TEXT: What Lies Beyond
  Amphisbaena
  A venomous desert-dwelling reptile, the amphisbaena 
  is a large serpent with a head at each end of its sinuous 
  body, allowing it to swiftly move in either direction or 
  attack with a pair of bites. Its lambent green eyes attract 
  insects to it during the hours of darkness, these being 
  its preferred prey, though it will aggressively protect 
  itself from anything it deems a threat.
  Hit Dice: 2d4 (5 HP)
  AC: 13
  Attack: +2 to hit, 1d6 damage + poison (bite)
  Alignment: Neutral
  XP: 60
  Notes: Poisonous (anyone bitten by an amphisbaena 
  must make a saving throw versus poison or suffer an 
  immediate extra 2 damage), Two-Headed (the amphis-
  baena may make two bite attacks per round)
  Animated Statue
  Animated via sorcerous means, statues serve as the 
  ideal guardians, ever-vigilant, unmoving, and unrecog-
  nizable as anything more than mundane craftsmanship 
  until disturbed. This entry represents statues of around 
  human-to-lion size, be they elegant female forms of 
  polished marble, granite knights carved into the lids of 
  sarcophagi, or attentive bronze statues of bull-headed 
  gods.
  Hit Dice: 5d8 ( 23 HP)
  AC: 13
  Attack: +4 to hit, 1d10 damage (bash)
  Alignment: Neutral
  XP: 200
  Notes: Hidden (animated statues may appear as 
  perfectly ordinary statues)
  Attorcroppe
  Malicious subterranean fae, attorcroppes are short 
  humanoid snakes, pallid and sinuous, with a penchant 
  for cruelty and a curious nature. Though not physically 
  strong, their bites are paralyzing, and small bands of 
  these beings delight in observing and tormenting all 
  they encounter.
  Hit Dice: 1d6 (4 HP)
  AC: 15
  Attack: +1 to hit, 1d4 damage + poison (bite)
  Alignment: Chaotic
  XP: 15
  Notes: Poisonous (anyone bitten by a attorcroppe 
  must make a saving throw versus poison or be para-
  lyzed for 1d4 hours), True Name (attorcroppes have 
  true names which give their foes power over them), 
  Vulnerable to Iron (attorcroppes take double damage 
  from iron)
  Black Dog
  Large faerie hounds with coats the color of coal and 
  eyes that glimmer red, black dogs silently prowl the 
  night, haunting old roads and pathways, running with 
  the Wild Hunt, and howling at stormy skies. Many are 
  malevolent, delighting in terrorizing and devouring 
  those they come across, while a rare few are of kindlier 
  aspect, protecting and guiding the lost. All are consid-
  ered harbingers of death.
  Hit Dice: 4d8 ( 18 HP)
  AC: 14
  Attack: +3 to hit, 1d8 damage (bite)
  Alignment: Chaotic
  XP: 165
  Notes: Fear (opponents must make a saving throw vs. 
  spells or suffer a –3 penalty to all actions against the 
  black dog),  True Name (black dogs have true names 
  which give their foes power over them), Uncanny 
  Trackers (black dogs never lose their prey under any 
  natural circumstances), Vulnerable to Iron (black dogs 
  take double damage from iron)
  an extended Bestiary for Beyond the WaLL and other 
  adventures By CoLin Chapman
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  1 
  
  Blemmye
  Fierce nomads of arid grasslands and deserts, blem-
  myes resemble humans save that they have no heads, 
  their faces placed afront their chests. Riding horse and 
  camel, they attack human travelers with spear, club, 
  and bow, and are known to devour those they vanquish.
  Hit Dice: 1d8 (5 HP)
  AC: 12
  Attack: +1 to hit, 1d6 damage (spear or bow)
  Alignment: Neutral
  XP: 15
  Brownie/Boggart
  Few fae are as helpful or easily offended as the house-
  hold faerie known as the brownie. Resembling nothing 
  so much as tiny, deformed, hair-covered old men, 
  brownies dwell within homes, performing chores when 
  the household is asleep in exchange for gifts such as 
  small bowls of fresh cream, porridge, honey or beer. 
  Attempting to capture or harm a brownie, naming it, 
  referring to its aid as work, gifting it too generously 
  or forgetting to leave it its customary fare, however, 
  are disastrous, for such a brownie becomes spiteful 
  and wicked. Such brownies are called boggarts, and 
  can rarely be appeased, following their families from 
  home to home tormenting and freeing animals and 
  livestock, breaking household goods, causing a mess 
  in the kitchen, and pulling the ears and hair of sleepers.
  Hit Dice: 1d4 (3 HP)
  AC: 16
  Attack: +0 to hit, 1hp damage (pummel)
  Alignment: Chaotic
  XP: 35
  Notes: Invisibility (the brownie or boggart may 
  become visible or invisible at will), True Name 
  (brownies and boggarts have true names which give 
  their foes power over them), Vulnerable to Iron 
  (brownies and boggarts take double damage from iron)
  Buggane
  The buggane is a mighty fae ogre, a hulking brute 
  covered in shaggy black hair with curving claws and 
  tusks. Despite its bestial appearance, it is a cunning, 
  intelligent creature, well able to converse and match 
  wits with men. Bugganes can tunnel beneath the 
  ground with ease and live within old forests, ruins, 
  and in caves behind waterfalls. They particularly revile 
  those who offend or harm other faeries, and may be 
  sent to exact vengeance on those who do so.
  Hit Dice: 4d10 (22 HP)
  AC: 14
  Attack: +5 to hit, 1d6+2 damage (claw or tusks)
  Alignment: Chaotic
  XP: 280
  Notes: Swift (if there are enough foes in its immediate 
  range, the buggane may claw twice and bite once per 
  round), True Name (bugganes have true names which 
  give their foes power over them), Tunnel (bugganes can 
  tunnel through soil as swiftly as they can walk), Vulner-
  able to Iron (bugganes take double damage from iron)
  Camel
  Enduring, surprisingly swift and strong, and a valuable 
  source of meat, milk, and hair in some areas, camels 
  are foul-tempered and lack the status of horses, but are 
  superior mounts and beasts of burden in arid climes.
  Hit Dice: 2d8 (9 HP)
  AC: 12
  Attack: +1 to hit, 1d4 damage (bite)
  Alignment: Neutral
  XP: 35
  Cat
  Valued for its prowess in keeping rodents in check, the 
  cat is more often a useful beast than a pet, though some 
  enjoyed that more pampered existence. Unfortunately, 
  cats may find themselves the subject of suspicion, for 
  they are not entirely trusted, and those with black coats 
  are feared to bring bad luck and may even serve witches 
  as familiars.
  Hit Dice: 1d4 (2 HP)
  AC: 14
  Attack: +1 to hit, 1 damage (claw or bite)
  Alignment: Neutral
  XP: 5
  Catoblepas
  The catoblepas is a perilous beast the size of a bull. 
  Justly feared, its bloodshot gaze invites death, though 
  fortunately it cannot cast its eyes about it with ease 
  for it cannot lift its huge misshapen head. Its breath 
  What Lies Beyond
  2            
  
  is a poison fume that brings sickness to animals and 
  withers and pollutes plants and water alike, bringing 
  ruin to the area in which it dwells, though the beast 
  itself thrives on the toxic water and withered plants 
  around it.
  Hit Dice: 5d10 (28 HP)
  AC: 12
  Attack: +4 to hit, 1d8 damage (headbutt)
  Alignment: Neutral
  XP: 525
  Notes: Deadly Gaze (roll 1d20 every round: a result 
  of 1 indicates that a randomly determined character 
  has accidentally met the catoblepas’ gaze. Anyone 
  unfortunate enough to make eye contact with a cato-
  blepas must make a saving throw versus poison or 
  suffer the immediate loss of all hit points), Poisonous 
  Breath (anyone in close proximity to a catoblepas when 
  it breathes must make a saving throw versus breath 
  weapon or suffer 1d4+4 damage. A catoblepas can only 
  breathe poison once every 5 rounds)
  Centaur
  Wild and raucous beings of faerie, centaurs have the 
  bodies of horses but with a muscular human torso, 
  head, and arms attached where the horse’s neck and 
  head would normally be. Most centaurs, male and 
  female alike, are belligerent and boorish; emotional, 
  drunken, and oft-times violent. A very rare few, 
  however, are intelligent enough to rise above such 
  bestial behavior, to gain wisdom and learning. These 
  cultured centaurs shun their savage kin and may even 
  become the tutors of future human heroes.
  Hit Dice: 3d6 (11 HP)
  AC: 13
  Attack: +3 to hit, 1d6 damage (spear or kick)
  Alignment: Chaotic
  XP: 75
  Crocodile
  These ancient carnivorous reptiles can be found in 
  rivers, lakes, and marshes, some even dwelling in 
  saltwater coastal areas. Swift swimmers, they prefer 
  to ambush prey from the water, and possess excellent 
  senses and a truly powerful bite.
  Hit Dice: 3d8 (14 HP)
  AC: 14
  Attack: +3 to hit, 1d10 damage (bite)
  Alignment: Neutral
  XP: 80
  Cynocephaly
  The cynocephaly are a warlike species of men with the 
  heads of dogs, jackals, or hyenas, considered in their 
  dealings with each other, utterly vicious and ruthless 
  in their dealings with man. Their tribes are nomadic 
  and they know the secrets of iron, wielding swords 
  and spears in their raids on human settlements. Their 
  culture dictates that they drink their own blood and 
  that of their kin before battle, and the blood of their 
  vanquished foes after.
  Hit Dice: 1d8 (5 HP)
  AC: 13
  Attack: +1 to hit, 1d6 damage (spear), 1d4 damage (bite)
  Alignment: Neutral
  XP: 15
  Demon, Imp
  Imps are the lowliest of demons, so low they do not 
  even rank in the hierarchy of demonkind, and are 
  by far the easiest for sorcerers to summon and bind. 
  They are also the only demons who will willingly serve 
  such arcane masters as familiars, though even then 
  they delight in mischief or maliciousness if not tightly 
  controlled. Like all demons, each imp is unique, and 
  in incarnate form is rarely larger than a cat or crow.
  Hit Dice: 1d6 (4 HP)
  AC: 12
  Attack: +0 to hit, special
  Alignment: Chaotic
  XP: 45 +35 per special power
  Notes: Demon (Imps follow all the normal rules for 
  demons; unlike other demons, incorporeal imps cannot 
  attempt to possess sapient victims, and must instead 
  content themselves by possessing small animals such 
  as toads, rats, cats, or crows. In incarnate form, they 
  may bite or claw for 1 hp of damage. To determine their 
  Resistance to Magic, roll only 1d6. An imp’s Sphere 
  of Influence, Power, and Weakness are determined 
  normally)
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  3 
  
  Dolphin
  Playful, intelligent, and social, dolphins are often seen 
  riding the bow-waves of ships and have been known 
  to come to the aid of swimmers, pushing them to the 
  surface to help them breathe or even protecting them 
  from sharks.
  Hit Dice: 2d8 (9 HP)
  AC: 13
  Attack: +1 to hit, 1d4+1 damage (ram)
  Alignment: Neutral
  XP: 40
  Elephant
  Ponderous, powerful, thoughtful, and at times aggres-
  sive, an elephant can be an aid, a threat, a beast of 
  burden, and even a warmount in some cultures. While 
  charging it is almost unstoppable, trampling or dashing 
  aside those in front of it, protected by its thick hide.
  Hit Dice: 8d10 (45 HP)
  AC: 13
  Attack: +7 to hit, 2d6 damage (slam)
  Alignment: Neutral
  XP: 1,100
  Notes: Charge (the elephant may charge an opponent, 
  causing 2d10 damage instead of its normal attack)
  Faun
  Fickle forest fae as likely to mislead as guide, fauns 
  have the upper bodies and heads of horned humans, 
  their legs being furred, goat-like, and cloven-hoofed. 
  They protect the untamed woods in which they reside, 
  and may often be found playing the syrinx alongside 
  dancing nymphs.
  Hit Dice: 2d6 (7 HP)
  AC: 15
  Attack: +3 to hit, 1d6 damage (staff or bow)
  Alignment: Chaotic
  XP: 50
  Notes: Enchanting Music (by playing the syrinx for 
  a round, a faun may cast the spell False Friend at will)
  Fox
  These cunning and adaptable omnivores may be found 
  in many climes, from frigid tundra to forests and 
  meadows, from island beaches to sun-blasted deserts. 
  While they commonly shy away from human contact, 
  some are known to serve wielders of magic as familiars.
  Hit Dice: 1d4 (2 HP)
  AC: 13
  Attack: +1 to hit, 1d3 damage (bite)
  Alignment: Neutral
  XP: 5
  Giant Bat
  Sometimes ridden by goblins, giant bats are wolf-sized 
  carnivores with ugly, fanged faces and great leathern 
  wings. They roost in ruins and great caves, coming 
  forth at night to hunt.
  Hit Dice: 2d6 (7 HP)
  AC: 13
  Attack: +1 to hit, 1d4+1 damage (bite)
  Alignment: Neutral
  XP: 40
  Giant Boar
  The size of a large bull, a giant boar is a powerful beast 
  with wicked tusks the size of short swords, a thick, 
  bristling hide, and a temperament to match. These 
  ill-tempered porcines are sometimes domesticated by 
  orcs to serve as mounts, but are gluttonous and still 
  dangerous even to their riders.
  Hit Dice: 6d8 (27 HP)
  AC: 14
  Attack: +6 to hit, 2d6+2 damage (tusks)
  Alignment: Neutral
  XP: 320
  Giant Spider
  Sometimes possessed of malign intellect, giant spiders 
  vary significantly in size though this entry represents 
  one the size of a large wolf. They dwell in the hearts 
  of the darkest, most ancient forests where they weave 
  great webs amid the boughs and patiently wait for 
  whatever unfortunate prey stumbles into their traps.
  Hit Dice: 3d8 (14 HP)
  AC: 14
  Attack: +3 to hit, 1d6 damage + poison (bite)
  Alignment: usually Neutral
  XP: 100
  What Lies Beyond
  4            
  
  Notes: Poisonous (anyone bitten by a giant spider 
  must make a saving throw versus poison or be para-
  lyzed for 1d4 hours), Web (spotting a giant spider’s 
  web in conditions of darkness requires a successful 
  Wisdom ability score check. Trapped creatures may 
  take no significant physical actions. Escaping a giant 
  spider’s web requires a successful Strength ability score 
  check; attempting to cut free instead takes 1d4 rounds)
  Great Ape
  Chimpanzees, gorillas, and orangutans are powerful 
  primates, and while most avoid human contact they 
  can be aggressive and dangerous if they feel threatened 
  or challenged.
  Hit Dice: 2d6 (7 HP)
  AC: 14
  Attack: +2 to hit, 1d6 damage (slam)
  Alignment: Neutral
  XP: 45
  Notes: Swift (if there are enough foes in its immediate 
  range, the great ape may pummel twice per round)
  Great Whale
  Though immense and powerful, the great whales rarely 
  bother man and his seafaring vessels and oft-seem 
  gentle and wise. Sailors tell though of how those born 
  white turn rogue, and spin tales of clashes between the 
  mightiest of sperm whales and the fearsome krakens.
  Hit Dice: 16d10 (88 HP)
  AC: 16
  Attack: +15 to hit, 4d6 damage (slam)
  Alignment: Neutral
  XP: 4,700
  Griffin
  Griffins are fierce creatures with the bodies of mighty 
  lions and the heads and wings of great eagles. Hunting 
  from mountain eyries or soaring over arid plains and 
  deserts, they will attack any likely source of food, but 
  particularly relish the taste of horseflesh.
  Hit Dice: 6d8 (27 HP)
  AC: 14
  Attack: +6 to hit, 1d4+1 damage (claw), 1d10 damage (beak)
  Alignment: Neutral
  XP: 390
  Notes: Swift (if there are enough foes in its imme-
  diate range, the griffin may claw twice and bite once 
  per round)
  Grindylow
  These malign water faeries live in streams, rivers, and 
  ponds, and delight in grabbing those who venture close, 
  dragging them beneath the water to their doom. Child-
  like in size with clammy green skin, frog-like eyes, and 
  long spindly limbs, these cruel beings are every bit as 
  strong as many adults.
  Hit Dice: 2d4 (5 HP)
  AC: 14
  Attack: +2 to hit, 1d4 damage (claw)
  Alignment: Chaotic
  XP: 15
  Notes: True Name (grindylow have true names which 
  give their foes power over them), Vulnerable to Iron 
  (grindylow take double damage from iron)
  Hag
  Appearing as ancient, ugly women at first glance, 
  hags are faerie monsters with sharp teeth and claws, 
  villainous hearts, and a taste for human flesh. All 
  possess sorcerous powers, and they may even be 
  bargained with, though this can be a perilous affair. 
  Most inhabit desolate moors, lonely caves, and dismal 
  mires, with a few green-skinned hags known to dwell 
  underwater in rivers, lakes, and swamps.
  Hit Dice: 6d8 (27 HP)
  AC: 15
  Attack: +5 to hit, 1d6 damage (claw or bite)
  Alignment: usually Chaotic
  XP: 440
  Notes: Spellcasting (may cast 6 spells per day), True 
  Name (hags have true names which give their foes 
  power over them)
  Hercinia
  A rare and benevolent bird, the hercinia is the size of 
  a crow but its plumage is a dazzling silver or gold in 
  color. It glows with great radiance in the darkness of 
  its forest home, and these kindly birds are known to 
  guide lost travelers safely through the woods, lighting 
  their way as they go.
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  5 
  
  Hit Dice: 1d4 (2 HP)
  AC: 14
  Attack: +1 to hit, 1 damage (claw)
  Alignment: Lawful
  XP: 10
  Notes: Blinding Flash (to evade threats, hercinia may 
  glow with a sudden intense flare of light at will, this 
  acting as the Flash of Brilliance spell)
  Hippocampus
  The hippocampus is the majestic adult form of the 
  common seahorse, its front half that of a glaucous-
  scaled horse with fin-like mane and hooves, its rear 
  that of a long sinuous fish. Herds of these wild aquatic 
  animals graze on seaweed and seagrass, though some 
  have been tamed to serve merrow as mounts.
  Hit Dice: 3d8 (14 HP)
  AC: 14
  Attack: +3 to hit, 1d8 damage (slam)
  Alignment: Neutral
  XP: 75
  Jaculus
  Found in warm forests and jungles, the jaculus is a 
  danger to any wandering in such locales. A beautifully-
  patterned emerald viper, it is remarkable in that it has 
  a pair of bat-like wings, and uses these and its incred-
  ible speed to launch itself from the canopy onto unsus-
  pecting prey animals.
  Hit Dice: 1d4 (3 HP)
  AC: 16
  Attack: +1 to hit, 1 damage + poison (bite)
  Alignment: Neutral
  XP: 15
  Notes: Lightning Speed (the jaculus acts so quickly 
  it always goes first), Poisonous (anyone bitten by a 
  jaculus must make a saving throw versus poison or 
  suffer an immediate extra 1d4 damage)
  Kelpie
  Those encountering fine horses near river, lake, or 
  shore must be wary, for such are often kelpies. Mischie-
  vous at best, evil at worst, these fae horses are at home 
  on land and beneath the water. If mounted, they will 
  plunge into the deepest waters with their hapless riders, 
  to dismay or to drown and devour. When humans are 
  not present, kelpies are known to sow sorrow by stam-
  peding ordinary horses and attacking livestock.
  Hit Dice: 4d6 (14 HP)
  AC: 13
  Attack: +4 to hit, 1d6+1 damage (kick or bite)
  Alignment: Chaotic
  XP: 110
  Notes: True Name (kelpies have true names which 
  give their foes power over them), Vulnerable to Iron 
  (kelpies take double damage from iron)
  Kraken
  Kraken are squid of colossal size known to periodically 
  emerge from the depths to attack ships in open ocean. 
  crushing hulls, smashing masts, and seizing sailors 
  from the deck with their huge, barbed tentacles. A 
  natural enmity exists between these creatures and the 
  greatest of sperm whales, their titanic struggles the 
  stuff of legend.
  Hit Dice: 18d8 (81 HP)
  AC: 14
  Attack: +18 to hit, 2d6 damage (hooked tentacle)
  Alignment: Neutral
  XP: 8,125
  Notes: Many-Limbed (if there are enough foes – or 
  a large enough single target – in its reach, a kraken 
  can make up to 4 tentacle attacks per round), Squeeze 
  (following a successful tentacle attack on a victim 
  the size of a man or smaller, a kraken can automati-
  cally inflict tentacle damage every round, no attack 
  roll needed. Cutting free requires a total of 8 damage, 
  severing the tentacle)
  Leucrota
  The leucrota is a terrible monster, a social predator 
  the size of a donkey that lairs with others of its kind 
  in grasslands and scrub. Its powerful forequarters 
  are like those of a lion, its rear like those of a stag. It 
  runs swiftly on cloven hooves, its vaguely horse-like 
  head nearly split ear-to-ear by a huge slavering maw 
  equipped with slicing bone ridges instead of individual 
  teeth. Even worse, this cunning creature makes sounds 
  like those of a human, and can even mimic the speech 
  of those it hears.
  What Lies Beyond
  6            
  
  Hit Dice: 5d6 (18 HP)
  AC: 15
  Attack: +5 to hit, 1d12 damage (bite)
  Alignment: Chaotic
  XP: 180
  Lynx
  Solitary wildcats of modest size, lynxes and bobcats are 
  stealthy, elusive animals of mountain forests. Lore has 
  it that they can see through solid objects and can even 
  discern the truth of things.
  Hit Dice: 2d4 (5 HP)
  AC: 14
  Attack: +2 to hit, 1d4 damage (claw or bite)
  Alignment: Neutral
  XP: 15
  Manticore
  With blood-red fur on its lionesque body, an ugly 
  human heads with rows of shark’s teeth, and a spine-
  covered tail, the manticore is a creature of nightmares. 
  It stalks prey in its forest and jungle habitats but will 
  never pass up the opportunity to hunt man. It attacks 
  with a trumpet-like roar and volley of poisoned spines 
  from its tail before leaping forward to attack with claw 
  or bite.
  Hit Dice: 6d8 (27 HP)
  AC: 14
  Attack: +6 to hit, 1d6 damage (claw), 1d12 damage  
   
  (bite), 2d4 damage + poison (spine volley)
  Alignment: Chaotic
  XP: 780
  Notes: Poisonous Spine Volley (creatures struck by a 
  manticore’s volley of spines must make a saving throw 
  versus poison or be paralyzed for 1d4 hours), Swift 
  (if there are enough foes in its immediate range, the 
  manticore may claw twice and bite once per round)
  Merrow
  The merrow, or mer as they are sometimes called, are 
  the people of the sea. Human from the waist up, fish 
  from the waist down, most are beautiful or handsome, 
  though the males of a few tribes have ugly piscine faces. 
  These folk fish and frolic in the depths, and while most 
  avoid mankind, some wicked individuals have been 
  known to lure sailors to their doom. That love has 
  been known to blossom betwixt people of the waves 
  and people of the land is frequently a source of tragedy.
  Hit Dice: 1d8 (5 HP)
  AC: 12
  Attack: +1 to hit, 1d8 damage (trident)
  Alignment: Neutral
  XP: 15
  Owl
  Considered a symbol of wisdom, sometimes a familiar 
  of sorcerers, the owl glides in silence and mystery 
  through night-time skies, its fine sense guiding it to 
  prey. Barn owls, tawny owls, even the great eagle owls 
  are represented by this entry.
  Hit Dice: 1d6 (4 HP)
  AC: 14
  Attack: +1 to hit, 1d4 damage (claw)
  Alignment: Neutral
  XP: 12
  Notes: Stealthy Flight (owls cannot be heard in flight)
  Pegasus
  These equines are the wild and proud winged horses, 
  small herds of which range the skies and plains. It is 
  widely held that only the truest of heroes can tame 
  them.
  Hit Dice: 2d8 (9 HP)
  AC: 14
  Attack: +2 to hit, 1d6 damage (kick)
  Alignment: Neutral
  XP: 40
  Pixie
  The pixie is a faerie of forest and moor. Small enough to 
  sit upon a toadstool, this puckish sprite wears garments 
  of red and green, and has narrow green eyes, reddish 
  hair, long pointed ears, and a wide mischievous grin. 
  Though not truly malign, they trick and tease humans 
  and animals alike when not found dancing in faerie 
  rings or standing stones. At whim, they may change 
  shape to that of a hedgehog or may cause a human to 
  lose their bearings.
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  7 
  
  Hit Dice: 1d4 (3 HP)
  AC: 16
  Attack: +0 to hit, 1 damage (pummel)
  Alignment: Chaotic
  XP: 12
  Notes: Mislead (once per day a pixie may magically 
  mislead a victim; the individual must make a saving 
  throw versus spell or wander aimlessly, lost for 1d4 
  hours even if the path is obvious or a map is used), 
  Transformation (pixies may assume the form of hedge-
  hogs at will), True Name (pixies have true names which 
  give their foes power over them), Vulnerable to Iron 
  (pixies take double damage from iron)
  Rat
  Widely despised as a pest, a devourer of crops, a bringer 
  of disease, the rat is not a welcome animal. That these 
  clever and adaptable rodents also sometimes serve 
  witches as familiars does nothing to improve their 
  reputations.
  Hit Dice: 1d4 (1 HP)
  AC: 15
  Attack: +1 to hit, 1 damage (bite)
  Alignment: Neutral
  XP: 5
  Red Cap
  A particularly fearsome tribe of dark fae known to 
  live in ruined castles and forts, red caps are short and 
  wizened with wide mouths full of jagged teeth, clawed 
  hands, and crude iron boots. They run with the swift-
  ness of the pursuing hound, and all bear iron spears 
  and wear red caps, caps they dye with the blood of their 
  victims. Unusually, these vile fae do not suffer unduly 
  from the touch of iron, as many an unfortunate foe has 
  discovered too late.
  Hit Dice: 1d6 (4 HP)
  AC: 14
  Attack: +1 to hit, 1d6 damage (spear, claw, or bite)
  Alignment: Chaotic
  XP: 20
  Notes: Fear (opponents must make a saving throw vs. 
  spells or suffer a –3 penalty to all actions against the 
  red caps), True Name (red caps have true names which 
  give their foes power over them)
  Salamander
  A strange creature born of fire, the salamander is a 
  sinuous, four-legged beast the size of a man’s hand, 
  with a blunt head, broad tail, and ebon skin flecked 
  with gold stars. They jig amid the flames of bonfires 
  and hearth, immune to heat and flame. Indeed, they 
  may douse or spark flames as desired, making them 
  potential perils in the realms of man.
  Hit Dice: 1d4 (2 HP)
  AC: 10
  Attack: +0 to hit, 1d4 (claw)
  Alignment: Chaotic
  XP: 15
  Notes: Firestarter (at will, salamanders may ignite 
  combustible materials or douse fires, simply by 
  touching them), Immunity to Fire (salamanders are 
  immune to fire and heat of any kind, no matter its 
  source)
  Sea Serpent
  The sea serpent is a draconic monstrosity, its undu-
  lating, coiling body usually around 30 yards in length, 
  ending in a reptilian fanged maw. These beasts come 
  to the surface to breathe and have also been known to 
  assail ships, snatching hapless seamen with their coils 
  and maws.
  Hit Dice: 10d8 (45 HP)
  AC: 16
  Attack: +10 to hit, 3d6 damage (bite)
  Alignment: Neutral
  XP: 1,300
  Notes: Constriction (instead of attacking, a sea serpent 
  may attempt to grapple and constrict an opponent. If it 
  hits successfully, the target must make a Strength test 
  at –6 or be caught, suffering 1d12 points of damage 
  per round)
  Shark
  Attracted to the sounds of struggle, sharks are sleek and 
  efficient hunters. They seldom attack humans, but are 
  driven into a killing frenzy by the presence of blood in 
  the water. This entry represents a large shark such as a 
  great hammerhead, great white, or tiger shark.
  What Lies Beyond
  8            
  
  Hit Dice: 5d8 (23 HP)
  AC: 14
  Attack: +5 to hit, 2d6 damage (bite)
  Alignment: Neutral
  XP: 210
  Snake, Venomous
  Venomous snakes such as adders and cobras can be 
  found in many habitats, from forest to desert, from 
  jungle to grassland. Some even swim within warmer 
  coastal waters. Frequently strikingly patterned, if 
  pigmented for camouflage, they are not wont to strike 
  humans except when agitated, but when they do their 
  venom can prove deadly.
  Hit Dice: 1d4 (3 HP)
  AC: 14
  Attack: +1 to hit, 1hp damage + poison (bite)
  Alignment: Neutral
  XP: 10
  Notes: Poisonous (anyone bitten by a venomous snake 
  must make a saving throw versus poison or suffer an 
  immediate extra 1d4 damage)
  Spirits, Minor Elementals
  The stats below represent typical, minor elementals. 
  They are mostly mindless, but can be bound by mortal 
  sorcerers or driven to anger. Every round, they make 
  one of their special attacks.
  The Bonfire, an Elemental of Fire
  Special Attacks:
  • Burn Bright: all fires in near range are intensified 
  for a round, burning brighter and more fiercely. This 
  increases the damage die used, so a firing burning for 
  1d4 damage will instead do 1d6 damage when intensi-
  fied
  • Gout of Flame: attack against 2 opponents: +3 to hit, 
  1d4 damage, ignites flammables
  Hit Dice: 3d8+3 (16 HP)
  AC: 10
  Attack: special, see notes
  Alignment: Neutral
  XP: 250
  Notes: Flame Form (the Bonfire is composed of living 
  flame, and is only affected by water, magic and iron 
  weapons. Furthermore, any flammable items coming 
  into contact with the Bonfire automatically ignite, and 
  any creatures touching or striking it unprotected suffer 
  1d4 damage), Magical Powers (once per round, the 
  spirit of fire uses one of the powers above), True Name 
  (the Bonfire has a true name which gives its foes power 
  over it)
  The Boulder, an Elemental of Earth
  Special Attacks:
  • Earthshaker: causes a minor earthquake. Everyone 
  within near range must make a saving throw versus 
  breath weapon or be knocked prone. May cause minor 
  damage to structures
  • Life-Giving Soil: the Boulder may root itself for a 
  round if atop earth or stone, regaining 3 hit points)
  • Slam: attack against 2 opponents: +3 to hit, 2d4 
  damage
  Hit Dice: 3d12+3 (23 HP)
  AC: 14
  Attack: special, see notes
  Alignment: Neutral
  XP: 250
  Notes: Magical Powers (once per round, the spirit of 
  earth uses one of the powers above), True Name (the 
  Boulder has a true name which gives its foes power 
  over it)
  The Pool, an Elemental of Water
  Special Attacks:
  • Dragging Current: when underwater, all in near 
  range must make a Strength test or be at –2 penalty to 
  all actions next round
  • Shells and Stones: attack against 2 opponents: +3 to 
  hit, 1d4+1 damage
  • Tidal Wave: attack against a single opponent: +3 to 
  hit, 1d6 damage, opponent must make a saving throw 
  versus breath weapon or be knocked prone
  Hit Dice: 3d10+3 (20 HP)
  AC: 12
  Attack: special, see notes
  Alignment: Neutral
  XP: 250
  Notes: Magical Powers (once per round, the spirit of 
  water uses one of the powers above), True Name (the 
  Pool has a true name which gives its foes power over 
  it), Water Form (the Pool is composed of living water, 
  and is only affected by fire, magic, and silver weapons)
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  9 
  
  Wyvern
  A lesser relative of dragonkind, the wyvern is as large as 
  an aurochs, with membranous wings, a draconic head, 
  two legs with grasping talons, and a long serpentine 
  tail. These aerial hunters range far from their cliff and 
  mountain dens, and can rarely be tamed.
  Hit Dice: 6d8 (27 HP)
  AC: 14
  Attack: +6 to hit, 1d6 damage (claw), 1d12 damage (bite)
  Alignment: Neutral
  XP: 385
  Notes: Swift (if there are enough foes in its immediate 
  range, the wyvern may claw twice and bite once per 
  round)
  Yale
  The yale is a black-haired, goat-like beast the size of a 
  horse, with long straight horns and the curving tusks 
  of a boar. A stubborn, forest-dwelling creature, it has 
  an instinctive hatred of the cockatrice and is immune 
  to its petrification.
  Hit Dice: 5d8 (23 HP)
  AC: 14
  Attack: +5 to hit, 2d4 damage (horns or tusks)
  Alignment: Neutral
  XP: 200
  Notes: Immune to Petrification (petrification attacks 
  are completely ineffective against yale)
  What Lies Beyond
  10            
  
  making the Cursed dead
  Their bodies animated through foul rite, fell curse, 
  or their own unrelenting hatred, the cursed dead are 
  mighty undead. These are the liches, the revenants, 
  the mummies, and the vampires, and each is unique 
  in origin, power, and state of decay; only their black-
  heartedness and unlife being traits shared by all.
  Base Stats
  The Cursed Dead are always of extraordinary back-
  ground, the most driven individuals: ruthless 
  murderers, dark-hearted sorcerers, and merciless 
  warriors. In becoming one of the cursed dead, the indi-
  vidual’s flesh and skin harden and they gain a measure 
  of unholy might as well as the ability to see clearly in 
  total darkness. These changes are already reflected 
  below.
  Dire Warrior
  Hit Dice: 6d12 (39 HP)
  AC: 20
  Attack: +10/+11* to hit, 1d8+4/1d8+6* damage 
   
  (long sword)
  Alignment: Chaotic
  XP: 800, +70 per special power
  Notes: Initiative Bonus (+1 initiative), Warrior 
  Knacks (the dire warrior knows 3 warrior class knacks; 
  pick from the warrior class abilities), Weapon Special-
  ization (the dire warrior is has Weapon Specialization: 
  Long Sword; the bonuses are included in the profile 
  above)
  Fell Sorcerer
  Hit Dice: 6d8 (27 HP)
  AC: 12
  Attack: +4 to hit, 1d4+1 damage (dagger)
  Alignment: Chaotic
  XP: 800, +70 per special power
  Notes: Magical Lore (knows 3 cantrips, 5 spells, and 
  7 rituals), Sense Magic (sorcerers may determine if a 
  person, place, or thing is magical. Doing so requires 
  concentration and a few minutes), Spellcasting (casts 
  cantrips, spells, and rituals as a mage of 6th level)
  Pitiless Killer
  Hit Dice: 6d10 (33 HP)
  AC: 17
  Attack: +5 to hit, 1d6+2 damage (hand axe)
  Alignment: Chaotic
  XP: 425, +70 per special power
  Notes: Initiative Bonus (+2 initiative)
  Powers
  The Cursed Dead templates above are further modified 
  by two or three of the following powers.
  Beast Form
  The cursed dead may shapeshift into the form of a 
  single animal at will, typically a creature associated 
  with the night or wickedness, such as a bat or wolf.
  Beast Lord
  At will, the cursed dead may call to and communicate 
  with the creatures of the night, the rats, bats, cats, and 
  wolves, this power acting like the ‘Beast Ken’ cantrip.
  Cause Fear
  Any foes within sight of the cursed dead must first pass 
  a saving throw versus spell or be affected by great fear: 
  either fleeing immediately or trembling in place.
  Charming Gaze
  When a cursed dead with the Charm power makes eye 
  contact with an individual, that victim is affected as by 
  the ‘False Friend’ spell. A normal saving throw versus 
  the spell is allowed, and anyone who passes their saving 
  throw is immune to the charm of this particular cursed 
  dead.
  Claws and Fangs
  The cursed dead’s fingertips become like bony claws, 
  and their canines lengthen to enable a wicked bite. 
  Their unarmed attacks do 1d6 damage plus the normal 
  damage bonus they possess. Furthermore, they gain 
  the Swift ability, and may make two claw attacks and a 
  single bite attack in the same round if there are enough 
  opponents in immediate range.
  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  11 
  
  Diseased
  The cursed dead carries a terrible plague; anyone in 
  contact with or struck by the cursed dead must make 
  a saving throw versus poison or contract the disease.
  Enchanted Items
  The cursed dead carries with it 1d3 magic items of the 
  GM’s choosing.
  Evil Eye
  A cursed dead with this power may make eye contact 
  with a victim, affecting them like the ‘Hexing’ cantrip. 
  A normal saving throw versus the spell is allowed, and 
  anyone who passes their saving throw is immune to the 
  charm of this particular cursed dead.
  Flight
  The cursed dead is able to fly as swiftly as a bat, need-
  less of wings.
  Followers
  The cursed dead is always accompanied by a number 
  of followers equal to its hit dice, unless taken totally 
  unawares at a very inopportune time. These followers 
  are always weaker than the cursed dead, such as a pack 
  of ghouls, a band of human worshippers, or other, 
  lesser undead.
  Ghostly Form
  The cursed dead may transform into an incorporeal, 
  ghost-like state or misty cloud, in either case being 
  able to slip unimpeded through keyholes, cracks in 
  windows, and so on. In this state, the cursed dead 
  cannot affect the physical world, however.
  Scuttle
  The cursed dead may scurry across walls, ceilings, and 
  up and down surfaces with all the ability of a spider.
  Weaknesses
  For every power the cursed dead possesses, they also 
  possess a weakness or sign of their undead state.
  Beast Bane
  Natural animals can always sense when the cursed dead 
  is near, and react with fear and aggression, attacking if 
  unable to flee.
  Bloodline
  Any attacks delivered against the cursed dead by 
  members of a specific familial line cause it double 
  damage. This bloodline is one linked in some key way 
  with the cursed dead’s past and origins.
  Fearful Reflection
  The cursed dead reacts with terror when faced with its 
  own reflection, and flees from it.
  Iron
  Iron causes the cursed dead double damage and cancels 
  all of their powers while they are in contact with it.
  No Reflection
  The cursed dead casts no reflections.
  Running Water
  The cursed dead cannot cross running water and is 
  destroyed if submerged.
  Sunlight
  The cursed dead cannot use its powers in sunlight, and 
  is destroyed if exposed for 2d4 rounds.
  Unrelenting Hunger
  The cursed dead must partake of a grisly foodstuff daily 
  or suffer final death. Examples include blood, flesh, 
  bones, eyeballs, and brains.
  Withering
  All minor plantlife in the vicinity of the cursed dead 
  sickens, dies, and withers in moments.
  Wood
  Wood causes the cursed dead double damage and 
  cancels all of their powers while they are in contact 
  with it.
  What Lies Beyond
  12            
  
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  terms of the Open Game License v1.0a, and are designated as Open Content by that license.
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
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  an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman
  13 
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/What Lies Beyond Extended Bestiary.pdf