elf become wounded, other
elves must immediately pass a DC10 Will save to avoid turning The skin of the black elf is so dark as to appear to be made of
on the wounded, killing and eating them. the color black. Their visage absorbs all light, making the elf
resemble a man-shaped hole in reality more than a living crea-
Elf, Underearth (gray): Init +0; Atk cudgel+1 melee (+1d6);
ture. This effect is non-magical in nature and is mediated by
AC 10; HD 1d8; hp 4; MV 30’; Act 1d20; SP dark vision, bone-
whatever garments are worn by the elf. In addition, the black
less, move silently, steel weakness; SV Fort +1, Ref +1, Will
elves have developed a strong telepathic nature and com-
+0; AL C.
municate by invasively speaking to and reading from a
Dark Vision: Gray elves can see in complete darkness 60’, subject’s mind. This may be resisted with a Will save (DC 15).
however any source of light with the equivalent brightness of The nobility of the Underearth, black elves tend to be well
daylight will affect the creature adversely causing a -1d penalty equipped. In addition, they may freely move between the Un-
on the dice chain to all actions. derearth and the world above with the ingestion of atter-corn
Boneless: Elves of Underearth have a different physiology than causing no barrier.
that of their above ground cousins. As a result, gray elves may
squeeze through tight spaces. A typical gray elf may fit through Elf, Underearth (gray): Init +0; Atk elven club +1 melee (1d5);
a gap no less than 6’’. Keep in mind that any equipment carried AC 11; HD 1d8; hp 5; MV 30’; Act 1d20; SP infravision 100’,
may hinder this ability which is why the gray elves rarely carry flexible form, iron vulnerability; SV Fort +1 Ref +1, Will +0; AL
much in the way of equipment. C.
Move silently: Use the same rules for the halfling class with The most common of the silent people, the gray elves are a
regards to movement and advancement. race of cunning savages, most of which are trapped below by
their addiction to atter-corn. More clever examples of the caste
Steel Weakness: Touching any form of steel causes 1 point of manage to avoid or overcome the addiction so as to move
damage per round; cuts and wounds cause +1d on the die freely into the world above to scavenge for food.
chain for damage and heal at ½ normal rate.
Often collecting into tribal groups numbering from a mere
Considered the fodder of the race, the gray elf can be identified handful to several score, the gray elves can cooperate with
by its ashen skin and black hair. Gray elves often serve as one another to accomplish a common goal but are easily dis-
food for the more domineering variations, in addition to weaker tracted by the scent of blood. Injury to one member of a group
specimens being attacked and eaten by their own. requires all other members to make a Will save (DC 10) or turn
upon him (and others subsequently injured) in an orgy of can-
Elf, Underearth (black): Init +2; Atk club +3 melee (1d4+2); nibalistic violence.
AC 12; HD 3d8; hp 13; MV 30’; Act 1d20; SP dark vision,
boneless, telepathy, move silently, steel weakness; SV Fort +1, There do exist examples of a quasi-split within this caste of
Ref +1, Will +0; AL C. elves. There are members who are highly intelligent, on par
with the black elves, who are able to gather power and exert
Telepathy: Black elves have the ability to communicate by dominance over others.
means of telepathy with all other varieties of elves residing in
the Underearth. Thoughts can be exchanged within 90’ for Elf, Underearth (green): Init +1; Atk elven club +3 melee
black elves. (1d5); AC 16; HD 2d8; hp 9; MV 30’; Act 1d20; SP infravision
Another variation of the Underearth Elf is considered to be on 100’, flexible form, glamour (appear human), immune to atter-
the upper tier of leadership. Skin that is the color of night itself, corn, iron vulnerability; SV Fort +2 Ref +1, Will +1; AL C.
the black elf stands taller and is considerably stockier than While having a naturally green tinge to their skin, green elves
their gray cousins. War parties often consist of a party of gray have the ability to exude a glamour which makes them look to
elves led by one, or two black elves. Black elves prefer clubs be perfectly ordinary human to all non-elves who look upon
for weapons and communicate telepathically. them. It is this, coupled with their immunity to atter-corn, that
makes them feared as they are able to move amongst the
ELF, Underearth (II) world above undetected by anything other than rumored mag-
ics.
The hallucinogenic people from Underearth have existed from
time immemorial, hidden far beneath the surface of the earth. Movers and shakers of the Underearth, the green elves rank
Their primary form of nourishment is a strange hallucinogenic- just beneath the black elves in the hierarchy and they are often
grain but they hunger for human flesh. Surviving on the addic- used to further the strange and dark machinations of the mas-
tive atter-corn, as well as the flesh of the unwary, the elves of ters of Underearth.
the Underearth have lithe, highly flexible bodies that allow
them to pass through any opening wide enough to accommo- Elf, Underearth (white): Init -2; Atk elven club -1 melee (1d5);
date their heads. This adaptation, seen through all castes of AC 9; HD 1d4; hp 3; MV 30’; Act 1d20; SP infravision 100’,
the silent people, aids them greatly in their hunting for food- flexible form, iron vulnerability; SV Fort +2 Ref -2, Will -4; AL N.
stuffs. In addition, they have a highly developed sense of smell
The lowest caste in the Underearth the white elves are rarely
and can scent atter-corn within 1000’. Like their more common
seen. Most often used for basic menial tasks by their masters,
kin, Underearth elves are vulnerable to iron.
these elves are responsible for grinding and distributing the
Elf, Underearth (black): Init +2; Atk elven club +4 melee (1d5) atter-corn and are capable of carrying out other, simple or re-
or blowgun +4 missile fire (see elfshot); AC 18; HD 2d8; hp 9; petitive, tasks
MV 30’; Act 1d20; SP infravision 100’, flexible form, iron vul-
nerability, telepathy 20’, immune to atter-corn; SV Fort +2 Ref
+1, Will +1; AL L.
24
EXPERIMENT MAN
The Experiment Man is extremely strong and durable but is not
The creation of the Good Doctor, the Experiment Man is a overly intelligent. He has a +4 bonus for opposed Strength
large, living humanoid created from corpses and artificial flesh. checks, and if grappling an opponent does automatic damage
To creatures with good senses of smell, the Experiment Man until that opponent can escape. The Experiment Man is im-
reeks of death. mune to all damage from electricity and reduces damage from
all other sources by 2 points. Although considered an abomina-
Experiment Man: Init +0; Atk slam +2 melee (1d4+4) or grapple tion of nature for the purposes of clerical turning, the
+4 melee (1d5+4); AC 12; HD 4d12+8; hp 34; MV 30’; Act Experiment Man is not un-dead.
1d20; SP grapple, immune to electrical attacks, damage re-
sistance; SV Fort +6, Ref +0, Will +0; AL N.

Felix Atrox – Following Thing – Formless Spawn – Frog, Giant


F
FELIX ATRON (American Lion) appears as a punishment, sent by forsworn patrons. Few peo-
ple are ever selected by the Following Thing more than once,
Covered in short, reddish hair, these mane-less lions measure and the Wise believe that there is only one such monster in all
up to 8’ long and stand 4’ tall at the shoulder. Larger than the the multiverse.
saber-toothed cat, the American lion can weigh over 1,000 lbs.
(The wise may, of course, be wrong.)
Felix Atrox: Init +2; Atk bite +8 melee (2d7) and claw +4 me-
lee (1d5); AC 15; HD 6d10; hp 30; MV 30’; Act 2d20; SP FORMLESS SPAWN
ambush; SV Fort +7, Ref +8, Will +4; AL N.
Formless Spawn (servitor of Tsathoggua): Init +3; Atk
Ambush: The felix atrox, or American lion, is so well adapted to pseudopod +5 melee (1d4 plus blood drain); AC 10; HD 8d8;
its environment, and attacks with such vocal ferocity, that when MV 60’ or climb 40’; Act 3d20; SP half damage from slicing and
in plains-based terrain it nearly always strikes with surprise. A piercing weapons; SV Fort +8, Ref +6, Will +6; AL N.
DC 18 Reflex save allows a PC to act normally in the first
round of combat. Blood Drain: Upon a successful hit a formless spawn begins
siphoning the blood from their prey. This bonus damage, be-
FOLLOWING THING ginning at +1, increases exponentially for each consecutive
round that the spawn is attached to its victim.
It looks like a well-dressed man in a long black suit with tails,
but its face is a stag skull with dead white eyes. It does not
walk, but crawls on all surfaces with equal ease. Once it se- FROG, GIANT
lects a victim, it will pursue that victim relentlessly, attempting Most commonly found in scum and weed-covered pools, giant
to paralyze it with its venomous bite (DC 13 Fort save or para- frogs hide among the weeds and beneath lily pads, instinctively
lyzed 1d3 rounds) in order to remove and eat its victim’s eyes. attacking any creature that comes within range of
It can remove and devour one eye each round from a helpless their tongues. Giant frogs are approximately 5’ long and weigh
victim. approximately 350 pounds.
The Following Thing: Init +2; Atk bite +4 melee (1d3 plus DC
13 paralyzing venom); AC 15; HD 3d8+10; hp 30; MV 30’ or Giant frogs: Init +4; Atk tongue strike (0 plus entrap) or bite
climb 30’; Act 1d20; SP venom, pursue, impossible to kill, one +2 melee (1d4+1); AC 13; HD 2d8; MV 30’ or swim 30’ or jump
night only; SV Fort +4, Ref +4, Will +18; AL C. 50’; Act 1d20; SP tongue, swallow whole; SV Fort -2, Ref +4,
Will +0; AL N.
Impossible to kill: If successfully turned or slain, its body fades
away with a high-pitched giggling noise, and it is forced to wait Swallow whole: On a natural “20”, instead of the normal critical
3d6 turns (30 to 180 minutes) to reform and pursue. effect, a giant frog can swallow a halfling (or similar-sized crea-
ture) whole, doing 1d6 damage per round to the swallowed
Pursue: Once a victim is selected, the Following Thing can creature. The victim creature can do nothing that requires
always follow it, appearing 1d6×10’ away in a random direction movement. Against larger creatures, use normal critical effects.
each time an insurmountable barrier is placed between it and
its prey. (The judge may wait to have the Following Thing ap- Tongue: A giant frog can pull in a creature with its tongue at a
pear so as to build up tension.) speed of 5 feet per round unless it makes an opposed Strength
check (+2 bonus for the frog). Attacking the tongue doesn’t
affect a frog’s hit points, but the tongue is AC 13, and can be
One night only: The Following Thing is only active against its severed with 6 hp damage from a slashing weapon or by a
selected victim for one night; once dawn arrives the victim is no successful Mighty Deed. Any frog whose tongue is severed in
longer followed. How it chooses its victims is unknown, but combat will flee and hide.
some have speculated that miscast spells or the gods’ great
disapproval might draw it. In some tales, the Following Thing

25
Gargoyle, Graven – Ghost Light – Ghoul’ound – Gobloid – Gorgolac – Gray
G Demon – Grizzly Boar – Guardian Fox - Gwythaint
GARGOYLE, GRAVEN Table II: Virtues & Vices
1d7 Lawful Chaotic
The product of twisted craftsmanship and enchantment, the
graven gargoyles bear only a passing resemblance to their 1 Chastity Lust
fleshy kin. The gargoyles are shaped by the virtues or vices of 2 Temperance Gluttony
their creator and those aspects, and their number, define the 3 Charity Greed
gargoyles’ forms and powers. The beasts are, for all purposes, 4 Diligence Sloth
immortal, only slain by damage but never the simple passage 5 Patience Wrath
of time. 6 Kindness Envy
Basic Traits: In game terms, every graven gargoyle is unique. 7 Humility Pride
Use the tables below to randomly create a graven gargoyle or
select as you consider appropriate. Roll on the following tables Table III: Base Form
as needed (I through VII) to sculpt the creature, beginning with 1d14 Lawful Chaotic
the creature’s base form and overlaying the additional traits 1 Human, male Goblin, male
upon that form. This can sometimes produce exotic results, like 2 Human, female Goblin, female
a scaly, rat-headed gargoyle with feathered wings. This 3 Elf, male Gnoll, male
strangeness is part of the oddity of the graven gargoyle. The
4 Elf, female Gnoll, female
guidelines below give additional information.
5 Dwarf, male Bugbear, male
Alignment: The leanings of a graven gargoyle are determined 6 Dwarf, female Bugbear, female
by the virtues and vices of their creator and are thusly either
7 Halfling, male Orc, male
lawful or chaotic. There are no neutrally-aligned graven gar-
goyles. 8 Halfling, female Orc, female
9 Humanoid, agender Humanoid, agender
Hit Dice: Graven gargoyles use a d10 for their Hit Dice, with 10 Bear Rat
the number of Hit Dice determined on table I.
11 Lion Ape
Actions: The gargoyle receives one d20 action die for every 12 Rooster Vulture
attack shown on tables IV through VI. 13 Wolf Hyena
Armor Class: The graven gargoyle’s armor class is equal to 14 Snake Crocodile
15 plus its Hit Dice.
Attack Modifier: A graven gargoyle’s attack modifier is equal Table IV: Head
to its Hit Dice plus 1. Lawful Form Attack
Chastity Unicorn Horn (1d8)
Damage Dice: A gargoyle will have one or more attacks, de-
Temperance Hound Bite (1d6)
pending on its Hit Dice, as shown on table II. The form of these
attacks, as well as damage, is reflected on tables III through Charity Cat Bite (1d4)
VII. Diligence Rooster Bite (1d3)
Patience Owl Bite (1d4)
Initiative: A graven gargoyle’s initiative modifier is equal to its
Kindness Hart Antlers (2d4)
Hit Dice.
Humility Crane Bite (1d3)
Movement: A graven gargoyle’s speed is shown on table I. If Chaotic Form Attack
winged, a gargoyle flies at twice its speed.
Lust Ram Horns (1d6)
Saving Throws: A graven gargoyle’s saves are all the same, Gluttony Rhino Horn (1d10)
each equal to its Hit Dice. Greed Rat Bite (1d2 + disease)
Table I: Graven Gargoyle Strength Sloth House Fly Acid Spittle (1d7)
1d20 Number of Hit Speed Attack Wrath Bat Scream (DC 15 Stun)
Virtues/Vices Dice Bonus Envy Catfish Bite (1d4)
1-5 1 2 20' +3 Pride Ape Bite (1d8)
6-10 2 4 30' +5
11-15 3 6 40' +7
16-20 4 8 50' +9

26
Table V: Arms
Lawful Form Attack Chaotic Form Attack
Chastity Unicorn Hooves (2d7) Lust Human As weapon
Temperance Hound Claws (1d4) Gluttony Ape Slam (1d8+5)
Charity Cat Claws (2d3) Greed Rat Claws (1d3)
Diligence Rooster Wing Buffet (1d4) Sloth Vulture Wing Buffet (1d6)
Patience Owl Wing Buffet (1d6) Wrath Ghoul Claws (1d6)
Kindness Hart Hooves (2d6) Envy Shrooman Slam (4d4)
Humility Crane Wing Buffet (1d5) Pride Crocodile Claws (2d3)

Table VI: Legs


Lawful Form Attack Chaotic Form Attack
Chastity Unicorn Hooves (2d7) Lust Goat Hooves (2d4)
Temperance Hound Claws (1d4) Gluttony Rhino Kick (2d7)
Charity Cat Claws (1d8) Greed Rat Claws (2d3)
Diligence Rooster Claws (1d5) Sloth Crocodile Tail Slap (1d10)
Patience Kangaroo Kick (1d10) Wrath Bat Claws (2d4)
Kindness Catfish Tail Slap (2d8) Envy Octopus Tentacles (2d8)
Humility Elephant Kick (1d14) Pride Ape Bite (1d6)

Table VII: Monstrous Gift


Lawful Gift Chaotic Gift
Chastity Feathered wings (flight) Lust Powerful legs (50' leap)
Temperance Turn unholy (1d20+5) Gluttony Flame breath (15', 5d8, DC 15 Reflex for ½
Charity Agile (+2 AC, +1 Reflex) Greed Spines (+2 AC)
Diligence Feathered wings (flight) Sloth Insect swarm (as DCC RPG, p. 419)
Patience Lightning fast (+3 init) Wrath Bat wings (flight)
Kindness Hypnotic gaze (sleep, result 16) Envy Stinger (1d6 + DC 15 poison)
Humility Sonic attack (DC 15 stun, 1d6 rounds) Pride Feathered wings (flight)

magic. Sufferers of Leng fever do gain a resistance (1 hit point)


GHOST LIGHT to any fire damage.
Often found near forgotten, and overgrown cemeteries, these
dancing balls of bluish white light do not attempt to mislead GOBLOID
travelers (like the will-o-wisp) but will immediately attack. Any- A gobloid is a goblin mutant created by the experiments of the
one who has come upon a ghost light has already strayed far twisted Baron Nahum Whitlock. By exposing ordinary goblins
from the path. to the otherworldly rays of the Outre Stone while directing their
Ghost light: Init +4; Atk soul burn +3 melee; AC 16; HD 2d8; transmutation and ensuring their obedience with ancient de-
MV fly 60’; SP soul burn (DC 15 Will save or -1d4 Personality monic rites, Whitlock hopes to create a monstrously twisted
loss; Personality 0 leads to death and returning as a Ghost army that he can unleash on his enemies. The gobloid is often
Light); Act 1d20; SV Fort +2 Ref +6, Will +4; AL C. so bloated and misshapen that in many cases it is hardly rec-
ognizable as having once been a lowly goblin. It is covered
GHOUL’OUND with sores and pustules oozing a dark greenish ichor along
with small toothy mouths appearing in random locations all
The warped remnants of the followers of the twisted patron Lao over its body. Most gobloids have an extra limb or two and
T’zai, disdained for their weakness and twisted into usefulness, usually at least one of their appendages have transformed into
the ghoul’ounds are muscular beasts, their skins stretched to a slimy tentacle with sharp spines and multiple biting mouths.
the point of tearing and stitched together. They roam the Plat- Gobloids are insanely aggressive and always hungry for flesh
eau of Leng in packs. of any kind, which they devour with their many mouths. They
attack on sight any living (edible) creature unless otherwise
Ghoul’ound: Init +5; Atk bite +7 melee (1d8+2); AC 15; HD commanded by their master. In this constantly maddened
3d6; MV 60’; Act 1d20; SP diseased bite; SV Fort +4, Ref +4, state, gobloids have no concern for their own preservation and
Will +3; AL C. thus will never retreat or surrender.
Diseased bite: Any creature taking damage from a ghoul’ound Gobloid: Init +1; Atk bite +1 melee (1d3) or tentacle +2 melee
bite may contract Leng fever (DC 14 Fort save). Leng fever (1d3 plus grab) or weapon +2 melee (as weapon); AC 11
causes the victim’s body to slowly freeze and become frostbit- (remnants of hide armor); HD 2d6+3; MV base 20’, varies; Act
ten. Affected creatures take 1 Stamina damage each day and 1d20+1d16; SP additional arms, tentacle grab, infravision 60’;
are constantly cold. The Stamina damage will not heal natural- SV Fort +2, Ref +2, Will 0; AL C.
ly until the frostbite is reversed through the application of
27
Additional arms: 1d3-1 (0 possible); each appendage, including raiders have been known to descend on a village and devour
the original four, has a 1/3 chance of being a spiny mouthed all who reside there (often while the victims still live), while
tentacle. For gobloids with one tentacle leg, their movement is leaving only a single survivor to spread the terrifying tale of
cut in half to 10’. For gobloids with both legs transmuted into their attack
tentacles, their movement is cut by 75% to 5’, but those tenta-
Gorgolac: Init +1; Atk slam +6 melee (1d8+7), bite +5 melee
cle legs may improve other movement options such as
(1d4+6 and gorgoloc regenerates 1 hp), or great club +4 melee
swimming or climbing, as per judge’s discretion. Gobloids are
(1d12+5); AC 16; HD 3d12+3; MV 20’; Act 1d20; SP death
typically armed with wickedly spiked and bladed weapons,
throes; SV Fort +6, Ref +5, Will +5; AL N.
usually caked with the gore of previous victims.
A gobloid with at least one tentacle will always attempt to latch Death throes: So dedicated to their hatred, so are they driven
by their hunger, that Gorgolacs continue fighting for two rounds
on to an opponent and draw them in close (or draw themselves
past the receipt of their mortal wound.
to the opponent) to bite them with its plethora of mouths. Upon
a successful tentacle attack, the attack does 1d3 damage and,
with a successful opposed Strength check (gobloid rolls GRAY DEMON
1d16+0) grabs the opponent. Until the victim frees themselves Despite the name, these creatures are not demonic in origin
from the tentacle’s grasp, on subsequent rounds they will suf- but rather, they are un-dead apes. Reanimated through the
fer an automatic 1d3 biting damage in addition to being subject power of sheer hatred and filled with unimaginable strength,
to the gobloid’s two normal attacks. To get free of a tentacle’s these creatures lurk in jungles near the sites of forgotten tem-
hold, the character must spend an action extricating them- ples and palaces.
selves with a successful opposed Strength check (gobloid rolls
1d16+0) or some other situationally appropriate action as per Gray demons: Init +3; Atk bite +4 melee (1d6) or rend +3 me-
judge’s discretion. lee (special); AC 14; HD 4d8; MV 30’; Act 1d20; SP un-dead
traits; resistant to magic (50% chance of spell failure when
GOLEM targeted); SV Fort +4, Ref +3, Will +4; AL C.

Pummel Golem: Init 0; Atk arms +8 melee (1d10+4) or stomp Rend: The gray demons’ superhuman strength allows them to
+3 melee (1d12+5); AC see below; HD see below; MV 20’; Act rend their opponents’ bodies apart. On a successful rending
2d20; SP variable stats dependent upon creation material; SV attack, target must make an opposed Strength check; failure
see below. results in 1d8 damage and having their appendage ripped from
their torso.
AC HD Saves Arm stats
Clay 10 6d8+6 Fort +3, Ref +2, AC 12, 15 hp
Will +4 each
Stone 12 8d8+16 Fort +4, Ref +2, AC 14, 20 hp
Will +4 each
Iron 14 10d8+30 Fort +6, Ref +3, AC 16, 25 hp
Will +5 each
Pummel golems appear as 8’ tall statues of clay, stone, or
metal manufacture, but apparently have been fashioned with-
out arms.
If found inert, there will be two short thick columns of similar
substance found nearby. These columns are their arms which
can also be disguised as architectural details or stacked upon
their ends to appear as columns supporting the room.
Upon activation, a pummel golem pulls its colonnaded “arms”
to itself and carries out whatever instructions they have been
given by their creators (usually pulverizing something into a
bloody paste with their massive pinions).
The arms can independently move with a flying speed of 40’
and serve as the golem’s primary attacks. When not being
actively used, they hover near the automaton’s shoulders. The
arms can be attacked and destroyed. If the golem no longer
has arms or is engaged in close combat, it will resort to stomp-
ing on its foes.

GORGOLAC
Ape Sketch by DW Miller. This work is licensed under a
The rank and file of Dorini’s armies, gorgolacs are descended Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
from men who long ago surrendered their humanity to the cor-
rupting power of the darkness of primordial chaos. Their forms
twisted and obscene, no gorgolac looks exactly like any other,
although they share a similarity of brutish size (ranging from 7’-
9’), hulking form, and brooding cruelty. Flesh eaters, gorgolac

28
GRIZZLY BOAR Protector of magical woods, the guardian foxes are friends to
“A billionaire paid scientists to combine the DNA of a wild boar all, natural creatures and lawful fae that dwell within. They are
and a grizzly bear to create the ultimate big game hunt.” fiercely loyal to their duties and, as one would expect, are very
– Ethan Nicolle, Bearmageddon News Network cunning.

The horrific creation of science gone awry, the grizzly boar is a Guardian Fox: Init +4; Atk bite +1 melee (2d5); AC 16; HD
near unstoppable engine of destruction. Capable of razing en- 1d8+4; hp 5; MV 40’; Act 2d20; SP animal communication,
tire villages, this monstrous behemoth is a match for all but the polymorph (spell check +4); SV Fort +3, Ref +6, Will +8; AL L.
greatest of heroes. The first encounter with the creature lead to
the deaths of a seasoned group of hunters, fully prepared and Animal communication: A guardian fox may speak with any
armed to the teeth for their encounter. The grizzly boar de- form of animal – even creatures merely polymorphed into an
stroyed them, impaling them with its mighty tusks and laying animal.
waste to the entire hunting preserve. Now the creature is at
large and may be encountered by unwary adventurers. GWYTHAINT
Grizzly Boar: Init +1; Atk tusks +12 melee (2d14+10) or claws “The gwythaints, which, at a distance, had seemed no more
+14 melee (2d10+10); AC 17; HD 10d8+10; hp 55; MV 60’ or than dry leaves in the wind, grew larger and larger, as they
climb 20’; Act 3d20; SP rend, impervious, immune to electrical plunged toward horse and riders. Downward they swooped,
attacks; SV Fort +14, Ref +8, Will +6; AL C. their great black wings driving them ever faster.”
- Lloyd Alexander, The Book of Three
Rend: Rend for additional 2d8 damage if more than 2 claw
attacks hit same target in one round. These massive black birds of prey have been known to hunt
young dragons and are well feared and respected through the
Impervious: The advanced science that created the grizzly
lands of Prydain. The “eyes of Annuvin,” the gwythaints are
boar also gave it increased durability and an ability to shrug off
spies for Arawn and what they see they report back to him
all but the strongest blows. They can only be wounded normal-
using a language that only the Lord of the Dead understands.
ly by magic weapons, spells, other extraplanar denizens, or
Once gentle creatures, they have been tortured and bred to
creatures with naturally magical attacks (including paralysis,
serve the purposes of their dark patron-liege.
sleep, poison, acid, breath weapon, etc.). Creatures of at least
4 HD are powerful enough to wound the grizzly boar for half Gwythaint: Init +2; Atk bite +8 melee (1d10+3) or claw +2 me-
damage, and creatures of at least 6 HD can cause normal lee (1d6+3 x2); AC 15; HD 6d10; MV 10’ or fly 80’; Act 1d20 or
damage. 2d20; SV Fort +6, Ref +5, Will +2; AL C.

In a single round a gwythaint may attack a single target using


its beak or both of its claws.

Red Fox – Ballpoint by Samuel Silva This work is licensed under a


Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License

GUARDIAN FOX
“Something stepped into the open from behind a tree trunk.
Sara's mouth was open for another shout. A red-brown, black,
and white animal with a plumed tail and a thin, pointed nose
sat down to look at her with interest. Sara stared back. Her
fright was fading fast, and she was sure that the animal was
laughing at her. Now she knew it was a fox. Only, she was
puzzled. Were foxes always so big? The ones she had seen in
the zoo were much, much smaller. This one was as large as
the Great Dane that had lived two houses away on the post in
Colorado.”
- Andre Norton, Steel Magic
29
Harringo – Hell Horse – Hollow Knight – Horned Monster – Horse of the Hills –
H Hunter – Hydandeatya
HARRINGO HOLLOW KNIGHT
A harringo is the grotesque amalgamation of an old crone, a “The stranger came over a ridge. He bestrode a tall horse,
reptile, and an ostrich. This 12’ tall beast has 7’ long legs and a snowy white, with flowing mane and proudly arched neck; yet
3’ long neck. The she-creature is covered in pale green scales the beast was subtly wrong to look at, too long of leg, too small
and long black feathers on its head, wings, and back. Harrin- of head. The rider was in full plate armor, his visor down so
gos are flightless birds, but they are swift runners; their that he showed no face; white plumes nodded on the helmet,
incredibly strong legs also allow them to make amazing leaps. his shield was blank and black, all else shimmered midnight
Harringos can use their breath weapon once a day; they typi- blue.”
cally use it on their prey once they have wounded it enough to – Poul Anderson, Three Hearts and Three Lions
hold it down on the ground with one foot. They then dip their
heads down to vomit acid on their helpless prey, but this acid Created by the magics of the fey, the Hollow Knights are inde-
can be used as a true breath weapon if need be. fatigable and relentless foes. Once encountered and engaged
by such a construct, the only succor to be found is in its de-
Harringo: Init +1; Atk kick +1 melee (1d6) or acid breath -2
struction.
missile fire (3d4/2d4/1d4); AC 12; HD 6d8; MV 50’ or jump 20’;
Act 1d20; SP breath weapon (cone, width 1d4x3’, length Hollow Knight: Init +4; Atk longsword +6 melee (1d8+3), dag-
1d3x3’, acid does 3d4 on the first round, then it automatically ger +6 melee (1d4+3), lance +6 melee (1d12+3), or bow +6
inflicts 2d4 the following round, and another 1d4 the round missile fire (1d6); AC 19; HD 6d12; MV 30’; Act 1d20; SP elfin
after that, DC 13 Fort save for half damage); SV Fort +3, Ref steed, mounted combat; SV Fort +4, Ref +3, Will +9; AL C.
+4, Will +4; AL C.
Elfin steed: Hollow knights patrol the fey kingdoms from atop
their swift and strange warhorses. Should the knight be slain,
its elfin steed immediately rushes to report what has tran-
spired.
Mounted combat: A hollow knight atop an elfin steed receives
a +2 bonus to his AC and a +2 bonus to hit unmounted oppo-
nents. All else as per DCC RPG p. 87.
Elfin Steed: Init +3; Atk hoof +5 melee (2d3+3); AC 18; HD
4d8; MV 80’; Act 1d20; SP unnaturally calm; SV Fort +6, Ref
+8, Will +4; AL C.
Unnaturally calm: An elfin steed cannot be spooked.

HORNED MONSTER
A dark spirit that roams the land feasting on flesh, the horned
monster, or Wendigo, feasts on the flesh, blood, and souls of
the unwary.

Ghost Rider by Sandeep Karunakaran. This work is licensed under a With huge glowing eyes and a head crowned by a massive 30+
Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License. point rack of antlers, the Wendigo is a fearsome sight. Long,
needle-like claws tip overly-long, triple jointed fingers, while
HELL HORSE bits of bone grow from the joints of its arms and legs.
“He heard the sound as it came from the shadows behind the Horned Monster: Init +4; Atk bite +8 melee (2d10), claw +12
church. It was the sound of a horse moving among the graves, melee (3d8), or antlers +4 melee (1d24); AC 19; HD 10d12; hp
a horse old and lame and weary unto death, stumbling among 65; MV 40’, or fly 100’; Act 2d24; SP blood drain, hard to kill,
the graves as it sought him, and he whimpered in his throat. near divine, planar reach, spirit vision, immune to non-magical
For he knew that this was the Hell Horse, and whoso looks weapons, immune to ice and cold; SV Fort +10, Ref +4, Will
upon it shall die.” +8; AL C.
– Poul Anderson, Three Hearts and Three Lions
Blood drain: In combat, the Wendigo may gore an opponent
Hell Horse: Init +0; Atk hoof +1 melee (1d3+2); AC 13; HD with its antlers and, if successful, it may begin to drain the tar-
8d8; MV 60’; Act 1d20; SP fatal visage, undying; SV Fort +2, gets blood for an additional 1d12 points per round. Any target
Ref +3, Will +8; AL N. impaled by the antlers must succeed in a Reflex save vs. DC
Fatal visage: All who gaze upon the Hell Horse and its rider, 20 or be held on the antlers of the massive creature for another
whether directly or indirectly (such as by reflection) must, each round.
round, make a DC 25 Fort save or die. Hard to kill: No mortal may truly slay the Wendigo. If reduced
Undying: Upon being banished or slain, the Hell Horse reforms to 0 hit points the creature dissipates into mist and reforms in
in one day’s time. 1d12 months.

30
Near divine: Due to the primal nature of the Wendigo and its caused by subtle movements up to half a mile away may be
strong linkage to the spirit world, all attempts to turn unholy picked up.
made against it suffer a 1 die penalty.
Planar reach: The Wendigo can reach across the veil of the HYDANDEATYA
spirit worlds and attack any creature within its reach, despite Created in the conservatory of the warlock Baron Nahum Whit-
any difference in planar location. lock, the hydrandeatya is a once-normal flowering plant
Spirit Vision: The horned monster can see all creatures within mutated by exposure to the entropic effects of the Outre Stone
100’ regardless of camouflage, stealth, invisibility, or being into a giant carnivorous abomination. This monstrosity stands
located on another plain of existence. 8-10’ tall with 3-6 (1d4+2) blossoming “heads” filled with row
upon row of razor-sharp teeth and can shuffle about slowly on
Drawing its power from primal forces, the horned monster may its root-like “feet”. They have only a basic animal intelligence
not be struck by ordinary weapons and can only be harmed by and no eyes, utilizing a combination of sensory abilities to lo-
enchanted weapons and magic. It was last driven from the cate their prey. Hydrandeatya will typically lie in wait, blending
world by the native patron, Monster-Hunter, who tracked it in with its surroundings, until a victim gets close enough for a
across the cold woods of the far north and forced it to flee from surprise attack.
the realm of men.
Should the horned monster slay a foe it will immediately halt Hydrandeatya (giant carnivorous plant): Init +0; Atk bite +3
other hostilities to take the time to eat its prey. Only after it has melee (1d8); AC 14 (thick leathery integument); HD 1d6 per
completely devoured the body (2d5 rounds), or upon being “head”; MV 10’; Act 1d20 per “head”; SP poison (DC 10 Fort
attacked again, will it renew hostilities. save or paralysis for 1d4 rounds); SV Fort +3, Ref +0, Will +3;
AL C.

HORSE OF THE HILLS In combat, hydrandeatya can attack multiple targets in the
same round, but will only attack a single target with at most two
“There was a splash, as water washed about hoofs, and the “heads” per round. Attacking a single target with more than two
flapping of huge wings. Two black horses stood in the shallow heads seems to somehow interfere with their sensory abilities.
river, the cool water eddying about their legs. But such horses! Once a victim has been brought down, either dead or para-
Ribbed wings like those of bats were folded against their pow- lyzed, the hydrandeatya will use its bite to dismember the body
erful shoulders as they shook their heads and neighed a and “fertilize” the earth beneath its roots.
welcome to the man who had summoned them. They wore
neither saddle nor bridle, but it was clear they had come to Any critical hit with an edged weapon against the hydrandeatya
serve Huon.” that does 5 or more hit points of damage will sever one “head”.
- Andre Norton, Steel Magic For warriors, any hit with a deed die result of 3 or more and
resulting in 5 or more hit points of damage will sever one
Horse of the Hills: Init +1; Atk hoof +5 melee (1d8+4); AC 14; “head”. Note that unless completely destroyed by fire (or other
HD 5d8; MV 60’ or fly 100’; Act 2d20; SV Fort +6, Ref +6, Will method as per judge’s discretion) hydrandeatya will re-grow
+3; AL L. one head and gain 5 hp per day until it reaches its randomly-
determined new statistics.
While this race of flying horses has all but died out, those
which remain are powerful and loyal allies. These creatures
are not kept as mounts but, from time to time, will let champi-
ons of Law and their compatriots ride upon their backs.
Intelligent and gifted with an understanding of the common
tongue, a horse of the hills can obey complex commands
(should it so choose). These creatures will almost never will-
ingly allow chaotic creatures to ride astride them and only then
after great coaxing by a powerful champion of Law.

HUNTER
Used as hunting dogs by the tribes of Mars, the lizards known
as hunters are spiked, almost thorny beasts. Capable of run-
ning down prey over long distances, the tenacity of these
creatures is only matched by their foul disposition. A pack of
hunters is a match for nearly any beast on Mars, with the ex-
ception of the dreaded rock dragon.
Hydrandeatya Photo #2 © 2018 by Anton Wlisbach. Used with permission.
Hunter: Init +4; Atk bite +5 melee (1d10) or claw +3 melee
(1d4); AC 16; HD 4d8; hp 18; MV 40’; Act 2d20; SP tremor-
sense; SV Fort +6, Ref +1, Will +1; AL C.
Tremor-sense: So attuned is the hunter to the shifting of the
sands of Mars that it is able to detect even the subtlest varia-
tions to the natural movements of the soil. Even the shifting

31
Wendigo by TheRutheLa. . This work is licensed under a Creative Commons Attribution Noncommercial-No Derivative Works 3.0 License.

32
Ichthyosaur, Mutant – Ink Wraith
I
ICTHYOSAUR, MUTANT INK WRAITH
“Swimming through the water, behind a smaller group of the The ink wraith usually finds itself in the service of some dark
bubble men, were ten huge creatures of unbelievable ugliness. lord, or sorcerer, as its ability to channel dark energies into
They looked like a cross between a crocodile and an unusually permanent painted marks, or tattoos, make it highly sought
ugly fish. Their huge heads were almost all mouth and teeth, after.
and their bodies were covered with ugly grayish warts that
The ink wraith is a foul type of un-dead said to be souls of for-
glowed with a faint phosphorescence. They were over twenty
mer tattoo artists that caused disease and death from
feet long, dwarfing the men who led them on halters of some
uncleanliness. Known for its ability to leave a “lasting” mark on
sort.”
its target, loose ebon bandages cover desiccated a corpse
- Lester Del Rey, Attack from Atlantis
whose skin is almost as pitch as the cloth that wraps it. If at-
Ichthyosaur, Mutant: Init +6; Atk bite +8 melee (1d12) or tail tacked or deterred from its mission, the ink wraith animates its
+8 melee (1d20); AC 18; HD 6d12; MV 60’ swim; Act 2d20; SP hanging bandages to become rigid and stabs outward at its
aquatic, water jet; SV Fort +6, Ref +6, Will +3; AL N. opponents. The creature is a master of stealth, and often uses
flight to find open windows to glide effortlessly into, all in hopes
Aquatic: Unlike most aquatic creatures, which use gills, the
of catching its prey asleep and unsuspecting.
lungs of these mutants have adapted to draw
oxygen from the water and have developed an orifice beneath Ink wraith: Init +2; Atk gauze stab +3 melee (1d8); AC 16; HD
their ribs for discharging the water for 3d8; MV 30’ or fly 30’; Act 2d20; SP un-dead traits, move si-
additional propulsion. lently, dark mark; SV Fort +2, Ref -1, Will -1; AL N.
Water Jet: Once per day the ichthyosaur may release a con- Dark mark: The ink wraith carries a bowl with a viscous black
centrated blast of water through its sub- ink and brush in attempt to “mark” its target. This ability can
thoracic vent. It may use this jet as an attack (1 target, DC 16 only be used on immobile, sleeping targets. The act of leaving
Reflex save or stunned 1d4 rounds) or for the mark is painless, and if successful leaves the target in a
propulsion (additional 100’ movement). charmed state specifically attuned to the ink wraith’s master.
“Marked” are considered to be under the effects of a charm
spell at check result 18 while in the presence of said master.
This effect is permanent unless the mark is carved from the
flesh (causing 1d6 damage).

Jack Frost – Jungle Harpy


J
JACK FROST
Jack Frost has the Freezing Touch: Any creature which touches Jack Frost –
appearance of a troll, whether wounded in combat or initiating a melee attack – takes
made of semi-fluid an additional 4 points of cold damage.
ice. Clad in strange Immune to criticals: Jack Frost has no internal organs, brain,
clothing, and coated skeleton, or concentrations of nerves, and is thus immune to
with hoarfrost, this critical hits, as well as poison and disease.
demon of winter is a
harbinger of evil tid- Regeneration: Jack Frost heals at an astonishing rate, regen-
ings to come. erating 1d12 points of damage at the end of each round,
including the round it is killed. It can only be truly put down by
Jack Frost: Init +10; taking its hit points negative such that its final regenerative
Atk bite +12 melee burst does not raise its total above 0. Jack’s severed head or
(2d12+4), claw +10 limbs will even crawl back and re-attach. Jack Frost’s only vul-
melee (2d10+4), or nerability is to fire, from which he does not regenerate.
snowball +10 ranged
(2d7); AC 22; HD JUNGLE HARPY
10d10+5; hp 60; MV
40’; Act 4d20; SP A harpy is an old woman with monstrous traits: scaly skin, ea-
freezing touch, re- gle-like wings, and a mass of tangled jade hair. Jungle harpies
generation, immune live in niches of cliffsides and can use an action to scream.
to critical hits, vulner-
able to fire; SV Fort Jungle Harpy: Init +2; Atk claws +3 melee (1d4); AC 12; HD
+12, Ref +10, Will +8; Snow Miser by Eric T. Asaris. This work is licensed under a
2d8; MV 20’ or fly 70’; Act 1d20; SP stunning scream (DC 13
AL C. Creative Commons Attribution Noncommercial-No Deriva
Will save or 1d8 sonic damage); SV Fort +2, Ref +3, Will +6;
tive Works 3.0 License. AL C.

33
Kangaroo – Killer Dolly – Khom
K
KANGAROO Killer Dolly: Init +1; Atk tiny sword -2 melee (1d4-1); AC 11;
HD 1d4; MV 20’; Act 1d20; SP patchwork, regeneration, in-
"Their scouts, mounted on beasts that look like huge, long- fravision 40’; SV Fort -2, Ref +0, Will -2; AL N.
tailed rabbits, approach the wall of Ardyman's Tower."
- L. Sprague de Camp, The Fallible Fiend Patchwork: When encountered in groups, the dolls have the
ability to merge themselves together with crude stitches and
Kangaroo: Init +2; Atk kick +4 melee (2d6); AC 13; HD 3d10; fasteners. This combines their number of attacks and hit
MV 60’; Act 1d20; SV Fort +3, Ref +2, Will +0; AL N. points, while increasing their movement by 5’ and their AC by 2
Kangaroos are used as mounts by the aboriginal Paaluan per doll added to the collective. This patchwork combination
tribes. The secret of training these creatures as mounts is takes a full round for two dolls to complete and may be done
known only to them and is a closely guarded secret. any number of times, limited only by the number of dolls pre-
sent.
Regeneration: When reduced to zero hit points, the killer dolly
will enter a torpid state and begin to regenerate 1 hit point per
round until fully healed, when it will rise again and attack. The
demonic toy may only truly be destroyed by fire.

KHOM
Highly aggressive, Martian bison. If unmolested, the herd will
ignore any lifeform. If something comes within 60’ of the herd
however, the males of the herd will turn their attentions to the
interlopers and attack.
Khom: Init +4; Atk gore +4 melee (2d6) or tail +6 melee 2d10);
AC 16; HD 5d8; hp 23, MV 60’; Act 1d20; SP impale; SV Fort
Red Kangaroo is in the Public Domain +8, Ref +7, Will +3; AL N.

KILLER DOLLY Impale: Targets gored by the khom’s horns must make a DC
12 Reflex save to avoid being fully impaled and lifted into the
Appearing as a misshapen child’s poppet, the killer dolly gen- air. Targets so impaled suffer an additional 1d5 points of dam-
erally appears as a miniature, toy version, or the prevailing age as they are tossed into the air and crash to the ground.
race of the region (human, elf, halfling, etc).

Leng Spider – Lich – Loper – Lurk


L
LENG SPIDER climb 20’; Act 1d20; SP webbing, poison (DC 13 Fort save or
die); SV Fort +2, Ref +2, Will +5; AL C.
Webbing: Leng spiders may spray icy webbing forth from their
spinnerets. Treat as the spider web spell with a result of 22.
The webbing does 1 point of cold damage per round to any
creature caught within.

LICH
The withered brown body on the slab—he could make out bits
of whitened bone and grisly fragments of flesh and hair pro-
truding from the rotted cloth—was moving. It sighed, as if it
breathed immeasurable distances away. Its chest lifted and fell
in a slow pulsing.
Nerscylla, the Shadow Spider by Ramires de Souza. This work is licensed under a Dwallka of the War Hammer! What was this thing? The corpse
Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License.
turned its head so that it could look at Kothar out of its empty
Greatly feared across the Plateau of Leng, the Leng spider’s eye-sockets. The barbarian felt the touch of eyes, even though
ice-cold chitinous body is propelled by its crimson legs, each there were no eyes to see or be seen.”
ending in wicked hooks. Highly intelligent, the spiders loathe - Gardner F. Fox, ‘The Sword of the Sorcerer’
spellcasters and will attack them at their first opportunity. Among the followers of Eldrak of the Seven Hells, the most
Leng Spider: Init -2; Atk mandibles +3 melee (1d4+2 plus poi- powerful and corrupt of wizards may be offered the opportunity
son) or talon +3 melee (1d8+2); AC 16; HD 3d8+2; MV 30’ or to become a lich. Their mummified corpses are infused with
the raw stuff of magic, and they rise again in a state of un-
34
death, to observe the slow passage of eternity and to continue picked up (should the rider succeed in a Luck check) and will
working their will upon the world. A lich’s second and third ac- spook the loper.
tion die must be used for spellcasting. Most powerful of the
Liches is Afgorkon, said to be the first among them.
Lich: Init +0; Atk debilitating touch +4 melee (-1 Str), soul burn
+10 missile (-1d3 Per), or spell; AC 11; HD 10d4+20; hp 45;
MV 20’; Act 2d20+1d14; SP damage reduction 10, soul burn,
spellcasting (+12 spell check), lethargic, resilient, un-dead
traits; SV Fort +2, Ref +3, Will +10; AL C.
Soul burn: The lich’s fearsome gaze attack drains a target of
1d3 Personality, allowing the lich to use that power to immedi-
ately fuel a spell. Points of soul burn not used immediately are
lost to the Lich and return to the Lich’s victim. Targets reaching
0 Personality immediately die as the last of their soul is de-
voured.
Spellcasting: In life Liches were 10th-level wizards. In death
they retain their knowledge of magic. Each Lich’s spell list is
different but will consist of 18 spells between 1st and 5th level.

Giant Riding Gecko by Géraud Soulié This work is licensed under a


Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License.

LURK
These fey creatures appear as thin, almost skeletally emaciat-
ed humanoids with bright green eyes. Their arms and legs are
unnaturally long and can extend to greater lengths than would
seem possible. They can squeeze into cracks even six inches
wide and lurks often lair in places that are impossible to reach
by human-sized creatures.
Lurks collect shiny things in their burrows, which they steal
Mummy Costume #6 by Ben Holmes. This work is licensed under a
Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License. from travelers. A lurk loves nothing more than creeping up
behind a lonely traveler, throttling him from behind, and then
Afgorkon, First Among Liches: Init +0; Atk debilitating touch taking all the shiny objects the traveler had. Sometimes a lurk
+3 melee (-2 Str), soul burn +10 missile (-1d4 Per), or spell; will be seen pawing through its treasures in some lonely place
AC 11; HD 10d4+20; hp 55; MV 1’; Act 2d20+1d14; SP dam- under the light of a bright moon.
age reduction 15, soul burn, spellcasting (+13 spell check),
lethargic, resilient, un-dead traits; SV Fort +4, Ref +0, Will +11; Lurk: Init +6; Atk claws +3 melee (1d6); AC 15; HD 3d8; hp
AL C. 19; MV 30’; Act 1d20; SP stealthy, squeeze into small spaces,
strangle and drag; SV Fort +6, Ref +4, Will +4; AL C.
LOPER Stealthy: Lurks are very stealthy, usually gaining surprise on a
“He pulled the reptile’s head around and thumped bootheels 1-2 on 1d3.
into its scaly sides. It voiced a shrill hiss of displeasure, then Strangle and drag: If a lurk’s initial attack is successful, it has
broke into that clumsy gait for which it was named.” gotten hold of its victim’s throat, and can strangle for automatic
- Lin Carter, Down to a Sunless Sea damage each round. Victims being strangled cannot call out,
Favored by the nomadic nation-clans, the loper is the chosen and it requires a DC 15 Strength check (using an Action Die) to
desert mount of Mars, the loper is capable of traveling through break free from the lurk’s grasp. A lurk can move at half speed
the heat and harsh environments of open mars for great peri- while dragging along a victim; the victim can resist with a DC
ods of time while requiring very little water. 10 Strength check, but this also uses an Action Die.
Loper: +1; Atk bite +6 melee (1d7+4); AC 15; HD 5d10; hp 23;
MV 90’; Act 1d20; SP tremor-sense 50’; SV Fort +8, Ref +2,
Will +0; AL N.
Tremor-sense: So attuned is the loper to the shifting of the
sands of Mars that it is able to detect even the subtlest varia-
tions to the natural movements of the soil. Even the shifting
caused by the subtle movements of a buried sandcat may be
35
Mammoth – Manticora – Martians – Mek – Mimicker – Minokar
M
MAMMOTH the creatures will unite into packs of 11-17 members (1d10+7).
For each additional manticora attacking a group, the manticora
"The mammoth is a fell weapon," said one, "but the beasts gains a cumulative +1 to attack and damage rolls.
have a craven mislike of wounds and death. Confront them
with some outlandish sight and smell, like these dragons, and MARTIANS
they are wont to panic and flee back through their own host.
This leaves the host in an untidy state." The inhabitants on the once great world of Mars now live a
- L. Sprague de Camp, The Fallible Fiend meagre, subsistence-based life. In the human colonies, they
can be found performing menial jobs, or hiring themselves out
Mammoth: Init +1; Atk stomp +4 melee (4d6) or trunk +6 me-
as guides to the more adventurous off-worlders. In the wilds,
lee (3d4); AC 14; HD 8d10; MV 25’; Act 1d20; SP roar; SV Fort
nomadic tribes travel the canal-ways, strange moon-cultists
+8, Ref +0, Will -4; AL N.
perform strange rites by the light of the Mad Moon, and raiders
Roar: The trumpeting cry of the mammoth is so loud that it can wait to waylay the unwary.
be heard from several miles away. This roar is used by various
militaries as a form of signal communication, to coordinate All Martians are proficient in Martian knife fighting and are
attacks and troop movements. treated as halflings for the purposes of two-weapon fighting.
Martian Cultists: Init +2; Atk 2x knife +3 melee (1d4) or spell;
MANTICORA AC 10; HD 3d6; hp 11 each; MV 40’; Act 2d16 or 1d20; SV
“I could not believe it. Never in my memory had one been seen Fort +1, Ref +2, Will +0; AL C.
this near to Amber. Perhaps twelve feet in length, bearing that Spellcasting: The cultists know the following spells: (1st level)
terrible parody of a human face on the shoulders of a lion, ea- choking cloud, color spray, magic shield.
gle-like wings folded above its now bloody sides, a still-
twitching tail like that of a scorpion, I had glimpsed the manti- Priestess of Denderon (the Mad Moon): Init +1; Atk dagger
cora once in isles far to the south, a frightful beast that had +2 melee (1d4) or spell; AC 11; HD 5d6; hp 18, MV 40’; Act
always held a spot near the top on my unclean list.“ 1d20; SP spells (caster level 5); SV Fort +2, Ref +2, Will +3;
- Roger Zelazny, Nine Princes in Amber AL C.
Spellcasting: A priestess knows the following spells: (1st level)
charm person, magic missile, magic shield, sleep;(2nd level)
mirror image, scorching ray.

Martian Raiders: Init +3; Atk 2x knife +4 melee (1d4+2) or


heavy beamer +3 ranged (2d7); AC 13; HD 4d8; hp 18 each;
MV 40’; Act 2d16 or 1d20; SV Fort +2, Ref +3, Will +1; AL C.
Heavy Beamer: Heavy beamers are combat rifles and are
good for 20 shots before needing to recharge. Recharging
takes 5 rounds.

Martian Toughs: Init +2; Atk 2x knife +3 melee (1d4) or light


beamer +2 ranged (1d7); AC 13; HD 2d8; hp 9 each; MV 40’;
Act 2d16 or 1d20; SV Fort +1, Ref +2, Will +0; AL C.
Light Beamer: Light beamers are hunting weapons, not combat
rifles, and are good for six shots before needing to recharge.
Recharging takes 1 turn.
Terrans aren’t popular in the backwaters of Mars, and it
Manticora is in the Public Domain doesn’t take but a moment for that dislike to manifest in the
Manticora: Init +4; Atk bite +8 melee (1d5) or 2 claws +4 me- form of a group of local toughs, drawn by the noise of the arriv-
lee (1d7); AC 16; HD 6d8+6; MV 40’ or fly 60’; Act 3d20; SP ing shuttle. While more than happy to kill an off-worlder, these
barbed tail, pack hunter; SV Fort +5, Ref +4, Will +6; AL C. men aren’t suicidal. They will taunt and insult humans while not
making any overt hostile action. If weapons are drawn and the
Barbed tail: Manticoras have long scorpion tails. In combat, as toughs feel that they are clearly outnumbered or outclassed,
an action, they may lash out with a single tail strike per round they will mutter to themselves and move on, coming back later
at +8 melee (1d14 plus poison). The poison requires a DC 12 to follow the Terrans in hopes of catching them unawares.
Fort save or the target loses 1d5 Stamina with each strike.
Clad in the leather of the desert tribesman, the toughs wear
Pack hunter: Unlike its nearest relation, the manticore, the hooded red woolen cloaks. They look through eyeholes in the
manticora are a race of highly-intelligent and dangerous crea- hoods, pulled low to keep out sand, and to prevent identifica-
tures. The manticora prefer to hunt alone; however, if tion.
something has been determined to be interfering with their
ability to hunt—or worse, responsible for manticora deaths—
36
MEK (I)
Whisked away from their home planet in the Etamin system,
the insect-like race known as the Mek have been used for
slavery for close to a century. The creatures stand upright at
close to six feet in height and are covered in a bronze cara-
pace that offers superior protection from the elements and
most melee weapons.
The Mek are often thought to be bereft of emotions, but those
who have studied the race find they do indeed have the ca-
pacity for emotion. These feelings are all geared towards “The
One” and all Meks find comfort in the constant mental chatter
of the brethren of the hive.
Meks have several spine-like antennae sprouting from their
back, scalp, and neck. These growths are coated with an or-
ganic copper film that is also conductive. Meks use these
growths to communicate telepathically at a range of 1 mile.
Meks who have been taken from their native land are no longer
able to subsist on their natural diet of decayed swamp vegeta-
tion. They are fitted with syrup sacs, which are sewn under the
Hulk-Bug Concept Art © Kerry Gammill. Used with permission
skin in the shoulder area. The syrup is a man-made substance
fed to “lower” life forms and is fortified with nutrients designed MEK (II)
to keep the species thriving.
“The Mek, standing as if a specimen in a museum case, was a
Mek: Init +1; Atk short sword +1 melee (1d6) or pellet gun +2
man-like creature native, in his original version, to a planet of
ranged (+1d8); AC 12; HD 1d8; hp 6; MV 30’; Act 1d20; SP
Etamin. His tough rusty-bronze hide glistened metallically as if
telepathy, food dependency (syrup sac), mechanical aptitude,
oiled or waxed. The spines thrusting back from scalp and neck
armor; SV Fort +2, Ref +0, Will +0; AL N.
shone like gold, and indeed they were coated with a conduc-
Armor: A hard exoskeleton wraps the Meks and with the ex- tive copper-chrome film. His sense organs were gathered in
ception of their faces, they are highly resistant to pain. This clusters at the site of a man’s ears; his visage—it was often a
translates to blunt and slashing weapons doing one less die of shock, walking the lower corridors, to come suddenly upon a
damage on the dice chain, unless a called shot is made for the Mek—was corrugated muscle, not dissimilar to the look of an
face or sensory organ. uncovered human brain. His maw, a vertical irregular cleft at
the base of his ‘face’, was an obsolete organ by reason of the
Telepathy: The Mek all have a series of highly conductive an-
syrup sac which had been introduced under the skin of the
tennae that can be used to mind-link with others of their shoulders, and the digestive organs, originally used to extract
species, in addition to intercepting various frequencies made nutrition from decayed swamp vegetation and coelenterates,
by technological items used for communication. A Mek may had atrophied. The Mek typically wore no garment except pos-
effectively communicate telepathically with any member of its sibly a work apron or a tool-belt, and in the sunlight his rust-
species within a one-mile radius. This same range applies to bronze skin made a handsome display. This was the Mek soli-
intercepting communications from mechanical devices. Should tary, a creature intrinsically as effective as man—perhaps more
the Mek ever have its spines damaged, or purposefully re-
by virtue of his superb brain which also functioned as a radio
moved, the creature will be cut off from its network and loses
transceiver. Working in the mass, by the teeming thousands,
this ability until healed. A called shot dealing a sum total of half he seemed less admirable, less competent: a hybrid of sun-
the starting hit points of the mek will successfully remove the man and cockroach.”
spines. The spines will regrow and become functional once the - Jack Vance, The Last Castle
creature reaches its max total.
Mek: Init -1; Atk claw +3 melee (1d4+2) or pellet ejector +1
Mechanical aptitude: The mek are gifted problem solvers and ranged (1d10) or throw knife +1 ranged (1d4); AC 18; HD
have the innate ability to build or repair mechanical devices. 3d8+2; hit points 15; MV 30’ or climb 20’; Act 1d20; SP hive
They are often used to maintain systems put in place to mind, radio-telepathy, syrup dependent, telepathic; SV Fort +2,
transport and care for their owners. Any roll involving creation
Ref +0, Will +2; AL L.
or repair of technological items results in a mek making the roll
as skilled (1d20 as opposed to unskilled 1d10). If the mek has Hive Mind: Meks, so long as they can connect to the collective
access to proper tools it may add +2 to any related rolls. via their radio-telepathy, are in constant communication with
one another. This allows them to act in complete unison and a
Food dependency: The mek are fed a nutrient-dense syrup by single Mek can speak on behalf of all of its kind.
their captors. The syrup is the only means the species has to
gain substance from after being taken away from its home Radio-Telepathy: The brain of the Mek operates much like a
world. Should the syrup become unavailable the mek must technological radio. The Meks can “tune” their reception in to
make DC 15 Fortitude checks each day after having gone 48 varying wavelengths and can use this ability to communicate
hours without feeding. Failure results in 1d4 Stamina damage amongst themselves or to intercept more traditional radio
from the effects of starvation each day. communications. Their reception is dependent on coarse
37
spines which grow from the backs of their necks which, if sev-
ered, disable this communication until regrown.

Syrup Dependent: Having been transformed and now bred as


a servant race for humanity, the Meks are reliant on man for
their nutritional needs. The genetically spliced “syrup sacks” on
their backs allow them to digest the nutritional syrup to the
exclusion of all things and the natural digestive processes of
the creatures have long since atrophied away. As their diet is
wholly centered on the syrup, without a source of the syrup,
most Meks will starve. There have been recent rumors of non-
syrup dependent Meks.

MIMICKER
“The massive wooden chest suddenly springs open, revealing
multiple huge rows of teeth. Two legs, like a cross between
horse and monkey, emerge from below the chest and two large
arms grow out of its side. The 7-foot tall chest roars as it tries
to bite you.”
- Marc Elsenheimer, “Fate of the Ruthless Wizard”
Mimicker: Init +6; Atk claw/bite +5 melee (1d8); AC 14; HD
3d6; hp 13; MV 30'; Act 1d20; SV Fort +8, Ref +1, Will +0; AL
N.
If killer, mimickers can be opened and searched. They calcify
small remains that they are unable to purge, creating wildly
(and sometime familiarly) shaped pearls worth anywhere from
1d5-1d30gp.

MINOKAR
“The man-body was covered by reddish hair, it was even larger
and fully as muscular as himself, with the head of a bull tipped
by wide, flaring white horns. The bull-eyes were red, mean.
The muscles of chest and arms and legs—
Kothar grunted. The legs were the legs of an animal, ending in
split hooves. He could see them fully, now that the monster
was no longer huddled in a ball. His hand lifted Frostfire, held
the blade at the ready as the bull-man lowered its horned
head. Out from behind its hips lashed a thin, hairless tail.”
- Gardner F. Fox, ‘The Treasure in the Labyrinth’
Minokar: Init +8; Atk gore +8 melee (1d14+4), fists +8 melee
(1d5+4), or warhammer +8 melee (1d8+4); AC 15; HD 6d8+6;
MV 30’; Act 1d20; SP bellow, charge, mighty deed (trip); SV
Fort +6, Ref +8, Will +2 (see below); AL C.
Bellow: Once per turn the minokar can unleash a deafening,
blood-curdling roar. All foes within 100’ must make a DC 12
Will save or be paralyzed with fear and helpless for 1d3
rounds. Bellowing does not count as the minokar’s action and
can be made in conjunction with an attack.
Charge: The minokar’s charge, coupled with its terrifying bel-
low, is its preferred tactic for beginning combat. This powerful
charge grants a +2 attack bonus and a -2 AC penalty, inflicts a
critical hit on a natural 18-20, and the target must make an
opposed Strength check (treat the minokar as Str 24) or be
hurled back 20’.
Mighty deed (trip): The Minokar may use its prehensile tail to
perform the trip deed. The creature effectively has a d6 deed Minotaur Muscle Practice by Illogical-lynx. This work is licensed under a
die, but the die roll is only for determining attack and the effec- Creative Commons Attribution 3.0 License.

tiveness of the deed. The die adds no damage to successful


attacks.

38
Octobear – Owl
O
OCTOBEAR
Transmogrifier and teratologist, Xultich, bred abominations in
his laboratories. One of his earliest experiments was the arctic
monstrosity, the octobear. The octobear has the head of an
octopus and the body of a polar bear. Octobears have the
tracking abilities and raw strength of a polar bear, plus the ten-
tacle dexterity, ink cloud defense, and camouflage abilities of
an octopus.
Octobear: Init +1; Atk grab +6 melee (DC 14 Ref save or
grappled) or claw +4 melee (1d4); AC 10; HD 3d8; MV 20’ or
swim 40’; Act 2d20; SP cold resistance, ink cloud, camouflage;
SV Fort +4, Ref +2, Will +6; AL C.
Camouflage: The octobear is covered in a thick layer of white
fur, but the octobear is able to change the color and texture of
its fur to match its surroundings. Because of this, octobears are
able to hide in plain sight; a DC 18 Intelligence test is needed
to spot a camouflaged octobear. If prey walks up next to a
camouflaged octobear, the octobear always gains a surprise
attack.
Ink Cloud: While in the water, the octobear can emit an ink
cloud to cover its escape; the ink cloud cannot be used outside
of the water. When it attacks, the octobear usually grabs its
prey with its tentacles, and then rakes its defenseless prey with
its claws.

OWL
Great horned owl: Init +0; Atk beak or talons +0 melee (1d3- Octobear ©2018 Jon Hook. Used with permission.
1); AC 12; HD 1d4; hp 3; MV 5’, fly 140’; Act 1d20; SP excel-
lent night-vision and hearing; SV Fort -4, Ref +2, Will +0); AL
N. It is possible for a successful hit to do 0 damage.

39
Peasant, Vancian – Phane – Plague Specter – Plague Zombie
P
PEASANT, Vancian Entrancing movement: To watch a Phane dance is to watch art
itself. In the presence of such beauty, a DC 14 Will save is
Not known for their intelligence so much as their strong backs required to remain focused on one’s surroundings, else be
and ability to handle menial tasks, the “peasants” are small entranced into a stupor for 2d6 rounds.
andromorphs originally from the world of Spica Ten. Taken as
a servant race during the human occupation of the Altair colo- Glide: While Phanes cannot fly, per se, they may avoid being
nies, these creatures are almost incapable of hostile action damaged if falling from any considerable height. For every 10’
without strenuous training. of height above 20’, a young Phane may reduce 1d4 from the
normal falling damage of 1d6 per 10’, as her gossamer gauze
Peasant, Vancian: Init +0; Atk club +0 melee (1d4-2); AC 10; buffets the force of gravity on her light frame. (Ex: Falling from
HD 1d6; hp 4; MV 30’; Act 1d16; SP harmless, slow to anger, 40 feet = 4d6 falling damage - 2d4 gliding benefit = total dam-
suggestible, syrup dependent; SV Fort +0, Ref +5, Will +0; AL age, for a minimum of 1 point.)
C.
As Phanes mature, their joints begin to stiffen, their luxurious
Harmless: So docile are the peasants that, without special pelts become coarse, and their once-majestic gauze “wings”
training, they are not capable of offensive action other than in turn a pale gray. No longer a Dionysus-esque pleasure to
the defense of their own lives. Only peasants that have been touch or behold, they are commonly set to menial tasks, away
specifically trained for combat may disregard this penalty. from the public eye. Such treatment harbors moderate
Slow to anger: Because of their docious and obliging manner, resentment toward humans.
peasants are slow to engage in combat. As a result, no matter Phane, mature: Init: -2; Atk claws +1 (1d5); AC 12; HD 3d8+2;
their initiative result, they will always act last in the first round MV 30’ or glide (special); SP advanced glide; SV Fort +2, Ref
of combat. They act in their normal initiative order in all subse- +3, Will +3; AL N.
quent rounds.
Advanced glide: Mature Phanes have gained experience in the
Suggestible: Complacent and near child-like, the peasants are art of gliding from heights. For them, a DC 12 Reflex save can
especially prone to mental and emotional manipulations. Suc- negate all falling damage from heights up to 100’ and falling
cessfully cast spells that influence behavior (charm person, from a mere 20’ results in no damage.
word of command, et al.) are treated as one degree of success
greater. In addition, attempts to manipulate them via the Per- PHANE (II)
sonality attribute are made at +2.
Syrup dependent: Having been transformed and now bred as a “These were creatures native to the caverns of Albireo Seven’s
servant race for humanity, the peasants are reliant on man for moon: a docile race, both playful and affectionate, which after
their nutritional needs. The genetically spliced “syrup sacks” several thousand years of selective breeding had become
within their bodies allow them to digest the nutritional syrup to sylphs of piquant beauty. Clad in a delicate gauze which is-
the exclusion of all things and the natural digestive processes sued from pores behind their ears, along their upper arms,
of the creatures have long since atrophied away. While peas- down their backs, they were the most inoffensive of creatures,
ants do not need to eat any more or less often than most anxious always to please, innocently vain…
creatures, their diet is wholly centered around the syrup and, Their life-span was perhaps thirty years, during the last ten of
without a source of the syrup, they will starve. which, after they had lost their beauty, they encased them-
selves in mantles of gray gauze and performed menial tasks in
PHANE (I) boudoirs, kitchens, pantries, nurseries and dressing rooms.”
- Jack Vance, The Last Castle
Phanes are delicate, butterfly-like creatures, native to the cav-
erns of Albireo Seven’s moon. They are naturally vain and Phane: Init 0; Atk claw +0 melee (1d3); AC 8; HD 1d6+1; hp 5;
preen their delicate gauze covering, affixed to them at points MV 30’; Act 1d20; SP delicate, syrup dependent; SV Fort -1,
behind their ears, along their arms, and down their backs; the Ref +2, Will +0; AL N.
remainder of their form is covered in a fine, soft pelt. Normally Delicate: So delicate and fragile are the phanes that they are
docile, playful, and affectionate, the females of this race have filled with fear by the idea of conflict. Morale checks for phanes
been selectively bred by humans to serve as platonic compan- are made at a -4 penalty.
ions during the first twenty years of the insectoid-womens’
lives. If used in a lower-common “companionly” manner, their Syrup Dependent: Having been selectively bred as a servant
gauzes droop and discolor, automatically a tell-tale sign of race for humanity, the phanes are reliant on man for their nutri-
misuse by their human. tional needs. As syrup sacks would destroy the aesthetics of
the creatures, they are forced to ingest small amounts of syrup,
Phane, young: Init +1; Atk claws -2 (1d4); AC 11; HD 2d8+2; lapping delicately from small saucers of the nutrient solution.
MV 40’ or glide (special); SP entrancing movement, glide; SV
Fort +0, Ref +5, Will +1; AL N.

40
Figure, Coat, Person by Alexandru Petre is in the Public Domain
41
Phane, young: Init +1; Atk claws -2 (1d4); AC 11; HD 2d8+2; PLAGUE SPECTER
MV 40’ or glide (special); SP entrancing movement, glide; SV
Fort +0, Ref +5, Will +1; AL N. On occasion, overzealous followers of the Red Death find
themselves transformed into a twisted mockery of life. Their
Entrancing movement: To watch a Phane dance is to watch art humanoid form is replaced by a skeletal-crimson mist. These
itself. In the presence of such beauty, a DC 14 Will save is mists normally inhabit the Land of the Flies, native plane to the
required to remain focused on one’s surroundings, else be Red Death, but there are exceptions. The specters are some-
entranced into a stupor for 2d6 rounds. times sent to defend the faithful or form spontaneously where
Glide: While Phanes cannot fly, per se, they may avoid being plague has gone unchecked in heavily populated areas. The
damaged if falling from any considerable height. For every 10’ plague specters exist only to infect.
of height above 20’, a young Phane may reduce 1d4 from the Plague Specter: Init +2; Atk envelope +2 melee (1d4 Stamina
normal falling damage of 1d6 per 10’, as her gossamer gauze plus choking mist); AC 15; HD 4d8; MV fly 30’; Act 1d20; SP
buffets the force of gravity on her light frame. (Ex: Falling from choking mist, immune to non-magical weapons, un-dead traits,
40 feet = 4d6 falling damage - 2d4 gliding benefit = total dam- telepathy 20’; SV Fort +2, Ref +3, Will +1; AL N.
age, for a minimum of 1 point.)
Choking mist: The plague specter attacks by enveloping its
As Phanes mature, their joints begin to stiffen, their luxurious target and forcing its mist form down the throat of the target. A
pelts become coarse, and their once-majestic gauze “wings” successful attack results in the target taking an immediate 1d4
turn a pale gray. No longer a Dionysus-esque pleasure to points of Stamina damage, and the victim must pass a DC 16
touch or behold, they are commonly set to menial tasks, away Fortitude save to avoid contracting a deadly pox. The Stamina
from the public eye. Such treatment harbors moderate loss is cumulative with each successful strike. Targets reduced
resentment toward humans. to 0 Stamina die, the poor soul drowning from the mist over-
Phane, mature: Init: -2; Atk claws +1 (1d5); AC 12; HD 3d8+2; whelming the lungs. The corpse will re-animate in 24 hours as
MV 30’ or glide (special); SP advanced glide; SV Fort +2, Ref a plague zombie unless the remains are burned.
+3, Will +3; AL N.
PLAGUE ZOMBIE
Advanced glide: Mature Phanes have gained experience in the
art of gliding from heights. For them, a DC 12 Reflex save can The very mention of the word “plague” is enough to send entire
negate all falling damage from heights up to 100’ and falling kingdoms into mad hysteria. They sweep from the shadows,
from a mere 20’ results in no damage. embracing both strong and weak, rich and poor. Plagues rav-
age the systems of the human body, often leaving the poor
PHANE (II) soul meeting merciful death in a puddle of its own liquefied
remains. There are strains of fevers and pox that refuse to be
“These were creatures native to the caverns of Albireo Seven’s satisfied with their host’s death. They continue to twist and
moon: a docile race, both playful and affectionate, which after change the corpse, giving it an un-life with a desire to “infect”.
several thousand years of selective breeding had become Plague zombies are almost always humanoid, but animals
sylphs of piquant beauty. Clad in a delicate gauze which is- have been known to reanimate when whole communities are
sued from pores behind their ears, along their upper arms, ravaged. Plague zombies spread their pestilence by both bite
down their backs, they were the most inoffensive of creatures, and pus-laden boils.
anxious always to please, innocently vain…
Plague Zombie: Init -2; Atk bite +1 melee (1d4 plus disease)
Their life-span was perhaps thirty years, during the last ten of or boils +2 missile fire (disease); AC 10; HD 1d8; MV 20’; Act
which, after they had lost their beauty, they encased them- 1d20; SP disease, undead traits; SV Fort +2 Ref -2, Will +1; AL
selves in mantles of gray gauze and performed menial tasks in C.
boudoirs, kitchens, pantries, nurseries and dressing rooms.”
Disease: Whether by bite or boils, should a victim be exposed
- Jack Vance, The Last Castle
to the disease the zombie carries, an immediate DC 12 Forti-
Phane: Init 0; Atk claw +0 melee (1d3); AC 8; HD 1d6+1; hp 5; tude save must be passed to avoid contracting the disease.
MV 30’; Act 1d20; SP delicate, syrup dependent; SV Fort -1, Those infected slowly begin to rot from the inside out until
Ref +2, Will +0; AL N. death is brought on by horrific convulsions. This amounts to a
daily loss of 1d4 Stamina points each day the save is failed,
Delicate: So delicate and fragile are the phanes that they are
and victims finally die when they reach 0 Stamina.
filled with fear by the idea of conflict. Morale checks for phanes
are made at a -4 penalty.
Syrup Dependent: Having been selectively bred as a servant
race for humanity, the phanes are reliant on man for their nutri-
tional needs. As syrup sacks would destroy the aesthetics of
the creatures, they are forced to ingest small amounts of syrup,
lapping delicately from small saucers of the nutrient solution.

42
Ramas – Rat, Dire – Rock Monster Eagle
R
RAMAS Rock Monster Eagle: Init +16; Atk bite +22 melee (1d12), claw
+22 melee (1d8), slam +22 melee (10d20), wing buffet +22
These immortal Martians are often encountered as a lone, el- melee (2d12); AC 37; HD 16; hp 192; MV 60’ or fly 120’; Act
derly Martian traveling alone. He will appear eager to help 18d20; SP elemental form, hard to kill, slam, immune to arcane
them and to join their company. The ramas will attempt to steal magic; SV Fort +16, Ref +16, Will +16; AL N.
a body and flee at the first opportunity.
Elemental form: Once per day the rock monster eagle can turn
Ramas: Init +5; Atk special (see below) or by weapon type; AC into an air elemental of equal hit dice and hit points. This trans-
12; HD 4d12; hp 26; MV 30’; Act 1d20; SP body snatch; SV formation lasts for 2d5 rounds. During this time the rock
Fort +2, Ref +4, Will +6; AL C. monster eagle loses its immunity to magic but gains the quali-
ties of the elemental.
Body snatch: The ramas is capable of stealing the living body
of one mortal creature. The ramas must touch the target (+6 Hard to kill: The king of all eagles is immortal and thus can
melee attack). The target receives a DC 14 Will save; on a never truly be slain. Should he be reduced to 0 hit points, the
failure, the ramas forces the spirit of the target to switch bodies bird vanishes into a cloud of molted feathers. The rock monster
and it takes over its new host form. The displaced victim may eagle will reform in 1d24 years’ time and will immediately at-
regain control of its body if the ramas can be restrained and tempt to seek out those who defeated him.
forced to make the switch back. If either body is killed, no Slam: The rock monster eagle’s favorite tactic against a flying
switch may take place and the spirit inhabiting the slain is for- foe is to slam down upon it from above. The target must make
ever lost. a Reflex save vs. a DC of the attack roll or be slammed to
earth, potentially taking massive damage from the strike. The
RAT, DIRE eagle is capable of so striking targets on the ground, but such
targets take half the damage from the slam, and the eagle
These massive rodents are the size of a great jungle cat, such
takes 2d30 hit points damage from the impact.
as a tiger, and easily as dangerous. Specially bred for ferocity,
these creatures are normally encountered with their handler,
and very rarely in the wild.
Rat, Dire: Init +4; Atk bite +4 melee (1d8); AC 12; HD 4d8; hp
16, 14; MV 40’ or swim 20’; Act 1d20; SP disease (Fort DC 12
or suffer muscle cramps for 1d5 days, reducing Strength and
Agility by 1d5 each); SV Fort +6, Ref +3, Will +0; AL C.

ROCK MONSTER EAGLE


The rock monster eagle is a massive bird whose wingspan can
block out the sun. The size of a small keep, its natural enemy
is dragon-kind. Its main drive is to hunt out and destroy drag-
ons, wherever they may be found, and it does so with relish,
devouring the meat from the carcasses of its prey with single-
minded gusto. Should there be no dragons in the vicinity other
prey will suffice to assuage its hunger. Capable of overwhelm-
ing all but the greatest of wyrms, the massive bird is capable of
carrying off any creature the size of a bull elephant or smaller
in a single claw.
Immortal and highly intelligent, the monarch of the skies is able
to understand all languages, despite being unable to speak
any but the tongue of the eagles.
Ancient beyond belief, born during the creation of the skies, the
rock monster eagle predates the coming of the phlogistanic
forces of magic and may only be affected by the magic of the
gods (directly or as channeled through a cleric).
An encounter with the rock monster eagle should be fearsome
indeed, as this legendary beast has only ever been taken down
Eagle Bust by Lena-bitty. This work is licensed under a
by the native patron Monster-Slayer, who had to work in tan- Creative Commons Attribution 3.0 License.
dem with his brother Born-of-Water to accomplish such a feat.

43
Sandcat – Sea Dragon – Sea Serpent – Sea-Slug – Sea-Slug, Giant – Siren –
S Snake, Mundane – Snake, Giant – Snapper – Spider, Giant – Spider-Bear –
Storm Hound – Sun Jelly
SANDCAT SEA SERPENT
“The sandcat was bigger than a Bengal tiger, and curiously “Mr. Jackson says he saw the monster with his naked eye a
catlike in appearance, for all that it was reptilian.” half mile from shore, and also had a view of it when two miles
- Lin Carter, Down to a Sunless Sea away, though Mr. Shaw’s Marine glasses.
Sandcat: Init +4; Atk bite +9 melee (2d8) and claws +5 melee He says it was traveling through the water at a great rate of
(1d7); AC 15; HD 7d10; hp 31; MV 75’; Act 1d20+2d14; SP speed, and was about 100 feet long. A number of folds in his
ambush, tremor-sense 100’; SV Fort +7, Ref +8, Will +2; AL N. body were plainly seen as they rose and fell. At times the mon-
ster raised his body ten feet in the air, and it then presented a
Ambush: A fearsome desert predator, the sandcat buries itself
terrible sight. Mr. Jackson says that, so far as he is concerned,
in the sand and waits for prey to pass nearby. Unless the tar-
he has no doubt that the object he saw was a genuine sea
get is already aware of the sandcat’s presence (via tremor-
serpent.”
sense or some other notification) it is automatically surprised
- New York Times – September 30, 1885
as the sandcat springs to attack. From its position under cover
of the shifting sands, the sandcat can spring up to 40’ in its As long as man has ventured out into dark waters there have
initial attack. been strange sightings of things that cannot be explained.
Most fearsome among them are the sea serpents, colossal
Tremor-sense: Even while covered in the sands of Mars, the
snake-like beasts that have been known to follow ships and, in
sandcat is aware of its surroundings and is able to strike from
extreme cases, even attack them.
ambush. It achieves this by detecting subtle vibrations in the
sand as they spread across its scaly hide. In combat, the sea serpent’s attacks vary based upon the chal-
SEA DRAGON lenge presented. Powerful ships are rammed again and again
in an attempt to sink them, crew upon the decks may be swal-
Not to be confused with their aquatic cousin, the sea serpent, lowed whole, and sailors in the water may be subjected to a
sea dragons are fearsome creatures descended from thunderous tail slap crushing them into the depths.
Iormungar, the first dragon to forsake the land and dive into the
depths. Like whales, these creatures do require air to breathe, Sea Serpent: Init -4; Atk bite +6 melee (1d12+8), tail slap +0
but can remain submerged for days at a time at the darkest melee (10d10, or 1d10 structural damage), or ram +0 melee
and most crushing depths before rising to strike. (50d10 structural damage); AC 18; HD 10d12; MV swim 8
knots (eight 15’ hexes per round); Act 1d20; SP aquatic, struc-
Sea dragon: Init +14; Atk bite +20 melee (1d12), tail slap +18 tural damage, swallow whole; SV Fort +8, Ref +4, Will +4; AL
melee (1d20), 3 tentacle bites +15 melee (1d10); AC 32; HD N.
14; hp 126; MV 30’ or climb 20’; Act 5d20; SP structural crush;
SV Fort +14, Ref +14, Will +14; AL C. Aquatic: These large behemoths of the deep are reliant upon
their buoyancy in water to maneuver their colossal mass. If
Structural crush: Due to the sea dragon’s immense size, the forced into the shallows or washed ashore, the sea serpent’s
creature is capable of damaging ships at sea, caverns, and move is reduced to 1d6-4’ per round.
even cliff faces. Damage to the structure is at the judge’s dis-
cretion, but all individuals in the threatened area must make a Structural damage: The ramming power of a sea serpent is so
DC 18 Reflex save or immediately be slain. This action must great that no mortal man could ever survive such a blow. It is
be the sea dragon’s sole action for the round. “fortunate,” then, that the creature uses its great strength to
ram vessels and not men. The damage inflicted by the attack is
directly to the ship’s superstructure, just as any ordinary attack
(such as cannon fire or mundane collision).
Swallow whole: Plucking a sailor from the decks and plunging
them into their gullet is the attack that haunts the nightmares of
sailors across nearly every culture. If the sea serpent succeeds
in a bite attack, it may immediately make another bite attack in
the same round and attempt to swallow the target. If the sec-
ond bite attack succeeds, the target does not take damage—
but instead plunges down the sea serpent’s throat and into the
acrid dark of the creature’s stomach, where it takes damage
each round thereafter equal to 2d14 acid and 1d10 con-
striction. A trapped creature can try to cut its way out with a
weapon (such as a dagger) by inflicting 20 points of damage
against AC 18.
Sea Serpent is in the Public Domain.

44
SEA-SLUG Siren: Init +1; Atk dagger +1 melee (1d4), hypnotic song; AC
11; HD 1d10; hit points 6; MV 10’ or Swim 60’; Act 1d20; SP
Sea-slugs float just below the surface the phosphorescent hypnotic song, infravision 100’; SV Fort +3, Ref +2, Will +3; AL
ocean in swarms, lazily feeding on algae or anything slow C.
enough to float into its eyeless face. Whether a product of their
bioluminescent diet or the sunless sea they call home, sea- Hypnotic song: All within 300’ of the siren, and able to hear her
slugs have gelatinous skin devoid of pigment, through which song, must make a Will save vs. 20 or fall under her influence
their thick blubbery flesh glistens. They resemble obese as per the charm person spell, but without restrictions against
worms; a 100-pound sea-slug may only measure 1-2 feet long. committing suicide. The song itself manifests differently within
Occasionally a swarm will churn to the surface, causing the the ear of all who hear it, for it is the voice of the one they hold
water to boil. A normal bed consists of 2d8 sea-slugs. most dear, calling to them, begging them for aid. Should there
be loud noises, those affected may make an additional save
There is no known predator of the sea-slug. If hunted, the sea- each round until they can no longer hear the noise (via it being
slug will attempt to escape by rolling away and plunging deep muffled, its cessation, or the death of the listener).
beneath the water’s surface.
Sea-slug: Init -1; Atk none; AC 9; HD 2d4; MV swim 25’; Act SNAKE, MUNDANE
1d20; SP evasive roll (+2 to Ref saves to avoid capture), dead
Poisonous adder: Init +6; Atk bite +3 melee (1d2 plus poi-
weight, blind; SV Fort -1, Ref +1, Will +0; AL N.
son); AC 14; HD 1d6; hp 4; MV 20’; Act 1d20 + 1d16; SP
Dead weight: The sea-slug transforms its excessive stores of poison; SV Fort -2, Ref +8, Will +0; AL N.
blubber into a solid mass, resulting in a plummeting slug “bul-
let” that sinks toward the bottom of the sea bed at a rate of SNAKE, GIANT
100’ per round, even amid turbulent water.
Cobra, giant: Init +8; Atk bite +6 melee (2d4 plus poison DC
It is said that gigantic specimens exist deep within the hidden 20 Fort save or death); AC 14; HD 3d8; MV 40’; SP 25% spit-
seas of Mars, sea-slugs growing to the size of a house or ting; Act 1d20; SV Fort +3, Ref +8, Will +2; AL N.
greater.
Spitting: The cobra may send a jet of venom into the face of a
Sea-slug, giant: Init +3; Atk maw +5 attack (1d8+2) or slam target up to 150’ away. Treat as ranged attack +10. The cobra
+10 melee (2d12); AC 13; HD 4d10+6; MV swim 60’; Act 1d20; may do this twice in an encounter.
SP heightened senses, misophonia; SV Fort +2, Ref +2, Will
+0; AL C. Two-headed viper, giant: Init +6; Atk bite +8 melee (3d6 plus
Heightened senses: Despite no obvious eyes or ears, the giant poison); AC 16; HD 4d8; MV 30’; Act 2d20; SP poison (bitten
sea-slug has developed a heightened sense of awareness target must make DC 12 Fort save or temporarily lose 1d4
within its habitat. It can detect motion in the water up to 200’ Stamina); SV Fort +6, Ref +4, Will +2; AL N.
away. The two headed variety of giant viper is an exotic rarity and
Misophonia: When the giant sea-slug successfully attacks with any number of wealthy individuals (kings, sorcerers, emirs,
its toothless maw, all creatures within a 100’ radius must make potentates) would pay up to 1000 gp for a living specimen.
a DC 5 Will save or flee; a DC 11 Will save is required to ig- Slain, the skin of the viper will sell for 50 gp on the typical open
nore the squelching noises and continue attacking the sea- market.
monster once it has begun to works its sphincter-like orifice.
SNAPPER
Similar to its smaller counterparts, the giant sea-slug’s skin has
grown into a thick hide like that of a dirty window, just muddied “The snapper's hideous beaked head was four feet long and
enough so one can’t see through the creature. The solidifica- three wide. The giant turtle squattered out of the water in one
tion of blubber in the 60’-long leviathan has created a explosive rush, clawed feet scrabbling for a hold on the rock,
devastatingly heavy body capable of damaging anything that the high, gray, serrated shell spraying foul water as it came,
doesn’t move fast enough. Unlike the floating sea-slug, the yellow eyes gleaming. Overall, it must have weighed over three
sea-monster is aggressive and will attempt to devour any ob- tons, but it moved very fast just the same. From a sixty-five-
jects or creatures in its path. If provoked, the giant sea-slug will pound maximum weight before The Death, the snappers had
fight by slamming its magnificent form into the offending force grown heroically, and they made many bodies of water im-
twice before turning its constantly-working maw to the water’s passable except by an army.”
surface to suck up the carnage. Its life is solitary, as the – Sterling E. Lanier, Hiero’s Journey

squelching sound of its uncoordinated mealtime drives most Snapper: Init +4; Atk bite +11 melee (1d24) or claw +12 melee
other life forms away. (2d8); AC 18; HD 8d12; MV 40’ or swim 80’; Act 3d20; SP wor-
rying bite; SV Fort +8, Ref +8, Will +8; AL N.
SIREN
Worrying bite: Should the snapper score two successful bite
Normally solitary and well feared by sailors, the siren is the attacks against the same target in a single round, it begins
sweetly voiced call of death upon the sea. Loathe to actually shaking the target from side to side, seeking to break the tar-
enter physical combat unless in dire need, a siren will instead get’s spine. Target must make a DC 18 Fort save or have their
use her voice to gently croon sailors to their deaths, urging back broken, leaving their lower extremities paralyzed. Healing
them to drown themselves on her behalf. The siren will then damage of this type requires a cleric to score 4 dice on a lay
later descend into the water and feed on the dead flesh of on hands check.
those she ensnared with her song. If directly challenged, sirens
are timid and petulant, claiming that they serve an important
role in the lives of maritime folk.
45
SPIDER, GIANT man and humanoid alike. One such predator is known to nest
among groves of mushrooms and other related fungi and grow
There are thousands of species of arachnids crawling around to the size of small hounds. The spider-cap is notorious for
in the known world, some harmless while others prey upon being highly intelligent, and unlike the solitary nature of most
man and humanoid alike. Ranging from the size of a small dog arachnids, the spider-cap is a pack hunter, preferring to hunt
to that of a small hut, these creatures are not to be taken light- with others of its ilk. Add this uncharacteristic behavior to an
ly. Arachnid intelligence and instincts make for a deadly foe. uncanny ability to camouflage and appear almost identical to
Large spider: Init +4; Atk bite +1 melee (1d4 plus poison); AC the fungi it nests within, and you have a very deadly fight on
15; HD 1d8+1; hp 9; MV 20’ or climb 20’; Act 1d20; SP poison your hands.
(Fort DC 10 or an additional 1d5 damage for 3 rounds), eerie The spider-cap builds its nest among larger crops of mush-
movement, webs (entangle, DC 10 Strength check to break rooms, usually in caverns and dank underground
free); SV Fort -2, Ref +2, Will +0; AL C. environments. Tiny webs are spun on the floor of the lair in
Eerie movement: Fully three foot across, these spiders glint in patterns that alert them to the presence of a potential meal.
the darkness as If coated with liquid nightmare. Traveling upon Once the intruder is detected, spider-caps will crawl to the ceil-
long, spindly legs, their alien gait is enough to cause fear in ing and begin to spin single strands, dangling them down in
lesser creatures. Intelligent creatures of 2 HD or less must hopes the unsuspecting victim will walk directly into their path.
make a DC 8 Will save or suffer a -1d penalty when within a The webbing is extremely adhesive, and could be compared to
50’ proximity to the spider. Unintelligent creatures of 2 HD or rope in tensile strength due to a diet that includes the fibrous
less immediately attempt to flee. Creatures of 3 or more HD mushrooms it nests in. Once a single strand is attached, the
are immune to the effect. packmates scurry across the ceiling with more strands to begin
the process of entanglement.
Mushroom spider: Init +2; Atk bite +6 melee (3d4+3 plus poi- Once a poor soul has fallen to the strands of web, only a pray-
son) or drift-web +4 ranged (DC 12 Ref save or be entangled); er to the Fates will save the captured prey. The spiders quickly
AC 16; HD 3d8+6; hp 19; MV 50’ or climb 40’; Act 1d20; SP descend and inject a paralytic poison that prevents further
poison, webbing; SV Fort +7, Ref +3, Will -3; AL C. movement and allows the pack to make quick work of the final
Poison: DC 16 Fort save or suffer 2d7 rounds of paralysis. The stage of cocooning. At this stage the victim is often drug to a
spider will attempt to web any paralyzed target and flee with its secluded area of the lair where it is continually injected and
meal. kept in a paralytic state, allowing the spider-caps the privilege
of feasting over the next several days.
Webbing: The spider is capable of dropping 10’ square sec-
tions of webbing from above in an attempt to snare victims.
Those so caught must pass a DC 15 Strength test, risking fur-
ther entanglement on a failure. Failure results in the
subsequent DC increasing by 1 point per failed attempt. Any
difficulty greater than 20 results in the target being completely
immobilized and unable to take any action unless released by
outside forces.
Working together, the spiders will build webs spanning several
hundred yards, and they are dangerous pack hunters. Often
found in groups of 3-5 spiders, they work in concert with one
another to drive prey into a maze of webbing from which there
is no safe retreat. Monster spiderbear by Tim S. Holm. This work is licensed under a
Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License.

Spider-cap: Init +3; Atk bite +2 (1d3); AC 12; HD 1d6; MV 20’; SPIDER-BEAR
Act 1d20; SP webbing, poisonous bite, camouflage; SV Fort
+0, Ref +2, Will +0; AL N. The ferocious creature known as the spider-bear has been
terrorizing small communities for decades. Little is known of
Camouflage: The spider-cap is 75% undetectable while re-
the creature’s origin, but legend has it the beast was created
maining stationary amongst the mushroom grove it infests. The
by a demented wizard set upon creating a better guardian for
formidable arachnid also gains +5 to surprise rolls while in its
his arcane trove of wondrous items. The wizard crossed a dire
lair.
bear with a captured giant spider, creating a beast so hideous
Poisonous bite: Once bitten, the victim must pass a DC 12 that just one glance has been known to stop a heart! Two of
Fortitude save or become paralyzed for 1d6 turns. Spider-caps the creatures were created and mated before the wizard was
sense any movement and will continually inject the prey over slain by his “cubs” after underestimating their abilities. The
the course of several days while they feast on the still living creatures escaped into the darkest parts of a nearby forest and
victim. have been preying on locals while propagating their species.
Webbing: Spider-caps may spin a long strand while clinging to The spider bear is slightly larger than a full-grown grizzly bear,
the ceiling of its lair. Victims must pass a DC 12 Reflex save to standing 15’ in height. The head of the bear is grotesque, with
avoid becoming entangled. Each round, the save DC increases eight eyes and a gaping maw filled with venomous fangs. The
by +2. Once the DC reaches 20 the victim is held fast by spider-bear is equipped with large spider legs that stay nested
Strength 18 fibrous webbing and falls prone. against the creature’s stomach until needed for climbing. The
creature also inherited a spinneret gland capable of producing
There are thousands of species of arachnids crawling around thick strands of silk webbing. The spider-bear suffers from poor
in the known world, some harmless while others prey upon
46
vision; however, the olfactory senses are so acute that crea- Terrifying: Storm hounds cause fear in all creatures 2HD or
ture can track by scent for miles. The spider-bear spends much less. All such creatures within 50’ immediately attempt to flee,
of its day high in the strongest oaks of the forest, where it spins often causing the hounds to give chase (unless ordered not to).
large webs, waiting for unsuspecting victims. Once out of the presence of the hounds, terrified creatures will
continue to flee for an additional 1d14 rounds. If restrained and
Spider-bear: Init +2; Atk bear claw +3 melee (1d10) or bite +2
unable to flee, animals panic, while intelligent beings enter a
melee (1d8); AC 14; HD 5d12; MV 40’ or climb 20’; Act 3d20;
catatonic state.
SP venom, web; Fort +3, Ref +1, Will +2; AL C.
Venom: With a successful bite the target must immediately
pass a DC 13 Fortitude save. Failure results in 1d4 points of
Stamina loss per round until the save passed. Targets reduced
to zero Stamina are assumed to have all organs liquefied and
ready for digestion.
Web: The spider-bear may empty its web gland once per day
in an attempt to capture prey. The ability mimics the spider
web spell (DCC RPG, p. 196). Count the attempt as if a 22 was
rolled on the spell check.
Climb: The spider-bear may use its spider appendages to
climb any surface.
Nearsighted: The spider-bear has poor vision and suffers a -4 Sun Jelly #1 ©2018 Jon Hook. Used with permission.
penalty to sight-dependent rolls for anything more than 10’
away from the creature.
SUN JELLY
Sun Jelly: Init (always last); Atk pseudopod +4 melee (1d4),
STORM HOUND heat ray +3 missile fire (2d6); AC 10; HD 1d8 per 5’ square;
More fearsome than any terrestrial dog are the Cú Stoirm, the MV 5’ or climb 5’; Act 1d20 per 5’ square; SP heat-ray, half
Storm Hounds of Amber. These massive animals are capable damage from slicing and piercing weapons; SV Fort +6, Ref -8,
of pursuing automobiles traveling at speeds of 55 mph or Will -6; AL N.
more—and doing so successfully. With their powerful jaws,
they can tear the bumper from an auto as easily as they rip Related to the gelatinous cube, sun jellies are cube-shaped
limbs from bodies. Employed nearly exclusively within the con- semi-transparent slime monsters. Sun jellies get their name
fines of Amber, these beasts do not run wild; rather, they are because they each carry one 2’ diameter sphere in the center
trained hounds in service to some members of the royal family of their gelatinous form that glows like a miniature sun. Sun
of Amber. jellies are easy to identify in the Underdark because of the
bright light they emit.
Storm Hound: Init +5; Atk bite +4 melee (2d8+3); AC 15; HD
4d6; MV 40’; Act 2d20; SP pack attack, steel jaws, terrifying; Heat-ray: During combat, one of the sun jelly’s actions can be
SV Fort +6, Ref +5, Will +5; AL N. to open a funnel within itself in order to expose the creature’s
Pack attack: Rather than striking individually, storm hounds sun orb. When exposed, the sun orb shoots a heat-ray in a
can collectively attack as a pack. Unlike a swarm, they do not straight line through the “gun barrel” the jelly just formed. The
forgo their individual hit points and AC and are still treated as sun jelly cannot make more than one heat-ray attack in a sin-
separate creatures for defense. The true benefit is in the feroci- gle combat round, and it cannot make a heat-ray attack in
ty of the attacks rendered. Like the hounds themselves, the consecutive combat rounds. There must be at least one com-
pack has 2d20 actions. For every five hounds in the pack bat round without a heat ray attack, so it can reform the funnel-
(rounding down), the pack receives the following bonuses: barrel.
+1d20 action die
+1d to damage rolls
No more than 10 hounds may attack a human-sized creature,
although threats of greater size may be targeted by substan-
tially larger packs.
Steel jaws: The bite strength of the Cú Stoirm applies up to
1,000 psi, able to sever human limbs and crush the spines of
lesser animals. In addition, their sheer physical strength used
in conjunction with their jaws allows them to tear apart larger
structures, like automobiles, by the application of group effort.

Sun Jelly #2 ©2018 Jon Hook. Used with permission.

47
Temple Wrack – Tentacled Beast – Thing in the Wardrobe – Tracking Bear –
T Traveling Rock – Tribearatops – Twk-Men
TEMPLE WRACK Tracking Bear (20’ tall): Init +1; Atk bite +12 melee (6d8),
claw +24 melee (3d14); AC 20; HD 17d10; hp 94; MV 50’ or
Temple wracks are remnants of those foolish enough to plun- swim 20’; Act 3d24; SP bear hug, perfect tracker, terrain im-
der sacred places of worship. They’re cursed to an eternal un- mune, immune to cold and ice, Crit Table G; SV Fort +12, Ref
life wracked in pain as part of their punishment. The pain +6, Will +8; AL N.
pushes the spirit wrack to lethal cunning and a fearless vora-
ciousness for living flesh. Consuming the corpse of a victim Bear hug: Upon striking a target with two claw attacks, the
frees the essence of the wrack. The process involves the new- tracking bear immediately begins to bear hug the victim for an
ly formed clawing and chewing its way out of its tormented additional 3d8 hit points per round. The target is held fast and
killer, freeing the original wrack of its cursed servitude. must make a Strength check vs. DC 24 to break lose. The
tracking bear may continue to bite their foe, considered help-
Temple wrack: Init +0; Atk choke +5 melee (1d4 / 2d4 / 3d4 / less, but cannot continue to make claw attacks while hugging,
etc.) or bite +3 melee (1d6+2); AC 12; HD 5d12+8; hp 45, 30; nor may the tracking bear attack any other foe.
MV 30’; Act 1d20; SP damage reduction 5, vulnerable to silver,
un-dead traits; SV Fort +4, Ref +2, Will +4; AL C. Perfect tracker: Once the tracking bear has crossed the trail of
an individual, it automatically can follow them wherever they
TENTACLED BEAST may go, so long as the prey does not use magical transporta-
tion such as teleportation or a dimensional gate. Flight does
The tentacled beast looks something like an oily black squid not negate the bear’s ability to follow and the tracking bear will
with pulsing red veins and only three tentacles. Its eyes glow never cease its pursuit until it slays and devours its quarry.
with a pale lavender light. it can attack opponents up to 10’
Terrain immune: Tracking bear can cross any sort of terrain
away with its tentacles, grasping opponents to draw to its
and is immune to any effects caused by special terrain. Track-
beaked maw on the next round (Strength DC 10 to escape).
ing bear is slower moving in water but is unaffected by tides or
Grasped opponents take tentacle damage automatically each
storms.
round.

These creatures are intelligent enough to flee if reduced to half TRAVELING ROCK
their hit points and, normally, guard no treasure. A giant boulder, yet intelligent and capable of speech, the trav-
eling rock is one of the oddest creatures faced by native patron
Tentacled beast: Init +4; Atk tentacle +4 melee (1d6) or bite +4 Monster-Slayer. While the boulder is just that—a boulder—it is
melee (1d8); AC 19; HD 4d8; hp 20; MV swim 30’; Act 3d20; capable of developing a rudimentary mouth for speech or for
SV Fort +5, Ref +5, Will +10; AL C. eating its prey. The mouth is crudely formed, and of no use in
combat.
THING IN THE WARDROBE
Traveling Rock (Tse’Naga’Hai): Init +6; Atk slam +14 melee
“The wardrobe doors were open. The Thing stood (5d7); AC 20; HD 8d8; hp 36; MV 30’; Act 2d20; SP hard to kill,
before it. elemental traits; SV Fort +10, Ref +6, Will +10; AL C.
“Free!” it announced, flexing its limbs, furling and Hard to kill: A creature of stone, the traveling rock may be bro-
unfurling its dark, scaly wings. “Free!”” ken, but may never truly be slain. Should the pieces be
- Roger Zelazny, A Night in the Lonesome October reassembled, the traveling rock will heal its wounds and shall
be restored.
The Thing in the Wardrobe: Init +4; Atk claw +5 melee
(1d7+3) or bite +5 melee (1d12); AC 12; HD 3d8+6; hp 20; MV The rock, while capable of being peaceful, is quick to react to
30’ or fly 20’; Act 1d20; SP charm, demon traits, infravision 60’; any sleight and its anger; once roused, it is unquenchable. All
SV Fort +3, Ref +0, Will +2; AL C. damage done to the rock represent chips being struck off its
form, and this gravel retains the elemental traits.
Charm: Through wheedling and flattery, the Thing in the Ward-
robe can beguile and charm a target. Treat as charm person
with a spell check of 20. TRIBEARATOPS
Damage resistance: The Thing’s tough, scaly hide protects the “How to defeat them: There is a soft spot between the chest
creature protection from mundane attacks. The Thing takes and belly that can be speared. Horns can be chained to a mov-
only half damage from non-magical attacks and fire. ing train. Also, feed it bombs.”
– Dickinson Killdeer, Dickinson Killdeer's Guide to
The Thing in the Wardrobe is a sinister being summoned from Bears of the Apocalypse
“someplace else” to serve as fodder in Jack the Ripper’s at-
tempts to keep the gateway closed during the ritual of the great Created by the mad wizard Ethcolle, the tribearatops is an ab-
game. solute horror of fur and scales. A force of utter devastation, the
tribearatops rivals a dragon for sheer destructive power. It is
TRACKING BEAR thus quite fortunate that the creature is also slow-moving – as
entire villages have been known to literally relocate their struc-
Weighing over 2,000 pounds, the tracking bear is a relentless tures out of the monster’s path.
engine of destruction. Created by the gods themselves, the
Tribearatops: Init +0; Atk bite +6 melee (3d6), gore +8 melee
beast hunts its prey without ever deviating from its course.
(2d12 plus poison), stomp +4 melee (3d10), or tail sweep +10
48
melee (1d16 and DC 20 Reflex save or knocked prone); AC TWK-MEN
35; HD 10d14; MV 20’; Act 2d24; SP long tail, maternal, poi-
sonous horn, vulnerable spot (AC 18), critical hits as dragon Twk-men are an intelligent race of insect-sized humanoids.
(table DR/d24); SV Fort +8, Ref +6, Will +3; AL C. Loathe to enter combat unless defending themselves, the Twk-
men are skilled scouts and spies who trade the intelligence
Long tail: The tribearatops' tail is long enough that, on a suc- they gather for supplies (primarily salt), or other exotic oils.
cessful hit, additional targets within 5' must make a Reflex save
vs. 15 or also be struck prone. Twk-Man: Init +4; Atk lance -1 melee (1d2); AC 12 + armor; HD
1d4-1; MV 10’; Act 1d20; SP telepathy; SV Fort -2, Ref +1, Will
Maternal: The normally slow-moving creature enters a frenzy -2; AL L.
should its young be threatened, doubling both its movement
rate and number of attacks. Telepathy: Twk-Men are able to telepathically communicate
with insects. This ability allows them to easily break and train
Poison: Tribearatops horns are coated with naturally-occurring their dragonfly mounts. Additionally, it allows them to summon
oxytocin. Merely coming into contact with the horn requires a insect swarms (as per DCC RPG Core Rules, p. 419) to their
DC 15 Fort save, while being impaled by the horn increases defense if needed.
the DC to 20. Failure results in the victim being overwhelmed
by emotion and leaping onto the horn and killing themselves in
sacrifice.
Vulnerable spot: There is a single vulnerable spot on the beast
which may be successfully targeted with a precision shot
Mighty Deed of Arms with a result of 6+.

Tribearatops © Ethan Nicolle. Used with permission.

Kamen Rider Farfalla by RiderB0y This work is licensed under a


Creative Commons Attribution Noncommercial-No Derivative W orks 3.0 License.

49
Water Weasel – Werewolf, Atlanton Earth – Wishler
W
WATER WEASEL continuing to attack by biting and chewing, ignoring all else,
until their prey is devoured.
“Their undershot, sharklike jaws and vicious teeth glistened in
the light as they blinked their beady eyes and then recovered.
Each one, from wet muzzle to long tailtip, was at least ten feet
and could hardly have weighed any less than a full-grown man.
Collars of bluish metal glinted and betrayed their wearers' alle-
giance, even as they scuttled out of the water and rushed to
the attack, snarling as they came.”
– Sterling E. Lanier, Hiero’s Journey
Water weasels are a type of leemute emerging after the cor-
ruption of The Death that hunt in small packs of 4-6 individuals
and are adept at moving through water and streams when
seeking prey. Water weasels are large creatures, and a fully-
grown adult is typically 10’ long from muzzle to tailtip and
weighs up to 200 lbs.
Water weasel: Init +6; Atk bite +4 melee (2d4); AC 14; HD
4d8+6; MV 30’ or swim 50’; Act 1d20; SP pull; SV Fort +2, Ref Beast of Gevaudan by Asanbonsom. This work is licensed under a
+6, Will +2; AL C. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Pull: Despite their size, they are incredibly quick, and attack WISHLER
using their undershot, shark-like jaws to lacerate targets or
attempt to drag them into prone positions to be vulnerable to The Wishler is a creature that is summoned by uttering the
further attacks from the pack. With a successful bite, the water phrase “I wish…” The creature uses the sound vibrations of the
weasel receives an opposed Strength check against its oppo- person speaking as a conduit, and teleports to the utterer’s
nent. If the water weasel wins the Strength check, the location.
character is knocked prone and must spend an action to Once the Wishler is within the presence of its intended victim
stand up. (for sadly these creatures are chaotic and delight in ruining
WEREWOLF, ATLANTON EARTH people’s lives for their own amusement), the creature will at-
tempt to charm the victim (DC 15 Will save) with a promise of
“On silent feet the two beasts slipped away, leaving only the granting the aforementioned wish.
foul odor of their filth to stain the earth where they had hidden,
If the person agrees, or if the save fails (on the chance the
and the birds hung to their branches high above, terrified and
character doesn’t agree to the deal) no save is needed as the
silent. Soon afterward, a silence fell in the green woods that
Wishler will begin a low melodic whistle/hum that will entrance
guarded the valley, for a dark presence was felt to descend
its victim. This acts as a curse that will ensure the character’s
into its undisturbed tranquility…”
wish arrives as a perverted and wholly undesirable version of
- Neil Hancock, Greyfax Grimwald
its intended purpose. The judge is encouraged to indulge
Stealthy flesh-eaters in the service of the darkness, Atlanton themselves and create an ongoing series of dilemmas that will
Earth werewolves, unlike their lycanthropic counterparts, can- chase the character until a proper removal of the curse is per-
not change from man to beast and back again. Instead, once formed by a lawful cleric.
changed they are forever bound in their wolfen form.
The Wishler: Init +2; Atk by weapon; AC 13; HD 2d6; hp 12;
Werewolf: Init +4; Atk claws +6 melee (1d6+2) or bite +6 me- MV 30’; Act 1d20 or 2d16; SP summoned by wishing aloud;
lee (1d8+2); AC 14; HD 3d6; MV 40’; Act 1d20; SP bloodlust, cannot be permanently slain; SV Fort +2, Ref +4, Will +2; AL
eerie presence, heightened senses, hunger, hide in shadows C.
+13, sneak silently +10, SV Fort +6, Ref +5, Will +5; AL N.
Bloodlust: Driven to a frenzy by the scent of blood, werewolves
gain a +1d bonus to their attacks when made against an al-
ready bleeding foe.
Eerie presence: The unnatural taint of the werewolf casts a pall
over the immediate vicinity. Mundane animals and insects go
quiet and intelligent creatures feel that something is off, when a
werewolf stalks within 200’.
Heightened senses: Werewolves can track a foe by scent (+20
to tracking rolls using scent) and, thanks to their glowing yellow
eyes, can see in complete darkness.
Hunger: These feral beasts are constantly hungry. After a suc-
cessful bite, they must make a DC 12 Will save to avoid
The Wishler ©2018 Mars Homeworld. Used with permission

50
Zebrilla – Zone Devil
Z
Zebrilla: Init +1; Atk slam +5 melee (1d8+3) or thrown stone
+3 missile fire (1d6+1); AC 12; HD 3d12; MV 30’ or climb 15’;
Act 1d20; SP long memory; SV Fort +8, Ref +2, Will +0; AL N.
Long memory: Because of their artificially long lifespan, and
coupled with their high intelligence, zebrillas make wonderful
sources of information – if they are focused (and sober)
enough to remember. Upon succeeding at a DC 15 Will save,
the zebrilla can remember details from virtually any event of
the past 1d24 centuries (judge’s discretion).

ZONE DEVIL
“From behind the distant barrier, something emerges! Some-
thing monstrous!
- Jack Kirby, ‘Kamandi: The Last Boy on Earth,’ issue
#21
Of all of the horrors spawned by radiation, the giant insectile
creatures often referred to as devils are certainly out of the
collective nightmares of humanity. An amalgam of untold insect
genus and species, these creatures dwell in radioactive zones,
where their DNA brews ever greater abominations. While no
two of these creatures are completely alike, they share enough
common features to be identified together.
Zone devil: Init +4; Atk sting +8 melee (3d6 plus poison) or
bite +6 melee (2d8); AC 15; HD 5d8; hp 23; MV fly 50’; Act
1d20; SP poison (DC 12 Fort save or 1d4 Stamina loss); SV
Fort +8, Ref +7, Will +3; AL N.

Zebrilla by Bob Brinkman from image in the Public Domain

ZEBRILLA
“However, it was not a gorilla–not a Terrestrial one, anyway. Its
fur was not a solid black. Alternate stripes of broad black and
narrow white zigzagged across its body and legs. Its arms
were much shorter than those of its counterpart on Earth, and
its legs were not only longer but straighter. Moreover, the fore-
head, although shelved with bone above the eyes, was high.”
- Philip Jose Farmer, The Maker of Universes
Gifted by their creator with high human-level intelligence, ze-
brillas are often fluent in numerous languages to accompany
their gorilla-level strength. Unfortunately, with lifespans meas- Insect Thingy by Nils-Petter Norlin. This work is licensed under a
ured in centuries and millennia rather than years they tend to Creative Commons Attribution-Share Alike 3.0 License.
succumb to ennui which leaves them unable to take decisive
action unless directly confronted. To dull their existential pain,
zebrillas spend much of their lives (from the second century
onwards) in a state of heavy intoxication.

51
Index
A Lamia 18 H
Afgorkon (see Lich) Lillit 15 Harringo 30
Animated Armor 1 Lillim 18 Hell Horse 30
Animated Broom 1 Plague Reaper 13 Hollow Knight 30
Animated Corpse 1 Rangdayak 14 Horned Monster 30
Ant, Giant 1 Suanggi 14 Horse of the Hills 31
Ant Swarm 1 Succubus 18 Hunter 31
Big Ant 1 Vanth 14 Hydandeatya 31
Arachni-Ursidae 1 Demon Mount (see Demon) Hoppard Kin (see Becky Til Hoppard)
Argonian Mermaids 1 Desert Elemental (see Elemental)
Azdorian Spider 3 Devourer of Beauty 19 I
Dog 19 Ichthyosaur, Mutant 33
B Hound 19 Ink Wraith 33
Baal Zymymar (see Demon) Irish Wolfhound 19 Irish Wolfhound (see Dog)
Bammat 3 Doraki (see Demon)
Bat, Giant 3 Doroschuk 20
J
Batfaces 3 Dragon 20 Jack Frost 33
Bear Bat 4 Deva, Immature 20 Jungle Harpy 33
Bear Crab 4 Dreadnought 20 K
Bearantula 4 Drowning Man 22 Kangaroo 34
Bearboon (I) 5 Dweller in the Mist 22 Killer Dolly 34
Bearboon (II) 5 Khom 34
Beareagle 5 E
Elemental 23 Korpus (see Demon)
Beast of Monster Lake 5
Becky Til Hoppard 5 Desert 23 L
Hoppard Kin 6 Forest 23 Lamia (see Demon)
Behinder 6 Snow 23 Leng Spider 34
Bird, Vancian (I) 7 Elf, Underearth (I) 23 Lich 34
Bird, Vancian (II) 7 Black 24 Afgorkon 35
Bit-Yakin 7 Gray 24 Lilit (see Demon)
Black Swan, Giant 7 Elf, Underearth (II) 24 Lilllim (see Demon)
Blood Rat 7 Black 24 Loper 35
Blood Toad Swarm 8 Gray 24 Lurk 35
Bone Ghost 8 Green 24
Brugnath (see Demon) White 24 M
Elfin Steed (see Hollow Knight) Mammoth 36
C Empusa (see Demon) Manticora 36
Cakgor (see Demon) Experimental Man 25 Martians 36
Candy Man 9 Martian Cultists 36
“Cat” 9 F Martian Raiders 36
Cauldron-Born 10 Felix Atrox 25 Martian Toughs 36
Centaur 10 Following Thing 25 Priestess of Denderon 36
Centipede, Giant 11 Forest Elemental (see Elemental) Mek (I) 37
Con Crud 11 Frog, Giant 25 Mek (II) 37
Consuming Ooze 11 Formless Spawn 25 Mimicker 38
Ooze Corpses 11 G Minokar 38
Creeping Willow 11 Gargoyle, Graven 26
Crocobear 12 O
Ghost Light 27 Octobear 39
Cryo-Fungus 12 Ghoul’ound 27 Ooze Corpses (see Consuming Ooze)
D Giant, (see creature name) Owl 39
Death Dealer 13 Gobloid 27
Death Dealer’s Mount 13 Golem 28 P
Death Dealer’s Mount (see Death Dealer) Pummel Golem 28 Peasant, Vancian 40
Demon 13 Gorgolac 28 Phane (I) 40
Baal Zymymar 15 Gray Demon 28 Young 40
Brugnath 16 Greater Larvae (see Demon) Mature 40
Cakgor 17 Grizzly Boar 29 Phane (II) 40
Demon Mount 19 Guardian Fox 29 Young 42
Doraki 18 Gwythaint 29 Mature 42
Empusa 18 Gem-Fueled Corpse (see Animated Corpse) Plague Reaper (see Demon)
Greater Larvae 14 Plague Specter 42
Korpus 13 Plague Zombie 42
52
Pummel Golem (see Golem) Cobra 45 Tracking Bear 48
Two-Headed Viper 45 Traveling Rock 48
R Snapper 45 Tribearatops 49
Ramas 43 Snow Elemental (see Elemental) Twk-Men 49
Rangdayak (see Demon) Spider, Giant 46
Rat, Dire 43 Large Spider 46
Rock Monster Eagle 43
V
Mushroom Spider 46 Vanth (see Demon)
S Spider-Cap 46
Sandcat 44 Spider-Bear 46 W
Sea Dragon 44 Storm Hound 47 Water Weasel 50
Sea Serpent 44 Suanggi (see Demon) Werewolf, Atlanton Earth 50
Sea-Slug 45 Succubus (see Demon) Wishler 50
Sea-Slug, Giant 45 Sun Jelly 47
Siren 45 Z
Snake, Mundane 45 T Zebrilla 51
Poisonous Adder 45 Temple Wrack 48 Zone Devil 51
Snake, Giant 45 Thing in the Wardrobe 48

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright must add the title, the copyright date, and the copyright holder’s name to the
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. COPYRIGHT NOTICE of any original Open Game Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 7. Use of Product Identity: You agree not to Use any Product Identity, including
who have contributed Open Game Content; (b)”Derivative Material” means copy- as an indication as to compatibility, except as expressly licensed in another,
righted material including derivative works and translations (including into other independent Agreement with the owner of each element of that Product Identity.
computer languages), potation, modification, correction, addition, extension, You agree not to indicate compatibility or coadaptability with any Trademark or
upgrade, improvement, compilation, abridgment or other form in which an exist- Registered Trademark in conjunction with a work containing Open Game Content
ing work may be recast, transformed or adapted; (c) “Distribute” means to except as expressly licensed in another, independent Agreement with the owner
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or oth- of such Trademark or Registered Trademark. The use of any Product Identity in
erwise distribute; (d)”Open Game Content” means the game mechanic and Open Game Content does not constitute a challenge to the ownership of that
includes the methods, procedures, processes and routines to the extent such Product Identity. The owner of any Product Identity used in Open Game Content
content does not embody the Product Identity and is an enhancement over the shall retain all rights, title and interest in and to that Product Identity.
prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including transla- 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
tions and derivative works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names, logos and 9. Updating the License: Wizards or its designated Agents may publish updated
identifying marks including trade dress; artifacts; creatures characters; stories, versions of this License. You may use any authorized version of this License to
storylines, plots, thematic elements, dialogue, incidents, language, artwork, copy, modify and distribute any Open Game Content originally distributed under
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and any version of this License.
graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, 10 Copy of this License: You MUST include a copy of this License with every
likenesses and special abilities; places, locations, environments, creatures, copy of the Open Game Content You Distribute.
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 11. Use of Contributor Credits: You may not market or advertise the Open Game
designs; and any other trademark or registered trademark clearly identified as Content using the name of any Contributor unless you have written permission
Product identity by the owner of the Product Identity, and which specifically ex- from the Contributor to do so.
cludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products 12 Inability to Comply: If it is impossible for you to comply with any of the terms of
or the associated products contributed to the Open Game License by the Con- this License with respect to some or all of the Open Game Content due to stat-
tributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, ute, judicial order, or governmental regulation then you may not use any Open
modify, translate and otherwise create Derivative Material of Open Game Con- Game Material so affected.
tent. (h) “You” or “Your” means the licensee in terms of this agreement.
13 Termination: This License will terminate automatically if you fail to comply with
2. The License: This License applies to any Open Game Content that contains a all terms herein and fail to cure such breach within 30 days of becoming aware of
notice indicating that the Open Game Content may only be used under and in the breach. All sublicenses shall survive the termination of this License.
terms of this License. You must affix such a notice to any Open Game Content
14 Reformation: If any provision of this License is held to be unenforceable, such
that you Use. No terms may be added to or subtracted from this License except provision shall be reformed only to the extent necessary to make it enforceable.
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License. 15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content you indicate your
System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
acceptance of the terms of this License. Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
4. Grant and Consideration: In consideration for agreeing to use this License, the Gary Gygax and Dave Arneson.
Contributors grant you a perpetual, worldwide, royalty-free, non-exclusive license
DCC RPG, copyright © 2012 Goodman Games, all rights reserved. Visit
with the exact terms of this License to Use, the Open Game Content. www.goodman-games.com or contact [email protected].
5. Representation of Authority to Contribute: If you are contributing original mate-
Appendix N(ightmares) © 2018, Sanctum Media and the individual authors
rial as Open Game Content, you represent that your Contributions are your
original creation and/or you have sufficient rights to grant the rights conveyed by This product is based on the Dungeon Crawl Classics Role Playing Game, pub-
this License. lished by Goodman Games. This product is published under license. Dungeon
Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE reserved. For additional information, visit www.goodman-games.com or contact
portion of this License to include the exact text of the COPYRIGHT NOTICE of
[email protected].
any Open Game Content You are copying, modifying or distributing, and You

53
54

You might also like