240708017-GURPS-4th-Ed-Dungeon-Fantasy-Monsters-1.pdf

March 25, 2018 | Author: Alejandro Corona | Category: Spider


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TMWritten by PETER V. DELL’ORTO and SEAN PUNCH Illustrated by IGOR FIORENTINI, JOYCE MAUREIRA, ROD REIS, BOB STEVLIC, and JACOB WALKER An e23 Sourcebook for GURPS ® STEVE JACKSON GAMES ® Stock #37-0322 Version 1.0 – June 2011 CONTENTS INTRODUCTION . . . . . . . . . 3 GIANT APE . . . . . . . . . . . . . . . . . .16 SWORD SPIRIT . . . . . . . . . . . . . . .29 About the Authors . . . . . . . . . . . . . 3 Acting Like an Ape . . . . . . . . . . . . 16 Live By the Sword . . . . . . . . . . . . . 29 About GURPS. . . . . . . . . . . . . . . . . 3 King of the Apes . . . . . . . . . . . . . . 16 Die By the Sword. . . . . . . . . . . . . . 29 GLADIATOR APE . . . . . . . . . . . . . .17 THROTTLER . . . . . . . . . . . . . . . . .30 1. THE MONSTERS . . . . . . 4 Battle Rage. . . . . . . . . . . . . . . . . . . 17 Full Throttle. . . . . . . . . . . . . . . . . . 30 Reading Monster Stats . . . . . . . . . . 4 Cestus Is Bestest . . . . . . . . . . . . . . 17 It’s Not Easy Being Green . . . . . . . 30 BRONZE SPIDER . . . . . . . . . . . . . . .5 HORDE PYGMY . . . . . . . . . . . . . .18 TROLL . . . . . . . . . . . . . . . . . . . . .31 Spiders? Try Cockroaches! . . . . . . . 5 Nasty, Brutish, and Short . . . . . . . 18 Killin’ Trolls . . . . . . . . . . . . . . . . . . 31 Along Came a Spider. . . . . . . . . . . . 5 Island of the Pygmies . . . . . . . . . . 18 . . . and Trolls Killin’ . . . . . . . . . . . 31 BUGBEAR . . . . . . . . . . . . . . . . . . . .6 HORRID SKULL . . . . . . . . . . . . . .19 UNDEAD SLIME . . . . . . . . . . . . . .32 Lair of the Bugbear . . . . . . . . . . . . . 6 It’s a Trap! . . . . . . . . . . . . . . . . . . . 19 Endurance Event. . . . . . . . . . . . . . 32 CIUACLÁ . . . . . . . . . . . . . . . . . . . . .7 Unholy Hand Grenade . . . . . . . . . 19 Cage Fight . . . . . . . . . . . . . . . . . . . 32 Killing Death . . . . . . . . . . . . . . . . . . 7 ICE WYRM . . . . . . . . . . . . . . . . . .20 VOID BRUTE . . . . . . . . . . . . . . . .33 CORPSE GOLEM . . . . . . . . . . . . . . .8 Icing the Wyrm . . . . . . . . . . . . . . . 20 Serving the Masters . . . . . . . . . . . . 33 Not-Quite-Life Is Cheap . . . . . . . . . 8 Lair of the Ice Wyrm . . . . . . . . . . . 20 Berserk Void Brutes. . . . . . . . . . . . 33 That’s Just Sickle! . . . . . . . . . . . . . . 8 KARKADANN . . . . . . . . . . . . . . . . .21 WATCHER AT DEMON FROM Soothing the Savage Breast . . . . . 21 THE EDGE OF TIME . . . . . . . .34 BETWEEN THE STARS . . . . . . .9 Karkadann Pride . . . . . . . . . . . . . . 21 Time Is on Their Side . . . . . . . . . . 34 Harassers From LEAPING LEECH . . . . . . . . . . . . . .22 Hero-Killers . . . . . . . . . . . . . . . . . . 34 Between the Stars. . . . . . . . . . . . 9 Harmless Nuisance . . . . . . . . . . . . 22 Hello Darkness My Old Friend . . . . 9 . . . or Deadly Trap . . . . . . . . . . . . . 22 2. MONSTER TRAITS . . . . 35 DEMON OF OLD . . . . . . . . . . . . . .10 LICH. . . . . . . . . . . . . . . . . . . . . . .23 NEW MONSTER ADVANTAGES . . . .35 Oldies but Baddies . . . . . . . . . . . . 10 A Note to Undead-Slayers . . . . . . . 23 Damage Reduction. . . . . . . . . . . . 35 Old Demon Chain Tricks . . . . . . . 10 OBSIDIAN JAGUAR . . . . . . . . . . . .24 Independent Body Parts . . . . . . . 35 DINOMAN . . . . . . . . . . . . . . . . . . .11 Teclá . . . . . . . . . . . . . . . . . . . . . . . . 24 MONSTER PREFIXES . . . . . . . . . .36 Dinomeals . . . . . . . . . . . . . . . . . . . 11 The Jaguar Comes Berserker. . . . . . . . . . . . . . . . . . . . 36 Dinomob . . . . . . . . . . . . . . . . . . . . 11 in the Night . . . . . . . . . . . . . . . 24 Chaos. . . . . . . . . . . . . . . . . . . . . . . 36 DRAUG . . . . . . . . . . . . . . . . . . . . .12 ROCK MITE . . . . . . . . . . . . . . . . .25 Determined . . . . . . . . . . . . . . . . . . 37 Re-Killing Draugr . . . . . . . . . . . . . 12 Lair of the Rock Mites. . . . . . . . . . 25 Distorted . . . . . . . . . . . . . . . . . . . . 37 The Draug Lord . . . . . . . . . . . . . . . 12 I Am a Rock . . . . . . . . . . . . . . . . . 25 Elemental . . . . . . . . . . . . . . . . . . . 37 Theme Dungeons. . . . . . . . . . . . . . 37 ELECTRIC JELLY . . . . . . . . . . . . . .13 SLORN . . . . . . . . . . . . . . . . . . . . .26 Ghostly . . . . . . . . . . . . . . . . . . . . . 37 An Electrifying Experience . . . . . . 13 Riders on the Slorn . . . . . . . . . . . . 26 Juggernaut . . . . . . . . . . . . . . . . . . 38 In Super 3D . . . . . . . . . . . . . . . . . . 13 Lizard Breath. . . . . . . . . . . . . . . . . 26 Possessed. . . . . . . . . . . . . . . . . . . . 38 EYE OF DEATH . . . . . . . . . . . . . .14 SLUGBEAST . . . . . . . . . . . . . . . . .27 Boss Monsters . . . . . . . . . . . . . . . . 38 Death From Above . . . . . . . . . . . . 14 Slughemoth . . . . . . . . . . . . . . . . . . 27 Psycho Killer. . . . . . . . . . . . . . . . . 38 Beware the Flying Eye. . . . . . . . . . 14 Squishing the Slug . . . . . . . . . . . . 27 Ravenous. . . . . . . . . . . . . . . . . . . . 38 FLAME LORD . . . . . . . . . . . . . . . .15 SPHERE OF MADNESS . . . . . . . . .28 Undead . . . . . . . . . . . . . . . . . . . . . 38 Medium Heat. . . . . . . . . . . . . . . . . 15 Fear the Sphere . . . . . . . . . . . . . . . 28 Flame Friends . . . . . . . . . . . . . . . . 15 Spheres vs. Eyes . . . . . . . . . . . . . . 28 INDEX . . . . . . . . . . . . . . 39 MONSTER INDEX . . . . . . . . . . . . .39 GURPS System Design ❚ STEVE JACKSON Art Director ❚ WILL SCHOONOVER e23 Manager ❚ STEVEN MARSH GURPS Line Editor ❚ SEAN PUNCH Editorial Assistant ❚ JASON “PK” LEVINE Marketing Director ❚ PAUL CHAPMAN Managing Editor ❚ PHILIP REED Production Artist & Indexer ❚ NIKOLA VRTIS Director of Sales ❚ ROSS JEPSON Page Design ❚ PHIL REED and Prepress Checker ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ ––––––– JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Reviewers: Roger Burton West, Dan Howard, Jason “PK” Levine, Steven Marsh, and Elizabeth McCoy Special Thanks: Aaron “Leaping Leeches” Falken and Tom “Slugbeast” Pluck GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Dungeon Fantasy, Dungeon Fantasy Monsters, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Dungeon Fantasy Monsters 1 is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. CONTENTS 2 INTRODUCTION A “monster” is any fantastic or unnatural creature – either Unholy lens, and/or embody such elements as Chaos, Darkness, sapient, like a dragon, or nonsapient, like a flesh-eating slime – Death, Deception, Disease, Evil, Fear, Fire, and War. that lacks a civilization. • Dungeon Fantasy 6: 40 Artifacts offers two evil spirits – GURPS Basic Set that lurk in treasure instead of guarding it. • Everything in Dungeon Fantasy 9: Summoners – but GURPS Dungeon Fantasy is about killing monsters and especially the demons and undead – is as likely to be sum- taking their stuff. For that to work, you need monsters – lots of moned to fight adventurers as to assist them. monsters! There are already many such critters lurking where • Even Dungeon Fantasy 10: Taverns gets in on the act, you might not expect them: presenting a wyrm and rats of unusual size (and hinting at • Dungeon Fantasy 2: Dungeons offers 19 creatures that stats for killer bunny rabbits). exist to mangle, poison, and burn treasure-hunters. But you can never have too many monsters! • Many nonhuman races in Dungeon Fantasy 3: The Next The Dungeon Fantasy Monsters supplements – starting Level are “civilized” on a technicality, becoming monsters with this one – give the GM entirely new threats with which to when armed and placed in the heroes’ path. Corpse-eaters, challenge cocky heroes who are no longer afraid of as-Sharak, ogres, reptilians, and trolls actually have Social Stigma demonic clouds, and hellhounds (or whose players have read (Monster). Then there’s orcs . . . too many Dungeon Fantasy books!). • Encountered in a dungeon, the entities in Dungeon Fantasy 5: Allies would serve delvers for lunch before serving them as doting pets. The 13 druidic allies and 10 animal famil- iars would be savage beasts in most contexts. The nine fantastic ABOUT THE AUTHORS Peter V. Dell’Orto was born and raised in New Jersey. He familiars are lesser supernatural monsters, some of them started roleplaying in 1981, with Dungeons & Dragons, and has evil. And divine servitors would be called demons, Elder Things, played GURPS since Man to Man. Active as a GURPS or undead if unbound – especially if they have the Horrific or playtester, editor, and writer since 1996, he’s the author of numerous GURPS articles for Pyramid magazine and several e23 items About GURPS (including GURPS Dungeon Fantasy 12: Ninja), and a coauthor of GURPS Martial Steve Jackson Games is committed to full support of GURPS players. Arts and GURPS Low-Tech. Peter loves to Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include invent fantasy monsters, so these pages a self-addressed, stamped envelope (SASE) any time you write us! We can include a few choice beasties unleashed on his also be reached by e-mail: [email protected]. Resources include: hapless players over the years. He’s also an New supplements and adventures. GURPS continues to grow – see what’s enthusiastic martial artist, and has fought new at gurps.sjgames.com. amateur MMA in the SHOOTO organization e23. Our e-publishing division offers GURPS adventures, play aids, and in Japan and in submission grappling in the support in PDF form . . . digital copies of our books, plus exclusive material U.S. He currently trains Kachin Bando and available only on e23! Just head over to e23.sjgames.com. holds a shodan rank in Kendo. His other hob- Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includes bies include reading, strength training, paint- new rules and articles for GURPS, systemless locations, adventures, and ing miniatures, and studying Japanese. much more. Look for each themed issue from e23! Sean “Dr. Kromm” Punch set out to Internet. Visit us on the World Wide Web at www.sjgames.com for become a particle physicist in 1985, ended up errata, updates, Q&A, and much more. To discuss GURPS with our staff and the GURPS Line Editor in 1995, and has engi- your fellow gamers, visit our forums at forums.sjgames.com. The web neered rules for almost every GURPS product page for GURPS Dungeon Fantasy Monsters 1 can be found at since. He developed, edited, or wrote dozens gurps.sjgames.com/dungeonfantasymonsters1. of GURPS Third Edition projects between Bibliographies. Many of our books have extensive bibliographies, and 1995 and 2002. In 2004, he produced the we’re putting them online – with links to let you buy the resources that inter- GURPS Basic Set, Fourth Edition with David est you! Go to each book’s web page and look for the “Bibliography” link. Pulver. Since then, he has created GURPS Errata. Everyone makes mistakes, including us – but we do our best to fix Powers (with Phil Masters), GURPS Martial our errors. Up-to-date errata pages for all GURPS releases, including this Arts (with Peter Dell’Orto), and the GURPS book, are available on our website – see above. Action, GURPS Dungeon Fantasy, and GURPS Power-Ups series . . . and the list Rules and statistics in this book are specifically for the GURPS Basic keeps growing. Sean has been a gamer since Set, Fourth Edition. Page references that begin with B refer to that book, 1979. His non-gaming interests include cin- not this one. ema, cooking, and wine. He lives in Montréal, Québec with his wife, Bonnie, and their two cats, Banshee and Zephyra. INTRODUCTION 3 CHAPTER ONE THE MONSTERS These monsters are presented without comment as to how Thus, it’s up to the GM to decide how many of what mon- appropriate they might be for a given adventure. The fair GM sters to use, and what loot they guard. These are just the stats! should ensure that delvers only have to battle monsters that they have a chance of defeating – but remember that combat isn’t the only option. A deadly monster might occupy Room #1 of the heroes’ first dungeon if there’s a way to sneak past it, negotiate with it, or defeat it with a ploy. They saw there as well the And while the scariest Things customarily hoard the biggest strangest thing lying prone near treasures, this is mainly because they can extort wealth from less-scary Things. A boss monster that resides far from villages their leader on the field: the flying and the lairs of lesser creatures would have few opportunities to plunder. Conversely, fodder monsters might dwell in a mine fire-drake, fearsome and grisly full of diamonds that they regard as worthless rocks. In cases fiend, all scorched with flames. like the latter, of course, there must be some reason why other delvers (or boss monsters!) haven’t confiscated the goodies yet: curses, numbers, rough terrain, traps . . . preferably several – Beowulf things at once. Reading Monster Stats The creatures in Dungeon Fantasy Monsters 1 use For afflictions, curses, venoms, etc., it’s the resistance roll, the stats format on p. 21 of Dungeons. Unlike those in which might be a simple attribute roll or a Quick Contest Allies and Summoners, their character-point values against the victim’s score. Damage scores are final, and aren’t shown. That’s because they aren’t intended as Allies already consider bonuses for the Brawling skill, the Claws or Alternate Forms, and sometimes have abilities that are or Striker advantage, etc. annoying to replicate with advantages (although the GM Traits: Advantages or disadvantages important in dun- is quite welcome to try, if he prefers doing math to run- geon fantasy. For brevity’s sake, DR and attacks aren’t listed ning adventures). a second time, and “color” traits don’t appear at all. If it matters that a monster speaks Elvish or suffers from Jeal- ST, DX, IQ, HT, HP, Will, Per, FP, Speed, and Move: These ousy, the GM can add this. basic attributes and secondary characteristics mean Skills: Any skills possessed by all monsters of this type. exactly what they do for heroes and every other creature in Exceptional specimens might have different skill lists. GURPS. Creatures with ST 0 aren’t tangible and can’t pick Those with IQ 6+ are sapient and capable of learning up objects, grab or be grabbed, etc., while those with IQ 0 almost any skill! are vegetables that react reflexively and don’t use tactics. Class: Animal (Giant if huge, Dire if mutant; all are SM: This affects all rolls to hit the monster. Multiply the affected by Animal Handling and Animal spells), Construct energy cost to cast Regular spells on it by (1 + SM). The (entirely incorruptible), Demon (evil, and subject to the stats already reflect other effects, such as increased Reach. Banish spell), Divine Servitor (treat as demons, but not nec- Dodge and Parry: These defenses are prefigured from essarily evil), Elder Thing (insane, and not vulnerable to DX, Basic Speed, and combat skills, and already include Banish), Elemental (affected by Banish and Control Ele- bonuses for Combat Reflexes and Enhanced Defenses – mental), Faerie, Hybrid (as Animal, but requires a special don’t add these again. subset of Animal spells), Mundane (has vital areas), Plant DR: This is total DR from natural and artificial sources. (affected by Plant spells), Slime (diffuse, and immune to Only creatures noted as wearing armor have it. The GM is most Animal and Plant spells), or Undead (can be turned free to add more DR if, say, an evil wizard casts Armor with True Faith). spells on or rivets metal plates to his guardian monsters. Notes: Anything else of importance – including excep- Attacks: These are listed by attack name. For strikes tions to listed stats or these guidelines. and grapples, the number in parentheses is effective skill. THE MONSTERS 4 etc. and can’t be gassed. Pressure Support 3. 15). No the typical dungeon corridor’s height. worth $1d¥30 in town. Animal spells won’t regardless. As they’re Homoge- nous. Consensus among clerics is that they were forged to patrol and maintain the secret tunnels to a divine realm – some say the lair of a bizarre clockwork god. this simply reduces Move by 1 per leg). If the spider (Total). the victim must roll vs. (Doesn’t Breathe and Immunity to Metabolic Hazards). Their stone-cutting “mandibles” are intended for working on dungeon walls but are equally good at slicing up foes. Fragile (Unnatural) means the spiders fall apart at -15 HP. use that instead. HT 13 to avoid that fate. In combat. work. DX or fall down. spears. with failure meaning it needs a turn to stand up. More- over. B372): +4 to holy places). deals higher damage than its prey. No Blood. see Scrap (Dungeons. Doesn’t their victims no defense against the first attack. their minds are alien and coldly mechanical. Dark Vision. Clinging (Move 4). ancient gods). bronze spiders are HT: 13 FP: N/A SM: 0 built for attack from above in the dark. Unwilling to negotiate. making arrows. Treat as a weapon gives -2 to notice danger underfoot. they might stop at 0 HP (15 points of injury). Given Injury Tolerance (Homogenous. somewhat inef- fective. Doesn’t Sleep. A PC Dodge: 10 Parry: N/A DR: 6 not specifically watching out above has -2 (looking up Mandibles (15): 2d+1 cutting. etc. modifiers also apply. hit and an extra yard of reach. or vitals). Spiders? Try Cockroaches! Bronze spiders are tough opponents for beginners! Their DR 6 is as good as plate armor. Unhealing crushing damage. This lets a spider hit some. High Pain Threshold. Striking ST 4 (ST crushing damage. Other than outward appearance. rounded to the nearest die. Reach 1. slings. Of course. Duty (To -2 for attack from above. the delvers’ Vision. Fragile (Unnatural). Fortunately for delvers. If unmodified Hearing would be better. Indomitable. Roll a Quick Contest: their Stealth (15) vs. one up to 10 yards down a tunnel at effective skill 19. they cling to walls and ceil- ings. have redundant legs (while a paltry 2 HP apiece to cripple. but roll vs. Remains yield 300 lbs. they lack venom and don’t spin webs. notably. Fanaticism (Maintaining The initial leap from above is a pounce (p. not by magic. the spiders lack weaknesses to target for extra injury (no neck. Skills: Stealth-15. poisoned. like pits). Unfazeable. skull. DX 15 Notes: Despite its resemblance to a beast. they have lit- tle in common with genuine spiders. impaling damage is halved (not doubled) after DR to find injury. Victory for the spiders gives Traits: Cannot Learn. He falls automatically if the spider did at Class: Construct. and other piercing weapons fare worse: injury is a mere 1/5 of penetrating damage. not as a body part. Being machine-like. Horizontal. Extra Legs (8 legs). of scrap. While intelli- gent.00 Along Came a Spider DX: 15 IQ: 9 Will: 9 Per: 12 Move: 8 With Clinging and Dark Vision. Doesn’t Eat or Drink. least twice his damage! The spider must roll vs. Super Jump 1 (9-yard jump). not just Breathe. Prodds. BRONZE SPIDER These eight-legged jumping spiders are constructed from sacred bronze and animated with divine power. THE MONSTERS 5 . Animated by divine energies. jumping great distances and attacking from weird angles (-2 to enemy defenses). Vacuum Support. this delivers 2d Fine Manipulators. p. the spider suffers (target’s HP)/10 dice of 19). that takes 30 points of injury! ST: 15 HP: 15 Speed: 7. Immunity to Metabolic Hazards. No Neck). darkness (Striker). Reach C. BUGBEAR These are burly. Cowardice (12). Their favorite sport is to steal up on strag- gling delvers and garrote them or bash their heads in. Stealth-16 (18 vs.50 DX: 14 Will: 10 Move: 6 IQ: 10 Per: 12 HT: 12 FP: 12 SM: 0 Dodge: 9 Parry: 11 DR: 0 Bite (16): 1d cutting. Bugbears aren’t brave. Claw (16): 1d cutting. or even a terribly dangerous threat face-to-face. B405. they and critical failure means vomiting operate nocturnally. Since it’s difficult for outdoor-dwelling bugbears to sneak in daylight. Garrote-18. for 2d seconds and then -1 to all attributes for 10 minutes. and some like spleens or brains or even less typical choices. . They keep these bits in their sack. Bugbears are cheap knobbed club ($8) and a rope far from fastidious. Then they’ll quickly carve out their favorite organ with their claws and sneak away. garroting and eating delvers before mating and splitting up. mixed in with any treasure they’ve collected . Garrote (18): Must first attack the neck (-5) at Reach C. failure means you can’t eat it. some like livers. Hard to Kill 2. or the lairs of motionless). See also p. Preserved or dried. . preferably near Camouflage and Stealth skills for an dark and forbidding ruins or thick-canopied forests that keep everything in the hour. Make a HT roll to Bugbears are rarely found above ground. and littered with gnawed-on bones. hairy humanoids with fangs. the better of the victim’s ST or HT. Valuables are likewise scattered about. it leaves them strewn around its each. Notes: Effective ST for grappling is 16 Inside the lair will be a number of lethal traps. Then roll a Quick Contest: the bugbear’s effective ST 17 vs. Dark Vision. 20 if may appropriate mining tunnels. THE MONSTERS 6 . and so on. so they endeavor to Class: Mundane. raw and fresh. or three . sneaky. ST: 14 HP: 14 Speed: 6. nasty mess. Traps-12. In very rare cases. If one does have a topside lair. Lair of the Bugbear Skills: Axe/Mace-16. but they are clever. Traits: Chameleon 2. They’re invariably found toting a large bag full of organs. . Tactics-12. bits of fur and rusted junk from bugbear spleens are a useful ingredi- victims. Carries a sudden drop-offs. or Wrestling-16. Loner (12). Access is via a concealed trapdoor (-2 to spot).5 (for the neck) to find injury. a squishy. worth $100 bored with the shiny bits of gold and silver. or it Hearing or Vision if moving. Some like hearts. the keep it down: Success means +1d to entrances will be concealed behind prickly or poisonous plants. conceal the entrances to their dens and they always have an escape route. a bugbear will find a mate and they’ll work together for a time. Bugbears don’t like unexpected company. Brawling-16. Pits. Knobbed Club (16): 2d+1 crushing. dark. natural fissures and cracks. as the bugbear grows ent for various potions. feces. . Each bugbear prefers to collect – and eat – a different organ from its victims. two. multiply damage that penetrates DR by ¥1. They can also be consumed home like so much junk. Reach 1. A bugbear might dig these itself. Silence 2. both. their tunnels are usually infested with rats or roaches or garrote ($2). Dam- age equals the margin of victory. and ruthless. They miss no opportunity to slip in and attack the unwary. Bugbears typically dwell in tunnels. long-dead tunneling creatures. Reach C. hanging nooses above due to Wrestling skill. and trip ropes near sharpened stakes are typical. Indomitable. lethality. Ciuaclán resemble animated skele. if mobbed. Vacuum Support. Abilities are divine. they’ll parry damage is Cosmic. but can be sold to alchemists in town for $1. not magical. the serpent dwells coiled active defenses – or alternatively. Engaged individually. Skinny (-2 ST and HP vs. Blows to the apparent eyes. or 15). The 1d+4 toxic damage means another 5-10 HP of injury regard- ST: 18 HP: 18 Speed: 7. Immunity to Metabolic Hazards. If dropped or broken. Staff-18. Temperature Tolerance 10 (35°F to 210°F). but pointless. hands a second later. Notes: Unwilling to negotiate with anyone who doesn’t make an Occultism roll at -5 to know what it is.” crushing weapons might come to mind . IQ: 10 Per: 12 Ciuaclán are also good defensive fighters. remove a PC from the fight. while piercing weapons such as slings inflict just 1/3 of penetrating damage as injury. No Sense of Smell/Taste. . these creatures make poor fodder. and ignores all DR! Reach 1. Injury Tolerance (No Blood. The delvers will likely have little choice but to bat- ter the ciuaclán down to -HP (36 points of injury) – where Fragile (Unnatural) will dispel them – while avoiding deadly strikes. Serpent staffs won’t work for non-ciuaclán. it will rematerialize in the ciuaclá’s High Pain Threshold. respectable 12 or less. followed by a suc- cessful Influence roll against Religious Ritual to appease it . They get DR 12 vs. On seeing “skeletons. Fragile (Unnatural). . Cutting). Unliving). ciuaclán are dangerous. but ciuaclán have no vulnerability there. skull. the first attack at 14 and then retreat from the next one with a dodge (for +3. Attacking the staff to Traits: Cannot Float. CIUACLÁ This skeletal divine servitor is inhumanly strong and tough. or 13). slams and knockback). It wields what appears to be a stiffened serpent as a staff. they’ll retreat Venom Staff (18): 3d+2 crushing + follow-up 1d+4 toxic. though! Immunity to Mind Control. a Rapid Strike – at a within the ciuaclá’s ribcage. Toxic while parrying (for +1. this DX: 14 Will: 12 Move: 7 can kill. A squad of them would be an excellent boss against even seasoned adventurers. this weapon becomes a thousand Offensively. No Vitals. They’re usually encountered in groups. DR 8 (Limited. . reforming as a skill enables a Deceptive Attack for -3 to the heroes’ staff in one second! Out of combat.000 apiece! THE MONSTERS 7 . 6-7 plate armor and a DR 5 Armor spell. enough to defeat even DR guarding some death god’s temple. impaling attacks receive no bonus injury (wounding modifier ¥1). Doesn’t Eat or Drink. If both halves of a Rapid Strike land. Their high Staff tiny worms that squirm back to their owner. Skills: Fast-Draw (Serpent)-18. No Eyes. either. Unfazeable.50 less of DR. and defensive edge is logical Doesn’t Sleep. The 3d+2 crushing attack cover the hard way). . 2. Thus. averages 12 or 13 damage. negate its reach. cutting attacks – and because they’re Unliving. in its obscure language. Doesn’t Breathe. and vitals do nothing special. Class: Divine Servitor. Their HT: 12 FP: 12 SM: 0 staffs let them keep rivals at a distance while granting Dodge: 10 Parry: 14 DR: 4 Parry 14 – and ciuaclán will retreat to maintain their reach advantage. Any blow that lands might tons but aren’t undead (as clerics and holy warriors may dis. Even if the delvers do hit. a mere touch from which delivers venom capable of afflicting the best-armored Killing Death man. and seems “feminine” despite lacking flesh. ciuaclán are hard to kill. too. No Brain. Heroes deducing from this that they’re fighting freakish-but-living humanoids will discover the fruitlessness of poison and strangulation. These con- structs are made of rotting bits of destroyed undead. 9). Icy. Single-Minded. but fouler. magical. The GM may wish undead. 28-29. . DX: 12 Will: 8 Move: 6 This does 1d-1 cutting initially and for free every turn after IQ: 8 Per: 8 that until victim escapes. well-prepared delvers. ST: 15 HP: 18 Speed: 6. B405). the legions of Evil get a discount for buying in bulk. Fine: A keen sickle gets +1 to damage.000. If they could feel pain or surrender. Doesn’t Breathe. 1. or any- +1 to cutting damage. THE MONSTERS 8 . Despite looking scary. Notes: Roll Hidden Lore (Undead) or Thaumatology at -5 to realize that a corpse golem is a construct and not some zombie variant. Bad Smell. see Recognition (Dungeons. pp. with DR 2 tanned corpse-leather being typical. thing in between. Unfazeable. Swung to impale.800. Penetrating. see Adventurers. Worth $400 – or $1. these might be poisoned. require the Axe/Mace skill.00 Hook (14): Sickles can “grapple” by hooking at Reach C. The telltale clues are sickles in lieu of hands to use lots . Unhealing (Total). or both (see box below). Reprogram- mable. which sure do look ply fighters with decent ST and sharp weapons. Indomitable. Add injury). Otherwise. Flaming. if big. Sickles Magical: Crackling. and again every turn until victim breaks free. Their main defen- because they’re not susceptible to the abilities of sive traits are that they’re Unliving (no bonus injury from impaling annoying clerics and holy warriors.. The result Not-Quite-Life Is Cheap is about as effective as any other golem. lice. Remove the impaling option. for effects and costs. they’d where they’re sometimes favored over zombies be “fodder” as described on p. suffocation. bladeblack (roll HT-5 to avoid 6d injury). A side benefit is attacks) and – like most unliving things – they don’t have to worry that adventurers often waste precious time trying to about poison. CORPSE GOLEM Not everything that looks like a zombie is a zombie. [1] Sickle sw cut 1 0 $40 2 8 or sw imp 1 0U – – 8 [2] or thr-2 cut 1 0U – – 8 Hook. again. Injury Tolerance (No Blood. . Doesn’t Eat or Drink. Dodge: 9 Parry: 10 (¥2) DR: 0 Traits: Automaton. Unliving). if big. Often clad in armor. and have these stats: etc. HT: 12 FP: N/A SM: 0 Sickles (14): 2d+1 cutting or 2d+1 impaling. Reach 1. stitched together and reanimated . Inflicts thrust-2 cutting on hitting. Class: Construct. Corpse golems are an excellent example. Has a sickle affixed to each wrist in place of a hand. [1] [1] Counts as a grapple. corpse golems are easy opponents for Corpse golems are mostly fodder in the legions of Evil. see p. 27 of Dungeons. Weapon Damage Reach Parry Cost Weight ST Notes Big Sickle sw+1 cut 1 0U $450 3 10 or thr-2 cut 1 0U – – 10 Hook. p. B405. No Fine Manipulators. a sickle may become stuck. . [2] May get stuck. No golem will negotiate or reveal useful information. Delvers will doubtless sell or keep nice sickles. Poisoned: Monster drool (roll HT to avoid 2 points of Big: The sickle is as large (and costly) as a sword. That’s Just Sickle! The legions of Evil might arm some corpse golems better: Meteoric: Ignores magic! Worth $800 – or $9. Fragile (Unnatural). High Pain Threshold. See Adventurers. 30. Doesn’t Sleep. Stealth-12. Skills: Axe/Mace-14. etc. p. and the way their evil master cackles when they use this weaponry to cut a cleric’s high holy symbol in half. they’re sim- use sacred powers on the things. Immunity to Meta- bolic Hazards. Cannot Learn. Mighty. see Picks (p. taxes. . Planar Summons (Demons from behind at the usual +4 for this trick. DX: 15 Will: 12 Move: 7 raise IQ to 10+. Madness. Fog. They have fodder-level active Hello Darkness defenses (Dodge and Parry 10). Curse. it’s weak (1d+1). add Power IQ: 6 Per: 12 Investiture (Elder). Devitalize Air. etc. The turn after. Panic. Sense Life. becomes 20 if moving or 25 if They’re most often found guarding lost stationary). with two life-draining touches at effective skill 13. and so on. Truly evil. Dis- more in darkness penalties. Between the Stars but that means they can’t retreat from or press the Demons. Frostbite. for effective skill PI 5: Invisibility. Unfazeable. blows and sucks energy from the living. See Invisible. like stars. 19 of Adventurers. High Pain can’t walk through walls or use Shadow Threshold. suffocation. Gloom. a mediocre DR 4. which replace the cleric spells on p. moniker is misleading as well as annoy- Traits: Berserk (12). Demons appear to be made of pure Doesn’t Breathe. THE MONSTERS 9 . Deathtouch. savage. Demons from Between the Stars must fight cunningly to threaten barbarians with many HP. the Demon can strike from PI 6: Drain Mana. Elder Thing sites. and Suspend Mana. PI 2: Blackout. Debility. Doesn’t Sleep. Dull every blow they land restores 1d+1 HP! They can last a long Vision. Indomitable. Death Vision. However. they can try Backstabbing (Dungeons. Lure. • They have 21 HP and can take 42 points of injury before Fragile (Unnatural) sends them home. Steal • They’re very good in darkness. Sleep spells.00 mentioned in ancient writings. although they are tangible and Fragile (Unnatural). darkness.). making a Rapid Strike Between the Stars). Strike Blind. who will flee frontal combat unless Berserk kicks in. Vanishing from sight requires a pel Magic. pp. their eyes glow bolic Hazards. They’re about as intelligent as Temperature Tolerance 10 (-30°F apes. . The vaguely humanoid (Only in darkness). Nightmare. Dark Vision. wizards with big power items. DEMON FROM BETWEEN THE STARS Ancient tomes have no shorter name Life-Draining Touch (15): 1d+1 for the Demons from Between the Stars toxic. where they can see Energy. time if they hit and run . Rotting Death. attack from darkness. full Move maneuver and a Stealth roll at -5. Immunity to Meta- Form. PI 1: Darkness. Hide. the inflicts! Reach C. . Notes: For the spellcasting leaders ST: 14 HP: 21 Speed: 7. chilling “night energy” that absorbs Skills: Stealth-15 (in the dark. Cold. and Pestilence. Fear. see Hello Dark- Dodge: 10 Parry: 10 DR: 4 ness My Old Friend (box). and nearly always Class: Elder Thing. Unwill- (unarmed) ing to negotiate. Frailty. Given that these entities are same number of HP that it Elder Things rather than demons. moving. Detect Magic. (Dark Vision) and have an effective Stealth skill of 20 when PI 3: Body of Shadow. 11-12) repeatedly against a victim who can’t ignore -5 or PI 4: Animate Shadow. Blur. when enraged. and Steal Vitality. and Permanent Madness. While their attack Spellcasting Demon leaders can ensure that fights bypasses DR. Mystic Mist. The GM should exploit happen in the dark thanks to spells enabled by Power their strengths: Investiture (Elder). Shape Darkness. This Cosmic attack ignores – that’s simply what they’ve always been all DR and heals the Demon the called. Chameleon 5 ingly wordy. and give HT: 13 FP: 13 SM: 0 them spells at IQ + Power Investiture level. and only the standard immunities of extradimensional Things My Old Friend (poison. Heroes Harassers From can avoid this by keeping their backs to walls or each other. 15 in the dark. and Shade. and engulfed in a field of to 155°F). Dehydrate. and Terror. There. a chain – and apply the DR on the victim’s back. Some use a chain becomes thrust (2d-1 crushing). 1. 1. Reach is C. but HT 12 makes this unlikely. Old Demon Foot Talons (14): 2d+1 cutting or impaling. 5 yards). B371). SM 0 humans). Reach C. DEMON OF OLD These demons date to time out of memory. attempt a takedown Blood. These demons have many attacks capable of killing lightly armored heroes. Treat this as an Skills: Brawling-16. Reach C. thanks to Snap: To avoid ready times – one turn at Reach 2. Blow to Return Strike: At -5 to skill. skull. With 20 HP and Unkillable. while the demons are immune to mortal weak- nesses like poison and asphyxiation. they prefer hooked chains to tridents. Callous. the demon Indomitable. penalties vs. able 1 (Dies only at -10¥HP. 27). Combat Reflexes. they’ll use All-Out Defense (Increased Dodge) to duck missiles at Barbed Tail or Horns (16): 2d+3 impaling. After that. Unkill- hauls the victim a yard closer). barbed tails. and may entangle or disarm if par- ried. Kusari-16. 1. every demon standing will give him an extra whack unless his allies intervene. A demon at 0 HP or below might be dispelled (“fall unconscious”) sooner. Wrestling-16. Fortunately.400! Unwilling to negotiate. but they still lurk in places that escaped divine wrath. but victory Temperature Tolerance 10 (40°F to 215°F). Parried at -4. maneuver. They look like demons are “supposed” to look: muscular red brutes with horns. On later turns. ST: 20 HP: 20 Speed: 7. however. Infravision. Doesn’t Sleep. No Neck). claws. and eyes like molten lava. Immunity to Metabolic Hazards. Reach 1-4. The gods sup- posedly banished them from the mortal sphere. Combat options besides those on p. attack from the side – giving -2 to defend on top of the defense Class: Demon. Treat as a kusari (p. Doesn’t Breathe. Damage grappling (+1 vs. Injury Tolerance (No can choke (p. Contrary to popular myth. THE MONSTERS 10 . B406 include: Traits: Bloodlust (12). a chain grapple is an attack at -2. The only sure way to defeat one is to run it through the heart – make a Hidden Lore (Demons) roll to locate this. they can be kept more than a chain’s length away by a boldly presented holy object. Notes: Effective ST when grappling is 22.00 DX: 12 Will: 16 Move: 7 IQ: 10 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 11 Parry: 12 (hand)/10 (chain) DR: 4 Oldies but Baddies Demons of Old lack strange powers – they’re tough physical opponents. against attempts to break free (p. giving the demon +5 to ST Pain Threshold. B406). all without the benefit of wound- ing multipliers for neck. If a PC goes down. the demon can strike the back of vitals). (p. The grapple counts as two-handed. p. Reach C. or (conventional) vitals. two at Wrestling. worth $1. And they do fight to kill – Bloodlust and Sadism aren’t just suggestions. or reel in its quarry (roll as for a takedown. of meteoric iron (Adventurers. blocked at -2. a party without Hidden Lore (Demons) may have to deliver 220 HP of injury to beat one down to -10¥HP and defeat it. Truly evil. someone closer than the chain’s current Reach. Chain (16): 3d+4 crushing. Doesn’t Eat or Drink. effective Dodge 13 until somebody comes to fight them. Grapple: The demon grasps the chain by the ends – a Ready Detect (Life). Achilles Heel. apply SM difference to attack rolls when Reach 3-4 – the demon can snap his chain end-first. B370) at +2 to ST for the chain. Lifebane. Of course. Sadism (12). Chain Tricks Hand Talons (16): 2d cutting or impaling. No Brain. such as ruined primeval cities and ancient dungeons. High 2. Dread (Holy objects. B370). times surprise opponents with flashes of tactical ingenuity. not more numbers. Skills: Axe/Mace-14. days-old mag- numbers. in dozens. Against a large foe. Class: Mundane. or hurl nageteppos and flam- ing oil. However. the GM should ensure that the barbarian gets leaders and heroes to fight. numbers. Dinomen don’t come in piddling numbers – they come armed. dinomen eat their foes and their own dead – as food. Any hit counts as a grapple. and wield a shortsword (1d+2 cutting). Tracking-12. while adventurers with ranged weapons take HT: 10 FP: 10 SM: 0 shelter and pick off leaders. though – time. they may pile on for a takedown. some boss monsters roll damage each turn as a free action! (p. and even goty carrion. even if resources. . Their tendency to devour Traits: Bloodlust (12). and worse. Both pred. but are also slightly smarter (IQ 8) and posses a modicum of tactical skill (Tactics-10). drag-out fight with a horde of gibbering dinomenaces. Reach 1. They’re strong for their height. generally. it doesn’t penetrate DR. Dinomeals ators and scavengers. Discrimina. They can Dinomen aren’t terribly smart. Indeed. but they some. Combat Reflexes. it’s no fun to play the high-damage barbarian or zombie-raising necromancer if all the monsters run away or eat each other. Discriminatory Smell. DINOMAN Dinomen (the plural of “dinoman”) resemble small. Dinoman heroes have ST 12. cious resources that might be used against them! Knobbed Club (14): 1d+2 crushing. Stealth-12. This allows the dinoman to worry – and the occasional lost HP. Notes: Dinomen teeth are filthy. This can be a then bite and worry with their teeth! problem for delvers and the GM. Dinomen will negotiate. Most dinomen fight with knobbed clubs or hatchets. with bits of previous victims’ rotting flesh stuck in them. p. Reach C. magical energy. scaly humans with a short tail and a head like a miniature T. Odious Racial Habit (Eats other difficult – the delvers can flee while the dinocannibals eat. . Even when following the above advice. which can make for a series of encounters instead of a single knock-down. Factoring in Resistant to leader. The leader coordinates their attacks. Reduced Consumption 2 (Cast-Iron Stomach). Brawling-15. more food – not less – but it’s usually low-quality. Front-line fighters can DX: 12 Will: 9 Move: 5 exploit narrow hallways and bottlenecks to avoid being IQ: 7 Per: 10 mobbed. These tactics consume Bite (15): 1d cut. but they compensate with subsist on tainted water. 27). One way for the GM to handle dinohordes is “And Stay Down!” (Dungeons. Leaders use the hero stats. they’ll grapple and bite if dis. anyone bitten must roll vs. they get +5 to HT rolls against disease from any- ally isn’t much better than a head-on charge. Resistant to Disease (+3). ferocious bravery. rotten vegetables. THE MONSTERS 11 . rex. Spellcasters should consider area-effect magic Dodge: 8 Parry: 10 DR: 1 (preferably spells resisted by Will). leaders and heroes use shortswords claimed from previous victims. ST: 11 HP: 11 Speed: 5. 38) keep dinomen around specifically to bleed off pre- Hatchet (14): 1d+1 cutting. and that fleeing dinomen hastily abandon a few corpses to be turned into dinozombies. thing they consume (an effective HT 15 to resist). Dinomob While dinomen prefer weapons. they want fresh (not preserved) food and newer weapons of the sorts they prefer. or even dozens of scores. scores. weapon use. HT to avoid infection with the shakes (-2 to DX and DX-based skills until treated with Cure Disease). This reduces their food costs. their own fallen is also useful if the numbers prove too tory Taste. Every mob has at least one hero and one that they actually pay for food . which rarely tops 5’. Disease. Axe/Mace-15. The dinomen will try to track down the adventurers later. sentients). and Short- sword-15.50 Delvers need good tactics. they regard anything slain – especially With Gluttony and Cast-Iron Stomach. Reach 1. ammunition. Wrestling-12. Gluttony (9). the result gener. or suffocation.) and/or magical. or perhaps simply protective of their tomb. DRAUG Draugr (singular: draug) are the angry. they can speak but don’t bother to. A draug lord and his draugr tomb-guardians a broadsword. Brawling-16. Wrestling-14. Skills: Axe/Mace-16. shield. Weapons may be of superior quality (balanced. Single-Minded. However. Indomitable. While they don’t bleed and aren’t Dodge: 11 Parry: 12 DR: 6 (4 vs. As the unhallowed dead rarely make good neigh- bors and aren’t terribly social. but they’ll fight like the (12). Some are more heavily will obviously be using that Sword of Wizard Whacking! equipped! Unwilling to negotiate. they have vital areas and lack potent “undead traits” such as Injury Tolerance (Unliving) and Unkil. Injury Tolerance (No Blood). but they aren’t Doesn’t Breathe. dwarven.” either. They generally use their weapons effectively. If all else fails. lable. Daily). they’ll even. if only because they can’t stray far from their place of burial (or lack thereof). Vulnerabil- ity (Fire ¥2). . Doesn’t Eat or Drink. ST: 22 HP: 27 Speed: 7. The tored into the DR above) and a pot-helm (giv- delvers will have to fight for it . even retreating to get +1 on a block or a parry. On the other hand. with Attack maneuvers and defending with shield blocks. the corpse of a barbarian delver gets back up to avenge his death . but in some ways they aren’t much tougher than living adversaries. THE MONSTERS 12 . Wears mail (fac- are a great way for the GM to give out a choice weapon or shield. They are fairly single- minded. helm. better gear. Draugr aren’t completely mindless. attacking ens Animals. oric. Block 12). They don’t “sleep. Shield-16. Broadsword- sword. . they occasionally come in groups of up to half a dozen. Armor tends to be of the same type but possibly enchanted. burning them (double injury from fire!). Fright- berserkers. Temperature Tolerance 10 The Draug Lord (-40°F to 165°F). although they do need to lie down senseless for eight hours a day in their tomb or place of death.00 DX: 13 Will: 10 Move: 7 Re-Killing Draugr IQ: 10 HT: 15 Per: 10 FP: N/A SM: 0 Draugr are tough opponents. caring little about who it wreaks vengeance on. Unhealing (Total). Not all draugr are equipped with ordinary mail. etc. if a draug has superior equipment – and if it was a (previ- ously) successful delver or warrior chief in life. or nearby valuables. mete. Bloodlust Draugr are single-minded and uncreative. Notes: Carries a medium shield (DB 2. Class: Undead. and an axe. Intolerance (Liv- ing). sometimes Immunity to Metabolic Hazards. Hidebound. Dark Vision. fine. They don’t wander. clustered on old bat- tlefields. . They are ill-tempered and ency (Rest in own tomb 1/3 of the time. Reach 1. poison. shield. half- rotted corpses of barbarian warriors who are very unhappy with their funeral arrangements. Reach C. mean that defeating them tends to involve hacking them to bits – or Reach 1. Punch (16): 2d+1 crushing. Bad Temper (12). Some – especially chieftains – are buried with much 16. their high HT (15) and inhuman HP (27) Broadsword (16): 4d+1 cutting or 2d+2 impaling. And every now and then. High Pain Threshold. and may even ignore delvers who don’t try to plunder their armor (mail and pot-helm). will always put in an extra shot to finish a downed foe. sometimes more. and axe. . Depend- barbarian warriors they were before death. Axe (16): 4d+2 cutting. and a buried-but-lively barbarian lord ing the skull DR 8). Of course. they’re most fre- quently encountered alone. tually drop at -135 HP. this is likely – the loot can be very tempting. weapons (axe and broadsword). Traits: Bad Smell. Combat Reflexes. crushing) affected by pain. and suffers no movement or combat penalties (Limited. success gathers 1d paut potions per point Notes: Wrestling gives effective ST 37 for grappling. with no incendiary feeding tentacle onto someone. that once it latches on its feeding tube. No Neck). so divide penetrating damage by 2 if impal- can grapple and suck the life from one victim. electricity). No Legs (Aerial). 10’). B402). but 10’ off the ground. Opponents who Experience foolishly hit the jelly with bare hands or metal weapons While more force of nature than mastermind. lacks healing the creature. dishing out 1d+2 burning damage Dodge: 8 Parry: N/A DR: 9 to 1/5 DR from two yards distant. it can handle HT: 12 FP: 12 SM: +3 up to six of them in a melee. after death. somehow sensing their brains (or so sages claim). this is around 4’. can sense thinking opponents ST: 35 HP: 35 Speed: 5. Reach C-2. at -1 per minute Class: Dire Animal. is nigh-invulnerable to lightning spells (total DR 40 only five lightning attacks. Injury Tolerance (Homogenous. apply SM difference to attack rolls when grap- Unfazeable. while doing so. It can detect swimmers even in impenetrable Ceiling. Pressure Support 3. foes -2 to defend. It’s even scarier in the water! It can survive any depth (Pres- tems. putting ground-bound opponents at a at Reach C-2 (¥6). height disadvantage. SM 0 humans). ensuring of success. jelly is a boss monster. above. it will glom its Electrical Aura: 1d+2(5) burning. the jelly is limited to vital areas. chew through his armor. Subtract the victim’s height from 10’ to Feeding Tentacle (14): 2d+1 cutting + follow-up 3 determine the jelly’s altitude advantage (p. Since slings.50 regardless of stealth (Detect). the victim won’t be THE MONSTERS 13 . This harms anyone who touches or is touched by the jelly in close combat or In Super 3D via a metal weapon. and functions equally well over land or in water. giving the jelly +2 to defend and its per 3 HP drained. With DR 9 and 35 HP. DR 31 sure Support). Flight (Low (Amphibious). Electricity). One Arm (Feeding Tube). and many spells IQ: 5 Per: 12 are ineffective. stunning and eventually frying them. For normal HP/second leech if this pierces DR. ELECTRIC JELLY This monstrous “jellyfish” – some 10’ across – moves by levitating. and strikes with “tentacles” of pure An Electrifying electricity. Sealed. the PCs may have to close with it. Unless the GM wants to kill the delvers. Immunity to murk. It can hover Electric “Tentacles” (14): As electrical aura. Doesn’t Sleep. HT at -1 per 2 points of penetrating heal itself at his expense. damage or stunned (roll vs. vs. Detect (Nervous Sys. Moreover. Doesn’t Breathe. they should get Metabolic Hazards. Amphibious. Traits: 360° Vision. it’s tough – and Its single. arrows. sneaky tactics. It can simultaneously zap up to six targets. thereby ing or by 5 if piercing. the electric are also jolted! The thing is nigh-impervious to lightning. High Pain Threshold. they’ll get zapped again. No Blood. Make an Alchemy roll to col- Skills: Brawling-14. physical feeding tentacle (a mouth on a stalk) it’s Homogenous. hints about what they’re up against. it is immune to poison. Wrestling-14. pling (+3 vs. escaping. and effect + roll vs. Extra Attack 5. It zips toward foes. Wild Animal. The electric jelly is deadly in any environment. Uncontrollable Appetite (12) (Mortal Life Force). And if they wound it. and has no back to stab (360° DX: 10 Will: 12 Move: 11 (Air) Vision). healing jelly 1 HP humans. lect the jelly’s remains before they liquefy. Precise). HT at same penalty every turn to recover). Invertebrate. is costly to affect with Regular spells (SM +3 quadruples energy costs). If they hit it with swords. while Vibration Sense allows negotiate or communicate. Hyperspectral Vision. Death Gaze (Resisted by HT-5): 1d toxic. but they lack ST: 5 HP: 5 Speed: 6. they particularly like to slay Death From Above mages. their motivations are likely to them to line up a good angle of attack against foes they remain mysterious. Enhanced Dodge 2. Injury Tolerance (No Brain. Vision. Hovering silently in the dark. No Manip- ulators. No Neck. Against a party with neither good ranged-weapon capacity nor fast flight. Make an Alchemy roll to collect the lens before it dries. THE MONSTERS 14 . the truth is unknown and neither eyes nor spheres seem inclined to elucidate! It’s also known that reckless wizards sometimes summon eyes of death into this world. Finally. even straight over- a ranged attack and resistance to magic. success nets a lens worth $1d¥100. they’ll use their What isn’t a mystery is that the eyes of death are bitter rivals death rays to kill the opponents most dangerous to them of the spheres of madness (p. Indomitable. the eye’s Magic Resistance 10 means that spells are even less likely to work than missile weapons. Magic Resistance 10. lurking in shadowy corners or pitch darkness and engaging in an inscrutable pattern of movement or dance. can’t see. they neither hoard nor covet treasure. Stealth-14 (19 vs. Traits: Acute Vision 5. blocked. Doesn’t Sleep. They fly by some form of levitation. they attempt to kill it with their deadly gaze. Flight-15. On encountering a living thing. Vibration Sense (Air). Silence 5. Hyperspectral Vision. Class: Elder Thing. The result is a Dodge of 14 with Aerobatics. an eye of death will live up to its name – in spades. and See Invisible let them notably. but projecting their gaze down on victims below. Sages speculate that both hail from the same plane. 5 HP). The creature simply selects a target and stares at it until it dies. the two attack each other on – ranged attackers. even with magical aid. As they never see almost everything. but users – while remaining at or near maximum range. or parried. the eye can mow down delvers steadily. They’ve been observed head. or 18 with both! Acute Vision 5 (giving Dodge: 12 Parry: N/A DR: 0 a Vision roll of 17) and numerous special senses make surprising an eye difficult. who often have trouble dealing with the combination of Eyes love to attack from above. Unwilling to negotiate. Flying Eye Eyes of death are fragile (DR 0. as the eyes don’t discriminate between friend and foe – only living and not-living. Doesn’t Eat or Drink. IQ: 10 Per: 12 and/or use Aerobatics for an Acrobatic Dodge (+2). like mages and missile weapon sight. 16 with a retreat. Truly evil. 24 if motionless). This damage is Cos- mic and ignores all DR! Range 20.00 vital hit locations and are highly maneuverable. Hearing if moving. Notes: The focusing lens of an eye of death can be sliced off carefully and reduced to a liquid useful for alchemical mix- tures. Unfazeable. Skills: Aerobatics-15. at -1 per minute after death. Immunity to Metabolic Hazards. They seem to have no other interests. See Invisible. floating. steady and whisper-silent. just over 3’ across. Combat Reflexes. Doesn’t Breathe. The conjurer Beware the rarely survives the summoning. 28). B398. Dark to what end is unknown. EYE OF DEATH Eyes of death are giant. Its death gaze cannot be dodged. Dark Vision (Color Vision). bloodshot eyeballs. No Vitals). Meanwhile. although the eye might change targets first (typically to attack a more dangerous foe). see HT: 11 FP: 11 SM: 0 p. An eye DX: 13 Will: 12 Move: 6 (Air) can retreat upward for +4 (not just +3) to Dodge. Cold). Reach C. Medium Heat Flame lords are mid-level monsters. Range 10/100). Ranged attack (Acc 3. they possess extensive flame powers.5 [10]. Try ice?”). or Drink. Doesn’t Breathe. +80%. Immunity to Doesn’t Sleep [20]. ST: 13 HP: 13 Speed: 7. they have all the cus- tomary extradimensional monster defenses – they don’t breathe. Skills: Brawling-18.00 DX: 14 Will: 16 Move: 7 Flame Friends IQ: 10 HT: 12 Per: 10 FP: 12 SM: 0 The GM may let spellcasters summon flame lords. DX+4 [80]. fire (a favorite attack of delvers). Pyromania (9). lack weak areas (neck. who can distill it into the self-igniting element in alchemist’s fire. Sadism (9). High Pain Threshold. While not physically imposing. including a Everything depends on preparation. well-rounded group of elementalists will destroy any number of flame lords in short order. Injury Tolerance (No Blood. Unwilling. Attribute Modifiers: ST+3 [30]. -30%) [11]. 1. that is. Vulner- Disadvantages: Bad Temper (9) [-15]. These fiery monstrosities are quite solid (sages claim they’re made of “congealed fire”) and capable of roaming non-flaming places. No Neck. (E) DX+4 [12]. -40%. (9) [-22]. 12 or less. too. Doesn’t Sleep. Innate Attack (Projectile)-18. Built on 150%. though! A slow-moving deadly blazing aura and the ability to hurl fireballs. Melee Attack. No Brain. Infravision. Sadism ability (Cold/Ice ¥2). Notes: Residue left at death is worth $6d¥10 to Features: Susceptible to elemental control magic. roll against will be incinerated from afar by endless fireballs. “worthy” as defined on p. party that lacks significant ranged attacks and elemental magic The surest way to slay them is with cold. And they can do 2d burning damage at range. No Brain. They have a special strength: total DR 22 vs. By contrast. Doesn’t Eat Resistance 4 [20]. Secondary Characteristic Modifiers: Will+6 [30]. Damage Traits: Bad Temper (9). -40%) [54]. Indomitable. Vulnerability (Cold/Ice ¥2) [-30]. their attributes and active defenses aren’t extraordinary. or vitals). Doesn’t Eat or Drink [10]. (Dies only at -10¥HP. DR 18 (Limited. This harms anyone who Flame Lord touches or is touched by the flame lord in close combat. They’re Unkillable. Basic Punch (18): 1d crushing + flaming aura (above). And it’s triv- ial to guess their fatal flaw (“Hmm. On the other hand. alchemists. PM. HT+2 [20]. alchemist’s matches. 27 of Dungeons. Racial Skills: Brawling (E) DX+4 [12]. but there are other varieties. Fireball (18): 2d burning. FLAME LORD Common fire elementals are intangible spirits that inter- act with the material world only by burning. Indomitable [15]. where- upon judicious use of cold spells can end the threat. Advantages: Burning Attack 2d [10]. Infravision [10]. -10%. Immunity to Metabolic Hazards. Heat/Fire. Injury Tolerance (No Blood. Flaming Aura: 2d burning. THE MONSTERS 15 . Cold. Burning Attack 2d (Always On. and to combustible weapons used to hit them. A 250-point elementalist could even purchase Ally (Flame Lord. ele- mentalists. 375 points Kick (16): 1d+1 crushing + flaming aura (above). skull. Heat/Fire). use the tem- Dodge: 10 Parry: 12 (unarmed) DR: 4 plate below. Unkillable 1 (Achilles Heel. A spell known to many adventuring clerics. fiery guys. Metabolic Hazards [30]. Speed+0. No Neck. and are immune to poison. Doesn’t Breathe [20]. and wizards (Resist Fire) – and a common potion that emulates it – can render them offensively impotent. up close. -50%) [25]. Pyromania (9) [-7]. On one hand. Aura. Achilles Heel. meaning that in principle the heroes might have to deal 143 HP of injury to reduce them to -10¥HP. and nageteppos. Conjured or Summonable. Reach C. Unkillable 1 [20]. +100%. Innate Attack (Projectile) Class: Elemental. Damage Resistance 18 (Limited. No Vitals) No Vitals). a Hidden Lore (Elementals) to learn this. -50%) [28] or (15 or less) [42]. High Pain Threshold [10]. wrestling and biting larger ones. Dodge: 9 Parry: 10 (unarmed) DR: 2 ST: 43 HP: 43 Speed: 6. Semi-Upright. Reach C. Traits: Arm ST 2. however! females. in weight) who fail to Traits: As for regular giant apes. but consider ST: 65 HP: 65 Speed: 6. Reach C. but with Enhanced break free from a grapple may be hurled violently to the Move 2 (Ground Speed 24). Reach C-3. Spike: Small victims (under 1. the ape may chew on the victim. Mix things up! The ape will use fists. Enhanced Move 1. Reach C. They’re solitary. GIANT APE of the victim’s ST or HT. . This counts as an Attack. crushed bodily! Roll the ape’s effective ST 47 vs.590 lbs. Reach C. and on tell of terrifying silverbacks standing nearly 40’ tall. it) or an unarmed parry (to twist aside). for grappling. punching or grabbing smaller opponents. Towering to nearly 25’ and weighing King of the Apes more than 5 tons. be a bull male. and a bite counts as a grapple on Squeeze: Small victims who fail to break free might instead be someone of SM +2 or smaller. Climbing-14. Acting Like an Ape A battle with a giant ape should never be a monoto- nous series of attacks and defenses. Loner (9). giant apes look exactly like gargantuan Not all giant apes are mere 25’ monsters. Wrestling-14. Ham-Fisted 1. The GM should supply the ape with suitable scenery to deco- rate with crushed heroes. Reach C. This is a gigantic ape. . and grasping hands. Notes: Effective ST is 47 for grappling.5 (Ground Speed 18). DX: 12 Will: 12 Move: 6 fiercely defending their territory against other giant apes. and damage is 7d+11 crushing. Giant apes are intelli- gent enough that Animal spells won’t work – use Mind Con- trol magic. Use the usual stats for the guard. Reach C. Giant apes prefer to eat vegetables and fruit.620 lbs. The occasional mad wizard might trans. Legends gorillas. the same lost islands and hidden plateaus as dinosaurs and and almost unnaturally muscled. the higher THE MONSTERS 16 .50 the occasional adventurer a welcome treat. ground! The only defenses allowed are a dodge (to roll with Skills and Class: As for regular giant apes. IQ: 6 Per: 12 Punch (14): 7d+8 crushing. with a harem of “smaller” female giant port a giant ape to his secret underground lair to serve as a apes living with him. They’re usually found in the remotest jungles. or toss them off a handy cliff. and then spike them to the ground . victory inflicts crushing damage equal to the margin. teeth. the females are even more rarely HT: 14 FP: 14 SM: +5 seen than the males. tive is ST 69. Class: Giant Animal. inflicting bit- ing damage each turn as a free action. Stomp (12): 5d+5 crushing. Reach C-5. Wild Animal. but effective ST is 69 crushing and counts as an All-Out Attack. but the ape’s effec- Bite (14): 5d+3 crushing. feet. Skills: Brawling-14. Dodge: 9 Parry: 10 (unarmed) DR: 2 Squeeze: As for regular giant apes. IQ: 6 Per: 12 While they’ll tolerate a mate. Stomp (12): 7d+9 crushing. Punch (14): 5d+4 crushing. This does 5d+7 Notes: As for regular giant apes. but the weight limit is 3.50 DX: 12 Will: 12 Move: 6 Bite (14): 7d+7 crushing. and those below for the king. Shyness (Mild). Such a boss ape may enormous snakes. HT: 14 FP: 14 SM: +4 Spike: As for regular giant apes. squeeze them. Giant apes especially like to grapple tiny foes. A bite on someone of SM +1 or smaller counts as a grapple. Bad Temper (9). B124. and had a metal skullcap attached to their head. Bloodlust (9). Bite (18): 2d cutting. going berserk doesn’t mean they lose their sense of when best to punch (with a cestus). they’ll punch first. Night Vision 5. Treat it as a weapon if parried Stealth-12. They’ll deftly shift between these four modes. Striking ST 3. ST: 17 HP: 17 Speed: 6. but they can still climb after foes . Cestuses give as metal. a cestus counts (Strong): +2 to damage. B379). With no active defenses and only DR 1. thing hard (p. Arm-Length thr cr C 0 $100 4 – have meteoric cestuses! The ape’s Cestus. meteoric). Reach C. Smell. Traits: Arm ST 2. B376. they’ll change approaches and grapple. 23). These flesh- eaters have been bred as vicious combatants. they’re just as often exploited as pit fighters. Cestus Is Bestest Head Butt (18): 2d-1 crushing. Wild Animal. A Berserk Delvers may want to sell a cestus – or use one! Use the stats below. Against most foes. had their teeth sharpened. GLADIATOR APE Not every mad wizard or strange civilization is satisfied with mere flesh-eating apes (Dungeons. Cestus Punch (18): 2d+2 crushing. see p. handlers turn them loose on victims and stand back. it’s used to punch with DX. They go berserk the instant combat begins – don’t wait for one to get injured before having it All- Out Attack! However. They’ve lost the ability to brachiate.00 DX: 12 Will: 12 Move: 6 IQ: 6 Per: 10 HT: 12 FP: 12 SM: +1 Dodge: 9 Parry: 12 DR: 1 Battle Rage Gladiator apes have Berserk (Battle Rage). When applying modifiers (e. including weapon use. and shock troops. and is worth $40 if sold as scrap. If that doesn’t seem to be working. While sometimes set to guard treasure or a temple. Reach C. – opponents don’t get the free shot at the arm noted on p. grapple. head butt. To stop one. Discriminatory a parry with an unarmed combat skill fails (p. Reach C. and an ape with two crippled legs can still drag itself after opponents at Move 2). It gives Skills: Brawling-18. gladiators. trying to batter their victim into submission. or Karate. Hand-Length thr cr C 0 $50 1 – headgear gives the skull an extra DR 4 (total DR 7). The downside is that it gives Bad Grip 1 while worn: -2 to other tasks with Notes: Effective arm ST is 21 for grap- that hand/arm. though. shoulder-length metal gloves. it provides DR 4 to the body parts inside. and from target to target. p. Ham-Fisted 1. or bite. This does protect when Rage). +1 to damage. Cost and ape invariably chooses All-Out Attack weight are per cestus. both as armor and for head butts! Gladiator apes aren’t tame. Brawling. attacking ferociously the whole time. delvers may have to hack it to death (down to -85 HP) or thoroughly cripple it (9 HP to cripple each limb. A cestus is a spiked leather covering for the hand and possibly the arm. Climbing-14. the arms an extra DR 4 (total DR 5) – Weapon Damage Reach Parry Cost Weight ST and special “mage killer” apes might Cestus.. Berserk (9) (Battle Defensively. . Offensively. Class: Dire Animal. To improve their ability to maul intruders – and each other – they’ve been equipped with a pair of spiked. THE MONSTERS 17 . and then follow up with head butts or bites – whichever seems like it would be more effective. . Boxing. B377) or when striking some. Wrestling-16. cumulative with any skill bonus.g. gladiator apes are easy to chop up. 1. A berserk gladiator ape makes HT rolls to avoid unconsciousness or death at +4. pling and 22 for striking. Compulsive Behavior (9) (Killing). although there are unconfirmed rumors of horde pygmy shamans who use necromancy to reanimate slain pygmies and victims as zom- bies. What exactly the head wants isn’t Horde pygmies are fodder. but they can be annoying clear – the pygmies seem convinced that it desires human fodder. . In short (they hear that a lot). Stealth-16 (18 vs. and then creates gates between its jungle island and snares. and while not terribly smart. but it’s also populated by swarms of pygmies. They’re masters of the hit-and-run raid. Skills: Blowpipe-18. 20 if motionless). Adventurers who find one of these gates can travel pygmy ambushers! through it to raid the island. 27). are matters of much conjecture. How horde when cornered. if they exist. and dank bagging a big ’un for dinner. ever. so that’s what it gets. RoF 1. Shots 1(2). 22). and cooking people to eat. 26). and tripwires. luring their going about their cannibal ways and gathering loot for the pursuers into prepared traps surrounded by additional head. Intolerance (Every- one). sport IQ 10+ and Magery Vision. and swollen bellies. . It uses its little damage. and . magic-using godling – evil. Rumors place the original. gargantuan head on a jungle-covered. haunted forests. trap-ridden. Pygmy life consists mainly of killing things. Traps-12. bushwhacking little cannibals. not much else. Silence 2. Brutish. They also set traps. and how they transport loot try to flee. low- down. Range 20. Traits: Chameleon 2. gathering treasure from those they slay (see Island of the Pygmies. Class: Mundane. how. they’ll agree to anything and then flee at the first opportunity to shoot more darts at 2 (or possibly Deathliness 2). deadfalls.00 DX: 11 Will: 8 Move: 6 IQ: 8 Per: 8 HT: 11 FP: 11 SM: -1 Dodge: 10 Parry: 8 (unarmed) DR: 0 Blowpipe (18): 1d-3 small piercing + follow-up 1 point toxic. Bulk -6. and know spells such as Death you. horde pygmies are sneaky. vampires the Pygmies (p. They never stand and fight unless cornered – and sacrifices and treasure. The dark truth of the matter is that the black stone head Although they’re individually weak and their attacks do is a sapient. back to the island.” It’s and Short said to stand on a well-guarded plateau filled with booty looted by the pygmies. HORDE PYGMY Horde pygmies are humanoids that stand a scant 3’ tall. leaping leeches (p. underhanded. Pygmy hordes and their traps may be the least of the adventurers’ problems! Every horde pygmy carries a small carved idol of the Especially when they learn that the gates open only about pygmy god: a black stone head. pitfalls. well. cowardly. such as caverns. and are sometimes one-way . below). Cowardice (15). Acc 1. of course. misshapen features. . and giant apes (p. Zombie. with tiny heads. A favorite tactic those locales. The island is stocked with treas- ure. once a month. B262). They sharpen their teeth to points – the bet- ter to eat you with! They have no real culture. they typically just cower helplessly and pygmies get into dungeons. native- Nasty. Pygmy shamans. THE MONSTERS 18 . The horde pygmies travel back and forth. ST: 5 HP: 3 Speed: 6. bugged-out eyes. Notes: Horde pygmies are too stupid and cowardly to nego- tiate usefully – if you try. Climbing-14. . possess a low cunning. slugbeasts (p. they plan on eventually getting through and powers to find far-off dungeons. 16). Enhanced Dodge 1. infested island of evil “somewhere in the far south. Hearing or Vision if moving. dirty. is to blow darts at opponents and then flee. along Island of with other hideous denizens such as trigers (Dungeons. p. No Vitals. Per 12+. it’s often hidden from sight and must out in the open as though it were a combat encounter. it’s deadly. perhaps 10 seconds or more. No self-respecting dungeon also guarded by more mobile undead that still identify it as explorer would absorb wave after wave of withering their master. be located even as it kills everybody nearby. . Hidden away like a trap. and Doesn’t Sleep. No Neck. . . IQ: 0 Per: 0 HT: 12 FP: N/A SM: -5 Dodge: N/A Parry: N/A DR: 2 Blood. High Pain Threshold. more artifact than monster. Class: Undead. While easily It’s a Trap! A horrid skull is a trap posing as a monster. etc. However. . left behind by a wizard who has long since departed the mortal coil. levitating it into the lair of other monsters. however. but spellcasting takes time. many spells that enable it to levitate. and wizards have many options. Magery 3+. or 10 seconds to cast Lockmaster. oh. Then add a few seconds to run over to the skull’s hiding place . p. No Eyes. psi attacks (The Next Level. Vacuum Support. Notes: Nonsentient – can’t communicate or negotiate. This Cosmic attack (Total). In some cases. even hundreds of FP. dozens. a skilled scout might be able to shatter it from afar with a blunt arrow. . turn invisible. An in-between option is leaving the skull in plain sight. it’s truly evil. it’s it’s almost pointless. Injury Tolerance (No Either way. Will. This is still challenging! It’s difficult to fight through a zombie horde (previous victims?) while constantly losing HP. waiting to be smashed . THE MONSTERS 19 . HORRID SKULL This is an undead skull. rather creepy skull sitting right there is the cause. Fragile (Brittle). No Brain. Nothing stops a devious lich from doing exactly the same thing – or perhaps ST: 0 HP: 5 Speed: N/A attaching the skull to the end of his staff as a deter- DX: N/A Will: 0 Move: 0 rent against living meddlers. It can’t do much but sit around. IQ. a couple more seconds to batter that open. and finally an attack to break the thing. Unholy Hand Grenade Delvers who deduce what the horrid skull is might be tempted to use it as a weapon. even sending a brave (or psionically shielded) party member in to fetch it and hurl it at their foes. Unhealing point of toxic damage per second. That’s fine! Just remember that this cuts both ways. finding the skull could take several minutes! At 1 HP/second. Doesn’t Breathe. and which must be dealt with before the search psychic injury and not either back off (the skull can’t can begin! follow. . painful psionic death. and its range is just 16 yards) or conclude that the obvious. Unliving). Immunity to Metabolic Hazards. ignores all DR except DR vs. and toss a rock at it. Doesn’t Eat or Drink. Without magic. Sealed. and See Secrets might reveal its hiding place. and Traits: Cannot Float. 40). Rumors persist of intelligent lich-skulls with DX 10+. this can kill. and emit slow. A casting of Sense Danger or Sense Foes – or Sense Spirit. The GM should use a longer damage interval against beginning PCs. Psionic Scream: All living things within 16 yards suffer 1 No Manipulators. Pressure Support 3. or up to a minute to pick a lock . guarded by fodder that worship it like a creepy idol. Parked “killed” by a smart blow. if the caster suspects necromancy – will find it. a brave hero could leave his back open and charge the thing. Injury Tolerance (No Brain. lacks decent active defenses. an entire party in formation out near its maximum range (60’). No Neck. 186). etc. Terrain Adaptation (Ice). and then 42 HP). spells have ¥6 cost for SM +5). limbless. The wyrm will be unhindered cold/ice) is permanent.HT) minutes. tle. Bite counts as grapple on (Terrain Adaptation) while its foes slide around: +1 movement opponents of SM +2 or smaller! Ice-generating point/hex. Frost Breath (15): 5-yard-wide ¥ 20-yard-long cone of frost does 3d-1 crushing without blunt trauma or knockback + roll vs. However. Armoury (Melee Weapons) once per knife. its breath is deadly. and Regrowth. 1 HP/12 hours). Univer- ning delvers will exploit the five-second downtime between blasts. and devoid of vital spots – but it is fatigue (cold. Appetite (12) (Mortal Flesh). and its brain and vital organs are distributed through its body such that it has no true Dodge: 9 Parry: N/A DR: 4 weak points. B430). icy from suspended animation in its ice egg. The IQ: 5 Per: 12 wyrm is itself near-impervious to cold. The heroes should spread out. are clumsy. minimum 1 minute. it’s a “natural” creature. ICE WYRM This blind. (Limited. p. Blindness. tough (DR 4. roll vs. while impressive. Speed 12). -2 to hit. attacking by biting with a breathe like any beast. High Pain Threshold. Regeneration (Slow. doesn’t suffer from dissipation. Wild Animal. ers. ferocious maw filled with crystalline teeth or by exhaling a par- ST: 42 HP: 42 Speed: 6. Lair of the Ice Wyrm Class: Dire Animal. see p. No Eyes. sal Digestion. Cold/Ice). Cold can cause problems before the bat. Uncontrollable close to where the breath can strike only one of them at a time. Unfazeable. DR 13 bits.500 to alchemists. At -135°F. also easy to hit (+5 for SM). Even weak fighters could eventually hack it to Detect (Heat. DR 42 (Ablative). and has no Traits: Acute Detect 4 (Sense roll 16). knives. It lacks eyes. THE MONSTERS 20 . them in fire resistance and liquid ice potions. it must eat and scales. Vermiform. cold). 42 points of ablative Sting (12): 4d+2 large piercing + follow-up 1d DR to chip off. so it can be poisoned (although it gets +3 to HT). Resistant to Metabolic Hazards (+3). Enhanced Move 1 (Ground gassed. The cone is broad enough to engulf No Vitals). Extra Attack 1. Reach C-5. see Cold (p. Notes: Ablative DR 42 must be chipped off before To make the ice wyrm challenging for high-powered dragon-slay. However. or 40°F). B430). and -1 to defend on natural ice – or see the Ice organs are worth $7. 35’ “worm” is covered in slick. Five-second encounter for parties with few special abilities. the wyrm is comfortable but heroes in “Arctic” gear Teeth can be turned into 1d very fine large must roll at HT-8 every 30 minutes or lose 1 FP. And its physical attacks. everybody risks 3d-1 crushing dam. Skills: Innate Attack (Breath)-15. its other DR 4 (17 vs. It hunts by body warmth. stage the encounter someplace icy. Only ice wizards are out of luck (DR 17 vs. Cun. blanket immunities.00 alyzing jet of frost motes – all while simultaneously lashing out DX: 12 Will: 12 Move: 6 with the sting at its nether end. and has no particular HT: 12 FP: 12 SM: +5 vulnerability to flame. It is huge (Regular recharge between shots. Temperature Tolerance 10 (-135°F to age and fight-stopping paralysis. creature can be injured. HT at -1 per 2 points of Icing the Wyrm penetrating damage or frozen (paralyzed) for (20 The ice wyrm makes a challenging-but-fair boss-monster . Slippery 5. It’s also alive. and once freed Bite (12): 4d+1 cutting. Reach C-5. who use Slick spell (Magic. injecting chilling venom. Precise). Combat Reflexes. 1. Bull males have ST 22 – and ST: 20 HP: 20 Speed: 7. his harem of 5-10 (1d+4) females. Connoisseur (Music)- 12. He’ll use the females much as a boss deploys minions: to set up his attacks. Reach C. Roll vs. the karkadann doesn’t like the music and will attack.) a group. They prefer to engage their foes bard’s Musical Influence skill and the karkadann’s Connoisseur (Music) skill. KARKADANN A karkadann resembles a lion crossed with a horse . A lone less by a crazy druid or wizard. worth $1. A karkadann can use its cially to eat the bard. the karkadann will leave the bard and his companions alone. the karkadann decides that the bard’s horn to parry as well as to gore. Quadruped. however. and will fix on keeping the bard as a pet! Negotiations on quite capable of “fencing” with armed that subject may begin normally . trying espe- bite and claw.000 each. A success- ful bite counts as a grapple. . The bull will fight. Skills: Brawling-16. Young karkadann won’t fight. Dodge: 11 Parry: 12 DR: 1 A male karkadann isn’t exactly protective of his pride. and Claws (16): 2d cutting. failure ruins the horn as a knife and reduces its value to alchemists to $250. The initial slam with the horn inflicts the same damage at Move 1-7. Reach C. plus an additional 5-10 young. imize his chances of surviving the fray. It’s almost the size of a horse. Soothing the Savage Breast It has a handsome mottled coat of gold Karkadann love music – while they aren’t intelligent enough to be negoti- and white and tan. Running-13. but 2d+4 impaling at Move 8-12. Trickery (Dungeons.00 thus inflict more damage (horn: 2d+4. ated with. Temperature Tolerance 1 (30°F to 95°F). and is music is just right. Reach C. B208 – would require Karkadann Pride a karkadann elevated to IQ 6+. A horn can also be carved into an ornate (+1 reactions). are worth $2. On a tie. Animal spells affect karkadann normally. but there’s a risk. p. If encountered in taught the Rapier skill. opponents! (Actual fencing – with improved multiple parries and retreats. Karkadann may be encountered either singly or in a group. Intact karkadann hides can fetch up to $800. and 3d+6 impal- ing at Move 13-14! Teeth (16): 2d cutting. charging into close combat If the bard wins. Class: Animal. DR 2 (Partial. . as described on p. Roll a Quick Contest between the torial. directly. . this will be a pride of karkadann: a bull male. Young karkadann can’t be tamed but are trendy exotic pets. THE MONSTERS 21 . or 3d+6 at Move 12-14. sharp horn on the center of its head. Skull). with their horn and then staying there to If he loses. Bards may use the rules under Karkadann are aggressive and terri. fine-qual- ity large knife. 10). The strongest male HT: 11 FP: 11 SM: +1 will drive off any young male old enough to challenge for control of his pride. charge dangerous foes. Traits: Bad Temper (12). Armory (Melee Weapons). flank opponents. but he’ll exploit his harem to max- Horn (16): 2d+3 impaling. they can be placated by song. doubt. Wild Animal. even if no damage penetrates DR. 1. . Night Vision 5. and sporting a long. and then karkadann is always an adolescent male – stats are as listed. useful for making poison antidotes. too. Females use the same IQ: 4 Per: 12 stats as adolescent males.500 to alchemists. Their horns. claws and teeth: DX: 13 Will: 11 Move: 14 2d+1) – along with Bad Temper (9) and Laziness (9). Notes: Total skull DR is 5. or the head. Leeching: This attack cannot penetrate any DR. One sec- ond after hitting bare flesh. Then it’s gorged and drops off. They lack treasure hoards (unless you count gear HP or more has +1 to from incidental corpses). but . Offensively. or anything that’s effectively immune to the draining effect (like trolls. . It inflicts 1 HP per second for 1d-2 seconds (minimum 1). HT to avoid being blinded for 1d-3 . Harmless Nuisance . but there’s no practical limit to how many can cling to limbs. larger monsters would be out of the question. large numbers may inflict a surprising amount of and difficult to remove. some onds but requires no roll. p. This doesn’t work so well for things that like to eat their victims. only one can fit on a human-sized eye. pull it off. bursts. while thing nearby with gore.50 DX: 16 Will: 10 Move: 1 IQ: 1 Per: 10 HT: 10 FP: 10 SM: -9 Dodge: 9 Parry: N/A DR: 0 Leaping (16): Up to 4 yards! Against an armored vic- tim. while pulling one off early Grabbing a leech in one also inflicts harm. doing so takes two sec- leaping leech-infested water makes for a great “moat” to protect a lair. The GM should be aware that off. tended leech is killed. so an unprepared safer option is to pick it delver can find himself swarmed and drained dry in seconds. but for undead. the HP of injury. injury in a short time period. even slay the Then roll vs. showering every- because even the smallest body of still water is big enough to hold a couple of leeches. even Anyone (except other a tiny infested puddle in the middle of a sizeable room can threaten a leech attack. creatures may lure victims near the leeches. They come in large numbers. THE MONSTERS 22 . 31). Skills: Jumping-16. leaping leeches can be deadly. carefully Clever monsters living near leaping leeches might exploit them as weapons. but they’re always found in hordes. leeches!) within one yard must roll vs. . roll. but leeches are slimy while they seem relatively harmless. A However. Defensively. And incautious delvers might set themselves or others ablaze trying to second requires a DX clear a large cluster of leeches off a victim in one fell swoop. Doesn’t Breathe (Gills). even that with the Tough Skin modifier. The leap does no damage. Even 1 point leeches are purely useful. they’re no threat. it ing around swamps and dillydallying near waterways. extremities. though. . SM – and if such a dis- Their main value – to the GM anyway – is that they act to discourage adventurers from hang. Notes: A leech that steals 2 Leaping leeches are a nuisance monster. Because leeches can leap up to four yards. . Traits: Amphibious. Vermi- form. and can’t inflict much damage on prepared delvers. hoping the wrigglers will weaken. this inflicts 1 demons. ST at -3 to intruder. Class: Animal. leaping leeches are aptly named: they jump out of the water and glom onto their victims’ unprotected skin. Individually. Wild Animal. The size of a human pinky. LEAPING LEECH These horrid pests infest stagnant or still water. at -9 for SM. of flame damage will make the leech let go. . They also provide surprise value. Each leech can steal up to 4 HP. The only sure way to kill an infestation of leaping leeches is to drain the water and dry the muddy bottoms where they hide. don’t wander. ST: 0 HP: 1 Speed: 6. . or Deadly Trap seconds (minimum 1). Leeches can cluster on body parts. Swim- ming-18. the leech begins to suck blood. this targets the face (at -5) or eyes (at -9). ically preserved skeleton is animated by necro. so impaling attacks aren’t ideal (wound- dramatic Evil Overlords. and the brain-eaters before the lich casts some horrible spell on you? Can who has had centuries to perfect diabolical you even see the lich back there to shoot it from afar? Between the zom- spells. Megalomania is the usual motivation for starved out. It also has some classic weaknesses. 15). Doesn’t Sleep. Reach 1. Energy Reserve can be any size. A Note to Undead-Slayers A lich is just a fancy. Can you circumvent possess if defeated in a location with mana. Class: Undead. Traits: Cannot Float. High Pain Threshold. opponent is a wizard who neither sleeps nor But then there are its spells. Doesn’t Breathe. conjure legions of mindless undead. Yes and no. strangled. right? A lich is an undead archmage whose alchem. No Sense of Smell/Taste. Staff-12. Heals only when Unkillable is triggered). Without mana. a few enjoy both! Still others have obscene levels of Deathliness and Necromantic abilities (Summoners. p. No Eyes. and hacking your way ages. Magery 6. Skills: Dozens of IQ/Hard spells at 20+ and IQ/Very Hard spells at 19+. it loses 1 HP/minute and firming any of this should be aware that their can be truly killed. Traps. slams and knockback). using Lesser Geas and Great Geas spells to bind victims to per- form unspeakable services. it lacks brains. Hidden Lore. No Brain. Unhealing (Partial. and most liches wield significant power items. a heart. No Vitals. Energy Reserve 30 (Gives 30 FP for work- ing magic only). magic-using skeleton. its zombie horde.00 short-circuit its Unkillable advantage. 2. Occultism. Thaumatology. ground advantage. and Fragile (Brittle) means that mere members of society. Some liches possess Power Investiture 6 (Unholy) and evil clerical spells (The Next Level. Dependency (Mana. Skinny (-2 ST and HP vs. Immunity to Metabolic Hazards. Speed-Reading. Research. Liches often negotiate – or accept surrenders. many IQ-based skills at 16+. Unkillable 3 (Can only truly be killed in no-mana areas). or stabbed in its sleep. and choosing this career – liches are generally melo. you’ll find yourself DX: 12 Will: 18 Move: 7 doing 110 points of injury to bring it to -10¥HP. Dark Vision. Truly evil. LICH Staff (12): 1d+2 crushing or 1d crushing – usually with a horrid spell. Constantly). Fragile (Brittle). HT: 14 FP: N/A SM: 0 Dodge: 10 Parry: 11 DR: 2 THE MONSTERS 23 . crippling injury removes limbs. just in case. and it’s Unliving. only to turn it into a IQ: 16 Per: 16 ghost bent on coming back to kill you. and/or Writing. Vacuum Support. but favorites are at -2 to energy cost and half casting time – or better – due to skill 20+. There’s mana here – no lich comes within miles of places without it – so now you must find a way to ST: 10 HP: 10 Speed: 7. Doesn’t Eat or Drink. p. Unfazeable. who has a hundred new skeletons he can through that horde while the lich casts those spells. Crushing attacks appearance. 24) instead of wizardly abilities. 30 points is the minimum. Otherwise. Delvers interested in con. Between this and their ing modifier ¥1). they simply can’t be well-integrated enjoy a ¥2 wounding modifier. probably not – and you know it build a lair where he enjoys a truly unfair home. A lich has the usual suite of undead advantages: It can’t be poisoned. Unliving). and bies and that lich favorite. You have been warned! Suppose you do get right next to the lich. Force Dome. notably Alchemy. like 6d worth of Deathtouch. Notes: Spells and their levels vary. mancy. Injury Tolerance (No Blood. Vulnerability (Crushing ¥2). other vital bits. has Reverse Missiles up. OBSIDIAN JAGUAR This likeness of a great jungle cat is carved from dark volcanic glass and animated by something akin to druidic magic. or something). Front Claw (18): 2d+1 cutting. Notes: Despite its resemblance to a beast. They also Teclá have respectable combat stats. rounded to the nearest die. Unwilling port 3. Pressure Sup. it makes a surprise attack (no defense pos- Demon from Between the Stars (p. however. not by magic. Druidic magic is relying on Vision must deal with darkness penalties. 9). ures are plants with remarkable properties. the jaguar must roll vs. 23). No Blood).” (p. giant ape (p. It’s said that priests of the lost civilization of Teclá created obsidian jaguars to guard their holy places. ancient gods. Doesn’t Breathe. respectively). Indomitable. 7). Once destroyed. . there’s no despoilment the jungle affords the cats +3 for “many hiding places. work. Doesn’t Sleep. The +4 to skill for pouncing lets it hit its favored target. some maintained Contest: their Stealth (16) vs. High Pain Threshold. Razor-sharp obsidian claws and a hard. Striking ST 2 (ST 21). weakens down. Hind Claw (16): 2d+2 cutting. Roll a Quick This conceals vine-covered stone temples. and means that called falling and requiring a turn to stand up. Injury Toler. Fanaticism (Guarding holy places). after which it fights like a living jaguar. Other suitable monsters are the ciuaclá (p. to negotiate. Class: Construct. ignore -5 in darkness penalties and are crafty. 1. Immunity to Metabolic Hazards.” If penalty. it spots its prey’s reaction and slinks off for now. They’re stone. THE MONSTERS 24 . with success meaning horde pygmy (p. It’s indistinguishable from mundane statuary . the jaguar wins. If it rolls higher damage standup fight. until it pounces (six yards from a standing start!). the The Jaguar neck. DX 16 to avoid become ¥1/2 and ¥1/5. Animated by divine energies. With the Brawling bonus.00 DX: 16 Will: 11 Move: 10 IQ: 4 Per: 15 HT: 12 FP: N/A SM: +1 Dodge: 11 Parry: N/A DR: 5 Bite (18): 2d+1 cutting. Traits: Combat Reflexes. Jumping-16. weigh 3 lbs. grants Immunity to Metabolic Hazards. effective range is 12 yards. its Per 15. at 17 or less. Quadruped. Night Vision 5. Doesn’t Eat or Drink. Vacuum Support. Animal spells won’t ance (Homogenous. 1. and leaping leech (p. Fragile (Brittle). Delvers plundering ruined temple complexes in the jungle should bear this in mind! ST: 19 HP: 19 Speed: 7. with the extra yard of reach for pouncing. p. and strange An obsidian jaguar always opens with a pounce stone fetishes bearing divine or druidic “enchantments. Those by evil clerics (The Next Level. per $200 of value. DX or be knocked HP. B372). remember the ¥1. which gives them DR 5 and 19 than its prey. tered remains are worth $1d¥200 to craftsmen in town. the victim must roll vs. Unfazeable. Likely treas. the choicest hunks of its shat- Unhealing (Total). is in night ambush. Reach C. glassy hide – neither prone to breakage – make it a dangerous foe. The terrain is jungle – ideal for outdoor encounters. He falls automatically if the cat did twice his damage impaling and piercing attacks (wounding modifiers or more! Regardless. Stealth-16. Reach C. A running start lets it cover 11 yards. sible). roll vs. 16). Sealed. They of Teclá. 22). Duty (To priests. slam damage Comes in the Night is 2d+2 crushing. shots to the skull or vitals do nothing special. Reach C.5 wounding modifier for the neck. the delvers’ Perception. 18). and Skills: Brawling-18. even deep inside temples. The jaguar takes (target’s HP)/10 dice of crushing Obsidian jaguars are certainly worthy opponents in a damage. . otherwise. while potent here. The GM might set an adventure in the jaguars’ homeland Where they shine. there’s rock mites. they obviously act in harmony with one another. Immu- nity to Metabolic Hazards. great pressure. A rock mite’s torso is lumpy and egg-shaped. This gives extreme resistance to harsh Dodge: 8 Parry: 8 (unarmed) DR: 5 environments (see above) and makes them Homogenous (impaling damage has a mere ¥1/2 wounding modifier). DR 25 (Limited. whose metal-filled lairs are guarded by a warrior caste with huge jaws and a crushing grip. corralled is tricky. easily gathered metallic waste to refine. Despite appearances. a can’t be trained. if a mite is them – a gemstone is just another meal to a mite! While mites approached too closely or molested in any way (e. Gem miners despise They clearly dislike being bothered. Other “smelting farm. No Head). yet there’s rock. too. Pressure Support 3. of its torso. Class: Mundane? Notes: Unaffected by Animal or Mind Control spells.” penning them. but mites also dwell It isn’t clear whether rock mites are animate stone or underwater. and hard vacuum. Reach C. Not One interesting lair is a mine. This jagged maw is filled with a magma-like Thus. not as a body part. ROCK MITE Rock mites are a mineral-eating species that resemble headless stone pygmies. The first thing to substance that melts down the mite’s mineral-rich meals. Nonsentient – can’t communicate or negotiate. Only in contact with stone). Lifting ST 6. Mute. slate-like “feet. atop high mountains where the atmosphere is something else entirely. and inflicts 2d burning every turn thereafter! Treat as a weapon (Striker). leaving behind way that they appear to be little more than a rock pile. they’re occasionally confined for long enough delver mistaking a sleeping mite for a rock and sitting on to be exploited. and col- mites nearby will swarm the offender. Vacuum Support. tually melt or break metal ones. Heat/Fire). . they sleep. immune to poison. and Mind thin. crouching down in such a rock mites. and brittle (crippling injury to a body part breaks it off).00 DX: 10 Will: 12 Move: 4 IQ: 0 Per: 9 I Am a Rock HT: 13 FP: 13 SM: -1 Rock mites are rocks. They aren’t intelligent. No Blood. Fragile (Brittle). 1 HP/12 hours. Sealed. Immunity to Mind Control. Keeping them then biting repeatedly until they’ve slain him and con. Stubbornness.” while its arms terminate in “hands” of rock with Lair of the Rock Mites four “fingers” radiating from the center. THE MONSTERS 25 . they’ll eat stone barriers and even- sumed any gems or other stones he’s carrying. though.g. Weakness (Shape Stone or Earth to Air inflicts 3d/casting). Its legs are stumpy. . Wherever Control and Animal spells have no effect on them. trade. Rumors claim that rock mites are merely the “drone workers” of a larger rock- man civilization. Single- Minded. they could show up almost anywhere. as they’ll slowly tunnel out an area. leap to a GM’s mind might be a cave. It uses its hands Rock mites don’t breathe and are resistant to extreme heat to convey chunks of rock to a “mouth” near the top front (total DR 30 vs. or hoard. feeding them rock. Skills: Wrestling-10. Metal miners tend to like only do they eat. Intelligent monsters may keep them on a it!). Any bite counts as a grapple. Injury Tolerance (Homogenous.. ST: 12 HP: 12 Speed: 5. ending in flat. Regeneration (Slow. Doesn’t Breathe. grappling him and lecting excreted metals to sell. Heat/Fire). Traits: Bad Temper (12). And rock mites are never alone. and mere wood is too flimsy to contain them for long. it will attack. they aren’t elementals! Bite (10): 1d-1 cutting + follow-up 2d burning. in airless voids and weird alien dimensions . Lifting ST gives effective ST 18 for grappling. stubborn to train). Range 3). Wild Animal. Fire. 15) tame them for use as mounts. Heat/Fire). p. some tribes of reptil- ians (The Next Level. corrosion. For example: diary effect. Cold Slorn: Breathe a hoary blast of cold air. warm-bloods. Because of this. Innate Attack (Breath)-13. near geothermal heat sources that keep them toasty. . HT at the same penalty every turn to recover). fire-breathing lizards. . Damage but-tough war mounts. same penalty every turn to recover). Poison Slorn: Breathe a poisonous mist. Specialized DR has Damage type for bite follow-up and breath becomes Limited. and deep Lizard Breath underground. No Fine Manipulators. if snowy wastes. They aren’t cold-blooded. ST: 25 HP: 25 Speed: 5. Extra Legs (8 legs). available at all. Slorn can be raised from hatchlings to become slow. too. They dwell in rocky badlands – and deep underground. If the slorn bites on its turn. Extra DR has Limited. p. and victims must roll vs. slorn love to roast their victims’ meat before eating! While slorn are a bit slow. SLORN Slorn are eight-legged. Recovery. Fit. Regrowth. Notes: Too stupid to negotiate. Hard to Kill 2. each intact egg is worth $500 to suitable Skills: Brawling-13. its rider suffers the (roll vs. B297). as Medium no incendiary effect. Temperature Tolerance breath attacks aren’t as disruptive – the penalty is only -1. Additional DR has Limited. Traits: DR 15 (Limited. Finding one typically means seeking out a Ice Slorn: Breathe a sheet of icy daggers! Damage type tribe of slorn-riding reptilians who are willing to trade with for breath becomes impaling. Reach C. subtropical swamps and jungles. if they sell slorn saddles. Single-Minded. Found everywhere! THE MONSTERS 26 . Damage type for ronments – or different dungeon themes (see Theme bite follow-up and breath becomes burning with no incen- Dungeons. Lurk in swamps and jungles. p. This includes hot meals . they’re physically powerful and almost tireless. This can be an adventure in itself! On the Temperature Tolerance range. Cold/Ice. Electricity. Class: Dire Animal. standard -2 to attack (see Attacks by Mounts. Toxic.00 DX: 11 Will: 10 Move: 5 IQ: 3 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 8 Parry: N/A DR: 2 Bite (13): 2d+3 cutting + follow-up 1d burning. Riding (Slorn) and sell slorn eggs to would-be riders. bonus DR. Acid slorn Riders on the Slorn inhabit fetid. 37). and habitat are all as for bright side. who train mounts (slorn that aren’t fresh-hatched are too Stubbornness. Slorn are also notoriously hard to finish off. HT at the Acid Slorn: Breathe a quickly dissipating acidic mist. Shock Slorn: Breathe an electrical bolt. Damage type for bite follow-up and breath becomes toxic. Horizontal. They dislike giving up pursuit of anything that provokes them – or that tasted good. Flame Breath (13): 2d+2 burning (Jet. and victims must roll vs. Additional DR has Limited. allowing it to bear 375 lbs. A typical slorn has ST 25 and a type for bite follow-up and breath becomes burning with Basic Lift of 125 lbs. Regeneration (Slow. It’s easy to create variant slorn that suit different envi. supposedly “dead” slorn have been known to get back up and resume the fight. Slorn eggs are valued by those Temperature Tolerance 10 (75°F to 250°F). they probably teach cold slorn. Bite follow-up. range becomes -75°F to 100°F. HT at -1 per encumbrance (Move 3) or 750 lbs. they just like warmth. Found on glaciers or A customized slorn saddle isn’t cheap: at least $300. as Heavy encumbrance 2 points of penetrating damage or be briefly paralyzed (Move 2). Acid. HT at -1 per 2 points of penetrating damage or be stunned (roll vs. traders or trainers. 1 HP/12 hours). which makes bows and slings inef- fective. known weakness to salt. Unbreak. or undead. Manipulators. twice as big as a regular slugbeast. Pseudopod Crush: Victims who fail to break free from the Binding are crushed on later turns. free action. Clinging (Move 2). is a Skills: Brawling-12. DR 20 (Limited. inflicts crushing damage equal to the margin. Gluttony (9). A weapon This is a free action. The slugbeast can extend two pseudopods with which to lash foes. giving impaling attacks a ¥1/2 wounding mul- Dodge: 8 Parry: N/A DR: 0 tiplier and piercing ones ¥1/5. although it takes a ST: 16 HP: 16 Speed: 5. No Fine yields slime worth $15 per point of success. this is a mixed blessing for low-ST heroes. victory 1d/second). Slugbeasts are only worthy head-on opponents for beginning pod around him and crushes him to death. Affected normally by Animal spells. A slugbeast’s IQ: 2 Per: 10 flexible body is largely immune to crushing damage (DR 20). The slugbeast also shares its smaller kin’s widely slowly absorbs. Roll the beast’s effec. will stick until the warrior wins a Quick Contest of ST against ST Pseudopod Blow (12): 1d+1 crushing + follow-up 1 15 to pull it free (each attempt takes a turn). Injury Tolerance alchemists. Wrestling-12. It constantly trails a Slugbeasts also come in slughemoth size. A slughemoth is path of sticky slime behind it (a persistent Binding). or that it touches or grapples. digestive slime kick in automatically when it’s struck. a successful Naturalist or Survival (Swampland) roll at +3 will reveal this. No Neck). Capable of oozing its way along ceilings and walls – and through openings as narrow as 6” across – it’s a voracious carnivore. regardless of whether attack penetrates DR). and suffers 1 point corrosion + linked Binding 15 (effectively a ST point/second of corrosion damage in the interim! 15 grapple. 1. but heroes using Digestive Slime: 1 point/second corrosion to anything expensive swords should be aware that the beast’s Binding and touching the slugbeast. Double-Jointed. The cap. Reach C. it’s far more deadly. Traits: Binding 15 (Melee Attack. Too stupid to negotiate. Reach C. below). Other stats (including Binding level and corrosion – living. Weakness (Salt. the higher of the victim’s ST or HT. ST 32 (34 for sliming up an area and then returning to check the crushing). Those struck are slimed. Slugbeast slime can be distilled into an acid of value to Crushing). THE MONSTERS 27 . Notes: Effective ST 18 when grappling. and likely to end up glued to the beast’s sticky. Wild Animal. tive ST 18 vs. able). No Legs (Slithers). This. Class: Dire Animal. One-Shot. It’s HT: 10 FP: 10 SM: +2 also Homogenous. DX: 10 Will: 10 Move: 5 Yet slugbeasts can challenge the unprepared. due to Wrestling. It devours any organic matter it finds stuck there Reach C-3. with SM +4. Poor active defenses make hitting them straightfor- tive is also slowly dissolved by the digestive ooze ward (granted. Sticky. and eventu.00 human-sized handful – no mere pinch – to trigger its Weakness. No Head. Squishing the Slug Once a victim is stuck. a successful Alchemy roll and 5 minutes’ work (Homogenous. corrosive skin. and pseudopods that inflict 3d+3 crushing at gunk. while low HP and lack of general DR mean they’re easy ally reduced to a puddle of nutrients that the monster to slaughter. the slugbeast wraps a pseudo. HP 32. Invertebrate. Infravision. Cutting attacks are the best option. dead. the bane of dun- Slughemoth geon denizens and delvers alike. adventurers. Stealth-14. see secreted from the slugbeast’s underside. SLUGBEAST While this slimy monstrosity resembles a giant slug. Slugbeasts are always hungry! damage) are unchanged. too. victory inflicts crushing damage equal to the margin. zoom into a cluster of eyes and snip them apart two at a time. and Immunity to Metabolic Hazards. Pain Threshold. B398. Reach C. crush the skull. Unless the sphere is killed or its din. Doesn’t Breathe. four tentacles. and eat the tasty brains inside. Unfazeable. A sphere can attack twice. can’t retreat. Skills: Aerobatics-14. this is an attack from above (-2 to defend). rising ates with mortals. Spheres are more physically imposing. Brawl- ing-16. No Legs (Aer- see p. and/or use Aerobatics for an Acrobatic Dodge (+2). Extra-Flexible (Tentacles). up just one attack. gliding levitation. Class: Elder Thing. 1. crab-like arm projects from either side. Spheres of madness and eyes of death (p. On later turns. against Doesn’t Sleep. Sense (Air). or the spheres grappling with pincers. ringed with eyes above the equator. rolling Resembling as they do a flying seafood buffet. Neither creature negoti. not as a body part. or vitals). THE MONSTERS 28 . Squid Beak (16): 1d+2 large piercing. Reach C. but eyes can wither them from afar. Amphib- ner breaks free from effective ST 19. Battles are lopsided – an eye swarm Notes: Effective ST 19 when emerges from cover at 20 yards and annihilates the spheres in seconds. wiping out the annoyance. it will bring tentacles into play next turn. a sphere enjoys DR 6. Roll the sphere’s effective ST 23 vs. Traits: 360° Vision. the sphere can Fragile (Unnatural). like many. use ST 23 for crushing heads. Magic upward for +4 (not just +3) to Dodge. Wrestling-16. Truly evil. Can only bite a Fear the Sphere grappled victim. These crush the grappled body part (typically the head). SPHERE OF MADNESS This Elder Thing. thanks to Wrestling. and is restricted to close. Four suckered tentacles ring a horrid squid-like beak below. combat defenses. Attempts to play one against the other see eyes and spheres closing to ST 23 when employing from either side. A free action on a grappled victim! Reach C. Unwilling to negotiate. 1. Extra Attack which the victim has -2 to Parry and -1 to Dodge. When not grappling. trying for two pincer hits. Thanks to 360° Vision and Vibration Sense (Air). dropping from above to engulf its victim’s head. beak damage every turn as Laughing would be unwise. is something that mortals can describe but not usefully understand. so the Thing can start biting with its beak simultaneously. a free action. By appearances. Any hit counts as a grapple. Magic Resistance 10. Eyes 14. ST: 17 HP: 17 Speed: 7. The sphere moves via creepy. Flight-14. it can retreat No Neck. ending in vicious pincers. No Vitals). Resistance 10. to Metabolic Hazards. High use its head-crushing attack as a free action – ditto its beak. this uses ious. Octopus Tentacles: Victims who fail to break free from a pincer grapple are handed off to four tentacles the following turn. The tentacle grapple has effective ST 23. regardless of whether it penetrates DR. and four more tentacles and another beak adorn the top. Vibration impossible to flank a sphere. An armored. the higher of the victim’s ST or HT. it’s hard to surprise and ial). which need not pierce DR to grapple. it’s a putrid brown-green sphere just under 3’ in diameter. but a hit lets the sphere worry. 14) are at war. if that hit – while taking pin. Stealth- Spheres vs. Injury Tolerance (No Brain. spheres of madness might seem silly.00 DX: 14 Will: 10 Move: 14 (Air) IQ: 10 Per: 10 HT: 14 FP: 14 SM: 0 Dodge: 10 Parry: 11 DR: 6 Crab Pincers (16): 1d+4 cutting. skull. Immunity cer swipes at nearby threats. Treat as a weapon (Striker). Defensively. however. no vulnerable spots (neck. and then resuming their scrap. or for cheating. Reach 1. Weapon Bond (Its broad- sword). If this opponent cheats – e. B208-209. Brawling-18. Despite the name. with vacant. sometimes magical blade. Every sword spirit possesses an exceptional. and a cold. For this he was cursed by an A sword spirit is a master of its chosen blade. a sword spirit isn’t and a fine-quality blade). . Class: Faerie. ested only in dueling and fruitless practice. It resembles • Multiple parries have a cumulative -2 (not -4) – or just -1 a member of its former race. Broad- sword-22. sary. Part of the curse’s irony is that the spirit now despises cheaters! Die By the Sword A sword spirit embodies the old saying – it lives by the ST: 13 HP: 13 Speed: 8. Jumping-18. the benefits of Weapon Master! The stats already incorporate honorable duelists. Except in a one-on-one duel with no allies. fighting constantly yet never improv. disturbing voice – a solitary creature.g. ing” – any external advantage that the spirit doesn’t share tal or another sword spirit. SWORD SPIRIT A sword spirit was originally an elven. Cannot Learn. making the sword spirit a much tougher foe! Fine Thrusting Broadsword (23): 2d+7 cutting or 1d+6 impaling. giving swordsman famous for his skill . receiving helpful spells from allies – or if a group attacks the spirit. Against opponents who travels the world. the spirit will challenge him to a one-on-one and only the gear each fighter had at the moment of the chal- swordfight to the death. but a mundane being made faerie. Higher Purpose 2 (Kill Cheaters). but similar spirits exist for every variety of sword. On meeting such an adver. Sword Blow). but superior and/or magi- cal armor is possible. Eventually. Unkillable 1 (Achilles’ Heel. It’s +2 on all dice rolls! The curse uses a broad definition of “cheat- compelled to duel any swordsman it finds. Skills: Acrobatics-18. staring eyes if the spirit uses a fencing weapon (p. • Rapid Strikes are at -3 (not -6). by lenge. B208). Disturb- ing Voice. half-elven. or human swashbuckler who grew obsessed with but one activity and a single weapon – dueling and some kind of sword. So what counts as a “sword blow”? Any attack with a IQ: 11 Per: 11 metal weapon covered by Fencing Weapons or Swords on HT: 12 FP: 12 SM: 0 pp. the relevant damage bonus (and the bonuses for Striking ST ing his skills. Notes: This spirit is a broadsword master. whether mor. his mania led him to Live By the Sword cheat to win a duel. . Enhanced Parry 2 (Broad- sword).. but it’s usually seeking a specific cheat or team up on the spirit. THE MONSTERS 29 . it will become even more effective. inter. the whimsical GM could alter the curse so that it does specify the spirit’s own blade. Of course. a sword spirit is use- ful when the GM feels like giving out a nifty magical sword but wants the future owner to bleed for it! Sword spirits can negotiate. but are only interested in duel- ing master swordsmen. Traits: Ambidexterity. thus. A sword spirit might be encountered randomly as it Weapon Bond gives +1 to skill. This need not be its sword (although that’s won- Dodge: 12 Parry: 17 DR: 2 derfully poetic). No other injury will keep it down DX: 16 Will: 14 Move: 8 forever. this bonus will apply. Compulsive Behavior (6) (Duel swordsmen to the death). Most wear armor. Weapon Master (Broadsword). respectively. Don’t forget unknown god to wander the world and punish other dis. Striking ST 2. no spells. but in addition: undead.00 sword and dies by the sword. Some spirits have higher skill. counts. Higher Purpose kicks in. Com- bat Reflexes. any sword will do. this one has leather armor (DR 2). Flesh-bound throt- tlers are living. (Tough Skin. Reach C. High Pain Threshold. HT+2 [20]. Punch (18): 2d crushing. cursed to reincarnate travelers in order to strangle them as sacrifices to as the spawn of their living brethren. Green.” things get ugly. Most pose as “innocent victims. Joe-Bob and Shane Throttle. Divine Curse (Affected by any. THE MONSTERS 30 . Thus. and he couldn’t restrain his urges for hours regardless. They’re brawny enough. . They might pay adventurers to protect their camp or cara- Dodge: 8 Parry: 12 (unarmed) DR: 2 van. instantly transforming the their goddess. Nobody remembers why. And having throttlers attempt to strangle armed adventurers in combat is outright suicidal. Guile works better. but ogres charge lower rates – just ask any Evil Over- lord. see between “ogres” and “innocents. beg for alms. throttlers as written. 1. and binding. And the family that ST: 20 HP: 20 Speed: 5. fat mer. dess’ temple! Effective ST 22 when grappling. That’s beyond his acting skills. Granny and Pappy Throt. B370. a trick used to approach Full Throttle Using armed throttlers as ogre stand-ins is wasteful. Others all resemble skinny itinerants. HT: 12 FP: 12 SM: +1 chants. then the GM may allow throttler PCs. some stomp around being ogres. 21). young into full-strength specimens. DX: 10 Will: 10 Move: 6 Some throttler families have mixtures of human forms that let them IQ: 10 Per: 12 pose as human families. some throttlers believe that this can reverse their tle. Night Vision 9 Notes: Bind Spirit. Command Spirit. Their sole remarkable ability is that of transforming into one specific human form . and combat skills to match. Tem- Attribute Modifiers: ST+10 (Size. p. Obsession (9) (Throttling peo- 150 points ple). Stealth. Cousin Cletus Throttle. and Wrestling. Divine Curse (Affected by anything that would If it’s possible to play an ogre. Strangler* 2 [10]. Buck Throttle and his wife Daisy. and Turn Spirit affect Temperature Tolerance 10 [10]. young curse. SM 0 aids Brawling. normally only affect spirits.50 slays together stays together. Damage Resistance 2 Class: Mundane (but note Divine Curse!). repulsion. Tracking. or come running at delvers – armed-and-armored associates pursuing them in ogre form – screaming for rescue from the Kick (16): 2d+1 crushing. Stealth-14. This Talent attack rolls when grappling (+1 vs. Pentagram. 1. but a throttler is unlikely to succeed at posing as a lost child in order to strangle his rescuers in their sleep. Skills: Brawling-18. Like as-Sharak (Dungeons. Basic Move+1 [5]. weapons. SM +1. Repel Spirits. High Pain Threshold [10]. insubstantial to be sealed in a container. Sense Spirit. . -10%) [90]. Many simply find humans tasty. monsters. and thing that would normally only affect spirits) [-15]. THROTTLER These immortal spirits were punished eons ago by a goddess who confined them to hulking material bod- ies that resemble green ogres. Once the heroes are surrounded. Throttler Night Vision 9. despite being entirely physical beings). breathing. Reach C. They enjoy few spirit gifts (see Summoners) yet suffer most spirit weaknesses – like susceptibility to sorcerous summoning. It’s Not Easy Being Green Traits: Alternate Form (Human). or bravely positioned Neck Grapple (18): Followed by strangling. Advantages: Alternate Form (Human) [15]. Obsession (9) Banish teleports them to the ruins of their god- (Throttling) [-15]. reproducing mortals. perature Tolerance 10 (-25°F to 150°F). Bloodlust (9). etc. p. thanks to Wrestling. Resistant to Metabolic Hazards (+3) [10].” but none! 5 points/level. Entrap Spirit renders them Disadvantages: Bloodlust (9) [-15]. Secondary Characteristic Modifiers: Per+2 [10]. apply SM difference to * Strangler: You’re fated to stalk and throttle travelers. and little Emma-Sue Throttle all use identical monster stats in their unchanged forms. [9]. Reaction bonus: humans). Tracking-14. with armor. A gang of sneaky throttlers is another matter. Wrestling-18. -40%) [6]. Resistant to Metabolic Hazards (+3). There are legends (though no first-hand reports) of giant. medical treatment. Injury Tolerance (No Brain. While normally ous reports of old trolls. Unkillable 3 (Achilles’ Heel. Many a troll turers (and from playing That Other Game). A troll battling a is mixed up with the remains of previous victims. All hoard treasure. three. He was perhaps eight feet tall. nities. a troll They seem to be sexless. though. cun- ning hunters. and even vampire trolls. all told. IQ: 10 Per: 10 casters in back” parties could find themselves in real trou- HT: 12 FP: 12 SM: +1 ble against this tactic. His forward stoop. larger bits reattach of a dozen or more. who learn unwholesome. Long Arms (+2 SM). Unfazeable. Its bite counts as a grapple on smaller foes. High Pain Threshold. need be. possibly spuri. . which so it’ll latch on to keep its victim in close.25 Trolls like to use their Stealth-14 to sneak up and launch DX: 13 Will: 10 Move: 6 surprise attacks from behind. single adversary can deliver over 6d cutting per turn. Notes: Per 13 for smelling hidden foes. sports scars from acid or fire wielded by some now-dead foe! Tavern tales portray trolls as stupid. Ambidexterity. owing to Wrestling. made it hard to tell. Overconfidence (9). Wrestling-15. 1 HP/second. Typical “fighters in front. the fragments – Poul Anderson. with arms dangling past injuries respond normally to rest. making dismemberment and even decapita- of a mouth. and head. and thick claw-footed legs to the ground. torso. and troll children are unknown. Burning or Corrosion). they fear nothing – including such attacks. Can occasionally be bribed. it can attack as many as Trolls have no culture but occasionally live in large commu. Not vs. His head was a gash (pp. Reach C. They’re also curious. and Trolls Killin’ interesting that comes along. Dark Vision. These advantages in com- pools. Killin’ Trolls . Claws (15): 2d+1 cutting (¥2). concentrating on one opponent. The healing spells). swamp. but can digest anything a full troll in 1d days. investigating anything . is hacked to bits and the pieces scattered. Trolls also have Independent Body Parts hairless green skin moved upon his body. Gluttony (9). growing into carnivorous and love children. Nothing eats them. organic. Recovery. Bigger trolls exist – simply raise ST! Troll chieftains have Tactics at 10+. Curious (9). Singly or in packs lesce into limbs. or skulking in ruins or sewers. eyes which drank the feeble bination with Regrowth and Unkillable mean that if a troll torchlight and never gave back a gleam. dominated by the strongest. a yard-long nose. Traits: Acute Taste and Smell 3. Class: Mundane. without pupil or white. Effective ST 22 when grappling. two-headed. Skills: Brawling-15. Bloodlust (9). The only thing this can’t heal is wounds The troll shambled closer. but they’re clever. Regrowth. burning or cor- rosion). jungle. Combat Reflexes. . They are hours). . TROLL Bite (15): 2d cutting. and two eyes which were black tion temporary inconveniences. A troll’s powerful Regeneration (1 HP/second) makes it challenging to kill. 35-36). Three Hearts and Three Lions will work incessantly to reassemble. Reach C-2. each grows a mouth and starts to eat. Independent Body Parts (Detachable Head). Trolls are also expert killers. Stealth-14. If sizeable chunks are kept apart for long (2d est. from burning or corrosion damage (although such perhaps more. they may turn up almost anywhere: for. Dodge: 10 Parry: 11 (unarmed) DR: 0 THE MONSTERS 31 . Immunity to Disease. Because only fire or powerful acid can kill it young from old men in taverns and experienced adven- trolls. green killing machines. . troll flesh is altogether All this is common knowledge among delvers. Extra Attack 2. Their origins are a mystery. Pulverized trolls coa- Trolls are lean. Bite counts as a grapple on creatures of SM 0 or less. No Vitals). there are only a few. themselves. Universal Digestion. can claw twice and bite once each turn. With Extra Attack 2. Lightly armored delvers beware! ST: 20 HP: 20 Speed: 6. Regener- ation (Very Fast. the waters of a cistern accessible only by ladder (it’s Amphibious!). 10-yard one has SM +6. see Area spells and explosive Missile spells do their usual damage. High Pain Threshold. p. ile (Unnatural).. and then deflating. Little else works. Doesn’t Eat or Drink. Indomitable. Bigger slimes or in a room suddenly sealed by portcullises. lurking at the bottom of a pit. but it lacks limbs and mouths.00 DX: 8 Will: 8 Move: 1 IQ: 1 Per: 8 HT: 12 FP: N/A SM: +4 Dodge: 8 Parry: N/A DR: 0 Pfff: Billows out. Since the thing has 45 HP. Heals by absorbing delvers can’t do this. it sticks to doing what it does best: being a monster. Reach 7. shoving its victims. restores HP equal the corpse’s HP in life. It’s Diffuse. and possible vomiting. No Manipulators. it’s the congealed residue of deliquesced zom- bies (in simplified Barbarian: a zombie horde that has rotted even more than usual). Unhealing the slime with. taking a day per 4 HP healed. ST/HP 75. Doesn’t slime to eat or breathe something nasty. as it’s utterly immune Breathe. Immunity (Most forms of control). and only dangerous within three yards. ST/HP 100. Not truly evil – who can’t fly! There’s usually a secret escape route. it strikes by bloating up with corpse gas. Necromantic. spells that don’t specifically target slimes. beneath corpses. UNDEAD SLIME This isn’t a dead slime reanimated by a deranged necro- mancer . Reach blasting unpleasantness three yards to all sides. It certainly can’t chase Notes: Unaffected by Animal. B428) for minutes equal to margin of failure. Immunity to Metabolic Cage Fight Hazards. See Knockback (p. so it suf- fers only 2 HP of injury from most attacks and just 1 HP from Ssss (Resisted by HT): Smell-based emanation impaling or piercing ones. Far too stu- pid to negotiate! THE MONSTERS 32 . Invertebrate. 22d shove on the defensive. more of a thaumatological accident. . B377). Bad Smell. automatically hitting anyone within three yards. this must succeed and move the defender out of range. The only defense allowed is diving for cover (p. least of all anything that involves getting the Traits: Amphibious. On a hit. In a smaller compartment. but is To make undead slime a threat. like being knocked down and hurled into walls. Damaging active defenses. B378) for effects. Detect (Life). -1 to Fragile (Unnatural) kicks in – requires lots of hits. Temperature Tol- If nothing prevents the heroes from falling back and peppering erance 10 (-115°F to 60°F). a five-yard-wide slime sitting in the middle. Unfazeable. The gunk might have an eyeball or a femur floating in it.g. can keep the PCs 5. Subjects who don’t resist are the 90 points of injury required to reduce it to -HP – where nauseated (-2 to attribute and skill rolls. ST: 45 HP: 45 Speed: 5. of course. Enough zombie rot in one place seems to develop a hive mind – like some insects – but because it requires neither food nor shelter. say. circular chamber. delivering within three yards. Doesn’t Sleep. . it will crush those (or 11d-1 crushing). it’s a circular pud- dle of stink five yards across. leaving behind a horrid stench. they’ll do. In a 12-yard-wide sometimes form: seven-yard one has SM +5. or Plant anyone effectively (Move 1). roll 10d and divide by victim’s ST-2 for knockback in yards. then that’s what (Partial). 17d shove (or 8d+1 crushing). It’s easy to hit (+4 for SM). Frag- to such dangers. Physically. Endurance Event Fighting undead slime can take a while. Anyone backed up against a hard surface is instead trash-com- pacted for 5d-1 crushing. e. 45 boulders or 90 arrows. unlikely to duck (Dodge 8). put it in a spot where the injured by Turn Zombie. Injury Tolerance (Diffuse). Class: Slime/Undead. therefore. shark-like guarding a location. Given the chance. p. They’re most A void brute is heavily muscled. No Neck).50 Combined with Injury Tolerance that removes two high-value targets (the DX: 13 Will: 10 Move: 7 skull and the neck). thanks to their base HT 13 and Very Fit. players can Punch (16): 2d+1 crushing. Mute. Effec- tive ST 24 when grappling. hold him at arm’s length. like thin waist and stumpy legs. Very Rapid Healing. . Class: Mundane. due to Very Fit. a brute will grab an opponent. Even then. It’s completely without a neck. Unfazeable. the GM should avoid stacking on Dodge: 10 Parry: 10 DR: 2 additional DR – the brutes already take a terrific amount of injury to defeat! Going for the limbs can avoid this. Reach 1. with a dis. Reach C. Brawling-16. Stubbornness. increasing to effective HT 18 against metabolic hazards. insert their own Monty Python jokes here. often encountered either alongside their hideous master or in a small proportionately bulky upper body atop a wasp. Berserk (12). It wears a leather harness and little else. resorting Void brutes already enjoy an effective HT 15 to avoid unconsciousness to grappling and biting if disarmed. pp. Reach C. or death. . Traits: Arm ST 5. which doesn’t protect against contact agents. Very Fit. ST: 17 HP: 17 Speed: 7. or arm requires a single blow that rolls a basic damage of at least 8 if cut- Humongous Knobbed Club (15): 4d+2 ting or 11 if any other damage type. Void brutes are just smart enough to function in their intended set eyes that lack pupils. Wrest- ling-15. showing only plain role. they’ll get angry. or retrieving a lost mouth brimming with sharp teeth. Resistant to Metabolic Hazards (+3). a mindwarper with a wider-than-usual range of psi abilities (The Next Level. and carries an outsized club with which to pound foes. Void brutes Void brutes are slavishly loyal servants to the mindwarpers. If sufficiently confused or white orbs. mouth. object. Skills: Axe/Mace-15. In some cases. and Berserk Void Brutes bludgeon him to death with its club. Injury Tolerance (No Head. Slave Mental- ity. Notes: DR is tough skin. and nose slits sitting high on its thing around them (though never mindwarpers or other void brutes) chest. group dispatched on some dangerous (but fairly simple) mission. who use clearly don’t – but the name stuck. the +4 for that disadvantage amplifies this to an effective HT 19. its annoyed. THE MONSTERS 33 . . 25). Hide- bound. No Peripheral Vision. IQ: 8 Per: 10 Killing a void brute typically requires taking it to -5¥HP. heavy laborers. usually much later. Psionically enslaved (not to mention Mute) and unable to negotiate. crippled brutes will crawl crushing. 1. until they calm down . thanks to Arm ST and Wrestling. and wide. . 40-41) might be in direct control of the brute. Enraged brutes will attempt to destroy every- eyes. or hop over to the nearest foe and try to finish the job . Their name derives from legends claiming that mindwarpers dwell in an Serving the Masters airless realm between dimensions. a large. this makes them extremely hard to kill. and bodyguards. killing everything they find. VOID BRUTE These humanoids are former humans bred into slave-creatures of the mindwarpers (Dungeons. or at least borrowing its eyes. B124) kicks in. but crippling a void brute’s leg Bite (16): 1d+2 cutting. High Pain Threshold. but have little or no imagination. Effective HT 15 for most purposes. them as shock troops. When Berserk (p. For this reason. This can be all kinds of bad. This amounts HT: 13 FP: 13 SM: +1 to 102 points of injury. 00 DX: 18 Will: 12 Move: 10 (Teleportation) IQ: 10 Per: 18 HT: 12 FP: 12 SM: 0 Dodge: 14 Parry: 13 (¥4) DR: 0 Hook-Shaped Shortswords (18): 1d+2 cutting (¥4). Indomitable. It can also use Warp once or twice rivals who do enjoy that trait. This counts as a dodge. Against mobile opponents.. damage to threaten well-armored adventurers. Blink. – Watchers aren’t meant to be fair. Range Limit. and that watchers are actually pulsating light globules with four glowing pseudopods for attacking foes and interacting with the world. and no vitals. Multi- A watcher is equally overpowering on the defensive. on abilities. Detect (Gate Magic). calculate injury normally and then halve it (Damage Reduction 2). pupils (they have milky orbs for eyes). WATCHER AT THE EDGE OF TIME Watchers look like tall. Absolute Timing. Because Extra Attack 3 spells. Unfazeable. Assum- Their Side ing that someone lands a hit. that don’t wholly encase it in matter. Enhanced Time Sense. At any rate. Warp – actually extra-fast Hero-Killers movement through space. ST: 12 HP: 12 Speed: 10. Reach 1.00 means that it usually gets the jump on the like. Sages claim that this appearance is a persistent illusion. which is a clue. if they find and badly abuse some form of in addition to unlimited mundane dodges at 14 and. e. almost be a boss in its own right. Unwilling to Class: Elder Thing. etc. Deceptive Attack is likely. even fly at Move 10. bone-colored flesh. As for what they watch or want. Cosmic. although it lacks the without making success rolls. Extra Attack 3. Magic Resistance 6. Area it to take two maneuvers per turn. Mute. needed. and is coming. even if it lowed by an Attack. Extra Arms 2. Doesn’t Breathe. Altered Time Rate 1 enables on its turn to flee 10 or 20 yards from restraints. aside from Skills: Body Sense-18. With a Move maneuver fol. being so curved as to be useless for thrusting. negotiate. Traits: Absolute Direction. 10 yards. Shortsword-18. Shortswords are unremarkable. Injury Tolerance (No Blood. Damage Reduction 2. it could travel 10 yards. or a mouth. Resistant to Metabolic Hazards (+8). Altered Time Rate 1. nobody knows – but they’re found only in places where mages tried and failed to unlock Gate magic. better-armed watchers could flank a party at will and Blink and Reliable let it use Warp once per turn to evade destroy it in detail. make four uses its first maneuver for All-Out Attack (Strong) and the swings. with mere slits for nostrils and ears. and with smooth. +8 to HT when it comes to poison and Basic Speed 10. No die roll required. ple. Only do this to delvers who have it any one attack at 18 or less. watchers move far faster than most mortals. and control the pace of any encounter. blocked by people. if gate or teleportation. No Vitals).g. slender. with skill 18. at least. four parries at 13 (crossing paired swords to parry Time Is on with both at once gives two parries at 15 instead). second for something that allows active defenses. THE MONSTERS 34 . Doesn’t Eat or Drink. two Attack maneuvers translate into eight blows. teleport. Can’t teleport through people or obstacles. walls. Heroes who favor Enhanced Time Sense guarantees that a watcher always alternatives to swordplay should note that the watcher has acts first against delvers who lack that advantage – and Magic Resistance 6. lets a watcher attack four times. Notes: See Time Is on Their Side (below) for important notes Reliable 8). A lone watcher could permits the watcher to cover 10 yards. etc. and then step back. Warp (Accessibility. Doesn’t Sleep. four-armed elves sans hair. is Independent Body Parts one of the fastest ways to make any monster tougher. 9) are clerics. highlight vital synergies. 29) or an unusually smart karkadann (p. 5) won’t be – Shakespears Sister expecting a slorn breath weapon! Freaky traits make the monster. 39-40) for a list. I fit in? Delvers who’ve encountered bronze spiders (p. to “mundane”. exotic and supernatural advantages and disad. it severs that wounding modifiers. mindwarpers are worthy of in nearby boxes. 31). Record this as “Damage Reduction 2. Instead.” part. 11) into a trained knight. but they can’t anticipate every contingency (or man leader (p. grant a draug lord adventuring party). there’s no reason not ble. found on the watcher at the edge of time (p. p. 50 points for a divisor of 2. Damage Reduction. In effect. 26) for the slorn. 23) are spellcasters. B421) but inflicts no up) after subtracting DR from damage and applying any injury on the creature or the body part. grant them to his own fiends. The monster’s limbs and extremities continue to fight after cally subtypes of Injury Tolerance (pp. or 100 points for 4 cutting attack that would cripple a limb or an extremity costs The monster divides the injury it suffers by 2. Adventurers. Instead. possessed by the troll (p. but on this planet where do Fantasy fiends. but “freaky” is by contrast The GM can even steal abilities intended for heroes. and the occasional horde iar. The Next Level. Independent Body Parts. suits 35 points other regenerating creatures – and zombies! Both are techni. the GM should review its lines: all liches (p. apply it to the body part’s HP score: the owner’s HP/3 for an Damage Reduction extremity or HP/2 for a limb (round up). 31) barbarian abilities. 3. like “raise ST. . (p. which falls to the ground and fights as its owner’s ally! “Damage Reduction 3. the GM dreamt of in your philosophy. MONSTER TRAITS 35 . NEW MONSTER ADVANTAGES Two advantages seen in Chapter 1 aren’t in the Basic Set. some Demons from “Traits” list and bone up on any rules with which he’s unfamil. but the Limited modifier (see They’re described here in sufficient detail that the GM can use Limited Defenses. 33) with psi abilities up! Most monster entries suggest power-ups under “Notes” or might be reaching – but then again. pygmy (p.g. The advice is usually simple. or even stick them types directly related to the creature’s powers. and warn of important to give a troll chieftain (p. Many monsters come with advice along these springing a creature on the PCs. see Monster Index (pp. Attacks injure body parts normally with one exception: a 75 points for 3. and it’s no fun to pause the hacking and (p. the GM should beef it swashbuckler power-ups. they’re separate entities! When the creature is struck there. 21) who has If a monster isn’t dangerous enough. or introduce a sword spirit slashing in order to dig in books for some obscure detail. However. make a dino- exceptions.” their name. This trait reduces all injury.” or “Damage Reduction 4. Horatio. don’t apply injury to its HP. 16). being severed. 12) unholy warrior powers. . while a limb separates from the torso.. A void brute (p. should change it up. Monster write-ups try to do as much of the math as possi. 18) is a necromancer. Between the Stars (p. B46) can restrict its benefits to damage them in play. forward . B60-61). e.” respectively. or 4 (round the monster the use of that part (see p. King of the Apes (p. but sometimes involves changes to several stats or almost all of But not all monster abilities and power-ups are so straight- them. on Allies or Alternate Forms intended for delvers. Before useful sources. The GM can also transplant abilities from other Dungeon Birds can fly and fish can swim. such as Lizard Breath (p. CHAPTER TWO MONSTER TRAITS There are more things in heaven and earth. An extremity separates from its limb. 34). than are If the players know too much about a monster. and Power-Ups are especially vantages straight out of the Basic Set usually cover it. Some creatures come with ready-made – Shakespeare the Bard alternatives. +15%. It can reattach crippled parts if the injury SM +1 troll has SM -1. murdered my servants. but only ST/2 for grappling or dragging things. If it isn’t (for instance. but at -2 DX. and Dodge 4. 37). Its only useful combat ability is to trip those who try to pass it. Creatures with the Very Fast or – see p. thus. Its only effective attack is to Instant Reattachment: Body parts need only be held in place crawl up someone’s body (treat this as a grapple) and strangle for a second to reattach them. adjusted by the part’s hit location modifier. or a psycho killer lich. A fighter who tries to run through its hex must evade Special Limitations (see p. down). but also incredibly ran- trol numbers for disadvantages by one step per occurrence dom in their actions . It can bite at full ST in close leap up and kick foes for full damage. B422). the head fights as the body’s ally. Fragile A berserker flings itself into battle with reckless fury. Several prefixes describe other cases. If cutting attack to the neck that inflicts full HP or more decapi- it lacks a hand. The head has its owner’s DX Leg: A leg with a foot has DX equal to its owner’s DX-2. this is permanent (see p. enhancement! +50%. It may (Unnatural). terrifying opponents. a chaos undead slime. body fights as its ally. No Reattachment: The monster’s severed body parts are ani- mated but can’t be reattached. Reattachment Only: The monster’s body parts are inert ster’s relative skill level to the body part’s DX. This prefix can occur alone but often appears alongside distorted (p. Berserker Statistics: Add +1 to Speed. Severing them causes the owner no injury. HP/2. a Move of the monster’s to attack its enemies! ST/4. any severed parts live on and continue Arms: An arm has its owner’s DX. MONSTER TRAITS 36 . . when severed. -60%. Make the usual HT roll to learn whether owner’s. and Impulsiveness (9). . B368). -50%. it can punch or grapple (but only the feet or legs of Detachable Head: The monster’s head uses these rules. and HT. and in how their bodies react to the (from 15 to 12 to 9 to 6). It has a relative SM of Move is the monster’s Move-3. but they remain crippled until healed. and a Dodge of DX/2 + 3. If the head is the creature’s seat of consciousness. and Move and Dodge 0. unformed stuff of the universe. while Dodge is DX/2 + 3. Add +3 or 30% to HP (round added labels – called monster prefixes – serve to modify a crea. Move equal to No Brain). The hand has the monster’s full ST for this pur- Extreme level of Regeneration (like the troll) don’t need this pose only. B370. start the battle in a berserk rage. Such to lowering self-control number. apply the mon. – Thulsa Doom. and my PETS! And that is what grieves me the most! You killed my snake. a dis. Move 1. tates the creature without injury. High Pain Threshold. and falls down if the foot wins.. it can club for punching damage. If it Special Enhancements has a hand. For instance. for Dodge. DX/2. At 0 or fewer HP. Treat a leg without a foot combat. If the monster dies. SM -4 for a SM +1 troll). if the monster has Hand: A severed hand has its owner’s DX. This attack except the one that severed it. if absent. the as an arm without a hand. in Conan the Barbarian MONSTER PREFIXES Not every monster is an out-of-the-box giant ape. You broke into my house. They’re it. too. in addition giant ape. roll 1d: injured and then fly into a killing frenzy. whichever is higher. Foot: A foot has DX equal to its owner’s DX-2. If a prefix adds a trait Chaos that the creature already has – natively or from an earlier prefix Chaos creatures have been warped by contact with pure – then ignore it if it’s all-or-nothing. or wield a one-handed weapon at -2 damage. Other is temporary or lasting. or lich. This can’t be combined with Round fractions up for Move and ST calculations. A monster can have several prefixes. but down Instant Reattachment. But if it’s possible to amplify chaos: the random. while its hand or foot has SM -3. plus Combat Reflexes. A a standing foe). abilities are as follows: Permanently crippled body parts are destroyed. add Battle Rage. and A severed body part suffers injury normally from every reattachment is possible. stole my property.g. the arm or leg of a place for a minute. The GM might have a job opening for a distorted ture already has Berserk. stress of mortal injury. It can -5 (e. Worsen self-con- twitchingly fast. it’s can’t be combined with No Reattachment. Where combat skills would matter. embodied arm or leg has a SM of -2 relative to the creature. or it might hold back until When slain. but they can’t act independently. Size Modifier is the crippled and can’t act. The monster may reattach its body parts by holding them in while a hand or a foot is at -4. and a Dodge of DX/2 + 3. or undead Statistics: Add Berserk (12) (Battle Rage) – and if the crea- slime. ture’s capabilities (and make it sound scarier!). do so: Add the levels of traits that have them. It has full ST for striking or strangling. Body parts have the monster’s HT. MONSTER TRAITS 37 . They Energy Drain Elemental: Type becomes fatigue. But the monsters aren’t all “plain vanilla” versions – they come waste dump or being subjected to a mad wizard’s in different (often color-coded) variations.” The Jungle Vastness is always populated by ana- A distorted monster has been warped in some way condas. Vulnerability. before reforming and springing back to life. Fragile. Damage amount doesn’t change they’re intolerant of everything. in that case. as a 1d attack. treasures. Extra Heads. Lifebane. every monster. traps. This is a spirit-form variant of the creature – usually one Statistics: Damage type changes for all of the monster’s that was slain and is back for vengeance! Ghostly monsters attacks. Elemental Ghostly Certain creatures have acquired “elemental” powers. p. HT at same penalty every turn pool. There are six main types: chaos that dissipates after 1d minutes. Electricity Elemental: Type becomes burning with no incen- diary effect. For instance. Don’t worry if the prefixes don’t suit. or jun- supernatural weaknesses. and 5-6 is corrosive. Susceptible.” not flame. 33). turn to recover). If it has an exploitable flaw gle-dwellers. Victims must roll vs. the elemental ver- higher. mental damage type. dire apes. . as on 2-5. too. damage is +1 per die. The GM can use the same idea in Dungeon Fantasy. perhaps rolling dice for each.) with the new one. Noc- variations – created using one or more prefixes – that apply to all turnal. If to recover). 3-4 is Cold Elemental: Type becomes burning with no incendiary toxic. Magic Susceptibility. etc. Supernatural Features. psycho killers (p. crushing. the new effect one instead of the old one. etc. a jungle- Extra Legs. If it berserker horrid skull or acid elemental flame lord won’t be too lacks suitable weaknesses. and/or Extra Mouths (note that Extra themed dungeon that features five sorts of dart-shooting horde Arms or Extra Legs change No Manipulators to No pygmies and makes liberal use of the elemental poison prefix Fine Manipulators). if the baseline creature has DR. mini- 2-5 – The creature dissolves into a murky pool of liquid mum +1. Fright- types. For instance.) time. ting. it gains a total of 1d body To be extra-faithful to the theme-dungeon concept. for 15 distinct monster hard-to-exploit feature like Disturbing Voice. plus any bosses or special individuals (see Boss Monsters. etc. The Crevice of Hell – most often by exposure to Elder Things. uncanny trait. differentiated largely experiments. match parts chosen from among Extra Arms. Hard to Subdue 1. also hit a bit harder. reroll on this table and apply works but fire resistance is useless. Banish. Pick Statistics: This depends in part on the creature’s three to five thematically linked monsters (e. not flame. after all. horde pygmies. . so the occasional swap at least one. by prefixes. but occa. 36) nor unstoppable. This is dungeon fantasy. Fire Elemental: Type becomes burning (the usual sort that This prefix is especially common on monster leaders and starts fires). p. and trigers. True Faith. Noisy. HT at -1 per 2 points of penetrating 6 – The creature has Unkillable 2. Statistics: Add +2 or 20% to HP (round down). Victims must roll vs. uncanny resistance works but fire resistance is useless. Poison Elemental: Type becomes toxic. in their relentless determination to win. know that revenge is a dish best served indiscriminately. Demons of Old. the monster’s class changes to Elder weapons found there ought to have an excellent chance of being Thing. And so sionally as a result of living in an alchemical toxic on.g. and peshkali. Roll 1d for damage type: 1-2 is burning. champions. If it has DR 0. HT at same penalty every Some creatures are simply hard to put down and keep down. always contains as-Sharak. made from poisonwood (Treasure Tables. Finally. the GM chooses or rolls ran- should have plenty of traps that involve darts and/or poison. it simply acquires a single out of place. it gains DR 1 against its element. Simply replace the usual type (burning. 38). If it has several weaknesses. Regardless. 1 – The creature proves to have Fragile (Explosive). This is lightning. so electrical While neither berserkers (p. whichever is As well. Elder Things retain their class and gain 2d extra body parts. demons. ens Animals. or stack sensibly on.. or of them. Treat contact with this Acid Elemental: Type becomes corrosion. they share a similar refusal to quit. and unless the unmodified monster already inflicts the selected ele- explodes immediately. to the theme as well. or Weirdness Magnet. meaning that it’s unaffected by control spells. It dissolves into a murky damage or be paralyzed (roll vs. This is “freezer burn. The GM may recalculate damage in detail or just wing it and add +1 or +2! Theme Dungeons Players of computer RPGs will be familiar with the concept of Distorted “theme areas. HT at -1 per 2 points of pene- Determined trating damage or be stunned (roll vs. and domly. Revulsion. or midgets with SM -1) and three to five recurring – especially Dread.* sion gains that much extra DR against its element only. 38). * Two levels of Striking ST generally give +1 to damage with thrusting attacks (including nearly all natural and unarmed attacks) and +2 with swinging attacks. and Striking ST 2. a dungeon might contain three kinds of Weakness – then replace this with an uncanny but monsters with five variations apiece. so cold resistance slain a second (or third . effect. cut. weak. prefix. 50% to DR. It needs a name. p.” Statistics: Add -1 to Move (minimum Move is 1). Add the Undead monster class on top of the original class. 5 yards). No three. Unliving). round fractions down geon. stop to clean up on their way to town . the strongest troll) or an A creepy zombie version of whatever it was unrelated creature that rules or controls the level’s inhabitants (e. and the demonic ruler of an entire Doesn’t Eat or Drink.” not “the boss ogre” or “the boss lich. and Temperature Tolerance 10. Juggernaut Indomitable. . 50% to HP. 1d-1 levels Possessed of Extra Life (minimum one). To create a with flies. removing this pre- ity (Affect Substantial. level boss. too. stronger. rounded up. One with a cutting or Underboss: This is a stronger individual monster who leads a group of large piercing bite gains Fangs. class. It’s a juggernaut relative to its kind – juggernaut ver- sions of especially small. Hard to Subdue 2. The Banish spell can affect the possessing spirit when killed. 22) or a horde pygmy shaman. Callous. or a crushing bite. A few features distinguish a boss from lesser creatures: special effect of Extra Life. they have a habit of not staying down. Dread (Holy Objects. an common among biting animals. Usually On). in both cases. +5 or 50% to HP. A ravenous monster is a fanged. and should either have at least one monster pre. Immunity to Metabolic Hazards. then regardless of how thoroughly the delvers but not the original creature. This bad monster at the end of a level. If the creature has an Extra Life left demonic spirit. a successful casting removes this destroy it. The big boss should be an exceptional individual. Insubstantial. In all cases. and frail! Psychos aren’t stronger or harder to knock down – indeed. Also add Bloodlust (12). the to Speed.” The monster’s class becomes Demon (a resistant to damage and capable of absorbing what gets successful Banish spell means it reverts to its underlying class). incineration. • It has a proper name. Immunity to Metabolic Hazards. It isn’t terribly fast. and +5 to Stealth (a monster with- A possessed monster has its mind taken over by a hostile out Stealth gains it at DX). be ravenous – a ravenous lich or golem can be • It often has multiple prefixes or custom additions. beings). through.. Defeating a level boss of grue falling off as it staggers around buzzing should be both tough and rewarding (if only in satisfaction). Injury Tolerance (No Blood. and the second gets rid of the original creature. and refers to the big. Sadism (12). its remains vanish as soon as they’re left unobserved.. It’s usually subordinate to a level boss – or at least bite impaling. and +1 or they might at first seem to be plodding and ineffectual. Delvers face “Skull- crusher” or “Rattlebones. Add the Undead mon- Statistics: Add +3 to Will or set Will to 15. Statistics: Add +2 or 20% to ST and +5 or Big Boss: This monster either leads and rules everything in the dun. vicious that’s good enough! version of the baseline creature. a originally. and possess two. home: the first dispels the possessing spirit. (One Attack Only. If the underlying creature already belongs to the Demon Disintegration. it’s a larger. start with an exceptional member of that monster type and then add at least one monster prefix. plus Bad Smell. While most • It’s an exceptional or special example of the baseline monster.g. Threshold. Also add -1 include the lich in the deeps of his personally stocked dungeon. Level Boss: This is the biggest. not just a descriptive title. acquires Sharp There are three broad varieties of boss: Teeth (thrust-1 cutting). anything can alpha male dire wolf (Dungeons.g. You don’t become the Crushroom King or Princess of the Peshkali by being weak! Statistics: A monster that has no bite attack.” This Ravenous need not reflect specific powers – if the name makes the boss seem cooler. High Pain hellish subdimension. in the “cleared” dungeon Boss Monsters behind them. with bits wizard who commands all of the level’s zombies). or more prefixes. nastier Undead version of the most common monster (e. Statistics: Add Doesn’t Breathe. Tabletop dungeon crawls sometimes fea- “teleportation” isn’t physical movement but a ture bosses. baddest monster on that particular level or in that section of the dungeon. Intolerance (All living fix.. Statistics: Add +2 or 20% to ST. . not harder! The thing then expends one Extra Life and reappears someplace its killers wouldn’t expect: behind the next door. Bite) equal to 50% of total fix or be an otherwise exceptional example of that monster type. Typically. ster class on top of the original class. weak. or frail monsters are still fairly Psycho Killer small. then two successful Banish spells are needed to send it Doesn’t Sleep. round fractions down but use whichever However. make this easier. Lifebane. or is simply the baddest monster in the whole place! Examples but use whichever bonus is higher. add Striking ST weaker. High Pain Threshold. Hard to Kill 2. Doesn’t Breathe. behind delvers who look away from their “corpse. especially negotiate. Truly evil. MONSTER TRAITS 38 . Sense of Smell/Taste. making it a more very surprising and effective. and Temperature Toler- ance 10. but it is strong. ST and Striking ST. generally rotting and stinky. lurking behind the waterfall where they The term “boss monster” comes from video games. and the note “Unwilling to A juggernaut is a slow-but-unstoppable force. In all cases. whichever is higher. hanging under their wagon out- side. Doesn’t Sleep. powerful version of the basic monster. e. Doesn’t Eat or Drink. etc. making the other monsters. largest giant ape on the whole island.g. customized with additional powers and/or equipment. appearing bonus is higher. 35. Independent Body Parts advantage.. new. 37. Limitations. variants. 4. 20. 6 Mundane Servitor. 6 Animal Angelic Emissary Summoners. Traps. 18. classes. Dungeon Fantasy 9: Summoners. Cestus. 30. Dungeon Fantasy 5: Allies. p. 5. 30. They’re gonna get you every time. 33. 3. 8. Dungeons. Bat Allies. p. p. 16. p. Breath attacks. 19. 15. 34. Dungeon Fantasy 3: The Possessed monster prefix. suggested fodder. acid” and “spider. Giant p. 37. Elemental. monster-specific. suggested boss. p. Damage Reduction advantage. 2: Dungeons.g. Sickles. independent. monsters classed as. new. throttler. 21 Animal “Dungeons. GURPS. 40. 3. 21” for that acid spider. 11. p. 30. 8-10. as. 3-5. monsters classed as. Determined monster prefix. Ghostly monster prefix. 17. Chain weapons. 26. 38. Next Level. 26. 38. Monsters. Flesh-Eating Dungeons. 4. 13. 35. Constructs. 19. 23. 9. 4. 26. No Reattachment limitation. 6 Animal of Good (the opposite of Demon). 36. They got grubby little fingers. 36. 17. altering standard. monsters classed as. 37. 10. 8. monsters are Faeries. and dirty little minds. 7. Dungeon Fantasy 11: Slughemoth. 17. Undead. 21 Demon monster appears. 35 Divine Servitor Monster: The monster’s name. Dungeon Fantasy 1: 25. 27. 18. 35. Dungeon Fantasy 5: Allies adds a new class. Detachable Hand enhancement. 13. 33. 20. – Randy Newman. 16. giant. INDEX With rare exceptions. Reference: The Dungeon Fantasy publication where the as-Sharak Dungeons. Elder Things. 26. 36. 15. 22.g. minions of. along with the page number. 6 Animal (p. 35. Dungeon Fantasy 6: 40 Artifacts. 37. 22. 24. e. 24. 36-38. Legs. 18.. 7 Animal INDEX 39 . 8. 33. 6. 3. 27. 26. Dungeon Fantasy. 32. 36. 31. 37. Mindwarpers. 34. 40. Hands. 4. generalized here as Divine Bugbear p. Theme dungeons. 9. Bat. 37-38. Divine servitors. 4. Reattachment Only limitation. 36-37. Arms. p. Cat. 29. Great Allies. Taverns. 36. 18. monster prefix. 39. Templates. 22. 36. 3. Instead. 18. 36. 40. 38-40. 38. 14. Power-Ups. Gladiator p. Slimes. 10. have their own index (see below). monsters classed as. 11. Dungeon Fantasy 8: Treasure Tables. 23 Dire Animal any qualifier. 21. 32. monster as. 17 Dire Animal one place. p. not listed in this index. Demons. Adventurers. 4). 17. tricks. 13. 19. see Reading Monster Stats Bear Allies. Ravenous monster prefix. 35. they Feet. 38. Advantages. 3. Dire animals. Basic Set. 25. 7. Instant Reattachment enhancement. giant mundane. 8. 36. 39. 25. boss. 16 Giant Animal “spider. 38. 37. 21. 23 Dire Animal Class: The type of monster. Servitor Boar Allies. prefixes. here’s a combined listing of all the Monster Reference Class monsters in this work and in Dungeon Fantasy 1-12. 30. 35-36. 36. 36. Dungeon Fantasy 10: Slorn riders. Mundane. 12. 3. 28. Juggernaut monster prefix. 23. Distorted monster prefix. 15. Flame lord template. 23. monsters classed Enhancements. 21. p. 12. p. 24. Dinomobs. e. Psycho Killer monster prefix. independent. 37. 6. Throttler template. Berserker monster prefix. 17. 30. independent. tips. 35. 15. 36. 20. Chaos monster prefix. Treasure. 11. 40. 31. Anaconda Allies. Dungeon Fantasy animals. Lairs. 11. 6. 27. 37. flame lord. giant” so that all the spiders nest in Ape. 9. independent. Short People MONSTER INDEX For quick reference. 16. Demons From Between the Stars. see also specific classes. Spell list. Foul (Batchala) Dungeons. with base type placed before Ape. the acid spider and giant spider appear as Ape. 35. 23. And Dungeon Fantasy 9: Summoners introduces Cat Allies. Teclá. new. 20. 38. 39. 35-36. animals. monsters. Animals. 22. theme. monster prefix. 22 Animal the Spirit class. dire. 40. 4. p. Leaping p. p. 30 Elemental Skull. 34 Demon Ogre The Next Level. 28 Elemental Golem. 10 Mundane Void Brute p. p. Dire Dungeons.Monster Reference Class Monster Reference Class Chimp Allies. 30 Mundane Golem-Armor Dungeons. 29 Faerie Gargoyle The Next Level. 27 Faerie Rat. p. p. 7 Giant Animal or Demon Elemental. Shoulder Allies. 22 Plant Minotaur The Next Level. p. 11 Animal Ghost. 28 Elemental Skeleton. p. p. p. 9 Animal Goblin The Next Level. p. 28 Elemental Golem. 26 Dire Animal Eye of Death p. 24 Undead Karkadann p. p. 26 Demon Wolverine Allies. 11 Mundane Between the Stars Owl Allies. p. 26 Undead Kraken Allies. 23 Spirit p. Fire Summoners. 26 Construct Throttler p. p. 5 Construct Spider. Divine Allies. Wood Summoners. 34 Elder Thing Hellhound Allies. 32 Demon Mite. p. 22 Demon Lizard Man The Next Level. 23 Slime Elemental. p. 21 Dire Animal BREAKIN’ STUFF! Spider. 22 Spirit Stallion Allies. 5 Mundane Mindwarper Dungeons. p. 15 Mundane Coleopteran The Next Level. p. 25 Demon Devilkin Summoners. 22 Spirit Swarm. Ash 40 Artifacts. 10 Animal INDEX 40 . 10 Mundane Sylph Allies. p. 8 Animal Wolf. 27 Elemental Draug p. 10 Demon Peshkali Dungeons. p. Air Summoners. p. p. 23 Animal Demon of Old p. p. Demonic 40 Artifacts. 26 Demon Swordsman Triger Dungeons. 21 Animal. 14 Mundane Demon. 15 Mundane Salamander Allies. 29 Elemental Half-Ogre The Next Level. Horde Dungeons. p. p. p. Horrid p. 26 Dire Animal Gorilla Allies. p. 29 Elemental Skull. 26 Dire Animal Hound Allies. 33 Mundane Hawk Allies. 24 Construct Toxifier Dungeons. p. p. Summoners. Electric p. 33 Demon Pygmy. p. Giant Allies. p. p. 17 Dire Animal Jelly. 24 Spirit Ghost. 11 Animal Jaguar. p. Lesser Summoners. Water Summoners. Acid Dungeons. 24 Animal Doomchild Dungeons. 22 Giant Animal Imp Allies. Obsidian p. p. 24 Animal Dog Allies. p. 15 Mundane Viper Allies. p. p. p. Sword p. Standard Summoners. Erupting Dungeons. p. p. p. 32 Slime/Undead Elemental. Ice p. p. p. Flaming Dungeons. 26 Undead Elemental. p. 9 Mundane Spirit of Place Summoners. 7 Divine Servitor Lich p. Giant Maned Taverns. 27 Elemental Shark Allies. Earth Summoners. 22 Demon Rat. 25 Animal Half-Orc The Next Level. p. 19 Undead Void/Sound/Ether Slime. p. Stone Dungeons. Ice Allies. 23 Animal Corpse-Eater The Next Level. 21 Animal Zombie. 25 Elder Thing Crushroom Dungeons. p. 15 Elemental Spirit. 31 Household Undine Allies. Giant Embodied Animal Animal. p. 27 Dire Animal Snake. p. p. p. 28 Elder Thing Spider. or Spirit Flame Lord p. Undead p. p. 14 Elder Thing Slugbeast p. p. p. Insect Allies. Rock p. p. Horde p. 31 Dire Animal Dragon-Blooded The Next Level. p. 30 Elemental Slime. 5 Mundane Macaw Allies. p. 23 Animal Watcher at p. Metal Summoners. p. Academy Taverns. 11 Mundane Weasel. 14 Mundane Demon From p. Giant Dungeons. p. p. Corpse p. Summoners. 8 Construct Talus Allies. p. p. p. p. p. 27 Elemental Siege Beast Dungeons. p. Mundane Guardian. p. p. 10 Animal Elemental. p. Giant Allies. Servitor Summoners. Summoners. p. Frost Dungeons. 31 Elemental Slorn p. 22 Animal Leech. Servitor Summoners. 24 Dire Animal Sphere of Madness p. 9 Elder Thing Orc The Next Level. 25 Mundane Elemental. 20 Dire Animal Kangaroo Allies. 12 Undead Servitor. p. 7 Animal Troll The Next Level. 9 Animal Zombie. Major Summoners. p. 16. p. Bronze p. 22 Animal Ciuaclá p. p. 25 Mundane (?) Demon. 25 Giant Animal – Strong Mad Spirit. 13 Dire Animal Wyrm. 12 Divine Servitor Eagle. p. p. 11 Mundane Rabbit Allies. p. 24 Construct Wyrm. 26 Demon the Edge of Time Hobgoblin The Next Level. Petty Summoners. 24 Giant Animal Dragon. 23 Undead Elemental. p. 22 Animal Rat Allies. p. 23 Undead Cloud. 22 Undead Spirit. 18 Mundane Dinoman p. STEVE JACKSON GAMES Download your purchases again whenever you need to. have it always. with new GURPS supplements from Phil Masters. and Traveller! ● PDFs from the major players in online publishing: Ronin Arts. 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