d49 | Creature: | Stats: | Description: |
---|---|---|---|
1 |
Blood Servants |
STR 5, DEX 5, CHA 5, 5hp
|
These creatures resemble bald, bloated dwarfs, usually found waddling around the lairs of their vampire masters. They serve without question, usually carrying out menial tasks, acting as lookouts and being disposable sources of blood when the need arises. Creating a Bloodling is a process that only a vampire can carry out and involves biting a captured victim in a particular way while casting a Command spell. This causes them to swell with blood and become completely at the command of their master. |
2 |
Elemental Conduit |
STR 7, DEX 7, CHA 18. 12hp
|
|
3 |
Eternal Apprentice |
STR 7, DEX 7, CHA 18. 16hp
|
|
4 |
Tome Golem |
STR 15, DEX 5, CHA 5
|
|
5 |
Floating Corpse - Not-Quite-Right Dead Forms |
STR 8. No HP, but automatically pass Saves vs Critical Damage. You have to hack them down to STR 0.
|
Dark Wizards may create these horrors without the exertion required in creating a mass of zombies or skeletons. These rotting corpses float upright a few inches off the ground, making no sound as they patrol a set area or head towards a given point. If patrolling they will turn and float towards any intruders they notice, unable to attack, but often serving as a deterrent for inexperienced intruders. When they reach their target they do nothing but helplessly bump against them, hoping to provoke enough of a noise to alert the real guards. |
6 |
Lich (Classic version) |
STR 7, DEX 7, CHA 18, 15hp
|
It is a type of undead creature. Often such a creature is the result of a transformation, as a powerful magician skilled in necromancy or a king striving for eternal life using spells or rituals to bind his intellect and soul to his "phylactery" and thereby achieving a form of immortality. Liches are depicted as being clearly cadaverous, bodies desiccated or completely skeletal. |
7 |
Spider Dragon |
STR 18, 15hp
|
These towering horrors would seem to be prime examples of a wizard's experiment gone wrong. They are, in fact, natural creatures predating even Dragons, which they are unrelated to. Forced to the surface from their home deep beneath the ground they have developed a taste for cattle and slowly gained tolerance to sunlight. They resemble pale, gigantic six-legged spiders with a hideous head sporting beady eyes and an unfolding jaw bristling with teeth. No one has ever been known to tame one of these beasts or find a nest of young. |
8 |
Wraith |
10hp (immune to physical damage).
|
|
9 |
Civilised Ghoul |
3hp, Surprisingly Fancy Clothes.
|
|
10 |
Dragon |
STR 18, 15hp |
Movility: Roll on "Dragon movility" |
11 |
Man-Monster (Monstrosity) |
STR 10, DEX 10, CHA 5, 5hp
|
|
12 |
Skulking-Horror (Monstrosity) |
STR 10, DEX 18, CHA 5, 8hp Roll on "Sparks for Abominations (INTO THE ODD)"
|
|
13 |
Giant-Creature (Monstrosity) |
STR 18, DEX 5, CHA 5, 15hp Roll on "Sparks for Abominations (INTO THE ODD)"
|
|
14 |
Coil Man |
5hp |
|
15 |
Jaw-Goat |
6hp |
Gathering bones for its nest. Not so interested in your bones. |
16 |
Hand of the Mountain |
15hp |
Here to reclaim anything mineral for the mountain. Appears out of the Earth and returns back to it if you cross water or a canyon. |
17 |
Abyss Spirit |
10hp |
|
18 |
Iceberg Spirit |
12hp |
|
19 |
Smog Spirit |
6hp |
Immune to physical attacks but disperses if left alone. |
20 |
Pickling Spirit |
8hp |
Anything killed is preserved and delicious. |
21 |
Heat Spirit |
12hp |
Longs to be cooled down which causes it to become peaceful. |
22 |
Razorwire Spirit |
10hp |
Anybody taking Critical Damage is pulled in to be kept safe. |
23 |
Skeleton Guard |
STR 10, DEX 15, CHA 1, 5hp |
|
24 |
Beholder |
STR 15, DEX 10, CHA 5, 12hp |
|
25 |
Colossal Red Dragon |
STR 19, DEX 10, CHA 14, 18hp |
|
26 |
Ice Devil |
STR 15, DEX 17, CHA 2, 11hp |
|
27 |
Aboleth |
STR 16, DEX 4, CHA 19, 9hp |
|
28 |
Gelatinous Cube |
STR 13, DEX 3, CHA 0, 1hp |
|
29 |
Dust Hag |
STR 8, DEX 13, WIL 11, 7hp |
|
30 |
Beckoning Shadow |
STR 10, DEX 17, WIL 13, 6hp. |
|
31 |
Strange Hunter |
STR 13, DEX 13, WIL 12, 14hp |
|
32 |
Roll 2d6 Boxmen Worship-Team |
STR 8, DEX 4, WIL 5, 4hp |
Too much time in the Far Lands changes people. ORDER: Roll on "Orders"
|
33 |
Gun Idol |
STR 16, DEX 7, WIL 4, 20hp |
|
34 |
Barkeater |
STR 17, DEX 15, WIL 14, 6hp |
Feral King. Or offer to fight you naked in return for his blessing and safe passage (win or lose, but if he beats you he must pass a WIL Save to avoid going too far and killing you). Or Declare you as trespassers and run off into the woods to set up traps and ambushes. |
35 |
Grussmuck |
STR 8, DEX 15, WIL 4, 14hp |
Spirit of Mud. Or Offer a trade of Mudapples (incredibly tasty potatoes drawn from the mud-realm) for the promise they'll help him cover something clean and beautiful in mud. Or Pick the most beautiful, cleanest person or thing in the group, and do anything to cover it in mud. |
36 |
Milkynewt |
STR 3, DEX 15, WIL 2 |
Subservient Little Lizard. Resolve: {Immediately bow to you in an offer to serve, welcoming any violence you dish out onto it.|Serve you honestly and loyally, no matter how dangerous or demeaning the work.|Betray you at the first opportunity for a new master.} |
37 |
Piston Monkey |
8hp |
|
38 |
Nature-Purist |
3hp |
|
39 |
Meat-Titan |
13hp |
A sort of elephant flesh-golem. |
40 |
Duty Spirit |
STR 6, DEX 15, WIL 19, 10hp |
|
41 |
Lizard Spirit |
STR 16, DEX 18, WIL 15, 15hp |
|
42 |
Borough Spirit |
STR 18, DEX 4, WIL 15, 12hp |
|
43 |
Psychiatric Spirit |
STR 15, DEX 13, WIL 16, 15hp |
|
44 |
Adorer (Inverse Beholder) |
STR 15, 8hp |
|
45 |
Steel Demon (Inverse Rust Monster) |
DEX 18, 9hp |
|
46 |
Calciferous Mound (Inverse Gelatinous Cube) |
STR 15 |
|
47 |
Viridian Moth (Inverse Purple Worm) |
STR 1, 4hp. |
|
48 |
Sharling (Inverse Bulette) |
STR 16, 5hp |
|
49 |
Force Leech (Inverse Mind Flayer) |
5hp |
|
Subcharts
Orders (d8)
d8 | Result |
---|---|
1 |
Blood Box: Require fresh blood poured into their face-slit each day to avoid going into a cannibalistic frenzy. |
2 |
Protectors: Always looking for a victim to protect, or more accurately a villain to punish. |
3 |
Eat-Noise: Elitists that believe they have the duty to move across reality consuming everything. |
4 |
Un-Rulers: Want to take down anyone claiming to rule another, to allow pure worship of the Gun Idols. |
5 |
Downfallers: Really love watching things crumble. |
6 |
Scab-Band: Believe that the holiest act is to almost destroy something and let it grow back stronger. |
7 |
Sinking Ships: Believe that reality is ending any minute now, so help it along any way you can. |
8 |
Ultimate Violets: Seek out all other false Gun-Idols and destroy them. |
GUN IDOL (d6)
d6 | Result |
---|---|
1 |
Redbird: Beat its flabby useless wings (d6) and fire a beam of liquid red energy (d12). |
2 |
Alchemiphant: Eats lesser minerals and excretes gold. Fires explosive blasts from a corrugated trunk (d12). |
3 |
Sun Dog: Spends the whole day basking in the sun to fire a beams of black energy by night (d12). |
4 |
Birther: Blind, its eyes gouged out in a past battle, it releases a swarm of explosive flying-things from its maw (d12 blast). |
5 |
Melt-Child: Doesn't have a gun as such, but can glow with energy to melt everything within 50m (d12 ongoing damage, can sustain for rounds before requiring a day's rest). The worship-team have adapted their suits to be immune to this. |
6 |
Raggy: All rotten and mangy, his gun has fallen off and his jaw hangs limp, but his team still worship him. |
Dragon movility (d6)
d6 | Result |
---|---|
1 |
Glide on giant bat wings, but can only crawl clumsily on land. |
2 |
Burrow through ground like a landshark. |
3 |
Slither into shadows, popping out from any other shadow large enough. |
4 |
Charge around like a juggernaut, smashing through anything. |
5 |
Float gracefully through the air with perfect control. |
6 |
Climb and leap great distances. |
dragon breath weapon (d6)
d6 | Result |
---|---|
1 |
Roll on "dragon fire +" |
2 |
Choking smoke that makes the air unbreathable. Lost d6 STR each turn you stay in. |
3 |
Clouds that stick around and flash with lightning (d10, ignore Armour) |
4 |
Dirt, mountains of it. No damage but you're buried. |
5 |
Sonic blasts that throw things away (d8 damage) and shatter hard objects. |
6 |
Lava that pools around (d12 damage) |
dragon fire + (d6)
d6 | Result |
---|---|
1 |
Green fire that can be manipulated into shapes and illusions. |
2 |
Black fire that only harms living matter. |
3 |
Blue fire that holds you in place while it burns you (STR Save to escape) |
4 |
Pink fire that sticks to you and cannot be extinguished unless the dragon wills it. |
5 |
White fire thatonly burns non-living matter. |
6 |
Golden fire that causes all the pain of burning, but no physical damage. |
dragon enviroment (d6)
d6 | Result |
---|---|
1 |
Animates the bulk matter of its environment into animated servitors. |
2 |
Devours its environment, always seeking its next home. |
3 |
Literally made out of its environment, born out of nature as its avatar. |
4 |
Trapped in it. Everything about its environment will fight to keep the dragon there. |
5 |
Worships it, despite its indifference, and fiercely fights any perceived threat. |
6 |
It was all created by the dragon. In addition to its normal breath it can conjure up whatever matter is needed to make more of its environment. |