Tuesday, April 30, 2013

New Monster: Zrabi

"If you arent good, the Zrabi will reach through your window and snatch you away" the old woman told the children who swarmed around the market stall. The children all freeze, looking in terror at the old woman before slinking away.

Allianora smiled at the old woman, passing her a couple of coppers for the fruit she'd selected. "My granny used to tell me the same sort of story about the Dahl."

"Twas no story, the Zrabi is real!" The old woman said disapprovingly. "Little Elspeth, the miller's daughter was taken just last month after she disobeyed her father and collected wood at the edge of the duskwood."

"And what's in the duskwood?"

"Besides those who should listen to their elders? The Zrabi, and things best left alone."


Armor Class: 6
Hit Dice: 5* (L)
Move: 120' (40')
Attacks: 2 claws
Damage: 1d6+1/1d6+1
No. Appearing: 0 (1d6)
Save As: F5
Morale: 12
Treasure Type: C
Intelligence: 3
Alignment: Chaotic
XP Value: 300

As a consequence of a malevolent blight that infests the Duskwood, centered around an ancient barrow-mound that has become corrupted, The Zrabi terrorizes the surrounding villages. These evil creatures were made manifest from the tales that parents in the surrounding villages told their children of the monsters that take away bad children.

Zrabi are black skeletal forms that stand nearly 10' tall with elongated arms and claws. Anyone struck by its claws must make a saving throw vs poison or be unable to make any vocal noise for 2d6 rounds. The Zrabi will attempt to bring its victims back to the Duskwood and decorate the barrow-mound and the surrounding area with the victim's bones. Any valuables are stashed in the barrow-mound itself.

Image Source: SelfPortlait 2
by ~Deino3330

For some reason this reverted to a draft...

Monday, April 29, 2013

New Monster: Yanaloth the Demon Prince

The unrelenting heat of the Nine Hells enflamed the rage within Yanaloth as he sat upon the diamond throne, and crushed the souls beneath his hooves.

Before him quivered a lemure. "What message do you bring?"

"My Lady, She Who Must Be Obeyed, Queen of the Lakes of Fire, Empress of Pain" It's voice shook worse than it's body "Dark Mother of the 100 Headed Versuvus, Destroyer of the Arch-Paladins of Azoth and the Archon of the Golden Whisp-"

"Yes, Lagana, I know who she is, and what she has done far better than you. Get on with it!" Yanaloth's voice reverberated through the halls of lava and blood.

"Lagana wishes to ally herself with you against the machinations of your unworthy brother Orcus, oh Dark One."

The deep rumble in Yanaloth's chest may have been growl, it may have been a laugh, but either way Lagana's lemure knew only terror.

Yanaloth, Demon Prince

Armor Class: -5
Hit Dice: 20***** (L)
Move: 180' (60')
Flying: 420' (140')
Attacks: 4 weapons/2 tail/acid spit or spell
Damage: 3d6+3 each weapon/2d8/2d8/2d8
No. Appearing: 1 (1)
Save As: C30
Morale: 12
Treasure Type: Hx4
Intelligence: 18
Alignment: Chaotic
XP Value: 11,375

Type: Planar Monster, Enchanted (Very Rare)
Yanaloth, a demon prince of the Nine Hells is a fearsome being of malace and hate. The very existence of existence irritates him in ways no mortal can begin to comprehend. He is nearly as old as existence itself, and has never for one moment understood even an instant of peace.

In combat Yanaloth vents his rage with his 4 great blades, whips with his split tail, and spits gobs of vile acid. In place of the spit, he can cast spells as a 15th level magic user and cleric. Yanaloth is ruthless in bringing death, and anyone killed by him can not be brought back from the dead without first destroying him.

Yanaloth is often accompanied by numerous other demonic beings, many of whom would feel no loss to see their prince destroyed. Yet their fear of being destroyed by him prevents them from acting against him.

Image Source: Reaper Miniatures Rauthuros

Sunday, April 28, 2013

New Monster: Xer-Rex

Xer-Rex traveled slowly along the road. The raven perched on its crown rocked with the motion. Far ahead on the old king's road a small group of riders was coming. "Go see who that is, will you?" The raven cawed, then took off as Xer-Rex slid off to the side of the road and came to a halt.

The raven circled around the 4 riders and the mule, getting a good look at each of them before returning to his perch.

"Whoa." Feris pulled on the reigns. "Rathgar? This wasn't on the map, was it?"

"Let me check." He replied as he pulled the parchment from under his helm. "No. The next landmark is the tower up on the cliff. Nothing about a giant head."

"Pass it to me, and I'll update it."

"You might want to reconsider that." Xer-Rex rumbled. The crow cawed, seemingly in agreement.


Armor Class: -2
Hit Dice: 12*** (L)
Move: 60' (20')
Attacks: 1
Damage: 2d6+2
No. Appearing: 1 (1)
Save As: C9
Morale: 11
Treasure Type: F
Intelligence: 15
Alignment: Lawful
XP Value: 3875

Xer-Rex is an elemental creatures that appear as giant humanoid head topped by a crown. It ambulates by a sluglike pad that is completely covered by it's rocky body. In general it avoids combat, but when pressed will move with surprising speed (over a very short distance) and slam into it's opponents. Non-magical weapons cause no damage and will break 50% of the time if used against Xer-Rex. Magical weapons cause half damage, and will break 50% - 10%/plus of enchantment of the time when used against it. It is ancient and curious, and casts spells as a 6th level magic user. When motionless, it appears to be a carved statue, and often does this to avoid confrontations it would rather avoid.

Image Source: The Neverending Story

Sorry for the late post. This was supposed to be ready to go for Saturday...

Friday, April 26, 2013

New Monster: Warpwolf

"Look out!" Allianora warned. Nimble ducked just as Rathgar went flying passed.

Feris slammed his staff down and called out "Nimble, hurry up!"

Feeling everything slow down around him, Nimble sprinted past the giant beast, cutting its leg as he went. The beast flinched, then snapped its arm out, sending Nimble crashing to the ground.

Allianora watched with horror as the beast strode fearlessly toward Feris. in responce, he pointed at the beast with his staff, sending a bolt of lightning right at its chest. It staggered, and dropped to one knee. Allainora rushed forward with her mace held high.


Armor Class: 4
Hit Dice: 9* (L)
Move: 120' (30')
Attacks: 2claws/1 bite
Damage: 1d6+1/1d6+1/2d6
No. Appearing: 1d2 (1d4+1)
Save As: F9
Morale: 10
Treasure Type: none
Intelligence: 9
Alignment: Neutral
XP Value:

Monster Type: Monster, Enchanted (Rare)
Warpwolves are monstrously large werewolves, standing well over 14' tall. They are immune to non-magical weapons, and take only half damage from silver weapons. If they are able to hit the same target (medium size or smaller) with both hands, they can automatically bite or can throw them 1d3 * 10' causing 1d6 points of damage for every 10' thrown. If the victim is thrown at another target, the warpwolf must make an attack roll. A successful hit causes the throwing damage to both. Warpwolves can howl in place of their attack, causing fear (as per the spell) to all within 20'.
Image Source: My Circle of Orboros Warpwolf

Thursday, April 25, 2013

New Monster: Vethmer

"There it is" the pirate pointed toward a giant pinkish balloon floating just below the surface.

"It's bigger than I expected." Feris said. "How can we get it while it's under the surface?"

"Oh, there are a few tricks we can use. The thing we really need to worry about is that once we attack it, the Vethmer will try to swarm the ship."

"Which is why the city elders sent us" Feris noted.

"True, but you've never fought them before. They're slippery, the Vethmer. You don't want to go touching them, they're skin'll burn you.

"Do they spit fire or anything?"

"Naaa, nothin like that." The pirate spit over the rail before continuing. "It's just that between their shells and their rubbery flesh, they're hard to kill, is all."

"We'll do our part. You do yours and sink that hive."


Armor Class: 5
Hit Dice: 2+1* (M)
Move: 120' (30')
Swim: 150' (50')
Attacks: 1
Damage: 1d6+1
No. Appearing: 1d6 (3d10)
Save As: F2
Morale: 11
Treasure Type: None
Intelligence: 7
Alignment: Neutral
XP Value: 35

Monster Type: Lowlife Humanoid
Vethmer are tailed humanoid slug-like creatures that live in water, but can breath air and walk on land. Their slimy skin is poisonous, and anyone touching it, or being touched by it must make a saving throw vs poison at a +2 bonus or take 1d4 damage. Warrior vethmers (the only type encountered out of their jellyfish like hive) grow a strong exoskeleton, and use their heavy forearms to attack with. They are single minded in advancing the will of the hive, and have not been known to communicate with any other species. They are known to leave the water to take things, sometimes seemingly random things, back to their hives. Often it's animals (including humans) that are fed to the hive mother.

Image Source: Monsters By Email

Wednesday, April 24, 2013

New Monster: Umbral Walker

“There!” Nimble’s dagger tumbled through the air, dispersing the short shadowy form, and clattering into the stone wall beyond it. “Tell me you saw it this time?”

“I did” Feris nodded.

“As did I” Allianora said, holding her golden holy symbol.

“Do you think it was a ghost?” Rathgar asked.

Allianora paused before answering. “Maybe... but I don’t think so.”

The companions continued searching the room. Numerous pillars, alcoves and statues made the process slow. Insectile clickings seemed to randomly emanate from the darkness around them as they searched.

“What is that noise?” Rathgar hissed.

“I don’t know, but I haven’t actually seen any signs of bugs.” Feris whispered back.

The next statue checked was of a 6 armed, 2 faced dwarf. The insect clicking got louder, and was clearly coming from multiple directions.

“Guys? I think we’re surrounded.”

Umbral Walker

Armor Class: 7
Hit Dice: 3+1** (S)
Move: 150' (50')
Attacks: 1
Damage: 1d6+1
No. Appearing: 1d6 (3d4)
Save As: MU4
Morale: 9
Treasure Type: B (on ethereal plane)
Intelligence: 9
Alignment: Neutral
XP Value: 100

Umbral Walkers are a race of creatures that resemble shadowy goblins/halflings, but are actually a species of beetle from the Ethereal Plane. They are extremely curious but completely alien to the prime plane, and are just as likely to dissect something they’re curious about as to study its behavior.

Anyone attempting to attack an Umbral Walker from the Prime Plane must make a save vs. rod/staff/spell or the attack will cause no damage. The save is modified by the magical bonus of the weapon or half the level of the spell used. Umbral Walkers can also retreat fully back into the Ethereal Plane, effectively becoming invisible.

Tuesday, April 23, 2013

New Monster: Thorn Crawler

"What's that clicking noise?" Allianora paused and looked around the thick undergrowth. Something stung her face, and she screamed, flinging herself back. From out of the underbrush hooked maws and chitinous legs swarmed forward.

Rathgar grabbed Allianora and tossed her behind him, while bashing his shield against one of the creatures. Feris caught her and pulled her away while Nimble lashed out with his blade, cutting off one of it's legs. A black fluid squirted out, and the creature flinched away. Nimble heard the crash off to the side a moment before he felt the bite, and the legs of the thing grab hold of him.

"Move faster Rathgar!" Feris yelled, slamming his staff on the ground, and instantly everyone slowed down. Easily sidestepping the lunging bite of the nearest creature, he brought his sword down hard, nearly cleaving it in two. A drawn out scream caused him to turn to see Nimble being dragged up into the branches. Rathgar charged forward, slicing his blade up above Nimble's head, cutting deep into it's armored body. Nimble fell from it's grip, and landed in a crouch.

Thorn Crawler

Armor Class: 6
Hit Dice: 3+2* (M)
Move: 120' (30')
Attacks: 1 bite or 1 spit
Damage: 1d6+1/1d4+special
No. Appearing: 0 (2d4)
Save As: F4
Morale: 7
Treasure Type: none
Intelligence: 2
Alignment: Neutral
XP Value: 75

Monster Type: Lowlife (Common)
These multi-legged centipede-like creatures can reach a total length of over 15'. They are usually found in dense forests, living in the undergrowth and hunting for prey. In spite of their size, they are adept at hiding, and in their natural habitat will surprise they're prey 5/6 times. Their first attack is usually to spit poison at the nearest opponent(save vs wands or be blinded for 1d4 rounds), and then to move in and bite them. A successful bite will automatically latch on, and the thorn crawler will attempt to drag away their victim. Only by causing the thorn crawler damage will it release its victim.

Image Source: One of my Thorn Crawler minis from Mage Knight by WizKids.

Monday, April 22, 2013

New Monster: Serpent King

"Mammal... What do you seek from the Serpent King?"

Feris cleared his throat. "Mighty Scaled One, we seek The Grimoire of Hyrekia The Sorceress." Sweat beaded all over his skin as the heat and humidity of the temple's throne room pressed heavily upon him.

After a long pause, the snakeman answered "Why do you think I have such an item?"

"We were told that it was gifted to you recently by Dazmig for steering Kaladrax toward his territory."

"I did turn abomination toward the godling. I was hoping that it would eat him." His empty black eyes looked unblinking at Feris. "Your friends are nervous waiting without you."

"My friends? I brought no one, as you requested."

"I didn't request it." he snapped. "It was a condition of this meeting."

"I told them to remain behind."

"Yet they come, skittering into my lands like mice." Slithering off his cushion, he glided toward Feris. "Should I kill them, or you, or all for this?"

"I just want the book, then I'll be on my way, and I'll take my friends with me."

The Serpent King's tongue flickered toward Feris' face. "And what do I get for that?"

"We'll kill the Red Dawn."

Serpent King

Armor Class: 3
Hit Dice: 12*** (M)
Move: 150' (50')
Attacks: 2 weapons/1 bite
Damage: 1d8+2/1d8+2/1d6+Special
No. Appearing: 1 (1)
Save As: C12
Morale: 11
Treasure Type: F
Intelligence: 11
Alignment: Chaotic
XP Value: 3,875

The Serpent King is a warrior priest of Set that casts spells as a level 8 Shaman. He is always accompanied by an additional 3d12 HD worth of snakes. He may also have 1d6 Children of the Gorgon followers. In combat the Serpent King will attack with his two magical blades (+2/+4 vs undead and +2 silencing) and his bite attack which requires a save vs poison or the victim will take 1d6 Constitution damage. This damage can not be healed by natural means.

Image Source: MetalChaos Blog's painting of Snakeman Champion.

Saturday, April 20, 2013

New Monster: Reptiloid

“Nimble, back away.”

“I’m waiting for it to blink” Nimble’s lips barely moved. “It hasn’t moved... maybe it’s asleep?”

“Just back up, we’ve got you in case it comes at you.” Rathgar’s voice seemed overly loud in the quiet of the water filled cave.

“It hasn’t blinked.” Nimble hissed.

The water near the creature sloshed, and another pair of black eyes began to stare at the adventurers.

“Frelling...” Rathgar began. “The longer you stand there, the more of them there are going to be. Let’s not repeat what happened with the quahogs.”

“The pearl was worth it.”

“I don’t think they have pearls. Look, just back up.” Rathgar tapped his blade softly against his shield edge. “I’ll get them if they come after you.”

“Ok, here goes...” Nimble began to back up the rocky beach very slowly. Rathgar flexed his fingers around the grip of his sword, and crouched, ready to spring to Nimble’s aid.

Step by tentative step Nimble backed away, until a pebble slid out from under his foot. Nimble pinwheeled his arms, and the creature launched itself at the sudden motion, its gaping maw promised a toothy end.

Rathgar leaped a moment later, but the creature was fast, and he wouldn’t make it in time. A second stone slipped under Nimble’s feet, and he fell, just as the beast would have landed on his chest.


Armor Class: 6
Hit Dice: 2+1* (M)
Move: 150' (50')
Attacks: 2 or special
Damage: 1d4/1d4 or special
No. Appearing: 1d6 (3d4)
Save As: T2
Morale: 8
Treasure Type: C
Intelligence: 6
Alignment: Chaotic
XP Value: 35

Reptiloids are a species of semi-intelligent jumping lizards. They live their entire existence in small communal groups underground, usually in large cave systems, but they can also be found in adjoining dungeons as well. They are excellent swimmers, and have an incredible jumping ability. The reptiloid may leap attack anyone between 5'-20' away. Anyone successfully hit by a leap attack must make a saving throw vs wands or be knocked prone with the reptiloid pinning them to the ground. In addition, the victim will suffer 2d6 damage (half if the save is made).

Image Source: Turbosquid

Friday, April 19, 2013

New Monster: Quahog & Mechanical Quahog

"Look at those clams" Nimble gasped. "They're huge..."

"They're quahogs, and it's best we didn't bother them." Rathgar warned.

"But think about the chowder you could make with just one of them!"

"I don't think they'd take kindly to that."

"They're just clams."

"Quahogs, and we need to leave. Now."

"But why-" Nimble broke off, and watched as a Quahog emerged from the waves, and then kept rising up. "What in the Nine Hells is that?!?"

"The reason we need to leave." Rathgar said, pulling Nimble away from the beach.


Armor Class: 3
Hit Dice: 3* (M)
Move: 30'(10')
Attacks: 1 (bite)
Damage: 1d10
No. Appearing: 0 (2d6)
Save As: F3
Morale: 9
Treasure Type: see below
Intelligence: 6
Alignment: Neutral
XP Value: 50

Quahog, Mechanical

Armor Class: 3
Hit Dice: 5+1* (L)
Move: 60'(20')
Attacks: 1 (bite)
Damage: 2d6
No. Appearing: 0 (1d3)
Save As: F3
Morale: 10
Treasure Type: see below
Intelligence: 9
Alignment: Neutral
XP Value: 400

Monster Type: Giant Animal, Enchanted, Construct (Rare)
Quahogs are giant semi-intelligent clams. Some of the more advanced specimens have managed to acquire exoskeletons which provide them with both greater mobility and more extensive tool use. While territorial, they are not aggressive. If pressed they will attempt to bite an opponent. Anyone bitten will be held onto, and automatically take damage every round until either the opponent or the quahog is killed. Any given quahog has a 25% chance of having a giant pearl worth 1d100 x 100gp.

Image Source: Strange Menagerie

Thursday, April 18, 2013

New Monster: Paper Golem

“This point is not negotiable.” Feris said quietly as he walked down the hall of the richly decorated house. “My Master will not budge on this. However, he is willing to return that which was taken from you by Nethyrmaul.”

The pair paused in the hall. “He has it?”

“He does, and he’s willing to return it, but only if you release Salanta.”

The albino elf in the orange robe opened a door, and forced a languid wave toward a pair of chairs in the middle of a small library. “Please wait here a moment.” They were wooden, and intricately carved with rich green velvet cushions. A werelight suspended in a crystal hung from the ceiling, illuminating the chamber. “When I return, I will bring you what you came for, and in return I expect your master to return my staff.”

The albino closed the door, and Feris glanced at the shelves. Books, scrolls, tablets, and folios filled the shelves, interspersed with the usual bric-a-brac that adventurers in general, and wizards in particular, tended to accumulate. The rustling of paper arrested Feris’ hand as he reached for a book on herbology of the 9 Hells. Slipping out from behind the bookshelf next to the door a life-size folded paper lion unflattened itself, and seemed to look directly at Feris, its tail twitching slightly.

Paper Golem

Armor Class: 9
Hit Dice: 2+2* (L)
Move: 120'(40')
Attacks: 2
Damage: 1d4/1d4
No. Appearing: 1d3
Save As: F3
Morale: 12
Treasure Type: none
Intelligence: 0
Alignment: Neutral
XP Value: 35

Monster Type: Construct (Uncommon)
Paper Golems are usually created in the image of larger predators like lions, tigers, and bears (oh my), and are used as minor guardians where there isn’t much space. They are capable of flattening themselves to fit under rugs, or behind furniture. While their attacks don’t cause much damage, the wounds will continue to bleed until treated (1hp/round).

Paper golems will suffer double damage from fire based attacks, but take only half damage from bludgeoning weapons.

Image Source:

Wednesday, April 17, 2013

New Monster: Obloquy (Vampire Abomination) for Swords & Wizardry

The walls of the cabin, what remained of them, were painted in blood and gore. Strapped to a beam was the father, his arms and legs broken, his unseeing eyes staring at the decapitated heads of his family.

“What did this?” Nimble asked, his face hard.

“Vampire” Allianora answered quietly.

“No, we’ve gone against vampires before... this is... demonic.” Rathgar choked out.

Allianora closed the eyes of the farmer. “The transition to undeath does not always preserve the humanity of the victim. The dishonor of what they’ve become drives them insane, and they become something even worse. Demonic is a good way to describe it.” She turned to face her companions “We have to hunt it down. Today. Now. Tomorrow will be even worse. Then we have to find it’s sire.”


Feris smashed through the cabin’s floor from below, slamming against the bottom beams of the loft, before coming to rest on the floor next to the splintered hole he’d just come through.

Grunts and the crashing of weapons on flesh could be heard coming from below the floor. “Allianora, Now!” Rathgar yelled. A bright flash of light and a guttural scream followed, and a large shaggy form bounded through the hole Feris made. The monster crashed through the cabin’s door and out into the night.

“Follow him!” Allianora commanded “Don’t let it get away!”

Nimble scrambled up out of the hole and toward the door, not prepared for the beast to spin around and slam him back, straight into Rathgar who was only half out of the hole.

Obloquy (Vampire Abomination)

Armor Class: 2 (17)
Hit Dice: 7-9
Attacks: Slam or Bite (2d6+2 or 1d6+wisdom drain)
Special: See Below
Move: 12 (18 in wolf form)
HDE/XP: 9/1100, 10/1400, 11/1700

Obloquy are vampires who have lost any hint of humanity. They are feral monstrosities that possess an animal cunning and a rabid strength. As a type of vampire they can only be hit by magical weapons, and when brought to 0hp, they turn into a gaseous form and return to their last resting place.

They regenerate at a rate of 3hp/round, and can turn into a giant wolf at will. They can summon a swarm of bats or 1d6 dire wolves out from the night. Looking into an Obloquy's eyes necessitates a saving throw at -2, or the character is struck with terror and will either flee or be unable to act (50/50 chance). The bite of a Obloquy drains 2 points of wisdom. Anyone reduced to 0 wisdom will rise as an Obloquy the next night.

Obloquy can be killed by immersion in running water or holy water, exposing them to sunlight, or driving a wooden stake through their heart. Obloquy will recoil from holy symbols and mirrors, and have a strange compulsion to untie knots.

Today is Swords & Wizardry Appreciation Day. I actually haven't used S&W, but there is a lot to like about it. For instance, monster entries really reduce the stat block to the most basic info you need. I also really like the single saving throw.

If you're interested in checking out some awesome S&W stuff, follow the links below:

Mythmere Games
: The home of Swords and Wizardry rules sets, complete with free downloads!

Enter coupon code SWAD252013 when ordering at the link above for 25% off, Today Only!

And for even more deals and contests check out this list on Frog God Games.

And don't forget to head over to 2,000 Coppers for the complete list of participating blogs!

Tuesday, April 16, 2013

New Monster: Nethyrmaul The Undying

The dark fen was still as death as Nethyrmaul glided above the twisted trees, his rotted eyes looking for any hint of disturbance in his realm. A thin line of smoke caught his attention, out toward the old ruined fort.

Barely a dry bump with a wooden palisade surrounded by mosquito infested swamp, it was clear that someone had recently moved in. The worst of the swamp growth had been cleaned out, and the flickering light of a camp fire bounced off the trees.

A few figures were huddling close to the fire. Nethyrmaul’s black still heart raged, and he swooped low, the bile in his gut roiling. As his near silent flight brought him to the camp, he opened his mouth, and let forth a stream of the pent up bile, and the ruined fort began to melt. The screams of the humans were short lived, as Nethyrmaul landed in the ruins, and began to snatch the humans one by one into his mouth, savoring the crunch of each as their shattered remains fell from the holes in his rotted neck. With a sweep of his tail, what was left of the palisade was knocked into the swamp.

Surveying his work, he paused before launching himself back into the air.

Nethyrmaul The Undying

Armor Class: -3
Hit Dice: 20**** (L)
Move: 150' (50')
Flying: 240' (80')
Attacks: 2 claws/1 bite or up to 6
Damage: 2d6+1/2d6+1/4d8+4
Breath Line: 180 x 10’ Bile
No. Appearing: 1 (0)
Save As: MU33
Morale: 11
Treasure Type: Hx2, Gx2
Intelligence: 14
Alignment: Chaotic
XP Value: 13,175

Nethermaul was once a great red dragon, and a mighty spell caster in his own right. He hunted down magical books and artifacts with a zeal that eclipsed even his lust for any precious metal or gem. In his treasure gathering he came across numerous undead creatures, and eventually he captured a lich, and forced it to teach him the dark necromancy needed to attain an unliving immortality. Death has brought only a rotting of his body, his rage burns even hotter now for the living things that can still feel the things he cannot.

Due to his centuries of collecting, studying, and practicing magic, Nethermaul casts spells as a huge gold dragon, and his treasure hoard contains every bit of magic he could collect.

Image Source: Reaper Miniatures

Can you tell I'm excited about getting my Bones order?

Monday, April 15, 2013

New Monster: Mummy, Guardian

“If I’m reading this right, it warns that the treasure is protected by the emperor’s royal guard and layers of curses.” Feris said, putting away the horsehair brush he’d used to dust the cobwebs off the wall.

“That sounds pretty typical.” Nimble yawned.

“Almost textbook.” Feris agreed “Except perhaps for the emperor bit.” His brow furrowed. “I didn’t think this was an emperor’s tomb.”

“Probably just inflating his title. Remember that ‘duke’ we met a while back? Little more than a bandit with a walled farmhouse.” Rathgar reminded them.

“So probably mostly exaggerated claims.” Nimble said.

“Most likely”

“Ok, let’s do it” Allianora said as she adjusted her shield.

Nimble pushed in the brick to the side of the doorframe until it clicked. “Here goes” he said as he began to shove the heavy stone door. When it was a hand's width open these was a flash, and Nimble’s arm was bleeding. A bandaged hand reached out of the gap and pulled the door open.

Mummy, Warden

Armor Class: 3
Hit Dice: 4+2* (M)
Move: 90' (30')
Attacks: 1
Damage: 1d10
No. Appearing: 1d6 (2d8)
Save As: F4
Morale: 12
Treasure Type: B
Intelligence: 6
Alignment: Chaotic
XP Value: 200

Warden Mummies are the carefully preserved and prepared remains of the guards of the kings and high priests of ancient empires, created to guard their lords tombs. Anyone viewing a mummy must make a saving throw vs paralysis or be paralyzed with fear until the mummy is out of sight, or they take damage from the mummy.

Warden Mummies can only be damaged by fire, spell, or magical weapons. They are immune to sleep, charm, and hold spells.

Image Source: Reaper Nefsokar Tomb Guard as painted by Tales from the Flaming Faggot.

Saturday, April 13, 2013

New Monster: Lickspittle

“Lady Hyrekia, my Master asks you to consider taking another route.” It’s black eyes

“And why should I?”

“Two reasons, actually. Well, three, but I think the first interests you very little. My Master desires it.”

“You’re correct. Continue.”

“Second, should you decide to come through my Master’s valley, you will not find the way... smooth.” The minion gave a crooked smile, and a drop of drool dangled from it’s overly large lips.

“Do you think you could really stop me?” she asked, stroking the Kaladrax’s leg bone.

The minion’s smile twitched “It wouldn’t be a pleasant situation for either my Master or for you. Additionally, nothing would be gained in the encounter.”

“That’s debatable, but continue lest the leaves turn.”

“Yes, of course.” It widened it’s grin “Thirdly, my Master would suggest that heading to the northern pass would make for a slightly longer, but more profitable trip.”

“How so?”

“Because a new castle is being built in the pass by a group of adventurers. The main keep has already been completed. One of them is apparently a wand-waver like yourself.”

Hyrekia gazed off into the distance, and her lips curved into a thin smile.


Armor Class: 7
Hit Dice: 2* (S)
Move: 120' (30')
Attacks: 1
Damage: 1d4
No. Appearing: 1 (1)
Save As: F1
Morale: 5
Treasure Type: Nil
Intelligence: 7
Alignment: Neutral
XP Value: 30

A lickspittle is an advanced form of homunculus imbued with above normal intelligence and the ability to speak. They serve as minions and servants to powerful beings, usually the one that created them. Their appearance will vary, though in general they stand as tall as a dwarf, and are thinner than a nymph, and are not quite as frail as they appear.

In addition to the above, lickspittles can possess a wide variety of abilities based either on chance or by design of their creators. To determine what ability a lickspittle possesses, roll a 1d10 and consult the chart below.
1. Invisibility
2. Blink (as a Blink Dog)
3. Silence 15'
4. Mirror Image
5. Phantasmal Force
6. Create Fog
7. Hold Person
8. Blindness
9. Locate Object
10. Dispel Magic

This little guy was inspired by Gorgonmilk’s call for some Petty Gods minions.

Friday, April 12, 2013

New Monster: Kaladrax Reborn

Hyrekia looked down from the tower at the destruction that had been wrought. The curtain wall was mostly flattened, the gatehouse destroyed, and worst of all, her beloved Kaladrax lay shattered upon the flagstones of the courtyard. The adventurers had, predictably, decided to immediately head straight into Kaladrax's cave, expecting to find his riches.

"They will be disappointed... and worse when they return to the surface." She said to herself. Turning away from the window, she grasped her staff, and descended the tower steps one at a time.

Picking her way across the rubble strewn courtyard, she walked up to Kaladrax's remains, and ran her hand across the fractures of his great skull.

"My beloved. My sweet. Come, rise up. They are in your lair. They have hurt you, and in doing so, have hurt me." Her hand continued to caress the massive skull. "Your time is still not finished. Rise, and again do my bidding." Stepping back, she tapped the staff's crystal against the skull. It flashed a deep purple, and shattered.

The bones of Kaladrax's broken form began to mend, and the great dragon lifted himself from the ground. His great tail slid across the shattered stones, and his wings flexed.

"Get them. Kill them."


Armor Class: -3
Hit Dice: 18*** (L)
Move: 150' (50')
Attacks: 2 claws/1 bite or 1 tail
Damage: 2d6+1/2d6+1/3d8+4 or 1d12+4+special
Breath Cone: 135' x 30' Dark Fire
No. Appearing: 1 (0)
Save As: MU30
Morale: 11
Treasure Type:
Intelligence: 11
Alignment: Chaotic
XP Value: 3175

Monster Type: Dragon, Undead (unique)
Kaladrax was a mighty red dragon who was slain a millenium ago. His body was left undisturbed at the top of the mountain where he fell while his slayers plundered his horde in the dungeon far below. 30 years ago the sorceress Hyrekia sought out his bones, and in a ritual that required a month to complete on the frozen tip of the mountain, brought back his spirit and tied it once again to the bones. The process tied her life to his, and as long as she survives she can bring him back to this current undead state, though it drains her everytime she does.

Due to hs skeletal state, Kaladrax is no longer able to fly without Hyrekia’s magical assistance, however he remains very fast on his feet. His breath attack is a cone of darkfire that causes both fire damage and blindness (separate saves required for each). When pressed into physical combat he will sweep the field if possible with his tail first. Everyone in the area of effect must make a saving throw vs paralysis or take damage and be knocked senseless for 1d3 rounds. Kaladrax may also roar in place of his physical attacks, automatically causing fear in any creature of 8HD or less, save vs spells to resist for anyone over 8HD.

Image Source: Reaper Miniatures

Thursday, April 11, 2013

New Monster: Jak-Arakit

Allianora looked through the open door, and found Feris sitting on the orange rug with a top hat wedged firmly onto his head, and on hand holding the brim. "Feris? What's with the hat?"

"I found it."

"Found what?"

"The demon that killed everyone in the last village."

"Rathgar! Nimble!" she yelled down the hall as she drew her holy symbol and mace.

A loud thump, the jingle of chain mail, and the crashing of the door to the adjacent room immediately preceded Rathgar's appearance.

"Where is it?" she demanded

Feris sat unmoving "Trapped. In the hat."

Nimble popped his head around the corner. "Well, what do we do with it?"

"I don't know... maybe get it out of the hat and then kill it?" Feris suggested.


Armor Class: 0
Hit Dice: 8* (L)
Move: 180' (60')
Attacks: 2 claws
Damage: 2d4/2d4 + Special
No. Appearing: 1 (1)
Save As: M8
Morale: 9
Treasure Type: I
Intelligence: 4
Alignment: Chaotic
XP Value: 1,200

Monster Type: Demon (Uncommon)
Jak-Arakits are nighmare beings spawned from the fever dreams of the dying. Anyone viewing a Jak-Arakit must immideately make a save vs. spells or flee until it is out of sight. As Jak-Arakit are usually faster then their victims, the chase usually ends with the victim collapsing from exhaustion or death long before the Jak-Arakit ever touches them. In actual combat, the Jak-Arakit will attempt to use its two claws on a single target. If both hits are successful the claws will cause maximum damage and the Jak-Arakit may make an immediate bite attack which causes 2d8 damage.

Once released upon the world they will seek to spread as much fear and discord as possible before retreating to a safe hiding place. Jak-Arakit may shrink themselves down to fit inside of nearly any container of jug size or larger. They are inexplicably drawn to magic hats and helms. If discovered, they can be safely drawn out by hand, as long as the person drawing them out doesn't suffer from the fear effect and continues to hold on.

Wednesday, April 10, 2013

New Monster: I’bikt

“It’s down there...”

The adventurers looked down the narrow well. “And you said it spoke to you?”

“Not exactly” the boy replied, shuffling his feet. “It showed me pictures, in my head.”

“And that’s why no one else heard it?” Feris asked.

“I guess...”

“And no one else has seen it?”

“No.” the burgomeister answered. “Or... not that anyone else is willing to admit.” he finished quietly.

“Ok, give us a few minutes to talk it over.” Rathgar said, escorting the boy and the burgomeister out of the keep’s well room, and closed the door behind them. “What do you think?”

“If the boy had said that the creature had spoken to him, I’d say it was probably a kobold. But pictures?” Feris paused, then shrugged.

When no one said anything, but looked mostly unentheused, Rathgar sighed. “So I guess we’re going in?”

Nimble pulled out the pouch of glowing copper coins and dropped one down the well. “This is why it’s better to camp in the woods rather than go knocking on doors looking for a bed.” Securing the hook to the edge of the well, he tossed the rope in after the coin. “And I like beds.”

I’bikt (adolescent)

Armor Class: 2
Hit Dice: 7* (M)
Move: 120' (30')
Attacks: 3 + Special
Damage: 1d6/1d6/1d6 + Special
No. Appearing: 1d2 (0)
Save As: MU7
Morale: 9
Treasure Type: I
Intelligence: 9
Alignment: Chaotic
XP Value: 850

I’bikt is a fur covered being with 5 eyestalks. Each eyestalk is tipped by four grasping claws. It moved by slithering 2-3 of it’s stalks along the ground, while attacking its prey with the others. While intelligent, they don’t have a spoken language and communicate via direct mental image swapping. In combat the I’bikt will attempt to use its eyestalks on the least armored target. If two eyestalks successfully hit the same target, the victim must make a save vs wands or become  the I’bikt has latched on and gained complete physical control of the victim. The control of the I’bikt will last for as long as it remains attached.

Image Source: No. Appearing 9 from Vast Continent

Tuesday, April 9, 2013

New Monster: Hell Bat

“Rathgar! Lookout!” Feris yelled, pointing skyward at a glowing ember falling rapidly.

Rathgar dropped to one knee, and flung his shield above his head just as flames burst all around him.

Nimble followed Feris’ finger, and released the bolt from his crossbow, sending it arching up toward the ball of smoke and fire that flitted across the twilight sky.

“There’s another one!” Allianora pointed at another one with her mace, as Rathgar jumped from the flames, abandoning his burning shield. “Where?”

“There!” Allianora and Feris yelled in unison, and pointed in different directions. Feris evoked a bolt of ice that shot from his finger, causing his target to screech and flame before veering off.

Hell Bat

Armor Class: 3
Hit Dice: 3* (M)
Move: 30'(10')
Flying: 180’ (60’)
Attacks: 1 bite or 1 fireball
Damage: 1d6+1 or 2d4
No. Appearing: 2d4 (2d4)
Save As: C5
Morale: 7
Treasure Type: none
Intelligence: 3
Alignment: Chaotic
XP Value: 50

Slightly larger than giant bats, these demonically tainted rodents will constantly smolder while in flight, leaving behind a trail of sulfurous smoke. While they will bite their opponents, they prefer to drop small fireballs upon their victims. They are cowardly vicious beings that are used by more powerful demons and spell casters to soften up targets.

Monday, April 8, 2013

New Monster: Gheirlock

“There is a fungus that grows in the Silent Woods, just to the North right along the coast that I need to make the potions.” The apothecary looked pointedly at her.

“You’ve never mentioned this before.” Allianora frowned.

“Before I had someone else that collected it for me.”

“And now?”

“And now I don’t.” The apothecary sighed. “About five weeks ago Alder went into the woods for one of his harvesting expeditions. He didn’t come back, and I haven’t found anyone else willing to go into the woods for more.”

“What about Alder?”

“What about him? He didn’t come back.”

“Did anyone go looking for him?”

“No frelling way. No one goes into the Silent Woods without knowing what they’re doing, and the last thing anyone around here is going to do is to go stomping around calling for someone who’s probably dead anyway. Not unless they’ve got a death wish.”

“What’s so dangerous about the woods?”

“The trees have absorbed the spirits of the dead, the drowned from just off the coast. Pirates drive ships up on the rocks to plunder them, and the dead, well, they wash up on the shore. Then they get dragged into the woods to feed the trees. The only way to get through the woods safely is to not get their attention. No axes, no fire, and no noise.”


Armor Class: 7
Hit Dice: 3+1* (L)
Move: 120'(40')
Attacks: 1 + special
Damage: 1d6+1 + special
No. Appearing: 0 (1d10)
Save As: F3
Morale: 12
Treasure Type: none
Intelligence: 1
Alignment: Neutral
XP Value: 75

Monster type:
Gheirlocks are a highly aggressive ambulatory fungus. They appear as a central stalk with a rudimentary face, twisted root legs (usually 6-10) and branch like arms (2-4) covered in overlapping layers of various fungi. The pink spores that Gheirlock exudes glows with a faint bioluminescence, and causes strange visions and paralysis to anyone breathing it in. The spores are released from the Gheirlock’s ‘hands’ and can be thrown up to 15’ away. Anyone struck by the spores, or clawed by the hands must make a saving throw vs. poison of become immobile for 1d4 rounds. Anyone kept so immobile suffers a point of wisdom loss for every full turn.

Undisturbed, Gheirlocks may remain motionless for years, but sounds louder than footfalls on soft soil will rouse them to end the disturbance. Their spores are useful in creating numerous magical potions and scrolls.

Saturday, April 6, 2013

New Monster: Flind

A cackling laugh echoed up from the gully. The companions crouched above, trying to see into the foggy gloom. “Gnolls?” Rathgar asked.

“Maybe. If they are, they take their worship of the ghoul-lord rather seriously.” Allianora pointed to a totem wedged into the sidewall of the gully.

“Smells like sulfur too.” Feris noted.

Another cackling laugh echoed through the gully, closer this time. “There” Rathgar pointed into the fog. Shapes could be seen loping toward the gully mouth. The first figure out of the fog looked like a gnoll at first glance, but the short horns growing out of her head, and the fact that much of the skin on her face was missing indicated otherwise.

“Demon scum” Allianora spit, pushing herself to a standing position. She began to glow with an inner light. “Crawl back into the darkness that spawned you!” She yelled down, the radiance growing in brightness. Several of the figures still hidden by fog cowered back.

“Shit.” Nimble said, notching an arrow.


Armor Class: 5
Hit Dice: 3+1 (L)
Move: 90' (30')
Attacks: 1 weapon
Damage: By weapon + 2
No. Appearing: 1d4 (3d4)
Save As: F4
Morale: 9
Treasure Type: (P) D
Intelligence: 9
Alignment: Chaotic
XP Value: 50

Monster Type: Humanoid (Uncommon).
Flinds are a demonic subspecies of gnolls. Their appearance can vary greatly from that of a baseline gnoll, often sporting unusual skin or fur colors and patterns, horns, spines, and bizarre anatomy. Universally they are smarter, bigger, and stronger than gnolls, and can often be found leading cackles of gnolls (25% chance flinds will be found with gnolls).

Due to their demonic nature, flinds can be turned as undead of 5HD, but they are immune to charm spells, and take half damage from non-magical weapons. Clans of Flinds are usually led by a 6HD Shaman or Wokan, with a demonic hyena companion (treat as a 4HD hellhound).

Friday, April 5, 2013

New Monster: Everburning

“The great fire-drake Nethyrmaul razed the town of Tilver’s Ford barely a month ago. The wizard Zalquis was building his tower there, and he was prepared to protect the town against Nethyrmaul. He stood upon the unfinished tower, it’s walls already higher than any other structure, calling on arcane forces to punish the dragon for attempting to attack his town.”

“My master’s divinations show that while Kremathis was hurt, and badly, she was able to topple the unfinished tower, trapping Zalquis in the rubble, but not killing him. Nethyrmaul dug Zalquis out, but only to incinerate him.”

“Nethyrmaul went on to rampage through the town, leveling every building, and burning then ruins. He chased down almost every survivor... and roasted them alive on the embers of their own homes.”

“The cinders of Tilver’s Ford still burn, in part because Zalquis’ spirit has been consumed with rage and anger. My master has asked me, and by extension us, to send his spirit on its way.”

The Everburning

Armor Class: 2
Hit Dice: 8** (L)
Move: 150'(50')
Attacks: 1
Damage: 2d8+4
No. Appearing: 1
Save As: C8
Morale: 12
Treasure Type: E
Alignment: Chaotic
XP Value: 1750

A malevolent spirit created when a powerful spellcaster is killed and their body destroyed by fire in the same instant. As undead, Everburning are immune to sleep, charm, and hold spells. They are also immune to non-magical weapons, fire, and spells of 3rd level or under. Anyone within 20’ of an Everburning will suffer 1d4 points of damage every round.

Once every other round, an Everburning may increase it’s aura damage to 3d4+3 (save for half) out to a range of 35’, but it may not move or attack that round. Alternately it may cause no aura damage, not more or attach and instead cast fireball.

Thursday, April 4, 2013

New Monster: Darkstalkers

In one motion Nimble slid the golden idol off of the pedestal, replaced it with a sack of coppers. Holding his breath, he counted to 30, keeping perfectly still. Feeling the knot release in his back, Nimble let out a sigh with a big smile.

“Hello beautiful.” He said, kissing the golden statue. Nimble stepped off the dais, and placed the statue in the waiting backpack on the floor. “Now let’s get out of here.” Flipping the backpack closed, he swung it up onto his back, and began walking carefully back to the doorway.

The hair on the back of his neck began to rise before he heard the growl...


“He should be back by now.” Rathgar complained.

“It’s only been a few minutes, he can’t have gotten into too much-” Allianora stopped.

“RUN!” Nimble screamed down the alley. “RUUUUN!” Faster than they’d ever seen him move before, he had passed them. Feris didn’t wait for another invitation, and Allianora was right behind him. Rathgar waited just long enough to see the pack of creatures with the skull white faces turn the corner.


Armor Class: 2
Hit Dice: 4+2** (M)
Move: 120'(40')
Attacks: 1
Damage: 2d4+2 + Special
No. Appearing: 2d6
Save As: F3
Morale: 12
Treasure Type: F
Intelligence: 4
Alignment: Chaotic
XP Value: 275

Monster Type: Demon/Planar Monster (uncommon)
These demonic being resemble pure black apes with a white faces that looks like a skull. They are most often found as guardians of great treasure (usually works of art). They are preternaturally fast, and always win initiative in combat. Their mere appearance automatically causes fear in creatures with 3hd or less, and those up to 8HD must make a saving throw with a -1 penalty for every 2 Darkstalkers in the pack. Unless actively in combat, Darkstalkers can not resist chasing a victim of their fear. Darkstalkers are immune to non-magical weapons, but suffer half damage from silver weapons.

Darkstalkers attack by leaping upon their target and biting and clawing. Anyone who is successfully attacked by a Darkstalker will be unable to leave combat (unless the demon is distracted by another opponent or killed) and will suffer a -2 penalty to their attacks while in combat with them.

Image Source: spyder8108 as inspired by the demon creatures from Temple Run

Wednesday, April 3, 2013

New Monster: Cerebral Slime

“Stop poking it.” Feris admonished.

“Why? We don’t know what it is.” Nimble replied as he poked the slime encased skull yet again.

“And you want to frelling piss it off?” Rathgar asked.

“If it was going to do something, don’t you think it would have done so by now?” With one final push the skull rolled over, and white orbs looked directly at Nimble.

*I see you now* echoed in his head.

"Frell. Rathgar, you were right." Nimble said as he dropped the stick and backed away.

The pool of slime oozed vertically, raising the the skull up. *I see you all* the companions heard in their heads. Nimble clutched at his head, began to scream, and fell unconscious to the floor.

Cerebral Slime

Armor Class: 7
Hit Dice: 4* (M)
Move: 90'(30')
Attacks:1 touch or 1 mental blast
Damage: 3d4 or Special
No. Appearing: 1 (1)
Save As: MU4
Morale: 12
Treasure Type: Sx10, V
Intelligence: 9
Alignment: Chaotic
XP Value: 125

Cerebral Slimes are created when a powerful intelligent creature is killed by a slime or ooze, but their mental screams keep an echo of their former selves trapped within the essence of the simple being. They possess the ability to mentally blast an opponent into unconsciousness from up to 20' away. Anyone who is a victim of this attack must make a saving throw vs dragons breath or fall unconscious for 1d4+2 rounds. Cerebral Slimes use treasure to lure victims into range of their mental blast.

Tuesday, April 2, 2013

New Monster: Bearon

“Have you ever seen a door like this?” Rathgar asked Nimble.

The irised door was made of a steel-like metal, about 10’ in diameter, and set into an otherwise unremarkable sections of dungeon wall. Next to the iris a smooth red gem glowed faintly.

“Never.” Nimble admitted, his eyes fixed on the gem.

Rathgar sighed. “Ok, everyone back up.”

Nimble started by checking the door before moving onto the gem. Not finding anything he reached out and touched it. The gem flashed from red to a bright green, and the iris snapped open, roiling cloud of cold fog billowed into the corridor. Through the circular doorway the companions could just make out their lights reflecting off of hundreds, maybe thousands of ice crystals in what appeared to be a large cavern. Almost immediately, the crystals around the doorway began to crack as the air warmed.

“Wow” Feris said, his breath forming a puff of fog.

From deeper into cave, a pile of crystals cracked, popped, and shattered as a turquoise beast stretched. Its small beady eyes were almost completely lost amidst the scales and pink spines covering its head. It blinked before fixating on the open door. With startling speed, it charged toward the door.

“Close it now!” Rathgar ordered.


Armor Class: 4
Hit Dice: 6* (L)
Move: 150'(50')
Attacks: claw/claw/bite or roar
Damage: 1d6+1/1d6+1/2d4+4 or Special
No. Appearing: 1 (1)
Save As: F6
Morale: 9
Treasure Type: none
Intelligence: 6
Alignment: Neutral
XP Value: 500

Slightly larger than a black bear, these ursine abominations are covered in turquoise fur that melds into scales toward the front half of the beast. Protruding from between the scales are sharp pink spines.

The bearon is a fantastically aggressive predator, immune to all cold, and able to see in complete darkness. The bearon’s roar can cause the ambient temperature to drop to fantastical lows. Anyone within 50’ of the bearon when it roars will take 1d6 cold damage from the sudden frost, and must make a save vs paralysis or be slowed (as per the spell). A second roar within the next turn will cause 2d6 points of damage, slow all creatures (no save), and anyone failing a save vs spells to fall asleep (per the sleep spell, no HD limit). A third roar will cause the bearon to fall asleep, but inflict 3d6 damage, slow and sleep effects as above, and cause 4 points of Constitution damage (may be healed 1 point per week of rest or cure serious wounds spell).

Image Source: Monsters By E-mail

Monday, April 1, 2013

New Monster: Alizario

The sun sat low in the sky ahead as the companions and their horses worked their way across a gently rolling landscape. All around, as far as the eye could see, knee high yellow grass shifted like waves. “We should find somewhere to camp.” Nimble said. “It’s getting late.”

“According to the map, there’s a way-stop of some sort nearby.” Rathgar replied. “Let’s see if we can’t find it. Given the wind, and the dry grass, I don’t think camping here is a great idea."

“Think that could be it?” Feris asked, pointing toward a wide stone building off to the south.


In the early darkness they approached the gate. As they did, the gate opened, and a scarlet clad woman holding a lantern stood in the doorway. “Please enter quickly.” Her whispered voice was barely distinguishable over the sound of the ever present wind. The companions led the horses through the gate, which was closed and barred behind them by several other scarlet clad women. Shawls and veils hid their faces from the nose up, yet the robes left their shoulders bare.

“Thank you, uh... “ Allianora began.

“We are the Alizario, and we keep this place. You will stay the night. In the morning you will be on your way.” It was not a question. “Until then, you are our guests, and will show you every hospitality. Leave your mounts, they will be taken care of. We will show you to your chambers where you cleanse yourself. Then you will come to dinner. Follow me.”


“And this is your chamber.”

“Thank you” Rathgar said, dropping his pack to the floor. The room wasn’t large, but it held a bed and table, upon which a lantern burned. A large copper tub full of steaming scented water sat in the middle of the floor. Flexing and twisting, he slipped awkwardly out of his chainmail shirt, dropping it next to his pack. The woman stood in the doorway, still holding the lantern. Rathgar sat on the edge of the bed, and began to unlace his boots. From this position, he could see her delicate, slipper clad feet.

“So... Every hospitality?”

“Yes.” She stepped into the room, closing the door behind her, and set her lamp down on the table. Slowly she unknotted the tie holding the robe closed, and allowed it to slip to the floor. “The veil stays on.”


“Hey, Rathgar” Nimble said as he pushed the door open, and froze. The woman straddling Rathgar’s prone form turned to the door. In her open mouth, clenched between her teeth, one of Rathgar’s eyes looked out. Nimble had a dagger ready to throw an eyeblink later, but his wrist and neck were gripped were gripped by sharp nailed hands. “That’s no way to treat a host” a feminine voice whispered in his ear.


Armor Class: 8
Hit Dice: 2+2* (M)
Move: 120'(40')
Attacks: 1 weapon/claw or special
Damage: by weapon or special
No. Appearing: 0(4d12)
Save As: C3
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Lawful
XP Value: 35

The Alizario are an all female cult that has sold their souls to a cyclopian devil. For their souls, they gain everlasting youth and beauty, but they also give up their eyes, and must take the eyes of others for sacrifice. Their garb always includes some sort of veil to hide the dark sockets where their eyes once were.

In combat they will use weapons to defend themselves, but they prefer to use surprise and the paralytic poison their nails produce (as a ghoul). Anyone thus paralyzed will have one eye magically removed the next round, as long as the attacker takes no other action. This causes the victim to be at a -2 to all ranged attacks. Generally the Alizario are reluctant to kill their victims, as they want the mark of their patron to spread far and wide, but they will use the threat of death and/or the removal of the other eye to prevent their victims from retaliating.

Each cult will be lead by a 6HD Matriarch, who is capable of casting spells as a level 6 Shaman.

Image from Daria Endresen