D20 HEROIC FANTASY
‘ERETS CAMPAIGN SOURCEBOOK
SWORD AND SORCERY IN THE
EARLIEST AND MOST EPIC OF ANTE-DELUVIAN AGES
COPYRIGHT INFORMATION: The world of ‘Erets is a Sword and
Sorcery Campaign based off the exciting Epic Fantasy setting of a series of
short stories written by Sir Gerard Luft, KDM. ‘Erets, Daitya
and Chanowk are Copyright 2003 © Sir Gerard Luft, KDM. All rights
reserved.
BASICS
Before Conan ruled Aquilonia… Before Kull ruled Valusia… Before Elric ruled Melnibone… and even before Sauron ruled them all, there was ‘Erets. It is the dawn of mankind. Magic is ruled by the Wizards of Daitya, and is usurped by the Sorcerers of Nod. The ancient gods of men live, eat and sleep in the cold north with their human subjects and Dwarven friends, battling serpent men and beast men who try to claim Vanaheim and Asgard for their own. Hell itself can be crossed by foot in the blasted lands of Acheron and Stygia, bordered by the River Styx. Great galleons climb the ether to the moon, and men can touch the astral plane at the edges of the world. The alien Eldar, with their Halfling kin, hide from man and Lemurian alike. The giant Nephiyl, star-spawn of the Great Cthulhu, rule on land and in the sea. And beings completely alien and inimical to man dominate the land and seas of Mu to the far south. The world of ‘Erets is classic Sword and Sorcery with just a hint of Epic Fantasy, as larger than life Heroes battle monsters and alien gods for man’s survival in his earliest days.
All you need to play D20 Heroic Fantasy is this Sourcebook
of the world of ‘Erets, the D20 3.5 System Reference Document and a love of Sword
and Sorcery.
In addition to the standard D20 Ability Scores of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, each character has a SANITY score:
SANITY=WISDOM x 5
MAXIMUM SANITY= 99
SANITY LOSS
There are only three alignments for characters: Lawful, Chaotic and Neutral. Based on actions the player characters make, the DM assigns them either a Law point or a Chaos point or a Neutral point. The DM awards or penalizes Alignment Points based on the Following actions:
Points |
Action |
3 |
For each Lawful human converted to Chaos |
1 |
For each human soul slain and dedicated to Patron Lord |
=CR |
Kills an elemental |
1 |
For Destroying an Item of Virtue |
10 |
For making a pilgrimage to Hwaamgaal in Pang Tang |
6 |
For meeting the Theocrat of Chaos |
1D10 |
For participating in a military attack on a Lawful nation |
1D6 |
For each new shrine of Chaos founded |
2D6 |
For each new |
1D4 |
For each time the adventurer uses a random method to decide its next course of action in the course of the game |
2 |
For each elemental priest slain |
2 |
For each Lawful priest slain |
4 |
For each Lawful Agent slain |
8 |
For each Lawful Champion slain |
1 |
For each bound demon |
2 |
For each Characteristic point sacrificed to Chaos |
1 |
Frees someone |
2 |
Invocation restores someone’s life |
1 |
Learns magic (per spell level) |
1 |
Murders |
1 |
Rescues someone from danger |
2 |
Invokes a Lord of Chaos |
1 |
For each demon summoned |
1 |
Takes advantage |
1 |
Takes revenge |
1 |
Tells a significant lie |
1 |
Speaks with the dead |
1 |
Steals something important |
1 |
Wounds someone |
Points |
Action |
3 |
For each Chaotic human converted to Law |
1 |
For each Chaotic human slain |
=CR |
Kills an elemental |
=CR |
Kills an demon |
20 |
For making a pilgrimage to Kaneloon |
15 |
For meeting Myshella, Empress of the Dawn |
1D10 |
For participating in a military attack on a Chaotic nation |
1D6 |
For each new shrine of Law founded |
2D6 |
For each new |
1 |
For each elemental slain |
2 |
For each elemental priest slain |
3 |
For each Chaotic priest slain |
5 |
For each Chaotic Agent slain |
10 |
For each Chaotic Champion slain |
1 |
For each Item of Virtue owned |
1 |
Invocation restores someone’s life |
1 |
For each skill over 100% |
1 |
charity |
1 |
Rescues someone from danger |
5 |
Invokes a Lord of Law |
-1 |
Tells a significant lie |
-5 |
For each demon summoned |
Points |
Action |
3 |
For each Chaotic or Lawful human converted to the Balance |
20 |
For making a pilgrimage to Tanelorn |
15 |
For meeting a Grey Lord |
1 |
For each 20% known of the skills Insight and Million Spheres known (e.g. 80% = 8 points) |
1 |
Frees someone |
1 |
Gives charity |
1 |
Heals someone mortally ill |
1 |
Imprisons some one |
3 |
Loves another |
1 |
Makes something unique and beautiful |
2 |
Rescues someone from danger |
1 |
Tells a significant truth |
-1 |
Speaks with the dead |
-2 |
Invocation restores someone’s life |
-5 |
Object-binds an elemental |
When one Alignment of the character exceeds the combined total of the others by 100, then he becomes a CHAMPION (explained later).
When PCs are first created they may choice to favor one alignment. The character than rolls 1d3 to determine how many Alignment Points he begins with:
Law: For each Law point a character begins with and gains during the course of a campaign, the character may add 1 skill rank to any skill, even non-class skills. Except for Daityan Wizards, Paladins and Clerics, the character may not begin with a Spell Casting Class.
Neutral: For each Neutral Point a character begins with and gains during the course of a campaign a character may raise his lowest Ability by 1.
Chaos: All characters that choose a spell casting class must begin as Chaotic (except for Daityan Wizards, Paladins, or Clerics). For every Chaotic points a character begins with and gains during the course of a campaign they purchase a spell whose spell level is equal to the Chaos Points allotted to it.
During this Age there were far more races of men than in later ages. To play a particular class, one must play a race in which that class is available for (e.g., the Wizard Class is only available to Daityans and Eldar). These are the Player Character Races of ‘Erets:
Name |
Ability Modifiers |
Racial Traits |
Available Classes |
Typical Appearance |
Aesir and Aesir Dwarves |
Con +2 |
+2 racial bonus to Intimidate and Wilderness Lore skills |
Barbarian, Druid, Ranger, Shaman |
Golden-haired, blue-eyed, bearded barbarians, with chain
hauberks, axes and wooden shields |
Eldar
Elves |
Dex +2, Con -2 |
+2 saves vs enchantments, immune
to sleep spells |
Cleric, Fighter, Wizard |
Tall and lean, with angled faces and pointed ears, and
golden skin and hair |
Str +1, Cha +1 |
+2 racial bonus to Ride and Diplomacy skills |
Cleric, Fighter, Ranger, Rogue |
Tawny-haired, grey-eyed, fair-skinned people |
|
Halfling
Elves |
Dex +2, Str-2 |
+2 racial bonus to Climb, Jump, and Move Silently; +1 to
saves; +2 morale; +1 attack with thrown weapons, +2 to listen checks |
Fighter, Rogue |
Short and lean, with angled faces and pointed ears, and
golden skin and hair |
Dex +1, Con +1 |
+2 racial bonus to Climb and Intuit Direction skills |
Barbarian, Druid, Ranger, Shaman |
Dark-haired, bronze-skinned hillsmen,
bare-chested with steel shields and battle-axes |
|
Con +1, |
+2 racial bonus to Gather Information skill |
Cleric, Fighter, Ranger, Rogue |
Dark-skinned as Hyborians go,
due to intermixing with the Zamorans, with stout
build and tawny hair |
|
Con +1, |
+2 racial bonus to Intimidate and Knowledge (nature)
skills |
Druid, Fighter, Ranger, Rogue, Sorcerer, Wizard |
Tall, unnaturally thin, fair-skinned folk with light
brown-blonde hair and blue-green eyes |
|
Str +1, |
+2 racial bonus to Bluff and Knowledge (religion) skills |
Cleric, Fighter, Ranger, Rogue, Sorcerer |
Short, stout, broad-shouldered people with light brown
skins, blue or brown eyes, and steely-blue hair (much like the Shemites, to whom they are distantly related) |
|
Dex +1, Int +1 |
+2 racial bonus to Concentration and Tumble skills |
Cleric, Fighter, Monk, Rogue, Shaman, Sorcerer, Samurai |
Black-haired and yellow-skinned with slanted dark eyes,
dressed in silk robes and oriental armor |
|
Kushite and Pargian |
Str +1, Dex +1 |
+2 racial bonus to Hide and Wilderness Lore skills |
Barbarian, Cleric, Druid, Fighter, Ranger, Rogue, Shaman,
Sorcerer |
Light brown to deep black skin and savage eyes |
Pictish and Pictish Dwarves |
Dex +1, Con +1 |
+2 racial bonus to Move Silently and Wilderness Lore
skills |
Barbarian, Druid, Ranger, Shaman |
Short, stocky, dark skinned people with wild black hair
confined by copper bands, decorated with feathers |
Con +1, |
+2 racial bonus to Diplomacy and Gather Information skills |
Cleric, Fighter, Rogue, Paladin, Wizard |
Generally of medium height, though sometimes when mixed
with Stygian blood, gigantic, broadly and strongly built, with hook noses,
dark eyes, and blue-black hair |
|
Stygian
and Acheron |
Int +2 |
+2 racial bonus to Knowledge (arcana)
or Knowledge (religion) skill, and +2 racial bonus to Spellcraft skill |
Cleric, Fighter, Rogue, Socerer |
The ruling class is tall, hawk-faced, bronze-skinned with
dark hair and black eyes, the lower classes are a downtrodden, mongrel horde,
a mixture of Kushite, Stygian, Shemitish,
even Hyborian bloods |
Vanir and Vanir Dwarves |
Str +2 |
+2 racial bonus to Ride and Swim skills |
Barbarian, Druid, Ranger, Shaman |
Red-haired ravagers and raiders in longships,
with ring mail, horsehide shields, spears and swords |
FREQUENCY: Unique INTELLIGENCE: Average SANITY LOSS: 1D6/1D20 |
|
|
This terrible creature has the form of a humanoid with 50-foot wings. It is
covered with peacock-type feathers. It is sometimes sent by the gods of Chaos
to kill their special enemies.
It attacks with its talons as an 11 HD monster. Its wings
have a 50% chance of fouling any weapon used against it so that the weapon will
not hurt the creature that round.
BABOON DEMON OF THE RING OF SET
Contributed by: Thulsa (thulsa@xoth.net)
"Simon shuddered. He felt the presence of
something close behind him, but a strange fear kept him from turning around.
Some of Set's minions, legend claimed, had shapes that would blast men's
sanity, and Simon did not wish to put the old tales to the test."
- Richard L. Tierney: "The Ring of Set"
Large
Outsider
Hit Dice: 11d8+44 (93 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 26 (-1 size, +1 Dex, +16 natural)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 2d4+6, claw 1d6+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Insanity gaze, rend 2d6+12
Special Qualities: Damage reduction 20/+2, SR 24, immunities,
resistances
Saves: Fort +11, Ref +8, Will +13
Abilities: Str 23, Dex 13, Con 19, Int 6, Wis 8, Cha 16
Skills: Climb +14, Move Silently +9, Spot +9
Feats: Cleave, Power Attack, Multiattack,
Track
Climate/Terrain: Any
Organization: Unique
Challenge Rating: 13
SANITY LOSS: 1/1D20
Treasure: None
Alignment: n/a
Advancement: None
Appearance: Not unlike a gigantic baboon, the demon
of the Ring of Set stands a full nine feet tall, with black fur, a
slavering, fanged mouth and yellow eyes that burn with savage insanity. No such
ape ever walked the earth, not even in monster-birthing Stygia.
The demon of the Ring cannot speak, but always understands
the spoken commands of the ring-wearer.
Combat: The baboon-demon uses simple tactics; it
simply attacks with claws and bite, while its gaze attack disables the victim.
If the demon is slain, it is banished back to the ring, and
cannot be summoned forth again for a full year.
Habitat/Society: From what hell the baboon-demon is
spawned is unknown, however it is bound into the fabled Ring of Set
(also known as the Serpent Ring of Set), believed to have fueled Thoth-Amon's rise to power.
The wearer of the ring can summon the baboon-demon at any
time (although it requires blood sacrifice), but this can prove to be very
dangerous to those too weak to control it.
Ecology: The demon is an unnatural thing, forever
bound to the Ring of Set.
Medium-size Aberration (Aquatic) (Lesser Servitor Race)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., swim 30 ft.
AC: 10
Attacks: 2 paws +1 melee, or by weapon +1 melee or +1 ranged
Damage: Paw 1d6, by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Silent spells, telepathy
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 10, Dex 11, Con 11, Int 16, Wis 11, Cha 14
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move
Silently +4, Sense Motive +4, Spot +5
Feats: Combat Casting, Improved Initiative, Weapon Proficiency (1)
CR: 2
Climate/Terrain: Any
Organization: Solitary or mob (2-12)
Treasure: Standard
Alignment: Any
Advancement: 2-6 HD (Medium-size)
Sanity Loss: 0/1d6
"The beings of Ib were in hue as green as the
lake and the mists that rise above it ... they had bulging eyes, pouting,
flabby lips, and curious ears, and were without voice ... [the men of Sarnath] found the beings weak, and soft as jelly to the
touch of stones and arrows."
—H. P. Lovecraft, "The Doom that Came to Sarnath"
A being of Ib
is a flabby, amphibious, froggish thing, pale green
like the color of pond algae. Its eyes bulge from its head, and its wide mouth
is rimmed with large down turned lips reminiscent of a fish. The body of a
being of Ib is soggy and
corpulent, soft to the touch. The beings of Ib are incapable of speaking, but this in no way
hinders their ability communicate or cast spells.
Servitors of a reptilian Great Old One named Bokrug, the beings of Ib are creatures that inhabitants of Earth's Dreamlands believe
originally hailed from the Moon. These mysterious creatures, and their stone
city, Ib, descended from the
sky in a cloud of dank fog. The beings of Ib
are believed to be extinct in the Dreamlands now, exterminated by the men of Sarnath. There may yet be some living beings of Ib dwelling in hidden cities on
the moon or elsewhere, but most encounters with these strange creatures are
with their ghosts (see below).
Combat
A being of Ib swipes at its
opponent with its paws, inflicting slam damage. Beings of Ib are also capable of wielding melee weapons.
Spells: A being of Ib
with a Charisma of at least 14 will know 1d6 spells. All beings of Ib capable of casting spells know contact
Bokrug.
Silent Spells (Su): A being of Ib
can ignore any Verbal component of spells it casts.
Telepathy (Su): A being of Ib
can communicate telepathically with any other being of Ib
within 100 feet. Any other creature attempting telepathic contact with a being
of Ib must make a Will save
(DC 12) or be stunned for 1d3 rounds. Whether or not the save succeeds, the
creature loses 0/1d4 Sanity for making contact with the alien mind of the being
of Ib.
Sample Ghost of Ib
Medium-size Undead (Incorporeal) (Lesser Servitor Race)
Hit Dice: 2d12 (13 hp)
Initiative: +4 (Improved Initiative)
Speed: Fly 30 ft. (perfect)
AC: 12 (+2 deflection)
Attacks: (2 paws +1 melee)
Damage: (Paw 1d6)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, manifestation, corrupting gaze, corrupting
touch, grasp of Cthulhu, horrific appearance
Special Qualities: Silent spells, telepathy, incorporeal, darkvision 60 ft., rejuvenation, undead
Saves: Fort +0, Ref +0, Will +3
Abilities: Str (10), Dex 11, Con —, Int 16, Wis 11, Cha 18
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move
Silently +4, Sense Motive +4, Spot +5
Feats: Combat Casting, Improved Initiative, Weapon Proficiency (1)
CR: 4
Small Elemental (Water)
Hit Dice: 1d8 (hp 4)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: fly 30 ft. (good), swim 30 ft.
AC: 10 (+1 size, -1 Dex)
Attacks: Pseudopod -2 melee touch
Damage: 0
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Extinguish fires
Special Qualities: Elemental; amphibious; damage resistance (special)
Saves: Fort +2, Ref -1, Will -1
Abilities: Str
6, Dex 8, Con 10, Int 6,
Skills: Hide +2, Listen +2, Move Silently +2, Spot +2
Feats: Improved Initiative
Climate/Terrain: Dark Dimension, and any aquatic
Organization: Solitary or school (2-4)
Challenge Rating: ¼
Sanity Loss: 0/1d4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Blupes are flying amoeba-like water elementals from the Dark Dimension (home of the god Zo-Kalar). They are often summoned by wizards and priests to combat fire-based menaces. (Spellcasters familiar with blupes may call one using either summon monster I or nature's ally I.) Blupes understand Aquan, but cannot speak.
Combat
Blupes have no effective attack except against fire-based creatures, which they extinguish.
Extinguish fires (Ex): A blupe can extinguish normal fires with a touch, but take damage as follows: candle 0, torch 1, campfire 1d6, bonfire 2d6 (or more). A blupe may also make a melee touch attack against a fire elemental in an attempt to damage or destroy the target. Such an attack does 2d6 damage to the fire elemental, but also does 1d6 damage to the blupe. Against a fire elemental of 2 HD or less, such an attack kills the target outright unless the blupe itself is killed by the damage it takes.
Elemental: Immune to poison, sleep, paralysis, stunning, critical hits or flanking.
Amphibious (Ex): Blupes may survive in air indefinitely.
Damage resistance (Ex): Blupes take minimum damage from all physical attacks. Fire-based attacks do normal damage.
BYAKHEE (servants of Hastur)
Huge Outsider (evil)
Hit Dice: 10d8 +50 (95 hp)
Initiative: -1 (dex)
Speed: 10 ft, fly 60 ft
AC: 14 (-2 size, -1 dex, +7 natural)
Attacks: claw +17/+15 melee
Damage: claw 2d6 +9
Face/Reach: 5 ft x 10ft/ 15 ft
Special Attacks: Psionics
Special Qualities: Darkvision, Spell resistance 20, teleport
Saves: Fort +12, Ref +6, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 10, Wis 15, Cha 8
Skills: Move Silently +12, Listen +12, Spot +12, Search +13, Intimidate
+12, Endurance +20
Feats: Snatch (MM page 62), Multiattack, Flyby
Attack
Climate/Terrain: Any land and underground
Organization: Brood (2-5)
Challenge Rating: 5
Sanity Loss: 0/1d8
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class
Byakhee are giant furry bat-like creatures with humanoid
legs that enable them to stand like men. They stand 20 feet tall, with an
equal wingspan.
Clerics of Hastur use a Gate spell to summon them to
serve, and the Byakhee will follow unquestioningly if the cleric possesses an
Elder Sign. They are full Telepaths and only communicate in this manner.
Combat
Byakhee generally swoop and attack with their feet, often snatching up prey to
drop them later.
Psionics (Sp): Control Shadow
1/day: It controls a normal shadow like a puppet.
Telempathic Projection 1/day: It modifies a subject's
emotions
Daze 1/day: Creature loses next action
Demoralize 1/day: Foes suffer -1 penalty on some actions.
Teleport (Sp): The Byakhee can teleport at
will.
Darkvision (Ex): Range of 60 ft.
Medium-size Aberration (Lesser Independent Race)
Hit Dice: 2d8-2 (7 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 12 (+2 Dex)
Attacks: 4 claws +3 melee, bite -2 melee
Damage: Claw 1d4+2, bite 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: DR 10/+1, space leap, darkvision
120 ft.
Saves: Fort -2, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 7, Int 13, Wis 14, Cha 13
Skills: Dream Lore +4*, Hide +7, Jump +7, Listen +7, Move Silently +7,
Spot +7
Feats: Dodge
CR: 1
Climate/Terrain: Saturn and the dark side of the moon of the Earth's
Dreamlands
Organization: Solitary or pride (2-16)
Treasure: Standard
Alignment: Usually any evil
Advancement: 3-6 HD (Medium-size)
Sanity Loss: 0/1d4
These hideous creatures are only "cats" in the sense that they have
an abstract feline body. They body of a cat from Saturn constantly shifts in
indescribable hues and tones, with spiraling patterns giving way to blobs of
color under the most subtle of changes in light and shadow. The head is a
large, flanged, ornate orb fronted by two unblinking round eyes. The tail of a
cat from Saturn is banded in strange alternating colors for which humans have
difficulty finding words. Although generally quadrupedal,
a cat from Saturn has many more legs that it keeps folded against its body. It
can extend any number of these legs at will. Each of the slender articulated
legs of a cat from Saturn ends in a long paw with curled claws like those of
its namesake. Despite their terrifying appearance, the cats from Saturn are
surprisingly frail creatures.
The cats from Saturn are usually only encountered on the dark side of the Moon
of Earth's Dreamlands, where they are in league with the moonbeasts.
These abstract felines are the only creatures the cats of Ulthar
truly fear.
Combat
A cat from Saturn attacks in a manner similar to its
terrestrial namesake. It lashes out at opponents with its many claws—up to four
in a single round—all the while remaining grounded on four other legs.
Spells: A cat from Saturn has a 25% chance of knowing 1d3 spells.
Space Leap (Su): 1/day—A cat from Saturn has
the ability to leap into space, traveling to other worlds. The cat must leap
from a height of greater than 20 feet in order to do so. This supernatural
ability operates in a manner similar to the create gate spell, except
that the activation time is 1 minute, it can only affect the cat, and does not
inflict Strength or Sanity damage.
Skills: "Dream Lore" is a skill specific to the Dreamlands. It
regards geographical knowledge of the lands and kingdoms, as well as the
history of the place and general knowledge regarding the power of dreams. The
specifics of its use are described in greater detail in the Dreamlands
sourcebook. Further interpretation and conversion may be necessary for a Call
of Cthulhu D20 campaign set in the Dreamlands.
Optional Rule: CAT of ULTHAR (PC Race)
Ulthar, a quaint village in
Earth's Dreamlands, is the home to thousands of cats. This is the place to
which earthly cats venture when they dream. Passing beyond the wall of sleep, a
cat becomes intelligent, as smart as a human. The cats of Ulthar
speak their own language, and can learn to understand the languages of others.
Cat of Ulthar Player Characters
At the GM's discretion, a player can create a Cat of Ulthar as a character. Although a Cat of Ulthar could, technically, learn various Weapon Proficiency
Feats, it cannot make use of them; a Cat of Ulthar
does not have opposable thumbs. This cat is only playable as a character in the
Dreamlands; on Earth, it is a normal housecat with no knowledge or memory of
its existence in Ulthar. A cat has the following base
characteristics:
Size: Tiny.
Type: Magical Beast.
Hit Dice: As Investigator (d6).
Speed: 30 ft.
AC: +2 size
Attacks: 2 claws, 1 bite; the attack bonus is calculated from the Base
Attack Bonus for level, +2 for its size, and its Dexterity modifier.
Damage: Claw 1d2 - Str bonus, bite 1d3 - Str bonus
Face/Reach: 2½ ft. by 2½ ft./ 2½ ft.
Special Quality, Space Leap (Su): 1/day—A Cat of Ulthar
has the ability to leap into space, traveling to other worlds. The cat must
leap from a height of greater than 20 feet in order to do so. This supernatural
ability operates in a manner similar to the create gate spell, except
that the activation time is 1 minute, it can only affect the cat, and does not
inflict Strength or Sanity damage.
Abilities: Str 1d6, Dex +4, Wis +2, Cha -2
Skills: In the Dreamlands a Cat of Ulthar can
learn skills and gain levels like an Investigator. The following are suggested
core skills for a Cat of Ulthar: Balance, Climb,
Hide, Jump, Listen, Move Silently, Spot, Tumble, Wilderness Lore, plus 3
others. A cat receives a +4 racial bonus to Hide and Move Silently checks and a
+8 racial bonus to Balance checks. They use their Dexterity modifier for Climb
checks.
Feats: Like an Investigator, a Cat of Ulthar
gains 2 Feats at 1st level, then one a 3rd and every three levels after that. A
cat receives the Weapon Finesse (Claw, Bite) feats for free.
CR: 1 per level.
Climate/Terrain: Any land, generally in Ulthar
and its environs.
Organization: Solitary or pride (2-12).
Treasure: Standard.
Alignment: Any, usually chaotic good.
Advancement: As Investigator.
Sanity Loss: 0
Sample Cat: 1st level Defense Option Cat of Ulthar
CR 1; Tiny Magical Beast; Hit Dice 1d6; Hp 6; Init +6 (Dex, Improved
Initiative); Speed 30 ft.; AC 14 (+2 size, +2 Dex); Attacks 2 claws +4 melee,
bite -1 melee; Special Qualities Space Leap; Saves Fort +0, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 7.
Skills: Balance +3, Climb +3, Hide +11, Jump -3, Listen +2, Move Silently +3,
Spot +2, Tumble +3
Feats: Improved Initiative, Skill Emphasis (Move Silently), Weapon Finesse
(Bite, Claw)
FREQUENCY: Very rare INTELLIGENCE: Low SANITY LOSS: 0/1d10 |
|
|
Resembling winged apes, these creatures are perfect guards and are often used
as such. They cannot be affected by magical fear, and are never
surprised. They attack with their powerful clawed hands. If both hands hit a
single opponent, a clakar will do an
additional 1-8 points of damage by rending.
Huge Aberration (Gaseous) (Lesser Independent Race)
Hit Dice: 7d8+49 (80 hp)
Initiative: +0
Speed: Fly 20 ft. (perfect)
AC: 8 (-2 size)
Attacks: Touch +3 melee
Damage: Consume (see below)
Face/Reach: 20 ft. by 20 ft./10 ft.
Special Attacks: Tendril, engulf, consume, grow
Special Qualities: Gaseous, fast healing 5, flight, amorphous
Saves: Fort +9, Ref +2, Will +5
Abilities: Str —, Dex 10, Con 24, Int 4, Wis 11, Cha 4
Skills: Search +7, Spot +7
CR: 7
Climate/Terrain: Any
Organization: Solitary or storm (2-12)
Treasure: None
Alignment: Always neutral
Advancement: (Special, see below)
Sanity Loss: 0/1d6
When clouds begin to mass against the wind in the Dreamlands, those who
understand the implications run in terror. Those who do not are usually never
seen again.
Cloudbeasts are bizarre gaseous creatures that are
practically indiscernible from normal clouds. They are huge, billowing white
shapes that roil and float eerily across the land. Hungry for the flesh of any
living thing they can catch, cloudbeasts endlessly
stalk the skies and descend rapidly on any unfortunate creature that cannot
escape. These misty horrors never maintain a single shape for long. They
constantly shift and reform, opening eyes and mouths and extending limbs
seemingly at random.
Combat
A cloudbeast attacks with a
misty tendril, swiping at its prey.
Tendril (Ex): Normally, a cloudbeast has but a
single tendril with which it can attack. It can, however, extend many
additional tendrils from its body. Forming an additional tendril deals the cloudbeast 1d6 damage, but it can use all tendrils with its
full attack bonus. Reabsorbing a tendril heals the cloudbeast
of 1 hit point, regardless of how many hit points it cost the cloudbeast to form it.
Engulf (Ex): A cloudbeast can flow over and
around any Huge or smaller creature, completely engulfing it. Opponents that
don't make attacks against the cloudbeast that round
are allowed to make Reflex saves (DC 13) to avoid the attack.
Only creatures that can move more than 20 feet in a round can avoid this
attack—others are simply too slow to get out of the way. An engulfed opponent
receives an automatic Consume attack every round.
Consume (Su): If a cloudbeast touches a living
opponent, the opponent must make a Fortitude save (DC
20) or be transformed into a damp mist. The cloudbeast
then assimilates this mist into its form and consumes it.
Grow (Ex): A cloudbeast grows by consuming
living victims. To increase its size by 1 level, a cloud beast must consume 1
Huge, 2 Large, 4 Medium-size, 8 Small, or 16 Tiny
creatures. If it consumes creatures smaller than Tiny they do not affect its
size. Thus, a cloudbeast that consumes 4 humans will
increase in size from Huge to Gargantuan. This size increase does not affect
the Hit Dice or ability scores of the cloudbeast,
however its AC and to-hit bonus decrease by 1 each per size level increase.
Once a cloudbeast grows to Colossal
size, it rises high into the atmosphere and splits into 2d3 Huge cloudbeasts.
Gaseous Form (Su): A cloudbeast can flow
through small openings, and has damage reduction of 20/+1. It does not need to
breathe but cannot enter water or other liquid. It can be affected by winds,
and requires a Spot Check (DC 15) to discern from natural mist. A cloudbeast always moves silently.
Flight (Ex): A cloudbeast's body is naturally
buoyant, allowing it to fly with perfect maneuverability.
Amorphous (Ex): A cloudbeast has no clear
front or back, and no apparent vital organs. It is immune to critical hits and
cannot be flanked.
FREQUENCY: Very rare SANITY LOSS: 0/1d8 |
|
Created by a long-dead race of wizards, these beasts are half bird and half
dog. They have the legs and body of a wolfhound and the talons and head of a
giant hawk. These things are faultless trackers, able to follow a scent up to a
week old. They hunt in packs and attack with a claw/claw/bite routine.
Contributed by: Thulsa (thulsa@xoth.net)
"I am very old, oh man
of the waste countries; long and long ago I came to this planet with others of
my world, from the green planet Yag, which circles
for ever in the outer fringe of this universe. We swept through space on mighty
wings that drove us through the cosmos quicker than light, because we had
warred with the kings of Yag
and were defeated and outcast. But we could never return, for on earth our
wings withered from our shoulders. Here we abode apart from earthly life. We
fought the strange and terrible forms of life which then walked the earth, so
that we became feared, and were not molested in the dim jungles of the east,
where we had our abode." -- Robert E. Howard: "The Tower
of the Elephant"
Large
Outsider
Hit Dice: 11d8+33 (83 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
AC: 16 (-1 size, +7 natural)
Attacks: Gore +15 melee, 2 fists +10 melee
Damage: Gore 1d4+5, fist slam 1d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/+2, SR 22, resistances
Saves: Fort +10, Ref +7, Will +13
Abilities: Str 21, Dex 11, Con 17, Int 21, Wis 18, Cha 16
Skills: Alchemy +8, Animal Empathy +17, Concentration +17, Decipher
Script +19, Diplomacy +17, Heal +18, Intimidate +18, Knowledge (arcana) +19, Sense Motive +18, Spellcraft +19, Wilderness
Lore +18
Feats: Flyby Attack, Iron Will, Spell Penetration
Climate/Terrain: Any
Organization: Solitary, pair, conclave (2-4) or tribe (10-20)
Challenge Rating: 13
Sanity: 1d6/1d20
Treasure: Special
Alignment: n/a
Advancement: By character class
Appearance: The elephant-beings of Yag are a race of winged,
elephant-headed humanoids from another planet or dimension. They have green
skin, topaz eyes, wide flaring ears, a curling proboscis and white tusks.
Elephant-beings of Yag,
due to their extreme longevity, usually learn to speak and understand most
human languages.
Combat: The elephant-beings of Yag rely primarily on their magical abilities in
combat, although they will not hesitate to use their considerable physical
strength if it seems appropriate to the situation.
Habitat/Society: Originally from the green planet Yag on the outer rim of space, a
number of their race rebelled against their kings, but were defeated and cast
out. They fled through space on great wings which carried them quicker than
light, and came to earth before the rise of Atlantis and Valusia. They
witnessed the Cataclysm and were worshipped as gods by the jungle-folk of the
East.
Ecology: The elephant-beings of Yag are not immortal, although their lifespans are claimed to be "as the lives of planets
and constellations". Upon coming to earth, the race lost their wings and
could not escape from the planet. As such it is a dead or dying race; Yag-Kosha was the only known specimen left alive before he
asked Conan to kill him, thus releasing him from his earthly prison.
FREQUENCY: Very rare SANITY LOSS: 1/1d10 |
|
When summoned, the Elenoin appear as tall women with
flaming red hair and shark-like teeth. They whirl two-handed swords to deadly
effect. They fight as 10th level fighters and fear no enemy save the Grahluks, who come from the same plane as the Elenoin. If the Elenoin are
summoned to fight on the Prime Material Plane, there is a 5% chance that the Grahluks will appear at the same time to combat them, even
if none of the opponents of the Elenoin know the
spell to summon them. If these ape-like enemies appear, the Elenoin
will break off whatever they are doing and start fighting their hereditary
enemies.
GHOULS
Ghouls and ghasts can create spawn
from their fallen foes, assuming
they do not devour them.While the MM’s “ghoul” entry
works well for a human (and an elf
or similar humanoid), some
creatures probably should work
differently if slain by a ghoul. The
MM entry even suggests such under the “create spawn”
ability.
Creating a Ghoul or Ghast
“Ghoul” is a template that can be added to any humanoid or
monstrous humanoid (referred to
hereafter as the “base creature”).
Ghouls result from the eaten victims of other ghouls, while
the
more powerful ghasts
result from creatures killed by ghasts. However,
this template uses the term “ghoul”
to refer to either creature.
After assuming the template, the creature’s type becomes
“undead.” It keeps whatever subtype
the base creature may have
had, so, unlike with mindless
undead such as zombies, ghouls
and ghasts
retain an essence of what they were in life. A ghoul
uses all the base creature’s
statistics and inherent (racial) special
abilities except as noted below. A
very few ghouls (about 10
percent) that possessed class
abilities (HD, spells, skills, sneak
attacks, and so on) in life retain
them as ghouls.
Hit Dice: Increase to d12 and add +1 extra HD for
ghoul.
Increase to d12 and add +3 extra HD for ghast.
Speed: If the base creature can fly, its
maneuverability rating
drops to Clumsy.
AC: Natural armor improves by +2 for ghouls. It
improves
by +4 for ghasts.
Attacks: Recalculate the ghoul’s melee and ranged
attack
bonuses based on its new type
(undead) and abilities (+2 Strength).
Undead creatures have a base attack of HD x 1/2 (like
wizards).
Damage: Ghouls have impressive bite and mediocre claw
attacks. If the base creature does
not have these attack forms,
use the damage values in the table
below (increase by 1 die type
for ghasts).
Otherwise, use the values below or the base creature’s
damage, whichever is greater.
Bite Claw
Size Damage Damage
Fine 1 —
Diminutive 1d2 —
Tiny 1d3 1
Small 1d4 1d2
Medium 1d6 1d3
Large 1d8 1d4
Huge 2d6 1d6
Gargantuan 2d8 1d8
Colossal 4d6 2d6
Special Attacks: A ghoul or ghast
retains all the special attacks
of the base creature and also gains
the ability to paralyze foes.
Paralysis (Ex): Those hit by a ghoul or ghast’s bite or claw
attack must succeed at a Fortitude
save (DC equals 10 plus half
the creature’s HD plus its Charisma
bonus) or be paralyzed for
1d6+2 minutes (1d6+4 minutes for a ghast). Elves are immune
to a ghoul’s paralysis, but not a ghast’s.
Create Spawn (Su): In most cases, ghouls and ghasts devour
those they kill. From time to time,
however, the bodies of their
humanoid victims lie where they
fell, to rise as ghouls themselves
in 1d4 days. Casting protection
from evil on a body before
the end of that time averts the
transformation.
Special Qualities: A ghoul or ghast
has all the special qualities
of the base creature, plus darkvision with a range of 60 feet.
They also have the qualities of being undead.
Undead: Immune to mind-influencing effects, poison,
sleep,
paralysis, stunning, and disease.
Not subject to critical hits, subdual
damage, ability damage, energy
drain, or death from massive
damage.
Turn Resistance: Ghouls and ghasts
possess +2 turn resistance.
Further, ghasts carry a terrible
stench with them:
Stench (Ex): The stink of death and corruption
surrounding
these creatures is sickening. Those
within 10 feet must succeed
at a Fortitude save (DC equals 10
plus half the creature’s HD
plus the its Charisma bonus) or be
wracked with nausea, suffering
a –2 circumstance penalty to all
attacks, saves, and skill
checks for 1d6+4 minutes.
Saves: Same as the base creature’s, readjusted for
altered
ability scores.
Abilities: Modify the base creature as follows: Str +2,
Dex +4, Con —, Int +2,
Skills: Same as the base creature’s, readjusted for
altered
ability scores.
Feats: Same as the base creature’s.
Climate/Terrain: Same as the base creature’s.
Organization: Same as the base creature’s.
Challenge Rating: Same as the base creature’s +1 (for
ghoul)
Same as the base creature’s +3 (for ghast,
if base creature was
less than 4 HD)
Same as the base creature’s +2 (for ghast,
if base creature was
4 HD or more)
Treasure: Same as the base creature’s.
Alignment: Always chaotic evil.
Advancement: Same as the base creature’s.
Large Monstrous Humanoid (Lesser Independent Race)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 10 (-1 size, +1 Dex)
Attacks: Kick +9 melee, bite +4 melee, or 2 claws +9 melee
Damage: Kick 1d6+6, bite 1d4+3, claw 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend 2d4+4
Special Qualities: Darkvision 120 ft. , scent, light vulnerability
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 22, Dex 13, Con 14, Int 4, Wis 10, Cha 8
Skills: Jump +16, Move Silently +4, Spot +3
Feats: Power Attack
CR: 3
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (2d4)
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-12HD (Large)
Sanity Loss: 0/1d8
"Repulsive beings that die in the light…and leap on long hind legs…a
pair of yellowish red eyes…Ghasts have indeed an
excellent sense of smell…something about the size of a small horse hopped out
into the grey twilight, and Carter turned sick at the aspect of that scabrous
and unwholesome beast, whose face was so curiously human despite the absence of
a nose, a forehead, and other particulars…they spoke in coughing
gutturals."
—H. P. Lovecraft, "The Dream-Quest of
Unknown Kadath."
Ghasts are a carnivorous,
cannibalistic race of degenerate humanoids that live deep in the caverns of the
Earth's Dreamlands. They do, occasionally, cross over into the Waking World.
Ghasts are about 8 feet tall, and hop around on long
legs. The head of a ghast is somewhat human, although
it lacks many of the recognizable features of a human face. They are
perpetually stooped over, and their clawed hands hang to their knees. A ghast will eat nearly any organic material it can fit in
its mouth, including the bodies of their own kind. It is possible to, more or
less, tame a ghast, and many beings use them as
bodyguards, soldiers, or even mounts.
Ghast speak their own language, which consists of
rough barking, coughing sounds.
Combat Ghasts primarily kick in melee, taking
advantage of their long, strong legs. Against particularly tough opponents a ghast will kick and bite, or use its claws.
Rend (Ex): If a ghast hits with both claw
attacks, it latches onto the opponent's body and tears the flesh. This
automatically deals and additional 2d4+4 damage.
Light Vulnerability (Ex): Ghasts suffer a -4
penalty to attack rolls in light. A ghast suffers 1d4
points of temporary Constitution damage per hour it spends in sunlight.
Skills: *Ghasts receive a +4 racial bonus to
Jump checks.
FREQUENCY: Very rare SANITY LOSS: 1d6/1d20 |
|
Grahluks are mortal enemies of the Elenoin and will only travel from their home plane to
combat them. They appear as giant ape-like humanoids and have a strength of 22. They attack as 15 HD monsters, using nets,
shields, and ropes of tremendous strength and mass in battle, as well as
bludgeoning with their fists. Their only goal in life is the death of the Elenoin race, and after defeating them in any battle, the Grahluks will then kill themselves as well.
Medium-size Plant (Lesser Independent Race)
Hit Dice: 5d8+55 (77 hp)
Initiative: +1 (Dex)
Speed: 0 ft.
AC: 11 (+1 Dex)
Attacks: Tendrils +8 melee
Damage: Tendril 1d6 plus ability score drain
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, strength drain
Special Qualities: DR 5/—, continual growth, plant
Saves: Fort +15, Ref +2, Will +5
Abilities: Str 20, Dex 13, Con 32, Int 8, Wis 18, Cha 11
CR: 7
Climate/Terrain: Any land
Organization: Solitary
Treasure: None
Alignment: Always neutral
Advancement: —
Sanity Loss: 1/1d10
"... Morgan's back splits open and a writhing, slime-covered mass rips
its way free from his body. A huge plant, covered with bulging eyeballs and
fanged, lipless mouths, sprouts from Morgan's corpse and begins spreading
creepers and branches throughout the temple complex."
—From the adventure The Pits of Bendal
Dolum, from the supplement Terror from the
Stars (CHA 2313)
To most humans, plants are things of beauty. They are
delicate, fragile flowers. They are strong, sturdy trees. There are some
plants, however, that are as far from beauty as the fragile flower is from the
sturdy tree.
Hell-plants are native to the Dreamlands, lurking in the damp and dismal Jungle
of Kled. A hell-plant is a nightmarish vine
consisting of a bulbous base from which sprout hundreds of creepers. The
creepers of the hell-plant end in lipless, mouth-like apertures that drool and
smack greedily as they writhe in the air. The hell-plant is a vile greenish
color, and constantly oozes a sticky sap that reeks of decay, filth, and other
unmentionable odors. The woody root of the plant is covered in unblinking eyes
that stare out at its victims emotionlessly.
Combat
A hell-plant reaches hungrily with its tendrils, each
tipped with a smacking mouth eager to latch onto a victim. Such a plant has
numerous tendrils, and it can attack any number of opponents with 1d4 tendrils
per round with its full melee bonus as long as they are within range.
Improved Grab (Ex): To use this ability, the hell-plant must hit with
its tendril attack. If it gets a hold, it can begin draining the victim's
Strength. The tendrils of a hell-plant do not constrict or otherwise crush
their victim; they are very strong but only use that strength to restrain their
victims.
Strength Drain (Ex): If the hell-plant gets a hold, it automatically
drains 1 point of temporary Strength per tendril per round. A character reduced
to 0 Strength by a hell-plant dies.
Continual Growth (Su): Once it erupts from its host, a hell-plant grows
at a remarkable rate. It automatically gains 2d6 hit points per round. Every 24
hit points it gains increases its size category by 1 to a maximum size of
Gargantuan. This has no effect on the ability scores or hit dice of the plant,
but for each increase in size, its melee attack bonus and armor class decrease
by 1. In addition, the hell-plant's Face and Reach double for each size level
increase. For example, a Gargantuan hell-plant has AC 7, +4 to melee, and a
Face/Reach of 80 ft. by 80 ft./160 ft..
Plant: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and alteration of its shape. Not subject to critical hits.
Hell-Plant Seeds
Dreamlands sorcerers greedily seek the seeds of the hell-plant, which they
implant in their victims to gain control over them. If a hell-plant seed is
implanted in a living victim, it immediately spreads filament-like roots
throughout the victim's nervous system. The feeding of the insatiable sapling
opens the victim to suggestion. Once the hell-plant seed sprouts, the victim's resistance
is so severely affected that the Duration of a dominate person spell
cast on the victim becomes Unlimited. The sorcerer effectively gains full
control over the victim, even across planes. Victims save with a -4 penalty.
The hell-plant seed will mature in 1 year, at which time it rips out of the
victim and springs to horrendous life.
|
|
KELMAIN FREQUENCY: Very rare |
|
These creatures are a savage race from the dimension of Limbo. They have golden
skin that appears to be carved out of rock. They are humanoid in shape and have
square eyes. The Kelmain fight in golden-colored
armor and usually wield gold-colored broadswords. When summoned, they will
fight on the summoner's plane until the battle is
won, and then keep the land they have fought over. They appear in fighting
forces of 10-10,000 depending on the power and desires of the summoner (and the referee's discretion).
The bulk
of the army are 1st level fighters. Additional leaders
are as follows:
Number |
of Troops |
|
Additional Leader |
5 |
1st level |
|
2nd level |
10 |
|
|
3rd level |
50 |
|
|
4th level |
250 |
|
|
5th level |
1,000 |
|
|
6th level |
5,000 |
|
|
7th level |
10,000 |
|
|
8th level |
Thus, if 10,000 Kelmain troops appear, they will be led by one 8th level leader, two 7th level leaders, ten 6th level, forty 5th level, two hundred 4th level, one thousand third level, and two thousand 2nd level leaders for a total of 13,253 Kelmain. If 10 troops arrived, there would be one 3rd level and two 2nd level leaders.
Small Magical Beast (Lesser Independent Race)
Hit Dice: 1d10-2 (3 hp)
Initiative: +2 (Dex)
Speed: 30 ft. fly (perfect)
AC: 12 (+1 size, +1 Dex)
Attacks: None
Damage: None
Face/Reach: 2½ ft. by 2½ ft./2½ ft.
Special Attacks: Tap ray
Special Qualities: Flight, bioluminescence
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 3, Dex 14, Con 7, Int 4, Wis 13, Cha 12
Skills: Listen +5, Spot +5
Feats: Dodge
CR: ½
Climate/Terrain: Any
Organization: Solitary or swarm (2-20)
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Sanity Loss: 0
A lamp-eft is a glowing, eel-like creature that
normally resides high in the upper atmosphere of Earth's Dreamlands. Four
stubby legs wiggle at its silvery sides. The eyes of a lamp-eft
are large and round, and stare blankly out of its mouthless
head. These creatures resemble some strange fish from the depths of the
ocean—they are a yard long, and glow with a strange bioluminescence.
Combat
Lamp-efts are incapable of
making physical attacks—they lack mouths or any other form of natural weapon.
Their only form of attack is to drain the Wisdom of other living beings. A
lamp-eft out of its natural habitat (i.e. the upper
atmosphere) must consume upwards of 6 Wisdom points per day or it will starve.
Tap Ray (Su): Once per round as an attack action, a lamp eft can project a beam of colorless light from its eyes.
The lamp eft's opponent must make a Reflex save (DC
12) to avoid the ray. If the Reflex save fails, the opponent is struck by the
beam and must then make a Will save (DC 11) or lose one point of temporary
Wisdom.
Flight (Su): A lamp eft's body is naturally
buoyant, allowing the creature to fly with perfect maneuverability.
Bioluminescence (Ex): A lamp-eft puts off a
soft glow roughly equivalent to that of a torch. It lights up an area 5 feet
across per point of Wisdom consumed within the last day.
MAN of LENG
Medium-size Humanoid (Lesser Independent Race)
Hit Dice: 1d6 (9 hp)
Initiative: +0 (Dex)
Speed: 30 ft.
AC: 10 (can wear any armor, however)
Attacks: Spear +1 melee, or +1 ranged
Damage: Spear 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Spells
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10
Skills: Appraise +1, Climb (ship rigging) +1, Hide +1, Knowledge
(navigation) +1, Pilot (galley) +1, Spot +1, Swim +1, Use Rope +1
Feats: Toughness, Weapon Proficiency (Spear)
CR: 1
Climate/Terrain: Earth's Dreamlands, usually in coastal communities
(especially in Dylath-Leen)
Organization: Solitary, mob (2-5), or crew (6-12)
Treasure: Standard
Alignment: Any, usually evil
Advancement: As investigator
Sanity Loss: 0/1d4 (none if the Leng native
covers his inhuman features)
"They leaped as though they had hooves instead of feet, and seemed to
wear a sort of wig or headpiece with small horns. Of other clothing they had
none, but most of them were quite furry. Behind they had dwarfish tails, and
when they glanced upward he saw the excessive width of their mouths. Then he
knew what they were, and that they did not wear any wigs or headpieces after
all."
—H. P. Lovecraft, "The Dream-Quest of
Unknown Kadath."
(Note: The stat block above is for a 1st level offense
option Leng Sailor. A ship captain would be
approximately 5th level or higher.)
The natives of the lost plateau of Leng in Earth's
Dreamlands are nearly human in overall silhouette, but that is where any
resemblance ends. A man of Leng is a hunched, leering
creature with a maniacal stare and a wide mouth revealing dingy gray and yellow
teeth. Underneath his humped turban a man of Leng has
two demonic horns, and a short tail wags and wiggles
at his back. Those who do not know the true form of a man of Leng might assume that most are in some way crippled, for
they walk in an uneven, hopping gait; men of Leng
have hooves.
The men of Leng are a conquered race. The moonbeasts descended on their land long ago, enslaving
the population to work as menial laborers and as crew on their long, sleek,
black galleys. Most men of Leng encountered in the
Dreamlands are envoys of the moonbeasts. Covering
their inhuman features with clothes and turbans, men of Leng
enter unsuspecting human communities to trade. Often, the men of Leng try to abduct the unwary and hurl them into the lower
decks of their black ship. The fate that awaits them there is too horrible to
describe, for the great galleys of the men of Leng
are oared by their terrifying masters.
Combat
A man of Leng is a vicious
fighter, asking and giving no quarter in combat.
Profession: Leng Sailor
The following are the core skills of a Leng Sailor.
Bluff, Climb (ship rigging), Hide, Jump, Knowledge
(navigation), Pilot (galley), Spot, Swim, Use Rope, plus 3 others.
Contributed by: Thulsa (thulsa@xoth.net)
"... over a heavy gilded screen a Face looked at the Cimmerian.
Conan stared in wonder at the cold classic beauty of that countenance, whose like he had never seen among the sons of men. (...) He
thought fleetingly of the marble perfection of the body which the screen
concealed -- it must be perfect, he thought, since the face was so inhumanly
beautiful. But he could see only the god-like face, the finely molded head
which swayed curiously from side to side. The full lips opened and spoke a single
word in a rich vibrant tone that was like the golden chimes that ring in the
jungle-lost temples of Khitai. It was an unknown
tongue, forgotten before the kingdoms of man arose, but Conan knew that it
meant, 'Come!'"
-- Robert E. Howard: "The God in the Bowl"
Large Aberration
Hit Dice: 9d8+36 (76 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+6 and poison
Face/Reach: 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks: Constriction, poison, charming gaze, spells
Special Qualities: Vulnerability to secret phrase
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 13, Con 18, Int 15, Wis 17, Cha 17
Skills: Concentration +13, Listen +15, Spellcraft +10, Spot +15
Feats: Alertness, Lightning Reflexes, Improved Grab
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
Challenge Rating: 9
Sanity Loss: 1/1d12
Treasure: Standard
Alignment: n/a
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Appearance: Manserpents are huge, snake-like creatures with human
heads. Their "hair" is a mass of tiny snakes, and their face often
emits an unearthly golden glow. They are cold-blooded with glittering black
scales and grow to an adult length of 10 to 20 feet. Wise and patient, these
creatures can stay still for hours but move swiftly when alarmed. They favor
resting in a semi-aware state that conserves their energy and makes them very
hard to surprise.
Manserpents speak the language of the serpent-men. Most also speak
ancient Stygian.
Combat: Manserpents are highly intelligent and prefer to use their
charm gaze and magical abilities from a distance, although they will fight
ferociously if angered into physical combat.
Habitat/Society: Aeons ago, the serpent-men and the
man-serpents were part of the same race of intelligent serpents. For unknown
reasons, two different races evolved; serpent-men with human bodies and serpent
heads, and the man-serpents with serpent bodies and human heads. Both races
were almost driven to extinction by primitive humans who fought them with
weapons of bronze and newly discovered sorcery.
While
surviving serpent-men returned in human guise to rule men for a brief time, the
man-serpents retreated to pre-human ruins in the deep jungles. Recently, a few
have returned to Stygia to serve the might of Thoth-Amon.
Ecology:
Man-serpents are carnivorous and swallow their prey whole. They can go for
weeks or months without feeding, however, and can also sustain themselves
magically, although they prefer a human diet, which they are usually fed by
snake-worshipping priests.
MI-GO (the Fungi from Yuggoth) Sanity Loss: 1/1d10 |
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These red bat-winged creatures somewhat resemble lobsters
in that they have many legs, feelers, and eyestalks, and forearms that end in
great pincers. Though they appear to be crustaceans, they are actually
fungus creatures. |
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FREQUENCY: Very rare SANITY LOSS: 1/1d20 |
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Mist giants are strange and evil denizens of the swamps with white fog-like
bodies. They have a shapeless head with yellow eyes atop of their form. They
have 4 arms ending in long talons, and their lower body portion forms a giant
snaky mass that can slither over the tops of bogs and water, easily supporting
the more massive upper body.
This creature is rarely seen in a fog or mist (90% invisible) and cannot be heard in such places. It surprises its prey on a 1-5 (d6) chance in fog.
FREQUENCY: Unique SANITY LOSS: 1/1d12 |
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This being, once one of the Lords of Chaos, now appears to be a storm giant. He
defied the other more powerful lords and was demoted to mortal status. It is
his responsibility to guard the Shield of Chaos, a device which protects
against all the forces of Chaos. When using this device, no blow, arrow, spell,
or other magic item used by agents of Chaos will hurt the holder of the shield,
but only if the attack is from the front. This heavy round shield is 5 feet in
diameter and is emblazoned with the eight-arrowed symbol of Chaos.
Mordagz fights as a 15 HD monster. He will guard the Shield of Chaos to the death.
MYYRRHN FREQUENCY: Rare SANITY LOSS: 0/1d6 |
MOONBEAST
Medium-size
Aberration (Lesser Independent Race)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft.
AC: 10
Attacks: Spear +6 melee or claw +5 melee
Damage: Spear 1d10+3, claw 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, torture
Special Qualities: Blindsight, DR 10/-,
immunities
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 17, Dex 10, Con 13, Int 16, Wis 11, Cha 10
Skills: Climb +5, Cthulhu Mythos +5, Heal +8, Hide +5, Intimidate +6,
Jump +6, Knowledge (Anatomy, any three creatures) +5, Listen +4, Move Silently
+5, Research +7
Feats: Stealthy, Weapon Focus (Spear), Weapon Proficiency
CR: 2
Climate/Terrain: Subterranean bases on the moon of Earth's Dreamlands,
and perhaps on the moon of the Waking World.
Organization: Solitary, mob (2d6), or hive (1d10×10)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-5HD (Medium-size), 6-10HD (Large)
Sanity Loss: 0/1d8
"Great grayish-white slippery things which could expand and contract at
will, and whose principle shape—though it was often changed—was that of a sort
of toad without any eyes, but with a curious vibrating mass of short pink
tentacles on the end of its blunt, vague snout."
—H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."
The moonbeasts are eyeless, vaguely toad-like creatures that
dwell in vast subterranean complexes. They have a mass of writhing tentacles
around their gaping maw, and their skin is sickly pale and rubbery. Moonbeasts are boneless, holding their shape only through
the toughness of their skin. They squish and stretch through their dark caverns
muttering blasphemous truths to any creature capable of hearing them. Moonbeasts worship Nyarlathotep
and endlessly chant his many names.
Moonbeasts are known for their cruelty; they are
masters of torture and engage in the practice with any unfortunate being they
happen to capture. Any captive creature unknown to them is subjected to a vast
array of medical and scientific experiments for the sole purpose of discovering
what can cause the greatest physical and mental anguish. Moonbeasts
also commonly enslave intelligent beings to act as servants, subjects for their
vile experiments, and bodyguards. These horrid things have an army of enslaved men of Leng.
The moonbeasts dwell primarily in bases on the moon
of Earth's Dreamlands. They are rumored to have broken the veil between the
Dreamlands and the Waking World, and established similar bases on the moon of
the Waking World.
Combat
Moonbeasts favor long, barbed spears in melee but
they have access to other weapons such as electric prods, energy beam
projectors, and the like.
Torture (Ex): Moonbeasts are monstrously
sadistic, and engage in the torture of captive beings for the simple pleasure
of it. Any creature subjected to torture at the paws of a moonbeast
suffers the loss of 1d2 temporary points of Constitution per day, and must make
a San check every day or loose 1/1d6 points of Sanity. If the moonbeast asks questions of its captive, the captive must
make a Will save equal to 20 + the Constitution points lost that day or answer
truthfully.
A moonbeast will not let its plaything die as a
result of the torture. When the captive's Constitution drops to 1 the moonbeast will grant it a reprieve from the torture until
it is back to full health. Each month of captivity and torture, however,
permanently reduces the captive's Constitution by 1.
Spells: All moonbeasts know 1d3 spells. They
tend to concentrate on spells that inflict harm, and those related to Nyarlathotep. moonbeasts
suffer no ability score or Sanity loss from spell casting.
Immunities (Ex): A moonbeast is a rubbery mass
of boneless extraterrestrial flesh, and is immune to bludgeoning damage.
MOUND DWELLER OF THE SILVER ISLE
Contributed by: Rakhamon (morfeus2@hotmail.com).
The Mound-dwellers are from Marvel's classic Bêlit
saga. They appeared in CtB issue 59.
"'Man, are you mad?' she asked, 'that in your
madness you come seeking that from which strong men fled screaming in old
times?'" - Robert E. Howard: "
Large
Aberration
Hit Dice: 7d8+21 (49 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 20 ft.
AC: 15 (+2 Dex, -1 size, +4 natural)
Attacks: 2 slams +8 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Blindsight, Light
Sensitivity, Tremorsense
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Skills: Appraise +5, Hide +5, Listen +7, Move Silently +4, Search +6,
Spot +7, Escape Artist +6
Feats: Power Attack, Improved Initiative, Track
Climate/Terrain: Underground
Organization: Solitary, gang (2-4) or colony (5-20)
Challenge Rating: 7
Sanity Loss: 1/1d10
Treasure: None
Alignment: n/a
Advancement: 7-9 HD (Large)
Appearance: Mound-dwellers are monstrous crosses
between humans and worms that lurk in dark underground caverns for fear of the
sun. The upper body of a mound-dweller is that of a lanky humanoid with pitted,
wrinkled skin and a sunken face. Their lower halves resemble enormous
earthworms. Their skin is a pale bluish-gray hue and moist to the touch. A
typical mound-dweller is about 6 ft. (180 cm) high when erect and about 10 ft.
(3 m) long.
Mound-dwellers do not speak or make any sort of sound, even
when in battle.
Combat: Mound-dwellers prefer to fight from ambush,
suddenly emerging from beneath the ground to attack their targets. When
enraged, mound-dwellers fight with their powerful fists and use their
constriction to deal with any powerful foe (such as a mage or powerful warrior)
as quickly as possible. If battle is going against them, they attempt to flee by
burrowing into the ground. If they have been offended (if for example someone
has stolen one of their relics) they will doubtlessly return and will doggedly
pursue their enemy.
Habitat/Society: Mound-dwellers are intelligent and
social and normally dwell in small communities within larger cave systems. The
only population known lives in tropical climes (near the
They have no speech but communicate amongst themselves using
some unknown form of non-verbal language (though they are not telepathic).
Mound-dwellers usually live in harmony with other races and
creatures unless they are attacked. They venerate silver above all else and
will go to great lengths to acquire objects made from the precious metal.
Thieves that steal silver objects from the mound-dwellers are relentlessly
pursued. A few silver objects are the only material possessions a tribe of
mound-dwellers will have.
Star-Spawn of Cthulhu
Huge Aquatic Outsider (Greater Servitor Race)
Hit Dice: 20d10+100 (210 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., swim 40 ft.
Armor Class: 22 (-2 size, +14 natural)
Attacks: 4 tentacle rakes +27 melee, 2 claws +22 melee
Damage: Tentacle rake 2d6+9 (improved critical), claw 2d4+4
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Damage reduction 20/+2, fast healing 5, improved grab,
rotting constriction
Special Qualities: Spells
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 28, Dex 10, Con 20, Int 21, Wis 19, Cha 10
Skills: Concentration +19, Cthulhu Mythos +15, Listen +15, Search +14,
Speak Other Language (any twenty) +15, Spot +15
Feats: Blind-Fight, Expertise, Improved Critical (tentacle), Improved
Initiative, Iron Will, Lightning Reflexes
Climate/Terrain: Any aquatic
Advancement: 21-32 HD (Huge); 33-60 HD (Gargantuan)
CR: 14
Sanity Loss: 1d6/1d20
They all lay in stone houses in their great city of
-- H.P. Lovecraft, "The Call of Cthulhu"
A star-spawn is a 20-foot-tall anthropoid creature whose
head is a mass of feelers and tentacles, above which two eyes as old and cold
as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands
and feet end in tremendous claws. Narrow wings hang like a shroud over a
star-spawn's shoulders. Wings aren't used for flight, but are deployed for
swimming, much as a manta swims.
Star-spawn are lesser, younger examples of the same race
from which great Cthulhu himself sprang, though even the youngest is older than
humanity. Many were trapped in R'lyeh when it sank,
sealed up with their high priest Cthulhu, but some avoided imprisonment. Some
still live in deep trenches beneath the ocean and other drowned locales
(including a few human city sewers). Others dwell among the stars, such as the
entities infesting the
Star-spawn might be encountered by deep-sea explorers intent
on raising (or at least searching) a sunken ship or submarine. Sometimes
enclaves of deep ones are found near the lairs of star-spawn -- deep ones may
even worship lone star-spawn.
Star-spawn are steeped in lore, and
can speak the languages of most creatures who once walked the earth in the
past, as well as many of the present Earth languages spoken by humans.
Combat
Star-spawn meet most challenges
they face with tentacles and claws.
Improved Grab (Ex): If a star-spawn hits an opponent
smaller than it with a tentacle, it deals normal damage and attempts to start a
grapple as a free action without allowing its opponent a free attack. The star
spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break
free on its action, the star-spawn deals 2d8+9 points of damage or use rotting
constriction (see below) each round.
Rotting Constriction (Ex): Once a
star-spawn has held an opponent with improved grab, it can drain a living
victim of 2d4 points of Strength per round.
Spells: All star-spawn know 1d10 spells chosen from
the Magic chapter. Star-spawn never lose Sanity when
casting spells (since they don't have a Sanity score).
FREQUENCY: Very rare |
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A horse of this type appears to be a great black stallion. It can shift into
the Ethereal Plane at random times and thus there is a 25% chance that any
successful hit will not inflict damage on a Nihrain
horse. These creatures can gallop continuously for up to 48 hours, passing with
equal ease over both water and land, and flying over chasms or other
impediments when necessary. Members of this magical race of horses will only be
lent to mortals who are in the direct service of the primary forces of
neutrality.
FREQUENCY: Very rare |
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These beings are natural shape changers and are fully capable of using
all the chosen shape's non-magical powers. They will change only into monster
or beast types and will only attack one at a time, with the most powerful Oonai attacking first. Though they cannot change into
monsters of greater than 10 HD, they always retain their AC of -2 and their
original hit points, regardless of form. No one knows what their actual form
looks like.
PRIMORDIAL ONES Sanity Loss: 1/1d12 |
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The Primordial Ones are described as being over eight feet long, with six
foot long barrel shaped bodies about three feet in diameter at the center and
one foot in diameter at the ends. The grayish, tough skin hides seven-foot
wings in ridges, membranous and ridged on the ends with strange orifices at
the tips. Around the center of the body were five stalks that branched into
smaller tentacles, giving each talk a total of twenty-five tentacles. Each of
these stalk/tentacle combinations extend to a length of almost three feet.
The Primordial Ones' necks are gilled and covered with light gray skin. The
head is yellowish and starfish shaped, covered with wiry cilia of several
colors. On each of the points is a small flexible yellow tube, at the end of
which is a glassy, red-irised eyes.
Five longer tubes extend at an angle from the head, ending in a sack filled
with sharp white teeth. A single slit in the exact center of the two foot,
thick, puffy head is evidently the breathing apparatus. At the bottom of the
body is another grayish neck, though this one is without gills. Another
starfish shaped growth is at the bottom, this one being green in color. At
each tip of this star, tough, muscular arms four feet long and tapering are
attached. At the end of each arm is a triangular pad, probably a paddle or
fin or psuedofoot.
If it is killed before completely draining a victim, the victim will regain his or her lost levels (at a rate of one turn per level lost). |
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Contributed by: Thulsa (thulsa@xoth.net)
"Kull stood alone, his mind a-whirl. Neophytes of the mighty serpent, how many lurked among his cities?
How might he tell the false from the true? Aye, how many of his trusted
councilors, his generals, were men? He could be certain -- of whom?"
- Robert E. Howard: "The
Medium-size
Monstrous Humanoid
Hit Dice: 7d8+7 (38 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (+1 Dex, +1 natural, +2 leather, +2 masterwork large shield)
Attacks: Masterwork scimitar +10/+5 melee and bite +4 melee; or
masterwork mighty composite longbow (+2) with masterwork arrows +10/+5 ranged
(+2)
Damage: Masterwork scimitar 1d6+2, bite 1d6+1 and poison; or masterwork
mighty composite longbow (+2) 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Impersonation, poison
Special Qualities: SR 16, vulnerability to secret phrase
Saves:Fort +3, Ref +6, Will +9
Abilities: Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16
Skills: Concentration +11, Craft (any two) or Knowledge (any two) +9,
Hide +8, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative
Climate/Terrain: Jungle and underground
Organization: Solitary, pair, gang (2-4) or tribe (10-80)
Challenge Rating: 5
Sanity Loss: 1/1d12
Treasure: Double standard
Alignment: n/a
Advancement: By character class
Appearance: Serpentmen are
hairless, pied and scaled, with a sinous tail, an
ophidian head, and arms and legs. Their skins are commonly emerald green with a
white zig-zag pattern along the back.
Serpentmen speak their own
pre-human language as well as several human languages, in order to maintain
their masquerade among humans.
Combat: Serpentmen are
geniuses, and fight as such. They plan elaborate traps and utilize their
surroundings superbly in combat. They prefer ambushes to direct confrontation,
and are always commanded by their sorcerers.
Habitat/Society: The serpentmen
of the Hyborian Age are the last degenerate remains
of a race that in the Permian Age dominated large parts of the world, reared
cities of black basalt, mastered dark sorcery and alchemy, and bowed in hissing
worship before the altars of Yig, Byatis
and Han.
With their sorcery, and the aid of the fabled Cobra Crown,
the serpent people established the empire of Valusia. The coming of humanity
proved to be the final downfall of the serpent people's domination over the
world. The serpent people could oppress the most primitive humans, but they
were doomed by the relentless march of evolution. It took a million years or
more, but the earliest human civilizations arose and overthrew the serpentmen.
To escape destruction, some of the reptiles crept back
beneath the Earth. Others put themselves into deep hibernation, while some used
their magical abilities to disguise themselves among the invaders. For a brief
time, they once again ruled Valusia in human guise until their power was broken
by King Kull.
After the Cataclysm, fleeing Lemurians came from the East
and overthrew the serpent people, but then adapted to the defeated culture and founded
Old Stygia, worshipping the remaining serpentmen as demi-gods. The first sorcerers and priests of Old Stygia
learned their dark arts from the serpent-people.
The Atlantean sorcerer Thulsa Doom
once ruled the serpentmen of Valusia, but was
defeated by King Kull. Now, eight millenia later,
rumors of Thulsa's return have caused most of the
remaining serpentmen to flock to their last citadel, Yanyoga.
Ecology: The serpentmen are
related to the manserpents. Like their brethren, they
are immortal. In contrast with the manserpents,
however, the serpentmen are warm-blooded.
Serpentmen characters:
The favored classes for serpentmen are cleric,
sorcerer and wizard.
SHOGGOTH Sanity Loss: 1/1d10 |
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Shoggoths were (originally)
mindless creatures created as servants/slaves by the Primordial Ones. They
could assume whatever form their master wished in order to perform their
task. Shoggoths are unruly servants becoming more
intelligent and rebellious the longer the are
employed. Eventually they may attempt to destroy their masters. |
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SPIDER OF LENG
Huge Magical Beast (Lesser Independent Race)
Hit Dice: 10d10+30 (85 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 30 ft.,climb 20 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+ 6 + poison
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Poison, spells, web
Special Qualities: Damage reduction 10/+1, darkvision
60 ft., lowlight vision
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 18, Dex 15, Con 17, Int 14, Wis 13, Cha 11
Skills: : Climb +20, Hide +7*, Move Silently +6*, Spot +8
Feats: Dodge, Improved Initiative, Mobility, Spring Attack
Climate/Terrain: Any warm
Advancement: 11-25 HD (Huge), 26-50 HD (Gargantuan)
CR: 6
Sanity Loss: 1/1d10
*Spiders of Leng gain an
additional +8 competence bonus on Hide and Move Silently
checks when using their webs.
There were scenes of old wars, wherein Leng's almost-humans fought with the bloated purple spiders
of the neighboring vales.
-- H.P. Lovecraft, The
Dream-Quest of Unknown Kadath
Leng spiders are huge, purplish
arachnids, with pustulent bloated bodies and long,
bristly legs. Their color, a pale mottled violet on their abdomens, shades to
indigo on their forebodies, with legs and chelae tipped
in black.
Native to the Dreamlands, the spiders of Leng
are intelligent, dangerous, and gigantic. Newly hatched specimens are
approximately the size of Shetland ponies. Some valleys in the Plateau of Leng are almost completely webbed over. Below the cover of
webbing, artificial tunnels bustle with the fevered energy of the spiders. Citylike arrangements of web tunnels stretch for miles in
all directions, and hundreds of feet up and down, creating three-dimensional
structures of incredible complexity. Spiders of Leng
constantly seek to expand their territory, pushing out into yet more valleys
that they will in turn encase in webs. Sometimes their territorial urge is so
overwhelming that they turn on themselves, especially when fresh food is at a
premium.
Combat
Spiders of Leng wait in their webs
or in trees, then lower themselves silently on silk strands and leap onto prey
passing beneath. A single strand is strong enough to support the spider and one
creature of the same size.
Web (Ex): A Leng spider can
create a web eight times per day. As one of these uses, the spider can make a
ranged touch attack to ensnare an opponent. A web's maximum range is 50 feet,
and no range penalties apply even at its maximum range. If the web hits, the
target is entangled. An entangled creature suffers -2 on attack rolls and a -4
penalty to Dexterity. The web anchors the target in place, allowing no
movement. If the entangled creature attempts to cast a spell, it must succeed
at a Concentration check (DC 15) or be unable to cast the spell. The entangled
creature can escape with an Escape Artist check (DC 20) as a full-round action.
Alternatively, the strands can be burst with a Strength check (DC 25, also a
full-round action); the web has 5 hit points.
Spiders of Leng often create
sheets of sticky webbing from 5 to 60 feet square, depending on the size of the
spider. They usually position these sheets to snare flying creatures, but can
also try to trap prey on the ground. Approaching creatures must succeed at a
Spot check (DC 20) to notice a web; otherwise, they stumble into it and become
trapped as though by a successful web attack. Attempts to escape or burst the
webbing gain a +5 bonus if the trapped creature has something to walk on or
grab while pulling free. Each 5-foot section has 10 hit points, and sheet webs
have damage reduction 5/fire.
A spider can move across its own sheet web at its climb
speed, and can determine the exact location of any creature touching its web.
Poison (Ex): Poison attacks require an initial Fortitude
save (DC 22); a failed roll deals 1d8 points of Str damage. Regardless of the initial save, another
Fort save is required 1 minute later (DC 22) to avoid secondary damage of 1d8 Str.
Spells: Some spiders know 1d4 spells chosen from the
Magic chapter. Spiders of Leng never lose Sanity when
casting spells (since they don't have a Sanity score).
TERROR FROM BEYOND
Large Outsider (Lesser Independent Race)
Hit Dice: 3d8 (13 hp)
Initiative: +4 (Improved Initiative)
Speed: Fly 30 ft. (perfect)
Armor Class: 10 (+1 natural, -1 size)
Attacks: 1 tendril +4 melee
Damage: Tendril 1d8+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Blindsight, coexistent
form, damage reduction 5/+1
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 15, Dex 11, Con 11, Int 5, Wis 13, Cha 12
Skills: Listen +7, Spot +7
Feats: Improved Initiative
Climate/Terrain: Any
Advancement: 4-6 HD (Large), 7-12 HD (Huge), 13-24 HD (Gargantuan),
25-50 HD (Colossal)
CR: 1
Sanity Loss: 1/1d10
. . . other beings [ . . . ] can
never be detected by the senses we have. [ . . . ] Foremost among the living
creatures were inky, jellyfish monstrosities which flabbily quivered [ . . . ]. They were present in loathsome confusion, and I
saw to my horror that they overlapped, that they were semifluid and capable of passing through one another and
through what we know as solids.
-- H.P. Lovecraft, "From
Beyond."
When seen, Terrors from Beyond appear as putrescent,
translucent bags of semisolid flesh trailing nests of writhing tendrils. Most
of the tendrils are sense organs, but the thickest tendril ends in a cruelly
fanged mouth. Predatory in the extreme, terrors constantly prey on each other
in their own realm.
The Terrors exist in the greater reality of which humanity's
three dimensions of space and one of time are the least part; this far realm
overlays normal reality. Likewise, the Terrors are only one example of a realm
stranger, by far, than mortal minds can encompass. In the
normal course of events, Terrors from Beyond and creatures on earth go blithely
about their own business, each unaware of the other. Specific triggers,
mechanical or psychic, sometimes coax human senses to that rarified precipice
where the Terrors can be sensed -- and where the Terrors can in turn sense
their unfortunate observers.
Combat
When a creature of the normal realm of Earth becomes capable
of sensing a Terror from Beyond, so can the terror sense that creature, and
moreover, act upon it. Always hungry, a Terror uses its main tendril to bite
chunks of flesh away from its victim. To those who can't sense the creature,
the wounds appear from nowhere.
If a victim is rendered unconscious, the Terror grabs its
prey with its tendril, "dragging" the prey bodily into the Terror's
own mad realm, where the creature can dine at leisure. Only the victim's
clothes and effects remain behind, and anything clutched in the victim's hands
takes a one-way trip beyond.
Coexistent Form (Su): Terrors from Beyond are
normally invisible. When a material creature (such as an investigator) senses
the Terror, it can sense them -- and attack. The Terror can interact only with
material creatures that can sense it.
Force-effect spells can affect Terrors from Beyond, as can
spells that provide an enhancement bonus. All other spells automatically fail
because the Terrors partially exist on another plane of existence.
Investigators can still harm them with melee and ranged weapons, but the Terror
has damage reduction 5/+1.
An investigator with the Second Sight psychic feat can sense
a terror, even if others around him cannot. Successful use of the invisibility
purge spell, the Powder of Ibin-Gazi, or
an Ultraviolet Projector reveals the Terror to all investigators present.
Medium-size Monstrous Humanoid (Lesser Servitor Race)
Hit Dice: 2d8+12 (21 hp)
Initiative: -2 (Dex)
Speed: 40 Ft.
AC: 11 (-2 Dex, +3 natural)
Attacks: Club +7 melee, or claw +7 melee, bite +2 melee, or thrown
object +0 ranged
Damage: Club 1d6+6, claw 1d4+6, bite 1d3+3, thrown object 1d4+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blizzard, spells
Special Qualities: Scent, cold immunity, low light vision
Saves: Fort +6, Ref +1, Will +3
Abilities: Str 20, Dex 7, Con 22, Int 9, Wis 11, Cha 9
Skills: Climb +9, Hide +7*, Listen +4, Move Silently +9, Spot +4
Feats: Stealthy
CR: 2
Climate/Terrain: Any cold land, but thus far only encountered in Norway
Organization: Solitary, family (1d4+1), or tribe (2d8)
Treasure: Half standard
Alignment: Usually chaotic evil
Advancement: 3-6HD (Medium-size)
Sanity Loss: 0/1d4 at first sight, none thereafter
"Edward was injured in a fall, but he was killed by what some have
called trolls, degenerate descendants of the fierce prehuman
hominids of legend, not wolves…The so-called trolls…worship Tsathogghua."
—Marcus L. Rowland, the Games Workshop adventure Nightmare
in Norway.
What these creatures call themselves is unknown, for their
language is incomprehensible to humans. Their existence is the basis for the
stories of the Norse trolls, so for lack of any better name they are referred
to as such. Those that have encountered them have reported their strange,
seemingly religious practices in which they bow to strange frog-like idols in
dim caves. One reference in a logbook found in the dusty archives of
Massively strong and cunning, these creatures are the long descendants of
proto-humanoid creatures that did not go extinct like others of their kind
after the last ice age. Trolls stand approximately 6 feet tall, but they are much
broader and stockier than any living human. Their dull white fur is caked to
their bodies in foul matted strips, and they reek with unimaginable odors. They
have vaguely ape-like faces, but are far uglier than is possible for any
mundane primate. Trolls dwell in communal warrens awash with filth and gore.
Combat
Trolls fight with surprising intelligence and planning, often taking by
surprise those who assume they are simple savages. They tend to avoid combat,
but will attack humans if the odds seem right.
Blizzard (Su): This special ability is one granted by Tsathogghua himself to his loyal minions. By concentrating
and chanting for 20d6 minutes, a troll can summon forth a blizzard that lasts
for 2d6 hours. The troll using this ability must also permanently sacrifice one
point of Constitution. The area of affect is centered on the point where it is
cast, and has a radius of 300 feet; the radius doubles for each additional
temporary point of Constitution spent in the casting. Anyone caught in such a blizzard
suffers the effects of a Windstorm and takes cold damage as described in the
Combat chapter (see Weather Hazards, page 87). Snow accumulation is 1 inch per
hour.
Cold Immunity (Ex): Trolls are immune to the effects of normal cold,
sheltered from the elements by thick matted fur and a layer of warm fat.
Unnatural or otherwise magical cold can harm them normally, as can temperatures
below -100º Fahrenheit.
Spells: There is only a 10% chance that a given troll will know any
spells; the number of spells known is equal to the roll of the d%. Certain
trolls that make contact with Tsathogghua himself (or
any other Cthulhu Mythos being) become shamans, receiving the Cult Sorcerer
template and thereafter gaining levels as per an Offense Option investigator with
the following core skills: Animal Empathy, Concentration, Craft (shamantic ritual artifacts), Heal, Hide, Intimidate,
Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wilderness Lore.
Skills: *Trolls receive a +2 racial bonus to Hide checks when in snowy
terrain, and a +4 to Move Silently checks through forested terrain.
TOAD THING OF THE NAMELESS ISLE
Contributed by: Rakhamon (morfeus2@hotmail.com).
Tsathoggua was created by science fiction and fantasy
writer Clark Ashton Smith and first appeared in the story "Door to
Saturn". He appeared as a living stone idol guarding the Cobra Crown in
the adventure novel "Conan the Buccaneer" by L. Sprague DeCamp and Lin Carter. Later this Conan story was adapted
by Roy Thomas and John Buscema in the pages of SsoC. It is unlikely the stone idol seen in Conan the
Buccaneer or the comic book adaptation was actually Tsathoggua
himself; most likely it was invested with a tiny fraction of Tsathoggua’s true power.
"All praise to thee, Tsathoggua,
dark lord
Of darksome realms! Before thine
ebon throne
Lost wraits bewail their fate
With many an echoing groan
And wander sightless through the frightful glooms
Of sub-Eiglophian caves. Thou didst reward
Their unrepentant insolence, displayed
Before thy toadlike templed
eidolons,
With monstrous dooms." - Richard L. Tierney: "Petition: To
Tsathoggua"
Large Outsider (Evil, Chaotic)
Hit Dice: 9d8 +34 (70 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (-1 size, +6 natural)
Attacks: 2 claws +13 melee, bite +11 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend, Jump Attack
Special Qualities: Damage Reduction 20/+2, Fast Healing 3, Immunities,
SR 20
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 20, Dex 11, Con 18, Int 6, Wis 6, Cha 15
Skills: Climb +11, Jump +12, Balance +6, Hide +6, Move Silently +4,
Intuit Direction +3, Listen +5, Sense Motive +3, Spot +6
Feats: Multiattack, Power Attack, Cleave
Climate/Terrain: Any land and underground
Organization: Solitary (Unique?)
Challenge Rating: 13
Sanity Loss: 1/1d12
Treasure: None
Alignment: n/a
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Appearance: This horrible toad-like being was set to
guard a mysterious temple on an uncharted isle outside the
Combat: The toad-thing will attack anyone entering
the temple it guards and will not cease until it or its victim is dead. The
toad-thing fights simply and savagely, relying on its great strength and
ferocity. It moves with great speed for something made of stone and is as
strong as one might expect based on its composition.
Habitat/Society: The toad-idol has been set to guard
a great treasure on the Nameless Isle. Who summoned it from some unknown hell
is not known, but it is believed that the ancient temple in which it dwells was
dedicated to the toad-like demon-god Tsathoggua.
Ecology: The toad-demon is an unnatural thing, an
abomination to all nature. Even experienced warriors have been known to turn
and run if they encounter it. It will not stray far from the temple it guards.
Hyborian Age
d20 Campaign Site | hyboria.xoth.net
About the Site | Disclaimer
VAMPIRE TREES FREQUENCY: Very rare SANITY LOSS: 1/1d12 |
These creatures use their leaves as attacking weapons. They are released from
the branches to float downward and attempt to attach themselves (attacking as
12 HD monsters) to a body. When attached, they suck blood, doing 2-8 points of
damage per attached leaf. Damage is automatic after the first successful
attack, each attached leaf continuing to drain 2-8 hit points per round. The
leaves are AC 9, and each has only 2 hit points, plus any hit points drained
from the victim. The leaves will return to the tree when any being travels more
than 120 yards from the parent tree or when the creature has no blood left. The
tree can only control 10 leaves at a time.
Vampire trees save vs. fire at a -2 penalty, and take +1 extra point of damage for every die of damage done by flame. They fear fire, and will never send their leaves near flame.
FREQUENCY: Very rare SANITY LOSS: 1/1d12 |
|
Created by Elric's ancestors from the fiber of Chaos,
these beasts have the body of a lion and the head and talons of a vulture. When
summoned from their home plane of Limbo by one with the power to command
them, they will fight fiercely, never needing to check morale. If improperly summoned they will attempt to slay the summoner, returning to Limbo afterwards.
Medium-size Magical Beast
Hit Dice: 4d10+32 (54 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 12 (+2 natural)
Attacks: Bite +8 melee, 2 slams +3 melee
Damage: Bite 1d6+4 plus disease, slam 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Diabolic chuckle, disease
Special Qualities: Blindsight, scent
Saves: Fort +12, Ref +4, Will +1
Abilities: Str 18, Dex 11, Con 26, Int 10, Wis 11, Cha 12
Skills: Hide +4, Listen +9, Search +4, Spot +5, Wilderness Lore +5
Feats: Track
CR: 4
Sanity Loss: 0/1d8
Climate/Terrain: Any land of the Earth's Dreamlands
Organization: Solitary or pack (2-5)
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-8 HD (Medium-size), 9-12 HD (Large)
Sanity Loss: 0/1d8
"... I heard a diabolic chuckle on the hillside above me. The sound
began with a sharp abruptness that startled me beyond all reason, and continued
mirthlessly, never varying its single note, like the mirth of an idiotic demon
... It had a pale, hairless, egg-shaped body, large as that of a gravid
she-goat; and this body was mounted on nine long, wavering legs with many
flanges, like the legs of some enormous spider ... I saw that there were no
eyes on the oddly sloping face; but two knife-like ears rose high above its
head, and a thin, wrinkled, snout hung down across its mouth, whose flabby
lips, parted in that eternal chuckle, revealed rows of bats' teeth."
—Clark Ashton Smith, "The Abominations of Yondo"
A wamp is a spider-like creature
that stalks the desolate wilderness of Earth's Dreamlands. It has a bloated,
sac-like body several feet in diameter that is supported by nine multi-jointed
legs—four on each side and one to the rear. The splayed, webbed feet of a wamp is splotched with a brilliant scarlet, making the
creature looks as though it has splashed through a pool of fresh blood. The
entire body of the beast is a sickening pale white. A wamp
has a ghastly, semi-human face, eyeless and with long, pointed ears.
Combat
A wamp first strikes with
its bite, fending off other opponents with the foremost of its many flailing
legs.
Diabolic Chuckle (Su): A wamp constantly emits
a monotonous chuckle, a tittering that never varies and never ceases. All
living creatures within 30 ft. that are capable of hearing this sound must make
a Will save (DC 13) or be unable to take any actions for 1d3 rounds.
Disease (Ex): Filth fever (as per DMG™); Fort save (DC 12) resists;
incubation 1d3 days; initial damage 1d3 temporary Dexterity, secondary damage
1d3 temporary Constitution.
Blindsight (Ex): Despite its lack of
eyes, a wamp can discern its surroundings with a
range of 30 ft.
Scent (Ex): A wamp can smell prey within a range
of 60 ft.
Skills: A wamp receives a +4 racial bonus to Listen checks.
Contributed by: Thulsa (thulsa@xoth.net).
"Just above the horizon, half obscured by damp
mists, hung the pallid crescent of a sickle moon. The first stars had appeared
overhead -- but beneath the stars, circling and swooping to strike at running
men, was a swarm of black-winged horrors. In the gathering dark they looked
like a horde of monstrous, flame-eyed bats! (...) Conan stared at the sky. He
had heard of the monstrous winged reptiles in his travels. Dim legends came
drifting down from the dawn of time, of an age of reptiles that had long
preceded the rise of man from the beast. Elder myths and moldering tablets in
age-lost cities told of such monstrosities, survivors from that forgotten age:
wyverns, they were called." - L. Sprague de Camp and Lin
Carter: "Red Moon of Zembabwei"
Huge Dragon
Hit Dice: 7d12+14 (59 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 60 ft. (poor)
AC: 17 (-2 size, +1 Dex, +8 natural)
Attacks: Sting +9 melee, bite +4 melee, 2 wings +4 melee; or 2 claws +9
melee
Damage: Sting 1d6+4 and poison, bite 2d8+2, wing 1d8+2; or claw 1d6+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Poison, improved grab, snatch
Special Qualities: Scent
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills: Listen +13, Move Silently +9, Spot +13*
Feats: Alertness, Flyby Attack
Climate/Terrain: Temperate and warm forest, hill, and
mountains
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6
Sanity Loss: 0/1d8
Treasure: Standard
Alignment: n/a
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)
Appearance: Zembabwan
Wyverns are black, scaled saurials, with leathery batlike wings and a long head whose mouth is filled with
sharp teeth. It has only hind legs, using them the same way a hunting bird
would. Their eyes are red or orange.
Combat: In combat, the Zembabwan
Wyvern always prefers to be flying, and will seize any opportunity to take
flight and continue combat. It dives upon ground targets, attempting to snatch
them up in its two taloned claws and fly off.
As a hunter, the wyvern is cunning. It will avoid letting
its shadow fall across its prey as a warning. The final approach of the dive is
done in complete silence. It trails its prey from downwind whenever possible.
A wyvern can slash with its claws only when making a flyby attack, and it cannot make bite, sting, or wing attacks.
*Wyverns receive a +3 racial bonus to Spot checks when
flying during daylight hours.
Habitat/Society: For millennia the warriors of Zembabwei fought the giant wyverns which soared over the
jungle from cave-lairs in an eastern mountain range. A hero of the tribe, Lumbeba, traveled to the mountains and stole some eggs. He
reared the hatchlings, and discovered that they could be tamed and used for
riding. This enabled the Zembabwans to extend their
rule over the neighboring tribes and form the present
Old Zembabwei, the true capital of
Zembabwei, is closed to foreigners, both for
religious reasons and to protect the secret of the wyvern-riders, who are
barracked here. The city is filled with many tall, doorless,
roofless towers where the wyverns are stabled. As these towers can only be
entered or left by flying beings, they are secure from the depredations of
possible nonflying invaders.
The Zembabwan Wyvern-riders are
tall, muscular blacks in plumed head-dresses, with necklaces of claws,
loincloths of monkey fur, and a leopard-skin cloak slung about their shoulders.
They are elite warriors, trained in mounted aerial combat, and use spiked
staves to command these stupid and stubborn creatures. They attack by throwing
javelins from the backs of their mounts.
Ecology: An adult wyvern consumes the equivalent of a
man-sized to large creature once per day. This could translate to a horse, pig,
or a handful of sheep. While it eats them whole, the bones are not digested,
and neither are metal objects. The wyvern eats carrion only if desperate.
The wyvern has no natural enemies, although it would not be
a match for certain powerful creatures. It is noted for the foul taste of its
flesh. No one has found a way to cure its hide and the bones are light and
brittle to aid in flying. Certain body parts are used by spellcasters
as spell components, for which they will pay a reasonable price.
Small Magical Beast
Hit Dice: 1d10-1 (hp 4)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 13 (+1 size, +2 Dex)
Attacks: Bite +3 melee, dagger -3 melee or dart -1 ranged
Damage: Bite 1d3-3; dagger 1d4-3; dart 1d4-3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Lowlight vision; darkvision
(60 ft.); scent
Saves: Fort +1, Ref +4, Will +0
Abilities: Str 4, Dex 14, Con 9, Int 10, Wis 11, Cha 7
Skills: Climb +5*, Hide +13*, Knowledge (Local) +3, Listen +3, Move
Silently +9*, Spot +3, Wilderness Lore +2
Feats: Weapon Finesse (bite)
Climate/Terrain: Any forest
Organization: Solitary, gang (2-4), pack (7-12) or village (20-120 plus
2nd-5th level expert)
Challenge Rating: ½
Sanity Loss: 0/1d4
Treasure: Standard goods and items; no coins
Alignment: Usually chaotic neutral
Advancement: By character class
* Use Dexterity modifier for Climb. Includes +4 racial bonus
to Hide and Move Silently. In areas of tall grass or
heavy undergrowth, raise the Hide bonus to +8.
Zoogs are large rodent-like
creatures with large eyes, whose toothy mouths are hidden behind a cluster of
short pink tentacles. They have dextrous forepaws,
with which they can use tools or weapons. Their tails are hairless, like a
rat's, and prehensile. They live in enchanted woods in the Dreamlands, where
they live off of fruit, fungi and the flesh of mean and animals.
Combat
Zoogs can use Small or Tiny
weapons (uusally daggers or darts), but are most
skilled with their bites. They prefer to attack from ambush, and are masters of
stealth. They will even attack humans if they have the advantage in numbers,
because they relish human flesh (especially that of dreamers).
Zoog Society
Zoogs have little organization
beyond family groups, and even those ties break down as adolescent zoogs indulge their curiosity about the wider world.
However, the zoogs regularly gather at sacred sites
to trade stories, and so their leaders (such as they are) are either those
sages who have learned the most stories or those rogues who have survived the
most exciting adventures.
The curiosity of the zoogs
occasionally disposes them to parley with other races as a change from hunting
them. They will even befriend specific individuals that bring them new and
exotic stories or viands, but zoog "allies"
are unpredictable at best.
Zoogs have their own language,
which has a fluting sound to it. They can learn other languages, but cannot
speak them without magical aid. The zoogs only teach
their language to their most trusted friends.
Zoog Characters
The statistics above are for a typical (unclassed)
zoog. They may advance as adepts, experts, rangers or
sorcerers, but their favored class is rogue. Zoog
leaders are usually experts ("sages") or rogues. Adepts are rare, and
clerics seem to be unknown; most zoog spellcasters are sorcerers.
ALIEN GODS
Name |
Domains |
Deital Status |
|
Azathoth |
Evil, Chaos, Madness, Death |
Outer God |
|
Chaugnar Faugn |
Death, Destruction, Evil |
Old One |
|
Cthugha |
Fire |
Old One |
|
Cthulhu |
Evil, Death, Destruction, Water |
Old One |
|
Dagon |
Water |
Old One |
|
Eihort |
Chaos, Destruction, Madness |
Old One |
|
Glaaki |
Water |
Old One |
|
Hastur |
Chaos, Destruction, Evil, Madness |
Old One |
|
Hydra |
Water |
Old One |
|
Ithaqua |
Evil, Air |
Old One |
|
Mordiggian |
Death |
Old One |
|
Nodens |
Animals (Hunting), Destruction, Strength, Water (Sea) |
Old One |
|
Nyarlathotep |
Chaos, Destruction, Madness, Magic, Trickery |
Outer God |
|
Shub-Niggurath |
Animal, Chaos, Evil, Earth, Plant |
Outer God |
|
Shudde M'ell |
Earth |
Old One |
|
Tsathoggua |
Destruction, Knowledge, Magic |
Old One |
|
Yig |
Animals, Death, Protection, Trickery |
Old One |
|
Yog-Sothoth |
Chaos, Luck, Protection, Travel |
Old One |
|
Odin of Asgard |
Knowledge, Magic, Supreme, War |
Greater God |
|
Aegir of Asgard |
Sea, Storms |
Intermediate God |
|
Balder of Asgard |
Beauty, Light, Music, Poetry |
Intermediate God |
|
Forseti of Asgard |
Knowledge, Protection, Strength |
Intermediate God |
|
Frigga of Asgard |
Air, Animal, Community, Knowledge |
Intermediate God |
|
Heimdall of Asgard |
Luck, War |
IntermediateGod |
|
Hermod of Asgard |
Chaos, Luck, Travel |
Demigod |
|
Sif of Asgard |
Chaos, War |
Lesser God |
|
Thor of Asgard |
Chaos, Protection, Strength, War, Weather |
Greater God |
|
Tyr of Asgard |
Law, Protection, War |
Intermediate God |
|
Uiler of Asgard |
Chaos, Protection, Travel |
Lesser God |
|
Odur of Vanaheim |
Chaos, Fire, Sun |
Demigod |
|
Skadi of Vanaheim |
Destruction, Earth, Strength |
Lesser God |
|
Njord of Vanaheim |
Air, Water |
Intermediate God |
|
Frey of Vanaheim |
Air, Plant, Sun |
Greater God |
|
Freya of Vanaheim |
Air, Charm, Magic |
Intermediate God |
|
Hel of Stygia |
Death, Destruction |
Intermediate God |
|
Loki of Asgard |
Chaos, Destruction, Trickery |
Greater God |
|
Re of Stygia |
Glory, Law, Nobility, Sun, War |
Greater God |
|
Anubis of Stygia |
Law, Magic, Repose |
Lesser God |
|
Apep of Stygia |
Evil, Fire, Scalykind |
Demigod |
|
Bast of Stygia |
Chaos, Destruction, Protection, Strength, War |
Lesser God |
|
Bes of Stygia |
Luck, Protection, Strength, War |
Lesser God |
|
Hathor of Stygia |
Community, Good Luck |
Lesser God |
|
Imhotep of Stygia |
Artifice, Healing, Knowledge |
Demigod |
|
|
Magic, Protection, Water |
Greater God |
|
Nephthys of Stygia |
Chaos, Protection, Repose |
Intermediate God |
|
Osiris of Stygia |
Air, Earth, Law, Plant, Repose |
Greater God |
|
Ptah of Stygia |
Knowledge, Law, Travel |
Intermediate God |
|
Set of Stygia |
Air, Chaos, Destruction, Darkness, Evil, Strength |
Greater God |
|
Sobek of Stygia |
Animal, Evil, Water |
Demigod |
|
Thoth-Amon of Stygia |
Knowledge, Magic, Rune |
Intermediate God |
|
The Existing One |
Daitya, Creation, Good, Law, Mercy, Love, Justice, Life (The God of the Monotheistic Religion of Daitya) |
Supreme God |
|
The Meticulous, Lords of Natural Law |
|
||
The Justice Maker |
|
||
The Gentle Lord of Harmony |
|
||
The Profiteer, Lords of Progress and Wealth |
|
||
Of the White Hands, Lord of Mortality |
|
||
The Potent, Lord of Fertility |
|
||
Of the Guiding Hands, Lord of Inspiration |
|
||
The Relentless, Lord of Violence |
|
||
The Wise, Lord of Achievement |
|
||
Lord of Bats |
|
||
Lord of Badgers |
|
||
Lady of Birds |
|
||
Lord of Lizards |
|
||
Lord of Cats |
|
||
Lord of Insects |
|
||
Lord of Cattle |
|
||
Lord of Dogs |
|
||
The Harbringer,
Greatest of All Spirits |
|
||
Duke of Hell, Lord of the
Seven Darks |
|
||
The Grim |
|
||
The Jester |
|
||
The Reaper |
|
||
The Burning God |
|
||
Blue Lady of Dismay |
|
||
The Executioner |
|
||
The Malformed |
|
||
The Faceless, King of
Swords |
|
||
Lord of Beggars |
|
||
Tentacled Whisperer of
Impossible Secrets |
|
||
The Old |
|
||
Sword Queen |
|
||
Lady of the Maelstrom |
|
||
|
|
SPELLS AVAILABLE (The restricted list is to emphasize the raw nature of
‘Erets magic (not only for Sorcery, but for Daityan and Eldar Magic as well; if
the DM wants to include the rest of the spells from the Dungeons and Dragons
3.5 Edition Players Handbook, he could work them in as being spells from the
unknown east.)