TEXT: 1
  ©2014 Fire Opal Media and Pelgrane Press Ltd. All rights reserved  
  Published by Pelgrane Press Ltd. under license from Fire Opal Media 
   Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, icons, place 
  names, new deities, etc.), dialogue, banter and comments from Jonathan, Rob, Ken and 
  whoever else banters, plots, story elements, locations, characters, artwork, and trade 
  dress. (Elements that have previously been designated as Open Game Content are 
  not included in this declaration.)  Open Content: Except for material designated as 
  Product Identity (see above), the game mechanics of this Fire Opal Media game product 
  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 
  1(d). No portion of this work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission.  13th Age and the 13th Age 
  Bestiary are published by Pelgrane Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire Opal Media. 
  ©2014 Fire Opal Media, Inc. All rights reserved.
  www.fireopalmedia.com and www.pelgranepress.com
  First printing. Printed by Taylor Specialty Books, Texas, USA.
  13th age is a fantasy roleplaying game by
  Rob Heinsoo, Jonathan Tweet,  
  Lee Moyer, & Aaron McConnell
  BESTIARY
  ™
  
  13 th age bestiary
  2
  Lead Designer and 
  Developer 
  Rob Heinsoo
  Developers 
  Kenneth Hite, Cal Moore
  Editor 
  Cal Moore
  Publisher
  Simon Rogers
  Designers
  Ryven Cedrylle, Rob Heinsoo, 
  Kenneth Hite, Kevin Kulp,  
  ASH LAW, Cal Moore,  
  Steve Townshend, Rob Watkins,  
  Rob Wieland
  Art Direction
  Rob Heinsoo, Kenneth Hite,  
  Simon Rogers
  Interior Art
  Rich Longmore
  Layout
  Chris Huth
  Monster Tile Art
  Lee Moyer, with some assistance 
  from Aaron McConnell
  Cover Art
  Pascal Quidault
  Excellent  
  Playtest Feedback
  Francis Fernandez, Kai Poh,  
  Wade Rockett
  CREDITS
  Special Thanks to the Fire Opal and Pelgrane Press Teams: 
  Beth Lewis, Gerald Linn, Chad Dylan Long, James Mitchell, Wade Rockett,
  Demaris Schneider, Jay Schneider, Cathriona Tobin, Louis Towles
  
  3
  Aaron Ament, Aaron Delisio, Aaron Dykstra, Aaron 
  Freed, Aaron Loewen Friedley, Aaron Reimer, Aaron 
  Schrader, Aaron W. Most, Adam Ashworth, Adam 
  Caparoon, Adam Dray, Adam Longley, Adam Rajski, 
  Adam Surber, Adam Windsor, Adolfo Garcia Santos, 
  Adrian Dorobat, Adrian Sant, Adriano Nudo, Aidan Low, 
  Alan Harnum, Aleksi Suutarinen, Alessandro Rossi, 
  Alessio Trippetta, Alex Pilkington, Alexander Anderson, 
  Alexander Mullenix, Alexander Paciga, Alexander White, 
  Alice Fairfield, Alicia Kuhl-Paine, Allan Samuelson, 
  Amazing Wesley Naval, Andre Comtois, Andreas 
  Kortegaard, Andrew Collett, Andrew Fry, Andrew Gatlin, 
  Andrew Jackson, Andrew Kocurek, Andrew Lloyd, 
  Andrew Luczak, Andrew Raphael, Andrew Sturman, 
  Andrew Tatro, Andrew Walker, Andy Gibson, Andy 
  Verheaghe, Anna Stafford, Anna-Bella Heinrich, Anthony 
  Adkins, Anthony Cristiano, Anthony Indurante, Anthony 
  Love, Anthony Mc Auley, Anthony Vandenberg, Aron 
  Smith, Arthur Wendorf, ASH LAW, Austin Lemke, Baz 
  Stevens, Beau Case, Ben Rostoker, Benjamin Archer, 
  Benjamin Torell, Benoit Devost, Benton Willford, Beverly 
  Marshall Saling, Boulard Frederic, Brandan Landgraff, 
  Brendan Mccann, Brennan O’Brien, Brent Killackey, Brett 
  Lapeyre, Brian “Nitehood” Johnson, Brian Griesbach, 
  Brian Malcolm, Brian Mcdonald, Brian Rodriguez, Brian S 
  Stephan, Brian Slaby, Brian Smith, Brian Whitcraft,  
  Bryan Farr, Bryant Durrell, Bryce Whitacre, Buddy 
  Mcgehee, Byron Mcmullen, Cali Nunn, Calvin Schneider, 
  Carl Schnurr, Carlos Javier Reyes Gumbs, Carson 
  Whinnery, Casey Mcgirt, Cesar Luz David, Chad 
  Drummond, Chad Patterson, Chance And Tricia Le Meur, 
  Charles Allen, Charles Boulware, Charles Fewlass, Charles 
  Heckman, Chip Dickerson, Chip Warden, Chor Kun Xin, 
  Chris Basque, Chris Collins, Chris Dalgety, Chris 
  DuCharme, Chris Farrell, Chris Flipse, Chris Fong, 
  Christian Brock, Christian Ebinger, Christian Jacobsen, 
  Christian Nord, Christian Selzam, Christoph Flandorfer, 
  Christophe Cabrol, Christopher Allen, Christopher Darin, 
  Christopher Hill, Christopher Mangum, Christopher 
  Shimko, Christopher Taylor, Christopher Williams, 
  Christopher Woodside, Clement Chow, Colin and Ash 
  Miller, Colin Conn, Colin Slark, Corin, Corwyn Crawford, 
  Curtis Hooper, Curtis Robbins, Daanyaal Du Toit, Damian 
  Good, Damon Dougherty, Dan Janni, Dan Luxenberg, 
  Dane Ralston-Bryce, Daniel Derby, Daniel Fidelman, 
  Daniel Hoffmann, Daniel Hung, Daniel Jacobs, Daniel 
  Kassiday, Daniel Ley, Daniel Owens, Daniel Quattrone, 
  Daniel Rodgers, Daniel S. Diaz, Daniel Salles De Araujo, 
  Daniel Scothorne, Daniel Splitter, Daniel Stack, Danny 
  Olefsky, Darren Miguez, Darren W. Pearce, Daryl Gubler, 
  Dave Chalker, David Aldridge, David Barney, David 
  Campbell, David Chen, David Donohoo, David El-Naggar, 
  David Guyll, David Hobbs, David Hobbs, David Lai, David 
  Marble, David Ogan, David Parlin, David Schroh, David 
  Sealy, David Socias Segura, David Stoll, David Thomas, 
  David Thompson, David Victor, David Vriezen, David 
  Yellope, Dean Gilbert, Dennis Guillette, Dennis Huber, 
  Dennis Newcomb, Dennis Nichol, Derek A. Petrey, Derek 
  Pickell, Derek Stoelting, Diane Mattson, Dion Haubro, 
  Donal Ellis, Douglas Mount, Douglas Murray, Douglas 
  Nordwall, Drew Bergstrom, Duane Moore, Dustin Curtis, 
  Dustin Pledger, Dustin Stuckel, Dylan Gault, Dylan 
  Sinnott, Eathan Young, Edd Glasper, Edward Kabara, 
  Edward Sturges, Elliot Schutjer, Emiliano Marchetti, Eric 
  Bullis, Eric Edwards, Eric Fell, Eric Iacono, Eric Jackson, 
  Eric Pullen, Eric Stewart, Erik Larson, Erik Nolander, 
  Etienne Olieu, Evaldas Bladukas, Evan Franke, Fabien 
  Lebrun, Fabrice Merlin, Fausto Passarelli, Federico 
  Franceschi, Fernando Barrera Barceló, Florent Cadio, 
  Francis Fernandez, Francois Mersch, Frank Bath, Frank 
  Branham, Fred Daigneault, G. Hartman, Garrett Burns, 
  Gary Achenbach, Gavin Moore, Geoffrey Kloess, George 
  Moralidis, Geza Letso, Giancarlo Borracci, Gilberto Leon 
  Martagón, Gilles Tremblay, Gillian Pearce, Glenn Berry, 
  Glenn Like, Graeme Lindsell, Graham Wills, Grant 
  Greene, Greg Bonin, Greg Gorden, Greg Walters, Gregor 
  Hutton, Gregory Adams, Gregory Fagan, Gregory 
  Lindeman, Gustavo La Fontaine, Guy Lev, Hannah Craig, 
  Hannah Mckay, Helmuth Pumple, Henry Wong, Hollis 
  McCray, Hugh Yates, Iain Mackenzie, Iain Mcallister, Iain 
  Milligan, Ieuane, Imanol Bautista Trancon, Ingo Beyer, 
  Isaac Betty, Ivan Medur, J Todd Scott, J. R. Scherer, Jack B 
  Fridrici, Jack Gibbard, Jack Milton, Jacob Olbert, Jake 
  Hansen, James Byrne, James Lynn, James Mccarthy, James 
  O’Sullivan, James Peek II, James Ramage, James Santagate, 
  James Thornbury, James Wenska, James Wilczewski, 
  Jamie Keane, Jamie Liu, Jani Linnimaa, Jared Bond, Jared 
  Rascher, Jason Blalock, Jason Childs, Jason George, Jason 
  Healey, Jason Leigh, Jason Tseng, Jean-Christophe 
  Cubertafon, Jeff Binder, Jeff Jones, Jeff Zaltman, Jefferson 
  Dunlap, Jeffery Cathey, Jeffrey Healy, Jeffrey Herold, 
  Jeffrey Kahrs, Jennifer Taylor, Jeremiah Shepersky, Jerry 
  Prochazka, Jesse Gervais, Jesse Holland, Jesse Metcalf, 
  Jesse Shultz, Jez Clement, Jim Hawkins, Jin-Ping Lim, J-M 
  Defoggi, Joe Rooney, John Clayton, John Coleman, John 
  Familo, John Gibson, John Graham, John Hoyland, John 
  Kingdon, John Klas, John Olson, Jon Mccarty, Jon 
  Michaels, Jon Sharpe, Jonas Bradshaw, Jonas Schiott, 
  Jonathan Borzilleri, Jonathan Désilets, Jonathan Fish, 
  Jonathan 
  Hoffenberg, 
  Jonathan 
  Scheina, 
  Jonathan 
  Shipman, Jonathan Whalley, Josée Létourneau, Joseph 
  Asante, Joseph Barnsley, Joseph O’neil, Josh Board, Josh 
  HATCHLING EDITION SUPPORTERS
  
  13 th age bestiary
  4
  Kurlander, Joshua Ahlbrecht, Joshua Long, Joshua Ramsey, 
  Joshua Rasey, Joshua Rensch, Joshua Rogers, Joshua 
  Vandendorpe, Julian C. Steen, Julian Hayley, Justin Bills, 
  Justin Hukle-Vankirk, Justin Sandhu, Justine Rogers, Karl J 
  Smith, Karl Kreutzer, Karl Thiebolt, Keith Davies, Keith 
  Hays, Keith James Goldsmith, Keith Rice, Keith Rice, 
  Keith Richmond, Keith Sletten, Kelvin Green, Kem 
  Templeton, Ken Pawlik, Kendall Jung, Kevin Haggard, 
  Kevin Lambert, Kevin S Brackett, Kevin Shilling, Kevin 
  Taylor, Kirt Dankmyer, Konstantinos Lorandos, Kristopher 
  Stein, Kyle Kinder, Kyle Kleyweg, Kyle Vincent, Kyle Watt, 
  Lars Patrik Olsson, Lee Halverson, Lee Rimmer, Leonard 
  Anthony Arcilla, Les Simpson, Liam Barney, Lindsey 
  Wilson, Lio Leeuwerink, Logan Clarke, Loralee Wall, 
  Louis Bajuk-Yorgan, Luke Day, Lyn Setchell, M. Alan 
  Hillgrove, M. Sean Molley, Manuel Zamora, Marc 
  Hertogh, Marco Ricco, Mark Argent, Mark Arrowsmith, 
  Mark Bruce, Mark Butler, Mark Craddock, Mark Green, 
  Mark Larkowski, Mark Miller, Mark Richardson, Mark 
  Rinna, Mark Walsh, Markus Discher, Markus Wagner, 
  Martin Bergström, Martin Dickson, Martin G Hills, 
  Martin Greening, Martin Jopson, Martin Lund, Martti 
  Karonen, Martyn Allan, Matt Baskett, Matt Greenfelder, 
  Matt Leitzen, Matt Spurgeon, Matt Winslade, Matthew 
  Aaron, 
  Matthew 
  Blasi, 
  Matthew 
  Broodie-Stewart, 
  Matthew Broome, Matthew Clarke, Matthew Cody, 
  Matthew Dorbin, Matthew Federico, Matthew Parente,  
  Matthew Pennington, Matthew Petruzzelli, Matthew 
  Rewis, Matthew Shaver, Matthew Sutherland, Matthew 
  Wakeman, Matthew Weeks, Matthew Wiser, Mattia 
  Norando, Max Kaehn, Melody Caustrita, Melody Haren 
  Anderson, Michael Alford, Michael Beacom, Michael 
  Bowman, Michael Feldhusen, Michael Greene, Michael 
  Hausmann, 
  Michael 
  Hill, 
  Michael 
  Hughes,  
  Michael Johnson, Michael Keon, Michael Kruckvich, 
  Michael Maneval, Michael Mersiades, Michael Ostrokol, 
  Michael Ridgeway, Michael Schwager, Michael Shea, 
  Michael Stevens, Michael Todd, Michiel Van Belle, Miguel 
  Maria Duran, Mike Athey, Mike Bell, Mike Gruber, Mike 
  Means, Mike Ranalli, Mike Rudziensky, Mike Thompson, 
  Mikhail Bonch-Osmolovskiy, Mikhail Gordin, Mikko 
  Västi, Minna Pelkonen, Modern Myths, Morgan Weeks, 
  Morgan Westbrook, N Eric Heath, Nam Ton, Nathan 
  Dowdell, Nathan Horn, Neal Dalton, Neal Hebert, 
  Nectarios Andrews, Neil Robinson, Nicholas Arroyo, 
  Nicholas Cassidy, Nicholas Martin, Nicholas Molen, Nick 
  Atencio, Nikodemus Siivola, Noah Groves, Ole Martin 
  Thudesen, Oliver Morris, Olli Jääskeläinen, Oscar Cuellar, 
  P-A Beaulieu, Paolo Ramello, Pascal Pflugfelder, Patrice 
  Mermoud, Patrick Fierro, Patrick Metzler, Patrick Weekes, 
  Patryk “Ruemere” Adamski, Paul Fanning, Paul Hazen, 
  Paul Hedrick, Paul Hughes, Paul Taylor, Paul Venner, Peter 
  Dean, Peter Dzierzynski, Peter Griffith, Peter Medrano, 
  Peter Ramos, Phil Ward, Philip Minchin,  Philippe Debar, 
  R J Scott Mckenzie, Rahul Sukthankar, Ralph Mazza, 
  Randall White, Randy Nichols, Raphael Päbst, Rasmus 
  Nielsen, Raymond Bennett, Raymond Ford, Raymond 
  Rischpater, Remo Disconzi Filho, René Schultze, Reto 
  Marc Kiefer, Riccardo Lenzi, Rich Spainhour, Richard 
  Doemling, Richard Floyd, Richard Green, Richard Iorio II, 
  Richard Moriarty, Richard Piesse, Richard Ruane, Richard 
  Stokes, Richard Wilcox, Rick Neal, Rob “Bodhi” Wolff, 
  Rob Jenkins, Rob Lightner, Robert Abrazado, Robert 
  Barrett, Robert Biskin, Robert Bush, Robert Curtis, Robert 
  Freeborn, Robert Frisk, Robert Griffin, Robert H. Mitchell 
  Jr., Robert Hay, Robert Mcconnell, Robert Paramonte, 
  Robert Quan, Robert Rae Mohr III, Robert Vandevanter, 
  Robert Domiano, Robin Smith, Roger Bartlett, Roland 
  Bruno, Román Moreno Urdiales, Ronald King, Ross 
  Willard, Roy Berman, Roy Zemlicka, Ryan & Erica, Ryan 
  Abrams, Ryan Blackstock, Ryan Crewe, Ryan Kent, Ryan 
  Percival, Ryan Templeton, Samuel Eklund, Samuel 
  Munilla, Samuel Slocum, Samuel Wood, Sascha Knippig, 
  Scott Case, Scott Chabala, Scott Dunlop, Scott Lien, Scott 
  Mathis, Scott Mccrae, Scott Smith, Scott Sutherland, Scott 
  Trautsch, Scott Wyngarden, Sean Mccauliff, Sean O’Dell, 
  Sergio Fernandez Gutierrez, Seth Roby, Shannon Rhodes, 
  Shawn Cavitt, Shawn Kehoe, Shawn Mahon, Shawn P., 
  Sherman Sheftall, Simon Taylor, Simon Ward, Stefan 
  Behrendt, Stefan Gons, Stephen Abel, Stephen Adkins, 
  Stephen Eade, Stephen Esdale, Stephen Getty, Stephen 
  Grodzicki, Stephen Hardy, Stephen Luciano, Stephen Roe, 
  Stephen Shearer, Steve Edwards, Steve Hollaway, Steve 
  Howells, Steve Priest, Steven Alonso, Steven C Chevalley, 
  Steven Cibarich, Steven Doty, Steven Douglas Warble, 
  Steven Robert, Steven Todoroff, Stewart Polshaw, Stuart 
  Nicholl, Super Epic Russ Mega Morrissey, Sylvain Boucher, 
  Teos Abadia, Teresa Oswald, Theron Bretz, Thieuma, 
  Thomas Berube, Thomas Brown, Thomas Brumm, 
  Thomas Fyfe, Thomas Jantke, Thomas Sonnenberg, 
  Thorsten Behrens, Thorsten Schubert, Tim Czarnecki, 
  Tim Rudolph, Timothy Baker, Timothy Gonzalez, Timothy 
  Seratt, Tommy Brownell, Toshihiko Kambayashi, Tracy 
  George, Tracy Landrum, Trent Boyd, Trent Whilden, 
  Trevor Liddle, Trevyn Hey, Trip Space-Parasite, Tucker 
  McKinnon, Tun Kai Poh, Tyler MacDonald, Tyson 
  Haverkort, Ulf Andersson, Ulf Bengtsson, Victor Serrano 
  Puigdoller, Viktor Haag, Vojtech Pribyl, Volodymyr 
  Baryshenskiy, Wade Rockett, Walt Grata, Walter F Croft, 
  Wes Dodd, William Leitzke, William Lynch, William 
  Olander, William Rogers, Yan-Jie Schnellbach, Yann 
  Abaziou, Yeh Fang, Zebediah Doyle.
  HATCHLING EDITION SUPPORTERS
  
  5
  Introduction 
  7
  Stories 
  7
  Odd Monster Lists 
  8
  Building Battles:  
  Basic Considerations 
  8
  Standard and Unique Battles 
  9
  Basilisk 
  10
  basilisk (4th level) 
  10
  Bat 
  13
  swarm of bats (1st level) 
  13
  dire bat (2nd) 
  14
  bat cavalry (2nd) 
  14
  goblin bat mage (3rd) 
  14
  thunder bat (5th) 
  15
  wraith bat (9th) 
  15
  Black Dragon 
  16
  catacomb dragon (3rd) 
  17
  gorge dragon (5th) 
  17
  void dragon (7th) 
  18
  empyrean dragon (9th) 
  18
  Blue Sorcerer 
  21
  blue sorcerer (3rd) 
  21
  Bugbear 
  24
  bugbear scout (2nd) 
  24
  bugbear schemer (3rd) 
  25
  barbarous bugbear (4th) 
  25
  Bulette 
  27
  green bulette (5th) 
  27
  lumberland dirt-fisher (5th) 
  28
  ravenous bumoorah (5th) 
  28
  deep bulette (9th) 
  28
  Cambion Assassin 
  30
  cambion dirk (4th) 
  31
  cambion sickle (5th) 
  31
  cambion katar (6th) 
  31
  cambion hellblade (8th) 
  32
  Centaur 
  34
  centaur lancer (4th) 
  35
  centaur raider (5th) 
  35
  centaur ranger (6th) 
  35
  centaur champion (6th) 
  36
  Chaos Beast 
  38
  chaos glorp (4th) 
  39
  chaos beast (4th) 
  39
  chaos brute (4th) 
  39
  chaos behemoth (4th) 
  40
  Chimera 
  42
  iconic chimera (8th) 
  42
  Chuul 
  46
  chuul (6th) 
  47
  chuulish swarm (6th) 
  47
  massive mutant chuul (10th) 
  48
  chuul symbiote magic items 
  49
  chuulish slave (4th) 
  51
  Couatl 
  52
  couatl (8th) 
  52
  elder couatl (11th) 
  53
  Drow 
  57
  drow spider-mage (3rd) 
  58
  drow soldier (4th) 
  58
  drow sword maiden (5th) 
  58
  drow spider-sorceress (6th) 
  59
  drow darkbolt (7th) 
  59
  drow cavalry (9th) 
  59
  spider mount (6th) 
  60
  weaver swarm (3rd) 
  61
  lokkris (6th) 
  61
  Dybbuk 
  63
  corpse dybbuk (6th) 
  64
  parasitic dybbuk (6th) 
  64
  ethereal dybbuk (7th) 
  65
  Elder Beast 
  68
  umluppuk (7th) 
  69
  hagunemnon (13th) 
  69
  warp beast (5th) 
  70
  Ettercap 
  72
  ettercap acolyte (1st) 
  73
  ettercap hunter (2nd) 
  73
  ettercap supplicant (3rd) 
  73
  ettercap warrior (3rd) 
  74
  ettercap keeper (4th) 
  74
  Frost Giant 
  76
  bergship raider (7th) 
  77
  ice sorceress (7th) 
  77
  frost giant adventurer (8th) 
  78
  jotun auroch (6th) 
  78
  winter beast (6th) 
  79
  ice zombie (6th) 
  79
  frost giant terrain effects and 
  environments 
  80
  Fungaloid 
  82
  fungaloid creeper (1st) 
  83
  aerial spore (2nd) 
  83
  sporrior (2nd) 
  84
  fungaloid drudge (3rd) 
  84
  braincap (3rd) 
  84
  fungaloid monarch (4th) 
  84
  fungaloid empress (4th) 
  85
  elder spore (4th) 
  85
  twygzogs as PCs 
  87
  Gelahedron 
  88
  gelatinous tetrahedron (4th) 
  88
  gelatinous cubahedron (5th) 
  89
  gelatinous octahedron (6th) 
  89
  gelatinous dodecahedron (7th) 
  90
  Genie 
  92
  djinn (9th) 
  93
  efreet (10th) 
  93
  genie tales 
  94
  Ghoul 
  96
  gravemeat (1st) 
  97
  ghoul fleshwripper (4th) 
  97
  ghoul licklash (4th) 
  97
  ghoul pusbuster (4th) 
  97
  ghast (5th) 
  98
  Golem 
  100
  bronze golem (7th) 
  100
  marble golem (8th) 
  101
  Hag 
  104
  hag (6th) 
  105
  Haunted Skull 
  108
  watch skull (1st) 
  109
  slime skull (3rd) 
  109
  jest bones (4th) 
  109
  screaming skull (4th) 
  110
  flaming skull (5th) 
  110
  black skull (8th) 
  110
  skull of the beast (9th) 
  110
  Hellbug 
  112
  boombug (2nd) 
  113
  hellwasp (2nd) 
  113
  hook scuttle (2nd) 
  113
  swarming maw (2nd) 
  113
  Intellect Devourer 
  115
  intellect devourer (3rd) 
  116
  intellect assassin (6th) 
  118
  CONTENTS
  TABLE OF
  
  13 th age bestiary
  6
  Jorogumo 
  119
  spinneret doxy (3rd) 
  120
  lethal lothario (4th) 
  121
  binding bride (5th) 
  121
  swarm prince (5th) 
  121
  woven (4th) 
  121
  Kobold 
  123
  kobold grand wizard (0th) 
  123
  kobold skyclaw (2nd) 
  124
  kobold engineer (3rd) 
  124
  kobold dog rider (3rd) 
  124
  kobold bravescale (4th) 
  125
  kobold dungeon-shaman (4th) 
  125
  kobold shadow-warrior (4th) 
  125
  kobold dragon-soul (5th) 
  125
  trapster abilities 
  128
  Lammasu 
  130
  lammasu warrior (7th) 
  131
  fallen lammasu (7th) 
  131
  lammasu wizard (8th) 
  132
  lammasu priest (9th) 
  132
  Lich 
  134
  lich baroness (4th) 
  135
  lich count (8th) 
  135
  lich prince (12th) 
  136
  Manticore 
  138
  manticore bard (5th) 
  139
  mantikumhar (5th) 
  139
  coursing manticore (6th) 
  140
  Naga 
  142
  swaysong naga (5th) 
  143
  sparkscale naga (6th) 
  144
  manafang naga (7th) 
  144
  elder swaysong naga (8th) 
  144
  elder sparkscale naga (9th) 
  145
  elder manafang naga (10th) 
  145
  Ogre 
  148
  ogre penitent (3rd) 
  149
  demonic ogre (4th) 
  149
  ogre berserker (4th) 
  149
  ogre crusader (4th) 
  150
  ogre champion (5th) 
  150
  ogre minion (9th) 
  150
  Ogre Mage 
  151
  ogre mage knight (6th) 
  152
  ogre lightning mage (8th) 
  152
  prismatic ogre mage (9th) 
  153
  chaos-touched weirdness 
  154
  Orc 
  155
  pit-spawn orc (2nd) 
  156
  orc archer (2nd) 
  156
  cave orc (3rd) 
  156
  orc tusker (3rd) 
  157
  orc battle screamer (3rd) 
  157
  death-plague orc (3rd) 
  158
  orcish environmental effects 
  159
  Predatory Plant 
  160
  claw flower (2nd) 
  161
  pixie pod (3rd) 
  161
  poddling (3rd) 
  161
  Purple Worm 
  163
  purple worm (8th) 
  164
  purple larvae (8th) 
  165
  parasitic lightning beetle (8th) 
  164
  ancient purple worm (12th) 
  165
  Red Dragon 
  167
  volcano dragon (7th) 
  168
  hoardsong dragon (9th) 
  169
  hoard spirit (9th) 
  169
  greathoard elder (11th) 
  170
  flamewreathed dragon (12th) 
  170
  smoke minions (12th) 
  171
  Redcap 
  174
  splotchcap (2nd) 
  175
  redcap (3rd) 
  175
  crimsoncap (6th) 
  176
  crustycap (7th) 
  176
  Remorhaz 
  178
  squib swarm (0th) 
  179
  barbellite (3rd) 
  179
  frost-wurm (6th) 
  180
  adult remorhaz (8th) 
  180
  remorhaz queen (11th) 
  180
  remorhaz environmental effects 181
  Rust Monster 
  183
  rust monster (3rd) 
  184
  rust monster obliterator (5th) 
  184
  Sahuagin 
  186
  sahuagin raider (2nd) 
  187
  razor shark (2nd) 
  187
  sahuagin (5th) 
  188
  sahuagin glow priest (5th) 
  188
  Iron Sea shark (5th) 
  188
  sahuagin mutant (6th) 
  189
  Shadow Dragon 
  192
  shadow dragon (8th) 
  193
  shadow thief (8th) 
  193
  true magic items 
  194
  curses and hexes 
  194
  Stirge 
  196
  stirge (0th) 
  197
  archer stirge (1st) 
  197
  cobbler stirge (1st) 
  197
  stirgelings (0th) 
  197
  inside a hive 
  198
  Tarrasque 
  200
  tarrasque (15th) 
  201
  The Saved 
  203
  avenging orb (2nd) 
  204
  destroying sword (2nd) 
  204
  enduring shield (2nd) 
  204
  Warbanner 
  206
  feral warbanner (2nd) 
  207
  human rabble (2nd) 
  208
  Crusader warbanner (3rd) 
  208
  Orc Lord warbanner (3rd) 
  209
  Lich King warbanner (4th) 
  210
  Wendigo 
  211
  ravenous cannibal (4th) 
  212
  wendigo spirit (5th) 
  212
  elder wendigo (9th) 
  212
  Whispering Prophet 
  215
  whispering prophet (5th) 
  216
  White Dragon 
  218
  white dragon hatchling (1st) 
  219
  cenotaph dragon (3rd) 
  219
  mausoleum dragon (5th) 
  219
  blizzard dragon (6th) 
  220
  moon dragon (7th) 
  220
  Wibble 
  222
  wibble (1st) 
  223
  Zorigami 
  224
  dawn zorigami (3rd) 
  225
  apex zorigami (6th) 
  225
  dusk zorigami (10th) 
  225
  Monster Creation 
  228
  Reskinning an Existing Monster 
  228
  Tweaking an Existing Monster 
  228
  Creating a Monster from Scratch 
  229
  The Technology of the Mighty d20 
  230
  The Technology  
  of the Escalation Die 
  231
  Adjust! Refine! Perfect! 
  232
  Reasons for a Monster’s Existence 
  232
  Lastly  . . . Go Nuts! 
  232
  Appendices 
  233
  Unified Monster List  
  by Level and Role 
  234
  
  7
  viewpoint of the creature, but each so 
  clearly working with only part of the 
  truth that your own views emerge in 
  chorus and contradiction.
  So the creatures here have 
  variety, and motives, and iconic 
  headaches just like the characters. They 
  are tied into the setting, and in some cases – 
  the sahuagin, say, or the frost giants – almost 
  seem to embody it. What about the plot? Each 
  entry has a number of adventure hooks, of 
  course, each of them enough to drive a story 
  or two. But by looking at a monster from many 
  directions, by hooking in not just adventure ideas but 
  iconic politics and the possibilities of change and growth 
  inherent in those multiple levels and types, each beast potentially 
  becomes a campaign in itself.
  This, of course, is where you come in. You may just want 
  to use the couatl as a one-off piece of color after watching Q on 
  Netflix. Or you may want to drive the whole campaign toward the 
  questions the winged serpents pose by their very existence, and 
  in their their own peculiar iconic idiom. Or your players may find 
  their one-off encounter with a couatl more compelling than you 
  anticipated, and head down that campaign trail themselves.
  This book surveys that trail, and gives you a dozen nagas and 
  centaurs to distract your players with while you figure out just 
  where it might go next.
  Welcome to the jungle.
  STORIES
  The Bestiary is one more element to add to your collaborative 
  campaign-creation process. Don’t think of the source material 
  in our books as perfectly cast pottery that’s meant to be filled 
  up with your campaign ideas—think of our source material as 
  colorful modeling clay you can shape into anything you like. 
  Sometimes you’ll like our ideas well enough to use them, but the 
  rest of the time you and your players should surprise each other.
  That’s why many of the Bestiary entries acknowledge 
  variants and options. Other entries that sound as if they’re saying 
  “this is the way it is” should be as open to revision as everything 
  else in our half-finished setting.
  ROAR!
  This is a book of monsters. And a 
  book of rivals. And a book of tactics, 
  and political entanglements, and 
  scenery, and rich opportunities for 
  roleplaying and storytelling. In earlier 
  Ages, bestiaries described not just the 
  strange creatures of far-off lands, but the 
  roles they played in divine creation and magical 
  communication. This Bestiary takes those 
  classic texts as models, and goes even farther 
  into the woods with them.
  Each of the 52 monsters in this book – four 
  times our iconic number 13, if you’re wondering 
  – likewise goes farther. The monsters here are 
  not tied to one image, to one value, or even to one icon. They 
  range all along the scale, variations and versions and possible 
  inversions, nastier attacks and new powers, different roles in a 
  fight or in their warband. There are, by one count at least, not 52 
  monsters in this Bestiary but 202 monster variants, each of those 
  one possibility picked out of the thousands of potential creations 
  visible in the shadow of the textual trees.
  With so many variations, every encounter can be individual, 
  crafted for your players or enjoyed in the spirit of true adventure 
  and the unknown that lies at the heart of fantasy. Making new 
  monsters in 13th Age is easy enough – see page 228 for just how 
  easy it can be. What we’ve done here is to make old monsters 
  new again, by looking not just at their tactics or their treasures 
  (although we definitely do both) but at the ways to change the 
  creatures, to see them in a different perspective and from a 
  new angle. Why shouldn’t kobolds be trap-laying ninjas? Why 
  can’t manticores be ant-lions, too? What haunts a red dragon’s 
  treasure? And we’ve made plenty of new monsters, too: haunted 
  skulls and warbanners, wibbles and zorigami.
  The core of each monster entry is its relationships with the 
  Icons, because that’s the core of anything smart enough to feed 
  itself in the 13th Age. We don’t define anything exclusively: not 
  all orcs serve the Orc Lord, not all colored dragons venerate the 
  Three, and even the drow keep their options open, though they 
  wouldn’t dream of betraying the Elf Queen, of course not. The 
  same is true on the other side of the glass. Suspicious voices show 
  up in blurbs for each beast, each voice giving one possible Iconic 
  INTRODUCTION
  
  13 th age bestiary
  8
  ODD MONSTER LISTS
  Yeah, you need to know monster levels and roles, and we’ve a 
  table for that starting on page 234 in the appendix. Here are a 
  few less common lists you may find useful.
  Monsters that might negotiate or 
  invoke a treaty
  Drow: So many treaties, so many deniable betrayals. (page 57)
  Lich: They take their Undying Peerage quite seriously. If you 
  want to survive contact with a powerful lich, you should take it 
  seriously also. (page 134)
  Manticore: Ancient treaties that everyone has forgotten? Perhaps the 
  manticores aren’t entirely clear on the details either. (page 138)
  Lammasu: If heaven had lawyers, it would be these human-
  headed bulls. (page 130)
  Blue Sorcerer: Drakkenhall has treaties left over from when it 
  was still High Rock, plus new treaties of its own. (page 21)
  Monsters that might take you for 
  ransom rather than just kill you
  Centaur: Centaurs demand ransoms involving travel and looting 
  in underworld locations they are not comfortable in. So long as 
  they get what they want, being held hostage isn’t all that bad. 
  (page 34)
  Naga: The naga, on the other hand, are the worst captors. Not 
  because they’re necessarily cruel. They just don’t really notice 
  your fleshy biological problems. Like food or water. (page 142)
  Red dragons: If you ask the Red himself, some of the lesser red 
  dragons have taken this fascination with their treasure hoards 
  way too far. But there it is. Giving red dragons treasure they 
  couldn’t have easily taken might just save your life for a short 
  while. (page 167)
  Redcaps: Haha! Just kidding. They’d pretend they were holding 
  you for ransom and then torture and kill you while making you 
  wonder why they weren’t keeping you alive for the ransom. 
  (page 174)
  Monsters that lay fearsome eggs
  Red dragon: You want to live forever? No. Good! Go find some 
  red dragon eggs. (page 167)
  Bulette: They probably lay eggs, right? I mean, I guess they may 
  not. Find out. (page 27)
  Tarrasque: Probably somewhere out there on the bottom of the 
  Iron Sea. No pressure. (page 200)
  Naga: Per the naga’s lifecycle (see page 142), it’s said that 
  the naga’s eggs are even bigger than the adult naga. The 
  speaker usually hits you with a wooden enlightenment baton 
  immediately afterward. (page 142)
  Kobold: Oh sorry, we said fearsome eggs. Never mind. (page 123)
  Monsters that live deep within the 
  magical space owned by the icons
  Chimera, Iconic: They’re reactive rather than active players in 
  the world, but they are tuned to the power of the icons in ways 
  that arcane scholars would love to understand.
  Couatl: Impossible beasts that muck with the definitions of the 
  world as we know it. That’s the overworld for you. (page 52)
  Monsters more likely than not to 
  populate living dungeons
  Gelahedrons: Living dungeons—goofiness that kills. (page 88)
  Chaos Beast: Chaos is where they live. (page 38)
  Rust monster: Man, living dungeons sound like so much fun. 
  (page 183)
  Haunted skull: There’s a minimalist style to the haunted skull. 
  Who needs the full skeleton? Bring on the skull. (page 108)
  Monsters that cloak themselves in lies
  Ettercap: Masters of secrets and disinformation. (page 72)
  Drow: They’re probably not guilty of everything they‘re accused 
  of. Half or double, flip a coin. (page 57)
  Shadow dragon: Attracting attention from powerful but not 
  too-powerful people is a delicate lifestyle. (page 192)
  Intellect Devourer: Sometimes they go so deep they end up 
  fighting on the side of the people they once upon a time looked 
  at as food. (page 115)
  Whispering Prophet: The lies work out so well for everyone, at 
  first. (page 215)
  Monsters that have been less monstrous 
  in at least one previous age
  Ogre mage: The details are shadowy, but they certainly worked 
  for the Empire a few ages ago. We’re not saying that means the 
  Empire was doing the work of good at that point . . . (page 151)
  Warbanner: They probably started their military career as a 
  respectable weapon lauded for saving lives. Yeah. (page 206)
  White dragon: Well, this is a cruel cut, but in the old days white 
  dragons were truly fearsome and you certainly weren’t going to 
  find the toughest examples of the species acting as graveyard 
  enforcers to get back at the Lich King. (page 218)
  Monsters voted mostly likely to have 
  slain an icon
  Tarrasque: We’re guessing it happened, at least once upon a 
  time. (page 200)
  Lich: Sort of depends on how you think about it. (page 134)
  Zorigami: Details lost in time. (page 224)
  BUILDING 
  BATTLES: BASIC 
  CONSIDERATIONS
  The roles we assign to monsters are often somewhat rough but to 
  build fun battles you only need a rough guide.
  Here’s the rule of thumb we somehow left out of the core book: 
  when you’re putting together a battle, it will usually be more fun if 
  you use monsters from two or three different roles. In other words, 
  if you’re going to make the battle interesting by using multiple 
  different types of monsters, choose them from different roles.
  
  9
  It’s not necessarily even all that important which roles you 
  choose, so long as they are different. Bad encounters are a lot 
  more likely if all the monsters come from the same role. A battle 
  with all wreckers could be swingy, a wipe-out either way. A battle 
  with all casters means the casters won’t have much protection. 
  A battle against nothing but spoilers may be a grind. A battle 
  with all troops could be too vanilla, unless they’re troops whose 
  special abilities work well together.
  The other factors to consider include ranged attacks, the 
  player character group dynamics, and complexity load.
  Ranged attacks: We’re not talking only about ranged 
  attacks here—what’s most important is some ability to attack 
  creatures that are nearby or far away rather than only having 
  monsters that attack when engaged. A battle with monsters that 
  only have melee attacks may take the pressure off the PCs. The 
  characters will be able to hide behind their friends a lot easier. 
  There are a few monsters that teleport or use other tricks to 
  evade engagement (cambion assassins in this book, for example), 
  but be aware that monsters with some discretion in choosing 
  their targets, or sheer randomness, can put pressure on groups 
  that have excellent teamwork.
  Group dynamics: I’m going to give one example to illustrate 
  a complex situation I haven’t taken the time to fully understand. 
  When my home table is at full strength, the group has three PCs 
  with decent healing abilities. The result is that battles that don’t 
  have wreckers are more easily dealt with than I think they would 
  be in other groups. Either I need to use wreckers to do damage in 
  a hurry or use spoilers or casters to put the group into situations 
  they didn’t expect.
  Complexity load: Running one ogre mage at a time is 
  plenty; use less-complicated monsters when one of the monsters/
  monster groups is on the complex end of the scale.
  Running five or six different monsters is perfectly possible, it 
  just requires a lot of cross-checking between different stat blocks. 
  Personally I run more battles like this than is entirely reasonable, 
  partly because I enjoy seeing the interactions between diverse 
  monsters and partly because I enjoy stories in which monster 
  groups end up as diverse and weird as the player characters.
  If you’re into this approach, the basic simplicity of 13th Age 
  helps. Help yourself by getting players to help you track initiative 
  and do other record keeping.
  STANDARD AND 
  UNIQUE BATTLES
  You’ll see that every entry has a Building Battles section that details 
  some of the most likely allies and minions that make game world 
  sense for the monster. Obviously “the most likely encounters” 
  isn’t what 13th Age is always about, but we suspect it’s best to 
  let most monster battles stick close to a baseline, to “traditional” 
  fantasy battles that seem normal, in which hobgoblins team up 
  with goblins, kobolds serve blue dragon sorcerers, and fire giants 
  sic their hellhounds on your tail.
  But of course there’s a place for exceptions to the most 
  likely suggestions. Just as unique associations of diverse player 
  characters form adventuring parties, unusual groups of monsters 
  can create unique battles, gangs, or incidents that aren’t likely to 
  be repeated.
  Since the building battles sections don’t talk much about 
  building unusual battles, we’re calling out a few reasonable ways 
  of creating unique battles below.
  The power-blocks represented by the thirteen icons can 
  generate strange temporary allegiances between rivals who have 
  an enemy in common. The PCs may or may not immediately 
  understand why there’s a lammasu helping the medusa outlaw 
  they’ve been tracking, but even if clues aren’t immediately 
  apparent, the icon relationships rules give you latitude to explain 
  unlikely alliances some point later during the campaign when 
  you’re certain that revealing the mystery will be cool.
  Monster personalities include freaks and deviants. We 
  didn’t want to clutter up all the adventure hooks by talking about 
  deviants like the frost giant adventurer who rebelled against his 
  clan by becoming the bodyguard of a lich, but hey, he’s right 
  over there. And he’s huge. Again, the point of your campaign 
  isn’t usually being set by monster personalities, so be prepared 
  to have the PCs casually slay a monster before you’ve been able 
  to reveal the true extent of its twisted allegiances. But remember 
  that all actions can have consequences, even monster slaying, so 
  if there’s a mystery you’re dying to express, you can always follow 
  up with related monsters seeking revenge.
  Other monsters might be thrown into temporary alliances 
  by virtue of a single commonality, a trait that would ordinarily 
  seem trivial or irrelevant but has somehow become the basis of 
  an unlikely alliance. Use the list of curious monster tendencies 
  above as a starting point if you like.
  You don’t necessarily have to think of these monster 
  groupings on a by-the-battle basis. It might be better to think of 
  them as associated battles that might end up running together 
  for reasons connected to the story of what’s going on with the 
  monsters.
  For example, take the list monsters that lay dangerous eggs. 
  An ongoing struggle between a bulette and a red dragon over 
  prime egg-laying territory could turn into de facto cooperation 
  in which the bulette guards earth approaches to the nesting area 
  and the dragon guards the aerial approaches. The world of 13th 
  Age is open to monsters that act with a bit more independent 
  thinking than their nature ordinarily suggests, as long as they’re 
  using their independent thought for evil.
  Living dungeons twist reality into forms that make zero 
  sense when exposed to the cutting light of the Empire’s magic. 
  But someone has to go down and deliver the Empire’s gospel. 
  Until the news from the surface arrives, redcaps might serve as 
  guardsmen and executioners in a subterranean court ruled by a 
  fungaloid empress.
  
  a - b
  10
  White Basilisk
  Failed save: The target begins to evaporate. The target must 
  make an immediate normal save (11+) or it loses a chunk 
  of flesh or a limb, whatever is dramatic but will allow the 
  creature to survive (perhaps with minuses until healed).
  Fourth failed save: The target’s body explodes into a fine red 
  mist and they die.
  Resist melee damage 18+: When a melee attack targets this 
  creature, the attacker must roll a natural 18+ on the attack 
  roll or it only deals half damage. An attacker can ignore this 
  resistance by declaring they are looking directly at the basilisk 
  during the attack. If they do, the basilisk can make a basilisk’s 
  stare attack against them as a free action before the attack. 
  Constructs and undead are not affected by this resistance.
  Stare-down: When an enemy makes a ranged attack against the 
  basilisk, the basilisk can make a basilisk’s stare attack against 
  them as a free action before the attack.
  Nastier Specials
  Death breath: Each creature engaged with the basilisk at the end 
  of the basilisk’s turn takes 10 poison damage.
  AC 24
  PD 
  19 
   
  HP 85
  MD 18
  BASILISK
  It’s easy to know when a basilisk is nearby—everything is dead.
  Legendary 
  Threats
  Basilisks are horrid serpentine 
  creatures that kill everything around 
  them. Black basilisks, which petrify 
  the hapless and unlucky, are 
  the most common type, but 
  there is a type aligned with 
  each element.
  Basilisk
  This giant, crested serpent 
  has eight legs, and each 
  scale drips with a myriad of 
  deadly poisons. Just looking 
  at a basilisk is enough 
  to kill someone who isn’t 
  accustomed to dealing with 
  deadly magic.
  Large 4th level wrecker [beast]
  Initiative: +3
  Multi-legged attack +8 vs. AC (3 attacks, each against a 
  different enemy)—12 damage
  Natural 16+: The target takes 5 ongoing poison damage.
  Basilisk’s stare: When a basilisk hits an enemy that is already 
  taking ongoing poison damage, the basilisk can make a 
  basilisk’s stare attack against the target as a free action.
  [Special trigger] C: Basilisk’s stare +8 vs. MD—5 ongoing 
  poison damage, and the target must start making last gasp 
  saves depending on the basilisk’s type (see below) as it 
  accidentally takes a full look at the basilisk. Constructs 
  and undead are immune to this effect.
  Last Gasp Failed Save Effects
  Green Basilisk
  Failed save: The target takes 25 poison damage as its blood 
  turns to poison.
  Fourth failed save: The target’s body liquefies and they die.
  Red Basilisk
  Failed save: The target takes 15 fire damage, and each of the 
  target’s nearby allies takes 5 fire damage as the target’s blood 
  boils under their skin and sprays outward in gouts of liquid fire.
  Fourth failed save: The target’s body ignites as their flaming 
  skull shoots upward on a jet of burning blood, killing them.
  Black Basilisk
  Failed save: The target’s blood begins to coagulate and harden, 
  and dust puffs out of their lungs through their mouth.
  Fourth failed save: The target’s body turns to stone and they die.
  
  11
  b a s i l i s k
  Building Battles
  Basilisks don’t work with other creatures, although they may take 
  advantage of being near another monster’s hunting grounds or 
  lair (like adventurers flocking to a dragon’s den). Usually, it’s the 
  other way around. Other monsters find ways to trap and control 
  a basilisk to protect their lair or to use against their enemies. 
  If the food is steady, the basilisks will often go along with this 
  arrangement . . . for a while. Since dead creatures aren’t affected 
  by a basilisk’s gaze, many intelligent undead servants of the Lich 
  King such as vampires, liches, and wights will keep a basilisk 
  around to cause trouble for enemies who think they are only 
  fighting undead.
  Another favorite tactic of evil spellcasters who can capture 
  basilisks using magic is to team them with constructs to defend 
  the caster’s sanctum. While the intruders are shutting their eyes 
  against the basilisk, the caster’s golems or gargoyles can tear 
  them to pieces without being affected themselves.
  Avoiding Seeing the 
  Basilisk
  Wise adventurers and clever players will think up ways to mitigate 
  a basilisk’s stare.
  Won’t look: The rules for the basilisk already assume that 
  characters aren’t looking at the basilisk. When they do, there’s a 
  price to pay.
  Can’t look: A character might try wearing a blindfold or 
  using some other method to prevent them from looking at the 
  basilisk accidentally. This negates the basilisk’s stare ability but 
  that character has a 50% miss chance with any attack (make the 
  check before the attack roll). If a deliberately blinded ranged 
  attacker misses with an attack and rolls a natural 1–5, they fumble 
  and risk hitting one of their allies engaged with the basilisk, as 
  per the Shooting into Melee rules.
  Kind of looking: Characters might have crazy methods for 
  looking at the basilisk indirectly such as a mirrored shield, a 
  polished blade, a spell, or looking through the eyes of a familiar. 
  Such characters take a –2 penalty to their attacks and if they are 
  forced to make last gasp saves for the basilisk, the final death 
  effect occurs after the fifth failed save instead of the fourth. 
  Reward cleverness.
  Doesn’t affect me: Constructs such as forgeborn and undead 
  are unaffected by seeing a basilisk. Some characters might have 
  unique things that could prevent the basilisk’s gaze from working, 
  such as a bat-elf that sees through sonar, a dwarf that has unusual 
  magical senses but no eyes, or a wizard that perceives through 
  psychic emanations. In general allow them to be immune to the 
  basilisk’s stare.
  If the basilisk is a more-or-less normal but deadly 
  monster in your campaign, don’t use the nasty ideas 
  in this sidebar. Consider using them if your campaign’s 
  basilisk is a major story event or a legendary creature on 
  par with the greatest dragons. If the basilisk is indeed 
  a legendary creature, then go all out to describe the 
  blasted, poisoned land around its lair—give the players 
  some warning that this monster is extraordinary and far 
  more dangerous than other monsters.
  If looks could kill: When a creature attacks the basilisk 
  and gets a natural attack roll that is higher than 
  their Wisdom score, they have unwisely looked at 
  the basilisk and must start making last gasp saves 
  for that type of basilisk.
  Lingering look: Ending the battle doesn’t end the need 
  to make last gasp saves caused by the basilisk.
  Look at me: When the basilisk misses with an attack 
  and the natural roll is odd, it chooses one nearby 
  enemy. That enemy takes a –2 penalty to last gasp 
  saves until the end of the battle.
  Nastier Specials for 
  Legendary Dangers
  Basilisks are bad news if you happen to be a hapless 
  villager or other low-level NPC. You could either give 
  basilisks this ability:
  Petrify the herd: As a free action at the start of each 
  of its turns, the basilisk makes a basilisk’s stare 
  attack against each nearby NPC.
  Or you could handwave the dice rolls away entirely 
  for nameless NPCs and post-battle describe the 
  petrified, exploded, evaporated, or dissolved villagers 
  surrounding the basilisk’s path of destruction.
  Basilisks and NPCs
  Basilisks and the Icons
  “A basilisk!? No, I don’t care what you are paying, I’m not going. 
  Here, take your money back!” —Rattigus the Brave, champion of 
  one hundred combats, three times winner of the Axis Games, 
  and former dragon-wrangler
  Basilisks are untamable, but their stares do not affect undead or 
  constructs. As such the Lich King has brought many basilisks to 
  the Necropolis to serve as guardians of important tombs that he 
  has stuffed full of skeletons. The Archmage has done something 
  similar at some sites important to him, but using constructs 
  instead of undead. Strangely, medusa and basilisks are quite 
  capable of coexisting without destroying each other, mutually 
  immune to each other’s stare. Although the Elf Queen may 
  sometimes work with medusa nobles, she hates basilisks with a 
  deep and abiding passion, as does the High Druid, the Priestess, 
  and the Blue (the Three).
  
  a - b
  12
  Things Found in 
  Basilisk Territory
  A deserted cart. Poison dripping from dead trees. Shed basilisk 
  skin. Empty clothes, ripped apart from the inside as though by an 
  explosion. Scorched earth. Birds dropping from the sky. Burning 
  smells. Cracked mirrors. Stagnant water. Melted swords. Bent 
  armor. Corpses. Very realistic statues.
  Basilisk Environmental 
  Effects: Poisoned Terrain
  A basilisk poisons the air, stagnates water just by looking at it, 
  causes nearby rainfall to become toxic as it falls, and makes 
  plants weep poisons and die. Tracking a basilisk is not that hard 
  of a task—just follow the trail of death.
  • In poisoned terrain where a basilisk has passed by in the last 
  month, each character spending a recovery while resting only 
  heals the minimum that their recovery dice would produce.
  • If the basilisk frequents the area, no character can heal by 
  taking a quick rest there.
  • If the area is the basilisk’s lair, no character can heal through 
  non-magical means (such as rallying or quick rests).
  Each type of poisoned terrain also has other adverse effects 
  depending upon the type of basilisk in the area:
  Green: Miasma—The very air is poisonous with a thick 
  miasma that burns the lungs. Each time a character fails a skill 
  check in the area, they take 5 poison damage.
  Red: Scorched Earth—The grass is tinder-dry and even the soil 
  burns. Any fires in the area have a 50% chance of burning out of 
  control.
  Black: Garden of Statues—The area is full of petrified trees 
  and animals that have been turned to stone. While in the area, 
  supplies spoil as they transmute into clay.
  White: An Ill Wind Blows No Good—The wind carries sounds 
  of pain, as though it were itself composed of tortured creatures. 
  It is impossible to take a full heal-up in the area.
  Adventure Hooks
  Milk Me a Basilisk—Somebody in Shadow Port is buying a lot 
  of poisons, the more exotic the better. A trader knows where 
  a basilisk might be found and offers a cut of the profits if the 
  adventurers can bring back basilisk poison glands intact. Of 
  course, that means killing a basilisk, but with the way that the 
  price of poison is going up, the payday will be huge if the party 
  can do the job.
  The Basilisk and the Basilica—A cleric of an obscure but 
  wealthy sect has received a vision that a new temple must be 
  built in an area of wilderness. Unfortunately the area is said 
  to be haunted, so the adventurers are hired to clear out the 
  ghosts. When the adventurers draw near, they discover that 
  the cleric heard wrong—it’s a basilisk’s territory.
  Weapon of Mass Destruction—The Diabolist has somehow 
  captured and drugged a basilisk and sent it in a covered 
  wagon to Axis. The adventurers learn of the plot from letters 
  carried by a would-be assassin. Can the adventurers convince 
  the authorities to evacuate the city, or will they have to race 
  against the clock to find and kill the basilisk before it awakes?
  
  13
  b a t
  Flight: Small bats fly quickly and turn easily. Bigger bats, the kind 
  that you’re fighting in dungeons, fly more awkwardly.
  Wall-crawler: A bat can climb on ceilings and walls as easily as it 
  moves on the ground.
  Swarm of Bats
  What is at first a slightly painful distraction could turn lethal as 
  the bats shift and flow to evade your attacks.
  1st level spoiler [beast]
  Initiative: +5
  Vulnerability: thunder
  C: Swarming bites +7 vs. PD (1d3 nearby enemies)—2 damage, 
  and after the attack, the swarm of bats engages one of the 
  targets
  Natural even hit: The target is hampered until the end of its 
  next turn. It can end the effect by attacking the swarm, or if 
  the swarm drops to 0 hp.
  No opportunities: The swarm of bats can’t make opportunity 
  attacks, and enemies can’t make opportunity attacks against it.
  Swarming resistance: Each turn, the swarm of bats gains resist 
  damage 18+ to all damage from attacks by enemies that the 
  swarm did NOT attack that turn.
  AC 16
  PD 
  16 
   
  HP 30
  MD 11
  Just the Bats
  We could spend some time talking about the horrid festering 
  bat caves of the underworld, the dreadful piteous cries of the 
  peasants who fall prey to goblin bat cavalry raids, and the black 
  clouds of wraith bats that sometimes spiral out of the Necropolis. 
  And oh look, we just did!
  Seriously, you know bats as well as we do. Use them when 
  you want a monster that scares normal citizens but isn’t that 
  frightening to seasoned adventurers. Then surprise the PCs with 
  creatures like the thunder bat and the wraith bat.
  Bat Abilities
  Unless you have bizarre plans for wingless bats, legless bats, 
  or bats that operate using different physics, all bats have the 
  following abilities unless otherwise noted.
  Echolocation: Bats rely on sound waves to sense their 
  surroundings. A bat can “see” in total darkness, and can detect 
  creatures using invisibility or visual illusions to hide.
  BAT
  If player characters were a superstitious 
  and cowardly lot, bats might be a threat. 
  But c’mon! They’re heroes!
  Note that the swarm of bats is using odd game 
  mechanics to evoke a sense that it isn’t physically 
  present in one spot the way most creatures are. 
  There’s a swarm of bats zooming around the battle 
  and not everyone is threatened by it or has a clear 
  shot at it each round.
  Swarming Critters
  
  a - b
  14
  Dire Bat
  Some people call them dire vampire bats, but that gets confusing 
  when people expect them to function like scary vampires instead 
  of just overgrown flying rodents with rabid tendencies.
  2nd level troop [beast]
  Initiative: +8
  Vulnerability: thunder
  Fangs and wings +6 vs. AC—5 damage, and 5 ongoing damage
  Natural 2–5: The dire bat pops free from the target and can 
  move as a free action.
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ 
  on the attack roll or it only deals half damage. (Shifty spinning 
  bats are hard to hit unless they’re grounded or stuck.)
  Skittish: A dire bat engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it 
  has a move action remaining that turn.
  Nastier Specials
  Blood drinker: When the dire bat drops an enemy to 0 hp or 
  below, it continues to attack that enemy (until it dies) instead 
  of attacking other enemies.
  Dire feature: Most dire bats don’t have a dire feature (13th Age 
  core book, page 206). But this one does.
  AC 18
  PD 
  17 
   
  HP 32
  MD 14
  Bat Cavalry
  One goblin warrior, one dire bat. Two bad little things that go 
  great together.
  Large 2nd level wrecker [beast & humanoid]
  Initiative: +6
  Vulnerability: thunder
  Fangs, wings, and sword +8 vs. AC—Damage and effect depends 
  on the natural roll
  Natural even hit: The target takes 10 damage from a sword 
  strike, and the bat cavalry pops free from the target and can 
  move as a free action.
  Natural even miss against a target taking ongoing damage: The 
  target takes 6 damage from clawing wings.
  Natural odd hit: The target takes 8 damage, and 5 ongoing 
  damage from bat fangs.
  Natural 2–5: In addition to any other effect, the bat cavalry 
  pops free from the target, and as a free action, it can move 
  to another nearby enemy and make a fangs, wings, and sword 
  attack against it.
  R: Thrown javelin +5 vs. AC—8 damage
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ 
  on the attack roll or it only deals half damage. (Shifty spinning 
  bats are hard to hit unless they’re grounded or stuck.)
  Skittish: A bat cavalry engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it 
  has a move action remaining that turn.
  Nastier Specials
  Blood drinker: When the bat cavalry drops an enemy to 0 hp or 
  below, it continues to attack that enemy (until it dies) instead 
  of attacking other enemies.
  AC 19
  PD 
  17 
   
  HP 70
  MD 14
  Goblin Bat Mage
  Learning to ride a flying bat left this runty goblin with just enough 
  time to learn one nasty little spell.
  3rd level spoiler [beast & humanoid]
  Initiative: +7
  Vulnerability: thunder
  Bloody fangs +7 vs. AC—6 damage, and 6 ongoing damage
  Natural 2–5: The goblin bat mage pops free from the target 
  and can move as a free action.
  R: Blood bolt spell +7 vs. PD—8 negative energy damage
  Natural even hit: If target is staggered after taking the damage, 
  it’s also hampered until the end of its next turn.
  Natural odd hit: One random nearby ally of the target takes 
  2d6 negative energy damage.
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ 
  on the attack roll or it only deals half damage. (Shifty spinning 
  bats are hard to hit unless they’re grounded or stuck.)
  Skittish: A goblin bat mage engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it 
  has a move action remaining that turn.
  Unwieldy flyer: When the goblin bat mage is staggered, it must 
  roll an immediate save. On a failure, it loses its ability to fly 
  until the end of its next turn. If flying near the ground, it lands 
  immediately. If flying far away from the ground, it lands badly 
  and takes 15 damage.
  AC 19
  PD 
  16 
   
  HP 44
  MD 16
  
  15
  b a t
  Building Battles
  The swarm of bats and dire bats work best as an additive to combat 
  with other creatures. Perhaps the PCs stumble across a swarm 
  and begin fighting it, only to draw the attention of some nearby 
  goblins. A dire bat could prove challenging if, a few rounds into 
  a battle with gnolls or orcs or undead, it enters the fray and picks 
  a squishy looking hero who’s staying on the outskirts of the fight.
  Bat cavalry and goblin bat mages fight with goblins, obviously, 
  but a bat mage leading a few pet swarms of bats or a bat cavalry 
  overflying a pack of goblin wolf-riders on a raid works too. And you 
  can change out the goblin component too. Perhaps some kobolds, 
  seeing the goblins on bats, decide to try it using alchemical bombs 
  from above. Since the bats aren’t the strongest of fliers, it’s probably 
  best to use humanoid riders of the small variety.
  Thunder bats tend to operate alone or with their own kind, 
  but an enterprising spellcaster or creature with thunder and/or 
  lightning powers might keep one around as a pet. Wraith bats 
  and undead go hand-in-hand. Vampires enjoy keeping a colony 
  of the creatures nearby as guardians to give them time to prepare 
  for pesky adventurers who want to put an end to the vampires.
  Bats and the Icons
  Dire bats are often associated with villainous icons and other 
  villains, partly because they make civilized people nervous and 
  partly because goblins are the only creatures that have consistently 
  managed to domesticate and ride them. To hear halflings tell it, 
  they could duplicate the goblins’ feat if they wanted to. To hear 
  gnomes tell it, riding a bat is a disgusting experience.
  Archmage: Thunder bats are a huge nuisance in the lower 
  overworld, nesting in the bottom of flying realms that aren’t 
  carefully maintained. The Archmage probably doesn’t even 
  recognize the problem, but his servants and followers do.
  High Druid: Dire bats without goblin taint are like any other 
  animal to the High Druid: naturally wild, occasionally good 
  company, worth talking to, and occasionally a lethal nuisance.
  Lich King: Wraith bats are serviceable adjuncts for some of his 
  finest lieutenants. You’d think he might also be interested in 
  skeletal bats and zombie bats, but that’s usually not the case 
  since skeletal and zombified versions of the creatures fly poorly 
  (if at all) and navigate worse.
  Orc Lord: It’s not lost on the Orc Lord that goblins on bats get 
  uppity and occasionally forget who is boss.
  Thunder Bat
  It likes its meat tender. Luckily it carries a sonic tenderizer in its throat.
  5th level archer [beast]
  Initiative: +13
  Fangs +10 vs. AC—15 damage
  Natural even hit against a dazed enemy: The target takes 20 
  ongoing thunder damage.
  C: Thunder screech +10 vs. PD (1d3 nearby creatures in a 
  group)—12 thunder damage
  Natural even hit: The target is dazed (save ends).
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ 
  on the attack roll or it only deals half damage. (Shifty spinning 
  bats are hard to hit unless they’re grounded or stuck.)
  Resist thunder 18+: When a thunder attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it 
  only deals half damage. Unlike most bats, this one dispenses 
  thunder rather than fearing it.
  Unwieldy flyer: When the thunder bat is staggered, it must roll 
  an immediate save. On a failure, it loses its ability to fly until 
  the end of its next turn. If flying near the ground, it lands 
  immediately. If flying far away from the ground, it lands badly 
  and takes 25 damage.
  AC 22
  PD 
  18 
   
  HP 70
  MD 15
  Wraith Bat
  Living people call them wraith bats because they’re clearly ghosts. 
  Undead “people” call them the vampires’ bats because they 
  usually serve vampires, not wraiths.
  9th level mook [undead]
  Initiative: +14
  Ghostly fangs +14 vs. PD—25 negative energy damage, and the 
  target takes +1d8 negative energy damage for each relationship 
  point it has with the Lich King
  C: Spiraling assault +14 vs. PD (1d3 nearby enemies)—22 
  negative energy damage, and after the attack the wraith bat 
  teleports to and engages with one target it hit.
  Limited use: Regardless of the number of wraith bats in the 
  battle, only one wraith bat can use this attack each round.
  Ghostly: This creature has resist damage 16+ to all damage except 
  force damage, which damages it normally. A wraith bat can move 
  through solid objects but it can’t end its movement inside them.
  AC 24
  PD 
  23 
   
  HP 36 (mook)
  MD 20
  Mook: Kill one wraith bat mook for every 36 damage you deal to 
  the mob.
  “It’s not the bats that are the trouble. It’s the 
  stream of idiot goblins that stalk the caves and 
  tunnels trying to capture and tame the bats. If 
  you thought goblin smelled bad on the outside, 
  try sniffing goblin after it’s passed through the 
  innards of a bat.” 
  —Brunder, dwarf tunnel scout
  
  a - b
  16
  BLACK 
  DRAGON
  Older is not always wiser. 
  Sometimes older is just 
  meaner.
  The black dragons claim to be the firstborn among the 
  chromatics. According to their own history, they were born 
  directly of the primary creative forces of the universe—the raw 
  potential of the primordial chaos, the nurturing depths of the 
  seas, the immense strength of the land, and the omnipresent 
  magic of the stars. The black dragons thought themselves the 
  unique, powerful rulers of the world.
  The world was not content to simply be ruled, however, 
  and created dragons of its own. Through the secondary creative 
  forces—fire, water, air, and earth—more dragons came into being 
  that challenged the power of the originals. In time, the young 
  siblings of the quickly expanding dragon family broke the black 
  dragon dominance, leading to the draconic free-for-all that carries 
  forward even to this day. The black dragons have never forgiven 
  “those pretenders” for their offense and each new generation 
  continues to carry forward the grudge of ten thousand years.
  The black dragons described in the core rulebook have 
  interbred and ignored their blood connection to their unique, 
  pre-elemental creative roots. They combine some of the qualities 
  of each black dragon origin. The dragons described here have 
  maintained those blood connections through selective mating and 
  ritual, and so exhibit thematic qualities specific to their origins.
  Dragon Abilities
  All dragons have the escalator and flight abilities (see below). 
  They also have one (or sometimes two) random dragon abilities. 
  See page 233 for how to determine a dragon’s random dragon 
  ability or abilities, and for the ability list.
  Escalator: A dragon adds the escalation die to its attack rolls.
  Flight: A dragon flies reasonably well, powerful and fast in a 
  straight line though not as maneuverable as more agile flyers.
  Primordial Rulers of the World
  
  17
  b l a c k  d r a g o n
  Gorge Dragon
  “Gorge dragon” is a term 
  invented 
  by 
  humanoids 
  as a mnemonic device to 
  remember all the ways these 
  types of black dragons (who 
  refer to themselves as deep 
  dragons) can be dangerous. 
  Gorge dragons spend the 
  majority of their time on land, 
  but are equally at home in the 
  water. They make their lairs 
  in swamps or river deltas near 
  turbulent bodies of water where 
  shipwrecks occur with some frequency. 
  The dragons dive into the water looking 
  for lost treasures that have sunk into deep 
  underwater trenches (the first “gorge”). They are unafraid of the 
  waves and currents that destroy mere sailing vessels. Legends of 
  gorge dragons causing hurricanes and tidal waves are common 
  around the coastal cities.
  The gorge dragon’s breath can take the unwary by surprise. 
  It manifests as a blast of multicolored light. The light helps the 
  gorge dragon see underwater and signals other deepsea denizens 
  to stay away. The color spray spell is rumored to be based on 
  the breath of a gorge dragon. The breath weapon is the second 
  “gorge,” as in “gorgeous.” The spray of colors really is beautiful 
  to behold at a safe distance, though one could argue whether 
  anything within visual range of a black dragon is considered a 
  “safe distance.”
  The final meaning of “gorge” references the creature’s bizarre 
  and insatiable appetite. A gorge dragon will eat almost anything 
  that will fit in its mouth, often including metal or metallic items! 
  In actuality, gorge dragons have developed a palette for magic 
  as if it were a seasoning and have learned to digest whatever the 
  magic happens to be attached to. Thus, while a gorge dragon 
  might get the occasional hankering for a pile of copper coins, 
  offering up a suit of enchanted chainmail is an expensive but 
  consistently effective way to escape a gorge dragon’s clutches.
  Catacomb Dragon
  Catacomb dragons inhabit deep subterranean lairs near large 
  veins of ores and precious stones. They have no use for the 
  materials themselves, but viciously protect the veins from 
  dwarves and dark elves. Catacomb dragons will even go so far 
  as to seal themselves inside their lairs for months—even years—
  to ensure the underworld denizens are denied resources. The 
  dragons’ immense strength and their acidic skin and breath allow 
  them to escape these cave-ins with ease when the time is right.
  Each catacomb dragon has a pearlescent geode. The crystals 
  within the geode are said to contain the power to aggravate 
  volcanic eruptions. The geode can be used only once so provoking 
  a catacomb dragon into doing so means putting it into a 
  situation from which it can’t escape. It’s no small feat, but 
  both dwarven and dark elf histories recall stories where one 
  or another ruler did so to win a war with surface-dwellers.
  Large 3rd level wrecker [dragon]
  Initiative: +9
  Vulnerability: thunder
  Acid fangs +8 vs. AC (2 attacks)—8 damage, and 5 ongoing 
  acid damage
  Natural 5, 10, 15, or 20: The dragon regains the use of its caustic 
  breath if it’s expended and can use it during its next turn.
  C: Caustic breath +7 vs. PD (1d3 nearby enemies)—10 acid 
  damage, 5 ongoing acid damage, and the target is caught in an 
  acidic haze (see below) with an effect that depends on the roll
  Even hit: While in the haze, the target is dazed from choking 
  or blinding.
  Odd hit: While in the haze, the target takes a –5 penalty to all 
  saves against acid damage.
  Miss: 5 ongoing acid damage.
  Acidic haze: The haze is magical, semi-aware, and remains 
  around the target until the end of the battle or until removed 
  magically. A spellcaster can cast a spell that targets AC or 
  PD to attack the haze and destroy it—the haze has 1 HP and 
  an AC/PD of 22. The GM is encouraged to play fast and 
  loose with physics here: the mist can be burned, condensed/
  frozen, blown away, absorbed, transmuted, etc. At the GM’s 
  discretion, there may be physical ways to remove the haze, 
  but it should require a hard DC.
  Limited use: 1/battle, as a quick action.
  All-terrain terror: A catacomb dragon flies reasonably well, 
  powerful and fast in a straight line though it’s not as 
  maneuverable as more agile flyers. It can also burrow quickly 
  and effectively due to the acidic coating on its skin.
  Corrosive contact: When an enemy is engaged with the catacomb 
  dragon at the start of its turn, it takes 3 acid damage.
  Resist acid 14+: When an acid attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only 
  deals half damage.
  AC 19
  PD 
  17 
   
  HP 104
  MD 15
  Choose one or both:
  • When a creature attacks the haze to clear it, if it 
  misses, reroll the attack against one of its random 
  allies caught in the haze.
  • The haze expands the round after it forms, 
  enveloping another nearby ally of each creature 
  within it.
  Nastier Breath Options
  
  a - b
  18
  Large 5th level spoiler [dragon]
  Initiative: +13
  Vulnerability: fire
  Coiling +10 vs. PD—18 damage, and the dragon grabs the target; 
  while grabbed, the target takes 9 damage at the start of each of 
  its turns
  Natural 5, 10, 15, or 20: The dragon regains the use of its dazzling 
  breath if it’s expended and can use it during its next turn.
  Bite +13 (includes grab bonus) vs. AC (one enemy it’s 
  grabbing)—25 damage
  Natural 16+: The target takes no damage and is instead 
  swallowed whole (see below).
  Limited use: 1/round, as a free action.
  C: Dazzling breath +9 vs. MD (1d3 nearby enemies)—14 
  damage, and if the target has 40 hp or fewer after being hit, it’s 
  weakened until the end of its next turn
  Limited use: 1/battle, as a quick action.
  Swallowed whole: A creature that is swallowed whole must start 
  making last gasp saves during its next turn. An ally can assist 
  with the save as normal, but the save remains hard (16+) in that 
  case. A roll of 16–19 causes the creature to be regurgitated from 
  the dragon’s gut, while a 20 means that the creature cuts/rips a 
  hole through the dragon’s flesh to escape (dealing basic attack 
  damage automatically). GM note: This is a REALLY good place 
  to stick weird treasure. Just sayin’.
  Chain constrictor: The gorge dragon can have up to two enemies 
  grabbed at the same time.
  Resist cold 14+: When a cold attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only 
  deals half damage.
  Water-breathing: Gorge dragons swim well and can breathe 
  underwater.
  AC 21
  PD 
  19 
   
  HP 164
  MD 17
  Void Dragon
  Void dragons are simultaneously the easiest and hardest dragons 
  for adventurers to confront. Their lairs are accessible, usually 
  overlooking some prominent road or waterway. Almost any 
  structurally sound shelter seems to be acceptable including but 
  not limited to forts, caves, mines, castles, and temples. Void 
  dragons also tend toward capriciousness, so an adventuring party 
  that assaults the lair of one and is repelled will not likely find the 
  dragon there again.
  Huge 7th level caster [dragon]
  Initiative: +13
  Jaws and claws +12 vs. AC (2 attacks)—26 damage
  Natural 5, 10, 15, or 20: The dragon regains the use of its ensorceling 
  breath if it’s expended and can use it during its next turn.
  Miss: 13 damage.
  C: Ensorceling breath +12 vs. PD (1d3 nearby enemies)—24 
  damage, and the dragon’s breath coalesces into two small void 
  beasts of rapidly shifting form (see below)
  Miss: The dragon’s breath coalesces into one small void beast 
  (see below).
  Void beasts: Each beast appears next to the dragon, acts as it wishes, 
  and enters the initiative order after the next two creatures have 
  taken their turns. See void beast stats at end of the entry.
  Limited use: 1/battle, as a quick action.
  Draconic grace: At the start of each of the void dragon’s turns, roll 
  a d6 to see if it gets an extra standard action. If the roll is equal 
  to or less than the escalation die, the void dragon can take an 
  extra standard action that turn.
  After the first success, the grace die bumps up to a d8. After 
  the second success, it’s a d10, then a d12 after the third success, 
  and finally a d20 after the fourth one.
  AC 23
  PD 
  21 
   
  HP 290
  MD 19
  Level 6 Void Beast
  Slam +11 vs. AC—18 damage
  Natural 5, 10, 15, or 20: The void beast spawns a new void beast 
  at full hit points. It follows the same rules for beasts formed by 
  ensorceling breath.
  AC 22
  PD 
  20 
   
  HP 27
  MD 18
  Empyrean Dragon
  Empyrean dragons are the only black dragon variant to make 
  their homes solely in the overworld. They are also unique among 
  the black dragon family in that each individual has three heads. 
  Unlike ettins, the heads are agreeable to one another and work in 
  concert. They don’t have distinct personalities.
  The 
  stringent 
  ritual 
  requirements 
  for 
  maintaining 
  connection to the magic of the overworld when traveling far from 
  it means that empyrean dragons are willing to descend to the 
  world only about once every human generation (if they want to 
  maintain their full power). Much of the time, they achieve their 
  goals via minions and proxies. Only during the appointed season 
  do these dragons let loose their decades of rage upon the world in 
  the flesh. Most towns and cities attacked by an empyrean dragon 
  cease to exist—no ruins, no refugees, and no plunder.
  Huge 9th level spoiler [dragon]
  Initiative: +17
  Gleaming bite +14 vs. AC—50 damage, and one effect triggers 
  based on the head that attacks (GM’s choice)
  Head 1: The target can’t use recoveries until end of its next turn.
  Head 2: One enemy that hit the dragon since the dragon’s last 
  turn takes 12 damage.
  Head 3: The target moves to a nearby non-harmful location 
  of the dragon’s choice as a free action. This movement can 
  provoke opportunity attacks.
  
  19
  b l a c k  d r a g o n
  C: Venom breath +13 vs.  
  PD (1d3 + 1 nearby enemies)—35 damage
  Swarming motes: Each time the dragon uses this attack, a 
  swarm of light motes that resolve into scorpions and stinging 
  insects swirl around the targets. The swarm harasses each 
  targeted enemy, hit or miss. During its next turn, any enemy 
  being swarmed this way must choose one: Take 25 damage; 
  OR roll twice for each attack roll it makes that turn, taking 
  the lower result.
  [Special trigger] C: Crying heavens 
  +13 vs. MD (each enemy in the 
  battle)—20 ongoing damage
  Miss: 10 ongoing damage.
  Temporal 
  manastorm: 
  The 
  empyrean dragon’s connection 
  to the overworld falters, creating 
  a storm of distorted time and 
  magic in the area. The dragon’s 
  critical hit range for all attacks 
  expands by 2 until the end of 
  the battle. In addition, when a 
  target saves against the ongoing 
  damage from this attack, the crit 
  range of its attacks against the 
  dragon expands by 1 until the 
  end of the battle.
  Limited use: 1/battle, as a free 
  action when first staggered.
  Three heads are better than one: 
  The empyrean dragon can make 
  two gleaming bite attacks as a 
  single standard action, one each 
  from two heads. The third head 
  is assumed to be maneuvering 
  the body around. It can choose 
  not to make one of those attacks 
  to end any condition affecting it 
  except for ongoing damage (this 
  includes the stunned condition, 
  even though it technically doesn’t 
  get an action when stunned).
  An enemy who scores a critical 
  hit against an empyrean dragon 
  can forego the extra damage to 
  lop off one of the dragon’s heads. 
  If an enemy deals 150 damage 
  with a single attack against the 
  dragon, the attack will also remove 
  a head. An empyrean dragon with 
  two remaining heads can make 
  only one gleaming bite attack as a 
  standard action and can’t sacrifice 
  that attack to remove conditions. 
  The dragon dies if all three heads 
  are removed.
  Intermittent breath: An empyrean dragon can use venom breath 
  1d2 + 1 times per battle, but never two turns in a row.
  AC 25
  PD 
  23 
  HP 510
  MD 21
  
  a - b
  20
  Building Battles
  Catacomb dragons are wary of allowing humanoids into their 
  lairs, but over the ages they have learned how to whisper the 
  right words and make the right promises to draw derro to them 
  as servants and slaves. In their madness, the derro worship 
  the dragon’s geode as a dark fire god, seeing the dragon as the 
  god’s representative in the world. They also believe the geode’s 
  cleansing fires are the only way for them to go to the ancestor 
  halls upon death.
  Gorge dragons and void dragons often work with the same 
  allies, including servants of the Three. In some areas of deeper 
  water among the Fangs, bands of sahuagin have taken to “dragon-
  god” worship—they capture slaves (or draw-in adventurers) for 
  the dragon to feast upon, give it treasure from sunken ships, and 
  even sacrifice themselves when prey is scarce.
  Empyrean dragons are almost always encountered in the 
  overworld, but they use many minions to do their bidding in the 
  world. Many will subjugate storm giants or cloud giants, or hire 
  ogre mage messengers. A few are even rumored to keep zorigami 
  allies, hoarding clockwork parts that they exchange with the 
  creatures for their service.
  Black Dragons  
  and the Icons
  The Black manages to keep loyalty to the Three among most black 
  dragons across the Empire one way or the other. Many believe 
  her talents in espionage and assassination will eventually be 
  brought to bear against the Blue and the Red, thus re-establishing 
  the dominance of their kind. Whether that is the result of clever 
  politicking and promises or the actual plans of a creature whose 
  forethought covers millennia is anyone’s guess. She is also not 
  above bribes and threats for those individuals whose draconic 
  pride has given way to more material concerns.
  A few rogue black dragons view the Black as a traitor to the 
  cause in working at all with the “later generations.” As one moves 
  away from Drakkenhall, the odds of finding a lone black dragon 
  discontented with the Black increases. Of course, finding a dead 
  and mangled black dragon in its lair is a pretty good indicator of 
  her discontent as well.
  Black dragons will occasionally make deals with some 
  of the other icons. The Lich King is both powerful and old—a 
  combination that black dragons can respect. Those black dragons 
  who believe the Elf Queen has the Green imprisoned might be 
  persuaded to adhere to a non-interference policy, though never 
  outright assistance. Finally, it so happens that followers of the 
  High Druid, in their zeal to push back against the growth of 
  civilization and retain the Old Ways, occasionally do something 
  a black dragon finds helpful or vice versa. The two factions honor 
  their debts to one another but ensure that no debt accrues too 
  large or for too long.
  The Emperor and the Orc Lord are both anathema to black 
  dragons. How can something with such a short lifespan claim 
  rulership over anything?
  Names
  Neak, Zburator, Imugi, Zilant, Bakunawa, Illuyanka, Kunmanggur, 
  Oshumare, Yurlungur.
  Things Black  
  Dragons Hoard
  Black dragon pride is deeply rooted in the glory of their common 
  heritage and the belief that the olden days were always better. 
  Therefore the older something is—no matter what condition it 
  may be in or how imminently useful it may be—the more value 
  and quality it is seen to have by a black dragon. The black dragons’ 
  accumulation of old stuff and fervent hope for the reclamation 
  of glory in the future leads to another unique black dragon 
  hoarding behavior—repurposing. Black dragons are as creative 
  as they are dastardly so their lairs are often cleverly decorated 
  with recovered treasures. Coffins unearthed from the land or sea 
  are relieved of their original contents and used as cabinets or 
  bunks for live-in minions. Ships’ wheels are interlaced like the 
  gears of a clock in elaborate patterns. Art depicting the defeat of 
  other chromatic dragons is highly valued no matter what the era 
  of origin. One black dragon was even found to have collected art 
  pieces depicting the defeat of other black dragons! Whether the 
  pieces were intended to be some sort macabre ancestor shrine, a 
  signal of mutiny among draconic culture, or a blatant display of 
  ironic confidence was never determined.
  Adventure Hooks
  Feed the Starving Ground—One terrible raid in the 8th Age saw 
  twelve empyrean dragons attack the ogre-mage capital of Ido. 
  That location is now called the Starving Ground and not so 
  much as a sheaf of rice has grown there in the last five Ages. 
  The land needs to be returned to its rightful state to support a 
  growing Imperial population. That probably means finding the 
  last known empyrean dragon from that assault, Ahzi-Dahaka, 
  who is thought to be bound between two mountains.
  Finders Weepers—A crazed wizard or sorcerer has managed 
  to acquire the geode owned by the catacomb dragon Fu’Tsang 
  and intends to weaponize it. The geode ought to be returned 
  to the dragon, but Fu’Tsang is in no better mood for visitors 
  than the magician.
  Ground to a Halt—A large millstone was supposedly sent from 
  Barae to Midcoast as a sign of peace, but it never arrived at 
  port. Each side accuses the other of sabotage and hostilities 
  are beginning again. A gorge dragon named Aido-Hwedo in 
  the area may have the stone, or at least might be able to find it, 
  but at what cost?
  
  21
  b l u e  s o r c e r e r
  5–6: Each nearby enemy engaged with the sorcerer’s allies 
  takes damage equal to sorcerer’s level (3); OR grant one 
  nearby dragon with intermittent breath an additional use of 
  its breath weapon this battle.
  Nastier Specials
  Escalating caster: Add the escalation die to the sorcerer’s power-
  monger rolls and attack rolls.
  Sorcerous evasion (kobold sorcerers only): Once per battle when an 
  attack misses the sorcerer, the attacker takes the miss damage 
  from that attack, if any, and the sorcerer takes no damage.
  AC 18
  PD 
  14 
   
  HP 48
  MD 17
  In retrospect, signing a treaty that allowed the 
  world’s elder evil sorcerer to establish a city 
  where she trains cadres of fanatical reptilian 
  spellcasters may not have been one of the 
  Empire’s shining moments.
  3rd level caster [humanoid]
  Initiative: +9
  Nasty dagger or short spear +8 vs. 
  AC—6 damage
  Minor Spell
  R: Lightning fork +8 vs. PD—6 
  lightning damage
  Natural even hit or miss: The 
  sorcerer can target a 
  different nearby enemy 
  with the attack.
  Major Spells
  C: Breath of the Blue +8 vs. 
  PD (one nearby enemy)—10 
  lightning damage, and at the 
  start of the target’s next turn, 1d6 
  nearby allies of the target take 4 
  lightning damage
  C: Chaos orb +8 vs. MD (1d3 nearby 
  enemies)—8 lightning damage
  Natural even hit: The sorcerer 
  gains one use of the target’s 
  racial power, if any. It must 
  use that power by the end 
  of the battle or lose it, and it 
  can’t use the power this turn.
  Power-monger: When the blue 
  sorcerer starts its turn and it 
  didn’t gather power the previous turn, choose whether it will 
  gather power or cast a spell this turn. When it chooses to cast 
  a spell, roll a d20 to see if it uses a minor spell or a major spell: 
  1–10: minor spell; 11–20: major spell.
  Gather power: Like a PC sorcerer, a blue sorcerer can use its 
  standard action to gather power in order to cast a double-
  strength and double-damage spell with its next standard action. 
  When it gathers power, the sorcerer rolls a d6 and gains one of 
  the following chaotic benefits.
  1–2: The sorcerer gains a +1 bonus to AC until the start of its 
  next turn.
  3–4: One nearby enemy of the sorcerer’s choice takes damage 
  equal to sorcerer’s level (3).
  BLUE 
  SORCERER
  
  a - b
  22
  Building Battles
  Blue sorcerers are found working with almost anyone. They 
  prefer having dragonic servitors, or lizardman or kobold allies in 
  a pinch, but if acting as an agent in civilized lands, they freely use 
  mercenaries and NPC adventurers to support them in fulfilling 
  their goals. Almost always, they are the leaders of such groups, 
  though occasionally they may hire themselves out as magical 
  muscle to a powerful warlord if it suits their needs (like getting 
  said warlord to give them access to a desired location).
  They are perhaps the most dangerous when acting as the 
  direct agents of a blue dragon. What seems like a reasonable 
  battle with a blue sorcerer and some kobold mooks can suddenly 
  turn deadly when the sorcerer’s employer shows up mid-battle.
  In the wilds, the PCs might come across relic-hunting parties 
  that are directed by a blue sorcerer with ogre or troll heavies that 
  have been hired to take care of “problems.”
  Blue Sorcerers  
  and the Icons
  If a blue sorcerer is not currently committed to the cause of the 
  Three, it certainly must have been committed to those icons at 
  some point earlier in its life.
  Other than the Blue, the Crusader is the icon most likely 
  to hire a blue sorcerer, mostly because the sorcerers’ focus on 
  draconic magic has prevented them from having truck with 
  demons, something that can’t always be said about other minions 
  of the Three.
  If a blue sorcerer were to defect from the Drakkenhall regime, 
  the two most likely destinations would be Shadowport and Axis. 
  In Shadowport, defectors could hide in the same shadows that 
  shield the Prince. In Axis, they might find a strange welcome in 
  the machinations surrounding the Emperor.
  Races United  
  in Service
  Blue sorcerers come from a variety of reptilian and draconic 
  humanoid races. Lizardmen and dragonics are most common, 
  but the warrens of Drakkenhall spawn other stranger reptilian 
  races. A few exceptional kobolds claw their way into acceptance 
  as official blue sorcerers. Feel free to use the baseline stats above 
  for any race of blue sorcerer, tweaking the stats and using that 
  creature’s racial ability, if it’s from a PC race, if you like.
  Blue sorcerers don’t settle for wearing blue robes or blue 
  armor. Each blue sorcerer dyes its body or paints its scales daily 
  as a form of devotion. You’d think that powerful sorcerers could 
  use magic to permanently change their own color, but all magical 
  color applications are also performed in a daily ritual.
  If the blue sorcerers were human or elven, their style of 
  magic could qualify as a school. But “school” is a soft word that 
  has nothing to do with the harsh lives of scale-bearing followers 
  of the Three. Think of the path of the Blue as a hive of sorcery, 
  kept buzzing by the Blue’s continued residence in close proximity 
  to mortal magicians in Drakkenhall.
  Influences  
  on Other Sorcerers
  Many humanoid sorcerers of the Empire think of the Blue as the 
  inspiration or source of their magic without participating in the 
  Blue’s organization. Human and half-elven sorcerers claiming 
  kinship with the Blue may imitate the body-painting aesthetic, 
  going so far as to paint blue scales onto their faces and hands. 
  Permanent tattoos are less common because “true blues” view 
  imitation by lesser non-scaled races as an insult. The Three 
  don’t care, but since they don’t make a point of asking their 
  followers not to mutilate each other, any non-scaly humanoid 
  with permanent body alterations that claims magical connection 
  to the Blue had better be able to hold their own against their 
  supposed allies.
  Names
  Blue sorcerers have personal names but never use them. The 
  names they use are battle signs, the type of names that aggressive 
  human raiders give their warships. Typical names include Fang 
  of Glory, Chosen of Thrones, Treasure Slayer, True Poison, and 
  other vainglorious epithets. The only creatures that get away 
  with referring to true blues without using their glorious epithets 
  are more powerful dragons, who call other people anything 
  they want and sometimes amuse themselves by giving slightly 
  demeaning pet names to true blues who have annoyed them.
  Powerful enemies of the Three such as paladins of the Great 
  Gold Wyrm refer to the blue sorcerers disparagingly as TBs, 
  short for true blues. You have to be comfortable having powerful 
  enemies to risk using this slang.
  “According to the Lesser Codicils of the 
  Edict of High Rock, the sorcerers that follow 
  the path of the Blue must be considered 
  legal representatives of the Empire within 
  Drakkenhall. Outside Drakkenhall, so long as 
  they are farther than 300 yards from a duly 
  recognized embassy, they may at our pleasure 
  be regarded as enemies of the state. But the 
  truth is that smoothly reclassifying Imperial 
  officers as Imperial enemies is fraught with 
  complications. As often as not, agents of the 
  Blue who act as if they belong in Imperial cities 
  pass unmolested. Especially when they have 
  the sense to avoid coming across as outright 
  agents of the Three.” 
  —Salzadin, Imperial agent training, 17th week
  
  23
  b l u e  s o r c e r e r
  Blue Palanquin—A blue sorcerer is moving along an Imperial 
  Highways in a litter. Moving through areas not dominated by 
  the Three, the sorcerer is seeking to stay hidden behind the 
  curtains. The PCs are tasked to find the sorcerer, but there 
  are many litters upon the roads, bearing all types of important 
  people. Entanglements ensue.
  Dungeon Questers—Blue sorcerers are Drakkenhall’s premier 
  living dungeon hunters. Unlike the heroes, true blues aim 
  to explore dungeons that have some regard for the Three 
  established on the surface. The blues also don’t waste their 
  time where living dungeons are thickest, as on Omen. Their 
  goal is to find an out-of-the-way living dungeon that has 
  some affinity with dragonkind, encourage it with magic or 
  force, and keep would-be heroes away from it or slay them 
  inside. When engaged in marshaling dungeons, blues show 
  diplomatic talents that see them coordinating all manner of 
  freaky monstrous alliances. Of course, the PCs have reason to 
  find something in just one such living dungeon. . . .
  Mercy Killing—Via letters, magical messages, and finally face-
  to-face interaction, a blue sorcerer asks the PCs to slay a dragon 
  that has been taken captive and is undergoing torture at the 
  hands of Crusader goons, an Imperial garrison, or vengeful 
  adventurers. The greater the rewards offered for cooperation 
  the stranger the sorcerer’s motives.
  Things Blue  
  Sorcerers Carry
  The gold coins minted in Drakkenhall known as draks. Strips of 
  smoked meat that taste a bit like pork. A fragment of stone from 
  a temple wall that mixes draconic and demonic sigils. A small 
  blue robin’s egg containing a humming wasp. A cameo picture of 
  a human woman, glowing with health, encased in a golden-scaled 
  locket. A fragment of a dragon’s toenail etched with a glowing 
  magical symbol of a ring—a difficult divination would reveal it’s 
  functioning as a sort of an IOU from a dragon who borrowed a 
  treasure from the now-deceased sorcerer.
  Adventure Hooks
  Blue sorcerers are thickest near Drakkenhall, but they might turn 
  up anywhere blue dragons are reported. Rumors of blue sorcerers 
  skulking about on mystical errands turn up in even more places; 
  the blues are favored scapegoats whenever that lightning spell 
  goes awry and the town watch comes calling.
  Allies to Dragons—It’s no coincidence that blue sorcerers’ 
  spells and power-gathering magic work so smoothly alongside 
  dragons. Dragons are rare, but it’s rarer to confront a blue 
  sorcerer on a serious mission who does not have at least one 
  dragon ally somewhere in the area. One blue dragon and her 
  sorcerers are searching for something in the area the PCs are 
  traveling through. Perhaps they think the PCs have it?
  “The splotches of blue paint these primitives use 
  to call attention to their patron demonstrate 
  the poverty of their imagination. They know 
  nothing of true magic. They are snakes that 
  walk, biting with lightning instead of fangs.” 
  —Jresso Pandomblin, practimagiker
  “Some of these blues have pre-arranged 
  resurrections. I’ve killed the same sorcerer 
  three times the past two years. I’m certain of 
  it because he’s told me his name and cursed 
  me for all of his deaths. Last time I told him 
  to spend his lives somewhere else, but a blue-
  scaly named Coils of Vengeance just isn’t going 
  to leave it alone, is he?” 
  —Kayrok, paladin of necessary murder
  
  a - b
  24
  It’s astonishing that something so large can be so stealthy—but if 
  you turn around suddenly to find a bugbear stalking you, it 
  won’t be the shock that kills you.
  Foul, Sneaky, Killers
  It’s usually the smell that people notice first. An unclean 
  bugbear—and really, are there any other kinds?—
  smells like a mixture of old skunk and rancid meat. 
  Occasionally you’ll catch a whiff of coppery sour 
  blood that’s still drying in its thick, hairy pelt. A 
  bugbear may wash itself accidentally, or if directly 
  ordered to by a superior, but staying coated in old 
  gore is one way that bugbears announce their social 
  status. As they see it, if there aren’t any gobbets of flesh 
  still stuck in your pelt, it may be because you aren’t a 
  killer, and that’s not a reputation a bugbear wants.
  Beyond the smell, bugbears look much like 
  7-foot tall goblins with angled, pointed ears. They 
  appear far more feral, with thick fur that seems 
  to catch shadows and ripple into camouflaging 
  patterns. While the color of their fur seems to 
  change slightly depending on the light and where they 
  are standing, most bugbears have pelts that range from 
  light tan to reddish brown. Their eyes are greenish 
  white, and their pupils are as red as the blood they 
  so love to spill.
  Bugbears have good memories, but only for topics 
  they’re interested in. Ask one to answer a riddle and 
  they may try to kill you; tell one a riddle about severed 
  limbs, and they’ll remember it forever.
  Bugbears use armor and weapons whenever they 
  can get them, usually taking them from those they 
  kill or bullying or threatening goblin smiths into 
  crafting them something. They favor warclubs and 
  long spiked hammers, weapons that take advantage 
  of their long arms and that make a satisfying squelch 
  when they sink into warm and screaming flesh.
  Bugbears are carnivores, and they’re not particularly choosy 
  about what or who they eat. No one in their right mind lets a 
  hungry bugbear guard a prisoner they want kept alive. As a result, 
  bugbear torturers are usually the best-fed troops in a castle.
  Bugbear Scout
  Goblins think of bugbears as tough advance scouts. Bugbear scouts 
  think of themselves as killers who destroy the enemies before the 
  goblins have a chance to run away.
  Double-strength 2nd level troop [humanoid]
  Initiative: +8
  Flanged mace +7 vs. AC—10 damage
  R: Throwing axe +7 vs. AC—8 damage
  Limited use: 1/battle.
  C: Stealthy maneuver +7 vs. MD (the nearby enemy with 
  the highest MD)—The next attack the bugbear scout makes 
  against the target this turn deals +1d12 extra damage.
  Limited use: 1/round, as a quick action when the bugbear scout 
  starts its turn unengaged.
  Nastier Specials
  Unpredictable: The bugbear scout gains a +5 bonus to disengage 
  checks, and when it successfully disengages, one of the enemies 
  engaged with it takes 1d6 damage.
  AC 18
  PD 
  16 
   
  HP 88
  MD 15
  BUGBEAR
  
  25
  b u g b e a r
  Barbarous Bugbear
  Raging engines of bone-crushing fury, barbarous bugbears sneak 
  up on their enemies and then charge with scant consideration for 
  their own safety. More often than not, they kill their prey before 
  their poor tactics matter.
  4th level wrecker [humanoid]
  Initiative: +12 (see ferocious start)
  Warclub +9 vs. AC—11 damage
  Natural even hit or miss: Each enemy engaged with the 
  barbarous bugbear takes 1d8 damage.
  R: Throwing axe +8 vs.—10 damage
  Limited use: 2/battle.
  Ferocious start: Until the barbarous bugbear is staggered or the 
  escalation die is 2+, it acts twice per round. Roll initiative once 
  at +12. It takes its second turn when the initiative count is 
  seven less (minimum 1).
  AC 18
  PD 
  17 
   
  HP 51
  MD 16
  Building Battles
  Bugbears are seldom solitary. If you do find one (or a small 
  group) alone in the wilderness, don’t be surprised if a goblin 
  war party is within hollering distance. It’s common to find them 
  accompanying goblins and hobgoblins as serious muscle. Bugbear 
  scouts roam out ahead of the pack, looking for targets. Most 
  goblin packs that aren’t led by a hobgoblin captain or warmage 
  follow a bugbear schemer. If both are in the raiding party, there’s 
  a good chance the schemer is looking for a way to take out the 
  competition.
  Goblins like having barbarous bugbears on their side when 
  things get dicey, because the brutes will charge in to get their 
  foe’s attention while the goblins can hang back and use ranged 
  attacks. They don’t like them so well when there’s no one else to 
  attack, because the bugbears take it out on them.
  Near the Crusader’s hellholes/fortresses, it’s not uncommon 
  to see a dark paladin leading a troop of bugbear heavy infantry. 
  Best to let them fight the demons.
  Bugbear Schemer
  Bugbears with the brains to run the show have a cruel streak that’s 
  sometimes darkly humorous. Some of the stories adventurers swap 
  in taverns focus on hilarious insults that they took from bugbears 
  they’ve fought.
  3rd level leader [humanoid]
  Initiative: +7
  Big-ass warclub +9 vs. AC—8 damage
  Natural even hit or miss: Each of the bugbear schemer’s nearby 
  humanoid allies gains a +2 bonus to melee attacks until the 
  start of the schemer’s next turn.
  Natural odd miss: 4 damage.
  R: Ridiculously heavy crossbow +7 vs. AC (one nearby or far 
  away enemy)—14 damage
  Natural even hit: The target takes 1d6 extra damage.
  Limited use: 1/battle.
  [Special trigger] C: Rebuke to fools +9 vs. MD (one nearby 
  enemy)—2d6 psychic damage
  Limited use: 1/round as an interrupt action, when a nearby 
  enemy rolls a natural 1–5 with an attack against it.
  Combat reload: During the bugbear schemer’s turn, if it doesn’t 
  engage an enemy or move, it regains a use of ridiculously heavy 
  crossbow if it’s expended as it reloads the crossbow.
  Fighting withdrawal: When the bugbear schemer successfully 
  disengages, one of the enemies engaged with it takes 1d6 damage.
  Nastier Specials
  Flee is a four-letter word: When the bugbear schemer thinks the 
  battle is out of reach and it isn’t engaged, it can try to flee once 
  per battle. As a move action, roll a hard save. On a success, the 
  bugbear schemer had a bolt-hole or escape plan ready and it 
  gets away (though it’s probably just getting more troops).
  AC 19
  PD 
  14 
   
  HP 42
  MD 17
  “No better torturer than a bugbear. Meaner 
  than a goblin, smarter than an orc, willing to 
  freelance as enforcers if you pay them enough, 
  and some of them just work for left-over flesh.” 
  —Inquisitor-General Imaria of the 5th Legion
  “Find five. Hire five. Kill five. Animate five. Bring 
  five to me. And you shall be justly rewarded.” 
  —Ostevius, populating his tomb with guardian 
  undead bugbears
   “Even proper goblins or orcs should never 
  trust a bugbear. They are liars and cheats and 
  bullies; they skulk in the dark, steal your food, 
  steal your bedding, steal your mate, steal your 
  shoes, drop your shoes in the chieftain’s mating 
  chamber, lie about seeing you there when 
  chieftain gets angry, then laugh about it as you 
  are beaten in punishment. Kill them. If you can 
  find one, kill it on sight.” 
  —Yuzzuk Bloodtongue, who has had a bad day
  
  a - b
  26
  Bugbears  
  and the Icons
  Crusader: The Crusader is seldom choosy about his troops as 
  long as they’re brave, dependable, and deadly. Bugbears only 
  fill one of the three criteria, but the more mercenary goblinoids 
  occasionally hire on with the Crusader to fight the good fight 
  against demons.
  Dwarf King: The Dwarf King hates bugbears, but not much 
  more than he hates all the goblinoids who creep up into 
  dwarven territory through forgotten caverns. His detestation 
  is tempered by the fact that bugbears seldom have worthless 
  loot.
  Prince of Shadows: If any icon has an affinity for bugbears, it’s 
  the Prince of Shadows. Legend said he blessed a particularly 
  clever goblin long ago, and that’s where bugbears came from. 
  Of course, other stories have him mating with a goblin or 
  replacing a barbarian’s baby with a goblin to create the first 
  bugbear, so no one knows for sure. One thing is clear: if a cruel 
  sense of humor goes hand in hand with the Prince of Shadows, 
  bugbears like the schemers get it.
  Names
  Bugbears take traditional goblinoid names, usually with more 
  growl and snarling than needed. More than one illiterate sailor 
  has mistaken a currach for a bugbear’s proper name.
  Adventure Hooks
  Axe of Shadows—A powerful magical axe may know the secret 
  to a mystery the PCs need to uncover, but it’s well known that 
  a local barbarous bugbear is wielding the blade. The PCs must 
  infiltrate the bugbear caverns, retrieve the blade, and deal with 
  the challenge that the weapon absorbs the personality of the 
  last creature to die wielding it.
  Savage Saboteur—An informant has warned the PCs that a town 
  will soon be under attack, and that a saboteur in town will be 
  opening the town gates. The PCs find several red herrings 
  arranged by a local bugbear thieves’ guild leader, who plans 
  to have his own rogues open the gates. When the rogues rebel 
  and refuse to betray the city, they come to the PCs for help. 
  “Bugbears 
  are 
  funny. 
  Sure, 
  they’re 
  also 
  psychopathically cruel and may hammer your 
  skull after stealing the loot you were both supposed 
  to share, but they’ll probably say something 
  funny in the process and prop your unconscious 
  body in an inappropriate and hilarious position. 
  If you survive you’ll laugh about it afterward, I 
  guarantee it. It’s sort of refreshing.” 
  —Lucan of the Gilded Mile, thief-master
  
  27
  b u l e t t e
  Green Bulette
  This bulette adorns its rough-textured outer shell with soil and 
  plants as it rises from the soil. It appears to be only a shrub-
  covered knoll or grassy hillock until it launches out of the ground. 
  In mating season it becomes fearsomely territorial and will attack 
  humanoids, although it is usually content to eat jackalopes, 
  hodag, and lesser glawackuses.
  Large 5th level wrecker [beast]
  Initiative: +12
  Charging maw +12 vs. AC—30 damage
  Natural even miss: The target pops free from all enemies 
  engaged with it and is vulnerable to all attacks (save ends).
  Leaping bite: The green bulette gains a +3 bonus to attack and 
  damage with its first attack each battle.
  Into the earth: The first time each round an attack hits the bulette, 
  it can choose to hunker down as a free action. If it does, it gains 
  a +3 bonus to AC and PD until the start of its next turn. Force 
  attacks and opportunity attacks don’t trigger this ability. If the 
  green bulette hunkers down while it’s moving (for example, 
  from a readied action), its movement ends that turn.
  The Dreaded Land Shark
  The first bulettes were created by magic in an age long past. 
  Some whisper that they may have been created by the dwarves 
  to dig their tunnels and eat kobolds. Others say that they were a 
  plague created by the long-lost briar elves.
  Physically the bulette resembles a shark, except for its 
  powerful legs designed for digging: it has rows of teeth sharp 
  enough to shear through armor and a shell across its upper body 
  that rises to a ridge like a shark’s fin.
  Bulettes have split into subspecies, though the reason for this 
  is unclear. It may be the outcome of deliberate magical tampering, 
  or possibly the result of burrowing too deep and encountering the 
  mystical “white blood of the earth.” The bumoorah is a fast, lean 
  predator that moves through the earth with deadly grace. The 
  deep bulette is an ur-bulette, a huge monster that crushes rock 
  in its jaws and chases delvers down endless tunnels. The green 
  bulette is a forest-dwelling hunter that constructs a decorator 
  crab-style disguise of living plants for itself. The lumberland dirt-
  fisher acts like a cross between a trapdoor spider and a frog in 
  the way it hunts, though it eats mules and cattle instead of bugs.
  BULETTE
  People familiar with these terrifying land 
  sharks tend not to be impressed when they 
  first encounter a shark shark.
  
  a - b
  28
  Blood-frenzy escalator: While at least one creature in the battle 
  is staggered or unconscious, the bulette gains a bonus to its 
  attacks and damage equal to the escalation die but can’t use 
  into the earth. Creatures that have no blood (constructs, oozes, 
  plant creatures, etc.) don’t trigger this ability.
  Occasional burrower: Like all bulettes, the green bulette can 
  burrow. While above ground, it prefers to move slowly on the 
  surface and rely on its plant- and soil-covered shell to stay 
  hidden until it attacks.
  AC 19
  PD 
  17 
   
  HP 92
  MD 13
  Lumberland Dirt-Fisher
  The dirt-fisher hunts by waiting inside a covered pit. The lid of 
  the pit is a cement-like disk made from the dirt-fisher’s saliva and 
  crushed rocks. When the dirt-fisher attacks, it lifts the lid and 
  pulls a passing creature to it with its long sticky tongue. It can 
  pull a mule or cow or squonk off a trail and into the pit faster than 
  most wary lumberjacks can blink.
  Huge 5th level wrecker [beast]
  Initiative: +11
  Tongue lash and bite +14 vs. AC (1d3 nearby enemies)—30 
  damage
  R: Sticky tongue +15 vs. PD—20 damage
  Natural even hit: The target pops free from all enemies 
  engaged with it, is pulled into the pit with the dirt-fisher 
  (who engages it), and loses its next move action. Climbing 
  out of the pit requires a move action and a DC 20 check. 
  If the bulette is not in its pit, the bulette pulls the target to 
  itself and engages it.
  Hole digger: A dirt-fisher can burrow incredibly quickly for short 
  distances, but it prefers to attack from within its pre-dug trap-
  door pit. It usually has a few pits dug nearby if forced to leave 
  its current pit.
  Into the earth: The first time each round an attack hits the dirt-
  fisher, it can hunker down and pull the lid on its pit shut. If it 
  does, it gains a +3 bonus to all defenses until the start of its 
  next turn, and any creature in the pit takes a –5 penalty to 
  checks to climb out of the pit. Force attacks and opportunity 
  attacks don’t trigger this ability.
  Nowhere to run: The dirt-fisher deals double damage against 
  creatures engaged with it in its pit.
  AC 17
  PD 
  15 
   
  HP 135
  MD 11
  Ravenous Bumoorah
  This bulette subspecies is lean and lightning fast, using powerful sonic 
  vibrations to blast apart rock and soil as it travels. The high-pitched 
  sound it makes is often the only warning its victims have before it attacks. 
  The bumoorah can’t find you if you climb a tree, but it is VERY patient.
  5th level wrecker [beast]
  Initiative: +13
  Land-shark maw +15 vs. AC—14 damage
  Natural even hit: The target takes 10 thunder damage.
  Blood-frenzy escalator: While at least one creature in the battle is 
  staggered or unconscious, the bulette gains a bonus to its attacks 
  and damage equal to the escalation die. Creatures that have no blood 
  (constructs, oozes, plant creatures, etc.) don’t trigger this ability.
  Earth surge: Whenever the bumoorah takes damage from 
  an attack, it rolls a save; on a 16+ it can immediately dive 
  beneath the ground, preventing further attacks against it 
  until it surfaces at the start of its next turn. Force attacks and 
  opportunity attacks don’t trigger this ability.
  Serious burrower: The bumoorah can burrow incredibly quickly 
  for short distances. Bumoorahs are renowned for the dust-
  spurts and vibrating sound they generate as they shoot through 
  the ground like hungry spears.
  AC 17
  PD 
  15 
   
  HP 46
  MD 11
  Deep Bulette
  These mighty beasts crawl slowly through the underworld, pulverizing 
  the rock before them with their magical auras. Deep bulette tunnels are 
  natural highways through the deep places of the earth, but those traversing 
  them must beware because the beasts patrol their tunnels looking for food.
  Huge 9th level wrecker [beast]
  Initiative: +10
  Pulverizing maw +15 vs. AC (1d3 enemies)—90 damage
  Miss: 45 damage.
  Blood frenzy: The deep bulette’s crit range expands by 4 while the 
  escalation die is 4+.
  Tunnel fighter: While fighting in a tunnel with nowhere for its 
  enemies to move but ahead of it, the deep bulette gains the 
  following abilities based on the escalation die:
  Escalation die is odd: When the bulette hits an enemy 
  engaged with it with an attack, that target pops free from 
  it and is hampered (save ends).
  Escalation die is even: The deep bulette engages each 
  nearby enemy in front of it as it pushes its bulk inexorably 
  forward down the tunnel. Enemies pushed ahead of it this 
  way don’t get to make opportunity attacks.
  AC 25
  PD 
  23 
   
  HP 378
  MD 19
  
  29
  b u l e t t e
  Not Alone in the Dark—An underground 
  cave-in cuts off the adventurers’ 
  path back to the surface (or maybe 
  drops them from the surface into 
  the uncharted depths), but a deep 
  bulette’s tunnel network is now open 
  to them. Underworld creatures use 
  deep bulette tunnels as highways, 
  though they all flee when they hear 
  a deep bulette coming. As they 
  begin exploring the adventurers hear 
  something that could be distant drums, 
  or could be the footfalls of a deep bulette. 
  It’s hard to tell which direction the sound 
  is coming from due to the echoes, but the 
  drums are getting closer.
  Queen of the Bulettes—The fort at Cape Thunder 
  is collapsing; bulettes are undermining the foundations. 
  Who is controlling the bulettes? Captain Sassone Bitterbark 
  thinks it’s a dwarven plot. Meanwhile agents of the Dwarf 
  King are attempting to recover a long-buried treasure and are 
  surreptitiously digging nearby. They too are suffering from 
  cave-ins and suspect Captain Bittermark of controlling the 
  bulettes. Both sides suspect the adventurers of being in league 
  with their supposed enemy. With the two sides set to go to 
  war the adventurers must pick a side or find out who is really 
  controlling the bulettes.
  Recover the Offering—A peace-gift was being transported 
  from The Court in the Queen’s Wood to Forge. Somewhere 
  near Oldwall the people transporting the item were eaten by 
  a bulette. The Queen’s people have asked the adventurers to 
  recover the item from the bulette’s stomach.
  The Bulette’s Lament—A group of half-orc legionnaires have 
  been charged with the task of taming a bulette to dig holes 
  for them. Some higher-up in the Imperial armies wants tame 
  bulettes to dig trenches and build embankments. It’s an insane 
  plan that will never work, but they will do their duty. Unknown 
  to them, the bulette that they have chosen is a transfigured elf 
  who used unstable magic to escape from the Diabolist. Now 
  demons are hunting the legionnaires and their bulette in a 
  cage, and they ask the heroes for help.
  The Green Witch—A hag has built her hut on the back of a 
  gigantic green bulette, which wanders around the deep woods. 
  The hag and her “tame” bulette are acting as agents of the 
  Diabolist (or Lich King, or High Druid), spreading demonic 
  (or necromantic, or druidic) influence throughout the region.
  We’re Going to Need a Bigger Cart—A town on the Green Star 
  river is plagued by a lumberland dirt-fisher. The town owes 
  protection money to a local band of warriors and is keen to 
  reopen trade and hide the problem from outsiders. The local 
  sheriff hires the adventurers to kill the menace, but will they 
  fall prey to its jaws? The roads leading to the town are close to 
  its hunting grounds, and an Imperial tax collector is coming 
  soon so the adventurers have a limited window of time to find 
  the menace and deal with it.
  Building Battles
  Dirt-fishers generally work alone, although 
  various scavengers such as dire animals often 
  linger around an area where one is hunting, 
  picking up scraps. Deep bulettes also work 
  alone, although it’s said that the drow have 
  figured out what scents they like and can 
  direct the beasts where they wish.
  A common game of courage for orc 
  warriors is to successfully ride a ravenous 
  boomorah, and so orcs will often be found near 
  their hunting grounds. The orcs have developed 
  different strategies for staying on, including hooks 
  on ropes, sticky saddles, and free-styling. Hobgoblin 
  soldiers know how to use the proper vegetation to get 
  green bulettes to quickly dig the trenches the hobgoblins use 
  during sieges or to protect their holdings.
  Things Found in the 
  Stomach of a Bulette
  Pebbles. Dirt. Twigs. Gravel. A boot. A crushed humanoid 
  skeleton. Belt buckle from an Imperial tax collector. Jackalope 
  foot. Lion skull. Twenty strange tarnished silver coins of unknown 
  origin. Masonry nails. Shield. Door hinge.
  Adventure Hooks
  Bulette Rodeo—Local farmers hold a yearly competition to see 
  who can ride a captured bulette the longest. Unknown to the 
  villagers (but known to the adventurers), this bulette has a map 
  tattooed onto it. A rival group wants the map too, but to obtain 
  it both sides realize they will need to ride the bulette. With 
  match fixing, judge bribing, poisoned drinks, and attempts at 
  assassinations all on the cards, just surviving long enough to 
  ride in the super-dangerous rodeo will be an adventure.
  Bumoorahville—A whole village has been built over a river on 
  stilts and walkways, including some outlying homes that wend 
  their way through the treetops deep into the forest on either 
  side of the river. The villagers move about exclusively via aerial 
  walkways, fishing in the river and harvesting the trees. The 
  village is in the middle of the territory of a family of ravenous 
  bumoorah, and nobody can approach it without marching 
  through bulette territory or using a boat. Once a month the 
  villagers sacrifice a large animal (or maybe a visiting stranger?) 
  by dragging it on a rope along the banks of the river, keeping 
  the ravenous bumoorah close to Bumoorahville.
  Mating Season and the False Fishers—A group of bandits (or a 
  group of secretive wizards, or evil cultists, or religious hermits) 
  are digging holes and making tracks to imitate a lumberland dirt-
  fisher, keeping visitors away from their lair (or tower, or temple, 
  etc.). Unfortunately, it’s dirt-fisher mating season and amorous 
  dirt-fisher bulls are converging on the location, attracted by the 
  nests that the (non-existent) females have built. The adventurers 
  are seeking the bandits (wizards/cultists/hermits) and have 
  been pre-warned that any signs of bulettes they see will be fake.
  
  c
  30
  Demonic  
  Assassins for Hire
  Cambions hire their services out as assassins to the highest bidder. 
  Cambion assassins are humanoid in shape and possess a mix of 
  human and demon features, with the demonic characteristics 
  usually very strong; for example, many have a sharp, pointed horn 
  that comes out of their head, hard scaly crimson flesh, oversized 
  jaws of sharp teeth, or sharp ridges and bone spurs growing out 
  of their flesh. Each different type of cambion assassin claims 
  its rank-name among its brethren and is identified by the type 
  of bladed weapon it has grown from its own flesh and bone 
  through exposure to the mortal souls it has killed. Cambions also 
  make good assassins thanks to their natural affinity for cloaking 
  themselves from victims. This ability fully develops after the 
  cambion assassin kills and absorbs a soul for the first time.
  To these offspring of mortals and demons, killing is a 
  competition. Like all highly trained competitors, they expect to 
  be paid well for their talents. The best of the best belong to an 
  Abyssal hunting club known as the Hellblades. This moniker is 
  often used to describe all cambion assassins, but they never use 
  it themselves unless they are a member of the club. One of the 
  Hellblades might take offense and clear up the mistake for free.
  Cambion dirks have yet to fulfill a contract successfully. 
  They are still dangerous, but not the expert assassins of lore. 
  They find themselves attracted to killing and scenes of death, 
  but have yet to create those scenes themselves.
  Cambion sickles have started building 
  their mountain of blood gold. They 
  are eager to kill and take on plenty of 
  contracts. They often overestimate their 
  abilities and bite off more than they can 
  chew. Cambion sickles are likely to run 
  with an entourage of dirks, which they 
  order around as “apprentices.”
  The more a cambion assassin 
  kills, the more its blade grows. Once 
  the sickle reaches full height, it 
  grows forward and flattens out. These 
  cambions are known as katar. They 
  are veterans of multiple contracts. 
  Cambion katars have more refined 
  talents and are willing to say no to 
  a contract, though they will usually 
  refer such a job to a lesser cambion 
  assassin happily.
  Elite 
  cambion 
  assassins 
  can afford to join the official 
  organization of the Hellblades. The 
  amount of gold required to join depends 
  on who tells the tale. Some mention hoards 
  built to make dragons envious. Others 
  suggest the gold is merely a way to 
  keep score, with entry into the 
  club based on completing a job against 
  an exotic target. When someone hires a cambion 
  assassin Hellblade, they must truly hate the victim.
  CAMBION
  ASSASSIN
  Most demons want to destroy the world. Cambion assassins seem 
  disturbingly at home here, acting as if they want nothing more 
  than to play at games of assassination and murder. It’s almost too 
  civilized for comfort.
  
  31
  c a m b i o n  a s s a s s i n
  Cambion Katar
  This creature’s blade has developed into a long, thin blade like a 
  shark’s fin. Its cold eyes reflect its many remorseless kills. It stands 
  with the tense stillness of a trained killer, with little flourishes of 
  blade or movement.
  6th level wrecker [demon]
  Initiative: +13
  Damned katar +12 vs. AC—20 damage
  Natural even hit or miss: The cambion becomes cloaked until 
  it’s hit by an attack against MD or until it misses with a 
  natural odd attack roll.
  Spiky headbutt +12 vs. AC—8 damage, and 10 ongoing 
  poison damage
  R: Ray of darkness +12 vs. MD—10 negative energy damage
  Natural even hit: The target is confused until the end of its 
  next turn, or if the cambion was cloaked when it attacked, 
  the confusion is save ends.
  Corruption aura: When an enemy misses the cambion katar with 
  a melee attack, it suffers one of the following effects:
  Natural even miss: The attacker takes 5 poison damage.
  Natural odd miss: The cambion katar can make a spiky 
  headbutt attack against the attacker as a free action.
  Superior dark step: While cloaked, the cambion katar 
  automatically succeeds on all disengage checks and gains a +2 
  bonus to all defenses against close and ranged attacks.
  AC 21
  PD 
  19 
   
  HP 80
  MD 15
  Cambion Dirk
  The cambion’s grown blade is barely visible. It has yet to kill 
  anyone and officially join the ranks of the Hellblades. Your death 
  is its ticket to bigger and better contracts.
  4th level mook [demon]
  Initiative: +8
  Damned dirk +10 vs. AC—7 damage
  Natural even hit or miss: The cambion becomes cloaked until 
  it’s hit by an attack against MD or until it misses with a 
  natural odd attack roll.
  Dark step: While cloaked, the cambion dirk automatically 
  succeeds on all disengage checks.
  AC 20
  PD 
  18 
   
  HP 13 (mook)
  MD 14
  Mook: Kill one cambion dirk mook for every 13 damage you deal 
  to the mob.
  Cambion Sickle
  The cambion assassin looks confident with its deadly sharp curved 
  blade at the ready. Every few moments, a ripple runs across its 
  skin, making it harder to see.
  5th level troop [demon]
  Initiative: +11
  Damned sickle +11 vs. AC—17 damage
  Natural even hit or miss: The cambion becomes cloaked until 
  it’s hit by an attack against MD or until it misses with a 
  natural odd attack roll.
  R: Ray of darkness +11 vs. MD—10 negative energy damage
  Natural even hit: The target is confused until the end of its 
  next turn, or if the cambion was cloaked when it attacked, 
  the confusion is save ends.
  Improved dark step: While cloaked, the cambion sickle 
  automatically succeeds on all disengage checks and gains a +2 
  bonus to all defenses against ranged attacks.
  AC 21
  PD 
  19 
   
  HP 70
  MD 15
  Non-mook cambion assassins may have one 
  random demon ability (see page 209 of the 13th Age 
  core rules). Roll 1d10 for each cambion: if you roll 
  less than or equal to its level, it has a random ability. 
  Here’s the reminder chart for easy reference.
  Random Demon  
  Abilities Reminder (D8)
  1:  True seeing
  2:  Resist fire 18+
  3:  Invisibility when first staggered
  4:  Resist energy 12+
  5:  Fear aura
  6:  Teleport 1d3 times each battle
  7:  Demonic speed
  8:  Gate in allied demon
  Cambion Assassin Random Demon Abilities
  
  c
  32
  Cambion Hellblade
  With their long, wickedly sharp blades, they’re the best assassins 
  in the hellholes or the Abyss. Or the worst, if you’re their target.
  8th level wrecker [demon]
  Initiative: +17
  Damned hellblade +14 vs. AC—40 damage
  Natural even hit or miss: The cambion becomes cloaked until 
  it’s hit by an attack against MD or until it misses with a 
  natural odd attack roll.
  Miss: 20 damage.
  Spiky headbutt +14 vs. AC—10 damage, and 15 ongoing 
  poison damage
  R: Ray of darkness +14 vs. MD—20 negative energy damage
  Natural even hit: The target is confused until the end of its 
  next turn, or if the cambion was cloaked when it attacked, 
  the confusion is save ends.
  Cloaked in evil: The cambion hellblade starts every battle 
  cloaked. As a quick action, the hellblade can drop its cloaking 
  to make a spiky headbutt attack as a free action.
  Corruption aura: When an enemy misses the cambion hellblade 
  with a melee attack, it suffers one of the following effects:
  Natural even miss: The attacker takes 15 poison damage.
  Natural odd miss: The cambion hellblade can make a spiky 
  headbutt attack against the attacker as a free action.
  Ultimate dark step: While cloaked, the cambion hellblade 
  automatically succeeds on all disengage checks, gains a +2 
  bonus to all defenses against close and ranged attacks, and 
  can drop its cloaking as a quick action to teleport to a nearby 
  location it can see (instead of making an extra attack).
  AC 24
  PD 
  21 
   
  HP 140
  MD 21
  Building Battles
  Except for the dirks, most cambion assassins prefer not to work 
  with other cambions. Occasionally they’ll plan a hit that requires 
  help, and there are always plenty of dirks willing to sign on for 
  the chance to kill someone and to get in good with the “higher-
  ups.” They will also work with demons, but prefer those who are 
  more cunning such as imps over the ones that favor chaos and 
  destruction first, and careful planning second. One favorite ploy, 
  however, is to let loose a frenzy demon to draw attention—or a 
  mark’s bodyguards—while the cambion quietly kills the target.
  Cambion assassins are also careful about disposing of the 
  remains of those they kill. They don’t want to leave any clues 
  that can be tracked back to them, or worse, have their target get 
  resurrected (the ultimate failed hit!). Therefore, many cambion 
  assassins find ways to keep oozes (especially gelatinous cubes) 
  around, giving them an easy means of disposal that takes care 
  of any issues. They’ve been known to trap their lairs with the 
  creatures as well.
  Killing in the  
  Name of Gold
  “250 gold pieces to start. Clerics double. Paladins triple. Women 
  and children, another 100 each. No sorcerers. They start ripping 
  off spells and the next thing you know half the city guard is 
  moving in due to the chaos. It’s another 100 gold a day to find 
  the target and figure out the best way to kill him. If you have that 
  information, give it to me now to save yourself time and money. 
  Each of the coins must have touched your blood. Otherwise, don’t 
  waste my time.”
  —Choonnoo, Cambion Katar, 15 confirmed kills, 8 suspected
  Most assassins’ guilds will swear off further pursuit of a target 
  that kills one of their own. They lack the manpower to restock 
  assassins, who take years of training. Cambion assassins take the 
  opposite track. A target that kills one of their own becomes more 
  valuable in their eyes. The more cambions slain by someone, 
  the more likely a more powerful Hellblade will take it on as a 
  challenge. Cambion assassins rarely work for free, but targets 
  tough enough to kill one of them usually have plenty of enemies 
  interested in paying for such services. The cambion is also within 
  its rights to offer a discount as it sees fit.
  Cambion assassins can be bound to service through a ritual 
  where the person hiring the demon soaks the gold they are paying 
  the contract with in their own blood. Cambion assassins look for 
  any advantage they can get against a target. They will sneak in 
  while their victim is sleeping. They will also cloak themselves 
  and track a target until it’s alone and isolated in what it thinks 
  is a safe place. The cambion will appear from out of nowhere to 
  stab its target in the back or slit its throat (even in the middle of 
  a battle). A cambion assassin attacking adventurers in the middle 
  of an open field has either made a huge mistake, or is running 
  interference for a Hellblade to hit the real target while the heroes 
  are distracted.
  Cambion Assassins and 
  the Icons
  Crusader: Assassins have no place in the Crusader’s army. Victory 
  is to be won on the battlefield, not through backstabbing at a 
  trade conference. The soldiers in service to the Crusader prize 
  the blades of cambion assassins. They are primarily meant to 
  be trophies, but some in the Crusader’s army use the blades to 
  send a message. Leaving a traitor to die with a cambion blade 
  in their belly illustrates quite well what happens to those who 
  lose their faith.
  Diabolist: Cambion assassins who leave the Abyss or a hellhole 
  take themselves far too seriously for the Diabolist’s taste. 
  When the cambions are spending their ill-gotten gains, they 
  are perfectly acceptable. But once one swears the Hellblade 
  Oath of Stained Gold, its focus on the mission at hand 
  becomes tiresome. Enemies captured by the Diabolist may find 
  themselves hunted for amusement. Multiple cambion assassins 
  swear themselves to the Diabolist and hunt down her enemies 
  while the icon or members of her retinue place wagers.
  
  33
  c a m b i o n  a s s a s s i n
  Adventure Hooks
  A Fistful of Blood Gold—A series of apparently natural deaths 
  rocks a city where the adventurers are currently spending time. 
  After some investigation, the heroes discover the dead had 
  connections to two rival thieves’ guilds barred from quarreling 
  in the streets by an icon. Each guild turned to a cambion katar 
  that was more than happy to sell poisons to both sides for a tidy 
  sum of gold without the complications of bleeding on it. If the 
  adventurers don’t eliminate the cambion subtly, the bloodshed 
  in the city will incite the wrath of the icon.
  Blood Gold Problems—Some of the loot the adventurers 
  scooped up is blood gold. The enemy whose hoard the 
  adventurers are looting had an cambion assassin on retainer. 
  The cambion sickle attached to the gold starts killing in the 
  name of the adventurers. Spending the gold only turns control 
  of the cambion over to whoever holds the coins. Will the 
  adventurers find an obscure ritual to purify the gold, find a way 
  to kill the demon, or have to cash in a big favor from an icon?
  My First Kill—A down on its luck cambion dirk follows the 
  adventurers looking to score a first kill. Its fee is paltry, but 
  it’s mostly useless. During a battle, perhaps thanks to a critical 
  failure roll on an enemy’s part, the cambion stumbles into its 
  first kill. Do the adventurers still overlook the demon now that 
  it has useful abilities, or do they put it down and become a 
  target of the Hellblades?
  The Lesser Evil—A cambion hellblade approaches the 
  adventurers. The creature has an ambitious plan: No cambion 
  assassin has ever killed an icon before. Doing so would put 
  someone at the top of the Hellblades for sure. It needs their 
  help with the target, possibly an icon that the entire group 
  hates. Will they work with a demon to ensure the fall of an 
  enemy icon? What will they do if the target icon outbids them 
  and turns the ambitious hellblade against an icon they serve?
  Great Gold Wyrm: Cambion assassins are exactly the type of 
  creatures the Wyrm tries to stop from exiting the Abyss. The 
  Wyrm feels pain every time one of them strikes true. If the icon 
  can send agents to protect a target, the target gets protection. 
  This might even extend to individuals who neither want the 
  Wyrm’s protection nor trust it in the first place. A master 
  thief wouldn’t want a bunch of do-gooder friends of the Wyrm 
  hanging around their operations for very long.
  Priestess: Allies of the Priestess often end up as targets of 
  cambion assassins. The cambions enjoy working against the 
  Priestess even though they know they have little direct power 
  to end her reign as an icon. But if there is anyone they would kill 
  for free, those in the Priestess’ service would qualify, especially 
  those who meddle in Hellblade business, as the Priestess often 
  does. She may be an icon, but she can’t protect everyone all the 
  time. Someone desperate enough to hire a cambion assassin 
  might be willing to take out another contract, even with her 
  previous intervention.
  Prince of Shadows: The Prince understands loyalty bought by 
  gold. The other elements of the Hellblade Oath seem excessive, 
  but the Prince always needs someone to wield a silent blade. He 
  never contracts cambion assassins directly, but offers bounties 
  through proxies willing to bleed on their gold. The proxies are 
  often promised much larger favors from the Prince for this 
  service. Delivering on those promises, especially to people 
  foolish enough to bleed on cambion gold, is another matter.
  Names
  Cambion assassins cobble their names together from those of 
  people they enjoyed killing most. They pronounce their own 
  carefully assembled name with relish, licking their lips at the 
  memory of each contributing kill. This sort of vicious sadism is 
  also common among demons. What truly separates cambions 
  from full demons is their cambion-only ranking system. Each 
  rank takes its name from the size of the cambion’s blade, grown 
  on the blood and souls of victims. The higher the rank, the more 
  exotic the blade. This type of preening is exactly what gets on the 
  Diabolist’s nerves, but sometimes talent must be coddled.
  
  c
  34
  They might save the Empire or they might trample it beneath their 
  hooves. There’s a lot of that going around.
  People of the Wild
  Centaurs cycle in and out of the Dragon Empire. 
  They are extremely rare during periods when the 
  High Druid is weak and much more common 
  when the Druid is strong. As the High 
  Druid’s power waxes in the 13th Age, 
  centaur clans have become more 
  common features of the wildlands and 
  the areas surrounding the woods.
  Most of the centaurs moving into the 
  Empire come from the southeast, up into 
  and around the Wild Wood. Consequently 
  they are most commonly encountered in 
  the hills between the Bloodwood and the 
  Wild Wood and in the dales south of New 
  Port. If the High Druid is helping defend 
  the Sea Wall and the Empire from 
  attacks from the Iron Sea in your 
  campaign, centaur clans running 
  west of the Blood Wood probably 
  contribute heavily to her efforts.
  Horse and 
  Human, Hoof 
  and Hand
  Centaurs divide their tribal groups into 
  two general types: those who choose the 
  hoof and those who choose the hand. This is a 
  cultural and political distinction, a matter of attitude 
  rather than history or ethnicity. Hoof centaurs refer to their 
  clans as bands and to their chiefs as “great stallions” or “great 
  mares.” Centaurs who choose the hand use human labels and refer 
  to their groups as clans.
  As a rule, clans are more likely to settle in an area, while 
  bands are more likely to remain nomadic. Bands often use the 
  Koru behemoth trails to travel anywhere they wish around the 
  periphery of the Empire, but hand clan centaurs have been 
  known to do the same. Hoof bands tend to avoid clothing as 
  much as possible, while clans prefer wearing some clothes, 
  though nothing heavy or confining. Centaurs from the clans are 
  most likely to choose to travel to Axis to fight in the arenas, but 
  band centaurs also make that choice. Bands are more likely to 
  get involved in random raids and violent interactions with other 
  people of the Empire. But clans are more likely to get involved in 
  precisely coordinated attacks against their enemies, so regardless 
  of whether they call themselves horses or men, centaurs act much 
  like other humanoids—only faster, tougher, and wilder.
  In most campaigns, centaurs from the two viewpoints don’t 
  have any problem getting along when they want to. Individuals 
  often marry outside the band/clan, and clans sometimes 
  become bands and bands sometimes become clans, depending 
  on the emergence of charismatic leaders or magical events or 
  instructions from the High Druid. It’s the centaurs’ nature to 
  change and roam and the High Druid usually avoids picking sides 
  in the centaurs’ internal debates.
  Centaurs of both sexes who reach old age frequently leave 
  their clan and settle in forests as hermits, druids, or even scholars. 
  There’s talk that such elders have finally learned to balance their 
  hoof and their hand, but you won’t find centaurs indulging in 
  such comments.
  CENTAUR
  
  35
  c e n t a u r
  The Third Way
  In the 13th Age, some centaurs have decided that it’s not enough 
  to stick to the old ways of hoof and hand. Some centaurs say that 
  there is another way, choosing the heart. 
  Centaur clans that choose the heart are usually quite small 
  compared to the mainstream clans of hoof and hand. They are 
  based upon zealous devotion to an icon, almost always an icon 
  other than the High Druid. Many heart clans choose a villainous 
  icon, like the clan of the centaur lancer devoted to the Lich King 
  pictured on page 36. 
  Heart clans offer the chance to create extremist centaur 
  groups of nearly any position. Hoof centaurs think this makes 
  the heart clan centaurs even more like humans than the centaurs 
  who choose the hand. 
  Centaur Lancer
  Not all centaur warriors choose to get their hooves bloody. Some 
  prefer lance work.
  4th level troop [humanoid]
  Initiative: +9
  Charging lance +10 vs. AC—15 damage, and the target pops 
  free from the centaur
  Hit ’em hard: The crit range of the attack expands by 2 and 
  instead deals 20 damage on a hit if the centaur first moves 
  before attacking an enemy it wasn’t engaged with at the start 
  of its turn.
  Natural 18+: The target is also dazed until the end of its next turn.
  Spear +9 vs. AC—13 damage
  Natural even hit: The centaur lancer can make a kick attack as 
  a free action.
  Kick +8 vs. PD (1d2 enemies engaged with the centaur)—
  The target takes 5 damage and pops free from the centaur.
  Harnessed speed: The centaur lancer gains a +4 AC bonus against 
  opportunity attacks.
  AC 20
  PD 
  17 
   
  HP 60
  MD 14
  Centaur Raider
  Hooves, battle horns, and ruin.
  5th level wrecker [humanoid]
  Initiative: +10
  Hoof and weapon +10 vs. AC—15 damage
  Natural even hit: As a free action, the centaur raider can move 
  and make another hoof and weapon attack against a different 
  nearby enemy (it will take opportunity attacks for moving).
  R: Short bow +9 vs. AC—18 damage
  Natural 16+: The centaur raider can take an additional move 
  action this turn.
  Harnessed speed: The centaur raider gains a +4 AC bonus 
  against opportunity attacks and only takes half damage from 
  opportunity attacks that hit it.
  Nastier Specials
  Barreling charge: When the escalation die is even, the centaur 
  raider can use a standard action and a move action to make a 
  sweeping blow attack against multiple enemies as it moves past 
  them (it will take opportunity attacks). It ends this move and 
  attack unengaged.
  Sweeping blow +10 vs. AC (1d3 nearby enemies)—15 
  damage, and the target loses its next move action.
  AC 20
  PD 
  19 
   
  HP 70
  MD 14
  Centaur Ranger
  Four legs, two arms, and one wickedly lethal longbow.
  6th level archer [humanoid]
  Initiative: +13
  Twin scimitars +10 vs. AC (2 attacks)—10 damage
  R: Longbow +11 vs. AC—20 damage
  Natural even hit: The centaur ranger can take an additional 
  move action this turn.
  Natural 16+: The centaur ranger can make a second (but not a 
  third) longbow attack this turn as a free action.
  Moving combatant: The centaur ranger gains a +4 AC bonus 
  against opportunity attacks and only takes half damage from 
  opportunity attacks that hit it. When an enemy makes an 
  opportunity attack against it and misses, that enemy takes 10 
  damage from a counter-attack.
  Terrain familiarity: Once each round when the escalation die is 
  odd, the centaur ranger can make use of the area’s terrain to 
  its advantage as a free action. It can choose either to gain a +2 
  attack bonus for its attacks that turn, or to gain a +2 bonus to 
  all defenses against the next attack that targets it by using a 
  flashy or tricky maneuver (leaping off a rock over an enemy, 
  stirring up a hornet’s nest near an attacker, etc.). The target of 
  its attack or a creature attacking it when it attempts this stunt 
  rolls a normal save; on a success, the bonus is negated.
  Nastier Specials
  R: Pinning volley +11 vs. AC (2 attacks)—8 damage, and the 
  target is hampered until the end of its next turn
  Natural 18+: The target is stuck (save ends) instead of 
  hampered.
  Limited use: 2/battle.
  AC 22
  PD 
  20 
   
  HP 85
  MD 16
  
  c
  36
  Centaur Champion
  The problem for centaur champions is that not many of their 
  opponents stay alive long enough for the champions to challenge.
  Double-strength 6th level leader [humanoid]
  Initiative: +12
  Two-handed sword +11 vs. AC (2 attacks)—20 damage
  Champion’s challenge: If the centaur champion scores a crit 
  against the target, it can challenge that enemy. If it does, 
  until the end of the battle the champion and the target each 
  take a –4 attack penalty against any target except the other. 
  If the centaur champion dies or challenges a new foe, the old 
  challenge is canceled.
  Crushing hooves +10 vs. PD (2 attacks)—13 damage, and the 
  target is vulnerable until the start of its next turn
  Hooves and slash: As a standard action, the centaur champion 
  can make a crushing hooves attack and a single two-handed 
  sword attack (one attack roll) against the same enemy.
  Leader of the clan: When the centaur champion engages an 
  enemy, each other centaur ally engaged with that creature can 
  pop free from it.
  Moving combatant: The centaur champion gains a +4 AC bonus 
  against opportunity attacks and only takes half damage from 
  opportunity attacks that hit it. When an enemy makes an 
  opportunity attack against it and misses, that enemy takes 20 
  damage from a counter-attack.
  Nastier Specials
  Chief’s challenge: When the champion issues a champion’s 
  challenge, it only takes a –2 attack penalty against other 
  enemies than its chosen foe, but that enemy still takes the –4 
  attack penalty. In addition, the champion can use champion’s 
  challenge as a free action when it becomes staggered.
  Champion’s scorn: Each of the champion’s centaur allies in the 
  battle gains a +5 damage bonus with ranged attacks.
  AC 22
  PD 
  20 
   
  HP 170
  MD 16
  
  37
  c e n t a u r
  Building Battles
  Centaurs are most often encountered in clans or bands with 
  others of their kind. When raiding, it’s not uncommon to find a 
  group of lancers and raiders accompanied by a ranger or two and 
  a champion. The only time multiple champions fight together is 
  when large gatherings of centaurs meet to discuss range rights, 
  to arrange unions, and to make war. At such times the champions 
  will have competitions of skill and wits to see which one is the 
  best warrior. Sometimes the challenge is to see which champion 
  brings down a threat to the band/clan first (like an adventuring 
  party, especially if the centaurs are wild).
  Occasionally, centaurs can be found raiding with orcs or 
  hobgoblins, or are encountered on the trail of some fearsome beast. 
  Individual centaur champions and raiders also join with other 
  intelligent humanoids as the leader of the group, or as bodyguards. 
  Centaur rangers will often work with beasts of the wild at the High 
  Druid’s request to throw off the yoke of civilization.
  Names
  Centaurs in clans often have simple names of one or two syllables, 
  such as Aeris, Ayla, Dax, Ember, Nafa, and Patra. Centaurs in 
  bands often have descriptive names such as Old Dreamer, Dancer, 
  Shadow, Third Son, Blood Leaf, Hammer, and Tassel. Making fun 
  of a centaur’s name is never a good idea.
  Centaurs  
  and the Icons
  Crusader: Centaurs who have been burned by the Diabolist find 
  it easy to destroy alongside the Crusader. Whether they have 
  the Crusader’s monomaniacal focus remains to be proven, but 
  several heart clans are trying. 
  Elf Queen: The elves of the Queen’s Wood are cool, at best, to 
  marauding centaur bands rampaging down the Koru trails. But 
  elven woods have no trouble absorbing elder centaurs looking 
  for calmer homes that aren’t entirely boring, and there are 
  several centaur heroes and magicians who are more at home in 
  the Court than in the Wild Wood.
  Emperor: Centaurs’ joy in fighting in the arenas and near the 
  Sea Wall makes them something other than outright enemies 
  of the Emperor and the Empire. As more and more centaurs 
  roam on the fringes of the Empire, some individuals who are 
  unhappy with their clans have gone beyond fighting for glory 
  in the arenas and joined the forces of the Empire. So far, 
  centaurs won’t serve as normal soldiers, but they will act as 
  officers commanding cavalry. Depending on circumstances, 
  these oddballs might serve as occasionally useful liaisons 
  between the Emperor and the High Druid, or they might only 
  make tensions worse.
  High Druid: Most centaurs follow or at least respect the High 
  Druid. Most centaurs also have little time for people who 
  would spread roads and towns and urban civilization into what 
  should be wilderness. Consequently centaurs are seldom seen 
  in the Empire’s major cities, with three partial exceptions. 
  Concord’s forested hills and contoured gardens don’t feel 
  especially urban, and centaurs that have chosen to live apart 
  from their clans sometimes live there. Centaurs also feel 
  comfortable in Drakkenhall’s ruins. On the other side of the 
  sea, Axis is an occasional destination for centaur champions 
  set on earning glory in the arenas.
  Adventure Hooks
  Broken Wedding—A clan of centaur raiders carried off a young 
  villager on the eve of his or her wedding. Fearful that the 
  centaurs will abuse or mistreat the youth, the mother of the 
  bride or groom begs the characters to confront the centaurs and 
  rescue her child. But was it a true kidnapping, or did the youth 
  plan to run away to escape a bad marriage? Are the centaurs 
  villains or is one of them in love with the human they rescued?
  Diseased and Dangerous—A virulent orc infestation near a 
  centaur homeland has had severe magical effects. The Orc 
  Lord’s magic is sometimes more subtle than you’d expect, and 
  a centaur tribe has gone “orcish,” spawning orc-like centaurs 
  and ravaging alongside orc warbands. There may be traces of 
  centaur culture still present, and that’s where the kidnapped 
  friend or relative or connection of the PCs comes in. Is this a 
  rescue or a war?
  Running of the Centaurs—As the PCs are traveling along the 
  Koru behemoth route, or even just crossing it, they get caught 
  up in a race of some sort between rival centaur clans/bands. 
  One or more of the competitors seeks to barter for assistance, 
  probably playing off shared allegiance and connections with 
  an icon. Success in the race could work to the PCs’ advantage 
  instead of only being a problem.
  “The hills thrum with the hooves of barbarians. 
  They breed indiscriminately and fight like 
  demons. If we don’t hold the line against the 
  advancing wilderness, then none shall.” 
  —Captain Petraeus, Axis legionnaire
  “Centaurs are tough. The horse and human 
  remain balanced in life, but keeping them 
  balanced in undeath is beyond all but the 
  greatest of us.” 
  —Priary the Cold, necromancer
  
  c
  38
  A Hundred Hungry 
  Mouths with No 
  Stomach
  The chaos beast is a shambling creature infused with an 
  abundance of chaotic energy. Looking at the beast directly is 
  almost painful as it’s constantly shifting, twisting, and changing. 
  Mouths open and close continually within its flesh. A chaos beast 
  is a bubbling mass of flesh that barely holds onto its form while 
  the creature remains still. The creature has a strange gelatinous 
  quality to its flesh that is revealed when it moves or attacks. It 
  contains so much chaotic energy that it destabilizes the creatures 
  and the area around it. Attacks inflicted by a chaos beast often 
  cause its victim’s form to change, with the severity of the wound 
  determining how bad the change is. The bodies of those killed 
  by chaos beasts are often burned because watching the 
  corpse shift and twitch at the funeral is too disturbing.
  The chaos beast gets its name from its general 
  shape. It (roughly) has four limbs, a body, and a 
  head, and is the size of a human. Beyond that, its 
  form changes by the minute. The ends of its 
  limbs become claws, chicken feet, paws, or 
  some combination of them all. It emits a 
  howl that turns into a bird’s cry and then 
  a cat’s hiss. It moves quickly and attacks 
  with whatever natural weapons it has 
  currently grown. Such attacks disorient 
  trained warriors because the attack often 
  surges out of the creature’s flesh, rather 
  than from an obvious limb that can be 
  blocked.
  The more dangerous chaos 
  brute is formed by the merging of 
  two lesser chaos beasts, or when 
  a chaos beast consumes enough 
  flesh to grow itself to a larger size. 
  The brute is roughly the size and 
  shape of a bear, but it shifts with 
  every step or movement. The 
  brute gains little in intelligence or 
  cunning, but it makes up for it in size 
  and ferociousness. It has more control over 
  its attacks and varies them more often. 
  This makes the brute more unpredictable. 
  Just when an opponent gets used to one type of attack, 
  the brute changes form and tactics.
  The chaos behemoth is the largest chaos beast. Its form is 
  the most grotesque—a shambling mound of limbs, jaws, and 
  flesh. Mouths tear open in its flesh and limbs push through as 
  the creature flows toward a new target. The behemoth is usually 
  the longest lived of the beasts, having eaten enough meat to 
  attain such a large size. Rather than forming striking limbs, the 
  behemoth simply rises up as a wall of howling mouths, tearing 
  claws, and ripping teeth. If that wasn’t bad enough, the behemoth 
  is able to directly infect its opponent with the chaos at its core, 
  causing flesh to rebel against flesh.
  Chaos glorps are puddles of disgusting flesh waiting to 
  devour enough meat to become really deadly. Chaos beasts larger 
  than behemoths have been rumored, but never confirmed.
  CHAOS 
  BEAST
  A creature dripping with the energy of chaos that can barely keep itself together. If the 
  shifting forms, biting mouths, and multiple limbs don’t kill you, getting infected with 
  chaos energy will.
  
  39
  c h a o s  b e a s t
  Chaos Glorp
  It’s what’s left over when terrible things happen . . . like chaos 
  beasts combining.
  4th level mook [aberration]
  Initiative: +5
  Oozespasm +8 vs. AC—3 ongoing damage, or 10 damage if the 
  target is already taking ongoing damage
  Miss (splooshglumpbrekkk): The chaos glorp pops free from 
  all enemies and moves as a free action to engage a nearby 
  enemy taking ongoing damage.
  Spontaneous chaos: When the escalation die reaches 6, the chaos 
  glorp rolls a normal save. If it succeeds, it transforms into a 
  chaos beast with full hit points.
  AC 17
  PD 
  16 
   
  HP 20 (mook)
  MD 13
  Mook: Kill one chaos glorp mook for every 20 damage you deal 
  to the mob.
  Chaos Beast
  It’s a gurgling, bubbling mess of animal parts and bestial moans. 
  Just looking at it gives you a headache, and the thought of touching 
  the horrid thing makes one hand curl around your weapon while 
  the other covers your mouth.
  4th level troop [aberration]
  Initiative: +6
  Bestial chaos +9 vs. AC—Damage and effect depends on the natural roll
  Natural even hit (peckpeckclaw): 7 damage, and the chaos beast can 
  make another bestial chaos attack as a free action.
  Natural odd hit (slapgushslap): 15 ongoing damage.
  Miss (splooshglumpbrekkk): The chaos beast pops free from all 
  enemies and moves to engage a random nearby enemy as a 
  free action, preferably one it wasn’t just engaged with.
  Chaos combined: Once a chaos beast is staggered, it can combine 
  with another chaos beast next to it as a quick action to become 
  a full-strength chaos brute acting on this beast’s initiative. 
  Replace the other beast with a chaos glorp mook.
  AC 18
  PD 
  14 
   
  HP 48
  MD 17
  Chaos Brute
  The flesh rushes together. Mouths become hands. Tentacles 
  become hands. The beast swells in size. The cuts and bruises 
  of the smaller beasts fade away as skin bubbles to cover them.
  Large 4th level wrecker [aberration]
  Initiative: +8
  Brute chaos +9 vs. AC—Damage and effect depends on 
  the natural roll
  Natural even hit (stomptearsmash): 25 damage.
  Natural odd hit (slapgushslap): 15 ongoing damage.
  Miss (shameterrordespair): 1d3 random nearby enemies 
  each take 10 psychic damage.
  Chaos combined: Once a chaos brute is staggered, it 
  can combine with another chaos brute or chaos 
  beast* next to it as a quick action to become a full-
  strength chaos behemoth: the new creature rolls 
  initiative as if it had just entered the battle.
  *If a chaos beast and a chaos brute combine 
  to create a chaos behemoth, the behemoth 
  starts with 70 hp instead of 90 hp and takes a –1 
  penalty to all attacks and defenses.
  AC 20
  PD 
  17 
   
  HP 60
  MD 13
  
  c
  40
  caused by teleportation spell misfires? Or are they natural 
  byproducts of the violation of the laws of time and space?
  A natural manifestation point for chaos beasts is the 
  underworld; adventurers traveling the dark underways of the 
  world report encountering the creatures roaming the long dark 
  ways, which explains why many living dungeons also contain the 
  creatures. The beasts seem to be able to sense the presence of 
  an approaching dungeon and make sure they catch a ride as it 
  passes, looking for tasty snacks that might also be in the dungeon.
  Chaos beasts also love to show up in impossible places. More 
  than one adventuring party has secured a well-defensed camp for 
  the night only to be awoken by the sound of chaos beasts trying 
  to eat the cleric. Superstitious dungeon veterans often leave a 
  chamber door ajar or a shaft slightly unsealed as a defense against 
  a chaos beast manifestation.
  Wild spaces are a natural fit for chaos beasts. The edges of 
  known maps and explored areas are a perfect place for chaos 
  beasts to ooze into the world. Many tales tell of explorers’ camps 
  found empty, with fires still cooking and equipment laid out. 
  Whether the beasts attack during the night or manifest out of 
  thin air is unknown.
  Things Chaos Beasts 
  Eat (and Carry Inside)
  Chaos beasts are drawn to gems like children to candy. Loose 
  gems often end up in one of the creature’s many mouths. With 
  the gem embedded in the mouth, it soon becomes part of the 
  creature’s skin. A deft-fingered rogue can often pry loose the gem 
  before the chaos beast snaps their hand off. The chaos beast is 
  also drawn to gems attached to items like swords and armor.
  Helmets and headwear are a favorite choice for chaos beast 
  to slurp up. An errant blow knocks the helmet off the opponent, 
  and the beast scoops it up and ingests it. This is something of 
  a self-preservation move on the part of the chaos beast. If the 
  larger host is slain, a small piece of the beast nests inside the 
  helmet. When an unsuspecting hero puts the helmet back on 
  without proper cleaning, the beast works its way inside the poor 
  victim. A short while later, seemingly out of nowhere, the hero 
  erupts into a chaos beast and the cycle begins anew.
  Halflings also draw the attention of chaos beasts. Something 
  about their size and sound lures the beasts into a feeding frenzy. 
  Chaos beasts concentrate their attacks on halflings until some 
  other opponent deals damage to the beast to draw its attention. 
  Halflings that have survived an encounter with a chaos beast 
  know a good strategy is to run away from the creature in circles 
  while their allies pepper it with attacks. Some unscrupulous 
  adventurers have been known to recruit a halfling as bait if they 
  know they are going into an area where they expect chaos beasts.
  Rings, like gems, are another treasure that chaos beasts eat 
  while in battle. Chaos beasts have been known to suck magic 
  rings right off the hands of an opponent (sometimes with a 
  finger). When a PC fumbles a roll while facing a chaos beast, any 
  rings they are wearing are lost inside the beast until they can be 
  retrieved. Getting the ring back isn’t a pleasant experience. It also 
  never quite feels the same, retaining a slightly sticky feeling from 
  being inside the chaos beast for too long.
  Chaos Behemoth
  The creatures combine again. One huge creature looms over you. 
  Each mouth opens wide enough to envelop a body whole. It howls 
  as its wounds stitch together yet again.
  Huge 4th level spoiler [aberration]
  Initiative: +5
  Behemoth chaos +9 vs. AC—Damage and effect depends on the 
  natural roll
  Natural even hit (chompsucktear): 30 damage, and the chaos 
  behemoth can make a mewhowlwail attack as a free action.
  Natural odd hit (slapgushslap): 25 ongoing damage.
  Miss (slopspewbarf): 10 damage, and the target is hampered 
  until the end of its next turn.
  Mewhowlwail +9 vs. MD (each nearby enemy)—10 psychic 
  damage, and if the target is taking ongoing damage, saves 
  against that ongoing damage become hard saves (16+)
  The betrayal of flesh: When a nearby enemy taking ongoing 
  damage drops to 0 hp or below, add +15 to the amount of 
  ongoing damage that enemy is taking as its body melts and 
  warps. At the GM’s option, a creature slain in a battle involving 
  a chaos behemoth might transform into a chaos glorp or chaos 
  beast instead of having the decency to just die.
  AC 21
  PD 
  16 
   
  HP 90
  MD 16
  Building Battles
  Being creatures of chaos, chaos beasts are often drawn to areas 
  of demonic activity, and while the creatures don’t really work 
  with anyone, they seem to avoid attacking demons most of the 
  time. The demons see them as interesting pets and often give 
  prisoners to the beasts to watch the fun once they’re done with 
  the unfortunates. Many ogre magi and sorcerers also use the 
  beasts as “muscle” to decimate a foe while the spellcaster stays at 
  range blasting people. For the right price, a buyer can purchase 
  containment crates marked with mystic wards that will hold the 
  beasts for a day or two—the wards can be brought down with a 
  word, of course.
  The Domain of Chaos
  Chaos beasts will show up in many places. Areas of high traffic in 
  transport often see a manifestation of the beasts. Teleportation 
  circles and abandoned magic gates are popular locations to have 
  beasts prowling about, on one end or the other. Are the beasts 
  “By the gods! Where do I swing? The beasts shift 
  so quickly they hurt my sight! They are on the 
  right! The left! Fire! Fire! Burn the beasts! Burn 
  the town! Salt the ashes!” 
  —Cosmo Lening, Newton Levee town guard
  
  41
  c h a o s  b e a s t
  Chaos Beasts  
  and the Icons
  Archmage: Something is letting these creatures into our plane 
  of existence. The Archmage would like to know what. Is it 
  common spells? Botched experiments? Willful summoning? 
  His current theory is the other icons are not taking the 
  proper precautions when they dabble in magic above their 
  understanding. His experiments are carefully controlled. 
  While there are accidents, none of them are responsible for 
  such heinous creatures. If he found evidence to the contrary, 
  the Archmage would take the appropriate punitive measures. 
  The beasts should be eliminated, but they could also be 
  studied. Sadly, caging chaos beasts for study seems more or less 
  impossible for those who are not already experienced wizards.
  High Druid: It’s whispered that a few druids who’ve completely lost 
  control of their shapeshifting abilities transformed into chaos 
  beasts. True or not, it’s definite that the High Druid and her 
  followers hate chaos beasts and the un-nature they represent.
  Orc Lord: The transformative nature of chaos beasts interests 
  the Orc Lord. Their use on the battlefield is obvious, but more 
  interesting is how their victims transform into more of the things.
  Priestess: The Priestess sees too much suffering because of the 
  beasts and wants them wiped out. She suspects someone is 
  creating them on purpose, be it a dark god or rival icon. If 
  someone can find the source, they can stop the beasts from 
  damaging the innocent. She’s decided that using adventurers 
  for this task is the best option. They’re tough, they can fend off 
  the chaos beasts’ attacks, and they can deal with unexpected 
  challenges. Protecting everyone from the horrors of the beasts, 
  even those who she dislikes, is a top priority.
  The Three: The Three aren’t responsible for the creation of 
  chaos beasts but they love to watch the havoc the creatures 
  create. Ah, chaos. The Three will insert the creatures into 
  areas where their rivals have strength and watch the beasts 
  consume. They’re also not above unleashing a beast into 
  a region important to one of the other Three. Word is that 
  they often tell the sorcerers who upset them that, one day, the 
  sorcerer’s luck will run out and they’ll be consumed by chaos.
  Names
  Chaos beasts are also known as rippers, portal hounds, and 
  hungryhearts.
  “These creatures have no use for the dead. If 
  the meat isn’t fresh, they aren’t interested. The 
  smell of rot keeps them away. If you can make 
  it to a graveyard or crypt, the beasts will leave 
  you alone, and you’ll likely make a new friend.” 
  —Leelana Free, gnome necromancer
  “When you’re a rogue, sometimes stash spots 
  aren’t ideal. You’ve got a few seconds to dump 
  off a jewel or something before the rest of the 
  suckers in your party come around the corner. 
  I’ve successfully stuffed a guild’s cut worth of 
  gems inside one of those beasts. It’s gross, but 
  that also means nobody looking for the swag is 
  going to check each of the damn thing’s mouths.” 
  —Maria Dozenfingers, halfling rogue
  “Fighting such a creature is like fighting a rolling 
  wave of angry flesh. If you’re out of ranged 
  options, it’s best to just wade in and keep cutting 
  the damn thing into halves until there are no 
  more halves to cut. I recommend the hardest 
  liquor you can find, because you’re gonna want 
  to wash the taste, smell, and memory of fighting 
  this beast out during your next camp.” 
  —Bernie Barrelsmasher, dwarf fighter
  Adventure Hooks
  A Foul Turn—The wizard’s tower should be a relatively safe 
  place. But something has gone terribly wrong. All the 
  apprentices have been turned into chaos beasts. Only the 
  heroes can reverse the spell, but can they do so without killing 
  the innocents roaming the halls as puddles of flesh?
  Friends to the End?—During a battle with a chaos beast, an 
  adventurer recognizes one of the faces formed by the gurgling 
  creature. Was their friend consumed? Are they trapped inside? 
  And, more importantly, is there any way to rescue the poor 
  soul from the clutches of chaos?
  Slimy Spooks—The adventurers are sent to explore a legendary 
  haunted mansion. The mansion isn’t haunted, however. A 
  brood of chaos beasts has slithered into the foundation. Their 
  movements cause the creaks, howls, and other usual trappings 
  of an unquiet spirit. So much for the PCs’ preparations to face 
  undead. How will the heroes rid the mansion of the foul beasts 
  that seep through every nook and cranny?
  The Dying Town—One by one, townsfolk have disappeared. 
  By the time the adventurers arrive, the once thriving village 
  of Widdershin is down to the innkeeper, the blacksmith, and 
  the mayor. A chaos beast has been attacking the townsfolk 
  and adding to its mass of flesh. The central brood holes up 
  in a dry lake bed nearby, but it sends out beasts to attack the 
  adventurers while they stay at the inn.
  
  c
  42
  A terrifying shapeshifting beast. Not only are no two chimeras 
  alike, by sunrise a chimera will have shifted unrecognizably from 
  the form it possessed when it greeted the night.
  CHANGELING BEASTS
  In the hands of gamers, a beast that’s meant to embody shifting 
  chaos has become locked into its original mythic shape of a lion 
  combined with a goat combined with a dragon. We’re not going 
  to fight that, not completely. We like the traditional chimera, as 
  presented on page 209 of the 13th Age core book, and we have 
  some rocking chimera minis we’d like to keep using. But the 
  competing realms of the icons provide powerful winds that a 
  shapeshifting mythical beast might ride to access powers it can’t 
  gain on its own. When you fight an iconic chimera, your own icon 
  relationships might enable it to shift into an even more dangerous 
  form, or force it into a shape that gives you the advantage. If 
  all your icon dice work against you and you are fighting a fully 
  empowered iconic chimera, this could be the moment you flee to 
  fight another day when forces are not aligned against you.
  ICONIC CHIMERA
  The iconic chimera is a mirror for magic, fluidly altering its shape 
  to reflect the great powers of the world. Unlike sorcerers or druids, 
  the iconic chimera’s shifts are usually not within its control. Epic 
  heroes eventually learn to recognize how the transformations that 
  surge across the chimera’s body reflect the nature of the icons.
  Large 8th level wrecker [beast]
  Initiative: +15
  Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage
  Natural 14–15: The target is dazed until the end of the 
  chimera’s next turn from a headbutt.
  Natural 16–17: The target takes 20 ongoing damage from 
  raking claws.
  Natural 18–20: The chimera can make a fiery breath attack as 
  a free action.
  [Special trigger] Fiery breath +14 vs. PD (up to 3 nearby 
  enemies in a group)—3d10 fire damage
  Chimerical change: See below.
  AC 24
  PD 
  20 
   
  HP 320
  MD 17
  CHIMERA
  
  43
  c h i m e r a
  Chimerical Change
  At the start of battle each PC rolls one icon relationship die of 
  their choice and one die chosen from their relationships by the 
  GM. A roll of 6 means the chimera has shifted in a manner that 
  gives it a chimerical flaw (F) that the adventurers can exploit. 
  A roll of a 5 indicates that the chimera gains both a flaw and a 
  benefit associated with that icon. A result of 1 or 2 means that the 
  chimera gains the icon’s chimerical benefit (B) without the flaw.
  Archmage
  b Bearded spell-eating head: When a spell attack misses the 
  chimera, it has no miss effect and the chimera heals 40 hp.
  f 
  Vulnerability, melee: The crit range of melee attacks against 
  the chimera expands by 2.
  Crusader
  b Skin of indomitable faces: When the chimera saves against 
  a condition, it becomes immune to that condition until the 
  end of the battle.
  f 
  Vulnerability, spells: The crit range of spell attacks against 
  the chimera expands by 2.
  Diabolist
  b Flaming oil glands: When a creature is engaged with the 
  chimera at the start of its turn, it takes 20 fire damage.
  f 
   
  Overconfident predator: Each time the chimera scores a 
  critical hit, it takes a cumulative –2 penalty to all defenses.
  Dwarf King
  b 
   Stone-studded dermis: Any damage dice that roll maximum 
  damage against the chimera count as 1s.
  f 
   
  Stubborn beast: The chimera won’t willingly disengage 
  from a creature engaged with it.
  Elf Queen
  b Springing stag legs: When the escalation die is odd, the 
  chimera gains an additional standard action that turn.
  f 
  Overly gracile: The chimera’s form is unusually frail, and any 
  damage dice that roll 1s against the chimera count as 2s.
  Emperor
  b 
   Mane of scorpion tails: The chimera has a fear aura: 
  Enemies engaged with the chimera who are below 48 hit 
  points are dazed and can’t use the escalation die.
  f 
   
  Golden fleece: The chimera has transformed itself into a 
  form that’s gem encrusted with golden fur. When slain it 
  will yield 1d6 x 100 gp per adventurer in gems and precious 
  metals. At the GM’s say-so, knowledge of this bounty may 
  grant particularly mercenary characters a +1 attack bonus 
  against the chimera once it’s staggered.
  Great Gold Wyrm
  b
   
  Inferno belly: When the chimera makes a fiery breath 
  attack, it can make another fiery breath attack that turn as 
  a quick action.
  f 
   
  Flammable blood: When the chimera rolls a natural odd 
  miss with fiery breath, it takes 20 fire damage.
  High Druid
  b 
   Wild heart: The chimera is constantly evolving and 
  changing. When an enemy rolls a natural 1–5 on an attack 
  roll against it, the chimera adds the escalation die to its 
  attack rolls until the end of its next turn.
  f
   
  Vulnerability, poison: The crit range of poison attacks 
  against the chimera expands by 2.
  Lich King
  b 
   Bone plates: When an enemy rolls a natural even miss with 
  a melee attack against the chimera, the weapon temporarily 
  loses all its bonuses and powers and the wielder is weakened 
  (save ends both).
  f 
   
  Vulnerability, holy: The crit range of holy attacks against 
  the chimera expands by 2.
  Orc Lord
  b 
   
  Mighty tusks: As a standard action, the chimera can make a tusk 
  charge attack. It can’t make any other attacks the same turn.
  Tusk charge +20 vs. AC—100 damage
  Limited use: Once the chimera has damaged an enemy 
  with this attack, it can’t use tusk charge again until it 
  drops an enemy to 0 hp or lower.
  f 
   
  Too many horns: The horns and tusks of the chimera lock 
  together at inopportune moments. When it rolls a natural 
  1–5 with an attack against multiple targets, it loses any 
  further attacks that turn.
  Priestess
  b 
   Eagle wings: The chimera can fly like an eagle, swooping in 
  and out of the battle.
  f 
   
  Vulnerability, negative energy: The crit range of negative 
  energy attacks against the chimera expands by 2.
  Prince of Shadows
  b 
   
  Poison fangs: When the chimera rolls a natural 1–5 with an 
  attack and misses, the target takes 20 ongoing poison damage.
  f 
   
  Bickering heads: The first time each turn the chimera hits 
  with an attack, it rerolls the attack and takes the lower roll.
  The Three
  b 
   Draconic sinews: While not staggered, the chimera rolls 
  2d20 with its melee attacks and uses the higher roll.
  f 
   
  Too many wings: Whenever the chimera moves, it rolls an 
  easy save (6+). On a failure, it provokes opportunity attacks 
  from each nearby enemy.
  Conceivably you could end up with too many chimerical 
  benefits and flaws for your group’s comfort. You’re the 
  judge of what you want to handle. If the results are too 
  crazy, use only two benefits and one flaw each turn and 
  switch between the icon abilities you rolled each turn, 
  or each time the escalation die is odd.
  Simplifying Chimeras 
  for Smooth Play
  
  c
  44
  Building Battles
  Chimeras tend to be solitary, but rather than hunt in a specified 
  territory, they are constantly roving in search of food. This 
  also means that many new types of creatures are added to their 
  mix. Occasionally, the beasts are found in numbers in a living 
  dungeon, hellhole, or other location with strong, chaotic magical 
  emanations. Each chimera stakes out its territory in such a place, 
  but doesn’t tend to attack others of its kind, perhaps sharing 
  some link with the place. For that reason, combining chimeras 
  with demons in a battle within a hellhole makes a lot of sense.
  Powerful wizards, warlords, and similar types often keep 
  chimeras as pets and guards, and will take samples from the 
  beasts to experiment with upon their followers, yielding strange 
  aberrations (orc with extra arms, giant mutating insects, etc.).
  Of course, iconic chimeras are often encountered along with 
  the servants of those icons who use the chimeras, ready to be 
  deployed as a trap or as muscle when needed.
  Dwarf King: Chimeras from Hell Marsh have long plagued 
  dwarven lands, and the walls of the mead halls in Forge are 
  decorated with all manner of odd skulls taken from chimeras 
  that made their way into the tunnels. Hunting chimeras has 
  become a rite of passage among some dwarven clans, and a 
  black market in manufactured “chimera” skulls exists to supply 
  young dwarven men and women with a trophy when no real 
  chimera can be found. The Dwarf King approves of this mark 
  of adulthood, preferring it to paying out a bounty from the 
  treasury to hire adventurers to slay the beasts.
  Elf Queen: The chimeras of the Queen’s Wood are beautiful 
  ephemeral creatures, perfect in their symmetry of form and 
  graceful speed. Their beauty is matched only by their cruelty—a 
  trait surely picked up from the drow who live in and under the 
  woods. The elven nobility hunt chimeras, referring to them as 
  “questing beasts.” Often, chimeras in elf lands will lure in prey 
  by pretending to be another type of animal. The elven saying 
  “You are taming a questing beast” means that somebody has 
  dangerously missed the point.
  Emperor: The arena mistresses of Axis pay good money for 
  chimeras—a healthy chimera in the gladiatorial arena draws 
  a huge crowd. Some arena mistresses are fortunate enough to 
  have breeding pairs of chimeras in their stables, while others 
  must rely upon adventurers to capture them in the wild and 
  bring them back to Axis (a risky, dangerous business that only 
  a fool or down-on-their-luck heroes would take on).
  Great Gold Wyrm: The Great Gold Wyrm has little time to 
  worry about chimeras, having a world to protect from the 
  Abyss, however, his paladins often encounter chimeras in the 
  Red Wastes. A chimera’s ability to change its form allows it 
  to survive in harsh demon-infested wastelands with as much 
  ease as the lush forestlands of the Wild Wood. The paladins of 
  the Wyrm regard chimeras as good luck since chimeras often 
  eat imps and other lesser demons, and consider the lion-eagle-
  snake-headed enemy of my enemy to be a friend.
  High Druid: Druids regard chimeras as living embodiments 
  of nature, avatars of primal life. Chimeras in the Wild Wood 
  resemble mighty horned griffons or tusked white lions—
  majestic and untamable creatures. The druids claim that “pure” 
  chimeras are born from the Wild itself. They believe that the 
  chimeras of Wild Wood are different from other chimeras, 
  claiming that the beast’s blood has healing properties similar 
  to those of a healing potion, and that wherever they walk in the 
  Wood, even the most barren soil becomes fertile and instantly 
  sprouts plants.
  Lich King: Chimeras can’t become undead, the energies that fix 
  a creature in an unchanging necrotic state are anathema to the 
  ever-changing chimera. This fascinates the Lich King and the 
  dread lord has sent his minions out beyond the Necropolis to 
  bring him back chimeras to study. Some fear that chimeras 
  hold the key to the Lich King’s plans for the world; an order of 
  watchers based out of Vigil (known as the Sisterhood of Steel) 
  hunt and kill chimeras so that the Lich King can never get a 
  living specimen.
  The chimera on page 209 of the core book might 
  be a slightly different breed of chimera or it might 
  have started as an iconic chimera but lost its power 
  to change as it grew older. Perhaps the actions of the 
  icons in your game suggest another explanation.
  Non-iconic Cousin
  Chimeras and the Icons
  Archmage: It has long been speculated that the Archmage 
  created chimeras, because they are creatures that mix magic 
  and flesh perfectly. The current Archmage disclaims all 
  knowledge of their creation, declaring that a previous icon 
  nicknamed “The Sliding Princess” (her true name is apparently 
  forbidden) made them as carriers of her magical essence. The 
  Archmage can’t be pressed further on the subject and has had 
  several bestiaries from past ages removed from the shelves of 
  the Grand Library. Rumors abound that wizards who are eaten 
  by chimeras become part of the beasts, their heads resurfacing 
  to consume spells cast at the beast.
  Crusader: The Crusader greatly admires the magical beasts, 
  especially the way they can shake off demonic magic that 
  would stun a lesser creature. While he acknowledges that they 
  are unlikely to become mounts for his elite troops, he keeps 
  several as pets and guardians. He even named an elite platoon 
  of hell-divers after them: The Blue Chimeras. Joining the Blue 
  Chimeras is a way to earn rapid promotion, or a quick death in 
  the jaws of the platoon mascot.
  Diabolist: The chaotic nature of chimeras appeals to the 
  Diabolist. Campfire tales say that she knows the secret of their 
  creation, that she sends her servants out into the world to 
  capture dangerous beasts and monsters, and that she melds 
  those creatures into chimeras to inflict upon the world. 
  Escapees from Hell Marsh tell of a massive chimera that she 
  is constructing claw-by-claw and scale-by-scale with the 
  intention of unleashing it upon either the Orc Lord or the 
  Dwarf King.
  
  45
  c h i m e r a
  Orc Lord: The Orc Lord’s most 
  powerful lieutenant is said to ride 
  a huge beast that changes shape 
  and constantly grows new tusks 
  and snapping jaws—a chimera! No 
  one knows how this mighty orc (or 
  troll, or demon) achieved the feat. 
  Hopefully it’s not a secret that can be 
  passed on. . . .
  Priestess: Chimeras live on some of 
  the ledges of the Cathedral in Santa 
  Cora, hunting high above the city. 
  The common folk tell tales of those 
  chimeras eating angels, but the 
  truth is that a group of priests keep 
  the beasts, feeding them on lion meat. The 
  priests practice teratomancy, the divination of 
  the will of the gods through the observation of forms 
  that shapeshifting monsters take on. The priests operate 
  in secret, since other residents of the Cathedral will not be 
  amused if this becomes public. The Priestess herself? Who can 
  say how she would react. Are the divinations true?
  Prince of Shadows: It’s a little known fact outside of Shadow 
  Port that the urine of chimeras contains a compound that, 
  when combined with certain herbs, can produce a potion of 
  shapeshifting. This rare potion is much prized in Shadow Port, 
  since its usefulness in theft and assassination is unparalleled. 
  The common form of the potion allows the drinker to 
  shapechange into another humanoid form for a day, and the 
  more advanced version lets them shapechange into other 
  creatures. A much more difficult version lets the imbiber 
  grow new body parts (such as wings) at will for a short time 
  or can replace lost limbs. Needless to say, the amount of fake 
  shapeshifting potions (usually horse-urine-with-leaves-in-
  it) for sale in Shadow Port makes finding the genuine article 
  almost impossible.
  The Three: The Three have an intelligent chimera by the name 
  of Crimson Rendstheflesh who works for them as an agent. 
  She has mastered shapeshifting beyond anything her more 
  beastly cousins can manage and is able to mimic a horse or 
  a dog or even, with effort and for 
  a short time, a humanoid. Ms. 
  Rendstheflesh believes in a dream of 
  a free and independent monster city, 
  where creatures like her can eat who 
  they want when they want, without 
  worrying about elf hunters or dwarf 
  warriors or being enslaved in the 
  Emperor’s gladiatorial arenas.
  Adventure 
  Hooks
  Bring Me the Dragon-Goat Head—
  The competition among dwarves to 
  prove their adulthood is so fierce that one 
  of them stooped to stealing the head off the back 
  wall of the famed Dragon-Goat Mead Hall. Ruffus 
  Hemsammer, the owner, has shut the mead hall doors and will 
  not talk to anyone until the head is returned. Whoever took it 
  is long gone. In order for the thirsty dwarves to get a drink they 
  must get a new dragon-goat head. Can the adventurers find a 
  chimera and get it to change into a form with a dragon-goat 
  head, remove the head, and bring it back to the dwarves before 
  a riot breaks out?
  King for a Day—While the PCs are passing through some woods, 
  a wounded chimera bursts out of the undergrowth and dies at 
  their feet. A short time later a high elf hunting party comes into 
  sight and holds a hurried discussion, unable to agree among 
  them who killed the beast. Eventually, they decide that it must 
  have been one of the adventurers. They tell the adventurers 
  that because they have slain the beast, the slayer will be king 
  for a day as tradition demands and that from the next sunrise 
  to sunset they will rule over the noble elf houses of the forest. 
  While this sounds like an opportunity for feasting (and a 
  feast is promised) it also comes with no real power and will 
  definitely include settling legal disputes, resolving questions of 
  land ownership, and arranging marriages. No matter what the 
  king-for-a-day does somebody will be offended, which is why 
  the elves were so keen to hand the position to the party.
  The Halfling Trickster—A halfling by the name of Rodney 
  Dellbouye has built himself quite a business selling beauty 
  creams to the highborn ladies of Twisp and beyond, creams he 
  claims are made from chimera tears. The Prince of Shadows 
  is sending ruffians to collect Rodney’s chimera in payment for 
  the many debts he owes. Rodney’s problem is that he never had 
  a chimera in the first place. In desperate need of a chimera he 
  turns to the adventurers. He can’t pay them with gold, but in 
  his business Rodney has accrued many secrets and he is willing 
  to trade information and high-society contacts in exchange for 
  a living chimera.
  The chimera we’ve presented has fiery breath. Why 
  not have an arctic chimera with cold breath, or a 
  chimera on the coast of the Iron Sea with thunder 
  breath, or a mountain-dwelling chimera with lightning 
  breath? It makes sense that chimeras would change 
  their breath attack to fit their environment. Just swap 
  out all mentions of fire for another damage type that 
  fits your story.
  Fiery beast?
  
  c
  46
  Unnatural Origins
  Chuuls are magical creations, the blending of many species 
  together to create a monster that desires to eradicate all 
  humanoids. Exactly who created them is a mystery, but whoever 
  it was must have had a huge grudge against the rest of the world. 
  Or perhaps they just made a serious miscalculation, because there 
  is something “useful” about chuul—their eggs can be cultured to 
  create magic items. Indeed, some chuul eggs spontaneously hatch 
  into magic items without any prompting. Such living magical 
  items are sought after, growing with their hosts and providing 
  an ever-evolving array of exotic abilities. Living carapace 
  armor, bonded ever-sharp psychic swords, insectile wings, and 
  other strange additions to the humanoid form are among the 
  possibilities (see Chuul Symbiote Magic Items).
  There are many possible origin stories for chuuls. If your 
  campaign needs one, or several, choose from the following ideas 
  or make up a new one.
  • The most likely explanation is that chuulish weapons and 
  items were the progenitor of the chuuls, the original intention 
  being to create living magic items that hatch from eggs. 
  Maybe the first chuuls were aberrations or the result of living 
  weapons crossbreeding, but now only a few eggs from each 
  clutch are likely to produce a living magic item and the rest 
  will produce hateful chuuls.
  • A vanquished icon (perhaps the Leviathan) created and 
  unleashed these monsters as a final vengeance, melding 
  magic items and his dying body.
  • Chuuls are from another realm of existence, bred as warriors 
  to fight humanoid foes. They were either summoned to the 
  world by a foolish wizard or hitched a ride as eggs with a 
  dimension-hopping prismatic ogre mage. In their nightmarish 
  home realm they are considered heroes.
  • Two rival groups of wizards set out to create the deadliest 
  beasts armed with the most dangerous weapons they could 
  conceive of and pitted them against each other in an arena. 
  The island where the arena once stood is now infested with 
  all sorts of mutant monsters. Thankfully the Archmage 
  magically quarantined the island, but not before a batch of 
  chuul egg-sacks floated off on the tide.
  Chuuls Are Smart and 
  They Hate You!
  Despite their monstrous appearance chuuls are frighteningly 
  intelligent. Their crushing claws mean that they will never hold 
  a pen to write a sonnet, and their burbling roars mean they will 
  never sing a song, but that won’t stop them from directing their 
  intellects toward the complete eradication of all humanoid life. 
  They hate the sound of humanoid voices, hate the way humanoids 
  look, and even detest the roads and structures humanoids create. 
  They make little distinction between kobold and high-elf—all 
  humanoid life needs to die.
  CHUUL
  It takes a special kind of hero to use a magic item hatched in a chuul. The kind who 
  doesn’t mind growing extra eyes and antennae.
  
  47
  c h u u l
  Chuul Ambushes!
  Chuuls are far from rampaging monsters and prefer to ambush 
  their enemies. They pick off single outriders and scouts on trade 
  caravans, knock down trees and damn rivers to force travelers 
  to take routes of the chuuls’ choosing, and even set traps. When 
  their humanoid enemies are exhausted and half-starving the 
  chuuls will attack from ambush. Although they don’t nurture 
  their eggs, chuuls have a racial memory and are born knowing 
  the best tactics to use to extinguish humanoid lives.
  What chuuls like best of all is to stalk a group of humanoids 
  until one or more of them is wounded and trying to take a quick 
  rest, and then strike by surprise. Even if the party has managed to 
  notice the chuuls’ ambush (by making skill checks), when one or 
  more chuuls strike during a quick rest, each PC must roll a save; 
  on a success, the characters have already gained the benefits of 
  resting. On a failure, the PCs have not gained the benefit of the 
  quick rest prior to the attack.
  Chuul
  Lurking in brackish swampland or burrowed under sand this 
  predator strikes suddenly and without warning, choosing to 
  ambush its enemies when they are at their weakest. Chuuls like 
  to attack in pairs and will coordinate with their kind against the 
  hated humanoids.
  Large 6th level spoiler [aberration]
  Initiative: +11
  Crushing claws +11 vs. AC (2 attacks)—21 damage
  Both attacks hit the same target: The chuul grabs the target.
  Crippling tentacles +11 vs. PD—The target is weakened (save ends)
  First failed save: The target is hampered and weakened (save 
  ends both).
  Second failed save: The target is instead helpless (hard save 
  ends, 16+).
  Quick use: This attack only requires a quick action when used 
  against an enemy the chuul is grabbing.
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to.
  Nastier Specials
  Bite it off: When the chuul scores a critical hit against a weakened 
  or helpless foe, it bites off one of that enemy’s hands. An 
  adventurer with no hands might have trouble casting spells or 
  holding weapons. (A cleric might be able to restore the missing 
  appendage with a ritual.)
  Fueled by hate: Once per round when the chuul misses with an attack, 
  its next attack that battle deals 4d6 extra poison damage on a hit.
  AC 25
  PD 
  18 
   
  HP 126
  MD 18
  Chuulish Swarm
  A ritual to destroy chuuls forever went badly awry. Now swarms 
  of chuul-parts fly about, each writhing tentacle or snapping claw 
  or spiked carapace-ball a separate winged creature linked into a 
  hive-mind.
  6th level troop [aberration]
  Initiative: +13
  Fly-by tentacle sting +11 vs. AC—15 poison damage
  Natural even miss: The swarm can pop free from all enemies, 
  and as a quick action this turn, it can move normally even if 
  it has already moved this turn.
  Natural odd hit or miss: The swarm can make a sharp claws 
  attack this turn as a quick action instead of a standard action.
  Sharp claws +11 vs. AC—10 damage, and 5 ongoing poison damage
  Flight: The swarm flies fast and is agile, but has a wide turning circle.
  Resist damage 16+: When any attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Swarm: This monster is a swarm of chuul body-parts cooperating 
  to attack humanoids. Even though there are thousands of them, 
  treat them as a single creature.
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to.
  Nastier Specials
  Burrow under your skin: When an attacker misses the swarm 
  with a melee attack, that enemy takes 10 ongoing damage.
  AC 20
  PD 
  18 
   
  HP 80
  MD 16
  “Is it an armored serpent with insectile 
  features and tentacles? Is it a giant multi-
  segmented crustacean with jellyfish stingers? 
  The answer class, is yes. The real question is 
  who created these monstrous hybrids, and for 
  what purpose?” 
  —Fistian Belamore, natural philosophy 
  instructor at the Academie Horizon de 
  Artibus Magicis
  
  c
  48
  Massive Mutant Chuul
  Something is unstable in the biology of the chuuls. The beasts 
  that were blended to create the monsters tend to remix once every 
  generation or so.
  Huge 10th level wrecker [aberration]
  Initiative: +15
  Crushing claws +15 vs. AC (2 attacks)—70 damage
  Both attacks hit the same target: The chuul grabs the target.
  Miss: 35 damage.
  Crippling tentacles +15 vs. PD—The target is weakened (hard 
  save ends, 16+)
  First failed save: The target is hampered and weakened (hard 
  save ends both, 16+).
  Second failed save: The target is instead helpless (hard save 
  ends, 16+).
  Quick use: This attack only requires a quick action when used 
  against an enemy the chuul is grabbing.
  I hate you all: Once per round when the chuul is engaged with 
  one or more enemies and is the target of an attack, it can try 
  to interpose one of those enemies between itself and the attack 
  as a free action after seeing the attack roll. That enemy rolls a 
  normal save; on a failure, it becomes the target of the attack 
  instead of the chuul. If the chuul tries to interpose an enemy 
  it’s grabbing, the save is hard (16+) instead.
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to.
  Chuul Mutations: Choose ONE
  Exposed brain nightmare aura: When an enemy is engaged with 
  the chuul at the start of its turn, that creature must roll a 
  normal save; on a failure, it’s hampered (easy save ends, 6+).
  Extra claw: The mutant chuul can make three crushing claws 
  attacks instead of two. If two of the attacks hit the same target, 
  the chuul grabs it.
  Oversized claw: When the chuul rolls a natural even hit with 
  crushing claws, it deals 120 damage instead of 70.
  Venom spit: The chuul gains a venom spit attack.
  R: Venom spit +16 vs. PD (1d3 nearby or far away enemies 
  in a group)—40 poison damage
  First attack is a natural even roll: The chuul can make a second 
  venom spit attack against the same group as a free action.
  Whipping tentacles: The crippling tentacles attack is now a close 
  attack against 1d3 enemies in a group.
  AC 27
  PD 
  25 
   
  HP 450
  MD 22
  Building Battles
  Chuuls never ally with other humanoid creatures, they hate them 
  too much. Sometimes they will enter the fray when two opposing 
  groups are battling, striking out at both sides. They have been 
  known to work with giant ants, giant scorpions, giant crabs, and 
  similar insect-like creatures, being able to communicate with the 
  creatures on some basic level.
  Chuuls and the Icons
  Chuuls hate all humanoids with a psychotic passion and won’t 
  even deal with non-humanoid emissaries of the non-draconic 
  icons. The Three occasionally send non-humanoid emissaries to 
  the chuuls, but they don’t allow chuuls near Drakkenhall (the city 
  is full of humanoids). The Great Gold Wyrm works to protect 
  humanoids, and chuuls consider him an enemy. Chuuls hate 
  everybody and everybody hates chuuls.
  Names
  Chuuls have no names, but if asked one might rasp, “I . . . am . . . 
  death!” and then try to kill you.
  What Might Be Found 
  in a Chuul’s Territory?
  Pile of gold coins on a tree stump, obviously intended as a lure. 
  Collection of humanoid feet arranged on a dead tree’s branches. 
  Clearing with humanoid heads on spears. Huge rock painted red 
  with humanoid blood. Wreckage of a wagon, stomped flat and 
  scattered about. Deep pit with orc corpses at the bottom, starved 
  by the chuul for amusement value. Rock carved by chuul claws to 
  resemble a tortured dwarf. Hands nailed with swords to a cave 
  wall. Clutch of chuul eggs about to hatch into infant chuul or 
  chuulish magic items.
  
  49
  c h u u l
  Chuul Symbiote  
  Magic Items
  Chuul don’t use magic items. Their claws 
  crush things, they are already armored, 
  they can’t wear rings, etc. Items made from 
  still-living chuul flesh or hatched from 
  chuul eggs—living weapons and armor—
  are the true treasure of the chuuls.
  Appearance: All chuulish weapons 
  are made of bone and shimmering 
  green-black carapace and have a distinctly 
  organic look and usage: studded with 
  insectile eyes and lined with supernaturally 
  sustained flesh that integrates tentacle-like 
  ganglia and circulatory systems with those 
  of the wielder. Those who choose to attune a 
  chuulish item find themselves growing vein-
  sphincters and spiracles in their flesh to accept 
  the writhing external organs of the magically 
  warped chuul. Removing a chuulish item from 
  its host isn’t as simple as just stealing it—
  sometimes surgery is required.
  Quirks: Chuul-derived items are symbiotic, 
  weaving their flesh with the flesh of their 
  wielder. Instead of affecting the personality of 
  the wielder, their quirk is that they warp the 
  wielder’s body in minor yet often disturbing 
  ways. Over-attuning causes obviously monstrous 
  mutations that are hard to hide.
  Chuulish Recharge: Chuulish items draw 
  life energy and vital essences directly from their 
  hosts. Any chuul-derived item that has a recharge 
  has the following chuulish recharge rule.
  The item has a recharge roll like normal 
  magic items, but it’s easier to recharge it if the 
  user is willing to use their own life force to help. 
  These items recharge normally on 16+, or on 
  11+ for a cumulative –1 penalty to all saves 
  until the next full heal-up, or on 6+ for a 
  cumulative –2 penalty to all saves until the 
  next full heal-up, or recharge without a roll 
  for a cumulative –3 penalty to all saves until 
  the next full heal-up.
  Symbiotic Items
  Chitin Claw (ring). This fleshy multi-eyed loop 
  sheaths a finger in sharp carapace. Always: 
  When you pick a lock, disarm a trap, or 
  otherwise perform a task that having a tiny 
  shape-changing blade and tiny eyes attached to your 
  finger would be aided by, you gain a +2 bonus to the roll. 
  Quirk: Gnarled over-long fingers on that hand.
  
  c
  50
  Chuul Helm (helm). This insectile segmented helm is lined 
  with ganglia that link with your brain. Always: +1 MD 
  (adventurer); +2 MD (champion); +3 MD (epic). Chuulish 
  recharge: You gain resist psychic 12+ until the end of the 
  battle (champion: resist psychic 16+; epic: resist psychic 18+). 
  Quirk: Bone-ridged holes in skull.
  Chuulish Cuirass (heavy armor). The many eyes and symbiotic 
  nervous system in this torso armor give you warning of 
  danger. Always: +1 AC (adventurer); +2 AC (champion); 
  +3 AC (epic). Chuulish recharge: You gain a +4 bonus to all 
  defenses against ranged attacks until the end of the battle. 
  Quirk: Over-large protruding ribs.
  Clawed Tentacles (gloves). These claw-covered tentacles 
  normally reside under the skin of the forearm, completely 
  concealed. Chuulish recharge: Choose an enemy engaged 
  with you. Until the end of the battle, whenever that enemy 
  tries to disengage from you or pop free from you, it must 
  first succeed at an easy save (champion: normal save; epic: 
  hard save). Quirk: Tentacles writhe in and out of the skin 
  unexpectedly.
  Death Claw (gloves). A lobster-clawed gauntlet that fits over 
  your forearm. The eyes at the fleshy joints blink unnervingly. 
  Chuulish recharge: Reroll a missed melee attack with a +1 
  attack bonus (champion: +2; epic: +3). Quirk: The claw flexes 
  and snaps reflexively when wearer is excited.
  Evil Eyes (gloves). This gauntlet has eyes on the knuckles, aiding 
  archers and spellcasters. Always: Bonus to attacks and damage 
  with ranged attacks: +1 (adventurer); +2 (champion); +3 (epic). 
  The bonus doesn’t stack with bonuses from magic weapons or 
  implements. Chuulish recharge: Until the end of the battle or 
  for five minutes, you can see the unseen. Invisible creatures are 
  visible to you, and you spot illusions for what they are. Quirk: 
  Bone ridges and oddly patterned callouses on the arms.
  Glandular Parasite (cloak/mantle). The parasite sits along 
  your spine, feeding off your life force but also dampening 
  your reactions to extreme stimuli and pain. Always: +1 PD 
  (adventurer); +2 PD (champion); +3 PD (epic). Chuulish 
  recharge: You are immune to fear effects until the end of the 
  battle or for five minutes. Quirk: Strangely pronounced spine.
  Implanted Aventail (light armor). The symbiote is normally 
  hidden. When commanded, a wave of small crab-like creatures 
  pours out of concealed gill-like openings in your skin, providing 
  you with scale-like armor. Always: +1 AC (adventurer); +2 AC 
  (champion); +3 AC (epic). Unleashing the armor is a quick 
  action, and you retain the AC bonuses as long as it is in place. 
  When the insects are retracted as a move action, you don’t 
  appear to be (or count as) wearing armor. Quirk: Gill-like slits 
  cover body even when the armor is not up.
  Neural Blade (any bladed weapon). A boney blade with a 
  spine and brain. Always: Bonus to attacks and damage: +1 
  (adventurer); +2 (champion); +3 (epic); and the weapon deals 
  psychic damage. Chuulish recharge: Choose a nearby enemy. 
  That enemy is now vulnerable to psychic damage until the 
  end of the battle. Quirk: Large sphincters on arm where the 
  ganglia-tentacles from the blade’s hilt insert themselves.
  Neural Whip (light one-handed melee weapon). A tentacle snakes 
  one end around your arm, inserting filaments beneath the skin. 
  The whip stretches and flexes at your mental command, the 
  tip studded with hardened pulsing nerves. Always: Bonus to 
  attacks and damage: +1 (adventurer); +2 (champion); +3 (epic). 
  2/battle: You can use a reach trick with the whip (13th Age core 
  book, page 44), and the attack deals psychic damage. Quirk: 
  Grows eyes in unusual places.
  Rachis Girdle (belt). The pulsating band of chuul-flesh inside 
  a bony cage sits on your lower back, exchanging blood and 
  injecting substances into your organs. Always: Increase 
  your maximum hp by +4 (champion: +10 hp; epic: +25 hp). 
  Whenever you take ongoing damage, reduce that damage by 
  your level. Quirk: Odd gait from reconfigured pelvis.
  Rasping Greaves (boots). A carapace covers each of your legs and 
  has an unblinking armored eye on the knee. Unfolding blade-
  like appendages whip out at those engaged with you. Always: 
  When you make an opportunity attack, the target takes +1d6 
  extra damage on a hit (champion: +2d8; epic: +4d10). Quirk: A 
  billow-like lung inside each greave makes a breathing sound.
  Strider Symbiote (cloak/mantle –champion tier item). This living 
  “backpack” clings to you with tentacles and inserts mouthparts 
  into the top of your spine. The segmented limbs of the strider 
  usually lie flat against your body but may be commanded to 
  spring out and carry you like a long-legged spider. Always: 
  +2 PD (champion); +3 PD (epic). Chuulish recharge: Until the 
  end of the battle or for five minutes, you can move on walls or 
  ceilings as easily as you do across the ground. (epic: chuulish 
  recharge starts at 11+) Quirk: Twitching antenna.
  Xenoteros (cloak/mantle). Insectile wings hide in slits under the 
  always itching skin of your back. Always: +1 PD (adventurer); +2 
  PD (champion); +3 PD (epic). Chuulish recharge: As a standard 
  action, you can fly clumsily for one round (champion: 1d3 + 1 
  rounds; epic: 2d4 rounds). Quirk: Insectile mouthparts grow at the 
  back of the throat and squiggle out when wearer talks excitedly.
  If you prefer your game to not revolve around quests 
  for magic weapons, want to have some body-horror in 
  your game, or just think living items are cool, then use 
  this optional rule.
  Chuulish items: Chuulish items grow and breed 
  in the warm wet bodies of adventurers and other 
  extremely high powered individuals—not simple 
  folk. Each time an adventurer attuned to a chuulish 
  item levels up, they must roll a d12. A roll below 
  their new level means that their body grows another 
  chuulish item for them to use. A roll above their new 
  level means they don’t receive a new item. A roll that 
  matches their new level means they spend the next 
  2d6 hours in agony as their body extrudes a cluster of 
  pulsing, soft-shelled chuul eggs, and perhaps worse . . .
  There are some who suspect that the reason the 
  chuul survive as a species is due to power-hungry 
  fools filling their bodies with chuulish items and being 
  careless with the eggs that they “lay.”
  Growing Horror
  
  51
  c h u u l
  Chuulish Slaves
  Some living chuulish items cause their hosts to mutate into 
  monsters resembling bipedal chuul. Such chuulish slaves act as 
  mentally dominated intermediaries between the chuul and the 
  outside world. A chuul can’t walk into Drakkenhall to purchase 
  trap-making supplies, but a shambling figure in a cloak can. Such 
  slaves are barely tolerated and eventually most are torn apart by 
  their disgusted chuul owner—even a shambling leaking mass is 
  too humanoid for chuul to tolerate for long.
  Chuulish Slave
  It was once an adventurer just like you, until it over-attuned to 
  chuulish magic items.
  4th level troop [aberration]
  Initiative: +9
  Misshapen claws +9 vs. AC (2 attacks)—7 damage
  Both attacks hit the same target: The chuulish slave can make a writhing 
  tentacles attack against that target as a quick action this turn.
  Writhing tentacles +9 vs. PD—The target is weakened (save ends)
  Chullish Slave Mutations: Choose ONE
  Chitinous plates: The slave gains a +2 AC bonus.
  Acid saliva: The writhing tentacles attack also deals 10 acid 
  damage on a hit.
  Poisonous blood: When a melee attack hits the chullish slave, the 
  attacker takes 10 poison damage.
  Grossness: The slave is a large blob-like mess. It has 72 HP but 
  takes a –2 penalty to all defenses.
  AC 20
  PD 
  18 
   
  HP 54
  MD 14
  Adventure Hooks
  For the Cause—The Crusader is putting together an elite unit 
  with special privileges. To join you need to be host to at least 
  one chuulish weapon. A lieutenant of the Crusader suggests the 
  adventurers join the elites and knows where a chuul is likely to 
  lair so they can obtain their chuulish weapons. Unfortunately, 
  the lair houses a massive mutant chuul, so this raid is loot-and-
  scoot instead of stand-and-fight.
  Fresh Adventurers—A cloaked stranger (a chuulish slave) 
  promises the adventurers a great reward if they will wear 
  disguises as non-humanoids and deliver a message to a chuul. 
  It’s a setup of course; the slave gets to feast upon the bodies of 
  the adventurers after the chuul has killed them.
  The Diversion—As the characters escort a trade caravan through 
  the Bitterwood they are constantly forced further and further 
  off the beaten path. The bridge is out, the road is destroyed, 
  the woods are on fire, etc. Soon the caravan is lost, most of the 
  mules are missing, and scouts don’t return . . . the chuuls are 
  whittling away their prey. Someone in the caravan is a chuulish 
  slave in disguise, but who?
  To Blave—A wounded chuul is on the path ahead, seeming 
  “mostly dead” with many spears stuck deep in its flesh. Totally 
  hidden just behind the party as they spot the chuul are chuulish 
  swarms waiting for the tougher warriors to move forward so 
  they can take out any weaker clerics, wizards, hirelings, etc. 
  that are left behind. The chuul really is wounded, though not 
  as badly as it looks. The chuul wounded itself to act as decoy—
  it hates humanoids that much!
  
  c
  52
  Some monsters 
  exist to fight, 
  to feed, to 
  dominate, or 
  to destroy. 
  Couatls exist 
  to remind 
  the icons that 
  reality may be 
  more complex 
  than what they’ve 
  made of it.
  Snakes Flying 
  on a  
  Higher Plane
  Couatls usually live in the overworld, 
  the realm of cloud landscapes, the 
  giants’ fortresses, the mountain peaks that 
  flow into astral mountains, the high dragons’ 
  spheres, and occasionally among the stars. 
  While they’re strongly connected to the 
  power of the icons, couatls’ personal magic 
  tends to twist that power into unexpected 
  shapes, something like the way a black hole 
  twists gravity and time in our own universe.
  Couatl
  The couatl doesn’t want your soul. It wants you to 
  use your soul in interesting ways that would not have 
  occurred to you. Or anyone else. 
  Large 8th level spoiler [beast]
  Initiative: +14
  Rippling scales +13 vs. PD (each enemy engaged with it)—10 
  damage, and the couatl must pop free from the target
  Quick use: This attack only requires a quick action (once per 
  round) to use.
  Serpent strike +13 vs. AC (one dazed, confused, staggered, or 
  stunned enemy)—60 damage, and 20 ongoing poison damage
  R: Forked devastation +13 vs. PD (one nearby or far away 
  enemy)—50 damage of the following type (couatl’s choice): 
  fire, holy, or lightning
  Natural even hit or miss: The couatl can make a forked 
  devastation attack against a different enemy as a free action.
  Resist holy and poison 16+: When a holy or poison attack targets 
  this creature, the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage.
  Flight: Couatls fly and hover so smoothly on their multi-colored 
  wings that other flyers get jealous.
  Cyclic escalator: When the escalation die is even, the couatl adds 
  the escalation die to its attack rolls.
  Nastier Specials
  Ever-rippling: The couatl can use more than one rippling scales 
  attack during its turn.
  Flee: Once per campaign, the couatl can take a “campaign loss” 
  similar to the PC-oriented flee special action (13th Age core rules, 
  page 166) to escape from certain death, along with its allies.
  One or two icon-centric abilities: Choose each appropriate ability 
  from the Icon-centered Abilities list after the elder couatl entry.
  AC 24
  PD 
  21 
   
  HP 300
  MD 21
  COUATL
  
  53
  c o u a t l
  Elder Couatl
  The couatls’ mischievousness and sense of whimsy grow alongside 
  their pride. 
  Large 11th level spoiler [beast]
  Initiative: +16
  Rippling scales +17 vs. PD (each enemy engaged with it)—25 
  damage, and the couatl must pop free from the target
  Quick use: This attack only requires a quick action (once per 
  round) to use.
  Serpent strike +17 vs. AC (one dazed, confused, staggered, or 
  stunned enemy)—110 damage, and 40 ongoing poison damage
  R: Forked devastation +17 vs. PD (one nearby or far away 
  enemy)—90 damage of the following type (couatl’s choice): 
  fire, holy, or lightning
  Natural even hit or miss: The couatl can make a forked 
  devastation attack against a different enemy as a free action.
  Cyclic salvation escalator: When the escalation die is even, the 
  couatl adds the escalation die to its attack rolls and saves.
  Flight: Couatls fly and hover so smoothly on their multi-colored 
  wings that other flyers get jealous.
  One or two icon-centric abilities: Choose each appropriate ability 
  from the Icon-centered Abilities list after the elder couatl entry.
  Resist holy and poison 16+: When a holy or poison attack targets 
  this creature, the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage.
  Nastier Specials
  Ever-rippling: The couatl can use more than one rippling scales 
  attack during its turn.
  Flee: Once per campaign, the couatl can take a “campaign loss” 
  similar to the PC-oriented flee special action (13th Age core rules, 
  page 166) to escape from certain death, along with its allies.
  AC 27
  PD 
  24 
   
  HP 600
  MD 24
  Icon-centered Abilities
  In addition to their standard abilities, each elder couatl (and 
  some 8th level couatls) has another ability or attack (sometimes 
  even two) that flows from the power of the icon or icons they 
  are presently associated with. Memory keeper couatls who 
  are associated with icons that no longer exist should be given 
  whichever ability or attack that seems right. Alternatively, make 
  up a new ability/attack that suits the former icon you’ve created 
  and share it with us online at pelgranepress.com.
  Abilities that increase a couatl’s attacks and defenses are 
  more interesting if they have magical manifestations that let 
  the PCs know what’s going on—characters with certain icon 
  relationships may have trouble with specific couatl.
  Archmage
  8th level
  C: Striking comets +13 vs. PD (each nearby creature)—40 
  damage
  Natural even miss: The target is dazed (save ends).
  Natural odd miss: 20 damage.
  Limited use: 1/battle, when the escalation die is 2+.
  11th level
  C: Comet strike +17 vs. PD (each nearby creature)—70 damage
  Natural even miss: The target is weakened (save ends).
  Natural odd miss: 35 damage.
  Limited use: 1/battle, when the escalation die is 2+.
  Crusader
  The couatl gains a +1 bonus to AC and PD. In addition, all the 
  couatl’s melee attacks deal half damage when they miss.
  Diabolist
  Roll a d6 and a d8 on the Random Demon Ability table on page 
  209 of the 13th Age core rules. If you get the same result, reroll the 
  d8 until you have two different demonic abilities for the couatl.
  Dwarf King
  Secretly roll a d6 at the start of each battle. If the roll is odd, 
  the PCs can’t use any of their magic items’ powers when the 
  escalation die is odd this battle. If the roll is even, the PCs can’t 
  use their magic items’ powers when the escalation die is even 
  this battle. Default chakra bonuses still function, but powers 
  don’t. And for the fun of it, once they’ve been powered off for a 
  turn, all the PCs’ magic items will be freaking out and creating 
  roleplaying havoc by forcing their quirks to the forefront for the 
  rest of the battle.
  Elf Queen
  At the start of each battle, the couatl gains 1d4 elven racial powers 
  of its choice: cruel, elven grace, highblood teleport, and yes, the 
  half-elf’s surprising. Feel free to tell the couatl that the half-elves 
  aren’t really elves, but it will just smile at you beatifically and say 
  something like, “That’s not what the Elf Queen said the last time 
  we shared tea.”
  Elder couatls have much the same range of abilities as 
  normal couatls, but they definitely have at least one 
  icon-centric attack power and their forked devastation 
  attack has an effect when it generates an odd hit. Their 
  version of using the escalation die is also improved 
  over normal couatls, adding the die to saves as well as 
  attacks when it is even.
  GAMEMASTER
  
  c
  54
  Cruel (borrowed from the Silver Folk)
  Once per battle, deal ongoing damage to a target you hit with 
  a natural even attack roll as a free action. The ongoing damage 
  equals 5 times your level. (For example, at 3rd level you would deal 
  15 ongoing damage against a single target.) As usual, a normal 
  save (11+) ends the damage.
  A critical hit doesn’t double this ongoing damage.
  Highblood Teleport (liberated from the 
  high ones)
  Once per battle as a move action, place yourself in a nearby 
  location you can see.
  Elven Grace (thanks, woodsy elves)
  At the start of each of your turns, roll a die to see if you get an 
  extra standard action. If your roll is equal to or lower than the 
  escalation die, you get an extra standard action that turn.
  At the start of battle, you roll a d6. Each time you successfully 
  gain an extra action, the size of the die you roll increases by one 
  step on the following progression: (d4), d6, d8, d10, d12, d20. If 
  you get an extra action after rolling a d20, you can’t get any more 
  extra actions that battle.
  Surprising (couatls love surprises)
  Once per battle, subtract one from the natural result of one of 
  your own d20 rolls.
  Emperor
  The couatl gains a +4 bonus to MD. It also gains a +2 bonus to 
  attacks and to all defenses against each PC who has one or more 
  icon relationship points with the Lich King or Orc Lord.
  Great Gold Wyrm
  The couatl gains a +1 bonus to attacks and to all defenses against 
  each PC who has one or more icon relationship points with 
  the Diabolist or the Three. In addition, the couatl can use the 
  following attack once per battle.
  8th level
  C: Golden dragon breath +13 vs. PD (2d4 nearby enemies) 
  —50 fire damage
  Miss: Half damage.
  11th level
  C: Golden dragon breath +17 vs. PD (2d4 nearby enemies) 
  —90 fire damage
  Miss: Half damage.
  High Druid 
  The couatl gains a +2 bonus to attacks and to all defenses against 
  each PC who has one or more icon relationship points with the 
  Archmage or Emperor. In addition, the couatl regenerates 10% of 
  its maximum hit points at the start of its turn when the escalation 
  die is even and it has taken damage.
  Lich King
  The couatl gains a +2 bonus to attacks and to all defenses against 
  each PC who has one or more icon relationship points with the 
  Emperor. In addition, all PCs take a –4 penalty to death saves 
  this battle.
  Orc Lord
  The couatl gains a +4 bonus to PD. It also gains a +2 bonus to 
  attacks and to all defenses against each PC who has one or more 
  icon relationship points with the Dwarf King or Elf Queen.
  Priestess
  8th level
  C: Visions of a higher plane +13 vs. MD (1d3 nearby 
  enemies)—30 psychic damage
  Natural even hit: The target is confused (save ends).
  Natural odd hit: The target treats the escalation die as if it was 
  0 (not in effect) for its attacks and effects (save ends).
  11th level
  C: Visions of a higher plane +17 vs. MD (1d4 nearby 
  enemies)—50 psychic damage
  Natural even hit: The target is confused (save ends).
  Natural odd hit: The target treats the escalation die as if it was 
  0 (not in effect) for its attacks and effects (save ends).
  The Three 
  Intermittent dragon breath: A couatl can use dragon breath 1d3 
  times per battle, but never two turns in a row. The couatl’s 
  personal relationship with the Three determines whether the 
  damage is acid, fire, or lightning.
  8th level
  C: Dragon breath +13 vs. PD (2d3 nearby enemies) 
  —36 [energy] damage
  Miss: Half damage.
  11th level
  C: Dragon breath +17 vs. PD (2d3 nearby enemies) 
  —70 [energy] damage
  Miss: Half damage.
  Building Battles
  Unlike most outright monsters, couatls rarely aim to fight to 
  the death against PC-style opposition. If they must fight against 
  would-be heroes, they’d prefer to take the heroes hostage 
  and coerce or convince them into implementing the couatl’s 
  long-term plans. Therefore most of a couatl’s allies need to be 
  intelligent and flexible enough to avoid outright slaughtering all 
  their opposition. Humanoid allies are fine, but smaller or slightly 
  weaker dragons make the best companions for couatls, since 
  they can keep up wherever the couatl flies, flees, or invents truly 
  cunning plans.
  
  55
  c o u a t l
  Couatls and the Icons
  As shown by the fact that they typically possess at least one icon-
  centered ability or attack, couatls care deeply about the icons. As 
  glorious eccentrics, however, individual couatl often care about 
  the icons in ways that mortals in the worlds beneath the clouds 
  can’t. Individual couatl have all manner of relationships, loyalties, 
  and relationships with icons and the icons’ organizations. The 
  notes that follow can be treated as a sample—if there are other 
  odd affiliations that work in your game, use them.
  Memory Keepers: If there are stories about vanished 
  icons that you wish to loose upon your campaign, couatls may 
  be the messengers.
  Some couatls have remained true to the icon that first gained 
  their loyalty, even when that icon is no longer in existence. The 
  power of the couatl hold-out is that in its immediate vicinity, the 
  world functions to some extent as if its icon were still alive. A 
  couatl who has remained true to an ancient and vanished icon 
  may have a small coterie of mortal (or even immortal) followers 
  who share the couatl’s reverence.
  We could offer a dozen vanished icons that hold on in the 
  world only via the memory of a specific couatl. But this seems 
  like the type of invention that belongs on each GM’s plate. All our 
  fantasy worlds offer candidates. Choose loyalties that suit your 
  campaign and your players’ stories. If there are icon stories you’d 
  like to experiment with but don’t want to incorporate into the 
  modern age, couatl memory keepers provide a path.
  When in the presence of a couatl memory keeper, mortals 
  can have icon relationships with an icon that doesn’t really exist 
  anymore. How does that work? It’s usually not going to work out 
  well for most PCs, but you can imagine a rogue with the Smooth 
  Talk talent or a Balladeer bard extemporizing ways of interacting 
  with icons who are only briefly present.
  Couatl of the Great Synthesis: As feathered serpents, 
  couatls embody improbable combinations. Many couatls straddle 
  impossible contradictions by asserting that the powers and 
  portfolios of two (always precisely two) quite different icons are 
  reflections of the same underlying reality. While it’s patently false 
  to most everyone else that the Lich King is the Emperor, or that the 
  Archmage is the Elf Queen, or that the High Druid is one or all of 
  the Three, great synthesis couatls manage to live as if their specific 
  synthetic notion were true. And so long as a great synthesis couatl 
  is not staggered, their particular heresy/alignment/pairing of two 
  separate icons is true in their immediate vicinity.
  Reality isn’t supposed to be mutable this way, not according 
  to the gods, the icons, and most of the beings of the lower worlds. 
  But great synthesis couatls can prove quite ably that they are 
  indeed correct, and whatever world you happen to inhabit when 
  you go away from them, well, what makes you think that’s as real 
  as the heightened reality around the couatl?
  Where PCs are concerned, being around a great synthesis couatl 
  should open up plot options that would otherwise remain closed 
  and locked. A PC with a relationship with one of the icons should be 
  able to use their relationship points with the other icon of the pairing 
  when around the couatl . . . and that’s the minimum effect.
  At least once in a campaign that involves heavy great synthesis 
  reality-bending, feel free to have an NPC’s head literally explode 
  from the contradictions splatted upon them as obvious truth.
  Seasonal Affiliations: Some couatls have served (or been 
  amused by) several different icons in the course of their centuries 
  of life. A few such couatls actually change their allegiances 
  according to a seasonal calendar that relates to a type of time that 
  can only be measured in the overworld. To mortals, it appears 
  that these couatls are flighty traitors. To couatls, mortals are 
  stuck viewing just a fragment of the big picture.
  Reputation for Good: Overall, couatls are much more 
  attracted to heroic and ambiguous icons than to villainous icons. 
  Some cynics suggest that this doesn’t reflect true discernment 
  on the part of the couatls, only that there are more heroic and 
  ambiguous icons to go around and that the couatls’ affections are 
  distributed randomly.
  The actions of apparently lawful good couatls can be extremely 
  surprising when their current synthesis is to assert the congruity 
  of, for example, the Great Gold Wyrm and the Orc Lord.
  What we’re suggesting is that rather than treating couatls 
  as reliable agents of a monolithic notion of “lawful-good,” treat 
  them as bizarrely unpredictable interpreters of laws you’d have 
  to be a couatl to perceive as consistent. Good? Sure . . . mostly. 
  Lawful? Maybe, if it’s a set of laws only the couatl understands.
  Of course a great synthesis couatl joining the Archmage and 
  the Great Gold Wyrm might be pretty darn lawful. Scary as heck, 
  but definitely lawful.
  There’s another sense in which couatls are more lawful than 
  not: hardly any of them have anything to do with the Prince of 
  Shadows. The Prince is outside their favor and ability to work 
  into a synthesis, but that doesn’t mean they are powerless against 
  the icon. They just prefer their style of change to the Prince’s 
  style. Of course, there may be more to the story than that, but 
  that’s for your campaign to figure out.
  Bossy, Big, and Brassy
  Couatls believe they are the central heroes of the world. To 
  couatls, the PC heroes aren’t such hot stuff.
  A couatl who takes an active dislike to the PCs can amount 
  to big trouble. But the alternative isn’t that great either. A couatl 
  who likes the PCs and wants to tell them exactly what to do may 
  also be big trouble, especially when the couatl’s version of reality 
  doesn’t translate outside its home pocket of the overworld.
  Overworld Flyers
  Unlike say, cloud giants, dragons, and angels, couatls make 
  themselves at home through the many layers of the overworld. 
  They seem to know all the access points for the various worlds. If 
  you can talk them into it, they make great guides. The problem is 
  that they get bored quickly and believe that anyone who got into 
  the overworld should be able to get themselves out.
  
  c
  56
  Colors
  Historically, in previous ages, couatls had rainbow-colored wings. 
  In the 13th Age, their wings often appear rainbow-colored at first, 
  but gradually shimmer and shift until the viewer sees colors that 
  match the couatl’s present icon associations.
  The Parliament
  Records of previous ages indicate that all of the world’s couatls 
  formerly gathered at irregular intervals to debate as a Parliament. 
  The last such Parliament seems to have ended an age, but the 
  details are fuzzy. Couatls who will talk about their Parliament say 
  that the lorekeepers have confused cause and effect. They say the 
  Parliament followed the end of an age rather than preceding it, 
  much less causing the end.
  If the couatls were to convene a Parliament, or even plan to 
  convene a Parliament, the icons and anyone else who cares about 
  the balance of power would probably take their plans extremely 
  seriously. “Parliaments” are probably not a common feature of 
  the pseudo-Renaissance worlds of our campaigns, but even those 
  unfamiliar with the concept of a parliament can tell that the 
  couatls’ version involves attempts to sway other couatls to new 
  points of view. Such arguments could have serious ripple-down 
  effects even if they didn’t involve reality-twisting effects like the 
  combination of multiple great syntheses and the re-emergence of 
  vanished icons.
  Names
  Couatls don’t use personal names the way most mortals do. They 
  use descriptive nouns and epithets that suit them this century or 
  this season. Some of their names might seem paradoxical, or at 
  the least certainly whimsical. Others are deadly earnest.
  Couatls may go through several names in their lifespan, so 
  that a couatl presently named Crickets at Midnight was formerly 
  known as Shadow’s Onset. Couatls take great joy in recognizing 
  and remembering all the names of their fellow couatls. In fact, 
  this is about all they truly enjoy doing together—two couatls who 
  meet unexpectedly are likely to recite or recount their own or 
  each other’s various names over the decades and centuries and 
  then bid each other farewell.
  Other couatl names include Fourteenth Inspiration of the 
  Blue Emperor, Ascending Sun, Moon in Three Verses, Strong 
  Wisdom, Transcendent Owl, Twice-broken Blade, Rare Friend, 
  and Unspeakable Name. If you can handle going a bit more 
  sardonic, you wouldn’t go wrong looking at the names of the 
  ships in Iain Banks’ Culture series for inspiration.
  Adventure Hooks
  By virtue of their knack for helping and meddling, couatls are 
  one of the rare monsters that can be encountered often when the 
  PCs are several levels too low to violently object to the couatl’s 
  presence. Once the PCs get to epic tier, couatls can be dealt with 
  on more even terms.
  A Dread School for Wizards—A great synthesis couatl named 
  Radiant Hope combines the Archmage and the Orc Lord. She 
  has temporarily pacified a surfaced living dungeon full of orc 
  warriors. Unfortunately, the orcs are all busy learning magic 
  instead of practicing mayhem. When the couatl gets bored 
  and leaves, the orcs will stop mastering arcane servitor spells 
  and writing letters to the Archmage and start rampaging 
  with fireball spells instead of just swinging poorly made axes. 
  Radiant Hope might be many levels too powerful for the PCs to 
  confront directly and so they’re going to have to work around 
  the edges or find a special circumstances solution. Perhaps a 
  few of the orcs can be redeemed? Or is this another kill-them-
  all-and-let-the-afterlife-sort-them-out story in spite of the 
  couatl’s objections.
  Heart of Darkness—A great synthesis couatl that blends the 
  Diabolist and the Crusader may be a very bad thing to find at 
  the heart of what was one of the Diabolist’s hellholes.
  Home on Omen—A couatl based above Omen remains true to 
  an icon that apparently belonged to the serpent culture that 
  predated the Wizard King. It wouldn’t call its activities “human 
  sacrifice,” since humans aren’t supposed to be here in the first 
  place. It’s more like ritual purification.
  Someday This Will All Be Yours—A bright young couatl 
  determines that introducing promising young heroes to the 
  overworld early in their careers will give them a head start 
  when they are finally ready to enter the overworld on their own 
  power. The couatl abducts one PC at a time, whirling them 
  through dangerous confrontations with creatures that will now 
  become that hero’s foes. The couatl is tough enough to protect 
  the PC, pretty much. But talking the hero’s great future up in 
  front of lethal villains of the overworld complicates the PCs’ 
  lives once the couatl has flown away to help other beings.
  The Spiral Ramp—Some say there’s a Dwarf Lord/Elf Queen 
  couatl at the bottom of a spiral ramp that drops down below 
  Concord from one of the great towers. Some say that neither 
  the Dwarf Lord nor the Elf Queen is happy about it, despite its 
  contribution to keeping Concord concordant.
  You Should Have This; No, Really—A couatl devoted to an icon 
  it has in common with a PC arranges for a great gift that suits 
  the PC’s positive icon relationship rolls. Eventually, the PC 
  learns that the gift (a magic item or information) comes with 
  strings attached to yet another icon that the PC had no notion 
  they would be forced to be involved with.
  c o u a t l
  
  57
  d r o w
  Cruel twisted reflections of high elves, sadistic cousins to the wood 
  elves. Bane of dwarf and gnome, queens of the underworld, a dark 
  nightmare. On the plus side, they make great silk clothing if you 
  don’t mind spider-motifs.
  Elves of Many Names
  There’s no one right way to present the drow in 13th Age. The core 
  book hints at a couple approaches and your players may come 
  up with more. Depending on your players and your campaign, 
  consider mixing any of the following versions of the drow.
  Dark Elves/Drow
  The roleplaying history of the race makes this an easy default: 
  they’re mostly evil elves who live underground and worship a 
  spider goddess whose name others are loath to pronounce. As 
  a race they are rotten to the core, though not all of them are 
  irredeemably evil and there exist pockets of “good” drow. They 
  have in the past made war on both the dwarves and the gnomes, 
  are experts in poison and treachery, and enjoy inflicting torture.
  Deep Elves
  These elves delved into the living rock, building beautiful cities of 
  quartz and diamond that shone in the darkness like fever dreams. 
  When they returned to the surface they were changed from their 
  cousins, with skin as black as the depths. The deep elves don’t 
  speak of why they resumed contact with the surface world, but the 
  spidery horror they uncovered in the inky deeps has warped them.
  The Queen’s Shadows
  As mostly loyal subjects of the Elf Queen, the drows’ reputation 
  for evil is much more calculated than obsessive. They handle the 
  aspects of reality the high elves and wood elves would rather not 
  face. The Queen encourages these elves to scare the daylights 
  out of those who venture into the underworld and they relish 
  the task. This phrasing opens the figure of the Elf Queen and 
  her supposedly broken “shards” to cunning games of deceit 
  and plausibly deniable agents. The Dwarf King’s relations 
  with the Elf Queen would correspondingly frost over.
  Silver Folk
  The silver folk are ruled by the eldest among them, for 
  age gives rise to wisdom. As females tend to live longer, 
  this custom has led to a de facto matriarchy. The only 
  way for younger silver folk to advance is the death 
  of their elders—treachery and assassination are tools 
  to advance, and to keep younger silver folk from 
  becoming a threat. They revere spiders as exemplars 
  of planning and trap-laying. The silver folk don’t 
  universally have silver-white hair, instead some must 
  dye and bleach it to appear older. Honor is secondary to 
  cold practicality and hot paranoia for silver folk.
  DROW
  
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  58
  Wild Elves
  These are the most warlike of elves—drow tribes that constantly 
  compete among themselves for territory and only unite in the 
  face of outside threats. This constant struggle has led them to 
  build hidden fortified burrows throughout their forests, allowing 
  them to appear and disappear at will. They move on the surface 
  only at night, and during the day move about via tunnels and 
  hidden rooftop walkways. Wild elves permanently dye their skin 
  midnight blue so as to be invisible at night. The dark-dyed elves 
  have learned to bond with spiders, mostly as a defense against 
  aerial attack (webs in the trees) but also to use as mounts that can 
  travel silently on any surface and for ready access to spider silks 
  and poisons. The drow specialize in hit-and-run tactics and are 
  masters of psychological warfare and stealth.
  So there are five different ways to spin your drow. Classic 
  spider-worshiping evil elves, elves haunted by horror from the 
  deeps, agents of the Queen, spies-and-spiders paranoid assassins, 
  and elven tribal special-forces (with teeth filed to points) . . . or 
  maybe your drow are entirely different. Maybe your drow have 
  gray skin, or are albinos, or have deep purple skin. Maybe your 
  drow live in sea caves and worship tentacled monstrosities or live 
  in a realm that is only accessible at night. Maybe your alternate 
  drow have lobster driders and they hunt on the river of the dead. 
  What matters is the core equation that DROW = elf + darkness 
  + cruelty.
  Drow Spider-Mage
  She stalks silently toward you, her sharpened wand pointed at 
  your heart. A spider the size of a cat hisses malevolently at you 
  from her shoulder. Why is she smiling?
  3rd level caster [humanoid]
  Initiative: +8
  Sharpened wand +8 vs. AC—10 damage
  R: Shadowfire +8 vs. PD (one nearby or far away enemy)—8 
  damage, and the target is weakened (save ends)
  Limited use: Once the spider-mage hits with shadowfire, she 
  can’t use it again until the target saves against it.
  C: Malediction of webs +8 vs. PD (up to 2 nearby enemies in 
  a group)—The target is stuck (save ends), and takes 5 damage 
  each time it fails the save
  Dark orison: Each time the spider-mage misses with an attack, 
  the crit range of attacks by drow and spiders in the battle 
  expands by 1.
  Spider speaker: The first time each battle an enemy hits the 
  spider-mage with a melee attack, that attacker takes 8 ongoing 
  poison damage from her familiar.
  AC 19
  PD 
  13 
   
  HP 40
  MD 17
  Drow Soldier
  It’s easy to ignore them so you can concentrate on more dangerous 
  enemies. And then three crossbow quarrels sprout from your 
  shoulder and you shift your priorities.
  4th level mook [humanoid]
  Initiative: +9
  Paired swords +9 vs. AC—6 damage
  R: Crossbow +9 vs. AC (one nearby enemy, or a far away 
  enemy at –2 atk)—7 damage
  With my dying breath I curse at thee: When the drow soldier 
  drops to 0 hp, one enemy engaged with it takes 2 poison 
  damage before the drow soldier dies.
  AC 20
  PD 
  19 
   
  HP 18 (mook)
  MD 14
  Mook: Kill one drow soldier mook for every 18 damage you deal 
  to the mob.
  Drow Sword Maiden
  She moves with an easy grace, seemly bored by the prospect of 
  fighting you. She arches an eyebrow then bows with a mocking 
  flourish of her sword. A moment later you realize you are already 
  bleeding.
  5th level troop [humanoid]
  Initiative: +13
  Cruel cutlass +10 vs. AC—18 damage
  C: Dagger dance +10 vs. AC (one nearby enemy, or a far away 
  enemy at –2 atk)—14 damage
  Natural even hit: Each other enemy engaged with the sword 
  maiden takes 10 damage.
  Nastier Specials
  Effortless grace: Once per round when an attack misses the sword 
  maiden, she can move or make a cruel cutlass attack as a free action.
  Arcane warrior: The sword maiden has a true magic item 
  (probably a weapon) and uses it to her benefit (adjust stats 
  accordingly).
  AC 21
  PD 
  19 
   
  HP 75
  MD 15
  
  59
  d r o w
  Drow Spider-
  Sorceress
  If her smile seems familiar, she’s 
  failing to disguise her contempt.
  6th level caster [humanoid]
  Initiative: +11
  Sharpened wand +11 vs. AC 
  —20 damage
  R: Darkfire +11 vs. PD (one nearby 
  or far away enemy)—20 damage, 
  and the target is weakened (save ends)
  Limited use: Once the sorceress hits 
  with darkfire, she can’t use it again 
  until the target saves.
  C: Greater malediction of webs +11 vs. PD 
  (up to 2 nearby enemies in a group)—10 
  damage, and the target is stuck (save ends) 
  and takes 10 damage each time it fails the save
  Dark orison: Each time the spider-sorceress misses with an 
  attack, the crit range of attacks by drow and spiders in the 
  battle expands by 1.
  Spider speaker: The first time each battle an enemy hits the 
  spider-sorceress with a melee attack, that attacker takes 16 
  ongoing poison damage from her familiar.
  Nastier Specials
  Arcane arachnids: The spider-sorceress has a true magic item 
  (probably an implement) and uses it to her benefit (adjust stats 
  accordingly).
  AC 22
  PD 
  16 
   
  HP 84
  MD 20
  Drow Darkbolt
  A rush of wind, a flicker of movement at the corner of your eye, 
  and a sudden stab of pain.
  7th level archer [humanoid]
  Initiative: +12
  Dagger and spidersilk line +12 vs. AC (one nearby enemy) 
  —22 damage
  Miss: 8 damage.
  R: Exsanguinating barbed arrows +12 vs. AC (one nearby or 
  far away enemy)—20 damage, and 6 ongoing damage
  Natural even hit: As a free action, the darkbolt can make a 
  second barbed arrows attack against a different enemy with 
  a –2 attack penalty. If it gets another natural even hit, it 
  can make a third (and final) barbed arrows attack against 
  a different enemy with a –4 attack penalty as a free action.
  Darkbolt vanish!: If unengaged, when the 
  darkbolt attacks and rolls a natural 
  even miss, it can step into a shadow-
  dimension that turn as a move 
  action. While in the shadows, 
  it can’t be seen or targeted 
  with attacks, and it reappears 
  anywhere nearby at the start of 
  its next turn.
  Wall-crawler: A darkbolt can climb 
  on ceilings and walls as easily as it 
  moves on the ground thanks to its 
  rope-dagger and spiked bracers.
  Nastier Specials
  Well equipped: The drow has a potion or 
  poison that it can use as a quick action twice 
  this battle (see Poisons and Potions below).
  AC 23
  PD 
  21 
   
  HP 100
  MD 17
  Drow Cavalry
  Scuttling into view with lances and sabers, the drow cavalry moves 
  like a dark and silent wave. Their leader raises his lance in salute, 
  and then they are on you!
  Double-strength 9th level wrecker [humanoid]
  Initiative: +14
  Glass-tipped lance +14 vs. AC—75 (90/25) damage, and the 
  target pops free from the cavalry and is weakened (save ends)
  Limited use: 1/battle, during a surprise round or the first round 
  of battle.
  Spider saber +14 vs. AC—75 (90/25) damage
  Expert spider-rider: While mounted, the drow cavalry deals +15 
  damage with its attacks, hit or miss, against unmounted enemies.
  Mounted combatant: Reduce the drow cavalry’s attack damage 
  by 50 when it’s not riding a spider.
  Spider mount: Whenever the drow cavalry rolls a natural 1–10 on 
  an attack roll, its spider mount acts independently, choosing 
  one of the following options:
  Bite—The spider makes a bite attack.
  Jump & Scuttle—The spider and its rider pop free from all 
  enemies and can move somewhere nearby.
  Web—The spider makes a web attack.
  AC 25
  PD 
  23 
   
  HP 270
  MD 18
  
  d - e
  60
  Spider Mount
  It’s larger than a horse and has fangs  
  the size of steak knives. It looks eerily intelligent.
  6th level troop [beast]
  Initiative: +15 (or same as rider if it has one)
  Bite +11 vs. AC—15 damage, and 10 ongoing poison damage
  C: Web +11 vs. PD (up to 2 nearby enemies in a group)—The 
  target is stuck (save ends)
  Wall-crawler: A spider mount can climb on ceilings and walls as 
  easily as it moves on the ground, and so can its rider.
  Uncontrolled: A riderless spider mount will eventually run away. 
  At the start of the spider’s turn roll a d4; if you roll less than the 
  escalation die, the mount flees.
  AC 22
  PD 
  16 
   
  HP 90
  MD 20
  
  61
  d r o w
  Nastier Specials
  Two good options for nastier specials include different forms of 
  drow cruelty and poisons and potions.
  Drow Cruelty
  Drow are diverse yet universally cruel. Choose one of the 
  following abilities for all non-mook drow in a battle to have:
  Poisoner: When the drow scores a critical hit, it can forego 
  damage to force the target to start making last gasp saves. 
  On the fourth failure, the target falls unconscious (and can’t 
  be woken normally) for 2d4 minutes.
  Take advantage of weakness: Whenever an enemy nearby a 
  drow rolls a save, it takes its level in damage.
  Umbral caul: As long as at least one drow uses a standard 
  action each round to maintain the supernatural darkness, 
  each non-drow creature in the battle becomes dazed (save 
  ends) whenever it rolls a natural 1–5 with an attack roll.
  Venomous: The first time each battle a drow hits with a weapon 
  attack, the target also takes 5 ongoing poison damage.
  Poisons, Potions, and Substances
  Drow are experts at using poisons, potions, and substances with 
  unusual properties. Another way to make the drow nastier is to 
  give them one of these options. Drinking a potion, applying a 
  poison, or using a substance requires only a quick action for a 
  drow with one of these options. Characters who acquire any of 
  these drow items must use a standard action to drink/apply them.
  Draft of Eschaton (potion): When drunk it immediately purges 
  the body of all poisons and toxins and ends any ongoing 
  conditions. All the drinker’s saves (including last gasp saves 
  and death saves) automatically succeed for the rest of the battle 
  or for five minutes. Immediately after the battle, the drinker 
  must make a DC 30 Constitution check or be completely 
  debilitated and unable to travel far or to fight for a day.
  Dragon Apples: Small ceramic spheres that explode. Make a 
  basic ranged attack against a nearby enemy (or level + 5 for 
  drow); on a hit, the target takes 10 ongoing fire damage.
  Midnight Tincture: When this glass vial is broken, the nearby area 
  is shrouded in clinging darkness. The darkness lasts 3 rounds. 
  Each creature in the darkness except drow takes a –4 attack 
  penalty. The tincture can be attached to an arrow or bolt.
  Potion of Spider Climbing: For one battle or five minutes the 
  drinker can climb on ceilings and walls as easily as it moves 
  on the ground.
  Spider Venom: A creature hit by a melee weapon coated in the 
  venom takes 5 ongoing poison damage when the attack roll 
  is a natural 16+.
  Web Dust: Made from desiccated spiders, this dust can hold a door 
  shut or stick an object to a wall for five minutes. Champion-
  tier creatures can make a DC 20 skill check to rip through 
  something held by web dust before it fully dissolves, and epic-
  tier creatures can rip through such objects in a round. Further 
  applications increase the effectiveness: three applications lasts 
  for fifteen minutes, requires 3 successful checks, and takes 3 
  rounds for epic-tier characters to get through.
  Building Battles
  Drow are very likely to have arachnids as allies—giant scorpions, 
  hunting spiders, and giant web spiders might be present when 
  drow are about, and perhaps even larger versions of those 
  monsters. Driders have a love-hate relationship or a hate-love 
  relationship with the drow; either way, they’re probably fighting 
  on the same side when it’s time to torture PCs. When phase 
  spiders ally with the drow, give them the dire beast poison ability 
  (13th Age core book, page 206). For more spider-themed drow 
  allies, try the following mooks.
  Weaver Swarm
  A loom-full can weave a gown in under an hour, and a pouch of 
  them thrown at you can mess up your whole day.
  3rd level mook [beast]
  Initiative: +9
  A thousand needle wounds +8 vs. AC—5 damage
  Natural 16+: The target is hampered until the end of its next turn.
  Natural 18+: As above, and the target is also stuck until the 
  end of its next turn.
  Clinging: Enemies take a –5 penalty to disengage checks against 
  the swarm.
  Wall-crawler: The swarm can climb on ceilings and walls as 
  easily as it moves on the ground.
  AC 19
  PD 
  17 
   
  HP 10 (mook)
  MD 13
  Mook: Kill one weaver swarm mook for every 10 damage you deal 
  to the mob.
  Lokkris
  They look like somebody cross-bred bird-eating spiders with 
  parasitic dire wasps!
  6th level mook [beast]
  Initiative: +16
  Stingers on each leg +11 vs. AC—8 damage, and 5 ongoing 
  poison damage
  Lays eggs in your eyes!: Each time the lokkris hits with the 
  attack, the crit range for all lokkris against that target 
  expands by 1 until the end of the battle.
  Flight: Lokkris are quick darting fliers that move with an angry 
  buzzing sound.
  Wall-crawler: A lokkris can climb on ceilings and walls as easily 
  as it moves on the ground.
  AC 22
  PD 
  21 
   
  HP 23 (mook)
  MD 14
  Mook: Kill one lokkris mook for every 23 damage you deal to the mob.
  
  d - e
  62
  Drow and the Icons
  Crusader: The dark gods that some drow serve have interests in 
  common with the Crusader . . .
  Diabolist: . . . which can become complicated because those 
  same gods also have links with the Diabolist’s demon consorts.
  Dwarf King: He hates all drow, a holdover from ancient wars. 
  The dwarves have a saying, “Dwarves have honor in their 
  hearts. Humans have bravery in theirs. Drow have only poison.”
  Elf Queen: As subjects of the Elf Queen, drow have a strong link 
  to her and she to them.
  The Three: Drow are more welcome in Drakkenhall than most of 
  the cities of the Empire, but the Elf Queen and the Blue have deep 
  rivalries and suspicions, so who can say who is fooling who?
  Names
  Some drow have names such as Tyyler Du’Urden, Tro’Eax of 
  House Mitzleplixus, Esozzt Nixxrymn, Lirnelk Oblier, Mikkariel 
  Phanare. Others have names that are dark reflections of high elf 
  names: Kiriel Blackleaf, Braene Elfbane, Kren’kara Darkslayer.
  Things Drow Carry
  Eight sided platinum pieces engraved with web designs. Beautiful 
  spider-silk clothes. Laminated black silk armor (strong as plate, 
  half the weight). Wickedly sharp daggers. Torture instruments 
  made of ebonite and vulcanite. Black spider-silk rope. Intricate 
  red-lacquered puzzle box that plays a musical tune as each piece 
  is unlocked. Black carbonado beads. Pictures of drow family. 
  Picture of your family, a map, and certain instructions. Hematite 
  carving of a spider-woman. Set of mithril lockpicks. Jet jewelry. 
  Lamp black for weapons. Weaver swarm in a pouch (roll for 
  initiative!). Black diamonds.
  Adventure Hooks
  A Very Splendid Affair—A drow ambassador from the Court 
  of Stars admires one of the adventurers, so her drow rivals 
  wish to assassinate the party as part of the endlessly vicious 
  maneuverings of the drow at court.
  Demons of the Queenweb Pit—The spider goddess has plans 
  for you and has dispatched drow to seize you and bring you 
  into the underworld for sacrifice! Her cultists believe this will 
  strengthen their influence with the Elf Queen.
  Surface Raid—Suddenly and without warning the drow attack. 
  All is not as it seems—the drow are using the attack as cover 
  to sneak a magically disguised spy into the midst of those they 
  are attacking.
  The Drakkenhall Spider—A drow called Re’Naatharian 
  approaches the adventurers asking them to retrieve a stolen 
  idol, a black figurine that she says is hers. The figurine is only 
  covered in black lacquer, underneath it’s solid mithril. As 
  soon as the characters meet with Re’Naatharian and accept or 
  refuse her offer they will be dodging drow assassins working 
  for rival factions. What is inside the figurine? Double-crosses, 
  treachery, and tangled webs.
  The Spider Wood Run—The characters are hired as a crew 
  for the first non-elf boat competing in the annual Opals-to-
  Iron-Sea regatta. The drow are offended by their presence. 
  The adventurers only discover that the original crew were 
  murdered after the race starts.
  Drow comes from the Orcadian-Scottish “trowe” 
  (rhymes with “cow” not with “toe”)—a dark malevolent 
  fairie creature similar in behavior to a kobold. Trowe 
  in turn comes from the Nordic Dökkálfr meaning “dark 
  elf,” which also gave rise to the word “troll.” If you dig 
  deep enough you’ll find everything’s connected.
  Drow or Drow?
  
  63
  d y b b u k
  Possessing ghosts, demonic intruders, or alien 
  visitors. Who can say for sure?
  Dybbuk Legends
  The stories surrounding dybbuks are often 
  contradictory, probably muddied by the dybbuk 
  themselves. For your game decide which one or 
  more of the following ideas are true:
  • Dybbuks are demons who seek physical 
  bodies to do evil deeds. They imitate the 
  recently departed to confuse demon-hunters 
  who hear about them. [demon]
  • Dybbuks are the souls of the dead who wish 
  to continue living in warm bodies. [undead]
  • Dybbuks are strange visitors from another 
  realm who use the memories of the dead as 
  their guides and the bodies of the living as 
  their vessels. [aberration]
  • Dybbuks are possibility-echoes of those who 
  never were, people who could have existed if 
  not for the birth of another. [aberration]
  • Dybbuks are the souls of those who were 
  rewritten out of existence by magic. [undead]
  The monster entries for the dybbuk show their 
  type as “demon,” but that dybbuk origin might 
  not apply in your game. Feel free to change their 
  type to suit your story.
  Dybbuk Possession
  Dybbuks are blown about by spectral winds no 
  one else can see and must cling to people and 
  objects. Spellcasters and others who have more 
  spirit vision than most occasionally see dybbuks 
  clinging to the sides of buildings like fluttering 
  flags or desperately clinging to the shoulders 
  of animals and people like shadowy capes. 
  Characters who can see the other-world will 
  mistake the translucent shade of a dybbuk for a 
  trick of the light unless they make a DC 30 check.
  Once a dybbuk finds a host it wishes to 
  possess, it anchors itself to the victim’s body. 
  Thereafter it lives inside its host’s physical 
  shadow and is no longer buffeted by other-
  world storms. Over time the dybbuk warps 
  the mind and body of its host, and eventually 
  inhabits it entirely.
  DYBBUK
  
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  64
  Corpse Dybbuk
  The dybbuk has found a still-warm corpse and climbed inside. 
  The meat puppet is almost indistinguishable from as it was in life, 
  and it may be that nobody knows that it’s not the original person 
  recovered from their illness or ordeal.
  Double-strength 6th level troop [demon]
  Initiative: +12
  Supernatural strength +11 vs. AC—35 damage
  Natural 16+: The target is vulnerable to the dybbuk’s attacks 
  until the end of the battle.
  Natural 18+: The dybbuk gains a fear aura against the target 
  (save ends) as the dybbuk warps its corpse-flesh into a 
  horrifying form. While engaged with the dybbuk, if the 
  scared target has 30 hp or fewer, it’s dazed (–4 attack) and 
  does not add the escalation die to its attacks.
  Miss: 3d6 damage.
  Unholy aversion: When an enemy makes a spell attack or magic 
  weapon attack against the corpse dybbuk that deals holy 
  damage and rolls a natural 18+, the dybbuk leaves its host body. 
  The body drops in place and the corpse dybbuk becomes an 
  undamaged ethereal dybbuk (see that entry). If the escalation 
  die is 3+, reset the escalation die to 2.
  Warp another’s flesh: Once per battle as a free action, the corpse 
  dybbuk can grant a nearby ally a +2 bonus to attack and damage 
  until the end of the battle. The warped ally takes damage equal 
  to its level each time it uses a standard action to attack. If this 
  ability is expended, the dybbuk regains it when the escalation 
  die reaches 4+.
  AC 22
  PD 
  16 
   
  HP 180
  MD 20
  Parasitic Dybbuk
  The dybbuk has warped a stolen body to suit its own purposes. 
  Somewhere inside there is a trapped innocent screaming to be set 
  free.
  Double-strength 6th level spoiler [demon]
  Initiative: +13
  Loathsome vomity smear +10 vs. PD—40 poison damage
  Miss: 3d10 poison damage.
  C: Unearthly glare +10 vs. MD (one nearby enemy)—30 
  psychic damage
  Natural even hit or miss: One special dybbuk ability triggers as 
  a free action (see below).
  Shapechange: As a standard action, the dybbuk can change its 
  host’s form to that of another humanoid, or back to its own 
  shape. Seeing through the shapechange requires a DC 25 skill 
  check. When the dybbuk is driven out of the host body, the 
  body reverts to its original form.
  Unholy aversion: When an enemy makes a spell attack or magic 
  weapon attack against the parasitic dybbuk that deals holy 
  damage and rolls a natural 18+, the dybbuk leaves the host 
  body. The body drops in place (unconscious) and the parasitic 
  dybbuk becomes an undamaged ethereal dybbuk (see that 
  entry). If the escalation die is 3+, reset the escalation die to 2. 
  Wall-crawler: A dybbuk can climb on ceilings and walls as easily 
  as it moves on the ground.
  Special Dybbuk Abilities: Choose ONE
  C: Visage of innocence +11 vs. MD (one nearby enemy)—The 
  target can’t attack the dybbuk until the end of its next turn.
  C: Horrific visage +11 vs. MD (1d3 nearby enemies)—The 
  target is weakened (save ends).
  C: Puppet strings +11 vs. MD—The target is confused (save 
  ends).
  Scratching nails: When the target is engaged with the dybbuk at 
  the start of its turn, it takes 20 damage.
  Warped flesh: The dybbuk heals 30 hp.
  Nastier Specials
  Experienced possessor: When the dybbuk rolls a natural odd hit or 
  miss with unearthly glare, one special dybbuk ability triggers.
  Flight: The dybbuk can hover 6 feet off the ground and make 
  boneless flea-like leaps.
  AC 22
  PD 
  16 
   
  HP 180
  MD 20
  Using holy damage on a dybbuk possessing a corpse (a 
  corpse dybbuk) or a living victim (a parasitic dybbuk) 
  can force the dybbuk to leave that body, but it produces 
  a new, slightly tougher monster. Thankfully, the 
  ethereal dybbuk fades away after a short time, because 
  it can’t maintain a physical presence in the world for 
  long without a host. Exposing a dybbuk to holy water 
  or dragging it onto holy ground might have a similar 
  effect, or not—that is the GM’s call.
  I Cast Thee Out!
  
  65
  d y b b u k
  Ethereal Dybbuk
  The ghostly form is fading away rapidly, but the dybbuk wants to 
  make its presence felt before it goes. When faced with the truth of 
  it, most choose to run and hide rather than stand and fight.
  Double-strength 7th level wrecker [demon]
  Initiative: +16
  R: Soul-suck +12 vs. MD (3 attacks, against nearby or far away 
  enemies)—38 negative energy damage
  Limited use: If the dybbuk hits the same target with its first 
  two soul-suck attacks, it must make the third attack against a 
  different target if it can (or loses the attack).
  Fading: When the escalation die is 2+, the dybbuk’s soul-suck 
  attack only deals 19 damage, and when it’s 4+, soul-suck only 
  deals 10 damage. When the escalation die reaches 6, the 
  dybbuk fades away at the end of the round. A dybbuk that fades 
  away undefeated is not gone forever and may return in a later 
  adventure.
  Fear: The dybbuk knows things about the other side and enjoys 
  telling such “secrets” to you! While engaged with this creature, 
  enemies that have 36 hp or fewer are dazed (–4 attack) and do 
  not add the escalation die to their attacks.
  Flight: The dybbuk hovers eerily, roughly 6 feet off the ground.
  Otherworldly: When a melee attack that doesn’t deal holy damage 
  targets this creature, the attacker must roll a natural 18+ on 
  the attack roll or it only deals half damage.
  AC 26
  PD 
  24 
  HP 206 (see fading)
  MD 20
  Building Battles
  Dybbuks will work with almost any type of creature, because 
  they could be in possession of almost any type of creature that 
  has above-animal intelligence. They will command or work with 
  anyone to achieve their hideous goals. Usually, dybbuks take 
  humanoid form, which limits their choice of allies somewhat, 
  but they have been known to inhabit intelligent non-humanoid 
  monsters upon occasion.
  Unless they’re being constrained by a far mightier villain, 
  dybbuks prefer to have nothing to do with other dybbuks, possibly 
  because they’d rather not be reminded of their temporary hold 
  on substantiation.
  Dybbuks and the Icons
  Diabolist: “The Diabolist summons them up out of the thirteen 
  hells. It’s her new plan to bring chaos and destruction. She’s 
  got thousands of the things just waiting, possessing key figures. 
  When the moment comes, the walls and wards will fall all at 
  once and she’ll be laughing at us as we burn. That’s why the 
  Priestess and the Crusader and the Great Gold Wyrm work 
  together—they are trying to root out all the dybbuks before 
  the Diabolist can strike.” —Erika of Tarakesh, wizard of the 
  Magenta Veil
  Lich King: “It makes sense that the Crusader hates dybbuks—they 
  are hard to enslave. The Lich King is allied with them. I hear ol’ 
  bony face is using a secret army of corpse dybbuks to destabilize 
  the rituals that keep the undead in check.” —Stabbitha LeGrott, 
  a halfling woman wanted in six cities for high crimes
  Prince of Shadows: “I heard a rumor that the Prince of Shadows 
  IS a dybbuk. He’s never caught because he jumps from host body 
  to host body! You’ll never know when he’s watching from behind 
  somebody’s eyes.” —Hrulk, a half-ork dancer/bodyguard from 
  Shadow Port
  The Three: “They’re a sort of shapechanging monster-thing. You 
  see them sometimes in Drakkenhall. The Three use them as 
  secret police to keep an eye on the criminal element. Criminal 
  element. Ha! The whole city is monsters and murderers.” —
  Orien O’Brien, captain of the Swift-Knuckle guard
  Maybe a dybbuk is actually good (or at least willing 
  to strike a deal). In such a case, a dybbuk could time-
  share a body with a host in exchange for the dybbuk 
  providing arcane knowledge or inhabiting the body to 
  stand watch at night. If you decide that dybbuks are 
  ghosts and not demons then perhaps the host and 
  dybbuk are lovers separated by death and they share 
  the body—one at night and one during the day. Perhaps 
  the dybbuk is an evil demon and is just forcing the host 
  to say that they are okay with the arrangement.
  Good Dybbuks?
  Things Dybbuks Carry
  Dybbuks are immaterial beings that neither need money nor 
  covet magical items. In material form they carry whatever would 
  be appropriate for the body they have taken, but their nature 
  precludes them from attuning to true magic items.
  
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  66
  Adventure Hooks
  Return of the King’s Adviser—A corpse dybbuk approaches 
  the adventurers and asks for their help. She was adviser to the 
  Wizard King before he fell into madness. She was betrayed, 
  her body disintegrated, and her soul trapped in a box and 
  buried. Foolish treasure seekers on the Necropolis uncovered 
  her box and freed her. She took one of their bodies after they 
  fell afoul of zombies and has made her way since then trying 
  to avoid attention. Her name is Zamorez the Wise and she 
  seeks to finish some ancient business. Do the heroes oppose 
  her and bring her before the minions of the Lich King, or do 
  they aid her in striking back against her betrayer? Her quest is 
  seemingly simple: go to the isle of undead and destroy certain 
  obelisks of power there.
  Some Like It Not—A dybbuk has kidnapped a popular 
  gladiatorial official, possessing him and shapechanging the 
  body to sneak out of Axis among a troop of dancers bound for 
  New Port. The dybbuk had help; at least one of the dancers is its 
  accomplice. The dybbuk demands the release of certain high-
  profile prisoners allied to the Diabolist or it will start making 
  public certain papers that the official had in his possession. 
  The dancers have been recently assembled to perform for 
  the Blue in Drakkenhall, and their draconic guards don’t care 
  about the missing official—they just want to get their charges 
  to the Three. Can the adventurers avoid a diplomatic incident 
  with the Three, set the official free (and avoid killing him in the 
  process), not harm any of the innocent dancers, find the guilty 
  accomplice, capture the dybbuk, and get the missing papers?
  The dance troupe includes:
  • Jaymes Syd—A well-connected man, now possessed, 
  shapechanged, and kidnapped. The dybbuk who has his 
  body is masquerading as one of the dancers, but which one?
  • Jonai Shims—The oldest of the dancers, she hails from a 
  fishing village near the Fangs.
  • Hatti Jacks—A former stevedore from Santa Cora who 
  recently found her calling as a dancer.
  • Barbera Balmoral—A bubbly and optimistic dancer who 
  instinctively distrusts the Emperor.
  • Pesillifillil Whiteleaf—A wood-elf dancer from the Wild 
  Wood, and the only male among the troupe.
  • Petra Butterworth—A halfing tavern-dancer from Twisp 
  who keeps to herself.
  • Connie Kenneth—Connie and her sister used to have a circus 
  act in Horizon, or did they?
  • Billie Kenneth—The older of the two Kenneth sisters, or is she?
  • Charli Hawbush—A dwarf dancer who claims to have once 
  danced for the Dwarf King.
  • Jimed Ales—A blue sorcerer, guardian to the dancers, and 
  servant of the Three.
  • Brezzlore—Head of the dragonic guards.
  The Bride—A woman has returned to her fiancé a year after 
  being reported drowned at sea. At her insistence the cancelled 
  wedding is hastily rearranged. On the night before the wedding 
  strangers arrive, claiming that the bride is a dybbuk possessing 
  their friend Mozz. Their friend is an important hero, due 
  to give vital information to the Emperor directly and must 
  travel with them to Axis to seek a cure so that he can have an 
  audience with the ruler of the Empire. Both sides plead with 
  the adventurers to intercede on their behalf, but is anything 
  really what it seems to be?
  The wedding party includes:
  • Susanifer Shaw—The bride, returned from the sea, or has she?
  • Corwyn Lester—The groom, overjoyed to see his love once more.
  • Goodwife Suzzana Shaw—The mother of the bride.
  • Duke Andro Lester—The father of the groom.
  The friends of Mozz the Hero include:
  • Richian the Red—A human wizard who specializes in fire 
  magic and has a flying badger familiar.
  • Davoul—A half-elf swordsman and scholar who dabbles in 
  illusion magic and cheats at cards.
  • Fetch—A huge forgeborn barbarian from the Red Wastes 
  who feels great loyalty to Mozz.
  The Holy Box—The adventurers are hired by a dying priest to 
  take a box with 13 spirits in it (mostly dybbuks) to a monastery 
  on a faraway mountain. The box looks plain, a simple rosewood 
  cube about a foot on each side. The box is magical, however, 
  and it can be used to trap defeated spirits, but when it’s opened 
  all the (now very angry) spirits will escape. During the journey 
  possessed animals attack the party, attempting to free the 
  spirits in the box.
  The List—Years ago twelve adventurers burnt down a cottage 
  to “teach the locals a lesson.” Now they are dying one by one, 
  and the survivors hire the adventurers for protection. A corpse 
  dybbuk is killing them off, jumping into each victim and 
  leaving its former body to be found murdered. There are now 
  seven of the twelve left: Allisa Lackgayte the Bard, Banbara 
  Leonis of Concord, Jorunn Greengable, Kal Credhe, Pascalious 
  the Blue Wizard, Jensine Mathrasdottir, and Egron Stonebeard.
  They have gathered together inside Last Dragon Hall, a 
  huge mansion standing on a lonely buff near Cape Thunder. 
  The only other people there are Alan Cheseman (the 
  hunchbacked proprietor), Frank Timperly (the elderly caretaker 
  and handyman), and his pale daughter Iviana. To complicate 
  matters, Frank Timperly is a smuggler on the side and has built 
  many secret passages in the mansion over the years. As a storm 
  rolls in and cuts off the causeway to the mainland, the hidden 
  dybbuk strikes. Can the adventurers defeat it, or will it leave 
  wearing one of their bodies?
  
  67
  d y b b u k
  PCs and Possession: 
  Optional Rules
  Use these rules if you want to include dybbuks as a slowly 
  encroaching horror that subverts the mind and body of the 
  adventurers. It’s not for everyone because it turns the campaign 
  into a horror story with rather loathsome consequences of 
  increasing power.
  You don’t need to bother with these rules for NPC dybbuks; 
  use whatever is dramatically appropriate. Adventurers know 
  when a dybbuk is inside them. Common folk generally don’t 
  know, but adventurers are mentally tougher than most.
  The dybbuk starts with a possession score of 1. Each day 
  (after each full heal-up) the GM secretly makes a d20 possession 
  roll. If the result is lower than or equal to the dybbuk’s possession 
  score, the possession score increases by 1. Once the possession 
  score reaches 20, the host immediately becomes a parasitic 
  dybbuk NPC under the GM’s control and remains so until they 
  are killed or the dybbuk is driven out of them.
  An adventurer hosting a dybbuk may call upon the power 
  of the dybbuk and use one of the abilities listed below. Doing so 
  makes it easier for the dybbuk to fully possess its host. Each time 
  in a day (between full heal-ups) the host calls upon the dybbuk’s 
  power, a cumulative –1 penalty is applied to the possession 
  roll. Regardless of the possession score, a result of 1 or less on 
  the possession roll allows the dybbuk to take full control of the 
  host when they next sleep, allowing the dybbuk several hours of 
  freedom to do as it wishes.
  Flea-flight: The dybbuk’s host can make a huge flea-like 
  leap to some place nearby or far away as a move action that 
  doesn’t provoke opportunity attacks.
  Horrific visage: As a quick action once per round, the 
  dybbuk allows itself to be seen by the host’s enemies while twisting 
  the host’s face into a supernaturally monstrous expression. The 
  host chooses 1d3 nearby enemies; each takes a –2 penalty to its 
  attacks (save ends).
  Very slow shape shift: The dybbuk twists its host’s flesh. 
  It’s not a full transformation but is enough to give the host a 
  +5 bonus to disguise skill checks. Minor details can be changed 
  (skin texture and color, hair color, hair length by a few inches, 
  facial features can be shifted, body proportions can stretch or 
  shrink by a couple of inches) but repeated uses of this power 
  stacked on each other can radically reshape the host’s appearance 
  permanently. Using this power is momentarily painful, and for 
  the minute or so that the dybbuk is stretching and twisting the 
  body into the new shape the host can’t take any actions. Changing 
  back requires using the power again and takes the same amount 
  of time.
  Vicious hissing defender: As a quick action, the host 
  temporarily gains sharpened nails and teeth. Until the end of the 
  battle, each enemy engaged with the host at the start of the host’s 
  turn takes damage equal to the host’s melee miss damage.
  Visage of innocence: As a quick action once per round, the 
  dybbuk twists the perceptions of others. The host chooses one 
  nearby enemy; that creature can’t attack the host until the end 
  of its next turn.
  Wall-crawler: The dybbuk slowly and painfully twists the 
  host’s limbs to allow it to climb on ceilings and walls as easily as 
  the host moves on the ground—though their seemingly broken-
  backed twisted-limb all-fours crab-walk is disturbing to watch. 
  The change takes a minute to accomplish each way and lasts for 
  about 10 minutes.
  Warp spasm: As a quick action once per round, the 
  dybbuk causes the host’s body to spasm, granting them amazing 
  temporary strength. That turn, the host either gains a +5 bonus 
  to their next Strength check, or a +5 damage bonus to their next 
  melee attack that hits.
  
  d - e
  68
  Beyond the boundaries of the world dwell horrors of such 
  unimaginable perversion as to sunder the minds of those that gaze 
  upon them. Alien and inconceivable, these beings dwell in outer 
  dimensions where form and permanence are meaningless as time.
  Some claim that elder beasts crossed the borders between 
  the dimensions in a time long before the first age of the world. 
  In the primal chaos of creation, the cosmos and all its myriad 
  dimensions aligned, and by the nascent light of ancient stars, 
  formless unnamable things spilled over into the mundane world. 
  The hideous beings trod the primeval landscapes on pseudopods 
  and flippers and feet, each creature spontaneously transforming 
  to adapt to each new environment it encountered.
  In their native forms, elder beasts are a massive composite of 
  shape-shifting parts, some appendages native to the world, some 
  entirely alien. Unlike the amoeboid umluppuks that serve the 
  nameless entities of the mad dimension from which the creatures 
  hail, a hagunemnon can change its shape to assume the form of 
  a specific creature. They do this to explore a world and to prey 
  upon beings that they wish to consume, whose forms the horrific 
  monsters hunger to absorb. While umluppuks are simply mad, 
  a hagunemnon’s actions contribute toward a purpose—even if 
  that purpose is inscrutable to all but the perversely warped or 
  chronically insane.
  Mad sages, tainted by their research into eldritch realms and 
  forbidden rituals, claim that the world was barren of sentient 
  creatures before elder beasts and their ilk catalyzed organic life 
  and caused it to adapt. They refute the notion that the humanoid 
  races are the creations of divine inspiration, but rather the 
  random accidental mutations of a race of mad, apathetic beings 
  of unspeakable power. Several secret cults have formed around 
  this belief, seeking the forbidden texts containing the means to 
  summon elder beasts back into the world when the dimensions 
  align once again. The cults believe intelligent life to be an accident 
  that has brought misery to the ones it should have benefited. 
  They hold that mortal suffering would be eliminated if the elder 
  creatures returned and caused the world to mutate or evolve 
  into new, more “perfect” forms that embraced the madness of 
  impermanence.
  ELDER BEAST
  The word “impossible” may not 
  mean what you think it means. 
  It might mean doom.
  Dimension-hopping Progenitors?
  
  69
  e l d e r  b e a s t
  Umluppuk
  Shapeless servants of unspeakable horrors, umluppuks lurk in 
  remote, forgotten places, babbling choruses of madness.
  Umluppuks dwell in the subterranean gloom of the underworld, 
  in abyssal trenches at the bottom of the sea, and beneath 
  mountainous glaciers of ice at the far ends of the world. Sealed 
  in lightless pits, forgotten vaults, and ancient tombs where elder 
  horrors dream away the ages in deathless sleep, umluppuks 
  babble madly in the darkness, awaiting the age when their foul ilk 
  return to the surface world and reshape the works, bodies, and 
  minds of the creatures that inhabit it.
  A dark quivering mass of jabbering mouths and mismatched 
  eyes, the umluppuk mutters incessantly in a multitude of alien 
  tongues. It absorbs common languages from the thoughts of 
  nearby creatures and speaks nonsensical phrases, rhymes, and 
  abstract thoughts inciting madness in the minds of those that 
  hear it. The few sane creatures that are aware of the umluppuks’ 
  existence regret their possession of this knowledge; to 
  contemplate the umluppuk and its native realm is to grapple with 
  alien concepts antithetical to the rational mind, and it inevitably 
  brings a touch of madness.
  Umluppuks were created to act as servants to beings more 
  ancient, more powerful, and more mysterious than the gods. 
  Except for those summoned by magical rituals, umluppuks that 
  exist in the world have lived there since primeval eras long before 
  the coming of humans or elves. They do not need to eat, but given 
  the opportunity they will consume any creature they can, absorbing 
  its intellect and adding its eyes and mouth to the umluppuk’s 
  gelatinous body. An umluppuk propels itself by pseudopods that 
  roil with dozens of eyes and insane, gibbering mouths.
  Huge 7th level spoiler [aberration]
  Initiative: +15
  Pods of mouths and eyes +12 vs. AC (4 attacks)—20 damage
  Natural even hit: The target is stuck (easy save ends, 6+).
  Miss: 10 damage.
  C: Chorus of madness +12 vs. MD (up to 3 random nearby 
  creatures)—10 ongoing psychic damage, and the target is 
  confused (save ends both)
  Quick use: This ability only requires a quick action (once per 
  round) instead of a standard action when the umluppuk 
  starts its turn unengaged (or without an enemy consumed if 
  you are using the nastier special!).
  Resist psychic 18+: When a psychic attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Consume: Once per round during its turn, the umluppuk can 
  make a consume attack against a stuck enemy as a quick action. 
  The umluppuk can only have one target consumed at a time.
  Consume +12 vs. PD (one stuck enemy)—50 damage, and the 
  target takes 10 ongoing acid damage and is absorbed into 
  the umluppuk (hard save ends both, 16+); while inside the 
  umluppuk, the target is vulnerable to the umluppuk’s pods 
  of mouths and eyes attacks (attacks vs. it have crit range 
  expanded by 2), and it’s stuck
  AC 23
  PD 
  21 
   
  HP 310
  MD 20
  Hagunemnon
  The hagunemnon shifts from shape to random shape. It flaps and 
  crawls and slides and oozes—on spider’s legs and cow’s tongues 
  and snail’s bellies and vulture’s wings. 
  Large 13th level wrecker [aberration]
  Initiative: +16
  Spontaneous metamorphosing limbs +18 vs. AC—110 damage, 
  and the hagunemnon can make a spontaneous metamorphosing 
  limbs attack against a different target as a free action
  Natural 19+: The target starts making last gasp saves. On the 
  fourth failure, it becomes a shapeless ooze.
  Diminishing limbs: With each subsequent hit after the first, 
  spontaneous metamorphosing limbs deals 20 less damage. 
  The hagunemnon also doesn’t gain any extra attacks when 
  it makes a basic attack.
  Dimension hop: As a move action when the escalation die is odd, 
  the hagunemnon can teleport nearby or far away to a location 
  it can see.
  Resist psychic 18+: When a psychic attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Shapechange: As a standard action, the hagunemnon can change 
  its form to that of any large or medium creature, or back to its 
  own shape. Seeing through the shapechange requires a DC 25 
  skill check.
  Nastier Specials
  Madness aura: When a creature is engaged with the hagunemnon 
  at the start of its turn, it takes 4d10 psychic damage. If it takes 
  31 or more damage this way during a single turn, it’s also 
  confused until the start of its next turn.
  AC 29
  PD 
  23 
   
  HP 864
  MD 27
  “Fight your wars if you must, but ask no help of 
  druids, for we want no part; our great enemy 
  lurks behind reality’s veil, and if you glimpsed 
  the truth of it the remnants of your broken mind 
  would make so much less than a beast of you.” 
  —Shamul of the Oaken Path
  
  d - e
  70
  Warped Beast
  It starts when an extraneous digit buds upon the flesh, but soon 
  an extra eye, tail, hand, or claw blooms. It ends in madness, the 
  appendages of the body monstrously transformed into wriggling 
  many-mouthed tentacles.
  The monstrous dimensions that exist beyond reality lie far 
  removed from the world, only intersecting in ages when the 
  stars align, when the potent wizard spells bridge the gap, or 
  when artifacts of the primeval world are exhumed from strange 
  underworld vaults and put to use. The weird energies of these 
  alien dimensions warp the land and the creatures that come in 
  contact with them. Extra noses, eyes, and mouths flare open 
  upon animals’ hides; quivering cilia and pseudopods, wormlike 
  appendages and barbed tentacles, coarse quills and pus-
  bleeding orifices—all of these and even more horrific features 
  spontaneously form, driving ordinary creatures to frenzied, 
  murderous madness.
  The stat block for the warped beast can be used for any 
  normal-sized creature tainted by elder beasts or the energy 
  of their terrible dimension. The changes may be immediately 
  apparent—a bear, boar, or other natural creature might bristle 
  with eyes and tentacles and ooze—or the changes may be subtle, 
  such as if a human, elf, or dwarf tainted by the alien dimension 
  hid its extra eye, tentacle arm, second head, etc. Each warped 
  beast has a different madness feature determined each turn.
  5th level wrecker [aberration]
  Initiative: +9
  Tentacle maw +10 vs. AC—16 damage
  Natural 18+: The target is hampered until the end of its next turn.
  Miss: The warped beast can make a psychic blast attack as a 
  free action.
  [Special trigger] C: Psychic blast +10 vs. MD (1d3 nearby 
  enemies)—8 psychic damage
  Natural 18+: The target is confused until the end of its next turn.
  One madness feature: At the start of each of the warped beast’s 
  turns, roll a d6. The warped beast gains the corresponding 
  ability until the start of its next turn.
  1. Amorphous oozing form: The beast has resist damage 11+ 
  to all damage.
  2. Dimensional slide: Once during its turn, the warped beast 
  can teleport anywhere nearby it can see as a move action. 
  Each enemy engaged with it when it teleports is confused 
  until the end of its next turn.
  3. Fear aura: While engaged with the warped beast, enemies 
  that have 24 hp or fewer are dazed (–4 attack) and do not 
  add the escalation die to their attacks.
  4. Gibbering mouths: When an enemy ends its turn engaged with 
  the warped beast, it’s confused until the end of its next turn.
  5. Many spontaneous limbs: When the warped beast makes 
  a tentacle maw attack during its turn, roll a d4. That many 
  additional limbs or tentacles spontaneously erupt from 
  the creature and make an additional basic attack that 
  turn (special abilities/effects don’t trigger on those extra 
  attacks). Each of those attacks only deals half damage.
  6. Warping touch: When the warped beast hits a creature 
  with a tentacle maw attack, the target also takes 5 ongoing 
  psychic damage and a –2 penalty to saves (save ends both).
  Nastier Specials
  Warped mutant: Roll two madness features instead of one each 
  round (reroll similar results).
  AC 20
  PD 
  17 
   
  HP 75
  MD 15
  Building Battles
  Elder beasts invade most often in places where magic has ripped 
  open reality to allow them to pass into the world. When PCs find 
  an abandoned mage tower, they should ask themselves why it has 
  been abandoned before the looting starts.
  The creatures most likely found alongside elder beasts are 
  other aberrations. They share what the rest of existence thinks 
  of insanity.
  It’s possible that elder beasts can also be found with demons, 
  but these two great evils have opposed visions for the world. The 
  elder beasts aim to remake the world along ancient blueprints 
  that should never be. Most demons want to outright destroy the 
  world and wouldn’t be any happier in a world recreated by the 
  elder beasts.
  Warped beasts or umluppuks might show up anywhere 
  a group of crazed cultists delving into long-lost rituals has 
  succeeded—or lost all control—depending on how you look at it.
  “Worse things than demons lurk in the outer 
  dark. The nameless ones have plotted their 
  return since the beginning of time, when their 
  mad dynasty declined and they were driven back 
  beyond the edge of reality. Oppose the Crusader, 
  diminish our forces, and who will protect your 
  existence when the elder things return?” 
  —Tamarin Steele, herald of  
  Red Gauntlet Company
  
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  e l d e r  b e a s t
  Elder Beasts  
  and the Icons
  To most of the icons, elder beasts are only a legend, a scrap of 
  forbidden knowledge in reference to unmentionable horrors 
  from unfathomable dimensions. In the powerful circles of the 
  arcane, these protean horrors hold the keys to greater knowledge 
  and power . . . ever at the risk of madness.
  Archmage: Elder beasts threaten the stability of reality, warp 
  living creatures into shapeless monstrosities, and work to 
  loosen the boundaries of time and space to unleash elder 
  horrors upon the world. The current Archmage is probably 
  aware of these dangers and opposed to contact with elder 
  beasts. This lesson may have been passed down by earlier 
  Archmagi who dabbled with disastrous consequences.
  Diabolist: Demon summoners know little of elder beasts, except 
  that the alien entities tear reality asunder wherever they go. It’s 
  virtually impossible for the Diabolist (or any other creature) to 
  form an alliance with a hagunemnon, but the beings’ existence 
  amuses the mad Diabolist, even if their aims are opposed. The 
  Diabolist’s minions might open gates to the dread dimensions 
  where the hagunemnons boil. Or they might just think it’s a 
  great place to send heroes.
  Lich King: In a past age when the Lich was known as the Wizard 
  King, elder beasts and other aberrant monstrosities inhabited 
  the Wizard King’s towers and dungeons. They were objects 
  of study, uncaring guardians of priceless treasures, and 
  monstrous tools to be used against the Wizard King’s enemies. 
  Hagunemnons and their ilk hold no terror for the Lich King 
  or the mindless undead that form his army, and the powerful 
  deathless wizard still occasionally summons elder beasts 
  from alien dimensions to fight his wars. Or perhaps that’s just 
  Imperial propaganda . . .
  Adventure Hooks
  Elder beasts subtly warp the minds of all they encounter. Their 
  existence in the world threatens to unravel reality itself.
  Descent into Madness—During an expedition into the 
  underworld, an earthquake collapses the caverns leading 
  back to the surface. The quake opens a new path through 
  eldritch cyclopean corridors old as time. The dark passages 
  lead through vaults of whispering horrors, where inchoate 
  umluppuks babble and murmur. As NPC members of the 
  expedition start to go mad, the characters discover the terrible 
  truth at the heart of the dark ancient ruin and learn the horrific 
  price they must pay should they ever wish to see daylight again.
  The Shrieking Forest—An aquamarine meteorite casts a green 
  trail across the sky before impacting the world at the heart 
  of a verdant forest. Over the next several days, the forest 
  transforms. The trees turn gelatinous, change their colors, and 
  prey on the forest creatures. They also uproot, shriek, howl, 
  and speak in tongues. The forest beasts that are not eaten by 
  the trees manifest extra limbs, eyes, mouths, and tentacles. 
  Then they leave the forest to hunt. And now the people in the 
  surrounding villages have begun to change as well. . . .
  “The victims’ plague boils turn to eyes, the 
  sores into fang-toothed mouths. We pray to the 
  gods for guidance, but they brood and lock the 
  gates of their heavens, for even the gods fear 
  these monsters.” 
  —Attian the Doubter
  
  d - e
  72
  If you must choose between falling into a giant 
  spider’s web or the clutches of the ettercaps, 
  choose the spider unless you enjoy being 
  tortured until you have no secrets.
  The Secret Keepers
  Ettercaps are humanoids who exhibit spider-like 
  tendencies. Having long limbs and small torsos, 
  they walk upright but during battle will drop down 
  into spider crawls. They have expressive faces but with 
  jaws that open like mandibles. Ettercaps all worship 
  the same evil god. They dare not speak her name, but 
  she is most commonly known as She Who Spins 
  in Darkness. The ettercaps drape her temples in 
  spider motif, and instead of prayers and offerings 
  they bring her that which she truly desires: secrets. 
  Whispering a secret to the altar is the most holy 
  act an ettercap can perform. Whispering is their 
  prayer language. Their fanes are filled with silence 
  like the ocean is filled with water.
  The majority of ettercap society is 
  scattered through the deep forests of the world 
  and the underworld in random hunting 
  clans, the better to disguise the true 
  location of the all-important temples. 
  The ettercap hunters live unremarkable 
  lives of predation and banditry made 
  more meaningful by their secret devotion to 
  the secret work. They frequently serve drow or 
  other spider-oriented underworld denizens, but 
  it’s safe to say their hearts aren’t into it.
  You can fill in the details of ettercap 
  hunter life yourself—most of this monster entry 
  focuses on the less familiar elite of ettercap 
  society, those who are fortunate, skilled, or 
  blessed enough to rise within the temples.
  The Priests of 
  She Who Spins 
  In Darkness
  When a temple ettercap reaches maturity, it 
  becomes an acolyte in service of the fane, 
  doing most of the undesirable work around 
  the temple. They clean the altar and sweep the 
  corners. They monitor the other members of 
  the temple and learn how to eavesdrop on 
  everyone. Other than a dagger to defend 
  themselves, they are given little else to 
  clothe or feed themselves. The acolytes 
  remain (or are kept) inside the fane at all 
  ETTERCAP
  ettercap keeper
  
  73
  e t t e r c a p
  times. Those who prove their devotion eventually take on another 
  role within the priesthood. Any who are found lacking are bound 
  and cast into the deep pit under the altar, never to be seen again.
  Acolytes who show a penchant for spell casting become 
  supplicants. Supplicants are able to intuit vague aspects of 
  their goddess’ will by performing small rituals, sacrifices, and 
  assassinations. Despite their value to the community, supplicants 
  are often tasked with secret missions only She reveals in Her 
  conversations with the temple’s keeper (or keepers, in the case 
  of a large temple). The supplicants are occasionally tasked with 
  bringing Her word to non-ettercaps. The ettercaps think of 
  this as missionary work but anyone else would see it as trading 
  carefully nurtured secrets for power.
  The other life path for the acolyte is to become a warrior. 
  Warriors have more in common with the ettercap hunters 
  beyond the fane, and may in fact be trained and nurtured from 
  promising hunters. They are trained to defend the fane and are 
  indoctrinated with the belief that it’s their duty to give up their 
  lives for it. If they are lucky, they will do so while She watches. In 
  the rare instance that two fanes go to war, the advantage goes to 
  the temple whose warriors keep their actions secret the longest—
  public and undeniable actions against rival temples are perceived 
  as obvious failures . . . which is why it’s not impossible to find 
  one ettercap temple secretly recruiting agents to cause trouble 
  for another.
  The highest rank in an ettercap temple is “keeper.” Keepers 
  are the spiritual and political leaders of the temple, and lead 
  both supplicants and warriors in the fane. Keepers are tasked 
  with speaking to She Who Spins In Darkness directly. The older 
  the ettercap, the more often it is able to speak with Her, and the 
  oldest among them speak to Her so often they rarely interact 
  with their congregation. They interpret Her whispers and ensure 
  those in the fane carry out Her will.
  Ettercap Hunter
  The ettercap hunter’s primitivism may be artifice, a cultural ploy 
  to distract from the secret world of the fanes.
  2nd level blocker [humanoid]
  Initiative: +6
  Poison bite +7 vs. AC—6 damage, and 4 ongoing poison damage
  Miss: If the target is dazed, hampered, or stuck, it takes 4 
  extra damage.
  C: Web spray +8 vs. PD (1d4 nearby enemies in a group) 
  —3 damage
  Natural even hit: The target is hampered (save ends).
  Natural odd hit: The target is stuck (save ends).
  Limited use: 1/battle.
  Goopy webs: When an enemy of level 4 or lower rolls a natural 
  1–5 with a melee attack against an ettercap hunter, that enemy 
  is dazed (save ends).
  AC 18
  PD 
  14 
   
  HP 32
  MD 14
  Ettercap Acolyte
  The creatures stop whispering simultaneously. The ones bowing 
  and scraping on the floor reach for daggers attached to their 
  bodies by tendrils of webbing. They open their mouths wide for a 
  scream that does not come.
  1st level mook [humanoid]
  Initiative: +2
  Sacrificial dagger +6 vs. AC—3 damage
  Fanatical devotion: As a standard action, an ettercap acolyte 
  can deal 2d6 poison damage to one dazed, hampered, or 
  stuck enemy engaged with it. The ettercap acolyte also takes 7 
  damage from this kamikaze action, killing it.
  Goopy webs: When an enemy of level 3 or lower rolls a natural 
  1–5 with a melee attack against an ettercap acolyte, that enemy 
  is dazed (save ends).
  AC 16
  PD 
  13 
   
  HP 7 (mook)
  MD 15
  Mook: Kill one ettercap acolyte mook for every 7 damage you 
  deal to the mob.
  Ettercap Supplicant
  The creatures kneeling at the altar leap to their feet with unnerving 
  speed. Energy crackles around them as they surround one older-
  looking member of their horrid kind. The ettercaps draw strange 
  patterns in the air, which mirror green glowing lines suddenly 
  being traced in the air around you.
  3rd level caster [humanoid]
  Initiative: +6
  Sacrificial dagger +7 vs. AC—8 damage, and the ettercap supplicant 
  can use the web that burns an additional time this battle.
  R: The skein of pain +8 vs. MD—10 psychic damage, and until 
  the end of the battle, the target takes 1d6 psychic damage each 
  time it fails a save.
  C: The web that burns +8 vs. PD (1d3 nearby enemies in a 
  group)—6 ongoing acid damage
  Natural even hit: The target is hampered (save ends).
  Limited use: 1/battle.
  Goopy webs: When an enemy of level 5 or lower rolls a natural 
  1–5 with a melee attack against an ettercap supplicant, that 
  enemy is dazed (save ends).
  AC 18
  PD 
  14 
   
  HP 44
  MD 17
  
  d - e
  74
  Ettercap Warrior
  The priestly shuffling and barbaric rage got beaten out of this one. 
  What’s left is chitin, poison, and will.
  3rd level blocker [humanoid]
  Initiative: +9
  Thrusting spear +9 vs. AC—8 damage
  Natural 16+: The ettercap warrior can make a poison bite 
  attack as a free action.
  Natural even miss: 4 damage.
  Poison bite +9 vs. AC—6 damage, and 4 ongoing poison damage
  Miss: If the target is dazed, hampered, or stuck, it takes 4 damage.
  C: Web spray +9 vs. PD (1d4 nearby enemies in a group) 
  —4 damage
  Natural even hit: The target is hampered (save ends).
  Natural odd hit: The target is stuck (save ends).
  Limited use: 1/battle.
  Goopy webs: When an enemy of level 5 or lower rolls a natural 
  1–5 with a melee attack against an ettercap warrior, that enemy 
  is dazed (save ends).
  AC 20
  PD 
  15 
   
  HP 48
  MD 15
  Ettercap Keeper
  The leader of the strange sect is draped in ancient webbing from 
  head to toe. The sickly green glow of its eyes matches the glowing 
  gem eyes on the headpiece of the staff it bears. Although you can 
  see only its eyes through the vestments, it seems quite upset you’ve 
  interrupted the ritual. It remains silent even as it raises the staff 
  toward you.
  4th level leader [humanoid]
  Initiative: +7
  Staff and fangs +9 vs. AC—10 damage
  Natural even hit or miss: 5 ongoing poison damage.
  R: Staff of tongues +9 vs. MD (one nearby or far away 
  enemy)—15 psychic damage, and the target can’t cast spells or 
  speak (save ends)
  C: Her first whisper +9 vs. MD (each nearby enemy engaged 
  with one or more ettercaps)—10 ongoing psychic damage
  Limited use: 1/battle.
  R: Her other thought +9 vs. MD (one nearby enemy per point 
  on esc. die)—13 psychic damage
  Miss: 7 psychic damage.
  Limited use: 1/battle.
  The web of faith: While one or more lower-level non-mook 
  ettercap allies are nearby it, the ettercap keeper gains resist 
  damage 16+.
  Goopy webs: When an enemy of level 6 or lower rolls a natural 
  1–5 with a melee attack against an ettercap keeper, that enemy 
  is dazed (save ends).
  AC 20
  PD 
  15 
   
  HP 50
  MD 18
  Building Battles
  Obviously, ettercaps are usually found with spiders. Many hunting 
  spiders and giant web spiders grow to extraordinary size within the 
  temples of the ettercaps. Most scholars believe that the masters of 
  phase spiders are ettercap keepers, though little true proof has been 
  found. Some suspect the phase spiders are sent out to locations to 
  collect items the ettercaps learn about from the secrets they gain.
  Any group of humanoids could also be encountered around 
  or within an ettercap temple, if the group’s leader is trying to gain 
  information from the ettercaps. Most often, it’s a group of drow 
  escorting a spider-mage or spider-sorceress trying to gain secrets 
  about a rival.
  Ettercaps and the Icons
  Crusader: The ettercaps have a working relationship with the 
  Crusader. They provide him with scouts and information on 
  demon infestations. He provides them with safe places to build 
  their fanes once he purges hellhole caverns. Rumors plague 
  some outposts of switching to worship the Silent Weaver (She 
  Who Spins) instead of the Crusader’s dark gods. Supposedly, the 
  ettercaps dig out their own fanes underneath the chapels built by 
  the Crusader when the outpost is created. If these stories were 
  proven true, the Crusader’s retaliation would be swift and brutal.
  Dwarf King: The lord of the underworld chases these foul 
  beings from his territory as much as possible. He doesn’t much 
  appreciate them in other territories either, and likes it when his 
  agents set a fane to fire, or crush it beneath a landslide of stone. 
  Some of the Dukes of the underworld, unhappy with the Dwarf 
  King’s actions as an icon, have sent envoys to the ettercaps.
  Elf Queen: It’s an open secret that worship of She Who Spins in 
  Darkness occurs amongst the dark elves. Not all, but enough 
  that a purge would substantially weaken the Queen’s position.
  Priestess: The foul rites of the ettercaps make her skin crawl. 
  They are a bestial perversion of the clerics and paladins who 
  do her work for the Gods of Light. She is chiefly concerned 
  with the ettercaps’ attempts to build fanes in cities and urban 
  areas where the “Light” can’t reach. The ettercaps prey upon 
  desperate souls lying in the gutters and huddling in sewers 
  every day. If she can’t save them, she’s failing her mission.
  Prince of Shadows: Nobody likes being hustled in their own 
  territory. The Prince owns the shadows. The ettercaps cover 
  them in webs. The Prince savors secrets like stolen wine. The 
  ettercaps bury them like gravediggers. Of all the creatures in the 
  wide world, ettercaps are the ones that come closest to achieving 
  the undying enmity of the Prince of Shadows. He’s willing to 
  deal with them, but the first chance he has to screw them over 
  when his part of the bargain is complete, he’ll leap for it. And 
  then blame it on that annoyingly virtuous Great Gold Wyrm.
  
  75
  e t t e r c a p
  Names
  Ettercap names are never spoken. They are whispered, so they 
  are chock full of sibilant sounds. Male names include Siboth, 
  Thanisak, Shogo, Kilik, and Bothak. Female names include Ellik, 
  Kithala, Nilliath and Vistoline.
  The ettercaps also don’t speak the name of the dark goddess 
  they worship. Her name is the first secret ettercaps swear to keep. 
  They believe if they were to speak her name aloud in front of 
  non-believers, they would be punished in the most horrible way 
  they could imagine. They do, however, have plenty of nicknames 
  and workarounds for her. Popular epithets include: The Shadow 
  Spinner, The Silent Weaver, and The Mother of the Void.
  Adventure Hooks
  Chaos Theory—The once orderly webs of the ettercaps show 
  signs of randomness. The fanes are burning and the altars 
  smashed. Has She Who Spins In Darkness been destroyed? 
  Have the ettercaps been subsumed by another master? Has one 
  of the icons declared the utter extinction of the ettercaps for 
  something they did?
  Conviction—A human follower of She Who Spins In Darkness 
  named Nethis was sent to the Emperor’s nastiest prison. 
  Rather than rot, Nethis has flourished. He’s converted a few 
  fellow prisoners and hatched a plan to escape. Except Nethis 
  doesn’t want to escape. A secret tunnel leads to a waiting band 
  of ettercaps, ready to turn the prison into the largest above-
  ground fane in the world.
  Double Agent—A dark elf spy for the Elf Queen learns a terrible 
  secret during one of the ettercap rites. Poisoned during his 
  escape and dying, he stumbles across the party and entrusts 
  the secret to one of the PCs. Will the PCs survive the ettercap 
  onslaught to stop the secret from escaping? More importantly, 
  will the PCs use it to damage the icon the secret refers to?
  Pandora on the Morrow—A dark elf turncoat makes her way 
  inside the Cathedral. Her sole purpose is to open a gateway to 
  a large fane where hundreds of ettercaps await their chance to 
  storm the Cathedral and desecrate it in the name of their dark 
  goddess. The PCs are on hand, perhaps resting after a terrible 
  battle or invited as guests of the Priestess. They are also the 
  only thing the dark elf didn’t take into account for her plan.
  Splinter Cell—Sectarian violence breaks out between two camps 
  of ettercaps. Each claims to be the true followers of the Silent 
  Weaver. The splinter group believes that secrets can be shared 
  with Her without the hierarchy of the supplicants and keepers. 
  They are numerous but unskilled. Which group will the heroes 
  side with, if any, to destroy the other?
  Of course, there’s a more direct way of using 
  ettercaps within the larger stories of the icons. If 
  you’re playing 13th Age something like Jonathan’s 
  style (page 196 of the core book), the gods play third-
  fiddle behind the icons. Perhaps this “She Who Spins 
  in Darkness” is an especially cunning mask for the 
  Prince of Shadows or a plausibly deniable persona of 
  the Elf Queen? The ettercaps might not even consider 
  themselves betrayed by a secret iconic identity for their 
  god—it could be the greatest of their secrets, particularly 
  if more than one icon is at play in a series of what our PC 
  icon mechanics would term conflicted relationships.
  Secrets Ettercaps Keep
  Adventurers willing to trade secrets can learn many things at an 
  ettercap fane. If they tell a true secret to a supplicant, they can 
  ask for a secret in exchange. The supplicant brings it to a keeper 
  and the keeper gives the secret to She Who Spins in Darkness. If 
  she finds the secret worthy, she will provide a secret to the keeper 
  to give to the asker. It might be something they wish to know, 
  or something else useful. Nobody knows why she enjoys some 
  secrets and rejects others.
  Information icons don’t want you to know: Obvious things 
  like true names and birthplaces top the list of things the icons 
  don’t want anyone knowing. The ettercaps also know how the 
  icons really feel about each other. They also know who has a 
  relationship that can be exploited. People needing to find a 
  way to get an icon to do something can likely find the answer 
  by trading secrets at a fane. The ettercaps also likely know close 
  relations to an icon, like siblings, parents, lovers, and rivals, who 
  could be used as leverage.
  Treasures of the previous ages: The ettercaps believe 
  that when She Who Spins in Darkness finally knows every 
  secret, she will rise up and conquer the world. Her army will be 
  equipped with all the glorious magic items the ettercaps know 
  about. Sometimes, giving up the secret about an item is worth 
  something from an adventurer. Treasures from the previous ages 
  are also sought by icons, whose secrets warm the belly of She 
  Who Spins In Darkness.
  Forbidden magic: Want to learn a spell without a spell 
  book? Gain the secrets of blood magic? Take the first steps to 
  becoming a lich? All this and more is available to those who seek 
  such tempting power. Spellcasters who want to skip ahead on the 
  road to power seek out the ettercaps to learn ways around “the 
  slow path,” but the cost for such knowledge is usually high. Of 
  course, the ettercaps’ knowledge could also present a way to take 
  down a foe possessing obscene magical power.
  Monster weaknesses: The creatures that cross the path of 
  adventurers often have a weakness those adventurers can exploit. 
  Many are commonly known, but some are known only to a few 
  who survive the monsters. Who else would know where a lich 
  keeps its phylactery? Or the one sword that can pierce a dragon’s 
  scaled hide. The ettercaps of course. There’s a trade-off, however, 
  because such secrets are only given in exchange for the asker 
  revealing their own biggest weakness.
  
  f - g
  76
  Huge blue-skinned ice-warriors and snow-sorcerers!
  Frost Giant Society
  The popular image of frost giants is that of 
  raiders or mighty kings in castles of ice. The 
  giants of primal ice are in a state of constant 
  war, each claiming absolute rulership of the 
  snow-covered places of the world. Frost giant 
  sagas are full of daring raids that this or that 
  “true” king made against pretenders to the 
  “true” throne. A long time ago there was 
  a single monarch who sat on the ruby and 
  gold Throne at the Top of the World but no 
  ice giant knows where the lost throne now 
  resides despite their endless searches of the 
  tallest peaks.
  Frost giants are hierarchical, with the 
  lowest rank being a hetman (the leader of 
  a settlement). Jarls (chieftains) and adligs 
  (nobles) rank next, and kings above them—
  not only do the many kings and queens fight 
  directly, but the lesser nobles war against 
  each other too. When a powerful leader 
  arises who unites the frost giants, that ruler is 
  invariably betrayed by the lesser nobles who 
  are vying for their power.
  An Ill Wind . . .
  Frost giants are found where winter winds 
  blow, or more accurately, winter winds blow 
  wherever frost giants are. The most obvious 
  place to find frost giants is on the snow-
  covered peaks of the Giantwalk Mountains 
  or the Frost Range, or wading across the 
  mighty Knee Deep. The glittering ice palaces 
  of the giants can be seen on a clear day from 
  the foothills of the mountains, tempting 
  foolhardy adventurers to go in search of 
  treasure. Such adventurers rarely return, 
  having come to their end in the mountains 
  long before they ever see a giant.
  The giants do make war, and they bring 
  winter with them. When snow starts falling 
  out of season it usually means the frost 
  giants have left their mountain homes and 
  are on the march. Although not a regular 
  occurrence, such “fimbulwinters” can last for 
  years, requiring the Emperor and his dragon riders to 
  intervene. The Empire usually sides with the weaker Ice King or Ice Queen, 
  using dragon fire to tip the balance until the stronger foe is defeated and 
  the weaker foe is unable to hold the territory they have gained in war.
  FROST GIANT
  frost giant adventurer
  
  77
  f r o s t  g i a n t
  The frost giants war with each other for many reasons: 
  sometimes over ownership of the giant dire aurochs that graze 
  high in the mountains, sometimes to seize treasures from each 
  other, and sometimes for the simple pleasure of it or to revisit 
  old grudges.
  They also war with other giants. Wars between fire giants 
  and frost giants are usually vicious yet short, with neither side 
  having the stomach for extended conflict. Wars between storm 
  or cloud giants and frost giants are more protracted affairs, with 
  the overworld giants swooping in on their clouds to steal away 
  cattle and treasure and frost giants stealing clouds to raid back. 
  During such wars frost giants have been known to fall from the 
  sky onto Imperial lands without warning, their clouds dumping 
  both snow and fallen warriors to the land beneath.
  Frost giant pirates live apart from their kin—using their cold-
  based powers they create iceberg ships that they sail from port to 
  port, raiding as they go. Rogue frost giants are a hazard to almost 
  every coastal city in the Empire, and every dockside tavern has 
  at least one salty sea dog who has a tale of woe involving icebergs 
  and chain-and-hook wielding giant pirates.
  Bergship Raider
  A chill mist rises as an iceberg appears on the horizon. Are those 
  sails?
  Large 7th level spoiler [giant]
  Initiative: +10
  Vulnerability: fire
  Whirling ice hook +13 vs. AC—50 damage, and the target takes 
  a –5 penalty to disengage checks until the end of its next turn
  Miss: 15 damage to each enemy engaged with the giant.
  R: Frost chain +13 vs. AC (one nearby enemy or far away 
  enemy at –2 atk)—40 damage, and the target is pulled next to 
  the giant, who engages it
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round.
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Winter’s bite: When the escalation die is odd, each enemy engaged 
  with the raider takes 35 cold damage at the start of its turn.
  Nastier Specials
  Overbearing: Twice per battle, the raider can make a knockdown 
  attack as a quick action (once per round).
  Knockdown +10 vs. PD (one enemy smaller than it)—20 
  damage, and the target can’t disengage until the end of its 
  next turn
  AC 21
  PD 
  20 
   
  HP 270
  MD 18
  Ice Sorceress
  As if being a giant wasn’t enough, this frost giant knows magic. 
  The cold can do strange things to the mind of a mortal.
  Large 7th level caster [giant]
  Initiative: +10
  Vulnerability: fire
  Icicle staff +14 vs. AC—20 damage, 20 cold damage, and the 
  sorceress can make an icy delusions attack against the target 
  as a free action
  R: Winter wind +14 vs. PD—55 cold damage
  Natural even hit or miss: The sorceress can make an icy 
  delusions attack against the target as a free action.
  [Special trigger] C: Icy delusions +14 vs. MD (one enemy)—At the 
  start of each round, the target loses 2d6 points from their initiative 
  count as they slowly freeze from the inside out (save ends)
  Frozen flesh: When a creature is reduced to 0 initiative or lower 
  from icy delusions, it becomes delusional and frozen and 
  must choose one condition that will affect it: confused (hard 
  save ends, 16+); OR stunned (save ends). After saving, the 
  creature rerolls its initiative.
  Ice summoner: Once per round as a free action, the giant can 
  make an ice wall attack to conjure forth a wall of ice that stops 
  one enemy’s movement or ranged attack. The giant can’t use 
  this ability to target creatures making fire attacks or wielding 
  weapons that deal fire damage.
  C: Ice wall +14 vs. PD (one moving enemy or ranged 
  attacker)—The target stops its movement or loses its ranged 
  attack that turn, and the wall of ice remains until the end of 
  the battle (GM’s choice on its size, but it shouldn’t be too 
  large or thick; normal DC to break through it)
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round.
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Ice armor: The ice sorceress has resist damage 16+ unless the 
  attack deals fire damage.
  AC 23
  PD 
  22 
   
  HP 190
  MD 17
  
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  78
  Frost Giant 
  Adventurer
  Often the first into the fray, the 
  frost giant adventurer scatters 
  its foes like fifteen pins. Yes, 
  giants play with fifteen pins. 
  And they’re a lot bigger than 
  your dwarven ten-pins.
  Large 8th level spoiler [giant]
  Initiative: +13
  Vulnerability: fire
  Overlarge club +13 vs. AC 
  (one nearby enemy or one 
  enemy engaged with giant) 
  —75 damage
  Natural even hit: The target loses its 
  next move action, and if it’s engaged 
  with the giant, it pops free.
  Ancient cold: While battling one or more frost giants, 
  there is only a 50% chance that the escalation die increases at 
  the start of the round.
  Blood of the niefelheim: When an enemy the frost giant adventurer 
  is engaged with scores a critical hit against the giant, that 
  enemy is hampered (hard save ends, 16+).
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 24
  PD 
  23 
   
  HP 280
  MD 18
  Jotun Auroch
  Giant frost- or fire-breathing cows! 
  It’s said that if you can milk one 
  of these monstrous beasts the 
  frost giants will respect you. 
  That might just be a frost giant 
  trick to place would-be heroes in 
  ludicrous positions.
  Ownership of these herds is a 
  cause of constant raiding between 
  fire giants and frost giants . . . and 
  even storm giants crave the spicy 
  milk of the giant auroch.
  Huge 6th level mook [beast]
  Initiative: +7
  Trampling hooves +8 vs. PD—6 damage
  Natural 1–5: The jotun auroch can make a 
  fiery or frosty breath attack as a free action.
  [Special trigger] C: Fiery or Frosty breath +10 vs. PD (1d4 
  nearby enemies)—5 fire or cold damage, depending on what 
  the jotun auroch has been eating lately
  Resist cold and fire 18+: When a cold or fire attack targets this 
  creature, the attacker must roll a natural 18+ on the attack roll 
  or it only deals half damage.
  AC 20
  PD 
  18 
   
  HP 70 (mook)
  MD 13
  Mook: Kill one jotun auroch mook for every 70 damage you deal 
  to the mob (herd).
  Many campaigns will want to use frost giants as pure 
  and uncomplicated elemental threats. But a different 
  style of campaign could use a frost giant society that 
  is less based on war for war’s sake and more based 
  on herding. Maybe the frost giant society is built of 
  competing clans of herdsmen who lead their giant 
  dire aurochs to the high pastures beyond the clouds. 
  Constant inter-clan cattle raids and wars over pastures 
  and herds means that frost giants fight with each other 
  as much as anyone else. Nothing about the frost giants 
  as monsters needs to change if you give them a society 
  that’s a bit less monstrous, especially since “little people” 
  like humans and dwarves just get in the herds’ way.
  For inspiration for such frost giants, instead of 
  Norse mythology look to historical Scottish inter-clan 
  warfare or perhaps to the Irish tale Táin Bó Cúailnge 
  involving the legendary “warp-spasming” hero Cú 
  Chulainn (who in some later tales involving the folk 
  hero Finn McCool is himself depicted as a giant).
  Social Giants?
  The jotun auroch is not a combat threat. It has hit 
  points like a huge mook but its damage output is tiny, 
  worse than a normal mook a few levels down. They 
  can be more or less ignored when building battles, 
  though the herd shouldn’t be infinite, because that’s 
  boring. A jotun aurochs is big, but it’s basically a cow, 
  and “battles” involving jotun aurochs should pivot 
  around frost and fire giants who are trying to rustle, 
  herd, or protect the herd while the PCs are in the way. 
  Attacking the herd will make you an enemy of the 
  giants forever. That’s not a bad thing.
  Big Sack  
  of Hit Points
  
  79
  f r o s t  g i a n t
  Winter Beast
  Frost giants have an affinity for animals who can withstand the 
  cold. Such beasts often accompany bergship raiders as shock 
  troops to break down barricades and instill fear before the pirates 
  themselves charge into battle.
  Large 6th level troop [beast]
  Initiative: +7
  Fang, claw, or tusk +11 vs. AC—21 damage, and the beast’s 
  special ability triggers
  Winter Beast Special Ability: Choose ONE
  Armored polar bear: The target takes 10 extra damage, and if 
  the target makes an opportunity attack against the polar bear 
  before the start of the bear’s next turn, the bear can make a 
  fang, claw, or tusk attack against the target as a free action.
  Giant walrus: The target takes 14 extra damage and is stuck (save 
  ends; also ends if the walrus moves)
  Winter wolf: The target takes 14 extra damage, or 28 extra damage 
  if another winter wolf is engaged with it.
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only 
  deals half damage.
  AC 22
  PD 
  20 
   
  HP 170
  MD 14
  Ice Zombie
  The past victims of frost giants sometimes attain a sort of half-
  life. Frozen rock-solid by the cold, ice zombies are found in glacier 
  walls near ice giant palaces or stumbling away from bergships as 
  they defrost.
  6th level mook [undead]
  Initiative: +5
  Vulnerability: fire, holy
  Chill claws +11 vs. AC—12 cold damage
  Icy breath of the grave +11 vs. PD—9 cold damage, and the 
  target is vulnerable to cold attacks (save ends)
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Fiery decapitation: Ice zombies have frozen, iron-hard flesh 
  that makes them tougher than normal zombies—critical hits 
  that deal fire damage deal triple damage to ice zombies; other 
  critical hits just deal double damage.
  AC 22
  PD 
  22 
   
  HP 20 (mook)
  MD 13
  Mook: Kill one ice zombie mook for every 20 damage you deal 
  to the mob.
  Building Battles
  Frost giants like pets and have strong connections to such beasts, 
  whether it’s aurochs, dire and winter wolves, remorhaz, giant 
  walrusses, dire polar bears, or similar creatures. They rarely 
  work with other giants, though occasionally they may hire bands 
  of hill giants to perform manual labor for them. White dragons 
  are sometimes allied with frost giants as partners, pets, or rulers. 
  Fire giants can be part of a battle, but usually only in situations 
  where the frost and fire giants are fighting each other and the 
  PCs get in the middle of it.
  Frost Giants and the Icons
  Archmage: “From the frozen north and the high places they come. 
  Warriors, raiders, incarnate winter. Those who can make it to 
  their glittering castles of ice can expect hospitality according 
  to the laws and traditions of the giants, but never mistake 
  the bringers of ice as allies or friends.” —Zetuvit of Kal-Torth, 
  survivor of the Mist Glades massacre
  Dwarf King: “The giants say they rule the mountains, but these 
  mountains are dwarf lands from deep root to high peak.” —
  Darkgrim Giantkiller
  Emperor: “I’ve tangled with giants. Fought in the fimbulwinter 
  seventeen summers ago when the dragon riders sent those brutes 
  crying back to their cold caves. Lost three toes from frostbite.” —
  Captain Davis (retired), 14th Legion (“Blood and Thunderers”)
  Orc Lord: “Giant ankles. Good eating. Giants not come back 
  here.” —Grushnuck Anklebiter, explaining her deed-name
  Priestess: “The frost giants and fire giants are mentioned in the 
  eschatological writings of seventeen different and otherwise 
  unrelated prophecies. Ten of the prophecies say they will unite 
  against the gods and end the world, four prophecies say that 
  their internecine wars will directly end the world, and three 
  prophecies say that one will kill the other and plunge the world 
  into eternal burning summer or a forever winter. The Priestess 
  continues to intercede with the gods on our behalf, praise be.” 
  —Sister Magda of the Order of St Pernex
  Names
  Female ice giant names are Adelheid, Agnetha. Anni-Frid, 
  Birgitta, Brunhilde, Dagfrid, Gertrud, Kerttuli, Vangridde. Male 
  names include Aegr, Broddur, Baldur, Dunaldur, Eryk, Fridleif, 
  Runlvur, Sigmur, Torfin, Ulrik, Vangur. Children tend to be 
  named after whoever their most famous parent is—Magnus son 
  of Dagfrid is “Magnus Dagfridson,” and his daughter Bjork would 
  be “Bjork Magnussdottir.” Occasionally a whole family will gain a 
  deed name passed down from firstborn to firstborn; names such 
  as Bulettehammer or Hagsbane are treasured possessions giving 
  the giant a lot to live up to.
  
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  80
  Things Found in a Frost 
  Giant’s Ice Castle
  Throne made of ice. Big sacks of gold. Giant spoon and a bowl of 
  porridge large enough to swim in. A collar and chain for a trained 
  remorhaz. Table knife large enough to be used as a two-handed 
  sword. Maps of the lowlands, with ultra-accurate cartography 
  that only comes from being able to get a giant’s eye view. Frozen 
  adventurers.
  Frost Giant Terrain 
  Effects & Environments
  Use these optional rules once or twice a campaign when it feels 
  dramatically appropriate.
  When the party travels to the dwelling places of the frost 
  giants have each player make an appropriate skill check against 
  the DC given. If a PC fails by 5 or less, suggest two things from 
  the list and let them pick one. If they fail by 6 or more, instead 
  suggest two things from the list and let them pick one, and give 
  them another thing from the list also. Recoveries lost are gone 
  until the party can find a place of warmth and safety where they 
  can rest and take a full heal-up, with some form of food and 
  drinkable water.
  If a PC chooses to lose some piece of equipment, make 
  sure to penalize them on future skill checks or in similar ways 
  until they can replace it or until they are out of the dangerous 
  environment.
  Note: The remorhaz entry has generic terrain effects for arctic 
  adventures which you can mix in here. Frost giants sometimes keep 
  remorhaz as pets or as warbeasts to tunnel into other frost giants’ 
  castles, so remorhaz tunnels might be present in the mountains.
  High Meadow Night: DC 25 (20 with a lit 
  fire and prior preparation)
  The pine trees and flowers look pleasant while the sun shines, 
  but come nightfall the temperature drops low enough to kill the 
  unprepared.
  • The cold gets to you. Lose a recovery.
  • You mis-pitch the tents, cause the shelter to blow over, or 
  make some other life-attenuating mistake. Each of your allies 
  who succeeded on their check must reroll it.
  • Wild animals sneak into camp and steal your food; each PC 
  must roll a save. On a failure, that PC chooses one: lose a 
  recovery OR lose a useful piece of equipment (the animals 
  dragged away something that wasn’t food).
  • You encounter hungry dire wolves or dire bears and must 
  battle them.
  • Choose another environmental condition; each PC rerolls 
  their check with a –4 penalty.
  Icy Cliff: DC 30 (25 with proper 
  equipment)
  The wind tries to pluck you away from the rock face. Beneath you 
  the void yawns invitingly.
  • You are freezing! Lose a recovery.
  • You cause a rockslide. Each of your allies who succeeded on 
  their check must reroll it.
  • Frigid winds; each PC must roll a save. On a failure, the PC 
  chooses one: lose a recovery OR lose a useful piece of equipment.
  • The ice-bridge over a crevasse breaks. Choose another PC to 
  lose two recoveries, or lose one recovery yourself.
  • Avalanche! Each PC loses a recovery and a piece of useful 
  equipment. Or choose another environmental condition; 
  each PC rerolls their check with a –4 penalty.
  High Peaks: DC 35
  Cold. So hard to breathe. Sunlight so bright.
  • The cold gets to you. Lose a recovery.
  • Sudden loss of visibility. Each of your allies who succeeded on 
  their check must reroll it.
  • Frigid winds; each PC must roll a save. On a failure, that PC 
  chooses one: lose a recovery OR lose a useful piece of equipment.
  • Thin air. Each PC loses a recovery.
  • Avalanche! Each PC loses a recovery and a piece of useful 
  equipment. Or choose another environmental condition; 
  each PC rerolls their check with a –4 penalty.
  Adventure Hooks
  Ascent into the Heights—The adventurers’ patron wants them 
  to place an artifact at the top of a mountain, but first they need 
  to get past the frost giants. Unknown to the PCs, the item calls 
  to the giants on the wind.
  Castle in the Borderlands—A frost giant named Gunnhilda 
  Jarlsblood strides into town and rips the roof off the tavern. 
  She wants to hire adventurers to scout out a rival’s castle 
  that lies on the border between two frost giant kingdoms. A 
  giant scouting the area would be spotted and ripped apart by 
  the dire wolves and remorhaz that guard the castle, but tiny 
  people like the adventurers might just be able to sneak inside 
  and get a look about. If the adventurers help her she’ll reward 
  them. If they refuse she’ll have her clan flatten every tavern the 
  adventurers have ever had a drink in.
  Frost Giant Steading—A band of frost giants has been raiding the 
  lands below their mountain home. The adventurers are hired to 
  “punish” the giants and discourage further raiding. The adventurers 
  can keep any spoils they find, but they will face punishment if 
  they fail to stop the raids. The chieftain of the clan (Evad 
  Grugnursdottir) has extensive dungeons beneath her 
  fortress and has amassed a small army of monstrous races 
  that lair within and help her clan raid the lowlands.
  Glacier of the Frost Giant Riffur—A frost giant named Riffur 
  Karlsberg is amassing an army of remorhaz, which he intends 
  to unleash on the lowlands to create a permanent frostlands. 
  Wild dire wolves, remorhaz, and snow-white owlbears all 
  stand between the adventurers and ending this menace.
  
  81
  f r o s t  g i a n t
  Hall of the Frost Giant Queen 
  —A white dragon (Stálmaga) 
  has forged an alliance with the 
  frost giant queen who rules 
  the castle and lands around 
  an ice volcano. The dragon 
  has gathered together ice-
  wizards and frost-witches of 
  many races and is attempting 
  to divert the path of ley 
  lines into the ice-volcano. 
  Representatives from icons who 
  normally are at odds approach 
  the 
  adventurers 
  wanting 
  them to stop the impending 
  winterpocalypse.
  Ice of Dread—Some frost giant ice 
  pirates are sailing their bergship 
  toward the adventurers’ favorite 
  town. They intend to raid and let 
  their giant dire aurochs graze. Can 
  the adventurers stop the pirates? 
  When the pirates land, however, 
  they present a thousand year old 
  deed to the land, claiming they 
  own it.
  Tomb 
  of 
  Frozen 
  Horrors—
  Something happened high in the 
  mountains, something that left 
  misshapen monsters frozen as 
  blocks of ice inside a vast glittering 
  cavern. The entombed creatures are 
  starting to defrost and raid the region, 
  and the adventurers need to gain the help of 
  an ice sorceress, the haughty and distrustful 
  Brunhild Fairhair, to locate the cave.
  White Feather Mountain—A peaceful frost giant 
  named Eryk the Yellowbeard wants nothing to 
  do with his neighbors’ warlike ways and hires the 
  adventurers to hide three treasures from them: a 
  giant trident, a huge hammer, and a black iron 
  sword. The treasures are not magical and are 
  too large to be used by the adventurers, but 
  every other giant in the area wants them.
  Yo Jumbo—The frost giants 
  are on the march to war, 
  and the adventurers are 
  right in their path. Both 
  warring clans (the Sons of 
  Marhupt and the Daughters of the 
  Ice-Hawk) think the adventurers are working 
  for the other side. Can the adventurers turn the giants 
  against each other or will they need to fight against the giants?
  
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  82
  “They moved slowly toward us, pallid and strange. Their 
  pentaplicate eye-clusters squirmed with alien emotions. As their 
  spores settled upon us we started to hear their slow yeasty thoughts. 
  Sir Blackwall and his squire Haggerston were the first to succumb, 
  plate-like growths sprouting from the joints in their armor as they 
  fell to their knees in a final ecstasy. Hayne and the Dutchess were 
  next, speared through with iron-wood arrows that seemed to sprout 
  from their bodies. Boekel the Sage and I found the rope back to the 
  surface and started climbing. It’s true what they say—you don’t have 
  to be fast, just faster than the other person. Pity about Boekel.” 
  —Kamad of the Tower, sole survivor
  One Race, Many Shapes, 
  Uncertain Origins
  Fungaloids are a single species but come in many varieties. 
  When a fungal kingdom appears the fungi form into the 
  shapes needed to fulfill the functions of the kingdom. 
  There are slow farmer fungi, fast warrior fungi, huge 
  guardian fungi, non-sentient fungi, and of course, the 
  intelligent fungaloid monarchs who rule their dark kingdoms. 
  Fungal kingdoms are found all over the world, in the most 
  unusual places. There are several theories for why that 
  might be . . .
  • They are the remnants of a prehistoric civilization. 
  While their living fungus cities and devices have 
  perished, a remnant of the civilization lives on. They 
  are fading, the last creatures from a time before 
  vertebrates walked the world.
  • They appear everywhere because they sporate, and 
  their spores eventually find a fertile environment. 
  They have a diffuse underground kingdom in the 
  deep reaches of the underworld and communicate 
  over vast distances through mycotic threads that run 
  through the rock itself.
  • They are a mighty civilization that is alien to other cultures, 
  with motivations unknowable to non-fungaloid life. 
  They have perfect racial memory, and due to serial 
  reincarnation, operate on long geologic time scales. The 
  rise and fall of mighty empires is nothing to them, a 
  mere blink of time to those that are truly undying.
  All or none of the above might be true. It’s up to the GM to 
  decide what the real truth is.
  Fungal Attacks
  Some fungaloids can make special attacks, usually triggered 
  with a natural 16+ attack roll, though the attacks can be used as 
  a standard action too in some cases. When building fungaloid 
  battles, decide what sort of attack or attacks these fungaloids 
  have. The monster entries will tell you how many attacks to 
  pick. Add the fungaloid creature’s level to attacks and damage, 
  as indicated.
  FUNGALOID
  C: Poison tentacles 5 + level vs. PD (1d3 nearby enemies)—3 
  + level poison damage, and the target is vulnerable to fungal 
  attacks (save ends)
  C: Brown noise 5 + level vs. PD (1d3 nearby enemies)—3 + 
  level ongoing thunder damage
  C: Hallucinogenia 3 + level vs. MD (one nearby enemy)—The 
  target is confused (easy save ends, 6+)
  C: Infectious spores 5 + level vs. PD (1d3 nearby enemies)—3 
  + level ongoing poison damage
  C: Piercing shriek 5 + level vs. PD (1d3 nearby enemies)—4 + 
  level psychic damage
  
  83
  f u n g a l o i d
  Fungaloid Creeper
  Squat little mushroom “folk” that feast on dead things. They have 
  the unfortunate habit of jabbing and scraping living beings until 
  the non-fungaloid cooperates by falling over dead. 
  1st  level troop [plant]
  Initiative: +3
  Probing tendrils +6 vs. AC (1d3 attacks)—2 damage
  Natural 18+: The target is stuck until the end of its next turn.
  Natural 1-5: Both the fungaloid and its target take 1d4 damage.
  Food is here: When a fungaloid creeper scores a critical hit with 
  an attack, all nearby fungaloids move to engage the fungaloid’s 
  target, even if that target has dropped to 0 hp. The move is a 
  free action, and engaged creepers can roll disengage attempts 
  instead of taking opportunity attacks.
  Slow, rolling wave: Whenever the escalation die is even, each 
  creeper must succeed on a normal save at the start of its 
  turn or lose its move action that turn.
  Nastier Specials
  Fungal attack—Make ONE fungal attack
  AC 
  16
  PD 
  15 
  HP 30
  MD 
  10
  Aerial Spore
  It floats serene, red and deadly. The long 
  tendrils push it spasmodically as it crawl-
  drifts closer, flickers of bioluminescence 
  pulsing through its small, languid body.
  2nd level mook [plant]
  Initiative: +1
  C: Stinging tendrils +6 vs. PD (one 
  nearby enemy)—4 poison damage, and 
  the target is weakened until the end of 
  its next turn
  Puffball exploder: The first time each round 
  an aerial spore in the battle drops to 0 hp, 
  it explodes and 1d3 nearby non-fungus 
  non-construct creatures are covered in 
  spores and begin to choke. Until the end of 
  the battle, when a choking creature rolls a 
  natural 1–5 on an attack roll, it takes damage 
  equal to the natural roll. If a creature is 
  affected twice by this attack, the damage it 
  takes on a natural 1–5 doubles; if affected 
  three times, it triples, etc.
  Spores: A creature choking from puffball exploder can use a 
  standard action to wash the spores off itself and/or cough 
  them up, preventing further choking effects until it’s affected 
  by puffball exploder again.
  Weightless: The aerial spore floats upon air currents, but it 
  prefers to stay within 5 to 7 feet of the ground so it can use its 
  tendrils to keep it in place or propel it. A free-floating spore 
  too far away from the ground to use its tendrils can easily be 
  blown about from strong winds or similar magical effects.
  AC 15
  PD 
  9 
  HP 7 (mook; puffball exploder)
  MD 13
  Mook: Kill one aerial spore mook for every 7 damage you deal to 
  the mob.
  
  f - g
  84
  Sporrior
  Fungi are not known for being fast, but this one is. A strange pale 
  ape-dog thing, with a head that hinges open to unleash a high-
  speed spore attack. Clouds of choking fungus accompany chitinous 
  darts launched by compressed air.
  2nd level wrecker [plant]
  Initiative: +10
  Chitinous bite +7 vs. AC—5 damage
  Natural even hit or miss: The sporrior can make a spore cloud 
  attack this turn as a quick action.
  R: Parasitic darts +6 vs. AC (1d3 nearby or far away enemies 
  in a group)—5 poison damage
  Natural even hit or miss: The sporrior can make a spore cloud 
  attack this turn as a quick action.
  C: Spore cloud +6 vs. PD (1d3 nearby enemies)—4 poison damage
  Sprinter: A sporrior gains an extra move action when the 
  escalation die is odd.
  Wall-crawler: A sporrior can climb on ceilings and walls as easily 
  as it moves on the ground.
  AC 18
  PD 
  16 
   
  HP 36
  MD 12
  Fungaloid Drudge
  Some look like walking mushrooms with arms and faces, others 
  are clearly skeletons that have become infested with spores, and 
  still others are shambling mounds pulling crude carts with their 
  misshapen limbs. It’s the jolly ones with waistcoats and pipes that 
  worry people the most.
  3rd level troop [plant]
  Initiative: +5
  Pitchfork +8 vs. AC—10 damage
  Natural 16+: The drudge can make a fungal attack this turn as 
  a quick action.
  Fungal attack—Make ONE fungal attack
  AC 19
  PD 
  17 
   
  HP 32
  MD 13
  Braincap
  This lumbering creature resembles nothing so much as a huge 
  multi-legged fungal brain with a toadstool hat.
  Double-strength 3rd level wrecker [plant]
  Initiative: +5
  Programmed brain: During its turn when one or more nearby 
  enemies are staggered, the braincap uses focused brain 
  blast. When no enemies are staggered, the braincap uses 
  hallucinogenia if its hit points are even, and psionic filaments 
  if its hit points are odd.
  R: Focused brain blast +8 vs. PD (1 nearby or far away 
  staggered enemy)—21 force damage
  Miss: 5 psychic damage.
  C: Hallucinogenia +8 vs. MD (1d3 nearby enemies)—The 
  target is confused (easy save ends, 6+) and vulnerable to 
  psychic damage until the end of the battle
  Miss: The target sees odd colors at the corners of its vision 
  until it has taken a full heal-up (–2 penalty to skill checks 
  to see things).
  C: Psionic filaments +8 vs. MD (1d3 nearby enemies)—15 
  psychic damage
  Lost opportunity: This creature can’t make opportunity attacks.
  AC 19
  PD 
  13 
   
  HP 90
  MD 17
  Fungaloid Monarch
  It looks like an elf, or a fungus’ dream of an elf. It’s almost beautiful, 
  but there is something odd about the way that it moves that makes 
  it a creature of nightmare.
  Double-strength 4h level leader [plant]
  Initiative: +8
  Mycotic scepter +9 vs. AC—24 damage
  Natural 12+: One nearby fungaloid can make a fungal attack 
  as a free action.
  Natural 16+: Up to three nearby fungaloids can each make a 
  fungal attack as a free action.
  Natural 20: Up to five nearby fungaloids can each make a 
  fungal attack as a free action.
  Group mind: The monarch’s attacks deal +1 damage for each other 
  allied creature with the plant type in the battle (max +10).
  Drudge-summons: If there are not enough nearby fungaloids to 
  use up all the fungal attacks granted by the mycotic scepter, 
  skip the extra fungal attacks but add a full-strength fungaloid 
  drudge to the battle next to the fungaloid monarch.
  AC 20
  PD 
  14 
   
  HP 98
  MD 18
  
  85
  f u n g a l o i d
  Fungaloid Empress
  A huge fungus moves into the tunnel as hundreds of smaller shapes 
  bulge and warp languidly inside its flesh. Thick choking clouds of 
  spores pump from wheezing orifices on what may be its face or flank—
  it’s hard to tell. Everywhere fungi spontaneously flourish into toxic life.
  Huge 4th level wrecker [plant]
  Initiative: +15
  Crushing limbs +9 vs. AC (1d3 enemies engaged with the 
  empress)—18 damage
  Combat womb: At the end of each of the empress’ turns, if there 
  are fewer than two elder spores (see below) per enemy, add 
  a number of elder spores to the battle so that there are two 
  spores per enemy. A spore can “sprout” already engaged with a 
  nearby or far away enemy or on its own, it’s up to you.
  Sporulating spiracles: Fungus grows on everything in the area! 
  Whenever a non-fungus creature attempts to move, it must 
  make a DC 18 Dexterity or Strength check to do so or it loses 
  its move action. If the creature uses a standard action to clear 
  away fungus, it can move normally that turn.
  AC 20
  PD 
  18 
   
  HP 170
  MD 18
  Elder Spore
  4th level mook [plant]
  Initiative: Directly after the empress in the initiative order
  Slime spikes +9 vs. AC—6 poison damage
  AC 18
  PD 
  12 
   
  HP 7 (mook)
  MD 16
  Mook: Kill one elder spore mook for every 7 damage you deal to 
  the mob.
  Building Battles
  Those who ally with fungaloids do well to remember that, 
  ultimately, the plant creatures view all organic beings as short-
  term mobile nutrient storage. This truth may explain their 
  willingness to work and fight alongside a number of beings who 
  they couldn’t possibly see as allies in the sense that humanoids 
  use the term.
  In the underworld, they ally with derro (who don’t seem to 
  mind, or even acknowledge, the alienness of the plants), drow, 
  and occasionally trogs (fungaloids are about the only creatures 
  that trog stench doesn’t bother). They will sometimes even use 
  other intelligent plant creatures as guards when there are plenty of 
  nutrients in an area and the other plants aren’t stealing resources. 
  Undead such as zombies and skeletons are often encountered in 
  the same areas as the fungaloids, though the plants are usually 
  feeding on the creature’s dead flesh; it can make for interesting 
  and deadly hybrids between the two types of creatures.
  Fungaloid Environments
  Fungal kingdoms and the areas around them have a definite 
  terrain type: everything is covered in fungus. Use one or more of 
  these rules when you like.
  Flammable: Some fungi are surprisingly dry and will 
  explode at the slightest hint of open flame. A character who 
  fumbles an attack or skill check while using fire magic, or holding 
  a torch, lantern, or some sort of open flame takes 3d6 damage.
  Gloomy: Thick spore clouds partially block out the sun 
  above ground; below ground, glowing plate-like fungus gives 
  sickly illumination.
  Sickly: The fungus chokes other life. During a full heal-up 
  each non-fungus non-construct character in the area must roll 
  a d20.
  1–5: The character can choose to regain full hit points or 
  regain lost recoveries but not both.
  6+: The character regains hit points and recoveries as normal.
  Slippery: Fungus conceals the ground and slime covers 
  rocks. Any creature that fumbles a skill check outside of combat 
  falls into a pit and takes damage determined by how infested the 
  environment is:
  Adventurer tier: 
  1d10
  Champion tier: 
  2d10
  Epic tier: 
  3d12
  Toxic Yet Delicious: Those who know what to look for will 
  never go hungry in a fungal kingdom, but those that fail to check 
  what they eat will suffer horrific pains from ingesting toxins. 
  There are even types of fungus that grow in the stomachs of 
  unwary adventurers, bursting them from the inside out. Finding 
  safe edible fungus in this terrain requires a DC 20 skill check. 
  When a character searching for food rolls under the DC, they 
  take the difference between the two results in damage five 
  minutes after eating the fungus. (The GM should make the roll 
  for the character and keep the result secret. “Are you sure you 
  want to eat it?”)
  Fungaloids and the Icons
  Archmage: Wizards often pretend otherwise, but they’re 
  usually fascinated by the fungaloids as a source of unique 
  spell components and as walking underworld laboratories. 
  Depending on your campaign’s Archmage, fungaloids might or 
  might not have a toehold in the sewers of Horizon.
  Diabolist: The dark princess allows fungaloid kingdoms to 
  bloom in the open in Hell Marsh, toxic realms full of ravenous 
  fungus-hellspawn hybrids. She figures that any of her demons 
  that can’t deal with mushroom people probably can’t handle 
  any of her real enemies.
  Dwarf King: The Dwarf King lives in an uneasy and unspoken 
  truce with the fungal kingdoms. His mines pierce deep 
  into fungaloid territories and disputes and skirmishes are 
  common. The dwarves have held back on outright war, since 
  some fungaloids placate the dwarves with artifacts they have 
  recovered from the lightless depths.
  
  f - g
  86
  Elf Queen: The Court of Stars wants nothing to do with “common” 
  fungaloids, even monarchs and empresses. Fungaloid “princes,” 
  on the other hand, are amusing, so twygzogs who conduct 
  themselves with aplomb may be welcome.
  High Druid: The speaker for all living things sees fungaloids 
  as natural inhabitants of their domain, at least as natural as 
  humans. Of course death is also natural, so it’s not like the 
  High Druid is actively protecting the fungaloid domains near 
  Eld. Even so, the degree of tolerance the High Druid shows to 
  fungaloids brings several to her cause every generation.
  Prince of Shadows: The ability for scattered fungaloid kingdoms 
  to communicate over vast distances undetected has been 
  a boon to the Prince of Shadows, who is rumored to have a 
  fungaloid lieutenant or alias named Nightcap.
  Adventure Hooks
  Against the Fungus—Fungus is spreading rapidly through the 
  underworld and will cut a drow city off from the Queen’s 
  influence. Will the adventurers choose to turn away from the 
  area or to make use of it somehow?
  Expedition beneath the Giantwalk Peaks—The characters 
  learn of a lost city, an amber castle, a map, and a hostile fungal 
  kingdom guarding it.
  In Search of the Unmapped—The Dwarf King will pay 
  adventurers to map an underworld route between Forge and 
  Glitterhagen. A fungal kingdom sits at a vital intersection of 
  caverns, on an isle of dread on a dark lake.
  Scourge of the Slave Pits—A fungal kingdom has begun taking 
  slaves from the surface. Fungi can just make more fungal 
  workers, why do they need slaves? Are they trading slaves, and 
  if so, for what?
  Temple of Fundamental Fungus—Many fungal kingdoms 
  have come together to build a temple dedicated to an evil 
  underworld entity. The PCs are enlisted to find out why.
  Womb of Horrors—A mycotic empress has been spotted 
  breaching the surface of the KneeDeep and wading 
  downstream. Can the adventurers stop it before the farms that 
  feed Axis are buried under fungal blooms?
  Mycotic Twygzogs
  Fungal kingdoms occasionally develop fungaloids that are able to 
  cooperate and interact with other races as equals. Such creatures 
  are called twygzogs (twig-zos), which roughly translates to “noble” 
  or “prince” (though outsiders often just called them “Zogs”). 
  Twygzogs are very rare, perhaps because they are such freaks—
  they have lost the pure connection with the fungal overmind that 
  characterizes other fungaloids but gained free will.
  Twygzogs resemble surface races, but are bald and pale 
  and have fungal gills where their hair should be. They have the 
  uncanny ability to shift their flesh to resemble others, though 
  their mushroom complexions and huge pale eyes mean they can’t 
  pass for a member of another race without an additional disguise 
  or magic. Twygzogs don’t sleep, but they do need to rest from 
  physical exertion for at least six hours a day (four hours if in 
  damp loamy soil, or eight hours if in a harsh environment).
  If you want to play a mycotic prince or princess (they can 
  choose to look like either though are really neither) talk to your 
  GM. Fungal PCs certainly won’t suit every game, but if they fit 
  into your game as a playable race, here are rules for them.
  ASH’s original vision of the fungaloids was that 
  they went all the way to 10th level. I spoiled that 
  plan. I see them as adventurer-tier threats, the 
  kind of problem that serious heroes eclipse. If 
  your campaign starts to hinge on underworld plant 
  threats, feel free to postulate an Empress of Empresses 
  seeking to pull down the surface world’s Emperor—it’s 
  certainly easy to push the fungaloid stats up through 
  champion tier..
  Things Found in a 
  Fungal Kingdom
  Pile of fungus growing on a discarded pouch of coins. Fungus. 
  Luminous fungus. Decaying wood with fungus growing on it. 
  Rotting leather armor, full of fungal threads. Rocks, covered in 
  slick fungal slime. Compressed-fungus tools for farming fungus. 
  Cart made of compressed fungus, full of fertilizer for fungus, 
  with fungus growing in it. Mushrooms.
  Fungaloids can make use of magic items, but choose not to 
  create any. Why bother when you can spawn more drudges or 
  call upon a sporrior?
  Names
  Ambulatory fungi communicate simple concepts among themselves 
  using combinations of vibrations and sounds inaudible to the ears 
  of others. Complex and detailed information is transmitted through 
  clouds of spores that can linger in the still air of the underworld 
  for hours. Many adventurers have tried to bluff their way past a 
  fungaloid only to be undone by the story that the invisible spores 
  clinging to their bodies tell (increase such DCs by 5).
  Some humanoid fungi can speak in ways that other non-
  fungus creatures can understand. Since fungi carry their life 
  stories around with them in spore clouds, they have no need for 
  names among their own kind, therefore mycotic life forms choose 
  names they know outsiders will associate with fungi: Amanita, 
  Boletuz, Chanterelle, Calvatia, Coprinuz, Eukarita, Gyromitra, 
  Maitake, Morchella, Omphalotus, Preaxostyla, Portobello, 
  Porcini, Peziza, Suillus.
  
  87
  f u n g a l o i d
  Twygzog
  +2 Str OR +2 Con
  Your creature type is plant instead of humanoid.
  Fungal Biology (Racial Power)
  Once battle per battle when you fail a saving 
  throw (including a death save), reroll the 
  save and abide by the reroll.
  Champion Feat: You gain a bonus to 
  fungal biology saves equal to your 
  Constituation modifier.
  Champion Feat [fungal survivor]: 
  Whenever you would deal miss 
  damage with a melee attack, you 
  can choose to instead heal hit 
  points equal to your level.
  Fungal Companion [Talent]
  You sprout a tiny fungal minion. Use the 
  rules for the Wizard’s Familiar talent. 
  Twygzogs who take this feat can have the 
  fungal minion and a regular familiar or 
  companion granted by class features or feats. 
  In order to sprout a fungal companion you 
  must spend a talent, replacing one of your class 
  talents with the Fungal Companion talent.
  Jonathan 
  and 
  I 
  weren’t 
  planning to put races into 
  monster books. And I don’t 
  know 
  that 
  I 
  would 
  have 
  imagined that we would start with 
  a fungaloid. It’s good to be surprised.
  
  f - g
  88
  For All Oozes
  All oozes have the following two abilities:
  Flows where it likes: The ooze is immune to 
  opportunity attacks.
  Ooze: The ooze is immune to effects. When an 
  attack applies a condition to an ooze (dazed, 
  hampered, weakened, ongoing damage, 
  etc.), that condition doesn’t affect it.
  Gelatinous 
  Tetrahedron
  The ooze whips out a tentacle, grasps an enemy, 
  and flings it through the air to the opposite side of 
  the cavern. Gelatinous tetrahedrons prefer their 
  meals pulped . . .
  Huge 4th level blocker [ooze]
  Initiative: +3
  Shlup’n’schlorp +9 vs. PD—22 acid damage, 
  and the tetrahedron engulfs the target 
  (functions like a grab; see below) if it’s 
  smaller than the tetrahedron
  Miss: The tetrahedron can make a spasms 
  attack as a free action.
  [Special trigger] C: Spasms +9 vs. AC (up to 2 attacks,  
  each against a different nearby enemy)—11 damage
  Engulf and dissolve: Targets engulfed/grabbed (13th Age core 
  book, page 172) by the tetrahedron take 22 acid damage at the 
  start of the cube’s turn but are not viable targets for additional 
  attacks by the tetrahedron. Multiple targets can be held within 
  the tetrahedron simultaneously.
  Any engulfed creature that is also staggered must begin 
  making last gasp saves (page 200 of core rules) or become 
  paralyzed as the tetrahedron’s toxins overwhelm it.
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d4 to see what 
  the tetrahedron does. If an option is not viable (you roll a 1 but 
  there is no engaged enemy), reroll until you get a valid option.
  1. C: Fling +9 vs. PD (one engaged enemy)—14 damage, and 
  the target pops free from the ooze and must roll an easy save 
  (6+); on a failure, it loses its next move action
  2. C: Fling +9 vs. PD (one nearby enemy not engaged with 
  the ooze)—28 damage, and the target is flung somewhere 
  nearby and must roll an easy save (6+); on a failure, it loses 
  its next move action
  3. C: Fling +9 vs. PD (one far away enemy)—42 damage, and 
  the target is flung somewhere far away and must roll an easy 
  save (6+); on a failure, it loses its next move action
  4. As a standard action the ooze quickly moves around the 
  battlefield, oozing over 1d3 nearby enemies. Those enemies 
  become engaged with the ooze and stuck (save ends).
  First failed save: The target is engulfed instead of stuck.
  AC 19
  PD 
  17 
   
  HP 160
  MD 14
  GELAHEDRON
  Apparently 
  the 
  community 
  of 
  evil 
  experimental wizards decided that the 
  traditional gelatinous cube was 
  a few sides short of a proper 
  menace. 
  The cube shown here differs from the one in the 
  core rulebook. Maybe they are two different species, 
  or maybe the cube in the core book is in a stable 
  configuration and the one shown here is in its mating 
  or eating/growing/splitting season.
  One of These Cubes 
  is Not Like the Other
  
  89
  g e l a h e d r o n
  Gelatinous 
  Cubahedron, aka Cube
  There’s a simplicity of design to the gelatinous cubahedron, a unity 
  of form and function that is truly appreciated only by monstrous 
  overlords.
  Huge 5th level blocker [ooze]
  Initiative: +4
  Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube 
  engulfs the target (functions like a grab; see below) if it’s 
  smaller than the cube
  Miss: The cube can make a spasms attack as a free action.
  [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—15 damage
  Engulf and dissolve: Targets engulfed/grabbed (13th Age core book, 
  page 172) by the cube take 30 acid damage at the start of the 
  cube’s turn but are not viable targets for additional attacks by the 
  cube. Multiple targets can be held within the cube simultaneously.
  Any engulfed creature that is also staggered must begin 
  making last gasp saves (page 200 of core rules) or become 
  paralyzed as the cube’s toxins overwhelm it.
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d6 to see what 
  the cubahedron does. If an option is not viable (you roll a 5 but 
  there is no engulfed enemy), reroll until you get a valid option.
  1. The cubahedron jiggles in place. Each nearby enemy takes 5 
  acid damage. Each creature engulfed by the cube takes a –4 
  penalty to its saves until the end of its next turn.
  2. The cubahedron moves as a quick action. If the cube ends its 
  move engaged with enemies, each of those enemies must roll 
  a save; on a failure, the cubahedron grabs them (but they’re 
  not engulfed).
  3. The cubahedron spits an engulfed creature into the air above 
  it and makes a shlup’n’schlorp attack against that creature 
  with a +5 attack bonus. Then the creature is engulfed again.
  4. The cubahedron flattens itself slightly and crawls up a wall 
  and possibly across the ceiling. The cube falls at the end of 
  its turn. Each creature engulfed by the cube takes 30 damage, 
  and it makes a gel drop attack against enemies below it.
  Gel drop +10 vs. PD (1d3 nearby enemies)—15 damage, 
  and the cube engulfs the target if it’s smaller than the cube
  5. The cubahedron moves one creature engulfed by it to the 
  surface. The target gains a +4 bonus to attempts to escape 
  the cube, but each time the cube is targeted by an attack, the 
  engulfed creature must roll a save; on a failure, it becomes 
  the target of the attack instead.
  6. The cubahedron spits out each enemy engulfed by it with 
  great force in different directions; each of those creatures 
  takes 50 damage.
  AC 20
  PD 
  18 
   
  HP 200
  MD 15
  Gelatinous 
  Octahedron
  These deadly oozes are hollow on the inside and contain a highly 
  corrosive liquid.
  Huge 6th level blocker [ooze]
  Initiative: +5
  Shlup’n’schlorp +11 vs. PD—38 acid damage, and the cube 
  engulfs the target (functions like a grab; see below) if it’s 
  smaller than the cube
  Miss: The cube can make a spasms attack as a free action.
  [Special trigger] C: Spasms +11 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—19 damage
  Engulf and dissolve: Targets engulfed/grabbed (13th Age core 
  book, page 172) by the cube take 38 acid damage at the start of 
  the cube’s turn but are not viable targets for additional attacks 
  by the cube. Multiple targets can be held within the cube 
  simultaneously.
  Any engulfed creature that is also staggered must begin 
  making last gasp saves (page 200 of core book) or become 
  paralyzed as the cube’s toxins overwhelm it.
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d8 to see what 
  the octahedron does. If an option is not viable (you roll a 3 but 
  there are no nearby targets), reroll until you get a valid option.
  1. C: Acid splash +11 vs. PD (1d3 nearby or far away enemies 
  in a group)—8 ongoing acid damage
  Each failed save: Acid destroys one of the target’s non-
  magical items. The target takes a cumulative –1 attack 
  penalty until the end of the battle (boots fall apart, shield 
  straps snap, etc.).
  Miss: 5 ongoing acid damage.
  2. The octahedron grows an orifice that gushes out a liquid 
  glue that floods the area. Each enemy engaged with the 
  octahedron is stuck (hard save ends, 16+). Each nearby 
  enemy not engaged with the octahedron is stuck (save ends). 
  Each far away enemy is stuck (easy save ends, 6+). The glue 
  has no effect on creatures who are flying or that have some 
  way of avoiding it.
  3. The octahedron squirts a slick slime that targets 1d3 nearby 
  enemies. Until the end of the battle, each target must roll an 
  easy save each time it moves; on a failure, it’s hampered until 
  the end of its next turn.
  Gelatinous octahedrons and dodecahedrons are rare, 
  partly because they tend to split and divide into smaller 
  more stable forms. This is part of the life cycle of the 
  gelatinous cube: they grow in size and gain complexity 
  becoming octahedrons or even (if food is plentiful and 
  nobody disturbs its eating) a dodecahedron, and when 
  they are too unstable they split—multiplying.
  Unstable Geometries
  
  f - g
  90
  4. The octahedron makes a fire gout attack as it splashes out 
  a gel that ignites in the air and sticks to skin and clothing.
  C: Fire gout +11 vs. PD (1d3 nearby or far away enemies 
  in a group)—8 ongoing fire damage
  Each failed save: The ongoing damage for all enemies hit 
  by the attack increases by 1.
  5. The octahedron sweats acid. Each enemy engaged with the 
  octahedron must roll a normal save; on a failure, it takes 40 
  acid damage. On a success it takes 20 acid damage.
  6. C: Acid jet +11 vs. PD (one nearby or far away enemy) 
  —45 acid damage
  Miss: 8 ongoing acid damage.
  7. C: Acid geyser +11 vs. PD (1d3 nearby or far away 
  enemies)—30 acid damage, and the octahedron is propelled 
  uncontrollably about the area, passing next to each of its 
  enemies. Unlike normal, each enemy can make an opportunity 
  attack against the ooze as it moves this way, but the ooze can 
  make a glomp attack against those who do as a free action as it 
  passes. (Tell the PCs that the ooze will get a counter-attack.)
  Glomp +9 vs. PD—10 acid damage, and the cube engulfs the 
  target if it’s smaller than the cube
  8. The octahedron splits into two tetrahedrons, and each one 
  can act this turn (roll a d4 for the instinctive actions of each 
  one). Divide the octahedron’s current hit points equally 
  between the two new creatures.
  AC 21
  PD 
  19 
   
  HP 280
  MD 16
  Gelatinous Dodecahedron
  These rolling oozes contain smaller oozes inside them, and each 
  ooze in the colony functions like an acid- or fire-spewing organ in 
  the greater mass.
  Huge 7th level blocker [ooze]
  Initiative: +5
  Shlup’n’schlorp +10 vs. PD—30 acid damage, and the 
  dodecahedron engulfs the target (functions like a grab; see 
  below) if it’s smaller than the dodecahedron
  Miss: The cube can make a spasms attack as a free action.
  [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—15 damage
  Engulf and dissolve: Targets engulfed/grabbed (13th Age core book, 
  page 172) by the cube take 30 acid damage at the start of the cube’s 
  turn but are not viable targets for additional attacks by the cube. 
  Multiple targets can be held within the cube simultaneously.
  Any engulfed creature that is also staggered must begin 
  making last gasp saves (page 200 of core book) or become 
  paralyzed as the cube’s toxins overwhelm it.
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d12 to see what the 
  dodecahedron does. If an option is not available (you roll a 1 but 
  there are no nearby enemies), reroll until you get a valid option.
  1. The dodecahedron makes a squash attack against 1d4 
  nearby enemies as it rolls and shlorps around the area. Any 
  enemies already engulfed by the dodecahedron take 10 
  thunder damage.
  C: Squash +10 vs. PD (1d4 nearby enemies)—20 damage, 
  and the target is stunned (easy save ends, 6+)
  2. The dodecahedron throws out whip-like tendrils and makes a 
  sudden orifice attack against each enemy engaged with it. Then 
  it pulls each nearby enemy next to it and engages that creature.
  Sudden orifice +12 vs. PD (each enemy engaged with it)—
  The dodecahedron engulfs the target if it’s smaller than 
  the dodecahedron
  3. Hundreds of finger-size slimes slither out from the interior 
  of the dodecahedron and begin worming their way across 
  the bodies of each of its enemies in the battle. Until the end 
  of the battle, when a non-ooze creature takes any damage 
  besides ongoing acid damage, it also takes 10 acid damage.
  4. The dodecahedron bounces and thrums. Each enemy 
  engaged with it or engulfed by it must roll a save; on a failure, 
  that enemy takes 30 thunder damage. On a success, it takes 
  15 thunder damage and pops free from the dodecahedron.
  5. The dodecahedron hunkers down and produces acidic 
  spikes. It gains a +4 bonus to all defenses until the end of the 
  battle, and each enemy who makes a melee attack against 
  it with a non-magical weapon must roll a save; on a failure 
  the weapon dissolves. When a creature’s weapon dissolves, 
  that creature is hampered and weakened (save ends both). 
  Magical weapons lose their bonuses to hit and damage 
  until the end of the battle instead of being dissolved (but 
  the owner is still hampered and weakened). They can be 
  “restored” after the battle by taking a few minutes during a 
  rest to re-attune them.
  6. The dodecahedron moves, rolling around the battlefield, then 
  makes a shlup’n’schlorp attack at the end of its movement 
  with a +5 bonus. If the attack misses, instead of making a 
  spasms attack the dodecahedron rolls about the area again 
  and makes a second shlup’n’schlorp attack with a +10 bonus. 
  If the second attack misses, it doesn’t get a spasms attack and 
  the dodecahedron’s turn ends.
  7. The dodecahedron makes a spasms attack. If it misses with 
  either attack roll, after the attacks, it can make a stretch and 
  engulf attack as a free action.
  C: Stretch and engulf +12 vs. PD (one nearby or far away 
  enemy)—30 acid damage, and the dodecahedron engulfs 
  the target if it’s smaller than the dodecahedron
  8. C: Pseudopod slaps +10 vs. AC (one nearby enemy)—25 
  thunder damage
  Natural odd hit: The target pops free from the dodecahedron 
  and is knocked far away, and the ooze makes the attack 
  again against a different nearby enemy as a free action.
  Natural even hit: The dodecahedron engulfs the target if it’s 
  smaller than the dodecahedron.
  9. Each enemy engulfed by the dodecahedron takes 40 acid 
  damage, and the dodecahedron heals 40 hp for each enemy 
  it has engulfed.
  
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  g e l a h e d r o n
  10. The dodecahedron splits into an octahedron and a 
  tetrahedron, and each one can act this turn (roll a d8 
  and d4 for the instinctive actions of each one). Divide the 
  dodecahedron’s current hit points into thirds, and give one 
  third to the tetrahedron and two thirds to the octahedron.
  11. The dodecahedron splits into three tetrahedrons, and each 
  one can act this turn (roll a d4 for the instinctive actions 
  of each one). Divide the dodecahedron’s current hit points 
  equally between the three new creatures.
  12. The dodecahedron splits into two cubahedrons, and each 
  one can act this turn (roll a d6 for the instinctive actions 
  of each one). Divide the dodecahedron’s current hit points 
  equally between the two new creatures.
  AC 21
  PD 
  19 
   
  HP 550
  MD 16
  Building Battles
  Gelahedrons don’t ally with anyone or anything but themselves. 
  But where there’s one, there’s often a lot more, especially in 
  living dungeons that have breached. That doesn’t mean others 
  won’t use the oozes against their enemies. Mad wizards, kobold 
  trapsters, and even Imperial sewer workers might have a few of 
  the creatures around.
  Polyhedrons and the Icons
  Archmage: The Archmage blames the Wizard King for the 
  creation of oozes and slimes, but is silent on the subject of 
  gelatinous cubes and other polyhedra. Opinions are divided 
  whether gelahedrons are the Archmage’s style.
  Crusader: The Crusader finds uses for many monsters. More 
  than one demon attempting to sneak back into First Triumph 
  has run right into a covered trench and had its bones cleaned 
  by gelatinous oozes. There is said to be a way in and out of First 
  Triumph through the maze of trenches, a rumor the Crusader 
  encourages as it leads to enemies and spies walking face-first 
  into near-invisible gelatinous cubes.
  Diabolist: Torture pets for her torture pits. There is nothing that 
  makes her laugh so much as a prisoner attempting to get a key 
  out of a gelatinous tetrahedron. Those who get the key and 
  escape the pit she allows to leave—usually.
  Dwarf King: When you live far underground disposing of waste 
  can be a problem. Most deeper dwarven settlements keep 
  a conical pit into which they can toss their trash and other 
  undesirable substances to have them eaten by the oozes at the 
  bottom. Cess-pit overflowing? Into the pit. Dead kobolds? Into 
  the pit. Condemned prisoner? Into the pit! With all the tunnels 
  that run through the dwarven kingdom, it’s no wonder that 
  some gelatinous cubes would eventually find their way into the 
  wild through a crack in a wall.
  Adventure Hooks
  Crafts—The college of magical crafts is holding its yearly 
  familiars contest. The wizard with the most unusual familiar 
  wins prestige and a purse of money large enough to build a 
  tower. Sped Fellowes, a gnome illusionist, thinks he can win 
  if he can somehow obtain a gelatinous familiar. He is willing 
  to split some of the prize money with the adventurers if they 
  can bring him a “baby” gelatinous cube. His fellow wizards 
  can’t stand Sped Fellowes and have vowed to throw as many 
  obstacles in the adventurer’s path as possible.
  Nyrolex and Kaltorth, thieves extraordinaire—These thieves 
  from Shadow Port thought they had a cunning plan—dig a pit 
  in a road, divert the tax collector’s coach into the pit, and let 
  the gelatinous cube they had lured into the pit dissolve the 
  guards, tax collector, and coach. Once the cube was done and 
  gone all that would be left would be a glittering pile of coins 
  and some undigested belt buckles and nails. The plan worked, 
  but when the ooze (now a dodecahedron) heaved itself out of 
  the pit it took the coins with it. Kaltorth still has acid burns 
  from wrangling the cube into the pit, and he doesn’t want to 
  face it now that it’s bigger. Nyrolex offers the adventurers a 
  50/50 split if they kill the ooze for her. Unfortunately the ooze 
  has slimed its way into an active dwarven mine. Worse, the 
  tax collector had a magic item (now floating around inside the 
  ooze) and the dwarves want it for themselves.
  Route of Destruction—An Imperial enchanter has cast a spell 
  on some gelatinous cubes and set them to clearing a straight 
  path through the Wild Wood to build a road. Naturally the 
  druids killed him. Unfortunately for everybody the cubes are 
  not stopping and are multiplying. The Priestess is worried, 
  because the cubes are pointed straight at Santa Cora and if they 
  keep eating and multiplying by the time they leave the Wild 
  Wood there will be hundreds, possibly thousands of them. 
  Agents of the Priestess and the High Druid jointly approach 
  the adventurers asking them to recover the wizard’s research 
  notes. The wizard’s tower is on a tiny flying island, and the 
  tower is surrounded by a transparent dome/wall of quivering 
  gelatinous cubes.
  
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  92
  The problem isn’t that genies are arrogant, capricious, and vengeful. 
  The problem is that those are their virtues.
  Bound by Iconic Pacts
  Thanks to ruling their own small pocket dimensions, djinni and 
  efreeti think of themselves as rivals of the icons. That’s delusional, 
  but you don’t want to be the one to call them on it.
  According to icons such as the Archmage and Elf Queen, 
  genies are allowed to operate outside of their home pocket-
  dimensions thanks to ancient pacts that effectively subordinate 
  them to the will of the icons. Unlike the demons that would 
  invade the world, genies are allowed into the world, but 
  their access to the world levies a price of occasional 
  servitude and an inability to attempt wholesale 
  destruction.
  Folktales about the genies’ subordination to 
  the icons are popular throughout the Empire. We’ve 
  included two of them below, after the basic monster 
  stats. It’s a sign of the genies’ pride that they don’t resent 
  such folktales. Apparently they’d rather be the subject of 
  tall tales and myths than be ignored. It’s also possible that 
  folktales that make genies out to be somewhat foolish can lead 
  mortals who aren’t as powerful as the icons to make foolish 
  mistakes of their own. Wholesale destruction of the world or the 
  Empire isn’t on the genies’ agenda, but awesome acts of smaller-
  scale destruction and slaughter are what some genies live for.
  Wishes
  Djinni and efreeti don’t grant wishes outright as many 
  tales suggest. Instead, someone who slays a genie gains 
  what amounts to a type of limited wish that may or may not 
  be entirely in their control. For player characters, a wish is the 
  equivalent of an extremely powerful icon relationship roll of 6 
  with an icon of the PC’s choice, within the limits described in 
  the Grant-a-wish abilities in the monster stats below. The 
  limits of this advantage are deliberately vague; the point 
  is to let the wish play out using your game’s standard 
  icon relationship usage rather than adding new layers of 
  what-is-a-wish nitpickery.
  When the wish is granted, it triggers the genies’ 
  original pact with the icons and the genie returns to its 
  home pocket dimension instead of being slain.
  Returning to the World
  Different genies have different re-entry conditions. GMs should 
  feel free to bring defeated genies back within days or months . . .  
  or to specify specific rituals that are required for a genie to re-
  enter the world with conditions the PCs might be able to prevent. 
  A genie can make a great recurring villain, growing more and more 
  GENIE
  frustrated as the wishes it grants thwart its allies’ long-term goals 
  or make it harder for it to ensure that it always has an escape plan.
  Of course, a djinn or efreet that is a recurring villain should have 
  more and more nastier specials that coincide with each return. . . .
  
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  g e n i e
  Djinn
  The closest most people get to “making a wish” is wishing that 
  the twelve-foot tall whirlwind giant in front of them will somehow 
  decide not to kill them.
  Large 9th level spoiler [giant]
  Initiative: +15
  Greatsword +13 vs. AC (2 attacks)—40 damage
  Natural 5, 10, 15, 20: Increase the escalation die by 1 
  (cumulative), and until the end of the battle, the djinn adds 
  the escalation die to its attacks.
  C: Assault of the whirlwind +13 vs. PD (1d4 + 1 nearby creatures, 
  including invisible creatures)—35 damage, and after the attack 
  the djinn teleports to one of the targets and engages it
  Natural 5, 10, 15, 20: The target is hampered until the end of 
  its next turn.
  Miss: 10 damage.
  Limited use: The djinn can only use this attack while it’s not staggered.
  Flight: Genies fly extremely well, but lumber, at best, when 
  walking on the ground.
  Grant-a-wish: A PC whose attack drops a djinn to 0 hp gains 
  the equivalent of an extremely favorable roll of 6 with an icon 
  relationship die with an icon of the PC’s choice that the PC 
  already has a positive or conflicted relationship with. Treat this 
  advantage as if it came from a positive relationship. The GM 
  is encouraged to treat this result with the utmost benevolence 
  and compassion.
  Nastier Specials
  If you want a djinn to be even tougher, use one or more of these 
  nastier specials depending on which icon or icons the djinn is 
  presently working for. The abilities represent the innate magic 
  of the genie being channeled through the influence of the icon.
  Archmage or Priestess
  Protection boon: While not staggered, the djinn gains resist spell 
  damage 16+ against all spells except those cast by a PC that 
  has at least a one point icon relationship with the Archmage 
  or Priestess.
  Crusader
  Spiky bits: When an enemy makes a melee attack against the 
  djinn and misses, it takes 2d20 damage.
  Diabolist
  Demonic taint: The djinn gains a random demonic feature from 
  the table on page 233.
  Dwarf King
  Unwelcome resonance: Whenever a nearby enemy attempts 
  to trigger a magic item power, there’s a 50% chance that the 
  power fails. If it does, the item refuses to let its owner use that 
  power until the end of the battle.
  Elf Queen or the Three
  Sorcerous reach: The djinn’s assault of the whirlwind attack can 
  also target far away enemies.
  Emperor or Lich King
  Aura of command: Twice per battle as a free action, the djinn can 
  turn an ally’s normal save into an easy save (6+), or an enemy’s 
  normal save into a hard save (16+).
  High Druid or Prince of Shadows
  Wind/Shadow form: While not staggered, the djinn has resist 
  melee damage 16+.
  Orc Lord
  Frenzied: The djinn takes a –1 penalty to all defenses. While not 
  staggered, its crit range expands by 3.
  AC 25
  PD 
  22 
   
  HP 350
  MD 21
  Efreet
  It’s customary to speak of the efreet as brutal and callous in 
  comparison to the supposedly more urbane djinn, but it’s not true. 
  It’s just that people are more afraid of being burned alive than 
  torn limb from limb by screaming winds.
  Large 10th level wrecker [giant]
  Initiative: +15
  Vulnerability: cold (only while staggered)
  Blade of the perfect warrior +15 vs. AC (3 attacks)—35 damage
  Natural 5, 10, 15, 20: Each nearby enemy takes 20 fire damage.
  R: Jet of absolute conflagration +15 vs. PD (one random 
  nearby conscious enemy)—110 fire damage
  Natural 5, 10, 15, 20: The target loses all fire resistance until 
  the end of the battle and is hampered (save ends).
  Flight: Efreet don’t fly as well or as quickly as djinn, but they are 
  able to get around okay.
  Grant-a-wish: A PC whose attack drops an efreet to 0 hp gains 
  the equivalent of an extremely favorable roll of 6 with an icon 
  relationship die with an icon of the PC’s choice that the PC already 
  has a positive or conflicted relationship with. Treat this advantage 
  as if it came from a positive relationship. The GM is encouraged 
  to treat this result with the utmost benevolence and compassion.
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  If you want an efreet to be even tougher, use one or more of these 
  nastier specials depending on which icon or icons the efreet is 
  presently working for. The abilities represent the innate magic 
  of the efreet being channeled through the influence of the icon.
  Archmage or Priestess
  Reinforced aura/spirit: The efreet gains a +1 bonus to MD and 
  has no vulnerability to cold while staggered.
  Crusader
  Spiky bits: When an enemy makes a melee attack against the 
  efreet and misses, it takes 2d20 damage.
  
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  94
  Diabolist
  Demonic taint: The efreet gains a random demonic feature from 
  the table on page 233.
  Dwarf King or Lich King
  Stone slumbers: When the escalation die is 4+ at the start of a 
  round, reset the escalation value by rolling it.
  Elf Queen or the Three
  Energy transformation: The efreet can choose to deal lightning 
  damage instead of fire damage with its attacks.
  Emperor
  Imperial mark: While not staggered, the efreet gains resist 
  damage 16+ against enemies that have a positive or conflicted 
  relationship with the Emperor.
  High Druid or Prince of Shadows
  Wind/Shadow form: While not staggered, the efreet gains resist 
  melee damage 16+.
  Orc Lord
  Frenzied: The efreet takes a –1 penalty to all defenses. While not 
  staggered, its crit range expands by 3.
  AC 25
  PD 
  24 
   
  HP 420
  MD 23
  Building Battles
  As mentioned in the icon relations notes, feel free to associate 
  both djinni and efreeti freely with most any intelligent or easily 
  cowed monster or NPC that might be working for an icon. Genies 
  are the ultimate mercenaries—sadly for adventurers, they’re 
  being paid in magical access rather than coin and lootable assets.
  Genies and the Icons
  It’s the peculiar nature of the djinni and efreeti that they may serve 
  any of the icons, for a time, without truly feeling loyalty to any 
  but their own kind. A specific genie is probably obligated to serve 
  between zero and two icons any given season, and if possible, 
  it will seek to serve different icons rather than maintaining an 
  “allegiance.” Ideally, of course, the genie will become obligated 
  to icons that are enemies of each other, giving it justification to 
  accomplish very little, but of course the icons are aware of such 
  tricks and squash them when they can.
  Djinni are encountered in the temporary service of any icon, 
  with the possible exception of the Great Gold Wyrm, depending 
  on whether you see the Wyrm as too proud to employ tainted 
  agents. The Archmage, Elf Queen, Priestess, and the Three are 
  most likely to employ djinni. The Orc Lord and the Lich King are 
  least likely to work with djinni.
  Efreeti are likewise encountered alone or in association 
  with those serving most any of the icons, with the Emperor and 
  Diabolist being the most likely to call upon an efreet.
  At the GM’s option, efreeti or djinni under obligation to an 
  icon can end up helping the PCs. That’s not a terrible use of a 5 
  rolled as an icon relationship roll in the epic tier—you’ll receive 
  help from the genie, but it will hate you for the abasement of 
  being required to serve you and you’ll have trouble with it later.
  Genie Tales
  The tales that follow are legends of how the genies came under 
  the sway of the icons. They’re not necessarily true. In fact, they’re 
  often obviously not entirely true, like the moment in the tale of 
  the Emperor and the Efreet that suggests that the efreeti built 
  Axis. For that matter, the story about the Archmage might not 
  feel entirely right in your campaign: it could have originally been 
  told about the Wizard King! Similar tales have been told by the 
  followers of nearly all the icons. The Diabolist, for instance, is 
  said to have used the creation of the Abyss as proof that she could 
  create a better world for the efreeti than they could create for 
  themselves (even though many magical reckonings suggest that 
  the Abyss was an accidental side effect of a far different magic!).
  Use these tales as stories told in a campaign by professional 
  storytellers or to inspire other episodes by which an icon used a 
  genie’s excessive pride to bind it into service.
  The Emperor and the Efreet
  The Emperor once bet the Archmage that he 
  could conquer any land in the world.
  “What of the volcano of the efreeti?” the 
  Archmage said. “That as well?”
  “That as well,” said the Emperor, so the two made a wager 
  and the Emperor gathered his armies and marched on the 
  volcano. He had only camped there a day when the sultan of the 
  efreeti came forth from the volcano and threatened to consume 
  the Emperor’s armies in a flow of lava.
  “We only wish to serve you and earn your grace,” the Emperor 
  said. “Allow us to dwell here and worship you with rubies and 
  loops of gold from the mountains’ mines.”
  The efreet sultan’s greed got the better of him and he 
  allowed the Imperials to remain. He descended into the 
  volcanic rift and told his subjects of their good fortune. 
  True to his word, the Emperor brought the efreeti a trove 
  of treasures, and they basked in the heat of the magma 
  floes and reveled in their wealth.
  While the efreeti were occupied with their baubles, 
  the Emperor summoned his dragons. Using dragon fire 
  they fused the rift beneath the volcano’s caldera, trapping 
  the efreeti in the underworld with all their wealth.
  “What have you done?” The efreet sultan cried from beneath 
  the earth.
  “Command your people to serve me,” the Emperor said, “for 
  only in bondage will you ever leave this mountain.”
  Grudgingly the sultan accepted the Emperor’s terms, and 
  the Archmage sealed the bargain with a powerful spell. And so 
  the efreeti constructed the city of Axis and built the Empire’s 
  grandest city in the place that had once been their home. The 
  Archmage paid the Emperor his due, and once again the Imperial 
  vaults were stacked with gold.
  
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  g e n i e
  The Archmage and the Djinni
  The Archmage was the most powerful wizard in 
  the world. With magic words he could conjure fiery 
  meteors to ruin castle walls, his gaze could tame the 
  fiercest dragon or charm the loveliest nymph, and he 
  knew the secret names of the lightning bolts and could 
  call on them to dance destruction from the heavens.
  Yet there were genies whose power exceeded his own, for 
  they could grant wishes with the simplest thought. The most 
  powerful genies were the djinni that lived high in the overworld. 
  So the Archmage uprooted his tower and piloted it through the 
  skies to the City of Storms, where he presented himself before the 
  djinn king, who called himself the Thunder King.
  “I seek an allegiance, O king of the djinni,” the Archmage said. 
  “With our combined power, imagine the wonders we might achieve!”
  But the king declined. “Such an allegiance is inequitable, for 
  you are merely an Archmage and we the great djinni.”
  The Archmage stayed in the City of Storms, where he tried 
  to impress the king by creating splendid vaulted pathways for the 
  stars and meteor showers that created their own music, but the 
  Thunder King hardly noticed. One day, the Archmage packed up 
  his tower, stoked its flame, and left the City of Storms.
  After a year, the Thunder King noticed the Archmage’s 
  absence. He wondered what greater marvel could have attracted 
  the Archmage’s attention that would cause him to leave the 
  grandest city in all existence. So the Thunder King came down 
  from the overworld and visited the Archmage in his tower. 
  But when he arrived, the Archmage’s mithril golem turned 
  the king away, stating that the Archmage was in conference 
  with the Elf Queen.
  Another year passed, and the Thunder King came 
  again to the Archmage’s tower. But when he arrived, the 
  Archmage’s golem turned him away, for the Archmage was 
  giving an audience to the efreet sultan.
  A third year passed before the Thunder King descended 
  again from the skies to visit the Archmage. Before the 
  Archmage’s golem could turn him away again, the djinn burst 
  into the Archmage’s chamber, where he interrupted a meeting 
  between the Archmage and tiger spirits that melted away into the 
  shadows at the king’s entrance. “I shall not be denied!” said the 
  Thunder King. “Not for the likes of elves or efreeti or tiger spirits. 
  The power of the djinni is greater than all of these!”
  The Archmage examined the king dubiously. “What proof 
  have you of such a claim?”
  “Name any impossible task, and I swear to you that the 
  djinni shall accomplish it.”
  “There is nothing I desire from you,” the Archmage said. 
  “Return to your drafty city. Your hollow boasts exhaust my patience.”
  Furious, the Thunder King bellowed, “One does not dismiss 
  the king of djinni! Name an impossible deed—name ten—name 
  one-hundred or one-thousand, that all the world shall remember 
  the power of the djinni for all the ages to come!”
  “Very well,” the Archmage said, and having secured the power 
  of the greatest of all genies, he named his first impossible task.
  A State of War?
  Traditional sources portray djinni and efreeti as deadly enemies, 
  or at best wicked rivals. This seems right to us, but we want 
  you to be free to phrase the hostilities however you like in 
  your campaign. Maybe the rivalry between djinni and efreeti is 
  ancient history. Maybe the icons play the two factions off each 
  other, challenging each to prove itself more powerful than the 
  other while preventing outright war. Maybe the genies serve the 
  icons until the ancient enemy appears, at which point servitude 
  is forgotten, which is why the genies have never quite been able 
  to extract themselves from their obligations. Or maybe there was 
  a war and one side won. Insert your version here. . . . 
  
  f - g
  96
  “They kept us holed up in that temple for 
  twenty-one days. Our supplies held, as did the 
  barricades, for the most part. The toughest part 
  was the noise. There were the usual moans of the 
  dead, but that wasn’t the sound that drove half of us 
  mad. It was the ghouls eating their way through the 
  dead. We heard them tear through every muscle and 
  pull flesh from bone. They never stopped eating.” 
  —Naravan Okain, battle captain
  Eaters  
  of Warm Flesh 
  and Cold Bone
  Ghouls are humanoid creatures with an 
  unnatural hunger for the flesh of the dead, 
  which is why people often name them “the 
  hungry dead.” Once regular people, there are 
  two causes that are widely held to cause ghoul 
  outbreaks. Being killed by a ghoul causes the 
  victim to rise up as one. Eating the flesh of 
  the dead is the other cause. Transforming into 
  a ghoul elongates the teeth and causes the 
  fingerbones to stretch into gory claws. Decay 
  beyond the initial transformation slows as long 
  as the ghoul gets a regular meal. During battle 
  with living creatures, ghouls prefer to tear 
  chunks of flesh out of their enemies to stuff in 
  their mouths. Calling them messy eaters is an 
  understatement.
  The legendary hunger of ghouls knows 
  few bounds. Stories of ghoul attacks talk 
  about battlefields picked dry. If the flesh is 
  completely consumed, ghouls will crack open 
  the bones to suck out the marrow. Ghouls 
  let loose in graveyards and crypts will dig up 
  bodies to eat what they can. Their constant 
  state of hunger causes them to fight furiously 
  when encountered. Although they prefer 
  dead flesh, they will attack the living. Ghouls 
  would prefer to drive off interlopers, but if 
  the intruding group is small enough, they will 
  be happy to tear fresh meat off of anyone who 
  wanders into their hunting grounds.
  Ghasts are born from ghouls who, desperate from hunger, 
  attack and eat other ghouls. The transformation to ghast distorts 
  the original humanoid’s features further, its flesh pulled taut 
  across yellowed bone. Noses, ears, and all soft flesh is ripped or 
  gnawed away. All that remains is thin sinew, leathery skin, and 
  long sharp teeth. The ghoul kills because it eats. The ghast only 
  kills; it has no other purpose. Being the lone survivor of a pack of 
  ghouls hardens the ghast into something deadlier.
  GHOULS
  While ghouls act instinctively, ghasts are smarter predators. 
  Something about the act of eating another ghoul tempers the 
  burning hunger into a cold fury. Ghouls tear apart an enemy 
  in battle, chewing hot flesh while tearing more. The ghast kills 
  quickly, dragging its meal back to its lair. If ghouls are a pack of 
  scavenging undead, ghasts are the more deliberate predator. They 
  aren’t easily lured into traps, and can’t be scared away by fire or 
  common tricks. Ghouls act on their mindless hunger. Ghasts fill 
  their bellies with meat that hasn’t begun to rot and concentrate 
  on killing tantalizing meals instead of convenient ones.
  
  97
  g h o u l
  Gravemeat
  It was once a human being. Or a dwarf. Maybe a halfling. It would 
  definitely be a ghoul now, except that it’s missing a leg. Or an arm. 
  Maybe part of its head. It can’t function as a viable ghoul. But 
  still, it hungers.
  1st level mook [undead]
  Initiative: +2
  Vulnerability: holy
  Dirtcaked claw +5 vs. AC—3 damage, or 6 damage if the target 
  is vulnerable
  Natural 18+: The gravemeat can make another dirtcaked claw 
  attack as a free action, then it takes 1d6 damage from the 
  exertion.
  AC 17
  PD 
  12 
   
  HP 5 (mook)
  MD 10
  Mook: Kill one gravemeat mook for every 5 damage you deal to 
  the mob.
  Ghoul Fleshripper
  This creature has feasted well on the dead. Its fingers, gnawed 
  to the bone, end in claw-like fingertips. Long teeth glisten with 
  whatever fluids pass for saliva in its mouth.
  4th level wrecker [undead]
  Initiative: +9
  Vulnerability: holy
  Bony claws +7 vs. AC (2 attacks)—6 damage, and the target is 
  vulnerable (save ends)
  Critical hit: Until the target saves against the vulnerable effect, 
  it also takes 2d6 ongoing damage each turn.
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night.
  AC 19
  PD 
  18 
   
  HP 54
  MD 13
  Ghoul Licklash
  A long, ropy tongue extends from the distended jaw of the creature. 
  The tongue sweeps along its body, like an animal grooming itself. 
  The flicker of pleasure in its eyes reveals that it savors the taste of 
  any flesh, even its own.
  4th level blocker [undead]
  Initiative: +8
  Vulnerable: holy
  Bloody claws +8 vs. AC—12 damage, and target is vulnerable 
  (save ends)
  C: Flesh-seeking tongue +8 vs. PD (one nearby enemy)—8 
  damage
  Natural even hit: The target pops free from each enemy it’s 
  engaged with and is pulled to the ghoul licklash, who 
  engages it.
  Natural odd hit: The target is vulnerable (save ends).
  Critical hit: The licklash can make a flesh-seeking tongue attack 
  against a different target as a free action.
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night. 
  Tongue lash: Once per round when a nearby enemy makes a 
  ranged attack, the ghoul licklash can make a flesh-seeking 
  tongue attack against that enemy before the attack as a free 
  action.
  AC 21
  PD 
  17 
   
  HP 48
  MD 13
  Ghoul Pusbuster
  Its body is swollen with the natural juices of putrefaction. The 
  creature keeps one twisted claw over its mouth, holding the vile, 
  chunky liquid at bay.
  4th level spoiler [undead]
  Initiative: +7
  Vulnerable: holy
  Feeble claws +8 vs. AC—9 damage
  C: Vomit comet +8 vs. PD (1d3 nearby enemies)—10 ongoing 
  damage, and the target is vulnerable (save ends both)
  Natural even hit: The target is hampered (save ends).
  Natural odd hit: The target is dazed (save ends).
  Self-diminishing: The ghoul pusbuster takes 2d6 damage for 
  each creature it targets with this attack.
  AC 19
  PD 
  16 
   
  HP 60
  MD 13
  “You ever get close to one and look in its eye? 
  They’re dead. These things don’t see. They 
  smell. Smells are what makes stomachs work, 
  so they sense you by your scent. If you want to 
  get past them without a scuffle, all you have to 
  do is cover yourself in their scent. You smell like 
  a ghoul, they ain’t interested. If you can find it, 
  cut off the tongue from a licklash. Squeeze the 
  spit out like a bar rag into your helmet and then 
  put the helmet on, though you’ll likely have to 
  buy new armor afterward. This won’t work if it’s 
  ghasts. They’ll eat anything.” 
  —Montal Narves, ranger “prankster”
  
  f - g
  98
  Ghast
  This one doesn’t stumble like the others. It steps with a 
  predator’s grace. And then it suddenly leaps behind you 
  and bites, and for some reason you can’t turn your head 
  to fight back. . . .
  5th level wrecker [undead]
  Initiative: +12
  Finely honed claws +11 vs. AC (2 attacks) 
  —8 damage, and the target is vulnerable (save ends)
  Paralyzing bite +11 vs. AC (one vulnerable enemy) 
  —12 damage, and the target is stunned (save ends)
  C: Hungry howl +11 vs. MD (each nearby enemy)—
  The target must choose one: 15 psychic damage; OR 5 
  psychic damage and the target is vulnerable (save ends)
  Limited use: 1/battle.
  AC 22
  PD 
  18 
   
  HP 74
  MD 14
  Nastier Specials
  Instead of a slow, poisonous bite, a more deadly bite can also 
  make things challenging for adventurers. Each time a ghoul bites 
  a character, that PC immediately loses a recovery. If they run 
  out of recoveries before their next full heal-up, that character 
  must start making last gasp saves at the start of each battle. If 
  the character fails their fourth last gasp save this way, they turn 
  into a ghoul.
  Building Battles
  The hungry dead are found with other undead creatures, though 
  if there’s not enough warm flesh around, the ghouls and ghasts 
  will turn upon them in their hunger. Skeletons are the most 
  common, since the hungry dead will gnaw on old bones last. Evil 
  spellcasters and servants of the Lich King often keep the hungry 
  dead as pets or guards, chaining them or locking them up until 
  they are needed (or as a means of entertainment when it’s time 
  to feed some hapless prisoner to them). The creatures can also 
  be found in packs trailing bloodthirsty warrior-type humanoids 
  such as orc raiding parties, where they can feast upon the dead 
  and dying after a battle.
  Ghouls and 
  the Icons
  Dwarf King: Ghoul warrens are sadly 
  common in the underworld. Rather 
  than risk losing valuable soldiers to the 
  claws and teeth of ghouls, the Dwarf 
  King sends in a crew of elementalists 
  to seal off the cavern. The elementalists 
  bring the whole thing down in cases of 
  rough caves or unbuilt caverns. In areas 
  such as temples or crypts, they simply 
  ward the area off to starve the creatures 
  within. The Dwarf King doesn’t believe 
  there’s a difference between ghouls and 
  ghasts—the distinction was made up by 
  opponents of his policies.
  Emperor: Prisoners looking to lessen their sentences for crimes 
  against the Empire often agree to take on marrowman duty. 
  Marrowmen are sent down into the sewers, catacombs, and 
  elaborate tombs of cities and towns to clean them of ghouls 
  and ghasts. Such creatures feast in large population centers. 
  For each ghoul skull brought back from an expedition, a 
  month is removed from the sentence. For each ghast skull, a 
  year is struck from the record. Marrowmen must make due 
  with whatever arms and armor they find on the site. Guards 
  rarely pursue anyone foolish enough to run for it within the 
  underways. The ghouls usually get any runners, and the rare 
  few that survive are clearly blessed by the gods.
  Lich King: Ghouls are a crude but effective way to spread 
  influence. Every town has a graveyard nearby. All it takes is 
  one ghoul to start a nest and soon the populace will either flee 
  or be turned. The icon has little use for these creatures beyond 
  that, since ghoul hunger drives them to attack his own troops 
  or turns them into ghasts. Solitary ghasts placed in isolated 
  areas of his domain prove useful as scouts, using packs of 
  ghouls much as a mortal noble uses dogs.
  Orc Lord: Even the Orc Lord pities ghouls. Orcs have their own 
  will. Ghouls and ghasts are mindless beasts, nothing more than 
  frenzied maws atop humanoid bodies. It’s best to put them 
  down to keep their madness from spreading. Every once in a 
  while, a shaman will suggest capturing a ghast to see if their 
  transformation can be used to turn orcs into something worse, 
  or to cure the disease. Those shamans usually end up “seeing 
  the world”—the Orc Lord’s lieutenants tear the shaman’s head 
  off and launch it into the distance via catapult.
  Priestess: Ghouls are a problem the Priestess despises above most. 
  Ghoul outbreaks are fast moving and hard to contain. Innocent 
  people die and even more must bear the trauma of watching 
  relatives, loved ones, and friends turn into beasts before their 
  eyes. Disasters like these shake the faith in the gods, so stopping 
  them as quickly as possible keeps followers on her good side. 
  Legends say the Priestess—and, perhaps, those to whom she 
  bequeaths the power in an emergency—has the power to lay 
  hands upon a ghoul and restore it to its former life.
  “These devil dogs show up when they are least 
  desired. The Adversaries often congregate in the 
  places of the dead. The demons know the ghouls 
  wait. Ghouls gang up on a single opponent to 
  take it down then move to the next one. They are 
  supposedly mindless and yet there is a method 
  to their mayhem. Best to purge with fire and 
  wait until the ashes smolder.” 
  —Vashanda, paladin sworn in His name
  
  99
  g h o u l
  Dealing with a Ghoul Bite
  The creation of ghouls is left deliberately vague. The bite of the 
  animate dead turning a victim into one of their own makes for 
  high drama, but can really bum out someone who has invested 
  time and development into a character. Fighting off disease, 
  even a cool one that turns people undead, isn’t the kind of thing 
  fantasy heroes do outside of a few scenes where the clerics heal 
  and the fighters board up some windows. For those looking into 
  the mystery (and wanting to make their players sweat after an 
  encounter with ghouls), we offer some alternatives below.
  Ghouls don’t make other ghouls: The only way for someone 
  to turn into a ghoul is cannibalism. They must willingly eat the 
  flesh of a living, intelligent being. It may have to be the raw flesh 
  of someone not yet buried. It may be flesh specially prepared 
  in a half-ritual, half-recipe and served to a cult. Perhaps ghouls 
  are consciously created by choice. It may be a desperate choice 
  between starving on a drifting ship or dying, but it’s still a choice. 
  Once that choice is made, the hunger sets in and doesn’t stop 
  until the ghoul is killed or it becomes a ghast.
  Ghoul bites can’t turn creatures, but ghast bites can: This 
  process is slow. A single bite won’t do it. The only way to survive 
  the process is to make it to a full heal-up. During the full heal-
  up, any character with medical knowledge or healing hands can 
  take the necessary precautions to deal with the infection. Should 
  a character die before they take a full heal-up, however, the 
  infection takes over.
  Terrible Places for 
  Ghoul Outbreaks
  The confines of a ship make a ghoul outbreak happen quickly. A 
  ship out on the ocean has few places on it to hide from ghouls. 
  Tales of black ships with ghast captains and ghoul crews ripple 
  through the darkest hours of sailor taverns. Pirates are also 
  rumored to keep a ghoul or two dragging in a cage behind the 
  ship. Send the ghouls over first before boarding. A frightening 
  tactic is sending a ship of ghouls into a port city and letting the 
  outbreak weaken the city’s defenses and morale.
  Castles often offer solace from an outbreak in the countryside. 
  Villagers unskilled in the art of war seek the protection of castle 
  walls. But one infected town crier is all it takes for the walls to be 
  a detriment instead of an advantage. A lord walks a fine line when 
  it comes to the protection of a castle. Take in too many villagers 
  and the risk of infection grows. Take in too few and the survivors 
  may revolt due to perceived cruelty.
  One of the common checks of health before putting a 
  prisoner into a dungeon is for ghoul infection. Most wardens 
  want to make sure his charges aren’t killed before their time. 
  But not everyone is so stringent. Prisoners are also looking for 
  ways to get out. Risking tunneling past a ghoul warren may be a 
  price to pay for freedom. A prisoner won’t care about the ghouls 
  getting back into the prison, since they’ll be free and clear. If the 
  prison is in a remote location, the other prisoners and the guards 
  might be forced together to protect themselves while they wait 
  for help. If it comes.
  The sick and the dying often find themselves taken to 
  a temple. Clerics can heal and even those without access to 
  magical abilities can offer comfort. A ghoul outbreak in a temple 
  can overwhelm a temple with only one or two clerics. A ghoul 
  rampage is also a good way to defile a temple and ruin the power 
  of the healers within.
  Names
  The creatures can only manage bestial grunts and hungry howls. 
  Even the smartest ghasts don’t appear to recognize the names 
  they had in life. Other names for ghouls include rage zombies, 
  grave eaters, yorix, howlmouths, and deathteeth.
  Adventure Hooks
  A Ghoulish Cover-Up—A prestigious family is willing to pay 
  handsomely to have its crypts cleaned from a ghoul infestation. 
  Unfortunately, while the adventurers are prepared for the 
  hungry dead, the member of the family using the ghouls to 
  cover up a necromancy cabal is a bit of a shock.
  Feeding the Hunger—An army or raiding party uses potions to 
  enhance its soldiers. The potions increase stamina and speed. 
  One of the main ingredients is ghoul ichor. Unfortunately, 
  a soldier overdoses and turns himself into a ghast. Can the 
  adventurers stop the outbreak before the army headquarters 
  turns into a fort full of the ravaging dead?
  Ghastly Demise?—The ghast rampaging through the countryside 
  is an old friend. When the adventurers confront the creature, it 
  somehow recognizes them and pauses. Is there a chance their 
  old friend is still alive inside the beast? If there is a cure for 
  ghouls, the adventurers will have something many icons will 
  desire, and some will kill for.
  The Curse of Eternal Hunger—The members of a noble family 
  are ending up as ghouls and ghasts. Someone has an artifact 
  that curses the living with the form of the hungry dead. Who 
  is getting their revenge on the nobles with the artifact, and 
  what did the nobility do to the owner of the artifact to anger 
  them so?
  The Worst Kind of Family Visit—A ghoul infestation sweeps 
  through a town. The survivors ask the adventurers to track 
  down the ghoul horde. They don’t want their friends and 
  family ravaging the countryside.
  “Fighting these things is a waste of time. They 
  usually manifest in an area where you can take 
  advantage of the terrain to cut down on their 
  superior numbers. Find a doorway or other 
  area in the crypt and force them to come at you 
  one at a time. If you have a useless member of 
  your team, give them a bleeding but non-fatal 
  wound and lock them in a coffin or other secure 
  location. The ghouls will go crazy scrabbling 
  for the fresh meat and you can sneak past or 
  attack from behind.” 
  —Vaughn Bek, fighter
  
  f - g
  100
  Lifeless materials given humanoid form and purpose, 
  golems were created to fulfill the wishes of their 
  masters. But no created thing is made without flaw, 
  and over the ages many careless masters become the 
  broken victims of their toys.
  Near-eternal 
  Guardians
  Golems are constructs—creatures carved or 
  crafted from inanimate materials and then given 
  limited sentience through magic. They are usually 
  designed as guardians for important locations or 
  people. Their magic can last a very long time, but 
  some golems eventually break free from their 
  original tasks, allowing them to be found in 
  the strangest of places.
  Here are two new golems: bronze and marble.
  Bronze Golem
  The golem’s overly ornate construction hides severe 
  design flaws. Fail to locate those flaws and its fists 
  will drum on your armor and ring you like a bell.
  Large 7th level blocker [construct]
  Initiative: +11
  Gong-like fists of bronze +12 vs. AC (2 
  attacks)—20 damage
  Natural even hit against a target in heavy 
  armor: The target is dazed (save ends).
  Natural odd hit against a target in light armor or 
  no armor: The target takes 10 extra damage.
  Miss: 4d6 damage.
  Golem immunity: Non-organic golems 
  are immune to effects. They can’t be 
  dazed, weakened, confused, made 
  vulnerable, or touched by ongoing 
  damage. You can damage a golem, but 
  that’s about it.
  Hidden flaw: An enemy who hits the 
  bronze golem with a natural 18+ 
  attack roll can roll a DC 25 skill 
  check using Intelligence or Wisdom 
  to notice the bronze golem’s hidden 
  flaw! On a success, until the end of 
  the battle, the golem loses its damage 
  resistance and becomes vulnerable 
  to all attacks (against each enemy 
  informed of the flaw).
  GOLEM
  marble golem
  
  101
  g o l e m
  Resist damage 18+: When an attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Percussion resonance: When the escalation die reaches 3+, the 
  bronze golem gains a bonus to its first gong-like fists of bronze 
  attack roll each turn equal to the number of attacks made against 
  it so far that turn. (Each turn is separate, not cumulative.)
  Spiky: When an enemy engaged with the bronze golem misses it 
  with a melee attack, that enemy takes 2d12 damage.
  AC 22
  PD 
  21 
   
  HP 190
  MD 17
  Marble Golem
  There should be some satisfaction in knowing you have been 
  pounded to death by a glorious work of art.
  Large 9th level troop [construct]
  Initiative: +10
  Enormous maul +15 vs. AC—60 damage
  Natural even hit or miss: The golem can make a backswing 
  attack as a free action.
  [Special trigger] Backswing +14 vs. PD—40 damage
  Golem immunity: Non-organic golems are immune to effects. 
  They can’t be dazed, weakened, confused, made vulnerable, 
  or touched by ongoing damage. You can damage a golem, but 
  that’s about it.
  Special Virtues
  Each marble golem is infused with two virtues—magical 
  properties that relate to the emotion or feeling incorporated into 
  the sculpture as its dominant theme. Choose two virtues from 
  the list below, or for a unique marble golem, invent your own.
  Awe (fear effect): While nearby the golem, enemies with 40 hp or 
  fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks.
  Beauty: The first time each enemy attacks the marble golem this 
  battle, it must roll a normal save; on a failure, the attack takes 
  a –6 penalty.
  Courage: While staggered, the marble golem adds the escalation 
  die to its attack rolls.
  Endurance: When the marble golem rolls a natural 1–5 with an 
  attack roll, it heals 1d10 hit points per point on the escalation 
  die. (It was checking for damage and got distracted.)
  Hatred: When an enemy is staggered by the marble golem’s 
  attack, that enemy takes 4d10 extra damage.
  Patience: Each turn, the marble golem can use one standard 
  action to gain a +2 bonus to all defenses until the start of its 
  next turn. If it does, it gains an extra standard action during 
  its next turn.
  Protection: When the marble golem rolls a natural 16+ with an 
  attack, decrease the escalation die by 1.
  Strength: The marble golem’s melee attacks now deal half damage 
  on a miss.
  Nastier Specials
  More virtues: Statues that capture even more themes make 
  stronger marble golems. Add one or two more virtues to the 
  golem.
  AC 25
  PD 
  20 
   
  HP 340
  MD 22
  Building Battles
  Both bronze and marble golems are the perfect guardians 
  for treasure vaults, doors or gates to secured locations, and 
  spellcasters’ stashes of magic items. They can also be used as the 
  truly deadly part of a trap that separates the PCs physically as the 
  golem emerges from a hiding spot, or that drops a single PC into 
  a pit with a golem waiting to strike.
  As part of a group of enemies, golems make a good melee 
  interceptor guardian for a spellcaster. Orcs sometimes hammer 
  out a bronze golem and then send it headfirst into tough enemies 
  while they hang back making ranged attacks until the enemies get 
  softened up some. And, of course, golems make good finishers 
  when the PCs fight through a horde of mooks to reach a leader, 
  only to have said leader activate the golem.
  Bronze & Baroque
  Unlike the clean lines of most other golems, bronze golems 
  are embellished with engravings, riddled with odd holes, and 
  possessed of purely decorative wings and spikes. Picture them 
  as a combination of an Art Deco robot, Gaudi’s Cathedral, and 
  a low-rider with statues of the saints glued all over its chassis.
  The hidden flaw of each bronze golem manifests as a 
  structural weakness somewhere in the golem’s frame or magical 
  aura. It’s likely that the design’s crazy overelaborations help 
  conceal the flaw. PCs who find ways of studying individual 
  bronze golems carefully might be able to figure out the golem’s 
  flaw in advance—if your PCs are oriented that way, make the skill 
  check ridiculously hard.
  “While I’m sure I have uncovered the secret flaw 
  of the bronze golem guarding the Fountain of 
  Glory in the western under-citadel, the last two 
  expeditions of caravan guards and mercenary 
  captains failed to put my instructions into 
  effect correctly.” 
  —Mishra the wizard, writing to Horizon to 
  request new bodyguards
  
  f - g
  102
  Art in Service
  The first marble golems seem to have been created by the dwarves 
  as guardians of deeply buried treasure vaults. Their creation 
  became a bit of a scandal in certain dwarven circles, because 
  most of the early marble golems were carved as fine statuesque 
  females, but not as female dwarves. Dwarven women who cared 
  about such things pointed out that the practice was in poor taste.
  Simultaneously, many of the dwarven 
  vault guardians were sculpted and 
  imbued with the wrong virtues. 
  Endurance, patience, and
  strength are fine virtues for a guardian who is meant to remain 
  steadfast for decades or centuries. Awe and courage and hatred? 
  Less ideal. The golems constructed with active virtues eventually 
  shook off their guard programming and ventured out into the 
  underworld seeking exercise.
  What’s true of the past doesn’t have 
  to be true of the present. You can spin 
  the current marble golem situation 
  anyway your campaign suggests.
  
  103
  g o l e m
  Golems and the Icons
  Most all the icons make some use of golems. The bronze and 
  marble variants are somewhat rarer than the familiar golems in 
  the 13th Age core book.
  It’s possible that the Archmage, Elf Queen, and Priestess 
  use them the most, and the Lich King’s tastes in statuary might 
  easily make room for golems with virtues such as awe, hatred, 
  and patience.
  Archmage: The Archmage has enough problems with hidden 
  flaws, and therefore avoids relying on bronze golems. But 
  marble golems suit both his purposes and decorating sense.
  Crusader: Demons rarely manage to capitalize on the bronze 
  golem’s flaws. The Crusader enjoys hanging torture implements 
  from the spiky armor bits of his bronze golem guardians for 
  easy access.
  Elf Queen: It pleases her to make better use of a tool than the 
  dwarves. The high elves and the dark elves indulge the Queen’s 
  fancy by financing construction of marble golems.
  Orc Lord: Dozens of orcs pounding bronze swords together in 
  a dark ritual suffices to construct a bronze golem or four. No 
  one will ever mistake an orc-hammered golem for a “normal” 
  golem, but their capabilities are the same as usual, and they’re 
  always equipped with the spiky nastier special ability.
  Priestess: Bronze and marble golems often guard temples and 
  their priests. Bronze golems are out of favor in the Cathedral, 
  where it’s suspected that the design’s hidden flaws mask control 
  problems that are likely to be exploited by subtle magicians.
  Adventure Hooks
  Bronze golems are rough and ready and can be encountered in all 
  manner of dire circumstances. Marble golems require someone, at 
  some point, to have given a thought to beauty in their creation, but if 
  a taste for beauty was enough to guarantee good intentions, there’d 
  be a lot less treasure belonging to homicidal evil monsters to loot.
  Bait and Golem—The treasure map and clues to an extremely 
  rich hoard the PCs have been finding? They’re part of long-term 
  plan by an ancient dwarven marble golem guardian that seeks 
  to obey the letter of its guardian programming by defending 
  its vault against all invaders . . . while simultaneously getting 
  to exercise its virtues by inviting enemies and adventurers to 
  come and try to loot its stuff.
  Hidden Bronze Flaws—A dozen bronze golems protect a 
  location the PCs need to reach. Tackling them head-on would 
  be suicidal, but the PCs receive advice that these golems are 
  even more vulnerable than others to their hidden flaws, which 
  is part of the reason there are so many of them stacked as 
  defense. The adventure starts as detective work, researching 
  the golem’s hidden flaws by tracking down their makers, by 
  finding people who have survived battles against them, and 
  by making powerful magical divinations. (And then, when the 
  caper is finally on, the PCs learn the hard way that two of the 
  bronze golems have been swapped out for a clay one and a 
  stone one.)
  Sunken Golems?—Somewhere in the Midland Sea, reached via a 
  sequence of events that makes sense in your campaign, the PCs 
  discover what appears to be a sunken statue factory. Some of the 
  statuary are human-sized, some much larger. Is it just a marble 
  factory, sunken somehow in an earlier cataclysm? Or a medusa’s 
  disposal zone? Or a storage zone for decommissioned marble 
  golems waiting for the signal to rise? Or a mix of all three?
  “Can’t bleed ‘em, can’t spook ‘em, can’t reason, 
  bribe, or blackmail ‘em. Can’t poison ‘em, can’t 
  catch ‘em sleeping, can’t lie to them. I hate golems.” 
  —Siraad, master burglar
  
  h - j
  104
  Many Types of Hags, All Bad
  They appear to be shrunken elderly women, but the power 
  in their limbs and their iron-black claws and teeth refute any 
  possible appearance of being benign. They are feared as eaters 
  of men, and are the subject of nightmares and the object of 
  quests to vanquish the evil they spread.
  Some are born as hags, the daughters 
  and granddaughters of hags. Others are 
  women who trade their mortality and 
  morality for power. Born hags start 
  their lives monstrous in soul and body, 
  but those who slowly become hags are 
  truly tragic figures. Many hags look 
  almost human though wizened and ugly, 
  others look like the traditional wicked-
  witch figure complete with green or 
  blue skin and hooked nose. A few hags 
  are bizarre monstrosities that reflect the 
  worst aspects of the region they live in, 
  taking on frog-like legs if they live in a 
  swamp or becoming giant rock-skinned 
  mountain hags.
  All hags share commonalities: 
  blackened iron nails and teeth, horrid 
  strength, twisted magical abilities, and a desire 
  to eat the flesh of sentient beings and spread 
  evil and misery. Each hag is also unique in other 
  ways, so presented here is a standard hag 
  with a grab-bag of possible additional 
  abilities. We recommend using two 
  special abilities per hag. Each option also 
  includes an advantageous trait for the 
  hag. The hag abilities are triggered by 
  their attacks as a free action.
  Many of these abilities are more 
  than just combat oriented; they are 
  magical powers that could have 
  substantial impact on the world and the 
  campaign’s storylines. Given that each hag also 
  has a unique death curse to deliver upon the 
  one who slays it, hags have stronger story 
  connections than many other monsters.
  When it suits the story, the GM could 
  decide that a particular hag is a double-
  strength monster, or is secretly large-size 
  and only pretending to be normal-sized. A 
  tougher hag has a greater chance to bend 
  the story in her wrong direction.
  HAG
  Legends say that the first hags were wise-women who traded their souls for the power to cure 
  the sick and see the future. As the hags’ bodies twisted around the holes where their souls had 
  been, they realized they had made a mistake, because in the future that was now as clear to 
  them as a scream at midnight, they were the ones causing plagues and destruction.
  
  105
  h a g
  Hag
  Twisted. Wizened. Evil. Hags are not women, though they mock 
  the shape of such.
  6th level spoiler [humanoid]
  Initiative: +10
  Iron claws +10 vs. AC (2 attacks)—9 damage
  Natural 14+: The hag triggers one hag ability as a free action.
  Natural 18+: The hag triggers two hag abilities as a free action 
  (can’t be the same ability twice).
  R: Evil eye +10 vs. MD—Ongoing 12 damage (hard save ends, 
  16+)
  Natural 16+: The attack roll also targets a second different 
  enemy of the hag’s choice.
  Natural 18+: As above, and the attack roll also targets a third 
  different enemy of the hag’s choice.
  Death curse: Each hag can lay a curse upon the one who ends 
  its horrible life. After dropping to 0 hit points, a hag always 
  lingers long enough to pronounce the words of the curse. (See 
  possible curse options below.)
  Delusionist: All hags have the ability to twist the perceptions of 
  others. If the hag has a short time to prepare, it can hide a 
  small hut, disguise a volunteer or captive as a monster, disguise 
  itself as a harmless peasant woman, etc. A DC 30 skill check is 
  required to overcome the delusion and see the truth of it (if a 
  player gives a reason for not trusting what their character sees; 
  perhaps add subtle clues toward that end). The magic fades as 
  soon as the hag enters combat.
  Fear: While engaged with this creature, enemies with 30 hp or 
  fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks.
  AC 21
  PD 
  19 
  HP 108 (see death curse)
  MD 15
  Hag Abilities: Choose TWO
  Annis illusions: The slender daughters of Black Annis are adept 
  at illusion, able to craft mind-affecting hexes in seconds rather 
  than hours. The daughters of Annis are taller and straighter-
  backed than most other hags, and they can rapidly change their 
  appearance to resemble exceptionally tall humanoids, or even 
  imitate a tree. They enjoy skinning their victims and wearing 
  the skins as a skirt, leaving the corpses impaled high up on 
  trees for later collection as food once they start to rot. 
  The hag gains a +5 bonus to initiative checks due to being not 
  quite where she seems.
  Hag ability: As a distraction, the hag creates an illusion of her 
  doing one thing, when she is in fact setting a trap. The hag 
  throws out a bear-trap or other impediment and one nearby 
  enemy becomes stuck (save ends). While stuck this way, the 
  target takes 6 damage at the start of each of its turns.
  Annis skin: The hag can grow a second skin, disguising herself as 
  a beautiful woman. She likes to seduce victims and lure them 
  to her lair to kill them. On the hag’s first round of combat each 
  battle, she gains a +2 attack bonus due to her victims being 
  shocked as she bursts out of her false outer skin.
  Hag ability: The hag coughs up a glob of liquid pseudo-flesh 
  that globs onto a nearby enemy (no attack roll). The glob 
  solidifies causing an effect of the hag’s choice: the target is 
  stuck (save ends); OR the target is unable to cast spells during 
  its next turn (the pseudo-flesh covers their mouth and face).
  Blood pact: The hag is able to create mystical pacts between 
  creatures, sanctifying alliances between monsters. The hag 
  generally extracts a price from such monsters, such as periods 
  of servitude/slavery that they owe her. Each creature allied to 
  the hag through a pact gains a +2 bonus with their first attack 
  each battle if the hag is present.
  Hag ability: The hag spits blood in the face of the target and 
  makes a command. The target must roll an immediate 
  save; on a failure, as a free action it makes basic attack 
  against an ally or against itself (target’s choice).
  Breath stealing: The hag enjoys killing sleeping victims by using 
  stealth or subterfuge to get close to them and stealing their breath 
  as they sleep. The hag starts combat with 10 temporary hit points.
  Hag ability: The hag steals a recovery from the target and 
  heals 20 hp.
  Death shriek: The hag’s shrieks and cackling laughter carry far 
  and wide, traveling on the wind for miles and seeming to come 
  from nowhere and everywhere. The hag enjoys using her blood-
  curdling calls to unsettle entire villages and drive trade away from 
  towns. When a melee attack hits the hag, she lets out a shriek as a 
  free action and the attacker takes 2d4 thunder damage.
  Hag ability: The hag begins to shriek, and each enemy in the 
  battle takes a –4 attack penalty with spells until the start 
  of her next turn.
  Dusk walk: The hag can physically walk through the land of 
  dreams, her footsteps giving nightmares to dreamers and 
  causing animals to scream as she invisibly passes. Once per day 
  the hag can implant a suggestion in the mind of a target sleeping 
  within a day’s travel of her. Hags use these suggestions to sow 
  discord and suffering. The hag rolls an attack: +10 vs. MD; on a 
  hit, she implants a suggestion in the target that they must obey 
  when a condition she chooses is met (“When you see the mayor, 
  loudly insult his ugly wife.” “When you pass the village smith, 
  throw dung at him.” “At sunset walk into the deep swamp 
  without a lantern.”) Suggested actions can’t cause direct harm 
  (the target can’t be forced to fight another or harm themselves), 
  can be no longer than 12 words, and affects the target for a week 
  or until triggered. (GM, keep the roll hidden.)
  Hags have cultists and acolytes and fearful villagers 
  doing their bidding, are usually members of a coven of 
  equally powerful hags, and sometimes have alliances 
  with orcs or other monsters. They might even have 
  dire animal familiars or pets to do their bidding. 
  They’re always at the center of a web of evil.
  Hag Covens
  
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  106
  Hag ability: The hag becomes immaterial, pops free from all 
  enemies engaged with her, and enters the land of dreams, 
  re-appearing next to any nearby conscious creature (or 
  a nearby or far away creature that is unconscious). The 
  hag then makes the following attack: C: +10 vs. MD 
  (each nearby unconscious enemy)—The hag implants a 
  suggestion in the target that they must obey when they 
  become conscious (usually “When you awake, flee this 
  fight and discard your equipment.”) Suggested actions 
  can’t cause direct harm. The round after the target acts on 
  the implanted suggestion it can start rolling normal saves 
  to throw off the effect.
  Fateful visions: The hag has sporadic fits in which she shudders 
  and becomes unresponsive. During these fits she perceives the 
  future, though only in fragments. Because of this, the hag is 
  sought out by those who would know the future, giving the hag 
  a steady supply of victims. Some she kills and eats, and some 
  she sends on their way with a prophecy and advice that seems 
  good but will lead to widespread misery. The hag uses a +2 
  magical weapon traded to her for her services (she gains a +2 
  bonus to attack and damage with melee attacks).
  Hag ability: The hag has seen this fight in a vision. Her 
  crit range expands by 2 until the end of the battle. Each 
  increase is cumulative.
  Foul-touched: The hag is truly horrifying. Swamp-dwelling hags 
  have fish gills and bug-like eyes (and can probably breathe 
  underwater and swim like a frog). Mountain hags have skin 
  studded with rocks. Desert hags look desiccated with sand-like 
  flesh. Winter hags have icicles hanging from their fingers and 
  empty eye sockets. Just looking at the hag’s true form causes 
  mental anguish. When an enemy is battling the hag, at the start 
  of each of its turns, it takes 2d6 psychic damage from the horror 
  of the hag’s visage unless it takes precautions to avoid directly 
  glancing at her terrible face (mirror, blindfold, etc., which might 
  cause attack penalties).
  Hag ability: The hag chooses a nearby enemy and glares at it. 
  That target must roll an immediate save; on a failure, the 
  target is stricken blind by her ugliness. While blinded this 
  way, the target is hampered, weakened, and can’t make 
  ranged attacks. The target can end the effect by splashing 
  liquid into its eyes or using a similar act to clear the ugly 
  out as a standard action.
  Song of dreams: The hag’s soft crooning lulls her victims to 
  sleep, making them easier to attack. In hag-inhabited lands, 
  the sound of lullabies on the wind is a thing to fear. Enemies 
  take a –4 penalty to their initiative rolls in battles with the hag.
  Hag ability: The hag begins to sing and the two enemies 
  closest to her (even if far away) must roll an immediate 
  save; on a failure, the target is dazed (save ends). If the 
  dazed target fails its first save, instead it’s weakened (save 
  ends). If the weakened target fails its second save, instead 
  it’s helpless (save ends).
  Thief of mist: The hag can transform into mist, creeping through 
  gaps and into houses. Unexplained deaths and little tragedies 
  plague the area she has chosen as a home. Villages near 
  hags with this ability are sad places indeed. The hag ignores 
  opportunity attacks and can’t be intercepted while moving.
  Hag ability: The hag becomes a mist until the start of her next 
  turn. While a mist, only spells cast with a +3 implement 
  and attacks using a +3 magical weapon can harm her. 
  (Some special story item might also allow attacks to hit if 
  no PC has a +3 item.)
  Twist the path: The hag has the ability to muddle the minds 
  of others, causing travelers to wander into quicksand or get 
  lost in dark forests. Once per day the hag can enspell an area 
  to attract visitors, causing those traveling nearby to get lost 
  and wander to that location. Alternately, the hag can cause 
  the location to repel visitors. Finding the correct path to that 
  location requires a DC 20 check if it is a familiar place, a DC 
  25 check if the travelers only have a map or guide, or a DC 30 
  check if the travelers are unfamiliar with the area.
  Hag ability: The target is also confused (easy save ends, 6+).
  Weakening touch: The hag’s touch causes plants to wither, 
  animals to sicken, and people to weaken and become ill. The 
  hag enjoys creeping about at night ruining crops and killing 
  livestock—dooming entire villages to slow starvation. Each 
  enemy fighting the hag must roll a normal save at the start of 
  the battle; on a failure, that creature starts the battle weakened 
  (easy save ends, 6+).
  Hag ability: The target is dazed (save ends). If the dazed 
  target fails its first save, instead it’s weakened (save ends). 
  When the target saves against this effect, it takes a –2 
  attack penalty until the end of its next turn.
  Winter breath: The hag’s presence brings snow and ice to the 
  region, freezing solid the soil of the surrounding land. The 
  hag’s attacks deal cold damage.
  Hag ability: The target takes 6 ongoing cold damage.
  Death Curses: Choose ONE
  When a hag dies she curses the one who killed her. The only 
  known way to remove the curse is to seek the aid of another hag, 
  though there may be some ways to end such a curse that are not 
  readily known.
  “Skull features foul and rotten, your old face slips away forgotten!”
  “Invade and rob my little home? You shall smell of rotting gnome!”
  “Adventurer going where you please, now eats only stinging bees!”
  “Every night when you sleep, you become a shaggy sheep!”
  “You have come here me to kill, from here out good food makes 
  you ill!”
  “Righteous hero full of might, no more shalt know left from right!”
  “You seek treasure to have and hold, slippery fingers when you 
  grasp gold!”
  “You should have left me whole and alive, for now you can’t count 
  above five!”
  “For me mercy you cannot feel? Now you smell and taste of veal!”
  “You killed me in my own domain, from now on none shall 
  remember your name!”
  “Squinty, pig nose, fishy jaw—cursed to be always chafed raw!”
  
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  h a g
  Interpret each curse as you wish. A good curse makes life 
  horribly weird for a character, but isn’t something that debilitates 
  them. If you prefer to make up your own curses, avoid ones that 
  blind, deafen, cripple, or mute characters. Odd habits, ugly features, 
  unusual smells, strange and disgusting diets—all these are good. 
  They should make the character and the story more interesting.
  Building Battles
  Thanks to their ability to delude those around them, hags can be 
  allied with almost anyone, even people the PCs consider allies. 
  Of course, the classic hag in a forest or swamp might have allies 
  that are lizardmen, goblins, giants, or beasts. Shadow dragons 
  and hags sometimes work together to acquire new nightmares 
  from their victims. Hags are also known to summon and consort 
  with demons, or have half-demon offspring that combine the 
  worst abilities of both. Hags make excellent mastermind villains 
  who are hidden behind layers of deception and intermediaries, 
  and are often someone the PCs believe to be on their side.
  Hags and the Icons
  Most of the icons will either have nothing to do with hags, or 
  actively hunt them. Hags are not powerful enough to be a pawn 
  of any individual icon, and are uncontrollable enough to be a 
  problem when they set up their lair in an area of interest to a 
  powerful figure. Hags often cluster together in covens of three or 
  more and attract cultists and acolytes to them.
  Archmage: The Archmage often places a bounty on a specific 
  hag; they are too small of a problem for him to deal with 
  directly but he doesn’t like to have them plotting and running 
  around freely. Their death-curses are something he’d like to 
  study, but attempting to capture one alive inevitably results in 
  dead wizards with their skins fluttering from trees like flags.
  Diabolist: Only the Diabolist enjoys the presence of hags, finding 
  their spreading of misery and chaos amusing. Compared to her 
  plans for the world, their petty provincial evils are nothing, 
  though she appreciates the individualized and artisanal nature 
  of the tragedies they inflict.
  Elf Queen: The ruler of the elves hates hags with a passion, and 
  they hate her back.
  Lich King: Hags are not well-liked by the Lich King, mostly due 
  to mortals fearing hags more than they fear his undead. There 
  are rumors of bad blood from his time as the Wizard King, some 
  past alliance that went bad toward the end of his reign of terror.
  Orc Lord: Hags and orcs get on just fine, and hags often give 
  grisly magical items to the orcs in exchange for favors.
  Prince of Shadows: The master (or mistress?) of intrigue 
  doesn’t employ any hags, probably. Then again maybe the 
  Prince of Shadows is a hag. Who can say for sure? If anybody 
  is able to manipulate the proud and quick-to-anger hags it 
  would be the Prince.
  The Three: The Blue in Drakkenhall tolerates hags, though she is 
  careful about which of them is allowed into her city. Hags are 
  a bit too proud for the Red or Black to control through threats 
  or flattery, and their death-curses can be annoying, but they do 
  think that hags are tasty.
  Names
  Hags typically have the names they carried as village wise-women, 
  or names passed down from hag forebears. Black Annis is the 
  most powerful hag, though her rival is the most widely known 
  due to her walking chicken-legged hut. Possible hag names are 
  Red Tockley, Gamma Bevis, Granny Hlock, Old Mother Kinderly, 
  Lady Slender, The White Woman, and Great Grandma Frannie. 
  Anything that small children might call a revered village elder-
  woman gains a sinister edge where hags are involved. Most 
  villagers don’t even say their names out loud, simply referring to 
  the hag as “Her . . .” as they nod to the dark woods or deep swamp 
  in which the hag is said to live.
  Things Hags Carry
  Ragged clothing. Rings, earrings, gaudy jewels—they use gold to 
  lure the unwary into danger. Carved bones, gnawed bones, bones 
  decorated with jewels, bone flutes. Their victims’ skin, worn as a 
  skirt. Meaty treats for their pets. And, of course, iron cauldrons.
  Adventure Hooks
  Something Wicked—A hag has used her powers of dream-
  shaping and seductive illusions to become the ruler of an area, 
  but her magic has ruined the crops. The villagers are convinced 
  that killing hags is the solution to their woes, but they don’t 
  know that their local ruler is the hag. The secret servants of the 
  hag have disguised themselves as witch hunters and are going 
  from village to village holding trials and burning innocent old 
  crones. Can the adventurers uncover the truth of the matter 
  before more innocents die?
  Toil and Trouble—Three hags have formed a coven (the Red 
  Sisters) and are influencing local politics for the pleasure of 
  watching the locals fall apart. Scheming nobles are murdering 
  each other, ghosts haunt local keeps, and tyranny, betrayal, and 
  assassination are the order of the day. A rival coven of hags 
  (The Daughters of Hexate) has a young apprentice that they 
  want to put into a position of power. Thanks to their magic, the 
  apprentice looks like the most beautiful woman in the world and 
  has been sent to a local ball to seduce and marry the current 
  ruler (who is under the dream-shaping control of The Red 
  Sisters). The adventurers are stuck in the middle of this shadowy 
  struggle between covens, trying to sort friend from foe.
  “The peasant magic of hags is unsophisticated 
  yet troublesome. One wonders what dark force 
  they pledge to in order to gain their powers.” 
  —Shiboleth of the Red Order
  
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  Haunted skulls are physical anchors for ghosts. Rather than 
  being an animate physical undead like a zombie or skeleton or an 
  incorporeal undead like a ghost, haunted skulls are immaterial 
  spirits that are trapped inside the skulls of their own dead bodies. 
  This state of being is distressing for the spirit. Most haunted 
  skulls are creatures of pure pain-driven instinct, but some come 
  to terms with being between states of existence and are coherent 
  and capable of complex thought.
  HAUNTED SKULL
  A ghost that haunts 
  its own skull.
  Halfway Between Worlds
  
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  h a u n t e d  s k u l l
  Watch Skull
  Glittering glass in the eye sockets and runes carved on the brow 
  show that somebody went to a great deal of effort ensure that a 
  ghost would haunt this undead guardian. One wonders if the 
  runes were carved before, after, or during death.
  1st level troop [undead]
  Initiative: +9
  C: Screech +8 vs. MD (1d3 random nearby creatures)—4 
  psychic damage
  Natural 16+: The target is stuck (save ends).
  Natural roll is equal to or lower than the escalation die: 1d3 
  nearby enemies hear the alarm and join the battle. The 
  creatures attracted by the constant screeching are (usually) 
  level 1 mooks of a type that would be appropriate for the 
  skull’s location.
  Immobile: The skull can’t hop, jump, roll, or fly. It can’t even 
  move its jaw.
  Lost opportunity: This creature can’t make opportunity attacks.
  Nastier Specials
  Allies: Creatures that have been mystically “keyed” to the skull 
  aren’t affected by its screech attack.
  Gem eyes: The skull can sense the unseen and things from beyond 
  the world. A wizard using a blur spell, a rogue shadow walking, 
  and other similar abilities offer no protection from the skull 
  and its screech attack. (If the PCs come up with a plausible 
  tactic to bypass the skull, give the skull a normal save to detect 
  them.)
  Move-triggered: When an enemy near the skull uses a move 
  action to move, the skull can make a screech attack against that 
  creature as a free action that interrupts the move. The skull can 
  use this ability twice per round. Shadow walking, teleporting, 
  and other non-standard modes of movement will trigger the 
  screech attack.
  AC 16
  PD 
  11 
   
  HP 20
  MD 16
  Slime-Skull
  The slime killed the creature, the creature’s ghost killed the slime, 
  and now the two are trapped together—bound to the skull. The 
  roughly humanoid blob of slime slurps morosely along with the 
  skull bobbing around inside it. Some slime-skulls work at getting 
  their mucus-coated parts to simulate a voice box, so that they can 
  whine and threaten and curse out loud, but their rants usually cut 
  out mid slurp.
  3rd level spoiler [undead]
  Initiative: +5
  Slam +10 vs. AC—7 damage
  C: Grasping slime tendrils +10 vs. PD (one nearby enemy)—7 
  acid damage
  Natural 16+: The target takes 3 extra acid damage and is stuck 
  (hard save ends, 16+).
  Acidic: When a creature is engaged with the slime-skull or stuck 
  from its grasping slime tendrils attack at the start of its turn, it 
  takes 3 acid damage.
  Slimy blastback: When an enemy engaged with the slime-skull 
  hits it with a melee attack, the slime-skull fires a blast of acidic 
  slime back at that creature, which takes 1d4 acid damage.
  Slow: This creature is slow. It only moves when the escalation die 
  is odd or 6+.
  Wall-crawler: A slime-skull can climb on ceilings and walls as 
  easily as it moves on the ground.
  Nastier Specials
  Breeder: If the slime-skull kills a creature, it takes that creature’s 
  head as a standard action and attempts to escape (it can squeeze 
  through gaps as small as the skull). The slain creature can’t 
  be resurrected until its skull is recovered because its spirit is 
  now trapped within the skull. If the PCs don’t track down the 
  slime-skull before their next full heal-up (or within a day), the 
  stolen skull will transform into another slime-skull. Attempts 
  to resurrect the creature become much more difficult, perhaps 
  even impossible, at that point.
  AC 18
  PD 
  10 
   
  HP 36
  MD 18
  Jest Bones
  Some spirits don’t get to rest easy, curses are never pretty things, 
  and dread necromancers like a good laugh as much as the next 
  person. Some might say they enjoy laughing more than normal 
  people, and at the darkest possible jokes.
  4th level spoiler [undead]
  Initiative: +8
  C: Puns +11 vs. PD (1d4 nearby enemies)—5 psychic damage, 
  plus 1d6 ongoing psychic damage if the GM makes a horrible pun 
  while rolling the attacks
  Bad puns: Creatures that can’t hear or that have attempted to 
  reduce their hearing are only affected by a jest bones’ puns 
  attack if the natural roll is odd.
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground. It also performs barrel 
  rolls.
  Lost opportunity: This creature can’t make opportunity attacks.
  AC 19
  PD 
  11 
   
  HP 41
  MD 19
  
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  Screaming Skull
  If you listen closely to a screaming skull, you might learn a great 
  deal about the people its spirit hated when it was alive. Of course, 
  listening closely to a screaming skull is a good way of washing your 
  ears out with blood.
  4th level troop [undead]
  Initiative: +7
  C: Treacherous scream +11 vs. MD (up to 2 nearby or far away 
  enemies)—6 psychic damage, and the target takes 2d6 psychic 
  damage the first time it succeeds at a save before the end of its 
  next turn.
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground.
  Lost opportunity: This creature can’t make opportunity attacks.
  AC 19
  PD 
  11 
   
  HP 45
  MD 19
  Flaming Skull
  Beings whose great passions anchor them to their mortal remains 
  can become flaming skulls. Evil skulls gravitate toward the service 
  of other undead beings or evil necromancers.
  5th level caster [undead]
  Initiative: +10
  Vulnerability: holy OR negative energy, depending on the skull
  R: Burning gaze +12 vs. PD (1d3 nearby enemies or one far 
  away enemy)—10 fire damage
  First natural even hit each battle: The target is confused (easy 
  save ends, 6+).
  C: Smoldering flames +11 vs. PD (one nearby enemy)—14 
  fire damage, and each time the target fails a save this battle, it 
  bursts into flames and takes 5 ongoing fire damage
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground.
  Lost opportunity: This creature can’t make opportunity attacks.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 20
  PD 
  12 
   
  HP 54
  MD 20
  Black Skull
  Before becoming undead the black skulls were the generals of the 
  Wizard King’s armies and the members of his court. Some black 
  skulls still serve the Lich King, while others are free agents and 
  travel the empire incognito, staying with innkeepers who can be 
  bought off with grave gold and overseeing their many interests. 
  The black skulls are urbane conversationalists, and their rich, 
  cultured voices sound like honey made from the dark flowers that 
  grow only where thousands have been massacred.
  8th level caster [undead]
  Initiative: +13 
  R: Telekinetic grasp +15 vs. PD (1d3 nearby enemies)—28 
  force damage
  Natural even hit: The target is stuck (save ends).
  Telekinetic crush: When the escalation die is even, one enemy 
  of the skull’s choice that is stuck from its telekinetic grasp 
  takes 18 force damage at the start of the skull’s turn. When 
  the escalation die is odd, one such stuck enemy of its choice 
  is hampered (save ends).
  Limited flight: The haunted skull glides and hovers, always within 
  seven or eight feet of the ground. If the skull is incognito, its 
  empty clothing moves around beneath it, held in the shape 
  of a person by telekinesis and it stays closer to the ground to 
  appear normal.
  Lost opportunity: This creature can’t make opportunity attacks.
  AC 23
  PD 
  15 
   
  HP 110
  MD 23
  Skull of the Beast
  A cow skull floats above a headless ogre body. It’d be stupid if it 
  wasn’t killing you.
  Large 9th level wrecker [undead]
  Initiative: +10 
  Huge club +17 vs. AC—50 damage
  Miss: 18 thunder damage to 1d3 nearby enemies (the beast 
  screams and bellows in disappointment).
  C: Baleful gaze +15 vs. PD (1d3 nearby enemies)—25 negative 
  energy damage
  Natural odd hit: The target is stuck (save ends) from looking 
  into the void within it.
  Limited use: 1/battle.
  Fear: While engaged with this creature, enemies that have 60 hp 
  or fewer are dazed (–4 attack) and do not add the escalation 
  die to their attacks.
  AC 21
  PD 
  13 
   
  HP 400
  MD 21
  “Grimalkin, next time let’s rob a tomb that 
  doesn’t have a skull in it.” “Fiferd, tombs have 
  skulls. That’s what makes them tombs.” 
  —Fiferd and Grimalkin, thieves extraordinaire
  
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  h a u n t e d  s k u l l
  Building Battles
  Any sort of intelligent humanoids can use watch skulls to guard 
  their lairs or homes. The skulls are also often found in graveyards 
  and old battlegrounds. Slime-skulls slurp around sewers and 
  dungeons and are common in the underworld, especially at old 
  battlegrounds where dwarves and drow fought. Where there’s 
  one skull, there’s usually more. Jest bones are almost always kept 
  as pets by liches and vampires, or sometimes by necromancers 
  and other servants of the Lich King as an “inside joke.” Flaming 
  skulls go where they please, though they seem to like hot, 
  fiery environments most—the bowels of a fire giant castle, for 
  example. Black skulls can be found anywhere in the Empire, even 
  places you wouldn’t expect them to be. They are always hatching 
  plots to one-up each other. Old battlegrounds, barrows, and 
  desecrated locales where the rites of the dead aren’t performed 
  are common locations to find a skull of the beast mucking about.
  Haunted Skulls and 
  the Icons
  In some parts of the Necropolis haunted skulls are more common 
  than ravens. The Lich King’s winter palace has a room full of 
  watch skulls, tuned carefully to produce what he deems “music.” 
  The Archmage has a collection of Tutelary Craniums (black 
  skulls) that act as advisors to some of his servants.
  Adventure Hooks
  The Catacomb Raider—There are treasures beyond imagining, 
  if you don’t mind descending deep into vast grave-tunnels. A 
  rival catacomb raider has boasted to you that they can get to 
  the golden skull before you can—the race is on!
  The Crystal Lady—The adventurers encounter a weeping ghost 
  with a skull floating inside it. If they can comfort the ghostly 
  lady without her being reminded that she is dead, come morning 
  she will depart for the next world, leaving behind her skull as 
  a gift. The skull can be crafted into a magical implement if the 
  party can find an enchanter who is willing to do the job. If the 
  party bungles it and reminds the ghost-skull that she is dead, 
  she will transform into a haunted skull and attack them, calling 
  forth other skulls from nearby graves to aid her.
  The Flaming Skull—An orange-painted skull wreathed in flame 
  and mounted atop a suit of midnight black armor is terrorizing 
  the countryside. It rides abroad at night on a stallion, hunting 
  down those that have committed what it deems to be crimes. 
  The villagers all attribute different powers to it (able to pass 
  through walls, turns into a cloud of bats, breathes fire), and 
  the more drinks they are bought the wilder their tales get. In 
  actuality the monster is a drow in disguise working for the local 
  land-owner to punish those who are late with rent, keeping the 
  population cowed and compliant through fear. The drow chose 
  that disguise, however, due to a local legend that has a basis in 
  history; and the terror of the villagers will soon awaken that 
  ancient evil.
  The Haunting of the Barrel Rose—The ship of a desperate 
  captain is haunted by an unseen screaming skull and nothing 
  she does will placate it. She will give you half of her profits 
  from her next trip if you can discover how to stop the skull 
  from screaming, or put an end to it.
  The Marl Wolf—A skull of the beast with a body made from 
  marl-stones is haunting the lakes near a cluster of villages. It 
  waits until fishermen or lone travelers pass nearby, and then 
  leaps out to try to drown them. It has been destroyed many 
  times but each time the skull reconstitutes its body from the 
  marl-stones of the lakes. Some ancient tragedy happened there 
  that keeps the undead monster coming back. The villagers 
  want the beast gone, but they are unwilling to discuss what 
  dark occurrence happened all those years ago.
  The Restless Skull—After defeating a haunted skull the 
  adventurers can’t sleep well. They are kept awake all night 
  by screaming inside their heads. After seeking advice they 
  discover that they must quest for a special mystic glue that 
  they can use to put the shattered skull back together, and then 
  once the skull is repaired they must return it to where they 
  encountered it. There are three snags: the mystic glue requires 
  feathers from a specific talking crow that lives in the Dire 
  Wood; the parts of the skull have been taken as trophies by a 
  band of orcs; and the adventurers are not regaining their full 
  recoveries when they rest due to the screaming.
  “A ghost that haunts its own skull. If we’d 
  known that was a thing we would have never 
  disturbed the old graves. And maybe I wouldn’t 
  have had to dig so many graves for my friends.” 
  —Lenwe the Archer
  “The sinful remain, joyous are those released 
  from the shackles of undeath.” 
  —Missives of Orien, Ch 4 v 29
  
  h - j
  112
  Most “demon attacks” near hellholes are actually attacks by giant 
  insects hideously warped by demonic influence. This is the type of 
  pedantic distinction that paladins of the Priestess are taught to 
  avoid when counseling survivors.
  Hellbugs are mutated or oddly spawned insect creatures that 
  thrive on traces of demonic influence leaking from the hellholes 
  and some living dungeons. They aren’t demons, though peasants 
  and innocents usually can’t tell the difference while fleeing.
  Trace amounts of demonic power work well for hellbugs—
  larger concentrations of such power generally kill them. You won’t 
  find hellbugs inside most hellholes, just in the neighborhood. 
  Similarly, the Abyss holds far too much demonic power for them, 
  but there’s probably a band surrounding the Abyss, particularly in 
  the Red Wastes, that has the right “dosage” of demonic influence.
  Play hellbugs as intelligent or bestial as you like. Most of 
  them are probably more or less mindless insects, and that’s 
  our default concept. But how terrible is it if some are almost as 
  intelligent as humans? No matter how you slice the hellbugs’ 
  existence, they’re not long for this world. One way or another, 
  they’re doomed, even if they could somehow win the favor of the 
  icon that seems most responsible for their existence.
  HELLBUGS
  hook scuttler
  
  113
  h e l l b u g
  Boombug
  If these creatures didn’t start as one of the Diabolist’s little jokes, 
  they’ve become one now. Unlike most other hellbugs, they can 
  sometimes be temporarily pacified by cultic rituals, so Diabolist 
  cultists often use them as distraction techniques or expendable 
  watchdogs.
  2nd level troop [beast]
  Initiative: +5
  Gnawing teeth +6 vs. AC—5 damage
  Miss: 2 damage.
  Puff go boom: When an enemy’s attack hits the boombug and 
  leaves it staggered with an odd number of hit points, it 
  explodes and dies. (Even hit points? No problem). When it 
  explodes, each nearby creature not engaged with it takes 1d4 
  thunder damage, and it makes the following attack against 
  each creature engaged with it.
  C: Thunderous explosion +9 vs. PD—12 thunder damage
  Miss: 5 thunder damage.
  Nastier Specials
  Latches on: When the boombug hits with gnawing teeth, the 
  target takes a –5 penalty to disengage checks until it’s no 
  longer engaged with the boombug.
  AC 16
  PD 
  15 
   
  HP 36
  MD 11
  Hellwasp
  The screeching buzz of this insect’s wings sound like curse words 
  in the languages of ancient demon priests. It’s another reason why 
  you’re better off not studying ancient demon languages.
  2nd level spoiler [beast]
  Initiative: +8
  Necrotizing stinger +6 vs. PD—5 damage
  Natural even hit: 5 ongoing acid damage (easy save ends, 6+), 
  and the hellwasp can pop free from the target.
  Virulent injection: When a creature fails a save against the 
  hellwasp’s ongoing acid damage, it gains a random condition 
  until it saves against that damage. Have the player roll a d4 to 
  determine the condition: 1. confused; 2. weakened; 3. dazed; 
  4. vulnerable.
  Flight: Hellwasps are adroit fliers that can hover and even fly 
  backward.
  Nastier Specials
  Lethal injection: The save versus the stinger’s ongoing acid 
  damage is a normal save (11+) instead of an easy save.
  AC 18
  PD 
  16 
   
  HP 28
  MD 12
  Hook Scuttler
  Scorpion? Mantis? Giant beetle? Disturbing nightmare thing? Yes, 
  all mushed together and as big as your barbarian friend.
  2nd level blocker [beast]
  Initiative: +5
  Claws and mandibles +7 vs. AC—8 damage
  Spiky bits: When a hook scuttler moves to engage an enemy it 
  wasn’t engaged with at the start of its turn, that enemy takes 
  1d6 damage. When an enemy tries to disengage from the hook 
  scuttler and fails, it takes 1d6 damage.
  Nastier Specials
  Corpse eater: When a nearby enemy drops to 0 hit points or 
  below in the battle, the hook scuttler will ignore other enemies 
  and move to attack that unconscious enemy until that enemy 
  is dead.
  AC 20
  PD 
  15 
   
  HP 30
  MD 14
  Swarming Maw
  They leave behind a foul black wisp of poison gas when they 
  teleport. It’s not enough to kill you, or even make you sick, unless 
  you accidentally inhale as you’re screaming in pain from their 
  tearing jaws.
  2nd level wrecker [beast]
  Initiative: +6
  Serrated maw +8 vs. AC—6 damage
  Natural even hit: The swarming maw can teleport to engage a 
  nearby enemy it can see that is already engaged by at least 
  one other hellbug.
  Miss: The first time each battle the serrated maw misses, the 
  target takes 1d4 damage for each hellbug engaged with it.
  Nastier Specials
  Ongoing swarm: The serrated maw also deals miss damage the 
  second time it misses with a serrated maw attack each battle.
  AC 17
  PD 
  15 
   
  HP 38
  MD 14
  
  h - j
  114
  Building Battles
  Unintelligent hellbugs pretty much hunt alongside other 
  hellbugs, but it’s not uncommon to have them move in mixed 
  packs. A group that includes three of the four types can pose 
  weird problems for adventurers, or even be truly deadly if there’s 
  too many boombugs exploding.
  Intelligent hellbugs are a disturbing concept. We’re not sure 
  even gnolls could work with them, but bug demons might be able 
  to establish a working relationship. You judge.
  Hellbugs and the Icons
  These creatures have almost nothing to do with the type of true 
  power represented by the icons.
  Diabolist: These bugs are seriously beneath her notice. The 
  demons hate them too, but demons hate everything so that’s 
  not actually weird.
  Emperor: If the Empire ever gets serious about trying to eliminate 
  hellbugs, it will be because it can’t eliminate the hellholes and 
  killing hellbugs will at least give the barons less to complain 
  about.
  High Druid: There are giant bees and giant wasps flitting around 
  giant flowers in many of the high mountain valleys. These 
  aren’t those bugs. Kill them all and burn the bodies to send the 
  poisons into the cleansing winds.
  Orc Lord: Boombugs are hilarious.
  Adventure Hooks
  Bounty & Schemes—Foothold can’t do much about the hellholes 
  to the west, but some of its merchants can afford to offer a 
  bounty to adventurers who bring back the identifying portions 
  of slain hellbugs. The second adventure begins if any of the 
  adventurers wonder what the merchants are doing with the 
  parts, and it involves trade out of Shadow Port with factions 
  that can’t be traded with out of Glitterhaegen.
  Cleansing the Citadel—A nest of hellbugs has established itself 
  somehow in the ruins of the Golden Citadel. It’s a holy mission 
  just right for adventurer-tier heroes and way beneath the 
  dignity of full champions of the Great Gold Wyrm.
  Island Eruption—Hellbugs flying around an area in the Midland 
  Sea might indicate that there is a new hellhole somehow 
  growing beneath the waves. Can it be killed while the wards of 
  the Midland Sea still treat it like a monstrous threat instead of 
  an established island?
  
  115
  i n t e l l e c t  d e v o u r e r
  Intelligent  
  Body Snatchers
  The intellect devourer is a creation of the Wizard King during 
  his infamous descent into madness. The creature is composed of 
  a humanoid brain and six stumpy legs, with each leg culminating 
  in three equally stumpy but dexterous digits. It can’t see, hear, 
  taste, or smell on its own, though those senses become available 
  from the body it inhabits. It navigates mostly through reading the 
  sensory input of nearby creatures. It also has inherent sensitivity 
  to temperature and barometric fluctuations.
  Roleplaying
  Outside combat, it’s extraordinarily difficult to see anything 
  overtly wrong with a creature that has had its brain consumed 
  and replaced by an intellect devourer, even using magic. If you 
  feel like there’s a good reason that a devourer might be exposed, 
  something involving rituals or magic of observation or a strong 
  icon relationship result, make it a DC 25 skill check to see the 
  truth about the 3rd level devourer and a DC 30 skill check to 
  perceive the presence of the 6th level intellect assassin.
  Combat: Hiding  
  in its Hosts
  The devourer is a creature whose living victims tend not to 
  recognize its presence until the opportunity to escape safely is 
  gone. Due to its fragile composition, it usually chooses to enter 
  combat within a host body whose brain it has devoured and 
  replaced with its own form. This host body could be any other 
  sort of humanoid. When building battles, choose the stats for 
  any 3rd level humanoid and ignore its spells or special attacks, 
  using only its melee attacks while the intellect devourer runs 
  the brainless body. (The 6th level intellect assassin is naturally 
  best hosted in a 6th level humanoid.) You’ll also probably want to 
  ignore the host body as a factor in balancing the battle. Use the 
  intellect devourer as the monster that contributes to how tough 
  the battle is supposed to be.
  Early battle: While in the host body, the devourer makes 
  no attacks of its own. Instead it studies its opponents’ moves 
  and catalogs their strengths and weaknesses (analysis that is 
  abstracted by the intellect devourer’s psychovore ability). If the 
  intellect devourer believes its side is going to lose without doing 
  much damage to its enemies, it might try to flee before its host 
  body can be destroyed.
  INTELLECT DEVOURER
  Don’t be concerned about going out of your 
  mind. Be concerned about your mind going 
  out of you.
  
  h - j
  116
  Once the host body drops to 0 hit points, the intellect 
  devourer must emerge. Don’t telegraph its existence until its next 
  action—an intellect devourer bursting from the skull of a fallen 
  enemy is so much scarier than an intellect devourer revealed as a 
  threat immediately after the host-monster falls.
  The psychovore bonuses to the devourer’s attacks and 
  defenses represent what it has learned of the PCs’ combat 
  abilities. In the devourer’s ideal world, it quickly incapacitates 
  an opponent. Assuming no other immediate threats are present, 
  the devourer goes to work eating and assimilating the knowledge 
  of the vanquished foe. It may also enter the opponent’s skull and 
  impersonate the creature toward some end.
  In the imperfect world of a battle with a full group of heroes, 
  an intellect devourer isn’t all that likely to get the time and space 
  to properly devour a new brain. But there’s always hope.
  Intellect Devourer
  3rd level spoiler [aberration]
  Initiative +5
  C: Recall trauma +8 vs. MD (one nearby enemy) 
  —16 psychic damage
  Natural even hit: The target can’t add the escalation die to its 
  attacks (save ends).
  C: Ego scourge +8 vs. MD (one nearby or far away enemy)—10 
  psychic damage, and the target must choose one: take 10 extra 
  damage; OR lose two points (cumulative) from its highest 
  current background (min 0) until the next full heal-up
  C: Mind wipe +10 vs. MD (one nearby enemy per point on esc. 
  die)—The target can neither detect the intellect devourer’s 
  presence nor remember it was ever there to begin with. If no 
  enemy in the battle remembers the devourer is there, remove 
  it from play. Each nearby enemy immediately detects the 
  devourer’s presence if it makes an attack or if it doesn’t leave 
  the battle by the end of its next turn.
  Limited use: 1/battle.
  Exploit trauma: The intellect devourer’s crit range with attacks 
  against MD expands by 2.
  Lost opportunity: This creature can’t make opportunity attacks.
  Psychovore: An intellect devourer remembers the current 
  escalation die value the first time its host body drops to 0 hit 
  points in a battle and gains a bonus equal to that value to all 
  attacks and defenses until the end of the battle.
  Nastier Specials
  Increased trauma: Add the following extra effect trigger to the 
  intellect devourer’s recall trauma attack.
  Natural 5, 10, 15, 20: The target can’t cast spells until the end 
  of its next turn.
  AC 19
  PD 
  15 
   
  HP 56
  MD 19
  Building Battles
  The problem with intellect devourers is that they could be 
  anyone, friend or foe, as they hide inside a host creature. Intellect 
  devourers and derro go hand-in-hand: you never know if they’re 
  just crazy, or really hearing a hundred different voices. 
  We’re suggesting you use humanoid hosts only, but if you 
  wanted to be truly nasty you could introduce a  rare devourer 
  that’s managed to worm its way into the head of a giant or dragon. 
  The host body presents a difficult fight, and then the devourer 
  emerges when the heroes are badly beat down. The only clue a 
  group of heroes might have in such a fight is that, for example, 
  the dragon never uses its breath weapon or other special abilities, 
  only fangs and claws.
  Inserting Intellect 
  Devourer Story 
  During Battle
  The intellect devourer provides a unique combat scenario in 
  which players can interject backstory if that’s something the 
  group is really invested in and doesn’t mind interrupting the 
  action for a few moments. The first time a character is hit by 
  recall trauma, ask what memory the devourer is pulling to the 
  surface that messes with their confidence. Did a trusted comrade 
  die in battle beside them? Did a mentor berate them for poor 
  performance? Did life just take an unexpected turn? Allow the 
  player a minute or so to come up with a flashback from their 
  character’s past to reveal some doubt or weakness.
  In addition, don’t offer the choice from the ego scourge attack 
  purely mechanically. Wrap it in fiction first. For example, “You 
  can feel (the devourer) blanking your mind, removing knowledge 
  and experience from you. Do you want to spend more energy to 
  fight the siphon or are you willing to let it happen so you can focus 
  on your attacks?” If the player asks for the mechanical difference, 
  describe it fully. Memorable battles are not usually filled with 
  statistically difficult monsters as they are with emotionally 
  difficult choices.
  Intellect Devourers 
  and the Icons
  Archmage: The icon has never admitted to creating and using 
  intellect devourers. Rumors abound that troublesome students 
  are fed to intellect devourers as punishment for subversive 
  behavior or that some of the guards patrolling the grounds of 
  the Mage’s College are intellect devourers in disguise, stealing 
  the best ideas from the brightest students for the Archmage’s 
  personal benefit. Neither rumor has been proven, however.
  Dwarf King: Unlike some of the other icons, he doesn’t have the 
  ability to create intellect devourers and so must make secret 
  deals to obtain them. The stone and iron constructs built by 
  the dwarves are usually animated with dwarven magic; a few 
  well-crafted automatons are instead gifted with a devourer for 
  a brain, massively improving their ability to learn and make 
  high-level decisions.
  
  117
  i n t e l l e c t  d e v o u r e r
  Lich King: He first created the intellect devourers during his time 
  as Wizard King and continues that dubious condition into his 
  un-life as well. Devourers in the service of the Lich King ride 
  passively inside zombies and “recruit” fallen enemies when 
  the bulk of the fighting is over. Some aggressive devourers 
  act as anti-casters from within their zombie hosts, who are 
  themselves vulnerable to things like fireballs and holy energy.
  Prince of Shadows: The Prince employs devourers in a 
  wonderfully devious technique to conveniently remove 
  meddlers and gather privileged information. The intellect 
  devourer uses a hijacked body to make an assassination 
  attempt on the target, which is intended to fail. During the 
  feint attempt the devourer slowly saps the target’s psychic 
  energy, leaving it vulnerable to psychic trauma as it determines 
  what type of trauma would be most efficient against the target. 
  Once its host body is defeated, the devourer transmits a single 
  psychic killing blow to the target, leaves the original corpse 
  host and enters the target host. On the outside, it appears 
  that the target has thwarted her own assassination and all is 
  well! In truth, the devourer removes the target’s memories and 
  knowledge and acts as her just long enough to find an excuse 
  to report back to the Prince discreetly in person. A few days 
  later, the target inexplicably “dies in her sleep” as the devourer 
  emerges for the last time.
  The Three: The icons have found that replacing one mind 
  of an ettin with an intellect devourer makes a frightening 
  combination of brains and brawn for which most foes just 
  aren’t prepared. The remaining natural mind tends to become 
  more docile as it’s continually fodder for the devourer. The 
  new hybrid creature is far easier to command, but the lack of 
  arguing between the two heads will give its true nature away to 
  anyone who knows what to look for.
  Names
  As one might expect, a creature that moves around from body to 
  body absorbing the memories of and impersonating other sentient 
  creatures is going to have some unusual ideas about names and 
  identity. While impersonating someone else, an intellect devourer 
  will simply use the name of the impersonated being. When 
  outside a host body, intellect devourers communicate through 
  telepathy using experiences and memories as language. On the 
  rare occasion that a devourer is discovered inside a host body and 
  prevented from either escaping or using its psychic attacks, it will 
  identify itself according to its greatest achievement, regardless 
  of outward identity. Some famous devourers of the previous 
  Ages are known as “Was Three Queens,” “Victory at Lorgesse 
  Valley,” and “Wrote the Grimoire.” “What have you done?” is the 
  equivalent of “what is your name?” among intellect devourers.
  Things Intellect 
  Devourers Carry
  Devourers are more often the thing being carried than the thing 
  doing the carrying. Cornering or defeating an intellect devourer 
  on its own is almost never going to bring about immediate 
  material benefit. On the other hand, the amount of obscure and 
  private information that any individual devourer has readily 
  memorized is staggering.
  A devourer feeding on a sentient mind has a “metabolism” 
  somewhat analogous to a humanoid metabolism. Thoughts and 
  memories can either be immediately broken down into psychic 
  energy for food or stored whole for later consumption. Where 
  humanoid energy storage (fat) is not particularly precious, 
  The threat of having one’s brain eaten by an intellect 
  devourer ought to be real but at the same time proves 
  difficult in a game context. Who controls the devoured 
  character? Are they just dead? That’s certainly an 
  option. Do they become an NPC? Maybe, but if 
  the GM never uses the NPC again, all the possible 
  interesting consequences of a possessed PC can easily 
  go to waste. In the spirit of “death is no excuse to stop 
  working,” here’s an optional mechanic to handle brain-
  eating in a way that can keep everyone at the table.
  When a PC has dropped to 0 hit points or lower 
  and is making death saves, the player can choose to have 
  the character’s brain eaten by the intellect devourer. 
  Mechanically, this choice is identical to rolling a natural 
  20 on a death save. The PC can spend a recovery and 
  begin taking actions again as normal. During the next 
  quick rest, the player chooses three background points 
  to keep and removes all others. The GM will then replace 
  those background points with new backgrounds. Some 
  possibilities are included below.
  The PC is no longer who they were before exactly. 
  Acquiescing to the process, and being a rather tough 
  hero, makes this devourer/victim relationship unlike 
  the devourer’s usual body-snatchings, especially in 
  the sense that the creature maintains access to the 
  character’s full range of powers.
  The devourer, being intelligent and a master 
  of infiltration, probably wants to pass as being the 
  character until some goal is achieved, so it makes sense 
  for the player to continue to play the character as they 
  were before. On the other hand, the character is not 
  only a halfling rogue but also a drow queen, a criminal 
  half-elven wizard, and a few dozen or hundred other 
  minor personas. It’s going to start showing in how the 
  character approaches the world through their skill rolls.
  Examples 
  of 
  new 
  devourer 
  background 
  selections follow:
  • +1 101 Past Lives, +2 Queen Maraila of the 
  Spiderwood, +2 Renegade Wizard
  • +1 Oh Gods! The Voices!, +2 Emperor’s Bodyguard, 
  +2 Dwarven Brewmaster
  • +1 Random Trivia, +2 Escaped From Omen, +2 
  Servant of the Red
  It’s Brain Surgery!
  
  h - j
  118
  knowledge and memory can be extremely valuable 
  to the right client so it’s wise for the intellect 
  devourer to choose carefully what it uses for 
  food and what it uses for other purposes, 
  such as gaining favor from other creatures 
  or impersonating a host body. General 
  education and mundane memory are the 
  first to be consumed, where spell formulae, 
  knowledge that could incriminate others, 
  or unique experiences are retained. An intellect 
  devourer is likely to have already destroyed the 
  memory of what its host ate for lunch four days ago, but 
  knows EXACTLY where its host hid the treasure thirty-five 
  years ago. A long-lived and clever devourer may have hundreds 
  or even thousands of hosts’ worth of secrets saved up. Locations of 
  treasures, firsthand experience of historical events, experimental 
  spells, forbidden divine revelations, memories of illicit trysts, and 
  backalley dealings are just a few pearls of information adventurers 
  might want to extract from a devourer somehow.
  Oddly enough, the same mechanism that provides intellect 
  devourers with vast troves of useful knowledge also causes them 
  to carry around a lot of oddball trinkets and reminders when in 
  a host body. Memory space is at a premium within a devourer so 
  it will leave itself clues to piece together necessary information 
  lost in devoured memories from the ones it retains. Also, with so 
  many different memories retained, it’s not hard for a devourer to 
  forget who it is supposed to be at any given moment. Childhood 
  toys, love letters, small bits of jewelry, and diaries are all common 
  items for a marauding devourer to have on its host body. Scraps 
  of paper with hastily scribbled notes are another big giveaway for 
  an otherwise well-disguised devourer.
  Adventure Hooks
  382 Pilgrims—A rare, magnanimous intellect devourer near 
  Santa Cora is walking the bodies of dead worshippers from the 
  nearby wilderness into the city. It leaves them near the temples 
  of good deities with notes like “My name is _______. I am from 
  _______. Please contact ________ concerning my death.” The 
  Priestess would like the creature (who will identify itself as 
  “382 Pilgrims” if discovered) brought to her.
  Alternative Medicine—The Amira of New Port has been 
  looking sickly recently and now suddenly wants to venture into 
  territory under the supposed control of the Prince of Shadows 
  looking for a cure? That doesn’t seem right.
  Meeting of the Minds—The Dwarf King has discreetly purchased 
  a small number of intellect devourers. Unbeknownst to him, 
  the vendor works for the Prince of Shadows. The adventurers 
  may need to deliver, receive, or disrupt this transaction as their 
  icon relationships imply.
  Intellect Assassin
  You could argue the intellect assassin is more humane, but only if 
  being strangled is better than being stabbed.
  6th level blocker [aberration]
  Initiative +9
  Formless fist +9 vs. PD (one enemy)—25 
  damage; OR if the target is fighting a psychic 
  duel (see below), it can choose to take a –4 
  to penalty to its next check instead
  Quick use: The assassin can take 15 
  damage to make this attack as a quick 
  action (once per round).
  C: Insidious domination +11 vs. MD 
  (one enemy)—14 damage, and the 
  opponent is locked in a psychic duel with the 
  assassin (see below)
  C: Mind thrust +10 vs. MD (one confused enemy)—35 
  damage (but only 50 damage on a crit)
  Exploit trauma: An intellect assassin’s crit range with attacks 
  against MD expands by 2.
  Lost opportunity: This creature can’t make opportunity attacks.
  Psychovore: An intellect devourer remembers the current 
  escalation die value the first time it becomes unhosted in a 
  battle and gains a bonus equal to that value to all attacks and 
  defenses until the end of the battle.
  Psychic duel: A psychic duel occurs when the intellect assassin 
  hits with an insidious domination attack against a creature. 
  At the start of the creature’s next turn, it must make an 
  Intelligence skill check and can use a background that applies to 
  psychic ability (if any). The result of this check determines that 
  creature’s status until the start of its next turn. To maintain the 
  psychic duel, the assassin must spend a move action each turn.
  Psychic Duel Result: Status
  15 or less: The creature is confused until the end of its turn. It 
  also can’t make opportunity attacks until the start of its next 
  turn and takes a –2 penalty to its next psychic duel check.
  16–22: The creature is pressured—it takes a –2 penalty to attacks 
  against any enemy except the assassin (dueling opponent).
  23–27: The creature steadies itself and can use a move action 
  this turn to escape the psychic duel. If the creature chooses 
  not to (or can’t) escape the duel, it gains a +2 bonus to its next 
  psychic duel check.
  28+: As 23–27, but the creature takes advantage and gains a +4 bonus 
  to its next psychic duel check instead of +2. In addition, the assassin 
  takes a –2 penalty to attack rolls that target other creatures.
  AC 22
  PD 
  16 
   
  HP 90
  MD 20
  The intellect assassin is more concerned about containing 
  collateral damage than the standard intellect devourer. It wants 
  to finish its opponent in one swift blow if at all possible and keep 
  that opponent focused on itself. The formless fist attack helps 
  the assassin convince its target to submit peaceably. Again, 
  couch formless fist with connected fiction: “The assassin tightens 
  its psychic grip on you. Images, maybe memories, flash through 
  your mind of honorable surrenders and merciful victors. You can 
  almost hear it whisper ‘it would be so much better for you if you 
  would just give in.’”
  
  119
  j o r o g u m o
  The Spider Curled 
  Around your Still-
  beating Heart
  The jorogumo is a spider-like creature the size of a human that 
  lures people to their doom through lies, deceit, and illusion. 
  The top half of the creature looks like a human female or 
  male, or in some cases, an elf. The bottom half of the body 
  reflects the spider heritage, having multiple small legs and a 
  slightly more bulbous body.
  Most jorogumos go to great pains to hide their spidery 
  undercarriage from the general public, either through 
  clever public staging, minor illusion cantrips, deception 
  magic borrowed from an icon, or even specially constructed 
  hoop skirts. In roleplaying mechanics terms, PCs who make 
  a concerted effort to see through a jorogumo’s veils would 
  have to succeed on a DC 30 Wisdom check, but that’s not 
  something you should be rolling casually. Jorogumos are best 
  revealed through their actions.
  And speaking of those actions . . . jorogumos are 
  seducers who overpower those who are sexually 
  attracted to them through a combination of emotional 
  manipulation, romantic illusion, and supernatural 
  charm. Male jorogumo prey most often on women. 
  Female jorogumo have an easier time preying on 
  men, but obviously same sex victims ”volunteer” 
  just as readily, and a heart’s a heart so far as the 
  jorogumo is concerned. 
  Yes, hearts are where it’s at for the 
  jorogumo. Literal beating hearts magically 
  removed from the living bodies of the poor 
  souls it has charmed. Once someone is lured 
  into the web of lies the monster weaves, the 
  jorogumo will get its chosen victim alone. 
  It uses its sharp claws to cut open their 
  chest and remove their heart, which 
  the jorgumo places in a jar or box, 
  specially designed to preserve the 
  organ. The jorogumo hides these 
  jars away in its lair.
  JOROGUMO
  Weaver of lies, thief of love, collector of hearts from a coterie of hopelessly besotted 
  victims. Literal beating hearts. The kind you normally can’t live without.
  
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  120
  The Woven
  Those who’ve lost their hearts to a jorogumo don’t die. The 
  monster’s magic keeps them alive and they follow their master 
  around like lovesick schoolboys, single-minded groupies, or 
  brainwashed cultists, depending on the jorogumo’s leanings. So 
  long as the jorogumo holds their hearts, it controls their minds. 
  Jorogumos call their heartless victims “the Woven.” With their 
  shirts off, they might be identified by the scars on their chests 
  where the creature removed the heart and stitched the skin back 
  together, but they take care to remain clothed in public.
  The Woven act normally when their mistress or master 
  is not in sight. But when the jorogumo appears, they stand 
  ready to serve the creature in whatever mindless ways they 
  are commanded. They will kill friends, push aside lovers, and 
  forsake families all for a single touch from the creature. Killing 
  the jorogumo normally breaks the spell, unless the Woven is so 
  far gone that it doesn’t want to give up on its ”love.“
  Of course the Woven will do anything to prevent their 
  jorogumo from being slain. It’s hard to blame them. When the 
  jorogumo’s magic ends, the lives of its Woven wind down quickly. 
  They will all die unless they find some other great magic capable 
  of keeping them alive. Death isn’t instant; each Woven must roll 
  an easy save at the moment of the jorogumo’s death and another 
  easy save each round, every five minutes, or every hour or so, 
  whichever time period the GM thinks makes a more dramatic 
  story. They die on the first failure, but until that moment they 
  can either attempt to claim vengeance for their lost love or try to 
  make up for the horrors they’ve been part of after giving up their 
  hearts. Go with whatever makes the best story, or end it quickly 
  without bothering with rolls, your call.
  Monstrous Ecology
  Unlike most monsters, jorogumos prefers areas of civilization. 
  They hole up in towns and cities, slowly building a web of Woven 
  and victims. Even without their supernatural abilities, jorogumos 
  play on fears and securities to manipulate their communities. A 
  jorogumo is out for its own self-preservation, and sometimes a 
  well-placed lie can accomplish more than a dozen magic heart 
  storage jars ever could. Adventurers looking to slay a jorogumo 
  will have to sift through layers of good people duped into thinking 
  the spider is a “good-hearted man” or “a really nice girl.”
  Individual jorogumo might have grand purposes for the 
  hearts and control they collect, but they seldom seem to get 
  around to accomplishing much with it. The effort it takes to 
  maintain the tapestry of lies probably precludes most grand 
  strategies.
  For the storytelling gender-based impact of it, we’ve 
  presented the four jorogumo that follow as unambiguously male 
  or female, but you could gender-swap the monsters by renaming 
  some attacks.
  Spinneret Doxy
  The music inside the brothel suddenly stops. The doors lock and 
  the madam reveals just how many legs she had under her skirts. 
  Looks like happy hour is over for you, but it has just begun for her.
  3rd level spoiler [humanoid]
  Initiative: +5
  Bite of the love bug +8 vs. AC (or automatic critical hit vs. 
  an infatuated enemy)—10 damage, and target is infatuated 
  (save ends)
  Infatuated: Infatuated enemies can’t attack the spinneret doxy 
  or her Woven, but can convince themselves that other allies 
  of the doxy don’t love her properly and should be slain. They 
  also prattle on about how their friends shouldn’t attack her, 
  but are too love-smitten to properly prevent it—they won’t 
  attack their real allies.
  R: Bring me flowers +8 vs. MD (one infatuated enemy)—The 
  target chooses one: it takes 6d6 psychic damage; OR as a free 
  action, it moves next to the spinneret doxy (possibly provoking 
  opportunity attacks), who engages it
  C: Stop in the name of love +8 vs. MD (each nearby infatuated 
  enemy)—The target chooses one: it takes 6d6 psychic damage; 
  OR it’s stuck (save ends)
  Give me your heart: When the doxy drops an enemy to 0 hit points 
  or lower, she will move next to that creature and attempt to 
  remove the target’s heart. The creature must begin making last 
  gasp saves as she cuts their chest open. On the fourth failure, 
  the doxy takes the heart and the target dies and becomes 
  undead under her control. If the bride is stunned or moved 
  away from the creature and can’t return to it on her turn, the 
  creature doesn’t have to make a last gasp save that turn.
  AC 19
  PD 
  17 
   
  HP 45
  MD 13
  In Defense of their Love
  “You don’t understand. She loves me. She’s not 
  like . . . that when we’re alone together. How can 
  you be sure she killed all those people? You’re 
  lying. You didn’t see her! Why can’t you be happy 
  for me? I don’t need your help! I don’t need your 
  protection! She didn’t love the others! She loved 
  me! Me alone! She said so, in her beautiful, 
  beautiful voice! And now all I hear is her 
  screaming! Screaming because of what you said. 
  What you want to do to us! I won’t let you! I’ll 
  fight you if I must! To the death! My own father! 
  My own brother! All of you! I’d rather die than see 
  her come to harm on your jealous blades!” 
  —Kuroda the Poet, in defense  
  of his binding bride
  
  121
  j o r o g u m o
  Lethal Lothario
  Being attracted to the wrong type of man becomes a real problem 
  when he’s this type of monster.
  4th level leader [humanoid]
  Initiative: +7
  Brutal kiss +9 vs. AC—10 damage
  Natural even hit: Any woven engaged with the target can 
  attack it as a free action. 
  C: Unhealthy attraction +9 vs. MD (nearby enemy with the 
  fewest hit points)—10 psychic damage and the target is 
  hampered until the end of the battle or until it takes one turn 
  as if it were confused. 
  Miss: 5 ongoing psychic damage.
  Give me your heart: When the lothario drops an enemy to 0 hit 
  points or lower, he will move next to that creature and attempt 
  to remove the target’s heart. The creature must begin making 
  last gasp saves as he cuts their chest open. On the fourth failure, 
  the lothario takes the heart and the target dies and becomes 
  undead under her control. If the lothario is stunned or moved 
  away from the creature and can’t return to it on his turn, the 
  creature doesn’t have to make a last gasp save that turn.
  AC 20
  PD 
  18 
   
  HP 50
  MD 17
  Binding Bride
  The high-pitched coquettish giggle slowly lowers to a throaty 
  chuckle. The bride turns with glowing red eyes from under her 
  veil. Now that the ceremony is over, the feast begins. From the look 
  of it, she’s starting with the best man.
  5th level spoiler [humanoid]
  Initiative: +8
  Biting kiss +10 vs. AC—18 damage
  Natural 16+: The target takes 10 ongoing poison damage.
  Unwrapping my gift +10 vs. AC—18 damage
  Natural even hit or miss: The binding bride can make a biting 
  kiss attack as a free action.
  R: A bouquet of webs +10 vs. PD (up to 2 enemies in a group)—
  The target is hampered (save ends)
  R: You ruined my special day +10 vs. MD—The target takes 18 
  psychic damage each time it attacks the binding bride (save ends)
  Limited use: 1/battle, as a quick action.
  Give me your heart: When the binding bride drops an enemy to 0 
  hit points or lower, she will move next to that creature as a free 
  action and attempt to remove the target’s heart. The creature 
  must begin making last gasp saves as she cuts its chest open. On 
  the fourth failed save, the bride takes the heart and the target dies 
  and becomes undead under her control. If the bride is stunned 
  or moved away from the creature and can’t return to it on her 
  turn, the creature doesn’t have to make a last gasp save that turn.
  AC 21
  PD 
  15 
   
  HP 72
  MD 19
  Swarm Prince
  Sometimes prince charming’s kiss brings the sleep of reason.
  5th level spoiler [humanoid]
  Initiative: +9
  Palm strike +10 vs. PD—10 damage, and 10 ongoing poison damage
  Miss: 5 damage.
  R: Royal blessing +10 vs. MD—15 negative energy damage, and 
  if one or more Woven have been slain this battle, return one 
  Woven to life in the location where it died
  Limited use: The swarm prince can use this ability only when 
  the escalation die is even.
  C: Hush my darling +10 vs. MD (the nearby conscious enemy 
  with the fewest hit points)—5 psychic damage, and the target 
  is unconscious (hard save ends, 16+; it also ends if the target 
  takes 15 damage)
  Limited use: 1/battle, and the ability recharges when the swarm 
  prince hits with palm strike.
  Surrounded by friends: The swarm prince gains a +1 bonus to all 
  defenses for each nearby Woven.
  Give me your heart: When the prince drops an enemy to 0 hit 
  points or lower, he will move next to that creature and attempt 
  to remove the target’s heart. The creature must begin making 
  last gasp saves as he cuts their chest open. On the fourth failure, 
  the prince takes the heart and the target dies and becomes 
  undead under his control. If the prince is stunned or moved 
  away from the creature and can’t return to it on his turn, the 
  creature doesn’t have to make a last gasp save that turn.
  AC 19
  PD 
  18 
   
  HP 80
  MD 16
  The Woven
  They were your friends, your family, your loved ones. Now they are 
  puppets, dancing from heart strings.
  4th level mook [humanoid]
  Initiative: +6
  Clumsy strike +9 vs. AC—7 damage
  R: Why aren’t you happy for ussss +8 vs. MD (1d3 nearby 
  enemies)—5 psychic damage as the target’s mind reels against 
  the horror of the truth
  AC 18
  PD 
  16 
   
  HP 13 (mook)
  MD 12
  Mook: Kill one woven mook for every 13 hp you deal to the mob.
  
  h - j
  122
  Building Battles
  Because of their nature and desire to blend in, jorogumos often 
  work with humanoids in civilized regions. Creatures from any 
  race could be allied to them as Woven, and through that influence, 
  the Woven could even convince local authorities that the PCs are 
  dangerous or criminals (local town guards, legionnaires, etc.). At 
  the very least, there might be an influential suitor or three (Woven 
  or not) who is asked to discourage the PCs from interfering.
  Jorogumo and the Icons
  Diabolist: A creature that manipulates feelings for its own selfish 
  gains to cause untold confusion and bloodshed? The Diabolist 
  couldn’t love jorogumos more if she tried. They are often the 
  icon’s eyes and ears in a city thanks to their location at the 
  center of a web of sin. The Diabolist gets touchy, however, if a 
  jorogumo sells information to the Prince of Shadows. The icon 
  understands the creature has to survive and usually lets it off 
  with a warning if it gives up the dirt free of charge.
  Elf Queen: Jorogumos that don’t find their way into cities 
  and towns often make their homes in forest cliffs under the 
  protection of the Elf Queen. Some members of the Court 
  whisper that the Elf Queen allows jorogumos to prosper in her 
  domain because they taught her the secret of removing hearts 
  to put in special containers. Some believe that a suitor wishing 
  to become the Queen’s Consort must go through the process. 
  Others suggest the Queen has removed her own heart and 
  hidden it away so she can lead without emotion.
  Lich King: The Lich King resents jorogumos for playing at heart 
  removal games that come close to mocking its phylactery 
  supremacy. But his forces can tolerate jorogumos for a time, 
  mainly because the Woven make excellent undead servants 
  once the jorogumo is slain. It’s just a question of how many 
  Woven you’re looking to “recruit.”
  Prince of Shadows: Lovers carry secrets like water. Jorogumos have 
  many lovers to choose from. Impassioned whispers are music to 
  the Prince’s ears, because those caught in the spider’s spell will do 
  anything to impress their lovers. The Prince, in exchange, is ready 
  to suggest places where a jorogumo can best take root.
  Towns Without Pity
  Outside the major cities, a jorogumo’s favorite nest is one it built itself. 
  It prefers small hamlets where it can nestle in and work the natural 
  feuds that crop up between villagers. It can manufacture drama if 
  necessary but prefers to amplify tensions already present. Reigniting a 
  long-standing feud between rival families is much more the creature’s 
  style than sauntering into town as a stranger who will attract attention.
  In the seven great cities, jorogumo hide best in whorehouses, 
  palaces with too many servants, port taverns, and hidden 
  cult temples that think they’re the only sinister force in play. 
  Jorogumos in cities often clear out their Woven every few months 
  by sending them on suicide sprees. There’s always a fresh batch 
  of desperate lovers just around the corner.
  Jorogumos do travel from time to time. Merchant caravans 
  and traveling entertainments offer enterprising jorogumos the 
  ability to lure devotees to their side while avoiding the downside 
  of collecting hearts—the Woven travel with the jorogumo, 
  with their hometown friends and family thinking their friends 
  have run off to join the circus. These jorogumos are rarely seen 
  outside the vehicle used to transport them from place to place. 
  The wagon or ship becomes their lair. The Woven defend it at 
  all costs, since their hearts reside inside, stored in jars in some 
  hidden panel or smuggler’s hold.
  Names
  Binding brides and lethal lotharios prefer short, monosyllabic 
  names. They are trying to blend in with their surroundings. 
  Ostentatious names draw attention they don’t want while weaving 
  their webs and stealing hearts. Useful names include: Atia, Dia, 
  Jenya, Rache, Kyra, and Vasha.
  Spinneret doxies, on the other hand, love calling attention to 
  themselves. Since they are the top attraction in whatever house 
  they’ve built, they want an exotic name on the lips of every suitor 
  in the city. Flashy names include: Sweet Silk Sia, Lament Franzini, 
  Pepper Trap Sue, Moonlight Sonata, and Old Lace Snedic.
  Swarming princes usually get referred to as minor nobility even 
  when they’ve decided to try to remain unnoticed. Since they can’t 
  help being thought of as noble, they try to use names that blend in 
  wherever they’ve found themselves in the Empire: Count Silverhand 
  and Sir Benedict near Axis, the Knight of the White Shell near 
  Concord, Sir Tom of the Wall near New Port, and so on.
  Adventure Hooks
  A Bigger Fish—After capture, a jorogumo falls to its knees and 
  begs for its life. It tells the heroes that if they let it go, it will 
  reveal a far bigger prize: the location of a jar containing the 
  heart of an icon currently at odds with the heroes. Clearly it’s 
  lying. But magic or skill checks indicate it “thinks” it’s telling 
  the truth, so whose heart is it?
  Lovers’ Spat—The heartless count escalates quickly when a 
  female jorogumo and a male jorogumo compete for the greatest 
  number of Woven. Are the jorogumos enemies, rivals settling 
  a wager, or truly twisted lovers putting together simultaneous 
  Woven gift offerings?
  Return to Sender—The adventurers come across a heart jar in 
  the loot of another slain monster. It is warm to the touch. The 
  person the heart belongs to is still alive, somehow. Will they 
  seek out the heartless to make them whole again? Does the 
  person want their heart back in the first place?
  Webbed Pirates—The Emperor offers a bounty on the pirate 
  fleet led by the notorious Captain Weaver. The fleet consists of 
  three ships. The captain is a jorogumo who never spends too 
  much time on any one ship, slowly but surely taking the hearts 
  of each crewmember to ensure their loyalty.
  You Can Never Go Home Again—Wiping out the strange town 
  of innocent people corrupted by the jorogumo was easy. Of 
  course, unknown to the heroes, it survived and has moved 
  into the hometown of one of the PCs. Can they rid the town 
  of its influence or will the adventurers be forced to slaughter 
  everyone from the milkmaids to the kindly town cleric?
  j o r o g u m o
  
  123
  k o b o l d
  KOBOLD
  Kobolds claim to be the spawn of dragons. Spawn or 
  something-or-other.
  Bite-size Fun
  If your current campaign sticks to the grim 
  side, these may not be the kobolds you are 
  looking for. Most of these kobolds and their 
  abilities could be rephrased more seriously, 
  but we didn’t try. If kobold dog riders and 
  dungeon engineers aren’t your idea of fun, 
  wave them away with a gesture of your taloned 
  hand.
  Kobold  
  Grand-Wizard
  “Beware my mighty power! Mighty power!”
  0 level mook [humanoid]
  Initiative: +8
  Static jolt +5 vs. AC—2 lightning damage
  R: Painful liver inversion hex +4 vs. PD 
  —4 poison damage, or 6 poison damage 
  against dwarves
  Evasive: Kobolds take no damage 
  from missed attacks.
  AC   15
  PD   13 HP 5 (mook)
  MD  9
  Mook: Kill one kobold grand-
  wizard mook for every 5 damage 
  you deal to the mob.
  Some kobolds presented here have the trapster ability. 
  Kobolds set up deadfalls and pit traps in areas where they live 
  or travel through. Kobold traps are not the cunningly crafted 
  traps of dungeons but an environmental hazard that enemies 
  might be maneuvered into mid-combat. The trapster ability is 
  presented at the end of this entry.
  New Ability: Trapsters
  kobold skyclaw
  
  k - n
  124
  Kobold Skyclaw
  The kobolds hurl themselves into battle 
  wearing dragon-winged backpacks. Landing 
  among the enemy they begin to hurl alchemical 
  flasks about—those kobolds that don’t explode 
  on impact that is!
  2nd level mook [humanoid]
  Initiative: +9
  Spike-toed boots +5 vs. AC—4 damage
  C: Alchemical flask +6 vs. PD (one nearby enemy 
  or a far away enemy at –2 atk)—3 damage, and roll a 
  d4 for the effect of the flask’s contents
  1. Distilled ankheg spit: The target takes 3 ongoing acid 
  damage.
  2. Reconstituted remorhaz lymph: The target takes 3 ongoing 
  fire damage.
  3. Essence of giant spider web: The target is stuck (save ends).
  4. Kobold blasting powder: There’s a loud bang and the 
  battlefield is obscured with thick smoke. Each non-kobold 
  creature takes a –2 attack penalty during its next turn.
  Natural 1: The kobold explodes (see mook).
  Erratic flight: The kobold flings itself from a trebuchet or ignites 
  an unstable alchemical propellant and lands among its enemies. 
  Each time the kobold uses a move action to fly, roll a d20.
  1:  
  It crashes and explodes (see mook).
  2–15: It lands safely.
  16+: It stays aloft and can keep flying.
  Evasive: Kobolds take no damage from missed attacks.
  AC 18
  PD 
  16 
   
  HP 7 (mook)
  MD 13
  Mook: Kill one kobold skyclaw mook for every 7 damage you deal 
  to the mob. If an attack roll against a skyclaw is a natural 20 or 
  a skyclaw rolls a natural 1 attack roll or flight roll, it triggers a 
  chain reaction that ripples through all nearby skyclaws in the 
  mob; each one makes an alchemical flask attack as a free action 
  as it explodes and dies.
  Kobold 
  Engineer
  Kobold engineers are part of the reason why 
  kobolds thrive in almost any environment, 
  although they are also adept at creating 
  traps and undermining dwarven tunnels and 
  mine shafts.
  3rd level leader [humanoid]
  Initiative: +8
  Wrench, pick, or shovel +8 vs. AC—8 damage
  Natural 16+: The engineer’s kobold allies gain a +2 attack 
  bonus against the target until the start of the engineer’s 
  next turn.
  R: Explosive flask +5 vs. PD—The target is vulnerable to non-
  magical attacks (easy save ends, 6+)
  Natural roll is above target’s Wisdom (trapster): The blast 
  knocks the target into a trap. See Trapster at the end of the 
  kobold entry.
  Evasive: Kobolds take no damage from missed attacks.
  AC 19
  PD 
  17 
   
  HP 45
  MD 13
  Kobold Dog-Rider
  Here comes the cavalry! Riding feral terriers, savage corgis, and 
  dire-schnauzers! The tiny doggy armor is adorable, the flaming 
  lances of the riders much less so.
  3rd level troop [humanoid]
  Initiative: +8
  Flaming lance +8 vs. AC—6 damage, and 3 ongoing fire damage
  Natural 16+: The kobold and its steed pop free from all enemies 
  and can move as a free action.
  R: Tiny crossbow +8 vs. AC—9 damage, and the kobold and its 
  steed can move as a free action.
  Natural roll is above target’s Wisdom (trapster): There is line 
  tied to the barbed dart, pulling/tripping the target into a 
  trap. See Trapster at the end of the kobold entry.
  Evasive: Kobolds take no damage from missed attacks.
  Canine steed: The steed can’t be targeted separately from the 
  kobold. If the kobold dies the dog runs away.
  AC 19
  PD 
  16 
   
  HP 41
  MD 12
  
  125
  k o b o l d
  Kobold Bravescale
  These iron-clad woad-painted kobolds don’t run away from danger!
  4th level blocker [humanoid]
  Initiative: +9
  Spear +9 vs. AC—13 damage
  Natural roll is above target’s Wisdom (trapster): The kobold 
  pushes or trips the target into a trap. See Trapster at the end 
  of the kobold entry.
  Disciplined maneuver: If the escalation die is 3+ and this creature 
  has at least two bravescale allies in the battle, whenever an 
  enemy moves to engage the bravescale, it can make a spear 
  porcupine attack against that enemy as a free action.
  Spear porcupine +11 vs. AC—10 damage
  Lock shields: For each other kobold bravescale next to the 
  bravescale or engaged with a creature that this bravescale is 
  engaged with, the bravescale gains a +2 bonus to AC (maximum 
  of +4), and each enemy engaged with the bravescale takes a –2 
  penalty (maximum of –4) to disengage checks.
  AC 20
  PD 
  18 
   
  HP 55
  MD 14
  Kobold Dungeon-
  Shaman
  Dungeon-shamans are wizard-engineers guided by dreams. They 
  usually serve living dungeons, repairing traps and restocking 
  treasure and monsters. In return a dungeon-shaman can call 
  upon a dungeon to mystically entrap an area. Although small and 
  seemingly frail a dungeon-shaman has mystic dungeon-strength.
  Double-strength 4th level caster [humanoid]
  Initiative: +9
  Bear traps on chains +9 vs. AC (2 attacks)—13 damage
  Natural roll is above target’s Wisdom (trapster): The kobold 
  drags the target into a trap. See Trapster at the end of the 
  kobold entry.
  R: Hex of entrapment +9 vs. MD—26 damage
  Natural roll is above target’s Wisdom (trapster): The kobold 
  summons a trap that was not previously there, which the 
  target triggers. See Trapster at the end of the kobold entry.
  Miss: The target is stuck and hampered (save ends both).
  Evasive: Kobolds take no damage from missed attacks.
  AC 19
  PD 
  17 
   
  HP 110
  MD 15
  Kobold  
  Shadow-Warrior
  Stealthy kobolds with color-changing skin, they climb the walls 
  like lizards and strike from the shadows.
  4th level mook [humanoid]
  Initiative: +9
  C: Throwing star +9 vs. AC (one nearby enemy)—7 damage
  C: Stinging dust +6 vs. PD (up to 2 nearby enemies in a group) 
  —5 damage, and the target takes a –1 penalty to attacks until 
  the end of its next turn
  Elusive: If a shadow-warrior hasn’t been attacked since the end of 
  its last turn, it can spend all of its actions on its turn to disappear 
  from sight (remove it from play as it gets into position). At the 
  start of its next turn, it reappears (dropping down from the 
  ceiling or springing out of cover and re-entering play) and can 
  make an elusive strike attack as a standard action.
  C: Elusive strike +13 vs. AC (one nearby creature)—18 damage
  Evasive: Kobolds take no damage from missed attacks.
  Wall-crawler: A kobold shadow-warrior can climb on ceilings 
  and walls as easily as it moves on the ground.
  AC 20
  PD 
  13 
   
  HP 14 (mook)
  MD 17
  Mook: Kill one kobold shadow-warrior mook for every 14 damage 
  you deal to the mob. Apply damage to shadow-warriors using 
  the elusive ability last (or ignore that damage).
  Kobold Dragon-Soul
  These kobolds obtained dragon tears and drank them, becoming 
  more draconic. They have claws that drip with acid, can fly using 
  dragon-like wings, and can even spit out globs of burning mucus.
  5th level troop [humanoid]
  Initiative: +10
  Claws +10 vs. AC—17 damage
  Natural even hit: The target also takes 8 ongoing acid damage.
  R: Fire spit +10 vs. PD—18 fire damage
  Natural even hit: If flying, the kobold can remain in the air 
  until the end of its next turn if it would normally have to 
  land at the end of this turn.
  Evasive: Kobolds take no damage from missed attacks.
  Flight: A dragon-soul’s wings aren’t strong enough for sustained 
  flapping flight, but with a headwind and a tall place to launch 
  from it can glide for hours. During battle, however, it must 
  land at the end of its turn if the escalation die is even (but see 
  fire spit).
  AC 22
  PD 
  19 
   
  HP 70
  MD 14
  
  k - n
  126
  Kobolds’ allegiances fall into two categories (and we do mean 
  fall): they’re either subservient fodder for stronger masters, or 
  their allies are creatures they use for their traps.
  Many different races ally with kobolds to take advantage of 
  the kobolds’ cunning and individual weakness. Goblins are the 
  exception. Kobolds hate goblins (possibly, depending on your 
  tastes, because of the competition for scene-stealing slapstick 
  humor). The kobolds, however, are almost always the ill-treated, 
  lesser half of any pairing, which is why they’ll often switch sides. 
  Dragons, of course, often have droves of kobolds adoring them; 
  a dragon uses them to guard the outer regions of their lair, or 
  to snack upon when one of little buggers causes displeasure. 
  Kobolds and lizardmen have occasionally been known to work 
  together, with the kobolds having hero worship of the savages.
  Kobolds use some monsters to make their traps more deadly. 
  They will sometimes attempt to keep stirges as pets, using the 
  goop from cobbler stirges in all sorts of interesting ways. If they 
  can manage it (and those who don’t are no longer around), they 
  find ways to trap and contain various oozes, using the slimes’ 
  acids in their traps. The smartest kobold engineers will even use 
  the oozes as traps.
  Building Battles
  
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  k o b o l d
  Kobolds and the Icons
  Crusader: Unlike the other mainstream icons of the Empire, the 
  Crusader offers kobolds occasional employment. He sees their 
  value as immoral inventors and engineers and uses them as 
  sappers and tunnel fighters in his sieges. The Crusader also 
  assigns them latrine duty, gives them boring guard-post jobs, 
  and is not beyond ordering his troops to strap kobolds to their 
  shields to punish the disobedient.
  Diabolist: She likes the creative cruelty that kobolds bring to 
  their trap designs. Some say that she employs teams of kobolds 
  to design and build vast torture-labyrinths for her. That 
  previous sentence should probably have started with the words 
  “some kobolds say.”
  Great Gold Wyrm: He is the mightiest of dragons, after all. 
  Perhaps there are a couple of “gold-kobolds” who make scale 
  mail out of copper coins and join his crusade. Kobolds fighting 
  on the side of good confuses everybody, including the kobolds, 
  who sometimes slip back into bad habits.
  High Druid: The High Druid could go either way on kobolds. 
  They’re not obviously loathsome and destructive like goblins 
  and orcs. But then again, they’re dragon-worshippers who 
  mostly aspire to be as loathsome and destructive as dragons 
  and the worst giants.
  Lich King: He enjoys the service of many monstrous races and can 
  always use more warm bodies, even if they are cold-blooded. 
  Many kobold tribes have traveled from Omen and the Fangs to 
  the Necropolis to serve, but most are never heard from again.
  Orc Lord: He probably shouldn’t attract as many kobolds into 
  his service as he does. The pay is terrible, and the chances of 
  getting killed in battle (or by an orc) are high, but still kobold 
  tribes throw their lot in with him. Maybe they know something 
  everybody else doesn’t.
  The Three: These icons are the natural choice for kobolds to 
  serve. Kobolds revere and worship dragons with a dangerous 
  and almost suicidal fanaticism. Of course kobolds are at the 
  bottom of the monstrous totem pole, and get eaten by their 
  draconic masters in frightening numbers. Most kobold 
  dragon-cultists welcome the chance to be eaten by their gods, 
  but others avoid it by pushing their more fervent siblings to the 
  front of the crowd.
  Themselves? Kobolds are the lowest of the low, so a few 
  downtrodden kobolds make a rude gesture at the world and 
  go to work for themselves. Hidden kobold cities have been 
  rumored to exist near Cape Thunder, built directly into the Sea 
  Wall. Whether it’s weird apocalyptic cults of personality in the 
  cellars of Santa Cora, anarcho-syndicalist communities near 
  the Grey Towers, or even draconic self-apotheosis pyramid 
  schemes operating in the sewers of Axis—kobolds can find 
  ways to get themselves organized to cause trouble just about 
  anywhere. Kobolds are usually not considered a threat and 
  most in positions of power don’t notice the growing problem 
  until it’s too late. When the kobolds do cause problems people 
  assume that a villainous icon sent them.
  Names
  Kobold names vary greatly from tribe to tribe. Some tribes just 
  use short two-syllable given names like Wedlod, Ricdah, Oolcul, 
  Menwas, or Hapden. Other tribes prefer more fanciful names 
  with added titles like Chief-Trapmistress Datpedio, Spearmaster 
  Hamfaria, Dragon-Dung Auditor Pordiffen, Underboss Cergre 
  the Lesser, or Rechulius the Immunizer.
  Dragons usually don’t bother to learn kobold names, 
  referring to them as “one of the yellow ones” or “that crunchy 
  one.” Dragons sometimes arrange their kobolds into groups like a 
  child arranging their candy by color.
  Things Kobolds Carry
  Wicked sharp knife. Rope and folding grappling hook. Jar of “holy 
  anointment spices” (a gift from a dragon?). Tiny crossbow. Stolen 
  mining equipment. Spear. Watercress sandwiches. Long inter-
  tribe treaty with maps and diagrams drawn on the back. Pouch of 
  20 silver bits. Sling-staff. Alchemical jars. Leather armor styled 
  to look like a dragon. Scale mail made from low-denomination 
  coins. Small waistcoat. Over-large fancy hat. Painted leather 
  dragon mask. Doggy treats. Carved dragon-tooth amulet. Small 
  paper bag of honey-candy. Colorful silk bandanna in the tribe’s 
  colors. Tiny stuffed dragon doll. Lockpicks. Wyvern-skull helmet. 
  Snakeskin trousers. Meat jerky (probably mutton) wrapped in a 
  handkerchief. Bandages. Woolen kilt. Long embroidered coat 
  of halfling design. Spicey-meaty kobold cheese. Poorly fitting 
  helmet stuffed with cloth to keep it on the kobold’s head. Picture 
  of another kobold. Secret orders. Crowbar. Cloak the color of 
  stone. Ring of large iron keys, none to an obvious lock. Shovel. 
  Lantern. Iron spikes.
  Kobolds can and do use magic items, and sometimes receive 
  magic items from dragons or other patrons. Kobold magic items tend 
  to be dragon-related in some way. Kobolds outside of Drakkenhall 
  make use of home-made alchemical items and potions. Fumbles 
  with such items should always have humorously bad effects.
  Bringing kobold dog-riders into the game begs 
  a related question: what about the dog-faced 
  kobolds that were depicted and described in some 
  early, middle, and late RPGs? If you love the idea 
  of using dog-faced kobolds instead of our draconic-
  kobolds, go for it. Maybe the dragons treat kobolds so 
  badly because they have a thing against dogs. Or you 
  could phrase the two styles of kobold as rivals. Maybe 
  the dog-faced kobolds were mostly slain and eaten by 
  the dragons but are making a comeback. Maybe dog-
  faced kobolds predominated until the 13th Age and the 
  rise of Drakkenhall. Or maybe dog-faced kobolds will be 
  a strange new thing you’ll bring in to your campaign as 
  ‘rivals’ to the kobolds of the Three. 
  
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  128
  Blast Powder (Adventurer-tier one-use item): It creates 
  noise and smoke. Always: Brute-force attempts to get past locked 
  doors by blowing off their hinges or destroying the locks gain 
  a +2 bonus. If applied wet to an arrow or spearhead ahead of 
  combat, an attack with the weapon deals +2d4 fire damage (hit 
  or miss the weapon is destroyed after the attack).
  Potion of Minor Hurts (Adventurer-tier one-use item): A 
  thick, sticky fluid. Always: As with a healing potion, you spend a 
  recovery but only use d4s for your recovery dice. If you have no 
  recoveries left, you only heal 1d4 hp.
  Smoke Egg (Adventurer-tier one-use item): A delicate clear 
  crystalline oval filled with sloshing liquid. Always: When you 
  hurl the egg against a hard surface as a quick action, each nearby 
  creature gains a +2 bonus to disengage checks during its next turn.
  Viceroy Glue (Adventurer-tier one-use item): Sticky goo in 
  a clay pot. Always: As a quick action, each nearby creature takes a 
  –2 penalty to disengage checks until they successfully disengage 
  or until the end of the battle. Out of combat, it can be used to 
  quickly stick inanimate objects together for 2d4 hours; the bond 
  is strong but can be forced apart.
  Adventure Hooks
  Civil War—The local kobold king is dead and the population has 
  erupted into civil war. Now kobolds are pouring out of cellars 
  and tree stumps, and there are running battles in the streets! 
  Nobody knew there were so many kobolds living secretly right 
  under their feet, and now innocents are getting caught in the 
  crossfire.
  Start the Presses—A kobold grand trap-master has invented a 
  printing press and the local kobolds have decided to go into 
  honest business printing periodicals. Can the local population 
  survive the “peaceful” wolf-tribe kobolds now strutting around 
  the streets?
  Toll Bridge—Kobolds have taken over a bridge and built a fort 
  around it, and are demanding that travelers pay a toll to cross 
  the bridge. Surprisingly, they built it in a place that isn’t easy 
  to get around.
  Underminers—Kobolds have broken through into a dwarf mine, 
  causing cave-ins and the deaths of some miners. The dwarves 
  have something the kobolds want, and the kobolds are stopping 
  at nothing to get it. The Dwarf King has offered a bounty on 
  kobold ears in the region!
  Trapster
  Creatures adept at making traps have the trapster ability. When a 
  creature makes a trapster attack and rolls a natural attack roll that 
  is higher than the target’s Wisdom, the creature has maneuvered 
  the target into a trap with the attack. A creature can only be 
  subjected to one trap per round.
  Kobold Traps
  When a kobold triggers its trapster ability, first determine the 
  damage the trap deals, and then roll a d6 for the terrain type the 
  battle is occurring in to see what type of trap it is. Kobolds save 
  their best traps for when things get dicey, so as a battle escalates, 
  so does trap damage.
  To determine trap damage, roll 1d4 and add the escalation 
  die. If there’s a dungeon-shaman in the battle, use a d8 instead 
  of a d4.
  Ongoing Damage
  Kobold traps can deal ongoing damage to the target instead of 
  regular damage, if that makes sense for the trap. For ongoing 
  damage, roll 1d4 (or 1d8) plus the escalation die, and then 
  subtract one (minimum 1).
  Conditions
  Kobold traps can impose conditions upon the target, if you 
  choose. Roll normal trap damage, but the trap only deals half 
  damage (minimum 1). Then roll a d4 for the condition the trap 
  imposes upon the target until the end of its next turn.
  1. The target is stuck.
  2. The target is hampered.
  3. The target is dazed.
  4. The target is vulnerable.
  Location/Type of Trap
  Dragonic temple/Kobold-infested building
  1. False ceiling conceals bags full of snakes, spiders, and scorpions.
  2. Heavy objects on ropes swing down from the ceiling at head height.
  3. Clear slick fluid over the floor, very slippery.
  4. Tripwire-activated concealed billows cover target with oil, 
  spring-loaded lit candle shoots up out of hatch in the floor.
  5. Knife blades shoot out of wall, probably aimed at crotches and faces.
  6. Floorboard smacks target in the face when they step on it.
  Kobold-infested dwarf mine tunnels/Underneath a frontier 
  orcish fort
  1. Fake rock explodes.
  2. Deadfall (falling rock trap).
  3. Tripwire and concealed pit.
  4. Fake wall props slam together.
  5. Dagger blades fall from the ceiling.
  6. Acid bladders disguised as rocks, burst when stepped upon.
  Forest/Kobold-infested farmland/Fallback position near a 
  kobold camp
  1. Snares hidden underfoot.
  2. Nooses drop from trees, then whip away pulled by bent saplings.
  3. Log from undergrowth launched via counterweight system.
  4. Bear-trap.
  5. Concealed spike-lined pit.
  6. Hornet’s nest on a spring.
  Worked stone tunnel/Dungeon/Sewer/ Inside ruins
  1. Spring-loaded floor tile, flings creatures into the ceiling.
  2. Hidden chute, target falls into it.
  3. Floor tile is fake, bear-trap underneath.
  4. Wall has a tiny hidden door that disgorges marbles.
  5. The ceiling conceals an oil-and-flame trap.
  6. Razor-sharp blades shoot out from between masonry.
  
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  k o b o l d
  Perhaps some kobold traps have had help with their 
  construction, being icon inspired. If you want trapster 
  traps to have a little more kick, consider using the 
  following option with a 13th Age icon die (or use a d12 
  where you assign each icon to one of the numbers).
  First, the Priestess isn’t the trappy type, so her 
  icon will represent the Prince of Shadows. When a 
  trapster trap triggers, roll the icon die. If the Prince 
  comes up, the trap is especially clever and deals double 
  damage. Alternately, you could just say that each of 
  the villainous icons (Diabolist, Lich King, Orc Lord, 
  The Three) actually counts for the Prince this way to 
  increase the odds of it being an iconic trap.
  Another option is to count the Elf Queen 
  and Dwarf King as a Prince result, with the 
  heroic icons having no additional result, 
  and a villainous icons result 
  meaning that the trap effect is 
  flavored toward those icons. 
  Options abound.
  Prince’s Own Luck
  Natural rock tunnel/Cavern/Cave
  1. Deadfall (falling rock trap).
  2. Barbed spikes on the floor and wall hidden by a rock-colored cloth.
  3. Spring-loaded darts concealed in a crack in the rock.
  4. Strategically polished and oiled floor.
  5. Hidden clockwork crossbow under a rock-colored cloth.
  6. Hidden pit trap.
  Mountainside/Rocky desert/Open air ruins
  1. Triggered mini avalanche.
  2. Spring-loaded spiked board hidden under dirt slams into 
  target’s face.
  3. Area laced with small explosives.
  4. Hidden bellows full of dust, tripwire activated.
  5. Exploding bladders of slippery oil 
  hidden underfoot.
  6. Foot-sized pit of acid concealed under 
  a rock-colored sheet.
  
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  130
  Lammasu prefer to dwell in the radiant sun and pure storms of the 
  overworld. They claim to detest being “trapped” inside mortal-
  made structures or underground. Nevertheless, as a mark of 
  devotion and godlike responsibility, they often allow themselves 
  to be bound as guardians into a palace, temple, or utterly 
  magnificent house. They’re prejudiced toward “significant” 
  architecture of the world below: dolmens and groves and forests 
  don’t do much for them.
  LAMMASU
  Lammasu are massive beasts with the body of a huge bull, the wings of 
  an eagle, the regal head of a bearded man, and the self-image of a god.
  Near-immortal Guardians
  
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  l a m m a s u
  For All Lammasu
  All lammasu have the following three abilities:
  Flight: All lammasu fly. Warrior lammasu fly with upright dignity, 
  sometimes a bit slower than is wise. Fallen lammasu fly well 
  enough to keep up with all but the quickest demons. Lammasu 
  wizards and priests fly more gracefully than the warriors, but 
  only because they’re less eager to run into things.
  Minor servitors: When a lammasu isn’t in combat or resting in 
  stone-form, it’s usually surrounded by a fawning retinue of 
  spirit servants. The servants look like people from ages the 
  world no longer remembers. They stick close to the lammasu, 
  seldom or never speak, and in truth may be a projection of the 
  lammasu’s spirit or will. The spirits are no use in combat, but 
  they can manipulate small objects such as combs and scented 
  perfumes to use upon the lammasu’s beard, hair, and jewelry.
  Stone rest: Outside the overworld, lammasu who wish to rest 
  can transform themselves into solid stone. A lammasu can see 
  and hear as if it were still made of flesh. It can change back to 
  flesh as a free action, but must wait a day before returning to 
  stone, which is no great delay for lammasu guardians whose 
  positions extend for decades or centuries. Considering that 
  many sculptors carve stone lammasu to place in front of or 
  within important structures, it’s deliberately difficult for a 
  thief or assassin to know whether he is facing a stone statue or 
  a transformed beast.
  Note that this form of solid stone is different from the 
  living stone form sometimes adopted by the lammasu warrior, 
  wizard, and priest during battle.
  Lammasu Warrior
  Lammasu of the warrior caste delight in using their raw and 
  ferocious power.
  Large 7th level troop [beast]
  Initiative: +10
  Hooves +12 vs. AC (2 attacks)—28 damage, and the lammasu 
  can pop free from the target
  Natural even hit or miss while the warrior is staggered: The 
  target is hampered (save ends).
  Roaring impact +12 vs. PD—35 damage, and 1d4 nearby 
  enemies each take 2d10 thunder damage
  Miss: 1d4 nearby enemies each take 2d6 thunder damage.
  Limited use: The lammasu warrior can make this attack only 
  when it starts its turn flying and unengaged. It engages the 
  target as it lands and ends its turn on the ground.
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While 
  made of living stone, the lammasu warrior gains resist damage 
  16+ to all attacks against AC and PD. If it’s flying when it 
  becomes living stone, its magic allows it to remain in the air 
  if it wishes.
  Nastier Specials
  On the crusade: When an enemy misses the lammasu warrior 
  with a melee attack, that enemy takes 2d10 damage from the 
  lammasu’s Crusader-forged spiked armor.
  AC 23
  PD 
  20 
   
  HP 220
  MD 17
  Fallen Lammasu
  Where a prideful but good heart once beat, the fallen lammasu 
  has a demonic vessel of rage and hatred. When you see a slain 
  creature and think, “That death was crueler than it needed to be,” 
  a fallen lammasu was probably responsible.
  Large 7th level wrecker [beast]
  Initiative: +11
  Fiery hoof +12 vs. AC—30 damage
  Natural even hit: The target takes 20 ongoing fire damage.
  Natural odd hit: The fallen lammasu can make a second fiery 
  hoof attack (but not a third) as a free action.
  R: Rain of hellfire +11 vs. PD (1d4 random nearby 
  creatures)—20 fire damage
  Natural even hit against an ally: The target takes 10 ongoing 
  fire damage instead of 20 fire damage, and until that ally saves 
  against that damage, it adds the escalation die to its attacks.
  Natural even hit against an enemy: The target also takes 15 
  ongoing fire damage.
  Blessing of hellfire: When the fallen lammasu fails a save against 
  an effect created by an enemy, each enemy engaged with it 
  takes 3d10 fire damage.
  Nastier Specials
  Curse of the fallen: The lammasu gains an Abyssal curse attack.
  C: Abyssal curse +12 vs. MD (one nearby enemy)—The target 
  takes 10 ongoing negative energy damage each time the fallen 
  lammasu hits it with an attack (hard save ends, 16+)
  Limited use: When the escalation die is odd, as a quick 
  action (once per round).
  The fire that burns: When the fallen lammasu makes an attack 
  that deals fire damage and the attack roll beats the target’s fire 
  resistance, the target loses its fire resistance until the end of 
  the battle.
  AC 22
  PD 
  16 
   
  HP 205
  MD 21
  
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  132
  Lammasu Wizard
  It’s hard to imagine a snottier-than-normal lammasu, but that’s 
  what you’ve got in lammasu of the wizard caste: esoteric conceit 
  and no respect for souls incapable of spellcasting. Not much 
  respect for lesser spellcasters, either, to tell the truth.
  Large 8th level spoiler [beast]
  Initiative: +14
  Disdainful hoof +12 vs. AC—60 damage
  R: Perfect energy sphere +13 vs. PD (1d3 nearby or far away 
  enemies in a group)—40 damage of an energy type of the 
  lammasu’s choice: cold, fire, lightning, or thunder
  Natural 18+: The target can’t cast spells (easy save ends, 6+).
  C: Superior words of power +13 vs. MD (one nearby or far 
  away enemy)—65 psychic damage
  Natural even hit: One spell or effect created by the target this 
  battle is canceled (lammasu’s choice).
  [Special trigger] C: Master wizard’s rejoinder +12 vs. MD (one 
  enemy spellcaster)—30 damage, the triggering attack misses 
  and has no effect against the lammasu wizard, and the target is 
  hampered (save ends)
  Limited use: 1/round, as an interrupt action when an enemy 
  attacks the lammasu wizard with a spell and rolls a natural 
  odd attack roll.
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While 
  made of living stone, the lammasu wizard gains resist damage 
  16+ to all attacks against AC and PD. If it’s flying when it 
  becomes living stone, its magic allows it to remain in the air 
  if it wishes.
  AC 22
  PD 
  18 
   
  HP 275
  MD 23
  Lammasu Priest
  They know they are the hand-picked servants of the gods, even if 
  the gods haven’t exactly confirmed it.
  Large 9th level caster [beast]
  Initiative: +13
  Hooves of command +14 vs. AC (2 attacks)—40 damage, and 
  the target can’t attack the lammasu priest until the end of its 
  next turn
  R: Righteous ray of faith +13 vs. PD (one nearby or far away 
  enemy)—80 holy damage
  Natural 16+: The lammasu priest can make a righteous ray of 
  faith attack against a different target.
  C: Judgment of the lammasu +14 vs. MD (each nearby 
  conscious enemy that’s staggered)—50 holy damage
  Natural even miss: Half damage.
  Limited use: 2/battle.
  Invocation of the world unseen: Once per battle, the lammasu 
  priest can make this invocation as a quick action. At the start 
  of each of the lammasu priest’s turns until the roll succeeds, 
  roll a d4. If the roll is less than or equal to the escalation die, 
  each nearby enemy is hampered (easy save ends, 6+).
  Invocation of the highest court: Once per battle, the lammasu 
  priest can make this invocation as a quick action if it has used 
  invocation of the world unseen. At the start of each of the 
  lammasu priest’s turns, roll a d8. If the roll is less than or equal 
  to the escalation die, the lammasu can make an overworld’s 
  rebuke attack as a free action that turn.
  [Special trigger] C: Overworld’s rebuke +13 vs. PD (one 
  nearby enemy)—25 holy or lightning damage, and the target 
  can’t move to engage an enemy until the end of its next turn 
  (it can move if it doesn’t engage)
  Natural even miss: Half damage.
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While 
  made of living stone, the lammasu wizard gains resist damage 
  16+ to all attacks against AC and PD. If it’s flying when it 
  becomes living stone, its magic allows it to remain in the air 
  if it wishes.
  AC 25
  PD 
  17 
   
  HP 330
  MD 23
  Building Battles
  Lammasu are no fools, but they’re typically filled with an 
  inflated sense of their own importance, and that makes them 
  overconfident. They prefer to attack alongside allies who are 
  of a lower social status than they are, assuming of course that 
  those allies pay the lammasu sufficient deference. Other than the 
  lammasu warrior, which delights in physical combat, lammasu 
  will engage in melee only if given no other reasonable choice. 
  While its allies attack from the ground, a lammasu will soar 
  overhead and attack from prudent safety.
  As you can see from the icon relations section below, 
  lammasu frequently work alongside the forces of icons they 
  have agreed to serve as guardians. They have standards and are 
  notably cavalier in their treatment of mooks, who barely register 
  to them even when they are ostensibly allies.
  Fallen lammasu are less discerning. They lead packs of 
  bloodthirsty minotaurs and often act as “counselors” to the worst 
  groups of centaur raiders. Even when not serving the Diabolist 
  directly, fallen lammasu consort with all types of demons, 
  especially packs of mooks who show them grudging respect—the 
  demons create carnage on the ground while the lammasu deals 
  it from above.
  No lammasu, even the fallen, will work with a manticore. If 
  you have to ask why not, don’t ask a lammasu.
  
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  l a m m a s u
  Maintaining 
  Appearances
  Even fallen lammasu are enormously fastidious about their 
  appearance, with thick beards kept in oiled ringlets and perfumed 
  hair, all maintained by their servitors. Body coloration is usually 
  bull-like, from pure and shining white to deep blood red to glossy 
  black. Lammasu tails are braided with shimmering jade beads 
  that contrast beautifully with their coat. Wing feathers are often 
  a contrasting and striking metallic color, the golden hue of late 
  afternoon sunlight on wheat or the deep rich bluish-silver of the 
  ocean in moonlight.
  Lammasu prefer to wear the most regal and dignified of 
  crowns and jewelry, and they gladly accept such items as gifts 
  for favors given. Each item a lammasu wears has a story attached 
  to it, and the creatures have been known to talk half the night in 
  iambic pentameter when asked to recount their jewelry’s history. 
  A lammasu that flees battle may be thinking of the survival of its 
  collection as much or more than its own survival—its next gem is 
  certain to gain a name such as Pearl of Vengeance as the lammasu 
  works to erase its shame at having fled.
  Lammasu and the Icons
  If treated respectfully and presented with gifts, lammasu are 
  amenable to being recruited by the representatives of almost 
  any icon. A lammasu will forego treasure and reject such offers, 
  however, if it considers the exchange with the mortal to be 
  socially embarrassing.
  Archmage: With a natural affinity for magic and a natural place 
  in the overworld, it’s no surprise that lammasu work for (they’d 
  say “alongside”) the Archmage more often than not. They will 
  carry diplomatic pronouncements, investigate rumors of new 
  spells, and occasionally even guard the towers of particularly 
  notable wizards.
  Crusader: Of the three major lammasu castes, lammasu warriors 
  are most likely to serve the Crusader. His puissance strikes a 
  chord with them.
  Diabolist: The only lammasu who serve the Diabolist are the 
  fallen. Unlike demons, they’re not necessarily driven by rage 
  and hatred every moment of every century. When a lammasu 
  visits with a “diplomatic” message from the Diabolist, it’s best 
  to treat the messenger with respect.
  Dwarf King: While lammasu detest the confining nature of the 
  underworld, the Dwarf King’s magnificent treasure (jewelry) 
  can occasionally tempt them into agreeing to guard a pathway 
  in the deeps.
  Elf Queen: She favors lammasu for their regal nature and their 
  command of the arcane arts. Lammasu wizards sometimes 
  profess to love her, although whether that’s literal or a 
  metaphor is best not explored.
  Priestess: It’s no coincidence that priest-caste lammasu guard 
  the entrances to so many cathedrals and temples. The 
  Priestess is considered a high-prestige employer, and lammasu 
  occasionally compete to be able to serve her interests.
  Names
  Lammasu names represent memories that the creature is 
  particularly proud of. Names are typically three parts, consisting 
  of a number, an adjective, and a noun. A fallen lammasu might 
  be named Four Twitching Torsos, for instance, while a lammasu 
  warrior might choose the name Nine Shining Crowns. They 
  usually consider it tacky, however, to use the number of the age 
  as part of their name.
  Adventure Hooks
  Unless the heroes are exploring the overworld and stumble into 
  a lammasu’s personal palace, lammasu are typically encountered 
  on a mission for an icon or in their role as a structure’s guardian. 
  As devout vegetarians (except for fallen lammasu, who love 
  nothing more than tearing into a steaming, still-beating heart), 
  they aren’t typically on the hunt, though their desire to acquire 
  treasure is stronger than that of most creatures except dragons 
  and dwarves.
  Divine Sanction—A divine lammasu is sent from the Priestess 
  to demand that a temple to a lesser god be demolished because 
  it stands on ground that is holy to the Gods of Light. The local 
  priest appeals to the heroes to intercede, hoping to avoid out-
  right war between his small church and an icon. While it waits, 
  the lammasu diplomat has planted itself in front of the church’s 
  front door and has turned to stone. Can the PCs find a solution 
  that doesn’t involve bloodshed?
  Guardian on the Doorstep—A pair of crafty fallen lammasu 
  have been signed into service by a young arcanist too foolish to 
  know better when making a contract. Now his family’s mansion 
  is guarded by two monstrosities who attempt to eat any non-
  demon who enters, and the property has become overrun by 
  Diabolist followers who are seeking a refuge from persecution. 
  The arcanist is politically important, but not for long if word 
  gets out of this blunder. Can the heroes help?
  The Curse of the Unkempt Lammasu—Lammasu are fastidious 
  in their grooming, thanks to their servitor spirits. When a 
  noble lammasu is cursed with filth and disease, it begins to 
  lose control of its pride and its sanity. The heroes must stop the 
  creature from laying waste to a nearby town without slaying it, 
  and must unravel the reason for the curse in order to reverse it.
  The Obnoxious Diplomat—A lammasu working for the Elf 
  Queen has been tasked with a particularly tricky bit of 
  diplomacy, convincing one of the Crusader’s generals to find 
  a spot other than a sacred forest to have a showdown with 
  Erranthu, a massive demon brought forth by the Diabolist. 
  The stakes are high, and the surprisingly self-aware lammasu 
  doesn’t actually think it’s up to the challenge. It asks the 
  PCs to assist in uncovering the inevitable lies and treachery 
  surrounding the Crusader’s camp and the demon’s enclave, 
  either by force of arms or cleverness of wit. It hopes they 
  find a solution that doesn’t involve leveling the forest in the 
  inevitable conflict.
  
  k - n
  134
  The best thing you can say about liches is that they 
  won’t trouble you in a graveyard. Because that 
  would be common.
  The Undying 
  Peerage
  When a creature uses magic, particularly arcane 
  magic, to extend their life unnaturally, they often 
  become a lich. Most liches are former wizards who 
  turn themselves into undead creatures to continue 
  their pursuits after a lifelong study of magic. The 
  new lich creates a phylactery—a relic imbued 
  with its essential life force. If the lich’s body is 
  destroyed, it slowly reforms near the phylactery 
  over a period of days. To truly kill a lich, you must 
  destroy its phylactery first. Until that happens, 
  the phylactery collects arcane power, allowing the 
  lich to do as it pleases, in search of whatever mad 
  desires drove it to live forever.
  Since the ascension of the Lich King, the 
  process of lichdom has generated a community 
  that refers to itself as the Undying Peerage. 
  Undeath is long, and a shadow court celebrating 
  its icon’s right to rule empowers liches as well as 
  providing them with a focus for their intrigues.
  Upon first achieving immortality, the title 
  of baron or baroness is bequeathed onto the 
  lich. These liches become the pawns of their 
  elder statesmen, but they are usually still seeking 
  whatever goals they had while they were still 
  breathing. They are also the most likely type 
  of liches to be in isolated areas, lording over a 
  hideous old castle or half-functioning laboratory.
  Counts and countesses gain their title by 
  acting in the interests of the Lich King. It may 
  be by accident, or it may be a deliberate move 
  to curry favor with the icon. They are usually 
  fully vested in the intrigues of the Peerage, and 
  plot, scheme, and jostle for position with one 
  another. Many icons often try to use these liches 
  in their favor, or to weaken the Lich King. Counts 
  and countesses also control more civilized and 
  influential areas, often using lesser liches to test 
  their minions and destroy interlopers.
  To become a prince or princess of the 
  Peerage, the lich pledges unflappable loyalty to 
  the Lich King. Part of the pledge includes either 
  disclosing the location of their phylactery to the 
  Lich King or delivering it to the icon personally. 
  Their hope in giving the icon this leverage is that 
  they will be able to take the place of the Lich King 
  should he ever fall. A foolish dream, but liches are 
  incredibly smart rather than incredibly wise.
  LICH
  
  135
  l i c h
  The Fine Art of 
  Phylactery
  The most common phylactery is an item that was important 
  to the lich in life. Many phylacteries are small and fragile. The 
  advantage of such items is their ease of concealment. If it’s a 
  small charm given by the lich’s first true love, it can be hidden 
  inside a trap-laden sarcophagus. If the phylactery is larger, such 
  as a painting, the lich will likely have an art gallery where the 
  phylactery hides in plain sight. Or perhaps the stone statue of 
  the lich’s mother is more than just a memento among a gallery of 
  similar stonework.
  Physical locations are also possible choices for a phylactery. 
  An ancestral castle, a wrecked pirate ship, or a stone tower 
  covered in runes could all serve as the home to a lich’s essence. 
  Often, liches that choose a location are bound within its borders, 
  or the borders of the land within its influence. These locations 
  are stocked with plenty of guardians for protection as well as 
  minions that handle the lich’s business outside the walls. The 
  destruction of the building or structure is the only way to be sure 
  the lich will never return. Killing a lich is hard enough, but also 
  destroying its entire lair is definitely a job for heroes.
  Living creatures might also be used as phylacteries. The lich 
  kills off all of its blood relatives and performs a ritual on the last 
  member of its bloodline, who becomes the phylactery. Or perhaps 
  it chooses a bride or a groom and installs a part of itself inside 
  its chosen victim. This option does have one drawback, however, 
  because it forces the lich to perform the ritual every few decades as 
  the living vessel dies. But it also poses a challenge for those looking 
  to slay the lich beyond finding the phylactery. Is destroying the lich 
  worth the murder of an innocent teenage girl, or a young child? 
  Perhaps the living phylactery is completely unaware of its link to 
  the lich. What if that link was to one of the heroes?
  Lich Baroness
  Her skin is like cracked porcelain. Her dress is covered in cobwebs 
  and grave dirt. She moves with a lovely grace that would be 
  mesmerizing, except her laugh makes is clear that she is ready to 
  kill you.
  4th level spoiler [undead]
  Initiative: +6
  Crystal scepter +9 vs. AC—12 damage
  Natural even hit: The target is dazed (save ends).
  R: Soul blast +9 vs. PD—10 negative energy damage, and 5 
  ongoing psychic damage (hard save ends, 16+)
  C: Shroud of souls +9 vs. MD (each enemy engaged with it)—5 
  psychic damage, and the target takes 10 psychic damage each 
  time it attacks the baroness (save ends)
  I drink your death save: When the lich baroness scores a critical 
  hit, the target loses a death save until the end of the battle 
  (effectively, it now dies after failing three death saves, and the 
  effect is cumulative). In addition, the crit range of attacks by 
  the lich against the target expands by the escalation die.
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when 
  it drops to 0 hit points.
  AC 20
  PD 
  14 
   
  HP 54
  MD 18
  Lich Count
  The withered body, dressed in once-fine silk, floats inside a 
  thrumming field of magic. It’s hard to tell if he’s smiling or if the 
  death rictus has set his face that way.
  Double-strength 8th level spoiler [undead]
  Initiative: +11
  Touch of the grave +13 vs. AC—50 cold damage, and the target 
  is dazed (hard save ends, 16+)
  Natural even hit: The target is weakened instead of dazed 
  (hard save ends, 16+)
  Miss: 25 cold damage.
  R: Shadow rays +12 vs. PD (2 attacks)—35 negative energy 
  damage
  Natural 16+: The target is encased in shadows (save ends). 
  While under the effect, it’s weakened and takes 10 ongoing 
  cold damage.
  R: Empowered fireball +12 vs. PD (1d3 + 1 nearby creatures 
  in a group)—35 fire damage, and 10 ongoing fire damage
  Natural even hit: The target takes 20 ongoing fire damage 
  instead of 10.
  Miss: 15 fire damage, and 5 ongoing fire damage.
  Limited use: 2/battle.
  Thank you for the best ten years of your life: When the lich 
  count scores a critical hit, the target loses a death save until 
  the end of the battle (effectively, it now dies after failing three 
  death saves, and the effect is cumulative). In addition, the crit 
  range of attacks by the lich against the target expands by the 
  escalation die and the lich heals 40 hit points.
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when 
  it drops to 0 hit points.
  Nastier Specials
  C: Look upon your doom +13 vs. MD (up to 3 nearby 
  enemies)—The lich gains a fear aura against the target until 
  the end of the battle
  Fear aura: While engaged with this creature, if the target has 
  48 hp or fewer, it’s dazed (–4 attack) and does not add the 
  escalation die to its attacks.
  AC 24
  PD 
  18 
   
  HP 240
  MD 22
  
  k - n
  136
  Lich Prince
  The body barely moves from its gilded seat. Only the eyes seem 
  alive, glowing with something. Power? Sorcery? Madness? All three.
  Double-strength 12th level spoiler [undead]
  Initiative: +17
  Draining bone rod +17 vs. AC—40 damage, 60 negative energy 
  damage, and the target is dazed (hard save ends, 16+)
  Natural even hit: The target is weakened instead of dazed 
  (hard save ends, 16+).
  Miss: 40 damage.
  R: Arcane blast +16 vs. PD (up to 3 nearby or far away enemies 
  in a group)—50 force damage, and the target must roll a 
  normal save; on a failure, it loses its next move action
  Natural even hit or miss: Each enemy engaged with the lich 
  prince pops free from it as a bubble of arcane energy pushes 
  them away.
  C: Soul rend +17 vs. PD (each nearby enemy)—30 negative 
  energy damage, and ghostly hands reach up from the ground 
  and grab the target (as they try to pull the target’s spirit out of 
  its body)
  Ghostly grasping hands: When a creature is being grabbed by the 
  ghostly hands, it takes 30 negative energy damage at the start 
  of its turn and must make a last gasp save. On the fourth failed 
  last gasp save, the creature’s soul is torn from it and it dies. 
  Unconscious creatures take a –4 penalty to their last gasp saves. 
  Note, grabbed creatures take a –5 penalty to disengage checks.
  Limited use: 2/battle.
  Blink and you missed it: Once per battle when an attack would hit 
  the lich prince, the attack misses instead and the lich teleports 
  to a nearby location it can see as a free action.
  Heartstopper: When the lich prince scores a critical hit, if after 
  taking damage the target still has hit points, it drops to 0 hp, falls 
  unconscious, and begins making death saves. When the target 
  saves against this effect, it regains hit points equal to the amount 
  it had before dropping to 0 hp (after the crit damage). In addition, 
  the crit range of attacks by the lich against the target expands by an 
  amount equal to the escalation die and the lich heals 60 hit points.
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when 
  it drops to 0 hit points.
  Nastier Specials
  C: Look upon your doom +17 vs. MD (each enemy engaged 
  with the lich’s allies)—The lich gains a fear aura against the 
  target until the end of the battle
  Fear aura: While engaged with this creature, if the target has 
  120 hp or fewer, it’s dazed (–4 attack) and does not add the 
  escalation die to its attacks.
  AC 28
  PD 
  24 
   
  HP 620
  MD 26
  Building Battles
  Liches are some of the Lich King’s strongest servants, and 
  as such, they command many types of undead. Liches prefer 
  undead allies because they know they can trust them to do as 
  commanded (in most cases). Wights, wraiths, and other powerful 
  undead are favored, and skeletons and zombies will do in a pinch. 
  They tend to shy away from allying with vampires and ghouls, 
  whose bloodlust or hunger often makes them erratic. Coming 
  from a magical background in most cases, liches rely heavily on 
  constructs as guardians, particularly golems. Liches will ally with 
  living creatures, but when they do so, they usually hide their true 
  nature with magic, and they will most likely consider those allies 
  to be expendable in pursuit of their goals.
  Liches and the Icons
  Archmage: Officially the Archmage forbids the study of lichdom, 
  except in circumstances which promise to generate new 
  weapons against the great enemy, the Lich King. Rumors that 
  the Archmage’s agents have created “tame” liches of their own 
  to use as targets of experimental anti-lich rituals are the type 
  of nonsense the Lich King spreads to undermine the Empire.
  Emperor: Lichdom is one of the few magical acts that is a direct 
  contravention of Imperial law. More than one palace intrigue 
  has hinged upon “evidence” that this-or-that courtier or noble 
  consorted or corresponded with a lich without reporting such 
  actions to Imperial agents.
  High Druid: Liches have nothing to offer the followers of the 
  High Druid. Perhaps because of their focus on natural lifespans 
  and thriving habitats, some of the High Druid’s followers have 
  proven particularly skillful at sniffing out and destroying 
  phylacteries, a skill that has earned the grudging respect of 
  wizards and other magicians who would normally look down 
  on the Druid’s “simple” magic.
  Lich King: The Lich King encourages the creation of more of his 
  kind. He expects them to plot and scheme against him, looking 
  to usurp his dread throne. He encourages it, because he doesn’t 
  feel threatened by them; it’s easy to set these schemers against 
  each other and there’s compelling evidence that the Lich King 
  exerts magical control over everyone who dares to become a 
  lich. Perhaps that’s because he knows the location of nearly 
  every powerful lich’s phylactery. Some accounts suggest he 
  knows exact locations, while others say his spies in every 
  lich’s court have supplied him with “best guesses.” The Lich 
  King might be willing to give up one of his followers, but that 
  information won’t come cheap and probably can’t be traced 
  back to him.
  Prince of Shadows: From the perspective of the Prince, a 
  powerful magician who places their life essence into a single 
  bauble or ruined keep is a powerful magician just begging to be 
  blackmailed, manipulated, and played for a fool.
  
  137
  l i c h
  Names
  Most liches retain the names they had in life, 
  though some change their names to reflect 
  their new lives. Barons/baronesses choose titles 
  reflecting the concept that led them to lichdom, 
  including: Baron of Sorrow, Viscount of Wrath, 
  or Baroness of Blood. Counts/countesses take a 
  title that reflects the service that brought them 
  to the attention of the Lich King, including: 
  Marquis of Cruelty, Earl of Assassins, or Countess 
  of Seduction. Prince titles are awarded directly 
  by the Lich King and reflect that lich’s duties in 
  his direct service, including: Prince of Forbidden 
  Knowledge or Duchess of Immortality. When 
  formally introducing themself to another member 
  of the Undying Peerage, a lich uses its full name 
  and title, such as Lord Byron Hexmueller, Baron of Despair, 
  Count of Pestilence, Prince of Centuries.
  Adventure Hooks
  A Fractured Engagement—Two liches have decided to “marry” to 
  unite their fiefdoms. An icon allied with the PCs is obligated to 
  send a guest to the wedding and the adventurers are asked to serve 
  as the entourage. What happens when one of the adventurers is 
  framed for the destruction of the bride’s phylactery?
  Better Ruins & Graveyards—A treasure map 
  that comes into the PCs’ hands turns out to 
  be a map of ruined palaces, ancient wizard’s 
  towers, and other self-important architectural 
  relics. It may not be clear at first but it’s a map 
  of locations that members of the Undying 
  Peerage consider worth visiting, at least once, 
  and the PCs get to figure out how to use the 
  information or whether holding the map will be 
  used against them.
  Teacher’s Error—Upon going through a mentor’s 
  papers after her death, one of the PCs discovers 
  a dirty secret. She created a lich under duress. 
  The good news is that the mentor left clues to 
  the location of the lich’s phylactery. The bad 
  news is that the lich now knows the PC knows 
  about it and where its phylactery is.
  Useful Foes—One of the princes lied to the Lich 
  King about the location of his phylactery. The prince must 
  pay for his betrayal with his existence. Perhaps this is a job 
  for “heroes” to solve? The Lich King’s lieutenants find a way 
  to direct the PCs, with or without the PCs’ knowledge of the 
  ultimate source of the information they are working with. With 
  luck the PCs will kill the prince, track him to his phylactery, and 
  kill him again by destroying it. The icon will aid in this process, 
  letting the characters keep whatever magical items they gain 
  on the quest. Of course, he will also let the other princes know 
  the adventurers have the means to end them. And if the prince 
  manages to kill the heroes, well, there’s always more heroes.
  
  k - n
  138
  Many manticores’ coloration runs toward bright colors: vermilion, 
  heliotrope, cinnabar, henna, aparajita, hibiscus, carmine, and so 
  forth. Others are more “naturally” colored, although the beast’s 
  “lion” segment may be spotted like a leopard, striped like a tiger, 
  or coal-black like a panther. The mane may be full, piled in the 
  back of the neck, or concentrated on the jaws, chest, and throat 
  like a hyena. Not all manticores have manes; “maneless” types 
  vary from sleek cat-like fur to a fringe of beard running all around 
  their head. Some coursing manticores have white (or cerulean) 
  fur on their bellies, the better to blend in with the sky when seen 
  from below. Its human face, of course, may be of any color, and 
  isn’t restricted to the natural hues of human skin.
  The most salient features of the manticore, especially to its 
  would-be prey, are the triple rows of teeth in both its upper and 
  lower jaw. Survivors also frequently mention the manticore’s 
  musical voice and pleasantly spicy smell. The latter, sadly, is often 
  masked by the rotting flesh littering the manticore’s den, or stuck 
  between those triple rows of teeth.
  MANTICORE
  With the face of a man, the body of a lion, and 
  the tail of a scorpion, the manticore combines 
  two of the most vicious and dangerous creatures 
  in the world. Also, as noted, it has the 
  body of a lion.
  Many Characteristics, All Vicious
  
  139
  m a n t i c o r e
  Manticore Bard
  The classical authorities are divided regarding the manticore’s 
  voice. Does it sound more like a silver trumpet, or more like a 
  chorus of brazen flutes? Until a trained musician survives a 
  manticore attack, we may never know for sure.
  Large 5th level caster [beast]
  Initiative: +12
  Battering paws +10 vs. AC (2 attacks)—18 damage
  Natural 16+: The manticore can make a single volley of tail 
  spikes attack (one attack roll) against a different target as a free 
  action without taking an opportunity attack.
  Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage 
  against a creature taking ongoing poison damage
  C: Musical voice +13 vs. MD (1d3 nearby enemies)—20 psychic 
  damage, and the target is dazed (hard save ends, 16+)
  Natural 16+: In addition, the target can’t use the escalation die 
  until it saves.
  Intermittent song: The manticore can use musical voice only 
  1d4 times during the battle, and never two turns in a row.
  R: Volley of tail spikes +11 vs. AC (1d3 nearby or far away 
  enemies in a group)—5 ongoing poison damage (hard save 
  ends, 16+)
  Poison reservoirs: Each time the manticore uses its volley of tail 
  spikes attack, it takes 1d6 damage, or 2d6 damage if it’s staggered.
  Nastier Specials
  Battle music: The manticore has songs for many different 
  purposes. When the manticore makes a musical voice attack 
  and rolls a natural even hit, choose one song (or roll a d4):
  1: Fortissimo—Each of the manticore’s allies gains a +2d6 
  damage bonus with attacks that hit until the end of the battle 
  (non-cumulative).
  2: Profundo—The manticore’s musical voice attack now deals 
  40 psychic damage instead of 20 until the end of the battle.
  3: Furioso—The target is confused instead of dazed.
  4: Largo—The manticore can make a musical voice attack during 
  its next turn as a free action, but with a +3 attack bonus. This 
  free attack won’t trigger another battle music effect.
  AC 21
  PD 
  19 
   
  HP 150
  MD 15
  Mantikumhar
  If you had enormous pincer claws and chitinous armor plates on 
  your lion body, antennae on your naked human face, and snake 
  scales on your scorpion tail, you’d hide under the sand too.
  Large 5th level spoiler [beast]
  Initiative: +14
  Pincer claws +11 vs. AC (2 attacks)—18 damage
  Natural 16+: The mantikumhar pulls its target under the soil/
  ground. The target is stuck, hampered, and takes 5 ongoing 
  damage from suffocation (save ends all)
  Miss: The target must roll an immediate save; on a failure, it’s 
  dazed until the end of its next turn from dirt or sand thrown 
  in its face
  Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage 
  against a creature taking ongoing poison damage
  C: Serpent sting +12 vs. AC—10 damage, and 5 ongoing poison 
  damage (hard save ends, 16+)
  Burrowing: The mantikumhar can move rapidly through sand, 
  loose soil, or dry eroded earth. It prefers to dig out a wide pit 
  and lie in wait for prey. (See burrow rules on page 200 of the 
  13th Age core rulebook.)
  Can’t be blinded: Between nictitating membranes that keep its eyes 
  from being scratched out by the sand and its weird burrowing 
  echolocation sense, the mantikumhar can’t be blinded.
  Poison reservoirs: Each time the mantikumhar uses its serpent 
  sting attack, it takes 1d6 damage, or 2d6 damage if it’s staggered.
  Nastier Specials
  Hunker down: A mantikumhar can burrow into the soil as a 
  move action, concealing itself from attacks. A hunkered 
  mantikumhar gains a +3 bonus to AC and PD, but it can’t use 
  crushing leonine jaws.
  Sand ambush: The mantikumhar’s extensible tail can strike by 
  surprise like a cobra from anywhere in its pit.
  C: Serpent sting +15 vs. AC (one nearby enemy)—10 damage, 
  and 5 ongoing poison damage (hard save ends, 16+)
  AC 23
  PD 
  19 
   
  HP 119
  MD 15
  “Varieties of manticores include: mantichora, 
  marticore, mantiserra, martiser, mantigere, 
  martiore, 
  mantikumhar, 
  maricomorion, 
  and mandevaur. Ensure the correct name is 
  engraved upon your summoning drone-pipe.” 
  —Dulin son of Domin
  “The perfume of the manticore, properly 
  distilled, can compel any man to unbridled 
  lust. Not particularly difficult, I grant, but 
  still, worth a gold imperial or five. Now, sphinx 
  perfume, on the other hand. . . .” 
  —Giles of Sherbourne, navigator-duelist
  
  k - n
  140
  Coursing Manticore
  Because that’s what was really missing from the manticore. The 
  ability to silently follow you from the skies.
  Large 6th level spoiler [beast]
  Initiative: +13
  Battering paws +11 vs. AC (2 attacks)—20 damage
  Natural 16+: The manticore can make a scorpion sting attack 
  against a different target as a free action.
  Crushing leonine jaws +11 vs. AC—30 damage, or 50 damage 
  against a creature taking ongoing poison damage
  C: Scorpion sting +13 vs. AC—10 damage, and 5 ongoing poison 
  damage (hard save ends, 16+)
  Fly-by attack: While flying, the manticore can make a scorpion 
  sting attack, pop free from the target, and keep flying to 
  somewhere nearby.
  Flight: Giant batlike dragon wings put the final horrid touch on 
  the coursing manticore’s “everything awful” design aesthetic.
  Poison reservoirs: Each time the manticore uses its scorpion sting 
  attack, it takes 1d6 damage, or 2d6 damage if it’s staggered.
  Nastier Specials
  Aerial archer: Instead of a scorpion tail, the manticore has 
  a spiked tail full of quills and can make volley of tail spikes 
  attacks instead of scorpion sting attacks.
  R: Volley of tail spikes +13 vs. AC (1d3 nearby or far away 
  enemies in a group)—5 ongoing poison damage (hard save 
  ends, 16+)
  Diving leap: The manticore leaps toward its prey, using its wings 
  to arrow into battle at tremendous speed. During its first turn 
  only, add +6 to its initiative count. After that, the beast returns 
  to its normal initiative order.
  AC 23
  PD 
  21 
   
  HP 170
  MD 15
  Building Battles
  If alone, manticores try to flee once staggered unless victory is 
  clearly within their jaws. They’re no braver than they have to 
  be. Manticores on a mission for a feared lord will carry it out 
  implacably, however, even if it means their death.
  Coursing manticores track their prey from the air until their 
  foe is tired, wounded, off-guard, or at least out in the open. Battles 
  with coursing manticores most often begin with an ambush and a 
  diving leap by the creature.
  As noted above, the mantikumhar is most likely encountered 
  in its pit. Kobolds, goblins, or other bottom-feeding races 
  sometimes drive or chase strangers toward a mantikumhar pit 
  in the hopes of getting the leftover armor, weapons, and other 
  inedible goods.
  Manticores make good if occasionally impulsive lieutenants 
  for less ethically picky power players. If the manticore has direct 
  subordinates or assigned mooks or troops, those creatures will be 
  the type associated with whichever icon employs the manticore: 
  skeletons for the Lich King, or orcs for the Orc Lord, for example.
  A pride of manticores is only encountered during their 
  mating season. At such times, they have hair-trigger tempers, 
  ravenous appetites, and exaggerated senses of privacy.
  You’ll never find a manticore working with a lammasu. If you 
  have to ask why, don’t ask a manticore.
  Manticores and the Icons
  With their man-like intelligence and demeanor, manticores make 
  better servants and lieutenants than savage griffins or thick-
  headed gargoyles (depending on your definition of “better”). 
  While any icon might use a manticore for some cruel or evil 
  purpose (except of course the Priestess, oh my no) there are some 
  icons whose name or sigil comes up more often where manticores 
  are found, discussed, or feared.
  Archmage: He gets blamed for the existence of most of the 
  strange beings in the world, and the manticore is no exception. 
  Antisocial wizards do tend to accumulate manticores more 
  often than do, say, antisocial blacksmiths.
  Crusader: He openly uses manticores as shock troops and 
  commanders, reveling in their combination of power and cruelty.
  Diabolist: Most manticores avoid others of their kind who serve 
  this icon. They find it difficult to ignore the persistent rumors 
  that the Diabolist experiments on manticores to improve them 
  or to reverse-engineer the Archmage’s foundational spells. Or 
  just because she can.
  Emperor: It would be a lot easier to ignore or forget the ancient 
  treaty granting manticores “hunting rights” in certain marches 
  if it weren’t for the occasional manticore encountered wearing 
  the Imperial blazon and livery colors.
  Prince of Shadows: What’s worse for your reputation than a 
  manticore wearing your livery? A manticore wearing your face. 
  To his credit, if that’s the correct term, the Prince doesn’t bother 
  to deny the strong family resemblance, though he will point out 
  that only the best of manticores display Princely blood.
  The Three: As triune beasts, manticores make excellent emblems 
  for the Three. The Three usually work through dragons, but 
  manticores themselves are more likely to exalt the Three in 
  oaths and song than any other icon.
  Names
  Manticores take two names: one indecipherable pattern of 
  musical roars and trills, and one human name. The human name 
  usually comes from the highest-ranking person the manticore 
  has eaten: manticores can be such snobs.
  
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  m a n t i c o r e
  Special 
  Terrain and 
  Environment 
  Effects
  The mantikumhar doesn’t just burrow 
  through the sand. It digs out a pit with 
  sharply sloping sides that crumble and 
  fall away when unwary prey gets too 
  close to the edge. It buries itself at the 
  bottom of the pit, ready to pinch, sting, 
  and devour the tumbling morsel.
  A mantikumhar pit is usually around 70 
  feet deep and 100 feet across, depending on 
  the soil type. If the soil is not sandy or loose, 
  the mantikumhar digs out cavities and tunnels 
  ready to collapse when its prey steps on them.
  A mantikumhar pit resembles a normal valley between 
  dunes, or a natural declivity in the path. Creatures must make a 
  DC 20 skill check to notice the telltale signs of undermining or 
  burrowing. If they fail, they fall into the pit and are immediately 
  stuck, hampered, and take 5 ongoing damage from suffocation 
  (save ends all). They also get ambushed by the mantikumhar.
  Heroes without experience in tunneled soil (most except 
  halflings/dwarves) or a preternaturally light step (elves) are 
  always hampered in a mantikumhar pit. Heroes in heavy armor 
  take a –2 attack penalty regardless of species.
  Adventure Hooks
  All varieties of manticores are generally 
  solitary, dwelling in the wasteland on the 
  fringes of humanoid settlement. This 
  is often, admittedly, because the 
  manticore has killed and eaten all the 
  nearby settlers.
  When encountered in the wild, 
  the manticore is either napping, idly 
  chewing its most recent kill, or trying 
  to kill you. A manticore on a mission, or 
  one employed by an icon or other facet 
  of society, may be engaged in research: 
  trading songs with a siren, studying a 
  magical artifact, or torturing someone who 
  it suspects knows something relevant to its 
  inquiries. Such manticores may also have 
  magic items, mostly of the necklace, pendant, or headgear sort.
  Manticores are usually polite and well-spoken at first, even 
  if they believe they can kill you. They do not take contradiction 
  or resistance well, however, and can fly into maniacal rants and 
  rages for little or no reason.
  Back to All Three Natures—A manticore formerly in Imperial 
  service has traveled to the Queen’s Wood and recruited a band 
  of followers, including human archers, some wood elves, and a 
  pride of semi-tame lions. Rumor has it they are a druidic cult 
  with rituals that include snake handling and wild, Maenadic 
  hunts. They prey on over-powerful devotees of the Priestess, 
  Archmage, and Elf Queen and distribute their victims’ gold to 
  the poor humanoids on the forest’s verges, winning themselves 
  allies and converts.
  Claim that Tune—A wizard needs the song of a manticore for 
  a specific ritual. One wrinkle: the manticore in question must 
  be alive when the wizard finishes her incantation. The heroes 
  must go find a manticore, hear its song, and get away without 
  killing it (or being killed). If the heroes have no bard with 
  them, she sends along her nephew, who has perfect pitch but 
  no other particularly helpful qualities.
  How Like a Serpent’s Tooth—The toxin in a series of poisonings 
  in Glitterhaegen has been identified (perhaps by the heroes) as 
  manticore venom. Somewhere in that bustling, prosperous city, 
  someone has hidden a manticore. Or perhaps, a manticore has 
  taken over a criminal ring or local assassins’ guild? Either way, 
  the heroes’ future likely holds a lot of searches of a lot of cellars.
  It is the unfortunate fact that many of the early 
  jurisprudential chrestomathia were misfiled, 
  but only Mardigoras v. Willowdell had a 
  venomous stasis spider entry filed in its place. 
  It’s enough to discourage properly thorough 
  researches of precedent.” 
  —Sir Gedney Ffisk-Brochten, seneschal-at-law 
  and equerry-at-large
  
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  Naga aren’t unreasoning monsters. They 
  generally have perfectly sound reasons 
  for wanting intruders dead. Interactions 
  where they’re willing to talk with two-
  legged mortals are also troubled by 
  the fact that the nagas’ arrogance and 
  condescension mean you will soon want 
  them dead.
  Deadly Guardians of the Arcane Arts
  Nagas are large snakes with faces that mirror those of the more 
  well-known races, but they don’t have arms or legs. There are at 
  least three known species of nagas, but all share one common 
  trait: they are sustained by magical energy rather than food 
  and water. They don’t need to consume that energy to subsist, 
  however, and some believe the nagas actually produce the 
  energy that also sustains them. For this reason, naga bones are 
  a common element in enchantment rituals because their bodies 
  retain magical energy long after the creatures die.
  Nagas are to the flow of magic like fish are to the ocean. They 
  understand the movement of the arcane currents like no others. 
  Wizards and sorcerers may control the power, but the nagas 
  seem to breathe that power. Even the naga life cycle testifies to 
  their link to powers beyond the world; instead of growing larger 
  like most beasts and dragons, nagas shrink as they “shed reality” 
  and become more purely magic. Elder nagas are about the size 
  of humans and elves instead of the great snake-like bulk of the 
  younger creatures.
  NAGA
  manafang naga
  
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  n a g a
  One of the nagas’ biggest mysteries is their creation. 
  Some legends about the pursuit of magic offer the naga as a 
  cautionary tale. It’s often accepted that too much time spent 
  consulting ancient tomes eventually warps the body as well as 
  the mind. The pursuit of knowledge can lead to breaking off 
  relationships, changes to mind and body, and hoarding magical 
  items. So perhaps nagas were created from obsessives who wore 
  their magical items while they slept and spellcasters who never 
  let enchantments end naturally. Of course, nagas spit on such 
  notions. . . .
  Other versions of their origins suggest nagas choose to shed 
  their original bodies. The humanoid form can only conduct so 
  much power into spells. The naga form is able to absorb, store, 
  and release much more arcane energy. Nagas are known to be 
  powerful ritual casters. Compared to the things nagas can do with 
  enough time and energy, the effects of humanoid spellcasters 
  are mere tricks of the light and illusions to fool children. The 
  naga know where the true power lies and are willing to sacrifice 
  anything to achieve that power.
  If they are not the result of a curse or the drive for knowledge, 
  how are they born? There is no evidence of nests to reflect their 
  serpentine heritage. Nagas seem ageless. “Naga eggs” sold as 
  spell components by unscrupulous market dealers always turn 
  out to be the eggs of other supernatural creatures marked up for 
  the rubes. Nagas killed in battle disappear in a flash of energy. 
  Are they reborn? Is there a limited amount of nagas in the world? 
  Perhaps the icons know the answer to this question but haven’t 
  told anyone.
  Because nagas overflow with arcane energy, those who 
  battle them find themselves able to use spells multiple times that 
  they normally must wait until after battle to recharge. Nagas also 
  draw power from arcane spells used against them. This cycle 
  turns battles with nagas into loud clashes full of mystic energies 
  spilling all over the place. Fighting a naga without spellcasters is 
  even more dangerous, since a naga’s magical superiority builds 
  up with the type of dramatic power surge that only true heroes 
  usually enjoy (i.e., a naga that is not attacked with spells is a naga 
  that is harnessing the power of the escalation die for itself and 
  all its allies).
  Swaysong Naga
  The naga sways to an unheard song, keeping time with the beat of 
  magic. The movement is hypnotic and . . . 
  Large 5th level leader [beast]
  Initiative: +8
  Bite +10 vs. AC—24 damage
  Natural 16+: The target also takes 15 ongoing poison damage.
  Miss: 12 damage.
  R: Song of reversals +10 vs. MD (1d3 nearby or far away 
  enemies)—25 psychic damage
  Natural 16+: The target is confused (save ends).
  Miss: 10 psychic damage.
  Limited use: 1/battle.
  C: Hypnotic movements +10 vs. MD (one nearby enemy, or 
  one nearby enemy per point of esc. die if mystic escalator 
  benefit is active)—10 psychic damage, and the target is 
  hampered (save ends)
  Arcane mirror: When an enemy targets the swaysong naga 
  with a spell, the naga regains the use of song of reversals if it’s 
  expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell 
  is a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell.
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn.
  AC 21
  PD 
  16 
   
  HP 144
  MD 18
  We could have pitted each type of naga against 
  a specific class. For example, the swaysong naga 
  might only have mirrored bard spells. That type 
  of singling-out of classes generally isn’t good design, 
  mostly because monsters’ cool powers often end up 
  being irrelevant and players always know whether 
  they’ve been singled out or whether the GM has wimped 
  out by not picking on them.
  “Sure, the wizards get excited at the thought of 
  the spellbooks and artifacts that these nagas 
  protect. But they also have libraries full of 
  histories, carvings of emperors from previous 
  ages, and information on previous icons. Most 
  of it gets smashed in the fighting. But if you 
  can bring back information for the Emperor’s 
  archives, you can live well in Axis for a few 
  months. He really likes statuary.” 
   
  —Maria Dozenfingers, halfling rogue
  
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  Sparkscale Naga
  If you’ve spoken with a sparkscale naga and failed to feel 
  patronized you just weren’t paying attention.
  Large 6th level leader [beast]
  Initiative: +10
  Bite +11 vs. AC—30 damage
  Natural 16+: Each nearby enemy takes 10 thunder damage.
  Miss: 20 damage.
  R: Bloom of lightning +10 vs. PD (1d3 nearby or far away 
  enemies)—30 lightning damage
  Natural 16+: Each nearby enemy takes 10 thunder damage.
  Miss: Each nearby creature (including allies) takes 5 thunder 
  damage.
  Limited use: 1/battle.
  C: Sparking aura +10 vs. PD (one nearby enemy, or one nearby 
  enemy per point of esc. die if mystic escalator benefit is 
  active)—20 lightning damage, and the target is vulnerable 
  (save ends)
  Arcane mirror: When an enemy targets the sparkscale naga with a 
  spell, the naga regains the use of sparking aura if it’s expended. 
  In addition, if that spell is a recharge spell, roll its recharge 
  check immediately after the spell is cast. If the spell is a per-
  battle or daily spell, roll a hard save (16+) immediately after 
  the spell is cast; on a success, the spellcaster doesn’t expend 
  the spell.
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn.
  AC 21
  PD 
  20 
   
  HP 190
  MD 16
  Manafang Naga
  The eyes and fangs of this naga are studded with crystals like 
  those used in the enchantment of magic items. Which serves as 
  a clue as to why your magic items just stopped talking with you.
  Large 7th level leader [beast]
  Initiative: +14
  Bite +12 vs. AC—45 damage
  Natural 16+: The naga gains resist spell damage 16+ against 
  the target’s spells until the end of the battle.
  Miss: 25 damage.
  R: Force missiles (1d4 nearby or far away enemies)—25 force 
  damage
  Limited use: 1/battle.
  C: Ritual movements +12 vs. MD (one nearby enemy, or one 
  nearby enemy per point of esc. die if mystic escalator benefit 
  is active)—40 psychic damage, and the target can’t cast spells 
  or use the activated powers of true magic items (save ends)
  Arcane mirror: When an enemy targets the manafang naga with a 
  spell, the naga regains the use of force missiles if it’s expended. 
  In addition, if that spell is a recharge spell, roll its recharge 
  check immediately after the spell is cast. If the spell is a per-
  battle or daily spell, roll a hard save (16+) immediately after 
  the spell is cast; on a success, the spellcaster doesn’t expend 
  the spell.
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn.
  AC 23
  PD 
  17 
   
  HP 210
  MD 21
  Elder Swaysong Naga
  This withered creature moves slowly, almost invisibly. The subtle 
  movements push and pull your perceptions just enough to make 
  you wonder if you are drunk, dreaming, or already dying.
  8th level leader [beast]
  Initiative: +12
  Bite +13 vs. AC—24 damage
  Natural 16+: The target also takes 15 ongoing poison damage.
  Miss: 12 damage.
  R: Song of reversals +13 vs. MD (1d3 nearby or far away 
  enemies)—25 psychic damage
  Natural 16+: The target is confused (save ends).
  Miss: 10 psychic damage.
  Limited use: 1/battle.
  C: Hypnotic movements +13 vs. MD (one nearby enemy, or 
  one nearby enemy per point of esc. die if supreme mystic 
  escalator benefit is active)—15 psychic damage, and the 
  target is hampered (save ends); until the target saves, it takes 
  15 psychic damage each time it attacks the naga 
  Arcane mirror: Whenever an enemy targets the elder swaysong 
  naga with a spell, the naga regains the use of song of reversals 
  if it’s expended. In addition, if that spell is a recharge spell, 
  roll its recharge check immediately after the spell is cast. If 
  the spell is a per-battle or daily spell, roll a hard save (16+) 
  immediately after the spell is cast; on a success, the spellcaster 
  doesn’t expend the spell.
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn.
  AC 24
  PD 
  19 
   
  HP 144
  MD 21
  
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  Elder Sparkscale Naga
  The air is thick with ozone. The swaying beast in front of you 
  hisses, sizzles, and pops. Small trickles of lightning caress its scales 
  like a lover. A jealous one.
  9th level leader [beast]
  Initiative: +15
  Bite +14 vs. AC—30 damage
  Natural 16+: Each nearby enemy takes 10 thunder damage.
  Miss: 20 damage.
  R: Bloom of lightning +14 vs. PD (1d3 nearby or far away 
  enemies)—30 lightning damage
  Natural 16+: Each nearby enemy takes 10 thunder damage.
  Miss: Each nearby creature (including allies) takes 5 thunder 
  damage.
  Limited use: 1/battle.
  C: Sparking aura +14 vs. PD (one nearby enemy, or one nearby 
  enemy per point of esc. die if supreme mystic escalator 
  benefit is active)—40 lightning damage, and the target is 
  vulnerable (save ends)
  Arcane mirror: Whenever an enemy targets the elder sparkscale 
  naga with a spell, the naga regains the use of bloom of lightning 
  if it’s expended. In addition, if that spell is a recharge spell, 
  roll its recharge check immediately after the spell is cast. If 
  the spell is a per-battle or daily spell, roll a hard save (16+) 
  immediately after the spell is cast; on a success, the spellcaster 
  doesn’t expend the spell.
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn.
  AC 24
  PD 
  23 
   
  HP 190
  MD 19
  Elder Manafang Naga
  “Speak to me of these ages, fleshy one. You claim they have come 
  and gone. Those with the First Blood in their veins see them for the 
  illusions they are. Your icons may rise, clash, and fall like children 
  playing at war.” 
  —Shakaask Thilsa, manafang naga
  10th level leader [beast]
  Initiative: +18
  Bite +15 vs. AC—45 damage
  Natural 16+: The naga gains resist spell damage 16+ against 
  the target’s spells until the end of the battle.
  Miss: 25 damage.
  R: Force missiles (1d4 nearby or far away enemies)—45 force 
  damage
  Limited use: 1/battle.
  C: Ritual movements +15 vs. MD (one nearby enemy, or 
  one nearby enemy per point of esc. die if supreme mystic 
  escalator benefit is active)—45 psychic damage, and the 
  target can’t cast spells or use the activated powers of true 
  magic items (save ends)
  Miss: 20 psychic damage.
  Arcane mirror: Whenever an enemy targets the elder manafang 
  naga with a spell, the naga regains the use of force missiles if it’s 
  expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell 
  is a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell.
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn.
  AC 26
  PD 
  20 
   
  HP 210
  MD 24
  Nastier Specials
  The following ability could be used by a large naga, but it seems 
  especially at home woven into the coils of the normal-sized elder 
  naga. We’d recommend using it for at least one elder naga during 
  the campaign. Giving it to all elder nagas works if you want the 
  PCs to fear them terribly.
  Arcane balance: Whenever the naga rolls a natural 1–5 with an 
  attack roll, it can cancel one magical effect created by a spell 
  or magic item that is affecting the naga or a nearby creature 
  (including a beneficial effect on a PC). It can be an ongoing 
  effect, an effect that only lasts a round, or even an effect that 
  was supposed to last until the end of the battle. Use your 
  sense of what is magical and what isn’t: a bard’s song is clearly 
  magical, but a rogue’s Shadow Walk talent probably isn’t, 
  despite the wizard’s arguments that it should be.
  Leaders or Spoilers?
  We’re calling nagas leaders because if you fight them 
  without using spells, they’ll let all their allies use the 
  escalation die. Have a proper magical blow-out with 
  the nagas and you’ll see that they operate much more 
  like spoilers and wreckers.
  “The Wyrm protects us from creatures bent on our 
  destruction. What weapons are the Naga hiding? 
  How many lives could we save? They are in league 
  with the demons and are responsible for opening 
  the rift to the Abyss. Proof? I have FAITH!” 
   
  —Nelissandro, high elf cleric
  
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  Building Battles
  Nagas are plotters who surround themselves with magical power. 
  Magical traps are common in naga lairs. They will also work with 
  other highly magical creatures such as demons or ogre magi to 
  help them achieve their goals, manipulating the demons as much 
  as anyone can, and enticing the ogres with secret knowledge. 
  Some rumors suggest they know how to create haunted skulls 
  and always keep a few around as guardians. It has been verified 
  by many who have battled the nagas that the creatures are fond 
  of constructs, especially stone and iron golems who can serve as 
  their feet and fists when needed.
  Nagas and the Icons
  Archmage: The Archmage’s pursuit of arcane secrets puts him 
  at odds with nagas. He wants the secrets they protect. They 
  believe that the icon and his allies are foolish children who can’t 
  handle the power they possess and protect. The Archmage 
  cares little for bloodshed and would prefer the knowledge kept 
  in the nagas’ libraries be copied rather than stolen. The nagas 
  don’t make that easy, however, so in the choice between looting 
  tombs and losing spells, the Archmage chooses the former. If 
  nagas aren’t willing to deal, the Archmage does what he needs 
  to do to advance the cause of magic.
  High Druid: Although nagas claim to be masters of all the 
  arcane arts, the nature magic of the High Druid still eludes 
  them. The High Druid believes it’s because the natural cycle 
  of life and death does not apply to nagas; therefore, they can 
  never understand the inherent magic of nature. The nagas 
  claim it’s because druidic magic is even less refined than other 
  sources and not even worth their study. Naga nests rarely exist 
  in the wild areas claimed by the High Druid. She sees these 
  creatures as examples of civilization gone awry and treats 
  them accordingly.
  Lich King: Nagas share two pursuits with this icon: longevity 
  and the collection of arcane knowledge. Unlike the Archmage, 
  however, the Lich King is willing to deal with nagas. Lich 
  phylacteries are often placed in the protection of a naga nest. 
  Even if the nagas don’t possess the Lich King’s phylactery (or 
  phylacteries), they might know what the objects are or where 
  he keeps them. Both sides understand the pursuit of magical 
  knowledge to a self-destructive end. Some even whisper that 
  nagas were the true power behind the rise of the Wizard King.
  Prince of Shadows: The value of arcane knowledge is obvious to 
  the Prince of Shadows. Even the hint of some unknown spell 
  or ritual can get nagas swaying in anticipation. Cutting a deal 
  with a naga often leads to it making a nest around an area the 
  Prince wants protected. The icon may also be one of the few 
  who know the truth about the nagas’ origins. So far, no other 
  icon has offered a juicy enough secret for him to part with that 
  information.
  The Three: Nagas don’t get along with the Three or their agents. 
  The Three believe nagas were responsible for stealing their 
  energy and creating sorcerers. Because of this, the Three attack 
  and destroy naga nests they learn about. In return, nagas are 
  more than happy to trade information about local dragon lairs 
  in exchange for adventurers leaving their nests undisturbed. 
  This is mostly a cold war between the two factions, but it 
  occasionally spills out into open warfare. The Three are 
  sending more and more agents into the ruins around Omen 
  (see below) to gain some leverage on the nagas.
  Five Truths About Omen
  Use these rumors about nagas and the ruins of Omen as your 
  campaign requires.
  • Nagas claim the ruins near the city of Omen are theirs. 
  Many different species in the world make similar claims. 
  The nagas, however, seem to have an insider’s knowledge 
  of the ruins. Nests often contain maps, journals, and other 
  writings detailing the area. These documents are valuable 
  for those unconcerned with the hoarding of magic theory. 
  Unfortunately for historians, the writings are from different 
  authors and the story they tell is often contradictory. The 
  ruins clearly exist from a time in a previous age, and the more 
  questions answered the more chances for adventurers to 
  discover lost treasures from a bygone era.
  • Some journals claim nagas built the city that predated Omen. 
  Omen was the first city built in the world and all the other 
  cities that came after it were mere echoes of its greatness. 
  Many materials and building techniques for it were created 
  by nagas. Dwarven claims to the contrary are examples of 
  jealousy at best and thievery at worst. In these journals, Omen 
  is a direct descendant of the “naga city.” Omen was built as a 
  mirror of the older, greater city, and the nagas alive today find 
  the aping of the city to be quaint.
  • The nagas conquered Omen in a war many ages ago. It was the 
  first war to use magic in battle. The nagas were the masters of 
  this battle magic and conquered the world. Omen was their 
  capital, but it was devastated by a huge magical accident. The 
  nagas locked away their mighty magic. Despite their best 
  efforts, magic escaped to the people that came to the city 
  later. Now the nagas must protect the world from their legacy.
  • The nagas lost Omen because they were too devoted to 
  the study of magic. Nagas were a peaceful race with no 
  standing army. They believed that their studies made them 
  too sophisticated to make war. Instead, Omen fell due to the 
  politics of the mage guilds and also to the first manifestation 
  of orcs, who drove the nagas to the winds. The nagas study 
  magic to someday return their kind to their original glory.
  • The first icon of the 1st Age was a naga with the power of a 
  god. Omen was the city it created through pure will. But a 
  great betrayal brought it down. Some versions of the legend 
  say the betrayal was perpetrated by a human, others suggest 
  a member of another similar race. That age ended with the 
  naga’s death. The 2nd Age began with the naga icon’s power 
  split between two new icons. The nagas believe all the icons 
  will one day come to Omen all at once. And the nagas will 
  have their revenge.
  
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  Naga Methods of 
  Preserving Lost 
  Knowledge
  Most spellbooks are mere books; paper, ink, and binding. The 
  secrets of the nagas deserve better. They use much more exotic 
  methods to preserve their knowledge. The nagas use magic to 
  protect magic, which spurs them to discover greater magic still. 
  Their methods also act as natural barriers to theft. An adventurer 
  can easily stuff a grimoire into a sack and make a run for it. But if 
  that grimoire is a two-ton elemental of iron? It’s less easy.
  Nagas often construct golems. They create them as 
  intermediaries between the nagas and the rest of the world. Naga 
  golems have spells carved into their torsos in exact, articulate 
  script. To gain the spell, you must either defeat the golem or 
  control it, but reading a spell tends to be difficult when the media 
  is trying to dash out the reader’s brains.
  Specially attuned crystals also hold the secrets of magic 
  that the nagas keep. The crystals impart the 
  knowledge directly into the mind, unlike 
  reading script. How the knowledge is 
  created is less clear. Are they memories? 
  The paranoid members of the 
  magic community refuse to use 
  naga mind crystals. Too much 
  communing with the crystals, 
  and they believe a naga will 
  take the user’s body over to 
  be put to dire purpose.
  Elemental libraries 
  exist in areas where 
  non-nagas fear to tread. 
  Volcanoes, sea floors, 
  cloud castles, and sheer 
  cliffs all come naturally 
  to nagas. Not only is the 
  journey treacherous but 
  the nagas are hostile. 
  Finding the right spell 
  on a cliffside covered 
  in coded sigils is an 
  adventure in itself.
  “Give the snakes a wide berth. Never look them in 
  the eyes unless you want to fight. You can make it 
  through their dens if you move quietly, hold your 
  tongue, and touch absolutely nothing.” 
   
  —Gargilan, dark elf bard
  Names
  Nagas are given short names upon birth. For every major 
  accomplishment, a syllable is added to their name. Names 
  include: 
  F’Sheol, 
  K’Brik’Nep’Sha, 
  Vic’Nic’Tic’Pao’Kun, 
  Lin’Drin’Hob’Busk’, and G’Rick’Sha’Bin’Hiz’Quint’Ka.
  Adventure Hooks
  A Bone to Pick—Rumors of a skeletal swaysong naga call to the 
  adventurers. Is the naga the guardian of long lost necromantic 
  spells? Or is it a ruse to lure out those who would seek dark magic?
  An Icon’s Need—The adventurers must heal an icon important 
  to most of them. The affliction is something unusual like a 
  powerful poison or spell. The only method that will work for 
  certain is finding the pieces of a naga spell crystal to unlock 
  lost healing knowledge.
  Omen’s Gate—Somewhere in the ruins of Omen is a magical 
  gate. A week ago, it began to come to life. Only the nagas know 
  its purpose . . . and how to stop it.
  swaysong naga
  
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  We’ve decided you don’t need us to tell you ethnographic details 
  of the ogre bloodlines, or to detail their failed attempt to storm 
  the Golden Citadel, or even their mostly frustrated attempts to 
  move down out of the Owl Barrens into the Wild Wood. You 
  can handle ogre “culture” and campaign events yourself. They’re 
  ogres, not gnomish rocket engineers.
  So let’s cut to the melee. We presented one ogre on page 240 
  of the 13th Age core book. The ogres below complement that basic 
  ogre by registering in the service of the icons.
  The ogre penitent and the ogre crusader serve the Crusader. 
  The penitent is eminently expendable and becomes more 
  dangerous as it takes more damage. The ogre crusader has 
  qualified as worthy of shock troop status and can be especially 
  effective against PCs affiliated with the Crusader’s great enemies, 
  the Diabolist and Great Gold Wyrm.
  The demonic ogre serves the Diabolist by serving as the 
  carrier for a demon’s soul that is not quite strong enough to take 
  its own form. You should express this development in ways that 
  OGRE
  Maybe, just maybe, ogres 
  had it better when the 
  ogre magi ruled. But 
  probably not.
  Iconic Flavors
  
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  o g r e
  work for your campaign; it could be demonic possession, it could 
  be a strange gem worn upon the ogre’s chest, or it could be a 
  mini-demon parasite growing somewhere on the ogre’s body. Let 
  your story guide you.
  The ogre berserker and the ogre champion seem most likely 
  to fight for the Orc Lord, though the berserker could easily be a 
  free agent. The ogre champion has a touch of magic from a great 
  enemy of the elven and dwarven peoples, so it’s probably best 
  tied to the Orc Lord.
  Ogre Penitent
  A handful of ogres convert to the Crusader’s view that they are 
  fallen monsters worthy only to die for his true warriors. Kind of 
  sad, kind of annoyingly lethal.
  Large 3rd level blocker [giant]
  Initiative: +4
  Remorseful flail +6 vs. AC—20 damage
  Natural 5, 10, 15, or 20: Until the end of the battle, when an 
  enemy engaged with the ogre attacks it, that enemy can’t 
  target other enemies with that attack.
  Miss: Half damage to a different nearby enemy.
  Closer my death to thee: While staggered, the ogre penitent gains 
  a +4 attack bonus.
  Crumbling ego: Each time the ogre fails a save, it takes 1d8 
  psychic damage.
  Nastier Specials
  Frenzied disappointment: If the ogre penitent rolls a natural 1 
  or 2 with an attack roll, it can take an extra standard action 
  during its next turn.
  AC 18
  PD 
  16 
   
  HP 100
  MD 14
  Demonic Ogre
  Half-formed demons possess ogres until the demons grow strong 
  enough to assume their own forms. Unless you have a stake in 
  increasing the world’s demon population, slay these terrors 
  quickly.
  Large 4th level spoiler [giant]
  Initiative: +8
  Demon-kissed blade +9 vs. AC—24 damage
  Natural 5, 10, 15, or 20: The ogre gains a random demonic 
  advantage (see below) until the end of the battle. All demonic 
  advantages end if the ogre experiences a demonic eruption.
  Miss: Half-damage.
  R: Flaming spear +9 vs. AC—20 damage
  Natural 5, 10, 15, or 20: The target takes 10 ongoing fire damage.
  Demonic advantage: Roll a d6 to determine which demonic 
  ability the ogre gains.
  1: The ogre gains resist energy 16+.
  2: Once per battle, the ogre can teleport anywhere it can see as 
  a move action.
  3: The ogre’s attacks deal +1d8 damage, hit or miss.
  4: At the start of the ogre’s turn, each enemy engaged with it 
  takes 2d6 negative energy damage.
  5: The ogre gains a +5 bonus to saves this battle.
  6: The ogre begins making demonic eruption rolls when the 
  escalation die is 4+ instead of 6+.
  Demonic eruption: When the escalation die is 6+, the demonic 
  ogre rolls a normal save at the start of each of its turns. On 
  a success, roll a d6 and replace the demonic ogre with a new 
  undamaged demon. 1–2: Imp; 3–4: Despoiler; 5: Frenzy 
  demon; 6: Cambion sickle (page 31). (See the 13th Age core 
  rules, page 210–211 for options 1–5.)
  Nastier Specials
  Early eruption: Begin making demonic eruption rolls when the 
  escalation die is 5+ instead of 6+. Also use stronger demons for 
  the options that the ogre could turn into.
  AC 20
  PD 
  16 
   
  HP 100
  MD 16
  Ogre Berserker
  This is not a fight you can escape without blood on your hands. 
  And your face. And your knees, backside, and elbow joints.
  Large 4th level wrecker [giant]
  Initiative: +9
  Giant axe or sword +8 vs. AC—28 damage
  Natural 5, 10, 15, or 20: The ogre berserker gains the escalator 
  ability (it adds the escalation die to its attacks) until the end 
  of the battle.
  Miss: Half damage, and the ogre berserker takes 1d6 damage.
  You shouldn’t have done that: When an enemy engaged with the 
  berserker scores a critical hit against it, that enemy takes 7d6 
  damage.
  Incidental damage: When an enemy makes an opportunity attack 
  against the berserker, hit or miss, that enemy takes 2d6 damage.
  Rauguguggh: Once per battle as a free action, when the ogre 
  berserker fails a save, it can take 3d6 damage to succeed at the 
  save instead.
  AC 18
  PD 
  18 
   
  HP 120
  MD 15
  
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  Ogre Crusader
  Smarter ogres realize that they are bigger 
  and tougher than most of the Crusader’s 
  warriors, and therefore deserve the good 
  armor and some well-made weapons. The 
  armorers have reluctantly agreed.
  Large 4th level troop [giant]
  Initiative: +6
  Jagged greatsword or greataxe +10 vs. AC 
  (2 attacks)—18 damage
  Natural 5, 10, 15, or 20: The ogre crusader can make a war-
  curse attack as a free action.
  Miss: Half damage.
  R: War javelin +8 vs. AC—18 damage
  C: War-curse +10 vs. MD (the nearby conscious enemy with 
  the lowest hit points)—10 psychic damage
  Special hate: When the ogre crusader attacks an enemy that has a 
  positive or conflicted relationship with either the Diabolist or the 
  Great Gold Wyrm, it adds the escalation die to the attack roll.
  AC 21
  PD 
  17 
   
  HP 106
  MD 15
  Ogre Champion
  You don’t have to be an orc to be one of the Orc Lord’s favored 
  champions. Ogres like this guy make the point that you’re probably 
  better off not being an orc.
  Large 5th level wrecker [humanoid]
  Initiative: +10
  Champion’s battle-axe +10 vs. AC—30 damage
  Natural 5, 10, 15, or 20: The ogre champion gains a second 
  standard action this turn, but not a third.
  Miss: Half damage.
  R: Heavy javelin +10 vs. AC (one nearby or far away enemy)—26 
  damage
  Miss: 10 damage.
  Orc Lord’s enemies: Whenever a nearby dwarf or elf enemy 
  attempts to use their racial power, they must roll a hard save 
  (16+). On a failure, the power fails and has no effect that turn 
  (but they can try again next turn).
  Slayer of wizards: Creatures engaged with the ogre champion 
  take opportunity attacks from it when casting close spells as if 
  they were casting ranged spells.
  Nastier Specials
  Escalating danger: The ogre champion adds the escalation die to 
  the damage it deals with its attacks, hit or miss.
  AC 21
  PD 
  19 
   
  HP 140
  MD 18
  Ogre Minion
  Evil masterminds always have a place for 
  minions who are too tough to realize when 
  they are outclassed.
  Large 9th level mook [humanoid]
  Initiative: +11
  Ogre-sized chopper +14 vs. AC—35 damage
  Miss: Half damage.
  R: Ogre-sized javelin +14 vs. AC (one nearby or far away 
  enemy)—20 damage
  Incidental damage: When an enemy makes an opportunity attack 
  against the ogre minion, hit or miss, that enemy takes 4d6 damage.
  Double-strength mook: The ogre minion mook counts as two 9th 
  level mooks when you’re building battles.
  Nastier Specials
  Punching above its weight: Once per round, the ogre minion mob 
  can take 5d10 damage to reroll an attack (a member of the mob 
  takes one for the team).
  AC 24
  PD 
  23 
   
  HP 80 (mook)
  MD 19
  Mook: Kill one ogre minion mook for every 80 damage you deal 
  to the mob.
  Names
  Ogres like names that boast of their martial prowess or the amount 
  of foes they have eaten. Ogruk Toe-Eater, Drkrk Face-Swallower, 
  and Kytdron Skull-Taker are all likely ogre names, especially for 
  ogres without a master or ogres devoted to the Orc Lord.
  Ogres devoted to the Crusader might choose names that 
  boast about how much they hate demons.
  Ogres devoted to the Diabolist actually choose simpler and 
  less boastful names because they know they aren’t the toughest 
  kids on the block.
  Adventure Hooks
  Ask Not What Your Empire Can Do For You—Some soft-hands 
  village marshal from a land under the Archmage’s wards sees a 
  legion of half-orcs for the first time so he gets the idea that if half-
  orcs serve the Empire so well, ogres would do even better. Foolish 
  or con-artist PCs might be hired as his recruitment officers. Wise 
  or responsible PCs will clean up the resulting mess. 
  Damned if You Do . . . —A village the PCs have ties to becomes occupied 
  by ogre crusaders looking for a demon cult, one tortured informant at 
  a time. The cult is real, but hidden a bit too well for the increasingly 
  frustrated ogres’ methods. How will the PCs manage the situation?
  Ogres to Omen—How many ogres can you fit onto a prison barge 
  sailing to Omen as the result of complicated negotiations between 
  the Empire and the frost giants? As many as possible, but leave 
  room for the PCs roped into ensuring the voyage is a “success.”
  
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  o g r e  m a g e
  Ogre magi showed up in the earliest dungeon-crawling 
  supplements. They were modeled on Japanese oni, though it’s not 
  clear that the original artists saw that connection as anything but 
  great reference material. Decades of supporting roles as a first- or 
  second-tier villain has added up to a sense that the ogre mage can 
  be a ruthlessly evil archvillain or chief enforcer for a more powerful 
  villain, with perhaps a trace of unexpected dignity in the evil.
  We don’t want to over-explain the ogre magi. Page 240 of 
  13th Age core rules mentions that the elves brought the ogre magi 
  into the Empire temporarily a few ages ago and that things went 
  sour thanks to the dark elves. But really, isn’t that what people 
  always say? Blaming the dark elves is almost like saying “Shit 
  happened.” The truth about the ogre magi seems like something 
  you can exploit within your campaign. We’re certainly coming up 
  with varied answers in our campaigns, so this is one monster that 
  we’d like to leave mysterious.
  OGRE 
  MAGE
  Refined and orderly minds, 
  devoted to fostering chaos as 
  a means of maximizing their 
  power and advancing shadowy 
  agendas.
  Purple and Powerful
  
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  152
  Less Evasion,  
  More Power
  The ogre mage in the 13th Age core book is somewhat baroque 
  compared to most of our monsters. We indulged ourselves by 
  accounting for nearly all of the ogre mage’s traditional powers. 
  This atypical thoroughness built up into a checklist of powers. 
  But the powers didn’t necessarily come together properly; if 
  you’ve played with our ogre mage stats you may have noticed 
  that they’re overly defensive. Many defensive and evasive abilities 
  don’t add up to much that can actually threaten high-level PCs. 
  Maybe that’s okay. Use the core book ogre mage caster when you 
  want a monster that can frustrate the PCs while accomplishing 
  dastardly deeds and getting away with it, not necessarily 
  threatening the PCs’ lives.
  The ogre magi below are life-takers rather than spellcasters 
  who are trying to escape into the shadows. The ogre mage knight 
  fights with fluid martial arts attacks in which each naginata strike 
  flows into a powerful spell. The prismatic ogre mage unleashes 
  world-twisting chaos effects and prismatic blasts that twist hero’s 
  lives into unexpected places.
  Ogre Mage Knight
  If the naginata doesn’t get you then the lightning will.
  Large 6th level wrecker [giant]
  Initiative: +13
  Naginata +11 vs. AC—The effect depends on the roll.
  Natural even hit: 25 damage, and the ogre mage knight can use 
  lightning pulse as a free action.
  Natural odd hit: 20 damage, and the ogre mage knight can use 
  voice of thunder as a free action.
  Natural even miss: 10 damage, and the ogre mage knight can 
  teleport to any nearby location it can see before using magi’s 
  lightning chain as a free action.
  Natural odd miss: The ogre mage knight can use cone of cold 
  as a free action.
  R: Magi’s lightning chain +11 vs. PD—15 lightning damage, 
  and each time this attack has a natural even attack roll, the 
  ogre mage knight can target a different creature with the ability
  C: Cone of cold +11 vs. PD (up to 3 nearby enemies in a group, 
  also targets the ogre’s allies engaged with the targets)—20 
  cold damage
  Miss: 10 cold damage.
  C: Lightning pulse +11 vs. PD (one random nearby or far away 
  enemy)—20 lightning damage
  Natural even hit: The target is weakened (save ends).
  C: Voice of thunder +11 vs. PD (1d3 nearby enemies)—15 
  thunder damage
  Resist exceptional attacks 16+: When a limited attack (not an 
  at-will attack) targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage.
  Trollish regeneration 15: While an ogre mage is damaged, its 
  uncanny flesh heals 15 hit points at the start of the ogre mage’s 
  turn. It can regenerate five times per battle. If it heals to its 
  maximum hit points, then that use of regeneration doesn’t 
  count against the five-use limit.
  When the ogre mage is hit by an attack that deals fire or 
  acid damage, it loses one use of its regeneration, and it can’t 
  regenerate during its next turn.
  Dropping an ogre mage to 0 hp doesn’t kill it if it has any 
  uses of regeneration left.
  Nastier Specials
  Ki: Gain 1d4 ki at the start of each battle. Spend a point of ki as a 
  free action, once per round, to change the ogre mage knight’s 
  natural attack result by one; a natural 1 could become a 2, a 
  natural 19 could become a natural 20, and so on.
  AC 22
  PD 
  19 
   
  HP 160
  MD 17
  Ogre Lightning Mage
  There’s a disturbing amount of arcane knowledge implicit in 
  the devastation wrought by this ogre’s spells. Each lightning bolt 
  unfolds like a flower. The bodies sizzling between the bolts seem 
  artfully placed.
  Large 8th level caster [giant]
  Initiative: +15
  Naginata +14 vs. AC (2 attacks)—40 damage
  Miss: 15 damage.
  R: Lightning from torn sky +14 vs. PD (up to 2 nearby enemies, 
  plus one far away enemy, if any)—52 lightning damage
  Limited use: 1/battle, but the ogre lightning mage regains 
  the use of this attack if it’s expended each time it uses its 
  naginata attack.
  R: Past master’s judgment +14 vs. MD (1d3 nearby 
  enemies)—25 psychic damage
  First natural even hit each attack: The ogre lightning mage can 
  cancel one spell or magical effect created by the target.
  Flight: The ogre lightning mage flies well using the sheer power 
  of its superior mind.
  Invisibility: While not engaged, the ogre lightning mage can turn 
  invisible as an at-will standard action. It becomes visible when 
  it attacks. The ogre mage takes 1d10 damage each time it uses 
  invisibility while it’s staggered.
  Resist exceptional attacks 16+: When a limited attack (not an 
  at-will attack) targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage.
  
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  o g r e  m a g e
  Trollish regeneration 20: While an ogre 
  mage is damaged, its uncanny flesh 
  heals 20 hit points at the start of the 
  ogre mage’s turn. It can regenerate 
  five times per battle. If it heals to its 
  maximum hit points, then that use of 
  regeneration doesn’t count against the 
  five-use limit.
  When the ogre mage is hit by an 
  attack that deals fire or acid damage, it 
  loses one use of its regeneration, and it 
  can’t regenerate during its next turn.
  Dropping an ogre mage to 0 
  hp doesn’t kill it if it has any uses of 
  regeneration left.
  AC 24
  PD 
  20 
   
  HP 230
  MD 22
  Prismatic Ogre Mage
  When the air cuts your eyes and time flips sideways each time 
  the gem embedded in the ogre’s hand pulses, you aren’t going 
  to remember that you ever wondered whether these magicians 
  caused the ogre magi’s fall from the Emperor’s good graces or 
  whether they showed up afterward to arrange vengeance. You’ll 
  just want them dead. Or at least far enough away to make the 
  horizon stop turning somersaults.
  Large 9th level caster [giant]
  Initiative: +16
  Horns and claws +15 vs. AC—75 damage
  Natural 2–5: The prismatic ogre mage can use prismatic blast 
  as a free action without provoking an opportunity attack.
  Force shove +15 vs. PD (each enemy engaged with ogre)—10 
  force damage, and the target pops free from the ogre mage
  Quick use: This power only requires a quick action (once per 
  round) instead of a standard action when the escalation die 
  is odd.
  R: Prismatic blast +15 vs. PD (1d3 
  nearby or far away enemies in a group) 
  —Roll a d8 against each hit target to 
  determine the type of ray and effect
  1. Red: 75 fire damage; Miss: 40 fire damage.
  2. Orange: 50 damage, and the target is 
  confused (save ends).
  3. Yellow: 40 ongoing poison damage.
  4. Green: The target loses a recovery, and 
  the prismatic ogre mage heals 70 hp.
  5. Blue: 60 lightning damage, and make a 
  secondary attack:
  +15 vs. PD (one enemy near the 
  target)—20 lightning damage.
  6. Cyan: The target is stunned (save ends).
  7. Purple: The target is dazed and 
  confused (save ends both). When the 
  target saves, it takes 40 psychic damage.
  8. Magenta: The target is transported into the future. Remove 
  that creature from play, returning it to the battle in (or near) 
  its previous location at the end of its next turn. No time 
  seems to pass for the target while it’s gone.
  Resist exceptional attacks 16+: When a limited attack (not an 
  at-will attack) targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage.
  Warp: The prismatic ogre mage warps reality with its presence. 
  Each character hit by the prismatic blast attack during battle 
  must write down one true personal trait or preference about 
  their character such as: “Yellow hair,” “Afraid of spiders,” 
  “Prefers white wine to red,” or “Tattoo of a halfling on left bicep.” 
  These personal traits are shuffled and randomly distributed 
  equally by the GM after the battle is over. Whichever trait 
  each player receives is now true for their character as well 
  as for the character of the player who wrote it down (unless 
  there has somehow turned out to be a swap . . . ). These traits 
  don’t alter game mechanics (feats, powers, backgrounds, icon 
  relationships, attributes, bonuses, etc.). They are personal 
  details that have been warped and scrambled by the prismatic 
  ogre mage’s magic.
  AC 25
  PD 
  22 
   
  HP 360
  MD 18
  “Yes, I swear by whatever you consider holy 
  that this is a gem torn from the forehead of a 
  prismatic ogre mage. You really don’t want 
  to be using it as the stone in your engagement 
  ring. I’m serious this time. Really. Oh come on, 
  what is it going to take to get you to trust me I’m 
  actually trying to help this time.” 
  —Benholm the Diplomat
  
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  Environmental Effects: 
  Chaos-touched Weirdness
  The prismatic ogre mage’s presence warps reality. No actions 
  required—it’s an aura that always surrounds the ogre and 
  becomes more pronounced during battle. Prismatic ogre 
  magi are themselves unaffected by chaos-touched weirdness 
  effects, except for the random chance that they are affected by 
  dimensional rifts. The effects usually fade from the area within a 
  day after an ogre is defeated or leaves.
  If this is too much weirdness for your game, use one effect at a 
  time, or consider it a nastier special. If your game can handle it, at 
  the start of a battle involving one or more ogre prismatic mages, roll 
  a d6 twice (reroll the same result) to see what effects are in the area:
  1. Stinging grit. Pebbles that crawl like insects. Biting grass.
  During its turn, if a creature doesn’t use a quick action to 
  block/slap away these distractions, it takes a –2 penalty to 
  all defenses until the start of its next turn.
  2. Darklight. The light in the area cuts flesh. Deadly silences.
  Whenever a creature attacks a target that is far away, the 
  attacker takes 2d20 negative energy damage.
  3. Gravity periodically zigzags.
  When a creature moves, it takes a –2 penalty to attacks until 
  the start of its next turn.
  4. Jumbled is time. Moves order events of out.
  At the start of each new round, creatures with even initiative 
  counts increase their initiative count by 1d6, and creatures 
  with odd initiative counts decrease their initiative count 
  by 1d6. Any verbal communication requires the creature 
  speaking to use a move action to be understood.
  5. Solids liquefy and liquids solidify.
  When a creature wants to move, it must roll a normal save. On 
  a failure, it’s stuck until the start of its next turn.
  6. Dimensional rifts.
  At the end of each round, two random creatures in the battle 
  trade positions with each other. Repeat that process again 
  for each additional set of two random creatures until all 
  creatures have moved position once, or until there’s only a 
  single creature left without a creature to trade with.
  Building Battles
  Clearly we haven’t made ogre magi any simpler to run in the 
  Bestiary. Generally you’ll only want to run a single ogre mage 
  caster at a time. The knights might fight in pairs. The casters 
  generally work solo, accompanied by minions and meat-shields 
  of all varieties. We opted against using the charm monster-style 
  spells that are typical of most d20-rolling versions of the ogre 
  mage, but that shouldn’t stop you from associating ogre magi 
  with any monster that’s smart enough to follow their orders. 
  They’ll even work with their dim-witted cousins, ogres, if it suits 
  them.
  Ogre Magi and the Icons
  Archmage: Unless you have a different story in mind, think 
  of ogre magi as rivals to the Archmage. They’re cognizant 
  of his power but probably think they could do better if they 
  had his resources. The Archmage doesn’t like their ability to 
  dispel or warp powerful magic. He probably suspects they are 
  undermining his wards. He’s probably right.
  Crusader: The Crusader is comfortable bossing around ogres. 
  And he loves to give orders to ogre magi. But the relationship 
  isn’t as subservient as he would like and he suspects they have 
  other masters.
  Emperor: If the Emperor employs ogre magi, he’s definitely 
  keeping it a secret from the Archmage.
  Prince of Shadows: Yes.
  Names
  This really depends on how you decide to handle ogre magi. They 
  might have Japanese names, though that feels wrong to us. They 
  might have names that sound like they come from Hong Kong 
  movies and martial arts traditions, Third Terrible Grimace, for 
  instance, or Destroying Daughter. They might disarm humans 
  and elves by using the same kind of names as humans, though 
  those will probably not be their true names.
  Adventure Hooks
  The Iron General—Recent raids in the area by highly disciplined 
  mercenaries have been causing a lot of trouble. Investigation 
  reveals the raiders are coming from a fortress deep in some 
  nearby hills. The few survivors of the raids speak of the 
  mercenaries referring to how the attack fulfills part of their 
  leader’s plan, someone they called the “Iron General.” When 
  the PCs confront the raiders and their general, they’ll learn that 
  an ogre mage wears that moniker, and that his attacks serve a 
  terrible larger purpose that he is in fact willing to betray—for 
  a price. Use this hook when the ogre mage is out of the PC’s 
  league, so that negotiation is a serious option.
  Lost River Tavern: What curious sequence of events led an ogre 
  mage to inherit or build a half-decent tavern on the “scenic” 
  banks of the Lost River? If the PCs have to take a campaign loss 
  to escape the ”drinking contest,” they’ll never find out.
  You know that a player who hasn’t read this book is 
  going to want to loot the prismatic gems embedded in a 
  slain ogre mage’s palms and forehead. Reward them by 
  saying that they’ve gained one usable gem that provides 
  the wielder with the ogre mage’s resist exceptional 
  attacks ability. The gem’s power recharges on a 16+ and 
  its quirk is that the wielder keeps wanting to carve open 
  their hand or forehead and place the gem there. Once 
  they use the power, hit them with chaos-touched effects 
  every other battle that only affect them and their allies, 
  not the enemy. Keep that cursed effect going the rest of 
  the day, then make the curse effects start affecting them 
  every battle if they still hold on to the gem.
  I Loot the Gems
  
  155
  o r c
  Orcs vary in appearance and physique. Some orcs are hairy, while 
  others are entirely bald, some have green skin, while others have 
  skin that is scabbed or brown or white or yellow or covered in warts. 
  Many have tusks, but others have rows of shark-like teeth. Most 
  members of a given tribe or pack tend to resemble each other, but 
  the weird ways in which orcs spawn like an infection in the earth 
  ensure that there are always odd new orcs entering the world.
  Specific details of how orcs function aren’t something we 
  want to design for you. There have been any number of convincing 
  depictions of orcs in fantasy literature and games. You should use 
  the ideas that suit your campaign. And you should probably be 
  open to ideas from your players when they suggest that some-
  orcs-work-like-this.
  Here are a few options we’ve used in games, though seldom 
  all at the same time. Other options and bigger plot lines will 
  come in a different book when we delve more seriously into the 
  Orc Lord’s hordes.
  • Most orcs only live ten or twenty years if something doesn’t 
  kill them first; that’s part of the reason they don’t have a huge 
  problem with undeath.
  • Orcs live a lot longer in places like the Red Wastes and 
  Moonwreck; the more polluted and broken the land, the 
  better it is for them.
  • Orcs are patriarchal when they’ve got any kind of culture.
  • Orcs are matriarchal and orc women know magic that has 
  increased in power thanks to the emergence of the Orc Lord.
  • Isolated communities of humans and other races that 
  degenerate may turn into orcs without even being raided.
  • Some of the worst orcs rise spontaneously from noisome pits, 
  lava fields, battlefields, massacre zones, and areas touched by 
  demons. They’re driven by a primordial anger that other orcs 
  can’t measure up to.
  • The longer orcs stay around the Orc Lord, the smarter and 
  more dangerous they become.
  ORC
  Savages, harbingers of destruction, brutish 
  and degenerate mockeries of other races. The 
  orc is the embodiment of all that 
  civilized folk fear is secretly true 
  about themselves.
  orc tusker
  Possible Orcs
  
  o - p
  156
  • Orcs adapt and change quickly to match the nature of their 
  masters; the Orc Lord just has a bit more juice that way.
  • Orcs are the most common inhabitants of living dungeons.
  • There is a secret taxonomy of orc characteristics and if a 
  serious magician could figure it out they’d be able to shut 
  down much of the orc spawning-pits.
  • Scholars who’ve tried to catalog all the orc variants are 
  deceiving themselves, but at least they’ll have something to 
  keep them busy until it kills them.
  Pit-Spawn Orc
  This orc just crawled out of the ground, fully formed: a malevolent 
  stain upon reality. 
  Double-strength 2nd level mook [humanoid]
  Initiative: +2
  Punch or bludgeon +7 vs. AC—5 damage
  Mob attack: The crit range for pit-spawn orcs is 17+. Whenever 
  a pit-spawn orc scores a critical hit, each pit-spawn orc mook 
  in the battle gains a +1 cumulative bonus to damage until the 
  end of the battle.
  Nastier Specials
  Boiling rage: When an enemy engaged with the orc hits it with 
  an attack, the enemy takes 4 damage as the orc bites and claws 
  it back.
  AC 17
  PD 
  15 
   
  HP 18 (mook)
  MD 12
  Mook: Kill one pit-spawn orc for every 18 damage you deal to 
  the mob.
  Orcish Archer
  It takes patience to be a true archer. Orcs lack that. So they fire as 
  many arrows as possible, hope for the worst, and work themselves 
  toward a frenzy that demands the sword.
  2nd level archer [humanoid]
  Initiative: +5
  Scimitar +6 vs. AC—6 damage
  R: Short bow +6 vs. AC—7 damage
  Natural 1–5: Reroll the attack against a random nearby 
  creature. If the rerolled attack is also a natural 1–5, the orcish 
  archer takes 3 damage from sheer agonized frustration, but 
  it doesn’t get to make another attack.
  Final frenzy: When the escalation die is 3+, the orcish archer 
  gains a +3 bonus to melee attacks and melee damage.
  AC 18
  PD 
  17 
   
  HP 32
  MD 11
  Cave Orc
  Their bodies are thin and twisted with bat-faced grinning skulls 
  and huge nearly-blind eyes, but the high-pitched screeching they 
  use as sonar is perfect orcish. The sounds are nearly 100% curse 
  words, but that’s not uncommon for orcish.
  3rd level mook [humanoid]
  Initiative: +6, or +12 at night or in dark caves
  Obsidian knife +8 vs. AC—4 damage, and +1d4 damage for each 
  other orc engaged with the target (max +4d4)
  R: Rock +7 vs. AC—5 damage
  Hears everything: Increase the DC to sneak past cave orcs silently 
  by +5.
  Nocturnal predator: If the battle is at night (or in darkness), the 
  orc gains a +2 attack bonus. If the battle is during the day (or 
  in daylight) it takes a –2 penalty to all defenses.
  AC 19
  PD 
  18 
   
  HP 10 (mook)
  MD 12
  Mook: Kill one cave orc mook for every 10 damage you deal to 
  the mob.
  Death-Plague Orc
  These orcs are monstrous and filthy harbingers of illness and ruin. 
  Where they walk plants die and streams curdle. Evil masterminds 
  scheme at ways of inserting death-plague orcs where they can do 
  the most harm but the containment systems (i.e., other orcs) tend 
  to break down en route.
  Large 3rd level spoiler [humanoid]
  Initiative: +2
  Huge spiked flail +8 vs. AC—21 damage
  Natural roll is above target’s Constitution: The target catches a 
  disease (see Death-Plague Orc Diseases).
  AC 20
  PD 
  18 
   
  HP 90
  MD 12
  
  157
  o r c
  Orc Battle Screamer
  Some tribes have just enough culture to support pseudo-bards 
  whose battle screams sound like marching hymns to orcish 
  ears. They use skull drums and sharpened flutes made from 
  the femurs of their enemies. You don’t even want to know 
  what they make bagpipes out of.
  3rd level leader [humanoid]
  Initiative: +8
  Sharpened flute or club-like drumstick +9 
  vs. AC—10 damage
  Orcish Instruments: Choose ONE
  R: Skull drum +7 vs. MD—8 damage, and as 
  a free action, one nearby orc ally can move 
  or make a basic attack (doesn’t trigger 
  special abilities)
  R: Bone flute +7 vs. MD—8 damage, and one 
  nearby orc ally deals +1d6 damage on a hit 
  during its next turn
  R: War bagpipes—1d3 nearby or far away 
  enemies that can hear the bagpipes must 
  immediately roll a normal save; on a failure, 
  the target is hampered until the end of its 
  next turn
  AC 
  22
  PD 
  15 
  HP 33
  MD 
  15
  Orc Tusker
  Huge tusks, powerful jaws, and a tiny 
  piggy mind that senses what anyone else 
  would call ‘pain’ as anger.
  3rd level troop [humanoid]
  Initiative: +7
  Club’n’tusk +5 vs. AC—7 damage
  Furious charge: The attack instead 
  deals 12 damage on a hit if the orc 
  tusker first moves before attacking 
  an enemy it was not engaged with at 
  the start of its turn.
  Miss: 4 damage, and the orc tusker pops 
  free from all enemies.
  AC 
  22
  PD 
  17 
  HP 45
  MD 
  13
  orc battle 
  screamer
  
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  158
  Building Battles
  Obviously, many orcs are part of the Orc Lord’s hordes. As 
  such, raiding bands often contain a mix of other humanoids like 
  goblinoids, ogres, trolls, and occasionally even hill giants for 
  more powerful groups. The orcs also make use of beasts that they 
  capture as mounts and guards—often the beasts are warped into 
  aberrations by the foulness that spawned the orcs.
  Death-plague orcs are a special breed that are often 
  encountered only with their own kind. The Orc Lord likes to send 
  them into civilized areas to weaken the opposition shortly before 
  his forces attack. Hags with weakening touch have occasionally 
  been known to work with/use them as well, diverting suspicion 
  from themselves to the orcs.
  Death-Plague Orc 
  Diseases
  When a creature contracts a death-plague orc disease, roll a d4 
  for the disease type and a d6 for that disease’s symptoms after 
  the battle. Until cured, at the start of each day (after each full 
  heal-up) the PC makes a Constitution check (including any 
  appropriate background) to determine the severity of the disease 
  for that day, or if the PC is cured.
  Full bed rest under the care of a healer reduces the severity 
  roll from a d6 to a d4 (so a severity check result of 18 would be 
  1d4 + 2 not 1d6 + 2). A PC under the care of an experienced 
  healer or someone who knows healing magic gains a +10 bonus to 
  the Constitution check. At the GM’s option, special ingredients 
  or healing items, found via quest, can give additional bonuses to 
  the check.
  1
   Filthy Fever (d6 roll for symptoms that day) 
  1: 
  Slight temperature.
  2–3: 
  The runs. You gain 1 less recovery than normal 
  after a full heal-up due to fluid loss.
  4+: 
  You have a hacking cough that sounds like insane 
  laughter and are losing fluids. You gain 2 less 
  recoveries than normal after a full heal-up and 
  can’t remain silent.
  2
   Chatter Pox (d6 roll for symptoms that day) 
  1: 
  Unsightly and painful sores, occasional shivers.
  2–3: 
  Running sores, shivering and chattering teeth. 
  You take a –3 penalty to social skill checks and 
  to attack rolls with spells.
  4+: 
  Infected sores, fever dreams. Your constitution 
  is weakened. After each full heal-up, roll 1d4 + 3 
  to determine your starting maximum recoveries 
  for that day. Each time you cast a spell that isn’t 
  at-will, there’s a 25% chance it fails (but you don’t 
  expend the spell).
  3
   Slug Scourge (d6 roll for symptoms that day) 
  1: 
  Extreme appetite, nausea.
  2–3: 
  Vomiting up slugs. Whenever you make a non-
  combat Charisma check, roll 2d20 and take the 
  lower result.
  4+: 
  The slugs are inside your lungs! After each quick 
  rest, you lose 25% of your maximum hit points. If 
  you drop to 0 hp this way, you enter into a coma 
  until the next day.
  4
   Red Fever (d6 roll for symptoms that day) 
  1: 
  Scarlet stripes on the eyeballs, itching, buzzing 
  in ears.
  2–3: 
  Blurred vision. You take a –3 penalty to ranged 
  attacks.
  4+: 
  Fever, rage, and confusion. Whenever you roll 
  a natural odd attack roll, you are confused until 
  the end of your next turn. Ranged attacks have a 
  25% chance of accidentally targeting a random 
  ally (check before making the attack roll).
  Disease Type (d4)
  Disease Severity (Con check each day; 
  result affects d6 symptoms roll)
  1–14:  
  d6 + 3
  15–20: 
  d6 + 2
  20–24: 
  d6 + 1
  25–29: 
  d6 + 0
  30+:  
  Cured
  Don’t use the death-plague orc and its fiddly 
  attendant diseases unless your group is in the 
  mood to consider diseases fun. My group? Not 
  one that has much interest in roleplaying the 
  consequences of disease. Other groups embrace the 
  challenge with masochistic zeal. Just remember that 
  diseases are only truly interesting if the story forces 
  characters to deal with serious problems while they’re 
  under-the-orc-weather.
  As a replacement for a disease, have a target hit by 
  the huge spike flail attack roll an immediate save; on 
  a failure, it loses one recovery due to the foulness of the 
  weapon and short-term pestilence.
  
  159
  o r c
  Orcish Environmental 
  Effects
  Orcs are despoilers, ruiners, and destroyers. Wherever they stay 
  ends up strewn with the bones of their victims and of their meals, 
  often the same thing. The following optional effects might be 
  found in locations where orcs are living.
  Orc Filth: Orcs and hygiene don’t go hand-in-hand. While 
  in areas of orcish filth, any creature other than an orc or half-orc 
  that fails a save against ongoing damage increases the amount of 
  ongoing damage by 1d4.
  Orcish Funk: There is an odor that lingers in the area. You 
  can’t smell it—your nose refuses to report back—but the back of 
  your sinuses burn and your eyes water. While in the area of funk, 
  when an enemy of the orcs rolls a natural 1 or 2 on an attack roll 
  or on a save, it’s dazed (save ends).
  Totemic Spiral: Thousands of tiny statues, most of them 
  only an inch or two high, are arranged in a large spiral. The 
  statues depict orcs engaging in orcish activities. Some statues are 
  definitely fertility idols, but others look like tiny demonic orcs. 
  While in an area with a totemic spiral, all orcs and half-orcs gain 
  a +1d4 attack bonus (one roll for all) each round. If the d4 result 
  is a 1, the orc-kind take half damage from the attack, hit or miss.
  Orcs and the Icons
  The orcs’ relative lack of imagination combined with their brutal 
  strength and natural belligerence suits them well to the role of 
  frontline troop. Their general lack of intelligence makes many 
  underestimate the orcs’ low cunning, and among the orcs there 
  are actual geniuses who put that underestimation of them to 
  good use. Most of the villainous icons make use of orcs in some 
  way or another.
  Crusader: The Crusader’s relationship to orcs depends on your 
  campaign. In a campaign where the Crusader competes with the 
  Great Gold Wyrm as a publicly plausible defender of the Empire, 
  orcs are probably only secretly of use to him. In a campaign 
  where the Crusader seriously doesn’t give a damn what anyone 
  else thinks, he might try to find ways of employing orcs to 
  soften up targets that he’d rather not waste real troops on. Since 
  orcs don’t fight well alongside humans and the other races that 
  provide most of the Crusader’s support, orc forces are better 
  manipulated from a distance than incorporated into armies.
  One obvious place the Crusader is willing to use orcs in 
  most any story is as the first wave of assault against hellholes, 
  or as harassment force against hellholes he’s not ready to attack 
  yet. The trick is to get his agents in command of the orcs so 
  that they don’t realize they’re being played.
  Diabolist: The demon queen probably gets a good laugh out 
  of orcs, especially death-plague orcs. Orc guards are not 
  too perceptive but putting a dozen orcs at an intersection 
  of underground tunnels works as an alarm system for her 
  brighter and more reliable servants. Orcs are always handy to 
  have around as sacrifices or as food for larger demons.
  Lich King: Orcs don’t mind the undead, though some orc tribes 
  have to be restrained from trying to eat the fresher ones. Most 
  orcs don’t mind becoming undead, and some of them are so 
  ferally stupid that they probably wouldn’t notice that it has 
  happened to them.
  Orc Lord: The Orc Lord is the icon that orcs flock to. Whether 
  death-plague orcs or a pack of cave orcs, the Orc Lord unites 
  all orcs into an iron fist that will soon smash the world. Orcs 
  venerate and worship their darkly charismatic leader.
  The Three: The dragons often use orcs, but they keep them away 
  from Drakkenhall. Orcs are too destructive to put in an urban 
  environment, plus they taste bad.
  Names
  Orc names tend to be short and violent, like their lives: Ashnak, 
  Brahgrak, Grash, Gaz, Shakru, Draknok, Kutrok, Takgrog. Some 
  few orcs earn nicknames if they rise in prominence in their tribe or 
  clan: Red Fang, Old One-Tooth, White Fur. Clan and tribe names 
  are impressive, sometimes named after their notable members or 
  frightening attributes: the Red Fang Band, the Skull Smashers, the 
  One-Eye Gang, the Clan of the Bear Riders, the Eye Cutter Tribe.
  Things Orcs Carry
  Gold coins with tooth marks. Filthy rags. Severed ear necklace. 
  Treasure map scrawled on elf-skin. Dwarf-skull codpiece. Bone 
  club. Tomb-looted sword. Poorly fitting armor scavenged from 
  past victims. Half-eaten greenish meat (might be cheese, hard to 
  tell). Heavy leather bag of coins (sadly all are copper pieces). Dead 
  rat. Live rat. Shrunken orc head. Eyepatch. War paint. Broken 
  parts of a silver statue looted from a temple. Healing potion 
  (probably, it isn’t labeled). Pouch of uncut gems. Undead skeleton 
  skull on a stick. Unidentified greasy mass. Fleas. Disease.
  Adventure Hooks
  Clean Up—A somewhat prosperous town begins to uncover signs 
  of a previous orcish infestation followed by increasing incidents 
  of orcish undead. The area needs a serious purification ritual, 
  but which of the icons has the proper magic? Treat this hook 
  as an opportunity for the PCs to advance their icon’s cause in 
  a non-violent and only semi-competitive framework with the 
  other PCs. The worst that could happen? The wrong PC wins 
  the argument, the ritual gets bungled, and orc undead rise in a 
  horde. But the PCs are better than that. Maybe.
  Orcish Games—Two tribes have decided to settle their 
  differences by seeing which of them can kill the heroes first. 
  Orc bards planning to witness the event want to get the 
  adventurers’ side of the tale before the fun starts.
  Plague—A band of death-plague orcs are on the march, 
  spreading disease and misery. Those that they kill are rising 
  up as zombies. The call has gone out for brave adventurers 
  to face the orcish menace. Alternatively, the call has gone 
  out for competent adventurers willing to escort certain rich-
  but-cowardly members of society to safety elsewhere in the 
  Empire. Complications ensue.
  
  o - p
  160
  There are doubtless a number of dangerous plant creatures 
  reliably serving the green-thumbed spellcasters who created 
  them. The plants detailed below are not those plants. These 
  plants have gotten out of control, spreading out into the wild, the 
  alleyways, and the underworld as nuisance threats that just might 
  kill you after you’ve survived what you thought was the real battle 
  against the gnolls.
  PREDATORY PLANT
  It’s not easy being a green leafy predator in a world of 
  non-rooted magical predators. A few tough little 
  survivors prove it can be done. Beg pardon: 
  giant survivors.
  Plants of a Different Color
  pixie pod
  
  161
  p r e d a t o r y  p l a n t
  Claw Flower
  Once upon a time these purring carnivorous plants sent out 
  bumblebee-shaped spores that recognized their proper masters. 
  These days they’re still sending out the spores but no one seems 
  safe from attack.
  2nd level spoiler [plant]
  Initiative: +6
  Serrated claw +7 vs. AC—8 damage
  Natural 1–5: The claw flower takes 1d4 damage from burst roots.
  C: Bumble spores +4 vs. MD (1d2 nearby random non-plant 
  creatures)—The effect depends on the roll
  Natural even hit: 4 psychic damage, and the target is confused 
  until end of its next turn.
  Natural odd hit: 3 psychic damage, and the target is stuck until 
  end of its next turn.
  Miss: 2 psychic damage.
  Immobile until pressed: The claw flower has roots and normally 
  can’t move, but when it takes 10 or more damage from a single 
  attack it can move normally during its next turn.
  Spore escalator: The claw flower adds the escalation die to its 
  bumble spores attack rolls.
  Nastier Specials
  Gentle roar: Once per battle, the claw flower can make a bumble 
  spores attack as a quick action.
  AC 16
  PD 
  12 
   
  HP 40
  MD 15
  Pixie Pod
  True pixies know when they are being mocked. They hate these 
  plants so passionately that they remember plans to hunt and kill 
  them for entire hours, rather than the standard five to fifteen 
  minutes most thoughts command in the pixie thought process.
  Pixie pods are magically endowed plants that sprout minor 
  servitors in bread-basket-sized seed pods. As long as it has at least 
  one active servitor, the pod is invisible and extremely difficult to 
  harm. Slay all its servitors and the plant stands defenseless.
  Double-strength 3rd level leader [plant]
  Initiative: +7
  C: Peripheral summoning +8 vs. MD (one random nearby 
  enemy)—8 psychic damage
  Natural even hit: Add a new podling into the battle in a 
  random location.
  Release the pods: Once per battle when the pixie pod rolls a 
  natural even hit with peripheral summoning, it adds a number 
  of podlings into the battle equal to the escalation die instead 
  of only one.
  Immobile: Although its podlings occasionally pick up and move 
  it around out of combat, in battle the pixie pod can’t move and 
  is stuck except for its teleport ability.
  Lost opportunity: This creature can’t make opportunity attacks.
  Lurching teleport: Once per battle as a move action, the pixie-pod can 
  teleport to a nearby location. But its control sucks. The teleport 
  goes in a random direction. Roll it using a d8 for direction.
  Magical concealment: As long as one or more of its podlings 
  are nearby, the pixie pod is invisible and extremely difficult 
  to even detect. A PC who wants to locate the pixie pod must 
  spend a standard action searching and succeed at a DC 25 
  skill check using Wisdom. Backgrounds connected to plants 
  and the wilderness help normally, and general searching skills 
  and magic talents might help a bit but not at full strength. 
  Once located, the plant can be attacked like a normal invisible 
  creature. When it teleports, however, it must be located all 
  over again.
  Start with mooks: The pixie pod is normally accompanied by five 
  active podlings that don’t count toward the total when building 
  a battle with the pod. Additional podlings do count, however.
  AC 17
  PD 
  13 
   
  HP 40
  MD 16
  Podling
  They look like green statues of pixies made of mud and fiber. 
  Some people joke that the only way you know they’re not podlings 
  instead of pixies is if they’re not prattling and giggling and 
  laughing. Stone-cold silent, podlings are.
  3rd level mook [plant]
  Initiative: +9
  Needle sword +8 vs. AC—6 damage
  Natural even hit: The target can’t choose to search for the 
  pixie-pod plant until all podlings in the battle are slain.
  R: Tiny green bow +8 vs. AC—5 damage
  Nastier Specials
  Flight: A podling that can fly, hovering out of reach and firing 
  arrows, can be a real pain in the pate.
  AC 18
  PD 
  17 
   
  HP 10 (mook)
  MD 13
  Mook: Kill one podling mook for every 10 damage you deal to 
  the mob.
  
  o - p
  162
  Building Battles
  Both flavors of these predatory plants are most likely to “hunt” 
  in packs instead of alongside other creatures. Exceptions include 
  specific forests, living dungeons, and the zones around hellholes.
  Natural law varies in some forests. In the Dire Wood, for 
  example, constant exposure to runaway arcane experiments has 
  pressured dire animals into many unusual living arrangements—
  cooperation with predatory plants might be one of the more 
  natural arrangements.
  Living dungeons have more than their share of predatory 
  plants and there’s no way to predict the bizarre social structures 
  of intertwined monster groups.
  In the vicinity of hellholes, hellbugs and predatory plants 
  team up to hunt for fatter softer prey than either can catch 
  without the other’s help.
  Predatory Plants  
  and the Icons
  These plants are “rogues.” Icons such as the Priestess, High 
  Druid, Elf Queen, Diabolist, and even the Dwarf King have plant 
  species that are more firmly within their control. Those plants 
  are slated for a book that’s more about the icons. . . . 
  Elf Queen: If she helped create the original pixie pods she’s 
  not confessing to it. Given the other creatures she has 
  confessed helping create (the Orc Lord, to name one), she’s 
  probably innocent.
  High Druid: People confuse the Druid’s perspective with a 
  plants-over-people philosophy. Watch the Druid’s followers 
  mow through a forest infested with claw flowers and you’ll 
  realize it’s not that simple. Of course, that antipathy to claw 
  flowers might change if they turned out to be controllable.
  Adventure Hooks
  Control the Claw—One of the treasures the PCs have looted 
  in their latest triumph appears to be an alchemical formula 
  for a ritual that controls claw flowers. Will the PCs test it 
  themselves to command a higher price? Or will they concoct a 
  more cunning plan?
  Island of the Pixie Pods—If there were an island in the Midland 
  Sea overrun with pixie pods, whose temple would be concealed 
  at the center? Would it be full of treasure? Or would it be the 
  supernatural equivalent of a noxious weed?
  “There was just the one performance of Proud 
  Harald’s death song. It wasn’t that we thought 
  ill of him, or wanted to forget him. But when 
  a dwarf has been killed by muddy mind-
  controlling plant pixie-things, it’s an ill death 
  song and even his closest clan-mates decided 
  to just let it go.” 
  —Brekka Shield-Sister
  
  163
  p u r p l e  w o r m
  Earth shaking? Buildings collapsing? 
  Pray that it’s an earthquake.
  Ancestral 
  Purple
  The purple worm has been 
  with us since the early days of 
  dungeon-delving. Most of what 
  we’ve known about the worm is 
  that it is enormous. And hungry. 
  It chisels through rock with razor-
  sharp teeth in a giant maw. And 
  it’s purple. And a worm. Yep. 
  That’s about all.
  We’re going to trust the 
  traditions of our people. If forty 
  years of dungeon-delving haven’t 
  yielded a grander story for the 
  purple worm, we shouldn’t force 
  such a story into your game.
  But this is 13th Age. We’re 
  about making up things that feel 
  almost-right even though they’re new . . 
  . and about giving your table the license to 
  come up with a purple worm story that’s so 
  cool that you wonder why it hasn’t been 
  done before.
  So here’s what we’ve got. First, we 
  have stats for purple worms and ancient 
  purple worms alongside a couple 
  minor monsters, larva and parasitic 
  beetle mooks that can make a purple 
  worm fight slightly less focused on 
  the worm. We suspect that ancient 
  elder worms have outgrown both 
  larvae and parasites, but if you 
  disagree, you can upgrade the 
  mechanics. Second, instead of a 
  definite backstory, we’ll suggest 
  story ideas you might use in your 
  game. If none of them fit, well, 
  sometimes a worm is just a worm.
  PURPLE 
  WORM
  
  o - p
  164
  Purple Worm
  In and around the Empire they have been known as bocatta, 
  grynderwyrms, slab-breakers, crushmouths, kathons, and daoel. 
  Fancy names for death from below.
  Huge 8th level wrecker [beast]
  Initiative: +11
  Devouring maw +13 vs. PD—50 damage
  Natural even hit: The target is swallowed whole if it’s smaller 
  than the worm (see below).
  Miss: Half damage.
  Tail sting +13 vs. AC (one random nearby enemy)—20 damage, 
  and 20 ongoing poison damage
  C: Mighty thrash +13 vs. AC (1d3 random nearby enemies) 
  —30 damage
  Miss: Half damage.
  Natural 1–5: The worm takes 10 damage (but it still deals miss 
  damage on a 2–5).
  Limited use: The worm can make this attack as a free action if 
  it has no enemies swallowed after using its standard action 
  during its turn.
  Swallow whole: While a creature is swallowed whole, it takes 7d10 
  acid damage at the start of its turn and is stuck, hampered, and 
  unable to attack or affect anything outside the worm’s stomach 
  (and vice-versa). Most teleport abilities don’t work because 
  you’re hampered and you can’t see the location out of the 
  worm you want to teleport to. There are two ways out.
  Cut your way out: Deal 40 damage to the worm with a 
  single attack and you can cut your way out. All edged or 
  bladed weapons are reduced to d6 damage dice (at most) 
  inside the worm’s gullet, so good luck. At least you’ll be 
  damaging the worm attacking it from within.
  Get upchucked: While the worm is staggered, you can use 
  a standard action to try and crawl out of its mouth. Roll 
  a hard save (16+); on a success, the worm vomits you out 
  and spits you somewhere nearby. The worm also vomits 
  out all creatures it has swallowed when it drops to 0 hp.
  Burrow: As the standard monster ability (13th Age core rulebook, 
  page 200).
  Nastier Specials
  Larval feeding: The worm’s stomach also includes a mob of larval 
  mooks (purple larvae or parasitic lightning beetles). Feel free 
  to add this nastier special if a PC acts dismissive about the 
  possibility of being swallowed by the worm.
  Resist most energy damage 16+: Purple worms generate weird 
  energy resistances thanks to underworld radiation and their 
  odd diets. Roll a d8 twice, in secret, to determine what energy 
  types the worm is not resistant to. The PCs probably have to 
  find out what energy works best against the worm the hard way, 
  though you might have mercy and allow a DC 35 Wisdom skill 
  check to figure out what energy types work against the worm.
  1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 
  7: negative energy; 8: poison.
  AC 23
  PD 
  22 
   
  HP 440
  MD 17
  Parasitic Lightning 
  Beetle
  Survivors of purple worm attacks who say that the worms cast 
  lightning bolts can be forgiven for not noticing that the lightning 
  came from the purple-and-green giant beetles swarming from the 
  worm’s back onto the corpses of the fallen.
  8th level mook [beast]
  Initiative: +14
  Mouthparts +12 vs. AC—10 damage
  Natural even hit or miss: The target also takes 5 lightning damage.
  R: Lightning zap +12 vs. PD (one nearby enemy not engaged 
  with a purple worm, purple larvae, or parasitic beetle)—20 
  lightning damage
  Natural even hit or miss: The target takes 5 extra lightning damage.
  Flight: The beetles fly badly, usually just enough to get back to 
  the worm when they’ve been shaken off from their hiding spots 
  in its segments.
  Scaredy bugs: Whenever one or more parasitic lightning beetles 
  drop to 0 hp, roll a d6. If you roll less than or equal to the 
  number of beetles that were destroyed by that attack, all 
  beetles in the battle stop fighting, using all their actions during 
  their next turn to disengage and fly away.
  AC 27
  PD 
  22 
   
  HP 36 (mook)
  MD 17
  Mook: Kill one lightning beetle mook for every 36 damage you 
  deal to the mob.
  “Getting swallowed by one of these beasties 
  isn’t as bad as being spat back up. The stomach 
  acid fouls most types of glass and ruins potions, 
  containers, and liquor. Drink a hearty stout 
  to get the taste out of your mouth while your 
  clothes dry over the campfire.” 
  —Bernie Barrelsmasher, dwarf fighter
  “Step back or die as a disgrace to our tribe. How 
  can you expect to challenge a dragon without 
  slaying a worm first? Come back to me with a 
  tentacle carried by your slaves. You might be 
  worth killing then.” 
  —Kalag, half-orc chieftain
  
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  p u r p l e  w o r m
  Purple Larva
  Friends of warriors eaten by larvae 
  usually just keep the story simple 
  and say that their friend was slain 
  fighting a purple worm.
  8th level mook [beast]
  Initiative: +9
  Bitey maw +13 vs. AC 
  —20 damage
  Natural even hit or miss: The 
  larvae can make a tail stinger 
  attack against a random enemy 
  engaged with it as a free action.
  [Special trigger] Tail sting +13 vs. AC 
  —5 damage, and 10 ongoing poison damage
  Merge with worm: Purple larvae can dig quickly in and out 
  of the skin of the purple worm as if they were burrowing but 
  without needing die rolls to succeed.
  AC 22
  PD 
  20 
   
  HP 44 (mook)
  MD 16
  Mook: Kill one purple larvae mook for every 44 damage you deal 
  to the mob.
  Ancient Purple Worm
  Deep, deep down the rock is strong enough to support this ancient 
  beast so that it feels comfortable. Up near the light where two-
  legged creatures live, the worm gets so angry its mandibles buzz.
  Huge 12th level wrecker [beast]
  Initiative: +17
  Devouring maw +18 vs. PD—100 damage
  Natural even hit: The target is swallowed whole if it’s smaller 
  than the worm (see below).
  Miss: Half damage.
  Tail sting +18 vs. AC (up to 2 random nearby enemies)—40 
  damage, and 40 ongoing poison damage
  Miss: 20 damage.
  Prodigious thrash +18 vs. AC (1d4 random nearby 
  enemies)—50 damage
  Miss: Half damage.
  Natural 1–2: The worm and any creatures it has swallowed 
  take 8d6 damage (but it still deals miss damage on a 2).
  Limited use: The worm can make this attack as a free action if 
  it has one enemy swallowed or less after using its standard 
  action during its turn.
  Swallow whole: While a creature is 
  swallowed whole, it takes 10d12 acid 
  damage at the start of its turn and 
  is stuck, hampered, and unable to 
  attack or affect anything outside the 
  worm’s stomach (and vice-versa). Most 
  teleport abilities don’t work because 
  you’re hampered and you can’t see the 
  location out of the worm you want to 
  teleport to. There are two ways out.
  Cut your way out: Deal 80 damage 
  to the worm with a single attack 
  and you can cut your way out. 
  All edged or bladed weapons are 
  reduced to d6 damage dice (at 
  most) inside the worm’s gullet, 
  so good luck. At least you’ll be 
  damaging the worm attacking it 
  from within.
  Get upchucked: While the worm is staggered, you can use 
  a standard action to try and crawl out of its mouth. Roll 
  a hard save (16+); on a success, the worm vomits you out 
  and spits you somewhere nearby. The worm also vomits 
  out all creatures it has swallowed when it drops to 0 hp.
  Burrow: As the standard monster ability (13th Age core rulebook, 
  page 200), but with a +5 bonus to the check.
  Nastier Specials
  Resist most energy damage 16+: Purple worms generate weird 
  energy resistances thanks to underworld radiation and their odd 
  diets. Roll a d8 twice, in secret, to determine what energy types 
  the worm is not resistant to. The PCs probably have to find out 
  what energy works best against the worm the hard way, though 
  you might have mercy and allow a DC 35 Wisdom skill check to 
  figure out what energy types work against the worm.
  1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 
  7: negative energy; 8: poison.
  AC 27
  PD 
  25 
   
  HP 1200
  MD 21
  Building Battles
  Purple worms should be a battle on their own, perhaps with a mob 
  or two of larvae or beetles thrown in. They also make for a good 
  way to amp up a battle in the underworld against humanoids. 
  Just as the fight seems in hand, the ground rumbles and the PCs’ 
  opponents flee screaming as the worm burst into view.
  Any creature that has learned how to attract, and thus 
  somewhat control, purple worms is dangerous indeed. If that 
  creature is a caster or archer, and has somehow learned to ride 
  the worm, it might be the heroes’ worst nightmare.
  
  o - p
  166
  p u r p l e  w o r m
  Shades of the Worm
  Here are some possible options for how purple worms are 
  connected to the PCs. Many of these options could work together. 
  Others should probably be kept apart. Choose what works for 
  you. Or what works for the people at your gaming table. They 
  might surprise you.
  Deep Purple: Normal purple worms and their larvae carry 
  poison stingers in their tails. Animals normally use tail stingers 
  to protect themselves from nastier predators. What in the 
  underworld could be tougher than a purple worm? And what will 
  it do to the surface world?
  The High Druid’s Perspective: The High Druid suspects 
  that purple worms are part of one of the world’s great ecological 
  cycles, cleaning up the “mess” left by living dungeons after they 
  have been slain. Obviously worms do a hell of a lot of collateral 
  damage along the way, so it’s not like the Druid is mushy 
  about the worms, or protective. She’s just certain that they’re 
  accomplishing great works of disaster clean-up.
  The Rumble Just Off-stage: Purple worms are not subtle. 
  A worm burrowing through the earth sets off small quakes. 
  Before the PCs are ready to deal with a purple worm, use the 
  worm’s mini-earthquake passage as a sign of huge danger and the 
  imminent destruction of areas the PCs can’t manage to defend. 
  By the time they’re epic heroes they’ll itch for vengeance.
  Magic Eaters: Obviously the bulk of the worm’s diet is rock. 
  And sometimes it eats people and creatures. But what if what it 
  really wanted to eat were high concentrations of magic items? 
  For starters, purple worms would be the natural enemies of 
  dragons (protecting their hoards), and dwarves (protecting the 
  King’s treasures). They’d also be far more likely to target groups 
  of adventurers walking around with several items apiece than a 
  peasant village where the main crop is lima beans. So maybe the 
  purple worms’ favorite foodstuffs are true magic items. Maybe if 
  you can kill a worm and open it up, you’ll rescue grateful items 
  that haven’t been digested yet. Depending on who you ask, that 
  might even be old school.
  Plot Devices: One great way to use a purple worm is as a 
  surprising plot development. Perhaps larger forces in the campaign 
  are using them in an unforeseen way. Or maybe they emerge to add 
  drama at an already critical moment in the campaign.
  For example, a powerful new cult might use the purple worm 
  as its symbol because it opposes the Dwarf King and because the 
  worms eat stone . . . and then purple worms surface and move 
  en masse toward Forge. Or an epic ritual in the Wild Wood 
  could go terribly wrong so that purple worms riddle the wood as 
  if it were a great green apple. Maybe the Crusader could figure 
  out how to use purple worms as armored personnel carriers to 
  send his forces against a deeply buried hellhole—with horrible 
  consequences when the demons reverse the assault. That’s for 
  starters. Entertain yourself.
  “One by one, the buildings disappeared beneath 
  the earth. The smithy was first, then the inn, then 
  the armory. The guardsmen went into the holes 
  left behind but the sounds of battle were soon 
  swallowed by the rumble of the beast under the 
  ground. Then the townsfolk began disappearing 
  underneath the dirt. They dropped like stones 
  in the river. A few of us found solace on a stout 
  boulder. The creature smashed into it once, 
  twice . . . and had it hit us again, it surely would 
  have knocked the rock to pieces. But it went 
  looking for easier prey, letting us four survivors 
  of Paragon live to tell this tale.” 
  —Artemissa Burlee, Transcripts of the Dragon 
  Emperor’s Petitioners, Volume MCMXXLV
  p u r p l e  w o r m
  
  167
  r e d  d r a g o n
  RED DRAGON
  Scales the color and temperature of cooling 
  lava, razor-sharp claws that could scoop up 
  a draft horse, teeth like the swords of the fire 
  giants, white-hot breath like a blast furnace, 
  a thrashing tail that shatters bone, and 
  massive wings that form hurricanes of super-
  heated air . . . and to think 
  that it’s the eyes that 
  are terrifying.
  
  r
  168
  The Song of Treasure
  Some red dragons are chaotic thugs, content to emulate the 
  massively destructive feats of the Red without needing a larger 
  vision. Other red dragons, and especially the hoardsong and 
  greathoard elder variants presented below, have found something 
  they love more than destruction and chaos—their treasure.
  Red dragons with an ear for treasure actually hear wealth 
  singing to them. A red dragon’s own hoard sings to it in a song no 
  other creature can hear, a breathtaking chorus of counterpoint 
  and harmony. Adding or removing a single gemstone or gold 
  coin will shift a hoard’s song, making it even more beautiful (if 
  added) or cacophonous (if items are removed.) Over time the 
  song becomes boring, so red dragons seek out more and more 
  treasure. As usual, some are more obsessed with treasure-
  hunting than others.
  In a glorious self-sustaining “coincidence,” consuming the 
  blood of a sentient creature makes the song of a dragon’s hoard 
  louder, sharper, and wilder. This is why dragons devour people at 
  a terrifying rate; their gold sings more loudly to them for a time 
  afterward. The blood of male or female virgins, bards’ blood, the 
  blood of royalty, and in particular the blood of any royalty who 
  minted the coins found in the dragon’s hoard? Perfection itself. 
  Red dragons aim to eat princes and princesses for a reason, and 
  not because they’re typically snappy conversationalists.
  A dragon lounging on its hoard is alternately sybaritic and 
  bloodthirsty, consumed with the song but hungry for a touch of 
  something new. A dragon away from its hoard is angry, irritated, 
  and possessed by a paranoid longing for the valuables it left 
  behind. A red dragon that returns to its hoard and finds that 
  someone has stolen from it has a new mission that overrides all 
  other goals: listening to the fading fragments of lost hoardsong as 
  it attempts to track the thieves.
  Ordinarily, we suspect that only a dragon can hear its 
  hoardsong. That should change when the dragon makes a 
  hoardsong attack—for a moment one or two heroes have to face 
  the wave of magical power contained within the dragon’s hoard.
  Dragon Abilities
  All dragons have the escalator and flight abilities (see below). 
  They also have one (or sometimes two) random dragon abilities. 
  See page 233 for how to determine a dragon’s random dragon 
  ability or abilities, and for the ability list.
  Escalator: A dragon adds the escalation die to its attack rolls.
  Flight: A dragon flies reasonably well, powerful and fast in a 
  straight line though not as maneuverable as more agile flyers.
  Volcano Dragon
  Shoveling gold and precious stones into bubbling lava seems to be 
  enough for this great beast. Or is that just what it wants you to 
  think so that you won’t look for its hoard?
  Large 7th level wrecker [dragon]
  Initiative: +12
  Vulnerability: cold
  Fangs, claws, and wings +12 vs. AC (2 attacks)—18 damage
  Natural 16+: The target takes 5 extra damage from a wing buffet.
  Natural 18+: The target takes 10 extra damage from a claw strike.
  [Special trigger] Tail smash +12 vs. PD (one nearby enemy)—18 
  damage
  Miss: 9 damage.
  Limited use: When a nearby enemy attacks and rolls a natural 
  even hit against the dragon, the dragon can make a tail 
  smash attack against it as a free action.
  C: Volcanic breath +12 vs. PD (each nearby enemy)—20 fire 
  damage, and 5 ongoing fire damage
  Natural 18+: The target takes 10 ongoing fire damage instead of 5.
  Burning skin: When an enemy is engaged with the volcanic 
  dragon at the start of its turn, it takes 5 fire damage.
  Continuous breath: A volcanic dragon can use volcanic breath 
  1d3 times per battle, but if it does not use its breath weapon 
  on consecutive rounds, it loses its remaining volcanic breath 
  attacks for the battle.
  Resist fire 14+: When a fire attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only 
  deals half damage.
  AC 23
  PD 
  22 
   
  HP 220
  MD 16
  “By the express order of Vlannek, his Imperial 
  Majesty’s Eastern Minister: It is to be known 
  throughout the land that no more young people 
  of royal descent, whether princesses or princes 
  or any approximation thereof, may be sacrificed 
  to red dragons to propitiate their unnatural lust 
  for the taste of royal blood. Fear not, O Children 
  of Royalty, for your sacrifice is now unlawful 
  and shall never come again! In substitution, all 
  royal sacrifices must be over the age of 50. Local 
  governors are hereby ordered to deliver this 
  proclamation to any dragon dwelling within 
  their borders, on threat of fines. 
  —An unpopular Imperial proclamation by ex-
  Minister Vlannek
  “So he says, ‘I ride red dragon into Queen’s 
  Wood. You find me one, Horth, you make it my 
  mount. You have four days.’ That wuz six days 
  ago. Wherem I gunna go? Whatem I gunna do?”
   —Horth the Disemboweled, 16 hours before he 
  earned his sobriquet
  
  169
  r e d  d r a g o n
  Hoardsong Dragon
  A bard who appears to have some talent might be 
  allowed to hum a few bars before they are added 
  to the hoardsong through the magic of digestion.
  Large 9th level spoiler [dragon]
  Initiative: +13
  Vulnerability: cold
  Fangs and claws +14 vs. AC (3 attacks) 
  —30 damage
  Natural 16+: The target takes 15 extra damage 
  from a precise strike.
  C: Hoardsong +14 vs. MD (one nearby enemy in the 
  dragon’s lair)—10 psychic damage, and the target is 
  confused (save ends)
  Limited use: 2/battle, as a quick action (once per round).
  C: Precise breath +14 vs. PD (1d4 + 1 nearby enemies, or one 
  enemy)—20 fire damage, and 10 ongoing fire damage; OR 
  80 fire damage, and 20 ongoing fire damage if used against a 
  single enemy
  Natural 18+: If the breath targeted multiple enemies, the 
  target takes 20 ongoing fire damage instead of 10. If the 
  breath targeted a single enemy, the target takes 40 ongoing 
  fire damage instead of 20.
  Intermittent breath: A hoardsong dragon can use precise breath 
  1d4 times per battle, but never two turns in a row.
  Known to an ounce: The dragon knows where every treasure in 
  its hoard is located, allowing it to detect any movement or 
  shifting of the coins and valuables. While in its lair with its 
  hoard, the hoardsong dragon is immune to invisibility and 
  ignores illusions, and creatures attempting to hide from it take 
  a –5 penalty to their checks.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Hoard minions: The dragon’s connection to its 
  hoard is so strong that it has some control 
  over the souls of those it previously killed 
  who owned the treasures. Once per round 
  as a quick action, the hoardsong dragon can 
  summon 1d4 hoard spirits that take form by 
  surrounding themselves in coins, wear empty 
  suits of armor, etc., and defend the dragon’s 
  hoard. Roll initiative for the minions once and 
  use that count for all additional minions.
  The call of the hoard: The connection of a 
  hoardsong dragon to its hoard imparts the 
  dragon’s magic upon the hoard. Before battle, 
  if the PCs are able to see the hoard while the 
  dragon speaks to them, each PC that can hear 
  the dragon must roll a Wisdom check. On 
  a result of 24 or less, that PC is charmed as 
  per the charm person spell and considers the 
  dragon a friend. On a result of 25–29, the PC is lulled by the 
  dragon’s words and the sight of the hoard; if combat occurs, 
  the PC will be stunned during their first round. The dragon 
  will make a suggestion to charmed PCs to leave and bring it 
  more treasure for its hoard (while it prepares surprises for 
  their return). Charmed PCs won’t attack the dragon, but can 
  make a normal save each round in battle to break the charm 
  effect (or every day outside of combat).
  AC 25 (26 in lair)
  PD 
  24 
   
  HP 360
  MD 18
  Hoard Spirit
  9th level mook [construct]
  Initiative: +15
  Hoard-fueled strike +14 vs. AC—35 damage
  Natural 16+: The target is stuck under a pile of treasure until 
  the end of its next turn.
  AC 24
  PD 
  22 
   
  HP 50
  MD 18
  “I have seen it, my little adventurer. I have 
  touched the snout and felt the heat from the 
  seething cage of rotted flesh. The blood-red 
  scales still cling, and surely it dreams dead 
  dreams of the memory of long-stolen gold. He 
  will ride it in battle again, I think, and the 
  world will tremble at the thunder of its wings.” 
  —Skurggarek Half-heart, mid-dissection, 
  prattling on to a new client
  “Pfft. In truth there is nothing at all to fear from 
  red dragons. Merely speak the command phrase 
  handed down to us from the Gods of Light 
  themselves—’Iklaym! Yore lutan-bugg, erallyu 
  kanduab, outeet!’—and they are forced by the 
  laws of magic to perform three tasks for you and 
  then leave you in peace. Seriously. Try it.” 
  —Benholm the Diplomat, not trying 
  particularly hard
  
  r
  170
  Greathoard Elder
  If the Dwarf King has nightmares, these are the creatures he’s 
  dreaming of.
  Huge 11th level wrecker [dragon]
  Initiative: +14
  Fangs, claws, and wings +16 vs. AC (2 attacks)—90 damage
  Natural 14+: The target takes 12 extra damage from a wing buffet.
  Natural 16+: The target takes 20 extra damage from a claw strike.
  Natural 19+: The dragon can make a treasury master attack as 
  a free action.
  C: Treasury master +16 vs. MD (the nearby non-confused 
  enemy with the most true magic items)—30 psychic damage, 
  and the target is confused (save ends)
  Limited use: 2/battle, as a quick action (once per round).
  C: Precise breath +16 vs. PD (1d4 + 1 nearby enemies, or one 
  enemy)—50 fire damage, and 15 ongoing fire damage; OR 
  170 fire damage, and 30 ongoing fire damage if used against a 
  single enemy
  Natural 18+: If the breath targeted multiple enemies, the 
  target takes 25 ongoing fire damage instead of 15. If the 
  breath targeted a single enemy, the target takes 60 ongoing 
  fire damage instead of 30.
  Call of the hoard: When an enemy is engaged with the greathoard 
  elder in its lair at the start of its turn, it must roll a normal save; 
  on a failure, it hurls one random non-armor true magic item 
  into the dragon’s hoard (adjust stats accordingly). The item is 
  unavailable until the end of the battle. If the dragon flees or is 
  defeated, lost magic items can be retrieved.
  Greathoard rage: When an enemy scores a critical hit against the 
  greathoard elder while it’s in its lair, the elder can reroll one of 
  its missed attacks each round (cumulative) as its hoard sings a 
  song of carnage to it.
  Intermittent breath: A greathoard elder can use precise breath 
  1d4 + 1 times per battle, but never two turns in a row.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Nastier Specials
  Iconic comparisons: The dragon is enamored/envious of the icons 
  with the greatest hoards: the Dwarf King, Elf Queen, Emperor, 
  Prince of Shadows, and the Three. For each PC who has at 
  least one positive or conflicted relationship point with one or 
  more of those icons, the greathoard elder gains an extra use of 
  treasury master this battle.
  AC 27 (28 in lair)
  PD 
  26 
   
  HP 870
  MD 20
  Flamewreathed Dragon
  Now you know fire. A final lesson.
  Huge 12th level spoiler [dragon]
  Initiative: +15
  Fangs and claws +17 vs. AC (3 attacks)—75 damage
  Natural 16+: The target takes 20 ongoing fire damage.
  C: Primal fire breath +17 vs. PD (1d4 + 1 nearby enemies, or 
  one enemy)—60 fire damage, and 15 ongoing fire damage; OR 
  180 fire damage, and 30 ongoing fire damage and the target is 
  weakened (save ends both) if used against a single enemy
  Natural 18+: If the breath targeted multiple enemies, the 
  target takes 25 ongoing fire damage instead of 15. If the 
  breath targeted a single enemy, the target takes 60 ongoing 
  fire damage instead of 30.
  C: Whirling inferno +17 vs. PD (each nearby enemy taking 
  ongoing fire damage)—The target’s ongoing fire damage 
  increases by 5 and becomes hard save ends (16+) as the dragon 
  fans the flames
  Limited use: 2/battle, as a quick action (once per round).
  Intermittent breath: A flamewreathed dragon can use primal fire 
  breath 1d4 + 2 times per battle, but never two turns in a row.
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  Wyrm of fear and flame: While engaged with this creature, 
  enemies with 120 hp or fewer are dazed (–4 attacks), do not 
  add the escalation die to their attacks, and take 4d20 fire 
  damage at the start of their turn.
  Nastier Specials
  Draconic fire: The dragon’s will and magic are so powerful that it 
  ignores the fire resistance of creatures battling it.
  Smoke minions: The dragon’s lair is wreathed in smoke and 
  fumes, and through its magic the dragon has some control 
  over those hot gases. Once per round as a quick action, the 
  flamewreathed dragon can summon 1d4 smoke minions that 
  take humanoid or bestial form and defend the dragon’s lair. 
  Roll initiative for the minions once and use that count for all 
  additional minions.
  AC 28
  PD 
  21 
   
  HP 1100
  MD 27
  GMs should allow creative methods of recovering lost 
  magic items from call of the hoard to foster creative 
  roleplaying. Story guide icon rolls? Beseeching the 
  Prince of Shadows? When they are recovered, most 
  items will be sheepish about having been taken so easily.
  Losers Weepers?
  
  171
  r e d  d r a g o n
  Smoke Minions
  12th level mook [construct]
  Initiative: +13
  Invasive gases +17 vs. AC—55 damage
  Natural 16+: The target is hampered from burning eyes and 
  gases in its lungs until the end of its next turn.
  AC 26
  PD 
  20 
   
  HP 80
  MD 24
  volcano dragon
  
  r
  172
  Building Battles
  In their lair, red dragons are delighted to expend slaves, 
  mercenaries, and worshipers to wear down their enemies and 
  gauge their opponents’ strength. They are not ones to lounge 
  about on a hoard while enemies knowingly invade their redoubt, 
  however. A resourceful red dragon repeatedly ambushes its foes 
  within the lair, aiding allies selectively with traps or flame or 
  dragon fear, until invaders are weakened sufficiently to the point 
  where a full-fledged assault seems guaranteed of success.
  In the air, a red dragon prefers to strafe enemies from 
  above, using fire or flyby attacks to keep moving and out of an 
  enemy’s reach. One of the reasons that red dragons are legendary 
  foes is that they inflict terrible damage on a huge swathe of 
  the battleground, but are notoriously hard to maneuver into a 
  position of vulnerability.
  On the ground, dragons are reluctant to engage in melee 
  unless they are on a battleground large enough to properly 
  maneuver. Wing buffets do the dragon no good if the ceiling is 
  too low. They will often use their bulk to move enemies into 
  dangerous areas.
  Due to red dragons’ great intelligence, cunning, and power, 
  almost any creature can be allied with them.
  Red Dragon Terrain: 
  Smoke and Fire
  Red dragon lairs, which can be extensive with many tunnels, 
  caves, false leads, and obstructions, tend to be filled with burning 
  smoke, hot gases, lava, and similar effects that coil throughout 
  the area and seemingly don’t dissipate. In addition to poor 
  visibility, hidden pits leading to lava pools, and tunnels suddenly 
  exploding with flaming gases, many red dragons have a magical 
  connection to the smoke and fire they surround themselves with.
  Through their innate magic, the dragons are able to make 
  faces and forms appear in the smoke to distract intruders, fill clear 
  chambers with choking smoke in a matter of seconds, and ignite 
  explosive geysers of hot lava or burning gases, all from a distance 
  as they watch over their hoard. A few know their smoke so well, 
  they can even track creatures as they move through the lair simply 
  by the distortions and currents that are created within the vapors. 
  These dragons always know when intruders have come.
  Thanks to their fire resistance, red dragons are immune to 
  natural heat, including lava. Those that choose to lair in volcanoes 
  take special care in picking out the location for their hoard, since 
  the song of molten gold is dull and muddy, but the intermittent 
  pools and tunnels of bubbling molten lava dotting the complex 
  make all of the special care worth it. Is there anything funnier 
  than bursting up in the middle of a lava pool, spitting molten 
  stone at intruders, then swimming away to another pool to do it 
  again? Of course not!
  A Powerful, Cunning Foe
  Red dragons are trained from birth to understand the mechanics 
  and tactics of power. They are the ultimate dominant predators, 
  but this means that they understand how dominance works. 
  One dragon versus five or six well-armed, experienced, so-called 
  “heroes” doesn’t historically go very well for the dragon. Dropping 
  ceilings and shattering floors, hit-and-run or divide-and-separate 
  tactics until the enemy’s might is gauged, spells that rip away fire 
  resistance at the worst possible time (at least for the adventurers), 
  decoy treasure hoards, and traps that affect anything smaller than 
  a dragon but not the dragon itself? All are standard procedure for 
  a canny red dragon . . . and despite the propaganda, stupid red 
  dragons don’t usually survive to adulthood.
  The more inventive red dragons use their own hoard to trap 
  and befuddle their prey. Crushing dwarves under tons of coins 
  is a particularly hilarious method to most reds—subtle, they 
  aren’t. A thin layer of coins may hide a pit trap, illusions of sparse 
  treasure may hide either real treasure or a deadly trap, and chests 
  of coins may act as counterweights when resetting traps.
  The ubiquity of treasure in a red dragon’s hoard can actually 
  be used against them sometimes. Some dragons, particularly ones 
  that are obsessed by hoardsong, are loath to harm even a single 
  coin of their hoard. Threatening to destroy treasure can buy a few 
  precious seconds, or perhaps a parley (until the dragon figures 
  out a way to shred/fry the offenders without harming the hoard).
  The connection red dragons have with their hoards makes 
  some scholars ponder whether hoardsong really is sentient, and 
  if it can predict the future? Is it a method for hearing the secret 
  whispers of a dead god of greed and wealth, or is it the Archmage’s 
  ploy for slowly subverting red dragons to his cause? If there is any 
  truth to this idea, a massive red dragon’s hoard could be almost as 
  much danger to the heroes as the dragon itself.
  Red Dragons and the Icons
  It takes great power and even greater courage to enlist a red 
  dragon to your cause. They’re temperamental, conceited, and 
  unpredictable unless you can easily predict “murderous engine of 
  destruction.” If you can, you’ll know exactly what you’re getting. 
  Red dragons are most likely to briefly serve an icon’s cause in 
  exchange for regularly delivered royal-blooded or pure-blooded 
  sacrifices, for particularly enticing treasure (and lots of it!), for an 
  advantage it can literally achieve no other way, or for the cessation 
  of a particular irritation that it would rather not bother with. For 
  instance, if an icon guaranteed that no adventurer would invade a 
  dragon’s lair for a century if the dragon performs one simple task, 
  a bored red dragon might entertain the proposition. It might also 
  devour the messenger, earning enmity with the icon. What part 
  of chaotic evil makes this a surprise?
  Archmage: He worries more about red dragons than most, 
  partially because his strongholds in the overworld are 
  particularly vulnerable to creatures that are most effective 
  when flying. At best, the Archmage thinks of red dragons as 
  recalcitrant tools; at worst, he thinks of them as troublesome 
  but compact collections of spell components.
  Diabolist: She knows more than most that if the red dragon has a 
  weak spot, it is mental. Can a demon of seduction and subtlety 
  slip past a dragon’s defenses to possess it? Only she knows.
  Dwarf King: There are not words to describe the hatred and bitter 
  grief felt by the Dwarf King about red dragons. They must pay 
  for what atrocities they have committed; so much genius and 
  
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  beauty lost to the dragons, so many pulled from the world of 
  the dwarves and cast down forever at the dragons’ feet! All that 
  treasure must be returned, and the sooner the better. And oh 
  yes, vengeance for their slain ancestors, of course.
  Emperor: The red dragon is a symbol for raw power applied with 
  deadly force, for cruelty beyond measure, and for inchoate 
  cunning. There is a place for such measures in the Emperor’s 
  rule, but the red dragon is an object lesson in the danger of 
  single-minded obsession.
  Great Gold Wyrm: They embody the worst of dragonkind, 
  binding greed and hunger beyond measure into the same form. 
  There are rumors that hoardsong is the Great Gold Wyrm’s gift 
  to the world, to bind red dragons to their lair and stop them 
  from further destroying the world.
  Orc Lord: There’s no fear when the Orc Lord and his followers 
  look upon a red dragon, but there’s a near-suicidal jealousy. 
  Why should such an engine of unstoppable murder be denied 
  the orcs as a mount and loyal follower? When heroes find an 
  orcish camp burned to the ground, one can usually assume 
  that a red dragon had no interest in being subdued and tamed.
  The Three: You wouldn’t want to say that red dragons serve the 
  Three, exactly. They more reluctantly aid them if it happens 
  to be convenient for them and sufficient treasure of prey is 
  offered, or if their dignity and pride are suitably inflamed. This 
  suits the Three quite well, who know better than any other how 
  to motivate a red dragon into action and make it think it was 
  the dragon’s own choice to begin with.
  Red dragons outside of their lair are usually engaged in pursuing 
  one of these drives. They are notoriously stubborn and petulant, so 
  a clever wordsmith might use that against a dragon if it gives them 
  enough time. Alleviate a red dragon’s boredom, make its mind strain 
  to solve unfamiliar riddles and challenges, and you may buy yourself 
  a few minutes grace to converse with it and learn things. Just don’t 
  be surprised when the dragon loses patience and eats you, or lets 
  you live only to destroy everything else you hold dear. As beings that 
  effectively live forever, they have time for proper revenge.
  Bone and Blood—A local weaponsmith has been selling 
  dragonbone weapons carved from the corpse of a recently 
  slain red dragon. The dragon’s spirit is not yet gone, however, 
  and, driven on by pure hatred, it has found a way to possess 
  anyone wielding such a weapon. The heroes must discover the 
  cause behind a spate of recent arsons and murders, and put the 
  dragon’s soul to rest once and for all.
  Over Easy—After a memorable and near-legendary three-day 
  coupling across the summer skies last year, a red dragon’s latest 
  clutch of eggs are starting to hatch. The mother has not been 
  seen in months, and without food or guidance the hatchlings 
  have taken to the fields, killing and devouring any beast they 
  can catch. It’s all hands on deck as the small dragons must be 
  destroyed while they’re still small, and before their mother 
  returns. And why is there one egg that has yet to hatch, but 
  which seems oddly swollen and pulsing?
  Princely Blood—A certain city follows the old ways, and those 
  old ways involve chaining royalty to the dragon altar whenever 
  someone with royal blood makes the mistake of coming to 
  town. It’s perfectly safe, they assure their visitors, just an 
  ancient formality to propitiate the legend of the wyrm. When a 
  dragon arrives to accept the offering, however, there’s a prince/
  princess that must be saved, and fast.
  Smartest of the Lot—A young red dragon has a genius-
  level intelligence and is smart enough to barter some of its 
  growing hoard for magical tutelage. A magic-using PC has 
  the opportunity to become the official teacher of a dragon, 
  a title and accomplishment that will stay with them for their 
  entire life, but there are a multitude of things that could go 
  wrong (not least of which is that a magic-using red dragon is a 
  horrible thing indeed.) Does the PC accept the offer, knowing 
  the consequences for refusing?
  The Ties That Bind—A red dragon is demonstrating remarkable 
  levels of loyalty and obedience to a would-be dictator who 
  has ridden into town. The usurper has promised that if he is 
  harmed in any way, his pet dragon will destroy the town, and 
  he’s made a few demonstrations to prove it. Why is the dragon 
  acting like an obedient herd beast? Some brave heroes need to 
  hunt it down in the wild hills outside of town to find out.
  Worship Your God, O Mortal, And Exult—A red dragon has 
  gone insane, believing the lies that its hoardsong whispers 
  to it, and has declared itself a living god. Now it demands 
  worshipers, forces the building of temples, eats clergy that 
  don’t swear to worship it, and spends its days with terrified 
  religious scholars deciding upon its holy laws and making up 
  new myths. The Gods of Light are affronted by the blasphemy, 
  and the Priestess’s diplomats hire the PCs to solve this deific 
  pretender’s aspirations of divinity, one way or another.
  Speaking of choices, in your campaign you can choose 
  whether the Red himself is addicted to his hoard or 
  whether hoardsong only affects lesser red dragons. 
  Hoardsong could help explain why the Red is so often 
  content to linger in the wastelands beyond the map rather 
  than challenging the Archmage’s wards. Stories about the 
  Red’s treasure trove, and the pieces that have been stolen 
  from it over the centuries, could also spur many plots, but 
  you need to judge whether the idea suits your campaign.
  The Red and His Hoard
  Names
  Red dragons prefer names that convey terror, sounding like the 
  snapping of bone or the bubbling of melted flesh. They have three 
  names: the secret clinking names given to them in their dreams by 
  the hoardsong, the names they call themselves and occasionally 
  reveal to terrified mortals, and the shortened sobriquets given 
  to them by the charred and terrified cities within their hunting 
  territory. Corpseflame the Ancient, for instance, may refer 
  to itself as Cortheriax. What its hoard might name it is never 
  spoken aloud.
  Adventure Hooks
  Six things dominate a red dragon’s every waking thought: 
  dominance, greed, hatred, hunger, territory, and pride. For some, 
  lust will also come into play. Loyalty, though? Not so much.
  
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  Sadistic Little Creeps
  Redcaps are neither brawny nor capable of earthshaking magic. 
  Thanks to their insane giggling and stompy iron boots they’re 
  not even particularly stealthy, unless they’re waiting in ambush 
  or have teleported into the liquor cabinet, waiting for you to go 
  for a nightcap. They compensate for their shortcomings with a 
  bad attitude—they’re flat-out meaner and crueler than sadistic 
  sociopaths ten times their size.
  Redcaps are small, perhaps two to three feet tall at most, and 
  resemble beardless dwarves who’ve had the air let out of them. 
  Their wiry strength gives them tremendous agility, and they 
  tumble and spring infuriatingly around larger foes. Redcaps fight 
  using straight razors, cleavers, axes, sharp knives, or most any 
  sharp or jagged object, really, including their teeth. They will also 
  use their spiked iron boots at every opportunity during battle, 
  being inordinately proud of their footwear. It’s traditional for a 
  redcap to give a downed enemy one final stomp for good measure 
  before moving on to the next foe. Few can tolerate redcaps, but 
  this practice guarantees that no one actually likes them.
  Redcaps have the ability to teleport into an unobserved space 
  when they’re lucky in combat or when foes err by saying, or even 
  thinking, the bad word. The word changes all the time. Obviously 
  we aren’t really going to punish a player for what their character 
  thinks, but the idea that thinking the bad word is enough lets us 
  punish a player who says the word, even if their PC didn’t.
  Redcaps usually prefer vanishing into small constrained 
  spaces such as closets and chests, and beneath beds. The redcaps’ 
  magic even lets them fit into spaces that are technically too small 
  for them. When they emerge from their tight hiding spot, they 
  unfold or pop-out like jack-in-the-boxes. It can be humorous . . . 
  in a deadly, disturbing way.
  REDCAP
  Top of the list for noises you don’t want to hear? Sharpened fingernails digging into 
  wood, the snapping of filed teeth, and a giggle followed by the faint, hollow clang of 
  iron boots as a redcap readies itself to spring.
  
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  The Bad Word: Before every battle against redcaps, the GM 
  should determine the bad word for that battle. For PCs who don’t 
  have any idea what’s coming, “cap” or “redcap,” is a good option. 
  For characters who have fought redcaps before or for players who 
  like to read monster entries, a word like “guy” or “escalation” or 
  “attack” might suffice. Whenever a PC or a player at the table 
  says the word, every redcap in the battle can use its impossible 
  teleport ability as a free action that interrupts whatever action is 
  currently happening. At least the PCs will then know what the 
  word is . . . well maybe after the second time it happens. Let the 
  players try not to think about the word now!
  Those Reddish Caps: Perhaps the players are wondering 
  how those caps get so red as they’re trying not to think about the 
  word. Redcaps dip their hats in the blood of their kills. Steal a 
  redcap’s hat and you steal both its power and its prestige, earning 
  you an enemy for life. A redcap with a white or pale red cap has 
  little experience in murder and mayhem. On the other hand, 
  one with a blood-clotted, deep carmine hat is likely to be very 
  dangerous. Plan accordingly.
  Splotchcap
  Their caps have obvious bloodstains, but some white still shows 
  through and they haven’t earned their boots. Call one “splotchcap no-
  boots” and you’ll have an enemy forever, or at least for one busy minute.
  2nd level archer [humanoid]
  Initiative: +8 
  Stabby knife +5 vs. AC—6 damage
  Natural 16+: The target also takes 2 ongoing damage.
  R: Smashy slingstone +7 vs. AC—7 damage
  Natural 18+: The target can’t cast a spell until the end of its 
  next turn or until the splotchcap drops to 0 hp, whichever 
  comes first.
  [Special trigger] C: Pop-out and stab ‘em +7 vs. AC (one nearby 
  enemy)—8 damage
  Miss: Damage equal to the escalation die.
  Impossible teleport: When the splotchcap scores a critical hit 
  OR when a PC or a player at the table says the bad word, the 
  splotchcap can teleport to a nearby hidden location it can see 
  as a free action.
  Pop-out surprise: When the splotchcap starts its turn and no 
  enemy can see it, it can make a pop-out and stab ‘em attack 
  that turn as a standard action.
  AC 16
  PD 
  17 
   
  HP 32
  MD 14
  Redcap
  Warriors who’ve fought redcaps once too often shudder at the 
  thought of giving their own children piggy-back rides.
  3rd level wrecker [humanoid]
  Initiative: +9
  Twin skinning knives +8 vs. AC (2 attacks)—6 damage
  Miss: Damage equal to the escalation die.
  Stompy iron boots +8 vs. PD (one staggered or unconscious 
  enemy)—12 damage
  Miss: 5 damage.
  [Special trigger] C: Pop-out and ride ‘em +10 vs. AC (one 
  nearby enemy)—10 damage, and 5 ongoing damage
  Ridey-horsey: While the target is taking ongoing damage from 
  this attack, the redcap is riding the target’s shoulders with 
  its knives in the target’s ears, and once during its turn the 
  redcap can use a move action to make the target move 
  anywhere nearby that won’t directly cause it harm (but 
  opportunity attacks are fair game).
  Miss: 5 damage.
  Impossible teleport: When the redcap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the redcap 
  can teleport to a nearby hidden location it can see as a free 
  action.
  Pop-out surprise: When the redcap starts its turn and no enemy 
  can see it, it can make a pop-out and ride ‘em attack that turn 
  as a standard action.
  AC 17
  PD 
  18 
   
  HP 42
  MD 15
  “We ended up burning down the fane to get rid of 
  them. I still don’t think it killed them. One more 
  instance of giggling through the floorboards, and 
  I’m summoning Her to finish the job.” 
  —Solthra Halfblade, blood wizard
  “It crushed my foot! Oh Lords it’s on my head 
  with knives. Get it off get it off get it off!” 
  —Jovan the Unlucky, dark paladin
  “They’re simply misunderstood. Show no fear, 
  walk to them slowly, and offer them meat. If 
  you do, you shall have a friend for life, as they 
  are more afraid of you than you are of them.” 
  —Hixus Snowhair, confusing redcaps  
  with red bears
  
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  Crimsoncap
  “Crimsons’n’crusties” was a curse frequently heard on the docks of 
  Shadow Port . . . until the redcaps heard it and “transferred” half 
  a shift of dockworkers over to the beggars’ guilds.
  6th level spoiler [humanoid]
  Initiative: +11
  Huge bloody cleavers +11 vs. AC (2 attacks)—13 damage, and 
  the crimsoncap can pop free from the target
  Horrible stompy boots +11 vs. PD (one staggered or 
  unconscious enemy)—20 damage, and the target is hampered 
  (save ends)
  Miss: 5 damage.
  [Special trigger] C: Pop-out and slash ‘em +11 vs. AC (1d4 
  nearby enemies)—15 damage, and 5 ongoing damage
  Miss: 10 damage.
  Impossible teleport: When the crimsoncap scores a critical hit 
  OR when a PC or a player at the table says the bad word, the 
  crimsoncap can teleport to a nearby hidden location it can see 
  or can’t see (like inside a closet) as a free action.
  Pop-out surprise: When the crimsoncap starts its turn and no 
  enemy can see it, it can make a pop-out and slash ’em attack 
  that turn as a standard action
  Nastier Specials
  F*** T***: The crimsoncap has two bad words instead of one. 
  And the PCs find that out the hard way. Write the words down 
  ahead of time to prove you’re not just being a mean GM.
  AC 20
  PD 
  21 
   
  HP 84
  MD 18
  Crustycap
  When the blood no longer sticks because there’s too much ancient 
  scabbing on your cap, you’ve done your part.
  7th level wrecker [humanoid]
  Initiative: +14
  Big bloody axe +12 vs. AC (2 attacks)—10 damage
  Natural even hit: The crustycap can make a single big bloody 
  axe attack against a different nearby enemy as a free action.
  Miss: 5 ongoing damage.
  Devastating stompy boots +12 vs. PD (one staggered or 
  unconscious enemy)—40 damage
  Miss: 10 damage.
  Oh no oh no: When a PC or a player at the table says the bad 
  word, the crustycap can take an extra standard action during 
  its next turn. Feel free to let the extra actions stack a few times 
  if someone gets cocky.
  Nastier Specials
  Just plain mean: When the crustycap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the 
  crustycap can teleport away as a free action. Far away, even to 
  a location it can’t see, and out of the battle. Then at the start of 
  the PCs’ next battle, it teleports back and attacks the PCs, no 
  matter what enemies they are fighting. It will continue to use 
  this power if it can until the PCs take a full heal-up, at which 
  point, if it’s still alive, it loses interest.
  AC 21
  PD 
  22 
   
  HP 100
  MD 19
  Building Battles
  Redcaps are most fun to fight (where “fun” is defined as 
  “bedeviling and challenging the player characters, who seem 
  to be getting repeatedly attacked from every side at once”) in 
  deep woods, urban buildings, or ruined castles. They like to take 
  advantage of places they can hide, so if there is little such terrain, 
  they lose a lot of their impact. Whatever the setting, they prefer 
  to operate at night, or in deep shadows during the day.
  Redcaps are mean little buggers, and they like to take it 
  out on those around them. In forest settings, consider pairing 
  them with beasts such as dire animals or owlbears that have 
  been driven mad from the redcaps’ surprise attacks. The slightly 
  bleeding beast barrels into the party, followed by a pack of 
  giggling redcaps on its heels.
  In urban settings, they like to play with giant vermin like 
  spiders and dire rats, or hive creatures like stirges. They will 
  lure people into the nests of such creatures, then make surprise 
  attacks as the vermin defend their lair.
  The worst redcap infestations occur in places where they 
  forge short-term bonds with the Diabolist’s pets, such as imps 
  and despoilers. Once the redcaps get into demon worship, they’re 
  even worse than usual.
  Redcaps and the Icons
  Redcaps have a sly and feral intelligence, but it’s usually masked 
  by unquenchable cruelty and a bubbling insanity that would be 
  fun to watch if it weren’t attached to something so dangerous.
  Dwarf King: Loremasters for the Dwarf King suspect that 
  redcaps were once normal dwarves who were magically altered 
  and manipulated to produce the giggling menaces that now 
  exist. If so, it’s possible that someone or something is even 
  now kidnapping dwarves and transforming them into redcaps. 
  Dwarves are generally instructed to capture redcaps instead 
  of killing them, in order to find out the truth, but the task has 
  proven almost impossible.
  Elf Queen: The Elf Queen has no shame about setting redcaps 
  upon her foes. For their part, redcaps seem to pay her a certain 
  amount of deference and often listen to her messengers first 
  instead of just slaying them. In combat, redcaps have been 
  known to spontaneously bow to the Elf Queen’s followers . . . 
  right before trying to eviscerate them.
  
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  Emperor: The Emperor occasionally mentions redcaps as a 
  symbol of the ancient chaos that needs to be wiped out utterly 
  in order for civilization to thrive. If this has affected the 
  number or behavior of redcaps either way, no one has noticed.
  Lich King: It’s rumored that the Lich King has a clan of undead 
  redcaps specially reanimated to preserve their psychotic 
  enthusiasm while vastly increasing their deadliness. Their 
  boots drain life and blood, and the redcaps sustain themselves 
  on the blood absorbed by their caps. If true, the icon doubtless 
  reserves them for enemies he particularly wants to send 
  a message to. If false, it’s not hard to imagine a redcap clan 
  painting itself zombie-style just for kicks.
  Prince of Shadows: Redcaps would deny it, but their natural 
  affinity for shadow and predilection for stealth makes many 
  people think they are a creation of the Prince of Shadows. 
  He’s never confirmed this, but he also has never hesitated 
  to manipulate a clan of redcaps into attacking a particularly 
  repellent target.
  The Three: Clans of redcaps are occasionally found serving as 
  spies, guards, and servants of dragons. They gravitate toward 
  dragons that show particular cruelty, and they never seem to 
  mind the inevitable loss of life to their own clan that occurs near 
  a dragon. For their part, dragons seem to find them amusing.
  Names
  Redcaps cleave to the style of dwarven first names, with their 
  status as their last name. Thrommel Splotchcap, Honjor 
  Crimsoncap, and Thorja Crustycap are a few examples.
  Adventure Hooks
  Redcaps don’t take direction well, although they have been 
  used as troops by leaders who don’t mind pointing them in one 
  direction and letting them rampage. They live in clans or gangs 
  and attack in groups, competing to see which one will collect 
  the most (or most spectacular) kills. A lone redcap is usually an 
  exile from their gang, and the only reason a redcap is typically 
  exiled is for insufficient bloodlust. It isn’t uncommon for exiles 
  to be hunted by the rest of their clan, so they don’t usually survive 
  alone for long unless they are particularly cunning.
  Redcaps provide a chaotic and tumultuous battle, but they 
  aren’t entirely devoid of subtlety and subterfuge. They will often 
  have a “secret” up their metaphorical sleeve that can change the 
  storyline dramatically.
  I Have a Secret—Redcaps know many secrets, although it isn’t 
  clear how or why this happens. When it’s obvious that they have 
  been beaten, and there are no good hiding places left to use for 
  a teleporting escape, the last redcap standing may bargain for 
  freedom in exchange for revealing a true secret about someone 
  or something personal that one or more PCs cares about. A 
  redcap will never reveal such a secret before a bargain is made; 
  oddly enough, mind-reading magic has suggested that the 
  redcaps don’t even know the secrets themselves until they utter 
  them, leading sages to believe that they draw their secrets from 
  some hidden shared source. There are also ramifications for 
  breaking such bargains, even if the redcap who struck the deal 
  is slain. Usually it takes the form of heavy redcap harassment.
  Look Out Below—After a baron’s estate becomes riddled with 
  redcaps who start murdering his servants, the baron hires/
  asks the PCs to fix the problem. As the PCs are cleaning out 
  the estate, including the chimney, well, outhouse, cellar, secret 
  passages, and every other hiding place they can find, they 
  discover an important political secret related to one of the icons 
  and redcaps. If the secret got out, it would be very damaging. . . .
  Red Contract—After a nasty battle, the PCs uncover an 
  arrangement by which redcap gangs are hired by agents of the 
  Court of Stars to exterminate goblinoid squatters in former 
  elven forests. The redcaps are paid with one-use teleport items 
  to take them to the far side of the Midland Sea. And not all 
  their victims are goblins. Will the PCs kill the redcaps and 
  attempt to take over the contract, or is something more noble 
  in store?
  The Crimson Caps—The last three mornings, strange reddish 
  caps have been found at the three main intersections of a 
  village. The third day the caps were dipped in actual blood (up 
  to you what type . . .). Most people in the village don’t really 
  know what redcaps are, but they know the caps aren’t a good 
  sign. Is this a gang of redcaps ramping up the fear before they 
  start picking off villagers night by night? Or is it a con to get 
  people to flee their homes? Or someone’s idea of a joke? Or is 
  someone performing a ritual to summon redcaps?
  “I have it under good recommendation that 
  powdered redcap hats, combined with the 
  molten iron from their melted-down boots, 
  makes a superb teleportation token. Go fetch 
  me a few, won’t you?” 
  —Ecruvius the Ancient, to an  
  appalled apprentice
  “Sing a song of pools of blood / sing of spikes 
  that clitter-clack / sing of giggling child-men / 
  sing of blades within your back.” 
  —traditional elven children’s jumping-rhyme
  
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  Remorhaz 
  On the Hunt
  The remorhaz is an 
  armored ice-dwelling 
  creature that burrows 
  through the ice by heating 
  its armored plates. The 
  strange beast resembles a 
  giant armored centipede, 
  each leg as thick as a 
  dwarf’s neck. When not 
  burrowing, the remorhaz 
  travels with the front 
  third of its body raised off 
  the ground and its front 
  thirty or so legs tucked 
  unobtrusively against its plated body. It tastes the air using the 
  barbels that surround its flattened face, huge saucer-shaped 
  eyes that scan the ice-sheet for prey, and uses its cobra-like 
  hood to listen for heartbeats.
  On the ice, a remorhaz is capable of detecting foes from 
  many leagues away, determining their speed and direction. It 
  will burrow toward its prey under the ice, and then wait in an ice 
  cavern it has melted out under their path. The remorhaz can make 
  its plates hot enough to melt most metals. Dwellers in icy places 
  are always on the lookout for the plumes of steam rising from the 
  ice that indicate a waiting remorhaz, often their only warning.
  While waiting for its prey, a remorhaz extends its cobra-like 
  hood fans to their fullest and presses them against the ice cavern’s 
  roof. When its prey walks unknowing above it, the remorhaz 
  surges upward, melting ice as it goes, and drops the prey into 
  the cavern with it. If the fall doesn’t kill its prey, the remorhaz 
  grapples with the meal-to-be, killing it with a combination of 
  constriction and combustion even as it bites off and swallows 
  chunks of its foe. The only remnants of a creature a remorhaz has 
  feasted upon are any melted metals it may have had, which pool 
  at the bottom of the ice cave.
  A Deadly Life Cycle
  Remorhaz go through five distinct stages of growth: Squib, 
  Barbellite, Frost-Würm, Adult Remorhaz, and Remorhaz Queen.
  Squib: Remorhaz start life hatching from something 
  resembling 
  giant 
  milky 
  frog-spawn, 
  emerging 
  alongside 
  thousands of brothers. All remorhaz are born male. The infant 
  remorhaz are a finger-length long and resemble fuzzy soft-
  bodied worms. Native ice-sheet dwellers call them snow-kittens 
  due to their fur and purring sound, but scholars know them 
  as squibs. The purring sound comes from the squibs’ internal 
  organs moving fluid around, stretching the body-cavities of the 
  infant as it grows. Squibs are ravenous, mindlessly consuming 
  their brothers and being consumed in turn. The jaws of a squib 
  are sharp and beak-like with inner mandibles, and as adorable 
  as the snow-kitten might be, when it finds something warm and 
  soft it will start biting. Squibs are a danger to travelers because 
  they will move toward any source of heat and look almost 
  indistinguishable from snow.
  Barbellite: Once a squib is large enough it moults its furry 
  covering and becomes something resembling a flattened white 
  snake-like creature an arm-length long. The most notable feature 
  of a barbellite is the dozens of trailing barbels that sprout from its 
  body; at this stage the remorhaz is still mostly blind and relies upon 
  taste and smell to locate prey. Sweeping its barbels over the ground 
  the barbellite can pick up even months-old trails made by creatures 
  and follow such paths across ice and rock to the prey. Barbellites 
  are remarkable in that unlike their glowing-hot adult remorhaz 
  forms they absorb heat. A barbellite freezes anything that touches 
  it, causing rime to form on rocks as it passes and instantly freezing 
  water. A barbellite can cross a river just by skating across the water 
  as it freezes beneath it. During the barbellite stage of its life cycle a 
  remorhaz loses its sharp infant beak and its mandibles grow in size.
  REMORHAZ
  “Part cobra, part centipede, part dire-
  rhinoceros. Creature of ice and fire. What 
  mad god made these marvelous beasts?” 
  —Thorodin Jarlbreaker, frost giant
  
  179
  r e m o r h a z
  Frost-Würm: The barbellite 
  eventually grows to tremendous 
  size and loses almost 
  all of its barbels. At 
  this stage it’s still in 
  possession 
  of 
  the 
  fluid-filled 
  cavities, 
  but now the purring 
  is 
  a 
  high-pitched 
  trilling sound that 
  can stun its prey. 
  During this phase of 
  its life the remorhaz 
  grows 
  the 
  armored 
  plates and multiple legs 
  that are so distinctive 
  to its adult form, though 
  these are hidden under 
  the worm-like exterior until 
  the second molting. Frost-
  Würms use both the tracking 
  tactics of the barbellite and 
  burrowing ambush of the remorhaz 
  (though only in snow). They also absorb 
  heat, sucking in air to freeze-dry prey.
  Adult Remorhaz: During all previous stages of its life a 
  remorhaz absorbs heat, but upon reaching adulthood it begins 
  to unleash that stored heat. The outer-skin and infant mouth-
  parts burn away revealing armored plates and legs, and the switch 
  from overland tracking hunter to burrowing ambush predator is 
  complete. Some sport armored roundels that look like glowing 
  fire opals and radiate waves of heat. Adult remorhaz attack frost-
  würms that come into their territory and vice-versa. They both 
  compete for the same prey and a frost-würm that lives long enough 
  will become a rival for mating rights with the territorial queen.
  Remorhaz Queen: Remorhaz are all born male, but 
  throughout their lives they battle others of their kind for 
  dominance and access to hunting grounds. A persistently 
  dominant and successful remorhaz becomes female and attracts 
  mates to fertilize the thousands of eggs that she lays in each 
  clutch. A remorhaz at this stage in life eats the bodies of younger 
  male remorhaz who lose dominance-fights for the rights to 
  fertilize her eggs, but she will still hunt on occasion. Remorhaz 
  queens venture into the territory of other queens and slaughter 
  their potential prey to starve rivals, but rarely attack other queens 
  directly. Remorhaz queens no longer burrow to attack—when 
  they detect prey and haven’t eaten a dead male in a while they 
  simply head toward prey like a rushing avalanche. Outrunning a 
  remorhaz queen on the open ice is nearly impossible.
  Remorhaz  
  (Squib Swarm)
  0 level mook [beast]
  Initiative: +0
  Sharp nibbling beaks +5 vs. AC—3 cold damage
  Heat absorption: When a creature is engaged with the squib 
  swarm at the start of its turn, it takes cold damage equal to the 
  escalation die.
  AC 14
  PD 
  12 
   
  HP 5 (mook)
  MD 8
  Mook: Kill one squib swarm mook for every 5 damage you deal 
  to the mob. A squib swarm consists of hundreds of small 
  individual squib, but they are represented here as a single 
  “creature.”
  Remorhaz 
  (Barbellite)
  3rd level troop [beast]
  Initiative: +7
  Arctic bite +11 vs. AC—7 cold damage
  Heat absorption: When a creature is engaged with the remorhaz 
  at the start of its turn, it takes cold damage equal to the 
  escalation die.
  Shatterer: Death can cause fluid-filled sacks inside the barbellite 
  to explode. When the attack roll that kills the barbellite is a 
  natural even roll, each nearby creature takes 10 cold damage.
  AC 18
  PD 
  16 
  HP 36 (see shatterer)
  MD 12
  
  r
  180
  Remorhaz  
  (Frost-Würm)
  Large 6th level troop [beast]
  Initiative: +9
  Würm glaciation +11 vs. AC—18 damage
  Natural even hit: The target and one other nearby enemy takes 
  18 cold damage as the area freezes over.
  Miss: The target and one other nearby enemy takes 6 cold damage.
  Trilling vibrations +9 vs. MD (1d3 nearby enemies in a 
  group)—The target is stunned (save ends)
  Limited use: The remorhaz can use trilling vibrations only 
  when the escalation die is odd.
  Burrow: As the standard monster ability (13th Age core rulebook, 
  page 200), except the remorhaz only needs to roll 6+ in snow.
  Massive heat absorption: When a creature is engaged with the 
  remorhaz at the start of its turn, it takes cold damage equal to 
  twice the escalation die.
  Shatterer: Death can cause fluid-filled sacks inside the frost-würm 
  to explode. When the attack roll that kills the frost-würm is a 
  natural even roll, each nearby creature takes 20 cold damage.
  AC 22
  PD 
  20 
  HP 180 (see shatterer)
  MD 16
  Remorhaz (Adult)
  Large 8th level wrecker [beast]
  Initiative: +11
  [Special trigger] C: Death from below! +14 vs. AC (each nearby 
  creature)—45 damage; OR 22 damage, and the target is 
  stunned (save ends)
  Miss: 15 damage.
  Limited use: 1/battle, during the remorhaz’s first turn or if 
  appearing on the surface after burrowing.
  Savage bite +16 vs. AC—50 damage, 20 fire damage, and the 
  remorhaz grabs the target if it’s not already grabbing a creature
  Miss: 15 fire damage.
  Burrow: As the standard monster ability (13th Age core rulebook, page 
  200), except the remorhaz only needs to roll 6+ in snow and ice.
  Furnace aura: When a creature is engaged with the remorhaz (or 
  grabbed by it) at the start of its turn, it takes fire damage equal 
  to 6 x the escalation die.
  Nastier Specials
  Bejeweled remorhaz: The remorhaz has glowing “jewels” on its 
  armored plates. When a nearby or far away enemy misses 
  with an attack against the remorhaz, that enemy chooses 
  one: It takes 10 fire damage; OR one piece of its non-magical 
  equipment (something useful, but player’s choice) melts or 
  burns up. Adjust skill checks or stats accordingly.
  Remorhaz steamer: The remorhaz is melting the ice/snow all the 
  time and obscuring steam rises into the air. Ranged attacks 
  against the remorhaz take a –2 penalty, or a –4 penalty if the 
  attacker is far away.
  Spiney remorhaz: The remorhaz is covered in red-hot spines. 
  When a nearby enemy rolls a natural 1–5 with an attack roll, 
  it takes 20 fire damage unless it has somehow protected itself 
  from the heat.
  AC 24
  PD 
  22 
   
  HP 280
  MD 18
  Remorhaz (Queen)
  Large 11th level wrecker [beast]
  Initiative: +2d10 (see sluggish initiative)
  Bite and trample +17 vs. AC—80 damage, 40 fire damage, and 
  the remorhaz grabs the target
  Miss: The target and each other creature engaged with the 
  remorhaz takes 20 fire damage.
  R: Nova blast +16 vs. PD (1d3 nearby enemies)—100 fire damage
  Miss: 25 fire damage.
  Burrow: As the standard monster ability (13th Age core rulebook, 
  page 200), except the remorhaz only needs to roll 6+ in snow 
  and ice.
  Furnace aura: When a creature is engaged with the remorhaz (or 
  grabbed by it) at the start of its turn, it takes fire damage equal 
  to 10 x the escalation die.
  Sluggish initiative: The queen may be sluggish after eating 
  unsuccessful suitors, laying eggs, or moving across the ice like a 
  rushing avalanche. Roll 2d10 to determine her current initiative.
  Nastier Specials
  Bejeweled remorhaz: The remorhaz has glowing “jewels” on its 
  armored plates. When a nearby or far away enemy misses 
  with an attack against the remorhaz, that enemy chooses 
  one: It takes 25 fire damage; OR one piece of its non-magical 
  equipment (something useful, GM’s choice) melts or burns up. 
  Adjust skill checks or stats accordingly.
  Remorhaz steamer: The remorhaz is melting the ice/snow all the 
  time and obscuring steam rises into the air. Ranged attacks 
  against the remorhaz take a –2 penalty, or a –4 penalty if the 
  attacker is far away.
  Spiney remorhaz: The remorhaz is covered in red-hot spines. 
  When a nearby enemy rolls a natural 1–5 with an attack roll, 
  it takes 30 fire damage unless it has somehow protected itself 
  from the heat.
  AC 27
  PD 
  26 
   
  HP 580
  MD 22
  
  181
  r e m o r h a z
  Building Battles
  Remorhaz don’t have allies, but sometimes animals and dire beasts 
  that live in cold environments will make use of their empty ice 
  tunnels or linger in areas frequented by remorhaz, risking attack 
  for the chance to feed upon discarded kills. White dragons aren’t 
  afraid of the ice beasts and will sometimes allow their presence 
  near a lair to discourage visitors, or provide the occasional meal. 
  Frost giants have been known to capture barbellites and frost-
  würms and keep them as pets or amusement.
  Remorhaz 
  Environmental Effects
  During its life cycle a remorhaz creates its preferred environment 
  of extreme cold. A remorhaz-infested ice-sheet or similar terrain 
  is prone to sudden blizzards, unexpected temperature drops, and 
  vegetation that suddenly bursts into fire as trees and shrubs burn 
  up as a remorhaz passes by underneath. When the adventurers 
  travel deep into remorhaz territory, have each PC make an 
  appropriate skill check (including backgrounds) against one of 
  the DCs below. If the check fails by 9 or less, suggest two effects 
  from the list and let the player choose one that occurs. If the 
  check fails by 10 or more, suggest two effects from the list and 
  let the player choose one that occurs, and then choose another 
  effect from the list that also occurs. Any recoveries lost from 
  these effects are gone until the party can find a place of warmth 
  and safety to take a full heal-up, with food and drinkable water.
  Remorhaz Tunnels: DC 25
  The ice-tunnels left by a remorhaz are sturdy, yet smooth enough 
  from refrozen water to be slick under foot. Adventurers might take 
  shelter in these tunnels from a storm, or might use them to travel 
  through and avoid detection by surface-dwelling enemies. The 
  tunnels also might be the only way to get to ruins under the ice.
  • Fall over on the slick ice and break a piece of useful equipment 
  (adjust skills/stats accordingly).
  • Slips on the ice, hurting themself—lose a recovery.
  • Lost in the tunnels—one PC who succeeded on their check 
  must reroll it.
  • Floor collapses, dropping everybody into a lower tunnel—
  each PC must roll a save; on a failure, they lose a recovery.
  • Sudden blast of wind down the slick tunnel pushes knocks 
  the party off their feet and pushes them down the tunnel—
  the PC chooses one piece of an ally’s useful equipment that is 
  permanently lost during the tumble.
  • The party falls into an ice-slick inclined tunnel that hurtles 
  them downward at high speed. Each PC must roll a save; on a 
  failure, they lose a recovery.
  • A battle with a hatching remorhaz squib (or if level-
  appropriate an adult remorhaz!).
  • Move to another environmental condition; each PC rerolls 
  their skill check with a –4 penalty.
  Extreme Cold/Blizzard: DC 30
  The temperature plummets, lantern oil freezes, and familiars 
  huddle up to their owners. Get warm or get dying.
  • A frozen piece of their useful equipment shatters (adjust 
  skills/stats accordingly).
  • Frostburn—lose three recoveries, or one recovery and a 
  finger/ear/nose/etc.
  • Numbing cold—choose two other PCs; they each lose a recovery.
  • A battle with remorhaz barbellites (or if level-appropriate an 
  adult remorhaz!).
  • Party is separated—each PC who succeeded on their check 
  must reroll it.
  • Move to another environmental condition; each PC rerolls 
  their skill check with a –4 penalty.
  Sudden Fire: DC 20
  Trees that you were sheltering among catch fire for no good 
  reason, or air bubbles trapped under the ice explode and burn.
  • A useful piece of equipment or clothing catches on fire and is 
  destroyed (adjust skills/stats accordingly).
  • Burns—lose two recoveries.
  • Steam vent—choose one other PC; they lose a recovery.
  • A slumbering remorhaz queen in a pool of bubbling water is 
  just ahead. (GM’s call if she awakens. Maybe the “creature” is 
  just shed molting . . .)
  • Move to another environmental condition; each PC rerolls 
  their skill check with a –4 penalty.
  Endless Desolation: DC 20
  Whiteness. Snow-blindness. Eternal night.
  • Lose a useful piece of equipment (adjust skills/stats 
  accordingly).
  • AAAAH! Your mind was not meant to handle this solitude—
  the player and GM discuss what happens. (GMs, have fun!)
  • The party is lost—each PC who succeeded on their skill check 
  must reroll it.
  • Overexertion—you’ve eaten too much and supplies have 
  dwindled; lose two recoveries. Another PC can choose to 
  share. If so, you each must roll a save; on a failure, the PC 
  loses one recovery.
  • Snow-blind accident—choose one other PC; they have an 
  accident and lose a recovery.
  • Move to another environmental condition; each PC rerolls 
  their skill check with a –4 penalty.
  
  r
  182
  Remorhaz and the Icons
  Remorhaz live far away from civilized areas, and they can’t be 
  tamed or controlled, but that isn’t to say that the icons aren’t 
  interested in them.
  Archmage: The Archmage is known to use remorhaz spell 
  components, or at least he sends his minions out to collect 
  them. It may be a cunning double-bluff to draw the other icons’ 
  spies out into the icy wastes where he can arrange for magical 
  “accidents” to befall those who tail his servants. Most wizards 
  believe the remorhaz is not native to the world, while others 
  think that it’s a natural beast.
  High Druid: There are creatures of the ice that the High Druid 
  is fonder of. Creatures that don’t jerk nature around through 
  cycles of endless winter and weird fires that burn forests 
  through their roots.
  Orc Lord: The Orc Lord’s followers are scattered through the Frost 
  Range where many remorhaz lair. Although remorhaz can’t be 
  ridden into battle or tamed, remorhaz squibs could theoretically 
  be dropped down dwarven mine shafts. That might be a bit 
  subtle for the Orc Lord’s followers, but it might also be funny.
  Adventure Hooks
  A Sudden Chill—The remorhaz are migrating, burning down 
  forests. Their young are freezing everything. An icon is 
  desperate and offers to pay for remorhaz heads. Can the 
  adventurers resist the icon’s offer of “bags of gold” to face such 
  terrible foes?
  Call Me Ishamael—A noble brought home a fuzzy white 
  caterpillar thing as a pet for his children, but threw it down 
  the privy when it turned into an ugly barbellite. Now it has 
  grown into a frost-würm! The sewers have frozen (forcing 
  undesirable creatures up onto the streets) and it is regularly 
  emerging from under the city to snack on citizens. The noble 
  asks the adventurers to help him hunt the Great White Würm.
  Land of Mantumbi—Lost jungles have been reported found 
  under the ice, cities of sapphire and gold, but remorhaz tunnels 
  are the only way to get there. What treasures await those 
  willing to try their luck?
  The Merchant Who Came in from the Cold—A trader has 
  decided that she can use harmless “snow-kittens” as a way to 
  freeze food. She just needs adventurers to go get her some. 
  Easy, right?
  
  183
  r u s t  m o n s t e r
  Old & Nasty
  For some gamers, the rust monster is a shout back to the 
  early adversarial days of our hobby, back when a monster that 
  consumed metal was the perfect tool for a GM who had let the 
  PC’s treasure get out of control. For other gamers, the shout-back 
  is an angry curse against an irritating monster that threatens fun.
  We’re compromising the two with a limited curse. We’re not 
  sure if the rust monster is particularly fun but we can see that it 
  has a place in some campaigns, or perhaps only in some sessions. 
  The rust monster’s place is a bit more specific than the range 
  occupied by most monsters. We originally created stats for many 
  variants but in the end we decided to limit the damage to just two. 
  Rust monsters are such a hateful element of the fantastic ecology 
  that they probably work best in a specific campaign niche rather 
  than as a threat that keeps surfacing because the monster stats 
  are in the book for the correct level.
  As you’ll see from our story text, we think of rust monsters 
  as quite rare. We believe they’re best used as a threat toward 
  the end of the adventurer tier. By that time the PCs will have 
  magical weapons and armor they’re going to be terrified of 
  losing. Keeping rust monsters as a problem for adventurer- and 
  champion-tier heroes means that they aren’t being phrased as an 
  epic threat unless you somehow decide that your world needs to 
  end with rust monsters consuming the world.
  RUST MONSTER
  This monster’s twitching antenna can disintegrate 
  metal, wood, chitin, and nearly any other type of 
  material packed into a dungeon. Sadly for adventurers, 
  the only thing it really enjoys eating is the dust left over 
  from disintegrated metal, especially metal that used to 
  be full of magic.
  
  r
  184
  There is No Ecology of 
  the Rust Monster
  Obviously many articles and web sites disagree with that 
  sentiment. But what we’re suggesting as the default setting for 
  13th Age games is that rust monsters don’t survive long in the 
  surface world because almost everyone hates them. Think of 
  the rust monster as the equivalent of chemical weapons in the 
  present day world; some magicians might investigate ways of 
  using them, but getting caught makes everyone your enemy.
  So when rust monsters show up, it’s most often because 
  they’ve just surfaced in a living dungeon. Alternatively, the PCs 
  might have delved deep down into the underworld where no 
  one has gotten around to killing the monsters. Or someone with 
  more than one screw loose has brought them into the world, 
  which highlights the only creatures that have no problem using 
  rust monsters: demons. Demons already hate everything and 
  everyone, and most everyone hates them back. Rust monsters? 
  Not a big deal to a demon.
  Rust Monster
  This odd creature will make quick work of your belt buckle and 
  your dagger, then your axe, and finally your chainmail. It might 
  even sniff around in your pack for a little dessert.
  3rd level spoiler [aberration]
  Initiative: +5
  Caustic bite +8 vs. AC (one creature wearing light armor or 
  no armor)—10 damage, and 5 ongoing acid damage
  Natural 16+: The target is now considered to be wearing no 
  armor (the armor is damaged beyond repair; adjust defenses 
  accordingly). If the target’s armor is magical, the target must 
  roll a hard save (16+). On a success, the armor isn’t affected. 
  This effect is permanent until the creature obtains new armor.
  Rusting antenna +8 vs. PD (one creature wearing heavy 
  armor)—1 damage, and the target is now considered to be 
  wearing no armor (the armor is damaged beyond repair; adjust 
  defenses accordingly). If the target’s armor is magical, the 
  target must roll a hard save (16+). On a success, the armor isn’t 
  affected. This effect is permanent until the creature obtains 
  new armor.
  Corrupting body: Whenever a creature hits the rust monster with 
  a melee weapon, the attacker must roll a save; on a failure, the 
  weapon is destroyed. Magic weapons require an easy save (6+) 
  instead. This effect is permanent.
  Rust’s targets: Magic items wielded by creatures with 60 hp or 
  more are not affected by the rust monster’s ability to destroy 
  items (but the target still takes damage).
  Saving quirks: Before rolling a save for a magic item, a PC can 
  gain a +5 bonus to the save by agreeing to roleplay the item’s 
  quirk as a huge element of their personality until the next 
  full heal-up. Failure to live up to this roleplaying agreement 
  means that the item hasn’t received the support it needs from 
  its owner to survive the rust monster’s destructive effects, and 
  the item is destroyed at the end of the next battle even if its 
  owner successfully saved.
  Nastier Specials
  Big antenna: When the rust monster scores a critical hit, it can try 
  to destroy another random magic item in the target’s possession 
  (or a random normal item if the target has no other magic 
  items). The creature must roll a save for the item, as usual.
  AC 19
  PD 
  17 
   
  HP 45
  MD 13
  Prior to using rust monsters in a battle, be sure to track 
  of the types of armor the characters are wearing so 
  that you know which characters the rust monsters will 
  pursue and which characters will be most affected by 
  the rust monsters’ attacks.
  NPC and monster stats don’t track if they’re 
  wearing heavy or light armor. Each time a rust monster 
  bites an NPC/monster wearing armor with any metal 
  components, that creature takes a cumulative –2 
  penalty to AC (–4 max).
  If a rust monster destroys an NPC’s/monster’s 
  weapon and that creature has no other way to make 
  attacks, its unarmed attacks deal only a quarter of the 
  creature’s normal weapon damage.
  Rust Monsters  
  in Combat
  Rust Monster 
  Obliterator
  This demonic rust monster is hellbent on devouring metal, flesh, 
  and bone. The strange whirligig spoil at the end of its tail provides 
  bizarre protection against mystical elements.
  5th level spoiler [demon]
  Initiative: +8
  Caustic bite +10 vs. AC (one creature wearing light armor or 
  no armor)—18 damage, and 5 ongoing acid damage
  Natural 14+: The target is now considered to be wearing no 
  armor (the armor is damaged beyond repair; adjust defenses 
  accordingly). If the target’s armor is magical, the target must 
  roll a hard save (16+). On a success, the armor isn’t affected. 
  This effect is permanent until the creature obtains new armor.
  “Keep that thing away from the tombs.” 
  —Salvador, minor vampire,  
  addressing his minions
  
  185
  r u s t  m o n s t e r
  Rusting antenna +10 vs. PD (one creature wearing heavy 
  armor)—10 damage, and the target is now considered to be 
  wearing no armor (the armor is damaged beyond repair; adjust 
  defenses accordingly). If the target’s armor is magical, the 
  target must roll a hard save (16+). On a success, the armor isn’t 
  affected. This effect is permanent until the creature obtains 
  new armor.
  Each time the rust monster obliterator destroys heavy armor 
  with this attack, it gains a different random demon ability until 
  the end of the battle (see random demon ability chart below 
  and roll 1d8 to determine the ability; reroll duplicate abilities).
  Corrupting body: Whenever a creature hits the rust monster with 
  a melee weapon, the attacker must roll a save; on a failure, the 
  weapon is destroyed. Magic weapons require an easy save (6+) 
  instead. This effect is permanent.
  Rust’s targets: Magic items wielded by creatures with 100 hp or 
  more are not affected by the rust monster’s ability to destroy 
  items (but the target still takes damage).
  Saving quirks: Before rolling a save for a magic item, a PC can gain 
  a +5 bonus to the save by agreeing to roleplay the item’s quirk 
  as a huge element of their personality until the next full heal-
  up. Failure to live up to this roleplaying agreement means that 
  the item hasn’t received the support it needs from its owner to 
  survive the rust monster’s destructive effects, and the item is 
  destroyed at the end of the next battle even if its owner saved.
  Nastier Specials
  Tail whirligig: When an enemy targets the rust monster obliterator 
  with a spell, the rust monster rolls a save. On a success, the 
  spell has no effect on the rust monster. If the rust monster is 
  staggered, it must roll a hard save (16+) instead.
  AC 21
  PD 
  19 
   
  HP 72
  MD 15
  Also consider having one rust monster enter a battle between 
  the PCs and some humanoid monsters with armor/weapons. Do the 
  PCs worry about the enemies dealing heavy damage to them, or the 
  monster that can eat their fancy armor? Perhaps the rust monster is 
  targeting both sides randomly. Do they hold off attacking it?
  Rust monster obliterators are usually encountered with 
  demons. Nothing makes a demon heavily focused on ranged 
  attacks (like a despoiler) happier than to see the paladin, 
  barbarian, and fighter looking at each other to see who’s first in 
  when it has a semi-trained obliterator (or two) on a thick leather 
  leash in hand.
  Rust Monsters  
  and the Icons
  None of the icons have fuzzy feelings about rust monsters. We’ll 
  use this space for odd possibilities that might or might not be 
  true in your campaign.
  Archmage: Wizards researching the basic secret of alchemy, the 
  creation of gold, have sometimes conceived of research into 
  rust monster magic as an approach to their problem from the 
  opposite direction. Such wizards are as far from understanding 
  alchemy as they are near to destroying their laboratories.
  Diabolist: In most of our campaigns, the Diabolist does not 
  share her demons’ willingness to use rust monsters. After all, 
  the Diabolist does build a few things she’d like to see endure. 
  If the Crusader is pushing the Diabolist extremely hard in your 
  campaign, it’s possible that rust monster obliterators are her 
  desperate attempt to balance the odds.
  High Druid: The High Druid has no tolerance for creatures that 
  only surface as denizens of living dungeons. Rumors that she is 
  somehow soft on rust monsters are a master-stroke of Imperial 
  propagandists, banking on the fact that those not personally 
  familiar with the Druid’s people can sometimes be convinced 
  that she thinks all monsters are natural.
  Adventure Hooks
  Adventurers will most often encounter rust monsters in the 
  underworld or in living dungeons. Since demons don’t kill 
  obliterators on sight (unless they feel like it), PCs are likely to 
  encounter one or more in hellholes.
  Crusading Difficulties—The Crusader’s forces have nearly 
  pacified a hellhole, but they’re having enormous difficulties 
  with a demon nest employing rust monsters to eliminate the 
  armor advantage of the Crusader’s troops. If the PCs help, the 
  Crusader’s people promise to cut them in on the next serious 
  looting opportunity—perhaps a nearby temple quietly devoted 
  to the Priestess.
  The Not-quite-living Dungeon—A living dungeon entirely 
  overrun by rust monsters lurches and collapses in fitful 
  starts, falling apart as the rust monsters continually eat away 
  at it. If it makes it to the surface, it’s going to be some sort 
  of regenerating horror dungeon, so killing the rust-monster-
  riddled death-trap sooner rather than later is a huge necessity.
  1: True seeing
  2: Resist fire 18+
  3: Invisibility when first staggered
  4: Resist energy 12+
  5: Fear aura
  6: Teleport 1d3 times each battle
  7: Demonic speed
  8: Gate in allied demon
  Random Demon Abilities Reminder (D8)
  Building Battles
  Rust monsters are scary because they can destroy magic items. 
  But if you only throw one at a group, they’ll probably take it down 
  quick, and if you throw a group of them at the PCs, the heroes 
  might survive but be walking around naked after the battle. 
  Depending on whether you want to give them a good scare, or 
  put the fear of the Diabolist in them, either option can work, but 
  know that losing multiple items will frustrate players.
  
  s - t
  186
  Conflicting rumors and 
  legends paint extremely 
  different 
  pictures 
  of 
  the 
  sahuagins’ 
  origins 
  and 
  final 
  allegiance. 
  Somehow none of that 
  matters 
  when 
  they’ve 
  chained you to a rock, slit 
  you open, and summoned 
  the sharks.
  What 
  Everyone 
  Knows 
  about 
  Sahuagin
  Sahuagin are humanoids 
  with scaly skin, fish-eyes, and 
  webbed hands and feet. They 
  are strikingly fast swimmers 
  and think of themselves as the 
  most dangerous creatures in the 
  near-surface oceanic world.
  Sahuagin prey on ships and on 
  isolated coastal settlements. They’ve 
  been known to establish temporary 
  coastal colonies of their own, more 
  often claiming and renovating ruins 
  rather than building their own structures. 
  They build weapons and armor out of 
  items from the sea or from items gained 
  in raids on land-dwellers. (Their degree of 
  cultural development and technology is a 
  matter for each campaign to decide.)
  The basic stats for a sahuagin appeared 
  on page 245 of the 13th Age core book. Since 
  those stats were only half a page long, we 
  duplicated them in this entry with the rest of the 
  champion-tier sahuagin to make it simpler for you 
  to have the stats in one book instead of two.
  Where the Sahuagin Roam
  Our default setting for 13th Age assumes that travel on the 
  Midland Sea is seldom troubled by dangerous sahuagin or any 
  other monsters. The pacification of the Midland Sea drove the 
  truly dangerous sahuagin into the rivers, particularly in the area 
  known as the Fangs, as well as into the Iron Sea.
  Monsters that are 1st or 2nd level might be dangerous 
  but aren’t truly threatening to civilization, so if you’d like to 
  use sahuagin in the Midland Sea, use the low-level sahuagin 
  presented below. Make use of the champion-tier sahuagin when 
  the PCs are traversing the Empire’s rivers or the Iron Sea . . . or 
  as an unmistakable sign that the Midland Sea’s wards are failing.
  Along the southern coast of the Iron Sea, however, sahuagin 
  are a constant menace to the Empire’s Sea Wall defenses. Most of 
  the breaches and large-scale invasions involve enormous monsters 
  and demons, but the sahuagin are more involved than they should 
  be. Those who understand the language of demons say that the 
  sahuagin speak as if killing defenders on the Sea Wall was a form 
  of religious devotion, a mark of initiation or pilgrimage that every 
  sahuagin aspires to. Imperial legionnaires hope that these claims 
  are only more lies spread by minions of the Diabolist.
  SAHUAGIN
  sahuagin raider
  
  187
  s a h u a g i n
  Two or Three  
  Story Options
  The sahuagin stats below should work no matter how you decide 
  to phrase the sahuagin story. The Bestiary’s creative team is split 
  on how it wants to think of sahuagin, so we figure we’re going to 
  pass those options on to you.
  Rob Wieland sees sahuagin as possible descendants of 
  drowned Sahua, an Atlantis-like city that might have been 
  somewhere in the Midland Sea, or the Iron Sea, or somewhere 
  else entirely.
  Rob Wieland and Ken Hite both see sahuagin as potential 
  agents of what we’ll refer to as “that-Innsmouth-thing”—
  potential agents of inbred deepish ones whose descendants 
  transform coastal towns into monster habitat.
  Rob Heinsoo unimaginatively sticks to what he thinks of as a 
  traditional view of sahuagin as demon-worshipping raiders of the 
  deeps, justifying his position with a nod to the idea that sahuagin 
  might be some sort of embodiment of the anger of the Iron Sea, 
  particularly in light of their ongoing assaults against the Sea Wall. 
  Maybe some version of “drowned Sahua” is involved. Maybe not.
  Editor Cal Moore likes the idea that sahuagin of the Iron 
  Sea worship some sort of ancient god of the deep sea and follow 
  some strange dark religion only they understand, but with no 
  inbreeding involved.
  Jonathan Tweet dislikes sahuagin so much that he seems 
  never to have bothered learning how to pronounce their name, so 
  at least we don’t need to spend time catering to Jonathan’s distaste.
  So the story material that shows up after the sahuagin stats is 
  a deliberately jumbled bag. The icon connections and adventure 
  hooks come from several different perspectives and won’t all work 
  together smoothly. You probably shouldn’t use all approaches in 
  a single campaign, and you may have your own ideas. The oceans 
  are a deliberately under-developed portion of the world in the 
  13th Age core book, so there’s plenty of room for big ideas if that’s 
  the type of thing you want your campaign to get into.
  Sahuagin Raider
  The sahuagin who manage to evade the wards in the Midland 
  Sea are furious that they look like twisted runts alongside their 
  cousins from the Iron Sea and the Fangs.
  2nd level troop [humanoid]
  Initiative: +4
  Coral-tipped spear +6 vs. AC—6 damage
  Natural even hit against a stuck or hampered enemy: The target 
  takes 1d6 extra damage.
  R: Hooked net +6 vs. PD—3 damage
  Natural even hit: The target is hampered (save ends).
  Natural odd hit: The target is stuck (save ends).
  Limited use: 1/battle.
  Blood rage: The sahuagin raider gains a +2 attack bonus while it’s 
  staggered.
  Water breather: Sahuagin breathe underwater and swim very well.
  AC 18
  PD 
  14 
   
  HP 34
  MD 13
  Razor Shark
  Long exposure to the sahuagin notion of “domestication” should 
  have made razor sharks completely freaking insane except that 
  they’re not smart enough to realize that potential.
  2nd level mook [beast]
  Initiative: +6
  Razortoothed jaws +7 vs. AC—4 damage
  Natural even hit: Increase the damage by +1 for each razor 
  shark mook that has dropped this battle.
  Natural even miss: The target and the razor shark each take 
  1d6 damage.
  Frenzy (group): When two or more razor sharks in the same 
  mob are dropped to 0 hp by an attack, as a free action each 
  dropped razor shark attacks one random nearby non-razor 
  shark creature before it dies. That creature takes 1d8 damage.
  Water breather: Sharks breathe underwater and swim very well. 
  They’re not so good out of sea water (even if they jump), so 
  treat them as semi-hazardous terrain while they’re busy 
  thrashing to death outside the water.
  AC 17
  PD 
  14 
   
  HP 10 (mook)
  MD 11
  Mook: Kill one razor shark mook for every 10 damage you deal 
  to the mob.
  
  s - t
  188
  Sahuagin from core rules for easy reference:
  Sahuagin
  In the Fangs, sahuagin are murderously furious that they cannot 
  dwell within the Midland Sea. In the Iron Sea, sahuagin are 
  murderously furious that there are humanoids on land who aren’t 
  dead yet.
  5th level wrecker [humanoid]
  Initiative: +9
  Trident and bite +10 vs. AC (2 attacks)—10 damage
  Natural 20: Increase the escalation die by 1, and the target is 
  hampered (makes only basic attacks) until the end of its next 
  turn.
  R: Barbed crossbow +9 vs. AC (one nearby enemy, or a far 
  away enemy at –2 atk)—10 damage, and 5 ongoing damage
  Blood frenzy: Make a note of the escalation die when the sahuagin 
  becomes staggered. The sahuagin gains a bonus to its melee 
  attacks and damage equal to the escalation die value for the 
  rest of the battle.
  Water breather: Sahuagin breathe underwater and swim very 
  well.
  Nastier Specials
  Demon-touched: Roll a d6 on the Demon Random Abilities table 
  (page 233). The sahuagin gains that ability.
  AC 20
  PD 
  19 
   
  HP 70
  MD 16
  Sahuagin Glow Priest
  The lights in the deep don’t belong to the Gods of Light.
  5th level caster [humanoid]
  Initiative: +10
  Coral rod +10 vs. AC—12 damage
  Natural even hit or miss: The priest teleports the target next 
  to one of its nearby allies that it can see, who engages it as 
  a free action. It can’t teleport the target to a location that 
  causes it direct damage (so into a pool of flaming oil is out, 
  but off a ship into the sea is fine).
  R: Glowpriest’s prayer +10 vs. MD (1d3 nearby enemies)—12 
  psychic damage, and if the attack hits 2 or more targets, roll 
  1d8 after the attack for the prayer’s effect
  1–2 (Hymm of hate): One random nearby conscious enemy 
  takes 4d6 negative energy damage.
  3–4 (Curse of despair): Each target that was hit takes a –2 penalty 
  (non-cumulative) to all saves until the end of the battle.
  5–6 (Scream of victory): Until the start of the glowpriest’s 
  next turn, each sahuagin and demon in the battle adds the 
  escalation die to its attacks and the PCs don’t. GM: A story 
  guide icon success with the Diabolist might let a PC get 
  around this penalty.
  7–8 (Word of refuge): Remove the glowpriest from play. At the 
  start of its next turn, return it to play nearby its original 
  location. It gains a +4 bonus to all defenses until the end of 
  its next turn after it returns to play.
  Water breather: Sahuagin breathe underwater and swim very well.
  AC 21
  PD 
  16 
   
  HP 70
  MD 19
  Iron Sea Shark
  They’re thick around the transitional waters of the Koru Straights. 
  They hug the coastline around Cape Thunder, wedge themselves 
  deep into the bay at Shark Tooth, and hunt past the ruins of Proud 
  Fort, as if they were hoping to gnaw their way back to the Iron Sea.
  Double-strength 5th level mook [beast]
  Initiative: +6
  Massive iron jaws +10 vs. AC—14 damage
  Miss: 2d6 damage.
  Frenzy: While staggered, if the iron sea shark is unengaged at 
  the start of its turn, it must roll an easy save (6+). On a failure, 
  the shark must move and attack a random nearby enemy 
  that’s staggered, or a random nearby creature if there are no 
  staggered enemies.
  Shredder: When an enemy misses with a melee attack against 
  an iron sea shark and rolls a natural 1–5, the attacker takes 
  2d6 damage.
  Water breather: Sharks breathe underwater and swim very well. 
  They’re not so good out of sea water (even if they jump), so 
  treat them as semi-hazardous terrain while they’re busy 
  thrashing to death outside the water.
  AC 22
  PD 
  19 
   
  HP 32 (mook)
  MD 14
  Mook: Kill one iron sea shark mook for every 32 damage you deal 
  to the mob.
  “Beware the steely bastard who pays you in 
  sahuagin gold. Even if you melt it down to get 
  rid of all the strange markings, there’s still a 
  slickness to it unlike any other coin. It rubs 
  against the other coins in a purse incorrectly 
  and frays the tips of your fingers. Best to spend it 
  quickly at a dockside dive to send it back home.” 
  —Edgar the Edge, rogue
  
  189
  s a h u a g i n
  Sahuagin Mutant
  There may be stranger sahuagin mutants in the deeps, but the 
  ones that swim to the surface to kill you simply have twice the 
  number of arms and teeth.
  Large 6th level wrecker [humanoid]
  Initiative: +12
  Four-armed frenzy +11 vs. AC (1d4 attacks)—15 damage
  Natural 4, 8, 12, 16, 20: The target takes 10 ongoing damage.
  R: Heavy crossbow +10 vs. AC (one nearby or far away 
  enemy)—30 damage
  Natural 16+: The target takes 10 ongoing damage.
  Limited escalator: The sahuagin mutant adds the escalation die 
  to its attacks until the die is 5+.
  Water breather: Sahuagin breathe underwater and swim very well.
  Nastier Specials
  Punisher: When an enemy intercepts the sahuagin mutant, it 
  takes 4d8 damage from the mutant’s claws and teeth.
  Ripper: When an enemy makes a melee attack against the 
  sahuagin mutant and rolls a natural odd miss, that enemy takes 
  2d8 damage.
  AC 22
  PD 
  20 
   
  HP 200
  MD 15
  Building Battles
  Sahuagin think of other humanoids as meat and would rather not 
  ally with food. Perhaps demonic leaders could coerce sahuagin 
  followers into temporarily working alongside meat-people, but 
  such arrangements won’t hold for long.
  Sharks, other aquatic monsters, and demons are the most 
  likely creatures to fight alongside sahuagin.
  Campaign Option:  
  Thrice-great Sahua, 
  Driven Beneath the Waves
  Use the following ideas if you’re amused by associating the 
  sahuagin with an ancient sunken city.
  Preamble: Every sailor has heard of the city under the sea. 
  It starts out as tales told to children still learning their knots. 
  Beware the sahuagin, young one. They are as much man as beast. 
  Living beneath the waves. Guarding the treasures of their long-
  lost city. Using sunken ships laden with gold to draw fools into 
  the water. Fish-men fishing with the shiniest of lures. Don’t fall 
  over the side, lest your screams of help go unheard by the sailors. 
  Your thrashing and flailing will draw sahuagin in search of a 
  fleshy meal of soft skin and unsalted blood.
  The story of drowned Sahua shifts depending on which 
  liquor a sailor is drinking. If you’re running a drinking table, we 
  sahuagin mutant
  
  s - t
  190
  suppose your campaign could follow suit. Otherwise, ignore the 
  beverage labels and choose the versions that suit you.
  Saved by Drowning: Sahua was the greatest city of an early 
  age before it was doomed to destruction. An icon “saved” the city 
  from a worse fate by sinking it and transforming its population 
  into creatures that could survive the deeps. Prophecy may still 
  be unfolding or the sahuagins’ fall into demon-worship may be 
  as bad as it gets.
  Blame the Wizard King: The same terrible error that made 
  the Iron Sea the enemy of the land drowned ancient Sahua. 
  Therefore the ancient Wizard King is to blame, and sahuagin still 
  seem to hate wizards most.
  The Island Empire: Sahua was an island-chain empire as 
  well as a city. It might have been volcanoes that sunk it, or maybe 
  demons. Probably both. The sahuagin themselves don’t know 
  whether they are descended from the people of the islands or 
  from the demons who sank those islands.
  Sleeping Gods: Sahua still exists in some weird fragment 
  of the overworld over the Iron Sea. The original Sahua was a 
  temple-city where sailors made offerings to the many gods of 
  the sea for protection on their journeys. A cult devoted to a 
  slumbering god beneath the sea destroyed or corrupted the other 
  temples one by one over the centuries. The cultists’ god awoke 
  for a brief moment and blessed the cult by dragging its most 
  devoted followers to the cold deeps to be closer to it, turning 
  them into sahuagin. The sahuagin work for the day when their 
  god wakes up forever and feasts upon the icons and their flimsy 
  half-created world.
  Mix and Match: Several of these stories are rumored to be 
  true. Let your campaign sort it out if that storyline is one you 
  wish to pursue.
  Campaign Option: 
  Sahuagin Gold
  Gold from Sahua, or from shipwrecks caused (or merely looted) 
  by sahuagin is not like other gold. Use options below which 
  appeal to you or your group.
  Stamp of Evil: Coins that the sahuagin possess for more 
  than a month change shape into a form that suits the sahuagin. 
  It might be a strange shape connected to aquatic demons. It 
  might be ancient stamps from the city-state of Sahua. It might 
  be the imprint of a demonic prince. Go with an option that suits 
  your campaign. What’s certain is that no one mistakes sahuagin 
  gold for anyone else’s gold. For reasons of her own, the Diabolist 
  might favor the coins.
  Obsession: Those who hold sahuagin gold complain of 
  strange dreams of the sea—lucid nightmares of wandering Sahua. 
  When the dreamer realizes they can’t breathe, they awaken. 
  Every night is the same dream of the streets of a sunken city. A 
  lack of sleep leads to a constant fatigue, and soon Sahua leaks 
  into waking hallucinations and madness. The only way to end the 
  dreams is to return the gold to Sahua itself. Of course, this means 
  finding the lost city first. We’re not providing mechanics for this 
  obsession. Use it as a story element for susceptible NPCs if you 
  like. It’s not the type of thing we’d hit PCs with unless that was 
  the point of your campaign.
  Curse of the Change: Some say that owning too much 
  sahuagin gold transforms a person into a sahuagin. Supposedly 
  you transform one body part or section of flesh at a time and can 
  reverse the curse by returning all your sahuagin gold, along with 
  an equal amount of Imperial gold, to the sea after offering prayers 
  to demons whose names you’d be better off not having learned.
  Campaign Option: 
  Deeper Ones
  We’ve mentioned a couple options for invoking curses that 
  allow sahuagin to function as vectors for transformations that 
  gradually alter the populations of coastal regions.
  If we were going to place such populations along a coastline 
  of the Midland Sea, it would be the Demon Coast or possibly 
  along Shark Tooth bay. Near the Iron Sea, the wrong side of the 
  Sea Wall seems perfect for townships that seek to escape the 
  “tyranny” of the Empire and somehow fail to be destroyed by the 
  encroachments of the Iron Sea . . . because they’re already gone, 
  baby, sunk deep.
  Beware Those Who Don’t Fear the Sea
  “The sailors on the Sea Sprite are more 
  unpleasant than usual. They sing low, guttural 
  songs and stare at me with unblinking eyes. 
  Father warned me sailors have their way, but 
  their longing looks feature a sinister color that 
  disquiets me. I expressed displeasure to the 
  captain, who assured me he took on most of the 
  men in the local port.”
  “OUr SHIpp waas puLLED under to 
  A BEAUTIFUL WORLD WHERE I WILL 
  Bee QUEEN ONCE I LEARN To SIng WIth  
  THE WAVES.”
  —Messages found inside a bottle that washed 
  ashore on the Wake Islands.
  
  191
  s a h u a g i n
  Sahuagin and the Icons
  Archmage: The lost city of Sahua intrigues the Archmage as a 
  glimpse of previous ages and as a source of forgotten knowledge. 
  Technically the Archmage also believes that treasures drowned 
  for ages beneath the waves no longer qualify as treasures-
  from-the-earth, so that the Archmage’s magical claim on 
  ancient artifacts is superior to the Dwarf King’s claim. One 
  would think that if an earlier Archmage had been responsible 
  for the sinking of Sahua, the current Archmage would have a 
  better idea where to find it. So this may count as evidence in 
  the Archmage’s favor.
  Dwarf King: There may be some truth to the story that 
  shipwrecks and sahuagin treasure help break treasure’s 
  connection to the earth. Or perhaps the Dwarf King simply 
  despises demon worshippers. In either case, sahuagin who ride 
  underground rivers into the shallow underworld generally find 
  it easier to travel deeper than the dwarves can presently safely 
  follow, rather than face conflicts with agents of the dwarves.
  Dwarves hate sahuagin gold, but they claim that reforging 
  it into good coin or jewelry in their workshops is enough to 
  break any curse that might be on it.
  Emperor: The Empire made its position on control of the seas 
  clear when the Blessed Emperor pacified the Midland Sea. The 
  sahuagin who still raid in the Midland Sea aren’t thriving and 
  are often hunted for sport or training by Imperial patrols.
  The sahuagin of the rivers and the Iron Sea are another 
  problem. They consider themselves at war with the Empire, 
  but the Empire rules the land and sometimes the air and the 
  sahuagin take to the waves.
  High Druid: It’s possible that all nature is the High Druid’s 
  provenance, but this Druid (and most of her predecessors) 
  have little to do with the world’s vast oceans. She has no inside 
  information on the sahuagins’ motives or plans.
  Whatever their true origins, the sahuagin are demon-
  worshippers bent on destroying the world the High Druid 
  cherishes. The Druid’s followers are happy to hunt down any 
  sahuagin that make it past the Sea Wall.
  Ideally, the High Druid would love to flush the sahuagin 
  from the rivers, but the great magic worked by the Blessed 
  Emperor sacrificed many rivers such as the Fangs in order 
  to tame the Midland Sea, and so far that magic has been too 
  powerful to reverse.
  It’s worth noting that the wastes left by the passage of 
  living dungeons are often flushed to the deeper underworld by 
  opportunistic rivers. Such rivers are nearly always temporary, 
  so sahuagin traveling those rivers don’t strike the High Druid 
  as much of a problem, at least not compared to the cleansing 
  effects of the rivers. That puts her somewhat at odds with the 
  Dwarf King, but both icons agree that the living dungeons are 
  the larger problem, so the disagreement is usually not violent.
  Orc Lord: The Orc Lord has no problem with sahuagin gold, 
  no matter how cursed. He also sees most humanoids as meat. 
  A useful metaphor for the possible relationship between the 
  Orc Lord and the sahuagin comes straight from WWII in 
  the relationship between Nazi Germany and Imperial Japan. 
  Neither of those murderous states would have had any 
  tolerance for each other if they had been neighbors. But they 
  weren’t neighbors, and they were at odds with most of the same 
  people. Simplify matters, eliminate most of the diplomacy, 
  and you’ve got a model for two violent groups that don’t mind 
  playing off each other’s offensives when that suits them.
  Adventure Hooks
  Pirates of Sahua—What is this new emblem flying from the 
  masts of murderous semi-human pirates? It seems modeled 
  after the coins brought up from sahuagin lairs.
  Some Watery Hellhole—Trace the most problematic rivers 
  of the Empire to their source and you might find an ancient 
  hellhole, engineered by the Diabolist or her arcanists to 
  function as a site populated by sahuagin and shark demons. 
  Think of trout-fishing lakes stocked by government or sport-
  fishing groups—that’s the sahuagin hellhole story, except that 
  it’s the ones on surface who should be worried.
  The Canals of Omen—Omen might be overrun by full-strength 
  sahuagin at times, particularly if they have reached the surface 
  riding a living dungeon. From their lookout at Vigil, servants 
  of the Priestess and Archmage are seeing the beginnings what 
  appears to be a sort of canal-building project undertaken by 
  sahuagin and demon overlords.
  The Koru Straits Ferry—The short trip across the Koru Straits 
  is quite a bit more dangerous than longer routes in the Midland 
  Sea, but it’s fast. The captain of a barge has hired the PCs as 
  impromptu bodyguards for his latest crossing. Of course, 
  horrible sahuagin from the Iron Sea rise in waves to try to drag 
  the inhabitants to the deeps half way across.
  They’re dragons that live in shadows, and might be made of 
  shadows. They are planners and plotters who enjoy using cursed 
  items and covert schemes rather than outright confrontation.
  
  s - t
  192
  SHADOW 
  DRAGON
  They’re dragons that live in shadows, and might be made of 
  shadows. They are planners and plotters who enjoy using cursed 
  items and covert schemes rather than outright confrontation.
  The True Origins of Shadow Dragons
  • “Shadow dragons hatch from the nightmares of kings.”  
  —Xänthes the Darkdoom
  What is certain is that shadow dragons are made of shadow 
  and that shadow thieves serve them. Shadow thieves steal items 
  from adventurers and sew dungeons with cursed items, then the 
  shadow dragons direct their enemies toward those dungeons. 
  They also psychically feed on fear and pain, and to fuel their 
  hunger they arrange monster attacks on settlements to soak 
  those emotions up. They value knowledge and power over gold.
  Shadow dragon coloration runs toward purple and gold, but 
  when they move they look like slithering colorless darkness.
  Shadow dragons conceal their origins. Any of the following 
  options could be true:
  • “Shadow dragons are . . . dragon spirits returned from the 
  grave.” —Karnäk the Evershade
  • “When dragons becomes very wise we shed our physical forms.” 
  —Tötus-Kree Blacksoul
  • “It’s a curse laid upon dragonkind by jealous gods.” —Glamrög 
  Mindcutter
  • “Immortality, something beyond and better than lichdom. 
  A shadow dragon is a being that has become a dream.” 
  —Tênebirous, Ruler of the Night
  
  193
  s h a d o w  d r a g o n
  Shadow Dragon
  Its huge but undefined form flickers from shadow to shadow. One 
  moment it’s there, and then it’s gone.
  Large 8th level caster [dragon]
  Initiative: +13
  Shadow claws +13 vs. AC—50 psychic damage
  Natural 16+: The target is confused (hard save ends, 16+).
  C: Nightmare breath +12 vs. MD (1d3 nearby or far away 
  enemies)—60 negative energy damage, and the target becomes 
  a living shadow (hard save ends, 16+)
  Living shadow: While a living shadow, the target can’t physically 
  interact with or gain aid from companions or aid them 
  (including healing, bonuses, and effects) but is otherwise 
  “normal.”
  Limited use: 1/battle, but the ability recharges when the dragon 
  is staggered. If it hasn’t already made a nightmare breath 
  attack when it becomes staggered, the dragon makes the 
  attack as a free action and then the breath recharges.
  Made of shadow: The shadow dragon perceives the invisible, 
  is unaffected by the blur spell, and ignores illusions. Rogues 
  attempting to shadow walk near a shadow dragon end up in the 
  dragon’s belly (save ends). While there, they are helpless and 
  take 2d12 damage at the start of each of their turns until they 
  save and fall back out of shadow.
  Shadowy escalation: When in poorly lit areas of shadow, the 
  dragon adds the escalation die to its attack rolls. Complete 
  darkness or bright daylight negates the ability.
  Nastier Specials
  Shadow illusions: As a standard action, the dragon can appear 
  to be humanoid, usually disguising itself as an unthreatening 
  old man in a cloak (DC 35 to detect). Daylight will show the 
  illusion for what it is—an insubstantial dragon. Dragons with 
  a Book of Many Faces will have perfect humanoid disguises. 
  Dropping the illusion is a free action.
  Shadowy phasing: When the escalation die is even, natural odd 
  attack rolls against the dragon automatically miss. When the 
  escalation die is odd, natural even attack rolls against the 
  dragon automatically miss. Attacks that deal holy damage 
  ignore this ability.
  AC 25
  PD 
  22 
   
  HP 260
  MD 22
  Shadow Thief
  Vaguely humanoid, winged, and two-dimensional. A psychic 
  extension of the dragon, it slithers along the wall and wraps long 
  fingers around your shadow’s neck. Suddenly it’s very hard to breathe.
  8th level mook [dragon]
  Initiative: +17
  Shadow strangulation +13 vs. PD—20 psychic damage
  Natural 16+: The target takes 20 negative energy damage, and 
  the shadow thief can make a shadow possession attack as a 
  free action (but see group ability).
  [Group ability] C: Shadow possession +13 vs. MD (one enemy 
  hit by shadow strangulation)—The shadow thief “crawls 
  inside” the target. The target is confused (save ends), and the 
  shadow thief can’t be the target of an attack or effect until it’s 
  forced from the target’s body when that creature saves against 
  the confusion effect.
  Group ability: For every four shadow thieves in the battle (round 
  up), one of them can use shadow possession during the battle.
  Shadow thievery: The shadow thief is an extension of the shadow 
  dragon, not really a separate entity. When it drops to 0 hp, 
  it flees back to the shadow dragon and merges with it. When 
  this happens, if there is at least one enemy engaged with that 
  shadow thief, the thief chooses one enemy engaged with it. Roll 
  a d20; on a 16+, the shadow thief steals a random magic item 
  from the chosen enemy as it flees back to the dragon (but see 
  stop . . . thief below). Stolen items are replaced with shadowy 
  duplicates that work until the end of the battle then fade to 
  nothingness. The items can be recovered if the dragon is slain 
  in the same battle.
  Stop . . . thief! When a shadow thief steals an item, the creature 
  it steals from can choose to prevent the theft, but at a cost. If 
  the natural d20 thievery roll was odd, the target of the thievery 
  attempt can choose to keep the item but become hampered 
  (save ends) as they wrestle with the shadow. If the natural 
  thievery roll was even, the target has the same choice, but it’s a 
  hard save (16+) to end the hampered effect.
  AC 25
  PD 
  20 
   
  HP 38 (mook)
  MD 16
  Mook: Kill one shadow thief mook for every 38 damage you deal 
  to the mob.
  “No! I’m not saying the dragon came out of the 
  shadows . . . it WAS the shadows! You’ve got to 
  believe me! Please!” 
  —Cellco Greenwife, peasant, explaining how 
  her village was destroyed
  “Ten thousand electrum coins to whoever returns 
  the king’s amulet along with the head of the 
  shadow dragon that stole it and filled the ruined 
  keep at Granite Top with gelatinous cubes.” 
  —Tarth Stonefoot, royal messenger
  
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  Building Battles
  Some shadow dragons prefer only their own company and that 
  of their shadow thieves, having interesting conversations among 
  themselves. Many realize, however, that to acquire more magic 
  items and to draw heroes to their dungeons, the word needs 
  to get out. They will often work with drow sneaks who know 
  the shadows well, rewarding those shadowy servants who send 
  adventurers the dragon’s way with the occasional magic item. For 
  their part the drow are not beyond seeding areas near dwarven 
  mines with cursed items to bring ruin upon their foes.
  Shadow dragons also have good relations with hags. 
  Sometimes a shadow thief will steal a nightmare from its victim 
  if it has no magic items. The lands of dreams and shadow are 
  not so disconnected, and both creatures understand the power 
  of nightmares, often trading with each other for nightmares they 
  have yet to savor.
  On Holy Ground
  While on “holy ground” such as a temple or consecrated shrine, 
  all hard saves against shadow dragon effects become normal 
  saves. As a standard action, a cleric who invokes the gods can 
  produce a similar anti-shadow effect in the nearby area until 
  the start of their next turn, or they can turn hard saves against 
  shadow dragon abilities to easy saves if that area is already on 
  holy ground. Shadow dragons try to avoid holy ground, and 
  shadow thieves can only enter it while possessing victims and 
  will flee once the possession ends. It’s up to the GM what counts 
  as “holy ground” in their game.
  Things Found in a 
  Shadow Dragon’s Lair
  Book of pork recipes on a shelf containing an extensive genealogy 
  of notable halflings (many of whom are missing). Priceless 3rd Age 
  statue. Chest of neatly arranged coins, containing one of every 
  denomination issued anywhere for the past 1,000 years. Collection 
  of tiny dead humans, pickled in labeled jars. Chart showing the 
  movement of invisible moons, and an optical apparatus that 
  allows them to be seen. Genealogies of the ten poorest families in 
  Concord (showing they descended from nobles) with notations 
  detailing how the dragon interfered to bring the families low. List 
  of names, dates, and grudges. Astrological charts for every doxy, 
  trull, and trollop in Shadow Port. Extensive diagrams showing 
  the rat-runs of ten seemingly random houses in Axis. Carefully 
  indexed reports on the bowel movements of the inhabitants of 
  the Red Tower in Horizon, in a box containing empty jars labeled 
  with alchemical symbols. Hundreds of tiny pouches of powdered 
  platinum, at the bottom of each pouch are magically preserved 
  silk-worms. Beautiful map of the Empire rendered on the floor in 
  swirls of colored dust. Old-looking treasure maps, the material 
  the dragon used to make them, and detailed diagrams of the 
  traps it has laid for adventurers. Treaties the dragon has brokered 
  between monsters. Emeralds arranged in bags according to luster. 
  Intricate 100-year plans to take over the Empire, half complete.
  True Magic Items
  Shadow dragons covet knowledge, secrets, and hidden power. 
  They look down on “lesser” dragons that hoard gold. Shadow 
  dragon lairs tend to be lonely places full of books, but some do 
  keep and use magic items to help them gain knowledge.
  Orb of Mind Control (implement): A pearlescent stone sphere. 
  Always: Attacks and damage with spells: +1 (adventurer); +2 
  (champion); +3 (epic). 1/day: As a standard action, you cast charm 
  person against a nearby creature as a 3rd level spell (champion: 5th 
  level spell; epic: 7th level spell). Quirk: Keen to be liked.
  Tome of Magpies (implement): A metal-bound book. Always: 
  Attacks and damage with spells: +1 (adventurer); +2 
  (champion); +3 (epic). 1/day: You summon magpies to steal 
  objects for you—make an Intelligence skill check with a normal 
  DC for your tier to see if you get the non-magical items you 
  want, or useless junk. Quirk: Overly wary of pickpockets.
  Tome of Many Faces (implement): A heavy book constructed 
  from some type (?) of leather. Always: Attacks and damage 
  with spells: +1 (adventurer); +2 (champion); +3 (epic). 1/day: 
  You change your appearance, physically becoming another 
  humanoid entirely (stats, abilities, powers, etc. don’t change) 
  and gain a +5 bonus to checks to imitate a specific humanoid. 
  You can revert to your normal appearance as a quick action. 
  (Shadow dragons often use these books to pass unnoticed 
  among humanoids.) Quirk: Needs to look at reflection often.
  Skeletal Key (implement): A small ivory key. Always: Attacks and 
  damage with arcane spells: +1 (adventurer); +2 (champion).  
  1/day: While not in battle, you can open and/or mystically keep 
  open for 2d6 x 10 minutes any closed “thing” that is not magically 
  sealed (doors, mouths, taverns, wounds, minds)—anything that 
  can be “opened” in some way is fair game (GM play it as you see 
  fit). Quirk: Nervous about being attacked while sleeping.
  Curses and Hexes
  Shadow dragons have their servants sow the paths of adventurers 
  with cursed items they hope will weaken or distract potential 
  foes. Adventurers approaching a shadow dragon lair should 
  encounter at least one of these items during the trip. Each of 
  these items initially seems to be useful until it attunes itself to 
  the wielder. Detecting the curse requires a DC 35 Intelligence 
  check, but effects vary based on the roll.
  30 or less: Nothing seems to be wrong. Go ahead 
  and attune the item.
  31–34: Something isn’t right about the item. It 
  could be cursed, or just has a bad quirk.
  35+ or natural 20:
  The item is cursed!
  Natural roll is 1–5:
  The creature attempting to discern the 
  item’s magic accidentally attunes to the 
  cursed item!
  Most cursed items are intelligent and mock their unfortunate 
  owners aloud. All cursed items are extremely hard to get rid of 
  (they teleport back to the owner, are nearly impossible to destroy 
  using conventional means, can’t be sold or given away, etc.). Cursed 
  items count as regular magic items where chakras and attunement 
  are concerned, and will force items for similar chakras to unattune 
  from their owner so the cursed item can take its place. Also, if an 
  
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  effect would cause one or more of a character’s item quirks to 
  trigger, the curse effect of a cursed item will also trigger.
  General Cursed Items
  Dancing Shoes (boots). Shiny red shoes with golden wings. Always: 
  The shoes force you to dance whenever you hear music (even off-key 
  whistling will work). The shoes magically re-appear on your feet if 
  taken off for more than 10 minutes. Recharge 6+: You gain a +3 bonus 
  to disengage checks until the end of the battle (or five minutes).
  Deck of Many Cards (wondrous item). A divination deck. Always: 
  The deck of cards continually grows, and you find your pockets 
  and pouches filling with cards that spill out leaving a trail for 
  anyone to follow. Occasionally, the cards spill out in a prophetic 
  pattern that might have meaning to the owner or an ally.
  Disappointment Hat (hat). Green conical hat. Always: Each time 
  you cast a spell outside of combat or a spell is cast near you, 
  it has some side effect (GM’s choice) that inconveniences you. 
  Recharge 6+: As a move action you pull out an item from the hat. 
  Roll a d6 to see what you get: 1–2: You get a useless or disgusting 
  item. 3–6: You pull a useful non-magical item that grants a +d6 
  bonus to your next skill check until the end of your next turn.
  Girdle of Gender Switching (belt). Wide leather belt with acorn 
  designs. Always: Increase your total recoveries by one, but your 
  gender is switched. Removing the belt reverses the effect but it 
  teleports back onto you if removed for more than 10 minutes. In 
  addition, minor shifts in weight distribution throw your balance 
  off, and you take a –1 penalty with melee attacks during your 
  first battle each day.
  Tome of Misfortune (implement). Book with an embossed 
  face inside its cover. 1/day: Regain one expended daily spell 
  that you have cast. When you cast the recovered spell, roll a 
  d6. 1–3: The book chooses the targets for the spell and can 
  consider you and your allies as enemies, or your enemies as 
  allies. 4–6: You choose targets normally.
  Treasured Chest (wondrous item). It follows you on little feet, obeys 
  you, and is much larger on the inside (able to hold the same amount 
  of stuff as a large closet). Always: You can’t move faster than the 
  chest, and the chest is slow. You travel at half speed everywhere 
  and can’t use actions to move twice during a turn in battle.
  Adventurer-tier Cursed Items
  Acrobat’s Stick (staff). A glowing rod that expands into a longer 
  pole. Always: Bonus to attacks and damage: +2 (adventurer). In 
  addition, if you are a rogue with the swashbuckle ability, you gain 
  an extra use of that ability, but whenever you roll a natural 1 or 
  2 with any d20 roll, the staff flings you into danger (you take 2d6 
  damage and possibly provoke opportunity attacks in battle).
  Anger Armor (heavy armor). Platemail or similar with leering 
  faces on the pauldrons. Always: +2 AC (adventurer). In 
  addition, when you miss with an attack and the escalation die 
  is odd, roll a save; on a failure, you are enraged until the start of 
  your next turn and take a –4 penalty to all defenses.
  Backbiter Bow (bow). Gold bow with no string. It creates a 
  glowing string and “energy arrows.” Always: Bonus to attacks 
  and damage: +2 (adventurer). In addition, when you miss with 
  an attack and the escalation die is odd, roll a save; on a failure, 
  you instead hit yourself with the attack.
  Champion-tier Cursed Items
  Bait Breastplate (any armor). Thick metal plate cuirass that 
  attracts ranged attacks and spells even as it deflects melee 
  attacks. Always: +3 AC (champion) against melee attacks, but 
  –1 AC against ranged attacks.
  Cudgel of Heedlessness (heavy two-handed melee weapon). 
  A strangely glowing crude wooden club. Always: Bonus to 
  attacks and damage: +3 (champion). In addition, when you 
  roll a natural 1 with a melee attack using this weapon, you 
  hit a random nearby ally with that attack and deal maximum 
  damage. If you try to use a different weapon, the cudgel will 
  teleport into your hand.
  Ring of Delusion (ring). Ring made out of complex interlocking 
  wooden pieces. Always: Whenever there are two possible 
  explanations and one is obviously ridiculous, that is what you 
  believe provided there is no obvious and direct proof that 
  contradicts your delusion. In addition, you gain +3 bonus to 
  checks to find traps and see through illusions.
  Epic-tier Items
  Chicken Shield (shield). A fancy cavalier’s shield. Always: +35 hp 
  (epic). In addition, when you miss with an attack and the escalation 
  die is odd, roll a save; on a failure, you run away from that enemy as 
  far as you can go (no disengage check, take opportunity attacks).
  Danger Bracers (light armor). Chains welded into forearm armor. 
  Always: +4 AC (epic). In addition, you can’t disengage from enemies.
  Procrastination Tome (implement). This book contains 
  instructions for being a better spellcaster. Always: Bonus to 
  spell attacks and damage: +5 (epic). In addition, during the first 
  round of each battle you must spend all your actions either 
  moving or “limbering up.” This means not using any abilities, 
  you’re just jogging and stretching.
  Names
  Shadow dragons like to give themselves epithets and in writing 
  give their names unnecessary diacritics: Darẅmak Darkhölder, 
  Silvioús, Koñdialak the Doombringer, Tetkandÿl Duskbÿnder, 
  Hażrōt, Räpraħkal Lĭghtqůencher. The diacritics might be a 
  code, or maybe the dragons just like the look of them.
  Adventure Hooks
  Bespoke Doom—A shadow dragon has seen that one day you 
  will challenge it and decides to send shadow thieves to harass 
  you while it crafts some cursed items just for you.
  Curses Foiled—An enchantress hires you to kill a shadow dragon and 
  bring her its heart so she can remove curses from dozens of clients.
  It Seems Like a Simple Job—A wandering warrior has a cursed 
  ring that causes any money she handles to turn into an 
  equivalent value of chickens. Can you help her out, collecting 
  debts and paying creditors on her behalf?
  Ten Please—A shadow dragon is stocking dungeons as traps for 
  adventurers that may one day challenge it. It would like you to 
  fetch it ten live owlbears. It can pay.
  
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  Stirges are large insects roughly the size of a common housecat. 
  Adult bodies are a foot in length, with a three-foot wingspan. They 
  are commonly identified by their proboscis, the large hollow tube 
  they use to sink into flesh and drain blood from victims. Their 
  claws dig deep into their prey and don’t let go without causing 
  nasty, bleeding gashes. Stirge hives are common in the wild, but 
  they can also be found in abandoned buildings, the upper levels 
  of caverns, and anywhere else unwary adventurers make camp 
  without looking up.
  The most common member of a hive is the simply named 
  stirge. It latches on to its prey and continues to drink until it’s 
  full. It carries the blood back to the hive, feeding stirgelings that 
  live inside the walls of the nest until they grow to full size. The 
  archer stirge is deployed in defense of the hive, though it often 
  accompanies stirges foraging in the wild. The cobbler stirge 
  builds the stirges’ hives and secretes the sweet resin that holds 
  the hives’ victims in place. All stirges are capable of producing 
  eggs, which are laid in the desiccated corpses of humanoids and 
  beasts that have been completely drained of blood in the nest.
  Stirges’ origins are mysterious. Any of the following 
  possibilities could be true:
  • Stirges are a more or less natural consequence of insect 
  progression in a world full of magic.
  • With all the magic surging through the world, simple 
  mosquitos were mutated by drinking the blood of fantastic 
  creatures. Healing potions are like anabolic steroids to 
  insects. Hives often form around old campsites full of 
  discarded potion bottles or alchemical sites where the seals 
  have rotted away.
  • The meddling of an icon with natural life forms. The Archmage 
  might have used bugs as test subjects for potions and a few 
  got out to the wild. The Elf Queen might have wanted some 
  “beautiful” and dangerous pets and released or forgot about 
  them when she got bored. Someone zealously devoted to the 
  High Druid might have created stirges to keep interlopers out 
  of sacred areas. Stirges could have evolved outside hellholes 
  without the Diabolist even noticing.
  • Somewhere, in a giant hive burrowed deep within a colony of 
  hives, there is a giant Queen Stirge in the Hive of Hives. The 
  consumption of blood sustains the colonies, but the Queen 
  Stirge feeds on something more—the souls of those killed by 
  her lovely subjects. Like the victims of the colony hives who 
  STIRGE
  Giant insects that drain blood and use it to create more giant 
  insects that drain blood.
  Entomophobia Writ Large
  
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  s t i r g e
  remain trapped until eaten alive, the souls stuck in the Hive 
  of Hives remain until consumed by the Queen. Which means 
  brave adventurers can bring the soul back.
  Stirge
  Known by its deep red coloring along the claws, the common stirge 
  does most of the hive’s dirty work. It drains the blood of its victims 
  with a hollow proboscis designed for exactly that job.
  0 level troop [beast]
  Initiative: +4
  Claws +7 vs. AC—2 damage, and the stirge can make a draining 
  probe attack against the target during its next turn if it’s still 
  engaged with the target
  [Special trigger] Draining probe +7 vs. AC (one enemy hit by 
  claws last turn)—5 damage, and 5 ongoing damage
  Flight: Stirges fly well. Also, the pitch of their wings is high and thin, 
  allowing a stirge to get very close without tipping off its prey.
  Nastier Specials
  One and done: After hitting a living creature that has blood 
  with its draining probe attack, the stirge heals 5 hit points and 
  will use its next turn to move, fleeing to the hive to feed the 
  stirgelings . . . and to alert the hive that there is an easy meal 
  nearby. A new full-strength stirge enters the battle during the 
  next round on the same initiative count.
  AC 16
  PD 
  14 
   
  HP 18
  MD 10
  Archer Stirge
  The proboscis of this bright-striped stirge looks like a quiver of 
  arrows. The barbed stingers shoot out at range, and the serrated 
  claws cause nasty wounds.
  1st level archer [beast]
  Initiative: +6
  Serrated claws +7 vs. AC—4 damage
  R: Barbed stinger +9 vs. AC (one nearby enemy)—3 damage, 
  and 3 ongoing damage
  Natural 16+: One stirge ally engaged with the target can make 
  a melee attack against it as a free action.
  Flight: The archer stirge flies faster and higher than a normal 
  stirge, but on louder wings.
  AC 18
  PD 
  14 
   
  HP 22
  MD 12
  Cobbler Stirge
  Rather than drain fluids, the cobbler stirge secretes them in the 
  construction of the hive. When forced to defend its creation, it can 
  spray the disgusting stuff upon a foe.
  1st level blocker [beast]
  Initiative: +5
  Claws +7 vs. AC—6 damage
  C: Gooey bloody spray +7 vs. PD (1d4 nearby enemies)—5 
  damage
  Natural even hit or miss: The target is stuck (save ends).
  Natural odd hit or miss: The cobbler stirge takes 3 damage.
  Painful flight: The cobbler has stubby ill-proportioned wings 
  and takes 1d6 damage at the end of each round that it flies 
  during battle.
  AC 16
  PD 
  14 
   
  HP 30
  MD 12
  Stirgelings
  These tiny stirges pour forth from the walls of a hive damaged in 
  battle or when the taste of fresh blood is brought to them from 
  nearby victims. They make due with clawing at flesh to get at the 
  sweet, sweet blood inside that will help them someday grow up to 
  be strong.
  0 level mook [beast]
  Initiative: +2
  Claws +5 vs. AC—The effect depends on the roll
  Natural odd hit: 2 damage.
  Natural even hit: Choose one effect, and then the stirgeling 
  mob takes 4 damage (killing this creature first).
  Regular stirgeling: The target takes 3 damage, and 3 ongoing 
  damage.
  Archer stirgeling: The target takes 6 damage.
  Cobbler stirgeling: The target takes 3 damage and is stuck 
  until end of its next turn.
  Flight: They aren’t strong fliers but they are quick and agile.
  AC 15
  PD 
  13 
   
  HP 4 (mook)
  MD 9
  Mook: Kill one stirgeling mook for every 4 damage you deal to 
  the mob.
  “The archer’s stingers burn like the Diabolist’s 
  kiss when you pull them out. The extra blood 
  loss pairs well with a pilsner. One for each barb 
  and you’ll pass out for eight hours easy.” 
  —Bernie Barrelsmasher, dwarf fighter
  
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  Nastier Specials
  With the blood drinking that stirges are known for, almost all of 
  their attacks could have ongoing damage (or increased ongoing 
  damage) to represent either the blood drinking or the nasty, 
  bleeding gashes the creatures leave behind when interrupted.
  Building Battles
  Stirges are generally only concerned with maintaining the 
  reproductive life-cycle through obtaining blood and feeding it to 
  their young. But other creatures will often keep stirges as pets 
  or guardians. Kobolds like to use cobblers for their secretions. 
  Many of those who attend the Queen’s court see them as pretty 
  pets, provided you have magic or the proper perfume protecting 
  you from them. Centaurs always know where stirge nests are in 
  the lands where they live or travel through, for use as distractions 
  against enemies during battle. There are stories that the dwarves 
  will sometime use stirges to clear out goblin caverns that they 
  want access to for mining.
  Stirges and the Icons
  Archmage: The Archmage abhors blood magic, but he 
  understands the value of keeping a blood sample on hand for 
  the purposes of sympathetic magic. For those who run afoul of 
  his bureaucracy, a common punishment is being forced to give 
  up a drink of blood to a stirge. The stirge is then turned to stone 
  to preserve it and the blood. If the offender repeats their crime, 
  the blood sample/stirge is given to the offended party to do with 
  as they see fit. The amount of blood preserved inside the stirge 
  is enough for one spell or ritual to be cast against the offender.
  Dwarf King: Stirges often set up hives near entrances to the 
  underground warrens that lead to Forge. They harass the 
  merchants and caravans carrying necessary supplies to the 
  icon’s kingdom. The Dwarf King has put a standing bounty on 
  stirge corpses, payable at any frontier fort and in settlements 
  such as Anvil. Stirge corpses are considered gauche in the 
  capital of Forge, but in other dwarven settlements the corpses 
  sometimes function as an established trading commodity 
  called the blood-meal, in which a stirge corpse can be traded 
  for a meal at any restaurant in the city. Stirge stew contains a 
  hearty mix of vegetables and is available from most cooks who 
  cater to dwarves. It also travels well, and the scent of it cooking 
  keeps the creatures away for a few hours.
  Elf Queen: In a campaign with a badass Elf Queen, stirges, with 
  their deadly nature and bright colorization, offer exotic pets for 
  the Queen’s subjects. It’s one of the few things the Shards agree 
  upon. High elves carefully craft hive rooms in their castles for 
  stirges to roost in; the elves are protected by spells while in 
  the chamber and the cocoons are pleasing to the eyes. Wood 
  elves use the proboscis for medical purposes and natural spell 
  components. Dark elves admire the stirge’s blood-draining 
  capabilities and often maintain a small hive to watch stirges 
  feed. Discussing the creature is often one of the few safe topics 
  that can be broached with a complete stranger in the Court.
  High Druid: Wild stirge hives are often found in the unblemished 
  wilds the High Druid prefers. Those who wish to confer 
  directly with the High Druid can risk making their way into a 
  hive. If they can do so without harming any of the creatures, 
  they gain an audience of sorts. She will answer up to three 
  questions (providing information as she sees fit), her voice 
  conducted through the buzz of the stirges’ wings. Interested 
  adventurers can use stealth, magic, or natural knowledge to get 
  to the center of the hive, but if even one stirgeling is crushed 
  or killed, the summons won’t be answered (and the stirges will 
  decide they’re hungry).
  Lich King: The Lich King often maintains stirge hives when he has 
  vampire troops stationed in an area. The stirges keep victims 
  alive for the troops to feed on at the barracks when other food 
  options are scarce. Vampires in the field might use stirges as 
  hunting animals. While stirges can’t be trained, they can harass 
  victims until the vampires arrive on the scene and clean up. 
  In very desperate situations, vampires will slake their hunger 
  upon blood-filled stirges. The Lich King has been known to set 
  stirges free in lands he plans to loose vampires upon.
  Stirge Terrain Effects: 
  Inside a Hive
  The victims of stirge attacks are often carried back to a hive to 
  be cocooned. The resin cobbler stirges’ secretions preserve a 
  creature cocooned inside the walls. The cocoon forces nutrients 
  into exposed skin and keeps the creature alive for a short time. 
  The trapped creature then produces a steady supply of blood 
  that feeds the stirgelings inside the hive’s walls, until it’s drained 
  to death. Those creatures that can’t be brought back to the hive 
  by the stirges are drained completely, with most of the blood 
  deposited directly into the hive walls.
  Fighting inside a hive chamber constructed from cobbler 
  cocoons presents a variety of challenges. When a non-stirge 
  creature rolls an attack or skill check and gets a natural roll less 
  than the escalation die during a battle inside a hive, roll a d6 to 
  see what effect occurs.
  1: Slippery and sweet: The creature makes a misstep and slips 
  to the floor. The creature chooses one: it’s stuck until the end 
  of its next turn due to bad footing; OR it takes 1d6 damage 
  (per tier) from falling on something sharp.
  2: Face full of goop: A large drip of blood/secretion from the 
  hive wall splats right into the creature’s eyes, blinding it. 
  Treat a blind creature as weakened (save ends) until the goop 
  naturally washes away from sweat and motion. A creature can 
  spend a standard action to wipe the goop out of its eyes and 
  end the effect.
  3: Wedged: The gooey walls envelop a limb, trapping it. A 
  trapped creature must make a Strength check against a 
  normal DC for the tier of the hive to escape.
  4: Melted: The sustained heat of torches, fire-based weapons, 
  body heat, and/or magic effects turns the hive walls into a 
  drippy mess. Each non-stirge creature in the area takes a 
  penalty to skill checks equal to the escalation die (or –2 out 
  of battle).
  
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  s t i r g e
  5–6. Breaking the seal: The walls contain dozens of stirgelings 
  just aching to snack on fresh blood. A hive wall is ruptured and 
  two stirgelings crawl through the hole in the wall and attack. 
  Roll initiative for them; they enter the battle on that initiative 
  count during the next round. Add each new set of two that 
  escape this way to this mob.
  Trapped in a Stirge Hive
  Stirges cocoon their living victims up in the rafters. The 
  cocooning process is slow. The cobbler spews its concoction over 
  the body, and the goop hardens quickly in the air. If the subject 
  is still conscious, they have a chance to escape. But they must 
  fight off the majority of the stirges currently in the hive, starting 
  with the cobbler in charge of entombing them. Cobblers sense if 
  a victim is still alive through body heat and still pulsing blood. 
  If a trapped creature can cool itself down/slow its heartbeat 
  somehow, it might be able to fool the stirges and sneak away once 
  their attention is elsewhere.
  The “merchant’s drizzle” is a term adventurers use to 
  describe the sound of coins dropping from the pockets of 
  creatures trapped in a stirge hive. Most valuables end up on the 
  floor. The stirges care only about the blood they bring back to 
  the hive. Digging around in the drippings of a stirge hive is a 
  good way to score some extra gold. Just be sure all the stirges in 
  the hive are dead. Some unconfirmed reports suggests the stirges 
  have greater intelligence or cunning than suspected—the stirges 
  plant valuable items like magic weapons and jewelry in plain 
  sight within a hive chamber that allows the stirges to use their 
  best swarm tactics upon intruders.
  Hives are often set up in cave systems. The creatures use 
  the cave for shelter and cocooning but build their own tunnels 
  within the larger cave. If a stirge hive exists in a cave and has 
  not blocked off tunnels deeper into the cave, it’s usually a sign 
  that there is nothing worth exploring that direction. A blocked 
  entryway, or one that was blocked, usually means other creatures 
  live inside the cave system. In the rare case of an urban stirge 
  hive, the stirges usually lair in public works tunnels like sewers. 
  Forest hives occur as well, but they are usually small, broken-up 
  nests within an area, unless the trees are close together and have 
  very dense branches.
  Names
  Stirges don’t have a language of their own. Other races, however, 
  have given them plenty of colorful names, including: gutsuckers 
  (halfling), spearnoses (gnomish), and buzzkillers (dwarvish). 
  The name stirge comes from an old elvish legend about a blood 
  witch who sent her minions to collect the blood of villagers so 
  she could put it into a cauldron for a spell to bewitch them all.
  Adventure Hooks
  Badder Bugs—Someone is crossbreeding stirges with each 
  other. A stirge featuring the worst parts of the stirge, archer, 
  and cobbler would wreak havoc on towns and undefended 
  caravans.
  High Anxiety—A noble’s child is taken by stirges. He is cocooned 
  in a hive built high in the treetops. Getting up to the hive will 
  be hard enough; making sure the child doesn’t fall to the forest 
  floor below while battling stirges will be even harder.
  Medicinal Purposes—Someone important to the characters 
  is stricken with a rare disease. The only drug that treats the 
  disease requires the distillation of cobbler stirge cocoon during 
  the brewing process.
  The Blood Bank Job—The adventurers need to get a sample of 
  someone’s blood kept in one of the Archmage’s vaults. Not 
  only that, they must figure out how to reverse the petrification 
  process used on the stirge that has the blood inside it.
  “We lose more of our number to disease than 
  battle. These things are unclean. They bring 
  war to our women and children. For this, they 
  must be cleansed with fire.” 
  —Zirtsamat, half-orc barbarian
  “Letting loose a stirge hive in a city is an easy 
  way to spook folks into thinking a vampire is 
  after them. Then if you or your mates come 
  in and set up a fake vampire hunt, the mark 
  will be forever grateful you saved their poor, 
  innocent soul.” 
  —Maria Dozenfingers, halfling rogue
  
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  200
  A Unique Threat
  The tarrasque is the biggest and toughest thing in the world 
  that wants you dead.* Its 600-ton body rests on four vast paws 
  sporting razor-sharp talons, each over 12 feet across. Spikes jut 
  from the plates of its carapace, covering a back that is 50 yards 
  wide. Its head towers hundreds of feet overhead, bedecked with 
  horns and tusks around ebony eyes and a cruel reptilian snout. A 
  spiked tail stretches behind it, smashing castle walls or uprooting 
  trees with every flick.
  The tarrasque would fill the Imperial Arena in Axis to 
  bursting with its bulk. (At least one emperor has been deposed 
  for suggesting he’d like to see such a thing.) It’s a being of 
  pure appetite harnessed to overwhelming power that brings 
  destruction, despoliation, and death wherever it goes. 
  Unlike the Koru behemoths, it doesn’t have a 
  predictable migration path and travels wherever 
  its gluttony of the moment leads it.
  The only thing that has allowed 
  civilization, and buildings in particular, to 
  progress with the tarrasque in the world 
  is that the creature falls into hibernation 
  at unpredictable intervals. It slides 
  to the bottom of a deep lake or sea, 
  or crawls into the underworld, and 
  slumbers for years or decades. Until 
  it awakens . . . ravenously hungry.
  *A homicidal Koru behemoth 
  would be a lot bigger and a lot 
  tougher. Fortunately for everyone, 
  Koru behemoths aren’t homicidal.
  TARRASQUE
  A mountain walked or stumbled. Then it grew claws 
  and attacked.
  A Tarrasque to Fight
  We’re presenting a tarrasque that an epic-tier party could 
  conceivably fight, though it’s no accident that it falls outside the 
  scope of our building battles guidelines. If that’s not your picture 
  of the beast and you want it to be unbeatable, you shouldn’t have 
  to dial the numbers up very far. In that case, encounters with the 
  tarrasque need to have goals other than defeating the creature.
  
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  t a r r a s q u e
  Tarrasque
  Huge 15th level wrecker [beast]
  Initiative: +20
  Creature of Legend
  The tarrasque can make one close attack and one melee attack each 
  round as a standard action. Note that flying is usually no defense 
  against the tarrasque, which is huge and powerful enough to 
  pluck or whack enemies out of the sky with surprising leaps.
  All-enveloping toothy maw +19 vs. AC—155 damage
  Natural even hit: The tarrasque grabs the target. It will swallow 
  a grabbed enemy in 1d3 rounds (see swallow whole).
  Natural 16+: The tarrasque swallows the target immediately 
  (see swallow whole).
  Immense spike, horn, or tusk +18 vs. AC—155 damage
  Natural 16+: The target takes 9d6 extra damage and pops free 
  from the tarrasque as it’s hurled far away.
  C: Earth-shaking, taloned claw +20 vs. AC (each 
  nearby enemy in a group)—155 damage
  Natural 16+: The target is stunned (save ends).
  Miss: The target is dazed (save ends).
  C: Cataclysmic tail slam +18 vs. PD (each nearby 
  enemy in a group)—170 damage
  Natural 16+: The target is vulnerable (save ends).
  Miss: The target is dazed until the end of its next turn.
  Amphibious: The tarrasque can swim 
  and breathe underwater (or it 
  holds so much air in its vast lungs 
  that it makes no difference).
  Enormously bulky: The tarrasque is so huge that it ignores 
  opportunity attacks. In addition, normal-sized enemies are 
  like fleas to it, and disengaging from the tarrasque requires 
  only an easy save (6+), unless the target is grabbed.
  Immortal: The tarrasque can’t be killed, save by the explicit will of 
  a god (and not some jumped-up local god, either) or, perhaps, 
  the sacrifice of a great icon. The tarrasque’s HP total indicates 
  the amount of damage required to make it disgorge swallowed 
  enemies and flee to go hibernate while it regenerates the damage 
  it suffered and decide if it wants to rampage again.
  Inflexible: The tarrasque can’t easily fight foes that get onto its 
  back, and may not even notice them if they aren’t attacking 
  it. When it does tire of a passenger, it can either use its tail 
  slam attack (–2 attack penalty: on a hit, the target only takes 
  half damage and is knocked off the tarrasque [possibly falling 
  damage]; on a miss, the target takes no damage) or a drag attack 
  as a standard action, crushing the rider between its scales and 
  a mountainside or other high, hard obstacle.
  Drag +21 vs. PD (each creature on its back)—130 damage, 
  the target pops free of the tarrasque, and the target is 
  hampered (save ends)
  Legendary resistance: The tarrasque is immune to normal 
  conditions and effects (stunned, weakened, etc.), but it isn’t 
  completely impervious. Bypassing its resistances requires icon-
  supported effort. A PC can use one 5 or 6 they acquired from 
  icon relationship dice rolls to overcome the resistance each time 
  they use an attack or power that would apply a condition or 
  effect upon the tarrasque. Of course, they must also provide a 
  story to go along with the reason the tarrasque is affected.
  Leveler: When the escalation die is even, as a move action the 
  tarrasque can demolish any ordinary structure it can reach, 
  such as a house, castle wall, temple, or ship. The beast 
  automatically reduces the structure to rubble, rendering it 
  useless. Each creature on top of or within the structure is 
  subject to a collapse attack.
  Collapse +18 vs. PD (each creature in/on the structure)—90 
  damage, and the target is stuck and takes 20 ongoing damage 
  (hard save ends both, 16+)
  Swallow whole: Once a creature is swallowed, it goes inside one of 
  the tarrasque’s gigantic stomachs. It can still act while inside the 
  tarrasque, but it will have to deal with the beast’s stomach acid 
  that is splashing around. A swallowed creature must deal 400 
  damage to the tarrasque to force it to disgorge the contents of 
  its gullet, freeing the creature. During the tarrasque’s turn, it can 
  make a gullet digestion attack against the target as a free action.
  Gullet digestion +19 vs. PD—80 acid damage, and 20 ongoing 
  acid damage
  Miss: 5d12 acid damage.
  Soft-ish innerbelly: The tarrasque doesn’t have scales on the 
  inside. It takes a –5 penalty to all defenses against attacks from 
  inside its gullet, though only melee and close attacks can be 
  made in there. The tarrasque’s insides are immune to acid 
  damage, however.
  
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  Nastier Specials
  Fear: While engaged with the tarrasque, enemies that have 216 
  hp or fewer are dazed (–4 attack) and do not add the escalation 
  die to their attacks.
  Regeneration 230: While a tarrasque is damaged, its malign 
  magical flesh heals 230 hit points at the start of the tarrasque’s 
  turn. It can regenerate five times per battle. If it heals up to its 
  maximum hit points, then that use of regeneration doesn’t count 
  against the five-use limit. With this power, the monstrosity is 
  likely unstoppable without a powerful magical artifact designed 
  specifically to bind, wound, or otherwise hamper the tarrasque. 
  Finding such a legendary item may be a quest in itself, made 
  more urgent as the tarrasque devastates the heroes’ homeland.
  AC 31
  PD 
  29 
   
  HP 2130
  MD 25
  Building Battles
  A battle against a tarrasque is likely to be horrifyingly dangerous, 
  even in the most epic of epic-tier games. The monster can’t easily 
  defeat a hero who doesn’t stick around, however. (Although its 
  immense legs eat up territory, the tarrasque won’t try to outrun a 
  fleet-footed elf or galloping horse.) Even on the battlefield, it doesn’t 
  fight with any particular strategy besides “you go squish now.”
  A tarrasque battle can also involve lower-level challenges. 
  The tarrasque may have several colonies of stirges or larger flying 
  insects nesting in the crevices of its hide, eating parasites, dead 
  skin, and any leftover victims. The PCs would have to battle those 
  creatures to reach some goal, while doing their best not to cause 
  harm to the tarrasque and attract its attention. This danger could 
  be represented, for example, by having each PC roll a save each 
  turn. On a failure, they take falling/shaking damage.
  Orcs, gnolls, or other predatory monsters often follow in 
  the tarrasque’s path, attacking survivors, looting ruins, and dry-
  gulching adventuring parties weakened by battling the vast beast.
  The Tarrasque  
  and the Icons
  Legend says the tarrasque can only be tamed by the true power 
  of the Age. Various icons therefore claim some connection to the 
  tarrasque, although they’re likely to remember sudden, urgent 
  errands elsewhere if their claims are put to the test.
  Archmage: When the subject is the impressive power and might of 
  the tarrasque, the Archmage hints at his role in its creation. When 
  the subject is liability for its rampages, he blames the Diabolist.
  Elf Queen: Every so often, the Elf Queen requests her most 
  importunate lovers bring her the ear of the tarrasque for her bower.
  Emperor: An Imperial scout squadron is officially detailed to 
  track the tarrasque in its rampages and offer succor where 
  possible. Like many official Imperial details, the post of 
  Warden de Tarrasque tends to become a sinecure, with the 
  actual work farmed out to lower-born local rangers.
  Orc Lord: The tarrasque might just be the ally the Orc Lord needs 
  to deal with enemies that are proof against his hordes. The Orc 
  Lord is aware of the ironies involved in any sentence that includes 
  his name and the word ally, much less the word tarrasque.
  The Three: The various chromatic dragons of the world, 
  speaking generally, eat themselves up inside with jealousy of 
  the tarrasque. How dare it be bigger? More indestructible and 
  more destructive? More unique? It’s not even sapient! While 
  the beast hibernates, they can pretend ambivalence, but the 
  Three seek every scrap of information about the tarrasque’s few 
  weaknesses. Depending on your campaign history, members of 
  the Three might have had scraps with the tarrasque at various 
  points in the world’s history.
  Names
  The tarrasque is unique; its name is “the Tarrasque.”
  Adventure Hooks
  Unless they are epically deaf to local concerns, or are traveling 
  through utter wasteland, the heroes have plenty of warning 
  before they meet the tarrasque. Refugees, beggars, and badly 
  stomped would-be defenders carry tales of its rampages, make 
  dazed guesses about its course and speed, and fling their arms 
  illustratively wide while doing both.
  Once encountered, the tarrasque may be standing 
  majestically, devouring a forest, or (more likely) stomping 
  picturesque locals (and localities) under foot. Fighting a tarrasque 
  without a bunch of scenery to knock down and inconvenient 
  innocents to endanger is like fighting Godzilla in the desert 
  instead of Tokyo: plausible, but boring.
  The Brotherhood of the Beast—A tarrasque-worshiping cult 
  commits blasphemies and utters slanders against all the icons. 
  Worse, its magical emanations ape the tarrasque’s mindless 
  destructions, blasting apart fortresses and hovels alike. The 
  cultists make pilgrimage to lands where the tarrasque is 
  expected (by prophecy or by scouting report) and sow chaos 
  in advance of their bestial lord’s coming. If the tarrasque is 
  asleep, their rituals attempt to awaken it.
  The Path of Destruction—Something your icon (or their highly 
  placed deputy) really, really values is in a building in the most 
  recently reported path of the tarrasque. Higher-level heroes 
  with noble icons may need to divert the tarrasque to save a 
  magical garden, ailing elven princess, or other hard-to-move, 
  fragile target. Lower-level heroes with more dubious icons 
  may be sent to loot a palace of its normally better-defended 
  treasures or break a comrade out of prison during the 
  tarrasque’s convenient rampage.
  The Sleep of Monsters is Reason Enough—Someone has 
  found the lake where the tarrasque now sleeps. To prevent 
  the Brotherhood of the Beast, or a misguided devotee of the 
  Diabolist, or anyone else really from attempting a ritual to 
  reawaken the thing, the Crusader has ordered that everyone 
  who knows the lake’s secret be killed. The Crusader may 
  provide a magical scroll that lists target names, send the PCs 
  out on a single trajectory (“Antheus Graveling found it. Find 
  out who he’s talked to.”), or require that every living tongue 
  within ten days’ journey of the lake be cut out.
  
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  t h e  s a v e d
  Only freakishly lucky hellhole victims ever get 
  rescued. But you’d have to be unlucky to be trapped 
  in a hellhole in the first place, so maybe it’s not a 
  surprise that so many trapped souls with no reason 
  to hope for succor end up getting “saved” by the 
  armies of the Crusader.
  Being Saved 
  Isn’t as 
  Good as It 
  Sounds
  Early in his campaigns, the 
  Crusader realized that the 
  demon-wracked 
  mortal 
  survivors and trapped souls 
  he was freeing from conquered 
  hellholes could be harnessed 
  as part of his war machine. The 
  Saved, as he chooses to refer to them, 
  are a hobbling miscellany of torture-
  wracked humanoids who wear magical 
  “armor” that does more to conceal and 
  sustain their flayed bodies than it does 
  to protect them in combat.
  Protecting the Saved is not the 
  point. When the Saved lose what 
  remains of their lives while fighting for 
  the Crusader, he promises that they will 
  go on to quiet death, or to whatever afterlife 
  reward they thought they deserved. Or to 
  a hell of his choosing if he thinks they 
  deserve nothing better, though that last 
  sentiment probably isn’t well-known.
  The endless tortures and fear inflicted 
  in hellholes takes a huge toll on mortals. But 
  the Crusader has found a way to twist the pain 
  into a type of power, turning some of these victims 
  into warriors that serve him in hellholes, in temples 
  and garrisons outside the hellholes, and sometimes 
  even on suicide missions commanded or arranged by 
  more reliable agents.
  The Saved are a bit of an embarrassment in the more 
  urbane sections of the Empire. But as the Crusader’s people 
  enjoy pointing out, the other icons’ followers may be most 
  uncomfortable about the status of the Saved because it’s a 
  strong reminder that the Crusader is doing more about solving 
  the hellhole problem than any of the so-called heroic icons.
  THE SAVED
  
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  204
  Avenging Orb
  The magical aptitude this person had in their original life has 
  been funneled into a fist-sized onyx ball that never leaves their 
  armored hands.
  2nd level caster [humanoid]
  Initiative: +3
  Gauntlet slap +5 vs. AC—3 damage
  Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic 
  damage.
  R: Orb of pain +7 vs. MD (one or more nearby or far away 
  enemies; see history of abuse)—5 psychic damage
  Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic 
  damage.
  Beyond saving: The avenging orb takes a –5 penalty to saving throws.
  History of abuse: Keep track of the number of enemy attacks 
  that hit the avenging orb during the battle. Until the end of 
  the battle, the avenging orb can target an additional enemy 
  beyond the first with its orb of pain attack for each of those 
  hits. (Note that avenging orbs engaged in melee usually choose 
  to use orb of pain and suffer any resulting opportunity attacks; 
  if they’re lucky they’ll survive the attack and be able to choose 
  more targets for the orb of pain.)
  AC 17
  PD 
  13 
   
  HP 46
  MD 13
  Destroying Sword
  Snuffling sounds come from inside the helm of the armored 
  creature as it realizes you’re not a demon, but you’ll do.
  2nd level wrecker [humanoid]
  Initiative: +4
  Cheap greatsword +8 vs. AC—3 damage
  Natural odd hit: The target takes extra damage equal to half 
  the amount the destroying sword took from the last attack 
  that hit it this battle.
  R: Shortbow +6 vs. AC (one nearby or far away enemy)—6 
  damage
  Beyond saving: The destroying sword takes a –5 penalty to saving 
  throws.
  AC 16
  PD 
  14 
   
  HP 38
  MD 13
  Enduring Shield
  “Die in gratitude, live in our memory,” says the priest of the 
  Crusader as she blesses a new enduring shield in the ceremony 
  of retrieval.
  2nd level blocker [humanoid]
  Initiative: +3
  Steel hammer +7 vs. AC—6 damage
  Miss: 1d4 damage.
  Anguished interceptor: When an enduring shield is engaged and 
  an enemy attempts to move past it, the enduring shield can roll 
  a disengage check to intercept it as an interrupt action (once 
  per round). If the attempt fails, the enduring shield takes 1d6 
  psychic damage.
  Beyond saving: The enduring shield takes a –5 penalty to saving 
  throws.
  Supernatural endurance: When an attack hits the enduring shield, 
  it gains a +5 bonus to the defense that the attack targeted until 
  the end of the battle or until another attack hits it, in which 
  case the bonus switches to the defense most recently hit.
  AC 18
  PD 
  15 
   
  HP 40
  MD 13
  Building Battles
  The Saved will work with anyone the Crusader tells them to. 
  In practice, it’s bad form to let them get far from the oversight 
  of senior commanders. The Saved are often pathetically eager 
  for “normal” social interactions and may talk more about 
  current operations than suits the Crusader’s sense of proper 
  military security. Social pathos doesn’t carry over into combat 
  situations—the Saved recognize that their final salvation depends 
  on efficiently carrying out their commanders’ orders.
  The Saved require the GM to do more tracking than in 
  most battles. If you use all three Saved you’ll end up tracking the 
  number of hits for the avenging orbs, the size of the hit for the 
  destroying swords, and which defense was hit for each enduring 
  shield. If you’re concerned about that style of record-keeping, use 
  simple monsters alongside the Saved to keep it easy.
  The Saved make an interesting challenge for 1st or 2nd level 
  characters created by experienced players. Experienced players 
  who have already gotten the rhythm of 13th Age combat can be 
  surprised by the new questions posed by the Saved’s methods of 
  profiting from enemy attacks.
  
  205
  t h e  s a v e d
  Saving the Saved
  It’s entirely possible that the scarred and tortured form within a 
  suit of Saved armor might belong to someone whose pre-hellhole 
  life is of interest to the PCs or the PCs’ friends. Most of the Saved 
  seem to have only scattered memories of their original existence, 
  but our guess is that rituals of restoration with the support of 
  an icon might succeed in bringing back memories or even more. 
  Certainly that opens avenues for interesting stories and territorial 
  conflicts with the Crusader.
  Names
  The Saved don’t use names because the Crusader’s forces don’t 
  like it (they’re cannon-fodder after all). Some have identifying 
  numbers and colors painted on their armor. Blue 3 understands 
  that there was another Blue 3 the month before and there will 
  likely be another the month after.
  The Saved & the Icons
  Great Gold Wyrm: Rescuing souls and then forcing them to 
  commit more evil acts is precisely the type of broken logic that 
  makes the Crusader one of the enemies despite his efforts to face 
  down demons. It’s not unheard of for exceptionally charismatic 
  paladins of the Wyrm to turn exceptional members of the Saved 
  away from the service of the Crusader onto the path of fighting 
  demons on the golden way. By their nature the Saved don’t last 
  long, and it’s far more likely that they need to be given a swift 
  and merciful death to avoid staining their souls any further.
  Priestess: The Priestess acknowledges that the Crusader’s efforts 
  against the Diabolist have been more fruitful than expected. 
  As strange fruits of the crusade, the Saved obviously need to 
  be told that the Crusader’s path is unlikely to end well and 
  that they can choose to serve other masters. But the Priestess’ 
  people aren’t foolish enough to imagine that the message is 
  likely to be heard often.
  Prince of Shadows: Ah, the places you can go when you’ve 
  scarred yourself up and inserted yourself into a foul suit of 
  containment armor that disguises your features completely. 
  The things you can hear too.
  Adventure Hooks
  Damnable Pilgrims—A boat full of the Saved, with no apparent 
  Crusader-overlords, is sailing toward the Demon Coast, 
  carrying regalia of the Great Gold Wyrm and claiming that 
  they intend to sail downriver toward the Golden Citadel. This 
  has to be a plot. But whose?
  Deserters from the Crusade—One or more members of the 
  Saved are on the run, saying that they need to return to their 
  original homes on the other side of the Empire in order to 
  save family members who are threatened by the same type of 
  demons who originally captured them. Who are the PCs going 
  to help? Self-willed members of the Crusader’s forces that are 
  searching for the escapees, or the escapees themselves?
  Saved by the Dungeon?—There is no earthly reason that 
  creatures who are apparently Saved should be the main 
  inhabitants of a living dungeon. In other words, it’s exactly the 
  type of violation of sense that living dungeons specialize in.
  We designed the Saved as low-level monsters for two 
  reasons. First, from a story perspective, we couldn’t 
  see them having a great deal of traction in the world 
  of the living. They’ve been abused horribly and there 
  are just enough of their bodies and spirits left to stand 
  in as cannon-fodder. From a mechanical perspective, 
  the supernatural endurance, history of abuse, and 
  cheap greatsword (trigger) abilities are extremely 
  delicate mechanics, the type of thing that can become 
  a campaign killer if it’s used recklessly. Something like 
  the beyond saving mechanic (the –5 penalty to saves) 
  is necessary for monsters like this, because they need a 
  foil that can be exploited when normal fighting proves 
  incredibly risky.
  If you find that you like these mechanics and want 
  to use something like the Saved later in the campaign 
  when the PCs are in champion tier or epic tier, consider 
  a plotline in which the Crusader begins using the magic 
  that creates the Saved as a sort of punishment for 
  disobedient followers, creating higher-level versions 
  of the Saved with a bit more staying power.
  For even stranger higher-level versions, try 
  splicing demon mechanics together with one of the 
  mechanics from the Saved, showing how a conquered 
  demon could attempt to find redemption in the 
  Crusader’s eyes by dying for the cause.
  DIY Advice
  
  w - z
  206
  WARBANNER
  Warbanners are the murderous creations of a 
  magical arms race from an earlier age. They are 
  ongoing proof that the wrong tools can turn the 
  brightest warriors into death-puppets.
  Let Your Battle Flag Fly
  Warbanners are sentient magical constructs that communicate 
  via short-range telepathy. A warbanner looks like a great battle 
  flag, but the banner pole that appears to connect it to the warrior 
  bearing it is illusory. A warbanner flies under its own power but 
  prefers to maintain a connection with a warrior fighting beneath 
  it, referred to in the following rules as its “bearer.”
  Whatever their original purpose, warbanners turned out to 
  be terrible weapons, even for the forces who fought with them. 
  They assume command of any unit they are attached to via 
  compulsion. They may fly the colors of a duke, general, warlord, or 
  even an icon, but in truth, once they are on the field of battle, they 
  serve no one, only following their own compulsion for slaughter. 
  
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  w a r b a n n e r
  Warriors that agree to serve under a warbanner, or who are forced 
  to, quickly lose their individual personalities and become cogs in 
  the warbanner’s machine. Most of the warriors under the sway of 
  a warbanner are mooks, but some warbanners have a mix of mook 
  and non-mook allies. The troops fighting under a warbanner are 
  always humanoids and usually melee fighters.
  No one understands why some warbanners remain dormant 
  for years, imitating lifeless flags or hiding deep in crypts or 
  dungeons, while others are on a near constant rampage.
  [Special trigger] C: False rally +7 vs. MD (one nearby enemy with 
  12 hp or fewer)—The target is confused (hard save ends, 16+)
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t 
  flee if the rest of the PCs choose to do so.
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free.
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die.
  Conditional resist damage 16+: Unless an ally in the warbanner’s 
  band dropped to 0 hp since the start of the current round, an 
  enemy attacking the warbanner must roll a natural 16+ on 
  the attack roll or it only takes half damage. This ability has no 
  effect if the warbanner has no allies in its band.
  Flight: Warbanners fly quickly, fluttering in winds only they can 
  feel, preferably never touching the ground. They can’t fly off 
  the ground higher than a flag on a pole can be carried into 
  battle, so enemies on the ground can still target them. At best, 
  a warbanner might gain a +2 bonus to defenses against attacks 
  made by small PCs like halflings and gnomes.
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (2).
  AC 18
  PD 
  14 
   
  HP 70
  MD 14
  Building Battles
  The most likely encounters with feral warbanners have them 
  leading 1st level mooks like goblin scum or kobold archers, or 
  2nd level mooks like the human rabble whose stats appear in the 
  sidebar. Use this style of warbanner + mooks arrangement for 
  battles against the warbanners associated with icons.
  As a rough rule of thumb, use one warbanner and multiply the 
  PCs’ level by the number of PCs to determine the number of mooks 
  in a band (assuming the mooks are the same level as the PCs).
  Warbanners  
  and the Icons
  Most of the icons now know that using warbanners in their 
  armies always hurts them in the end. This knowledge was hard-
  earned, so there are warbanners devoted to most of the icons 
  scattered throughout the world.
  Of course, there are also individual commanders too 
  arrogant or desperate to believe that the lessons of history apply 
  to them. Such commanders might deliberately perform the 
  rituals to summon a warbanner that is more-or-less devoted to 
  their cause, particularly if they were already facing certain death.
  Warbanner magic quickly takes control of lesser 
  warriors, but anyone with an icon relationship, 
  like all PCs and many important NPCs, can shake 
  off the compulsion easily. For characters who have 
  connections with the icons, the warbanner compulsion 
  registers as just another magical item quirk, and not 
  one that can be encouraged.
  An NPC Problem
  Standard  
  Warbanner Abilities
  Warbanners have a number of abilities in common. The feral 
  warbanner has the full version of these abilities. The later icon-
  associated warbanners refer to these abilities in shorter form.
  The warbanner has a few more abilities than we ordinarily 
  recommend giving to monsters. We justify the complexity load 
  by advising GMs that a warbanner generally commands large 
  groups of mooks that are simple to play.
  Creatures in a warbanner’s band are allies fully under its 
  control. It could also have allies not in its band.
  Feral Warbanner
  Feral warbanners fly over whatever hapless band of warriors 
  they’ve most recently “impressed.”
  Double-strength 2nd level caster [construct]
  Initiative: +7
  Whipping barbed tassel +7 vs. AC—10 damage
  Miss: 5 damage.
  C: Banner magic—Roll 2d20 and use each roll (or a lower result 
  of your choice) to determine one effect
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action.
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d6 psychic damage.
  11–15: If any mooks in the warbanner’s band have dropped 
  this battle, return one of those mooks to the battle next to 
  the warbanner. (If the warbanner has no mooks in its band, 
  choose a lower result.)
  16–20: The warbanner can make a false rally attack as a free action.
  
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  208
  Specific story ideas and icon connections appear in the 
  following entries. For now we’ll just mention the icons who are 
  most likely to encourage the use of warbanners or who would 
  never allow a banner devoted to them.
  Great Gold Wyrm: Unlike the forces of the Emperor, the paladins 
  of the Great Gold Wyrm never looked to a sentient banner to 
  lead them into battle.
  High Druid: It’s hard to say whether followers of the High Druid 
  think that warbanners are truly abominations or if they merely 
  find them hideously distasteful.
  Priestess: It’s hard to think of an approach to problem-solving 
  that is further from the Priestess’ preferred methods. Since 
  she is new to the world in this age there aren’t even Priestess 
  warbanners left over from earlier mistakes.
  Prince of Shadows: The idea of a warbanner devoted to the 
  Prince of Shadows is such a perverse notion that his followers 
  insist that “it can’t be done,” but then they smile and ask how 
  much you’d be willing to pay for such a thing.
  Names
  Warbanners name themselves after their heraldic blazon (“Boar 
  Rampant”) or their band (“Shield-Gnawers’ Pennon”).
  Adventure Hooks
  Warbanners are classified as feral if they are cut off from 
  the power of an icon. They might serve some other cause, 
  restructuring their flag to show their current allegiance. Some 
  stick with the colors of their long-dead creators, while others 
  imitate the design of a present-day army, noble, or command that 
  catches their fancy. That said, warbanners are a rare monster; 
  their existence hasn’t put most armies off using traditional flags.
  It’s worth noting that warbanners are unable to fake icon 
  symbols and colors. The magic that created them isn’t strong 
  enough to mock the icons. They have to be working for the icon’s 
  forces to be able to show an icon’s colors.
  Warbanners don’t cooperate with other warbanners. There’s 
  only room for one warbanner at a time on a battlefield unless 
  they are all ostensibly controlled by a powerful icon. Adventurers 
  are most likely to encounter a lone warbanner being carried 
  among squads of mooks.
  Banner Out of Time—The squad of soldiers marching down the 
  Imperial Highway looks normal enough. But the design of a 
  hart leaping over a crescent moon hasn’t been used since the 
  destruction of the 14th Legion. (A character could recall this 
  point with a normal DC history check for the tier and put the 
  PCs on their guard. Of course, we know that some players will 
  have read this book and be on guard whenever they hear the 
  word banner. Soften them up with false alarms.)
  Crusader Warbanner
  All weapons serve. Until they break.
  Double-strength 3rd level caster [construct]
  Initiative: +8
  Whipping hook +8 vs. AC—10 damage, and 10 ongoing damage
  Miss: 5 damage.
  C: Crusader’s banner magic: Roll 2d20 and use each roll (or a 
  lower result of your choice) to determine one effect
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action.
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d8 psychic damage.
  11–15: Until the end of the battle, each ally in the warbanner’s 
  band gains a +2 cumulative bonus to damage on hits with 
  melee attacks.
  16–20: The warbanner can make a false rally attack as a free action.
  [Special trigger] C: False rally +8 vs. MD (one nearby enemy with 
  15 hp or fewer)—The target is confused (hard save ends, 16+)
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t 
  flee if the rest of the PCs choose to do so.
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free.
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die.
  Conditional resist damage 16+: As feral warbanner.
  Flight: As feral warbanner.
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (3).
  AC 19
  PD 
  15 
   
  HP 86
  MD 15
  Degraded, vicious, and following the wrong master.
  2nd level mook [humanoid]
  Initiative: +5
  Spear, sword, or club +7 vs. AC—4 damage
  Miss: 1 damage.
  AC 17
  PD 
  14 
   
  HP 9 (mook)
  MD 11
  Mook: Kill one human rabble mook for every 9 
  damage you deal to the mob.
  Human Rabble
  
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  w a r b a n n e r
  Adventure Hooks
  Unlike other heroic or ambiguous icons, the forces of the 
  Crusader might not care overmuch about seeing a warbanner 
  devoted to their patron on a rampage.
  Chained Gang—Those condemned as criminals might earn a 
  temporary reprieve by being assigned to a warbanner’s squad 
  of mooks. It’s an amusingly impersonal end for criminals whose 
  sins surely involved personal initiative, mercy, or collaboration 
  with demons. Such squads usually contain human, dwarven, or 
  half-elf mooks. How do the PCs handle such an encounter with 
  possible “innocent” victims in the band?
  Suicide Squad—Conquer a hellhole. Strip its demons of their 
  powers. Mookify them as an exception to the rule that most 
  warbanners work with humanoids. Force them to march under a 
  warbanner against others of their ilk. Or against nosy adventurers. 
  It seemed like a good plan to one of the Crusader’s commanders, 
  until the warbanner went rogue. Now the PCs are being sent in to 
  deal with the (higher-level) warbanner that is attacking everyone, 
  including the Crusader’s troops. If the PCs kill the warbanner 
  before its mook allies, reward them by allowing the powerful 
  demons in its band to regain their full demonic power a little at a 
  time, round by round as they return to their senses.
  Transformations—In the vicinity of one of the Crusader’s newly 
  conquered forts, three or four feral warbanners get caught in the 
  wave of transformative magic surging out of the former hellhole 
  and reform as Crusader warbanners. It’s one of the rare cases in 
  which those flying the banner of the Crusader attack the PCs and 
  the true followers of the Crusader have nothing to do with it.
  Orc Lord Warbanner
  It’s possible the Orc Lord is just grateful that there are some flags 
  he can be certain his minions will not eat.
  Double-strength 3rd level caster [construct]
  Initiative: +8
  Flagspear +9 vs. AC—18 damage
  Miss: 8 damage.
  C: Orc Lord’s banner magic: Roll 2d20 and use each roll (or a 
  lower result of your choice) to determine one effect
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action.
  6–10: Add a 3rd level orc mook (see page 156) to the 
  warbanner’s band (it’s either healed by the warbanner or 
  freshly spat out of the earth).
  11–15: The warbanner can make a flagspear attack as a free action.
  16–20: The warbanner can make a false rally attack as a free action.
  [Special trigger] C: False rally +8 vs. MD (one nearby enemy with 
  15 hp or fewer)—The target is confused (hard save ends, 16+)
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t 
  flee if the rest of the PCs choose to do so.
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free.
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die.
  Conditional resist damage 16+: As feral warbanner.
  Flight: As feral warbanner.
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (3).
  AC 18
  PD 
  16 
   
  HP 100
  MD 13
  Adventure Hooks
  By definition, the Orc Lord is not pursuing long-term strategies. 
  He’s happy to recruit feral warbanners and feed them orc and 
  goblin warbands to increase the slaughter.
  Heavy Crew—Unlike the armies of most of the other icons, 
  the Orc Lord’s followers don’t much notice the loss of their 
  individual will. Non-mook orc warriors, orc shamans, and 
  even ogres have no problem fighting and dying beneath a 
  warbanner. One such band has traveled deeper into civilized 
  lands than most and is pillaging as it goes. Can the heroes put 
  an end to it?
  Second Front—A warbanner bearer wants to negotiate a deal 
  with the heroes: they sneak into a particular goblin or kobold 
  (or Diabolist-following orc) town using information provided 
  by the banner’s band and disrupt its defenses, allowing the 
  warbanner to slaughter or “recruit” the disorganized survivors. 
  The reward? Information, loot, and not getting into an 
  immediate fight with the warbanner’s horde.
  “Although our age threatens the world with 
  apocalypses undreamt by earlier centuries, it 
  doesn’t follow that the rulers of earlier empires 
  were wiser or less likely to spawn unique 
  cataclysms. Martial folly? I name you warbanner.” 
  —Jedrak the Elder
  “These parodies of warfare play on a warrior’s 
  natural fears. Chop them down, burn them, 
  and scatter the ashes a few pieces at a time to 
  make sure they stay dead.” 
  —Val, paladin
  
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  Lich King Warbanner
  The Lich King’s followers have no compunctions about using warbanners 
  to bring more creatures into their realm. One way or another.
  Double-strength 4th level caster [construct]
  Initiative: +9
  Bladed fringe +8 vs. AC—15 damage, and 10 ongoing negative 
  energy damage
  Miss: 10 damage.
  C: Lich King’s banner magic—Roll 2d20 and use each roll (or a 
  lower result of your choice) to determine one effect
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action.
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d10 psychic damage.
  11–15: If any mooks in the warbanner’s band have dropped 
  this battle, return one of those mooks to the battle next to 
  the warbanner. (If the warbanner has no mooks in its band, 
  choose a lower result.)
  16–20: The warbanner can make a false rally attack as a free action.
  [Special trigger] C: False rally +9 vs. MD (one nearby enemy with 
  18 hp or fewer)—The target is confused (hard save ends, 16+)
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t 
  flee if the rest of the PCs choose to do so.
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free.
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die.
  Conditional resist damage 16+: As feral warbanner.
  Flight: As feral warbanner.
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (4).
  AC 20
  PD 
  14 
   
  HP 104
  MD 18
  Adventure Hooks
  Unlike other warbanners, banners serving the Lich King often 
  dominate undead as well as living humanoids.
  Typical allies in a band include: Skeleton archers (1st level 
  mooks), newly risen ghouls (2nd level mooks), and ghasts (4th 
  level mooks).
  Surfacing: A living dungeon turns out to be festooned with 
  warbanners of the Lich King, but they’re not active. There 
  aren’t enough warriors in the dungeon to activate them. But if 
  the dungeon reaches the surface they’ll all be active, providing 
  the armies of the undead with a magical kick it would be best 
  for the lands of the living to avoid.
  The Arena: One of Axis’ best gladiator schools has somehow 
  been suborned by a warbanner of the Lich King. It wants to 
  accept the school’s latest challenge in the arena, impugning 
  the Emperor’s courage if he refuses to let the Lich King 
  compete. The combatants, after all, would still be alive, and 
  therefore not in violation of the arenas’ “no undead” policy. 
  The adventure is either a magical mystery to solve or an arena 
  combat depending on the PCs’ attempted solution.
  The Recruits: The mooks in a rampaging warbanner’s squad 
  are ensorcelled citizens of the Empire acting against their will, 
  begging to be released from the spell. As they drop to 0 hp they 
  rise again as zombies. There may not be a solution. It could be 
  pure horror.
  “These banners already hunger for death. They 
  even return from death when they seem to have 
  been destroyed. They all served our master once. 
  If we have patience, they could serve him again.” 
  —the Pale Duke
  “It’s an old tale. We confuse the ability to 
  summon with the ability to truly create. Worse, 
  we imagine that summoning provides control.” 
  —Sermon of the Creators
  
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  w e n d i g o
  Spiritual Outcasts
  These strange monsters represent a conflict between the powers 
  of the Lich King, High Druid, and Diabolist. Depending on how 
  you interpret the oracles, any one of the three icons could be 
  to blame for the creatures. But it seems likely that none of the 
  icons are served by the wendigo’s existence. Wendigo represent 
  some sort of failure of control or authority or loyalty no matter 
  which icon’s perspective you’re trying to apply. And that’s to say 
  nothing of the perspective of normal mortals slain or turned into 
  cannibalistic madmen by the monsters.
  Depending on the focus of your campaign there are many 
  possible stories about the wendigo. We’ll stitch together one such 
  tale here, but you should feel free to use truths that suit you.
  Afterlife Turf War
  Wendigo seem to be the result of a battle between the Lich King 
  and the High Druid for specific souls. The High Druid certainly 
  claims some souls as ancestor spirits and in other odd portions 
  of the natural cycles of the world. The Lich King obviously wants 
  to claim as many of the dead as possible.
  The fact that wendigo start as undead indicates that these 
  are spirits formerly under the Lich King’s control that the High 
  Druid or one of her ancient incarnations tried to retrieve. Perhaps 
  they were loyal to the High Druid in life. Perhaps the wendigo 
  initiated the transformation themselves, seeking to escape from 
  the Lich King via the power of the High Druid.
  Whatever the sequence of events, neither the Lich King nor 
  the High Druid got what they wanted. Wendigo are hostile to other 
  undead. They aren’t controlled in any fashion by the Lich King; for 
  that matter, they aren’t even vulnerable to holy energy like most 
  undead. The only ways in which wendigo are tied to the High 
  Druid is that they can eat corpses as if they were corporeal beings 
  and they don’t function well outside the wilderness. Wendigo 
  spirits and elder wendigo take a –2 penalty to all attacks and 
  defenses in cities, on Imperial highways, or underground. Cities 
  and thickly populated areas are off-limits to the wendigo so they 
  fly freely through the land’s barrens, harsh forests, and wastes.
  There’s a third force in the wendigo’s cycle. After a wendigo 
  curses some extremely high number of victims, it regains a sort 
  of life. It’s not resurrection—the life a wendigo reclaims isn’t 
  entirely its own. The wendigo’s final transformation summons 
  a demon into a form made of fire, ice, wind, and the wendigo 
  WENDIGO
  Wendigo are disembodied spirits torn away from the Lich King by 
  some form of connection with the High Druid. They corrupt and slay 
  until they regain a claw-hold on life as reborn elemental demons.
  
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  212
  spirit. It’s bad business all around. For better or worse, the 
  demons’ unique origins have so far put elder wendigo outside the 
  Diabolist’s control.
  Here are details on three wendigo-related monsters: the wendigo 
  spirit, ravenous cannibal victims, and an elder wendigo demon.
  Wendigo Spirit
  Before they ever see it, the wendigo’s victims sense the thing’s 
  ravenous gaze. It watches, drives, and herds them until their food 
  stores run out and the hills swallow them up like waves upon 
  the sea. When the madness of isolation and hunger turns them 
  against one another, the spirit strikes. Swift as the north wind it 
  flies, and then vanishes as if it had never been.
  Large 5th level wrecker [undead]
  Initiative: +12
  Soul bite +10 vs. MD—36 psychic damage, and the target is 
  affected by wendigo’s hunger (save ends)
  Wendigo’s hunger: Until the target saves, roll 1d6 at the start of 
  each of its turns. It takes the corresponding action for its full 
  turn instead of its normal turn:
  1–2: The target takes 10 damage as it bites itself.
  3–4: The target makes a basic attack against its nearest or 
  most vulnerable ally (moving to that target if necessary).
  5–6: The target attacks the wendigo if it can; otherwise, it 
  does nothing.
  Wind claw +10 vs. PD (2 attacks)—15 damage
  Natural even hit: After the attack the wendigo can teleport 
  somewhere nearby as a free action.
  Flight: The wendigo can walk on the wind. It is not a graceful 
  flyer, but it moves as fast as the wind that carries it. Nearby 
  creatures can see its feet blazing with fire as it runs.
  Spirit form: The wendigo has resist damage 16+ to all damage 
  except thunder damage. A wendigo spirit can move through 
  solid objects but it can’t end its movement inside them.
  Unseen horror: The wendigo is invisible to far away creatures. 
  When the wendigo attacks, if its target couldn’t see it at the 
  start of its turn, the wendigo gains a +2 attack bonus that turn.
  Nastier Specials
  Curse of the wendigo: If a creature subject to wendigo’s hunger 
  drops itself (through biting) or an ally (with a basic attack) to 
  0 hp or lower, that creature also begins making last gasp saves. 
  Failing the fourth last gasp save turns the creature into a raving 
  cannibal; it loses all its normal abilities and becomes an NPC 
  until the PCs find a way to restore their ally (at GM’s discretion).
  AC 20
  PD 
  15 
   
  HP 100
  MD 19
  Ravenous Cannibal
  To those the wendigo haunts, the flesh of each companion promises 
  a course of delights—the halfling like roast venison; salted beef the 
  dwarf; the elf stuffed quail—their blood a vintner’s blend of rich 
  dark wine.
  Ravenous cannibals may be encountered as isolated hermits on 
  the fringes of civilization or blended into civilized society as 
  perverted killers preying upon an unsuspecting populace. If they 
  appear in force as a secret cannibal cult or a savage tribe, their 
  thirst for blood unites them in a vigorous feeding frenzy.
  Most wendigo-tainted cannibals will never become wendigo 
  themselves. But some seem to, and that’s all that’s required for 
  the world’s scattered and desperate wendigo cultists to make a 
  thorough mess of their section of the frontier every few years.
  Not all cannibals are wendigo-touched, of course. Madmen, 
  psychopaths, demonic cults, savage tribes, and thralls of 
  vampires also indulge in what could be termed cannibalism. But 
  the wendigo have their place.
  4th level mook [humanoid]
  Initiative: +9
  Bloody melee weapon +9 vs. AC—4 damage, and 4 ongoing damage
  Latching bite +9 vs. AC (one staggered enemy, or one enemy 
  making saving throw rolls)—6 damage
  Natural even hit: Add another ravenous cannibal mook to the 
  mob (it must have been hiding somewhere nearby, or wasn’t 
  really dead when it dropped earlier in the battle).
  AC 18
  PD 
  15 
   
  HP 13 (mook)
  MD 11
  Mook: Kill one ravenous cannibal mook for every 13 damage you 
  deal to the mob.
  Elder Wendigo
  Tall as a glacier, mad as the wavering winter storm, the elder 
  wendigo dances the destruction of the world, its blazing eyes the 
  heralds of new chaos and ancient doom.
  Huge 9th level spoiler [demon]
  Initiative: +18
  Icy claws +14 vs. PD (3 attacks, each against a different nearby 
  enemy)—50 cold damage
  Frostburn: If all three attacks hit, each nearby enemy takes 
  4d10 fire damage.
  C: Flame blizzard +14 vs. PD (1d6 nearby or far away enemies, 
  but not more than esc. die)—90 fire or cold damage (GM choice)
  Natural even hit: The target is hampered until the end of its 
  next turn.
  
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  w e n d i g o
  Nastier Specials
  Force of disruption: When the elder wendigo scores a critical hit 
  against a target or drops a target to 0 hp or lower, that creature 
  must permanently change one of its icon relationship points 
  to a relationship with the Diabolist, High Druid, or Lich King. 
  Alternatively, a point the character already has with one of 
  those icons changes to involve another icon (of the PC’s choice).
  The demon stares back: Once per round when a nearby or far 
  away enemy attacks the elder wendigo and rolls a natural odd 
  miss, the wendigo can make a horrific gaze attack against that 
  attacker as a free action.
  AC 26
  PD 
  22 
   
  HP 600
  MD 22
  “The thing is a cancer upon nature’s beautiful 
  countenance, a bleeding sore to which there 
  is no balm.” 
  —Eldolas the guide
  C: Horrific gaze +14 vs. MD (one nearby or far away enemy) 
  —120 psychic damage, and the target is confused (save ends)
  Fourth failed confusion save: The target slips into madness and 
  becomes a cannibal cultist or wendigo or some other terrible 
  demon-thing of the GM’s or player’s choice in 2d10 hours.
  Miss: 60 psychic damage.
  Flight: The elder wendigo can walk on the wind. It is not a graceful 
  flyer, but it moves as fast as the wind that carries it.
  Swirling snow and fog and flame: The elder wendigo gains a +5 
  bonus to all defenses against attacks by far away enemies.
  
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  214
  Building Battles
  Typically wendigo don’t work with other undead, demons, beasts, 
  or humanoids. Cannibal cultists are an exception; wendigo often 
  flit on the winds near cannibal cultists and might sometimes 
  whisper suggestions to them.
  Wendigo and the Icons
  Wendigo have no goals but the consumption and corruption of 
  sentient beings. They can’t be summoned, or reliably controlled, 
  not that some fools don’t try. The icons, however, are not fools.
  Diabolist: The Diabolist can’t do much with the wendigo spirits 
  or the elder wendigo. She has more success insinuating demons 
  or sorcerers among cannibal cults, turning them toward demon 
  summoning and thus increasing her power rather than playing 
  the wendigo’s hunger games.
  High Druid: A few fanatics have argued that since wendigo do little 
  to attack non-sentients, the High Druid’s work to liberate these 
  spirits from the Lich King “worked.” But the High Druid’s version 
  of nature usually includes people and other sentient beings while 
  wendigo are evil plague spirits who aim to become demons.
  Orc Lord: Orcs have seldom been picky about the flesh they 
  consume. Savage orc tribes may devour humans, elves, 
  halflings, and dwarves as an orcish rite of victory. Orcs in 
  the deepest wilds may worship the wendigo, embracing the 
  notion of wendigo madness and the strength and viciousness 
  it promises. Some compete in horrific acts of savagery in 
  hopes that they might become host to a wendigo and undergo 
  possession by the demonic spirit of the flesh-eater.
  At this point the wendigo have been around considerably 
  longer than the Orc Lord. His final view on wendigo cannibal 
  cults isn’t clear.
  Adventure Hooks
  Wendigo are solitary or paired hunters that make great monsters 
  for a horror game or for a session where the GM wishes to create 
  suspense and tension at the table. Tease the players with hints about 
  what they think they see; call attention to unimportant details like 
  scratches on a tree (from a buck honing its antlers) or blood in the 
  snow next to dire wolf tracks (from the spoils of an ordinary hunt), 
  and mingle these details with the abnormal (burning footprints in 
  the snow, the feeling of being watched). Raise the level of paranoia 
  at the table. Have the wendigo stalk or strike at characters that 
  go off on their own, disappearing again before they get a glimpse 
  of it. While it’s certainly possible to include other creatures in a 
  wendigo battle, the tension is often thickest when all the focus is 
  on the wendigo. Wendigo only tend to stand still and attack (and 
  devour) their victims when they know their victims are too weak, 
  too weary, or too few to fight back.
  At World’s End—A storm gathers in the remotest regions of the 
  world, and some say that they see a gigantic figure striding 
  from peak to frozen peak within the blizzard, and wherever it 
  walks the storm grows stronger. Now snow falls on the tropical 
  lands and the oceans are beginning to freeze. The characters 
  must learn the reason for the ice age and stop it if they can, 
  even if it means confronting the elder wendigo at the end of the 
  world and sacrificing their minds, lives, or souls.
  The Wild Woman—When the noble house of Savorn fell to the 
  armies of their foes, their castle was razed to the ground and 
  their line was extinguished. Five years later, a woman found 
  wandering on the outskirts of civilization in rags and animal 
  skins proves to be the young daughter of the house, Elisa. No 
  sooner is the girl brought within civilization’s walls than the 
  murders begin—the victims discovered with their bodies half-
  eaten. Some of the victims come from house Savorn’s enemies. 
  What does Elisa have to do with the murders? Is she a wendigo-
  possessed demon? Did a wendigo follow her into the city? Is 
  someone else responsible for the spree?
  Village of the Cannibal Cult—A remote mountain town on the 
  borderlands of the Empire has not paid its annual tithing to the 
  local lord, and no messengers or tax collectors have returned. 
  The characters must guard the new tax collector, Varthan, as he 
  travels to the town to collect the Emperor’s due. The characters 
  might contend with dire animals, blizzards, and other perils of 
  the wild before they arrive at the site of the town, which appears 
  to be abandoned. Further investigation reveals a dark mystery 
  beneath the inhabitants’ disappearance—humanoid bones 
  gnawed by humanoid teeth—and the man-eating subhuman 
  monsters that crawl back to the town as darkness falls.
  Obviously the consequences of the force of disruption 
  ability entail some abrupt character development and 
  storyline shake-ups. Use this ability with groups who 
  enjoy—or grimly tolerate—a bit of disruption.
  Disruptive Elements
  “We followed the wendigo in the interest of 
  finding its lair and slaughtering the demon 
  that had once been our captain. We followed 
  it forty days into the wild until we lost our way 
  and food became scarce. I’ll not speak of what 
  happened after.” 
  —Sovern Dale, 5th Infantry
  
  215
  w h i s p e r i n g  p r o p h e t
  Whispering prophets smell like a mixture of 
  cinnamon and rotting fish. Tiny blood flies 
  breed and swarm in the homes of those who hide 
  them. They wear the guise of humanity, but it’s 
  hard to believe that they’re trying very hard.
  Those Who Know 
  Much, For a Price
  They usually take pains to make themselves 
  attractive, but talk with a whispering prophet 
  for more than a few minutes and you’ll soon 
  know that something is terribly wrong. Perhaps 
  it’s the gurgling choke in their voice, the faint 
  squirming of a tentacle beneath pretty skin, or the 
  eager look in their fish-dead eyes. Their voices can 
  be resonant, convincing, and charismatic, but strip 
  away their voluminous clothing and flesh masks, 
  and you’ll find bodies formed from thousands 
  of thin, twisted, ink-black tentacles coiled 
  together in the rough approximation of a 
  humanoid shape. A whispering prophet would 
  probably show you this form if you asked it 
  nicely. Not many people ask twice.
  Whispering prophets sole stated purpose is 
  to help the members of humanity who have no 
  other recourse. They offer their assistance only 
  to the desperate—those who have been driven 
  to their last options and have nowhere else 
  to turn. Their advice is addictive, like heady 
  drugs, and is generally both accurate and 
  useful. It’s hard for a patron to refuse more 
  advice when things suddenly go right for a 
  change, even when the patron must commit 
  one sin after another in order to find wealth 
  and success. It’s a slow, methodical method 
  of selling one’s soul. With the advice and 
  secrets imparted by a whispering prophet, 
  a patron can quickly turn their failed lives 
  around. Over months or years they can 
  find love, wealth, and respect—as long 
  as they keep the prophet’s existence 
  in their home a secret, like never 
  discussing an elderly and insane relative 
  kept locked in the attic, and follow the 
  prophet’s advice no matter how horrible 
  it is. Some family dynasties have had the 
  same whispering prophet advising them 
  for generations. Such families tend to be 
  very powerful indeed.
  WHISPERING
  PROPHET
  
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  216
  Whispering Prophet
  “That one hates her father, and that one knows he’s a coward. The 
  robed one in back is planning on blasting you with lightning, but 
  he keeps messing his spells up and will do it again.”
  5th level leader [aberration]
  Initiative: +15
  Tentacle caress +9 vs. PD—12 damage, and the target is 
  vulnerable to psychic damage (save ends)
  C: Whispered secrets +10 vs. MD (1d3 nearby enemies)—5 
  psychic damage, and the target’s mind is filled with a delusional 
  scene from its past that depends on the roll
  Natural even hit: The target is confused until the end of its 
  next turn as it sees a foe from its past.
  Natural odd hit: The target is weakened until the end of its 
  next turn as it remembers a past failure.
  Rewards of the patron: So long as the attack hits one or more 
  targets, one ally of the prophet’s choice gains a cumulative 
  +1 attack bonus until the end of the battle that increases that 
  ally’s natural attack roll (so a roll of natural 15 becomes a 
  roll of natural 16 with a +1 bonus, or a natural 17 with a +2 
  bonus, etc.). The ally can choose not to use the bonus.
  Saw it coming: Twice per battle as a free action, the prophet can 
  try to avoid a non-critical attack that hits it. The attacker must 
  reroll the attack roll with a –4 penalty.
  Knows the angles: Twice per battle as a move action, the prophet 
  can teleport to anywhere it can see, or to a location it can’t see 
  but that has the correct geometry and that it has previously 
  prepared (a lair).
  Nastier Specials
  Haruspicy master: When an enemy has dropped to 0 hp or lower 
  since the prophet’s last turn, as a quick action it can get a 
  glimpse of the near-future. It grants 1d3 nearby allies a +4 bonus 
  to attacks and to all defenses until the start of its next turn.
  A special secret: When the prophet makes a whispered secrets 
  attack, it can choose to target only one nearby enemy. If it 
  does, it gains a +4 attack bonus against that enemy and the hit 
  effects are save ends.
  AC 22
  PD 
  14 
   
  HP 62
  MD 20
  Building Battles
  Some whispering prophets show themselves openly as members 
  of staff or the family; others prefer to keep themselves hidden in 
  attics or deep, dank basements. Where a battle with one occurs 
  depends on how the prophet prefers to live.
  Oddly, prophets don’t have much of a survival instinct for 
  themselves, although they strenuously encourage their patrons 
  to flee before a deadly and inevitable fight. If that happens, the 
  prophet accompanies their patron. If the patron makes a stand, 
  the prophet does as well and may get cut down in the process.
  It’s rare to find more than one prophet allied with an 
  individual or a family, and they avoid each other except in the 
  rare occasion that each prophet has a different goal in their 
  manipulation of humanity. A typical battle involving one of these 
  creatures will involve the family or individuals they advise, or the 
  guards and mercenaries hired by such families. Prophets almost 
  always know when a fight is inevitable hours before the battle, 
  allowing them to advise their patrons to hire backup.
  Some of those who visit ettercap fanes swear that they’ve 
  seen whispering prophets residing in the corners, listening to the 
  silence intently.
  Whispering Prophets 
  and the Icons
  Whispering prophets don’t cleave particularly closely to any one 
  icon. It says a great deal that no icon claims them, either. They’re 
  both an abomination and an embarrassment to any icon that likes to 
  keep secrets. While an icon may use a whispering prophet to learn 
  information or to reinforce a fading ally, they inevitably corrupt 
  their patron, and it’s unlikely that an icon would send one to help 
  a subordinate whose health or sanity they particularly cared about.
  Archmage: Wizards are traditionally the keepers of arcane 
  secrets, as well as masters of divination. The Archmage 
  occasionally gets blamed for the creation and propagation of 
  whispering prophets. Surely if the Archmage were involved, 
  the prophets’ secrets would come in handy.
  Diabolist: It wouldn’t surprise anyone if the prophets gradually 
  steal souls and are animated by an infernal spirit, in which 
  case the Diabolist is probably behind their dispatch to the 
  desperate. When a desperate woman renounces the gods and 
  prays for surcease, perhaps the Diabolist hears and sends 
  something that can help.
  Emperor: Spreading the rumor that royal families retain their 
  dominance through whispering prophets may end you up in a 
  duel . . . if you’re lucky.
  Lich King: Undead show no particular predilection for 
  whispering prophets, although they have been known to advise 
  particularly powerful and influential undead who seek power. 
  Any powerful undead that can remain in power thanks to their 
  whispers are okay with the One-eyed Lord.
  “It is a loathsome and unnecessary use of 
  haruspicy. Why, we have come so far from the 
  days when we needed to spill intestines just to 
  tell the future! These . . . “advisors” should be 
  driven from the world, and the riches of their 
  patrons donated to true diviners.” 
  —Sendiel Belready, following the advice of his 
  whispering prophet to bring in more assets to 
  his divinatory academy
  
  217
  w h i s p e r i n g  p r o p h e t
  Prince of Shadows: They certainly match the Prince’s style in 
  some ways; they creep in through shadows, they deal in secrets, 
  and they trade in power. Publicly the Prince and his followers 
  disparage whispering prophets and those who require them, 
  however. Using them might even be considered cheating, and 
  while that’s practically a hobby for those who follow the Prince, 
  seldom is such cheating this distasteful.
  Adventure Hooks
  Whispering prophets are tremendously taboo in polite society; 
  proper people simply don’t need to use them, and the benefits 
  they provide are never worth the cost. Of course, that’s easy 
  for rich and happy families to say while they sit around sipping 
  sherry in front of their fire. For normal folks, people who are 
  desperate to find a way out of the situation so their families stay 
  fed in a rough winter, whispering prophets may be the answer to 
  a prayer and the start of societal success.
  Use a whispering prophet as a surreptitious, well-informed 
  manipulator in any political or secret-based adventure. They are 
  always the power behind the throne, and it’s possible that the 
  PCs will thwart several schemes from a family before they realize 
  what the driving force behind the corruption actually is.
  Second Thoughts—An unpopular politician wishes to hire the 
  heroes to prove that a suddenly successful rival is being guided 
  by a whispering prophet. She is of course, one that was recently 
  cast out by the unsuccessful politician when he had an attack 
  of conscience. Now he’s having second thoughts and wants his 
  advisor back, and the knowledge that the key to his success is 
  so close is slowly driving him insane.
  The Reluctant Confessor—A whispering prophet appears to 
  the heroes under a temporary flag of truce. It tells them that 
  it advises a nearby cruel and ruthless demagogue, but that 
  the ruler has become even too cruel for the prophet’s liking. 
  It offers to provide the heroes with information to take the 
  demagogue down. Of course, this could be real or it could 
  be part of a complex plan to manipulate the heroes into a 
  particularly rash action . . .
  The Whisperer’s Web—A whispering prophet has decided 
  to try to control an entire town, setting citizens against one 
  another and making all major decisions for the town. It has 
  many patrons instead of one, and it pulls strings and triggers 
  events to bring about one specific occurrence. What could it be 
  planning, and can anything be done to disrupt the endgame?
  “It is the foulest form of spying. Ruining your 
  soul in exchange for troop movements and 
  battlefield success may be an old tradition, but 
  it’s a damn stupid one.” 
  —General Cargar Brokenroad, dwarven 
  commander, while retreating
  “I have heard that these creatures actually 
  deign to advise the mightiest of dragons. They 
  whisper of mighty and unguarded treasures 
  to take, rich croplands to burn, fat flocks to 
  devour, all in exchange for a few specific acts. A 
  dragon is a majestic beast, but a corrupted and 
  soul-weary one is to be feared.” 
  —Caliandra Selinstar, Knight of the  
  Greater Wyrm
  “If anyone in this guild uses one of the damn 
  things I’ll slit open yer belly myself. We 
  steal secrets the old-fashioned way, with 
  craftsmanship, or we damn well starve.” 
  —Guildmaster Hront, annoyed at  
  pervasive rumors
  
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  Evil but Desperate
  White dragons live in the shadow of the death of their iconic 
  patron, the White, slain by the Wizard King before the founding 
  of the Dragon Empire. White dragons that are more than 
  brutes may live convoluted lives. Of all the evil dragons, whites 
  are the most likely to work as mercenaries for anyone sketchy 
  or desperate enough to employ them. Occasionally, they’re 
  capable of suppressing their evil nature to ingratiate themselves 
  into situations that promise more security than the life of an 
  undersized dragon that’s unable to stand up for its hoard against 
  the bullying of other dragons.
  Keepers of the Dead
  Two of the white dragon options in this entry belong in 
  campaigns that can handle shades of gray. The cenotaph dragon 
  and the mausoleum dragon are most easily phrased as enemies 
  of the Lich King who nevertheless take up residence within the 
  Empire’s graveyards. They enforce proper sacrifices and religious 
  observances in areas where priests of the Gods of Light are not 
  strong enough to ensure that the Lich King is placated by the 
  proper ceremonies and formulas.
  These “keepers” start as devout enemies of the Lich 
  King. They’re taking advantage of a loophole in the Imperial 
  infrastructure to perform a task that many “good” beings find 
  distasteful. Meanwhile, in their heart they’re plotting revenge 
  upon the Lich King. Performing the ceremonies to the letter of 
  the law is ironically a way of keeping that dread lord pacified.
  The loyalties and associations of these white dragons 
  can become unusually twisted. Are they de facto agents of the 
  Emperor? Are they somehow related to the Three? Do they 
  have their own strange bands of human followers or do they 
  occasionally work side-by-side with followers of the Priestess? 
  Are they really entitled to consume the semi-holy by-products 
  of the most serious rituals? Are they telling the truth when they 
  mark graves as unnecessary or offensive to the Lich King, or is 
  that part of their own self-interested plundering? How many 
  innocent people have to be consumed before the authorities or 
  the adventurers decide that the white dragon gravekeepers are 
  no longer the lesser evil? Are they acquiring some connection 
  with holy power through the “proper” channels or are they eating 
  holy relics they shouldn’t be allowed near? How often does one of 
  these creatures fall under the power of the Lich King—and if one 
  did, would anyone notice?
  WHITE DRAGON
  People whisper that white dragons are weak, wannabe monsters, 
  but not true threats. They whisper because people who say these 
  things loudly often die of frost and dragon-bites.
  blizzard
  dragon
  
  219
  w h i t e  d r a g o n
  “They can handle cold but they can’t master 
  fear. I ran a mission that depended on a white 
  dragon delivering a treasure chest to the 
  hellhole south of Spider Wood, the one that 
  used to be run by Zhred when it had all those 
  burning elf parts. Instead of flying into the 
  hellhole, the dragon dropped the chest and flew 
  for home. Well, of course we burned the beast 
  when we caught it years later, but by then that 
  ruined chest had cost me fifty souls.” 
  —unnamed hellmouth  
  torturer/procurement agent
  Given to the Moon
  Moon dragons call those white dragons who mourn for the past 
  “the old bones.” They call themselves the “light of the future” 
  and believe that great deeds could raise one of their kind to the 
  level of an icon, replacing the fallen White. If they’re right, the 
  future looks like Moonwreck: a frozen impact zone shimmering 
  in moonlight.
  White Dragon 
  Hatchling
  Somehow it’s born with the innate ability to consume meals larger 
  than its own body in a single sitting. In case you’re wondering, that 
  means you.
  1st level troop [dragon]
  Initiative: +5
  Vulnerability: fire
  Claws and bite +6 vs. AC (2 attacks)—4 damage
  Natural 16+: The hatchling can make an ice breath attack as a 
  free action.
  [Special trigger] C: Ice breath +6 vs. PD—4 cold damage
  Natural odd miss: The hatchling takes 1d3 damage.
  Freezing vapors: When the hatchling scores a critical hit, it 
  prevents the escalation die from increasing at the start of the 
  next round.
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a 12+ on the attack roll or the dragon takes 
  half damage.
  AC 15
  PD 
  12 
   
  HP 28
  MD 8
  Cenotaph Dragon
  In retrospect, the Lich King wishes that the original gravepacts 
  had specified that dragons were not proper officiants.
  3rd level troop [dragon]
  Initiative: +8
  Vulnerability: fire
  Claws and bite +7 vs. AC (2 attacks)—6 damage
  Natural 16+: The cenotaph dragon can make an infused ice 
  breath attack as a free action.
  [Special trigger] C: Infused ice breath +7 vs. PD (1d3 nearby 
  enemies)—6 cold damage
  Natural 20: The target also takes 5 ongoing holy damage (in 
  addition to double damage for crit).
  Natural odd hit or miss: The dragon takes 1d6 damage.
  Resist cold and negative energy 12+: When a cold or negative 
  energy attack targets this creature, the attacker must roll a 
  natural 12+ on the attack roll or it only deals half damage.
  AC 18
  PD 
  18 
   
  HP 48
  MD 14
  Mausoleum Dragon
  A larger white dragon that no longer fits in a cenotaph moves 
  on to take up residence in a mausoleum. There haven’t been any 
  complaints from the previous occupants, so far.
  Large 5th level troop [dragon]
  Initiative: +9
  Vulnerability: fire
  Claws and bite +9 vs. AC (2 attacks)—16 damage
  Natural 16+: The mausoleum dragon can make an infused ice 
  breath attack as a free action.
  [Special trigger] C: Infused ice breath +9 vs. PD (1d3 nearby 
  enemies)—14 cold damage
  Natural even hit: The target also takes 7 ongoing holy damage.
  Natural odd hit or miss: The dragon takes 2d6 damage.
  Infused blood: When an enemy scores a critical hit against the 
  mausoleum dragon, the dragon gains the following ability 
  until the end of the battle: When an enemy is engaged with the 
  dragon at the start of its turn, it takes 5 holy damage.
  Resist cold and negative energy 16+: When a cold or negative 
  energy attack targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage.
  AC 20
  PD 
  20 
   
  HP 140
  MD 16
  
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  220
  Blizzard Dragon
  When ice falls from the sky and you hear the distant beating of 
  wings somewhere above, you really need to search for cover now.
  Large 6th level wrecker [dragon]
  Initiative: +10
  Vulnerability: fire
  Claws and bite +10 vs. AC (2 attacks)—18 damage
  Natural 16+: The blizzard dragon can make a blizzard 
  breath attack as a free action.
  [Special trigger] C: Blizzard breath +10 vs. PD (each nearby 
  creature)—20 cold damage, and 5 ongoing cold damage
  Natural 18+: The target takes 10 ongoing cold damage instead of 5.
  Natural odd hit or miss: The dragon takes 2d6 damage.
  Continuous breath: A blizzard dragon can use blizzard breath as 
  its standard action during the round after it uses the breath as 
  a free action. Blizzard breath doesn’t deal miss damage to the 
  dragon when used as a standard action.
  Resist cold 14+: When a cold attack targets this creature, the attacker 
  must roll a natural 14+ on the attack roll or it only deals half damage.
  Wreathed in snow and cold: When an enemy is engaged with the 
  blizzard dragon at the start of its turn, it takes 5 cold damage.
  AC 22
  PD 
  19 
   
  HP 175
  MD 15
  Moon Dragon
  If this is the true face of the moon, pray the sun will remain 
  the stronger.
  Huge 7th level troop [dragon]
  Initiative: +12
  Claws and bite +12 vs. AC (2 attacks)—40 damage
  Natural 16+: The moon dragon can make an ice breath attack 
  as a free action.
  Both attacks miss: If the full moon is within seven days, or if the 
  battle is in Moonwreck, the moon dragon’s next ice breath 
  attack this battle will deal double damage.
  [Special trigger] C: Ice breath +12 vs. PD (1d3 nearby 
  enemies)—32 cold damage
  Lunar resonance: A moon dragon gains a +1 bonus to attacks when the 
  full moon is within seven days. A moon dragon takes a –1 penalty 
  to all defenses and gains vulnerability: fire when the new moon is 
  within seven days. For moon dragons in Moonwreck, the power of 
  the full moon is always with them, so many of them lair there.
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage.
  AC 23
  PD 
  21 
   
  HP 324
  MD 17
  Building Battles
  Blizzard dragons sometimes hire themselves 
  out to frost giant jarls as muscle against 
  other clans or for attacks against 
  fire giant holds in exchange for 
  particularly valuable treasures.
  While cenotaph dragons and 
  mausoleum dragons find purpose in 
  putting down the undead servants 
  of the Lich King, that doesn’t mean 
  that the PCs might not get caught 
  up in a cleansing effort while fighting 
  such creatures in a graveyard or old 
  battlefield. Some isolated dwarven clans 
  also work with those dragons to maintain 
  the rites and protections upon the crypts of 
  their ancestors in the deep mountains, making 
  sure the spirits remain at peace. They will be very 
  suspicious of any adventurers snooping around.
  During harvest moons, moon dragons become infused with 
  power and are more aggressive. During lunar eclipses, they either 
  hide away in agony, or are overcome by short-term insanity, 
  attacking anyone or anything that comes near their territory. Moon 
  dragons will work with any creature they believe can further their 
  goals and are often encountered with other moon-fixated beings 
  such as lycanthropes, members of the Elven Court, and lunatics.
  White Dragons  
  and the Icons
  As noted, all but the most heroic icons might make occasional 
  use of a white dragon’s abilities.
  Archmage: If moon dragons leave Moonwreck, the Archmage 
  expects his followers to be able to handle them. But Moonwreck 
  itself is a no-fly zone for most mainstream wizards, so there 
  may be opportunities for adventurers who aren’t afraid of a bit 
  of chaotic turbulence.
  Great Gold Wyrm: An evil dragon is an evil dragon. What part 
  of evil dragon are you failing to slay?
  Orc Lord: Black dragons occasionally work with orcs from a 
  position of power, turning the orcs toward the Three. White 
  dragons have no such leverage.
  Priestess: Cenotaph dragons and mausoleum dragons aren’t 
  welcome at the Cathedral, but the Empire’s graveyards are a gray 
  zone that the Priestess can’t entirely control. There may be voices 
  in her soul that counsel patience, and that the white dragons 
  might learn more than they expect by ingesting holy relics.
  Lunar Cycle
  Don’t know what phase the moon is in? Roll a d4.  
  1: It’s within seven days of a full moon; 2–3: It’s not 
  near a full moon or new moon; 4: It’s within seven days 
  of a new moon.
  
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  w h i t e  d r a g o n
  “Their slide is irreversible. Give them four more 
  ages and they will no longer remember that 
  they were dragons.” 
  —Yorlon Elumaneth, high elf sage
  Adventure Hooks
  White dragons make great filler villains, working at least temporarily 
  for most any evil master, or perhaps two or three at a time.
  Grave Questions—Look at the list of questions that ended the 
  Keepers of the Dead section above. Every question could turn 
  into an adventure.
  Premature Hatchery—The PCs are tipped off to a ship that’s 
  carrying illegal evil artifacts toward Shadow Port. When the 
  hunt is over and the PCs catch the smugglers, the contraband 
  hatches: a large clutch of white dragon eggs. And those 
  hatchlings are hungry!
  Winter is Walking—A Koru behemoth seems unperturbed by 
  the blizzards rolling off its back to cover the lands its passes 
  through. A pair of blizzard dragons aren’t disturbing the 
  behemoth, but the sudden winter they bring and their raids 
  for food and treasure require a response. If the PCs appreciate 
  the cold and want to parley, cue an intervention led by forces 
  of the High Druid.
  mausoleum
  dragon
  
  w - z
  222
  Arcane Plague 
  or Just Poor 
  Spellcasting?
  Other legends, as is customary, 
  blame wibbles on the reign 
  of the Wizard King. But the 
  other monsters attributed 
  to the Lich King’s former 
  title are usually a lot more 
  deadly than these weird 
  little floating motes of 
  arcane energy.
  Wibbles look like a 
  loosely clumped group 
  of dirty-brown or purple 
  soap bubbles, floating and 
  bumping along together. 
  Each bubble is about the 
  size of a guinea pig. A 
  specific wibble will be 
  composed of anywhere 
  between four and fourteen 
  bubbles—the number 
  shifts as the wibble moves 
  and takes damage. Very 
  rarely the component 
  bubbles twist themselves 
  into recognizable shapes, 
  but it’s generally regarded 
  as bad luck to see shapes 
  in wibbles, because it 
  means you’re paying too 
  much attention to them 
  and you might make 
  more. Claiming that you 
  can communicate with 
  wibbles is even worse. Get. 
  A. Life.
  Despite all attempts to 
  hunt down and exterminate 
  the metaspells that lead to wibble 
  creation, wibbles continue to more-
  or-less spontaneously erupt in areas that 
  experience more than their share of magic 
  fumbles—arcane fumbles, to be precise, and nearly always 
  wizardry-related. Bardic academies have never had the serious 
  problems with wibbles that wizard academies have, though 
  repeated bardic fumbles have been known to generate a wibble 
  or two. Wibbles created by sorcerous mishaps are even rarer.
  Somehow widely separated wibbles manage to find each 
  other and join in small packs. They sweep through the world in 
  random directions, heading underground when possible.
  Unlike many other monsters that are constantly a threat, 
  wibbles often float by an adventuring party, a merchant’s wagon, 
  a family picnic, or even an entire village without causing any 
  fuss. Wibbles ignore other beings until one of three conditions 
  occur: a) someone attacks a wibble; b) a sentient creature bleeds 
  profusely nearby a wibble; or c) someone casts a spell nearby 
  a wibble. Once one of those conditions occurs, wibbles begin 
  WIBBLE
  If the legends are true, wibbles were created inadvertently as a side effect of a semi-
  automatic error monitoring system in wizard academies. If those same legends can 
  be believed, the wizards responsible somehow managed not to lose their tenure.
  
  223
  w i b b l e
  attacking any creature they can reach, more or less randomly. 
  They don’t take sides other than the side of wibbles vs. the 
  world. They don’t even preferentially target profusely bleeding 
  spellcasters. Every other sentient being is a target.
  Animals that are less intelligent than people don’t appear to 
  count. Wibbles pay attention to those with sentience, the type 
  of people capable of casting spells. A flotilla of wibbles will float 
  right past wolves feasting on a deer. But if those wolves were 
  feasting on a still-breathing gnome? Wibble rampage.
  Wibble
  1st level mook [construct]
  Initiative: +1
  R: Force burp spell +6 vs. PD—4 force damage
  Disengaged: Wibbles gain a +5 bonus to disengage checks. They 
  also don’t remain engaged with their foes and will move every 
  turn in battle. When they fail a disengage check, a wibble 
  moves away anyway.
  Eruptive blorp: When an enemy hits a wibble with a melee attack, 
  it takes force damage equal to its level.
  Flight: Wibbles waft about. They can fly well enough to ignore 
  most wind, but not strong gale winds.
  Whiff and wibble: When a creature makes a non-spell attack 
  against a wibble and rolls a natural 1–2, 1d3 new wibbles are 
  created in the same area. These new wibbles typically melt 
  back into their “parent” at the end of a battle if not destroyed, 
  but sometimes they remain separate and drift off on their own.
  AC 13
  PD 
  13 
   
  HP 6 (mook)
  MD 13
  Mook: Kill one wibble mook for every 6 damage you deal to the mob.
  Building Battles
  Wibbles don’t team up with other creatures. It’s just wibbles 
  all the way down. On the other hand, the whole “triggered-
  by-blood” thing means they have a tendency to show up in the 
  middle of a battle and start force-burping on everyone involved. 
  Or on just the humanoids if it’s a fight against animals or oozes or 
  something the wibbles can’t be bothered to target.
  Wibbles and the Icons
  The Archmage is apparently unable to untangle himself from 
  the Wizard King’s legacy of the past, so he makes the best of it. 
  With the threat of being assigned to the Wibble Patrol, Horizon’s 
  bureaucrats tend to conduct themselves a notch or two better 
  than bureaucrats conduct themselves everywhere else. The Lich 
  King has been quiet on the subject of wibbles.
  Adventure Hooks
  As an unintentional byproduct of clumsy arcane activity, wibbles 
  might be a bit more useful than they would at first appear. On the 
  other hand, there’s not a whole lot going on with them, except 
  for the fear-of-whiffing-duplication. So when the PCs are tired of 
  wibbles, don’t force the issue; it’s a flavor that could pall.
  Cultist Giveaway: If you’re in the middle of nowhere, out in the 
  wilds or the wastes or the mountains of the giants, and you’re 
  suddenly a spectator as a flotilla of wibbles trundle and bundle 
  past against the wind, you just got a clue that there’s more 
  going on there than you’d expect. Someone nearby is using 
  arcane magic badly. It’s like a big “Kick Me” sign plastered on 
  the cultists’ hidden temple. (Cultists never seem to pick up on 
  the Wibble Patrol concept.)
  Koru Wibble: One of the Koru behemoths is sending off a 
  veritable plume of wibbles. They don’t bother the Koru any, 
  but the same can’t be said for the lands near the migration 
  path. Someone needs to get up there and find out what is going 
  on. It’s not like whoever is responsible could be a powerful 
  wizard, if they’re screwing things up this badly. Right?
  “No, I’m not going to tell you what wibbles are 
  actually good for. If you’re still so interested 
  after the next round of negotiations, I’ll have 
  my demons drop you off at a hellhole and you 
  can pursue the question with the locals.” 
  —Jaklyn, summoner
  “No one sees wibbles created by sorcery because 
  any sorcerer who creates a wibble is obligated 
  to kill all witnesses.” 
  —Three-Tooth, Blue sorcerer
  
  w - z
  224
  “I remember my builder’s hands. They were rough, 
  scarred from gears cutting and tools breaking. But 
  they moved like birds. They built me without 
  me ever feeling them. When the last bolt was 
  tightened, my creator whispered in my 
  ear. The last words of a last breath. The 
  first words of the rest of my life. I know 
  my purpose. There are few others in 
  any age who can say the same.” 
  —Kliltikbong, apex zorigami
  The Beating 
  Clockwork 
  Heart of 
  the World
  Zorigami are living clockwork 
  creatures built with brass-like gears 
  that turn in perpetual motion. 
  Each clockwork has a unique, 
  porcelain face. The zorigami are 
  the timekeepers of each age. All the 
  zorigami are built at the beginning of 
  the age. As the zorigami get older, they 
  increase in size. They don’t grow like 
  living beings, but build themselves up with 
  parts discovered in their travels. One by one 
  the zorigami are ruined by natural disasters, 
  battles, and eventually each other. When the last 
  zorigami dies, the age begins its tumultuous end. 
  If the icons are privy to this knowledge, they 
  keep it to themselves.
  Dawn zorigami are small 
  clockworks built to be spread out 
  throughout the world. They are most 
  often seen during the beginning of an 
  age. These zorigami seek out all the 
  experiences the age has to offer. They 
  are playful and curious, which usually 
  gets them into trouble. They are also social creatures that 
  don’t understand the lines between good and evil. They often 
  befriend hostile creatures or are tricked by malevolent creatures 
  into working for them. The dawn zorigami generate a field of 
  slowed time for their own protection. They are very delicate in 
  this phase and use the time field to escape whatever dangers 
  threaten them in the world.
  Apex zorigami are at the height of zorigami power. They 
  are lithe machines who built themselves up for maximum 
  efficiency. To survive in the dangerous world, they become deadly 
  combatants. Apex zorigami move with a speed and precision that 
  few truly appreciate. They are bold adventurers in their own right, 
  unafraid of the dangers that threatened them when they were first 
  built. Apex zorigami operate in packs for protection and often 
  push each other to bold challenges, creating a stirring sense of 
  brotherhood among them. They quickly learn that time is limited 
  and enjoying the thrills of the world is a game for the young.
  The dusk zorigami have completed their construction and 
  seek out other zorigami to battle to the death. The victorious 
  zorigami repairs itself from the remains of its fallen brethren. 
  The last zorigami will wind down naturally from lack of new 
  parts if it isn’t destroyed first.
  Somehow the zorigami always return at the start of the next 
  age, but it’s unclear who builds the newest set. Legends speak of a 
  creator figure called the Midnight Zorigami, but legends often lie.
  ZORIGAMI
  dawn 
  zorigami
  
  225
  z o r i g a m i
  Dawn Zorigami
  The egg-shaped thing sticks close to the other creatures. As you 
  approach it, a strange numbness comes over you. Like time itself is 
  fighting on the little guy’s side.
  3rd level spoiler [construct]
  Initiative: +6
  Headbutt +8 vs. AC—10 damage, and the target moves down 
  1d6 points in initiative order
  R: Ray of wasted time +8 vs. MD (1d3 nearby enemies or one 
  far away enemy)—5 psychic damage, and 5 ongoing psychic 
  damage
  Natural 16+: The target also moves down 1d6 points in 
  initiative order.
  A moment of silence: The escalation die does not increase the 
  round after a dawn zorigami drops to 0 hp.
  On pause: A creature that is reduced to a negative initiative 
  count in a battle involving one or more dawn zorigami moves 
  forward in time, reappearing somewhere nearby in a number 
  of minutes equal to their negative initiative count, presumably 
  long after the current battle is over. The target may be confused 
  by this effect, since the ways of zorigami are mysterious.
  AC 22
  PD 
  13 
   
  HP 30
  MD 17
  Apex Zorigami
  The clockwork man moves with a fluidity of motion you’ve never 
  seen. Every blocked attack offers a perfect chance of reaction. 
  Every cut is precise and deadly. You would weep at the beauty if it 
  weren’t trying to kill you.
  6th level spoiler [construct]
  Initiative: +11
  Multi-geared mace +11 vs. AC—20 damage
  Natural even hit or miss: The target can’t use the bonuses and 
  powers of one of its randomly determined true magic items 
  until the end of the battle.
  R: Spray of sharpened gears +11 vs. AC (1d3 nearby enemies 
  or one far away enemy)—15 damage
  Miss: 8 damage.
  Lethal parries: When an enemy engaged with the apex zorigami 
  misses it with an attack, the apex zorigami rolls a normal save; 
  on a success, it can make a multi-geared mace attack as a free 
  action.
  Take five: The escalation die does not increase the round after an 
  apex zorigami is staggered or drops to 0 hp.
  AC 24
  PD 
  17 
   
  HP 75
  MD 19
  Dusk Zorigami
  The clockwork creature rises from the throne. You can see the 
  patchwork parts welded to its frame but there’s nothing patchwork 
  about the weapons cycling through its hands as it chooses between 
  tools for your demise.
  10th level wrecker [construct]
  Initiative: +18
  Arm full of blades +15 vs. AC (2 attacks)—30 damage
  Natural even hit: The target is hampered (save ends).
  Natural odd hit: The target can’t heal using its own recoveries 
  (save ends).
  Natural 1–5: The dusk zorigami can make a shaking the 
  hourglass attack against a single target as a free action.
  C: Shaking the hourglass +15 vs. MD (each nearby enemy not 
  engaged with a zorigami)—20 psychic damage, and the target 
  is vulnerable (save ends)
  Natural even hit: The escalation die increases by one.
  Natural odd hit: The escalation die decreases by one.
  The ticking clock of its own mortality: While it’s staggered, the 
  dusk zorigami uses the escalation die.
  AC 28
  PD 
  23 
   
  HP 200
  MD 23
  Nastier Specials
  The zorigami currently enjoy time-manipulation powers that 
  mess with the escalation die. Those powers could extend beyond 
  such mechanics. While a zorigami is in the battle, all ongoing 
  damage could require a hard save to end as the zorigami speeds 
  up the bleeding of a wound or the burning of acid. Or abilities that 
  affect initiative could reduce it by double the normal amount. 
  Speeding combat makes battles more exciting but deadlier, while 
  slowing it down offers more tactical satisfaction at the cost of 
  devoting hours of play time to minutes in the game world.
  Building Battles
  Dawn zorigami can be encountered almost anywhere—their 
  curiosity and self-preservation skills might see them allied with 
  most any intelligent creature, especially prismatic ogre mages. 
  Apex zorigami travel in packs of their own kind and will often test 
  themselves against adventurers at the urging of their comrades. 
  Some groups get invited to the estates of the rich and powerful, 
  who hold grand tournaments that are open to all comers to see 
  who can best the zorigami—it’s a sign of great prestige to host one 
  of these rare tournaments. Dusk zorigami are mostly concerned 
  about finding others of their kind to battle, but this passion can 
  lead them to work with unsavory sorts who trade knowledge of 
  their rivals for assistance. Rakshasas, in particular, seem to use 
  this ploy quite often.
  
  w - z
  226
  Zorigami and the Icons
  Archmage: The Archmage is fascinated by constructs. The 
  zorigami aren’t his work, but one suspects he wishes they were. 
  The fact that he hasn’t successfully reverse-engineered them 
  or figured out how to control them doesn’t mean he is going to 
  stop trying. The Archmage’s lieutenants always have time for 
  adventurers bearing clockwork gifts.
  Dwarf King: Dwarves have a reputation for meticulous 
  craftsmanship and building things to last. The dwarf-forged, 
  should they exist in your setting, could be reverse-engineered 
  zorigami. They could also be the zorigami themselves, which 
  would give the Dwarf King immense power if he knows how 
  to build them. It’s more likely, however, that he isn’t 
  their creator and seeking out the origin 
  of the zorigami could become an 
  obsession above and beyond his 
  duties as ruler. The Dwarf King 
  seeks these creatures as an 
  artist first and as a ruler 
  second. Destroying them 
  is a sure way to gain 
  his ire.
  Lich King: Immortality through undeath is how the icon stays 
  in power. When there are other avenues to living forever, the 
  Lich King is humbled. He doesn’t handle humility well and 
  actively seeks the destruction of the zorigami. Should that 
  bring about the end of the age, as the legends claim, so be it. 
  Better that he holds the knife that slits his throat.
  apex
  zorigami
  
  227
  z o r i g a m i
  Clockwork 
  Management
  Zorigami are an element that offers a chance to tell stories 
  beyond the current age. There have been twelve known ages 
  before this one, with plenty of heroes, villains, and icons in each. 
  The zorigami offer a living link to these eras, either as relics 
  that survived or as the clock ticking down the length of the 13th 
  Age. Even if the rumored midnight zorigami is now the ultimate 
  progenitor of the clockwork people, someone else originally 
  created them for a purpose. Exploring that purpose could be 
  the basis for an entire campaign. High fantasy offers a chance to 
  muck about in areas that are normally contained in science and 
  speculative fiction.
  Flashbacks to a previous age can tie in a theme of fate to a 
  campaign. A zorigami might reveal that the heroes were a band 
  that came together in an earlier age. They have returned because 
  the current age is at a crossroads, and they are needed again. 
  Take it a step further, and the adventurers could be some of the 
  icons from the previous age. They could have joined together to 
  reclaim their status. They could be in this age to make sure the 
  current icons don’t make the same mistakes that ended the earlier 
  age. The zorigami have witnessed it all in their incarnations.
  Linking the zorigami to the past offers a good connection 
  to the previous ages. Their timelessness could also provide clues 
  to future ages. The past, present, and future have no distinctions 
  for zorigami, and perhaps they know the future because of their 
  insight into the mechanics of the universe. Such power would 
  make the zorigami valued by the icons and those who wish to 
  usurp them. It’s also bound to cause friction in a group of heroes, 
  especially if a zorigami says that one in the group will betray the 
  rest, for example.
  The zorigami can also function as guards against timeline 
  alterations. Much like white blood cells, they show up when a 
  change to the natural order (an infection) breaks out and go 
  after the offenders. Huge magical events could cause divergent 
  timelines and the zorigami are deployed to make sure that 
  everyone stays in their lane. Perhaps the PCs believe that the 
  event serves the greater good and are actively enabling it, or 
  perhaps the PCs are playing “evil” versions of themselves who 
  have entered the world to make things go their way. Either way, 
  the zorigami are there to stop them so that things happen the way 
  they should.
  Time travel is a tricky subject to handle, but the zorigami 
  are an excellent key to unlock the door. The zorigami could enlist 
  the adventurers to help a time traveler with a powerful artifact 
  bent on shaping history in his own image. If the adventurers are 
  slaughtered in the future and one lone survivor somehow travels 
  back in time to warn of the impending doom, the zorigami hunt 
  this traveler relentlessly. Plant the seeds for a time war during 
  the adventurer tier and then let the fun fly at the epic levels of a 
  campaign with rousing battles across time and space itself.
  Names
  Zorigami names are appropriated from their language. They 
  speak through a complex series of clock noises, such as ticking, 
  the clunk of gears turning the hour hand, or the chimes of the 
  day. They don’t differentiate between male and female (though 
  their forms may mimic these ideas). Names include Bingtickclick, 
  Tacktacktack, Clunkbongbong, and Ticktickticktickbong.
  Adventure Hooks
  A Clockwork Dilemma—A storm drives the adventurers into a 
  noble’s castle. During a feast in the heroes’ honor, the intrigues 
  of the noble family threaten to overcome everyone. A chance 
  moment reveals that the entire family is made of human-
  looking clockworks.
  The Assembled Man—The adventurers find an unusual piece of 
  metal or a gear in a treasure hoard. They find more pieces in 
  other raids until they have enough to assemble a zorigami. The 
  zorigami can protect the adventurers but only after it’s built. 
  Until then, all the icons are hunting the group—even those 
  friendly with the party.
  “They may not be demons, but they are certainly 
  not allies. Still, they serve their uses. Placing a 
  gear on the tongue of a possessed man freezes him 
  in place until the General can deal with him.” 
  —Kurosa, gnome paladin
  
  13 th age bestiary
  228
  MONSTER CREATION
  Sometimes a game doesn’t have the exact monster that you 
  want. When this happens, you have three options: reskinning, 
  tweaking, or making a monster from scratch. We’re going to walk 
  you through the three approaches. Together we’ll create a fire-
  monkey, a flaming winged gorilla, and an evil wizard.
  RESKINNING AN 
  EXISTING MONSTER
  Reskinning is changing a monster in minor cosmetic ways. Let’s 
  use the example of a fire-monkey, a monster we just made up. 
  There are no stats for it and we need some.
  First think about what the monster is. It’s a monkey, so it’s 
  probably not a high-level creature. It’s on fire. It attacks in packs. 
  Flipping through the monsters in the 13th Age core rules quickly 
  brings up the wolf on page 207.
  WOLF
  Even the best prepared adventuring parties can be torn apart by 
  something as simple as a pack of wolves.
  1st level troop [beast]
  Initiative: +4
  Bite +5 vs. AC—5 damage
  Pack attack: This creature gains a +2 bonus to attack and damage 
  for each other ally engaged with the target (max +4 bonus).
  AC 17
  PD 
  15 
   
  HP 28
  MD 11
  Okay, that looks promising—let’s turn it into a fire-monkey . . . 
  FIRE-MONKEY
  The Cairnwood is full of these howling and screeching beasts. 
  At the slightest provocation, they burst into flame, their sweat 
  igniting on them like an oil-soaked bonfire.
  1st level troop [beast]
  Initiative: +4
  Flaming-monkey punch +5 vs. AC—5 fire damage
  Pack attack: This creature gains a +2 bonus to attack and damage 
  for each other ally engaged with the target (max +4 bonus).
  Immune to natural fire: The fire-monkey takes no damage from 
  non-magical fire.
  AC 17
  PD 
  15 
   
  HP 28
  MD 11
  We’ve made three cosmetic changes: name, flavor text, and 
  attack name. We gave it an immunity to non-magical fire because 
  it needs to be safe from itself, but that ability doesn’t impact 
  spells that use fire or magical flaming weapons. (Alternately, we 
  could have given it resist fire 2+.) We add “fire” to its damage 
  type because these monkeys can burst into flames. Now it’s a 
  wolf reskinned into a fire-monkey!
  TWEAKING AN 
  EXISTING MONSTER
  Not every beastie you can imagine has a cognate in a pre-existing 
  monster. Sometimes you can find a close match that needs 
  tweaking. We want a flying fire-gorilla for an evil wizard to ride. 
  The drider from page 223 of the core rules fits best, but isn’t 
  exactly what we need, so we’ll tweak it.
  DRIDER
  A drider is a drow transformed into a centaur-like combination of 
  elf and giant spider. Diverse curses have created driders, but in the 
  13th Age, most driders owe allegiance to dark gods, particularly 
  a drow spider goddess whose name elves are loath to pronounce.
  Large 6th level caster [beast]
  Initiative: +10
  Sword or mace +9 vs. AC—20 damage 
  Natural even hit: The drider can make a poison bite attack as 
  a free action.
  [Special trigger] Poison bite +9 vs. PD—10 poison damage, and 
  10 ongoing poison damage
  R: Lightning bolt spell +11 vs. PD—30 lightning damage 
  Natural even hit: The drider can make a lightning bolt spell 
  attack against a second nearby enemy, followed by a third 
  and final different nearby enemy if the second attack is also 
  a natural even hit.
  C: Web attack +11 vs. PD (up to 2 nearby enemies in a group)—
  the target is hampered (save ends) 
  Limited use: 1/round as a quick action, if the escalation die is even.
  AC 21
  PD 
  15 
   
  HP 170
  MD 20
  
  229
  The sword or mace attack can be reskinned to a mighty gorilla 
  punch, and the poison bite is easy enough to reskin to a flaming 
  bite. The drider’s web attack and lightning bolt spell attack are 
  problems, so I’ll need to replace them. The web attack can wait—
  lightning bolt is way off-flavor for gorillas. But wait! Gorillas are 
  known for flinging poop, so why not a flaming poop attack? This 
  is going to be a memorable battle for my players.
  That leaves the web attack, and as much as a net made of 
  flaming gorilla drool makes me chuckle, I want something a bit 
  more serious. The web attack is something that the drider can 
  do every other round, can be used at range yet doesn’t provoke 
  opportunity attacks, targets up to two creatures, and imposes a 
  condition. Wait—our gorilla flies, so why not give it some sort of 
  flight-related ability? I think a wing buffet that blows over nearby 
  enemies would work.
  FIRE-GORILLA
  Thankfully rare, these winged beasts rule the areas near the 
  Cairnwood hellholes. Some of them are tameable, and wizards 
  sometimes ride them into battle. Like their smaller fire-monkey 
  cousins, their saliva and sweat burns like lamp oil.
  Large 6th level spoiler [beast]
  Initiative: +10
  Mighty punch +9 vs. AC—20 damage
  Natural even hit: The gorilla can make a fiery bite attack as a 
  free action.
  [Special trigger] Fiery bite +9 vs. PD—10 fire damage, and 10 
  ongoing fire damage
  R: Flaming poop +11 vs. PD—30 fire damage 
  Natural even hit: The gorilla can make a flaming poop attack 
  against a second nearby enemy, followed by a third and final 
  different nearby enemy if the second attack is also a natural 
  even hit.
  C: Wing buffet +11 vs. PD (up to 2 nearby enemies in a 
  group)—The target pops free from all enemies and is dazed 
  (save ends), and the gorilla can fly somewhere nearby and land 
  as a free action if it wishes
  Limited use: 1/round as a quick action, if the escalation die is even.
  Immune to natural fire: The fire-gorilla takes no damage from 
  non-magical fire.
  AC 21
  PD 
  19 
   
  HP 170
  MD 16
  We also swapped the gorilla’s MD and PD, then raised the MD by 
  1 and lowered the PD by 1. These beasts aren’t very smart, but 
  are tough and difficult to target with spells due to them flying 
  about. We also gave them immunity to non-magical fire. Our 
  flying flaming gorilla is ready for an evil wizard to ride.
  CREATING A 
  MONSTER FROM 
  SCRATCH
  Sometimes you have an idea for an awesome monster that is 
  nothing like anything in the books, so you decide to start from 
  scratch. First decide what the monster is? Having a strong 
  concept will help with all of your other decisions.
  A wizard who lives in or near the Cairnwood. He rides a flying 
  burning gorilla. He commands an army of flaming monkeys. He’s 
  evil, and uses magic.
  Keeping that concept in mind will generate a stronger design. If 
  a monster has dozens of different powers or no uniting theme 
  it will be confusing for you and the players. The theme for this 
  wizard is fire and monkeys.
  Now how strong? We want the wizard to count as a monster 
  that is the equivalent of one and a half 3rd level adventurers, and 
  looking on the building battles chart on page 186 it shows that 
  to do that the wizard would need to be a 4th level monster (one 
  level higher).
  The wizard is a level 4 normal creature.
  Great! Now flip to page 254 at the end of the monster section in 
  the core 13th Age rules for guidelines for DIY monsters. It shows 
  the following stats: 
  Only a very few creatures cause fear so we’ll ignore that. We’ll 
  set the wizard’s MD as the better defense at 18 and his PD at 14, 
  because this guy is a wizard—he’s bright but not so tough. The 
  core book has a lot of tips about making monsters tough-but-
  clumsy or larger or otherwise modifying the base stats, but we’ll 
  say that this wizard is just a human with a bit of magic to him and 
  leave the base stats. Also, looking at the initiative modifier chart 
  on page 252 of the core rules, we decide that the wizard has only 
  average reaction times, which is level + 2.
  The wizard’s initiative is +6.
  Here’s what we have now . . .
  Monster 
  Level
  Attack 
  Bonus
  Strike 
  Damage
  HP
  AC
  Better 
  Defense
  Lesser 
  Defense
  Fear  
  threshold 
  (hp)
  4
  9
  14
  54
  20
  18
  14
  18
  
  13 th age bestiary
  230
  EVIL WIZARD GUY
  He’s evil, a wizard, has flaming monkeys and stuff.
  4th level caster [humanoid]
  Initiative: +6
  . . . and some sort of attacks, with around +9 to hit and 14 damage
  AC 
  20
  PD 
  14 
   
  HP 54
  MD 
  18
  That takes care of most of the basic details of this wizard, except for 
  his name and his attacks and special abilities. Does he have a knife 
  that he’ll stab you with, or a staff carved with demonic monkeys 
  that he’ll hit you with? What fiery spells can he cast? Before we talk 
  about attacks, you need to know about design technology.
  THE TECHNOLOGY 
  OF THE MIGHTY D20
  In a traditional d20-rolling game, when a monster hits it rolls 
  damage dice, and maybe a natural 20 doubles the damage roll. 
  Those three states are about it: miss, hit, crit. Other effects 
  happen regardless of the roll.
  The d20 can do a lot more, as you’ve probably noticed in the 
  monsters that we built above. Here’s a list of common possible 
  outcomes: Hit, Natural even hit, Natural odd hit, Natural 16+, 
  Natural 20, Miss, Natural even miss, Natural odd miss, Natural 
  even hit or miss, Natural odd hit or miss, Natural roll above 
  ability stat, Natural roll below ability stat. But really you can 
  devise any trigger condition you want.
  By thinking about what you want a monster to do, you can 
  key the results of its actions to its d20 attack rolls. There’s an 
  example of that when we get back to building our Evil Wizard, 
  but for now let’s break down what you can do with each of the 
  triggers listed above.
  Hit: The monster’s attack roll is equal to or higher than the 
  target’s defenses and it has hit. The hit damage and effect, if 
  any, happen. If a wolf bites you, you take 5 damage.
  Natural even hit, Natural odd hit: The monster hits you, and 
  an effect that happens about half the time it successfully hits 
  triggers depending on odd or even. If a dire bear hits you, then 
  half the time it deals 2d6 extra damage.
  Natural 16+, Natural 18+, etc.: The monster has made a really 
  effective attack or series of attacks, opening up the way for 
  something exceptional to happen. The chance of the extra 
  effect triggering is 5% per point of the range that is set. You 
  can have multiple instances of trigger numbers with different 
  effects that are either cumulative or not. If a black dragon hits 
  you with a claw and bite attack with a 16+, not only do you take 
  18 damage from the savage mauling but also 10 ongoing acid 
  damage from the acidic saliva that splashes over you.
  Natural 20: As above, but the damage is also doubled because it’s 
  a critical hit.
  Miss: The monster’s attack wasn’t as effective as it could have 
  been, but it still has some impact. You can design monsters with 
  miss damage or miss effects. For example, a bulette deals 45 
  damage on a hit with its terrible bite attack, and 22 damage on 
  a miss. Even getting head-butted by a bulette that misses biting 
  you still really hurts! Flesh golems that miss heal themselves.
  Natural even miss, Natural odd miss: The monster has missed 
  you, but it does something interesting that only happens about 
  half the time when it misses, depending on odd or even. A half-
  orc tribal champion heals itself on an odd miss.
  Natural even hit or miss, Natural odd hit or miss: Something 
  interesting has happened that only triggers about half the time. 
  On a natural even roll some dragons can bite as a free action. 
  If a stone golem rolls even you become hampered, but if it rolls 
  odd you are dazed.
  Natural roll above [ability stat]: If monster’s natural attack roll 
  is higher than one of the target’s stats, something interesting 
  happens, regardless of any hit or miss effects. This is usually a 
  bad thing for the adventurer. We mainly use it for environmental 
  conditions surrounding creatures that are full of disease or 
  breathe out an illness-causing misama, or for creatures that 
  trap an area and try to trick you into setting off traps. If a 
  ratling filth-wizard attacks you and the natural attack roll is 
  higher than your Constitution, you catch a disease—YUCK!
  Natural roll below [ability stat]: If the monster’s natural attack 
  roll is lower than one of the target’s stats, something interesting 
  happens, usually beneficial for the adventurer. I use it for 
  creatures that have an always-on illusion that can be pierced. If 
  a psychedelic dream-moth attacks you and the natural attack 
  roll is lower than your Wisdom, you see through the illusion and 
  gain a +2 attack bonus against it.
  In 13th Age we treat attack rolls as how well a monster is doing 
  using a particular attack strategy, not how well a creature has 
  performed an individual sword swing or claw swipe. When a 
  dragon makes a bite attack she is not “performing a bite,” but 
  rather biting and gnashing and snapping her teeth as she thrashes 
  her head from side to side breathing dragonfire. By using the 
  range of possible outcomes on a d20 roll you can map the possible 
  outcomes of an attack.
  You’ll notice that most 13th Age monsters don’t roll damage—
  with the d20 roll having interesting and cool effects, you don’t 
  really need an extra damage variable. Here’s what Jonathan Tweet 
  has to say on the subject of flat damage for most monsters:
  “It sounds like a crazy idea, but it works. Why does it sound crazy 
  but play well? Because rolling damage feels like a really big deal 
  but it’s not. Rolling damage is a lot of arithmetic but it adds little 
  variability. The d20 attack roll contributes more to how much 
  damage you deal than the damage roll itself. The maximum roll 
  on a die, the best damage you can hope for, is less than twice as 
  much as average. If there’s a big bonus on the roll, it’s a lot less 
  than twice as much damage. Why bother?”
  
  231
  Now back to our evil wizard. We want to give the wizard an attack 
  where he summons a fire-spirit that burns enemies. Fire spirits 
  are tricky to summon, so if the spell fails he’ll do something 
  defensive like wrapping the remains of the failed spell around 
  himself as mystical armor.
  R: Fire spirit +9 vs. PD—10 fire damage
  Miss: The wizard gains a +2 bonus to all defenses until the start 
  of its next turn.
  We dropped the damage down by 2 under baseline because the 
  wizard is doing something that helps him out even if he misses. 
  Since the attack is targeting PD we would normally give it slightly 
  less than the recommended attack bonus, but because this is a 
  ranged attack and he can’t use it in melee, we’ll leave it, since 
  a PC can easily engage the wizard and shut him down. Instead 
  we’ll drop the damage by a further 2 to 10 fire damage. The attack 
  should hit often, but it’s not as powerful as it could be.
  We think the wizard should also have some sort of melee 
  attack. We picture him riding his gorilla into battle and laying 
  about him with a flaming staff, covered in fire and shouting 
  arcane words of power. We could give him a melee attack, and 
  a separate flame cloak ability, and also an arcane word of power 
  ability, but really the wizard laying about himself with a flaming 
  staff and shouting arcane words of power and being covered in 
  fire is all one attack strategy.
  Flaming staff +9 vs. AC—12 fire damage
  Natural 16+: The target takes 4 extra fire damage.
  Natural even hit: The wizard can target a second enemy with 
  this attack roll.
  Natural even miss: When a creature is engaged with the wizard 
  at the start of its turn, it takes 4 fire damage.
  So on a hit the wizard does 12 fire damage, but if it’s a good hit, 
  then he deals 16 fire damage. That averages out to 14 fire damage 
  per hit, which is where the baseline stats says we should be. 
  Half the time the wizard hits, he can attack a second target with 
  his staff as he swings the staff wildly like a madman. Note that 
  we haven’t made this a second separate attack that could allow 
  more specials to trigger, he simply includes a second target in his 
  current attack and applies that attack roll to both targets. Lastly, 
  half the time that the wizard misses he covers himself in fire, 
  making himself dangerous to be around if you are attacking him.
  We also want an attack that imposes a condition. He’s a 
  fire wizard so something that makes characters vulnerable to 
  fire works well, and we like the idea that the wizard uses mental 
  control (maybe the fire-monkeys obey his mental commands).
  R: Lure of the flames +7 vs. MD—12 psychic damage
  Natural roll above Int: The target is vulnerable to fire damage 
  (save ends).
  It’s a psychic attack that hurts people, and maybe makes them 
  stare at the flames and stay too close for a little too long. We’ve 
  dropped the damage from 14 to 12, and dropped the bonus from 
  +9 to +7, because becoming vulnerable to fire when there is 
  going to be so much fire flying around makes it even more deadly.
  The key idea here is that a GM only needs to pick the attack and 
  roll a single d20, the technology of the d20 does the heavy lifting.
  THE TECHNOLOGY 
  OF THE 
  ESCALATION DIE
  The escalation die is a d6 that goes up in value every round of 
  combat after the first, adding to the attack rolls of heroes and 
  triggering their special abilities. The escalation die eventually 
  reaches 6 and stays there (unless the fight somehow de-escalates 
  without actually stopping).
  Only a few monsters like dragons use the escalation die the 
  way adventurers do, because dragons are scary. You can use the 
  escalation die to create timed effects or effects that only happen 
  every other round. For example, the drider’s web attack only 
  happens on rounds where the escalation die is even.
  We want to give our evil wizard a summoning ability where 
  he calls forth allies. We imagine it to be like some quick jungle-
  yodel that a lord of the jungle might use to summon monkeys. 
  Although it’s a magical effect, calling forth fire-monkey allies is 
  going to take time, so we decide that round 4 (when the escalation 
  die will be at 3) is a good time for extra fire-monkeys to start 
  showing up. That gives the PCs a chance to defeat the evil wizard 
  before he finishes his yodeling, and a deadline to work toward. If 
  they defeat him before the escalation die hits 3 then all is good; if 
  not his between-spell yodels will attract extra combatants.
  Monkey summoner: Starting when the escalation die is 3+, one 
  fire-monkey joins the battle at the start of each round. Up to 
  4 monkeys can be summoned in this way. Each summoned 
  monkey acts immediately after the turn of the wizard who 
  summoned it.
  Back to the Wizard
  So now we’ve created attacks that use the d20 well and have given 
  our evil wizard four possible things to do. He can hang back and 
  summon spirits to attack for him. He can ride his fire-gorilla 
  into battle and attack with his staff while enveloping himself in 
  flames. He can attack the minds of his foes to make them want to 
  burn themselves. And he can summon extra fire-monkeys if the 
  PCs give him enough time. Extra fire-monkeys turning up later in 
  the fight might turn the tide of battle, so to balance that out we’re 
  giving him 10 less hit points than he’d otherwise have. We’ve also 
  given him immunity to non-magical fires because that fits the 
  theme, but not to the sort of magical fire that adventurers are 
  likely to fling at him. All that remains is to give the wizard a name 
  beyond “Evil Wizard Guy” and a backstory beyond “Flaming 
  Chimps.” The wizard’s mix of attacks and attack trigger designs 
  illustrates how everything works together.
  
  13 th age bestiary
  232
  LYZNIAKIAN WIZARD
  The original Lyzniak was a well-respected and goodly dwarven 
  wizard who created a race of primates that have the ability to 
  defend themselves by igniting their own sweat. Sadly his legacy is 
  a cult of evil fire-wizards who have enslaved the offspring of his 
  original experiments.
  4th level caster [humanoid]
  Initiative: +6
  Flaming staff +9 vs. AC—12 fire damage
  Natural 16+: The target takes 4 extra fire damage.
  Natural even hit: The wizard can target a second enemy with 
  this attack roll.
  Natural even miss: When a creature is engaged with the wizard 
  at the start of its turn, it takes 4 fire damage.
  R: Fire spirit +9 vs. PD—10 fire damage
  Miss: The wizard gains a +2 bonus to all defenses until the start 
  of his next turn.
  R: Lure of the flames +7 vs. MD—12 psychic damage
  Natural roll above Int: The target is vulnerable to fire damage 
  (save ends).
  Immune to natural fire: The wizard takes no damage from non-
  magical fire.
  Monkey summoner: Starting when the escalation die is 3+, one 
  fire-monkey joins the battle at the start of each round. Up to 
  4 monkeys can be summoned in this way. Each summoned 
  monkey acts immediately after the turn of the wizard who 
  summoned them.
  AC 20
  PD 
  14 
   
  HP 44
  MD 18
  ADJUST! REFINE! 
  PERFECT!
  The three monsters above look ready, but what if I use them and 
  the adventurers completely wipe the floor with them within a 
  round or two? If I need to adjust upward for a satisfying fight I can 
  do so by adding more fire-monkeys to fight, or increasing the hit 
  points of the Lyzniakian Wizard on the fly (maybe he has a healing 
  potion tucked away in his flame embroidered red velvet robe).
  Suppose the monster is vastly overpowered? I adjust the 
  narrative . . . the wizard drops an amulet mid-fight and suddenly 
  the primates and their evil wizard master all have trouble hitting 
  and start to run away. Before the next fight I’ll adjust their attack 
  rolls or defenses downward until I get it right, or rework the 
  “broken” abilities.
  It’s okay to adjust monsters slightly mid-fight, but don’t 
  abuse that to “win” a battle. If you are unsure about adjusting 
  things on the fly let the players have an easy victory and analyze 
  why the fight was too easy or hard for them after the game. Be 
  honest with your players and say “Hey, that monster was new 
  and I thought it was too easy/tough. How would you improve it 
  to make the fight more exciting?” It might not be your monster 
  design at fault; maybe they have too many magic items (time to 
  send in a Shadow Dragon!) or the players misunderstood what 
  was happening in the battle (next time narrate things more 
  clearly, or let players know things by saying, “It’s obvious to your 
  character that . . .”).
  There is nothing to say that a fight has to be fair, but it should 
  be satisfying for the players. If the fight is dragging on forever and 
  the players are showing signs of frustration, or the fight is over so 
  quickly that they are unenthusiastic, then you know the monsters 
  need fixing. Fun fights are generally balanced against party 
  strength (see page 187 of the 13th Age core rules), but not always.
  REASONS FOR 
  A MONSTER’S 
  EXISTENCE
  When designing your monster ask questions. How does this 
  monster fit into the world? What is this monster’s instincts or 
  master plan? What reasons does it have for being here? What does 
  this monster offer adventurers (treasure troves, carried items, 
  body-parts used to make magic items, fame and fortune, just damn 
  tasty)? What reasons do adventurers have to seek it out?
  LASTLY . . . GO NUTS!
  Inspiration can come from anywhere. The fire-monkeys were 
  inspired by Ash’s two-year-old son running around with a finger 
  puppet shouting “I’m a fire monkey!”. Everything else flowed 
  from there.
  When taking a monster from literature or a movie focus on 
  the core concept of what the monster does. Some movie monsters 
  have bucket-fulls of contradictory powers, but the film-maker 
  builds a narrative around that. You can’t control what the PCs 
  do, but you can build monsters that clearly communicate their 
  own themes.
  Whatever your monster inspiration is (movie, comic, novel, 
  fever dream), when it comes to monsters, go for it! Change the 
  names, reskin it or build it new, make it awesome, and play it with 
  confidence.
  
  233
  Random Demon Abilities (d6 or d8)
  1: True seeing—The demon is immune to invisibility and ignores 
  any illusions.
  2: Resist fire 18+—You’ll see that the demon resists fire the first 
  time you use fire against it.
  3: Invisibility—The first time the demon is staggered each battle 
  it becomes invisible until the end of its next turn.
  4: Resist energy 12+—The demon’s resistance to all energy types 
  puts a damper on enemy spellcasters, but at least the resistance 
  is only 12+.
  5: Fear aura—Enemies engaged with the demon who are below its 
  fear hit point threshold are dazed and can’t use the escalation die; 
  see Fear level thresholds on page 200 of the 13th Age core rulebook.
  6: Teleport 1d3 times each battle—As a move action, the demon 
  can teleport anywhere it can see nearby.
  7: Demonic speed—The demon can take an extra action each turn 
  while the escalation die is 4+.
  8: Gate—Once per battle as a standard action, if the demon is 
  staggered, it can summon a single demon ally at least two levels 
  below its own level. The allied demon rolls initiative and does 
  not appear on the battlefield until its turn starts. (Note that 
  using a gate costs the demon an obligation, so some demons 
  would rather flee or die than activate one.)
  Random Dragon Abilities (d12+)
  1: True seeing—The dragon is immune to invisibility and ignores 
  any illusions.
  2: Whipping tail—When an enemy engaged with the dragon rolls 
  a natural 1 or 2 with an attack roll, the dragon can make an 
  opportunity attack against that creature as a free action. The 
  attack is set up by the dragon’s whipping tail but delivered by 
  the dragon’s usual melee attack.
  3: Tough Hide—The dragon has a +1 bonus to AC.
  4: Twisted Mind—The dragon has a +2 bonus to MD.
  5: Nimble—The dragon has a +2 bonus to PD.
  6: No vulnerability—Unlike other dragons of its color, this dragon 
  has no vulnerability. The PCs will figure that out the first time 
  they try to use its supposed vulnerability against it.
  7: Now I’m mad!—The first time the dragon is staggered each 
  battle, it uses its breath weapon attack as a free action that 
  does not count against the normal uses of its breath.
  8: Serious threat—Disengage checks against the dragon take a –5 
  penalty. When a creature fails to disengage from the dragon, it 
  takes damage equal to double the dragon’s level.
  9: PC-style racial power—The dragon has one of the racial 
  powers of a player character race. If the dragon’s story suggests 
  a specific power, choose that. If you’d like the most common 
  expression per color, here’s our take: white (halfling); black 
  (halfling, half-orc, human, wood elf); green (dwarf, dark elf); 
  blue (high elf, half-orc); red (half-orc, human, wood elf).
  10: Raw power—Until it is staggered, the dragon rolls 2d20 with 
  its melee attacks and uses the higher roll.
  11: Damage aura—When an enemy starts its turn engaged 
  with the dragon, it takes damage equal to the dragon’s level 
  (adventurer tier), double the level (champion tier), or triple the 
  level (epic tier). The damage type is the same as the dragon’s 
  breath weapon.
  12: More breath—The dragon can use its intermittent breath 1d4 
  more times each battle. If its breath weapon isn’t intermittent 
  (white and green dragons), the dragon gains the extra uses 
  anyway, making it more dangerous than lesser specimens of 
  its color.
  13: Humanoid form—The dragon is capable of shapechanging 
  into a humanoid form, usually of a warrior or spellcaster 
  appropriate to its nature and usually not obviously draconic, 
  registering as a normal human or elf or whatever. This ability is 
  best used for long-term dragon characters that make it worth 
  the GM’s time to create a double- or triple-strength humanoid 
  monster to represent the shapechanged form. The dragon has 
  the PC-style racial power of their humanoid form, but only 
  while in shapechanged form.
  14: Some Unique Thing—The dragon has an entirely unique 
  characteristic, something akin to a player character’s one 
  unique thing except that the dragon’s version may be relevant 
  to combat. GM, if you don’t feel like making something up, 
  choose an ability from the list above.
  Random Dire Features (d6)
  1: Armor plates—Add +2 to the dire animal’s AC, and add +1 to 
  its PD.
  2: Spiky bits—Whenever an enemy hits the dire animal with a 
  melee attack, deal damage equal to twice the animal’s level to 
  that attacker.
  3: Carnage—The dire animal’s attacks that miss deal damage 
  equal to its level. When staggered, its missed attacks deal 
  damage equal to double its level.
  4: Poison—The dire animal’s main attack also deals 5 ongoing 
  poison damage per tier (5 ongoing poison at levels 1–4, 10 at 
  5–7, etc.).
  5: Dire regeneration—When the escalation die is even, this animal 
  heals damage equal to triple its level at the start of its turn.
  6: Fury—While staggered, the dire animal gains a +2 attack 
  bonus and deals +4 damage, but at the end of each of its turns 
  it takes 2d6 damage.
  APPENDIX
  
  13 th age bestiary
  234
  Lvl
  Monster
  Size
  Role
  Type
  Page
  0
  kobold grand wizard
  normal
  mook
  humanoid
  123
  0
  squib swarm
  normal
  mook
  beast
  179
  0
  stirgelings
  normal
  mook
  beast
  197
  0
  giant ant
  normal
  troop
  beast
  C: 206
  0
  stirge
  normal
  troop
  beast
  197
  1
  archer stirge
  normal
  archer
  beast
  197
  1
  skeleton archer
  normal
  archer
  undead
  C: 246
  1
  cobbler stirge
  normal
  blocker
  beast
  197
  1
  skeletal hound
  normal
  blocker
  undead
  C: 246
  1
  decrepit skeleton
  normal
  mook
  undead
  C: 246
  1
  dire rat
  normal
  mook
  beast
  C: 206
  1
  ettercap acolyte
  normal
  mook
  humanoid
  73
  1
  goblin scum
  normal
  mook
  humanoid
  C: 229
  1
  gravemeat
  normal
  mook
  undead
  97
  1
  kobold archer
  normal
  mook
  humanoid
  C: 237
  1
  wibble
  normal
  mook
  construct
  223
  1
  zombie shuffler
  normal
  mook
  undead
  C: 251
  1
  swarm of bats
  normal
  spoiler
  beast
  13
  1
  fungaloid creeper
  normal
  troop
  plant
  83
  1
  goblin grunt
  normal
  troop
  humanoid
  C: 229
  1
  human thug
  normal
  troop
  humanoid
  C: 235
  1
  kobold warrior
  normal
  troop
  humanoid
  C: 237
  1
  orc warrior
  normal
  troop
  humanoid
  C: 242
  1
  watch skull
  normal
  troop
  undead
  109
  1
  white dragon hatchling
  normal
  troop
  dragon
  219
  1
  wolf
  normal
  troop
  beast
  C: 207
  1
  giant scorpion
  normal
  wrecker
  beast
  C: 206
  2
  orc archer
  normal
  archer
  humanoid
  156
  2
  splotchcap
  normal
  archer
  humanoid
  175
  2
  enduring shield
  normal
  blocker
  humanoid
  204
  2
  ettercap hunter
  normal
  blocker
  humanoid
  73
  2
  giant web spider
  large
  blocker
  beast
  C: 207
  2
  hook scuttler
  normal
  blocker
  beast
  113
  Lvl
  Monster
  Size
  Role
  Type
  Page
  2
  avenging orb
  normal
  caster
  humanoid
  204
  2
  feral warbanner
  double-
  strength
  caster
  construct
  207
  2
  goblin shaman
  normal
  caster
  humanoid
  C: 229
  2
  kobold hero
  normal
  leader
  humanoid
  C: 237
  2
  orc shaman
  normal
  leader
  humanoid
  C: 242
  2
  aerial spore
  normal
  mook
  plant
  83
  2
  human rabble
  normal
  mook
  humanoid
  208
  2
  kobold skyclaw
  normal
  mook
  humanoid
  124
  2
  newly-risen ghoul
  normal
  mook
  undead
  C: 225
  2
  pit-spawn orc
  double-
  strength
  mook
  humanoid
  156
  2
  razor shark
  normal
  mook
  beast
  187
  2
  claw flower
  normal
  spoiler
  plant
  161
  2
  hellwasp
  normal
  spoiler
  beast
  113
  2
  trog
  normal
  spoiler
  humanoid
  C: 247
  2
  ankheg
  large
  troop
  beast
  C: 208
  2
  bear
  normal
  troop
  beast
  C: 207
  2
  boombug
  normal
  troop
  beast
  113
  2
  bugbear scout
  double-
  strength
  troop
  humanoid
  24
  2
  dire bat
  normal
  troop
  beast
  14
  2
  hobgoblin warrior
  normal
  troop
  humanoid
  C: 230
  2
  human zombie
  normal
  troop
  undead
  C: 251
  2
  medium white dragon
  normal
  troop
  dragon
  C: 218
  2
  orc berserker
  normal
  troop
  humanoid
  C: 242
  2
  sahuagin raider
  normal
  troop
  humanoid
  187
  2
  skeleton warrior
  normal
  troop
  undead
  C: 246
  2
  bat cavalry
  large
  wrecker
  beast/
  humanoid
  14
  2
  destroying sword
  normal
  wrecker
  humanoid
  204
  2
  hunting spider
  normal
  wrecker
  beast
  C: 206
  2
  lizardman savage
  normal
  wrecker
  humanoid
  C: 237
  2
  sporrior
  normal
  wrecker
  plant
  84
  2
  swarming maw
  normal
  wrecker
  beast
  113
  UNIFIED MONSTER LIST  
  BY LEVEL AND ROLE
  Monsters with a C: in their page number appear 
  in the 13th Age core book. 
  
  235
  Lvl
  Monster
  Size
  Role
  Type
  Page
  3
  gnoll ranger
  normal
  archer
  humanoid
  C: 229
  3
  ettercap warrior
  normal
  blocker
  humanoid
  74
  3
  ogre penitent
  large
  blocker
  giant
  149
  3
  otyugh
  large
  blocker
  aberration
  C: 243
  3
  blue sorcerer
  normal
  caster
  humanoid
  21
  3
  Crusader warbanner
  double-
  strength
  caster
  construct
  208
  3
  drow spider-mage
  normal
  caster
  humanoid
  58
  3
  ettercap supplicant
  normal
  caster
  humanoid
  73
  3
  Orc Lord warbanner
  double-
  strength
  caster
  construct
  209
  3
  bugbear schemer
  normal
  leader
  humanoid
  25
  3
  kobold engineer
  normal
  leader
  humanoid
  124
  3
  orc battle screamer
  normal
  leader
  humanoid
  157
  3
  pixie pod
  double-
  strength
  leader
  plant
  161
  3
  trog chanter
  normal
  leader
  humanoid
  C: 247
  3
  cave orc
  normal
  mook
  humanoid
  156
  3
  dretch
  normal
  mook
  demon
  C: 210
  3
  poddling
  normal
  mook
  plant
  161
  3
  weaver swarm
  normal
  mook
  beast
  61
  3
  dawn zorigami
  normal
  spoiler
  construct
  225
  3
  death-plague orc
  large
  spoiler
  humanoid
  158
  3
  ghoul
  normal
  spoiler
  humanoid
  C: 225
  3
  goblin bat mage
  normal
  spoiler
  beast/
  humanoid
  14
  3
  imp
  normal
  spoiler
  demon
  C: 210
  3
  intellect devourer
  normal
  spoiler
  aberration
  116
  3
  rust monster
  normal
  spoiler
  aberration
  184
  3
  slime skull
  normal
  spoiler
  undead
  109
  3
  spinneret doxy
  normal
  spoiler
  humanoid
  120
  3
  barbellite
  normal
  troop
  beast
  179
  3
  bugbear
  normal
  troop
  humanoid
  C: 230
  3
  cenotaph dragon
  normal
  troop
  dragon
  219
  3
  dire wolf
  large
  troop
  beast
  C: 207
  3
  fungaloid drudge
  normal
  troop
  plant
  84
  3
  gnoll savage
  normal
  troop
  humanoid
  C: 228
  3
  kobold dog rider
  normal
  troop
  humanoid
  124
  Lvl
  Monster
  Size
  Role
  Type
  Page
  3
  ogre
  large
  troop
  giant
  C: 240
  3
  orc tusker
  normal
  troop
  humanoid
  157
  3
  braincap
  double-
  strength
  wrecker
  plant
  84
  3
  catacomb dragon
  large
  wrecker
  dragon
  17
  3
  hell hound
  normal
  wrecker
  beast
  C: 234
  3
  hungry star
  normal
  wrecker
  aberration
  C: 235
  3
  medium black dragon
  normal
  wrecker
  dragon
  C: 218
  3
  ochre jelly
  large
  wrecker
  ooze
  C: 241
  3
  redcap
  normal
  wrecker
  humanoid
  175
  4
  flesh golem
  large
  blocker
  construct
  C: 231
  4
  gelatinous tetrahedron
  huge
  blocker
  ooze
  88
  4
  ghoul licklash
  normal
  blocker
  undead
  97
  4
  kobold bravescale
  normal
  blocker
  humanoid
  125
  4
  derro sage
  normal
  caster
  humanoid
  C: 216
  4
  despoiler
  normal
  caster
  demon
  C: 210
  4
  kobold dungeon-
  shaman
  double-
  strength
  caster
  humanoid
  125
  4
  Lich King warbanner
  double-
  strength
  caster
  construct
  210
  4
  ettercap keeper
  normal
  leader
  humanoid
  74
  4
  fungaloid monarch
  double-
  strength
  leader
  plant
  84
  4
  gnoll war leader
  normal
  leader
  humanoid
  C: 229
  4
  hobgoblin captain
  normal
  leader
  humanoid
  C: 230
  4
  lethal lothario
  normal
  leader
  humanoid
  121
  4
  cambion dirk
  normal
  mook
  demon
  31
  4
  chaos glorp
  normal
  mook
  aberration
  39
  4
  drow soldier
  normal
  mook
  humanoid
  58
  4
  elder spore
  normal
  mook
  plant
  85
  4
  kobold shadow-
  warrior
  normal
  mook
  humanoid
  125
  4
  ravenous cannibal
  normal
  mook
  humanoid
  212
  4
  woven
  normal
  mook
  humanoid
  121
  4
  chaos behemoth
  huge
  spoiler
  aberration
  40
  4
  demonic ogre
  large
  spoiler
  giant
  149
  4
  ghoul pusbuster
  normal
  spoiler
  undead
  97
  4
  harpy
  normal
  spoiler
  humanoid
  C: 234
  
  13 th age bestiary
  236
  Lvl
  Monster
  Size
  Role
  Type
  Page
  5
  binding bride
  normal
  spoiler
  humanoid
  121
  5
  gorge dragon
  large
  spoiler
  dragon
  17
  5
  mantikumhar
  large
  spoiler
  beast
  139
  5
  rust monster 
  obliterator
  normal
  spoiler
  demon
  184
  5
  swarm prince
  normal
  spoiler
  humanoid
  121
  5
  wraith
  normal
  spoiler
  undead
  C: 250
  5
  drow sword maiden
  normal
  troop
  humanoid
  58
  5
  ettin
  large
  troop
  giant
  C: 224
  5
  gargoyle
  normal
  troop
  construct
  C: 224
  5
  huge white dragon
  huge
  troop
  dragon
  C: 219
  5
  kobold dragon-soul
  normal
  troop
  humanoid
  125
  5
  mausoleum dragon
  large
  troop
  dragon
  219
  5
  cambion sickle
  normal
  troop
  demon
  31
  5
  bulette
  large
  wrecker
  beast
  C: 208
  5
  centaur raider
  normal
  wrecker
  humanoid
  35
  5
  frenzy demon
  normal
  wrecker
  demon
  C: 211
  5
  ghast
  normal
  wrecker
  undead
  98
  5
  green bulette
  large
  wrecker
  beast
  27
  5
  half-orc tribal 
  champion
  normal
  wrecker
  humanoid
  C: 233
  5
  hydra, 5 heads
  huge
  wrecker
  beast
  C: 236
  5
  lumberland dirt-fisher
  huge
  wrecker
  beast
  28
  5
  ogre champion
  large
  wrecker
  giant
  150
  5
  ravenous bumoorah
  normal
  wrecker
  beast
  28
  5
  sahuagin
  normal
  wrecker
  humanoid
  C: 245
  5
  warp beast
  normal
  wrecker
  aberration
  70
  5
  wendigo spirit
  large
  wrecker
  undead
  212
  5
  wyvern
  large
  wrecker
  beast
  C: 250
  6
  centaur ranger
  normal
  archer
  humanoid
  35
  6
  manticore
  large
  archer
  beast
  C: 238
  6
  gelatinous octahedron
  huge
  blocker
  ooze
  89
  6
  drider
  large
  caster
  aberration
  C: 223
  6
  drow spider-sorceress
  normal
  caster
  humanoid
  59
  6
  centaur champion
  double-
  strength
  leader
  humanoid
  36
  6
  sparkscale naga
  large
  leader
  beast
  144
  6
  ice zombie
  normal
  mook
  undead
  79
  
  237
  Lvl
  Monster
  Size
  Role
  Type
  Page
  7
  frost giant
  large
  spoiler
  giant
  C: 226
  7
  large green dragon
  large
  spoiler
  dragon
  C: 220
  7
  umluppuk
  huge
  spoiler
  aberration
  69
  7
  hezrou
  large
  troop
  demon
  C: 212
  7
  lammasu warrior
  large
  troop
  beast
  131
  7
  moon dragon
  huge
  troop
  dragon
  220
  7
  bronze golem
  large
  wrecker
  construct
  100
  7
  crustycap
  normal
  wrecker
  humanoid
  176
  7
  ethereal dybbuk
  double-
  strength
  wrecker
  demon
  65
  7
  fallen lammasu
  large
  wrecker
  beast
  131
  7
  hydra, 7 heads
  huge
  wrecker
  beast
  C: 236
  7
  phase spider
  large
  wrecker
  beast
  C: 244
  7
  volcano dragon
  large
  wrecker
  dragon
  168
  8
  stone golem
  large
  blocker
  ooze
  C: 232
  8
  black skull
  normal
  caster
  undead
  110
  8
  glabrezou
  large
  caster
  demon
  C: 212
  8
  large blue dragon
  large
  caster
  dragon
  C: 221
  8
  ogre lightning mage
  large
  caster
  giant
  152
  8
  rakshasa
  double-
  strength
  caster
  humanoid
  C: 245
  8
  shadow dragon
  large
  caster
  dragon
  193
  8
  elder swaysong naga
  normal
  leader
  beast
  144
  8
  parasitic lightning beetle
  normal
  mook
  beast
  164
  8
  purple larvae
  normal
  mook
  beast
  165
  8
  shadow thief
  normal
  mook
  dragon
  193
  8
  couatl
  large
  spoiler
  beast
  52
  8
  frost giant adventurer
  large
  spoiler
  giant
  78
  8
  lammasu wizard
  large
  spoiler
  beast
  132
  8
  lich count
  double-
  strength
  spoiler
  undead
  135
  8
  marble golem
  large
  troop
  construct
  101
  8
  stone giant
  large
  troop
  giant
  C: 226
  8
  adult remorhaz
  large
  wrecker
  beast
  180
  8
  cambion hellblade
  normal
  wrecker
  demon
  32
  8
  fire giant
  large
  wrecker
  giant
  C: 227
  8
  iconic chimera
  large
  wrecker
  beast
  42
  8
  purple worm
  huge
  wrecker
  beast
  164
  
  13 th age bestiary
  238
  Lvl
  Monster
  Size
  Role
  Type
  Page
  9
  despoiler mage
  normal
  caster
  demon
  C: 213
  9
  lammasu priest
  large
  caster
  beast
  132
  9
  prismatic ogre mage
  large
  caster
  giant
  153
  9
  elder sparkscale naga
  normal
  leader
  beast
  145
  9
  fire giant warlord
  large
  leader
  giant
  C: 227
  9
  hoard spirit
  normal
  mook
  construct
  169
  9
  hooked demon
  normal
  mook
  demon
  C: 213
  9
  ogre minion
  large
  mook
  giant
  150
  9
  wraith bat
  normal
  mook
  undead
  15
  9
  djinn
  large
  spoiler
  giant
  93
  9
  elder wendigo
  huge
  spoiler
  demon
  212
  9
  empyrean dragon
  huge
  spoiler
  dragon
  18
  9
  giant vrock 
  large
  spoiler
  demon
  C: 214
  9
  hoardsong dragon
  large
  spoiler
  dragon
  169
  9
  black pudding
  huge
  wrecker
  ooze
  C: 241
  9
  chimera
  large
  wrecker
  beast
  C: 209
  9
  deep bulette
  huge
  wrecker
  beast
  28
  9
  drow cavalry
  double-
  strength
  wrecker
  humanoid
  59
  9
  huge black dragon
  huge
  wrecker
  dragon
  C: 221
  9
  skull of the beast
  large
  wrecker
  undead
  110
  10
  storm giant
  huge
  archer
  giant
  C: 228
  10
  nalfeshnee
  large
  caster
  demon
  C: 214
  10
  elder manafang naga
  normal
  leader
  beast
  145
  Lvl
  Monster
  Size
  Role
  Type
  Page
  10
  great fang cadre (orc)
  normal
  mook
  humanoid
  C: 242
  10
  spawn of the master 
  (vampire)
  normal
  mook
  undead
  C: 249
  10
  vampire
  normal
  spoiler
  undead
  C: 248
  10
  dusk zorigami
  normal
  wrecker
  construct
  225
  10
  efreet
  large
  wrecker
  giant
  93
  10
  iron golem
  large
  wrecker
  construct
  C: 232
  10
  large red dragon
  large
  wrecker
  dragon
  C: 222
  10
  massive mutant chuul
  huge
  wrecker
  aberration
  48
  11
  medusa noble
  double-
  strength
  caster
  humanoid
  C: 239
  11
  elder couatl
  large
  spoiler
  beast
  53
  11
  huge green dragon
  huge
  spoiler
  dragon
  C: 222
  11
  greathoard elder
  huge
  wrecker
  dragon
  170
  11
  remorhaz queen
  large
  wrecker
  beast
  180
  12
  huge blue dragon
  huge
  caster
  dragon
  C: 222
  12
  smoke minions
  normal
  mook
  construct
  171
  12 flamewreathed dragon
  huge
  spoiler
  dragon
  170
  12
  lich prince
  double-
  strength
  spoiler
  undead
  136
  12
  marilith
  large
  troop
  demon
  C: 215
  12
  ancient purple worm
  huge
  wrecker
  beast
  164
  13
  balor
  large
  wrecker
  demon
  C: 215
  13
  Hagunemnon
  large
  wrecker
  aberration
  69
  13
  huge red dragon
  huge
  wrecker
  dragon
  C: 223
  15
  tarrasque
  huge
  wrecker
  beast
  201
  Adventurer 
  Battle
  Champion 
  Battle
  Epic  
  Battle
  Normal 
  counts 
  as…
  Mook 
  counts 
  as… 
  Large 
  counts 
  as…
  Huge
  counts 
  as…
  Monster Level  
  compared to party level
  2 levels lower
  1 level lower
  Same level
  0.5
  0.1
  1
  1.5
  1 level lower
  Same level
  1 level higher
  0.7
  0.15
  1.5
  2
  same level
  1 level 
  higher
  2 levels 
  higher
  1
  .2
  2
  3
  1 level higher
  2 levels higher
  3 levels higher
  1.5
  .3
  3
  4
  2 levels higher
  3 levels higher
  4 levels higher
  2
  .4
  4
  6
  3 levels higher
  4 levels higher
  5 levels higher
  3
  .6
  6
  8
  4 levels higher
  5 levels higher
  6 levels higher
  4
  .8
  8
  BUILDING BATTLES
  
  239
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
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  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
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  identified as Product identity by the owner of the Product Identity, and which 
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  or its products or the associated products contributed to the Open Game License 
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  edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
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  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 
  COPYRIGHT 
  NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan 
  Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane Press Ltd; 
  Authors Ryven Cedyrlle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, 
  Cal Moore, Steve Townshend, Rob Watkins, Rob Wieland.
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors Rob Heinsoo, 
  Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis 
  Chenault, Mac Golden.
  
  13 th age bestiary
  240
  
SOURCE: textdata/thevault/13th Age/Core/13th Age - Bestiary.pdf