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Creatures

Glossary          Plot Hooks

Bone Hound1,3

Bone HoundMuch like a bone golem, the bone hound is created by a cleric of at least the 8th level of experience using the following spells; animate dead, geas, prayer, bless, shield, command, and fire resistance. Also, the material components required to construct the golem will cost at least 5,000 g.p. The bone hound is constructed from the bones of any canine standing 3 ft – 4 ft-tall at the shoulder. The cleric must have collected enough bones to create a complete skeleton in order to ensure success. Each missing bone will add a 10% (cumulative) likelihood of failure. The bones need not be from the same individual animal, but all the bones used must be from the same species of canine. Construction time takes 3 weeks.

As with other golem constructs, the bone hound is created to protect a specific place or item. Once the bone hound has been given its commands, such instructions cannot be changed. Such an attempt will cause the magics giving life to the hound to be dispelled, destroying the creature.

Unlike normal skeletons of the undead variety, bone hounds are not undead, and thus cannot be turned by clerics. Bone hounds are also not affected by charm, sleep, and fear based spells. They are also impervious to normal and magic flames, and electrical-based attacks do only 50% damage.

Resurrection spells will destroy the bone hound utterly; causing it to explode into a cloud of bony fragments (the resulting explosion will inflict 1d4 hp damage to all creatures within a 20 ft-radius).

Attacks against the bone hound using bladed weapons will inflict only 50% of the damage rolled. Attacks using crushing weapons will inflict normal damage.

In addition to its biting attack, the bone hound can emit a spine-chilling howl which will cause fear in all those within 100 ft-radius who fail their saving throw vs. spell.

Copykat1,3

CopykatA close relative of the mimic, the copykat is a protoplasmic grouping of organisms that are capable of forming themselves into the likeness of many forms of inanimate objects. The object is replicated perfectly according to the creature's intelligence. For instance, a large-sized copykat might imitate a canopy bed, including wooden and gold leafed accents, fabrics, pillows, and all other visual details. But the object to be imitated must be something the creature will have encountered at some point previously. The type of inanimate objects possible are dependent upon the creature's size and intelligence;

  • 7 HD, medium-sized, semi-intelligent; this smallest of the copy­kat creatures can form objects up to 27 cubic-ft in size (3x3x3), or, approximately the size of a large chest. Or, the object may be as small as 3.5 cubic-ft. This size creature is 75% undetectable.
  • 8 HD, medium-sized, low intelligence; the median-sized copykat can form objects up to 64 cubic-ft in size (4x4x4), or, approximately the size of a child's bed. Or, the object may be as small as 8 cubic-ft. This size creature is 85% undetectable.
  • 9 HD, large-sized, average intelligence; the largest size of copykat can form objects up to 125 cubic-ft (5x5x5), or, approximately the size of a small horse-drawn cart. Or, the object may be as small as 27 cubic-ft. This size creature is 95% undetectable.

When attacking, the copykat lashes out with a pseudopod appendage, clubbing its victim for 2d6 (7 HD), or 3d4 (8 HD), or 3d6 (9 HD) HP damage. Further, any creature touching the copykat will be held fast due to the glue-like excretions of the creature. On subsequent rounds, the victim may choose to try and break free of the creature's glue (save vs. STR), however, the victim may not execute any attacks while trying to do so.

All copykats move about their environs constantly in search of living creatures upon which to feed. Copykats will not feed on dead flesh, nor will they consume plants. While traveling, the copykat will appear in its natural form, which appears much like a large, ordinary stone or small boulder. Usually, these will be gray in appearance, with some specimens appearing almost white.

Unlike the mimic, the copykat does retain some treasure of its victims. However, this is primarily due to the fact that the copykat's digestive tract will not dissolve precious and semi-precious metals and gems. Other materials such as leather, parchment, glass, iron, steel, etc., will quickly be dissolved by the creature's digestive juices. Magically enchanted items will be ejected by the creature. Because of these factors, frequently, a trail of coins, gems, and enchanted objects can be found leading to the hiding place of the copykat. Treasure possessed by the copykat is that which is still contained within the creature's body mass.

Crypt Slug1,3

Crypt SlugCrypt slugs are a larger species of the garden variety slug that feeds on the internal organs of living creatures or freshly deceased corpses. Because the corpse slug is primarily a scavenger, they can be found in greater numbers where the bodies of the freshly deceased are readily available, which provides the genesis of their name. However, the creature will consume living tissue of prone or otherwise incapacitated creatures as well. Unlike the rot grub, the crypt slug does not reside in offal and refuse.

The crypt slug attacks by entering the victim's body through any available orifice; nose, ear, mouth, rectum, open wounds; generally any place it can squeeze its soft body through. Once in the victim's body, the crypt slug will begin consuming soft tissue at a rate of 1 HP per turn as it works its way through the victim body.

But the slug's true hunger is for organ tissue — particularly that of the heart, kidneys, pancreas, ovaries, intestines, and the brain. Should the creature reach any of these vital organs, the damage inflicted increases to 2 HP per turn (4 HP per turn if the crypt slug reaches the heart or the brain).

Once the creature is in the body of its victim, it becomes very difficult to detect, as its secretions apply a natural anesthetic as it eats its way through the host body.

After 24 hours, if the creature remains in the body it will spawn 6d4 larva, which will grow to adult size within 48 hours. And each of these creatures will spawn young within 24 hours, and so on, until all the victim's internal organs have been consumed. At which point, the victim's body will splay open, revealing a hollow shell infested with hundreds of the squirming grey invertebrates.

The only known means of killing the crypt slug once it is inside the body is the consuming (drinking) of urine, which is deadly poison to them. Within 2d4 turns, as the urine works its way into the bloodstream, any of the creatures inside the body will dissolve and be absorbed by the host body.

If the crypt slug consumes tissue which is tainted with urine, or if urine is poured directly onto the creature, it will dissolve within 1d4 rounds. The crypt slug will not consume bladders, and will avoid any areas of the body which may have urine residue.

When found outside the body, the crypt slug is susceptible to flame as are rot grubs.

Deva [complete description to come in furture Usherwood publication]

Devas are angelic beings who serve as messengers to deities of good alignment. The deva himself may be lawful (Tauish Deva), chaotic (Jakkohbian Deva), or neutral (Yyidsh Deva), but they will always be of good alignment. Devas are always male.

Devas travel about the inner and outer planes of goodly deities. However, the Tauish and Jakkohbian devas will only be found outside their home plane while performing a specific task on behalf of their deity. The Yyidish deva will frequently be found wandering the Prime Material Plane spreading the good word of its deity.

When on the Prime Material Plane or any of the Elemental Planes, only the pyhsical body of the creature can be destroyed. The spirit of the deva cannot be destroyed, and will return to its own plane on the death of its mortal form, there to remain for 10 years before it may again form a corporeal body. Note, however, that when on any of the other planes of existance, all devas may be slain. No deva will ever parley with creatures of Evil countenance, although Jakkohbian or Yyidish devas might be willing to negotiate with non-evil neutral creatures. A deva can determine which enemies are most powerful and pose the greatest threat and attack accordingly.

All devas can perform the following powers, 1 at a time, once per round, and each once per day: cure disease, cure light wounds, cure serious wounds, cure critical wounds, detect evil, detect illusion, detect magic, find traps, dispel magic, etherealness, heal, invisibility, know alignment, light, polymorph self, read magic, remove curse, remove fear, teleport (without error), tongues, ultravision, and protection from evil.

Devas are not affected by cold- and electrical-based spells, magic missile, petrifaction, poison, normal fire, or any gas-based spells. Devas take half damage from dragon breath weapons and magical fire-based attacks. They take full damage from acid-based attacks. Although they take no damage from non-magical iron or silver weapons, they take full damage from those iron and silver weapons which are magic.

Tauish Deva; are principally found within the Seven Heavens of lawful good. These angels are very quick, whether afoot or in flight. A Tauish deva normally carries a large, mace-like weapon, which is +3 to hit and damage. A creature who is struck twice in the same melee round by the deva's weapon and suffers damage in excess of 20 hit points must save vs. spell or be knocked senseless for 3d4+2 rounds. The weapon also performs as a mace of disruption as if wielded by a 9th-level cleric.

The Tauish deva can shed light from its body up to a 40 ft-radius, as desired by the creature. The protection from evil power possessed by this creature is a sphere with a 10 ft-radius. A Tauish deva can also perform the following spell-like abilities at will, each once per day; dispel illusion, dispel invisibility of any sort, polymorph self, or remove curse.

Tauish devas are never be surprised. Further, it can only be harmed by weapons of +1 or better enchanment. They are immune to life level loss by any form of attack. Their souls cannot be trapped or imprisoned. They are also immune to death spells. The effective charisma of a Tausih deva is 20.

Tauish devas are tall, slender, and graceful. They have golden skin and hair (which is long and spreads in cascadsing curls down their backs), amber eyes, and large white wings (which have a 30 ft wing-span) that are golden at their feathered tips. They otherwise resemble human men.

Jakkohbian Deva; are found on the chaotically good realm of Gladshiem. A Jakkohbian deva normally carries a metal staff, equal to a +2 weapon which can be used to pierce or smite an opponent at up to a 10 ft distance. A very dense creature (such as one of solid rock) or any metal-armored opponent so hit will take double damage on any 2nd hit during a single round of combat.

The radius of light shed by a Jakkohbian deva can extend up to 30 ft-radius, as desired by the deva. The protection from evil power possessed by this creature is a sphere with a 15 ft-radius. A Jakkohbian deva can also perform the following spell-like abilities at will, each once per day; hold monster, and project image. A Jakkohbian deva can only be hit only by weapons of +1 or better enchantment. They are immune to life level loss by any form of attack. Their souls cannot be trapped or imprisoned. They are also immune to death spells. The effective charisma of a Tausih deva is 19.

Jakkohbian devas are purest white with silvery hair and colorless eyes. Their wings (which have a 20 ft wing-span) are white with silver tips. They otherwise resemble very strong humans, with a heroic physique.

Yydish Deva; serve primarily on the Material Planes—Prime, Negative, and Positive—at the behest of their neutral good deities. An Yydish deva is armed with a long, slender sword with which it strikes with great speed and skill. The weapon conforms to the characteristics of a flame blade.

An Yydish deva sheds light up to a 20 ft-radius, as desired by the deva. The protection from evil power possessed by this creature is a sphere with a 10 ft-radius. An Yydish deva can also perform the following spell-like abilities at will, each once per day; cause or cure blindness, and neutralize poison.

Yydish devas can be harmed only by weapons of +1 or more enchantment. Plant life of any sort will not (and cannot) harm them. Also, normal, non-fantastical animals will not willingly attack them. However, reptiles and similar creatures as well as "monsters" may. They are immune to all forms of death magic. Energy drain, level loss, and/or other energy effects of the Negative or Positive Material Planes do not affect these beings. The effective charisma of an Yydish deva is 18.

Dog, Arctic1,3

Arctic DogThe arctic dog is a vicious canine of evil temperament that inhabits very cold regions. In combat, the arctic dog will use its strong jaws to inflict a chilling bite, or its breath weapon which is a cone of frost that will affect all creatures within 25 ft of its muzzle. This breath weapon will cause 2d4 HP DAM on any creature failing its saving through vs. breath weapon (a successful save halves the amount of damage inflicted). The arctic dog may only use this breath weapon once every 10 rounds.

Arctic dogs are not harmed by cold-based attacks, and fire-based attacks inflict +1 HP DAM per die. The arctic is dog fears fire, and will retreat from those brandishing torches, and similarly burning objects.

Arctic dogs have their own language, and can also communicate with worgs. Rare individuals (15% of those encountered) can also communicate using a broken form of the common speech.

Dragon, Mineral1

There are two strains of mineral dragon; crystal and metal. These creatures originated from the Elemental Plane of Earth, and were brought to the Prime Material Plane by Ruakkslyth Ruaakgaan, ruler of the elemental plane of earth.

As with other dragon types, there are some traits that are generally common to all dragons, no matter the color or alignment, and this remains true with the mineral varieties. If issued with a formal challenge, a mineral dragon will sometimes agree to fight until subdued rather than to the death. The GM will rule about the likelihood of a dragon's acceptance and the conditions that apply, since these will depend on the nature of the challenge and the alignment of the dragon.

Just as other species, mineral dragons (excluding juveniles) radiate an aura of awe and fear (as the 4th level magic user spell) affecting creatures of less than 5th level (or 5 hit die) unless they save vs magic.

None of the mineral dragon species are capable of casting magical spells.

Bittersalt Dragon

Bittersalt DragonBittersalt dragons inhabit the hot dry regions of the Southern Continent deserts. These crystaline behemoths detest moisture in any form, and will go to great lengths to avoid it. Requiring no water to sustain themselves throughout the long span of their lifetimes, bittersalt dragons venture forth from their secret caves only to locate prey to feed themselves, and their young.

Bittersalts are reclusive, and would rather hide within their lair if it's possible to avoid contact with other creatures. But neither will they shy away from combat if faced with hostile action. The lair of the bittersalt dragon will be extraordinarily dry. The material the bittersalt prefers to burrow into will have a very high salt content, and the very air of the lair will drain moisture from those items and creatures entering into the complex. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Bittersalts usually (80%) are known to speak, and sometimes will (30%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Bittersalt dragon breath is a cloud of dehydrating saline gas, 75 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

The breath weapon is also highly corrosive to exposed, non-magical metals. Metals so exposed will develop large patches of rust within 24 hours of exposure. Unless properly cleaned, the rusty patches will completely degrade the metal within 1 week, rendering the item utterly useless.

Dogtooth Dragon

Dogtooth DragonDogtooth dragons inhabit rocky mountain caves, located at high altitudes. These calcium-based dragons have an affinity for stones rich in iron, manganese, and zinc which serve as the dragons' primary food source. For this reason, dogteeth are sometimes venerated by those who mine these minerals. Some communities are know to make offerings to dogteeth known to inhabit a given region in an effort to improve their mining efforts.

Dogteeth enjoy the company of dwarves and gnomes. Often times, a dogtooth lair will have several individuals from these two races as permanent companions. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Dogteeth usually (85%) are known to speak, and sometimes will (25%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Dogtooth dragon breath is a cloud of calcified stone fragments, 100 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

Dogteeth greatly prize high quality steel, and items made from such metal. Gifts of these items can influence a dogtooth's friendship.

Loadstone Dragon

Loadstone DragonArguably the most powerful of the mineral dragon species, loadstone dragons inhabit large cavern complexes in nearly any climate, save for the most extreme conditions. Loadstone dragons crave all forms of metal which are magnetically sensitive, such as iron and steel. Such metals comprise a great deal of the creatures' diet, in addition to large animals.

Loadstones enjoy the company of humans, and often times (55%), a loadstone lair will have 4d10 humans residing within its complex permanently. Such humans are not captive, and are free to come and go as they please. Such humans will view the loadstone as a highly regarded lord, and are fiercely devoted to the dragon. Where more than 20 humans are to be found in the lair, one will be a 6th to 8th level magic user, and one will be a 7th to 9th level lyrist veteran. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring. Loadstone dragons will only ever take a single mate during its long lifetime.

Loadstones nearly always acquire the ability of speech (95%), and frequently (55%) will be found asleep. If the dragon is asleep, there is a 3 in 6 chance that it will awaken in the presence of adventurers, for the loadstone is a light sleeper, with an acute sense of hearing. This sense of hearing also means that it difficult to surprise a loadstone dragon (1 in 6).

The hide of the loadstone contains a low magnetic charge, and metal weapons striking the creature are likely to become stuck, unless the attacker makes a saving throw vs. STR at +4 is made with each successful hit against the dragon.

Loadstone dragon breath is a cloud of magnetically charged air, 100 ft long and 5 ft wide. Unlike other dragons, this breath weapon does not actually deal damage to the victims. However, any metallic item within the range of the breath weapon will become magnetically charged. The result causes any metal items (armor, weapons, etc) within 20 ft. of other items so charge to be drawn irresistibly together. A victim's saving through against this charge (save vs. breath weapon) indicates a breaking of the magnetic draw. Those failing the saving throw are locked with other charged victims for a number of turns 2x the dragon's hit dice. The dragon may use this breath weapon up to three times per day. Juveniles have half the effective range and duration of the breath weapon.

The loadstone dragon will use the time to interrogate victims so captured. If satisfied that no threat will come from the captives, or if the dragon sees an opportunity to benefit itself, it will allow the breath weapon to dissipate. Otherwise, victims may be consumed (1 on d10), imprisoned (2-8 on d10), or enslaved (9-10 on d10).

Loadstone dragons greatly prize arcois and magically endowed metals above all other treasures.

Pyrite Dragon

Pyrite DragonThe pyrite dragon is a unique creature in several ways, one which is that it is the only intelligent creature known to be utterly sexless. The pyrite dragon gives birth to live young three times during its long life. Generally, these occur between the ages of 170 to 200 years, again between the ages of 300 and 350 years, and should it live that long, again between 500 and 550. Dragons birthed during this last stage are known as 'royals'.

Pyrite dragons are talkative individuals found to be capable of speech quite often (90%), and sleep frequently (45%). If the dragon is asleep, there is a 2 in 6 chance that it will awaken in the presence of adventurers. Where more than one dragon is encountered, they will be an adult (or ancient) individual and its offspring.

Pyrite dragon breath is a stream of molten gold ore, 50 ft long and 2 ft wide at its terminus. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon. The moulten ore is less then 25% pure gold, as a large amount of the detritus stone in its diet makes up the breath weapon. Properly extracted, 3d6 pounds of pure gold can be retrieved from each use of the pyrite dragon's breath weapon.

Pyrite dragons prize refined gold above all other treasures, and can usually be bribed quite easily with large gifts of gold coins. But in addition to gold coin, the pyrite dragon also values intelligent speech and debate with other creatures of differing species. Presented with an opportunity to speak and learn of other creatures, the pyrite dragon will certainly keep even potentially deadly enemies alive in order to engage in such conversations.

Gold ore makes a significant portion of the pyrite dragon's diet. The pyrite dragon will only consume its horde of gold coin where insufficient quantities of ore are not present.

Sulphur Dragon

Sulphur DragonThe adult sulphur dragon is the only mineral dragon to achieve the ability of flight. This ability is lost when the dragon enters its ancient years, as its body continues to grow, but its wings (already small for a creature of its size) do not.

Sulphur dragons inhabit rocky lowland caves, located near streams and rivers rich in the mineral which is their namesake. Sulphur dragons must consume copious amounts of the sulphur mineral daily. Additionally, the dragon has an appetite for deer and similar fauna. Therefore, the sulphur dragon lair will also be located near such food sources. Sulphur dragons will avoid extremes of heat, and fire-based attacks may cause the sulphur dragon (35%) to retreat.

The lair of a sulphur dragon cannot be mistaken for anything other than what it is. The pungent odour of the dragon's abode permeates the air for miles around. The entrance to a sulphur dragon lair will be littered with the skeletons and partially eaten carcasses of its prey. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Sulphur dragons usually (75%) are known to speak, and frequently will (35%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Sulphur dragon breath is a spray of sulphurous stomach acid, 100 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

The sulphur dragon has an affinity for large birds of prey in its diet, and can frequently be influenced by gifts of such meats.

Uraninite Dragon

Uraninite DragonThe uraninite dragon, though the smallest and arguably weakest of the mineral dragons, remains nonetheless, indirectly, the most deadly.

Uraninite dragons are solitary scavengers. Where two dragons are encountered, they will sometimes (25%) be a mating pair. Such a pair remain together only as long as the mating process takes, which is a brief and violent affair, always resulting in a battle between the male and female partners, and usually (65%) resulting in the death of the male dragon, which are generally smaller than the female of the species. Otherwise, where more than one is encountered, they will be a clutch of offspring, which remain together until they enter adulthood.

Uraninite dragons prefer to eat the dead and rotting carcasses of animals rather than to risk getting harmed in unnecessary combat, which they avoid when possible. Freshly butchered meat is greatly prized by the uraninite dragon, and they be bribed with suitable offerings of fresh meat.

Ancient uraninite dragons will nearly always (80%) be female, as few males ever survive long enough to attain this age group. Ancient males will always carry the scars of their battles with females. As such, their hides will be ripped, scarred, and torn (which they carry as a source of pride, as the scars speak of their verility). Often, these creatures will be missing eyes, tails, teeth, and other bits of their bodies due to their many encounters with females of the species.

Adult and ancient male uraninite dragons will always consume juvenile males when they are encountered. Females abandon their clutch of eggs within 36 hours of having laid them. Such clutches will be buried beneath a pile of rocks and gravel deep within an underground cavern.

Uraninite dragons rarely (35%, this rises to 45% in ancient individuals) are known to speak, and are not usually (15%) found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Uraninite dragon breath is a cloud of radioactive vapors, 100 ft long and 5 ft wide. It does 3d6 damage (but a save vs dragon breath halves this amount). Victims failing a saving throw will continue to loose an additional 1d8 damage every turn until a cure disease or neutralize poison spell are cast upon them. Further, the victim will permanently loose 1 point of strength every turn following the initial attack, unless a cure disease or neutralize poison spell are cast upon them. The dragon may use this breath weapon up to three times per day. Juveniles may only use the breath weapon once per day, and do so at half the range and area of effect, and inflict half the damage. Strength loss does not occur as a result of the juvenile breath weapon.

The blood of the uraninite dragon can be easily made into a slow-acting poison. Victims of uraninite poisoning loose 1 hit point damage per day, and 1 point of strength per week from a single application. Loss of hit points and strength continues until a cure disease or neutralize poison spell are cast upon the victim.

Uraninite dragons rarely will amass a great amount of treasure, and they do not typically establish a long term lair.

Though uraninite dragons can generally be bribed with large quantities of freshly butchered meat, it remains to be said that uraninite dragons are not to be trusted.

Dragon Hordling1

Red Dragon HordlingThese tormented creatures were first created through the use of magic talismans first crafted by use of mysterious talismans; ancient artifacts once held by the most ancient and powerful dragons, hidden secretly by powerful magics. None of these talismans are now known to exist upon the mortal world. These objects—once imbued with powerful magics known only to the dragons lords of old—were the primary tool used to convert humans, elves, orcs, and other races into the twisted and tormented creatures called dragon hordlings. Once created, the hordlings were forever enslaved to the holder of the talisman. If the holder of a should talisman die, the hordlings enslaved to the talisman enter a state of semiconsciousness, having no mental contact to receive instructions. If the talisman itself if destroyed, the hordlings are released from their enslavement.

Restoring hordlings

Creatures converted to the form of any hordling species may be restored to their former selves through a complicated, and expensive, process involving the destruction of the talisman used to convert them, and the casting of numerous spells, such as restoration, resurrection, and remove curse.

Dwarf, Deep1,2

Deep dwarfs are sturdily built humanoids who live in clans somewhat smaller than their surface-dwelling cousins. They typically make their homes in large cavern complexes deep underground, which they only rarely leave to visit surface lands. Deep dwarfs are led by higher level leader types as follows:

  • For every 20 dwarfs: 2nd to 6th level fighter (1d6, 1 = 2nd level, 2-6 = level)
  • If over 50 dwarfs: 1 6th level fighter (chief) & 1 4th level fighter (lieutenant)
  • If over 100 dwarfs: 1 fighter/cleric (of 3rd to 6th level as fighter and 4th to 7th level as cleric)
  • If over 150 dwarfs: 1 8th level fighter, 1 7th level fighter, 1 6th level fighter/ 7th level cleric
  • If encountered in their lair: 2d6 fighters (2nd to 5th level), 2d4 fighter/clerics (2nd to 4th level), females (30% total of males) and young (10% total of males)

Higher level fighters and fighter/clerics have a 5% chance (per level) of having magic armor or weapons.

Deep dwarfs are typically armored in chain mail and carry shields. Deep dwarfs are also known for manufacturing a style of leather armor from the hides of xorns (one of the deep dwarfs bitterest enemies), which has an armor class equal to that of standard plate mail. 10% of all deep dwarfs encountered will be equipped with such armor. Axes and hammers are their weapons of choice. Deep dwarfs receive a +1 on to hit rolls vs deep gnomes, dark elves, and xorns due to their intense hatred of these races. When in melee with giants, trolls, and ogres, these opponents must fight at -4 due to their size and the skill of dwarfs in fighting such opponents.

Deep dwarfs do not use missile weapons of any type, although they are adept at hurling small stones, which they can do at a range of 150 ft., and inflict 1d4 DAM, at a rate 3/round.

Deep dwarfs are a hardy people, and save vs poison and magic as if they were 4 levels higher than their actual level. Deep dwarfs have infravision to 120 ft and are excellent miners. They speak goblin, gnome, and kobold in addition to their own tongue.

When encountering a group of clothed deep dwarves, it will be very nearly impossible to discern males apart from females.

Elf, Dark1

Dark ElfSoon after the appearance of elves in the world, the race was torn by discord between their varied tribes. Those elves of kindly disposition drove from them those who were selfish and cruel, and these elves came to be known as the ir'thelar; the dark elves.

The dark elves were forced to retreat and seek safety in the darkness of the underworld; among other cave-dwelling sentient races. Here, the dark elves found refuge. And over long centuries they grew strong and schooled themselves in arcane arts which they coveted above all other things. And though they were strong enough in force to perhaps defeat their former brethren, the dark elf tribes no longer desired to walk upon lands under the bright sun.

Although they no longer desired to share the lighted world with others of elvish blood, they neither forgave nor forgot their ancient struggles with their cousins, and even now, above all else, they bear a violent hatred for all of their distant kin — elves and faeries — who drove them down beneath the earth.

Because the dark elves have dwelled so long in the dark labyrinthine places under the surface of the earth, they dislike bright light. They will not venture forth into daylight except on the cloudiest, gloomiest days. If within the radius of a light or continual light spell, dark elves loose their ability to surprise an opponent, they lose 2 from their dexterity attribute, and all attacks made by them will be at -2 on their 'to hit' roll. If they are attacking targets inside the radius of light or continual light spells, they suffer a 'to hit' penalty of -1.

Dim light sources as torches, lanterns, magic weapons, etc. do not affect the abilities of dark elves.

Dark elves speak the language common to all denizens of the subterranean world, their own language, and a silent language of hand signals known only to them. Some dark elves (45%) will also speak common, dwarven, elven, gnomish, and orcish.

All dark elves can use the following spells, each once per day: dancing lights, faerie fire, darkness. Dark elves above 4th level are also able to perform the following spells, each once per day; darkness, detect magic, know alignment, and levitate. Dark elf females can also use the following spells, each once per day: clairvoyance, detect lie, suggestion, dispel magic.

Evil Excretion1,2

Evil excretions are magically created, animated mucous, which appears as a purple/gray-colored slime. The excretion is sensitive to the relative 'goodness' inherent in some creatures and objects, and will drop on unsuspecting adventurers. The excretion will always attack lawful good creatures first, followed by chaotic good, neutral good, lawful neutral, true neutral, chaotic neutral, neutral evil, lawful evil, and chaotic evil in that order of preference.

Evil excretions are guardians of a sort, created by the evil cleric as a trap to protect specific areas or items. Typically, the excretion appears on the roof within a passage or room. But they are also at times disguised or covered so that they may appear upon a floor, within a wall, in a chest, or similar places that require its protection. The creation of the excretion requires 500 gp and 1 week per HD for the magics involved to animate and imbue the slime with its unusual life essence. The excretion lives for 1 week per HD before the creature's magically imbued life essence dissipates, and the excretion breaks down into a relatively harmless acidic liquid.

The relative strength of the excretion created is dependent on the level of the cleric. In any case, the cleric must be of at least the 4th level of experience.

A successful hit indicates that the excretion has attached itself to the victim.

The attack of an evil excretion is based on its contact with the skin of its victim. The attack of the excretion is always made as if against an unarmored opponent (dexterity bonuses if any, apply). Although, the excretion will always seek out the least protected part of a victim's body. Therefore, any exposed flesh will be its target. However, the enzymes of the creature can dissolve non-magical armors as indicated below;

  • Padded; 1 round
  • Leather/studded leather/ring mail; 2 rounds
  • Chain; 3 rounds
  • Scale mail/plate mail; 4 rounds

Evil excretions cannot dissolve magical armors, but it will seek out chinks and seams to squeeze through.

Weapon-based attacks against the excretion do not harm the creature. Attacks with edged weapons simply divide the creature momentarily, and blunt weapons simply splash the creature in a 5 ft-diameter (creatures within the area of effect have a chance of being struck by the splashed excretion as though being attacked themselves). Fire, cold, and electrical attacks do normal damage, and will keep the excretion at bay until it can find a means of attacking by avoiding attacks against it.

Divided excretions will always seek to rejoin itself before making another attack. All non-magical weapons made of wood or metal coming into contact with an evil excretion will be destroyed and rendered useless within 3 rounds unless cleaned by fire, cold, or electrical shock.

Once the excretion comes into contact with the exposed flesh of the victim, it begins dissolving the victim at a rate indicated by the damage it inflicts. The excretion, once attached, can only be removed by burning, freezing, electrocuting, or cutting the flesh of limb from the victim. Half of all damage inflicted on the excretion once it has attached itself is transferred to the victim.

A dispel magic spell will destroy the creature.

Stone and all creatures from the elemental plane of earth are impervious to the effects of the evil excretion. They will also avoid extremes of temperature (fire and ice), although they can travel through water, as an oil slick.

Frog, Giant Frost1,3

These amphibians inhabit cold regions, or far beneath the surface of the ground. The hop of this giant frog can clear the entirety of its movement distance, and also up to one-third that distance (30 ft) vertically.

Giant Frost FrogIn addition to their powerful bite, the frost frog continually radiates an aura of cold which inflicts 3d6 HP damage to any creature within 10 ft of the creature's body. The creature is particularly susceptible to fire-based attacks, making any saving throws at -2, and all damage inflicted upon them thusly is made at 150% of that rolled.

The frost frog will always seek to avoid contact with humans and similar creatures. But if cornered, will attack viciously. Similarly, bold display of fire will cause the frog to retreat if possible.

Giant frost frogs have their own language which is a complicated series of croaks and groans.

A giant frost frog complies in all other respects to other species of giant frog.

Golem, Bone1,2

Bone GolemA bone golem is created by a cleric employing the following spells; animate dead, geas, prayer, bless, shield, command, and fire resistance. Also, the material components required to construct the golem is at least 25,000 g.p. The golem is constructed from the bones of any humanoid creature standing 10 ft – 15 ft-tall. The cleric must have collected enough bones to create a complete skeleton in order to ensure success. Each missing bone will add a 10% (cumulative) likelihood of failure. The bones need not be from the same individual creature, but all the bones used must be from the same species of creature. Construction time takes 1 month.

As with other golems, the bone golem is created to protect a specific place or item. Once the golem has been given its commands, such instructions cannot be changed. Such an attempt will cause the magics giving life to the golem to be dispelled, destroying the creature.

Unlike normal skeletons of the undead variety, bone golems are not undead, and thus cannot be turned by clerics. Bone golems are also not affected by charm, sleep, and fear based spells. They are also impervious to normal and magic flames, and electrical-based attacks do only 50% damage.

Resurrection spells will destroy the bone golem utterly; causing it to explode into a cloud of bony fragments (the resulting explosion will inflict 2d8 DAM to any creatures within a 20 ft-radius).

The attack of the bone golem is comprised of either a two-fisted pummeling, or by battle-axe or two-handed sword.

Bone golems can only be struck by weapons of +1 or greater enchantment. Edged weapons of any type do only half damage when striking the golem. Missile weapons (arrows, bolts, darts, sling stones and bullets, and similar missiles) do not harm the bone golem.

Golem, Ice1,3

An ice golem is created by a cleric of no less than 12th level employing the following spells; resurrection, animate object, geas, prayer, bless, shield, command, and fire resistance. Also, the material components required to construct the golem is at least 15,000 g.p. The creature is created first by the cleric sculpting — or by hiring a skilled artisan — the likeness of a large 10 ft-tall man from a single block of ice. The ice must be of pure, clean water, and must be free of any impurity or imperfection (i.e., it must be free of any air bubbles, cracks, and debris). Also, the construction of the creature must take place where ambient temperatures are consistently 0° Fahrenheit or below. For every 1° of temperature above 0° there is a 3% cumulative chance that the construction will fail.

The ice golem is created to protect a specific place or item. Once the golem has been given its commands, such instructions cannot be changed. Such an attempt will cause the magics giving life to the golem to be dispelled, destroying the creature, causing it to explode in a shower of small icy fragments.

Ice golems can move while underwater, as long as the water is less than 40°. Warmer water will melt the golem at the rate 5 HP per round of exposure. While underwater, the ice golem is 90% undetectable.

Ice golems are not affected by charm, sleep, and fear based spells. They are also impervious to normal flames, and electrical-based attacks. Magical flames will inflict normal damage.

Resurrection spells will destroy the bone golem utterly, as will the reverse of a purify water spell (contaminate water) if cast by a druid of no less than the 9th level.

The attack of the bone golem is comprised of a two-fisted pummeling. The ice golem can also breathe a cone of cold, that is 20 ft-long and 10 ft-wide at its base. The cone will inflict 1d6+4 HP damage vs. any opponent failing a save vs. breath weapon.

Edged weapons of any type do only half damage when striking the golem.

Golem, Ooze1,5
created by Alphonso Warden

In their natural state, ooze golems take the form of two or more patches/pools of ooze as the monsters of the same name, and are usually enclosed in a shallow basin or some such construction. They are normally used as guardians by powerful dark elf magic-users, and can follow simple commands as per a flesh golem. When some event takes place, such as an intruder entering a room they are guarding, a book is read, etc., the slime golem can instantly coalesce into a bipedal, manlike shape 12-ft–tall. These powerful constructs come in four varieties: acid slime, corrosive pudding, umber jelly, and golden jelly golem.

Ooze golems can be created by a magical tome, or a 16th level magic user casting the following spells on six large patches of corrosive puddings, 1 acid slime, 6 umber jellies, or 6 golden jellies, as appropriate: wish, polymorph other, geas, and acid arrow. The cost in additional materials such as exotic spell components and such is 1,000 g.p. per HP. The humanoid mold is crafted of hard to acquire resins, oils, and rare minerals, and requires two months' construction time.

Corrosive Pudding Golem:–Every other round, the corrosive pudding golem can spit acidic digestive juices at any victim within 10 ft, and causes 2d8 damage. The acidic spittle dissolves wood and metal as a normal corrosive pudding. Blows slow the corrosive pudding golem by 50% but do not cause damage. It is immune to cold and lightning, but fire causes normal damage. It is immune to all spells except fire-based spells, which cause normal damage.

Acid Slime Golem:–Once every other round, the acid slime golem can spit a glob of viscous acid on any creature within 10 ft. A successful hit turns the victim into acid slime in 1–2 rounds, and consumes plate mail in 1 melee round. Furthermore, there is a 50% chance that the glob will land on the victim's face, blinding him if he is not wearing a visored helmet. (Save vs. poison to avoid blindness.) The golem is immune to all spells except cure disease, which will slow the golem by 50% for 2d6 rounds.

Golden Jelly Golem:–Every other round, the golden jelly golem can spit acidic digestive juices at any victim within 10 ft, which causes 4d4 damage. Due to the toxic vapor emanating from its body, all creatures within a 10-ft–radius of the golden jelly golem must save vs. poison each round or become lethargic, moving at half normal speed. Electrical attacks and magic missiles cause the golem to grow by 1 HP for every 1 HP damage inflicted against it. It is immune to all spells except cold-based spells, which slow the golem by 50%.

Umber Jelly Golem:–Every other round, the umber jelly golem can spit acidic digestive juices at any victim within 10 ft, which causes 3d4 HP damage. Lightning attacks slow the golem by 50%. It is immune to all spells except cold- and fire-based spells, which affect it normally.

Golem, Tentacle1,5
created by Alphonso Warden

Tentacle GolemThe tentacle golem is a 10-ft–tall roughly humanoid creature composed almost entirely of interlocking, reddish-hued tentacles. The four dangling, 10-ft–long pinkish tentacles that sprout from the creature's shoulders function as its arms and means of attack. The top of the eldritch creature's body is not topped by anything resembling a head. The tentacle golem guards hidden chambers, such as treasure chambers and temples.

Each of the four attack tentacles of the golem has a separate special ability:

  • Tentacle #1: A hit causes 1d10 HP damage and ages the victim 10 years. In addition, a random limb of the victim shrivels and becomes useless. A save vs. rods at a -4 can be made to avoid the aging and withering effects.
  • Tentacle #2: A hit causes 3d8 HP damage.
  • Tentacle #3: A hit causes paralysis for 5–12 turns. (Saves vs. paralyzation at a -4 penalty to avoid.)
  • Tentacle #4: A hit causes weakness (50% from STR). No save is allowed.

The tentacle golem can be created by magical tome or a 16th level magic-user casting the following spells on a pile of recently cut (within 1 hour) tentacles from the slain body of a giant squid: wish, polymorph other, geas, and black tentacles. The cost in additional materials such as exotic spell components is 1,000 g.p. per hit point. The humanoid mold is crafted of hard to acquire resins, oils, and rare minerals, and requires two months' construction time.

Hhu'manii1,8

Hhu'maniiThese fighting men are human-like in appearance, though somewhat taller; 6–7 ft-tall, dark ruddy complexion, long raven black hair tied with leather straps into a braided pony tail, hairless faces and chests which bear many tattoos, handsome if fearsome in countenance. They wear only leather breeches, and soft leather shoes. Each carries two long, thin scimitars. Their eyes are spread further apart on their faces than those of a normal human, with a small third eye low on the forehead, on the bridge of the nose. They were created by the elder Sarngoch wizards to protect and defend certain areas or objects, which they do obediently. Once slain, a hhu'manii vaporizes into a swirling cloud of mist, which dissipates within 1 round. If someone can manage to somehow contain the mist before it dissipates, they will be able to give the hhu'manii new instructions. But the instructions must simple commands, and they must always be to protect or guard some stationary object or place. They are strong and agile, and have only that intelligence which provides the ability to utilize their weapons, and wisdom only to carry them into combat. Therefore, a hhu'manii's ability scores would be represented as; strength 18/00, intelligence 3, wisdom 3, consitution 18, dexterity 18, charisma 6. Bonuses due to strength in combat are applicable.

The hhu'manii warrior always attacks with two scimitars, which they use simultaneously in combat. Further, if a hhu'manii is in possession of both weapons, they can parry defensively all melee attacks, making their effective AC 0 versus melee attacks. This defence is ineffective against missile weapons, therefore, they are AC 5 versus missile attacks, or when stripped of one or both weapons.

The weapons of the hhu'manii themselves are not magical, but they are extraordinarily sharp (offering a +1 TH), never require sharpening, and are resistant to any sort of decay, including the attack of rust monsters.

The hhu'manii are 100% resistant to all forms of sleep, charm, hypnotism, and friendship spells.

The third eye of the hhu'manii ensures that it is never surprised, except by attacks coming directly from its rear position. This eye also sees invisible or magically disguised objects or creatures. In pursuit of a violator of its instruction, the hhu'manii will travel no further than 1 mile distant from its assignment. If the object or place is destroyed, the hhu'manii vaporizes as described above.

Once created, a hhu'manii requires no sustenance, no rest, and will live until slain, or released by its creator. The death of a hhu'manii creator does not release the hhu'manii from their purpose.

Minotaur, Herdsman (werebull)1,6

Minotaur HerdsmanThe minotaur herdsman—or werebull as it is sometimes referred to—is the least form of the minotaur creature. As with other lycanthropic creatures, minotaur herdsmen are created when a human male is damaged by a werebull for more than 50% of his HP and contracts the lycanthropic disease of his attacker. As with other lycan creatures, a cure disease performed by a 12th level or higher cleric will remove the disease if performed within 36 hours of first infection. Other means known to cure the lycanthropic disease will also work.

For reasons unknown, only human males will survive the effects of the lycanthropic disease to become werebulls. Females, and all other races will eventually succumb to the disease and die, unless cured within 36 hours.

Minotaur herdsmen suffer all other effects of the lycanthropic disease as do other lycans; werewolf, etc.

Werebulls always travel in small packs of 2d4 creatures similarly afflicted. Frequently, such creatures will maintain a cave in a secluded region near an established large city.

In combat, werebulls can either attack by a powerful pummeling attack with its two large fists, or by whatever weapon it may have found. When attacking with a weapon, the werebull is limited to melee weapons less than 4 ft-long. They favor clubs, only because of the relative ease with which this weapon can be found.

The minotaur herdsman is never in control of when they will transform from human into the werebull form. Phases of the moon affect the transformation as follows;

  • full moon; 100%
  • ¾ moon; 50%
  • ½ moon; 25%
  • ¼ moon; 12%
  • new moon; 0%

Similarly, anger can initiate the transformation 35% of the time.

Minotaur herdsmen eventually will succumb entirely to their disease, evolving into the minotaur of Greek legend. The bite of a full minotaur however does not carry the lycanthropic disease.

Any treasure carried by the werebull is only by virtue of that carried by its human form.

Minotaur, Titan1,6

Minotaur TitanThe minotaur titan is a matured form of the standard minotaur. This creature is enormous, intelligent, and of vile temperament. Minotaur titans are created when a pair minotaur legionnaires are competing for supremacy over a large geographic region, recently vacated by the ruling minotaur titan; generally this would be an area of at least 400 square miles. When such an event occurs, the competing minotaur legionnaires meet in a central location and compete in hand-to hand combat. The victor of the combat then consumes the head of his opponent. within one month following this, the victor will increase in size, strength, and intelligence, becoming the minotaur titan.

If a minotaur titan is already in control of a given region, minotaur legionnaires will not challenge him. As with lesser minotaurs, the titan attacks by either head-butting its opponent (2d6), or by biting its victim (1d6). Additionally, the creature may choose to use a weapon, which will always be at least 5 ft-long, including; battle axe, halberd, two-handed sword, glaive, bill hook, etc. Often, a minotaur titan will take the head off a pole arm and attach it to a heavier shaft, like a tree branch, which will fit its large hands better. Also, minotaur titans have been known to fashion multiple battle axe heads onto similar shafts to make a four-bladed great axe (which inflicts 2d6 DAM with a successful hit).

The minotaur titan will always maintain a labyrinthine cavern complex in which it hordes a stash of treasure. Herein will reside with the titan 3d10+10 minotaurs as guards, and 4d10 human male slaves (treat as 2nd level fighters for the purposes of combat). It is also possible that there will be 2d6 minotaur herdsmen present.

Occasionally, a minotaur titan will be found to be in the employ of a stronger creature.

The minotaur titan is an exceptionally greedy creature, and can sometimes be bribed if the monetary reward is great enough to pique his interest. In addition to coin, a minotaur titan can also be bribed with offers of slaves, weapons, or territory.

The minotaur titan can speak the language of all minotaurs, the common tongue of man, and its alignment language.

Monstrous Construction1

Monstrous constructions are entities similar to golems. However, they are mechanical constructions that do not require magical enchantments to imbue them with the appearance of life (although certain of their abilities do require enchantments to be bestowed).

These mechanical beings are built to perform simple and often time menial tasks. They are always singular in their programmed abilities, although their commands can be 'reprogrammed' by their builders as situations require. Such reprogramming requires 1d6 days to complete, as the construct's cogs and wheels need to be removed and re-ordered. Given 'programmability' of the monstrous construction, the machine may be instructed to perform a variety of simple tasks, such as butlering, gardening, building, and other labor jobs, as well as guarding a specific area.

When programmed to guard an area, the construction must be provided a triggering event, such as; stepping on a stone, opening a door, picking up an object, breaking a trip-line, etc. If a thief is checking for traps, this trigger may be discovered and disarmed, thus deactivating the construction. The Jack-of-All-Trades may reduce the ability to discover the trigger at a cost of 1,000 gp per -5% of the thieve's ability check.

A Jack-of-All-Trades may 're-program' the construct of another Jack-of-All-Trades when their experience exceeds that of the creator by 2 or more levels.

All monstrous constructions are the works of a Jack-of-All Trades of at least the 15th level of experience. Further, the Jack-of-All-Trades must be assisted by an apprentice of at least 10th level of experience, and the services of a skilled artisan must also be acquired as described below.

Wood Monstrous Construction; the Jack-of-All-Trades will be assisted by a master wood carver in the building of this monstrous construction. The fee to the wood carver will be no less than 15,000 gp, and the total time to complete the project will be 3 months.

The wooden construction is a human-shaped statue approximately 7 ft-tall. The craftsmanship is very high quality, being nearly indiscernible from a living person save for its smooth, and highly polished wooden surface. The only means of determining the statue's true purpose is an examination of the area of the back of the machine at the shoulders. At this location is a concealed hatch (the discovery of which is the same as that of finding a concealed door) wherein is located the construct's 'programming' gears. Typically, this hatch is locked and trapped.

Every part of the wooden monstrous construct must be of same variety of wood, although any species of tree may be used. Species used will not change any attributes of the final construct.

In combat, the wooden construct attacks by pummeling its victim, inflicting 2d4 hp with each successful strike. Additionally, the wooden construct may be armed with 3 large arrows in each arm. The construct may fire 1 or all these arrows in any single round, but they must be fired at the same target. On a successful strike, the arrows inflict 1d6+2 hp damage. Once fired, the arrows must be re-loaded by the Jack-of-All-Trades before they can be used again. Occasionally, these arrows have been found to be poisoned.

The wooden construct cannot be made impervious to normal or magical flames.

Stone Monstrous Construction; the Jack-of-All-Trades will be assisted by a master stone carver in the building of this monstrous construction. The fee to the stone carver will be no less than 20,000 gp, and the total time to complete the project will be 6 months.

The stone construction is a human-shaped statue approximately 9 ft-tall. The craftsmanship is very high quality, being nearly indiscernible from a living person save for its smooth, and highly polished stone surface. The only means of determining the statue's true purpose is an examination of the area of the back of the machine at the shoulders. At this location is a concealed hatch (the discovery of which is the same as that of finding a concealed door) wherein is located the construct's 'programming' gears. Typically, this hatch is locked and trapped.

Every part of the stone monstrous construct must be of same variety of stone, although any type of stone may be used. The variety of stone used will not change any attributes of the final construct, although marble and granite are most typical.

The stone construct may use this weapon three times before the Jack-of-All-Trades must re-program it.

The stone construct is impervious to all forms of flame- and electrical-based attacks.

Steel Monstrous Construction; the Jack-of-All-Trades will be assisted by a master blacksmith in the building of this monstrous construction. The fee to the blacksmith will be no less than 30,000 gp, and the total time to complete the project will be 9 months.

The steel construction is a human-shaped statue approximately 11 ft-tall. The craftsmanship is very high quality, being nearly indiscernible from a living person save for its smooth, and highly polished wooden surface. The only means of determining the statue's true purpose is an examination of the area of the back of the machine at the shoulders. At this location is a concealed hatch (the discovery of which is the same as that of finding a concealed door) wherein is located the construct's 'programming' gears. Typically, this hatch is locked and trapped.

Every part of the steel monstrous construct must be of the highest-quality steel.

In combat, the steel construct attacks by pummeling its victim, inflicting 4d4 hp with each successful strike. Additionally, the steel construct may be armed with huge two-handed sword, fully 6 ft in length. The sword strikes for 3d8 hp damage with each successful hit, although it can only attack with the sword every other round.

The steel construct must be kept well-oiled, else suffer from half movement as its gears and joints freeze with rust. Large normal fires, or magical flames slow the steel construct by half. Electrical attacks inflict half damage.

Jewel Monstrous Construction; the Jack-of-All-Trades will be assisted by a master jeweler in the building of this monstrous construction. The fee to the jeweler will be no less than 50,000 gp, and the total time to complete the project will be 12 months.

The jeweled construction is a human-shaped statue approximately 6 ft-tall. The craftsmanship is of extraordinary quality, being a life-like human form entirely shaped of precious and semi-precious gem stones. An examination of the area of the back of the machine at the shoulders reveals a small, concealed hatch (the discovery of which is the same as that of finding a concealed door) wherein is located the construct's 'programming' gears. This hatch is always locked and trapped.

Although the jeweled monstrous construct is made of a variety of gem stones, it must contain at least one diamond valued at a minimum of 5,000 gp (not included in the 50,000 gp construction price).

In combat, the jeweled construct attacks by pummeling its victim, inflicting 2d4 hp with each successful strike. Additionally, the jeweled construct may cast the following spells, each once per day, as a 3rd level illusionist; color spray, dancing lights, hypnotism, and hypnotic pattern.

The jeweled construct is not affected by charm, sleep, and other spells affecting the mind. Fire- and electrical-based attacks do not affect the jeweled construct. Jeweled constructs, having a rudimentary semi-intelligence, can be given slightly more complex programmed instructions than other monstrous constructions. These machines can even accompany its Jack-of-All-Trades creator on adventures, functioning much as a henchman. In this capacity, the jeweled construct can carry as much as a large pack animal.

Mosquito, Giant1,3

Giant mosquitoes are massive forms of their tiny-sized cousins. Being 4 ft-long, they are considered Aerial Agility Level III. They retain their smaller cousins' ability to react quickly when attacked (thus armor class 4). Giant mosquitoes never tire while in flight, and do not require rest.

Giant MosquitoThe giant mosquito's only purpose is to perpetuate its species. This is accomplished by laying its eggs in large bodies of fresh water, preferring marshes and bogs. And so, it is in these areas where the creatures will be found, where prevailing temperatures are warm (between 60° and 100°), and humidity high.

The giant mosquito requires fresh blood as its primary diet, and all warm-blooded mammals are their prey. The attack of the giant mosquito consists of "dive-bombing" attack, where the creature will target any areas of open flesh. The mosquito can and will attack opponents wearing normal clothing, leather armor, and similar forms of protection. They will avoid creatures with thick hides or wearing metal armors if possible, but have been known to even attack these, seeking openings in the armor with their long proboscis.

An initial successful attack by a giant mosquito inflicts 1d6 hit point damage as the creature's proboscis penetrates the victims skin. Following a successful attack, the mosquito will remain attached to the victim, sucking a further 1d4 of blood each round until removed or slain.

As survival and procreation are the mosquitoes only motivations, any successful attack upon one of the creatures will cause it to fly away in retreat, for a period of 1 round.

Victims of a giant mosquito will be 25% likely to contract a blood borne disease within 48 hours of the attack.

Mountain Mold1,3

Mountain mold is a form of brown mold (q.v.) that grows outdoors at high elevation, preferring shallow, swift flowing streams beds in which to root. However, the mold is also know to grow in dry areas as well.

The fungus feeds off microbial organisms that either swim in shallow waters, or else float freely on the wind.

The attack of the mountain mold is a jet of explosive hot gas if trodden upon (1d4 DAM). Further, if an open flame is within 5 ft of the area where the outgassing occurred, it is 50% likely that the gases will ignite, causing 1d4 additional damage to anyone within a 10 ft diameter.

If the bed of the mountain mold happens to be in water, it also possible that the outgassing will be accompanied by spatters of flaming debris which can be launched up to 20 ft.

Orc, Goblinesque1,2

Goblinesque orcs are tribal creatures, and will bully or make war upon any neighboring tribe if possible. They will only unite with other tribes if their force is strong enough to be able to control the leaders of those tribes.

Goblinesque OrcGoblinesque orcs do not suffer under direct sunlight, however, their infravisional capability is less than that of other orcs, ranging a mere 40 ft.

Wandering goblinesque orc war-parties are led by a captain and his personal guards (3d4). These orcs fight as 2HD creatures, and have AC5, 1d6+10HP, and do 1d8+1 damage, or damage by weapon type. Such parties will sometimes (30%) be accompanied by goblinesque magician. This will be a 2 HD creature, will have AC 5, and do 1d6+1 damage, or damage by weapon type, and will be a second level magic user.

Present in the tribe's lair will always the goblinesque orc chief, shaman, and wizard. The chief and his personal guards (4d6) fight as 3HD creatures, and have AC4, 1d6+14HP, and do 2d4+1 damage, or damage by weapon type. The shaman will fight as a 2HD monster, will have AC 6, will do 1d6+1 damage or by weapon type, and cast spells as a fifth level cleric. The goblinesque wizard will fight as a 2HD monster, will be AC6, will do 1d6 damage or by weapon type, and cast spells as a fourth level magic user.

Goblinesque orcs do not share the same enmity towards elves as do other orcs.

Goblinesque orcs are less skilled miners and cavers than others of the orcish races. They have the ability to note new or unusual constructions underground only 25% of the time, and to spot sloping passages just 15% of the time.

Goblinesque orcs speak orc, goblin, hobgoblin, and the common speech of man. Goblinesque wizards are 25% likely to speak 1 or 2 additional languages as well. Their lairs generally will be above-ground communities of rough huts and buildings. These communities will usually be built close to cliffs that contain complexes of caverns that will be used by tribal leaders. Where such communities are not located near to such cliffs that will house a cavern complex, and small underground tunnel system will have been dug beneath the community.

Goblinesque orcs will maintain a stable of goblins and/or kobolds as slaves. Such slaves will do most of the tunnel and excavating for the goblinesque tribe.

Orc, Orgre1,2

The most primitive of the orcish races, orgre orcs are fiercely tribal creatures, resembling short ogres, and are quick to anger. They will only unite with other tribes on single missions where their take of treasure or slaves is ensured.

Orgre OrcOrgre orcs suffer under direct sunlight, as do standard orcs, and fight at -1 when caught out in it. However, they have excellent vision in the dark, and can see well even in total darkness. They have infravision with a range of 90 ft.

Orgre orc war-parties are led by a captain and his personal guards (3d6). These orcs fight as 3HD creatures, and have AC3, 1d6+10HP, and do 1d12+1 damage, or damage by weapon type + 2HP damage. Such parties will sometimes (30%) be lead by 1-3 ogres.

Present in the tribe's lair will always be the orgre orc chief and his personal body guard. The chief and his personal guards (3d6) fight as 4 hit die monsters, and have AC2, 1d8+16 hit points, and do 3d4 damage, or damage by weapon type +2 hit points damage. The chief will be of Average (low) intelligence.

Orgre orcs share the same enmity towards elves as do standard orc races. However, orgre orcs also hate other orc races (including half-orcs) beyond all other creatures (elves included). This hatred results in a berserking attack against other orcs, granting the orgre orc a +1 "to hit" and +1 damage. This attack extends to elves as well. This strength however can be used against the orgre orc, as it is 75% likely that the orgre orc will be unable to control this rage, charging into a situation that may be patently obvious to others to be a set-up against the orgre orc.

Orgre orcs are skilled miners and cavers, however, they are not artisans. So, although they have the ability to note new or unusual constructions underground 35% of the time, and to spot sloping passages 25% of the time, their constructions will be crude.

Orgre orcs speak their own primitive form of the orcish tongue, and are unable to learn additional languages. The chief however will be able to communicate with other orc races, and will sometimes (50%) be able to speak the common speech of man.

Lairs will always be below-ground complexes of a confused system of caverns and tunnels. Typically, an orgre complex will comprise a large central chamber surrounded by a dozen or so smaller chambers that house the chief, and his captains and bodyguards.

Orgre orcs will always have a stable of humans as slaves. Such slaves are always treated with the utmost cruelty, and receive daily rations of beatings and verbal abuse.

Occasionally, even dwarves and half-elves may be found as slaves within the orgre tribe. Elves are always killed outright, and halflings and gnomes do not typically survive long within the orgre community due to their diminutive stature.

Oozes, Slimes, and Jellies1,5

Corrosive Pudding: This monster is composed of single cells that scavenge, or hunt, in underground areas. It can flow through narrow openings and travels equally well on walls or ceilings as it does floors. The monster's many tiny mouths, and saliva, do 3d8 HP damage per melee round to exposed flesh. To get at flesh it can dissolve materials as follows; 2 in. of wood (at the monster's diameter) in 1 round; chainmail in 1 round; and plate mail in 2 rounds. For each magical plus of armor 1 melee round is added to the dissolution of these materials. When struck the monster breaks into two or more parts, each able to deliver the same amount of damage as the larger entity, as the same amount of small mouths can be brought to bear. The use of lightning will have the same effect. The monster is unaffected by cold, though fire does normal damage. Though this monster is usually black, it's color can vary to grey, brown, or white.

If the monster has 10–20 HP then it is 5-ft–diameter, 21–40 HP would equal a 6-ft–diameter, and from 41–60 are 7-ft–diameter, while anything over that is the 8-ft–diameter pudding. As aforementioned, all sizes do the same damage.

Acid Slime: These unusual plant-like growths are found in subterranean caverns and passages. Though they do not move, they grow, albeit slowly, feeding on animal, vegetable and metallic substances. They are sense vibrations and will drop upon passing creatures from above.

Acid slime will attach itself to a victim's flesh, and in 1d4 rounds turn the victim into an acid slime. It eats away wood slowly, consuming 1 in-thickness in an 6 turns. Acid slime eats metal quickly, dissolving plate armor in 3 melee rounds. The acid can be scraped off quickly, excised, frozen, or burned. A cure disease spell kills slime. Other forms of attack — including weapons or spell — do not damage the slime.

Golden Jelly: This monstrous amoeba is far more dangerous than the umber jelly to which it is related. The only clues to its presence are a faint odor of blooming mustard plants and its translucent yellowish-brown color. A golden jelly attacks by striking with a pseudopod formed of its acidic substance. The monster exudes a poisonous vapor with a 10-ft–radius, which causes victims to become lethargic and move at half-normal speed unless they make a successful saving throw against poison each round they are within the area of effect. These toxic effects last 2 rounds for every round one fails a saving throw. This large creature is able to divide itself into 2 smaller, faster halves (move 120–180 ft). Each is capable of attacking as well, but each has only half the hit points of the whole. A golden jelly can, for example, flow into a room, divide itself into halves which are able to attack independently and simultaneously, and then form itself into a torus-shape in order to surround a pillar which its prey has climbed.

It cannot move through small spaces, however, and it cannot move along ceilings as an umber jelly can.

Golden jelly is impervious to normal weapons and electrical attacks and magic missiles cause it to grow. The golden jelly gains hit points equal in number to the damage rolled. Cold causes only half damage; other attack forms are normal.

Umber Jelly: This jelly is another form of a giant amoeba that is less dangerous, though akin to the golden jelly. They move by seeping about, preferring dark dungeons, and hunting any form of flesh or cellulose to consume. They excrete fluids that can dissolve flesh, their preferred food, at the rate of 3d4 HP per round of exposure. Their nebulous form allows them to flow through small spaces, and move as easily on walls and ceilings as they do on floors. Using lightning on this monster will divide it into one or more smaller creatures, each doing half the damage of the whole. All other forms of attack have normal effects.

Snow Leopard, Giant1,3

The giant snow leopard is a distant cousin to the giant lynx (q.v.), though it is larger and more intelligent. When 2 are encountered it will be a mated pair with 1–3 kittens which have no effective attacks.

The giant snow leopard is an excellent climber, and can scale cliffs with a 65% incline at half their normal movement rate.

If a giant snow leopard successfully strikes with both fore paws, they gain an additional opportunity to strike the same opponent with both rear claws. Additionally, the cat has a vicious bite. When biting, the leopard will attempt to tear out its victim's throat above other targets if possible.

Giant snow leopards speak their language which is a series of low growls. Additionally, they can communicate with giant lynx. Very rare individuals that have lived among humans can even gain a rudimentary ability to speak in the common tongue of mankind.

Tarrantulamon1,7

Tarrantulamon DroneThese hideous creatures are a combination of a gigantic spider and a ghastly human, much as a centaur is the combining of horse and man. There are five different forms of this arachnid; larva, dronette, cow, drone, and king.

Larva; the larval stage of the tarantulamon lasts from hatching through approximately six months, at which time the larvae begin a slow process of becoming drones which itself takes about 3 months. At any time 25% of all larvae encountered within a den will be at this stage of development, which is called the dronette (see Dronette section below).

Dronettes may not attack, as they have lost their larval beak, and their limbs have not yet strengthened to be usable in combat. Such creatures are however extraordinarily quick, moving with the speed of a full-grown drone.

Dronettes appear as large spider forms with bodies approximately 4 ft-long, topped by a youthful human torso, head, and arms. The dronette is completely hairless, and has an overall dark violet coloring.

The dronette attack attack consists of a bite. The bite of the dronette, though it inflicts only 1-2 HP damage with each successful hit, each hit can cause an infection to occur within the wound, unless a successful save vs. CON is made. Infected victims will loose an additional 1-2 HP per day, until some type of healing (magical or otherwise) is applied.

Cow; these resemble larger versions of the larval form. The only differences in appearance from larva and cows being that cows are larger (being about 8' in length), their bodies being black, and their beaks taking on deep navy blue color.

In every tarantulamon den, there will be 6 cows. Any time a cow dies or is killed, the drones will select a larva which will become a new cow (otherwise, all larva will become drones).

As larva, cows are poorly equipped for fighting. They always attack last, and may only attack opponents directly in front of their beak.

Cows spend their entire existence in one of several egg chambers, laying eggs and being fertilized by the king. Typically, once a cow is fertilized, it will gestate eggs for five to six to weeks, at which time it will begin a laborious process of laying its eggs. This will take two to three weeks for the cow to deposit its entire brood of eggs.

Drone; the workers and soldiers of the tarantulamon den are made up of these fierce warriors. These are the most numerous creatures of the hive, and the only creatures of this species which will ever be encountered outside the lair.

Drones do not speak beyond uttering a few guttural grunts. However, they do communicate by means a complicated series of tapping sounds they create with their legs upon the resin surfaces throughout their dens.

Drones may attack with either a claw/claw/bite routine, or by weapon. The bite of the tarantulamon drone contains a mild poison which will cause a victim to fall into a catatonic sleep within 1d4 rounds unless an appropriate saving throw is made vs. poison. This sleep will last 3d4 turns. Victims so poisoned will be carried at once to the creatures' food store caverns. When awakened from such a catatonic sleep, victims will suffer from a powerful headache for 6d4 turns unless a cure disease or neutralize poison spell is cast upon them. This headache will render the victim unable to cast spells of any type, and all attacks made by the afflicted victim will be made at -4 TH penalty due to the pain.

Drones may also employ those weapons they collect from their captured victims. They generally will prefer sword-like weapons (long sword, bastard sword, scimitar, etc.) and clublike weapons (mace, morning star, club, etc.), as well as missile weapons such as spears and javelins. They will use such weapons 30% of the time when encountered outside the lair, and 10% of the time inside the lair. They will never wield weapons which require two hands to use, including; bows, pole arms, great swords, etc.

Tarrantulamon KingKing; every den of tarantulamon will be led by a single king. The king will be a drone-like creature of enormous size (12 feet in length, and standing 7 feet high at the head). The black hairs on the king will have been replaced by wiry protrusions which take on a violet hue. A large circular red marking will appear on the top of the creature's abdomen, and the human torso of the creature will be jet black, with a reddish sheen under strong lighting conditions. The mouth of the king bristles with razor sharp teeth.

The primary job of the king is to keep the cows fertilized. As such, he will fiercely protect the cows against any attacks.

If faced against a powerful foe, or where combat seems to be falling against the king's favor, he will try to pick up one cow, and escape. For without a cow, the king has no hope of creating or repopulating a den. The king will only be found outside his den when is looking to establish a new den. In all such cases he will be accompanied by 1-3 cows, and 2-12 drones. As do drones, the king may attack with either a claw/claw/bite routine, or by weapon. The bite of the king contains a stronger poison than that of the drones which will cause a victim to fall into a catatonic sleep within 1d4 rounds unless an appropriate saving throw vs. poison. is made at -2. This sleep will last 4d4 turns. Victims so poisoned will be carried at once to the creatures' food store caverns. When awakened from such a catatonic sleep, victims will suffer from a powerful headache for 6d4 turns unless a cure disease or neutralize poison spell is cast upon them. This headache will render the victim unable to cast spells of any type, and all attacks made by the afflicted victim will be made at -4 TH penalty due to the pain.

In the event of the death of the king, the drones will fall into battle with each other in order to establish the new monarch, even to the point ignoring other potential dangers of the den.

Villoi1,8
created by Alphonso Warden

VilloiThe villoi are an ancient race of locust-like humanoids known for their cold intelligence and love of all things magical.

Approximately 800 years ago, these underground dwelling beings, known to prey on human populations both for food and for sport, suddenly vanished. Some say that they were beings from another plane of existence that simply left the Prime Material Plane to colonize other worlds. Others say, in whispered tones, that they never really left. Yes, it is rumored that centuries ago the despicable race retreated to their underground temples and went into a deep, magically-induced sleep.

An average villoi stands approximately 7 feet tall and resembles a locust standing upright on its hind legs. Its four slender, insectoid arms end in humanlike clawed hands, albeit ones entirely covered in a hard, dull-green carapace, as is the rest of the creature's body. A pair of translucent, membranous wings that bestows upon it the gift of flight frames the torso of a villoi.

Villoi speak their own language, common, the subterranean trade languages employed by the intelligent races of the underworld.

The villoi are brilliant tacticians, and some have even termed them devils in disguise for the sheer ingenuity of their actions on the battlefield. When they emerge from their temples to hunt out their hated enemy, humans among them, both for captives and for food, they organize themselves into small patrols or rather large squads. These fighter groups are always led by a senior cleric. In some instances, a few magicusers are present to help bolster the cleric's patrol or squad.

In battle, villoi fighters usually hurl their insect spears (see Appendix B) before rushing in to engage their opponents in melee. If there are any spell-casters amongst the villoi patrol or squad, they usually stand back and aid their fighters with defensive and protective spells, often times doing so from the air.

What makes a villoi particularly dangerous is its ability to fight with all four limbs at no penalty. It is customary for the fighters of their race to hold a short spear in each of their upper set of arms, which are immediately thrown, if conditions permit, at the beginning of a battle. Their lower set of hands usually clutch short swords, used by the creatures to engage their foes in melee. Villoi clerics usually wield light maces in their upper set of hands, freeing up their lower set for the complicated gestures needed for the casting of spells. Should a villoi choose to employ its claws alone in combat, then a hit by at least two means that it has maintained a hold on its victim. On the following round it automatically bites, thereby injecting a poison that renders the victim unconscious (save at -4).

Zombie, Feral1,4

Feral zombies are corpses that have been reanimated by a mysterious infectious disease. The origins of this illness are unknown (some say these zombies were created by an angry god, or by strange magics in the air, or by inter-dimensional beings...no one knows for sure). The most widely accepted theory is that a mad alchemist — Professor Qaurtermain Standford — accidently poisoned the water supply of a small remote village while researching a strange substance which had issued from a remote copper mine.

Feral ZombieWhatever their origins, feral zombies — also known variously as 'hunger zombie', 'Quartermain's Folly', and 'brain glutton' — are noted for their predatory intelligence and their overwhelming urge to eat living flesh (they are particularly fond of organs, such as brains, hearts, kidneys, livers, etc.), even stopping to consume a victim in the midst of combat. They generally hunt in packs and are always drawn to living prey. Their numbers are continually expanded through their infectious bite. Those bitten, but not consumed, may succumb to the infection and become themselves a feral zombie.

If both hand attacks of the creature are successful, the zombie may attempt to bite. Upon being bitten by a feral zombie, the victim must make a saving throw vs. poison or else become infected with the feral virus. For each day the victim is infected, they will lose 2 points of charisma, and 1 point each of strength, dexterity, and constitution. Loss of consitution and charisma are permanent, but strength and dexterity are regained at a rate of 1 point per month if the infection is successfully countered (see below). Further, the infection diminishes the effectiveness of all cure wound spells (divide all results by 50%, rounding down). An infected individual will continue to loose health at the rate of 1 hit point every 3 turns due to the continual wasting of the body due to the virus. The casting of a cure disease spell will remove the infection, and halt further hit point loss.

Any creature reduced to 0 hit points by the feral infection will themselves become a feral zombie within 24 hours, unless a cure disease is cast (or unless consumed by the creature). Feral zombies can be returned to their mortal-selves if both a cure disease and a raise dead spell are cast on the creature within 6 days of initial infection.

Feral zombies are not true undead, and so cannot be turned by clerics. Sleep, charm, hold and cold-based spells do not effect feral zombies. Similarly, holy water does not harm them. And the feral zombie is not susceptible to disease of any kind, nor the effects of aging.

The body of a feral zombie is capable of sustaining huge amounts of physical damage (thus, 8+1 hit die) before being destroyed. However, the head of the feral zombie is weak, and may sustain only 1d8+4 hit points damage before the creature is destroyed.

The feral zombie fights as a 2 hit die monster.

They will always fight to the death, and are single minded when it comes to pursuing their prey. Unlike normal zombies, feral zombies react normally during combat initiative (i.e., they get to roll for initiative).

In all other respects, the feral zombie is indistinguishable from normal zombies.

Zzyll1,8

ZzyllZzyll are bipedal, flame-red creatures, with four arms; all of which can-wield weapons simultaneously. If unarmed, they fight with four claws which inflict 1d4 HP damage per limb.

Zzyll are highly dexterous (equivalent of 18 DEX), which accounts for the 0 AC (the zzyll's leathery hide provides a natural AC of 4). This inherent nimbleness also gives the creature a TH bonus of +3 when attacking (which increases to +5 when attacking with missile weapons).

The zzyll's singular purpose is to produce offspring. The creatures are asexual, and reproduce by laying eggs in the stomach of a living human, demi-human, or humanoid. As a result, zzyll victims are captured alive whenever possible.

Zzyll have an innate power of etherealness. They may move from the Æthereal Plane to the Prime Material Plane in but a single segment (6 seconds), but the reverse process takes two full melee rounds. A zzyll will usually initiate an attack by emerging from the Æthereal Plane 1d4+10 ft. of chosen victim. Using this attack, the zzyll achieves surprise 90% of the time. While attacking, the zzyll will use two of its arms in an attempt to grapple its victim, while using its other two arms (which may carry weapons) to subdue its target. Subduing attacks are resolved in the same manner as attacks to subdue a dragon. During a subdual attempt, all HP damage scored by attacks on the victim are considered non-fatal, battering or pummeling damage.

Grappling attacks are normal; both grappling arms must score a hit for the attack to be successful. However if the victim has previously been subdued, the grappling attack will always succeed in the next melee round. If the zzyll succeeds in grappling a victim, it will then inject a poison which causes paralysis into his bloodstream in the following melee round (saving throw vs. poison applicable). Grappled victims have 1 round to break free before the poison is injected, and they may attempt to do so with a successful save vs. STR.

In summary, the zzyll attempts to grapple and paralyze the victim, or to subdue and grapple him. Once either of these results has been achieved, it will attempt to become Æthereal (and its power to do so will extend to its paralysed /subdued victim) and carry the victim to its lair on the Æthereal Plane to inject the eggs. During the 2 rounds when the zzyll and its victim are moving into the ethereal plane, the zzyll cannot move, its magic resistance is reduced to 'Standard', and can be hit by weapons at -3 TH probability. When the transition is complete, however, the creature can only be attacked ethereally and its normal magic resistance is restored.

If attacked in its lair on the Æthereal Plane, the first priority of the zzyll will be to save and protect its young and to remove any egg-bound prisoners to a safe place, only then attacking the invaders.

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