Seasonal Beasties – Leaf Golem

Everyone enjoys jumping in a fresh pile of fallen leaves (okay, actually I don’t know anybody who does that, but just play along, okay), but some piles are better left alone (what a weird phrase to write!)

Leaf golems are constructed by druids in the autumnal months, when leaves have turned yellow, gold and red and fallen from the trees and vines are beginning their retreat before the coming of winter. A vast quantity of this plant material is gathered by the druid and sprinkled with various holy compounds and then left in a clearing under a new moon. When the first hint of moonlight touches the mouldering pile, it stirs and rises as a leaf golem.

Leaf golems look something like shambling mounds – they are vaguely humanoid, stout and thick, and smell of rotting vegetation. Unlike shambling mounds, they are a bit taller than they are wide. They have no faces, but appear to be able to see and hear. They make no sound other than a persistent rustling, even when standing still, but quieted when imitating a leaf pile and ready to attack.

Leaf golems contain dozens of thick, woody tendrils and their interiors are suffused with brown mold. Up to four of these tendrils can be projected from the creature’s body to attack creatures. A creature constricted by a tendril must pass a Fortitude saving throw each round or be dragged 5 feet closer to the monster. When they are right next to the monster, the next dragging pulls them inside the monster. A leaf golem can hold one medium-sized creature at a time, two small creatures or four tiny creatures. Creatures inside the leaf golem begin to suffocate, and are affected per brown mold, suffering 1d6 points of cold damage per round until dead. When dead, they are ejected in a random direction, flying 5 feet and possibly striking another creature for damage (1d3 for tiny creatures, 1d6 for small creatures, 2d6 for medium creatures).

The presence of the brown mold and the dampness of its leafy body give a leaf golem resistance to fire. The monsters are immune to cold and suffer only half damage from piercing weapons like spears and arrows.

Leaf golems are immune to most spells, and those spells that do affect it do so in weird ways (with no save):

– A blight spell drives the golem back 120 feet and deals 3d12 points of damage to it.

– A command plants spell slows a leaf golem for 1d6 rounds and suppresses its magic immunity during that time.

Leaf Golem, Large Construct, Non-Intelligent: HD 9 (45 hp); AC 19; ATK 2 slams (2d8 + constrict) and 4 tendrils (1d4 + constrict); Move 20; F10 R11 W11; AL Neutral; XP 2250; Special – Resistance to fire, magic immunity (see above), suffocate (see above), immune to cold, brown mold, surprise (3 in 6 in leafy areas), weapon resistance (piercing).

Image found at Pixabay

Seasonal Beasties: The Forlorn Grey

Forgot to mention that my last post was number 1000. If that means anything to anyone.

Now then …

FORLORN GREY

Image from 7art

Sometimes that grey mist in the corridor or tunnel is just a bit of water vapor. Sometimes, though, it’s a monster that has been nicknamed “the forlorn grey”.

The forlorn grey appears as a grey fog, usually about 20 feet long and 10 feet wide. To the touch, it is clammy and chilly, and an astute observer might notice that it does not leave a damp residue on people who walk through it.

A forlorn grey usually allows a group to get within it, and then moves along with them. It obscures vision, so most folks think that they are just moving through a very long patch of fog. Each round a person spends in the fog, their minds are attacked by the strange monster.  The adventurer must pass a Will save, or lose a bit of their zest for living, not to mention suffer 1 level of energy damage. The TK should prepare several strips of paper outlining the apathy that has befallen a character who fails a saving throw. Some examples might be:

“You realize you don’t really want to be in this stupid dungeon.”

“Treasure isn’t everything.”

“That serving wench really wasn’t all that attractive.”

“It occurs to you that you don’t really have any friends.”

Once a creature within the forlorn grey reaches effectively 0-level, they take on a dull appearance, their eyes turning grey and losing their spark of life. They remain 0-level monsters at this point, normal humanoids of their type who are apt to wander aimlessly for the rest of their lives, begging for scraps and generally avoiding the company of others. They can again be restored to vigor through the use of a wish or restoration spell, and can otherwise be used as torchbearers by their former friends – they don’t care one way or the other about it.

Fighting the mist is difficult. It can only be struck for full damage by magical edged weapons, and silver edged weapons deal half damage to the creature. Bludgeoning and piercing weapons deal no damage to a forlorn grey, magical or otherwise. If actively fought, the forlorn grey can manifest tendrils of super-chilled mist, with which it can make feeble physical attacks that, on a natural attack roll of ’20’, snake down people’s throats (or through their noses), dealing double damage and forcing the victim to pass a Fortitude save or be stunned for 1d3 rounds. The creature can manifest three such tendrils.

Forlorn Grey, Large Elemental (Air), Average Intelligence: HD 7; AC 16 [+1]; Atk 3 tendrils (1d3 + see above); Move Fly 30; F11 R10 W12; AL Chaotic (NE); XP 1750; Special – Only damaged by edged weapons, silver weapons deal half damage, energy damage, stunning attack, immune to cold and acid.

One Last Trick

Here’s a monster that popped into my mind yesterday …

REAPER

Reapers look like long-armed goblins with glossy black skin and magnesium green eyes that have a slight phosphorescence. Some wear carved pumpkins over the heads, like masks. They travel in small packs and are armed with very sharp cutting blades, each one carrying a mild enchantment that makes it especially dangerous.

A creature hit by a reaper’s blade and suffering 5 or more points of damage must pass a Fortitude saving throw (or save vs. petrification) or have one of their arms lopped off. The severed arm instantly comes to life and begins grabbing at its former owner or performing any other task the reaper sets it to. Arms have the same armor class as their former owner, and 1d4 hit points. If an arm is “killed” it is destroyed. Otherwise, the arm can be reattached (remember, there’s magic involved) to its original owner once the reaper has been killed.

Some especially lucky (or talented) reapers ride strange mounts composed of severed arms. These mounts look something like centipedes.

Reaper, Small Humanoid, Average Intelligence: HD 3; AC 16; ATK 2 blades (1d6 + sever limb); Move 30; F13 R14 W14; AL Chaotic (CE); XP 300; Special – Sever and control limbs.

Manopede, Large Aberration, Non-Intelligent: HD 4; AC 14; ATK 2 slams (1d4+1 + grapple); Move 50; F13 R13 W11; AL Neutral (N); XP 400; Special – Grapple.

Severed Arm, Tiny or Small Aberration, Non-Intelligent: HD 1; AC varies; ATK 1 slam (1d3 + grapple); Move 10; F16 R16 W13; Special – Grapple.

Six Lovable Lycanthropes

We round out the “6 Monsters” series with six lycanthropes that might be lurking about the next city or dark wood your PCs visit.

Emma Scholt

Emma Scholt is a fierce woman, with a grave countenance and nary a sign of joy or lightness in her. A librarian, she is a pinnacle of order and reason, relied upon by the traveling sages and professors of Hogyth College for their research. Her staff fear more than respect her, for they have had occasion to see the mask slip every so slightly, to see the blood rise to her face and the rage within bubble to the surface even momentarily when something was found out of place or improperly handled. She keeps her office in the sub-level of the old church-come-library at the college, within the confines of the forbidden section, where heretical and valuable texts are locked away behind an iron door. Here, she prowls when the moon is full and she has taken on the aspect of the wolf (after making sure the volumes here are safely locked behind iron bars and away from her more destructive impulses.) It was two summers ago that one of her staff, a dashing fellow from the north, crept into the forbidden section in a bid to woo the librarian, for he had seen her flush with anger and was captivated by the beauty that anger revealed. Of course, he never left the forbidden section, and what remained of him the next day was hidden away to be a nagging worry in the back of Emma’s mind that, one day, he will be discovered and she will have to flee.

Emma Scholt: HD 4; HP 10; AC 16 [silver]; ATK 2 claws (1d4) and bite (1d6); MV 30; F14 R11 W11; AL C (NE); XP 400; Special – Lycanthrope.

Hemix

The docks of Sampthr are a wild place, sitting as they do at “the end of the world”, where the northern lights adle the brain and the bitter cold drives men and women to all manner of extremes to survive. The docks will be an even wilder place soon, for a werewolf has been introduced to the mix. Hemix was a sailor from a far away land who was traveling north, to the empty, snowy quarters there that he might quit humanity and live out his curse in relative peace. Alas, an accident aboard the ship that was carrying him left him unconscious and with amnesia. Recovering on the icy streets of Sampthr, he spent a week regaining his strength under the ministrations of a tavern girl named Muirion, who liked the look of him. A strong lad, he soon found work on the docks and has taken up with the girl, blissfully unaware that in just two days, when the moon is full, his true nature will reveal itself.

Hemix: HD 4; HP 11; AC 16 [silver]; ATK 2 claws (1d4) and bite (1d6); MV 30; F14 R11 W11; AL N currently, but normally C (CE); XP 400; Special – Lycanthrope.

Talyn

Talyn was a soldier of Rurit who was captured during a fierce battle with the Duwoldi Empire. He and his fellows were gathered up, bound in chains, and sold off to Rolla the Slave Trader, who in turn sold Talyn and a few others to work on the villa of Chazadar, a spice merchant who had made a name for himself in Duwoldi politics. A mercenary, his fellow soldiers knew little about him, and they have learned little since. Talyn is a werewolf, and though he was at first loathe to be a slave, he has since found it excellent cover for his disease. Hunting his fellow slaves is like shooting fish in a barrel, and he has set his eyes on Chazadar’s wife. At the next full moon, he will creep into his “master’s” villa, slaughter the household and bite the beautiful Latzme, infecting her and making her his mate.

Talyn: HD 4; HP 14; AC 16 [silver]; ATK 2 claws (1d4) and bite (1d6); MV 30; F14 R11 W11; AL C (CE); XP 400; Special – Lycanthrope.

Minri
Minri is a girl of about 12 years who lives on the rough and tumble streets of Tricardis. One of many street urchins, she makes her way as a beggar and thief, leading (from behind) a large gang of urchins. They dwell in a number of abandoned buildings or beneath bridges or in the sewers, picking pockets during the day and sometimes carrying off more ambitious heists at night. When the moon is full, Minri takes on her rat nature and infects the new members of the gang with lycanthropy. Those who survive become full fledged “street rats”, and are brought to the gang’s sanctum sanctorum in an abandoned and forgotten dungeon beneath one of the city’s old watch towers, where they feast and dance and dream of conquest.

Minri: HD 2; HP 7; AC 16 [silver]; ATK 1 bite (1d6) and 1 dagger (1d4); MV 30; F15 R12 W12; AL C (CE); XP 200; Special – Lycanthrope, pick pockets as 6th level thief.

Samera

Samera is a princess, regal and cruel, who rules over a small principality on the shores of a great, inland sea. Her land of rugged hills and tangled woods is known for its horses and its blue-furred tigers. Samera is a strong ruler who has had many consorts, but has not yet been wed. Her family is tight-knit, and the house servants fear them, for they are casually cruel and seem not to have a drop of human kindness in them. When the moon is full, the servants are dismissed from the house and the family perform rituals and sacrifices to the moon goddess to ensure their country remains fertile and strong – or so they say. It is also during these revels that the blue tigers of the hills become exceptionally aggressive, attacking not only livestock, but people (usually hapless travelers) who wander out of doors at night.

Samera: HD 7; HP 34; AC 16 [silver]; ATK 2 claws (1d8) and bite (2d6); MV 30; F11 R10 W10; AL C (LE); XP 700; Special – Lycanthrope.

Yao the Peddler

Yao is a wandering peddler of boar bristle brushes and other odds-and-ends he scavenges on his travels. He travels on foot, visiting the villages and towns between the eastern hills and the tranquil sea, his fat, red face well known in the region. Most folk are suspicious of the man, who never sleeps a night in a civilized village, always preferring to camp a mile or so away. His products are good enough, and he doesn’t cheat folks, but he tends to stare with his piggish little eyes, and one gets the feeling he is sizing them up for a meal. He is, of course, a wereboar. An intelligent man, he makes sure to get himself far away from civilization when the moon is nearing full, only rarely allowing himself the luxury of killing a human being, and only then when that person has cheated or offended him in some way. Travelers might encounter him in the wilderness, where they will find him evasive and hostile if they are kind to him, and uncomfortably pleasant if they are unkind.

Yao: HD 4; HP 18; AC 16 [silver]; ATK 1 gore (1d6) or light mace (1d4+1); MV 30; F14 R11 W11; AL N; XP 400; Special – Lycanthrope.

Image found at Brian’s Drive-In Theatre

Six Delightful Demons

Who doesn’t like a good demon (well, not good – you know what I mean). Today, I present six delightful demons that have fallen prey to the bindings of earthbound conjurers.

Izalph

Izaph is a type I demon that once stalked the woodlands around an ancient castle that was inhabited by a coven of diabolists. The villages that bordered the woods were beset for many years by the temptations and depredations of Izalph, and many a knight and maiden were cast into ruin by the demon’s actions. Finally, a trio of spellcasters, a cleric, druid and magic-user, joined forces to deal with the infamous ‘Demon of the Wood’. The trio found a grove of ancient oak trees and carved runes of power into them. They then drew lots. The cleric lost and served as bait for the demon, fleeing from it and drawing it into an especially large, ancient oak tree. As the demon followed the cleric into the tree, the magic-user and druid completed their spellwork and activated their magic circle, binding the demon into the tree. The cleric, alas, lost his life. Izalph is still trapped in the great oak, brooding and cursing his fate. Seven dryads dwell in the smaller oaks that serve as the anchors of the magic circle, and they delight in tormenting the captive demon.

Izalph: HD 8; HP 28; AC 20 [+1]; ATK 2 claws (2d8) and bite (1d8); Move 30 (Fly 50); F8 R9 W8; AL C (CE); XP 2000; Special: See B&T.

Phimzael

Phimzael is a type II demon that looks like an especially large, warty, frog with bilious green flesh streaked with gold. For many long years, the wizard Yurk researched Phimzael, learning his true name and the symbols required to conjure and hold him. Yurk desired a very ancient spell involving transportation to and from the gem-like worlds that dot the Firmament, and his inquiries convinced him that the Celestial Circle, a band of magic-users known in ancient Irem, had been the last to perfect this spell, and that they had had contact with Phimzael. Yurk also knew that Phimzael was not to be trifled with. He constructed a long shaft, like a well, with a circular room at the bottom. Here, he drew his magic circle and, accompanied by his apprentices, conjured the demon. Phimzael was a cunning opponent, and time and time again he fed Yurk false information about the spell he sought. Eventually, he corrupted Yurk’s most promising apprentice and, during an especially long and frustrating audience with the demon, the apprentice stabbed Yurk in the back (literally) and released Phimzael from the magic circle. It was then that Phimzael learned just how canny Yurk was, for the rim of the shaft also formed a magic circle, more powerful than the first and obscured by illusions. Phimzael was again trapped in a magic circle, and this time there was nobody capable of releasing him. In a fit of anger he slew the apprentices and consumed their souls. He still sits at the bottom of the shaft, which is now filled with water, in the ruins of Yurk’s manse.

Phimzael: HD 9; HP 35; AC 21 [+1]; ATK 2 claws (1d8) and bite (4d6); Move 30; F8 R9 W8; AL C (CE); XP 2250; Special: See B&T.

Zuron

Zuron was a type III demon that specialized in providing engineering knowledge to those who conjured and commanded him. It was in this capacity that was conjured by the archimage Thebea to advise the gnomish engineer Walprict in the crafting of an especially large and impressive iron golem. Unfortunately, dealings with demons are never easy, and Zuron proved to be more than Thebea could handle. She arrived in her laboratory one morning to find that Walprict had killed himself in an especially macabre fashion, and that Zuron was free of his magic circle. Thebea had prepared for this, though, and grabbing the only item handy, a bronze cog, pronounced a powerful spell that trapped Zuron within the cog. She hid the cog away and, in the course of many years, was killed on an adventure. Her manse fell into disuse and ruin, and one day became the target of locals, who scavenged the ruins for building materials. It was in this way that a scrounger came across the cog and other mechanical items, and traded them to a clockmaker in a far away city, who used the parts to fashion a wondrous clock tower, in which each day a parade of automatons would act out various acts of knightly valor when the clock struck noon. The demon cog, however, corrupted this machine. If it can spill the blood of three innocents, Thebea’s ancient spell can be broken and Zuron released. The demon clock has already claimed one victim, a workman who was cleaning the mechanism when he was struck by the sword of one of the clockwork automatons.

Zuron: HD 10; HP 35; AC 23 [+1]; ATK 2 pincers (2d10), 2 claws (1d6) and bite (1d8); Move 40; F5 R8 W7; AL C (CE); XP 2500; Special: See B&T.

Rahorezs

Rahorezs was a rather grandiose and gluttonous pig of a type IV demon who was brought into the fabric of the material plane by the renowned demonologist Praction as a wedding gift for his beloved, Halia Rathsdottir, scion of a family that claimed descent from the rebel angels. The demon was conjured into a tapestry, his depiction fixed there with a magical golden thread. The demon could still communicate from the tapestry, but was otherwise powerless. Still, communication was enough, as Praction and Halia found themselves slowly giving way to gluttony themselves. In time, their inexhaustible appetites drove their subjects to revolt, and the two, despite Praction’s power, were destroyed. Rahorezs had hoped a revolt would result in the tapestry being burned or otherwise destroyed, thus releasing him. Unfortunately, it was merely looted and has been handed down through several owners, always bringing upon them the same curse that finally destroyed the demonologist and his bride.

Rahorezs: HD 11; HP 37; AC 23 [+1]; ATK 2 claws (1d8) and bite (2d8); Move 30 (Fly 40); F5 R8 W5; AL C (CE); XP 2750; Special: See B&T.

Saherael

The demoness Saherael, a type V demon, fought in the epic Battle of Borok’s Grave, where 20,000 demons and devils, manipulated by the demodands, destroyed themselves in a quest to claim an artifact that did not exist. Neither side tells of the incident today, of course, but the damage was done. Saherael was not killed in the battle, but she was gravely wounded and weakened, and in this state was captured by a coven of witches loyal to Baalzebul. The witches held and tormented the demon for nine long months before finally tearing her, body and soul, apart. Her body they threw to their devil swine, but her soul they captured in six small rubies, each a piece of a larger gemstone. These rubies they set in the hilts of six magic swords that now thirst to be united so that Saherael can reform in the Underworld and seek vengeance on the souls of those who wronged her.  The Six Swords of Saherael are as follows:

+1 Bastard Sword, makes bearer immune to electricity

+1 Broadsword, bearer can cast project image and detect invisibility 1/day

+1 Greatsword, bearer can summon one marilith 1/day with a 20% chance of success

+1 Longsword, grants bearer a +4 bonus to save vs. spells

+1 Scimitar, bearer can cast project image and telekinesis 1/day

+1 Short Sword, bearer can cast blade barrier and teleport without error 1/day

Each of the swords is intelligent and chaotic (CE), and yearns to be re-united with its siblings. All six will fill the heads of their owners with the notion that all six swords united will grant a single wish (which is actually true, as they will allow Saherael’s fondest wish to come true). Assume each sword has an Ego of 6 and can speak and communicate telepathically. They all have 120-ft darkvision.

Currently, the longsword is in the possession of Sir Galt, a formerly shining knight in the process of becoming a chaotic warlord. The scimitar and bastard sword are in the vault of a king, and cry out constantly for their sisters. The other three are scattered about in various dungeons, seeking new pawns to carry them to their ultimate desire.

Saherael: HD 8; HP 25; AC 24 [+1]; ATK 6 swords (2d10) and tail (4d6 + constrict); Move 40; F8 R9 W8; AL C (CE); XP 2000; Special: See B&T.

Dosoharh

Dosoharh is a type VI demon that has tired of immortality. He seeks ultimate release from existence, and can only achieve this by being slain in the depths of Hell. Dramatic to the end, he has concocted a grandiose quest involving three (three!) virginal maidens, a silver chalice that holds the preserved eyes of six of the world’s greatest diviners, a down-on-its-luck red dragon called Jorvax the Bloody, the comedy stylings of Thobad (a renowned jester of Yex) and a cast of thousands. Powerful adventurers encountering any of these people or things might take up a thread of this plot and follow it into Hell, where Dosaharh awaits his fate impatiently. What those adventurers will not know is that Dosoharh is a manic depressive, and he’s just about ready to go from the blackest sadness to joy unrestrained (and joy in a demon is a terrible, terrible thing).

Dosoharh: HD 20; HP 66; AC 26 [+3]; ATK +1 vorpal longsword (1d10+7) and +1 flaming whip (1d6+1 + 1d6 fire); Move 40 (Fly 90); F3 R3 W3; AL C (CE); XP 5000; Special: See B&T.

Six Malevolent Mummies

Mummies are a natural monster for fantasy games due to their lineage in horror movies (good and bad). The traditional mummy is Egyptian (or faux-Egyptian), but that need not be the case …

BROST

Brost was a trader 300 years ago who plied the high mountains, carrying silver ornaments down from the bat-headed people to the towns and villages in the green valleys far below. It so happened one day that Brost made a serious miscalculation with the daughter of a local lord with a well known lack of temper, and he found it necessary to make an unscheduled trip into the mountains. Winter had already come to the valley, and the mountain passes were exceptionally dangerous when he set out, and alas, one misstep was all it took to end Brost’s life. He lie in a crevasse that was soon filled with snow and ice, preserving his body while a taste for revenge preserved his spirit (in a fashion). The next year, Brost rose from his icy tomb and closed the pass to traffic, defying the petty priests of the valley and cutting the people of the valley off from civilization. He demands single combat with the lord who chased him out of the valley, and will not rest until he has gotten it.

Unlike most mummies, Brost’s touch does not cause disease. Rather, it is an icy grip that drains a person of 1 point of dexterity per round (or 1 point of AC if the victim has no known dexterity score). This dexterity damage cannot be healed normally; healing first requires the curse of the ice man to be removed.

Brost: HD 8; HP 33; AC 19; ATK 1 slam (1d8 + icy grip); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire, immune to cold.

ADANA

Adana was a sneak thief who operated in a northern town, using her charm and nimble fingers to relieve visiting merchants and sailors of their worldly goods, and, on occasion, their lives. Finally caught by the duke’s soldiers, she was tried and hung, her body thrown into a bog. Thirty years later, the slow process of “bog mummification” was finished, and her tormented spirit, which had long roamed the bog as a will-o-wisp, settled back into its old home. She now haunts the wilderness as an undead robber, casting aside coins in favor of jewelry to adorn her black, leather hide. She currently wears a golden torc (worth 200 gp), several bronze bracelets (worth a total of 30 gp) and a golden anklet (worth 300 gp), plus whatever random jewelry you might roll for her.

Unlike most mummies, Adana’s touch does not cause disease Rather, it delivers acid damage that deals 1 point of damage per minute until a remove curse spell is cast to counter it. A delay poison spell halts the acid damage for a time, as does submersion in bog water.

Adana: HD 8; HP 27; AC 19; ATK 1 slam (1d8 + acid touch); MV 20; F11 R11 W10; AL C (CE); XP 800; Special: Fearsome visage, immune to acid, surprise (2 in 6), back attack x2. 

TITENA

Titena was the slave and close confidant of a high priest of Seth. She served her master loyally for many years, tending his every need, always desirous of one day being freed. It finally passed that an assassin found his mark, and the high priest was killed. His acolytes quickly swept up his servants and animals and slayed them that they might be mummified so that they could serve their master again in the afterlife. So it was that Titena, filled with wrath, was made a mummy and sealed in the crypt of the high priest. Whether the others made the journey to the other world is unknown, for she awoke as a mummy, alone and consumed with hatred. She quickly defiled her master’s body and now waits for release from her seemingly eternal prison. She has a single gem of true seeing lodged in her forehead.

Titena: HD 8; HP 29; AC 19; ATK 1 slam (1d8 + mummy rot); MV 20; F11 R11 W10; AL C (CE); XP 800; Special: Fearsome visage, vulnerable to fire. 

VADUN

Vadun was a monk and mathematician who underwent the process of living mummification (a strict dietary regimen, exercise and poisoning) that he might be preserved for all time. After death, he was sealed into an alcove with bricks, to be unsealed three years later. Unfortunately, between his death and his appointed time of release, the monastery was sacked, its monks killed, its treasures carried away. Vadun now remains a prisoner in the monastery, his staggering intellect bent on taking revenge on the world for his humiliation.

Unlike most mummies, Vadun does not spread disease with his touch. Rather, his touch is poisonous (per poison III). Damage from this poison can only be healed after a remove curse spell has been received by the victim.

Vadun: HD 8; HP 31; AC 19; ATK 1 slam (1d8 + poison touch); MV 20; F11 R11 W10; AL C (LE); XP 2000; Special: Fearsome visage, vulnerable to fire, cast spells as 9th level cleric. 

ZURANTHULA

Zuranthula was a powerful warlord among the Kith-Yin. After death, he was mummified by his followers, that he might continue to lead them on their raids in the Astral Plane. Unfortunately, before he could awake, his people were attacked by their rivals. Zuranthula’s sarcophagus was cast out into Astral Space to float for eternity. It would have done just that, but the conjuring of a curious wizard brought it into the Material Plane. Surprised by the contents, the wizard was soon killed, and Zuranthula, now crazed, began haunting the wizard’s dungeon complex, still seeking a return to the Astral Plane.

Zuranthula: HD 8; HP 32; AC 19; ATK 1 slam (1d8 + icy grip) or silver sword (1d6+1); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire, spells as kith-yin. 

CASTILLOS

Castillos was a very wicked man, though his wickedness was subtle. Most folk considered him a rather dashing figure, fairly honest, and good company. His squire, Manuel, knew better. He had seen him dally with the affections of many women, and when Castillos dared turn his eye upon Manuel’s own lady love, Castillos’ fate was sealed. On one night, after a drunken revel, Manuel led his master into a dank catacomb, ostensibly in search of a cache of elven wine he had heard tell of. In truth, he clubbed his master over the head and bricked him into a chamber, his body sealed inside a cask of wine. Castillos died there, but the alcohol preserved him, and now he seeks Manuel, who inherited his estate.

Unlike most mummies, Castillos does not spread disease with his touch. Rather, his touch brings on a sort of manic drunkenness (per the hideous laughter) spell.

Castillos: HD 8; HP xxx; AC 19; ATK 1 slam (1d8 + hideous laighter); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire. 

Six Spooky Spectres

Although spectres traditionally seem to be played as actively hostile entities (chaotic, and all), they don’t have to be, and in fact can make for pretty excellent ghost encounters. Level drain does a great job of recreating, for the players and thus their characters, of the sheer fright and revulsion of being touched by “that which should not be!”. 

FORLOTH & BRENA

Forloth was a great man in life – great in deed in his youth, and great in girth in his dotage. Always a man of monumental hunger and thirst, he spent his later years in his favorite tavern at his favorite table, regaling the customers with stories of great deeds in far away lands, his wine goblet and lap rarely empty and his coin flowing freely. And so it was when he died – a small belch, a rolling of the eyes, and gone. It took four strong men to remove the body, and the whole town attended the funeral – even the Lord Mayor. A couple weeks later, the first dead body was found in the cellar – a serving wench – long in the tooth but no less beautiful for her years of service and always the favorite of Forloth – keeled over on a barrel of wine, her hair turned stark white. When Brena’s laughter began being heard echoing in the rafters and the wine began turning sour, the townsfolk soon quit the tavern and the landlord was forced to move his establishment. The tavern still stands empty, but a few brave souls have claimed to peek in the thick windows at midnight and see Forloth at his table, Brena in his lap, a ghostly goblet of spirits in his hands.

Forloth: HD 7; HP 22; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL C (NE); XP 1750; Special – Incorporeal, powerless in sunlight.

Brena: HD 5; HP 14; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F13 R12 W10; AL C (CE); XP 1250; Special – Incorporeal, powerless in sunlight.

COBHAR THE BEGGAR KING

Cobhar was born a beggar and thief, and spent his childhood learning how to steal and get away with it. Always an angry man, he hid it well and made a reputation for himself of a leader among the beggars and outlaws of the city – an unofficial ambassador of the underclass whose company was enjoyed by commoners, aristocrats and adventurers alike. Alas, he was a man of ambition, and one of those ambitions was to forge his beggars into a corps equal to the guild of thieves. The master of thieves, Lord Nock, couldn’t allow that, and so one night Cobhar took his last drink of rum and had his body unceremoniously dumped in the harbor, wrapped in heavy chains. The very next night, the thieves were surprised in their shadowy citadel by the appearance of a waterlogged man in chains. Few escaped that hideout, Lord Nock among them, and the reign of the thieves was over. Their hideout remains empty, the lair of Cobhar’s spectre and, stories say, still flush with the plunder of the guild. What nobody knows, though, are how many of the old thieves now haunt the halls of the guildhouse …

Cobhar: HD 7; HP 27; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL C (CE); XP 1750; Special – Incorporeal, powerless in sunlight.

MAELA THE MOURNFUL

Maela was a simple woman who lived in a small village by a river. Married to the miller, she was a respected member of her community who wanted, more than anything, to give birth to a child. After many years, she and the miller were blessed with a child, bright of eye and blithe of spirit. All was well for many years, until the coming of the orcs. In a flash, the village was razed, the mill set alight with Maela’s husband and child sealed within. The woman rushed into the blaze, but was unable to save them, and in her trauma rose a month later as a spectre. The charred remains of the mill still stand by the river, and the village is still abandoned. Maela has a powerful compulsion to care for people in distress, and a keen desire to embrace children and other small humanoids (gnomes, halflings). She is not hostile unless rebuffed.

Maela: HD 7; HP 20; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL N; XP 1750; Special – Incorporeal, powerless in sunlight.

GUILLA OF THE AUBURN LOCKS

Guilla was the prettiest girl in town – rosy cheeks, auburn curls, brilliant green eyes, etc. – and always popular with the men of the town (young and old). There were stories, of course, that she was perhaps to desirous of their caresses, but she denied everything and her father and mother would not hear of her indiscretions. It was when an adventuring bard entered the picture that things went awry. Handsome and dashing, for the first time in her life, Guilla herself fell in love. In the past, she had always had the upper hand, but now things were different. The bard stayed in town for a couple weeks, and spent nearly every waking moment of that time in her company, until the jealous men of the town had had enough and vowed to end his tenure as Guilla’s lover. It so happened that the bard finally acquiesced to Guilla’s pleading and vowed he would steal away with her on Midsummer’s night. The couple would make their way to the great city over the mountains and there live happily ever after. On his way to window, though, the bard was waylaid by the townsmen and, beaten and bloody, sent down river tied to a raft, never to be heard from again. Guilla waited the night through, and when the next day she heard that the bard had crept away in the night, her heart broke. Two days later, in a daze, she drank from a vial of poison and ended her life. At the next Midsummer night, during the revels of the young, a beautiful woman was seen gliding through the streets. One reveler was surprised by her, especially when he recognized her as Guilla, and when she embraced him, he died. Now, every Midsummer night, the ghost of Guilla glides through the streets of the town, seeking the love and adoration she once had in life, accompanied by the spectres of those she has embraced. There are three such spectres – fawning young men with eyes for none but Guilla. They will defend her to the “death”.

Guilla: HD 7; HP 32; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL C (CE); XP 1750; Special – Incorporeal, powerless in sunlight, men must pass a Will save upon seeing her face or be stunned for 1 round.

Spectral Lover: HD 3; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F14 R13 W11; AL C (LE); XP 750; Special – Incorporeal, powerless in sunlight, energy drain steals only one level.

SCENTH, THE SENTINEL OF BAGWELL HALL

Scenth was a man-at-arms in the employ of Baron Pirpasko, a man with many enemies who was ever fearful of the assassin’s blade. It so happened one night that Scenth was stationed outside the baron’s room as sentinel. While the baron was fast asleep, the baroness, a raven-haired beauty of questionable morals, crept out of bed and stole away with the sentinel for a midnight dalliance. The couple finished their lovemaking and she returned to her lord’s chamber while Scenth returned to his post. The young warrior had barely got to his post, though, when a scream broke the nocturnal silence. Opening the door, he saw the baroness clutching the bloody baron to her chest, a cruel smile on her lips.

“The baron has been murdered,” she screamed, her smile turning into a look of horror as other warriors reached the room.”An assassin got past that foolish boy and killed his master!”

Despite his protestations and accusations, the lad was found guilty of shirking his duty and was summarily hanged. The next night, though, as the household prepared to retire, they discovered the young man back at his post, his head still crooked and scarred by the noose. The baron’s squire challenged the ghostly lad and was nearly killed when his body was run through by Scenth’s ghostly sword. The man was left a shaken wreck, and the rest of the guard soon quit the manse, along with the duplicitous baroness, the baron’s chest of treasure locked away in the chamber beyond her reach.

Scenth: HD 7; HP 31; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL C (LE); XP 1750; Special – Incorporeal, powerless in sunlight.

PARIL

Paril was a thief, and one of the best in the world in his day. No vault had ever foiled him, and no ancient temple or forbidden boudoir had proved proof against his cunning. So it was that he delved deep beneath the earth in search of a sceptre of wondrous powers – one more challenge to be overcome. He stole past dozens of guards and wards, tricked a cyclops, walked a wire of spider silk and plucked the sceptre from under the nose of the demon Tessasses. Sceptre in hand, challenge overcome, he made his way out of the dungeon and was, quite suddenly, crushed by a bit of ancient masonry. His back broken, he fell prey to giant rats. An ignoble end to a master thief. Now, his spirit haunts the corridor, the sceptre still in his mortal form’s skeletal hand, beneath the tumbled masonry.

[The idea here is a spectre appearing on the 1st level of a dungeon in a corridor that leads to deeper levels]

Paril: HD 7; HP 22; AC 15 [silver]; Atk 1 strike (1d8 + energy drain); Move 40 (Fly 80); F12 R12 W9; AL C (NE); XP 1750; Special – Incorporeal, powerless in sunlight, surprise on roll of 1-3 on 1d6.

Six Vile Vampires

Today, I introduce you to six vile vampires who stalk the streets of Nod, or your own campaign. Note, for Blood & Treasure players and TK’s – I’m varying the Hit Dice of these vamps – feel free to do the same in your games.

Typhus the Rat

Typhus is a small man, both in terms of physique and spirit. A peddler of tin items he hammered himself, he was bitten one night as he cut through an alley on the way home, hoping to avoid the city guard. Buried* in a pauper’s cemetery in a cheap coffin, he soon arose from his grave and place several of the city’s beggars under his control. With their help, he exhumed his coffin and secreted it in a cave just outside the city. Here, he has become something of a pack rat, hoarding baubles that he steals from the luminaries of the city and feasting on drunks who have fallen asleep in alleys, so as not to alert the authorities of his presence.

Typhus the Rat: HD 6; HP 18; AC 15 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain); Move 30; F12 R12 W9; AL Chaotic (CE); XP 1,500; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities.

Viliann the Bat

Viliann the Bat was a simple tavern wench in life, a tavern wench subjected to much unwanted attention because of her bonny looks, and subjected to an especially unwanted attack one night in the wine cellar of her tavern by a vampire. Viliann was buried in a simple ceremony in a graveyard just outside town and rose as a vampire in her own right one week later. She now haunts the city as an avenger in a dark, hooded cloak, destroying the undead when she can and preying only on men of an evil disposition. She has only once created a spawn herself, and came to regret it. She keep’s that spawn’s head in a box in her cramped hiding place (in the sewers of the city) as a reminder of her mistake. Viliann appears as a beautiful woman of about 18 years, with spooky eyes and jet black hair.

Viliann the Bat: HD 11; HP 50; AC 15 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain); Move 30; F10 R10 W7; AL Chaotic (LE); XP 2,750; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities.

Alaron the Owl

Alaron was a sage in life, and an easy target for a visiting vampire. Killed one night after he invited a stranger in for a late consultation, the sage’s body was hidden in a trunk, which now serves as his coffin. Most folk never noticed when the man stopped leaving his home in the daytime, and he still makes himself available for consultations at night. Alaron is fairly selective about whose blood he consumes, preferring the blood of noble students, but taking just enough to sate his thirst and not rouse suspicions. He has managed to enthrall several of the apprentice mages in the city, and uses them to spy on their masters. He carries a hope that a spell or formula might one day appear that can reverse his curse.

Alaron the Owl: HD 8; HP 29; AC 15 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain); Move 30; F11 R11 W8; AL Chaotic (NE); XP 2,000; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities.

Dallach the Cat

Dallach the cat is a wanderer, settling in a city long enough to hunt down the most powerful game and then moving on. He usually finds a lonely place to hide his coffin near a city, and then spends about a week in the city sizing up the possible prey – if adventurers are not present, he usually focuses on the local lord, captain of the guard or parish priest. Dallach appears as a tall, ruggedly handsome man with pale, green eyes and long, platinum blond hair tied in a tail. He dresses well, but not too well, and carries a sword and dagger on his belt.

Dallach the Cat: HD 9; HP 36; AC 15 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain); Move 30; F11 R11 W8; AL Chaotic (CE); XP 2,250; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities.

Mithlo the Cricket

Mithlo was an itinerant minstrel in life, roaming a large region and stopping for a week or two at different road houses and taverns to entertain before moving on. A handsome lad, he was always popular with the local females, but was careful not to overstay his welcome with the local men. On one of his nocturnal travels to woo the daughter of a local lord, he was taken by a vampire and left in the woods, his body stuffed in a hollow log in a gully. A few days later, he awoke as a vampire, the log serving as his “coffin”. His looks, alas, did not survive his death completely intact, as some rotting had set in. He now continues to roam the same region, using his music (he has the musical and spell casting abilities of a 7th level bard) to serenade women at night and lure them to their death. Mithlo has created several spawn, who sometimes gather for moonlight revels around his coffin. His finest conquest was the Lady Bethony, who serves him willingly in hopes of achieving eternal life.

Mithlo the Cricket: HD 7; HP 26; AC 15 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain); Move 30; F12 R12 W9; AL Chaotic (NE); XP 1,750; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities; he also has the spellcasting ability and musical abilities of a 7th level bard.

Lothic the Wolf

Lothic was an adventuring fighter who made the greatest mistake of his life when he delved into a haunted ruin in the mountains and drank from a magical fountain. Killed by the blood red wine of the fountain and turned, his already chaotic nature drove him to hunt down his former companions and establish himself in the ruin as a petty robber baron. Soon, he gathered a small army of outlaws to him, and now he preys on the nearby villages and towns, plundering them and seizing women for his vampire harem. Lothic is known for his wolf-skin cape, crimson plate armor and two-handed axe.

Lothic the Wolf: HD 10; HP 44; AC 18 [silver]; Atk 1 bite (1d6) and slam (1d6 + energy drain) or battleaxe (1d8+3); Move 30; F10 R10 W7; AL Chaotic (CE); XP 2,500; Special – See B&T – seriously, vampires are loaded with special abilities and vulnerabilities.

* This just occurred to me: In games and fiction (especially modern fiction), we often see people bitten and drained and turned into vampires right on the spot. But part of the vampire mythos is that they must return to their coffin in dawn – so wouldn’t these insta-vamps be toast the next day (or, at least in game terms, be unable to regenerate/heal) if they had never had a coffin in the first place? I think it would make more sense to allow the person to die, be buried, and then begin appearing as a vampire – maybe give it a few days. This might make for more atmosphere, as the person’s friends and family would never be sure unless they cut off the corpse’s head or took some other precautions. Just a thought.

Six Ghastly Ghouls

What follows are six ghastly ghouls (well, actually five ghastly ghouls and a single ghoulish ghast), men and women who circumstances (or not) made into cannibals and death made into ghouls.

VEDORINA

Vedorina and her family were part of a large caravan making its way across the mountains in early fall. Winter came early that year, and the band became trapped in a high valley. It didn’t take long before the food ran out, and the party was forced to consume their dead. Vedorina’s mother and father did their best to hide this from their daughter, but when in desperation her mother turned on her father, she fled the encampment and soon froze to death in the wilderness. Naturally, she arose as a ghoul, and now haunts the mountain passes to this day, a blue-skinned girl in a threadbare tunic, her face still wearing a look of shocked horror.

Vedorina, Ghoul: HD 2; HP 7; AC 14; Atk 2 claws (1d4 + paralysis) and bite (1d6); Move 30; F15 R15 W13; AL C (CE); XP 200; Special – Paralysis.

SCARSDALE

Scarsdale was one of many who succumbed to a plague that ravaged the towns and villages on the edge of the great desert. One by one, people were falling ill and dying, until bodies littered the streets as a feast for the rats and ravens. When the caravan of merchants came to the town with word of a cure – an efficacious powder – those who retained the strength crawled to them and promised them everything they owned for the cure. The merchants acquiesced, and left the village laden with wealth. What they left behind was a powder ground from the bodies of mummified corpses that had been uncovered during a desert storm. As the villagers continued to die, they rose one by one as ghouls and trod into the desert in search of the merchants. Scarsdale was one of many, and to this day he attacks caravans in the desert along with his feral friends, their faces grotesque, twisted masks of hate and rage, their bodies browned and wrinkled from the sun.

Scarsdale, Ghoul Thief: LVL 4 (Dodger); HP 15; AC 14; Atk 2 claws (1d4 + paralysis) and bite (1d6); Move 30; F14 R15 W13; AL C (CE); XP 400; Special – Paralysis, backstab x2.

KNORRA

Knorra was a great war-dame of the northern lands. Her feast hall was decorated with the skulls of hundreds she had bested at war, and after her glorious battles, when her war maidens gathered at her tables to partake of the spoils of war, Knorra sat enthroned above them, axe in her lap, serving lads carrying on silver trays the cooked entrails of whatever lord or lady she had just vanquished. Had Knorra’s warriors not been berserkers, they probably would have quit at the first of these macabre feasts, but they every one believed in the power of consuming one’s foes, though the honor was reserved for their lady alone. Eventually, the great Knorra was slain in battle, her corpse left to rot on a stinking field. She rose, not as a mere ghoul, but as a ghast, her flesh pock marked by the beaks of the ravenous crows, her once golden hair caked with mud and blood. She walked back to her feast hall to find it toppled, and now dwells in the ruins, gathering what undead she can find into an army to once again strike fear into the hearts of her enemies and their descendants.

Knorra, Ghast Barbarian: LVL 10 (Barbarian Princess); HP 55; AC 17; Atk 2 claws (1d4 + paralysis) and bite (1d8) or battle axe (1d8) and bite (1d8); Move 40; F8 R12 W11; AL C (CE); XP 1,000; Special – Paralysis, rage 3/day, sixth sense.

ZIMBOK

Zimbok was, like most of the folk of his tribe, a practicing cannibal. Unlike most of his tribe, he was possessed of a wanderlust, and eventually left his home island to serve on a whaling vessel that plied Mother Ocean for years. In many of its ports-of-call, Zimbok found the urge to consume human flesh more than he could resist, even among the foreigners, and in time his crimes were revealed. He was hung by the neck and cast into a communal grave for criminals and the indigent. Zimbok was too tough a customer, though, and in death he clawed his way out the grave as a ghoul. He now appears as a tall islander with a crooked neck, a necklace of teeth around his neck. He wears leather trousers, no boots, and carries a well-cared for harpoon and a razor-sharp knife with whale tooth inlay.

Zimbok, Ghoul Ranger: LVL 6 (Pathfinder); HP 34; AC 14; Atk 2 claws (1d4 + paralysis) and bite (1d6); Move 30; F10 R10 W13; AL C (CE); XP 200; Special – Paralysis, favored enemy (sea animals), spells (1).

OLD MARZA

Old Marza was called “Old Marza” even when she was still fairly young. For years, she worked in the “Tavern in the Wood”, a roadhouse frequented by adventurers and travelers. More than a few of the less friendly patrons who wound up fall-down drunk found their way into Marza’s wine cellar – more specifically in a secret room connected to the wine cellar. Bit-by-bit they would find themselves turned into sausages and meat pies for Marza’s own enjoyment. In time, her murderous reign was discovered and she was cornered in the tavern and burned along with it. After death, she became a ghoul who still haunts the woods, looking like a charred, gaunt old woman garbed in the tattered clothes of a harmless old woman, a bottle of wine from her cellar in one hand and a hatchet in the other.

Old Marza, Ghoul: HD 2; HP 7; AC 14; Atk 2 claws (1d4 + paralysis) and bite (1d6); Move 30; F15 R15 W13; XP 200; Special – Paralysis.

UGOLIO 

Ugolio was a minor aristocrat who found himself on the wrong side of a schism in the royal court. He and his son were cast into a dungeon in an old keep and literally forgotten when the royal city was attacked by a horde of orcs. Ugolio did not survive his captivity, but his son died first, and as a result of Ugolio’s hunger, his own death was followed by his undeath as a ghoul. Ugolio still dwells in his dungeon cell underneath what is now the old, ruined keep. Over time, he has managed to claw his way out, and he now hunts on the edges of the royal city by night and returns to his cell by day, dragging his victims behind him.

Ugolio, Ghoul Aristocrat: LVL 8; HP 38; AC 14; Atk 2 claws (1d4 + paralysis) and bite (1d6); Move 30; F12 R9 W9; XP 800; Special – Paralysis, legend lore, commanding voice (fascinate, suggestion).

The Other Guy Who Says ‘Ho Ho Ho’ [Monster]

Be honest, wouldn’t you like to see this guy …

fighting a horde of these guys …

Green Giant
Huge Giant, Lawful (NG), Average Intelligence; Solitary

Hit Dice: 13
Armor Class: 17
Attacks: 2 slams (1d10)
Saves: Fort 4, Ref 9, Will 9
Movement: 40
XP: 1,300 (CL 14)

Green giants dwell in lush, fertile areas, being the sons of fertility goddesses and therefore interested in agriculture. They tend to “adopt” farming regions, providing a service for the farmers in the area in the form of keeping invaders and pests out, and in return expecting tribute and worship for their divine mothers.

Once per day, they can unleash a mighty laugh that gladdens the hearts of farmers and honest folk (per the good hope spell) and strikes fear into the hearts of despoilers and wicked folk (per the cause fear spells). The range of this laugh is 6 miles.

Spells: At will–create water, purify food and drink, entangle, speak with plants; 3/day–goodberry, plant growth, repel vermin; 1/day-command plants, commune with nature.

Special Qualities: Magic resistance 50% vs. druid spells