TEXT: The
  Beast
  Hack 2:
  Monster
  Madness
  Another collection offearsome fantasy
  foes for use with The Black Hack
  
  Contents
  Assassin Vine... 3
  Avenging Angel... 3
  Azer... 3
  Barghest... 3
  Beast Horde... 3
  Bone Blade... 3
  Catfolk... 3
  Centaur... 3
  Dark Elf... 3
  Dark Naga... 3
  Death Crystal... 3
  Deathwing... 4
  Dire Rat... 4
  Dire Wolf... 4
  Dracolich... 4
  Dragon-Men... 4
  Dragonturtle... 4
  Drake... 4
  Dryad... 4
  Elder God... 4
  Earth Elemental... 5
  Faun... 5
  Frog-Men... 5
  Frost Wolf... 5
  Gibbering Mouther... 5
  Grey Render... 5
  Hag... 5
  Half-Demon... 5
  Imp... 5
  Infernal Knight... 5
  Infernal Lord... 6
  Kitsune... 6
  Kobold... 6
  Kraken... 6
  Living Statue... 6
  Lizard-Men... 6
  Man-Hunter... 6
  Mantis-Men... 6
  Merfolk... 6
  Mimic... 6
  Mind-Eater... 7
  Morlock... 7
  Orcs... 7
  Pegasus... 7
  Phantom Rider (Undead)... 7
  Pheonix... 7
  Plague Fiend... 7
  Rat Swarm... 7
  Raptor... 7
  Rust Monster... 7
  Sasquatch... 7
  Shadow Mastiff... 8
  Shark-Men... 8
  Storm Giant... 8
  Turtle-Men... 8
  Warg... 8
  Wraith (Undead)... 8
  Will-o-Wisp... 8
  Wind Elemental... 8
  Wyvern... 8
  2
  Written By
  Nathan Carmen
  Art By
  Patrick E. Pullen
  Black Hack By
  David Black
  A note on special abilities:
  Since monsters only roll for damage, any notes on rolling advantage or disadvantage should be
  for the players. For ease ofuse with the Cleric's turning ability, undead have been marked.
  
  Assassin Vine
  What look like normal vines are actually a
  carnivorous plant that entwines its foes,
  crushing them to death.
  HD: 3
  Actions and Specials: Entangle (1d6) + If
  damaged by the entangle, the hero is caught
  up in the vines. They may take no actions
  besides a STR or DEX test to get free from the
  vines. A hero takes (1d6) damage every
  moment they are entangled.
  Avenging Angel
  A powerful force for good, the Avenging Angel
  seeks the death ofits god's enemies. Clerics
  who turn from the faith may come face to face
  with such a creature.
  HD: 10
  Actions and Specials: Can fly. Can cast
  the Hold Person or Silence spells as an action.
  Can cast the Holy Word Spell once per fight.
  Azer
  These fiery dwarf-like creatures have a special
  affinity for gems and will try to steal them
  whenever possible.
  HD: 3
  Actions and Specials: Fiery Skin – Any who
  deal damage to an Azer in close range must
  make a DEX test or take (1d4) fire damage.
  Barghest
  This beast looks like a cross between a goblin
  and a wolf. Barghests can be very powerful
  foes who delight in stealing the residual life-
  energy offresh corpses.
  HD: 4
  Actions and Specials: Increases 1 HD for
  every three corpses it devours.
  Beast Horde
  An odd assortment ofvarious animal heads
  and limbs, a Beast Horde is a walking
  abomination. Some believe it was created by
  an insane druid long ago.
  HD: 7
  Actions and Specials: 4 Claws (1d4) + 4
  Bites (1d4). Cannot be taken by surprise.
  Bone Blade
  These ape-like beasts have a large and deadly
  bone protruding from each forearm. They are
  territorial animals that will impale intruders
  on sight.
  HD: 4
  Actions and Specials: 2 Bone Claws (1d10)
  Catfolk
  Quick and cunning creatures, Catfolk only
  strike when they believe they have a significant
  advantage.
  HD: 1
  Actions and Specials: Can see in the dark.
  Adds +1 to any rolls for DEX tests against a
  Catfolk.
  Centaur
  With the lower halfofa horse and the upper
  halfofa man, Centaurs are nomadic creatures
  who can be wild drinkers.
  HD: 3
  Actions and Specials: Can move up to far
  away range as part ofan action.
  Dark Elf
  Hidden in the depths ofthe earth, Dark Elves
  often worship evil gods and plot the
  destruction ofthe surface world.
  HD: 1
  Actions and Specials: Can cast the
  Darkness Spell once per fight. Can see in the
  dark.
  Dark Naga
  A snake-like creature with a woman's face,
  Dark Nagas are evil guardians who often
  protect artifacts ofvital importance.
  HD: 8
  Actions and Specials: Poisonous Bite (1d12)
  + ifthe hero is damaged, CON test or take
  (1d6) damage for the next (1d4) moments. May
  cast the Dispel Magic or Invisibility Spells as
  an action.
  Death Crystal
  A vaguely humanoid figure made ofcrystal,
  Death Crystals kill but for no known reason,
  yet they seem to delight in it.
  HD: 5
  3
  
  Actions and Specials: 1 Crystal Shard (2d4)
  from close to nearby range. Heals 1d4 HP each
  moment. Stops healing once HP reaches 0.
  Takes double damage from sound based
  attacks.
  Deathwing
  A large black bird with the general appearance
  ofa crow or raven, Deathwings seem to feed
  offoffear, only eating their prey once it is
  motionless with fright.
  HD: 6
  Actions and Specials: Screech – all nearby
  targets, WIS test or be paralyzed for (1d4)
  rounds, may be used once per (1d6) moments.
  Can fly.
  Dire Rat
  Large disease-ridden rats, these beasts are
  willing to eat almost anything ifsufficiently
  hungry.
  HD: 1
  Actions and Specials: 1 Bite (1d3) + CON
  test ifdamaged by bite. Failure means
  disadvantage on all CON tests until at least 8
  hours rest have occurred.
  Dire Wolf
  Large wolves, these creatures are capable of
  hunting on their own and often do so.
  HD: 3
  Actions and Specials: 1 Bite (2d6)
  Dracolich
  A dragon raised from the dead, Dracoliches are
  horrible monsters given new life.
  HD: 9
  Actions and Specials: Upon first seeing a
  Dracolich, WIS test or add an additional +2 to
  all attribute rolls. Is not affected by 1st or 2nd
  level spells ofany kind. Immune to cold.
  Breathes Death - 1d4 nearby targets make a
  DEX test or take (3d8) necromantic damage.
  Dragon‐Men
  Some dragons take the form ofhumans and
  mate. Their offspring are the dragon-men,
  scaly humanoids who often are very greedy
  HD: 5
  Actions and Specials: Close or nearby
  targets make a DEX test or take (2d6) damage.
  May be used once per fight.
  Dragonturtle
  Massive draconic turtles, Dragonturtles are
  true terrors ofthe deep.
  HD: 8
  Actions and Specials: Steam Breath - Close
  or nearby targets make a DEX test or take
  (3d6) damage. May be used once every (1d4)
  moments. Has 9 Armor Points.
  Drake
  Wingless monsters, some consider them the
  “ponies” ofdragonkind, yet this is far from the
  truth. They are
  powerful and
  clever
  creatures.
  HD: 7
  Actions and
  Specials: Close
  or nearby
  targets make a
  DEX test or
  take (2d6)
  damage. May
  be used once
  every (1d4)
  moments.
  Dryad
  Beautiful tree
  spirits, Dryads
  often appear as
  women made of
  wood and bark.
  HD: 2
  Actions and
  Specials: May
  instantly
  appear by any
  tree from close to far away range as an action.
  Elder God
  Ancient and terrible forces for evil, Elder Gods
  appear in many different forms but almost
  always reek ofmisery and death. Their very
  presence is disheartening and saps the energy
  ofthose around them.
  4
  
  HD: 12
  Actions and Specials: Slam (2d12), all
  attribute rolls made at a
  disadvantage.
  Earth Elemental
  A being made ofdirt and
  stone, Earth Elementals
  function on basic
  instinct.
  HD: 2
  Actions and
  Specials: 1 Slam
  (2d4), may burrow
  beneath the earth.
  Faun
  Half-Men, Half-Goat, Fauns are pleasant
  creatures that love women.
  HD: 2
  Actions and Specials: May use the Charm
  Spell once per fight.
  Frog‐Men
  Primarily living in swamps, Frog-Men are
  humanoid creatures with their own secret
  agenda.
  HD: 1
  Actions and Specials: Can leap up to a
  nearby range as part ofan action.
  Frost Wolf
  Living high in the mountains, Frost Wolves are
  about the size ofa Dire Wolf, but much more
  intelligent. They can speak and often hatch
  plans with Frost Giants.
  HD: 3
  Actions and Specials: 1 Bite (1d10) + Frost
  Breath – all nearby targets make a DEX test or
  take (2d6) damage. May be used once per
  battle. Immune to cold.
  Gibbering Mouther
  This horrifying collection ofmouths, eyes, and
  flesh often calls out in a jumble ofscreams.
  HD: 4
  Actions and Specials: Upon first hearing a
  Gibbering Mouther, WIS test or lose next
  action. A Gibbering Mouther cannot be
  surprised.
  Grey Render
  These lanky, Grey Skinned monsters have
  elongated mouths that droop low. They feed
  offoftheir prey by sapping their
  strength with large, menacing claws.
  HD: 4
  Actions and Specials: 3
  Draining Claws (1d6) + if
  the last attack deals
  damage, -2 STR for 1
  hour.
  Hag
  These large
  witches are ugly by
  nature, often with complex
  plots to wreak havoc on mankind. Sometimes
  they form a coven; a group ofhags that work
  together for an even greater, and more sinister
  purpose.
  HD: 4
  Actions and Specials: 2 Claws (1d6) May
  cast any 1st level Conjurer Spell. May do so a
  total ofthree times per fight.
  Half‐Demon
  These creatures are human in appearance,
  save their horns and tail. Many follow their
  demonic heritage towards the path ofevil.
  HD: 1
  Actions and Specials: 2 Claws (1d3) and
  Horns (1d3)
  Imp
  Little demonic minions, Imps like to cause
  havoc wherever they go. They often serve a
  more powerful master.
  HD: 1
  Actions and Specials: Pitchfork (1d6), can
  fly. Immune to fire.
  Infernal Knight
  Specialized soldiers who work for a powerful
  demon overlord, Infernal Knights are trained
  to kill, and do so quickly.
  HD: 5
  Actions and Specials: May cast the Fireball
  Spell once per fight. HD count as level for
  determining damage. Immune to fire.
  5
  
  Infernal Lord
  Truly powerful demons, Infernal Lords rule
  over sections ofhell with tenacity. They hate
  anything good and fight against the forces of
  righteousness with everything they have.
  HD: 9
  Actions and Specials: May cast the Fireball
  Spell twice per fight. HD count as level for
  determining damage. Immune to fire.
  Kitsune
  Fox-like humanoids with shape-changing
  abilities, Kitsune are tricky creatures who
  often coax others into doing their bidding.
  HD: 3
  Actions and Specials: May use the
  Polymorph Spell as an action, but only on
  themselves. Disadvantage on all CHA tests
  against a Kitsune. 2 Claws (1d3)
  Kobolds
  These small creatures resemble a lizard or
  dragon. Despite their weak combat
  capabilities, they are surprisingly smart and
  capable ofdevising deadly traps.
  HD: 1
  Actions and Specials: Has
  only (1d4) HP. Disadvantage on
  INT tests against Kobolds.
  Kraken
  One ofthe most fearsome
  beasts ofthe sea, the
  Kraken is a giant squid that
  attacks large ships and drags
  them into the depths.
  HD: 9
  Actions and Specials: 8 Tentacles (1d12)
  Can breathe underwater.
  Living Statue
  Some wizards use animated statues to guard
  their towers and magical libraries. These
  structures, though not intelligent, are deadly
  in combat.
  HD: 5
  Actions and Specials: Immune to non-
  magical weapons. Has 6 Armor Points.
  Lizard‐Men
  Savage creatures that often live in swamps,
  Lizard-Men are known for eating their meals
  while they are still alive.
  HD: 1
  Actions and Specials: Can hold breath
  underwater for one hour.
  Man‐Hunter
  These odd goblinoid creatures were said to be
  developed by a powerful Conjurer long ago, to
  grow stronger as their numbers dwindled.
  Legend has it these nasty beasts turned on
  their creator and now seek to torment
  humans, hunting them for sport.
  HD: 1
  Actions and Specials: 1 Bite (1d4) + bite
  deals +1 damage for every other Man-Hunter
  that has fallen this fight. Only has (1d6) HP.
  Mantis‐Men
  These primitive monsters are simply human
  sized praying mantises with orc-like
  intelligence. It is said they are cannibalistic,
  feeding on their own kind ifthey find
  their victim to be “weak.”
  HD: 1
  Actions and Specials:
  2 Claws (1d4)
  Merfolk
  Beautiful creatures who
  sometimes lure adventurers to a
  watery grave.
  HD: 1
  Actions and Specials: Can
  breathe underwater.
  Mimic
  Carnivorous monsters who can appear as
  different kinds ofinanimate objects, they
  instinctively know what kind ofobject to take
  the form of. Many adventurers have died from
  the bite ofwhat they thought was a treasure
  chest.
  HD: 3
  Actions and Specials: Can appear as any
  mundane object such as a treasure chest, a
  WIS test made with +2 to the roll can
  determine ifthe object is actually a Mimic.
  6
  
  Mind‐Eater
  These hairy beasts often dwell within caves
  and the like. They are naturally very intelligent
  creatures who have an almost vampiric need to
  feed offofothers intelligence.
  HD: 7
  Actions and Specials: 2 Claws (1d10) + if
  damaged by a Claw, INT test, failure reduces
  INT score to 4 for 1 hour.
  Morlock
  These incredibly pale creatures have large red
  eyes and speak in broken screeches and
  moans. They live in perpetual darkness,
  fearing light above all else.
  HD: 2
  Actions and Specials: Can see in the dark.
  Can walk on ceilings and walls. Heroes have -2
  to any attribute roll against the Morlock ifit is
  in the presence oflight.
  Orcs
  Brutal warriors with green skin, Orcs are
  willing to fight with very little provocation.
  HD: 1
  Actions and Specials: 1 Sword (1d6), Orcs
  have (1d10) HP.
  Pegasus
  Flying horses, Pegasus are a rarity and prized
  by many. They are very difficult to catch
  HD: 2
  Actions and Specials: Can fly. Can move up
  to far away range as part ofan action.
  Phantom Rider (Undead)
  A haunting figure with a black cloak and steed,
  these monstrosities are said to be a warning of
  death for those who see it. They are resilient as
  well, said to be the assassins ofdeath itself.
  HD: 4
  Actions and Specials: Ignores one point of
  damage each time it is hit.
  Pheonix
  A massive bird made ofpure fire, these
  creatures are said to represent the vibrant yet
  deadly cycle oflife.
  HD: 8
  Actions and Specials: May attack one
  target from close, nearby, or far away range
  with a blast offire (2d8). When a Pheonix dies,
  it rises from its own ashes in (2d6) days.
  Spreading the ashes far enough can prevent
  resurrection.
  Plague Fiend
  Sickly creatures with bone-white skin, Plague
  Fiends enjoy eating the flesh ofthe infected.
  HD: 6
  Actions and Specials: Diseased Aura - All
  nearby targets make a CON test or subtract
  (1d3) from their CON score. This continues
  every day until the disease is removed with the
  appropriate spell. Ifthe CON score reaches 0,
  the hero dies. This ability may be used once
  per fight.
  Rat Swarm
  Sometimes even the smallest ofcreatures can
  be a threat in large numbers. Rat Swarms can
  be very deadly when provoked.
  HD: 2
  Actions and Specials: Many Bites (1d4),
  this is one attack that may be used to hit all in
  nearby range. Cannot be taken by surprise.
  Raptor
  These dinosaurs are known for their pack
  tactics, often surprising weaker-looking prey
  in jungle areas.
  HD: 2
  Actions and Specials: 2 Claws (1d4) and 1
  Bite (1d6). Hunt in packs.
  Rust Monster
  These large bugs appear in many ways like a
  beetle. They feed offofrust however, and will
  attack anyone they believe might hold a source
  offood.
  HD: 3
  Actions and Specials: 1 Bite (1d4) +
  Antennae, DEX test or one non-magic weapon
  or armor on the hero is rusted away.
  Sasquatch
  Hairy ape-like creatures who often dwell in
  forests, Sasquatch are strong and capable
  killers.
  HD: 5
  7
  
  Actions and Specials: Foul Stench - A WIS
  test from up to distant range can reveal a
  Sasquatch by their smell.
  Shadow Mastiff
  A creature from another plane of
  existence, Shadow Mastiffs are
  deadly in the dark. Their vile
  nature is often concealed in
  the night, only exposed when
  it is too late.
  HD: 5
  Actions and Specials: Howl
  – Once per fight, all nearby
  opponents make a WIS test or flee
  from the Shadow Mastifffor 1d6
  moments. Heroes have disadvantage
  on all attack rolls to hit a Shadow
  Mastiffifit is in the dark.
  Shark‐Men
  Blood-thirsty monsters, Shark-Men are
  humanoid sharks who will feed on almost
  anything. When they smell blood they often
  become enraged.
  HD: 2
  Actions and Specials: 1 Bite (2d4), can
  breathe underwater, can detect a bleeding
  creature from up to a mile away.
  Storm Giant
  Large creatures with the power to bend
  lightning to their will.
  HD: 9
  Actions and Specials: Hammer
  (1d10+1d12) or Lightning Bolt, may be thrown
  from nearby, far away or distant (2d8)
  Turtle‐Men
  Slow creatures, Turtle-Men prefer swamps but
  are relatively harmless. They are quite friendly
  but prefer to be left alone.
  HD: 2
  Actions and Specials: Turtle-Men cannot
  move to nearby range as an action. Turtle-Men
  have (2d10) HP. Can hold their breath
  underwater for up to one hour.
  Warg
  These black-haired dogs are intelligent and
  often trick adventurers into elaborate traps.
  They are known for actually leading groups of
  goblins.
  HD: 2
  Actions and Specials: 1 Bite (2d4) Often
  accompanied by goblin riders.
  Wraith (Undead)
  Apparitions that seek to turn others into their
  own kind.
  HD: 5
  Actions and Specials: 2 Draining
  Claws (1d6) + when damaged, CON test
  or be drained of1 level. Can fly. Any
  creature killed by a Wraith turns into
  one in 1d6 minutes.
  Will‐o‐wisp
  Small glowing balls oflight, these bizarre
  creatures charm and lure adventurers
  away into the bog where they attack and
  often drown their victims.
  HD: 4
  Actions and Specials: Upon first seeing a
  Will-o-wisp, WIS test or follow it for 2d4
  moments. Can cast the Light Spell as an
  action.
  Wind Elemental
  With territorial and animal-like instinct, Wind
  Elementals are formidable creatures made of
  magical air.
  HD: 1
  Actions and Specials: Slam (1d6) or Wind
  Blast (1d6) from far away or distant. Can fly.
  Wyvern
  Draconic in nature, Wyverns have large wings.
  They may lack a fire breath but make up for it
  in a stinging, poisonous tail.
  HD: 6
  Actions and Specials: 1 Bite (1d12) + Tail
  Sting (1d4) ifthe tail deals damage, CON test
  or be Paralyzed. Can Fly.
  8
  
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  THE BLACK HACK, Copyright 2016, Gold Piece Publications; Authors: David Black.
  9
  
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