Dungeon Denizens (DCC)
Dungeon Denizens (DCC)
ar
550+ Mter Edition!
ons te r
P lu s 2
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B o nu s e
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DUNGEON
DENIZENS Credits
LEAD DESIGNERS: Chris Doyle and Michael Curtis Scott Moore: Bonestrom, Booka, Gnomish Clockwork Fixer, Har-
borym, Jokuul, Mokele-Mbembe, Prancing Shanty, Sandbag, Spirit
DCC PROJECT LEAD: Michael Curtis
Moss
Margaret Murphy: Aeroselack, Crystapien, Flea Folk, Graffiti
DESGINERS: Golem, Lady Bubonix, Sword Snatcher, Tarnosaur
Eran Aviram: Glorius Bulwark, Heathen Cage, Landlord, Redun- Joe Raso: Blood-tree Troll, Cerebric Spider, Dhukan, Kaundyuk,
dance, Stray Tenet, Tangleankle Jelly, Threshold Creeper, Vile Laulich, Plume of Glory, Shahr
Vendor Harley Stroh: Beaked Unicorn, Hell Cat, Manned Wyrm, Qua-
Phil Beckwith: Eel Dargon, Garnash, Green Gem Elundi, Grim terion, Skeleton-Saint, Venusian Fae
Goir, Langoosha, Rainbow Dragon, Red Gem Elundi, Shadow Mihailo Tesic: Baba Roga, Birchmen Colony, Clemur Clemurl-
Gem Elundi, Slarkold, Thunderfang, Truskar, Truskar Slayer ing, Contractor Devil, Eclipse Dragon, Primeval Wind, Toadcap
Bob Brinkman: Asakku, Daitya, Dankmire, Dankmire Grove, Clemur, Zalathulsa
Thought Dragon (all), Eaglardi, Eaglardi War Leader, Glacial Matt Young: Blade Wraith, Fen Fey, Fen Fey Fiddler, High Clarion,
Fiend, Gloomshade, Hamadryad (all), Malltod Drone, Malltod Hirudinean, Hirudinean Regent, Immolatrix, Muck Wyrm, Stalk-
Queen, Malltod Warrior, River Creeper, Wax Golem ing Sludge, Void Goblin, Void Goblin Boss, Wasp Drake
H.H. Carlan: Dregganker, Festhaken, Hexemilie, Rotierien Treant, David Michael Williams: Consuming Coin
Uphar, Valmyr, Weeping Foxglove, Zamyra
GUEST DESIGNERS: Jorphdan (Unicorg), Bob Mason
Celeste Conowitch: Allomander, Annwyn, Boomlin, Celestial (Nesufti), Professor Dan Masters (Unfamiliar), James Wallis
Array, Moss Giant, Muse, Rainbow Warden, Tacitus (Undying Dirge)
Eric Daum: Cannaqubta, Dagger Snake, Hive Demon, Hunger APPENDIX MATERIAL DESIGNERS: Daniel J. Bishop,
Haunt, Muck Thrasher, Ononont, Replacer Beast, Tyrant Dragon Marzio Muscedere, James Pozenel, Harley Stroh
Alec Doyle (5E Conversions): Door Golem (all), Giant Clam,
Giant Predaceous Diving Beetle, Inferno Cat, Swamp Strider, DCC CONVERSIONS: Nick Baran, Daniel J. Bishop, Bob Brink-
Verdivis Bush man, Michael Curtis, Eric Daum, Scott Moore, Marzio Muscedere,
Mike Ferguson: Jomyrk Stephen Newton, James Pozenel, Tim Snider, Trevor Stamper,
Harley Stroh, Mihailo Tešić, and R.S. Tilton
William Fischer: Clockwork Cube, Kilcher
DCC LEAD EDITING: Jeff Scifert
Ben Hayward: Claw of Qythgnz, Hissing Viper, Mirror Ooze,
Qythgnz, Tarraqonus (all), Vydra DCC EDITING: Brian Gilkison, Bert Isla, Tim Snider, Dieter
Zimmerman
Taylor Hoch: Child of Nockmort, Iemisch, Kushtaka, Rainbow
Guardian, Scattling, Song Tyrant, Thatchmaw, Wechuge COVER ART: (DCC RPG) Sanjulian; (5E) David Griffith
INTERIOR ART: Chris Arneson, Alexandra Coggon, Jason
Alex Kurowski: Agrinackk, Boggheu, Invidious Pigment, Oil
Edwards, Steven Gomez, Doug Kovacs, C. Aaron Kreader, Fran-
Elemental, Portal Worm, Slagcoat, Tachael, Vlerflomorph
çois Licata, William McAusland, Brad McDevitt, Jesse Mohn,
Rick Maffei: Boiuna, Carron, Carron Alpha, Cinderhoar, Cobra Peter Mullen, Stefan Poag, Colin Richards, Jon Sideriadis, JV West,
Dragon, Cockatrice (all), Codrille, Crimson Stain, Emerald Wan- Chuck Whelon
derer, Golden Lure, Green Maw, Gulon, Hordrannon, Mage Mael-
ART DIRECTOR: Matt Hildebrand
strom, Serpopard, Soben, Soben Commander, Woodwose (all),
Yali, Zmei Dragon (all) LAYOUT AND GRAPHIC DESIGN: Astonishing Apes
Brian McKenzie: Anthracite Dragon (all), Azure Giant, Cairn, PUBLISHER: Joseph Goodman
Caoineadh, Drakehünd, Kobold Avatar, Murmuration Printed in China.
Page 1
Table Of Contents
Introduction B Clam......................................................... 75
Clam, Barbshell................................... 75
Reading the Stat Blocks..................... 7 Bats........................................................... 40 Clam, Barbshell, Prime...................... 75
Bat, Gloom........................................... 40 Clam, Barbshell, Venomous.............. 75
Bat, Giant Slashwing.......................... 40 Clam, Giant......................................... 76
A Bat, Sonic............................................. 41 Clemur..................................................... 77
Bat, Giant Sonic................................... 41 Clemur, Toadcap.................................... 77
Abhorrent Toad...................................... 8
Bat, Static............................................. 42 Clemurling.............................................. 78
Abollar (Template)............................. 9
Bat, Giant Static.................................. 42 Clockwork Cube..................................... 79
Template Example:
Bat Swarm, Static ............................... 42 Cobra Dragon......................................... 80
Abollar Ogre.................................... 11
Beetle, Giant............................................ 43 Cockatrice................................................ 81
Aeroselack............................................... 12
Beetle, Giant Blister........................... 43 Cockatrice, Amphisien...................... 81
Allomander............................................. 13
Beetle, Giant Bombardier.................. 43 Cockatrice, Basan............................... 82
Anathaema Eagle................................... 14
Beetle, Giant Brimstone..................... 43 Cockatrice, Hellseeker....................... 83
Angels...................................................... 15
Beetle, Giant Predaceous Diving...... 44 Codrille.................................................... 84
Angel, Brightguard............................ 15
Beetle, Giant Stink-Fire...................... 45 Colossus................................................... 85
Angel, Glorious Bulwark.................. 16
Beetle, Great Horned......................... 45 Colossus, Fungal................................. 85
Angel, High Clarion........................... 16
Birchmen Colony.................................... 46 Colossus, Siege.................................... 86
Angel, Loxodont Savant.................... 17
Black Yeti................................................. 47 Conflagration Worm.............................. 87
Angel, Plume of Glory....................... 18
Bladderwort, Giant................................ 48 Consuming Coin.................................... 88
Angel, Shining Warden..................... 19
Blade Wraith........................................... 49 Crystal Slime........................................... 89
Angel, Silver Shield............................ 20
Blastoad................................................... 50 Crystapien............................................... 90
Angel, Stray Tenet.............................. 20
Blight........................................................ 51
Angel, Tachael.................................... 21
Blight, Bombardier Tree.................... 51
Animated Objects................................... 22
Blight, Kelp.......................................... 52 D
Animated Book................................... 22
Blight, Weedling Tree........................ 53
Animated Broom................................ 22 Dagger Snake.......................................... 91
Blight, Whipping Willow.................. 54
Animated Coffin................................. 23 Dankmire................................................. 92
Blood Boulder......................................... 55
Animated Elephant Statue................ 24 Dankmire, Grove.................................... 92
Blood Boulder, Pebble Swarm.............. 56
Animated Megalodon Jaw................ 25 Death Drinker......................................... 94
Blood Eagle............................................. 56
Animated Net..................................... 25 Deathwargs ............................................ 95
Boggheu................................................... 57
Animated Sarcophagus..................... 26 Deathwarg, Lichwarg........................ 95
Boiuna...................................................... 58
Animated Shark Jaw.......................... 27 Deathwarg, Wightwarg..................... 96
Bonestrom............................................... 59
Animated Skull................................... 28 Demon..................................................... 97
Booka....................................................... 60
Animated Skull Swarm..................... 28 Demon, Agrinackk............................. 97
Boomlin.................................................... 61
Annwyn................................................... 29 Demon, Asakku, Prince of Pestilence,
Bronze Reaper......................................... 61
Ant, Giant................................................ 30 The Plague-Bringer, and Lord of The
Ant, Giant Slayer................................ 30 Fevered Flesh...................................... 98
Ant, Giant Slayer, Queen............... 30 Demon, Baba Roga,
Ant, Giant Slayer, Soldier.............. 30
C Grandmother of Darkness................ 99
Ant, Giant Slayer, Worker............. 31 Cannaqubta............................................. 63 Demon, Bobugbubilz......................... 102
Ant, Giant Stonebore......................... 32 Caoineadh............................................... 64 Demon, Chittering.............................. 103
Ant, Giant Stonebore, Miner......... 32 Carrion Birds........................................... 65 Demon, Contractor Devil.................. 104
Ant, Giant Stonebore, Queen........ 32 Carrion Crow...................................... 65 Demon, Dav-Killdar........................... 106
Ant, Giant Stonebore, Soldier....... 33 Carrion Crow, Swarm........................ 66 Demon, Fetch...................................... 107
Archer Cactus......................................... 34 Carrion Gull........................................ 66 Demon, Flea Man............................... 108
Armadillo................................................ 35 Carrion Gull, Swarm.......................... 66 Demon, Garnash................................. 108
Armadillo, Giant.................................... 35 Carron...................................................... 67 Demon, Harborym, Demon Lord of
Armadwar............................................... 35 Carron, Alpha..................................... 68 Strength and Thane of Flames.......... 109
Armadwar, Soothsayer......................... 36 Celestial Array........................................ 69 Demon, Hell Cat................................. 111
Armored Piscacor................................... 37 Ceraton.................................................... 70 Demon, Hexemilie,
Ash Guardian......................................... 38 Child of Bobugbubilz............................ 71 Lord of Felines.................................... 111
Athasi....................................................... 39 Child of Nockmort................................. 72 Demon, Hive Demon ........................ 113
Cinderhoar.............................................. 74 Demon, Immolatrix............................ 114
Page 2
Demon, Infuirrel................................. 115 E Floating Polyp......................................... 206
Demon, Kaundyuk............................. 116 Floating Polyp, Elder......................... 207
Demon, Kilcher................................... 117 Eaglardi................................................... 167 Fox............................................................ 207
Demon, Kobold Avatar..................... 118 Eaglardi, Aerial Disciple................... 168 Fox, Giant................................................ 207
Demon, Lady Bubonix, Eaglardi, War Leader......................... 168 Frogfolk................................................... 208
Mistress of Vermin............................. 119 Elemental................................................. 169 Frogfolk, Brute.................................... 209
Demon, Landlord............................... 120 Elemental, Air Dancer....................... 169 Frogfolk, Croaker............................... 209
Elemental, Brine.................................. 170 Frogfolk, Ghoul.................................. 210
Demon, Laulich,
Elemental, Cairn................................. 171 Frogfolk, Gripfoot.............................. 210
Prince of Avarice................................ 122
Elemental, Elder................................. 171 Frogfolk, Shaman............................... 211
Demon, Malotoch............................... 124
Elemental, Elder Air....................... 172 Fungal Construct.................................... 212
Demon, Murmuration....................... 125
Elemental, Elder Earth................... 172
Demon, Roost Dretch......................... 126
Elemental, Elder Fire...................... 173
Demon, Sky Fiend.............................. 127
Elemental, Elder Water.................. 173
Demon, Tacitus................................... 128
Elemental, Lava Creep....................... 174
G
Demon, Valmyr.................................. 129 Gargantuan Beast................................... 213
Elemental, Mephit, Crystal............... 175
Demon, Vile Vendor.......................... 130 Gargantuan Beast, Ape...................... 213
Elemental, Minor................................ 176
Demon, Wechuge............................... 131 Elemental, Minor Air..................... 176 Gargantuan Beast, Crab..................... 214
Demon, Zalathulsa, Seneschal of Foil Elemental, Minor Earth................. 177 Gargantuan Beast, Lizard................. 214
and The Despot of Deceit.................. 132 Elemental, Minor Fire.................... 177 Gargantuan Beast,
Deep Urchin............................................ 134 Elemental, Minor Water................ 178 Poisonous Snake................................. 215
Deep Urchin, Ballista......................... 135 Conjure Minor Elemental Gargantuan Beast, Praying Mantis.. 215
Deep Worg.............................................. 136 (Level 2 spell) ................................. 178 Gargantuan Beast, Slug..................... 216
Denkare .................................................. 137 Conjure Elemental Garrotter.................................................. 217
Desolate Worm....................................... 138 (Level 3 spell).................................. 180 Gasbag..................................................... 217
Dhukan.................................................... 139 Elemental, Oil .................................... 181 Gaunt....................................................... 218
Dire Drake............................................... 139 Elemental, Rainbow Guardian......... 182 Geode....................................................... 219
Dire Drake, Cobalt............................. 140 Elemental, Rainbow Warden............ 183 Geode, Grand Leech.......................... 219
Dire Drake, Mercury.......................... 140 Elemental, Redundance..................... 184 Geode, Splinter................................... 220
Dire Drake, Sea................................... 141 Elemental, Sandbag............................ 185 Geode, Worm...................................... 220
Dire Drake, Umber............................. 141 Elemental, Song Tyrant..................... 186 Giant-Touched Creature (Template)... 221
Draexodon............................................... 142 Elemental, Snow................................. 187 Giants....................................................... 222
Dragon..................................................... 143 Elemental, Swarm.............................. 187 Giant, Azurite..................................... 222
Dragon, Anthracite............................ 143 Elemental, Dust Swarm................. 188 Giant, Daitya....................................... 223
Large Ancient.................................. 143 Elemental, Flame Swarm............... 188 Giant, Earth......................................... 224
Average Old.................................... 143 Elemental, Gust Swarm................. 189 Giant, Glacier...................................... 225
Small Young.................................... 144 Elemental, Mist Swarm.................. 189 Giant, Lake.......................................... 225
Very Young Pseudodragon........... 144 Elemental, Tar..................................... 190 Giant, Lava.......................................... 227
Dragon, Drake Snake......................... 145 Elemental, Tar, Plagued.................... 190 Giant, Lightning................................. 227
Dragon, Eclipse................................... 145 Elemental, Thunderfang.................... 191 Giant, Lightning, Cleric................. 228
Dragon, Eel.......................................... 147 Elemental, Vapor Demon.................. 192 Giant, Mist........................................... 229
Large Ancient.................................. 147 Elundi....................................................... 193 Giant, Moss.......................................... 230
Average Old.................................... 148 Elundi, Green Gem............................ 193 Giant, Slagcoat.................................... 231
Small Young.................................... 149 Elundi, Red Gem................................ 193 Giant, Soot........................................... 232
Very Young Pseudodragon........... 149 Elundi, Shadow Gem......................... 194 Giant, Thunder................................... 233
Dragon, Rainbow............................... 150 Elven Ally................................................ 194 Giant, Truskar..................................... 234
Large Ancient.................................. 150 Elven Ally, Melshee........................... 195 Giant, Truskar Slayer..................... 235
Dragon, Thought................................ 151 Elven Ally, Raptshee.......................... 195 Gila Monster, Giant............................... 235
Godlike Ancient.............................. 154 Emerald Wanderer................................. 196 Girtablullu............................................... 236
Large Old......................................... 155 Eyebird .................................................... 197 Glacial Fiend........................................... 237
Average Old.................................... 155 Glitter Jaguar ......................................... 238
Small Young.................................... 155 Gloomborn Fey....................................... 239
Very Young Pseudodragon........... 155 F Gloomborn Fey,
Dragon, Tyrant................................... 156 Falsoom.................................................... 198 Deathcap Herder................................ 239
Dragon, Zamyra................................. 157 Falsoom, Guardian............................. 198 Gloomborn Fey, Deathcap,
Dragon, Zmei...................................... 159 Fen Fey..................................................... 199 Giant Animated.................................. 240
Large Ancient.................................. 161 Fen Fey, Fiddler.................................. 199 Gloomborn Fey, Deathcap,
Large Adult..................................... 161 Festhaken................................................. 200 Animated Swarm............................... 240
Average Young Adult.................... 161 Fish, Swarm............................................. 201 Gloomborn Fey, Eyeless Hulk.......... 241
Small Very Young........................... 161 Fissure Wasp........................................... 201 Gloomborn Fey, Gloom Goat........... 241
Dragon Wisp........................................... 162 Fissure Wasp, Architect..................... 201 Gloomborn Fey, Gloomicorn............ 242
Drakehünd.............................................. 163 Fissure Wasp, Laborer....................... 202 Gloomborn Fey, Graymalkin............ 243
Dregganker............................................. 164 Fissure Wasp, Queen......................... 202 Gloomborn Fey, Shadow Sylph....... 244
Dune Beast.............................................. 165 Fissure Wasp, Scout........................... 203 Gloomshade ........................................... 245
Dust Brother............................................ 166 Flawless Effigy........................................ 204 Gnomish Clockworks............................ 246
Floating Head......................................... 205 Gnomish Clockwork, Battlebow...... 246
Page 3
Gnomish Clockwork, Fixer............... 247 Hollow One, Blue Robe..................... 300 Muck Wyrm............................................ 336
Gnomish Clockwork, Lancer, Hollow One, Green Robe.................. 300 Muse......................................................... 337
Mark I................................................... 248 Hollow One, Red Robe...................... 301
Gnomish Clockwork, Lancer, Hollow One, White Robe.................. 301
Mark II................................................. 248 Hollow One Spawn............................ 302 N
Gnomish Clockwork, Marksman..... 249 Horagh..................................................... 302 Nagas....................................................... 338
Gnomish Clockwork, Stealther........ 250 Hordrannon............................................ 303 Naga, Marine...................................... 338
Golem....................................................... 251 Horse of Parelor..................................... 304 Naga, Underdeep............................... 339
Golem, Amber..................................... 251 Horsefly, Giant....................................... 305 Nagalisk................................................... 340
Golem, Arcane.................................... 252 Huezcatla................................................. 305 Naiad........................................................ 340
Customizing An Arcane Golem....... 252 Hunger Haunt........................................ 306 Naiad, Queen...................................... 341
Golem, Bamboo.................................. 255 Naiad, Shellsinger.............................. 342
Golem, Cacophony............................. 256 Necoctene................................................ 344
Golem, Chill........................................ 256 I Nesufti..................................................... 345
Golem, Coin........................................ 258 Neuronea................................................. 346
Iemisch..................................................... 307
Golem, Coin, Hoard Master.............. 259
Impaler..................................................... 308
Golem, Coral....................................... 260
Inferno Cat.............................................. 309 O
Golem, Crystal.................................... 261
Invidious Pigment.................................. 310
Golem, Door........................................ 262 Octophis.................................................. 347
Iron Spider.............................................. 311
Golem, Door, Adamantine............ 262 Ocular Worm.......................................... 348
Golem, Door, Iron........................... 263 Ononont................................................... 349
Golem, Door, Stone........................ 264 Owlbear................................................... 350
Golem, Door, Wood....................... 265
J
Owlbear, Great Horned..................... 350
Golem, Flint......................................... 266 Jengu........................................................ 312 Owlbear, Ravenbear.......................... 351
Golem, Glass....................................... 267 Jomyrk..................................................... 313 Owlbear, Snowy................................. 351
Golem, Graffiti.................................... 268
Golem, Living Idol............................. 269
Golem, Living Idol, Blasphemy.... 270 K P
Golem, Mist......................................... 271 Painshrieker............................................ 352
Klaklin...................................................... 314
Golem, Spirit....................................... 272 Peerer....................................................... 353
Klaklin, Soldier................................... 315
Golem, Stained-Glass......................... 273 Piranha, Giant......................................... 353
Klaklin, War Band Leader................. 315
Golem, Tablet...................................... 274 Plague-Spawn......................................... 354
Koomilahn............................................... 316
Golem, Wax......................................... 275 Infected Plague-Spawn (Template)... 355
Kra-Dhan................................................. 317
Golem, Wizard.................................... 276 Pool Lurker............................................. 355
Kra-Dhan, Degenerate....................... 317
Gorung..................................................... 277 Portal Worm............................................ 356
Kushtaka.................................................. 318
Greed Grub............................................. 277 Prancing Shanty..................................... 357
Greed Grub, Giant.............................. 278 Preeminent Summons of The Prancing
Green Maw.............................................. 279 Shanty (Level 2 spell)............................. 358
Grim Goir................................................ 280
L
Primeval Slimes...................................... 360
Gulon....................................................... 281 Langoosha............................................... 320 Primeval Slime, Bone Jelly Ooze...... 360
Lichling.................................................... 321 Primeval Slime,
Living Burrow........................................ 322 Crevasse Waylayer............................. 361
H Living Stewpot....................................... 322 Primeval Slime, Crimson Ooze........ 362
Living Tear.............................................. 323 Primeval Slime, Crimson Stain......... 363
Hags......................................................... 282
Lizard, Giant........................................... 324 Primeval Slime, Fungal Mound....... 364
Hag, Brine............................................ 282
Lizard, Giant Caustic......................... 324 Primeval Slime, Golden Lure........... 366
Hag, Darksea....................................... 283
Lizard, Giant Fire............................... 325 Primeval Slime, Ice Lurker................ 367
Hag, Frost............................................ 284
Lizard, Giant Frost............................. 325 Primeval Slime, Jokuul...................... 368
Hamadryad............................................. 286
Lizard, Giant Haugram..................... 326 Primeval Slime, Lava Ooze............... 369
Hamadryad, Caryatid........................ 286
Lizard, Giant Shocker........................ 327 Primeval Slime, Mirror Ooze............ 370
Hamadryad, Daphnaie...................... 287
Lizard, Giant Thunder....................... 327 Primeval Slime, Snottite Ooze.......... 371
Hamadryad, Epimelide..................... 288
Lotus-Eater.............................................. 328 Primeval Slime,
Hamadryad, Epimelide, Hesperide.289
Hamadryad, Molush.......................... 290 Tangleankle Jelly Ooze...................... 372
Hamadryad, Oreiad........................... 291 Primeval Wind........................................ 373
Heapman................................................. 292
M Pteral........................................................ 374
Heapman, Driftman........................... 292 Mage Maelstrom.................................... 329 Pteral, Queen....................................... 374
Heapman, Duneman.......................... 293 Malltod.................................................... 330 Puppeteer Vine....................................... 375
Heapman, Slideman........................... 293 Malltod, Drone.................................... 330
Heathen Cage......................................... 294 Malltod, Queen................................... 330
Hellthorn................................................. 295 Malltod, Warrior................................. 331 Q
Hellthorn, Grove Tyrant.................... 296 Maned Wyrm.......................................... 332 Quaterion................................................ 376
Hirudinean.............................................. 297 Metadilos................................................. 332 Quillon .................................................... 377
Hirudinean, Regent............................ 297 Minyad..................................................... 333 Qythgnz, The Six Horned Worm Who
Hollow One............................................. 299 Mokele-Mbembe.................................... 334 Dwells Below.......................................... 378
Hollow One, Black Robe................... 299 Muck Thrasher....................................... 335 Qythgnz, Claw Of.................................. 379
Page 4
R Swarm of Bones, Boneshard................. 419 Werecreature, Werecrocodile........... 464
Swarm of Bones, Grave Swarm............ 420 Werecreature, Werecrow................... 465
Rat, Giant Bilge, Swarm........................ 380 Sword Snatcher....................................... 421 Werecrocodile Templates.................. 465
Raven, Giant........................................... 381 Werecrow Templates......................... 466
Replacer Beast ........................................ 381 Variant Werecrow.................................. 467
River Creeper.......................................... 382 T Werecreature, Werefox.......................... 467
Rook......................................................... 383 Werefox Templates................................ 468
Tarnosaur................................................ 422
Werecreature, Wereshark..................... 468
Tarraqonus, Spawn of Tarrasque........ 423
Wereshark Templates............................ 469
S Tarraqonus, Tarradile........................ 424
Willa......................................................... 470
Tarraqonus, Tarradon........................ 425
Scattling................................................... 384 Woe-Bringer............................................ 471
Tarraqonus, Tarrakus........................ 426
Scorpions................................................. 385 Wolf, Granite ......................................... 472
Tarraqonus, Tarrawyrm.................... 427
Scorpion, Dune................................... 385 Woodwoses............................................. 472
Tendrilagon............................................. 428
Scorpion, Dune, Greater.................... 386 Woodwose, Brambly.......................... 473
Thatchmaw............................................. 428
Scorpion, Flying.................................. 386 Woodwose, Goliath............................ 473
Threshold Creeper................................. 430
Scorpion, Flying, Swarm................... 387 Woodwose, Leafy............................... 474
Toad Heap............................................... 431
Scorpiopede............................................ 387 Woodwose, Lord................................ 474
Toadspawn (Template)......................... 432
Serpentfury............................................. 388 Toadspawn Hill Giant....................... 432
Serpopard................................................ 389 Treant, Rotierien..................................... 433
Shadowbloom......................................... 389 Troglodyte, Mountain........................... 434
X
Shadroquus............................................. 390 Troglodyte, Mountain Xisphosura.............................................. 475
Shaduar.................................................... 391 Corpse-Talker..................................... 434 Xochatateo............................................... 476
Shahr........................................................ 392 Troglodyte, Mountain
Sharks....................................................... 393 Overlord.............................................. 435
Shark, Bull........................................... 393 Troll, Blood Tree..................................... 436 Y
Shark, Goblin...................................... 393 Trollhound.............................................. 437
Shark, Megalodon.............................. 394 Yali............................................................ 477
Tzopiloani............................................... 438
Shark, Thresher................................... 394 Tzopiloani, Commander................... 438
Shark, Whale....................................... 395 Tzopiloani, Regener........................... 439
Shimmering Slug.................................... 395
Shrillshriek.............................................. 396
Shroud Ghoul......................................... 396 U
Shroud Phantom.................................... 397
Sicuriju..................................................... 398 Unfamiliar............................................... 441
Sih’hel...................................................... 399 Unicorg.................................................... 442
Sih’hel Shardchanter.......................... 399 Unicorns.................................................. 443
Sih’hel Shardweaver.......................... 400 Unicorn, Beaked................................. 443
Skeleton-Saint......................................... 401 Unicorn, Defiled................................. 444
Skunk, Giant........................................... 402 Unicorn, Madhorn.............................. 445
Skyworm................................................. 402 Unicorn, Paragon................................ 446
Slarkold.................................................... 403 Unliving Dirge........................................ 447
Snake, Giant Hissing Viper................... 404 Uphar....................................................... 448
Soben........................................................ 405
Soben, Commander............................... 405
Spellsnake................................................ 406 V
Spiders..................................................... 407 Vampire, Brine ....................................... 449
Spider, Cerebric.................................. 407 Vampire, Brine, Spawn......................... 451
Spider, Dungeonweb......................... 408 Vampoid.................................................. 452
Spider, Dungeonweb, Greater.......... 409 Venusian Fae........................................... 453
Spider, Giant........................................... 410 Verdivis Bush.......................................... 454
Spider, Giant Bristleback................... 410 Vlerflomorph.......................................... 455
Spider, Giant Sand............................. 410 Void Goblin......................................... 455
Spider, Giant Spitting........................ 410 Vulgat....................................................... 457
Spider, Giant Water........................... 411 Vulgat, Cavarnacle............................. 457
Spider, Rust............................................. 411 Vydra....................................................... 458
Spider Wight........................................... 412
Spirit Moss.............................................. 413
Squids...................................................... 414 W
Squid, Ancient Giant.......................... 414
Squid, Darksea, Giant........................ 414 War-Worms............................................. 459
Squid, Vampire................................... 415 War-Worm, Queen............................. 460
Squid, Vampire, Giant....................... 415 War-Worm Zombie (Template)........... 460
Stalking Sludge....................................... 416 War-worm Zombie, Bandit Hero..... 461
Stonecursed............................................. 417 Wasp Drake............................................. 462
Swamp Strider........................................ 418 Weeping Foxglove................................. 463
Swarm of Bones...................................... 419 Werecreatures......................................... 463
Page 5
INTRODUCTION
F
rom the festering halls of ancient dungeons and the since we’re converting these to 5e, why not do the same for
depths of Chaos-blasted wastelands, they creep: mon- DCC RPG? And so, one giant book became two of them.
sters, fell and foul, looking to slay and consume. Only
While that seems an obvious route to take, it wasn’t with-
those daring or doomed enough to take up sorcery and
out its problems. After all, DCC RPG has always said that
steel stand between these monstrosities and the goodly monsters should be unique, not quantified entries in a
folk under the sun. catalog that a judge picks from like ordering online. The
Monsters have been our companions from the earliest age, players should never know what a monster is capable of,
both as a species and as individuals. In prehistoric times, what powers they might possess, and, most importantly,
they were the things that lurked just outside the firelight of what weaknesses can be exploited to turn a near TPK into
flickering cookfires. The very first stories written down con- a victory. Doesn’t Dungeon Denizens directly contradict that
tain inhuman beasts that threatened humanity. As children, philosophy?
we lived in fear of the Thing in the Closet or the Monster To that I say, only if you let it.
Under the Bed. They still confront us in our newsfeeds:
all-too-human faces that hide despicable crimes behind a DCC RPG has always been about making the game your
veneer of “He was a quiet man who kept to himself.” Mon- own. Certain things are left to the individual judge to decide
sters are the dark mirror that reflect back who we fear we how to adjudicate, and while any two DCC RPG groups
might become, while the heroes that combat them depict can play together easily, there’s bound to be a few cases
who we’d like to be. where each discovers they do something differently. This is
intentional and harkens back to the days when you couldn’t
As the role-playing hobby reaches 50 years of age, it’d be just hop online and ask a thousand random people how a
easy to suppose we’ve created all the monsters we’ll ever rule works. You needed to make a decision right there and
need. Those of you reading this probably have at least one then, and it affected only a handful of friends around the
RPG monster book on your shelf (but thanks for looking kitchen table on a Saturday afternoon, not entire organized
at this one and I hope you’re considering adding it to your play leagues. While there’s nothing wrong with strictly
collection), and it’s safe to guess that there must be hun- codified rules, in general we’ve noticed that the freedom of
dreds of manuals, folios, catalogs, collections, tomes, etc., making one’s own rulings attracts certain kinds of players
published across the countless RPG product lines produced who love DCC RPG for emphasizing that liberty.
since 1974 containing nothing but monsters. Surely, we
don’t need another, right? The monsters lurking inside this book should be no dif-
ferent. Make them your own. Use these entries as fuel for
To that I say, we create new monsters every day. From the your own Monster Machine. Bend them, spindle them, and
latest Hollywood blockbuster, to online discussion groups, mutilate them. Roll randomly on the tables in the DCC RPG
to self-published novels popping up on Amazon, the urge rulebook and in the appendix of this tome to mutate them
to delve into our subconscious darkness and see what lurks beyond all recognition. Mash two (even three) monsters
there is inescapable. As information gets exchanged at the together to form something the players can’t even fathom,
speed of fiberoptic cables, we trade our fears with one let alone recognize as an “off-the-shelf” beastie. And never,
another, taking that which scares someone else and mutat- ever use the monster’s name when describing it. Let the
ing it with what terrifies ourself. The Monster Machine is players come up with their own monikers based on their
always at work inside our heads, populating our night- own experiences. It’s more fun for everyone when they talk
mares with new actors wearing gruesome faces. about the “face-eaters we fought in that tomb,” rather than
Dungeon Denizens began as a small project, a means to “the time we ran into some ghouls.”
update the monsters that originally appeared in Good- That is the DCC RPG way and, not coincidently, the best
man Games’ Dungeon Crawl Classics line of modules for way to use this or any other monster book. It’s what the
3rd- and 4th-edition Dungeons & Dragons to the most cur- Dark Master, Joseph Goodman, would want you to do and
rent version of the rules. As the project proceeded, it was it’s what would make me proud. Go forth and make the
decided, “Hey, why not include new monsters too?” until creatures in this book so unique to your own campaign that
this book grew and grew to exceed more than 500 bestial even their makers wouldn’t recognize them if they ran into
creatures. Somewhere along the line, the idea came up that, them at the game table.
Page 6
Reading the Stat Blocks
DCC RPG uses a condensed stat block that utilizes
abbreviations. These abbreviations are as follows:
• Init: The creature’s initiative modifier.
• Atk type bonus (damage): The most common
attack methods, whether melee or missile fire, of
that creature are listed with their bonus to hit, fol-
lowed by the damage of that attack.
• AC: The creature’s Armor Class.
• HD: The creature’s Hit Dice. Use this to randomly-
determine an individual monster’s hit points. In
the case of unique monsters, hit points (hp) are
provided.
• MV: The creature’s movement rate(s). Unless oth-
erwise specified, this is their ground speed. Other
forms of movement, such as climbing, flying, swim-
ming, etc., are indicated accordingly.
• Act: The creature’s action dice. This is the number
of dice the creature can roll on its initiative count to
make attacks and sometimes perform special abili-
ties, such as spellcasting or other powers.
• SP: Any special properties, abilities, or quali-
ties the creature might possess. Some special
properties are described in the stat block if
they’re easily detailed, such as vulnerabili-
ties to certain attacks, while more complex
special properties are fully defined as indi-
vidual items beneath the stat block.
• SV: The creature’s Fortitude (Fort), Reflex
(Ref), and Willpower (Will) saving throw
modifiers.
• AL: The creature’s alignment
(L, N or C, for lawful, neu-
tral, or chaotic).
• Crit: The creature’s
critical table and
critical die type.
Page 7
A
Abhorrent toad: Init +2; Atk bite +4 melee (1d10+2
ABHORRENT plus swallow whole); AC 12; HD 4d10+4; MV 30’, swim
30’; Act 1d20; SP swallow, bellowing croak, standing leap
(20’ long jump, 10’ high jump), amphibious, infravision
TOAD 30’; SV Fort +3, Ref +4, Will +2; AL N; Crit M/d10.
L
egends abound in communities bordering dismal Swallow whole: If the abhorrent toad succeeds in a bite attack,
swamps about gigantic toads that exist in the hearts it can make another bite attack that same round to attempt
of those mires. These frightful amphibians prey upon to swallow the target. If the second bite attack succeeds,
the unwitting and unlucky, lurking beneath the dark waters the target does not suffer damage but is now trapped in
to swallow travelers in a single gulp. Folklore holds that the abhorrent toad’s stomach, where it suffers 1d8 damage
these massive beasts retain the dying cries of those they at the start of each of the abhorrent toad’s initiative counts
devour and can unleash these death screams in a single bel- from stomach acid. A trapped creature can try to cut its way
lowing croak capable of stunning their victims. The unfor- out with a small weapon (such as a dagger) by inflicting
tunate souls who fall prey to this attack soon add their own 12 damage against AC 20. If the abhorrent toad suffers 12
screams to the toad’s repertoire. damage or more in a single round from a creature inside
Abhorrent toads, as they’re known, are the ultimate oppor- it, the abhorrent toad regurgitates the swallowed creature,
tunistic predator, eating anything that comes within reach which falls prone (DC 15 Fortitude save negates regurgita-
of their mouths, including other toads. In fact, an tion). The abhorrent toad can only swallow one
abhorrent toad is likely to have consumed creature at a time.
all of its spawn mates, making it the Bellowing croak: At the start of combat,
king or queen of the local swamp. abhorrent toads may utter a bellow-
Their offspring may occupy the ing croak capable of momentarily
same bog for a time – until the stunning prey. All creatures
toad’s hunger grows anew and capable of hearing it within
they devour their children. 20’ are stunned for 2d6
There is a belief among rounds (DC 11 Fortitude
sages and wizards that save negates and grants
abhorrent toads, with their immunity to the toad’s
ability to retain the dying bellowing croak ability
screams of their victims, for 24 hours). An ally may
serve as a conduit between take an action to alleviate
the worlds of the living and the victim of their stunned
dead. Using the head of condition.
a slain abhorrent toad A tremendous gray and green
as a spell component toad, almost as large as a
gives a spellcaster a warhorse, emerges from
+1d bonus when cast- the humid darkness of
ing speak with the dead. the swamp. Its gaping
maw opens, and a ghastly
croak erupts from its swol-
len throat that hits you like
the blow of a warhammer.
Page 8
ABOLLAR (TEMPLATE)
T
he alien aboleth is both known and feared for their enslavement of species they consider lesser—which
is nearly all other species. Their servants mostly act to defend the creature or advance their schemes, but
sometimes they serve to produce experimental offspring infected with the disease of the aboleth. Commonly
called an abollar, these are hybrid creatures possessing the traits of both the aboleth and their parent. Abollars are
typically shunned by their parent’s race, growing up as pariahs forced to do anything to survive. Many abollars
become mercenaries with little loyalty to anyone but themselves.
Abollars resemble their non-aboleth progenitors but also possess two pairs of tentacles sprouting from their torsos.
Their skin constantly produces a slimy mucus to help keep it moist. Most unsettling, however, is the abollar’s
face: it has three jelly-like eyes, each black as coal and utterly alien to behold, arranged in a vertical row above
its mouth. Abollars can use their tentacles in combat, but if armed will use a weapon instead.
Page 9
When a creature is born with aboleth blood, it retains its base stat block but gains the following physical features
and bonuses:
• A swim mode of movement with a speed equal to its base movement speed (if move is 0’, the swim speed is 10’).
• Two pair of tentacles issuing from their abdomen granting a secondary and tertiary tentacle attack each using
1d20 action die and dealing 1d6 damage for a human-sized creature (adjusted up or down the dice chain as
dictated by its size).
• Aboleth transmogrifying disease: The abollar’s tentacled touch carries the aboleth’s transmogrifying disease. If
a touched target is a living creature, it becomes diseased ((DC (8+abollar’s HD) Fortitude save negates). The
disease has no effect for 1 minute and can be negated by magic that cures disease (such as a successful cast-
ing of neutralize poison or disease or a lay on hands spell check that results in 2 dice or more). After 1 minute,
the diseased creature’s flesh becomes slimy and takes on a translucent quality. The creature cannot regain hit
points unless underwater, and the disease can only be removed by a lay on hands result of 4 dice or more or
a neutralize poison or disease spell check result of 26 or higher. When the victim is outside a body of water, its
acidic skin causes it to suffer 1d12 damage every 10 minutes unless moisture is applied to the skin before the
10 minutes have passed.
Special Properties
Roll 1d6 three times or choose 1d3 Special Properties
Enthrallment: While not as powerful as its full-blooded aboleth parent, an abollar may cast charm
1
person with a spell check of 1d20+abollar’s HD.
Telepathic temptation: As an action, the abollar telepathically probes a target’s mind for their great-
2 est desire (DC (8+abollar’s HD) Willpower save negates; useful if paired with psionic illusions in
this table).
Tail: The abollar has retained the fluke-like tail of its aboleth parent. The tail gives the abollar
3 an additional melee slam attack using their best melee attack bonus and dealing 1d10 damage
(adjusted up or down the dice chain as dictated by its size).
Mucus cloud: While in water, the abollar secretes a cloud of disease-carrying mucus in a 5’ radius
4 that transforms the breathing of those that fail a DC (8+abollar’s HD) Fortitude save from air to
water for 1d4 hours.
Telepathic rage: As an action, the abollar directs psychic malevolence toward a creature within 30’.
5 If underwater, the abollar affects all creatures within a 30’ radius. Victims suffer 2d6 damage and
are stunned for 1d3 rounds (DC (8+abollar’s HD) Willpower save negates stun).
Psionic illusions: The abollar is adept at producing illusions and may cast the phantasm spell with
6
a spell check of 1d20+abollar’s HD.
Page 10
Physical Appearance
Roll on the following table to give each abollar or group of abollars their own unique physical appearance.
1 Devoid of hair
7 Blubbery corpus
Abollar ogre: Init +2; Atk slam +6 melee (1d6+7) or great mace +6 melee (1d8+7) and tentacle slam (x2) +6
melee (1d8+7 plus aboleth transmogrifying disease, DC 12 Fort save negates); AC 17; HD 4d8+8; MV 20’, swim
20’; Act 1d20+2d20 (tentacles only); SP, aboleth transmogrifying disease, amphibious, infravision 60’; SV Fort
+5, Ref +2, Will +1; AL C; Crit III/d10.
Aboleth transmogrifying disease: The abollar’s tentacled touch carries the aboleth’s transmogrifying disease. If a
touched target is a living creature, it becomes diseased (DC (8+abollar’s HD) Fortitude save negates). The disease
has no effect for 1 minute and can be negated by magic that cures disease (such as a successful casting of neutralize
poison or disease or a lay on hands spell check that results in 2 dice or more). After 1 minute, the diseased creature’s
flesh becomes slimy and takes on a translucent quality. The creature cannot regain hit points unless underwater,
and the disease can only be removed by a lay on hands result of 4 dice or more or a neutralize poison or disease spell
check result of 26 or higher. When the victim is outside a body of water, its acidic skin causes it to suffer 1d12
damage every 10 minutes unless moisture is applied to the skin before the 10 minutes have passed.
Amphibious: An abollar can breathe both air and water.
A hulking beast dressed in poorly tanned hides rushes toward you. The thing is a massive, hairless humanoid with sickly
yellow flesh covered in slime. Four sinuous tentacles grow from its torso beneath its arms, each flailing about in the dungeon
gloom. Most unsettling is its face: instead of a pair of humanoid eyes, the creature has three enormous eyes arranged in a
vertical row down its face.
Page 11
out of the aeroselack (DC 15 Strength check; creature mak-
AEROSELACK ing the attempt suffers 3d6 damage due to acidic juices
regardless of success). The aeroselack can hold one large
I
n the plasmoid jungles of the upper atmosphere stalks creature or four human-sized” or smaller creatures inside
a creature unlike anything on the ground. The aero- it at a time.
selack is a predator made of a purple-tinted mass of
gelatinous tissue and nerves. Despite its size, it floats effort- Tremorsense: An aeroselack has perfect perception of all
lessly through the air suspended by translucent, gas-filled things, including invisible targets, within 60’. An aeroselack
sacs in its back and can collapse on itself when exposed to does not have eyes to see with but rather utilizes a near-
thicker atmosphere closer to the surface and dies if forced invisible network of thread-like feelers to identify prey and
to the ground. The aeroselack hunts anything it can devour obstacles. Its understanding of the world is limited to the
by snatching prey with its tentacles and pulling it into its length of these 60’ feelers.
semi-solid bulk to be digested. A gelatinous ripple shimmers through a pinkish patch of sky. It
floats forward on the breeze, revealing a great ephemeral bulk
Aeroselack: Init +1; Atk tentacle +7 melee (3d6+3
and two long, sinewy tentacles. Trapped inside its viscous body
plus engulf, range 10’); AC 12; HD 20d12; MV 30’; Act
are the slowly dissolving skeletons of an earlier meal.
2d20; SP camouflage (+10 to hide while floating in the
air), gelatinous body, tremorsense, immune to blinding,
mental effects, and sonic attacks; SV
Fort +3, Ref +0, Will -1; AL N; Crit
M/d30.
Page 12
Allomander: Init +4; Atk bite +5 melee (1d6 plus swal-
ALLOMANDER low whole on crit) or claw +4 melee (1d8+2) or shard
spray breath weapon; AC 18; HD 8d8; MV 30’, climb 10’;
T
hese plated creatures have long, snake-like bodies and Act 2d20; SP infravision 60’; SV Fort +4, Ref +8, Will +4;
many legs that allow them to flourish in sewers, aban- AL N; Crit M/d14.
doned buildings, and dark city corners. Allomanders
are natives of the elemental planes, but they have begun Swallow whole: If the allomander lands a critical hit, the tar-
to appear more and more in urban environments as cities get is swallowed whole, where it suffers an additional 1d8
grow industrialized. The allomander’s super-heated core damage at the start of each of the allomander’s initiative
melts metal rapidly, incorporating any consumed material counts from the allomander’s super-heated core and stom-
into its armored skin. ach acid. A trapped creature can try to cut its way out with
Unlike elementals, allomanders can thrive in a heavily a small weapon (such as a dagger) by inflicting 15 damage
populated urban core. Access to sprawling sewer systems against AC 22. Once the allomander digests all the metal
for lairs and a bounty of digestible metal makes cities the on the PC’s body, it will spit out the corpse.
perfect place for these creatures. Because allomanders exclu- Shard spray: As an action, the allomander regurgitates par-
sively eat metal, they can nest in a region for quite some tially digested shards of metal in a cone 10’ wide at its end
time without attracting notice. Typically, the presence of an and 30’ long. All within the area of the shard spray suffer
allomander is discovered only when a structure suddenly 1d6 damage (DC 12 Reflex save avoids).
collapses due to a chewed-up foundation or when storage
facilities open their doors to find vast quantities of ore have This massive metallic, serpentine creature slinks forward on a
disappeared overnight. A desperate allomander may even dozen legs with its plate-like hide making clicking noises. Its
grow bold enough to eat metal landmarks, burrow into claws, teeth, and metal scales all glint with the jagged edges of
smithies, or openly attack vehicles with metal components. steel scraped sharp.
Page 13
ANATHAEMA
EAGLE
A
nathaema eagles are the unholy by-product of giant
eagle eggs that have been despoiled during foul ritu-
als known only to clerics of Malotoch, the Carrion
Crow Queen. The result is a vile bird with a corrupted
body and alignment that more closely resembles a
crow than a raptor. Anathaema eagles are often used
as mounts for the faithful of the Carrion Crow
Queen or as guardians for her sacred sites.
The anathaema eagle’s feathers are oily
black, and their eyes burn crimson with
malicious intent. Their oversized, twisted
talons are perfect for ripping open the tender
flesh of their enemies. A typical anathaema eagle
stands about 10’ tall with a wingspan approaching
20’. A flock of anathaema eagles is called a mockery.
An anathaema eagle attacks by diving down upon its oppo-
nents and making slashing attacks in an attempt to dis-
embowel. They are ravenous feeders and will attack
anything they are confident they can kill, which
typically includes humans and other similar sized
or smaller humanoids. The freshness of the meat is
not all that important, as these malignant birds just
as readily consume carrion. Therefore, their beaks
have a chance to transmit an infernal disease.
NAnathaema Eagles as Mounts Anathaema eagle: Init +4; Atk beak +3 melee (1d8+3
plus disease), talon +4 melee (1d6+3); AC 14; HD 4d10;
Page 14
Death throes: When reduced to 0 hp, a brightguard explodes
ANGELS in a tremendous burst of radiance, causing 2d6 damage
to all creatures within 40’ (DC 10 Willpower save for half
damage). On a natural 1, the creature who failed is also
ANGEL, BRIGHTGUARD blinded for 1d10 rounds.
Brightguards, also known as belliphim, are celestial war- A giant warrior clad head-to-toe in seamless, strangely-angled
dens often tasked with defending a person or area. They armor blocks your path. Brandishing its double-bladed sword,
perform their duties unfailingly until they are dismissed the warrior’s perfect voice warns you to turn aside. Golden, me-
or destroyed. A brightguard appears as a 10’ tall human- tallic wings unfurl from its back as the figure gracefully adopts
oid of a similar species to the summoner. For example, a defensive stance.
a brightguard summoned by an elf would bear an elven
appearance while a brightguard summoned by a dragon
might resemble a lizardman of similar color and form. A
brightguard is bathed in warm radiance that sheds dim light
New Weapon:
in a 5’ radius. Its armor, which is actually part of its body, Double-bladed Sword
remains flawless even after suffering a staggering blow.
In battle, brightguards are adept at using the terrain to
their advantage. They often find a chokepoint where they
T his weapon, favored by certain elven societies, has
a sharp, slashing blade affixed to each end of a
leather-wrapped handle. This weapon can be wielded
can control access to the charge they are protecting, but a in either one or two hands. If used with two hands,
brightguard never abandons its post even if doing so would the wielder can use it as two weapons, per the Two
grant a tactical advantage. If reduced to 10 hit points or Weapon Fighting rules (p. 94-95, DCC RPG). When
fewer, the brightguard moves into a position to affect as used with two hands, the wielder rolls 1d16 for initia-
many enemies as possible with its death throes. tive as with any other two-handed weapon. A double-
A brightguard doesn’t require food, drink, or sleep. bladed sword does 1d8 damage and costs 30 gp.
Page 15
ANGEL, Rebuke (1/round): When a creature within 60’ damages
its ward, it suffers 1d12 damage (DC 14 Willpower save
GLORIOUS BULWARK negates). This does not use an action die.
A protective spirit from the higher realms, the glorious Recover grace (1/day): Both the glorious bulwark and its
bulwark appears on the material plane as a halo of floating, ward gain 3 dice of healing and are freed from any curse,
shining wings. While divine beings sometimes dispatch disease, poison, blindness, or deafness.
glorious bulwarks to protect the righteous, they are more Ward: When the glorious bulwark is summoned, it is
commonly called down from the heavens by a costly ritual assigned a ward. While protecting a ward, the bulwark can’t
to protect the rich and powerful. The bulwark’s shining move on its own and remains near its ward, and should
wings envelop its designated charge, constantly moving it be moved, it does all it can to fly back to its ward. The
to shield them from danger. warded creature can dismiss the bulwark by speaking aloud
Though magic often compels them to protect a particular a phrase in Angelic. If dismissed, the bulwark disappears,
creature, glorious bulwarks are naturally submissive. Naive returning to the heavenly planes. The bulwark’s wings
to the ways of the world, a free-roaming bulwark can be provide its ward with a +2 bonus to AC and Reflex saves.
enchanted or deceived into guarding someone not worthy A creature that targets the ward with an attack or a harm-
of its protection. ful spell must first pass a DC 14 Willpower save or target
the bulwark instead. This doesn’t protect the ward from
area effects.
Floating protectively in the air behind you, you feel comfort as
diaphanous angelic wings envelop you protectively.
Page 16
arsenal. These horns herald a host of abilities that make ver-blue light, an ensemble of gleaming musical horns orbits the
the high clarion a being not to be trifled with as it carries creature, nearly blinding you with reflected radiance.
its divine deliveries across the planes.
ANGEL,
“When it appeared on the battlefield, we were blinded by
the glare of the trumpets and our ears nearly deafened by LOXODONT SAVANT
their clamor. When that being of light...that angelic mes- Loxodont savants are stocky, blue, elephantine creatures
senger...opened its mouth to deliver its news, cheers went with a wrinkled, trunk-like appendage but no arms. They
up from both sides. The war was over! The gods had de- have three stumpy legs, managing an ungainly gait by plac-
clared it so.” ing their center leg out and then pushing off as they swing
— Thorik Stoneheld, dwarven warrior their other two legs forward.
A loxodont savant’s most striking feature, however, is its
crimson eyes. Two of the eyes are placed where one might
High clarion (type III angel, independent): Init +3; expect, while a third rests in the center of its furrowed fore-
Atk bite +10 melee (1d10) or divine blast +10 missile fire head. These eyes are the source of the loxodont’s powers,
(1d7, range 200’); AC 20; HD 12d12; MV fly 30’; Act 3d20; opening only when the savant needs to defend itself or is oth-
SP angel traits, cleric abilities ((+12 spell check): lay on erwise angered. The right eye emits a beam of searing light,
hands, turn unholy), bolstering melody, magic resistance while the left eye fires debilitating energy that paralyzes
(all spells cast against a high clarion are subject to a 25% creatures. Its center eye delivers devastating psychic blows.
chance of failure before saves are rolled), music of the These unusual celestial beings are blessed with a depth of
spheres, radiant symphony, sonorous retort, spellcast- knowledge on a variety of topics. They are always encoun-
ing (+12 spell check): Spells (1st) blessing, charm person, tered singly, often in remote locations, and their oracular
ventriloquism; (2nd) scare; (3rd) bolt from the blue; SV Fort abilities lead many to regard them as prophets. Locating
+7, Ref +2, Will +5; AL L; Crit 18-20 DN/d12. a loxodont savant often requires an extended journey
Page 17
fraught with danger. While kings and adventurers alike
have tried to enslave loxodont savants for their own ends,
such endeavors are folly. The loxodont savant is clearly
the more intellectual species and, when it tires of its ersatz
captors, simply disappears to move on to another location.
Page 18
Angel traits: Communication by speech or telepathy (Angel- issue dictates to lesser wardens to guard against the enemies
ic, Common), immune to weapons of less than +4 enchant- of Law.
ment or natural attacks from creatures of 9 HD or less, can
teleport at will to any location, as long as not bound or Shining warden (type I angel, independent): Init
otherwise summoned, can project astrally and ethereally, +3; Atk radiant pulse +3 melee (2d4) or +3 missile fire
infravision 120’, immune to fire, cold, electricity, gas, and (2d4, range 120’), or spell; AC 15; HD 3d8; MV fly 40’;
acid, spellcasting (+20 spell check): Spells (1st) cantrip. Act 1d20; SP angel traits, cleric abilities ((+4 spell check):
lay on hands, turn unholy), true sight, aura of truth, aura
Flyby: The plume of glory doesn’t provoke attacks when it of censure, death throes; SV Fort +4, Ref +4, Will +4; AL
flies out of an enemy’s reach. L; Crit DN/d4.
Radiant beam: Beams of divine radiance issue from the plume
of glory’s eyes, targeting a creature it can see within 50’ (DC Angel traits: Communication by speech (Angelic, Common),
16 Reflex save for half damage and negates blindness). half damage from non-magical weapons and fire, cannot
Chaotic creatures suffer 6d10 damage and are blinded for travel planes of own volition, infravision 120’, spellcasting
1d6 rounds. Neutral creatures suffer 3d10 damage and are (+4 spell check): Spells (1st) cantrip.
blinded for 1d6 rounds. Lawful creatures are only blinded Aura of censure: A hostile creature that starts its initiative
for 1d6 rounds. count within 20’ of the shining warden suffers -1d on all
Trampling charge: If the plume of glory charges (see Charge, Willpower saves and the shining warden gains +1d on
p. 96, DCC RPG) a target and then hits it with a hooves attack rolls against it (DC 12 Willpower save negates all
attack, that target is knocked prone (DC 19 Strength check effects). A creature that successfully saves or breaks free
negates prone). If the target is prone, the plume of glory from the effect is immune to that shining warden’s aura of
can make an additional hooves attack against it. censure for 24 hours.
A majestic creature resembling a hippogriff rises above the Aura of truth: A shining warden emanates a 20’ radius aura
battlefield. Its golden feathers flash in the morning sun, and that guards against deception. Any creature that enters the
a crown of white plumes frames its regal visage. The airborne aura’s area of effect for the first time or starts its initiative
beast barrels toward the enemy, its talons poised to strike and its count within the aura can’t speak a deliberate lie (DC 12
hooves leaving a streak of bright light in its wake. Will save negates). An affected creature is aware of the aura
and can thus avoid answering questions to which it would
normally respond with a lie. Such a creature can be evasive
ANGEL, in its answers as long as it remains within the boundaries
of the truth.
SHINING WARDEN Death throes: When the shining warden dies, it explodes in
Shining wardens are native to the outer planes and are a flare of light. Each non-angel creature within 30’ of the
encountered on the material pane only as guardians shining warden is blinded until the end of its next initiative
in areas of vital cosmic importance. These glowing count (DC 10 Reflex save negates).
spheres of light are often True sight: A shining warden’s eye-
mistaken for will-o-wisps, sight extends onto multiple
but they are nothing like planes of existence, including
those creatures. Instead, shin- the astral and ethereal planes,
ing wardens are beings of pure, as well as the invisible spectrums
unquestioning order. They are of the material plane. They can see invis-
unwavering in their devotion to the ible creatures and are never fooled
mandates of law and absolutely relent- by illusions.
less in punishing those who transgress
them. Shining wardens have the unerr- A perfect sphere of iridescent
ing ability to ferret out lies, see the blue light floats motionlessly in
truth, and recognize the presence the air, illuminating the
of Chaos. space around it with the
brightness of a torch.
Most shining war- Somehow, the glowing
dens measure only 3’ ball seems to project an
in diameter, but more aura of watchfulness. Sure
powerful individuals are enough, as you approach,
almost twice that size. it responds to your
These greater wardens presence by causing
have the authority to glowing, geomet-
ric forms to dance
across its surface.
Page 19
ANGEL, • Block: The shield can grant another crea-
ture cover against a specific opponent’s
SILVER SHIELD attacks and/or spell effects, granting the
target a +2 bonus to AC and Reflex saves.
These vibrant, angelic beings are incor- The bonuses last until the start of the
poreal except for their seven spoked, silver shield’s next initia-
silver shields emblazoned tive count.
with golden eyes. Said to • Trip: The silver shield
be the spirit of an inno- can knock an enemy prone, and they
cent taken too early from the world, must spend an action if they wish to
a silver shield’s voice is little more than a stand up (DC 14 Reflex save negates).
jingle of ethereal chimes. Its presence is at
once calm and unnerving.
Flyby: The silver shield doesn’t provoke
Warriors and clerics chosen by their gods and attacks when it flies out of an enemy’s reach.
angelic emissaries on holy missions surround Inner glow: The silver shield sheds bright
themselves with silver shields. These white light in a 5’ to 30’ radius. It can alter
loyal defenders stand at the flanks of the radius of this light but can never
worthy beings day and night, always extinguish it.
at the ready. Silver shields are
among the first to fly onto the This seven-pointed silver shield is
gore-soaked battlefields of the held aloft by an otherworldly white
abyssal planes of existence to glow. It swoops through the air with a sound
protect the front lines of celes- tial like tinkling chimes.
soldiers from bloodthirsty demons.
Silver shields know violence when they see it, but in the ANGEL, STRAY TENET
material realm, they don’t always understand who is in the
right. When left behind or lost on their mission, wayward On occasion, a power of Law issues a divine command
silver shields do what they can to halt any fights they see, potent enough that it resonates throughout the cosmos,
chiming noisily while blocking attacks from both sides and manifesting as fragmented giant glowing words in the
pushing combatants away from the fight. A silver shield tongue of Law. However, if the invoking power wishes to
reserves its sternest strikes for those they see draw blood. revoke this dictum, it doesn’t just vanish. Instead, it must be
cleansed by that power’s servants. Rarely, through incom-
Silver shield (type I angel, independent): Init +3; petence or unforeseen complications, this edict becomes
Atk slam +5 melee (1d8 plus defensive deed); AC 18; HD banished to some other plane. Now corrupted, and no
5d6; MV fly 40’; Act 2d20; SP angel traits, cleric abili- longer reflecting the deity’s will, a stray tenet wanders the
ties ((+4 spell check): lay on hands, turn unholy), defen- multiverse, compelling sentient beings to carry out a dis-
sive deeds, flyby, immune to poison, petrification, and torted version of its original purpose.
paralysis, inner glow, angelic nature; SV Fort +6, Ref +6,
Will +4; AL L; Crit DN/d6. Stray tenet (type III angel, independent): Init +4;
Atk divine voice +8 missile fire (5d5, range 100’); AC 16;
Angel traits: Communication by speech HD 10d10; MV fly 60’; Act 1d20; SP angel
(Angelic, Common), half damage from traits, cleric abilities ((+12 spell check):
non-magical weapons and fire, cannot lay on hands, turn unholy), true sight,
travel planes of own volition, infravi- omnilingual, decree, compulsion,
sion 120’, spellcasting (+4 spell check): magic resistance (all spells cast
Spells (1st) cantrip. against a stray tenet are subject
to 50% chance of failure before
Angelic nature: Silver shields don’t saves are rolled); SV Fort +6,
require food, drink, or sleep, but they Ref +4, Will +8; AL C; Crit 18-20
must be sung to at least 1/day or they DN/d10.
suffer a -1d penalty on all rolls until
they are sung to again. Angel traits: Communication by
speech or telepathy (Angelic,
Defensive deeds: As part of an attack,
Common), immune to weapons of
a silver shield can initiate a defensive
less than +2 enchantment or natural
deed against an opponent. These deeds
attacks from creatures of 5 HD or less,
do not grant bonuses to the attack or
can teleport back to native plane or
damage but can affect the outcome of
any point on same plane, as long as not
combat:
bound or otherwise summoned, infravi-
• Push: The silver shield can push a sion 120’, half damage from fire, acid, cold,
creature back 10’ (DC 12 Fortitude save electricity, and gas, spellcasting (+12 spell
negates). check): Spells (1st) cantrip.
Page 20
Compulsion: A stray tenet can cast one of the following spells Tachael (type IV angel, independent): Init +7; Atk
at any creature under the effect of its decree ability: charm flail +12 melee (3d6+4 plus temporal banishment) or
person, forget, word of command. All spells are cast as if the wing +12 melee (4d6) or spell; AC 20; HD 12d8+12; MV
stray tenet rolled a spell check result of 18. 40’, fly 120’; Act 2d20; SP angel traits, cleric abilities ((+16
spell check): lay on hands, turn unholy), temporal banish-
Decree: A stray tenet announces itself with a booming
ment, time distortion, replacement, true sight, spellcast-
unearthly voice, and creatures within 60’ that can hear ing (+16 spell check): Spells [Cleric] (1st) blessing, detect
become susceptible to its will for 1d4+1 rounds and can be evil, protection from evil, second sight; (2nd) banish, curse;
affected by its compulsion (DC 16 Willpower save negates Spells [Wizard] (2nd) forget; (3rd) haste, slow; SV Fort +15,
for 24 hours). Ref +18, Will +20; AL L; Crit 17-20 DN/d12.
Omnilingual: A stray tenet can understand and speak any
language, even communicating with otherwise unintel- Angel traits: Communication by speech or telepathy (Angel-
ligent creatures, and can communicate telepathically with ic, Common), immune to weapons of less than +3 enchant-
any creature within 120’. ment or natural attacks from creatures of 7 HD or less, can
teleport back to native plane or any point on same plane,
True sight: A stray tenet’s eyesight extends onto multiple as long as not bound or otherwise summoned, can project
planes of existence, including the astral and ethereal planes, astrally and ethereally, infravision 120’, immune to fire,
as well as the invisible spectrums of the material plane. They cold, electricity, and gas, half damage from acid, spellcast-
can see invisible creatures and are never fooled by illusions. ing (+16 spell check): Spells (1st) cantrip.
A disembodied spectral mouth leaps from the temple wall, hov- Replacement (1/day): As an action, a tachael can summon a
ering above your meek forms. With a booming voice, in a myriad shadowy, potential future version of itself, which replaces
of languages that becomes a confusing jumble of speech, assaults the tachael. This duplicate has the same statistics as the
your ears. tachael but is at full hit points. The duplicate remains for
1d8 rounds or until it is reduced to 0 hit points, at which
point the tachael reappears and the duplicate fades away.
ANGEL, TACHAEL Spellcasting: The tachael’s spells are cast as a cleric and never
The passage of time is governed by rigid rules that deities result in corruption or misfire (although it can result in
of Law guard faithfully. When an attempt to alter time is disapproval).
deemed dangerous enough to warrant divine intervention, Temporal banishment: A creature struck by the tachael’s flail
it falls to angels known as tachaels to hold accountable are shunted into an alternate future 1 hour ahead of its
those who would threaten the multiverse with careless current time (DC 20 Willpower save negates). After 1d3
anachronistic alterations. rounds, it is returned to the timeline where it was struck.
A tachael has a feline Time distortion: A tachael can use
face, a humanoid body, both its action dice to spin its wings
and three wings of vary- rapidly, altering the understanding
ing lengths that resemble of time for creatures within 10’ of
the hands of a clock. Its it. Affected creatures suffer a -1d
preferred weapon is a flail penalty to all rolls for 1d5
with a striking head forged rounds (DC 20 Willpower
from a single heavenly dia- save negates). The tachael can
mond that is imbued with intentionally exclude creatures
time-bending proper- from this effect.
ties. A strike from this True sight: A tachael’s eyesight
weapon temporarily extends onto multiple planes of
deposits targets into existence, including the astral
parallel timelines. and ethereal planes, as well as
Tachaels often find themselves in the invisible spectrums of the
conflict with demons and chaotic material plane. They can see
abominations. They show such crea- invisible creatures and are never
tures no mercy. When dealing with mor- fooled by illusions.
tals, however, tachaels prefer to magically This awe-inspiring being has the face of a
compel offenders to repair any chaos their feline and wields a divinely crafted flail
actions caused. If this fails, the tachael instead with a striking head made of diamond.
erases from the offender’s mind all knowl- Its three wings extend from its back,
edge pertaining to time manipula- each a different length. Its
tion and then watches in secret to eyes blaze with majestic,
ensure they do not re-offend. azure fire.
Page 21
Antimagic susceptibility: If targeted by a dispel magic spell,
ANIMATED an animated object must succeed on a Willpower save vs.
the caster’s spell check result or become temporarily dor-
OBJECTS mant. If the caster’s spell check result is: (16-21) dormant
for 1d4 rounds; (22-31) dormant for 1d10 rounds; (32+)
P
otent magic can bring the inanimate to permanently dormant. All additional effects from casting
life. Many paranoid, unscrupulous, dispel magic still apply.
or simply evil workers of sorcery use Blindsight: The animated book has perfect perception of
such animated items as guardians, traps, or all things, including invisible targets, within 60’.
nearly undetectable assassins. The following
are a small selection of the unassuming but Constructed nature: Animated objects don’t require
deadly objects adventurers have encountered. air, food, drink, or sleep.
All animated objects share these traits: Immunities: Animated objects are immune
to anything that would affect a living
• Antimagic susceptibility: If targeted by a dis- creature (e.g., poison, gas, suffocation,
pel magic spell, an animated object must blindness, petrification). They are also
succeed on a Willpower save vs. immune to sleep, charm, and paraly-
the caster’s spell check result or sis spells, as well as other mental
become temporarily dormant. If the effects and cold damage.
caster’s spell check result is: (16-21)
dormant for 1d4 rounds; (22-31) dor- Immutable: Animated objects
mant for 1d10 rounds; (32+) perma- are immune to magic which
nently dormant. All additional effects would change their form or
from casting dispel magic still apply. size.
• Blindsight: An animated object has A seemingly normal book falls
perfect perception of all things, off the bookshelf and lands at
including invisible targets, your feet. Soon, all the books be-
within 60’. gin to flop about, snapping at
your exposed legs like hungry
• Camouflage: +10 bonus to any attempt wolf cubs.
to hide as a normal object.
• Constructed nature: Animated objects don’t require air,
food, drink, or sleep. ANIMATED OBJECT,
• Immunities: Animated objects are immune to anything ANIMATED BROOM
that would affect a living creature (e.g., poison, gas, suf-
focation, blindness, petrification). They are also immune Animated broom: Init +4 (surprise); Atk slam -2 melee
to sleep, charm, and paralysis spells, as well as other men- (1d4) or dusty slam -2 melee (DC 10 Fort save or are
tal effects and cold damage. blinded); AC 12; HD 2d6; MV 30’; Act 1d20; SP sur-
• Immutable: Animated objects are immune to magic prises 50% of time, animated object traits, camouflage
which would change their form or size. (+10 bonus to any attempt to hide as a normal object),
vulnerable to fire (double damage); SV Fort +0, Ref +2,
• Surprise: surprises 50% of time. Will +0; AL N; Crit M/d8.
Page 22
Immunities: Animated objects are immune Constructed nature: Animated objects don’t require air,
to anything that would affect a living crea- food, drink, or sleep.
ture (e.g., poison, gas, suffocation, blind- Final internment: If the animated coffin lands a success-
ness, petrification). They are also immune ful lid attack, the opponent is swept up and inside the
to sleep, charm, and paralysis spells, as well as coffin (i.e., grappled; vs. +6, see Grappling, p. 96, DCC
other mental effects and cold damage. RPG). The animated coffin may use its lid to grapple
Immutable: Animated objects are immune a human-sized or smaller creature. The coffin may
to magic which would change their only grapple one creature at a time. A grappled
form or size. creature is blinded and pinned. The grappled
creature is protected against attacks and other
What appeared to be an ordinary broom
effects outside the coffin. A grappled creature suf-
springs to action on its own, dancing and
fers 1d4 damage at the start of their initiative count
sweeping its bristles along the dusty floor.
each round they are trapped inside the animated
With surprising deftness, it flips up its
coffin. If the animated coffin has grappled a crea-
bristled end and slams into your face, re-
ture, a creature outside the coffin may attempt
leasing a thick cloud of dust.
a DC 12 Strength check to open or close the
lid. When the lid is opened, the creature
inside is freed. The coffin can open or
ANIMATED close its lid freely if it is not currently
OBJECT, ANIMATED grappling a victim.
Immunities: Animated objects are
COFFIN immune to anything that would
A construct favored by necromancers, evil affect a living creature (e.g., poi-
priests, liches, and other death-oriented magi- son, gas, suffocation, blindness,
cal workers, these wooden caskets hop about on petrification). They are also immune
one end, slide across the ground as if pushed by an to sleep, charm, and paralysis spells, as
invisible force, or even float across water to complete well as other mental effects and cold
their tasks. An animated coffin attacks by slamming its damage.
heavy body into opponents or grabbing them with its lid. Immutable: Animated objects are immune to magic which
Animated coffins often contain un-dead creatures such as would change their form or size.
skeletons or zombies, which leap out to attack while the A closed wooden coffin rests atop a stone bier. The coffin appears
coffin assists it in battle. These unintelligent combatants are to be in good condition despite the dungeon’s dankness. Sudden-
incapable of complex tactics but are formidable enough to ly, the coffin rises up on one end, as if lifted by an unseen hand.
dispatch a group of inexperienced adventurers. It hops toward you, its lid opening and closing like the mouth of
Animated coffin: Init +4 (surprise); Atk slam +2 melee some great beast!
(1d8+2) or lid +4 melee (1d4 damage plus final intern-
ment); AC 12; HD 2d8+2; MV 30’; Act 1d20; SP surprises
50% of time, animated object traits, camouflage (+10
bonus to any attempt to hide as a normal object), vulner-
able to fire (double damage); SV Fort +0, Ref +0, Will
+0; AL N; Crit M/d8.
Page 23
ANIMATED OBJECT, Immutable: Animated objects are immune to magic which
would change their form or size.
ANIMATED ELEPHANT Vulnerable: An animated elephant statue is afraid of mice
STATUE and remains frozen in place, unable to act, while mice are
visible.
This object appears to be a well-wrought marble statue of an
An elephant carved from pale marble stands atop a pedestal in
elephant, either life-size or nearly so. Sometimes a howdah
the middle of the garden. It is reared up on its hind legs, and its
carrying statues of archers or nobles appears atop it. The
trunk extends upward as if trumpeting in triumph or anger. As
elephant statue is usually positioned in a place of honor,
you pass it, the sound of grinding stone echoes through the area
such as atop of a dais or flanking the entrance to a building
as the statue begins to move!
or great audience chamber. The statue springs to life when
a predetermined circumstance occurs (“Attack anyone who
draws a weapon in this room”).
The magic that animates the elephant statue is subcon-
sciously influenced by the beliefs of the caster that cre-
ated it, particularly the silly notion that elephants are ter-
rified of mice because they might scurry up their trunks
and choke them. Because of this, the statue possesses an
unusual flaw that thus far no one has managed to erase:
the statue becomes frozen in place if it sees a mouse, an
illusion of a mouse, or even a realistic two-dimensional
picture of a mouse. (Images of other rodents have no effect
on the statue.)
Page 24
ANIMATED OBJECT, ANIMATED OBJECT,
ANIMATED MEGALODON ANIMATED NET
JAW Animated net: Init +2 (surprise); Atk ensnare +5 melee
(grappled plus ensnare); AC 11; HD 4d10; MV 15’; Act
Animated megalodon jaw: Init +0 (surprise); Atk bite 2d20; SP surprises 50% of time, animated object traits,
+9 melee (1d10+2); AC 13; HD 5d12; MV 20’; Act 1d20; camouflage (+10 bonus to any attempt to hide as a nor-
SP surprises 50% of time, animated object traits, cam- mal object), immune to damage from non-magical pierc-
ouflage (+10 bonus to any attempt to hide as a normal ing attacks; SV Fort +0, Ref +1, Will +1; AL N; Crit M/
object); SV Fort +6, Ref +2, Will +5; AL N; Crit M/d12. d10.
Animated object traits: Antimagic Animated object traits: Antimagic susceptibility, blindsight
susceptibility, blindsight 60’, 60’, camouflage, constructed nature, immunities, immu-
camouflage, constructed table, surprise.
nature, immunities, immu-
table, surprise. Antimagic susceptibility: If targeted by a dispel magic spell,
an animated object must succeed on a Willpower save vs.
Antimagic suscepti- the caster’s spell check result or become temporarily dor-
bility: If target- mant. If the caster’s spell check result is: (16-21) dormant
ed by a dispel for 1d4 rounds; (22-31) dormant for 1d10 rounds; (32+)
magic spell, an permanently dormant. All additional effects from casting
animated object dispel magic still apply.
must succeed
on a Willpower Blindsight: The animated animated net has perfect percep-
save vs. the cast- tion of all things, including invisible targets, within 60’.
er’s spell check Constructed nature: Animated objects don’t require air, food,
result or become drink, or sleep.
temporarily dor-
Ensnare: If the target is a human-sized or smaller creature,
mant. If the caster’s
it is grappled (p. 96, DCC RPG). On each of the grappled
spell check result is: (16-21)
victim’s initiative counts, they take 1d4+2 damage. Only
dormant for 1d4 rounds; (22-
one target can be restrained at a time, and the animated
31) dormant for 1d10 rounds; (32+)
net can release a target at will. If the animated net suffers
permanently dormant. All additional
damage from an attack while restraining a target, the target
e f f e c t s from casting dispel magic still apply.
suffers half of the damage. If the source of the damage is
Blindsight: The animated megalodon jaw has perfect per- non-magical piercing damage, the animated net does not
ception of all things, including invisible targets, within 60’. suffer any damage, while the ensnared target suffers full
Constructed nature: Animated objects don’t require damage.
air, food, drink, or sleep. Immunities: Animated objects are
Immunities: Animated objects are immune to immune to anything that
anything that would affect a living creature would affect a living crea-
(e.g., poison, gas, suffocation, blindness, pet- ture (e.g., poison, gas, suffo-
rification). They are also immune to sleep, cation, blindness, petrifica-
charm, and paralysis spells, as well as other tion). They are also immune
mental effects and cold damage. to sleep, charm, and paralysis
spells, as well as other mental
Immutable: Animated objects are immune to effects and cold damage.
magic which would change their form or size.
Immutable: Animated objects are
The massive, fossilized shark jaw encircling the immune to magic which would
portal snaps down with sudden ferocity. change their form or size.
The worn, knotted net jumps off
the wall on its own accord and
awkwardly uses its corners as
pseudo-feet. It extends to its
full height and looms over
you, ready to entangle!
Page 25
ANIMATED
OBJECT, ANIMATED
SARCOPHAGUS
A more formidable version of the animated coffin, this stone
casket is usually found in cultures that practice mummifica-
tion. The high priests who conduct the rites of mummifica-
tion ward the sarcophagi of their most esteemed dead with
powerful magical glyphs. The sarcophagus begins combat
by opening its lid (if intruders haven’t done so already)
to activate the symbol inside it. It attacks with its slam on
subsequent rounds.
Page 26
creature inside is freed. The coffin can open or close its ANIMATED OBJECT,
lid freely if it is not currently grappling a victim. When
the lid is opened, a victim inside is freed, and when the ANIMATED SHARK JAW
lid is closed, the hieroglyph does not extend beyond the
Animated shark jaw: Init +1 (surprise); Atk bite +1
sarcophagus’ interior.
melee (1d3+1); AC 11; HD 1d5+1; MV 10’; Act 1d20; SP
Hieroglyph: Inscribed on the inside of the sarcophagus’ lid surprises 50% of time, animated object traits, camouflage
is a glowing green hieroglyph. As an action, it emits a 30’ (+10 bonus to any attempt to hide as a normal object);
cone and creatures ending their initiative count within the SV Fort +0, Ref +1, Will +0; AL N; Crit M/d4.
area of the cone suffer 2d14 damage (DC 14 Fortitude save
Animated object traits: Antimagic susceptibility, blindsight
for half damage). The hieroglyph remains active for 1 turn.
60’, camouflage, constructed nature, immunities, immu-
If the sarcophagus’ lid is closed, the hieroglyph only affects
table, surprise.
a creature trapped inside.
Antimagic susceptibility: If targeted by a dispel magic spell,
Immunities: Animated objects are immune to anything that an animated object must succeed on a Willpower save vs.
would affect a living creature (e.g., poison, gas, suffocation, the caster’s spell check result or become temporarily dor-
blindness, petrification). They are also immune to sleep, mant. If the caster’s spell check result is: (16-21) dormant
charm, and paralysis spells, as well as other mental effects for 1d4 rounds; (22-31) dormant for 1d10 rounds; (32+)
and cold damage. permanently dormant. All additional effects from casting
dispel magic still apply.
Immutable: Animated objects are immune to magic which
would change their form or size. Blindsight: The animated shark jaw has perfect perception
of all things, including invisible targets, within 60’.
A sealed limestone sarcophagus inscribed with the visage of a
long-dead potentate rests against the wall of the tomb. Sudden- Constructed nature: Animated objects don’t require air, food,
drink, or sleep.
ly, the lid lifts to reveal a glowing green hieroglyph inside. You
feel your life force ebb as the sarcophagus advances toward you Immunities: Animated objects are immune to anything that
with the sound of grinding stone. would affect a living creature (e.g., poison, gas, suffocation,
blindness, petrification). They are also immune
to sleep, charm, and paralysis spells, as well
as other mental effects and cold damage.
Immutable: Animated objects are
immune to magic which would
change their form or size.
Several bone-white shark jaws
adorned with rows of triangular,
serrated teeth drop from the wall,
snapping at your feet.
Page 27
ANIMATED ANIMATED OBJECT,
OBJECT, ANIMATED SKULL SWARM
ANIMATED Animated skull swarm: Init +1; Atk swarming bite
+2 melee (2d3+1); AC 11; HD 2d5+4; MV fly 20’; Act
SKULL 1d20; Act special; SP bite all targets in a 20’ x 20’ space,
Although easily mistaken half damage from non-area attacks, surprises 50% of
for an un-dead creature, an time, animated object traits, camouflage (+10 bonus to
animated skull does not draw any attempt to hide as a normal object); SV Fort +0, Ref
upon the necrotic power that +1, Will +0; AL N; Crit N/A.
stirs the dead to life. Instead, more
benign magical power animates it, Animated object traits: Antimagic susceptibility, blindsight
making it little more than a cheap magi- 60’, camouflage, constructed nature, immunities, immu-
cian’s trick to entertain and frighten. table, surprise.
This isn’t to say that an animated skull Antimagic susceptibility: If targeted by a dispel magic spell,
is utterly harmless. Indeed, they can be lethal when encoun- an animated object must succeed on a Willpower save vs.
tered in large numbers. To fool intruders, some clever wiz- the caster’s spell check result or become temporarily dor-
ards have been known to decorate an animated skull with mant. If the caster’s spell check result is: (16-21) dormant
paste gemstones or augment it with illusionary magics. for 1d4 rounds; (22-31) dormant for 1d10 rounds; (32+)
Those who fall for such ploys believe they face not a simple permanently dormant. All additional effects from casting
animated bit of bone, but a powerful demi-lich, and are dispel magic still apply.
often frightened off before they can uncover the charade.
Blindsight: The animated skull swarm has perfect perception
Animated skull: Init +1 (surprise); Atk bite +0 melee of all things, including invisible targets, within 60’.
(1d3); AC 11; HD 1d5; MV fly 20’; Act 1d20; SP surprises Constructed nature: Animated objects don’t require air, food,
50% of time, animated object traits, camouflage (+10 drink, or sleep.
bonus to any attempt to hide as a normal object); SV
Immunities: Animated objects are immune to anything that
Fort +0, Ref +1, Will +0; AL N; Crit M/d4.
would affect a living creature (e.g., poison, gas, suffocation,
Animated object traits: Antimagic susceptibility, blindsight blindness, petrification). They are also immune to sleep,
60’, camouflage, constructed nature, immunities, immu- charm, and paralysis spells, as well as other mental
table, surprise. effects and cold damage.
Page 28
Howl of the damned: Annwyn can use 3 action dice to create
ANNWYN a ghastly howl that causes all within 100’ to suffer 3d8 dam-
age (DC 15 Willpower save for half damage). This damage
T
his deceitful creature lures its prey by taking the form does not heal naturally, although it can be healed magically.
of a large black dog. As its quarry attacks the lone
canine, the annwyn divides into shadowy copies of A night black hound stands alone. Its eyes swim with the dying
itself, which act like a pack and build in ferocity until a light of a hundred spirits. It throws back its head and howls
storm of teeth and claws surges around its prey. These skyward in a keening that echoes with the growls and snarls of
fiendish creatures are an amalgamation of the souls of their death throes.
beasts slain at the hands of hunters and now hunger for
revenge. Some annwyn choose to remain in the tainted
places of their birth, haunting shadowy forests or desolate “I see it every night, prowling out there in the hills. It
moors, but more often, they roam the lower planes, offering looks like a black dog at first, but there can be no mistake
their services as assassins to demons and devils. after you see its eyes. Beasts aren’t capable of the malice
that swims in those endless, dark eyes. I know if I ever
Annwyns are responsible for countless legends of black leave this house, that thing will be my death.”
dogs found in remote lands thick with fog and superstition.
Annwyns reveal themselves only to their prey, so the belief —Lady Lenore Ellistree, cloistered heiress
that seeing a spectral black dog means impending death is,
in these instances, entirely accurate.
Keen senses (scent): All creatures within 120’ suffer a -1d pen-
alty on all attempts made to avoid detection by an annwyn.
Shadow form: An annwyn can reach any
target that is in range of its shadow,
attacking through the shadow as
though it were an extension of
its physical body. It can pass
through creatures or objects,
making it impossible to
restrain, although it
cannot remain within
them. They cannot use
these powers under
conditions where they
cast no shadow.
Shadow pack: Annwyn
create 1d4 duplicates from
their shadows whenever
they are damaged. These
are all part of the same
creature, using the same
hit point pool and initiative
count, but each duplicate
grants the creature an addi-
tional action die.
Page 29
Hive mind: All slayer ants within 5 miles of their queen are
ANT, GIANT in constant communication with each other. If one is aware
of a particular foe, they all are. No slayer ant in a group can
be surprised unless all of them are.
ANT, GIANT SLAYER Hive source: When other slayer ants are within 120’ of the
These giant ants possess carapaces of metal and an insa- queen, they gain the queen’s understanding of the world,
tiable hunger for any living thing they encounter. Slayer including increased infravision range (90’ total) and an
ants are greatly feared in the subterranean world. When one additional +2 to initiative.
appears, their whole colony is not far behind. Slayer ants Pheromone precognition: The queen’s ability to smell phero-
travel the Underdeep in huge swarms, sending out patrols mones gives her an advantage in battle, allowing her to act
to scavenge and hunt in order to feed the massive mobile against foes before they can strike at her. She rolls a 1d24
colony. Many believe that slayer ants are some deranged for initiative and gains a +1 for each additional slayer ant
dark elf’s sorcerous experiment that escaped into the wilds.
within 120’ of her.
Yet another theory holds that slayer ants possess a natural
metabolism that allows them to transform organic matter Pheromone savant: The queen is constantly dabbing her abdo-
into metal, and it is by this process that they manufacture men on the ground, laying a trace network of pheromone
their armored bodies. Either theory matters little to those commands for her servants to follow. While all slayer ants
facing a horde of the ravenous, relentless insects. understand and respond to her communications, slayer ant
Slayer ants are not stealthy creatures. Their metal forms workers are especially driven to follow these commands. If
click even while at rest. When they catch scent of prey the queen is wounded in any way, she will dab a command
nearby, they quickly advance on their future meal, creat- for reinforcements, and if any slayer ant workers are within
ing a sound like a thousand miners chipping away at a rock 120’ of her, they will immediately respond, leaving the fray
face. Slayer ants attack as a swarming pack, holding down and dabbing a trail from the queen to the nest for more
their prey while they strip the unfortunate meal of flesh slayer ant soldiers to follow and defend the queen. Every
and muscle. Even bone is broken down and brought back slayer ant soldier within 60’ of a queen’s pheromone gains
to the colony, leaving nothing but a patch of blood-stained +1d to action dice. This pheromone persists for 10 minutes.
rock behind to commemorate the victim.
It takes 1d6 rounds for the first wave of additional slayer
Slayer ants communicate telepathically via their hive mind ant soldiers to arrive. These ants’ priority is defending the
and cannot communicate with other creatures. They are queen. If necessary, they will fight to the death, but will
extremely sensitive to chemical odors, allowing them to also divide their tasks — with some fighting and others
track prey by scent alone and supplement communication hauling the queen off to a safe location. Slayer ant soldiers
in their own ranks with potent pheromones. have been known to bite off the queen’s legs and carry her,
as if on a palanquin, to safe territory.
ANT, GIANT SLAYER, Queen’s pack tactics: The slayer ant queen gains +1d to attack
rolls for every slayer ant within 5’ of the same target.
QUEEN This massive ant is sheathed in black metal plating with mandi-
The matriarch of a slayer ant colony, the queen possesses bles the size of a grown human’s arm. Its alien eyes display an
both human-like intellect and a strong genetic memory that uncanny intellect, as if it has seen your type before and will be
allows her to protect and expand her murderous offspring around long after you’ve fed its offspring. A blast of acrid drop-
in the unforgiving Underdeep. Despite being the brood lets erupts from the titan’s abdomen, scorching your flesh as its
mother to hundreds, if not thousands, the queen has no servants close in upon you.
special attachment to her subjects. If things go badly for
the colony, the queen will abandon her young to their fate
and seek to escape to start the colony anew. ANT, GIANT SLAYER,
The slayer ant queen has a special gland capable of spray- SOLDIER
ing an acidic mist from her abdomen. She begins combat
with an acid spray unless her opponents are spread out. In Slayer ant soldiers are the larger counterparts of their work-
that case, she’s intelligent enough to bide her time until the er kin. The soldiers’ job is to protect the workers while they
spray can be more effective. scavenge for food and to defend the colony’s queen from
threats. Soldier ants are somewhat smarter than the workers
Slayer ant queen: Init special (see pheromone precog- and are capable of remarkable feats of coordinated tactics
nition); Atk bite +9 melee (3d6+3 plus grappled) or acid thanks to their shared hive mind.
spray missile fire (4d8, 15’ cone (DC 16 Ref save for half The mandibles of slayer ant soldiers can tear apart steel
damage)); AC 21; HD 6d8; MV 40’, climb 20’; Act 2d20; plates and dragon scales alike. Soldiers swarm over their
SP infravision 90’, hive mind, queen’s pack tactics, hive opponents, holding them in place while their fellows rend
source, pheromone precognition, pheromone savant; SV their armor, allowing workers access to the defenseless
Fort +3, Ref +2, Will +1; AL N; Crit M/d20. flesh underneath.
Page 30
ANT, GIANT SLAYER,
Slayer ant soldier: Init +2; Atk bite +5 melee (2d6 plus WORKER
grappled) or acid sting +5 melee (1d6 plus special); AC Slayer ant workers are the backbone of the colony, col-
19; HD 4d6; MV 30’, climb 20’; Act 2d20; SP infravision lecting food for their queen and following her pheromone
60’, hive mind, pack tactics, acid sting; SV Fort +3, Ref commands without question. Workers are usually the first
+2, Will +1; AL N; Crit M/d10. type of slayer ant encountered, but these drones make for
formidable adversaries, especially when hungry, which is
Acid sting: The acid sting of the slayer ant soldier is incred-
always.
ibly potent and reduces armor’s AC bonus by -1 for every
hit, corroding the metals, leathers, and lacquered woods Slayer ant worker: Init +2; Atk bite +3 melee (1d7
that most armor uses. plus grappled); AC 17; HD 2d6+1; MV 30’, climb 20’; Act
Hive mind: All slayer ants within 5 miles of their queen are 1d20; SP infravision 60’, hive mind, pack tactics; SV Fort
in constant communication. If one is aware of a particular +3, Ref +2, Will +1; AL N; Crit M/d8.
foe, they all are. No slayer ant in a group can be surprised
unless all of them are. Hive mind: All slayer ants within 5 miles of their queen are
in constant communication. If one is aware of a particular
Pack tactics: The slayer ant gains a +1 bonus to attack rolls foe, they all are. No slayer ant in a group can be surprised
for every additional slayer ant within 5’ attacking the same unless all of them are.
target.
Pack tactics: The slayer ant gains a +1 bonus to attack rolls
A metallic black ant the size of a wolf lunges at you with its for every additional slayer ant within 5’ attacking the same
powerful mandibles, latching onto your armor and prying the target.
steel apart. Its abdomen curls forward, a dagger-sized stinger
dripping caustic fluid aiming for your belly. The thunderous sound of metal rapping against stone heralds the
arrival of a swarm of tremendous ants, each as big as a hound.
Their dark carapaces appear to be composed of thick
metal plates. The huge mandibles protruding
from their mouths glint like swords in the
torchlight. The ants approach as a relent-
less tide, threatening to drown you in
SLAYER their numbers.
ANT QUEEN
SLAYER ANT
SOLDIER
SLAYER ANT
WORKER
Page 31
ANT, GIANT STONEBORE Stonebore ant miner: Init +1; Atk bite +3 melee (1d5);
AC 16; HD 1d10; MV 30’, climb 30’, burrow 10’; Act 1d20;
Giant stonebore ants inhabit the twisting passages of the SP infravision 60’, tremorsense 30’, minesense, pack tac-
Underdeep. These industrious insects can burrow through tics; SV Fort +2, Ref +2, Will +1; AL N; Crit M/d6.
solid stone by secreting acid over their mandibles, leaving
behind tunnels that make up the colony’s hive. The giant Minesense: A giant stonebore ant miner always knows its
stonebore ants size their tunnels so their queen can squeeze depth underground and cannot be surprised when in a
through, so the passages are barely tall enough for a human- tunnel dug by it or another stonebore ant. They are always
sized creature to traverse. aware of the structural integrity of any underground loca-
Many denizens of the Underdeep manipulate giant stone- tion they are in. This keeps them from inadvertently sap-
bore ants for myriad purposes. Underhanded dwarves ping their own lairs and means they automatically detect
sometimes use pheromone glands from a queen to lure simple traps involving stonework.
giant stonebore ant miners into enemy territory. Goblins Pack tactics: The giant stonebore ant miner gains a +1 bonus
have been known to incorporate stonebore ant acid in traps to attack rolls for every fellow giant stonebore ant attacking
defending passages leading to their settlements. Rumors the same target.
persist of goblin ranchers also raising domesticated giant
Tremorsense: A giant stonebore ant miner has perfect percep-
stonebore ants to aid in mining operations.
tion of all things touching the ground, including invisible
targets, within 30’.
This enormous ant, about the size of a wolf, has a glossy, green-
Ant Harvest gray carapace covering its bloated abdomen. It nervously clacks
its mandibles, which ooze a viscid, caustic bile that hisses as it
W ith a successful DC 13 Personality check, a char-
acter can harvest 1 pint of acid from a giant
stonebore ant miner or 1 dram of pheromones from
splatters against the stone floor.
Page 32
This bloated ant rivals a draft horse in size, with a body covered for an automatic 1d6 damage. The victim can attempt an
in chitinous plates. Although the numerous legs and mandibles opposed Strength or Agility check (vs. +7) on their initia-
are undersized in proportion to its bulk, the ant’s posterior ends tive count to escape the stonebore ant soldier’s grasp. The
in a wicked curved stinger. stonebore ant soldier can grapple one creature at a time.
Pack tactics: The giant stonebore ant miner gains a +1 bonus
to attack rolls for every fellow giant stonebore ant attacking
ANT, GIANT STONEBORE, the same target.
SOLDIER Tremorsense: A giant stonebore ant soldier has perfect per-
Giant stonebore ant soldiers are about 6’ long and 4’ high ception of all things touching the ground, including invis-
at the shoulder. They possess oversized, powerful man- ible targets, within 30’.
dibles capable of grabbing and restraining prey. If a crea- Unerring tracker: Once the giant stonebore ant soldier has
ture is seized, other nearby soldiers instinctively attack scented a creature, it gains +2d to follow their trail. This
the restrained target. These soldier ants are aggressive and lasts for up to 4 days.
fight until they or their enemies are destroyed in order to
This oversized ant is the size of a stocky wolf, standing almost 4’
protect the colony. Soldier ants also fill the role of hunters
high at the shoulder. Its shiny black carapace glints in the torch-
for the colony.
light as it brandishes its wide, serrated mandibles.
Stonebore ant soldier: Init +1; Atk bite +4 melee (2d6
plus grappled); AC 17; HD 3d7; MV 30’, climb 30’, bur-
“Be careful not to blunder into a stonebore ant colony.
row 10’; Act 1d20; SP infravision 60’, tremorsense 30’,
Those soldier ants are aggressive and will be all over you
pack tactics, unerring tracker; SV Fort +2, Ref +2, Will
like stink on a dung heap!”
+1; AL N; Crit 19-20 M/d12.
— Keogh, dwarven tracker
Grapple: If a stonebore ant soldier hits a creature with its
bite, it initiates a grapple (vs. +7, see Grappling, p. 96, DCC
RPG). Each round after being pinned, the victim is squeezed
STONEBORE
ANT QUEEN
STONEBORE
ANT WORKER
STONEBORE
ANT SOLDIER
Page 33
ARCHER
Drinkable Treasure
CACTUS
S ometimes, all that glitters is not gold. In the desert,
the greatest treasure is typically water, and an
T
his large, round or barrel-shaped cactus appears to be archer cactus can store up to 4 gallons of water inside
a mundane succulent plant at first glance. It typically their fleshy bodies. With a successful Luck check, 1d4
has a green fleshy stem, an abundance of spikes, and gallons of potable water can be extracted from the
occasionally a pink flower or two. However, the archer corpse of an archer cactus.
cactus is a semi-sentient plant with thorns that are filled
with a paralyzing poison, which it uses to subdue large
animals and intelligent passersby alike. Its needles regrow
in a few short days, providing the plant with a virtually This plump, barrel-shaped cactus has green flesh and vertical,
endless supply of ammunition. wind-worn ribs. The surface is covered with wicked needles and
nestled near its crown blooms a delicate pink flower.
The archer cactus gets its name from its incredible accuracy
and precision with missile fire attacks. It has been recorded
to shoot its paralyzing needles up to 60’, hitting targets
despite the distance. This, combined with its proclivity to
shoot any moving object large enough to be considered a
threat, makes it a deadly threat in desert landscapes, where
it often attacks unsuspecting caravans and lone travelers
with no discrimination. Worse yet, the cactus is known to
shoot a burst of paralyzing needles when harmed, causing
itself a great deal of strain by doing so.
Once the archer cactus incapacitates its prey, it slowly
moves toward it. Upon reaching its prey, it uses its roots
to drain the prey of any internal water and nutrients,
storing them within its body as food.
Page 34
ARMADILLO ARMADWAR
A A
n armadillo is a burrowing mammal that prefers dry, rmadwars are nomadic wanderers of the deserts and
temperate-to-warm climates. Although they have subtropical plains of the southlands. Always on the
poor eyesight, their keen sense of smell is harnessed move, these peaceful roamers never settle in a par-
to locate plump grubs and other insects, which they then dig ticular area, despite abundant resources. They appear as
up with their scooping claws. Armadillos prefer to avoid bipedal armadillo-like humanoids, short and stout, who
confrontation, curling up into a protective armored ball shuffle about with a waddling gait. Coloration tends to be
if disturbed by a larger creature. Gnomes, who can com- light brown in younger individuals, transitioning to gray in
municate with small beasts, tend to be fond of armadillos. the later stages of its life. An armadwar has thick, armor-like
plates on its back, reticulated in either seven or nine bands.
Armadillo: Init +0; Atk claw +0 melee (1d3); AC 16; The number of bands indicates social standing. An armad-
HD 1d3; MV 30’, burrow 10’; Act 1d16; SP infravision war can curl into a defensive ball and move via rolling.
30’, armored ball; SV Fort +1, Ref +1, Will +0; AL N;
Crit M/d4. Armadwars are slow, steady, and patient. They are attuned
to nature and can live for 400 years, though it is not uncom-
Armored ball: Armadillos roll into a ball if they think that the mon for soothsayers to reach 600 years or more. They favor
confrontation is likely to go poorly. While rolled into a ball, meditation, storytelling, and contemplation. Refusing to
the armadillo’s AC increases to 20, and any attack result wield edged weapons, they instead use staves, clubs, and
total exceeding 16 against the balled armadillo pushes the blunt bolts for heavy crossbows when missile fire attacks
armadillo 1d20’ away. If this happens, when it lands, the are required (mostly for hunting). These blunt-headed bolts
armadillo springs out of its ball and flees as fast as possible cause 2d6 subdual damage.
down a hole.
An armadillo is a small, two-foot-long burrowing mammal with
nine reticulated armor plates covering most of its body. It is
gray to brown with tufts of coarse hair poking through the gaps ARMADWAR
ARMADILLO, GIANT
Giant armadillos are 5’ to 6’ long mammals that share
many characteristics with their smaller coun-
terparts. Expert burrowers, giant armadillos
have a fondness for giant insects, such as giant
ants or giant fire beetles. They are slightly more
aggressive than normal armadillos, but if they
perceive a threat, they are just as apt to curl into
a protective armored ball until the danger passes.
Page 35
Armadwar: Init +0; Atk quarterstaff +4 melee (1d6+2) Keen senses (scent): All creatures within 120’ suffer a -1d
or heavy crossbow +3 missile fire (1d7+1 piercing or penalty on all attempts made to avoid detection by an
2d6 subdual, range 100’/180’/240’); AC 14; HD 4d8+12; armadwar.
MV 20’, burrow 5’; Act 1d20; SP infravision 60’, disease Spellcasting: The armadwar soothsayer spells are cast as a
resistance (+1d to Fort saves vs. natural diseases), keen cleric, and never result in corruption or misfire (although
senses (scent), stability (+1d to all saves vs. being tripped, it can result in disapproval).
pulled or shoved), defensive roll, SV Fort +3, Ref +0, Will
+2; AL N; Crit III/d10. A dwarf-like humanoid with the traits of an armadillo waddles
forward. It has dried, wrinkled gray skin and sports nine over-
Defensive roll: When curled into a ball, an armadwar lapping armor plates on its back. It squints in the sunlight, but
receives a +4 to AC and their movement increases to 30’, its worn facial features reveal deep wisdom and understanding.
but they cannot attack.
Keen senses (scent): All creatures within 120’ suffer a -1d
penalty on all attempts made to avoid detection by an
armadwar.
This bulky, bipedal, armadillo-like humanoid has seven over-
lapping bands of armor on its back. Its triangular head is cov-
ered with coarse brown hair and features a pointed snout. Its
skin is dried and wrinkled. The curious creature leans on a
gnarled wooden staff.
ARMADWAR,
SOOTHSAYER
Old and wise, armadwar soothsayers always bear nine
bands of plates. They worship the land and use their spells
to commune with the flora and fauna to untap the land’s
secrets. A soothsayer always seeks to parley first, but if an
interaction turns violent, it does not hesitate to conjure ani-
mal allies to fight. Furthermore, a soothsayer will channel
the untamed power of the wilds by casting divine symbol
upon its quarterstaff whenever forced into combat.
Page 36
Great charge: If the armored piscacor charges a target and
ARMORED then hits it with a head butt attack, the target suffers an
extra 2d8 damage and the DC to avoid being stunned is
PISCACOR increased to 15.
Head butt: A high-speed head butt that can stun a victim,
A
n armored piscacor is an ancient fish that can reach and they are unable to act for 1 round (DC 13 Fortitude
lengths of 30’ or more. They inhabit deep oceanic save negates). Failure will also drive all the air out of a
waters but have been documented in the lightless victim’s lungs if they are holding their breath, leading to
seas of the Underdeep as well. Its anterior body is covered drowning. For each round it remains underwater after
with thick, bony armor plates, including a dome-like head a head butt, the target must succeed in a DC 14 Stamina
used to bash and stun prey. Occasionally, they bash into check. When the first check fails, the target is drowning.
wooden boat hulls, but standard prey includes other fishes, Once drowning, the creature loses 1d6 Stamina per round
some nearly as large as themselves. Instead of teeth, it sports at the end of each of its initiative counts.
a ridged bony plate suitable to hold on to prey, inflicting
terrible slashing wounds as it shakes its bulky head. Typi- Siege monster: The armored piscacor inflicts double damage
cally, these creatures are solitary, but they do congregate to structures and vehicles with its bite.
at the surface for aggressive, elaborate mating proceedings. Tail slash: When the armored piscacor makes a successful
bite or head butt attack, it gets a free tail slash attack (+6 to
Armored piscacor: Init +3; Atk bite +6 melee (2d8+2)
attack rolls) versus its target with a d16 action die. A target
or head butt +6 melee (2d6 plus special, DC 13 Fort save
struck by the tail suffers 1d10+2 damage.
negates); AC 16; HD 10d8; MV swim 50’; Act 1d20; SP
great charge, siege monster, tail slash; SV Fort +4, Ref This creature resembles an enormous shark-like fish with a thick
+4, Will +3; AL N; Crit M/d16. body, mottled scales, and an armor-plated head. Instead of teeth,
it has sharp, bony ridges.
Page 37
Ash form: Ash guardians can move through cracks as small
ASH GUARDIAN as 1” in width and cannot be constrained, held, or knocked
down in any way, even by spells or Mighty Deeds of Arms.
A
sh guardians are created when the burned remains
of wrongly accused witches, the victims of mob-set Spellcasting: Ash guardians cast spells as a wizard and suffer
fires, or other innocents mix with the soil. The vic- a -2 penalty to spell checks when casting cleric spells. On
tims’ remains merge with the earth and become an un-dead a result of natural 1, ash guardians suffer a 50% chance of
creature composed of soil and ash. Burdened with a great major corruption or misfire, rolling on the generic tables
hatred, these ash guardians seek to consume the essence as appropriate.
of all living things. Un-dead traits: Ash guardians are un-dead, and thus can be
Ash guardians attack the living without fear and with utter turned by clerics. They do not eat, drink, or breathe, and are
ferocity, drawing upon their innate connection with death immune to critical hits, disease, and poison. As un-dead,
to slay their opponents. they are immune to sleep, charm, and paralysis spells, as well
as other mental effects and cold damage.
The ash guardian usually uses its spellcasting abilities
before resorting to its incorporeal touch, but so long as liv- Unnatural aura: Beasts within 30’ must make a DC 13 Will-
ing creatures are dying or suffering, they have no preference power save or run away.
for how they inflict despair. A vaguely humanoid-shaped cloud of ash and earth rises from
Vampires consider ash guardians the perfect protectors of the ground, towering over you. It has two yellow eyes burning
their day-lit havens, especially those guardians that origi- in its face. An aura of evil radiates from the creature, and the
nated in the vampire’s native earth. The un-dead creatures taste of ash cloys your mouth and throat.
form a symbiotic relationship, with the vampire draining
the blood from a living victim and letting the ash guardian
absorb what remains of the victim’s essence.
Page 38
Athasi: Init +4; Atk tentacle +4 melee (1d8 plus grap-
ATHASI pled and stunned (DC 15 Will save negates stun)) or
spell; AC 15; HD 8d8+20; MV 30’; Act 1d20; SP cloak
T
he athasi were the first intelligent creatures to dwell of concealment, extract intelligence, infravision 120’,
in the Underdeep and perhaps the first sapient race spellcasting (+6 spell check): Spells (1st) charm person
created by the gods. In either case, their primacy made (ignore check penalties for non-humanoid monsters),
the athasi a proud and ambitious race, one that wanted to flaming hands; (3rd) fly; SV Fort +0, Ref +2, Will +0; AL
challenge the very gods themselves. To this end, the athasi N; Crit I/d20.
imitated the divine by creating other races as their servants,
most notably the eye tyrants and the flayers of the mind. Cloak of concealment: An athasi can use an action to bend
Other strange Underdeep races also bear the athasi mark. and fold space, making itself invisible. This invisibility lasts
Made bold by their success, the athasi challenged the gods until the athasi attacks or its concentration ends (as if con-
directly by destroying all other races created by divine centrating on a spell). Any equipment the athasi wears or
powers. Although this campaign met with initial success, carries is invisible with it.
the athasi’s hubris eventually grew too much for the gods
to bear. As punishment, the gods destroyed their cities Extract intelligence: A creature successfully grappled and
and scattered the survivors to the far-flung corners of the stunned by the athasi suffers 1d4 Intelligence loss on the
Underdeep. athasi’s next initiative count while stunned. The athasi
learns the location of the last settlement the creature visited
Thousands of years later, only a few hundred athasi survive. or the location of its lair and how to travel there. Intelligence
Although the gods may have forgotten them, the athasi still loss heals normally.
seek to destroy all life the gods made. The athasi travel the
Underdeep, using their psionic powers and ability to con- Tentacle: If an athasi lands a successful tentacle attack,
ceal themselves to sow discord. In isolated workshops and the opponent is grappled (vs. +12, see Grappling, p. 96,
caverns, the athasi craft new servants, most notably their DCC RPG) and, if the target is human-sized or smaller,
bronze reapers. They hate both good and evil creatures with they are stunned until the end of the athasi’s
equal fervor and gleefully arrange the deaths of dark elves, next initiative count (DC 15 Willpower save
deep gnomes, and other creatures they encounter. Athasi negates stun). The victim
have no priests among can attempt an opposed
them; no god or Strength
demon would or Agil-
deign to answer ity check
the prayers of (vs. +12)
the athasi. on their
initiative
Athasi are count to
unusual, as their escape the
appearance varies grapple.
greatly amongst
themselves. Some A tall, ashen-skinned
resemble grey- creature suddenly ap-
skinned, hairless pears as if stepping out of
humans. Others look thin air. It resembles a
like flayers of the mind. bald human lacking any
The only constant is body hair. A single long
that each athasi has tentacle grows from the
a humanoid face, a base of its skull, swaying
mouth capable of like a serpent.
forming speech,
hands to manip-
ulate objects, and
a single, long ten-
tacle they use to
drain knowledge
from their foes.
Athasi speak Neutral-
ity and Undercommon.
Page 39
B
sight. A gloom bat’s own vision is never hindered by the
BATS shroud.
A roiling cloud of darkness detaches itself from the shadows
and heads towards you. At the center is a winged, bat-like form
the size of a hunting hound. Needle-sharp teeth glitter in the
BAT, GLOOM gloom and long claws extend from its feet. You get the im-
Though their physical appearance shares similarities to pression of a sinuous body, but the darkness is too deep—and
those of normal bats, gloom bats are not bats at all; rather, moves too swiftly—to get a better glimpse of what you face.
they are fiends native to the plane of shadow. On the mate-
rial plane, gloom bats are found only in places of utter
darkness, such as lightless caverns or ruined cities deep BAT, GIANT SLASHWING
below the earth.
Giant slashwing bats are a species of tremendous bats
A gloom bat’s flesh exudes a darkness that envelops them
found in high, craggy mountains and in gloomy caverns
like a shroud. They use this darkness to strike at foes before
underneath the earth. They have boney bodies covered
they’re even aware of the gloom bat’s presence. Although
with bristling brown fur and fly on wings spanning 12’.
unintelligent, gloom bats are cunning enough to know they
While even a single slashwing bat can prove a terrible foe,
are better hunters in darkness. They lure prey into dim light
these bats dwell in colonies that can number up to a dozen
whenever possible, striking quickly, then retreating into
individuals. Woe unto those who stumble into the colony’s
shadow in the hopes their prey pursues them.
den unaware.
Bat, gloom: Init +5; Atk bite +4 melee Slashwing bats get their name from their terrible
(1d6) or claw +4 melee (1d6); AC claws, capable of rending flesh
18; HD 2d8; MV 5’, fly 40’; Act down to the bone, and causing
1d20; SP infravision 120’, shad- deep wounds that are difficult
owflight, shroud of darkness, to bind and continue to bleed
shadow stealth (+10 to hide out for a time. They are patient
in shadows or darkness), predators; the bat’s great agil-
immune to poison; SV Fort ity allows it to swoop down
+1, Ref +9, Will -3; AL C; on prey, viciously rend it,
Crit M/d8. and then fly away before their
quarry can retaliate. Even the
Shadowflight: A gloom bat most formidable heroes can
can teleport itself up to 60’, bleed to death before driving
as long as the starting and off a cloud of slashwing bats.
ending locations are in dim light or
darkness. Cave-dwelling humanoid races
highly regard the deadliness of the
Shroud of darkness: A gloom
slashwing. In regions where both
bat is constantly surrounded
by roiling wisps of shadow- slashwing bats and these cultures dwell,
stuff. Any physical attacks it is not uncommon for such humanoids
and any spells or effects that to venerate the bats as local deities or adopt
normally target an individual them as clan totems. Some smaller humanoids use
have a 25% chance of missing a slashwing bats as mounts, combining the bats’ natural
gloom bat unless the attacker can weaponry with the humanoids’ armaments and tactical
locate it by means other than normal know-how.
Page 40
Bat, giant slashwing: Init +3; Atk claw +4 melee (d6+1 Echolocation: A sonic bat has perfect perception of all things,
plus rending); AC 17; HD 4d8; MV 10’, fly 40’; Act 1d20; including invisible targets, within 60’. It loses this ability if
SP echolocation 30’, rending claws, flyby; SV Fort +2, deafened or in areas of magical silence.
Ref +4, Will +0; AL N; Crit M/d10.
Sonic wave: A sonic bat can emit a piercing shriek in a cone
Echolocation: A giant slashwing bat has perfect perception 15’ long and 15’ wide at its end. All creatures in the area
of all things, including invisible targets, within 30’. It suffer 1d8 damage and are stunned for 1d6 rounds (DC
loses this ability if deafened or in areas of magical 10 Fortitude save negates stun). The sonic bat can’t use
silence. this ability while deafened or in areas of magical silence.
Flyby: A giant slashwing bat doesn’t provoke Wasting disease: Up to 20% of sonic bats carry disease
attacks when it flies out of an just like their non-magical cousins. When a diseased
enemy’s reach. sonic bat bites a creature, the victim
contracts a wasting disease (DC
Rending claws: A giant
11 Fortitude save negates). Until
slashwing bat’s claw
the disease is cured, the target
attacks open ragged
can only be healed via magic,
wounds which con-
and their hit point maximum
tinue to bleed, inflict-
decreases by 1d4 every 24
ing an additional 1d3
hours. If their maximum
damage each round
is reduced to 0 as a result
thereafter (DC 12 Forti-
of the disease, the victim
tude save negates), and
dies.
damage from multiple
wounds is cumulative The fluttering of wings ech-
(e.g., two wounds causes oes through the cavernous
2d3 bleed, etc.). The target gloom as a dark, hairy body
or an ally within 5’ can use descends from above. A bat the
an action to stop the bleeding size of a small dog, with broad
with a successful Luck check, or leathery wings and an almost
the application of magical healing. obscenely-wide mouth, swoops past
The beating of wings announces the you, blasting you with an ear-split-
arrival of a great bat, its membranous ting shriek!
wings measuring twelve feet across. The
bat is covered with bristling brown fur and has a boney appear-
ance. Long black claws extend from its feet, and its mouth is filled BAT, GIANT SONIC
with yellowed, needle-like teeth. Giant sonic bats are the result of further experimentation
by dark elves to create beasts of war. While giant sonic
bats never grow large enough to support a full-grown elf,
BAT, SONIC they can bear goblins, kobolds, and other similarly-sized
Sonic bats were once common cave bats before magic creatures. Dark elves sometimes use mentally dominated
increased their size and weaponized their ability to echo- goblins as shock troops, sending them into battle on the
locate. Dark elves originally created sonic bats to serve as backs of giant sonic bats—as the bats strafe enemies with
scouts and shock troops, but a handful of the bats escaped their thunderous shrieks, the goblin riders dismount and
captivity and established colonies throughout the Under- attack stunned foes.
deep.
Bat, giant sonic: Init +2; Atk bite +4 melee (1d6+2);
Like many bats, sonic bats are omnivores, eating whatever AC 14; HD 6d8; MV 5’, fly 40’; Act 1d20; SP echoloca-
they encounter in the subterranean world. There are reports tion 90’, sonic wave; SV Fort +1, Ref +3, Will +0; AL N;
of entire colonies of sonic bats acting in concert to take Crit M/d12.
down large prey, with one wave of bats blasting their sonic
screech as a second bites and tears the flesh of the stunned Echolocation: A giant sonic bat has perfect perception of all
opponent. Advanced subterranean cultures detest the flying things, including invisible targets, within 90’. It loses this
vermin, as their herd animals are particularly vulnerable ability if deafened or in areas of magical silence.
to these attacks.
Sonic wave: A giant sonic bat can emit a piercing shriek in
Bat, sonic: Init +2; Atk bite +2 melee (1d4); AC 17; HD a cone 20’ long and 20’ wide at its end. All creatures in the
2d8; MV 5’, fly 40’; Act 1d20; SP echolocation 60’, sonic area take 2d8 damage and are stunned for 1d6 rounds (DC
wave, wasting disease (20%); SV Fort +1, Ref +3, Will 12 Fortitude save negates stun). The giant sonic bat can’t use
+0; AL N; Crit M/d8. this ability while deafened or in areas of magical silence.
Page 41
A gust of wind driven by five-foot-long leathery wings announces BAT, GIANT STATIC
the arrival of a tremendous bat. Bristly black fur covers its body,
and dagger-long teeth line its gaping maw. The bat lets out an Bat, giant static: Init +6; Atk bite +4 melee (2d6+2
eerie shriek as it swoops down upon you. plus shock); AC 16; HD 6d8; MV 5’, fly 40’; Act
1d20; SP charged, echolocation 30’; SV Fort
+6, Ref +4, Will -2; AL N; Crit M/d12.
BAT, STATIC
Charged: Attackers striking a giant stat-
Static bats are the result of a mad
ic bat with metal melee weapons are
wizard’s experiments which
automatically struck by a stray static
fused a normal cave bat with
discharge for 1d4 damage.
a species of lizard capable of
creating electrical shocks. As Echolocation: A giant static bat has
the static bat flies about, its perfect perception of all things,
body builds up a static charge, including invisible targets, within
which is released when the 30’. It loses this ability if deafened
bat comes into contact with or in areas of magical silence.
another creature. This shock Shock: On a successful bite attack,
kills the insects the bat preys the giant static bat releases its
upon and is powerful enough electrical charge, and the victim
to cause convulsions in larger is knocked prone and loses their
creatures. next action (DC 15 Fortitude save
Static bats are not normally negates).
aggressive, but if harassed, A bat as big as a bear swoops down
they do not hesitate to fly from above, the sound of its great
directly at creatures much larger than wings thundering in the darkness. A nimbus
themselves and deliver their shock by of crackling blue energy surrounds the bat, and
biting them. Static bats enjoy both the feel- the air feels charged like the moment before a light-
ing they experience when generating static electricity, ning flash.
and that which comes from releasing it. It is said that some
colonies of dwarfs use the electricity the bats generate in
their smithcraft, electroplating works of art in a manner BAT SWARM, STATIC
unknown to the surface world.
Bat swarm, static: Init +6; Atk swarming bite +3
Bat, static: Init +4; Atk bite +1 melee (1 plus shock);
melee (1d6 plus shock); AC 12; HD 3d8; MV 5’, fly 40’;
AC 10; HD 1d4; MV 5’, fly 40’; Act 1d20; SP echoloca-
Act special; SP, bite attack all targets within a 20’ x 20’
tion 30’; SV Fort +0, Ref +10, Will -2; AL N; Crit M/d4.
space, half damage from non-area attacks, echolocation
Echolocation: A static bat has 30’; SV Fort +0, Ref +10, Will -2; AL N; Crit N/A.
perfect perception of all things,
Echolocation: A static bat swarm has perfect
including invisible targets,
perception of all things,
within 30’. It loses this abil-
including invisible tar-
ity if deafened or in areas of
gets, within 30’. It loses
magical silence.
this ability if deafened or in
Shock: On a successful areas of magical silence.
bite attack, the static
Shock: On a successful swarm-
bat releases its electrical
ing bite attack, the static bat
charge, and the victim is
swarm releases its electrical
knocked prone and loses their
charge, and the victim is
next action (DC 8 Fortitude save
knocked prone and loses
negates).
their next action (DC 10
A furry gray creature with Fortitude save negates).
leathery wings flaps by you in
A swarm of furry gray creatures
the subterranean gloom. As it flies, an
with leathery wings fills the
aura of crackling electricity surrounds
air around you. Lightning
it like a blue haze. The hairs on your
crackles along their wings as
arms and head stand up as it flutters past.
they flit about, illuminating the gloom
with a pale blue glow.
Page 42
to approach a bombardier beetle: the insect can twist its
BEETLE, GIANT abdomen to target foes in all directions. Giant bombardier
beetles are territorial and easily angered when encountered.
They are also carnivorous and would likely consider a sole
BEETLE, GIANT adventurer or weakened party a tasty meal.
S
ages debate whether giant blister beetles are the prod- 20’; Act 1d20; SP infravision 60’; SV Fort +1, Ref +0, Will
uct of nature gone wrong or the result of some sorcer- -3; AL N; Crit M/d8.
ous tampering—neither answer provides much solace
to those who encounter the dangerous pests. A Acid spray: The giant bombardier beetle can
giant blister beetle can grow to the size of a large release caustic vapor in a cone 15’
hound and is very ill-tempered. Anything that long x 15’ wide at its end, and
strays into its path might be blasted by the caustic, all creatures in the area
blister-causing substance the creature naturally suffer 2d4 damage
produces, and which gives the beetle its name. (DC 12 Fortitude
Giant blister beetles are carnivorous and prey save negates).
primarily on giant bees; encountering a giant blister A six-foot-long bee-
beetle in the wild may indicate that a giant bee hive is tle trundles down
also nearby. With care, giant blister beetle secretions the cave tunnel. Its
can be harvested and used as a weapon, but the oily carapace is dark,
liquid doesn’t retain its potency for more than a but two dull yel-
day before becoming inert. There are rumors that low spots adorn
fey creatures use charmed giant blister beetles as the back of its
mounts or as allies in order to raid giant beehives abdomen casing.
for the delectable honey inside. Long antennae
Beetle, giant blister: Init +2; Atk bite +3 melee twitch in the
(1d4+2) or blister steam (special); AC 15; HD 2d8+2; subterranean gloom,
MV 30’, climb 20’; Act 1d20; SP tremorsense 60’, sensing for prey.
infravision 60’, death throes; SV Fort +1, Ref +0,
Will -3; AL N; Crit M/d8.
BEETLE, GIANT
Blister stream: A giant blister beetle can expel an oily liquid
in a line 20’ long x 5’ wide. Creatures struck by the spray BRIMSTONE
break out in painful blisters, suffering 1d4 damage and a -1d Giant brimstone beetles are found in areas of volcanic activ-
penalty on all actions for 1 turn (DC 12 Reflex save avoids). ity or deep beneath the earth near lava flows. They are active
Death throes: When slain, the beetle’s body thrashes about hunters, and prey upon nearly anything their own size or
while releasing the last of its blistering spray over creatures smaller. Intelligent elemental fire creatures often domesti-
within 10’ (DC 12 Reflex save negates). cate brimstone beetles, using them as beasts of burden or
Tremorsense: A giant blister beetle has perfect perception of guard animals.
all things touching the ground, including invisible targets, Beetle, giant brimstone: Init +2; Atk mandibles +5
within 60’. melee (2d6+2); AC 15; HD 5d8+10; MV 30’, climb 20’;
A four-foot-long beetle with gray highlights along its black car- Act 1d20; SP brimstone carapace, sulfurous stench; SV
apace scuttles through the forest undergrowth. An acrid odor Fort +4, Ref +3, Will -2; AL N; Crit M/d10.
surrounds the insect, which pauses from time to time, standing
motionless as if sensing something unseen. Brimstone carapace: When struck in melee, a giant brimstone
beetle’s shell emanates a wave of intense heat, inflicting
1d10 damage to the attacker (DC 13 Reflex save for half
BEETLE, GIANT damage).
Sulfurous stench: A giant brimstone beetle gives off reeking
BOMBARDIER fumes which burn the eyes and make breathing difficult,
The giant bombardier beetle may be the product of magi- causing living creatures coming within 10’ of the beetle
cal experimentation or simply a rare species that evolved to suffer a -1d penalty on attacks for 2d6 rounds (DC 13
in protected ecological niches. Regardless of their origins, Fortitude save negates).
they have spread throughout the subterranean realms and
This pony-sized beetle has an inky black carapace edged with
often make hunting excursions into the surface lands above.
bright crimson. It sports a set of jagged, oversized mandibles.
Bombardier beetles produce a caustic chemical they squirt Shimmering waves of heat radiate from its carapace, and the
from an aperture in their abdomens. There is no “safe” way stench of burning sulfur surrounds it.
Page 43
Giant predaceous diving beetles have sharp, serrated man-
dibles, and vigorously shake their heads during a bite to
Brimstone Beetle Harvesting inflict terrible wounds. They are voracious predators, often
using ambush tactics to surprise prey up to twice their
I t is rumored that some dwarven smiths have per-
fected a method to fashion brimstone beetle cara-
paces into armor and shields that are resistant to fire.
size. Occasionally, several beetles will work together to
target larger prey, and if the hunt is successful, the bounty
is shared among the survivors. Sometimes they are referred
The internal fluids of a giant brimstone beetle are pur- to as water tigers, due to their carapace colorations and
portedly valuable in furthering pyromantic magical aggressive habits.
research, brewing potions, and enchanting of won-
drous items. A pint of freshly collected fluids may Giant predaceous diving beetles are edible and surpris-
fetch up to 25 gp, with a typical specimen yielding ingly delicious. Cultures established along the banks of
3d4 pints. a sluggish river or lake set wooden traps or long, hooked
lines to ensnare these tasty insects. Lizardmen are quite
fond of consuming giant predaceous beetles to quell their
insatiable hunger.
Page 44
BEETLE, GIANT BEETLE, GREAT HORNED
STINK-FIRE Great horned beetles, also known as rhinoceros beetles or
unicorn beetles because of their single prominent horn,
Like their giant fire beetle cousins, giant stink-fire beetles inhabit tropical and subtropical forests, although a variety
are oversized insects with naturally phosphorescent glands. with a gray carapace has been encountered in the dark
The glands, which produce a dim red glow, are highly recesses of Áereth. They are omnivorous but prefer a diet
sought-after by miners and adventurers. However, these of fruits, nectar, and tender leaves.
would-be harvesters soon learn the difference between a
fire beetle and a stink-fire beetle. When threatened (or just Although not normally aggressive, a great horned beetle
in a foul mood), the stink-fire beetle sprays the air with a will attack if threatened or cornered. Before it strikes, it
pungent musk far worse than that of any skunk. While releases a hissing sound produced by rubbing its wings
not lethal, the musk induces nausea and vomiting in most against its abdomen. Its horn is used primarily to dig or
creatures. impress potential mates, but the beetle’s strength also
makes the horn a devastating weapon.
The giants utilize great horned beetles as beasts of burden,
Harvesting Stink-Fire attaching them to the massive wagons. Jungle-dwelling folk
attach wicker howdahs to their backs and ride them into
T he stink-fire beetle’s illumination glands continue
to produce light 1d6 days after the beetle dies and
are easy to remove from a corpse. Its musk glands also
battle. The effectiveness of great horned beetles in war is
debatable, but when enemies spy a massive beetle laden
retain their properties, but are much more volatile. with warriors armed to the teeth, they often flee before the
Goblinoids, kobolds, and subhumans often collect the skirmish begins.
glands to use in their traps. A musk gland that strikes
Beetle, great horned: Init -1; Atk gore +8 melee
a surface or creature bursts open, striking those within
(4d8+5) or bite +8 melee (2d8+5) or stomp +8 melee
5’ with the beetle’s stench ability. A stink-fire beetle’s
(1d6+5); AC 17; HD 10d8+30; MV 30’, burrow 30’; Act
musk gland retains its potency for 1d4 days or until it
1d20; SP infravision 60’, trampling charge; SV Fort +9,
ruptures. Removing a musk gland from a dead beetle
Ref +4, Will -2; AL N; Crit M/d16.
requires a successful DC 10 Intelligence check, and
failing this check by 5 or more inadvertently punctures Trampling charge: As an action, the great horned beetle
the gland and sprays the immediate area. charges (see Charge, p. 96, DCC RPG) ending in its gore
attack. The target is knocked prone and subject to a free
stomp attack (DC 14 Strength check avoids prone and tram-
Beetle, giant stink-fire: Init +0; Atk mandibles +2 pling).
melee (2d4); AC 14; HD 1d8+1; MV 30’, climb 30’; Act This behemoth beetle is nearly twenty feet long and has an iri-
1d20; SP infravision 60’, stench, phosphorescence (sheds descent, jet-black carapace covered in coarse hair. Although its
light in a 15’ radius); SV Fort +1, Ref +0, Will -3; AL N; mandibles appear dangerous, your attention is drawn to its single
Crit M/d6. curved horn, easily longer than the height of a human.
Page 45
sharing a single root system. As such, any opponent can
BIRCHMEN be attacked by multiple birchmen in the same round. Each
round, a birchmen colony can make 1d3 attacks against
COLONY human-sized creatures, 1d2 against smaller creatures, and
1d4 against larger creatures. When a birchmen colony is
B
irchmen are malevolent, semi-sentient plants, which reduced to less than half of its hit points, it can only attack
band together into a colony when faced with the once per creature.
threat of genocide—or “logging,” as humanoids call Tremorsense: A birchmen colony has perfect perception of
it. During the day, the colony is indistinguishable from an all things touching the ground, including invisible targets,
ordinary grove of birch trees. At dusk, however, the knots within 60’.
in the bark pull apart to reveal bloodshot eyes that regard
all squishy humanoids with hatred and contempt. Any crea- This grove of looming birches seems like an ideal place to set up
tures found using wooden objects are ruthlessly torn limb camp. As you approach the trees, a warm wind gently blows
from limb, and the remains strewn for miles as a warning. across your faces, rustling the leaves overhead and carrying
strange, soothing sounds. While making camp, you hear echo-
Birchmen colonies seem to sprout up from nowhere to com- ing laughter, the crackling of campfires, and the clamor of happy
pletely surround their dazed victims, swaying ever more children. But as the sun sets, the trees lean in toward you, their
forcefully and looming closer before they strike. When it leaves inexplicably silver and their trunks dotted with glaring
nears its prey, the colony communicates by rustling its bloodshot eyes.
branches, which suddenly sport silver-colored leaves and
produce an enchanting soundscape that sedates the minds
and bodies of most humanoids. The blissful sounds grow
louder, as if a lord’s hunting party or a merry carnival pro-
cession were nearby, but in reality, it
is the bloodthirsty birchmen colony
drawing closer. While the colony can
move about undetected at night, it
must remain motionless during the
day.
Page 46
BLACK YETI
B
lack yetis inhabit biting cold wastelands, icy
glaciers, and isolated mountain peaks.
Black yetis are rare among their kind
(about 1 in 100) and not typically territo-
rial. They occasionally form small groups
with other black yetis for the purposes of
protection, hunting, and to conceal their
numbers. They prefer to lair in elevated
caverns that require risky climbs to reach.
Black yetis have been known to store their
gruesome food on ice in their caves when
hunting is particularly good.
Smarter than their white-furred kin,
black yetis hunt mostly at night in order
to avoid being spotted against the snow.
They are not evil like their brethren and sub-
sist primarily on small wildlife. They avoid
contact with humanoids whenever possible
due to the knowledge that their fur fetches high
prices, and their horns are prized for fabled magi-
cal properties. That said, black yetis often inhabit
locations near humanoid settlements, and have
been known to prey on domesticated livestock.
Black yetis typically ambush prey past
nightfall or during heavy snow-
storms. They strike first at archers
or spearmen whose weapons can
pierce their heavy hide. If they can-
not overcome their targets within
the first few rounds of combat, black
yetis retreat to lick their wounds, and
they always take a circuitous route so
as not to leave a trail in the snow back
to their lair.
Black yeti: Init +2; Atk gore +10 melee (3d8+5) Treasure
or claw +10 melee (2d6+5); AC 18; HD 8d12; MV 40’,
climb 40’; Act 2d24; SP infravision 60’, terror bellow,
keen senses (hearing), immune to cold; SV Fort +12, Ref B lack yetis are fond of gemstones, especially clear
types such as crystals and diamonds, and often
hide their gems in a snow-packed recess or hole in
+6, Will +8; AL N; Crit G/d4.
the floor of their lair.
Keen senses (hearing): All creatures within 120’ suffer a But black yetis possess an even more valuable trea-
-1d penalty on all attempts made to avoid detection by sure: their ebony fur and supposedly magical horns.
a black yeti. A black yeti pelt can be worth over 1000 gp (2d6 x 100
Terror bellow: The black yeti issues a deep roar that is felt in gp), and once properly prepared, it provides excellent
the bones, and creatures within 40’ that can hear it flee in warmth. Black yeti horns are not innately magical
fear for 1d6 rounds (DC 13 Willpower save negates). but are sometimes enchanted by northern sorcerers,
or carved into massive flagons favored by northern
A stark contrast to the snow-white background, this lumbering,
folk and dwarves alike. The horns are larger than
simian creature is covered with shaggy, midnight-black fur. A
those of a typical yeti, and bear natural striations along
pair of bleached curved horns adorns its head. The creature looms
the surface that lend themselves to scrimshaw. An
over you, revealing massive fangs as it issues a horrific howl.
unworked black yeti horn might be worth 200 gp, but
these ornately carved flagons can fetch over 1000 gp,
depending on the craftsmanship and design.
Page 47
it. The bladder then closes, and digestive acid begins to
BLADDERWORT, dissolve the entrapped creature. If a bladder ensnares an
item too large for it, it begins digesting anyway. In about
GIANT an hour, the bladder reopens and sucks in the remainder
of the meal.
T
he stems of this aquatic plant can reach up to 20’ long
and feature finely branched leaves off a main stalk. Giant bladderwort: Init +3; Atk grab +3 melee (1d8+4
Dozens of pod-like bladders adorn the leaves, which plus envelop); AC 5; HD 3d12+2; MV 5’; Act 2d20; SP
the carnivorous plant uses to hunt prey to supplement its ambush, envelop, camouflage (+10 bonus to any attempt
photosynthesis. Typical prey includes giant insects and fish, to hide as a normal plant); SV Fort +4, Ref +1, Will +1;
but giant bladderworts are opportunistic and greedily feed AL N; Crit M/d8.
on anything that disturbs a bladder.
Ambush: If a creature blunders into the giant bladderwort’s
Giant bladderworts inhabit deep, clear lakes, intermingling reach, it is surprised and immediately subject to two grab
with mundane aquatic plants beneath the surface. Giant attacks that are rolled with a d24 action die.
bladderworts lack a true root system. Instead, they loosely
Envelop: If a target is hit by the bladderwort’s grab attack,
attach to soft substrates with modified holdfasts. In this
it is sucked into a bladder and enveloped. An enveloped
way, a giant bladderwort can slowly move around its habi-
creature is grappled (DC 14 Strength check to escape). An
tat to vary its hunting grounds. They are actively cultivated
enveloped creature suffers 3d5 damage from digestive
by lake-dwelling humanoids, such as frogfolk and naiads,
juices at the start of each of the bladderwort’s initiative
who plant them as a security measure.
counts.
A giant bladderwort is most dangerous when blundered
into since many bladders can strike for a victim at once. The A slowly undulating, tangled mass of vegetation covers the bot-
bladders are filled with air and encircled by tiny, filamen- tom of the lakebed. The stems of the plants are adorned with finely
tous trigger hairs. When these hairs are disturbed, branched leaves that sway in the current.
they cause the bladder to open. Water
rushes into the bladder, sucking
unsuspecting prey along with
Page 48
harmed by physical or natural weapons unless the weapon
BLADE WRAITH is magically enchanted.
W
hen the wicked spirit inhabiting a cursed weap- Steel intrusion: As an action, a blade wraith can attempt to
on is exorcised, a blade wraith is the possess a weapon within 5’ of it. If the weapon is magical
deadly and insatiable result. Once and being held or worn, the wielder can attempt a
forced from the comfort of its weapon, DC 13 Willpower save to prevent the possession.
the creature’s sole motive becomes Non-magical weapons are too weak to contain
finding another suitable home. To the wraith’s furor and are instantly destroyed.
that end, a blade wraith is most If the weapon is possessed, the blade wraith
often found scouring the disappears, possessing the weapon (see side-
dead on silent battlefields, bar).
haunting castle arsenals, Un-dead traits: Blade wraiths are un-
or besieging well-stocked dead, and thus can be turned by cler-
blacksmith shops. ics. They are immune to critical
Blade wraiths appear hits, disease, and poison. As
as eerie, swirling mass- un-dead, they are immune
es of spectral-green to sleep, charm, and paraly-
clouds. Within this sis spells, as well as other
eldritch miasma, one mental effects and cold
can catch fleeting damage.
glimpses of the weap- Will of the weapon: When-
ons that the spirit once ever a creature hits a blade
possessed, such as rune- wraith with a weapon, the
covered swords, mysti- wraith can divert the path
cal spears, and enchanted of the weapon. The attack-
arrows. Its memory of these ing creature must succeed on
glorious arms, along with the a Luck check, or else a random
agonizing pain of separation from creature within range becomes the
them, is what spurs the blade wraith’s target instead. If no other creature is in
voracious search for a worthy weapon in which range, the attack simply misses.
to entrench itself once more.
As you open the moaning door of the mausoleum, you are
Although blade wraiths are capable of speech, they bathed in a strange, green glow. Hovering over the warrior’s
are limited to a handful of phrases spoken by their former crypt is a roiling, emerald-hued cloud. Phantom weapons of var-
wielders. When facing this spectral fury of phantom weap- ious styles flash in and out of view, slashing viciously within the
ons, it is not uncommon to hear the echo of an orcish battle swirling mass. With a sound that is part battle cry, part death
cry, the whisper of a cleric’s doomed prayer, or the terrified rattle, it rushes forward to attack.
scream of a soldier on the precipice of death.
Page 49
BLASTOAD
“It’s simply not fair! I spend years of arcane study to learn
A
blastoad is a heat-loving, toad-like monstrosity. the eldritch art of conjuring and wielding fire in its myr-
Native to the elemental plane of fire, these creatures iad of incantations only to discover giant, wart-ridden,
have been introduced to volcanic vents and fissures bug-ugly, bloated, repulsive toads that can spit fireballs at
in the Underdeep by a demonic fire cult. Once they find a will! What the Hades!”
suitable habitat, which includes ledges and crevices near
and above lava pools, they become prolific. This is partially —Jyncks, Adept of the Dark Flame and Sister of
due to the challenging environment generally unsuitable the Sear
to other creatures, but also because blastoads are difficult
prey and have distasteful flesh. They are often encountered
in packs of 10 or more.
Treasure
Blastoads are nonaggressive, but if disturbed, they are
prone to belch fireballs to drive their foes away. A blastoad
will even detonate a fireball in its own midst. Although it B lastoads collect gemstones, as soft metals like gold
tend to melt. Likewise, combustible valuables
(such as unprotected scrolls, cloaks, or books) are
can deliver a swift, searing bite, it first seeks to flee, leaping
to higher ground. Those in close combat with a blastoad never found in a blastoad hoard. Wizards and others
should be wary of its scorching blood, which spatters when that craft magic items can use freshly collected blas-
struck with sword or axe. toad blood for magic items that create fire or protect
from it. A pint of blastoad blood is worth 100 gp, and a
Blastoad: Init +0; Atk bite +4 melee (1d8+2 plus 1d5 typical blastoad produces 5 pints that can be collected.
fire); AC 14; HD 4d12; MV 5’, standing leap 20’; Act 1d20;
SP infravision 60’, immune to fire and poison, vulnerable
to cold (double damage), fire belch, scorching blood,
death throes, standing leap; SV Fort +2, Ref +2, Will -2;
AL N; Crit M/d10.
Page 50
Although the majority of bombardier trees resemble apple
BLIGHT trees, any fruit-bearing tree might become twisted into this
evil, intelligent form of plant life. Regardless of their type,
B
lights are awakened plants bestowed with a glimmer bombardier tree blights are cruel creatures that enjoy caus-
of intelligence and both the malevolence and mobility ing suffering and death.
to spread discord throughout the forest. They arise
from contaminated soil, a terrible curse, or even unspeak- Bombardier tree blight: Init +0; Atk tree limb slam
able druidic ritual. Regardless of the source, blights are +10 melee (4d7+4 plus grappled, range 20) or explosive
minions of evil. They crave the blood of their victims and fruit +10 missile fire (4d5+5, range 90’); AC 16; HD 9d10;
spread corruption to other flora. MV 0’; Act 2d20; SP blindsight 90’, camouflage (+10 to
Just as all plants display a diversity of traits in order to hide in forest terrain), explosive fruit; SV Fort +6, Ref
thrive in an array of ecological niches, blights, too, are var- -4, Will +1; AL N; Crit M/d14.
ied. Some lesser-known blights include the weedling and
Blindsight: The bombardier tree blight has perfect perception
the kelp blight, as well as the hardier whipping willow tree
of all things, including invisible targets, within 90’.
blight and the bombardier tree blight.
Explosive fruit: Bombardier tree blights can hurl explosive
fruit at a target up to a range 90’. If it hits, the target suffers
BLIGHT, 4d5+5 damage. All other creatures within a 10’ sphere of the
target suffer the damage as well (DC 13 Reflex save avoids).
BOMBARDIER TREE Grapple: If a bombardier tree blight hits a creature with its
Bombardier tree blights have been twisted by malicious tree limb slam, it initiates a grapple (vs. +16, see Grappling,
sorcery or by bizarre infiltrations from the darker parts of p. 96, DCC RPG). Each round after being pinned, the vic-
Elfland. They prefer to root in temperate forests or along tim is squeezed for an automatic 2d7 damage. The victim
the edges of farmland and pastures. These malev- can attempt an opposed Strength or Agil-
olent trees bear apple-like fruit that can ity check (vs. +16) on their initiative
be hurled into the midst of foes. On count to escape the bombardier
impact, they explode into a hail of tree blight’s grasp. The bom-
sharp needles. Foes dropped by this bardier tree blight
ranged attack provide blood can grapple any
to the extensive network of number of crea-
roots, which often sprawl tures at a time.
for a hundred feet or more
The branches of
in any direction. The
this tall fruit
area around a bom-
tree are heavily
bardier tree blight is
laden with
usually unnaturally
bright red
silent because for-
apples. The
est creatures learn
bark of its
where these evil
thick trunk
plants dwell and
seems shaped
steer clear of them.
almost like a wide
As intelligent crea- frowning mouth.
tures, bombardier Oddly, its leaves and
tree blights are capa- branches rustle, though
ble of both cunning there is no breeze.
and speech. Particu-
larly devious bombar-
dier trees may pre-
tend to be treants
and offer to aid
lost parties if they
come closer. Once in
range, the tree lobs its
explosive fruit at them
or beats them with its
mighty branches.
Page 51
BLIGHT, KELP Extreme length: Kelp blights are as long as the water depth
at that location. This can be up to hundreds, or even thou-
Kelp blights are fully aquatic entangling plants that can sands, of feet in length in particularly deep portions of the
reach extreme lengths. seas. For every 25’ of length from sea floor to ocean surface,
the kelp blight has 1d12 HD. Further, although kelp blights
Kelp blight: Init +4; Atk entangle +4 melee (3d5+2 plus
are anchored to a single location, they can manipulate their
constriction, range 20’); AC 13; HD varies (see extreme
long length to attack opponents at a distance. They can
length); MV swim 10’; Act 2d20; SP blindsight 80’, con-
“swim” their bodies up to 40’ away from their anchored
striction, rapid growth, extreme length; SV Fort +4, Ref
location, at a speed of 10’.
+3, Will +0; AL N; Crit M/d14.
Rapid growth: Kelp blight regrow extremely fast, healing 2
Blindsight: The kelp blight has perfect perception of all HD every 24 hours if damaged. If simply cut away from
things, including invisible targets, within 80’. stalk, floating portions pop their ballast glands, descend to
Constriction: Kelp blights can reach out and attack opponents the sea floor, and root within 24 hours, growing 25’ daily
up to 20’ away. Targets hit by the kelp blight must make a until they reach the surface and their full length.
grapple check (see Grappling, p. 96, DCC RPG), with every The dense, brown kelp forest looms large, its one-hundred-foot-
25’ of kelp blight length equivalent to two size categories tall thalli containing hundreds of blades swaying in the ocean
difference between the attacker and target (e.g.—a 50’ kelp currents. Strangely, several long kelp thallus strands appear to
blight gains a +16 to the grapple check). Once grappled, and be moving asynchronously with the currents, almost as if they
until the grapple ends, the target is pinned, and if the target had minds of their own.
is a creature holding its breath, on its initiative count, the
target must make a DC 12 Stamina check. When the first
check fails, the target is drowning. Once drowning, the crea-
ture loses 1d6 Stamina per round at the start of its initiative
count until it breaks free. The kelp blight can constrict any
number of creatures at a time.
Page 52
BLIGHT, Weedling rash: Targets exposed to the weedling tree blight
poison lose 1d5 Stamina (DC 13 Fortitude save negates).
WEEDLING TREE After an onset of 8 hours, painful pus-filled welts appear
on the target’s skin. The affliction lasts 2d4 days, during
Weedlings are vegetative blights with a humanoid shape
which the target suffers -1d on all action dice and Reflex
and the height of a halfling. Their toxic touch causes poison
saves. A successful 4 dice lay on hands check reduces the
damage and can inflict a painful rash.
duration to 1 day.
Weedling tree blight: Init +2; Atk toxic touch +4 melee The small child-sized, humanoid-shaped plant blows gently in
(1d5+2 plus weedling rash); AC 10; HD 4d6+2; MV 0’; the wind, its branches seemingly reaching towards a small deer
Act 1d20; SP blindsight 60’, camouflage (+10 to hide in grazing in the area. The deer’s coat is blistered with weeping pus-
forest terrain); SV Fort +3, Ref +0, Will +1; AL N; Crit filled nodules indicating the animal is possibly sick or diseased.
M/d10.
Page 53
BLIGHT, WHIPPING Whipping willow tree blight: Init +0; Atk lash +6
melee (2d6+4 plus constriction); AC 16; HD 7d12; MV 0’;
WILLOW Act 2d20; SP blindsight 60’, camouflage (+10 to hide in for-
est terrain); SV Fort +4, Ref -1, Will +0; AL C; Crit M/d12.
This blight appears to be a willow tree that grows naturally
in freshwater fens, swamps, and peat marshes. Sometimes Blindsight: The whipping willow tree blight has perfect per-
referred to as hangman trees or gallows vines, whipping ception of all things, including invisible targets, within 60’.
willow blights lash targets with their pliable branches.
These lash attacks can result in wrapping a branch around a Constriction: Targets hit by the whipping willow tree blight
creature’s neck and hoisting it off its feet to quickly strangle must make a grapple check (vs. +13, see Grappling, p. 96,
it. Once the target stops struggling, it is buried at the tree DCC RPG). If grappled, and until the grapple ends, the
blight’s base to provide sustenance. Digging at the base of target is pinned and squeezed so hard it cannot inhale and
whipping willow tree blight could yield discarded weap- for each round it starts constricted on its initiative count,
ons, armor, or the occasional magic item. the target must make a DC 10 Stamina check. When the
first check fails, the target is suffocating. Once suffocating,
the creature loses 1d3 Stamina per round at the start of its
initiative count until it breaks free.
A forlorn willow tree grows next to the sluggish, turbid brook.
Its branches hang limply in a silent vigil.
Page 54
Blindsight: The blood boulder has perfect perception of all
BLOOD things, including invisible targets, within 60’.
Blood drain: A grappled creature is subject to the blood
BOULDER boulder’s blood drain ability. The blood boulder drains
1d3 Stamina. The blood boulder is satiated when it has
B
lood boulders are peculiar predators found in rocky drained 4 Stamina.
hills and mountains, as well as underground. They
appear as ordinary stone boulders that share the Grapple: A creature hit by the blood boulder’s ram attack
coloration of the local terrain. It isn’t until they begin to must make a grapple check (vs. +10, see Grappling, p.
move, rocking themselves into a rolling motion, that blood 96, DCC RPG) or be grappled. The victim can attempt an
boulders reveal their true nature as living creatures. Not opposed Strength or Agility check (vs. +10) on their initia-
only does their thick skin make for excellent camouflage, tive count to escape the blood boulder’s grasp.
but this tough exterior makes them difficult to harm. A boulder along the trail begins to roll towards you. At first you
Blood boulders, as their name suggests, subsist on the blood suspect a landslide, but when numerous slits along the boulder’s
of other creatures, draining it vampire-like from victims exterior open to reveal needle-sharp teeth caked with dried gore,
they’ve knocked down with their heavy bodies. Blood you realize you have bigger problems.
boulders hunt in packs with some overrunning their prey
while others grab the prone creature and drink its blood.
Blood boulders find the blood of warm-blooded creatures
delicious, but they will feed on cold-blooded creatures if
their preferred food source is scarce.
Page 55
BLOOD BOULDER, Blood drain: A grappled creature is subject
to the blood boulder’s blood drain abil-
PEBBLE SWARM ity. The blood boulder swarm drains 1
Stamina each round.
The offspring of full-sized blood boul-
ders are pebbles and cobble. While an Grapple: A creature hit by the swarm
individual blood pebble is smaller than of blood pebble’s slam attack must
a human fist, they tend to congregate in make a grapple check (vs. +7, see
herds for protection. Ravenously hungry, Grappling, p. 96, DCC RPG) or be
these swarms constantly seek their next grappled. The victim can attempt
blood meal. an opposed Strength or Agility
check (vs. +7) on their initiative
Blood boulder pebble swarm: Init +4; Atk slam count to escape the blood boul-
+2 melee (1d4 plus grappled); AC 14; HD 5d8; MV der’s grasp.
60’; Act special; SP blindsight 60’, camouflage (+10 to
What at first appears to be falling
hide checks in rocky or forest terrain), blood drain,
rocky debris accumulates into a co-
slam all targets within 20’ x 20’ space, half dam-
hesive pile at your feet and moves of
age from non-area attacks; SV Fort +3, Ref +6,
its own accord. The pile of pebbles un-
Will +3; AL N; Crit N/A.
dulates as it flows up and over your legs!
BLOOD
EAGLE
B
lood eagles are bred by the eaglardi for
battle and thus have a nasty disposi-
tion and tendency for cruelty. They
are often encountered as part of an eaglardi
war party. In such cases, all wear metal tips
on their talons (+1d damage).
Page 56
Ambusher: The boggheu lays in wait until prey are within
BOGGHEU reach before attacking and gains +10 to hide checks in nor-
mal swamp muck and vegetation. Occupations of forester,
S
ometimes referred to as a trawlfiend, this monstrosity herbalist, or woodcutter may make a DC 13 Intelligence
is a patient predator that lurks in wetlands, relying on check to identify the presence of the boggheu. Otherwise,
its natural camouflage while it waits for its quarry. A on a successful hide check, the boggheu gains surprise when
trained eye is necessary to spot the boggheu’s stump-like it attacks.
head, which sports six eyes that rarely
blink. Vine-like appendages for Constriction: Targets
ensnaring prey float atop the hit by the boggheu’s
water or lay idly on the tentacles must make
bank. Once it reels in a grapple check (vs.
a creature, the bog- +8). If grappled, and
gheu descends to until the grapple
the depths of its ends, the target is
swamp, drag- dragged under the
ging its meal water, pinned, and
with it, where it squeezed so hard
then devours the mor- it cannot inhale
sel with a mouth of and for each
razor-sharp teeth on round it starts
the top of its flat head. constricted on its
initiative count, the
When a boggheu target must make a
emerges from the DC 10 Stamina
water to travel on check. When the
land, it drags its first check fails,
barrel-shaped the target is suf-
body along on focating. Once
two stubby arms. suffocating, the
While explor- creature loses 1d3
ing drier terrain, Stamina per round
it seeks natural at the start of its ini-
paths where it tiative count until it
can display the breaks free.
undigested bones of
its victims in hopes that the Limited amphibiousness:
grisly omens will motivate travelers A boggheu can breathe
to choose an alternate route—one that air and water, but it needs to be sub-
takes them closer to the boggheu’s haunt. To further the merged at least 1/ day for 1 minute to
ruse, it might also devise rudimentary traps not intended avoid suffocating.
to kill, but to funnel wanderers closer to its reach. From the muddy water rises a hulking, barrel-chested creature
A boggheu uses algae-covered bones to construct a lair at with a head resembling a tree stump crusted with six haphazard
the bottom of its bog. Like the boggheu itself, such struc- eyes. Long tentacles like branches of a willow tree lash out from
tures are very difficult to find but are rumored to contain its back, attempting to grab anything within reach.
all of the treasures acquired from its prey. A look within
these alien dens reveals that the boggheu is not merely a
mindless hunter, but rather a trophy killer that decorates its Boggheu’s piercing bone trap
A
underwater abode with both the valuables and the skulls small patch of mud and plant matter roughly 3’
of the victims it has taken pride in besting. by 3’ covers a hollowed-out space and conceals
a collection of sharp femurs and splintered humerus
Boggheu: Init +7; Atk bite +10 melee (4d8+6) or tentacle bones that point upward like tiny spears. A creature
+10 melee (2d8+6 plus constriction); AC 19; HD 13d10; entering the space must make a DC 13 Reflex save or
MV 20’, swim 40’; Act 3d24; SP camouflage (+10 to hide suffer 2d7 damage from the jagged bones. The crea-
in swamp terrain), infravision 120’, ambusher, limited ture’s speed is halved until the wound is treated with
amphibiousness; SV Fort +4, Ref +1, Will +2; AL N; Crit a 2 dice lay on hands check or complete bed rest for
M/d20. 2d3 days. On a successful save, the creature catches
itself before putting its full weight forward and suf-
fers no damage.
Page 57
Control currents: A strong current moves through the boi-
BOIUNA una’s lair. Each creature within 30’ of the boiuna is pushed
up to 60’ away from the boiuna (DC 15 Strength check
The boiuna resembles a large constrictor snake but grows reduces effect to 10’ push).
to a far larger size. Their overall coloration is typically dark,
with diamond-shaped scales and a green underbelly. The Water jet (1/hour): A biouna can unleash a jet of pressurized
eyes of a boiuna are enormous and circular, and they glow water from its mouth. The breath weapon is a line 5’ wide
in the dark like orange-yellow lanterns. Because the long x 60’ long. All within the area of effect suffer 4d6 damage
fangs of their lower jaw stick up through holes in their and are knocked prone (DC 15 Reflex save negates).
upper jaw, they are sometimes mistaken for horns. Weakening gaze: The eerie eyes of a biouna sap the strength
Boiuna make their lairs at the bottom of lakes and larger from creatures that catch its gaze. This acts as a ray of enfee-
bodies of water, coming to the surface or water’s edge to blement (+6 spell check; see p. 190, DCC RPG). A biouna
hunt. While not evil or even ill-natured, they often attack cannot spellburn, nor does it lose this special property,
boats crossing through their territory. When swimming, suffer corruption, or have misfires on failed rolls.
they leave a distinctive V-shaped wave in their wake. Boi- An enormous serpent speeds through the water, leaving a bow
una avoid venturing onto dry land completely, except when wave behind. Its long, sinuous form is dark, its scales oily in
seeking a new lair, but they have been known to climb tree appearance. As it rears up, its huge eyes come into view, shining
branches overhanging the water. like twin lanterns in the night and seemingly staring into your
Although boiuna usually kill and then eat those that intrude very soul.
into their territory, on rare occasions they will converse
with strangers, eagerly listening to news or tales of the sur-
rounding lands and even rewarding the teller with a gem “The boiuna is a force of nature if angered, a patient lis-
or other gift. They do not value common forms of treasure, tener if entertained.”
such as coins or jewelry, but sometimes they keep beautiful —Torman Adrois, sage
statues or similar works hidden deep in their lairs. Some
have also been found hoarding large,
beautiful gemstones deep beneath
the surface.
Page 58
BONESTROM
B
onestrom (both the singular and plural forms of the
creature’s name) are large, rapidly spinning col-
umns of bones, talons, and teeth. Although the
constituent fangs and bones appear to come from many
different creatures, they do not resemble those of any
known animal. The sharpened protrusions are, in fact,
the creature’s own bones, emerging in all directions from
its sinuous, inside-out body.
Bonestrom allegedly hail from some dark, oth-
erworldly realm and can be summoned by
powerful spellcasters to serve as guardians
of places or objects of magical power. While
motionless, the bonestrom’s parts arrange
themselves into what appears to be an ornate-
ly carved column of bone-white stone. This
allows a bonestrom to blend in with the architec-
ture of the location it was summoned to protect.
Page 59
Invisibility: A booka has an innate ability to turn invisible
BOOKA at will. This does not cost an action die.
B
ookas are tiny fey Spellcasting: A booka
creatures that resem- casts spells as a wiz-
ble thin-limbed ard. On a result
humanoids with pointy of natural 1, it
noses, large ears, and suffers a 50%
brilliantly colored but- chance of
terfly wings. Bookas major cor-
take up residence in ruption
the homes of larger or misfire,
folk, doing their rolling on
best to remain out the generic
of sight. In exchange tables as
for shelter, offerings of appropriate.
food (they love bowls of As you enter
milk), and the permission the alleyway
to scavenge discarded bits outside your flat
and bobs, bookas will per- to bring in the dog, a
form small nightly chores tiny inches-tall sharp-
for their slumbering nosed humanoid with
housemates. In this way, overly large ears flits
bookas attempt to reim- around the family pet
burse their “landlords” on colorful butterfly-like
—even if the homeowner wings which protrude
does not appreciate the from its back. The rapid-
mysterious guest. ly fluttering wings move so
Bookas are shy and soli- fast as to be almost invisible and
tary creatures by nature, leave multi-hues traces of color in
but they greatly enjoy the their wake. Your foot scuffs the pavement loudly,
company of animals. Boo- startling the creature, which darts furtively into a
kas love to interact with family pets or livestock, so long hole in the wall, disappearing from view.
as they can do so without their landlord’s knowledge.
Bookas typically make their home in the walls, attic, or
eaves of a house. In colder climates, they select a location Treasure
closer to a fireplace or stove.
Although they actively avoid contact with their landlords, M uch of a booka’s “treasure hoard” consists of
trinkets discarded by the booka’s homeowner.
Bookas frequently repurpose such items, turning an
many bookas develop a feeling of affection for their house-
mates and will actively support the family during difficult empty spool of thread into a dining table, for example.
times. When food is scarce, for example, a booka might Bookas that reside in the home of an artisan might
lend a hand by scavenging for acorns or wild berries. If possess a diminutive set of artisan’s tools of their own,
a landlord mistreats a booka—or goes out of their way to to better assist their landlord by finishing projects for
spot it—the booka may turn malicious and leave the home them while they sleep.
unless gold or some other valuable offering is left out for
them in reparation. Variant Booka Special
A booka’s services can take on many forms. A booka might Properties
care for livestock, mend clothes, sweep floors, or spin
thread. Residents may suspect the presence of a booka in
their home without ever actually seeing one. Only those
B ookas who reside in the home of an artisan might
eventually learn their landlord’s craft. A booka
who dwells with a craftsperson is trained with an
who respect the booka’s privacy ensure continued support appropriate set of artisan’s tools. A booka who lives
from their happy, if unseen, domestic partner. with a spellcaster might learn how to cast additional
1st-level spells (e.g., choking cloud, color spray, or sleep)
Booka: Init +3; Atk sword +2 melee (1d4) or bite +2
once per day, even if the booka doesn’t quite under-
melee (1d3); AC 15; HD 1d4; MV 10’, fly 30’; Act 2d20;
stand when they should—or should not!—use the
SP infravision 60’, invisibility (at will), spellcasting (+4
spells.
spell check): Spells (1st) cantrip, mending, ventriloquism;
SV Fort +0, Ref +4, Will +0; AL C; Crit M/d4.
Page 60
BOOMLIN
Boom Powder
B
oomlins are distant cousins to the goblins that popu-
late the material plane, but unlike goblins, they thrive
on the elemental planes of fire and earth. These small B oom powder is a magical substance that becomes
highly explosive when it comes in contact with
air. After a boomlin excretes boom powder, there is
creatures survive by consuming large quantities of the vari-
ous minerals found in these regions. Boomlins possess the a short window (3d5 rounds) during which it can be
unique ability to digest these minerals to produce an explo- safely stored in an airtight container. This property
sive substance known as boom powder, which they excrete has allowed the boomlins to thrive by packaging and
through their ears. Other civilizations that populate the selling boom-powder explosives in the form of bombs,
elemental planes allow the highly volatile boomlins to per- dynamite, kegs, and grenades (if ignited, explodes in
sist due to the invaluable source of explosives they provide. a 10’ radius for 3d6 damage (DC 10 Reflex save for
half damage)). Recently, the boomlins have developed
Boomlins can often be found in the service of greater ele- a new type of magical ammunition called the boom
mentals who offer protection while benefiting from the bolt, which allows a standard crossbow to tap into
perpetual supply of boom powder. Boomlins view this their explosive capabilities.
symbiotic relationship as invaluable and consequently
maintain a rivalry with mephits who also tend to serve
greater elementals. It is not uncommon to find tribes of
Boom Bolt
boomlins engaged in battle with mephit populations over
territory disputes or imagined slights. T hese crossbow bolts are made of hollow tubes
filled with boom powder that are designed to shat-
ter on impact. On a hit, a target suffers an additional
Boomlin: Init +2; Atk scimitar +1 melee (1d8-1) or 1d6 damage. On a fumble, any result that causes dam-
crossbow +3 missile fire (1d6 or 2d6 (see boom bolt in age to the weapon or causes the user to drop it has a
sidebar)); AC 14; HD 2d6; MV 30’; Act 1d20; SP explo- 50% chance to break the bolt, causing 1d6 damage to
sive excretion, flash powder, sneaky, immune to fire and the wielder. Each boomlin carries 1d4+2 boom bolts.
poison, vulnerable to cold (double damage), infravision
60’; SV Fort +1, Ref +3, Will +1; AL C; Crit III/d8.
Page 61
Bronze reaper: Init +0; Atk serrated blade +5 melee
BRONZE (1d6+4) or fiery blast (3d6, DC 12 Ref save for half dam-
age); AC 20; HD 4d12+8; MV 20’; Act 2d20; SP con-
REAPER structed nature, fiery blast, infravision 60’; SV Fort +5,
Ref +2, Will +0; AL N; Crit M/d10.
B
ronze reapers are hulking, humanoid-shaped statues
fashioned from bronze. They lack hands and in their Constructed nature: Bronze reapers don’t require air, food,
place sport serrated blades made from an unknown drink, or sleep.
black metal. The face of the bronze reaper is crafted to Fiery blast: A bronze reaper can use both action dice to emit a
resemble a skull, and it can open its fanged mouth to let 30’ long cone of fire with a 30’ base from its mouth, causing
loose a gout of flames. 3d6 damage to all targets in its area of effect (DC 12 Reflex
Bronze reapers are creations of the athasi, built to wage that save for half damage). Doing so reduces its action dice to
species’ war against all other living things. Although the 1d20 for the next 1d7 rounds.
athasi have dwindled in numbers, many bronze reapers Immunities: Bronze reapers are immune to anything that
remain, abandoned in ancient caverns or grinding away, would affect a living creature (poison, gas, suffocation,
masterless, in forgotten ruins under the earth. blindness, petrification). They are also immune to sleep,
These terrible constructs attack all living things with the charm, and paralysis spells, as well as other mental effects
possible exception of their athasi masters. They are capable and cold damage.
of following complex orders but lack tactical cunning. A The sound of metal screeching upon metal echoes through the
bronze reaper always directly attacks its foes, using its fiery dark. A hulking, ten-foot-tall monstrosity of bronze tinged
breath to burn as many foes as possible before dispatching green with verdigris lumbers toward you. Its metal body is a
the survivors with its blades. mass of armored plates, and its head is the grinning visage of
The athasi created several different types of a skull. Two long, serrated black blades jut from the ends of its
bronze reapers, ranging from standard shock arms in place of hands. It is a thing
troopers to towering colossi intended to designed only to kill, not create.
lay waste to entire cities. Still more
bizarre versions might lie
slumbering in ruined athasi
strongholds awaiting
orders—or reactivat-
ing when stumbled
upon by overcuri-
ous adventurers.
Page 62
C
Cannaqubta: Init +5; Atk barbed tendril +6 melee
CANNAQUBTA (1d4+2 plus poison); AC 13; HD 6d8; MV burrow 40’; Act
5d14; SP stealthy (+10 to move silently), barbed tendrils,
A
lso known as the “boot-spear,” the cannaqubta injects feed; SV Fort +5, Ref +5, Will +2; AL N; Crit M/d12.
its prey with a paralytic toxin before dragging them
Barbed tendrils: The cannaqubta’s tendrils are long, tough,
beneath the sands. While many desert travelers are
and poison-tipped. As an action it can pierce a foe up to 20’
familiar with the cannaqubta’s quill-like tendrils, far fewer
away, a successful hit harpooning and pulling the target
have seen its body: a globular thing with organs floating in
toward it 10’ each round. Removing the barbed tendril
a viscous, milk-white substance surrounded by a flexible,
requires a DC 12 Strength check to rip it out. The harpooned
transparent membrane.
character suffers 1 damage for each point on the roll above
The cannaqubta uses its tendrils to burrow through the sand or below the target DC 12 (up to 4 damage).
until it senses larger prey above. Only then does it make
Feed: The cannaqubta dissolves a paralyzed target pulled
the tips of its tendrils rigid, so as to skewer the unsuspect-
next to it, absorbing it fully in 1d3+1 rounds. A character
ing creature as it passes over them. The cannaqubta is a
fully absorbed is completely liquefied and recovering the
patient, solitary hunter. It rarely exposes itself to danger,
body is not possible.
but once it has grasped a target, it lets it go only in the face
of certain death. Poison: A successful hit with a tendril delivers a paralytic
venom, paralyzing the victim for 1d3 rounds (DC 12 Forti-
tude save negates). The paralysis’ duration is cumulative
from multiple hits.
Page 63
Soul drain: The target’s hit point
CAOINEADH maximum is reduced by an amount
equal to the damage taken (DC 14
F
unerals for fallen champions bring Fortitude save negates hp maxi-
together warriors and comrades who mum reduction). This reduction
sing a solemn dirge over the tomb. lasts until the PC receives magi-
The song recounts the champion’s deeds cal healing or rests uninterrupted
and describes the pitiful state and uncer- for 24 hours. The target dies if this
tain future of the tribe now that the effect reduces its hit point maximum
champion is dead. Sometimes a to 0, joining the caoineadh in its eter-
caoineadh is inadvertently con- nal torment.
jured during the chorus, espe-
cially if the champion died Un-dead traits: Caoineadhs are un-
because of the cowardice of its dead, and thus can be turned by
comrades. clerics. They are immune to critical
hits, disease, and poison. As un-dead,
Unable to live with their fail- they are immune to sleep, charm,
ings, overcome by grief, and paralysis spells, as well as other
and cursed by the dead mental effects and cold damage.
champion, those gathered
transform into a powerful Spectral mourners surround a solitary
un-dead being. From that tomb. They sing a heart-wrenching dirge
moment on, they are doomed that extols the deeds of their dead leader.
to mourn the fallen champion for To your horror, you feel compelled to join
eternity. The caoineadh appears as an their lament.
amalgamation of un-dead warriors
wracked by grief, embracing one another.
If disturbed, the caoineadh swirls into a
seething spectral vortex of indistinct wail-
ing faces. Mindless with rage, regret, and
Reins trailing, your horse returned,
grief, the caoineadh will attack anyone
unlucky enough to stumble upon the Warm blood upon its coat.
tomb over which it keens. There can be Alas, we were not at your side
no escape for the souls of those it kills; they too join the When the arrow pierced your throat.
caoineadh.
—From The Lament of Clan Bloodtooth
Caoineadhs can be found in crypts, ancient tombs, and long-
forgotten barrows. The state of the grave matters not at all,
for the caoineadh will keen over it for eternity whether all
that remains is the dust of bones or magical steel that still Tomb Treasure
glitters in the hands of a dead champion.
Roll on this chart to determine the contents of the
Caoineadh: Init +3; Atk soul drain +6 melee (1d7+4 caoineadh’s tomb:
plus special) or keening (special); AC 13; HD 6d10+5;
MV 30’; Act 1d24; SP immune to non-magical weapons, Roll
Contents
incorporeal, magic resistance (all spells cast against a 1d6
caoineadh are subject to a 50% chance of failure before 1 You find a humanoid skeleton wearing
saves are rolled), soul drain, keening, un-dead; SV Fort rusted chain mail.
+4, Ref +2, Will +6; AL C; Crit U/d12.
2 The occupant of the tomb has become a
Incorporeal: Caoineadhs are incorporeal and can pass ghost. It attacks when disturbed.
through walls and other solid matter. They cannot be 3 The skeleton inside grasps a magic weapon
harmed by physical or natural weapons unless the weapon of the judge’s choice.
is magically enchanted. 4 The skeleton inside wears a gem-encrusted
Keening: The caoineadh sings a horrific chorus of grief and crown of great worth (judge’s discretion).
rage. All living creatures within 100’ of the caoineadh that 5 The tomb is empty but bears an inscription
can hear it suffer 1d5+1 damage and become deafened for in the language of Chaos that reads, “I have
the next 2 rounds (DC 12 Fortitude save negates). In addi- ascended.”
tion, affected creatures become paralyzed for 1d3 rounds,
joining the keening for the duration (DC 14 Willpower 6 The tomb is empty.
save negates).
Page 64
engers, they will abandon a corpse for fresher fare. Carrion
CARRION BIRDS crows are far more dangerous when they are encountered
in flocks, but even a single specimen can be hazardous to
inexperienced adventurers or a wounded soldier on the
CARRION CROW battlefield.
A
t first glance, carrion crows appear to be ordinary Carrion crow: Init +1; Atk beak +1 melee (1d3+2 plus
birds, but they possess a cunning that far surpasses blinded (1d4+1 rounds, DC 8 Ref save avoids)); AC 12;
that of simple crows. Sages posit that carrion crows HD 1d6; MV 10’, fly 50’; Act 1d20; SV Fort +0, Ref +8,
came into being when the infernal crows that haunt the hell- Will +0; AL N; Crit M/d4.
ish planes somehow bred with normal crows, producing a
species both evil and more formidable than their cousins. A bulky crow perches atop a bloody corpse on the carnage-strewn
Carrion crows are almost always found on battlefields, battlefield. It pecks at a tender morsel, then looks up at you. Its
gorging themselves on the dead and attacking those who gaze considers you with a level of intelligence unusual for a bird.
come to aid or loot the survivors. Although primarily scav- Its beak is long, sharp, and stained with fresh blood.
Page 65
CARRION CROW, SWARM CARRION GULL
Carrion crow swarms are masses of hundreds of individu- Similar to carrion crows, carrion gulls inhabit temperate
als. They occupy spaces of roughly 20’ to a side, though coastal regions. They feast on spoiled and rotting meat,
some may be larger or smaller. The swarm is very hard and often carry disease.
to deal with effectively, as lashing wildly with a sword or
mace is unlikely to do much damage to a swarm of hun- Carrion gull: Init +1; Atk beak +1 melee (1d4 plus
dreds of crows! disease); AC 12; HD 1d6+3; MV 10’, fly 50’; Act 1d20;
SV Fort +0, Ref +7, Will +0; AL N; Crit M/d4.
Carrion crow swarm: Init +2; Atk swarming beak
+3 melee (1d3+2 plus blinded (1d4+1 rounds, DC 8 Ref
save avoids)); AC 12; HD 4d6; MV fly 40’; Act 1d20;
SP beak all targets within 20’ x 20’ space, half damage
CARRION GULL, SWARM
from non-area attacks; SV Fort +2, Ref +8, Will +0; AL Carrion gull swarm: Init +2; Atk swarming beak +3
N; Crit N/A. melee (1d4 plus disease); AC 12; HD 4d6+4; MV fly 40’;
Act 1d20; SP beak all targets within 20’ x 20’ space, half
The sky above the slaughtered armies is thick with whirling damage from non-area attacks; SV Fort +2, Ref +7, Will
black birds. Although they resemble crows, their flight appears +0; AL N; Crit N/A.
well-coordinated, and they fill the air with a thunderous croak-
ing louder than any normal bird. Disease: On a successful hit the target contracts a disease
(DC 10 Fortitude save negates). Until the disease is cured,
the target can’t regain hit points except by magical means
and they suffer -1d to all action dice. The target dies if the
disease is not cured within 1d3+3 days.
Page 66
Carron: Init +1; Atk beak +2 melee (1d3) or talons +2
CARRON melee (1d3) or spear +0 melee (1d6); AC 12; HD 2d8; MV
30’, fly 60’; Act 2d20; SP infravision 100’, dive attack; SV
C
arron are bird-like humanoids with gray-black feath- Fort +1, Ref +3, Will +0; AL C; Crit M/d6.
ers and long tails similar to those of rats. Surprisingly
strong for their size, carron make excellent thieves, Dive attack: If a flying carron dives at least 30’ straight
swooping in and snatching items from enemies they dare toward a target and then succeeds on a spear attack the
not attack outright. Their impatience often precludes com- same round, the attack inflicts double damage.
plicated planning, making any robberies they commit spur-
of-the-moment affairs. A bird-like creature squats on all fours, clenching and un-
clenching its long talons. Its wings and forearms sport bat-
Carron live in tight-knit clans numbering 40 to 200 mem- tered black feathers, but its long tail is bare. Its hawkish head
bers. Carron from rival clans are typically attacked on sight, turns in sudden, sharp movements as it studies you with
though two clans that have suffered losses sometimes bright, hateful eyes.
merge, with the stronger clan assuming control. A carron
clan usually roams aimlessly, seeking opportune targets.
If a clan finds success, however, they may settle down in
an area until their luck changes.
Carron dislike daylight and hole up in caves or other dark
places until nightfall. They can be found in nearly all climes,
save the coldest. They are quite cunning and delight in
setting traps and snares for the unwary. In combat, they
typically use spears, though these tend to be not much more
than unbalanced sharpened sticks. Some alphas employ a
mancatcher-like device.
Page 67
CARRON, ALPHA Larger than the others, this strange bird creature sports a plume
of crimson feathers atop its head. As the rest swoop down to
There are no leaders in carron clans—they are too chaotic attack, this figure croaks out an ear-splitting screech.
to adhere to any real hierarchy—but stronger individuals,
the carron alphas, sometimes emerge and loosely direct
the group. New Weapon: Mancatcher
Carron alpha: Init +1; Atk beak +3 melee (1d4) or tal-
ons +3 melee (1d4) or spear +2 melee (1d6) or mancatcher
+3 melee (1d4); AC 13; HD 3d8; MV 30’, fly 80’; Act
S ome carron alphas carry mancatchers in place of
spears. These two-handed weapons have a long
haft allowing them to reach targets up to 10’ away, and
2d20; SP infravision 120’, dive attack, screech (1/day), the head sports curved bands lined with sharp spikes
mimicry; SV Fort +2, Ref +4, Will +1; AL C; Crit M/d8. that inflict 1d4 damage and snap closed on a success-
ful melee attack. If the target is roughly humanoid in
Dive attack: If a flying carron alpha dives at least 30’ straight shape and size, it is grappled (see Grappling, p. 96,
toward a target and then succeeds on a spear attack the DCC RPG, DC 12 Strength or Agility check to escape).
same round, the attack inflicts double damage. Until this grapple ends, the target automatically suf-
Mimicry: A carron alpha can mimic any sounds it has heard, fers 1d3 damage at the start of each of its initiative
including voices. A creature that hears the sounds can tell counts, and the wielder is unable to use the man-
they are imitations with a successful DC 12 Intelligence catcher on another target.
check.
Screech (1/day): A carron alpha can issue a shrill shriek,
causing all creatures within 30’ that can hear to be deaf-
ened and disoriented, and able to take only a single action
each round for 1d3 rounds (DC 12 Fortitude save negates).
Carron from the same clan as the alpha are immune
to its screech.
Page 68
Each creature in the area of effect suffers 9d6 damage (DC
CELESTIAL 14 Reflex save for half damage).
Total eclipse: The celestial array becomes invisible for 1
ARRAY round.
T
hese masses of iridescent, cosmic energy take the Points of brilliant light fill a cloud of deep purples and blues. The
form of giant beasts. When inactive, a celestial array lights move in concert and produce the shape of a regal lioness
appears as a constellation in the heavens. When sum- carved out of the darkness like a constellation. Her eyes blaze as
moned to life by a divine commandment, celestial arrays she roars, and the sky ignites with falling stars as if they come
descend with cloud-like bodies filled with an abundance to bow before her.
of starlight that dazzles and confounds their quarry. The
constellations that represent these creatures almost always
depict mighty and noble beasts, so celestial arrays often Variant: Celestial Array Mage
have the shape of bears, wolves, and lions. A celestial array
remains in this form only long enough to complete its divine
task before returning to its rightful place in the sky.
W hile celestial arrays most often appear in the
forms of great beasts, a rare few are powerful
enough to take a humanoid shape. These mages still
perform duties assigned to them by greater beings, but
Celestial array: Init +8; Atk slam +13 melee (3d10+8)
they can cast spells in addition to their other fearsome
or shooting star +13 missile fire (4d10+8, range 120’); AC
attacks. A celestial array mage may cast the following
18; HD 18d10; MV 60’, fly 60’; Act 2d20; SP half damage
spells as a wizard with a 1d20+13 spell check: feather
from non-magical weapons, dazzling presence, meteor
fall, magic shield, and scorching ray.
shower, total eclipse; SV Fort +7, Ref +8, Will +5; AL N;
Crit M/d14.
Page 69
CERATON
Ceratons as Mounts
C
eratons are feared reptilian predators found in the
snowy regions of the north where they hunt game
when it is plentiful and attack humanoid settlements S ome northern clans have managed to rear ceratons
as mounts. Though difficult to capture and train,
ceratons make strong, powerful hunting steeds that
when their regular food supply becomes scarce. Fearless
trackers and hunters, ceratons are masters of finding warm- are prized throughout the north. Minor skirmishes
blooded creatures by scent wherever they might hide. In have erupted among the communities over posses-
the wild, ceratons move about mostly at night, like a pack sion of these steeds.
of dire wolves stalking large game animals. They hunt in The process to train a ceraton mount is long and ardu-
groups of three or more, attacking only when a victorious ous. Even skilled riders with trained mounts require
outcome seems certain. a successful DC 11 Personality check to command
Despite their overall size and relative bulk, they are sur- ceratons in combat. A failed check results in a thrown
prisingly fast. While traveling long distances, they lope on rider as the ceraton instinctively rears on its hind legs
all four legs, but when in combat, a ceraton rears up on its to attack with both claws.
powerful hind legs to bring its wicked talons to bear. Due to their superior ability to survive in the harsh,
Despite being most commonly found in the colder regions cold climes of the north and the significant investment
of the north, ceratons are cold-blooded and thought to be in time to train them, ceratons are rarely sold. If they
distantly related to dinosaurs. Although countless theories were, each healthy specimen would cost at least 250
abound as to why these creatures prefer the cold, these gp, though not in coin. Instead, the communities of
powerful reptiles become sick and die if kept in warm areas. the north require useful trade goods, such as warm
textiles, furs, and oil. A ceraton has a carrying capac-
Ceraton: Init +1; Atk bite +6 melee (1d8+4) or claw +6 ity of 540 lbs.
melee (1d6+4); AC 13; HD 5d10; MV 40’; Act 2d20; SP
immune to cold, vulnerable to fire (double damage),
pounce, rend; SV Fort +3, Ref +1, Will +1; AL N;
Crit M/d14.
Page 70
Child of Bobugbubilz: Init +0; Atk bite +3 melee (1d7
CHILD OF plus serrated bite and blood drain); AC 17; HD 3d8+3;
MV 20’, swim 30’, hop 20’; Act 1d20; SP infravision 90’,
BOBUGBUBILZ blood drain, vulnerable to cold (double damage); SV
Fort +5, Ref +2, Will +0; AL C; Crit M/d8.
A
child of Bobugbubilz appears to be an overgrown
toad about the size of a wolf but with far more body Blood drain: In addition, as an action, a child of Bobugbubilz
mass. It usually stands just less than 4’ tall at the can automatically drain more blood (1d5) from a victim to
shoulder and has deep brown, pebbly hide mottled with which it is clinging with its bite.
black spots and an underside the color of old parchment. Serrated bite: A child of Bobugbubilz clings to its victim,
Not truly aquatic, it prefers moist habitats near water, such requiring a DC 12 Strength or Agility check to break free.
as dismal swamps and deep underground. A child of Bob- Until healed (magically or by taking a round to staunch
ugbubilz is frequently encountered among the faithful of the wound), the victim suffers 1 damage at the start of
the toadfiend god and is sometimes used as guardians of each round due to blood loss. For each round the child of
their fell shrines. Bobugbubilz remains clinging to its victim, this damage
Children of Bobugbubilz subsist on the blood of their prey. increases by +1 point per round. Thus, 3 rounds after a
They have serrated teeth and a tapered tongue to elicit such successful bite, the damage is 4 damage/round unless the
a bounty from their victims. They also have strong clawed victim has escaped.
forelimbs, not used for direct attack, but instead to help Serrated teeth glisten wetly as the creature opens its wide jaws
them grapple prey and hold creatures fast while they feed. and flicks its strangely pointed tongue. The hunched fiend gath-
When a victim falls unconscious from blood drain, the child ers its deep brown bulk beneath itself and leaps forward, bran-
continues to bite and feed, making it an enduring danger dishing hooked claws. It makes a dread croaking that sounds like
to the dying target. guttural laughter.
Although often encountered in groups, children
of Bobugbubilz do not use pack tactics.
Instead, each creature will try to take
down its own prey, or if there are
more children than prey, they
will cooperate to make a kill
and then fight one another
for the right to feed.
Page 71
scatling (q.v.) in the stomachs of unsuspecting victims, and
CHILD OF these tiny monsters spread madness and mayhem for their
parent tree. While children of Nockmort prefer to remain
NOCKMORT motionless, allowing their seeds to be harvested, they attack
if provoked — or hungry. They use their branches to pum-
A
child of Nockmort spawns from an acorn or other mel their enemies, knocking them unconscious or paralyz-
nut infected by spores that fell from the same meteor ing them with their sap before constricting the creature
that turned Nockmort into the Mad Treant. A seed with their roots.
corrupted into a child of Nockmort grows quickly to look
Child of Nockmort: Init -2; Atk branch +7 melee
like a normal hardwood tree of its species. The only hint is
(1d6+4 plus poisonous sap) or roots +7 melee (1d3+4
that its wet, black bark oozes a green sap that some mistake
plus poisonous sap and constriction); AC 17; HD 6d12;
for a strange fungus.
MV 15’; Act 2d20; SP sense living creatures 60’, weapon
Having gained a crude sentience and deep malevolence immunities, call scattlings; SV Fort +12, Ref -2, Will +6;
from the cosmic spores, a child of Nockmort lives to spread AL C; Crit M/d12.
chaos and evil. It produces seeds of chaos, which turn into
Page 72
Call scattlings: A child of Nockmort uses its telepathic bond
with its offspring to call any within 1 mile to assist it. The
child of Nockmort summons 2d4 scatling (q.v.), which “I used to be a forester. I loved trees, and I used to love
arrive in 2d4 rounds. to eat nuts, too, but not anymore — not after what hap-
pened...after what I did. A while back, I came upon a ha-
Constriction: A successful roots attack will grab a target
and begin constriction, unless the opponent succeeds in an zelnut tree with bark as black as midnight and a slew of
opposed Strength check (vs. +4). The child of Nockmort does nuts scattered at its base. Hungry from hunting all day,
automatic damage each round of constriction, starting with I scooped some up, eating ’em while I inspected the tree.
1d3, but increasing +1d up the dice chain each round. A con- The moment I touched it, I felt sick, and the tree’s roots
stricted target is also subject to the child’s poisonous sap each started twining around my feet. Hacking the roots with
round. A child of Nockmort may only constrict one target at my axe, I staggered back, and the tree attacked me with
a time, which may attempt an opposed Strength check each its branches! Bruised and battered, I barely escaped and
round to escape. made it home. But that wasn’t the worst part. My stomach
Poisonous sap: The sap coating a child of Nockmort is so kept cramping, so I spent most of the evening running to
highly toxic that even coming into contact with it due to an my outhouse. Around midnight, during yet another trip
attack can poison creatures. Although the poison’s effects to the privy, this hideous tiny monster flew out of it and
are relatively mild (DC 10 Fortitude save or be sickened, suf- scratched me. Next thing I know, I’m in my house, cutting
fering a cumulative -1d penalty to all rolls for 2d6 rounds) my family to ribbons, laughing the whole time. Eventu-
in combination with the monstrous plant’s constriction, it ally, I convinced the sheriff it wasn’t my fault, but that
can be deadly. didn’t bring back my wife and kids. So now all I do is stay
in the city and drink. You don’t grow monsters in yer guts
Weapon immunities: Children of Nockmort take no damage
from small mundane missiles, such as arrows or sling bul- from ale.”
lets. They take half damage from piercing or bludgeoning —Nate Bearson, town drunk
melee weapons, such as daggers or flails. Only chopping
weapons, such as axes and most swords, do full damage
to them.
Its healthy leaves quivering in the wind, the darkened oak tree
turned away from you appears somehow infected. Its black bark Sowing Seeds of Chaos
oozes a sap that attracts thick, green growths. Its weak roots
seem unable to grasp the earth. Amid them, many ripe acorns
have fallen, unaffected by the tree’s foul disease.
A child of Nockmort produces acorns or nuts that
look exactly like those associated with the type of
tree the child was before it became infected. Each of
these ordinary-looking nuts contains spores similar
to the ones that caused the child of Nockmort’s trans-
formation. Any creature that ingests one becomes an
incubator for a scatling (q.v.).
While in the creature’s digestive track, the growing
scattling causes the creature that consumed it to have
bad indigestion. Once the creature defecates, how-
ever, the scattling grows to full size over the next 2
hours and emerges ready to attack any creature it sees
and to defend its parent tree.
Page 73
Death throes: When a cinderhoar is slain, it bursts into a ball
CINDERHOAR of fellfire, causing 2d6 damage to all creatures within 30’
(DC 10 Reflex save or catch fire). Fellfire damage does not
C
inderhoars are created when evil individuals with heal naturally.
a great desire to live are killed by magical fire. The
burnt flesh and bones of the slain somehow become Fellfire burst (1/1d3 rounds): As an action, a cinderhoar can
infused with magic, and driven by an indomitable spirit, send out a burst of fellfire in a 30’ radius centered on itself
the corpse rises as a cinderhoar. causing 1d6 damage to all creatures in the area (DC 10 Reflex
save or catch fire). Damage taken from fellfire — including
Cinderhoars are malicious to the core and hostile toward subsequent burning damage — does not heal naturally.
all living creatures. They feel continual pain from the fire
that still rages inside their form and eagerly use their fiery Un-dead traits: Cinderhoars are un-dead, and thus can be
abilities to share that pain with others. Cinderhoars are turned by clerics. They do not eat, drink, or breathe, and are
capable of much cruelty but can be stealthy or demonstrate immune to critical hits, disease, and poison. As un-dead, they
a surprising degree of cunning when necessary. They have are immune to sleep, charm, and paralysis spells, as well as
no interest in treasure or master plans but care only about other mental effects. They are, however, not immune to cold.
the present moment and their overwhelming desire to inflict The human-shaped, blackened form glows as if lit from within.
pain on all creatures they encounter. Utterly fearless, cin- Tendrils of smoke and bits of glowing ash fall from its frame as if
derhoars never retreat and fight until they or their quarry shambles forward. The horror is partially skeletal, with numer-
is destroyed. ous bones showing through patches of torn, burned flesh. Eyes
like glowing coals shine from its skull-like visage, and its jaw
Cinderhoar: Init +2; Atk flaming fist +4 melee (1d3+3
seems to hang as if in a deathly grin.
plus 1d6 fire and catch fire) or fellfire burst (special);
AC 14; HD 3d12; MV 30’; Act 1d20; SP un-dead traits,
immune to fire, vulnerable to cold (double damage), Wand of Flame
catch fire, fellfire burst, death throes; SV Fort +3, Ref +2,
Will +4; AL C; Crit U/d8.
Page 74
CLAM CLAM, BARBSHELL,
PRIME
These ancient monsters have survived centuries and grown
CLAM, BARBSHELL to cyclopean proportions. Prime barbshells develop two or
Sometimes called harpoon clams, barbshells are massive more fleshy harpoons.
bivalves that inhabit shallow marine waters teeming with
Barbshell clam, prime: Init +5; Atk fleshy harpoon
fish. Their outer surfaces are drab brown to gray and are +5 missile fire (3d6 plus grappled, range 50’); AC 19; HD
typically covered with barnacles or algae. A barbshell’s 8d10; MV 10’; Act 2d20; SP harpoon, reel, crush; SV Fort
interior is a sickly yellow flesh prized by gourmands for its +8, Ref +0, Will +2; AL C; Crit M/d10.
delicate taste and versatility in pairing with other dishes.
Crush: Once pulled into the gaping maw, the creature suf-
Unlike most bivalves, barbshells are not passive filter feed-
fers an automatic 3d6 damage each round (DC 16 Strength
ers. Despite their sedentary nature, they are predatory and
check as an action on victim’s initiative to escape). All
crave flesh. Barbshells have evolved a harpoon-like barb
actions suffer a -1d penalty while being crushed in the
affixed to a fleshy cord that can be fired at prey. On a suc- barbshell’s maw.
cessful hit, the barbshell impales the target and retracts the
fleshy cord, reeling in its wriggling prey. Once the barbshell Grapple: The prime barbshell has two or more fleshy har-
has drawn in its prey, its valves snap shut, allowing the poons with connective strands that can be attacked and
severed (AC 14; 15 hp). Severing the fleshy harpoon deals
barbshell to establish a more secure hold and employ its
no damage to the barbshell but automatically frees a crea-
deadly crushing shell.
ture grappled by the harpoon. The barbshell regrows lost
Although they prefer shallow temperate waters near reefs, harpoons in 1d3 days. The prime barbshell’s harpoon has
barbshells of varying shapes and sizes have been docu- a range of 50’. Any creature hit by the harpoon is grappled
mented in cooler waters and swampy estuaries, using their and must succeed at a DC 16 Strength check as an action
harpoon to hunt terrestrial prey as well. Smaller specimens on the victim’s initiative to escape.
sometimes inhabit sluggish freshwater rivers and inland Reel: As an action, the barbshell can reel a harpooned vic-
lakes. tim in 25’ per round (DC 13 Strength check resists). Two
consecutive failed Strength checks result in being pulled
Barbshell clam: Init +2; Atk fleshy harpoon +4 missile automatically into the barbshell’s crushing maw.
fire (1d8 plus grappled, range 30’); AC 14; HD 4d8; MV
5’; Act 1d20; SP reel, crush; SV Fort +5, Ref -2 Will -4; A gigantic bulbous clam the size of a small horse, with an al-
gal growth camouflaged rock-like bivalve shell, launches several
AL N; Crit M/d6.
harpoon-like barbs attached to a cord of sinew from its gaping
Crush: Once pulled into the gaping maw, the creature suf- valves at your party, sensing a delicious meal should it ensnare
fers an automatic 2d6 damage each round (DC 14 Strength one of you in its bone-crunching maw!
check as an action on victim’s initiative to escape). All
actions suffer a -1d penalty while being crushed in the
barbshell’s maw.
CLAM, BARBSHELL,
Grapple: The barbshell has a fleshy harpoon with a con- VENOMOUS
nective strand that can be attacked and severed (AC 12; 12 Barbshells that inhabit tropical waters have developed an
hp). Severing the fleshy harpoon deals no damage to the envenomed harpoon to give it a competitive advantage. A
barbshell but automatically frees a creature grappled by the creature that succumbs to the barbshell’s poison is para-
harpoon. The barbshell regrows a lost harpoon in 1d3 days. lyzed. Although the effect is short term, a few rounds of
The barbshell’s harpoon has a range of 30’. Any creature crushing damage are usually enough to finish off the crea-
hit by the harpoon is grappled and must succeed at a DC ture and allow for casual consumption.
13 Strength check as an action on the victim’s initiative to
Barbshell clam, venomous: Init +5; Atk envenomed
escape. Only one creature can be harpooned at a time.
harpoon +5 missile fire (1d6 plus grappled and poison
Reel: As an action, the barbshell can reel a harpooned vic- (range 20’, paralysis for 2d3 rounds, DC 13 Fort save
tim in 15’ per round (DC 11 Strength check resists). Two negates paralysis); AC 13; HD 4d6; MV 5’; Act 1d20; SP
consecutive failed Strength checks result in being pulled reel, crush; SV Fort +4, Ref +0, Will -4; AL C; Crit M/d4.
automatically into the barbshell’s crushing maw.
Crush: Once pulled into the gaping maw, the creature suf-
A bulbous clam the size of a human nestles in a recess of the fers an automatic 3d4 damage each round (DC 11 Strength
reef. Its rock-like bivalve shell is adorned with a carpet of algal check as an action on victim’s initiative to escape). All
growth. A harpoon-like barb attached to a cord of sinew launch- actions suffer a -1d penalty while being crushed in the
es from its gaping valves and plunges into an unsuspecting fish. barbshell’s maw.
Page 75
Grapple: The venomous barbshell has a smaller, but enven- CLAM, GIANT
omed, harpoon. The connective strand can be attacked and
severed (AC 10; 5 hp). Severing the fleshy harpoon deals These aquatic mollusks are similar to their smaller cousins,
no damage to the barbshell but automatically frees a crea- except they average 6’ in diameter. They have two white-to-
ture grappled by the harpoon. The barbshell regrows a gray half shells that protect a soft, fleshy interior. Although
lost harpoon in 1d3 days. The barbshell’s harpoon has a they can move extremely slowly, they prefer to remain in
range of 20’. Any creature hit by the harpoon is grappled one location, often hosting barnacles, seaweed, or algae
and must succeed at a DC 8 Str check as an action on the growth. The meat of the giant clam is quite tasty and con-
victim’s initiative to escape. The envenomed harpoon also sidered a delicacy by many aquatic humanoids.
carries a paralytic poison (DC 13 Fortitude save, failure Giant clams are extremely docile and nonaggressive, con-
results in paralysis for 2d3 rounds). Only one creature can tent to lie on a lake, river, or ocean floor and filter feed all
be harpooned at a time. day. However, if a careless individual, such as someone
Reel: The venomous barbshell can reel a harpooned victim attempting to grab a pearl, gets too close to a giant clam, it
in 10’ per round (DC 8 Strength check resists). Two consecu- will snap shut, possibly trapping a limb.
tive failed Strength checks result in being pulled into the
Clam, giant: Init +0; Atk none; AC 15; HD 3d6; MV 5’;
barbshell’s crushing maw.
Act 1d20; SP snap shut, crush; SV Fort +4, Ref +0, Will
Smaller than its cousin, the venomous barbshell clam is the size -4; AL N; Crit M/d4.
of a small child, similarly nestling in recessed reef locales and
camouflaged by a carpet of algal growth on its shell. As you Crush: Once crushed by the giant clam’s maw, the crea-
watch, it shoots a small harpoon-like barb attached to a sinew ture suffers an automatic 2d6 damage each round (DC 14
strand into its next piscine meal, paralyzing it as it drags the Strength check as an action on victim’s initiative to escape).
helpless fish into its maw and crushes it, the grinding sound All actions suffer a -1d penalty while being crushed in the
audible even outside the water at your location. clam’s maw.
Snap shut: If disturbed, the giant clam slams
shut with amazing speed. Any creatures with
limbs inside the giant clam’s mouth suffers
from the crush special property (DC 15 Reflex
save avoids).
The human-sized mollusk remains motionless as you swim to-
ward it. Peering through the open shell, you find your
curiosity piqued by a small, gleaming object near
the back of its fleshy interior.
Page 76
CLEMUR Clemur Bands
C
lemurs are vicious, stout humanoids that are born
to feast. While they use rudimentary tools and wear
simple clothing, they are otherwise comparable to a
T he screeching of a clemur raiding band has been
described by one particularly traumatized bard, as
the beasts of hell tearing apart a creature’s very soul.
pack of feral beasts ever hunting for their next meal. Clem- When five or more clemurs are present, any creature
urs roam the Underdeep in bands that prey upon any crea- within 120’ that can hear becomes deeply unnerved,
ture they can overpower. Reasoning not being chief among suffering -2 to attack the clemurs and preferring not
their skills, they have been known to attack anything from to engage them in melee if possible (DC 11 Willpower
dwarves to aboleths. As a result, all races of the Underdeep save negates).
shun them, regarding them as dangerous pests to be exter-
minated on sight.
Even though they are spawned in subterranean caves, clem-
urs are not averse to light when extending their hunting
grounds to the surface. Any creature brought down by CLEMUR, TOADCAP
clemurs on the surface has a roughly equal chance of being
eaten on the spot or taken underground to be eaten later by While clemurs are thought to be immune to the intoxicating
clemur progeny. Favoring shock and fear over stealth and effects of toadcap mushrooms, some sages claim the crea-
tures in fact embrace the spores, which fuel their uncontrol-
subtlety, they make brash daylight raids, emerging from
lable drive. As proof, they point to the ambulatory variety
a recent opening to the surface world with screeching and of toadcap clemurs.
clamoring to attack whichever settlement is nearby.
These toadcaps are clemurs that have taken it upon them-
Clemur: Init +2; Atk claw +2 melee (1d4) or bite +1 selves — or perhaps have been condemned by their band
melee (1d6); AC 12; HD 3d6; MV 40’; Act 2d16 (claws) — to guard the nursery cave where future clemurlings will
or 1d20 (bite); SP gore feast, pack tactics, infravision 60’; be born. The toadcap clemurs present expose the sentries to
SV Fort +2, Ref +2, Will +0; AL C; Crit III/d8. incredible amounts of the hallucinatory spores. These crea-
Page 77
tures’ minds are utterly warped, and beyond that, their bod-
ies become completely infested with spores, transforming CLEMURLING
the humanoid and fungus into a new, symbiotic creature.
C
lemurs must eat living flesh in order to reproduce
When a clemur raiding band abandons a nursery cave, and grow. All the meat a clemur eats is mulled in its
the toadcap clemur is left behind to face whatever fate its stomach until it forms a roughly humanoid shape.
crazed, ravenous wanderings deliver. Sometimes toadcap
The gruesome mass is then regurgitated, birthing a tiny
clemurs are kept with the band as spore carriers, only to be
version of the clemur. Clemurlings are most often spawned
ritually sacrificed in a cave deemed fit for a new nursery.
when marauding clemur bands chance upon suitable caves
Clemur, toadcap: Init +1; Atk claw +3 melee (1d6+1) containing a rich bedding of toadcap mushrooms, a rare hal-
or bite +3 melee (1d8); AC 13; HD 4d8; MV 20’; Act 2d20; lucinogenic fungus. All abducted victims from surface raids
SP spore bulbs, infravision 60’; SV Fort +3, Ref +2, Will are kept in a drugged state while the clemurs’ battlefield
+0; AL N; Crit M/d10. feedings mature in their stomachs. This ensures the clemurl-
ings can feed immediately and grow quickly, allowing the
Spore bulbs: When a toadcap clemur suffers damage, a raiding band to set out once more. Although a clemurling
shower of spores erupts from its fungal hide (DC 10 Reflex can only bite, it attaches to its victim with powerful suc-
save avoids). On a failure, the target suffers severe hallu- tion, and if allowed to consume enough living flesh, it can
cinations, becoming incapacitated for 1d6 rounds (DC 12 double in size in a matter of seconds.
Willpower save negates).
This scrawny, gray-skinned clemur lacks the ears and gangly Clemurling: Init +2; Atk bite +1 melee (1d4 plus
arms of its kin, but an even disproportionately larger mouth fills attach); AC 11; HD 1d6; MV 20’; Act 1d16; SP growth
its small hairless face. spurt, infravision 30’; SV Fort +1, Ref +1, Will +0; AL
C; Crit M/d4.
T he pale, lime-green cap of this rare Underdeep (vs. +2, see Grappling, p. 96, DCC RPG). If the target is
fungus is dotted with phosphorescent bulbs the still grappled at the start of the clemurling’s next initiative
size of marbles, which pop if touched, releasing clouds count, it automatically inflicts its bite damage. The victim
of spores. When inhaled, the spores cause severe hal- can attempt an opposed Strength check (vs. +2) on their
lucinations. Any creature within 10’ of a popped bulb initiative count to detach the clemurling.
becomes incapacitated by euphoria for 1d100 min- Growth spurt: Whenever a clemurling deals maximum dam-
utes (DC 12 Willpower save negates). A creature can age with its bite, it gains 4 hit points; the second time it deals
roll another Willpower save if it suffers damage or maximum damage, it turns into a clemur at full hit points.
if another creature uses an action to shake it out of
its stupor. This scrawny, gray-sinked clemur lacks the ears and gangly
arms of its larger kin, but an even disproportionately wider
mouth fills its tiny, hairless face.
Page 78
The wall before you descends into the floor, revealing a massive
CLOCKWORK metal cube, ten feet on a side, made up of iron gears and gore-
caked sawblades. With an ear-splitting shriek, the mechanisms
CUBE spin to life, and the cube lurches forward. Anything in its path
will be torn to pieces!
T
he invention of a mad artificer who sought to rec-
reate gelatinous cubes in iron and steel, clockwork
cubes scour trapped dungeon corridors, eviscerating Variant: Clockwork Cube
organic and inorganic matter alike. Each face of a clockwork
cube is fitted with an array of violently spinning buzzsaws Weapon Arrays
that shred any obstacles the cube encounters. Clockwork
cubes aren’t transparent, so adventurers rarely stumble into
them by chance. Instead, they move faster than primeval
S ome clockwork cubes carry other weaponry, such
as jets that spew flaming oil or cannons that tem-
porarily disrupt magic in their line of fire. A clock-
slime, and anyone who gets too close to one risks becoming work cube might have one or more of the following
caught in the cube’s grinding gears. attacks in addition to its buzzsaw attack:
Clockwork cube: Init -2; Atk buzzsaw +3 melee Antimagic turret (1/day): A metallic protrusion capa-
(1d6+4) or cube weapon (special, see sidebar); AC 16; ble of casting dispel magic (+4 spell check) as per the
HD 4d8+4; MV 15’; Act 1d20; SP grinding gears, half 3rd-level wizard spell.
damage from slicing and piercing weapons; SV Fort +4, Flamethrower: The cube ejects a gout of flaming oil in
Ref -5, Will -4; AL N; Crit M/d10. a 15’ cone. All within the cone suffer 2d6 damage (DC
12 Reflex save avoids).
Grinding gears: At the beginning of their combat round,
any creature within 5’ of the clockwork cube becomes tan- Tractor beam: One creature within 60’ is knocked prone
gled in the cube’s grinding gears, suffering 1d6 damage and pulled 5d5’ straight toward the cube (DC 12 For-
each round on their initiative count and are considered titude save negates).
entangled (DC 12 Reflex save avoids; p. 78, DCC RPG). Vorpal disc throwers: The cube throws a sharpened disc
As an action, a new Reflex save can be made each (Atk +3 vorpal disc (1d6+2, range 20’)).
round on the creature’s initiative count to
free themselves from the cube.
Page 79
is a spray 30’ long and 20’ wide at its terminus. All within
COBRA DRAGON the affected area suffer 1d8 damage (DC 14 Fortitude save
negates).
T
he so-called cobra dragon is not a true dragon but
rather a kind of dragon-kin, similar to wyverns in This intimidating draconic creature resembles an enormous co-
many ways. Unlike wyverns, however, cobra drag- bra with smooth tan scales, a flared hood, and round black pupils
ons are highly intelligent creatures, which is immediately that flash with amber radiance. While it lacks forelegs, the pair of
evident from the way they wear bits of armor, jewels, or wings protruding from its back bear clawed fingers at their tips.
even magic items. Cobra dragons lack forelegs and are long
for their body mass. They share scale coloration with king
cobras, replete with unique dark patterns on their under- Armored Cobra Dragon
bellies, and their wings are sandy brown or dun in color.
Patient and shrewd, cobra dragons can be calculating to C obra dragons sometimes wear armor that consists
of metal bands wrapped around the body and
a protective plate that hangs below the head. Occa-
a fault. They enjoy sitting in their remote lairs, orchestrat-
ing schemes and using other beings as puppets to enact sionally, the armor covers parts of the cobra dragon’s
their sinister ends. Cobra dragons delight in dominating wings as well. If this armor is worn, the cobra dragon’s
weaker creatures, including humanoids, but they avoid AC increases to 25. Such armor is always finely craft-
true dragons. They sometimes ally themselves with other ed—often by thralls or prisoners—made of bronze or
chaotic beings but are careful to ensure they are respected iron and adorned with valuable gems.
and hold a position of power in the arrangement. Given a
choice, they send underlings into danger while watching
what transpires from afar.
Cobra dragons prize gems over other types of treasure
but also hoard magical items, rare tomes, and finely
crafted statues and figurines.
Page 80
Amphisien cockatrice: Init -1; Atk peck +2 melee
COCKATRICE (1d3 plus petrification (DC 13 Will save)) and slow gaze
(special); AC 13; HD 3d8; MV 20’, fly 20’; Act 2d20; SP
immune to charm and slow spells; SV Fort +2, Ref +1,
COCKATRICE, Will +1; AL C; Crit M/d8.
Page 81
COCKATRICE, BASAN Basan cockatrice: Init -1; Atk peck +2 melee (1d3
plus petrification (DC 13 Will save))) or breath weapon
Basan cockatrices are beautiful to behold, resembling siz- (special); AC 11; HD 2d8; MV 20’; Act 1d20; SP wing
able chickens with blue hackles, red regimes, sickle feath- blur, immune to cold; SV Fort +2, Ref +1, Will +1; AL
ers, and an emerald body. All have a brilliant crest of dark N; Crit M/d8.
green feathers. They cannot fly but flutter their wings when
moving, which creates an eerie whispering sound. When Breath weapon (2/day): As an action, the basan cockatrice
attacking, a basan cockatrice breathes out cold, white fire. can exhale a line of cold fire that is 20’ long and 5’ wide.
Those unlucky enough to be caught in the blast discover All within suffer 2d6 damage (DC 13 Fortitude save for
that the uncanny flames cling to warm bodies. half damage). The cold fire clings to targets causing 2d6
Basan cockatrices prefer to dwell in bamboo forests, thick damage each round until the opponent makes a successful
groves, overgrown gardens, and ancient structures. While Fortitude save.
they do not seek out trouble, they will fiercely protect Wing blur: As an action that does not use an action die, the
themselves and their young if intruded upon. Sometimes, basan cockatrice can flutter its wings to confuse opponents
for reasons still unknown, they appear briefly in human by presenting an incorporeal appearance. Attackers suffer
or elven villages and just as quickly vanish. Some believe a -1d penalty on their attacks against the basan cockatrice
their visits serve as omens or herald the coming of a very (DC 13 Willpower save negates).
fortunate—or very dire—event for the settlement.
An eerie whistling sound fills the air, apparently
coming from a brilliant emerald and blue rooster
bounding through the neglected garden. As if
in acknowledgement of its beautiful plumage, it
holds its head high in an almost regal manner.
The very air around this small creature
seems to shimmer.
Page 82
COCKATRICE,
HELLSEEKER Harvesting Hellseeker
Hellseeker cockatrices are red, spiny cockatrices and are Cockatrices
incredibly vicious by nature. They think nothing of attack-
ing creatures twice their size (and are sometimes destroyed
as a result). Although they possess animal intelligence, they
S ome cults and assassins’ guilds have mastered the
technique of forging a special dagger by drenching
the raw blade in the blood of a hellseeker cockatrice
rarely break off an attack once they engage another creature. and then subjecting the weapon to further subtle mag-
In a conflict, they grow only angrier and more ferocious as ics to create a dagger of crimson death.
the fight goes on.
Dagger of crimson death (+1 dagger): Special Power:
Hellseeker cockatrices are normally found singly, but once blood loss (1/day, duration 1d6+1 rounds or until
mated, a pair will remain together for life. Mated pairs successful attack, DC 13 Fortitude save or 1d3 addi-
seek out a permanent home in which to raise offspring, tional damage).
typically temperate ruins or a dreary underground abode.
You gain a +1 bonus to attack and damage rolls made
Any creatures straying into their lair are savagely attacked.
with this magic weapon. Once per day, the wielder
Hellseeker cockatrices do not keep treasure per se, but they
can use an action to cause thick, crimson blood to coat
like to line their nests with shiny red objects, so gemstones
the blade. The blood remains for 1d6+1 rounds or until
such as carnelians, certain jaspers and garnets, rubies, spi-
an attack with the dagger hits a creature. The struck
nels, red agates, and even fire opals are sometimes found
target must make a DC 13 Fortitude save or take an
where they roost.
additional 1d3 damage from blood loss.
Hellseeker cockatrice: Init +2; Atk peck +2 melee
(1d3 plus petrification (DC 13 Will save)) or tail +2 melee
(1d3 plus blood loss); AC 14; HD 3d8; MV 20’, fly 30’;
Act 2d20; SP blood loss (DC 12 Fort save or additional
1d3 damage), tears of anguish; SV Fort +2, Ref +1, Will
+1; AL C; Crit M/d8.
Page 83
A sizable winged lizard flies clumsily overhead. Its dark-tinged
CODRILLE scales range in color from nearly black on its back and tail to
indigo toward the head, and its wings are a dark umber hue.
C
odrilles are said to be the result of magical cross- The monster has six short legs, and its blunt snout is ringed
breeding of the common cockatrice and basilisk, a with teeth.
distillation of both breeds into something decidedly
more deadly. They are accepted by other basilisks and
sometimes serve as the alpha of a group. Codrilles hate
the smaller cockatrices, however, and usually attempt to Potion of Dreadful Slumber
T
eat them on sight. he blood of codrilles may be mixed with powdered
Unlike basilisks, codrilles have only six legs, which are chimera scales and werejackal saliva to create a
shorter in comparison. Because of their relatively thick potion of dreadful slumber by the few alchemists and
bodies, they walk low to the ground and fly for only short wizards that know the process.
bursts. Their scales are nearly black at birth but lighten to This concoction looks, smells, and tastes like a potion
a shade of ultramarine as they age. Their wings are umber, of healing or another beneficial potion. However, it
while their long tails have scales of the darkest blue and a is actually a dangerous potion masked by illusion
tip bristling with spikes. magic. A detect magic spell (spell check result of 20+)
Codrilles emit a terrible stench that has been described as will reveal the true nature of the potion.
dank seaweed combined with decomposing flesh. Most If one drinks a potion of dreadful slumber, they fall into
animals cannot abide their presence, and codrilles stick a magically induced sleep from which they will not
to secluded underground lairs, tangled forests, or high- awaken (DC 14 Fortitude save negates). At the end of
altitude mountain hideaways. each day, they suffer 1 Personality loss from constant
nightmares. They can then repeat the Fortitude save,
Codrille: Init +0; Atk bite +8 melee (1d10 plus petri-
waking up on a success.
fication (DC 13 Will save)) or tail +6 melee (1d8, DC 14
Fort save or knocked prone); AC 15; HD 10d8; MV 20’,
fly 40’; Act 2d20; SP poison breath, camouflage (+10 to
hide checks in forest terrain), petrifying gaze, stench,
immune to poison, infravision 60’; SV Fort +5, Ref
+2, Will +3; AL C; Crit M/d16.
Page 84
Spores (1/day): As an action, the fungal colossus expels
COLOSSUS poisonous spores in a 30’ radius around itself (2d8, DC 12
Fortitude save or death, range 30’).
A
kin to a living statue or golem, the colossus is a gigan-
tic creature or construct, usually humanoid in shape. An enormous, one-hundred-foot-tall mass of putrid gray-
In the case of the former, a colossus is typically sum- brown fungus lumbers across the countryside on three stumpy
moned or created by a deity for a specific purpose, often legs. Five gangly, tentacle-like appendages flail about, releasing
to punish mortals or bring some form of brutal justice to poisonous spores as they flex. Its assumed head is pockmarked
avenge a terrible act. In the case of the latter, a colossus is with numerous orifices that open and close, emitting puffs of
constructed from mundane materials and then imbued noxious spores.
with powerful enchantment. If this second step is aided by
a patron, it might require some great sacrifice or calamity
to complete.
Colossi come in a wide variety of shapes and forms.
Forbidden magics may animate an entire grave-
yard to produce a conglomeration of
grave dirt, mausoleums, headstones,
and cadavers, which shambles forth
to spread its touch of un-death.
Dwarven artisans might weld and
work metallic plates into a human-
oid form that can march forth to
smite enemies. The deep-sea cult
of Dagon could perform rituals to
rupture the sea floor, summoning
a terrible humanoid-octopoid hybrid
capable of creating tsunamis and wiping
out coastal cities.
COLOSSUS,
FUNGAL
Created by an ancient order of druids to
cleanse the stain of crowded cities or as the
harbinger of death from a demon lord
of decomposition, a fungal colossus is
a 100’ tall toadstool of rubbery flesh.
Covered with sphincters that weep
ichor and discharge toxic spores, it
seeks to destroy all around it that is liv-
ing. Then it collects the bodies into a massive
pile and roots its trunk-like feet into the mess,
slowly feeding off the compost as it rots.
Page 85
COLOSSUS, SIEGE Hardy: The siege colossus ignores the first 10 damage from
all attacks, no matter the source.
Often the last-ditch effort by a population soon to be over-
run by a superior force, a siege colossus typically takes the Portcullis bite: As an action, the siege colossus scoops up a
form of an animated keep. Great arcane might or divinity by target and swallows them (DC 15 Reflex save negates). The
a martial deity is required to give this colossus a semblance swallowed creature suffers 4d8 damage plus 3d8 damage at
of life. A siege colossus can wield any war machines mount- the start of each of the siege colossus’ initiative counts as the
ed along its battlements in addition to its terrible, stony victim is thrown about the interior of a small gatehouse. A
blows and an enormous maw that can trap foes behind bars. swallowed creature can escape the colossus by succeeding
Human-sized or smaller humanoids sometimes still defend in an opposed Strength check (vs. +8).
the walls, reloading weaponry and shoring up defenses. Repair crew: While standing still and taking no actions, the
attendants within the siege colossus (if present) can emerge
Siege colossus: Init +6; Atk stomp +12 melee (2d24+10 to conduct repairs. The siege colossus heals 2d14 hp/round
plus knocked prone (DC 20 Ref save negates)), ballista in this fashion.
+12 missile fire (1d30+10 range 500), or trebuchet +8
missile fire (1d24+10 range 500’, DC 17 Ref save for half The entire keep uproots itself and shakes the earth around its
damage); AC 25; HD 14d16; MV 90’; Act 3d24; SP fiery foundations. The walls fold into its torso, and the circular tow-
stone, hardy, portcullis bite, repair crew, resistant (sav- er forms a head, complete with a crown-like, crenelated top. Its
ing throws made at +1d); SV Fort +12, Ref -2, Will -2; portcullis slams open and shut like a makeshift maw. A trebu-
AL N; Crit G/d7. chet perched on its roof and several ballistae sit like spikes along
its shoulders all appear to be loaded.
Fiery stone: At the cost of all of its actions, the colossus
launches a trebuchet stone that has been soaked in oil
and set ablaze. The target and creatures within 10’ of
the impact are set ablaze, suffering an additional 2d6
damage per round (DC 18 Reflex save negates, may be
made each round on target’s initiative count).
Page 86
Tremorsense: The conflagration worm has perfect percep-
CONFLAGRATION tion of all things touching the ground, including invisible
targets, within 200’.
WORM A segmented trunk erupts from the magma, rising fifteen feet
above before bending back on itself. The blunt head of this titan-
N
ative to the elemental plane of fire, this omnivorous ic worm opens into three ray-like arms, each lined with endless
beast spends its entire life in vast underground lakes rows of white teeth and dripping magma. Veins, like red-hot
of lava or rivers of magma. A conflagration worm can rivers, crisscross close to the surface of the monster’s pallid,
swim through these substances as easily as a fish moves burning flesh.
through water (though they cannot swim in water at all).
A typical adult conflagration worm is about 10’ in diameter
and 75’ long.
Page 87
Heads or tails: Each round, the judge should flip a coin. The
CONSUMING side that comes up is the side of the consuming coin that
is active for the round and determines the attack methods
COIN available. The consuming coin may not use a single attack
type twice in a round.
T
here are whispers among thieves of a deceitful creature Shapechange: At will, the consuming coin can transform
made to protect treasure hoards, but it grew greedy itself to resemble an ordinary gold coin or back into its true
and consumed what it was supposed to protect. The form. While in its gold coin form, it retains its senses but
consuming coin—also called a gold gorger, money sucker, not its physical attacks.
or vampire quid in Thieves’ Cant—appears to be a simple
gold piece at first glance. On one side is a nobleman’s head, Following the exploration of a decrepit manor with long-forgot-
on the other is a whip-like tail. ten wealth, more and more coins are discovered missing from
the party’s purse as time goes on. Finally, through the process
As soon as a consuming coin is removed from its master’s of elimination (and because it is the only coin remaining), the
vault—or whenever it grows hungry enough—it awakens cause is found. Upon being discovered, the coin enlarges to its
and begins to slowly devour nearby coins, starting with true form and attacks. The solitary golden coin spins faster and
copper and working its way up to platinum. The cunning faster, growing to the size of a gilded platter and hovering a few
construct dines only when it is certain no one is watching, feet off the ground. When it stops, the engraved face of an elven
and the discovery of the missing coins typically spreads nobleman glares at you while gnashing his teeth. A barbed tail
paranoia within a group of thieves before they suspect a lashes menacingly from the opposite side of the disc.
consuming coin. If the consuming coin is uncovered—usu-
ally when no more coins are available for it to eat—it grows
into a 4’ diameter floating disc and attacks. If the accursed “By the time I realized the money itself was a trap, that gods-
coin is discovered and slain quickly enough, lucky adven- cursed coin had already gobbled up half my loot. It’s enough
turers may recover most of their hoard and even additional to make any thief think about hanging up his lockpicks!”
coins from its previous meals. Otherwise, the swallowed
coins are slowly digested and gone forever. —Selwyn Stickyfingers
Page 88
Crystal slime: Init special (surprise); Atk slam +5
CRYSTAL SLIME melee (1d6+4 plus paralysis (1d3 rounds, DC 13 Fort
save negates)); AC 13; HD 5d8+8; MV 20’; Act 1d20; SP
D
espite its appearance, crystal slime is not an ooze. It is bioluminescence (light 30’, at will), mesmeric coloration,
more akin to a jellyfish or similar forms of life, a mass surprises 50% of time, infravision 60’, immune to mind-
of protoplasm in which float globules of prismatic affecting effects and poison; SV Fort +4, Ref -3, Will -3;
jelly and shards of reflective stone. The crystal slime can AL N; Crit M/d12.
activate tiny organs in its body to create a natural biolu-
minescence. This light reflects off the globules and stones, Mesmeric coloration: While luminescing, the crystal slime
creating a dazzling light show capable of mesmerizing generates a hypnotic array of flashing colors. Any creature
anyone who sees it. that starts their round within 30’ of the slime and can see is
A crystal slime hunts by luring prey close enough to strike. hypnotically paralyzed for 1d3 rounds (DC 13 Willpower
It emits a soft glow to attract a curious creature, then pro- save negates).
duces its mesmerizing light once the prey comes within Surprise: While motionless, a crystal slime is indistinguish-
reach. If the light and the slime’s paralytic touch both fail able from wet rock and causes surprise 50% of the time. If
to incapacitate its prey, the slime retreats rather than fight it surprises, it gets a free attack. Otherwise, it is always last
for its meal. in the initiative order.
Chaotic elves, decadent nobles, and scholarly wizards A section of the floor suddenly begins to glow, casting colorful
sometimes capture crystal slimes to decorate their villas light across the room. Bits of rainbow dazzle your eyes, and you
and towers, relying on the slime’s natural light and colorful begin to feel yourself getting sleepy…
displays to both illuminate and defend their abodes. For
their owner’s protection, captive crystal slimes are usually
imprisoned in glass orbs or similar containers that can be
opened when needed.
Page 89
unstable beasts into the wild. Yet, if there stood a way to
CRYSTAPIEN control these aggressive creatures, crystapiens would make
fearsome warriors indeed.
A
hideous conglomeration of ape and crystal, crys-
tapiens haunt remote jungles and lonely mountain
peaks in search of prey. Though more intelligent than
normal apes, they are savage and bestial, driven to fury “It is said that Marvo the Monkey Mage became adept at
by the flickering psionic crystals embedded in their flesh. harvesting the psionic crystals from these creatures while
Some scholars believe an evil sorcerer created crystapiens they still lived. He assembled them in a magical rattle,
to produce minions that were both sentient and unswerv- enthralling a troop of crystapiens for some foul deed. His
ingly loyal. If true, the experiment failed, loosening these unfortunate body was found, limbs torn asunder, and his
rattle crushed from numerous blows.”
– Osswyn Olmecii, Bard of Cillamar
Page 90
D
Dagger snake: Init +2; Atk fangs +3 melee (1d4) or
DAGGER SNAKE bore (special); AC 13; HD 2d4; MV 40’, burrow 40’; Act
1d20; SP bore, corrosive scales, immune to acid; SV Fort
T
his tiny serpent slices through flesh, stone, and steel +0, Ref +3, Will +0; AL N; Crit M/d6.
alike without slowing down. It does so by coating its
Bore: The dagger snake moves up to its speed, boring
scales with a highly corrosive acid. About 1’ in length
through all creatures in its path; this movement does not
and as thick as a human thumb, dagger snakes dwell in
allow the free attack normally granted when a creature
dens bored directly into stone. Though not aggressive by
otherwise withdraws from melee. Each creature passed
nature, they can become extremely territorial when they or
through must make a DC 12 Reflex save or be bored through
their offspring are threatened.
for 1d4 damage, and non-magical armor worn by the crea-
The snake’s scales range in color from acid green to brilliant ture loses one “plus” to AC. Magic armor receives a save
yellow, tapering toward black at the head and tail. They are against DC 12 (add the armor’s “plus” to the d20 roll).
so notoriously difficult to catch that, other than learned sag-
Corrosive scales: The dagger snake secretes a highly corrosive
es, many doubt their existence, but folk tales abound of lost
acid over its scales. A creature that touches the dagger snake
or hungry dagger snakes terrorizing small
suffers 1d4 damage, and any non-magical weapon that
villages. Despite this fearsome repu-
hits the snake is rendered useless (and non-magical
tation, their bodies can be used for
ammo is destroyed) after dealing damage. Magic
a variety of magical purposes,
weapons receive a save against DC 12 (add
such as crafting enchanted
the weapon’s “plus” to the d20 roll).
daggers or arrows.
An arrow-sized snake with black and yellow
A dagger snake can serve
scales pierces the gauntleted hand your com-
a mortal spellcaster as a
panion had resting against a rock. The one
familiar. They make up
you just said not to touch. The one with
for their lack of intellect
bore holes matching those in the flanks
by being viciously protec-
of the horse lying dead just ten
tive of their masters, and
paces away. Another scream.
thus tend to serve as guard-
ian familiars. A dagger snake You turn in time to see
familiar grants its master a +1 the snake burst through
bonus to all saves against acid. your fool companion’s
foot as he tries to
stomp it dead.
Page 91
Reflex save negates). Any creature in the area that is con-
DANKMIRE centrating on or actively casting a spell loses concentration
or if casting, the spell fails and the caster must roll on the
A
dankmire is a colossal fungal creature that appears to spell’s misfire table (DC 15 Willpower save negates).
be made up of numerous fungal growths spread over
an area nearly a half-mile across, but most of its bulk Tremorsense: The dankmire has perfect perception of all
is underground. Other creatures can enter its space above things touching the ground, including invisible targets,
ground, and it can be attacked at the site of its numerous within 1,000’.
roughly ogre-sized fungal protrusions.
In the dim light of dead and dying forests, a dankmire
rapidly consumes organic materials, fueling its massive
growth. The devastation wrought by this fecundity is so
DANKMIRE,
great that it is not uncommon for the malltod to worship
them as gods. Ancient temples formed of twisted fungi are
GROVE
D
sometimes found near the heart of the oldest dankmires. ankmire groves are usually only encountered as a
These temples contain dormant malltod spores that can be temporary offshoot of an elder dankmire, and yet,
used to spread their apocalyptic blight even further. though rarely seen, a malltod spore sometimes takes
Dankmire: Init +3; Atk rot touch +15 melee (4d8+10, hold and grows separate from its elder. While not nearly as
range 20’) or poison spore +18 missile fire (2d8+10 plus strong as a full-grown dankmire, groves still pose a grave
poison, range 600’); AC 12; HD 24d10; MV 0’; Act 2d24; threat to unwary travelers. If left to feed, they can grow
SP immune to poison, vulnerable to fire (double dam- over the years into a mature dankmire.
age), magic resistance (all spells cast against the dank- Dankmire, grove: Init +3; Atk rot touch +5 melee
mire are subject to 50% chance of failure before saves (1d6+2, range 10’) or poison spore +8 missile fire (1d4+1
are rolled), spawn grove, subsume, tremor, tremorsense plus poison, range 60’); AC 12; HD 5d10; MV 0’; Act
1000’; SV Fort +18, Ref -2, Will +10; AL N; Crit M/d30. 2d20; SP immune to poison, vulnerable to fire (double
damage), magic resistance (all spells cast against the
Poison: Targets hit by the spores reduce movement by half
dankmire grove are subject to 50% chance of failure
and suffer a -1d penalty on all action dice for 1d3 rounds
before saves are rolled), tremorsense 100’; SV Fort +8,
(DC 14 Fortitude save negates both effects).
Ref 0, Will +2; AL N; Crit M/d10.
Spawn grove: The dankmire spawns a dankmire grove with-
in 100’ of itself that can survive for 1 turn unless it is killed Poison: Targets hit by the spores suffer a -1d pen-
or the dankmire dies. Only one grove can be active at a time. alty on all action dice for 1d3 rounds (DC 10
Fortitude save negates).
Subsume: As an action, one creature in contact
with the ground and within 100’ of the dank- Tremorsense: The dankmire grove
mire is pulled beneath the ground, tak- has perfect perception of all things
ing 1d10+10 damage at the start of touching the ground,
each round on the dank- including invisible tar-
mire’s initiative count gets, within 100’.
(DC 18 Reflex save The smell of rotten fruit
avoids). A sub- fills the air as the mists
sumed creature part to reveal a decay-
can try to claw ing forest overtaken by
its way back fungus. Collapsing
to the surface trees are held down
with a DC 20 by heavy ridges of
Strength check oozing fungi. Small,
to escape. white caps with up-
Tremor: As an turned gills every-
action, the dank- where dot the earth-
mire uses the sub- en floor. Under your
terranean portion footsteps, the soil quiv-
of its body to create ers, and yellow fungal
a localized earthquake. ferns unfurl and rise up in
Each creature within 100’ of anticipation.
the dankmire falls prone (DC 23
Page 92
Page 93
Ambusher: If the death drinker surprises a creature and
DEATH DRINKER hits it in the first round of combat, it automatically causes
a critical hit.
I
n the underworld, everyone can hear you scream, thanks
to the echoes. The death drinker laps up those screams Chameleon camouflage: The death drinker may hide in shad-
like nectar, drinking the pain and suffering of its victims ows and move silently successfully 75% of the time, even
with an endless thirst. Although it is an ambush predator, when it is not obscured from sight.
it usually toys with its prey to draw out their deaths and Fearful strike: The death drinker’s weapon attacks deal an
satisfy its thirst a little longer. extra 1d10 damage against frightened creatures.
The origin of the death drinker is unknown. Sages in the Frightful presence: Creatures within 60’ of the death drinker
sunlit lands look up to the stars and postulate it is a creature must succeed on a DC 13 Willpower save or become fright-
that came down from the void above, either by magic or ened for 1d6 rounds. A frightened creature cannot willingly
happenstance. Those who dwell beneath the earth say it move closer to the source of its fear, and it suffers a -1d
was spawned by sorcery, dredged up from the depths of penalty to all attack rolls and ability checks while the source
bottomless chasms. Whatever its origin, the death drinker of its fear is within line of sight.
has established a foothold in this world, dwelling under-
ground or in dark ruins and crumbling dungeons. Even A shadow behind you suddenly turns bone white. It is a hu-
the sewers underneath a city are not safe from the death manoid thing, larger than a man, bristling with sharply angled
drinker, and one that establishes a hunting ground beneath plates. The creature possesses four insectile arms that end in
a large metropolis would drink deep for a long, long time. blade-like talons and a pair of barbed tails trailing behind.
Page 94
Freezing breath: As an action, the lichwarg can breathe a
DEATHWARGS gout of frigid air at a target within 30’. The target suffers
3d6 damage and is stunned for 1d6 rounds (DC 13 Fortitude
D
eathwargs are un-dead wolves used to hunt down and save for half damage and negates stun). Stunned creatures
kill their master’s enemies. Although mortal warlocks can’t move and can speak only falteringly. Attacks upon a
and wizards are capable of creating deathwargs, they stunned creature gain a +1d bonus.
usually serve powerful un-dead spellcasters such as liches
or vampires. The two most common types of deathwargs Gelid aura: A lichwarg radiates an aura of frigid cold in a 5’
are wightwargs and the dreaded lichwargs. radius. Anyone within the area of effect at the start if their
initiative count suffers 1d10 damage.
Lich link: The lich that created the lichwarg may use an
DEATHWARG, action to establish a telepathic link with the lichwarg so
long as the two are on the same plane of existence. The
LICHWARG link lasts until either the lich or the lichwarg die, or until
When a lich creates a lichwarg, it binds a spark of its own the lich ends the link. While the link is active, the lich can
soul into the body of an un-dead wolf, allowing it to see communicate telepathically with the lichwarg and perceive
through the creature’s eyes and direct it from anywhere through its senses, although the lich is unaware of its own
on the same place of existence. Under a lich’s command, a surroundings while doing so. When the lich casts a spell
pack of lichwargs can employ complex tactics to herd their with a range of touch, the lichwarg can deliver the spell as
quarry into highly disadvantageous positions. if it had cast it. If the spell requires an attack roll, the lich
uses its own attack modifier for the roll. While the lich and
When not under the command of its master, a lichwarg
the lichwarg are linked, any damage or effect that affects
begins battle by using its breath weapon against the most
the lichwarg equally affects the lich, ignoring the lich’s
dangerous-looking opponent, then charges in to attack its
resistances, immunities, and vulnerabilities. If the lichwarg
weakened foe.
dies while linked to the lich, the lich becomes stunned for
Lichwarg: Init +2; Atk bite +5 melee (2d6 plus 3d3 1d6 rounds.
cold); AC 13; HD 8d8; MV 50’; Act 1d20; SP un-dead Un-dead traits: Lichwargs are un-dead, and thus can be
traits, half damage from electricity, freezing breath, turned by clerics. They do not eat, drink, or breathe,
gelid aura, lich link; SV Fort +4, Ref +2, Will +2; AL C; and are immune to critical
Crit U/d12. hits, disease, and poison. As
un-dead, they are immune
to sleep, charm, and paralysis
spells, as well as other mental
effects and cold damage.
A rotting wolf’s carcass trots towards
you, its empty eye sockets burning with
motes of green light. Its black fur is matted
with gore and patchy with decay. Its jaws
are larger than those of a normal
wolf and seem capable of tear-
ing your head from your
shoulders. A wave of
chilled air, reeking of
death, wafts from its
mouth.
Page 95
DEATHWARG, Un-dead traits: Wightwargs are un-dead, and thus can be
turned by clerics. They do not eat, drink, or breathe, and are
WIGHTWARG immune to critical hits, disease, and poison. As un-dead,
they are immune to sleep, charm, and paralysis spells, as well
A weaker but no less fearsome un-dead creature, wight-
as other mental effects and cold damage.
wargs are created to serve as guardians or mounts for both
the living and the dead. They are often encountered in packs A rotting wolf corpse animated by fell magic, the creature’s eyes
as they patrol their master’s territory. blaze an eerie blue. Yellowed fangs are visible behind decaying
lips, and a rime of frost covers its gore-stained tongue.
Wightwargs have a frigid bite that tears flesh and chills
bone. Once it has bitten a creature, the wightwarg is able
to track that creature’s soul to the ends of the earth. This
ability makes the un-dead wolves tireless and unerring
hunters. Wightwargs take glee in harrying prey to the verge
of collapse before finally finishing them off.
Page 96
20’ radius sphere centered on it. The cloud heavily obscures
DEMON the area and lasts for 1 minute or until a strong wind dis-
perses the fog. Any creature other than the agrinackk that
starts their initiative count in the cloud or enters the cloud
DEMON, AGRINACKK suffers 4d8 damage and 1d6 Stamina loss (DC 20 Fortitude
save reduces effects to 2d8 damage and 1d3 Stamina loss).
The agrinackk is a powerful shock commander that serves
among the frontlines of abyssal armies. Its elephantine Necrotic death aura: As an action, when Agrinackk success-
appearance includes a short trunk and elongated tusks fully uses its necrotic death touch, it may also expand the
that jut out from its mouth, while its eyes are black voids region of infection to a radius of 20’. All within that area
lit by tiny pinpricks of crimson light. of effect suffer a less virulent form of necrosis, resulting in
buboes, fatigued limbs and fever, and general malignancy
The agrinackk’s reputation for ferocity on the battlefield of the body. Sufferers lose 1d3 Stamina, and all actions are at
is eclipsed only by its stamina in combat. It exhales a vile -1d for 1d5 rounds (DC 14 Fortitude save reduces effects to
smog from its trunk that chokes the life from its opponents, low-grade fever, general body inflammation, and 1 Stamina
even as it hacks and slashes through the battlefield with the loss). Lost Stamina points are absorbed by the agrinackk in
dark steel blade grafted onto its arm. Long after its allies the form of healing at a rate of 1 HD of healing for every 3
have fallen, the agrinackk holds the line until reinforce- Stamina the targets collectively lose (rounding up).
ments can be mustered. The agrinackk’s thirst for violence
is so palpable that when it finds victory on the battlefield, Necrotic death touch: At will, the agrinackk can channel its
it is apt to strike out at its allies in its frenzy of bloodlust. necrotic ability through a weapon and into an opponent.
Upon striking that opponent, the necrotic death touch
Agrinackk (type V demon, independent): Init +3; necrotizes the hit location, causing buboes, lancing pain,
Atk pestilent blade +12 melee (3d6+6 plus 1d5 Stamina fatigue, and degeneration of the flesh in mere seconds. The
loss) or chain hook +12 melee (2d10+6 and grappled (DC target is wracked with pain, cannot act for 1d3 rounds and
32 to escape; opposed Strength check (vs. +6) to pull tar- suffers 1d8 Stamina loss (DC 18 Fortitude save negates). If
get 15’ closer; range 30’)); AC 17; HD 20d12; MV 40’; Act not magically healed, the wound will fester and the limb
3d20; SP demon traits, enervation shroud, necrotic death will gangrene in 1d3 hours, leading to systemic infection
touch, necrotic death aura, immune to and death in 1d5 days. Lost Stamina
fear, poison, or charm effects, true points are absorbed by the agrinackk
sight, magic resistance (all spells in the form of healing at a rate of 1 HD
cast against an agrinackk are of healing for every point of Stamina
subject to 50% chance of failure the target loses.
before saves are rolled), spellcast- True sight: The agrinackk eyesight extends
ing (+20 spell check): Spells (3rd) onto multiple planes of existence, including
dispel magic, demon summoning; the astral and ethereal planes, as well as the
SV Fort +13, Ref +3, Will +5; AL invisible spectrums of the material plane. They
C; Crit 16-20 DN/d16. can see invisible creatures and are never fooled
by illusions.
Demon traits: Communication by
speech or telepathy (Demonic, Violent tendencies: At the start of the agri-
Common), immune to weapons nackk’s initiative count, if it can’t see any
of less than +4 enchantment or enemies, it selects a random creature
natural attacks from creatures within 40’ and attacks; if no creatures
of 9 HD or less, can teleport to are within 40’, it moves toward the
any location at will, as long as nearest creature with intent to attack
not bound or otherwise sum- upon reaching it (DC 14 Willpow-
moned, can project astrally er save avoids and the agrinackk
and ethereally, infravision does not have to make this save
120’, immune to fire, acid, for the next hour).
cold, electricity, and The smell of death precedes a
gas, spellcasting (+20 massive fiend with a face of rotten
spell check): Spells flesh and an elephantine trunk
(1st) darkness. roughly two feet long. Pinpricks
Enervation shroud: of crimson light fill its dark, hol-
As an action, the lowed-out eye sockets. Grafted
agrinackk’s trunk to its right arm is a dusky blade
emits a cloud of with a serrated edge. Its other
fog thick with the hand clutches a chain con-
stench of death in a nected to a meat hook.
Page 97
DEMON, ASAKKU, Demon traits: Communication by speech or telepathy
(Demonic, Common), immune to weapons of less than +4
PRINCE OF PESTILENCE, enchantment or natural attacks from creatures of 9 HD or
less, can teleport to any location at will, as long as not bound
THE PLAGUE-BRINGER, or otherwise summoned, can project astrally and ethereally,
infravision 120’, immune to fire, cold, electricity, gas, and
AND LORD OF THE acid, spellcasting (+20 spell check): Spells (1st) darkness.
FEVERED FLESH Pestilent breath (1/day): As an action, creatures within 100’
Prince of Pestilence, the Plague-Bringer, and Lord of the of Asakku are engulfed in a befouled cloud of wind and are
Fevered Flesh, Asakku embodies disease in all of its forms, left helpless, gasping and choking, for 1 round (DC 25 Fort
seeking to undermine Law through the literal cor- negates). Demons and creatures that do not need to
ruption of flesh. Asakku’s lair, the Lake of Afflic- breathe are immune.
tion, sits in the recesses of the Abyss, where the Summoner (1/round): As an action, Assaku
foulest of abyssal effluvium pools. A seemingly may summon 1d4 type I demons. Sum-
endless sea of plague-ridden fluids, the Lake moned demons obey Asakku’s commands
of Affliction is so foul that only demons and remain for 1 turn or until slain.
too weak to escape are found there. In
Suppurative spray: As an
accordance with his tenets, worship-
action, Asakku’s flesh
ers of Asakku intentionally infect
ruptures, releasing
themselves with virulent diseases
a stream of gray pus
in order to hasten their spread.
in a line of 60’. Each
Asakku (demon lord, creature in that line
unique): Init +2; Atk suffers 1d4 Stamina
tentacle +20 melee loss (DC 22 Forti-
(2d8+6 plus disease tude save negates).
(2d8, range 10’, DC 25 Victims die if their
Fort save negates)) or spell; Stamina is reduced
AC 24 (26 with Kaunake); HD to 0.
30d12 (hp 200); MV 30’; Act True sight: Assaku’s
4d20; SP Kaunake (see side- eyesight extends
bar), demon traits, con- onto multiple planes
tagious, pestilent breath of existence, includ-
(1/day), summoner (1/ ing the astral and ethe-
round), suppurative spray, real planes, as well as
true sight, immune to dis- the invisible spectrums
ease, poison, charm, or sleep of the material plane.
effects, magic resistance (all He can see invisible crea-
spells cast against Asakku tures and is never fooled
are subject to a 50% chance of by illusions.
failure before saves are rolled);
A large hunched-over human
spellcasting (+20 spell check): Spells
with a trio of tentacles in place of each arm.
(1st) comprehend languages, enlarge, flam-
He wears a cloak of mottled flesh, which is
ing hands, sleep; (2nd) ray of enfeeblement, scorching ray,
covered in infectious boils. His sickly gray skin is
strength; (3rd) dispel magic, turn to stone; SV Fort +16 (+18
slick with fever and reeks with the stench of putrefaction.
with Kaunake), Ref +14 (+16 with Kaunake), Will +16 (+18
with Kaunake); AL C; Crit 16-20 DN/d12.
Page 98
DEMON, BABA ROGA, Baba Roga (demon lord, unique): Init +4; Atk claw
+13 melee (1d6+4) or horn +11 melee (2d6+4); AC 19;
GRANDMOTHER OF HD 19d8 (hp 99); MV 30’; Act 3d24; SP The Black Shawl
of the Nightking (see sidebar; thief skills (backstab +8),
DARKNESS invisibility (at will), d24 rolled for saves), horrific visage,
Baba Roga is the older, more reclusive sister of the infa- swallow whole, demon traits; SV (d24 rolled for all) Fort
mous crone, Baba Yaga. Legend has it Baba Roga mar- +11, Ref +10, Will +12; AL C; Crit V/1d30.
ried the Night and then ate it. She is sometimes called the
Demon traits: Communication by speech or telepathy
Grandmother of Darkness and is credited with being the
(Demonic, Common), immune to weapons of less than +4
terrifying presence that looms under children’s beds and
enchantment or natural attacks from creatures of 9 HD or
in unlit cellars.
less, can teleport to any location at will, as long as not bound
Baba Roga is always encountered in her lair, an austere or otherwise summoned, can project astrally and ethere-
cave that constantly shifts across worlds. She frequently ally, infravision 120’, immune to
connects her lair to clemur nurseries to lure clemurs and fire, cold, electricity, gas, and acid,
toadcaps as minions or delicacies for her stews. She enjoys spellcasting (+20 spell check): Spells
toying with mortals, and if a truly brave or wise creature (1st) darkness.
amuses her, she may even let it escape with some of
Horrific visage: Baba Roga hides in the
the gems that litter the floor of her cave.
shadow cast by a black shawl draped
The entrance to Baba Roga’s cave can over her head — a gift from her erst-
open within any passage leading while husband. Only the yellow gleam
to a space bereft of light. of her eye, which reflects off the ebony
There she awaits, whis- horn on her forehead, betrays her pres-
pering promises ence. She shows her full face only to those
of riches to the foolish enough to bring her offerings of
foolhardy. sweet fruits while seeking her patron-
age or to those who cause her ire. As an
action, Baba Roga may reveal her horrific
visage to a single creature and it becomes
charmed, as if Baba Roga had cast a charm
person with a spell check result of 18 (DC 18
Willpower save resists), except the creature
remains charmed until either a remove curse
at a spell check result of 34+ is cast upon it,
it receives divine aid (DC 18) and is freed,
or until Baba Roga is slain.
Swallow whole: As an
action, a creature
charmed by Baba
Roga is wrapped in
her black shawl and
eaten in one huge
gulp (DC 18 Reflex save
avoids). Baba Roga immediately heals 33
hit points and the creature is reduced to
0 hp and either dies immediately (in the
case of a 0-level PC) or begins bleeding out
(level 1+ PC). Otherwise, the bodies of consumed
creatures can be freed by cutting them out of Baba Roga’s
stomach when she is dead or by making a deal with her.
Wicked yellow eyes gleam beneath a single curved horn and a
hood made from the night itself. The rest of the crone is hidden
behind the inky blackness of her cloak. Her wretched cackle an-
nounces, with glee, that it’s dinner time.
Page 99
The Black Shawl of In a stern cave yonder,
the Nightking dressed in darkness like a toga
How to best eat you ponders
The Black Shawl of the Nightking, artifact
(+2 cloak): This black shawl was a gift from Baba the horrible Baba Roga.
Raga’s husband to her and grants the following pow- —Excerpt from an old children’s song
ers: invisibility (at will), a d24 is rolled for all saves,
and the ability to backstab as a thief with a bonus
of +8.
Lost, failure, and worse! Roll 1d6 modified Baba Roga giggles creepily. The caster and
1 by Luck: (3 or less) corruption + patron taint; their allies are unaffected, but all other crea-
(4-5) corruption; (6+) patron taint. tures in a 100’ radius around the caster flee
towards the nearest light for 1 turn (Will-
28-29
power save DC equal to the spell check result
Failure. Unlike other spells, invoke patron negates). If no light is present, the creatures
may not be lost for the day. Depending on the huddle together and babble incoherently for
2-11
results of the patron bond spell, the wizard the duration.
may still be able to cast it.
Baba Roga shows her face. Everyone except
the caster who sees it goes permanently
Baba Roga coughs behind one of the caster’s
insane (DC 20 Willpower save negates, details
opponents. The target must look behind its
30-31 at judge’s discretion). Only a powerful remove
back to see where the cough is coming from,
12-13 curse (spell check result of 34+), divine aid (DC
losing 1 action die for this round and opening
18), or intervention of another patron can
itself up for a backstab (Willpower save DC
remove this insanity.
equal to spell check result negates).
Dinner time. Baba Roga appears, her black
Baba Roga sneezes at one of the caster’s oppo- shawl outstretched, and engulfs a creature the
nents. The target starts sneezing uncontrol- 32+ caster designates, eaten by Baba Roga and dis-
14-17 appearing forever (DC 18 Reflex save avoids).
lably, unable to act for 1d3 rounds (Fortitude
save DC equal to spell check result negates). The creature must be human-sized or smaller.
Page 100
Patron Taint: Baba Roga The caster becomes easily irritated by chil-
When patron taint is indicated for Baba Roga, roll 1d6 dren. Their laughter is too loud, their questions
on the table below. When a caster has acquired all six annoying, they have no sense of personal space.
The second time this result is rolled, the caster
taints at all levels of effect, there is no need to continue 6
cannot stand being near children, actively seek-
rolling any more.
ing to leave if a child is present. The third time
this result is rolled, the caster becomes unable
Roll Result
to have children.
The caster grows an obsessive preference for
fresh produce. Every time this result is rolled
(to a maximum of three times), the caster must
1 choose a type of readily available produce such Spellburn: Baba Roga
as apples, carrots or cabbage and eat only that
until the next time this result is rolled, occasional- Baba Raga enjoys toying with mortals and inflicting pain
ly leaving offerings in dark places for Baba Roga. and frustration on them. When a caster utilizes spellburn,
roll 1d4 on the table below or build off the ideas below
The caster begins secretly craving human meat.
to create an event specific to your campaign.
Every time this result is rolled (to a maximum of
2
three times), the caster must endeavor to procure
one filling meal of relatively fresh human flesh. Roll Spellburn Result
The caster begins growing a horn on their fore- The caster extinguishes a torch or a lamp with
head. The first time this result is rolled, the horn 1 their bare hands. These burns translate into abil-
is no more than a wart and can be disguised. The ity loss.
second time this result is rolled, the horn grows The caster gives a piece of flesh to Baba Roga,
so it cannot easily be disguised or covered by who emerges from the darkness to tear it off.
a hood. The caster suffers 1d3 Personality loss 2 Everyone in 30’ around the caster is frozen in
3
but gains a magical horn attack that deals 1d4
terror for 1 round (Willpower save DC equal to
plus Strength modifier damage. The third time
spellburn negates).
the result is rolled, the horn turns onyx black
and the caster gains 1 Personality permanently, The caster vomits pure darkness and grows
but is thereafter considered a demonic being by weaker as the blackness spews from them, mani-
3
pretty much everyone they encounter. festing as ability loss. The darkness fills a radius
equal in feet to the amount of spellburn.
Being constantly surrounded by darkness affects
the caster’s eyesight. The first time this result The caster’s face is eaten by shadows. The caster
is rolled, each time the caster casts a spell, they loses 1 temporary Personality per physical ability
suffer from limited blindness for 1d5 rounds. point spellburned. Each physical ability point
Even in bright sunlight, the caster sees as if they spellburned results in a +2 to the spell check.
are in a shadowy room. The second time this 4 All physical abilities must be healed naturally
4 result is rolled, the caster suffers from the condi- before Personality is healed. Should Personality
tion for 2d5 rounds. The third time this result drop to 0, the caster receives a patron taint and
is rolled, the caster is completely blind when remains in a catatonic state until they recover at
in daylight. However, the caster sees as if in least 1 Personality.
daylight when in areas that are completely dark
(if they have this result already from #5 below,
then their vision distance doubles instead).
The caster abhors light. The first time this result Patron Spells: Baba Roga
is rolled, the caster is at -1 to actions in daylight Baba Roga grants her followers these additional spells:
or within 20’ of a source of light, such as a torch.
The second time this result is rolled, the caster Level 1: Darkness
is now at -1d to actions in daylight or within 20’ Level 2: Scare
of a source of light, such as a torch. The third
5 time this result is rolled, exposure to daylight Level 3: Make Stew (as make potion)
(not torchlight) now also begins causing pain to
the caster, resulting in 1 damage per minute of
direct exposure. However, the caster sees as if in
daylight when in areas that are completely dark
(if they have this result already from #4 above,
then their vision distance doubles instead).
Page 101
DEMON, BOBUGBUBILZ Demon traits: Communication by speech or telepathy
(Demonic, Common), immune to weapons of less than +5
Bobugbubilz (bo-BUG-bub-ilz), the Toadfiend God, is a enchantment or natural attacks from creatures of 11 HD or
tyrannical demon who demands that his servants pro- less, can teleport at will to any location, as long as not bound
tect frogs, toads, and salamanders, spread chaos, and or otherwise summoned, can project astrally and ethereally,
revere the dark swamplands. Appropriately, Bobugbu- infravision 120’, immune to fire, cold, electricity, gas, and
bilz’s physical form is a bloated, toad-like monstrosity of acid, spellcasting (+24 spell check): Spells (1st) darkness.
alarming size, and his rancid odor always precedes his
appearance. His skin is mottled with pus-filled warts that Explosive warts: If Bobugbubilz suffers melee damage from a
rupture at the slightest provocation. His presence attracts slashing or a piercing weapon, the blow strikes a pus-filled
clouds of vermin. wart, which ruptures. The attacker is bathed in the putrid
fluid, suffering 1d14 damage (DC 15 Reflex save avoids).
A demon lord of mires, fens, swamps, and all things rot- Victims covered with pus from Bobugbubilz automatically
ten, Bobugbubilz is content to spread his putrid offspring fail their Fortitude save against contracting haemorrhagic
across the planes and let them multiply, sowing discord swamp fever.
and misery wherever they will. The material plane is his
favorite realm upon which to inflict his foul progeny. The Haemorrhagic swamp fever: Any creature struck by Bobug-
disgust he and his followers garner among the fairer races bubilz contracts this debilitating disease, which manifests
serves only to amuse Bobugbubilz. 1d7 days later as terrible shakes and shivers and inflicts a
4 point loss of Strength and Agility until cured by magical
The Toadfiend God is served primarily by anomalous mem- means (DC 28 Fortitude save negates).
bers of various amphibious and swamp-dwelling races,
including frogfolk, lizardmen, troglodytes, and even trolls. Projection: Bobugbubilz can use his followers as conduits
Human cults spring up now and again, performing deviant through which he can cast spells; this is not limited by any
rites and spawning new abominations in his name. Bob- distance.
ugbubilz’s followers are often served by monstrous toads Putrescent aura: The demon lord is surrounded by an
and frogs and putrid, waterlogged bodies reanimated as unholy, miasmic stench. All enemies within 20’ of Bob-
odoriferous zombies. His symbol is a leering, malformed ugbubilz suffer a -1d penalty to all rolls (attacks, damage,
toad head. skills, and saves), suffer 4 damage each round, and (when
first exposed) suffer 1d4 Agility loss (DC 28 Fortitude save
Bobugbubilz (demon lord, unique): Init +7; Atk negates all effects).
claw +24 melee (4d8+10 plus haemorrhagic swamp
fever), bite +24 melee (2d12+8 plus haemorrhagic swamp Rebirth: The primary lair of Bobugbubilz is the Stinking
fever plus swallow whole), or tongue +20 missile fire Fens, found in a deep recess of the Abyss. This foul place
(2d6+8 plus sticky tongue; range 20’) or spell; AC 26; HD is a quagmire of briny water, sucking bogs, and spongy
25d12 (hp 300); MV 60’, swim 60’; Act 3d24; SP demon mounds of black earth adorned with dead and dying
traits, explosive warts, immune to disease and sleep trees and vile weeds. Concealed deep within is a clutch
and charm spells, magic resistance (all spells cast of eggs, from which Bob-
against Bobugbubilz are subject to 50% chance ugbubilz is reborn any
of failure before saves are rolled), projection, time he is slain.
putrescent aura, rebirth, summoning (5/day,
no more than 1/round), true sight, spell-
casting (+14 spell check): spells (1st)
animal summoning (always amphib-
ians), choking cloud, detect good, detect
magic, scare, tadpole transformation
(Bobugbubilz); (2nd) glorious
mire (Bobugbubilz), ray of
enfeeblement, strength;
(3rd) bottomfeeder bond
(Bobugbubilz), demon
summoning (true name
known, Type I-VI fol-
lowers of Bobugbubilz),
dispel magic, slow; (4th)
transmute earth; SV Fort
+17, Ref +11, Will +18; AL
C; Crit 19-24 DN/d30.
Page 102
Sticky tongue: Creatures struck by Bobugbubilz’s sticky Covered with a black exoskeleton, chitterings possess a
tongue must make a successful grappling check (vs. +7, hopping gait that issues a chitinous clicking sound that
see p. 96, DCC RPG) or be swallowed whole. gives them their name. A single orange-glowing horizon-
tal slit for an eye grants them superior vision, including
Summoning (5/day, no more than 1/round): As an action
sight into the ethereal plane. Two finely serrated forelimbs
which can be used once during any of his initiative counts
designed for slashing protrude from under the chittering’s
up to a total of 5/day, Bobugbubilz may summon the fol-
dome-like head. Wielded like razor-sharp sickles, these
lowing: 1d10 toad hordes (p. 322, DCC RPG) or a follower
forelimbs inflict terrible wounds that bleed profusely. A
bound into his patronage (judge’s discretion).
common chittering tactic is to swarm a target, slash at its
Swallow whole: When Bobugbubilz succeeds in a bite attack, exposed legs, and then retreat, letting the creature bleed
he can make another bite attack that same round to attempt until its last breath. Since chitterings lack mouthparts, they
to swallow the target. If the second bite attack succeeds, the greedily absorb blood through their porous underbellies,
target does not suffer damage but is now trapped in the coating themselves in the ichor of their kills.
demon’s stomach, where they suffer damage each round
thereafter equal to 1d10 acid and 1d10 constriction. Also, Chittering (type I demon, independent): Init +3;
when Bobugbubilz succeeds in a sticky tongue attack, the Atk slashing forelimb +3 melee (1d5 plus bleeding); AC
target is similarly swallowed whole. A trapped creature can 16; HD 1d12; MV 30’; Act 1d20; SP demon traits, immune
try to cut its way out with a small weapon (such as a dag- to cold and poison, disengage; SV Fort +3, Ref +5, Will
ger) by inflicting 30 points of damage against AC 26. Bob- +0; AL C; Crit DN/d4.
ugbubilz may consume up to three human-sized victims.
Bleeding: Each wound from a chittering bleeds, doing an
True sight: Bobugbubilz’s eyesight extends onto multiple additional 1 damage each round at the start of the wound-
planes of existence, including the astral and ethereal planes, ed creature’s initiative count, until the creature spends an
as well as the invisible spectrums of the material plane. He action to staunch the wound or receives
can see invisible creatures and is never fooled by illusions. magical healing.
An enormous, bloated toad with pus-filled warts and encrusted Demon traits: Communication by
with rotting flesh wallows in a pile of filth. The air is clouded speech (Demonic, Common),
with swarming flies and laden with the stench half damage from non-magical
of decay and death. The creature’s rubbery weapons, acid, fire, cannot
hide is sickly green streaked with pale yel- travel planes of own voli-
low pus stains. His maw is open wide, tion, infravision 120’, spell-
revealing serrated, triangular teeth, casting (+4 spell check):
and his eyes, positioned atop his mis- Spells (1st) darkness.
shapen head, are opaque black globes.
A crimson, whip-like tongue hangs Disengage: As part of its
lazily from the cracked corner of his attack, a chittering leaps
mouth, dripping acidic drool. back 15’ without pro-
voking a withdrawal
attack.
DEMON, With a sudden click-
ety-clack, several black
CHITTERING insectoid creatures 3’ in
Chitterings are small, fiendish insec- height scramble over the
toids from the demonic realms. ruined wall. They hop on
They are often summoned in two spindly legs and
numbers to the material plane by wave a pair of sick-
insect-worshiping cults and sects le-like limbs sprout-
that revere insect-borne plagues and ing just beneath their
calamities. Chitterings are adaptable dome-like head. Each
and can thrive in a variety of habi- watch you with a sin-
tats, from steaming volcanic caverns, to gle eye that is tall, or-
stinking sewer passages, to frigid wastes ange, and lidless.
of the north, and everywhere in between.
On their native plane, they roam in swarms
which can devastate prey that lacks a means to
escape their slashing attacks. They are drawn to
planar battlefields, hoping to feast on blood spilled
during the conflict.
Page 103
DEMON, Bail out (1/day): As an action, the contractor devil can burn
itself with the seal of the Three to summon its master. There
CONTRACTOR DEVIL is a 10% chance that one of the Three themself (whichever
prince the contractor devil is currently obliged to) appears
Although the Archduke of Hell underwrites any contract a
within 20’ of the contractor devil at the end of the next
mortal makes with a devil, a trio of minor princes known as
round. Regardless of success or failure, the Three become
“The Three” — Anector, Haade, and Modeca — are particu-
aware of the summoning attempt.
larly adept at forging these pacts. But even they cannot keep
up with the sheer volume of Faustian bargains being made Demon traits: Communication by speech or telepathy
across myriad worlds. Contractor devils, therefore, pick up (Demonic, Common), immune to weapons of less than +3
the slack, serving as fiendish contract enforcers and bond enchantment or natural attacks from creatures of 7 HD or
traders that answer directly to the Archduke and the Three, less, can teleport back to native plane or any point on same
but also occasionally work for the other nobility of Hell. plane, as long as not bound or otherwise summoned, can
project astrally and ethereally, infravision 120’, immune to
Also known as kamatashes, contractor devils resemble
fire, cold, electricity, gas, half damage from acid, spellcast-
matte-black anacondas with multifaceted jewels for eyes.
ing (+16 spell check): Spells (1st) darkness.
They have long, barbed pincers protruding from their
cheeks, which they use to manipulate objects. They also Devil eye: As an action, all creatures within 30’ that can see
possess a pair of humanoid arms, but these are relegated the contractor devil must make 2 DC 20 Willpower saves.
solely to holding a stamp known as the seal of the Three in Those that fail one are blinded, while those that fail both
one hand and a satchel filled with contracts in the other. are also knocked unconscious; creatures with less than 3
HD are automatically affected, while sightless creatures
All devils save the mighty pit fiend defer to contractor dev-
are immune. The effects last for 2d4-Luck modifier rounds.
ils in dealings of arbitration and contract enforcement. Their
unique position in the hierarchy of Hell allows them access
to lucrative, unscrupulous — though officially sanctioned
— business opportunities. They buy petitioner contracts
from lesser, easily intimidated devils who are unwilling
to enforce them, and they offer to renegotiate with foolish
mortals already in breach. The contractor devil then sells the
acquired contracts to dukes and other powerful denizens of
Hell in bulk, graded by average power of
bundled petitioner souls. Of course, the
contractor devil takes a healthy com-
mission for its efforts.
Page 104
Seal of the Three: Every contractor devil carries a smoldering- A large, muscular boa constrictor, black as soot with ruby eyes,
hot lead weight engraved with their master’s sigil, whether rises out of the smoke. Its human-like arms bear a bundle of
that be Anector, Haade, or Modeca, which it uses to autho- scrolls and a glowing-hot leaded seal. With serrated mandibles
rize contracts. As long as the contractor devil holds the protruding from its mouth, it plucks one of its documents and
seal of the Three, it is immune to mind-affecting magic and leans forward to reveal it to you: a contract already prepared
illusions, and always knows if a mortal is telling the truth. with your name.
These effects apply only while the seal is carried by a con-
tractor devil; otherwise, the seal is a normal stamp that
bears the mark of the Three.
A
petitioner may ask for anything from a devil, Roll Price: Your Soul and...
but there is always a price to be paid — and a 1-4 that’s it, puny mortal.
contract to be signed. Those who know their way
the soul of your firstborn child upon its
around infernal legalese are sure to fare better in their 5-7
birth.
dealings with fiends.
for you to corrupt 3d6 pure souls, awaken-
Contractor devils have many different contracts on offer 8-9
ing them to the evil of the world.
though they all follow the same basic tenets. When sign-
ing away one’s soul to a contractor devil (or any other 10-11 for you to slay a mighty servant of Law.
devil worth the salt of its summoning circle), one should for you to become the ruler of an empire by
always read the fine print. It is prudent to check whether 12+
conquest and oppression.
the devil undersigning the contract is in fact the devil
presently holding the paper that requires a signature
(DC 18 Personality check to draw out the identity of Stipulation
the actual devil involved in the deal, though not its true
Roll Loophole: The petitioner...
name). Petitioners should also not assume the price is
limited only to their souls alone (DC 18 Intelligence is recognizable to all supernatural beings as
1
check to determine the full price for services rendered). marked by a devil.
Finally, one should do well to scan for miscellaneous must not acknowledge the existence of the
stipulations that could unexpectedly cause the peti- 2
contract under any circumstances.
tioner to be in breach of contract (Luck check to root
must not become charmed by another for
out any hidden loopholes). 3
any amount of time.
Use the following tables to determine the results. Use
must not harm a devil or aid in harming a
1d6 for level 1 characters and increase the die +1d for 4
devil.
each additional character level.
5 must pay the price before a year has passed.
Signatory Devil must not allow any help from divine forces,
6
Roll Fiend including clerical spells.
Page 105
DEMON, DAV-KILLDAR
The demon lord of ogre-kind, the Prince of Rage, Wielder Soul-Whip
of the Soul-Whip Pestilence, and Crusher of Skulls, Dav-
Soul-whip (+5 whip): INT 17; AL C; Banes: clerics
Killdar embodies unthinking rage and mindless destruc-
(defender: +2 AC bonus), creatures of Law (painful
tion. His appearance exaggerates the features of ogres to
wound: +1d4 damage), dwarves (ability score drain:
horrific levels, towering over 20’ tall and weighing in at a
1d4 Strength); Communication: speech, telepathy;
massive 10,000 pounds. Among his followers are a number
Special Purposes: dominate all others, build a monu-
of lesser giants, particularly hill giants, all of whom have
ment to Chaos from the rubble of civilization; Special
forsaken other gods in favor of demon worship. In accor-
Powers: comprehend languages (2/day), detect invisible
dance with his tenets, worshipers of Dav-Killdar commit
(2/day), flame brand (6/day, duration 6 rounds; +1d6
acts of wanton destruction, arson, and murder.
damage plus ignite (DC 15 Reflex save to avoid catch-
Dav-Killdar (demon lord, unique): Init +6; Atk ing fire)), massive (requires Strength 19+ to wield),
smash +22 melee (5d8+12) or soul-whip +27 melee slow (1/day, +10 spell check), summon ogre (4/day),
(4d10+12 plus entangle, range 30’, see sidebar) or hurled scare (1/day, +10 spell check), soul-scream (in place
stone +12 missile fire (2d8+10, range 300’) or spell; AC 27; of an attack, the wielder may unleash the howls of the
HD 28d12 (hp 250); MV 60’, fly 60’; Act 2d20; SP demon damned in a cacophonic shriek; all enemies within 40’
traits, bludgeon, hardy (+1d on saving throws), magic suffer 1d8 damage), whip-crack (3/day, targets within
resistance (all spells cast against Dav-Killdar are subject 50’ knocked prone (DC 25 Fortitude save negates))
to a 50% chance of failure before saves are rolled), rage
inducing, summon hill giant (2/day), tremor stomp (2/
day), spellcasting (+10 spell check): Spells (1st) enlarge, Bulging with corded muscles, this horrendous ogre stands
flaming hands, magic shield, ward portal; (2nd) forget, knock, well over twenty feet tall. Burning red eyes stare from his bee-
ray of enfeeblement; (3rd) demon summoning; SV Fort +18, tle-browed face, casting a dull glow across his two great tusks.
Ref +13, Will +15; AL C; Crit 16-20 DN/d30 or G/d12 His snarling mouth cannot close over two rows of jagged teeth.
(judge’s choice). In one massive fist he clenches a burnished metal whip that
scrapes along the stone floor with the screams of the damned.
Bludgeon: Dav-Killdar cannot entangle more than one target
at a time with the soul-whip, but may still use the soul-whip to
attack other targets. On a successful hit, the new target and
the entangled victim each suffer half of the damage.
Demon traits: Communication by speech or telepa-
thy (Demonic, Common), immune to weapons
of less than +4 enchantment or natural attacks
from creatures of 9 HD or less, can teleport at
will to any location, as long as not bound or
otherwise summoned, can project astrally
and ethereally, infravision 120’, immune
to fire, cold, electricity, gas, and acid,
spellcasting (+20 spell check): Spells
(1st) darkness.
Rage inducing: Creatures fighting
alongside Dav-Killdar receive a +2
bonus to attack and damage rolls.
Any creature within 50’ entering
battle rage receives +2d12 damage
for each point of Personality spent
(instead of the normal +1d12).
Tremor stomp: The ground
trembles at Dav-Killdar’s
rage, causing rockslides, tree-
falls, and cave-ins. One target
within 120’ suffers 2d12 damage
(DC 20 Reflex save negates).
Page 106
DEMON, FETCH cold, electricity, and gas, spellcasting (+8 spell check): Spells
(1st) darkness.
Easily mistaken for a soot devil, the fetch demon is a scourge
to all pyromancers, sorcerers, and enchanters working with Devour: On a successful maw attack, the demon’s ragged
arcane flames. Whenever powerful magics are focused orifice expands to enclose the target. The demon then with-
through a contaminated or adulterated candle, there is a draws to the portal at a rate of 5’ per round. If the demon
chance the candle’s flame erupts into a portal, summoning reaches the candle, it, and any victims it has consumed,
the fetch demon — a terrible foe with the sole aim of hauling vanish back through the portal, returning to the demon’s
the errant caster back to its infernal realm. infernal realm. The portal snaps closed, the hellfire is extin-
guished, and the be-damned caster is lost for all eternity
Most wizards, fearful of the demon, elect to mold their own (barring heroic questing).
candles from hand-selected ingredients, rather than place
their faith in candles of uncertain provenance. Some envi- A target caught in the demon’s maw has scant opportunity
ous wizards have even been known to sabotage their peers to escape. All actions (including spell checks) from within
by slipping adulterated candles into a rival’s private stash. the demon are made at -3d. Dismissing the demon (through
turn unholy attempts, banish spells or the like) instantly drives
Any time a contaminated candle (or a candle of unknown the demon out through the portal (along with its prey). In
origin) is used as a source of flame for a spell or rite, and order to save a trapped ally, the party must either slay the
the spell check fails, there is a chance that a fetch demon is demon or extinguish the candle before the demon escapes.
summoned. Calculate the odds as 7% per failed point of the
spell check. For example, if a wizard fails a spell check by Extinguishing the candle — now fueled by hellfire — is no
5 points, there is a corresponding 35% chance that a fetch simple matter. Mundane efforts (water, dirt, blankets, or
demon is summoned. the like) have only a flat 5% chance of success. Water- or
cold-based spells or magical effects have a 3% chance per
On a failed spell check in which a demon is summoned, point of damage done (e.g., a control ice spell inflicting 11
the candle’s flame immediately erupts in a shower of hell- points of damage would have a 33% chance of extinguishing
sparks and brimstone. The following round, a smoke-fiend the candle). Finally, a Mighty Deed of Arms against an AC
bursts through the portal, immediately assailing the would- 10 target offers a flat Luck check to extinguish the candle.
be magus.
Example: A failed spell check results in the summoning of a
In combat, the fetch demon has three principal attacks. First, fetch demon that immediately consumes the caster. The par-
it issues a blinding, choking cloud that targets all within ty’s elf casts an inverse flaming hands that deals 22 damage,
melee range. Secondly, the demon attacks with a pair of for a 66% chance of extinguishing the candle. If this fails, the
pincer-like claws. warrior or dwarf (or other character with
Finally — and most feared by wizards and their ilk a deed die) may attempt a Mighty
— is the demon’s maw that can drag the unfor- Deed of Arms. If both the attack
tunate caster into the demon’s infernal realm. and deed succeed (recall the -2d
to attacks, due to the smoke), the
Fetch (type II demon, independ- attacking character may attempt
ent): Init +5; Atk pincher +7 melee a Luck check. With a success-
(1d5+2 plus pin) or maw +7 melee ful roll equal to or under the
(1d12+7 plus devour); AC 16; HD attacking character’s Luck,
8d12; MV fly 40’; Act 3d20; SP chok- the candle is extinguished,
ing cloud, demon traits; SV Fort +5, the demon dismissed, and
Ref +4, Will +8, AL C; Crit DN/d8. the trapped caster freed.
Pin: While small and incapa-
Choking cloud: As an action, the
ble of inflicting much damage,
demon issues a blinding, chok-
either pincer can also pin a foe
ing cloud that targets all within
on a successful attack. Pinned
melee range. This hot miasma
targets suffer -4 to their AC
of brimstone and roiling soot
and lose all movement. A
causes foes to suffer -2d to
target may escape with an
attack rolls (DC 20 Fortitude
opposed Strength check vs. the
save negates).
demon’s attack roll, but anyone
Demon traits: Communication by pinned by both pincers must suc-
speech or ESP (Demonic, Common), ceed on an opposed Strength check
immune to non-magical weapons or for each one to successfully escape.
natural attacks from creatures of 3
This infernal creature is clad in a roil-
HD or less, can teleport back to native
ing cloud of smoking soot and brimstone.
plane at will, as long as not bound
Its arms end in pinchers, and its maw is
or otherwise summoned, infravision
even more disturbing, elongated and
120’, half damage from fire, acid,
ringed by bony tusks. Dark spurs cover
its body and head alike.
Page 107
enemy to contend with two of these demonic wrecking
balls. Each of these smaller garnashes can then split an
additional time. Adventurers who underestimate a single
garnash soon change their minds once they realize they are
outnumbered by enemies that can incapacitate their foes
with a thought.
Page 108
DEMON, HARBORYM, Demon traits: Communication by speech or telepathy
(Demonic, Common), immune to weapons of less than +4
DEMON LORD OF enchantment or natural attacks from creatures of 9 HD or
less, can teleport to any location at will, as long as not bound
STRENGTH AND THANE or otherwise summoned, can project astrally and ethereally,
infravision 120’, immune to fire, cold, electricity, gas, and
OF FLAMES acid, spellcasting (+20 spell check): Spells (1st) darkness.
The Demon Lord of Strength and Thane of Flames, Har-
borym appears as 12’ tall humanoid with three heads: one
of a jaguar, one of a comely male human with two stars
on his forehead, and one that alternates between that of a
serpent and a calf.
Despite his unusual appearance, Harborym is char-
ismatic and charming, talents he exploits to mislead
mortals at every turn. Harborym uses several variant and
alternative names, including Haborym, Haborim, Aim,
Aym, and Any. His reasons for doing so seem to serve no
purpose other than to spread further confusion about his
true nature.
Cultists of Harborym wear emblems depicting flames
and frequently don red-, orange-, and yellow-colored
robes. They commit acts of arson and make burnt offer-
ings in public places as tribute to Harborym. Compet-
ing cults may exist in a single area, each venerating
the demon lord under one of his alternate names
and each believing theirs to be the “true” faith. These
cults frequently come into conflict with one another,
sometimes violently. Harborym revels in such chaos
and may employ third parties to create even more
confusion among his followers.
Members of Harborym’s different cults eventually
develop a skin condition that resembles the scar tis-
sue caused by serious burns. Many of his followers also
lose the ability to distinguish truth from lies, making
them drift even closer to fanaticism. Upon their deaths,
the bodies of Harborym’s most loyal servants have
been known to spontaneously combust, their flesh
and bones consumed in an unquenchable fire until
but ash remains.
Harborym takes sadistic pleasure in watching
things burn. He carries a flaming club named Fire-
brand, which causes anything it touches to burst
into flames.
Page 109
Ignite: Anything struck by Firebrand is set aflame (DC 25
Reflex save negates). Burning creatures suffer 1d6 dam- Harborym’s Mount
age per round; a creature can put out this fire by spending
an entire round combatting the blaze, which grants them Harborym rides an enormous, ember-hot viper as
a DC 25 Reflex save to extinguish the flames (+4 if “stop, a mount. While mounted, Harborym gains a +1 AC
drop, and roll”, +2 if aided by allies). A creature that grasps bonus and a +1 bonus to attack rolls against unmount-
Firebrand is also ignited. ed opponents (see p. 87, DCC RPG).
A hulking twelve-foot-tall humanoid with three heads: one of Harborym’s mount: Init +6; Atk bite +8 melee (4d6
a jaguar, one of a comely male human with two stars on his plus venom (1d3 Stamina and death (DC 22 Fort save
forehead, and one that alternates between that of a serpent and a negates death)); AC 20; HD 6d12; MV 50’, climb 30’;
calf stands before you wielding a great maul wreathed in flame. Act 1d20; SP immune to fire; SV Fort +10, Ref +8, Will
+6; AL C; Crit M/d12
HARBORYM’S LAIR
H
arborym’s lair is his castle, the Conflagration, which sits on a layer of the Abyss known as the Crematorium.
The Conflagration is surrounded by the smoldering ruins of a nameless city that occupies the entirety of
the realm. The castle itself is an opulent, beautifully decorated structure that looks out of place in the sur-
rounding environment, its flawless stone towers stretching without end into the red-tinged sky.
If combat occurs in the Conflagration, there is a 1-in-3 chance at the start of each round that all open flames flare.
Until the next round, any creature damaged by fire suffers an additional 1d6 damage.
There is a further 1-in-6 chance that a flaming gout will emerge from the wall, ceiling, or floor to strike at a ran-
dom enemy of Harborym. This causes 2d8 damage (DC 15 Reflex save for half damage).
Regional Effects
Any region on the material plane surrounding a portal to Harborym’s lair is warped by his magic, creating one
or more of the following effects within 1 mile:
• Plant life in the area turns brown and withers, losing any leaves and crunching under foot.
• The area attracts giant insects, insect swarms, and creatures with an affinity for fire, such as fire elementals
or salamanders.
• If a humanoid spends a night in the area, that creature suffers a madness determined by the Madness of
Harborym table (DC 13 Willpower save negates and creature can’t be affected by this regional effect again).
If the portal closes, these effects end immediately.
Madness of Harborym
(Major Curse)
If a creature suffers insanity near a portal to Harborym’s lair or within his lair, roll on the Madness of Harborym
table to determine the nature of the madness, which is a major curse that lasts until cured.
Page 110
DEMON, HELL CAT moned, infravision 150’, half damage from acid, electricity,
and gas, spellcasting (+8 spell check): Spells (1st) darkness.
Hell cats are a unique order of devils, existing outside the
rigid caste system that define Hell’s hierarchy. The cats Enraged flame mantle: When enraged, a hell cat flares with
are coveted companions, trophies to be flaunted in the intense heat, causing 1d12 damage to creatures within 10’
diabolical courts. They can be found curled at the foot of (DC 15 Fortitude save for half damage).
thrones of smoke and hell-fire, crouched on the shoulders of Familiar: In lieu of an action, a hell cat can temporarily share
arch-dukes, and purring on the laps of succubi. Univer- its own hit points and saving throws with an ally. Addi-
sally fickle and aloof, hell cats cannot be forced tionally, up to three times per day, a hell cat can
into service, and choose their companions sacrifice all of its attack actions to grant a
in freedom, obeying their own whims caster +6 to a single spell check.
above all.
Ignite target: A hell cat can make up to
Occasionally, after spurning a power- four claw attacks per round in addition
ful devil’s entreaties, a hell cat is cast to their bite attack. Targets struck by
out from Hell and banished to a prime a hell cat’s bite or claw attack are
material plane. Petulant at their pun- set aflame with crimson hellfire.
ishment, these exiled hell cats roam the Burning creatures suffer 1d7
Known Worlds, plotting their revenge. damage per round; a creature
Hell cats disdain combat, but are impla- can put out this fire by spending
cable foes once their ire is roused. an entire round combatting the
blaze, which grants them a DC
Occasionally a hell cat may ally itself with 14 Reflex save to extinguish the
a bands of reavers. The fiend remains flames (+4 if “stop, drop, and
with the party as long as it amuses roll”, +2 if aided by allies).
it or serves its petty aims. Hell cats
expect to be feted like diabolic royal- A sleek, panther-like feline lies curled
ty, receiving choice tidbits cut from at the feet of the warlock, sleepy and dis-
slain foes, along with any gems or interested. Its thick fur is crimson with
gewgaws that catch their eye. shocking blue highlights. Bony spurs line
its back, with larger curved barbs on its
In return, hell cats can choose heaving flanks. Its forked tongue flickers
to serve as familiars to wizards, between its lips as it dozes.
elves, or wicked clerics. Hell cats
can share their powers with but
a single character at a time, and DEMON,
delight in pitting envious casters
against each other to the hell cat’s HEXEMILIE,
own sole benefit.
LORD OF
Finally, hell cats know 1d7 random-
ly determined spells, which they can FELINES
grudgingly share if it serves the hell cat’s
Unlike other demons, who boast and
ends. Being of diabolical origin, these
bicker about their evil deeds, one demon
spells can – with the judge’s blessing – be
lord lounges around, unimpressed by the postur-
drawn from either the wizard or cleric spell
ing of her peers. Hexemilie, the Demon Lord of
lists.
Felines, has little use for the other demon lords of
Hell cat (type II demon, independent, exiled): Init the Abyss. She considers their schemes boring and predict-
+4; Atk bite +6 melee (1d6+4 plus ignite target) and claw able, whereas her handiwork is nothing but fun.
(x4) +4 melee (1d4+2 plus ignite target); AC 18; HD 6d12; Centuries ago, Hexemilie began to use the felines who fre-
MV 45’; Act 5d20; SP enraged flame mantle, immune to quent dirty taverns and regal palaces as gateways between
fire and cold, demon traits, familiar, spellcasting (+6 spell the planes. She now wanders the multiverse, unnoticed in
check): Spells [Cleric or Wizard] 1d7 any level; SV Fort her various feline forms. In particular, her interest in mor-
+4, Ref +10, Will +6; AL C; Crit DN/d6. tals drew her to the material plane. Although she maintains
a lair in the abyssal realm, she now spends most of her time
Demon traits: Communication by speech or ESP (Demonic, interfering with the affairs of humanoids. She has been
Common), immune to non-magical weapons or natural known to spend decades in her cat form stalking those
attacks from creatures of 3 HD or less, can teleport back to who mistreat her, hexing them with a string of bad luck
native plane at will, as long as not bound or otherwise sum- that eventually drives them mad.
Page 111
In her demon form, Hexemilie appears as a monstrous targeted by any attack, spell, or other effect, except ones
hybrid of cat and spider. Her lair is a majestic shrine filled that affect possession, and she retains her Willpower save,
with the skulls of her enemies, which she occasionally bats spells, alignment, and immunity to mind-affecting spells
about like a cat with a ball of yarn. A number of lesser or effects. She otherwise uses the possessed target’s statis-
demons serve her, providing chin scratches and belly rubs tics. The possession lasts until the body drops to zero hit
upon demand. Hexemilie has a particular fondness for points, Hexemilie ends the possession, or she is forced out
her pet Jingles, a lesser demon she dispatches to deal with by divine magic such as an exorcise spell cast at a spell check
intruders she considers unworthy of her effort. result of 24 or more. When the possession ends, Hexemilie
reappears in an unoccupied space within 5’ of the body.
Page 112
DEMON, HIVE DEMON attacks from creatures of 9 HD or less, can teleport to any
location at will, as long as not bound or otherwise sum-
Many lower planes maintain a twisted ecosystem of flora moned, can project astrally and ethereally, infravision 120’,
and fauna which have the fiendish characteristics of the immune to fire, cold, electricity, gas, and acid, spellcasting
environment. Insects, already feared by commoners with (+20 spell check): Spells (1st) darkness.
their many legs, poisonous stings, and multi-faceted eyes,
are no exception. A hive demon is a conglomeration of these Drone: An incessant buzzing surrounds the demon creating
nightmares, a sentient being composed of fleshy hives and a drone inimical to creatures of the material plane. Each
swarms of flying fiendish insects with an advanced, collec- round a creature ends its initiative count within 30’ of the
tive intelligence. hive demon, it falls unconscious until removed from the
area of effect and an ally uses an action to wake them (DC
Hive demons are often summoned to the material plane 22 Fortitude save negates and grants the creature immunity
by cults that worship insectoid demons or deities that to the drone for the next 2 rounds).
favor venom in their portfolio. An imbalance with nature
itself, hive demons often clash with druidic circles. The Smoke sensitivity: The hive demon is highly averse to smoke,
machinations of a hive demon usually begin as a latent losing true sight, the ability to fly, and its movement is
threat via telepathic links and foreboding omens. Before halved if so affected. Whether the smoke is effective or not
the demon’s horrific reveal, a locale often experiences an and to what degree is left to the judge’s discretion as are
unnatural increase in insectoid pests. The destruction of any additional ways the smoke might hinder the demon.
croplands that a hive demon causes is a harbinger of its Stinging rebuke: Any creature that ends its initiative count
coming nightmarish assault. in melee with the demon suffers 2d8 damage from the
repeated stings from the thousands of wasps surrounding it.
The barn was buzzin’ loud as the county fair, so I didn’t Stinging smash: On a successful hit, the creature suffers 2d6
dare enter. Next morn’ was quiet but my animals was damage from angry wasps spewing forth from the smashed
stung dead. In the field I found my farmhand welted-up hive (DC 20 Fortitude save negates). If the saving throw
like a swollen gourd. Scared sick, the beekeeper said this fails by 5 or more, the poison also paralyzes the creature.
was a job for a mighty powerful priest. He left without They can repeat the saving throw at the end of each of its
payment. Wish I’d gone with. A day later, wasps tried get- initiative counts and a success ends this effect.
ting in through places not plugged up yet, like wind-driv-
en rain. Then, through the swarm, I saw it.
It told me its name, Barathmari, and that
it’s only a matter of time… it was
talking in my head.
– Harold Cooper, final journal entry
Page 113
Stinging swarm (4/day): The demon magically summons a not bound or otherwise summoned, infravision 120’, half
cloud of wasps up to 300’ away, filling a roughly 20’ radius damage from acid, cold, electricity, and gas, spellcasting
that remains in place for 6 rounds. Those within are unable (+12 spell check): Spells (1st) darkness.
to cast spells, receive only 1 action per round and can only Ignite: Any creature or flammable object hit by an immola-
see up to a distance of 10’. When the swarm first appears trix bursts into flame. Burning creatures suffer 1d6 damage
and each round thereafter, creatures within it at the end per round; a creature can put out this fire by spending an
of their initiative count must suffer 3d8+4 damage (DC 22 entire round combatting the blaze, which grants them a DC
Fortitude save for half damage). 15 Reflex save to extinguish the flames (+4 if “stop, drop,
True sight: A hive demon’s eyesight extends onto multiple and roll”, +2 if aided by allies).
planes of existence, including the astral and ethereal planes, From the still-blazing pyre that claimed the life of the witch
as well as the invisible spectrums of the material plane. They emerges an ever-melting mass of flesh, teeth, and hair. Its skin
can see invisible creatures and are never fooled by illusions. sizzles and pops as the formless, spiteful thing lurches forward.
A collection of wasp nests interspersed with dead branches Thick black smoke roils behind it, giving off the stench of a thou-
hovers in a vaguely humanoid shape. Somehow, its gait is both sand blazing bodies.
awkwardly disjointed and mesmerizing. It’s swarmed by an im-
possible number of wasps, all flying in and out of nests with a
ceaseless drone that frays one’s sanity. Holes in two of the nests “The witch had to be destroyed. About that, there can be
glow lambent red like a pair of demonic eyes. The glow intensi- no question. For he had done vile things while in the thrall
fies once its gaze meets yours. of forces wicked and powerful. It wasn’t until he was put
to the flame, though, that we saw just how wicked—and
how powerful—those forces were!”
DEMON, IMMOLATRIX —Pudge the Realistic, halfling witch hunter
There is a certain curse spoken by a witch as they are being
burned at the stake—a foul utterance that calls forth a foul-
er-still demon from the most depraved depths of the Abyss.
The hate-fueled fiend that appears upon the witch’s death is
known as an immolatrix. This beast of the pyre, which takes
on the appearance of the witch’s scorched remains, exists
only to bring anguish and suffering, especially to those
responsible for the witch’s death. Howling and shrieking
incessantly, this revolting creature rouses dormant guilt
within anyone who hears it, causing them to relive their
most shameful moments over and over again.
Page 114
DEMON, INFUIRREL
Infuirrels are fiendish squirrel-like rodents native to the
lower planes of Hell. These black-furred creatures smell of
sulfur and burned flesh and have piercing red eyes. They
are commonplace in the courtyards of devil holdfasts,
the stinking mud pits of the plains, and the twisted
trees and hollows of infernal forests. Occasionally,
as a cruel joke, a population of these fiends
are released on the material plane to wreak
havoc with local fauna and flora of the
forests. With the hint of fiendish blood and
traits, they quickly unbalance the delicate
natural balance, becoming the bane of
druids everywhere.
A single infuirrel poses little
threat to a prepared adventurer,
but large groups can overwhelm
even a seasoned hero. And woe
to a creature that locks eyes with
the red-eyed gaze of an infuirrel. The stare
is said to awaken deep-seated nightmare-
fueled images enough to dull the target’s aware-
ness and senses.
Infuirrels are hoarders, both on
their native plane and the mate-
rial plane. Following careful
study to determine sources of
magic carried, a preferred tactic is
to incapacitate a creature with its
stare, and then swipe small magical
or valuable treasures that can fit in its
extra-dimensional cheek pouches. Hoards
are stashed in hidden locations requiring climbing to
access or near the lair of another, larger, aggressive crea-
ture. But these stashes are typically abundant with small Any object that can fit inside the infuirrel’s mouth (about
magical treasures, such as magic rings, potions, and wands, 3” in diameter) can be stored in the cheek.
in addition to coin pouches, gems, and small jeweled curi-
osities. Infernal stare (3/day): An infuirrel focuses its infernal stare
at one creature it can see within 30’. The creature suffers
Infuirrel (type I demon, independent): Init +3; Atk 2d6 damage and is incapacitated for 1d3 rounds (DC 11
bite +2 melee (1d4); AC 15; HD 2d6; MV 40’, climb 60’; Willpower save negates).
Act 1d20; SP demon traits, devil’s sight, extra-dimen- Sense magic (1/day): The infuirrel can detect the presence of
sional cheek pouches, infernal stare, magic resistance (all magic within 60’ as if it cast detect magic with a spell check
spells cast against an infuirrel are subject to 25% chance result of 18.
of failure before saves are rolled), sense magic; SV Fort
+2, Ref +5, Will +1; AL C; Crit M/d8. Several small creatures bound down the majestic oak tree, fur
black as night, bushy tails held high. Each squirrel-like fiend bears
Demon traits: Communication by speech (Demonic, Com- piercing red eyes and twitches its nose in an unsettling way.
mon), half damage from non-magical weapons, acid, fire,
cannot travel planes of own volition, infravision 120’, spell-
casting (+4 spell check): Spells (1st) darkness. “And then I locked eyes on one of them. I couldn’t turn
away, as those beady, red eyes bore into my very soul, fill-
Devil’s sight: The infuirrel sees normally in darkness, even ing me with nightmarish visions. When I awoke, covered
magical darkness. in sweat, the little black fiends were gone. But so was my
Extra-dimensional cheek pouch: The infuirrel has two cheek wand, magic ring, and all of my gems!”
pouches which have larger interior space than the exterior. —Marzo, the Mad-Mage
Each is the size of an average chest and can hold up to 25 lbs.
Page 115
DEMON, KAUNDYUK Poison: A kaundyuk’s bite delivers a potent poison that
causes painful spasms. On a successful bite attack, the vic-
Standing 12’ tall, the kaundyuk’s frame resembles that of tim suffers an additional 1d6 damage and their movement
a gaunt, putrid-green troll, but its eyeless face, tooth-filled speed is reduced by half for 3d6 rounds (DC 15 Fortitude
maw, and insect-like mandibles suggest a different type of save negates both effects).
beast altogether. Despite their lack of eyes, kaundyuk have
finely tuned senses, thanks to the mass of writhing feelers Rend: If a kaundyuk hits a creature with two claw attacks in
descending from their skulls. the same round, the target is firmly trapped in the creature’s
grasp and is grappled (vs. +14, see Grappling, p. 96, DCC
Kaundyuk are peerless trackers and are often dispatched RPG). Each round thereafter, the victim is squeezed for an
by more powerful fiends to retrieve creatures and objects. automatic 2d8 damage. The victim can attempt an opposed
They pursue their objectives relentlessly, taking pleasure Strength or Agility check (vs. +14) on their initiative count
in abducting mortals who have captured their master’s to escape the kaundyuk’s grasp.
attention. Meanwhile, mortal summoners may find that
kaundyuk are effective agents for acquiring difficult-to- The troll-sized creature sifts through the rubble. The cascade of
find items. Spellcasters wishing to press these demons into tentacles descending from its skull undulates with excitement.
service must do so with great care, however, as a kaun- Sensing the presence of others, the thing turns to face the threat,
dyuk’s loyalty is only as great as its summoner’s ability its mandibles clicking impatiently.
to enforce it.
“We’d traveled straight across the ocean, seeing nary a
As much as kaundyuk relish eviscerating mortals, they typi-
soul. Somehow that foul thing found us anyway. And
cally avoid combat when on an errand. However, should a
when it did… Oh, my dearest Patch! Why’d we ever steal
foolish individual impede a kaundyuk’s progress, the fiend
them ebony scrolls?”
will gleefully trap the creature in its claws before ripping
into them with its poisonous mandibles. —Badditch Puggins, halfling acquirer of
antiquities
Kaundyuk (type II demon, independent): Init
+4; Atk bite +8 melee (1d8 plus poison) or claw (x2)
+8 melee (1d8+2); AC 16; HD 6d12; MV 30’;
Act 3d20; SP demon traits, rend, demonic
seeker, spellcasting (+8 spell check): Spells
(1st) detect magic; (2nd) invisibility, locate
object; SV Fort +7, Ref +6, Will +6; AL C;
Crit 19-20 DN/d6.
Page 116
DEMON, KILCHER Demon traits: Communication by speech (Demonic, Com-
mon), half damage from non-magical weapons and fire,
Though they bear a superficial resemblance to giant spiders, cannot travel planes of own volition, infravision 120’, spell-
kilchers are demons from the lower planes. Each of the casting (+4 spell check): Spells (1st) darkness.
kilcher’s eight spindly arms ends in a grasping, humanoid-
like hand. Kilchers are predators that claw and grab at their Detachable arms: A kilcher has eight arms. Whenever a
victims, and they can detach their arms to deal with foes kilcher suffers 15 or more damage in a single round, one
they otherwise cannot reach. of its arms detaches from its body; it can also voluntarily
detach one arm each round. A detached arm has AC 14, 15
Kilchers don’t speak and seem to have no motivation other hp, and acts on the kilcher’s initiative count, but can other-
than to decorate with the blood and limbs of their victims. wise attack and move independently of the main body. A
However, they do generally follow the commands of more detached arm dies if reduced to 0 hit points or if the main
powerful fiends. Demon lords often instruct kilchers to body dies.
guard positions of strategic importance, such as bridges
or gates, or to chase down mortals who retreat from battle. A kilcher’s speed drops to 0’ if it has one or fewer arms
remaining attached. At the start of each day, any detached
Kilcher (type I demon, independent): Init +3; claw arms die and quickly molder, and the kilcher grows new
+4 melee (1d6+2); AC 14; HD 4d12; MV 40’, climb 40’; arms to replace them.
Act 1d20 per arm; SP demon traits, detachable arms, spi- Spider climb: A kilcher can climb difficult surfaces, including
der climb; SV Fort +4, Ref +5, Will +0; AL C; Crit DN/d4. upside down on ceilings, as if it were a spider.
A black-furred creature the size of a pony scuttles across the wall
in a manner reminiscent of a spider. But the monster seems to
have no head or abdomen. Instead, it is a tangled mass of spin-
dly limbs, each of which ends in a clawed, pallid hand.
Page 117
DEMON,
KOBOLD AVATAR
When especially devout kobolds are slain, their god-
dess, Brood-Mother, sometimes sends a kobold
avatar to avenge their deaths. The kobold ava-
tar is not a champion, herald, or emissary;
it is an agent of revenge and nothing more.
Kobold avatars are rarely encountered on the
lower planes, as Brood-Mother only creates
an avatar when she needs to wreak destruc-
tion upon those who have done violence to her
mortal worshippers. Apart from complete and
utter defeat, nothing can stop an avatar in its
spiteful quest.
A kobold avatar’s proportions dwarf those
of ordinary kobolds. Its demonic origins are
evident in its eyes, which gleam with hellfire,
and the eerie timbre of its voice, which sends shivers
down the spines of most mortals. Although it wears little
in the way of armor, the scales of the kobold avatar are as
tough as beaten iron.
In combat, the kobold avatar summons the spirits of dead
kobolds, which surround the avatar and attack anything
near it. Always certain of victory, the kobold avatar meets
its foes head on, taunting them mercilessly. Creatures that
damage the avatar or attempt to flee its wrath are immedi-
ately struck down with blasts of hellfire.
Kobold avatar (type III demon, Brood-Mother): Kobold spirit guardian (2d12): Init +1; Atk spirit
Init +3; Atk fiendish greatsword +8 melee (1d10+5 plus sword +0 melee (1d4); AC 11; HD 2d4; MV 20’; Act 1d20;
firebrand) or spell; AC 17; HD 12d12; MV 40’; Act 2d20; SP un-dead traits, infravision 100’, immune to non-mag-
SP demon traits, nightmare of dead generations (1/day), ical weapons, attacks considered magical; SV Fort -1, Ref
kobold spirit guardians (2/day), spellcasting (+12 spell +1, Will -1; AL C; Crit U/d6.
check): Spells (1st) darkness, flaming hands; (2nd) scorching
ray; (3rd) eldritch hound; SV Fort +12, Ref +14, Will +12; Un-dead traits: Kobold spirits are un-dead, and thus can be
AL C; Crit 18-20 DN/d12. turned by clerics. They do not eat, drink, or breathe, and are
immune to critical hits, disease, and poison. As un-dead,
Demon traits: Communication by speech or ESP (Demonic, they are immune to sleep, charm, and paralysis spells, as well
Common), immune to weapons of less than +2 enchantment as other mental effects and cold damage.
or natural attacks from creatures of 5 HD or less, can tele- Nightmare of dead generations (1/day): A kobold avatar can
port back to native plane or any point on same plane at will, channel the anguish of slain kobolds and unleash a blast of
as long as not bound or otherwise summoned, infravision psychic energy in a cone 30’ long and 30’ wide at its end. All
120’, half damage from fire, acid, cold, electricity, and gas, creatures in the area suffer 10d6 damage and are stunned
spellcasting (+12 spell check): Spells (1st) darkness. until the end of their next round (DC 15 Willpower save
Firebrand: Any creature hit by the kobold avatar’s fiendish for half damage and negates stun).
two-handed sword suffers an additional 1d8 damage from Looming before you stands the largest kobold you have ever seen,
fireand may catch on fire (DC 15 Reflex save avoids). Burn- towering nine feet tall and wielding a greatsword wreathed in a
ing creatures suffer 1d6 damage per round; a creature can flame that burns as brightly as the malice in its eyes.
put out this fire by spending an entire round combatting the
blaze, which grants them a DC 15 Reflex save to extinguish
the flames (+4 if “stop, drop, and roll”, +2 if aided by allies). “I am an avatar of the great kobold goddess. I am her agent
Kobold spirit guardians (2/day): A kobold avatar can sum- of vengeance, and I swear that through me her justice will
mon the spirits of 2d12 dead kobolds, which surround the be done!”
kobold avatar and attack anything near it. When slain or —Unnamed kobold avatar
turned, they fade and return whence they came.
Page 118
DEMON, LADY BUBONIX, lycanthropes worship Lady Bubonix as a deity, and she
often “rewards” mortals who serve her by infecting them
MISTRESS OF VERMIN with wererat lycanthropy.
Of all the fiends in the infernal realms, Lady Bubonix is Lady Bubonix considers decay, disease, and corruption the
among the fiercest. The self-proclaimed Mistress of Ver- highest forms of art. She often becomes fixated on a par-
min, she seeks to corrupt all that is good, whole, or func- ticularly pristine person, place, or institution, seeing them
tional and turn it into a septic reflection of what it once as blank canvases waiting to be spoiled. If her art inspires
was. Resembling a domineering humanoid rodent with six anguish, violence, or despair, all the better.
breasts clad in obsidian armor and wielding a long, serrated
Lady Bubonix (demon lord, unique): Init +2; Atk
whip, Lady Bubonix is immediately recognizable upon her
throne of disease-ridden corpses. bite +20 melee (1d10 plus pestilence) or claw +22 melee
(1d8) or serrated whip +22 melee (1d12 plus necrosis)
Lady Bubonix is always eager to bargain with necromancers or spell; AC 22; HD 18d12 (hp 110); MV 40’; Act 2d20;
(the more amoral the better), particularly if she can make SP demon traits, pestilence, necrosis, summon flea men,
them addicted to her power and soon her minions. Some immunity to disease, spellcasting (+20 spell check): Spells
[Wizard] (1st) choking cloud; (3rd) planar step; [Cleric] (4th)
vermin blight; SV Fort +12, Ref +9, Will +12; AL C; Crit
16-20 DN/d20.
Page 119
DEMON, LANDLORD
Bubanak Flu The malevolent design of Nimlurun, landlords are crafted
from the souls of roofers, builders, sewer cleaners, and
T his disease affects its victims with devastating
speed. Immediately upon infection, 1d6 painful
blisters appear on the victim’s body. At the end of
gongfarmers, fused into an entity with the power to manip-
ulate urban environs. A landlord looks like a complex col-
each round, so long as any blisters remain, one of the lection of brass pipes and rusted drains, and when spread
blisters explodes in a gory spray of blackened blood, out over a building, its disguise is nearly indistinguishable
dealing 1d3 damage to the victim. While the creature from regular architecture.
remains diseased, it must repeat a DC 15 Fortitude
Landlords target poor neighborhoods where their run-
save every 24 hours. On a failure, the process repeats,
with 2d6 blisters appearing on the second failed save, down appearance won’t seem out of place. Over the course
3d6 on the third, and so on. The disease can be over- of several days, they rise from the sewers, spreading over
come by three successful saving throws on consecu- a building until they become another part of the urban
tive days, by a lay on hands check sufficient to restore 4 landscape. A landlord is content to feed off the misery of
HD, a neutralize poison or disease spell, or similar magic. a slum for years, manipulating the environment to cause
A creature who touches the blackened blood from a small accidents, spreading frustration throughout a com-
blister contracts bubanak flu as well (DC 15 Fortitude munity, and pilfering their savings to drive the people into
save negates). selling their souls to the vicious devil.
Page 120
1d6 Wave of garbage: The landlord undulates its waste-
Effect
Roll choked alleyways, gathering a vast amount of
refuse which it ejects over an adjacent 80’ square
Fallen debris: The landlord shakes loose debris
area, engulfing all creatures in the area in a wave
from a structure into a 20’ square area within 60’
1 of garbage (DC 10 Reflex save avoids). When a
and all creatures in the area suffer 3d8 damage
target is engulfed, it may begin to drown. An
(DC 13 Reflex for half damage).
engulfed target attacks at -4 and must make an
Misfortunate trip: One creature within 60’ is 6
opposed Strength check (vs. +2) to push its way
2 tripped and knocked prone (DC 15 Reflex save out. For each round it starts engulfed on its initia-
negates). tive count, the target must make a DC 12 Stamina
Sewer jet: The landlord sprays foul-smelling water check. When the first check fails, the target is
from a sewer ditch or latrine in a cone 30’ long drowning. Once drowning, the creature loses
3 and 15’ wide at its end. All creatures in the area 1d6 Stamina per round at the start of its initiative
spend the next 1d3 rounds nauseated, vomiting count until it breaks free.
and unable to act (DC 13 Fortitude save negates).
Grapple: On a successful drain grab attack, a landlord
Uproot cobblestones: A 20’ diameter area of the
automatically initiates a grapple attempt (vs. +26, see
street within 60’ ruptures and becomes difficult
Grappling, p. 96, DCC RPG). If successful, the target is
4 terrain. All creatures in the area are knocked
immobilized and suffers 1d8+2 damage per round until
prone, and movement in the area is halved (DC
they break free. Once per round, the landlord can use a
12 Reflex save negates prone).
grappled target as a shield against an incoming attack.
Flying roof tiles: Falling roof tiles choke the air The “shield” must succeed on a DC 14 Reflex save to twist
in a 20’ square area within 60’ for 1d3 rounds, and contort out of the way, otherwise the incoming attack
and all creatures in the area suffer 1d6 damage is re-rolled against the grappled target. The victim can at-
each round (DC 12 Reflex save for half damage). tempt an opposed Strength or Agility check (vs. +26) on
5
Any creature on the roof at the time of the attack their initiative count to escape.
is knocked prone (DC 12 Reflex save negates);
prone creatures may fall from the roof on a failed From the building in front of you, an unholy amalgamation of
Luck check. brass pipes and rusted drains separates itself amidst a cacoph-
ony of creaking and scraping, becom-
ing a twisted and chaotic en-
tity unto itself, and whose
crimson fires within ap-
pear to bore through your
very soul.
Page 121
DEMON, LAULICH, an opposed spell check versus Laulich’s +8 spell check.
Failure indicates the spell has failed and is lost.
PRINCE OF AVARICE Demon traits: Communication by speech or telepathy (all
Few written records of this ancient horror exist beyond known languages), immune to weapons of less than +4
brief mentions in a few obscure texts. These excerpts name enchantment or natural attacks from creatures of 9 HD or
Laulich as the Prince of Avarice or the Grasping Darkness, less, can teleport to any location at will, as long as not bound
describing him as the embodiment of greed, an ancient or otherwise summoned, can project astrally and ethereally,
demon lord who hungers eternally for magical treasures infravision 120’, immune to fire, cold, electricity, gas, and
he does not possess. acid, spellcasting (+20 spell check): Spells (1st) darkness.
Laulich appears as a 10’ tall, gaunt humanoid with a desic- Madness gaze (2/day): As an action, Laulich can choose a
cated, lupine head and arms ending in a mass of tentacles. creature it sees within line of sight to become stricken with
When confronted in combat, the fiend uses his mighty ten- dizzying madness, temporarily losing 1d6 Intelligence and
tacles to grasp his victims and consume the enchantments 1d6 Personality (DC 14 Fortitude save negates).
powering their arcane paraphernalia. Magic suppression field: Laulich emanates a magic suppres-
Despite Laulich’s obsession with hoarding magic items, sion field. Any creature attempting to cast a spell or activate
the demon lord cannot activate any but the most power- a magic item with 120’ of Laulich has the spell or magical
ful artifacts. His very presence disturbs the flow of magic, effect fails (the spell is not lost, and magic item charges are
impeding anyone attempting to invoke a magical effect. expended as normal), and Laulich regains 3d6 hit points
Some sages theorize that the presence of magical auras (DC 20 Willpower save allows spell or effect to operate
soothes Laulich and that he can siphon these enchantments normally and no hp gain). Existing magical effects brought
to rejuvenate himself. into Laulich’s magic suppression field continue to function
as normal.
Laulich can speak all known languages.
Shadow summoning (2/day): As an action, Laulich can sum-
Laulich (demon lord, unique): Init +6; Atk bite mon 1d3 shadows (p. 425, DCC RPG) that will obey his com-
+10 melee (2d6+5) or tentacles (x2) +10 melee (3d8+4 mands. The shadows remain for 2d8 rounds or until killed.
plus tentacle grapple) or spell; AC 20; HD 15d12 (hp
Spellcasting: Laulich casts spells as a wizard and suffers a
85); MV 40’; Act 3d20; SP demon traits,
-2 penalty to spell checks when casting cleric spells. On
magic suppression field, madness gaze (2/
a result of natural 1, he suffers a 50% chance of major
day), shadow summoning (2/day), coun-
corruption or misfire, rolling on the generic tables
terspell (3/day), consume enchantment
as appropriate.
(1/day), immune to fear, charm spells
or effects, and poison, spellcasting (+8 Tentacle grapple: If Laulich
spell check): Spells (1st) detect magic, lands a tentacle attack suc-
force manipulation; (2nd) detect evil, cessfully, the opponent is
invisibility, (3rd) planar step; SV grappled (see Grappling,
Fort +12, Ref +10, Will +12; AL p. 96, DCC RPG). Laulich
C; Crit 16-20 DN/d16. has two tentacles, and
each tentacle can grapple
Consume enchantment (1/ one target. The victim
day): As an action, Laulich can attempt an opposed
consumes the enchantment Strength or Agility check
of a magic item he holds or that is (vs. +20) on their initiative
being held by a creature he is grappling. count to escape a tentacle.
If Laulich holds the item, the item per-
In the center of the dark, cav-
manently loses its enchantment
ernous chamber, a daunting
and becomes a mundane object.
figure stirs from atop a jumbled collec-
If the item is being worn or car-
tion of glowing items. The arcane half-
ried by a creature, the creature
light reveals a sinister, wolf-like head
can make a DC 20 Willpower
snarling at the intrusion. The figure’s
save to negate the effect. Lau-
arms end in tentacles that writhe in
lich regains 3d6 hit points when he
expectation. Wordlessly, the fiend
disenchants a magic item in this way.
fills your mind with dire promis-
Counterspell (3/day): Lau- es. “Thank you for bringing
lich can attempt to inter- me new treasures to add to
rupt an opponent in the my collection. I will relish
process of casting a spell. crushing your bones while I
Spellcasters must make claim them all.”
Page 122
Page 123
DEMON, MALOTOCH bless the labors of necromancers who have developed a
taste for cannibalism, and some wizards have even gone so
Malotoch, sometimes called the Crow Witch or the Car- far as to cultivate such an appetite in the hopes of securing
rion Crow Goddess, is a demonic entity whose domain in her assistance.
the Hells is a vast, twisted forest full of avian monsters.
When she visits the material plane, Malotoch is drawn to The truly desperate—the soldier bleeding out on the battle-
battlefields, especially ones where the carnage has been field, or the starving mother who looks upon her children
particularly brutal and bloody. She arrives at these places with growing hunger—also venerate Malotoch. These lost
of death to feast upon the dead and dying, rending bodies souls offer up prayers to any god willing to answer, and
beyond recognition and consuming their souls. The remains Malotoch is always there. The price of her aid is steep, how-
she leaves behind to satiate other scavengers, especially the ever. Some whom she saves are allowed to live in return
crows, ravens, and vultures that serve her. for their souls. Others she transforms into ghouls or avian
lycanthropes.
In addition to carrion birds, Malotoch also proclaims her-
self lord of ghouls and flesh-eating un-dead, a title some Like most scavengers, the Crow Witch prefers to feast upon
other demon lords openly contest. She is venerated as the the dead or mortally wounded. She eschews direct combat
one true goddess by harpies and rooks. Humanoid clans but can be a formidable foe when pressed. She fights from
that honor the crow as their heraldic animal also pray to the air, swooping down to rake and peck at them with
Malotoch, though often unwittingly. Malotoch is said to her talons and beak. Malotoch’s hunger is legendary, and
once she appears on the material plane, she remains there
until she has consumed the entrails of
no fewer than twoscore mortals. Only
then does she fly back to her infernal
home, carrying the souls of the con-
sumed with her.
Page 124
Fearsome gaze: Every round, Malotoch frightens a single Murmuration swarm (type I demon, independ-
target within 120’ with a mere glance. The target suffers -1d ent): Init +6; Atk razor beak +6 melee (2d6+2); AC 13;
to all rolls for 1d10 rounds (DC 20 Willpower save negates). HD 7d8; MV fly 50’; Act 1d20; SP demon traits, infravi-
Malotoch does not need to use an action die to do this once sion 300’, shifting swarm, hypnotic flight, razor beak all
per round but may spend action dice to target additional targets within current space, half damage from non-area
foes (1 per action die). attacks; SV Fort +3, Ref +6, Will +5; AL C; Crit N/A.
Rotting disease: Malotoch’s talons carry a terrible rotting Demon traits: Communication by speech (Demonic, Com-
disease. Any successful talon strike infects the target, caus- mon), half damage from non-magical weapons and fire,
ing 1d3 Strength and 1d3 Stamina loss (DC 20 Fortitude cannot travel to planes of own volition, infravision 120’,
save negates). Every turn thereafter, the victim suffers an spellcasting (+4 spell check): Spells (1st) darkness.
additional point of Strength and Stamina loss (DC 20 Forti-
tudet save each turn negates). For every 3 points of ability Hypnotic flight: As an action, the murmuration performs a
loss suffered, the victim also suffers 1 permanent point of hypnotic aerial dance, magically enthralling each creature
Personality loss. Strength and Stamina loss heal normally within 120’ that can see it for 1d3+1 rounds (DC 14 Will-
after the victim makes three successive saves or the disease power save negates). An enthralled creature stops doing
is magically cured. So long as the disease is ongoing, the anything, hypnotized by the murmuration’s flight. The
victim cannot heal damage naturally. effect ends if the affected creature suffers damage or another
creature uses an action to shake it from its stupor. If a crea-
Spellcasting: Malotoch’s spells never result in disapproval, ture’s save is successful or the effect ends, it is immune to
corruption or misfire. She suffers no ill effects except losing hypnotic flight for the next 24 hours.
the spell for the day when rolling a natural 1.
Shifting swarm (1/round): Generally, the murmuration
This creature has the physique of a perfectly proportioned wom- makes up a 30’ x 30’ flock, but if it chooses, the murmu-
an, her soft, flawless flesh only barely concealed by her elegant ration can use 10’ of its movement to alter the shape of
silk robes. This makes her all the more horrific when contrasted the area it occupies, so long as its form maintains a single,
with the crow’s head that crowns her body. Fresh blood drips contiguous mass. Any creatures that begin or end their
from the crow’s beak, and her eyes are a gleaming and feverish round within melee range of the murmuration are effec-
yellow. The woman’s long legs end in savage talons caked with tively blind, cannot cast spells, and cannot make successful
the dried viscera of her victims. Broad black wings, the feathers missile fire attacks. Additionally, if the murmuration is hit
infested with bugs, sprout from her back. In her hand she holds by a non-area attack it suffers half the attack’s damage and
a short sword drenched in blood. can fly up to half its speed; withdrawal from melee does
not grant free attacks.
DEMON, MURMURATION A solitary dark cloud swirls in the distance, flowing in waves
as an undulating blackness that obscures the sun. The caravan
A murmuration is a flock of thousands of tiny avian demons. halts as driver and beast alike marvel at the hypnotic spectacle.
From a distance, the murmuration looks like a swirling
cloud of birds, ebbing and flowing in unpredictable direc-
tions. This unity of movement seems unnatural but also “Nature’s sublime wonders are a balm to the short, trou-
mesmerizingly beautiful. As it draws near, the cacophony bled lives of mortals. But beware the murmuration… its
of thousands of shrieking fiends makes its menacing nature terrible beauty is not of this world.”
frightfully clear.
– Rana, lost prophet of Cluain Nuad
Murmurations wheel about planes tainted by the forces
of Chaos, seeking a way into a material plane, often by
abyssal fissure or extraplanar incursion. The murmuration
attempts to hypnotize its prey before descending in a flurry
of beaks sharp as steel blades. Caught in the open, there is
little chance of escape. Entire trade routes have been shut
down until the murmuration is destroyed, driven away
or moves on of its own accord.
A murmuration descends upon its prey,
engulfing it in a swirling, ravenous
mass that blots out light, surrounding
victims in a blinding dark-
ness. The murmuration
never stops moving,
recoiling from danger
like water flowing around
a rock tossed into a river.
Page 125
DEMON, ROOST DRETCH Roost dretch (type I demon, Malotoch): Init +2;
Atk claws +4 melee (1d5) and bite +4 melee (1d3); AC
The domain of Malotoch, the Crow Witch, is a forested 15; HD 4d12; MV 20’, climb 30’; Act 2d20; SP demon
realm, albeit one of twisted trees and hellish fauna. The traits, slow (2/turn); SV Fort +4, Ref +4, Will +0; AL C;
canopy of this horrible forest is home to a variety of dretches Crit DN/d4.
that have adapted — or perhaps been created by Malotoch
— to dwell there. These are the roost dretches: small, ugly, Demon traits: Communication by speech (Common, Demon-
simian creatures distantly related to their counterparts else- ic), half damage from non-magical weapons and fire, cannot
where in the Nine Hells. travel planes of own volition, infravision 120’. Spellcasting
In battle, roost dretches serve as Malotoch’s cannon fodder. (+4 spell check): Spells (1st) darkness.
What victories they do achieve are usually due to their Slow (2/turn): As an action, one target within 20’ is slowed to
overwhelming numbers, rather than any fighting prow- half its normal movement and it can take its normal actions
ess. Roost dretches are stupid and slow, especially on the only once every other round (with the first “skip” being its
ground. Yet, they make competent guerilla fighters when next activation). It automatically drops to the bottom of the
they use their innate magical abilities to put enemies at a initiative count (DC 12 Willpower save resists all effects).
disadvantage. Roost dretches flee as soon as a battle goes The effect lasts for 1d6+1 rounds.
against them, unless a more powerful demon intimidates
A small, ugly creature with gray-green skin and hog-like tusks
them into continuing the battle.
lurks in the canopy of the tree. It has the physique of a monkey,
although it lacks a tail, and its hands end in long, sharp claws.
Page 126
DEMON, SKY FIEND weapons or natural attacks from creatures of 3 HD or less,
can teleport back to native plane at will, as long as not
A sky fiend is a horrendous metal-grafted combination of bound or otherwise summoned, infravision 120’, half dam-
humanoid and bird that prowls the Nine Hells. Normally age from fire, acid, cold, electricity, and gas, spellcasting
employed as scouts and skirmishers by demon lords, these (+8 spell check): Spells (1st) darkness.
beasts sometimes come to the material plane under the
compulsion of a powerful summoner or at the direction Hellfire gust (1/day): A sky fiend can flap its wings at an
of their commander. Often, these creatures scout out the incredible pace to produce a 30’ cone of superheated air that
material plane to uncover promising targets for diabolic causes 5d6 damage and pushes targets 10’ backwards (DC
strikes or to aid an evil-serving cult. Sky fiends seek to 14 Reflex save for half damage and negates push).
uncover weapons, magic, and artifacts that can help them Thunder shriek (1/day): A sky fiend can emit a piercing
in their infernal wars. shriek affecting all non-demons within a 20’ radius. A crea-
In their natural habitat, sky fiends flock to fields filled with ture in the area of effect capable of hearing suffers 3d8 dam-
dead from the abyssal plane’s unceasing wars and consume age and becomes deafened for 2d4 rounds (DC 14 Fortitude
the carrion left behind. Bei’thor, a demon lord associated save for half damage and negates deafness).
with cruelty and sadism, captures these beasts and rebuilds This horrific creature blends avian and humanoid features into
them with “enhancements” in his diabolical workshop, one terrifying whole. Worse, the monster appears to have suf-
binding the sky fiends to his service. This forced servitude fered a number of ghoulish enhancements to its natural form.
festers within their consciousness and grants them a boon Light glints off a curved, iron beak, talons of blackened steel, and
in combat -- to Bei’thor’s eternal delight. Occasionally, a sky two mammoth wings composed of gleaming metallic feathers.
fiend breaks free of this control and goes rogue. A monstrous aura of evil surrounds the beast,
An augmented sky fiend bears little resemblance to its natu- as does the lingering stench of sulfur.
ral form. Its wings are cut from its back, and its beak is torn
from its face. In their place is a pair of steel wing frames
covered with metallic feathers and a vicious steel-bladed
snout. The process also twists the demon’s reasoning, so
they typically fight until destroyed.
Page 127
DEMON, TACITUS Aura of silence: A tacitus radiates magical silence within 10’,
which negates all sound (including most spellcasting). This
Tacitus devils are slender, gray fiends without mouths. effect may be dispelled by dispel magic (spell check result
Sometimes called a murmur, a tacitus arises when an evil of 34+ required).
mortal suffocates or dies in a place where their screams
cannot be heard. Unlike other devils, however, a tacitus Death throes: When a tacitus devil dies, its body bursts into
does not collect mortal souls. Instead, it subsists solely on flames; a voice box is all that remains among the ashes (see
the collection of mortal voices. Because of their curious sidebar). This voice box contains the last voice captured by
appetite, tacitus devils often serve greater devils and evil- the tacitus.
minded cultists as spies or assassins. Demon traits: Communication by speech or ESP (Common,
Tacitus devils are best suited to subtle approaches and nev- Demonic), immune to non-magical weapons or natural
er serve as frontline fighters. They most often travel with attacks from creatures of 3 HD or less, can teleport back
a cadre of lesser devils, which draw the attention of their to native plane at will, as long as not bound or otherwise
prey while the tacitus slips around the battlefield unno- summoned, infravision 120’, half damage from fire, acid,
ticed. Tacitus devils are particularly drawn to spellcasters, cold, electricity, and gas, spellcasting (+8 spell check): Spells
performers, politicians, or anyone who would find the loss (1st) darkness.
of their voice devastating. Hush (1/1d3 rounds): As an action, a tacitus can attempt to
steal the voice of one creature within 60’ and the creature
Tacitus (type II demon, independent): Init +2; loses the ability to speak (including the ability to cast spells
Atk claw +5 melee (1d5); AC 18; HD 5d8; MV fly 20’; requiring speech; DC 15 Willpower save negates). A crea-
Act 2d20; SP invisibility, aura of silence, hush (1/1d3 ture’s voice can be recovered only if the tacitus chooses to
rounds), death throes, demon traits; SV Fort +5, Ref +4, release it to capture another voice or if the tacitus dies. A
Will +3; AL C; Crit 19-20 DN/d6. tacitus can possess only one stolen voice at a time.
Invisibility: As an action, a tacitus can fade into invisibility,
remaining unseen until it makes an attack.
An aura of eerie silence follows this slim, gray figure as it floats
above the battlefield. The thing’s face is featureless, and its hands
end in pointed, dagger-like claws.
Voice Box
Page 128
DEMON, VALMYR A feeling of intense sadness overwhelms all within the room,
seeming to come from a small, child-like figure on the room’s
Though it appears to be a human child with rotting skin and far side. Suddenly, scores of shambling bodies emerge from the
hollow, weeping eye sockets, a valmyr is neither human nor shadows, quickly blocking the view to the small figure as their
un-dead. Rather, it is a fiend created by pain and sustained clawed fingers reach hungrily at you.
by sadness. Whatever tragedy gave birth to valmyrs, they
are now terrifying monsters that seek to snuff out any kind-
ness or cheer they encounter.
A valmyr’s grief eventually overwhelms mortals in
its presence. Humanoids killed by a valmyr rise as
zombies that linger near the valmyr, bolstered by the
grief caused by the fiend. More than once, a valmyr
has been discovered at the center of a horde of such
zombies, driving the un-dead army forward to spread
misery and sadness across the land.
Valmyrs understand Common but can’t speak.
Page 129
DEMON, VILE VENDOR sealed with the ward portal spell (as per a spell check result
of 14).
A vile vendor is a humanoid merchant possessed by a fiend-
ish spirit that haunts an ancient coin of great worth. The Relocate (4/day): As its movement on its initiative count,
shopkeep who comes to possess one of these coins—from the vile vendor can teleport from any location within the
some cursed empire lost to time—becomes maniacally pos- shop to any other unoccupied location within the shop.
sessive of it and begins valuing wealth over morality. Once Spellcasting: A vile vendor casts spells as a wizard and suf-
corrupted, the merchant is possessed by the vile spirit and fers a -2 penalty to spell checks when casting cleric spells.
transformed into a fiend of avarice. In this form, the fiend On a result of natural 1, a vile vendor suffers no chance of
maintains an unassuming facade in hopes of attracting rich corruption or misfire.
clientele (such as adventurers) to its shop.
Possession curse: As an action, the vile vendor occupies the
Once it has a victim in its clutches, the vile vendor reveals body of a cursed living humanoid host. While possessed
its true nature as the haunted shop locks down around (major curse), the victim’s mind is entirely inactive and
them. When it has finished with its victim, the vile vendor unaware. The possession lasts until the possessed host
fills its coffers with their treasure, then adds their body to drops to 0 hit points or the vile vendor is expelled by an
the corpse pit in its basement. appropriate magical effect such as banish, exorcise, or remove
curse. If forced from its host, the vile vendor is banished for
Vile vendor (type III demon, independent): Init 100 years back within its cursed coin.
+2; Atk claws +2 melee (2d5) or haunted coin +3 missile
fire (1d8, range 30’, returns to vile vendor) or spell; AC All sales final (1/day): As an action, with a terrible screech,
13; HD 4d10; MV 40’, climb 20’; Act 1d20; SP demon the vile vendor reveals its true face. Each living creature
traits, mundane appearance, my shop, my rules, relocate able to see it flees in terror as far from the vendor as possible
(4/day), possession curse, all sales final (1/day), haunted for 1d3 rounds (DC 14 Willpower save negates). Following
shop, spellcasting (+12 spell check): Spells (1st) charm this outcome, the vendor gains surprise, moving to the top
person, detect magic, word of command; SV Fort +0, Ref +4, of the initiative order.
Will +4; AL C; Crit 18-20 DN/d4. Haunted shop: The vile vendor’s shop is its lair into which
it invests its evil essence. On initiative count 20 (losing
Demon traits: Communication by speech or ESP (Demonic, initiative ties), the vile vendor can cause one of the follow-
Common), immune to weapons of less than +2 enchant- ing magical effects:
ment or natural attacks from creatures of 5 HD or less, can
teleport back to native plane or any point on same plane at • Something heavy or sharp is thrown from the shelves (a
will, as long as not bound or otherwise summoned, infravi- book, a tool, etc.). The vile vendor chooses one creature
sion 120’, half damage from fire, acid, cold, in the shop and the creature suffers 1d4 dam-
electricity, and gas, spellcasting (+12 age and is knocked prone (Dc 14
spell check): Spells (1st) darkness. Reflex save avoids).
Page 130
DEMON, WECHUGE Protected flames, such as lanterns, have a 50% chance of
being extinguished.
A wechuge is born of the evil lurking in a good creature’s
heart. With each wicked thought, each broken taboo, each Serpent’s eye (1/10 rounds): As an action, the wechuge can
depraved act, the good inside is consumed, and the soul magically glimpse the future. It gains +1d on attack rolls
darkens and takes on physical form as a wechuge. and saving throws until the end of its current initiative
count.
With their reptilian heads and prominent rattle-tipped tails,
wechuges resemble massive rattlesnakes with intelligent, Spit venom (3/day): At the cost of 2 action dice, the wechuge
all-too-human eyes. Long, serpentine necks stretch up from can spit venom in a 60’ long x 5’ wide line. Each creature
their humanoid torsos, which are covered in thick scales. in that line suffers 6d8 damage and is poisoned, suffering
However, these monstrosities’ forms also borrow from 2d4 permanent Stamina loss (DC 22 Fortitude save for half
other beasts. Enormous bat-like wings sprout from their damage and 1d4 temporary Stamina loss).
backs, and they stand atop hooved bison legs. Their thick, Tail rattle: As an action, the wechuge shakes its rattlesnake
hairy arms could be mistaken for a bear’s, except for the tail. Each target within 30’ of the wechuge that can hear
fact that their hands look more like eagle talons. the rattle is frightened for 1d6 rounds, suffering -1d to all
Cursed by a demon lord with an unquenchable desire to actions and must move away from the wechuge as fast
slay and consume all good creatures, a wechuge roams the as possible (DC 21 Willpower save negates and target is
lower planes in search of doorways to places where it can immune to the wechuge’s tail rattle for 24 hours).
feed. When it grows strong enough to break through — or Wing attack: As an action, the wechuge beats its wings. Each
when some mortal is foolish enough to invite it in — the creature within 10’ of the wechuge is pushed 10’ away from
wechuge arrives on the material plane. Its demonic pres- the wechuge and knocked prone (DC 24 Reflex save avoids).
ence is so strong that it warps the lands in which it hunts
Bat wings the size of ship sails sprout from the back of this terri-
and makes its lair.
fying mix of serpent, bear, and humanoid. Its arms end in bird-
Wechuge (type VI demon, independent): Init +10; like talons caked with rotting gore. The demon raises its head
Atk bite +20 melee (4d10) or claws +22 melee (2d8); AC into the air and hisses, filling the air of the cavern with a foul
20; HD 20d12; MV 40’, fly 80’; Act 4d24; SP demon traits, wind that threatens to overpower you.
hoof stomp, horrid hiss (3/day), serpent’s eye
(1/1d10 rounds), spit venom (3/day), tail rat-
tle, wing attack; SV Fort +16, Ref +12, Will
+17; AL C; Crit 16-20 DN/d24.
Page 131
Creating a Wechuge A Wechuge is Near
Page 133
Blindsight: The deep urchin has perfect perception of all
DEEP URCHIN things, including invisible targets, within 30’.
D
eep urchins are a subspecies of sea urchins that have Spine volley: A deep urchin can release a volley of spines
adapted to dwelling in the air in the moisture of every 1d5 rounds. All targets within 10’ suffer 1d6 damage
underground passages, especially near thermal hot and are affected by the deep urchin’s venom (DC 13 Reflex
springs. They resemble common sea urchins but are larger save avoids).
in size and have nearly preternatural awareness of their Venom: Deep urchin venom causes 1d3 temporary Agility
surroundings. When a deep urchin senses movement, it loss. A Fortitude save is required to avoid also taking 1d3
launches its poisoned spines, immobilizing its prey, then it damage (DC 13+1 for every full 2 damage caused by the
slowly crawls towards its victim to feed (causing 1 damage spine volley). Agility loss recovers at a rate of 1 point per
per urchin per turn). Although deep urchins are unintel- hour, and a creature with 0 Agility is paralyzed until their
ligent, other creatures sometimes develop symbiotic rela- Agility is 3 or higher. A lay on hands result sufficient to
tionships with them, using colonies of the urchins as traps remove poison (3 dice) will also immediately restore 1d5
to protect their lairs. Agility.
Deep urchin: Init +0; Atk spine +3 missile fire (1 plus A 1’ wide sphere covered in bright orange spines clings to a rock
venom, range 10’); AC 12; HD 1d6; MV 1’, climb 1’; Act beside the sulfurous waters of a hot spring. Its spines measure
1d20; SP blindsight 30’, spine volley; SV Fort +2, Ref +0, up to four inches in length and are yellow at the tips.
Will +0; AL N; Crit M/d4.
Page 134
DEEP URCHIN, BALLISTA Blindsight: The ballista urchin has perfect perception of all
things, including invisible targets, within 60’.
Ballista urchins are a larger variety of deep urchins, grow-
ing to 6’ in diameter and bearing toxic spines the length of Spine volley: A ballista urchin can release a volley of spines
short spears. They are capable of launching multiple spines every 1d3 rounds. All targets within 10’ suffer 3d6 damage
at once, filling an area with a rain of poisonous barbs. A and are affected by the deep urchin’s venom (DC 15 Reflex
ballista urchin’s spines remain poisonous for 1 hour after save avoids).
the creature’s death and can be used as javelins (3d6 can Venom: Ballista urchin venom causes 1d5 Agility loss. A
be recovered with a successful DC 10 Agility skill check). Fortitude save is required to avoid also taking 1d6 damage
Some deep-dwelling humanoids cultivate ballista urchins (DC 15+1 for every full 4 damage caused by the spine vol-
in order to use the spines when defending their abodes. ley). Agility loss recovers at a rate of 1 point per hour, and
a creature with 0 Agility is paralyzed until their Agility is 3
Ballista urchin: Init +0; Atk spine +5 missile fire (1d6 or higher. A lay on hands result sufficient to remove poison
plus venom, range 10’); AC 14; HD 2d6; MV 10’, climb (3 dice) will also immediately restore 1d5 Agility.
10’; Act 1d20; SP blindsight 60’, spine volley; SV Fort
+4, Ref +1, Will +0; AL N; Crit M/d8. A six-foot-wide mass of yellow quills the size of javelins clings
to the ceiling of the cavern. The quills move as if brushed by a
breeze, but there is no draft present. Suddenly, the air is filled
with a hail of spines hissing towards you!
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underground dwelling races occasionally sell or trade deep
DEEP WORG worg pups to other races for a hefty profit: 50 gp or more
for an untrained pup.
D
eep worgs are a breed of giant, intelligent wolves
native to the cavernous depths of the world. Larger Deep worg: Init +2; Atk bite +6 melee (2d6+4 plus
than their surface kin and uniquely suited to a subter- overbearing bite) or claw +6 melee (2d8+4); AC 15; HD
ranean existence, deep worgs are often bred by the malev- 4d8+4; MV 30’, climb 20’; Act 2d20; SP infravision 120’,
olent underground races to serve as mounts and shock keen senses (all) 60’, move silently +5; SV Fort +3, Ref
troops. A full-grown deep worg is strong enough to support +6, Will +3; AL N; Crit M/d12.
an armored warrior in battle.
Keen senses (all): Deep worgs can detect and track prey with
Unlike most canines, deep worgs possess retractable claws
their keen senses. They gain a +1d bonus to all checks made
and can easily climb rocky cave walls and similar surfaces.
to detect and track prey and all creatures within 60’ suffer
Their hairless bodies are covered with a wrinkled and leath-
a -1d penalty on all attempts made to avoid detection by
ery hide tough enough to turn away most attacks. When
a deep worg.
serving as mounts for their cruel masters, deep worgs will
typically attack first, knocking their foes prone and allowing Overbearing bite: A deep worg’s bite will knock the target
their riders to follow-up with devastating weapon blows. prone (DC 14 Strength check negates).
Deep worgs are intelligent and capable of speech, speaking A tremendous, nine-foot-long, wolf-like creature skulks in the
Common and the language of their masters. They are cruel subterranean gloom, its gray body wrinkled and hairless. A pair
creatures with a pack mentality, although their master’s of eyes that glow faintly green stare at you as saliva drips from a
training makes them loyal to them. Deep worgs are almost mouth lined with razor-sharp teeth. Long, feline claws extending
never encountered in the wild, but the from the creature’s paws dig into the stone ground.
Page 136
as both portable light sources and weapons. Due to the
DENKARE unique connection the denkare have with the crystals, they
are useless in the hands of anyone other than a denkare.
T
he denkare civilization arose seemingly spontane-
ously from the dense jungles and soaring mountain Denkare “priests” are more akin to expert scientists. They
ranges of the southern lands. Their weird towers and work to bring about the salvation of their god—who has
ziggurats—which look more like organic structures than promised to take the denkare with it when it returns to the
intelligent constructions—appeared millennia ago, but since heavens—and to manipulate the local flora and fauna to
then the denkare have had little contact with the outside serve their master and themselves as guardians and beasts
world. To this day, the denkare dwell far from other cul- of burden.
tures, pursuing their own agendas and conducting private
Denkare: Init +1; Atk macuahuitl +2 melee (1d8+2) or
rituals directed at the stars above.
glow crystal +4 missile fire (2d6+2, range 30’); AC 12; HD
The denkare were a species of small, glittering lizards until 3d8; MV 30’; Act 1d20; SP shared thoughts; SV Fort +1,
a blazing meteor fell from the heavens. This meteor was no Ref +2, Will +0; AL L; Crit III/d8.
simple chunk of rock, but an alien intelligence with the abil-
ity to manipulate the genetic code of living things. Needing Shared thoughts: The denkare knows everything the other
servants, the meteor manipulated the lizards’ genes and members of its family knows, allowing the denkares to
uplifted them into a race of sentient humanoids. With their transmit information instantaneously.
newfound intelligence, the denkare built an entire civiliza- This humanoid creature is covered with small scales like chips
tion aimed toward a single purpose: to attract the attention of mica. Its most distinguishing feature is its broad, tear-
of their creator’s species in order to bring about the rescue drop-shaped head and a bulbous protrusion the size of a small
of the marooned “god.” melon that juts from the base of its neck just above its spine.
Denkare culture is neolithic, but its members possess a The creature wears a skirt of leather
highly advanced understanding of astronomy, biology, strips and large, colorful feathers. It
and music. Their weapons are simple, with the excep- carries a club studded with shards
tion of those made from a certain crystal harvested of obsidian.
near the palace of their god deep beneath
the earth. The denkares’ master adapted
their physiology so they could power
these crystals with their own
bioelectrical power, and
thereby use the crystals
Page 137
DESOLATE
New Magic Item:
WORM Cloak of the Worm
A
T
he desolate worm, also known as the priest bane, is desolate worm’s skin has been fashioned into a
only encountered in damp, dark environs. The worm cloak by an accomplished haberdasher in conjunc-
is most often found in its larval state: a wet ball of pale tion with an unknown mage of some power.
flesh, cool to the touch. Disturbed, the ball unwraps itself, Cloak of the worm: The cloak of the worm grants the
revealing an 8’ long salamander-like creature, with four wearer +3 to saving throws against any spells and
legs and a belly covered in needle-like mandibles. Fresh- renders its wearer immune to fire.
ly hatched, the worm is driven by a maddening hunger,
lunging at the nearest moving creature. Characters that are
perfectly still are ignored and functionally invisible to the
worm. Desolate worm: Init +0; Atk claw +6 melee (1d7+1),
mandible +6 melee (1d16 plus 1d7 Stamina drain); AC 15;
HD 5d12; MV 30’, climb 20’; Act 2d20; SP local lore, spell
ward; SV Fort +5, Ref +2, Will +8; AL N; Crit M/d10.
Page 138
long, 10’ high, and 10’ thick, causing a -1d penalty to attack
DHUKAN rolls within or through it.
D
hukan are powerful beings infused with the raw Spellcasting: Dhukan cast spells as a wizard. They do not suf-
essence of the elemental planes of air and fire. These fer corruption or patron taint but can misfire or lose spells.
genies are at home in either environment, but they A gray-skinned genie sits imperiously upon his jewel-encrust-
prefer the border regions where heat and smoke infuse ed throne. Sweet-scented smoke ascends slowly from a nearby
the wind. When flying, their lower body transforms into a brazier. The creature idly turns one of his many rings, drawing
column of thick smoke. They are usually armed with either attention to his wealth. Cocking his head to the side, he demands
two scimitars or a pike. Armed with two scimitars, a dhukan to know why his uninvited guests think they are worthy of his
can potentially make four attacks per round, although each attention.
attack is made with 1d16 and crits are not possible.
Most dhukan are arrogant, demanding that others appreci-
ate their worth. They surround themselves with subservient “A measly pearl?! I don’t care how big it is. I expected
beings to fawn over their every action. Dhukan reward more from you!”
those who regularly ingratiate themselves and boost the —Maghuharif, Dhukan Prince of the Ashen Palace
genie’s sense of importance.
Dhukan covet wealth in any form and eagerly display
their most ostentatious pieces for others to envy. They dis-
approve of anyone who dares call upon them while not
dressed as lavishly as possible. Only those of wealth and
means are worthy of their attention.
Cowards by nature, dhukan avoid combat whenever pos-
sible. If forced to fight, they target foes with smother-
ing blasts of smoke and soot.
Page 139
DIRE DRAKE, COBALT
Cobalt dire drakes are aggressive, solitary predators
with a powerful bite. Only the greatest tribes of lizard-
men can train them for use as heavy cavalry mounts,
and each is strong enough to carry even a fully armored
warrior into battle with little effort.
In the wild, a cobalt dire drake is an apex predator that
chases down prey such as bison, horses, and even smaller
drakes. It typically attacks with a headlong charge, slam-
ming into an opponent with jaws agape. When mount-
ed, a cobalt dire drake is a fearsome combatant and can
increase the damage its rider inflicts with a charge.
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DIRE DRAKE, SEA
Sea dire drakes are semi-aquatic reptiles favored as
mounts by the lizardmen tribes that live near the ocean.
They are reputed to grant their riders the ability to
breathe underwater.
A sea dire drake is equally adapted to life on
the land and in the ocean. On land, it typically
attacks with its powerful jaws, using its many
conical teeth to puncture and crush its prey. In
the water, a sea dire drake can ram opponents
with its blunt snout.
Page 141
Draexodon: Init +0; Atk claw +6 melee (1d12) or head
DRAEXODON butt +6 melee (3d6) or charge (special); AC 16; HD 6d12;
MV 30’; Act 1d20; SP charge, trample; SV Fort +12, Ref
I
n the wild, draexodons are timid, grazing creatures +4, Will +4; AL N; Crit M/d12.
that attack only to defend themselves. However, few
draexodons remain in their natural habitats, in large part Charge: A draexodon may charge (see Charge, p. 96, DCC
because many goblinoid races capture and train the massive RPG) and initiate a head butt at the end of the charge. On
reptiles to serve as troop transports and living siege engines. a successful head butt, the target suffers an extra 2d6 dam-
A draexodon captured by evil masters quickly becomes a age and is knocked prone (DC 12 Fortitude save negates
danger to anyone or anything its temper is directed at. A both effects).
draexodon trained for war is a savage fighter, charging into
the fray to batter enemies with its bony head before tearing Trample: A draexodon can use its move (even if charging)
into them with its claws. to trample a prone target as it passes over it, causing 4d6
damage (DC 15 Reflex save for half damage).
A draexodon can fill many roles on the battlefield. As a
beast of burden, it can be used to transport troops or haul A massive, four-footed reptile lumbers into view. Its body is cov-
war supplies. As a siege engine, it can be used to batter ered by brown, knobby scales, and it stands over twelve feet tall
down castle walls or other defenses. As a mobile artillery at the shoulder. The beast must weigh several tons. Long claws
platform, it can carry up to eight human-sized creatures, tip its feet, and the creature’s skull is thick and bony, resembling
although typically only half of those have the space to make the head of a battering ram.
missile attacks at a given time.
Page 142
Anthracite dragons are able to speak Common, Demonic,
DRAGON Dragon, and Undercommon.
O
ne of the greatest threats to miners and explorers fire (1d12, range 200’) or breath weapon (special); AC 29;
who wander the subterranean depths is the anthra- HD 12d12; MV 60’, burrow 60’; Act 4d20; SP transmute
cite dragon. Intelligent and cruel, these dragons are earth (3/day), blinding ash (3/day), breath weapon (heat,
unique in that they covet not gold and gems but rather coal, 3/day), frightful presence, immune to fire, infravision
slag, and ash along with magical items. 100’; SV Fort +12, Ref +12, Will +12; AL C; Crit DR/2d14.
An anthracite dragon is covered in thousands of small, jet-
Blinding ash (3/day): As an action, an ancient anthracite
black scales with a dull luster. More powerful than graceful,
dragon can create a 20’ sphere of swirling ash, blinding all
anthracite dragons possess thick necks and muscled limbs.
within the area for 1 round (DC 16 Fortitude save negates
An arch of short metallic spikes crown their heads. Most
blindness).
scholars accept that they are true dragons, citing their magi-
cal abilities as proof, even though all anthracite dragons Breath weapon (heat, 3/day): As an action, an anthracite
lack wings. dragon can exhale a cloud of hot ash and gases in a 90’ cone.
All within suffer damage equal to the dragon’s hit points
Anthracite dragons seek out volcanic caverns or rich coal
(DC 22 Fortitude save for half damage).
mines for their habitat, slaying rather than enslaving who-
ever controls the mine. They remain until they have com- Frightful presence: The anthracite dragon’s visage and sheer
pletely consumed the ash and veins of coal and then move mass are absolutely terrifying. All who look upon it flee in
on to another, making them among the most nomadic of terror for 1d4 turns or until reaching a safe distance (DC 22
dragons. Fortunately for those who make their living on Willpower save negates). If cornered, opponents can fight
the surface, anthracite dragons rarely travel above ground. with a -4 attack penalty.
Transmute earth (3/day): As an action, an anthracite dragon
can cast this spell as per the 4th-level wizard spell (+6 spell
check).
Page 143
Anthracite dragon (small young dragon): Init +6; Anthracite dragon (very young pseudodragon):
Atk claw +9 melee (1d8) and bite +9 melee (1d12) or Init +3; Atk claw +6 melee (1d8) or breath weapon (spe-
breath weapon (special); AC 18; HD 6d12; MV 40’, bur- cial); AC 13; HD 3d12; MV 30’, burrow 30’; Act 1d20; SP
row 40’; Act 2d20; SP transmute earth (1/day), blinding transmute earth (1/day), breath weapon (heat, 1/day),
ash (1/day), breath weapon (heat, 1/day), immune to immune to fire, infravision 100’; SV Fort +3, Ref +3, Will
fire, infravision 100’; SV Fort +6, Ref +6, Will +6; AL C; +3; AL C; Crit DR/d10.
Crit DR/d16.
Breath weapon (heat, 1/day): As an action, an anthracite
Blinding ash (3/day): As an action, an anthracite dragon can dragon exhales a cloud of hot ash and gases in a 20’ cone.
create a 10’ sphere of swirling ash, blinding all within the All within suffer damage equal to the dragon’s hit points
area for 1 round (DC 10 Fortitude save negates blindness). (DC 13 Fortitude save for half damage).
Breath weapon (heat, 1/day): As an action, an anthracite Transmute earth (1/day): As an action, an anthracite drag-
dragon exhales a cloud of hot ash and gases in a 40’ cone. on can cast this spell as per the 4th-level wizard spell
All within suffer damage equal to the dragon’s hit points (+4 spell check).
(DC 16 Fortitude save for half damage). Smoke and ash fill a cavern, heralding the arrival of a malevolent
Transmute earth (1/day): As an action, an anthracite drag- force. A wingless dragon with jet-black scales, embers for eyes,
on can cast this spell as per the 4th-level wizard spell and a crown of horns emerges from a massive tunnel. Its iron
(+4 spell check). claws tear open the stone as it stretches its talons.
Page 144
DRAGON, DRAKE Dragon powers: Each drake snake has the
indicated number of rolls on Table V:
SNAKE Dragon Martial Powers (p. 408, DCC
RPG) and Table VI: Dragon Unique
Drake snakes are the descendants of a
Powers (pp. 409-410, DCC RPG).
clutch of dragons that became impris-
oned underground by stronger foes. A large, serpent-like form slithers out of
Over time, these dragons’ offspring the subterranean darkness. Its scales are
adapted to the narrow, winding pas- albino white and its eyes are milky, lack-
sages of their subterranean environ- ing both pupil and iris. Small nubs are
ment, slowly losing both their wings visible on its back and sides. Caus-
and legs as their bodies took on an tic saliva drips from its mouth,
albino, serpentine appearance. The causing the stone beneath the
dragons’ acidic breath weapon creature to smoke and crack.
also developed until it could dis-
solve even the hardest stone.
Drake snakes, although
DRAGON,
somewhat dim-witted, are ECLIPSE
no less cruel than their sur-
face cousins. It is common The harbinger — or, some say,
to find a drake snake lord- the very cause — of solar
ing over lesser creatures in the eclipses, an eclipse dragon
Underdeep, adopting the role of is a calamity as much as a
a cruel boss or demanding god. creature. Its appearance is
Like most dragons, drake snakes believed to herald the com-
adore treasure and often com- ing of a dark age, the primary
mand their underlings to rob cause of which is perhaps the
caravans or raid settlements eclipse dragon itself.
so as to add loot to their hoards. Spawned from the primal
Reptilian humanoids such as troglo- elements of the multiverse,
dytes sometimes form cults around a before man or magic existed,
particularly powerful or fierce drake eclipse dragons stand above and
snake, but the serpent folk of the jungle apart from any allegiance to dragon type
abhor drake snakes and launch crusades to slay or deity. Ancient gods corrupted the proudest and old-
them whenever they learn of a drake snake’s lair near one est dragons, turning them into eclipse dragons, their first
of their cities. and most terrible servants. Although few in number, these
Drake snakes are able to speak Common, Dragon, and dragons have been the doom of many empires and the vil-
Undercommon. lains in countless tales of woe across thousands of worlds.
A relic of an ancient age, eclipse dragons cannot repro-
Drake snake (small adult dragon): Init +8; Atk duce. They were born from the ideals of a dragon, albeit
bite +7 melee (1d12 plus constriction) or breath weapon a corrupted version, to reflect only the species’ darkest
(special); AC 22; HD 8d12; MV 40’, burrow 20’; Act 1d20; aspects. As such, their violent motives are incomprehen-
SP breath weapon (acid, 2/day), constriction, dragon sible to mortals. However, like most dragons, they enjoy
powers (V/2, VI/2), infravision 60’; SV Fort +8, Ref +8, opportunities to display their power, often obsessing about
Will +8; AL C; Crit DR/d20. how to destroy any other powerful creature they encounter,
especially ancient chromatic or metallic dragons.
Breath weapon (acid, 2/day): As an action, a drake snake
exhales acid in a cone 20’ wide × 30’ long. Each creature Legends of eclipse dragons all agree on their ruthlessness.
in that area suffers damage equal to the drake snake’s hit Some slowly pick worlds clean of all living things worth
points (DC 18 Fortitude save for half damage). consuming. Some behave as apex predators, hunting wor-
thy prey to extinction. Others set themselves up as dark
Constriction: Drake snakes that score a bite attack immedi-
lunar deities, demanding bizarre rituals and cruel sacrifices
ately wrap their coils around the victim. Each round there-
from the denizens below. Eclipse dragons cannot be swayed
after, the drake snake attempts further bites (always against
by riches or power, for they have more than enough of both
the grappled target) and also constricts the same target
to last lifetimes, but they do collect curios from the remains
for an automatic 1d6 damage. The victim can attempt an
of defeated enemies.
opposed Strength or Agility check (vs. +15) on their initia-
tive count to escape. Many make their lairs on a moon or comet, moving on when
they have grown tired of the world or devastated it beyond
recognition. When an eclipse dragon is not in its moon lair,
Page 145
Warping presence: The region where an eclipse dragon is
active is warped by the creature’s presence. The sun is
eclipsed by the dragon’s moon lair, and intermittent trem-
ors ravage the area. Each hour there is a 10% chance that a
chasm will open, requiring a successful DC 15 Agility check
to avoid plunging down 1d100’. Winds whip up into mighty
gales from the beating of the dragon’s wings: each hour
there is a 50% chance of gale force winds that ground flying
creatures and cause any missile fire attacks to suffer -1d.
A monstrous dragon blots out the sun, and the earth shakes as it
descends. Its dusk-violet wings are massive enough to envelop a
castle, and its jaws hang open wide enough to swallow a build-
ing whole. It roars like a flaming comet, shaking the very air, as
its shadow rises over the land.
MOON LAIR
A n eclipse dragon will seek out or, if necessary, hol-
low out an enormous cave on a moon or another
celestial object above its chosen hunting grounds.
From its cosmic roost, it watches the world below,
including its inhabitants, patterns of magic, and gods.
it can be seen flying miles above the ground. Satiated eclipse The eclipse dragon’s lair is filled with trophies collect-
dragons soon leave to traverse the multiverse, looking for ed from recent conquests, which range from carcasses
another world to turn into their great domain. of titans and other dragons to entire mausoleums and
edifices of power. When intruders enter the lair, some
Eclipse dragon (godlike immortal dragon): Init of these trophies will come to life, animated by primal
+28; Atk claws (x4) +36 melee (1d8) and bite +36 melee magic, to act as guardians of the immeasurable hoard.
(1d12 plus swallow whole) and tail slap +36 melee (1d20 Roll on the Lair Trophies table to see which creatures
plus thunderstrike for additional 6d6) and wing buffet join the battle.
+36 melee (2d12) and crush +36 melee (3d12) or breath
weapon (special) or spell; AC 49; HD 28d12; MV 80’, fly Lair Trophies
160’; Act 8d20+1d20 (spells); SP breath weapon (radia-
tion, 6/day), cause terror, dragon powers (V/7, VI/9), 1d10 Roll Animated Creature
warping presence, spellcasting (+14 spell check): Knows An extradimensional analogue of
all spells; SV Fort +28, Ref +28, Will +28; AL C; Crit 1
every character in the party
DR/4d20.
2 Two elementals of different types
Breath weapon (radiation, 6/day): As an action, an eclipse Three iron living statues of ancient
3
dragon breathes a 20’ wide x 300’ long wave of radiation alien nobility
energy. Each creature in that area suffers damage equal to A chimera, crazed from its eon-
the dragon’s hit points and goes blind (DC 38 Reflex save 4
long captivity
for half damage and negates blindness).
An elder brain that was once the
Cause terror: This creature causes terror in all those who 5
mightiest wizard of their age
behold it. Those witnessing its majesty must make a DC 38
Willpower save or suffer -1d to all actions for 1d6 rounds. Three emerald wanderers wearing
6
the forms of elven royalty
Dragon powers: Each eclipse dragon has the indicated
Two song tyrants, each singing a
number of rolls on Table V: Dragon Martial Powers (p. 7
different dirge
408, DCC RPG) and Table VI: Dragon Unique Powers (pp.
409-410, DCC RPG). 8 Four oil elementals already aflame
Swallow whole: When an eclipse dragon hits a creature with Six stained glass golems that form
9
a bite attack, it automatically swallows the creature. Swal- a gruesome diorama
lowed creatures suffer 2d12 damage per round spent inside A large dragon of an age and with
the dragon. If a creature can deal 30 damage or more to the 10
abilities yet to be determined
dragon on a single initiative count, the dragon regurgitates
all swallowed creatures (Fortitude save vs. the damage
dealt negates).
Page 146
DRAGON, EEL Older eel dragons that reside near coastal cities or remote
villages are sometimes revered by the locals and become
Eel dragons, sometimes called sea serpents, are aquatic interwoven in their culture and customs. Despite this adora-
creatures with draconic blood and other draconic traits. tion, eel dragons occasionally attack ships laden with gold
Although they appear to be mindless beasts, eel dragons to consume the crew and to add to their extensive hoards.
possess a spark of intelligence, a cunning intuition, and the Eel dragons occasionally ally with storm giants and aquatic
ability to speak. An obsession with material wealth, espe- humanoid communities, such as merfolk or sea elves, which
cially glittering coins, gems, and bejeweled objects serves call them coral dragons. These alliances are always mutu-
as further proof of their draconic heritage. They are created ally beneficial, but the fickle whims of an eel dragon are
using the same rules as dragons (pp. 406-410, DCC RPG), stronger than any sense of loyalty.
except as follows:
A full-grown eel dragon can exceed 50’ length from head
• All eel dragons have a swim speed that is equal to a to tail, but shorter, bulkier body types exist. All eel dragons
normal dragon’s flight speed. have a frilled dorsal ray, usually boldly colored, running
• All eel dragons have a base 20’ move on land. the length of their backs. Auxiliary fins adorn their chins
and cheeks.
• Young adults grow a pair of pseudo-wings situated
about one-third of the way down their serpentine bod- An eel dragon’s hide is covered with fine scales and a slimy
ies. Young adults begin with a flight speed of 10’, and coating. Their scales come in a variety of hues, from dull
each subsequent age category increases flight speed by black to bright greens or purples. Although solid colors can
10’ (see Table II, p. 407, DCC RPG). occur, most eel dragons are speckled with spots or striped.
An eel dragon’s hide often assumes a coloration advanta-
• All eel dragons are legless. They do not have claw or geous to its environment. The exception is an eel dragon
wing buffet attacks (even if they have wings). wyrmling, which has a translucent, glass-like body with
• All eel dragons are amphibious. clearly visible bones and organs.
• The judge may revise dragon martial and unique pow- Eel dragon (large ancient dragon): Init +12; Atk
ers to reflect the aquatic nature of the creature. For bite +13 melee (1d12) or tail slap +13 melee (1d20) or poi-
instance, an eel dragon which would have had the water soned barbed tail +13 melee (1d20 plus venom) or breath
walk ability may instead be able to move at its full swim weapon (special) or spell; AC 22; HD 12d12; MV 20’, fly
speed while on solid ground. 40’, swim 120’, burrow 20’; Act 3d20+1d20 (spells); SP
breath weapon (smoke and steam, 3/day), corrupt water,
neutralize poison, change shape, clear passage, retinue,
lair actions, regional effects (all), spellcasting (+8 spell
check): Spells (1st) magic missile, mending; (2nd) invisibili-
ty; SV Fort +12, Ref +12, Will +12; AL N; Crit DR/2d14.
Page 147
An Eel Dragon’s Lair
E el dragons make their lairs in underwater crevasses or deep caves in coral reefs. The hard-to-reach entrance
is typically concealed and leads to a meandering passage with many tight squeezes. The eel dragon’s slimy
scales help it navigate these confines.
When an adult (or older) eel dragon is in its lair, it causes one of the following to occur each round. Roll 1d3:
A swirling whirlpool hampers movement within a 30’ radius of the eel dragon. Each creature in that area
1 suffers a -10’ penalty to its movement and a -1d penalty to all attacks, skill checks, and spell checks for its
next 1d3 actions (DC 15 Reflex save negates).
An unnatural current pushes a creature that the eel dragon can see toward a coral outcropping. The target
2
is pushed up to 20’, suffering 2d4 damage if it collides with the coral (DC 15 Strength check negates).
The eel dragon animates a piece of coral it can see within the lair, which then targets a nearby creature
chosen by the dragon. The target is grappled by the coral (DC 15 Reflex avoids) and suffers 1d4 damage
3
each round until the victim escapes (requires a DC 15 Strength or Agility check). The victim cannot take
any other meaningful action while so held.
Regional Effects
A n eel dragon has a magical connection to a particular coral reef or region of the sea, and alters the aquatic
habitat, creating one or more of the following effects. To determine the number of effects, roll 1d3-2, adding
1 per age category over adult. To determine which effects occur, roll 1d3 per effect, unless all occur, in which
case there is no need to roll.
1 Aquatic informants: All fish and invertebrates within 6 miles of the eel dragon’s lair serve as the dragon’s
eyes and ears. It is impossible to surprise the eel dragon in its lair.
2 Coral growth: Any coral within 1 mile of the eel dragon’s lair becomes increasingly lush and grows at an
unnaturally high rate. The reef expands by 10% each year.
3 Hidden entrance: The growth of the coral reef conceals any entrances to the eel dragon’s lair. An entrance
can be located only with a successful DC 20 Intelligence check.
If the eel dragon dies, these effects fade over the course of 1d10 days.
Page 148
Breath weapon (cold, 2/day): As an action, an eel dragon
breathes a cone of cold 40’ long with a 20’ base, causing
damage equal to the eel dragon’s hit points (DC 15 Fortitude
save for half damage).
Change shape (1/day): The eel dragon can assume
human shape.
Lair actions: While in its lair, the eel dragon can
create a whirlpool, push an opponent with a
current, or animate a piece of coral.
Regional effects: The eel dragon has the following
effects on the area around its lair: coral growth.
Page 149
DRAGON, RAINBOW Breath weapon (radiant, 3/day): As an action, a rainbow
dragon breathes a 20’ wide x 50’ long cone of rainbow-
Naturally creative and unbound by notions of law or chaos, colored light. Each creature in that area suffers damage
rainbow dragons focus their energy on creating life within equal to the dragon’s hit points (DC 21 Fortitude save for
their domains. These rainbow-colored, magically created half damage).
beasts and critters fill the jungles that the dragon calls home.
While a rainbow dragon’s ambitions rarely bring them into Dragon powers: Each rainbow dragon has the indicated
conflict with humanoids, their indignant and capricious number of rolls on Table V: Dragon Martial Powers (p.
natures make them unpredictable and dangerous. Adven- 408, DCC RPG) and Table VI: Dragon Unique Powers (pp.
turers who attempt to negotiate with a rainbow dragon 409-410, DCC RPG).
find that the wyrm’s mood changes as swiftly as the color Spellcasting: Although spells may be determined randomly,
of its scintillating scales. those dealing with light or having a manifestation of light,
Rainbow dragons lair in open groves deep within jungles are especially appropriate. A typical group of spells would
and rainforests. The area for miles around a rainbow drag- be: (1st) color spray, force manipulation, magic missile; (2nd)
on’s lair is lush and vibrant, infused with the dragon’s life invisibility, monster summoning, phantasm; (3rd) breathe life,
energy. The dragon often slumbers in a crystal-clear stream planar step, water breathing.
that rings its grove like a moat. The jungle parts to reveal a beautiful dragon with scales scin-
The rainbow dragon hoards brightly colored gems, gleam- tillating with rainbow-colored light. The dragon’s wings are a
ing magical swords, and wands topped with glowing crys- myriad of brightly colored feathers, and its tail is leafed much
tals. It is less concerned with the monetary value of its hoard like the tropical birds that inhabit this region. The dragon opens
than how the mound sparkles and shimmers in the light. its mouth and unleashes a burst of radiant light, as beautiful as
a rainbow, yet far more frightening.
Rainbow dragon (large ancient dragon): Init +11;
Atk claws (x2) +11 melee (1d8) and bite +11 melee (1d12)
and tail slap +11 melee (1d20) and wing buffet +11 melee
(2d12) or breath weapon (special) or spell; AC 20; HD
11d12; MV 60’, fly 120’; Act 5d20+1d30 (spell); SP breath
weapon (blinding, 3/day), breath weapon (radiant, 3/
day), dragon powers (V/2, VI/3), spellcasting (+6 spell
check): Spells (1st) any 3; (2nd) any 3;
(3rd) any 3; SV Fort +11, Ref +11,
Will +11; AL N; Crit D/2d14.
Page 150
DRAGON, THOUGHT what they thinks must be done to maintain the cosmic bal-
ance, whether that act is one of Law or Chaos. To a thought
Thought dragons differ from their more “traditional” coun- dragon, it is the ends which justify the means, and nothing
terparts in both worldview and form. Like their brethren, is more vital than preventing one side of the cosmic struggle
thought dragons are an extremely long-lived species, but from gaining too great of an upper hand.
unlike “true” dragons, these dragons have void-like bodies
that glow with cosmic light. Both lawful and chaotic dragons consider thought drag-
ons to be their enemy. As punishment for opposing their
Seeing themselves as keepers of balance, thought dragons machinations, chaotic dragons hunted thought dragons to
may appear fickle to outside observers, at once aiding and near-extinction over a thousand year ago. Only the wiliest
undermining mortal endeavors, depending on the needs of them survived in exile and seclusion. Thought dragons
of the cosmos. Thought dragons have an inherent sense of now avoid territories claimed by other dragons, lest they
the balance in the universe. This understanding of cosmic draw attention to themselves.
forces guides their every action. They might actively oppose
a paragon of one side, all the while fleeing from another, In their treasure hoards, a thought dragon favors magic
depending on the state of celestial affairs. items that allow them to glimpse the future. They use such
items to better judge how their actions might affect the cos-
While not entirely devoid of emotion, a thought dragon’s mic balance. Thought dragons also hoard more mundane
mental discipline allows them to act without joy, ambition, items, such as historical accounts, religious iconography,
or remorse. A thought dragon does not shy away from and objects associated with past events of great importance.
Page 151
Like other dragons, thought dragons are fiercely indepen-
Elemental sympathy (earth): The thought drag-
dent and have no traditional hierarchy, recognizing neither
on’s scaly hide is psychically attuned to the
a king nor queen. Instead, the chief cosmic philosopher 05-06
elemental plane of earth, granting a +2 to AC,
among the thought dragons is referred to as the Tlatoani,
but reducing their movement by half.
or “They Who Speak.” This grandly ancient thought dragon
is in near perfect balance, and zie are sometimes sought out Elemental sympathy (fire): The thought drag-
by pilgrims seeking zir wisdom. on’s scaly hide is psychically attuned to the
Basic Traits: In game terms, each thought dragon is elemental plane of fire, granting +1d6 dam-
unique. Use Tables I, II, IV, V (p. 406-407, DCC RPG) and 07-08 age to creatures coming into physical contact
Table VI below, to randomly determine a thought dragon with the thought dragon, but they suffer 1d6
or select as appropriate. Roll once on each table to build damage per round from contact with water
the dragon. (10d6 from full immersion).
There are a few key differences from the traditional dragon. Elemental sympathy (water): The thought drag-
Rather than receiving a bite attack (as shown on Table II: on’s scaly hide is psychically attuned to the
Dragon Age), thought dragons receive one psychic power 09-10 elemental plane of water, granting immunity
for every 3 HD they possess (see Table VI below). In addi- to fire damage, but they suffer double dam-
tion, the thought dragon’s psychic blast special property age from cold-based attacks.
replaces the traditional breath weapon and so there is no
need to roll on dragon Table III. Terror: Uncontrollable panic fills the victim’s
mind: Roll 1d4: (1) target is paralyzed for
Damage dice: In addition to common dragon attacks, psi 1d3 rounds; (2) target flees with all possible
attacks do 1d7 damage, range HD x 5’ 11-12 speed; (3) targets faints and is unconscious for
Initiative: Due to their extensive knowledge of future 1d4 rounds; (4) target attacks in a panicked
events, thought dragons may not be surprised and always frenzy, suffering a -1 to hit and gaining +2 to
act first in a round (unless they choose to do otherwise). damage against the thought dragon.
Psychic blast: In place of the breath-weapon of their cous- Levitation: The thought dragon can psychi-
ins, the thought dragon’s greatest weapon is their psychic 13-14 cally lift up to their HD x 100 lbs in weight
blast. The blast extends out from them in a radius (HD x and move it at a rate of 20’ per round.
10’) and inflicts the thought dragon’s hit points in damage,
or half with a successful Willpower save (DC 10+HD). The Psychic invisibility: The thought dragon
psychic blast may not be used more than once in a round. becomes utterly invisible while still being
able to act and attack as normal so long as
Lair: Thought dragons dwell in great caverns either on
15-16 the invisibility is actively used each round.
high mountain tops or deep beneath the earth. They are
Creatures piercing the invisibility with a suc-
especially fond of massive crystal beds and other geode-
cessful save are immune to this effect for the
sic structures, which they sometimes use to amplify their
remainder of the encounter.
psychic powers. As such locations normally lie deep under-
ground, a thought dragon’s lair may go entirely unnoticed Mental fog: Targets find it difficult to concen-
by those in the world above. 17-18 trate, suffering a -2 to all spell checks, Will-
power saves, and Intelligence-based rolls.
Table VI: Thought Dragon
Obscurement: The thought dragon psychically
Unique Psychic Powers 19-20 conceals an object, rendering it effectively
A thought dragon receives one unique psychic power for invisible to all present for HD rounds.
every full 3 Hit Dice they possess. Use of the psychic power
Mental link: The thought dragon creates a
requires 1 action die normally reserved for attacks
psychic link between themself and another
21-22
d% Roll Unique Psychic Power individual, allowing for the two-way sharing
of thoughts and memories.
Doubt: The thought dragon fills the target
with self-doubt, inflicting a -1d penalty to Telepathy: The thought dragon is able to tele-
01-02
all attacks, spell checks, and skill checks for pathically communicate with the selected
1d6 rounds. 23-24 target for 1 turn. Multiple uses of this power
allow for communication with a larger group
Elemental sympathy (air): The thought drag- of individuals.
on’s scaly hide is psychically attuned to the
03-04 elemental plane of air, granting an additional Blindness: The target is rendered blind for 2d3
1d16 action die, but causes a -1d damage pen- 25-26 rounds, suffers a -8 to hit, and is only able to
alty on the thought dragon’s physical attacks. move in a random direction unless assisted.
Page 152
Aphasia: The target loses the ability to under- Stun: Non-sentient creatures within 100’ of
27-28 stand or express speech (including spellcast- 51-52 the thought dragon are stunned, falling prone
ing) for 1d10 rounds. and unable to act for 1d4 rounds.
Ill-fortune: Luck costs within 100’ of the Shield (physical): The thought dragon throws
29-30
thought dragon are doubled. up a psychic shield, protecting themself from
53-54 physical attack, allowing them a Willpower
Savant: The target gains a disquietingly per- save (DC 10+damage dealt) to negate the
fect understanding of one occupation (Table attack.
31-32 1-3: Occupation, p. 22-23, DCC RPG), receiv-
ing a +2d bonus for 1 turn on related skill Shield (magical): The thought dragon throws
checks. up a psychic shield, protecting themself from
55-56 magical area attacks by allowing them a Will-
Paralysis: The target is unable to move for power save (DC20+the number of damage
33-34
2d4 rounds. dice).
Berserk: The target immediately enters a battle Psychic aura: Ambient psychic power washes
rage for 1d3 rounds, attacking the nearest tar- off the thought dragon. Any creature moving
get. The target must burn a point of tempo- within 10’ of the thought dragon falls prone
35-36 rary Personality and inflicts a +1d12 damage 57-58
and is stunned for 1 round (Willpower save
upon a successful hit. If attacking a comrade, vs DC 10 negates). A successful save provides
the target is allowed an additional save to further immunity for 1 turn.
avoid burning Personality for that strike.
Crystal harmonics: Crystalline gems within 1
Psychic amplifier: The thought dragon’s psy- 59-60 mile of the thought dragon radiate faint psy-
37-38
chic damage gains a +1d bonus. chic energy, shedding dim light in a 5’ radius.
Phlogistonic amplifier: The thought dragon’s Linguist: The thought dragon, or a willing
39-40
spells gain a +1d spell check bonus. target, gains the ability to comprehend the
61-62
Subvert: In an attempt to balance the cosmic language of another creature present for HD
scales, the thought dragon changes a target’s hours.
41-42
alignment to one of their choosing (judge’s Sympathetic damage: When injured, the pain
discretion). of the blow is echoed back upon the attacker,
63-64
Command: The thought dragon binds the tar- inflicting half damage (Willpower save at DC
get to their will, forcing them to obey their 10+original damage negates).
43-44
every command for HD rounds. Only one Pyrokinesis: The thought dragon causes a sin-
target may be commanded at a time. gle, flammable target to spontaneously com-
Falsehood: The thought dragon places a false 65-66 bust, immediately suffering 3d6 damage and
45-46 memory into the mind of their target. This a further 1d6 damage per round afterwards
memory is flawless and utterly believable. (until extinguished).
Dazzling display: Light reflects from the drag- Precognition: The thought dragon looks into
on’s scintillating scales, creating a blinding 67-68 the future, gaining a +2 to AC and a +1d
display. At the beginning of combat, unless bonus to all Reflex saves for 1d4 rounds.
in total darkness, each creature within 60’ Clairvoyance: The thought dragon psychically
47-48
of the thought dragon is dazzled for 1d3 69-70 observes an individual or location known to
rounds, suffering a -2 to hit (DC 12 Reflex them within a range of HD miles.
save negates). Creatures without sight are
immune. Crystal awareness: Whenever a sentient crea-
ture holds a crystalline gem within 1 mile
Misdirection: The thought dragon may target 71-72 of the thought dragon, the thought dragon
up to four individuals, removing their sense becomes aware of the creature’s presence and
of direction for HD turns. Without using a location.
49-50 fixed frame of reference, such as a wall, vic-
tims become lost, traveling in random direc-
tions, and often find themselves returning to
the same location repeatedly.
Page 153
Dream projection: Whenever an intelligent Philopsychic quandary: Creatures with an Intel-
creature sleeps within 3 miles of the thought ligence of 12 or less within 50’ are confronted
dragon, the thought dragon may establish by a philopsychic conundrum that forces
telepathic contact and converse with that them to withdraw from reality, placing them
73-74
creature in its dreams. Upon waking, the in a realm of pure intellect while they struggle
creature remembers the dreamed conversa- to resolve the problem. The victim is trapped,
91-92
tion but is unaware of the thought dragon’s isolated in their own psychic realm (DC 15
true nature. Willpower save negates). On each subsequent
round, the victim may attempt another save,
Translocation: The thought dragon, and up with the difficulty cumulatively reducing by
to four other individuals, are instantly trans- -1 each round. Once a target escapes, it is for-
ported to a new location. The maximum dis- ever immune to this power.
tance for an individual dragon is: Roll 1d5:
75-76
(1) up to 1 mile; (2) up to 10 miles; (3) up Mind-wipe: The victim loses all memories dat-
to 100 miles; (4) anywhere on the planet; (5) 93-94 ing back to their birth, losing all abilities, class
any known location, regardless of the plane levels, etc., for 1d3 rounds.
of existence.
Psychic projection: The thought dragon psy-
Bi-location: The thought dragon creates a chically manifests to one subject known to
double of themself in a different location for them, regardless of where they may be — so
1d3 turns. The location must be known to 95-96 long as they are both on the same plane of
them, and the duplicate may not interact with existence. This projection is very taxing and
the original. At the expiration of the effect, allows for only 2d10 seconds of communica-
77-78
the duplicate merges with the original, com- tion (in real time).
bining their memories. Should the original
thought dragon die, the duplicate lives on, Scanner: The target immediately suffers 2d30
losing this psychic ability. Only 1 duplicate 97-98 damage, with their head exploding should
may exist at any given time. their hit points reach 0 or less.
Foresight: The thought dragon gains insight Supreme-psychic: The thought dragon gains
into another being’s future, and sharing the an additional psychic blast attack, and all
79-80 99
information gives that being a +1d bonus to saves against their psychic abilities suffer a
all rolls for 1d6 turns. -1d penalty.
Page 154
original thought dragon die, the duplicate lives on, losing Ill-fortune: Luck costs within 100’ of the thought dragon are
this psychic ability. Only one duplicate may exist at any doubled (DC 22 Willpower save negates).
given time. Linguist: The thought dragon, or a willing target, gains the
Command: The thought dragon binds the target to their ability to comprehend the language of another creature
will, forcing them to obey their every command for HD present for HD hours.
rounds (DC 26 Will save negates). Only one target may be Psychic blast (psychic, 2/day): In place of the breath-weapon
commanded at a time. of their cousins, the thought dragon’s greatest weapon is
Fast reflexes: The thought dragon’s Reflex save is increased their psychic blast. The blast extends out from them in a 120’
by an additional +4. radius and inflicts damage equal to the dragon’s hit points
(DC 22 Willpower save for half damage). The psychic blast
Psychic blast: In place of the breath-weapon of their cousins,
may not be used more than once in a round.
the thought dragon’s greatest weapon is their psychic blast.
The blast extends out from them in a radius (HD x 10’) and Retinue: The thought dragon is always accompanied by
inflicts damage equal to the dragon’s hit points (DC 26 a retinue of loyal followers (warriors, cultists, allies, and
Willpower save for half damage). The psychic blast may slaves); 1d4+4 followers of 1d4+2 HD each, armed with
not be used more than once in a round. swords (or equivalent weapons) and chainmail armor.
Retinue: The thought dragon is always accompanied by Thought dragon (small young dragon): Init spe-
a retinue of loyal followers (warriors, cultists, allies, and cial; Atk claw +4 melee (1d8) and psi +4 missile fire (1d7,
slaves); 1d4+4 followers of 1d4+2 HD each, armed with range 20’) or psychic blast (special) or spell; AC 16; HD
swords and chain mail (or equivalent weapons). 4d12; MV 50’, fly 100’; Act 2d20+1d20 (spells); SP psychic
Scanner: The target immediately suffers 2d30 damage, with blast (psychic, 1/day, range 40’ radius), fast reflexes,
their head exploding should their hit points reach 0 or less blindness, spellcasting (+2 spell check): Spells (1st) magic
(DC 26 Willpower save negates). missile; SV Fort +4, Ref +8, Will +4; AL N; Crit DR/d12.
Stun: Non-sentient creatures within 100’ of the thought Blindness: As an action, the target is rendered blind for 2d3
dragon are stunned, falling prone and unable to act for 1d4 rounds, suffers a -8 to attack rolls, and is only able to move
rounds (DC 26 Willpower save negates). in a random direction unless assisted (DC 14 Willpower
Terror: Uncontrollable panic fills the victim’s mind: Roll 1d4: save negates).
(1) target is paralyzed for 1d3 rounds; (2) target flees with Fast reflexes: The thought dragon’s Reflex save is increased
all possible speed; (3) targets faints and is unconscious for by an additional +4.
1d4 rounds; (4) target attacks in a panicked frenzy, suffering
a -1 to attack rolls and gaining +2 to damage against the Psychic blast (psychic, 1/day): In place of the breath-weapon
thought dragon. DC 26 Willpower save negates. of their cousins, the thought dragon’s greatest weapon is
their psychic blast. The blast extends out from them in a 40’
Thought dragon (large old dragon): Init special; radius and inflicts damage equal to the dragon’s hit points
Atk claws (x2) +15 melee (1d8) and tail slap +15 melee (DC 14 Willpower save for half damage). The psychic blast
(1d20) and psi (x4) +15 missile fire (1d7, range 60’) or may not be used more than once in a round.
psychic blast (special) or spell; AC 27; HD 12d12; MV
60’, fly 120’, swim 60’; Act 7d20+1d20 (spells); SP psychic Thought dragon (very young pseudodragon):
blast (psychic, 2/day, range 120’ radius), amphibious, Init special; Atk claw +3 melee (1d8) or psychic blast
infravision 100’, retinue, elemental sympathy (water), (special); AC 12; HD 2d12; MV 30’, fly 60’; Act 1d20; SP
ill-fortune, doubt, linguist, spellcasting (+4 spell check): psychic blast (psychic, 1/day, range 20’ radius); SV Fort
Spells (1st) color spray, spider climb; (2nd) knock; SV Fort +2, Ref +2, Will +2; AL N; Crit DR/d8.
+12, Ref +12, Will +12; AL N; Crit DR/2d14.
Psychic blast (psychic, 1/day): In place of the breath weapon
Amphibious: The thought dragon can breathe both air and of their cousins, the thought dragon’s greatest weapon is
water. their psychic blast. The blast extends out from them in a 20’
radius and inflicts damage equal to the dragon’s hit points
Doubt: The thought dragon fills the target with self-doubt, (DC 12 Willpower save for half damage). The psychic blast
inflicting a -1d penalty to all attacks, spell checks, and skill may not be used more than once in a round.
checks for 1d6 rounds (DC 22 Willpower save negates).
A large, dark form in the center of the cave suddenly glows as
Elemental sympathy (water): The thought dragon’s scaly hide bright as a hundred lanterns, filling the crystalline walls with
is psychically attuned to the elemental plane of water, grant- sparkling light. The vibrant dragon is at once both pure white and
ing immunity to fire damage, but they suffer double dam- shadowy, its features indistinct except for its narrow eyes as black
age from cold-based attacks. as a starless sky. It lowers its fanged jaw to speak, and its echoing
voice comes from every direction except its blackened mouth.
Page 155
DRAGON, TYRANT Charm (1/hour): The tyrant dragon can charm one living
creature. The target considers the dragon its closest friend
This legendary creature rules its territory with unques- for 1d4 days or until attacked or betrayed by the dragon
tioned dominance. Its frightful presence drapes the land (DC 26 Willpower save negates).
in a pall of terror. The tyrant dragon closely resembles the
largest of tyrannosaurs. It has an enormous maw filled with Frightful presence: The tyrant dragon’s visage and sheer
scimitar-shaped teeth, long legs thick with muscle, and mass are absolutely terrifying. All who look upon it flee in
wings of bristle-like feathers stemming from small but pow- terror for 1d4 turns or until they reach a safe distance (DC
erful forearms. Despite its savage appearance, the tyrant 26 Willpower save negates).
dragon’s eyes gleam with intelligence and merciless ego. Hypnotic stare (1/round): As an action, the tyrant dragon
The tyrant dragon expects blind devotion to its unrivaled can hypnotize a target with its gaze by looking into their
greatness. Local communities must honor, worship, and eyes. A creature that meets the dragon’s gaze stands stupe-
fear their monarch or face terrible repercussions. Opposing fied as long as the dragon holds its gaze (DC 20 Willpower
peoples often compete for captives and loot to offer as trib- save negates).
utes to the dragon. While material wealth is no substitute Plant growth (1/hour): All plants within 100’ grow to twice
for flesh and bone, tyrant dragons hoard the treasure they their current size in 1d4 rounds; targets within the growth
receive as trophies of their dominance. Subjects who fail to are entangled, moving at half speed and suffering a -2 pen-
make a proper sacrifice are hung upside down from a tree alty to attacks.
of judgment for up to 3 days depending on the paucity of
Summon allies (1/turn): The tyrant dragon calls its subjects
their gifts. If the offender is still alive by the end of the trial,
to aid in combat. Either 1d3 large reptiles (dinosaurs,
the tyrant dragon judges them innocent. Those who die are
as giant lizard, p. 420, DCC RPG) or 2d6 tribal war-
found guilty and devoured.
riors (as berserker, p. 433, DCC RPG) arrive in 1d4
The tyrant’s fanatical followers strive to emulate, by tooth rounds.
and claw, their ruler’s ferocity. It demands frequent and
elaborate rituals performed in its name. In one such ritual,
worshippers mimic their tyrant’s bloodlust by running
down and killing an animal with no weapon other than
teeth filed to sharp points.
The tyrant dragon does not
share its territory with other
dragons or any creature it
believes to be a threat to its
dominance. Tyrant dragons pre-
fer remote caves located in volca-
nos or jungle valleys, usually at the
base of a sheer cliff.
Page 156
Wall of fog (1/hour): The tyrant dragon can summon a wall
of fog. The wall is up to 100’ long x 20’ wide x 100’ high. They’d failed to take my master’s notes when they rifled
Within the fog, targets suffer -1d to all attacks and move through his pack for valuables. In our tent by the dim light
at half speed. of the setting sun, kneeling by his lifeless body I swore an
Darkening the jungle sky with its black-feathered wings, an oath to carry on his research. My master believed the drag-
immense reptile soars above the treetops. Opening its massive on came to rule this land as recompense for its peoples’
jaws, it unleashes a heart-stopping roar. Its tail sways, as if the transgressions. He theorized the ancestors of the local in-
monster is readying to pounce, and you know it’s already too habitants, in hubris, either defiled their bond to a lawful
late to run. power or greatly angered some lord of Chaos. Regardless
of the particularities of long forgotten transgressions, they
are cursed with an existence subsumed by terror within
the vile chaos of the tyrant’s rule.
Page 157
Amphibious: Zamyra can breathe both air and water. • Crystal clear: Sleep gas; 40’ radius cloud aimed up to
60’ away; sleep for 1d6 hours (DC 30 Fortitude save
Breath burst: When Zamyra hits a creature with her bite
negates).
attack, the creature suffers an additional 2d12 damage from
being in the mere proximity of Zamyra’s breath (DC 30 Magic bulwark: Any wizard spell cast at Zamyra is auto-
Reflex save avoids). See the kaleidoscopic scales special matically met with her casting a magic bulwark spell (+10
property to determine the type of damage caused. spell check), and a spell duel is initiated regardless of the
initiative order. If the judge does not wish to run a spell
Breath weapon (varies (see kaleidoscopic scales special prop-
duel, Zamyra instead gains magic resistance (apply a 50%
erty, 6/day): As an action, Zamyra breathes her breath
chance of failure before saves are rolled for any spell cast
weapon. Each creature in that area suffers damage equal
at Zamyra).
to the dragon’s hit points (DC 30 save to mitigate effect; see
kaleidoscopic scales special property). Necrotic spirit (3/day): As an action, Zamyra can summon
a lingering spirit of one of her victims, which appears and
Change shape (2/day): As an action, Zamyra can magically
attempts to drain the life force from a living creature. One
polymorph into another creature, assuming all the physical
creature within 30’ of Zamyra suffers 3d6 damage and is
traits of that creature. She reverts to her true form if she dies.
stunned, suffering -1d to all actions for 1d3 rounds (DC 20
Any equipment she is wearing or carrying is absorbed or
Fortitude save for half damage and negates stun).
borne by the new form (Zamyra’s choice). In the new form,
Zamyra retains her alignment, hit points, ability to speak, True sight: Zamyra’s eyesight extends onto multiple planes
as well as this special property. Her statistics and capabili- of existence, including the astral and ethereal planes, as
ties are otherwise replaced by those of the new form. The well as the invisible spectrums of the material plane. She
creature must be a humanoid or an animal. The judge can can see invisible creatures and is never fooled by illusions.
also roll 1d6 for creature type: (1) human, (2) lion, (3) elf, Votary guard (3/day): As an action, Zamyra can use one of
(4) lizard, (5) black unicorn, (6) wasp. her magic mirrors to summon 2d4 magicians (p. 433, DCC
Coin avalanche (5/day): Zamyra can make a pile of coins in RPG), who step through to defend their goddess.
her lair collapse to fill a 20’ square area, halving all move- As you enter an immense cavern, its roof open to the sky through
ment through it. Each creature in the area when the coins which moonlight pours, you see a treasure hoard larger than any
collapse suffers 2d6 damage and is knocked prone (DC 20 you thought possible. As you stare greedily at it, an immense
Reflex save avoids both effects). scaly reptilian creature, the likes of which you have never seen,
Frightful presence: Zamyra’s visage and sheer mass are abso- rises up before you, her scales rippling in a multitude of colors,
lutely terrifying. All who look upon her flee in terror for 1d4 scintillating in the moonlight, as coins, gems, and other artifacts
turns or until they reach a safe distance (DC 30 Willpower of wealth rain down from her rising form. Her presence is majes-
save negates). tic, filling you with awe. She reaches down, grabs a handful of
coins in her gigantic claws, and swallows them, licking her lips
Ingest gold: As an action, if Zamyra is within 10’ of coins
in ecstasy. Her attention then turns on you as an unavoidable
worth at least 1,000 gp, she can ingest them, regaining
1d12 hit points. Zamrya may spend multiple action dice at scream rips from your suddenly dry throat!
once on this special property (1 per 1,000 gp worth of coins
ingested, maximim of 8 action dice).
Kaleidoscopic scales: Zamyra’s scales are an ever-shifting
pattern of chromatic colors. Every initiative count, she
can change the predominant color of her scales (this
does not cost an action die; the judge may roll 1d6 every
round to randomly determine Zamyra’s scale color).
This color determines the nature of her breath weapon
as well as the type of the extra damage she deals with
her breath burst special property that initiative count.
Her scales also grant her immunity to that damage type
or effect during that initiative count.
• Black: Acid; 60’ wide x 40’ long cone; DC 30 Fortitude
save for half damage.
• Blue: Electricity; 4 line forks, 5’ wide x 100’ long; DC 30
Reflex save for half damage.
• Green: Poison gas; 30’ radius cloud aimed up to 90’
away; death (DC 30 Fortitude save negates).
• Red: Fire; 10’ wide x 180’ long line; DC 30 Reflex save
for half damage.
• White: Cold; 40’ wide x 60’ long cone; DC 30 Fortitude
save for half damage.
Page 158
DRAGON, ZMEI treasure and a tendency toward arrogance and cruelty. They
favor bold action over calculation, and their one weakness
A zmei dragon is recognizable by its three heads and a might be letting their oversized egos lead them to poor
spiky crest extending down the neck from the base of each decisions.
head. Its body is larger than most other dragons, with scales
shading from carmine to black, lightening with age to a Zmei dragons prefer mountainous terrain or badlands in
cinnabar hue, while its massive wings are mostly crimson, which to make their lair, and if another dragon has already
with patches of brown near the tips. The tail of a zmei is staked a claim to such an area, a zmei will gladly engage
longer in relation to its body length than other dragons and it in a fight for dominance and control of the region. The
ends in an arrow-shaped point. A three-headed dragon is area in which they call home is often distinctive because
fearsome enough, but legends speak of rarer zmei dragons of withered plant-life and an unnatural stillness. The quiet
with six, or even nine, heads. air around this lair has a sooty quality and experiences
extremes in weather, such as short, lashing rainstorms or
Although their polycephalic origins are debated among sudden strong gusts of wind.
scholars, zmei dragons certainly share many historical char-
acteristics with other dragons, including a love of hoarding
Page 159
Page 160
Near the center of their chosen territory, a zmei dragon will Zmei dragon (small very young dragon): Init +6;
choose a ruin or mountainside cave for its lair. Entrances or Atk claw +7 melee (1d8) or breath weapon (special);
approaches to their abode are usually blocked by treacher- AC 16; HD 6d12; MV 40’, fly 80’; Act 1d20; SP multiple
ous deadfalls of burned tree limbs, or narrow mountain heads, head regeneration, breath weapon (fire, 1/day
passages blocked by boulders and rubble. A few seek out per head, DC 16 Ref save for half damage), dragon pow-
lairs deep underground. ers (V/1, VI/2); SV Fort +6, Ref +6, Will +6; AL C; Crit
DR/d16.
Zmei dragons control their territory through fear. They
strike boldly and decisively, destroying most enemies but Breath weapon (fire, 2/day per head): As an action, a zmei
carefully leaving a few survivors to spread their tales of ter- dragon breathes fire in a line 10’ wide x 100’ long. Each
ror. Under no circumstances do they accept other beings as creature in that area suffers damage equal to the dragon’s
equals, demanding complete servitude from creatures they hit points (DC 10+HD Reflex save for half damage).
command. Individuals who do not comply (or demonstrate
too much ambition) are swiftly eaten. Dragon powers: A zmei dragon has the indicated number
of rolls on Table V: Dragon Martial Powers (p. 408, DCC
In addition to fine gemstones, zmei dragons like to col- RPG) and Table VI: Dragon Unique Powers (p. 409-410,
lect rare items—the more obscure and valuable the better. DCC RPG).
Magical artifacts, gadgets, and objects d’art are treasured
and carefully hidden, though their draconic owners may Head regeneration: A zmei dragon’s total hit points are divid-
take them out at times to gaze upon them. Their hoards are ed equally between its many heads. When a zmei suffers
typically kept at different locations throughout their lair, damage equal to or greater than this portion, one of the
secreted beneath massive boulders or tucked into trapped dragon’s heads is slain. A slain head regenerates 1d3 hit
niches. points per round; if it reaches its full portion before the
dragon is slain, that head reanimates. Fire or acid damage
Zmei dragon (large ancient dragon): Init +16; Atk prevents this regeneration.
claw (x2) +19 melee (1d8) and bite (x3) +19 melee (1d12)
Multiple heads: A zmei dragon has three heads. Each head
and tail slap +19 melee (1d20) and wing buffet +19 melee
can make a bite attack (if the dragon is old enough to do
(2d12) or breath weapon (special) or spell; AC 33; HD
so), and each head has a set number of breath weapon uses
16d12; MV 60’, fly 120’; Act 7d20+1d30 (spells); SP mul-
each day. Rare zmei dragons with more than three heads
tiple heads, head regeneration, breath weapon (fire, 3/
gain an additional action die for each head if they have a
day per head, DC 26 Ref save for half), dragon powers
bite attack.
(V/4, VI/5), spellcasting (+6 spell check): Spells (1st) any
3; (2nd) any 3; (3rd) any 3; SV Fort +16, Ref +16, Will Spellcasting: Zmei dragons capable of casting spells have
+16; AL C; Crit DR/2d16. an extra action die to cast them. They cast spells as a wiz-
ard and have the indicated number of spells of each level
Zmei dragon (large adult dragon): Init +11; Atk (determine randomly).
claw (x2) +14 melee (1d8) and bite (x3) +14 melee (1d12) Three crested heads agape with jagged teeth sprout from this
or breath weapon (special) or spell; AC 25; HD 11d12; enormous dragon that looks almost too big to fly. Its crimson
MV 60’, fly 120’; Act 5d20+1d20 (spells); SP multiple wings lighten to cinnabar along its spiny back, and its dark
heads, head regeneration, breath weapon (fire, 2/day per underbelly is protected by a great shield-like scale—but getting
head, DC 21 Ref save for half damage), dragon powers close enough to strike would put you under the flaming snarls of
(V/2, VI/3), spellcasting (+4 spell check): Spells (1st) its three fearsome heads.
any 2; (2nd) any 1; SV Fort +11, Ref +11, Will +11; AL
C; Crit DR/2d14.
Page 161
DRAGON
WISP
D
ragon wisps are translucent wisps of spectral color
that swirl in vaguely dragon-like shapes. A dragon
wisp’s body is a loose, gaseous form
roughly 2’ tall that creates flickering illu-
mination. Dragon wisps randomly shift
among a spectrum of translucent col-
ors—red, blue, green, white, and black.
Although not adverse to bright sunlight,
they prefer dimly lit, underground locales.
If they need to visit the surface world, they
prefer to keep to the shadows or become active
at dusk. They usually live in groups and congre-
gate where more than one dragon met its demise.
Dragon wisps are daunting combatants. Incorpo-
real in nature, they can pass through solid objects
and even other creatures to gain an advantage with
their relentless attacks. In melee, they attack with
their teeth, randomly inflicting damage based on
their current color.
Flighty defense: The first time each round that
Dragon wisp: Init +5; Atk incorporeal bite +0 melee a dragon wisp is hit in combat (including by a
(1d6 plus color change); AC 12; HD 5d6; MV fly 60’; spell), the attacker must make a Luck check. If the
Act 1d20; SP un-dead traits, infravision 60’, incorporeal, Luck check succeeds, the attack hits. If it fails, the dragon
color change, flighty defense, magic resistance (all spells wisp moved away slightly before being struck. This defense
cast against a dragon wisp are subject to 20% chance of is triggered by area effects, but it cannot prevent the dragon
failure before saves are rolled); SV Fort +0, Ref +7, Will wisp from being damaged by them.
+2; AL C; Crit U/d10. Incorporeal: A dragon wisp can pass through objects or crea-
tures. It can only be harmed by magical weapons or magic.
Color change: At the beginning of every round, a dragon
It ignores all non-magical armor when making its attacks.
wisp randomly determines its color, which affects its bite
attack. Roll 1d5: Un-dead traits: Dragon wisps are un-dead, and thus can be
turned by clerics. They do not eat, drink, or breathe, and are
1. White: The cold of un-death seeps into the wound,
immune to critical hits, disease, and poison. As un-dead,
causing the victim to falter. Unless they succeed on a
they are immune to sleep, charm, and paralysis spells, as well
DC 15 Willpower save, the victim drops to the bottom
as other mental effects and cold damage.
of the initiative count and suffers a -1d penalty to all
rolls. Both penalties only last to the end of the combat. The air before you becomes a flurry of translucent, draconic
forms in a myriad of colors. The diminutive figures flit about,
2. Red: The wounds burn from within, forcing the victim
silently passing through solid objects, as they shift through hues
to make a DC 10 Fortitude save every round for 1d6
of red, green, blue, white, and black.
rounds. Failure indicates an additional 1d6 damage.
3. Blue: The victim must succeed in a DC 15 Willpower
save or its next attack is made against a target of the Treasure
dragon wisp’s choice—including the victim themself
if no other target is available! If the dragon wisp is
destroyed, the victim is free of this compulsion. D ragon wisps rarely have any treasure of their own.
Instead, they are attracted to dying dragons and
often can be found haunting a recently abandoned
4. Green: The bite is venomous, automatically inflicting an dragon hoard. Since the hoards are generally picked
additional 1d6 damage. In addition, the victim suffers over by adventurers or a rival dragon, choice items—
1d4 temporary Stamina loss (which heals normally) including magical items and other valuable objects—
(DC 15 Fortitude save negates). are long gone. Yet the dragon wisps reign over any
5. Black: The wound is necrotic, rotting at a rate of 1d3 remaining piles of coins or trade goods that were dif-
damage per round until the victim receives magical ficult to transport.
healing. The damage from the wound (including the
rotting) can only be healed by magic.
Page 162
Transfixing gaze (1/day): The drakehünd’s silvery eyes and
DRAKEHÜND happy countenance transfix one target it can see and that
can see it within 30’. The target is stunned until the end of
R
are, peculiar, and mysterious, the drakehünd is a its next initiative count (DC 10 Willpower save negates).
small, winged creature that possesses the features of
a kobold, a drake, and a hound, with large iridescent A small, winged creature with both draconic and canine features
eyes peering out from its friendly face. Adventurers meet hovers awkwardly before you. Its silvery eyes regard you with
drakehünds differ in their assessments of the creature’s curiosity, and a forked tongue lolls happily out the side of its
intellect—some claim to detect an inscrutable, preternatural mouth, dripping drool onto the ground.
intelligence in their silvery eyes, while others see nothing
more than a longing for table scraps and belly rubs. How-
ever, there is one constant in all reports: the drakehünd Drakehünd Familiar
possesses an imperturbable affability. Lucky indeed is the caster who finds a drakehünd
Drakehünds can be surprisingly helpful as they seem willing to serve as a familiar.
to possess an intuition that allows them to protect those The drakehünd may serve a neutral caster as a guard-
around them from danger. An alchemist concocting a dan- ian familiar. They are helpful but also demand-
gerous recipe might receive a nudge from a drakehünd’s ing, expecting to be fed treats and having its head
wet nose just as they are about to add an ingredient that scratched on demand.
would cause an explosion, or a group of adventurers inad-
vertently bypasses a secret door, but their drakehünd stops Once a bond is formed via the find familiar spell, a
to bark at its hidden location. Sadly, drakehünds are more drakehünd permanently extends its lucky compan-
often a liability than an asset in combat because they tend ion special property to its master who may re-roll an
to be excitable, easily confused, and prone to bouts of loud attack, saving throw or skill check (1/day).
barking.
So uncommon as to have been thought a unique specimen,
drakehünds are sometimes encountered with kobold sha-
mans. Sages speculate about ancient ties between kobolds
and drakehünds with the most radical theory pos-
iting that they are a degenerate elder race from
which kobolds diverged millennia ago, as a result
of either a magical rite or the act of a powerful
deity. However, most believe the drakehünd is
the product of relatively recent magical experi-
mentation.
Page 163
DREGGANKER
C
enturies ago, a druid placed a cutting from a
beloved plant into a crack in the stonework of a
dark, forgotten dungeon. A drop of the druid’s
blood helped the plant take root. Vines sprouted,
searching for more blood, and soon the dregganker
filled the chamber. Beneath its web of vines now lie the
corpses and forgotten satchels of explorers who dared
enter its lush but lethal lair. Those that encounter the
dregganker find that they can placate it with a few
drops of their own blood—but only for a short time
until it thirsts for more.
Page 164
Uncanny tracker: Dune beasts are canny trackers and use a
DUNE BEAST d24 action die for any checks to follow their quarry’s trail.
L
ong ago, dune beasts were normal baboons, but some- This creature may have been a baboon once; however, even a
thing—perhaps an infusion of fiendish blood or dark cursory glance tells you it is no longer a simple beast. Two
sorcery—transformed them into an entirely new and gleaming embers serve as its eyes, overlong drool-covered fangs
dangerous species. They are now fearsome and relentless protrude from its mouth, and its skin is red and rough, pulled
predators who scour desolate desert ruins for prey. Even taut over a bony body like that of a famine victim. Despite its
populated settlements aren’t safe from the predations of desiccated appearance, the creature’s long limbs propel it quick-
dune beasts, and entire villages have been wiped out by a ly across the sand.
blood-thirsty troop of the creatures.
Dune beasts are well-adapted to their desert environment.
They don’t need water to sustain themselves—they receive
all their hydration from the blood of their prey, and actu-
ally loathe fresh water, avoiding it when possible. Since
they require blood to survive, dune beasts will attack any
creature great or small, relying on their numbers and
dehydrating saliva to overpower stronger prey. Dune
beasts aren’t without guile, however, and may track
wounded prey for miles, following at a distance until
their quarry finally succumbs to dehydration.
Page 165
Dust form: A dust brother collapses into a patch of inert dust
DUST BROTHER whenever there are no foes within 10’ of it. While in this
form, the dust brother is immune to all damage, its move-
D
ust brothers are guardians created by powerful magic ment is halved, and it is indistinguishable from a normal
from dust and sand. They protect tombs and sor- pile of dust, except that wind will not disperse it. A gallon
cerer’s lairs, especially those located in arid environ- or more of water poured onto a dust brother in its dust form
ments. While inert, they appear as nothing more threatening destroys it. The dust brother can exit or assume dust form
than a pile of sand, but when called upon to defend their in place of moving its normal speed and can attack in the
charges, they rise into a humanoid shape bearing a spear same round it changes form.
made of the same material as their bodies.
Magic resistance: All spells cast against a dust brother are
Dust brothers are commonly found in burial mounds and subject to 15% chance of failure before saves are rolled. This
crypts, where their dust form is easily overlooked. They special property is lost if the dust brother is struck by water
often guard portals and doorways, although some cunning (at least a full flask).
spellcasters station their dust brothers in gardens or solari-
ums, mixing the guardian’s dust form with the soil. More Sirocco: A dust brother is a constant flurry of shifting sand—
than one thief has found a nasty surprise awaiting them solid for a split second, then swirling dust, then reform-
while attempting to sneak into a mage’s mansion through ing again moments later. At the beginning of each round,
an apparently unprotected garden. roll 1d5; all attacks against the dust brother that round
are reduced by a number of steps on the dice chain equal
Dust brother: Init +2; Atk spear +5 melee (1d6+3) or to the result (e.g., “1” = -1d, “2” = -2d, etc.). This special
+5 missile fire (1d6+3, 30/60/90); AC 15; HD 8d8+4; property is lost if the dust brother is struck by water (at
MV 20’; Act 1d20; SP infravision 60’, sirocco, coales- least a full flask).
cent weapon, dust form, magic resistance (all spells cast
A pile of dirt suddenly rises into a column of swirling dust, tak-
against a dust brother are subject to 15% chance of failure
ing on the form of an armored man bearing a long spear pointed
before saves are rolled); SV Fort +2, Ref +2, Will +2; AL
directly at you.
L; Crit IV/d14.
Page 166
E
Eaglardi: Init +2; Atk talons +4 melee (1d12+3) or jav-
EAGLARDI elin +4 missile fire (1d6+3) or net +4 missile fire (DC 15
Ref save or entangled); AC 12; HD 2d8+2; MV 30’, fly
E
aglardi are winged humanoids of sinister cast. Bald- 60’; Act 1d20; SP aggressive; SV Fort +3, Ref +2, Will +0;
headed with bumpy ashen skin, red eyes, and down- AL N; Crit III/d8.
ward-turned beaks for tearing flesh, they boast plum-
Aggressive: Eaglardi are prone to fly at speed towards a hos-
age of blacks and grays all over their bodies.
tile creature in an intimidating manner in order to frighten
Eaglardi can be found living in cliffside caves in remote the target. When eaglardi charge, the target suffers a -1d
mountainous regions where they control the skies. Commu- penalty on all actions involving the eaglardi for 1d3 rounds
nal by nature, eaglardi are protective of their colony-nests (DC 12 Willpower save negates).
but are known to tolerate neighboring settlements so long
This ashen-skinned winged humanoid possesses sinister red
as their home is left undisturbed. Some small amount of
eyes and a downward-curved beak. Its body feathers are domi-
trade is even possible, but the birdmen will often try to use
nated by shades of gray and black.
intimidation to enhance their negotiations.
The population of an eaglardi colony-nest can reach 50 mem-
bers or more, with some ancient
nests numbering more than
100. Colony-nests are led by
a member of the tribe gifted
with an understanding of
arcane magic who gleans
this knowledge from sto-
len spell books and scrolls,
or by a nature priest with an
affinity for aerial magic.
When incensed, eaglardi are
swift to act against those who trespass in
their caves, taking to the air in large
numbers to quickly overwhelm
their foe. Utterly ruthless, no
tactic that gives them an
advantage is too repugnant,
except for the killing of hatch-
lings and children. In combat,
eaglardi deploy blood eagles, birds of
prey specially bred for warfare. Warriors
use their wings to their greatest advantage,
dropping stones, hurling javelins, and firing bows from
as great a range as possible. A favored tactic is to sweep
up a target in a net, take them skyward, and then release
them to plummet to the earth below. Once war has been
declared, there may be only one of two results: the death
of the enemy or the destruction of the colony-nest.
Page 167
EAGLARDI, EAGLARDI,
AERIAL DISCIPLE WAR LEADER
Eaglardi aerial disciple: Init +2; Atk talons +5 Eaglardi war leader: Init +2; Atk talons +6 melee
melee (1d12+3); AC 12; HD 5d8+5; MV 30’, fly 60’; Act (1d12+3 plus fester) or javelin +6 missile fire (1d6+3 plus
1d20+1d16 (spells); SP aggressive, spellcasting (+9 spell fester) or net +6 missile fire (DC 15 Ref save or entan-
check): Spells (1st) color spray, force manipulation, flaming gled); AC 13; HD 7d8+7; MV 30’, fly 60’; Act 2d20; SP
hands, Ekim’s mystical mask; (2nd) scare; (3rd) gust of wind, aggressive leader, fester, feeding cry, blood eagles; SV
lightning bolt; SV Fort +3, Ref +2, Will +3; AL N; Crit Fort +4, Ref +4, Will +1; AL N; Crit V/d16.
IV/d14.
Aggressive leader: Eaglardi are prone to fly at speed towards
Aggressive: Eaglardi are prone to fly at speed towards a hos- a hostile creature in an intimidating manner in order to
tile creature in an intimidating manner in order to frighten frighten the target. When eaglardi war leaders charge, the
the target. When eaglardi charge, the target suffers a -1d target suffers a -1d penalty on all actions involving the
penalty on all actions involving the eaglardi for 1d3 rounds eaglardi for 1d5 rounds (DC 15 Willpower save negates).
(DC 12 Willpower save negates). Blood eagles: The eaglardi war leader is trained to handle
This winged humanoid has a bald head adorned with a brightly blood eagles—birds of prey that favor swarm tactics.
colored, feathered hat. Piercing black eyes glare out from above Feeding cry: The eaglardi war leader can reinforce the
a sharp, hooked beak. Its dark, wrinkled, and pebbly skin is cov- resolve of its warband by uttering a blood curdling feed-
ered in feathers of mostly gray and white. ing cry. All eaglardi of the
warband gain +1d on
attack rolls for the
next round when
this happens. If the
war leader ever rolls
a natural 1 on an
attack in the same
round it utters a
feeding cry, the
warband members
misunderstand the
call and turn aggres-
sively on the war
leader. The eaglardi
that drives home the kill-
ing blow becomes the new
war leader of this band.
Fester: Eaglardi war leaders
dip their weapons into their own
festering droppings. This inflicts
+1d8 damage and 1d4 Stamina loss (DC
14 Fortitude save negates Stamina loss).
The ashen pebbled skin of this winged human-
oid’s bald head is covered with bold red tattoos.
Its piercing scarlet eyes peer at you from above
its downward-turned beak, a beak that is painted
bloodshot crimson. Its body feathers are dominated by
shades of gray and black.
Page 168
when employing their whirlwind. It is not uncommon for
ELEMENTAL an air dancer to pull a creature off a cliff or into a pit and
then let gravity do the rest.
All elementals share these traits:
• As extraplanar creatures, they are impervious to nor- Air dancer (elemental, air): Init +6; Atk slam +8
mal attacks. They can only be wounded normally by melee (2d8+6) or hurled object +8 missile fire (1d6+5,
magic weapons, spells, other extraplanar denizens, range 100’); AC 16; HD 8d8, 12d8, or 16d8; MV fly 50’;
or creatures with naturally magical attacks (including Act 2d20 (or more); SP whirlwind, elemental traits; SV
paralysis, sleep, poison, acid, breath weapon, etc.). Crea- Fort +6, Ref +10, Will +6; AL N; Crit M/d14 or M/d20
tures of at least 4 HD are powerful enough to wound or M/d24.
an elemental for half damage, and creatures of at least
Elemental traits: Elementals are impervious to non-magical
6 HD can cause normal damage.
attacks and can be controlled by a wizard casting the proper
• A summoned or conjured elemental must be controlled spell (p. 411, DCC RPG).
by a wizard in order for its actions to be directed. The
Whirlwind: The air dancer may, in place of its slam attacks,
controlling wizard must concentrate. If his concentra-
lash out 50’ with a narrow cyclone of wind. The chosen
tion is broken, he may lose control of the elemental.
target suffers 3d8+6 damage, is knocked prone, and pulled
Free-willed elementals attack in a rage, targeting the
10’ (DC 15 Strength check reduces effect to half damage
creatures that have dealt them damage or controlled
and negates prone and pull). The target can attempt an
them. After 1d6 rounds they return to their original
additional Strength check at the beginning of its initiative
plane if they are able to do so.
count or be pulled another 10’.
• A wizard can attempt to take control of a free-willed
An unnatural swirl of wind coalesces in front of you, picking up
elemental by casting the appropriate spell. When it
dust and debris. The shape is vaguely humanoid but the size of
comes to controlled elementals, a wizard can attempt
an ogre. A slender cord of wind lashes out at you!
to wrest control from another wizard by casting dispel
magic against the controlling wizard’s source of con-
trol, then casting the appropriate spell to control the
elemental himself.
• Elementals that appear on the material plane have 8,
12, or 16 HD, depending on the mode of summoning.
Elementals on their native planes are even more
powerful and may possess 20 or more HD.
Elementals of 12 or 16 HD receive one extra
action die. Elementals of 20+ HD receive
two extra action dice.
ELEMENTAL,
AIR DANCER
Air dancers are semi-intelligent elemental
creatures native to the elemental plane of
air. They typically find their way to the
material plane when summoned by spell-
casters. Generally, air dancers do not mind
this arrangement and perform the requested
tasks with little delay. They appear to be a near-
invisible, vaguely humanoid swirling cyclone of air,
though larger than a typical human. Their cyclonic nature
often pulls dust, debris, sand, and even water or snow into
their form, granting them a slightly different appearance
based on nearby loose substrate.
Although normally not aggressive, an air dancer bound
or trapped away from their home plane often becomes
vicious, attacking any creatures it encounters. When they
buffet a creature with their attacks, it is often accompanied
by a biting-cold sensation. Air dancers are wont to use the
environment to their advantage while attacking, especially
Page 169
ELEMENTAL, BRINE
A lesser-known form of water elemental, the
brine elemental is comprised of water with
a highly concentrated salt content, and
it carries with it the stench of the dark,
stygian depths. On the elemental plane of
water, this manifestation lacks a cohe-
sive body, but once summoned by a
spellcaster, the entity is bound tight-
ly to its physical form—in this case,
a 9’ tall, humanoid-shaped cresting
wave. Unlike a typical water elemental,
a brine elemental is slightly turbid,
with a discernible green-brown tint.
When it emerges from the water, a
brine elemental is often betrayed by
the scent of the deep sea and sometimes e v e n
rotting vegetation.
Brine elementals are often summoned by spellcasters with
a proclivity for the sea or by despicable ocean-dwelling
humanoids such as the Sea Queen and her lampreymen.
Sometimes, they are summoned to corrupt a body of fresh
water for some foul purpose. Brine elementals relish these
opportunities and perform such duties without resentment
toward their summoner. For these reasons, brine elemen-
tals are encountered not only near oceans and seas, but in
far-ranging locations such as freshwater lakes or rivers.
However, they are rarely summoned to perform tasks
in arctic climes.
Brine elementals remain motionless in a
larger body of water in order to
attack with surprise.
Brine elemental
(water): Init +6; Atk slam +10 melee (2d6); AC 16;
HD 8d8, 12d8, or 16d8; MV 40’, swim 80’; Act 1d20 (or
more); SP briny corruption, engulf and drown, vulner- drown. An engulfed target attacks at -4 and must make an
able to fire and heat (double damage), freezable, elemen- opposed Strength check (vs. +4) to push its way out. For
tal traits; SV Fort +8, Ref +8, Will +8; AL N; Crit M/d14, each of its initiative counts it starts engulfed, the target
M/d20 or M/d24. must succeed on a DC 16 Stamina check. When the first
check fails, the target is drowning. Once drowning, the
Briny corruption: The brine elemental can corrupt fresh
creature loses 1d6 Stamina at the end each of its initiative
water into salt water. For each round it spends swimming
counts.
in freshwater, 5 cubic feet of the water turns briny, with
a salinity similar to deep ocean water. Native freshwater Freezable: When suffering cold damage, the brine elemental
creatures in the briny water suffer 1d5 damage per round partially freezes, reducing its movement by half for the
(DC 18 Fortitude negates). next round.
Elemental traits: Elementals are impervious to non-magical The pool of stagnant water swirls before it coalesces into a crest-
attacks and can be controlled by a wizard casting the proper ing wave with a vaguely humanoid shape. It crashes toward you
spell (p. 411, DCC RPG). with a frothy splash as the scent of the salty sea assaults your
Engulf and drown: A brine elemental attempts to move nostrils.
over its opponents, engulfing them within its space. It
can still slam engulfed targets as it buffets them within
its waves and, when a target is engulfed, it may begin to
Page 170
ELEMENTAL, CAIRN
In desolate places where travelers have perished, primor- “I don’t know what hands piled those stones or where they
dial forces sometimes combine to create a living cairn. Some found them in that muck, but we would never have found
of these elementals take pity on other lost travelers and help our way out of that blighted swamp without that cairn.”
them find their way back to safety by forming in front of the —Bocephus the Necromancer
wanderers and then melding into the earth to reform further
ahead. However, a cairn with a cruel disposition revels in
causing travelers to become lost, sometimes striking a deal
with a powerful creature and luring victims to its cocon-
spirator’s lair. Some arcanists speculate that by taking the ELEMENTAL, ELDER
lives of travelers, dark-natured cairns can grow in power.
Elder elementals are huge incarnations of pure elemental
At first glance, the cairn appears to be a pile of rocks similar might that can assume a roughly humanoid form. Although
to those stacked by travelers to mark trails or memorialize their shapes vary, each is approximately 15’ tall. Elder
those buried beneath. Most cairns are stacked as tall as a elementals are almost always encountered on their native
human, though larger ones have been encountered. Dif- elemental plane. If forced from the comforting confines of
ferent shading in the rocks that comprise it result in color its home, an elder elemental seeks to meld with a large,
variations and, at times, form a simple visage. The cairn nearby source of its composite element.
rolls and slides across the ground, and the avalanche-like
noise of its movement can be heard from miles away. How- Only powerful magic can summon an elder elemental,
ever, the cairn can also dissolve into the ground without requiring ritualized spellcasting using esoteric ingredients
making a sound and silently reappear nearby. If seriously (p. 124-126, DCC RPG). Controlling these powerful planar
damaged, a cairn flees into the earth and may reappear later beings for more than a few minutes is difficult and even
in the distance to mutely mock its foes. dangerous. Elder elementals deeply resent being pulled
from their native plane to serve a summoner for more than
Cairn (elemental, earth): Init -2; Atk a few minutes. Once after the first 10 minutes, an elder
crushing rocks +6 melee (2d8+4); AC 18; elemental can attempt to break free from the control from
HD 12d8; MV 25’, dig 30’; Act 1d20; its summoners with a successful
SP elemental traits, immune to Willpower save (DC equal to
piercing weapons, earth glide, the spell check that sum-
speaks all languages; SV moned it). If successful, it
Fort +12, Ref +0, Will attacks its summoners in a
+16; AL N; Crit M/d20. fit of rage before disappear-
ing after 1d10 rounds back into the
Earth glide: A cairn can pass elemental planes that spawned it. If
through unworked earth the first save fails, the elder elemen-
or stone without dis- tal gains a new save every 10 minutes,
turbing the material with a cumulative +2 bonus for each addi-
it moves through. tional save.
Elemental traits: Ele- Elder elementals are sometimes sought as
mentals are imper- sources of spell knowledge related to their ele-
vious to non-mag- ment. An elder elemental can also aid in
ical attacks spell casting, granting a bonus of +3d10
and can be to a single spell check related to their ele-
controlled ment, but thereafter they gain a Will save to
by a wizard break free. If that save fails, their
casting the servitude immediately ends,
proper spell (p. and they return peacefully to
411, DCC RPG). the elemental plane from which
Lost in a featureless they were summoned.
wasteland of ice, you
glimpse a large pile of
stones through the driv-
ing snow. As you approach,
it begins to stir and addresses you
with a rumbling voice.
Page 171
ELEMENTAL, ELDER AIR
Elder air elemental: Init +8; Atk slam +10 melee (2d8),
hurled object +10 missile fire (1d8, range 100’) or light-
ning +6 missile fire (3d6, range 40’); AC 19; HD 20d8;
MV fly 60’; Act 3d20; SP cyclone, pick up opponent,
elemental traits; SV Fort +8, Ref +12, Will +8; AL N;
Crit M/d30.
ELEMENTAL,
ELDER EARTH
Elder earth elemental: Init +4; Atk slam +15 melee
(4d8); AC 24; HD 20d8; MV 30’, dig 30’; Act 3d20; SP
tremor, elemental traits; SV Fort +12, Ref +8, Will +8;
AL N; Crit M/d30.
Page 172
ELEMENTAL,
ELDER WATER
Elder water elemental: Init +8; Atk slam +12 melee
(3d6); AC 18; HD 20d8; MV 40’, swim 80’; Act 3d20; SP
engulf and drown, elemental traits, immune to water-
based attacks, vulnerable to fire and heat (double dam-
age); SV Fort +10, Ref +10, Will +10; AL N; Crit M/d30.
Page 173
ELEMENTAL, Ignite: Any creature that touches a lava creep—whether
wounded in combat or initiating a melee attack—may catch
LAVA CREEP fire (DC 14 Reflex save negates). Burning creatures suf-
fer 1d6 damage per round; a creature can put out this fire
Lava creeps are native to the region where the planes of
by spending an entire round combatting the blaze, which
earth and fire meet. They often travel to the material plane,
grants them a DC 14 Reflex save to extinguish the flames
emerging from volcanoes or magma pools deep under the
(+4 if “stop, drop, and roll”, +2 if aided by allies).
earth. Although they possess considerable intelligence,
lava creeps are primarily concerned with melting things— Elemental traits: Elementals are impervious to non-magical
including creatures not native to their home dimension! attacks and can be controlled by a wizard casting the proper
spell (p. 411, DCC RPG).
Sages speculate that lava creeps are an immature form of
some other elemental creature. Lava creeps may grow larger Fiery regeneration: A lava creep is healed by magical fire
over time, eventually becoming giants made of molten mag- and regenerates 1d8 each round when in contact with lava.
ma. Others believe that lava creeps were once a servant race Instead of regenerating hit points, fiery regeneration may
who threw off their bonds and now seek revenge against instead recharge the lava creep’s flaming hands.
their former masters. Flaming hands (1/day, unless recharged): As an action, a
Lava creeps are 4’ tall and weigh 200 pounds. lava creep may cast flaming hands using 1d20+6 once as a
wizard. The lava creep may only cast it once until recharged
Lava creep: Init +2; Atk burning touch +4 melee (2d6 by fiery regeneration.
plus ignite) or spell; AC 14; HD 4d8+4; MV 20’; Act
A small, human-like creature climbs from the magma pool, drip-
1d20; SP elemental traits, fiery regeneration, immune to
ping liquid rock in its wake. Its body is covered with a crust of
fire, camouflage (+10 to hide checks in lava or magma),
solidified magma. Two spots of incandescent lava set in its cool-
vulnerable to cold (double damage), spellcasting (+6
ing face seem to be its eyes, which watch you with an alien hate.
spell check, 1/day, unless recharged): Spells (1st) flaming
hands; SV Fort +4, Ref +4, Will +4; AL C; Crit M/d6.
Page 174
Mephit, crystal (earth): Init +2; Atk
claw +5 melee (1d4+3 plus bleeding
wound) or shard breath (bleeding
wound plus 3d4 (DC 10 Ref save for
half damage), range 15’ cone); AC 15;
HD 3d6; MV 20’, fly 30’; Act 1d20; SP
color spray (1/day), surprises 50% of
time, immune to poison, death throes,
infravision 60’, elemental traits; SV Fort
+2, Ref +2, Will +3; AL C; Crit M/d8.
MEPHIT, CRYSTAL The thing awkwardly flying toward you is a spindly creature of
harsh angles and glassy surfaces that refract the ambient light.
Crystal mephits are impulsive creatures native to the ele- Its long arms end in talons of jagged crystal, matching the wick-
mental plane of earth. A crystal mephit stands about 2’ ed fangs gleaming from its crudely hewn mouth. Deep within its
tall and is composed of a jagged array of clear crystals that wide face, two blackened crystals gaze from where you expect the
form an imp-like body. Its features are harsh and angular, creature’s eyes would be.
with exaggerated ears and nose, spindly arms, and tiny
wings that appear too small to support its weight. On the
material plane, they are almost always found underground Treasure
near deposits of quartz or other crystals. They are fond of
teasing other creatures of their elemental plane and are
often encountered near their fellow denizens.
C rystal mephits are fond of collecting gemstones,
especially quartz of all types, zircons, and dia-
monds. The heart of every crystal mephit is a curi-
On their native plane, crystal mephits band together in ously flawed diamond worth 100 gp. Identifying this
groups of up to a dozen. When stranded on a foreign plane, valuable gem among the worthless crystal shards of
crystal mephit groups are much smaller. Excitable and the destroyed mephit’s body requires a successful DC
prankish, they are often the bane of mining operations. 12 Intelligence check (dwarves receive a bonus to the
When threatened, they blind their opposition with color roll equal to their level).
spray before flying away. If escape is not possible, they
use their breath weapons, followed by close combat with
their claws.
Page 175
ELEMENTAL, MINOR ELEMENTAL,
Minor elementals are weaker versions of the full-sized MINOR AIR
elementals more commonly summoned from their respec-
tive elemental planes. Each minor elemental is 4’ to 5’ tall Minor air elementals, sometimes called dust devils, appear
and composed entirely of one elemental substance. These to be a 4’ to 5’ tall funnel cloud. Always on the move, they
smaller versions have even less of a conscious elemental whirl around the battlefield and can create a whirlwind
spark, but they can still be conjured by specific spells and effect.
magic items. When not moving, all minor elementals are
Minor air elemental: Init +3; Atk slam +5 melee (1d6);
adept at hiding in their native element.
AC 13; HD 2d8, 4d8, or 6d8; MV fly 60’; Act 1d20 (or
All minor elementals share these traits: more); SP whirlwind, elemental traits; SV Fort +2, Ref
• As extraplanar creatures, they are impervious to normal +3, Will +0; AL N; Crit M/d8, M/d10 or M/d12.
attacks. They can only be wounded normally by magic
Elemental traits: Elementals are impervious to non-magical
weapons, spells, other extraplanar denizens, or crea-
attacks and can be controlled by a wizard casting the proper
tures with natural magical attacks (including paralysis,
spell (see above and p. 411, DCC RPG).
sleep, poison, acid, breath weapon, etc.). Creatures of
at least 2 HD are powerful enough to wound a minor Whirlwind: As an action, a minor air elemental may use
elemental for half damage, and creatures of at least 4 its whirlwind. Make an opposed Strength check, treating
HD can cause normal damage. the elemental as 17 Strength (+2). On a failure, the target
suffers 1d6 damage, is flung 10’ away from the elemental
• A summoned or conjured minor elemental must be con-
in a random direction and is knocked prone. If the thrown
trolled by a wizard in order for its actions to be directed.
target strikes an object, such as a wall or the floor, the target
The controlling wizard must concentrate. If their con-
suffers an additional 1d6 damage. If the target is thrown
centration is broken, they will lose control of the minor
at another creature, both creatures suffer an additional 1d6
elemental. Free-willed minor elementals attack in a rage,
damage and are knocked prone (a DC 12 Reflex save avoids
targeting the creatures that have dealt them damage or
both effects).
controlled them. After 1d6 rounds, they return to their
original plane if they are able to do so. This small cyclone of dust
and debris stretch-
• A wizard can attempt to take control of
es a mere four feet in
a free-willed minor elemental by
height and sports a
casting the appropriate spell.
crude, distorted face.
When it comes to controlled
minor elementals, a wizard
can attempt to wrest con-
trol from another wizard
by casting dispel magic
against the controlling wiz-
ard’s source of control, then
casting the appropriate spell t o
control the minor elemental himself.
• Minor elementals that appear on the
material plane have 2, 4, or 6 HD,
depending on the mode of summoning.
Page 176
ELEMENTAL,
MINOR EARTH
Minor earth elementals, sometimes called mud men or dirt
elementals, have a vaguely humanoid form with rough
features, two blocky legs, and crude arms composed of soil,
clay, or mud. Each bears a rudimentary face and glowing
eyes. Although occasionally bearing jagged rocks on its
body, minor earth elementals never have metal or pre-
cious stones in their composition. Minor earth elementals
are brutish in combat, relying on pummeling and their
mastery of the terrain to strategically position themselves.
Page 177
Burning touch: Any creature which touches a minor fire ELEMENTAL, MINOR
elemental — whether wounded in combat or initiating a
melee attack — may catch fire (DC 14 Reflex save to avoid). WATER
Burning creatures suffer 1d6 damage per round; a creature
Minor water elementals, sometimes called drippers, resem-
can put out this fire by spending an entire round combat-
ble a small pool or puddle of water. They prefer to remain
ting the blaze, which grants them a DC 14 Reflex save to
near a larger water source and become agitated if separated
extinguish the flames (+4 if “stop, drop, and roll”, +2 if
by more than 100’. While they are wont to drown their
aided by allies).
enemies, like their superior counterparts, larger creatures
Elemental traits: Elementals are impervious to non-magical need not fear this tactic.
attacks and can be controlled by a wizard casting the proper
spell (see above and p. 411, DCC RPG). Minor water elemental: Init +2; Atk slam +5 melee
(1d8); AC 13; HD 2d8, 4d8, or 6d8; MV 30’, swim 90’;
With a faint hissing and popping sound, a five-foot-high column
Act 1d20 (or more); SP engulf, vulnerable to fire and
of flickering flame brightens and spouts with a loud crackle.
heat (double damage), immune to water-based attacks,
Careful examination reveals a blurry countenance with malevo-
elemental traits; SV Fort +4, Ref +2, Will +0; AL N; Crit
lent eyes and a gaping mouth.
M/d8, M/d10 or M/d12.
The caster harnesses the living embodiment of raw primordial matter and pure unbridled
General
energy in which all creation is derived to create a minor elemental to do their bidding.
Roll 1d4: (1) caster’s eyes take on the form of the summoned elemental type, either bursting
into flame, becoming hollow voids of howling winds, or weeping thick mud or torrents of
Manifestation water; (2) caster vomits forth the summoned elemental; (3) elemental erupts from a nearby
source (e.g., campfire, canteen, ground, breath, etc.); (4) elemental appears out of thin air with
either a rush of heat, thunderclap, sudden downpour of torrential rain, or minor earthquake.
Page 178
Roll 1d8: (1) caster seems to always be sweating, and their body radiates strong heat; (2)
caster’s teeth continuously chatter, and their flesh is ice cold to the touch; (3) caster emits a
Corruption
sharp whistling noise from their nose when breathing; (4) caster’s hands and face always seem
to be dirty despite washing; (5-6) minor; (7) major; (8) greater.
Roll 1d4: (1) a random non-magical item in the caster’s possession bursts into flame and is
destroyed; (2) any liquid within 10’ of the caster turns into flesh-peeling steam, causing 1d6
Misfire damage to anyone in contact with it; (3) a freezing cold wind lashes everyone within 20’ of
the caster for 1d7 damage; (4) all the ground for 1 mile about the caster turns into thin mud
as if it has just rained.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron
1
taint; (1) corruption; (2) patron taint (or corruption if no patron); (3+) misfire.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
The caster creates a palm-sized sphere of pure elemental matter that can be hurled as a weapon.
14-15 The primordial material created is randomly determined and can be hurled immediately. The
elemental sphere inflicts 1d3 damage per CL and has a duration of 1 round with a range of 20’.
The caster summons forth a 2 HD minor elemental that remains for 1 round or until it drops to
0 hit points. The type of elemental is randomly determined so long as it is appropriate to the
16-19 area. The caster must use an action each round to control the elemental; otherwise, the creature
randomly attacks any target in its range, which may include the caster and their companions.
Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth a 2 HD minor elemental that remains for 1 round per CL or until it
drops to 0 hit points. The type of elemental is determined by the caster so long as it is appropri-
20-21 ate to the area. The caster must use an action each round to control the elemental; otherwise,
the creature randomly attacks any target in its range, which may include the caster and their
companions. Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth a 4 HD minor elemental that remains for 1 round per CL or until it
drops to 0 hit points. The type of elemental is randomly determined so long as it is appropri-
22-25 ate to the area. The caster must use an action each round to control the elemental; otherwise,
the creature randomly attacks any target in its range, which may include the caster and their
companions. Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth either a 4 HD minor elemental or two 2 HD minor elementals
that remain for 1d3+CL rounds or until they drop to 0 hit points. The type of elemental is
determined by the caster so long as it is appropriate to the area. The caster must use an action
26-29
each round to control the elemental; otherwise, the creature randomly attacks any target in
its range, which may include the caster and their companions. Once a caster loses control of
an elemental, they may no longer regain control of it.
The caster summons forth a 6 HD minor elemental that remains for 1 round per CL or until it
drops to 0 hit points. The type of elemental is randomly determined so long as it is appropri-
30-31 ate to the area. The caster must use an action each round to control the elemental; otherwise,
the creature randomly attacks any target in its range, which may include the caster and their
companions. Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth either a 6 HD minor elemental or three 2 HD minor elementals
that remain for 1d4+CL rounds or until they drop to 0 hit points. The type of elemental is
determined by the caster so long as it is appropriate to the area. The caster must use an action
32-33
each round to control the elemental; otherwise, the creature randomly attacks any target in
its range, which may include the caster and their companions. Once a caster loses control of
an elemental, they may no longer regain control of it.
The caster summons forth four 6 HD minor elemental of each type that remain for 1d4+CL
rounds or until they drop to 0 hit points. The caster must use an action each round to control
34+ the elementals; otherwise, the creatures randomly attack any target in their range, which may
include the caster and their companions. Once a caster loses control of an elemental, they may
no longer regain control of it.
Page 179
CONJURE ELEMENTAL
Level: 3 Range: 20’ Duration: Varies Casting Time: 1 action Save: None
The caster harnesses the living embodiment of raw primordial matter and pure unbridled
General
energy in which all creation is derived to create an elemental to do their bidding.
Roll 1d4: (1) caster’s body is wreathed in pure elemental material, either roaring flames, howl-
ing winds, churning mud, or swirling water; (2) caster spasms violently before pulling the
summoned elemental from their own chest; (3) elemental erupts from a nearby source (e.g.,
Manifestation
campfire, canteen, ground, breath, etc.); (4) raw primordial material falls from the sky in the
form of either tumbling rocks, roaring winds, torrential rain, or searing flame before forming
itself into the summoned elemental.
Roll 1d7: (1) caster leaves one of the following tracks everywhere they go: (i) wet footprints,
(ii) scorched earth, (iii) mud; (2) caster’s eyes continuously weep, leaving their cheeks wet and
Corruption
shiny; (3) everything the caster touches becomes: (i) wet, (ii) dirty, (iii) covered in ash, (iv) ice
cold; (4-5) minor; (6) major; (7) greater.
Roll 1d5: (1) a random non-magical item in the caster’s possession turns into water and is
destroyed; (2) any open flame within 20’ of the caster flares, causing 1d6 damage to anyone
Misfire in contact with it; (3) all non-magical liquid within 40’ of the caster immediately freezes; (4) a
violent thunderstorm rages for 1 mile about the caster for 1 hour per CL; (5) a minor earthquake
rumbles for 1 mile per CL, causing shelves to topple and livestock to panic.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron
1
taint; (1) corruption; (2) patron taint (or corruption if no patron); (3+) misfire.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
The caster creates a palm-sized sphere of pure elemental matter that can be hurled as a weapon.
16-17 The primordial material created is randomly determined and can be hurled immediately. The
elemental sphere inflicts 1d5 damage per CL and has a duration of 1 round with a range of 20’.
The caster summons forth an 8 HD elemental that remains for 1 round or until it drops to 0 hit
points. The type of elemental is randomly determined so long as it is appropriate to the area.
18-21 The caster must use an action each round to control the elemental; otherwise, the creature
randomly attacks any target in its range, which may include the caster and their companions.
Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth an 8 HD elemental that remains for 1 round per CL or until it drops
to 0 hit points. The type of elemental is determined by the caster so long as it is appropriate
22-23 to the area. The caster must use an action each round to control the elemental; otherwise, the
creature randomly attacks any target in its range, which may include the caster and their com-
panions. Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth a 12 HD elemental that remains for 1 round per CL or until it drops
to 0 hit points. The type of elemental is randomly determined so long as it is appropriate to the
24-26 area. The caster must use an action each round to control the elemental; otherwise, the creature
randomly attacks any target in its range, which may include the caster and their companions.
Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth a 12 HD elemental that remains for 1d3+CL rounds or until it drops
to 0 hit points. The type of elemental is determined by the caster so long as it is appropriate
27-31 to the area. The caster must use an action each round to control the elemental; otherwise, the
creature randomly attacks any target in its range, which may include the caster and their com-
panions. Once a caster loses control of an elemental, they may no longer regain control of it.
The caster summons forth a 16 HD elemental that remains for 1 round per CL or until it drops
to 0 hit points. The type of elemental is randomly determined so long as it is appropriate to the
32-33 area. The caster must use an action each round to control the elemental; otherwise, the creature
randomly attacks any target in its range, which may include the caster and their companions.
Once a caster loses control of an elemental, they may no longer regain control of it.
Page 180
The caster summons forth either a 16 HD elemental or two 8 HD elementals that remain for
1d4+CL rounds or until they drop to 0 hit points. The type of elemental is determined by the
caster so long as it is appropriate to the area. The caster must use an action each round to
34-35
control the elemental; otherwise, the creature randomly attacks any target in its range, which
may include the caster and their companions. Once a caster loses control of an elemental, they
may no longer regain control of it.
The caster summons forth either four 8 HD elementals of any type or two randomly determined
16 HD elementals (regardless of the area) that remain for 1d4+CL rounds or until they drop
36+ to 0 hit points. The caster must use an action each round to control the elementals; otherwise,
the creatures randomly attack any target in their range, which may include the caster and their
companions. Once a caster loses control of an elemental, they may no longer regain control of it.
Page 181
ELEMENTAL,
RAINBOW GUARDIAN Lair Guardians
Though most common in Elfland, rainbow guardians can
also be found hovering above waterfalls on the material T he first rainbow guardians were created by naiads
in Elfland to guard the caches of treasure stored
in their watery abodes. Fey being fey, however, once
plane. At first glance, a rainbow guardian appears to be a
typical rainbow, but its true nature is quickly betrayed by the first of these elementals was created, almost all
its permanence, as a guardian remains visible even when fey wanted one to guard their valuables. So many
the sun is not shining. rainbow guardians were created that eventually the
fey lost control of them, and countless guardians fled
When a rainbow guardian attacks, it wraps itself around Elfland to other planes.
intruders, binding them in a knot of air and water. It then
flies into the air and drops its victims to their death or drags Over the centuries, mortal spellcasters have learned
them underwater to be drowned. When in service to a naiad how to create rainbow guardians of their own, so
or other fey, a rainbow guardian may instead hold victims the number of these elementals has grown even fur-
captive until its master arrives to interrogate them. ther. On the material plane, rainbow guardians again
find themselves forced into servitude, protecting the
homes, treasures, and secrets of their wizard masters.
“If you go looking for the pot of gold at the end of the Most rainbow guardians — especially those found on
rainbow, make sure it’s really a rainbow you’re following. the material plane — serve their masters grudgingly.
Some rainbows aren’t what they appear to be — and those Promising a rainbow guardian its freedom can gain
rainbows will kill you.” treasure hunters a powerful ally, at least temporarily.
—Zook Nackle Oneshoe, halfling treasure hunter Such promises must be kept, however, or the rain-
bow guardian becomes consumed with thoughts of
revenge.
Page 182
ELEMENTAL, magic that does not cause damage. Reducing a panel to 0 hp
destroys it. The warden can dismiss the panels at any time.
RAINBOW WARDEN Shimmering veil (3/day): As an action, the rainbow warden
At first glance, rainbow wardens appear to be humanoids can shroud itself in an aura of shimmering light that lasts
bearing armor and weapons formed from multicolored for 1d10 rounds and sheds bright light in a 60’ radius and
light. Closer inspection, however, reveals that rainbow war- dim light for an additional 30’. Any creatures that can see
dens are as ephemeral as the rainbows they protect, which the rainbow warden suffer -1d on attack rolls against it. In
makes them closer to mirages than humans. Despite their addition, a creature that targets the warden specifically with
lack of physical mass, the magic that rainbow wardens an attack or spell is blinded for as long as the shimmering
wield lends very real potency to their attacks. veil lasts (DC 18 Fortitude save negates).
A rainbow warden’s sole purpose is to defend the rain- A lone figure stands at the base of the rainbow bridge. Like the
bows that serve as bridges between worlds, rainbow itself, its armor and blade seem to be made from shim-
especially the material plane and other planes mering light. Without a word, the figure takes to the air, strid-
of existence. An eternal, celestial guardian, ing toward you on stepping-stones of light beneath its feet.
it is tasked with ensuring that only the wor-
thiest beings travel these prismatic, extraplanar
highways.
Page 183
ELEMENTAL, Redo: Once per round, without using its action die, a redun-
dance can teleport a creature that hits it with a melee attack
REDUNDANCE up to 10’ away, causing the attack to miss instead (DC 15
Willpower save negates).
Most scholars of planar lore—even those who claim to be
experts on every ancient secret of the multiverse—think The air before you seems to shimmer and warp. In its folds
twice before offering an opinion about the Plane of Time. Its you observed a jagged incorporeal version of yourself,
laws are incomprehensible, its interactions with the material sword held aloft and shield bracing for an unseen attack.
world unclear, and its elementals simply too confusing.
A good example is the strange anomaly known as a redun-
dance, a temporal elemental made from the recent past. This
This Has All Happened Before
being appears like a contour in space, shifting and reflecting
light in ever-changing patterns. In its presence, the last few A redundance might not seem very dangerous at first,
moments endlessly repeat—but not always, and not exactly. but its presence can make PCs voluntarily damage
themselves in order to escape hazards or avoid repeat-
As alien in their desires as they are in nature, if there’s any-
ing their past actions. Consider placing a redundance
thing these creatures want, they’ve yet to make it known.
in a dynamic combat environment, such as shifting
Annoyingly, redundances tend to appear in places rife with
sands, moving minecarts, or just some goat-riding
environmental hazards, where the repetitions they create
leechmen!
send unwary adventurers down dangerous paths, over
and over again.
Page 184
ELEMENTAL, SANDBAG material it moves through. The first time each round that
it uses this ability, it heals 2d8 hit points.
Sandbags appear as 10’ tall vortices of sand and dust, rising
from the ground like a sudden sandstorm. They are intel- Sandstorm (1/hour): As an action, the elemental can take its
ligent elemental creatures, composed of equal parts air and initiative count to whip up sand and wind in a 60’ radius.
earth. Sandbags are native to the primal elemental planes of On its next initiative count, the sandbag suffuses the wind
earth and air. They can be fiercely territorial, often attack- and sand with its own elemental form into a powerful sand-
ing other creatures without provocation. On the material storm that lasts until the start of its next initiative count.
plane, they prefer to live in regions with open skies and During that time, creatures within the storm are blind, can
wide expanses of sandy terrain. They dwell alone or in a only move at half speed, and the buffeting abrasives scour
small group of up to five. the flesh for 6d8 damage (DC 16 Fortitude save for half
damage).
Sandbags are expert trackers and can follow a creature it
has touched as long as its quarry remains in contact with Tremorsense: A sandbag has perfect perception of all things
the ground on the same material plane. The sandbag loses touching the ground, including invisible targets, within 60’.
the trail only if the target leaves contact with the ground. As you approach the crystal-clear waters of the oasis pool, a vor-
Injured sandbags often follow an enemy from a distance tex of sand and debris kicks up with a shrill howl. The swirling
and attack once they have regained full health. They are air seems to have an intellect of its own, and you’d swear two
able to heal their injuries by retreating into the ground glowing eyes pierce through the miasma of grim and dirt.
and absorbing sand and dust from their surroundings. The
remains of a sandbag can be collected to serve as a magical
or alchemical component.
Page 185
ELEMENTAL,
SONG TYRANT Windsong Madness Table
Long ago, a wizard conjured and bound together the first 1d10
song tyrants because he heard music in the wind and Effect
Roll
believed it held the key to power and enlightenment. How-
The creature uses its next action to move at
ever, the wizard was driven insane by the tyrants’ discor- 1-2
full speed in a random direction.
dant music. His madness compelled him to summon more
song tyrants—many more—in the hopes that someday he The creature stands in place covering its
would finally understand their song’s meaning. Infuriated 3-4 ears, trying to block out the windsong, and
by his failures, he eventually loosed the tyrants upon the loses its next action.
world. The creature blindly lashes out, trying to
Any open space with whistling winds may harbor song stop the windsong. It uses its next action
tyrants. These peculiar air elementals merge to form a swirl- 5-8 to make a single melee attack against a
ing mass of air dotted with floating eyes and open mouths, random creature, or it does nothing if no
which sing a chaotic, droning song. The cacophony blocks creature is within its reach.
out all other sounds, assaulting the ears of anyone nearby The creature does nothing but listen to
and deafening them to everything else. Creatures disori- the windsong for 1d6 rounds. This inac-
ented by the noise have been known to strike out in confu- tivity lasts until ended by a successful lay
sion, accidentally attacking those nearby while they try to on hands result of 3 dice or more, or other
free themselves from the insanity-inducing song. similar magic. If a song tyrant damages or
9
otherwise harms the creature, the creature
Song tyrant (air): Init +8; Atk slam +8 melee (2d6);
can attempt a DC 15 Willpower save. On a
AC 16; HD 8d8, 12d8, or 16d8; MV fly 50’; Act 2d20
success, the creature recovers its senses and
(or more); SP air form, whirlwind, windsong madness,
becomes immune to windsong madness for
elemental traits; SV Fort +6, Ref +10, Will +6; AL N; Crit
the remainder of the day.
M/d14, M/d20, or M/d24.
The creature becomes frightened of the
Air form: The song tyrants can move through a space as song tyrants. The fear lasts until ended by
narrow as 1” wide. a successful lay on hands result of 3 dice or
10
more, or other similar magic. While fright-
Elemental traits: Elementals are impervious to non-magical
ened, the creature must use all its speed to
attacks and can be controlled by a wizard casting the proper
move away from the tyrant.
spell (p. 411, DCC RPG).
Whirlwind: As an action, a song tyrant may attempt to pick
up any opponent in melee range of them (DC 14 For-
titude save negates) and throw them up to 30’ away
in a random direction. If a thrown target strikes an
object, such as a wall or floor, the target suffers
1d6 damage for every 10’ it was thrown and is
knocked prone.
Windsong madness: Any creature that can hear
within 40’ of a song tyrant is deafened to all
other sounds and becomes maddened by the
windsong (DC 15 Willpower save negates and
target is immune to windsong madness for
the remainder of the day). Roll on the wind-
song madness table to determine the effect
(see sidebar).
As the howling storm bears down on you, vaguely
humanoid faces take shape inside its swirling mass.
There are dozens—perhaps hundreds—of faces in
the storm. Each sings a discordant song that echoes
inside your mind.
Page 186
ELEMENTAL, SNOW
Where the elemental plane of air touches the elemental New Magic Item: Icy Shard
plane of water, bitter-cold temperatures, fueled by the
elemental chaos, often churns the two base forces into liv-
ing snowstorms. This animated energy can be called or
T his shard of pure elemental ice contains a mote of
elemental energy. When the shard breaks (it auto-
matically shatters if thrown against a hard surface), a
summoned by wielders of arcane or divine magic, power-
free-willed snow elemental is summoned, and a wiz-
ful creatures with innate abilities, or enchanted wondrous
ard may attempt to control the elemental by casting
items.
the appropriate spell (p. 411, DCC RPG). The icy shard
A snow elemental appears to be a localized snowstorm of is uncomfortably cold to the touch and will not melt
whipping wind, tumultuous snow, and ice pellets. When unless exposed to magical fire, which will shatter it.
commanded to attack, a snow elemental always seeks to
engulf as many targets as possible, lashing out with the
superior reach of its gust attacks. A snow elemental sum-
moned during a snowstorm or blizzard uses the prevail-
ing conditions to conceal its body.
Page 187
ELEMENTAL, ELEMENTAL,
DUST SWARM FLAME SWARM
Dust elemental swarms are composed of powdery elemen- Flame elemental swarms are composed of hundreds of
tal earth borne on air currents. They are usually encoun- dancing flames, each about the size of a candle. Flame ele-
tered on the elemental plane of earth but sometimes found mental swarms only occur on the elemental plane of fire or
on the elemental plane of air and the margins in between the remote volcanic sites elsewhere. Flame elemental swarms
two. These swarms tend to be more aggressive and seem- are temperamental, randomly attacking and often setting
ingly delight in snuffing the life out of sentient creatures. creatures and objects on fire for no apparent reason. They
cannot enter water or non-flammable liquids and tend to
Dust elemental swarm: Init +4; Atk special, AC 14; avoid large bodies of water.
HD 4d8; MV fly 60’; Act special; SP elemental traits,
infravision 60’, asphyxiate, jostle all targets within 20’ x Flame elemental swarm: Init +6; Atk burning ember
20’ space (-1d to all actions), half damage from non-area +1 missile fire (1d4, range 30’); AC 12; HD 4d8; MV
attacks, vulnerable to sonic attacks (double damage); SV fly 50’; Act special; SP elemental traits, infravision 60’,
Fort +0, Ref +10, Will -2; AL N; Crit N/A. ignite, illumination, half damage from non-area attacks,
vulnerable to cold (double damage), immune to fire; SV
Asphyxiate: Once the dust elemental swarm is roused to Fort +0, Ref +10, Will -2; AL C; Crit M/d4.
combat, it will attempt to smother a single target by forcing
dust into the target’s lungs. Targets suffer 1d3 Stamina loss Burning ember: The flame elemental hurls a burning ember
(heals at a rate of 1 point per hour after escaping from the at a single target up to 30’ away for 1d4 damage.
swarm, DC 10 Fortitude save negates).
Elemental traits: Elementals are impervious to non-magical
Elemental traits: Elementals are impervious to non-magical attacks and can be controlled by a wizard casting the proper
attacks and can be controlled by a wizard casting the proper spell (p. 411, DCC RPG).
spell (p. 411, DCC RPG). Ignite: The air around flame elemental swarms is unbearably
A cloud of gray dust hangs unnaturally in the stale air. hot, and they set fire to anything they touch. Any creature
which is within the 20’ x 20’ space or touches a fire elemental
swarm—whether wounded in combat or initiating a melee
attack—may catch fire (DC 14 Reflex save to avoid). Burning
creatures suffer 1d6 damage per round; a creature can put
out this fire by spending an entire round combatting the
blaze, which grants them a DC 14 Reflex save to extinguish
the flames (+4 if “stop, drop, and roll”, +2 if aided by allies).
Illumination: The flame elemental swarm sheds bright light
in a 20’ radius and dim light in 30’.
Innumerable, free-floating candle flames flicker and dance about
the air.
Page 188
ELEMENTAL,
GUST SWARM
Gust elemental swarms are composed of nearly invisible
currents of elemental air. They are encountered primarily
on the elemental plane of air. These swarms prefer to avoid
interactions with other creatures, although they occasion-
ally pass through them, inciting combat by accident.
Page 189
ELEMENTAL, TAR ELEMENTAL,
These beings hail from the borderlands where the planes of TAR, PLAGUED
earth and fire meet. Despite its name, a tar elemental isn’t
tar, but rather a sticky form of magma possessing many of Demon lords that spread magical plagues throughout the
the same properties. A tar elemental rarely finds its way multiverse sometimes corrupt a tar elemental with their
to the material plane on its own. Far more often, it is sum- vile energy. When a tar elemental survives such a toxic
moned by a mortal in need of the elemental’s services. While infection, the withered elemental becomes a molten, fester-
not evil in nature, tar elementals possess the fiery tempera- ing breeding ground for plague. Even the elemental’s fiery
ments of beings spawned on the plane of fire, making them body is insufficient to kill this demonic virus, making the
difficult to control. A tar elemental that escapes its fetters plague tar elemental a fearsome opponent that combines
will likely turn on the creature who summoned it, raging blistering heat and crippling pestilence in a single, other-
until it is returned to its home plane of existence. worldly entity.
Tar elemental (fire): Init +5; Atk slam +5 melee (3d6) Tar elemental, plagued: Init +5; Atk slam +5 melee
or hurled magma +5 missile fire (3d6, range 60’); AC 19; (3d6 plus tar pox) or hurled magma +5 missile fire (3d6
HD 8d8, 12d8, or 16d8; MV 30’; Act 2d20 (or more); SP plus tar pox, range 60’); AC 19; HD 8d8, 12d8, or 16d8;
burning touch, engulf, immune to fire, vulnerable to cold MV 30’; Act 2d20 (or more); SP burning touch, immune
and water (double damage), elemental traits; SV Fort +9, to fire, vulnerable to cold and water (double damage),
Ref +6, Will +8; AL N; Crit M/d14, M/d20, or M/d24. elemental traits; SV Fort +9, Ref +6, Will +8; AL N;
Crit M/d14, M/d20, or M/d24.
Burning touch: Any creature that touches a tar elemen-
tal—whether wounded in combat or initiating a melee Burning touch: Any creature that touches a
attack— may catch fire (DC 16 Reflex save to avoid). plagued tar elemental—whether wounded in
Burning creatures suffer 1d6 damage per round; a crea- combat or initiating a melee attack— may catch
ture can put out this fire by spending an entire round fire (DC 16 Reflex save to avoid). Burning crea-
combatting the blaze, which grants them a DC 16 Reflex tures suffer 1d6 damage per round; a creature
save to extinguish the flames (+4 if “stop, drop, and can put out this fire by spending an entire round
roll”, +2 if aided by allies). combatting the blaze, which grants them a DC
16 Reflex save to extinguish the flames (+4 if
Elemental traits: Elementals are impervious “stop, drop, and roll”, +2 if aided by allies).
to non-magical attacks and can be con-
trolled by a wizard casting the proper Elemental traits: Elementals are impervi-
spell (p. 411, DCC RPG). ous to non-magical attacks and can be
controlled by a wizard casting the proper
Engulf: As an action, a tar elemental may spell (p. 411, DCC RPG).
attempt to engulf any creature within
5’ of it (DC 13 Reflex save to avoid). Tar pox: A creature wounded by the
An engulfed target attacks at -2 and plagued tar elemental’s attack con-
must make an opposed Strength tracts tar pox (DC 13 Fortitude save
check (vs. +3) to push its way negates). A creature infected with tar
out. For each round it starts pox suffers a -1d penalty to all abil-
engulfed, the target must ity checks and regains only half the
succeed in a DC 16 Stamina normal hit points when healed either
check. When the first check magically or mundanely. Every 24
fails, the target is suffocating. hours, the infected creature may
Once suffocating, the creature make another DC 13 Fortitude save
loses 1d6 Stamina per round. to recover from tar pox.
Page 190
ELEMENTAL, Thunderfang elemental (air): Init +3; Atk bite +5
melee (2d4 plus 1d6 Stamina (DC 12 Fort save negates
THUNDERFANG Stamina loss)) or shocking bark +5 missile fire (1d12 and
prone, range 30’, DC 12 Fort save negates prone); AC 16;
A powerful wizard created the first thunderfang by captur-
HD 8d8, 12d8, or 16d8; MV 40’; Act 2d20 (or more); SP
ing the essence of lightning and transforming it into a super-
lightning tornado (1/day), illuminating aura (10’ radius),
charged elemental in the shape of a wolf. In order to remain
elemental healing (electricity), elemental traits, immune
corporeal, the thunderfang needs to feed on electricity. A
to sleep, charm, and paralysis spells, fear, petrification, and
thunderfang that cannot find a natural source of electric-
poison, vulnerable (feeds on electricity); SV Fort +8, Ref
ity (such as a lightning storm) begins to starve and often
+8, Will +8; AL N; Crit M/d14, M/d20, or M/d24.
resorts to feeding on the bioelectricity of living creatures. If
a thunderfang goes more than 24 hours without feeding, it Elemental traits: Elementals are impervious to non-magical
becomes unable to hold itself together and dissipates back attacks and can be controlled by a wizard casting the proper
into the atmosphere. spell (p. 411, DCC RPG).
Elemental healing (electricity): Thunderfang elementals are
healed by exposure to the destructive forces of the ele-
“The woods were a wee bit foggy that night ye see, and I
ments (electricity). When damage is inflicted by electricity,
had lost me way. T’was then I felt it. The air energized,
the elemental is not damaged and is instead healed by the
and me beard stood right on end. It appeared, a ball of
same amount.
lightning bolts forming into a wolf, snarling with jolts. It
struck me once with a bolt from its fanged jowls, flingin’ Lightning tornado (1/day): As an action, the thunderfang
me to the ground. I got back up and ran, never lookin’ elemental creates a 5’ wide, 15’ tall tornado made of light-
back. The thunderfang is real, mark me words, and ye’ll ning bolts within line of sight no further than 30’ distant.
not long live if ye search it out.” Any creature caught inside the tornado suffers 6d6 dam-
age (DC 12 Reflex save for half damage). At the start of
– Bringar Scarhammer, dwarven drunkard at the each of the thunderfang’s initiative counts, the tornado
Arms Wrath Tavern moves 20’ toward a living creature (other than
the thunderfang). The lightning tornado lasts
for 2d6 rounds, or until dismissed by the
thunderfang.
Vulnerable: A thunderfang requires a
steady source of electricity every 24
hours to remain in a corporeal form.
Bolts of crackling lightning knit
into the form of a wolf, and its
body is nearly too bright to look
at. Within, its eyes radiate a neon
reddish glow.
Page 191
ELEMENTAL, man-sized, and long, green-tinged claws extend from its misty
arms.
VAPOR DEMON
Vapor demons are creatures from the elemental plane of
air that share many traits with the elementals native to that
plane. Fiendish influences have corrupted vapor demons,
ELUNDI
A
however, infusing them with malevolence. Vapor demons product of ancient and arcane experiments, the
are cruel, hateful, and toxic both in substance and person- elundi are mortals who have been implanted with
ality. They wish only to spread strife and death wherever gemstones that grant them indefinite life spans and
they may roam. an impressive array of magical abilities. While their creators
Vapor demons are normally encountered only on the ele- are long dead, the elundi continue to roam the multiverse,
mental plane of air, but sometimes depraved wizards sum- inserting themselves into the affairs of other realms as they
mon them to the material plane. When summoned in this pursue their own mysterious goals.
manner, vapor demons are usually called upon to patrol There are three types of elundi: red, green, and shadow.
a wizard’s lair or hunt down their foes. Because they are The gemstones of red elundi are implanted in their chests,
not physical beings, vapor demons are difficult to detect, while those of green elundi rest in their foreheads. The gems
making them excellent assassins. of shadow elundi are implanted in the palm of their left
A vapor demon’s form is composed entirely of toxic fumes,
which its claws transfer into wounds they inflict. More
lethal, however, is the vapor demon’s ability to force a por-
tion of itself into the lungs of a foe. The vapor demon envel-
ops its enemy with its insubstantial body then snakes ten-
drils of poisonous fumes up the victim’s nose and
down its throat. This inhaled poison is much
harder to resist and continues to harm the
victim until they can expel the toxic vapors.
Vapor demons speak the Demonic lan-
guage.
Page 192
hand. In addition to their other powers, these gemstones attack that targets it until the start of its next initiative count.
allow each elundi to manifest a weapon made of shim- To do so, the elundi must see the attacker. If the attack
mering crystal. If the crystal- line weapon leaves the misses, the elundi can teleport up to 30’ away to a location
elundi’s hand, the weapon it can see.
shatters into millions of fine Light (at will): As an action, the elundi can bring
shards; the elundi can sum- a 30’ radius of full daylight targeting
mon another on its next round. any spot within 100’.
Red gem elundi wield swords they
call nagoshi. Green gem elundi mani-
fest crystal staffs called shintaro. The
power of shadow gems manifests as a
ELUNDI, RED
black crystal gauntlet that material- GEM
izes around the elundi’s fist.
Elundi, red gem: Init +6; Atk nagoshi
The nature of each elundi is tied
+9 melee (1d8 plus wildfire) or spell; AC
inextricably to the type of gem they
16 (crystalline scale mail & shield); HD 8d8;
carry. Red gem elundi wield untamed
MV 30’; Act attack 2d20, 1d20 (spells); SP immune to
power of elemental fire. Green gem elun-
fire, half damage from non-magical weapons, infravision
di are a force for Law, using the magic
60’, vulnerable to cold (double damage), spellcasting
of their gemstones to travel not only
(+4 spell check): Spells (1st) flaming hands, magic shield;
throughout the multiverse but
across time itself. Shadow gem SV Fort +10, Ref +6, Will +6; AL N; Crit IV/d14.
elundi are mere vessels for the Wildfire: Roll 1d4: If the elundi hits with its nagoshi
demonic sentience their gems sword, it can choose to randomly manifest one of the
contain. While the green gem four following magical effects:
elundi have pledged to oppose
the corrupt shadow gems 1. Arcing flame: Flame arcs from the nagoshi sword to a
wherever they find them, second target within 15’ of the elundi causing
red gem elundi avoid any- 2d10 damage (DC 15 Reflex save for half dam-
thing but the most fleeting age).
alliance with either faction. 2. Deep burn: The target catches on fire, suf-
fering 1d10 damage at the start of each of its
initiative counts until it uses an action to extin-
ELUNDI, guish the flames.
GREEN GEM 3. Fiery step: The elundi teleports up to 30’
away to a location it can see.
Elundi, green gem: Init +8; Atk
4. Flame lash: The blade of the nagoshi trans-
shintaro +9 melee (3d8+4 plus fore-
forms into a whip-like tongue of flame, grappling
sight or gem step) or spell; AC 15
the target (DC 16 Strength check to escape). Until the
(leather); HD 9d8; MV 30’; Act
grapple ends, the target suffers 1d3 damage at the start
1d20; SP immune to poison,
of each of its initiative counts and the elundi may not
half damage from non-magical
attack another target with its sword.
weapons, infravision 60’, light,
spellcasting (+4 spell check)
Spells (1st) banish; (2nd) paral-
ysis; (3rd) planar step); SV Fort
+6, Ref +10, Will +6; AL L; Crit ELUNDI, SHADOW GEM
IV/d14.
Elundi, shadow gem: Init +8; Atk drakari +8 melee
Foresight: The elundi grants (1d4 plus 1d10 damage from cold); AC 18 (crystalline
itself or a willing humanoid full plate); HD 8d8; MV 30’; Act 2d20; SP half damage
that it can see within 30’ a from non-magical weapons, infravision 100’, darkness (at
brief glimpse into the future. will), magic resistance (all spells cast against the elundi
The target receives a +1d bonus are subject to a 50% chance of failure before saves are
on ability checks, attack rolls, rolled), necrotic pulse, summon shadow; SV Fort +8, Ref
and saving throws until the end +8, Will +10; AL C; Crit IV/d14.
of the elundi’s next initiative
count. Darkness (at will): The elundi can designate a point
within 100’ and create a 20’-radius sphere of darkness
Gem step: The elundi gains a
+4 AC bonus against the next
Page 193
that remains fixed at that point for a duration of 1 turn (as
per spell check result of 18). ELVEN ALLY
E
Necrotic pulse (1/turn): As an action, a necrotic sphere that lven allies are beasts that are touched with the power
leeches life bursts out from the elundi. Up to six creatures of Elfland… or perhaps the uncanny sorcery of the
of the elundi’s choice within 15’ suffer 2d10 damage and patrons of elvendom. These creatures inhabit the
fall prone from weakness (DC 16 Fortitude save negates deep forests and are devoted companions of more rustic
all effects). The elundi then heals 1d10 hit points for each elf cultures, as well as faerie creatures such as dryads and
creature that failed its save. sprites. An elven ally appears to be a giant-sized creature
Summon shadow (2/turn): As an action, the elundi sum- of its type, but with green coloration and brown, mottled
mons a shadow from the hoary depths of the Nine Hells spots or even stripes. This coloration pattern greatly aids
that appears within 60’ of the elundi and acts as an ally. them during stealthy pursuits when in natural settings.
The shadow remains for 1 turn, until it or the elundi dies, They are shape changers and can assume the normal size
or the elundi dismisses it. of their beast type when appropriate. This latter form is
Three strange-looking humanoids square off for battle. One has preferred when around its humanoid friends. Elven allies
long red hair and wields a crystal sword with flames dancing are intelligent and can speak Elf, Pixie, and the languages
across its blade. The second grips a staff made of glowing green of woodland animals, such as Eagle and Bear. They are
crystal. The third figure emanates pure evil: its skin is a lifeless loath to do so in the presence of others lest they reveal their
gray and a black crystal gauntlet covers its left fist. supernatural traits. They can even probe the thoughts of
nearby sentient creatures to understand their motivations
and intent.
Two types of elven allies are presented here: the melshee
(elven cat) and the raptshee (elven hawk). Both of
these allies are friendly with forest elves. It is
rumored there are elven dogs, elven sea tur-
tles, elven badgers, and even elven bears to
be encountered in more wild places and
within the borders of Elfland.
Melshee. The melshee are about 6’
long and 3’ high at the shoulder.
Fur colors range from brown to
gray and greens, with black mark-
ings. Melshee are accomplished
climbers but unlike typical felines,
enjoy swimming and splashing in
a forest pool.
Raptshee. The raptshee are hawk-like
birds with a 20’ wingspan. Feather color-
ation is brown to gray with black or olive
edging. A raptshee’s preferred habitat is for-
ested hills or mountains.
Page 194
Nature-shape: The melshee changes into the form of a normal
cat or back to its true shape. This process takes 1 round to
complete. Its stats remain unchanged in either form, and
it returns to its natural melshee state if slain.
Read thoughts (3/day): The melshee can read the sur-
face thoughts of sentient creatures within 120’ for 10
rounds (DC 14 Willpower save avoids). Saving against
the melshee makes them immune to this ability for 1 hour.
Senses of Elfland: The melshee possesses infravision 120’ and
can see invisible creatures and perceive illusions as false.
All creatures within 120’ suffer a -1d penalty to all attempts
made to avoid detection by the melshee
A sleek feline with smooth, gray fur adorned with olive
spots crouches in the underbrush, its amber eyes gleam-
ing with interest.
EMERALD
WANDERER
E
merald wanderers are enigmatic un-dead that wander
the planes on a path of only their understanding in
search of specific kinds of beings to imprison. They
appear to be tall humanoids wearing deep black cloaks with
a cowl hung low to hide their faces. Their skin, which is
usually kept covered, is an emerald-green color and emits
a subtle glow. Their sharp facial features evoke cruelty and
shee hunger, and behind all emerald wanderers’ crooked grins
are long, needle-like teeth.
Until they choose their prey, emerald wanderers use their
innate shape-changing ability to pose as other humanoids.
Page 195
Their chosen form is less strategic and more often than not 0, and the emerald wanderer loses the abilities it gained
simply the guise of the last humanoid they have seen. On from that imprisoned creature. When the emerald wanderer
more than one occasion, a shocked individual has come dies, all imprisoned creatures that are still alive are released.
across an emerald wanderer that has taken their shape— Stolen ability: An emerald wanderer retains 1d4 class abili-
and paid a terrible price for the discovery. Once it selects a ties stolen from recent victims. The judge should choose
victim, the emerald wanderer relentlessly stalks that indi- these from any class, whether it be a cleric’s lay on hands or
vidual, calmly and slowly drawing closer until near enough a thief’s backstab ability.
to absorb their prey’s life force.
Turn unholy resistance: An emerald wanderer is considered
Emerald wanderers, although capable, rarely speak. They +2 HD for purposes of turning.
have been seen to smile, especially when feeding, but oth-
erwise they project a relentlessly indifferent air. They have Un-dead traits: Emerald wanderers are un-dead, and thus
been known to walk many miles while stalking their victim, can be turned by clerics. They do not eat, drink, or breathe,
a process that can take days or even weeks. and are immune to critical hits, disease, and poison. As un-
dead, they are immune to sleep, charm, and paralysis spells,
Emerald wanderer: Init +8; Atk touch +8 melee as well as other mental effects and cold damage.
(3d8+4 plus chilling touch); AC 16; HD 10d10; MV 30’;
A tall, hooded humanoid strides slowly but relentlessly toward
Act 2d20; SP un-dead traits, immune to non-magical
you. As it draws near, the dark form opens its cloak to reveal a
weapons that aren’t silvered, infravision 60’, turn unholy
chest and stomach that pulse with a sickly green glow. What
resistance, change shape, essence drain, stolen ability,
appear to be faces, all twisting in apparent anguish, can be seen
telepathy; SV Fort +8, Ref +8, Will +10; AL C; Crit U/d14.
pressing up against its flesh. As it comes closer still, the figure’s
Change shape (4/day): As an action, the emerald wanderer face is revealed—an emerald green visage that also glows. You
can transform into any humanoid it has seen or return to cannot see the creature’s eyes, but its tooth-filled mouth turns
its original form. Regardless of its form, its statistics do upward in a horrific grin.
not change. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Chilling touch: If successfully hit, a living creature
is paralyzed for 1d3+1 rounds (DC 16 Fortitude
EYEBIRD
A
save negates). n eyebird resembles an ordinary 1’
long corvid but with several unusual
Essence drain: As an action, a paralyzed
features. An oily sheen covers its black
humanoid within 5’ of the emerald wan-
plumage—though other colors, such as
derer suffers 2d8 damage. The target’s hit
crimson, bone white, and gray, have
point maximum is reduced by an amount
been observed. Bulging from just
equal to the damage suffered, and
above its sharp, curved, blood-
the emerald wanderer gains,
red beak, is the solitary blood-
up to its maximum, the same
shot eye for which the creature
amount of hit points (DC 16
is named. When a flock of eye-
Fortitude save negates). The
birds focuses on a target, the
reduction lasts until the tar-
creatures’ eyes can unleash a
get rests for 1d3 hours.
variety of devastating effects.
If the target’s hit point maxi-
Eyebirds are usually
mum is reduced below half,
encountered under-
the target is imprisoned,
ground, often hunt-
absorbed into the emerald
ing in the dark realms
wanderer. The emerald
far below the surface.
wanderer temporarily
Flocks encountered
gains one class ability of
on the surface are
the imprisoned creature
never far from a
and also gains all of the
cave or other sub-
target’s memories from
terranean passage.
the past year.
A flock of eyebirds
Every day a creature may inhabit nooks
spends imprisoned, its and crannies along
hit point maximum is sheer rock walls
reduced by 1. The target or deep within
dies if this effect reduces stony crevasses.
its maximum hit points to Although eye-
Page 196
birds can subsist on insectoid prey, they prefer to lap up
blood from freshly slain warm-blooded creatures.
Rumors insist these twisted creatures were born from some
eldritch ritual performed by a denizen of the Aghar-
ta. Other sages postulate the original population
was summoned from some distant hell and
have since proliferated on our own world.
Regardless of their origin, eyebirds
always gather in multiples of six.
Page 197
F
Falsoom: Init -1; Atk mace +2 melee (1d6); AC 16; HD
FALSOOM 2d8; MV 20’; Act 1d20; SP prolonged life, immortal
nature, amphibious, shell; SV Fort +3, Ref +1, Will +2;
T
he falsoom are bipedal turtlefolk that once lived on the AL L; Crit III/d8.
primeval shores of the world. The falsoom were select-
ed by the powers of Law as servants and guardians for This humanoid resembles a bipedal turtle. A fluted shell, covered
important or holy sites. This granted the falsoom boons of in symmetrical segments, protects its pebbly, pale green hide. Its
throwing off the shackles of hunger and thirst. Thus, they webbed, long-fingered hands end in tiny claws. Sad, soulful eyes
are capable of surviving alone, cut off from the rest of the peer from its beaked face.
world for long periods. The falsoom take their duties very
seriously, embracing isolation, with a keen understanding
and singular dedication to their post.
The falsoom are thoughtful stewards with a refined appre- FALSOOM, GUARDIAN
ciation of the arts, particularly song and paintings. They
Falsoom guardian: Init -1; Atk unarmed strike +4
relish the company of mischievous fey whom they view
melee (1d4 plus stunning strike) or mace +4 melee (1d6);
as misguided but entertaining children. Although they
AC 16; HD 4d8; MV 30’; Act 2d20; SP prolonged life,
have no requirements to eat, they enjoy cultivating plants
immortal nature, amphibious, shell, stunning strike; SV
and fungus into pleasing
Fort +4, Ref +2, Will +3; AL L; Crit III/d10.
arrangements, befitting
of their lawful dogmas. Amphibious: All falsoom can breathe both air and water.
Falsoom have devel-
oped the process to Immortal nature: All falsoom don’t require food, drink, or
create fungal con- sleep.
structs, which help tend Prolonged life: The life span of all falsoom has been extended
their gardens and per- by the ancient powers of Law. They reach adulthood
form other menial tasks. at 70 years and can live to age 700 or higher.
The falsoom speak their They are immune to magical aging.
own language with a slow, Shell: All falsoom have a body that is
halting cadence. Although encased in a hard, armored shell. A
others might interpret this falsoom can choose to retract into
as dim-witted, falsoom are its shell instead of moving for the
thoughtful, wise, and above all round, increasing its AC by 4.
else patient. While they usually
keep crude weapons of some type Stunning strike (3/day): Follow-
nearby, they prefer to avoid con- ing a hit with an unarmed strike,
frontation, except when defending a falsoom guardian can attempt
their charge. They can retract their to disrupt the ki flow of the target,
head, limbs, and tail completely inside stunning the target for 1d2 rounds
their shells, which affords them suit- (DC 13 Fortitude save negates).
able protection. They are also able to This bipedal turtle’s fluted, symmet-
store small items inside their shells for rically segmented shell is covered
safekeeping. with fanciful painted designs and
The falsoom have no concept of coinage protects its pebbly, pale green hide.
or other valuables, finding no use for such The pale-green flesh of its face and long
baubles. They do occasionally trade with neck is mottled and wrinkled. Its long,
others and among their own kind, but a webbed-fingered clawed hands clasp a
wooden bowl or some seeds are prized much worn wooden staff. Large soulful eyes
more than gold or even magic items. peer out from a small bald head and
beaked face and blink curiously.
Page 198
FEN FEY FEN FEY, FIDDLER
Fen fey possess a great love of music and dance. The eerie
T
he clannish and wily fen fey dwell in hollow trees strains of their lively yet discordant tunes have ensorcelled
deep in the swamp. With a strong connection to the many a poor traveler, leading them deeper into the wet-
natural world and a knack for distilling medicinals lands where the invisible fen fey lie in ambush.
and potent poisons, these tiny creatures have raised self-
sufficiency to an artform—and woe to any who trespass Fen fey fiddler: Init +4; Atk dagger +6 melee (1d4 plus
in their lands. swamp toxins) or tiny shortbow +6 missile fire (1d4 plus
swamp toxins); AC 16; HD 3d4; MV 10’, fly 30’; Act 1d20;
SP luring song, magic resistance (all spells cast against
“I couldn’t help myself. I sprang from the boat and fol- a fen fey are subject to a 25% chance of failure before
lowed after that strange melody. I should very much like saves are rolled), invisibility; SV Fort +0, Ref +4, Will
to hear it again someday.” +2; AL C; Crit III/d6.
—Burgell “Scribble” Leffery
Swamp toxins: All fen fey treat their weapons with regional
toxins. If it hits a creature with a dagger or shortbow attack,
the target becomes poisoned for 1d6 rounds, suffering -1d to
Fen fey: Init +4; Atk dagger +4 melee (1d4 plus swamp all actions (DC 15 Fortitude save negates). While poisoned,
toxins) or tiny shortbow +4 missile fire (1d4 plus swamp a creature has a tendency to speak backwards, and spell-
toxins); AC 16; HD 1d4; MV 10’, fly 30’; Act 1d20; SP casters suffer an additional -4 to spellcasting, with results
magic resistance (all spells cast against a fen fey are sub- of natural 1 to 5 counting as a natural 1.
ject to a 25% chance of failure before saves are rolled), Invisibility: As an action, all fen fey can magically turn invis-
invisibility; SV Fort +0, Ref +4, Will +2; AL C; Crit III/d6. ible until they attack or cast a spell. Any equipment the fen
fey wears or carries is invisible with it.
Swamp toxins: All fen fey treat their weapons with regional
toxins. If it hits a creature with a dagger or shortbow attack, Luring song: As an action, the fen fey fiddler plays a magical
the target becomes poisoned for 1d6 rounds, suffering -1d to melody. Every creature within 300’ of the fiddler that can
all actions (DC 15 Fortitude save negates). While poisoned, hear the music is charmed (can move at half speed but per-
a creature has a tendency to speak backwards, and spell- form no other actions and must move closer to the fiddler
casters suffer an additional -4 to spellcasting, with results by the most direct route on its turn (DC 11 Willpower save
of natural 1 to 5 counting as a natural 1. negates)). Before moving into damaging terrain, such as
lava or a pit, and whenever it
Invisibility: As an action,
suffers damage from a source
all fen fey can magi-
other than the fiddler, a target
cally turn invisible until
can repeat the Willpower save.
they attack or cast a spell.
The fiddler can stop playing
Any equipment the fen fey
at any time, but it can play no
wears or carries is invisible
more than 1d4 consecutive rounds
with it.
before
Emerging from behind pausing
a gnarled banyan tree, for a round to
a group of tiny, humbly rest. The song
dressed humanoids flit on ends if the fiddler’s
translucent dragonfly wings playing is disrupted by
and hover just above the sur- any means (hit by an attack,
face of the swamp. The wicked incapacitated, dies, etc.).
look in their eyes perfectly
Hovering above the stagnant algae-covered pond is a
matches the daggers
diminutive humanoid on gossamer wings. Its pudgy
they wield—curved
face is adorned with scraggly facial hair growth and
blades dripping
he wears a wide-brimmed hat at a haphazard angle.
with a thick, dark
He cradles a worn wooden fiddle as a newborn babe.
liquid.
Page 199
Festhaken: Init +5; Atk bite +10 melee (2d6 plus clench
FESTHAKEN and poison (4d6, DC 15 Fort save negates) or spell; AC
17; HD 10d10; MV 30’, climb 30’; Act 1d20; SP clench,
T
orn too early from the womb of a dying mother, fes- dimensional jaunt, extradimensional lair, magic resis-
thakens exist between two worlds. When a newborn tance (all spells cast against a fen fey are subject to a
dies in childbirth alongside their mother, they are 25% chance of failure before saves are rolled), spellcast-
sometimes transformed into a horrible, spider-like mon- ing (+10 spell check): Spells (2nd) spider web; (3rd) speak
strosity known as a festhaken. Driven mad by this experi- with the dead (mother’s body only), spider climb, web
ence, festhakens retreat with their mother’s corpse to a sense, web walking; SV Fort +6, Ref +6, Will +6; AL C;
shadowy pocket dimension of their own creation, a place Crit U/d14.
outside of time where they and their mother can coexist
forever. Festhakens return to the material plane only to feed. Clench: Any target hit by the festhaken’s bite attack is grap-
A festhaken looks like a horse-sized, black spider with the pled and suffers the bite damage automatically in the next
face of a mewling infant. Their lairs are extradimensional round unless it uses an action to free itself with a standard
spaces woven from strands of beautiful, silver spider webs. grappling check (vs. +20).
Often, the body of the festhaken’s mother is granted a place Dimensional jaunt: As a part of its movement, festhaken
of honor in the lair, such as atop a central bier or laid out can magically shift from the material plane to its extradi-
on a bed of dead flowers. Mortals trapped in a festhaken’s mensional lair or vice versa. The festhaken can bring along
lair may overhear the spider-thing holding whispered con- one human-sized or smaller creature it is grappling when
versations with their mother’s spirit. it jaunts.
Festhakens extend their webbing into the material plane. Extradimensional lair: A festhaken dwells in a web-strewn
Though these webs are not strong enough to trap anything extradimensional realm the size of a 30’ cube spawned
larger than a rat or small bird, disturbing the webs alerts the from its own dreams. When the festhaken is below half its
festhaken of the presence of prey even while in their lair. maximum points, a doorway tears open between the mate-
rial plane and its lair. When the festhaken is slain, its lair
persists for 2d6 rounds before collapsing into nothingness.
“Of all of my children, you—the one who was with me at All creatures still inside the lair suffer 5d8 damage as they
the end—are my favorite.” are violently ejected (DC 12 Reflex save negates damage).
—from the corpse of a festhaken’s mother, panto- A creature is trapped forever if this effect reduces its hit
mimed by the festhaken itself. points to 0.
Spider climb: The festhaken can climb difficult surfaces,
including upside down on ceilings, without needing to
make a check.
Web sense: While in contact with a web, the festhaken
knows the exact location of any other creature in
contact with the same web, even if the creature is
on a different plane of existence.
Web walking: The festhaken is immune to
the effects of spider web spells.
The eerie disembodied sound of a crying
child fills the air. You watch as a nearby
spider’s web seems to grow and ex-
pand into a chasmous dimensional
doorway into another plane of exist-
ence. A monstrous spider the size of
a small horse comes skittering out of
the portal. You gasp when you see it
has the face of a human infant -- the
source of the unidentified weeping.
Page 200
three types of egg that develop into laborers, scouts, or
FISH, SWARM (rarely) other queens. These eggs are fertilized by a fourth
A
type, the architect wasps, which are a later developmental
swarm of fish comes in many shapes and sizes,
instinctively grouping together in a school to con- stage of the scouts. A colony keeps a supply of unfertilized
fuse potential predators. As the fish dart about, light queen eggs in a secret or well-guarded chamber in the hive
reflects off their silvery sides in blinding flashes. Aquatic in case the current queen dies.
spellcasters sometimes summon swarms of fish to distract
their foes and obscure their allies.
FISSURE WASP,
Fish swarm: Init +2; Atk swarming nibble +2 melee
(2d5); AC 16; HD 3d8; MV swim 40’; Act 1d20; SP ARCHITECT
infravision 30’, swarming nibble all targets within 20’ x
20’ space, half damage from non-area attacks, obscuring Fissure wasp architects serve as the hive’s inner defenders.
nature, dazzling array; SV Fort +0, Ref +4, Will -1; AL Their sticky saliva is used to plaster together the disparate
N; Crit N/A. elements that make up the hive. The saliva also is an effec-
tive neurotoxin. Architects are the caretakers of the eggs
Obscuring nature: The swarm of fish obscures anything and guardians of the queen.
within its 20’ x 20’ space, providing cover to the defender
(see p. 78, DCC RPG). Fissure wasp architect: Init +3; Atk bite +5 melee
Dazzling array: The iridescent sides of the fish are mesmer- (1d3), sting +5 melee (1d3 plus poison (MV reduced to
izing as they dart about. The first time a creature that can half, DC 10 Fort save negates)), or spit glue +4 missile
see it approaches within 5’ of the swarm it is stunned until fire (special); AC 15; HD 3d8; MV 30’, climb 20’; Act
the end of its next initiative count (DC 10 Willpower save 2d20; SP spit glue, immune to poison, damage reduc-
negates). tion 3, infravision 100’; SV Fort +4, Ref +6, Will +2; AL
A dense school of shimmering fish move like a shinning cloud in N; Crit M/d8.
the shallow water, change direction with abrupt speed and grace.
Spit glue (1/1d4 rounds): The fissure wasp architect can spit
a ball of glue up to 50’ away. Anyone struck must make a
DC 14 Strength or Agility check (player’s choice) to escape
FISSURE WASP or be unable to act. The glue dissolves after 1d6 hours.
G
iant fissure wasps are subterranean vermin that live This wingless wasp is about the size and girth of a plump hal-
in colonies of refuse, carrion, and mud situated in fling. Its drab gray exoskeleton is riddled with subtle, darker
cracks within deep caverns. The colony is governed blotches. Pale, foamy saliva collects on its mandibles, occasion-
by a caste system under the rule of a single queen who lays ally dripping to the rocky floor.
Page 201
FISSURE WASP, FISSURE WASP, QUEEN
LABORER There is only one queen per fissure wasp hive. She is guard-
ed by 2d4 fissure wasp architects in a central chamber deep
These are the rank and file of the fissure wasp hive, respon- within the hive. The queen is a disgusting, bloated mockery
sible for maintenance and upkeep of the hive itself. After of a wasp-like worm with undersized legs and wings and
the queen, a laborer is the largest of the fissure wasps. It is mandibles that drip acidic bile. The queen is the center of
strong and lumbering, designed to bring bulky bits of detri- activity in the hive. If she dies and there is no fertilized
tus back to the hive. Although not as lethal as the scout, it queen egg, the hive becomes distracted and unfocused,
can still pose a considerable threat, thanks to its mantis-like, destroying themselves via infighting in a matter of days.
grasping forelimbs and aggressive nature.
Fissure wasp queen: Init +3; Atk bite +4 melee (2d3,
Fissure wasp laborer: Init +3; Atk bite +5 melee (1d3) range 10); AC 14; HD 4d8+1; MV 20’, climb 10’; Act
or grasping limbs (x2) +5 melee (special); AC 14; HD 3d8; 1d20; SP resonate, beguiling drone, immune to poison,
MV 20’, climb 20’, fly 40’; Act 1d20 or 2d16; SP grasping damage reduction 5, infravision 100’; SV Fort +6, Ref +0,
limbs, immune to poison, damage reduction 3, infravi- Will +2; AL N; Crit M/d10.
sion 100’; SV Fort +6, Ref +2, Will +0; AL N; Crit M/d8.
Resonate: As an action, a fissure wasp queen can vibrate
Grasping limbs: The wasp’s front pair of limbs are spiked her vestigial wings at a pitch that stimulates brain activity
grasping forelegs like those of a mantis. This provides two in sentient creatures. All creatures within 60’ that can hear
d16 melee attacks. If both limbs strike the same target, the the fissure wasp scout must succeed on a DC 13 Fortitude
target is grappled and may be automatically bitten each save at the start of each of their initiative counts or suffer a
round until it escapes with a standard grappling check –1d penalty on all actions; spellcasting is impossible within
(vs. +8) that area.
This bulky wasp is about the size of a small pony. Though it has Beguiling drone: As an action, the fissure wasp queen can rub
smaller mandibles, it brandishes a pair of jagged, sickle-like fore- her wings together, emitting an eerily melodious cacopho-
legs. Opaque wings flare out from its orange-yellow exoskeleton ny. All creatures within 60’ that can hear the fissure wasp
splattered with red spots. queen stand enraptured, unable to do anything but listen
(DC 13 Willpower save negates). Another save may be made
at the start of each of the target’s initiative counts as long
as the drone continues.
This bloated, wormlike vermin is nearly the size of a horse. She
lashes out with a pair of serrated mandibles. A pair of under-
sized wings protrude from a soft body colored various shades of
tan and brown.
Page 202
FISSURE WASP, SCOUT
Fissure wasp scouts are small, genderless wasps that spend
little time inside the actual hive. Instead, these agile vermin
wander their established territory, seeking prey. A scout
protects the hive and directs the laborers where to pick up
kills. After it reaches an advanced developmental stage, the
scout loses its wings and becomes a male architect, living
out the rest of its days in the hive.
Page 203
FLAWLESS
Crafting a Flawless Effigy
EFFIGY
A flawless effigy can be constructed by a cleric of at
least 5th-level, under instructions from a deity. The
T
he flawless effigy is a unique type of construct found body of the flawless effigy must be carved by a devotee
in temples dedicated to the worship of Law. It is used of Law who is also a master artisan, using high-quality
primarily to stand in endless vigil over the crypts materials and tools. The ritual must be performed on
of heroes who have fallen in the service of the law or to hallowed ground (such as that created by use of the
guard a relic or treasure important to the forces of order. A sanctify spell) and requires a successful DC 20 divine
typical flawless effigy stands 6-7’ tall and weighs roughly aid request. The cleric must also cast blessing on 25,000
800 pounds. They are usually carved from a solid piece of gp worth of substances considered holy to the god,
marble, but specimens constructed from limestone or even and which are used in the construction of the flawless
granite may occasionally be found. All bear smooth lines effigy. A flawless effigy has maximum hit points for
and exquisite craftsmanship, as equally important as their each Hit Die and is treated as having the following
function. Most flawless effigies are created in the likenesses ability scores: Intelligence 10, Strength 18, Agility 13.
of armored mortal champions—although the perfection
with which they are made often depicts a more idealized
version of that person. Even though a flawless effigy could
be crafted in any shape, most represent bipedal humanoids,
and they are never carved with weaponry.
All flawless effigies are imbued with intellect and self-
awareness, allowing them to function at a level far beyond
that of most constructs. They are smart enough to use com-
plex tactics in combat and attempt to leverage their sur-
roundings to gain a strategic advantage. Often, they are
positioned near static traps and are programmed to avoid
them, or to trigger them at an opportune time. Flawless
effigies will not attack intruders perceived to be lawful
or neutral creatures if they do not disturb the construct’s
charge; they will, however, immediately attack any chaotic
creatures it detects, pursuing them if necessary.
Page 204
Floating head: Init +2; Atk bite +4 melee (1d4+1 plus
FLOATING HEAD emotional blast); AC 14; HD 6d4; MV fly 40’; Act 1d20;
SP infravision 60’, un-dead traits, emotional blast, illu-
O
ne of the more unusual types of un-dead, floating minating eyes, body dependency; SV Fort +3, Ref +3,
heads are animated by the unquiet spirits of those Will +4; AL C; Crit U/d10.
executed by decapitation. Driven by a hatred for its
killer, a floating head continues to roam about, though some Body dependency: A floating head is magically linked to the
strange magic prevents it from ranging too far from the rest rest of its corpse which confers regenerative powers (heal-
of its corpse. This limitation often inhibits the head from ing 1d4 damage each round). If it moves beyond 1,000’ of
exacting revenge on its killers, and so it turns its hatred its corpse, the floating head suffers 1d4 damage at the start
toward any creature unlucky enough to encounter it. of each round. The floating head’s body has AC 10, with 10
A floating head attacks its opponents by latching onto their hp. A floating head dies permanently only if its corpse is
bodies with its teeth. Once attached, the head blasts their destroyed; if a floating head’s body is destroyed, the head
foe’s mind with a psychic storm of hatred, misery, and instantly dies.
woe, searing the creature’s mind with its own memories Emotional blast: After a bite attack, a floating head auto-
of decapitation. matically latches onto its target and with hatred in its eyes
A floating head’s body is its greatest weakness. Even if its mentally sears the creature for 2d8 damage (DC 10 Will-
body decays to mere bones, the floating head can continue power save for half damage). The target immediately dies
to seek revenge and deliver misery unto others. Destroying if reduced to 0 hit points by this blast (the body may still
its body, however, also destroys the floating head. Because be recovered).
of this, a floating head often lures prey away from its body’s Illuminating eyes: A floating head’s eyes emit light in a cone,
resting place or arranges the corpses of its victims in such 30’ long and 30’ wide at its end.
a way as to make them seem to be their
true body, turning them into decoys Un-dead traits: Floating heads are un-dead, and
against would-be exorcists. thus can be turned by clerics. They do
not eat, drink, or breathe, and are
immune to critical hits, disease,
and poison. As un-dead, they
are immune to sleep, charm,
and paralysis spells, as well
as other mental effects and
cold damage.
A severed head floats in
the air five feet above the
ground. Its neck is a blood-
less stump, as if it were
fashioned from flesh-color-
ed clay instead of skin. Ee-
rie green light shines from
the head’s eyes, throwing
beams like a bullseye lan-
tern up to thirty feet away.
Page 205
movements of their tentacles. Only magic can decipher
FLOATING this method of communication.
Though eyeless, floating polyps can recognize a wide range
POLYP of light spectrums and can see in the dark quite clearly.
F
loating polyps are nauseating masses of tumorous, Floating polyp: Init +3; Atk stinger +5 melee (1d6+1)
transparent flesh that trail a half-dozen writhing ten- or tentacle +3 melee (2d8+1 plus constriction); AC 15;
tacles from their lower halves. In the center of these HD 6d6; MV fly 30’; Act 2d20; infravision 60’, translucent
tentacles is a small mouth the polyp uses to devour the prey (+6 on hide checks); SV Fort +3, Ref +7, Will +3; AL C;
it strangles or stings to death. The origins of the floating Crit M/d12.
polyp are unknown and, frankly, the creature is too disgust-
ing to attract many scholars eager to learn more. Constriction: On a successful tentacle attack, a floating polyp
will automatically initiate a grapple attempt (vs. +11, see
As an airborne predator, the floating polyp has an innate
Grappling, p. 96, DCC RPG). If successful, the target may
advantage since its prey rarely looks up when checking
not speak and suffers 2d8+1 damage per round until they
for danger. Add to this its natural transparency and nearly
break free. The floating polyp has six tentacles, each of
silent flight, and you have an almost perfect ambush preda-
which can grapple a separate target. The victim can attempt
tor. The floating polyp prefers to attack stragglers or other
an opposed Strength or Agility check (vs. +11) on their
creatures it can swiftly and silently dispatch before moving
initiative count to escape.
on to new victims. Flying polyps are intelligent enough to
focus their attacks on defenseless-looking targets over A bloated mass of rubbery, translucent flesh drifts
more protected ones. through the air. Six ropy tentacles, each
tipped with a barb of sharpened bone,
Floating polyps speak no verbal lan-
hang from the blobby mass, writh-
guage but are able to communicate
ing about as the creature floats
with one another using subtle
toward you.
Page 206
FLOATING POLYP, ELDER
Floating polyps never stop growing, and some specimens
live a long, long time. Elder floating polyps are the largest,
most powerful examples of the creature known. In order to
survive long enough to reach elder status, floating polyps
must possess cunning, fortitude, and luck, making these
creatures extremely rare. They are encountered in small
groups or leading schools of smaller floating polyps.
Elder floating polyps act in a manner identical to their
younger kin, stalking and ambushing prey from above.
They are also fond of lifting their victims into the air and
then dropping them to their deaths, feasting on the splat-
tered remains at their leisure.
A
fox is a 2’ long canid with prized fur and a fluffy A giant fox is a more robust version of its mundane breth-
tail. A generalist predator, foxes focus on consum- ren. Although still a generalist predator, giant foxes target
ing insects, small rodents, and birds. Most inhabit bigger prey, including giant beetles, spiders, and larger
temperate forests, but variants live in arctic and desert lizards. Much more aggressive than a normal fox, giant
environments. foxes often serve druidic sects as scouts and informants.
Fox: Init +1; Atk bite -1 melee (1d2); AC 11; HD 1d2; MV Giant fox: Init +1; Atk bite +3 melee (1d6+1); AC 12;
40’; Act 1d20; SP keen senses (hearing and scent), infravi- HD 2d6; MV 40’; Act 1d20; SP keen senses (hearing and
sion 30’; SV Fort +1, Ref +2, Will -3; AL N; Crit M/d4. scent), infravision 30’; SV Fort +2, Ref +3, Will +1; AL
N; Crit M/d8.
Keen senses (hearing and scent): All creatures within 120’ suf-
fer a -1d penalty to all attempts made to avoid detection Keen senses (hearing and scent): All creatures within 120’ suf-
by the fox. fer a -1d penalty to all attempts made to avoid detection
This diminutive, dog-like mammal is easily recognized by its by the giant fox.
bright red fur with white and black highlights and a big, bushy This oversized canid stands proud at four-foot-high at the shoul-
tail. der, with a bright, bushy tail. Its fur ranges from lustrous red to
soft tan, accentuated by white and black highlights.
Page 207
Leaping charge: When frogfolk jump, they can reach heights
FROGFOLK of up to 15’. If they leap directly at an opponent and strike
with their spear, a successful attack inflicts an additional
F
rogfolk are frog-like humanoids that dwell in fetid 1d8 damage.
swamps, dismal rainforests, and occasionally dank,
underground caverns—anywhere near and around Bite combo: Frogfolk are masters of maneuvering in close
plentiful water sources, as they need to keep their skin and biting their prey. When they do so, they attempt to
moist. Frogfolk are brutish, thoroughly malicious, and often strike with their spears as well. On a critical hit with their
foul-tempered. Notably dim-witted, save for their shamans, bite, frogfolk gain a free attack with their spear.
they are easily swayed under the leadership of a powerful This rubbery, frog-like humanoid, while somewhat hunched,
creature. stands roughly five feet tall and carries a spear with feathers and
The common frogfolk is only a little shorter and lighter than animal teeth dangling from its wicked point. A turtle shell shield
a human; however, other variations occasionally grow from is slung over its back.
mutated tadpoles, including the diminutive croakers and
gripfoots as well as ogre-like brutes. Although a powerful
warrior frogfolk occasionally exerts its dominance over a
troop, their leaders are typically shamans; these particular
individuals can perform a ritual to create un-dead frogfolk
ghouls that they use to rule over the other frogfolk.
Frogfolk prefer simple weapons, such as spears, javelins,
and nets. Some also favor the macana, a flat-bladed
wooden paddle lined with serrated teeth, plucked from
giant fish or crocodiles. They can also deliver a nasty
bite in combat, sometimes in tandem with a weapon
attack, depending on training. A frogfolk warrior
generally eschews the use of armor, as it often inter-
feres with swimming and requires constant care
in a wet environment. Instead, they favor shields
fashioned from stout waterlogged wood or shells
harvested from massive turtles. Some communi-
ties wield stolen bows and swords and even don
leather armor.
Page 208
FROGFOLK, BRUTE FROGFOLK, CROAKER
Frogfolk brutes are wart-covered and bloated, nearly as The drab-colored frogfolk croakers stand about 2’ tall and
wide as they are tall, easily towering over an average prefer to avoid conflict. These small frogfolk are valued
human. About as intelligent as a pile of algae-covered rocks, by shamans for their ability to produce several croaks that
the frogfolk brutes are never leaders of a troop but often inhibit enemies. In combat, they are protected by frogfolk
serve as enforcers and personal bodyguards for shamans warriors and often perch out of reach or behind the ranks
and other leaders. They are generally lazy and gluttonous, of other frogfolk.
using their sticky tongues to restrain targets and pull them
closer for the killing blow. Frogfolk croaker: Init +1; Atk bite +6 melee (1d6)
or dart +6 missile fire (1d4+3); AC 17; HD 2d6; MV
Frogfolk brute: Init +4; Atk bite +5 melee (1d8+2), 30’, climb 20’, jump 25’, swim 30’; Act 1d20; SP leaping
macana +5 melee (1d8+2) or tongue +5 melee (1 plus charge, camouflage (+10 to stealth checks in swamp ter-
sticky tongue); AC 13; HD 5d8+5; MV 20’, swim 20’; rain), disconcerting croak, drowsy croak; SV Fort +1, Ref
Act 2d20; SP sticky tongue, camouflage (+10 to stealth +2, Will +1; AL N; Crit III/d8.
checks in swamp terrain); SV Fort +3, Ref +2, Will +1;
AL N; Crit IV/d12. Disconcerting croak (1/day): The frogfolk croaker issues a
guttural croaking sound for 1d6 rounds. Any non-frogfolk
Sticky tongue: The frogfolk brute can attack targets 10’ away creature within 30’ that can hear becomes unnerved for the
with its tongue; on a successful tongue attack, the target is duration of the croaking and suffers a -1d penalty to all
automatically grappled (vs. +10, see Grappling, p. 96, DCC attacks and skill checks while the croaking continues (DC
RPG). The frogfolk brute can reel the target 5’ closer with 13 Willpower save negates). If 3 or more croakers use this
a subsequent successful grappling check. The victim can ability at the same time, the Willpower save is made at a
attempt an opposed Strength or Agility check (vs. +10) on -1d penalty, and failure imposes a -2d penalty on attacks
their initiative count to escape. and skill checks. Frogfolk croakers may continue to take
normal actions while they croak.
This frog-like humanoid has a bloated body and a wide maw
filled with tiny piercing teeth. Its shiny skin is gray-green and Drowsy croak (1/day): The frogfolk croaker issues a deep,
pockmarked. Its eyes gleam threateningly as a slobber- soothing croaking sound for 1d6 rounds. Any non-frog-
ing tongue protrudes from the corner of its mouth. folk creatures within 30’ fall asleep for the duration of the
croaking (DC 13 Willpower save negates). If three or more
croakers use this ability at the same time, the Willpower
save is made at a -1d penalty. A slumbering target can be
awakened with an action from an ally or if it suffers dam-
age. Frogfolk croakers may continue to take normal actions
while they croak.
Leaping charge: When frogfolk croakers jump,
they can reach heights of up to 15’. If they
leap directly at an opponent and attack
with their bite, a successful attack
inflicts an additional 1d6 damage.
This frog-like humanoid is about
three feet tall at the shoulder, but
being a natural sloucher, it looks
smaller. Its bright green skin
glistens with moisture.
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FROGFOLK, GHOUL
In spite of the name, frogfolk ghouls are not truly ghouls,
but rather zombie-like, reanimated frogfolk under the con-
trol of the frogfolk shaman that created them. Sometimes
referred to as “uncroakables” by adventurers, frogfolk
ghouls tirelessly attack or perform other mundane duties.
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FROGFOLK, SHAMAN Leaping charge: When frogfolk shamans jump, they can reach
heights of up to 15’. If they leap directly at an opponent
Finally, wielders of druidic magic, frogfolk shamans are and strike with their spear, a successful attack inflicts an
feared by the other frogfolk. It is not uncommon for a sha- additional 1d8 damage.
man to wear humanoid-crafted armor and wield a magical
weapon that came into the troop’s possession. Frogfolk Bite combo: Frogfolk shamans are masters of maneuvering in
shamans can perform a dark ritual to animate frogfolk that close and biting their prey. When they do so, they attempt
fall in battle. The shaman has control over a limited num- to strike with their spears as well. On a critical hit with their
ber of these un-dead, which are often tasked with endless bite, the frogfolk shaman gains a free attack with their spear.
guard duty. This frog-like humanoid stands somewhat taller than its min-
ions. Clad in lizard-scale armor and carrying a shield, the crea-
Frogfolk shaman: Init +0; Atk bite +4 melee (1d6), ture rattles as it hops, thanks to a reed-grass adornments and the
spear +5 melee (1d8) or javelin +5 missile fire (1d6) or many gaudy metal trinkets hanging from it.
spell; AC 16 (hide & shield); HD 4d8+4; MV 20’, jump
25’, swim 30’; Act 1d20; SP leaping charge, bite combo,
camouflage (+10 to stealth checks in swamp terrain),
spellcasting (+6 spell check): Spells (1st) animal summon-
Frogfolk Troops
ing, cantrip, choking cloud, flaming hands, force manipulation;
(2nd) glorious mire (Bobugbubilz), monster summoning; SV
Fort +1, Ref +2, Will +4; AL N; Crit III/d10.
F rogfolk are organized in loose communities
under a single leader. A typical troop con-
tains 10d4 members. There is a 40% chance that
a troop of frogfolk will keep 2d8 giant frogs
as guardians, mounts, and beast of burden.
Rumors also persist of gripfoot frogfolk rid-
ing astride giant horseflies. Most frogfolk are
ordinary warriors, but there are the following
chances for variants:
Page 211
FUNGAL
How to Create a Fungal
CONSTRUCT Construct
N
F
ungal constructs are crude, golem-like creations craft- o magical texts contain the secret for creating these
ed and enchanted by druids of Underdeep cultures as constructs. Instead, the process to create them is
a source of manual labor. They are frequently tasked passed down orally and carefully guarded among
with tending fields and gardens or other menial duties that druids and various races of the Underdeep, such as
require brute strength. They can follow simple instruc- the deep gnomes or shroomen.
tions from their creator, tirelessly performing the task until The body of a fungal construct is crafted from the
commanded otherwise. Occasionally, these constructs are destroyed remains of an earth elemental, which is
placed as guardians of a sacred site, their fungal appearance seeded with fungal spores collected with silver imple-
allowing them to hide in plain sight. ments. The body is watered with five gallons of water
Fungal constructs are lumbering and plodding and thus from a destroyed water elemental. Finally, the spells
not particularly effective when on the offensive. They flail wood wyrding and animate dead are applied. Follow-
at targets with their club-like appendages, and when they ing one month of growth, a fungal construct is fully
manage to score a hit, they occasionally release poison- functional.
ous spores. A fungal construct’s loamy body is mostly
soil, which naturally absorbs nonmagical weapon blows.
Although generally bipedal in shape, variants of these con-
structs exist that possess four or even more appendages for
attack. Likewise, some release spores with variant effects
causing blindness, permanent ability score loss, or possibly
even hallucinations.
Page 212
G
GARGANTUAN BEAST,
GARGANTUAN
APE
BEAST These massive simians inhabit deep, rolling forests, forested
hills, and broken lands. Other creatures in the region give
A
gargantuan beast is a massive version of a mundane these unrivaled “kings” wide berths. Somewhat intelligent,
animal, measuring 40’ or greater in length or height. gargantuan apes employ rudimentary tactics and impro-
Gargantuan beasts tend to inhabit remote, lost lands, vised tools. They are fascinated by tiny humanoids and are
such as isolated islands, hidden valleys, or massive, subter- often feared and sometimes worshiped by local cultures.
ranean chambers. They are likely to be encountered near
dinosaurs and other megafauna, which serve as a suitable Gargantuan ape: Init +1; Atk bite +24 melee (5d8+12)
food source for the voracious appetites of these apex preda- or slam +20 melee (4d8+10) or hurled stone +12 missile
tors. Due to the massive quantities of food required, they fire (4d8+10, range 120’); AC 17; HD 20d14; MV 50’,
often enter a state of torpor or hibernation to con- climb 40’; Act 3d24; SP rend; SV Fort +18, Ref +10, Will
serve energy. +6; AL C; Crit G/d12.
There is a wide range of gargantuan beasts,
Rend: If more than two slam attacks hit the same
all based on mundane
target in one round, the target suffers an addi-
beasts.
tional 3d8 damage.
With a pounding of its fists on its mighty chest,
this forty-foot-tall ape’s roar shakes the very
ground beneath you. The titanic creature has
thick black fur with a frosted white back and
long, powerful arms. It towers over most
trees, assuming an aggressive stance.
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GARGANTUAN BEAST, GARGANTUAN BEAST,
CRAB LIZARD
These humongous crabs inhabit remote coastal, rocky sea Gargantuan lizards are sometimes confused with dinosaurs
cliffs and deep underwater trenches. They prefer to scav- or dragons due to their reptilian nature. They come in a
enge for carcasses but can be aggressive predators when variety of colorations and inhabit steamy jungles, deep
hungry. They are steadfast when holding prey, seeking forests, and dismal swamps. Some have been encountered
to escape to the safety of the depths to feed undisturbed. in the depths of the Underdeep, while still others are semi-
aquatic, settling along the coasts or on distant islands.
Gargantuan crab: Init +3; Atk claw +12 melee (1d10+4
plus claw grapple); AC 18; HD 12d10+12; MV 30’, swim Gargantuan lizard: Init -3; Atk bite +12 melee (3d4
40’; Act 2d24; SP none; SV Fort +9, Ref +4, Will -2; AL plus swallow whole) or tail slap +12 melee (2d6); AC 17;
N; Crit M/d20. HD 10d8; MV 40’, climb 20’; Act 2d24; SP none; SV Fort
+10, Ref +8, Will +6; AL N; Crit M/d16.
Claw grapple: If a gargantuan crab lands a claw attack suc-
cessfully, its opponent must succeed at an opposed grapple Swallow whole: If the gargantuan lizard succeeds in a bite
check (vs. +28, see Grappling, p. 96, DCC RPG). On a failure, attack, it can make another bite attack that same round to
the victim is grappled and the gargantuan crab automati- attempt to swallow the target. If the second bite attack suc-
cally inflicts another 1d10+4 damage on its initiative count ceeds, the target does not suffer damage but is now trapped
as long as the victim is pinned. A gargantuan crab can only in the gargantuan lizard’s stomach, where it suffers 2d8
have a maximum of two victims pinned at a time, in which damage each round thereafter. A trapped creature can try
case it can no longer attack. to cut its way out with a small weapon (such as a dagger)
by inflicting 15 damage against AC 22.
From tip to tip, this behemoth crustacean stretches thirty feet
wide and sports a drab green shell adorned with barnacles and The forty-foot-long bulk of this lizard lumbers into view, crest-
algal growths, with a dirty, whitish lower surface. Four pairs of ing a rocky rise. Its tongue flicks in anticipation of feeding while
spindly legs and two oversized, snapping claws with a blue tint it glares down at your puny form. Its rough hide is worn and
complete the astonishing creature. wrinkled like old boot leather. A powerful tail, at least twenty
feet long, whips about, kicking up dust and debris.
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GARGANTUAN BEAST, GARGANTUAN BEAST,
POISONOUS SNAKE PRAYING MANTIS
Poisonous snakes of enormous size grow with a wide range A gargantuan praying mantis ranges far and wide to satiate
of scale patterns, from brightly colored, banded patterns its voracious appetite, preferring to consume many smaller
to solid hues of bright green or midnight black. They are victims over challenging larger prey. While primarily dwell-
commonly found in foul swamps and deep in the jungle. ers of dark forests, these massive insects have been known
They can survive for months between feeding, preferring to wander into urban areas, terrorizing the population until
to hide during times of inactivity. laid low by undaunted defenders.
Gargantuan poisonous snake: Init +8; Atk bite +18 Gargantuan praying mantis: Init +3; Atk foreleg
melee (3d8 plus poison (DC 20 Fort save or die)); AC 14; +10 melee (2d8+3 plus grasping foreleg) or bite +8 melee
HD 10d10+8; MV 40’, climb 20’; Act 1d24; SP none; SV (3d4); AC 16; HD 10d10+8; MV 30’, fly 10’; Act 2d24; SP
Fort +10, Ref +8, Will +2; AL N; Crit M/d16. none; SV Fort +9, Ref +4, Will -2; AL N; Crit M/d20.
Coiled around a jagged rock on the beach, the bulk of this mas- Grasping foreleg: If a gargantuan praying mantis lands a
sive snake is at least fifty feet long and as thick as an orc’s tor- foreleg attack successfully, its opponent must succeed at an
so. Its scaly hide displays alternating rings of bright green and opposed Strength check against the mantis’ 21 Strength (+4).
black, but its flickering tongue is a deadly crimson. Failure means the victim has been trapped in the foreleg.
Trapped victims are considered entangled and attack with
a -1d penalty. A gargantuan praying mantis may only have
a maximum of two creatures grasped at a time.
This enormous insect spans forty feet from its pointed head to
the tip of its elongated abdomen and boasts a bright green cara-
pace sheathed by papery, flightless wings. Its head is triangular,
complete with wicked mandibles and bulbous, compound eyes.
Its folded forelegs are lined with spiked edges.
Page 215
GARGANTUAN BEAST, Slime: A gargantuan slug’s bite causes 2d10 damage, plus
one additional type of slime effect. Additionally, pools and
SLUG trails of slug slime are found in the wake of the gargantuan
slug’s passing. The slime remains potent for up to a day
A gargantuan slug is a massive, shell-less invertebrate that
after the slug’s departure, and creatures which accidentally
prowls the dank chambers of underground dungeons, natu-
walk through the nearly invisible slime trails may suffer
ral caverns, and Underdeep passages. Gargantuan slugs
effects as noted below.
leave behind a slimy trail that persists for 1 day, making
tracking relatively easy. Their length exceeds 20’, and they Roll 1d6 on the table below to determine the nature of the
come in countless colors. Typical coloration is drab browns, slug’s slime.
grays, or pasty whites, though bright oranges and reds have
d6
been reported. Some sport vestigial shells (+2 to AC) on Slime Effect
Roll
their backs. The upper pair of feelers on their heads are used
to detect light, while the lower pair is capable of smelling. 1 Sticky. The creature is fixed in place and cannot
move until they succeed on a DC 20 Strength
Gargantuan slug: Init -6; Atk bite +6 melee (2d10 plus check.
slime); AC 16; HD 10d10; MV 20’; Act 1d20; SP resilient,
2 Acidic. The creature suffers 1d8 damage imme-
spit acid (1/day); SV Fort +8, Ref -6, Will -2; AL N; Crit
diately, plus 1d8 again on the next 2 rounds.
M/d16.
3 Hallucinogenic. The creature sees strange visions
Resilient: The gargantuan slug ignores any non-magical (DC 18 Willpower save negates). They are men-
attack that inflicts 6 or fewer damage in a single strike. The tally incapacitated for 2d4 rounds, unable to
attack has no effect. attack or focus on any other activity.
4 Poisonous. The creature succumbs to a neuro-
logical poison. They suffer 1d6 Stamina loss and
fall to the ground twitching for 1d6 hours (DC
16 Fortitude save negates).
5 Glowing. The slime glows brightly upon contact.
The glow draws attention to the creature and
cannot be eliminated without being doused in a
rare chemical. Attacks against a glowing creature
receive a +2 bonus.
6 Corrupting. The creature gains corruption from
Table 5-4 Major Corruption (p. 118, DCC RPG). If
they fail a DC 16 Fortitude save, this corruption
is permanent. Otherwise, it can be removed with
magical healing as if a disease.
Page 216
Surprise: While the garrotter remains motionless, it is indis-
tinguishable from a normal stalactite and causes surprise
50% of the time. When causing surprise, the garrotter
receives a free tongue attack.
Lassoing tongue: The garrotter uses its long tongue to grapple
its prey. If a garrotter lands a successful tongue attack, the
opponent is grappled (vs. +5, see Grappling, p. 96, DCC
RPG) and the garrotter pulls the target 25’ straight toward
it. The victim can attempt an opposed Strength or Agility
check (vs. +5) on their initiative count to escape the hand.
A stalactite above you suddenly splits in two like the maw of a
great crocodile. A long pink tongue whips from the tooth-lined
mouth and wraps itself around you!
GASBAG
D
ruids and forest-dwelling wizards create gasbags to
defend their groves and woodland towers. Gasbags
are cheap constructs to craft, but the poisonous gas
they contain is not easily obtained, and a gasbag’s creator
seldom has more than a half-dozen of these creatures in
their service at any given time. A gasbag is constructed
from vegetable matter, at least part of which must be a
GARROTTER gourd-type plant such as a pumpkin, squash, or melon.
This hollow gourd contains the toxic vapor that gives the
T
he garrotter is an example of a creature so well adapt- gasbag its name.
ed to its environment that one wonders if
its origin is natural. A rare subterranean A gasbag’s sole purpose is to close with
ambush predator, the garrotter is a cone-shaped a target and release its poisonous pay-
beast that lurks among stalactites. It possesses load. It usually conceals itself behind
a muscular foot that allows it to cling to a cav- cover or blends in with less danger-
ern’s ceiling. The creature’s hide is thick and ous vegetation. Only when an enemy
has a stony texture, making it difficult to draws near does the gasbag emerge
discern among the rock. Its lower body, from its hiding spot and detonate.
however, is an alligator-like mouth
Gasbag: Init +1; Atk special; AC
lined with teeth and containing a
11; HD 1d3-1; MV 15’; Act 1d20;
thin, incredibly long tongue.
SP immune to poison and mental
The garrotter lies in wait until suit- effects, death burst, surprises 50%
able prey passes beneath. It then las- of the time; SV Fort +1, Ref +1, Will
soes its victim with its tongue and hauls immune; AL N; Crit M/d4.
them up to its mouth. Garrotters may be
encountered alone or in small colonies. In Death burst: The gasbag detonates immediately
the latter case, an innocuous-looking cavern can when it drops to 0 hit points. The explosion
become a killing ground of lashing tongues and fills a 20’ radius with a thick, black, poisonous
tearing jaws capable of devouring an entire gas. For 1d7 rounds, targets in the
party of adventurers in moments. cloud are blinded and suffer 2d4
damage each round (DC 11 For-
Garrotter: Init +3; Atk tongue +2 titude save negates; required each
melee (1 plus lassoing tongue) or bite round).
+2 melee (1d6+1); AC 16; HD 3d8; MV
An odd collection of plant matter
10’, climb 10’; Act 1d20; SP surprises
creeps about on vine-like legs. Its
50% of the time (special), camouflage
central mass is the size and shape
(+10 to stealth checks in cavernous ter-
of an overripe pumpkin.
rain), infravision 60’; SV Fort +4, Ref
-2, Will -1; AL N; Crit M/d8.
Page 217
Aura of hunger: A creature that begins its initiative count
GAUNT within 15’ of the gaunt is stricken by the gaunt’s hunger
for 1d3+1 rounds (DC 14 Willpower save negates). For
G
aunts are the spirits of those who wasted their lives example, a gaunt who hungers for food would cause its vic-
in pursuit of worldly pleasures that never satisfied tims to suffer ravening hunger, doing nothing each round
them. Now, they starve for what they lack in death. except devouring any food it possesses, or searching for
Gaunts appear as they did in life, except their incorporeal something to eat. The victim is not compelled to take any
forms are emaciated by hunger. They satisfy their unrelent- suicidal actions (such as drinking poison or bathing in acid).
ing cravings by feasting on the life force of living creatures A successful save grants immunity to that particular gaunt’s
— often in a manner that matches their appetite in life. hunger for 24 hours.
Many gaunts preferred fine foods and now seek to swal-
low the lifeforce of the living, but one that liked to gamble Draining touch: Creatures with a Stamina reduced to 0 or
might drain life by dealing cards to unsuspecting victims. less fall to the ground, helpless. In subsequent rounds, the
gaunt’s touch drains 1d3 Luck. Victims with Luck reduced
A gaunt’s appearance changes as it feeds, its emaciated form to 0 or less are permanently slain.
filling out and resembling more what they looked like in
life. Anyone close to a gaunt feels the same overpowering Un-dead traits: Gaunts are un-dead, and thus can be turned
hunger that plagues the un-dead creature; those who suc- by clerics. They do not eat, drink, or breathe, and are
cumb to the sensation become obsessed with feeding their immune to critical hits, disease, and poison. As un-dead,
addiction. This obsession usually manifests as a mindless they are immune to sleep, charm, and paralysis spells, as well
hunger, but at the judge’s discretion, urges for gambling, as other mental effects and cold damage.
wine, or fine clothes might overwhelm the victim, depend- You see a faintly glowing image of a ravenous humanoid, its
ing on what the gaunt desired in life. body shriveled by famine. It stares at you with unabashed hatred
and hunger.
Gaunt: Init +2; Atk draining touch +3 melee (2d3 plus
1d5 Stamina or 1d3 Luck loss (DC 16 Will save negates));
AC 13; HD 4d12; MV fly 60’; Act 1d20; SP un-dead traits,
aura of hunger, infravision 60’, immune to non-magical
weapons, draining touch, 1d4 special abilities (p. 381,
Table 9-6, DCC RPG), incorporeal; SV Fort
+4, Ref +8, Will +8; AL C; Crit U/d8.
Page 218
Crystal hide: The grand leech geode possesses an outer skin
GEODE made of fist-sized crystal shards. A creature that touches
the grand leech geode suffers 1d4 damage. Additionally,
G
eodes are intelligent oozes that feed on crystals and any nonmetallic, non-magical weapons or parts of weap-
gems. Being primordial in nature, they are unaffected ons (such as a staff or arrow shaft) that hit the grand leech
by any magic or effect that deals with the mind or geode are destroyed.
senses. They get all of their nourishment from these min-
erals and have an innate sense of the presence of loose Divided mind (1/day): The grand leech geode releases up to
gemstones. Geodes have a difficult time extracting crystals three geode splinters that split off from its main body and
and gems from the rocky substrate (finding the base rock immediately act. Newly created geode splinters begin with
distasteful), so they prefer pure veins or mined gems. Natu- half their normal hit points. The grand leech geode loses
rally, they are a bane of mining operations and are despised hit points equivalent to the total hit points of all splinters
by cultures that rely on mining. it has produced (to a minimum of 1 remaining hit point).
The creatures all share the same mind and act together. A
splinter geode can re-merge with the grand leech geode
GEODE, GRAND LEECH using an action, and the grand leech geode regains any
splinter geodes’ remaining hit points (up to its original
Geodes come in several sizes, based on their strange repro- maximum hit points).
ductive methods. A grand leech geode makes its home in
natural geodes found in the Underdeep and can live for Gem focus: The geode can detect and will direct attacks
dozens of centuries on the crystals found in a giant deposit. against any creature carrying crystals or gems within 120’.
These massive blobs can splinter off several smaller geodes Shard defense: Whenever a grand leech geode is hit, it expels
to aid in defense. The smaller geodes can then be reabsorbed a directed shard from its hide, which is treated as a regular
as needed. Geode splinters crave loose gems, and when shard blast attack.
reabsorbed, they grant increased health to a grand leech.
A gray amorphous blob fifteen feet in diameter sickly undulates
Geodes of all sizes tend to ignore organic creatures unless within the dank chamber. Your light reflects off blue sparkling
they have gemstones in their possession, which incites crystals that riddle its surface. As you cautiously approach,
confrontation. A grand leech defends its feeding grounds three smaller globs splinter off the main creature with a disgust-
actively, seeking to create a few splinters for added protec- ing plopping sound.
tion.
Page 219
GEODE, SPLINTER
Geode splinters are temporary offshoots of grand leech
geodes and are created with half their maximum hit points
(the judge rolls the Hit Dice and divides the result by half
(round down)). Only those geode splinters that have been
independent for at least 1d6 turns will have their full hit
point allotment. This duration is reduced to 1d6 rounds if
the geode splinter is produced near a substantial amount
of gemstones.
GEODE, WORM
When a splinter reaches its maximum hit points, it sheds
several smaller geode worms.
Page 220
GIANT-TOUCHED Saving Throws: The giant-touched creature gains a +2
bonus to Fortitude saves.
CREATURE (TEMPLATE) Alignment: The creature’s alignment shifts one step closer
to its ancestral giant’s type.
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GIANTS
Treasure
Page 222
GIANT, DAITYA
These 24’ tall giants have cobalt blue skin, glowing golden
eyes, and manes of midnight black hair. Daityas favor the
urumi (a flexible, whip-like sword with many blades) in
battle and often wear necklaces strung with boulder-sized
beads.
Standing apart from their kin, daityas do not involve
themselves in the affairs of other giants. These fear-
some colossi wage never-ending war against the
forces of Law, seeking to slay and devour them.
When a power of Law is present, a daitya will
attack it to the exclusion of other threats.
It is said that the daityas trace their lineage back
to the corruption of a powerful being from the
plane of Law whose identity and unforgivable
act of evil is lost to the eons. This tainted being
was struck down for its arrogance and pride, with the
first daityas forming from its spilled drops of blood. Born
of Chaos, the daityas were immediately hunted to near
extinction by the forces of Law.
The lives of daityas are focused wholly on stopping celes-
tial meddling concerning the prime material plane. They
are nomadic in the pursuit of their hated foes, pillaging
their way across the land, and taking what they
need—woe betide the community that stands
against them.
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GIANT, EARTH Giant, earth (25’ tall, 25,000 lbs.): Init: -1; Atk slam
+26 melee (5d8+13 plus prone (DC 20 Ref save negates
Few have ever seen let alone lived to tell the tale of these prone) or stomp +26 melee (6d8+13 plus prone and
elusive giants of earth and stone. Earth giants are some- stunned for 1d2 rounds (DC 20 Fort save negates prone
times referred to as mountain giants, rock giants, or thunder and stunned) or thrown rock +10 missile fire (4d8+13,
giants, though they could be confused with storm giants. range 300’); AC 19; HD 20d10; MV 50’; Act 2d30; SP siege
Residing in remote alpine regions among the highest peaks monster, thunderous boom, rock catching; SV Fort +20,
of jagged mountains, earth giants slumber for years or even Ref +8, Will +15; AL N; Crit 20-30 G/d12.
decades, waking only due to a shift in climate or some other
calling. Due to earth giants’ rocky hides, smaller creatures Siege monster: The earth giant deals double damage to
are rarely aware of their presence—even while standing objects and structures and triple damage if it is made of
on them! stone.
Earth giants consume rock, extracting minerals, metals, and Thunderous boom (1/day): An earth giant can slam its rocky
precious stones for basic sustenance. When they are awake, fists together to create a thunderous boom. All creatures that
they can ravage a region for months, seeking refined metals can hear within 60’ suffer 4d8 damage and are deafened
and mined gemstones, as these provide greater nourish- for 1d6 turns (DC 20 Fortitude save for half damage and
ment and less effort to consume. negates deafness).
When not sleeping or raiding, earth giants may gather, and Rock catching: If a rock or similar object is hurled at the earth
their raucous games of catch with massive boulders cause giant, it can catch it with a successful DC 15 Reflex
earth tremors and thunderous booms. Earth giants care save, suffering no damage.
little for any creatures save their own kind. They resent
Several rock-skinned giants seem to be engaged in a
having their slumber or games interrupted by puny
game of catch with a massive boulder; the ground vi-
folk. This leads to aggression that often starts with
olently shaking as they play. Noticing your arrival,
a great stomp. If the nuisance backs off,
they all turn to you and fix you with a flinty
the earth giant goes back to its slum-
stare, daring you to ruin their fun.
ber or game. Persistent targets face
hurled boulders, slams from their
massive, stony fists, and subse-
quent concussive stomps.
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GIANT, GLACIER Rock catching: If a rock or similar object is hurled at the
glacier giant, it can catch it with a successful DC 15 Reflex
Wanderers of the frigid wastelands and ice-covered moun- save, suffering no damage.
tains, glacier giants are always on the move. Although they
settle in large mammoth-hide tents from time to time, with- Riding a massive mastodon is a hulking figure with sharp fea-
in weeks they are again traveling. Legends say they are tures, pale blue skin, and bone-white hair. Wrapped in bulky
searching for something, but outsiders have yet to deter- furs and a greatsword of pure ice strapped to its back, the crea-
mine the veracity of this or, if it is true, what that “some- ture fixes you with a piercing stare. It draws its mighty blade
thing” might be. Glacier giants seem to share a sacred bond and bellows above the howl of the blizzard.
with mammoths and are forbidden to take them by blade.
Instead, mammoths serve as faithful mounts or steadfast
pack beasts, and when they die of natural causes, their GIANT, LAKE
wooly hides are crafted into clothing and tent coverings. Lake giants are distantly related to hill giants, although
Glacier giants’ innate spellcasting abilities are augmented they have adapted to a semiaquatic existence over the mil-
by the cold itself. They can focus a blast of cold at a target lennia. Standing roughly as tall as a hill giant, lake giants
or, through eldritch sorcery, pull moisture out of the chilly lack the bulk of their cousins. Instead, they appear thin but
air as ice and sleet. Ancient, wizened leaders of the glacier well-muscled with light-green-to-bluish skin covered in
giants called “marmuks” have learned a ritual to enchant fine, fish-like scales. They have elven or fey characteristics,
weapons of pure ice, making them as strong as steel and sporting slightly pointed ears and delicate facial features.
imbuing them with the frigid touch of the glacier. Lake giants reside on, or within, massive lakes. A soli-
tary lake giant might make its lair in a hidden, air-filled,
Giant, glacier (12’ tall, 2,000 lbs.): Init: +2; Atk
submerged cavern in the lightless depths of the deepest
ice sword +17 melee (2d8+8, DC 14 Fort save or -1d to lakes. Sometimes they construct wooden huts or stockades
attacks) or slam +16 melee (3d8+8) or thrown ice rock +8 on remote islands. When gathered in communities, how-
missile fire (1d8+8, range 200’) or spell; AC 17; HD 9d10; ever, lake giants reside on barges constructed of massive
MV 30’; Act 1d24; SP immune to cold, rock logs, often topped with modest huts. These barges
catching, spellcasting (+6 spell check): are moved by poles, wide paddles, or towropes
Spells (1st) chill touch, (4th) control ice; attached to their giant fish allies. Settlements are
SV Fort +10, Ref +5, Will +7; AL N; formed by lashing several barges
Crit 20-24 G/d4. together and anchoring them
in place with boulders.
Page 225
For the most part, lake giants wish to be left alone. They care Watervision: Lake giants have acute vision underwater.
little for the machinations of ambitious humanoids, pow- They can see 120’ in clear water with bright light, 60’ in
erful overlords, or even other giants. To the outsider, they clear water with dim light, and 30’ in turbid water or with
come off as lazy, uninspired, and hedonistic. This is simply no light.
not true, as most lake giants tirelessly work to sustain their A shirtless figure that stands close to fifteen feet in height steers
clan via hunting and farming aquatic weeds and algae. a massive barge across the lake. It takes all his might to guide
Giant, lake (11’ tall, 1,000 lbs.): Init: +3; Atk great the vessel, using a sapling-sized pole to push off the bottom. His
trident +15 melee (2d7+8 plus impale (DC 14 Ref save green skin has fine scales, and his hair is a tangled mess of sea-
negates impale) or slam +14 melee (3d6+6); AC 17; HD weed-like braids.
8d10; MV 30’; Act 1d24; SP amphibious, watervision; SV
Fort +9, Ref +7, Will +6; AL N; Crit 20-24 G/d4.
Variant Lake Giant:
Amphibious: A lake giant can breathe both air and water. Innate Spellcaster
R
Impale: When a creature is hit by the giant’s trident attack, oughly 1 in 20 lake giants are imbued with innate
it is impaled (DC 14 Reflex save negates). An impaled crea- spellcasting abilities. These often serve as leaders
ture suffers 2d7 damage every round and can take no other of their clans. A lake giant with innate spellcasting
actions except trying to free itself, which requires a success- gains the following spells, cast with a +5 to the spell
ful save. The giant cannot use its trident to attack while the check: animal summoning (summons only aquatic crea-
creature is impaled. tures), comprehend languages.
Variant Weapons
Page 226
GIANT, LAVA A twenty-foot-tall, humanoid-shaped creature emerges from a
lava pool to tower over you. Its fiery body is partially covered
Lava giants are native to the planes of earth and fire but are by a crust of cooling lava, and the air around it shimmers with
most common where those two planes intersect. They are not the intense heat it throws off. A row of stony plates runs up its
unknown on the material plane: some are exiles driven from back, ending in a spiky crown protruding from its molten head.
their extraplanar homes, whereas others arrive with dreams
of conquest, their minds filled with fantasies of alternately
ruling and incinerating the soft, organic denizens of this GIANT, LIGHTNING
plane. Lava giants often learn Common or Undercommon
to better extort payment from organic creatures. Lightning giants dwell in remote mountain regions. They
stand 12’ tall and weigh nearly 5,000 pounds. Compared to
Expatriate lava giants are always encountered deep within other giants, they appear lean and wiry, but lightning giants
the earth, dwelling at the roots of volcanoes where they are brutes and bullies, constantly battling with one another
submerge themselves in magma to ward off the chill of the or other creatures that share their mountainous habitat.
material plane. Should a visitor intrude in their domain,
they emerge and demand tribute from the trespasser. Lava Lightning giants are incredibly vain and prefer to dress in
giants covet gems and precious metals, which they melt bright, clashing colors. They crave attention and dominate
down and absorb, luxuriating in the taste and texture of social situations with their loud, boisterous voices. Light-
the consumed materials. ning giants have a fondness for vulgar jokes that could
In battle, lava giants are bullies that rely on their great size
to dominate smaller foes. But like all bullies, if their foes
stand up to them (or wield weapons that deal cold
damage), the giants are quick to retreat, sinking back
into their magma pools until their enemies depart
and their wounds have healed.
Page 227
make a succubus blush. Only fear can silence a lightning
giant when it’s in a mood for bawdy stories, and the only
thing a lightning giant truly fears is a thunder giant. Light-
ning giants serve as minions to thunder giants, following
their every command. In turn, lightning giants surround
themselves with weaker lackeys and are commonly encoun-
tered with an entourage of orcs or gnolls in tow.
Lightning giants get their name from their speed: they are
surprisingly fast for their size and can move with super-
natural agility when necessary. They frequently feign slow-
ness and act clumsy to fool opponents used to dealing with
lumbering giants, revealing their blinding speed when
their foes least expect it. They are masters at setting up
ambushes and using their home terrain to their advan-
tage.
GIANT, LIGHTNING,
CLERIC
Giant, lightning cleric (12’ tall, 5,000 lbs.): Init:
+4; Atk greatclub +13 melee (2d6+6), slam +12 melee
(2d4+6), or thrown rock +6 missile fire (1d10+6, range
200’) or spell; AC 18; HD 9d10; MV 40’; Act 1d24; SP cler-
ic abilities ((+7 spell check): lay on hands), haste (1/day,
as per spell check result of 18), rock catching, spellcast-
ing (+7 spell check): Spells (1st) holy sanctuary, paralysis,
protection from evil, word of command; (2nd) divine symbol,
neutralize poison or disease; (3rd) spiritual weapon; SV Fort
+8, Ref +8, Will +6; AL C; Crit 20-24 G/d4.
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GIANT, MIST
Mist giants stand 18’ tall and have pure milky-white skin. Treasure
Their hair color ranges from bone white to a lustrous, sil-
very white, but individuals occasionally sport blue-white
locks. Mist giants are not as bulky or muscular as other
M ist giants prize bejeweled silver or platinum
objects that can be worn. Their greatswords are
often passed down from generation to generation and
giants. They make their lairs in swamps, mires, and cloudy
have elaborate oral histories that accompany their
mountaintops.
names. Many of these weapons are adorned with gem-
Mist giants prefer to wield ornate greatswords often embel- stones in the hilt, pommel, or crossguard to signify
lished with precious gemstones, but they also delight in an important event in the past. Newer blades are con-
pummeling foes with their fists should another weapon structed with this in mind and may have empty set-
not be within reach. Most mist giants wear scale armor, tings awaiting deeds worthy of being memorialized.
and their leaders proudly wear suits fashioned from white
Some northern-dwelling mist giants wear scale armor
dragon hide. In addition to being proficient at tossing boul-
created from white dragon hide. If well-made, this
ders, they are adept at catching such projectiles. All mist
armor adds +1 to AC and provides cold resistance
giants possess innate spellcasting abilities that complement
(wearer ignores up to 5 hp of damage from any cold-
their fog-shrouded environments. Because of this, few foes
based attack, gains a +4 bonus to all saving throws to
realize the identity of their assailants until it is too late.
resist cold (include saves to resist cold-based spells),
Distant cousins of cloud giants, mist giants are known to but the wearer will not be kindly looked upon by
cohabitate with their kin. There is a 50% chance a clan of dragonkind.
mist giants has at least one cloud giant of similar alignment
in their midst. In most cases, they bend their knee to the
superior cloud giants and serve as guards, couriers, and
outright minions. Giant, mist (18’ tall, 6,000 lbs.): Init: +1; Atk great-
sword +18 melee (2d10+9) or slam +18 melee (2d8+9) or
thrown rock +8 missile fire (1d10+9, range 300’) or spell;
AC 19; HD 15d10; MV 40’; Act 2d24; SP keen senses
(hearing and scent), rock catching, mist vision, spellcast-
ing (+8 spell check): Spells (1st) choking cloud; (3rd) gust
of wind; SV Fort +11, Ref +6, Will +7; AL L (75%) or C
(25%); Crit 20-24 G/d7.
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GIANT, MOSS 40’ diameter area it can see to explode upward in a surge of
life, causing 6d10 damage to all creatures within that area
These massive creatures hibernate for centuries, surviving (DC 15 Reflex for half). Creatures that fail the save are also
by burying their bodies in rich, wet soil. Swamps, fens, and knocked prone.
bogs grow above and around these slumbering giants, so
that when they eventually awaken, it is usually a devas- Bog healing (3/day): If it is standing on marshy ground, a
tating shock to those who reside in the region. Few things moss giant can use both action dice to pull energy from the
can awaken a dormant moss giant from its deep sleep. On earth and magically regain 6d8 hit points.
rare occasions, powerful clerics of Ildavir have managed to Spellcasting: A moss giant can cast the following spells, with
rouse a moss giant peacefully, but such interruptions are a +10 bonus to the spell check. If the moss giant fails a spell
always perilous. check, the spell is lost for the day, but no other penalties
Due to their connection to their marshy habitats, moss occur, even on a natural “1”. A moss giant never requires
giants make ferocious wardens. Swamps inhabited by a components to cast a spell: Animal summoning, cause earth-
moss giant tend to thrive, with flora and fauna flourishing quake, remove curse, second sight, and weather control.
under its subconscious care. Attempts to urbanize lands A figure the size of a mountain rises from the murky water. Its
occupied by a moss giant always end poorly, typically with body, though humanoid in shape, is covered with moss and other
the systematic destruction of all offending structures. vegetation so that it is difficult to tell where the giant ends and
the land begins. As the creature reaches its full height, the swamp
Moss Giant (40’ tall, 70,000 lbs): Init +3; Atk slam +20 itself seems to come alive. The ground trembles, and the vines at
melee (6d10+10) or vine lash +20 melee (8d6+10) or rock your feet coil up your legs!
+16 ranged (4d8+10, range 450’) or spell; AC 18; HD
30d10; MV 40’ or burrow 40’; Act 2d24; SP crit 20-24,
double damage against objects and structures, swamp “My crew had just blown open the last bit of rock when
master, awaken land, bog healing, spellcasting; SV Fort suddenly the land itself started mumbling and grumbling.
+24, Ref +6, Will +18; AL N; Crit G/1d12 Vines burst from the ground, grasping at us like claws.
Then the mountain—the whole mountain—opened a golden
Swamp master: Grasping vines surge to life to defend the eye as big around as a wagon wheel.”
area around the moss giant. Any creature within 60’ has a
—Petey Jones, human miner
-1d penalty to attack rolls and cannot move until they suc-
ceed on a DC 15 Strength check as they are restrained
by entangling plants. Once a character has
succeeded, they are unaffected unless
they leave this range and then
reenter it.
Awaken land: Every 1 in 3
rounds, a moss giant can
call on the land to destroy
trespassers. The giant uses
both action dice to cause a
Page 230
GIANT, SLAGCOAT Volcanic mantle: A creature that hits the slagcoat with a
melee attack suffers 2d6 damage as they are scalded by
Social structures, including those of giants, are systems superheated toxic gas. Exposure to the toxins on the gas
that invite exploitation. Fire giants, for example, have long causes 1d4 Agility loss (DC 15 Fortitude save negates Agil-
sought to cement their dominance in giant society by bul- ity loss).
lying hill giants into their service. Not content to rule over
their lessers only while they live, however, sometimes The behemoth resembles a hill giant in size, but its body is pro-
fire giants manipulate their minions into submitting to a tected by a jagged obsidian shell. The hardened crystals on its
magical ritual that transforms them into un-dead creatures enormous forearms have been sharpened into broad blades. Its
known as slagcoats. glassy eyes emit an eerie, pale light that seems to narrow in on
its prey.
The ritual to create a slagcoat is typically led by a fire giant
shaman. Precisely detailed brands are first burned into the
flesh of the willing participant, the accursed brands provid- “You may have heard me say the only good hill giant is
ing the necromantic energy necessary to revive the body for a dead one. Lamentably, fire giants have found a way to
the next stage of the process. The now-un-dead hill giant is prove me wrong.”
then ordered to submerge itself in magma. As the molten
– Sadie Axeslayer, dwarven mountaineer
rock cools and hardens around the giant’s body, the magical
brands on the giant’s flesh protects it, and a slagcoat is born.
Under the magical control of the shaman that created it,
a slagcoat is a formidable addition to any fire giant army.
The jagged obsidian that covers its body inflicts unforgiving
wounds that only magic can mend reliably. Furthermore,
the slagcoat’s hardened carapace allows superheated vol-
canic gasses to escape when damaged, scalding the flesh
of creatures nearby.
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GIANT, SOOT Self-immolate: As an action, the soot giant can suddenly
explode into flames. While the soot giant is aflame, billow-
Soot giants stand somewhat taller than an ogre but lack ing smoke heavily obscures a 5’ radius around the giant
the bulk of a typical giant. A soot giant’s body is hairless, and opponents suffer -2 to hit. Additionally, the soot giant’s
and its skin is blackened and hardened, as if forged in fire. fiery slam attacks cause an extra 2d6 damage. All creatures
Its skin is constantly peeling and flaking from its charred fighting the giant in melee suffer 1d6 damage from fire
nature. Clearly an offshoot of fire giants, soot giants often every round.
ally themselves with their larger cousins, serving as will-
ing minions. They have an affinity for pets and relish the Smoke vision: The soot giant sees normally through smoke.
opportunity to serve as livestock tenders and hell hound A towering humanoid with blackened, peeling skin stands over
wranglers. you. The bald creature wears an ornate blackened breastplate
Soot giants wear heavy armor and wield two-handed and hefts a dull black flail. It has piercing crimson eyes, and a
weapons, usually massive flails or maces. They do not puff of sooty dust emits from its flaring nostrils. A
toss boulders like other giants and instead carry heavy charred crossbow is slung over its back.
crossbows for missile fire attacks. All armor and weapons
are of metal construction to withstand the heat from their
self-immolating ability. As such, all of their equipment is
charred, carbon-scored, and outright blackened.
Giant, soot (9’ tall, 800 lbs.): Init: +2; Atk great
flail +9 melee (2d7+7) or slam +9 melee (2d6+7)
or heavy crossbow +6 missile fire (1d10+1, range
100’); AC 16; HD 8d10; MV 40’; Act 1d24; SP
self-immolate, smoke vision; SV Fort +6,
Ref +3, Will +2; AL N; Crit 20-24 G/d4.
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GIANT, THUNDER Giant, thunder (30’ tall, 8,000 lbs.): Init: +3; Atk
maul +21 melee (3d10+10) or slam +20 melee (2d4+10
Thunder giants are moody and capricious titans that harbor plus swallow whole) or thrown rock +11 missile fire
a deep hatred for any creature smaller than themselves. (1d10+10, range 300’); AC 21; HD 18d10; MV 40’; Act
They sit atop the highest peaks or in the deepest depths 2d24; SP charge, trample, rock catching; SV Fort +12,
beneath, hoarding secrets like gold. They love to banter, Ref +10, Will +10; AL C; Crit 20-24 G/d10.
even in the midst of combat, but are not as brilliant as they
believe themselves to be. They pose riddles to their foes as Charge: A charging thunder giant gains the standard +2 to
proof of their amazing intellect, but their conundrums are hit with its slam and -2 to AC until its next turn. In addition,
easily solved by anyone with even a passing familiarity the target suffers an extra 2d10+10 damage and is knocked
with the riddles of old. Solving a thunder giant’s riddle too prone (DC 19 Fortitude save negates both effects).
easily is a surefire way of angering it.
Rock catching: If a rock or similar object is hurled at the
Thunder giants surround themselves with minions, typi- thunder giant, it can catch it with a successful DC 10 Reflex
cally lightning giants or hill giants, which they use to soften save, suffering no damage.
up their foes. When they do engage in combat, thunder
Swallow whole: If a thunder giant succeeds in a slam attack,
giants prefer lobbing rocks at enemies from afar. If forced
it can make another slam attack that same round to attempt
into close combat, however, thunder
to swallow the target. If the second slam attack succeeds,
giants can be truly deadly opponents.
the target does not suffer damage but is now trapped in the
thunder giant’s stomach, where it suffers 3d8 damage from
acid each round thereafter. A trapped creature can try to
cut its way out with a small weapon (such as a dagger) by
inflicting 30 damage against AC 25.
Trample: A thunder giant can use its move (even if charging)
to trample a prone target as it passes over it, causing 4d6
damage (DC 15 Reflex save for half damage).
This titanic figure towers above even other giants. It
stands over thirty feet tall and appears
to weigh several tons. A glimmer of
malevolence sparkles in its eye.
Page 233
GIANT, TRUSKAR Tusks: In melee the truskar gains a +d4 deed die as it uses
its tusks to perform the Disarming Attacks Mighty Deed
These mammoth-like giant-kin reside in snowy valleys of Arms when it attacks using a 1d16 action die. Unlike
and mountainous regions. They organize in clans led by warriors, this Mighty Deed of Arms does not generate addi-
warriors that value honor above all else. Also known as tional damage based upon the result of the deed die.
mammoth herders, their culture is built around a pledge of
their ancestors to protect the ever-dwindling numbers of the A giant truskar wielding an enormous axe emerges from the
wooly mammoths. Truskars are ferocious and unapologetic snowy aspen wood. It resembles a bipedal wooly mammoth with
in their actions when confronting interlopers. two large tusks and a strong trunk. It rakes its tusks to defend
itself against your weapon and disarms you with a single swipe.
Giant, truskar (14’ tall, 1,800 lbs.): Init +2; Atk
greataxe +4 melee (1d12+4) or javelin +3 missile fire
(1d6+4); AC 13; HD 4d8+4; MV 30’; Act 1d20; SP tusks;
SV Fort +4, Ref +2, Will +2; AL L; Crit III/d10 (weapons)
or G/d4.
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GIANT, TRUSKAR warriors, this Mighty Deed of Arms does not generate addi-
tional damage based upon the result of the deed die.
SLAYER Imposing stampede: The slayer is terrifying when it charges
Truskar slayers are elite warriors who are sent to confront and all creatures within the path of the raging slayer flee
the most dangerous foes, often hunting down rich and pow- for 1d3 rounds (DC 14 Willpower save negates).
erful poachers or other major threats to the mammoth herds. Bigger than the truskar herders, this slayer wears chainmail and
wields two warhammers. Swinging both weapons with deadly
Giant, truskar slayer (14’ tall, 1,800 lbs.): Init +4;
accuracy, it follows with a slam of its thick tusks.
Atk hammer +6 melee (1d8+6) or javelin +3 missile fire
(1d6+6); AC 18; HD 6d8+6; MV 30’; Act 2d20; SP tusks,
imposing stampede; SV Fort +6, Ref +3, Will +3; AL L;
Crit IV/d12 (weapons) or G/d4.
GILA MONSTER, GIANT
Giant gila monsters are lethargic venomous lizards that
Tusks: In melee the truskar gains a +d4 deed die as it uses dwell in the sandy wastes of deserts and arid, hilly regions.
its tusks to perform the Disarming Attacks Mighty Deed Due to its slow, ponderous movement, it prefers to scavenge
of Arms when it attacks using a 1d20 action die. Unlike or ambush prey.
Page 235
known to carry a longbow instead of a whip. Girtablullu
GIRTABLULLU archers often envenom their arrows with poison extracted
from their scorpion stingers. Summoned scorpions are used
A
girtablullu, often referred to as a scorpion man, is a to occupy their foes while the girtablullu harass them with
large creature whose body is an odd combination of their whips, disarming and tripping foes as the opportunity
snake, scorpion, hawk, and human. He appears to be arises.
a bearded man, with wild red hair and a scaly red hide from
the waist up, but his lower torso is that of a large, flightless Girtablullu: Init +5; Atk spear +6 melee (1d8+2; 10’
bird. At the base of his spine grows a long, deadly scorpion range) or whip +6 melee (1d4+2 plus disarm 10’ range) or
tail dripping with virulent poison. Girtablullu stand up to tail strike +5 melee (1d10 plus sting) or longbow +4 mis-
9’ tall, possess powerful builds, and have facial features sile fire (1d6 plus poison (see sting)); AC 16; HD 5d8+6;
akin to a dwarf. MV 30’; Act 2d20; SP fearful gaze, summon scorpions;
Girtablullu are often found in mountainous regions or deep SV Fort +2, Ref -2, Will -2; AL N; Crit IV/d14.
underground. They typically serve as sentries of a gate
Disarm: If a girtablullu lands a whip attack successfully,
or sacred location. Some legends imply these brutes are
its opponent must succeed at an opposed Strength check
used to guard the entrance to the Nine Hells or serve the
against the girtablullu’s 19 Strength (+6). Failure means the
gods themselves. Girtablullu employ sound tactics to take
victim has been disarmed and the opponent’s weapon has
advantage of the terrain, allies, and weaponry. They open a
been knocked out of reach.
confrontation with their fear-inducing stare before settling
into melee combat to protect their charge. Frightful gaze: Creatures meet-
ing the gaze of a girtablullu must
These ogre-sized humanoids prefer to carry at least one reach
succeed on a DC 13 Willpower
weapon with which to torment their foes. Typical arma-
save or become frightened for 1d6
ment includes a long spear and a whip, but some have been
rounds. A frightened creature cannot
willingly move closer to the source of
its fear, and it suffers a -1d penalty to all
attack rolls and ability checks while the
source of its fear is within line of sight.
Sting: An opponent suffers 1d6 tempo-
rary Stamina loss for 1d6 turns (DC 16
Fortitude save negates). An opponent who
reaches 0 Stamina dies.
Summon scorpions (1/day): A girtab-
lullu can summon scorpions to aid it
in battle. This ability is equivalent to
the level 1 wizard spell animal sum-
moning (as per spell check result of
24). The girtablullu can summon
1d3+1 large scorpions. Requires
1 action die.
Page 236
Freezing stare (1/day): A glacial fiend can target one crea-
GLACIAL FIEND ture it can see within 60’. The target must succeed on a DC
13 Fortitude save or suffer 1d6 damage and be frozen in
W
hen shrieking winds sweep across the ice, dwellers place, unable to act for 1d3 rounds unless it is immune to
of the frozen north tell their children tales of glacial cold-based attacks.
fiends: the spirits of those who become lost during
the months-long nights. Glacial fiends inhabit humanoid- Ice glide: The glacial fiend can burrow through nonmagi-
shaped bodies formed from glacial ice. While most often cal ice and snow. While doing so, the glacial fiend doesn’t
encountered individually, glacial fiends form packs when disturb the material it moves through.
they come across others of their kind, hunting together to Steal essence: If a glacial fiend reduces a foe to 0 hp, it may
bring down larger or more numerous prey. use an action die to heal 1d6 hp by stealing the fleeing
Drawn to the warmth of living flesh, glacial fiends ignore life from the body. If the dropped creature is then revived
constructs, un-dead, and cold-blooded creatures, focusing (through magical healing or successfully recovering the
their attacks on the largest living creature they face. They body), these hit points are permanently lost from the crea-
use their freezing stares to root their foes in place, and then ture’s maximum hit points. The judge may devise a spe-
close for melee, burrowing through the ice to chase down cial quest into the Land of the Dead to recover this stolen
those who try to escape. essence.
Un-dead traits: Glacial fiends are un-dead, and thus can be
Glacial fiend: Init +2; Atk claw +3 melee (1d4); AC
turned by clerics. They do not eat, drink, or breathe, and are
15; HD 3d8; MV 30’, burrow 60’; Act 2d20; SP un-dead
immune to critical hits, disease, and poison. As un-dead,
traits, half-damage from non-magical weapons, vulner-
they are immune to sleep, charm, and paralysis spells, as well
able to fire (double damage), ice glide, freezing stare,
as other mental effects and cold damage.
freezing aura, steal essence; SV Fort +3, Ref +2, Will +2;
AL C; Crit U/d8. A vaguely humanoid-shaped figure of frost and ice emerges from
the swirling snow. A sickly, green glow flickers inside it, and the
Freezing aura: A living creature that is within 10’ of a gla- creature carries the cold with it like a cloak.
cial fiend on its initiative count suffers 1d3 damage
and must make a DC 13 Fortitude save. On a failed
save, the creature is paralyzed by the frigid cold
and loses its actions that round unless it is
immune to cold damage. Being within
10’ of multiple glacial fiends does not
cause additional damage, but it does
require additional saves.
Page 237
Incorporeal form: As part of its move, a glitter jaguar can
GLITTER become incorporeal or return to its corporeal form. While
incorporeal, the glitter jaguar can pass through walls and
JAGUAR other solid matter. While incorporeal, they cannot be
harmed by non-magical physical weapons, but likewise
T
he glitter jaguar is one example of the genetic modi- cannot attack corporeal creatures.
fication denkare priests perform to protect their god Rake: If the glitter jaguar succeeds in a claw attack, it can
and tribe. Once a typical jungle jaguar, the beast now make another claw attack that same round to attempt to
sports a protective layer of glittering scales as well as the rake the target. If the second claw attack succeeds, the target
ability to become incorporeal to better stalk its prey. Thanks suffers an additional 1d6+2 damage.
to a series of deep genetic modifications, glitter jaguars are
incapable of harming a denkare. A glitter jaguar compelled An ominous growl from the trees above alerts you to the pres-
to do so by magic will destroy itself rather than turn on its ence of a large cat with tawny fur and dark spots. Portions of
masters. the cat’s body, such as its shoulders and chest, are covered with
scales glittering like flecks of mica. As you watch, the cat turns
Glitter jaguar: Init +2; Atk bite +3 melee (1d6+3) ghostly and passes through the branch on which it was perched,
or claws (x2) +1 melee (1d3+1 plus rake); AC 15; HD dropping to the ground. A moment later, the creature reverts to
3d8+3; MV 50’, climb 40’; Act 2d20; SP incorporeal form, its physical form, then leaps directly at you!
stealthy (+4 bonus to hide or sneak silently); SV Fort +1,
Ref +2, Will +1; AL N; Crit M/d8.
Page 238
Deathcap herders are able to speak Common, Pixie, and
GLOOMBORN FEY Undercommon.
I
n places deep under the earth, the barriers between Deathcap herder: Init +1; Atk fungus staff +1 melee
the other planes wear thin. Some speculate this phe- (1d4 plus fungus poison), puffball +1 missile fire (1 plus
nomenon is the result of weird subterranean magical mushroom poison, range 60’); AC 12; HD 1d6+2; MV
emanations, while others blame the magic of dark elves for 20’; Act 1d20; SP fungus poison (1d3, DC 12 Fort save
the thinning. Regardless of their origin, these thin places negates), mushroom poison (paralyzed with vivid hal-
allow a host of unusual creatures to enter this world. The lucinations for 1d4 rounds, DC 12 Fort save negates),
gloomborn fey are but some of these. poison spray, entangle, plant growth, speak with plants,
The gloomborn are fey that have been touched by the plane immune to poison, infravision 100’; SV Fort +2, Ref +2,
of shadow, their faerie natures turned dark and forlorn by Will +1; AL C; Crit III/d6.
the taint of the dim realm. Gloomborn fey resemble their
Entangle (3/day): As an action, the deathcap herder calls
kin only in shape, for even their physical appearances have
dark vines to sprout from the ground to entangle a single
been altered by shadow.
target. The target is entangled for 1d4 rounds (p. 78, DCC
RPG; DC 13 Reflex save avoids).
GLOOMBORN FEY, Plant growth (1/day): As an action, all plants within 40’
grow to twice their current size in 1d4 rounds; creatures
DEATHCAP HERDER within the growth area are entangled, halving their move-
It is believed the gloomborn fey known as deathcap herd- ment speed and giving them a –1d penalty on attack rolls
ers once tended the gardens and woodlands of the Elfland. and +1d to be hit by opponents.
When they succumbed to the shadow, however, they turned Poison spray: As an action, the deathcap herder engulfs a
away from the wholesome, flowering plants of the surface single target with a puff of noxious poisonous gas (1d5,
world to embrace the fecundity of mushrooms and molds range 30’, DC 12 Fortitude save
in the darkness. negates).
Deathcap herders dwell in gloomy subterranean regions, Speak with plants (1/day):
their only company the ambulatory mushrooms they care Plants within 30’ of the
for. Deathcap herders are masters of fungus and have deathcap herder are able
learned the secret art of awakening mushrooms and molds. to communicate with the
These awakened fungi harbor a strange, alien love for their deathcap herder and follow
masters. Deathcaps incapacitate their enemies by pelting simple commands. The plants
them with puffball mushrooms containing hallucinogenic can convey information about
spores. Once their foes are rendered recent events or creatures which
incapable of action, the deathcap have happened within the last 24
herders sends a swarm of hours.
animated mushrooms to
A short, gaunt figure crouches among
overwhelm and poison
mushrooms of gigantic proportions.
them to death.
It is dressed in rags as colorless as its
wrinkled, warty flesh. An ugly face with
a tiny mouth and a hole for a nose peers at
you with fierce green eyes beneath a hooded
cloak. It grips a staff covered in mold and fun-
gus in its small hand. Dozens of tiny, ambulatory
mushrooms gather at the creature’s feet like kit-
tens around their mother.
Page 239
GLOOMBORN FEY, GLOOMBORN FEY,
DEATHCAP, GIANT DEATHCAP, ANIMATED
ANIMATED SWARM
With time and care, an animated deathcap mushroom may Deathcap herders can awaken the mundane mushrooms of
grow to 2’ to 3’ in height. Although unable to speak, the subterranean worlds, granting them a fragment of sentience
giant animated deathcap innately understands its creator’s and the ability to move on their own. Individually, each of
desires and does its utmost to fulfill them. these animated mushrooms is no more dangerous than a
snail or cockroach, but when they gather in masses, their
Deathcap, giant animated: Init +0; Atk slam +1 melee toxic spores accumulate in a density that makes them poi-
(1d3 plus poison (1d3, DC 12 Fort save negates)); AC 11; sonous to living creatures. Although barely sentient, death-
HD 1d4; MV 20’; Act 1d20; SP immune to poison, sleep, cap swarms mushrooms harbor an intense affection for their
charm, and paralysis spells, infravision 60’; SV Fort +1, creators and follow their instructions without hesitation.
Ref -1, Will -1; AL N; Crit M/d4.
Animated deathcap swarm: Init -1; Atk spore +1
A mushroom the size of a human child moves through the shad- melee (1d3 plus poison (1d3, DC 12 Fort save negates));
ows on a pair of stubby legs. It lacks eyes, ears, or a nose, and AC 10; HD 2d8; MV 10’, climb 10’; Act 1d20; SP spores
yet seems to sense its surroundings without difficulty. A cloud attack all targets within a 15’ x 15’ space, half damage
of spores hangs in the air around its broad, shield-shaped head. from non-area attacks, immune to poison, sleep, charm,
and paralysis spells, infravision 20’; SV Fort +0, Ref -1,
Will -2; AL N; Crit N/A.
Page 240
GLOOMBORN FEY, GLOOMBORN
EYELESS HULK FEY, GLOOM
Eyeless hulks were once ogres or giants GOAT
that dwelled in Elfland, but like all
gloomborn, they only vaguely Some sages who study the planes
resemble their original species. of shadow and Elfland speculate
Despite their name, eyeless hulks that the creatures known as gloom
do not lack eyes entirely. Instead of goats are satyrs that succumbed to
a pair of eyes on their face, each hulk their bestial natures while trapped
has a single eye set into the heel of in the shadow planes. Others pos-
its right or left foot. The brute must tulate that gloom goats had some
pause and lift its leg to observe its role in the origin of the satyr race
surroundings, making it blind when before they were consumed by
running or otherwise moving. shadow. Regardless of their origin,
they are now evil, hateful things that
Its intermittent blindness and dim intel- lurk in gloomy mountain ravines, dismal
lect makes an eyeless hulk easy to out- caves under those mountains, or atop peaks per-
maneuver when encountered alone. manently obscured by storms.
However, eyeless hulks are often
used as shock troops and line Although they are bestial in appearance,
breakers, and one might be gloom goats are intelligent and,
partnered with a handler who like many fey creatures, have
follows the hulk or rides atop it in intrinsic magical ability.
a custom saddle or howdah, giving They are just as likely to
it directions and pointing it towards capture enemies as to slay
enemies. Greymalkin often serve the role them—although an impris-
of hulk handlers. oned foe can look forward to
nothing but prolonged torment while
Eyeless hulks understand but cannot speak Pixie. held captive by a gloom goat.
Eyeless hulk: Init +0; Atk spiked greatclub Gloom goats are able to speak Pixie and Undercommon.
+8 melee (2d8+7); AC 15; HD 6d10; MV
40’; Act 1d24; SP infravision 60’ (when Gloom goat: Init +3; Atk ram +4 melee (1d8+2)
not moving), blindness (whenever the or battleaxe +4 melee (1d10) or shortbow +2
eyeless hulk moves, it becomes blinded missile fire (1d6); AC 11; HD 2d6; MV 30’; Act
until the start of its next ini- 1d20; SP ram charge, infravision 60’; SV
tiative count); SV Fort Fort +1, Ref -1, Will -1; AL N; Crit III/d8.
+6, Ref +3, Will -2; AL
Ram charge: As an action, the gloom
C; Crit 20-24 G/d4.
goat initiates combat with a powerful
A hulking brute lumbers ram charge (see Charge, p. 96, DCC
into sight. Nearly ten RPG) ending in its ram attack. Addi-
feet tall, the creature is a tionally, the target is knocked prone
mass of muscles and cord- DC 14 Reflex save avoids).
ed tendons. Its face is vaguely This creature has the head and upper body
human, with a broad nose and of a great black goat with spiral horns
massive mouth. However, only bare and a wooly coat. Its legs are hu-
patches of dark gray flesh are present manoid but end in cloven hooves.
where its eyes should be. As you watch, the It bears a large axe in its hu-
creature pauses and lifts one leg to the lev- man-like hands. The goat’s eyes
el of its waist. You see a large, watery eye glow fiery red in the gloom,
peering about from the heel of the monster’s and its hooves strike
foot! sparks as it tromps on
the stone beneath it. The
creature lets out a low,
malevolent chuckle as it
stares you down.
Page 241
GLOOMBORN FEY, reaches 0, the victim dies and will rise as a shadow (p. 425,
DCC RPG) in 1d4 turns.
GLOOMICORN Telepathic: As an action, the gloomicorn can read the surface
Elfland is home to herds of unicorns that delight in the wild thoughts of one creature within line of sight.
beauty of that realm. Unfortunately, the plane of shadow Teleport (1/day): As its movement, the gloomicorn can
sometimes corrupts these magnificent creatures. No longer instantly transport itself up to 30’ to a space that it can see.
paragons of goodness, these transformed unicorns are evil
and bloodthirsty, with physical bodies every bit as warped A loud snort and the clatter of hooves on stone breaks the dun-
as their minds. Gloomicorns are horrible hybrids of horse geon’s stillness. Galloping along the wall of the tunnel is a ter-
and spider, covered with coarse black hair and bearing a rible abomination. It appears to be a horse covered in grey hair,
pitch-black horn capable of draining the strength from any its tail and mane pitch black. From atop its brow rises a long,
creature it touches. Instead of four horse’s legs, they have ebony horn made from shadow. Instead of four equine legs, the
eight spider legs, which allow them to crawl along walls monster has eight, multi-jointed legs, like those of a giant spi-
and across ceilings. der. The terrible thing’s mouth is filled with jagged fangs that
drip saliva onto the ground. The creature lowers its horn at you
Gloomicorns are almost always encountered alone, although and charges!
sometimes one will serve as a mount for a depraved fey
princess or knight. They are incredibly proud creatures,
believing anything untouched by shadow to be worthy New Magical Item:
of nothing but satisfying their hunger. Sages speculate a
gloomicorn’s horn may have supernatural properties, as
Gloomicorn Blade
some dark fey are able to make them into magical blades. Gloomicorn blade, +1 dagger: A wielder can use
an action to cause the gloomicorn blade to turn ter-
Gloomicorns are able to speak Pixie and Undercommon.
ribly cold for 1 round or until an attack made with the
Gloomicorn: Init +2; Atk bite +3 melee (1d6+2) or horn blade hits a creature. That creature becomes weaker,
+3 melee (2d4+2 plus Strength drain); AC 13; HD 4d8; inflicting only half damage with melee attacks for 1
MV 50’, spider climb 30’; Act 2d20; SP Strength drain, round (DC 13 Fortitude save negates).
charge, detect evil (at will), spider climb, shadowy shield This long dagger has a steel hilt that, given its decorative
(at will), telepathic, darkness (1/day), steal life, teleport, touches and fine construction, appears to have been made
infravision 100’; SV Fort +3, Ref +3, Will +4; AL C; Crit by dark elves. The blade is a piece of ebony horn that feels
M/d10. slightly cold to the touch. If the weapon remains still too
long, bits of shadow slough off the blade and dissipate into
Charge: As an action, a gloomicorn initiates combat with a black smoke.
charge charge (see Charge, p. 96, DCC RPG) ending in its
horn attack. Additionally, the target is knocked prone DC
14 Reflex save avoids).
Darkness (1/day): As an action, the gloomicorn can cloak an
area of 30’ radius into absolute darkness centered on any
spot within 100’. The darkness lasts for 1d7 rounds.
Detect evil (at will): To a range of 120’ in all directions from
the gloomicorn, creatures of opposed alignment are auto-
matically detected, as well as objects inherently dangerous
in nature (such as traps and cursed weapons). Evil creatures
do not receive a Willpower save to remain undetected.
Shadowy shield (at will): As an action, the gloomicorn
creates a black, magical field around itself that provides
a +2 bonus to AC for 1d6 rounds.
Spider climb: The gloomicorn can climb any surface
as if it were a spider.
Steal life (1/day): As an action, the gloomicorn
chooses one creature it can see within 60’ that suf-
fers 2d4+2 damage (DC 15 Fortitude save negates).
The gloomicorn gains temporary hit points equal to
the damage the creature suffers.
Strength drain: Victims struck by the gloomicorn’s
horn attack temporarily lose 1d3 Strength. If Strength
Page 242
GLOOMBORN FEY,
GRAYMALKIN
Greymalkin may once have been brownies or a similar fey
race before exposure to the plane of shadow turned them
malicious and imbued them with strange abilities. Their
skin is as gray as an evening’s fog, and their eyes burn
like corpse candles in the subterranean darkness. They can
change their shape at will and hunt their victims in one of
two forms: either a diminutive human-like creature
or a small feline resembling a leopard. Some grey-
malkin wear a cap of human skin flayed by their
own dagger.
In its human-like form, a greymalkin carries a dag-
ger fashioned from a sliver of the plane of shadow
and held together by the creature’s innate connec-
tion with the plane of shadow. The mere touch of
this blade stirs a creature’s deepest fears, terrifying
the unfortunate victim. Greymalkin will often stab
a creature, then hunt it through the dark subterra-
nean tunnels, playing with their prey the way a cat
does a mouse. These shadow daggers dissipate
into nothingness if taken from a greymalkin’s
grasp or if the greymalkin dies. A greymalkin
that loses its shadow dagger can reform it in
1d3 days.
Graymalkin are able to speak Common,
Pixie, and Undercommon.
Page 243
GLOOMBORN FEY, Bane (3/day): As an action, opponents suffer -1d to all attack
rolls against the shadow sylph for 1 round (DC 13 Will-
SHADOW SYLPH power save negates).
Shadow sylph are a race of evil fey whose abilities suggest Blur (1/day): As an action, the shadow sylph becomes
that they, like other gloomborn, were infected by the dark blurred, confusing opponents attempting to attack it.
touch of the plane of shadow. They are beautiful, ethereal Attacks against a blurred shadow sylph incur a -1d penalty.
creatures that always seem to be cloaked in shadows. They The duration of this ability is 1d3 rounds.
dress in blacks and grays to match their skin and hair tones, Fearful gaze (1/day): As an action, the shadow sylph targets
and they dwell in secluded wilds such as tangled forests, one creature within 60’ that it can see. If the target can see
lonely mountain gorges, and shadowy caves. Some bands the shadow sylph, they experience severe fright and imme-
of shadow sylph are known to tame hounds to hunt down diately flee the area at maximum speed for 1d4+1 rounds
prey and drive off intruders. (DC 13 Willpower save negates).
Shadow sylphs are highly territorial, refusing to share their Teleport (3/day): As its movement, in dim light or darkness,
claimed domains even with other gloomborn. They are the shadow sylph can instantly transport itself up to 30’ to
ambushers, using their ability to move from shadow to a space that it can see.
shadow to snipe at opponents with their longbows. They
seldom engage in close combat. Although shadow sylphs A slim and graceful creature with elfin features appears as if by
prefer the darkness, they aren’t harmed by sunlight, and magic from the shadows. Her skin is pale gray and her eyes black
bright light doesn’t affect their vision. orbs. Shadows cling to her like a cloak, her outline indistinct.
The only thing you see clearly is her sword headed straight for
Shadow sylphs are able to speak Common, Elf, Pixie, and your neck!
Undercommon.
Page 244
Sunlight sensitivity: A gloomshade cannot intentionally enter
GLOOMSHADE sunlight or remain within it. A gloomshade that finds itself
in sunlight will move out of the light as quickly as possible.
G
loomshades are the tortured remains of those cursed If trapped in sunlight, a gloomshade cannot attack and is
by the gods themselves. They are granted a twisted unable to use its life drain and maddening howl abilities.
form of immortality that prevents their soul from
finding rest even as their body is laid to rest. Forced to Un-dead traits: Gloomshades are un-dead, and thus can be
endure their mortal corruption in exacting, agonizing detail, turned by clerics. They do not eat, drink, or breathe, and are
this prolonged process eventually drives the target of the immune to critical hits, disease, and poison. As un-dead,
gods’ displeasure utterly mad. they are immune to sleep, charm, and paralysis spells, as well
as other mental effects and cold damage.
Unable to remember who they once were, gloomshades
appear as vaguely humanoid shapes of shadowy vapor. Undying: No mortal means can override the wrath of a
Though sometimes mistaken for shadows, the blackness of god. If a gloomshade is reduced to 0 hp before the curse
a gloomshade is not absolute, with slivers of light passing it suffered in life is lifted, it returns with all its hit points
through its swirling form. within 1d3 hours.
Gloomshades hate all living things and are driven to slay Before you looms a vaporous shadowy humanoid shape, appear-
anything they encounter. Even animals are slain, and plants ing as if from the shadows. Looking closely, you realize you can
wither and die. Gloomshades are relentless in their slow see slivers of light passing through its swirling form, almost as
pursuit of all that lives. if the creature is translucent and not entirely … whole. It floats
towards you, opening its maw to let forth a terrifying howl!
Gloomshade: Init +2; Atk incorporeal touch +3 melee
(1d6 plus life drain); AC 12; HD 5d8; MV fly 20’; Act
1d20; SP un-dead traits, incorporeal, immune to fire or
cold, detect the living, maddening howl, sunlight sensi-
tivity, undying; SV Fort +1, Ref +0, Will +2; AL C; Crit
U/d10.
Page 245
GNOMISH
“Forward progress, one gear at a time”
CLOCKWORKS —Clockwork Academy Motto
T
he rock gnomes possess a legendary tradition of
inventing clockwork machines, mechanical contrap-
tions, and animated constructs. The famed Clockwork
Academy looms on the leading edge of these technolo- GNOMISH CLOCKWORK,
gies and once maintained numerous, concealed campuses
throughout the northern regions. A clockwork construct BATTLEBOW
built by the Clockwork Academy always sports an acad- A true siege engine, the gnomish battlebow was a direct
emy logo (a stylized gear) concealed somewhere on the commission from dwarven allies. Few were produced, how-
unit. A successful DC 12 Intelligence check will locate and ever, due to the cost and their tendency to jam, reducing the
identify the logo. overall rate of fire. The stopgap solution was redundancy:
The gnome artisans of the Clockwork Academy prefer to buy more units to reduce the odds of jamming occurrences
craft benign automatons to ease the daily grind and per- (the dwarves were not amused).
form mundane tasks with greater speed. However, military The gnomish battlebow is self-loading, with a wooden, box-
applications tend to be most popular, paying their Clock- like clip mounted above the firing mechanism that allows
work Academy expenses and granting the flexibility for the bolts to be gravity-fed into the launch position. Due
costly innovation. Still, the Clockwork Academy’s leader- to the short production run, alternate models of this unit
ship refuses to be denigrated as mere arms dealers. Ulti- were not produced, yet technical drawings and extensive
mately, the Clockwork Academy’s interests are far flung, journals containing creative concepts collect dust in ancient
including trial power generators and prototypal steam-and- vaults. Some of the most radical designs included units that
clockwork locomotives. launched multiple bolts simultaneously, the incorporation
All gnomish clockwork constructs share the following traits: of weighted nets to capture foes, and even arcane versions
that produce spell effects.
• They are resistant to non-magical attacks and suffer only
half damage from such sources of damage. Typical price: 1,500 gp.
• They are susceptible to anti-magic effects. If targeted by Gnomish battlebow: Init +0; Atk bolt +5 missile fire
dispel magic or another magic-nullifying effect, the gnom- (3d10, range 480’); AC 17; HD 4d10; MV 10’; Act 2d20;
ish construct must succeed on a Fortitude save vs. the SP infravision 120’, gnomish clockwork traits, siege con-
spell check result or become inanimate for 2d6 rounds. struct; SV Fort +3, Ref +0, Will -3; AL N; Crit M/d10.
Page 246
GNOMISH CLOCKWORK, Gnomish fixer: Init +2; Atk hammer or driver +6 melee
(1d6) or welding torch +6 missile fire (2d6, range 60’); AC
FIXER 15; HD 6d6; MV 40’, climb 40’; Act 3d20; SP infravision
60’, gnomish clockwork traits, tinker expertise; SV Fort
Gnomish tinkers created these clockwork- and steam-pow-
+1, Ref +2, Will -4; AL N; Crit M/d12.
ered constructs in ages past. Built to perform routine tasks
considered too time-consuming for living creatures, fixers Gnomish clockwork traits: A gnomish fixer suffers half dam-
typically serve as autonomous repair units for larger and age from non-magical attacks and is susceptible to anti-
more complex constructs. A fixer’s first priority is to ensure magic effects.
that its assigned constructs remain in good repair. Only if
the fixer (or a construct in its care) is damaged will the fixer Tinker expertise: The gnomish fixer can use lay on hands on
utilize its tools to defend itself. itself or any other gnomish constructs (1d20+5 spell check).
Fixers come in different physical configurations. Many of This small unit appears as a metallic sphere with a cap-like head
the units appear as metallic spheres or cylinders with a with several gem-like visual sensors. A trio of wheels churn as it
separate, cap-like head to house their visual sensors. Fix- trundles over the stone floor toward the nearby wall. It bristles
ers utilize a trio of wheels to roll over flat terrain. They can with an array of suction-powered appendages, ready to deploy
climb most other surfaces using a combination of magnets to ascend the wall.
and suction-powered accessories, which also allow the fixer
to climb larger constructs in order to service difficult-to-
reach areas. Small compartments located around a fixer’s Treasure
A
midsection conceal an array of tools the unit uses to perform dventurers can scavenge a complete set of tinker’s
its tasks, including hammers, drills, screwdrivers, pliers, tools (worth 50 gp) from the remains of a defeated
wrenches, grinding tips, and even small welding fixer, assuming the fixer was not destroyed beyond
torches. Fixers may have different tools depend- recognition.
ing on the type of construct they were designed
to repair: a fixer built to repair a flesh golem, for
example, might have leatherworker’s tools,
and a fixer built to repair a stone golem might
have mason’s tools.
Typical price: 1000 gp.
Page 247
GNOMISH CLOCKWORK, GNOMISH CLOCKWORK,
LANCER, MARK I LANCER, MARK II
The original gnomish lancer saw only about one year of The second gnomish lancer quickly replaced its heavily
production before it was replaced by the greatly improved flawed predecessor. In addition to correcting the previ-
mark II. The original designer, a gnome named Bilg Ates- ous design’s problems, the mark II features a more robust
worthy, was soon after expelled from the Clockwork Acad- build with an expanded combat repertoire and improved
emy because of the mark I’s many flaws. Though discon- armor. This is the kind of quality one should expect from
tinued, this model is a great deal for the price. the Clockwork Academy!
The lancer’s preferred tactic is to charge into melee, using This lancer’s preferred tactic is to enter melee with a pow-
its telescoping lance to engage nearby foes if necessary. erful charge.
Typical price: 750 gp. Typical price: 1,500 gp.
‑Gnomish lancer, mark I: Init +4; Atk lance +4 melee Gnomish lancer, mark II: Init +4; Atk lance +5 melee
(1d12); AC 16; HD 4d6; MV 40’; Act 1d24; SP infravision (1d12); AC 18; HD 5d6; MV 40’; Act 1d24; SP infravi-
60’, gnomish clockwork traits, design flaw, telescoping sion 60’, gnomish clockwork traits, telescoping lance,
lance; SV Fort +2, Ref +0, Will -2; AL N; Crit 19-20 M/ powerful charge; SV Fort +2, Ref +0, Will -2; AL N; Crit
d10. 19-20 M/d10.
Design flaw: If reduced below 7 hit points, the gnomish lanc- Gnomish clockwork traits: A gnomish lancer, mark II suffers
er, mark I becomes confused or critically malfunctions. Roll half damage from non-magical attacks and is susceptible
1d6: 1) determines that any doors are the true enemies now to anti-magic effects.
and uses its telescoping lance to attack and destroy them;
Telescoping lance: The gnomish lancer can extend its lance
2) turns and targets fellow constructs. If none remain, it
to strike targets up to 10’ away. This attack is resolved as if
explodes in a shower of rust, dust, and smoke (2d8 damage, the lancer had charged the target, inflicting double damage,
range 30); 3) whirls in right-handed circles, attacking the but doesn’t require it to move. The lancer doesn’t suffer
first target it encounters; 4) begins battering any structural the usual penalty to AC for making a charge when using
support columns. Absent those, it attacks the wall with true this attack.
zeal; 5) rolls away from the fray, whistling an out of tune
version of a waltz. If unmolested, it leaves the encounter Powerful charge: If the mark II gnomish lancer charges a
entirely, but will lurk in the shadows behind its opponents, target and then hits with its lance on the same turn, the
eavesdropping on them, obsessed. It will follow them and attack deals an additional 1d12 damage.
come to their defense at a critical moment if not con- At first you mistake the bulky figure be-
fronted; 6) lance no longer telescopes and it can fore you for a glowering dwarf, but closer
only attack targets within normal melee range. inspection reveals three wheels in-
Gnomish clockwork traits: A gnomish lancer, mark stead of legs. What first appeared
I suffers half damage from non-magical attacks to be finely wrought armor is, in
and is susceptible to anti-magic effects. fact, an iron carapace with gold-
en embellishments. The
Telescoping lance: The gnomish lancer can extend its construct wields a
lance to strike targets up to 10’ away. This attack wicked lance along
is resolved as if the lancer had charged the target, with its withering
inflicting dou- glare.
ble damage, but
doesn’t require it
to move. The lancer
doesn’t suffer the usual
penalty to AC for mak-
ing a charge when using
this attack.
Roaring as it bursts from behind
the staircase, a metal cart cast to re-
semble a grimacing gnome glares at
you. Three wheels serve as substitutes for
legs. Featuring a polished iron chassis with
masterful, golden embellishments, the met-
al gnome would look comical if not for the
deadly lance cradled beneath its arm.
Page 248
GNOMISH CLOCKWORK, Gnomish marksman: Init +2; Atk dart +6 missile fire
(1d4) or belly fire +6 missile fire (4/day, 1d4 damage
MARKSMAN and catch fire (1d6/subsequent rounds until fire is extin-
guished), range 40’); AC 16; HD 4d6; MV 30’; Act 2d20;
The gnomish marksman, another fine product from the
SP infravision 60’, gnomish clockwork traits, accurate
Clockwork Academy, is designed with security in mind,
targeting, payload; SV Fort +2, Ref +2, Will -4; AL N;
whether for protecting a stronghold or the streets of one’s
Crit M/d8.
hometown. Its ammunition is designed to be interchange-
able. For missile fire attacks, the standard model comes Accurate targeting: The gnomish marksman is designed not
equipped with darts, but arrows, sling bullets, and even to commit friendly fire hits when other gnomish constructs
specialized bags of heavy shot for urban pacification opera- are in melee with targets the marksman is striking. Failed
tions can be substituted—for an extra fee, of course. The hits never strike other gnomish constructs, although the
standard model is equipped with flammable oil, but this same cannot be said for other individuals in the melee.
payload also can be swapped out for ball bearings or cal-
trops. It is rumored the Church of Justicia commissioned a Gnomish clockwork traits: A gnomish marksman suffers half
specialty line that launches vials of holy water. damage from non-magical attacks and is susceptible to
anti-magic effects.
Gnomish marksmen always endeavor to stay out of range
from their foes, targeting a single enemy and firing at it until Payload: A standard gnomish marksman can fire 24 darts
it drops before switching to a new target. Due to a little- or 4 flasks of flammable oil before needing to be reloaded.
known flaw in their orders-of-battle programming, gnom- The glint of metal catches your eye as you look up. From be-
ish marksmen will not fire at a creature that is crawling, hind the balcony’s railing, you see what at first glance appears
which they identify as being downed. One line of gnomish to be someone wearing an iron mask carved to resemble a yelling
marksmen use their belly fire assault only when exactly 555 gnome, but then it moves, and you realize that the mask is actu-
combatants engage it in melee. ally the head of some sort of three-wheeled construct, which fires
Typical price: 750 gp. projectiles at you from its open mouth.
Page 249
GNOMISH CLOCKWORK, Gnomish stealther: Init +3; Atk electric shock +5
melee (1d8 plus stunned 1d3 rounds (DC 16 Fort save
STEALTHER negates stun)); AC 15; HD 2d6; MV 30’, climb 30’; Act
1d20; SP infravision 60’, gnomish clockwork traits, vis-
One of the most innovative designs and also among the
age transmitted, folded movement; SV Fort -2, Ref +3,
smallest, the arachnid-like gnomish stealther is favored by
Will +1; AL N; Crit M/d8.
denizens of the criminal underworld and honest wizards
alike. Its articulated legs are capable of manipulating objects Gnomish clockwork traits: A gnomish stealther suffers half
such as door latches and simple catches. damage from non-magical attacks and is susceptible to
A gnomish stealther is somewhat delicate and requires rou- anti-magic effects.
tine maintenance and care to ensure uninterrupted function. Visage transmitted: The gem embedded in the stealther’s
It seeks to avoid contact with hostile creatures, but if combat abdomen is attuned to a similar gem which can be used to
is unavoidable, it delivers an electric shock to dissuade activate this ability. By peering into this gem, the bearer can
even the most stubborn of beasts. The gem set within the see what the stealther observes. This is prone to shorting
abdomen is worth a minimum of 50 gp and can be removed out after 1 hour of continuous use. Roll a DC 16 Fortitude
with a successful DC 12 Agility check. Once removed, the save for the stealther to continue using this ability after the
magical connection with the partner gem is severed. first hour and every hour thereafter; the DC increases by
Typical price: 1,000 gp. 1 each hour.
Folded movement: This construct is articulated and can fold
its parts to squeeze through an opening as thin as 1” wide.
The act of folding and unfolding takes an action.
This four-legged, spider-like construct clocks in at about the size
of a mace head. From its metallic, bulbous abdomen gleams a
multifaceted emerald.
Page 250
Due to the rarity and expense of amber, it is uncommon to
GOLEM encounter more than one such guardian at a time.
C
onstructed, rather than molded or carved, golems Amber golems prefer to lie in wait, appearing as an ornate
serve a similar function to that of a living statue, statue. Without warning, they pounce, attempting to sur-
although with greater versatility in form and ability. prise intruders. A relentless combatant, an amber golem
Able to obey complex commands, golems are fearsome fights until it or its enemies are destroyed. Should any flee
foes indeed. its onslaught, an amber golem relentlessly tracks them
down so as to finish off their quarry.
All golems share these traits:
• Elemental healing: Each type of golem is healed by expo- Golem, amber: Init +2; Atk claws +5 melee (2d6+3) or
sure to the destructive forces of the elements (electric- bite +5 melee (1d6+3); AC 13; HD 6d8+4; MV 30’, climb
ity, fire, force, cold). When damage is inflicted by the 20’; Act 2d20; SP infravision 60’, golem traits, magic
appropriate element, the golem is not damaged and is resistance (all spells cast against an amber golem are
instead healed by the same amount. subject to 50% chance of failure before saves are rolled),
immune to acid, vulnerable to fire (double damage),
• Immunities: Golems are immune to sleep, charm, and expert tracker, pounce; SV Fort +6, Ref +2, Will +2; AL
paralysis spells, as well as fear, petrification, and poison. N; Crit M/d12.
• Immutable: Golems are immune to magic which would
change their form or size. Elemental healing (force): An amber golem is healed by expo-
sure to force damage. When damage is inflicted by force,
• Magic attack: Attacks made by golems are considered a the amber golem is instead healed by the same amount.
+3 enchantment for purposes of attack immunity.
Expert tracker: Amber golems are relentless trackers and use
• Magic resistance: All spells cast against a golem are sub- a d24 action die for any checks to follow their quarry’s trail.
ject to 50% chance of failure before saves are rolled.
Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
GOLEM, AMBER Immunities: Golems are immune to sleep, charm, and paraly-
Amber golems are carved from a single massive chunk sis spells, as well as fear, petrification, and poison. Amber
of amber. Similar to stone golems, they are often tasked golems are also immune to acid.
to guard tombs, temples, and shrines. These sentinels are Immutable: Golems are immune to magic which would
normally shaped in the likeness of a great cat, which might change their form or size.
explain their aptitude for tracking. However, other bestial,
Magic attack: Attacks made by golems are considered a +3
and rarely humanoid, forms have been known to exist.
enchantment for purposes of attack immunity.
Pounce: If the amber golem moves at least 20’ straight toward
a target and then succeeds with a claw attack on that
target the same round, the target is knocked prone
and the amber golem gains a free bite attack
against the prone target (DC 14 Strength
check negates prone).
This nine-foot-long statue is com-
posed of polished amber and is
shaped like a powerful feline,
albeit with crude edges. Its
eyes flash as green pinpoints
of light as it drops from its
perch with surprising grace.
Page 251
GOLEM, ARCANE A statue of a robed wizard stands guard in front of a massive
sealed portal, pointing a stony wand down the corridor. The tip
M
any renowned golem crafters consider the arcane of its pointed hat nearly reaches the ceiling, towering over the
golem to be the pinnacle of golem creation. An approaching halfling scout.
upgraded version of the wizard golem (q.v.), a
typical arcane golem is 10’ to 12’ tall and is carved from
a single piece of high-quality stone (usually granite). An
arcane golem is often crafted in the likeness of its creator
or sometimes a famous wizardly figure.
What sets apart an arcane golem from other golems is the
use of infused magic items which are consumed at the time
of creation. Once infused, the golem can use these magic
items as a character would. Not every magic item is suit-
able for use by a golem, but many are, lending to a dizzying
array of customizable guardians. Magic items infused in a
golem are often depicted in the physical appearance of the
golem, potentially tipping off astute observers to special
abilities.
A t the time of creation, 1d4+1 magic items are infused to the golem. This ruins the magic items, but grants the
golem the use of the items, as described below. Potions are usable once per day by the golem. Wands and
enchanted items have 1d12+10 charges at creation but lose them normally through use. A drained wand or item
can be replenished through the use of magic spells, as determined by the judge.
Page 252
Use the tables below to randomly determine the magic items or simply choose as desired.
d% Roll Magic Item Maximum Number per Golem
1-25 Potion 2
26-55 Ring 2
56-70 Wand 1
71-00 Enchanted Item 3 (but only one of each type)
Rings
d10 Roll Ring Effect
1 Mobility Not affected by difficult terrain and ignores both mundane and magical webs.
2 Invisibility Can use an action to become invisible; lasts until it attacks. Can use an action to
become invisible again.
3 Protection +1 bonus to AC and all saves.
4 Resistance Damage reduction 6 against attacks of a certain type, determined at golem’s cre-
ation: (Roll 1d5): (1) fire; (2) cold; (3) acid; (4) electricity; (5) sonic (including shatter).
5 Shock Can use an action to throw minor lightning attack (1d8, range 120’, DC 10 Reflex
save avoids).
6 Spell Storing Stores 5 levels of spells that the golem can cast. Creator can cast spells back into
the golem. Golem makes spell checks as normal using half its creator’s spell check
modifier (or +1d4+3 if creator’s level is unknown). Golem is immune to corrup-
tion, but spell failure and misfires occur normally.
7 Tractor Beam Move items weighing up to 300 lbs. up to 60’ away at a rate of 10’ per round. Living
creatures wishing to avoid being moved can make a DC 14 Willpower save to resist.
8 Ramming As an action, attack a target within 60’ with a spectral ram head. +7 to attack rolls
for 2d10 damage and target must succeed on a DC 10 Fortitude save or be knocked
back 10’ and land prone.
9 Warmth Immune to cold-based damage.
10 Water-walking Can walk on any liquid surface as if it were solid ground.
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Wands
d6 Roll Wand Effect
1 Fear As an action, cause fear as a scare spell with a spell check result of 19.
2 Fireballs As an action, produce a blast of fire as a fireball spell with a spell check result of 20.
3 Lightning Bolts As an action, produce a thunderbolt as a lightning bolt spell with a spell check result
of 20.
4 Paralysis As an action, immobilize a foe as a paralysis spell with a spell check result of 20.
5 Web As an action, throw a web as a spider web spell with a spell check result of 22.
6 Corruption As an action, target a creature within 120’ with a random effect from Table 5-5:
Greater Corruption (p. 119, DCC RPG). If the target fails a DC 14 Willpower save,
the effect is permanent. Otherwise, it wears off after 1d7 days.
Enchanted Items
d20 Roll Enchanted Item Effect
1 Belt of Strength Golem gains a +6 bonus to attack and damage rolls and Strength-based checks.
It can throw stones with a +6 attack modifier up to 100’, dealing 1d8+6 dam-
age on a hit.
2 Elven Boots The golem has a +10 bonus on Sneak Silently checks.
3 Boots of Levitation As an action, can cast a levitate spell with a spell check result of 18, which
requires no concentration on the part of the golem.
4 Boots of Swiftness Golem’s movement speed doubles, and it can withdraw from an active melee
without its foes getting a free attack against it.
5 Torc of Shielding Protected by a magic shield as if cast with a spell check result of 20.
6 Bracer of Incineration As an action, produce a searing ray as if casting a
7 Displacement Shroud All attacks against the golem are at a -2d penalty. Once the golem is damaged,
this effect ceases until start of next round.
8 Necklace of Protection +1 to AC and all saves.
9 Serpent’s Eye As an action, can cast lotus stare spell with a spell check result of 20 (treat as
CL 5).
10 Lenses of Seeing As an action, the golem can see invisible creatures, pierce darkness, and ignore
illusions. This effect lasts for 1 turn and can be used up to 3 times per day.
11 Brooch of Missile Once per round, the golem can reflect non-magical missile fire attacks directed
Reflection at them. This reflection occurs before the attacker rolls and applies a -10
penalty to the attack. If the modified attack roll result is 0 or less, the missile
is redirected at the attacker and automatically hits. Otherwise, it is reflected
harmlessly away from the golem.
12 Horn of Thunder As an action, create a 30’ cone of blasting sound. Each creature in the cone
must succeed on a DC 13 Fortitude save or suffer 3d6 damage and be deaf-
ened for 1d10 rounds.
13 War Horn of Elfland As an action, create a 30’ cone of blasting sound. Each creature in the cone
must succeed on a DC 13 Fortitude save or suffer 3d6 damage and be deaf-
ened for 1d10 rounds.
14 Luckstone +1d3 to all ability and skill checks, and saving throws.
15 Warrior’s Aegis The golem gains a +1 AC bonus and makes initiative rolls with a +1d bonus.
16 Gloves of the Spider The golem gains a climb speed of 20’ and can scale vertical surfaces or even
move upside down on ceilings.
17 Vicious Weapon Increases golem’s crit range to 18-20.
18 Bag of Wind As an action, cast gust of wind spell with a spell check result of 20.
19 Winged Boots The golem gains a fly speed 20’ for 4 hours per day.
20 Demon Wings The golem can fly for 1 hour with a speed of 60’, 1/day.
Page 254
GOLEM, BAMBOO (although they still waste actions trying to shoot). So far,
experiments with adding additional appendages to increase
Bamboo golems are crudely made humanoid constructs, strikes and even affixing blowguns inside torso interiors
commonly encountered in steamy jungles where bamboo have failed to provide an enhanced guardian.
is plentiful, and standing guard over hidden shrines, ruins,
or sacred sites. They are usually crafted by priests, sha- A bamboo golem’s movement is accomplished via an awk-
mans, and practitioners of nature magic. In addition to the ward, jerky gait, as joints are lashed together with leather-
reloading of ammunition and reapplication of poison, these hide strips. They are typically created with one spear-like
constructs need frequent repair and attention to remain appendage and one hollow appendage that functions as a
fully functional; if not maintained, bamboo golems can end blowgun, but variants exist with mace-like or sword-like
up with less effective weapons, even lacking ammunition limbs. The blowgun’s ammunition can likewise vary, espe-
cially with regard to the type of poison delivered via darts.
Page 255
GOLEM, CACOPHONY Immunities: Golems are immune to sleep, charm, and paralysis
spells, as well as fear, petrification, and poison.
Cacophony golems, also known as screaming skulls, are
immobile guardians created to protect arcane objects Immutable: Golems are immune to magic which would
or areas and to alert others to the presence of intruders. change their form or size.
Wizards and other practitioners of the magical arts favor Induce insanity: A sentient creature that touches a cacoph-
the golems, although sometimes successful merchants or ony golem (including with natural or unarmed attacks) is
wealthy nobles with a taste for the macabre commission gripped with insanity for 1d5 rounds (DC 14 Willpower
such guardians. A cacophony golem resembles an ordinary save negates). The afflicted creature cannot use actions
humanoid skull with gemstones in its eye sockets. From and its movement (controlled by the judge) is erratic. In
these glittering orbs, the golem can fire darts of force that addition, they lose the ability to understand languages of
only the wariest avoid. any kind, and communicate only in gibberish and wild
Cacophony golems are seldom encountered alone; often, gesticulations.
other more mobile guardians stationed nearby know the Magic missile: Three magic missiles streak from the cacophony
symbol or password necessary to bypass the golem without golem’s eyes to strike up to three different targets within
triggering it. The golem’s screams alert these guards, who 100’. Each missile does 1d4+1 damage, and (unlike the spell)
immediately respond to the loud howling. A cacophony can be avoided with a DC 13 Reflex save.
golem obeys its commands to the letter. Should its creator
A humanoid skull with glittering gemstones
die, or if the golem becomes unable to carry out
in its eye sockets rests atop a stone
its commands, it loses its magic and becomes
plinth near the room’s door. As
nothing more than a normal skull.
you approach, the skull emits
When this happens there is an 80%
an ear-splitting scream before
chance the gems used for its eyes
sending glowing darts from
crumble to dust.
its jeweled eyes directly at
Golem, cacophony: Init you!
+0; Atk magic missiles (1d4+1,
DC 13 Ref save avoids, range
100’); AC 12; HD 3d6; MV 0’; GOLEM,
Act N/A; SP infravision 60’,
golem traits, magic resistance
CHILL
(all spells cast against a cacoph- Sometimes called
ony golem are subject to 50% snow golems, glacial
chance of failure before saves are golems, or frostbite
rolled), cacophony, induce insan- golems, chill golems
ity; SV Fort +6, Ref N/A, Will +0; are crafted only during
AL N; Crit N/A. the dead of winter or in
conditions that remain below
Cacophony: Whenever a living creature freezing for the entire con-
comes within 40’ of a cacophony golem, it struction time. A chill golem
emits an ear-splitting wail that can be heard is a mixture of snowpack
up to 1,000’ away. Creatures within 60’ of the from water collected from an
golem that can hear it suffer 1d6 damage (DC elemental plane of water, ice
13 Fortitude save negates). The skull continues shards gathered from a glacier,
to scream as long as living creatures remain and samples taken from glacial
within 40’ of it, and for 1d4 rounds thereafter. till (sediment moved and deposited
Elemental healing (force): A cacophony golem by a glacier). These components are
is healed by exposure to force damage. When blessed during holy rites by clergy
damage is inflicted by force, the cacophony faithful to a cold-loving deity and
golem is instead healed by the same amount. formed into a humanoid shape, typi-
cally about 10’ tall. Often these golems
Golem traits: Elemental healing, immunities, immu- are crude in appearance, but skilled crafts-
table, magic attack, magic resistance.
Page 256
men using ice-chiseling tools have been known to carefully Golem traits: Elemental healing, immunities, immutable,
sculpt detailed shapes and bodies. magic attack, magic resistance.
Chill golems are often created to protect remote arctic loca- Immunities: Golems are immune to sleep, charm, and paralysis
tions, such as temples or shrines, but occasionally can be spells, as well as fear, petrification, and poison.
found guarding mountain passes, entrances to more mun- Immutable: Golems are immune to magic which would
dane structures, and treasure hoards. In combat, they lack change their form or size.
advanced tactics, preferring to rain down blows with their
icy, maul-like fists. Fire is the bane to a chill golem, and its Magic attack: Attacks made by golems are considered a +3
presence triggers the chill golem to move away and unleash enchantment for purposes of attack immunity.
its terrain twister against the fire’s source. Terrain twister (2/day): The chill golem sends out a spin-
ning mix of stone and frost in a 60’ line that is 5’ wide. Each
Golem, chill: Init +1; Atk slam +5 melee (1d6+2) or
creature in its path suffers 4d7+2 damage, and creatures the
terrain twister; AC 14; HD 6d8+2; MV 30’; Act 1d20; SP
size of a horse or less are pushed back 10’ and buried in
infravision 60’, golem traits, magic resistance (all spells
a drift of ice and heavy snow until they or another spend
cast against a chill golem are subject to 50% chance of
a round digging (DC 14 Reflex save for half damage and
failure before saves are rolled), vulnerable to fire and
negates push).
heat (double damage), terrain twister; SV Fort +6, Ref
-2, Will +1; AL N; Crit M/d12. Stepping forth from the ice floe wall is the massive bulk of a
crude humanoid. Its body is composed of dirty snow, misshap-
Elemental healing (cold): A chill golem is healed by exposure en shards of crystalline ice, gravel, and rock. Two piercing blue
to cold damage. When damage is inflicted by cold, the chill pinpoints of light emit from socket-like indentations on its head,
golem is instead healed by the same amount. but it lacks any semblance of a mouth.
Page 257
GOLEM, COIN their face and body causing intense pain (DC 14 Reflex
save for half damage and avoid lodged coins). Each round
Coin golems are unusual and extremely expensive guard- thereafter, if a creature with embedded coins attempts to
ians of treasure hoards. A coin golem’s body is composed move more than 5’ or perform any strenuous action (includ-
of thousands of actual coins, usually gold and platinum, ing combat or spellcasting), they suffer 2d6 damage, and
which animate to form a titanic humanoid shape. The coin must succeed on a DC 14 Stamina check to overcome the
golem is indistinguishable from a mound of gleaming coins pain (and complete the action). Careful attention outside of
until intruders approach. It then rises and forms into a 20’ combat is necessary to remove the embedded coins before
tall humanoid figure weighing a ton or more. healing can be provided.
Occasionally, coin golems are programmed to be more Elemental healing (fire): A coin golem is healed by exposure
patient and not react until a specific command or event to fire damage. When damage is inflicted by fire, the coin
occurs. In these cases, the coin golem’s body can be partially golem is instead healed by the same amount.
looted, with up to a tenth of its coins removed without caus-
ing harm to the construct or affecting its ability to operate. Golem traits: Elemental healing, immunities, immutable,
Once this threshold is reached, however, the golem usu- magic attack, magic resistance.
ally has contingency commands that activate it, preventing Immunities: Golems are immune to sleep, charm, and paralysis
intruders from merely carrying the golem off piecemeal. A spells, as well as fear, petrification, and poison.
coin golem attempts to recover the stolen coins as soon as
Immutable: Golems are immune to magic which would
it activates.
change their form or size.
Coin golems are not cunning tacticians. They begin combat
Magic attack: Attacks made by golems are considered a +3
by firing a volley of coins, then pummel their enemies until
enchantment for purposes of attack immunity.
the would-be plunderers are defeated.
Treasure body: When defeated, the coin golem’s body col-
Golem, coin: Init +0; Atk slam +8 melee (2d8+8, range lapses into a pile of mixed coins. The judge should adjudi-
10’) or coin volley; AC 16; HD 10d8; MV 20’; Act 1d20; cate the amount, referring to the core rulebook for guidance
SP infravision 60’, golem traits, magic resistance (all as needed (p. 393, DCC RPG).
spells cast against a coin golem are subject to 50% chance
You cannot believe your good fortune as you spy a heap of spar-
of failure before saves are rolled), coin volley, treasure
kling coin piled on the dungeon floor. Your happiness turns to
body; SV Fort +8, Ref +2, Will +4; AL N; Crit G/d4.
horror as you watch the hoard suddenly move, rising up to take
Coin volley (3/day): The golem releases a blast of enchanted on a humanoid shape towering over twenty feet tall. The figure
coins in a 30’ cone. Each creature in the area suffers 3d8 lifts a massive fist and prepares to squash you under an ava-
damage and has dozens of razor-sharp coins lodged in lanche of coins.
Page 258
GOLEM, COIN, Elemental healing (fire): A hoard master coin golem is healed
by exposure to fire damage. When damage is inflicted by
HOARD MASTER fire, the hoard master coin golem is instead healed by the
same amount.
These larger coin golems are often found guarding the lairs
of powerful dragons, ancient liches, or mortal potentates Golem traits: Elemental healing, immunities, immutable,
commanding vast empires. The massive constructs serve magic attack, magic resistance.
double duty as treasure and minion and present a nasty Immunities: Golems are immune to sleep, charm, and paralysis
surprise for hoard-robbers thinking to loot a dragon’s lair. spells, as well as fear, petrification, and poison.
Golem, coin, hoard master: Init +0; Atk slam +10 Immutable: Golems are immune to magic which would
melee (3d10+10, range 20’) or coin volley; AC 18; HD change their form or size.
15d8; MV 40’; Act 1d24; SP infravision 60’, golem traits, Magic attack: Attacks made by golems are considered a +3
magic resistance (all spells cast against a coin golem are enchantment for purposes of attack immunity.
subject to 50% chance of failure before saves are rolled),
coin volley, treasure body; SV Fort +10, Ref +4, Will +6; Treasure body: When defeated, the hoard master coin golem’s
AL N; Crit G/d7. body collapses into a pile of mixed coins. The judge should
adjudicate the amount, referring to the core rulebook for
Coin volley (3/day): The golem releases a blast of enchanted guidance as needed (p. 393, DCC RPG).
coins in a 30’ cone. Each creature in the area suffers 4d10 Before you lies a glittering mountain of precious coin, a trove of
damage and has dozens of razor-sharp coins lodged in lucre the likes of which you have never seen. But before
their face and body causing intense pain (DC 16 Reflex you can rush forward to claim this great treasure,
save for half damage and avoids lodged coins). Each round the room fills with the cacophonous clinking of
thereafter, if a creature with embedded coins attempts thousands upon thousands of coins rubbing to-
to move more than 5’ or perform gether. Greed is replaced by horror as the pile of
any strenuous action (includ- gleaming coin suddenly assembles into a giant,
ing combat or spellcasting), towering, human-like shape.
they suffer 3d6 damage,
and must succeed on a
DC 16 Stamina check to
overcome the pain (and
complete the action).
Careful attention outside
of combat is necessary to
remove the embedded
coins before healing can
be provided.
Page 259
GOLEM, CORAL Coral golems are often cultivated by druidic spellcasters for
the purpose of guarding underwater settlements composed
Coral golems are not crafted constructs in the traditional of coral. They are strategically stationed in locations where
sense, but rather painstakingly grown from a host of liv- they appear as nothing more than a natural outcropping of
ing corals and encouraged to assume a roughly humanoid coral, and employ simple tactics when engaged in combat,
shape. The art of growing coral golems is a closely guarded relying on their exceedingly sharp coral limbs.
secret among ocean-dwelling civilizations. Sea elves, mer-
folk, and even the ixitxachitl are learned in the lore to cul- Golem, coral: Init +0; Atk slam +4 melee (1d8+4); AC
tivate these golems. However, the sahuagin lack the skill, 15; HD 5d8; MV 20’, swim 20’; Act 2d20; SP infravision
patience, and necessary incantations to create a coral golem, 60’, golem traits, magic resistance (all spells cast against
preferring to rely on their shark allies instead. a coral golem are subject to 50% chance of failure before
saves are rolled), camouflage (+10 to stealth checks in
Since they are grown, coral golems have highly variable
underwater terrain), slow regeneration; SV Fort +4, Ref
appearances. Some can be featureless hunks of white coral,
+0, Will +0; AL N; Crit M/d10.
while others sport dazzling arrays of reds, blues, and yel-
lows and may include brain-type, branch-like, and tradi- Elemental healing (electricity): A coral golem is healed by
tional rocky coral parts. Some could even be considered a exposure to electrical damage. When damage is inflicted
living work of art; however, since the growth patterns are by electricity, the coral golem is instead healed by the same
imprecise, they lack the fine features typical of other golems. amount.
Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
Immunities: Golems are immune to sleep, charm, and paralysis
spells, as well as fear, petrification, and poison.
Immutable: Golems are immune to magic which would
change their form or size.
Magic attack: Attacks made by golems are considered a +3
enchantment for purposes of attack immunity.
Slow regeneration: The coral golem is a living, growing con-
struct. As long as it has at least 1 hit point remaining, it
regains 1d10 hit points at dawn each day.
A nine-foot-tall creature detaches from the living coral around
it. Its body shares the vibrant reds, oranges, and whites of the
reef while its coral head resembles the inside of a brain. Two
glowing eyes illuminate hollow sockets. It lumbers toward you
on two blocky legs, swinging both of its stout, club-like arms.
Treasure
Page 260
GOLEM, CRYSTAL Darkness vulnerable: A crystal golem suffers 1d4 damage
each round it spends within darkness. The crystal golem’s
Before moving on to the more formidable stone golem, blinding light ceases to function while it is in an area of
many spellcasters practice the art of golem-craft by creating magical darkness (such as that created by the darkness spell).
crystal golems. Crystal golems are easily mistaken for works
of art until they move and reveal their animate nature. Some Elemental healing (fire): A crystal golem is healed by exposure
spellcasters keep their crystal golems even after mastering to fire damage. When damage is inflicted by fire, the crystal
the art of construct creation, as their illumination proper- golem is instead healed by the same amount.
ties make the creatures useful in more ways than simply Golem traits: Elemental healing, immunities, immutable,
guarding the caster’s tower or temple. magic attack, magic resistance.
Stories abound of wizards attempting to improve upon the Immunities: Golems are immune to sleep, charm, and paralysis
crystal golem by changing the nature of its illumination. spells, as well as fear, petrification, and poison.
Some even claim there exist crystal golems carved from
Immutable: Golems are immune to magic which would
giant, semi-precious gemstones that emit light that does
change their form or size.
more than merely blind opponents.
Magic attack: Attacks made by golems are considered a +3
Golem, crystal: Init +2; Atk slam +4 melee (1d8+4); AC enchantment for purposes of attack immunity.
13; HD 5d8; MV 60’; Act 2d20; SP infravision 60’, golem
An ogre-sized creature made of jagged blocks of crystal moves
traits, magic resistance (all spells cast against a crystal
with a speed and grace that belies its bulky appearance. The
golem are subject to 50% chance of failure before saves
sound of chiming crystals accompanies its movement, and a
are rolled), blinding light, darkness vulnerable; SV Fort
brilliant light burns deep within its translucent body.
+5, Ref +2, Will +0; AL N; Crit M/d10.
Page 261
GOLEM, DOOR
Like other golems, a door golem is animated by the breathe
life spell, and they obey their master’s commands. Although
similar to traditional golems crafted from mundane materi-
als (such as stone or iron), door golems have limited mobil-
ity. These golems are typically constructed by a wizard to
guard the entrance to a library, laboratory, treasury, or other
important chamber. As such, they often are imbued with
extraordinary attributes, abilities, and powers beyond those
typically granted by the spell and at great additional cost.
Appearing like an ornate door of its composite material,
a door golem uses its disguise to pummel unsuspecting
thieves and trespassers with a surprise slam attack, for
example, opening quickly enough to smash into a lock pick-
er or shutting fast enough to trap someone in the frame. The
door’s stationary nature hinders its capability in a fight, but
it possesses limited spellcasting ability and a strong defense
to protect the chamber beyond.
Most door golems take the form of a single door about 5’
wide, but some can be up to 10’ in width. They can also
be armed with different attacks and defenses from those
described here. Even larger door golems are crafted as
double doors, increasing their number of attacks.
The three most common types of door golems are composed
of wood, iron, or stone, just as with traditional doors. Ada-
mantine door golems are exceptionally rare and incredibly
expensive. Other types of door golems are rumored to exist,
such as those composed of bone, necromantic flesh, and
through. The adamantine door golem is the ultimate defense
even raw arcane power.
against thievery, but that security comes at a great price. An
adamantine door golem’s body is constructed of a single
sheet of high-quality adamantine weighing 4,000 pounds.
Passing Through a
Door Golem Door golem, adamantine: Init +0; Atk slam +12
melee (2d12+6 plus grapple) or flame bolt +6 missile fire
M any door golems have a bypass system for crea-
tures that need to use the door in a normal fash-
ion. Some of these door golems even have a magic
(2d10+5, range 100’); AC 21; HD 19d8; MV 0’; Act 3d20;
SP golem traits, infravision 60’, fireball (3/day), wall of
mouth spell placed on them that delivers a cryptic force (3/day), surprises 50% of time, immune to damage
clue as to the nature of this bypass. If the appropriate from non-magical weapons, teleportation fail-safe, magic
key is placed in the golem’s mouth or slid under the resistance (all spells cast against a golem are subject to
door—the golem is deactivated for 10 minutes and 50% chance of failure before saves are rolled); SV Fort
behaves as a normal door. This “key” is usually not an +8, Ref +3, Will +8; AL N; Crit M/d30.
actual key, but it could be a coin (usually of a specific
Elemental healing (fire): An adamantine door golem is healed
metal), a holy symbol, a weapon blade (inserted in a
by exposure to fire damage. When damage is inflicted by
specific location), or nearly any other mundane object.
fire, the adamantine door golem is instead healed by the
same amount.
Fireball (3/day): As an action, adamantine door golems can
cast a simple fireball spell that may target a point up to 200’
GOLEM, DOOR, away dealing 10d6 damage to all within its 20’ radius blast
area (DC 22 Reflex save for half damage).
ADAMANTINE
Golem traits: Elemental healing, immunities, immutable,
This is the rarest of the door golems and the most powerful magic attack, magic resistance.
by far. Immune to all non-magical weapon attacks, it boasts
impressive defensive and offensive capabilities. The door Grapple: After a successful slam attack, an adamantine door
features a razor-sharp edge, which causes significant slash- golem will automatically initiate a grapple attempt (vs. +6,
ing damage to any creature that gets stuck trying to pass see Grappling, p. 96, DCC RPG). If successful, the target is
pinned between the door and its jamb and suffers 2d12+6
Page 262
damage per round until they break free, requiring a suc- Elemental healing (fire): An iron door golem is healed by
cessful opposed Strength or Agility check (vs. +6). exposure to fire damage. When damage is inflicted by fire,
the iron door golem is instead healed by the same amount.
Immunities: Golems are immune to charm, fear, paralyzation,
petrification, poison, sleep. Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
Immutable: Golems are immune to magic which would
change their form or size. Grapple: After a successful slam attack, an iron door golem
will automatically initiate a grapple attempt (vs. +5, see
Magic attack: Attacks made by golems are considered +3 for
Grappling, p. 96, DCC RPG). If successful, the target is
purposes of attack immunity.
pinned between the door and its jamb and suffers 2d10+5
Teleportation fail-safe: Many looters are tempted to take the damage per round until they break free, requiring a suc-
body of the adamantine door golem itself; if found in the cessful opposed Strength or Agility check (vs. +5).
wild there is a 50% chance that the adamantine door golem
Heat metal (3/day): As an action, iron door golems may cre-
is enchanted with a fail-safe, teleporting away to a second-
ate a spell-like effect that heats metal within 60’ to unbear-
ary vault once defeated.
able temperatures. The object must be a ferrous metal of
Wall of force (3/day): As an action, adamantine door golems some kind and be no larger than a suit of armor. Unless the
can create a wall of force that grants it complete protection item is magical, it heats and cools over 4 rounds dealing no
against all physical attacks, magic missiles, heat, cold, and damage in the first round, 1d4 damage during the second
lightning. The wall suffers the damage inflicted by such and fourth rounds, and 2d6 during the third round. If the
attacks. The wall lasts until 1d6+3 hours have passed or it owner drops the heated item immediately, they suffer no
has absorbed 100 points of damage. damage. Enchanted items may resist the effect with a DC
This door looks to be made of pure adamantine and is covered 15 Willpower save.
with ornate designs and elaborate patterns. The door itself is an Immunities: Golems are immune to charm, fear, paralyzation,
elaborate piece of art. Whoever built it must have been an expert petrification, poison, sleep.
in their craft—and must be protecting something incredibly val-
uable beyond.
Crafting an Adamantine
Door Golem
Page 263
Immutable: Golems are immune to magic which would Turn to stone (3/day): As an action, stone door golems can
change their form or size. use a simple turn to stone spell that turns the target to stone
(DC 14 Willpower save to resist). The target remains petri-
Magic attack: Attacks made by golems are considered +3 for
fied for 1 day and cannot perform any actions.
purposes of attack immunity.
The large stone door is decorated in ornate carvings and other
Poison breath: As an action, the iron door golem exhales
high-quality craftwork. Vines cover the front, hiding some por-
poisonous gas in a 30’ cone. Each creature in the area suffers
tions of the door. With such exquisite design, something even
6d6 damage and falls into a trembling fit rendering them
more valuable surely lies beyond it.
paralyzed for 2d6 rounds (DC 17 Fortitude save for half
damage and negates paralysis).
This sealed iron portal is covered in intricate designs and fea- Crafting a Stone Door Golem
tures high-quality craftwork. Its construction is solid, with the
front heavily reinforced with metallic plating and sharpened
points. It must be protecting something important. T he piece of stone with which to make a stone door
golem costs 1,000 gp and must be crafted by a
skilled artisan. It then requires a skilled spellcaster
with access to both the breathe life and turn to stone
spells. Other spells may be added subject to the cast-
Crafting an Iron Door Golem
er’s whim and breadth of knowledge. The total cost
Page 264
GOLEM, DOOR, WOOD Elemental healing (force): A wood door golem is healed by
exposure to force damage. When damage is inflicted by
The most commonly constructed door golem is composed force, the wood door golem is instead healed by the same
of wood. A wood door golem’s body is crafted from a single amount.
plank of high-quality hardwood, such as oak or ironwood,
weighing about 250 pounds. Often, wood door golems are Golem traits: Elemental healing, immunities, immutable,
embellished with fancy carvings and ornate scrollwork. magic attack, magic resistance.
Grapple: After a successful slam attack, a wood door golem
Door golem, wood: Init +0; Atk slam +5 melee (2d6+3 will automatically initiate a grapple attempt (vs. +3, see
plus grapple); AC 15; HD 10d8; MV 0’; Act 1d20; SP Grappling, p. 96, DCC RPG). If successful, the target is
golem traits, infravision 60’, sleep (3/day), surprises 50% pinned between the door and its jamb and suffers 2d10+5
of time, half damage from non-magical weapons, magic damage per round until they break free, requiring a suc-
resistance (all spells cast against a golem are subject to cessful opposed Strength or Agility check (vs. +3).
50% chance of failure before saves are rolled), vulnerable
to fire and heat (double damage); SV Fort +2, Ref +3, Will Immunities: Golems are immune to charm, fear, paralyzation,
+5; AL N; Crit M/d16. petrification, poison, sleep.
Immutable: Golems are immune to magic which would
change their form or size.
Magic attack: Attacks made by golems are considered +3 for
purposes of attack immunity.
Sleep (3/day): As an action, wood door golems can use a
simple sleep spell that places a victim in a mundane slumber
for 1d6 turns (DC 12 Willpower save to resist). Those in
mundane sleep may be awakened by normal means.
This large wooden door is decorated with ornate designs and oth-
er high-quality craftwork. It looks to be masterfully made, as if
hinting that what lies behind it is just as valuable, if not more.
Page 265
GOLEM, FLINT While most flint golems are enchanted with a slow effect
to hinder opponents, there are reports of some that expel
A flint golem is a rare type of stone golem crafted almost paralyzing gas or produce other incapacitating effects to
entirely from flint. Due to its composition and flint’s pro- enhance the deadly nature of such fire traps.
pensity for flaking, these carved golems tend to have sharp
features, often appearing crude or unfinished. It is rumored Golem, flint: Init -1; Atk fist +6 melee (1d10+6); AC
that gnomish artisans working with flame sorcerers pro- 17; HD 8d8; MV 30’; Act 2d20; SP blindsight 60’, golem
duced the first of these creations. traits, magic resistance (all spells cast against a flint
golem are subject to 50% chance of failure before saves
If the surface of the flint golem is struck by a steel weapon, it
are rolled), slow, sparks; SV Fort +6, Ref +0, Will -1; AL
produces sparks large enough to ignite any nearby combus-
N; Crit G/d4.
tible materials. Therefore, when positioned as a guardian, a
flint golem is often utilized in conjunction with a flammable Blindsight: The flint golem has perfect perception of all
trap, typically serving as the ignition source. The fact that a things, including invisible targets, within 60’.
flint golem is immune to fire damage (in fact, rejuvenated
by it) is another boon to the design. Elemental healing (fire): A flint golem is healed by exposure
to fire damage. When damage is inflicted by fire, the flint
golem is instead healed by the same amount.
Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
Immunities: Golems are immune to sleep, charm, and paralysis
spells, as well as fear, petrification, and poison.
Immutable: Golems are immune to magic which would
change their form or size.
Magic attack: Attacks made by golems are considered a +3
enchantment for purposes of attack immunity.
Slow: As an action, a flint golem may target any creature it
can see within 10’ of it, and the target is slowed to half its
normal speed. Its movement rate is halved, and it can
take its normal actions only once every other round
(with the first “skip” being its next activation). The
target also automatically drops to the bottom of the
initiative count. The effect lasts for 1d4 rounds (DC
15 Willpower save negates all effects).
Sparks: If a flint golem is struck with a steel weap-
on, it produces sparks. These sparks have a 50%
chance to ignite any combustible materials near-
by, including sawdust, hay, or flammable oil.
This twelve-foot-tall statue has rough, angular
features. Although a drab gray color, its sur-
faces are glossy, almost glass-like. Its power-
ful fists are likewise edged and appear to be as
sharp as any greatsword.
Page 266
GOLEM, GLASS Reflect spells: Each time the glass golem succeeds on a sav-
ing throw against a spell that specifically targets it, the spell
A glass golem has one of two forms: either a crude human- reflects back onto the caster, who becomes the new target
oid figure composed of glass shards or an exquisitely carved for the spell.
glass statue. If the latter, the statue will be a work of art
and appear to be quite valuable. They both wield exquisite This eight-foot-tall humanoid is a paradox of smooth surfaces
and deadly glass weapons, which are part of the golem’s and sharp angles. The angled shards of glass move stiffly, pro-
construction and shatter when the glass golem is destroyed. ducing a shudder-evoking, high-pitched sound. One of its arms
forms a long, jagged blade.
Glass golems of the statue variation are prized just as much
for their beauty as their capacity to guard a location. They
are favored creations of the clergy and are often found “Bah! A golem made of glass is fitting only for one so vain
guarding temples, shrines, or the throne rooms of nobility. as to wish to see one’s own visage reflected at all angles.
These are often imbued with specific animation triggers Give me a clockwork beast to guard my vault!”
and tactics designed to complement other guards, traps,
—Argus Silverheel, Clockwork Academy Scholar
or the clergy. They seek to impose themselves between
the aggressors and their charge in an effort to utilize their
reflect spells ability.
The shard form is the favored creation of wizards, which
value function over decor. These are often found guarding
eldritch laboratories, arcane workshops or as an additional
defense for a treasury. These are generally always active
and have orders to guard the chamber or item of impor-
tance they are assigned to. They typically activate
their invisibility trait to maneuver into a tactical
advantage using nearby environments or traps.
Page 267
GOLEM, GRAFFITI
Graffiti golems are a unique type of construct made from Artistic Variants
pigment, chalk, and masonry. Their appearances vary based
on the stylistic choices of the wizard who created them, but
they are generally tall and lanky with disproportionately M ore artistically minded mages may render their
graffiti golems in different styles. Based on the
materials used to create it, a graffiti golem may have
thin limbs and hideous faces. Their claws are made from
shards of jagged, broken masonry. one of the following actions in place of their screech:
When standing still, graffiti golems are indistinguishable Inky depths: The golem sprays a glob of black ink onto
from any graffiti-covered wall. This camouflage allows the ground up to 30’ away. The ink permanently trans-
them to pass unnoticed in urban environments as they forms into a 30’ deep pit, 10’ in diameter, and creatures
stand watch over the buildings they were created to guard in the space tumble into the pit, suffering falling dam-
or when tracking the quarry they were designed to kill. age as normal (DC 15 Reflex save to avoid). Climbing
When needed, graffiti golems can move incredibly quickly, out of the pit requires sufficient movement and a DC
bursting from their hiding spots to pounce on unsuspect- 12 Strength check.
ing passers-by. Unlike most golems, graffiti golems can
Dagger lungs: The golem sprays chalk dust in a 30’
speak (albeit haltingly) and emit an ear-splitting screech
that induces panic in the weak-willed. cone. Breathing creatures in the area suffer 5d6 dam-
age (DC 15 Fort save for half damage).
Golem, graffiti: Init +1; Atk claw +6 melee (1d8+6); AC Nega-neon: The golem sprays glowing neon paint in
15; HD 7d8; MV 40’, climb 40’; Act 2d20; SP infravision a 30’ cone. Creatures in the area suffer 5d6 damage
60’, golem traits, magic resistance (all spells cast against a and are blinded until the end of their next initiative
graffiti golem are subject to 50% chance of failure before
count (DC 15 Reflex save for half damage and negates
saves are rolled), camouflage (+10 to stealth checks in
blindness).
urban environments), screech; SV Fort +5, Ref +1, Will
+1; AL N; Crit M/d10.
Page 268
GOLEM, LIVING IDOL Elemental healing (force): A living idol golem is healed by
exposure to force damage. When damage is inflicted by
Priests and primitive shamans create living idols to serve force, the living idol golem is instead healed by the same
the will of their divine masters and protect their most sacred amount.
temples. These golem-like creatures can take many forms
depending on the faith of their makers, but all possess a Golem traits: Elemental healing, immunities, immutable,
spark of divine power that strikes fear into the hearts of magic attack, magic resistance.
would-be defilers. Living idols are usually fashioned out Immunities: Golems are immune to sleep, charm, and paralysis
of materials and images that befit the clergy: for example, spells, as well as fear, petrification, and poison.
a dwarven idol might be composed of stone with rough
Immutable: Golems are immune to magic which would
features, while a druidic sect might craft one from carved
change their form or size.
wood depicting a sacred animal visage.
Magic attack: Attacks made by golems are considered a +3
Living idols always follow the will of the gods they are
enchantment for purposes of attack immunity.
made to serve, superseding even the commands of the
priests who created them. Although living idols do not nor- Malediction (1/round): As an action, the living idol sends
mally speak, occasionally the god they serve issues omens forth a wave of morale-crushing energy, as a curse. All
or divine commands through the idol’s mouth. creatures within 30’ who do not worship the idol’s deity
suffer -1d on all rolls (including damage) for 2d7 rounds
Golem, living idol: Init +6 (surprise); Atk weapon (DC 13 Willpower save negates).
+3 melee (1d8); AC 16; HD 4d8; MV 30’, burrow 30’
Menacing visage (1/day): As an action, the living idol casts
(unworked earth and stone only); Act 2d20; SP golem
scare with a 1d20+2d4 spell check.
traits, divine infusion, true sight, malediction (1/round),
menacing visage (1/day), surprises 50% of time; SV Fort True sight: A living idol’s eyesight extends onto multiple
+6, Ref +0, Will +0; AL varies; Crit III/d8. planes of existence, including the astral and ethereal planes,
as well as the invisible spectrums of the material plane.
Divine infusion: The living idol is infused with divine They can see invisible creatures and are never fooled by
energy. It is immune to non-magical weapons illusions.
and poison, and it has a 1d24 action die
An idol carved from black obsidian overlooks the
for saving throws. Many idols possess
room. It depicts a muscular man wearing exotic
additional special abilities based upon
robes. The head atop the body is greatly over-
the deity they are dedicated to, at the
sized, easily as large as his torso, and is shaped
judge’s discretion.
into a grinning skull. It wears a headdress of
gems atop its gigantic brow. Suddenly, the
idol grinds to life, and a wave of fear rushes
over you.
Page 269
GOLEM, LIVING IDOL, Divine infusion: The living idol is infused with divine energy.
It is immune to non-magical weapons and poison, and it
BLASPHEMY has a 1d24 action die for saving throws. Many idols possess
additional special abilities based upon the deity they are
Living idols primarily protect shrines, but they have been
dedicated to, at the judge’s discretion.
known to come to life to pursue those who commit particu-
larly vile acts of blasphemy against their deity, sometimes Elemental healing (force): A blasphemy living idol golem
leaving the holy space they protect and pursuing far afield is healed by exposure to force damage. When damage is
to punish heretics. More than one thief who believed they inflicted by force, the blasphemy living idol golem is instead
committed the perfect crime returned home to find a living healed by the same amount.
idol has come to deliver their fate. Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
Living Blasphemy Idol Golems Immunities: Golems are immune to sleep, charm, and paralysis
spells, as well as fear, petrification, and poison.
Page 270
GOLEM, MIST Golem, mist: Init +5; Atk claw +4 melee (1d8+4); AC
15; HD 6d8; MV fly 60’; Act 2d20; SP infravision 60’,
Mist golems are fashioned from substances gathered from golem traits, magic resistance (all spells cast against a
the plane of air, which are formed into a human shape then mist golem are subject to 50% chance of failure before
bound together in a matrix of magical energy. The result is saves are rolled), vulnerable (wind susceptibility), invis-
a large, human-shaped figure formed from swirling mist ibility; SV Fort +4, Ref +5, Will +0; AL N; Crit M/d10.
and surrounded by a shimmering field of amber energy.
Mist golems stand about 8’ tall and fly about with ease. They Elemental healing (cold): A mist golem is healed by exposure
are often constructed by wizards dwelling in lofty towers to cold damage. When damage is inflicted by cold, the mist
or deep, subterranean abysses. golem is instead healed by the same amount.
Although a mist golem’s physical body is too wispy to Golem traits: Elemental healing, immunities, immutable,
inflict harm, the energy field that binds it together isn’t. The magic attack, magic resistance.
shimmering fists of the golem can batter to death even the
Immunities: Golems are immune to sleep, charm, and paralysis
most formidable opponents. A mist golem uses its innate
spells, as well as fear, petrification, and poison.
ability to turn invisible to lurk unseen until intruders pass
within its reach. Mist golems lack real intelligence, but they Immutable: Golems are immune to magic which would
can follow complex instructions from their creators. Many change their form or size.
wizards command their creations to turn invisible at the Invisibility (3/day): The mist golem becomes invisible until
first sign of interlopers, then either alert their master or it attacks.
ambush the intruders when they are distracted by a trap.
Magic attack: Attacks made by golems are considered a +3
The scarcity of the materials required to create a mist enchantment for purposes of attack immunity.
golem makes such constructs extremely rare. When they
are encountered, it is a sure sign they serve a potent master Vulnerable: If a mist golem starts its initiative count within
well-versed in magical lore. Intruders should take care. an area of moderate or greater wind, such as that created
by a gust of wind spell, it suffers 2d6 damage.
A large, semi-solid, human-shaped form of gray-white
mist swirls into the room. Its hazy body is enveloped
in an amber aura that flashes and pulses as the crea-
ture moves.
Page 271
GOLEM, SPIRIT d8
Visage Attack
Roll
A spirit golem is a wooden monument crafted from a sin-
gle tall hardwood tree that is carved with a multitude of 1 Shark Bite: Atk bite +3 melee (1d8+4
humanoid or animal visages. In some human cultures, they plus bleed for 1/round until
are known as totem golems. These ceremonial structures healed).
are created by religious leaders to symbolize cultural beliefs 2 Ape Slam: Atk slam +4 melee (1d6+4)
or recount important historical events. Their placement is and the target is stunned, los-
paramount, as is the selection of visages. Some spirit golems ing its next action die (DC 15
are erected to honor the dead, whose faces are incorporated Strength check negates).
into the design of the structure. At the time of creation, a
3 Dinosaur Gore: Atk Gore +4 melee (2d6).
spirit golem has five or more visages that depict either
heroes or local fauna. For example, a community that relies 4 Fiend Breathe fire in a 30’ cone: 4d8
on fishing might use aquatic imagery to represent the life- damage (DC 12 Reflex save for
blood of the culture. half damage).
Divine and nature spellcasters can learn the enchantments 5 Insect Mandible: Atk mandible +4
to animate these monuments to function as community melee (1d4 plus grapple).
or temple protectors. Although spirit golems can reach 6 Orca Bite: Atk bite +3 melee (1d8+4).
heights of 50’, shorter, squatter versions are usually used
7 Elephant Gore: Atk tusks +4 melee (2d4).
for improved balance and movement. Once animated, they
split to form two legs, though their movement is stiff and 8 Bird of prey Beak: Atk bite +4 melee (1d6+2).
awkward, and their wooden arms come to life. The destruc-
tion of a spirit golem, even if by accident, is an intolerable This twelve-foot-tall wooden monument features four carved
transgression against the community it served. heads: a dinosaur, a shark, a warrior, and a beetle, with four sets
of piercing eyes glowing red. As it animates, a pair of trunk-like
Golem, spirit: Init -2; Atk slam +4 melee (1d6+2) or legs and gangly arms unfolding from its lumbering form.
visage attack (special); AC 12; HD 6d8; MV 20’; Act 2d20;
SP golem traits, variable visages, vulnerable to magical
fire (double damage), infravision 60’, magic resistance
(all spells cast against a spirit golem are subject to 50%
chance of failure before saves are rolled); SV Fort +2, Ref
+0, Will -2; AL N; Crit G/d4.
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GOLEM, STAINED-GLASS Golem, stained-glass: Init +0; Atk arm blades +2
melee (1d8+2); AC 9; HD 4d8; MV 30’; Act 2d16; SP
Glass golems are often the first project undertaken by golem traits, surprises 50% of the time, vulnerable to
spellcasters beginning their studies in the art of magical sound-based attacks (double damage), razor sharp glass,
constructs. These fragile creations are quickly abandoned magic resistance (all spells cast against a stained-glass
for more durable specimens such as stone or iron golems. golem are subject to 50% chance of failure before saves
Some spellcasters, however, continue to experiment with are rolled); SV Fort +0, Ref +2, Will +0; AL N; Crit 16
glass constructs, bestowing them new abilities or appear- or 20 M/d10.
ances. The stained-glass golem is the result of one such
experiment. Elemental healing (electricity): A stained-glass golem is healed
Stained-glass golems are aesthetically beautiful, making by exposure to electrical damage. When damage is inflicted
them the perfect guardians for temples and palaces, places by electricity, the stained-glass golem is instead healed by
already adorned with brilliantly colored glass decoration. the same amount.
Stained-glass golems emerge from their frames to confront Golem traits: Elemental healing, immunities, immutable,
intruders or defend the building’s owners from enemies. magic attack, magic resistance.
Though these human-sized constructs are vulnerable to
Immunities: Golems are immune to sleep, charm, and paralysis
loud or high-pitched sounds, their magical nature makes
spells, as well as fear, petrification, and poison.
them resistant to weapons that might ordinarily shatter
glass. Immutable: Golems are immune to magic which would
change their form or size.
Magic attack: Attacks made by golems are considered a +3
enchantment for purposes of attack immunity.
Razor sharp glass: A stained-glass golem scores a critical hit
on any natural roll of 16 in addition to a natural 20.
A six-foot-tall section of the stained-glass window suddenly
moves, revealing itself as a jagged, yet beautiful, humanoid form.
Its arms are made of sharpened glass, and its eyes are crimson
crystals that stare at you without mercy.
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GOLEM, TABLET Golem, tablet: Init -2; Atk slam +2 melee (1d6); AC 14;
HD 5d8; MV 20’; Act 2d20; SP golem traits, infravision
Lost civilizations created golems from the tablets they used
60’, death throes, glyph triggers, remnants, spell glyphs,
to record information. The wizards of these cultures know
magic resistance (all spells cast against a tablet golem are
that carving an idea into stone is itself a form of magic,
subject to 50% chance of failure before saves are rolled);
making the tablets the perfect building blocks for a magi-
SV Fort +4, Ref +0, Will +0; AL N; M/d10.
cal construct. The fact these wizards use the golems they
create to guard their own magical tablets is only partially Death throes: When the tablet golem drops to 0 hit points,
a coincidence. it results in the destruction of 1d8-1 of its tablets. Each
In addition to tablets bearing mundane languages, a tablet destroyed tablet triggers and functions per the glyph trig-
golem’s body may include a dozen or more tablets inscribed ger special property.
with magical spells. These repositories of power are acti- Elemental healing (force): A tablet golem is healed by expo-
vated by touch, making fighting the tablet golem in melee sure to force damage. When damage is inflicted by force,
combat a dangerous proposition. Any creature that strikes the tablet golem is instead healed by the same amount.
the golem in close combat has a chance of setting off one
of the spells. Most of these magical tablets do not survive Golem traits: Elemental healing, immunities, immutable,
the golem’s death. magic attack, magic resistance.
Tablet golems stand 4-5’ tall but are twice as broad as an Glyph triggers: Each time a creature hits the golem with
average human. They weigh up to 350 pounds and never a melee attack the attacker must make a Luck check. On
carry possessions. a failure, the attacker triggers a random magical glyph
inscribed on the golem; roll 1d7 to determine which spell
is cast (2d12+2 spell check).
1 Animal summoning
2 Chill touch
3 Choking cloud
4 Color spray
5 Flaming hands
6 Runic alphabet, mortal
7 Ray of enfeeblement
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GOLEM, WAX Immutable: Golems are immune to magic which would
change their form or size.
This rotund golem is molded from magically prepared wax
and covered in an arcane script etched into its form as part Innate spellcasting (1/combat): As an action, the wax golem
of its creation. A wick atop its head burns with violet flame may cast flaming hands (+4 spell check) or scorching ray (+2
and extinguishes only when the golem dies. Capable of spell check). This ability is reset and can be used again if
simple reasoning, the golem uses its fiery spells and mas- the wax golem is attacked with fire.
sive fists to carry out its creator’s instructions. Magic attack: Attacks made by golems are considered a +3
Fire invigorates a wax golem, melting its damaged parts enchantment for purposes of attack immunity.
back into shape and restoring its magical powers. So long as This globular humanoid appears to be carved from a block of wax.
its wick remains intact, it is possible to revive an otherwise Atop its head is an angry flame that sputters and hisses when
destroyed wax golem in this fashion. it moves. Its surface is inscribed with runes filled with alternate
colored wax.
Golem, wax: Init -4; Atk fist +4 melee (1d7+1) or spell;
AC 12; HD 5d8; MV 30’; Act 2d20; SP golem traits,
infravision 60’, innate spellcasting (1/combat), death Variant: Meteoric Wax Golem
throes, magic resistance (all spells cast against a wax
golem are subject to 50% chance of failure before saves
are rolled); SV Fort +4, Ref -2, Will +0; AL N; Crit M/d10. D uring creation, pieces of star metal can be embed-
ded within the wax golem’s body. The meteoric
wax golem has AC 13 and 6d8 Hit Dice. As an action,
Death throes: The wax golem will explode in a fiery demise the meteoric wax golem may cast fireball (1/day,
as a fireball spell (+6 spell check) when it is reduced to 0 hit 1d20+6 spell check). In addition, whenever the golem
points. This does not heal the wax golem. suffers fire damage from an opponent, it regains the
use of this spell.
Elemental healing (fire): A wax golem is healed by exposure
to fire damage. When damage is inflicted by fire, the wax
golem is instead healed by the same amount.
Golem traits: Elemental healing, immunities, immutable,
magic attack, magic resistance.
Immunities: Golems are immune to sleep, charm,
and paralysis spells, as well as fear, petrification,
and poison.
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GOLEM, WIZARD Elemental healing (force): A wizard golem is healed by expo-
sure to force damage. When damage is inflicted by force,
Creating a golem is a long and expensive undertaking, one the wizard golem is instead healed by the same amount.
that requires specialized training and decades of experience.
Many wizards first practice their craft by constructing lesser Golem traits: Elemental healing, immunities, immutable,
types of golems. Given the egotistical nature of many wiz- magic attack, magic resistance.
ards, it should come as no surprise that a common form of Immunities: Golems are immune to sleep, charm, and paralysis
lesser golem is one made in the maker’s likeness. Not only spells, as well as fear, petrification, and poison.
does this speak to the wizard’s vanity, but such replicas can
Immutable: Golems are immune to magic which would
serve as inconspicuous guardians for the spellcaster’s home.
change their form or size.
After all, who would be surprised to discover a statue in
the wizard’s likeness decorating their laboratory or tower? Magic attack: Attacks made by golems are considered a +3
enchantment for purposes of attack immunity.
Golem, wizard: Init +2; Atk slam +3 melee (1d5+1)
Rebuilding: A wizard golem restores any lost hit points up to
or magic missile (1d3+3/day, 3 missiles, 1d3+1, range
its maximum at a rate of 1 HD per hour, even if the golem
60’); AC 13; HD 3d8; MV 20’; Act 1d20; SP golem traits,
is reduced to 0 hit points. The golem must be smashed or
magic missile (1d3+3/day), rebuilding, magic resistance
broken apart to truly destroy it (judge’s discretion).
(all spells cast against a wizard golem are subject to 50%
chance of failure before saves are rolled); SV Fort +3, Ref A statue of a robed humanoid glares at you from atop a pedestal
+1, Will +1; AL N; Crit M/d8. across the room. Suddenly, the statue raises its stony hand and
sends a barrage of glowing missiles directly at you
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individuals have learned Undercommon and speak it with
GORUNG slow, gravelly voices.
Gorung are a curious race found deep underground or in Truly neutral in alignment, gorung are primarily interested
rocky terrain abundant in their favorite foodstuff—raw in eating and pay no attention to the desires of other races,
gemstones. Learned sages hold that the gorung share a unless they interfere with their eating habits. The creatures
similar heritage with earth elementals, but their exact con- can be opportunistic and greedy but are rarely evil. Gorung
nection remains unclear. Gorung may once have dwelled may trade information and goods with other races, but
on the elemental plane of earth, but they either departed these exchanges are short and usually happen by chance,
that dimension or were cast out so long ago that they’ve and often involve payment in raw gemstones.
lost all connection to their plane of origin.
Gorung: Init -2; Atk slam +2 melee (1d6 plus crushing
Gorung tend to be solitary creatures but will band together strike); AC 14; HD 4d8; MV 30’, burrow 10’; Act 2d20;
in the face of great danger. They are a non-gendered spe- SP automatically surprises if burrowing, infravision 60’;
cies, with each individual capable of breeding with any SV Fort +6, Ref -2, Will +0; AL N; M/d10.
other gorung. Gorung love gemstones, but whether they
actually consume the gems or store them in a gizzard-like Crushing strike: When a gorung hits with both slam attacks
organ to aid in digestion is unknown. They speak a clicking against the same target, it inflicts 1d6 additional damage.
language made by clacking their mandibles, although some The gorung then hurls the target 1d4x10’ in a direction of
the gorung’s choosing. The creature suffers 1d4 damage
for each 10’ it is thrown and is knocked prone.
A stocky, hunched, humanoid shape moves among the rocky
ground. It has grey, stone-like skin, and a pair of powerful,
abnormally oversized arms and hands. Its head resembles that
of an insect, with two multifaceted eyes atop long stalks and a
pair of powerful mandibles.
GREED GRUB
T
hat dwarves hoard gold is a widely
accepted truism. Sometimes, however, a
dwarf’s love of gold becomes an obses-
sion, turning dwarf against dwarf. In rare
instances, their addiction for gold afflicts
them with glitterdoom, a divine curse
sent by a dwarf god to warn against
greed.
Dwarves affected by the glitterdoom
undergo a terrible transformation
into greed grubs: blind, grasping
things that gnaw at the bowels
of the earth in search of the gold
they so desperately desire. A greed
grub’s transformation does not free
it from its avarice, and the grubs will
fight—and sometimes even eat—one
another to claim the gold they crave.
Luckily, greed grubs are rare and typi-
cally encountered only in far-flung loca-
tions, such as abandoned dwarven mines or
remote caverns deep under the earth. When
a colony of greed grubs is discovered, expedi-
tions are quickly organized to deal with the cursed
creatures. Dwarves slay their affected kin out of a
mixture of repulsion and pity. Non-dwarves who
know of greed grubs hunt them for monetary rea-
sons. Greed grubs collect gold nuggets in their gul-
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lets, and these precious finds can be harvested from their
corpses. A greed grub typically has 1d6x10 gp worth of gold
nuggets inside it, while the giant variety may contain nug-
gets worth up to 2d6x10 gp. Greed grubs can understand,
but not speak, Dwarf.
GREED GRUB, GIANT Knock prone: The greed grub’s tail attack may knock an
enemy off-balance. The enemy is knocked prone and must
Greed grubs that consume enough of their cursed brethren
spend its next attack action standing up (Reflex save with
swell to tremendous size. Greed grubs can understand, but
a DC equal to the grub’s attack roll negates).
not speak, Dwarf.
Greed grubs resemble six-feet-long, bloated, segmented maggots
Greed grub, giant: Init +1; Atk bite +7 melee (1d8+3) with six stumpy legs. They range in color from pale white to
or tail +7 melee (1d6+3 plus knock prone) or acidic spittle phlegmy yellow to nauseous brown. Greed grubs lack eyes but
+4 missile fire (1d5 plus special, range 30’); AC 15; HD easily perceive nearby enemies and objects.
10d8; MV 20’, climb 20’; Act 2d20; SP blindsight 60’,
semi-amorphous (able to squeeze through small open-
ings), senses gold and gems as per dwarf; SV Fort +10, Dwarven secrets
Ref +4, Will +5; AL C; Crit M/d16.
Acidic spittle: If the target of the greed grub’s acidic spittle D warves are ashamed of what greed can do to them
and rarely speak of greed grubs to non-dwarves.
Even among their own people, dwarves are close-
attack is a creature, it must make a Luck check. On a fail-
ure, the creature’s armor (75% chance) or weapon (25%) is lipped about these monstrosities. Some dwarves go
damaged. Damaged weapons suffer a -1d penalty to attack their entire lives unaware of the existence of greed
and damage rolls, and damaged armor suffer a –1 to the AC grubs.
bonus each time it is damaged. If the acid damage reduces The judge might rule that a successful DC 18 Intel-
the armor’s AC bonus to 0, the armor is destroyed. If a ligence skill check is required to have heard of greed
weapon’s damage is reduced to less than 1d3, the weapon grubs (all dwarves roll the skill check with a d20).
is destroyed. Armor and weapons made of wood or stone Regardless of whether a creature knows about greed
are unaffected by the greed grub’s acidic spittle, as are grubs, the first time it encounters a greed grub it may
magical armor and weapons. roll a Luck check. If successful, the creature notices
Blindsight: The greed grub has perfect perception of all that the grub seems somehow dwarvish, but exactly
things, including invisible targets, within 60’. how is difficult to describe.
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Green maw: Init +0; Atk bite +4 melee (4d6 plus wast-
GREEN MAW ing poison); AC 14; HD 10d8; MV 30’, climb 10’; Act
1d20; SP blindsight 60’, wounded fury, surprises 50%
G
reen maws live in swamps and damp woodlands. of time, vulnerable to fire (double damage); SV Fort +8,
Their natural coloration allows them to easily blend Ref +4, Will +4; AL N; Crit M/d16.
in with the surrounding plant life. Green maws move
about on their muscular lower tendrils, keeping their central Blindsight: The green maw has perfect perception of all
mass well above the ground, which can sometimes give the things, including invisible targets, within 60’.
false appearance of levitation. They have no eyes or visual
organs, but the many smaller tendrils that grow atop their Wasting poison: Any time a green maw bites a victim, it
bodies are sensitive to minute variations in air temperature delivers a powerful poison that lays waste to the victim’s
and wind, allowing them to pinpoint their prey without dif- health, causing 2d6 damage and every 24 hours thereafter
ficulty. The rubbery flesh of a green maw is highly resistant the victim must make a DC 12 Fortitude save or have their
to cutting from conventional weapons, and its flexibility hit point maximum reduced by 1d10 hit points (DC 12 For-
allows it to squeeze through openings smaller than would titude save reduces effect to 1d6 damage and no wasting
be expected for its body mass. effect). A successful save or a casting of neutralize poison or
disease effect stops the wasting.
Though sentient, green maws are nearly mindless, caring
little who or what they attack, as long as it is edible. Green Wounded fury: While it has 50% of its hit points or fewer, the
maws are wont to hide in the terrain until prey draws near. green maw enters a berserk state, gaining +1d to attack and
Then they leap to the attack, propelling themselves rapidly dealing an extra 1d8 damage with its bite attack.
toward a target and attempting to quickly devour it. Their What first resembled a large, circular shrub is now moving rap-
many teeth, which are not bone but actually a whitish- idly, propelled forward by thick, muscular tendrils. As it draws
green, hardened petal, are coated in a toxin harmful closer, a horizontal slit appears in the front of
to most humanoids and animals. the green mass and opens wide to re-
Legend tells of a singular mother veal a horrific mouth ringed with
maw far greater in size and pow- long, dagger-like teeth.
er than typical green maws—
a voracious plant gigantic
enough to swallow
ogres whole.
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Blindsight: The grim goir has perfect perception of all things,
GRIM GOIR including invisible targets, within 60’. It is completely blind
outside this range.
W
hen a cyclops loses sight in its single eye, it is often
exiled from its community, becoming a grim goir. Blood frenzy: The grim goir has +1d to melee attack rolls
Driven by a ravenous hunger, grim goirs gnaw against any creature that doesn’t have all its hit points.
away the tips of their own fingers, transforming them into Bloodlust: Whenever a creature in melee reach of the grim
claws of manicured bone. Forced to survive on its own, an goir suffers a critical hit, the grim goir makes a free claw
exile’s other senses sharpen. The scent of freshly spilt blood attack against that creature. This includes any of the grim
drives grim goirs into a frenzy. Thankfully, grim goirs tend goir’s allies that are not grim goirs themselves.
to live isolated existences in cave networks on the edges
of cyclops settlements. Only on rare (but disastrous) occa- Prowling about the dark mouth of the cave is a cyclops whose
sions will a group of grim goirs band together to form a eye has been gouged out. Its fingers are gnawed down to the
community of their own. bone and sharpened to deadly points. The creature’s teeth are
bloodstained behind its scabbed and torn lips.
Grim goir: Init +1; Atk claw +7 melee (2d6 plus bleed-
ing (1d6/round until healed, DC 15 Fort save
negates)); AC 12; HD 7d8; MV 30’; Act 2d20;
SP blindsight 60’, blood frenzy, blood-
lust; SV Fort +7, Ref +2, Will +5; AL
C; Crit G/d4.
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better, for sooner or later the enraged gulon breaks free and
GULON confronts its captor.
G
ulons are ill-tempered creatures, quick to attack any Gulon: Init +1; Atk bite +7 melee (2d10) or claws +7
possible meal and slow to retreat, even if countered melee (1d8 plus bleeding wound (1d6/round, DC 13
in force. They are gluttonous beasts and tolerate no Fort save negates)); AC 14; HD 7d8; MV 40’, climb 20’;
other predators within their hunting area, including other Act 2d20; SP blood frenzy, keen senses (scent), immune
gulons. Tales have been told of hungry gulons eagerly run- to poison, infravision 60’; SV Fort +10, Ref +5, Will +3;
ning through magical walls of fire to reach a potential meal. AL N; Crit 18-20 M/d12.
They are solitary creatures, meeting only infrequently to
mate. The fur of newborn gulons is coated with an oily Bleeding wound: A creature damaged by the gulon’s claws
substance, which dissuades mothers from eating them for begins bleeding and loses 1d6 hit points at the start of each
a few hours following birth—though occasionally stronger of of its initiative counts (DC 13 Fortitude save negates).
babies, born hungry, attack and consume their labor-weary Any creature can take an action to stanch the wound with
mothers. Gulon babies quickly venture out on their own, a successful DC 5 Intelligence skill check. The wound also
finding an area in which to hunt uncontested. Once a gulon closes if the target receives magical healing.
depletes an area of game, it moves elsewhere. They can be Blood frenzy: The gulon receives +2d to melee attack rolls
found in most temperate or colder areas but favor dark against any creature that has suffered a critical hit in this
forests. combat.
Sated gulons typically retreat to a hidden lair to sleep off Keen senses (scent): All creatures within 120’ suffer a -1d pen-
large meals. Gulons greatly favor fresh meat, but they will alty to all attempts made to avoid detection by the gulon.
feast on human foodstuffs, sacks of grain, and even car- Additionally, the gulon automatically detects spilled blood
rion if nothing else is available. Their tough teeth and iron or freshly bloodied fabric (dampened by blood within the
stomachs allow them to digest things that would cause a past 8 hours) within 120’ of it.
billy goat dire illness.
A large, bear-like creature lumbers forward eagerly. The heavy
Some evil humanoids keep gulons as guardian beasts beast is covered in dense black fur and supports itself on huge
because of their savagery, starving them and keeping them paws. Drool falls freely from a gaping mouth filled with sharp
imprisoned until enemies draw near and then releasing teeth. The beast watches its next meal with piercing green eyes
them. However, such arrangements are usually short-lived set in a somewhat flat face.
and are attempted only by humanoids that do not know
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H
Curse: A hag can issue a curse as an action (DC 13 Willpower
HAGS save to resist). See Appendix C within the DCC RPG core
rulebook for guidance (p. 438-439, DCC RPG).
Drowning glare: As an action, the brine hag focuses her gaze
on a single target within 30’ that can see her, and that unfor-
HAG, BRINE tunate creature believes itself to be drowning, even if on dry
Like her sister hags, a brine hag is corrupted and evil to the land (DC 14 Willpower save negates). At the start of each
core. Brine hags are loners and rarely form covens. As such, of its initiative counts, the target may attempt another DC
they are shunned by most creatures and typically establish 14 Willpower save to end the drowning effect. The effect
lairs in remote sea caves or shipwrecks. A brine hag’s lair is lasts a number of rounds equal to 2 plus the target’s Stamina
often adorned with despicable totems, obscene driftwood modifier (minimum of 1). At the end of this time, if the
carvings, and other objects valuable only to her. She might creature has not made a successful save, it believes that it
make pacts with nearby creatures, such as evil sea creatures, has drowned, falling unconscious and bleeding out as if it
buying loyalty with silver and pearls. had 0 hit points. A creature that is tended to and survives
Brine hags understand that knowledge is power and often loses 1 Personality instead of the standard 1 Stamina from
hoard information as a dragon would treasure, hoping some- the psychic trauma of believing they drowned to death.
day it will be important to someone. It is not uncommon Illusory appearance: As an action, the brine hag covers herself
for heroes to seek out a brine and anything she is wearing or carrying with a magical
hag for this obscure wisdom. illusion of another humanoid creature of her general size
Brine hags part with their and shape. This effect ends if she attempts a
secrets only in exchange hostile action, the illusion is exposed, or
for something of import to she dies. The illusion can’t hold up to
them. This will rarely be physical inspection. For example,
treasure; instead, a hag the hag could appear to have
will ask that some ser- smooth skin, but if touched
vice be completed on it would feel rough and
her behalf. Whenever bumpy. Additionally,
possible, she delights in the illusion can be dis-
manipulating mortals to cerned visually by
do her evil bidding. spending an action
and succeeding on a
Brine hag: Init +3; Atk DC 14 Intelligence
claw +4 melee (1d4+3) check.
or spell; AC 12; HD 5d6;
MV 20’, swim 40’; Act Spellcasting: A
1d20; SP amphibious, brine hag casts
illusory appearance, spells as a wizard
infravision 60’, drown- and knows 1d10
ing glare, spellcasting (+8 spells, randomly
spell check): Spells (see determined as fol-
below), curse, witchcraft; lows (re-roll dupli-
SV Fort +4, Ref +1, Will +8; cates): (1) charm person,
AL C; Crit M/d10. (2) chill touch, (3) detect
good, (4) forget, (5)
Amphibious: The brine hag can demon summoning,
breathe air and water.
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(6) sleep, (7) ray of enfeeblement, (8) darkness, (9) paralysis, Horrific appearance: A sentient creature within 30’ of the hag
(10) second sight. that can see its true form becomes frightened for 1d6 rounds
(DC 13 Willpower save negates). A frightened creature
Witchcraft: Hags can craft lesser, single-use magic items
suffers a -1d penalty on any action directed at the darksea
(usually potions, scrolls, or talismans) as if they had the
hag. If a creature succeeds on its save, it is immune to the
appropriate spells to make such objects (+8 spell check).
hag’s horrific appearance for 24 hours.
Before you stands an old woman with a greenish, spindly body
Illusory appearance: As an action, the darksea hag covers
speckled with warts and tumorous growths. Tiny amber eyes
herself and anything she is wearing or carrying with a magi-
blaze with cunning deep inside their sockets. Her features are
cal illusion of another humanoid creature of her general
so angular that they appear almost melted. A tangle of rotting,
size and shape. This effect ends if she attempts a hostile
kelp-like hair completes the repulsive picture.
action, the illusion is exposed, or she dies. The illusion can’t
hold up to physical inspection. For example, the hag could
appear to have smooth skin, but if touched, it would feel
HAG, DARKSEA rough and bumpy. Additionally, the illusion can be dis-
It is widely theorized that a cataclysmic event in a bygone cerned visually by spending an action and succeeding on
age trapped some sea hags in the Underdeep. Throughout a DC 14 Intelligence check.
the centuries, these twisted fey adapted to the perpetual
Poison spray: The darksea hag sprays a stream of poison at
darkness and found solace in subterranean seas and rivers.
one target within 10’. The target suffers 2d8 damage (DC
Darksea hags have an affinity for rotting vegetation that 15 Fortitude save negates).
grows in the lightless depths of the earth. As such, they reek
Sense magic: A darksea hag can detect the presence of magic
of the putrefaction of organic decay, a trait shared by their
within 120’ as if it cast detect magic with a spell check result
lairs. A typical darksea hag makes her home in a sunken
of 20.
grotto, upon a floating mass of rotting vegetation in an
Underdeep sea or lake, or in damp caves bordering under- Spellcasting: A darksea hag casts spells as a wizard and suf-
ground rivers. They take advantage of crumbling ruins or fers a -2 penalty to spell checks when casting cleric spells.
abandoned structures instead of constructing their own.
Similar to other hags, darksea hags shun confrontation, pre-
ferring to remain concealed in the shadows and manipulat-
ing an array of creatures to achieve their overarching, often
far-fetched goals. These minions are typically deep ones,
lizardmen, or other aquatic or amphibious humanoids.
Darksea hags occasionally form covens of three to rebuff
a common enemy or achieve a shared goal. Although this
association grants the coven many boons, infighting and
backstabbing (sometimes literally) prevents these schemes
from coming to fruition.
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On a result of natural 1, a darksea hag suffers a 50% chance HAG, FROST
of major corruption or misfire, rolling on the generic tables
as appropriate. Frost hags hail from the frozen wastes of Hell. They are most
commonly encountered singly, but when in dire need, they
Stench: Any creature within 5’ of the darksea hag suffers form covens with their own kind. On the material plane,
a -2 penalty to all actions (DC 13 Fortitude save negates). they haunt remote, icy locales, surrounded only by a few
This save is repeated each round the creature remains in loyal allies.
close proximity to the hag.
Frost hags dwell in ice caves filled with all manner of maca-
Taunting mock: The darksea hag unleashes a stream of bre decorations. They are fond of freezing sentient beings
insults at a single creature within 30’ of it. That creature alive and then hanging the once-living statues from the ceil-
suffers 1d3 Personality damage (DC 12 Willpower save ing, affixing them to the walls in various poses, or using them
negates). as a table or a cloak rack. A typical frost hag lair also con-
Swimming toward you is a slender, withered woman with green- tains traps and other hazards designed to frustrate would-
ish skin. Hers glassy, black eyes glare hatefully at you from be intruders. The region around a frost hag’s lair is always
beneath a tangled mass of hair that resembles rotting kelp. forlorn and lonely.
Frost hags are powerful combatants, but most avoid direct
confrontation, allowing their allies or traps to do their dirty
Darksea Hag Covens work instead. If forced to fight, a frost hag hangs back and
Page 284
before it shatters, cracking into several dozen chunks of ice, The crooked form of a decrepit woman swaddled in thick robes
each harboring a small part of the now-deceased creature shambles across the frozen lake. Her angular features have a blue
once frozen inside. tint with patches of pale frost. She has wide black orbs for eyes,
and her spiky hair is bone white.
Ice slick: As an action, the hag touches a surface (such as a
door, wall, or floor) and covers it in 2” of supernaturally
slick ice. The icy hazard covers a 5’ radius area from the
spot the hag touches. A creature that moves on the surface Frost Hag Covens
will fall prone (DC 12 Agility or Luck check negates, judge’s
discretion). The area stays frozen until the hag dies. W hen necessity demands, frost hags may form a
coven composed exclusively of their kind, usu-
ally three in number, although rumors persist of five
Icy grasp: On a successful claw attack the hag’s target is
grappled (DC 13 Strength or Agility check to negate). Until or more forming deep in icy wastelands. Each hag is
this grapple ends, the frost hag can’t attack with her claws considered an equal, and covens always have an odd
but can use her action to automatically bite the grappled number of members so disagreements can be settled
target for 1d6+4 damage. more easily. Still, due to their chaotic nature, these
alliances rarely last long.
Spider climb (4/day): The hag can climb any surface as if it
were a spider.
Witchcraft: Hags can craft lesser, single-use
magic items (usually potions, scrolls, or
talismans) as if they had the appropri-
ate spells to make such objects (+8 spell
check).
Page 285
Caryatid (walnut tree hamadryad): Init +0; Atk
HAMADRYAD club +2 melee (1d4 plus poison (1d6, DC 8 Fort save
negates)) or walnut +2 missile fire (1d6, range 30’)
H
amadryads are fey spirits magically or spell; AC 16; HD 3d8; MV 30’; Act
bound to trees. While travel- 1d20; SP hamadryad traits, fey
ers have long referred insight, infravision 60’, immu-
to all such tree spirits as nity to poison, speak with
“dryads,” the wisest sages beasts and plants, magic resis-
understand that dryads are tance (all spells cast against a
bound specifically to oak hamadryad are subject to a
trees. Spirits of other trees 15% chance of failure before
exist, differing in name, saves are rolled), spellcasting
form, and abilities. Like (+7 spell check): Spells (1st)
their oak-dwelling sisters, cantrip, charm person, choking
other types of hamadryads cloud; (2nd) neutralize poison; SV
are tree-bound, reclusive, and Fort +3, Ref +2, Will +5; AL C; Crit
wield powerful woodland magic. III/d8.
All hamadryads share the following
traits: Fey insight: The caryatid studies one tar-
get within 30’ and fully understands their
• Forest step: As an action, a hamadryad may step actions and motivations (DC 12 Willpower
into one tree and instantly exit another tree, save negates). The target suffers a -1d penalty
up to 300’ away (as per forest walk spell check to attack rolls against the caryatid, and the cary-
result of 12). atid gains a +1d bonus to attack rolls made against
• Heartwood: The heartwood of a hamadryad the target. The effect lasts for 12 hours or until the
has mystic properties and can be used in caryatid turns its insight elsewhere. The caryatid
the creation of a magic item (varying by can understand one sentient or three animals
hamadryad type). at one time.
• Immunities: Like their distant Forest step: As an action, a hamadryad
elven relatives, hamadryads are may step into one tree and instantly exit
immune to magical sleep and another tree, up to 300’ away (as per
paralysis. forest walk spell check result of 12).
• Infravision 60’. Hamadryad traits: Forest step, heart-
wood, immunities, infravision 60’,
• Iron vulnerability: As fey creatures,
iron vulnerability, magic resistance.
hamadryads are sensitive to the touch of iron
and suffer an additional +1 damage from attacks from Heartwood: The heartwood of a hamadryad has mystic
such weapons. properties and can be used in the creation of a magic item
(varying by hamadryad type). The heartwood of a cary-
• Magic resistance: Servants of the King of Elfland, hama-
atid’s tree can be used to craft a repellant staff.
dryads are resistant to mortal magics. All spells cast
against a hamadryad are subject to a 15% chance of Immunities: Like their distant elven relatives, hamadry-
failure before saves are rolled. ads are immune to magical sleep and paralysis.
Iron vulnerability: As fey creatures, hamadryads are sensi-
tive to the touch of iron and suffer an additional +1 damage
HAMADRYAD, CARYATID from attacks suffered from such weapons.
Travelers sometimes stumble upon a grove of walnut trees, Speak with beasts and plants: The caryatid can communicate
out of place among the other trees in the forest. The atmo- with beasts and plants as if they shared a language.
sphere of the grove is hushed, as if the woods themselves
offer respect to these trees — and the spirits within them. Emerging from the tree steps a berobed figure, wearing a crown
Caryatids are soft-spoken, weighing each word carefully of walnuts. It silently gazes at you, as if passing judgment.
before they speak.
The meat of a walnut resembles a brain — a symbol, per- New Magic Item:
haps, of the caryatid’s wisdom. If approached with respect,
caryatids may share what they know with travelers, answer- Repellant Staff
ing questions in exchange for planting seedlings to expand Repellant staff (+1 staff): While held, attacks by
their grove. insects and insect swarms made against the wielder
suffer a -1d penalty.
Page 286
HAMADRYAD, made in the center of the dance circle gain a +2 spell
check bonus.
DAPHNAIE Shriek (1/day): The daphnaie issues a terrified
These spirits spend most of their time in an shriek that pierces the air. Creatures other
enchanted slumber; even when awake, they sel- than constructs or un-dead within 30’ of
dom emerge from their trees in the presence of the daphnaie that can hear her fall uncon-
intelligent beings. Daphnaie distrust mortals scious for 1d3+3 turns (DC 13 Fortitude
and may even emerge from their trees to drive save negates). The target awakens if
off a lone traveler. Otherwise, they remain hidden they suffer damage, or another crea-
unless their trees are disturbed. ture uses an action to shake or slap
the creature awake.
Daphnaie (laurel tree hamadryad): Init
Unnatural beauty: The
+3; Atk kick +1 melee (1d4) or spell; AC 19; HD
daphnaie targets
3d8; MV 30’; Act 1d20; SP hamadryad traits, fey
one creature
blessing, infravision 60’, joyous dance, shriek
within 30’. If
(1/day), unnatural beauty, magic resistance
the target can
(all spells cast against a hamadryad are
see the daph-
subject to a 15% chance of failure
naie, it becomes utterly
before saves are rolled), spellcasting
obsessed with her (DC 12 Will-
(+8 spell check): Spells (1st) cantrip,
power save negates). Although
charm person, choking cloud; (2nd) spi-
the target isn’t under the daph-
der web (manifests as thorny vines); (3rd)
naie’s control, they receive
paralysis; SV Fort +3, Ref +5, Will +6;
the daphnaie’s requests or
AL C; Crit III/d8.
actions in the most favor-
Fey blessing: While in a for- able way possible. Each
ested area, non-magical fires time the daphnaie does
may not be started within a 1 anything harmful to
mile radius of the daphnaie. This the target, they are
blessing does not extinguish pre- allowed an additional
existing flames. save, ending the
effect, and grant-
Forest step: As an action, a ing 24 hours of
hamadryad may step into one immunity on a
tree and instantly exit another success. Other-
tree, up to 300’ away (as per forest wise, the effect
walk spell check result of 12). lasts for 24 hours or
Hamadryad traits: Forest step, heartwood, until the daphnaie
immunities, infravision 60’, iron vulnerability, magic resis- dies or releases their hold. The daphnaie can have no more
tance. than one person or up to three animals under her sway at
a time.
Heartwood: The heartwood of a hamadryad has mystic
properties and can be used in the creation of a magic item Clad in clinging, diaphanous robes, these blindingly beautiful
(varying by hamadryad type). A dying daphnaie may gift women have shimmering, waist-long hair. They are possessed of
her heartwood to a cleric who vows to protect her woods. singular, fluid grace, more dancing than walking as they move.
As she dies, the daphnaie’s body crumbles away, leaving
behind a staff of the forest.
New Magic Item:
Immunities: Like their distant elven relatives, hamadryads
are immune to magical sleep and paralysis. Staff of the Forest
Iron vulnerability: As fey creatures, hamadryads are sensi- Staff of the forest (+1 staff): The staff grants its
tive to the touch of iron and suffer an additional +1 damage wielder the following abilities: breathe life (1/month, as
from attacks suffered from such weapons. per spell check result of 22), control weather (1/week,
as per spell check result of 26), consult spirit (3/day,
Joyous dance: Under normal circumstances, daphnaie emerge as per spell check result of 24), wood wyrding (3/day,
from their trees only when no one else is nearby. It is then as per spell check result of 22). The staff also grants a
that they begin their joyous dance, a revel to celebrate the +1 bonus to spell checks and saves made versus spells
beauty of nature. The dance is so magnificent that it pro- targeted at the wielder.
duces a magical effect of music and lights. All spell checks
Page 287
HAMADRYAD, EPIMELIDE Holy sanctuary: Unlike the traditional results of the spell,
the epimelide may cast holy sanctuary on any living flora
The epimelides are guardian fey that inhabit apple trees. or fauna within 50’.
They are known to watch over shepherds and their flocks,
a fact that led many ancient villages to plant apple orchards Immunities: Like their distant elven relatives, hamadryads
near their pasturelands. Unlike their more delicate kin, are immune to magical sleep and paralysis.
epimelides are warriors. Seldom encountered alone, sev- Iron vulnerability: As fey creatures, hamadryads are sensi-
eral epimelide may inhabit a small grove, while the largest tive to the touch of iron and suffer an additional +1 damage
orchards may house a formidable force. from attacks suffered from such weapons.
Epimelides willingly face death to protect their charges. If
those she has sworn to protect are threatened, the epimel-
ide immediately emerges from her tree, offering only one
warning before entering combat.
Page 288
HAMADRYAD, Hamadryad traits: Forest step, heartwood, immunities,
infravision 60’, iron vulnerability, magic resistance.
EPIMELIDE, HESPERIDE Heartwood: The heartwood of a hamadryad has mystic prop-
It is said that the oldest of these spirits, the Hesperides, erties and can be used in the creation of a magic item (vary-
guard an ancient treasure, the Golden Fleece. ing by hamadryad type). If recovered, the heartwood of the
Hesperides’ apple tree may be used to create a +2 heartwood
Epimelide, Hesperide (apple tree hamadryad): spear that grows leaves in the spring and loses them in the
Init +1; Atk +2 heartwood spear +7 melee (1d8+5) or +7 autumn. The spear withers in the winter —losing its magical
missile fire (1d8+5, range 40’) or spell; AC 20; HD 7d8+7; properties— until the coming of spring.
MV 40’; Act 3d20; SP hamadryad traits, fey wrath,
Holy sanctuary: Unlike the traditional results of the spell,
infravision 60’, magic resistance (all spells cast against
the epimelide may cast holy sanctuary on any living flora
a hamadryad are subject to a 15% chance of failure before
or fauna within 50’.
saves are rolled), spellcasting (+8 spell check): Spells
(1st) animal summoning, blessing, holy sanctuary (see Immunities: Like their distant
below); SV Fort +4, Ref +3, Will +6; AL C; Crit elven relatives, hamadryads
IV/d12. are immune to magical sleep
and paralysis.
Fey wrath: The epimelide magically sum-
Iron vulnerability: As fey crea-
mons forth a +2 heartwood spear which
tures, hamadryads are sensitive
appears in her hands. In the first round
to the touch of iron and suffer an
of combat while using the spear, the
additional +1 damage from attacks
hamadryad gains an additional
suffered from such weapons.
action die. The spear remains
until reabsorbed by the epi- With flesh the deep ruby color of a ripened
melide. apple, this powerfully built warrior holds
a wickedly sharp spear, covered in leaves.
Forest step: As an action, a
hamadryad may step into
one tree and instantly exit
another tree, up to 300’
away (as per forest walk
spell check result of 12).
Page 289
HAMADRYAD, MOLUSH Immunities: Like their distant elven relatives, hamadryads
are immune to magical sleep and paralysis.
The uneasy feeling one often experiences while passing
through a graveyard is strangely absent when mugwort Iron vulnerability: As fey creatures, hamadryads are sensi-
plants grow nearby. In truth, it is not the plants, but the tive to the touch of iron and suffer an additional +1 damage
hamadryads that inhabit them that ensure the dead rest from attacks suffered from such weapons.
peacefully. Molush speak aloud only in times of great A group of wizened, dwarf-sized figures, rise from the flowering
import and seeing one is said to be an omen of the immi- plants in the graveyard, and step forward in challenge.
nent arrival of the un-dead.
The mere presence of molush often deters evil clerics and
necromancers from raising the dead. Any attempt to disturb New Magic Item:
the dead in the presence of molush immediately rouses the Truncheon of Disruption
hamadryads, who move quickly to end the threat to their Truncheon of disruption (+2 club): When an un-
charges’ quiet repose. dead creature is struck with this magic club, it suffers
double damage and is destroyed (Fortitude save DC
Molush (mugwort plant hamadryad): Init +1;
vs. the damage negates destruction). When held, the
Atk club +3 melee (1d4+1 plus un-dead suffer double
truncheon sheds light in a 20’ radius.
damage) or spell; AC 16; HD 3d8; MV 30’; Act 1d20;
SP hamadryad traits, detect un-dead, fey repose, grave
stride, infravision 60’, magic resistance (all spells cast
against a hamadryad are subject to a 15% chance of fail-
ure before saves are rolled), spellcasting (+7 spell
check): Spells (1st) cantrip, charm person, choking
cloud; (2nd) neutralize poison; SV Fort +3, Ref
+2, Will +5; AL C; Crit III/d8.
Page 290
HAMADRYAD, OREIAD
Oreiades dwell on mountainsides among pine
trees and other conifers. They are fascinated
by humanoids and will sometimes emerge
from their trees to follow and observe them.
An ancient curse renders oreiades incapable
of speech.
An oreiad’s fascination with a particularly
beautiful or charming humanoid occasionally
transforms into an obsession. In these cases, the
oreiad follows the subject of their fascination
until the subject leaves the forest — at which point
the oreiad returns to their tree to be alone with their
longing. From that point on, the oreiad literally “pines”
away. For every week that passes, the oreiad’s hit point
maximum is reduced by 1. The oreiad dies if this effect
reduces its hit point maximum to 0. The effect continues
until either the subject returns or the oreiad dies. Until
that time, the focus of the oreiad’s fascination suffers
the same symptoms, except it doesn’t die if its
hit point maximum drops to 0. Instead, it falls
unconscious and cannot be awakened until
the oreiad dies.
Page 291
HEAPMAN HEAPMAN, DRIFTMAN
This heapmen hails from the frozen north or ice-entombed
H
eapmen are animated masses of natural materials south. A creature of ice and snow, the driftman is difficult
such as sand, snow, or gravel. Despite their physical to spot among the piled snowdrifts of its native climate.
appearances, heapmen are not elemental creatures, Driftmen lie in wait until living creatures pass, then lash
and sages have long puzzled over how and why a heapman out at them, seeking to permanently extinguish their bodily
forms. Some speculate they house the uneasy spirits of the warmth. People native to frozen environments tell stories
dead who were buried beneath landslides or perished in of ancient driftmen who turned to solid ice and were later
icy wastes, but they are not affected by the usual magic that carried out to sea. These living icebergs are a bane to vessels
wards against the un-dead. navigating arctic waters.
What is known for certain is that all forms of heapmen are
Heapman, driftman: Init +1; Atk slam +2 melee
incapable of communication, either amongst themselves or
(1d6+1) or ice shards; AC 14; HD 2d8; MV 20’; Act 1d20;
with other creatures. They seem to exist only to wreak havoc
SP immune to cold, ice shards, camouflage (+10 to hide
and take lives. A heapman is never encountered outside its
in snow or ice), vulnerable to fire (double damage); SV
natural environment; removing one from
Fort +4, Ref +1, Will -1; AL C; Crit M/d6.
wherever they spawned results in
the creature’s death. Ice shards (1/3 rounds): As an action, a driftman can
hurl a spray of razor-sharp ice shards in a 30’ cone
with a 30’ base, causing 2d6 damage to all creatures
within (DC 14 Reflex save for half damage). Any
creature failing this save with a natural 1 is
blinded for 1d5 rounds.
A human-shaped mass of moving snow
rises from the drift before you. It has
only the vaguest facial features —
two shallow indentations for eyes
and a thin groove where a mouth
might be. Whirling frost and
snowflakes swirl about it as it
advances towards you.
Page 292
HEAPMAN, DUNEMAN
As their name implies, dunemen are native to desert
wastes and are easily mistaken for wind-piled sand.
They can create localized sandstorms to knock foes
off their feet. Many believe dunemen are manifesta-
tions of the anger of the ancient gods who once ruled
the sands.
HEAPMAN, SLIDEMAN
Slidemen are animated heaps of gravel, scree, and
stones that come loose during a landslide. Larger
and more formidable than other heap-men, slidemen
are thankfully less common.
Page 293
it advances towards you. or breathe, and are immune to critical hits, disease, and
poison. As un-dead, they are immune to sleep, charm, and
paralysis spells, as well as other mental effects and cold
damage.
HEATHEN CAGE As the party’s thief approached the alter to abscond with the rel-
C
reated to serve as temple guardians during a more iquary gleaming atop it, the floor appeared to disappear beneath
brutal age, these enormous skeletal snakes capture him, revealing an enormous skeletal snake. With a cry of terror,
interlopers, keeping them restrained within its rib- the thief dropped onto the snake, whose ribs closed around the
cage. Heathen cages are usually placed in a pit covered by hapless tomb robber with an audible clack!
an illusory floor, often in front of an altar or some precious
relic that must not be despoiled. A heathen cage remains
dormant until someone approaches their charge without
reciting the proper prayer. Such supplications, often lost to
time, must be acquired or the judge can reward creativity
with a skill check to figure it out. Uttering the prayer paci-
fies the heathen cage immediately.
Page 294
Hellthorn: Init -2; Atk tendril +5 melee (1d6 plus
HELLTHORN grapple plus poison sap (1d4 Stamina plus DC 17 Fort
save or suffer 2d6 damage) or bite +3 melee (2d6 plus
H
ellthorns are immense plants native to the lower swallow whole); AC 20; HD 10d12; MV 0’; Act 3d20; SP
planes, sprouted from the tortured souls of the bramble, spore eruption; SV Fort +8, Ref -2, Will +3; AL
damned. They are occasionally discovered on the C; Crit M/d16.
material plane, their seeds carried from the infernal depths
by conjured fiends or those who serve them. Although the Bramble: The area around a hellthorn is thick with flower-
plants possess a limited intellect, hellthorns are absolutely ing vines to a 40’ radius. Creatures that attempt to move at
loyal to their tenders. They make cunning guardians, and more than half their normal speed here trip and fall prone,
many a demon prince’s or archdevil’s demesne is protected wasting their actions (DC 10 Reflex save resists)
by gardens of hellthorns.
Grapple: On a successful tendril attack, a hellthorn automati-
Hellthorn sap is highly toxic, a fact that makes it prized cally initiates a grapple attempt (vs. +15, see Grappling, p.
by fiends and mortal assassins alike. What’s more, the sap 96, DCC RPG). If successful, the target is pinned and suffers
can be magically distilled into a potent hallucinogenic; a 1d6 damage per round plus damage from the poison sap
single barrel of hallucinogenic hellthorn sap is worth a until they break free. The victim can attempt an opposed
king’s ransom. Strength or Agility check (vs. +15) on their initiative count
to escape.
Page 295
Poison sap: A creature struck by a tendril, grappled, or in thrown. Any die that comes up “6” indicates a broken bone,
contact with the hellthorn, suffers 1d4 Stamina loss each as with falling damage.
round, and also suffers 2d6 damage (DC 17 Fortitude save Grapple: On a successful tendril attack, a hellthorn grove
negates extra damage). The Stamina loss lasts 1d4 turns tyrant automatically initiates a grapple attempt (vs. +28,
after the sap is washed off, then heals at a rate of 1d3 points see Grappling, p. 96, DCC RPG). If successful, the target
per minute. is pinned and suffers 2d6 damage per round plus damage
Spore eruption: If a hellthorn is reduced to 10 or fewer hit from the poison sap until they break free. The victim can
points, but not killed, it can forgo all other actions to deto- attempt an opposed Strength or Agility check (vs. +28) on
nate its central bloom. While this kills the hellthorn, crea- their initiative count to escape.
tures within 30’ become infected by the spores, which take Poison sap: A creature struck by a tendril, grappled, or in
root in their victim’s souls (DC 17 Fortitude save negates). contact with the hellthorn grove tyrant suffers 1d4 Stamina
This causes 1d3 Stamina damage after 1d5 minutes, and an damage each round, and must succeed in a DC 17 Fortitude
additional 1d3 Stamina damage every 1d7 turns thereafter. save or also suffer 2d6 damage. The Stamina damage lasts
If the victim reaches 0 Stamina, they die, and their body 1d4 turns after the sap is washed off, then heals at a rate of
erupts with vines, thorns, and blooms, and sprouts into a 1d3 points per minute.
new hellthorn after 1d10 minutes. Before it dies, an infected
creature can be cured by a neutralize poison or disease spell, a Spore eruption: If a hellthorn grove tyrant is reduced to 20 or
lay on hands check sufficient to heal 2 HD, or similar means. fewer hit points, but not killed, it can forgo all other actions
to detonate its central bloom. While this kills the grove
Swallow whole: When a hellthorn succeeds in a bite attack, tyrant, creatures within 30’ become infected by the spores,
it can make another bite attack that same round to attempt
which take root in their victim’s souls (DC 20 Fortitude
to swallow the target. If the second bite attack succeeds, save negates). This causes 1d3 Stamina damage after 1d5
the target does not suffer damage but is now trapped in minutes, and an additional 1d3 Stamina damage every 1d7
the hellthorn’s stomach, where they suffer 2d8 damage turns thereafter. If the victim reaches 0 Stamina they die,
each round from the plant’s digestive fluids. A trapped and their body erupts with vines, thorns, and blooms, and
creature can try to escape or cut its way out with a small sprouts into a new hellthorn after 1d10 minutes. Before it
weapon (such as a dagger) by inflicting 20 points of damage dies, an infected creature can be cured by a neutralize poison
against AC 20. If successful, the creature is regurgitated by or disease spell, a lay on hands check sufficient to heal 2 HD,
the hellthorn on its next action (using an action die to do or similar means.
so). Only one creature can be swallowed at a time.
Swallow whole: When a hellthorn grove tyrant succeeds in a
This immense plant resembles a towering conifer with a tangle bite attack, it can make another bite attack that same round
of rose brambles at its base. Its crimson blossoms are twisted and to attempt to swallow the target. If the second bite attack
adorned with rows of sharp, malicious teeth. Long, thorn-cov- succeeds, the target does not suffer damage but is now
ered vines grow from its base, and the ground around the plant trapped in the hellthorn grove tyrant’s stomach, where they
is a carpet of vines, roots, and flowering blooms. The air here suffer 4d8 damage each round from the plant’s digestive
smells sweet. fluids. A trapped creature suffers -2d to all attacks and dam-
age and can try to escape or cut its way out with a small
weapon (such as a dagger) by inflicting 30 points of damage
HELLTHORN, GROVE against AC 22. If successful, the creature is regurgitated by
TYRANT the hellthorn grove tyrant on its next action (using an action
die to do so). Only two creatures can be swallowed at a time.
So long as they receive a steady diet of flesh and souls,
A field of thorny vines and roots surrounds this titanic conifer
hellthorns never stop growing. The eldest hellthorns mature
with a hellish maw on its trunk. Sharp teeth cover the plant’s
into grove tyrants, terrible titans of the lowest planes.
twisted crimson blooms. The air around the tree smells sicken-
Hellthorn, grove tyrant: Init -4; Atk tendril +8 melee ingly sweet.
(2d6 plus grapple plus poison sap (1d4 Stamina plus
DC 17 Fort save or suffer 2d6 damage)) or bite +6 melee
(3d6 plus swallow) or fling; AC 24; HD 20d12; MV 0’;
Act 4d20; SP fling, regenerate (1d6/round, except acid
or fire damage), spore eruption; SV Fort +15, Ref -6, Will
+6; AL C; Crit M/d30.
Page 296
HIRUDINEAN HIRUDINEAN, REGENT
K
Hirudinean regent: Init +2; Atk blood drain +3 melee
nown colloquially as “leech folk,” hirudineans are
(2d4); AC 15; HD 4d8; MV 30’; Act 1d20; SP amphibious,
a mysterious and isolated people that dwell in wet-
blood drain, leech swarm, vulnerable to salt; SV Fort +2,
lands. The heads of these humanoids resemble those
Ref +1, Will +0; AL N; Crit III/d10.
of their closest relative—the common leech. Due to their
physiology, their language consists of unsettling sucking Amphibious: The hirudinean can breathe air and water.
sounds.
Blood drain: If the hirudinean successfully hits with this
Hirudineans live communally, making no familial or soci- attack, it attaches itself to the target, automatically causing
etal delineations, except the hirudinean regent, who has the 2d3 damage each round until slain. A creature, including
final say in all tribal decisions. Compared to neighboring the target, can use an action to detach the hirudinean by
settlements, hirudineans are alien, inscrutable, and have making a successful DC 11 Strength check.
little interest in interacting with outsiders.
Leech swarm: While in swamplands, as an action, the hiru-
dinean regent can summon a swarm of leeches to attack
“Where once there was only the sloshing of our own move- a creature within 60’ of it. The target suffers 4d3 damage
ment through the waist-deep murk, the air was now filled and becomes covered in leeches (DC 13 Reflex save avoids).
with incessant, grotesque slurping sounds. Suddenly, While covered in leeches, the target suffers 2d3 damage
they had us surrounded. The suckers took down our mule each round. A creature, including the target, can use an
and drained its blood before we could even draw steel.” action to brush the leeches off the target.
—Quillian Arnuan, elf acquirer Vulnerable: For every handful of salt sprinkled over it, the
hirudinean suffers 1d4 damage.
Before you have a chance to
draw your weapons, the larg-
Hirudinean: Init +2; Atk spear +2 est of the leech people steps
melee (1d8) or blood drain +2 melee forward. After making a
(2d3); AC 13; HD 2d8; MV 30’; Act series of guttural, slurp-
1d20; SP amphibious, blood ing sounds, the figure
drain, vulnerable to salt; SV gestures to your mounts.
Fort +2, Ref +1, Will +0; AL N; Whether they suggest
Crit III/d8. some sort of trade—or
demand a tribute for
Amphibious: The hirudinean can trespassing in their
breathe air and water. territory—is impossi-
Blood drain: If the hirudinean suc- ble to tell.
cessfully hits with this attack, it
attaches itself to the target, auto-
matically causing 2d3 damage
each round until slain. A crea-
ture, including the target, can use
an action to detach the hirudinean
by making a successful DC 11
Strength check.
Vulnerable: For every handful of
salt sprinkled over it, the hirudin-
ean suffers 1d4 damage.
A chorus of slurping sounds an-
nounces the presence of strangers.
Suddenly, they appear before you in the
muck: spear-wielding, slime-coated, gray-
black humanoids standing roughly five feet
tall. Gaping, circular mouths rimmed with
tiny, barb-like teeth dominate their features.
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transmutation magic. The green robes harness summoner
HOLLOW ONE magic, while the red and white tap into pyromancy and
illusion magic respectively. The daggers that hollow ones
A
t first glance, hollow ones appear to be gaunt, pale- use serve some ritual purpose, and the blade might also
skinned humans dressed in robes of varying hues. simply enable a dying hollow one to slice itself open and
The only hint they are more than what they seem are release the spawn within.
their flat, emotionless faces and the black pits of their vacant
eyes. In truth, a hollow one’s human shape is merely a shell
that houses an alien being comprised of writhing tentacles HOLLOW ONE,
and protoplasm. When a hollow one is injured, it does not
bleed; instead, thin green tendrils emerge from the wound. BLACK ROBE
When its humanoid husk is destroyed, hollow spawn erupt
from the fleshy vessel. Black robe hollow one: Init +0; Atk dagger +2 melee
(1d4) or +2 missile fire or frost bones +2 missile fire (1d6
Hollow ones may have once been human, but exposure to
plus special; range 60’) or spell; AC 12; HD 2d8; MV 30’;
the evil influences of primeval magics or ancient deities
Act 1d20; SP infravision 60’, split, resilient form, spell-
has transformed them into something far more sinister.
casting (+6 spell check): Spells [Wizard] — (1st) arcana
Their colored robes seem to be tied closely with an associ-
affinity (necromancer), cantrip, chill touch (d24 action die),
ated arcane affinity. Black robe hollow ones draw their
runic alphabet (mortal) (d16 action die); (2nd) ray of enfee-
magic from necromancy, while the blue robes draw from
blement, scare; Spells [Cleric] — (1st) darkness, paralysis;
SV Fort +1, Ref +2, Will +6; AL L; Crit III/d8.
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HOLLOW ONE,
BLUE ROBE
Blue robe hollow one: Init +0; Atk dagger +2 melee
(1d4) or +2 missile fire, arcane stone +2 missile fire (1d5,
range 60’) or spell; AC 12; HD 2d8; MV 30’; Act 1d20;
SP infravision 60’, split, swiftness, spellcasting (+6 spell
check): Spells (1st): cantrip, enlarge (d24 action die), feather
fall, force manipulation, runic alphabet (mortal) (d16 action
die); (2nd) arcana affinity (transmuter), shatter, spider web;
SV Fort +1, Ref +2, Will +6; AL L; Crit III/d8.
HOLLOW ONE,
GREEN ROBE
Green robe hollow one: Init +0; Atk dagger +2
melee (1d4) or +2 missile fire or spell; AC 12; HD 2d8;
MV 30’; Act 1d20; SP acid splash, infravision 60’, split
spawn pair, spatial shift, spellcasting (+6 spell check):
Spells (1st) animal summoning, cantrip, choking cloud, color
spray, runic alphabet (mortal) (d16 action die); (2nd) arcana
affinity (summoner), invisible companion, monster summon-
ing (hollow spawn only) (d24 action die); SV Fort +1,
Ref +2, Will +6; AL L; Crit III/d8.
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HOLLOW ONE, RED ROBE
Red robe hollow one: Init +0; Atk dagger +2 melee
(1d4) or +2 missile fire or spell; AC 12; HD 2d8; MV 30’;
Act 1d20; SP absorb damage, foul spell, infravision 60’,
split, spatial shift, spellcasting (+6 spell check): Spells
[Wizard] — (1st) cantrip, flaming hands (d24 action die),
ward portal (d16 action die); (2nd) arcane affinity (pyro-
mancer), fire resistance, scorching ray; Spells [Cleric] — (1st)
detect magic, protection from evil; SV Fort +1, Ref +2, Will
+6; AL L; Crit III/d8.
Absorb damage (3/day): The red robe hollow one takes half
damage from a single non-magical attack if it is aware of
the attacker’s presence.
Foul magic (2/day): The red robe hollow one chooses a target
within 60’ that it can see and who is casting a spell. It can
perform this special ability outside its normal initiative
count. The target creature’s spell automatically fails if it’s a
3rd-level spell or less and suffers a -2d penalty to the spell
check if it’s 4th-level or higher. The spell is considered to
be a failure, but not lost.
Spellcasting: A red robe hollow one casts spells as a wizard
and suffers a -2 penalty to spell checks when casting cleric HOLLOW ONE,
spells. On a result of natural 1, a red robe hollow one suffers
a 50% chance of major corruption or misfire, rolling on the
WHITE ROBE
generic tables as appropriate. White robe hollow one: Init +0; Atk dagger +2 melee
Split: When a hollow one is reduced to 0 hit points, it splits (1d4) or +2 missile fire or spell; AC 12; HD 2d8; MV 30’;
open to reveal a hollow one spawn. The hollow one spawn Act 1d20; SP, infravision 60’, prescience, mental stab,
acts on the same initiative count as the hollow one from split, spellcasting (+6 spell check): Spells [Wizard] —
which it emerged. (1st) comprehend language (d16 action die), Ekim’s mystical
A pale-skinned human, thin and tall, is dressed in deep crimson mask, runic alphabet (mortal), ventriloquism; (2nd) arcane
robes. He grips a dagger in one hand. The man’s face is unnerv- affinity (illusionist), magic mouth, mirror image (d24 action
ingly blank, seeming to lack die), phantasm; Spells [Cleric] — Spells (1st) detect magic,
any emotion. His second sight; SV Fort +1, Ref +2, Will +6; AL L; Crit III/d8.
eyes are little
Mental stab: The white robe hollow one targets a living
more than hol-
creature within 30’. That creature suffers 2d6 damage and
low pits.
is incapacitated for 1 round (DC 10 Willpower save avoids).
Prescience: At the start of each round, any living creature
within 30’ of the white robe hollow one has their surface
thoughts and intentions read by the hollow one (DC 12
Willpower save negates). This imposes a -2 penalty to the
creature’s attack rolls and saves for the duration of the
round.
Spellcasting: A white robe hollow one casts spells as a wizard
and suffers a -2 penalty to spell checks when casting cleric
spells. On a result of natural 1, a white robe hollow one
suffers a 50% chance of major corruption or misfire, rolling
on the generic tables as appropriate.
Split: When a hollow one is reduced to 0 hit points, it splits
open to reveal a hollow one spawn. The hollow one spawn
acts on the same initiative count as the hollow one from
which it emerged.
A pale-skinned human, thin and tall, is dressed in a lustrous
white robe. He grips a dagger in one hand. The man’s face is
unnervingly blank, seeming to lack any emotion. His eyes are
little more than hollow pits.
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recover before beginning their hunt anew—often returning
to face the foes that drove them off in the first place.
HORAGH
A
horagh invariably becomes the apex predator of
whatever environment it claims as its territory. It
is native to the Underdeep where it has spawned
numerous legends among the dwarves, goblins, and
tentacle-faced horrors. The horagh hunts at the edges of
these communities, using its stealth and natural cunning to
remain unnoticed. Often, a rash of mysterious disappear-
ances is the only evidence of a horagh’s presence.
Horaghs lack typical sensory organs. Instead, they hunt
by feeling vibrations in the air around them. Horaghs exist
only to hunt and breed. Though they are carnivorous, the
horagh are not picky eaters and will even stoop to feeding
on carrion if circumstances demand.
Although not particularly intelligent, horaghs stalk their
prey, using their stealth and ability to climb walls and ceil-
ings to ambush their foes. They are wise enough to not
over-hunt any area, and a horagh between two communities
will often stagger their hunts to remain undetected as long
as possible. In addition, a horagh will flee from stronger
opponents, particularly if their initial attacks fail to sub-
due their prey. Horaghs retreat to hard-to-reach places to
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Blindsight: The horagh has perfect perception of all things,
HORDRANNON including invisible targets, within 60’. The hordrannon can’t
use its blindsight while deafened.
H
ordrannons are large, quadrupedal predators that
inhabit arctic regions. Their naturally light-colored Echolocation: It does use echolocation during combat
fur allows them to blend in with their snow-covered though, increasing its critical range as long as it can click
surroundings. They have poor eyesight, but their senses with its mouth.
of smell and hearing are excellent. They also use a form of Keen senses (hearing and scent): All creatures within 120’ suf-
echolocation, clicking their tongues in a rhythmic fashion, fer a -1d penalty to all attempts made to avoid detection
and occasionally releasing a dreadful, echoing howl. Typi- by the hordrannon.
cally, they remain hidden until prey passes by and then
pounce on their victims from behind. Rending bite: If the hordrannon successfully strikes one tar-
get with both claw attacks in the same round, it gains an
Some creatures, such as frost giants, tame hordrannons as additional bite attack on that victim.
guardians or hunting animals. Indeed, hordrannons make
excellent trackers, using their unique senses to follow their Fearful howl: As an action, the hordrannon emits a keen-
quarry for miles over frozen terrain. ing howl. Each creature that can hear the hordrannon is
frightened for 1d4 rounds (DC 11 Willpower save negates).
While frightened in this way, the creature’s speed is halved,
“Wait, hold still. No, draw your weapons. Something attacks against it are at +1d, and the creature’s attacks suf-
moves beyond the ice floes!” fer a -2d penalty.
– Essandri, elf This creature looks somewhat like an oversized, white-furred
wolverine. The beast has beady black eyes, a long snout, and vi-
cious-looking fangs. It is powerfully built with a slightly hunched
back, muscular legs, and paws tipped with long black claws.
Hordrannon: Init +3; Atk claw (x2) +5 melee (2d6+3
plus rending bite) or bite +5 melee (2d8+3); AC 15; HD
8d8+5; MV 40’; Act 2d20; SP blindsight 60’, echolocation,
keen senses (hearing and scent), camouflage (+10 to hide
in snowy terrain), fearful howl; SV Fort +5, Ref +3, Will
+1; AL N; Crit 19-20 (see echolocation) M/d20.
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Although these horses follow orders from those they’ve
HORSE OF agreed to serve, they do not do so blindly. A horse may
refuse to follow a command if it deems their rider’s orders
PARELOR are foolhardy or dangerous to both of them.
T
he horses of Parelor are renowned as the finest steeds Horse of Parelor: Init +6; Atk hooves +6 melee (2d8+4
in the world, serving as mounts for the most virtuous plus trampling charge); AC 17; HD 5d8+6; MV 40’; Act
and brave knights. While the majority reside on the 1d20; SP infravision 60’, teleport; SV Fort +4, Ref +6,
material plane, the horses of Parelor have an otherworldly Will +4; AL N; Crit M/d16.
origin and may be encountered throughout the multiverse.
Trampling charge: If a horse of Parelor charges and hits its
When encountered in the wild, the horses live in small target with its hooves attack on the same initiative count,
herds in the most remote of plains and meadows. A horse the target is knocked prone (DC 14 Fortitude save negates
of Parelor is an intelligent creature and not some beast to prone). If the target is prone, the horse can make a free
be captured and broken. They are strong-willed, and when second attack with its hooves.
they deign to serve as a mount, it is usually to advance a
Teleport: As an action and incorporating its movement on its
cause they believe in or as a favor to another they respect,
initiative count, the horse of Parelor can magically teleport,
love, or admire. These partnerships are not entered into
along with its rider and any equipment it is wearing or car-
lightly—most horses of Parelor accept only a single rider
rying, up to 40’ to an unoccupied space it can see. Before or
in their lifetimes.
after teleporting, the horse can make a single hooves attack.
Except for when they must defend their rider or herd, horses
A majestic steed with a coat as black as a starless night gallops
of Parelor avoid combat, relying on their natural teleporta-
toward you. It stands nearly seven feet tall at the shoulder, and
tion ability to escape foes. When fighting for a noble cause,
its eyes are twin flames of midnight-blue fire, marking this beast
the horse of Parelor uses its teleportation offensively, mov-
as something otherworldly.
ing about the battlefield to their best advantage. A
favorite tactic of knights mount-
ed on these horses is to
begin their charge from
a distance, then suddenly
teleport into the midst of
their foes.
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HORSEFLY, HUEZCATLA
GIANT
A
cousin of the smaller capybara, the huezcatla is a
peaceful, semiaquatic rodent native to southern
G
jungles. An average huezcatla is 5’ high at the shoul-
iant horseflies are massive scavengers that typically
der, 7’ long and weighs more than half a ton. Despite their
inhabit dank swamps and coastal estuaries. They
impressive size, their webbed feet allow them to maneu-
have an insatiable thirst for fresh blood and have
ver swiftly through water. They are commonly found near
been reported to attack sentient creatures. Occasionally,
bodies of water where they graze for grass, aquatic plants,
giant horseflies are tamed by humanoids, such as goblins
melons, and squashes. They are crepuscular animals, active
or lizardmen, to be used as flying mounts. The results are
at dawn and twilight, and spend most of their day resting
questionable at best, as many flyriders end up plummeting
in shallow water.
to their death or becoming the beast’s next meal.
Huezcatlas communicate with one another via grunts,
Giant horsefly: Init +3; Atk proboscis +5 melee (1d6 clicks, and purrs. They issue gruff barks when threatened,
plus blood drain); AC 15; HD 6d8; MV 20’, fly 60’; Act warning others of danger close by. Huezcatlas are preyed
1d20; SP blood drain; SV Fort +5, Ref +8, Will +2; AL upon by caimans, anacondas, jaguars, and wild dogs, fight-
N; Crit M/d12. ing back against these predators only if they cannot easily
escape.
Blood drain: Once they succeed in sinking their proboscis
into a victim, they automatically attach and exsanguinate
them, causing an additional 2d4 damage each round. After Huezcatlas Mounts
it drains either half its hit point maximum of blood from a
target or the target dies, the giant horsefly detaches itself.
A creature, including the target, can use an action to detach S ome cultures domesticate huezcatlas, training
them to serve as beasts of burden or mounts. When
acting as a mount, a huezcatla can carry up to 500
the target from the giant horsefly.
pounds. However, a huezcatla forced to carry more
Spanning nearly nine feet long, this giant insect has a black than half that amount becomes extremely uncoopera-
body covered with coarse hair. Delicate, translucent wings buzz tive, requiring its rider to succeed on a DC 13 Person-
as its multifaceted green and yellow eyes seem to look every- ality check to keep it from bucking the excess weight.
where at once. Twitching mouthparts reveal a slender but sharp
proboscis.
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opposed Strength or Agility check (vs. +12) on their initia-
HUNGER HAUNT tive count to escape the grapple.
H
aving died of starvation, the hunger haunt now Un-dead traits: Hunger haunts are un-dead, and thus can be
devours the living. Looking to satisfy its unshakable turned by clerics. They do not eat, drink, or breathe, and are
hunger, it haunts dark places: along a seldom-used immune to critical hits, disease, and poison. As un-dead,
road, at the forest edge of a village, or down a dark city they are immune to sleep, charm, and paralysis spells, as well
alley. It usually targets individuals, but the longer it goes as other mental effects and cold damage.
without food, the more desperate it becomes. The hunger The horrid spirit hovering before you resembles a sickly human-
haunt longs to share its suffering with others, gripping oid with emaciated limbs and a grotesquely distended stomach.
them in its impossibly long arms as it drains them of their Its unnatural, gaping mouth reveals a void of endless privation.
life force. As its arms reach out, becoming unnaturally long, you under-
stand the spirit’s only need is to sate its eternal starvation.
Hunger haunt: Init +3; Atk grab +5 melee (2d6 plus
gripping hunger, range 15’); AC 14; HD 7d12+4; MV
hover 40’; Act 1d20; SP resistant to non-magical weap-
ons, detect life, incorporeal movement, turn unholy resis-
Variant: Hunger’s Curse
tance, hunger pangs, gripping hunger, un-dead traits; SV (Minor Curse)
A
Fort +4, Ref +10, Will +2; AL C; Crit U/d12. living creature that deals the final blow that
destroys the hunger haunt becomes cursed (see
Detect life: The hunger haunt senses the presence of living Appendix C, p. 438, DCC RPG) with voracious hun-
creatures up to 1 mile away. It knows the general direction ger. The creature must consume 10 times the normal
but not their exact locations. amount of food to receive nourishment. Each day it
Hunger pangs: Each living creature that begins its initia- fails to do so, it loses 1 Stamina at midnight that can-
tive count within 30’ of the hunger haunt loses 1 Stamina not be restored while the curse remains. Judges are
(DC 15 Fortitude save negates and they are immune to encouraged to imagine the way eating that much food
hunger pangs for the next round). A successful save does might affect social and combat situations.
not remove any Stamina loss previously accrued. Feasting
upon a hearty meal in a place of some comfort (preferably
indoors) and a good night’s rest restores all Stamina lost
from hunger pangs.
Incorporeal movement: While moving, hunger haunts are
incorporeal. They can pass through walls, doors, and other
material objects, are not hindered by gravity or water,
and are immune to non-magical weapons. Though,
due to their insatiable hunger, they cannot pass
through living creatures or affect them with
hunger pangs or gripping hunger while incor-
poreal.
Turn unholy resistance: Due to its focus on sating
its hunger, a hunger haunt is considered +2
HD for purposes of turning while it is grap-
pling a living creature.
Gripping hunger: On a successful hit, the
target loses 1d3 Stamina and is grappled
(vs. +12, see Grappling, p. 96, DCC RPG).
While grappling a creature, the hunger
haunt can’t attack. Each round the crea-
ture remains grappled, it loses an addi-
tional 1d3 Stamina. If a creature’s Stamina
is reduced to 0, it dies, turning to dust, and the
hunger haunt regains any lost hit points. A creature not
killed in this fashion can restore any lost Stamina as per
hunger pangs above. The victim can attempt an
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I
the lair only for water, at which time the male takes her
IEMISCH place inside the burrow. At 6 months old, hatchlings are
ready to venture out into the world. The male departs, leav-
T
he iemisch is a wily predator that lives in jungles or ing the female to teach their offspring how to hunt. Once
lush forests, where it can camouflage itself among the hatchlings are trained, a process that takes another 3
natural vegetation while waiting to pounce on its prey. months, the mother drives them from her lair and returns
Its forelegs, chest, neck, and head resemble those of a giant to her life of solitude.
fox and are covered with reddish-brown hair. Its draconic
heritage only becomes clear when it bursts from its burrow Iemisch: Init +3; Atk bite +10 melee (2d8) or claws +12
to attack, revealing a torso, hind legs, and long, prehensile melee (1d8) or tail +9 melee (4d6 and constriction); AC
tail covered in thick green scales. 18; HD 12d8; MV 40’; Act 2d20; SP camouflage (+8 bonus
The iemisch uses its powerful vulpine forelegs to dig bur- to stealth checks in forest terrain), keen senses (scent)
rows. It then lies in wait at the entrance with its armored tail 60’, surprise attack, yipping scream; SV Fort +7, Ref +8,
coiled around itself, so as to blend in with the surrounding Will +6; AL C; M/d14
foliage. It attacks by whipping out its tail and wrapping it
Constriction: The iemisch can use both of its action dice to
around victims much like a constrictor snake. The iemisch
constrict one target. It can constrict only one opponent at
then drags the creature into its burrow to rip its victim apart
a time. A target hit by the attack is pinned, automatically
with their sharp teeth.
suffering 4d6 damage in the following rounds. The creature
Iemisches live long, solitary existences. The iemisch enjoys can use an action to free itself by succeeding at an opposed
neither conversation nor companionship, except once every Strength or Agility check (vs. +21, see Grappling, p. 96,
decade or so when it seeks out a mate. The female iemisch DCC RPG).
lays eggs inside her lair, wrapping her tail around them and
Keen senses (scent): All creatures within 60’ suffer a -1d pen-
covering them with her body to keep them warm. Mean-
alty on all attempts made to avoid detection by an iemisch.
while, her mate protects the burrow and hunts. Despite
their foxlike anatomy, iemisches do not nurse like mam- Surprise attack: If the iemisch surprises a creature and hits
mals. Instead, the male iemisch eats as much meat as it can it with an attack during the first round of combat, it auto-
before regurgitating it at the entrance of the burrow for the matically scores a critical hit.
female and their hatchlings to consume. The mother leaves Yipping scream: The iemisch emits a soul-wrenching scream.
Creatures within 60’ of the iemisch that can hear it suffer
1d10 damage and are stunned for 1d3 rounds (DC 14 For-
titude save negates).
You gasp in shock as a vine wraps around your calf. Moments
later, you realize that what you mistook for a vine was actually
the coiled tail of a tremendous beast with the head of a fox and
hindquarters of a dragon.
Lair Treasure
Page 307
Impaler: Init +0; Atk impale +2 melee (1d6+1); AC 15;
IMPALER HD 2d6; MV 5’; Act 1d20; SP camouflage (+10 to stealth
checks in underground terrain), tremorsense 30’, surprise
A
n impaler is a subterranean mollusk whose body attack; SV Fort +1, Ref +1, Will +0; AL N; Crit M/d8.
resembles a ground-level stalagmite. Its hide is stony
and dark gray, making the creature almost impos- Surprise attack: Impalers surprise their victims 50% of the
sible to distinguish from a real mineral formation until it time. If an impaler surprises a creature, it gets a free attack.
moves. Impalers are typically 2’-3’ in length, but larger, If this attack hits, the impaler automatically scores a criti-
older specimens have been reported in the bowels of the cal hit.
Underdeep. An impaler’s mouth is located at the base of the
stalagmite (the creature’s head) and is filled with inexorably Tremorsense: An impaler has perfect perception of all things
sharp teeth capable of chewing through stone. Impalers touching the ground, including invisible targets, within 30’.
have no eyes, but a series of sensitive nerve endings allow The stalagmite beside you suddenly moves, its base opening like
them to sense their surroundings via temperature changes a mouth as its sharp tip whips towards you, intent on running
and movement. you through!
Impalers act on instinct, burrowing into the ground and
covering themselves with chewed stone to better disguise
themselves. When prey wanders close, they thrust their bod-
ies upward and impale the would-be meal. The impaler then
slowly consumes the corpse over a period of several days.
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Inferno cat: Init +4; Atk bite +8 melee (2d10) or claw
INFERNO CAT (x2) +10 melee (1d10); AC 18; HD 8d10; MV 50’; Act
2d20; SP burning bile, keen senses (scent), pounce, rend,
N
atives of an elemental plane of fire, inferno cats are immune to fire, vulnerable to cold (double damage); SV
predatory hunters that take the shapes of large tigers. Fort +6, Ref +7, Will +4; AL N; Crit M/d14.
Noble efreeti sometimes keep these majestic elemen-
tals as pets. They strike swiftly and powerfully and are Burning bile: The inferno cat spews superheated corrosive
rumored to possess strength that rivals the efreeti them- bile in a line 30’ long and 5’ wide. All creatures in the area
selves. Although inferno cats may grow lazy with age, they suffer 3d12 damage (DC 16 Reflex save for half damage).
retain their primal aggression. Even so, an inferno cat treat-
ed with respect—and provided plenty of fresh meat—will Keen senses (scent): All creatures within 120’ suffer a -1d
continue to do its master’s bidding. While usually solitary, penalty on all attempts made to avoid detection by an
inferno cats may occasionally hunt in groups up to four, inferno cat.
called a “blaze” by the lucky few who have managed to Pounce: If an inferno cat charges (see Charge, p. 96, DCC
escape from one alive. RPG) a creature and then succeeds on a claw attack, the
The inferno cat is known to stalk its prey for long periods, target is knocked prone (DC 16 Reflex save negates prone);
waiting for the perfect time to strike. It conceals its blaz- the inferno cat then gains a free bite attack at +1d against
ing pelt by hunting in areas where fire is already present, this prone target.
locales that are abundant on its native plane. The inferno Rend: If an inferno cat hits a target with two claw attacks
cat strikes with surprise and focuses on a single target until in the same round, that target suffers an additional 1d10
the prey drops, ignoring other foes in the meantime. If the damage.
prey attempts to flee, the inferno cat spits searing bile at it
This inferno of a creature seems to combine the worst aspects
and then chases it down.
of bulldogs and tigers. Its broad, powerful shoulders taper to a
somewhat underdeveloped set of rear legs, with brilliant red and
deep obsidian stripe patterns crisscrossing its fur. As it slinks
toward you, its claws make clicking sounds on the stone, and a
low snarl issues from its whiskered, feline face.
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Color drain: If an invidious pigment succeeds on a melee
INVIDIOUS attack, all color is drained from a random article of clothing,
piece of armor, or other object worn by the target.
PIGMENT Mark of malice: As an action, an invidious pigment may trace
a symbol on the ground, which triggers a magical effect
W
hen the muse falls silent and inspiration from the based on the image traced. An invidious pigment is never
well of creativity runs dry, ambitious artists are affected by its own symbols. The judge can select from the
tempted to draw from untapped magic to bring following table or roll 1d4:
flourish to their designs. Paintings crafted from arcane-
touched dyes and inks are a wonder to lay eyes upon as 1d4
Effect
their details can be more vivid than life itself. Artists who Roll
become proficient with this method of artistry can create Flame: A ball of flame erupts from the symbol,
living portraits complete with personalities and histories. 1 and all creatures in a 15’ radius suffer 4d6 dam-
What remains of these paints and oils is sometimes reck- age (DC 13 Reflex save for half damage).
lessly discarded, and the arcane spark within recognizes Heart: One creature within 5’ of the symbol
that its potential has not been fulfilled. The consuming is charmed by the invidious pigment for 1d6
hate that it has for not having made it to the canvas festers rounds (DC 13 Willpower save negates). A
and corrupts until the magic pigment becomes a repulsive charmed target falls under the invidious pig-
ooze eager to enact careless vengeance against those it per- 2
ment’s complete control, as if it were its friend.
ceives as responsible for its existence. An invidious pigment However, the target will not perform actions that
blends into works of art in order to prey upon unfortunate are suicidal or which a devoted friend would not
connoisseurs of finer things. otherwise perform.
Invidious pigment: Init -4; Atk pseudopod +4 melee Hand: A large hand emerges from the ground
(1d6 plus color drain); AC 14; HD 5d8; MV 20’, climb 10’; and attempts to grapple a creature occupying
Act 2d20; SP mark of malice, color drain, spider climb; the symbol’s space (vs. +9, see Grappling, p. 96,
SV Fort +3, Ref -4, Will +0; AL C; Crit M/d10. DCC RPG). If the hand wins the grapple check,
3 then each round thereafter, it squeezes the target
for an automatic 1d8 damage. The victim can
attempt an opposed Strength or Agility check
(vs. +9) on their initiative count to escape the
hand.
Skull: A pillar of sickly green light appears above
the symbol. A creature occupying that space suf-
4 fers 4d6 damage and cannot regain lost hit points
(via magical means or otherwise) for 1d6 turns
(DC 13 Fortitude save negates both effects).
Page 310
Iron Spider: Init +3; Atk slam +4 melee (1d8+4); AC
IRON SPIDER 14; HD 4d8; MV 30’; Act 2d20; SP infravision 60’, flame-
thrower, paralysis spray, magic resistance (all spells cast
S
ome say the first of these constructs emerged from a against an iron spider are subject to 50% chance of failure
strange metal ship that crashed in the north long ago. before saves are rolled), half damage from non-magical
Others speculate they were products of alchemical weapons, immune to poison, disease, sleep, charm, paral-
engineers from far-off city-states. Whatever their origins, ysis, and fear spells, as well as other mental effects; SV
iron spiders are now widely used as guardians and sen- Fort +5, Ref +3, Will -1; AL N; Crit M/d8.
tries. Iron spiders respond only to the vocal commands of
their masters, making them impossible to control by others. Flamethrower: In lieu of melee attacks, the iron spider can
Unfortunately, this means that in the event of their owner’s discharge a blast of fire in a line 60’ long and 5’ wide. All
death, some iron spiders become uncontrolled, turning up creatures in the area suffer 6d6 damage (DC 14 Reflex save
in surprising places and acting unpredictably. for half damage).
An iron spider has two hollow projection tubes on either Paralysis spray: In lieu of melee attacks, the iron spider can
side of its head, one a potent flamethrower, while the other spray poison gas in a cone 30’ long and 30’ wide at its end.
dispenses paralytic gas. Depending on their orders, an iron All creatures in the area suffer 2d6 damage and is paralyzed
spider may incinerate intruders on sight or capture those for 2d3 rounds (DC 14 Fortitude save for half damage and
their master wishes to question. A typical iron spider stands negates paralysis).
8’ tall, is 10’ long, and weighs approximately 1,000 pounds.
The click and clack of metal strik-
ing stone announces the arrival
of this creature. It resembles
an eight-foot-tall, ten-foot-long
arachnid made of iron. The automa-
ton’s body is covered with riveted plates,
and it glows with an eldritch green light. Two
long tubes extend from its head like hollow fangs.
Page 311
J
watery form of a jengu appears and carries the devoted
JENGU visitor back to the surface where it grants the requested
healing or knowledge. If the offering is paltry, the insulted
J
engu are elusive celestial water spirits that typically jengu may instead allow the failed supplicant to drown for
reside in remote rivers, springs, or enchanted grottos, daring to swim too deeply.
though they can inhabit coastal seas as well. They
Jengu: Init +3; Atk chilling caress +3 melee (2d6 plus
disdain interaction with mortals, whom they deem foolish,
special (see below)) or claw +5 melee (2d6); AC 15 (18
unless an appropriate offering is made, and the mortal’s
in crayfish form); HD 7d8+7; MV 10’, swim 40’ (80’ in
motive is worthy. Their true form is that of a female human-
watery form); Act 1d20; SP shapechange, cleric abilities
oid/fish hybrid. When angered, they assume the form of an
((+10 spell check): lay on hands), divination, half damage
aggressive, monstrous crayfish. Should the need for escape
from cold and non-magical weapons, spellcasting (+10
arise, a jengu can dissolve into a watery form impossible to
spell check): Spells (2nd) cure paralysis, neutralize poison
distinguish from its aquatic surroundings.
or disease, restore vitality; (3rd) remove curse; SV Fort +5,
Jengu are renowned for their wisdom and healing abilities. Ref +6, Will +11; AL L; Crit M/d12.
They can cure diseases with a gentle caress, though the
same hand can make a bone-freezing touch if they need to Chilling caress: The jengu’s touch chills the target to the bone,
defend themselves. Jengu can also mend the most griev- reducing its movement by 10’ for 2d10 rounds (no save).
ous of wounds with a simple kiss. It is rumored that jengu Divination: A jengu is a conduit to divine knowledge and
are conduits tied directly to deities of the water or Mother knows anything the judge wishes it to know. If properly
Nature and, if pleased with a sufficient gift, may bestow approached, a jengu might provide clues about an upcom-
their divine knowledge. ing adventure. If one or more supplicants wishes to quest
Jengu are sometimes worshiped with cult-like fanaticism. for some particular object or ability, the judge may provide
It is not uncommon for pilgrimages to be dedicated to some advice through a jengu, indicating where (or even if)
discovering and appeasing such a thing might be obtained.
one. Pilgrims must hold Shapechange: If a jengu is at least partially submerged in
their breath for several water, it can change shape into a watery form, into a giant
minutes while diving to crayfish, or back into its true form, which is a hybrid of
the darkest reaches of the humanoid and fish. It reverts to its true form if it dies. While
jengu’s sacred pool. If a in its watery form, a jengu is invisible in
suitable treasure is left water, moves at an 80’ swim speed,
in the proper place, the and can pass through a space as nar-
row as 1” wide without difficulty,
although it cannot speak or do
anything else. While in its cray-
fish form, a jengu’s AC is 18.
A lithe, finely scaled body
breaks the water’s surface. The
figure’s upper torso is that of a
shapely female with shiny flesh
and long black hair. The scales of
her lower half deepen to a dark green
and grow longer, like those of a serpent, as
they stretch to her fishlike tail.
Page 312
The jomyrk’s greatest strength is also its greatest weak-
JOMYRK ness: the same ears that serve as shelter and weapons also
make the creature quite vulnerable to sound. Due to this
T
hese desert-dwelling creatures are found wandering sensitivity, jomyrk avoid commotion whenever possible.
throughout the inhospitable terrain alone or in mated
pairs. They are frequently dormant, concealing their Jomyrk: Init +4; Atk bite +3 melee (1d6+2) or sonic
thin, gangly bodies by curling up inside their giant, cocoon- scream or acid breath; AC 16; HD 4d10+8; MV 50’; Act
like ears. Travelers often mistake jomyrk in this state for 1d20; SP enhanced senses, sonic scream, acid breath,
giant lizard eggs half-buried in the sand. camouflage (+10 to hide checks in deserts), immunity
Jomyrk sometimes trail behind desert merchants, scaveng- to acid, vulnerable to sound (double damage); SV Fort
ing the outskirts of caravans for food at night. Some travel- +6, Ref +7, Will +2; AL N; Crit M/1d10.
ers consider the presence of these elephantine aberrations
Acid breath (1/day): As an action, a jomyrk can exhale acid
to be a sign of good luck. However, jomyrk also tend to be
in a line 30’ long and 5’ feet wide. Each creature in that
greedy scroungers and quickly become a nuisance, stealing
area suffers 3d6 damage from the acid (DC 13 Reflex save
shiny trinkets and raiding precious food supplies.
for half damage).
Ordinarily peaceful creatures, jomyrk become incredibly
Enhanced senses: A jomyrk’s hearing is so keen that it can
violent when agitated or frightened. They can amplify their
effectively “see” everything within 60’, including invisible
shrill outbursts into concentrated sonic blasts using their
creatures. They can hear the slightest tremor on the ground
ears like a cone. Jomyrks rarely engage in melee combat,
within this range as well, making them almost impossible
though, preferring instead to use their speed and sonic
to surprise.
attacks to harass from afar, hoping to frighten opponents
away rather than killing them outright. They resort to acid Sonic scream (1/1d3 rounds): As an action, a jomyrk can
attacks only if their sonic screams fail to successfully drive release a high-pitched shriek that is amplified with its giant
away their enemies. ears, forming a 30’ cone with a 30’ base, causing 3d8 damage
to all creatures caught within it and incapacitating them for
1d3 rounds (DC 13 Fortitude save for half damage and no
incapacitation). Incapacitated creatures are unable to move,
speak, or take any action.
Vulnerability: A jomyrk suffers double dam-
age from sound-based attacks. Mundane
commotions which are loud enough – even
half a dozen people banging on pots – are
frightening and confusing to them. Each
round they are confronted by such activ-
ity, a jomyrk must make a morale check or
flee the vicinity. This will not prevent them
from returning once things have quieted
down. However, a settlement or caravan that
repeatedly succeeds in driving these
creatures away will eventually
be abandoned by them as not
worth approaching.
This gangly creature scuttles
about on its long, spindly
legs, its head constantly turn-
ing and its giant ears twitch-
ing at even the slightest of
sounds. The beast’s bulbous,
leathery hide is drab in color.
It sports a plumed, fox-like
tail and an elephantine
head complete with a
thin trunk.
Page 313
K
KLAKLIN
K
laklin are a race of lobster-like humanoids that dwell
on volcanoes and in the fiery caverns beneath them.
Klaklin love magma and are often found sporting in
the molten earth. They claim territory around natural rifts
in the earthen crust and savagely protect their domains
from intruders. Occasionally, stronger creatures, such as
efreeti or dragons, employ klaklin as servants or soldiers.
The tiny tentacles that grow from a klaklin’s arms are too
weak to wield weapons effectively, but the agile append-
ages are capable of fine manipulation that the klaklin’s
claws can’t manage. Klaklin shells are usually reddish-gray,
but specimens with black, orange, and dark green carapaces
have been reported.
Klaklin are brutal fighters who prefer to rush into battle
and tear apart opponents with their claws. Only when
a stronger or a more intelligent klaklin leads them are
they capable of more complex stratagems. Klaklin use
their natural immunity to fire and knowledge of local
terrain to great advantage, dragging opponents into
boiling pools or pits of flaming lava.
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KLAKLIN, SOLDIER
Larger than most of their brethren, klaklin soldiers serve
as the tribe’s elite combatants. On average, soldiers make
up 20-40% of a klaklin community. The strongest soldier
usually leads the tribe, although sometimes a charismatic
priest fills that position instead.
In addition to its increased strength, a klaklin soldier has
poisoned bone spurs at the end of each of their arm ten-
tacles, making them an even more formidable opponent.
When a klaklin soldier strikes with its claws, this poison
barb automatically hits as well.
Page 315
Speak with stone: A koomilahn may touch an area of worked
KOOMILAHN or unworked stone and ask the stone a simple question.
The stone can convey rudimentary information, such as
T
he koomilahn are a shy, subterranean people who descriptions of those who have touched it or what is con-
dwell in the lightless reaches of the Underdeep of cealed behind or beneath it.
Áereth. It is postulated they are distantly related to
halflings, perhaps being an undersized offshoot of a tribe Tunneler: The koomilahn can burrow through solid rock
that migrated underground for unknown reasons. They at half its burrow speed and leaves a 1’ diameter tunnel
lack a written language and are typically leaderless. They in its wake.
seem destined to wander the Underdeep on an unending A tiny pale-gray humanoid with longish arms peers curious-
quest to find the surface. As such, other folk occasionally ly at you from behind nearby stones, its oversized eyes gaz-
refer to them as “Lost Ones.” ing out from underneath a shock of thin, unkempt black hair.
Although these thin, long-armed creatures can stand erect, Smaller than even the least halfling, it is clad in loose scraps
they move more quickly on all fours, and often prefer this of ragged clothing.
mode of movement. They have pale-gray skin, thinning and
unkempt black or white hair, and huge eyes. They wear rags
and other mismatched clothes, but never footgear.
Glands in the koomilahn’s hands and feet secrete an acid
they use to weaken earth and stone, making them expert
tunnellers. Although their touch can wound others—and
indeed is the koomilahn’s only form of self-defense—they
can suppress these secretions when needed. In fact, if a
koomilahn pauses and places its palms on stone, it can
“talk” to the stone and glean its secrets.
Although curious, koomilahn nor-
mally avoid contact with larger folk,
as they are often subjected to cruel
treatment or outright enslavement.
Orcs and dark elves sometimes force
them to mine or carve out passages
for their own use, a grim fate the much
weaker koomilahn often accept without resis-
tance.
Page 316
Poison: A kra-dhan’s bite is suffused with painful venom
KRA-DHAN that can dull the senses. On a successful bite attack, the vic-
tim suffers an additional 1d8 damage and 1d4 Intelligence
T
he kra-dhan are a race of extradimensional nomads loss (DC 12 Fortitude save for half damage and negates
driven to explore and conquer. Born on a forgotten Intelligence loss).
world long ago, the kra-dhan now dwell on the astral
plane, sailing strange vessels that blend scientific advance- This ten-foot-tall humanoid resembles an ape, except it stands
ment with arcane knowledge. The weapons the kra-dhan proudly upright and is covered with shaggy red fur. The hair
wield also mix these two fields of study—exotic armaments on its head and forearms is braided, its large, black eyes glim-
completely unfamiliar to the worlds the kra-dhan seek to mer with intelligence, and a pair of small fangs protrudes from
dominate. the creature’s mouth. In one hand, it wields a longsword with a
blade of shimmering yellow-red energy.
Despite their remarkable intellect and talents, kra-dhan are
vile creatures who consider all other intelligent life their
inferiors, suitable only to serve as slaves or perish at the Kra-dhan Technology
kra-dhan’s whims. This arrogance brings the kra-dhan into
conflict with the inhabitants of the other dimensions they
discover and may ultimately lead to their downfall. They T he kra-dhan mix science and magic to create
exotic weapons more at home in a space opera
than a sword and sorcery tale. To wield one of these
are currently engaged in a protracted war with another
psionically gifted race that dwells on the astral plane, a weapons, a character must first succeed on a DC 20
war which the kra-dhan are losing. Their standing amongst Intelligence skill check to figure out how the weapon
the blue-skinned beings known as dimensional sailors is works, or a DC 15 Intelligence skill check if someone
unknown. else shows them how to operate it. A powerblade or
flamebow may be activated as part of a movement
Kra-dhan: Init +3; Atk bite +6 melee (1d4 plus poison) action, after which it can be used to make attacks.
or claw +6 melee (1d8) or powerblade +6 melee (2d12) Each successful attack with a powerblade, or any mis-
or flamebow +6 missile fire (3d6, range 320’); AC 16; HD sile fire attack with a flamebow (whether successful
6d8; MV 30’; Act 1d20; SP infravision 60’; SV Fort +4, or not), drains 1 charge from the weapon’s power
Ref +5, Will +4; AL L; Crit IV/d12 (power weapons) or source. A weapon looted from a kra-dhan has 2d8
M/d12. charges remaining before the weapon runs dry and
requires a new power source (usually in the form
of an energy cell or magical gem). A fully charged
weapon has 20 uses.
For a more detailed system for understanding and
operating technological devices, as well as addition-
al kra-dhan devices, see Chapter 7: Artifacts of the
Ancient Ones (p. 164, MCC RPG). If using the artifact
check rules from MCC RPG, both weapons are Tech
Level: 5, Complexity: 6.
KRA-DHAN,
DEGENERATE
Kra-dhan, degenerate. Degenerate kra-dhan are the
descendants of kra-dhan who were stranded on a remote
arctic world while exploring the planes. Like their ances-
tors, degenerate kra-dhan are a hulking, ape-like race,
but they’ve forgotten much of their species’ technologi-
cal knowledge. In return, they’ve become more peace-
ful, having largely forsaken the evil characteristics
of their forebears. Gentle scavengers who live in
small, secluded communities in arctic climes, they
distrust other species, although some kra-dhan
degenerates have made peaceful contact with
other intelligent peoples, particularly elves.
Page 317
Degenerate kra-dhan can be formidable fighters, but their
docile nature means they prefer to flee a conflict rather
than stand and fight. If forced into combat, they use their
massive strength to pulverize their enemies, or tear their
foes to pieces with their sharp teeth and claws. Degenerate
kra-dhan can also emit a shrieking howl capable of stunning
opponents with its volume and shrillness.
A
kushtaka is a shapeshifter capable of changing from +7 melee (2d6+3) or claw +7 melee (1d8+3) or spell; AC 13
a humanoid form into an otter or an otter-humanoid (human form), AC 19 (hybrid or otter form); HD 10d10;
hybrid. When in otter or hybrid form, it has razor- MV 30’, swim 40’ (hybrid or otter form); Act 2d20; SP
sharp teeth and claws, and its eyes glow with a sickly green infravision 60’, shapechanger, enlarge (2/day), keening
light. whistle (1/day), magic resistance (all spells cast against
a kushtaka are subject to 50% chance of failure before
Kushtakas live in arctic environments and other frozen saves are rolled), immune to non-magical weapons and
regions. They are as at home on land as in water. These cold, spellcasting (+10 spell check): Spells (1st) cantrip,
shifters delight in cruelty, preferring to prey on injured or color spray, ventriloquism; (2nd) phantasm; SV Fort +8, Ref
defenseless victims. While hunting, a kushtaka may dis- +10, Will +10; AL N; Crit IV/d16 (human form) or M/
guise itself as a loved one to lure its victim into the frozen d16 (hybrid or otter form).
wilds, where it can take its time killing and devouring its
meal. When kushtakas grow old or get lonely, they some- Enlarge (2/day): While in hybrid or otter form, the kush-
times capture a victim alive with the intention of perform- taka can magically double its size, receiving a +4 bonus to
ing a ritual to transform their captive into a kushtaka for attacks, damage, and AC due to greater size and strength.
companionship. In addition, the kushtaka receives +10 hp from the new
size. These hit points are lost first when the kushtaka is
wounded, and damage suffered while enlarged transfers
“When an eerie whistling sounds in the night, fear it, my to its normal hit point pool only if it first loses all 10 bonus
children, for it is not the wind. Stay in your homes and hit points.
lock your doors tight or become the prowling kushtaka’s
full-moon delight.” Keening whistle (1/day): A kushtaka can emit an eerie, high-
pitched whistle. Creatures within 100’ that can hear the
—From a song of the northern tribes whistle suffer 4d6 damage and are stunned for 2d3 rounds
(DC 12 Fortitude save for half damage and negates stun).
Page 318
Shapechanger: The kushtaka can use an action to polymorph
into one of three forms: a man-sized otter, an otter-human- Curse of the Kushtaka
oid hybrid, or humanoid (its true form). While in hybrid
or otter form, it gains bite and claw attacks, increased AC,
(Major Curse)
and a swim speed; otherwise, its statistics are the same in
each form. It reverts to its true form if it dies. T his curse transforms the victim into a kushtaka
and may only be performed by another kushtaka
or an extremely powerful and malevolent witch of the
The man transforms before your eyes, his face narrowing and
northern wastes. The curse must be uttered under the
his hands twisting into claws. Bristly white fur carpets his
light of a full moon, the target must be bound with
body, which contorts into a sinuous, otter-shaped form. Lam-
otter-hair rope, and symbols must be drawn on the
bent flame erupts from its eyes as the creature snarls, revealing
target’s body with the fresh blood of a living kushtaka.
a mouth full of teeth as sharp as needles.
Tied in rope, washed in gore,
North wind calls forevermore.
We claim thee; we make thee,
In this pale luminosity,
Turnskin, otter of cruelty.
The curse carries a -4 Luck penalty and once com-
pleted, the victim must succeed on a DC 15 Willpower
save or immediately transform into a kushtaka. If
successful, the victim remains unchanged (although
still subject to the curse’s effects), and each night there-
after, the north wind beckons to the accursed, com-
manding them to hunt the injured and defenseless.
The suggestion may be easily resisted but reduces
the effectiveness of any benefits of bed rest by 1 point.
At this time, a remove curse alone may be effective in
removing the hex.
Until the curse is lifted or the victim succumbs, the
bedeviled is bidden to join the kushtaka at the appear-
ance of each subsequent full moon. They must again
succeed on a DC 15 Willpower save or permanently
transform into a kushtaka, at which point they will
break all ties with the outside world; the curse can
then only be lifted by slaying the speaker of the curse
followed by a successful casting of remove curse.
Page 319
L
Langoosha: Init +3; Atk tendril +11 melee (1d10+3
LANGOOSHA plus tendril grapple) or pincer +11 melee (2d8+3 plus
pincer grapple); AC 18 (11 without earthen shell); HD
S
cholars have likened langooshas to hermit crabs, 12d10+12; MV 20’, burrow 20’; Act 4d20; SP earthen
but instead of protecting their fragile bodies inside shell, camouflage (+10 to hide in grassy hillock terrain),
borrowed shells, these gargantuan crustaceans bury murder pits, immune to acid; SV Fort +9, Ref +4, Will
themselves beneath hillocks and other natural terrain. A -2; AL N; Crit M/d20.
langoosha can hide in plain sight for years, lying dormant
Earthen shell: The langoosha can bury itself under unworked
until a stray wanderer unwittingly stumbles onto its earthen
earth and stone, creating a shell to protect its soft body.
shell. Over the ages, langooshas have been responsible for
When the langoosha drops to less than half of its origi-
the disappearance of uncountable adventurers, explorers,
nal hit points, the shell crumbles, and the langoosha’s AC
and even entire villages. It is not uncommon for settlers to
decreases to 11. The langoosha can rebuild its shell after
unknowingly build their homes on the back of a langoosha’s
resting for 2d4+2 days.
shell, only to find themselves the victim of the behemoth
hiding in their own backyard. Murder pits: While its earthen shell is intact, the langoosha
can create up to four concealed pits within its shelled exte-
rior. Each pit is 5’ square x 10’ deep. Spot-
ting a pit while the langoosha is motionless
requires a successful DC 15 Intel-
ligence check. A creature moving
over a concealed pit falls in, suffer-
ing 1d6 damage (15 Reflex save
avoids falling into the pit). A
creature that starts its initiative
Page 320
count in a pit suffers 2d8 damage as the langoosha fills the Gelid touch: A lichling inflicts a magical disease on a target
pit with flesh-melting digestive fluids. Climbing out of a pit when striking in melee, causing those hit to suffer 1d3 Stam-
requires a DC 8 Strength check. If the langoosha’s earthen ina loss (recovered normally, see Healing, p. 94, DCC RPG)
shell crumbles, the pits are destroyed and any creatures in and a -1d penalty to all actions that lasts for 2d3 rounds (DC
a pit are freed. 10 Fortitude save negates Stamina loss and action penalty).
Tendril grapple: If a langoosha lands a successful tendril Pile of bones: While motionless, the lichling appears as an
attack, the opponent is grappled (see Grappling, p. 96, DCC ordinary pile of bones. When it is reduced to 0 hit points, it
RPG). If its earthen shell is intact, the langoosha pulls the collapses back into a pile of bones, appearing to have been
target up to 30’ and into one of its murder pits. The langoo- destroyed. It regenerates 1d8 hit points per round until it is
sha has one tendril for each of its four pits, and each tendril at full hit points, when it reanimates. It does not regenerate
can grapple one target. The victim can attempt an opposed damage from fire or divine sources.
Strength or Agility check (vs. +33) on their initiative count Un-dead traits: A lichling is un-dead, and thus can be
to escape the hand. turned by clerics. They do not eat, drink, or breathe, and
Pincer grapple: If a langoosha lands a successful pincer attack, are immune to critical hits, disease, and poison. As un-dead,
the opponent is grappled (see Grappling, p. 96, DCC RPG). they are immune to sleep, charm, and paralysis spells, as well
While grappled, the target is pinned, and the langoosha as other mental effects and cold damage.
can’t use that pincer to attack another target. The victim A pile of old bones suddenly assembles itself into a large, hu-
can attempt an opposed Strength or Agility check (vs. +33) man-like shape. A pinprick of cold blue light glows inside the
on their initiative count to escape the hand. monster’s ribcage. With a clatter and a rattle of dry bones, it
An enormous, crab-like creature explodes from the side of the advances toward you.
hill, its back covered with a shell of earth and stone. Four fleshy
pink tentacles rise from pits in this shell, wriggling in the air as
if searching for prey. Closer to the ground, the creature clacks a
pair of deadly-looking pincers as it rears onto its hind legs and
lumbers forward.
LICHLING
L
ichlings are piles of bones that spring to life
when intruders approach. Mortal spellcasters are
unable to create lichlings, as only a lich’s touch
can bring these unusual un-dead into existence.
Slaying a lichling provides only momentary
relief from its attacks, as lichlings continue
to reform unless slain with fire or divine
power.
Lichlings have no free will and perform only
the tasks their un-dead master demands of them.
In addition to serving as guardians, lichlings may
also perform mundane tasks for the lich. When their work
is finished, they collapse back into piles of bones to await
further orders. In battle, a lichling uses its gelid touch at the
start of the combat, then batters away at foes until either
they or it is destroyed. When under the command of their
lich master, lichlings are capable of far more complex tac-
tics. Many liches seed their lairs with strategically placed
lichlings to catch intruders when they are most vulnerable.
Page 321
Tentacle grapple: The living burrow has six 15’ long ten-
tacles, A hit from a tentacle grapples the target (see Grap-
pling, p. 96, DCC RPG). Multiple tentacles may grapple the
same creature, increasing the opposed check by +2 for each
additional grappled tentacle (maximum +10). The victim
can attempt an opposed Strength or Agility check (vs. +9
(one tentacle) to a max of +19 (6 tentacles), depending on
the number of tentacles grappling them) on their initiative
count to escape the hand.
Into the bowels of the earth (1/round): A living burrow can
attempt to bite and swallow a grappled creature. A creature
bitten by the living burrow must make a DC 12 Reflex save
or be swallowed whole. The DC increases to 16 if the crea-
ture is grappled by more than one tentacle. A swallowed
creature suffers 1d3 temporary Stamina loss each round as it
is dissolved in the burrow’s stomach. Escape from the bur-
row requires a DC 14 Strength check. Attacks from within
the living burrow’s stomach suffer a -2d penalty. Inflicting
10 damage causes the living mound to expel everything
from its stomach out its gaping maw, knocking victims in
front of the beast prone (no save). After expulsion, each
creature still covered in digestive juices at the start of the
living burrow’s next initiative count suffers 1d3 Stamina
loss. A creature can use an action to clean itself or another
creature of the juices.
LIVING BURROW You peer into the depths of a small burrow before you, curious
as to how deep into earth it runs. A fetid odor escapes from the
A
living burrow is a giant creature with a gaping mouth pit, then suddenly giant teeth slide into view on either side of
in the center of a circular body. It moves about on the pit. The mouth opens and closes wetly as the six cable-like
hundreds of fleshy cilia and has six long tentacles tentacles grasp at you.
that extend equidistant around its circumference, but few
see the living mound in its true form. The creature buries
itself under the ground, obscuring its body with earth to
better mimic an animal’s den. Theories abound as to the
origin of this curious predator, with magical experimenta-
LIVING
tion or otherworldly origin being most likely.
When first encountered, a living burrow resembles noth-
STEWPOT
T
ing more than a hole in the ground, a likely place for small his bizarre monster is believed to be the product of
animals (or even halflings) to take up residence. Only when some hitherto unknown goblin sorcery. From a dis-
it springs into motion does the unwitting prey realize the tance, this creature resembles a blackened stewpot
burrow is actually a creature’s mouth, set into the middle with four short legs and a long-handled ladle extending
of an enormous body. from the bubbling liquid the pot contains. Only when the
creature begins to move and extend its “ladle” (actually,
Living burrow: Init +2; Atk tentacle (x6) +4 melee its long sticky tongue) is its true nature revealed—a fleshy
(tentacle grapple) or bite +4 melee (2d6 plus special); AC construct in the shape of an oversized cook pot!
16; HD 5d8; MV 10’, burrow 20’; Act 3d20; SP ambush
predator, lithic casing, into the bowels of the earth; SV A living stewpot usually serves a witch, but some have
Fort +6, Ref -2, Will +2; AL N; Crit M/d8. demonstrated an almost pet-like devotion to other goblins
of the community, especially the cook or head boss. A liv-
Ambush predator: The living burrow is +1d to all actions ing stewpot doesn’t require air, food, drink, or sleep. The
versus surprised opponents. A living burrow automatically stewpot serves as an actual cooking implement when not
surprises any creature that fails a DC 13 Intelligence check acting to defend its favored goblin. Many goblin gourmands
to notice the lack of animal life in the area surrounding the claim that no meal tastes better than one boiled in a living
living burrow. stewpot.
Lithic casing: A living burrow’s exterior is covered by earth The living stewpot can understand the language of its cre-
and stone. Any non-magical attacks (except critical hits) ator but cannot speak.
suffer -1d penalty to damage.
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Living stewpot: Init +1; Atk bite +2 melee (1d6 plus
fire (1d4, DC 12 Ref save negates)); AC 16; HD 3d8; MV
20’; Act 1d20; SP tongue grab, immune to mind-affect-
ing spells and effects, fire, and poison, immutable, half
damage from non-magical weapons, infravision 60’,
vulnerable to cold (double damage); SV Fort +4,
Ref -1, Will -2; AL N; Crit M/d8.
LIVING TEAR Living tear: Init (always last); Atk pseudopod +4 melee
L
iving tears are not true oozes but rather magical mani- (1d4 plus psychic attack (1d3, DC 15 Will save negates));
festations of widespread suffering. They are sentient, AC 16; HD 3d8; MV 10’; Act 1d20; SP blubbering aura,
ambulatory expressions of despair, formed by the resi- immune to fire, mind-affecting spells and effects, and
due of emotions left behind in the wake of tragedy. Plagues, poison, infravision 60’, vulnerable to cold (double dam-
wars, natural catastrophes, and similar events can all gener- age); SV Fort +4, Ref -1, Will -2; AL N; Crit M/d8.
ate the emotional power necessary to create a living tear.
Blubbering aura: The living tear emits an incessant wail
A living tear is an inherently evil creature, existing only to
audible within 300’. An opponent who starts their turn
inflict loss and woe upon those it encounters. It feeds on
within 30’ of the living tear who can hear it is overwhelmed
the negative emotions that its attacks and constant weep-
by sadness and becomes helpless (p. 78, DCC RPG) for
ing instill in others. The touch of a living tear’s pseudopod
1d3 rounds (DC 12 Fortitude save negates). A lay on hands
strikes at the enemy’s mind, inflicting mental pain
check (minimum of 3 dice) performed on the victim
as well as bodily harm.
can end the effect.
If moderate catastrophes such as wars or plague
A gelatinous blob of clear liquid held together by a
spawn living tears of modest size, similar events
flexible membrane oozes across the floor. Tears well
on a grander scale might give birth to even larger
up from beneath the membrane, streaming down
versions of the creature. When the wrath of the
the blob’s sides, leaving a wet trail behind it. A
gods destroyed the once great kingdom of Hnur,
cacophony of wailing fills the air, a terrible sound
it is said that “the land was covered in woe,
that seems to be coming from the creature.
and the waters became as bitter as salt.”
While this might be only a metaphor,
it could also be evidence of a gargan-
tuan living tear that roamed the land
after the fall of the devastated king-
dom. The lifespan of a living tear is
unknown, but if this legend has any
truth to it, a massive living tear might
slumber somewhere, awaiting to be
reawakened.
Page 323
LIZARD, GIANT
Treasure
A
lthough possibly related to dragons, giant lizards
resemble true dragons in appearance only. Some
common folk still refer to giant lizards as false drag- G iant lizards are attracted to shiny objects, espe-
cially gemstones. A giant lizard’s lair often con-
tains a pile of such baubles, although, unlike dragons,
ons, drakes, or dragon-kin. Giant lizards are typically slow-
moving and somewhat dim-witted. They experience bouts giant lizards rarely sleep atop their treasure. There is
of hunger followed by long sleeping periods that can last a 10% chance that a giant lizard lair also contains 1d4
several weeks. Most are found deep underground, except eggs. This chance increases to 35% if a mated pair is
giant frost lizards, which inhabit surface caves in the bit- encountered. In large cities, a giant lizard’s eggs can
ter wastes of the frozen north. They are generally solitary fetch up to 250 gp each.
but may occasionally (20% of the time) be encountered as
a mated pair.
If encountered in its lair during a period of slumber, a giant
lizard takes quite some time to rouse itself. For 1d3 rounds LIZARD, GIANT CAUSTIC
after it awakens, the giant lizard suffers -1d on attack rolls
and Reflex saves. Each giant lizard has a limited breath Giant caustic lizards dwell in secluded caverns in the
weapon or area of effect elemental ability, which it uses Underdeep or closer to the surface in swamps. Giant caustic
to chase away interlopers. Giant lizards always begin an lizards spew viscid balls of acidic bile. A creature trapped
encounter using this attack before closing for melee. by this sticky mass becomes the target of the lizard’s bite.
Giant lizards come in several variants, and they can live Giant lizard, caustic: Init -3; Atk bite +5 melee (3d4)
to be up to 100 years old. Younger specimens are lighter- or caustic spit +5 missile fire (3d6 plus caustic spit); AC
colored, while aged individuals are darker in hue and often 17; HD 3d8; MV 40’, climb 20’; Act 1d20; SP camouflage
sport scars from prior battles. (+10 to hide in the Underdeep); SV Fort +2, Ref -2,
Will -2; AL N; Crit M/d8.
Page 324
LIZARD, GIANT FIRE
Giant fire lizards live in caverns near areas of volcanic activ-
ity. They like to surprise unwitting prey with a quick belch
of fire. Kobolds and goblins sometimes worship giant fire
lizards as true dragons, although these dim-witted devotees
often end up becoming part of the lizard’s diet.
Page 325
LIZARD, GIANT Charge: If the haugram charges a target and then successful-
ly hits it with a head butt attack, the target suffers an addi-
HAUGRAM tional 2d8 damage and is knocked prone (DC 14 Strength
check negates prone).
These creatures are slender but powerful subterranean
lizards that resemble dinosaurs. A haugram’s large head Before you stands an oddly proportioned beast resembling a bi-
hangs at the end of a long, sinuous neck. Its forelimbs are pedal dinosaur with a large bony skull. Its forearms are spindly,
small and weak, but its muscular legs propel it at great but it possesses powerful hind legs that look capable of propel-
speeds. Its tail helps it balance as it sprints through the ling it at great speeds.
underground caverns it calls home.
The haugram’s skull is exceptionally thick with a single
Haugram Mounts
armored plate of bone set into its forehead. Haugrams use
head-butting contests to determine social order and mat-
ing privileges, a fact intelligent denizens of the underdeep
have turned to their advantage. Young haugrams are cap-
W hen properly trained, haugrams are depend-
able mounts. Haugram war steeds are often
fitted with spiked steel caps that absorb the force of
tured as mounts and trained to knock foes senseless with impact and increase the damage of their head butts. A
their head butts. A charge of trained haugrams can batter spike-capped haugram inflicts 1d10+2 damage with
through an enemy’s front lines and send foot soldiers flee- its head butt.
ing for their lives.
Haugrams are omnivores, and they hunt by running down
smaller prey and battering them to death with their skull
plates. They also eat a variety of mosses, insects, mush-
rooms, and plants.
Page 326
LIZARD, GIANT
SHOCKER
Giant shocker lizards are always encountered under-
ground, usually near a body of water such as a lake or
river. They prefer to feed on large fish, using an electric
pulse to stun prey in the water. Because their electricity
shocks prey only temporarily, giant shocker lizards eat
their fill quickly.
LIZARD, GIANT
THUNDER
Giant thunder lizards are the largest of the giant lizards and
these armor-plated beasts are found exclusively under-
ground. They use a devastating thunderous bellow
to knock down prey. Its preferred food is giant bats,
which are rendered blind by its deafening bellow.
Page 327
Lotus-eater: Init +1; Atk poisonous touch +4 melee
LOTUS-EATER (1d5 plus psychic poison (1d3 Personality, DC 12 Will
save negates) or as weapon +6 melee or missile fire; AC
L
otus-eaters are devastatingly beautiful humans who 14; HD 3d12; MV 30’; Act 1d20; SP un-dead traits, psy-
died with the blush of youth still upon them. Their chic poison, turn unholy resistance, suggestion; SV Fort
corpses were preserved using special resins and wax- +5, Ref +4, Will +6; AL C; Crit U/d8
es, allowing their beauty to remain unblemished in death.
The preserved corpses were then raised as un-dead to serve Psychic poison: The essence of the black lotus oozes from the
as companions for liches, mummy lords, vampires, and pores of a lotus-eater’s skin. Merely coming into contact
other powerful un-dead creatures. Their well-preserved with a lotus-eater (including through a successful touch
bodies and hypnotic voices allow lotus-eaters to walk attack) does 1d5 damage. In addition, the victim suffers 1d3
among the living for short periods of time. However, any- temporary Personality loss (DC 12 Willpower save negates).
one spending more than a few minutes in the presence of
a lotus-eater notices the faint smell of death around them, Turn unholy resistance: A lotus-eater is considered +2 HD
as well as slight imperfections in their otherwise perfectly for purposes of turning.
preserved bodies. Suggestion: When not in combat, conversing with a lotus-
Lotus-eaters earn their name from the black lotus petals eater has the effect of a charm person spell (spell check result
they must eat to prevent their bodies from decaying. Being of 15, DC 15 Willpower save negates for
un-dead, the lotus-eaters are unable to digest these pet- further interactions with that specific
als completely. Instead, the petals produce an indigo- lotus-eater that encounter).
colored toxin that oozes from the lotus-eater’s skin. The woman stands before you, an im-
Though their merest touch can kill a mortal age of devastating beauty. Her eyes,
creature, lotus-eaters would rather subdue hair, and skin glow with the luster of
enemies with their beguiling voices than risk youth, and her voice drips with hon-
their assiduously maintained beauty ey, promising pleasures and secrets
in combat. as yet untasted.
Page 328
M
total modifier of +6. If three spells are cast, each has a +2
MAGE modifier. Two spells have a +3 modifier. If only one spell is
cast, the modifier is +6. Roll 1d7 to determine which spell
is cast for each action die: (1) color spray, (2) flaming hands,
MAELSTROM (3) magic missile, (4) ray of enfeeblement, (5) scorching ray, (6)
gust of wind, or (7) lightning bolt. A mage maelstrom cannot
S
o-called mage maelstroms are an extremely rare form lose spells or acquire corruption or patron taint, but it can
of un-dead, created when a wizard is slain in a power- experience spell misfire on a natural “1.”
ful magical explosion, but its spirit somehow resists
destruction. Their intelligence varies — some are nearly Un-dead traits: Mage maelstroms are un-dead, and thus can
mindless, the pain of their death and un-dead existence be turned by clerics. They do not eat, drink, or breathe, and
having taken its toll, whereas others retain at least a portion are immune to critical hits, disease, and poison. As un-dead,
of their previous genius. they are immune to sleep, charm, and paralysis spells, as well
as other mental effects and cold damage.
All mage maelstroms are tortured beings wracked with
endless pain. Some seek a return to their Unique spell duel rules: Engaging a
former life and scheme for a means to mage maelstrom in a spell duel
achieve it, but all mage maelstroms is fraught with peril. For the
deeply hate living creatures, seeing duration of the spell duel, the
them only as a means to an end. mage maelstrom uses 1d24 for
its action die, casting a single
Mage maelstrom: Init +2; Atk random spell each round (see
spellblast (special); AC 16; HD spellblast, above), with a +6
5d8; MV fly 40’; Act special; SP modifier to the spell check.
un-dead traits, detect magic, Finally, a phlogiston distur-
semi-corporeal, unique spell bance results whenever
duel rules; SV Fort +3, Ref +4, the mage maelstrom’s
Will +8; AL C; Crit U/d10. spell check and another
spell duel participant’s
Detect magic: A mage maelstrom spell check are within 1
can detect magical creatures and point of each other. For
objects, as well as spells, from instance, if the mage
up to 500’ away. It is attract- maelstrom’s spell check
ed to magic and targets was 19, a phlogiston dis-
creatures emanating magi- turbance would result if
cal energy by preference. another participant’s spell
Semi-corporeal: A mage maelstrom check was 18, 19, or 20.
can pass through solid objects and A violently swirling mass of
creatures, but doing so causes green mist, lightning, bursts
both the mage maelstrom and of fire, flickering light, and red-
the creature it passes through dish smoke hovers in the air. Near
1d7 damage. the center of the mass is a vague,
Spellblast: On a mage mael- skull-like visage composed of
strom’s initiative count, roll 1d3 to twisting black smoke, from which
determine the creature’s action dice: amber eyes glow like hot coals.
(1) 1d20, (2) 2d16, or (3) 3d14. Each
action die is used for a spell check with a
Page 329
MALLTOD, DRONE
The smallest of the malltod, drones stand about 5’ tall. They
serve as the hive’s workers and attendants to the queen. Like
the queen they serve, malltrod drones can spew swarms of
biting insects.
MALLTOD instead attacking foes with its jagged, claw-like nails and the
swarms of biting gnats that infest its body.
R
eferred to in legend as “blight elves,” the malltod
are an ancient enemy of elvenkind whose sickly
white fungal flesh mimics the forms of faceless elves.
MALLTOD, QUEEN
Though elf-like in appearance, the malltod are more closely Both beautiful and terrifying, a malltod queen looks like
related to shroomen. For centuries, these fungal horrors a physically powerful elf wearing a bark-like chiton. The
were a blight upon the world, laying waste to vast areas of mere presence of a malltod queen incites primal terror in
woodland until, at long last, elvenkind wiped them from many elves.
existence.
Malltod queen: Init +1; Atk claw +6 melee (2d6+2) or
Or so they thought. Unbeknownst to the world above, sev- spore cloud +6 missile fire (explosive spores) or spell;
eral malltod hives survived deep underground, sealed away AC 18; HD 9d6; MV 30’; Act 2d20; SP poison spray (3/
like traps waiting to be stumbled upon. Like ordinary fungi, day, range 10’), swarm breath (3/day), death spores,
the malltod can lay dormant for hundreds of years before true sight, immune to poison, death spores, and mind-
reawakening when conditions are right. altering spells and effects, spellcasting (+9 spell check):
An active malltod hive can render entire forests barren if Spells (1st) magic missile; (2nd) stinging stone; (3rd) dispel
left unchecked. Once its food source is depleted, the hive magic; (5th) Hepsoj’s fecund fungi; SV Fort +5, Ref +4, Will
starves, but before the queen dies, she releases a cloud of +6; AL C; Crit M/d20.
reproductive spores that, if caught by the wind, can disperse
over hundreds of miles. Death spores: When a malltod queen dies, its body releases a
cloud of spores in a 250’ radius. After 24 hours, the spores
develop into dozens of puffball-like fungal growths, each
Malltod History of which may spawn a new malltod queen with all of the
memories of the old queen. If attended by drones, only
Page 330
coughing and sneezing fit that inflicts 1d12 damage and
imposes -1d penalty on attacks and spell checks for 2d4
rounds (DC 13 Fortitude save reduces the sneezing fit’s
penalty to -2 on attacks and spell checks and the duration
to 1d4 rounds). If the target is holding an open flame, such
as a torch, the spores explode in a gout of flame, inflicting
3d6 damage and snuffing out the light source. The vic-
tim of the explosion must make DC 15 Reflex save or they
catch fire. Burning creatures suffer 1d6 damage per round;
a creature can put out this fire by spending an entire round
combatting the blaze, which grants them a DC 15 Reflex
save to extinguish the flames (+4 if “stop, drop, and roll”,
+2 if aided by allies).
Poison spray (3/day): A malltod queen may magically sum-
mon a jet of poison, causing 3d6 damage to one target at a
range of 30’ (DC 15 Fortitude save reduces damage to 1d6).
Swarm breath (3/day): A malltod queen can exhale a 15’ cone
of biting insects. Any creature in the area of effect is subject
to a swarming bite (Atk swarming bite +3 melee (2d4, DC
5 Fortitude save or suffer additional 1d4 from stings)). The
swarm persists for 1d5 rounds before dispersing.
True sight: The malltod queen can see magical auras, sense
the astral and ethereal planes, see invisible creatures, and
pierce illusions of all types to see creatures and objects in
their true forms.
Unclean aura: Elves within 30’ of the malltod queen are
frightened and unable to act for 2d6 rounds (DC 15 Will-
power save negates).
With its bark-like shell and smooth, eyeless face, the malltod queen
is simultaneously beautiful and terrifying. Its elf-like form is
surrounded by clouds with biting flies and choking fungal spores.
MALLTOD, WARRIOR
A malltod warrior’s sole duty is to protect its queen. A
typical malltod warrior stands 6’ tall, with chitin-like bark
covering a muscular physique. Warriors lack the magi-
cal abilities of the drones and queen, and so must rely on
simple claw attacks.
Page 331
Hunters covet the skin of the wyrm for its mane. Fashioned
into a cloak, the pelt grants +2 to Fortitude saves against
cold-based effects. Such cloaks can fetch up to 100 gp or
more in civilized lands. Hunters mount enormous parties
to drive the wyrms from their caves and slay them with fire.
METADILOS
MANED WYRM
T
hough native to the material plane, metadilos (the
E
name is used for both singular and plural forms)
normous winged serpents, the maned wyrm are found
originated on an alien planet. Metadilos feed using a
hidden deep within glacial caverns and atop frigid
long flagellum that emerges from a slit in the back of their
mountain peaks. The wyrm is distinguished from
its lowland and jungle brethren by its eponymous mane carapaces. When it contacts stone, the end of this append-
– a shaggy circle of thick white hair that rings the wyrm’s age becomes incorporeal, passing into the rock where it
head and throat. The maned wyrm cannot tolerate warmer drains the minerals the metadilos needs as nourishment.
climes, and flees fire or heat based spell effects (see below). This process transforms the stone into a transparent crystal,
making it easy to determine where a metadilos has foraged.
Eons past, the progenitors of the species struck a bargain Metadilos cling like barnacles to the rocks they feed upon.
with Sezrekan the Mad, a promise that the wyrms honor to Anyone attempting to move the metadilos while it is feed-
this day: a maned wyrm is obligated to answer any single ing must succeed on a DC 17 Strength check.
question, to the best of its ability, in return for a living sac-
rifice. Incredibly long-lived and possessing the cumulative Metadilos are generally docile creatures. They discharge a
knowledge and wisdom of their kind, there are little the jolt of electricity if touched, which is enough to discourage
maned wyrms do not know. Roll 1d100 to determine the most predators. The metadilos defends itself against more
maned wyrm’s response when questioned: (1-90) the wyrm persistent attackers by whipping them with its flagellum
answers accurately; (91-97) the wyrm answers generally; and draining minerals directly from their body.
(98-00) the wyrm answers in the form of a riddle.
Metadilos: Init +0; Atk flagellum +2 melee (1d4 plus
Hewing to their ancient bargain, each query (including mineral leech); AC 14; HD 3d4; MV 10’, climb 10’; Act
unintentional questions, e.g., “Wyrm, are you here?”) must
1d20; SP tremorsense 60’, immune to electricity, shock-
be paired with a living sacrifice. If the petitioner fails to
ing carapace, mineral leech; SV Fort +1, Ref -2, Will +0;
honor their side of the bargain, the maned wyrm erupts in
AL N; Crit M/d8.
blind fury at the perceived slight.
Page 332
use their magic to protect themselves from mundane weap-
ons or to create stretches of spiky terrain to hamper their
foes. They avoid the front lines in combat, allowing their
allies to engage enemies while they provide magical sup-
port from afar.
Much like a dryad is bound to a majestic oak, a minyad is
bound to a vein of valuable minerals, often worth 1,000 gp
or more. A minyad uses her magic to hide her vein behind
mundane rock, for if her vein is ever unearthed, the minyad
grows sick and may even die.
Minyads are able to speak Elf, Pixie, and Undercommon.
Meld into stone: The minyad is able to meld her body into a
Mineral leech: Any living target successfully struck by the solid piece of stone at will. The stone must be large enough
metadilos suffers 1d3 Stamina loss as the flagellum leaches to accommodate the minyad’s body.
minerals right out of their body. If struck twice, their skin Shillelagh: As an action, the minyad is able to temporarily
in the struck location flakes off as crystals, and their flesh enchant their stone club at will. The enchanted shillelagh
becomes slightly transparent. provides +1 to attack and damage rolls and is considered
Shocking carapace: Individuals that successfully strike the a magic weapon. The effects last for 1d3 rounds.
metadilos suffer a lightning discharge for 1d4 damage. Spike stones (1/day): A minyad may target a point on the
Tremorsense: A metadilos has perfect perception of all things ground within 40’ and transform the ground around that
touching the ground, including invisible targets, within 60’. point in a 30’ radius into razor-sharp stone points that blend
into the natural environment. Creatures moving through
Clinging to the wall like a barnacle is a beetle-like creature with the area do so at half their speed and suffer 1d8 damage
a ridged, shiny blue carapace. A slender appendage protrudes (DC 15 Reflex save negates damage).
from a slit in the creature’s shell. Its opposite end is buried
into the wall. The wall around the appendage has faded into Stone shape: The minyad can transform a piece of stone into
near-transparency, as if transformed into crystal. a mundane object that suits her purpose at will.
Stone skin (1/day): A minyad is able to protect
her body with a layer of protective stone,
MINYAD providing a +4 bonus to AC
for 1d6 rounds.
A
minyad is the subterranean equivalent of Stone talk: The minyad
a dryad. She appears to be a female elf can speak with worked or
with stone-gray hair and chiseled fea- unworked stone she touch-
tures. Her skin constantly sheds glittering es at will. The stone can com-
vermiculite flakes as she moves. A minyad is municate simple concepts,
not as graceful as her surface-dwelling coun- such as vague descriptions of
terpart, yet she is every bit as stunning to those who have touched it or
behold. Minyads tend to be somewhat gruff what is concealed beneath or
and are usually quite evil. They are almost behind it.
always solitary, though they may hold As you enter the subterranean
sway over humanoids that act as toad- garden, your breath catches in
ies and minions. your throat at the sight of a strange
Minyads make poor but strikingly beautiful woman. Her
melee combatants, but skin is as dark as obsidian, and her hair
they keep a stone is the color of slate. The loveliness of her
club nearby face is belied by her cold expression
when fighting is as she appraises you.
required. They
Page 333
MOKELE-
Treasure
MBEMBE
T he hide of a mokele-mbembe is a useful com-
ponent in the manufacture of magic items that
T
hese long-necked sauropods resemble the ancient produce invisibility effects, including certain cloaks
apatosaurus but have the supernatural ability to turn and rings. For this reason, a mokele’s hide can sell
themselves invisible. Physical evidence of mokeles is for up to 500 gp. The creature’s rarity, however, has
rare, leading many to believe such creatures are simply a led many unscrupulous merchants to sell counterfeit
myth. mokele hides.
Mokeles reside in jungle or swampy terrain. They are
believed to be vegetarian, subsisting off the endless supply
of vegetation found in those environments. While visible,
their coloration varies from dark olive green to brown to a
Mokele-mbembe: Init +4; Atk bite +10 melee (2d4 plus
dark slate gray, with skin that resembles a combination of
goring throw) or tail slap +10 melee (2d4+3) or stomp
dense reptilian scales and leathery elephant hide. Because
+10 melee (1d8+3); AC 15; HD 10d10; MV 30’, swim 40’;
they are solitary creatures, with little need to communicate
Act 2d20; SP charge, invisibility; SV Fort +8, Ref +6, Will
with others of their kind, stories of the creatures rarely
+5; AL N; Crit M/d16.
mention them producing sound.
Although typically shy and timid creatures, mokeles defend Charge: If a mokele-mbembe charges (see Charge, p. 96,
themselves when startled, charging smaller creatures or DCC RPG), it executes a stomp attack that also knocks the
slapping them with their enormous tails. More common- target prone (DC 14 Reflex save negates prone).
ly, however, the creatures avoid confrontation, turning Goring throw: Upon a successful bite attack, the victim is
invisible at the first sign of trouble. Mokeles are excellent thrown into the air, inflicting an additional 1d6 damage as
swimmers despite their lumbering forms. If given a choice it lands (see Falling, p. 96, DCC RPG) and is knocked prone
between running away from a battle or swimming, they (DC 12 Reflex save negates throw and additional damage).
always choose the latter.
Invisibility: The mokele-mbembe magi-
cally turns invisible at will until
its concentration ends (as if
concentrating on a spell —
p.106, DCC RPG). Any
equipment the mokele-
mbembe wears or car-
ries is invisible with it.
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MUCK
THRASHER
T
he muck thrasher is a 5’ long slug-shaped mollusk
with a flagellate arm over five times the length of its
body. This arm ends in a bulb-shaped nub covered in
thousands of tiny barbs designed to rip flesh rather
than grasp prey. Its skin is tough and rubbery.
The muck thrasher hunts by burying itself
in murky water and waiting for creatures
to draw near enough to attack. When
not hunting it coils its arm inside
its body.
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Tail: A humanoid or smaller creature successfully hit by a
MUCK WYRM tail attack suffers 2d6+5 damage and becomes grappled (DC
15 Reflex save negates, vs. +14, see Grappling, p. 96, DCC
O
lder than the swamp itself, the ancient and powerful RPG), having been impaled upon one of the spikes along
muck wyrm lies submerged in the deepest, foulest the muck wyrm’s tail. Until this grapple ends, the muck
waters, patiently waiting to devour those unfortu- wyrm can’t make tail attacks against another target. The
nate enough to wade into the murky morass. The beast’s victim can attempt an opposed Strength check (vs. +14) on
prehistoric appearance belies a surprising intelligence, and their initiative count to escape.
many a crawdad trapper has been shocked to hear the muck
wyrm’s guttural voice issuing a terrible challenge. An enormous reptile with glowing amber eyes and row upon
row of jagged teeth rises from the swamp. It lashes out with a
Muck wyrms tend to be solitary, though it is possible to massive, spiked tail, and as it bellows, its breath washes over
encounter more than one in a swamp of exceptional size. you, carrying the stench of a hundred corpses.
They are proud and revel in the admiration of others. In
certain regions, swamp-dwelling creatures worship muck
wyrms as deities, offering living sacrifices that add to the “When it opened its jaws, the smell of putrid death washed
rotting stew within the muck wyrm’s belly. over us. What rottenness roiled inside of the beast, I’ll
never know. But Braga found out. He was skewered on the
Muck wyrm: Init +4; Atk claw +6 melee (2d6+2) and
thing’s spiked tail and popped into its maw like a gobbet of
bite +6 melee (2d8+4) and tail +6 melee (special); AC 14;
meat upon a fork.”
HD 8d10; MV 40’, swim 40’; Act 3d20; SP infravision
120’, long reach (tail melee range 15’), carrion breath, —Errol Eisengrim, human sellsword
swallow whole; SV Fort +5, Ref +3, Will +6; AL N; Crit
M/d14.
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Unlike most powers, muses lack an inclination towards
MUSE Law or Chaos. They inspire the wicked and the righteous in
equal measure. They encourage creation itself, rather than
M
uses are extraplanar beings that take pleasure assist- concerning themselves with its purpose. They remain aloof,
ing mortals in acts of creation that transcend the rarely working in concert with other extraplanar beings on
possible with sublime importance. A muse might one side or the other in the Eternal Struggle.
grant benefaction to an orator on the verge of a historic
speech, bestow some great insight to an architect building Once a muse sets its sights on inspiring a particular endeav-
a cathedral, or embolden an inventor puzzling out an inno- or, any effort to resist or impede its progress is dangerous
vative engine of war. Other than the Fates themselves, it is business. Muses pursue their missions with obsessive inten-
exceedingly rare to tell who will receive a visitation from sity and are not afraid to destroy any who might threaten
one of these enigmatic creatures. Many believe muses help their agenda. On rare occasions, muses have even killed
steer mortals toward destinies sewn by the Three Fates. patrons who refused to fulfill their potential.
Others claim they bestow their gifts to meddle with destiny
Muse: Init +4; Atk stern rebuke +6 missile fire (2d6+2
itself. Such privileged individuals rarely know of a muse’s
or special); AC 12; HD 7d8; MV 30’, fly 50’; Act 1d20; SP
influence.
magic resistance (all spells cast against muse are subject
to 50% chance of failure before saves are rolled), telepa-
thy 120’, invisibility (at will, as per spell check result of
30), inspire; SV Fort +3, Ref +4, Will +10; AL N; Crit
III/d8.
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N
NAGAS “I alone shall unlock the secrets of Mistcutter Island. Or
else no one will!”
N
agas are cunning serpents from a bygone age, created
to serve a mortal race that has long since declined. —Serket, marine naga
Today, they no longer bow to anyone. Instead, they
seek to satiate their hunger for power by accumulating vast
wealth and eldritch secrets. Naga, marine: Init +3; Atk bite +8 melee (1d8 plus
poison (instant death, DC 14 Fort save reduces effect to
1d5 permanent Stamina damage)) or spit +8 missile fire
NAGA, MARINE (poison (instant death, DC 14 Fort save reduces effect to
Marine nagas inhabit coastal jungles, coral atolls, and sub- 1d5 permanent Stamina loss)) or spell; AC 17; HD 12d8;
merged grottoes. They are rarely encountered alone, often MV 40’, swim 40’; Act 2d20; SP rejuvenation, whirlpool,
holding sway over evil humanoids or caring for monstrous spellcasting (+12 spell check): Spells (1st) charm person,
pets. They sometimes position themselves as reli- detect magic, sleep; (2nd) ESP, curse, lightning bolt,
gious leaders, relying on duplicitous actions to paralysis, wizard sense, amphibious (breathes
conceal their true intentions. water and air), immortal nature (doesn’t
require air, food, drink or sleep),
All marine nagas require a sense of purpose, immune to charm, fear, and poison,
the loftier the better. This ambition curbs infravision 60’; SV Fort +12, Ref +14,
the pull of insanity borne from its immor- Will +14; AL C; Crit M/d20.
tality. A marine naga’s desires often clash
with those of other sentient creatures that Rejuvenation: If the marine naga
wander into the naga’s domain. However, dies, it returns to life in 1d6 days and
it avoids direct conflict, relying instead on regains all its hit points. Only a cleric’s
the confusing passageways, traps, and min- divine aid (DC 18) can prevent this from
ions that fill its lair to undo its enemies. A happening.
naga’s servants are often under its magical
Spellcasting: A marine naga casts spells
sway and thus have no qualms about
as a wizard and suffers a -2 penalty
sacrificing their lives to protect their
to spell checks when casting cleric
master.
spells. On a result of natural 1, a
Marine nagas never yield, always marine naga suffers a 50% chance
fighting to the bitter end. If hard of major corruption or misfire,
pressed, they may even resort to rolling on the generic tables as
some devastating, final attack that appropriate.
destroys both them and their foes,
Whirlpool (1/day): A marine
such as rigging a cavern to collapse
naga may create a whirlpool
or detonating a magical relic. The
that lasts for 2d6 rounds or
marine naga knows full well that
until dismissed. This effect
its immortal nature will, in a mat-
requires a volume of water at
ter of days, allow it to continue its
least 25’ radius and 25’ deep. A
machinations.
whirlpool forms in the center of
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the area with vortex that is 5’ wide at the base, up to 50’ naga are content to support minions with spells and have
wide at the top, and 25’ tall. Any creature or object in the learned the advantages of height in the confined passages
water and within 25’ of the vortex is pulled 10’ toward it. of the Underdeep.
A creature being pulled toward the vortex can swim away
by making an opposed Strength check (vs. +4). Naga, Underdeep: Init +3; Atk bite +8 melee (2d6) or
tail stinger +8 melee (1d8 plus poison (instant death, DC
When a creature enters the whirlpool for the first time, the 15 Fort save reduces effect to 1d6 permanent Stamina
creature is caught in the vortex until the effect ends, suf- loss), range 10’) or dark bolt +6 missile fire (2d8 plus
fering 2d8 damage initially and for each subsequent round blinded (1d4 rounds, DC 14 Will save negates), range
it remains in the whirlpool (opposed Strength check (vs. 120’) or spell; AC 19; HD 12d10; MV 40’; Act 2d20; SP
+4) for half damage and negates being caught in vortex). poison cloud, sunlight sensitivity, rejuvenation, immortal
A creature caught in the vortex can use its action to try to nature (doesn’t require air, food, drink or sleep), immune
swim out of the vortex as described above. to charm, fear, and poison, infravision 60’, spellcasting
A thick-bodied serpentine creature rears up before you. The hor- (+14 spell check): Spells [Wizard] — (1st) charm person;
ror has arms but no legs, and its body tapers into a snake-like tail. (2nd) ESP; (3rd) Emirikol’s entropic maelstrom, haste; (4th)
A frill with black spines frames its head and traces the length of wizard sense; Spells [Cleric] — (1st) detect magic, darkness,
its spine. The monstrosity’s scales shimmer a kaleidoscope of deep paralysis; SV Fort +12, Ref +15, Will +15; AL C; Crit M/
greens and vivacious blues, with dazzling purple highlights. A d20.
pair of mesmerizing orange eyes convey only malice.
Poison cloud: As an action, an Underdeep naga can create a
40’ diameter cloud up to 120’ away. The cloud moves 10’
NAGA, UNDERDEEP away from the naga each round and lasts up to 1 turn so
long as the Underdeep naga concentrates on maintaining
The steaming jungles and fetid marshlands of the south- it. A creature inside the cloud at the start of their initiative
lands conceal many routes to the labyrinthine passages of count suffers 6d6 damage (DC 15 Fortitude save for half
the Underdeep. It is here the Underdeep naga, sometimes damage).
simply called a deep naga or even dark naga, hold court and
sway over minions to do their bidding. The Underdeep Rejuvenation: If an Underdeep naga dies, it
naga shuns the painful rays of the sun and find solace returns to life in 1d6 days and regains all its
in the lightless chambers deep below the surface. hit points. Only a cleric’s divine aid (DC 18)
can prevent this from happening.
Underdeep naga have fine tightly scaled hides
that appear smooth. They occasionally exude a Spellcasting: An Underdeep naga casts
slimy mucus that grants an eel-like appear- spells as a wizard and suffers a -2
ance to its body. Typical coloration is penalty to spell checks when casting
dark gray to pitch black, although cleric spells. On a result of natural 1,
deep purples are reported as well. an Underdeep naga suffers a 50%
Unlike other naga, Underdeep chance of major corruption or
naga possess a tail stinger that misfire, rolling on the generic
delivers a virulent poison in the tables as appropriate.
wound. Sunlight sensitivity: An Under-
Underdeep naga are the ulti- deep naga suffers a -1d penal-
mate schemers, often devel- ty to attacks and skill checks
oping convoluted plots over while in bright light.
the course of decades or cen- The massive serpentine
turies. They prefer to work in form uncoils with a sicken-
the shadows, manipulating ing sound of abrasive scales.
minions and followers, often Its hide is covered with fine
dim-witted humanoids, or scales in a deep purple to
other unknowing pawns. black hue. It rears its head,
An Underdeep naga is revealing a twisted human
content to hang back visage complete with wispy
from a confrontation bone white hair and pene-
while its minions do the trating yellow eyes.
messy melee work. These
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Petrifying gaze: As an action, a nagalisk locks eyes with a
living creature and if the target looks a nagalisk in the eye,
it becomes paralyzed for 2d6 rounds (DC 13 Willpower save
negates); 25% of nagalisks have a gaze that instead turns
their victim to stone permanently. Typically, a nagalisk
gazes to cause paralysis, then uses its second action to bite
the target that same round;
A large, serpent-like creature covered in red scales slithers to-
wards you. Barbs and wicked spurs run down the snake’s back.
As it raises its head, you see it has a terrifying, human face with
eyes that burn a lambent green light.
NAIAD
N
aiads are aquatic fey bound to a particular body of
fresh water, such as a lake, river, spring, pool, or even
a fountain or well in urban settings. Naiads go by
many names, including water sprites, nixies, and limnades.
Although they are usually female, male and androgenous
individuals have also been encountered. Naiads look like
halfling-sized humanoids with fine green scales, gill slits
on their necks, and webbed hands and feet.
Because each naiad is bound to a particular body of water,
they are often solitary. However, ancient tales suggest all
waters are connected, so naiads could conceivably gather
in groups. They are rarely aggressive, except when oppos-
ing those who would foul their waters. Most encounters
with a naiad happen by chance. Interactions with travelers
often end with the mortal being charmed and convinced to
leave in peace. However, a threatened naiad can command
a charmed creature to drown itself.
NAGALISK
T
housands of years ago, a cabal of powerful wizards
managed to crossbreed nagas with basilisks, spawning
a new and terrible species that combined the deadliest
traits of both monsters. Unfortunately for the cabal, these
nagalisks held no loyalty to their progenitors. After slaying
or turning the wizards to stone, the nagalisks escaped into
the wild. Since then, they’ve grown in number—although
true nagas view nagalisks as abominations to be destroyed,
helping to keep their numbers down. Nagalisks are usually
found in ancient ruins, guarding treasure hoards, or serving
under the magical control of a spellcaster.
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Cultures living near a body of water protected by a naiad Amphibious: The naiad can breathe both air and water.
often regard them as oracles and worship them accord- Water’s embrace: The naiad commands a creature within 60’
ingly. A naiad that becomes indebted to a mortal sometimes to drown itself (DC 12 Willpower save negates). An affected
bestows a magical jug carrying enchanted water from its target must spend its actions moving toward the nearest
pool (see sidebar). body of water and submerging itself. The target voluntarily
forgoes holding its breath and begins to drown. A drowning
creature loses 1d6 Stamina per round and dies when their
The Naiad's Pitcher Stamina reaches 0; lost Stamina is restored immediately if
Naiad’s pitcher: This simple clay jug with two han- they are removed from the water.
dles is adorned with stylistic water patterns. The jug is
A child-like elf pops her head above the placid surface of the pool.
always full of cool, invigorating water, though the jug
She has green, plant-like fronds for hair, and a bright-pink lotus
weighs only 1 pound. As an action, a creature holding
flower adorns her brow. She beams with a wide, inviting smile.
the jug can speak its command word and drink from
the jug to regain 2 HD of healing. Once a creature has
regained hit points in this way, the jug can’t be used
to regain hit points again until the next dawn.
NAIAD, QUEEN
It is said the naiad queen either has the ear of the gods or
is herself divine. The naiad queen is always attended to by
The most commonly encountered naiad is sometimes 1d8+3 naiad handmaidens and 1d4 shellsingers. She pos-
referred to as a “Queen’s daughter.” She avoids interactions sesses innate magical talents, as well as a poisonous touch
with mortals, but occasionally her curiosity or capricious that can paralyze. She has complete control over the waters
nature gets the best of her. in her domain and can change them to a sulfurous poison
or grant them restorative properties on a whim.
Naiad: Init +2; Atk as weapon +3 melee; AC 13; HD
3d6; MV 20’, swim 30’; Act 1d20; SP water’s embrace, Naiad queen: Init +2; Atk poison touch +8 melee (poi-
amphibious, charm person (3/day, as per spell check son (paralysis, DC 16 Fort save reduces effect to 1d4
result of 14, DC 14 Will save negates), magic resistance Agility loss)) or by weapon +8 melee or spell; AC 15; HD
(all spells cast against a naiad are subject to 25% chance 10d6; MV 20’, swim 30’; Act 2d20; SP water’s embrace,
of failure before saves are rolled; +4 bonus on saves to control water, watery step, heal self (1/round, regains
resist), immune to poison, paralysis and charm, infravi- 6d6 hp), amphibious, speak with aquatic animals, regal
sion 60’; SV Fort +1, Ref +3, Will +3; AL C; Crit waters, magic resistance (all spells cast against a naiad
III/d8. queen are subject to 50% chance of failure before saves
are rolled; +8 bonus on saves to resist), immune to
poison, paralysis and charm, infravision 60’, spell-
casting (+10 spell check) (1st) animal summoning,
charm person, sleep; (2nd) monster summoning; (3rd)
water breathing; SV Fort +1, Ref +3, Will +3; AL
C; Crit IV/d12.
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Amphibious: The naiad can breathe both air and water. Regal waters: As an action, the naiad queen can enchant
the waters in her vicinity to produce one of the following
Control water: As an action, the naiad queen exerts magi-
effects:
cal control over an area of water within line of sight up to
the volume of a 50’ radius sphere. For 1d8 rounds, a naiad • The naiad queen blesses the water surrounding her with
queen may choose from any of the following. Each round, healing properties. Any creature within 60’ of the naiad
a naiad queen may repeat the same effect or choose a dif- queen that drinks the water magically heals 4 HD or
ferent one. heals a specific condition such as a broken limb, dam-
aged organ, disease, poison, blindness, or deafness. A
• Flood: The water level of all standing water in the area
creature can benefit from this effect once every 24 hours.
rises by as much as 20’. If the area includes a shore,
the flooding water spills over onto dry land. In a large • The naiad queen contaminates the water with a poison-
body of water, a 20’ tall wave is created that travels ous taint. Any creature within 100’ of the naiad queen is
from one side of the area to the other and then crashes exposed to a jellyfish poison which causes 1d4 Agility
down. Any vehicles in the wave’s path are carried with loss each round (DC 16 Fortitude save reduces effect
it to the other side and have a 25% chance of capsizing. to 1d4 damage). The cloud of poisonous water persists
for 2d6 rounds.
• Part water: Water in the area moves apart and creates a
trench. The trench extends across the spell’s area, and Water’s embrace: The naiad commands a creature within 60’
the separated water forms a wall to either side. The to drown itself (DC 14 Willpower save negates). An affected
trench remains until the ability ends or the naiad queen target must spend its actions moving toward the nearest
chooses a different effect. The water then slowly fills in body of water and submerging itself. The target voluntarily
the trench over the course of the next round until the forgoes holding its breath and begins to drown. A drowning
normal water level is restored. creature loses 1d6 Stamina per round and dies when their
Stamina reaches 0; lost Stamina is restored immediately if
• Redirect flow: Flowing water in the area moves in a direc-
they are removed from the water.
tion of the naiad queen’s choice, even if the water must
flow over obstacles, up walls, or in other unlikely direc- Watery step (1/round): As an action, the naiad queen magi-
tions. A naiad queen may also elect to buffet a target cally teleports, along with any equipment she is wearing or
with water, knocking them prone and engulfing them carrying, to any point up to 120’ away that is underwater
in a powerful current (opposed Strength check (vs. +4) and within line of sight.
negates). An engulfed target attacks at -1d and must A delicate elven form floats gracefully in water partially ob-
make an opposed Strength check (vs. +4) to push its way scured by vibrant green lily pads. Her smile warms your heart
out. For each round it starts engulfed, the target must as you bathe in her soft radiance.
succeed in a DC 16 Stamina check. When the first check
fails, the target is drowning. A drowning creature loses
1d6 Stamina per round and dies when their Stamina
reaches 0; lost Stamina is restored immediately if they
NAIAD, SHELLSINGER
are removed from the water. The water in the area moves Some naiads possess an aptitude for singing enchanted
as directed, but once it moves beyond the area of effect, songs that can heal allies, calm enemies, or summon fish.
it resumes its flow based on the terrain conditions. These shellsingers are rare, and all appear to be male. Shells-
ingers dislike combat, but if pressed they summon giant
• Whirlpool: This effect requires a volume of water at least
fish to aid them in battle, or swarms of smaller fish to cover
25’ radius and 25’ deep. A whirlpool forms in the center
their retreat.
of the area with a vortex that is 5’ wide at the base, up to
50’ wide at the top, and 25’ tall. Any creature or object in Naiad shellsinger: Init +2; Atk as weapon +6 melee;
the water and within 25’ of the vortex is pulled 10’ toward AC 15; HD 6d6; MV 20’, swim 30’; Act 1d20; SP enchant-
it. A creature being pulled toward the vortex can swim ed songs, water’s embrace, amphibious, charm person
away by making an opposed Strength check (vs. +4). (3/day, as per spell check result of 14, DC 14 Will save
When a creature enters the whirlpool for the first time, negates), magic resistance (all spells cast against a naiad
the creature is caught in the vortex until the effect ends, are subject to 25% chance of failure before saves are
suffering 2d8 damage initially and for each subsequent rolled; +4 bonus on saves to resist), immune to poison,
round it remains in the whirlpool (opposed Strength paralysis and charm, infravision 60’; SV Fort +1, Ref +3,
check (vs. +4) for half damage and negates being caught Will +3; AL C; Crit IV/d12.
in vortex). A creature caught in the vortex can use its
action to try to swim out of the vortex as described above. Amphibious: The naiad can breathe both air and water.
Enchanted songs (1/day each): A naiad shellsinger may sing
each of the following songs once per day:
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• Song of healing (1/day): The naiad shellsinger sings a Water’s embrace: The naiad commands a creature within 60’
melody to heal his allies. Up to six creatures within to drown itself (DC 12 Willpower save negates). An affected
60’ of the shellsinger capable of hearing him magically target must spend its actions moving toward the nearest
heal 2 HD. body of water and submerging itself. The target voluntarily
forgoes holding its breath and begins to drown. A drowning
• Song of soothing (1/day): The naiad shellsinger sings a
creature loses 1d6 Stamina per round and dies when their
melody that calms hostile creatures. Up to six creatures
Stamina reaches 0; lost Stamina is restored immediately if
within 60’ of the shellsinger that can hear him become
they are removed from the water.
sedate and peaceful, unwilling to attack another crea-
ture for 1d6 rounds (DC 13 Willpower save negates). A diminutive elven form lounges on the rocky shore, eyes shut
peacefully as he concentrates on his task. His sweet, melodic
• Song of summoning (1/day): The naiad shellsinger sings
voice incites a school of fish to churn the shallow water at his
a melody to summon fish allies. The shellsinger magi-
webbed feet.
cally calls up to 2d4 HD of sea creatures provided the
shellsinger is in a body of water. The called creatures
arrive in 1d4 rounds, acting as allies of the shellsinger
and obeying his spoken commands. The beasts remain
for 1 hour, until they or the shellsinger dies, or until the
shellsinger dismisses them.
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Necoctene: Init +6; Atk bite +10 melee (2d4 plus con-
NECOCTENE striction and poison (death, DC 16 Fort save negates
poison)); AC 18; HD 6d8; MV 30’, climb 20’; Act 2d20;
A
deranged serpent cultist, no doubt, bred the necoc- SP infravision 60’, deaf; SV Fort +6, Ref +3, Will +2; AL
tene, a two-headed hybrid with the mighty muscu- C; Crit M/d10.
lar body of a constrictor and twin venomous heads
of cobras. As is often the case, some of these experiments Constriction: A necoctene that scores a bite attack immedi-
escaped, and now a breeding population exists in the hot ately wrap its coils around the victim. Each round thereaf-
jungles and dank caves of the wild. Necoctenes are often ter, the necoctene attempts another bite (always against the
found in the company of serpent-men, serving as guard- grappled target) and also constricts the same target for an
ian beasts or pets. They sometimes play important roles in automatic 2d6 damage. The victim can attempt an opposed
religious ceremonies, where their bite and muscular coils Strength or Agility check (vs. +16) on their initiative count
dispatch sacrificial victims in a manner the serpent-men to escape the necoctene’s grasp.
find most pleasing.
Deaf: A necoctene is immune to sonic damage or any effect
Necoctenes lie in wait for prey, hiding in jungle canopies that requires hearing to succeed.
or among rubble in ruins and caves. When it strikes, a
necoctene latches onto its victim with its venomous bite, Keen senses (scent): All creatures within 120’ suffer a -2d pen-
then crushes the unfortunate creature in its coils. Though alty on all attempts made to avoid detection by a necoctene.
solitary predators, and for reasons unknown, necoctenes A gigantic, two-headed snake—a terrifying cross between a py-
enjoy a telepathic bond with serpent-men. This bond thon and a king cobra—descends out of the jungle canopy. Its
allows the serpent-men to train necoctenes to obey simple twin heads sprout from its body where a serpent’s normal head
commands, such as “guard this entrance” or “retrieve the would be, and its sinuous body is covered with indigo scales
staff,” even if these commands run counter to the creature’s with dark green mottling. Its body is muscular like a constrictor,
own wellbeing. but each of its heads are hooded like that of a cobra.
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Nesufti: Init +2; Atk bite +4 melee (1 plus blood transfu-
NESUFTI sion) or claw +4 melee (1d3); AC 13; HD 3d4; MV 30’, fly
40’, climb 30’; Act 1d20; SP infravision 120’, immunity
L
ittle creatures creeping from dark corners and beneath to poison, paralysis, and mind-affecting effects; SV Fort
beds at night seldom have good intentions. However, +0, Ref +2, Will +2; AL C; Crit M/d8.
nesuftis, the catlike homunculi crafted by vampires,
want the best for their so-called victims. Molded from Blood transfusion: Damage from a nesufti’s bite only heals
marshland clay, the bonemeal of murderers, and, most with magic, as the bite exchanges the target’s living blood
vitally, the blood of their creators, these constructs live to with that of the nesufti’s vampiric master. This exchange
please. heals the nesufti by 1 hp. The necrotic blood of the vampire
A nesufti understands its role not only as an infiltrator and master causes living targets to be cured of any diseases,
scout, but also as the first line of influence for their beloved blindness, or deafness, but also causes a -1d penalty to saves
masters. They relish gradually poisoning unsuspecting vil- against being charmed by the nesufti’s vampire master until
lagers with vampiric blood to prepare them for un-dead the damage is healed. This attack does not normally wake
servitude. The nesuftis delight in watching gray hairs turn a sleeping target; PCs are allowed a Luck check to awaken.
black, wrinkles smooth away from increasingly pale faces, This impish feline with a reddish clay body and folded wings
and the squinting and itching exhibited after spending time stands upright but hunched. Its unblinking eyes shine like a
in the sun. Unfortunately, this love goes unrequited by the pair of gold coins glinting in firelight. The construct’s fixed gaze
nesufti’s victims and sometimes even by their own masters. and rapid panting betray in equal parts its ferocity and elation.
Once a nesufti’s services are no longer needed, or if its vam-
pire is slain before claiming their thralls-to-be, the nesufti
is freed, but alone in the world. It may exhibit a kinship for On the moonless night, sits a cat in a tree,
the helpless villagers stranded halfway to vampirism—after eyes shining, eyes pining, just dying to see—
all, they are bonded by blood. For this reason, some nesuftis not howling, not yowling, just waiting for thee—
continue their mission for years to grow their assumed fam- to give you a bite; it’s the nesufti!
ily, and most strive to create their
own companion of clay, bone, – Bardy McFly, birdfolk minstrel
and blood. Lacking the capac-
ity for spellcasting, a nesufti
who wishes to procreate seeks
wizards, elves, witches, or other
vampires to achieve their goal.
Page 345
this power, it scuttles down and engages remaining foes
NEURONEA in combat, using its venom to disable any would-be meals
that are still standing.
L
egend holds that neuroneas were once giant jungle
spiders that calamity drove beneath the earth. In the Neuroneas are almost always encountered alone, but they
lightless tunnels there, they were exposed to bizarre sometimes serve spider-worshipping cultists. Such cults
subterranean energies that irreversibly altered their natures take advantage of the neuronea’s ability to put foes to sleep,
and resulted in an entirely new species. Neuroneas now so as to capture victims for sacrifice to evil arachnid demons
possess keen intellects and innate magical ability. They on their web covered altars.
also neither sleep nor dream, leading some sages to specu-
Neuronea: Init +1; Atk bite +2 melee (1d3 plus poison)
late that they survive by consuming their prey’s residual
or spell; AC 13; HD 4d8; MV 40’, climb 20’; Act 1d20;
dreams, or perhaps by draining them of the slumber they’ve
SP infravision 60’, tremorsense 60’, ever-vigilant, poison
accumulated over their lifetimes.
(sleep 1d4+1 turns, DC 13 Fort save negates), spellcasting
Neuroneas are solitary creatures that prey on bats, under- (1/day, +10 spell check): Spells (1st) sleep; SV Fort +0,
ground vermin, and the stray humanoid that stumbles upon Ref +4, Will +0; AL C; Crit M/d6.
them unaware. Their bite is toxic, and their venom induces
sleep in those bitten. This, combined with its ability to magi- Ever-vigilant: A neuronea doesn’t sleep or dream, and is
cally lull opponents to sleep, makes a neuronea an expert at immune to magical sleep.
disabling prey. Rather than devour prey immediately, they Tremorsense: A neuronea has perfect perception of all things
will carry their slumbering victims back to their lairs to feast. touching the ground, including invisible targets, within 60’.
Neuroneas make their homes in hard-to-reach spaces, such
as remote mountaintop caves or abandoned wizard vaults. An arachnid creature scuttles into view. It is a bit smaller than a
riding horse, and its carapace has a silvery gleam to it. Its eight
In combat, a neuronea generally strikes from above, cling- eyes are dull sky blue, and as you gaze upon the glistening orbs,
ing to the cave ceiling and using its sleep-inducing magic you feel slightly drowsy.
to incapacitate as many foes as it can. Once it has exhausted
Page 346
O
Octophis: Init +2; Atk tentacle slap (x8) +2 melee (1
OCTOPHIS plus grasp) or tentacle bite +4 (1d2 plus poison) or beak
+4 melee (3d8); AC 11; HD 3d6; MV 20’, swim 40’; Act
E
ver hungry for food and treasure, octophises prowl 8d20; SP infravision 60’, camouflage (+10 bonus to any
bleak subterranean lakes and seas. They were created attempt to hide in underwater terrain); SV Fort +2, Ref
by ancient civilizations via macabre crossbreeding -2, Will +2; AL C; Crit M/d6.
experiments involving giant octopi and vipers. An octo-
Grasp: For each tentacle slap that strikes the same target,
phis’ body is 9’-10’ long, with tentacles extending to 20’. Its
an octophis receives 1d4 on an opposed Strength check to
natural coloration is a grayish brown, but specialized cells
hold that creature down. For example, if six tentacle slaps
on its skin can alter its coloration, allowing the octophis to
hit a creature in a single round, the creature suffers 6 dam-
blend in with its environment.
age, and the octophis rolls 6d4 on a Strength check against
These aberrations make their lairs in underground lakes that creature. If the octophis wins the Strength check, the
where potential prey comes to drink. They are carnivorous creature is grappled and cannot attack unless it spends the
and particularly enjoy hunting humanoids, as they know next round struggling and succeeds on an opposed Strength
such prey usually carries shiny treasure, which the octophis check. An octophis can only use its tentacle bite attack once
conceals in difficult-to-access, underwater grottoes. Larger it has successfully grasped a target.
specimens have also been known to display their treasure
Poison: The venom of an octophis’
above the water to lure in particularly gullible adventurers.
fanged tentacles induces
Once an octophis spots a potential victim, it conceals itself fatigue. On a successful ten-
underwater, surfacing to attack tacle bite attack, the
with its superior reach. It concen- victim suffers
trates on one or two foes, first 1d3 temporary
establishing a hold with its Strength loss
tentacles and then bringing (DC 8 Fortitude
its venomous bites to bear. save negates, DC
Although the poison pro- +1 for each bite
duced by an octophis’ sustained in that
snake-tentacles is not round). Strength
particularly potent, recovers at a rate of
the sheer number 1d3 points per hour.
of attacks can over-
An oversized, gray
whelm even the
cephalopod head ris-
toughest oppo-
es from the water. As it
nent.
surfaces, the creature reveals
eight appendages that disturbing-
ly resemble fanged, hissing vipers.
Page 347
Ocular worm: Init +6; Atk bite +2 melee (1d6) or sting
OCULAR WORM +2 melee (3d4 plus stinger poison (blind for 3d4 rounds,
DC 14 Fort save negates)); AC 14; HD 5d8; MV 40’; Act
W
hile most commonly encountered in warm, humid 1d20; SP true sight, mesmerizing glare, spittle (3/day);
caverns, ocular worms have also been found in SV Fort +6, Ref +6, Will +2; AL C; Crit M/d8.
lost ancient tombs. Adults can reach 20’ in length,
though their many coils make them appear much smaller. Mesmerizing glare: Gazing upon an ocular worm’s multitude
Their coloration usually ranges from dull green to gray, but of glassy eyes causes intense confusion in most creatures.
various shades of browns have been reported as well, so it is When first sighted, the viewer loses all actions until they
possible that ocular worms simply mimic the surrounding suffer damage or succeed on a Willpower save (DC 15 Will-
terrain. Their cilia fringe is always a lighter, contrasting hue. power save negates). Victims can attempt a Willpower save
An ocular worm’s head is small, and its mouthparts, while each round to break free.
underdeveloped, are nevertheless capable of delivering a Spittle (3/day): An ocular worm can spit venom in a cone 30’
nasty bite. Its venomous stinger injects a slow-acting poi- long and 20’ wide at its end. All creatures in the area suffer
son that causes temporary blindness, and it has a limited blindness for 1d4 rounds (DC 12 Fortitude save negates).
capacity to spit this poison into the eyes of its adversaries.
True sight: An ocular worm’s eyesight extends onto multiple
The ocular worm’s most peculiar feature are the hundreds planes of existence, including the astral and ethereal planes,
of eyes positioned across its hide in a variety of sizes, but as well as the invisible spectrums of the material plane. They
all are lidless. The eyes see through illusions, magical dark- can see invisible creatures and are never fooled by illusions.
ness, and invisibility, making the worms excellent sentries.
Powerful overlords often include ocular worms in their A dark green worm as thick as a human’s torso and about twenty
personal menageries and use the creatures to guard sensi- feet from mouth to stinger slowly unfurls. Its edges are covered
tive locations such as tombs or treasure vaults. It is said with undulating yellowish cilia, and its hide is covered with hun-
that locking gaze with a worm’s myriad eyes lulls one’s dreds of unblinking eyes. Some are bloodshot and as large as a
mind into inaction. fist, while others are little more than specks with dilated pupils.
Page 348
You hear a rumble that sounds like a distant but fast-approaching
ONONONT rockslide. Within the forest, trees begin to snap apart, falling
from view in a haze of dust and debris. Suddenly, a gargantuan
The ononont is a massive grub-shaped serpent armored in serpent covered in bony black pates bursts from the forest’s edge.
bony black plates. It is estimated to be the size of a hun- The plates around its head are shaped like a farmer’s plow. The
dred-twenty-foot-long two-story house. While not naturally broken branches of upturned trees dangle from it as the behemoth
aggressive, the ononont is a force of nature whose path assesses its path.
of destruction often brings it into conflict with humanoid
settlements.
The ononont is autogenous and lays only a single egg in Bone of the Ononont
its lifetime. It usually returns to the same remote region
where it was hatched to lay its egg, dying soon after. Once
hatched, an ononont rapidly grows to adult size. It prefers B ehind the armored plates over the ononont’s
head that it uses to furrow is an incredibly dense,
saddle-shaped bone that is the size of large covered
to feed in loose, organically rich soil. It furrows with its
plow-shaped head, half submerged, feeding on whatever wagon and weighs about a ton. Sages believe it is what
filters through the baleen webbing in its throat casting the allows the ononont to absorb and disperse the vibra-
rest into its wake. Folktales of heroes saving a rural settle- tions it generates while plowing the ground. Once the
ment, cleverly diverting the beast from its path, are not muscles of the dead ononont have relaxed, the bone
uncommon. can be removed in a process that can take between
8-24 hours depending on conditions and know-how.
Ononont: Init +4; Atk ram+12 melee (2d14+10) or Those in the know will be aware of its immense val-
ground slam; AC 20; HD 12d12; MV 40’; Act 2d24; SP ue in the creation of items both arcane and power-
tremorsense 120’, plow, ground slam, siege monster, ful, usually associated with protection or resilience.
unstoppable; SV Fort +12, Ref +0, Will +6; AL N; Crit Regardless of the size of the item crafted, the process
M/d20. consumes the entire bone.
Plow: When the ononont uses both its move actions on its
round, creatures up to the size of a hill giant standing in
its path cannot hope to stop its movement and are thrown
aside. The character must make a DC 18 Strength check.
On a success they are only tossed to the ground 10’ away.
On a failure, the creature is flung like a ragdoll 10’ plus an
additional 10’ away for each point they failed the check by.
The judge adjudicates how much of the damage is from fall-
ing, d6 per 10’, or d4 per 10’ from caroming off or through
whatever objects happen to be around.
Ground slam (3/turn): The ononont rears up and slams its
massive body onto the earth causing earthquake like vibra-
tions. Each creature on the ground within 30’ of the onon-
ont must make a DC 18 Fortitude saving throw. On a
failed save, the target takes 5d16 damage and is knocked
prone. On a successful save, the target takes half as much
damage and is not knocked prone. If the creature is on
an object in contact with the ground (such as a tree or
stone wall) they instead must make a DC 16 Reflex sav-
ing throw or topple off the object (judge applies damage
based on context). The ononont cannot use ground slam
two rounds in a row.
Siege monster: The ononont does double damage against
structures and vehicles.
Unstoppable: The ononont can move through ground sparse-
ly occupied by trees and objects as large as a wagon casting
them aside like a boat through water. It moves half its speed
through more densely wooded areas, particularly rocky
terrain, or substantial structures. While moving, anywhere
from a quarter to half the ononont’s body is below ground
level, leaving a 40-foot-wide furrow of broken terrain and
debris in its wake.
Page 349
Owlbear, great horned: Init +1; Atk bite +8 melee
OWLBEAR (1d6+4) or claw (x2) +6 melee (1d4+2) or gore +4 melee
(1d8+2); AC 18; HD 6d8; MV 40’, climb 20’; Act 2d20;
O
wlbears are bear-like monstrosities with an owl’s SP charge, hug, magic resistance (all spells cast against
plumage. While the creature typically roams about a great horned owlbear are subject to 25% chance of
on all fours, it rears up on its hind legs when pro- failure before saves are rolled); SV Fort +5, Ref +1, Will
voked, bellowing to intimidate its foes. The ferocity and +8; AL C; Crit M/d12.
aggressiveness of an owlbear are legendary.
Scholars have debated the origins of the owlbear for centu- Charge: If a great horned owlbear charges (see Charge,
ries. Their sorcerous legacy grants them a natural defense p. 96, DCC RPG) and then succeeds on a gore attack the
against magic: they resist all magic, regardless of level or same round, the target suffers an extra 1d8 damage and
caster, with a 25% chance of success and gain a +8 on Will- is knocked prone (DC 15 Strength check negates prone).
power saves against spells that do affect them. However, Hug: If a great horned owlbear hits a creature with two
if one assumes their existence is linked to some kind of claw attacks in the same round, the target is wrapped in a
eldritch experiment, it stands to reason that other variant crushing embrace and is grappled (vs. +12, see Grappling, p.
owlbears should also exist. 96, DCC RPG). Each round thereafter, the victim is hugged
for an automatic 2d6 damage. The victim can attempt an
opposed Strength or Agility check (vs. +12) on their initia-
Variant: Winged Owlbears tive count to escape the great horned owlbear’s grasp.
OWLBEAR, GREAT
HORNED
The largest of the documented owlbear
varieties, a great horned owlbear is a cross
between a cave bear and a great horned
owl. Standing a good 2’ taller than a
typical owlbear, this monstrosity sports
a pair of curled horns in addition to its
prominent plumicorns. Great horned owlbears
are terrifying predators, often dragging captured prey back
to their dens for consumption—flesh, fur, bones, and all.
Tribal warriors sometimes revere the great horned owlbear,
believing it to be the reincarnation of a mythical warrior. It
is not uncommon for such tribes to reside near the lair of a
great horned owlbear, even if it means they are regularly
preyed upon.
Page 350
OWLBEAR, RAVENBEAR
By far the rarest avian-bear monstrosity, the ravenbear
shares the features of a black bear and a raven. The raven-
bear is the smallest of the owlbear variants, but when it rears
up on its hind legs, it can still reach 8’ tall. Ravenbears are
aggressive predators, though they favor smaller prey. Their
ability to mimic sounds allows them to deceive intelligent
creatures. Similar to giant ravens, ravenbears can be evil,
or at least have a sinister disposition.
Page 351
P
A bone-white humanoid with savage tattoos covering its body
PAINSHRIEKER rushes toward you. It clenches wicked sickle blades in each hand,
but their threat pales in comparison to the creature’s appear-
T
hese ghastly monsters hail from the lower planes. ance. It lacks a lower jaw, and a large, bloodless gash runs down
Although neither demon nor devil, they are clearly its throat and torso. As it approaches, the gash begins to vibrate,
unearthly in nature. The painshriek- creating an ear-piercing shriek.
er lacks a lower jaw, and its throat and
chest are split open in a single, gap-
ing wound. When the painshrieker
moves air through this wound, the
gash begins to vibrate, producing the
horrific shriek that gives the creature
its name.
Painshriekers are almost always
encountered in subterranean regions,
likely called to this plane by diabolists or other
evil spellcasters.
Page 352
Fey sentinel: The peerer is magically bound to a single sen-
PEERER tient creature, designated when the peerer first blooms. As
long as the peerer and its master are on the same plane of
D
enizens of the faerie realms must always be on the existence, the master can use an action to form a telepathic
lookout for foes. To bolster their security, the King link with the peerer. While the link lasts, the peerer and its
and Queen of Elfland created a special form of guard- master can instantaneously share words and visual images
ian. These creations are the peerers: small, sentient shrubs with one another. The link lasts as long as the master main-
with uncanny vision and unusual offensive capabilities. tains concentration or until the master chooses to end it.
Peerers act as living security systems, capable of sharing The master can maintain a telepathic link with only one
with their master anything they see with their hundred, peerer at a time, even if they are the designated master of
human-like eyes. A peerer’s master is usually a fey charged more than one peerer. If the master dies, or if the peerer
with overseeing the boundaries of a fey noble’s domain, and its master are no longer on the same plane of existence,
but sometimes it may be a servant of the King of Elfland the peerer can designate another creature it can see within
himself, particularly if the peerer watches over an important 120’ of it as its new master.
region of Elfland.
Peerers look like three-foot-diameter shrubs bearing bright
Over time, peerers tend to take on the personalities of their green, yellow, or red leaves. A hundred strawberry-sized buds
masters. A peerer that shares what it sees with a devoted fey sprout from the ends of its branches. Each bud can open to reveal
knight may be lawful, while one serving an Unseelie tyrant a human-sized eyeball with cat-like irises. The eyes move inde-
might be chaotic and deal with intruders with a cruelty pendently from one another, scanning the peerer’s surround-
equal to their master’s. ings with intense scrutiny.
Peerer: Init -1; Atk eye rays; AC 10; HD 3d6; MV 20’;
Act 1d20; SP alarm, fey sentinel, vulnerable to fire (double
damage); SV Fort +1, Ref +4, Will +3; AL N; Crit M/d8. PIRANHA,
Alarm: The peerer sends a mental “ping” to its designated
master, alerting them that their attention is required. This GIANT
alarm is strong enough to awaken a sleeping observer, but
not one rendered unconscious by strong drink, incapacitat- Giant piranhas are 3’ to 4’ long carnivorous fish that can
ing poisons, or similar means. adapt to a variety of habitats, including warm, swampy
waters, brackish lagoons, and cold, lightless subterranean
Eye rays: The peerer shoots up to two of the following magi- lakes. Though they are often encountered swimming along-
cal eye rays each action, choosing one or two targets it can side their smaller versions, giant piranhas target larger prey
see within 120’ of it: and can strip the flesh from a horse in a matter of minutes.
• Blinding colors: The target is blinded for 1d4 rounds (DC
12 Reflex save negates). Giant piranha: Init +3; Atk
bite +5 melee (1d6); AC 15; HD
• Dance ray: The target dance in places for 1d4 3d6; MV swim 30’; Act 1d20;
rounds (DC 12 Willpower save negates). SP blood frenzy; SV Fort
A dancing creature must use all its +3, Ref +4 Will +1; AL N;
movement to dance in place and has Crit M/d8.
-1d to all actions. In addition, other
creatures have +1d on attack rolls Blood frenzy: The giant
against the dancing creature. Crea- piranha receives +2d
tures that are immune to mind- on melee attacks
affecting magic are also immune against any creature
to this effect. that doesn’t have all its
• Melting gaze: The target’s flesh and hit points.
bone begins to melt, and the target This three-foot-long fish
suffers 2d4 damage (DC 17 Fortitude has deep blue-green sides
save for half damage). but a blood-red belly. Pro-
truding triangular teeth fill
its oversized jaws.
Page 353
surrounded by the sickly-sweet stench of rotting meat. Its eyes
PLAGUE-SPAWN burn with a vile, yellow glow.
P
lague-spawn are un-dead whose will to recover from
the illnesses that killed them now sustains them Grave Pox
beyond death. The envy plague-spawn feel towards
the healthy makes them wicked, spiteful creatures. Plague-
spawn wish only to spread their diseases so that others A living creature exposed to grave pox becomes
infected (1d5, DC 13 Fortitude save negates dam-
age and resists infection). While the disease lasts, the
may suffer the horror of watching their bodies betray them.
Plague-spawn rarely stray far from the places where they creature can’t heal hit points or ability damage natu-
died, contaminating the towns and villages where they rally. The diseased creature’s flesh turns pale and emits
once dwelled and changing their loved ones and neighbors the stench of rot, although no decay appears to be
into the infected. present. The creature is allowed a new saving throw
once every 24 hours; on a subsequent successful save,
Plague-spawn: Init +1; Atk claw +4 melee (1d4 plus the creature recovers from the disease and begins to
disease); AC 13; HD 2d12; MV 30’; Act 1d20; SP un-dead heal normally. On a failure, the creature suffers 1d5
traits, infectious, healing vulnerability; SV Fort +3, Ref damage. A creature slain while infected rises 1d4 hours
+1, Will -1; AL C; Crit U/d6. later as a plague-spawn unless its body is destroyed
(see sidebar for infected plague-spawn template).
Disease: On a successful claw attack, the victim becomes
afflicted with grave pox (1d5, DC 13 Fortitude save negates
damage and resists infection, see sidebar). Many plague-
spawn are infested with numerous diseases, so if a crea-
ture has already been infected with grave pox, they may
contract another disease at the judge’s discretion.
Healing vulnerability: Plague-spawn suffer 1d12 damage
from any successful clerical lay on hands attempt. A
neutralize poison or disease spell can be used to destroy
plague-spawn as well; a spell check of 12 destroys
one plague-spawn, plus one additional plague-spawn
for every additional full 3 points on the spell check
result (i.e., one additional plague-spawn at 15, two
at 18, three at 21, etc.).
Infectious: The plague-spawn remains infected with
the disease that killed it, either grave pox (see sidebar)
or another disease (judge’s discretion). A creature that
comes within 5’ of a plague-spawn is exposed to the dis-
ease, regardless of how the disease is normally transmitted,
and their movement may be reduced by 10’ (DC 10 Forti-
tude save resists both effects). If a creature spends 24 hours
within 1,000’ of a plague-spawn, they have an increased
risk of infection (DC 15 Fortitude save resists). Worse, if a
creature is infected by a plague-spawn, they transmit their
infection to other creatures through proximity in the same
way that a plague-spawn does. Plague-spawn may attempt
to hide in crawl spaces, rubbish tips, or other areas where
they can infect people for this purpose.
Un-dead traits: Plague-spawn are un-dead, and thus
can be turned by clerics. They do not eat, drink,
or breathe, and are immune to critical hits, dis-
ease, and poison. As un-dead, they are immune to
sleep, charm, and paralysis spells, as well as other mental
effects and cold damage.
The creature appears to be human, but its body is ravaged by
disease. Oozing pustules cover its sagging, pallid flesh, and it is
Page 354
INFECTED PLAGUE-SPAWN (TEMPLATE)
P lague-spawn can infect other creatures with the disease that killed them. Any creature that dies from the result
of exposure to the disease will rise as an infected plague-spawn 1d4 hours later unless its body is destroyed.
Apply the following template to the newly created un-dead’s stat block. Note that entries in brackets [ ] indicate
modifiers to the base creature’s current statistics.
Plague-spawn, infected: Init [+0]; Atk claw [+0] melee (1d4 [human-sized or smaller base form] or 1d6 [larger
than human-sized base form] or 2d6 [giant-sized or larger base form] plus disease) or by weapon [+0] melee
([+0]); AC [+2]; HD X*d12 [+0]; hp [as d12 HD, maximum is reduced by half]; MV [-10’]; Act [+0]; SP un-dead
traits, disease, healing vulnerability, infectious; SV Fort [+0], Ref [+0], Will [+0]; AL C; Crit U/varies.
* = X means creature’s current HD value
Disease: On a successful claw attack, the victim becomes afflicted with grave pox (1d5, DC 13 Fortitude save
negates damage and resists infection, see sidebar). Many plague-spawn are infested with numerous diseases, so
if a creature has already been infected with grave pox, they may contract another disease at the judge’s discretion.
Healing vulnerability: The infected plague-spawn suffers 1d12 damage from any successful clerical lay on hands
attempt. A neutralize poison or disease spell can be used to destroy infected plague-spawn as well; a spell check
result of 12+ destroys one infected plague-spawn, plus one additional infected plague-spawn for every additional
full 3 points on the spell check result (i.e., one additional infected plague-spawn at 15, two at 18, three at 21, etc.).
Infectious: The infected plague-spawn remains infected with the disease that killed it, either grave pox (see side-
bar) or another disease (judge’s discretion). A creature that comes within 5’ of a plague-spawn is exposed to the
disease, regardless of how the disease is normally transmitted, and their movement may be reduced by 10’ (DC
13 Fortitude save resists both effects). If a creature spends 24 hours within 1,000’ of a plague-spawn, they have
an increased risk of infection (DC 15 Fortitude save resists).
Un-dead traits: Infected plague-spawn are un-dead, and thus can be turned by clerics. They do not eat, drink, or
breathe, and are immune to critical hits, disease, and poison. As un-dead, they are immune to sleep, charm, and
paralysis spells, as well as other mental effects and cold damage.
POOL LURKER
T
he pool lurker is a weird, aquatic lifeform with a bulbous
body covered in dark flesh like that of an eel. It swims
about on paddle-shaped fins it can also use as crude feet
while out of the water. Two hollow tendrils, each measuring
10’ long and tipped with a spur of bone, protrude from the
sides of its body. The lurker’s strangest feature, however,
is its flat, platter-shaped head, which perches atop a
sinuous, 10’ long neck. Pale green and with a series
of rounded petals along its circumference, the pool
lurker’s head resembles a mat of algae scum. The lurker
submerges its body in subterranean pools with only its
head peeking above the surface. When prey gets close, the
lurker then uses its tendrils to plant its eggs inside the creature.
A creature implanted with a clutch of pool lurker eggs weak-
ens over the course of a few days. Eventually, the creature
becomes overwhelmed with thirst, causing them to seek out
a large quantity of water, such as a pool or cistern.
If untreated, the creature dies once the eggs
hatch, and a swarm of hatchling pool lurk-
ers emerges from its body. Once they burst
from their host, the hatchlings rush toward
the nearest water source, where they feed on
one another until only the largest survives.
Page 355
Pool lurker: Init +1; Atk tendril +7 melee (1d8); AC 16; Portal worms are attuned to a unique demiplane, which
HD 6d8; MV 10’, swim 40’; Act 1d20; SP ambusher, cam- exists until their death. Because of their extraordinarily
ouflage (+10 to hide checks in aquatic terrain), implant long life spans and the diversity of materials—and crea-
egg, water breather; SV Fort +5, Ref +4, Will +4; AL N; tures—the worms consume, the biome within each pocket
Crit M/d12. dimension is truly a world of its own.
PORTAL WORM
T
he portal worm is the result of arcane experi-
mentation by wizards who sought to build vast
subterranean lairs without relying on inden-
tured labor. Crossbreeding various burrowing crea-
tures infused with conjuration magic produced a
monstrosity capable of doing more than simply
chewing through rock and stone.
A portal worm’s elongated body is covered in a
thick, rust-red hide that is plated like a centipede’s
carapace. Its mouth contains four massive, craggy
teeth with a secondary set deeper in its throat that
grinds anything the worm swallows. Each portal
worm is born with runes imprinted on its largest
teeth that activate when it opens its mouth. The runes
create a portal to a demiplane, where excess dirt, exca-
vated stone, and, occasionally, consumed victims are
deposited. Since their creation, portal worms have
learned how to manipulate the energy from this demi-
plane to create a powerful vacuum for pulling in prey.
Page 356
Dimensional rupture: When the portal worm hazardly constructed from wooden boards,
dies, a dimensional gate opens and forceful- fallen branches, and other mismatched
ly expels all creatures and objects devoured materials. Inside, the shanty contains sim-
by the portal worm. Each swallowed crea- ple but functional furnishings, including a
ture and object appears within 10’ of the bed with nightstand, a table and chairs,
portal worm’s mouth and suffers 6d4 a bookshelf, and several cabinets.
damage and creatures are knocked These furnishings are unsecured
prone. (DC 15 Reflex save for half and tend to slide back and forth
damage and negates prone). as the shanty moves, although
none of it can be removed from
Extradimensional swallow: If the
the shanty. In addition, items
portal worm’s bite attack hits a
placed on horizontal surfaces
target it has grappled, the target
inside the prancing shanty
suffers the bite’s damage and is tele-
(such as a teapot placed atop
ported to a harmless demiplane, and
the table) will never fall off due
the grapple ends. The teleported crea-
to this motion.
ture can attempt to leave the demi-
plane through one of the portals that Prancing shanties can be sum-
appear sporadically by using an action moned via the preeminent sum-
and making a DC 16 Reflex save. On a success, mons of the prancing shanty
the creature escapes and lands prone within 5’ of the spell to provide both shelter
portal worm. and transportation to those
within. Prancing shanties
Grapple: A creature hit by a portal worm’s bite attack
are usually encountered
is automatically grappled (see Grap-
near mountains or swamps, as
pling, p. 96, DCC RPG). Until this
those who summon such crea-
grapple ends, the portal wyrm
tures tend to live in these remote,
can’t grapple another target.
isolated areas. A prancing shanty
The victim can attempt an
no longer under the control of its
opposed Strength or Agility
summoner tends either to wander
check (vs. +20) on their ini-
aimlessly or finds a comfortable
tiative count to escape.
spot to sit down, resting motion-
Inhale: If not grappling any- less until an unsuspecting trav-
one, the portal worm opens its eler wanders inside it. Harmless
mouth and produces a powerful suction effect. animals such as birds or mice might
Each creature in a 60’ long x 60’ wide cone is make a home inside the shanty, which
pulled 30’ straight toward the portal worm. If this tolerates such guests as long as they do not
movement brings a creature within 5’ of the portal injure the shanty.
worm, the portal worm can make a free bite attack
against it. Prancing shanty: Init +0; Atk kick +8 melee
(1d10+6); AC 20; HD 7d20; MV 40’; Act 2d24; SP none;
Tunneler: The portal worm can burrow through solid rock
SV Fort +20, Ref +0, Will +5; AL N; Crit 20-24 G/d4.
at half its burrow speed and leaves a 5’ wide tunnel in its
wake. As you complete the incantation, before you out of nowhere
Tunneling up through the floor, a twenty-foot-long worm with appears a dilapidated shack perched atop a pair of gigantic cat
a segmented, rust-colored hide emerges. The creature opens its legs. Its outward haphazard construction of wooden boards, tree
massive maw to reveal four elongated fangs covered in runic branches, and other mismatched materials is incongruous with
symbols. Farther back in its throat, a secondary ring of ra- a structure that could provide any sort of viable cover from the
zor-sharp teeth spins like a buzzsaw. Between the sets of teeth, a elements.
faint blue light pulses with arcane energy.
T
hese odd creatures resemble dilapidated wooden rat, (10) tiger, (11) heron, or (12) human. Regardless of
shacks perched atop a pair of gigantic animal legs. the type of legs, they are scaled to the prancing shanty!
From the outside, a prancing shanty appears to be hap-
Page 357
PREEMINENT SUMMONS
OF THE PRANCING SHANTY
Level: 2 Range: 20’ Duration: Varies Casting Time: 1 hour Save: None
The caster summons a prancing shanty. Although the prancing shanty can be sum-
moned merely to fight, the real usefulness of this spell is to summon a prancing shanty
which can serve as a place of refuge, transportation, or even a storehouse for treasure,
depending upon the spell result. This spell is difficult to cast indoors, underground, or
General in an urban setting – all such attempts are made with a cumulative -1d penalty to the
spell check (indoors within an underground urban setting would result in a -3d penalty).
Note that although the interior dimensions of a prancing shanty vary with the spell check,
the exterior dimensions remain the same.
Roll 1d5: (1) The prancing shanty simply appears from some place no one is watching, and
no one knows how it got there; (2) the prancing shanty appears with a thunderclap, instantly
transported from elsewhere, (3) the outline of a prancing shanty solidifies until the creature is
Manifestation
present, (4) the creature travels to the caster’s location, appearing 1d8 rounds after the spell
is completed, or (5) a local feature (such as a tree or rock) transforms itself into the prancing
shanty, a process that takes 1d3 rounds.
Roll 1d7: (1-3) Minor, (4-6) Major, or (7) Every building the caster enters hereafter gains some
form of life, which is hostile to the caster. If a caster succeeds in a Luck check this is merely
nuisance-level annoyances, such as cupboards banging when they are trying to sleep or doors
Corruption
resisting being opened or shut. On a failed Luck check, the building does something which
is treated as an attack (+2 to attack rolls, 1d3 damage) – perhaps a door attempts to slam on
the character, a stair buckles underfoot, or a fireplace spits out sparks and ashes!
Roll 1d3: (1) The caster instead is transformed into a prancing shanty for 1d6 rounds, (2) a
prancing shanty is summoned, but it is hostile to the caster, or (3) the caster is transported
Misfire to the location of the nearest prancing shanty (as determined by the judge) and must make
a Luck check. If the Luck check fails, the prancing shanty is hostile to the caster; otherwise,
it is merely indifferent. The caster is transported to their original location after 1d5 rounds.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint +
1
misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.
2-11 Lost. Failure.
12-13 Failure, but the spell is not lost.
The spell summons a prancing shanty, with interior dimensions large enough for 1d6 charac-
14-15 ters. The prancing shanty obeys the caster’s orders and remains for 1 turn before departing.
Anything (or anyone) inside it when it departs is lost (unless the judge deems otherwise).
The spell summons a prancing shanty, with interior dimensions large enough for 1d6+CL
characters. It obeys the orders of the caster and remains for 1 hour before departing. If used
16-19 for transportation can move 3 miles within this time on relatively open terrain. The caster
can sense when the spell is ending, but anything (or anyone) inside it when it departs is lost
(unless the judge deems otherwise).
The spell summons a prancing shanty, with interior dimensions large enough for 1d8+CL
characters. It obeys the orders of the caster and remains for 1d6+CL hours before departing. It
can be used as a (relatively) secure shelter, allowing rest if it remains motionless. If attacked,
20-21 or if moving, its interior motion prevents any meaningful rest (although the sudden motion
does alert the inhabitants that combat is occurring). If used for transportation can move 3
miles per hour on relatively open terrain. The caster can sense when the spell is ending, but
anything (or anyone) inside it when it departs is lost (unless the judge deems otherwise).
Page 358
The spell summons a prancing shanty, with interior dimensions large enough for 2d6+CL
characters. It obeys the orders of the caster and remains for 1d6+CL hours before departing. It
can be used as a (relatively) secure shelter, allowing rest if it remains motionless. If attacked,
22-25
or if moving, its interior motion prevents any meaningful rest. If used for transportation can
move 4 miles per hour on relatively open terrain. The caster can sense when the spell is ending,
but anything (or anyone) inside it when it departs is lost (unless the judge deems otherwise).
The spell summons a more robust prancing shanty with interior dimensions large enough for
3d6+CL characters. The shanty has an additional 2 HD. It obeys the orders of the caster and
remains for 2d5+CL hours before departing. It can be used as a (relatively) secure shelter,
26-29 allowing rest even if it is moving, although the caster will sense combat if they are within the
shanty. If used for transportation can move 4 miles per hour regardless of terrain and is even
able to walk upon the surface of lakes and seas. The caster can sense when the spell is ending,
but anything (or anyone) inside it when it departs is lost (unless the judge deems otherwise).
The spell summons a prancing shanty with 4 additional Hit Dice, a +2 bonus to attack rolls,
and +1d10 damage on a successful attack. The shanty’s interior dimensions are palatial,
being able to accommodate 4d6+CL characters with comfort and having stabling for 1d6+CL
mounts. It obeys the orders of the caster and remains for 3d5+CL hours before departing. It
30-31 can be used as a (relatively) secure shelter, allowing rest even if it is moving, although the
caster will sense combat if within the shanty. If used for transportation can move 5 miles per
hour regardless of the terrain and is even able to walk upon the surface of lakes and seas. The
caster can sense when the spell is ending, but anything (or anyone) inside it when it departs
is lost (unless the judge deems otherwise).
The spell summons a prancing shanty with 4 additional Hit Dice, a +2 bonus to attack rolls,
and +1d10 damage on a successful attack. The shanty’s interior dimensions are palatial,
being able to accommodate 4d6+CL characters with comfort and having stabling for 1d6+CL
mounts. It obeys the orders of the caster and remains for 3d5+CL hours before departing. It
can be used as a (relatively) secure shelter, allowing rest even if it is moving, although the
32-33 caster will sense combat if within the shanty. If used for transportation can move 5 miles per
hour regardless of the terrain and is even able to walk upon the surface of lakes and seas. The
prancing shanty can even cross into another dimension if the caster knows it well enough to
describe it to the creature, although this takes the entire duration of the spell to accomplish.
The caster can sense when the spell is ending, but anything (or anyone) inside it when it
departs is lost (unless the judge deems otherwise).
The caster summons a prancing shanty, which remains for only 1 turn before departing.
However, within this time the caster may store or recover any inanimate objects desired in
the shanty, which are not lost when the spell duration ends. Instead, the caster may thereaf-
ter always choose this result on any successful casting of this spell, and may thus recover or
34+
replace old items, or store new ones. There is a 10 – CL percent chance that any item stored
in this manner can no longer be found when the caster attempts to recover it. Creatures still
within the shanty when the spell ends are lost (unless the judge deems otherwise). The caster
may choose the effects of a 32-33 result instead.
Page 359
Primeval slime, bone jelly ooze: Init (always last);
PRIMEVAL Atk pseudopod +4 melee (1d4 plus marrow drain); AC
10; HD 1d8 per 5’ square; MV 5’, climb 5’; Act 1d20 per
SLIMES 5’ square; SP slime traits, marrow drain, immune to cold
and fire; SV Fort +6, Ref -8, Will -6; AL N; Crit M/Varies.
Page 360
PRIMEVAL SLIME, Acidic touch: Any creature that steps on the crevasse way-
layer suffers 1d6 damage and the slime will attempt to move
CREVASSE WAYLAYER over adjacent targets and engulf them. Targets engulfed
suffer 1d6 damage and cannot escape or take any action
The underworld is filled with cracks and crevices, many
without making an opposed Strength check against the
of which make perfect hiding spots for hunters or the prey
slime (treat the slime as Strength 12 + 2 per 5’ section).
trying to avoid them. Given the plentitude of such hiding
places, it is unsurprising a species of primeval slime has Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
evolved to — literally — fill this ecological niche. These and can deploy one pseudopod in its defense. Slimes suffer
cunning predators are known as crevasse waylayers. half damage from slicing and piercing weapons, as their
primordial mass quickly re-knits such wounds. All can cling
A crevasse waylayer slithers into a gap in the stone, turning
to vertical surfaces and hang upside-down and can ooze
itself inside out to form a pocket out of its amorphous body.
through openings as narrow as 1 centimeter.
It then produces heat and a faint phosphorescence, both of
which attract prey into the niche it occupies. Once the prey Sticky: Any creature touched by the slime must make a DC
has entered the niche or reached an appendage inside, the 15 Strength check to pull away. Stuck creatures attack at a
crevasse waylayer’s sticky body closes around them. The -2 penalty to attack rolls and are dragged along by the slime
waylayer releases an acidic slime that quickly dissolves the until they pull free. The sticky skin of the slime is encrusted
prey into a thick, nutrient-rich residue. with 2d4 random objects picked up in its travels.
A soft, golden glow shines from a crack in the cave wall. Looking
Primeval slime, crevasse waylayer: Init (always
in, you see the glow appears to come from a melon-sized lump
last); Atk pseudopod +4 melee (1d4+1d6 acid); AC 10;
of slimy mucus. Before you can do anything more, the walls of
HD 1d8 per 5’ square; MV 5’, climb 5’; Act 1d20 per
the crack flow like water and wash over your arm, trapping you
5’ square; SP acidic touch, camouflage (+10 to stealth
with glue-like slime.
checks in wet stony areas), phosphorescence (light 10’,
at will), sticky, slime traits; SV Fort +6, Ref -8, Will -6;
AL N; Crit M/Varies.
Page 361
PRIMEVAL SLIME, Blood drain: On a successful pseudopod attack, a crimson
ooze’s target is grappled (DC 11 Reflex save negates). Each
CRIMSON OOZE round thereafter, the victim automatically suffers 1d8 dam-
age as the crimson ooze drains the creature’s blood. Victims
A bane to all warm-blooded creatures, crimson oozes are
can attempt an opposed Strength check (vs. Strength 12+2
a species of vampiric ooze. Its origins are hotly debated,
per 5’ section) on their initiative count to escape the crimson
with some theories going so far as to claim the creature’s
ooze’s grasp.
progenitor was a more common ooze that managed to con-
sume and absorb a vampire. Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
and can deploy one pseudopod in its defense. Slimes suffer
When in need of food, crimson oozes appear to be thick
half damage from slicing and piercing weapons, as their
puddles of reddish-brown sludge similar to dried blood.
primordial mass quickly re-knits such wounds. All can cling
Once it has fed, the ooze turns bright crimson, a hue almost
to vertical surfaces and hang upside-down and can ooze
identical to freshly spilled blood. Crimson oozes hibernate
through openings as narrow as 1 centimeter.
when no food is available, but if hunting is good, they are
seldom at rest, constantly slithering through the dark in Swirling colors: A crimson ooze can rapidly pulse and shift
search of their next meal. A crimson ooze can consume an its coloration, and all creatures within 30’ that can see
astonishing amount of blood in one feeding, leaving a wake become confused (DC 11 Willpower save negates). On a
of drained bodies in its path. failed save, roll 1d8 to determine a victim’s action on its
initiative count: (1–4) does nothing; (5–6) takes no action
A crimson ooze is also capable of changing its surface color,
but uses all its movement to move in a random direction;
creating swirls of bright red, deep scarlet, pink, and crim-
(7–8) makes one melee attack against a random creature (or
son. These swirling colors produce a hypnotic effect in those
does nothing if no creature is within melee range).
viewing them, leading to unpredictable actions the ooze is
quick to exploit. A pool of thick, fresh blood is visible on the dungeon flagstones.
It measures six feet in diameter and appears to be several inches
Primeval slime, crimson ooze: Init (always last); thick. To your surprise, the pool suddenly lashes out with a fist-
Atk pseudopod +4 melee (1d4 plus blood drain); AC like pseudopod!
10; HD 1d8 per 5’ square; MV 5’, climb 5’; Act 1d20 per
5’ square; SP slime traits, blood drain, swirling colors,
immune to cold and electricity; SV Fort +6, Ref -8, Will
-6; AL N; Crit M/Varies.
Page 362
PRIMEVAL SLIME, Primeval slime, crimson stain: Init +3; Atk smoth-
er +1 melee (1d4 plus smother); AC 12; HD 1d8 per 5’
CRIMSON STAIN square; MV 10’, climb 10’; Act 1d20 per 5’ square; SP
smother, split, slime traits; SV Fort +1, Ref +3, Will +0;
It is thought that the first crimson stains arose from pools
AL N; Crit M/Varies.
of blood that had been subjected to strong magical energy,
but now these small oozes have unfortunately become fairly Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
common and can be found in areas that have occasional and can deploy one pseudopod in its defense. Slimes suffer
humanoid traffic. Patient to the extreme, crimson stains are half damage from slicing and piercing weapons, as their
skilled at remaining completely still so as to be mistaken primordial mass quickly re-knits such wounds. All can cling
for pools of recently congealed blood. Crimson stains do to vertical surfaces and hang upside-down and can ooze
darken and become more umber in color as they age, so through openings as narrow as 1 centimeter.
older oozes more closely resemble older blood stains. They
wait until prey draws near to investigate and then rapidly Smother: The crimson stain engulfs the target’s face inflict-
strike. ing an automatic 1d4 damage each round thereafter. A
creature can remove the crimson stain with a successful
If crimson stains find a steady source of food, they tend to DC 8 Strength check.
remain in the area, so intelligent creatures sometimes use
the oblivious crimson stains as guardian beasts by strategi- Split: When a crimson stain suffers non-magical damage
cally feeding them or steering potential victims their way. that does not kill it, it splits into two new crimson stains;
new crimson stains have hit points equal to half the origi-
nal. Attacks made with heat or fire do not cause it to split.
A puddle of congealed blood suddenly lurches forward, as if pos-
sessed by a life of its own. It rapidly moves forward, extending
long, red tendrils across the cobblestones and then rears back like
a viper to strike!
Page 363
PRIMEVAL SLIME,
FUNGAL MOUND
Fungal mounds are semi-sentient forms of slime mold
that grow in dismal swamps, forests, and sunless caverns
beneath the ground. Fungal mounds are not fussy eaters:
any organic material they manage to engulf as they slither
about is fair prey. A fungal mound breaks down the organic
matter over hours, days, or weeks, depending on the size of
the meal, and then moves on to find its next victim.
Fungal mounds are ambush predators. They conceal them-
selves against ceilings or inside crevasses, lashing out at
prey when it wanders by. A would-be meal struck by the
mound’s tentacles is exposed to the creature’s mucus or
spores. The fungal mound’s mucus can be poisonous, caus-
ing its prey’s lungs to stop working, killing it through suf-
focation.
A typical fungal mound is 5’ in diameter and weighs 200
lbs. Rumors exist of larger specimens, as well as mounds
with abilities similar to those of slimes and oozes.
Roll 1d10 to determine a fungal mound’s color: (1) yellow,
(2) green, (3) brown, (4) azure, (5) clear, (6) violet, (7) pitch
black, (8) russet, (9) iridescent, (10) multi-hued (roll a 1d8,
1d3+1 times on the color table.)
Roll 1d6 to determine the fungal mound’s texture: (1) slimy,
(2) wooly (3) woody, (4) moldy (5) cottony (6) roll twice.
Page 364
8 Puffballs. Fungal mounds can launch a puffball
as a missile fire attack. Damage is the same as a
melee attack and it has a range of 20’.
9 Vulnerable to healing magic. Healing magic
inflicts damage on the fungal mound equal to
the amount of healing it would normally do. Use
d8 for Hit Dice to resolve the amount of damage
inflicted.
10 Darkness. The fungal mound absorbs all the light
surrounding it, emitting darkness in a 20’ radius
around it.
11 Desiccating. The fungal mound draws all of the
liquid from the target. This causes the target to
become more and more exhausted (1 Stamina,
Strength, and Agility loss per round of expo-
Special properties: A fungal mound has 1d4-1 special proper- sure). This is a temporary loss and will recover
ties. Roll 1d12 to determine them randomly: at a rate of 1d4 points per hour after ending
exposure.
1 Acidic. Tentacles do an additional 1d4 damage
12 Roll on Primeval Slime Ooze Special Property
immediately and an additional 1d4 again on the
table (p. 424, DCC RPG).
next round. Any creature that is engulfed by the
fungal mound suffers 1d6 damage each round.
Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
2 Heat drain. Creatures hit by a tentacle suffer and can deploy one pseudopod in its defense. Slimes suffer
1 point of temporary Stamina loss. Creatures half damage from slicing and piercing weapons, as their
engulfed by the fungal mound suffer 1d3 points primordial mass quickly re-knits such wounds. All can cling
of temporary Stamina loss and 1d3 points of tem- to vertical surfaces and hang upside-down and can ooze
porary Strength loss per round. through openings as narrow as 1 centimeter.
3 Spore bloom. For every 5 hit points of dam- Spider climb: The fungal mound can climb difficult surfaces,
age suffered by the fungal mound from melee including upside down on ceilings, and will often ambush
attacks, its area grows by another 5’ x 5’ and it from above.
gains 1d8 hit points.
A five-foot-long mass of fungal matter oozes down the tunnel,
4 Fire growth. For every 5 hit points of damage leaving a trail of slime in its wake. Its body appears to be made
suffered by the fungal mound from fire-based up entirely of mold, mushrooms, and mildew. Long, lashing ten-
attacks, its area grows by another 5’ x 5’ and it tacles sprout from its fungoid body, feeling about as if probing
gains 1d8 hit points. for a meal. A fetid reek
5 Spore blast. When struck for damage, the fungal wafts off its oozing form.
mound emits a blast of explosive spores. Any
target adjacent to the fungal mound suffers 3d4
damage (DC 12 Reflex save for half damage).
Any engulfed target suffers 3d4 damage.
6 Fungal cloud. When struck for damage, the fun-
gal mound emits a blast of poisonous spores.
Anyone engulfed or adjacent to the fungal
mound is poisoned, temporarily losing 1d4
points of Agility and suffering 1d4 damage (DC
14 Fortitude save negates both).
7 Corrosive. Tentacles do additional corrosive
damage that eats away at organic (leather, met-
al, and wood) weapons and armor. Any target
struck by the tentacles suffers 1d4 damage to
the AC value of their armor (example: chainmail
is struck for 3 damage, so the AC bonus drops
from +5 to +2), organic weapons which strike the
fungal mound suffer -1d to damage (for example,
a longsword hits the fungal mound and drops
from d8 damage to d7 damage).
Page 365
PRIMEVAL SLIME, grapple check, a globule inflicts 2d8 damage; if it remains
grappled long enough to inflict damage equal to or greater
GOLDEN LURE than the lure’s original hit points, it has consumed enough
energy from the target to become its own independent
The golden lure belongs to the ooze family of creatures,
golden lure and will detach and slither off to set up shop
and it is worth noting that not all are golden — they can
elsewhere. If the target succeeds on a grapple check before
range in color from golden tan to burnt umber. However,
then, the globule is detached and becomes inert.
all golden lures share the uncanny ability to mold their
form into a dappled surface that closely resembles a mound Golden lure: The golden lure can extend a very long pseudo-
of gold coins. Like many oozes, golden lures are skilled at pod resembling a trail of gold coins. Creatures attempting
remaining still and often do so for hours while awaiting to gather the “coins” must make a DC 13 Willpower save.
their next meal. When required, however, they can move On a success, the target seems to think the coins slipped out
surprisingly fast. of their hands, while on a failure, the target is convinced
they picked up the coins. After three failed saves, the golden
Golden lures are opportunists; they find a good hunting
lure gains a free surprise attack, with an automatic critical
ground and remain there until food stops arriving. It is
if the attack is successful.
unknown if they know fear, but they can feel pain, and fire
is known to drive them off. Their attack typically comes in Scintillating display: The golden lure’s surface emits brilliant
the form of a club-like pseudopod or a globule they eject waves of ocherous light in a 30’ radius. Creatures within the
at prey. If confronted by more than one target, they emit area that can see the golden lure are overcome by nausea
waves of sickening colors from their surface layer before and stunned for 1d3 rounds (DC 13 Fortitude save negates).
attacking. Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
While golden lures do not understand the concept of trea- and can deploy one pseudopod in its defense. Slimes suffer
sure, the remains of their victims are often strewn about their half damage from slicing and piercing weapons, as their
lairs, and adventurers have found incredibly valuable real primordial mass quickly re-knits such wounds. All can cling
treasure not far from where an indifferent golden lure lurks. to vertical surfaces and hang upside-down and can ooze
through openings as narrow as 1 centimeter.
Primeval slime, golden lure: Init +2; Atk pseudo-
Spider climb: The golden lure can climb difficult surfaces,
pod +5 melee (2d8) or globule +5 missile fire (2d8 plus
including upside down on ceilings, as if it were a spider.
grappled, range 60’); AC 14; HD 7d8; MV 30’, climb
10’; Act 2d20; SP infravision 60’, spider climb, scintillat- A large mound of gold coins is piled on the floor ahead, covering
ing display, fissionable reproduction, golden lure, slime several square feet of cobblestones. What first appeared to be a
traits; SV Fort +2, Ref -1, Will -2; AL N; Crit M/d14. stray shadow moving across the pile now seems to be a waver in
the pile itself. As you watch, a number of coins at the edge of the
Fissionable reproduction: A golden lure can spend its action mound blend together, and the entire shiny mass begins to pull
dice to make grapple checks with its globules even though itself forward.
the lure itself is not grappled at that point. On a successful
Page 366
Frost envelope: The ice lurker melts into a liquid form, moves,
PRIMEVAL and then refreezes. It can move through spaces occupied by
creatures, and any such creatures suffer 1d6 damage and
SLIME, ICE become enveloped in ice (DC 14 Reflex save avoids). While
enveloped, the creature can’t breathe, is restrained (unable
LURKER to move, attack, or cast spells), and suffers 2d6 damage at
the start of each of the ice lurker’s initiative counts. When
I
the ice lurker moves, the enveloped creature moves with it.
ce lurkers are mindless oozes adapted to survive in the
An enveloped creature can try to escape by making a DC
bitter cold of high elevations and glacial rifts. Most of
12 Strength check on their initiative count.
the time, ice lurkers adopt a solid form, appearing as a
sheet of ice or perhaps an ice floe about 10’ in diameter. But Shatter steel: A non-magical weapon made of metal that
they can shift to a liquid state for brief periods of time. This hits the ice lurker freezes solid. The next time the weapon
transformation requires significant energy and is reserved hits a target in the next 6 rounds, the judge should roll 1d6.
for occasions when the ooze expects to feed. On a 6, the weapon shatters after inflicting damage and is
destroyed.
Although often encountered in groups of two or more, these
simple creatures lack coordinated tactics. They are dimly Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
aware that shiny objects attract prey and thus—much like a and can deploy one pseudopod in its defense. Slimes suffer
predator that stalks a watering hole—settle near incidental half damage from slicing and piercing weapons, as their
treasure, hoping to feed. The ice lurker’s frozen nature turns primordial mass quickly re-knits such wounds. All can cling
aside blades but is susceptible to bludgeoning attacks and, to vertical surfaces and hang upside-down and can ooze
of course, fire. through openings as narrow as 1 centimeter.
Ice lurker: Init -1; Atk pseudopod +5 melee (2d6); What was, until moments ago, a frozen pool of water transforms
AC 15; HD 1 HD per 5’ square; MV 20’, climb 20’; Act into an amorphous blob of crystal-clear liquid. The water flows
1d20; SP camouflage (+10 to hide when mimicking fro- around your feet and over your body before reverting back to
zen water), frost envelope, immune to non-magical, non- solid ice, holding you fast!
bludgeoning weapons and cold, vulnerable to fire and
heat (double damage), shatter steel, slime traits; SV Fort
+3, Ref +1, Will +0; AL N; Crit M/d10.
Page 367
PRIMEVAL
SLIME, JOKUUL
L
ike foul-smelling oil
slicks, jokuuls float atop
the surface of standing
pools of water, the decaying
remnants of their unfortunate victims
(such as insects, rodents, and the occa-
sional careless adventurer) bobbing
inside them. Jokuuls are poisonous
to the touch and secrete a slow-act-
ing acid that eventually dissolves
any material it contacts.
Jokuuls are solitary creatures
and are commonly found in
stagnant water in jungle or
swampy areas. They do not
require much in the way of sus-
tenance. A single humanoid-
sized creature can supply the
jokuul with enough nutrients to
feed it for several months. A
jokuul catches its prey with
pseudopods formed from its
oily mass and the decompos-
ing materials floating within
it. Like flammable swamp gas,
the decomposing pools are
vulnerable to fire and burn
away if exposed to flame.
Intelligent humanoids some-
times utilize jokuuls as traps
or guardians, flooding passages
and then stocking them with a jokuul
to deter intruders. However, the jokuul’s caustic secre-
tions eventually eat through even the hardest stone; once
it dissolves through the walls that contain it, a jokuul may primordial mass quickly re-knits such wounds. All can cling
create an underground stream or waterfall as it pours down to vertical surfaces and hang upside-down and can ooze
into even deeper spaces. through openings as narrow as 1 centimeter.
Jokuul: Init -2; Atk pseudopod +6 melee (2d8 plus In the dark pool rests a face-down corpse, almost skeletal, its
poison (2d6, DC 12 Fort save negates)); AC 8; HD 1d8 bones reflected in an oily sheen on the surface of the still water.
per 5’ square; MV 20’; Act 1d20 per 5’ square; SP cam- Suddenly it rises, carried by the black ichor surging toward you!
ouflage (+10 to hide checks in swamp terrain), reactive
pseudopod, slime traits, immune to acid and poison,
vulnerable to fire (double damage); SV Fort +3, Ref -2, Treasure
Will -2; AL N; Crit varies.
Page 368
PRIMEVAL SLIME, Primeval slime, lava ooze: Init -3; Atk pseudopod +4
melee (1d4 plus burning touch) or lava glob +2 missile
LAVA OOZE fire (1d6, range 15’); AC 14; HD 1d8 per 5’ square; MV
5’, climb 5’; Act 1d20 per 5’ square; SP slime traits, burn-
Lava oozes lurk near active volcanic fissures, on plains
ing touch, camouflage (+10 to stealth checks in volcanic
riddled with streams of lava, and along the shores of magma
terrain), vulnerable to cold and water (double damage),
lakes. They appear to be small pools of lava, and more
immune to heat and fire; SV Fort +6, Ref -8, Will -6; AL
than one adventurer has blundered into lava ooze hunt-
N; Crit M/Varies.
ing grounds while trying to avoid more obvious hazards.
Although they are often encountered on elemental planes Burning touch: Any creature struck by a lava ooze’s pseu-
of fire, they seem to be native to the material plane. dopod attack, or that touches a lava ooze (including melee
While lava oozes can climb rocky surfaces with ease, they attacks), may catch fire (DC 14 Reflex save avoids). Burning
prefer to languish in lava pools or along their banks. Active creatures suffer 1d6 damage per round on their initiative
predators, they roll like fiery tumbleweeds to close with count; a creature can put out this fire by spending its entire
potential prey, then use crude tactics and mindlessly press round combatting the blaze, which grants them a DC 14
the attack until destroyed. Simply getting close enough to Reflex save to extinguish the flames. In addition, a lava
a lava ooze to strike it with a melee weapon is enough for ooze ignites any flammable objects within 5’ of it that isn’t
it to inflict blistering wounds. being worn or carried.
Lava oozes rarely gather in large groups. This is due not to Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
their rarity, but because of the specialized habitats that they and can deploy one pseudopod in its defense. Slimes suffer
require. Magma and steam mephits stuck on the material half damage from slicing and piercing weapons, as their
plane are often attracted to their hunting grounds as the primordial mass quickly re-knits such wounds. All can cling
oozes afford protection and, more importantly, timely dis- to vertical surfaces and hang upside-down and can ooze
tractions while the mephits engage in their frivolous antics. through openings as narrow as 1 centimeter.
A seemingly ordinary puddle of lava reaches out with a molten
pseudopod. Its glowing surface undulates as it lurches forward
to attack.
Page 369
PRIMEVAL SLIME, next, on a successful pseudopod attack, it delivers 1d4+5
damage (incorporating the additional 5 damage reflected
MIRROR OOZE from Shanna’s attack).
When clinging to a wall or floor, mirror oozes resemble Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
polished metal mirrors, but they rise into humanoid form and can deploy one pseudopod in its defense. Slimes suffer
to strike, often taking on the general shape of their target. half damage from slicing and piercing weapons, as their
The chrome-like surface of a mirror ooze is highly reflective, primordial mass quickly re-knits such wounds. All can cling
and opponents see their own distorted images reflected to vertical surfaces and hang upside-down and can ooze
back at them. The ooze’s shifting metal body adopts the through openings as narrow as 1 centimeter.
properties of whatever it touches, granting it immunity to Surprise: While the mirror ooze remains motionless against a
repeated blows. A mirror ooze can even reflect spells and surface, it is indistinguishable from a polished silver mirror
arrows back at nearby attackers. When the ooze strikes with and causes surprise 50% of the time. If it surprises, it gets
its metallic appendages, it punishes its foes with the same a free attack and gains a +3 initiative bonus; otherwise, it
heat that burnt it or blade that cut it. goes last in the round.
Awakened to life from raw elemental energy, mirror oozes The mirror drips from the wall like liquid silver before rising
on the material plane obey the powerful alchemists who into a humanoid shape that reflects the faces of those around it.
crafted them. A mirror ooze is intelligent enough to serve Its limbs flash out like sharpened spears as it strikes.
its master as an assassin, sliding up walls or under doors
to hunt targets whose attacks the ooze becomes immune
to. Mirror oozes also make excellent guardians, disguising
themselves as wall-mounted mirrors or polished tabletops,
and they sometimes outlive their creators. Alchemists who
keep mirror oozes know a recipe for an oily polish that
suppresses the ooze’s maddening fumes; however, more
than one wise sage has fallen victim to their pet’s poison-
ous vapors when they neglected to keep the surface of their
deadly mirror polished.
Page 370
PRIMEVAL SLIME,
SNOTTITE OOZE
A snottite ooze is an acidic, single-cell bacte-
rium grown to enormous size in subter-
ranean environments. A snottite ooze’s
amorphous body naturally produces sul-
furic acid and can extrude long strands of
adhesive goo, which it uses to hunt for food.
Prey that wanders into these strands of acidic
slime become entangled, whereupon the ooze
reels it up to its hiding place on the ceiling and
consumes the creature’s slowly dissolving flesh like a
slurry before discarding the remains onto the cavern floor.
Experienced explorers can often identify a snottite ooze’s
hunting ground by the presence of scattered bones and the
notable absence of roosting bats.
Snottite oozes are sometimes encountered in colonies of up
to a dozen, especially if prey is plentiful.
Page 371
PRIMEVAL SLIME, Adhesive: A tangleankle jelly’s caustic mass naturally sticks
to anything it touches. On a successful pseudopod attack,
TANGLEANKLE JELLY the tangleankle jelly’s target is rooted in place and is grap-
pled. Each round thereafter, the victim automatically suffers
OOZE 2d6 damage, its movement is reduced to 0’, and it suffers
This gooey, sticky, and surprisingly heavy jelly is usually a -1d penalty to all attack rolls, Reflex saves, and Agility
mistaken for a clear puddle of water while it waits for the checks. Victims can attempt an opposed Strength check
vibrations of approaching boots. When a passer-by steps on (vs. Strength 12+2 per 5’ section) on their initiative count
a tangleankle jelly, the victim is surprised first to discover to escape the tangleankle jelly’s grasp.
how viscous this “water” is, and then how the puddle rises Slime traits: For every 5’×5’ square, a slime has 1d8 hit points
up to envelop their leg in a painful, stinging grasp. and can deploy one pseudopod in its defense. Slimes suffer
The tangleankle jelly is especially dangerous if allowed to half damage from slicing and piercing weapons, as their
tighten its grip and release its acidic secretions on its victim. primordial mass quickly re-knits such wounds. All can cling
Adventurers who manage to remove the jelly quickly can to vertical surfaces and hang upside-down and can ooze
often toss the sticky glob away—provided they don’t use through openings as narrow as 1 centimeter.
their hands to do so. Puddles of water are commonplace in dank dungeons, and
A colony of tangleankle jellies usually consists of three to you’ve stepped in hundreds over the years. But this one wrapped
five jellies. These colonies lie in wait along dark forest paths, around your lower leg with a stingy pseudopod that now has
deep within dungeons, or anywhere mimics are known to you securely anchored the flagstone floor.
dwell.
Tangleankle Bag
The adhesive goo in this bag hardens quickly when
exposed to air. A tangleankle bag can be thrown up to
20’ as a missile fire attack against a creature or object
and releases its contents on impact. On a hit, the tar-
get’s movement is reduced to 0’, and it suffers a -1d
penalty to all attack rolls, Reflex saves, and Agility
checks. Each round the target can attempt a DC 10
Strength check to break free.
Page 372
PRIMEVAL WIND Beware the baleful gale and
T
here is a wind that has never stopped blowing since fear its frosty embrace.
the beginning of time. It is a cold, cruel wind that Look for death behind your back if
howls with the cries of all the unfortunate creatures you feel it upon your face.
that have perished in its embrace. Over the ages, the pri-
meval wind has gained a sentience of sorts, and it is now – Flunnegan the Bard
driven by a simple purpose: to never stop.
The primeval wind hates both life and warmth and seeks
to snuff them out wherever it blows. It levels settlements, Primeval wind: Init +9; Atk windwraiths +12 melee
scatters caravans, and rushes across battlefields to turn (1d8 plus frozen (1d3 rounds, DC 15 Fort save negates));
the bodies of the dead against the living. The foul gale is AC 19; HD 22d8; MV fly 400’; Act 1d20 per windwraith;
accompanied by torrents of icy rain, as well as a host of SP air form, gale force, haunted howl, immune to non-
windwraiths, un-dead formed from the bones of those who magical attacks, second wind, unseen; SV Fort +9, Ref
have died in the wind’s embrace. These windwraiths are +12, Will +7; AL N; Crit M/d30.
not distinct creatures, but rather puppets the wind uses to
tear the flesh from helpless targets as they whir past. Air form: The primeval wind can move through a space as
narrow as 1” wide without squeezing. It is also immune to
The region where a primeval wind blows is warped by
lightning and cold and being grappled or restrained.
the creature’s presence, creating the following effects in a
3-mile radius: Gale force: As an action, the primeval wind can raise a har-
rowing gale. All creatures within 120’ of the primeval wind
• A strong, constant wind reduces all creatures’ move-
are bludgeoned for 10d6 damage and are knocked prone
ment by half. Normal missile fire is impossible.
(DC 17 Fortitude save negates both effects). Any action die
• The temperature is below freezing. Creatures not used in this way is lost for the next hour.
immune to cold suffer -1d to actions per hour of expo-
Haunted howl: The howling of the primeval wind chills the
sure.
soul. Any creature within 90’ of primeval wind that can hear
• A creature reduced to 0 hit points within 1 mile of the it suffers -1d to all actions this round (DC 16 Willpower save
primeval wind draws the wind’s attention. The prime- negates and makes target immune to howl for encounter).
val wind arrives in 1d6 rounds to investigate.
Second wind: The primeval wind gathers strength from air
If the primeval wind is destroyed, the regional effects end around it, regaining 1d8 hit points per round.
immediately.
Unseen: The primeval wind is always invisible as if invisi-
bility (as per spell check result of 30) has been cast upon it.
Windwraiths: The primeval wind can animate the bones,
armor, and weapons of dead creatures in its space,
transforming them into windwraiths (AC 20,
20 hp). Typically, the primeval
wind has four windwraiths
active, but it can animate
up to seven windwraiths
at a time. An animated
windwraith reverts to its
inanimate state if reduced to
0 hit points or if the prime-
val wind is destroyed. As an
action, the primeval wind can
transform a dead creature in its
space into a windwraith.
The air begins to stir, and you find
yourself pummeled by gale-force winds
and sheets of bone-chilling rain. Dark
figures appear in the sky above: the bod-
ies of fallen warriors picked up by
the wind and granted a macabre
semblance of life.
Page 373
PTERAL PTERAL, QUEEN
The largest of its species, the pteral queen
P
terals are blood- is the heart and brain of a
thirsty creatures blood hive. The blood hive
motivated by exists only to feed and protect
an unrelenting need to her, and in return, the queen gives
devour any living creature the hive organization and efficiency.
they encounter. Luckily, pter- A pteral queen constantly relays tele-
als hibernate for years at a time. pathic commands to her sub-
During these prolonged periods of jects, ensuring the hive is main-
dormancy, a pteral hive poses little threat, tained. She has no need for the
as most individuals remain in deep slumber, with old or the sick and orders the
only a handful staying active in order to defend weakest members of the hive to
the hive. Every 7 years, however, the entire be slain so as to maximize efficiency. Her
colony awakens and enters a feeding cycle. loyal minions obey her every command, and
During these times, the pterals range out her rule is ironclad.
from their home, to consume as much
food as possible. A single hive of pter- Each pteral queen is a powerful sorcerer who
als has been known to slaughter every uses her magic to protect herself first and her
living creature within 20 miles before hive second. A pteral queen in mortal dan-
re-entering its hibernation state. ger will sacrifice her minions to cover her
own retreat. There are always other places
Pterals live in massive structures called to build new blood hives, and the queen’s
blood hives. Named after their crimson survival is utmost among all pterals.
color, blood hives are massive organic
spheres that measure up to 250’ in diameter Pteral queen: Init +2; Atk claw +7 melee (1d8) or
and can house over 100 pterals. How pterals construct blood sting +5 melee (1d6 plus poison) or spell; AC 15; HD
hives is unknown, but the process is frighteningly quick—a 6d8; MV 20’, fly 40’; Act 2d20+1d16; SP cold weakness,
new blood hive can be created in less than 2 weeks. flyby, spellburn, spellcasting (+6 spell check): Spells (1st)
cantrip, magic shield, magic missile; (2nd) detect invisible,
Each pteral hive is led by a queen that never emerges from
spider web; (3rd) dispel magic, lightning bolt; SV Fort +3,
her nest. Pteral queens are always sorcerers of considerable
Ref +4, Will +6; AL C; Crit M/d12.
power. When a queen dies, the remaining pterals quickly
disband and seek out new hives to join. Cold weakness: If the pteral queen suffers cold damage, it
Pteral: Init +2; Atk claw +5 melee (1d6) or sting +3 loses its d16 action die in that round.
melee (1d4 plus poison); AC 16; HD 3d8; MV 30’, fly 60’; Flyby: The pteral queen doesn’t provoke a free attack when
Act 2d20; SP cold weakness, flyby, repairing saliva; it flies out of an enemy’s reach.
SV Fort +3, Ref +3, Will +2; AL C; Crit M/d8.
Poison sting: Anyone hit by the pteral queen’s poison
Cold weakness: If the pteral suffers cold damage, sting suffers 3d3 dam-
it loses its second action die in that round. age and loses 1 point of
either Strength, Agility
Flyby: The pteral doesn’t provoke a free attack or Stamina (determined
when it flies out of an enemy’s reach. randomly; DC 12 Forti-
Poison sting: Any creature hit by the pteral’s poi- tude save reduces effect
son sting suffers 3d3 damage and loses 1 point to 1d3 damage and no
of either Strength, Agility or Stamina (determined ability score loss).
randomly; DC 12 Fortitude save reduces effect to
1d3 damage and no ability score loss).
Repairing saliva: As an action, the pteral or
another pteral it touches heals 1d8 hit points.
This creature looks like a humanoid wasp. It
stands six feet tall and has a jet-black cara-
pace covered with reddish markings. A pair of
transparent wings emerges from its back, and its
abdomen ends in a long, sharp stinger.
Page 374
Spellburn: As an action, the pteral queen can drain life from Hampered withdrawal: A puppeteer vine can make up to four
any pteral she touches, using its life force to spellburn. For free attacks against a creature that attempts to withdraw
any pteral thus used, the pteral queen gains 1d4 points that from an active melee.
must be used for spellburn on her next action. On a roll of Meatshield: If a puppeteer vine has one or more creatures
1-3, the touched pteral falls unconscious, but can be drained dominated, it can use them to block a melee weapon attack;
one more time before shriveling up and dying. On a roll of the dominated target taking the damage instead. It can only
4, the pteral shrivels up immediately, dying and unable to use each creature it controls a single time per round.
provide further spellburn.
Puppet show: There is a 50% chance that a puppeteer vine
A large, bloated creature resembling a mixture of woman and already has 1d4 grappled creatures in its grasp. The judge
wasp squats in the center of the blood hive. Her gray carapace can use any creatures desired or use the table in the Puppet
is marked with pale pink bands, and a pair of great, transparent Show sidebar.
wings sprouts from her back.
A mountain of thorns, leaves, and vines shudders toward you.
Skeletons and rotting corpses of all shapes and sizes hang like
macabre ornaments from the tangled mass of plant matter.
PUPPETEER
VINE Puppet Show
There is a 50% chance that a puppeteer vine already
A puppeteer vine is an intelligent, semi-mobile plant that has 1d4 grappled creatures in its grasp. The judge
lurks in swamps and jungles. It is carnivorous and seeks can use any creatures desired or use the table below.
out animal prey for sustenance; however, it is its bizarre
defense mechanism that gives the dreaded vine its name. A Roll
Compelled Creature
puppeteer vine can control the actions of sentient creatures 1d6
through a chemical secretion injected through tiny thorns 1 Wolf
on its numerous vines. To the horror of onlookers, its victim
2 Lizard, Giant
appears to willingly defend the plant from harm.
3 Goblin
When faced with sentient humanoids, a puppeteer vine
begins combat with a surprise lashing of its grasping vines, 4 Subhuman
seeking to grab up to four creatures at once. It then attempts 5 Lizardman
to assume control of the grappled targets’ bodies, turning
6 Ogre
them against any remaining foes. Unable to move swiftly,
a puppeteer vine fights until it is destroyed.
Rumor has it that multiple puppeteer vines can grow togeth-
er, mingling their collective sentience, to form a gigantic
single entity called a puppeteer grove. If such a thing were
true, the resulting monstrosity could control entire swathes
of swamp or jungle with its dominated minions.
Page 375
Q
get is inflicted with zombie-like rotting flesh, suffering 1d4
QUATERION damage per day. Treat as a roll of “2” on Table 5-5: Greater
Corruption (p. 119, DCC RPG).
A
cabal of evil, Chaos-worshiping wizards birthed the Escalation: The quaterion flies into increasing rage as it nears
first dreaded quaterion. As a result of dissension death. When reduced to half of its hit points, it gains a +1d
among their ranks, four of the wizards were slain. bonus to attack rolls with its slam attacks. When reduced
Their bodies were combined, consecrated by foul rites to to a quarter of its hit points, its slam attacks inflict an addi-
the elemental lords, and then reanimated by the exquisite tional 1d10 damage.
fury of raw Chaos.
Head actions: The four heads orbiting the quaterion each have
A quaterion resembles a towering humanoid stitched a 1-in-6 chance of taking an independent action each round.
together from various corpses. The near-giant abomina- Only two heads can act on any given round, but a head that
tion might be mistaken for a flesh golem were it not for the was able to act on one round, but did not, automatically acts
four severed heads that orbit an emerald blaze where the on the next. Otherwise, if more than two heads can act, the
behemoth’s head should be. Each of the orbiting heads is judge should determine which do so randomly (in keep-
branded with a magic sigil tied to a single element: earth, ing with the quaterion’s chaotic nature). Each of the
fire, water, and wind.
A quaterion delights in the downfall of order in all its forms.
It cares nothing for ethical distinctions between good and
evil. Instead, it revels in dismantling creation, fomenting
disorder, and endorsing misrule. The destruction caused
by a quaterion is first launched by devoted cultists who
are willing to give their lives in service to their nascent
Chaos god. The quaterion prefers to plot from the shadows
until it has been discovered. It then leads the onslaught to
the end. Its most formidable power is its own destruction.
No sacrifice is too great for a quaterion in the pursuit for
ultimate disorder—not the lives of innocents, the souls
of its followers, or even its own existence.
Page 376
heads corresponds to one of the four classical elements, as Quillon have rubbery membranes that stretch from their
follows: wrists to their shoulders. When outstretched, this pliable
flesh allows them to glide short distances, a skill used for
• Earth head: The head unleashes a barrage of stone shards
arboreal movement as well as ambushing prey beneath
in a 60’ line, 5’ wide doing 2d10 damage to everything
them. Following its short flight, the quillon smothers its
it hits. (DC 16 Reflex save negates).
prey in its membrane folds while bringing its piercing quills
• Fire head: The blazing fire eyes of this head fastens on a to bear against the enveloped creature.
creature it can see within 60’, causing it to burst inter-
When a quillon feels threatened, an instinctive reflex releas-
nally with chaotic flames. The target suffers 2d6 damage
es a burst of quills in all directions. Unless the quillon has a
and -1d to all rolls (DC 16 Willpower save negates). The
creature in its grasp, the barrage of quills is often followed
target makes a new save each round, and the effect lasts
by a swift retreat to lick its wounds and find easier prey.
until a successful save is made.
• Water head: A torrent of water gushes from this head in Quillon: Init +2; Atk bite +4 melee (1d6+2) or smother
a 60’ long, 5’ wide line. A creature caught in the stream +6 melee (2d4 plus smothering); AC 14; HD 3d6; MV
is pushed back 30’ and incapacitated by buffeting water 30’, climb 20’, glide 60’; Act 1d20; SP glide, quill burst
until the end of the next round (DC 16 Fortitude save (1/day); SV Fort +2, Ref +2, Will +0; AL N; Crit M/d8.
negates).
Glide: A quillon can glide instead of falling, subtracting 30’
• Wind head: This head attempts to steal the breath of one from distance fallen, and moving 2’ horizontally for every
living creature it can see within 60’. The target suffers 1’ it descends.
3d10 damage and is unable to speak or cast spells for
1d3 rounds (DC 16 Willpower save negates). Quill burst (1/day): When reduced to half its hit points, the
quillon releases a burst of quills in a 10’ range (4d4 damage
Un-dead traits: The quaterion is un-dead, and thus can be to all creatures in range; DC 12 Reflex save for half damage).
turned by clerics. It does not eat, drink, or breathe, and is
immune to critical hits, disease, and poison. As un-dead, Smothering: The quillon wraps a target in its gliding mem-
it is immune to sleep, charm, and paralysis spells, as well as branes (DC 12 Strength or Agility check negates). A cap-
other mental effects and cold damage. tured victim suffers an automatic 2d4 damage from the
creature’s quills each round until a successful check is made.
A towering humanoid composed of stitched corpses lumbers into
view. Four severed heads orbit around a bright emerald flame atop A pack of canine-like creatures leers down at you from the
the creature’s neck. Each of the heads is branded with a different boughs of a massive tree. Each beast sports a warty, green-gray
magic sigil. hide and bony tail bristling with quills.
QUILLON
Q uillon are forest-dwelling, canine-like creatures
equally as comfortable in the treetops as on the
ground. Their massive claws easily pierce the bark
of most trees. Those with larger bodies and lighter hues pre-
fer the steamy jungles of tropical environments, while the
slightly smaller quillon with darker emerald hides reside
in temperate forests. Both varieties of quillon are covered
with black spines.
Page 377
QYTHGNZ, THE
Adventure Hook: Three
SIX HORNED Antediluvian Wards
Q ythgnz, the Six Horned Worm Who Dwells Below, is create. They trick the heroes into pursuing the ancient
a titan from the timeless space that exists before and wards, claiming that destroying the tablets will per-
after the gods. Hidden in its dimension, Qythgnz’s manently destroy Qythgnz. Each magical granite
great, oily bulk looks like a weightless shadow cast upon the block can be broken only by a mortal creature acting
world. Its presence is felt when a room falls black beneath of its own free will with great effort.
the candlelight. Until it opens the Rift Below, only Qyth- After the Ward of the Black Dawn is broken, Qythgnz
gnz’s slithering, horned tentacles can cross the dimensional is freed but weak. Qythgnz has 333 hit points, AC
border, and only for a short time. Each tentacle appears as 20, and only one tentacle in this state. The hundred
an enormous, black worm with a single bony claw. wriggling claws of Qythgnz begin to emerge. The
Legends say Qythgnz is imprisoned deep below the earth, titan commands them from hiding until the Ward of
but to the titan, the material plane is a sphere locked inside the Darkened Sky can be destroyed, which strengthens
an earthen crust. Qythgnz first enters the world with one Qythgnz, granting it 666 hit points total, AC 22, and
probing tentacle, but it is weak when it is alone. Qythgnz the use of three tentacles. When the Ward of the Eternal
seeks to drain the life force of powerful mortals in order Night is finally broken, Qythgnz becomes full strength
to push multiple tentacles into the world at the same time. and uses the life energy of the sacrificial heroes to
The titan needs only to drain a group of strong mortals all push all six of its horned tentacles into the world to
at once to produce all six horned tentacles and tear open the destroy it. If the heroes beat back Qythgnz before it
Rift Below. When Qythgnz’s terrible bulk fully emerges, all can open the Rift Below, it retreats to take a short rest
physical reality is unmade in a single blackened moment and then pursues the weakened party.
that lasts an eternity.
Page 378
permanently destroyed if forced to return to the titan’s
Claw of Qythgnz: Init +2; Atk blot +4 melee (1 plus
dimension. Qythgnz dies if it has no tentacles remaining.
blot) or invade; AC 12; HD 3d4; MV 20’, climb 20’, bur-
Dimensional rupture: If Qythgnz has no horned tentacles on row 20’; Act 1d20; SP blindsight 60’, blot, invade, enti-
the material plane, it forces one into the world. ty of Qythgnz, immune to poison and mind-affecting
Dimensional tentacles: Qythgnz has six horned tentacles that effects; SV Fort +3, Ref +2, Will -2; AL C; Crit M/1d8.
it can cause to enter the material plane. If Qythgnz suffers
60 damage or more on a single round, one of its tentacles Blindsight: A claw of Qythgnz has perfect perception of all
must return to its dimension. Qythgnz can withdraw its things, including invisible targets, within 60’.
tentacles at any time without spending an action die and Blot: On a successful attack, the target is marked by an oily
must do so after a tentacle has been manifested for 10 min- blot. At the end of the target’s next action, the target falls
utes. Every tentacle can independently make a free attack unconscious until the mark is removed (DC 13 Willpower
against a withdrawing opponent. save negates unconsciousness). On a successful save, the
Extradimensional resistance: If Qythgnz fails a save, it can target is immune to the blot ability of all claws of Qythgnz
choose to succeed instead, but it must withdraw one ten- for 24 hours. The stain can be removed by a fire source
tacle to its dimension to do so. that inflicts at least 5 damage to the marked target, or by
spending an action to scrape it off, requiring a DC 13 Agil-
Produce claw: Qythgnz can spend an action die to manifest a ity check.
claw of Qythgnz (q.v.) which emerges from the dimensional
membrane within 5’ of a chosen target, and automatically Entity of Qythgnz: The titan Qythgnz knows everything its
hits with its blot attack (see below). It then acts after the claws know.
target in the initiative order. Invade: An unconscious creature within 5’ of the claw is
Vitality drain: When Qythgnz hits a target with a tentacle at- invaded as the claw slithers into its body (DC 13 Fortitude
tack, the damage reduces the target’s maximum hit points save avoids). The claw gains total cover against attacks
for 1d12 hours, and it cannot be healed (even magically) for and other effects outside the creature. The target becomes
this period (DC 20 Willpower save negates drain). Worse, magically charmed by the claw and wakes up, intent on
if the target fails its save and remains alive, Qythgnz uses bringing Qythgnz into the material plane. The claw re-
this energy to push another horned tentacle into the mate- emerges if the target dies or if the charm effect is broken
rial plane, which attacks on Qythgnz’s next action. by magic. A 10-minute procedure that inflicts 4d4 damage
to the target also expels the claw with a successful DC 13
Vulnerable: Three granite tablets buried in forgotten temples Intelligence check.
imprison Qythgnz and prevent its horned tentacles from
entering the material world. See sidebar Adventure Hook: A bulbous black worm with a curved horn emerges from the wall.
Three Antediluvian Wards for more details. It inches forward like an oily finger tipped with a bone talon.
QYTHGNZ,
CLAW OF
T
he titan’s many tiny claws—some speculate it
has hundreds of them—can wriggle into the
material world through the porous dimensional
membrane. The claws appear like lone worms, each
with a jagged talon, and they can travel hundreds
of miles from the site of Qythgnz’s other tenta-
cles. They slither one by one through stone streets
and wooden halls, searching for sleeping minds to
ensnare. If a claw is attacked on the hunt, it withdraws
and attempts to return for its prey the next night.
Qythgnz uses its claws to take over the minds of
warriors and weak-willed leaders in order to corrupt
whole civilizations into welcoming the Six Horned Worm.
Page 379
R
Bilge rat swarm: Init +3; Atk swarming bite +3 melee
RAT, GIANT (2d6); AC 13; HD 5d8; MV 30’, swim 30’, climb 15’; Act
1d20; SP infravision 60’, swarming bite all targets within
20’ x 20’ space, half damage from non-area attacks, dis-
BILGE, SWARM ease (1d4, DC 7 Fort save negates); SV Fort +0, Ref +1,
Will -2; AL N; Crit N/A.
B
ilge rats are semi-aquatic rats that inhabit wharfs,
sewers, and other locations in and around the water. A mass of gray-brown rats climbs from the water onto the slick
They move as quickly in the water as they do on dock. Illuminated by the pale moonlight, the rodents scurry to-
land and can hold their breath for up to 10 minutes. As ward a recently moored merchant ship laden with fresh grain.
individuals, bilge rats generally flee from danger, but when
they congregate in a mass — as is often the case when a
brine vampire summons them — they become a
dangerous threat.
Page 380
The use of this ability doesn’t grant free attacks against
RAVEN, GIANT the replacer beast from other opponents engaged in melee
with it.
G
iant ravens typically inhabit temperate forests or
urban areas, where they roost in ruined buildings Illusory swap: On its initiative count, the replacer beast
or towers. Though they often share territory with chooses one creature, the size of a horse or smaller, that is
normal-sized ravens, giant ravens are more intelligent than within melee range of it to be the target of illusory swap.
their smaller counterparts and seem to delight in using their The replacer beast projects an illusion that makes it appear
mimicry to deceive humanoids they encounter. as if it and the target have switched places. As long as the
replacer beast remains engaged in melee with its target,
Giant raven: Init +3; Atk beak +3 melee (1d4); AC 14; melee attack rolls against either are instead treated as mis-
HD 3d6; MV 15’, fly 40’; Act 1d20; SP mimicry, murder sile fire attacks that follow the rules for firing into melee
of crows; SV Fort +1, Ref +3 Will +3; AL N; Crit M/d8. (p. 96, DCC RPG). A character who uses a missile weapon
or spell targeting either the replacer beast or the creature
Mimicry: The giant raven can mimic simple sounds it has affected by its illusory swap that is engaged in melee has
heard, such as a person whispering, a baby crying, or an ani- an even greater chance of missing the beast. If the attack
mal chittering. A creature that hears the sounds can tell they misses the intended target, it automatically targets the crea-
are imitations with a successful DC 10 Intelligence check. ture affected by illusory swap; re-roll the attack against
Murder of crows: When a giant raven dies in combat, each that creature’s AC. The creature affected by illusory swap
witnessing giant raven within 60’ gains +1d on melee attack knows where it and the beast are and can attack the replacer
rolls against the creature that killed the giant raven. The beast as normal.
avian rage lasts until its or the crow slayer’s death. From the next stand of trees steps the most beautiful, snow-
This ebony-feathered bird has a wingspan nearly ten feet across. white mastiffs you’ve ever seen. These hounds are no ordinary
Behind its crooked beak, a pair of black eyes sparkle with malev- breed. Exceptionally tall and well-knit, they carry themselves
olent intelligence. with a sense of grandeur as they approach.
REPLACER
BEAST
T
he replacer beast’s magic uses illusions the replacer
beast creates to make it appear as if the beast and its
prey have swapped places. This trick causes attacks
aimed at the beast to hit the foe it has “replaced” instead.
The replacer beast remains close to its target, darting this
way and that, to confuse the situation further.
Replacer beasts hunt alone or in pairs. Legends say a fey
lord created the beasts when his human lover left him to
marry a mortal. The fey lord made a wedding present of
two magnificent snow-white hunting mastiffs as a show
of forgiveness. The ruse was soon revealed as vengeance
when the newly wedded husband’s body was brought back
from a hunt riddled with his own men’s arrows, and a wild,
mocking laughter swept the land like a winter gale.
Page 381
Drown: A target hit by a pseudopod is automatically grap-
RIVER CREEPER pled (see Grappling, p. 96, DCC RPG) and multiple pseu-
dopods may grapple a single target. The victim can attempt
W
hen a mortal drowns but their body is never recov- an opposed Strength or Agility check (vs. +10, +2 additional
ered, a river creeper is often to blame. Ambush for each pseudopod grappling, to a max of +18) on their
predators by nature, these oozes wait for prey to initiative count to escape. If they do not escape, the grappled
approach the river’s edge, then drag the creature into the creature is pulled into the river and has the breath squeezed
water and devour them whole. While they remain perfectly from it for as long as it remains grappled under water. For
still, river creepers are impossible to distinguish from the each of its initiative counts it starts grappled underwater,
muck of a riverbed. When stirred to action, they form as the target must succeed in a DC 16 Stamina check. When
many as twenty human-like limbs, which it uses to wrestle the first check fails, the target is drowning. Once drowning,
prey into the water. the creature loses 1d6 Stamina at the end each of its initia-
River creepers are more intelligent than most oozes and tive counts. When Stamina is reduced to 0, the target dies.
seem to prefer eating humanoids over unthinking animals. Luring cry: The river creeper mimics the sound of a cry
After feeding, a river creeper allows itself to drift along for help. Each humanoid within 100’ of the river creeper
with the river’s current, floating downstream several miles that can hear it is compelled to move its full speed toward
or more before coming to rest again on the river’s bottom. the river creeper by the most direct route regardless of
Typically, a river creeper does not have any treasure. From any danger present along the way (DC 12 Willpower save
time to time, however, it may devour a victim that wore negates). The effect ends if the creature suffers damage, or
or carried a valuable object. There’s a small chance that a an ally physically intervenes.
small object, such as a gem or a piece of jewelry, can be
found within its body. A muddy mass of gelatinous flesh undulates in the river’s cur-
rent. As you poke at it with your sword, a crude pseudopod lash-
River creeper: Init +2; Atk pseudopod (x4) +5 melee es out, wrapping around the blade and your sword arm with a
(1d4 plus grapple, range 10’) or drown +5 melee (1d4 stinging sensation!
plus drown); AC 13; HD 5d10; MV 10’, swim 40’; Act
4d20; SP half damage from fire, luring cry; SV Fort +3,
Ref +3, Will +1; AL N; Crit M/d10.
Treasure
Page 382
Rook: Init +2; Atk claw +2 melee (1d3 plus disease) and
ROOK dagger +3 melee (1d4); AC 13; HD 3d8; MV 20’, fly 40’;
Act 2d20; SP frightful caw, disease, swoop; SV Fort +1,
R
ooks are close relatives of harpies, but more disgust- Ref +4, Will +1; AL C; Crit III/d8 (weapon) or M/d8.
ing and wretched. Lacking the alluring song of their
kin, rooks are scavengers that feast upon carrion. Disease: The target creature becomes diseased with rook-
They flock to battlefields and cemeteries, digging up freshly wart, suffering 1d6 temporary Stamina loss and the target
buried corpses or gorging themselves on recently slain war- cannot regain hit points except through magical means (DC
riors. Although a rook might attack a wounded or defense- 10 Fortitude save negates healing limitation and reduces
less creature, they are cowardly by nature, preferring meals Stamina loss to 1d3). Lost Stamina heals normally and if
that can’t fight back. Only intense hunger will drive a rook Stamina is reduced to 0, the target dies.
to attack more lively prey. Rooks are found in temperate
and subtropical regions, but they also dwell underground, Frightful caw: The rook lets out a terrible cry. Each creature
especially near places where death is common. Rooks are within 60’ of the rook that can hear it is immobilized with
sometimes encountered alone but gather far more often in fear, unable to take actions unless it is attacked (DC 10
flocks of up to a dozen individuals. Willpower save negates). On a success, the effect ends, and
the creature is immune to frightful caw for the remainder
If forced into combat, rooks prefer to fight at a distance. of the day.
They use their terrifying cries to strike fear into their ene-
mies, then attack with claw and dagger before retreating. Swoop: The rook does not provoke free attacks when it with-
Rooks can be cunning foes and have been known to drop draws from melee.
stones and other debris on enemies from high overhead From the chest up, this foul creature resembles a wizened hag
rather than venture into range of missile attacks. with a twisted face and skin stretched
tightly against its bones. Its lower
body is that of a crow with oily
black feathers. A pair of rag-
ged-looking wings sprout from
its back. It wears no
clothes and is covered
in a layer of dried
blood and viscera.
Its scaly feet end in
wicked talons caked
with gore.
Page 383
S
SCATTLING Scattling: Init +3; Atk claws +4 melee (1d4 plus mad-
ness spores); AC 16; HD 6d4; MV 15’, fly 30’; Act 3d20
A
round head with bat-like wings where the ears (but 3rd action die is always used to hide); SP infravision
should be emerges from a 2-hour-old pile of horse 60’, magic resistance (all spells cast against a scattling are
manure. The dung drips off its mottled brown-and- subject to 25% chance of failure before saves are rolled),
green skin. Driven by an overwhelming compulsion to camouflage (+10 to stealth checks in forest terrain), tele-
spread its parent tree’s malevolent spores, madness swirls pathic bond, madness spores; SV Fort +2, Ref +2, Will
in the scattling’s bulbous, yellow, unblinking eyes. +1; AL C; Crit M/d12.
Knowing it will live only 2 short weeks, the scattling Telepathic bond: Scattlings can sense when their parent tree
delights in the havoc it can wreak during this short span. is being harmed.
The scattling’s lipless mouth curls in a malicious, eager
Madness spores: Scattling claw attacks further spread spores
smile as it stalks a farmhand or milkmaid. With a gan-
into the wounds of their victims. The target becomes infect-
gly body and stubby legs dangling beneath its oversized,
ed with spores from the scattling’s diseased parent tree (DC
winged head, the scattling darts toward its unsuspecting
12 Fortitude save negates). While infected, the target suf-
victim, arms outstretched and viscous green fluid dripping
fers the effects of a random madness (see sidebar, Madness
from the tips of its claws.
Effects). The target can be cured by any magic that cures
disease within the first 1d10 x 10 hours — after which,
the infection can only be cured by destroying the
scattling’s diseased parent tree.
“Remember the evil that Nockmort the Mad
Treant caused? I’ll tell you something about it
I bet you don’t know. A wizard came through
a few years ago saying that when that rock fell
from the sky and changed Nockmort into a
monster, that’s not all it did. As the meteor
soared through the air, spores fell from it. If
a spore landed on a tree, the tree became dis-
eased and started dropping seeds that looked
normal but weren’t. Nobody knew different
until this one village fed them to their live-
stock or ate them themselves. The seeds grew
inside them, and a couple of hours later, tiny
flying monsters crawled from their scat and
infected the whole town. It drove everyone
crazy, killing each other and the like, until
the wizard figured out about the tree and cut it
down. The survivors called them scattlings, for
obvious reasons. And they scare me more than anything
I ever heard of. Now, I never know if a walnut I eat will
turn into one and crawl out of my chamber pot in the mid-
dle of the night.”
—Thom Jones, tavern keeper
Page 384
A withered body dangles lifelessly from the creature’s oversized
head, which flutters through the air on bat-like wings. As its SCORPIONS
bulbous yellow eyes focus on you, its lips part in a malicious
smile. It dives at you with its outstretched claws dripping thick,
green slime. SCORPION, DUNE
Dune scorpions are one of many breeds of abnormally
sized arachnids that dwell in desert ruins and sprawling,
Madness Effects sunbaked wastes. Dune scorpions never stop growing,
1d6 and some desert tribes speak of dune scorpions the size
Effect of mountains slowly crossing the sands, devouring entire
Roll
camel herds and facing off against immense serpents for
1 The creature experiences vivid hallucina- dominance.
tions of being attacked by scattlings and
suffers -1d to all actions. In battle, dune scorpions are brutally direct: they latch onto
a foe with their claws and then sting them repeatedly until
2 The creature suffers partial amnesia. It
they’re dead. Extremely ill-tempered, a dune scorpion backs
knows who it is and retains any class fea-
down from a fight only when it faces a creature larger than
tures, but it doesn’t remember anything
itself.
that happened before the madness took
effect or recognize anyone it knows. The Scorpion, dune: Init +2; Atk claw (x2) +4 melee (1d4
creature views everyone with suspicion plus claw grapple) or sting +4 melee (1d6 plus poison
and has a -1d on all Personality checks. (2d10 plus 1d3 Stamina, DC 11 Fort save negates effects));
3 The creature succumbs to fits of senseless AC 16; HD 5d8; MV 30’; Act 2d20 (2nd action is always
laughter. Any event that causes the creature a claw strike); SP tremorsense 60’; SV Fort +2, Ref +1,
stress, such as entering combat or experi- Will +0; AL N; Crit M/d10.
encing fear, causes the creature to be inca-
pacitated with hysterics until the end of Claw grapple: On a successful claw attack, a dune scorpion
its next initiative count (DC 12 Willpower automatically initiates a grapple attempt (vs. +9, see Grap-
save negates). pling, p. 96, DCC RPG). If successful, it gains a free sting
attack using a d16 action die, in addition to its other actions.
4 The creature discovers it really enjoys kill- The victim can attempt an opposed Strength or Agility
ing people and does everything it can to check (vs. +9) on their initiative count to escape. A dune
kill the nearest sentient creature ((DC 12 scorpion can only grapple up to two opponents at a time.
Willpower save avoids for 1 hour). Once
the creature has killed, this desire is quelled Tremorsense: A dune scorpion has perfect perception of all
for the next hour, at which time the creature things touching the ground, including invisible targets,
must make another save. within 60’.
5 The creature develops an overpowering A five-foot-long scorpion with a carapace the color of desert
phobia of bathing. Unless forced to clean sand scuttles towards you. Its claws are serrated, and its sting-
itself, the creature must succeed on a DC 12 er-tipped tail hovers above you like doom itself waiting to fall.
Fortitude save every 24 hours or contract
a disease as if bitten by a bat (p. 396-397,
DCC RPG).
6 The creature babbles incessantly and is
incapable of normal speech.
Page 385
SCORPION, DUNE, A scorpion the size of an elephant scuttles across the desert
sands, its tremendous claws ready to snap and crush anything
GREATER it encounters. A spear-like stinger perched atop a segmented tail
hangs high over its body. The creature’s carapace is black as tar.
A larger and more formidable variety of dune scorpion,
these titans are the true masters of the desert. They attack
anything and everything they encounter with fearless tenac-
ity.
SCORPION, FLYING
The flying scorpion is a rare species of desert-dwelling
Scorpion, greater dune: Init +5; Atk claw +4 melee arachnid that, at first glance, is indistinguishable from its
(3d4 plus claw grapple) or sting +4 melee (3d6 plus poi- more common cousin. Its unique form of hunting, however,
son (4d12 plus 2d3 Stamina, DC 15 Fort save negates becomes immediately apparent when the flying scorpion’s
effect)); AC 18; HD 10d8; MV 40’; Act 3d20; SP tremors- back splits open to reveal a pair of buzzing wings beneath
ense 60’; SV Fort +4, Ref +3, Will +2; AL N; Crit M/d16. its carapace. Flying scorpions infest ancient tombs, buried
temples, and foreboding pyramids built by strange, ante-
Claw grapple: On a successful claw attack, a greater dune
diluvian cultures.
scorpion automatically initiates a grapple attempt (vs. +14,
see Grappling, p. 96, DCC RPG). If successful, it gains a free Scorpion, flying: Init +0; Atk sting +2 melee (1 plus
sting attack using a d16 action die, in addition to its other poison (1d8, DC 10 Fort save negates)); AC 12; HD 1d3;
actions. The victim can attempt an opposed Strength or MV 10’, fly 30’; Act 1d20; SV Fort +0, Ref +0, Will -1;
Agility check (vs. +14) on their initiative count to escape. AL N; Crit M/d4.
A greater dune scorpion can only grapple up to two oppo-
nents at a time. A small, black arachnid scuttles across the desert sands. It has a
Tremorsense: A greater dune scorpion has perfect percep- pair of claws and a long tail tipped with a needle-like stinger. As
tion of all things touching the ground, including invisible you watch, its carapace splits open to reveal a pair of beetle-like
targets, within 60’. wings. With a shrill buzz, the creature takes flight.
Page 386
SCORPION, FLYING,
SWARM
Flying scorpions are slightly more robust than their earth-
bound brethren and demonstrate an unnerving tendency
to gather in swarms.
SCORPIOPEDE
O
ne look at a scorpiopede is all it takes to know that
magic was involved in its creation. Dozens of legs
support its body, which ends in a long, stinger-tipped
tail. Its face bears a set of wicked mandibles like those of a
centipede. As adventurers who’ve encountered a scorpio-
pede have quipped, “It’s dangerous at both ends.”
Giant scorpiopedes are efficient hunters and quickly out-
compete all other predators in their ecological niche. A
dungeon occupied by a giant scorpiopede will be suspi-
ciously free of giant rats, snakes, and other similarly sized
vermin. Goblins sometimes trap giant scorpiopedes to
use as weapons or to milk for venom, which they coat
their weapons and traps with. A giant scorpiopede’s
stinger is slightly more lethal than its bite, produc-
ing a toxin that causes violent nerve spasms, which
makes it difficult for poisoned creatures to respond
to attacks.
Page 387
SERPENTFURY
“The snake cult had some kinda serpent beast with a lion’s
T
he serpentfury, known also as mushumahu, is a fierce head living in a forsaken pool under their shrine. As the
reptilian aberration that prowls fetid bogs and deep, thing wrapped its body around me, I could feel its insect
underground caverns. This hideous creature is an legs pinching my midsection, even as it nearly squeezed
unnatural blend of bull, lion, hawk, scorpion, serpent, the life right out of me! Then came the suckered tentacles,
and squid. Its head is like that of a hungry lion but is set slashing into my side as the monster pulled me under the
with sharp, recurved bull’s horns and exaggerated serpent inky darkness of the frigid water. If not for my compan-
fangs. Its body is long and thin, like that of a giant constric- ions, that would have been my last day!”
tor snake, but set along its back are rows of raptor wings.
Although mostly useless, these wings flap furiously as it —Nimboltin, halfling adventurer
rears out of the water to attack. Along its belly are many
pairs of small scorpion legs, although these legs are barely
strong enough to support the creature’s weight. Out of Serpentfury: Init +2; Atk gore +4 melee (2d4+4) or
water, the serpentfury shuffles along at barely a snail’s bite +5 melee (2d4 plus poison (2d8, DC 13 Fort save for
pace. Instead of a single tail, the foul beast’s hindquarters half damage) or tentacles +4 melee (1d4 plus grasp); AC
split into long tentacles, each ending in a flanged sucker. 15; HD 8d8; MV 5’, swim 40’; Act 3d20; SP constriction,
Notoriously aggressive, serpentfurys are always on the hold breath, water breathing; SV Fort +5, Ref +5, Will
hunt, and despite their limitations out of water, they relent- +2; AL C; Crit M/d14.
lessly pursue fleeing prey. Although slow on land, they
are quick and deadly in the water, able to bring an array Constriction: In lieu of all its melee attacks, a serpentfury
of attacks against numerous targets at once. Their bull-like may attempt to wrap its snake-like body about a victim in
horns inflict terrible wounds, their bite is poisonous, and a grapple to crush them to death (DC 14 Reflex save avoids;
their two flanged-tipped suckers tightly grip a creature see Grappling, p. 96, DCC RPG). A constricted target suf-
caught in its grasp. A serpentfury’s favorite tactic, how- fers an automatic 2d8 damage each round. The victim can
ever, is to wrap its serpentine body around a target. Once attempt an opposed Strength or Agility check (vs. +12) on
it establishes a hold, it dives beneath the water to drown their initiative count to escape the serpentfury’s constriction.
its victim. Grasp: On a successful tentacle
attack, the target is grappled
(vs. +12, see Grap-
pling, p. 96, DCC
RPG). The victim can
attempt an opposed
Strength or Agil-
ity check (vs. +12)
on their initiative
count to escape the
serpentfury’s grasp.
Hold breath: While out
of water, the serpent-
fury can hold its breath
for 1 hour.
The placid surface of the
pool explodes as a twisted
monstrosity rears its leonine
head from the turbid depths. Its
body is scaled, serpentine, and adorned
with flapping, undersized wings along its
back and insectoid legs along its belly. Be-
neath a pair of curved horns protruding from
its matted mane, its maw distends to display
serpentine fangs.
Page 388
SHADOWBLOOM
S
hadowblooms are a form of extraplanar plant life that
grow on the coldest of the lower planes. While mind-
less, there is a darkness to their nature that attracts
and strengthens evil un-dead creatures. Mortals slain by a
shadowbloom rise as ghosts possessing their own free will.
Shadowblooms are incorporeal, even when encountered on
the outer planes. Little is known about their life cycle, but
they clearly feed on the heat of living creatures. They can
be avoided if given a wide berth, but the shadowbloom’s
tendency to attract un-dead means that even a party careful
enough to escape the shadowbloom may encounter more
aggressive threats close by.
W
ith shoulders as high as a human is tall, these crea- immune to poison and cold; SV Fort +3, Ref +1, Will +8;
tures have the tawny body of a leopard, a long, AL N; Crit M/d8.
snake-like neck and head of a giant cobra. Their
Aura of cold: Any creature within 10’ of the shadowbloom
legs and tails are slightly lengthier than those of their more
on the creature’s initiative count suffers 1d6 damage (DC
familiar cousins. Serpopards’ unusually long necks allow
14 Fortitude save negates).
them to make quick strikes, and their bite is more dead-
ly because of their venom, which they can also spit with Incorporeal: Shadowblooms are incorporeal and can pass
uncanny accuracy. through walls and other solid matter.
Because they are disciplined and patient, serpopards often Sunlight hypersensitivity: While in exposed to direct sunlight,
serve as guardians and, if treated well, will faithfully serve the shadowbloom suffers 2d6 damage each round and suf-
evil masters. Unconcerned with keeping treasure of their fers -1d penalty to all attack rolls and ability checks.
own—another characteristic that makes them excellent sen- Un-dead boost: Un-dead creatures within 60’ of the shad-
tries—serpopards instead revel in inflicting pain on live owbloom are considered 2 HD higher when resisting a
victims before eventually consuming them. cleric’s turn unholy check. Also, all un-dead within 60’ of
Serpopards normally dwell in arid regions, although they the shadowbloom regain 1d6 hit points each round, so long
are sometimes discovered in ancient tombs, frozen by as the damage was not caused by
magic for years until freed from their stasis by explorers fire or a turn unholy check.
or thieves. There is also said to be an exceed- Create ghost: If a creature dies
ingly rare offshoot of serpopard with a black from a shadowbloom’s tendril
coat that lives only in the most remote, attack, a ghost (p. 413, DCC
inhospitable jungles. RPG) rises from the corpse 1d4
Serpopard: Init +5; Atk bite +8 melee hours later.
(2d6 plus poison (death, DC 20 Fort You glimpse a hazy, plant-like
save negates)); AC 14; HD 8d10; MV shape the size of a grown human,
40’, leap 30’; Act 1d20; SP infravision its wrinkled trunk wavering at
60’, spit poison (death, DC 20 Fort the edges of your vision. Shad-
save negates, range 30’ long x 20’ owy tendrils wave in the air
wide cone, all in area must save); around it, passing through
SV Fort +4, Ref +8, Will +3; AL N; nearby obstructions as if
Crit G/d12. they weren’t there. The
air is so cold you can see
Although the beast looks somewhat leop- your breath.
ard-like, with spotted golden fur fading to white on
its belly and a feline head, it has a neck far longer
than any jungle cat, longer legs, and a longer tail.
Its green eyes gleam with a feral light.
Page 389
Shadroquus: Init +2; Atk hoof +5 melee (1d7+3) or bite
SHADROQUUS +5 melee (1d5+2); AC 15; HD 5d8; MV 50’; Act 2d20; SP
charm, lightning breath, immune to electricity; SV Fort
T
he mighty sorcerers of the south created the shadro- +3, Ref +4, Will +0; AL L; Crit M/d10.
quus in an attempt to breed the ultimate horse—one
combining the traits of the great desert stallions with Charm: As an action using two action dice, a shadroquus
those of a blue dragon. Some of these shadroquus either may target one creature it can see within 40’ of it and it
escaped the sorcerers or were freed, and now herds of the becomes magically charmed (DC 11 Willpower save
beautiful but deadly creatures roam across the dunes. negates). The charmed creature regards the shadroquus
A daring rider can train a shadroquus, but this is a rare as a trusted friend to be heeded and protected. Although
event. Only the most skilled and patient handlers can the target isn’t under the shadroquus’ control, it takes the
bend the shadroquus to their will. Once trained, however, shadroquus’ requests or actions in the most favorable way
shadroquus are obedient—if proud—steeds that remain it can. Each time the shadroquus or its allies do anything
loyal to their masters unto death. harmful to the target, it can repeat the saving throw, ending
the effect on a success. Otherwise, the effect lasts for 1d6
Shadroquus are relentless fighters. In the wild, they single hours or until the shadroquus dies. Note that a shadroquus
out and swarm an opponent, blasting it with their breath can have no more than one creature charmed at a time.
weapons as the occasional shadroquus strikes it with its
hooves. As a mount, the shadroquus follows the rider’s Lightning breath: As an action using two action dice, a
lead, although it prefers to unleash its lightning breath shadroquus can exhale a 40’ long x 5’ wide bolt of light-
whenever it can. ning. Each creature in that line suffers 4d6 damage (DC 13
Reflex save for half damage).
The creature has the posture of a horse of some kind, but it has a
draconic snout, and dark blue scales cover its body. Its mane and
tail are not hair but rather constant surges of crackling lightning.
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Shaduar: Init +5; Atk claws (x2) +4 melee (1d6) or bite
SHADUAR +3 melee (1d8 plus poison (2d6, DC 13 Fort save for half
damage); AC 16; HD 3d8; MV 40’, climb 40’; Act 3d20;
S
haduars are strange creatures best described as reptil- SP pounce, camouflage (+10 to stealth checks in jungle
ian tigers. Likely as a result of magical experimenta- terrain), keen senses (scent) 120’; SV Fort +3, Ref +5, Will
tion, they possess the large, lean build of a great cat -1; AL N; Crit M/d8.
but are covered with gold and green scales like a lizard. A
shaduar’s fangs drip with powerful venom. This poison, Keen senses (scent): All creatures within 120’ suffer a -1d pen-
combined with their natural stealth and ability to climb, alty on all attempts made to avoid detection by a shaduar.
make shaduars excellent predators.
Pounce: If the shaduar successfully hits the same creature
Shaduars lurk in low-hanging tree branches and pounce on with two claw attacks in the same round, that target is
prey as it passes below them. They can drag even large prey knocked prone (DC 14 Strength check negates prone). If
animals higher up into the tree to consume at their leisure. the target is prone, the shaduar can make an immediate
Shaduars often hunt in packs, ganging up on a single oppo- bite attack against it, gaining +1d to the attack.
nent. When encountered in greater numbers, shaduars can
be especially ambitious. Larger shaduar packs have been The creature resembles a lean jungle cat with green and golden
known to wipe out entire jungle expeditions. scales instead of fur. It moves silently through the jungle can-
opy, its eyes glittering with malice. Oily liquid drips from its
While not particularly clever, shaduars can be trained. teeth and claws.
Serpent-men sometimes use shaduars as hunting hounds,
taking advantage of their keen sense of smell to track down
prey. A properly trained shaduar will kill on command or
even lay down its life to protect its master.
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SHAHR “After endless days trudging through the fetid, mud-filled
S
hahrs are genies formed from primordial matter of expanse, we finally came to the Grand Alcazaba of Prince
the elemental planes of earth and water. They often Samamoosh. Oh, what a wondrous place! We indulged
reside in grand floating palaces above the mud-filled in a glorious and seemingly never-ending feast! I never
expanses that border the two realms. In contrast to such wanted to leave!”
dismal surroundings, a shahr’s palace is a place of delight —Excerpt from “My Planar Journeys” by the min-
filled with feasts and constant revelry. strel Zigmand de Brougah
Shahrs are exceedingly talkative. They are most happy
when throwing festive parties and bombarding merry-
makers with unending stories of their own benevolence.
Shahr: Init +5; Atk fist +11 melee (3d6) or spell; AC
Shahrs look for any opportunity to indulge their glutton-
16; HD 12d8; MV 30’, burrow 30’, fly 30’, swim 60’; Act
ous appetites.
2d20; SP amphibious, body slam, half damage from acid,
As much as shahrs enjoy celebrations, they can defend cold, and electricity, spellcasting (+10 spell check): Spells
themselves effectively when interactions turn sour. They [Cleric] (1st) food of the gods, detect magic; (4th) cause earth-
make great use of their bulky forms to bash opponents into quake; [Wizard] (1st) comprehend languages, magic mis-
submission, gleefully describing their successes as they do sile; (2nd) arcane affinity (elementalist), invisibility; (3rd)
so. Despite their size, shahrs are capable fliers with their planar step, water breathing; conjure elemental (earth or
lower bodies transforming into pillars of swirling, water only); SV Fort +10, Ref +8, Will +8; AL N;
muddy water when they take flight. Crit M/d20.
Page 392
target must succeed in a DC 14 Stamina check. When the
SHARKS first check fails, the target is drowning. Once drowning,
the creature loses 1d6 Stamina per round at the end each
S
harks are an ancient group of cartilaginous fish that of its initiative counts.
inhabit oceans. Most are active carnivores, and larger
A frenzy of brown-and-gray sharks with off-white bellies circle
species tend to be apex predators. This group is rep-
in the shallow waters, occasionally revealing themselves by the
resented by a diverse array of sizes, shapes, colorations,
triangular fins that cut the water’s surface. Each shark sports
and adaptations.
a nicked and battered head much stockier than the rest of its
tapered body.
SHARK, BULL
Bull sharks prefer turbid, shallow waters and congregate SHARK, GOBLIN
in groups of up to a dozen (1d12). A typical bull shark is 8’
to 12’ long. They sometimes attack humanoids by mistake Goblin sharks inhabit the inky depths of ocean trenches and
when conditions are murky. In clear water, bull sharks congregate in large groups (3d4). They can be distinguished
ram their prey, potentially stunning them as they close in by their prominent, horn-like snouts and extendable jaws.
for melee. Once they bite something, they latch on and shake their
head to shred the delicate flesh of their prey.
Bull shark: Init +5; Atk bite +6 melee (1d6+2) or head-
Shark, goblin: Init +3; Atk bite +2 melee (1d4); AC 12;
butt (stunned for 1 round and drowning, DC 13 Fort
save negates); AC 14; HD 2d8; MV swim 40’; Act 1d20; HD 1d6; MV swim 40’; Act 1d20; SP pack tactics, thrash;
SP blood frenzy; SV Fort +4, Ref +4, Will +3; AL N; Crit SV Fort +4, Ref +4, Will +3; AL N; Crit M/d4.
19-20 M/d6.
Pack tactics: When at least two goblin sharks attack the same
Blood frenzy: When attacking a character that has suffered target in subsequent rounds, they attack with a +1d bonus.
damage from a previous critical wound, the bull shark Thrash: When a bite attack hits, the goblin shark latches on
attacks with a +1d bonus. and violently thrashes, causing an additional 1d4+2 damage
Headbutt: A high-speed headbutt that can stun a victim and with the bite (DC 12 Reflex save avoids).
they are unable to act for 1 round (DC 13 Fortitude save This shark is about four to five feet long with a slender gray
negates). Failure will also drive all the air out of a victim’s body and dark, oversized eyes. The deadly fish sports a pro-
lungs if they are holding their breath, leading to drowning. truding, horn-like snout, under which hides a jaw lined with
For each round it remains underwater after a headbutt, the many needle-like teeth.
Page 393
SHARK, MEGALODON
Megalodon are enormous prehistoric sharks similar to a
great white shark, only larger. They feast on massive whales
or simply swallow smaller prey whole as they patrol their
territory.
Page 394
SHARK, WHALE SHIMMERING
Whale sharks are gentle giants. Their swimming patterns
can be described as slow and steady, and they often travel
with their mouths open to filter microfauna from the water.
SLUG
P
These behemoths ignore most larger creatures, and only resumably created by some arcane experiment or
the most foolish passersby would blunder close enough to magical calamity, shimmering slugs are among the
a whale shark’s mouth to be swallowed. most bizarre predators in the Underdeep. Their mot-
tled skin constantly changes color, and the slimy mucus
Shark, whale: Init +0; Atk bite +6 melee (swallow
they secrete possesses magical, psychotropic properties that
whole); AC 10; HD 8d8; MV swim 30’; Act 1d20; SP
drive those who touch it into bouts of insanity.
swallow whole; SV Fort +10, Ref +0, Will +3; AL N;
Crit G/d4. Shimmering slugs are solitary creatures; being hermaphro-
ditic, they reproduce without a mate and possess no paren-
Swallow whole: If the whale shark succeeds in a bite attack, tal instincts. Unless threatened, they eke out their lonely
the target does not suffer damage, but is now trapped in existence dining on mineral deposits, dissolving stone with
the whale shark’s stomach, where it suffers 3d4 damage the acidic slime their bodies manufacture to burrow through
from acid each round thereafter. A trapped creature can try rock and earth.
to cut its way out with a small weapon (such as a dagger)
by inflicting 15 damage against AC 10. All attacks while Shimmering slug: Init -6; Atk psychotropic touch +3
trapped in the shark’s stomach are at -2d. Success forces melee (1d4 plus slime); AC 18; HD 3d6; MV 10’, burrow
the whale shark to expel the contents of its stomach back 10’; Act 1d20; SP shimmering slime, bewilderment; SV
into the ocean. Fort +5, Ref -6, Will -2; AL C; Crit M/d6.
This massive, nearly fifty-foot-long fish is a wonder to behold. Bewilderment: When seeing a shimmering slug for the first
Light blue to green on its upper surfaces and grayish below, it time, a creature stands bewildered for either 1d3 rounds or
features a flat head and a body covered with white freckles that until they suffer any damage, which will force it out of its
resemble stars in the night sky. It lumbers along, propelled by bewildered state (a DC 15 Willpower save negates).
slow but powerful tail thrusts, its mouth agape.
Shimmering slime: The slime of the shimmering slug can
cause intense hallucinations. If a target is touched, they
suffer hallucinations for 1d6 rounds (DC 15 Fortitude save
negates). While under the effect of hallucinations, the judge
should roll 1d5 to determine what the victim sees: (1) an ally
and the slug appear to change places; (2) an ally is about to
attack another ally from behind; (3) the slug trans-
forms into a hideous and terrifying demon causing
victim to flee the area in terror (DC 13 Willpower
save negates); (4) the floor turns to lava (1d6, DC
13 Willpower save negates); (5) judge’s choice.
A ten-foot-long slug lurches into view. Its skin
is a shifting array of colors that dance and
shimmer in the subterranean blackness. The
changing patterns seem to burn themselves
into your mind, and you find it hard to con-
centrate. A trail of multicolor slime is left
in the slug’s wake.
Page 395
Perhaps the shroud ghoul’s strangest feature is its ability to
SHRILLSHRIEK shoot gobs of caustic bile from its nose. Even the greatest
necromancers don’t know what gives the shroud ghoul
T
he shrillshriek fungus grows in the dark pas- this unusual talent, but a prominent theory is that the
sages of the Underdeep or occasionally in transformation into an un-dead creature causes
caves nearer the surface. Since they
the ghoul to sublimate its fear, hate, and mis-
cannot move, shrillshrieks flourish
ery into an acidic bile. However, this is
in high-traffic locations, particu-
only a theory—one that does little to help
larly those frequented by vermin
those unlucky enough to encounter a
such as lizards or bats. They are
prowling shroud ghoul.
rumored to have been cultivated
by Aghartan mushroom farmers Shroud ghouls rarely stray more
who infused the fungi with the taint than 100’ from the shroud phantom
of their diabolical gods. Many scholars dismiss that spawned them, though whether this is
this rumor as pure speculation, however. due to some mystical connection, or an odd sense of
A shrillshriek’s ear-splitting screech can prove obligation is unknown. A shroud ghoul hunting in
deadly to an unsuspecting creature. Even if the bedchambers near the haunt of its shroud phantom
creature survives the initial shriek, local preda- may be the origin of the bogeyman myths that ter-
tors often learn to arrive shortly after the shriek- rify small children. Like most myths, the notion has
ing begins, so as to finish off stunned prey. some truth to it, for a child does occasionally go
Creatures not dragged off by such predators missing due to the predations of a shroud ghoul
provide nutrients to the soil in which the fun- hungry for an easy meal.
gus grows.
Shroud ghoul: Init +1; Atk bite +1 melee (1d4)
Underdeep-dwelling humanoids occasionally cul- or claw +1 melee (1d3); AC 13; HD 2d6; MV 30’; Act
tivate groves of these deadly fungi to protect trade routes 1d20; SP acid nasal squirt (2d6, DC 13 Ref save for half
or the entrances to their lairs. Shrillshrieks that are actively damage), un-dead traits, infravision 100’; SV Fort +1,
cared for can reach incredible sizes; specimens up to 15’ tall Ref +0, Will +0; AL C; Crit U/d16.
with an even deadlier wail have been reported. The flesh of
a shrillshriek is poisonous to most creatures, though not to Un-dead traits: shroud ghouls are un-dead, and thus can be
Underdeep slugs, which gobble them whole like squishy turned by clerics. They do not eat, drink, or breathe, and are
confectionaries. immune to critical hits, disease, and poison. As un-dead,
they are immune to sleep, charm, and paralysis spells, as well
Shrillshriek: Init -1; Atk special; AC 7; HD 1d6; MV
as other mental effects and cold damage.
0’; Act 1d20; SP painful shriek; SV Fort -2, Ref -2, Will
-2; AL N; Crit N/A. A gaunt humanoid creature with skin like rumpled fabric ad-
vances toward you on all fours. Smoking mucus drips from the
Painful shriek: When bright light or a creature comes within thing’s nose, streaking its flesh with pallid runnels. Its claws
30’ of the shrillshriek, it emits a painful shriek that is audible clack on the stone floor as it launches itself in your direction!
up to 400’ away. A creature that starts its initiative count
within 30’ of the shrillshriek that hears the shriek suffers
2d4 damage and is stunned for 1d4 rounds (DC 11 Fortitude
save negates stun). The shrillshriek continues this painful
shriek until the disturbance moves out of the range and for
1d3 rounds afterward.
This five-foot-tall fungus features a light purple stem and a deep
purple cap covered with yellow splotches. The cap has pasty-
white gills on its underside and bulges as if under pressure. As
you approach for a closer look, the yellow splotches open, releas-
ing a piercing shriek that echoes off the cavern walls.
SHROUD GHOUL
S
hroud ghouls are what becomes of those slain by the
restless dead known as shroud phantoms. Though
it retains its humanoid shape, the shroud ghoul’s
features become twisted by the shroud phantom’s suf-
focating grasp, giving even the comeliest person a mon-
strous appearance in death.
Page 396
fails, the target is suffocating. Once suffocating, the creature
SHROUD loses 1d6 points of Stamina per round. If this reduces a vic-
tim to 0 Stamina, the creature dies, and it rises as a shroud
PHANTOM ghoul under the shroud phantom’s control after 4d6 hours
unless it is restored to life, or its body is destroyed. The
S
hroud phantoms are a bizarre form of un-dead that shroud phantom can have no more than six shroud ghouls
no longer look as they did in life but have become under its control at one time.
flat, boneless creatures that resemble a burial shroud. Un-dead traits: Shroud phantoms are un-dead, and thus can
Until they move or open their eyes, which gleam with an be turned by clerics. They do not eat, drink, or breathe, and
evil yellow light, shroud phantoms are indistinguishable are immune to critical hits, disease, and poison. As un-dead,
from normal fabric. Some necromancers believe the first they are immune to sleep, charm, and paralysis spells, as well
shroud phantom spawned when a person was buried alive as other mental effects and cold damage.
in a winding sheet, only to awaken entombed in their grave.
This agonizing death prevented them from finding eter- A gauzy sheet flutters in the draft of the open window like a ban-
nal rest and transferred their soul into the very shroud ner forgotten on an ancient battlefield. Suddenly, three hideous
they were buried in. This origin may explain the shroud tears appear across the sheet, revealing a wide, laughing mouth
phantom’s ability to create lesser forms of un-dead—ones and a pair of burning orange eyes. It slithers across the floor and
spawned from its hatred toward the living. wraps itself around one of your allies!
Shroud phantoms are found in ancient mausoleums, cursed
cemeteries, haunted manors—anywhere the restless dead
are normally encountered. They are cunning enough to hide
themselves in places where they’d be overlooked until a
living victim passes nearby. A shroud phantom might even
take the place of a normal bed sheet, remaining motionless
until an unwitting victim crawls into bed at night.
Page 397
SICURIJU
Treasure
T
he sicuriju, sometimes called a shimmering boa,
is a large, intelligent serpent found in jungles and
swamps. It gets its nickname from the scintillating A n intact sicuriju hide can fetch up to 500 gp in a
large market. But it is even more valuable to a
spellcaster capable of crafting enchanted items. The
rainbow patterns on its scales, which are reputed to have
mesmerizing qualities. Sicurijus typically regard sentient hide of a typical sicuriju can be used to cover up to
races as little more than food. However, they have a high three shields or fashion a human-sized suit of armor
regard for lizardmen; they can speak and understand or a cloak. Once enchanted, these items can produce
the Lizardman language and often ally with the reptilian a shimmering effect to blind foes.
humanoids.
A sicuriju begins combat by mesmerizing foes with its hyp-
notic scales. It then selects a helpless creature and swallows
it whole, blinding those unaffected by its scales to discour-
age them from engaging in combat. Its appetite sated, the New Magic Item:
sicuriju then slithers away to digest its meal in peace. Shimmering Shield
Sicuriju: Init +8; Atk bite +8 melee (3d8 plus swallow Shimmering shield: The face of this wooden shield
whole); AC 14; HD 6d10; MV 30’, climb 30’; Act 1d20; is covered in rainbow-hued scales. Once per day,
SP mesmerizing scales, shimmering scales, immune to the wielder can invoke the shield’s ability (usually
poison, infravision 60’; SV Fort +4, Ref +6, Will +2; AL inscribed in the Lizardman language on the inside of
N; Crit M/d12. the shield), causing the scales to shimmer in a daz-
zling array. Creatures in a 30’ cone that can see the
Mesmerizing scales: As an action, the sicuriju targets a crea- shield are blinded for 1d3 rounds (DC 13 Willpower
ture within 30’ of it. If the sicuriju and the target can see save negates).
each other, the target is paralyzed for 1d3 rounds (DC 13
Willpower save negates).
Shimmering scales: As an action, the sicuriju focuses daylight
off its scales, creating a blinding flash. Creatures within 30’
of the sicuriju that can see it are blinded for 1d3 rounds (DC
13 Fortitude save negates).
Swallow whole: If the sicuriju succeeds in a bite attack, it can
make another bite attack that same round to attempt
to swallow the target. If the second bite
attack succeeds, the target does not
suffer damage but is now trapped
in the sicuriju’s stomach, where
it suffers 1d8 damage at the
start of each of the sicuriju’s
initiative counts from stom-
ach acid. A trapped creature
can try to cut its way out
with a small weapon (such
as a dagger) by inflicting 15
damage against AC 22. If the
sicuriju suffers 15 damage or
more in a single round from
a creature inside it, the sicuriju
regurgitates the swallowed crea-
ture, which falls prone (DC 15 For-
titude save negates regurgita-
tion).
This giant serpent is covered
in shimmering, rainbow-hued
scales. Its scintillating hide
catches and reflects the light, creat-
ing strange and mesmerizing patterns.
Page 398
A waxy-skinned humanoid, half the size of a human, advanc-
es toward you. Its fingers end in oversize pads, and its eyes
are bulbous and wide. The creature’s distended jaw works con-
stantly, a stream of unnerving chuckles and giggles streaming
from its mouth. It carries a weird sword with a hooked blade in
one pale hand.
SIH’HEL SHARDCHANTER
The sih’hels live in squalor and misery, enslaved to the
crystal monolith. Although most can be found in that same
cursed cavern, the tribe has fragmented somewhat, with
small clans sent out across the Underdeep to fulfill the
monolith’s alien schemes. In such cases, a shard is shorn off
the monolith by a shardchanter and transported in secrecy
until the clan reaches its destination. Thus, sih’hels can be
found almost anywhere underground, from natural caves
to ancient dungeons, serving the ineffable will of their mys-
terious god.
SIH’HEL Spells (1st) chill touch; SV Fort +0, Ref +3, Will+2; AL C;
Crit III/d8.
A
lso known as bar’wens or barrow ones, sih’hels
were once gnomes driven deep underground by
misfortune. There, in the bowels of the earth, they
encountered a strange crystal monolith on an island in the
middle of a subterranean lake. The gnomes found them-
selves drawn to the monolith and bathed themselves in its
unearthly radiance. The monolith’s uncanny aura, along
with generations of inbreeding, produced a new species
of creatures that today bears almost no resemblance to its
original gnomish stock. The sih’hels are an incredibly long-
lived race, living for 700 years or more thanks to the crystal’s
weird rays.
Sih’hels shun the light, venturing to the surface only on dark
nights to steal children from their beds or capture travelers
for sport or slavery. They drag these unfortunates back to
the Underdeep as offerings to their crystalline god. Sih’hels
tend toward cowardice, preferring to overwhelm their foes
in numbers and flee if they find themselves outmatched.
They attack intruders in their gloomy, subterranean world
with javelins before either engaging in melee or withdraw-
ing to prepare another ambush deeper in the tunnels.
Page 399
Chant of bafflement (1/day): The shardchanter chants a baf- Sih’hel shardweaver: Init +1; Atk javelin +0 missile
fling refrain. Creatures of the shardchanter’s choice within fire (1d6) or spell; AC 12; HD 2d6; MV 20’, climb 20’;
30’ of it that can hear stand stupefied for 1d3 rounds (DC Act 1d20; SP teleport (1/day), infravision 60’, vulnerable
13 Willpower save negates). to bright light (-2 penalty to attack rolls, spell checks,
and Ref saves that rely on sight when in bright light),
Chant of healing (1/day): The shardchanter sings an eerily
spellcasting (+3 spell check): Spells [Cleric] (1st) dark-
soothing song. Creatures of the shardchanter’s choice with-
ness; [Wizard] (1st) cantrip, chill touch, color spray, force
in 30’ that can hear regain 1 HD worth of healing (similar
manipulation, magic missile, magic shield; SV Fort +1, Ref
to lay on hands).
+2, Will +1; AL C; Crit III/d8.
Chant of maddening whispers (1/day): The shardchanter
whispers a maddening melody, wracking a creature with Spellcasting: A sih’hel shardweaver casts spells as a wizard
phantom pain. One creature within 60’ of the shardchanter and suffers a -2 penalty to spell checks when casting cleric
that can hear suffers 2d6 damage (DC 13 Fortitude save for spells. On a result of natural 1, a sih’hel shardweaver suffers
half damage). a 50% chance of major corruption or misfire, rolling on the
generic tables as appropriate.
A sallow-skinned humanoid, half as tall as a human, gazes out
with swollen eyes. The ugly creature’s jaw jabbers incessantly, Teleport (1/day): The sih’hel shardweaver can transport
unleashing a discordant mix of bizarre chanting. It cradles a itself up to 30’ to a location that it can see.
small crossbow in one slender hand. A short, waxy-skinned humanoid wrapped in dark robes com-
mands his allies from the rear ranks. Its fingertips sport oversize
pads, which nimbly flex as eldritch energy plays over the digits.
SIH’HEL SHARDWEAVER Bulbous eyes peek out from under the folds of its hood.
Individual tribes are often led by a shardweaver, a sih’hel
attuned to the crystal, which grants it spellcasting abilities.
Sih’hels are fluent in both the Gnome and Undercommon
languages.
Page 400
A proud skeletal warrior clad in ancient armor stands before
SKELETON-SAINT the altar. One of its bony hands rests on the grip of a gleaming
longsword; the other grasps a battered shield. The congregation
W
hile the vast majority of holy warriors and paladins ceases its droning chant and falls in behind its undying leader.
fall in battle, professing their devotion with their
final bloody breath, a few reach an advanced age.
Withered and weak, their skin leathered from a hundred
bloody campaigns beneath distant suns, these once-slay-
ers retire to their simple monasteries, pillars, and caves to
pray and meditate on the precepts of their gods as death
approaches.
In the rarest of instances, the warrior-saints pass through
death, to serve their divinities for all eternity. Freed from
the shackles of the mortal coil, they exist solely to exalt their
savage gods, cutting down non-believers and scattering the
idolatrous to the winds.
Though desiccated and skeletal from the passage of centu-
ries, these willful ancients cannot be turned, commanded, or
harmed by turn unholy or similar powers targeting un-dead.
Worse, the holy (or unholy) aura surrounding ancients
allows them to command un-dead as clerics of the same
level. This power is entirely passive; like moths to a
flame, un-dead are helplessly drawn to serve the char-
ismatic ancient in its crusade.
Savant-sages note that, in contrast to their brash
youth, skeleton-saints employ exceedingly artful
tactics – stratagems gleaned over the course of
thousand battles. Having been awarded a sec-
ond chance at “life,” they refuse to squander it
on one-sided conflicts where defeat is certain.
This cunning does nothing to blunt their devo-
tion to their god, and few foes are as dogged or
ferocious as a crusading skeleton-saint.
There is a 13% chance that any armor or weapon
borne by a skeleton-saint is magical. Such relics
are always imbued by the divine force of the saint’s
god, and woe to the non-believer that would dare to
carry them into battle.
Page 401
to be tested by even the foolhardiest.
SKUNK, GIANT Skyworms experience their entire lifecycle without ever
G
iant skunks are solitary mammals that inhabit tem- touching earth, hydrating by collecting moisture directly
perate forests. They are primarily omnivorous and from the clouds. Fearless predators, groups of skyworms
have a fondness for over-sized insects. Giant skunks have even been known to attack dragons in flight. Although
also consume berries and small rodents and have been not intelligent in the traditional sense, they are cunning
known to rummage through trash discarded by humanoids. enough to let gravity do its work on any creature they knock
out of the sky, feeding only once the creature impacts with
Skunk, giant: Init +2; Atk bite +2 melee (1d3); AC 14; solid ground.
HD 3d6; MV 20’; Act 1d20; SP keen senses (hearing and
At certain times of the year, the strongest skyworms actively
scent), musk spray (1/day); SV Fort +3, Ref +3 Will +1;
seek out hurricanes. After navigating the gale-force winds,
AL N; Crit M/d8.
they plunge themselves into the eye of the storm to breed.
Keen senses (hearing and scent): All creatures within 120’ suf- Once finished, the hurricane’s winds scatter the exhausted
fer a -1d penalty to all attempts made to avoid detection skyworms, further facilitating the spread of the species.
by the giant fox. Skyworm: Init +0; Atk slam +8 melee (2d10) or bite
Musk spray (1/day): When a creature the skunk can see +8 melee (2d8) or tail stinger +8 melee (2d6 plus poison
moves within 5’ of it, the skunk can release its musk spray (1d6 Stamina, DC 14 Fort save for half loss)); AC 16; HD
in a 20’ cone. The musk remains for 2d20 rounds or until 13d10; MV fly 90’; Act 2d20; SP blindsight 120’, half dam-
a wind of moderate or greater speed (at least 10 miles per age from cold, immune to poison and blindness; SV Fort
hour) disperses it. A creature that enters the area or starts +12, Ref +10, Will +8; AL N; Crit M/d20.
its initiative count there is covered in musk spray and is
blinded and nauseated, unable to act or see for 2d6 rounds Blindsight: The skyworm has perfect perception of all things,
(DC 10 Fortitude save negates). Those who succeed on the including invisible targets, within 120’.
save and remain within the stinking cloud suffer a -1 pen- The creature’s light-gray skin is smooth and sleek, bordering on
alty to all rolls (including attacks, ability checks, skill checks featureless. From its sides extend rippling, curtain-like wings
and saves). that propel the thing through the sky like some blasphemous sea
Musk spray clings to a target for 24 hours. While the tar- creature taken flight. The front of its wormish form opens to
get is covered in musk spray, each creature that can smell reveal a gaping maw of teeth. At the other end, a tail tipped with
within 30’ of it automatically detects the target’s presence. a wicked point lashes back and forth.
This beast has an elongated body with short, well-muscled legs
that carry it with a waddling gait. The creature is mostly black
but sports either a single, thick white stripe or a pair of thinner
stripes down its back and fluffy tail.
SKYWORM
A
massive invertebrate 20’ in length and as wide
as a dwarf, the skyworm rides the howling cur-
rents of the upper atmo-
sphere. The creature’s circular
maw is ringed with fluttering,
arm-length cilia. It flies via
a series of ribbon-like wings
extending from its side. Although
the creature has eyes, those organs
are useless. Instead, the skyworm
depends upon millions of fine hairs
along its sleek body to perceive its sur-
roundings. A wicked, bone spur on its posterior
delivers a virulent poison. A skyworm’s color-
ation is usually bland gray, although brightly
colored specimens have been encountered.
Sages postulate a skyworm’s color could be
an indication of its reproductive
readiness, but this theory has yet
Page 402
Slarkold: Init +3; Atk face grapple +5 melee (1d4 plus
SLARKOLD grapple); AC 12; HD 4d4; MV 30’, climb 30’; Act 1d20; SP
face grapple, death throes, vulnerable to fire (stunned),
S
larkolds are small yet vicious parasites that breed in infravision; SV Fort +3, Ref +5, Will +1; AL N; Crit M/
dark, subterranean caverns. They feed off stomach d10.
bile, using their six spidery legs to latch onto a host’s
face before inserting a tube-like proboscis down its throat. Death throes: If the slarkold dies while attached to a crea-
The slarkold injects its host with a blend of nutrients and ture, it releases a potent dose of toxin into the host’s body,
paralytic toxin, allowing the parasite to feed upon the crea- paralyzing the host for 2d6 days (DC 13 Fortitude save
ture for days or even weeks at a stretch. Though unable to reduces paralysis to 1d6 hours). Unless the victim receives
move, the host remains conscious and alert throughout this magical healing after failing the save, the victim must make
horrifying process. While few survive an encounter with a an additional DC 13 Fortitude save each day or die as their
slarkhold, fewer still survive unchanged. organs shut down.
Face grapple: On a successful attack the slarkold attaches to
“At first I thought they were spiders. I felt one brush the target and wraps its legs around the target’s face (vs.
against my ankle before it scuttled into the shadows. +9, see Grappling, p. 96, DCC RPG). While attached to the
But these things were no spiders: they had six legs and target, the slarkold forces its proboscis into the victim’s
strange tongues that emerged from their undersides. One throat. The creature is paralyzed for as long as the slarkold
leaped at my face, hugging it hard. My body froze, and for remains attached (DC 13 Fortitude save negates paralysis).
days I was nothing more than the damned thing’s feeding The victim can attempt an opposed Strength check (vs.
trough. You saved me, this is true, but I don’t think I’ll +9) on their initiative count to remove the slarkhold. If
sleep soundly ever again.” the slarkold isn’t dead, stunned, or unconscious when it
is removed, the attached target suffers 3d6 damage from a
psychic attack. As part of its movement, the slarkold can
detach itself from the target, if it desires.
Vulnerable: Whenever the slarkold suffers damage from fire,
it becomes stunned and unable to perform any actions or
move until its next initiative count.
Page 403
Hissing viper, giant: Init +6; Atk bite +4 melee (1d6+2)
SNAKE, GIANT or spit acid +4 missile fire (1d12, range 30’); AC 15; HD
3d8; MV 30’, climb 30’; Act 1d20; SP slip away; SV Fort
HISSING VIPER +6, Ref +4, Will +2; AL N; Crit M/d8.
A
caustic spray accompanies the warning hiss of this Slip away: A hissing viper can withdraw from melee combat
massive, frilled viper. A hissing viper on the hunt without opening itself up to a free attack.
stalks its prey in silence until its first acidic strike The vibrant, scaly frill on this man-sized viper snaps open as a
begins to dissolve the flesh of its meal. The viper does not sizzling mist sprays from its open jaws.
swallow its victims whole but rather waits until its acid
partially digests them before devouring the remains.
Hissing vipers are too dangerous to be kept in captivity, Harvesting Acid
but they are sometimes hunted in the wild for their valu-
able acid-producing glands. Lizardman legends say that
hissing vipers first spawned from the severed necks of the
D aring alchemists often seek out hissing vipers for
their acid-producing glands. If successfully har-
vested with a DC 12 Intelligence check, the glands from
terrible, multi-headed vydras. Whether or not these stories one hissing viper can be used to create 1d4 vials of
are true, hissing vipers can be found wherever vydras make acid. A single vial of acid inflicts 2d6 damage on a hit.
their lairs.
Page 404
prefer to wear bronze scale mail or individual pieces of
SOBEN armor, such as gorgets, breastplates, and bracers. Soben
clothing is simple, consisting solely of a linen kilt. They
S
obens are an ancient race, long thought extinct fashion axe-like blades that they attach to their tails
until isolated groups began to be spotted in with metal bands to increase the deadliness of their tail
inhospitable regions. They are aggres- attack. Sobens typically wield battleaxes, two-handed
sive, arrogant, and calculating, delight- swords, javelins, and, more rarely, longbows.
ing in conquest and subjugation of
weaker humanoids. Sobens rarely Soben commander: Init +1;
speak, even to each other, and Atk bite +6 melee (1d8) or tail
instead move with silent blade +6 melee (1d8+6) or shoul-
confidence. der slam +6 melee (1d6+6) or as
The diminished race of weapon +6 melee (as weapon+6);
sobens now largely live AC 16; HD 6d8+4; MV 20’; Act
as scavengers, seeking items 3d20; SP great charge, battle cry,
of worth or magical weapons immune to poison; SV Fort +6, Ref
within ruins, or serving as soldiers +3, Will +2; AL C; Crit M/d12 or
or bodyguards for powerful beings. IV/d12 (when using a wielded
weapon).
“They don’t look very extinct to me.” Battle cry (1/combat): A soben com-
mander can utter a special battle
– Mordrel, itinerant sellsword cry that grants a +1d bonus to all
attack rolls and ability checks for
1d6 rounds to any soben within 30’.
Soben: Init +1; Atk bite +4 melee If the soben commander is killed or
(1d8) or tail blade +4 melee (1d8+5) or incapacitated the bonus effects end.
shoulder slam +4 melee (1d6+5) or as weapon +4 melee Great charge: If the soben commander charges a target and
(as weapon+5); AC 14; HD 3d8+4; MV 20’; Act 2d20; then hits it with a shoulder slam attack, the target suffers
SP great charge, immune to poison; SV Fort +4, Ref +2, an extra 2d8 damage and is knocked prone (DC 16 Strength
Will +1; AL C; Crit M/d10 or III/d10 (when using a check negates prone).
wielded weapon).
A figure at the front of the group leads these reptilian human-
Great charge: If the soben charges a target and then hits oids. Like the others, his head is that of a crocodile, with black
it with a shoulder slam attack, the target suffers an extra emotionless eyes and rows of pearly white teeth. The figure rais-
2d8 damage and is knocked prone (DC 14 Strength check es his head and unleashes a thunderous war cry to announce his
negates prone). command over the battlefield.
SOBEN, COMMANDER
When in larger groups, they follow a strict hier-
archy of a commander that oversees several cap-
tains, and each captain leads a group of soben sol-
diers and sometimes prisoners. The commander
typically reports to a pharaoh-king and his vizier.
Smaller groups simply consist of four or five individu-
als led by a “greatest of 20”—a soben that has proven its
prowess or courage in battle. In extremely rare instances, a
soben is born weak but possessing clairvoyance. These indi-
viduals serve as tactical advisors for the soben commanders.
Sobens are muscular and possess enormous strength. They
are heavy for their size and move with a slow, lumbering
gait. Their scales are incredibly dense, offering them consid-
erable protection even without armor, though most sobens
Page 405
Absorb magic: A magic item that touches or hits the spell-
SPELLSNAKE snake loses its enchantment and becomes non-magical for
1d24 hours. If the item was a magic item with finite uses
S
pellsnakes thrive on magical energy and are drawn to such as a potion or spell scroll, the spellsnake gains 1d4
places of concentrated arcane power. They claim these temporary hit points as well. If the item was a permanently
territories for their own and defend them fiercely— enchanted magic item such as a magic weapon or armor,
especially against adventurers intent on plundering the the spellsnake gains 1d6 temporary hit points.
magical artifacts upon which spellsnakes feed. Spellsnakes
can survive for extended periods on nothing but the magic Likewise, when a spellsnake makes a successful bite attack
of enchanted objects. They are drawn to such items like against a creature wearing or carrying a magical item, even
moths to a flame, and the presence of a spellsnake in a in its belt, one of the creature’s magic items (judge’s choice)
dungeon is a clear sign that potent magic lies nearby. is subjected to the spellsnake’s absorb magic ability (DC 13
Reflex save negates).
A spellsnake begins combat by blasting enemies with magic
missile, firing the enchanted bolts from its tail. It follows Death throes: When the spellsnake dies, it explodes in a burst
up by casting color spray debilitating as many foes as pos- of magical energy. Each creature within 5’ is knocked prone
sible. Wizards and elves are often the first targets of the (DC 11 Fortitude save negates).
spellsnake’s wrath. A four-foot-long, ivory-colored serpent with black speckles
swoops about on a pair of fluttering wings. Its eyes glow with a
Spellsnake: Init +4; Atk bite +6 melee (2d4 plus absorb
deep, violet radiance.
magic) or spell; AC 14; HD 4d8; MV 20’, fly 60’; Act 1d20;
SP absorb magic, death throes, detect magic 60’, spellcast-
ing (+8 spell check): Spells (1st) color spray, magic missile;
SV Fort +3, Ref +5, Will +2; AL C; Crit M/d10.
Page 406
Psychic attack: Each round, in addition to its bite, the cerebric
SPIDERS spider makes a psychic attack with a 30’ range. Roll 1d5 and
consult the table below:
1. Mind blast: The cerebric spider emits psychic energy
SPIDER, CEREBRIC in a 30’ cone with a 30’ base. Each creature in that area
The appearance of these oversized spiders varies greatly, suffers 2d6 damage and is stunned (and unable to act)
encompassing the full spectrum of shapes and colors found for 1d3 rounds (DC 11 Willpower save negates).
in their smaller arachnid cousins. One trait common to all 2. Redirected attack: A chosen victim must make a DC 13
specimens, however, is the faint purple glow their eyes emit Willpower save on its next attack (including spells). If
whenever they use their psionic abilities. they fail, the cerebric spider chooses the target(s). The
The origin of cerebric spiders remains unclear. Some sages judge determines the victim in secret, only revealing
suggest rare eldritch energies transformed mundane ver- the compulsion after the attack is rolled.
min into creatures possessing monstrous intelligence. Other 3. Hold person: Target is unable to move for the next 1d7
scholars propose that powerful psionic entities bred them rounds (DC 15 Willpower save negates). A cleric may
to protect areas of importance. affect this condition using their lay on hands as paralysis.
Whatever their origin, cerebric spiders use their consid- 4. Ego insinuation: Target suffers 1d3 Intelligence or Per-
erable mental abilities to coerce weaker-minded beings sonality loss (equal chance of each) (DC 17 Willpower
into protecting their lair. They typically inhabit ruins and save negates). If the save is a natural “1,” 1 point is
underground locations, which they cover in a thin layer permanently lost.
of webbing. Although these monstrosities are normally
5. Recharge: The cerebric spider gains no psychic attack
reclusive, it is not uncommon for them to form alliances
this round as it recharges its psionic reserves.
with more powerful creatures residing nearby.
A black spider the size of a pony stands motionless while swarms
Cerebric spider: Init +3; Atk bite +5 melee (1d4 plus of tiny spiders frantically scramble over its form. Its eight black
venom (1d3 Stamina, DC 15 Fort save or additional 1d8 eyes glow with a sinister purple light as it turns its head in your
loss)) and psychic attack (special); AC 16; HD 4d8; MV direction. In your mind, you hear its cold, malevolent
30’, climb 30’; Act 1d20+1d20 (psychic attack); SP telepa- voice....
thy 60’, venom, psychic attack, webs (as spider web spell,
+6 spell check); SV Fort +4, Ref +6, Will +12; AL C; Crit
M/d10.
“T’was horrid, I tells ya! The thing got in m’head, and then
I couldn’a move!”
—Frain Shalehammer, dwarven survivor of a
cerebric spider attack
Page 407
SPIDER, DUNGEONWEB Poison: The spider’s bite delivers a potent poison. A bitten
creature must succeed at a DC 14 Fortitude save or suffer
Dungeonweb spiders make their homes exclusively in 1d4 permanent Strength damage. On a successful save, the
subterranean caverns and underground ruins. Like many creature suffers 1 point of temporary Strength damage.
spiders, they use webbing to restrain their prey, and their
toxic bite is capable of paralyzing their victims for later Spider climb: The spider can climb sheer surfaces, includ-
consumption. Dungeonweb spiders display an incredible ing upside down on ceilings, without needing to make an
agility on their webs, allowing them to dodge attacks with ability check.
ease. Web spit (3/day): The dungeonweb spider can spit a sticky
The dungeonweb spider is an ambush predator, using its web, entangling any creature hit by it (DC 14 Reflex save
stealth and webs to best advantage. The dungeonweb spi- avoids; p. 78, DCC RPG). The creature can use an action on
der begins combat by entangling its foes with its webbing, its initiative count to make a DC 12 Strength check, freeing
before closing to bite a captured foe with its venomous kiss. itself on success. The web can also be destroyed by fire or
by a single successful attack against AC 11 inflicting 5 or
Dungeonweb spider: Init +3; Atk bite +5 melee (1d6 more damage.
plus poison); AC 16; HD 5d8; MV 30’, climb 30’; Act A black-bodied arachnid scuttles across its web, its long spindly
1d20; SP domain of webs, spider climb, web spit; SV legs flashing in the subterranean gloom. The creature is the size
Fort +3, Ref +3, Will +1; AL N; Crit M/d10. of a large dog and moving just as quickly. You catch sight of a
splash of color on its otherwise ebon body: a large red oval marks
Domain of webs: While in contact with a web, the dungeon-
the underside of the spider’s abdomen.
web spider knows the exact location of any other creature
in contact with the same web, and it gets an additional 1d14
action die. Dungeonweb spiders also ignore any movement
restrictions caused by webbing.
Page 408
SPIDER, DUNGEONWEB, Poison: A bitten creature suffers 1d4 permanent Strength
loss (DC 16 Fortitude save reduces effect to 1 temporary
GREATER Strength loss).
Dungeonweb spiders grow as they age, and there appears Spider climb: The spider can climb sheer surfaces, includ-
to be little limit on how large these creatures can get. While ing upside down on ceilings, without needing to make an
most are the size of large dogs, reports of dungeonweb ability check.
spiders the size of elephants are not unknown. Dark elves Web spit (3/day): The dungeonweb spider can spit a sticky
treat such enormous varieties as sacred beasts and often web, entangling any creature hit by it (DC 16 Reflex save
feed these ancient spiders living sacrifices as part of their avoids; p. 78, DCC RPG). The creature can use an action on
religious rites. Slaves past their prime or adventurers cap- its initiative count to make a DC 12 Strength check, freeing
tured from the surface world are offered to the eldest dun- itself on success. The web can also be destroyed by fire or
geonweb spiders to acquire blessings from the elves’ gods. by a single successful attack against AC 11 inflicting 5 or
more damage.
Dungeonweb spider, greater: Init +4; Atk bite +7
melee (1d8 plus poison); AC 17; HD 7d8; MV 30’, climb A black-bodied arachnid larger than an ox cart dangles from a
30’; Act 1d20; SP domain of webs, spider climb, web spit; web stretched across the cavern ceiling. A large red oval is vis-
SV Fort +4, Ref +4, Will +2; AL N; Crit M/d12. ible on the underside of its abdomen. The spider’s fangs are the
length of a halfling’s arm and drip a revolting green venom. Sev-
Domain of webs: While in contact with a web, the great eral web-wrapped husks hang in the tangled strands overhead.
dungeonweb spider knows the exact location of any other
creature in contact with the same web, and it gets an addi-
tional 1d16 action die. Dungeonweb spiders also ignore any
movement restrictions caused by webbing.
Page 409
SPIDER, GIANT
Arachnids of enormous size populate the realms wherever
commonfolk fear to tread. Giant spiders serve strange
masters, befriend reclusive druids, and hunt all manner
of warm-blooded prey unlucky enough to stumble
upon their lairs.
SPIDER, GIANT
BRISTLEBACK
Bristleback spiders resemble immense, hairy taran-
tulas. They are covered with thick, quill-like bristles
they can flick at foes to blind them. Like most hunting
spiders, bristleback spiders do not spin webs and prefer to
ambush prey instead of ensnaring them. Dark elves occa-
sionally use bristlebacks like hounds, setting packs of the
giant arachnids against their foes. The pack-masters of these
hairy hounds wear full helmets with crystal lenses and
Tremorsense: A giant sand spider has perfect perception of
specialized padded armor to protect themselves from the
all things touching the ground, including invisible targets,
spider’s bristles. Anyone wearing this protective gear gains
within 30’.
a +1d bonus on saving throws against the spider’s bristles
and is immune to their blinding effect. An arachnid with a light tan, hairy hide, and roughly the size of
a horse, bursts up from under the sand in the midst of the cara-
Bristleback spider, giant: Init +2; Atk bite +5 melee van guards. It sports a pair of wicked black mandibles dripping
(1d8+2); AC 16; HD 4d8; MV 30’, climb 30’; Act 1d20; with venom.
SP infravision 60’, bristle burst; SV Fort +3, Ref +3, Will
+1; AL N; Crit M/d10.
Page 410
SPIDER, GIANT WATER Rust spider: Init +3; Atk bite +3 melee (1d6+1) or rust
glob +3 missile fire (special, range 30’); AC 15; HD 3d8;
Sometimes referred to as diving bell spiders, water spiders MV 40’, climb 20’; Act 1d20; SP infravision 30’, iron scent
are aquatic arachnids that dwell in freshwater. Their hydro- 60’, rust web, web sense; SV Fort +3, Ref +2, Will +1; AL
phobic velvet-like fur can carry a silvery air bubble for use N; Crit M/d8.
underwater, hence their alternate name. A water spider
spends nearly its entire lifecycle underwater, mostly in a Iron scent: A rust spider can pinpoint, by smell, the location
secluded, air-filled cavity composed of aquatic vegetation of any ferrous metal within 60’.
near the bottom. Water spiders are predators, targeting
Rust glob (3/day): A rust spider can hurl a sticky glob of
fish and even larger mammals that wander too near the
oxidizing silk up to 30’, and on a successful attack, the target
water’s edge.
is entangled (p. 78, DCC RPG). The victim can free itself
Water spider, giant: Init +4; Atk bite +6 melee (1d6 by making a DC 10 Strength check. The web can also be
plus poison); AC 17; HD 6d8; MV 40’, climb 40’, swim destroyed by fire, or by a single successful attack against
20’; Act 1d20; SP hold breath, poison, water sense 100’; AC 12 inflicting at least 5 damage. Metal items worn or
SV Fort +5, Ref +3, Will +2; AL N; Crit M/d12. carried by the entangled creature are affected by the rust
spider’s rust web ability, as are metal weapons used to
Hold breath: A giant water spider can hold its breath for 30 damage the glob.
minutes using an air bubble affixed to the underside of its Rust web: A rust spider’s web corrodes any non-magical
abdomen. ferrous metal that touches it. Up to 1 cubic foot of an unat-
Poison: A giant water spider’s bite delivers a potent poi- tended object is destroyed with each contact. For objects
son, inflicting 1d6 additional damage and paralysis for 1d4 being worn or carried, the creature can make a DC 11 Reflex
hours (DC 15 Fortitude save for half damage and negates save to avoid the rust web’s touch. On a failure, metal armor
paralysis). and shields lose one “plus” to Armor Class, and if reduced
to an AC bonus of +0, they are destroyed. A metal weapon’s
Water sense: While in contact with water, a giant water spi-
damage die is reduced by -1d; if this reduces the damage
der has perfect perception of all things in or touching the
die to 1d3 or less, the weapon is destroyed.
water, including invisible targets, within 100’.
Web sense: While in contact with a web, a rust spider knows
This arachnid—about the size of a rowboat—has spindly legs
the exact location of any other creature in contact with the
and a dark-gray-to-brown, velvety hide. A smooth silvery globe
same web.
is attached to the underside of its abdomen.
A spider as big as a human scuttles across its web. Its body is
covered in a yellow-red carapace and, unlike
most arachnids, it has only a single pair
of beady eyes. Its mouth is filled with
SPIDER, RUST short, sharp fangs, and its legs
Rust spiders, the bane of armored heroes, were are tinged with brown, as if
once believed to be the result of magical covered with some kind of
crossbreeding. Given that these creatures flaky powder.
are encountered in the subterranean depths
across a hundred realms, however, this
theory seems unlikely. Other scholars
speculate the rust spider may be a magi-
cal evolutionary response to the influx of
steel-wielding intruders from the surface
world: if there is a food niche avail-
able, these sages argue, a species will
evolve to fill it.
Despite being so widespread,
rust spiders are reclusive and
often a surprise for experienced
adventurers. More than one
armor-clad warrior has found
themselves out the cost of an
expensive suit of plate mail
simply by stumbling into a
rust spider’s web.
Page 411
SPIDER WIGHT Soft fall: The spider wight suffers no damage from falls up
to 60’.
Spider wights are a rare form of un-dead spawned from the
victims of spider bites. Individuals with an intense fear of Spider climb: The spider wight can climb difficult surfaces,
arachnids who perish from these attacks are robbed of their including upside down on ceilings, without needing to
eternal rest and rise from the dead, their bodies twisted into make an ability check.
a mockery of the very creature that killed them. Sunlight sensitivity: While in sunlight, the spider wight suf-
Like other wights, spider wights hate sunlight and keep fers a -1d penalty to all attack rolls and ability checks.
to the shadows, the night, and the underworld as much as Un-dead traits: Spider wights are un-dead, and thus can be
possible. Incapable of speech, they instead hiss and chitter turned by clerics. They do not eat, drink, or breathe, and are
with malevolent hatred at all living things. immune to critical hits, disease, and poison. As un-dead,
they are immune to sleep, charm, and paralysis spells, as well
Spider wight: Init +2; Atk bite +3 melee (1d5 plus life as other mental effects and cold damage.
drain) or claw +3 melee (1d7); AC 14; HD 2d8+2; MV 30’,
climb 30’; Act 2d20; SP soft fall, spider climb, sunlight This foul thing may have once been human, but no more. Its
sensitivity, life drain, un-dead traits; SV Fort +2, Ref +2, flesh is as pallid as a corpse and pulled tight against its skull. Its
Will +1; AL C; Crit U/d6. hair is a twisted mass of matted filth. Its elongated limbs each
possess an extra joint, making them bend at alien angles. Its
Life drain: Anyone bitten by a spider wight has their hit arms have been replaced by chitin, and two similar but shorter
point maximum reduced by an amount equal to the dam- appendages protrude from its rib cage.
age suffered (DC 12 Fortitude save negates). The permanent
hit point loss is treated as a specific condition (similar to
blindness and deafness) and can only be cured by a cleric’s
lay on hands result of 4 dice or greater or by other magic.
The target dies if its hit point maximum
is reduced to 0 by this effect. Anyone
slain by this attack rises 24 hours later
as a zombie under the spider wight’s
control, unless the body is destroyed
by fire or holy water.
Page 412
Spectral strike: When “struck” by a spirit moss’s spectral
SPIRIT MOSS strike, a creature within and affected by its spectral spores
believes their life-force is being drained and suffers 1d7
S
pirit moss is a pale green plant that grows in dark, subdual damage (DC 12 Willpower save negates). As long
subterranean environments. It can establish itself any- as a creature remains within the cloud of spectral spores, it
where there is an available substrate it can cling to, remains susceptible to further spectral strike attacks.
such as a dungeon or cavern wall, wooden paneling, and
so on. In small amounts, spirit moss is harmless, but when Tremorsense: A spirit moss has perfect perception of all
a patch of it grows too large, the moss’s spores can have things touching the ground, including invisible targets,
adverse effects on those that linger in the area. within 30’.
A spirit moss’s spores are undetectable in light but appear As you step into the cavern, having taken point to scout ahead
as writhing, spectral forms to creatures with infravision, of the party, you inhale sharply: “Do you see it?” you whisper
who can mistake them for hostile spirits. While the spirit as the rest of the party approaches, their torchlight finally be-
moss constantly produces spectral spores, the only way to coming visible around the tunnel’s bend. “It’s beautiful!”, you
stop the spectral visions is to see through the moss’s decep- state in awe as the cavern initially appears filled with writhing,
tion or to destroy the moss. The spirit moss also has a potent spectral forms in the darkness that then fade as the torchlight in-
defense mechanism that causes extreme drowsiness (and tensity increases, revealing the cavern walls to be in fact covered
possibly sleep) in living creatures. with large patches of pale green moss.
Page 413
although a significant current can disperse the ink. Crea-
SQUIDS tures that remain within the cloud are blinded. After releas-
ing the ink, the ancient giant squid can move up to its full
swim speed, and creatures within the cloud are not able
SQUID, ANCIENT GIANT to take the free attack normally granted when a creature
otherwise withdraws from melee.
An ancient giant squid is a massive cephalopod armed with
10 rubbery tentacles and a bony beak. Although they inhabit Purple-red splotches cover the thirty-foot-length of this enor-
the inky depths of the deepest ocean trenches, they occa- mous invertebrate. Each of the squid’s ten tentacles are tipped
sionally rise to the surface to pluck tasty morsels from the with wicked yellow barbs. It has large, black, emotionless eyes.
rigging and decks of sailing vessels. Ancient giant squids
also feed on large sharks and whales, untroubled by all but
the most terrifying aquatic predators. SQUID, DARKSEA, GIANT
Darksea squid range in size from that of a grown human
Squid, ancient giant: Init -2; Atk tentacle (x10) +6
to titans that rival krakens.
melee (1d3 plus grasp, range 15) or beak +6 melee
(1d10+2); AC 12; HD 5d8; MV 10’, swim 40’; Act 10d24; Squid, darksea, giant: Init -1; Atk tentacles (x8) +7
SP infravision 60’, ink cloud; SV Fort +6, Ref -1, Will +3; melee (1d6+1 plus grasp, range 15’) or beak +7 melee
AL N; Crit M/d10. (1d8+1); AC 14; HD 8d10; MV 10’, swim 60’; Act 8d24;
SP infravision 60’, caustic ink cloud, underwater cam-
Grasp: For each tentacle that strikes the same target, a giant
ouflage (+8 to hide checks while underwater); SV Fort
ancient squid receives 1d6 on an opposed Strength check to
+3, Ref -1, Will +3; AL C; Crit M/d10.
hold that creature down. For example, if six tentacles hit a
creature in a single round, the creature suffers 6d3 damage, Caustic ink cloud: While underwater, a giant darksea squid
and the giant ancient squid rolls 6d6 on a Strength check can expel a 20’ radius cloud of ink that persists for 1d6
against that creature. If the giant ancient squid wins the rounds, although a significant current can disperse the
Strength check, the creature is grappled and cannot attack ink. Creatures that remain within the cloud are blinded.
unless it spends the next round struggling and succeeds on A creature that starts its initiative count within the cloud
an opposed Strength check. A giant ancient squid can only suffers 3d6 damage and is blinded for 1d3 rounds, even if
use its beak attack once it has successfully grasped a target. they exit the cloud (DC 12 Fortitude save for half damage
Ink cloud: While underwater, an ancient giant squid can and negates blindness). After releasing the caustic ink, the
expel a 15’ radius cloud of ink that persists for 1d6 rounds, giant darksea squid can move up to its full swim speed,
and creatures within the cloud are not able to take the free
attack normally granted when a creature otherwise with-
draws from melee.
Grasp: For each tentacle that strikes the same target,
a giant darksea squid receives 1d6 on an opposed
Strength check to hold that creature down. For exam-
ple, if six tentacles hit a creature in a single round, the
creature suffers 6d6+6 damage, and the giant dark-
sea squid rolls 6d6 on a Strength check against
that creature. If the giant darksea squid wins
the Strength check, the creature is grappled
and cannot attack unless it spends the next
round struggling and succeeds on an
opposed Strength check. A giant darksea
squid can only use its beak attack once it
has successfully grasped a target.
A large, round shape is visible beneath the surface,
a spot of silvery light amid the otherwise black
water. It appears to be the size of a small shield,
but you can’t figure out what it could be. Then the
“shield” blinks, and you realize you’re staring into
the eye of a giant squid!
Page 414
SQUID, VAMPIRE SQUID, VAMPIRE, GIANT
Vampire squid are sinister-looking crimson cephalopods Even more rare than their smaller cousins, giant vampire
with ravenous appetites. They typically inhabit deep ocean squids are little more than a rumor to most, as they are
trenches, although brine vampires sometimes call them rarely observed near the surface. An active predator, these
to the surface. They are efficient predators, even in utter 15’ (or larger) cephalopods hunt large fish, other squid, and
darkness. Rumors persist of a variety of vampire squid that even deep-dwelling sharks.
inhabits the waters of the Starless Sea.
Squid, vampire, giant: Init -2; Atk tentacles +5 melee
Squid, vampire: Init -3; Atk tentacles +1 melee (1 plus (1d3 plus grasp, range 10’) or beak +5 melee (1d12+2);
grasp) or beak +1 melee (1d6); AC 11; HD 1d8; MV swim AC 12; HD 5d10; MV swim 40’; Act 2d24; SP infravision
50’; Act 2d20; SP infravision 60’, dazzling display (1/ 60’, bioluminescent mucus (1/day), immune to poison;
day), immune to poison; SV Fort +0, Ref -2, Will -2; AL SV Fort +3, Ref +1, Will +0; AL N; Crit M/d16.
N; Crit M/d6.
Bioluminescent mucus (1/day): When a giant vampire squid
Dazzling display (1/day): When a vampire squid suffers suffers damage underwater, it can choose to expel a 10’ radi-
damage underwater, it can choose to emit a bioluminescent us cloud of bioluminescent mucus (no action die required)
burst of light (no action die required), and all creatures that persists for 1d6 rounds, and all creatures within the
within 10’ that can see are dazzled for 1d3 rounds (DC 11 cloud that can see when it appears are dazzled for 1d6
Fortitude save negates). A dazzled creature suffers a -1d rounds (DC 13 Fortitude save negates). A dazzled crea-
penalty on attack rolls and Reflex saves. ture suffers a -1d penalty on attack rolls and Reflex saves.
A creature that starts its initiative count within the cloud
Envelop: On a successful tentacle attack, a vampire squid
suffers 1d6 damage from the mucus’ slightly toxic nature
automatically initiates a grapple attempt (vs. +2, see Grap-
pling, p. 96, DCC RPG). If successful, the target is wrapped (DC 12 Fortitude save for half damage).
in the squid’s webbed tentacles and suffers 1d4 damage Envelop: On a successful tentacle attack, a giant vampire
per round until they break free. The victim can attempt an squid automatically initiates a grapple attempt (vs. +10,
opposed Strength or Agility check (vs. +2) on their initia- see Grappling, p. 96, DCC RPG). If successful, the target
tive count to escape. A vampire squid can only use its beak is wrapped in the squid’s webbed tentacles and suffers
attack once it has successfully grasped a target. 1d6 damage per round until they break free. The victim
can attempt an opposed Strength or Agility check (vs.
About five feet long, these reddish-brown cephalopods have
+10) on their initiative count to escape.
striking blue eyes and fleshy webbing between their ten-
A vampire squid can only use its
tacles.
beak attack once it has suc-
cessfully grasped a target.
Stretching about fifteen feet
long, this crimson-colored
cephalopod possesses strik-
ing blue eyes. Its bulbous
shape, fleshy webbed cape,
and short, blue-tipped ten-
tacles lend this lurker of the
deep an altogether alien ap-
pearance.
Page 415
Stench: Creatures that start their initiative count within 10’
STALKING of a stalking sludge are overcome with nausea and suffer
a -2 penalty to all rolls for 1d3 rounds (DC 13 Fortitude
SLUDGE save negates).
Whelm: On a successful slam attack, a stalking sludge envel-
W
hile some might dismiss a faceless, hulking, slime- ops its target, automatically initiating a grapple check (vs.
covered monster lurking in the sewers as a myth, +15, see Grappling, p. 96, DCC RPG). If successful, the target
those who have seen the stalking sludge know it suffers an additional 1d8 damage and begins drowning,
is all too real. Some claim the creature is the unfortunate suffering 1d6 Stamina loss each round thereafter, and dies
result of too many expired magical components dumped when their Stamina reaches 0. The victim can attempt an
down drains and mixing in an oversized, subterranean opposed Strength or Agility check (vs. +15) on their initia-
cauldron to birth a new, nightmarish thing. tive count to escape, and lost Stamina is restored at a rate
Whatever its origin, the stalking sludge wanders reeking of 1 point per round once freed. The stalking sludge can
sewer pipes in search of prey to absorb into its oozing mass. envelop two human-sized creatures simultaneously.
Aggressive and relentless, it moves swiftly through water A sopping-wet, greenish-brown shape rises from the sewer’s fet-
and easily squeezes between bars and through confined id waters—an oozing, vaguely humanoid-shaped amalgam of all
spaces. In addition to the stalking sludge’s brutal physical the unspeakable things one might expect to find in such a place.
attacks, the unstable mixture of spell components within Its rancid odor overwhelms you as magical energy crackles and
its body makes fighting the creature a perilously unpre- sparks across its putrid form.
dictable experience. Indeed, each wound it suffers causes
an alchemical reaction that triggers unpredictable effects.
Stalking sludge: Init (always last); Atk slam +4 melee “In all my research, I’ve not encountered a being of such
(1d8 plus whelm); AC 13; HD 7d8; MV 20’, swim 40’; unusual composition. The stomach-churning stench, the
Act 2d20; SP infravision 60’, stench, whelm, spell slurry, revolting manner of its movement, the spells flying wildly...
death throes, immune to charm, half damage from fire Why, it’s enough to make a person swear off sewer delves
and non-magical weapons; SV Fort +4, Ref -1, Will -2; for good!”
AL N; Crit M/d12. —M. Deweywell, elven scholar
Death throes: When the stalking
sludge dies, it explodes in a
burst of sticky goo, and all
creatures within 5’ become
entangled for 1d3 rounds
(DC 13 Reflex save negates).
Spell slurry: When the stalk-
ing sludge suffers damage,
it innately casts a random
spell with a +5 spell check
(no action die required). To
determine the spell effect,
roll 1d8: (1-3) magic missile;
(4-5) choking cloud; (6) color
spray; (7) sleep; (8) animal
summoning (giant rat, p.
424, DCC RPG).
Page 416
in life. They covet their wealth and will kill anyone they
STONECURSED believe threatens their treasure.
A
dwarf’s love for gold can become tainted, twisting Because both are spawned from an obsession for glittering
from a desire to create beautiful works of craftsman- treasure, it is not uncommon to encounter both greed grubs
ship into an obsession to hoard the precious metal. and stonecursed in the same location.
This particular form of psychosis is known as aurbrek in the
Stonecursed: Init +1; Atk slam +3 melee (1d4 plus
dwarven tongue and is rarely mentioned in front of outsid-
calcifying touch); AC 12; HD 2d10; MV 20’, burrow 30’;
ers. Even among dwarves, it is a word spoken only in near-
Act 1d20; SP infravision 60’, un-dead traits, calcifying
whispers, for fear of attracting the sickness upon oneself.
touch, bound, gold and gem scent; SV Fort +3, Ref +1,
A dwarf cursed with aurbrek will resort to murder to obtain Will +1; AL C; Crit U/d6.
the gold they crave, and it’s when they slay a fellow dwarf
that the curse fully manifests. A dwarf who murders anoth- Bound: A stonecursed cannot travel more than 500’ from the
er for love of gold becomes a form of un-dead known as a place where it died. Any effect that would move it beyond
stonecursed upon their ultimate demise. that distance fails.
A stonecursed is bound to the place of their Calcifying touch: The bodies of living creatures
death, but stone and earth are no longer bar- reduced to 0 hit points by a stonecursed’s slam
riers to them. Though physical in other are turned to lifeless stone and cannot be recov-
respects, they pass through both natural ered (DC 11 Fortitude save negates petrification).
and worked stone like ghosts. In death, Gold and gem scent: A stonecursed can sniff out
the stonecursed retain the same the location of any gold, whether worked or raw
dwarven abilities they had ore, or gems within 100’.
Un-dead traits: Stonecursed are un-dead, and
thus can be turned by clerics. They do not
eat, drink, or breathe, and are immune to
critical hits, disease, and poison. As un-
dead, they are immune to sleep, charm,
and paralysis spells, as well as other
mental effects and cold damage.
This ghastly being appears to be a
calcified dwarf, still dressed in rag-
ged remnants of the clothes it per-
haps wore in life. Iron pyrite runs
in veins throughout its flesh, and
speckles its dead, gray eyes.
Page 417
material of any kind (including corpses). Yet, swamp strid-
SWAMP ers always remain predators at heart. If not fed properly,
they eagerly dine on any unfortunate frogfolk tasked with
STRIDER cleaning out their stable.
Rumor has it some frogfolk tribes regard swamp striders
T
hese insects inhabit swamplands, estuaries, sluggish as gifts from their dark gods. Leaders of these tribes treat
rivers, and lakes. Though they appear spider-like, the beasts as sacred creatures, entrusting them only to their
swamp striders are actually giant beetles. They owe most elite soldiers. Legends persist of a sect of unholy frog-
their varied names (including swamp skaters, water strid- folk warriors that magically summon swamp striders as
ers, and wetland walkers) to their ability to skate across faithful steeds.
water via the hydrophobic hairs on their long, thin legs.
By flexing its legs, a swamp strider glides gracefully across Swamp strider: Init +2; Atk piercing stylet +5 melee
the water’s surface. (1d4+2 plus special); AC 16; HD 2d8; MV 30’, water walk
Swamp striders are predatory by nature, consuming any- 60’; Act 1d20; SP piercing stylet; SV Fort +1, Ref +3, Will
thing small enough to fit into their mouths. Given the -3; AL N; Crit M/d8.
opportunity, however, they are content to scavenge organic
Piercing stylet: On a successful stylet attack, a swamp strider
detritus. Assembling in groups of three to six, swamp strid-
automatically initiates a grapple attempt (vs. +7, see Grap-
ers use their mobility to surround potential prey. After
pling, p. 96, DCC RPG). If successful, it injects a liquifying
weakening a creature with their powerful jaws, swamp
acid into the target, causing them to suffer an additional 2d4
striders use their stylets to inject corrosive acid into their
damage and 1d3 Stamina loss (DC 10 Fortitude save negates
prey, liquefying their internal organs for easy consumption.
Stamina loss). The victim can attempt an opposed Strength
Although they are predators in the wild, some swamp or Agility check (vs. +7) on their initiative count to escape.
striders have been domesticated by frogfolk tribes. Kept in
The thin, four-foot-long body of this beetle balances atop the wa-
makeshift stables, these swamp striders serve as mounts for
ter on 6 skinny legs. It gracefully skates across the placid surface
the smaller gripfoot frogfolk, who use their sticky feet pads
of the lake. Its head consists of a strong jaw with a set of sharp
to secure themselves to the swamp strider’s backs. Swamp
teeth and a pair of glistening stylets.
striders domesticated for long periods may even learn basic
commands in the Frogfolk tongue, such as “charge” and
“retreat.” Frogfolk also use swamp striders for garbage
disposal, due to the beasts’ willingness to consume organic
Page 418
SWARM OF
BONES
M
ost necromancers create un-dead from
the (mostly) intact remains of once-
living creatures. Some, however,
are forced to work with less choice materi-
als. These spellcasters infuse false life into
whatever bits of bone they have on hand.
In most cases, these incomplete forms of
un-dead, called boneshards, pose little
danger, but when an entire ossuary or
charnel pit is animated in this manner,
a monstrous mass of bone fragments
can form a bleach-white horde capable
of overwhelming an entire party of adven-
turers in a swarm of clattering shards and
biting jawbones.
Page 419
SWARM OF BONES, saving throws until the start of its next initiative count or
until it no longer occupies the bone swarm’s space.
GRAVE SWARM Engulf: The grave swarm can enter another creature’s space
Grave swarms are a larger variety of bone swarms and — and engulf them (DC 16 Reflex save avoids). When a target
more terrifyingly — a spontaneous creation rather than the is engulfed, it may begin to suffocate. An engulfed target
product of intentional necromancy. Grave swarms animate attacks at -4 and must make an opposed Strength check (vs.
when necromantic magic is accidentally released into an +2) to push its way out. For each round it starts engulfed on
area with a large number of corpses, such as a battlefield its initiative count, the target must make a DC 10 Stamina
or graveyard. This magic infuses the ground with its fell check. When the first check fails, the target is suffocating.
power, causing the remains interred therein to animate as Once suffocating, the creature loses 1d3 Stamina per round
a tremendous, un-dead mass. at the start of its initiative count until it breaks free.
Turn unholy resistance: A grave swarm is considered +3 HD
Swarm of bones, grave swarm: Init +3; Atk bite +10
for purposes of turning.
melee (6d8); AC 20; HD 13d10; MV 20’; Act special; SP
blindsight 60’, bite all targets within 20’ x 20’ space, half Un-dead traits: A grave swarm is un-dead, and thus can be
damage from non-area attacks, distraction, turn unholy turned by clerics. They do not eat, drink, or breathe, and are
resistance, engulf, un-dead traits; SV Fort +4, Ref +3, immune to critical hits, disease, and poison. As un-dead,
Will +0; AL N; Crit N/A. they are immune to sleep, charm, and paralysis spells, as well
as other mental effects and cold damage.
Blindsight: A grave swarm has perfect perception of all
A terrifying mass of rotting flesh and bones — made up of arms,
things, including invisible targets, within 60’.
heads, and even whole torsos — roils towards you like an un-
Distraction: A creature that starts its initiative count in the stoppable wave!
bone swarm’s space suffers a -1d on all action die rolls and
Page 420
Sword snatcher: Init +1; Atk bite +5 melee (2d6) or tail
SWORD +7 melee (1d8) or prehensile tongue +5 melee (weapon
snatch, range 15’); AC 20; HD 8d8; MV 30’; Act 1d20;
SNATCHER SP infravision 60’, metal blast; SV Fort +7, Ref +5, Will
+4; AL C; Crit M/d14.
L
umbering horrors with dripping fangs and gleam-
ing, metallic hides, sword snatchers are the product Metal blast: As an action, the sword snatcher expels broken
of some magical experiment gone wrong. They stalk metal from its mouth in a 30’ cone with a 30’ base. Every
forgotten halls, lost mines, and other subterranean tunnels creature in the cone suffers 2d10 damage (DC 12 Reflex save
in search of prey to satiate their ravenous hunger. They are for half damage). The monster’s bite damage is reduced by
covered with chrome metal plates bound with lengths of 1d6 after it uses this ability.
glistening sinew. Sword snatchers have a coppery smell Weapon snatch: The sword snatcher’s prehensile tongue
and sound like tumbling coins as they move. What they shoots out up to 15’. On a successful hit, it causes no dam-
lack in intelligence, they make up for in tenacity, fighting age but wraps around an opponent’s bladed weapon and
without any sense of self-preservation in their search for the weapon is snatched into the creature’s maw (opposed
blood and metal. Strength check (vs. +5) negates and the tongue withdraws,
As their name implies, sword snatchers have an affinity for suffers no withdrawal attacks). There it becomes part of
weaponry, particularly bladed weapons such as swords the monster’s bite attack, increasing bite damage by +1d6.
and daggers. They use their long tongues to snatch such If the weapon has special powers on a successful attack or
weapons from the hands of their opponents. Even more a critical hit, the sword snatcher’s bite gains those effects.
remarkable is their ability to absorb those weapons into Absorbed weapons can be recovered from the sword
their maws. A full-grown sword snatcher may have a dozen snatcher’s maw only after the sword snatcher dies.
or more ancient blades in place of teeth. A twisted mass of shining metal plates and jagged blades, at-
tached by a tangle of sinew, lumbers down the hall, its arrival
betrayed by the clank of metal on metal.
“I don’t know what manner of thing it was or where it
came from. All I know is that one moment I was charg-
ing into battle with my ancestral sword. Next thing
I see is my own blade gleaming in the big
lizard’s slimy maw and sinking into the
chest of the skinny little elf
leading the party.”
– Vanar “Sure-Strike”
Hillsman, mercenary
at arms
Page 421
T
TARNOSAUR “The expedition guides had us going well out of the way
of that valley. In my stubbornness, I ignored their sensible
When the pits of tar in sweltering jungle hells become taint- advice and used my authority to alter our course. It was
ed with unholy powers, the evil seeps into the remains of not until that gods-forsaken thing, dripping black tar and
the ancient, submerged beasts. These creatures emerge from reeking of death, dragged my daughter into the bubbling
the bubbling tar as horrific, un-dead monstrosities. murk that I understood what they had tried to warn me of.”
A synthesis of tar, dinosaur bones, and sinews of dark – Lord Elnar of the Westfar Freefolk
power, tarnosaurs lunge at their victims from the pits of
steaming tar in which they lurk. Tarnosaurs do not resemble
a single dinosaur or prehistoric beast. Rather, they are a
hideous conglomeration of bones from many different crea- Tarnosaur: Init +0; Atk bite +4 melee (1d8+4 plus sticky
tures. The tarnosaur is a grotesque parody of prehistoric life, tar); AC 16; HD 6d12; MV 20’; Act 1d20; SP un-dead
not a recreation of it. Some jungle clans mistake tarnosaurs traits, surprise 50% of the time, sticky tar; SV Fort +6,
for profane deities, offering prisoners to the monsters in Ref +4, Will +0; AL C; Crit U/d10.
the vain hope their sacrifices might appease the un-dead
creatures. These clans claim the tarnosaur rewards their Sticky tar: A tarnosaur’s body sticks to anything that touches
reverence with fair weather, good health, or victory in war- it. A creature that hits it with a melee attack or that is hit
fare. Just as often, however, by the tarnosaur’s bite must succeed on a DC 14 Strength
the tarnosaur turns on check or becomes stuck to it. The victim can
its worshippers once attempt an DC 14 Strength check on their
it has finished with initiative count to escape the sticky tar.
their sacrifices. Surprise: Tarnosaurs attack by lunging up
from sticky tarpits, gaining surprise on a
1-3 on 1d6. A tarnosaur does an additional
1d8 damage with a successful surprise
attack.
Un-dead traits: Tarnosaurs are un-dead,
and thus can be turned by clerics.
They do not eat, drink, or breathe,
and are immune to critical hits, dis-
ease, and poison. As un-dead, they
are immune to sleep, charm, and
paralysis spells, as well as other
mental effects and cold damage.
A conglomeration of thick bleached
bones attached with globs of stinking tar
and rubbery muscle shambles out of the
pit. Within the hollow eye sockets of its
several lizard-like skulls are pin-
points of unholy radiance.
Page 422
TARRAQONUS,
Optional Ability: Enrage
SPAWN OF
T he spawn of the tarrasque do not die easily.
When a tarraqonus has less than half its hit points
TARRASQUE remaining, the judge can choose to make the fight
more dangerous by putting the tarraqonus into a
F
earsome stony reptiles the size of towers, tarraqonuses rage. The creature immediately shakes free of all
are said to have risen from the blood spilled by the effects that hinder its movement or limit its ability
tarrasque the first time it was slain. In fact, a petrified to take actions. It can then re-roll its initiative with
drop of the tarrasque’s blood beats like a second heart in +1d, and if its result is higher than any other current
the armored chest of each tarraqonus. Like the tarrasque, initiatives, it can immediately use its most powerful
tarraqonuses slumber in hidden places until hunger rouses ability (ram, crush, wing slap, or magma belch) with-
them. Once awake, they emerge onto the surface each night out expanding action dice. For the next 2d4 rounds,
to eat anything they catch and destroy everything in their the enraged tarraqonus gains an additional d24 action
way, before hiding from the sun by day. Legends say there die which it can use to make an additional melee
are only four of these hulking titans, and they are the four attack that isn’t its strongest attack, and its critical
horsemen of the tarrasque: the tarradile, the tarradon, the die is increased by +1d. If the tarraqonus uses enrage,
tarrawyrm, and the tarrakus. Their appearance in the world award 1 additional Luck point at the end of the battle
all at once foretells the apocalyptic return of their progenitor. to all who survive, if any.
Eschatological troglodyte cults that seek to sunder the sur-
face world pray to the tarrasque as a deity. To hasten its
return, they feed sacrifices to sleeping tarraqonuses, sum-
moning these lesser titans with drums that beat like the Vulnerable Target:
heart of their god. They keep awakened tarraqonuses in
huge chains until foul omens predict an eclipse of the sun. The Heart of the Tarrasque
Troglodyte archdruids then perform gruesome rituals to
link a tarraqonus to a fist-sized ruby that gives the cult lim-
ited influence over the monster — although no tarraqonus
W hen PCs face a monster with a vulnerable target
— like the petrified drop of tarrasque blood in
the gullet of the fearsome tarraqonus — the judge
can be held by these cults for long. should provide hints. Characters who make a suc-
Stories of the tarraqonuses say they are indestructible. Their cessful Luck check might know stories about the
armored scales repel weapons as easily as their limbs smash monster’s weakness, while those close to the creature
through wood and stone. Even if these defenses fail, the might notice the second heart if they succeed on a
creatures do not die, but rather sink into the earth to awaken DC 12 Intelligence check. Even if PCs fail to notice
again in a decade or a century. When a tarraqonus emerges, the vulnerability, the judge should offer hints about
a frightened village’s only hope is to make sacrifices to the target throughout the combat. The fight will be
the titan and pray it moves on to the next village. Veteran more fun if the party can figure it out.
adventurers, however, know there is a way to slay them.
Skewering the monster’s second heart cracks its impen-
etrable hide. As to the question of whether tarraqonuses
are truly unkillable, the alternative is worse: it means there
are more than four of them.
Multi-stage Fight
Cult Protection
T he tarraqonuses are big monsters that demand big
fights with multiple stages. First, the party may
want to lure the titan into a trap or onto favorable
terrain. Second, they must contend with the monster’s
I f a cult priest or druid performs a dangerous ritual
that links a tarraqonus to a ruby worth at least 5,000
gp, increase the monster’s damage threshold ability by
hefty damage threshold until they destroy its second
heart. Third, when the tarraqonus reaches half health,
the judge can use its enrage optional ability (see side-
10. A tarraqonus linked to a ruby also gains a weak-
bar). Finally, when the beast is almost slain, the party
ness, however. It is vulnerable to damage inflicted by
must finish it off before it flees back to its hidden lair
whoever holds the ruby. Smashing the brittle gem (AC
to slumber and heal. All the while, these monsters’
15, 10 hit points) destroys the heart of the tarrasque
attacks can destroy terrain and endanger innocent
inside the monster’s chest, removing the tarraqonus’
bystanders if the judge wishes to create that kind of
damage threshold trait entirely.
encounter. Prepare for all this, and have fun with it!
Page 423
TARRAQONUS, swallowed creatures (Fortitude save DC equal to the dam-
age inflicted negates).
TARRADILE Tail slap: Any creature hit by the tarradile’s tail attack is
Known as the Hunger of the Sea, the tarradile emerges from knocked prone (DC 18 Fortitude save negates).
the waves like a row of jagged rocks with two piercing eyes. Vulnerable heart: A glowing, green second heart visible at the
It prefers small, squirming humanoids for food, ripping back of the tarradile’s throat grants its body supernatural
apart large vessels to get at the crew, but the tarradile is resilience. The heart can be targeted only by swallowed
also known to swallow small boats whole to digest them, creatures or Mighty Deeds of Arms performed in the round
wood and all. Once awakened, the tarradile destroys every when a tarradile makes a bite attack. The heart (AC 17, 15
vessel it can catch, leaving only broken timbers in its wake. hit points) shares the tarradile’s damage threshold trait.
The terrible beast goes ashore when it runs out of ships to Damage inflicted to the heart is also inflicted to the tarra-
feed upon and can tear through an entire coastal village in dile. If the heart is destroyed, the tarradile loses its damage
a single night. Out of the water, the monster is slow-moving threshold trait.
and retreats to the depths if it faces a significant threat.
This stout, bipedal crocodile the size of a galleon has scales like
Tarradile: Init +4; Atk bite +12 melee (3d8 plus swallow jagged rocks along its back. Its armored head has small black
whole) or claws +14 melee (1d10 plus pull target 10’) or eyes, a wedge-shaped snout, and a low-slung jaw that could
tail +13 melee (1d10 plus tail slap); AC 21; HD 12d10; swallow a horse whole.
MV 20’, swim 60’; Act 2d24; SP damage threshold, half
damage from fire and non-magical weapons, immune to
poison, lesser siege monster, magic resistance (all spells
cast against the tarradile are subject to a 20% chance of
failure before saves are rolled), ram, vulnerable
heart; SV Fort +12, Ref +12, Will +12; AL N; Crit
20-24 M/d20.
Page 424
TARRAQONUS, age unless it suffers 11 damage or more from a single attack
or effect, in which case it suffers full damage as normal.
TARRADON Lesser siege monster: The tarradon inflicts double damage to
The ground trembles as the tarradon, the Cleaver of the wooden objects and structures.
Earth, erupts from below. Heavy plating on its back and Smash through: The tarradon ignores difficult terrain and
neck protects this massive, four-limbed, beetle-like reptile. can use 10’ of movement to smash through wood or brick
The tarradon slumbers for years in the Underdeep, waking structures up to 1’ thick.
only to eat lost mining expeditions, but it grows thin on
sparse meals and hungers to return to the surface to feed. Tail slap: Any creature hit by the tarradon’s tail attack is
The tarradon ignores fleeing prey, preferring to tear open knocked prone (DC 19 Fortitude save negates).
buildings in search of easier food, but it eagerly crushes Vulnerable heart: A stony, pounding second heart visible on
and eats lesser beings who confront it. If the tarradon feels the tarradon’s belly grants its body supernatural resilience.
threatened, it retreats underground to track the sound of its The heart can be targeted only by creatures under the tar-
assailants’ footsteps and collapses the earth beneath them. radon or on the ground within 5’ of it. The heart (AC 22,
25 hit points) shares the tarradon’s damage threshold trait.
Tarradon: Init +4; Atk bite +14 melee (2d12) or claws Damage inflicted to the heart is also inflicted to the tarra-
+16 melee (2d8) or tail +15 melee (1d14 plus tail slap); don. If the heart is destroyed, the tarradon loses its damage
AC 21 (26 from above); HD 14d10; MV 30’, burrow 30’; threshold trait.
Act 3d24; SP armored carapace, damage threshold,
crush, half damage from fire and non-magical weapons, This four-limbed, beetle-like reptile the size of a small keep has a
immune to poison, lesser siege monster, magic resis- wedge-shaped head and hard plating on its back. Its great bulk
tance (all spells cast against the tarradon are subject to is protected by a club-like tail and pickaxe-shaped claws that can
a 25% chance of failure before saves are tear through stone.
rolled), smash through, vulnerable
heart; SV Fort +14, Ref +12 (+17
from above), Will +12; AL N;
Crit 20-24 M/d20.
Page 425
TARRAQONUS, Melt: If the tarrakus bites a target that is wearing metal
armor, the armor melts and takes a permanent and cumula-
TARRAKUS tive -1 penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC bonus to 0. The creature is also
No moat or wall can hold back the fury of a volcanic erup-
automatically grappled (vs. +52, see Grappling, p. 96, DCC
tion that is the gluttonous tarrakus. Also known as the
RPG). Until this grapple ends, the target is pinned, and the
Fury of the Mountains, the tarrakus shakes valleys with its
tarrakus can’t bite another target.
steps and melts stone with its roar. The largest of all the tar-
raqonuses, this enormous quadrupedal reptile has molten Stomp: At the cost of two action dice, the tarrakus shakes
rock baked onto its horned scales and two sunken red eyes the ground around it. Each creature within 15’ of the tar-
beneath its armor plating. The tarrakus sleeps for centuries rakus suffers 3d8+6 damage (DC 20 Reflex save avoids).
until smoke rising from mountain crevasses and a rumbling Any structures that are caught in the area collapse, and
beneath the earth foretells its awakening. When the tar- characters caught in the collapse are pinned (see Grappling,
rakus emerges to feed, it brings with it a wave of magma p. 96, DCC RPG) and suffer an additional 3d6 damage (Luck
that sweeps into low-lying areas. The tarrakus’s hunger is check for half damage).
so great, it eats without ceasing, incinerating whole towns Swallow whole: When the tarrakus hits a creature with a
in its belly until its mountain home cools and it returns to bite attack, it initiates a grapple (vs. +40) and, if successful,
the closing fissures to slumber once more. cannot bite another target while grappling. If it succeeds on
the initial grapple and it is still grappling the creature at the
Tarrakus: Init +3; Atk bite +18 melee (2d12 plus melt
start of its next initiative count, the tarrakus automatically
and swallow whole) or horns +20 melee (1d8+6) or tail
swallows the creature. Swallowed creatures suffer 5d6 dam-
+19 melee (1d16 plus tail slap); AC 24; HD 18d10; MV
age per round spent inside the tarrakus. If a creature can
40’; Act 2d24; SP damage threshold, half damage from
inflict 40 damage or more to the tarrakus on its initiative
fire and non-magical weapons, immune to poison, lesser
count, the tarrakus regurgitates all swallowed creatures
siege monster, magma belch (3/day), magic resistance
(Fortitude save DC equal to the damage inflicted negates).
(all spells cast against a tarrakus are subject to a 30%
chance of failure before saves are rolled), stomp, vulner- Tail slap: Any creature hit by the tarrakus’s tail attack is
able heart, tail slap; SV Fort +12, Ref +12, Will +14; AL knocked prone (DC 20 Fortitude save negates).
N; Crit 20-24 M/d24. Vulnerable heart: A black, metallic second
heart visible deep in the tarrakus’s mag-
Damage threshold: The tarrakus is immune to all dam-
ma-filled gullet grants its body super-
age unless it suffers 14 damage or more from a
natural resilience. The heart can be
single attack or effect, in which case it suffers
targeted only by swallowed crea-
full damage as normal.
tures, creatures grappled by
Lesser siege monster: The tar- the tarrakus’s bite, or Mighty
rakus inflicts double damage Deeds of Arms performed in
to wooden objects and struc- the round when the tarrakus
tures. uses its magma belch.
Magma belch (3/day): The tar- The heart (AC 20, 30
rakus spews magma at a tar- hit points) shares the
get within 120’. If a creature tarrakus’s damage
is grappled by the tarrakus’s threshold. Damage
bite, that creature is automati- inflicted to the heart is
cally the target. The area in a also inflicted to the
20’ radius around the target tarrakus. If the heart
becomes difficult terrain, is destroyed, the tar-
and each creature or struc- rakus loses its damage
ture in the area is coated threshold trait.
in magma that remains This massive reptile
hot until a creature uses looks like a spiny Ko-
its action to scrape the modo dragon as big
magma off and suffers as a castle. Its small
6d6 damage on each black eyes sit beneath heavy-
of its initiative counts set horns. Red-hot magma
(DC 20 Reflex save drips from its back, and the
avoids unless creature glow of a volcanic forge
is grappled, in which ripples within its enor-
case no save). mous jaws.
Page 426
TARRAQONUS,
TARRAWYRM
The wings of the tarrawyrm, the Ter-
ror of the Clouds, generate a roar like
thunder as the creature dives from
the night sky. Once awakened from
its decades-long slumber, this bat-
like reptile hunts for miles, terrorizing
whole provinces for weeks on end. The
tarrawyrm looks for prey exposed on
roads or in open fields but can easily tear
apart buildings when no such victims are
available. During the day, the tarrawyrm
sleeps inside a mote of earth hanging high
in the frigid sky like a distant gem. Unlike
other tarraqonuses, the tarrawyrm hunts
selectively, devouring perhaps a dozen villagers
at a time, then returns to its floating ice-cocoon to
regurgitate and consume them at its leisure.
Page 427
Tendrilagon Sweat
W
hile it might seem obvious that this creature is a make an ability check.
cross between a dragon and a serpent, its origin A draconic creature with a lithe, ebony body clings to the side
is clouded. Some scholars surmise that a dragon of a massive tree. It grasps the trunk with four pairs of tendrils
cult and a serpent cult conspired to create a hybrid guard- instead of legs. A whip-like tail that ends in a stinger thrashes
ian. The results are questionable at best—certainly not the about restlessly. Its elongated snout tapers to a sinuous trunk.
ideal sum of the parts—but the tendrilagon is nevertheless
a formidable opponent.
The tendrilagon’s most distinguishing features are its four
pairs of tentacle-like legs, its tendril-like trunk, and a long,
THATCHMAW
T
whip-like tail tipped with a venomous stinger. Most tend- he thatchmaw looks like a mound of dried grass or
rilagons have ebony scales, though it stands to reason that harvested hay—until it moves. The creature has no
green, blue, or red variants might also exist. Tendrilag- face, only a gigantic mouth in the center of its grass-
ons prefer warm environments, such as steamy jungles covered body. While it cannot see or hear, it instinctively
or swamps, so the existence of a white tendrilagon seems senses movement nearby. In its natural grassland habitat,
unlikely at best. the thatchmaw lies in wait for prey to walk beside or even
Tendrilagons roost among the boughs of massive trees or on top of it. It then gobbles them whole.
hang upside down from cave ceilings, not unlike mundane Over the years, as settlements encroached upon its native
bats. The tendrilagon’s tail, legs, and trunk facilitate attach- plains and prairies, the thatchmaw developed a taste for
ment to these substrates. When confronted, the tendrilagon humanoids and their farm animals. As a result, it has
attacks with its stinger and prehensile trunk. If it establishes invented a new hunting strategy: by flattening its body
a hold with its trunk, it follows up by wrapping its eight legs over the top of a barn or cottage, it effectively disguises
around its prey. A creature caught in this hold is coated in itself as a thatched roof. Once a creature enters the build-
a paralytic sweat excreted by the tendrilagon’s underbelly.
Page 428
ing, the thatchmaw punches down through the original You watch in horror as the thatched roof of the cottage
roof, grabbing its prey with its thick, dangling tendrils and undulates. Long tendrils—each as thick as a human
pulling them into its fang-filled maw—a mouth big enough arm—arise from the straw, which parts to reveal a gap-
to swallow a horse whole. This new tactic has earned the
thatchmaw the nickname “cottage monster.”
ing, tooth-filled maw.
“So you want to know why an old farmer’s lookin’ for Sated Thatchmaw (Variant)
A
work in this city of stone, eh? I never want to see another typical thatchmaw lives to eat. When one is encoun-
thatched roof as long as I live, that’s why. See, I used to tered, it uses its attacks to catch and swallow as
own a little farm about ten miles outside the walls. Had a much food as its gullet will hold. Once satiated, it sits
good plow horse and a couple of cows in my barn, but I lost motionless, but if anything interrupts its digestion, it
them all to a cottage monster. I barely escaped with my goes into a killing frenzy, lashing out with its tendrils
life, and in my nightmares, I still hear my animals scream- to smash its attackers to pulp rather than consuming
ing as the creature pulled ’em into its horrible mouth. I them.
hear tell others have had it worse, though. Instead of the
A sated thatchmaw has the same statistics as a normal
barn, the monster got atop their roof and ate their whole
thatchmaw but no longer attempts to grapple creatures
family. There’s just nothing a farmer can do against a
and swallow them. After a successful tendril attack, the
thing like that.”
target gets a Reflex save with a DC equal to the thatch-
― Charlie Appleton, former farmer maw’s attack roll. Failure means they are knocked
prone and must spend an action if they want to stand.
Frenzy: The wild flailing of a thatchmaw’s tendril attack
Thatchmaw: Init +3; Atk tendrils +8 melee (2d10 plus may be applied against up to three different targets
swallow whole) or bite +8 melee (4d10); AC 15; HD within melee range. The thatchmaw makes a single
12d12; MV 30’; Act 2d20; SP camouflage (+10 to hide attack roll at a -2 penalty, applying the result against
checks in hay), blindsight 60’, vulnerable to fire (double each target’s AC. Additionally, the thrashing tendrils
damage), immune to blindness, deafness and prone; SV increase the thatchmaw’s AC by 2 as blows and mis-
Fort +9, Ref +4, Will 0; AL N; Crit M/d20. siles are intercepted and deflected before they can
strike true.
Blindsight: The thatchmaw has perfect perception of all
things, including invisible targets, within 60’.
Swallow whole: After a successful tendril attack, a thatchmaw
will automatically initiate a grapple attempt (vs. +16, see
Grappling, p. 96, DCC RPG). Once a victim is pinned,
the thatchmaw pulls them towards its great
maw to bite and swallow. If the bite attack
succeeds, the target suffers normal bite dam-
age and is now trapped in the thatchmaw’s
gullet, where it suffers 3d8 damage at the
start of each of the thatchmaw’s initiative
counts. If the character succeeds in a
DC 18 Strength check they can force
their hands to move against the crush-
ing strength of the thatchmaw’s stom-
ach, allowing an attack of some kind
with a small weapon (e.g., drawing a dag-
ger to try to cut their way out),
but the character cannot be
freed until the thatchmaw is
killed. If the thatchmaw suf-
fers 30 damage or more in a
single round from creatures
inside it, the thatchmaw
regurgitates all swallowed crea-
tures, which fall prone (DC 20 Forti-
tude save negates regurgitation). If the
thatchmaw dies, a swallowed creature is no
longer pinned by it and can escape from the corpse.
Page 429
Blindsight: The threshold creeper has perfect perception of
THRESHOLD all things, including invisible targets, within 60’.
Entrenched: The creeper’s vines and roots are dug deep into
CREEPER the walls, ceiling, and floors of the building it occupies. It
shares its space with these obstacles, granting it a +5 bonus
A
hidden danger in old houses and ancient construc- to AC and Reflex saves (included in its statistics above). It
tions, the threshold creeper is a sinewy plant that can’t move or be moved.
grows between the fittings of wooden floors, into
cracks in stone walls, and across old doorways. Over many The creeper’s vines connect it to the foundations of the
years, the creeper’s tightly wound roots and vines become building. When the creeper is reduced to 50% of its hit
so embedded in their surroundings that they affect the points or fewer, and again when reduced to 25% of its hit
structural integrity of the building itself. points or fewer, it withdraws vines, weakening the build-
ing’s infrastructure. The creeper and each creature within
A creeper’s aggressive behavior toward intruders seems 20’ of it suffer 2d6 damage from falling debris (DC 12 Reflex
suicidal, because it often results in debris crumbling over save avoids). In addition, one room feature within 20’ of the
both the invaders and the creeper. This, however, is just creeper, such as a wall, ceiling, floor, or door, collapses, pro-
another part of a mature creeper’s life cycle: when its tight ducing one or two of the following effects, as appropriate:
vines are released, they throw the plant’s seeds over an
incredible distance. • Remove 5’ of a wall or door.
• Create an area of difficult terrain that reduces move-
Threshold creeper: Init +2; Atk vine +4 melee (2d6);
ment by half.
AC 16; HD 16d8; MV 0’; Act 2d20; SP entrenched, blind-
sight 30’, vulnerable to fire (double damage), half dam- • Create a 5’ radius pit to the floor below. Creatures in the
age from bludgeoning and piercing weapons, immune pit’s space when it appears must make a DC 10 Reflex
to fear, blindness, deafness and prone; SV Fort +14, Ref save or fall into the pit.
+6, Will -1; AL N; Crit M/d24.
Page 430
Toad heap: Init +2; Atk overrun +6 melee (1d6 plus
TOAD HEAP engulf); AC 13; HD 6d10; MV 30’, swim 30’; Act 1d20;
SP bounce and hop; SV Fort +6, Ref +3, Will +3; AL N;
F
rom a distance, toad heaps resemble enormous toads, Crit M/d12.
but as one approaches, the horrible, nauseating truth
is revealed. This wholly unnatural creature is believed Bounce and hop: The amorphous mass that is the toad heap
to be the product of dark sorcery. Fell wizards and twisted can easily leap 20’ to bound over walls in its ravenous hunt
priests of the Toadfiend God Bobugbubilz call up swarms for food.
of teeming toads and frogs and bind them into a monstrous
shape composed of their squirming, slimy bodies. Engulf: The toad heap attacks by rolling its mass over all tar-
gets in its path. The toad heap engulfs any target it charges
Although unable to separate into their component parts, (DC 13 Reflex save negates). A target engulfed suffers 3d4
toad heaps are amorphous in a way natural creatures are damage each round, though armor affords some protection
not. This allows them to absorb enemies into their bodies, from this damage. If the target is wearing armor, they suf-
where they are chewed apart by the sharp fangs of their fer less damage: reduce the damage suffered by rolling the
constituent amphibians. The toads that comprise a toad fumble die of the armor, for example, leather would reduce
heap’s mouth are a species that produces a hallucinogenic damage by d6. Escaping the toad heap can be accomplished
toxin that incapacitates those bitten by the heap. by squirming out with a DC 11 Reflex save.
Toad heaps are nearly always found in the service of a A loathsome thing hops out of the darkness. At first glance, it ap-
magic-wielding master, but accounts of heaps without mas- pears to be a monstrous toad nearly nine feet tall, but when you
ters have been reported by a few lucky survivors. Though examine it more closely you realize the terrible truth. The crea-
rare, these rogue toad heaps are most often encountered in ture is in fact a squirming, croaking mass of thousands of smaller
fetid swamps or ancient ruins. toads held together by sticky slime and muck. Brightly colored
toads with tiny, razor-sharp teeth line the monster’s mouth.
Page 431
TOADSPAWN (TEMPLATE)
T
he foul Toadfiend God Bobugbubilz routinely scatters his progeny across the planes. Toadspawn
either arise spontaneously when Bobugbubilz breeds or when a cleric of Bobugbubilz undergoes
a series of rituals to become a toadspawn.
Bobugbubilz is a dark deity of terrible vitality and unusual resiliency. His followers are the most
deviant members of various amphibious creatures, as well as land-dwelling creatures that seek vigor,
potency, and endurance. His symbol is a leering, malformed toad head.
Toadspawn is a template that can be added to living creatures of halfling size or larger. They must have
an Intelligence of 4 or higher. The toadspawn uses all the base creature statistics except as noted below.
Attacks: The toadspawn gains a bite attack that inflicts 1d3 damage. If it already has a bite attack, the
damage increases by +1d. Creatures hit with a successful bite are subject to
the toadspawn’s swallow (see below). The toadspawn also gains a tongue
attack to a range of 15’. This does no damage, but grapples the target
and pulls it adjacent to the toadspawn on a successful hit unless
the creature succeeds on an opposed grapple check (modifier
dependent on base creature). The toadspawn uses this to
bring creatures within the range of its bite.
Armor Class: The toadspawn creature gains +1 to its AC.
Hit Dice: The creature gains 2 additional Hit Dice, and
+1 hp per Hit Die.
Move: The toadspawn gains a swim speed equal
to its normal speed, unless it already had a swim
speed.
Infravision: The toadspawn gains infravi-
sion 60’, unless it already has equal or better
infravision.
Swallow: The victim of a successful bite
attack from a toadspawn must make a
Strength check to avoid being swal-
lowed if it is smaller than the toad-
spawn. The DC for this check is 10
+ the toadspawn’s Hit Dice (i.e.,
DC 13 for a 3 HD monster). A
swallowed creature is helpless
and suffers 1d3 damage from
the toadspawn’s stomach acid
each round. The toadspawn
must be slain for a creature to
be cut free and rescued.
Alignment: The creature’s
alignment is always chaotic.
Page 432
TREANT, “I once sat beneath a tree and spoke of my love of the land,
and the tree spoke back to me. It was quite an afternoon of
ROTIERIEN poetic admiration, and I am grateful forever, to that tree.”
T
hough it looks like a normal weeping willow, the ― Edwinna Merriment, famed poet and druid
rotierien is no mere tree. Unbound by root or soil,
rotieriens wander through forests, jungles, and
swamps in search of trees in need of healing. While a rotier- Treant, rotierien: Init +6; Atk slam +7 melee (3d6+4)
ien will sometimes extend its protection to other creatures or thrown rock +7 missile fire (2d8+6, range 180’); AC 16;
in tune with nature, it deals with those who threaten its HD 12d12; MV 30’; Act 2d20; SP half damage from non-
home swiftly and without mercy. When fire or axe dam- magical weapons, vulnerable to fire (double damage),
ages a tree it has sworn to protect, a rotierien will heal the siege monster, tremorsense 100’, true sight, telepathy
tree first, then turn its attention to the creatures responsible 120’, windmill (2/day), nature’s rebuke, verdant aura;
for the harm. SV Fort +8, Ref +3, Will +4; AL N; Crit G/d6.
A rotierien usually claims a single forest as its domain and
over the centuries comes to know its inhabitants well. It Nature’s rebuke: If the rotierien treant is damaged by fire, it
often shares its territory with common treants, who regard can immediately make a slam attack.
the rotierien as a wise and revered elder. Sometimes uni- Siege monster: The rotierien treant inflicts double damage
corns and benign fey ally with rotieriens, although not with- to objects and structures.
out some trepidation. A rotierien’s first priority is always
Tremorsense: A rotierien treant has perfect perception of
the trees in its care, and its rage, once unleashed, is a nearly
all things touching the ground, including invisible targets,
unstoppable force.
within 100’.
True sight: A rotierien treant’s eyesight extends onto mul-
tiple planes of existence, including the astral and ethereal
planes, as well as the invisible spectrums of the material
plane. They can see invisible creatures and are never
fooled by illusions.
Verdant aura: A 30’ aura of healing energy perpetual-
ly surrounds the rotierien. At the start of its initiative
count, the rotierien and any plant or living creature
in the aura that the rotierien chooses heals 2 HD.
If the rotierien suffers damage from fire, this trait
doesn’t function at the start of its next initiative
count. The rotierien dies only if it starts its round
with 0 hit points and doesn’t heal.
Windmill (2/day): The rotierien treant makes a
slam attack against each creature within 20’. A
creature hit by the attack are pushed 15’ away
from the rotierien and knocked prone (DC 18
Strength check negates).
A majestic willow tree with fine silvery leaves appeared
overnight but rooted in the grove of blighted trees. Two
days later, it was gone, but the formerly diseased trees were
now verdant and full of lush growth.
Page 433
Stench: Any creature other than a troglodyte that begins
its initiative count within 5’ of a troglodyte drops to the
ground retching and gasping for breath for 1d5 rounds (DC
12 Fortitude save negates and makes creature immune to
the stench for 1d3 rounds).
A scaly, human-sized creature seems to materialize from the
surrounding stone as its pebbly hide changes color, revealing a
dark brown coloration. It is powerfully built, with sharp claws
and teeth, and bears a line of impressive spikes down its back. Its
eyes glow yellow in the gloom, and it hisses with an evil menace.
TROGLODYTE,
MOUNTAIN CORPSE-
TALKER
Troglodytes have no reverence for dead bodies, and can-
nibalism of their own slain warriors is commonplace. Their
religion is savage and bloody; when captives from rival
clans are unavailable, corpse-talkers will ritually sacrifice
their own clan’s weaker members for the benefit of the
whole. The mountain troglodyte corpse-talker is the sha-
man of the tribe and possesses powerful magic to help their
TROGLODYTE, fellow tribespeople.
M
ountain troglodytes are a more brutal and ferocious club +4 melee (1d12) or spell; AC 14; HD 3d10; MV 30’,
subspecies of the common cave-dwelling troglo- climb 30’; Act 2d20; SP infravision 60’, camouflage (+10
dytes. Over the eons, the mountain troglodytes lost to hide in mountain terrain), spider climb, stench, acidic
their relatives’ sensibility to sunlight. Like cave troglodytes, spittle, spellcasting (+6 spell check): Spells (1st) blessing,
they exude a foul stench, but they also possess acidic spit protection from evil, word of command; (2nd) curse; (3rd)
which they use to blind their foes. As their name suggests, speak with the dead, tribal council; SV Fort +1, Ref +1, Will
mountain troglodytes prefer to dwell in the clefts of jagged +2; AL C; Crit M/d8.
mountains and the dark caverns beneath them.
Mountain troglodytes stand 6’ tall and weigh 200 pounds
or more. They possess sticky pads on their palms and soles
of their feet which allow them to scale cavern walls and
even ceilings with ease. Horned spurs on their shoulders,
elbows, calves, and forearms add to their overall brutal
appearance. Mountain troglodytes sometimes keep gem-
stones as treasure, but they seem to have little regard for
metal coins. They covet iron and steel weapons, looting
these from their defeated enemies whenever possible.
Page 434
Acidic spittle: As an action, the mountain troglodyte spits Troglodyte overlord, mountain: Init +1; Atk bite +6
caustic saliva at a creature within 20’, blinding it for 1d6 melee (1d6) or claw +6 melee (1d6) or great axe +6 melee
rounds (DC 12 Fortitude save negates). (1d12); AC 16; HD 5d10; MV 30’, climb 30’; Act 2d20;
SP infravision 60’, camouflage (+10 to hide in mountain
Spider climb: The mountain troglodyte can climb difficult
terrain), spider climb, stench, acidic spittle; SV Fort +3,
surfaces, including crawling upside down on ceilings, with-
Ref +2, Will -1; AL C; Crit M/d10.
out needing to make an ability check.
Stench: Any creature other than a troglodyte that begins Acidic spittle: As an action, the mountain troglodyte spits
its initiative count within 5’ of a troglodyte drops to the caustic saliva at a creature within 20’, blinding it for 1d6
ground retching and gasping for breath for 1d5 rounds (DC rounds (DC 12 Fortitude save negates).
12 Fortitude save negates and makes creature immune to Spider climb: The mountain troglodyte can climb difficult
the stench for 1d3 rounds). surfaces, including crawling upside down on ceilings, with-
Tribal council: A mountain troglodyte corpse-talker keeps out needing to make an ability check.
the skulls of fallen troglodyte leaders to council them in Stench: Any creature other than a troglodyte that begins
times of need. By repeatedly casting speak with the dead, the its initiative count within 5’ of a troglodyte drops to the
corpse-talker binds the souls of these fallen heroes to their ground retching and gasping for breath for 1d5 rounds (DC
skulls. These skulls animate and act as guardian familiars 12 Fortitude save negates and makes creature immune to
gaining all such requisite abilities (p. 316, DCC RPG). The the stench for 1d3 rounds).
tribal council floats around the corpse-talker with an eerie
pale blue luminescent light spilling out of the eyes, rostrum, A seven-foot-tall tall scaly humanoid with dark, pebbly skin and
and jaggedly toothed mouth. Further, the skulls constantly a flared frill down its spine stands before you. Its musculature is
chatter in Troglodyte, recalling past victories and bolstering impressive, attesting to a life of battle. Numerous scars—some
troglodyte morale in general. All troglodytes who can hear old, some freshly acquired—mar its skin. It holds a greataxe in
the triumphs of their dead heroes recited in litany by the its taloned hands, its haft notched with many victories. Its yel-
tribal council gain +1d to Will saves. Most corpse-talkers low eyes burn into you with hatred.
have 1d4 of these skulls with them, but the most powerful
corpse-talkers may have up to 3d5 such familiars.
TROGLODYTE,
MOUNTAIN
OVERLORD
Mountain troglodytes organize themselves
into raiding bands ruled by an overlord or
corpse-talker, with strong warriors leading
smaller clans within the group. Contests for
leadership are common, and overlords often
bear an impressive array of scars as testament to
their ability to fend off challengers.
Page 435
Blood-tree troll: Init +6; Atk bite +7 melee (2d6+4)
TROLL, or claw +7 melee (2d10+4); AC 18; HD 10d12; MV 30’,
climb 30’, brachiate 40’; Act 3d20; SP infravision 60’, keen
BLOOD TREE senses (scent), brachiation, camouflage (+6 to hide checks
in forest terrain), forest strike, regeneration, vulnerable
Blood-tree trolls, also called tenaga trolls, are a rare variety (fire or acid damage does not regenerate); SV Fort +5,
of giant that prowl the shadowy depths of primeval for- Ref +3, Will +0; AL C; Crit G/1d4.
ests. They are roughly the height of the common trolls, and
though typically thinner, they are no less strong. Blood-tree Brachiation: The blood-tree troll ignores difficult terrain that
trolls have adapted to jungles and heavily forested regions, is composed of dense trees and can silently move through
sporting rubbery skin with pigments that innately match the upper canopies with ease.
color of their surroundings. This camouflage makes blood- Forest strike: If successfully hidden, a blood-tree troll may
tree trolls almost invisible in their natural environment. backstab as a thief, rolling 1d10 on Crit Table G (p. 389,
Extremely territorial, blood-tree trolls typically do not DCC RPG) on any successful strikes that turn.
associate with other species, instead forming small packs Keen senses (scent): All creatures within 120’ suffer a -1d
dominated by the group’s largest and most violent indi- penalty on all attempts made to avoid detection by a blood-
vidual. Some scholars suspect blood-tree trolls bear the taint tree troll.
of chaos, as there are recorded sightings of them serving
powerful demonic masters in ancient, jungle-choked ruins. Regeneration: The blood-tree troll regenerates more prodi-
giously than even normal trolls, regenerating 2d7 hit points
Blood-tree trolls possess exceedingly long, spindly arms, at the end of each round, including the round it is killed.
which they use to brachiate from branch to branch through It can only be truly put down by taking its hit points nega-
overgrown areas. In combat, they use their superior reach tive such that its final regenerative burst does not raise its
to great effect, raining down vicious claw attacks upon their total above 0. A blood-tree troll’s severed head and limbs
surprised victims. Powerful jaws and razor-sharp teeth will even crawl back and reattach. The blood-tree troll’s
eviscerate their kills with brutal efficiency. The creature’s only vulnerability is to fire and acid, from which it does
name is attributed to these feeding frenzies, which usually not regenerate.
occur high among the branches of towering trees, drenching
the trunks in a bloody sheen. A giant form hangs silently from a vine-choked tree in the deep
jungle. Its mottled, greenish-brown skin blends in perfectly with
the surrounding vegetation. Only the sharpest eyes can distin-
guish the long-armed creature’s silhouette as it waits to ambush
its unsuspecting prey.
Magical reagents
Page 436
TROLLHOUND
“Once that vicious mastiff got hold of poor Melvyn, it
T
rollhounds stand about 4’ high at the shoulder. Their shook him like a ragdoll until the halfling ceased to strug-
drab, green-gray fur conceals a muscled, rubbery gle. It was hard to watch my friend discarded like an un-
hide. While its front end is bulky, its hindquarters wanted plaything. But the beast turned its attention to
are streamlined for increased mobility. me, backing me into a corner, growling and baring its
Although these feral beasts are named after trolls, they are bloody teeth. As it pounced, it impaled itself on my spear
not related to those giants. Instead, they are the result of just to close ranks, as if confident its blasphemous heal-
a twisted magical experiment, and their unusual healing ing ability would keep it alive. But it failed to account for
ability grants them their name. It is rumored they are an Melvyn feigning death in order to smite it with a fiery
infernal breed related to hellhounds, though this cannot be mote from behind, laying the beast low at last.”
confirmed. They are often found at the feet of despicable – Cendrine Kinnet, Delver of Castle Whiterock
warlords or as guard beasts for wicked wielders of the
arcane arts. If treated well and fed with a plentiful supply
of raw meat, they are loyal to death. They have a particular
fondness for delicate elven flesh and a proclivity to gnaw Trollhound: Init +3; Atk bite +3 melee (2d4); AC 13;
on their bones long after the flesh has been stripped off. HD 3d8+3; MV 40’; Act 1d20; SP regeneration, immune
to critical hits, pounce, vulnerable to fire (double dam-
Trollhounds attack in packs, maneuvering to flank oppo-
age); SV Fort +4, Ref +4, Will +2; AL C, M/d8.
nents. Once they lock jaws on an enemy, they refuse to
let go until their prey stops moving, worrying their foe to Regeneration: A trollhound heals at a prodigious rate, regen-
inflict further wounds. erating 1d8 hit points at the end of each round, including
the round it is killed. It can only be truly put down by
taking its hit points negative such that its final regenera-
tive burst does not raise its total above 0. A trollhound’s
severed head or limbs will even crawl back and re-attach.
The trollhounds’s only vulnerability is to fire, from which
it does not regenerate.
Pounce: If a trollhound charges as it attacks, it gains a +d4
deed die to execute the Trips and Throws Mighty Deed of
Arms (p. 90, DCC RPG).
A massive, mastiff-like
canine stands ready to
pounce, issuing a deep
rumbling growl as vis-
cid drool drips from
its maw. It has coarse,
gray-green fur and a
powerful neck and shoul-
ders, yet smaller hindquar-
ters with a knobbed tail.
Page 437
TZOPILOANI
T
he origins of the tzopiloani are uncertain, but many
scholars speculate they are somehow tied to the vile
serpent-men who dwell in the deep jungles. Tzopi-
loani live only in the most secluded areas, and they are
suspicious and disdainful of other humanoids—with the
exception of serpent-men. When tzopiloani dwell among
serpent-men, they serve them as servants or bodyguards.
While the serpent-men may not be responsible for creating
the tzopiloani, there is no doubt these ferocious warriors
are subservient to their serpentine masters.
Tzopiloani possess features of both snakes and lizards.
Scales ranging in color from dark indigo to bright red cover
their bodies. While not terribly intelligent, tzopiloani are
cunning fighters and employ sophisticated battle strategies,
especially if a commander coordinates them. They regress
into brutality, however, if such plans go awry.
Page 438
TZOPILOANI, REGENER Regeneration: A tzopiloani regener heals at a prodigious
rate, regenerating 1d10 hit points at the end of each round,
The wretched tzopiloani have discovered the forbidden including the round it is killed. It can only be truly put down
secrets and eldritch rituals to increase the regenerative by taking its hit points negative such that its final regen-
properties of flesh. The results are a brutish warrior with erative burst does not raise its total above 0. A tzopiloani
four arms (the additional pair branching from each elbow), regener’s severed limbs and tails regrow in 1d10 days. The
a second tail, and reconstructive traits. Despite a dearth of tzopiloani regener’s only vulnerability is to fire, from which
intelligence, a tzopiloani regener makes a fine bodyguard it does not regenerate.
or enforcer. Other creatures and tzopiloani alike fear the
regener for its tireless brutality. Savage endurance: If the tzopiloani regener suffers damage
that would reduce it to 0 hit points or less, it is reduced to 1
Tzopiloani regener: Init +2; Atk bite +5 melee (1d6 hit point instead. Its savage instincts kick in, and the regener
plus poison (2d6, DC 12 Fort save for half damage)) or gains +1d bonus to all attack rolls and ability checks until
longsword +4 melee (1d8+3) or claw + 4 melee (1d4+3); either it is brought to 0 hit points or less a second time, or
AC 14; HD 4d8; MV 30’; Act 4d20; SP balance, regenera- 1d6 rounds have transpired, after which it drops dead.
tion, savage endurance, vulnerable to fire and acid (fire A powerful, muscular humanoid with the shared traits of both
or acid damage does not regenerate); SV Fort +6, Ref lizard and serpent stands beside a stone throne. Its shirtless
+2, Will +1; AL C; Crit M/d10 or III/d10 (when using a upper body is covered with fine green scales. Its elbows sprout
wielded weapon). a second set of brawny arms. Four longswords hang from its
belt, while a forked tail twitches in anticipation of the upcoming
Balance: A tzopiloani regener has at least two tails that grant
bloodletting.
a +1d bonus to all skill checks related to balance (e.g., run-
ning across a tightrope, leaping from rock to rock, etc.) and
are immune to being knocked prone.
Page 439
Page 440
U
Unfamiliar: Init +2; Atk slam +4 melee (1d8+2) or ten-
UNFAMILIAR tacle +4 melee (1d4+4) or spell; AC 17; HD 5d8+5; MV
25’; Act 2d20; SP infravision 60’, cacophony of screams,
O
ccasionally, when a wizard tries to summon a famil- spellcasting, regenerate 1 HD/round, original head,
iar, things go terribly, terribly wrong, and an unfa- telepathy 500’; SV Fort +7, Ref +3, Will +8; AL C; Crit
miliar is born. The judge may have a 1-in-6 chance M/d10.
of this occurring, instead of the standard corruption when
Cacophony of screams: The unfamiliar’s lesser heads wail
rolling a 1 when casting find familiar (p. 141, DCC RPG).
and scream as if in constant torment. All within 30’ of the
The unfamiliar begins life as a dog-sized blob of protoplasm unfamiliar who can hear it make all attack rolls and spell
that immediately seeks to destroy its summoner, absorbing checks at a -1d penalty for 1d3 rounds (DC 12 Willpower
its mental capacity, including any languages the summoner save negates). Whether the save succeeds or fails, a creature
knew. It then sprouts crab-like legs and hunts more prey, who hears the wailing becomes immune to the cacophony
devouring new victims and incorporating their parts into of screams for 24 hours.
its growing form. When choosing its prey, an unfamiliar
Original head: The unfamiliar’s dominant head, which is the
always devours the most intelligent victims it can find
source of its magic, flops about aimlessly and can be tar-
because it feels their brains taste better.
geted by attacks (AC 20, hit points equal to one-fourth
A mature unfamiliar appears to be a slimy mass of of the creature’s total, rounded
flesh comprised of ropey tentacles, twisted limbs, up). Damage inflicted to the
and shrieking heads. The main head, which head is also inflicted on the
protrudes from a giant trunk, resembles that unfamiliar, and if the head
of its first victim. While is destroyed, the unfamiliar
the unfamiliar main- loses its ability to regenerate
tains some measure and cast spells.
of that creature’s
Spellcasting: An unfamiliar knows
personality, any
the spells its original summoner
sense of morality
knew and uses the summon-
is supplanted by
the unfamiliar’s er’s spell check modifier to
cast them. If the original sum-
insatiable desire to
moner is unknown, it knows
devour more brain
1d5 random 1st-level wizard
matter. The sub-
spells and 1d3 random 2nd-
ordinate heads,
level wizard spells and has a
however, are com-
spell check modifier of +1d7.
pletely mad and can
It can only use one action die
only scream inco-
each round for spellcasting.
herently.
An undulating mass of flesh and
A full-grown unfa-
oozing ichor shambles along,
miliar can incorpo-
leaving a slimy trail in its
rate as many as a dozen
wake. Misshapen humanoid
victims initially. Thereafter,
heads, twisted limbs, and cord-
it must continue to consume
like tentacles sprout from random
brains simply to survive.
places on its globular body.
Page 441
Unicorg: Init +3; Atk bite +5 melee (1d5+3 plus knock
UNICORG prone (DC 12 Strength check negates)) or spell; AC 15;
HD 6d8+12; MV 35’; Act 1d20; SP keen senses, faerie
L
egends claim the Queen of the Fey befriended a celes- step, half damage from non-magical weapons; spell-
tial corgi and offhandedly wished her realm would casting (+5 spell check): Spells (1st) blessing, detect evil,
benefit from these magical creatures. Her wish was protection from evil, second sight; (2nd) banish; SV Fort +4,
granted, and henceforth unicorgs could be found through- Ref +6, Will +6; AL N; Crit M/1d12.
out her kingdom. Fey soldiers use them as steeds, fairy
nobles harness them to their coaches, and farms within the Faerie step (1/day): When the unicorg would be hit by an
queen’s realm use them to herd animals. Often confused for attack, it can teleport up to 30’ away, along with anything
fey creatures, unicorgs are sometimes called fairy heelers. it is wearing or carrying (possibly including a rider). The
Quick and tricky, unicorgs love to play chasing games. attack automatically misses.
According to myth, anyone who catches one will receive a Keen senses (scent): All creatures and hidden things within
faerie blessing. A unicorg being chased cannot easily hide 120’ suffer a -2d penalty on all attempts made to avoid
in faerie dwellings: its size is close to that of a pony. In addi- detection by a unicorg.
tion, when surrounded by darkness, its fur faintly glows
with a soft white light. This regal, barrel-shaped dog has dark gold fur with a white
chest and nose. A short ivory horn adorns the center of its fore-
head. Easily spotted in the dark due to a faint glow emanating
You Caught Me! from its fur, the canine stands almost as tall as a pony.
Page 442
recovered, or raised, they are forever bereft of the
UNICORNS ability to cast spells or create magical effects. The
sole remedies are extraordinary quests
or divine intervention. Lost Stamina
UNICORN, is regained at the rate of 1 point
per day, and only after the beaked
BEAKED unicorn is slain.
While most fae are signs of a healthy forest, Blink: Each round, there is a
the beaked unicorn is a symptom of a 1-in-4 chance that the beaked
woodlands beset by unholy predation unicorn blinks out of exis-
or chaos magic. The tortured beasts stalk tence, reappearing at a place
the thorny copses and rotting marshes in of its choosing up to 30’ distant.
hunt of the fell magics that created them. The beaked unicorn can use this
to great advantage in combat,
From a distance, or seen fleetingly, a
vanishing and then reappearing
beaked unicorn is readily mistaken
behind a foe to attack with an
for its traditional brethren. Foolish
additional +4 to attacks.
souls following the flashing white
form are only led deeper into the Vulnerable to turn unholy: The
woods or swamp, before being sav- beaked unicorn is an unholy crea-
agely attacked. ture; as such it can be turned by
lawful clerics.
The beaked unicorn is driven to
extinguish magic, in the hopes of A majestic, pure-white equine form
ending its own maddening existence. trots into the wooded clearing. Your re-
lief quickly turns to abject terror as you
Having defeated its foes, the
get a glimpse at the twisted mockery of
beaked unicorn feasts on the flesh
its face. The beast’s snout ends in a jagged
of any spellcasters before crack-
beak, and its eyes flare wide with an un-
ing open, and then consuming, any
nerving radiance.
magic items. The gullet of a beaked
unicorn sometimes contains recently
devoured magic items. If the PCs dis-
embowel the beaked unicorn and search
its remains, roll 1d7 to determine what is
found: (1-3) 1d5 gems worth 1d100 gp each; (4-6)
1d4 pieces of jewelry worth 2d6x10 gp each; (7) bits of a
shattered ring (if repaired with a spell check result of 32+ The Beaked Unicorn’s Horn
casting of mending, becomes a ring of wishes).
Finally, the beaked unicorn is an unholy creature; as such
it can be turned by lawful clerics. In rare instances, beaked
T he beaked unicorn’s horn is death to spellcasters
and enchanted creatures. A magical, or magic-
using target struck by the horn must attempt a DC 20
unicorns can be found in league with chaotic warriors and Fortitude save or begin to suffer 1d7 Stamina loss per
anti-paladins. These alliances are never master and servant; round. The target may attempt the Fortitude save once
rather the unicorn agrees to serve in return for the oppor- per round, but if reduced to 0 Stamina, is slain. Even
tunity to slay spellcasters and other fae. if the victim is recovered, or raised, they are forever
bereft of the ability to cast spells or create magical
Beaked unicorn: Init +4; Atk beak +10 melee (1d8+4) effects. The sole remedies are extraordinary quests
or horn +8 melee (1d6+4 plus poison against spellcasters or divine intervention. Lost Stamina is regained at
or enchanted creatures) or hoof +6 melee (1d12+4); AC the rate of 1 point per day, and only after the beaked
18; HD 8d12; MV 50’; Act 3d20; SP blink, anti-magic unicorn is slain.
horn, vulnerable to turn unholy; SV Fort +6, Ref +10,
Will +8; AL C. The horn retains its anti-magic effects, even after
death. Carved into rings, the horn grants +3 to saves
Anti-magic horn: The beaked unicorn’s horn is death to spell- against spells or spell-like effects. Ground into pow-
casters and enchanted creatures. A magical or magic-using der and dusted on a blade, the horn-poison affects
target struck by the horn begins to suffer 1d7 Stamina loss magic-using targets as if they had been struck by the
per round (DC 20 Fortitude save negates). An affected tar- living beaked unicorn’s horn (see above). A single
get may attempt a DC 20 Fortitude save once per round, horn can be used to fashion up to five such rings, or
but if reduced to 0 Stamina, is slain. Even if the victim is ground up to create sufficient for 10 applications of
anti-magic powder.
Page 443
UNICORN, DEFILED Defiled Unicorn Hated Foe
Unicorns are often hunted for the reputed healing proper- d20
Result
ties of their horns. Those vile creatures that conduct such Roll
hunts claim that the only way to ensure a horn retains its 1 Demon
power is to remove it during the final moments of the noble
beast’s life. Though only a few unicorns are so butchered, 2 Ogre
it is a deeply traumatic way for a unicorn to die. Those 3 Bugbear
that refuse to accept their fate return after death as dark, 4 Lizardman
defiled creatures.
5 Gnoll
These vengeful, restless spirits exist in a state constant of
pain, reliving their deaths over and over. They are hateful of 6-7 Orc
all living creatures, particularly any belonging to the same 8-9 Goblin
species that took their horns. A defiled unicorn appears as 10-11 Halfling
it did at the moment of its death.
12-13 Elf
A defiled unicorn’s tactics change if the creature that took
or possesses its horn is present. If not, the unicorn prefers 14-15 Dwarf
to remain mobile, making full use of its flight to stay out of 16-20 Human
harm’s way. It only uses its deadly stare on targets capable
of reaching it as it soars past, such as other flyers, spellcast- Incorporeal movement: The defiled unicorn can move
ers, or ranged attackers. If its hated foe is present, however, through walls and other solid matter. It suffers 1d10 dam-
the defiled unicorn immediately moves into melee combat, age if it ends its movement inside an object.
focusing its deathly gaze on that foe alone.
Necrotic aura: The miasma of suffering that surrounds the
Defiled unicorn: Init +3; Atk hoof +5 melee defiled unicorn manifests as an aura of negative energy.
(1d8+3); AC 14; HD 8d8; MV 30’, fly 60’; Each living creature within 15’ of the unicorn at the start of
Act 2d20; SP flyby, hated foe, incorporeal their initiative count suffers 2d4 damage (DC 14 Fortitude
movement, magic resistance (all spells save negates). All flora withers and dies inside the aura.
cast against a defiled unicorn are Shared death gaze (1/day): As an action, a defiled
subject to 20% chance of failure unicorn can focus its gaze on a target within 10’,
before saves are rolled), necrotic magically sharing the moment of its death in
aura, shared death gaze (1/day), every excruciating detail. The target drops
un-dead traits, turn unholy resis- to 1 hit point and falls unconscious for 2d3
tance; SV Fort +6, Ref +6, Will +6; rounds (DC 14 Willpower save negates).
AL C; Crit U/d12.
Turn unholy resistance: The defiled
Flyby: Opponents engaged unicorn is considered +2 HD for
with the defiled unicorn in purposes of turning.
active melee do not gain Un-dead traits: A defiled uni-
a free attack when the corn is un-dead, and thus
defiled unicorn with- can be turned by clerics.
draws by flying out of They do not eat, drink, or
the enemy’s reach. breathe, and are immune
Hated foe: The defiled to critical hits, disease, and
unicorn despises one poison. As un-dead, they
creature above all others: are immune to sleep, charm,
the enemy that took its horn. and paralysis spells, as well as
While its hated foe or another other mental effects and cold
creature of the same type is within damage.
60’, the defiled unicorn gains a +1d Without a sound, the apparition charg-
bonus to all attack rolls and ability es out of the sky, and you wonder what
checks. In addition, the defiled unicorn kind of flying horse could run with half its
gains a +2 bonus to its AC, and its necrotic flesh torn and hanging loose. Then you real-
aura inflicts an extra 1d4 damage. Judges ize you can see the stars through the horse’s in-
wishing to do so may roll on the following substantial body. A gaping wound in the center
table to determine what creature type took the of its head hints at where a horn once grew, and
defiled unicorn’s horn. its empty eyes suggest holes staring into damnation
itself.
Page 444
UNICORN, MADHORN
When a unicorn commits an evil act, willingly or not,
a madhorn may result. Fiends and other evildoers
sometimes dupe unicorns into acts of deprav- i t y
for the sheer joy of watching them become
consumed by darkness. Madhorns lose
most of their innate spellcasting abilities
and quickly develop a savagery not present
in their gentler kin. A madhorn’s blackened horn
loses its healing properties and begins to inflict festering
wounds. Unicorns do not tolerate the presence of madhorns
in their forest and hunt the tragic creatures accordingly.
Madhorns are driven to strike out at other living crea-
tures. They are impatient and attack the first target
they see, charging if possible. They prefer to attack
elves, forest gnomes, and fey if given the option.
Although they rarely employ ambush tactics, they
might teleport to a more tactical position to get an
early advantage on their enemies. Once wounded,
a madhorn enters a blind rage, never retreats from
battle, and always pursues fleeing victims.
Treasure
Madhorn unicorn: Init +2; Atk hoof +7 melee (1d4+4) Teleport (1/day): A madhorn may teleport to any location
or horn +5 melee (1d8+4 plus festering); AC 20; HD 7d10; within 1 mile. It may take up to three creatures with it,
MV 50’ or teleport; Act 2d20; SP infravision 60’, festering, which must be within 5’ of the madhorn. Unwilling crea-
teleport (1/day), charge, escalation, immune to paralysis, tures may resist (DC 20 Willpower save negates teleport).
poison, and mind-affecting spells or effects, unsuitable
mount; SV Fort +5, Ref +7, Will+7; AL C; Crit M/d12. Unsuitable mount: Madhorns are unsuitable as mounts for
all but the most depraved beings. If a mounted madhorn
Charge: If a madhorn charges (see Charge, p. 96, DCC RPG), is reduced to half its hit points or fewer, the rider must
it inflicts an additional 1d8 damage with its horn. A mad- immediately make a successful DC 15 Agility check or be
horn that charges can only use one action die. thrown from the madhorn’s back (suffering 1d6 damage
from the fall and becoming prone).
Escalation: Every 10 damage a madhorn suffers increases its
attack rolls and damage by a cumulative +2. The equine beast canters slowly into the clearing, its once-glo-
rious mane now caked with filth. Its broad sides heave with lab-
Festering: Wounds caused by a madhorn’s horn do not
ored breathing, and fresh blood flecks its muzzle. The creature’s
heal naturally. Until all damage from the horn is magi-
ivory horn appears blackened, as if scorched by flame. A palpable
cally restored, the wound festers, causing an additional 1d3
aura of evil radiates from the disgraced beast.
damage each dawn. Magical healing always mends other
damage first, so as long as the victim has at least 1 damage
which is unhealed, the festering continues.
Page 445
UNICORN,
PARAGON
Unicorns that live particularly virtuous or wor-
thy lives may be reborn as paragons after their
death. They differ only slightly in appearance
from standard unicorns. Their eyes give off a
faint golden light, and their horns appear to
be made of pure white pearl. A paragon uni-
corn’s hooves are golden and emit magical
energy as they move.
These creatures assist fey and druidic sects
by defending the deepest parts of the for-
est and other places sacred to unicorns.
They are relentless in the pursuit of evil,
often hunting trespassers for days to
mete out ultimate retribution. Unicorn
paragons are too proud to be ridden as
mounts except under the direst of cir-
cumstances.
Paragon unicorns often lead lawful-
aligned allies into battle. They begin each
altercation with a righteous battle cry, espe-
cially if they face chaotic opponents. They are
content to wade into the fray with horn and
hoof but are always willing to play a support role
with their healing magic.
Healing touch: In lieu of all other actions, the paragon uni- Righteous neigh: As an action, the paragon unicorn raises
corn can magically heal a creature with a touch of its horn. a righteous battle cry. All chaotic creatures within 30’ of
The target regains 4 HD worth of hit points. In addition, the paragon unicorn are frightened of the unicorn for 1d6
the touch removes all diseases and neutralizes all poisons rounds (DC 14 Willpower save negates and grants immu-
afflicting the target. nity to that unicorn’s righteous neigh for 24 hours). Fright-
ened creatures can take no action other than moving away
Protective shield: In lieu of all other actions, the paragon
from the unicorn at top speed.
unicorn creates a magical shield around itself or another
creature within 60’. The target gains a +4 bonus to AC for Teleport (1/day): As an action, the paragon unicorn magi-
1d6 rounds. cally teleports itself and up to five willing creatures within
10’ of it, along with any equipment they are wearing or
Protective aura: An aura of protective energy surrounds the
carrying, to a location the unicorn paragon is familiar with,
paragon unicorn in a 10’ radius. Elementals, demons, and
up to 5 miles away.
un-dead that have 3 HD or less can’t willingly enter the
aura by nonmagical means. Similar creatures with greater A noble unicorn strides from the forest. It has a flawless alabaster
than 3 HD suffer a -1d penalty to all attack rolls and ability coat, and its horn is magnificently pearlescent. Its golden hooves
checks while within the aura. leave motes of eldritch energy when they strike the ground.
Page 446
to another singing target within
UNLIVING 30’. The unliving dirge can only
make attacks against targets that
DIRGE are within its 30’ radius sphere,
and the dirge is immune
A
haunting un-dead melody, to physical attacks from
the unliving dirge is the final any member of the choir.
song chanted by the damned Any creatures that
as they marched towards horrific leave the dirge’s area
execution. Their city-state on the of effect are no longer
brink of succumbing to a twisted compelled to sing.
necromancer’s desires, the last If at any point no one
captive legionnaires, exhausted remains singing (they all
and defeated from battle, could no made their save, left the
longer raise their arms against the area of effect, survived the
corrupted sorcerer’s minions, so duration of their singing,
they raised their voices. Unfortu- or died), the unliving dirge
nately, the powerful necromantic vanishes until someone
nexus within the city-state’s for- foolishly begins the song
tifications corrupted the melody, again.
bestowing melancholic unlife
Un-dead traits: The unliv-
upon the chant.
ing dirge is un-dead,
While memory of the city-state and thus can be turned
has faded beyond history, the song by clerics. It does not eat, drink,
remains. If one listens carefully within an or breathe, and is immune to criti-
ancient catacomb or archaeological dig site, cal hits, disease, and poison. As
it is possible to hear the faint tune. Unleashing the un-dead, it is immune to sleep, charm,
unliving dirge upon an unsuspecting victim simply requires and paralysis spells, as well as other mental effects and cold
the listener to start singing along. As soon as the song is damage.
sung, either at the source of its discovery, or perhaps weeks
later in the explorer’s tavern of choice, the unliving dirge
‘Twas the darkest day when that devil came
springs to action.
His army hexed with a vile stain
Once activated, the unliving dirge presents as a wailing Of gruesome flesh and broken bone
sphere of ghostlike legionnaires, performing a cacophonic Yet hardened as immortal stone.
song with a 30’ radius centered upon the lead performer
who initiated the song. Our legion’s will had served us well
No dread or threat we couldn’t fell
Unliving dirge: Init +4; Atk fell harmonic +8 missile For a thousand years our army stood
fire (1d8+6); AC 12 plus choir; HD 6d8; hp 6d8 plus choir;
A bulwark, a bastion, a force for good.
MV special (see below); Act 2d20; SP choir, immune to
non-magical weapons, immune to the physical attacks We drew our blades, when the creatures roared
of those singing, un-dead traits; SV Fort +5, Ref +0, Will Our spears did bristle, our arrows soared
+8; AL L; Crit U/d10. Across the fields and down from our walls
But the shadow caster continued their calls.
Choir: The singer who began the song is the lead performer,
and any who join in become part of the choir. Once the lead On and on those loathsome dead
performer begins chanting the song, they are consumed by Painted the walls of our fortress red
singing for 3d4 rounds (DC 20 Willpower save to resist). After sixteen nights of relentless rage
All those within a 30’ radius begin singing along for the The necromancer showed our king his cage.
next 2d4 rounds (DC 15 Willpower save resists). All singers
including the lead performer can freely act in any way they One by one, our survived souls
desire so long as they continue singing during their action. Were scourged with fire, and impaled on poles
During the very first round of the unliving dirge’s activa- Lives desecrated, by the cruel warlock
tion, take note of how many characters are affected and Who only wanted our city to mock.
sing along. Each singer during the first round of activation But as we perished, our torture long
grants the unliving dirge 1d8 additional hit points as well
We screamed and shouted our city’s song
as +1 AC for the encounter.
We cried to the heavens, in our people’s cant
The unliving dirge begins its turn centered on the lead That eternity would remember our chant.
performer. It can sacrifice one action die to shift its center
Page 447
UPHAR die (DC 14 Willpower save negates). If the target dies, the
uphar regains 2d6 hit points.
A
t first glance, an uphar appears to be an enormous Grapple: On a successful tendril attack, an uphar automati-
lily pad. Out of its center grows a collection of stalks cally initiates a grapple attempt (vs. +18, see Grappling,
tipped with a phosphorescent glow. Beneath the p. 96, DCC RPG). If successful, it draws the victim under-
water’s surface, however, is a collection of fleshy tendrils water. For each of its initiative counts it starts grappled
ready to strangle any creature that draws near. Farther underwater, the target must succeed on a DC 16 Stamina
down still is a mound of bloated corpses: a collection of the check. When the first check fails, the target is drowning,
uphar’s unfortunate victims from which the plant draws suffering 1d6 Stamina loss each round thereafter, and dies
nutrients. when their Stamina reaches 0. The victim can attempt an
Uphars exhibit an intelligence and malevolence not usually opposed Strength or Agility check (vs. +18) on their initia-
found in plants. Some scholars have noted the resemblance tive count to escape, and lost Stamina is restored at a rate
of the uphar’s glowing stalks to the will-o’-wisps of legend. of 1 point per round once freed. An uphar can only grapple
Certainly, uphars seem to enjoy torturing their prey before up to four opponents at a time. A tendril holding a target
killing them. Necromancers sometimes cultivate uphars to can be attacked (AC 17, 10 hp). Destroying a tendril frees
protect the waters around their lair and harvest raw materi- the creature but inflicts no damage to the uphar, which can
als for their evil experiments. extrude a replacement tendril on its next round.
Uphars understand Common but can’t speak. Variable illumination: At will, the uphar can cause its central
stalks to emit a bright light in a 5’ to 20’ radius and extend
Uphar: Init +1 plus surprise; Atk tendril +10 melee a dim light for an additional number of feet equal to the
(2d8 plus grapple); AC 15; HD 8d12; MV 5’, swim 20’; chosen radius.
Act 4d24; SP camouflage (+10 to hide checks in watery
Surrounded by a myriad of smaller lily pads, a gigantic lily pad
terrain), surprises 50% of time, variable illumination,
containing a collection of glowing stalks waving in the gentle
consume life, immune to poison, half damage from fire,
breeze from the center of the pad floats calmly in the slightly
infravision 120’; SV Fort +6, Ref +4, Will +1; AL C; Crit
murky lake water. As you bend down to drink and reach into the
M/d14.
water to scoop up some liquid to rub on your face and parch your
Consume life: As an action, the uphar can use its central thirst, you fail to notice the fleshy mass of submerged tendrils
stalks to target one creature within 15’ that has 0 hit points which loop around your hands as they dip into the water and tug
and is still alive but bleeding out and cause the target to hard at you, knocking you off balance and into the water.
Page 448
V
VAMPIRE, BRINE
A
brine vampire awakes to the endless darkness in a
fashion similar to the more common vampire, except
they have strong ties to the ocean. Some brine vam-
pires are spawned from evil aquatic humanoids, such as
corrupted sea elves, merfolk, or skrag. Humans with ties
to the salty seas, such as pirates or ship captains, may also
rise as brine vampires.
Brine vampires loathe the sunlight and its searing touch. A
brine vampire’s lair is always dark and dank, be it a seclud-
ed sea cave or the lower decks of a cursed ship. Although
brine vampires cast no shadow nor show a reflec-
tion in mirrors, their images do appear on the
glassy surface of undisturbed water.
A brine vampire clings to the tragic memories
of its former life, its shadowy desires often
twisted into obsessions. For example, a pirate
captain transformed into a brine vampire while
hunting a stash of illicit gold is likely to sur-
round itself with works of art, coins, and other
treasures in a mockery of its former passion.
A brine vampire creates spawn by draining the life force
of a creature with its bite. This spawn is fiercely loyal
to its creator but not out of respect. Instead, they
are supernaturally bound to their maker. They
can be released from this servitude, becoming a
brine vampire with free will, only by feasting on
its creator’s blood (which rarely occurs) or if its
creator is destroyed.
Much like its land-based equivalent, a brine vam-
pire is supernaturally bound to its grave site, which
is usually a pool of corrupted, stagnant water. It must
return to this watery grave to rest during the daylight
hours. On rare occasions, a brine vampire may transport
some of this water to another location, corrupting the
existing water there. By this means, the brine
vampire can establish multiple resting places.
Neither a brine vampire nor their spawn
require air.
Page 449
Brine vampire: Init +4; Atk fist +8 melee (1d8+4) or The vampire must return to its natural form before taking
bite +6 melee (1d6+4 plus steal life); AC 17; HD 8d12+6; another. The brine vampire reverts to its true form if it dies.
MV 30’, swim 30’; Act 2d20; SP infravision 120’, un-dead
traits, vampire traits (immune to weapons of less than +2 Carrion gull: Init +4; Atk bite +8 melee (2d3 plus steal
enchantment or natural attacks from creatures of 5 HD or life); AC 21; HD 8d12+6; MV 5’, fly 30’; Act 1d20; SP
less, regeneration (1 HD/round), harmed by standing on un-dead traits, infravision 120’, brine vampire traits
earth, sunlight, stakes, shapechange, water walk, charm (immune to weapons of less than +2 enchantment or
(DC 15 Will save to resist), summon children of the dark natural attacks from creatures of 5 HD or less, regen-
sea (2/day), forbiddance, undying); SV Fort +4, Ref +4, eration (1 HD/round), harmed by standing on earth,
Will +6; AL C; Crit 18-20 U/d12. sunlight, stakes, shapechange, water walk, misty escape,
charm (DC 15 Will save to resist), summon children of
Charm: The brine vampire can use an action to charm one liv- the dark sea, forbiddance); SV Fort +6, Ref +9, Will +9;
ing creature (DC 15 Willpower save to resist). The charmed AL C; Crit 18-20 U/d12.
target regards the brine vampire as a trusted friend to be
heeded and protected for 1d3 turns. Although the target Mist: Init +4; Atk none; AC 10; HD 8d12+6; MV fly
isn’t under the brine vampire’s control, it takes its requests 30’; Act 1d20; SP un-dead traits, infravision 120’, vam-
or actions in the most favorable way possible, and it is pire traits (damage immunity (except holy water, divine
even a willing target for the brine vampire’s bite. The charm smite, or magic), regeneration (1 HD/round OR 1 hp/
immediately ends if the target is attacked or betrayed by hr in resting place if reduced to 0 hp), sunlight, stakes,
the brine vampire. shapechange, undying, forbiddance); SV Fort +6, Ref +9,
Forbiddance: A brine vampire must receive an invitation to Will +9; AL C; Crit N/A.
enter any private home or dwelling. The brine vampire can-
Summon children of the dark sea (2/day): The brine vampire
not enter an establishment unless it has first been invited;
can magically summon 2d4 swarms of bilge rats or carrion
thereafter the brine vampire can enter as it pleases.
gulls, provided the sun isn’t up. While outdoors, the brine
Harmed by standing on earth: The brine vampire suffers a -1d vampire can call 3d6 vampire squid instead. The called
penalty on attack rolls, saving throws, and skill and abil- creatures arrive in 1d4 rounds, acting as allies and obey-
ity checks and may not regenerate or shapechange while ing the brine vampire’s spoken commands. The creatures
standing on solid ground. remain for 1d6 turns, until the brine vampire dies, or until
Immunity: Brine vampires are immune to weapons of less dismissed.
than +2 enchantment or natural attacks inflicted by crea- Un-dead traits: Brine vampires are un-dead, and thus can be
tures of 5 HD or less. turned by clerics. They do not eat, drink, or breathe, and are
Regeneration: So long as they have 1+ hit points, brine immune to critical hits, disease, and poison. As un-dead,
vampires regenerate 1 HD per round as long as they are they are immune to sleep, charm, and paralysis spells, as well
not caught in direct sunlight or on solid ground. Damage as other mental effects and cold damage.
inflicted by holy water, magic and holy smite is permanent Undying: Upon dropping to 0 hit points outside of their
and cannot be regenerated. resting place, provided it isn’t in direct sunlight or on solid
Stakes: A stake driven through the heart of most incapaci- ground, a brine vampire shapechanges into mist instead of
tated brine vampires destroys them. If not incapacitated, falling unconscious. If the brine vampire cannot transform,
the stake wielder must roll a natural 20 to impale the brine it is destroyed. While it has 0 hit points in mist form, it
vampire, inflicting 0 damage otherwise. can’t revert to its vampire form outside its resting place,
and it must reach its resting place within 2 hours or be
Steal life: The brine vampire gains temporary hit points destroyed. Once in its resting place, it reverts to its vam-
equal to the damage the creature suffers from a successful pire form and regenerates 1 hp/hr until fully healed. The
bite attack, which lasts for 1d6 turns. A humanoid slain in vampire is utterly paralyzed in its resting place until it has
this way and then submerged in sea water rises the fol- regained 1 hit point and becomes fully mobile.
lowing night as a brine vampire spawn under the brine
vampire’s control. Water walk: The brine vampire can walk across any liquid
surface—such as water, acid, mud, or lava—as if it were
Sunlight: The brine vampire suffers 2d6 damage if it starts solid ground, although it can still suffer damage if crossing
its initiative in direct sunlight. While in direct sunlight, it lava. The brine vampire can submerge into the liquid if it
suffers a -1d penalty on attack rolls, saving throws, and skill chooses and won’t float to the surface.
and ability checks and may not regenerate or shapechange.
The sickly gray-green flesh of the man glistens with moisture.
Shapechange: As an action, so long as not in direct sun- Concealing his bald head is a wide-brimmed hat that matches
light or standing on solid ground, a brine vampire may his foppish nobleman’s garb, all tailored from the finest fabric.
shapechange into a carrion gull, a cloud of mist, or back into He flashes a wry smile, and his piercing red eyes penetrate the
its true form, keeping its current hit points. Anything it is gloaming shadows beneath his hat’s wide brim. Shark-like gills
wearing transforms with it, but nothing it is carrying does. on each side of his neck involuntarily splay, revealing crimson
membranes and betraying an aquatic origin.
Page 450
VAMPIRE, BRINE, SPAWN Water walk: The brine vampire spawn can walk across any
liquid surface—such as water, acid, mud, or lava—as if
Brine vampire spawn: Init +2; Atk fist +3 melee it were solid ground, although it can still suffer damage
(1d8) or bite +3 melee (1d6 plus steal life); AC 15; HD if crossing lava. The brine vampire spawn can submerge
4d12; MV 30’, swim 30’; Act 2d20; SP infravision 60’, into the liquid if it chooses and won’t float to the surface.
un-dead traits, vampire traits (immune to non-magical Wearing torn and rent clothing, the sickly gray-green flesh of
weapons, regeneration (1 HD/round), harmed by stand- the woman glistens with moisture. Crimson membraned shark-
ing on earth, sunlight, stakes, water walk, forbiddance, like gills on each side of her neck splay open as she glides behind
regeneration, water walk); SV Fort +2, Ref +2, Will +2; her master, who is busy smiling a wry smile dressed in his finery
AL C; U/d8. as he directs his minion to make her introductions. She sprints
forward, her mouth agape with sharp fangs!
Forbiddance: A brine vampire spawn must receive an invi-
tation to enter any private home or dwelling. The brine
vampire spawn cannot enter an establishment unless it has
first been invited; thereafter the brine vampire spawn can
enter as it pleases.
Harmed by standing on earth: The brine vam-
pire spawn suffers a -1d penalty on attack
rolls, saving throws, and skill and ability
checks and may not regenerate while stand-
ing on solid ground.
Immunity: Brine vampire spawn are immune to
non-magical weapons.
Regeneration: So long as they have 1+ hit points,
brine vampire spawn regenerate 1 HD per round
as long as they are not caught in direct sunlight or
on solid ground. Damage inflicted by holy water,
magic and holy smite is permanent and cannot be
regenerated.
Stakes: A stake driven through the heart of most inca-
pacitated brine vampire spawn destroys them. If not inca-
pacitated, the stake wielder must roll a natural 20 to impale
the brine vampire spawn, inflicting 0 damage otherwise.
Steal life: The brine vampire spawn gains temporary hit
points equal to the damage the creature suffers from a
successful bite attack, which lasts for 1d6 turns.
Sunlight: The brine vampire spawn suffers 2d6 damage
if it starts its initiative in direct sunlight. While in direct
sunlight, it suffers a -1d penalty on attack rolls, saving
throws, and skill and ability checks and may not regen-
erate.
Un-dead traits: Brine vampire spawn are un-dead, and
thus can be turned by clerics. They do not eat, drink,
or breathe, and are immune to critical hits, disease,
and poison. As un-dead, they are immune to
sleep, charm, and paralysis spells, as well as
other mental effects and cold damage.
Page 451
Vampiric drain: If a vampoid successfully claw grapples an
VAMPOID opponent and hits with its vampiric bite, the target suffers
1d8 damage and the vampoid heals damage equal to the
V
ampoids are believed to have come from the space damage suffered by the target.
between the stars, hitching a ride on a comet as it
hurtled through the void. When they passed by this Chilling aura: Any creature that starts its initiative count
world, the alien vampoids sensed the presence of life and within the vampoid’s 10’ radius radiating cold aura suffers
abandoned the comet to feed. They have dwelled here for 1d6 damage (DC 13 Fortitude save negates).
centuries now, spawning more of their evil ilk. Vampoids A creature, roughly humanoid in shape, with gangly limbs and
make their dens in dark caverns and deep undersea caves, leathery wings stretching from wrist to ankle, swoops through
feeding on anything unfortunate enough to encounter them. the night. A chill as cold as space seeps from its body, and it
Vampoids are usually encountered in small groups that emits an eerie staccato of clicks and low wails. Its head resembles
establish a hunting territory extending up to 25 miles from an alligator with skin stretched taut across its skull. Three eyes,
their lair. Sunlight does not harm them, but vampoids pre- two on either side of its head and 1 at the base of its nose, flash
fer to hunt by night, when their blindsight gives them an yellow in the darkness. At its waist is a bandolier hung with
advantage over those lacking the ability to see in the dark. trinkets scavenged from its many victims.
They are cunning pack hunters and will take advantage of
their numbers to herd prey into dead ends or other treach-
erous positions.
Despite centuries liv-
ing on this world,
vampoids have never
forgotten the chill of
space, which still clings
to their bodies like a
shroud. Underwater vampoids
dwell only in the northernmost oceans
where the waters are frigid enough to
remind the vampoids of their for-
mer, interstellar home.
Vampoids communicate using
the Vampoid language.
Page 452
VENUSIAN FAE
W
hen the full moon coincides with key celestial
alignments, the strange creatures known as venu-
sian fae rain from the sky. Twisting and spinning
as they fall, they scintillate like iridescent glass baubles in
the moonlight.
Venusian fae are no more than 6” in height, and most are
even smaller. They spend their brief, accelerated lives
among the high boughs of the treetops, amid the lush
ferns on the forest floor, behind sparkling waterfalls, and
in the bowers of the King of Elfland. However, their shy,
retiring nature is no match for the rapacious greed of the
dwarf-lords and their human harvesters, intent on collect-
ing venusian fae-dust.
In combat, the tiny fae are largely helpless. If permitted the
opportunity, however, a venusian fae can attempt to cast
animal summoning as per the 1st-level wizard spell to bring
allies to its defense.
Venusian fae are born, mature, and die in the course of a
single day. But this brief time is crucial to the health of syl-
van woodlands, and to elves and fairie-kind in particular.
While alive, the fae flit to and fro, shedding their iridescent
dust upon the woodlands, ensuring and maintaining the
health and magic of the forests.
Harvested, fae-dust can be turned to sinister ends. A blade
dredged in the scintillating powder becomes impossibly
sharp, gaining +1 to hit and +1d to damage. Similarly, armor
generously sprinkled with fae-dust offers its wearer +1 AC
and reduces damage suffered by -1d. Most powerful of all,
spellcasters can use handfuls of scintillating dust to gain
+1d to spell checks.
Harvesting sufficient dust to enchant weapons, armors, or
spells is not a trivial undertaking, and at least six fae must
be harvested to empower a single item or spell. Making
these bonuses permanent is even more challenging, requir-
ing exacting rituals performed by arcane masters under
the light of the same moon that birthed the venusian fae.
These challenges do little to dissuade hunters intent on col-
lecting the fae, and savant-wizards throughout the Known
World will readily pay hard gold for the dust with few
questions asked.
Page 453
Adapted roots: The verdivis bush has two long roots it uses in
VERDIVIS BUSH combat. Each root can be attacked (AC 15; 5 hp). Destroying
a root inflicts no damage to the verdivis bush, but the bush
T
he verdivis bush was named in memory of a tal- can’t use that root to attack until it regrows it 1d3 days later.
ented transmuter who also happened to be an avid
gardener. Considering the plant’s small size and Blindsight: The verdivis bush has perfect perception of all
immobility, the verdivis bush is surprisingly deadly due things, including invisible targets, within 60’.
in large part to its powerful poison and long reach of its Poison: The verdivis bush injects its victims with a power-
deadly grasping roots. ful poison causing a loss of 2d3 Intelligence, and the target
A verdivis bush burrows its thorny roots under game trails begins hallucinating that they are in a green and pleasant
and well-traveled roads to ambush its victims. When it field. All actions are at -3d while under the influence of
detects creatures approaching, its adapted roots burst from this powerful hallucinogen (DC 14 Fortitude save reduces
the ground to grapple and poison its prey. The plant nor- loss to 1d3 Intelligence and no action dice penalty nor hal-
mally obscures its trunk among normal vegetation, bur- lucinations).
rowing its roots a good distance away. A verdivis bush is Pull under: The verdivis bush uses its roots to pull a creature
careful not to send all of its roots up at once, as it cannot underground. On a successful root attack, a verdivis bush
feed while it waits for them to regrow. Typically, the bush automatically initiates a grapple attempt (vs. +10, see Grap-
attacks with only one or two roots at a time, keeping the pling, p. 96, DCC RPG). A creature grappled by the bush is
others in reserve for emergencies. knocked prone, dragged underground, and pulled up to 10’
straight toward the bush, creating a visible disturbance in
Verdivis bush: Init +4; Atk roots +5 melee (1d4 plus
the soil as they move (DC 13 Strength check negates prone
pull under plus poison) and subterranean bite +5 melee
and submerge). Additionally, if the target is submerged, the
(2d8, grappled and submerged targets only); AC 12;
verdivis bush gains a free subterranean bite attack, in addi-
HD 5d8+2; MV 0’; Act 2d20; SP blindsight 60’, adapted
tion to its other actions, each round the victim is grappled
roots, poison; SV Fort +3, Ref -3, Will -3; AL N; Crit
and submerged. While underground, the creature is unable
M/d10.
to see, suffers -4d on all action dice, and has +4 AC cover
against attacks and other effects originating aboveground.
For each round it starts engulfed on its initiative count, the
target must make a DC 10 Stamina check. When the first
check fails, the target is suffocating. Once suffocating, the
creature loses 1d3 Stamina per round at the start of its initia-
tive count until it breaks free. The
victim can attempt an opposed
Strength or Agility check (vs.
+10) on their initiative count
to escape.
Suddenly, from below the
seemingly normal bush, two
thorny roots burst from the
ground. Each is as thick as a
human’s wrist, and they flail
wildly at anyone nearby. As the
roots whip about, you see splashes
of viscid fluid shed by the thorns.
Page 454
Eyes of envy: A vlerflomorph’s eyes ripple with phantasmal
light. It can cast its gaze at a creature it can see within 60’,
and if the target can see the vlerflomorph in return, it suffers
2d6 damage and suffers a -2d penalty on all action dice for
1d3 rounds (DC 14 Willpower save for half damage and
action dice unaffected).
Immutable form: A vlerflomorph is immune to any spell or
effect that would alter its form.
Transfer curse: The vlerflomorph vomits forth a cloud of
phantasmal insects that swarm a single humanoid creature
it can see within 30’, and the target begins to magically
transform. Each round thereafter, the target must make a
DC 13 Willpower save, and on a success, the target is per-
manently immune to this vlerflomorph’s curse. However,
if the target fails the save three times, they take on the curse
(major curse) and transform into a vlerflomorph bound to
the same site as the original. The curse lasts until it is trans-
posed to another creature, or until ended by a remove curse
or similar magic. If a vlerflomorph successfully transfers
its curse, it returns to the form it had prior to being cursed.
The bizarre being standing before you is roughly six feet tall—
and most of that is head. Humanoid arms and legs extend from
the creature’s torso, which has merged with its head and bears
a tormented expression. Its oversized eyes convey both misery
VLERFLOMORPH and hatred.
W
hen followers of sinister patrons construct altars
“My loathsome servant, this sacrifice is an insult and
in secluded swamps, and their offerings are found
bears testimony to how your devotion has wavered. A half
wanting, the curse of the vlerflomorph can befall
measure deserves no more than half my favor, and so I
them. The accursed worshiper’s head swells until it encom-
grant you the gift of dwelling upon how you might serve
passes its entire torso, while its arms and legs protrude
me better. Perhaps a larger head with which to contem-
awkwardly from the horrifying amalgamation. The vlerflo-
plate your failures shall aid you in this endeavor.”
morph’s painful and wretched existence is supernaturally
bound to the altar that birthed it, unable to move more —Zhambroll, the Unyielding Malevolence
than a mile away.
A vlerflomorph is forever haunted by the life it left behind,
wishing only to return to its prior existence. Indeed, the
fickle patron responsible for the monstrosity often taunts
its creation with a glimmer of hope: the curse can be shed
by transferring it to another victim. When an unsuspect-
VOID GOBLIN
L
ing traveler stumbles into its bog, the vlerflomorph lures ong ago during an epic battle, a powerful wizard’s
the individual closer, then opens its mouth and releases errant spell mistakenly transported an entire tribe of
a swarm of phantom insects that cover the victim com- goblins to the farthest reaches of the void—a realm
pletely. The insects reshape flesh and bone until the victim between planes. Centuries after vanishing, some of the gob-
resembles a vlerflomorph in appearance. Meanwhile, the lins mysteriously reappeared, but while they managed to
old vlerflomorph reverts to its original humanoid form, survive the experience, it clearly changed them.
hastily fleeing to make the most of its reclaimed freedom.
At first glance, void goblins look much like their common
Vlerflomorph: Init +1; Atk bite +4 melee (3d5); AC 13; counterparts, but for some subtle differences—their eyes,
HD 6d8; MV 20’; Act 1d20; SP infravision 60’, creepy now as opaque as the blackest night sky, and their skin,
allure, eyes of envy, transfer curse, immutable form; SV which emits a sickly yellow glow. Lost are the gleeful dis-
Fort +3, Ref +1, Will +3; AL C; Crit M/d12. plays of wickedness for which their kind is known; instead,
void goblins present themselves with an unsettlingly
Creepy allure: A creature that starts its initiative count within unemotional calm. More disturbing still are their void-
30’ of a vlerflomorph and can see it becomes charmed by granted powers, which include a deadly psychic screech
the vlerflomorph, and is unable to move away from it for and, in some cases, the ability to teleport.
1d4 rounds (DC 13 Willpower save negates and grants
immunity for 24 hours).
Page 455
Void goblin boss: Init +3; Atk scimitar +5 melee (1d6)
or javelin +5 missile fire (1d6); AC 17; HD 6d5; MV 30’;
Act 2d20; SP infravision 60’, true sight, nimble escape,
psychic bree-yark!, void defense, blink, warp swap,
sneaky (+8 to all stealth checks); SV Fort +1, Ref +3,
Will -1; AL N; Crit III/d12.
Page 456
Glue: Breaking a vulgat’s bond to a
surface to which it has glued itself
requires a DC 22 Strength check. A
vulgat must willingly dissolve this
glue (a process taking 1d5+5 rounds)
in order to move.
Hold and pull: On a successful pin-
cer attack, a vulgat automatically
grapples a target within 30’ and
can pull it 10’ towards itself
unless the target succeeds on a
DC 15 Strength check. The vulgat
VULGAT maintains its hold, automatically
inflicting 1d5 damage and pulling the creature 10’ closer
T
his bizarre creature is composed of a calcified shell on its initiative count thereafter, until the creature escapes,
that is vaguely humanoid in structure with a fleshy or the vulgat is slain. The victim can attempt an opposed
pulp inside. A pair of reticulated, crustacean pincers Strength or Agility check (vs. +5) on their initiative count
sprout from its shell. It has a distinct head with lidless blue to escape. A vulgat can only grapple up to two opponents
eyes and a bristly chin beneath a frowning maw. The rest at a time.
of its pallid gray body is poorly defined, protruding only Solidly affixed to the ceiling is a bone-white, bivalve monstros-
when attacking or feeding. Its base (or “foot”) can secrete ity. Reticulated insectoid pincers extend from its shell, which
a powerful glue to attach itself to a ceiling, rendering it opens to reveal a sickly mass of gray flesh with a rubbery neck
nonmotile. However, it can also discharge a mild acid that ending in a proto-head. Two pupil-less blue eyes stare out from
dissolves the glue, granting it snail-like mobility whenever above a wide, frowning maw.
it needs to seek out an improved hunting ground.
A vulgat is always encountered underground, usually indi-
vidually though sometimes in small groups, and attached VULGAT, CAVARNACLE
to a hard substrate such as a ceiling. The vulgat uses its The juvenile form of a vulgat is called a cavarnacle, cavern
pincers and long reach to grab a creature, pulling it up to barnacle, or ceiling limpet. These small, flat, disc-shaped
its location. Its fleshy body extrudes to meet the target and creatures attach themselves to low ceilings to dangle their
then expels an acidic discharge. The vulgat then drops the sticky filament and capture prey. Using special sensory
target and waits for the creature to die from the fall and the organs to home in on potential prey, they attach to and then
lingering acid. If the creature escapes, there is no pursuit, reel in their quarry. Captured prey is slowly dissolved via
but if it expires, the vulgat detaches itself and moves to the acidic bile and lapped up by the cavarnacle.
floor to feed on the partially digested remains.
Cavarnacles can unglue themselves and move (albeit slow-
Vulgat: Init +0; Atk pincer +2 melee (1d5 plus hold ly) to more productive hunting grounds once potential prey
and pull, range 30’) or acid discharge; AC 20; HD 3d8; begins to avoid its territory. They are the favored prey of
MV 5’, climb 5’; Act 1d20; SP infravision 60’, hold and troglodytes, which pluck them off walls and crack them
pull, acid discharge, glue; SV Fort +10, Ref -5, Will +0; open to scoop out the soft, tasty flesh inside.
AL N; Crit M/d8.
Vulgat, cavarnacle: Init +0; Atk filament +1 melee
Acid discharge: A vulgat can spray all creatures within 5’ (hold and pull, range 30’) or acid discharge; AC 16; HD
of it with a vile acidic secretion, causing 2d4 damage and 1d8; MV 10’, climb 10’; Act 1d20; SP infravision 60’, hold
affected targets suffer an additional 1d3 damage on sub- and pull, acid discharge, glue; SV Fort +8, Ref -3, Will
sequent rounds until the acid is neutralized (e.g., by dous- +0; AL N; Crit M/d6.
ing the target with at least 1 gallon of water; DC 12 Reflex
save for half damage and no ongoing damage). Creatures Acid discharge: A cavarnacle can spray a single creature
dangling from the floor due to the vulgat’s hold and pull within 5’ of it with an acidic secretion, causing 1d5 damage
ability make this save with a -1d penalty. (DC 12 Reflex save for half damage).
Page 457
Glue: Breaking a cavarnacle’s bond to a surface to which it a 1d20 action die. Most physical attacks can target only a
has glued itself requires a DC 15 Strength check. A cavar- single head, and damage in excess of that head’s maxi-
nacle must willingly dissolve this glue (a process taking mum hit points is lost. Area of effect attacks (e.g., fireball)
1d3+3 rounds) in order to move. can damage more than one head at once, and do not lose
overflow damage. Any head reduced to 0 hp is considered
Hold and pull: On a successful filament attack, a cavarnacle
“severed”, and the vydra loses that action die until that
automatically grapples a target within 30’ and can pull it
head has regenerated.
10’ towards itself unless the target succeeds on a DC 12
Strength check. The cavarnacle maintains its hold, auto- Regeneration: Each round, a vydra’s surviving heads regen-
matically inflicting 1d5 damage and pulling the creature erate 1d12 hp each, up to their original maximum hit points.
10’ closer on its initiative count thereafter, until the creature Severed heads regenerate more slowly, at a rate of 1 hp per
escapes, or the cavarnacle is slain. The victim can attempt round, and cannot be used to attack until they regenerate to
an opposed Strength or Agility check (vs. +5) on their ini- their maximum. The creature stops regenerating when all of
tiative count to escape. A cavarnacle can only grapple one its heads are severed; PCs with an appropriate background
opponent at a time. (sage, wizard’s apprentice, etc.) may know this fact with a
successful DC 12 Intelligence check.
Adorning the ceiling of the cavern are dozens of light-blue discs
the size of small shields. A thin brown filament dangles between This hissing, multi-headed viper coils larger than a wagon as
two halves of each disc. it prepares to strike. Its six mouths are filled with rows of ser-
rated fangs, as long as short swords, that drip with an acrid,
sizzling liquid.
VYDRA
Variant: The Brood Mother
S
erpent cults created the first multi-headed vydras
using the lives of six human sacrifices. The blood of
the sacrifices still courses through the vydra’s veins V ydras give birth almost daily to hissing vipers
that sprout from the vydra’s many necks. A vydra
head that is severed becomes an injured hissing viper
and quickly heals the monster’s wounds. As the stumps
of its severed heads can regenerate in a matter of minutes, with half that head’s maximum hit points. The viper
a vydra sometimes sprouts more than six heads, but they acts on the vydra’s initiative count and immediately
perpetually fight amongst themselves, with the strongest attacks the party.
strangling the others. A vydra with eight or more heads
may even sunder its own body in half, giving birth to two
new vydras. Rarely, however, do both of these monsters
survive the battle that ensues.
Brave lizardman communities sometimes camp near the
lair of a vydra for its protection—so long as they can avoid
being eaten by it. They test visitors with the challenge of
recovering one of the vydra’s heads, happily feeding
those who fail to the serpentine monstrosity. A clan
with a vydra ally collects its teeth to fashion into weap-
ons and herds the hissing vipers that gather near a
vydra to use in deadly traps.
Page 458
W
WAR-WORMS
W
ar-worms are unnatural horrors seemingly
spawned from the nightmares of slain warriors
left in the bloody ground to die. They multiply
across a battlefield by infecting the reanimated corpses of
those they bleed dry. A war-worm hunts at night, using
the cover of darkness to feast on the blood of the liv-
ing. War-worms typically burrow in soft earth, but the
mucus they produce is slightly acidic, and in time can
dissolve even the hardest stone. Stories are told of
enormous war-worm warrens that have been eaten
away over decades by their slime. Such warrens are
likely to be home to the terrible war-worm queens.
Page 459
War-worm queen: Init -2; Atk acid spray -2 missile
fire (1d6, range 20’); AC 14; HD 2d8+8; MV 10’; Act
1d20; SP infravision 60’, acid spray, turn unholy
vulnerability; SV Fort +4, Ref -2, Will +3; AL C;
Crit M/d8.
WAR-WORM, QUEEN
In time, any war-worm has the potential to grow into a WAR-WORM ZOMBIE
queen. Those that do have their vestigial human head (TEMPLATE)
retreat into their body, leaving nothing but a pair of fangs
and a long, rasp-like tongue. These grotesque creatures are
Any living creature with a bloodstream can become
sickening to behold—their blubbery, ashen-colored bodies
a war-worm zombie. When a creature becomes a
seem like nothing birthed from the natural world. Indeed,
war-worm zombie, it retains all its statistics except
some sages posit that war-worm queens hail from some
as noted below:
distant dimension and came to this plane in the ancient
past. Their enormous size makes them ill-suited to hunt Initiative: The creature suffers a -1 penalty to its
for their own prey, so they rely on worshippers to feed initiative rolls.
them blood. Temples stretching back into prehistory bear Attacks: A war-worm zombie can use melee weap-
carvings depicting priests feeding war-worms the size of ons but loses any missile fire weapon attacks. Natu-
elephants, suggesting that the war-worm queens still living ral missile fire attacks are retained.
are but shadows of their ancestors.
Armor Class: The creature’s Armor Class is
Certain dark, forbidden texts claim that humans owe their reduced by 1.
very origin to the war-worm queens—that the queens cre-
ated humanity to serve and sustain their unholy race. Given Move: The creature’s movement is reduced by 10’,
the ease with which war-worms infect and grow to maturity to a minimum of 5’.
inside humanoids, there may be some truth to these blas- Action Dice: The creature’s total action dice are
phemous legends. Certain weak-willed humans are eager reduced by 1, to a minimum of 1 action die. Die size
to serve war-worm queens when they first see them, sug- remains unchanged.
gesting that some subconscious relic of humanity’s former
obedience to the war-worms remains. When encountered in Saving Throws: The creature suffers a -1 penalty
its warren, a war-worm queen is protected by a host of war- to Reflex saves and gains a +3 bonus to Willpower
worms, war-worm zombies, and the fanatically deluded saves.
humans that venerate and serve it. Alignment: The creature’s alignment becomes
chaotic.
Page 460
Special: The creature becomes un-dead, and gains
infravision 60’ if it did not already have it. War-worm
zombies are not intelligent enough to cast spells; any
spell-casting ability is lost. The creature also gains the
acid gout and infected special properties:
• Acid gout (3/day): A war-worm zombie can
launch a gout of acid at a target within 10’, inflict-
ing 1d6 damage (DC 10 Reflex save negates).
• Infected: A war-worm zombie is host to 2d12 lar-
val war-worms that slowly consume the corpse.
After 3d20 days, the zombie collapses, devoured
from the inside, and the mature war-worms go in
search of living prey. When war-worm zombies
are defeated in combat, they “bleed” harm-
less war-worm larvae. Unless these larvae
are introduced into another host, they
expire after 1d3 rounds.
Page 461
Poison: A wasp drake’s sting delivers a painful poison,
WASP DRAKE inflicting 3d8 damage (DC 15 Fortitude save for 1d8).
S
oaring over the savannah, announced by its clamor- Smoke sensitivity: A wasp drake is highly averse to smoke.
ous buzz, the wasp drake aggressively stalks any- So long as its head remains within smoke, and for an addi-
thing unfortunate enough to wander into its domain. tional 1d3 rounds thereafter, its ability to see is limited to
Though one of many from a queen’s brood, the mature 10’, and its movement is halved.
wasp drake is a solitary creature, leaving its home to stake A creature that looks like a cross between a dragon and a wasp
its own claim on vast swaths of prairie grasslands. Wasp flies overhead, regarding you with compound insectoid eyes and
drakes are hostile toward others of their species and are twitching its powerful mandibles. Massive translucent wings
seen together only when mating or engaged in territorial produce a deafening drone that vibrates the very earth around
disputes—conflicts from which only one usually emerges. you. The creature slashes the air with reptilian, clawed feet, but
The wasp drake makes its lair inside hillocks, burrowing your eyes are quickly drawn to the black-and-yellow-banded ab-
beneath the earth to create a cave of sorts. Females for- domen, which ends in a sword-like stinger.
tify these structures—in which they will one day lay their
eggs—with large, paper-like, hexagonal secretions. The
wasp drake is fascinated by all things shiny, and it is not “The first thing we heard was the sound, a gods-awful
uncommon to find an impressive hoard of coins, gems, buzzing I’ll not forget until after I draw my dying breath.
and armor in a drake’s lair. The drake guards its gleaming When it rose over the hill and I saw its maw, those claws,
hoard jealously and violently. and that wretched stinger, I knew our losses would be
great. And I was not wrong.”
Wasp drake: Init +4; Atk claws +5 melee (2d3) or bite – Marima Coldsprint, veteran mercenary
+5 melee (3d3) or stinger +4 melee (3d5 plus poison,
range 10’); AC 15; HD 6d10; MV 40’, climb 40’, fly 60’; Act
2d20; SP disorienting buzz, smoke sensitivity, immune
to poison, vulnerable to cold (double damage); SV Fort
+2, Ref +4, Will +2; AL N; Crit M/d10.
Page 462
WEEPING WERECREATURES
FOXGLOVE
S
ince the dawn of intelligent life, there have been those
who have sought to absorb and harness the power of
T
wild beasts. Whether a tribal sorcerer attempting to
he remarkable beauty of the weeping foxglove is
summon bestial spirit energies, a woodsman donning the
matched only by its deadliness. The weeping fox-
pelt of a wolf to gain its ferocity, or a fool who earned the
glove is a flowering vine with cascading purple bells.
enmity of the King of Elfland, legends tell of those who not
Though fragrant, each bell is filled with a powerful toxin
only made the attempt - but also succeeded. Werecreatures,
that dissolves living flesh on contact.
however, are not merely people who shapechange into
The weeping foxglove uses its vines to pull itself along the beasts. It takes more than magically polymorphing oneself,
forest floor. Once it senses prey, it wraps itself around the or other ability to change shape. There are many creatures
creature, holding it down as it pours necrotic nectar over capable of those things. While some may embrace being a
their struggling forms. Once the struggling has ceased, the werecreature, or consider it a gift, they are all cursed with
foxglove’s roots draw sustenance from the slurry of flesh “lycanthropy” (see sidebar).
and melted bone that remains.
The ancient curse of lycanthropy can afflict most sentient
humanoids, transforming them into beasts on the night of
“Prior to the corruption of the foxglove, it is said that the the full moon. While in humanoid form, a werecreature
tears from each bell could heal a dying man.” is indistinguishable from others of its kind, though they
often share some traits with their bestial counterparts. A
― excerpt from The Arboretum Companion from werefox, for example, might have slight features, freckles,
Exeter Primrose and bold red hair. In beast form, werecreatures are larger
versions of the animal they resemble and possess a glint of
intelligence in their eyes. All werecreatures can assume the
Weeping foxglove: Init +0; +2; Atk vine +2 melee (1d4 form of a humanoid-beast hybrid.
plus weeping nectar); AC 12; HD 8d8; MV 10’; Act 3d20; Humanoids can become cursed with lycanthropy via the
SP tremorsense 30’, blinding stream, writhing vines, natural attacks of a werecreature. This is referred to as
weeping nectar; SV Fort +2, Ref +2, Will +0; AL N; Crit afflicted lycanthropy and can be cured with a remove curse
M/d6. spell (see sidebar). A werecreature can also be born if one
or both of its parents are werecreatures. This affliction
Blinding stream: A weeping foxglove can spit a stream of is called natural lycanthropy and can be cured only
oozy nectar 30’ long x 10’ wide, and all creatures in the area with powerful magic requiring a special quest of the
are blinded for 1d7 rounds (DC 12 Reflex save avoids). judge’s devising.
Tremorsense: A weeping foxglove has perfect perception of Some werecreatures resist the corresponding urges
all things touching the ground, including invisible targets, when they live a mostly normal existence, except
within 30’. during a full moon, when they transform into a
Weeping nectar: A weeping foxglove’s vines ooze a sticky beast form and often engage in a bloody ram-
toxin, and any creature struck by a vine attack suffers page. Strong-willed werecreatures can curb
1d3 Agility loss (DC 11 Fortitude save negates). these urges or take steps to limit them by lock-
ing themselves indoors or retreating deep
Writhing vines: A weeping foxglove’s vines cover the into the wilderness. Over years, werecrea-
ground in a 20’ radius around it. While in this area, tures may even learn to control their shape-
movement is halved, and all actions suffer a -1d pen- changing abilities and use them to their
alty. advantage.
You stand transfixed by the beauteous plant life ahead Best known among werecreatures are
of you, fragrant flowering vines full of cascading purple werewolves, but there is a wide spec-
bells wind their way through thick vines which cover the trum of werecreatures stemming from
walls and floor as you stare across the room at what can every possible habitat: bears, boars,
only be a statue of some kind. As you step into the room jackals, rats, seals, tigers, wolves, to
and approach the statue, you feel a stinging sensa- name just a few.
tion across your face and begin to scream as the pur-
ple-belled flowers awaken and begin to douse you with
their necrotic nectar, melting your flesh, while simul-
taneously the vines begin to wrap tightly around your
legs, pinning you in place!
Page 463
The finer details of their curse vary from species to species,
but all werecreatures share these traits: Lycanthropy (Major Curse)
• Alignment: Whether embracing or overwhelmed by their
bestial nature, all werecreatures are chaotic.
• Regeneration: While in their animal form, werecreatures
P Cs cursed with lycanthropy immediately lose use
of their Luck attribute, unable to spend Luck of
any kind (such as fleeting Luck) but may still benefit
heal 1 HD/round. In their hybrid form, they heal 2 from Luck used on their behalf (such as through the
HD/round. actions of a halfling). While the PC’s true Luck attri-
bute is unchanged, they are automatically treated as
• Resistance to non-magical weapons: Werecreatures suffer
having 3 Luck for purposes of Luck checks (includ-
half damage from non-magical weapons.
ing recovering the body checks) and, if called for, are
• Shapeshift: Werecreatures may shift into any of their treated as having the lowest Luck in the party. Lifting
three forms at will. It takes a full round to complete the the curse may only be done through the casting of a
transformation. These forms enhance some normally powerful remove curse spell (spell check result of 27+).
existing abilities and attributes (represented by [+X] or
While lycanthropy refers only to the curse of the were-
[-X] in the stat blocks).
wolf, it is also used as a blanket term for the various
• Trigger: Although it differs from animal to animal, all similar curses (arkothropy (bear), arourathropy (rat),
werecreatures have a trigger which brings about an etc.). While there are varied ways of placing, or fall-
uncontrollable change into their animal form, lasting ing under, these curses, they all share one method
1d3 turns. of transmission: being bitten. While other methods
• Vulnerable to silver: Werecreatures suffer double damage of inflicting the curse require a Willpower save as
from silver weapons They are unable to regenerate such normal, victims who are bitten receive a Fortitude
damage, requiring it to heal naturally. save (the difficulty of which varies based on the type
of werecreature involved).
WERECREATURE,
WERECROCODILE
Werecrocodiles tend to be crude, heartless
individuals possessed of a fierce determina-
tion. Most are thoroughly evil, enjoy violence,
and bully the weak. In humanoid form, they are
often tall and lanky, with elongated facial features
and little to no hair. They typically wield a macana
— a wooden, paddle-like weapon lined with animal
teeth or shards of sharp obsidian. In hybrid form, their
devastating bite allows them to latch onto a target, increas-
ing the chance that the werecrocodile passes on its curse to
another creature.
Werecrocodiles inhabit swamps and jungles, typically liv-
ing with extended family. They prefer to avoid civilized
lands, and as a result, become accomplished anglers and
trappers. Although often content to live off the land in rela-
tive isolation, groups of werecrocodile have been known
to fall sway to a charismatic leader and press into more
civilized lands to satisfy their bloodlust.
Page 464
WERECROCODILE TEMPLATES
Werecrocodile (hybrid form): Init [+0]; Atk bite [+2] melee (2d6+[+2] plus crushing bite and lycanthropy
(DC 12 Fort save negates lycanthropy)), or by weapon [+2] melee ([+2]); AC [+0]; HD [+0]; hp [+10]; MV 30’,
swim 30’; Act [+0]; SP werecreature traits; SV Fort [+3], Ref [-1], Will [+1]; AL C; Crit M/varies.
Crushing bite: When biting, for every damage die that comes up a 6, the victim breaks a bone. For each broken
bone, the character permanently loses 1 point of Strength or Agility (player’s choice). The affected limb, rib, or
vertebrae never heals quite right and affects the character in some fashion from then on.
Lycanthropy: A victim of a werecrocodile’s successful bite must succeed in a DC 12 Fortitude save or contract
lycanthropy, becoming a werecrocodile themselves during the next full moon. PCs cursed with lycanthropy
immediately lose use of their Luck attribute, unable to spend Luck of any kind (such as fleeting Luck) but may
still benefit from Luck used on their behalf (such as through the actions of a halfling). While the PC’s true Luck
attribute is unchanged, they are automatically treated as having 3 Luck for purposes of Luck checks (including
recovering the body checks) and, if called for, are treated as having the lowest Luck in the party. Lifting the curse
may only be done through the casting of a powerful remove curse spell (spell check result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance to non-magical weapons, trigger, vulnerable to silver.
Werecrocodile (crocodile form): Init +1; Atk Init [+0]; Atk bite [+2] melee (2d6+[+2] plus crushing bite
and lycanthropy (DC 12 Fort save negates lycanthropy)); AC 17; HD [+0]; hp [+10]; MV 30’, swim 60’; Act
2d24; SP werecreature traits; SV Fort [+6], Ref [-2/+2 (in water)], Will [+0]; AL C; Crit DR/varies.
Crushing bite: When biting, for every damage die that comes up a 6, the victim breaks a bone. For each broken
bone, the character permanently loses 1 point of Strength or Agility (player’s choice). The affected limb, rib, or
vertebrae never heals quite right and affects the character in some fashion from then on.
Lycanthropy: A victim of a werecrocodile’s successful bite must succeed in a DC 12 Fortitude save or contract
lycanthropy, becoming a werecrocodile themselves during the next full moon. PCs cursed with lycanthropy
immediately lose use of their Luck attribute, unable to spend Luck of any kind (such as fleeting Luck) but may
still benefit from Luck used on their behalf (such as through the actions of a halfling). While the PC’s true Luck
attribute is unchanged, they are automatically treated as having 3 Luck for purposes of Luck checks (including
recovering the body checks) and, if called for, are treated as having the lowest Luck in the party. Lifting the curse
may only be done through the casting of a powerful remove curse spell (spell check result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance to non-magical weapons, trigger, vulnerable to silver.
Page 465
WERECROW TEMPLATES
Werecrow (hybrid form): Init [+1]; Atk beak [+2] melee (1d3+[+2] plus lycanthropy (DC 10 Fort save
negates lycanthropy)) or by weapon [+2] melee ([+2]); AC [+1]; HD [+0]; hp [+0]; MV [+10’], fly 30’; Act [+0];
SP werecreature traits; SV Fort [+1], Ref [+2], Will [+1]; AL C; Crit M/varies.
Lycanthropy: A victim of a werecrow’s successful bite must succeed in a DC 10 Fortitude save or contract lycan-
thropy, becoming a werecrow themselves during the next full moon. PCs cursed with lycanthropy immediately
lose use of their Luck attribute, unable to spend Luck of any kind (such as fleeting Luck) but may still benefit
from Luck used on their behalf (such as through the actions of a halfling). While the PC’s true Luck attribute is
unchanged, they are automatically treated as having 3 Luck for purposes of Luck checks (including recovering
the body checks) and, if called for, are treated as having the lowest Luck in the party. Lifting the curse may only
be done through the casting of a powerful remove curse spell (spell check result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance to non-magical weapons, trigger, vulnerable to silver.
Werecrow (carrion crow form): Init [+1]; Atk beak [+2] melee (1d3+2 plus blinded (1d4+1 rounds, DC 8
Ref save avoids) plus lycanthropy (DC 10 Fort save negates lycanthropy)); AC 12; HD [+0]; hp [+0]; MV 10’,
fly 50’; Act 1d20; SP werecreature traits; SV Fort [+0], Ref [+2], Will [+0]; AL C; Crit M/varies.
Lycanthropy: A victim of a werecrow’s successful bite must succeed in a DC 10 Fortitude save or contract lycan-
thropy, becoming a werecrow themselves during the next full moon. PCs cursed with lycanthropy immediately
lose use of their Luck attribute, unable to spend Luck of any kind (such as fleeting Luck) but may still benefit
from Luck used on their behalf (such as through the actions of a halfling). While the PC’s true Luck attribute is
unchanged, they are automatically treated as having 3 Luck for purposes of Luck checks (including recovering
the body checks) and, if called for, are treated as having the lowest Luck in the party. Lifting the curse may only
be done through the casting of a powerful remove curse spell (spell check
result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance to non-magical weap-
ons, trigger, vulnerable to silver.
Werecrow (giant crow form): Init [+1]; Atk beak [+3] melee (1d6 plus
lycanthropy (DC 10 Fort save negates lycanthropy)); AC 13; HD [+0]; hp
[+0]; MV 10’, fly 40’; Act 1d20; SP mimicry, werecreature traits; SV Fort
[+2], Ref [+2], Will [+0]; AL C; Crit M/varies.
Page 466
VARIANT WERECROW
A few werecrows (about 5%) are truly blessed by the Crow Witch, and can assume the form of a swarm of car-
rion crows. These individuals tend to be leaders of a local flock (called a murder) and often have cleric levels
dedicated to Malotoch.
Werecrow (carrion crow swarm form): Init [+1]; Atk swarming beak [+2] melee (1d3+2 plus blinded
(1d4+1 rounds, DC 8 Ref save avoids) plus lycanthropy (DC 10 Fort save negates lycanthropy)); AC 12; HD [+0];
hp [+0]; MV 10’, fly 50’; Act 1d20; SP swarming beak attack all targets within a 20’ x 20’ space, half damage from
non-area attacks, croaking cacophony, werecreature traits; SV Fort [+0], Ref [+3], Will [+0]; AL C; Crit M/varies.
Croaking cacophony: Each creature engulfed in the swarm must make a DC 11 Fortitude save. On a failed save,
they suffer 2d4 damage and are stunned for 1d6 rounds. On a successful save, the target suffers half damage and
isn’t stunned.
Lycanthropy: A victim of a werecrow’s successful bite must succeed in a DC 10 Fortitude save or contract lycan-
thropy, becoming a werecrow themselves during the next full moon. PCs cursed with lycanthropy immediately
lose use of their Luck attribute, unable to spend Luck of any kind (such as fleeting Luck) but may still benefit
from Luck used on their behalf (such as through the actions of a halfling). While the PC’s true Luck attribute is
unchanged, they are automatically treated as having 3 Luck for purposes of Luck checks (including recovering
the body checks) and, if called for, are treated as having the lowest Luck in the party. Lifting the curse may only
be done through the casting of a powerful remove curse spell (spell check result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance to non-magical weapons, trigger, vulnerable to silver.
who fell in battle, cloaked werecrows can be seen picking Werecreature traits: Shapeshift, regeneration, resistance to
through the field looking for bits of treasure or usable weap- non-magical weapons, trigger, vulnerable to silver.
ons. They prefer to stay in groups of 1d4+2, and due to simi-
lar garb, are often mistaken for the clergy or even cultists.
It is widely believed that the curse of werecrow lycanthropy WERECREATURE,
was originally bestowed by Malotoch herself, the demonic WEREFOX
Crow Witch. She desired loyal thralls that could be seeded
throughout the multiverse to pursue her twisted goals. As Werefoxes are hedonistic, lazy, and manipulative. Human
such, most werecrows at least revere the Crow Witch, with werefoxes often exhibit the traits of red foxes, including
many being active agents spreading her diseased touch. vibrant red hair and delicate features. Elven werefoxes, on
the other hand, resemble silver foxes with flowing, silver
Werecrow (human form): Init +2; Atk sickle +2 hair and a tall but slight build. Werefoxes tend to be prim
melee (1d4) or dagger +2 melee (1d4) or +2 missile fire and proper, often displaying sophistication and a need for
(1d4); AC 12 (or as armor); HD 3d8; MV 30’; Act 1d20; pampering.
SP werecreature traits; SV Fort +2, Ref +4, Will +4; AL
Werefoxes in humanoid form avoid conflict whenever they
C; Crit III/d8.
can. They much prefer to manipulate or bribe a foe to get
Regeneration: While in their animal form, werecreatures heal what they desire. If absolutely necessary, they wield thin,
1 HD/round. In their hybrid form, they heal 2 HD/round. bladed weapons like rapiers or daggers. In hybrid form,
they can deliver a nasty bite in addition to a weapon attack.
Resistance to non-magical weapons: Werecreatures suffer half
damage from non-magical weapons. Werefoxes tend to be encountered alone or in a mated pair.
They prefer secluded forested dwellings but have been
Shapeshift: Werecreatures may shift into any of their three known to fraternize with high society in urban locations
forms at will. It takes a full round to complete the trans- or even seclude themselves in isolated ruins, ruling over
formation. retinues of subservient minions.
Trigger (carrion): A werecrow in human form transforms into
Werefox (human form): Init +2; Atk rapier +2 melee
their animal form when they have the opportunity to feed
(1d6) or dagger +2 melee (1d4) or +2 missile fire (1d4) or
on carrion. Only when carrion is consumed or the werecrow
spell; AC 12 (or as armor); HD 2d8+4; MV 30’; Act 1d20;
is removed from its presence may they change back.
SP werecreature traits, spellcasting (+3 spell check):
Vulnerable: Werecreatures suffer double damage from sil- Spells (1st) charm person; SV Fort +2, Ref +5, Will +3;
ver weapons. They are unable to regenerate such damage, AL C; Crit III/d8.
requiring it to heal naturally.
Page 467
Regeneration: While in their animal
form, werecreatures heal 1 HD/round.
WEREFOX TEMPLATES In their hybrid form, they heal 2 HD/
round.
Werefox (hybrid form): Init [+1]; Atk bite [+2] Resistance to non-magical weapons:
melee (1d4+[+2] plus lycanthropy (DC 10 Fort save Werecreatures suffer half damage
negates lycanthropy)), or by weapon [+2] melee from non-magical weapons.
([+2]); AC [+1]; HD [+0]; hp [+0]; MV [+10’]; Act
[+0]; SP werecreature traits; SV Fort [+1], Ref Shapeshift: Werecreatures may shift
[+2], Will [+1]; AL C; Crit M/varies. into any of their three forms at will.
It takes a full round to complete
Lycanthropy: A victim of a werefox’s successful the transformation.
bite must succeed in a DC 10 Fortitude save Spellcasting: A werefox in
or contract lycanthropy, becoming a werefox humanoid form can cast charm
themselves during the next full moon. PCs person, with a +3 bonus to the
cursed with lycanthropy immediately lose spell check. Although the spell
use of their Luck attribute, unable to spend can be lost, the werefox never suf-
Luck of any kind (such as fleeting Luck) but fers the effects of corruption or
may still benefit from Luck used on their misfire.
behalf (such as through the actions of a hal-
fling). While the PC’s true Luck attribute is Trigger (fright): A werefox in
unchanged, they are automatically treated human form transforms into their
as having 3 Luck for purposes of Luck checks animal form when they become
(including recovering the body checks) and, frightened. Only when the source
if called for, are treated as having the lowest of their fright is absent or resolved
Luck in the party. Lifting the curse may only may the werefox change back.
be done through the casting of a powerful Vulnerable: Werecreatures suffer
remove curse spell (spell check result of 27+). double damage from silver
Werecreature traits: Shapeshift, regenera- weapons They are unable
tion, resistance to non-magical weapons, to regenerate such damage,
trigger, vulnerable to silver. requiring it to heal naturally.
Werecreature traits: Shapeshift,
Werefox (fox form): Init [+1]; Atk regeneration, resistance to non-
bite [+2] melee (1d4+[+2] plus lycan- magical weapons, trigger, vulner-
thropy (DC 10 Fort save negates able to silver.
lycanthropy)); AC 13; HD [+0]; hp
[+0]; MV 40’; Act 1d20; SP werecrea- This vulpine humanoid has a lithe,
ture traits; SV Fort [+1], Ref [+2], Will curvaceous form with strawberry-red
[+1]; AL C; Crit M/varies. hair and pale freckles on her smooth cheeks.
Adorned in a finely tailored dress, she proudly wears a bejeweled
Lycanthropy: A victim of a werefox’s success- short sword at her waist.
ful bite must succeed in a DC 10 Fortitude save or
contract lycanthropy, becoming a werefox themselves
during the next full moon. PCs cursed with lycanthro- WERECREATURE,
py immediately lose use of their Luck attribute, unable
to spend Luck of any kind (such as fleeting Luck) but WERESHARK
may still benefit from Luck used on their behalf (such Weresharks are cruel tyrants prone to fits of bloodlust and
as through the actions of a halfling). While the PC’s violence. They can be boisterous, rude, and uncouth. In
true Luck attribute is unchanged, they are automati- humanoid form, they are barrel-chested and burly and are
cally treated as having 3 Luck for purposes of Luck often covered in nautical tattoos. They wield weapons asso-
checks (including recovering the body checks) and, if ciated with the sea, such as cutlasses, hooks, and tridents.
called for, are treated as having the lowest Luck in the
party. Lifting the curse may only be done through the Weresharks never stray far from the ocean’s briny depths,
casting of a powerful remove curse spell (spell check frequenting coastal ports or neglected swampy estuaries.
result of 27+). They rarely take orders from others and instead rule over
others through fear and violence. They are often pirates,
Werecreature traits: Shapeshift, regeneration, resistance smugglers, or thieves and prefer the company of sharks
to non-magical weapons, trigger, vulnerable to silver over humanoids.
Page 468
Wereshark (human form): Init +1; Atk cutlass +6
melee (1d6+4); AC 11 (or as armor); HD 5d8+10; MV
30’; Act 2d20; SP werecreature traits; SV Fort +6, Ref +4,
WERESHARK TEMPLATES
Will +0; AL C; Crit III/d10.
Wereshark (hybrid form): Init [+0]; Atk bite
Regeneration: While in their animal form, werecreatures heal [+2] melee (1d10+[+2] plus lycanthropy (DC 12
1 HD/round. In their hybrid form, they heal 2 HD/round. Fort save negates lycanthropy)), or by weapon [+2]
melee ([+2]); AC [+3]; HD [+0]; hp [+10]; MV 30’,
Resistance to non-magical weapons: Werecreatures suffer half swim 40’; Act [+0]; SP amphibious, werecreature
damage from non-magical weapons. traits; SV Fort [+3], Ref [-1/+1 (in water)], Will [+0];
Shapeshift: Werecreatures may shift into any of their three AL C; Crit M/varies.
forms at will. It takes a full round to complete the trans-
formation. Amphibious: A wereshark in shark or hybrid form can
breathe in both fresh and salt water, as well as in air.
Trigger (sight of blood): A wereshark in human form trans-
forms into their animal form when they see copious Lycanthropy: A victim of a wereshark’s successful bite
amounts of blood spilt. Only when the presence of sig- must succeed in a DC 12 Fortitude save or contract
nificant amounts of blood is absent or resolved may the lycanthropy, becoming a wereshark themselves dur-
wereshark change back. ing the next full moon. PCs cursed with lycanthropy
immediately lose use of their Luck attribute, unable
Vulnerable: Werecreatures suffer double damage from sil- to spend Luck of any kind (such as fleeting Luck) but
ver weapons They are unable to regenerate such damage, may still benefit from Luck used on their behalf (such
requiring it to heal naturally. as through the actions of a halfling). While the PC’s
Werecreature traits: Shapeshift, regeneration, resistance to true Luck attribute is unchanged, they are automati-
non-magical weapons, trigger, vulnerable to silver. cally treated as having 3 Luck for purposes of Luck
checks (including recovering the body checks) and, if
This humanoid is burly, with dried, leathery skin that is cov-
called for, are treated as having the lowest Luck in the
ered with black tattoos. His facial features are flat, with a wide,
party. Lifting the curse may only be done through the
toothy smile, blunt nose, and nearly black eyes.
casting of a powerful remove curse spell (spell check
result of 27+).
Werecreature traits: Shapeshift, regeneration, resistance
to non-magical weapons, trigger, vulnerable to silver.
Page 469
Willa: Init +7; Atk dagger +9 melee (1d4 plus special
WILLA (see sidebar)); AC 18; HD 3d4; MV 60’; Act 2d20; SP
infravision 60’, blurred step, spry, nimble escape; SV
T
hese fey creatures are thought to be relatives of sprites Fort +0, Ref +7, Will +2; AL C; Crit III/d6.
who dabbled in magic better left alone. If legends are
to be believed, some higher being cursed willas for Blurred step: While it moves, a willa is invisible.
their transgression, transforming them into creatures of
evil. Today, willas are despised by mortals and fey alike. Nimble escape: A willa can leave combat without provoking
the free attack normally permitted for withdrawing (p. 95,
Willas look much like miniature elves with sharp, feral DCC RPG).
features. Their ears are unusually large and rise to points
above their heads, almost resembling horns. Their skin Spry: A willa rolls 1d24 on Reflex saves.
ranges from pale ivory to bluish white, and their hair is The hint of something small and light whizzes by, and suddenly
either silver or white. Willas dress in fine garb of bright a diminutive creature with the features of a mean-spirited elf ap-
colors, though they are fond of silver and black as well. pears a short distance away. It deftly brandishes a small dagger,
They never wear armor or cumbersome clothes, and they and as it speeds toward you, its form blurs.
move with supernatural speed and grace, often appearing
blurred.
Willas always travel in groups. They rely on their great
speed to close in on their enemies and stab them with their
daggers, then move away quickly before the hapless foe has
Willa Daggers
time to react. They delight in bringing down much larger
creatures, giggling as they dash away invisibly while their
enemies bleed out. Willas are known to swipe unattended
W illas often wield enchanted daggers that impart
a harmful magical effect to their targets. Attacks
made with these daggers are considered magical,
objects, unbuckle belts, and undo clasps to confuse and though the additional effects occur only when the
frustrate their foes. Many willas wield daggers with special dagger is wielded by a willa. A creature that success-
properties (see sidebar). fully saves against the effect of a dagger gains +2d to
resist willa dagger attacks over the next 24 hours if
struck again.
• Confusion dagger: The target is con-
fused for 1d6 rounds (DC 13 Willpower
save negates). Each round the target is
confused, roll 1d3: (1) the target mis-
takes their allies for their enemies,
and attacks; (2) the target forgets
why they are there, who they are,
and what is going on, merely
standing dumbfounded; (3) the
target is over- whelmed with the stimulus of the
moment—they drop anything they are holding,
fall to their knees, cover their ears and close their
eyes, and are considered prone. The target can
repeat the save each round at the end of its initia-
tive count.
• Curse dagger: The target is magically cursed (minor
curse) for 8 hours and suffers -2d on all action
dice during this time period (DC 13 Willpower
save negates).
• Hold dagger: The target is paralyzed for 2d4 rounds
(DC 13 Willpower save negates). The target can
repeat the save each round at the end of its initia-
tive count.
• Sleep dagger: The target falls asleep for 1d5 rounds
(DC 13 Willpower save negates). The target wakes
up if it suffers damage or another creature uses an
action to wake it up.
Page 470
Woe-bringer: Init +1; Atk great sword +4 melee (2d6)
WOE-BRINGER or short sword +4 melee (1d6); AC 14; HD 4d7; MV 30’;
Act 2d20; SP un-dead traits, infravision 60’, instill woe;
T
here is no doubt that woe-bringers are the work of nec- SV Fort +2, Ref +1, Will +2; AL L; Crit U/d8.
romancers. These creatures are humanoid skeletons
that have had their skulls removed and inserted into Instill woe: The woe-bringer instills a sense of hopelessness
their ribcages, and a third arm grafted to the top of their in a creature within 30’ of it. The target is dismayed for
spines. The necromantic magic that animates a woe-bringer 1d6 rounds and suffers -2d to all action die checks (DC 12
can break the morale of even the most stalwart warrior. Willpower save negates and grants the target a one-time
Because of their unnatural appearance, woe-bringers are +1d bonus to resist further attacks by the woe-bringer’s
rarely mistaken for normal animated skeletons. They have instill woe special property for 24 hours).
a greater intelligence and force of will than their more Un-dead traits: Woe-bringers are un-dead, and thus can be
mundane counterparts and can often be found leading a turned by clerics. They do not eat, drink, or breathe, and are
necromancer’s un-dead forces. On rare occasions, a necro- immune to critical hits, disease, and poison. As un-dead,
mancer might create a woe-bringer from a larger creature, they are immune to sleep, charm, and paralysis spells, as well
such as an ogre or hill giant, and equip it with better armor as other mental effects and cold damage.
and weapons — sometimes even magical ones. These elite
woe-bringers protect the most important locations in the The rattle of bones accompanies the arrival of this foe. Before you
necromancer’s lair or serve as the evil spellcaster’s private stands a headless skeleton arrayed in scraps of armor and holding
bodyguards. a rusting great sword in its hands. In place of its head, a third
arm wielding an equally ancient short sword protrudes from the
It is said that a deranged necromancer once created a woe- skeleton’s neck. You spot a pair of baleful, yellow lights from the
bringer and replaced not only the skeleton’s head, but its creature’s ribcage, and it is then that you realize that the mon-
legs as well. This five-armed woe-bringer was said to patrol ster’s missing skull has been shoved into its chest cavity. As you
its master’s halls by performing cartwheels and became a meet its gaze, a sense of hopelessness washes over your body.
whirlwind of steel whenever it caught intruders. The truth
of such a terrifying tale remains unknown.
Page 471
This canine is the size of a riding horse, and its pale-gray hide
WOLF, GRANITE is covered with spiky, mica-like fur that shimmers in the moon-
light. A puff of frozen breath issues from flaring nostrils as it
G
ranite wolves are arctic canines slightly larger and lopes along the icy path.
more robust than winter wolves. They are patient
hunters, willing to stalk prey for hours, waiting for a
tactical advantage before attacking with ferocity. They often
hunt in packs of 1d6+2 members and sometimes serve as
pets for frost giants or evil cold dwelling races. In general,
WOODWOSES
W
granite wolves are too proud to be ridden by diminutive oodwoses are an ancient race of plant creatures
humanoids. that live in tangled forests and trackless swamps.
Although not entirely evil, they show little mercy
Wolf, granite: Init +2; Atk slam +2 bite (1d6 plus chill- for creatures that stray into their territory. Fey despise them
ing bite) or savage knockdown +2+deed die (1d8+deed most of all, and the race is sometimes called “druidbane”
die); AC 12; HD 3d8+3; MV 40’; Act 1d20; SP deed die because of the disruption they bring to a forest’s natural
(d4), keen senses (hearing), chilling bite, snow stride, pack ecosystem.
tactics; SV Fort +4, Ref +2, Will +2; AL N; Crit M/d8.
Woodwoses operate in groups called communes, which are
Chilling bite: The bite of a granite wolf causes a chill to the always led by a singular woodwose lord. The lord maintains
bone; the target suffers -1d to all actions for 1d3 rounds (DC telepathic contact with the group through the specialized
12 Willpower save negates). spores it emits. The lord’s control over the commune is
absolute, and if the lord dies, the other woodwoses shamble
Keen senses (hearing): All creatures within 120’ suffer a -1d
aimlessly for several days before leaving the area in search
penalty to all attempts made to avoid detection by the gran-
of a new lord. Woodwoses that survive to maturity repro-
ite wolf.
duce asexually via their spores.
Pack tactics: When three or more granite wolves attack the
Woodwose have no interest in valuables, clothing, or weap-
same target, all their attacks are made at +1d.
ons. They seek only to dominate a chosen area and repro-
Savage knockdown: A granite wolf that charges gains a +d4 duce under the careful direction of their lord.
deed die to perform the trips and throws Mighty Deed of
Arms as a warrior (p. 90, DCC RPG).
Snow stride: When in snow, a granite wolf rolls a d24+4
for initiative.
Page 472
WOODWOSE, BRAMBLY
Brambly woodwose: Init +3; Atk lash +5 melee
(2d8 plus grappled (+4 modifier)); AC 16; HD 9d8;
MV 30’, climb 10’; Act 2d20; SP camouflage (+10
to hide in forest terrain), ambusher, blind-
sight 60’, vulnerable to fire (double damage),
immune to blindness and deafness; SV Fort +9,
Ref +7, Will +9; AL N; Crit M/d14.
WOODWOSE, GOLIATH
Goliath woodwose: Init +1; Atk slam +6 melee (2d10);
AC 15; HD 12d8; MV 20’; Act 2d20; SP stomp (3/day),
siege monster, blindsight 60’, vulnerable to fire (double
damage), immune to blindness and deafness; SV Fort
+12, Ref +9, Will +12; AL N; Crit G/d6.
Page 473
WOODWOSE, Blindsight: The woodwose lord has per-
fect perception of all things, including
LEAFY invisible targets, within 60’.
Distress spores: When the wood-
Leafy woodwose: Init +3;
wose lord suffers damage, all
Atk slash +5 melee (2d6); AC
other woodwoses within 300’
15; HD 6d8; MV 30’, climb
of it can sense its pain and
10’; Act 2d20; SP ambusher,
immediately move to defend the
whirlwind, blindsight 60’, vul-
woodwose lord.
nerable to fire (double damage),
immune to blindness & deaf- Poisonous spores (1/day): As an action, a 30’
ness; SV Fort +6, Ref +5, Will radius cloud of toxic spores extends out from
+6; AL N; Crit M/d12. the woodwose lord. For 3d4+6 rounds, all crea-
tures in the cloud suffer the following: a -4 penalty
Ambusher: If the leafy wood- to all rolls, 2d4 damage each round at the start of the
wose surprises a creature and hits woodwose lord’s initiative count, and 3d4 Agility
it in the first round of combat, it loss (DC 14 Fortitude save negates all effects).
automatically causes a critical hit. Woodwoses of all kinds are immune to the poi-
Blindsight: The leafy woodwose sonous nature of the spores, and due to their
has perfect perception of all blindsense, their rolls are not penalized
things, including invisible while inside the cloud.
targets, within 60’. Stunning gaze: As an action, the wood-
Whirlwind: As an action, the wose lord’s eyes sparkle with brilliant
leafy woodwose magically green light. One target creature within
transforms into a whirlwind 30’ of the woodwose lord who can
of spinning leaves, flies up to see is charmed (as per charm person
60’, and reverts to its normal spell check result of 14, see p. 131,
form. While in whirlwind form, DCC RPG; DC 14 Willpower save
the leafy woodwose is immune to reduces effect to 2d10 damage and
all damage and can’t be grappled, pet- being stunned for 1d6 rounds). There is no
rified, restrained, stunned, or knocked prone. limit to the number of creatures who can fall
under the woodwose lord’s spell.
A mass of leaves in a vaguely human shape
strides toward you, moving in swift, sliding A massive form sits on the forest floor, yet tow-
steps. Yellow eyes are visible from the lump ers above the nearby trees. The figure is deep
of leaves where the head should be, and its green in color and covered in vines, jutting
outsized hands bear long claws, seemingly branches, and knobby protrusions. Its head
also formed from leaves. bears three emerald eyes, a slit-like mouth,
and a crown of thorny, hornlike growths.
WOODWOSE,
LORD
Woodwose lord: Init +3; Atk slam
+8 melee (3d6); AC 16; HD 14d8;
MV 20’; Act 2d20; SP distress-
ing spores, stunning gaze,
poisonous spores (1/day),
blindsight 60’, vulnerable to
fire (double damage), immune
to blindness & deafness; SV Fort
+17, Ref +12, Will +16; AL N; Crit
M/d20.
Page 474
X
saves for 8 hours). In addition, the xisphosura gains 3d6
XISPHOSURA temporary hit points and gains +1d on skill checks, attack
rolls, and saves for 24 hours.
T
he flattened, pale-blue form of this subterranean crea-
ture is often found clinging to moist cavern walls Spider climb: The xisphosura can climb difficult surfaces,
and ceilings. Its small, soft body has three parts: a including upside down on ceilings, without needing to
horseshoe-shaped head that lacks eyes, an elongated abdo- make an ability check.
men with six lobes and a pair of grasping tendrils, and a A pale-blue, worm-like creature stretching two feet long flat-
scoop-shaped tail. tens itself against the cavern wall. Its elongated body sports six
A xisphosura feeds on the psychic energy of sentient crea- knobby lobes, a pair of grasping tendrils, and a paddle-shaped
tures. It often waits in well-traveled tunnels, dropping tail that tapers to a point. Its eyeless, horseshoe-shaped head
on unsuspecting targets and establishing a hold with its twitches expectantly.
two tendrils. As it grasps its prey, the
xisphosura psychically attacks the
creature’s mind, and some scholars Good Luck Eats
believe the creature can even drain
good fortune from a target — hence
its other, more commonly used
S ome cultures consider it good luck to con-
sume a cooked xisphosura, despite the
aberration’s horrid flavor. A creature that con-
name: the suckluck. Once a xispho-
sumes an entire xisphosura (cooked or raw)
sura successfully drains Luck from
must make a successful DC 13 Fortitude save
a victim, it pulses with biolumines-
to keep down the disgusting meal. This save is
cence and becomes more aggres-
made at DC 15 if the xisphosura is uncooked,
sive, leaping to another nearby
but the judge may lower the DC on the
creature to continue its feast.
save if the xisphosura is prepared by an
Xisphosura: Init +2; Atk psychic expert chef. A successful save grants the
touch +3 melee (2d6 plus automatic eater +1d on skill checks, attack rolls,
grapple (+1 modifier)); AC 12; HD and saves for 4 hours and a permanent
3d4; MV 30’, climb 30’; Act 1d20; SP point of Luck. Xisphosura meat is quite
drain Luck (3/day), spider climb, expensive, costing as much as 500 gp
blindsight 30’, immune to psion- per serving.
ic-based damage; SV Fort +0, Ref
+2, Will +4; AL N; Crit M/1d8.
Page 475
Un-dead traits: Xochatateo are un-dead, and thus can be
XOCHATATEO turned by clerics. They do not eat, drink, or breathe, and
are immune to critical hits, disease, and poison. As un-dead,
X
ochatateos are the product of the vile rites of cer- they are immune to sleep, charm, and paralysis spells, as well
tain blood cults. Each bears an identical wound: a as other mental effects and cold damage.
wet, bloody hole where its heart once rested. Despite
this mortal wound, a xochatateo endures beyond death, Wounded fury: While it has half its initial hit points or fewer,
a tormented creature dwelling between the realms of the the xochatateo attacks at +1d and inflicts an extra 1d8 dam-
living and the dead. It craves to replace its absent heart age when it hits a target with its claws.
with that of another humanoid. Xochatateos gather hearts A ghastly humanoid creature with a skeletal body covered in
like a dragon hoards gold, caressing them in the dark of desiccated gray flesh crawls from the pit. Its arms are long and
night and mulling over the lives they lost when they were ape-like, ending in massive hands tipped with ragged, filthy
ritually sacrificed. claws. The creature’s most disturbing feature is the gaping, red
Xochatateos are often mistaken for ghouls, as they too sub- hole where its heart once was.
sist on the flesh of the dead and haunt the same locales.
However, xochatateos retain more of their memories than
ghouls do and sometimes attempt to contact individuals
they knew in their mortal lives. These flashes of humanity
contrast with their otherwise monstrous behavior.
Page 476
Y
Trumpeting roar (3/day): The yali emits a magical roar. Each
YALI creature within 100’ of the yali that can hear the roar is
deafened and frightened for 1d7 rounds (DC 16 Willpower
Yalis have leonine bodies covered in silvery-gold fur with save negates). Frightened creature flee from the yali’s pres-
reddish-yellow swirls. Their heads are elephantine, with ence using their full movement each round as long as they
short trunks and short but sharp tusks. They project a majes- remained terrified. The creature can repeat the save at the
tic air and, if confronted, are quick to rear up on their hind end of each of its initiative counts, ending the effect on
legs. itself on a success. Chaotic creatures suffer a -1d penalty
on the save.
Yalis usually serve as ancient messengers, carrying missives
or items of value between powerful beings. They have a Thunderous charge: The yali is nigh unstoppable during a
deep sense of duty, honesty, and loyalty. If entrusted with charge and may charge through smaller creatures to attack
a mission or duty, a yali does its utmost to see it through. another creature. All creatures in the line of the attack suffer
A yali usually serves one being for its entire lifetime, which a stomp attack inflicting 2d7 damage (DC 12 Reflex save
can stretch several hundred years. In rare instances, yalis avoids).
have acted as guardians of temples or tombs or even as A majestic creature rears up before you, its silvery fur reflecting
advisors to individuals of great importance. the sunlight. The muscular beast has the body and paws of a
Yalis dislike violence and attempt to frighten away poten- lion, but its golden head resembles that of an elephant with na-
tial enemies via their roar before fighting them in earnest. creous tusks. It emits a trumpeting song that is thunderous and
Individuals that aid a yali are often rewarded with healing beautiful all at once.
magic, small treasures, or a special trumpeting song (see
boon of restoration).
Page 477
Appendix A
Dungeon Denizens gave us the opportunity to introduce not only new monsters for your Dungeon Crawl Classics RPG
campaign, but a way to expand some of the existing material in new and exciting ways. This appendix contains a col-
lection of tables any judge will find useful in their DCC RPG game.
Included in this chapter are expanded critical hit tables for new monster types, charts for giving your monsters additional
motivations and properties, and a selection of random encounter tables organized by environment types for the next
time you need to determine what the party comes across as they foray deep into the wilderness. As always, this material
is entirely optional and the judge is encouraged to use it, ignore it, or expand up it as they desire
Page 478
Table A: Animals
Roll Result
1 or less Unexpectedly fortuitous strike causes +1d6 damage, but the animal is unable to attack the following
round as it reorients itself.
2 The animal inflicts +1d4 damage with a ferocious attack.
3 PC drops their weapon in the face of the animal’s attack (DC 10 Reflex save avoids). Weapon lands 1d5’
away.
4 Attack to shield arm! If no shield, this attack inflicts +1d4 damage.
5 Attack drags PC down and they spend the next round prone (DC 10 Reflex save avoids).
6 Pack tactics. Attack inflicts no additional damage, but any other animal of the same type gains a +2 bo-
nus to its next attack roll on the PC.
7 Solid attack to torso inflicts +1d6 damage.
8 Rending attack damages muscle, inflicting +1d4 damage and 1d3 temporary Strength loss.
9 Minor trampling inflicts +1d8 damage.
10 The animal immediately makes another attack of the same type, with a +4 bonus to attack rolls.
11 Bite and hold! The animal doesn’t release its attack, and inflicts automatic damage the next round.
12 Tossed! The attack tosses the PC 1d10’ into the air, inflicting +2d6 damage. Each “6” on the die indicates
a broken bone (per judge).
13 Disemboweling strike. Attack inflicts +1d12 damage and the PC is disemboweled, dying in 8 rounds un-
less magically healed (DC 15 Fortitude save avoids dying).
14 Blow to head! Attack inflicts +1d8 damage and the PC is stunned and unable to act for 1d3 rounds ((DC
10 + damage total) Fortitude save avoids stun).
15 Blinding strike! Attack inflicts +1d8 damage and the PC loses an eye (DC 15 Reflex save avoids eye loss).
16+ Trampled! The animal knocks the PC down and tramples them for 3d6 damage (DC 15 Reflex save for
half damage). Each “6” on the die indicates a broken bone (per judge). The PC is prone and stunned, un-
able to act in the next round.
Table C: Constructs
Roll Result
1 or less The piston-like force of this blow inflicts +1d4 damage.
2 The PC is knocked prone by the force of the construct’s attack.
3 The construct’s hammer-like blow inflicts +1d6 damage.
4 Blow strikes the character’s hand, disarming them. Their weapon flies 1d12+5’ away.
5 The construct’s attack strikes the PC in the chest, inflicting +1d8 damage.
6 Perfect blow! The construct inflicts +1d12 damage, and the PC is staggered, losing their next action (DC
10 Fortitude save avoids staggered).
7 An opening in the PC’s guard allows the construct to make another immediate attack.
8 Deafening blow. The construct strikes the PC’s head, inflicting +1d6 damage and deafening the character
for 1d6 days.
9 Crushing blow. This attack inflicts +1d8 damage, and the character’s spine is compressed. The PC per-
manently loses 1d6” in height.
10 Broken arm. This attack inflicts +1d10 damage and one arm is crippled. The character suffers permanent
loss of 1 Strength (the arm never heals properly), and the arm cannot be used until healed.
11 Broken leg. This attack inflicts +1d10 damage and one leg is crippled. The PC suffers a permanent loss of
5’ of movement (the leg never heals properly) and moves at half movement until healed.
12 Crushed chest. This attack inflicts +1d12 damage and chest is caved inwards. Until fully healed, any sort
of exertion (including combat, running, swimming, jumping, etc.) requires a DC 6 Fortitude save. Failure
indicates a permanent loss of 1 Stamina due to organ failure or damage.
Page 479
13 Flattened. The PC is literally flattened into the ground by the sheer force of the blow, with 1d8 broken
bones and 1d6 shattered ribs. The character suffers +1d12 damage and permanently loses 1 Stamina.
14 Ricochet blow. The construct’s attack sends the victim hurling 3d30’ through the air to strike another ran-
domly determined victim. Both suffer 1d10 damage from the collision (in addition to the original dam-
age to the first target).
15 Head strike. This attack inflicts +2d6 damage and the PC permanently loses 1 Intelligence. In addition,
there is a 25% chance that the character forgets the last 24 hours of their life.
16 Weapon smash. The construct’s blow inflicts an additional 1d8 damage and splinters the character’s
weapons and equipment. The PC’s weapons and equipment each have a 50% chance of being destroyed
(roll separate for each item). Magic items are destroyed only 10% of the time, instead of 50%.
17 Sweeping blow. The construct bowls over the character, who suffers +1d8 damage, is knocked prone,
and must take their next action to stand. In addition, the construct can make another attack as long as it
is directed against a different target, who must be within melee range and adjacent to the first target. If
this second attack hits, the construct can attack another target, up to five in total, as it sweeps through its
opponents.
18 Legs crushed into ground. The construct’s blow hits the PC square on the head, driving them into the
earth like a tent peg. The character suffers +2d8 damage, and both their legs are broken as they are pro-
pelled 1d4’ into the earth (reduced to 1d4” if the surface is stone). The character suffers a permanent loss
of 10’ of movement and 1 Agility (legs never heal properly), and is temporarily reduced to MV 1’ (yes, 1’
per round) until their two broken legs are healed.
19 Roll again twice.
20+ Roll again three times.
Table E: Elementals1
Roll Result
1 or less Air: The elemental pushes the PC 5’ in any direction of the elemental’s choosing.
2 Earth: The ground under the character shifts and forms spikes of stone. They fall prone and are hit by
1d3 spikes for 1d4 damage each.
3 Fire: An extra gout of flame inflicts +1d4 damage.
4 Water: Water washes around the character’s feet, knocking them prone.
5 Earth: The elemental creates stony spikes as it attacks, causing +1d6 damage.
6 Fire: Flames damage the PC’s weapon. If flammable, it is destroyed. If non-flammable, it requires 10
minutes of repair to be usable. Magical weapons are unaffected.
7 Water: Wave attack inflicts +1d4 damage and pushes PC 15’ in a direction chosen by the elemental.
8 All: The well-placed attack inflicts +1d6 damage.
9 Fire: Scorching attack inflicts +1d6 damage as it frizzles the PC’s hair and burns away their eyebrows.
Character is blinded for 1d3 rounds.
10 Earth. Earthshaker! Every creature within 30’ of the elemental suffers 1d4 damage and falls prone (DC
15 Reflex save avoids both).
11 Air: The elemental lifts the character and drops them so that the PC suffers +1d6 damage and is prone.
12 Water: Fluid attack. The elemental may immediately move its full speed and make another attack, with-
out any penalty for withdrawing from the first PC.
13 All: This brutal attack inflicts +1d8 damage.
14 Air: A great gust of air slams the PC into another randomly selected character within 30’. Both victims
suffer 2d10 damage.
15 Water: The elemental divides, and comes together in a single massive wave attack. The character suffers
twice normal damage and falls prone (DC 15 Reflex save avoids prone).
16 Fire: A great spike of elemental flame inflicts +1d8 damage, and the PC catches fire, suffering an addi-
tional 1d6 damage until a DC 10 Reflex save succeeds (DC 15 Reflex save avoids catching fire).
Page 480
17 Air: The elemental pushes all creatures and objects within 10’ of it back 1d3x10’, causing 1d6 damage
per 10’ pushed if the creature strikes a solid object. On a natural “6” for any damage die, a bone is broken
(as with falling damage).
18 Water: The elemental pushes fluid into the PC’s lungs, causing 1d8 temporary Stamina loss and killing
the character if Stamina reaches 0. This heals after 10 minutes of rest. Until it is healed, the PC suffers a
-1d penalty to all rolls.
19 All: Elemental energy swells the attacking appendage, causing +1d12 damage.
20 Earth: The elemental forces soil and earth into the PC’s lungs, causing +1d4 damage and 1d4 temporary
Stamina loss. The Stamina loss heals with 1 turn of rest.
21 All: The corresponding elements in the PC’s body respond to contact with the elemental attack, bursting
outward from the character and causing 2d6 damage. These elemental forces join with the creature, heal-
ing it by the same amount.
22 Fire: The PC suffers spontaneous combustion, suffering 1d6 damage per round for 1d5 rounds.
23 Earth: Slow petrifaction! The character suffers1d3 temporary Agility loss each round until the elemen-
tal is destroyed as they slowly turn to stone (which occurs if Agility reaches 0). This loss reverses at a rate
of 1 point per round if the elemental is defeated before the character is petrified.
24 Air: The elemental sucks the very breath from the PC’s lungs, causing 1d12 temporary Stamina loss, and
death if reduced to 0 Stamina. This loss heals after 10 minutes of rest. Until it is healed, the PC suffers a
-1d penalty to all rolls.
25+ All: The PC is instantly transformed into the elemental type attacking, including all non-magical gear.
Magical equipment has a 10% chance per item of transforming, and may be destroyed even if it does not
transform (for example, scrolls are destroyed if the character carrying them is transformed into fire).
1
If a result indicates an element type that doesn’t match the attacking elemental, use the first lower result which
does.
Table P: Plants
Roll Result
1 or less The wound is smeared with sticky sap which prevents healing the damage from the attack until 1 turn is
spent removing it.
2 The plant produces thorny spines, causing +1d3 damage from this attack.
3 Irritating sap causes 1d3 Agility loss, which heals at a rate of 1 point per round once the sap is neutralized
(as poison).
4 Spores or pollen causes the character to lose their next action in a violent fit of sneezing (DC 10 Fortitude
save avoids).
5 Character is tripped by vines or roots, and falls prone.
6 Vine or tendril wraps around the character’s neck! PC suffers +1d4 damage and suffers automatic dam-
age each round until a successful DC 15 Reflex save is made.
7 Irritating sap is left behind, causing an immediate itching rash (1d3 Agility loss), which cannot be healed
until the sap is neutralized (as poison).
8 Unnatural energy courses through the plant’s vegetal fibers, and it makes an immediate additional attack
with a +4 bonus to the attack roll!
9 The attacking appendage erupts into sharp thorns, causing +1d6 damage with this attack.
10 Piercing blow! The attack causes +1d8 damage.
11 Mildly toxic sap enters the wound. The PC suffers 1d3 Strength loss (DC 10 Fortitude save negates).
12 The plant winds tendrils and vines around the character. The PC suffers +1d6 damage, and has their
speed reduced to 0’ until they break free (DC 15 Strength check). The plant immediately makes another
attack with a +2 bonus to the attack roll.
13 Crushing blow! This attack inflicts an additional 1d12 damage.
Page 481
14 The plant pumps toxic sap into the wound. +1d4 damage, and the PC suffers 1d4 Stamina loss (DC 15
Fortitude save avoids Stamina loss).
15 The plant dislodges seeds into the wound. Each round, the PC suffers damage while the seeds grow: 1d3
on the initial round, then 1d4, 1d5, and so on up the dice chain until the effect is neutralized (as disease).
If the character dies, they arise as a new plant monster of the same type 1d5 days later with one-quarter
of the hit points of the original monster.
16 Devastating strike! This attack inflicts +1d16 damage.
17 The attack releases hideously toxic sap, inflicting +1d8 damage. Further, the PC suffers 1d5 temporary
Stamina loss each round for the next 1d3 rounds (DC 20 Fortitude save avoids Stamina loss).
18 Vegetal fury! The attack inflicts +1d8 damage, and the plant makes an immediate free attack against any
character in melee range. So long as the plant continues to hit, it may make additional attacks, up to a
maximum of five attacks.
19 Hallucinogenic spores! The plant creates a cloud of spores with this attack, affecting both the target
character and any other living animal within 10’ of the PC. All within this cloud are unable to act mean-
ingfully for the next 1d3 rounds (successful DC 20 Willpower save avoids inability to act, and characters
instead suffer a -1d penalty to attack rolls, skill checks, and spell checks for 1d3 rounds).
20+ The plant injects seed pods into the wound, which sprout with alarming rapidity. The PC suffers 3d10
damage, and if reduced to 0 hp arises as a new plant creature of the same type (at one-half of the hit
points of the original creature) 1d5 rounds later.
Table S: Swarms
Roll Result
1 or less Tangled in their hair! Some part of the swarm becomes momentarily entangled in the PC’s hair, beard,
clothing, etc. The PC drops to the bottom of the initiative count as they drive it away!
2 Some part of the swarm gets under the PC’s feet and they fall prone (DC 10 Reflex save avoids).
3 Unnerving! The swarm crawls all over the PC, causing a -2 penalty to all attack rolls, skill checks, and
spell checks until the swarm is dispersed.
4 Sensitive location! Some part of the swarm bites/stings the PC in a particularly sensitive spot, inflicting
+1d3 damage.
5 Virulent sting! If there is a save to avoid additional effects from the swarm, the PC must make that save
at -1d. Any damage dealt is either at +1d if due to a failed save, or is increased by +2 if no save is re-
quired.
6 Suffering from multiple bites, the PC suffers +1d4 damage. For each extra point of damage, the PC must
make a DC (equal to damage dealt) Fortitude save to avoid any additional effect based on the swarm type.
7 The PC is knocked prone, and requires a DC 10 Strength check to stand. Until they regain their feet, they
suffer a -4 penalty to AC against attacks by the swarm.
8 Eyebite! The PC is stung or bitten near their eyes, blinding them for 1d5 rounds. At the end of this pe-
riod, the PC is blinded for 1d3 hours (DC 15 Fortitude save avoids blindness). If blinded, at the end of the
blindness duration, the PC is permanently blinded (DC 10 Fortitude save avoids).
9 Part of the swarm gets into the PC’s clothing or under their armor! The PC suffers automatic damage
from the swarm each round until they can remove their armor or remove the vermin! Removing armor
takes 1 action die per point of AC modifier; removing vermin from clothing takes 1d3 action dice.
10+ Submerged by the swarm! The PC is overwhelmed, suffering 1d6 times normal damage, and requiring a
DC (equal to damage dealt) Fortitude save to avoid additional effects for each additional die of normal
damage they take. They are knocked prone, and must succeed in a DC 15 Strength check to regain their
feet. Until they regain their feet, the PC suffers automatic damage from the swarm each round.
Page 482
MONSTROUS MOTIVATIONS
Not all foes seek to blindly slay PCs. Judges should strive for flexibility and creativity when tailoring motivations to
specific monsters.
Page 483
CONSTRUCT AUGMENTATIONS
The following table can be used to make constructs mysterious, unique, and dangerous, or as guidance should a PC
want to build a construct by means of the breathe life wizard spell.
Roll Necessary
Augmentation Special Property Description
d12 spell(s)
1 Blinding flash One or more times per day, the construct may emit blinding light af- color spray
fecting all within a frontal 90° arc of its position. All sighted creatures
within the area of effect are blinded for 4d4 rounds ((DC 1d10+10)
Willpower save avoids)).
2 Breath weapon The construct gains a breath weapon usable one or more times per day. choking cloud,
Exact mechanical effects (damage, area of effect, etc.) are determined by flaming hands,
the judge (for inspiration, use Dragon Table III: Dragon Breath Weapon, lightning bolt,
DCC RPG, p. 407). etc.
3 Cannon The construct gains a powerful missile fire attack. Once every other transmute
round as an action, the construct may launch an explosive projectile up earth
to 200’ away. On a hit vs. AC 10, it lands at a specified location; on a
miss, it lands 1d4 x 10’ away in a random direction from the desired lo-
cation. Those caught within the 20’ radius blast area suffer 6d6 damage
(DC (1d10+10) Reflex save for half damage).
4 Colossus The construct is imbued with terrible size and power. Action die be- enlarge and
comes 1d24, critical on 20-24, uses Crit Table G: Giants (DCC RPG, p. strength
389).
5 Crushing leap As a full action the construct may make a leaping attack, traveling up to fly
twice their movement. The construct receives a +2 bonus to their high-
est attack form and it deals +2d on each damage die.
6 Elemental The construct is healed by a form of energy or type of damage, selected mending
healing at the time of creation. Each time the construct is exposed to the energy
source, instead of damaging the construct, it is healed 3d8 hit points.
7 Everyworld eyes The construct can perceive multiple dimensions at once. The construct wizard sense
perceives invisible creatures and creatures in other dimensions up to
120’ range. It is unaffected by darkness spells, blindness, or other similar
visual impairments or magical effects. If perceived from other dimen-
sions, its eyes shine brightly.
8 Extra limbs The construct is built with extra limbs, either granting an additional ac- haste
tion die or doubling their move.
9 Fugue zone 1/day, the construct may release a wave of temporal disturbance. All forget
living beings within a 30’ radius lose their memory of the last 1d6 hours
(DC (1d10+10) Willpower save negates).
10 Magic shield The construct is magically protected by a shield of force that absorbs up magic shield
to 50 damage before failing. Any damage suffered from the spell magic
missile is always reduced to 0 and repairs any damage to the magic
shield, up to its maximum protective value.
11 Runic The construct is covered by one or more runes (each rune counts as a runic alphabet,
inscriptions unique property). The caster choses the specific rune from the runic al- mortal or fey
phabet spells they know which performs exactly as indicated in the runic or other
alphabet spell. The rune can be triggered by a prescribed condition (e.g.,
crossing a threshold, at the start of combat, etc.) or the construct may
activate the rune as an action. If the rune is activated by the construct, it
may have one or more uses.
12 Shattering fist The construct’s blows crush shields and destroy armor. Each successful shatter
blow permanently reduces the AC of mundane armor or shields by 1.
Page 484
VARIETIES IN FEY CREATURES
Those beings which drift from Elfland into the Lands We Know are experienced by mortal folk almost as mirages, reflect-
ing the world known by everyday folk in all its grandeur and banality. Each fey has an aspect, which indicates how the
creature echoes in the mortal world, and may belong to a court, which determines its general disposition to mortals.
Finally, beings of the Lands We Know may have congress with beings of Elfland, giving rise to creatures touched by
the fey.
Aspect: Fey creatures represent aspects of nature, the environment, or mortal crafts tied to the natural world. These
aspects color the appearance of faerie beings, their personalities, and the manifestations of their powers.
Roll
Aspect Result
d14
1 Bird (50% gain flight speed equal to twice normal ground MV). Roll 1d10: (1) dove; (2) eagle; (3) heron;
(4) magpie; (5) nightingale; (6) owl; (7) raven; (8) stork; (9) swan; or (10) wren.
2 Craft. Roll 1d10: (1) baking; (2) blacksmithing; (3) brewing; (4) cobbling; (5) fishing; (6) hunting; (7) medi-
cine; (8) midwifery; (9) mining; or (10) spinning. These fey can perform miraculous feats, such as spinning
straw into gold.
3 Element. Roll 1d4: (1) air; (2) earth; (3) fire; or (4) water.
4 Emotional state. Roll 1d10: (1) anger; (2) hatred; (3) hunger; (4) joy; (5) love; (6) maudlin; (7) playful;
(8) regret; (9) sorrow; or (10) thirst.
5 Fish. (Gains swim speed equal to twice normal MV). Roll 1d12: (1) carp; (2) catfish; (3) eel; (4) lamprey;
(5) manta; (6) monkfish; (7) perch; (8) pike; (9) salmon; (10) sole; (11) shark; or (12) trout.
6 Flower. Roll 1d14: (1) bee balm; (2) buttercup; (3) campion; (4) columbine; (5) forget-me-not;(6) foxglove;
(7) heather; (8) mallow; (9) nettle; (10) petunia; (11) poppy; (12) snapdragon; (13) violet; or (14) yarrow.
7 Hour. Roll 1d10: (1-2) dawn; (3) noon; (4-7) twilight; or (8-10) midnight.
8 Insect. Roll 1d8: (1) ant; (2) bee/wasp; (3) beetle; (4) biting fly/mosquito; (5) butterfly; (6) dragonfly;
(7) firefly; or (8) moth.
9 Landmark. Roll 1d10: (1) forest; (2) hill; (3) lake/pond; (4) mountain; (5) ocean; (6) pool; (7) river; (8) ruin;
(9) spring/fountain; or (10) well.
10 Life cycle. Roll 1d7: (1) pregnancy/birth; (2) babyhood; (3) childhood; (4) youth; (5) parenthood;
(6) old age; or (7) death.
11 Mammal. Roll 1d14: (1) badger; (2) bear; (3) cat; (4) dog; (5) ferret/weasel/stoat; (6) fox; (7) goat; (8) hare;
(9) hedgehog; (10) otter; (11) seal; (12) sheep; (13) stag/hind; or (14) wolf.
12 Season. Roll 1d4: (1) spring; (2) summer; (3) autumn; or (4) winter.
13 Time. Roll 1d5: (1) the dead; (2) ancient culture; (3) primeval world; (4) rapid aging; or (5) slow passage of
time/eternity.
14 Tree. Roll 1d10: (1) ash; (2) birch; (3) cedar; (4) elm; (5) holly; (6) oak; (7) pine; (8) rowan; (9) thorn; or (10) willow.
Court: Denizens of Elfland organize themselves loosely into courts, which determine their general disposition to
mortals. A benign fey with an “Emotional State (hunger)” aspect may feed those it encounters, whereas a malevolent
faerie may devour them! Roll 1d8:
Roll
Court
d8
1-2 Seelie: These “good neighbors” are generally benign unless insulted, although all fey take offense easily.
+1 to AC and Willpower saves.
3-4 Unseelie: These malevolent fey delight in cruelty and suffering. +2 to attack rolls and damage.
5-7 Wild: Fey creatures of the wilds who hold allegiance to no court. When encountered, roll 1d7: (1-2) benev-
olent; (3-5) neutral; or (6-7) malevolent. +1 HD and +2 to AC.
8 Trooping: These faerie beings are trooping with 2d6 others. To determine court, roll 1d5: (1-3) Seelie or
(5-6) Unselee.
Page 485
FEY-TOUCHED CREATURES
Mortal creatures, through dint of faerie blood or long association with Elfland, may acquire fey traits. When you wish
to modify a creature in this way, roll 1d10 and consult the following table.
Roll
Result
d10
1 Trow-blooded. The creature is larger and stronger, gaining +2 to attack and damage rolls, and gaining +2 HD.
Seelie-touched. The creature gains the white coat and red ears of an elf-hound. Lithe and swift, its MV
2
increases by +10’, and it gains a +2 bonus to AC and Reflex saves.
Charming song. The creature’s voice can hold victims immobile within 60’ if they fail a Willpower save
3
(DC 10 + creature’s HD).
4 Fey step. The creature can teleport up to 10’ per HD as part of its movement.
Dryad-blooded. The creature’s tough bark-like hide grants a +2 bonus to AC, and it gains camouflage
5
(+6 to hide in natural surroundings).
Nymph ancestry. The creature is extraordinarily beautiful for its kind; merely seeing it has the same ef-
6
fect as a charm person spell (+4 spell check).
Touched by darkness. The Unseelie influence grants this creature a +2 bonus to attack and damage
7
rolls. It shuns sunlight.
Pixie-blooded. This creature is smaller than normal, with its HD reduced by -2d (e.g., a creature with 3d8
8
HD instead has 3d6 HD). It does, however, gain a +4 bonus to all saves against spells and magical effects.
Sylph-blooded. Bearing the thin blood of the sylphs, this creature is smaller and lighter than others of its
9
kind. It has a -2 penalty to hp per HD, to Fortitude saves, and to AC, but gains a flying speed of 50’.
Spellcasting. This creature is sentient, has a patron, and can cast spells as a level 1d3 elf. It has a bonus to
10
spell checks equal to its HD.
Page 486
A haberdasher can create a fine cloak that grants the wearer half-dam-
13 Fur
age from cold-based attacks.
Ingesting the raw gland provides an immediate boost of adrenaline,
14 Gland
resulting in a +5’ MV bonus for 2d3 hours.
A skilled perfumer can distill and mix this item with rare florals to cre-
15 Mucous, slime ate an intoxicating fragrance that grants its user a +1 bonus to Personal-
ity checks for 2d3 hours.
An alchemist can distill the blood into one vial of poison with one of
the following effects. Roll 1d6: (1) death; (2) blindness; (3) paralysis; (4)
16 Blood
memory loss; (5) Strength loss; (6) slumber. To resist the poison’s effect
requires a DC (5 + HD of the slain creature) Fortitude save.
Through a magic-fueled ritual, the brain can be boiled and filtered
17 Brain into a potent jelly that, when eaten, grants the user a +1 bonus on spell
checks for 2d3 hours.
The liver can be boiled and ground with certain herbs to create a salve
18 Liver
that, when applied, cures disease and paralysis.
19 Heart Eating the raw heart heals 1d4 hp per HD of the slain creature.
Ingesting the raw tongue delivers a boost of energy that results in a +1
20 Tongue bonus to Strength and all Strength-related checks (including attacks and
damage) for 2d3 hours.
These materials may be pulverized and used in a sacred ritual to
21 Bone, fins produce a sacramental oil that grants a cleric a +1 bonus to their spell
checks for 2d3 hours.
This item can be honed to create a razor-sharp dagger or sword (size
of harvested item permitting) that grants its user a + 1 bonus to attack
22 Tusk, beak
and damage rolls. Note that a natural 1 on an attack roll results in the
weapon shattering in addition to fumbling.
The horn can be ground to powder and mixed with special herbs to
create a potent elixir that grants its imbiber a +1 bonus to all Fortitude
23 Horn, eye
saves, while the eye grants a +1 bonus to Agility and all Agility-related
checks. Both effects last for 2d3 hours.
A cobbler can fashion the hair into supremely quiet boot soles that grant
24 Hair
its user a +1 bonus to sneak silently checks.
A fletcher can turn these fine quality feathers into 2d12 top-notch ar-
25 Feathers
rows that grant a +1 bonus to attack rolls.
A tanner can turn the pelt or hide into durable leather or hide armor
26 Pelt, hide, that grants its wearer an additional +1 AC bonus beyond what regular
leather or hide armor provides.
A shaman, fortune-teller, or halfling wanderer can transform this item
into a lucky talisman that can be used once to grant its wearer a +1 Luck
27 Paw, Hoof, Talon, Claw
bonus. Note that once the talisman’s lucky bonus has been used, it no
longer retains its Luck giving ability.
A skilled bowyer can craft the material into a powerful bowstring that
28 Intestine, tail
grants its user a +1 bonus to damage rolls.
These razor-sharp objects can be crafted into either 2d12 high quality
29 Quills, spines, stinger throwing darts or blowgun darts that grant a +1 bonus to attack and
damage rolls.
These items can be filed down to create an expert set of thieves’ tools
30 Teeth, fangs
that grant its user a +1 bonus to all pick lock checks.
Page 487
DUNGEON DENIZEN DISEASES
For the life of an adventurer, the search for gold and glory is a dangerous one. Delving into the forgotten corners of the
world often leads to confrontation with vicious beasts and unnamable horrors. But death can come in many forms, be it
tooth and claw or the painful demise from debilitating sickness passed on by vile and corrupted creatures.
To determine if a creature is infected with a disease, a judge may roll or choose from the table of dungeon denizen
diseases below.
Roll Fort
Disease Symptoms Effect
d% Save
Creature is not infected
01-72 N/A N/A N/A
with disease.
Feet blister and itch, Victim loses 5’ of MV each day as their feet begin to
73-74 Delver’s Foot DC 13 eventually turning blue rot away. When a character reaches zero MV, their
with open sores. feet must be amputated, or they die.
This brain disease leaves the victim disoriented and
with frequent outbursts of hideous laughter, result-
Laughing Fever, disorientation, ing in a loss of 1d6 Personality each day. When a
75-76 DC 14
Death and memory loss. character reaches zero Personality, they have gone
completely mad and spend the rest of their days
cackling until they reach the grave.
A serious nerve condition that leaves the victim
with uncontrollable shakes and tremors, resulting
Fever, disorientation,
77-78 Devil’s Dance DC 16 in a loss of 1d6 Agility each day. When a character
and tremors.
reaches zero Agility, they can no longer control
their body and fall to the ground, a twitching ruin.
Victim begins to fester and decompose, suffering
Greenish pallor to the 1d6 damage each day which cannot be healed ex-
79-80 Dungeon Rot DC 15 skin, fetid stench, and cept by magic. A character who dies rises again as
loss of sensation. a rotten, shambling corpse (see zombie, p. 431, DCC
RPG).
This terrible disease affects the mouth, causing teeth
Tooth loss, green spots to fall out and the tongue to rot away. This renders
Mage’s
81-82 DC 14 and bleeding ulcers in the victim incapable of speech, and in the case of
Thrush
the mouth. wizards and elves, probably unable to cast certain
spells.
Bleeding in the mouth When injured, a victim with this disease bleeds
83-84 Red Death DC 18 and gums, red blotchy uncontrollably. Every time the character sustains an
skin. injury that draws blood, they suffer +1 damage.
Parasites feed upon the victim’s bones, starting with
Marrow Bone ache, stiffness, the marrow. The victim loses 1d6 Stamina each day.
85-86 DC 12
Worms chills. When a character reaches zero Stamina, they are
boneless and transformed into a primeval slime.
A debilitating fever ravages the victim, causing a
Migraines, fever, nose-
loss of 1d6 Intelligence each day. When a charac-
87-88 Sage’s Lament DC 16 bleed, cranial swelling,
ter reaches zero Intelligence, they are reduced to a
memory loss.
mindless vegetable.
Victim collapses as if dead within the hour, leav-
ing them with a pallor upon the skin and a stillness
in the blood that cannot be distinguished from the
89-90 Tomb Palsy DC 20 Nausea, chills, lethargy. likeness of the grave. In truth, the victim is only in
a deep coma. But without a discernible heartbeat,
many unfortunate souls have been declared dead,
and thereafter buried, cremated, or worse.
Page 488
This magical disease slowly rots away a victim’s
DC 16
Pallid skin, apathetic, soul. For clerics and divine spellcasters this results
91-92 Soul Sickness Willpower
loss of appetite. in a cumulative -1 penalty to spell checks each day
Save
until healed.
This slow acting disease gradually turns the vic-
Stiff joints, numbness, tim’s flesh into stone, causing a loss of 1 Agility per
93-94 Medusa’s Kiss DC 19
loss of sensation. day. When a character reaches zero Agility, they
become a statue.
The victim breaks out in large misshapen polyps
that pulsate, resulting in a loss of 1d6 Stamina per
Saint Agony’s day. When a character reaches zero Stamina, they
95-96 DC 12 Swelling, hives, polyps.
Gift die and the polyps burst open releasing a swarm of
poisonous spiders (see insect swarm, p. 419, DCC
RPG).
This slow debilitating sickness feeds on the liver
and stomach, thereby weakening the host’s im-
Weight loss, flatulence,
97-98 Goblin Gut DC 14 mune system. As a result, the victim suffers double
distended abdomen.
damage from any poisons or toxins that enter their
system and can only heal at half the normal rate.
A victim quickly begins to lose their vision and
Blurred and cloudy vi-
becomes permanently blinded within 1d10 hours.
99-00 Corpse Sight DC 10 sion, eye irritation, and
Blinded character’s eyes go black, resembling the
dizziness.
eyes of the dead.
RANDOM WILDERNESS
ENCOUNTER TABLES
The following tables contain selections of monsters from both Dungeon Denizens and the DCC RPG rulebook and are
arranged by terrain type. Judges should use these as inspiration to create customized random wilderness encounter
tables suitable for their own campaigns or simply roll on the ones given as necessary. It is left to the judge’s discretion
when determining how many creatures of the given type are present, with a reminder that not every encounter need be
balanced. Adventurers should exercise caution as much—if not more—as swords and spells.
Page 489
Coastal Encounters 21 Armadwar (Roll 1d6: (1-4) Armadwar; (5-6)
Armadwar Shaman)
Roll
Monster Encountered 22 Shadroquus
2d10
2 Vampire, Brine 23 Spider, Giant Spitting
3 Naga, Marine 24 Centipede, Giant
4 Golem, Coral 25 Snake, Giant Cobra
5 Vampire Spawn, Brine 26 Dust Brother
6 Wereshark 27 Elemental, Earth
7 Werecrocodile 28 Girtablullu
8 Bilge Rat Swarm 29 Scorpion, Greater Dune
9-10 Fish, Swarm 30 Sandbag
11-12 Horsefly, Giant 31 Elemental, Song Tyrant
13 Clam (Roll 1d6: (1-2) giant; (3) barbshell; (4) 32 Cobra Dragon
prime barbshell; (5-6) venomous barbshell)
14 Shark (Roll 1d6: (1-4) bull; (5-6) thresher
15 Dire Drake, Sea
Freshwater Encounters
16 Deep One
Roll
17 Eel Dragon (Roll 1d6: (1-4) small young Monster Encountered
2d10
dragon; (5-6) average adult dragon)
2 Elemental, Rainbow Guardian
18 Hag, Brine
3 Giant, Lake
19 Elemental, Brine
4 Leech, Colossal
20 Gargantuan Crab
5 Snake, Viper, Giant
6 Spider, Giant Water
7 Beetle, Giant Predaceous Diving
Desert Encounters 8 Swamp Strider
Roll 9-10 Naiad (Roll 1d3: (1-2) Naiad; (3) Shellsinger)
Monster Encountered
2d16 11-12 Fish, Swarm
2 Gargantuan Poisonous Snake 13 Piranha, Giant
3 Scorpion, Giant 14 Bladderwort, Giant
4 Cannaqubta 15 Lizard, Giant
5 Mummy 16 Jengu
6 Serpopard 17 Elemental, Water
7 Soben (Roll 1d5: (1-4) Soben; (5) Soben Com- 18 River Creeper
mander)
20 Naiad Queen
8 Heapman, Duneman
9 Lizard, Giant
10 Jomyrk Forest Monsters
11 Gila Monster, Giant Roll
Monster Encountered
12 Spider, Giant Sand 2d24
13 Archer Cactus 2 Dankmire
14 Scorpion, Dune 3 Gargantuan Beast, Praying Mantis
15 Flying Scorpions, Swarm 4 Birchman Colony
16 Armadillo, Giant 5 Iemisch
17 Scorpion, Flying 6 Blight, Bombardier Tree
18 Armadillo 7 Replacer Beast
19 Dune Beast 8 Necoctene
20 Spider, Giant Sand 9 Golem, Spirit
10 Dankmire Grove
Page 490
11 Shaduar Grasslands Monsters
12 Xochatateo Roll
Monster Encountered
13 Fungal Construct 2d16
14 Harpy 2 Tarraqonus, Tarrawyrm
15 Gloomborn, Shadow Sylph 3 Langoosha
16 Scattling 4 Thatchmaw
17 Lycanthrope (Roll 1d4: (1-2) Werecrow; (3-4) 5 Gargantuan Beast, Praying Mantis
Werefox) 6 Spawn of Nockmort
18 Quillon 7 Griffon
19 Elven Ally (Roll 1d4: (1-2) Melshee; (3-4) Rapt- 8 Cannaqubta
shee)
9 Cairn
20 Rook
10 Owlbear (Roll 1d8: (1-3) Owlbear; (4-6)
21 Naiad (Roll 1d3: (1-2) Naiad; (3) Shellsinger) Ravenbear; (7-8) Great Horned Owlbear)
22 Gasbag 11 Ogre
23 Infurriel 12 Insect Swarm
24 Giant Fox 13 Centaur
25 Beetle, Giant (Roll 1d10: (1-5) Giant Beetle; (6) 14 Huezcatla
Giant Stink-Fire Beetle; (7) Giant Blister Beetle;
15 Giant Fox
(8) Giant Brimstone Beetle; (9) Giant Bombar-
dier Beetle; (10) Great Horned Beetle) 16 Carrion Crow
26 Fox 17 Fox
27 Venusian Fae 18 Venusian Vae
28 Giant Raven 19 Horse
29 Giant Skunk 20 Giant Skunk
30 Roost Dretch 21 Wolf
31 Hamadryad (Roll 1d10: (1-2) Caryatid; (3- 22 Armadwar (Roll 1d6: (1-4) Armadwar; (5-6)
4) Molush; (5-6) Oread; (7-8) Daphnaie; (9) Armadwar Shaman)
Epimeldide; (10) Hesperide) 23 Bandit
32 Anathema Eagle 24 Lycanthrope, Werefox
33 Unicorg 25 Jomyrk
34 Owlbear (Roll 1d8: (1-3) Owlbear; (4-6) Raven- 26 Blight, Bombardier Tree
bear; (7-8) Great Horned Owlbear) 27 Draexodon
35 Ogre 28 Giant, Truskar Slayer
36 Giant Lizard 29 Birchman Colony
37 Verdivis Bush 30 Sandbag
38 Woodwose (Roll 1d8: (1-3) Leafy; (4-6) Bram- 31 Wasp Drake
bly; (7) Goliath; (8) Lord)
32 Tyrant Dragon
39 Green Maw
40 Carnivorous Plant, Puppeteer Vine
41 Gloomborn, Gloomicorn
42 Cockatrice Hills Monsters
43 Tendrilagon Roll
Monster Encountered
2d12
44 Unicorn (Roll 1d8: (1-3) Beaked; (4-5) Mad-
horn; (6-7) Defiled; (8) Paragon) 2 Langoosha
45 Blood-tree Troll 3 Toadspawn, Hill Giant
46 Spawn of Nockmort 4 Thunderfang
47 Gargantuan Beast, Ape 5 Manticore
48 Colossus, Fungal 6 Basilisk
7 Scorpion, Flying Swarm
Page 491
8 Scorpiopede 22 Ant, Giant (Roll 1d5: (1-3) Worker; (4-5) Sol-
9 Gorung dier)
10 Dagger Snake 23 Crystapien
11 Blood Eagle 24 Beetle, Giant (Roll 1d10: (1-5) Giant Beetle;
(6) Giant Stink-Fire Beetle; (7) Giant Blister
12 Armadillo
Beetle; (8) Giant Brimstone Beetle; (9) Giant
13 Scorpion, Flying Bombardier Beetle; (10) Great Horned Beetle)
14 Giant Armadillo 25 Jokuul
15 Gloomborn, Gloom Goat 26 Tendrilagon
16 Elven Ally (Roll 1d4: (1-2) Melshee; (3-4) 27 Vydra
Raptshee)
28 Blood-Tree Troll
17 Pteral (Roll 1d5: (1-4) Pteral; (5) Pteral
29 Iemisch
Queen)
30 Weeping Foxglove
18 Man-Bat
31 Gargantuan Beast, Ape
19 Ogre
32 Tyrant Dragon (Adult)
20 Cyclops
21 Giant, Hill
22 Carron (Roll 1d4: (1-3) Carron; (4) Carron Mountain Monsters
Alpha)
Roll
23 Codrille Monster Encountered
2d20
24 Wasp Drake 2 Zmei Dragon (Roll 1d3: (1-2) adult; (3) an-
cient)
Page 492
24 Blood Eagle Planar/Extradimensional Monsters
25 Gloomborn, Gloom Goat Roll
Monster Encountered
26 Harpy 2d20
27 Anathaema Eagle 2 Demon, Agrinackk
28 Anthracite Dragon (Roll 1d5: (1-3) very young; 3 Celestial Array
(4-5) young) 4 Elemental, Rainbow Warden
29 Cockactrice, Basan 5 Demon, Valmyr
30 Dagger Snake 6 Demon (Roll 1d4: (1-2) Contractor Devil; (3)
31 Gorung Wechuge; (4) Hive Demon)
32 Pteral (Roll 1d5: (1-4) Pteral; (5) Pteral Queen) 7 Angel, Stray Tenet
33 Troglodyte 8 Giant, Azurite
34 Zmei Dragon (Roll 1d5: (1-3) very young; (4-5) 9 Dhukan
young) 10 Inferno Cat
35 Thunderfang 11 Allomader
36 Giant (Roll 1d8: (1-2) Stone Giant; (3-4) Light- 12 Angel, Glorious Bulwark
ning Giant; (5-6) Lightning Giant Cleric; (7-8)
13 Annwyn
Mist Giant)
14 Yali
37 Toadspawn, Hill Giant
15 Dimensional Pirates
38 Prancing Shanty
16 Demon (Roll 1d4: (1-2) Chittering; (3) Hell
39 Ononont
Cat; (4) Tacitus)
40 Tarraqonus, Tarrakus
17 Unicorg
18 Boomlin
Ocean Encounters 19 Infurieel
Roll 20 Falsoom (Roll 1d3: (1-2) Falsoom; (3) Fal-
Monster Encountered
2d10 soom Guardian)
2 Tarraqonus, Tarradile 21 Drakehünd
3 Vampire, Brine 22 Angel, Shining Warden
4 Gargantuan Crab 23 Demon, Flea Man
5 Armored Piscacor 24 Void Goblin (Roll 1d3: (1-2) Void Goblin; (3)
6 Golem, Coral Void Goblin Boss)
7 Wereshark 25 Elemental (Roll 1d10: (1-2) Crystal Mephit;
8 Dire Drake, Sea (3-4) Dust Elemental Swarm; (5-6) Flame
Elemental Swarm; (7-8) Gust Elemental
9 Squid, Vampire Swarm; (9-10) Mist Elemental Swarm)
10 Clam (Roll 1d6: (1-3) giant; (3) barbshell; (4) 26 Angel, Silver Shield
prime barbshell; (5-6) venomous barbshell)
27 Minor Elemental (Roll 1d4: (1) Minor Air
11 Fish, Swarm Elemental; (2) Minor Earth Elemental; (3)
12 Shark (Roll 1d6: (1) bull; (2) goblin; (3) giant Minor Fire Elemental; (4) Minor Water
goblin; (4) thresher; (5) whale; (6) megalo- Elemental)
don) 28 Angel, Brightguard
13 Deep One 29 Demon (Roll 1d5: (1-2) Roost Dretch; (3-4)
14 Squid, Giant Vampire Sky Fiend; (5) Fetch)
15 Eel Dragon (Roll 1d6 for type: (1-4) small 30 Elemental (Roll 1d6: (1-2) Air Dancer; (3-4)
young dragon; (5-6) average adult dragon) Brine Elemental; (5-6) Oil Elemental)
16 Vampire Spawn, Brine 31 Muse
17 Naga, Marine 32 Aeroselack
18 Elemental, Brine 33 Festhaken
19 Squid, Ancient, Giant 34 Demon (Roll 1d4: (1-2) Immolatrix; (3) Ko-
20 Eel Dragon (large ancient) bold Avatar; (4) Kaundyuk)
Page 493
35 Demon (Roll 1d3: (1) Murmuration; (2) Gar- 34 Gargantuan Poisonous Snake
nash; (3) Kilcher) 35 Boggheu
36 Angel, High Clarion 36 Muck Wyrm
37 Shahr 37 Uphar
38 Elder Elemental (Roll 1d4: (1) Elder Air El- 38 Prancing Shanty
emental; (2) Elder Earth Elemental; (3) Elder
39 Treant, Rotierien
Fire Elemental; (4) Elder Water Elemental)
40 Giant, Moss
39 Angel, Plume of Glory
40 Angel, Tachael
Urban Monsters
Roll
Swamp Encounters Monster Encountered
2d16
Roll
Monster Encountered 2 Demon, Landlord
2d20
3 Mage Maelstrom
2 Muck Thrasher
4 Demon, Vile Vendor
3 Grim Goir
5 Muse
4 Giant, Mist
6 Primeval Slime (Roll 1d4: (1) Crimson Stain;
5 Unicorn, Beaked
(2) Golden Lure; (3) Stalking Sludge; (4)
6 Serpentfury Mirror Ooze)
7 Leech, Colossal 7 Threshold Creeper
8 Snake, Viper, Giant 8 Consuming Coin
9 Puppeteer Vine 9 Floating Head
10 Green Maw 10 Kobold
11 Werecrocodile 11 Nesufti
12 Frogfolk (Roll 1d6: (1-2) Brute; (3-4) Ghoul; 12 Booka
(5-6) Shaman)
13 Acolyte
13 Blastoad
14 Carrion Crow (Roll 1d5: (1-4) Carrion Crow;
14 Rat, Giant (5) Swarm of Carrion Crows)
15 Hirudinean 15 Peasant
16 Abhorrent Toad 16 Animated Object (Roll 1d4: (1-2) Animated
17 Frogfolk (Roll 1d6: (1-2) Frogfolk; (3-4) Book; (3-4) Animated Broom)
Croaker; (5-6) Gripfoot) 17 Man-At-Arms
18 Lizardmen 18 Drakehünd
19 Swamp Strider 19 Friar
20 Fen Fey 20 Giant Raven
21 Snake, Giant Hissing Viper 21 Knight
22 Fen Fey Fiddler 22 Goblin
23 Horsefly, Giant 23 Rat Swarm
24 Demon, Child of Bobugbubilz 24 Orc
25 Blight, Whipping Willow 25 Lycanthrope, Werecrow
26 Toad Heap 26 Noble
27 Soben (Roll 1d6: (1-4) Soben; (5-6) Soben 27 Golem (Roll 1d4: (1-2) Wizard; (3) Stained
Commander) Glass; (4) Graffiti)
28 Jokuul 28 Invidious Pigment
29 Lizard, Giant 29 Caoineadh
30 Sicuriju 30 Allomander
31 Vlerflomorph 31 Thatchmaw
32 Golem, Mist 32 Undying Dirge
33 Mokele-Mbembe
Page 494
Page 496
Appendix B:
Backer Monsters
Page 497
Construct: An adaptive guard is immune to mind-affecting
ADAPTIVE spells and effects, as well as attacks or effects targeting
biology, such as poisons, diseases, paralysis, and blinding.
GUARD Adaptive plating: An adaptive guard adapts when it takes
any damage, gaining bonuses based on how many times
Hailing from an unknown world or dimension, adaptive it has taken the same type of damage, as indicated below.
guards are a type of construct greatly desired by those who The adaptive guard can adapt to up to two types of damage
can afford their services. Only the exceedingly influential or at one time – additional damage types replace the oldest
impossibly wealthy can hope to acquire one of the adaptive adapted damage type and reset the adaptation. Ineffective
guards, but those fortunate enough to be offered one will attacks do not reset the adaptive plating. For the purposes
find them to be unrivalled in loyalty and unmatched in com- of adaptive plating, weapons damage can be broadly clas-
bat. An adaptive guard’s primary purpose is as extremely sified as piercing, bludgeoning, or slashing, as determined
expensive security, dedicated by beings of order to uphold by the judge.
the law of whatever organization or individual purchases
them. After suffering damage, the adaptive guard becomes resis-
tant from further attacks dealing that type of damage, suf-
Forged from a metal infused with pure Law, these autono- fering only half damage.
mous mercenaries learn from every blow. Any unfortunate
assailant will falter as their strikes become ineffective, the After suffering damage of a type to which it is resistant,
magical alloy adapting and attuning to any source of dam- the adaptive guard gains immunity to the damage type,
age. Standing uniformly at 8’ tall, these spotless, gleam- suffering no damage.
ing constructs seem to glow from within, wielding terrible When it would otherwise suffer damage of a type to which
weapons whose blades shine with the same energy that it is immune, the adaptive guard instead heals a number of
emanates within the adaptive guard. hit points equal to half the damage it would have suffered,
Although impressive, the remarkable alloy is not yet per- up to its maximum hit points.
fected. Its ‘memory’ is limited, only capable of adapting Adaptive weapons: An adaptive guard’s weap-
to so much before overwriting. An astute oppo- ons can be magically reshaped by the con-
nent can abuse this limitation, forcing weak- struct as part of its
ness from where strength once dwelled. move (even if it
remains in place).
The two weapons
“It’s just a walking lump of magic are always of the
metal, group up and hit it till it dies! same type, with
What do you mean, ‘It got better’?” the exception of
—Ikitro, bandit swordmaster the adaptive canon,
which is a single weap-
on using both action
Adaptive guard: Init +3; dice (but a single attack
Atk adaptive saber +6 melee roll) to fire. These weap-
(1d6+5) or adaptive lance +8 ons can do damage of any
melee (1d10+5) or adaptive type the adaptive guard is
canon +8 missile fire (2d10, currently adapted against.
range 120’); AC 20; HD They are treated as magical
10d12; MV 30’, fly 10’; Act weapons when determin-
2d20; SP infravision 120’, ing which creatures they
construct, adaptive plating, can affect.
adaptive weapons, immune The flawless form of the eight-
to spells and effects which foot tall shining automaton
would change its form; SV resonates Law as it relentlessly
Fort +10, Ref +7, Will +3; AL marches forward. Confusion
L; Crit V/1d20. shifts to terror as the shimmering
plate regenerates before them, their
futile assault repairing what little
damage the construct had suffered.
Page 498
Agony leech: Init +0; Atk attach +3 melee (special); AC
AGONY LEECH 12; HD 1d4; MV 5’, fly 5’; Act 1d20; SP feed; SV Fort +0,
Ref +0, Will +8; AL N; Crit N/A.
These worm-like, hovering creatures are found in places
rich in history of great emotional pain and suffering, such Feed: An agony leech which has successfully attached itself
as major battlefields, torture chambers, prisons and ele- to a target feeds on the host’s traumatic memories. This
mentary school cafeterias. They appear to be flying, albino results in 1d3 temporary Personality loss (a successful DC
earthworms, measuring 4-7” in length. On close inspection, 10 Willpower save reduces the loss to 1 point). The affect-
however, agony leeches are coated in fine, independently- ed host is immediately immersed in their most traumatic
moving, hairlike growths which test the environment for memory, resulting in a -1d penalty to all actions. The agony
waves of ambient pain. They also have vaguely humanoid leech continues to feed each round thereafter (host may
“faces” with pallid, pupil-less eyes and sharp-toothed, cir- attempt a Willpower save to reduce the damage) until the
cular mouths similar to a lamprey. Agony leeches float up host’s Personality is reduced to zero, whereupon the host
to 6’ in the air, ambulating by flexing their bodies as would perishes. The active feeding of an agony leech typically
a worm, and avoid sunlight. A typical nursery will support attracts others of its kind if present, summoning an addi-
ten to fifteen leeches. tional 1d3 leeches. Due to the small size of the leech, a host
While they largely subsist on the ambient residual pain of might not even realize they’ve been attacked and have one
their environment, agony leeches presented with sentient attached to them. The host or nearby allies must succeed on
prey will be drawn to such creatures, particularly in the a DC 12 Intelligence check to detect the leech.
dusk to pre-dawn hours. They latch to any exposed skin or This pallid hovering worm floats and wriggles in the air over
hide, employing a local anesthetic venom to avoid detec- ancient battlefields and prisons, their hair-like setae seeking more
tion, then insert a proboscis which penetrates the host’s agony from which to feed, their blind eyes questing ceaselessly.
nervous system, and begins feeding off their psychological
pain. The host experiences this feeding as a powerful re-
living of their most traumatic memories and suffer gradual
Personality loss. The act of feeding commonly draws up
to three more agony leeches to the host, due to the host’s
active trauma. A host whose Personality is reduced to zero
perishes.
Page 499
Camouflage: As an action, a cerebral lurker can alter its col-
CEREBRAL oration to blend into any terrain, requiring a DC 15 Intel-
ligence check to spot (elves gain +4 to this roll).
LURKER Grapple: A target struck by both tentacles is grappled and
must make a Strength check (vs. +8, see Grappling, p. 96,
The cerebral lurker is a 10’ long, sentient slug-like horror, DCC RPG) to escape. The round after successfully grappling
with a twisted alien mind. Its form is dominated by a flat- a victim, the cerebral lurker will pull its victim under its
tened elongated body, called the foot. The underside has acidic foot, burning them for 5d7 damage. If the target con-
fleshy ribs that secrete caustic acid, allowing it to burrow tinues to struggle, the lurker will remain in place, allowing
through solid stone. Its dorsal surface is covered with fleshy its acids to continue their work, round after round, until
pulps (called cerata) which emit waves of deadly psychic the target is dead, or has escaped.
energy.
Psychic wave: In addition to its actions, the cerebral lurker
So alien is this creature that it is clearly not from this world. releases a wave of psychic energy, emitting from its body
Even so, it is still a point of conjecture among learned schol- in a 30’ radius. All targets in range suffer 1d24 damage (DC
ars and sages as to its world/plane/dimension/realm of 15 Willpower save negates).
origin. Cerebral lurkers may have slithered through a tear
in the planar fabric between worlds, could be the result of Regeneration: The cerebral lurker heals 10 hp each round,
a cult’s twisted experiment gone awry, or perhaps cerebral although if struck with lightning or similar electrically
lurker cysts were borne on rocky fragments hurled through based effects, its regeneration doesn’t function for a round.
space and time, eventually impacting with this world. The cerebral lurker dies only if it reaches 0 hp and is unable
to regenerate the next round.
The cerebral lurker uses its amorphic body and adaptive
coloration to conceal itself and its mental powers to alter Rubbery flesh: When attacked, the cerebral lurker adjusts
the terrain to deadly effect. It seeks to grapple targets and its flesh for the coming struggle. It may either compress its
pull them under its muscular foot for a wash in its secreted flesh (granting a +5 to AC) or imbue its body with psychic
acid. Dissolved organic material is then absorbed via the energy (non-magical weapons attacks do half damage). The
fleshy ridges on its ventral surface. creature can change this effect each round, as it adapts to
the tactics of its attackers.
Cerebral lurker: Init -2; Atk tentacle (x2) +8 melee (2d7
A muscular slug-like horror, larger than a warhorse, slithers out
plus grapple); AC 14 (19, see below); HD 12d8; MV 20’
of the crevasse. The worm-like creature’s rubbery hide is colored
, burrow 10’; Act 2d20; SP acid flow, amorphic body,
in a wild array of purples, pinks, yellows, and orange until, as
psychic wave, phantasm (1/day, +12 spell check), regen-
you watch, it begins to adapt its coloration to blend in with its
eration (10 hp/round), rubbery flesh; SV Fort +4, Ref -2,
surroundings. Two bulbous, eyeless, sensory antennae wave in
Will -4; AL C; Crit M/d20.
the air, joined by thrashing of four whip-like oral tentacles and
Acid flow: While the primary source four fan-like pseudo appendages. In its wake, rather than
of the cerebral lurker’s acid is its a trail of glistening slime, is steaming and corroded
foot, a milder form of the acid path of acrid smelling destruction.
is secreted by its skin. This acid
is strong enough to burn away
restraints which are adhering to the
creature’s skin (such as spider webs)
within 1d3 rounds.
Amorphic body: The cerebral lurker can
flatten is body to a ribbon-like shape,
able to squeeze through a 3”-wide
opening.
Page 500
DEVILED 11-12 Sleep 1/day the burning gaze from with-
in the shell may be targeted onto a
victim within sight, putting them
DRAGON EGG into a heavy sleep for 1d7 hours
(DC 12 Willpower negates). Loud
Fortunately for all, dragons are rare beasts, and even more noises of attempts to wake the vic-
rare is the hatching of a clutch of dragon eggs. Even for tim grant them a single DC 8 Will-
dragons, the survival of their offspring is a dicey proposi- power save per round to shake off
tion and any number of factors can prevent an entire nest the effect.
of eggs from hatching. When a clutch of eggs fails to make
it to maturity, there are those forces in the multiverse that 13 Steam When struck, the egg vents steam
seize upon this opportunity. inflicting 1d3 damage to all within
5’.
Deviled dragon eggs are the unhatched eggs of a dragon,
possessed and animated by infernal forces, and filled with 14 Smoke Egg emits a 10’ radius smoke
undying rage towards the living. The small demonic enti- cloud, granting a +3 to AC against
ties within them are often seen as pets by more powerful missile fire attacks.
demons, who often assemble collections of them to unleash
on unwary summoners as a form of endless (and often Egg roll (2/day): The deviled dragon egg retreats into its
lethal) amusement. Such collected egg clutches will typi- shell, without resealing it, and propels itself forward in
cally have 4d6 members and often come from a variety of a straight line. The egg charges up to 40’, smashing into
draconic bloodlines. anything in its path. Targets in its path must make a DC 12
Reflex save or suffer 2d6 damage (and potentially fall prey
Deviled dragon egg: Init -2; Atk claw +3 melee (1d6+2) to its breath weapon effect – see above). Human-sized and
or shell shard +2 missile fire (1d3+1), range 60’; AC 15; smaller victims are automatically knocked prone, while the
HD 4d8; MV 30’, fly 10’; Act 1d20; SP demon traits, creature ends its attack by going into its shell retreat state.
breath weapon, egg roll, pack hunter, shell retreat; SV Pack hunter: For each additional deviled dragon egg attack-
Fort +1, Ref +0, Will -3; AL C; Crit M/d10. ing the same target, the egg gains a +1 bonus to attack rolls
(maximum +8).
Breath weapon: Deviled eggs never manifested their true
breath weapons, but the infernal beings within them are Relentless hunter: Once having the scent of their prey, the
able to summon forth those energies to a limited degree, deviled dragon egg is able to tirelessly and unerringly
as detailed below. follow its target. Never needing to rest, this is especially
dangerous should an entire clutch of eggs be in pursuit.
Roll To evade the deviled dragon eggs, the target must take
Type Effect
1d14 appropriate evasion measures (judge’s discretion) and suc-
1-2 Fire Targets struck by a claw attack are ceed in a Luck check rolled on a d30.
engulfed in flame and suffer 1d6 Shell retreat: The deviled egg may fully withdraw into its
damage per round (DC 8 Fortitude shell, sealing itself back in, and gaining a +4 AC bonus.
save negates). During this time it may take no further actions, other than
3-4 Cold Claw attacks inflict +1d3 damage. to re-emerge on a subsequent round.
5-6 Acid Acid eats at items touching the Standing two to three feet tall, this semi-
shell, causing a permanent, cumu- fossilized, partially hatched shell has
lative -1 to damage rolls. When the four legs emerging from its bottom.
penalty equals the weapon’s natu- A pair of glowing red eyes burn
ral max damage, it is destroyed. from within, glowing outwards
Magic items receive a DC 12 save between fissures in the shell’s
(add the weapon’s “plus” to the exterior. It heaves
d20 roll). and bulges, as it
7-8 Electricity Shell shards stun targets for 1d3 a pair of wings
rounds (DC 10 Fortitude save were seeking to
negates) push their way
through the shell.
9-10 Poison Claw attacks inflict 1d3 permanent
Stamina loss (DC 8 Fortitude save
reduces loss to temporary)
Page 501
Coral infection: The target must make a DC 14 Fortitude
DROWNED DEAD save or suffer a disease that causes coral to grow from their
pores. The victim must immerse themself in saltwater for 10
The petty god of the drowned dead vies against Pelagia minutes each day or suffer pain (-1 to all action die rolls).
for the soul that perishes beneath the waves. Those who For each month that the disease is left untreated, the action
are claimed by the depths are forced to serve until they die penalty increases by one.
rot into nothing. Their unlife is torment, for their minds
remember their former selves but their geas removes the Un-dead traits: Drowned dead are un-dead, and thus can be
concept of disobedience from their minds. Whenever their turned by clerics. They do not eat, drink, or breathe, and are
master commands them, the drowned dead fill their rot- immune to critical hits, disease, and poison. As un-dead,
ting bodies with thermal gas in order to float upward. They they are immune to sleep, charm, and paralysis spells, as well
climb anchor chains to board the ships of the living. If they as other mental effects and cold damage.
overtake a ship, they turn the vessel into a ship of the dead Whispers of death: The drowned dead whispers a horrible
and haunt the seas. The drowned dead sail with the goal of truth that requires a DC 14 Willpower save from the victim.
increasing their numbers so as to glorify the petty god of On a failure, the victim hears and believes the promise of
the dead and bring more into the company of the damned. a watery death and in subsequent resurrection by the god
The drowned dead are generally encountered in groups of of the drowned dead. If the victim is ever reduced to zero
1d4+4, one of whom is a captain with 6 HD and an addi- hp while in water, they instantly bleed out and must make
tional +2 bonus to initiative, attack, and damage. There is a Recovering the Body check with a d30. This minor curse
a 25% chance that each crew also has a priest, who can cast can be removed with remove curse.
1d4 1st-level cleric spells (+3 spell check). Coral protrusions rip through the bloated flesh of the gasping
figure that crawls aboard the ship. Seaweed drops from its rusty
Drowned dead: Init +4; Atk cutlass +4 melee (1d8+1)
cutlass as the corpse lurches forward.
or coral burst +4 missile fire (1d6 plus coral infection,
range 10’ radius; 1/day); AC 14; HD 4d8; MV 30’;
Act 1d20; SP whispers of death, half damage
from fire attacks, un-dead traits; SV Fort +4,
Ref +0, Will +2; AL N; Crit U/d8.
Page 502
Resonance wave: The gong warden strikes one of the three
GONG WARDEN sections on its main body to create an echoing sound that
affects all enemies within 60’. This ability can be used each
Rising to guard its sacred temples at times of conflict, a round with cumulative effects.
gong warden protects the grounds from interlopers. A gong
warden is an animated construct, the gong itself making Strikes the center of the gong causing a ringing in the ears.
up the main body of the protector and the decorative frame Enemies suffer as the sound of the gong echoes in their
forming arms and legs. Wielding a pair of gong mallets, head distracting them from the combat. Foes in range of
the creature defends the temple with physical attacks and the gong suffer a -1d penalty for all actions for 1d3 rounds
several echoing, sound-based attacks. Gong wardens vary (DC 14 Fortitude save negates).
in size, ranging from 3’ in diameter to almost 20’, with their Strikes the middle section of the gong causing a concussive
Hit Dice scaling accordingly. force. Enemies in range are hit by a wave of force. Targets
are stunned for 1d3 rounds (DC 12 Fortitude save negates).
Gong Warden: Init +2; Atk gong mallet +3 melee
(1d5+3); AC 16; HD 3d8, 4d8, 6d8 or 8d8; MV 30’; Act Strikes the outer edge of the gong causing a bellowing wind.
2d20; SP resonance wave, half damage from slashing Enemies hit by the bellowing wind suffer 2d5+2 damage
or piercing weapons; SV Fort +8, Ref +2, Will +6; AL L; (DC 14 Fortitude save for half damage).
Crit M/as HD. As the plundering invaders ravage the temple, rays of intense sun-
light bear down upon the three great ceremonial gongs. Moments
later, the gongs themselves uproot their frames and take their first
step forward as guardians of the temple.
Page 503
Isskor: Init +3; Atk bite +5 melee (1d6+1) or leg slash +3
ISSKOR melee (1d4 plus grapple) or hungry maw (see below);
AC 13; HD 4d8; MV 10’, fly 40’; Act 1d20; SP leg barbs,
An isskor is a mutated insectoid, similar to a giant moth, vulnerable to fire (double damage); SV Fort +2, Ref +4,
except with back legs bearing sawblade-like barbs for catch- Will +0; AL C; Crit M/d16.
ing its prey. It naturally oozes a clear, glistening, highly-
flammable oil. An isskor’s most prominent feature is its Leg barbs: Whenever the isskor hits with its leg slash attack,
second mouth, a circular maw on its abdomen replete with the target grappled (DC 12 Reflex save avoids). The grapple
rows and rows of razor-sharp teeth and gyrating tongues. can be escaped from as normal on the target’s initiative.
The creature uses to this maw to feast upon its prey’s intes- Once grappling with an opponent, an isskor can use its
tines, while its smaller mouth on its head is used for quick hungry maw attack.
strikes and drinking water.
Hungry maw: As an action, the isskor uses its hungry maw
Isskors are pack hunters who nest in underground hives, attack against a grappled opponent. This automatically hits
often violently claimed from the subterranean dwellers for 3d6 damage (4d6 to those not wearing metal armor)
who built them. They hunt during the day over any kind of and the target suffers a cumulative -1d penalty to Fortitude
flat or open terrain—anything which affords them a view saves until the damage is healed. Unconscious targets need
of possible prey. An isskor is a vicious creature that is just not be grappled by an isskor to be subject to this attack.
intelligent enough to get profane pleasure from the suf-
fering of others. As such, it prefers prey which wriggles, Presaged by the nauseating buzzing of insectoid wings, several
screams, or cries, and it especially enjoys devouring the giant, moth-like creatures swarm at you. They seem to glint with
younglings of sentient species, such as human children. some sort of moisture in the light, and once propping themselves
up on their barbed legs, reveal pulsating maws on their abdomens,
Many believe the isskor to be mundane insects. However, rippling with multiple rows of razor-sharp teeth, and writhing
the learned folk of the world have theorized that the isskor with no less than three tongues.
is a result of some magical mutation—either by the mistake
of reckless experimentation or by the design of some evil
mage—which could account for its intelligence and vin-
dictive behavior. The most experienced caravans in these
regions sometimes paradoxically carry lit torches in the
daytime so that they may exploit the only weakness of an
otherwise formidable hunter.
Page 504
Immutable: Golems are immune to magic which would
GOLEM, THE change their form or size.
Magic attack: Attacks made by golems are considered +3 for
ITINERANT purposes of attack immunity.
Meat shield: The itinerant grasper may use a grappled oppo-
GRASPER nent to protect itself from incoming melee attacks. For each
victim so held (maximum two), the creature receives a
The itinerant grasper, also known as “the clasping death”, is Reflex save versus the incoming attack result. If success-
an unnatural collection of humanoid arms, each harvested ful, their victim suffers the incoming damage.
from the shoulder and grafted onto a central fleshy core. At
least one of every three such arms also have a single eyeball Rending roll: Forgoing its normal actions, the itinerant
grafted into the center of its palm. This abhorrent ensemble grasper can, instead, charge up to 40’ in a straight line,
creates a large sea urchin-like rolling mass of arms, unblink- rolling over targets. All targets in its path suffer 6d4 dam-
ing eyes and clutching hands. They can wield weapons and age (DC 15 Reflex save avoids). Additionally, up to two
shields (but gain only one shield bonus against any specific targets are swept up and subject to a grapple attack. Those
attack) and there have been unconfirmed accounts that they not grappled are knocked prone.
can use magic items such as rings wands, rods and staffs. Tear: Upon successfully striking a single target with three
This macabre grafted horror can serve as a scout, spy, melee attacks in a round, the itinerant grasper automatically
enforcer and bodyguard for its foul creator. Fueled by succeeds in grappling its foe. On each subsequent round
dark magics, they need no sustenance to survive, feel no that the victim is grappled, it tears their flesh in multiple
pain, and do not know fear. Fortunately, the crafting of directions and inflicts an automatic 3d4 damage. Victims
these nightmares has been forgotten to history and many may spend an action to attempt to break the grapple.
itinerant graspers have outlived their creators, beginning to An abomination of rolling mass of arms and clutching hands,
roam the world, driven by some unknown purpose. unified around a central mass of bruised and discolored flesh.
Unblinking hands stare out from the center of claw-like hands,
Itinerant grasper (golem): Init +3; Atk clawed-hand +8
tracking its surroundings as it rolls forward in a cascade of writh-
melee attack (1d4+3, plus grapple) or by weapon; AC
ing, flopping limbs. As it moves, it contorts with unnatural flex-
15; HD 6d10+12; MV 40’, climb 20’; Act 6d20 (no more
ibility, and its nails create an eerie, scraping sound.
than three attacks per target); SP golem traits, magic
resistance (all spells cast against a golem are subject to
50% chance of failure before saves are rolled), blistering,
meat shield, rending roll, tear; SV Fort +5, Ref +2, Will
+1; AL N; Crit M/d12.
Page 505
Drag to the depths: While grappling a victim, the jolly crab-
JOLLY CRABBER ber is able to move up to 15’ per round, carrying its victim
towards the water while inflicting 2d6 damage.
Tales of the jolly crabber are shared in nearly every fishing
village and dockside tavern. From a distance they appear Fascinate: The jolly crabber targets one victim within 60’.
to be a hunched figure, with a ruddy, jolly face of a fish- The target, upon seeing the jolly crabber’s colorful mask, is
erman, wrapped in brightly colored, dripping rags, their compelled to approach the jolly crabber (DC 15 Willpower
gloved hands carrying a battered crabbing cage over their save negates). Victims perceive no threat from the jolly
shoulder. They seem to glide, bobbing across the ground crabber and are automatically surprised when it attacks.
and, upon closer inspection, their face is a worn but brightly The fascination lasts for 1d6+2 rounds, or until the victim
painted wooden effigy. Those who do not know better may witnesses the jolly crabber making an attack or it sheds its
find this figure strangely whimsical and often lean in for a disguise. Whether or not the target succeeds on their save,
closer look, falling back in terror as the infernal consortium they cannot be targeted by this effect again for 24 hours.
of crabs burst forth, swarming over the unwary and drag- Misleading: While it seems easy enough to hit, striking it
ging them to the depths. merely hits its fisherman guise, and only blows succeed-
Made up of a swarming consortium of crabs, possessed of ing against the swarm’s AC 15 inflict any damage. Non-
an evil spirit, a jolly crabber prefers to pick off lone victims. damaging strikes merely shift its bulky form, causing it to
Once they devour their prey’s flesh, they raise the remain- clatter and click while it swells and bulges in strange ways.
ing bones, conscripting the skeleton into their service. A Ragman: Intelligent creatures of 2 HD or less find the crea-
single jolly crabber can terrorize a waterfront settlement ture’s initial appearance both whimsical and compelling
for years unless slain or driven off by force. and find themselves surprised by its initial attack (DC 12
Willpower save negates).
Page 506
Libri animatum: Init +0; Atk slam +2 melee (1d5) or club
LIBRI +3 melee (1d6+2); AC 11; HD 8d8; MV 20’; Act 2d20; SP
2d3 additional languages, magic resistance (all spells
ANIMATUM cast against a libri animatum are subject to 25% chance
of failure before saves are rolled), mind-flense, rebind-
Roaming forgotten libraries and studies, unwary archivists of ing (10 hp/round), telepathy, vulnerable to fire (double
ancient lore occasionally find a stack of animated, vaguely human- damage), un-dead traits, spellcasting (+4 spell check):
oid, books. They are powered by the restless spirits of those who Spells (1st) cantrip, comprehend languages, detect magic,
died during their research—perhaps as a result of a lab experiment runic alphabet, mortal; (2nd) detect invisible, mirror image;
gone wrong, a summoned demon they could not control, or merely (3rd) slow; SV Fort +0, Ref +1, Will +8; AL L; Crit U/d12.
forgetting to eat while engrossed in enticing studies.
Mind-flense: In place of its actions, the libri animatum targets
Now eternally trapped in their awkward bodies, these spirits still up to three living, sentient creatures it can see within 30’
crave lost knowledge and secrets. While physically weak, they can and steals their memories (DC 15 Willpower save negates).
steal knowledge directly from the minds of mortals. Understand- The attack drains 1d3 temporary Intelligence and stuns the
ing their own limitations, libri animatum often employ subterfuge, victims for 1d3 rounds. Should temporary Intelligence loss
acting as a guide or ally, to lead parties into the traps and the lairs exceed the victim’s total, losses continue by permanently
of other monsters. Then, from the sidelines, they siphon their lowering the victims Intelligence total. When reduced per-
victims’ knowledge and memories into their own psychic cache. manently to 0, the victim enters a vegetative state from
Their forms have torn strips of pages into facsimiles of hands which there is no recovery (magical or mundane) short of
which, while somewhat clumsy, allow them to hold and manipu- divine intervention.
late objects. They can also speak, with voices which sound like Rebinding: The libri animatum heals 10 hp per round, so
the fluttering and rustling of pages. A libri animatum is a vessel long as it is within 10’ of unattended books or scrolls. The
of knowledge, knowing all it has stolen, as well as the contents books and scrolls are magically subsumed into its body,
of any written material it has absorbed, including spells. repairing damage.
Telepathy: As an action, the libri animatum skims the surface
Although most libri animatum arise from happen- thoughts of one creature within 60’. So long as the target
stance—the soul of the departed inexplicably entangled is within range, the libri animatum can continue reading
in the magics it researched—it is a fate that it is plausible its thoughts. While reading the target’s mind, the libri ani-
for a determined soul to choose, similar to matum gains a +2 bonus to its AC and on saving throws
lichdom. In those situations, the libri ani- against incoming attacks and effects from its target. The
matum would retain its mental statis- effect is blocked by 3’ of wood or dirt, 2’ of stone, or
tics, alignment, personality, goals, 2” of metal.
and even powerful spellcasting Un-dead traits: Libri animatum are un-dead, and
abilities from life, making truly thus can be turned by clerics. They do not eat,
them terrifying foes. drink, or breathe, and are immune to critical
hits, disease, and poison. As un-dead, they
are immune to sleep, charm, and paraly-
sis spells, as well as other mental
effects and cold damage.
Shambling across the room is a
bizarre creature, seemingly con-
structed entirely of papers and
books. It has vaguely human-
oid features—rolled scroll
tips for eyes, a dangling
leather cover strap for a
nose, a flapping volume
for a mouth, books for body,
legs, and arms, complete with
torn strips of pages for digits.
Page 507
Mirari: Init +3; Atk necrotic touch +7 melee (2d6); AC
MIRARI 20; HD 8d8; MV fly 50’; Act 2d20; SP charm person (spell
check result 15), consume life, incorporeal, invisibility,
Mirari are an amalgamation of malevolent spirits that mirage, unnerving presence, half damage from fire, cold,
occupy a wide spectrum of ecosystems such as deserts, and lightning, immune to non-magical weapons, un-
swamps, wintery biomes, decrepit dungeons, and treach- dead traits; SV Fort +3, Ref +10, Will +7; AL C; Crit U/
erous escarpments. These spiteful entities seldom make d12.
their presence known to weary travelers, enabling them
to enrapture and prey upon the hopes and despair of the Consume life: Can target one creature within 5’ which is at
living. The entity is a mass of tortured malevolence that 0 hit points and dying. The target must succeed on a DC 10
emits a whispered cacophony of sounds associated with Fortitude save or be irrevocably slain. If the target dies, the
mirth, joy, despair, and pain while ‘inviting’ others to join mirari regains hit points equal to its victims maximum hp.
in its lifeless misery.
Invisibility: The mirari becomes invisible until it attacks
Similar to will-o’-wisps and ghost lights, these spirits are or uses its consume life ability. It then remains visible for a
the byproduct of a multitude of victims who have expe- minimum of 2d3 rounds.
rienced exhausted relief and awe only to drop into utter
despair before passing from life. Mirari are often invis- Mirage: Over the course of a full round, the mirari weaves
ible, creating mirages that both surprise and instill a false illusion terrain that can cover up to a 100’ radius. The
sense of comfort in harsh surroundings. These entities may mirage may be used to conceal dangers such as cliff faces,
be found in deserts casting false oases, along treacherous traps, etc. and those falling prey to such hazards whilst so
heights enticing victims off precipices, or producing an concealed suffer a -2d penalty to any Reflex saves to avoid
illusion of a safe and secure path in ancient crypts riddled harm. A creature with reason to disbelieve the reality of the
with traps that have claimed countless unsuspecting lives. mirage may make a DC 17 Willpower save to see through it;
It can often be symbiotic with non-ambulatory creatures merely attempting to touch the illusion will not pierce the
(such as the dankmire), assisting with its illusory abilities powerful psychic veil. The mirage remains for 2d3 turns.
to ensnare the living. Un-dead traits: Mirari are un-dead, and thus can be turned by
When not invisible, the spirit manifests as a human-sized clerics. They do not eat, drink, or breathe, and are immune
lightless gloom, roiling with shifting faces that vacillate to critical hits, disease, and poison. As un-dead, they are
between extreme joy and anguished despair immune to sleep, charm, and paralysis spells, as well as other
after the victims succumb to a similar mental effects and cold damage.
cyclothymia of extreme emotions. Unnerving presence: The mirari
Even if the intelligent living sees makes itself known through
through the Mirari’s decep- a combination of haunt-
tion, it may still attempt ing whispers, maddening
to compel its victims laughter, and beckoning
into despair through cries. Targets within 30’
more forceful actions suffer a -2 to all rolls for
in its desire to invite 1d6 rounds (DC 12 Will-
the living to join in its power save negates).
tortured fate.
A tortured dark cloud with
a boiling mass of faces
vacillating between glee-
ful mirth and anguished
despair. It emits a whis-
pered cacophony of extreme
and divergent emotions that
encourages listeners to join it
in its misery.
Page 508
A shadow gaunt can only enshroud a single creature at a
SHADOW GAUNT time.
Shadow gaunts are evil un-dead shells of their former liv- Un-dead traits: Shadow gaunts are un-dead, and thus can be
ing existence. These creatures roam the shadow realm and turned by clerics. They do not eat, drink, or breathe, and are
guard portals and passageways to get in. They appear as a immune to critical hits, disease, and poison. As un-dead,
large mass of shadow hoovering across the landscape and they are immune to sleep, charm, and paralysis spells, as well
possessing a drippy skull covered in black vicious slime and as other mental effects and cold damage.
a constant chattering rictus. Those who’ve lived through a Unnerving: The unceasing chatter of a shadow gaunt’s teeth
shadow gaunt attack have seen their sharp claws reach for grate on the nerves of all who can hear it. Any creature
them at a distance. In addition to being encountered in the that enters melee range of the shadow gaunt suffers a -1d
shadow realm, liches, wizards, and elves sometimes sum- penalty on attack rolls for the remainder of the encounter
mon shadow guardians to protect their lairs and posses- (DC 10 Fortitude save negates). Any spellcaster within 30’
sions such as phylacteries, spellbooks and prized treasures. must succeed on a DC 12 Willpower save in order to make
any spell check; failure indicates that the action is wasted.
Shadow gaunt: Init +3; Atk bite +6 melee (1d4 plus
necrosis) or claw +6 melee (1d6 plus grab and enshroud; Shadow jump: As part of its move, a shadow gaunt can jump
can attack targets 10’ away); AC 14; HD 4d12; MV fly from a shadow within 5’ of it and reappear from a second
40’; Act 2d20; SP un-dead traits, incorporeal, necrosis, shadow up to 30’ away.
grab, enshroud, unnerving, shadow jump, sunlight vul- Sunlight sensitivity: While in sunlight, shadow gaunts suffer
nerability; SV Fort +2, Ref +3, Will -1; AL C; Crit U/d8. a -1d penalty on all rolls, and targets gain a +1d bonus to
saves and checks against their special attacks.
Incorporeal: Like ghosts, shadow gaunts are incorporeal
and can pass through walls and other solid matter. They Gazing at the darkness approaching you, you see an inky black
are immune to nonmagical attacks, although their attacks shroud of shadow, hovering inches from the ground. Its face is
can do physical harm. that of a chattering skull covered in black oily goo, floating impos-
sibly against its shadowy form. Coming from its mid-section,
Necrosis: Damage from a shadow gaunt’s bite does not heal
claws tipped in black obsidian, at the end of long shadowy arms
naturally and can only be reversed through magical healing.
stretch to reach you.
Worse, the victim suffers 1 damage each day they remain
unhealed.
Grab: A shadow gaunt’s successful claw attack grabs its
victim and pulls them toward the shadow gaunt. Unless
the victim succeeds on a DC 10 Strength check, the
shadow gaunt can use an action die to enshroud
them on its next action.
Enshroud: A shadow gaunt can use an action die
to pull a grabbed creature into itself. Each round,
an enshrouded creature suffers 1d3 Strength loss
(DC 14 Fortitude save resists), dying if their
Strength reaches 0. Each point of Strength loss
heals the shadow gaunt for 1d4 hp. The bodies
of slain victims fade away, their possessions
scattered across the shadow realm, and the
victims themselves rise as a new shadow
gaunts in the shadow realm. Enshrouded vic-
tims can escape with a DC 15 Strength check,
but doing so is both painful and exhausting.
Upon escaping, the victim suffers 1d3 tem-
porary Strength and Stamina loss, which can
be recovered with 10 minutes of rest.
Page 509
Shipwrecker recluse: Init +10; Atk poison fangs +7
SHIPWRECKER melee (2d4 plus paralyzing venom); AC 16; HD 10d12;
MV 30’, climb 60’; Act 3d20; SP web spray, infravision
RECLUSE 60’, spider web trap; SV Fort +5, Ref +8, Will +3; AL N;
Crit M/d16.
Experienced sea captains and sailors speak of a bizarre
sight: entire ships, thought to be lost at sea, found floating Poison fangs: Target is paralyzed for d4+1 rounds (DC 14
in midair inside the various straits and canyons foolhardy Fortitude save negates). Subsequent bites by the recluse
merchants use to shave precious days off their voyages. In increase the DC of this save by +1 cumulatively.
truth these vessels and their crews are the victims of the Web spray: The recluse can hit a single target up to 60’ away
shipwrecker recluse, which catches oceangoing vessels in its with a lance of sticky webbing, entangling it. The target can
massive, nearly invisible web. Its motivations are unknown. free itself with a DC 18 Agility check, but is immobilized
It might keep them as trophies, as lures to attract curious until it does so. The recluse can spend an action any number
explorers to devour, or to house the wealth it accrues from of times each round to pull an entangled target 20’ to itself.
ambushed ships.
Spider web trap: Spotting the recluse’s spider web trap
The recluse is a massive spider, possessing uncanny requires a successful DC 20 Intelligence check (elves gain
strength, agility, and intelligence. It weaves gigantic webs a +4 bonus to the roll). Failing to spot and avoid the web
that are nearly invisible to the naked eye and can lie in wait results in a vessel colliding with the web and becoming
for weeks or months. The recluse can sense a ship smashing thoroughly stuck. The ship’s crew can free it with d6+1
into its web from a great distance, and quickly makes its hours of work, hewing, hacking, and burning the webs.
way to consume its crew and add the vessel to its collection.
Its dagger-sized fangs drip with potent, paralyzing venom, A titanic spider, the size of a small building, squats on the edge of
and it can spray webs to entangle and draw in prey. The a web stretched more than 100’ across the strait. The arachnid’s
recluse wraps its paralyzed victims in thread, preferring carapace is a dark sea green and yellow and white spots mark its
to drain their blood and devour their innards at its leisure. abdomen, giving it the appearance of a gull-splattered rocky shoal.
Once a ship’s crew is dead, it will then make canny use of Greedy eyes glare down at your entangled ship, and poison drips
its web to slowly pull up and “hang” the ship in its web. from its dagger-sized fangs.
Each ship in a shipwrecker recluse’s collection contains a
variety of wealth worth 5d100 gp, plus mundane supplies.
Page 510
Devour healing: Attempts to lay on hands or otherwise magi-
SLAUGHTER cally heal creatures within 60’ of a slaughter knight require
the recipient to succeed on a DC 16 Willpower save. Failure
KNIGHT indicates that the attempt is countered, and the slaughter
knight gains a +1d bonus on its next attack roll with a crit
There’s a time in every battle when one side breaks. Soldiers range of 26-30.
realize they cannot win and stop thinking about orders and Un-dead traits: Slaughter knights are un-dead, and thus can
start worrying about survival. First individuals break, run- be turned by clerics. They do not eat, drink, or breathe, and
ning for their lives and dropping weapons and armor. Then are immune to critical hits, disease, and poison. As un-dead,
small groups. Then whole formations. Their foes sense the they are immune to sleep, charm, and paralysis spells, as well
panic, and the slaughter begins. as other mental effects and cold damage.
Sometimes the panic, rage and desperation of the slaugh- “It came out of nowhere, a vaguely man shaped mass of armor,
tered side hangs low over the battlefield saturating the bone, and sinew. Its flail’s head was a cackling skull, the chain a
bodies buried in mass graves beneath the surface. After a spine. Fredrich died first. Smashed into the dirt by that hideous
few centuries, a slaughter knight may rise from the grave. weapon. The beast turned and sent Heinrich and Kiran flying.
A slaughter knight is a mass of armor, bone, and bloody Ilina tried to heal Kiran, but something…happened. The light
sinew. Roughly humanoid and twice the size of a human, was drawn from her hands and devoured by the beast. The mon-
it has a flail of fused, smoldering skulls in place of one of ster’s flail came down one Heinrich and Kiran, leaving pulpy,
its hands and leaves a trail of smoking blood behind it. wet remains.
Slaughter knights are not subtle opponents. They charge That’s when I ran. I still hear Ilina begging me to come
living creatures and tear into them with abandon. They back. She was screaming, and then silence. I try not
are smart enough to target healers first, but cannot tell the to think about why.”
difference between wizards and clerics. Slaughter knights
will just pick one spellcaster and pound it into the ground
before moving onto the next one.
Page 511
Goblin, sludge: Init -1; Atk bite +0 melee (1d3-1) or claw
SLUDGE GOBLIN +0 melee (1d3-1) or by weapon; AC 10; HD 1d6; MV 20’;
Act 1d16-1; SP infravision 60’, light-sensitive, pestilential
Many urban centers, despite their claims of being “cosmo- detonation; SV Fort +1, Ref +0, Will +0; AL C; Crit M/
politan cities,” cater only to the so-called civilized races d6 or III/d6 (with weapon).
of humans, dwarves, elves, and halflings. These residents
walk its streets and shop its businesses, confident they’ve Light-sensitive: Sludge goblins suffer a -1 penalty on all
kept the “monsters” at bay outside the city walls. They are actions in brightly lit locations.
greatly mistaken.
Pestilential detonation: When a sludge goblin dies, its body
Sludge goblins lay their own claims to the city, dwelling explodes. All creatures within a 10’ radius must make a
far beneath the feet of the citizens above. Their name comes DC 8 Fortitude save; on a failure, the character becomes
from the often-filthy conditions in which they’re forced to infected with a witch’s brew of diseases and sicknesses
live, occupying the reeking sewers and cesspits, and filthy, and suffers 1d4 temporary Stamina loss. The creature must
forgotten cellar more home to rats and roaches than intel- make a new save each day for 1d3 days until they either
ligent denizens. Sludge goblins resemble other goblins in succeed, are cured, the duration elapses, or they die from
coloring and stature, but living in these filthy conditions Stamina loss. Stamina loss cannot be regained as long as
has had an abnormal effect upon the sludge goblin, mak- the creature is infected.
ing them explosive hosts to a number of pestilences and
plagues. While they cannot spread these germs while alive, This short humanoid creature has filthy, discolored skin, large
slaying a sludge goblin has explosive results that spread yellow eyes, and nearly batlike ears. Its clothes are muddy and
diseases about with great effectiveness…and velocity. damp, smeared with offal and waste. Disgusting black liquid drips
from clawed fingers and it reeks like an open sewer.
Sludge goblins are nearly indistinguishable from other gob-
lins. If anything, they look simply more disheveled and
dirtier. Like their cousins, sludge goblins dislike bright light
and prefer to overwhelm their foes with numbers rather
than engage them in fair battle. They typically only attack
when they outnumber their foes three-to-one, preferring to
flee into the depths of the sewers and cisterns they know so
well instead of fight an evenly matched battle.
Page 512
Spindlefoot: Init +4; Atk claw +5 melee (1d6 plus paraly-
SPINDLEFOOT sis) or bite +2 melee (1d4); AC 19; HD 4d6; MV 60’, climb
60’; Act 3d20; SP tremorsense 300’, iron wounds, immune
These five-legged, faceless monstrosities bivouac in cave to iron and steel weapons, radiant vulnerability; SV Fort
networks and underground ruins. Like a child’s impression +5, Ref +6, Will +2; AL N; Crit M/1d10.
of a great spider, they clamber swiftly and effortlessly up
walls and across ceilings. Spindlefoots are named for the Iron wounds: A spindlefoot’s attacks cause an extra 1d8
straight iron claw growing from the tip of each leg, sharp damage to elves, faerie creatures, and denizens of Elfland.
enough to pierce rock, yet highly sensitive to footfalls and Worse, creatures of this type lose all natural healing abili-
other vibrations while embedded in the earth. ties for 1d5 days (non-cumulative) after suffering damage
The speed and precision of a spindlefoot’s attacks leave from a spindlefoot.
most victims paralyzed and defenseless, able only to moan Paralysis: A target struck by the spindlefoot’s claw is para-
or scream in hope of attracting aid while the monster and lyzed for 2d6 rounds (DC 15 Fortitude save negates paraly-
its companions silently wait in patient ambush. sis). The paralyzed victim can still scream, but not form
Spindlefoots’ iron claws and teeth are particularly debili- coherent words.
tating to fey creatures, inspiring fables of a cruel wizard Radiant vulnerability: A spindlefoot exposed to sunlight,
engineering a bane to displace an elven haven, or a mad elf or which suffers damage from magical light (such as color
plotting war against their own kind. In all versions, the tale spray) loses its immunity to iron and steel weapons for 1d5
ends with the would-be master falling prey to their own rounds. Non-damaging magical light (such as that cast by
creations and hubris. For their part, the spindlefoots seem an enchanted sword) has no effect.
unconcerned with the nature of their prey, fey or otherwise;
their attentions are drawn to any reverberations in the stone Tremorsense: A spindlefoot has perfect perception of all
that indicate a meal-sized creature. things touching the ground, including invisible targets,
within 300’.
Spindlefoots suffer no injury from iron or steel weapons.
A well-placed spear or sword penetrates the flesh but the Five long, multi-knuckled legs surround a barrel-sized ovoid
wound heals without trace the instant the weapon is with- body, all covered in rough brown hair. Each leg ends in a thick
drawn. Attacks with wood, stone or claw draw thick brown iron spike that punctures the stone walls and floor as easily as
blood, however, along with the spindlefoot’s swift retali- flesh. Its paralyzed victim screams wordlessly as the monstrosity
ation. Curiously, some of the elven tales suggest that iron looms over their helpless form, the underside of its body opening
can in fact wound them under sunlight or some forms of in a circular maw that bristles with rows of needle-like iron teeth.
magical light, which may help to explain the creatures’
preference for subterranean habitats.
Page 513
Mesmerizing burbling: The sprignad has the peculiar ability
SPRIGNAD to emit a sound that sounds very much like the burbling of
a brook or stream with undertones that almost sound like
Perhaps originating in the lightless depths of the Underdeep speech or partial syllables to the ears of any creature that
or the result of a wizard’s experimentation with alien life, hears them. The exact nature of the sounds is perceived dif-
a sprignad is a curious sight. The creature has a short, bar- ferently by each listener, allowing all manner of creatures
rel-like body, almost featureless save a wide mouth along to be drawn in. Any creature hearing this sound becomes
the equator of its mass and a crown of dense, grass-like enraptured by the perceived tones and wandering directly
hair atop its flat head. Thick, curved claws growing from to the source of the mesmerizing sound (DC 12 Willpower
the ends of four stubby limbs provide the creature’s only save avoids). The creature remains mesmerized for 2d6
other visible defining feature. These claws allow it to bur- rounds or until successfully attacked by the sprignard.
row quickly into the loamy soils found along the highland
streambanks and meadow valleys their kind call home. Morass: When the sprignad succeeds on a critical hit or a
strike on a mesmerized target, it attempts to pull its prey
Sprignads are natural trappers, burrowing straight down in down into the ground. Any creature on the receiving end
the earth near streams or other flowing water sources and of this attempt must make a contested Strength check to
waiting for potential prey to draw near. A buried sprignad avoid being dragged under and constrained. The sprignad
appears to all but the most observant of individuals to be receives a +1d6 modifier for this roll. If the sprignad wins,
nothing more than a tuft of wild grass growing amongst it pulls its victim under the ground’s surface, causing the
the rest of the native vegetation. held creature to become constrained. A victim suffers an
Hundreds of tiny, black eyes lining the blades like insect additional 1d4 damage as it violently conforms to avail-
eggs watch the surrounding area as the buried sprignad able space. Once constrained, the target may speak but
waits for suitable prey to draw near. Once it spots a poten- cannot move or make attacks. A constrained creature may
tial target, the sprignad emits a mesmerizing burbling to attempt to escape on future rounds by making an opposed
lure the unsuspecting creature near enough for a successful Strength check against the sprignad as it attacks with claws
ambush. from below.
Sprignad: Init +2; Atk bite +2 melee (1d4) or claw +3 As you near the stream, you become aware of a faint conversation
melee (1d4); AC 14; HD 1d8; MV 30’, burrow 20’; Act occurring amidst the burbling of the water. You can’t quite tell
1d20; SP mesmerizing burbling, morass; SV Fort +6, Ref what it’s saying from here, but it invites you to sit by its shores
+4, Will +1; AL L; Crit M/d6. and join in the discourse.
Page 514
Turn to stone: A creature struck by a stoneshaper’s claw is
STONESHAPER turned to stone (as turn to stone, result of 22; DC 14 Fortitude
save avoids).
These humanoid creatures are masters of manipulating
sand, dirt, and rock. They have pyramidal-shaped heads Earthen spikes: As an action, the stoneshaper can target an
with three eyes on each face, two stout legs, and four lanky area within 30’ and cause a 15’ diameter circle to erupt in
arms with six-fingered hands. Their skin is the color of jagged stalagmites. Any creature in that area suffers 1d8
old bruises, but is often covered in dust, caked mud, and damage and is impaled (treat as prone; DC 13 Reflex save
stone flakes. avoids). They remain impaled until they or an ally spends
a round extricating them from the jagged stone spikes.
Stoneshapers love to create art by molding earth into beau-
tiful shapes. They also have the ability to turn flesh into Omnivision: Stoneshapers can see visible light, infrared,
stone. Their orange blood has the opposite effect and is ultraviolet, and invisible creatures. They are never fooled
highly sought after to reverse petrification. Stoneshapers are by illusions. Their three faces give them a 360-degree view
not aggressive by nature, but their desire to create earthen and can never be surprised. They are susceptible to blind-
works of art borders on obsession and they will often target ing effects such as by color spray, suffering a -1d penalty
interesting specimens to petrify and add to their collections. on any saves.
Stoneshapers are intelligent and will not attack if outnum- A seam opens in the earth and out of it rises a lanky four-armed
bered, and will attempt to flee by burrowing into the ground creature with a pyramid-shaped head and three eyes staring at
if reduced to half their hit points or less. you with alien curiosity.
Stoneshaper: Init +3; Atk claw +4 melee (1d8 plus turn
to stone); AC 16; HD 4d8+4; MV 20’, burrow 40’; Act
1d20; SP turn to stone, earthen spikes, omnivision; SV
Fort +4, Ref +3, Will +3; AL N; Crit M/d10.
Page 515
Incorporeal: Storyshades are incorporeal and can pass
STORYSHADE through walls and other solid matter. They are immune to
nonmagical attacks.
Storyshades are solitary spirits, a sub-type of ghost, telling
their tale of woe to all who will—and often must—listen. Withering Tones: A storyshade can create unearthly sounds
They are normally found near where their mortal remains which cause all creature within 15’ to suffer 1d6 damage
fell or places dear to them in life, appearing as misty forms (DC 10 Willpower save negates).
dressed in the manner in which they last drew breath. Sto- Storytell: When a storyshade begins telling its tale, every
ryshades can carry on conversations, and often enjoy doing humanoid within 60’ is charmed into listening until the
so, though they’ll be impatient to include the story they story ends, taking no other action than to listen with rapt
have to tell. Once a storyshade’s tale has been told, it either attention (DC 16 Willpower save negates). A victim who
moves on (if its purpose has been fulfilled), or disappears takes physical damage gains a new save. Likewise, if the
into the ether to wait for its next audience. story lasts more than 6 hours, a new save is allowed every
Some storyshades were professional minstrels or storytell- 6 hours. Those who succeed are immune to this effect for 24
ers in life, but most are souls that left the world not feeling hours. Enraptured creatures suffer 1 temporary Personality
as though their own stories had been fully told. Storyshades damage for each hour they are compelled to listen to the
are usually found alone, though there are tales of a haunted storyshade’s tale, On average, it takes 2d12 hours for the
theater buried beneath the rubble of a fallen city where a storyshade to finish its tale, but some might have shorter,
cast of storyshades still perform their final play over and sadder life stories and others longer and more complex
over…waiting for their curtain call. ones.
While storyshades maintain most of the abilities of ghosts Un-dead traits: Storyshades are un-dead, and thus can be
(p. 413-414, DCCC RPG), it should be noted that storyshades turned by clerics. They do not eat, drink, or breathe, and
are not generally aggressive—though some can be if their are immune to critical hits, disease, and poison. As un-dead,
intent is to guard a location from looters or vandals, or if they are immune to sleep, charm, and paralysis spells, as well
they were evil in life. Instead, the storyshade exists to tell as other mental effects and cold damage.
its tale—and the enthralling nature of its telling is often The ancient bard whose treasure you’d come to plunder stood
harmless…if obligatory. before you, still dressed in his showtime silks, a knowing smirk
turning up the corner of his mouth. The bard began to speak,
Storyshade: Init +2; Atk none; AC 10; HD 2d12; MV fly
and none of you can suddenly think of anything in that moment
40’; Act 1d20; SP un-dead traits, incorporeal, withering
but the wish to hear more, and more, despite the skeletal forms of
tones, storytell; SV Fort +2, Ref +4, Will +6; AL C; Crit
others still sitting at the table, still crouching on the floor, still
N.A.
seemingly listening in rapt attention to the story being told to
them. And now, to you.
Page 516
Taker Below: Init +10; Atk claws +5 melee (1d4 plus
TAKER BELOW grapple); AC 13; HD 3d6; MV 0’, burrow 15’; Act 1d20;
SP drag, un-dead traits; SV Fort +4, Ref -5, Will +4; AL
After being picked clean of all valuables, the bodies of fallen C; Crit U/d8.
warriors are often left to rot. Bereft of eulogy or tribute,
their corpses sink beneath the cold earth into unmarked, Drag: A creature struck by a taker below is grappled (DC
forgotten graves. 13 Reflex save avoids). On the next round, the taker below
The dead don’t take kindly to such treatment, and can bear begins to drag them beneath the earth, forcing the victim to
a festering hatred of those who walk above them. They succeed on an opposed Strength check (vs. +3) or be pulled
become takers below, restless sleepers who listen for the underground. A creature dragged underground suffers 1d6
footsteps of trespassers and burst forth to drag them into Stamina loss each round until freed or capable of breathing
their communal grave. again. If the target is rescued from the earth, all lost Stamina
is regained immediately. A grappled creature can break
Takers below appear as decaying corpses clad in the tat- free with a successful opposed Strength check (vs. +3). If
tered remains of the armor they wore in life. They bear the underground, this check is suffers a -1d penalty. Allies can
scars and instruments of their demise—smashed skulls or assist while the target is above ground, but once pulled
bodies riddled with broken arrows. Ashen earth and dried beneath the earth, they cannot lend aid without shovels or
blood cake their desiccated forms. earth-moving magic.
When takers below sense the presence of the living, they Un-dead traits: Takers below are un-dead, and thus can be
emerge from the ground, clawing, grappling and inexorably turned by clerics. They do not eat, drink, or breathe, and are
dragging their victim beneath the earth. A taker below is immune to critical hits, disease, and poison. As un-dead,
unable to emerge more than chest-height from the ground they are immune to sleep, charm, and paralysis spells, as well
and is effectively immobile in this state. It can descend back as other mental effects and cold damage.
into the earth as an action and move up to 15’ per round
underground, ready to attack once more. The ground erupts in a sudden explosion of dirt as the rotten
remains of a fallen soldier, clad in chunks of rusty chainmail,
emerge chest-high from below. Its worm-eaten arms reach out,
yearning to embrace you and drag you beneath…
Page 517
Tongue-eater: Init +6; Atk razor claw +3 melee (1d6 plus
TONGUE-EATER sever and replace tongue); AC 16; HD 1d4; MV 10’, swim
30’; Act 1d20; SP produce gas; SV Fort +0, Ref +8, Will
These 3” long crustaceans swarm in pods of 1d10+10 indi- -2; AL N; Crit M/d6.
viduals in warm freshwater lagoons on tropical islands.
Their stunted leg-like appendages are maladapted for Sever and replace tongue: Humanoid targets of a success-
crawling and are kept tightly tucked beneath their seg- ful razor claw attack have their mouth pried open, and
mented, tongue-shaped carapace. their tongue severed and consumed (DC 15 Reflex save
When disturbed, these territorial bottom-dwellers launch avoids). On the round following removal of the tongue, the
themselves toward any threat, propelled upon a jet of gas tongue-eater attaches itself to the tongue stump, causing
bubbling forcefully from sacs beneath their tails. Swim- an additional 1d3 damage. The parasite causes no further
ming rapidly and erratically, they slash at any intruder harm to its host and the stump heals completely in 1d4+2
with razor-sharp claws on their forelimbs. days. Any attempt to physically remove the tongue-eater
causes an additional 1d6 damage. Hosts can learn to use
Tongue-eaters are so named for their propensity to pry open their new tongue to speak and eat as normal, but emit an
a victim’s mouth, where they deftly sever and then consume audible clicking sound while doing so, resulting in the loss
the tongue. Immediately after doing so, the tongue-eater of 3 Personality while parasitized.
uses specialized hind appendages to firmly attach itself to
the tongue stump. Unless removed by magical means, the Produce gas (1/hour): Sacs under the tail produce copious
parasite effectively becomes the victim’s new, fully-func- amounts of gas that rapidly propel the tongue-eater while
tional tongue. Once attached, the agile appendage responds swimming. The gas is breathable and can be inhaled, at
to the slightest movement of the stump and, with practice, will, by a parasitized host, enabling them to continuously
an afflicted host can learn to use their new tongue to swal- breathe underwater for up to 1d4+2 rounds.
low and articulate speech. Moreover, the host can induce What’s that in me mouth, ye say? Well, “click” since ye asked—I
their tongue-eater to produce a breathable gas, enabling the was ten days marooned on some “click” forsaken island afore I
host to respire underwater for extended periods. found me a sweetwater pool. So eager was I to slake me thirst, I
drank, “click” paying no mind to the bugs on the bottom “click”.
The next thing I knows, “click” one of ‘em has me tongue! The
little fella’s been with me ever since, “click”.
Page 518
THANK
YOU to
all the
backers!
Page 519
fun tpks
EARN DUBIOUS FAME ROLL WEIRD DICE
AND
DCC #83: DCC #84: DCC #85: DCC #86: DCC #87: DCC #87.5: DCC #88: DCC #88.5: DCC #89: DCC #90:
The Chained Peril on the The Making of Hole in the Sky Against the Grimtooth’s The 998th Curse of the Chaos Rising The Dread God
Coffin Purple Planet the Ghost Ring Level 3 Atomic Overlord Mus. of Death Conclave of Kingspire Levels 1-5 of Al-Khazadar
Level 5 Level 4 Level 4 Level 5 Level 1 Wizards Level 6 Level 2 Level 4
DCC #91: DCC #92: DCC #93: DCC #94: DCC #95: DCC #96: DCC #97: DCC #98: DCC #99: DCC #100:
Journey to the Through the Moon-Slaves of Neon Knights Enter the The Tower of The Queen of Imprisoned in The Star Wound The Music of
Center of Aereth Dragonwall the C. Kingdom Level 3 Dagon Faces Elfland’s Son the God-Skull of Abaddon the Spheres
Level 4 Level 3 Level 2 Level 5 Level 6 Level 1 Level 6 Level 3 Level 5
— MCC RPG —
MCC #2: MCC #3: MCC #4: MCC #5: MCC #6: The MCC #7: MCC #8: MCC #9: MCC #10: MCC #11:
A Fallen Star Incursion of the Warlords of Blessings of the Apocalypse Reliquary of The Data Orb Evil of the Seeking the The Omnivary
for All Ultradimension ATOZ Vile Brotherhood Arc the Ancients of Mankind Ancients Post-Humans of Eden
Level 1 Level 2 Level 3 Level 4 Level 5 Level 0 Level 3 Level 3 Level 0 Level 2
From out of the darkness, they come. Stalking and slithering, flopping,
and flapping, these denizens of dungeons dark and deep creep out to
consume and destroy. And this time, they’re after you!
Dungeon Denizens is a monster of a book containing 550+ fully developed
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The next time the characters open a dungeon door, surprise them with a
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