The Book of Monsters

Hex size: 2-hex figure
ST 24
DX 13
IQ 5
MA 24
Attacks: Antlers 2d+1 (plus charge attack bonus as per pole weapons) (front only), Kick 2d (rear only), trample (HTH only) 2+2
Hide: warm season hide stops 1 point of damage, cold season hide stops 2.

The elusive, solitary Adamant is a large member of the deer family, standing 9 feet at the shoulder and weighing up to 2,000 lbs, with impressive antlers similar to those of a moose, but with much longer points that also feature sharp edges. The coat of a live Adamant can change its hue and patterning so as to camouflage the animal to its boreal forest/swamp environment (-4 to all ranged attacks against it!), but that ability ends with the noble animal’s death. Even Naturalists or those with Alertness must roll with 4d to spot them, everyone else uses 5d. Having an elusive scent, Adamants are difficult for hounds to track. The Adamant will usually run from PC races, but bulls can be unpredictable and belligerent. In combat, Adamants can attack once per turn with either antlers or hooves, or with both at -4 to hit. Because of the many points of its antlers, they are quite capable of disarming those holding weapons. To do this, it rolls an antler attack as normal. If it succeeds, the attack does no damage, but the defender must roll 4d v ST or have their weapon tossed 1-3 hexes in a random direction.

The Adamant is named for the high concentration of the characteristic crimson metal which is present in their antlers and prized by metalsmiths for its high strength-to-weight ratio and corrosion resistance. For this reason, their racks fetch a high price from metalsmiths. An average set of antlers yields about 2 oz. of useful adamant.

Not everyone who wants to live forever is an evil necromancer prepared to become an undead lich; some, perhaps inspired by the artifacts left by the Mnoren, have discovered how to transfer the soul into a gleaming mechanical vessel made wholly—save for a powerstone—of an alloy of silver and adamant. Some call them monsters, others insist they simply represent progress. Although the desire to become an Argent is to prolong life as one’s self, the mechanical nature of the new body changes the mind. No longer constrained by the demands, limits, and pleasures of the flesh, Argents eventually become inscrutable, motivated by enigmatic desires and moving toward mysterious ends. An Argent can be a valuable friend or a powerful—and probably unpredictable—enemy.

An Argent’s IQ starts at that of the person transforming into one, and can continue to grow with experience, but its ST and DX are determined by the value of its components—the more complex the machinery, the stronger and more agile it can be. If an Argent’s body is damaged, it will not heal, obviously, but it can be repaired by a Master Mechanician, given time and materials, or with the Restore Device spell.

In order to continue to cast spells, an Argent must use powerstones; its ST is purely physical. One of these is usually placed out of sight where the heart or brain would normally sit, but some conceited wizards use powerstones in place of eyes.

The raw materials to construct an Argent are valuable enough that some murderous adventurers will occasionally attempt to kill one to sell the body to metalsmiths. Few, if any, Wizards’ Guilds openly permit Argents as members, and no Wizard’s Guild admits to possessing the spells necessary to create an Argent. But the knowledge is out there … somewhere.

The Beyonder is not thought to be native to Myriangia, but from somewhere … beyond.  It enters our world through weak points—gates, sites of recent or repeated summonings, the confluence of ley lines—or by possessing and riding back in the mind of an astral traveller.  Beyonders have a form reminiscent of seething, pulsing glowing plasma and are thus difficult to see in bright light.  They are inherently magical creatures and can learn spells up to 4 IQ higher than their own IQ. Typical Beyonder spells might include:  Blast, Control Gate, Control Person, Dazzle, Freeze, Lightning, Possession, Remove Thrown Spell, Spell Shield, Spellsniffer, and a unique version of Drain Strength. When a Beyonder uses the Possession spell, it physically enters its host, riding within until it is ready to feed, at which time it must end the spell and resume its physical form.  A Beyonder is not harmed by injuries to its host, but it may be stunned if its host is killed—roll 4dv IQ for it to avoid being stunned for 2d turns.  A Beyonder will have limited access to its host’s mind and some will use a particularly useful body for years, stealthily securing victims upon which to feed.  A Beyonder’s Drain Strength spell allows it to feed on life force without hazard of lethal backlash if killing the victim.  Instead, backlash may stun the Beyonder as per host death above—a critical failure will result in longer stunning and 1d-1 permanent IQ loss.  Life force gained by its Drain ST spell in excess to the Beyonder’s full ST will fade at the rate of 1 point per hour.  Over time and with regular feeding a Beyonder increase its ST.  When it has gained ST equal to its starting ST, a Beyonder will subdivide, creating a clone of itself.  Beyonders can live for years between feeding.

Beyonders are normally 3-hex or even megahex figures, but can squeeze down to 1-hex if necessary to move through narrow ways—halve their MA when compressed.  They have only front hexes for facing purposes. 

Hex size: 3-hex figure or more, variable
ST 15+
DX 11-13
IQ 12-18
MA 10 (levitates up to 6 feet above ground) Can cross water, but cannot submerge itself.
Only affected by metal weapons, and those do half damage (round down) up to a max of 6 per attack. Magical weapons do full damage.

C’larkash-tun (a.k.a. Unspeakable Horror)
Hex size: 3-hex figure
ST 50
DX 10
IQ 6
MA 8
Attacks: Mouthed tentacles: 1d-1 plus grappling, Maw: 2d+2, Trample (HTH only) 1d+2
Armor: Gristly skin stops 2 hits.

The word C’larkash-tun, from the ancient sorcerous tongue of the unholy Aitchpeël Empire, translates literally to the proper noun “Unspeakable Horror,” and the name is apt; this creature holds prominent membership in the collection of Cidri’s most disturbing life forms. Its 3-hex chimeric form grotesquely includes hundreds of shiny, black centipede legs supporting a huge, humanoid head topped with 9 glistening, translucent tentacles, each obscenely tipped with starfish-like mouths and which radiate from a gaping, upwardly facing, toothy maw. Horrifyingly, its humanoid head’s face is the exact likeness of its last victim, eyes staring vacantly, drooling mouth moving soundless as the grave. Even the bravest heroes blanch at the sight of it, especially when it bears the semblance of someone they know; most people—sane or otherwise—flee from it screaming until exhausted by the effort. The C’larkash-tun’s main attack is to use up to 4 tentacles—each with a 2-hex reach—to simultaneously bite and grapple victims. Grappled victims must immediately roll 3d v ST to break free or be pulled 1 hex toward the maw, where they are eaten voraciously (only one victim can be actually in the horrid orifice at a time, though several can be held just above it). If more than one tentacle holds the same figure, add 1 die per tentacle to the roll to break free. No more than 3 tentacles can attack at a single figure at once. Grappled victims take 1d-1 damage each turn from each tentacle holding them. They are also at -2 DX per grappling tentacle. Dealing 5 or more hits to a tentacle with an edged weapon will chop it off. Unless burned, severed tentacles will stealthily slither away (MA 1) to slowly regenerate into whole new Unspeakable Horrors. C’larkash-tuns have only front hexes.

The noisome, oleaginous ooze serving as blood in the C’larkash-tun’s vile corpus is rumored to be able to be meticulously fermented into a foetid liquor that allows one’s mind to travel outside the body. Or maybe it just brings you visions so inhuman that death is the only possible release from the terrifying hole it rips through your sanity.

Death Cap
Hex size: 1-hex figure
ST 6
DX 10
IQ 3
MA 8
Attacks: Attached tentacles 1d-2

Death Caps are the dreadful motive bodies of another of Cidri’s mycelial menaces. To casual observers, Death Caps appear to be ordinary mushrooms growing in a ring—usually in forest or damp meadow—Naturalists can identify them with a 3d v IQ roll. In the presence of prey, Death Caps grow in ten seconds (two turns) to deathly pale, six-foot tall monstrosities (one in each hex on the circumference of the ring) supported by nine tentacles, which they use to crawl about and to attack. To recognize prey, the Death Cap colony rolls 1d v IQ per every 2 hexes distance from the prey to the edge of the ring. Death Caps treat all adjacent hexes as front hexes. If they move at all in a round, they may make up to three attacks with their tentacles, and up to six attacks if they don’t move. Death Caps will attempt HTH whenever possible. A tentacle which hits will try to attach itself to its victim’s flesh, rapidly sending mycelial strands into the body—this requires a 3/DX saving roll. Anyone with an attached Death Cap tentacle suffers -1DX per tentacle. Each turn that a tentacle is attached, it deals 1d-2 digestive enzyme damage that bypasses armor and spells like Stone Flesh. Removing an attached tentacle deals 1 point of damage to the victim.

Anyone who survives having attached Death Cap tentacles must roll 3/ST for each attachment, with failure resulting in a fungal infection that, if untreated by standard treatment for serious infection, will deal 1 point of unhealing (while the infection lasts) damage per day. Failure to burn the corpse of a Death Cap infection victim which rests on soil or wood will allow the fungus to establish a new colony centered on the site of the corpse’s decomposition. A Death Cap which has fed will crawl away from its ring and release spores to expand the colony.

Devil Cloak, a.k.a. Hell Skin
Hex size: 2-hex figure
ST 6
DX 10 (6 on “zombie”)
IQ 4
MA 2 ground (14 flying)
Fusing Attack: 2 damage per turn

The Devil Cloak is a parasite that is essentially a sheet of muscular skin, roughly 3×7 feet. They are clumsy and slow on the ground, but can fly like a butterfly. The feed on mammals, which they attack by engaging in HTH, wrapping themselves around a victim and fusing themselves to their body. Each round they are in contact, they inflict 2 damage. This damage should be considered cumulative with regard to how long armor protects against it; e.g. leather armor absorbs only the first round’s damage, the second round’s damage is applied directly to the victim. Attacks to a Devil Cloak attached to a person or animal will wound both the Devil Cloak and its victim, with the damage divided equally between them. Pulling the Devil Cloak off is relatively easy, (roll v ST) but does 1-2d of damage to the victim, peeling away skin with it as it is removed. When their victim’s ST reaches 0, they have fully fused together and the victim becomes a zombie-like corpus that feeds the Devil Cloak. It can walk, run, etc., but is very clumsy; mostly they just run away to a quiet safe place where the Devil Cloak can feed in peace. The victim’s body is eventually consumed or becomes thoroughly rotten, and the Devil Cloak subdivides and the two creatures go in search of other victims.

Eyeless Horror
There is a reason so many people shun caves and graveyards; dwelling in the dark, subterranean recesses in labyrinthine lairs is a dread creature safely encountered only in fireside tales. Gravediggers and miners who delve too deep and live to tell of it whisper of a pale, squamous, glistening, toadish humanoid oozing a smell of charnel putrescence, with a head and neck like the end of a blunt worm, devoid of any feature save a large mouth filled with teeth reminiscent of a shark’s.

The sightless creature senses its prey through heat and vibrations with uncanny accuracy. Its long arms end in tortuous fingers terminating in long, bladelike claws with which it can slash with fatal consequences and climb walls with ease. From its mouth, it can spit acidic venom up to 3 hexes by spending 2 ST, requiring a 3/DX saving roll to dodge or suffer 1d damage and blindness (4d ST roll after 1 month to recover, failure results in permanent loss of sight). Armor will be destroyed when it has absorbed its hits stopped in acid damage. Sightless horrors’ skin exudes a thick, mucilaginous slime; their slipperiness nullifies an opponent’s HTH DX bonus. Their acidic blood is highly corrosive; each time a metal weapon does damage to an Eyeless Horror, subtract 1 from its damage potential and 1 from the result necessary to break the weapon (e.g. after two attacks, a broadsword will only deal 2d-2 damage and will break on roll of 16+).

Eyeless Horror
Hex Size/Form: 1-hex figure.
ST 18-25, DX 9-11, IQ 6-8, MA 12
Attacks and damage: Claws 3d-2, bite 3d, venom 1d
Spat venom costs 2 ST
Slimy scales stop 2 hits
Climbing walls and ceilings at 2 MA/hex.
Fire does 2x damage. Acid blood and venom corrodes metal weapons and armor.

Flying Mana Leech
Hex size: <1-hex figure
ST 1
DX 8
IQ 1
MA 8 (flying)

The Flying Mana Leech undulates through the air, seeking wizards and magical creatures to feed upon. This nuisance parasite does no physical damage, but rather sucks magical energy. For spell-casting purposes only, a host of a Flying Mana Leech has an effective ST of -1/leech. The small creature is difficult to notice, making no noise and appearing much like a small, elongate soap bubble. Those with Alertness or Naturalist must roll 4/IQ to spot them, others roll 5d. Flying Mana Leeches secrete a mild anesthetic, so one might never notice several are attached to them until trying to cast a spell and finding no energy! They will crawl under clothes to remain as inconspicuous as possible when feeding. They are easily killed with flame or powdered iron (but it can’t be rusty!), but cutting them is almost impossible. Simply pulling them off is possible, but, because they are so slippery and their anesthetic numbs the fingers slightly, it requires 5/DX to remove one by hand. These little creatures are sometimes kept in stock by wizards’ guilds and those with legal authority to neutralize outlaw spell-casters, but require frequent feeding or they will die. Most wizards will have a very negative reaction to anyone keeping Flying Mana Leeches without authorization. They are, thankfully, quite rare.

Gate Lice
Hex size: <1-hex figure
ST 1
DX 9
IQ 1
MA n.a.
Attack: Blood sucking, damage negligible unless infestation is extreme. Egg cluster burst 1d-3 (1 minimum).

Gate Lice are occasional unpleasant surprises to gate travel. Scholars think the 2-inch, bloodsucking isopods must lurk in the unknown space that connects gates, waiting to attach themselves to hapless travelers. Every turn after stepping through an infested gate, roll once for each unattached Gate Louse on a host to determine if it successfully attaches. Female Gate Lice are more dangerous than males; within a few hours of attaching, they burrow under the skin to lay eggs. Each cluster of eggs creates a large unsightly boil on the skin within a few days, which will burst when the host next travels through a gate, releasing the nymph Gate Lice and inflicting 1d-3 (minimum 1) damage.

It is inadvisable to crush or rip attached Gate Lice off the skin; a failed attempt (roll v DX) releases toxic bodily fluids into the bloodstream (Saving roll vs. ST or suffer 1d of fatigue for 24 hours, critical failure results are much worse–possibly fatal). Gate Lice and their egg clusters can be carefully removed by a Master Physicker with surgical implements or killed with contact poison made by a skilled Alchemist. Prophylactic unguents prepared by Alchemists can prevent or lessen infestation, and are sometimes available at bazaars, but the ingredients are rare and expensive.

On the bright side, live Gate Lice are prized by Alchemists for their use as ingredients in their research and products.

Hunky Punk
Hunky Punks could be thought of as stone faeries (though both they and real faeries might be offended by that characterization) that sometimes adopt stone architecture, appearing like carved grotesques. No two are alike, and their forms vary widely, from humanoid to animal, but all are no larger than 1 hex. Spotting one requires 5/IQ, but Detect Magic will reveal that they are magical. Build a Hunky Punk with ST 12, DX 8, and IQ 8, plus 6 extra points. Their MA is 8 (some can fly, but they fly at 8, too). Most Hunky Punks will know at least a few spells—often ones like Lock/Knock (which it can cast as a missile spell on its doors and windows of its adopted structure), Avert, Create Wall, Persuasiveness, Break Weapon, and Repair (which they will use to keep their structure in good condition). Good or evil, most are at least a little mischievous and enjoy a good prank (so long as it is at someone else’s expense). Their stony bodies stop 4 damage, and they are immune to fire and cold. Though they do not often do so, they can fight with their fists, dealing from 1d+1 to 2d-1 damage, depending upon how strong they are.

If you have ever wondered why powerful wizards bother to keep brawny warriors around as bodyguards, you’ve probably never heard of a Magebane. These rare metal creatures look like iron human statues and they subsist on magic, popping powerstones like peanuts and munching Staves of Power like pretzel rods. Literally. They perceive magic (it’s like they have Detect Magic and Mage Sight as part of their senses) and use that ability to actively hunt wizards, magical creatures, and magical items to sustain themselves. Build a typical Magebane starting at ST 14, DX 10 and IQ10 +5 points. Their MA is 10 and their iron flesh stops 5 hits. Unarmed, they attack with their metal fists for 2d damage, but sometimes they carry metal weapons.

It is best to kill them or drive them off with mundane means because the only effect magic has on them is to strengthen them; heal 1 point of damage to them for the higher of a.) every 2 points of energy powering a spell cast on them or b.) every 2 points of damage a spell would deal to them (as in the case of Lightning or Magic Fist). Further, a Magebane’s powerful magic-absorbing power renders all magic in a megahex centered on them to temporarily stop working—(they can walk through a Ward like it wasn’t even there!); all lasting spell effects that are in this area at the beginning of a turn disappear at the end of that turn on a roll of 10 or less on 3d. Summoned creatures can be of use fighting off Magebane, but Illusions and Images are completely ineffective against them—they perceive them for what they are.  When attacking a Magebane with a magic weapon, one runs the risk of the weapon becoming permanently mundane. Fire doesn’t do much to them, unless it is hot enough to melt iron, but acid and other purely physical attacks will. Luckily for wizards, Detect Magic will show that Magebane are magical, and Reveal Magic will identify them as what they are.

Wizards and Alchemists are sure that there must be some use for Magebane cadavers, but if there is, nobody has shared what that might be. 

Mirror Wraith
The Mirror Wraith lurks mostly in Cidri’s folklore, more often mentioned to frighten children and vain lovers than actually encountered. Some stories maintain that the Mirror Wraiths is a type of lich, while others suggest they are a form of undead creature that can reproduce—that any offspring they beget while in physical form will be Mirror Wraiths escaping from stillborn infants. All legends agree that Mirror Wraiths skulk in the surfaces of reflective substances such as pools, mirrors, windows, and even polished weapons, where they are apt to hide themselves with Conceal spells. When someone peers at the object to see their reflection, they instead make eye contact with the creature–which they perceive as appearing like them, but somehow unwholesomely different. At this moment, the Mirror Wraith establishes a vague telepathic connection, giving it a rudimentary understanding of its prey’s personality, memories, and talents. From now on, each time the victim is near enough to a reflective surface to see their reflection they must roll 3d v IQ or accidentally lock eyes with the Mirror Wraith. Each time a Mirror Wraith’s and a character’s eyes meet, the creature deals 1d damage in an eldritch attack that bypasses all armor and protection, felt as mortal weariness which no rest or healing will restore. This fatigue heals normally only after the magical link has been severed or the creature is killed.

If a Mirror Wraith reduces its quarry’s ST to -1, it kills them and gains a full grasp of the deceased’s mind and (somehow wrong) physical form for a year and a day. Underlying the personality of the victim, however, is a malevolent, sadistic evil. At the end of a year and a day, the Mirror Wraith will select a new surface in which to reside, waiting to ambush its next victim.

A Mirror Wraith’s magical presence in an object will register with Detect Magic, but its identity will not be known without Analyze Magic (but see stealth tactics above). A Remove Thrown Spell will break the link between a Mirror Wraith and its quarry, but it will not necessarily keep it from trying to kill you in order to steal your likeness for a while. After a Mirror Wraith has established its magical connection to its prey, it may manifest insubstantially at the cost of 1 fatigue ST per turn, or substantially at the cost of 3 + 1/turn. If the connection is broken, the Mirror Wraith can still manifest until the mortal weariness has completely healed. An insubstantial Mirror Wraith can cast thrown spells; in substantial form, it can attack with clawed hands, cast spells, or use weapons.

Destroying the surface in which a Mirror Wraith lurks will kill or imprison the creature.

Build a Mirror Wraith with ST 10, DX 8, IQ 10, +8 or more points.
MA 10-12 (1 insubstantial)
Eldritch gaze 1d (bypasses armor & protection), Claws/fists 1d-1
Common spells: Acid Touch, Avert, Clumsiness, Control Person, Drain Strength, Reveal/Conceal, Shock Shield, Slow Movement, Trip
Hex size: 1-hex figure

In wooded spaces along the Spice Road and elsewhere in Cidri, there dwells a deadly species of arthropod, the patterkiller, so named for its peculiar magical ability to silence all voices in a three megahex radius. The patterkiller looks rather like a large moth larva, festooned with long spines which jut out from its sides, back, and hind end. They scurry about quickly on row after row of jointed legs. Above their massive compound eyes sits an impressive mouth, capable of shooting out a distance of up to three hexes at lightning speed to seize prey with cruel, sharp mandibles. Care must be taken not to be injured by its spines, which it can shoot in a fusillade out to three hexes to protect its flanks and rear at the expense of 1 ST. When this broadside is loosed, everyone in range must roll 3/DX to avoid being hit, subtracting one from the die roll for each hex they are distant from the beast. The patterkiller can make up to 6 such attacks in 24 hours-roll a die to determine how many each is capable of. Both the bite and the spines are venomous, the bite’s digestive chemistry adding 2 points to any damage that gets past armor or other defenses, and the spines’ neurotoxin subtracting 2 each from DX, IQ, and MA on a failed 3/ST saving roll. Although usually solitary, patterkillers occasionally may be found in small groups.

Due to chromatophors in their chitin, patterkillers blend into their environment exceptionally well; Naturalists roll 5/IQ to spot them, everyone else rolls 6d. Rumor tells of a related, smaller species of patterkiller being found in damp caves.

Hex Size/Form: 2-hex figure.
ST 15, DX 13, IQ 3, MA 12
Exoskeleton stop 2 hits.
Attacks and damage: Jaws 1d+2
Thrown spines 1d (costs 1 ST).

Planar Assassin
Hex size: 1-hex figure
ST 12
DX 10
IQ 7
MA 10
Attack: Fractal zap: 1d damage with results corresponding to the first six numbers in the Fibonacci sequence (1, 1, 2, 3, 5, 8)
Weird “hide” stops 4 damage

If you can picture the combination of an orchid blossom, a paper doll, and the shifting view through a kaleidoscope, you are on your way to having the beginning of an idea of what a Planar Assassin looks like–from the one vantage, anyway; they only exist in our universe from the front! Planar Assassins can only move forward or sideways and, having no thickness, they can fit through the thinnest of cracks. Inexplicably, they utterly vanish if they are forced to move backwards. Similarly, they wink out of existence when they die. Their attack is as peculiar as they are: a crackling shock of unknown force manifesting visually as a blossoming fractal design—treat it as a missile attack, except in HTH, in which it is a normal melee attack. They are totally immune to fire, electricity, cold, and acid.

Characters who are engaged in HTH with a Planar Assassin must, at the beginning of each turn, roll 3/DX to avoid being pulled into its two-dimensional world. The only way out is to disengage from HTH to one of its front hexes. Success on the saving roll means you are still in HTH, but not in the 2-Dimensional plane. If still in the 2-Dimensional plane with it when the Planar Assassin vanishes for whatever reason, that person gets one last escape roll, this time with 4/DX. Failure to escape results in being forever trapped in the space between dimensions. Because their bodies are always shifting, attacks made against Planar Assassins are always rolled with 1 extra die, and because they only exist from the front, they can’t be attacked from the side or rear. Missile or thrown weapons that hit them disappear completely into their strange 2D existence.

For reasons natural philosophers can only speculate on, Planar Assassins always appear in prime numbers (2, 3, 5, 7, 11, 13, 17, etc.); you’ll never encounter only one. They smell of ozone, make no sound whatsoever, and make no mark upon the ground. Planar Assassins will attack nearly any creature 2-hexes or smaller. Although several ancient magic tomes mention a Summon Planar Assassins spell, it is not on the official lists of any Wizards’ Guild.

This fearsome creature lurks, waiting for its prey, by all appearances kneeling with hands together in contemplative prayer. To picture Priest, imagine the abominable combination of a cephalopod, a hominid, and a dragonfly nymph whose labium features structures reminiscent of arms and hands instead of pincers. With these “praying hands,” the Priest lashes out to snatch victims and draw them to its awful jaws. This attack has a 3-hex range for small Priests, and a 4-hex range for large ones. If a Priest hits on its attack, it inflicts minor damage (see below) and the defender immediately rolls 4/DX to avoid being grappled. To break the grapple, roll 4/ST against a small Priest, 5d against a large one. Grappled victims are drawn to the Priest’s mouth at 2 hexes per turn if the Priest’s ST is higher, 1 hex per otherwise. A Priest can only feed on one figure at a time, and will not drop grappled prey except as a last-ditch effort to preserve its life. A feeding Priest will try to fly away from a melee, at -2 MA for encumbrance, to eat in safety. Like an octopus, the Priest can expertly camouflage itself by altering its skin texture and color; add 2d to rolls to notice a camouflaged specimen. Twice per hour, Priests can, instead of attacking, belch forth a dark cloud that engulfs their hex/es and adjacent hexes—treat this as per the Shadow spell—to aid in escape. On their next turn, they may attempt to flee. A Priest will probably flee from anything able to break its grapple.

1-hex Priest
ST 12
DX 13
IQ 2
MA 10 (14 flying)
Attack: Grappling labium 1 damage, Jaws 1d+2
Rubbery skin stops 1 damage

3-hex Priest

ST 30
DX 13
IQ 2
MA 14 (18 flying)
Attack: Grappling labium 2 damage, Jaws 2d+2
Rubbery skin stops 2 damage

Hex size: 1-hex figure
ST 5
DX 13
IQ 8
MA 6 (16, flying)
Attack: Talons 1-1

These large (8′ wingspan) black birds are fast, omnivorous, cunning, and cooperative. Their feet, as expected, have nasty talons which they use to hunt or for self defense, but they also have opposable thumbs, which let them grip and deftly handle objects–sometimes to use as weapons. Like ravens, they are wont to pilfer objects that attract their attention, such as jewelry, tools, pot and pans, knives, ropes, etc. Rookhi typically found in flocks between 6 and 20, and they communicate with each other through a complex set of vocalizations to coordinate hunting, retreats, to give alarm, and to call for aid. Some even can speak rudimentary languages. Rookhi have photographic memory for faces, and will repay kindness shown to them or to punish cruelty (or thoughtlessness) toward them. Large flocks have been known to magnanimously rescue people and animals from predators like wolves, which they seem to hate. However, they’ve also been known to steal infants and toddlers and eat them. Lone specimens should be regarded with suspicion, as Rookhi will shun and expel outlaws from their society.

Sky-jellies resemble airborne Portuguese Man-Of-Wars, and “swim” between planes, existing in our world only partially. Although they are rare, when they are seen they are usually found in pods of anywhere from a few to a dozen, though pods numbering in the hundreds to thousands or even millions are rumored. Some theorize an astronomical connection to their appearances. Sky-jellies can be surprisingly fast; they can increase their speed by 2 for each 1 point of ST they spend. Most sky-jellies are 1-hex, but 3-hex and 7-hex specimens have been observed. Most are bioluminescent.

A sky-jelly can make multiple attacks per round, one for each hex of its body and one for each hex adjacent to its body (they can divide or concentrate their attacks to any of those hexes), so a 1-hex specimen gets 7 attacks per round. These are made with venomous tentacles which inflict a painful sting. Any victim taking any damage from the sting must make a ST saving roll or take 1 point of venom damage each round for 1d-1 rounds. Given enough time—roughly a few hours for an adult human—sky-jellies dissolve and ingest their victims’ bodies entirely. Sky-jellies are immune to electricity, and some even have an electrical attack that, in addition to the above damage, requires victims to make roll 3/ST or fall, stunned until a successful ST roll is made. Each electrical attack is powered by 2 ST from the Sky-jelly.

Sky-jellies’ strange bodies are difficult to injure, since they partially flow around wounds; all weapons do -4 damage, except fire, which does +1 point of damage per die. Images and illusions are not perceived by sky-jellies, and are thus totally ineffective

1-hex Sky-jelly  X points

3-hex Sky-jelly
ST 16
DX 8
IQ 1
MA 10
Damage resistance (4)
Tentacle attack 1d-2

7-hex Sky-jelly
ST 30
DX 8
IQ 1
MA 12
Damage resistance (4)
Tentacle attack 1d-1

Hex size: 1-hex figure
ST 8
DX 11
IQ 8
MA 12
Attack: Claws: 1d-1, Bite 1d plus venom (HTH only)

These odd, fungoid creatures are only seen on the few nights on either side of a full moon. They are pale, faintly bioluminescent bipeds with thin bodies and long limbs. The Stalker’s eyeless face features a long proboscis which flares at its end into a mouth like a lamprey’s. They hunt by smell, sound, vibration, and heat—having no vision, they are not affected by Images, Illusions, and Dazzle spells. If their bite wounds a victim, it introduces venom, requiring a 4/ST to avoid paralysis for 2d6 hours. Stalkers will then use their proboscis to inject spore down the throat of the victim and into the lungs—this is delicate work, taking one turn and a 3/DX roll (no HTH bonus). Over the next month or so, the spore grows, gaining 2 ST per week; the victim slowly loses all mobility (-2 ST, DX, IQ, and MA every other day on a failed 4/ST roll, -1 on a success) and becomes covered in fine, silky, web-like membrane such that they are soon (when their ST reaches zero) merely a chrysalis host for a pupating Stalker. On the next full moon, this hatches out as an adult Stalker. Before the chrysalis is completely formed, the spore may be removed by a Cleansing spell, or by a special combination of Mammal Poison (or Reptile Poison if victim is a Reptile Man) and Plant Poison elixirs (careful with the dosage–it will also be toxic to the victim!). This alchemical removal becomes more difficult each week—add $100/week after the first to the cost of the elixir to reflect stronger ingredients and longer preparation. After the chrysalis is fully formed, the victim is dead.

These creatures (are they creatures, or are they machines? Experts can’t agree.) are reminiscent of jumping spiders. The Wolf Steelweb is about 25-30 lbs and hunts in small packs, whereas the Lone Steelweb is solitary and a bit larger—about 40 lbs. Jungles and forests are their main habitats, though some subspecies are adapted to cave life. Since they can walk on walls and ceilings with ease, Steelwebs usually stalk prey and jump on them from above or behind from 4-6 hexes away to engage in HTH. This requires a standard to-hit roll. If successful, they have engaged in HTH; if they fail, they land in an adjacent hex. A Steelweb’s venom is not directly deadly, but it is still dangerous; anyone taking any damage from a bite must roll 3d v DX, with a successful roll resulting in the following effects that wear off after 1d hours: -2 DX and -2 MA/round, and a failing roll doubles the DX penalty and all durations. Effects from venomous bites are cumulative. When MA reaches zero, the victim cannot move except to vocalize. After successfully biting, Steelwebs will often disengage and wait for their venom to take effect, engaging in HTH to bite again only if necessary to subdue their prey. Steelwebs eat their paralyzed prey while it is alive, which they do by inflicting 1 point (they’ll find the openings in armor) of biting damage with their small mouths per 5 minutes—death by Steelweb is slow and excruciating. Because of their many eyes, Steelwebs treat their side hexes as front and their rear hex as side. All but the hottest fire is ineffective against Steelwebs, and they are resistant to acid.

Although Steelwebs are similar to spiders, they aren’t, and they do not spin webs. Their name comes from the metalloid “silk” they wrap their egg cases in and which makes strong, lightweight fiber. Undergarments made of steelweb stop 1 point of damage from cutting or impaling weapons (but none from crushing weapons like fists, clubs, or maces) and do not burn easily. Because egg cases are so large and thoroughly wrapped, it only takes 6-8 of them to make a shirt for a typical adult human. To obtain steelweb fiber, the egg case must be boiled in lye prior to hatching.

Wolf Steelweb
Hex size: 1-hex figure
ST 6
DX 12
IQ 3
MA 14
Attack: (HTH only) Bite 1d + venom (see above)
Metalloid shell stops 2 damage

Lone Steelweb
Hex size: 1-hex figure
ST 9
DX 13
IQ 2
MA 14
Attack: (HTH only) Bite 1d+1 + venom (see above)
Metalloid shell stops 3 damage

Strobe Cats
Hex size: 1-hex figure
ST 20
DX 14
IQ 6
MA 14
Attacks: Claws 1d+1, Bite 2d-1 (HTH only)
Hide (1)

Strobe Cats resemble small tigers with blue and orange fur. They are magical creatures that rapidly flicker in and out of our plane of existence, giving a -4 penalty to all attacks to them attempted on them. Their hides are extremely valuable for their ability to insulate against both cold and heat. Their hearts are considered essential ingredients for invisibility potions, and other organs believed to confer virility. They live in deep jungles, where their strange coloration allows them to disappear into the exotic foliage.

Hex size: usually 3-hex figure or larger
ST 20-30 (For spells only. For physical damage, treat them as stone of similar size.)
DX 10-12
IQ 18 or more
MA 0
Attacks: Spells
Stone bodies stop 10 hits from normal attacks

These rare and inscrutable beings are usually found in large circles several hexes across. Over the course of just a few hours, they grow from small pebbles to huge monoliths—typically 20-25 feet high, though sometimes as tall as 50 feet. They may sit for decades where they appear, or for just a few hours, eroding to powder in mere minutes. Witchstones are widely thought to be unable to communicate, but in truth can do so with a form of telepathy, though those they communicate with often mistake the Witchstones’ thoughts for their own. As their name suggests, Witchstones are highly magical, and can cast mighty spells, and any thrown spells they cast within their own circle suffer no range penalty. A Witchstone’s typical spells might include the Gates spells, Avert, Calling, Confusion, Control Animal, Control Person, Geas, Magic Rainstorm, and the Sleep spells, or, more rarely, Aid, Curse, Glamour, the Illusion spells, Lightning, Restoration, Shapeshift, and Zombie.

Some popular legend warns that Witchstones may turn hapless travelers resting near them into ravens, rabbits, or wolves. Other reports say that they have brought the recently deceased back to life. Still other tales darkly tell of undead hordes rising out of the ground surrounded by Witchstone rings. Some cultures of Cidri view Witchstones as harbingers of doom, while others see their appearance as good omens. Any spell or substance that affects rock will harm them–employ them at your own risk! What morals Witchstones observe and what motivates them to appear or to do the things they do are simply beyond our ken.

The material presented here are my creations intended for use with the The Fantasy Trip system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. None of it may be used or reproduced for commercial purposes without permission.

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