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Unnatural Selection v1.2

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1
Unnatural
Selection
EXECUTIVE PRODUCERS
Shaun Joaquin, Glenn Stark
WRITING, DESIGN, LAYOUT
Kevin Sheller, Bunni Daniel
ART
Bunni Daniel: cover, pgs. 5, 15, 24, 45, 49, 52, 53, 58, 97,
103, 110, 111, 129, 134, 136, 138, 139, 140, 142
Mark Lyons: special edition cover, pgs. 9, 11, 38, 39, 79,
88, 89, 106, 108, 135, 146, 147, 154
Matt Morrow: pgs. 13, 21, 29, 60, 64, 76, 98, 102, 105, 109
Ian MacLean: pgs. 18-19, 56, 65, 66, 75, 104, 128, 143
James Linares: pgs. 53, 61, 68, 77, 85, 113, 144
Billy Blue: pgs. 70, 86-87, 91, 99, 118, 122, 124
Matt Traub: pgs. 63, 72, 83, 116
John Muller: pgs. 8, 38, 47, 132
Rick Hershey: pgs. 4, 31, 35
Carlos Castilho: pgs. 71, 157
Glenn Stark (Legend of Talik): pgs. 158-159
Chris Hodge: pg 78
Martin Zavala: pg. 131
2
EDITING
Mathias Cnota Harpsøe, Jeff Heinen (AKA Grognard)
GAUNTLET ADVENTURE
Greg Spanier
PLAYTESTING
Mathias Cnota Harpsøe, Jeff Heinen (aka Grognard),
Michael Duncan, Tim Carleton (aka Timthesourceror),
Brennan O’Brien, Caine Heffner, Farcat, Cam Spanier,
Colton Guillotte, David Siegel (aka Tintenteufel), Felix
Scheuermann, Orion Burke, Khalidar Edgewood,
Michael Brown (aka Lichtobergo), Andrew Grames,
Parker Winders, Michael Milward, Chris Jeter,
Cameron Spanier, Greg Spanier
LEGAL
Printed in China. Not for resale or redistribution.
Permission granted to copy for personal use only.
Unnatural Selection © 2023 Dungeon Damsel
Creations. Unnatural Selection and Dungeon Damsel
Creations are trademarks of Dungeon Damsel
Creations.
Unnatural Selection is an independent product
published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library,
LLC. Shadowdark RPG © 2023 The Arcane
Library, LLC.
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.
com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/
legalcode.
Spectral Blood used with permission from Billy Blue.
Locking Lurker used with permission from Brian
Lovingood.
3
Contents
CHARACTERS
9
GAMEPLAY
79
Ancestry
10
Ceremonies
80
Additional Ancestry
12
Curiosities
82
Beastmaster Class
14
Fiend Class
16
MONSTERS
89
Grave Warden Class
18
Animals
90
Ovate Class
20
The Fel Curse
92
Plague Doctor Class
22
Monster Statistics
98
Shaman Class
24
Backgrounds
26
TREASURE
135
Nature Spirits
28
Magic Items
136
Death Pantheon
30
Titles
32
LOTTERY OF THE LOST
147
Languages
34
Gear
35
Overview
148
Character Names
36
Areas 1-10
150
Map
158
MAGIC
39
Performing Magic
40
Grave Warden Mishaps
42
Grave Warden Spells
44
Ovate Spells
46
Shaman Chants
48
Spells and Chants
50
5
he Gauntlet thinned
the ranks of the
slummers, as it
always had. They bargained
their lives for a ticket out of
poverty, but the key to their
salvation dangled within the
jaws of death.
Darkness consumed
everything in The Guantlet.
Out of the two-dozen to
enter, they had a single torch,
which ran out long ago.
One dragonborn had made
due with random sticks and
leather cobbled together into
crude light sources, along
with her breath. She died in
the third chamber.
The darkness might have
been all-encompassing,
but then add the insidious
laughter ringing through
the walls and you had a true
nightmare made real.
This time, the group was
lucky. A dozen remained
when they reached the
chasm. They were finally
using a modicum of
teamwork, including some
quick-witted actions that
6
kept them alive long enough
to get to the narrow bridge
leading to the final chamber;
not that the lottery winners
knew that.
A skurrid held one of their
last three improvised torches.
The light from the pathetic
tongue of flame reached
neither ceiling nor floor,
the weight of the darkness
bringing its full bulk to bear
everywhere except the fivefoot-wide path. He dared
not step forward, nor would
the other eleven. The fierce
howling from the chasm
taunted them. They feared it
would blow out their feeble
blaze, plunging them into
darkness.
“We oughta light one more.”
He said. The wind picked up
and almost snared the torch
he held, but he braced his
back against the wind and
shielded the tiny portable
fire.
A tiefling and a mushroombeing shared a glance,
then looked at the last two
wrapped sticks they had left.
“Ladies first.” Said the
tiefling. The mycellan
woman huffed, but doused
both the sticks in oil before
holding it up to the skurrid’s
fire.
It didn’t light. A hushed
murmur started to rise, but
a moment later, the fiend’s
torch lit. The group shared a
sigh and a brief smile.
“Run!” Hissed the skurrid
and charged across the
bridge. He held the torch in
his mouth and scampered
forward on all fours.
Everyone else joined him as
they ran, single-file, down
the bridge. Bare feet and
claws found their grip on
the floor to be less than
sturdy as some slipped on
whatever slime had grown
there. Screams echoed from
below as the less dextrous
plummeted to the depths.
Then came the hissing
sounds.
Explosions rocked the
narrow crossing over
the chasm, wrath-filled
concussive blasts of
green flames spewed by
alchemical will-o-wisps. Two
‘contestants’ won a one-way
ticket to the bottom of the
chasm.
“No!” Shouted a shadow
elf before being silenced by
a spear to the throat and
tumbling off the bridge.
Through some miracle, the
skurrid, the tiefling, and the
mycellium found themselves
on the other side of the
bridge. A bleached-white
beast leapt at the tiefling,
but he used his torch to fend
it off, causing his light and
his attacker to fall into the
depths.
The trio saw an open door
and charged for it, slamming
it shut behind them after
seeing the chaos of the
bridge.
Laughter rang out through
the room as a bony claw
reached out from the alcove
in the wall beside them.
The torchlight sputtered and
went out.
7
8
Characters
9
Ancestry
CHELONIAN
FOREST ELF
Contemplative, wise turtle
beings who act with caution and
carry their homes on their backs.
Slender, patient elves who are
one with nature and uneasy
amidst urban bustle.
You know the Common and
Chelonian languages.
You know the Common, Elvish,
and Sylvan languages.
Armored Shell. Gain +1 to your
AC.
Forest Footwork. In a forest,
you can move up to near again
without skipping an action on
your turn.
DRAGONBORN
Proud descendants of dragons
whose honor holds greater value
than their own lives.
You know the Common and
Draconic languages.
Breath Weapon. 1/day, unleash
a breath weapon based on your
draconic heritage as a ranged
attack, dealing 1d8 damage to a
near-sized cube in near range.
HALF TROLL
Ugly, burly beasts who easily
anger and struggle to find their
place within humanoid society.
You know the Common and
Giant languages.
Regenerate. Regain 1 HP per
hour unless damaged by fire or
acid.
They stepped out from the shadows to observe the
bustling tapestry of civilization, reminding us of our deep
connection to nature and the bowels of the earth.
10
SHADOW ELF
TIEFLING
Lithe, stealthy offspring of drow
who have embraced the surface
as their home.
Devout, self-reliant outcasts
who have diabolic ancestry and
sport demonic horns.
You know the Common, Elvish,
and Drow languages.
You know the Common and
Diabolic languages.
Friend of the Shadows. When
shrouded in darkness, monsters
attack your allies first.
Heatsight. 1/day you can see
the heat signatures of living
creatures for 3 rounds.
11
Additional Ancestry
GNOME
RISEN
Diminutive, elusive tricksters
who delight in playful pranks. As
clever as they are tiny.
Resurrected heroes, chosen
to fulfill their purpose even in
undeath.
You know the Common and
Sylvan languages.
You know the Common and
either the Celestial or Diabolic
languages.
Trickster. 1/day, target one
creature to become the object
of your nettlesome pranks, you
can force a re-roll on one attack
or check.
MYCELLAN
Peaceful mushroom folk who
connect with their natural
environment through the
mycelial network and telepathy.
Corpse Walking. At 0 HP you
remain active but are still dying.
Someone else must stabilize
you. You die early if you take
your full HP of damage again.
SLIMEFOLK
Oddly-shaped humanoids made
of congealed slime who have
chosen to coexist with solids.
You know the Common and
Sylvan languages.
You know the Common and
Primordial languages.
Telepathic. Once per day,
release rapport spores to gain
telepathic communication with
all in a near area. Lasts for 10
rounds.
Slime Form. You can freely
alter your shape to mimic other
humanoids. 1/day you can also
morph into a puddle of goo for 3
rounds. Puddle speed is halved
and equipment does not morph.
12
SKURRID
SYLVAREN
Furry ratfolk, as tall as elves,
famed for their role in citywide
subterranean vermin networks.
Botanical beings with leaves,
vines and/or berries growing
from their humanoid forms.
You know the Common and
Skurrid languages.
You know the Common and
Sylvan languages.
Vibrating Whiskers. If you focus,
you sense living beings within
near of you, even through doors.
Plant Medicine. Take 1 damage
to sprout a healing berry on your
body. Eating it will heal 1 HP.
13
Beastmaster Class
Limbs and mouths contort
and crack as bones and jaws
rearrange themselves.
Beast Hide. Your skin is covered
with a protective hide. If your
CON modifier is positive, add it
to your AC.
Weapons: All missile weapons
Languages. You can speak to
your chosen animal species.
Beast Shape. Once per day,
you and your possessions may
transform into the natural form
of your chosen beast for 3
rounds, taking on the animal’s
statistics, attacks, and abilities.
You still need light to see.
Beast Attack. Choose one
animal type to use for all melee
attacks (see Beast Attacks
table). If your talents allow for
multiple animals (see 12 on
Beastmaster Talents chart), you
may choose which animal to
use with every individual attack.
If you take damage while in
this form, do not transfer that
damage to your own HP when
you return to your humanoid
form. If you reach 0 HP in your
animal form, you transform
back at 0 HP, starting your
death timer as normal.
Armor: None
Hit Points: 1d8 per level
BEASTMASTER TALENTS
2d6
2
Effect (3-5 after max of d12 = reroll, 12 if have all 4 = reroll)
You may use Beast Shape 1 additional time per day.
3-5
Increase die category of chosen Beast Attack damage.
6-9
+2 to Strength or Constitution stat or +1 to unarmored AC.
10-11
Make an animal magic item (see pgs. 136, 137, and 145).
12
14
Select and add a new beast attack to your arsenal.
BEAST ATTACKS
Beast Attack
Wolf
Bite deals a number of d6s equal to half your level
rounded down. Minimum of 1d6. Beast Shape: Wolf
(see pg. *264 from sourcebook).
Bear
Claw deals 1d8 damage. Can attack with disadvantage
to double damage dice from bear hug. Beast Shape:
Black Bear (see pg. 101).
Bite attack deals 1d4 + poison. DC 9 CON check or
Cobra paralyzed for 1d4 rounds. Beast Shape: Cobra (see pg.
*252 from sourcebook).
Talon grasp attack grapples and target is pecked for
1d6. Target must make a DC 9 STR check to escape. If
Eagle
grappled, do automatic 1d6 peck damage each round.
Beast Shape: Eagle (see pg. 107).
15
Fiend Class
Disciplined inferno keepers,
molten architects, or diabolical
pyromancers harness the
energy of arcane flame from the
molten heart of the earth, the
nightmarish abyss, or the searing
forges of fallen stars.
Firebond Weapon. Pulling from
the eternal flames of the abyss,
you can ignite your melee
or ranged weapon as part of
making an attack. It deals an
additional d4 of fire damage on
hit.
Weapons: All weapons
The weapon’s flame is not
enough to pierce the darkness.
Armor: All armor and shields
Hit Points: 1d8 per level
Languages. You can speak the
Diabolic language.
Wicked Tongue. Your oratory
prowess deceives others,
granting you advantage on
any negotiation, intimidation,
persuasion, or misdirection
check.
Pyromancy. You wield the
relentless energy of the eternal
flame in powerful and unique
ways.
Upon reaching level 2, roll one
talent from the Pyromancy
table, with additional rolls at
every even level.
You are immune to your own
pyromancy.
FIEND TALENTS
2d6
2
Effect (2 duplicate = +1 use/day)
1/day, know the desires or fears of a creature in near range.
3-6
+1 to melee and ranged attacks.
7-9
+2 to Strength, Dexterity, or Constitution stat.
10-11
Roll an additional talent on the Pyromancy Talents table.
12
Choose a Fiend talent or +2 points to distribute to stats.
16
PYROMANCY TALENTS
d12
Details (die category max = d12, DC step max = 18)
1
Increase die category of Firebond Weapon’s extra damage.
2
Flaming Impact. A Firebond Weapon strike ignites target,
dealing 1 dmg/round until extinguished. +1 dmg on duplicate.
3
Boiling Blood Spray. When a Firebond Weapon strikes a
creature, scorched blood deals 1 damage to creatures in close
range. Add +1 damage on duplicate.
4
Wall of Fire. As an action, create a near-length wall of fire in
a straight line from any point a near distance from you for 5
rounds. Only one can be active at a time. The wall deals 1d4
damage on touch. Increase damage die category on dupe.
5
Magma Armor. As an action, activate for 5 rounds, adding +1
to AC. Add +1 to AC on duplicate.
6
Blast Furnace. As an action, release your body’s heat. Any
creatures in close range take 1d4 of damage. Increase damage
die category on duplicate.
7
Hot Flash. As an action, create a white hot flash. Creatures in
within close are blinded and stunned for 1 round if they fail a
DC 12 CON check. Add a round of blindness on dupe.
8
Fireform. As an action, transform yourself into flames for 3
rounds. Physical attacks do half damage to you. Creatures
using natural weapons also take 1d4 damage if they hit.
Increase damage die category on dupe. Emits light at close.
9
Hot Hands. When you hit an opponent with a Firebond
weapon, They make DC 12 CON check or they drop their
weapon. Increase DC step on duplicate.
10
Flaming Frenzy. As an action, activate to gain 3 attacks on
your next turn. Gain one more attack on duplicate.
11
Flarephobia. Creatures hit by a Firebond weapon must make a
morale check at DC 9. Increase DC by one step on duplicate.
12
Super Nova. Detonate yourself in a superheated explosion,
dealing 5d12 damage to all creatures within near. All objects
and all of your possessions are destroyed. You go to 0 HP and
permanently lose 1 CON.
17
Grave Warden Class
Reverent undertakers, eager
bone-setters, or cold-hearted
executioners who wield the
power of the undead to do their
bidding.
Spellcasting. You can cast grave
warden spells you know.
You may choose three tier 1
spells from the grave warden
spell list.
Weapons: Dagger, scythe
Armor: Leather armor
Hit Points: 1d4 per level
Languages. You know one rare
language.
Necrotic Reap. You can cast
touch spells through a scythe.
Add +1 spellcasting bonus to
touch spells when doing so.
Claim Undead. 1/day you can
seize control of any number of
undead. Their total LV cannot
exceed your own. Undead
make a DC 12 CHA check to
resist.
18
Each time you gain a level, you
choose new grave warden
spells to learn based on the
Grave Warden Spells Known
table.
Add your Constitution modifier
when casting grave warden
spells. The DC is 10 + the spell’s
tier.
If you fail a spellcasting check,
you can’t cast that spell again
until you complete a rest.
If you roll a natural 1 on a
spellcasting check, you must
also roll on the corresponding
Necrotic Mishap table for the
spell’s tier.
GRAVE WARDEN SPELLS KNOWN
Spells Known By Spell Tier
Level
1
2
3
4
5
1
3
-
-
-
-
2
4
-
-
-
-
3
4
1
-
-
-
4
4
2
-
-
-
5
4
2
1
-
-
6
4
3
2
-
-
7
4
3
2
1
-
8
4
4
2
2
-
9
4
4
3
2
1
10
4
4
4
2
2
GRAVE WARDEN TALENTS
2d6
2
Effect (2 duplicate = reroll after DC 18 is gained)
Increase the DC to resist Claim Undead by one step.
3-7
+2 to Constitution stat or +1 to grave warden spellcasting
checks.
8-9
Gain advantage on casting one spell you know.
10-11
Increase the Necrotic Reap bonus by an additional +2.
12
Choose a talent or +2 points to distribute to stats.
Ovate Class
Custodians of nature’s balance,
wielders of flora’s might, or
omen-reading diviners who
guide the primal forces to
shape our destiny.
Weapons: Bolas, club, staff,
sling, whip (see Cursed Scroll
#2 for bolas, sling, & whip)
Armor: Leather armor and
wooden shields
Hit Points: 1d6 per level
Languages. You can speak any
two animal languages.
Animal Companion. To start,
you verbally control one 0-level
non-insect animal companion
such as a fox, owl, or iguana.
Calm Animals. 1/day, your
soothing aura pacifies natural
animals within near. Their total
LV cannot exceed 2X your own.
Giant animals attempt a DC 12
WIS check to resist. A calmed
animal will regard you as a
friend, but not a companion.
20
Train Animal. You can train
a calm or captive animal to
become your new Animal
Companion. You can only have
one Animal Companion at a
time, and its LV cannot exceed
yours. For every 2 LV of the
animal, training takes 1 day.
You must know its language to
understand it.
Spellcasting. You can cast
ovate spells you know. You may
choose two tier 1 spells from
the ovate spell list.
Each time you gain a level, you
choose new spells based on the
Ovate Spells Known table.
Add your Wisdom modifier
when casting ovate spells. The
DC is 10 + the spell’s tier.
If you fail a spellcasting check,
you can’t cast that spell again
until you complete a rest.
If you roll a 1, you can’t cast that
spell again until you attend a
ritualistic purging or ceremony.
OVATE SPELLS KNOWN
Spells Known By Spell Tier
Level
1
2
3
4
5
1
2
-
-
-
-
2
3
-
-
-
-
3
3
1
-
-
-
4
3
2
-
-
-
5
3
2
1
-
-
6
3
2
2
-
-
7
3
3
2
1
-
8
3
3
2
2
-
9
3
3
2
2
1
10
3
3
3
2
2
OVATE TALENTS
2d6
2
Effect
The number of animal companions you can have
increases by one.
3-6
Gain advantage on casting one spell you know.
7-9
+2 to Wisdom stat or +1 to ovate spellcasting checks.
10-11
You can speak to an additional species of animal.
12
Choose a talent or +2 points to distribute to stats.
21
Plague Doctor Class
Shadow-veiled alchemical
apothecaries, compassionate
herbalist healers, or beakmasked disease cultists who can
perform surgeries and harness
the power of science.
Weapons: Censer flail, dart,
needle whip, stiletto, rapier.
Armor: Leather armor
Hit Points: 1d6 per level
Mesmerize Insect. 1/day,
you bewitch an insect to
automatically deliver an injure
elixir to a target within near.
Elixirs. You can craft elixirs by
making an INT check. Apply the
modifier for the chosen delivery
method (See Delivery Method
table on pg. 22) to this check.
This does not take your action.
Languages. You know two
additional common languages.
If you fail, you can’t make that
elixir again until you rest. Except
for mask infusions, elixirs expire
in 5 rounds.
Mask Infusion. Inhale one premade herbal elixir from your
mask for immediate infusion.
Lasts all day, expires on use.
Critical success increases DC or
die category by one or doubles
duration. Critical fails self-inflict
harmful elixirs.
PLAGUE DOCTOR TALENTS
2d6
2
Mesmerize one additional insect per day.
3-6
Add an extra die rolled on an elixir you choose.
7-9
+2 to Intelligence or Dexterity stat, or +1 to elixir checks.
10-11
12
22
Effect
You gain ADV on elixir checks for an elixir you choose.
Choose a talent or +2 points to distribute to stats.
ELIXIR ELIXIR
CRAFTING
DC
Effect
10
Stenchwort. Cures paralysis and is immune to smells
and smell-based effects for 5 rounds.
11
Panacea. Ends one poison, disease, or plague.
11
Inoculant. ADV on checks vs. specific hazard you
choose, such as fire or poison, for 5 rounds.
12
Tonic. Heals 1 HP.
12
Toxin. DC 12 CON check or paralyzed for 1d4 rounds.
13
Acid. Target takes 1d8 damage.
13
Plague. Deals 1d6 permanent damage. DC 12 Con
check daily to fully recover or take another 1d6.
14
Pheromone. DC 12 WIS check or living creatures are
calmed and consider you a reluctant friend for 5
rounds or until they are attacked by you or an ally.
14
Remedy. Heals d6 equal to 1 plus half your level
rounded down.
You can use the table on pg. 28 of Cursed Scroll #2 to craft more
elixirs. These poisons require a DC 14 INT check. Refer to the “use”
column for the delivery method modifier.
DELIVERY METHOD
Modifier Type
+3
Mask Infusion. Lasts up to 1 day or until activated.
+1
Ingest. Quaffed like a potion or otherwise eaten.
0
Injure. Skin must be punctured after elixir is
applied to a weapon like a stiletto, rapier, or dart.
-1
Touch. Skin must simply be touched by the elixir.
-3
Inhale. Gas covers near area. Lingers for 1 round.
23
Shaman Class
Indispensible medicine men and
oracles who serve as healers,
guardians of ancient wisdom,
and conduits between the
tangible and ethereal realms.
Weapons: Bows, club, dagger,
hunting knife, javelin, spear, staff
Armor: None
Hit Points: 1d6 per level
Languages. You know
Primordial.
Healing Circle. 1/day you can
perform a 10-minute drumming
and chanting meditation. All
participants are healed for 1d4
HP if the performance is not
interrupted. A spellcaster or
herbalist can recover a lost
spell or elixir instead. Random
encounter chance is increased.
24
Chanting. You can perform
shamanic chants you know
using your drum and voice.
You may choose two tier 1
chants from the shamanic
chants list.
Each time you gain a level,
you choose new shamanic
chants to learn according to the
Shamanic Chants Known Table.
Add your Wisdom modifier to
perform shamanic chants. The
DC is 9 + the chant’s tier.
If you fail a chanting check, you
can’t perform that chant again
until you complete a rest.
For performing shamanic
chants, see Chanting on pg. 40.
SHAMANIC CHANTS KNOWN
Chants Known By Spell Tier
Level
1
2
3
4
5
1
2
-
-
-
-
2
3
-
-
-
-
3
3
1
-
-
-
4
3
2
-
-
-
5
3
2
1
-
-
6
3
3
2
-
-
7
3
3
2
1
-
8
3
3
2
2
-
9
3
3
3
2
1
10
3
3
3
2
2
SHAMAN TALENTS
2d6
Effect (2 duplicate after max of d12 = reroll)
Gain an additional use of your Healing Circle talent each
day.
2
3-7
+2 to Wisdom stat or +1 to shamanic chanting checks.
8-9
Gain advantage on performing one chant you know.
10-11
Learn one additional shamanic chant of any tier you know.
12
Choose a talent or +2 points to distribute to stats.
“ The sacred medicine of the eagle gives us the vision to
see the herd from a grand view and guides us to witness
all life as one.” - Ashoka, Guiding Wind
25
Backgrounds
UNTAMED BACKGROUNDS
d20
26
Effect
1
Lupine. You were raised by a pack of wolves.
2
Aerian. You were raised by eagles, high in a nest.
3
Ursine. You were raised by a family of bears.
4
Feral. Your family found refuge in untamed wilds.
5
Treant. You have an unbreakable bond with a treant .
6
Forager. You can discern medicinal from deadly.
7
Rescued. You were almost eaten by a savage beast.
8
Exiled. You were cast out from an ancient tribe.
9
Hunter. You know where to find game.
10
Fisher. If there’s a body of water, you can eat.
11
Cannibalborn. You renounced your heritage.
12
Beastmaster Apprentice. You learned to roar.
13
Shamanic. You were raised to embrace the spirits.
14
Barbarian. The wrath within can consume you.
15
Snake Charmer. Snakes are your best friends.
16
Ovate. Natural wisdom flows through you.
17
Astronomer. You find guidance in celestial patterns.
18
Skyseer. You predict the weather through nature.
19
Chiefling. You are the progeny of a tribal chief.
20
Spirit Spawn. You are the child of a nature spirit.
UNDERWORLD BACKGROUNDS
d20
Effect
1
Pariah. You were even kicked out of the orphanage.
2
Executioner. You carried out the will of a king.
3
Treasonous. You are marked by a traitorous lineage.
4
Deathwise. You perceive mortality at a deep level.
5
Scrapper. Raised in brutal city streets and survived.
6
Wanted. You have a price on your head.
7
Cult Initiate. You know blasphemous rituals.
8
Insider. You were a part of the criminal underworld.
9
Grave Warden Apprentice. You learned the dead.
10
Plague Doctor Apprentice. You studied disease.
11
Bone Setter. You know anatomy and surgery.
12
Abused. You were tormented by your noble family.
13
Undertaker’s kin. You lived with a family of death.
14
Orphaned. Your family died of the plague.
15
Former Slaver. Your family thrived in the slave trade.
16
Avenger. Your family fell to assassins.
17
Liberator. You have promised to free the enslaved.
18
Grave Digger. You have toiled in mortality.
19
Gambler. You inherited an obsession as a highstakes bettor in the Lottery of the Lost.
20
Phylactery. A lich can’t die unless you do.
Through tempests of scorn, you shall rise, young outcast, to etch
your name upon time’s tapestry.
27
Nature Spirits
The nature or primal spirits are
embodiments of the natural world,
intricately tied to specific features
or entire elements. They do not
judge but serve to support those
who preserve the natural order.
Therefore, all nature spirits are
neutral in alignment.
Their worshippers hail from all
walks of life, including nomadic
tribes, shaman, highly intelligent
animals, and the fey. They may
also be of any alignment, but must
hold nature in the highest regard.
Serving the nature spirits involves
harmonizing with the rhythms
of the seasons, embracing the
delicate balance of the life cycle,
and engaging in ceremonies to
honor the natural world.
AELORIN (NEUTRAL)
The woodland guardian. She
oversees the harmony and natural
magic of the woodland realm.
Aelorin urges followers to avoid
upsetting the delicate balance
of the forest and protect it from
those who might.
28
AQUALIS (NEUTRAL)
Often referred to as the Water
Spirits, Aqualis is the collective of
every drop of water with its own
distinctiveness, yet collectively
they form a symphony of liquid
life. Followers of Aqualis learn
that there are always many paths
around obstacles, and those paths
rarely require effort to find.
CAAPI (NEUTRAL)
The sacred spirit of plant
medicine, she guides seekers on
a transformative journey of selfdiscovery and healing, occasionally
using demanding methods to
achieve her goals. Disciples are
granted ancient wisdom into the
healing properties of plants.
GAIANTHOS (NEUTRAL)
The living island. He is an ancient
and primordial entity. On his
colossal shell, entire civilizations
have risen and fallen. Those who
revere Gaianthos seek his guidance
to find patience, to cultivate their
own resilience, and to support all
of existence on their backs.
LIORA (NEUTRAL)
VERDANTIX (NEUTRAL)
The regal lioness. She embodies
courage, strength, and the
prowess to protect and lead.
Followers of Liora seek her
guidance to develop their inner
strength, embrace their leadership
qualities, and fiercely protect what
is dear to them.
The natural spirit of death and
transformation, symbolized by
thorny brambles. He guides souls
across the bridge of what was
and what will be, teaching that
death is a vital step in the cycle of
existence. His followers embrace
the interconnectedness of both.
29
Death Pantheon
Fascinated by the mortality of
life in planes they oversee, many
deities will claim to be the one
true harbinger of death. Even the
Dark Trio declare mastery over
life’s transience, yet they are too
focused on the rivalry with the
Four Lords to bother themselves
with the delicate art of guiding
souls across realms.
DOMINUS (CHAOTIC)
A select few deities hold the
solemn duty of shepherding
mortal spirits from the realm of the
living to the vast expanse beyond.
MORTHRAX (CHAOTIC)
These deities navigate the delicate
transition, influencing the destiny
of each soul. Some lead souls
astray or to tumultuous afterlives,
while others adhere to strict laws
of judgement and retribution.
LYTHIA (NEUTRAL)
The Shatterer of Chains, Lythia
liberates souls from the cycle of
reincarnation, allowing them to
transcend into a final state as they
cross over into the great expanse
beyond. Followers of Lythia receive
the gift of eternal rest.
30
The true Harbinger of Suffering,
he is a malevolent god of death
who uses manipulation and
twisted charm to mislead those
transitioning to the afterlife. With
promises of fleeting pleasure and
indulgence, he dupes souls to sign
away their eternal peace to satiate
his unending delight.
The Devourer consumes souls,
bringing an eternal nothingness for
any he ingests. To feed his hunger,
Morthrax stokes the fires of war
among mortals. His disciples
receive a relentless drive for
conquest and a spot at his table or
on his plate, depending on service.
PERADINE (LAWFUL)
The Arbiter administers just and
accurate judgement to every soul.
He rewards or punishes based on
piety, integrity, valor, justice, and
empathy. His followers revere him
as the epitome of righteousness,
seeking guidance to attain peace
beyond mortality.
31
Titles
BEASTMASTER TITLES
Level
Lawful
Chaotic
Neutral
1-2
Cub
Shifter
Forager
3-4
Animal
Stalker
Metamorph
5-6
Warden
Prowler
Pathfinder
7-8
Marshal
Predator
Alpha
9-10
Packmaster
Apex Predator
Beast King
FIEND TITLES
Level
Lawful
Chaotic
Neutral
1-2
Stellarite
Imp
Emberite
3-4
Solarion
Menace
Incendian
5-6
Starforger
Hellion
Volcanist
7-8
Celestialist
Demon
Pyromancer
9-10
Star Master
Demon King
Lava Lord
GRAVE WARDEN TITLES
Level
Lawful
Chaotic
Neutral
1-2
Disciple
Aspirant
Neophyte
3-4
Adherent
Postulant
Reanimator
5-6
Devotee
Revenant
Soulkeeper
7-8
Archon
Necromancer
Dominator
9-10
Paragon of
Crossing
Underlord
Afterlife Sovereign
32
OVATE TITLES
Level
Lawful
Chaotic
Neutral
1-2
Custodian
Tamer
Green
3-4
Steward
Subjugator
Balancer
5-6
Guardian
Controller
Harmonist
7-8
Sentinel
Nature Tyrant
Druid
9-10
Warden
Overlord
Archdruid
PLAGUE DOCTOR TITLES
Level
Lawful
Chaotic
Neutral
1-2
Resident
Proselyte
Tincturer
3-4
Physician
Afflictor
Elixerist
5-6
Remediator
Contagionist
Chemist
7-8
Curator
Epidemiologist
Alchemist
9-10
Master Curator
Pestilence Herald
Grand Alchemist
SHAMAN TITLES
Level
Lawful
Chaotic
Neutral
1-2
Empath
Tyro
Medium
3-4
Mystic
Hexer
Communer
5-6
Healer
Totemist
Soul Caller
7-8
Lightworker
Enigma
Spirit Guide
9-10
Ascendant
Witchdoctor
Visionary
“Seeking titles inflates the ego. True wisdom flows not
from the illusion of achievement, but from expansion of
the heart.” - Ju’kuul, Half-Troll Shaman
33
Languages
ANIMAL LANGUAGES
Language
What Speaks It
Arachnid
Scorpions, spiders, ticks
Bear
Bears, raccoons
Burrower
Badgers, meerkats, rabbits, skunks, wolverines
Canine
Coyotes, dogs, foxes, hyenas, mastiffs, wolves
Feline
Cheetahs, house cats, lions, panthers, tigers
Grazer
Antelopes, boar, camels, deer, giraffes, goats,
horses, moose, steer
Insect
All insects
Marine
Dolphins, fish, otters, sharks, whales
Marsupial
Kangaroos, koalas, opossums, tasmanian devils
Pachyderm
Elephants, hippos, rhinos
Primate
Apes, monkeys
Raptor
Hawks, eagles, ostriches, owls, pelicans, vultures
Reptile
Crocodiles, iguanas, snakes, turtles
Rodent
Bats, beavers, porcupines, rats, squirrels
Songbird
Finches, sparrows, wrens
ADDITIONAL COMMON LANGUAGES
Language
Who Speaks It
Chelonian
Chelonians, turtles
Skurrid
Skurrids, rats
“Roaarrr gerrrr rurrah ferrraaawww, hrrroaaahr mrraa!” said
Mohratt the beastmaster to his bear friend as they gulped ale.
34
Gear
WEAPONS
Weapon
Cost
Type
Range
Damage
Properties
Censer Flail
20 gp
M/R
N
1d8
F, G, La
Darts (5)
1 gp
R
N
1d2
Th, I
Hunting Knife
2 sp
M
C
1d4
F
Needle Whip
10 gp
M/R
N
1d4
F, La, I
Rapier
8 gp
M
C
1d6
F, I
Scythe
2 gp
M
C
1d6
2H
Stiletto
5 sp
M
C
1d4
F, I
Finesse (F). You can use your
Strength or Dexterity when
attacking with this weapon.
Thrown (Th). You can throw this
weapon to make a ranged attack
with it using Strength.
Gas (G). Cause the center of your
Inhaled Plague Doctor elixir to
originate a near distance away and
lasts an additional round.
Two-Handed (2H). You must use
this weapon with two hands.
Darts. You can store 10 darts per
gear slot.
Injectable (I). You can apply a
poison or elixir to this weapon and
inject a target with a successful hit.
Lash (La). You can make a ranged
attack without the weapon leaving
your hand. (Lash rules first printed
in Cursed Scroll 2: Red Sands. Used
with permission from The Arcane
Library.)
35
Character Names
UNTAMED CHARACTER NAMES
d20 Chelonian
Forest
Elf
Gnome
Alkaster
1
Alaqua
Caelara
2
Bizloro
3
Half Troll Mycellan Sylvaren
Brugmok
Boblib
Caraern
Draelith Alrigg
Crashma
Diosyl
Carya
Damuti
Elira
Belitrix
Darkjaw
Fyshibell
Clethra
4
Gadra
Erania
Briesella
Draktum Hirobrelk Elmshell
5
Garluk
Faelon
Carnoa
Graktha
Hylotus
Eugara
6
Jappala
Granith
Folphine
Grimnok
Napispor
Hamien
7
Jig’t
Ilyndor
Gaxim
Gruul
Nysbel
Ingar
8
Likari
Joraelis Jolyssa
Haggrot
Oshol
Khaya
9
Lopani
Lirael
Jorpo
Harkoth
Ougie
Kigelia
10
Orlynn
Miril
Kriphlix
Krugnok
Phosblia
Maloss
11
Nortle
Nareth
Mypindo
Krugul
Phosbu
Mayhern
12
Nulkara
Raedan Nymyra
Maula
Psyfilg
Myrith
13
Oloren
Sarelon
Posy
Skarlog
Psooglas
Physan
14
Quinn
Sirmell
Rosibella
Shurnk
Psyglim
Pinefang
15
Qoldulla
Sylvaris
Grimble
Tarmula
Snurb
Salian
16
Sarl
Tarelin
Tolendril
Thraggar
Stubrub
Shreed
17
Sunnara
Thaelin
Vivphina
Thramk
Vilumin
Triadica
18
Ubota
Varis
Welmyra
Thwakk
Vygrer
Vernica
19
Wunto
Xandril
Yofin
Truggly
Vylappi
Wildoak
20
Yinful
Zyranel
Zanibys
Vonkna
Yrob
Yucca
36
The Risen are intentionally omitted
from the Underworld Character
Names chart. Since these are
resurrected or animated entities
from various origins, you can
choose a name based on their
original ancestry and lifelong
backstory.
UNDERWORLD CHARACTER NAMES
d20 Dragonborn
Shadow
Elf
Skurrid
Slime Folk
Tiefling
1
Akrandor
Belvrae
Beezle
Adiozod
Azura
2
Arvax
Dizzkel
Blibbiny
Brex’mort
Baelgrim
3
Balaris
Drizz’tol
Brabbio
Clyze
Belial
4
Bhurash
Eilistraee
Broozle
D’zhus
Ignatius
5
Birivak
Illyndra
Fiffpoot
Glimearix
Isolde
6
Daarok
Ilmrae
Fizzlips
Jellivot
Kaldrek
7
Dornak
K’lder
Griblick
Jemarix
Lilithia
8
Faridek
Liothryn
Lissnib
Krystaldra
Malachite
9
Ghurash
Nelynna
Mizzle
Mirethul
Morganna
10
Harkorn
Phaeris
Mummikin
M’liox
Nyxandra
11
Meldran
Qu’ellar
Quibber
Myrathix
Sablethorn
12
Meraash
Syrindra
Rabbick
Oozewrek
Selenea
13
Nadarrak
Tyrvir
Rumbish
Plasmicor
Seraphina
14
Pandjek
Ulvrith
Skrabbins
Quixledra
Thalazar
15
Rathok
Vaelindra
Skreezle
Shukolb
Veridian
16
Shakar
Vornilya
Snarkle
Taal’krotl
Vespera
17
Shorin
Xyndrith
Snarv
Visceroze
Vorenthar
18
Tarkhan
Zaraevra
Tizzlort
Yitognas
Xarzul
19
Torinna
Z’ekzil
Tubbegrit
Zildoxr
Zalara
20
Vygrer
Zilryn
Zizzia
Zyloxith
Zephyrion
37
Magic
39
Performing Magic
Grave Warden magic is unnatural,
murky, and dangerous. Grave
Wardens know that raising the
dead could easily bite them back.
Shaman magic is traditional,
ritualistic, and hypnotic. Ovate
magic is verdant, earthly, and
wild. Those who dishonor their
ancestors or nature spirits lose the
ability to command the natural
world until they can undertake a
purging.
DRUMMING
As a shaman, you use a drumming
instrument while singing or
chanting to perform. You will
need to carry a set of shamanic
instruments, which includes a
drum, a mallet, and a shaker. If you
lose your instruments, improvising
is possible, but chanting checks
will be performed at DISADV.
If a chant cannot be heard, then it
has no effect. A silenced shaman
will be unable to perform any
chants. Targeted allies or foes
who cannot hear will also not be
affected.
40
CHANTING
Chants are the same as focus
spells except that they require
auditory components. They last for
as long as you perform them, you
can only perform one at a time,
and you can end them at any time.
To maintain a chant, you make a
chanting check at the start of your
turn. If you take damage, you must
immediately make a check to
maintain the chant.
Success. The chant remains in
effect until the start of your next
turn.
Failure. The chant ends. You do
not lose the ability to start the
chant over again. However, if
you critically fail on a check to
maintain a chant, treat it as a
standard critical failure.
While chanting, you can move but
take no action. You may attempt
to perform an action and keep
chanting by using your voice only.
Chanting checks without your
drum will be attempted at DISADV.
RAISING THE DEAD
PURGING
As a Grave Warden, spells and
abilities allow you to command the
undead whose combined LV does
not exceed your own. This minion
limit includes undead gained
through the Claim Undead talent
and the Raise Dead spell.
As atonement, a shaman or ovate
must undertake a plant medicine
ceremony to purge impurities and
spiritual blockages.
Attempting to raise more than
the limit simply reduces previous
minions to grave dust.
CRITICAL FAILURE
If you roll a natural 1 on your
spellcasting or chanting check, the
spell or chant does not take effect.
Grave Warden Spell. You can’t
cast that spell again until you
successfully complete a rest. You
must also roll on the Grave Warden
Mishap table corresponding to the
spell’s tier. (See pg 42).
Shamanic Chant or Ovate Spell.
Your ancestors or nature spirts
are dishonored and shun you.
You cannnot perform that chant
or cast that spell again until you
complete a ritualistic purging and
successfully complete a rest.
The ceremony, which can also be
conducted as a form of carousing,
(see ceremonies, pg. 80) involves a
cleansing ritual followed by a plant
medicine-induced psychoactive
vision quest, complete with violent
purging.
Another shaman must perform
the ceremony and should be
compensated appropriately based
on the duration. The number of
days of your vision quest must be
double the tier of the lost chant.
During the multi-day purification,
your HP is reduced by half and
your CON stat is set to 3 until the
ritual is complete.
CEREMONY COST
Spell Tier
Value
1
5 gp
2
20 gp
3
40 gp
4
90 gp
5
150 gp
41
Grave Warden Mishaps
GRAVE WARDEN MISHAP TABLE 1-3
d12
42
Effect
1
Perdition! Roll twice and combine both effects.
2
Essence Rupture! Your soul starts to leave your
body, causing 1d8 damage.
3
Flesh Rot! While remaining fully functional, the
skin and muscle permanently melts off of, 1d6: 1-2.
Entire Head 3. Hands 4. Legs 5. Torso. 6. Entire Body.
4
Grasping Hands! Invisible spectral hands immobilize
you for 3 rounds, disabling your spells and weapons.
5
Exhausted! You suffer from fatigue, giving you
disadvantage on all attacks and checks for 3 rounds.
6
Shrouded! Darkness overwhelms you as all light is
suppressed within a near distance for 10 rounds.
7
Arcane Strain! You lose the ability to cast a random
spell until you complete a rest.
8
Cannot be Unseen! You scream uncontrollably for 3
rounds, instilling fear to all in near area. They must
make a DC 12 CHA check or flee for the duration.
9
Wight! You summon a wight that attacks you and
your allies for 5 rounds before disappearing.
10
Unintended Gift! A random item from your
inventory vanishes and reappears in the hands of
your nearest enemy, regardless of their distance.
11
Finger Mold! One of your fingers must be
amputated.
12
Mind Decay! You permanently forget one random
spell.
GRAVE WARDEN MISHAP TABLE 4-5
d12
Effect
1
Damnation! Roll twice and combine both effects.
2
Gangrene! You take 4d8 damage.
3
Possession! Black spectral wings sprout from your
back. You are possessed by a spectre, causing you
to attack your allies at your best for 3 rounds, while
able to fly at double near per round.
4
Undead Illusion! You appear to die and rise again as
a zombie for 3 rounds; even your speech sounds like
moaning. Your allies react accordingly.
5
Waves of Exhaustion! You and all within near area of
you suffer from fatigue, causing disadvantage on all
attacks and checks for 3 rounds.
6
Hunger! You crave humanoid flesh. All attacks and
checks are at disadvantage for 2 days or until you
consume 2 pounds of humanoid flesh.
7
Feed the Monsters! You and allies within near each
take 1d6 damage. The total is transferred as healing
to near enemies.
8
Rotting Throat! Your throat rots away, rendering
you unable to speak or cast spells until you rest. You
heal, but you now have a permanent scar.
9
Blood Rain! All within near to you take 3d6 damage.
Any who die rise as zombies hungry for your flesh.
10
Silver Susceptibility! Contact with silver inflicts 1d4
damage, and silver weapons do double damage
against you, permanently.
11
Black Vortex! A portal opens, absorbing all magic
within near for 3 rounds, including your own spells.
12
Lich! A high-powered Lich knows who you are and
is driven by a relentless vendetta to destroy you.
43
Grave Warden Spells
TIER 1
TIER 2
•
Carrion Stench
•
Bonebound Sentry
•
Corpse Companion
•
Bonefire
•
Deadlight
•
Boneskin
•
Locate Corpse
•
Create Corpse
•
Protection from Undead
•
Darkness
•
Speak with the Dead
•
Dark Step
•
Spectral Scythe
•
Fireskull Familiar
•
Thrall Offering
•
Ghoulish Claws
•
Touch of Fatigue
•
Grasp from the Grave
•
Undeath Blessing
•
Prevent Decay
TIER 3
TIER 4
•
Blood Pact
•
Black Blood
•
Chilling Shriek
•
Bone Ballista
•
Corpse Explosion
•
Demonic Possession
•
Deathward Circle
•
Domain of Fatigue
•
Fossilize
•
Drainblade
•
Grub Geyser
•
Mortal Rejuvenation
•
Lay to Rest
•
Remove Curse
•
Raise Dead
•
Spectral Drain
•
Summon Wraith
•
Summon Mummy
•
Wither
•
Wall of Bones
44
TIER 5
•
Bone Storm
•
Conjure Wraith
•
Ghost Shift
•
Killing Shriek
•
Lifeward Circle
•
Mummify
•
Soul Reap
•
Undeath to Dust
•
Unhallowed Ground
•
Veil of Life
Ovate Spells
TIER 1
TIER 2
•
Arrow of Hornets
•
Charm Animals
•
Barkhide
•
Foresee Good
•
Create Tree
•
Healing Sprout
•
Fungal Cloud
•
Obscuring Spores
•
Know Intention
•
Reduce Animal
•
Speak with Animals
•
Tree Assault
•
Torch of Fireflies
•
Vicious Bite
•
Tree Guardian
•
Whip of Fire Ants
TIER 3
TIER 4
•
Animal Totem
•
Companion Sight
•
Arbor Vantage
•
Enlarge Animal
•
Bloomquake
•
Forest Blend
•
Plantidote
•
Life Wolf
•
Summon Animal
•
Mass Breathe Water
•
Sword of Scorpions
•
Resurrect Animal
•
Train Animal
•
Tomorrow’s Vision
•
Yesterday’s Vision
•
Tree Sanctuary
46
TIER 5
•
Forest Altar
•
Forest of Treants
•
Giant Antapult
•
Healing Feast
•
Pass Tree
•
Rock to Mud
•
Summon Giant Animal
•
Timber
Shaman Chants
TIER 1
TIER 2
•
Flora’s Embrace
•
Call to the Wild
•
Heart of the Lion
•
Dance of the Drum
•
Hiss of the Viper
•
Divine Intervention
•
Sacred Bounty
•
Gift of Earth
•
Shamanic Purge
•
Grace of the Gazelle
•
Shell of the Turtle
•
Voice of Verity
TIER 3
TIER 4
•
Ancestral Guidance
•
Bite of the Mantis
•
Armaments of the Ancients
•
Gift of Fire
•
Bramble Bridge
•
Lure of the Piper
•
Gift of Water
•
Song of Immunity
•
Leaves in the Breeze
•
The Sky is Falling
•
Song of Resistance
•
Vault of the Flea
TIER 5
•
Fury of the Spirits
•
Gift of Air
•
Living Revelation
•
Poseidon’s Passage
•
Primal Purge
•
Shaman’s Shield
48
Spells and Chants
ANCESTRAL GUIDANCE
Tier 3, shaman
Range: Near
Your voice carries the insight of
ancient mystics, granting your
allies in near distance advantage
on all spellcasting, herbal, and
elixir checks.
ANIMAL TOTEM
ARMAMENTS OF
THE ANCIENTS
Tier 3, shaman
Range: Near
You invoke ancestral grace,
imbuing your near allies’
weapons with magic. They all
become +1 magical weapons.
ARROW OF HORNETS
Tier 3, ovate
Tier 1, ovate
Duration: 1 Day
Duration: Instant
Range: Close
Range: Near
A willing animal you touch
is transformed into a small
wooden statue in your inventory.
You can return it to natural form
at any time before the duration
expires.
A mass of hornets you summon
coalesce into an arrow that hits
a target, dealing 1d6 damage.
ARBOR VANTAGE
BARKHIDE
Tier 1, ovate
Duration: 5 rounds
Tier 3, ovate
Range: Close
Duration: Focus
An animal or giant animal’s skin
you touch hardens like tree
bark. For the spell’s duration,
the animal’s armor class is
increased by 2. Can also be cast
on Beastmasters.
Range: Near
Any ally within near of a tree
you enchant makes attacks with
ADV.
50
BITE OF THE MANTIS
BLOOD PACT
Tier 4, shaman
Tier 3, grave warden
Range: Near
Duration: 10 rounds
You invoke the fierce spirit of the
mantis. Enemies a near distance
from you who damage you or
your allies inflict an additional
half damage to themselves.
Range: Near
Targets know this damage is
coming from you.
BLACK BLOOD
Tier 4, grave warden
Duration: Instant
Range: Close
With the touch of your hand,
any living creature whose LV is
half of yours or less must make a
CON check vs. your spellcasting
check or be turned into a
zombie under your control.
The zombie retains the original
shape, LV and HP, but loses its
abilities, using zombie stats and
abilities.
Total undead LV under your
control cannot exceed your
level. (See pg. 41 for more
information.)
You form a life-preserving
contract among willing allies in
near range.
If any ally is reduced to 0 HP,
that ally automatically drains 1
HP from all other allies who have
at least 2 HP in near range.
Blood Pact can only be cast
once per day.
BLOOMQUAKE
Tier 3, ovate
Duration: Instant
Range: Far
You cause thousands of flowers
to burst from the ground,
creating an earthquake centered
on a target within range.
All creatures in a near area from
target location must make a
DEX check vs. your spellcasting
check or fall and take 2d6
damage.
51
BONE BALLISTA
BONEFIRE
Tier 4, grave warden
Tier 2, grave warden
Duration: Focus
Duration: 1 rest
Range: Close
Range: Close
You form a ballista made of bone
from a corpse you touch.
You light a corpse into a magical
campfire that cannot be moved,
illuminating a near distance.
It fires a bolt of bone shards
during your turn, automatically
hitting a target in near range,
doing 4d6 damage.
There is a 50% chance that the
necromantic energy from the
fire will deter random monsters.
The bone ballista has 10 HP, 11
AC, and can be damaged by
physical or magical attacks.
BONEBOUND SENTRY
Tier 2, grave warden
Duration: 10 rounds
Range: Near
Using spectral energy, you
double the size of one undead
minion that you control and root
it in place.
BONESKIN
Tier 2, grave warden
The bonebound minion cannot
move, but its maximum HP is
doubled and it deals an extra die
of damage.
You may dispel Bonebound
Sentry at any time.
52
Duration: 10 rounds
Range: Self
Your skin becomes covered in
hardened bone armor. For the
spell’s duration, your armor class
becomes 17 (20 on a critical
spellcasting check.)
CALL TO THE WILD
Tier 2, shaman
Range: Far
Your voice carries the ancient
melody that invites animals
within far to come to your aid.
BONE STORM
Tier 5, grave warden
Duration: Focus
Range: Near
You call upon deathly winds
to create a tornado of whirling
bones that cover a near cube.
Any creatures caught inside
take 5d6 damage per round.
You can forgo moving to move
the storm a near distance.
BRAMBLE BRIDGE
Tier 3, shaman
Range: Far
Your song stirs the dormant
energy within the surrounding
plants, prompting them to
sprout and weave together into
a bridge, stairway, or ramp,
spanning a near-sized cube.
Attempts to maintain this chant
are made with advantage.
The GM decides which and
how many arrive; the animals’
combined LV being twice yours.
They begin arriving in one round
and will take the most obvious,
instinctual action that can assist
you and your allies.
This chant does not grant you
the ability to speak to them or
control them.
CARRION STENCH
Tier 1, grave warden
Duration: Instant
Range: Self
You exude the putrid essence of
a ghast.
Other living creatures within
a near area centered on you
make a CON check vs. your
spellcasting check or suffer
DISADV on attack rolls and
spellcasting checks on their next
turn.
53
CHARM ANIMALS
COMPANION SIGHT
Tier 2, ovate
Tier 4, ovate
Duration: 1 day
Duration: Focus
Range: Near
Range: Far
You magically beguile a number
of natural animals whose
combined LV equals your level.
Two LV 0 animals count as 1 LV.
You close your eyes and
match your breath to that of
your companion. You can see
through the eyes of your animal
companion.
They regard you as their master,
but if they cannot understand
you, they will take the most
obvious, instinctual action to
assist you.
The spell ends if you or your
allies cause harm to any of them.
The animals return to their wild
form when the spell ends.
CHILLING SHRIEK
Tier 3, grave warden
Duration: Instant
Range: Self
With a ghastly scream, you
terrify living creatures.
Living creatures LV 9 or less
within near of you must make a
CON check vs. your spellcasting
check or flee from you for 1d4
rounds.
54
CONJURE WRAITH
Tier 5, grave warden
Duration: 1 day
Range: Near
You touch a fresh corpse to
conjure a vengeful wraith to
do your bidding. It acts on your
turn. After 1 day it turns to dust.
Only one instance of this spell
may be active at a time. A
second casting while another
instance exists immediately
destroys the previous wraith,
even if the spell fails. The wraith
counts against the LV limit of
other undead minions.
A critical fail on casting this spell
still conjures the wraith, but it
turns against you. Do not roll on
the mishap table.
CORPSE COMPANION
CREATE CORPSE
Tier 1, grave warden
Tier 2, grave warden
Duration: 10 rounds
Duration: Instant
Range: Close
Range: Close
A mostly intact corpse you
touch rises as an animated
lesser skeleton. You control this
undead minion and it acts on
your turn.
With the snap of your fingers, a
fresh human corpse materializes
at your feet.
Only one instance of this spell
may be active at a time. A 2nd
casting of this spell destroys the
previous minion, even if the spell
fails. This does not count against
your minion LV limit.
Tier 1, ovate
CORPSE EXPLOSION
Tier 3, grave warden
CREATE TREE
Duration: 1 day
Range: Close
You lift your hands and a
climbable tree grows from any
flat, horizontal surface, up to 50’
high. It lasts for one day before
dematerializing and returning to
the forest.
Duration: Instant
Range: Near
With a clench of your fist, you
cause a non-animated corpse
to explode. All creatures within
close of the corpse take 5d6
damage.
DANCE OF THE DRUM
Tier 2, shaman
Range: Near
Your captivating drumming
compels enemies within a near
distance from you to dance in
revelry unless they pass a WIS
check vs. your last chanting
check. The effect on one target
ends if you or your allies do
anything the target notices to
injure it.
55
DARKNESS
DEATHWARD CIRCLE
Tier 2, grave warden
Tier 3, grave warden
Duration: 5 rounds
Duration: Focus
Range: Near
Range: Self
You magically create darkness
in a near cube within the spell’s
range. Creatures inside the
area are blinded and they are
obscured from view from the
outside. Only magical light can
penetrate this magical darkness.
You conjure a circle of bones
and necrotic energy out to
near-sized cube centered on
yourself. For the spell’s duration,
undead creatures LV 9 or less
cannot attack or cast a hostile
spell on anyone inside the circle.
The undead also can’t possess,
compel, or beguile anyone
inside the circle.
DARK STEP
Tier 2, grave warden
Duration: Instant
Range: Self
Starting from darkness, you
teleport to a far distance that is
also shrouded in darkness.
DEADLIGHT
Tier 1, grave warden
Duration: 1 hour real time
Range: Near
You use the soul of a fresh
corpse to create a floating light
that bobs in the air and casts
illumination to a near distance
around it. It can float up to a
near distance on your turn.
56
DEMONIC POSSESSION
DOMAIN OF FATIGUE
Tier 4, grave warden
Tier 4, grave warden
Duration: 5 rounds
Duration: Focus
Range: Near
Range: Self
Your soul willingly leaves your
body and occupies a target in
near range. An unwilling target
can make a CHA check vs. your
spellcasting check. If they fail,
you control the target on your
turn, but your body stands in a
helpless daze.
You cause a wilting of vitality
for the living. All living creatures
a near distance from you must
make a CON check vs. your
spellcasting check or have
DISADV on all attacks and
spellcasting checks.
When the target returns to
its body, it becomes aware of
the possession, but retains no
memories of what transpired.
If the target dies, you return to
your body as long as it is within
near range, otherwise you return
to your body and drop to 0 HP.
DIVINE INTERVENTION
Tier 2, shaman
Range: Near
Your revered ancestors
intercede on your behalf. All
allies within a near distance from
you may reroll 1s, keeping the
second result.
This applies to all rolls, including
damage dice.
DRAINBLADE
Tier 4, grave warden
Duration: Focus
Range: Close
A melee weapon you touch
becomes thirsty for blood. It
now heals the wielder for an
amount of HP equal to the
damage it deals, encouraging
the wielder to keep fighting.
ENLARGE ANIMAL
Tier 4, ovate
Duration: Focus
Range: Close
An animal you touch grows
into the giant version of itself.
Replace its stat block with its
giant version.
57
FIRESKULL FAMILIAR
FLORA’S EMBRACE
Tier 2, grave warden
Tier 1, shaman
Duration: 1 hour real time
Range: Far
Range: Close
You awaken the spirits of the
plants, entwining foes in a near
area within range. Affected foes
are reduced to moving a close
distance on their turn. Targets
can escape if they pass a STR
check vs. your last chanting
check.
You animate a single skull as
your familiar from a corpse or
skull you touch. The skull is
bathed in blue flames and gifted
with levitation-based flight.
It projects light in a near
distance, it can speak and
understand, retrieve small items,
perform a minor bite attack, and
deliver messages.
On your turn you can move it a
near distance. Consider it an AC
10 creature with a 1d2 damage
bite attack and 3 HP. Only one
instance of this spell may be
active at a time.
FORESEE GOOD
Tier 2, ovate
Duration: Instant
Range: Close
You call on nature spirits to
give you insights into a being’s
future. One humanoid you touch
gains a luck token.
FOREST ALTAR
Tier 5, ovate
Duration: Instant
Range: Close
You prepare a natural altar and
commune with a nature spirit
for 5 rounds. You gain answers
to any question regarding an
entire region, be they historical,
navigational, or political.
58
FOREST BLEND
FOSSILIZE
Tier 4, ovate
Tier 3, grave warden
Duration: Focus
Duration: Permanent
Range: Self
Range: Close
In a forest environment, you and
your allies turn invisible as long
as they remain a near distance
from you. The spell ends if you
or your hidden allies attack or
cast a spell.
Your touch hardens the bones of
an undead minion, granting it +2
AC and imposing half damage
on all damage dealt to it.
You have advantage on focus
checks for this spell.
Fossilized undead cannot be
healed.
This spell has no effect on
already fossilized undead.
FOREST OF TREANTS
Tier 5, ovate
FUNGAL CLOUD
Duration: Focus
Tier 1, ovate
Range: Far
Duration: Instant
You call on the very essence of
nature to bestow sentient life to
up to 4 trees in a forest.
Range: Near
These trees become fully
realized oak treants (see pg. 128)
who will act friendly toward you
and assist you with any task that
does not involve the destruction
of nature.
They return to their tree form
when the spell ends.
You lift your hands and a shrubsized mushroom grows from any
surface and explodes, causing
a cloud of spores to fill a nearsized cube.
All living creatures must make a
CON check vs. your spellcasting
check or have DISADV on
attacks and checks for the next
round.
59
FURY OF THE SPIRITS
GHOULISH CLAWS
Tier 5, shaman
Tier 2, grave warden
Range: Near
Duration: 5 rounds
The spirits favor your cause.
Your allies roll double damage
dice when successfully hitting
enemies a near distance from
you with physical attacks.
Range: Close
GHOST SHIFT
Tier 5, grave warden
Duration: Focus
By your touch, a willing target’s
hands transform into ghastly
claws. Your target may make a
claw attack that deals 1d8 points
of damage plus paralyze.
Victims hit by this attack must
make a DC 12 CON check or be
paralyzed for 1d4 rounds.
Range: Self
You and your equipment
become incorporeal, allowing
you to move in any direction,
including up or down at half
movement speed.
You can move through solid
objects and cannot attack
with or be struck by physical
weapons. You may cast spells
and spells can still affect you.
60
GIANT ANTAPULT
Tier 5, ovate
Duration: Focus
Range: Close
You wring your hands, conjuring
a group of giant ants that
form into a makeshift catapult
capable of launching magical
boulders at a single visible target
within far. Make a ranged attack
that deals 8d6 damage on a
successful hit.
GIFT OF AIR
Tier 5, shaman
Range: Near
Allies in a near radius sprout
majestic eagle wings, gifting
them with flight. Allies can fly
a near distance on their turn.
You have ADV on maintenance
checks for this chant.
GIFT OF WATER
Tier 3, shaman
GIFT OF EARTH
Tier 2, shaman
Range: Near
Your resonating chant causes
yourself and your allies in a near
area centered on you to become
rooted in place and grow barklike skin, giving a +2 AC bonus.
You and your allies are rooted in
place until the chant ends.
GIFT OF FIRE
Range: Near
You call on the water spirits,
who enchant all allies in a near
area centered around you. As
an action, they can unleash a
forceful spray of water from an
extended hand, dousing flames
and pushing enemies straight
back from close to near with a
successful ranged attack roll.
Targets can withstand the water
spray by making a STR check vs.
the attack roll.
Tier 4, shaman
Range: Near
You cause the wielded weapons
of your allies in a near area
centered on you to leap into
flame. These weapons do an
additional 1d4 fire damage.
Any newly acquired or drawn
weapons are set on fire for each
round the chant continues.
GRACE OF THE
GAZELLE
Tier 2, shaman
Range: Near
You channel the spry spirit of the
gazelle, granting you and your
allies within a near distance from
you advantage on all DEX checks
and ranged attacks.
61
GRASP FROM
THE GRAVE
HEALING FEAST
Tier 5, ovate
Tier 2, grave warden
Duration: Instant
Duration: Focus
Range: Near
Range: Far
You conjure a meal for all allies
in near, healing 4d12 HP and
curing poisoning and fatigue. It
takes 5 rounds to eat and must
be fully consumed.
You call forth spectral hands
that erupt from the ground in
a near-sized cube of effect. All
creatures in the cube move at
half speed and take 1d4 damage
per round.
Once cast, the spectral hands
cannot be moved.
HEALING SPROUT
Tier 2, ovate
Duration: Instant
Range: Near
GRUB GEYSER
Tier 3, grave warden
Duration: 5 rounds
Range: Close
You breathe a stream of flesheating maggots at a close
target. Target must make a
CON vs. your spellcasting check
check or take 1d6 damage and
suffer DISADV on attacks and
spellcasting checks as long as
they are covered in maggots.
Target continues to take 1d6
damage each round until the
effect ends or until they take an
action to brush them off.
62
You lift one palm and a restoring
plant springs from any surface
within a near distance from you.
Consuming the plant restores hit
points equal to d6s determined
by half of your level (rounded
down), minimum 1d6.
HEART OF THE LION
Tier 1, shaman
Range: Near
You bang your drum with
ferocity, causing yourself and
your allies within near range to
gain unwavering determination.
Those affected cannot be
surprised and have advantage
on initiative rolls.
HISS OF THE VIPER
LAY TO REST
Tier 1, shaman
Tier 3, grave warden
Range: Near
Duration: Instant
You hiss loudly and rattle your
shakers, calling on the spirit of
the serpent.
Range: Close
Enemies within a near area
centered on you must make
a DC 9 morale check at the
beginning of their turn.
An undead creature you touch,
whose level is equal to or less
than yours, is instantly sent to
its final afterlife, reducing it to
grave dust.
KILLING SHRIEK
Tier 5, grave warden
Duration: Instant
Range: Near
You let out a mind-shattering
scream that instantly slays any
living beings who hear it. Living
beings within near range of
you must make a CON check
vs. your spellcasting check or
die. Creatures above LV 9 are
immune.
KNOW INTENTION
Tier 1, ovate
Duration: Instant
Range: Near
You instantly know the intention
of a creature within range.
LEAVES IN THE BREEZE
Tier 3, shaman
Range: Near
Your chant invokes a gentle
breeze that slows the descent of
you and your falling allies a near
distance from you, allowing you
to float safely to the ground.
63
LIFEWARD CIRCLE
LIVING REVELATION
Tier 5, grave warden
Tier 5, shaman
Duration: Focus
Range: Far
Range: Near
Your rhythmic chant pierces
through walls and doors,
revealing the presence of living
creatures beyond. You can
determine their approximate
size, shape, and location.
You conjure a circle of bones and
necrotic energy out to nearsized cube centered on yourself.
For the spell’s duration, enemy
living creatures LV 9 or below
cannot attack or cast a hostile
spell on anyone inside the circle.
LIFE WOLF
The chant reveals creatures
behind walls up to a far distance,
but the sound cannot penetrate
through double walls.
Tier 4, ovate
Duration: Until allies are stable
LOCATE CORPSE
Range: Near
Tier 1, grave warden
You summon a celestial life wolf
(See pg. 133) that acts on your
turn. It spends its movement
and actions to save your dying
and unconscious allies, using
one action to magically heal
them to 1 HP.
Duration: Instant
Once no more allies are dying,
the wolf vanishes.
If you drop to 0 HP while the
life wolf is active, it will turn its
attention to you, and vanish
after saving you, even if others
still require aid.
64
Range: Self
You know the direction and
range of the closest nonanimated corpse.
LURE OF THE PIPER
Tier 4, shaman
MORTAL
REJUVENATION
Range: Near
Tier 4, grave warden
Your enchanting performance
compels enemies in a near
distance from you to abandon
their actions and follow you
obediently wherever you lead.
Duration: Instant
Beguiled creatures make a WIS
check vs. your last chanting
check on their turn to resist.
If you stop moving, or if you
or your allies actively harm
a beguiled creature, the
beguilement ends.
MASS BREATHE WATER
Tier 4, ovate
Duration: 1 hour
Range: Near
You and your allies a near
distance from you gain magical
gills, allowing you to breathe
underwater for the spell’s
duration.
Range: Near
By reaping the last death energy
from any fresh corpses within
near, you and allies within near
each regain 1d6 HP per corpse.
These corpses turn to grave
dust.
MUMMIFY
Tier 5, grave warden
Duration: Permanent
Range: Close
After a day of preparation and
ceremony, you embalm a corpse
as a mummy who acts on your
turn. Mummies deteriorate
when walking long distances,
but can be carried in a casket
or left to guard a location. This
minion does not count against
the LV limit of other raised
undead minions.
65
OBSCURING SPORES
Tier 2, ovate
Duration: 5 rounds
Range: Near
You create and cause a
mushroom to explode, causing a
dense cloud of obscuring spores
to fill a near cube centered on
a point within near. Creatures
cannot see in or out of the cloud.
It lasts for the full duration or
until a wind disperses it.
PASS TREE
Tier 5, ovate
Duration: Instant
POSEIDON’S PASSAGE
Range: Close
Tier 4, shaman
You teleport from a tree you
touch to any tree that you have
seen before.
Range: Far
PLANTIDOTE
Tier 3, ovate
Duration: Instant
Range: Near
You cause a curative plant to
spring from any surface within
a near distance from you.
Consuming the plant neutralizes
poison, disease, or heals 1d4 stat
damage.
66
You call on the water spirits
to part the sea. You create
passages or hold back the tide
in a double near cube within the
chant’s range.
PREVENT DECAY
Tier 2, grave warden
Duration: 1 day
Range: Close
Any corpse you touch is
perfectly preserved for 1 day.
PRIMAL PURGE
RAISE DEAD
Tier 5, shaman
Tier 3, grave warden
Range: Near
Duration: 1 day
You compel your allies within
near range from you to expel
any curses, enchantments,
possessions, poisons, diseases,
or parasites.
Range: Near
PROTECTION FROM
UNDEAD
Tier 1, grave warden
Duration: 5 rounds
Range: Close
The undead have DISADV on
attack rolls against a target you
touch. These beings also can’t
possess, compel, or beguile it.
When cast on an alreadypossessed target, the possessing
entity makes a CHA check vs.
the last spellcasting check. On a
failure, the entity is expelled.
You utter an incantation and all
corpses within a near range rise
as zombies or skeletons under
your control, their condition
dictating which form they take.
They maintain the shape, HP and
LV they had in life, but lose all
of their abilities. They gain the
attacks, stats, and abilities of
skeletons or zombies.
They act on your turn, then
collapse to dust after 1 day.
The combined LV of controlled
undead cannot exceed yours.
Recasting adds to or replaces
previous undead minions with
new ones until the LV limit is
reached. (See pg. 41 for more
information.)
A critical fail causes all undead
minions under your control
to collapse into grave dust
including undead gained from
other spells or the Claim Undead
ability. Do not roll on the mishap
table.
67
REDUCE ANIMAL
Tier 2, ovate
Duration: 5 rounds
Range: Close
An animal you touch is reduced
to a quarter of its normal size
and any giant animal is reduced
to normal size. If animal is
engaged in combat, it makes a
morale check.
REMOVE CURSE
Tier 4, grave warden
Duration: Instant
Range: Close
With the touch of your hands,
you expunge one curse of your
choice affecting the target.
RESURRECT ANIMAL
Tier 4, ovate
Duration: Instant
Range: Close
ROCK TO MUD
Tier 5, ovate
Duration: Instant
Range: Close
With your touch, you transmute
up to a near-cube area of
contiguous rock into mud.
SACRED BOUNTY
Tier 1, shaman
Range: Far
You open yourself to the
abundance of the universe.
When you or your allies discover
treasure worth at least 1 XP, you
gain an additional +1 XP.
SHAMANIC PURGE
You bring a natural animal you
touch back to life from the dead.
Tier 1, shaman
The animal must have been
dead for no more than the
number of days equal to half
your level rounded up.
You compel your allies within a
near range from you to undergo
a violent upheaval, expelling
possessing spirits, compulsions,
or beguilements.
68
Range: Near
SHAMAN’S SHIELD
SONG OF RESISTANCE
Tier 5, shaman
Tier 3, shaman
Range: Near
Range: Near
Harnessing the power of
ancestral shamans, you conjure
a shield of protection against
hostile magic out to a near-sized
cube centered on yourself. Such
magic cannot affect or harm you
or your allies inside the shield.
You name a type of hazard,
and you and your allies within
a near area from you receive
half damage from that source.
Examples include fire, electricity,
acid, necrosis, poison, cold, and
disease, but does not include
general magic resistance or
physical damage resistance.
SHELL OF THE TURTLE
Tier 1, shaman
Range: Near
You invoke the tortoise’s
protective energies, granting
you and your allies within a near
range a +1 bonus to AC.
SONG OF IMMUNITY
Tier 4, shaman
Range: Near
You name a type of hazard, and
you and your allies within a near
area from you become immune
to that source.
Examples include fire, electricity,
acid, necrosis, poison, cold, and
disease, but does not include
general magic immunity or
physical damage immunity.
SOUL REAP
Tier 5, grave warden
Duration: Instant
Range: Close
Your hand goes incorporeal as
you reach into the body of a LV
9 or lower target and pull out its
soul, causing the target to die.
Treat a failed spellcasting check
as a critical failure.
SPEAK WITH ANIMALS
Tier 1, ovate
Duration: 5 rounds
Range: Self
You are able to speak to and
understand all types of animals
for the duration of the spell.
69
SPEAK WITH DEAD
SPECTRAL SCYTHE
Tier 1, grave warden
Tier 1, grave warden
Duration: Instant
Duration: 10 turns
Range: Close
Range: Near
A dead body you touch answers
your questions. You can ask up
to three yes or no questions (one
at a time). The corpse truthfully
answers “yes” or “no” to each.
You manifest a ghostly image of
a scythe floating within near.
If you cast this spell more than
once in 24 hours, treat a failed
spellcasting check for it as a
critical failure, instead.
On your turn you can move it up
to near distance away and cast
touch spells through it. Apply
your Necrotic Reap bonus to
spells cast in this way.
Only one instance of this spell
may be active at a time.
SPECTRAL DRAIN
Tier 4, grave warden
Duration: Instant
Range: Far
Partially transparent black
tendrils erupt from your hands
and engulf an undead creature,
dealing 3d6 damage and healing
you by the same amount.
70
A second casting of this spell
while another instance exists
immediately de-activates the
previous one, even if the spell
fails.
SUMMON ANIMAL
Tier 3, ovate
SUMMON GIANT
ANIMAL
Duration: Focus
Tier 5, ovate
Range: Near
Duration: Focus
You invoke your nature spirit,
summoning a natural animal
of LV 5 or less, arriving in one
round. During that round, you
do not have to make a focus
check. The animal is under your
control and acts on your turn. If
you lose focus on this spell, you
lose control of the animal and it
acts instinctually based on the
situation.
Range: Near
It cannot communicate with you
unless you know its language.
By invoking the earth spirits,
you summon a giant animal
of LV 9 or less, arriving in one
round. During that round, you
don’t have to make a focus
check. The animal is under your
control and acts on your turn.
If you lose focus on this spell,
you lose control of the animal
and it acts instinctually based
on the situation. It cannot
communicate with you unless
you know its language.
71
SUMMON MUMMY
SWORD OF SCORPIONS
Tier 4, grave warden
Tier 3, ovate
Duration: 5 rounds
Duration: Instant
Range: Near
Range: Close
You summon forth a mummy
from its hidden crypt who will
act on your turn and do your
bidding. After 5 rounds, it melts
away into smoke.
You clap your hands, conjuring
a swarm of scorpions that
form into a living scimitar that
hits a close opponent, dealing
1d12 damage. Damaged target
must make a CON check vs.
your spellcasting check or be
paralyzed for 1d4 rounds.
A critical fail on casting this spell
still summons the mummy, but
it turns against you during its 5
round lifespan. Do not roll on the
mishap table.
SUMMON WRAITH
Tier 3, grave warden
Duration: 5 rounds
Range: Near
You summon forth a wraith from
the incorporeal plane who will
act on your turn and do your
bidding. After 5 rounds, it melts
away into smoke.
A critical fail on casting this spell
still summons the wraith, but
it turns against you during its 5
round lifespan.
Do not roll on the mishap table.
72
THE SKY IS FALLING
Tier 4, shaman
Range: Near
Your spirit guides deem your
enemies unworthy, releasing
falling debris from the sky
to strike them in a near area
centered on you.
All enemies must make a DEX
check vs. your last chanting
check or take 2d6 damage.
THRALL OFFERING
TOMORROW’S VISION
Tier 1, grave warden
Tier 4, ovate
Duration: 5 rounds
Duration: Instant
Range: Near
Range: Self
You magically beguile one
humanoid of LV 2 or less within
near range who is compelled to
approach one of your undead
minions and allow itself to be
attacked with advantage.
After one round of communing
with your nature spirit, you can
ask three yes/no questions to
gain insight into an important
event or events that are
expected to happen in the next
week.
If there are no undead minions,
the affected humanoid follows
you to the best of its ability until
the spell ends or an undead
minion appears.
If a minion kills it, that undead
is healed to full HP. The spell
ends if you or your allies hurt it,
but stays beguiled if a minion
attacks it. The target remembers
you magically enchanted it.
TIMBER
Tier 5, ovate
Duration: Instant
Range: Far
With a simple hand motion,
you topple a tree, dealing 4d8
damage to any creatures along
a near-length line where base of
the tree falls.
Your role in the event cannot
be predicted, only what is likely
to occur in the world or region.
The questions cannot directly
pertain to you or your allies.
TORCH OF FIREFLIES
Tier 1, ovate
Duration: 1 hour real time
Range: Close
You summon a cloud of fireflies
that illuminate out to a near
distance for 1 hour of real time.
The fireflies follow the ovate
around. Treat them as a LV 0
animal with 1 hp.
They are attracted to any
invisible creatures, revealing
their position if encountered.
73
TOUCH OF FATIGUE
TREE GUARDIAN
Tier 1, grave warden
Tier 1, ovate
Duration: 1 round
Duration: 5 rounds
Range: Close
Range: Near
A target you touch becomes
exhausted during its next turn,
giving it disadvantage on attacks
and spellcasting checks.
You turn a tree within near
into a guardian for you and
your allies. Allies within close
will be protected by the tree’s
branches, gaining +2 to their AC.
TRAIN ANIMAL
Tier 3, ovate
Duration: Instant
Range: Close
After 10 rounds of concentration,
you train any calmed or
captive animal to become your
companion. This companionship
mirrors the class talent of the
same name.
TREE ASSAULT
Tier 2, ovate
Duration: Focus
TREE SANCTUARY
Tier 4, ovate
Duration: 1 rest
Range: Close
After 2 rounds of concentration,
a portal appears on a tree you
touch. Stepping inside seals the
portal, transporting you to a
secure chamber within the tree.
While inside, you are aware of,
but protected from, external
influences. You are expelled
from the chamber if the tree is
destroyed.
Range: Near
You cause a tree within near
to use its limbs to lash at close
opponents. Use your own STR
or DEX to make one melee slam
attack per round, dealing 2d6
damage.
74
You may complete a rest while
safely in this chamber. Once
your rest is complete, you reemerge from the tree.
No one else can pass through
the tree portal.
UNDEATH BLESSING
Tier 1, grave warden
UNHALLOWED
GROUND
Duration: Instant
Tier 5, grave warden
Range: Close
Duration: Permanent
Your touch infuses necrotic
vitality to an undead or withers
the living.
Range: Far
The undead target you touch
regains 1d6 hit points, while a
living target you touch takes 1d6
damage instead.
UNDEATH TO DUST
Tier 5, grave warden
Duration: Instant
Range: Near
You wave your arm and all
undead less than LV 9 in a near
area around you instantly turn to
dust. Undead LV 9 or above take
4d6 damage.
You imbue a landmark with
profane magic, permanently
turning it into a necromantic
beacon of undeath.
All the land within 6 miles
of the beacon is cursed. Any
burial grounds in the area are
immediately overrun with the
rising of the dead in the form of
zombies or skeletons.
These undead are not under
your control, but will savagely
attack anyone they find.
Anyone who dies in this cursed
area immediately rises again as a
zombie.
75
VAULT OF THE FLEA
VICIOUS BITE
Tier 4, shaman
Tier 2, ovate
Range: Near
Duration: Focus
You bestow upon yourself and
your allies within near range
from you the agility of the flea,
enabling them to effortlessly
bound to any location within
near as their movement action.
Range: Close
VEIL OF LIFE
The teeth on an animal you
touch elongates and sharpens.
The animal gains an extra die
of damage on any bite attack.
This spell can be applied to
Beastmasters.
Tier 5, grave warden
Duration: 1 Day
Range: Close
With your touch, one of your
undead minions appears to be
alive.
You choose the ancestry and
style of clothes worn by the
undead creature. It can appear
only slightly larger or smaller
than the original undead minion.
The spell will also make the
target’s movements appear lifelike. Even the stench will be fully
disguised.
Anyone suspicious can make
an INT check vs. your last
spellcasting check to disbelieve
the illusion.
76
VOICE OF VERITY
Tier 2, shaman
Range: Far
Anyone who hears your chant
are compelled to reveal the
unvarnished truth.
WALL OF BONES
Tier 4, grave warden
Duration: 5 rounds
Range: Near
You summon a wall of writhing
bones to rise from the ground.
The 1-foot thick wall must be
contiguous and can cover a
near-sized area in length and 10
feet tall or less.
WITHER
Tier 3, grave warden
Foes close to the wall take 2d4
automatic damage per round
from the grasping and clawing
bony hands and claws. Each
close-sized section of the wall
has 12 AC and 15 HP.
WHIP OF FIRE ANTS
Tier 2, ovate
Duration: Instant
Range: Near
Duration: Instant
Range: Near
You lift your hands, and all plants
within near range quickly wither
and die. This also dispels any
spells that enhance or conjure
plants.
Plant creatures like Assassin
Vines, Venus Flytraps, or Treants
take 3d6 damage.
With the snap of your fingers,
a colony of fire ants form into
a living needle whip that hits a
creature within near, causing 1d6
damage.
Tier 3, ovate
The hit causes fire ants to
remain on the target, biting for
an additional 1d4 per round until
they are actively removed.
After one round of communing
with your nature spirit, you can
ask a single yes/no question to
gain insight into an event that
occurred within the last week.
YESTERDAY’S VISION
Duration: Instant
Range: Self
77
Gameplay
79
Ceremonies
In addition to earning XP by
spending money on weeklong
benders, the group can decide
to go on a plant medicineinduced psychoactive odyssey,
complete with violent purging and
connecting to spirits, ancestors, or
their own demons.
Just like carousing, attending a
shamanic ceremony is a way for
you to convert the coin you’ve
earned into XP and other benefits.
A shaman can use ceremonies as
a way to regain lost chants. The
number of days of the ceremony
must be double the chant’s tier.
To purge, each participant
pitches in for the donation to the
ceremonial shaman. Then, each
participant rolls a 1d8 + the event’s
bonus to determine their own
outcome. Each character gains the
XP noted for their result along with
any other ill or positive effects.
CEREMONIAL EVENT
Cost
Event
30 gp
A notable night of ceremony
+0
100 gp
A day of cleansing and a night of purging
+1
300 gp
Two days of cleansing and violent purging
+2
600 gp
Three days of forgiveness rituals, frog venom,
and three nights of powerful release
+3
900 gp
A weeklong ceremony, including fire
purification, shadowdarkness immersion and
six nights of forceful expulsion
+4
1,200 gp
A ten day vision quest that includes the
volcanic baptism and leeches rituals before
eight nights of projectile purging
+5
1,800 gp
Two sleep-deprived weeks of rituals including
the boa constriction, acid eye wash, and
thousand foot drop with ten nights of
unstoppable retching
+6
80
Bonus
CEREMONIAL OUTCOME
d8
Outcome
Benefit
1
You are possessed. You have DISADV on all
checks until the curse is extracted.
Gain 2 XP
2
Your mind was nearly erased. You have DISADV
on all WIS-based skill checks until the next
carousing event.
Gain 2 XP
3
You experienced despair and hopelessness. You
Gain 3 XP
spent 15% of your wealth trying to feel better.
4
You underwent a painful transformation,
shedding old beliefs. You donate 10% of your
total wealth to the church.
Gain 3 XP
and a nun
ally
5
You confronted uncomfortable truths about
yourself, inciting a new outlook. You tip the
shaman 10% of your total wealth.
Gain 3 XP
and a
shaman ally
6
You saw glimpses of the vastness of the
cosmos. You donate 5% of your total wealth to
the church.
Gain 4 XP
and a priest
ally
7
You gained a deep sense of harmony and
connection to nature.
Gain 4 XP
and 1 luck
8
You received potent healing energies, curing
any disease, lost stats, or curses for yourself
Gain 4 XP
and anyone who joined the ceremony with you.
9
You experienced a release of pent-up
emotions, leading to catharsis
Gain 5 XP
and 1 luck
10
You tapped into the collective consciousness.
Learn a critical truth about the world.
Gain 5 XP
and 1 luck
11
You had communion with a spirit animal,
forging a bond and receiving guidance. You
may choose to worship a nature spirit.
Gain 5 XP
and nature
spirit favor
12
You received ancestral wisdom, uncovering
unforgettable spiritual knowledge. You may
choose to worship a nature spirit.
Gain 5 XP
and ADV on
spirit checks
Thanks to a spirit guide, your awareness
13+ expands, allowing you to easily perceive the
hidden. You may worship a nature spirit.
Gain 6 XP
and ADV on
WIS checks
81
Curiosities
Curiosities enhance the sense
of wonder and exploration in
the adventuring environment.
It is recommended to include
at least one curiosity in every
dungeon to complete quests,
create danger or grant
rewards to players.
To generate curiosities
randomly, follow the tables
on the following pages. Start
by rolling on the Curiosity
Table on pg. 83 to determine
its physical nature. Roll a d20
followed by a d4. Then, use
the Material Table (see pg.
84) to specify its composition
with a d12 and d4. Next,
consult the Characteristic
Table to discover unique
traits.
The Interaction Table (see
pg. 85) helps you decide how
players might engage with
it, and you can roll on this
table multiple times. For each
interaction rolled, turn to the
Functions Table (see pg. 86)
to determine each outcome.
82
Remember that these tables
serve as guidelines to assist
you in creating something
unique and original. You’re
not bound by the die rolls;
feel free to skip any tables
that don’t fit your particular
curiosity or come up with
your own ideas.
For example, if you roll a
result like a bush made of
ivory, you can decide that
the bush is alive like any
other bush, but it grows an
ivory leaf every 10 years. Or
it actually grows fruit, that,
when consumed, grants the
ability to magically generate
ivory or find elephants.
If you rolled a firepit made
of shadow that emits cold
and grants a vision when
it is carved on, you can
replace the incongruous
result of carved on with
one that is more fitting, like
offer a sacrifice or sing to.
Remember you may need to
provide clues or riddles so
players know what to do.
CURIOSITY
d20 Type
1
2
3
4
1
Plant
Mushroom
Flower
Bush
Tree
2
Passage
Archway
Vortex
Portal
Gate
3
Pool
Lava
Blood
Water
Ooze
4
Falls
Lava
Mud
Water
Ooze
5
Ediface
Mausoleum
Monolith
Throne
Well
6
Ediface
Pedestal
Bridge
Stage
Altar
7
Creature
Carcass
Skull
Head
Egg
8
Statue
Humanoid
Monster
Figurine
Animal
9
Image
Painting
Mirror
Illusion
Map
10
Expanse
Garden
Courtyard
Oasis
Mist
11
Object
Pyramid
Disc
Orb
Key
12
Object
Musical
Instrument
Scepter
Bone
Scroll
13
Fire
Firepit
Effigy
Furnace
Hearth
14
Valuable
Pile of gold
Goblet
Crown
Gem
15
Textile
Tapestry
Banner
Cloak
Flag
16
Light
Candelabra
Chandelier Lantern
Brazier
17
Attire
Armor
Gloves
Boots
Mask
18
Writing
Parchment
Inscription
Glyphs
Tome
19
Hanging
Dream
Catcher
Wind
Chimes
Birdcage
Blade
20
Container
Sarcophagus Cauldron
Quiver
Chest
83
MATERIAL
d12
Type
1
2
3
4
1
Manmade
Steel
Mirror
Glass
Rust
2
Natural
Wood
Crystal
Salt
Oil
3
Sea
Seaweed
Coral
Sand
Pearl
4
Stone
Quartz
Marble
Pebbles
Stone
5
Rare Metal Copper
Bronze
Silver
Gold
6
Precious
Sapphire
Emerald
Diamond
Ruby
7
Skin
Leather
Scales
Faces
Skin
8
Light
Absorbs
Shadow
Blinding
Glowing
9
Plants
Fungus
Thorns
Vines
Moss
10
Elemental
Lava
Fire
Mud
Ice
11
Rare
Obsidian
Platinum
Ivory
Amber
12
Animal
Bone
Silk
Ooze
Guano
CHARACTERISTIC
d10
Type
1
2
3
4
1
Audio
Creaks
Vibrates
Breathes
Hums
2
Vocal
Whispers
Screams
Speaks
Sings
3
Oddity
Upsidedown
Backwards Sideways
Broken
4
Moves
Phases
Shifts
Floats
Spins
5
Light
Distorts
Glows
Flashes
Shines
6
Radiates
Vibration
Smell
Cold
Heat
7
Harms
Damages
Poisons
Sickens
Drains
8
Heals
Health
Stats
Cures
Feeds
9
Produces
Magnetism
Electricity
Water
Wind
10
Mental
Hypnotizes
Mesmerize
Realize
Desires
Realize
Fears
84
INTERACTIONS
d12
Type
1
2
3
4
1
Physical
Damage
Touch
Push
Take
2
Physical
Destroy
Carve Into
Draw On
Blow On
3
Physical
Place Object Pour
On
Liquid On
Taste
Kiss
4
Physical
Touch with
Fire
Insert Item
Sit On
Into (key)
Spit On
5
Vocal
Whisper To
Scream At
Talk To
Sing To
6
Avoid
Cover Ears
Walk Past
Cover Eyes Ignore
7
Examine
Look At or
Examine
Read Writing
8
Honor
Meditate To
9
Offer
10
Listen To
Sniff
Kneel
Before
Pray To
Repair
Sacrifice
Blood
Dance
Item
Recite
Play Music
Password
Chant To
Poem
11
Action
Light Candle
Make a
Wish
Cast a
Spell
Wear It
12
Action
Shine Light
On
Hold
Specific
Item Near
Hold
Breath
Near
Activate
85
FUNCTION
d100
Type
1
2
3
4
01-04 Gain
Stat Boost
Ability
Immunity
Enlarge
05-08 Gain
Extra Limb
Duplicates
Shape Shift
Deflection
09-12
Gain
Read Minds Haste
Flight
Regenerate
13-16
Gain
Teleporting
Tunneling
Invisibility
Luck Token
17-20
Gain
See
Invisible
Breathe
Spider
Underwater Climb
Beguile
Others
21-24
Gain
Drain HP
Sicken
Others
Blind
Others
Deafen
Others
25
Gain
Petrify
Others
Poison
Others
Kill Others
Polymorph
Others
26-28 Gain
Revive 0 HP Heal Others Cure Others Resurrect
29-32 Make
Earthquake
Rewind
Time
Anti-Magic
Field
Zone of
Silence
33-36 Make
Zone of
Darkness
An Alarm
Sound
A Silent
Alarm
Avalanche
37-40 Make
Burst of
Light
Gust of
Wind
Darkness
Barrier
Curse
Drains
Poisons
Sickens
Damages
45-48 Curse
Blinds
Deafens
Makes
Incorporeal
Lose Spell
49-52 Curse
Beguiles
Entangles
Shrinks
Lose Sanity
53-54 Curse
Lost Talent
Polymorphs Petrifies
41-44
86
Kills
FUNCTION
d100
1
2
3
4
55-58 Show
Hidden
Passage
Hidden
Enemies
Hidden
Treasure
Hidden
Trap
59-62 Gives
A Vision
Secret
Message
Protection
Information
63-66 Gives
A Map
Treasure
Advice
A Lie
67-70 Gives
Boon
Blessing
Healing
A Weapon
Lost Spells
Physical
Object
New Talent
New Skill
All Light
All Magic
All Undead
All Air
All Water
All Good
All Evil
All Weeds
79-82 Alter
Polymorph
itself
Comes to
Life
Polymorph
Interactor
Polymorph
Locale
83-86 Move
Teleports
Shifts
Floats
Spins
87-88 Call
Summon
Guardian
Summon
Ally
Summon a
Swarm
Summon a
Loved One
Lost
Memories
Lost
Emotions
Lost Minion Lost Object
92-94 Start
A Riddle
Countdown A Trap
A Duel
95-97 Start
A Test or
Trial
Scavenger
Hunt
A Ritual
A Sequence
of Events
98-00 Door
Opens a
Portal
Opens a
Window
Locks a
Door
Closes a
Portal
71-74
Type
Gives
75-76 Clear
77-78
89-91
Clear
Find
87
Monsters
89
Animals
One of the Ovate’s talents grants
a 0-level animal companion.
Pages with an * are found in the
Shadowdark RPG sourcebook.
INSECT LIST
COMPANION LIST
d20
Animal
Page
Insect
LV
Page
1
Bat
101
Scorpion
0
*250
2
Beaver
102
Spider
0
*254
3
Coyote
104
Blaze Beetle, Giant
1
103
4
Dog
105
Centipede, Giant
1
*201
5
Eagle
107
Fly, Giant
1
108
6
Fox
109
Venompede
1
132
7
Goat
109
Dung Beetle, Giant
2
*214
8
Hawk
111
Spider, Swarm
2
*254
9
Iguana
112
Termite, Giant
2
126
10
Meerkat
115
Wasp, Giant
2
*263
11
Opossum
116
Ankheg
3
*196
12
Otter
117
Scorpion, Giant
3
*250
13
Owl
117
Spider, Giant
3
*254
14
Pelican
117
Tick, Giant
3
126
15
Porcupine
118
Centipede, Swarm
4
*201
16
Rabbit
119
Centipede, Swarm
4
*201
17
Raccoon
119
Mantis, Giant
5
115
18
Rat
Bee, Giant Queen
7
103
19
Skunk
122
20
Squirrel, Flying
125
Termite Queen,
Giant
7
126
12
98
*245
Ant Queen, Giant
90
The insect list on the previous
page catalogues all insects and
their LV’s from the Shadowdark
RPG sourcebook* and this book.
NATURAL ANIMALS
For animal training, the Natural
Animals list combines all non-giant
and LV 1+ natural animals from the
two books in LV order, below.
NATURAL ANIMALS
LV
Page
Piranha, Swarm
3
*243
*197
Shark
3
*251
1
105
Steer
3
125
Hyena
1
112
Bat, Swarm
4
*198
Mastiff
1
*232
Bear, Black
4
101
Ostrich
1
117
Crocodile
4
*203
Snake, Cobra
1
*252
Gorilla
4
*223
Tasmanian Devil
1
125
Kangaroo
4
112
Vulture
1
*263
Moose
4
*233
Wolverine
1
134
Snake, Swarm
4
*252
Camel
2
*200
Tiger
4
127
Horse
2
*227
Bear, Brown
5
*198
Wolf
2
*264
Hippopotamus
5
*226
Boar
3
*199
Rhinoceros
5
*248
Cheetah
3
104
Rat, Swarm
6
*245
Lion
3
*231
Bear, Polar
7
*198
Lion, Mountain
3
115
Elephant
7
*216
Panther
3
*242
Bear, Grizzly
8
101
Animal
LV
Page
Antelope
1
98
Badger
1
Deer
Animal
91
The Fel Curse
housands of years
ago, when humanoids
existed in harmony
with nature, the realm’s
high shaman, Vaelthar , was
a visionary for all mankind.
His counsel and influence
ensured that humanoid
advancement would not
threaten the natural world.
After many failed attempts,
he made an unthinkable
decision. He struck a deal
with Dominus , deity of death
and deception. Together,
they crafted an enchantment
and cast it upon the Felwood
Forest. The enchantment
that was meant to empower
became a curse .
But eventually, advancement
accelerated. Mastery over
magic and technologies
shifted the balance. Rife
colonization threatened the
natural world, and Vaelthar
was ignored, even becoming
a scapegoat for hindering
humanoid progress!
Enchanted animals
manifested grotesque
features and a twisted,
vengeful sentience. They
featured exposed skulls,
anomalous body parts,
unnatural growth, and
enhanced powers and gifts.
Vowing to protect the realm
of nature, he became so
obsessed with his mission
that he went astray from the
natural order. He decided the
best way to strike a balance
would be to magically
empower the animals of the
Earth to resist.
92
The overrun began, and if it
weren’t for Arannis the great ,
the realm may still be ruled
by the fel .
Even though Vaelthar has
remained hidden for eons,
the fel curse has returned, so
Dominus and Vaelthar must
not be far behind!
Any living creature, including
players, can be affected by
the fel curse. Use the following
charts and instructions to
generate fel-infected creatures
or determine the curse’s effects
on players. The fel curse can
be cured with remove curse
magic, so if the player is
infected, make sure to keep
track of previous details.
ALIGNMENT
MUTATION
Roll a d20 on the Mutation
chart and adjust stats.
SKIN DEFORMITY
Roll a d4 the Skin Deformity
chart and adjust stats.
WEAKNESSES
Roll a d8 on the Mutation
chart and adjust stats.
Change alignment to chaotic.
POWERS
DEITY
Roll a d8 the Powers chart
and adjust stats. (Optional)
Change deity to Dominus.
The fel curse assures that
Dominus acquires the soul for
his legion.
MORALE
Add immunity to morale
checks. Fel always fight to the
death.
INTELLIGENCE
Infection grants twisted
intelligence, enabling sinister
strategies and making souls
more delectable for Dominus.
Add +4 to INT stat (or +2 to
modifier.)
FEL CURSE CONTAGION
Add a new talent, Fel
Curse. Damaging other
living creatures with natural
weapons passes the curse on
to them.
XP AND ADVANCEMENT
Any character with Fel Curse
cannot gain XP or raise levels.
AFTER EFFECTS
If the curse has been lifted,
Roll a d8 on the After Effects
chart to see if any effects
linger. (Optional)
93
MUTATION CHART
d20
Result
1-2
Menacing Maw. Gain additional bite attack per round
and do additional 2d6 on any bite attacks. +2 to hit.
3-4
Growth. Use large version of animal or double in size by
+2 LV, +10 permanent HP, +2 STR bonus, +2 to hit.
5-6
Extra Claws. Grow two arms. Gain 2 more claw attacks
per round, do additional 1d6 on any claw attacks.
7
Spider Legs. Grow extra spider legs. +2 to AC, move
double near, +2 DEX bonus, can scale walls.
8
Crab Pincer. Grow huge crab claw. Add 1 pincer attack
per round (2d6) with grab. DC 12 STR or held in pincer.
9
Bat Wings. Grow proportional bat wings. Gain flight. +2
DEX bonus and increase AC +2 as a result of DEX bonus.
10
Venomous Fangs. Add extra bite attack. +2 to hit, 1d6
damage. DC 12 CON or paralyzed for 1d4 rounds.
11
Scorpion Stinger. Add extra stinging attack per round
+2 to hit, 1d4 damage. DC 12 CON or reduced to 0 hp.
12
Glowing Glands. As an action, DC 12 WIS check or blind
creatures in close radius for 1d4 rounds.
13
Brainiac. Large brain exposed. All enemies in close, DC
12 WIS check or become controlled for 1d4 rounds..
14
Camouflage. Turn invisible for 3 rounds as an action.
15
Get a Head. Grow extra head. Add bite attack per round
1d6 damage. +2 to hit. Cannot be surprised. ADV on
initiative.
16
Extra Eye. Grow an extra eye on forehead. Gain
additional attack per round for necrotic ray (far, 1d8)
17
Quills. Grow porcupine quills. Add near ranged attack
per round 2d8 damage, +2 to hit. Melee attackers make
DC 15 DEX check or take 2d8 damage from quills.
18
Horns. Grow large horns. Add gore attack per round. +2
to hit, do additional 2d6 damage on any gore attack.
19-20
94
Roll an extra mutation on this chart.
SKIN DEFORMITY CHART
d4
Result
1
Entire face and all facial features melt to reveal exposed
skull. Gain Intimidate. As a free action, DC 12 CHA check
or single target within near flees for 1d4 rounds.
2
Entire body’s skin and muscle melt, revealing entire
skeleton. Gain Impervious. Can only be harmed by
silver, magic, or other fel.
3
Hair or fur falls off body and skin rots. Gain Stench. Any
creatures close DC 12 CON or vomit for 1d4 rounds.
4
Skin blackens and becomes hardened. Gain Fel Hide.
Half damage from stabbing and cutting weapons.
WEAKNESSES CHART
d8
Result
1
Frothing at the Mouth. Must pass fel curse on to others
once per day. If not, drop to 0 hp when taking a rest.
2
Berserk. Roll 1d4 at the start of each round. On a 1,
attack nearest living creature until it is dead.
3
Sold Soul. Soul is being taken by Dominus. Lose control
in 5 days.
4
Going Blind. Will lose vision in 3 days. DISADV on all
vision-related checks each day until blind.
5
Blood Thirst. Can only drink fresh humanoid blood. Lose
1 permanent CON per day that blood is not consumed.
6
Raw Meat Hunger. Can only eat fresh, raw meat.
Lose 1 permanent CON per day that raw meat is not
consumed. Most humanoids (GM discretion) make DC
12 CON or sickened from bacteria in raw meat. DISADV
on all actions until cured.
7
Dying. Lose 5 permanent hp per day until dead at 0 hp.
Even if curse is removed, hp total is not recovered.
8
Roll an extra weakness on this chart.
95
POWERS CHART
d8
Result
1
Savage. Advantage on attacks against creatures below
their own HP total.
2
Fel Intelligence. Advantage on all d20 checks except
attacks.
3
Fel Shield. All Fel allies within close gain +2 to AC
4
Snuff. As an action. Extinguish targeted torch or lantern
in near.
5
Dispel. As an action. Any spells or chants are ended in
near.
6
Drain. Any successful attack also drains target of 1d4
of a stat. Roll 1d6 now, 1: STR, 2: DEX, 3: CON, 4: INT, 5:
WIS, 6: CHA.
7
Missile Reflection. Any missile weapons that miss are
reflected back to attacker, doing half damage. No roll to
hit.
8
Regenerate. Regain 2d6 HP on its turn unless wounds
are cauterized with fire or acid.
AFTER EFFECTS CHART
d8
1
Skin Deformity Remains. Purely aesthetic. Benefit is
lost.
2
Dominus. Remain a devote follower of Dominus.
3
Intelligence. Intelligence boost remains.
4
Vision Impaired. DISADV on all vision-related checks.
5
Weakened. Lower STR stat by 2.
6-8
96
Result
None. No after effects linger.
97
Monster Statistics
ANT, GIANT
Chitinous, pony-sized
insects that are capable of
carrying quarry as heavy as a
hippopotamus.
AC 14, HP 28, ATK 1 bite +4 (2d6
+ grab) and 1 sting +4 (1d8 +
poison), MV near, S +4, D +2, C
+2, I -3, W -1, Ch -3, AL N, LV 6
ANTELOPE
Graceful savannah nomads with
spiral horns and a golden coat.
AC 14, HP 4, ATK 1 charge (1d4),
MV double near, S +0, D +4, C +0,
I -3, W +2, Ch -3, AL N, LV 1
Grab. DC 12 STR or held in pincer.
DC 12 STR on turn to escape.
Poison. DC 12 CON or paralyzed
for 1d4 rounds.
ANT QUEEN, GIANT
Rhinocerous-sized progenitor
of giant ants who commands
thousands of workers.
AC 13, HP 66, ATK 2 bite +9 (2d6
+ grab) or 1 summon giant ants,
MV close, S +4, D -1, C +3, I -3, W
-1, Ch -3, AL N, LV 13
Grab. DC 15 STR or held in pincer.
DC 15 STR on turn to escape.
Summon Giant Ants. 2d6 giant
ants arrive in one turn.
98
APE, GIANT
Towers over trees as kings of
the jungle. Capable of hurling
massive boulders at its foes.
AC 12, HP 80, ATK 2 fist +9 (3d10)
or 1 throw boulder +7 (far, 7d6),
MV double near, S +4, D +2, C +2,
I -1, W -1, Ch +0, AL N, LV 15
APES, FLYING
Flying Apes are reclusive and
highly intelligent primates,
known for their developed
society and mastery of shadows.
They can create temporary,
localized fields of darkness in
broad daylight, keeping their
treetop dwellings shrouded.
APE, FLYING
APE, UMBRAMANCER
Muscular, dark-furred primates
with large feathered wings.
Flying ape wizard in robes,
etched with shadowy runes.
AC 14, HP 20, ATK 2 fist +4 (1d6)
or 1 rock (far) +2 (1d4), MV double
near (fly), S +2, D +2, C +1, I +0, W
+1, Ch +0, AL C, LV 4
AC 11, HP 14, ATK 2 fist +1 (1d6), or
2 spells, MV near (fly), S -1, D +0,
C +2, I +3, W +1, Ch +1, AL C, LV 5
APE, DARKSMITH
Lithe, winged hunters armed
with black longbows.
AC 13, HP 17, ATK 1 fist +2 (1d6) or
1 darkbow (far) +4 (1d8 + shroud),
MV double near (fly), S +1, D +3, C
+1, I +0, W +1, Ch +0, AL C, LV 4
Shroud. When an arrow hits
a target or a solid surface it
creates a near cube of darkness
for 1 round, extinguishing any
light sources within, magical or
mundane.
Shadowstep (INT spell). Can
teleport from one area of
darkness to another
Umbral Bolt (INT spell). Target’s
light sources are extinguished
and takes 1d6 damage.
Shadowform (INT spell). Turn
invisible in shadow for 3 rounds.
Can still cast spells undetected.
Dark Armor (INT focus spell).
Gain AC 17 and 20 temporary HP.
Nightmare Projection (INT spell).
DC 12 WIS check or stunned in a
nightmare for 1d4 rounds.
99
ARANNIS THE CURSED
A spectral warrior, robed in an ombre of white to black, wielding
a black sword licked by ethereal flames. Once a renowned hero
and a paragon of valor, Arannis was celebrated for his purging of
the sinister Fel creatures from the Felwood Forest. For this, he was
cursed to walk the realm as an undead specter for all of eternity by
Vaelthar the Untamed, father of the night.
AC 15, HP 70, ATK 3 sword of shadows +8 (2d6) and 1 spell +5 or 1
vengeful scream, MV double near, S +4, D +1, C +2, I +2, W +0, Ch +4,
AL C, LV 15
Supreme Undead. Immune to morale checks. Only damaged by
magical sources.
Corruption Aura. Creatures within near must make a DC 12 CON
check or become paralyzed for one round, forgoing their next
action, and take 1d4 damage.
Dark Vengeance. Gain ADV against chaotic aligned targets.
Vengeful Scream. All creatures in near must succeed a DC 12 WIS
check or flee for 2 rounds.
Sword of Shadows +3. Incorporeal. Thrown weapon. Returns after
being thrown. Cannot be picked up unless wielder is incorporeal.
Soul Drain (INT Spell). DC 13. One creature takes 1d6 damage, and
Arannis is healed for the same amount.
Teleport (INT Spell). DC 13. Self. Teleport up to one mile.
Summon Wood Skeletons (INT Spell). DC 12. Branches and twigs
animate to become 1d6 skeletons made of wood.
“ With the fel creatures vanquished, nourishing light shall
forever shine. Remember, nature is our greatest ally, and
its stewardship is our sacred duty.” -Arannis the Great
100
ASSASSIN VINE
BAT
A tangle of forest tendrils that
ambush, ensnare and constrict.
Rodent body with leathery
wings and silent flight.
AC 13, HP 39, ATK 2 slam +5 (1d8
+ grab) or 1 constrict (3d6), MV
close, S +3, D +0, C +3, I -3, W +1,
Ch -3, AL N, LV 7
AC 12, HP 1, ATK 1 bite +0 (1d2),
MV near (fly), S -2, D +2, C +0, I
-3, W +1, Ch -3, AL N, LV 0
Grab. DC 15 DEX or grabbed.
Contested STR to escape.
ARROW EATER
Deformed beast with a gaping
maw that shifts across its body.
AC 11, HP 26, ATK 1 spit +4 (far,
1d8), MV near, S +1, D +0, C +1, I
-2, W +1, Ch -3, AL N, LV 5
Eat Arrows. Missiles do no
damage to arrow eater and get
used as spit ammo. Add damage
from eaten missile as bonus
damage when spit hits target.
BADGER, GIANT
Ferocious, steer-sized diggers
with flat, wide bodies.
AC 11, HP 21, ATK 2 slam +4 (1d6),
MV near (burrow), S +4, D +1, C
+2, I -3, W +1, Ch -3, AL N, LV 5
Crazed. For 3 rounds 1/day,
immune to morale checks, and
inflict +1d6 damage.
BEAR, BLACK
Hefty, black-furred beast that
can smell food from miles away.
AC 12, HP 19, ATK 2 claw +3 (1d6),
MV near (climb), S +3, D +1, C +2,
I -3, W +1, Ch -2, AL N, LV 4
Cub Rage. If cub is nearby,
immune to morale checks and
deals an extra die of damage.
BEAR, GRIZZLY
Dominant, hump-shouldered
giant that violently protects its
young.
AC 13, HP 41, ATK 2 claw +6 (2d6),
MV near (climb), S +4, D +1, C +3,
I -2, W +1, Ch -2, AL N, LV 8
Bear Hug. Deals an extra die of
damage if it hits the same target
with both claws.
Cub Rage. If cub is nearby,
immune to morale checks and
deals an extra die of damage.
101
BEAR, GIANT
Voracious colossal forest
behemouth with fur as black as
night.
AC 13, HP 68, ATK 2 claw +8 (3d8)
and 1 bite +8 (2d8), MV double
near, S +4, D +1, C +4, I -1, W +2,
Ch +0, AL N, LV 13
Bear Crush. Deals an extra 2d8
of damage if it hits the same
target with both claws.
BEAVER, GIANT
Efficient buffalo-sized rodent
lumberjack.
AC 12, HP 21, ATK 1 bite +3 (1d8)
or 1 timber +3 (3d8), MV near
(swim), S +0, D +0, C +0, I -2, W
+1, Ch -2, AL N, LV 6
Timber. Chew through a tree
in one round, felling it on
opponent. DC 12 DEX check or
take 3d8 damage from crushing.
BEAVER
BEE, GIANT
Flat-tailed, buck-toothed builder
of river dams and freshwater
homes.
Watermelon-sized nectar
harvester with a stinger the size
of a stilleto.
AC 11, HP 2, ATK 1 bite +0 (1d2),
MV near (swim), S -1, D -1, C +0, I
-3, W +1, Ch -2, AL N, LV 0
AC 13, HP 8, ATK 1 sting +2 (1d6 +
venom), MV near (fly), S +0, D +2,
C +0, I -3, W +0, Ch -3, AL N, LV 2
Venom. DC 12 CON or 1d4 rounds
of anaphylactic shock.
102
BEE, GIANT QUEEN
Human-sized matriarch of the
giant hive, packed with venom.
Also see Royal Jelly on pg. 120.
AC 16, HP 34, ATK 3 sting +6 (2d6
+ venom) or 1 summon giant
bees, MV near (fly), S +1, D +4, C
+3, I -3, W +1, Ch -3, AL N, LV 7
Venom. DC 9 CON or go to 0 HP
Summon Gaint Bees. Summon
2d6 giant bees. Arrive in 1 turn.
BLAZE BEETLE, GIANT
Radiant beetle, grapefruit-sized,
blinds with bursts of light.
AC 13, HP 5, ATK 1 bite +1 (1d4) or
1 blaze, MV near (fly), S -2, D +0,
C +1, I -3, W +0, Ch -3, AL N, LV 1
Blaze. Glowing glands flash DC
12 WIS check or blind creatures
in a close radius for 1d4 rounds.
BLINK DOG
Ethereal canine who leaps
through rifts in reality.
AC 13, HP 20, ATK 1 bite +3 (1d6),
MV near (teleport), S +0, D +3, C
+0, I +0, W +1, Ch +0, AL L, LV 4
Teleport. Up to near distance it
can see.
BOAR, GIANT
Relentless pack hunters who
rival a saber-toothed tiger in
stature.
AC 15, HP 45, ATK 2 tusk +7 (2d6),
MV near, S +4, D +1, C +4, I -2, W
+1, Ch -2, AL N, LV 8
Gore. Deals an extra die of
damage if same target is hit with
both tusks.
Pack. If more than one boar
attacks the same target this
turn, they do so with ADV.
Relentless. Immune to morale
checks.
103
CHEETAH
Swift savannah sprinter, goldencoated with black spots.
AC 15, HP 12, ATK 2 claws +3
(1d4) or 1 bite +3 (1d6) or 1 rake +3
(2d6), MV double near, S +1, D +4,
C +0, I -3, W +1, Ch -2, AL N, LV 3
Tackle. A successful claw hit
after a full move knocks down
target for immediate rake attack
if target fails a DC 12 STR check.
COYOTE
Collaborative desert hunters,
with a golden coat and cunning
eyes.
AC 11, HP 3, ATK 1 bite +2 (1d4),
MV near, S -2, D +1, C +1, I -3, W
+1, Ch -2, AL N, LV 0
Pack. If more than one coyote
attacks the same target on this
turn, they do so with ADV.
Rake. Prone targets are grabbed
and raked with hind legs causing
an additional 2d6.
CHEETAH, GIANT
Horse-sized speedster with
extra mass to pin and hold.
AC 14, HP 37, ATK 2 claws +5
(1d8) or 1 rake (3d8) and 1 bite
(2d8), MV triple near, S +4, D +4,
C +2, I -3, W +2, Ch -2, AL N, LV 7
COYOTE, GIANT
Large prairie prowler that hunts
in packs. Bison-sized with a
piercing call.
AC 13, HP 28, ATK 1 bite +5 (1d8)
or 1 howl, MV near, S +1, D +2, C
+2, I -3, W +1, Ch -2, AL N, LV 6
Pounce and Rake. A successful
claw strike after any length
move knocks down target for
immediate bite and rake attacks.
Pack. If more than one giant
coyote attacks the same target
on this turn, they do so with
ADV.
Rake. Prone targets are grabbed
and raked with hind legs for 3d8.
Howl. If two or more giant
coyotes yip and howl, creatures
within near may be deafened.
DC 12 WIS check or stunned for 1
round.
Bite. While pinned, bite auto hits
for 2d8.
104
CROCODILE, GIANT
DOG, GIANT
Massive swamp reptile, larger
than an anaconda with a bite
that causes the Wilhelm scream.
Buffalo-sized and obedient. Will
die for thier masters.
AC 19, HP 79, ATK 2 bite +8 (3d8
+ clamp and roll), MV double
near (swim), S +4, D +1, C +4, I -3,
W +1, Ch -2, AL N, LV 14
AC 12, HP 29, ATK 1 bite +4 (1d8),
MV near, S +1, D +1, C +2, I -2, W
+1, Ch -1, AL N, LV 6
Easy to Train. An Ovate can train
a giant dog in only one day.
Clamp and Roll. DC 18 STR or
held in jaws. If in water, attempt
to drown by diving and rolling.
DC 15 CON or take 1d6 damage
per round from drowning. DC 18
STR check to escape.
DEER
Gentle woodland grazer,
adorned with strong antlers.
AC 13, HP 5, ATK 1 charge +0
(1d6), MV double near, S +0, D +4,
C +0, I -3, W +1, Ch -3, AL N, LV 1
DOG
Faithful companion to
humanoids, fierce protector.
AC 10, HP 1, ATK 1 bite +1 (1d2),
MV near, S +0, D +0, C +0, I -2, W
+1, Ch -1, AL N, LV 0
Instant Calming. An Ovate can
calm a dog without expending
calm animal talent.
DRAGON TURTLE
Ancient colossus, generations
have lived on its back.
AC 20, HP 110, ATK 2 claw +11
(4d6) and 1 bite +11 (6d6) and
1 Tail slam +11 (5d6) or Steam
Breath, MV near (swim), S +4, D
-3, C +4, I +1, W +4, Ch -1, AL N,
LV 22
Steam Breath. Creatures inside
double-near-sized cube make
DC 18 CON check for half of 8d6
damage.
105
DREAD HOOK
Bird-headed monstrocity with
deadly scythe-like claws for
hands.
AC 16, HP 44, ATK 2 claw +7 (2d6
+ disarm), MV near, S +3, D+1, C
+2, I -1, W +2, Ch +0, AL N, LV 9
Disarm. DC 15 STR or weapon is
stolen and destroyed by Dread
Hook unless magical, in which
case it is stolen and tossed
aside.
DUST MONSTER
Living dust that can shift forms
and clog the lungs of its victims.
AC 14, HP 30, ATK 1 blow +4
(suffocation) and 1 club +4 (1d4),
MV double near, S +1, D +4, C +0,
I -3, W +1, Ch -2, AL N, LV 6
Suffocation. Inhalation causes
DC 12 CON check or go to 0 hp.
Impervious. Only damaged
by magical sources, wind, or
burrowing creatures
Split. If cut or chopped, split into
two monsters (divide remaining
HP between both).
Resuscitation. Anyone
stabilizing asphyxiated victim
inhales dust for 1d4 damage.
EAGLE
Majestic king of the sky with
keen eyes and a white head.
AC 11, HP 4, ATK 1 bite +1 (1d2),
MV near (fly), S +0, D +1, C +0, I
-2, W +1, Ch -2, AL N, LV 0
EAGLE, GIANT
A bird of prey with a body the
size of a horse.
AC 13, HP 33, ATK 2 claws +5 (1d8
+ grab) and 1 bite +5 (1d6), MV
near (fly), S +2, D +2, C +1, I -2, W
+1, Ch -1, AL N, LV 7
Grab. DC 12 STR or grabbed. DC
12 STR on turn to escape.
Drop. May ascend and drop
grabbed creature to inflict falling
damage.
ETTIN
Ugly, two-headed giants who
are easily fooled, but ferocious.
AC 12, HP 46, ATK 1 battleaxe
+7 (2d8) and 1 club +7 (2d6), MV
near, S +4, D -1, C +3, I -3, W +2,
Ch -3, AL N, LV 9
Two Heads. ADV on checks
for being blinded, charmed,
deafened, frightened, or
stunned.
107
FELRAACK
FLYTRAP, GIANT
Children of Vaelthar, these
beasts help spread the fel curse.
Tree-sized predatory plant with
many human-sized maws.
AC 12, HP 23, ATK 1 necrotic ray
+4 (1d8 near) and 1 bite +3 (1d6),
MV near, S +3, D +2, C +1, I +1, W
+1, Ch -3, AL C, LV 4
AC 17, HP 72, ATK 3 bite +9 (2d6 +
grab), MV close, S +4, D +4, C +2,
I -3, W +1, Ch -1, AL N, LV 12
Fel Beast. Immune to morale
checks.
Fel Curse. Damaging other living
creatures passes on Fel Curse.
FLY, GIANT
Rabbit-sized flying insect with
iridescent wings.
AC 16, HP 4, ATK 1 bite +1 (1d6 +
egg insertion), MV double near
(fly), S -2, D +4, C +0, I -3, W +1,
Ch -3, AL N, LV 1
Egg Insertion. 1d4 eggs are
implanted. Eggs hatch in 1 hour,
doing 1d8 damage per round
from inside. Remove with
surgery, remove poison spell, or
covering host in feces.
108
Grab. DC 18 STR or held in jaws.
DC 18 STR to escape or take 2d6
damage from acid every round.
FOX
GOAT
Rust-furred with bushy tails.
Bleating and surefooted climber.
AC 13, HP 2, ATK 1 bite +0 (1d2),
MV near (burrow), S -2, D +3, C
+0, I -3, W +1, Ch -2, AL N, LV 0
AC 10, HP 1, ATK 1 ram +1 (1d2),
MV near, S -1, D +1, C +0, I -3, W
+1, Ch -2, AL N, LV 0
FOX, GIANT
GOAT, GIANT
Pony-sized trickster, known for
stealing babies from the cradle.
Horse-sized with stable hooves,
curved horns and vertical eyes.
AC 12, HP 18, ATK 1 bite +3 (2d4),
MV near (burrow), S +1, D +2, C
+1, I +0, W +1, Ch +0, AL N, LV 5
AC 11, HP 22, ATK 1 ram +1 (2d6),
MV near (climb), S +2, D +1, C +1, I
-3, W +1, Ch -2, AL N, LV 5
ELEPHANT, GIANT
GOLEM, COBBLESTONE
Taller than giraffes and sporting
two gargantuan tusks.
Stout guardian, made from the
streets of urban cities.
AC 17, HP 91, ATK 2 tusks +10
(2d8) and 1 grab and throw +10,
MV near, S +8, D +0, C +4, I -1, W
+2, Ch +0, AL N, LV 17
AC 18, HP 46, ATK 3 slam +7 (2d8)
or 1 earthquake, MV near, S +4,
D -1, C +4, I -2, W +0, Ch -2, AL N,
LV 9
Charge. Move up to double near
and make 1 tusk attck. If hit, x3
damage.
Golem. Immune to fire, cold,
electricity or non-magical
sources.
Grab and Throw. DC 15 DEX or
grabbed. Toss creature near
distance, 1d6 damage.
Earthquake. Slam ground, DC 15
DEX check or all in a near radius
fall and take 2d6.
109
GOLEM, LIQUOR
Tavern protector, made of alefilled kegs with the head of a
wine jug.
AC 14, HP 26, ATK 2 slam +3 (1d6),
MV near, S +2, D -1, C +2, I -2, W
+0, Ch -2, AL N, LV 5
Lesser Golem. Immune to nonmagical sources and electricity.
Don’t Waste It. When damaged,
anyone near who enjoys alcohol
make DC 14 WIS check or try to
drink or collect leaking alcohol.
Another Round. If damaged,
liquor golem can heal itself 1d6
by pouring liquor into its casks.
110
GOURDGON
Oversized jack-o’-lantern
suspended on animated vines.
AC 16, HP 31, ATK 3 vinewhip
+6 (1d6 + grab and pull) or 1 eye
lights, MV near, S +2, D +0, C +2, I
-2, W +1, Ch -2, AL C, LV 7
Grab and Pull. DC 12 DEX check
or be grabbed by a vine and
pulled toward gourdgon a close
distance. DC 12 STR to escape.
Eye Lights. Turn on eye lights
for one round. Attacking and
grabbed creatures not averting
their gaze make DC 14 WIS check
or turn into inanimate pumpkin
until gourdgon is defeated.
GUTTER GORGER
Blob of draping skin, engorged
by rot. Huge gaping maw.
AC 12, HP 14, ATK 1 bite +2 (1d4 +
disease) or 1 rot grow, MV near, S
+1, D -1, C +0, I +0, W +1, Ch -4, AL
N, LV 3*
Rot Grow. In one round,
gorge on putrefaction or the
unconscious to gain 1 LV, 4
permanent hp, +1 to hit bonus
and one die category of bite
damage. Can first appear at any
LV.
Disease. DC 12 CON check or
take 1d4 damage per round until
any magical healing is applied.
HAG, ALLEY
Veiled in rags, shoots a chilling,
bloodshot gaze before vanishing
into the crowd.
AC 14, HP 32, ATK 2 claw +4 (1d8)
and 1 steal luck, MV near, S +2, D
+2, C +1, I +1, W +3, Ch +3, AL C,
LV 7
Steal Luck. A creature making
eye contact loses a luck point.
Shapechange. Instantly change
to look like any other humanoid.
Manipulate. Can use stolen luck.
HAWK
Sleek bird of prey with keen
eyes and a sharp beak.
AC 11, HP 1, ATK 1 peck +0 (1d2),
MV near (fly), S -1, D +1, C +0, I -3,
W +1, Ch -2, AL N, LV 0
Vision. Can see the slightest
movements at a far distance.
HATCHET HEAD
Avian runner, grizzly sized, with
a razor sharp axe beak.
AC 11, HP 16, ATK 1 slash +3 (1d6),
MV near, S +1, D +1, C +0, I -3, W
+1, Ch -3, AL N, LV 3
Endurance. Can carry a rider for
extended periods.
111
HYENA
KANGAROO
Scavenger with a distinctive
laugh and a menacing grin.
Bipedal marsupial with powerful
hind legs and a built-in pocket.
AC 11, HP 6, ATK 1 bite +1 (1d8),
MV near, S +0, D +1, C +1, I -3, W
+1, Ch -3, AL N, LV 1
AC 14, HP 18, ATK 1 kick +2 (1d6 +
box), MV near (jump), S +2, D +1,
C +1, I -3, W +1, Ch -3, AL N, LV 4
HYENA, GIANT
Bison-sized with coarse fur and
jaws that can crush anything.
AC 11, HP 34, ATK 3 bite +4 (2d8 +
grab), MV near, S +3, D +2, C +2, I
-3, W +1, Ch -3, AL N, LV 6
Box. A successful first hit allows
for a second boxing attack with
ADV for 1d6.
KANGAROO, GIANT
Bipedal marsupial with powerful
hind legs and a built-in pocket.
Slender, scaly reptile with a
crown of spiky crests.
AC 17, HP 57, ATK 2 kick +8 (3d8
+ box) or 1 pounce, MV double
near (jump), S +4, D +2, C +3, I -3,
W +1, Ch -3, AL N, LV 10
AC 10, HP 2, ATK 1 bite +0 (1d2),
MV near (climb), S -3, D +0, C +0,
I -3, W +1, Ch -3, AL N, LV 0
Box. A successful first hit allows
for a second boxing attack with
ADV for 1d8.
IGUANA, GIANT
Pounce. Jumping on creature
does 3d10 and pins in place. DC
20 STR to escape.
IGUANA
Pony-sized, territorial lizard with
colorful, intimidating dewflaps.
AC 10, HP 31, ATK 1 bite +6
(1d8) and 1 intimidate, MV near
(climb), S +2, D +1, C +2, I -3, W +1,
Ch -3, AL N, LV 6
Intimidate. Extend neck dewflap
and hiss. DC 12 WIS check or run
scared for 1d4 rounds.
112
KOALA, GIANT
Nocturnal black bear-sized grey
climbers with large, furry ears.
AC 10, HP 16, ATK 1 bite +1 (1d6),
MV near (climb), S +0, D -1, C -1, I
-4, W +1, Ch -3, AL N, LV 4
KREEVERS
Kreevers are the most feared of
all the goblinoids, notorious for
unthinkable torturous acts, like
skinning victims alive.
Unaccustomed to light, they
react with frenzied fervor and
snuff it in a variety of ways, using
bodily force, blowguns or magic.
KREEVER
KREEVER, SHAMAN
Pallid-skinned biped, bony and
frantic. Untouched by the sun.
Bedizened with bone-necklaces,
wielding a rattling staff.
AC 13, HP 16, ATK 1 claw +3 (1d6)
or light frenzy +3, MV near, S +1,
D +2, C +1, I -1, W +0, Ch +1, AL C,
LV 3
AC 10, HP 15, ATK 1 claw +1 (1d6),
or 2 spells, MV near, S +1, D +2, C
+1, I +3, W +0, Ch +1, AL C, LV 4
Light Frenzy. Tackle light-bearer.
DC 12 STR or drop light source.
KREEVER, DART
Long, upward-pointing noses.
AC 12, HP 19, ATK 2 blowgun +4
(1d4 + poison) or 1 claw +1 (1d6) or
1 snuff +4, MV near, S +0, D +4, C
+1, I +0, W +0, Ch +1, AL C, LV 4
Dark Missile (INT spell).
Missile does 1d6 damage and
extinguishes non-magical light
on impact.
Darkness (INT spell). Extinguish
all magical light sources in near.
Dispel Magic (INT spell). End one
focus spell or chant in near.
Snuff. Using blowgun, extinguish
targeted torch or lantern in near.
Anti Healing Circle (INT focus
spell). Healing magic is not
successful inside near cube
centered on target.
Poison. DC 12 CON or take 1d4
and stunned for 1 round.
Spider Climb (INT spell). Climb
walls like a spider for 5 rounds.
113
KRULMARA THE TROLL QUEEN
Krulmara, the queen of an ascendant troll society, sent shockwaves
throughout the realm by marrying a human king. This brought peace
and prosperity, but Krulmara was forced to assume the role of queen
when the king fell ill. When the humans revolted, she desperately
turned to Dominus for guidance. He devised a soul-harvesting
ritual aimed at asserting her grip on the kingdom. It worked all too
well, and she eventually died decades later, but not after supplying
thousands of souls to Dominus’ legion. Now, an undead powered by
Dominus, Krulmara is the most powerful of the ghosts.
AC 14, HP 41, ATK 2 death touch +6 or 1 possess or 1 wail of despair,
MV near (fly), S -1, D +3, C +0, I +1, W +0, Ch +4, AL C, LV 8
Greater Undead. Immune to morale checks. Only damaged by silver
or magical sources.
Incorporeal. Become corporeal or incorporeal as a free action.
Life Drain. 1d4 CON damage. Death if reduced to 0 CON.
Possess. One target, close range. Contested CHA check. If Krulmara
wins, she inhabits target’s body and controls it for 2d4 rounds.
Wail of Despair. A haunting wail. All living creatures in near DC 15
WIS check or flee for 1d4 rounds.
Promise of Mercy. Dominus speaks through Krulmara, offering
respite if they change their alignment to chaotic and allegience
to Dominus. If they agree, they are bonded to Dominus forever,
and any attempts to sway to another deity or nature spirit will fail
and result in this punishment: They must convert another soul to
Dominus in 2 days or lose 5 permanent hp per day that they do not.
“You have heard that I deceive, but those are the
deceits! I offer power, unadorned and true. Trust in that,
and thy soul will shine with everlasting light.” -Dominus
114
LION, GIANT
Elephant-sized with an immense
gold mane and a regal presence.
AC 14, HP 49, ATK 2 bite +8 (2d8
+ grab + swallow), MV near, S +4,
D +2, C +2, I -2, W +1, Ch -3, AL N,
LV 10
Grab. DC 15 DEX or grabbed.
Swallow. Swallowed creature
can attack at disadvantage.
Takes 2d8 of acid each round.
LION, MOUNTAIN
Sleek, tawny predator that
prowls rugged terrain.
AC 14, HP 15, ATK 2 rend +4 (1d6),
MV near (climb), S +3, D +3, C +1, I
-2, W +1, Ch -3, AL N, LV 3
LOCKING LURKER
Short, shadowy humanoids with
keys for claws and a compulsion
to use them.
AC 13, HP 8, ATK 1 claw +3 (1d6),
MV near (climb), S -2, D +3, C +0,
I +1, W +1, Ch -3, AL C, LV 2
MANTIS, GIANT
Horse-sized green insect with
bulbous eyes and razor-sharp
spiked forelimbs.
AC 15, HP 22, ATK 1 bite +4 (1d4)
and 1 claw +4 (1d8), MV near
(climb), S +4, D +2, C +2, I -3, W
+1, Ch -3, AL N, LV 5
Ambush. Surprise attacks do
double damage.
MASTIFF, GIANT
A slobering enormous guard dog
with muscles like tree trunks.
AC 13, HP 35, ATK 1 bite +5 (2d6 +
grab), MV near, S +3, D +1, C +1, I
-2, W +1, Ch -3, AL N, LV 7
Grab. DC 15 DEX or grabbed.
Additional 2d6 from shake of
death.
MEERKAT
A small mammal that
eats scorpions and lives in
communities.
Skeleton Key. Can lock any door,
chest, or lockable object.
AC 10, HP 1, ATK 1 bite +0 (1d2),
MV near, S -3, D +1, C +1, I -3, W
+1, Ch -3, AL N, LV 0
Shadow Skin. Invisible while in
darkness or shadow.
Poison Resistance. Gain ADV on
all poison checks.
115
MORLOCK
Regressed, pale humanoids who
have lived for generations in
subterranean dwellings.
AC 15, HP 16, ATK 1 club +3 (1d6),
MV near, S +1, D +3, C +1, I -1, W
+1, Ch -2, AL N, LV 4
Sneak Attack. Undetected
attacks gain +1d6 damage
Climber. Can scale cave walls
with ease and will jump attack.
NOCMORBIS
Ever-changing horror born from
the nightmares of the destitute.
AC 13, HP 45, ATK 3 sleep dart +7
(near) or 1 nightmares, MV near,
S -3, D +3, C +0, I +0, W +1, Ch +4,
AL C, LV 8
Incorporeal. Cannot be harmed
by physical attacks.
Step into your power. Any bold
psychological show of force
does 1d6 damage to nocmorbis.
Sleep Dart. DC 15 CHA or fall
asleep until awakened.
Nightmares. All sleeping, living
creatures in near radius lose 1d4
CHA from pure horror. Death if
reduced to 0 CHA.
116
OPOSSUM
Small marsupial with a pointy
snout and a hairless rat tail.
AC 10, HP 2, ATK 1 bite +0 (1d2),
MV near (burrow), S -3, D +0, C
-1, I -3, W +1, Ch -3, AL N, LV 0
Play Dead. If cornered, lay down
and remain stationary.
OPOSSUM, GIANT
Boar-sized with sharp fangs and
high-pitched aggression.
AC 11, HP 18, ATK 1 bite +4 (1d8),
MV near, S +1, D +1, C +2, I -3, W
+1, Ch -3, AL N, LV 4
Play Dead. Lay down and remain
stationary if morale check fails.
Scream. Squeals throughout
combat, increasing chance of
wandering monsters.
OSTRICH
Flightless, long-legged avian
with a serpentine neck.
AC 12, HP 5, ATK 1 kick +1 (1d6),
MV near, S +0, D +1, C +0, I -3, W
+1, Ch -3, AL N, LV 1
OSTRICH, GIANT
Giraffe-sized, with an impossibly
long neck and agile legs.
AC 14, HP 43, ATK 1 kick +5 (3d6)
and 1 bite +5 (1d4), MV double
near, S +3, D +3, C +3, I -3, W +1,
Ch -3, AL N, LV 8
Threaten. Make booming sounds
to frighten foes. DC 9 WIS check
or flee for 1 round.
OTTER
Small web-footed mammal.
AC 12, HP 1, ATK 1 bite +0 (1), MV
near (swim), S -3, D +3, C -1, I -3,
W +1, Ch -3, AL N, LV 0
OTTER, GIANT
Goat-sized with a waterproof
coat and muscled tail.
AC 13, HP 15, ATK 1 bite +3 (1d6),
MV near (swim), S +0, D +3, C +1, I
-3, W +1, Ch -3, AL N, LV 3
OWL
Saucer-eyed bird of prey.
AC 11, HP 1, ATK 1 talons +1 (1d4),
MV near (fly), S -2, D +1, C +0, I
-2, W +2, Ch -3, AL N, LV 0
Superb Sight. Can see prey at a
great distance.
PELICAN
Gliding waterbird with a long,
broad bill and deep pouch.
AC 10, HP 1, ATK none, MV near
(fly), S -2, D +1, C +0, I -3, W +1,
Ch -3, AL N, LV 0
Fisher. Can catch fish with ease.
PELICAN, GIANT
Massive waterbird with a bill
pouch that could easily fit a
human inside.
AC 12, HP 30, ATK 1 scoop +5 (1d4
+ engulf), MV near (fly), S +2, D
+0, C +1, I -3, W +1, Ch -3, AL N,
LV 6
Engulf. DC 15 DEX or trapped
inside flesh bill. DC 12 STR on
turn to escape or take 1d4.
Dive Bomb. If target is
swimming in water add +3 for
scoop attack
117
PORCUPINE
Rodent covered in sharp quills.
AC 10, HP 2, ATK none, MV near,
S -3, D -2, C -1, I -3, W +1, Ch -3,
AL N, LV 0
Quills. Melee attacks against
must make DC 9 DEX or take 1d4
quill damage.
PORCUPINE, GIANT
Hippo-sized rodent with spearlength, barbed quills.
AC 11, HP 31, ATK 1 bite +4 (1d6)
and 1 ranged quill +4 (near 2d8),
MV near, S +1, D +0, C +2, I -3, W
+1, Ch -3, AL N, LV 7
Quills. Melee attacks against
must make DC 15 DEX or take
2d8 quill damage.
118
PUDDLE REAPER
Non-descript puddle, forming
into a bubble full of water to
drown foes that step too close.
AC 13, HP 29, ATK 2 envelop +5
(1d4), MV close, S -3, D +2, C +0, I
-3, W +1, Ch -3, AL N, LV 7
Ambush. Indistinguishable from
water until stepped on or close.
Envelop. DC 15 DEX check or
surrounded in a bubble of water,
cannot breathe or escape.
Drown. Once surrounded, DC 15
CON check or 1d4 damage per
round until removed.
Resistant. Impervious to
forceful removal. Vulnerable to
absorbent cloth, sponges, heat,
or magic. Heat turns it to steam.
RABBIT
RACCOON, GIANT
Herbivorous mammal covered in
soft fur with powerful hind legs.
Wildebeast-sized mammal
wearing a black mask.
AC 12, HP 1, ATK none, MV near
(burrow), S -4, D +3, C -3, I -3, W
+1, Ch -3, AL N, LV 0
AC 13, HP 39, ATK 1 bite +5 (2d6
+ advanced rabies), MV near
(climb), S +1, D +2, C +4, I -3, W +1,
Ch -3, AL N, LV 7
RABBIT, GIANT
Clydesdale-sized hare with front
teeth that can break rocks.
AC 13, HP 30, ATK 3 bite +5 (2d8),
MV double near (leap), S +0, D
+3, C +0, I -3, W +1, Ch -3, AL N,
LV 6
RACCOON
Five-fingered nocturnal
mammal with a ringed tail.
AC 10, HP 2, ATK 1 bite +1 (1d4 +
rabies), MV near (climb), S -3, D
+0, C +1, I -3, W +1, Ch -3, AL N,
LV 0
Cornered. Gain ADV on attacks
while cornered.
Rabies. DC 8 CON or contract
rabies. In 2 days, DISADV on all
attacks & checks. Die in 4 days.
Rabid. After 2 days, gain rabies
quality with crazed focus on
biting others to pass on disease.
Cornered. Gain ADV on attacks
while cornered.
Advanced Rabies. DC 12 CON
or contract advanced rabies.
DISADV on all attacks and
checks. Die in 4 hours if uncured.
Advanced Rabidity. After 1 hour,
gain advanced rabies quality
with frothing, possessed focus
on biting others to pass on
disease.
RAT, PLAGUE
Rabbit-sized, snarling rats
dripping with infestation.
AC 13, HP 9, ATK 2 bite +2 (1d8 +
plague), MV near, S -1, D +2, C +1,
I -3, W +1, Ch -3, AL N, LV 3
Plague. DC 12 CON check or 1d6
permanent damage. Check daily
to fully recover or take another
1d6. Easily passes to others via
airborne. Plague Doctor can use
plague rat saliva as an elixir.
119
RHINOCEROS, GIANT
SABERTOOTHED TIGER
Armored, horned herbivore with
a thickset body, as tall as a tree.
Apex predator with elongated
upper canine teeth.
AC 19, HP 90, ATK 2 horn +9
(3d8), MV near, S +4, D -1, C +4, I
-3, W +1, Ch -3, AL N, LV 16
AC 13, HP 35, ATK 2 claw +7 (1d8)
and 1 bite +7 (3d6) or 1 pounce
+7, MV near, S +3, D +2, C +1, I -3,
W +1, Ch +1, AL N, LV 8
Charge. Move up to double near
in straight line and make 1 horn
attack. If hit x3 damage.
Trample. If charging, can
trample opponents on the way
by making 1 horn attack to all
targets for 2d8.
ROYAL JELLY
Living, milky-white mass of
honey produced by giant bees
to groom the next queen.
AC 9, HP 51, ATK 2 tentacle +7
(1d6 + sticky), MV close, S +3, D
-2, C +4, I -3, W +0, Ch -3, AL N,
LV 11
Sticky. DC 15 DEX check or
trapped in sticky jelly. Cannot
move or perform any actions.
DC 15 STR check to escape,
but cannot switch weapons or
move more than CLOSE until
completely cleaned off.
Split. If cut or chopped, split into
two. (Divide HP between both.)
120
Pounce. Pounce attack does
claw damage (2d8). DC 15 DEX
check or automatic bite hit (3d6)
and pinned.
Pinned. DC 18 STR check to
escape, otherwise auto bite
damage (3d6).
SEWER SERPENT
Huge, near-length serpent
with mottled scales, oozing a
perpetual slime.
AC 16, HP 43, ATK 1 bite +7
(double close 2d8) and 1 slime
coat +7, MV near, S +4, D +2, C
+3, I -3, W +1, Ch -3, AL N, LV 9
Slime Coat. Can attack second
target with body. Target is
covered in putrid sewage and
makes DC 15 CON check or
vomit for 1d4 rounds.
Stench. Any in near radius have
DISADV on all checks unless
nose and mouth are covered.
SEWER SIREN
Gnome-sized mouse maiden
who lures children into the
sewers with her dreamlike song.
AC 12, HP 10, ATK 1 alluring song,
MV near, S -3, D +0, C -2, I +4, W
+1, Ch +2, AL C, LV 2
INT Drain. Feeds on 1 point of
INT damage to all within near
radius from her. Die at 0.
Alluring Song. Any in far radius
make DC 12 WIS check or must
approach to within near radius.
SEWER WISP
SHRIEKER
Plump, shrub-sized mushroom.
AC 12, HP 16, ATK none, MV
none, S -3, D -3, C +3, I -4, W +1,
Ch -2, AL N, LV 3
Shriek. If a creature gets within
close range, it emits a piercing
sound that lasts 1d4 rounds,
calling for random encounters
every round with a 1-3 on a d4.
SKELETON, GREATER
Heavily armored skeleton of a
large humanoid.
Small, floating flash of spectral
light that is said to be the soul of
a plague victim.
AC 15 (plate mail), HP 17, ATK
1 bastard sword +2 (1d10), MV
near, S +1, D +0, C +2, I -2, W +0,
Ch -1, AL C, LV 3
AC 16, HP 3, ATK 1 penetrate +2
(near), MV near, S -3, D +3, C -3, I
+0, W +0, Ch -2, AL C, LV 1
Greater Undead. Immune to
morale checks. Only damaged
by magical sources or silver.
Penetrate. Pass through living
creature and remain there.
Cannot be removed through
mundane means. Leaves
if target is unconscious or
diseased. DC 15 WIS check every
round or target is compelled to
eat raw sewage, causing disease
and vomiting. 1d4 damage every
round until healed.
SKELETON, LESSER
A shaky, bleach-boned skeleton
that can’t carry weapons.
AC 10, HP 4, ATK 1 claw +0 (1d4),
MV near, S +0, D +0, C +1, I -2, W
+0, Ch -2, AL C, LV 1
Undead. Immune to morale
checks.
121
SKUNK
Compact, striped and curious.
Sprays a foul, blinding scent.
AC 10, HP 2, ATK 1 musk +0
(close), MV near (burrow), S -4, D
+0, C +0, I -3, W +1, Ch -3, AL N,
LV 0
Musk. 1/day, targeted creature
DC 18 CON or blindness.
Blindness. Movement limited to
close and all actions at DISADV
for 5 rounds.
SKUNK, GIANT
Pony-sized with jet black fur and
white stripes that run to the end
of the tail.
AC 12, HP 27, ATK 2 claws +3
(1d6) and 1 bite +3 (1d8) or 1
advanced musk +5 (near), MV
near (burrow), S +2, D +1, C +1, I
-3, W +1, Ch -3, AL N, LV 5
Advanced Musk. All creatures in
near range of target make DC 20
CON or blindness.
Blindness. Movement limited
to close and all actions at
DISADV for 1 hour unless musk
is removed with tomato juice,
vinegar, lemon juice, or similar
substances.
122
SKURRID UNDERGROUND
Operating in the shadows,
skurrid cartels wield knowledge
of any big city’s underworld.
They use their unique skillsets to
direct vast networks of vermin.
Specializing in contraband, slave
trade, extortion, counterfeiting,
kidnapping, fencing stolen
goods, and assassination,
skurrids make the perfect mob.
SKURRID ENFORCER
SKURRID SMUGGLER
Beefy and intimidating,
enforcers ensure debts are paid
and disobedience is punished.
Experts at navigation
and sabotage, can create
distractions to divert authorities.
AC 13, HP 23, ATK 2 spiked club
+3 (1d6) or crossbow +3 (1d6), MV
near, S +3, D +0, C +1, I -1, W +1,
Ch +0, AL C, LV 5
AC 12, HP 14, ATK 3 dagger +1
(1d4), MV near, S +0, D +3, C +0, I
+2, W +1, Ch +1, AL C, LV 3
Loyalty. Immune to morale
checks when following orders.
SKURRID KINGPIN
Shrewd masterminds who can
talk their way out of anything.
Ambush. Attack with ADV and
deal an extra die of damage
when undetected.
Distraction. Create distractions
to make ambush more likely.
SKURRID SPY
AC 11, HP 19, ATK 2 hypnosis +3,
MV near, S -1, D +1, C -1, I +3, W
+2, Ch +3, AL C, LV 4
Infiltrates the surface world
using disguise and espionage,
including high society.
Hypnosis. Eye-contact causes
target to follow simple
commands if they fail a DC 15
WIS check. Re-check every
round to resist.
AC 10, HP 11, ATK 2 blowgun +1
(1d4), MV near, S -1, D +3, C -1, I
+2, W +1, Ch +2, AL C, LV 2
Escape. Turn invisible in shadow.
Disguise. Can look like any other
humanoid if given enough time
to prepare.
123
SKUTTER
Veiny, halfling-sized spider
creature that makes a loud
clicking sound when it walks.
AC 13, HP 1, ATK detonate (2d6),
MV half near, S +0, D -1, C +0, I
-3, W +0, Ch -3, AL N, LV 1
Detonate. Self destruct when in
close range of target, DC 14 DEX
or take 2d6 damage.
SPECTER
Ghostly, ethereal figures with a
faint humanoid shape.
AC 14, HP 25, ATK 2 touch +4 (2d6
+ wither), MV near, S -3, D +2, C
+1, I +0, W +0, Ch +4, AL C, LV 5
Greater Undead. Immune to
morale checks. Only damaged
by magical sources or silver.
Incorporeal. Can move through
solid objects and walls at will.
Wither. Any damage done
cannot be healed until
completing a rest. Turned into
Specter if reduced to 0 hp.
124
SPECTRAL BLOOD
A pool of freshly spilled blood
with an oily sheen.
AC 14, HP 3, ATK 1 leap +1 (mouth
rush), MV close, S -3, D +2, C -1, I
-2, W +0, Ch +0, AL C, LV 1
Camouflage. Indistinguishable
from actual blood.
Mouth Rush. On successful hit,
will force itself into victim’s
mouth. DC 12 STR check to
resist.
Possess. If swallowed, victim
attacks nearest creature. On
victim’s turn, DC 15 CON check
to expel, causing blood to flee.
SQUIRREL, FLYING
A squirrel with a patagium
extending from wrists to ankles.
AC 11, HP 1, ATK none, MV near
(climb, glide), S -3, D +1, C -1, I -3,
W +1, Ch -3, AL N, LV 0
Glide. Can glide a near distance
from a high launching point.
SQUIRREL, GIANT
FLYING
Cow-sized squirrel with a flat tail
used as a rudder while gliding.
AC 13, HP 22, ATK 1 bite +3 (1d6),
MV Double near (climb, glide), S
+1, D +1, C +1, I -3, W +1, Ch -3, AL
N, LV 4
Glide. Can glide a double near
distance from a high launching
point.
Dive. Biting at the end of a glide,
DC 12 STR or DEX or knocked
down for additional 1d4.
STEER
Bull with long, wide horns that
charges when it sees red.
AC 10, HP 14, ATK 1 ram +2 (1d6),
MV near, S +2, D -1, C +2, I -3, W
+1, Ch -3, AL N, LV 3
STEER, GIANT
Elephant-sized and all muscle.
AC 12, HP 47, ATK 2 horn +7 (3d6),
MV near, S +5, D -1, C +3, I -3, W
+1, Ch -3, AL N, LV 9
Charge. Move up to double near
in straight line and make 1 horn
attack. If hit x3 damage.
Trample. If charging, can
trample opponents on the way
by making 1 horn attack to all
targets for 2d6.
TASMANIAN DEVIL
Marsupial with powerful jaws.
AC 10, HP 8, ATK 1 bite +0 (1d2),
MV near, S -2, D -2, C +0, I -3, W
+1, Ch -3, AL N, LV 1
TASMANIAN DEVIL,
GIANT
Horse-sized, relentless biter with
strong teeth.
AC 13, HP 26, ATK 3 bite +3 (2d6),
MV near, S +2, D +0, C +2, I -3, W
+1, Ch -3, AL N, LV 5
Death Grip. If bite hits, devil
latches on to opponent, doing
2d6 each round until target is
reduced to 0 hp or devil is dead.
125
TENTACLE CAT
Blurry, sleek predator with
midnight black fur and tentacles
that extend from its back.
AC 13, HP 51, ATK 2 tentacle slam
+6 (1d8), MV near, S +3, D +2, C
+2, I -1, W +1, Ch -1, AL C, LV 10
Shifted. Appears to be shifted
from its position. All attacks
against it are at DISADV.
Dodge. 1/round it can make a
DC 12 DEX check to avoid an
incoming attack completely.
TERMITE, GIANT
Human-sized insects with
transparent wings and powerful
mandibles.
AC 13, HP 12, ATK 1 bite +2 (1d4)
or 1 noxious spray +2, MV near
(fly), S +0, D +1, C +2, I -3, W +1,
Ch -3, AL N, LV 2
Noxious Spray. In a close radius
around termite, all non-termite
living creatures make DC 12
CON check or paralyzed for 1d4
rounds.
Devour Wood. Can chew
through wood at a rapid pace,
destroying homes or trees in a
matter of minutes.
126
TERMITE QUEEN,
GIANT
Fecund egg layer, the size of a
mammoth or a small whale.
AC 13, HP 32, ATK 2 Body slam
+6 (2d4 + noxious excretion), MV
close, S +3, D -3, C +2, I -3, W +1,
Ch -3, AL N, LV 7
Noxious Excretion. Any creature
who touches or is slammed
must make DC 15 CON or
paralyzed for 1d4 rounds.
TICK, GIANT
Watermelon-sized insects with
armored, oval-shaped flattened
bodies and eight legs.
AC 15, HP 15, ATK 1 bite +2 (1d4),
MV near (drop), S +0, D -1, C +2, I
-3, W +1, Ch -3, AL N, LV 3
Blood Drain. If bite hits, it
latches on to its opponent, autodraining 2d4 hp per round until
target is dead.
Disease. DC 15 CON check or
DISADV on all checks until cure
disease spell or natural cure is
administered.
Drop. Attack from trees, cave
ceilings, earning ADV on attack
rolls.
TIGER
TRAPJAW
The largest natural cat species,
sporting black stipes on orange
fur.
Whale-sized beast that sits in
a hole in the ground with its
mouth open, waiting for prey.
AC 12, HP 22, ATK 2 claw +5 (1d6)
and 1 bite +5 (1d8), MV near, S +3,
D +2, C +2, I -3, W +1, Ch -3, AL N,
LV 4
AC 15, HP 64, ATK 1 chomp
(3d8) or 1 scoop (3d8), MV near
(burrow), S +5, D +1, C +3, I -2, W
+2, Ch -3, AL N, LV 12
TIGER, GIANT
Camouflaged. Changes its open
mouth to look like environment.
Elephant-sized with massive
teeth, and sword-like claws.
AC 14, HP 56, ATK 2 claw +10
(1d10) and 1 bite +10 (2d10), MV
double near, S +5, D +2, C +2, I -3,
W +1, Ch -3, AL N, LV 11
TOAD, MAGMA
Alpaca-sized toad caked in lava.
Scoop. Can attack all creatures
within near with one huge bite.
Swallow. DC 18 DEX or bitten
creature is swallowed, taking
2d8 damage from acid and
taking 2d8 damage each
round. Swallowed creature can
attack from inside at DISADV.
If reduced to 0 HP while inside
beast, cannot be revived.
AC 14, HP 12, ATK 1 magma
tongue +3 (near 1d8 + grab), MV
near (leap), S +0, D +1, C +0, I -3,
W +1, Ch -3, AL N, LV 3
Grab. DC 12 DEX or grabbed and
pulled within close range.
Magma Radiation. Any within
close take 2d6 due to heat.
Lava Touch. Any who touch toad
with exposed body part takes
3d6 searing damage and cannot
use that body part until healed.
127
TREANT, CURSED BY VAELTHAR
TREANT, BIRCH
White-barked with a specialty in
mycilial communication.
AC 14, HP 27, ATK 2 slam +6
(1d10), MV near, S +4, D -1, C +2,
I+2, W +3, Ch +1, AL C, LV 6
Fungal Shield. Extend a mycilial
shield to treant ally, causing
any attacks against it to be
performed at DISADV.
TREANT, OAK
Powerful, ancient and bolstered
by other treant allies.
AC 14, HP 38, ATK 2 slam +6
(1d10), MV half near, S +6, D -2, C
+4, I +2, W +3, Ch +1, AL C, LV 6
Umbral Armor. This treant gains
+2 AC for each close treant ally.
128
TREANT, PINE
Throws balls of sap at foes.
AC 14, HP 32, ATK 2 sap +6 (near
1d6 + sticky), MV near, S +4, D +1,
C +2, I +2, W +3, Ch +1, AL C, LV 6
Sticky. Any actions performed at
DISADV. DC 15 STR to free self,
but cannot switch weapons until
completely cleaned off.
TREANT, WILLOW
Long, sinuous vine-like branches
that ensnare foes.
AC 14, HP 22, ATK 2 slam +6 (near
1d10 + grab), MV near, S +2, D +3,
C +2, I+2, W +3, Ch +1, AL C, LV 6
Willow’s Embrace. DC 15 DEX or
grabbed. Target can only move
close and all attacks performed
at DISADV. DC 15 STR to escape.
TROGLODYTE
TUMBLE MAW
Oily, foul humanoid reptiles with
mottled dark green skin.
Apple-sized rocks with blunttoothed mouths and evil eyes.
AC 11, HP 11, ATK 2 claw +2 (1d4)
and bite +2 (1d4), MV near, S +2,
D +0, C +2, I -1, W +0, Ch -2, AL C,
LV 2
AC 14, HP 11, ATK 1 bite +2 (1d6)
or 1 slam +2 (1d8), MV near (roll),
S +0, D +1, C +4, I -1, W +0, Ch -3,
AL C, LV 2
Stench. Creatures in close range
make DC 12 CON check or be
unable to move or take actions
for 1d4 rounds due to vomiting.
Resistant. Damage from edged
weapons do half.
TROGLODYTE, FIRE
Orange skinned, fire-licked
lizard beings.
AC 15, HP 22, ATK 1 flaming spear
+4 (1d6 + ignite) and 1 oil spray +4
(close), MV near, S +2, D +0, C +2,
I -1, W +0, Ch -2, AL C, LV 4
Oil Spray. Any within close are
automatically sprayed with
flammable oil mist.
Ignite. Successful fire hits cause
sprayed creatures to take 1d6
every round until cleaned.
Camouflage - Indistinguishable
from rocks if motionless.
Slam Bomb - High attacks do
extra damage die per 20 feet up.
TUMBLE MAW, GIANT
Human-sized boulders with
massive mouths.
AC 18, HP 67, ATK 1 bite +8 (4d6)
or 1 slam +8 (6d6), MV near, S +5,
D +1, C +5, I -1, W +0, Ch -3, AL C,
LV 13
Resistant. Damage from edged
weapons do half.
Camouflage - Indistinguishable
from rocks if motionless.
Tumble. Creatures in its path
make DC 15 DEX or take 4d6.
129
VAELTHAR THE UNTAMED
Vaelthar, once the highest shaman, was corrupted by Dominus
and became the symbol of the fel curse when he was bitten by
one of his own abominations. It is believed that the curse runs so
deep in his being that he is unable to die, sentenced to eternal
life, spreading the fel curse and beckoning servitude for Dominus’
dominion of souls. Over 10 feet tall with hooves, horns, and a spiked
tail, Vaelthar’s demonic appearance strikes fear in any humanoid.
AC 16, HP 73, ATK 2 claw attacks +9 (2d6) and 1 tail spike +9 (close,
2d6 + heart pierce) and 1 gore +9 (3d6) and 1 intimidate, MV double
near, S +5, D +3, C +2, I +2, W +1, Ch +4, AL C, LV 15
Fel Beast. Immune to morale checks.
Fel Curse. Physically damaging other living creatures passes on fel
curse. (See Fel Curse, page 91)
Intimidate. Make eye contact with a single target within near and DC
12 WIS check or flee for 1d4 rounds.
Heart Pierce. Successful tail hits aim for the heart. Target makes DC
12 DEX check or reduced to 0 hp.
Curse Treants. As an action, transform up to 2 trees in near into oak
treant allies. Any existing treants also become allies.
Dispel. As an action, any spells or chants are ended in near.
Snuff. As an action, any torches or lanterns expire in near.
Missile Reflection. Any missile weapons that miss are swatted back
to attacker, doing half damage. No roll to hit.
Regeneration. Regain 2d6 HP on its turn unless wounds are
cauterized with fire or acid.
“As boundaries fray, the world nears chaos. It is my duty
to restore force to nature, and I will bear that burden,
even if I must embrace shadow.” -Vaelthar, High Shaman
130
131
VENOMPEDE
WALL CREEPER
Segmented crimson and black
insect with venomous fangs. The
size of a human arm.
Sylvaren specialists who grow,
forming living ladders on vertical
surfaces.
AC 12, HP 3, ATK 1 bite +1 (1d4 +
venom), MV near (climb), S -3, D
+2, C +0, I -3, W +1, Ch -3, AL N,
LV 1
AC 10, HP 17, ATK none, MV near
(climb), S -1, D +2, C +1, I +0, W
+0, Ch +0, AL N, LV 3
Poison. DC 12 CON check or
reduced to 0 hp.
VINEWRAITH
A leafy apparition that ensnares,
puppeteering victims, leaving
their minds and voices intact.
AC 14, HP 47, ATK 1 vine +8 (near),
MV near, S +0, D +0, C +2, I +3, W
+2, Ch +4, AL C, LV 10
Supreme Undead. Immune to
morale checks. Only damaged
by magical sources.
Vine. When a vine touches a
target, Contested CHA check
or body is controlled. Victim
can still think and speak. One
vinewraith can control multiple
targets, but they can only move
in near radius from wraith.
Camouflaged. Invisible when in
nature or shadow.
132
Thorns. If enemy tries to climb,
they take 1d4 damage per step.
Creep. Can grow up or retract a
near distance on any surface up
to far. Humanoid allies can climb
up or down with ease.
WITHERING STALKER
WOLF, GIANT
Bulky humanoid as dark as night
that feeds on the strength of
warriors.
Bison-sized, grey furred hunters
that howl at the moon.
AC 15, HP 26, ATK 2 touch +4, MV
near, S +5, D +0, C +3, I -1, W +0,
Ch +0, AL C, LV 5
Touch. A successful touch
drains target of 1d4 STR and
replenishes stalker’s hp the
same amount. Die if reduced to
0 STR.
Physical Stat Variation.
Withering Stalkers will focus on
any one physical stat to drain,
including CON or DEX. Treat the
same in all respects.
WOLF, DEATH
Radiant black, diabolic wolf that
feasts on the souls of the living.
AC 14, HP 31, ATK 1 bite +5 (2d6),
MV near, S +0, D +2, C +0, I +0, W
+1, Ch +1, AL N, LV 7
Killing Blow. Any target dropped
to 0 hp instantly dies as the wolf
prematurely absorbs its soul.
Spectral. Cannot be hit by non
magical sources.
AC 15, HP 42, ATK 2 bite +6 (2d8 +
grab) or 1 play +6, MV near, S +3,
D +1, C +1, I -3, W +1, Ch -2, AL N,
LV 8
Grab. DC 15 DEX or grabbed. DC
15 STR on turn to escape.
Play. Grabbed creature is tossed
in the air. Roll melee attack
to catch. If caught, take bite
damage and remain grabbed. If
dropped, take falling damage.
(1d6 per 10 feet.)
WOLF, LIFE
Radiant white, celestial wolf that
focuses on its life-preserving
mission.
AC 14, HP 24, ATK 1 bite +5 (2d6),
MV near, S +0, D +2, C +0, I +0, W
+1, Ch +1, AL L, LV 5
Restore Life. Compelled to
restore 1 hp of life to any
downed creature at 0 hp, no
matter alignment or intention.
Will revive freshly slain
monsters.
Spectral. Cannot be hit by non
magical sources.
133
WOLVERINE
Stocky mammal with a bushy
tail and sharp claws.
AC 12, HP 7, ATK 2 claw +1 (1d2),
MV near (burrow), S -1, D +0, C
+1, I -3, W +1, Ch -3, AL N, LV 1
Fearless. Immune to morale
checks.
WOLVERINE, GIANT
Vicious zebra-sized carnivore
with tenacity and fearlessness.
AC 14, HP 30, ATK 2 claw +2 (2d6
+ gash), MV near (burrow), S +2,
D +0, C +3, I -3, W +1, Ch -3, AL C,
LV 6
Gash. Deals an extra 1d6 of
damage if it hits the same target
with both claws.
Fearless. Immune to morale
checks.
WOOD KNIGHT
Spirit of an ancient hero
possessing a fusion of wood.
AC 13, HP 17, ATK 1 heavy club +2
(1d6), MV near, S +1, D +0, C +2, I
-2, W +0, Ch +0, AL N, LV 3
Undead. Immune to morale
checks.
134
ZARNOX
Impossibly-sized serpent that
could eat a dragon in one bite.
Lives deep underground.
AC 21, HP 183, ATK 9 trample
+15 (5d10) and 1 bite +15 (7d10 +
death), MV near, S +7, D +2, C +5,
I +1, W +2, Ch +0, AL C, LV 36
Legendary. Only damaged by
magical sources. Spells targeting
the zarnox are DC 20 to cast.
Trample. All creatures within
near to zarnox are targeted.
Regenerate. Regains 2d6 HP on
its turn.
Mind Control. Any creature who
looks into its eyes makes DC 20
WIS or controlled for 1d4 rounds.
Death. Any creature reduced to
0 HP from bite dies.
Revealing Sight. Can see
invisible and hidden creatures.
Treasure
135
Magic Items
AMULET OF THE
BANSHEE
Carved amber amulet inscribed
with a mysterious black rune.
Benefit. When activated, you
scream, all living creatures LV 9
or less within near make DC 9
CON or be stunned for 2 rounds.
Curse. Each use of the amulet
triggers a DC 9 CON check or
your voice is lost until next rest.
BEAR CLAW OF THE
BEASTMASTER
A large, pearly bear claw
enchanted by a Beastmaster.
Benefit. You gain +1 to damage if
affixed to a melee weapon. You
gain ADV on strength checks if
worn as jewelry. Gain +1 to AC
when attached to armor, shield,
or musical instrument.
136
BRACERS OF THE
WEREWOLF
Rugged steel bracers inlaid
with the claws and fangs of a
werewolf.
Benefit. When activated, you
gain double near movement and
18 strength for 5 rounds.
Curse. After use, exhausted.
Attacks and STR checks at
DISADV until you consume fresh,
bloody meat.
CRYPT
KEEPER’S KEY
Old bone key with a silver inlay.
Benefit. Touch the key to any
animated undead up to LV 9 to
release the imprisoned soul and
dissolve into grave dust.
Curse. If used to release soul
from an animated undead
LV 6 or above, key explodes,
destroying it and causing 1d6.
DOMINUS’ WEAPON
OF POWER
Initially appears as a pure black
sword.
Bonus. Magical +2 weapon
Benefit. When you first touch
this item, it instantly morphs
into your most-used melee
weapon, appearing as an inky
void in time and space.
Benefit. You can see lawful
beings with a halo of light
around them -- even in total
darkness.
Curse. From darkness, if you do
not attack lawful beings, you
take 1d4 hp of damage for every
round you remain in darkness.
If you drop this weapon, you
lose half of your hit points every
round until you reach 1, at which
point you cannot be healed until
you regain possession of the
weapon, or until someone else
picks it up, at which point you
are cleared of your curse and
can be healed as normal.
Dominus suggests that you
convert your allies to chaotic
followers of his divine self,
effectively ridding yourself of
your need to kill them!
DREAD HOOK
WAND
Pearly, smooth bone wand
Benefit. Summons an enraged
dread hook within near that
arrives immediately and acts
after your turn.
Curse. You have no control over
this beast.
DRUM OF THE
SPIRIT WALKER
A timeworn shaman’s drum,
stretched with a mosaic of
exotic animal skins.
Benefit. When used by a
shaman, it doubles healing circle
benefits, granting an extra die of
healing and allowing spellcasters
and herbalists to recover 2 spells
or elixers.
EAGLE FEATHER OF
THE BEASTMASTER
A pristine eagle feather.
Benefit. You get +1 to hit if
affixed to a ranged weapon.
You cannot be surprised if worn
as jewelry. 1/Day, if affixed to
armor, shield, or instrument, you
gain the ability to instantly cast
feather fall as the wizard spell.
137
GRAVESTONE
SHIELD
HERBALIST’S
SECRET SERUM
A heavy shield carved from a
tombstone.
Yellowish red liquid that smells
of the spiky snake fruit, salak.
Bonus. +1 magical shield. +2 vs.
attacks from undead.
Benefit. When you use as a
primary ingredient in an elixir or
remedy, you gain advantage on
any elixir checks. Enough for 5
uses.
Benefit. Provides ADV on checks
from undead abilities.
Curse. A STR of 17 or greater is
required to use the shield.
GUILDMASTER’S
ECHELON ELIXIR
Rich, shimmering blue liquid in a
crystal vial with a silver stopper.
Benefit. For two days your social
status is elevated, granting
you invites to meetings within
influential circles. Gain ADV on
negotiation and influence-based
checks during this span.
HEALTH
TONIC
Brown herbal elixir with floating
chunks of pure bitterness that
tastes even worse than it smells.
Benefit. You heal 1 hp through
non-magical means. Can be
used to stabilize and revive a
downed ally.
138
KRULMARA’S
GHOST SCEPTER
An incorporeal scepter wrapped
with twisting spikes.
Bonus. Can be used as a +1 club.
Benefit. When you are granted
this item, it is solid for you,
but remains incorporeal for
everyone else.
Curse. No one else can pick it
up.
KRULMARA’S
SILVER SCEPTER
MOLTEN
ANKH
A silver scepter wrapped with
twisting spikes.
A scarlet ankh pendant featuring
an obsidian gem.
Benefit. None. If bearer of the
ghost scepter acquires the
silver scepter, the two merge,
retaining the ghost scepter’s
qualities and gaining the ability
to magically open a mundane
lock once per day.
Benefit. You are immune to
mundane fire damage and
take half damage from magical
flame. Once per day, you can
activate it to extend protection
in a near radius, shielding all
living creatures for 5 rounds.
MAGIC
PRESERVING HERBS
Bright colored dried leaves,
berries, and seeds.
Benefit. When you use as a
primary ingredient in an elixir or
remedy, it gives that concoction
an infinite shelf-life. Enough for
10 uses.
MASK OF
THE HUNT
OSSIAN
ETCHER
A finely detailed silver chisel
adorned with precious
gemstones.
Benefit. You can heal the undead
with a single touch, mending 1d6
hp. You can also craft magical
+1 bone-tipped arrows if you
have the bone material and 10
minutes to carve each one.
A mask with the lifelike shape
and coloration of a snarling tiger.
Benefit. Wearing the mask
heightens your senses, granting
ADV on related checks, including
tracking and mimicking wildlife
calls. The mask’s appearance can
shift to match any predator type
you desire.
139
PHANTOM
CLOAK
An inconspicuous tattered cloak
with a torn hood.
Benefit. When you pull the hood
over your head, you and your
equipment become incorporeal.
You can move through solid
objects and cannot attack
with or be struck by physical
weapons. You may cast spells
and hostile spells can affect you.
Curse. For every round you are
incorporeal, roll 1d6. On the
result of a 1, a specter sees you
from the spirit world, comes
to your plane of existence, and
attacks you.
POTION OF
ARCANE CLARITY
A mostly clear liquid with
occasional passing clouds of
bubbles, tasting like a crisp
breath of cool air.
Benefit. When consumed
before spellcasting, any spell
you choose cannot be lost for
the day unless you critically fail.
On a critical failure, you instead
choose a different spell on your
list to be lost for the day.
140
POTION OF
BOULDERS
A surprisingly heavy grey liquid
that tastes like iron.
Benefit. Your jaw unhinges
and grotesquely widens, large
enough to spew 2 magic
boulders from your mouth, one
per round. They do 5d6 damage
to a single target within near.
POTION OF CONTROL
GIANT INSECT
Amber elixir in a brass-accented
vial, exuding a forest scent.
Benefit. You can control one
giant insect within near for 10
rounds. It acts on your turn.
POTION OF
FEL CURSE
Bone-colored liquid in an etched
glass vial, decorated with leaves.
Curse. Anyone who quaffs this
potion takes on the Fel Curse.
(See pg. 92).
POTION OF
MYCELIUM
POTION OF
THE STARS
Clear liquid with multi-colored
particles constantly moving.
Ink-black liquid with suspended,
twinkling white particles.
Benefit. You can speak to and
understand all plants within
close range for 5 rounds. You can
also telepathically communicate
with myconids.
Benefit. You gain a luck token
and can see the stars for
accurate navigation, even in
dungeons, sunny days, or cloudy
night skies for one hour of real
time.
POTION OF SPEAK
WITH ANIMALS
POTION OF
UNDEATH
Thick, fur-brown elixir in a
slender vial, emitting the scent
of fresh rain.
Burgundy beverage that tastes
like blood.
Benefit. You can speak to and
understand all animals within
close range for 5 rounds.
Curse. Some of your skin melts
off your body, you die, and you
rise again as a zombie.
POTION OF
SUPER NOVA
Always warm, red liquid that
packs a spicy punch.
Benefit. You detonate yourself
as a superheated explosion in a
near radius around you, dealing
5d12 damage to all creatures.
Curse. Any objects within close
and all of your possessions are
destroyed. You are reduced to 0
hit points.
You are now a risen. Your
ancestry bonus is lost, but you
gain the risen ancestry bonus.
PROWLER’S
PELT
An opulent fur cloak that
shimmers in the moonlight.
Benefit. If positive, add your
CON bonus to your AC.
Curse. Benefit only granted
when worn without armor or
over leather.
141
SCYTHE OF
CORPSE CALL
SEVERED HAND OF
A LICH LORD
A black-bladed scythe with a
bone hilt and skull motifs.
A preserved and animated lich’s
hand.
Benefit. You instantly summon
a fresh humanoid corpse a close
distance from you. Recharges in
3 rounds.
Benefit. When activated,
partially transparent black
tendrils erupt from the hand
and engulf an undead creature,
dealing 2d6 damage and healing
you by the same amount.
Curse. Any undead in a near
radius will target you to the
death.
SERPENT’S
EYE
A gemstone that eerily looks like
the living eye of a snake.
Benefit. When you gaze into
it, you gain the ability to see
through the eyes of an animal
within a far range for 3 rounds.
Curse. If you use this more than
once per day, your next rest will
be interrupted by nightmares
of the wild, resulting in no hp
recovery.
142
SLIME
SLING
A sling that appears to be made
of rubbery, congealed green
goo.
Benefit. You shoot magical
bullets of goo that dissolve
armor on impact, dealing
standard sling bullet damage.
Curse. The sling holds 10 bullets
that cannot be recovered once
fired. To resupply, you must
defeat a slime, ooze, royal jelly,
or gelatinous cube and allow the
sling to drink the goo. Slimefolk
cannot recharge.
SNAKE
OIL
A thick green oil preserved in a
snake skin canteen.
Benefit. With your soothing
tone, you pacify hostile living
creatures within near. Their total
LV cannot exceed 2X your own.
Creatures over 10 WIS attempt
a DC 12 WIS check to resist.
Calmed creatures see you as a
friend but remain independent.
SPEAR OF
CHANNELING
Ornate spear with wizard runes
carved into the shaft.
Benefit. Allied spellcasters can
cast spells through the spear as
a conduit. Throw it at a spot in
the ground to cast area of effect
spells, or strike an opponent for
touch.
SPEAR OF
SAVAGE HUNTING
SWARMTIDE
CROWN
Woven from stingers, legs,
abdomens, and wings, the
crown wriggles with life.
Benefit. You can summon a
giant insect once per day. It acts
on your turn and obeys your
commands. It cannot speak
to you unless you know its
language. It serves you for 1 day.
Curse. You are driven to take
over the world using giant
insects, replacing any previous
personal objectives. You do not
want to remove crown.
Random. Determine what is
summoned:
d6
Giant Insect
Girthy haft with an obsidian
spearhead.
1
Giant Mantis
2
Giant Fly
Bonus. +1 Spear
3
Giant Tick
4
Giant Termite
5
Giant Blaze Beetle
6
Venompede
Benefit. You gain ADV when
attacking any giant animals or
giant insects.
143
SWORD OF
SHADOWS
Incorporeal sword that looks
like a shadow projected on a
surface.
Bonus. +3 Bastard Sword
Benefit. Drains 1 CHA with every
successful hit. Enemies reduced
to 0 CHA die. Can be thrown.
Returns after being thrown.
Curse. Can only be picked up by
incorporeal or undead creatures,
including the risen ancestry.
TALISMAN OF
CONCENTRATION
Onyx disc etched with an
intricate maze design.
Benefit. Any focus or chanting
maintenance checks while
wearing the talisman are
performed at ADV.
Curse. Any non-spell checks are
performed at DISADV. Because
it loves to be worn, it takes an
action to remove the talisman.
144
TAMING
TRAP
A small magical trap that
appears as a pile of food.
Benefit. You can set it overnight
in an area with LV 0 or LV 1
animals. In the morning, an
animal of the GM’s choosing
will be trapped. It needs only 10
minutes for an ovate to train it
for companionship.
TONGUE OF
THE BEAST
Intricately carved life-size
wooden tongue.
Benefit. When you place this
tongue in your mouth, it comes
to life. You must spend one
round to attune to speak any
animal language you choose.
TOTEM
STAFF
Oak pole adorned with carved
wild animal faces.
Benefit. When activated, a
willing animal you touch is
transformed into a face on your
totem staff. You can return it to
natural form at any time. Up to
5 animals can be stored in the
staff.
TRUMPET OF
THE GHOUL
Tarnished trumpet with
engravings of skeletal figures. It
produces a bone-rattling sound
when blown.
Benefit. When blown, you
summon an undead creature
up to the same LV as yours,
exact type is up to the GM. It is
under your control and acts on
your turn for 5 rounds before
disappearing. Only one can
appear at a time.
Curse. If the battle is over before
the 5 rounds are up, the undead
attacks you before disappearing
as originally scheduled.
VAELTHAR’S
LONGBOW
An elegant longbow, its shape
carved from the spine of a
felraack.
Benefit. Fires arrows that do
an extra die of damage when
hitting living targets.
Curse. Any living target
immediately acquires the Fel
curse. (See pg. 92)
VIPER FANG OF
THE BEASTMASTER
A sharp, gleaming viper fang
enchanted by a Beastmaster.
Benefit. Your target must
make a DC 12 CON check or be
paralyzed for 1d4 rounds when
fastened to a melee weapon.
You gain poison immunity when
worn as jewelry. You receive
+1 to DEX stat when bound to
armor, shield or instrument.
VOIDGUARD
ARMOR
Chainmail armor that exudes a
transluscent bluish radiance.
Bonus. +1 Chain Mail Armor.
Benefit. Immune to stat or life
draining attacks.
WOLF TOOTH OF
THE BEASTMASTER
A glowing, primal wolf fang
enchanted by a Beastmaster.
Benefit. You gain +1 to hit if
affixed to a melee weapon.
You receive +1 to all skill checks
when worn as jewelry. You
receive +1 to AC if attached to
armor, shield or instrument.
145
Lottery of
the Lost
A 0-level Gauntlet adventure for Shadowdark RPG
147
Overview
BACKGROUND
Blighthaven, a village consumed by despair and disease, teeters on
the edge of hopelessness. In the face of overwhelming hardship,
the Gauntlet emerges—an underground trial that beckons the
desperate, who have resigned themselves to the likelihood of
failure.
Through a lottery, villagers willingly enter, driven not by hope,
but by a grim acceptance that death may be preferable to their
wretched existence. The prize? A slim chance to escape the
plagued slums and rise to the privileged ranks of society. The allure
of transformation remains, albeit overshadowed by the haunting
specter of defeat.
Legends whisper of ‘The One,’ the sole survivor of the Gauntlet,
who is said to have ascended to the influential Circle of Twilight.
Yet, the villagers’ dwindling hope wanes as they face the harsh
reality that survival is a distant dream, their aspirations crushed by
the weight of their dire circumstances.
With each passing day, the Gauntlet looms larger, its promises
offering a flicker of desperate respite in a village engulfed by
unyielding darkness.
THE GAUNTLET
“Step into the abyss of a lightless labyrinth, where darkness
devours all and even the bravest hearts falter, haunted by
monstrous beings that thrive amidst the murk, guided by the
thrum of your pulse and the rustle of your trembling steps, while
hidden deathtraps lie in wait, eager executioners biding their time,
and only your torch stands as a tether to life, piercing the eternal
night and exposing your presence in this treacherous dance with
death.”
-Liana, forest elf bard of BlightHaven
148
RUNNING THE ADVENTURE
• Each player is to receive 1 of the 0-level characters provided.
Once that character dies, choose another. They appear at the
back of the group.
“Hey, where did YOU come from?”
“What do you mean? I’ve been here the whole time!” 😉
• All areas are dark.
• All characters start with a luck token as a symbol of their
triumphant victory in the lottery. This includes characters who
are replacements for the dead.
• 7 uniquely shaped puzzle pieces are needed to open the exit of
the gauntlet, 5 of these pieces are hidden throughout.
IMPROVISED TORCH CRAFTING
• Make a torch in 2 rounds, once the ingredients are gathered.
This can be split between two characters to shorten crafting
time.
Wood, metal, or bone handle.
Cloth-like material to burn.
A flask of oil, (1 flask per torch).
A tinder box to light it.
•
•
•
•
DC12 DEX in darkness.
DC15 DEX in darkness and rushed, or just rushed.
3rd round can light it… roll Igniting Improvised Torch (pg. 150).
There is a 1 in 6 chance of going out when torch hits floor.
THROWING MOLOTOV COCKTAILS
•
•
•
•
Light a flask with cloth-like wick and throw it at a near target.
Use finesse to hit (either STR or DEX.)
A hit does 2d6 damage.
A miss lands close to target.
Use d8 for direction.
All that are close to landing spot take 1 hp damage.
A natural 1 results in oil flask detonation in hands for 2d6.
149
Areas 1-10
Danger Level. Unsafe. Check for an encounter every 3 crawling
rounds or after the PCs make loud noises.
Light. No light, other than what the PCs have.
RANDOM ENCOUNTERS
d4
Details
1
1d4 venompedes. Lying in wait in the rocks, the
shadows, or the ceiling.
2
A tumble maw attacks from above.
3
A pool of spectral blood is found on the ground, still
looking fresh.
4
1d2 plague rats chewing on the carcass of a
previous lottery winner.
LIGHTING IMPROVISED TORCH
d6
1
Dud. The flask of oil was watered down, it doesn’t
light. Requires another round to apply a different
flask of oil.
2
Fire. The oil drips and burns the wielder. 1 point of
damage. DC15 CON or drop it.
3
Air. Rogue wind or a pocket of thin air. DC15 DEX or
the flame goes out.
4-6
150
Result
No issues. The torch lights up.
DISCOVERED GEAR
d12
Result
1
Bitten by venomous spider. DC 12 CON or die.
2
Used piece of cloth.
3
Empty Bottle
4
Flint and Steel
5
Oil Flask
6
Used Torch. Will stay lit for 15 minutes.
7
1d4 arrows
8
Broken club. 1d2 damage
9
Rusty axe. 1d4 damage
10
Rusty shield. +1 AC
11
Rusty Dagger. 1d2 damage
12
Shortbow. 1d4 damage
RESONATING ORBS
Resonating Orbs. Enchanted magical devices amplify significant
events in the gauntlet. These orbs can be found scattered
throughout the cave system, allowing bettors and audience
members the ability to scry into the scene. They also provide reverse
audio communication, meaning that the players will occasionally
hear the roar of the crowd or even specific commentary.
To enhance the sport-like feel to this event, feel free to embellish a
play-by-play host and commentator who give live accounts of the
thrill of barely surviving and agony of inevitable death.
Klosh. Tiefling play-by-play analyst who morbidly details events,
showing no enthusiasm at all when a villager manages to slay a
beast, but get very excited when a villager meets their demise.
Skeetle. Sniveling skurrid commentator who describes in detail the
ways in which the villagers and creatures die. Is less biased, and
seems to get excited when anyone meets their end.
151
1. ENTRY CAVERN
A domed amphitheater of stone teems with onlookers perched on
ledges. Reinforced wooden doors stand open. The lottery winners,
a ragtag group of your fellow villagers, nervously eye the single
torch being offered by a guard. As one of you grabs the torch, the
crowd hushes, and your journey into the relentless darkness of the
Gauntlet begins. The torchlight reveals a winding tunnel ahead.
• Guard. A grim-faced sentinel holds out a lit torch.
• Torch: A lit torch.
2. WINDING TUNNEL
The tunnel ahead twists and turns erratically.
• Floor. Has patches of earth that appear softer, and less stable.
• Trap 1. Pit trap. 5x5-10’ deep. DC15 DEX or 1d6 fall damage.
Discovered gear table. Stuff littered in pit. Three items.
• Trap 2. Fake pit trap. 5x5. Just beyond is a pressure plate. DC12
WIS to notice.
Stepping on pressure plate. Blade swings from the east wall
DC15 DEX or 2d6 damage.
• Trap 3. 15’ past ceiling slab pressure plate. DC12 WIS to notice.
Failure. 5x5x2’ slab falls, 2d6 to anyone standing under slab.
3. LIGHT AMBUSH
The flickering light illuminates a damp, gloomy cavern.
• Ceiling. Stalactites hang approximately 15 to 20’ high.
• 2 Dart Kreevers. Will use snuff ability, then attack from crags
near the ceiling.
• Floor. Uneven and slick with a strange, slimy fungus.
• Hazard. If move hastily roll DC12 DEX failure-falls prone.
• Body. Skeletal corpse with ripped leather pieces and a satchel
still wrapped across the body.
Satchel. a palm-sized stone piece with a pickaxe engraved
on the top. Silver Dagger.
Discovered gear table. Two items in satchel or on body.
Leather pieces. Enough to make 1 torch.
152
4. THE OBELISK
The statue of a short humanoid stands near a stone, octagonal
obelisk. The obelisk is covered with smooth, obsidian surfaces.
• Ceiling. Made of multiple obsidian reflective surface.
• Statue. Halfling statue reaching out toward white glyph.
• Obelisk. 8 glowing glyphs, one on each side. Touch to activate.
Green Glyph. Gives 10 temp HP.
Red Glyph. STR to 18. Permanent.
Blue Glyph. DEX to 18. Permanent.
Gold Glyph. Damage reduction of 6 for 1 hour. Damage
reduction. First 6 hp do no damage.
Silver Glyph. Heightened awareness. All actions at ADV for
1d10 rounds.
Black Glyph. DC15 CON or turn to ash.
Purple Glyph. DC15 WIS or confused. All actions at DISADV
for 1d10 rounds.
White Glyph. DC15 CON or petrified.
5. A “LITTLE” HELP
A short stone pedestal stands in the center of this round, rocky
chamber, with something on top of it.
• East alcove. Skeletal remains, skull has jaw stapled shut.
• Pedestal. Table-height. A scroll is sitting on top of it.
Scroll. DC11 INT to cast Detect Magic, lasts 1 hour.
• Glyph. On the stone pedestal is a glyph that can only be seen
with Detect Magic.
Deactivate. DC12 INT to decipher the glyph. Success opens
a secret compartment. Failure means that everyone within
near DC 12 CON or paralyzed for 1d4 rounds. Skeletal
remains animate as a greater skeleton and attacks. Secret
compartment is still revealed.
Secret Compartment. Wand of Magic Missiles, Plague Doctor
mask with a single 1d6 healing remedy. (See pg. 23).
Treasure. In the skeleton’s stapled mouth, a palm-sized
stone with a torch engraved on the top.
153
6. SKUTTER’S WEB
Torchlight reveals a network of thick, glistening webs strung across
the room.
•
•
•
•
Hazard. Web interaction brings an attack from skutters.
Web. Sticky, flammable. Players can get stuck if they dive in.
3 Skutters attack one at a time. *Click click click*
Body. Through the webbing is the body of a male forest elf.
Shortsword +1, +3 vs fel creatures
Discovered gear table. One item on body.
Pack. a palm-sized stone piece that has a grasped pair of
hands engraved on the top.
7. CRAWLING CORRIDOR ENTRANCE
The corridor ends at a tight hole in the floor just big enough to
crawl through.
• Wall. Above the opening, a rope’s end is hidden until searched.
Rope. Pull the rope to deactivate the trap - a click will sound.
154
8. CRAWLING CORRIDOR
Claustrophobic tunnel, barely enough room to crawl through. Too
narrow to be able to turn around.
• Ceiling. Low and oppressive, studded with little stalactites.
• Floor. Rough and moist stone
• Walls. Cold and damp. Gold-piece sized holes at various heights
along the entire length of the corridor. No holes above pressure
plate.
• Trap. A pressure plate releases darts through all holes. The only
safe spot is the pressure plate itself.
Can’t be disabled or traversed without triggering unless rope
is pulled in 7.
Darts. 1d4 darts to all in tunnel +4 to hit, 1d4 damage.
9. VAST CHASM
Opens up into an expansive chasm with a narrow stone bridge over
a deep gorge. A cold wind howls.
•
•
•
•
•
Ceiling. Too high for the torchlight to reach.
Floor. Solid granite.
Chasm. Light can’t reach the bottom. 200’ deep.
Bridge. 5’ wide, made of granite, and sturdy.
Wind. The wind swirls on the bridge.
Douses torch 1-3 on 1d6 or 1-2 if covered each round.
If torches go out kreevers attack.
• 2 Kreevers hiding behind partial cover on opposite side of
bridge.
Kreever Grenade. Light fuse, throw near, explodes in 1d4
rounds, dealing 1d6 damage to all in near range.
Treasure. 2 kreever grenades, a palm-sized stone piece with
a crown engraved on the top.
Discovered Gear Table. Each kreever is carrying 2 items.
155
10. THE SHOWDOWN
A massive stone dais stands in the center of the chamber. There is
also a pile of clutter off to the side.
• Dais. Stone, a network of gears and slots, seven in total. Each
round 2 slots can be interacted with.
Slot 1. A Tower engraved piece that is inserted fully.
Slot 2. Empty (Pickaxe)
Slot 3. Empty (Torch)
Slot 4. A Rat engraved piece is NOT fully inserted.
Slot 5. Empty (Crown)
Slot 6. Empty (Pair of Shaking hands)
Slot 7. Empty (Gauntlet)
When all of the stones have been placed in the dais, the solid
stone door opens.
•
•
•
•
Ceiling. High ceiling, torchlight doesn’t reach.
Doors. Solid stone, no visible hinges, lock or handle.
Walls. Etched with murals depicting the city’s rich history.
Clutter. Useless debris and rubble.
Discovered gear table. Two items amongst clutter.
A palm-sized stone piece that has a gauntlet engraved on
top
• West wall. Shadowy alcove, intentionally concealed.
• Alcove. A bone-strewn sanctuary and Felraack.
• Felraack. Approaches as soon as the first stone is placed in the
dais. As monster on pg. 108, but with the following mutations:
Vulnerable. To silver (extra die of damage).
Necrotic Ray. Eye beam extra attack at +4, 1d8 damage.
• Treasure in alcove.
Bottle of Health Tonic
Potion of Boulders
Discovered gear table. One item.
156
VICTORY!
As the survivors emerge into the light of the arena, cheers fill
the air, and a rotund tiefling, with a gregarious smile, reaches
out his hand and congratulates the survivors. He introduces
himself as High Provost Belial.
Belial. Citizens of BlightHaven! Today, we witness a historic
triumph! Not since the days of ‘the one’ have we seen a
group emerge victorious from the gauntlet! These brave
adventurers have proven their mettle and showcased
the strength of our city. Let us celebrate their remarkable
achievement and the bright future that lies ahead for
BlightHaven!
He tells them that they are going to be escorted to the
Champions Chambers, where they can get cleaned up, fed,
and rested, ready for what next awaits!
• Treasure. Each survivor is awarded 200 pieces of gold.
• Level Up. They can then now create a level 1 character and
spend their monies on equipment and carousing to earn even
more experience.
157
158
159
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