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