TEXT: Critters
  Creatures
  &
  Denizens
  By J. A. Rhodes-Gloor
  Illustrated by Scott Ackerman
  Brian Wells (order #6334390)
  
  Copyright © 2013 by Jeffrey A Rhodes-Gloor and Cogni-
  tion Pressworks All rights reserved. This book or any por-
  tion thereof may not be reproduced or used in any manner
  whatsoever without the express written permission of the
  publisher except to make copies of individual tables or en-
  tries for private, non-commercial use.
  Printed in the United States of America
  First Printing, 2013
  ISBN 978-0-9849705-1-3
  Cognition Pressworks
  913 NE 122nd Ave #6
  Portland, Or 97230
  www.CognitionPressworks.blogspot.com
  This product is based on the Dungeon Crawl Classics Role
  Playing Game, published by Goodman Games. This prod-
  uct is published under license.
  Dungeon Crawl Classics and DCC RPG are trademarks of
  Goodman Games.  All rights reserved. For additional infor-
  mation, visit www.goodman-games.com or contact
  info@goodman-games.com
  Brian Wells (order #6334390)
  
  Special thanks to my loving wife for believing that I could
  do this, and for the patience of the DCC RPG  management
  and fans on this long and interesting safari into the heart of
  imagination.  But most of all this book is dedicated to my
  grandchildren in the hopes that they too will find many
  wondrous adventures…
  Brian Wells (order #6334390)
  
  The young man, his face showing the first downy growth of beard, wandered through his old room above the
  smithy. For 12 long years he’d lived here; building up his muscles upon the bellows first, and then the
  apprentice’s anvil for horse shoes and mending old pots. Eventually he’d learned most of the arts of the
  smith, as did his 2 older brothers. He was a dutiful son… he simply had no desire to spend the rest of his life
  sweating over his forge and growing old drinking in the tavern with the village folk.
  He headed down the stairs, rehearsing in his mind all the different ways that he could think of to tell his father
  that he was heading off into the world for adventure and riches. His father was in the smithy as usual, but he
  was tending to the final details on a beautiful set of scale mail. Beside it was an antique shield of foreign
  design. However, it was the brass hilted longsword that his father now held to the grinding wheel that drew
  the young man’s attention. He’d seen it above the mantle in the house for his whole life and had often dreamt
  of fighting monsters and rescuing damsels… even if he wasn’t sure what a damsel was, or what was supposed
  to be done with one after you rescued it. The screeching and the sparks came to an abrupt end and there was
  the sound of a sword sliding home into its sheath with a hollow click.
  “This is the part where you tell me that you’ve decided you don’t want to be a smith… how the wild places of
  the world call out to you for glory… or that you’re bored with village life?” His father hadn’t even turned
  around, but the emotion was there in his voice. Something new to the young man… his father was holding
  back his sorrow.
  “How did you know, Father?”
  “I can see it in your eyes Caenor. You yearn for a life outside the village. The life of tall tales and treasure
  hard won.” he turned finally and looked his son in the eyes, “I was young once. I remember the fire in my
  blood.”  He handed the sword to the young man. “Come on lad, suit up,” He said as he pointed to the armor.
  Caenor knew how to use it, the sword and shield as well. You can’t make them properly if you don’t know
  how to use them and his father had taught him and his brothers well. Caenor made short work of the task
  and then  faced his father; who made a few adjustments to the armor’s straps.
  “Thought so…” he mumbled, “figures my old suit would fit you so well.” Then he grabbed his son by the
  shoulders and giving him a stern look, “Remember the things I’ve taught you son, and always mind your
  surroundings; if you forget all else… then cling to this.” There was a pleading look in his eyes.
  “Remember: the creatures you encounter out there… live in the wild. That means they are meaner, more
  durable, and better able to take care of themselves than you are!” Then he gave his son a hug and walked
  away  to the tavern.
  Later that night, as Caenor made ready to camp beneath the stars he found that his excitement was fading
  with the last rays of the setting sun..  Fear born of loneliness was gnawing at Caenor’s resolve and he recalled
  that never before had the hollow thumping of his father’s wooden leg sounded quite so ominous.
  Brian Wells (order #6334390)
  
  Foreword
  We in the modern age have come to think of Mother Nature as a kind, beatific; even matronly and full of concern for our well
  being…tamed…  Nothing could be further from the truth.  The truth is, everything that exists within Mother Nature’s Realm has
  its place because the natural critters and creatures have mastered one simple rule: succeed or die trying.  The ones that succeed
  pass their genetics and their knowledge to the next generation, and the cycle begins anew.  We have forgotten just how truly
  dangerous the natural world can be for those who are unprepared. With electric lights providing a 24 hour a day culture and
  convenience; families plan camping trips deep into the wilds and trek into the mountains just to play in the snow on school
  holidays. Life in the hinterlands has increasingly become a blasé affair.  We have lost our fear of the dark and the only things
  left to fear are each other, and the phantoms of our own imaginations. The folks who wrote much of the early Appendix N
  source material lived and wrote their best work in a totally different world from ours. It was a time in history when there were
  still wild unexplored regions left to call us to adventure just over the horizon.  The authors of the Appendix N material understood
  what we have forgotten…  That for  most of Human history we have lived in fear of what lies beyond the tree line…
  and would not venture forth after the sun had set.
  As a species we’ve learned that traveling in numbers, our ability to develop technologies, and our ability to communicate are
  the difference between adaptable survivor and the ill-fated meal of the moment. Even these salvations are not always enough to
  protect us when the shadow of an orca passes under our tiny canoe, or when a grizzly bear finds our scent and begins a single
  minded pursuit of its next meal.  What makes the natural world so much more frightening to the characters in our stories is a
  simple understanding: in a typical fantasy role play environment; orca and grizzly bears are not apex predators. These creatures
  are simply part of the top one-third of the toothsome pyramid of predators one can expect to find in the wild places of the world.
  It is not my intention to define THE universal version of the creatures within these pages. My intention is to create a series of
  critters and creatures using the DCC RPG mechanics to emulate common and not so common creatures for the busy Storyteller
  to use when their zero level horde has a passel of farm critters or when there is no need for anything special. I have deliberately
  chosen to take a more detailed and standardized approach to creature creation in order appeal to a modern gaming audience and
  this book is intended for Storytellers who didn’t grow up with ad hoc gaming.  It is intended for the next generation of
  Storytellers, to help them on their way to mastering the wild and wooly story telling skills and style that the DCC RPG system
  brings back to the table. It is my hope that the mutation tables offered here will be able to provide a nearly infinite number of
  variants upon the basic critter types bringing many years of fresh and unusual creatures to your games so that you may
  keep your players on their toes… or tentacles… as the case may be.
  A final word about the style of this book before we continue…  It has been said that there are more details in here than are
  needed for the running of a game.  However, from a Storytellers point of view, you can’t have too many details about anything.
  The details are the grist for the story-mill; they are the colors and ideas with which a storyteller paints the milieu that folks find
  so entertaining. I wanted to create a creature manual that would appeal to the Old Grognards and the Anime generation.
  Besides, the one thing I’ve learned about details is: you can ignore them if you don’t need nor like them; but you never know
  from which of those little details that the spirit of inspiration will pounce upon mind of the Storyteller…
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Chapter 1: How it works
  Definitions 
   
       1
  Name 
   
   
       1
  Alignment 
   
       1
  Creature Ability
  Scores  
   
       1
     (STR)rength 
   
       1
     (AGIL)ity 
   
       2
     (INT)elligence  
       2
     (PER)sonality  
       2
     (LUCK) 
   
       2
  Size and Reach  
       2
  Changing sizes 
   
       3
  Action Dice 
   
       3
  Lifting & Carrying 
       3
  Dragging & Pushing 
       4
  Movement 
   
       5
     The Hex Grid  
       5
  Speed 
   
   
       7
     Running 
   
       8
     Figuring it out  
       8
     Sprinting 
   
       9
  Terrain and Movement 
     10
     Arid Scrub Lands 
     10
     Dry Lake Bed  
     10
     Forest  
   
     10
     Hills  
   
     10
     Ice Flow 
   
     10
     Jungle  
   
     10
     Meadow Lands  
     10
     Marsh/ Swam/ Bog 
     10
     Mountains 
   
     11
     Open and Flat  
     11
     Prairie  
   
     11
     River  
   
     11
     Road  
   
     11
     Rough Ground/ Sand/
     Gravel  
   
     11
     Snow  
   
     11
     Tundra 
   
     12
  Speed (Swim) 
   
     12
     Run action and
     swimming 
   
     12
     Sprint action and
     swimming 
   
     12
  Speed (Fly) 
   
     12
     Acceleration 
   
     12
     Deceleration 
   
     12
     Glide  
   
     13
  Initiative  
   
     13
  Armor Class 
   
     13
  Hit Dice  
   
     13
  Attack Dice 
   
     13
  Damage  
   
     13
  Critical Dice & Tables 
     13
  Saving rolls for
  Creatures 
   
     13
  Attack Profile 
   
     14
  Special attacks 
   
     14
     Acid Damage  
     14
     Aerial Predator   
     14
     Damage Resistance 
     14
     Dust Cloud 
   
     14
     Fire Damage 
   
     14
     Item and armor
     Degradation 
   
     14
     Spell Resistance 
     14
     Trample 
   
     14
  Special Powers 
   
     14
  Critters with Class levels    14
  Elemental Affinities 
     15
  NEW: Mighty Deeds
  of Action 
   
     15
     Strength 
   
     15
     Endurance 
   
     16
  Optional: Find familiar
  Spell and rules 
   
     16
  Chapter 2: Mutations
  Mutations 
   
     19
  Removing Mutations 
     19
  Mutations and the dead 
     19
  When too much
  is TOO MUCH!  
     19
  Optional Rule: Revenge
  From the grave 
   
     19
  Basic Mutations   
     21
     Unholy Union  
     21
     Duplicate Internal
     Organs 
   
     22
     Legless 
   
     22
     Death Throes  
     22
     Blindsight 
   
     22
     Multiple Eyes  
     22
     Armless 
   
     22
     Weird Eyes 
   
     23
     Skeletal Transformation    23
     Disproportionate Body    24
     Right Side/ Left
     Side Reversal  
     25
     Acute Senses 
   
     25
     Polydactyl 
   
     25
     Ability Increase/
     Decrease 
   
     25
     Size Increase/
     Decrease 
   
     25
     Herbivore/ Carnivore
     Reversal 
   
     25
     Nasal Nightmare 
     26
     Extra Head 
   
     26
     Dead Senses 
   
     26
     Detachable Head 
     26
     Strange Aura 
   
     27
     Amphibious 
   
     27
     Transparent 
   
     27
     Headless and still
     Kicking 
   
     27
     Extra Limbs 
   
     28
     Displacement  
     29
     Clairaudience  
     29
     Clairvoyance 
   
      29
     Telekinesis 
   
      29
     Cursed… 
   
      29
  Enhanced Mutations 
      30
     Luck Drain 
   
      30
     Teleportation 
   
      30
     Regeneration 
   
      30
     Speed  
   
      30
     Evil Eye 
   
      30
     Photosynthesis  
      30
     Breath Weapon Types 
      31
     Polymorphic 
   
      31
     Flight  
   
      31
     Dreadful Aura  
      32
  Mutant Critter Example
  (the Snorvolumph) 
      33
  Chapter 3: The Critters
  Amethyst Clouds  
      36
  Badgers  
   
      38
  Bats 
   
   
      39
     Cave Lurker 
   
      39
  Bears 
   
   
      41
     Black  
   
      41
     Brown  
   
      42
     Kodiak 
   
      42
     Polar  
   
      42
     Cave bear 
   
      42
     Panda  
   
      42
  Birds 
   
   
      43
     Chickens 
   
      43
     Crows  
   
      44
     Doves  
   
      45
     Ducks, Geese,
     & Swans 
   
      46
     Eagles  
   
      47
     Magpies 
   
      48
     Owls  
   
      49
     Parrots  
   
      50
     Pigeons & War
     Pigeons 
   
      51
     Vultures 
   
      52
  Boars 
   
   
      53
     Domestic Pigs  
      53
  Cats 
   
   
      54
     Lions  
   
      54
  Chimpanzees 
   
      55
  Cows, Oxen, &
  Herd beasts 
   
      56
  Demons  
   
      57
     Gaum  
   
      58
     Krelvax the Weaver
     (New Patron)  
      60
        Krelvax as Patron 
      61
        Bonding with Krelvax     61
        Invoke Patron Results
        (Krelvax) 
   
      62
        Patron Taint (Krelvax)     63
        Patron Spell: Krelvax
        (Nexus) 
   
      64
  iii
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
        Patron Spell: Krelvax
        (Poisonous Stinger) 
      66
     Krelvax Wasp Swarm 
      68
     Krelvax Drones  
      69
     Krelvax Soldiers &
     Hive Protectors  
      70
     Krelvax Worms  
      72
     Zorbrath 
   
      74
  Demons, Minor  
      75
     Demon Badgers 
      76
     Demon Monkeys 
      77
     Demon Roosters 
      78
  Dogs 
   
   
      79
  Draxxari  
   
      80
     Air Draxxari 
   
      80
     Earth Draxxari  
      82
     Fang Draxxari  
      84
     Fire Draxxari  
      86
     Rainbow Draxxari 
      88
     Water Draxxari  
      90
  Elephants 
   
      92
     Mammoths 
   
      93
     Elephant Equipment 
      93
  Faeries  
   
      94
     Critical Table F (1-14)     95
     Critical Table F (15-25)     96
     Critical Table F (26-30)     97
  Air Spirits 
   
      98
     Sprites  
   
      98
        Pixies & Peskies 
      98
        Lilithi & Cherubs 
      99
        Nymphs 
   
      99
     Spriggan 
   
      99
     Vanir  
   
    101
  Earth Spirits 
   
    102
     Gnomes 
   
    102
     Kobolds 
   
    104
  Fire Spirits 
   
    105
     Salamanders 
   
    105
  Forest Spirits 
   
    106
     Dryads 
   
    106
     Hamadryads 
   
    108
     Meliai  
   
    109
     Faun  
   
    112
     Leshy  
   
    113
     Mosskin 
   
    114
  Hearth Spirits 
   
    115
     Hobs  
   
    115
     Leprechaun 
   
    117
     Clurichaun 
   
    118
     Fear Dearg 
   
    119
  Plant Folk 
   
    120
     Thornes 
   
    120
     Treants 
   
    122
  Water Spirits 
   
    123
     Green Hags 
   
    123
     Naiads  
   
    124
     Selke  
   
    126
     Siren  
   
    127
  Foxes 
   
   
    128
  Frogs 
   
   
    129
  Goats 
   
   
    131
  Goblins  
   
    132
     Grunts  
   
    132
     Chieftain 
   
    133
     Cook  
   
    133
     Cultist  
   
    134
  Grondar  
   
    135
  Hippogriffs 
   
    137
  Homunculi 
   
    138
     Basic  
   
    138
     Greater 
   
    139
     Lesser  
   
    140
  Horses  
   
    141
     Flying Horses  
    142
  Imps 
   
   
    143
  Insects  
   
    145
     Ants  
   
    146
     Beetles 
   
    148
     Giant Dung Beetle 
    150
     Cicadas 
   
    151
     Praying Mantises 
    152
     Wasps  
   
    153
  Lizards  
   
    154
  Lycanthropy 
   
    155
     Were-rat Goblins 
    156
     Were-rat Ogres  
    157
  Mephits   
   
    158
     Air Mephits 
   
    159
     Earth Mephits  
    160
     Fire Mephits 
   
    161
     Water Mephits  
    162
  Mephits, Hybrid  
    163
     Cloud Mephits  
    163
     Dust Mephits  
    164
     Lava Mephits  
    165
     Mud Mephits  
    166
     Smoke Mephits  
    167
     Steam Mephits  
    168
  Merfolk  
   
    169
  Monkeys 
   
    170
  Moose  
   
    171
  Mules 
   
   
    172
  Newts  
   
    173
  Ogres & Ogre Magi 
    174
  Olar 
   
   
    175
  Otters 
   
   
    176
  Plant Creatures 
   
    177
     Sundew 
   
    177
  Platypus  
   
    179
  Raccoons 
   
    180
  Rats 
   
   
    181
  Scorpions 
   
    182
     Spitting Scorpions 
    184
     Crayfish & Lobsters 
    184
  Sheep Domestic & Wild   185
     Dwarven Sheep  
    186
     Elven Sheep 
   
    186
  Gnomish Sheep  
    186
  Battering Ram 
    
    186
        Battle Sheep  
    186
  Skunks  
   
    187
  Snakes, Constrictor 
    188
  Snakes Venomous 
    189
  Venoms  
   
    190
  Spiders  
   
    192
  Spider Webs 
   
    194
  Squirrels, Common 
    195
  Squirrels, Flying  
    195
  Swarms  
   
    196
  Undead Creatures  
    198
     Ancient Spirits  
    199
        Brelmavar the
        Mighty 
   
    201
        Svendric the
        Librarian 
   
    202
     Constructed Dead 
    203
        Example 
   
    205
     Ghouls, Basic  
    206
     Ghouls, Greater  
    207
     Ghoul, Lasheeva’s
     Hounds 
   
    208
     Vampires 
   
    210
        Powers and Abilities   211
        Abilities and
        Weaknesses  
    212
     Zombies 
   
    213
        Basic Zombie  
    214
        Contagious Zombie 
    214
        Paralyzing Zombie 
    214
        Fast Zombie  
    215
  Unicorns 
   
    216
  Weasels  
   
    218
  Wolverines 
   
    219
  Wolves  
   
    220
     Frost Wolves 
   
    220
  Wyvern & Lundwyms 
    222
  Chapter 4: Making Critters
  Converting and
  Building Creatures 
    224
  Xill & Xill Hivemasters 
    225
  Orc Tribe 
   
    227
  Reference Tables  
    229
  Scale of Difficulty & Challenge
  (DC) used within this manual
  Easy
  5 – 6
  Moderate
  7 – 8
  Professional
  9 – 10
  Impressive
  11 – 13
  Extraordinary
  14 – 16
  Heroic
  17 – 19
  Legendary
  20 – 23
  Epic
  24 – 25
  Deific
  26 +
  iv
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Definitions:
  This first chapter is where I show my work for how I derived
  all of the critter entries for this book. I figure showing this
  info is the polite thing to do; but more importantly; you can
  use these tables to create new critters scaled the way you
  want them.  Coincidentally, the process also works in reverse.
  The tables outlined here can be used by the Storyteller to
  extract greater depth of detail from the standard DCC & other
  materials.  You will need a copy of Dungeon Crawl
  Classics RPG system, and a set of dice that includes a d14,
  d16, d24, and d30.  See chapter 4 for details on creating and
  converting monsters as well as compatible critter and
  character record sheets, reference tables, and resources.
  Table 1-1: Creature Ability Scores
   Score  Modifier  Bonus Spells
    Known
  Max Spell
  Level
  1
  -5
  No Spellcasting
  possible
  -
  2
  -4 
  No Spellcasting
  possible
  -
  3
  -3
  No Spellcasting
  possible
  -
  4
  -3
  -2 spells*
  1
  5
  -2
  -2 spells*
  1
  6
  -1
  -1 spells*
  1
  7
  -1
  -1 spells*
  1
  8
  -1 
  No adjustment 
  2
  9
  None 
  No adjustment 
  2
  10
  None 
  No adjustment 
  3
  11
  None 
  No adjustment 
  3
  12
  None 
  No adjustment 
  4
  13
  +1 
  No adjustment 
  4
  14
  +1 
  +1 Spell 
  4
  15
  +1 
  +1 Spell 
  5
  16
  +2 
  +1 Spell 
  5
  17
  +2 
  +2 Spells 
  5
  18
  +3 
  +2 Spells 
  6
  19
  +4
  +3 Spells
  7
  20
  +5 
  +4 Spells 
  8
  *Minimum of 1 spell
  Other advantages of giving ability scores to creatures are that
  wizards can use the ability scores of their familiars instead of
  their own for spell and luck burn. There are spells that could
  allow an evil wizard to drain off the luck and ability scores of
  both animals as well as with humanoids. There are also
  creatures which have these powers. Additionally, many of
  the spell descriptions in the DCC Core Rules refer to the
  victim’s ability scores as a way to determine the spells
  potency, duration, or other effects.
  (STR)ength:
  This is the same as it is for player characters except in terms
  of lifting and carrying for non-humanoids. While a black
  bear may have a maximum strength equivalent with a
  humanoid (18); a grizzly bear will have a strength score of 19
  and a polar bear would have a strength score of 20.  For much
  larger creatures the strength of 20 represents the maximum
  amount of force they can apply to a physical attack. An
  elephant for example, is much larger than a polar
  bear, but most of that strength is needed to support the
  elephant on 2 or 3 legs while it kicks with the others. That
  elephant is probably much stronger than a score of 20, but
  when it picks something up it is limited by how much
  strength can be applied through an elongated nostril; and for
  all its power, it is still a most supple and delicate extremity.
  1
  Name:
  The name, or names by which the creature is known;
  including known aliases if any.
  General Information:
  This heading is where you will find the creature’s physical
  description habitat, and its basic habits and proclivities.
  Alignment:
  Theoretically, nothing that is natural to the material plain is
  born evil, so the creature’s listed alignment isn’t set in stone.
  Environment and how they are taught or trained has as much
  to do with the creature’s alignment choices as anything else.
  Most creatures are of a neutral alignment, as they are only
  interested in where their next meal is coming from and how
  hard they are willing to work in order to hunt it down. For
  some creatures, particularly amongst the humanoids and other
  intelligent species, there will be general alignment trends
  listed but these can be altered to suit the Storyteller’s needs.
  Creature Ability Scores:
  With the addition of a full set of ability scores animals and
  such will gain the same internal cohesion as the player
  characters, and thus appear more plausible and consistent.
  The down side is that with only a fixed stat table geared to
  humanoids, it would mean either an over inflation of
  humanoid abilities, or the deflation of the raw power of
  nature. The ability scores for monsters, unlike Player
  Characters, will range from 1 to 20. This is to better emulate
  the range of abilities seen in nature. One doesn’t expect a
  chipmunk to have an Intelligence attribute of 3, or an
  elephant to be no stronger than the strongest person.  In the
  natural environment all creatures are limited to ability scores
  ranging from 1 to 20 unless altered by magic or mutations.
  If an attribute is to be raised beyond what is listed via magic,
  mutation, or anything else; the tactic employed within these
  pages is to add the magic bonus to their attribute and the
  former attribute’s bonus. For example: a critter with strength
  20 normally has a bonus of +5. That same critter with a
  strength boosting mutation granting a +2 bonus to their
  strength would then have a strength attribute of 22 for running
  and lifting calculations and would apply a bonus of +7 on
  attacks, damages, and ability checks. If the spell or mutation
  affects the creature’s Intelligence or Personality scores, then
  the bonus will be applied to non-casting ability checks or to
  casting checks, but not both. This decision is made when the
  mutation manifests and is permanent unless the subject has
  further mutations in these attributes.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  (PER)sonality:
  Since this ability also encompasses the creature’s collected
  wisdom; creatures or humanoids with a personality score less
  than 8 don’t usually pass on their genetics, but this ability
  score can vary wildly and might even be randomized.
  (LUCK)
  All living creatures have a destiny of some fashion or other;
  even if that destiny is to die somewhere on the food chain. In
  truth, there really is only one difference between a wolf
  running down a rabbit and a dragon hunting down a pack of
  terrified player characters: the characters are the heirs
  presumptive to the title of protagonist. With that in mind,
  any creature with a negative luck bonus can be expected to
  fail the Darwin Challenge before they can pass on their
  genetics. Therefore most natural creatures have at least a 9
  for their luck score. Some creatures, like cats, have a variable
  luck score that will be greater than 9: because cats have
  ‘nine lives’.
  Any creature with a positive luck bonus applies that bonus or
  penalty to its hit points per level unless the creature’s entry
  states otherwise. If the creature has access to class levels the
  luck bonus or penalty is instead applied normally according to
  the class description and the creature gains no bonus to hit
  points or saves.  Unless the Storyteller says otherwise, non-
  player characters or creatures are not allowed to burn their
  own luck scores to change their fate unless their description
  says otherwise… they are not the protagonists.
  Size and Reach
  For the most part, the creatures in this book conform to the
  guidelines we are all familiar with from years of play.
  However, there are no size categories below Tiny. Most of
  the creatures of size Diminutive, or Fine, use swarming as
  their primary attack form.  As such they will be given a 5ft or
  larger size category and treated as a single creature of that
  size, but with the abilities listed under the heading: smallest.
  (See  Swarms  on page 196 for more detailed information.)
  The listing of ‘Smallest” is used on tables as a convenience for
  those rare occasions when it might be needed for an individual
  creature or swarm.
  Wing-span is not a consideration for determining the
  creature’s size category; a huge bird is 15ft from beak to the
  base of its tail, and its wing span would be easily twice that
  distance. Generally the increment listed is for the creature’s
  measurement of nose to tail, or ground to the top of the head
  for bipeds; or shoulders for quadrupeds. Bipeds and other
  creatures with arms or other grasping appendages may reach
  over their heads for items, switches and for climbing; this
  distance is equal to half their height.
  As always, a creature with a reach of 0ft must enter their
  target's space before attacking.  In these cases, the defender
  must succeed at a luck check to prevent the attacker from
  entering the defender’s space. The base DC for this
  check is 10 modified for the situation at hand per the
  Storyteller’s ruling.
  (AGIL)ity:
  No differences beyond a change in the effective range of
  ability scores. However, creatures no longer have their
  initiative scores penalized because of size.
  (STAM)ina:
  No significant differences beyond a change in the effective
  range of ability scores. This attribute also defines a
  creature’s weight, as a function of its size category. Multiply
  the creature’s Stamina score by the size multiplier to get its
  weight. The following table, as well as the others in this
  chapter and their attendant calculations, are included here as
  reference for those who wish to create creatures along similar
  parameters.  These are approximations intended to cover
  various morphologies so the Storyteller should feel free to
  vary these results as needed for their situation or to more
  accurately represent a specific creature. A hippopotamus for
  example, spends most of its life in the water and is heavier
  than a primarily land animal because they are supported by
  the water.
    *Flying creatures weigh one quarter of the normal
   
     amount for a creature of their size.
  Example: A medium sized creature with stamina score of 18
  would weigh 180lbs. [18 x 10= 180lbs] If the creature’s size
  was Colossal, it would weigh 27,000lbs [18*1500=27000=
  13.5tons]
  (INT)elligence:
  This ability functions the same for creatures as it does for
  player characters and NPCs, but cognizance starts at a score
  of 3 or better. Most creatures that are not humanoid have an
  Intelligence score of 1 or 2. Many creatures, like apes, have
  scores as high as 6 or more. Supernatural and extra-
  dimensional creatures usually have Intelligence scores of 9 or
  better.  An intelligence score of 4 is required to use a shield or
  weapon more complicated than a club.  A score of 5 is required
  for complex weapons and armor.
  Intelligence scores of 19+ are very rare and usually found
  only in extra-dimensional, mutant, or alien creatures. Some
  critters and creatures are nearly as smart as humanoids and
  may be able to take on class levels per the Storyteller’s
  discretion.  This ability will be noted in the creature’s entry.
  The critter must have an intelligence score of at least 5 to
  qualify; see entry on critters with classes, (CCD pg. 14)
  2
  Large
  x150
  pounds
  Huge
  x250 
  pounds
  Gargantuan
  x750
  pounds
  Table 1-2: Size effects to weight
  Size 
  multiplier 
  Increment
  Smallest 
  x1.0 
  ounces
  Tiny
  x2 
  pounds
  Small
  x5 
  pounds
  Medium
  x10 
  pounds
  Colossal
  x1500 
  pounds
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Action Die:
  Creatures usually use dice appropriate for their size and their
  role in the food chain when determining non-combat actions.
  There will be some exceptions, notably the mindless undead;
  which only get half of their attack dice for non-combat
  actions. In general, humanoids of 5 or more hit dice gain
  multiple actions at lower increments upon the dice chain.
  Critters and creatures roll their action die, with a  +1/hit die
  bonus for any skill checks; they are considered expert  at
  being themselves.
  Lifting & Carrying:
  I will be the first to admit that the rules for lifting and such
  presented here are not exact reproductions of how strong
  humanoids and creatures actually are in the real world; but
  the numbers are close enough for gaming purposes. Such a
  detailed accounting of lifting and hauling abilities is well
  beyond the scope of any gaming manual. These rules are
  intended as a quick and easy way to determine how well
  characters or creatures are capable of manipulating their
  environment. They also serve as a means to prevent
  characters from loading up on too much gear. Keeping track
  of this detail forces them to think about how they are going to
  haul all that loot out of the dungeon… because getting the
  treasure home is the other half of any adventure.
  The Storyteller will need to use their best judgment on the
  weight of each item. Alternately, there are a number of third
  party publishers that have provided data on this for many
  years.  Better yet, a little quick Internet research should yield
  the pertinent data. It isn’t necessary to be excruciatingly
  exact, but it is important for the Storyteller to keep an eye on
  how much stuff the players are trying to lug about the map.
  How much a creature can lift over its head is a function of its
  strength, body mechanics, and a size multiplier. A biped, or a
  creature with arms and hands, has an easier time lifting than a
  quadruped that can only grab objects with its lips or teeth;
  and birds carry considerably less than their strength would
  allow for any other creature with the same strength value.
  Hence the separate tables; fortunately the Storyteller is the
  only one who needs to worry about any of this and usually
  only during game preparation and character generation.
  Humanoids of medium size can lift 10 times their Strength
  score over their heads and small humanoid can lift 5 times
  their strength score over their heads. The maximum weight a
  humanoid can carry is the same as they can lift over their
  heads. Bipedal creatures are considered encumbered once
  they are carrying more than half of their maximum lifting
  ability and quadrupeds are able to carry 60% of their listed
  maximum carrying value. There are separate tables
  for quadrupeds, insects, and flying creatures. Characters,
  creatures, and vehicles that are encumbered are unable to
  sprint and all other movement rates are cut in half.
  3
  Changing Sizes:
  If the change in size is the result of a spell then it is likely that
  the necessary rules for changing characteristics will be listed
  with the spell and those rules should apply. If not, then
  table 1-5 may be of some use.  These are general guide-lines,
  and are for the benefit of Storytellers looking to build larger or
  smaller versions of creatures in this book or that are not listed
  in the pages of Critters, Creatures, & Denizens.
  Smallest
  -6
  +3
  -6
  Tiny
  -3 
  +2 
  -3
  Small
  -1
  +1
  -1
  Medium
  +0 
  +0 
  -0
  Large
  +2
  -1
  +2
  Huge
  +4 
  -2 
  +4
  Gargantuan
  +6
  -3
  +6
  Table 1-5: Modifiers for Changing Sizes
  Size effects to:  STR  AGIL STAM
  Colossal
  +8     -4 
      +8
  Table 1-3: Size and Reach for
  Bipeds & Birds
  Smallest
  < 1ft
  0ft
  Tiny
  2.5ft 
    0ft
  Small
  5ft
  5ft
  Medium
  5ft 
  5ft
  Large
  10ft
  10ft
  Huge
  15ft 
  15ft
  Gargantuan
  20ft
  20ft
  Colossal
  30ft  
       30ft
  Table 1-4: Size and Reach for
  Quadrupeds & Others
  Colossal
  30ft  
       20ft
  Size 
  Space 
  Reach
  Size 
  Space 
  Reach
  Smallest
  < 1ft 
  0ft
  Tiny
  5ft 
     0ft
  Small
  5ft 
  5ft
  Medium
  5ft 
  5ft
  Large
  10ft 
  5ft
  Huge
  15ft 
  10ft
  Gargantuan
  20ft 
  15ft
  Table 1-6: Action Dice by size
  and diet
    Size 
  Herbivore 
  Omnivore,
  Carnivore
  Smallest
  1d10
  1d12
  Tiny
  1d12 
  1d14
  Small
  1d14
  1d16
  Medium
  1d16 
  1d20
  Large
  1d20
  1d20
  Huge
  1d20 
  1d24
  Gargantuan
  1d24
  1d30
  Colossal
  1d30 
  1d30+2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Characters and creatures may combine their strength for
  group lifting and pushing in order to deal with anything that
  is too much for an individual; provided that there is a place for
  all of the creatures involved to hold onto the object. Everyone
  involved must succeed at a strength check versus a DC equal
  to 10 to coordinate their efforts. Add up the lifting and
  carrying values of those involved; if the total exceeds the
  weight of the object then they are successful.  The lift team
  must succeed at this strength check each round of the lift, and
  the DC increases by one with each check.  You can’t have
  enough people applied to these situations; if some of the
  characters or critters involved in the lift or push attempt fail
  then as long as those remaining have sufficient combined
  strength, then the lift still succeeds.
  Dragging & Pushing:
  A biped may drag or push twice their lifting total without
  resorting to mechanical aids; assuming they can get a good
  hold on the object. They can move the item 10ft for each
  successful check; and the DC is 10, +1 per previous check. If it
  is not possible to grab the item, then it likely needs a team of
  people and ropes, yoke, etc. Quadrupeds must grab an object
  with their mouth and have difficulty dragging or pushing
  items unless wearing a harness of some kind. Without a
  harness the  quadrupeds multiply their lifting value by the
  listed drag modifier. When harnessed their structure allows
  quadrupeds to drag more than a bipedal creature with the
  same strength.  A quadruped can pull a load equal to their
  pushing and carrying total times their drag modifier. The
  entries list how much a creature can drag using its hands or
  teeth to hold onto the item.
  A cart or sledge of some kind allows the creature to pull 3
  times its lifting total as a maximum load. The need for flying
  creatures to carry a lighter load while in the air is factored
  into the tables for flying creatures; so the value for carrying
  represents the avian creature’s total carrying capacity.
  Examples:
  A brontosaurus (colossal quadruped) has a strength score of
  19. It can pick up something with its mouth if it needs to, but
  it may only lift 285lbs (19 x 15). If it were to drag something
  by grasping it with its mouth, it is limited to 1425lbs
  (285 x 5)
  Pushing with its shoulder, it could move 2,565lbs at a rate of
  10ft per successful check with fortitude saves from the
  encumbrance.  (19x 135= 2565)
  If the dinosaur were loaded up with gear, and loot, etc., then it
  could carry 60% of  total carrying weight without
  encumbrance: 1539lbs.  (2565 x .6= 1539)
  However, if it were attached to something via a harness and
  ropes tied to the object, then the brontosaurus would be able
  to drag maximum of 6.4 tons. (19x135= 2565 x 5=
  12,825lbs= 6.4tons… Attached to a wheeled cart this critter
  can haul a maximum of 19.2 tones. (6.4t x 3= 19.23t)
  ***
  Table 1-9: Lifting & Carrying for Flying Creatures:
    Size 
    L.o.G. 
   Push &
   Carry
  Weight
  Increment
  Smallest
  0.3 x STR 
  STR/4 
  ounces
  Tiny
  0.5x STR
  STR/3
  pounds
  Small
  STR 
  STR/2 
  pounds
  Medium
  3 x STR
  2x STR
  pounds
  Large
  10 x STR 
  5x STR 
  pounds
  Huge
  20 x STR
  10x STR
  pounds
  Gargantuan
  60 x STR 
  25x STR 
  pounds
  Colossal
  120x STR
  50x STR
  pounds
  4
  Drag
  Modifier
  Weight
  Increment
  Smallest
  STR 
  x1.25 
  ounces
  Tiny
  2 x STR 
  x1.5 
  pounds
  Small
  5 x STR 
  x2 
  pounds
  Medium
  10 x STR 
  x2 
  pounds
  Large
  15 x STR 
  x2 
  pounds
  Huge
  25 x STR 
  x2 
  pounds
  Gargantuan
  40 x STR 
  x3 
  pounds
  Colossal
  120 x STR 
  x3 
  pounds
   Table 1-7: Lifting, Carrying, & Dragging for Bipeds:
  Size 
  L.o.H,
  Push &
  Carry
  Table 1-8: Lifting, Carrying, & Dragging for
  Quadrupeds:
  Size 
  L.o.G 
  Push &
  Carry
  Drag
  Mod
  Weight
  Increment
  Smallest
  0.5 x STR
  1.5 x STR
  x1.5
  ounces
  Tiny
  STR 
  2 x STR 
  x2 
  pounds
  Small
  STR
  5 x STR
  x3
  pounds
  Medium
  STR 
  10 x STR 
  x3 
  pounds
  Large
  2 x STR
  20 x STR
  x4
  pounds
  Huge
  5 x STR 
  35 x STR 
  x4 
  pounds
  Gargantuan
  10 x STR
  55 x STR
  x4
  pounds
  Colossal
  15 x STR 
  135 x STR 
  x5 
  pounds
  Examples:
  An Orc (medium sized humanoid) with a strength score of
  16
  can carry up to 80lbs. of gear, loot, and equipment before it
  is encumbered. (16 x 10= 160, 160/2=80) It can drag up to
  320lbs. (160 x 2) but is encumbered after the load exceeds
  160lbs.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Movement:
  The DCC Role Play Game system is designed for gaming the
  old-fashioned way, before there were miniatures and wet/dry
  erase battle maps. It’s a great way to game, especially if you
  have neither the time nor the inclination to make or use any
  models or maps; but a lot has changed since the glory days.
  There are numerous companies with a plethora of products to
  facilitate a more detailed table top environment. In Critters,
  Creatures, & Denizens I provide a set of easy rules for using
  miniatures and maps to facilitate the use of these products in
  the DCC RPG game environment. These rules are NOT
  compulsory to the function of this manual.
  The movement rules presented here are a method intended to
  enhance the way creatures move through your game
  environment by allowing them to have movement speeds
  equivalent with their nearest real world analog.
  Understanding how the creatures move and use their abilities
  will enhance your game to new levels of entertainment
  whether your game table is covered in maps, models, and
  miniatures; or boxes of leftover pizza, empty soda cans, and
  stale cheesy-poofs.
  The creature entries contain the information needed to use the
  standard movement rules presented in the core mechanics of
  the DCC System as well as table top rules we’re all familiar
  with from years of play.  Furthermore, all of the speed values
  listed within the critter entries assume that they are running on
  an ideal plane with no obstacles or the stress of voracious
  creatures in pursuit. Flying speed values listed do not
  consider head-winds or tail-winds, and the swimming speeds
  do not account for water currents.  These considerations are
  left to the Storyteller to set for the encounter.
  There are many ways to use this new material on movement,
  but its main purpose is to get the Storyteller thinking about
  the raw power and ability of the critters of the natural world.
  In the grand scheme of things, humans really are not that
  powerful; especially when it comes to movement. Why else
  would so much of our technology and tools be centered upon
  moving us around at ever faster rates of speed?
  If your players are running away from a creature encounter;
  you can look at the critters sprinting speed and quickly see
  how much ground that creature can cover in a 1 round burst.
  Looking at the players sprinting speeds will tell you if any of
  them are even capable of escape and if they can; you will be
  able to tell who is most likely to become lunch.
  These optional rules are also a good way to break up the
  standard overland movement routine. Why should all
  medium sized characters be treated the same and be allowed
  to move at the same overland rates when you consider how
  random the ability scores are for DCC characters?
  Additionally, this new movement scheme provides us a
  chance to create an encounter-zone other than melee. By
  understanding the movement potential of both the characters
  and the critters, a Storyteller has the opportunity to set up
  encounters that are set over a large enough area to let the
  archers show how valuable they are to the party.
  Most importantly, these details add an enhanced
  understanding of a critter’s capabilities which can help
  prompt the Storyteller into new ideas that they may not have
  considered. Lastly, with the constant reminder of just how
  unspectacular humans are by comparison to the natural and
  supernatural worlds: the joy, excitement, and thrill of victory
  resulting from the player’s  heroics will be greatly magnified.
  5
  The Hex Grid:
  I have always felt that for table-top game play, the hex rid
  is superior to a square grid and the movement rule set
  presented here is designed to function best with a hex grid
  battle map.  The Hex grid also allows for more accurate
  calculation of circular areas of effect and it is still possible to
  draw straight lines for hallways and rooms.  A hex is 86.6%
  of the area of a square, but you can still use the standard: 1
  hex = 25ft2, without much distortion or go for accuracy by
  using 21.65ft2 if the Storyteller wishes.  As a side note; a hex
  that is 5ft from flat to flat edge  has sides of 2.88ft and a
  distance from point to point of 5.76ft.  Allies can move past
  each other without penalty as long as the room or passage is
  of appropriate proportions. These diagrams show the
  standard creature sizes as well as the number of smaller
  creatures that may still fight and move within the same size
  area and till leave room for all of them to act  or attack
  with minimal risks.  Adding more than the listed number
  of people per space is allowable, but each occupant must
  be highly trained  and/or familiar with each other’s
  fighting styles.  Otherwise each occupant must succeed at
  a reflex save versus a DC of 8, +1 per extra person in the
  space prior to any actions or attacks.  The Storyteller is
  free to assign risk values as the situation requires.
  1 Huge Creature
  2 Large Creatures,
  6 Medium Creatures,
  12 Small Creatures,
  18 Tiny Creatures
  1 Large Creature
  2 Medium Creatures,
  4 Small Creatures,
  6 Tiny Creatures
  Standard 5ft  Hex
  1 Medium Creature,
  2 Small Creatures,
  3 Tiny Creatures
  Figure 1-1: Medium, Large & Huge Areas
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Creatures fighting within a confined space are limited to
  small, lighter weapons like short swords and daggers. These
  limits are intended for handling ‘confined’ spaces.
  The front of the character model is decided by the player and
  declared when the model is presented to the group. The
  facing immediately aligned to that position on the hex map
  becomes the front facing for that model. The rear of the
  model is the opposite of the front facing. The remaining
  facings are the model’s right and left sides.  (Figure 1-4)
  If a character or critter is stationary, they can move in any
  direction they choose without penalty. The following rules
  apply as long as they are not moving faster than  2x their land
  speed. Changing the miniatures facing by 1 step is equal to a
  turn of 60o. Unlike square grids, there is no traveling
  6
  ‘diagonally’ on a hex grid; one changes facing by 600 and
  continues moving in the new direction. Since 450 and 900 are
  not options for movement on a hex grid, it is possible for
  creatures to use any straight path through a series of hexes
  when necessary. Such movements do not cost any extra
  movement penalty, (Figure 1-5).
  When moving at 3x their land speed or greater, the character or
  critter is penalized 10ft of movement for every facing change,
  and must succeed at a reflex save if they turn
  more than one facing in any given maneuver. The DC for
  this save is 8; modified by the Storyteller for the terrain and
  other conditions as appropriate.
  If for some reason a measured distance doesn’t terminate
  within a hex, then place the model in the right or left hex
  immediately behind the end point of the measurement.
  Additionally, all distances are measured center to center.
  Figure 1-2: Gargantuan Area
  1 Garg. Creature
  2 Huge Creatures,
  3 Large Creatures,
  10 Med. Creatures,
  20  Small Creatures,
  30 Tiny Creatures
  Figure 1-3: Colossal Area
  1 Colossal Creature
  2 Gargantuan Creatures,
  3 Huge Creatures,
  6 Large Creatures,
  21 Med. Creatures,
  48  Small Creatures,
  72 Tiny Creatures
  Figure 1-5: Non-liner Moves
  A
  B
  C
  D
  20ft
  20ft
  20ft
  Figure 1-4: Facing
  Front
  Back
  Left
  Side
  Right
  Side
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  This is especially important with over-sized models that
  might not have a base. For baseless models use the smallest
  hexagonal cluster fully surrounding the model; but excluding
  wings and tails. This cluster of hexes becomes the virtual
  base for the model.
  can modify the player characters appropriately to fit the
  alternate movement scheme.
  The Storyteller can also use them to create their own
  creatures, or to more readily facilitate changes they feel
  necessary to the mechanics to increase or decrease the values.
  Though tinkering on that level will render the running and
  sprinting information listed within the standard creature
  entries useless.
  In this new movement scheme, the land speed entry also
  represents the acceleration rate for a creature if it chooses to
  start distance running. A creature’s size affects its overall
  speed based on how many steps it is removed from medium
  size; gaining or losing speed with each increment.
  A running character or critter can decelerate by up to twice its
  land speed value each round without harm; assuming good
  terrain, weather, and that the runner isn’t in eminent danger of
  being eaten.  Decelerating at a faster rate entails risks.  A
  runner may decelerate at 3x their normal land speed with a
  successful reflex save against a DC of 15.  Failure indicates
  that the runner falls and comes to a complete stop taking 1d6
  damage per 20ft of speed lost in order to completely stop and
  may break bones with every result of 6 on one of the damage
  dice per the falling rule on page 96 of the Core Rules. A
  runner may attempt to slow themselves by up to 4x their land
  speed with a DC 20 reflex save with similar results for failure.
  As always, the Storyteller may alter the DC to suit the
  conditions at hand and any armor the runner is wearing.
  7
  Surprise attacks are made from any of the three facings
  opposite to the front facing if the target is otherwise
  engaged.  However, if the target is approached entirely from
  the rear facing without the target’s notice, then the target
  may be considered surprised even if the target is not
  distracted or engaged with another foe.
  Left
  Flank
  Right
  Flank
  Surprise
  Attacks
  Figure 1-6: Surprise Attacks
       Table 1-11: Quadruped Movement
  Size 
  Base
  Speed
  Run
  Mult.
  Sprint
  Mult.
  Smallest
  10ft/rd
  x3
  x2.4
  Tiny
  15ft/rd 
  x5 
  x2.2
  Small
  30ft/rd 
  x10 
  x2.2
  Medium
  50ft/rd 
  x15 
  x2.0
  Large
  70ft/rd 
  x20 
  x2.0
  Huge
  90ft/rd 
  x25 
  x1.8
  Gargantuan
  110ft/rd
  x30
  x1.8
  Colossal
  130ft/rd 
  x35 
  x1.5
  Run
  Mult.
  Sprint
  Mult.
  Smallest
  5ft/rd
  x2
  x2
  Tiny
  10ft/rd 
  x5 
  x2
  Small
  20ft/rd
  x8
  x1.8
  Medium
  30ft/rd 
  x10 
  x1.8
  Large
  40ft/rd
  x15
  x1.8
  Huge
  50ft/rd 
  x20 
  x1.5
  Gargantuan
  60ft/rd
  x25
  x1.5
            Table 1-10: Biped Movement
              Size 
    
    Base
             Speed
  Colossal
  70ft/rd 
  x30 
  x1.3
  Speed (Land):
  Usually 20 to 30 feet per round for small and medium sized
  characters respectively, but rates can be highly variable for
  creatures. This entry represents a basic walking speed and
  how much distance a creature may cover in one round while
  maintaining combat or action potential as written in the
  DCC Core Rules (page 77) under the heading of actions.
  For the purposes of tactical round by round movement,
  nothing presented here has changed except the shape of the
  grid.  Tactical movement is normally used whenever the
  combatants are inside each other’s sprinting range.  In
  tactical movement characters and critters alike use the
  familiar: walking (base speed), hustling (x2), jogging (x3), or
  panicked (x4) modes of movement.  A character or critter’s
  sprinting speed covers “panicked” movement if the optional
  movement scheme is employed. A creature or PC making a
  charge attack moves at least twice their normal land speed
  increment as usual, but traveling faster than this doesn’t
  impart more than the usual damage for a charge attack just
  greater range.
  The creatures in this book have their base speeds listed, but
  they also have a running and sprinting speeds listed. These
  values are calculated based on the creatures size, number of
  legs, Strength and Stamina scores: and done for you in
  advance. The tables and details for how I derived these
  numbers are included here and in chapter 4 so Storytellers
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  8
  Running:
  This is meant as an alternate to the traditional method of
  calculating overland travel.  Normally, a medium sized
  humanoid moves at a speed of 3 miles per hour for 8
  hours; so 24 miles in a day is considered the standard for an
  unencumbered group of medium sized characters. Assuming
  10 second rounds, a base move speed of 30ft per round
  actually works out to 2 miles an hour; 30ft x one minute
  (6 rounds) equals 180ft/minute x 60 minutes = 10,800ft per
  hour/ 5280ft = 2.045mph. This is then multiplied by 8 hours
  of travel = 16.36 miles a day.
  Isn’t it time we started to let our characters move the way we
  know they can? Especially if we are gaming in a smaller
  world where our characters may not even know what is over
  the next ridge; because it’s more than a day’s walk from the
  village. In the typical DCC RPG setting most folk are too
  poor to afford horses, so they walk or run when they travel.
  This does not mean bogging the game down with physics
  word-problems or the use of slide rulers; but let’s face it: the
  world record for the 100m dash is 9.58 seconds set by Usain
  Bolt of Jamaica in August of 2009. That’s 328ft in one DCC
  game round… and people are slow compared to animals. The
  world record for the marathon is 2:03:38 set by Patrick
  Makau at the Berlin Marathon in September of 2011. In
  game terms that’s maintaining a speed of 184ft per round for
  124 minutes to cover 26 miles.
  Since we are fantasy gamers, let us delve for a moment into
  the misty depths of legend and talk about Pheidippides. You
  know… the guy that who is said to have run 150 miles
  through the rather rugged, mountainous terrain of the Greek
  countryside: in just two days. Then he ran another 25 miles
  from Marathon to Athens to report victory… then fell dead.
  The 24 mile per day standard has led to one of two possible
  types of presentation: the standard division of the travel
  distance by 24 and it takes that many days of monotonous
  hike-camp-hike-fight-hike, etc; or, the Storyteller simply
  declares that the party has arrived at the entrance to the
  “Grotto of Heinous and Messy Deaths” without any
  interaction with the intervening distance. While there is no
  arguing against the convenience of this latter method, it does
  lead to some awkward questions.
  My personal favorite is if the party emerges victorious from
  the dungeon; “how do we get all of this stuff back home?”
  If you skipped over the travel time, then you will have to deal
  with the players saying things like: “based on our knowledge
  of how we got here, we plan the safest route home that avoids
  all the troubles.” Storytellers can deal with these situations,
  but why bother if there is an alternative? In this book I
  propose allowing the players and the creatures to move as fast
  as they would in real life.
  This new movement scheme can also work against the party
  as well; there should be no guarantees that they all can cover
  the standard 24 miles because they are medium sized with the
  same move rate.  In the optional movement scheme a
  character with stamina and strength scores of 12 could cover
  12 miles in 90 minutes when running and assuming ideal
  conditions. If this is the  weakest member of the group, then
  the others will be obliged to either camp, or leave the
  character behind if they cannot keep pace with stronger
  characters.  The random nature of the DCC RPG ability scores
  means that some characters might be terrible at running, but
  too valuable to be left behind. Having to deal with these
  situations will ramp up the number of opportunities for role-
  play and problem solving. Handling the movement in this
  way also allows Storytellers to give the players a sense of
  where they are and how they got to the start of the module
  without spending more time than needed; while maintaining a
  plausible context.
  Figuring it out
  The only variables are the creature’s strength, size, and type.
  For medium sized bipeds the top running speed is equal to 10
  times their strength score in feet per round. When a creature
  starts running, their normal land speed is the amount of
  acceleration they gain each round until they reach top speed.
  A medium sized, unencumbered biped has a land speed of
  30ft, so it would add their normal land speed (or fraction) to
  their current speed each round until they reach their maximum
  running speed. The value listed for running in each creature
  entry is the maximum amount of feet per round they can travel
  followed by the number of minutes they can maintain this
  running pace. The duration of the run is a function of stamina
  and the type of creature.
  A humanoid creature can maintain their running speed for a
  number of minutes equal to their Stamina score times 7.5;
  times 8 for quadrupeds; and times 9 for insects. After each
  run, the creature or character must succeed at a fortitude save.
  The base DC for this save is 5, modified by the duration of
  the run. Divide the running time by 20 rounding up or down
  as needed. Then add the result to the base DC. If the
  creature makes this save, then it can continue to act normally.
  Failure means the creature is limited to half its base land
  speed and actions until it has had a chance to rest for thrice
  the time it had spent running.  The runnier will also fall short
  of their goal.  Divide the failed save result by the DC for the
  run to see how far they got before they had to stop.  If the DC
  for success is 17 and the runner only rolls a 10 on their save,
  then they only ran 59% (10/17= .588= 58.8= 59%) of the
  distance they were trying to cover before exhaustion forced
  them to stop.  A critical failure means the runner injured
  themselves at the start of the run and the Story teller should
  get creative.  In any 24 hour period a creature may use a run
  action a number of times equal to their Stamina bonus;
  minimum of once per day.
  The difficulty for the additional run actions starts where the
  previous run actions left off. So, for a character who can run
  for 130 minutes, they must succeed at a DC 12 fortitude
  save (130/20=6.5, 7+5=12) to continue acting normally at the
  end of this and each additional run.  A runner’s armor check
  penalty also applies to this save roll.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Roll 1d30 
  Attendant terrain
  1 -15
  Sand/gravel
  16-18 
  Open and flat
  19-21
  Dry lake bed
  22-25
  Hill
  26-29
  Mountain / Butte
  30
  Road
  Table 1-12; attendant terrain for scrub lands
  location of the scene may include several different types of
  overlapping terrain; in these cases, the movement penalties
  are cumulative.
  Arid Scrub Lands:
  This general description covers any dry, non-arctic
  environment that isn’t filled with rolling, sandy dunes. The
  terrain here is generally composed of hard-pan and gypsum,
  sandstone and scree; the chief hazard is the change from
  one to another happens with disturbing frequency. Dry lake or
  riverbed for a few dozen yards then switch to boulder and
  gravel covered salt flats, or dunes.  Storytellers should vary the
  terrain types in these environments as often as they think
  necessary.  The movement penalties for this terrain are set by
  other terrain entries, but tripping, falling, and collision damage
  in these environments are doubled due to the thorny and
  generally sharp character of the environment. After the
  terrain and the wild life, the baking sun and lack of water can
  start to cause damage after as little as 2 hours; +1 on all
  fortitude DC values for travel in this environment.   The
  Storyteller should roll on table 1-12 as often as they wish.
  {Author’s note: It is
  considered poor form to
  surprise your players with
  a mountain. If the roll
  indicates this type of
  terrain, then continue on
  with the present type for a
  bit longer, while
  informing the players that they are approaching a butte or set
  of hills, etc. keeping in mind that a humanoid can see about 3
  miles with clear skies and flat ground.}
  Dry Lake Bed:
  This terrain on its own only imposes a 10% penalty to
  overland travel due to the flat, but generally poor traveling
  conditions and the need to keep an eye out for hazards. The
  cracked and broken, salt encrusted ground could be just a thin
  shell hiding a steaming hot mud or brine pit of impressive
  depth. Then there are the flash floods from water dropped by
  storms hundreds of miles away just to keep things interesting.
  Last but not least, there are the creatures that decide to
  hibernate in the mud for the next rainy season…
  Forest:
  This terrain comes in 2 types; light or heavy, and it isn’t a
  good idea to run in either of them unless you have no other
  option. In light woods, creatures may move at up to twice
  their base land speed without taking any risks; any faster, and
  they will need to dodge trees. In heavy woods, humanoids and
  creatures not native to forests are limited to their base land
  speed. Traveling any faster requires successful reflex saves to
  avoid collisions or tripping. The Storyteller will determine the
  Difficulty for each situation; but they may also wish to allow
  elves to ignore or lessen these penalties.
  9
  However, after the difficulty of the first run the physical toll
  begins to build. After the first run action in a day, any further
  running causes the runner to lose 1 hit point for every 5 miles
  they cover. The runner is allowed a fortitude save as normal
  for additional run actions, with success indicating only half
  damage.  Assuming the same character succeeded at their DC
  12 fortitude save, they decide to run for another 130 minutes.
  At the end of this time they make a fortitude save against a DC
  of 19; starting with 12 as a base, from last run, +7 more for the
  second run. The character would also take 1 point of damage
  for every 5 miles of the second run. Failing the fortitude save
  at this point means taking full damage and they may only move
  at half their normal rates and may not run or sprint until they can
  get a full night of rest.
  Sprinting:
  This listing in the creature entry is important in several ways.
  Its main task is to determine encounter distances and to
  determine whether players or creatures gain a surprise attack
  advantage.  Assuming either the players or the enemy have
  spotted the other while remaining unobserved; compare the
  sprinting speeds of creatures and players.  If the attacker is
  faster, then it has a greater chance of catching the target by
  surprise because the target can’t outrun the attacker.  If the
  target is faster, then it gets the chance to run away.  Another
  use for sprinting speed is to help the Storyteller set the scene,
  determine sequencing, and set the pace of the action  in
  their stories.
  Most creatures can only sprint for 1 round, but their entries
  will note otherwise if there is a difference. When sprinting
  the creature is putting every last ounce of its strength and
  determination into one massive burst of motion. Top running
  speed is multiplied by a size appropriate modifier to determine
  the sprinting speed. Consult tables 1-10 & 1-11 to find the
  correct multiplier for each type of creature. During the sprint,
  creatures may not make a turns or take actions other than jump
  checks to avoid obstacles. The difficulty for such checks is
  increased by a +1 penalty.  At the end of a sprint all creatures
  must succeed at a fortitude save versus a DC of 10, +1 for each
  sprint they have attempted in the last 24 hours. Success means
  they may take a single attack action and continue to act
  normally. The sprinter could also continue on at their normal
  running pace or fly speed. Failure means they are exhausted
  and may not act; they have half movement rates and a -2
  penalty on any attacks, initiative, and armor class for 1d3
  turns, +1 turn per size category of the runner.
  Terrain and movement:
  There is no real need to go into detailed descriptions of what
  each terrain type looks like; so the entries that follow will
  detail some of the most likely hazards one can expect and what
  affect the terrain has on movement. All of this information
  applies to humanoids and adventurers, but many wild
  creatures have adaptations that lessen, or even negate terrain
  modifiers to their travel. Aquatic terrains are not covered
  here, but are detailed in the swimming section.  Finally, the
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Hills:
  This is any terrain that has too much rise and fall of the land
  to be prairie, and not enough rise and fall of the land to be
  mountains. Here the chief danger is in not knowing what is
  hidden in the next tiny little valley… is it a creek, with flower
  filled meadowlands; or is it a bog filled with hungry critters.
  There are few caves, but water-cut chasms and slippery
  slopes are common enough. In the rare instance of a cave,
  they usually have an open pit entrance that allows access to
  the network of caves in the limestone beneath the hills.
  When traveling through this terrain total over land travel,
  running, and sprinting speeds are reduced by 25%.
  Ice flow:
  Aside from the treacherously slippery nature of ice, and ice
  flow is much like a dry lake bed: you never know what lies
  below the surface, or if it will hold any real weight. This
  terrain is more than just thick ice sheets floating on the ocean;
  it also refers to lake and river ice, glaciers, or frozen bogs and
  swamps. Walking, running, and travel are reduced to 50% of
  normal, and there is no sprinting for most humanoids.
  Specialized equipment can reduce the penalties for movement
  and overland travel to 25%. In arctic or glacier conditions
  where the ice is folded and crunched up, there is always the
  risk of falling into a deep crevasse hidden by snow.
  Jungle:
  A jungle is not a forest… it is a living mass of animals,
  insects, and vegetation all competing for the opportunity to
  eat you. If none of that kills you then falling into quicksand
  or a water-filled cenote with its attendant cave network; or
  the heat and humidity most certainly will. All creatures sized
  medium or larger are limited to half their land movement
  rate as long as they have something to cut a trail with, no
  other terrain modifiers, and there is nothing trying to eat them.
  Jungle creatures rely on hearing and smell because visibilty is
  limited to 10 to 30ft in most places.
  Meadow Lands:
  Much like prairies, except they are covered in herbs, flowers,
  and  shrubbery. Movement rates are reduced by 25% due to
  the soft soil that clings to your boots and the occasional need
  to cut a trail. This terrain is also prime hunting grounds due to
  the bounty of the meadow verge: +20% chance on encounters.
  Marsh / Swamp/ Bog:
  Any creature that cannot fly, climb, or swim doesn’t live very
  long in this environment. When there is solid ground to
  move on, it is rarely large enough to move at more than a
  walking pace. Most of what you could grab onto for support
  is slippery, covered in thorns, or poisonous. Quicksand is
  common and there are creatures lurking just under the water
  large enough to swallow a medium sized creature whole.
  Most terrestrial creatures are limited to half their base move
  rate for this type of terrain due to the slick, muddy ground
                  Table 1-13; Over the next hill…
  Whenever the travelers crest a hill, roll 1d20
  1
  Medium sized creek with trees and
  riparian verges meandering down the
  center of the valley. It continues flowing
  to the sea and is likely to attract boats
  with cargo 15%; or wildlife 30% chance.
  2
  Bog – the water from the surrounding area
  drains into this valley and stagnates before
  either evaporating or draining into the
  soil. There is a 20% greater chance of
  encounters with creatures in this
  environment in addition to movement
  penalties for bog terrain.
  3
  Road – well maintained and obviously
  used regularly.  There is a 25% chance of
  encountering an official patrol of 4 horse
  mounted soldiers with their sergeant.
  4
  Road – well maintained because there is a
  tax collector’s booth for the local empire,
  kingdom, etc. There are 8 soldiers 2
  sergeants and a lieutenant to protect the
  tax collector.
  5-16
  Nothing special, more hills on the other
  side of the valley.
  17 
  Entrance to cave network – there is a 45%
  chance that it is occupied by 2d6 hit dice
  of creatures. There is only a 15% chance
  that the cave network is more than a few
  hundred feet of water cut tunnels and
  chambers. If there are more extensive
  caves, then there will most likely be
  inhabitants and who knows where the
  cave network will lead them.
  18
  Road – broken down and little used, this
  road provides no benefits for traveling.
  There is only a 5% chance that this road
  actually leads anywhere interesting.
  19
  Meadow land – the small valley seems
  idyllic and peaceful, but it is actually a
  faerie playground. There are at least 2d3
  sprites of various ages, and genders
  involved in a ritual and they don’t like
  being bothered… There is an additional
  5% chance per sprite for there to be other
  types of faerie creatures participating in
  the dance.
  20
  Meadow land – the small valley is idyllic
  and peaceful. No encounters here and it
  might even be a good place to camp.
  10
  and the need to search for a clear footing.  Travelers must
  often backtrack around difficulties to find a way forward and
  there is no running or sprinting allowed.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mountains:
  Shear drop offs and the need for climbing gear are sure signs
  that you’re in the mountains. Weather, altitude sickness, rock
  slides, avalanches, and gorges choked with frigid shadows;
  all vie for the chance to end a character’s life. There are
  usually lots of caves and most of them are occupied by
  something hungry or lead to a death warren of catacombs.
  Some things to remember: on an earth type planet; the
  effective terminus for any usable atmosphere is at about
  36,000ft and a healthy, medium sized creature needs
  supplemental oxygen starting at about 14,000ft.  At polar
  latitudes these distances can be as low as 22,000ft and 8,000ft
  respectively.  When traveling through this terrain all speeds
  are reduced by 50%.  Anything not born or acclimated to
  high altitudes suffers a cumulative -1 penalty per 4000ft
  of altitude on all actions, armor class, and saves.  The
  acclimation process takes a minimum of 4 days/ 4000ft;
  but 1 week/ 4000ft is best.  The frigid atmosphere at these
  altitudes lets in a lot of solar radiation so there is a chance of
  getting a severe sunburn to go along with any hypothermia.
  The dehydration issues at high altitude are as bad as in the
  deep desert.
  Open and flat:
  To qualify as open and flat, there must be a space of at least
  2500 square feet (50ft x 50ft), with at least a 10ft ceiling and
  relatively level floor. The floor, or path to be followed, must
  be clear of obstacles and debris. There are no modifications
  to walking, running, or sprinting speeds beyond encumbrance.
  Prairie:
  Traveling on a prairie is deceptively peaceful and easy. For
  starters there is always a gentle roll to the land, but not
  enough that it causes any issues; the rise and fall averages out
  over long distances. The presence of grass that is usually
  waist high on a medium sized creature poses the most
  significant threat. These grain producing grasses can be
  several yards tall in places and serves to hide both changes in
  the terrain and predators with equal ease. Perhaps the most
  dangerous type of obstacle on the prairie is the dry creek or
  river bed, cut deep into the soft soil and clay; hidden by all
  that tall grass until it is too late to alter course.
  The lack of regular trees means there is no cover from air-
  born attackers, or the high winds that frequently gust through
  the grass. Let’s not forget the occasional stampede of
  frenzied animals that heralds most brush fires. All of this
  combines into a 15% movement penalty to non-walking
  movement speeds, and travelers have a -1 penalty on reflex
  saves to avoid tripping.
  River:
  Found in most non-frozen climates and sometimes even in
  the frozen tundra or under a glacier where a natural hot spring
  could cause a flow of water. As long as it’s moving, it will
  stay liquid. Water flowing at the surface is the life- blood of
  any ecosystem whether it is a tiny spring and creek, or a
  mighty highway for trade and piracy.  From the tiniest bug to
  the mightiest predator; all must seek out clean water to live.
  The riparian area to either side of the river is a hot-zone for
  hunting; there is a +40% chance for encounters here every
  30 minutes. There is always danger from critters lurking
  under the water or in the over-hanging trees.  Predators are
  always stalking nearby waiting for a chance to kill the unwary.
  If that isn’t enough hassle, there are the natural hazards to
  watch out for: rapids, waterfalls; the occasional cave that leads
  to certain doom as the river is sucked down into the depths of
  the earth.  Traveling penalties in this terrain are subject to the
  Storytellers interpretation based on what the players are
  attempting  as well as the overall assessment of the location.
  Road:
  The blessings of roads are many-fold, but they are not
  without their own perils. Traveling by road means that the
  movement penalties imposed by the terrain are reduced. The
  Storyteller will determine what is appropriate. If it is well
  constructed, a road could offer as much as or more than a
  25% reduction in the terrain’s movement penalty.  If a penalty
  is reduced to; or taken below zero, then there are no penalties
  to movement.  Only magic roads can boost a traveler’s speed.
  Because roads are expensive to build and maintain and make
  traveling so easy: they attract all kinds of trouble. Anything
  from bandits and general riff-raff, to toll booths full of greedy
  tax men and their greedy lords demanding service or tribute
  are a common occurrence. Desperate thieves have even been
  known to lay traps on roads from time to time, in spite of all
  that protection money you paid to the local lordling and his
  entourage. As far as the wild-life is concerned…  roads are
  like rivers, and all that prey attracts a fair few predators.
  Rough Ground/ Sand / Gravel:
  The chief threat these types of terrain hold for a travel is the
  lack of secure footing. There is always the possibility that the
  dunes of sand or gravel can hide a burrowing horror, deep pit,
  or just collapse on you with no real warning. When traveling
  through this terrain, total overland travel, running, and
  sprinting speeds are reduced by 30%.
  Snow:
  Like forests, there are basically two conditions to consider;
  light snow and deep drifts. Light snow is less than knee deep
  on the creature and adds +2 to all DC’s for traveling,
  running, and sprinting. Deep drifts of snow are at least waist
  deep on the creature and reduce them to half of their walking
  speed; with fortitude saves every hour versus a DC of 8, +1
  per previous check to avoid exhaustion. If the snow
  is any deeper than this a sleigh or snowshoes are required.
  Special equipment like snow shoes, skis or sleighs will allow
  creatures to move or slide along the surface of the snow
  without the drop in speed, but there will always be a +2
  increase to the DC’s for any travel related ability checks.
  11
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Tundra:
  This arctic or sub-arctic wasteland endures cold and the lack
  of sunlight for large portions of the year. This means there is
  little beyond moss, lichen and the occasional stunted tree or
  thorny shrub growing here. There is even less cover from the
  weather and predators than on a prairie; and there is still the
  danger of water cut gullies, though they are shallower and
  easier to spot. During the winter, when the ground is frozen
  there is only a 10% penalty to overland movement; though
  there is much more danger from weather as well as greater
  occurrence of general debris and obstacles. During the spring
  and summer months this terrain turns into a series of
  meadowlands, bogs, shallow lakes. And the gullies are full of
  ice cold streams swollen from the melting snow.
  Speed (Swim):
  Most creatures have the ability to swim if the need arises. At
  such times they can make a swim check versus DC= 6 + the
  physical check penalty for any armor and +1 for every 25lbs
  of carried equipment. If successful they can move at half their
  base land speed, but they have no agility bonus to armor class
  and they cannot run or sprint while swimming. The DC is
  lowered by 4 if the creature simply treads water.
  · 
  A typical creature can hold its breath for a number
  of minutes equal to its stamina score divided by four.
  This means a creature with a stamina score of 18 may
  hold its breath for up to 4.5 minutes; or 27 rounds.
  · 
  Any creature’s not adapted to an aquatic environment
   
  suffers 1 point of damage per round, per 100ft of
   
  depth. There is no save versus this damage and even
   
  aquatic creatures are susceptible if not adapted to
   
  deep water environments.
  For creatures with a swim speed as their primary or secondary
  move ability, there is no more effort expended while
  swimming than walking expends for a terrestrial creature.
  Their swim speeds are calculated as if they were bipeds
  of the same size and strength. They only make swim checks
  to deal with environmental hazards or for other dangerous
  activities.  Aquatic creatures retain their Agility bonus to
  Armor Class in most situations.
  A creature that is born with, or later acquires a swim speed
  may run and sprint while swimming. There is only one thing
  to consider with swimming that is beyond what is done for
  terrestrial creatures: moving in three dimensions. When
  diving deeper into the water a swimming creature’s speed is
  cut in half. This is due to increasing pressure and the pull of
  buoyancy making things more difficult to propel themselves
  deeper into the water.
  Sprint action and swimming:
  Just as with running, sprinting follows the same calculations
  as for sprinting on land except the swimming creature may
  ‘sprint’ in any direction. They are limited to half their
  sprinting speed if they are diving at an angle greater than 60o.
  12
  Run action and swimming:
  There is no difference with a swimming creature’s run action
  and that of a terrestrial creature, they have the same
  mechanics. Most swimming creatures are treated as bipeds
  for the speed of their swimming, but they are treated as
  quadrupeds for calculating the duration of the run.
  Speed (Fly):
  For creatures with a fly speed as their primary or secondary
  move ability there is no more effort expended than walking
  expends for a terrestrial creature.  A creature that is born with,
  or later acquires a fly speed is always considered to be
  running just to stay in the air and they may not use a sprint
  action while flying.  Flying critters  only make flight checks to
  deal with environmental hazards or other dangerous activities.
  None of the listed speeds account for head, tail, or cross
  winds.  Flying speeds are too difficult to codify and two
  methods may be used to calculate them.  One way is to find a
  pre-made flying creature within these pages that is closest to
  your newly designed critter and use their speed listings for
  your new design.  The other way is to calculate the new fly
  speed as if the flying creature were a running quadruped of a
  similar size and strength, see page 7 on table 1-11.
  Flying creatures are not held to these limits and may fly at
  their listed speed for up to 4 hours a day, +1 hour per size
  category starting with smallest.  If carrying any burdens this time
  is reduced by half. They may press on in increments of 1 hour
  as long as they succeed at a fortitude save after each hour
  versus a DC of 8, +1 for each extra hour of flight they have
  added. If they fail then they must land for a full night of rest.
  Very few flying critters spend much time at high altitudes
  so having a fly speed does not automatically grant
  immunity from penalties and the cold at high altitudes.
  Furthermore, supernatural or other creatures with any air
  elemental heritage or who have a fly speed are totally
  immune to the rigors of high altitudes, but they cannot travel
  in a vacuum un assisted.
  Acceleration:
  This entry functions the same as a terrestrial creature’s land
  speed. A flying creature may add this value to their speed
  each round until they attain maximum velocity. Their
  acceleration rate is halved when they are gaining altitude and
  will also move forward at half its normal acceleration. The
  acceleration rate is doubled for a dive.  So, if the bird’s
  acceleration entry reads 150ft, then if they are taking off from
  the ground place the model 75ft from the starting point, and
  at an altitude of 75ft.  If they have enough room this creature
  could dive and accelerate at 300ft per round until they hit
  their maximum speed.
  Deceleration:
  This is the normal rate at which the creature can slow itself in
  one round and is set at twice the creature’s acceleration. In
  emergencies, this rate may be doubled, but a fortitude save is
  required versus a DC equal to 12, +1 per 100ft of the
  creature’s current speed. Failure indicates damage or some
  other catastrophe; the Storyteller will determine what is
  reasonable for each situation.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  13
  have 2d5 hit dice at size small, 3d6 hit dice at size medium, and
  4d7 hit dice at size large; with the progression continuing as the
  sizes increase.
  Additionally, if the creature has a luck bonus, that is
  otherwise un-tasked; then it is added to each of their hit dice
  on top of any bonus for stamina. This reflects the fact that
  they are particularly ‘lucky’ hunters or gatherers. If the
  players chew through the critters you put down too quickly,
  you can always say that there were some more waiting for
  them around the corner.  {NOTE: My personal favorite: claim
  the party accidentally set off a summoning trap that the thief
  somehow missed.}
  Attack Die:
  A creature usually rolls Action die + base attack + Strength
  bonus.  Some creatures, usually the smaller ones, will use
  their Agility bonus rather than Strength. Creature’s start with
  a base attack value of +0 and gain +1 to their base attacks for
  every 3 Hit Dice. Some creatures, usually those with special
  powers or abilities, will make use of a warrior attack die to
  determine extra damage or the success of a special attack.
  Any non-humanoid creature with an action die of 1d20 or
  greater, or is size large or better can choose to make up to 2
  attacks at one die step less on the dice chain unless their entry
  states otherwise.  Humanoid  creatures with at least 5 hit dice
  will get multiple attacks as well. Some creatures, notably the
  undead, will have different action dice compared to their
  attack dice. They are dead and mostly mindless, so they get
  half their normal action dice for non-combat actions unless
  their entry says otherwise.
  Damage:
  This lists the types of damages the creature is capable of;
  claw, punch, bite, tail swipe, etc. and how much each damage
  causes. Melee damage for creatures is functionally identical
  to that of Player Characters. However as an optional rule;
  when a creature rolls its damage and the total is 0 or less, then
  it fails to damage the target. Instead the creature has gotten a
  mouth full of cloak, hair, shield, or something else that is
  suitably cinemagraphic.  An attack that yields zero damage is
  still capable of delivering a spell, or touch attack if the target
  fails a luck roll versus a DC of 11.
  Critical Dice & Tables:
  Unless the creature’s entry directs otherwise: the critters,
  creatures, and denizens of this book conform to the
  information found on page 385 of the DCC Core Rules. If a
  creature has at least 1d20 for its action/ attack die then it will
  have access to critical hit tables.  Secondary attacks that use
  less than a d20 are not able to provoke critical hits, but cause
  maximum damage to the target if they still succeed at hitting
  the target.
  Saving Rolls for Creatures
  The base value for all of a creature’s saving rolls is +1; with
  an additional +1 per 3 Hit Dice, then add the appropriate
  ability bonus as normal.
  Initiative:
  Functions the same for creature’s as it does for characters,
  though some creatures are faster than their ability scores
  would normally allow. Snakes are a good example of this
  principle; generally they are at least +1 greater than their
  agility bonus. Additionally, there are no penalties to
  Initiative for size because smaller doesn’t correlate to faster
  reactions any more than larger sizes correlate to slower
  reactions.
  Armor Class (AC):
  The base armor class for any creature is
  10, modified for agility, size, and any
  protection from its hide. The smaller
  something is the harder it is to hit. The
  larger something is, the easier it is to
  strike.  Humanoid creatures may use
  armor and shields to affect their armor
  class if their intelligence scores allow.
  All flying creatures gain a +2 bonus to
  armor class that is factored into the AC
  listed in their entry.
  Hit Dice (HD):
  Functionally identical to the procedure’s followed by Player
  Characters. There is no standardization of how the critter’s
  number of hit dice are generated… it’s an art. Generally
  speaking, none of the creatures in this book have more than
  15 hit dice. This is because the number of hit dice of a
  critter determines its base attack and save values as well as
  the DC’s for powers. This work tries to keep the DC’s for
  powers to less than 25 most of the time; though supernatural
  creatures may violate this guideline.  The creature entries do
  not list average hit points.  The recommended procedure is to
  randomly roll a creature’s hit points at the first instance of
  damage, or when prepping the encounter.  This is to represent
  the inequity of resources in the wild and some creatures may
  be weaker than their compatriots.  There will be some
  creatures with only a few hit points, while others (probably
  the dominant ones) have higher totals.  Most of the humanoid
  creature’s hit dice progress linearly as any character would,
  but usually linked with a change in the creatures size class.
  However, many creature’s use the progression of: xDx,
  x+1Dx+1, etc.  So a tiny creature with 1d4 hit dice would
  Table 1-14: Base
  AC by size.
  Smallest
  16
  Tiny
  13
  Small
  11
  Medium
  10
  Large
   9
  Huge
  8
  Gargantuan
  7
  Colossal
  6
  Glide and Hovering:
  This entry represents how far the creature falls for every 50ft
  of un-powered forward motion.  Additionally, for every round
  of the creature’s un-powered forward motion, they decelerate
  as normally listed for its entry.  If the creature cannot glide,
  then the entry will reflect this, but if the entry lists ‘0ft’, the
  creature is able to hover for a number of rounds equal to its
  stamina score and loses all forward speed.  The creature is
  subjected to a fortitude save if they decelerate from too great a
  speed.  Any creature that can  hover may choose the rate at
  which it descends while hovering within its limits and subject
  to gravity.
  Example: a magpie traveling at maximum speed (250ft) starts
  gliding for 1 round.  At the end of the round it has shed 75ft
  of altitude and lost 100ft of forward motion.  At the start of the
  next round it is moving at 150ft.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  14
  Aerial Predator:
  Any flying creature that hunts by swooping down on
  unsuspecting targets applies this rule. They may dive from a
  distance equal to twice their fly speed. All damages from this
  attack are multiplied by two. After the attack, the critter must
  succeed at a reflex save versus DC= 5, +1 per 100ft of the
  drive or their speed is reduced to 0 and they must land.
  Success indicates that they may fly off with their kill at an
  altitude of 10ft and half their normal fly speed.
  Damage Resistance (DR):
  Any creature with this  ability subtracts the indicated
  amount from all incoming damage .  The creature’s entry
  will list the type of weapon or energy that will bypass this
  resistance. Note: star-metal will lower the enchantment
  needed to overcome DR by 2; and mithril will lower the
  enchantment needed to overcome DR by 1.  So, a creature that
  needs a +5 weapon to overcome its DR may instead be
  wounded by a +3 star-metal weapon, or +4 mthril weapon.
  Dust Cloud:
  When flying creatures size large or greater take to the air,
  everything in a 5ft radius per hit die of the flying critter is
  obscured by dust. Targets make a reflex save to avoid getting
  dust and such in their eyes. The DC is 5, +1 per hit die of the
  critter taking off.  Success indicates the flying creature may
  be attacked, but the flying creature has a +2 bonus to its armor
  class versus the attack. Failure means the flying creature is so
  obscured by the debris that it cannot be targeted for 1 round
  per size category of the flying creature. A critical failure
  indicates that the attacker is blinded until they can wash out
  their eyes with at least a quart of water.
  Fire Damage:
  Half of any fire damage is permanent and cannot be healed
  except by the Restore Vitality spell; DCC Core Rules p. 278.
  fire damage points are subtracted by the victim and half of
  those lost points do not heal with rest, there is very little for
  the victim’s body to heal.
  Attack Profile:
  This entry notes the tactics (if any) that the creature
  prefers to employ. This is also where you will find
  information on stealth and other skill bonuses. This entry
  also contains the information on how many of this type of
  creature are likely to be encountered and where that encounter
  will probably happen. In most cases this creature will be
  encountered within its natural habitat, and this information is
  offered for Storytellers with a love of games that explore the
  wilderness. As any veteran of role-play games knows…
  critters can and do pop up practically anywhere; especially if
  there are wizards are involved.
  Special Attacks:
  This listing will note any non-standard attack forms like
  constriction, drowning, breath weapons, etc. Here are a few
  attack forms that are so ubiquitous that they may be covered
  as standard entries.
  Acid Damage:
  Any acid damage is permanent and cannot be healed except
  by the Restore Vitality spell; DCC Core Rules page 278. The
  acid damage points are subtracted by the victim and they do
  not heal with rest, there is nothing for the victim’s body to do
  but scab over, there is nothing left to heal. Not all acids affect
  the same materials, and the acid will list the substances that it
  will dissolve and how long it is potent in the creature’s entry.
  Item and armor degradation:
  Each time an items fails a save versus this attack it loses some of
  its functionality.  Weapons suffer a cumulative -1 penalty
  per failure to subsequent attacks and fortitude saves. A
  weapon’s damage die is also reduced by 1 step on the dice
  chain; if it is reduced below 1d3 damage dice it is destroyed.
  Armor and shields that are degraded suffer the cumulative
  modifier to saves and lose one point of armor class, when they
  reach 0 AC the armor or shield is destroyed.
  Spell Resistance (SR):
  Any creature with this  ability subtracts the indicated
  amount from the casting check of any wizard or cleric that
  is casting a spell directly on the spell resistant creature.
  The creature’s entry will list the types of spells or other
  actions or abilities that will bypass the resistance.  If the
  spell resistance reduces the casting check below the
  minimum threshold necessary to successfully cast the spell
  then the spell fails and may be lost for the day.  If the
  spell’s casting check ir reduced to 1 or less the caster must
  check versus mishap, corruption, or deity  disapproval if
  they fail a luck check against a DC of 14, + 1 per  level of
  the failed spell.
  Trample:
  A creature with 4 or more legs may attempt to run down a
  target smaller than itself. The damage will be listed in the
  creature’s entry, but is generally equal to 3 times the
  creature’s regular kicking damage and including its strength
  bonus.  The creature or its rider must succeed at an attack roll
  versus targets AC in order to succeed. The attacking creature
  then makes a reflex save verses a DC of 8, +1 per each of the
  target’s size categories to avoid tripping. The DC is increased
  by 2 if the target is in heavy armor, but the DC is lowered by 3
  if the target is already prone.
  Special Powers:
  This section is a “catch-all” that records any abilities that
  aren’t covered under the other headings; type of vision,
  special skills, and things of that nature.
  Critters with Class levels
  Animals like dogs, horses, and elephants have been trained to
  work and fight alongside humans for centuries. This is mostly
  the purview of fighters as well as wizards and their familiars;
  but any critter that has an intelligence score of 3+ may be
  trained as a warrior or a thief by any character with the funds
  and/or the training skills.  The master of such a creature must
  expend a number of experience points equal to those needed
  for the creature to gain its next class level.  The master of the
  creature must also burn one point of an ability score per level
  of the creature they are training.  These ability points must
  come from one ability score of the master’s choice at each
  new level.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Elemental Affinities:
  Some of the creatures in this manual are blended with or are
  derived from the raw elemental forces. In this work I have
  deviated from the standard element-damage types and their
  relationships.  Furthermore, I propose the addition of a 5th
  element known as Spirit. This new element is composed of
  both positive and negative energy. Spirit is the animating
  force of life, and all living things embody balanced portions
  of positive and negative energy. The new correlations
  between the elements and their form of energy damage are
  as follows:
  15
  Warriors, dwarves, and creatures with warrior abilities may
  now use that die when making strength or other physical
  checks for running, jumping, climbing, swimming, or the
  lifting and pushing heavy items with this optional rule.
  Before rolling the physical check the player must declare how
  they wish to use the Deed Die.  After the attempt, whether
  successful or not, the warrior must succeed at a fortitude
  save afterward to see if they are fatigued.  A character or
  critter with access to M.D.o.A dice may attempt to use the die
  in this new fashion once per day, per hit die or level of the
  creature or character.  The DC for the fortitude save is 10, +1
  per previous attempt to use a Mighty Deed of Action within the
  last 24 hours.  A fatigued character has a -2 penalty on all
  actions, AC, attacks and damage until they can rest for 2d3
  hours during which time they may not use their M.D.o.A.
  Die for anything.
  “With a terrible cry [Conan] heaved upward, hurling the
  stone aside.”
  -“Queen of the Black Coast” by R.E. Howard
  Mighty Deed (Strength):
  After the Player has declared that they intend to use their Deed
  Die in this fashion, they may roll their Deed Die and add it to
  the results of their next skill or ability check that involves
  raw strength.  The boost to strength remains available for up to
  one round per hit die of the warrior, dwarf, or creature with
  access to M.D.o.A dice.  If the player beats the DC for the
  strength check the warrior or creature also adds the results of
  their deed die roll to their strength score before they calculate
  their maximum lifting, jumping, or pushing ability.  If the
  or creature critically fails the fortitude save to resist fatigue
  they roll their M.D.o.A. Die again and take that much damage.
  Example:
  A 4th level warrior with a
  strength score of 16 needing
  to lift something heavy would
  add the result of their Deed
  Die (1d6) to their strength
  scored and then multiply as
  normal for that character to
  find out how much they can
  now lift or push, etc. on their
  next strength check. After
  such an attempt, successful
  or not; the warrior or creature
  must succeed at a Fortitude
  save versus a DC of 10, +1per
  previous attempt to perform a
  mighty deed of action within
  the last 24 hours.  Normally
  the warrior could lift 160lbs
  (16x10).  The DC for the task
  is 21, and the player gets a
  17 and a 5 on their dice.
  The character succeeds and
  can lift up to 210lbs for that
  one action. (16+5=21;21 x
  10= 210lbs)
  These sacrificed points heal back in the normal fashion unless
  the Storyteller determines otherwise, but the decision should
  remain consistent for all players.
  Non-humanoid creatures retains their own hit dice, save
  bonuses, critical dice, and tables; but gain new attack dice and
  those class abilities that the critter’s form will allow. The
  Storyteller will determine the availability of classes and any
  abilities they may grant. Most creatures are limited to no
  more than half of their intelligence score in class levels,
  rounding down.  Intelligent humanoids retain any racial
  abilities that are not otherwise redefined by their new class
  and their ability scores are capped at 18.  These scores are
  rolled as any other character and they receive full use of their
  luck ability as defined by their new class and have no level cap.
  Spirit (-)
  Cancels out Spirit (+) & has a
  degenerative effect on all other
  elements.
  Air
  Starves Fire & enhances Water
  Fire
  Boils Water & enhances Earth
  Water
  Erodes Earth & enhances Air
  Earth
  Traps Air & enhances Fire
  Spirit (+)
  Cancels out Spirit (-) & enhances all
  other elements
                 Table 1-16: Contrary Elements
  Elemental energy damage types
  Air
  Sonic
  Fire
  Fire
  Water
  Acid
  Earth
  Electricity
  Spirit (+)
  Heat/ Force/ Healing
  Spirit (-)
  Cold/ Paralysis/ Draining
   Table 1-15:  Elemental types and Damage
  Elemental energy damage types
  The following table shows which elements adversely affect
  each other when combined. It also show which of the
  elements enhance each other.
  New: Mighty Deeds of Action
  Not every mighty action involves the use of a weapon nor is
  the chaotic hell of combat the only venue for mighty deeds.
  Sometimes survival depends upon an act of raw muscle
  power.  Whether it’s pushing a boulder out of the way or
  lifting an iron portcullis to escape a trap: it is the warrior’s
  thews that will determine life or death.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Find Familiar Spell
  To determine the animal that arrives: let the player choose 7 creatures that fit the parameters given by the spell result. The Story
  teller does the same and secretly assigns a number of 1-14 for all of the critters.  The player rolls 1d14 to determine which
  creature will arrive.
  Find Familiar, enhanced
  Level : 1
  Range: Self
  Duration
  Lifetime, or unless familiar is killed or dismissed.
  Casting time
  1 week of ritual; and caster may even supply the creature to become their familiar if they are constructing
   
  a homunculus or other  such creature as well as empower it with the spells and abilities cast by the other
   
  wizards in the ritual.  The familiar bonds with the Master of the ritual as normal.
  Save
  None
  Manifestation
  Regardless of the manifestation roll, the wizard shall know they have succeeded because the spell will
  fade from their memory and their spellbook. Roll 1d4: (1) at the culmination of the spell the shrill cry of
  an unidentifiable creature fills the air. (2) at the culmination of the spell there is a powerful swirling
  wind that scatters the elements of the spell ritual. (3) at the culmination of the spell the earth swallows
  up the spell components as the circles and sigils traced into the ground erase themselves. (4) at the
  culmination of the spell the circles and sigils flare into sparkling fire of random colors, consuming
  the spells ingredients.
  General
  This lengthy ritual prepares the caster to bond with a familiar. The familiar makes itself known during
  the ceremony 50% of the time; otherwise, the caster makes its acquaintance sometime in the weeks
  following the ritual. The spell check is made upon completion of the ritual, and a minimum spellburn of
  10 points is required to cast this spell. The caster gains hit points equal to the familiar’s and other
  powers as well, depending on the creature summoned. Once the caster has summoned a familiar
  (whether having met it or not), he cannot summon another unless the current one is dismissed or dies and
  a full moon passes.  If a familiar dies, the caster immediately keels over in intense pain, loses twice the
  familiar’s hit points permanently, and suffers a -5 spell check penalty until the next full moon.  A
  successful check always grants the following benefits; but the Storyteller will provide more information
  (See DCC Core Rules p. 316 ).
  16
  “Out across the white blinding plain the chase led. The
  trampled red field fell out of sight behind him, but still Conan
  kept on with the silent tenacity of his race.”
  -“Conan and the Frost Giant’s Daughter”, by R.E
  Howard
  Mighty Deed (Endurance):
  Following the same steps as for strength, the Warrior, Dwarf,
  or creature may add the results of the special attack die to
  their stamina check and score before making the calculations
  for the duration of a run. The creature may only run once in a
  24hr period if they use this ability, and they are subject to 1
  point of damage for every 5 miles of distance covered.
  Example:
  A medium sized humanoid creature or a character with a
  stamina score of 18 and is 10th level and has (1d10+4) as an
  M.D.o.A Die. This warrior needs to cover some serious
  ground before they can reach their goal, so the player decides
  to perform a mighty act of endurance.  The runner adds the
  result of their Deed Die to their stamina score and then run
  through the calculations fro run time as normal.
  With a stamina score of 18 and a maximum result, this
  warrior can run for a maximum of240 minutes or 4 hours.
  (18+14=32, x 7.5= 240/60=4hrs) At the end of this run the
  DC to avoid exhaustion is greater than that of a normal run:
  (240/20=12, 12+10=22, see running; CCD pg. 8).  The
  warrior may roll his warrior’s Deed Die and action die when
  rolling their fortitude save.  Even with success, the warrior
  loses access to their special attack die until after the run.
  They will have covered up to 49 miles depending on terrain if
  the warrior’s strength score of 18; and the warrior takes 9
  points of damage in the process if he covers the entire 49
  miles.  If the warrior fails the stamina check then they stop
  short of their goal, is fatigued, and must rest for 8 hours.
  > The familiar gains 2d3 to its intelligence and personality scores.
  > A wizard of 3rd level may grant themselves limited use of one of their familiars lesser powers or abilities
  1x per day/ 5 caster levels. The duration of this power is 1 turn per caster level.
  Lesser powers: any 1 of the creature’s senses or skills, thick fur or hide armor up to a +4 boost to AC
  (including amphibious adaptation), claws or horns, travel modes: swim & climb, etc.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  > A wizard of 6th level may grant themselves limited use of one of their familiars greater powers 1x
  per day/ 5 caster levels with a duration of 1 turn per caster level.
  Greater powers: travel modes: burrowing & flight, Gills, AC bonus 5+, borrowing an ability Score,
  sonar, venoms, chameleon ability, regeneration, breath weapon, etc.
  > A wizard of 9th level may grant themselves limited ability to polymorph into the same type of creature
  as their familiar once per day, per 5 caster levels of the wizard and lasts for 1 turn per caster level. During
  the transformation the wizard retains their INT, PERS, & Luck scores; but gains all of the creatures other
  abilities and powers. At the end of the transformation, the wizard must succeed at a fortitude save with a
  DC of 10, +1 to the DC per turn of the transformation; failure means the wizard is stuck in the
  transformed state for an additional 10 minutes then repeats the save roll. This process continues until
  the save is successful. If the DC reaches 20, then the transformation has become permanent & the wizard
  has permanently forgotten who they are, loses all Class features as all ability scores revert to the normal
  creature/monster maximums for INT, PER, and LUCK. This is a curse and is removed via the Remove
  Curse spell with a casting check result of 20 or more.
  > Finally, the wizard may choose to burn the ability scores of their familiar instead of their own when
  casting a spell. These spellburned ability points heal as normal and grant the wizard all the same benefits
  as if they had spent their own points. Furthermore, a wizard can also burn off the luck points of their
  familiar in place of the wizard’s own luck, applying the same benefits as normal.  However, burning
  off the luck of one’s familiar is considered ‘abuse’ and the familiar will react according to the situation
  and the wizard’s prior treatment.
  Corruption
  The energies summoned for the spell pulse through the wizards body causing some kind of mutation and
  will consult Table 2-1, p.21 to determine mutations. Roll 1d10 + luck bonus: (1) the wizard rolls 1d4
  times for mutations. (2-3) the wizard rolls 1d3 times for mutations. (4-9) the wizard rolls once for
  mutations. (10) the wizard’s intelligence score resets to 1 for the next 24 hours and they are considered
  beasts that will conduct themselves according to the type of critter they were hoping to summon.
  Misfire
  The wizard grows random animal features that cause a -2 on all activities from the distraction they
  cause. Roll 1d5: (1) course fur that itches, (2) over sensitive dogs nose, (3) Rabbit ears that magnify
  every sound, (4) Palsy and tremors that make fine movements difficult, (5) owl-like eyes that amplify
  light painfully
  1
  Spell fails, and worse! Roll 1d6 modified by Luck: (0 or less) Major corruption + Misfire + Patron taint,
  (1) Major corruption, (2) Patron taint (or Minor corruption if no patron), (3+) Misfire.
  2-10
  Spell lost for 1 week and a day
  11
  Spell succeeds as if the wizard had rolled a 12, but the animal that arrives has 1d3 mutations and may be
  unstable. The wizard must roll a willpower save versus a DC of 14, +1 per hit die of the creature to find
  the willpower to dismiss this creature from service.  This save is made once; when the critter arrives.
  12-20
  Spell succeeds and functions as written in the general information heading. The wizard may summon
  one, non-magical, non-draconic, non-elemental, natural animal no larger than 2 hit dice and/ or medium
  sized to serve as a familiar.
  21-26
  As a roll of 12-20, but the familiar gains 2d4 to its intelligence and personality scores and the familiar
  may be up to 4 hit dice and/ or be of size large.
  27-29
  As a roll of 12-20, but the familiar gains 3d4 to its intelligence and personality scores and may be up to 8
   
  hit dice and/ or of size huge. A wizard of 3rd level may grant themselves one of their familiars lesser
   
  powers 1x per day/ 3 caster levels. The duration of this power is now 1 hour per caster level.
  30-31
  The wizard may summon any kind of creature to become a familiar, the Story teller will have the final
  say on what creatures may or may not be allowed. Additionally, the familiar gains 3d5 to its intelligence
  and personality scores. A wizard of 3rd level may grant themselves use of one of their familiars lesser
  powers 1x per day/ 2 caster levels. This power now has a duration of 2 hours per caster level. A wizard
  of 6th level may grant themselves limited use of one of their familiars greater powers 1x per day/
  3 caster levels and the duration of this power is 1 hour per caster level.
  32+  
   
   
   
  As a roll of 30-31 and a wizard of 9th level may grant themselves limited ability to polymorph into the
  same type of creature as their familiar. They may use this power 1x per day/ 3 caster levels of the
  wizard.  The power functions as listed but with a time increment of 1 hour per caster level.
  17
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  “After an earthquake that shook down the outer walls and
  highest towers of the city, and caused the river to run
  black for days with some lethal substance spewed up from
  the subterranean depths, a frightful chemical change
  became apparent in the waters the folk had drunk for
  millenniums uncountable. Many died who drank of it; and
  those who lived, the drinking wrought change, subtle,
  gradual, and grisly”
  -“Queen of the black coast” R.E. Howard
  There are an infinite number of ways for a creature to become
  mutated; be it from stray cosmic rays, strange emanations
  from another dimension, the infusion of dangerous alchemical
  reagents, or a particularly nasty lab accident just to name a few.
  Mutations have been a time honored tradition of the Fantasy
  & Science fiction genres for many decades, so no game
  system is truly complete without a few really weird mutant
  creatures. To satisfy this requirement this chapter has two sets
  of mutation tables; Standard and Enhanced.
  The Standard table has 29 mutations and one entry that either
  causes multiple rolls on the standard chart, or allows access to
  the Enhanced mutation table. Standard mutations might grant
  the critter or character a boon, or an interesting ability; but
  most of the time mutations are a hindrance or nuisance for the
  character. This table uses 1d30 to determine the result.
  The Enhanced table lists the 10 enhanced mutations. Most of
  these will grant the critter or creature powerful and useful
  abilities, but at a terrible cost. These mutations are fueled by
  burning off the character or creatures physical abilities. These
  burned points heal in the normal fashion for spell burn. It is
  up to the Storyteller whether or not these powerful mutations
  will be allowed within the game milieu.  This table uses 1d10
  to determine the results.
  Technically speaking, anything that is alive can be mutated
  and may have 1 mutation per 6hp; but the Storyteller has
  the final say on how many mutations are allowed for each
  type of creature. Some creatures like rats, frogs, newts,
  goblins, and many other highly mutagenic critters may have
  more than one mutation per 6hp. The ratios of mutations to
  hit points will be noted in the particular creature’s entry.  It is
  possible for a creature to gain more mutations than its hit
  points would normally allow.  If a creature goes beyond this
  limit they become unstable. See the heading “When too much
  is TOO MUCH” on the next page for more details.
  Mutations are acquired through any means the Storyteller
  needs for the story. Generally, it is best to divide the critter or
  character’s total hit points by 6, or the appropriate number
  listed in their entry. Then use the die that will emulate that
  number best. If there is no match, then us the next smallest
  die on the dice chain. So, if a critter has 36hp and may have
  one mutation per 6hp, then you could use 1d6 to randomly
  generate the number of mutations it has; 36hp/6= 6. If the
  critter only had 31HP then roll 1d5; because 31/6= 5.12= 5.
  If the mutation requires, roll randomly to determine
  “right/Left” orientation. If a character or one of their
  critters gains a mutation during the course of play the
  manifestation time of the mutations isn’t fixed to any
  criterion other than the needs of the Storyteller.  If the story
  will benefit from dragging out the mutation, then do so. On
  the other hand, if the story would benefit from a nearly
  instantaneous transmogrification… don’t hesitate to make
  the change happen so fast that the mutant may suffer
  damage from wearing a suit of plate-mail, or that nice
  magic belt they have. The possible repercussions are too
  numerous to delineate here, but they should be both painful
  and inconvenient.  The same holds true for the meta-affects
  from the imposition of the new mutation.  The details on
  how some of these mutations effect each other or the
  creature and are left intentionally vague and the Storyteller
  is encouraged to be inventive…
  Here are some options for adding mutations into your
  game:
  · At 3rd, 6th, and 9th level all characters make a Fortitude
  save against a DC of 8, +1 for each of their levels to
  see if they were unwittingly exposed to a mutagenic
  agent of some kind.
  · If a wizard gains more than 3 corruptions, then every
  time they gain a new level roll a fortitude save versus
  a DC equal to 7+ their total number of corruptions and
  mutations. If they fail, then roll once on Table 2-1;on
  p.21 because their genetic code has been scrambled by
  their corruptions.
  · If a Wizard spends too much time using the Polymorph
  spell… They should make a fortitude save of some
  kind against the possibility of mutations.
  · The results of a particularly nasty spell or curse; in this
  circumstance the mutation may be removed via the
  usual manner for spell effects and curses.
  · Punishment or vengeance of a God, Goddess, demon,
  or other patron.
  · Specific mutations might be offered by an evil or
  corrupt God, Goddess, demon, or other patron to a
  worshiper as a reward for services rendered.
  · The cleric of a deity or demon might have the power to
  mutate others instead of their lay-on-hands ability.
  · If the Revenge from the Grave optional rule is
  employed; then anyone who is damaged by the blast
  may become mutated.  Consult the optional rule on the
  next page.
  19
  Mutations
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  · A Storyteller writing up an adventure can ‘build’ the
  specific set of mutations for a creature and can then
  work backwards to find out how long the mad wizard
  has had to keep his experiments quiet…
  Removing Mutations
  Generally speaking, if the creature was born with the
  mutation there isn’t any way to remove it short of divine
  intervention, or something of similar power. If the
  mutation is somehow forced upon the creature: the afflicted
  creature may be delivered from its mutation by a cleric
  using the Restore Vitality, or Remove Curse spell with a
  result of 25+ and 1 week of convalescence.
  Mutations and the dead
  The one sure way to differentiate between mutations and
  corruptions is that corruptions apply to anything that is
  casting as a wizard, while mutations are strictly the
  purview of the living. However, mutants who die are
  eligible to become undead. If their mutations gave them
  any special powers then these powers may continue to be
  used at half strength as long as the creature doubles its
  food/ blood/ energy intake.  If the undead mutant has no
  listing for feeding, then the creature must consume 1 hit
  point from a victim per each of its hit dice per day; per
  mutation that needs fueling.  Only mutations that have
  magical or supernatural manifestations need fueling,
  physical mutations like tentacles and extra limbs, heads, etc.
  cost nothing to maintain.  Mutants who join the ranks of
  the undead no longer suffer from instability or further
  chances of mutation.
  When too much is TOO MUCH!
  If a creature exceeds the total number of mutations allowed
  by that creature’s current hit points, then it becomes
  “unstable”.  Whenever an unstable mutant takes half its hit
  points in damage it must succeed at a willpower save versus
  a DC of 10, + its total number of mutations and corruptions:
  or it goes berserk.  This save must be checked every minute
  until the mutant goes berserk or is healed and has more than
  half of its hit points.  This rage last for a number of rounds
  equal to 1d4, +1 for each mutation and corruption.
  In this berserk state, the creature loses the ability to
  distinguish ally from foe.  They gain a +2 bonus to attack
  and +1d8 damage on melee attacks. The unstable mutant
  also suffers a -4 penalty on any skills and saves involving
  Intelligence or Personality. If the creature has the use of
  armor; they retain their armor bonus, but cannot use a
  shield.  Furthermore they suffer an additional -2 penalty on
  armor class from recklessness. If the creature can use
  weapons then it retains this ability, but loses the ability to
  formulate strategies or accept aid.
  Example:
  A human with 14hp can tolerate 2 mutations. If they
  should gain a third mutation; then anytime they took 7+
  points in damage they roll a Willpower save versus a DC=
  15.  Failure means they go berserk for 1d4+3 round, or
  until they’re healed to 8hp.
  Optional: Revenge from the grave
  Upon death, any creature with more than 4 mutations will
  explode causing 1d6 crushing and piercing damage, +1
  point / HD of the dying creature. The blast radius is equal
  to 5ft/ HD of the dead mutant and any creature within that
  area receives a reflex save for half damage against a DC
  of 8, +1 per hit die of the dead mutant. Exposure to this
  event may or may not constitute grounds for rolling on the
  mutation table; it’s up to the Storyteller.  Targets must
  succeed at  a fortitude save with a DC equal to their failed
  reflex save. Failure indicates the subject rolls once on
  Table 2-1 on the next page. If the subject critically fails
  the save; they roll 1d3+1 times and may become unstable.
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  Basic Mutations
  Table 2-1: Basic mutations
  1. 
  Unholy Union
  16. 
  Herbivore / Carnivore Reversal
  2.
  Duplicate Internal Organs
  17.
  Nasal Nightmare
  3.
  Legless
  18. 
  Extra Head
  4.
  Death Throes
  19.
  Dead Senses
  5.
  Blindsight
  20. 
  Detachable Head
  6.
  Multiple Eyes
  21.
  Strange Aura
  7.
  Armless
  22. 
  Amphibious
  8.
  Weird Eyes
  23.
  Transparent
  9.
  Skeletal transformation
  24. 
  Headless and still kicking
  10.
  Disproportionate Body
  25.
  Extra Limbs
  11.
  Right Side/ Left Side Reversal
  26. 
  Displacement
  12.
  Acute Senses
  27.
  Clairaudience
  13.
  Polydactyl
  28. 
  Clairvoyance
  14.
  Ability Increase/ D ecrease
  29. 
  Telekinesis
  15.
  Size Decrease / Increase
  30. 
  Roll twice on Table 2-1; or once on
  Table 2-2: Enhanced Mutations with
  the Storyteller’s permission.
  4= Earth; the creature’s move rates are reduced by half, but
  they also count as a burrowing speed.  The creature may not
  move through solid rock or metal. The creature has a 2 point
  penalty to agility, but has natural armor class of 15 and is
  immune to electricity damage.  The creature takes triple
  damage from acid and cannot swim.
  5= Spirit (+); this creature heals at double their normal rate
  and takes double damage from necromantic and undead effects.
  6= Spirit (-); this creature is immune to necromantic effects
  and gets a +2 bonus on saves against curses, but is subject to a
  cleric’s turn unholy ability and has all healing  benefits reduced
  by half.
  2= Animal Blend: the Storyteller determines the other
  creature and the resulting hybrid is either enhanced or
  diminished as a result of the blending.  The hybrid is enhanced
  if the subject of the mutation succeeds at a DC 15 luck roll
  and so gains the best of  the creature’s and their own ability
  scores and powers. If the hybrid creature is diminished it gains
  the worst of each of the creature’s and their own ability scores
  and powers.
  3= Spell Blend: The creature’s essence has somehow been
  combined with a spell. The creature’s number of hit dice will
  determine the maximum level of spell with which they may be
  combined. A one hit die critter can only hold a 1st level spell,
  a 5 hit die critter can hold up to a 3rd level spell, and a 9HD
  critter can blend with a 5th level spell. If the creature has an
  intelligence score of 5 or better it may cast that spell once per
  day as a wizard with class levels equal to the creature’s hit dice.
  If the critter has an intelligence of 4 or less, then the creature
  may be trained to invoke the spell once… the spell has a
  success equal to 10, +2 per hit die of the creature and the
  creature dies in the process of casting.
  Table 2-1a: Random colors
  1. Unholy Union:
  Somehow this creature has been exposed to a mutagenic
  compound or obscure spell ritual causing the creature’s soul
  to  become blended with something else.
  Roll 1d3 to randomly to determine this new component:
  1= Elemental blend: roll 1d6 to determine the element:
  1=Air; the creature can fly by force of will at a maximum
  rate of 15ft per round and is immune to sonic damage; but
  crushing attacks and metal weapons cause double damage.
  2=Fire; the creature is immune to magical and mundane fire
  (their equipment is not) as well as dehydration, etc, but they
  take double damage from sonic and cold attacks.
  3=Water; the creature can breathe underwater and is given
  swimming speeds equivalent to their land speeds (including
  running and sprinting).  They are not damaged by water
  depth and are immune to acid attacks, but take triple damage
  from fire and dehydration attacks.  They are slowed to half
  movement and actions when subjected to cold damage.
  Color randomizer; roll 1d8
  1
  Red 
  5 
  Blue
  2
  Orange 
  6 
  Indigo
  3
  Yellow 
  7 
  Violet
  4
  Green 
  8 
  Roll twice, it’s a plaid…
  21
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  22
  2. Duplicate Internal Organs:
  This creature appears to be a little fat, but this is actually due
  to a complete duplicate set of internal organs. This bifurcation
  starts with the esophagus, stomach and alimentary canal, lungs
  heart, and other organs; but does not extend to the nervous
  system other than as normal for the function of the duplicates.
  The benefits are +3 on stamina checks, fortitude saves, and on
  the critter’s hit points per level. If an opponent scores a critical
  hit on this creature; the attacker’s critical die is lowered by one
  step on the die chain and rolled on the next critical table lower
  than normal to determine any results.  The creature must
  consume  twice the normal amount of food for its species, and
  weighs 40% more than normal. Clothing, equipment, and
  armor are 50% more expensive.
  3. Legless:
  The creature is born without legs and their move rate is
  reduced to one half of normal if they still have arms, but with
  obvious restrictions to acting and moving in the same round.
  If the mutant has no arms or legs; their movement is reduced to
  5ft per round.  They have a 20% chance, +5% / point of Luck
  bonus that the creature has developed telekinetic legs that
  function as a normal pair of legs for that species. In this case
  the creature suffers no disability; its stats function as normal
  for movement, jump, balance, climb checks, and attacks.
  4. Death Throes:
  This creature has one of several forms of nastiness occur when
  it dies; roll 1d7 to see what happens. At the Storyteller’s
  discretion, any character damaged by one of these attacks
  could become subject to the Revenge from the grave optional
  rule.  These results can be the same for several similar mutants
  or roll 1d7 each time one of these mutants is slain just to add
  some mystery.
  1= causes 1d10 points of damage per hit die of the creature to
  everything within a 15ft radius.
  2= the weapon that caused the death blow disappears never to
  be seen again.
  3= causes 1d8 points of damage per hit die of the creature to
  everything within a 10ft radius.
  4= the weapon causing the death blow must succeed at a
  fortitude save versus a DC of 15 or it loses 1 point of magical
  ability.  If the weapon has no magic abilities it shatters.
  5= causes 1d6 points of damage per hit die of the mutant to
  everything within a 15ft radius. Victims get a fortitude save
  versus a DC of 10, +1/ hit die of creature for half damage.
  6= attacker that killed the creature is thrown straight upward to
  a distance of 10ft per hit die of the dead mutant. The thrown
  creature then takes appropriate falling damage. If there is no
  room for the attacker to be flung, they simply take 1d6 points
  of damage per hit die of the dead critter. Each roll of a ‘6’ still
  indicates a broken bone.  The victim takes half damage ona a
  successful fortitude save versus a DC of 10, +1/ mutant hit die.
  7= The slain creature sends out an alarm signal of some kind.
  The alarm attracts 1d4 creatures, +1 creature per two hit dice of
  the dead mutant that will arrive within 2d8 rounds.
  5. Blindsight:
  These creatures have no eyes at all, not even sockets. The
  range of the ability is 20ft, +5ft per hit die or level of the
  mutant. The creature or character can see invisible and ethereal
  creatures and is unaffected by magical darkness, but the mutant
  has a -2 penalty to their Agility score.
  6. Multiple Eyes:
  Table 2-1b:Multiple eyes
  This creature has 1d5 extra
  eyes. They are randomly
  placed on the body, but
  function as normal for their
  species including lids, tear
  ducts etc. These eyes may
  grant bonuses to spot and
  search checks, but might be
  too inconveniently placed for
  any benefits. There is a 20%
  Chance that each new eye has
  a strange power. For each eye
  with a power roll on Table 2-1c
  to determine the ability.
  7. Armless:
  Born without arms, this creature must find other ways to
  manipulate their world.  Their agility score is treated as half
  value for the purposes of fine manipulation and they always
  have a - 2 penalty to balance and jump checks and may not
  climb.  If they have no legs either, then their move rate is
  reduced to 5ft per round.  There is a 20% chance, +5% / point
  of their Luck bonus that the mutant has telekinetic arms
  and hands that may only function as a normal set of arms and
  hands of their species, including a tactile sense.
  Eye placement; roll 1d12
  1
  Face
  2
  right side of head
  3
  left side of head
  4
  top of head
  5
  back of head
  6
  palm of hand
  7
  front of torso
  8
  back of torso
  9
  Sole of foot
  10
  Knee
  11
  Navel
  12
  On a 3d8 inch tentacle
     Roll 2d6-1 on this table
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  9. Skeletal Transformation:
  The body of this creature has adapted itself to use something
  other than calcium for its bones. The creature must ingest
  small daily quantities of this material and is fully capable of
  consuming this type of material. Metal bones don’t break. If
  the dice result from a fall indicates a broken bone then the
  mutant gets a fortitude save versus a DC of 10. Failure means
  the bone is bent or twisted and requires 2 dice of magic healing
  to fix. A critical failure indicates that the bone does brake and
  the mutant permanently loses 2 points of strength and stamina;
  and the broken bone requires three dice of magic healing to set
  the bone.
  Any creature with bones of stone or metal has a -15 penalty on
  swim checks and cannot sprint. Roll once on Table 2-1d on
  page 24 to determine of what material the creature’s skeleton
  is now comprised.  If this mutation is gained after the start of
  play, the character must spend at least one day per point of
  their constitution score within a cocoon as they mutate.
  8. Weird Eyes:
  This creature has a strange quality to one or all of its eyes.
  Roll 1d2 to determine  if one or both eyes are affected.  If the
  mutant or creature has more than two eyes; roll the most
  appropriate die type to see how many are affected.  Roll
  1d14 for each eye that is affected and check on Table 2-1c to
  determine what ability has manifested within the eye.  If a
  result of 1 or 14 is rolled, the Storyteller will pick the
  Kingdoms of Heaven or Hell that the mutant can perceive.
  There is no way of knowing how these extra-planar
  viewpoints will affect the psyche of the mutant.
  23
  1
  The eye sees into one or more Kingdoms
  of Hell.  Roll 1d6 to see how many…
  2
  Eye extends on a tentacle of 2d30 inches
  3
  Cat’s eye (looks & function, see pg. 54)
  4
  Completely blind.
  5
  Eyeball is an odd color.
  6
  Iris has an odd shape.
  7
  Vision detects heat within normal range.
  8
  Can see in total and magical darkness
   
  out to a range of 5ft/ hit die or level.
  9
  Spectral; eye sees into the astral plane.
  10
  Detachable; eye functional to 10ft/HD.
  11
  Eye sees invisible objects and creatures
  within 20ft.
  12
  Roll twice for the same eye; one effect
  for daytime, and one for at night.
  13
  Functions as if enchanted by the Wizard
  Sense spell: DCC Core Rules pg. 245. Roll
  1d10+18 each time the power is invoked
  to determine how powerful the effect is
  when it manifests. The creature can use
  this once per day for every 2 hit dice.
  14
  The eye sees into one or more Kingdoms
  of Heaven; roll 1d6 to see how many.
  Table 2-1c
  Weird eye type
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  Roll 1d2 to see what happens:
  1= the part is reduced in size
  by 50% and the affected part has half the strength and
  agility of the rest of the creature’s body. If it is the creatures
  head, they suffer a -2 penalty to their intelligence and
  personality scores.
  2= The affected body part is increased in
  size by 50%.  The creature spends +25% for armor and
  equipment. The appendage is so large that it hinders mobility
  by -5ft per round. The creature has a +1 bonus to strength
  10. Disproportionate Body:
  Some aspect or multiple aspects of this creature are out of
  proportion with the rest of their bodies. Roll 1d6 to
  determine which part(s) are affected:
  24
  Table 2-1d: New Skeletal Materials
  Alternate Skeletal Material: Roll 1d14 to determine the new composition of the creature’s bones.
  1
  Quartz: The crystal bones act as a magical resonator granting the creature a +2 bonus to their Intelligence and
  Spell Resistance equal to their hit dice.  Creature takes +50% damage from crushing, falling, and sonic damage.
  2
  Silver: The creature gains a +1 bonus to their stamina and strength scores as well as on fortitude saves versus
  diseases. It takes double damage from electricity based attacks; but inflicts an additional +1 to damage for
  bite and claw attacks.  The creature weighs twice normal and has a -1 penalty per 2 hit dice to its initiative rolls.
  3
  Rubber: The bones of this creature are just rigid enough to allow for movement, though with an odd swaying,
  undulating gait. The creature takes a -2 penalty to their strength and agility scores; though they take half
  damage from falls and bashing attacks. This creature never breaks bones from falling and stretches: +5ft reach.
  4
  Platinum: This creature gains a +4 bonus to their stamina and strength scores, but it takes an additional +20%
  damage from electricity based attacks.  The creature inflicts +4 damage on bite, bashing, and claw attacks and it
  weighs 5 times normal.  The creature always goes last in any combat and has a -10ft/rd penalty to land speed.
  9
  Granite: This creature gains a +2 bonus to their stamina and strength scores and it inflicts an additional +1
  damage on bashing attacks. This creature weighs 3 times normal and has a -1 penalty per hit die to its
  initiative rolls.
  10
  Copper: This creature gains a +1 bonus to their stamina and strength scores; but they take an additional 50%
  damage from electricity based attacks.  Bite and claw attacks gain +1 point of damage to successful attacks.  The
  creature weighs twice normal and has a -1 penalty per 2 hit dice to its initiative rolls.
  11
  Wood: This creature is half of its normal weight, floats in water without effort, and takes half damage from falls.
  It gains a +2 bonus to its Agility score and all movement speeds gain +20% to their maximum value. They take
  double damage from fire attacks and have a -2 penalty on saves versus the Gust of Wind spell (DCC Core Rules pg.
  219) or any similar effect, magical or natural.
  12
  Gold: This creature gains a +3 bonus to their stamina and strength scores as well as on fortitude saves versus
  diseases. It takes an additional +75% damage from electricity bases attacks; but inflicts an additional +3 damage
  on its bashing attacks. This creature weighs 5 times normal and always goes last in any combat round and suffers a
  -10ft per round penalty to land speed.
  5
  Brass: This creature gains a +1 bonus to their stamina and strength scores and inflicts an additional +2 points of
  damage on bite, bashing, and claw attacks. This creature weighs thrice normal and has a -1 penalty per 2 hit dice
  for its initiative rolls as well as a -5ft penalty to their land speed.
  6
  Lead: This creature gains a +3 bonus to strength and inflicts an additional +3 damage on bashing attacks.  This
  creature weighs 6 times normal.  The creature moves at half its normal speeds and goes last in any combat round.
  Victims of this creature’s claw and bite attacks must succeed at a fortitude save versus a DC of 8, +1 per hit die of
  the creature. Failure indicates the victim has been poisoned and suffers a -1d3+1 penalty to their agility score
  and on willpower saves for the next 1d3 minutes, +1 minutes per two hit dice of the mutant.
  7
  Steel: This creature gains a +2 bonus to their stamina and strength scores, but they take +10% damage from
  electricity based attacks.  This creature’s bite, bashing, and claw attacks are made at one step greater on the die
  chain; but the creature weighs twice normal and has a -1 penalty per 2 hit dice to initiative rolls.
  8
  Glass: This creature takes double damage from falls and bashing attacks and breaks a bone on a roll of 4+ on the
  damage die per the falling rules on page 96 of the DCC Core Rules.  It’s bite and claw damage dice are increased by
  two steps on the dice chain.  This creature is lighter than normal an has a +1 bonus on initiative rolls.
  13
  Diamond: This creature’s bite and claw damage is increased by thee steps on the dice chain; but it takes double
  damage from magical and crushing attacks.  This creature breaks a bone on a roll of 5+ when applying fall damage.
  14
  No Skeleton: This strange aberration maintains its structure entirely by strength. It has half its usual agility
  and stamina scores. The creature moves at half its normal rates as an ooze and it cannot fly, run, or sprint; but
  it can squeeze through any opening that is big enough for its head to pass through without slowing their
  movements.  This creature has a -1 penalty to initiative per 2 hit dice; but has a +4 bonus on wrestling checks.
  1
  Head
  3
  Leg
  5
  Arm
  2
  Foot
  4
  Hand
  6
  Roll twice
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  bonus to strength and gains +50% to its reach with this limb.
  If it is the creature’s head that has been enlarged they suffer a
  -2 penalty to their agility score and must succeed at reflex
  saves versus a DC of 10 whenever they make violent or
  sudden moves to keep from snapping their necks. They gain a
  +2 bonus to their intelligence score, but have a -3 penalty on
  interactions with others of their species. A creature with a leg
  that is enlarged causes -5ft of land speed per size category of
  the creature unless all of its legs are affected.
  11. 
  Right Side/ Left Side Reversal:
  This unfortunate creature has had the right/left orientation of
  its appendages reversed. This creature suffers a -3 penalty to
  Agility related activities, casting checks, and has half normal
  movement rates.
  12. 
  Acute Senses:
  Roll 1d6 to determine which sense is affected.
  This creature has a +3 bonus for non-combat actions
  involving the afflicted sense(s). When this creature is over
  exposed to stimuli from the acute sense(s), they must succeed
  at a fortitude save versus a DC of 15 or become nauseate
  while they are exposed to the odor and for an additional 1d8
  rounds afterward.
  13. 
  Polydactyl:
  This creature has more than the required number of digits on
  each hand or paw. Roll 1d3 to determine how many extra
  digits are on each hand and foot.  All creatures with this
  mutation gain a +1 bonus per extra digit on climbing and
  grappling checks.  Creature’s with claw attacks gain +1 point
  of damage for each extra digit on their paws.  If the mutant is
  humanoid, it still only has one thumb and gains a +1 bonus on
  ability checks involving manual dexterity; including a wizard’s
  casting check, but must pay +50% on related equipment costs.
  Humanoids with this mutation cannot use magic gloves or
  boots unless the items are custom made.
  14. 
  Ability Increase/ Decrease:
  Roll 1d6 to determine which ability is affected:
  Then roll 1d2: where a result of 1 indicates an increase in the
  creature’s ability score by 1d4 points and a result of 2 means
  the creature’s ability score is decreased by 1d4 points. If the
  creature’s stamina or strength score is reduced to 0; the
  creature dies.  If the creature’s intelligence score drops to 0
  they are in a permanent comatose state and must be
  continuously attended by a cleric or healer to keep them alive.
  If the creature’s agility score drops to 0 they are plagued by
  continuous shakes and tremors that make fine motions
  impossible.  This causes difficulty with speaking and they are
  incapable of spell casting.  If the creature’s personality score
  drops to 0 they go completely insane; spending equal amounts
  of time jabbering nonsense, and in a catatonic state where they
  cannot do anything but drool.
  15. 
  Size Decrease/ Increase:
  Roll 1d2 to randomly to determine which happens; sizes above
  colossal gain +3 Strength, -2 Agility and +3 Stamina per
  increase.  Sizes below smallest gain -3 Strength, +2 Agility,
  and -3 stamina per decrease, if their strength or stamina score
  drop to 0; the mutant dies..
  1= The creature’s size at adulthood is 2 size categories less
  than its smallest parent. If this mutation is imposed after
  maturation; the afflicted creature falls into a deep coma.
  Within the first 12 hours the body has bloated and the limbs
  and head have fused with the body as a chrysalis is formed.
  The creature emerges at its new size after 5 days per each of
  the creature’s original size categories.
  2= The creature’s size at adulthood is 2 size category greater
  than their largest parent. If this mutation is imposed after
  maturation, the afflicted creature’s appetite increases
  exponentially for 5 days for each of its original size
  categories. During this time their skin splits painfully and
  repeatedly as they increase their size.
  16. 
  Herbivore / Carnivore Reversal:
  If the creature was an herbivore then it is now a carnivore and
  may no longer digest plants; gaining the bite and claw attacks
  of a predator: such attacks are one step greater on the dice
  chain compared to their normal herbivorous form.  If the
  creature was a carnivore then it is now an herbivore and
  loses its fangs and claws but may gain other attacks like
  trample. If the creature was an omnivore then roll 1d2 to
  randomly to determine which happens. A result of 1 means
  the omnivore has become a dedicated herbivore.
  25
  1 
  Sight
  3
  Hearing
  5
  Smell
  2
  Touch
  4
  Taste
  6
  Roll twice
  1
  Strength
  3
  Stamina
  5
  Intelligence
  2
  Agility
  4
  Personality
  6
  Roll twice
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  20. 
  Detachable Head:
  This creature has the ability to remove its head without
  causing death.  The head may still control its body by remote
  at a distance of up to 5ft per hit die with a -1 penalty to
  actions. The head has its own set of tiny organs and a snail-
  -type foot that it can use for movement at a rate of 5ft/round
  on nearly any surface.  The head lacks hands, but does have a
  couple of small, weak tentacles. The head has strength score
  of 4, an agility score of 9 and may still cast spells, but with a
  -4 penalty on the casting check.  The body has a micro-brain
  (INT of 2) and a mouth like appendage that extends from the
  neck so that it may forage for itself if the head is out of range.
  Furthermore, the head and the body can out live each other.
  There is a 30% chance that the detachable head is parasitic in
  nature. In this version of the mutation when the head
  separates from the body; the body dies.  The detached head
  may now steal another body. If the head can make a
  successful attack against the targets neck it may latch onto the
  victim. The mucus from the snail foot is a powerful acid that
  dissolves the victim’s neck; allowing the parasitic head to
  attach itself. The victim is allowed a fortitude save versus a
  DC of 15 or the acid decapitates the victim’s head. Once
  attached it has all the physical abilities and attacks of the new
  form. The host body will die after 2d4 weeks and the process
  starts again as the head searches for a new host.
  17. 
  Nasal Nightmare:
  This creature has difficulty hiding their condition regardless of the deformity. They suffer a -3 penalty to reactions from
  other living creatures. Roll 1d6, if the creature already has a nose of the type wether natural or from a previous mutation; the
  Storyteller will adjudicate.  Maybe the creature has two noses…
  Table 2-1e: Types of noses
  Roll 1 d6 to determine the new proboscis.
  1
  The creature’s nose is obnoxiously large and even Gnomes are jealous, but it has no other enhancements.
  2
  This creature’s nose is missing in action. There is nothing but an odd shaped hole where the creature’s nose
  should have been.  The sinuses drain freely and it is unsightly and frightens people, but no other dysfunction.
  3
  This creature’s nose sheds constant light equivalent to a candle.  Each time this mutation is rolled, the
  intensity of the light increases to torch, then bull’s eye lantern, etc… and an additional color is added.  These
  colors shift randomly, but the creature may possibly learn to control this. Roll on table 2-1a to find the color.
  4
  Ant eater’s muzzle; this creature now has an elongated muzzle that grants a +5 bonus to search and spot
  checks involving scent. The creature is forced to eat a diet of ants, honey, and liquids; but gains a +5 bonus
  on all saves verses the special attacks of ants and wasps.
  5
  Elephant’s trunk; this creature also has a 25% chance per point of its strength bonus to have tusks as well.
   
  The length of the trunk is equal to half the creature’s height and has normal strength and agility scores. It
   
  grants the creature +2 bonus on search and spot checks involving scent, but causes a -2 penalty on any saves
   
  that involving toxic gasses, etc.  Tusks grant the creature a gore attack equal to 1d4 damage per size category
  above tiny; but they must be charging their opponent to use this attack. Tusks never stop growing, so the
  creature must constantly work at keeping them from growing too long.
  6
  Feathery moth-like appendages; 2 of them about an inch wide and 2ft long. This creature has a sense of smell
  so highly developed that it gains a +7 on all checks involving odors and may track, navigate, and it can even
  understand scent based communication signals.  The creature suffers a -5 penalty on all saves linked to this
  sense. The presence of strong odors acts like fog or bright lights and can overwhelm the creature if they are
  too strong. Overwhelmed creatures are nauseated until they leave the area; and for an additional 2d8
  rounds afterwards.
  26
  18. 
  Extra Head:
  This creature counts as two individuals for the purposes of
  its available actions and gains a +3 bonus on spot and search
  checks. The second head gains its own Intelligence and
  Personality scores as well as its own class, skills, and XP. If
  the creature can have classes then each head is capped at 5
  levels and adds no hit dice. If humanoid, their equipment
  must be managed carefully if their classes conflict.
  Regardless of anything else, the extra head will always be of
  the opposite alignment. If the creature is neutral, then roll
  randomly to determine the  new head’s alignment.
  19. 
  Dead Senses:
  Creature is completely devoid of the indicated sense(s).
  They are generally incapable of performing any actions
  involving the afflicted sense(s); but if they can still somehow
  manage a roll, they have a -10 penalty to perform the action.
  Roll 1d6 to determine the affected sense:
  1 
  Sight
  3
  Hearing
  5
  Smell
  2
  Touch
  4
  Taste
  6
  Roll twice
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  21. 
  Strange Aura:
  This creature has no obvious deformities and appears normal for its species, but has some sort of internal mutation that causes
  it to generate a powerful aura like a cleric or mystic. The aura has a radius of 10ft per hit die of the mutant that is always active.
  If the mutant has an Intelligence score of at least 3 they may suppress the aura for 10 minutes per hit die as an act of will, but
  the aura will reassert itself for at least 1 round before the creature can suppress it again.  Any who enter the aura are granted a
  fortitude save against a DC of 8, +1 per hit die of the mutant.  Success indicates half damage or effect and these mutants are
  immune to the deleterious affects of their auras.
  22. 
  Amphibious:
  Creatures with this mutation have no fur, and must be kept
  moist or they suffer a cumulative -1 penalty per hour on all
  actions, armor class, and save rolls. This creature has fully
  functional lungs, but is also equipped to absorb all the oxygen
  it needs through its skin. The amphibious mutant may lower
  its’ dehydration penalty by 1 point per full minute of
  immersion in water.  Amphibious mutants are vulnerable to
  water born poisons and toxins and have an additional -2
  penalty on any saves against these types of attacks.  If this
  result is rolled a second time the creature loses their lungs and
  develops gills instead.  At this point it cannot survive out of
  the water for more than 1 round per hit die of the mutant.
  23. 
  Transparent:
  The creature has become completely transparent. Its skin,
  viscera, bones, and fluids, etc. are now transparent. The
  mutant gains a +5 bonus on all hide attempts unless it has
  eaten within the last 2 hours, or has somehow become covered
  by something that reveals its presence. This creature has a -2
  penalty to its Strength and Stamina scores; and a +2 bonus to
  Agility for every time this mutation is rolled.
  24. 
  Headless and still kicking:
  This unfortunate creature has nothing above the neck;
  literally. They have a functional esophagus, larynx, and a
  trachea which has a rudimentary mouth; but nothing that
  attaches to the skull because they don’t have one. Even
  though they have no brain or obvious sensory apparatus, they
  can still somehow perceive the world around them out to a
  distance of 15ft per hit die of the mutant. They also retain
  their intelligence and personality scores, but each ability
  score is reduced by 3 points. Their communication is
  reduced to warbling whistles, grunts, growling, belches, and
  hand signals. This creature retains the ability to use tools and
  weapons if it already had these capabilities. If it had spell
  casting capability, then it can still cast any spells that don’t
  require verbal components.
  27
  Roll 1d5 to determine the type of strange aura projected by the mutant.
  1
  Anti-magic; this creature causes a disruption in the flow of magical energies of clerics and wizards. The
  creature imposes a -1 die step penalty to casting checks and magic items lose one ability (starting with
  the most powerful) per hit die of the mutant within the radius of the aura.
  2
  Trusting; this creature engenders trust in others without any effort. The creature radiates an aura that
  emulates a Charm spell as if the mutant had rolled a result equal to 24 (See DCC Core Rules p. 131.)
  In non-sentient creatures this is seen as a placid, docile nature. The creature is not obligated to honor
  this trust and may act as it pleases, but charmed creatures will try and prevent harm to their new friend.
  3
  Horrible stench; this creature is always surrounded by noxious odors that elude definition, but provoke
  a Fortitude save versus a DC of 8, +1 per Hit die of the creature. Failure indicates the victims have a -1
  penalty to attacks and damage from their watery eyes and gagging. This effect lasts for the duration of
  exposure to the odor. Victims continue to be affected for an additional number of rounds equal to 1d4
  rounds, +1 per hit die of the creature after they leave the affected zone. The effect stays centered upon
  the mutant as it moves.
  4
  Unlucky; this has no effect upon the creature generating the aura, but living creatures within the radius
   
  of  the creature’s aura temporarily loses 2 points of Luck score per hit die of the mutant. The dampening
   
  effect lingers with its victims for 1d6 rounds after exiting creature’s aura. The victim’s luck is simply
   
  suppressed by the aura and returns to the level it was before they were exposed to this powerful effect.
   
  Any victims of this aura apply their luck penalty  to all actions, saves, attacks and armor class until they
   
  exit the aura.  A luck score of 0 means the victim takes 1d4 points of damage, +1 point per hit die of the
   
  mutant per round from a series of increasingly unlikely accidents.
  5
  Elemental; this creature is wreathed in elemental energy. The creature is immune to damage of the
  same elemental type. The creature’s physical attacks add an additional +1 point of damage from this
  energy type per hit die of the mutant. If the creature is humanoid, and the aura causes physical
  damage then the mutant  incapable of wearing or using non-magical clothing, armor, or equipment.
  Roll 1d8 on the following sub-table.
  Table 2-1f: Strange Auras
  1
  Sonic
  3
  Acid
  5
  Spirit (+), Force
  7
  Roll 2x; counts as both types
  2
  Fire
  4 
  Electricity
  6
  Spirit (-), Cold
  8
  Damage is 1d4/ HD; roll 1d7 on this sub-table
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  25. 
  Extra Limbs:
  This creature has 1d5 extra limbs that may not be humanoid sprouting from random locations of the mutant’s body
  and have random characteristics. Extra limbs gained in this fashion do not grant extra attacks per round, but the
  creature is capable of using the extra limbs in the same manner as any of the others; to the limits described in these
  entries. Roll once on each sub-table ‘g’ through ‘j’ in order for each extra limb.  If all of a creature’s legs have the
  same orientation it loses 10ft of land speed and may not run or sprint; but it gains 5ft per round for each pair of
  advantageously placed (and oriented) legs.  Tentacles are omni-directional appendages and unaffected by placement.
  Tables 2-1h to 2-1j provide greater detail as to the nature
  of the mutation. For Storytellers these tables may seem
  extraneous.  However when it is a Player Character that
    has been mutated the details will radically affect the
     story; especially with inventive players at the table.
  1
  Normal arm for this species. Roll randomly for right/left orientation.
  2
  Insect Arm: creature gains +1 on melee attacks and damage with this arm, but only when fighting without a
  weapon.  The arm has a -3 penalty on all its other actions.  The arm always counts as shield granting +1 AC.
  3
  Normal leg for this species. Roll randomly for right/left orientation; if all feet have the same orientation:  -5ft/rd
  Table 2-1g: Type of limb, roll 1d5
  4
  Beast Leg: This creature gains +5ft to land speed for each pair of advantageously placed extra legs. This limb
  may grant +1d4 damage, +1/ hit die of creature for claw or hoof attack at the Storyteller’s discretion.
  5
  Tentacle: This is a cartilaginous limb that may articulate in any direction to the normal reach of the creature,
  but the limb isn’t capable of fine manipulation and has a -5 penalty on such checks. Roll on table 2-1k to see if
      the tentacle has any special abilities.
  Strength of the new
  limb, roll 1d5:
  1 
  -2
  2
  -1
  3
  No adjustment
  4
  +1
  5
  +2
  Table 2-1i
  Table 2-1j: Agility of
  the new limb, roll 1d5:
  1 
  -2
  2
  -1
  3
  No adjustment
  4
  +1
  5
  +2
  Table 2-1h: Limb’s location on body, roll 1d14:
  1
  Shoulder: Limb is not oriented for its proper side.
  2
  Chest: Roll randomly for right/left orientation.
  3
  Top of head: Roll randomly to determine forward
  or backward, and right/left orientation of the limb.
  May only make attacks if the limb is a tentacle.
  4 -8   Shoulder: the limb is oriented for its proper side
   
     and  may be used somewhat normally…
  9 - 12   Hip: the limb is oriented for its proper side and
   
        may be used somewhat normally…
  14    Hip: Limb is not oriented
   
     for its proper side.
  13    Back: Roll randomly for the
   
     limb’s orientation.
  Table 2-1k:  Roll 1d16 to determine the special properties of any tentacles.
  1-3
  No special attack form: but the limb operates with the same ability scores as the other limbs.
  4-8
  Tool/weapon use: The tentacle has +2 Agility and is capable of fine manipulation with an additional +2 bonus.
  9-13
  Touch attack: causes 1d6 electricity damage, +1/ hit die of mutant. Target receives no armor or shield bonus,
   
  but does gain a fortitude save versus a DC of 7, +1/ hit die of mutant for half damage.
  14-16 Contact poison: target rolls a fortitude save versus a DC of 7, +1/ hid die of the mutant. The effects of the
  poison lasts for 1d3 rounds, +1 round/ hit die of the mutant and it is immune to the effects of its own
  Poison.  Victim’s may be healed or purged of the toxins normally. Roll 1d6 to determine type of poison:
  1-3
  Hallucinogenic- If the target fails its save then it has -3 on all actions & AC from delusions.
  4-5
  Paralytic- Subsequent successful attacks add 1 round to the duration of the targets paralysis.
  6
  Damage - Targets that fail their save roll take 1d3 points of damage, +1 point per hit die of the
  mutant creature for each round.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  26. 
  Displacement:
  The creature has developed the ability to make other living
  creatures perceive the creature somewhere other than its actual
  location. The ‘projected’ image or impression costs one point
  of ability burn and lasts for 1d5 rounds, +1 per Hit die of the
  mutant.  The image must stay within 10ft per hit die of the
  creature generating the image. The mutant may burn points
  from any ability including luck to activate this mutation. To
  attack the critters actual location requires a successful
  willpower save versus a DC of 7, +1 per hit die of the mutated
  creature otherwise the fake image is the target of the attack.
  The image disappears as soon as it is struck, but it can re-
  appear in the next round if there is still time left on the power’s
  duration.  Each point burned beyond the first ads 1d5 rounds
  to the power’s duration and they heal in the normal fashion.
  27. 
  Clairaudience:
  This creature has developed an ability to choose the point
  where it will make listening checks.  The mutant can make
  listen checks from that location for 1 round per point of the
  mutant’s intelligence score.  This ability functions out to a
  range of 25ft per hit die of the mutant. The creature can
  designate any point within that area and make their listen
  check as if they were at that location and there is a -4 on the
  listen check if the creature cannot see the chosen location.
  The mutant is subject to any save rolls or damage that would
  normally occur if the creature were exposed to the effect. The
  creature’s physical body goes limp and cannot move or
  defend itself during the time that its senses are wandering.
  The creature must burn 1 point of stamina score each time it
  activates this ability; and these points heal in the normal
  fashion.  If the creature critically fails on their listen check
  the Storyteller secretly picks the location, and isn’t limited by
  either range or …
  28. 
  Clairvoyance:
  This creature has developed an ability to choose the point
  where it will make spot or search checks for 1 round per point
  of intelligence score. This ability functions out to a range of
  25ft per hit die of the mutant. The creature can designate any
  point within that area and make their spot and search checks
  as if they were at that location. The creature has all of its
  normal modes of sight as well as any magical enhancements
  cast upon the mutant prior to using this ability. The creature
  is subject to any save rolls or damage that would normally
  occur if the creature were exposed to the effect. While the
  power is active the creature’s physical body goes limp and
  cannot move or defend itself during this time.  The creature
  must burn 1 point of stamina score each time it activates this
  ability; and these points heal in the normal fashion.  If the
  creature critically fails on their spot or search  check the
  Storyteller secretly picks the location, and isn’t limited by
  either range or plane of existence…
  29. 
  Telekinesis:
  This creature has developed the ability to manipulate its
  environment with nothing but its mind. This effect allows the
  creature to lift 5 pounds of weight and move the item at a rate
  of 5ft/rd for each hit die of the creature. The item must be
  visible and within a range of 10ft/ hit die of the mutant.  This
  doesn’t grant tool use if the creature didn’t already possess
  such skills; but it allows all creatures to grab and throw
  items. The creature must be able to see the target and there
  cannot be any obstacles blocking the items path to the target,
  but otherwise the creature makes a normal ranged attack.
  The item has a range of 10ft/ hit die of the attacking mutant
  and if the item has no listed damage it does 1 point of
  damage per 5lbs of the item. If the item has a listed damage
  and the creature has an intelligence score of 4 or better, it
  gets that damage +1 point/ hit die of the attacker.
  If the creature has the use of tools and weapons it may make
  some skill checks by remote, but only as long as the creature
  can see what it is attempting to do and the creature has a -2
  penalty on the attempt. Most creatures cannot use a weapon
  by remote unless the mutant has at least 3 hit dice and an
  intelligence score better than 4; but it gains no bonuses to hit
  or damage until it reaches 6 hit dice. The mutant gains a +1
  on telekinetic attacks at 6 hit dice and the bonus grows by +1
  for every 3 hit dice after its sixth; +3 is the maximum bonus.
  The creature must burn 1 point of Strength score each time it
  activates this ability and the telekinesis only lasts for 1d4
  rounds, +1 round per hit die of the mutant. These burnt
  points  heal in the normal fashion.
  30. Cursed:
  Roll twice on the standard mutation table; or once on the
  enhanced mutation table with Storyteller’s permission.
  29
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  30
  Enhanced Mutations
  These rare mutants have evolved abilities of considerable power, but they come with a hefty price tag. The cost for the use of
  these abilities is that the creature must burn off a number of their own attribute points to fuel the mutation. The creature can
  spend points from any attribute except; but they must take all of the requisite points from the same attribute. So if the creature
  decided to double up on their speed power for a total of 6 points, then all 6 of those points have to come from the same attribute
  score. Each of these advanced mutations counts as two lesser mutations when determining the mutant’s stability or instability
  and will heal normally with rest or magical restoration.
  5. Evil Eye:
  This mutant has developed one sight based attack mode; roll
  1d5 to determine the attack form. This attack has an
  effective range of 10ft, +10ft per hit die of the creature. This
  attack form is not in continuous operation; the mutant must
  burn 2 points from an ability score every time they engage
  this power.  The target is allowed a reflex save to avoid the
  attack. The DC for the save is equal to 10, +1/ hit die of the
  attacking creature + the attacker’s Personality score bonus.
  1= Petrification- The victim is instantly turned into limestone
  and rendered down to the finest of details. This condition is
  permanent, but may be removed by divine mandate, quest, or
  a Remove Curse spell of sufficient strength cast by a seventh
  level cleric.  The victim remains aware of the area to the
  limits of their senses.
  2= Paralysis- The victim is paralyzed but alive for 3d6
  rounds, +1 round per hit die of the attacking mutant.
  3= Cursed- The victim of this attack suffers the curse of
  ineptitude.  They must roll 2 dice steps lower on the dice
  chain for all actions, attacks, and saves. This curse may be
  negated only by killing the mutant which cast the curse. A
  tenth level warrior afflicted by this curse would roll a deed die
  of 1d8+4; have action dice of 1d14, 1d14, and 1d10; and they
  would not threaten critical hits on their attacks.
  4= Fear- The victim of this attack is overwhelmed by fear
  and must run away from the source of their fear as quickly as
  possible. The effects last for 3d4 rounds, +1 round/ hit dice
  of the attacker.
  5=Death- The victim of this attack is given a second fortitude
  save with the same difficulty as the initial reflex save DC. If
  they fail this second save the victim dies. If the victim
  succeeds; they still take 1d6 points of damage, +1 point of
  damage per hit die of the attacking mutant.
  6. Photosynthesis:
  This mutant is completely hairless and green and has a 40%
  chance of losing their ability to process normal food.  The
  mutant can feed itself by sunlight alone as long as they get a
  minimum of 10 hours of light, good soil and clean water.
  During this time they cannot wear more than a loin-cloth to get
  enough sunlight.  Furthermore, this mutant must sleep and
  breath as normal for its species.  The creature is capable of
  sending out roots from its feet and hands to extract nutrients
  1. Luck Drain:
  This creature has developed a rather nasty ability to drain off
  the luck of surrounding creatures. This is a touch based
  attack 80% of the time that can drain up to 1d7 points of the
  targets luck score if the target fails a fortitude save versus a
  DC of 8, +1 per hit die of the attacking creature. The creature
  Adds these points to its own luck score, but the mutant is
  capped at a Luck score of 18 when using this ability.  The
  remaining 20% of these mutants express this power as a
  gaze attack with a range of 20ft per hit die of the mutant.
  The attacking creature burns 2 points of ability score for each
  use of this power.  The target gets a reflex save versus a DC
  of 10, +1 per hit die of the mutant in order to to avoid the
  gaze attack; otherwise this version of the power functions the
  same as the touch attack version.
  1.
  Luck Drain
  6.
  Photosynthesis
  2.
  Teleportation 
     7. Breath weapon
  3.
  Regeneration
  8.
  Polymorphic
  4.
  Speed 
     9. Flight
  Table 2-2: Enhanced Mutations: Roll 1d10
     5.
  Evil eye 
      10.   Dreadful aura
  2. Teleportation:
  This creature has developed the ability to teleport itself over
  to any point that it can see within a distance of 15ft for each of
  its hit dice. This ability is equivalent to walking and takes no
  more thought or effort for the mutant to invoke this power: as
  such the mutant has all of their normally available actions
  after any teleport. However, the mutant may only use this
  power once per round while the power is active.  If the
  distance traveled is greater than 50ft the creature must roll a
  willpower save versus a DC of 8, +1/ 20ft of distance they
  travel.  Failure indicates the mutant does not move and takes
  1 point of damage per 10ft of distance of the aborted
  teleport attempt.  This power costs 2 points of ability burn and
  remains active for 1 minute per hit die of the mutant and they
  may only bring their familiar along for the teleport.
  3. Regeneration:
  The creature with this mutation has the ability to heal at 3x the
  normal rate and gets a +2 on fortitude saves; see DCC Core
  Rules  on page 94.  For every point of ability burned, the
  mutant heals 3d4 hit points of damage. The creature can burn
  2 ability points to reattach a severed limb, but cutting off this
  creature’s head causes instant death as normal.
  4. Speed:
  This mutant can move at incredible speeds for short lengths of
  time. The creature gains a constant +2 bonus to its’ initiative;
  but if the mutant burns 3 points of an ability score, all of its
  movement rates are increased by 50%.  This boost to speed
  lasts for 1d3 turns, +1 turn per hit die of the mutant.  This
  mutant my burn up to 9 ability points per day using this power.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  31
  and water from the ground while it sleeps.  The roots are
  retracted upon waking. If this creature finds itself without
  access to sunlight the creature may continue to function by
  burning 1 point of their stamina score for every 24 hours
  without sun, unless it is still capable of processing normal food.
  7. Breath weapon:
  This creature has been mutated to have a breath weapon
  attack. The attack is a 600 cone with 5ft of range and causing
  1d6 points of damage per hit die of the creature. Victims take
  half damage on a successful fortitude save versus a DC of 9,
  +1 per hit die of the mutant. The creature may use this attack
  by burning 2 points of their Stamina or Strength scores.
  8. Polymorphic:
  This creature has evolved the ability to take on a small
  number of alternate forms, though it cannot change its size
  category. This creature can emulate a number of additional
  forms equal to its intelligence score divided by 3; with a
  minimum of 1 alternate form.  The mutant cannot emulate
  any creature of which it has no knowledge; but the mutant
  gains the natural abilities of the new form.  The mutant
  retains its own Intelligence, Personality, and Luck scores.
  The total duration of this ability is 25 minutes, + 5 minutes
  for each of the mutant’s original hit dice; for every 2 points
  of Intelligence or Personality score that they burn. The
  transformation takes 3 rounds and is painful to perform as
  their muscles, organs, and bones modify themselves to the
  new configurations. They are incapable of any other
  actions during the transformation.
  9. Flight:
  This mutant has developed a means of flight; roll 1d20 to
  determine how the creature gets into:
  1-14 Gas bag- The creature inflates a gas pouch that increases
  the creature’s buoyancy so that it floats upon the wind unless
  it has some other means of propulsion. The creature swells to
  thrice its normal size and suffers a -4 on all physical abilities
  and attacks. The mutant can maintain this state for a duration
  equal to its stamina score times 30 minutes before it must
  land. The deflating occurs slowly enough to avoid falling
  unless the mutant has taken 40% of its’ hit points in damage
  or is otherwise being harassed.  In this case, roll a fortitude
  save versus a DC of 15 for the creature to avoid injury. It
  costs 2 points of Personality score to activate this power for
  the entire duration. When this mutation is gained, the creature
  makes a luck check versus a DC of 11, with success indicating
  that the gas they produce is poisonous. When released, it has
  the effect of a Choking Cloud spell with a result of 11, +1 per
  hit die of the mutant.  The toxic cloud only has a radius of 5ft
  per hit die of the creature and is stationary.
  15+ Wings- The creature gains a hollow, bird like skeleton
  and a pair of wings large enough to carry the creature aloft.
  Make a luck check for the creature versus a DC of 15; success
  indicates the wings sprout from the creatures back; leaving
  their arms intact.  Failure indicates the creature’s first pair of
  arms will be converted into a pair of wings.  The mutant’s fly
  speed equals its’ running speed; with acceleration, and glide
  speed equal to their normal walking speed. However, the
  creature suffers a permanent -2 penalty to its Stamina score
  and on its willpower saves.  Furthermore, if this mutant
  suffers falling damage they break a bone on any die showing 4
  or higher.
  5 Spirit (+)/ Arcane force - damage is doubled
  versus demons, devils, and undead creatures.
  6 Spirit (-)/ Cold damage - victims are slowed to
       half speed ads actions for 1 rd/HD of mutant.
  7 Roll 1d7 twice - the mutant has two types of
  attack and need only burn 1 point of ability score
  to activate one breath attack type per round.
   
    - 40% chance to shatter crystalline or glass
  items within area of effect.
   
   - breath weapon has a range of 10ft per hit
  die of the mutant.
   
   - the acid lingers for 1 round per 3 hit dice of
  the mutant.
   
   
      - creature’s that are conductive or who
  have lots of metal suffer a -2 penalty on saves.
  Roll 1d8 to determine the type of breath weapon.
  1 Sonic
  2  Fire
  3 Acid
  4 Electricity
  8 Extra Damage - Attack now does 1d12 damage
      per hit die.  Roll 1d7 on this sub-table…
  Table 2-2a: Breath Weapon Types
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  10. Dreadful Aura:
  This creature’s aura has developed terrifying potential and affects a 20ft radius area around the creature. With the exception of
  the Null and Silence auras; all of these abilities must be invoked.  This takes the same concentration as casting a spell and costs
  the creature 4 points of ability burn; and it lasts for 1d4 turns, +1 turn/ hit die of the mutant. Once active, the mutant need not
  think about the aura and they are unaffected by their own aura’s. To determine which aura the mutant has, roll 1d5:
  1- Slow Field - any opponent that enters this field while it is
  active must succeed at  a willpower save versus a DC of 10,
  +1/ hit die of the mutant or be reduced to 1 action per round,
  half speed, and the victim loses their agility bonus to armor
  class. This power only affects living creatures.
  5 - Madness- targets of this aura must succeed at a willpower
  save versus a DC of 10, +1/ hit die of the mutant or the
  victim goes insane. Non-sentient creatures gyrate and cavort
  chasing their tails, vocalizing uncontrollably such that they
  are incapable of doing anything else. Humanoids and
  creatures with cognizance are affected for the time that they
  are in the aura and for an additional 1d10 rounds, +1 round /
  hit die of the mutant afterwards. Each round they are
  Affected; victims roll 1d4 to see what actions they take:
  1-3= Catatonic – the victims are unwilling to interact with
  the outside world, even to defend themselves. No agility
  bonus to armor class and they won’t notice or move out of the
  way of danger.
  4= Berserk rage- The creature loses the ability to distinguish
  allies from foes and gains a +1d10 bonus to melee attacks and
  damage. If the creature has the use of armor, then the mutant
  retains the use of its armor, but drops its shield.  The creature
  suffers a further -2 penalty on armor class from recklessness.
  If the creature can use weapons then it retains this ability, but
  loses the ability to formulate any strategies.
  2- Field of Dreams - any opponent that enters this field while
  it is active must roll a willpower save versus a DC of 10,+1
  per hit die of the mutant or become subjected to full sensory
  illusions. The illusions are capable of creating any scene and
  may even damage the victim; though it is non-lethal. If the
  illusory damage kills a target; they get a fortitude save versus
  a DC equal to 10 + the damage dealt. Failure means the
  victim’s has lost consciousness; and critical failure indicates
  half the damage is real.  The victims get additional willpower
  saves versus this power’s DC if the mutant tries to make the
  victim act in a way inconsistent with its conscience.
  3 - Null - There is no ability to cast magic within the radius
  of this creature’s aura and the field is always in effect. The
  creature may suppress the effect for 1 hour if it expends 2
  ability points, otherwise it cannot use magic items or gain the
  benefits of magic healing or other spells. The creature gains
  a +5 bonus on saves versus spells cast from outside the aura.
  4 - Silence- Something about this creature causes all sounds
  to disappear within the influence of this aura.  The silence
  imposes a -4 on all spell casting attempts unless the spell has
  no verbal component.  The creature may suppress the effect
  for 1 hour if it expends 2 ability points, but at such times it
  takes double damage from sonic attacks due to over-sensitivity.
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  Cold Blooded – this creature is comfortable between 350 and 1150 Fahrenheit, but will be reduced to half of its normal move
  speed actions per round if the temperature is between 200 F and 340 F; below this temperature the creature is paralyzed, but will
  thaw out in the spring and probably be just fine. The creature takes 1 point of heat damage per minute of temperatures above
  1150 F, and gains an extra action per round, until they reach shelter or over heat. All cold blooded creatures will eventually
  succumb to the cold and have a -2 penalty to saves versus cold based attacks.
  Regeneration – the Snorvolumph has thrice the normal healing rate and may heal itself with ability burn, see page 30 for details.
  Positive elemental aura – the Snorvolumph continuously radiates a 60ft aura that heals other living creatures of 6d4 hit points
  per round. It causes a similar amount of damage to undead creatures on a failed fortitude save versus a DC of 14.
  Telekinesis – this power has a range of 60ft and allows the Snorvolumph to grab items of up to 30lbs and move them 30ft/rd. It
  may throw items and debris up to 30ft, causing 6pts of damage on a successful ranged attack. This power adds 30ft to the
  Snorvolumph’s hopping distance and is already included in the hopping distance listed on the table above.
  Alignment: 
  N
  Size: 
  Huge
  Reach (kick)
  15ft
  Reach (neck)
  45ft
  STRength:
  11
  AGILity:
  13 / +1
  STAMina:
  20 / +5
  INTelligence:
  1 / -5
  PERsonality:
  9
  LUCK:
  9
  Action Die:
  1d24
  Lift:
  55lbs
  Drag:
  220lbs
  Carry:
  385lbs
  Speed (Land):
  100ft hop
  Speed (crawl):
  20ft
  Run: 
  No
  Sprint: 
  No
  Speed (Swim):
  90ft
  Run:
  275ft/
  160min
  Sprint:
  495ft
  Initiative:
  +1
  AC:
  9
  HD:
  6d8+30 (58)
  Attack Die:
  1d24+3,
  2@1d20+3
  Damage:
  (telekinetic strike)
  6pts/ item
  (kick)
  1d12
  Critical Die:
  1d12
  Critical Table:
  M
  Fortitude Save:
  +8
  Reflex Save:
  +4
  Willpower Save:
  +3
  General Information:
  This nocturnal mutant amphibian prefers fresh water jungle environments and is still
  basically frog shaped. The Snorvolumph may breathe through its skin or with lungs as
  needed, but has lost its sensitive hearing. This huge frog is not toxic, but with 58hp, it
  qualifies for 1d9 mutations; (58/6= 9.6= 1d9= 2d5-1), and I got a result of 6 mutations.
  They are: (13) polydactyl, (20) detachable head, (29) telekinesis, (30; and then a 3)
  regeneration, (21) strange aura (positive elemental force), and (16) herbivore/
  carnivore reversal. I interpret these in the following way: the Snorvolumph is a
  singular creature, not a species. Whence it came no one knows, but strange wizardry
  is suspected. Some sages have argued that it must be a product of fey magic. Unlike
  normal frogs, the Snorvolumph is an herbivorous creature with a preference for large
  quantities of fruit. The Snorvolumph has 2 extra toes per foot, but no claw attacks. So
  it gets a +2 bonus on swimming, climbing, and grappling checks. Unlike a normal
  frog; the Snorvolumph doesn’t have a tongue strike attack… instead, it launches its
  entire head at the desired clumps of fruit. Due to its regenerative powers and since
  removing the Snorvolumph’s head won’t kill it; this creature is effectively immortal
  unless subjected to massive damage. The real reason that hundreds have lost their
  lives to this creature is that they quest through dangerous jungles to capture this beast
  for its’ healing abilities.
  Attack Profile:
  The head of the Snorvolumph fully detaches and is launched and recovered via the
  creature's natural telekinesis as a singular reflex with the same range as the former
  tongue strike. This reflexive use of telekinesis is an exception to the normal speed and
  lifting rules for telekinesis, but has less range.  Like a normal frog of this size; its’
  singing voice is so loud that it can stun and deafen other creatures.  The Snorvolumph
  gets its name from the distinctive three part call: snor - vol - UMPH!  The call can be
  heard for miles.  The Snorvolumph is a passive, non-violent, nearly non-intelligent
  creature that will only attack if cornered. Even then; the Snorvolumph will flee as soon
  as it gets the opportunity.
  Special Attacks:
  Powerful voice – the Snorvolumph can use its’ vocalizations to deafen and even stun
  attackers. Any creatures other than frogs within 60ft are subjected to this powerful
  sonic attack. Victims must succeed at a fortitude save versus a DC of 14. Failure
  indicates that the victim is deafened for 1d4+6 rounds. If the victim fails their save by
  more than 5 points they are also stunned for 6 rounds.
  Special Powers:
  Amphibious – creature may breathe through its skin while under water, but must keep
  its skin moist to avoid taking 1 point of damage/ hour without soaking in water for at
  least 30 minutes. Additionally, if the water is dirty or toxic, the creature is subject to the
   
  toxin as if it were inhaled.
  The Snorvolumph (Huge Mutant Frog)
  33
  Brian Wells (order #6334390)
  
  Brian Wells (order #6334390)
  
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Chapter 3: The Critters
  In any of the following entries; a listing of ‘#+ a number’ indicates that this value must be calculated after the dependent
  ability score and its relevant bonus or penalty is known.
  A
  Amethyst Clouds
  Alignment: 
  C
  General Information:
  Sages and wizards have argued over the proper
  classification of these strange denizens of forgotten places
  for generations. Some have suggested that amethyst clouds
  are a form of quasi-elemental being; and it is known that
  they are sentient, but rather sadistic in their willingness to
  work their victims into a fearful frenzy whenever possible.
  Most agree that these unclean horrors are most properly
  categorized as an ooze: based upon the limited studies of its
  feeding habits. It is rare for these nocturnal swirling,
  purple clouds to be found within heavily populated areas,
  but amethyst clouds have always demonstrated carnivorous
  behavior. They can be found in any non-arctic, non-aquatic
  environment, but amethyst clouds have a preference for
  bogs, coastal areas, and anywhere that mists and fogs are
  frequent or persistent.
  Attack Profile:
  By day these conglomerations of hateful hunger condense
  themselves down by three size categories into a semi-
  viscous gelatin and find a place to hide. It is in this state
  that they truly resemble and function like an ooze; but
  many of their powers and immunities are greatly reduced in
  this semisolid state. At night they vaporize and fly off into
  the dark to start the slow search for carrion or something to
  hunt. Amethyst clouds have no eyes, but they can sense
  movement (listen) and body heat (search/ spot) within 500ft
  of their location. This distance can (and often is) truncated
  severely by the local conditions of any encounter; with loud
  noises and intense heat acting to confuse these creatures.
  Within 25ft these creatures can easily distinguish between
  the living and the dead, as well as where all the sources of
  fire are located. They prefer to sneak up on sleeping
  animals or humanoids; descending from above to knock
  creatures about with telekinetic pummeling to frighten and
  keep prey confused. It will fight in this manner until they
  subdue at least one target or until the amethyst cloud takes
  half of its hit points in damage. Subdued victims are lifted
  off and slowly eaten, but an amethyst cloud will retreat
  quickly if threatened or over matched.
  Special Attacks:
  Enzymatic cloud - Amethyst clouds cannot dissolve stone or cellulose from living or dead vegetation, but these denizens of the
  dark are known for their ability to tolerate necromantic energies. Amethyst clouds can frequently be found lurking in the
  tombs and cemeteries of the civilized world; feeding upon the dead that others go to such elaborate means to preserve.
  Victims enveloped by these purple clouds make a fortitude save versus a DC equivalent to the creature’s suffocation attack
  with success indicating the victim only takes half damage for that round.
  Size: 
  Huge 
  Gargantuan 
  Colossal
  Reach: 
  15ft 
  20ft 
  30ft
  STRength: 
  10 
  12 
  14 / +1
  AGILity: 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina: 
  12 
  14 / +1 
  16 / +2
  INTelligence: 
  4 / -2 
  4 / -2 
  4 / -2
  PERsonality: 
  9 
  9 
  9
  LUCK: 
  9 
  9 
  9
  Action Die: 
  1d24 
  1d30 
  1d30+2
  Lift: 
  150lbs 
  300lbs 
  560lbs
  Drag: 
  300lbs 
  600lbs 
  1120lbs
  Carry: 
  150lbs 
  300lbs 
  560lbs
  Speed (Land) 
  20ft 
  30ft 
  40ft
  Run: 
  x2 / 1 min 
  x2 / 1 min 
  x2 / 1 min
  Sprint: 
  No 
  No 
  No
  Speed (Fly) 
  270ft 
  360ft 
  525ft
  Acceleration: 
  70ft 
  90ft 
  110ft
  Deceleration: 
  140ft 
  180ft 
  220ft
  Glide: 
  No 
  No 
  No
  Hover: 
  Yes 
  Yes 
  Yes
  Initiative:
  +1 
  +1 
  +1
  AC:
  11 
  10 
  9
  HD:
  6d10 
  9d10+9 
  12d10+12
  Attack Die:
  1d24+3, 
  1d30+4, 
  1d30+7,
  2@1d20+3 
  2@1d24+4, 
  2@1d30+5,
  3@1d20+4 
  3@1d24+5,
  4@1d20+5
  Damage:
  (Acid cloud)
  1d4/ rd 
  1d5+1/ rd 
  1d6+2/ rd
  (Suffocation DC)
  14 
  17 
  20
  (TK pugilism)
  1d5 
  1d6 
  1d7+1
  Critical Die:
  1d12 
  1d14 
  1d20
  Critical Table:
  M 
  M 
  M
  Fortitude:
  +3 
  +5 
  +7
  Reflex:
  +4 
  +5 
  +6
  Willpower:
  +3 
  +4 
  +5
  36
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  37
  Suffocation attack – any living creature which must breathe is vulnerable to this attack every round that they have been
  enveloped by an amethyst cloud. These vile mists will invade the target’s lungs with every breath taken by the victim. As
  soon as the victims are enveloped, they must succeed at a reflex save versus a DC of 8, +1 per hit die of the amethyst cloud
  every round they are enveloped. Failure indicates the victim was unable to hold their breath prior to becoming enveloped by
  the amethyst cloud and takes double damage from the enzymatic cloud attack as well as 1 point of stamina damage per round.
  The amethyst cloud gains 1 hit point for every point of stamina lost by its victims.
  Telekinetic pugilism – this ability grants these creatures their strength score and allows them to manipulate their environment as
  if they were humanoids one size category less than their natural gaseous form. This also permits an amethyst cloud to have
  ‘reach’ and they can pummel their victims with non-lethal attacks via ghostly nearly invisible fists. When an amethyst cloud
  reaches size gargantuan, it may choose to inflict normal damage with these attacks.
  Special Powers:
  Stealthy – amethyst clouds gain a +2 bonus to stealth checks at night or if they have fog in which to hide. If they can
  successfully surprise their targets, the targets gain no shield or agility bonuses to AC for the remainder of the round.
  Ooze traits – these creatures can fit through cracks as small as 1/8 of an inch by 1 foot.  As a vapor, it takes an amethyst cloud
  1 round per hit point to pass through that small crack; but in its semi solid state the same transit would take
  3 rounds per hit point of the creature.  The Storyteller will need to make a judgment call in each case.
  Born of battle – an amethyst cloud that attains maximum hit points from draining off the stamina scores of its victims gains 1
  new hit die. A colossal amethyst cloud that attains maximum hit points spawns a single huge sized amethyst cloud. The newly
  born cloud will usually run from their parent to find a territory of its own, but might stick around for a good meal if they can
  get away with it.  The parent’s hit dice are reduced by the number given to the offspring and the process starts over.
  Immunities & vulnerabilities:
  Amethyst clouds are immune to acid damage and any sight based attacks, mundane or magical; but, they can be tricked by
  illusion spells that create heat or sound. They only take half damage from mundane bludgeoning and crushing attacks and no
  damage from mundane slashing or piercing attacks. Furthermore, victims caught within the cloud suffer half of any damage
  inflicted upon the amethyst cloud. Amethyst clouds take full damage from magic spells as well as magic weapons of +2 or
  better.  Amethyst clouds take double damage from fire and cold based attacks cause them to congeal and shrink one size category
  for every 10 points of damage inflicted.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  38
  Badgers
  Alignment: 
   
   
  N
  Burrowing – They are not fast
  enough to use this as a mode of
  movement, but badgers are
  expert tunnel builders, and will
  construct elaborate warrens
  with multiple entrances and
  exits creating escape routes.
  General Information:
  Among the largest of the weasel family, these subterranean
  hunters are unmistakable. They have white and dark grey
  striped faces with short powerful legs that they use to dig for
  their food. They are generally omnivorous and are as happy
  with roots, worms and insects as they are with rabbits and bird’s
  eggs. They are quite territorial and are surprisingly fast for their
  ungainly appearance.
  Attack Profile:
  Badgers are mostly solitary hunters, but sometimes live in
  communities of 2-5 individuals sharing a common den where
  they spend most of their time burrowing for worms, rodents,
  root, and tubers. When provoked they are fearsome and
  tenacious.  Once they successfully bite their opponent they
  lock jaws and start to thrash about. Badgers do not retreat, and
  will fight to the death.
  Special Attacks:
  Locking jaw – upon damaging their target, they will lock their
  jaws and thrash about to cause further injury.  Each round after
  the badger locks its jaw, the victim of the attack must succeed at
  a strength check versus a DC of 10, +1 per point of damage done
  in the previous round order to avoid automatic bite damage and
  escape the jaws.
  Vicious damage – a victim that survives a badger attack must
  make a luck roll versus a DC of 10, +1 point of damage done by
  the badger’s jaws or the limb or part of the limb that was
  damaged will need to be amputated.
  Special Powers:
  Keen nose – badgers find most everything they need with their
  noses and so gain a +2 on any search or spot attempts that
  involve odors.
  Size: 
  Small 
  Medium 
  Large
  Reach:
  5ft 
  5ft 
  5ft
  STRength:
  10 
  11 
  13 / +1
  AGILity:
  13 / +1 
  12 
  11
  STAMina:
  13 / +1 
  14 / +1 
  16 / +2
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20
  Lift:
  10lbs 
  11lbs 
  26lbs
  Drag:
  30lbs 
  33lbs 
  104lbs
  Carry:
  50lbs 
  110lbs 
  260lbs
  Speed (Land)
  20ft 
  40ft 
  60ft
  Run:
  100ft/
  104min
  165ft/
  112min
  260ft/
  128min
  Sprint:
  220ft 
  330ft 
  520ft
  Initiative:
  +1 
  +0 
  +0
  AC:
  14 
  12 
  11
  (Thick Skin; +2)
  HD:
  3d5+3 
  4d6+4 
  5d7+10
  Attack Die:
  1d16+1 
  1d20+1, 
  1d20+2,
  2@1d16+1 
  2@1d16+2
  Damage:
  (Bite)
  1d3 
  1d6 
  1d8+1
  (Claw)
  1d3 
  1d4 
  1d6+1
  Critical Die:
  None 
  1d10 
  1d10
  Critical Table:
  None 
  M 
  M
  Fortitude:
  +3 
  +3 
  +4
  Reflex:
  +3 
  +2 
  +2
  Willpower:
  +2 
  +2 
  +2
  Fearless - Badgers gain a
  bonus of +2 versus and charm
  or fear attacks due to their
  innate ferociousness and
  tenacity.  This also means that
  they must succeed at a
  willpower save versus a DC
  equal to 15 in order to
  willingly leave a fight before
  they kill or are killed by their
  opponent.
  B
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  Bats
  Alignment: 
   
   
  N
  General Information:
  The common cave bat, its body
  and wings not much larger than
  the wide stretched hand of a
  human sized creature, are the
  most common of the bats. Its
  fur ranges in color from a dull
  gray through brown and into
  black, and it is perfectly content
  to spend its entire life eating
  mosquitos and other insects.
  Some of the larger tropical bats
  have been known to subsist
  entirely on fruit; but the largest
  eat small birds as well as other
  bats, and may even become large
  enough for humanoids to use as
  war mounts  and transportation.
  Attack Profile:
  Bats are ambush predators that
  rely entirely on surprise attacks.
  Alone, a bat poses no real threat
  to anything larger than itself; but
  it is rarely encountered alone.
  Even in the largest of swarms,
  they still would rather flee than
  fight, unless they are acting in
  the defense of the colony or are
  under a compulsion from an
  external force. Medium and
  larger sized bats do not swarm.
  They are solitary hunters looking
  for owls, giant bugs and other
  bats.  Occasionally (15% of the
  time) larger bats are encountered
  in hunting packs of as many as
  2d5 members.
  Special Attacks:
  Individual bats gain a +2 bonus on surprise attacks, but their most powerful trait is their ability to make swarms. There is a 40%
  chance they will be swarming when encountered. See Swarms on page 196.  An individual bat that is aggressive will likely be
  rabid and capable of transmitting the disease to bit victims.
  Diseased – there’s a 30% chance creatures are bitten by rabid bat.  Victim’s must succeed at a fortitude save versus DC= 8, +1
  per point of damage from the bat’s bite. Failure indicates that the target has contracted rabies. Roll 1d3 to see how many
  months it takes for the disease symptoms to emerge. During the incubation time, the subject gets one knowledge check each
  week versus DC = 20, -1 for each week of incubation to realize that they are sick. The disease may be cured in the normal
  manner until it reaches the final stage. If the disease isn’t noticed before the incubation period ends the creature suffers -3 on all
  actions, AC and save rolls from fever, violent spasms.  Death occurs within 1d3 days due to respiratory failure during which
  time the subject is hyper-violent towards any living creature it encounters and can transmit the disease when it bites someone.
  Size 
  Smallest 
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  2 / -4 
  5 / -2 
  7 / -1 
  8 / -1 
  10
  AGILity:
  16 /+2 
  15 / +1 
  14 / +1 
  13 / +1 
  12
  STAMina:
  9 
  12 
  14 / +1 
  15 / +1 
  17 / +2
  INTelligence:
  1 / -5 
  1 / -5 
  2 / -4 
  4 / -2 
  4 / -2
  PERsonality:
  9 
  10 
  11 
  12 
  13 / +1
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  1oz 
  3lbs 
  7lbs 
  24lbs 
  100lbs
  Carry:
  0.5oz 
  2lbs 
  3lbs 
  16lbs 
  50lbs
  Speed (Land)
  3 inches 
  1ft crawl 
  5ft crawl 
  10ft crawl 
  15ft crawl
  Run: 
  No 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No 
  No
  Speed (Fly)
  45ft 
  90ft 
  140ft 
  200ft 
  300ft
  Acceleration:
  10ft 
  15ft 
  30ft 
  50ft 
  70ft
  Deceleration:
  20ft 
  30ft 
  50ft 
  60ft 
  80ft
  Glide:
  0ft 
  0ft 
  0ft 
  0ft 
  0ft
  Initiative:
  +2 
  +1 
  +1 
  +1 
  +0
  AC:
  20 
  16 
  14 
  13 
  11
  HD:
  1d3 
  1d4 
  2d5+2 
  2d6+2 
  3d8+6
  Attack Die:
  1d12+2 
  1d14+1 
  1d16+1 
  1d20+1, 
  1d20+1,
  2@1d16+1 
  2@1d16+1
  (Bite; Piercing)
  1pt 
  1d4-2pts 
  1d6-1 
  1d8 
  1d10
  Critical Die:
  None 
  None 
  None 
  1d8 
  1d10
  Critical Table:
  None 
  None 
  None 
  M 
  M
  Fortitude:
  +1 
  +1 
  +2 
  +2 
  +4
  Reflex:
  +3 
  +2 
  +2 
  +2 
  +2
  Willpower:
  +1 
  +1 
  +1 
  +1 
  +3
  39
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  40
  Special Powers:
  Echo location - Bats can make accurate sound maps of their environments and are unhindered by darkness.  Loud or continuous
  noise has the same effects as fog, or flashes of bright light would have upon sight dependant creatures. Their vision is most
  acute out to a distance of 30ft per size category of the bat.
  Cave Lurker
  General information:
  These creatures are a close cousin of the bat and resemble them in all ways, except that they have no wings. Cave lurkers are
  always size medium or better and live in small packs of 4d4 critters. Cave Lurkers have given up their ability to fly and have
  capitalized on their surprise ability. They hang upside-down on the ceilings of caves and the limbs of larger trees waiting for
  their prey.
  Attack profile:
  The damage from a cave lurker’s attacks as well as their critical die are +2 steps higher on the die chain than a bat of similar
  size and have a +1 bonus to armor class from thicker hides. They still have the ability to echo locate, but as it isn’t needed for
  flight and it is limited to 10ft per size category of the cave lurker.
  Special powers:
  They retain the sensitive ears of their species and as such they have +3 on all listen checks. Their specialization with ambush
  attacks gives them a +3 on surprise attacks.  It is a DC 15 stealth check to sneak up on a cave lurker; with +1 to the DC/ lurker.
  Immunities and vulnerabilities:
  Bats and cave lurkers take an additional 50% damage and have a -2 penalty to all saves versus sonic attacks.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Bear, Black
  Attack Profile:
  The smallest of the bears, these stealthy creatures are the most
  comfortable around urban environments and often raid humanoid
  garbage dumps and even homes in order to find food. Black bears
  are sometimes encountered in gangs of 2d3 bears; especially near
  refuse dumps and midden heaps at the edges of any large burg or
  town. These crepuscular foragers have no cooperative tactics,
  and will even drive each other off.  They will flee from any
  serious threats.
  Stealthy – Black bears have a +4 bonus on any stealth checks.
  Trample – See page 14.
  41
  Bears
  Alignment: 
   
   
  N
  General Information:
  From small black bears to the great monsters of
  the icy north, these solitary creatures are
  dangerous. All except for the polar bear are
  omnivores and eat mostly fish, seals, deer, and
  the occasional moose along with vast quantities
  of berries, nuts, and other forage. Some
  species like the cave bear and the panda are
  primarily vegetarian. Most bears are excellent
  swimmers, but only the polar and Kodiak bears
  spend much time in open water. All bears
  hibernate during the winter months, but cave
  bears occasionally wander deeper into the earth
  in search of shrooman. (See Core Rules p. 426)
  Special attacks:
  Crush attack – If the bear succeeds at both claw
  attacks in the same round against any smaller
  foe, the bear envelops its foe with both arms.
  The victim is allowed a fortitude save
  for half of the crushing damage from the bear
  hug. The DC for this check is 8, + 1/ hit die of
  the bear that made the attack.
  Special Powers:
  All bears are treated as one size larger for
  calculating lifting, dragging, and carrying.
  All bears keen sense of smell and gain a +2
  bonus on search and tracking checks.
  Type: 
  Black 
  Brown 
  Kodiak 
  Polar
  Size:
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  14 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  15 / +1 
  16 / +2 
  18 / +3 
  20 / +5
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  9 
  9 
  13 / +1 
  13 / +1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  14lbs 
  30lbs 
  85lbs 
  190lbs
  Drag:
  42lbs 
  120lbs 
  340lbs 
  760lbs
  Carry:
  140lbs 
  300lbs 
  595lbs 
  1045lbs
  Speed (Land)
  30ft 
  50ft 
  70ft 
  90ft
  Run:
  150ft/
  112min
  240ft/
  128min
  340ft/
  144min
  300ft/
  10min
  Sprint:
  330ft 
  480ft 
  720ft 
  540ft
  Speed (Swim)
  20ft 
  40ft 
  60ft 
  70ft
  Run 
  No 
  No 
  No 
  300ft/
  304min
  Sprint 
  No 
  No 
  No 
  No
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  (thick hide, +3)
  16 
  14 
  13 
  12
  HD:
  3d12+3 
  4d12+8 
  6d12+18 
  9d12+45
  Attack Die:
  1d16+2 
  1d20+2 
  1d20+4 
  1d24+7,
  2@1d14+2 
  2@1d16+2 
  2@1d16+4 
  2@1d20+7
  3@1d16+7
  Damage:
  (Bite)
  1d4+1 
  1d6+1 
  1d8+2 
  1d10+4
  (Claw)
  1d5+1 
  1d7+1 
  1d10+2 
  1d12+4
  (Crush Attack)
  2d5+2 
  2d7+4 
  2d10+4 
  2d12+8
  Critical Die:
  None 
  1d10 
  1d12 
  1d14
  Critical Table:
  None 
  M 
  M 
  M
  Fortitude:
  +3 
  +4 
  +6 
  +9
  Reflex:
  +4 
  +4 
  +4 
  +5
  Willpower:
  +2 
  +2 
  +4 
  +5
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  42
  Bears, Brown
  Attack Profile:
  Patient hunters these larger bears are most commonly encountered in coastal estuaries and mountain forests, lakes and rivers.
  Always ambling about in search of a likely meal, they are rarely threatened by anything but packs of humanoids, large packs of
  wolves, giant eagles, trolls, and dragons. They are aggressive and will attack most creatures smaller than themselves on sight.
  Bears, Cave
  Attack Profile:
  These brown bears are specialists in the underground environment and are only rarely encountered outside of a cave network.
  They are scavengers and will eat bones, and carrion, but they prefer to hunt for shrooman and other fungi. Cave bears never
  get lost in underground environments and can see in total darkness out to 60ft.
  Immunities and vulnerabilities:
  Cave bears gain a +3 bonus on saves versus necromantic spells and effects, but suffer a -4 penalty to all actions, attacks, and
  armor class in the presence of bright lights and any sunlight greater than twilight or dusk.
  Bears, Kodiak
  Attack Profile:
  These belligerent behemoths fear only large groups of humanoids with hounds, trolls, and dragons. They hunt moose, caribou
  and anything else that cannot out run or outwit them; and will even hunt ogres and hill giants in lean times.
  Bears, Panda
  Attack Profile:
  These mostly herbivorous bears are the size of a Kodiak, but their characteristic black and white patterning sets them apart from
  all other bears. They spend most of their day eating low energy bamboo, and since fighting is a tremendous waste of energy
  pandas try to avoid conflict when possible. If a panda must fight, they are every bit as savage and dangerous as a Kodiak and
  will try to destroy their foe as quickly as possible.
  Bears, Polar
  Attack Profile:
  These lumbering carnivores are among the most fearsome creatures of the icy northern wastes and they fear only large bands of
  humanoids, giant sharks, and dragons. Polar bears are stealth hunters by necessity, as they overheat quickly and cannot run for
  more than 10 minutes, even in icy cold conditions. They are excellent trackers and can sit and wait patiently for hours. They
  spend a great deal of their lives at sea and as such they are excellent swimmers.  They are not that fast in the water, but they
  can cover tremendous distances at sea. These fearsome creatures are often kept by ice giants as war beasts.
  Special Powers:
  Stealthy – in their preferred environment, polar bears
  gain a +4 bonus on stealth checks.
  Keen sense of smell – polar bears use their noses to
  hunt for seal pups in their dens, and as such they
  gain +4 on all checks involving odors.
  Immunities and vulnerabilities:
  Polar bears are so supremely adapted for the cold that
  They are comfortable at temperatures that would kill
  Other mammals quickly. They are immune to cold
  based attacks, but take +50% damage from heat and fire
  based attack forms. Because polar bears overheat so
  quickly, they count as 2 sizes smaller for calculating
  their land running and sprinting speeds.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  43
  Immunities and Vulnerabilities:
  Normal sized chickens have been domesticated as food for
  so long that they have gotten heavier and they cannot fly
  more than 30 to 50ft and are quite clumsy in the air.  They
  retain this much flight so that they may roost within trees,
  but never gain any advantage to their armor class when
  they are in flight.  They are too heavy to glide.  The larger
  varieties are much leaner and are still ¼ of the weight of a
  normal large sized creature like other birds.  As such they
  have retained their flight capabilities and may fly for a
  number of rounds equal to half of their stamina score
  rounded down as long as they are unarmored and carrying
  less than their maximum load.
  Birds
  General traits:
  Birds come in a myriad of sizes and colors, but they are generally treated as bipeds whose arms have specialized into wings.
  Birds have no ability to drag anything unless harnessed. Those birds which have lost their flight ability tend to be excellent
  runners with powerful beak and claw attacks. Most birds use their agility rather than their strength for making attacks.  A bird’s
  size category is determined by the distance from it’s beak to the base of it’s tail.
  General Information:
  These tiny omnivorous birds are versions of the Red Junglefowl,
  a type of wild pheasant that humanoids domesticated for food
  thousands of years ago.  However, they are bred to a number of
  purposes other than food, with larger versions used as transport
  and for fighting.  Regardless of size, they retain the same
  physical characteristics; males are brightly colored with
  prominent combs and wattles, while females are more drab.
  While not known for their flight abilities, they are capable of
  roosting in trees and making short flights to escape predators.
  Chickens use Table 1-8 on page 4 when calculating lifting and
  carrying values, but they are encumbered if carrying more than
  half of their normal capacity.
  Attack Profile:
  Most domestic chickens will choose to flee the scene as fast as
  they can rather than fight, but both male and females have sharp
  claws and beak, for defense.  Roosters can be quite aggressive
  and have a wicked fighting spur on each leg.  Larger versions
  have been bred and trained for beasts of burden and
  transportation.  Some people have even bred stronger and hardier
  versions as war beasts, but neither of the large versions may
  sprint while carrying anything.
  Special Powers:
  Bane – A rooster’s crowing forces any cockatrice or basilisk to
  make a fortitude save versus a DC of 18 or it is slain instantly.
  Even if the cockatrice or basilisk succeeds at the save it takes 5d4
  sonic damage. (Basilisk, see Core Rules page 396; Cockatrice,
  see Core Rules pg. 399)
  Oracle – Some chickens have oracular powers, so when a
  character is given a chicken, the Storyteller rolls secretly to
  determine if the chicken has the power of an Oracle.  Only 20%
  of chickens have this ability.   When you wish to invoke this
  ability simply ask your question while offering food.  If the
  chicken takes the food then it is a good or positive omen; if the
  chicken refuses the food then it is a bad or negative omen.
  Chickens
  Alignment: 
   
   
  L
  Size: 
  Tiny 
  Large
  (Riding)
  Large
  (War)
  Reach:
  0ft 
  5ft 
  5ft
  STRength:
  4 / -2 
  10 
  15 / +1
  AGILity:
  14 / +1 
  11 
  13 / +1
  STAMina:
  9  
  15 / +1 
  16 / +2
  INTelligence:
  1 / -5 
  3 / -3 
  4 / -2
  PERsonality:
  6+1d4 
  7+1d6 
  7+1d6
  LUCK:
  9 
  9 
  9
  Action Die:
  1d12 
  1d20 
  1d20
  Lift:
  4lbs 
  20lbs 
  30lbs
  Carry:
  2lbs 
  200lbs 
  300lbs
  Speed (Land)
  10ft 
  40ft 
  40ft
  Run:
  20ft 
  150ft 
  225ft
  Sprint: 
  40ft 
  270ft 
  405ft
  Speed (Fly)
  10ft/ 4rds 
  35ft/ 7rds 
  40ft/ 8rds
  Acceleration:
  5ft 
  15ft 
  15ft
  Deceleration:
  10ft 
  30ft 
  30ft
  Glide: 
  No 
  No 
  No
  Initiative:
  +1 
  +0 
  +1
  AC:
  14 
  9 
  10
  HD:
  1hp 
  3d7+3 
  4d7+8
  Attack Die:
  1d10+1 
  1d20+1, 
  1d20+2,
  2@1d16+1 
  2@1d16+2
  Damage:
  (Beak) 
  — 
  1d4 
  1d5+1
  (Claw)
  1pt 
  1d4 
  1d5+1
  (Leg Spur: male)
  1pt 
  1d6 
  1d7+1
  Critical Die:
  None 
  1d8 
  1d10
  Critical Table:
  None 
  M 
  M
  Fortitude Save:
  +1 
  +3 
  +4
  Reflex Save:
  +2 
  +2 
  +3
  Willpower Save:
  #+1 
  #+2 
  #+2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  44
  Crows
  Alignment: 
   
   
  N
  General Information:
  These mysterious birds prefer temperate forest
  climates and arid scrub-lands, but can be found
  anywhere except out over deep water or in arctic
  conditions. Flocks, or murders, of crows will
  establish territories where they will scavenge for
  weak prey and carrion. They are quite intelligent and
  highly adaptive to new surroundings, and more than
  capable of using advanced tactics and tools to achieve
  a goal. They are fond of roads and cities, as these
  places produce much sustenance for them, but they
  rarely choose to roost in such places.
  Attack Profile:
  Crows, like most birds, attack by diving and raking
  with their talons. Crows have a knack for eye
  gouging and are crafty tacticians. They will employ
  trickery and deception, and will often use coordinated
  maneuvers from multiple crows to drive off more
  powerful enemies. Tiny and small crows are usually
  found in flocks of 3d12; but the larger versions are
  usually loners; thought there is a 30% chance of
  1d3+1 for the encounter and in elven forests (where
  the trees are larger) there is a 50% chance that there
  will be 2d6 large crows in the encounter.
  Special Attacks:
  Eye Gouge- If a tiny, or small crow rolls maximum
  value an its attack roll; the damage ruins one
  of the victim’s eyes. It requires the casting of the
  Restore Vitality spell to repair each eye. (Core rules p.
  278) Having one eye means the victim has a -2 penalty
  on all ranged Attacks as well as spot and search checks.
  Flocking Dangerous- for every 6 birds
  In the flock add +1 to attacks and
  damage.
  Aerial Predator: See CCD p. 14
  Dust cloud: See CCD p. 14
  Special Powers:
  Intelligence- Crows are actually part of
  the song-bird’s family and have complex
  vocal chords, but choose not to use them.
  They understand and use complex
  communications, but they cannot speak.
  They have the ability to reason and may
  utilize simple tools.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  0ft 
  5ft 
  5ft
  STRength:
  5 / -2 
  7 / -1 
  8 / -1 
  10
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  13 / +1 
  15 / +1 
  16 / +2 
  18 / +3
  INTelligence:
  6 / -1 
  7/ -1 
  10 
  12
  PERsonality:
  13 / +1 
  13 / +1 
  13 / +1 
  13 / +1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  2lbs 
  7lbs 
  24lbs 
  100lbs
  Carry:
  1lbs 
  3lbs 
  16lbs 
  50lbs
  Speed (Land)
  8 inch hop 
  2.5ft hop 
  5ft hop 
  10ft hop
  Run: 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No
  Speed (Fly)
  300ft 
  300ft 
  350ft 
  400ft
  Acceleration:
  50ft 
  70ft 
  90ft 
  110ft
  Deceleration:
  100ft 
  140ft 
  180ft 
  220ft
  Glide:
  10ft 
  20ft 
  30ft 
  40ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  17 
  14 
  13 
  12
  HP:
  1d3+1 
  1d6+1 
  2d8+4 
  3d10+9
  Attack Die:
  1d14+2 
  1d16+1 
  1d20+1, 
  1d20+2,
  2@1d16+1 
  2@1d16+2
  Damage:
  (talons)
  1d4-2pts 
  1d4-1pts 
  1d6pts 
  1d8pts
  Critical Die:
  None 
  None 
  1d8 
  1d8
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +2 
  +2 
  +4 
  +5
  Reflex:
  +3 
  +2 
  +2 
  +3
  Willpower:
  +2 
  +2 
  +2 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  45
  Doves
  Alignment: 
   
   
  N
  General Information:
  Doves are a quiet, docile member of the pigeon family that are perfectly content to go
  about their lives eating seeds and fruit. They are non-migratory birds that can be found in
  all climate zones except for deep sandy deserts and arctic regions, but show a preference
  for tropical and subtropical forests. What makes doves special is that they are held in high
  esteem by gods of healing, peace, love and nature and are treated as holy by clerics and
  worshipers of those deities. Doves are non-violent except when forced to defend their
  young.
  Attack Profile:
  Doves are the quintessential icon of peace and hope and are treasured by the forces of Life
  and Justice. They flee rather than fight, except when they must defend the innocent from
  harm. Even then they try to distract the foe so the innocent may escape, saving violence
  for a last resort. Doves are usually encountered in flocks of 2d20 members.
  Special Attacks:
  Distracting Dance- Fluttering and flashing its feathers and wings, and cooing and chirping
  Madly, the dove attempts to distract a single foe. Target roles a Willpower save versus a
  DC= 12 or the foe is distracted for the round and completely unable to reach their intended
  victim. A dove may continue to dive and flutter against the same or a new target; but if the
  dove stays with one target then the target’s DC increases by +1 with each previous failure.
  Special Powers:
  Flocking Dangerous- for every 10 birds in the flock add +1 to attack, damage, and
  distraction DC.
  Righteous Fury*- when attacking evil creatures, a dove gets a +4 bonus to armor class and
  makes attacks using 1d24+4. Its attacks do 1d6 points damage and doves roll 1d8 on
  critical table 3 for critical strikes.
  Size: 
  Smallest
  Reach
  0ft
  STRength:
  2 / -4
  AGILity:
  13 / +1
  STAMina:
  14 / +1
  INTelligence:
  2 / -4
  PERsonality:
  16/ +2
  LUCK:
  12+1d6
  Action Die:
  1d12
  Lift:
  1oz
  Carry:
  0.5oz
  Speed (Land)
  4 inch hop
  Run: 
  No
  Sprint: 
  No
  Speed (Fly)
  200ft
  Acceleration:
  40ft
  Deceleration:
  80ft
  Glide:
  10ft
  Initiative:
  +1
  AC:
  19
  HD:
  1d3+1
  Attack Die:
  1d12-5
  Damage:
  1 pt piercing
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +2
  Reflex:
  +2
  Willpower:
  +3
  EXP
  -1d3
  Protected by the gods*-
  Anyone who willingly kills a dove
  has committed a sacrilege and  will
  be punished. This doesn’t apply to
  other animals, only
  sentient creatures with an
  intelligence score of 3 or better.
  The dove’s killer loses 25 EXP for
  every dove they kill.
  *Righteous Fury,  & Protected by
  the gods are optional rules and best
  employed in games where the
  Storyteller has made divine
  elements an active part of their
  gaming environment.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  46
  Ducks, Geese, & Swans
  Alignment: 
   
   
  N
  General Information:
  Ducks can be found anywhere there is fresh or salt water and
  plenty of vegetation. Northern species are more colorful in
  plumage and are migratory even though ducks are poor flyers.
  Diving ducks have stronger and sharper bills for eating fish
  and mollusks and tend to be larger. Geese are a larger member
  of the duck family and also exhibit a wide variety of coloration
  with a tendency towards speckles of gray, brown, and black,
  but all geese are powerful flyers. Wild geese are migratory
  and can be found in most of the same habitats a ducks. Swans
  are the largest members of the duck family and while they too
  share the same habitats as ducks and geese; swans also exhibit
  a preference for colder climates. Swans are found in both
  tundra and sub-arctic climates, but these species migrate to
  warmer climes during winter. Swans also have much less
  variation in color and tend to be either all white or all black,
  with various combinations and patterns of these two basic
  colors; with bills tending to be red, black, or yellow. All of
  these water fowl have a long history of domestication by
  humanoids for food. Geese and swan are known to perform
  well as guard animals. Domestic geese have been bred for
  meat and eggs until they have lost their ability to fly… their
  posterior’s are too big.
  Attack Profile:
  Ducks are poor fighters, but they are territorial and their bites
  leave painful welts. Ducks depend on large numbers for
  protection and can be found in flocks of 1d20x10 members.
  Geese and swans are quite aggressive, attacking and driving
  off anything they perceive as a threat. Wild geese and swans
  are still fairly social and may be encountered in groups of 2d3;
  but when migrating, they travel in flights of 1d10x5 members.
  Swans don’t always need to migrate, but when they do they
  can be encountered in bevies of 3d5 members. Domestic
  versions of these animals can be found in larger numbers, but
  will be tended by farmers.
  Special Attacks:
  Flocking Dangerous- for every 6 ducks in the flock add +1
  to attacks and damage.
  Wing strike – geese and swans have a sharp claw and heavy
  knuckle at the elbow of their wings that is capable of
  delivering considerable force.  The damage listed in the table
  is for both wings and they can only strike something in front
  of them.
  Special Powers:
  Strong flyers – geese and swans gain a +1 bonus on saves
  versus fatigue while flying, but they count as one size
  smaller for lifting and carrying.
  Type: 
  Duck 
  Goose 
  Swan
  Size:
  Tiny 
  Small 
  Medium
  Reach
  0ft 
  0ft 
  5ft
  STRength:
  5 / -2 
  7 / -1 
  8 / -1
  AGILity:
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  14 / +1 
  16 / +2 
  17 / +2
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20
  Lift:
  1lbs 
  3lbs 
  8lbs
  Carry:
  1bs 
  2lbs 
  4lbs
  Speed (Land)
  5ft 
  10ft 
  15ft
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Speed (Swim)
  15ft 
  25ft 
  35ft
  Run:
  25ft/
  105min
  55ft/
  120min
  90ft/
  127min
  Sprint:
  50ft 
  100ft 
  160ft
  Speed (Fly)
  320ft 
  400ft 
  450ft
  Acceleration:
  30ft 
  90ft 
  110ft
  Deceleration:
  60ft 
  180ft 
  220ft
  Glide:
  30ft 
  15ft 
  20ft
  Initiative:
  +1 
  +1 
  +1
  AC:
  16 
  14 
  13
  HD:
  1d4+2 
  2d4+2 
  2d5+4
  Attack Die:
  1d14+1 
  1d16+1 
  1d20+1
  Damage:
  (Bill)
  1d3-2 
  1d3-1 
  1d4
  (Wing strike)
  --- 
  1d4-1 
  1d5
  Critical Die:
  None 
  None 
  1d4
  Critical Table: 
  None 
  None 
  2
  Fortitude:
  +2 
  +3 
  +3
  Reflex:
  +2 
  +2 
  +2
  Willpower:
  +1 
  +1 
  +1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  47
  Eagles
  Alignment: 
   
   
  L
  General Information:
  These powerful birds of prey are fond of temperate
  and tropical forest climates where they merge into
  plains and scrublands. Larger species are found in
  the mountains, but all are apex predators that range
  over large areas when they hunt. All are obligate
  carnivores and prefer to eat mammals, though some
  specialize in fish or snakes. A Roc is an eagle of at
  least  size colossal and they roost only within
  mountains ranges that border an ocean… so they
  may hunt whales.
  Attack Profile:
  They are usually encountered as solitary hunters in
  the wild, however they will gather in numbers to
  drive off large serpents or dragons. One wild shrill
  cry is all the warning the prey ever gets as these
  mighty hunters swoop down from great distances,
  letting loose with a powerful cry, and then striking
  the target. Larger eagles will sometimes carry off
  and drop large or especially durable prey from great
  heights.
  Special Attacks:
  Cry of the Hunter- just before impact the fast
  moving eagle lets loose a shrill cry in an attempt to
  confuse or stun the target. Target makes a
  willpower save versus a DC of 9, +1 per hit die of
  the eagle or the victim is surprised and gains no
  agility or shield bonuses against this attack.
  Aerial Predator: See page 14.
  Dust cloud: See page 14.
  Special Powers:
  Powerful vision – Eagles gain
  a +5 to all spot and search
  checks and can see a rabbit
  from a quarter of a mile away.
  Mounts - Eagles of size large
  can be used as transportation
  by small humanoids and elves
  traveling with little or no
  equipment.
  War Mounts - Only eagles of
  size huge or greater may be
  used as combat mounts.  Elves
  are known to be particularly
  fond of deploying aerial wings
  of archers and to use War
  Eagles as a means of rapid
  deployment for specialized
  strike forces.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach
  0ft 
  5ft 
  5ft 
  10ft
  STRength:
  13 / +1 
  14 / +1 
  16/ +2 
  18 / +3
  AGILity:
  17 / +2 
  16 / +2 
  15 / +1 
  14 / +1
  STAMina:
  12 
  13 / +1 
  15 / +1 
  17 / +2
  INTelligence:
  3 / -3 
  6 / -1 
  6 / -1 
  9
  PERsonality:
  10 
  10 
  12 
  14 / +1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  13lbs 
  42lbs 
  160lbs 
  360lbs
  Carry:
  6lbs 
  28lbs 
  80lbs 
  180lbs
  Speed (Land)
  2.5ft hop 
  5ft hop 
  10ft hop 
  10ft hop
  Run: 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No
  Speed (Fly)
  500ft 
  700ft 
  900ft 
  1100ft
  Acceleration:
  100ft 
  100ft 
  150ft 
  200ft
  Deceleration:
  150ft 
  150ft 
  200ft 
  250ft
  Glide:
  5ft 
  5ft 
  10ft 
  15ft
  Hover:
  6 rounds 
  6 rounds 
  7 rounds 
  8 rounds
  Initiative:
  +2 
  +2 
  +1 
  +1
  AC:
  15 
  14 
  12 
  11
  HD:
  1d8+1 
  1d10+1 
  3d8+3 
  4d10+8
  Attack Die:
  1d16+1 
  1d20+1 
  1d20+3, 
  1d24+4,
  2@1d16+3 
  2@1d20+4,
  3@1d16+4
  Damage:
  (Beak):
  1d3+1 
  1d4+1 
  1d6+2 
  1d8+3
  (Talon):
  1d4+1 
  1d6+1 
  2d6+2 
  2d8+3
  Critical Die:
  None 
  1d6 
  1d8 
  1d10
  Critical Table:
  None 
  M 
  M 
  M
  Fortitude:
  +1 
  +2 
  +3 
  +4
  Reflex:
  +3 
  +3 
  +3 
  +3
  Willpower:
  +1 
  +1 
  +2 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  48
  Magpies
  Alignment: 
   
   
  C
  General Information:
  Considered to be the most intelligent of all animals, this relative of crows and ravens prefers
  temperate forests over other climates, but any forest from sub-arctic to tropical will do fine.
  Most of the time magpies have distinctive white bellies and flight feathers while everything
  else is jet black in color, but brighter versions favoring blues and greens are known in more
  tropical regions. These lords of the avian world have been observed in complex social rituals
  and have life-long pair bonding. They have been observed to store food in multiple locations
  for lean times and are rather adept at thievery. They are omnivores that prefer smaller birds,
  eggs, and insects; seeds and fruit are acceptable as well. They are territorial and do not
  migrate in winter; as the weather turns cold they gather into larger flocks to increase their
  foraging potential.
  Attack Profile:
  Magpies on their own will attack to defend itself, its nest, or has been trained to attack or
  otherwise compelled into action. There are usually 4d6 birds in the flock, and they are smart
  enough to use complex tactics. In colder months magpie flocks double in size and will
  become more aggressive.  Like all birds, magpies swoop and strike with talons.  Magpies
  generally avoid attacking anything as big as a human, but they are smart enough to take
  advantage of a situation if they think they can win.
  Special Attacks:
  A Magpie would rather steal from you than fight you, and they gain +3 on all stealth and pick
  pocket checks.
  Flocking Dangerous- for every 6 birds in the flock add +1 to attack and damage.
  Special Powers:
  A magpie is capable of learning and understanding a humanoid language, and can even use a
  few phrases.  Magpies seem to have a nearly inexhaustible repertoire of odd noises and
  foreign bird calls that they can use to confuse predator and prey alike. Targets that fail their
  willpower saves versus the calls and taunts of a flock of magpies lose their agility bonuses to
  armor class for one round. The DC of the save is equal to 7, +1 per 6 magpies involved in the
  deception.  Magpies able to take on thief class levels per the critters with classes rules (See page 14.)
  and are able to use tools within the limits of their form.
  Size: 
  Tiny
  Reach
  0ft
  STRength:
  3 / -3
  AGILity:
  13 / +1
  STAMina:
  13 / +1
  INTelligence:
  8 / -1
  PERsonality:
  12
  LUCK:
  9
  Action Die:
  1d14
  Lift:
  2lbs
  Carry:
  1lbs
  Speed (Land)
  8 inch hop
  Run: 
  No
  Sprint: 
  No
  Speed (Fly)
  250ft
  Acceleration:
  50ft
  Deceleration:
  100ft
  Glide:
  15ft
  Initiative:
  +2
  AC:
  16
  HD:
  1d4+1
  Attack Die:
  1d14+1
  Damage:
  1d6-3
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +2
  Reflex
  +2
  Willpower:
  +1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  49
  Owls
  Alignment: 
   
   
  N
  General Information:
  Owls are found in all climates except aquatic and arctic
  and eat all manner of small mammals and some species
  of owls even hunt for fish. All owls have coloration that
  will blend with their environments as well as the
  Strikingly powerful and large eyes. However, owls
  possess extremely keen hearing and it is actually their
  primary hunting sense.  It is one of the reasons that they
  have learned to fly silently and the rings of feathers
  about their eyes acts like twin parabolic microphones.
  Some owls have even developed asymmetric ear
  placement to better locate the origin of a sound source in
  three dimensions.
  Attack Profile:
  This solitary nocturnal hunter slides silently out of the
  dark to take its victims. Owls hunt prey appropriate to
  their size.  This can include deer, Halflings, and other
  small humanoids.
  Special Attacks:
  Surprise Attack- If the owl succeeds on a stealth check
  prior to attacking, then they score an automatic critical
  hit or max damage upon the victim.
  Special Powers:
  Nocturnal Hunter- owls gain a +3 bonus on spot, listen,
  and stealth checks as long as the owl is in the dark, but
  must have at least some light to see clearly.
  Aerial Predator: See page 14.
  Dust cloud: See page 14.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  0ft 
  0ft 
  5ft 
  5ft
  STRength:
  5 / -2 
  7 / -1 
  8 / -1 
  10
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  8 / -1 
  10 
  11 
  13 / +1
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  13 / +1 
  13 / +1 
  13 / +1 
  13 / +1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  3lbs 
  7lbs 
  24lbs 
  100lbs
  Carry:
  2lbs 
  3lbs 
  16lbs 
  50lbs
  Speed (Land)
  5ft hop 
  10ft hop 
  10ft hop 
  15ft hop
  Run: 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No
  Speed (Fly)
  250ft 
  300ft 
  400ft 
  600ft
  Acceleration:
  30ft 
  50ft 
  70ft 
  90ft
  Deceleration:
  60ft 
  100ft 
  140ft 
  180ft
  Glide:
  5ft 
  5ft 
  10ft 
  15ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  17 
  14 
  13 
  12
  HP:
  2d3-1 
  2d4 
  3d6 
  4d8+4
  Attack Die:
  1d14+2 
  1d16+1 
  1d20+2, 
  1d20+2,
  2@1d16+2 
  2@1d16+2
  Damage:
  1d3-2 
  1d4-1 
  1d6-1 
  1d8
  (Beak)
  1d5-2 
  1d6-1 
  1d8-1 
  1d10
  (Talons)
  1d3-2 
  1d4-1 
  1d6-1 
  1d8
  Critical Die:
  None 
  None 
  1d8 
  1d10
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +0 
  +1 
  +2 
  +3-
  Reflex:
  +3 
  +2 
  +3 
  +3
  Willpower:
  +2 
  +2 
  +3 
  +3
  Immunities & Vulnerabilities:
  All owls have a -4 penalty on all
  saves versus light and sound based
  attacks.
  Mounts - Owls large enough for this
  purpose do exist, though it is rare for
  anyone to do so, for most folks do
  not wish to live  a nocturnal lifestyle.
  However, owls are never used as war
  mounts do to the amount of noise a
  battle generates.  The cacophony and
  din of battle is too much for an owl
  to handle and they will flee the area.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  50
  Parrots
  Alignment: 
   
   
  L
  General Information:
  These tropical and sub-tropical birds are as highly intelligent and curious
  as they are colorful, and live in large family groups. They feed on diets of
  fruit, nuts, and new plant buds. However, one species of parrot (the Kea)
  has the distinction not only of being the only alpine adapted parrot, but it
  is also the only one to have added small birds and mammals as well as
  carrion to its diet. Storytellers should feel free to launch flocks of
  carnivorous parrots against their players…
  Attack Profile:
  Mostly non-aggressive, parrots live in large communal flocks of 4d10
  adults. They are smart enough to use strategies like concentration of
  force, and diversions when confronted by larger threats. Kea’s, the only
  parrots to live in an alpine environment, have been documented attacking
  larger mammals; though they seem more interested in the fatty tissues of
  the victim, rather than in killing them. Their sharp powerful beaks can
  leave a victim to bleed to death if untended.
  Special Attacks:
  Flocking Dangerous- for every 6 birds in the flock add +1 to attack and
  damage.
  Special Powers:
  Intelligence- Parrots are quite clever and adept at solving puzzles. If
  trained, they can understand one humanoid language, and it is even
  possible for them to speak a few phrases of that language. They may also
  be trained as thieves per the rules for critters with classes.
  (See CCD p. 14)
  Size: 
  Tiny 
  Small 
  Medium
  Reach
  0ft 
  0ft 
  5ft
  STRength:
  6 / -1 
  8 / -1 
  9
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1
  STAMina:
  10 
  12 
  13 / +1
  INTelligence:
  6 / -2 
  9 
  9+2d4
  PERsonality:
  16 / +2 
  16 / +2 
  16 / +2
  LUCK:
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16
  Lift:
  3lbs 
  8lbs 
  27lbs
  Carry:
  2lbs 
  4lbs 
  18lbs
  Speed (Land)
  5ft hop 
  5ft hop 
  10ft hop
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Speed (Fly)
  300ft 
  350ft 
  400ft
  Acceleration:
  30ft 
  40ft 
  60ft
  Deceleration:
  60ft 
  80ft 
  120ft
  Glide:
  10ft 
  20ft 
  40ft
  Initiative:
  +2 
  +1 
  +1
  AC:
  17 
  14 
  13
  HD:
  1d6 
  1d8 
  2d8+2
  Attack Die:
  1d12+2 
  1d14+1 
  1d16+1
  Damage:
  (Talons)
  1pt 
  1d4-1 
  1d6
  (Beak)
  1d3 
  2d3 
  2d4
  Critical Die:
  None 
  None 
  None
  Critical Table:
  None 
  None 
  None
  Fortitude:
  +1 
  +1 
  +2
  Reflex:
  +3 
  +2 
  +2
  Willpower:
  +3 
  +3 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  51
  Pigeons
  Alignment: 
   
   
  L
  General Information:
  These ubiquitous birds are among the most numerous and diverse of species.
  Pigeons live in all climates except arctic and aquatic; living on a diet of seeds,
  fruits, nuts, and insects. Pigeons are not as smart as crows or magpies, but
  they are still quite clever and adaptable and may be easily trained to simple
  tasks. Pigeons have had a long history with humanoids; having been bred as
  a food source as well as to work and to fight for their masters. They come in
  a variety of colors and generally they will blend with their environments.
  Most are dark or light grey with smatterings of iridescent feathers that will be
  more prominent on the males.
  Attack Profile:
  In the wild, pigeons only fight to defend themselves. If a pigeon has a luck
  bonus, then it applies the bonus to all physical and endurance checks. These
  ubiquitous birds travel in great numbers; their flocks contain at least 5d20
  +10 birds, but larger flocks are common in temperate and sub-tropical areas.
  Special Attacks:
  Flocking Dangerous- for every 20 birds in the flock add +1 to attack and
  damage.
  Special Powers:
  Homing Beacon- a pigeon imprints on the place it was born, and the pigeon
  doesn’t need to roll any navigation checks to find its home. War pigeon’s may
  imprint on their homes plus 1d4+1 additional locations.
  Clever Critter – while not known for their intelligence, pigeons are actually
  rather easy to train for simple tasks like carrying messages, and have even
  been bred for use in war.  Pigeons pigeons are easily bred for various traits
  so wizards and trainers gain a +2 bonus on any attempts to alter or mutate
  a pigeon.
  Type: 
  Messenger 
  War Pigeon
  Size:
  Tiny 
  Small
  Reach
  0ft 
  5ft
  STRength:
  8 / -1 
  10
  AGILity:
  16 / +2 
  15 / +1
  STAMina:
  15 / +1 
  17 / +2
  INTelligence:
  2 / -4 
  3 / -3
  PERsonality:
  9 
  9
  LUCK:
  9 +1d4 
  9+ 1d4
  Action Die:
  1d12 
  1d14
  Lift:
  4lbs 
  10lbs
  Carry:
  3lbs 
  5lbs
  Speed (Land)
  6 inch hop 
  5ft hop
  Run: 
  No 
  No
  Sprint: 
  No 
  No
  Speed (Fly)
  250ft 
  350ft
  Acceleration:
  30ft 
  35ft
  Deceleration:
  60ft 
  70ft
  Glide:
  10ft 
  20ft
  Initiative:
  +2 
  +1
  AC:
  17 
  14
  HD:
  1d4+2 
  1d6+3
  Attack Die:
  1d12 +2 
  1d14+1
  Damage:
  (Beak)
  1d3-1 
  1d3
  (Talons)
  1d4-1 
  1d5
  Critical Die:
  None 
  None
  Critical Table:
  None 
  None
  Fortitude:
  +2 
  +3
  Reflex :
  +3 
  +2
  Willpower:
  +1 
  +1
  Strange effects – Wizards have been known to employ mutation rituals, and
  other means to combine pigeons with area effect spells. The spell can only be
  used once and is triggered by pre-arranged stimuli, or when the pigeon dies.
  These unstable weapons of mass destruction are then sent out against their
  enemies to wreak havoc. It was only a matter of time before some of them
  escaped into the wild. Any time war pigeons are encountered there is a 35%
  chance that each pigeon can deliver a spell. Table 3-3 shows the spell
  each pigeon carries and spells targeting one creature strike the closest enemy.
  Table 3-1
  War pigeon spell table, roll 1d0.
  Casting checks are 1d14+11 to
  determine result of spell.
  Core
  Rules
  Page #
  1 
  Choking Cloud 
  134
  2 
  Color spray 
  135
  3 
  Dispel Magic 
  208
  4 
  Sleep 
  155
  5 
  Spider Web 
  196
  6 
  Fireball 
  216
  7 
  Lightning Bolt 
  222
  8 
  Slow 
  228
  9 
  Curse 
  273
  10 
  Wood Wyrding 
  284
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Vultures
  Alignment: 
   
   
  N
  General Information:
  These unmistakable birds are expert flyers and
  scavengers; they soar effortlessly for hours looking for a
  potential meal. They all have broad wings allowing them
  to stay airborne with very little effort, but getting into the
  air is the problem. Most of these birds roost in tall trees
  or on mountain cliffs; in order to take advantage of
  gravity. They have adapted to most hot climates, but are
  most successful where mountains meet plains; especially
  in desert and semi-arid regions. Smaller vultures live
  in deciduous forests, but the presence of so many trees
  has its own problems for take offs and landings.  A flock
  of vultures on the ground is known as a wake, while a
  group in a tree is referred to as a committee, venue, or
  volt.  A flock of vultures in the air is called a kettle.
  Attack Profile:
  These expert scavengers soar effortlessly above the
  prairies and savannahs waiting for others to do all the
  work. They use their keen sense of smell to track the
  freshest kills and then wait for the hunters to glut
  themselves before spiraling in for a free meal.  While
  vultures are excellent at gliding high over the land, they
  are incapable of hovering.  If they have sufficient
  numbers, vultures sometimes descend to attack the weak
  and the helpless. In such cases they will use their
  numbers to slowly shred the life from their victims.
  Vultures do not make diving attacks, nor do they kick up
  much dust when the land or take off. Small and medium
  vultures occur in flocks of 6d10, but the large and huge
  varieties are rarely seen in nature.  These are usually
  created or summoned as mounts. Regardless of size,
  vultures are vulnerable on the ground because they have a
  great deal of difficulty getting back into the air.
  Special Attacks:
  Bile – vultures regurgitate their stomach contents at or near an attacker to drive it off. This putrid bile covers a 600 cone out to
  5ft per hit die of the vulture. Targets are allowed a fortitude save versus a DC of 10, +1 per hit die of the vulture or they are
  nauseated for 1d4 rounds, +1 round per hit die of the vulture.
  Special Powers:
  Great fortitude – vultures gain a +3 bonus to any save versus disease or poisons. Additionally, they are so efficient at soaring
  that they can fly for up to 12 hours a day without tiring, assuming there are good flying conditions. They can carry a rider or
  burden for 10 hours before they must land.
  Flocking Dangerous – vultures use their numbers to overwhelm anything that is still alive when they find it. They gain a  +1
  bonus to attacks and damage for every 10 birds in the wake, assuming the victim is large enough to allow all of them to strike.
  Immunities & Vulnerabilities:
  To get off the ground a vulture must run its full land speed and then make a luck check against a DC of 8, +1 per previous
  attempt within the last hour. Failure indicates they must try again. Vultures count as one size category smaller for lifting and
  carrying calculations.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  7 / -1 
  8 / -1 
  10 
  12
  AGILity:
  10 
  9 
  8 / -1 
  7 / -1
  STAMina:
  13/ +1 
  14 / +1 
  16 / +2 
  18 / +3
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  3.5lbs 
  8lbs 
  30lbs 
  120lbs
  Carry:
  2lbs 
  4lbs 
  20lbs 
  60lbs
  Speed (Land)
  15ft 
  25ft 
  50ft 
  75ft
  Run:
  X2 
  X2 
  X2 
  X2
  Sprint: 
  No 
  No 
  No 
  No
  Speed (Fly)
  100ft 
  150ft 
  250ft 
  375ft
  Acceleration:
  25ft 
  50ft 
  90ft 
  120ft
  Deceleration:
  50ft 
  100ft 
  180 
  240ft
  Glide:
  0ft 
  0ft 
  0ft 
  0ft
  Initiative:
  +0 
  +0 
  -1 
  -1
  AC:
  11 
  10 
  8 
  7
  HD:
  2d4+2 
  3d5+3 
  4d6+8 
  5d7+15
  Attack Die:
  1d16 
  1d20+1 
  1d20+1 
  1d24+1,
  2@1d20+1
  Damage:
  (Beak)
  1d3-1 
  1d4-1 
  1d5 
  1d6
  (Talon)
  1d2-1 
  1d3-1 
  1d4 
  1d5
  (Bile)
  Critical Die:
  None 
  1d8 
  1d10 
  1d10
  Critical Table:
  None 
  I 
  I 
  M
  Fortitude:
  +2 
  +3 
  +4 
  +5
  Reflex:
  +1 
  +2 
  +1 
  +1
  Willpower:
  +1 
  +2 
  +2 
  +2
  52
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  53
  Boars
  Alignment: 
   
   
  C
  General Information:
  These ill-tempered porcine creatures are
  Aggressive.  They prefer temperate and
  mountain forests as well as desert scrub-lands,
  but are highly adaptable and are quite territorial.
  Common boar specimens are between 60 and
  150lbs and are considered medium size; as such
  they can be used as mounts for small and tiny
  creatures who manage to train them. Larger
  specimens are found wherever their smaller
  cousins roam, and the colder the climate the
  bigger they grow. The only climates that are not
  found in are ocean and arctic, and there coloring
  while generally dark, tends to blend with the
  local environment.  They are omnivorous but
  prefer tubers and vegetation to meat.
  Attack Profile:
  They cannot see very well, but are aggressive
  and fearless. They will charge any movement
  they don’t recognize. A boar’s primary attack is
  to lower its head hoping to gore the target with
  its powerful tusks.  These attacks are made from
  no further distance than twice their land speed.
  Special Attacks:
  Blind Charge- the boar can charge into combat
  even when in a frenzied state. They will not
  hesitate to attack anything up to two size
  categories larger than themselves.
  Special Powers:
  Blind Rage- The boar may enter into a Battle Rage by
  burning their personality score; 1pt = +1d(x) to
  attacks and damage; but they have a -2 penalty to
  armor class per point burned for that round. Stat
  points heal per the normal rules and the damage die
  increases by one step for each size category beyond
  medium.  A maximum of 5 points may be spent in this
  manner in any given round.
  Great Nose - Boar gain a +4 bonus on search and spot
  checks involving odors.
  Size: 
  Medium 
  Large 
  Huge
  Reach
  5ft 
  5ft 
  10ft
  STRength:
  13 / +1 
  15 / +1 
  17 / +2
  AGILity:
  10 
  9 
  8 / -1
  STAMina:
  16 / +2 
  18 / +3 
  20/ +5
  INTelligence:
  1 / -5 
  2 / -4 
  3 / -3
  PERsonality:
  6 / -1 
  5 / -2 
  4 / -2
  LUCK:
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20
  Lift:
  13lbs 
  30lbs 
  85lbs
  Drag :
  39lbs 
  120lbs 
  340lbs
  Carry:
  130lbs 
  300lbs 
  595lbs
  Speed (Land)
  50ft 
  70ft 
  90ft
  Run:
  195ft/ 128min 
  300ft/ 144min 
  425ft/ 160min
  Sprint:
  390ft 
  600ft 
  765ft
  Initiative:
  +0 
  +0 
  -1
  AC: (Thick Hide; +3)
  13 
  12 
  10
  HD:
  2d8+4 
  3d10+9 
  4d12+20
  Attack Die:
  1d16+1 
  1d20+2, 
  1d20+3,
  2@1d16+2 
  2@1d16+3
  Damage:
  (Gore attack)
  1d6+1 
  1d7+1 
  1d8+2
  (Trample)
  3d4+3 
  3d6+3 
  3d8+6
  Critical Die:
  None 
  1d10 
  1d12
  Critical Table:
  None 
  M 
  M
  Fortitude:
  +3 
  +5 
  +7
  Reflex:
  +1 
  +2 
  +1
  Willpower:
  +0 
  +0 
  +0
  Domestic pigs
  These critters are at the center of the economy for
  many communities, and their meat is considered a
  delicacy in many parts of the world; but thought
  profane and unclean in many other places. They are
  foul tempered, messy, noisy, but worst of all…  is the
  stench of keeping them is horrific. Fortunately they
  are happy with scraps, and are fairly intelligent
  foragers, especially if it involves their sense of smell.
  They use the stats of a medium boar, but they lack any
  tusks and do not have thick hides. They get +6 on
  spot and search checks when using their noses from
  generations of selective breeding.
  Boar and especially pigs, have been known to eat
  meat and to even become cannibalistic in severe cases
  of isolation and starvation.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  54
  Cats
  Alignment: 
   
   
  C
  General Information:
  These enigmatic creatures have captured the
  imagination and beguiled humanoids for eons. No
  one ever fully understands them, but they do have a
  few general traits. Whether they are tiny alley cats
  hunting for rats, or lions out on the savanna, cats are
  made for hunting and killing. Retractable claws and
  impressive fangs adorn even the smallest of these
  creatures. Their coloration varies as widely as their
  terrain, but will usually serve to effectively
  camouflage them from the eyes of their prey. They
  are found in every climate except arctic and
  underwater… though most cats are excellent
  swimmers when necessary and in a  fantasy/ sci-fi
  setting any terrain may be available.
  Attack Profile:
  They prefer ambush and all cats are built for stealth.
  Cats use their agility or strength for attacks,
  whichever is greater. If they hit with both claw
  attacks in the same round they can make
  disemboweling attack. Most cats are not known for
  their distance running abilities, they only multiply
  their stamina scores by 2 to calculate run time.
  Special Attacks:
  Disembowel- If a cat successfully strikes with two
  claw attacks in the same round, it gets 2 more claw
  attacks for its hind legs.
  Size 
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  13 / +1 
  15 / +1 
  16 / +2 
  18 / +3
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3 
  17 / +2
  STAMina:
  10 
  12 
  13 / +1 
  15 /+1
  INTelligence:
  4 / -2 
  4 / -2 
  4 / -2 
  4 / -2
  PERsonality:
  8 / -1 
  8 / -1 
  8 / -1 
  8 / -1
  LUCK:
  3d4+6 
  3d4+6 
  3d4+6 
  3d4+6
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  13lbs 
  16lbs 
  34lbs 
  57lbs
  Drag :
  26lbs 
  48lbs 
  102lbs 
  228lbs
  Carry:
  26lbs 
  80lbs 
  170lbs 
  380lbs
  Speed (Land)
  15ft 
  50ft 
  70ft 
  90ft
  Run:
  65ft/
  20min
  150ft/
  24min
  240ft/
  26min
  360ft/
  30min
  Sprint:
  145ft 
  330ft 
  480ft 
  720ft
  Initiative:
  +5 
  +4 
  +3 
  +2
  AC:
  18 
  15 
  13 
  11
  HD:
  1d4 
  2d5 
  3d6+3 
  4d8+4
  Attack Die:
  1d14+5 
  1d16+4 
  1d20+4 
  1d20+5
  2@1d16+4 
  2@1d16+5
  Damage:
  (Claw)
  1 pt 
  1d3+1 
  1d4+2 
  1d6+3
  (Bite)
  1 pt 
  1d4+1 
  1d6+2 
  1d8+3
  Critical Die:
  None 
  None 
  1d8 
  1d10
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +1 
  +1 
  +3 
  +3
  Reflex :
  +6 
  +5 
  +5 
  +4
  Willpower:
  +0 
  +0 
  +1 
  +1
  Special Powers:
  Low light vision- cats are not impaired as long as there is
  at least starlight or an equivalent illumination.
  Lions
  These large felines hunt in groups of 2d4 members in
  coordinated attacks to minimize the fact that they are
  terrible at sprinting.  This ability is limited to 100ft from
  having a heart too small for their bodies. They will
  likely give up after this distance due to a lack of oxygen.
  Stealthy-
  A cat’s action die is increased by 1 step on the dice
  chain for stealth checks.
  Lucky- Cats add their luck bonus, if any, to all their save
  rolls as well as hit points.
  C
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  55
  Ranged attacks – Chimpanzees and monkeys
  are known to use their bodily functions to
  drive off attackers. Aside from the general
  humiliation factor; such attacks cause
  confusion in their enemies and provoke a
  fortitude saves versus a DC of 12 or the
  victim suffers 1d3 rounds of nausea.
  Urine – 15ft effective range; 4x per day
  Feces – 10ft/ 20ft/ 30ft; 2x per day
  Special Powers:
  Enhanced articulation – with better leverage and denser muscles, chimpanzees are much stronger than their size suggests.
  Therefore they are treated as one size larger for lifting, dragging, and carrying.
  Intelligence – chimpanzees display complex social structures, including inherited status within the tribe’s hierarchy, as well as
  sophistication and subtly with their vocalizations which even include laughter. They also craft tools and weapons to help
  gather food and defend themselves from forest predators. When raised in captivity they can be trained as warriors, thieves,
  or to assist in many occupations per the rules for critters with classes. (See page 14) Their equipment is 50% more expensive
  to make or purchase. Their chimpanzee hit dice count as their zero levels for total hit points and hit die calculations.
  Chimpanzees
  Alignment: 
   
   
  L
  General Information:
  Medium sized and covered with black or brown fur; these forest dwelling, omnivorous,
  hominids form large tribes in tropical and sub-tropical climates where food is plentiful.
  They spend half their lives in the trees and the rest of the time on the ground foraging for
  fruit and insects. Chimpanzees are the most aggressive of the apes and have learned to
  use tools and improvised weapons against intruders or to make war upon their neighbors
  when they feel threatened.  Chimps will also form hunting parties to track down forest
  antelope and smaller monkeys. Their arms are longer in proportion than their humanoid
  brothers, and their legs are shorter. This is excellent for life in the trees, it but means they
  cannot run or sprint beyond a quick shuffle. They are able to walk upright with a rolling,
  knuckle shuffling gait for short distances.
  Attack Profile:
  When encountered there will be 5d20 adult chimps with smaller groups representing
  foraging parties. An encounter with larger numbers of chimps indicates a hunting or war-
  party; or the adventurers have stumbled upon a chimpanzee nesting site. When 5 to 10
  chimps are encountered, they will always send for reinforcements by howling, thumping on
  trees, etc. or send one of their members off through the trees for help. The rest will throw
  whatever items are at hand, and grab stout branches to use as clubs. They are smart enough
  to use tactics and terrain to their advantage, but will not stay engaged in a fight they know
  they won’t win. In larger numbers they can be quite bold and will even raid humanoid
  settlements for food and to make mischief if they feel threatened by their neighbors. They
  have large territories, and are always on the move looking for food.
  Special Attacks:
  Enhanced reach – If the chimpanzee is unarmed they have 5ft of reach. With a non-reach
  weapon larger than a dagger in hand a chimpanzee has a reach of 10ft due to the length of
  their arms.  This also grants chimps a +1 bonus to their initiative in melee combat.
  Quadra-dexterous – having 4 usable hands means that a chimpanzee always has at least 2
  hands available for any action, even when climbing. This also grants them a +1 bonus per
  arm or leg involved in the attempt to grab an opponent on any strength or agility checks
  when wrestling an opponent.
  Size: 
  Small
  Reach:
  Special
  STRength:
  16 / +2
  AGILity:
  13 / +1
  STAMina:
  10
  INTelligence:
  5+2d4
  PERsonality:
  9+1d4
  LUCK:
  9
  Action Die:
  1d16
  Lift:
  160lbs
  Drag:
  320lbs
  Carry:
  160lbs
  Speed (Land)
  15ft
  Run:
  35ft/ 1 min
  Speed (Climb)
  35ft
  Run:
  70ft/ 20min
  Initiative:
  +1
  Initiative (melee)
  +2
  AC: (+1 for hide)
  13
  HD:
  2d8
  Attack Die:
  (ranged)
  1d16+1
  (melee)
  1d16+2
  Damage:
  (Bite)
  1d3+2
  (Fist)
  1d3+2
  (Thrown item)
  1d3/ 5lbs
  (Club)
  1d4+2
  (Stabbing spear)
  1d6+2
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +1
  Reflex :
  +2
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  56
  Cows, Oxen, and Herd beasts:
  Alignment: 
  L
  General Information:
  Domesticated thousands of years ago by the
  humanoid races, the humble bovine is versatile
  and can be adapted to most non- arctic, non-
  aquatic environments. Their fur is usually
  shades of brown, red, and black, white, or any
  patchwork of these colors; and may be long and
  shaggy to combat the cold. Many nomadic
  cultures allow the male and female cattle to
  keep their horns, allowing the cattle to defend
  themselves from the vicissitudes of life. If the
  cattle are bred for work, then they are called
  oxen. They are trained from an early age to
  haul incredible loads…  as long as you aren’t
  in a hurry. They average about 800- 900lbs and
  most oxen are considered size large; but can be
  3000lbs and size huge. There are legends of
  cattle of gargantuan proportions back when the
  giants and the titans ruled the world, but cattle
  may be as small as medium sized and are
  commonly known as yaks in mountainous
  regions.
  Attack Profile:
  Dull and placid most of the time, cattle are
  more than capable of defending themselves
  when they must. Most wild cattle have
  powerful horns for males and females, but these
  are used only when necessary. Their primary
  defense in the wild is in their numbers; herds
  can have thousands, and even millions of
  individuals. If they decide to stampede then
  anything in their path will be obliterated. The
  herd will barely notice the loss of a few dozen
  or even a few hundred of its weakest members.
  Special Attacks:
  Gore charge – the bull lowers its head and charges with its horns, and does 3x normal damage with this attack.  The bovine has a
  -2 penalty on its armor class with this charge. If the bull hits his target; the target rolls a reflex save versus a DC of 10, +1 per
  hit die of the bovine or the victim is thrown 5ft to the right or left of the bull per size category of the bull starting with medium
  and are prone.
  Special Powers:
  Heavy lifting – cattle are considered one size category larger when calculating lifting and carrying capacities. Additionally,
  when properly harnessed with a yoke, they can pull 5 times their normal carrying capacity. Cattle are slow.  A cow or ox by
  itself can only cover about 20 miles a day, but typically cover far less as they graze. Pulling a load, they are limited to between
  10 and 12 miles a day. They can run and sprint, but only as long as they are not hauling anything.  Divide the strength of a
  bovine by 3 before calculating its running and sprinting speeds, and divide their stamina by 2 before calculating the duration of
  Their running times.
  Sleepless – cattle only sleep 4 hours a day and are considered fully rested. Of course, they must spend at least 8-14 hours a
  day grazing to get enough food. Wizards who have a cow as a familiar and are using the alternate find familiar spell presented
  on page 16 of this book may access this ability as a greater power.
  Trample – See p.14
  Size: 
  Medium 
  Large 
  Huge 
  Gargantuan
  Reach:
  STRength:
  13 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  AGILity:
  13 / +1 
  12 
  11 
  10
  STAMina:
  14 / +1 
  16 / +2 
  18 / +3 
  20 / +5
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  8 / -1 
  8 / -1 
  8 / -1 
  8 / -1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  26lbs 
  75lbs 
  170lbs 
  285lbs
  Drag:
  104lbs 
  300lbs 
  680lbs 
  1425lbs
  Carry:
  260lbs 
  525lbs 
  935lbs 
  2565lbs
  Speed (Land)
  20ft 
  30ft 
  40ft 
  50ft
  Run:
  65ft/
  56min
  100ft/ 
  140ft/
  64min               72min
  190ft/
  80min
  Sprint: 
  130ft 
  200ft 
  240ft 
  380ft
  Initiative:
  +1 
  +0 
  +0 
  +0
  AC:
  (tough hide; +5)
  16 
  14 
  13 
  12
  HD:
  2d3+2 
  3d4+6 
  4d5+12 
  5d6+25
  Attack Die:
  1d16+1 
  1d20+2, 
  1d20+3, 
  1d24+5,
  2@1d16+2 
  2@1d16+3 
  2@1d20+5
  Damage:
  (Horns)
  1d5+1 
  1d6+1 
  1d8+2 
  1d10+4
  (Kick)
  1d4+1 
  1d5+1 
  1d6+2 
  1d8+4
  (Gore)
  3d5+3 
  3d6+3 
  3d8+6 
  3d10+12
  (Trample)
  3d4+3 
  3d5+3 
  3d6+6 
  3d8+12
  Critical Die:
  None 
  1d8 
  1d10 
  1d10
  Critical Table:
  None 
  M 
  M 
  M
  Fortitude:
  +2 
  +4 
  +5 
  +7
  Reflex
  +2 
  +2 
  +2 
  +2
  Willpower:
  +0 
  +1 
  +1 
  +1
   5ft
   5ft
   10ft
   15ft
  Brian Wells (order #6334390)
  
  Demons
  General information:
  These vile entities exist beyond the mortal and material world. They exist in dimensions that the mortal mind simply cannot
  understand nor predict. Most of the truly powerful demons are unable to materialize in the normal world unless summoned;
  but some of the lesser demons seep through the cracks in reality created by the active practice of magic. All demons are
  carnivorous, but they must also feed on the energy of emotions often working to create situations that will enhance the desired
  emotion within their intended victims. Demons can take any form when they reach the material plain, but once the form is
  determined, it is locked into this form unless their entry states otherwise. All have unique immunities and vulnerabilities.
  See page 401 of the DCC Core Rules for more details on demons and their general immunities and vulnerabilities, but where
  these conflict with the information in the demon’s entry, the storyteller will need to decide which to use.  Demons that can speak
  know their own corrupted language as well as the common and draconic languages; but they are not limited to these and may
  know many others including languages long lost to mortal ears.
  Attack Profile:
  A demon’s form will determine its attacks and the natural tactics that their allowed and this may even include cooperative
  tactics, but usually these entities are encountered singly.  These demons all have a Drain attack and upon a successful bite
  attack the victim must succeed at a willpower save versus a DC of 10, +1 per hit die of the demon or they suffer 1 point of
  ability score damage.  The demon must ingest a number of  points equal to its hit dice every day or it loses 1 hit die.
  Special abilities:
  Each demon will have its own special abilities as well as those listed on page 401 of the DCC Core Rules unless their entry
  states otherwise.  The only other thing that they have in common is that they have spell resistance ratings equal to half their
  number of hit dice (rounding down) which may be bypassed with holy magic; see page 14 for details on spell resistance.
  Summoning Demons - unless their entry says otherwise, the demons listed here are not capable of summoning others of their
  kind to the Prime Material Plain.  Those which can summon other demons are usually at least a type 4 demon and they must
  have been upon the material plain for at least 24 hours.
  Immunities & Vulnerabilities:
  Each demon will have its own vulnerabilities as well as those listed on page 401 of the DCCRPG core rules unless their entry
  says otherwise.  Demons are incapable of being healed or repaired while on the material plane. A demon that loses all of its
  hit dice from injury or lack of feeding
  upon ability scores disappears back to its
  own dimension.
  Withers
  Hock
  Pastern
  Dew claw
  Brisket
  Ruff
  D
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  Demon Type: 
  I 
  II 
  III 
  IV 
  V
  Size:
  Tiny 
  Small 
  Medium 
  Large 
  Huge
  Reach
  0ft 
  5ft 
  5ft 
  10ft 
  10ft
  STRength:
  10 
  12 
  13 / +1 
  15 / +1 
  17 / +2
  AGILity:
  17 / +2 
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  9 
  11 
  12 
  14 / +1 
  16 / +2
  INTelligence:
  3 / -3 
  3 / -3 
  4 / -2 
  6 / -1 
  8 / -1
  PERsonality:
  10 
  11 
  12 
  13 / +1 
  14 / +1
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20, 
  1d24,
  2@1d16 
  2@1d16 
  2@1d20,
  Lift:
  10lbs 
  12lbs 
  13lbs 
  30lbs 
  85lbs
  Drag:
  20lbs 
  36lbs 
  39lbs 
  120lbs 
  340lbs
  Carry:
  20lbs 
  60lbs 
  130lbs 
  300lbs 
  595lbs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft 
  90ft
  Run:
  50ft/
  72min
  120ft/
  88min
  195ft/
  96min
  300ft/
  112min
  425ft/
  128min
  Sprint:
  110ft 
  265ft 
  390 ft 
  600ft 
  765ft
  Initiative:
  +3 
  +3 
  +2 
  +2 
  +2
  AC: (see entry)
  15 
  17 
  18 
  24 
  25
  HD:
  2d10 
  6d10 
  10d10 
  14d10+14 
  18d10+36
  Attack Die:
  1d14+2 
  1d16+4 
  1d20+4, 
  1d20+5, 
  1d24+7,
  2@1d16+4 
  2@1d16+5 
  2@1d20+7,
  3@1d16+7
  Damage:
  (Bite)
  2d4 
  2d6 
  2d8+1 
  2d10+1 
  2d12+2
  (Breath
  Weapon)
  4d4 
  4d6 
  4d8 
  4d10 
  4d12
  (Rolling Charge)
  -- 
  -- 
  4d6+4 
  4d8+4 
  4d10+8
  Critical Die:
  None 
  None 
  1d10 
  1d14 
  1d20
  Critical Table:
  None 
  None 
  DN 
  DN 
  DN
  Fortitude:
  +1 
  +3 
  +4 
  +6 
  +9
  Reflex:
  +3 
  +5 
  +5 
  +6 
  +8
  Willpower:
  +1 
  +3 
  +4 
  +6 
  +8
  Special attacks:
  Armor Plating – The scales of the gaum are too soft to provide armor protection for the smallest versions, but the scales grow
  thicker with age. The armor bonus grows according to the following progression: type 1, +0AC; type 2, +4AC; type 3, +7AC:
  type 4, +14AC; and type 5 gain +16AC. These values are already reflected in the table above.
  Breath Weapon – the gaum can send forth a 600 cone of acid that reaches 5ft/ hit die. Targets get a fortitude save versus a DC
  of 9, +1 per hit die of the demon for half damage. This acid does not cause persistent damage to the victims. This acid affects
  metal, stone, flesh, and bone so items roll fortitude saves as well and may suffer degradation. (See page 14.) The gaum may use
  this ability 1x/ day/ type of demon; so a type one can use this 1/day and a type five can use this ability 5x/day.
  Luck drain – These demons require energy in the form of luck in order to remain on the material plain; other wise they waste
  away like other demons.  Any creature struck by the bite of a gaum must make a fortitude save versus a DC of 8, +1 per hit die
  of the gaum, or the victim loses 1d3 points of luck, +1 point per demon type, in addition to the damage from the bite.
  Rolling Charge – The gaum tucks its head and tail forming a surprisingly round sphere and then rolls forward… smashing
  into and over its victims. If sufficient slope is available, the gaum can use this attack from up to twice its sprinting distance,
  otherwise it is limited to twice its land speed. The gaum cannot use this ability to attack anything that has the high ground.
  Gaum of type 1 and 2 are too small to use this as an attack form; but it is how they close the distance with their intended
  targets. (See Trampling on page 14.)
  Demon, Gaum
  Alignment: 
   
   
  C
  General information:
  These snake-like demons have thick
  armadillo style armor plates along their
  dorsal and side surfaces. The rest of
  their flesh is drawn so tightly about their
  frames that they are gaunt to the point
  that they appear skeletal.  The flesh
  below their dorsal scales continuously
  exudes a foul ichor that reeks of
  rotting garbage. Unlike a normal
  snake, these demons have four thick
  legs that allow it to run in a somewhat
  unconventional fashion.  They have
  broad heads and powerful jaws that
  drain the luck from their victims. Their
  body has a slightly bulbous shape due
  to the fact that its primary mode of
  attack is to curl into a ball and trample
  their target. These vile demons spend
  most of their time on the fringes of the
  elemental plane of earth where it
  crosses over into the abyss. They
  cannot travel to the material plane
  unless they are summoned.
  Attack Profile:
  The gaum travel in large herds that
  roam the boundary between the abyss
  and the elemental plane of earth, and
  they hunt and feed upon whatever they
  find. They are nearly mindless and are
  often called upon by greater demons to
  use as soldiers when such are needed.
  Upon the material plain, they require
  large quantities of iron and steel in
  their diets, and will eagerly eat any
  weapons they can grab.
  3@1d16
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  59
  Special abilities:
  Stench – this powerful odor emanates from the evaporation of the ichor exuded from its skin and smells so much like rotting
  garbage that when gaum are on the material plane they are often surrounded by a cloud of flies that causes a -1 on all ability
  checks and spell casting per size category of the demon. It has a radius of 5ft per demon type and all living creatures within this
  zone make fortitude saves for each round of exposure. The DC is equal to 7, +1 per hit die of the demon; failure indicates that
  the victim is incapacitated from the violent nausea and vomiting until they leave the cloud of gas.
  Quick Strike – These demons have a snake like construction that allows them a +1 on all initiative roles.
  Immunities & vulnerabilities:
  The gaum are immune to acid damage and only take half damage from fire and cold based attacks. They take double damage
  from electricity and crushing attacks. Furthermore, gaum are not as powerful as other demons of the same classification.  They
  have the abilities on page 57 of this book, but no additional powers, abilities, or immunities from page 401 of the Core Rules.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Demon,
  Krelvax the Weaver
  & Patron Information
  Alignment: 
   
   
  C
  Spells:
  Krelvax the weaver counts as a 10th level wizard (action die +17) knows the spells Patron Bond and Invoke Patron, but cannot
  cast them; these are known so that they may be taught to unwary mortals. It knows the following spells and may cast them
  without fear of taint or corruption. Any spell failure means the spell is lost for 2d6 hours. This is also the list of spells Krelvax
  the Weaver can teach to its disciples. (See DCC Core Rules pages 127-8 for spell directory)
  · 
  1st – Protection from Law (functions identically to Protection from Evil… ), Poisonous Sting (see p. 66), Detect
  Magic, Darkness, Comprehend Languages, and Choking Cloud
  · 
  2nd level – Curse, Banish, Spider Web, Forget, Detect Invisible, and Nexus (see p. 64)
  · 
  3rd level– Planar Step , Dispel Magic , and Demon Summoning
  · 
  4th level – Vermin Blight and Desecrate
  · 
  5th level – Mind Purge and Magic Bulwark
  General Information:
  This powerful demon has always chosen to pervert the works of the
  gods by granting magical powers to any who ask, but its true desire
  is to conquer worlds. Krelvax the Weaver enslaves the animal and
  plant life for food and binds these slave worlds together with inter-
  dimensional portals threading their way through the multiverse.
  Krelvax has an insectoid construction; having a segmented body,
  and 5 pairs of legs, all of an ant-like character. However, where an
  ant would simply have a head and mandibles, Krelvax has an
  upright humanoid torso and arms. Its head is that of a monstrously
  large ant with huge multi-faceted eyes and wickedly shaped
  mandibles. It has a scorpion’s tail and stinger that can deliver
  several types of venom at the demon’s choice, but only one at a
  time. Krelvax the weaver feeds upon magic. It is fed and fueled by
  the supply of magic siphoned off by the crystal monoliths created
  by the death rites of its minions and it has the power of many slave
  worlds to call upon. Destroying all of the crystal monoliths only
  prevents it from invading the material plain in that local region of
  space and time. Its purposes are a secret even to its devoted
  disciples, but the few cultists of Krelvax that speak of such things
  claim to help their master to build what they call the Great Hive.
  Attack Profile:
  Whenever Krelvax the Weaver feels that it is necessary to fight, it
  prefers a battlefield that it has had the time to modify to its
  advantage. Krelvax won’t hesitate to send waves of lesser minions
  to ‘soften up’ its enemies while it prepares a battlefield. It’s
  favorite tactic is to litter the battlefield with nexus portals (p. 64) to
  prevent the enemy from making large or fast troop movements; as
  well as to allowing its own forces to ‘jump’ about the combat zone
  with ease.  Krelvax uses telepathy to communicate with it’s minions.
  Special Attacks:
  Gas – continually produces a cloud of ammonia gas that has the
  effect of a choking cloud spell with a casting result of 26. (See DCC
  Core Rules p. 134). The acidic and poisonous cloud has a radius of
  30ft centered on Krelvax which moves with the demon. All within
  the cloud who fail a DC 26 fortitude save each round suffer a -4
  penalty to all rolls (attacks, damage, skills, and saves), take 4 points
  of damage  and are poisoned for -2d4 Agility; duration 1 day.
  Demon Type: 
  VI
  Size:
  Colossal
  Base Creatures:
  Ant, Humanoid
  Reach:
  30ft
  STRength:
  20 / +5
  AGILity:
  12
  STAMina:
  18 / +3
  INTelligence:
  22 / +7
  PERsonality:
  10
  LUCK:
  13 / +1
  Action Die:
  1d30+2, 1d30, 1d24, 1d20
  Lift:
  1280Lbs
  Drag:
  7680Lbs
  Carry:
  16,000Lbs
  Speed (Land)
  135ft
  Run:
  800ft / 162min.
  Sprint:
  1280ft
  Initiative:
  +0
  AC:
  22 (+16 from chitin)
  HD:
  26d14+78
  Attack Die:
  1d30+15
  2@1d30+13,
  3@1d24+13,
  4@1d20+13
  Ranged attack:
  1d30+8: Thrown item, or
       1d30+10: Spear - 75ft/ 150ft/ 225ft
  Damage:
  (Bite)
  2d20+5
  (Kick)
  1d16+5
  (Stinger)
  2d8+5
  (Trample)
  3d16+15
  (Spear/ reach x2)
  2d10+7 (Includes +2 from weapon)
  Critical Die:
  4d4; Threat range = 16+
  Critical Table:
  DN
  Fortitude:
  +12
  Reflex:
  +9
  Willpower:
  +9
  60
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  Summoning – Unless bound, Krelvax can summon 1d3 of his
  own servitor demons per day after it has been on the material
  plane for at least 24hours.
  Stinger & venom:
  If Krelvax scores a maximum result for its attack roll add +2
  to any DC’s the venom requires and cut the action time in
  half. This venom can be removed via a clerics lay on hands
  ability with a result of 4 dice of healing, or an appropriate
  spell. Krelvax may deliver only one poison per sting per
  round, but a victim can suffer from both venoms…  assuming
  they survive two hits from the stinger. Krelvax may also
  anoint its spear with one type of venom before an attack; but
  the process takes 3 rounds to complete and the venom does
  not persist beyond this duration of a single attack.
  Venoms:
  Anti-coagulant – Victim must succeed at a fortitude save
  versus a DC of 16, failure indicates that this venom has
  interrupted the clotting process which leads to massive
  bleeding. Victim loses 3 hit points per round from internal
  bleeding and hemorrhaging: only magic healing will stanch
  the flow.
  Neurotoxin - Victim gets a fortitude save versus a DC of 18.
  Success indicates the venom causes 1d6 points of Agility,
  Strength, and Stamina damage. This venom can be cured
  with 4 dice of magical healing, but half of the ability damage
  is permanent. Failing this save causes instant death.
  Immunities & vulnerabilities:
  Krelvax the weaver has a spell and damage resistance of 13
  and is immune to any weapons of less than +4 ability and
  natural attacks from creatures of less than 8 hit dice as well as
  gas and poison attacks.  Krelvax the Weaver and all of it’s
  minions require a number of intelligence points per day equal
  to their hit dice or they lose 1 hit die.  Krelvax has no death
  right; but if defeated neither it , nor its minions may manifest
  again on that plane for 1d100 x 10 years.  Nor may Krelvax
  the Weaver act as a Patron during this time.
  Krelvax the Weaver, as Patron
  This powerful demon has always chosen to pervert the works
  of the gods by granting magical powers to any seekers who
  petition it. Its purposes are a secret even to its devoted
  disciples, but corrupting the general structure of the physical
  world to suit an alien aesthetic, seems to be part of its plan.
  Most sages and scholars agree that Krelvax eventually seeks
  to completely destabilize the magical energies of the material
  world and thus deprive the material world of the means to
  fight off demonic invasions.
  The main reason Krelvax so quickly and easily offers to
  become a patron is to start the process of invasion.  It offers
  power and arcane knowledge with the understanding that its
  disciples will spread the demon’s patronage about the land
  and create a greater chance of success for the demon’s
  eventual incursion.  This is accomplished via the death rites
  of the lesser Krelvax demons.  All but the demonic bug
  Bonding with Krelvax the Weaver
  Wizards who are willing to make the sacrifices necessary to
  prove their loyalty to Krelvex will gain powers from it. This
  test of loyalty requires the sacrifice of a sentient humanoid
  spell caster of at least 1st level and a blood oath from the
  Supplicant.  The supplicant wizard permanently sacrifices 2
  ability score points of their choice, but they must be drawn from
  the same ability.   Anyone marked by Krelvax, per the Patron
  Bond spell need never fear harm from ants or wasps, as they will
  treat the marked individual as one of their own.  Additionally, if
  these wizards gain 9 or more Patron taints they become a
  Krelvax Drone and cease to be a character.  See page 69.
  swarms and the Krelvax worm’s create a crystal monolith that
  drains away the  magic potential of the material plain.  For
  game purposes this manifests as an anti-magic field which
  imposes a penalty equal to the dead demon’s hit dice  on all
  casting checks within the specified radius.  The areas of effect
  can overlap and are cumulative upon each other.  The energy
  from any spell that they cause to fail is transmitted to Krelvax
  as sustenance.  Given enough time this demon will deplete a
  world and have to move on in search of another.  Wizards who
  die in the service of Krelvax also feed the demon and are
  thought to be transformed into more demons for the cycle of
  conquest to begin anew…
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  Invoke Patron Results: Krelvax the Weaver
  Level: 1
  Range: Personal
  Duration: Varies
  Save: None
  Casting time
  1 round, and the spell may be cast only a limited number of times, according to results of Patron Bond.
  If cast as a ritual, then Casting time is a minimum of 5 hours, but will vary by patron.
  Manifestation
  Varies
  General
  In order to learn this spell, you must first cast Patron Bond. The particulars of this spell vary according
  to the terms of your patron. In casting this spell, you invoke the name of your supernatural patron to
  request aid. This spell requires at least 1 point of spellburn. The patron responds by sending aid
  according to the nature of its followers; your judge will provide specifics. Note that continued casting of
  this spell may taint the wizard spiritually and physically.
  Corruption
  N/A all corruptions are determined from the tables in the core rules.
  Misfire
  Roll 1d5:
  (1) The wizard has a -4 on all spell casting attempts for the next 1d3 hours. (2) The wizard has an aura
  that imposes a -4 to spell casting checks on anyone within 10ft for the next 1d3 hours. (3) For the next
  1d3 turns, every time the wizard casts a spell they must succeed at a willpower save versus a DC equal
  to the spells success or be teleported 1d3x10 feet in a randomly determined direction. (4) The wizard
  takes 1d3+1 point per CL of force damage. (5) Everyone within 10ft takes 1d3+ CL damage, they get a
  reflex save vs. 8+ wizards cater level for half damage.
  1
  Spell fails, and worse! Roll 1d6 modified by Luck: (1 or less) Major corruption + Misfire + Patron taint,
  (2) Major corruption + Patron Taint, (3-4) Patron taint, (5+) Misfire.
  2-11
  Failure. Unlike other spells, Invoke Patron may not be lost for the day. Depending on the results of
  Patron Bond, you may still be able to cast it.
  12-13
  Krelvax sends a 1d3+1hit die swarm to afflict the wizard’s attackers; see p. 68 for details.  The
  swarm’s hit dice may be divided as the wizard sees fit and the swarm lingers for 1 minute per caster
  level, or until they are destroyed, dispersed, or dismissed.  The casting wizard must use one action die to
  concentrate on directing the swarm, and is limited to only half their normal move rate while the swarm
  remains under their control.  The swarm will turn on the wizard should this control be broken or lost.
  14-17
  The servant of Krelvax gains a chitinous covering for 1 turn, +1 minute per caster level of the wizard;
  this grants the caster a +2 bonus on AC and causes no problems with casting or movement.
  18-19
  Krelvax sends forth a Krelvax Drone from the Stygian pits to serve the wizard and attack the wizard’s
   
  foes; see page 69.  It will stay and follow the wizard’s commands for 1d3 days, +1 day per caster level
   
  of the wizard; then it dies and decomposes rapidly.  The drone will turn on their master at the slightest
   
  hint of disloyalty, and will always seek to construct a hive gate if given the opportunity.
  20-23
  The servant of Krelvax gains a chitinous covering for 1 turn, +1 minute per level of the wizard, this
  grants the caster a +3 bonus on AC and causes no problems with casting or movement. The casters legs
  take on an ant like character and articulation. This transformation grants +10ft of speed, and a +1 bonus
  on climb checks for as long as the chitinous covering persists, but the casters footwear is ruined if they
  don’t remove it prior to transformation. Magical boots and such gain a fortitude save versus a DC equal
  to 12; success means they fell off during the transformation.
  24-27
  Krelvex sends 1d5 servant demons, +1 demon per caster level to aid the faithful wizard. Roll 1d7 for
  demon type: 1,2= Krelvax Drone, 3-6= Krelvax Soldier, 7= Hive Protector. (See pgs. 69- 72) There is
  only one type summoned, unless the wizard rolls a 7. If the wizard summons a hive protector; the wizard
  rolls again to determine the type for any remaining demons; ignoring further rolls of 7. They stay and
  follow the casters commands for 1d5+ CL hours, or until they are destroyed or dismissed.
  28-29
  The servant of Krelvax gains a chitinous covering for 1 hour, +1 hour per caster level of the wizard; this
  grants the caster a +5 bonus on AC and a +2 bonus on save rolls. The covering causes no problems
  with casting or movement. The caster’s legs take on an ant like character and articulation and the
  caster’s abdomen distends to form another set of ant like legs. This transformation doubles the caster’s
  speeds and grants a +3 bonus on climb checks for spells duration. The caster’s footwear and clothing is
  ruined if they don’t remove it prior to transformation. Magical boots, clothing and such gain a fortitude
  save versus a DC equal to 15; success means they somehow stretched to accommodate the new form, or
  fell off during the transformation.
  30-31
  Krelvax sends forth its most powerful servants, the zorbrath. These wasp-like creatures are the size of
  a war horse, see page 74 for details.  What’s worse; is that they appear in pairs.  They obey the caster,
  staying until they can fight to the death; but will not tolerate any disloyalty to Krelvax.
  62
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  Patron Taint (Krelvax), roll 1d6:
  First tier transformations are completed within 24 hours, and are mildly uncomfortable, causing the caster to suffer a -1 on all
  actions during that time. Second tier transformations require 1d3 days to complete and are very unpleasant to experience;
  causing a -1 die step penalty on all actions and the wizard is reduced to half speed and actions. Third tier transformations require
  1d7 days and the wizard is totally incapacitated and writhing in pain during the transition.
  1 - The caster undergoes a transformation causing its skin to become coarse and pebbly and of a slightly maroon color. Rolling
  this result a second time causes the skin color to darken and become thicker, granting +1AC and -1 Personality score. A third
  result indicates that the casters skin has been completely transformed into polished chitin; +2AC, -2 Personality score.
  2 - Every time the wizard casts a spell the area within 10ft of the caster is inundated by the smell of ammonia. The gas is not
  strong enough to cause damage, but imposes a -1 on search checks from watering and irritated eyes in following rounds. The
  cloud is fixed to the spot where the spell was cast for 1d3+CL rounds. The second time this is rolled, the penalty is -2 and the
  cloud emanates from the wizard. The third time this is rolled indicates that the condition is permanent and causes search and
  spot checks within 20ft of the wizard to be made at one step lower on the die chain. The wizard is immune to the gas and its
  effects, but if they linger in an enclosed space for more than 1 turn, their companions are likely to suffocate.
  3 - The casters eyes become larger and more bulbous; it is unsightly and makes the caster ugly, but there is no other effect.
  Rolled a second time, the casters eyes slide to the side of their heads and the wizard loses their binocular vision, -3 on all
  ranged attacks. A third result means that they wizard’s eyes begin to bulge and bifurcate into 2d100 segments each. This
  grants the caster +3 on spot and search checks and restores their binocular vision.   The wizard is immune to flank attacks, but
  now has a -3 on all saves versus any sight based magic such as gaze attacks.
  4 - The caster’s legs become slightly elongated, creating a gangly awkward appearance. The second time the wizard is tainted
  in this fashion their legs take on the articulations of an ant’s leg, but are otherwise normal. They must pay twice the normal
  cost for armor and other equipment such as boots. The third time this result is rolled, the caster’s legs split in two, and each of
  the 4 legs takes on an ant like character. Furthermore, the wizard is granted a climb speed equal to its normal land speeds, but
  they can no longer utilize pants, or boots of any kind without paying 5 times the normal costs.
  5 - The first time this result is rolled, 4d10 bugs congregate and burrow into the wizard’s skin and then start crawling on
  them whenever the wizard starts casting. Roll 1d3; 1=ants, 2= beetles, 3= wasps. The bugs are 1 inch long and jet black, but
  have no other discernible purpose other than to cast a -1 casting penalty.  The second time the wizard rolls this taint, the number
  of bugs triple and the wizard suffers a -4 penalty to casting from stinging and biting. The third time this taint is rolled, the
  wizard is consumed by the bugs which then form an interlocking colony emulating the original form. The wizard retains its
  identity and Intelligence score, but all other ability scores are reduced by half.
  6 - The wizards head flattens and widens and generally takes on a somewhat ant-like shape, but there are no other changes. The
  second time this taint strikes the wizard it causes the wizard’s mouth to reform into that of an ant, but there are as yet no sign of
  large mandibles or pincers. This transformation leaves the wizard with a permanent -2 on all casting attempts that involve verbal
  components. When this is indicated a third time, the wizard grows powerful mandibles that grant a bite attack that does 1d10
  plus strength bonus piercing damage, but the wizard is no longer capable of speech and cannot cast any spells that require a
  verbal component.  Furthermore, the wizard grows antennae that function identically to the moth-like appendages described in
  the Nasal Nightmare mutation on page 26.  The wizard may communicate with ants an others via chemical messages.
  32-33 
  The casting wizard disappears in a puff of black smoke and then reappears in a demonic aspect – roll
  1d8: 1-2 = Krelvax drone, 3-5= Krelvax soldier, 6-7= Hive protector, 8= Krelvax Worm. The
  transformation lasts for 2 hours, +1 hour per level of the caster, but may be dismissed at any time.
  During this time the wizard loses the ability to cast spells though they retain their natural Intelligence,
  Personality, and Luck scores; otherwise they adopt all the regular characteristics and powers of the new
  form. If the wizard is killed while in this form, their corpse undergoes the same death rite as the type of
  demon they’ve been changed into: except that any DC values increase by +1 and the ranges of effect
  are multiplied by the wizard’s level. (See pgs. 68-72 for creature information)
  34+ 
  The wizard has convinced Krelvax the weaver to travel to the material plane (See page 60) The
  summoning wizard may ask for some kind of assistance, but Krelvax will act as it sees fit for the given
  situation. The demon will remain for 1 hour per caster level of the summoner(s), but if Krelvax is
  summoned for a trivial reason, or if it takes more than 30% of its hit points in damage, Krelvax will turn
  on the summoner(s) and attempt to kill or capture them for the remainder of the spells duration. If this
  occurs then the wizard(s) will have a -10 on casting Invoke Patron (Krelvax the weaver) until they have
  sacrificed 15 hit dice worth of wizards or clerics in honor of Krelvax.
  63
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  Patron Spells (Krelvax the Weaver)
  Level: 2                Range: Varies 
   
  Duration: Varies  
      Save: None or Reflex, see text     Casting Time:  2 Rounds
  Manifestation
  Roll 1d5: 1= barely visible distortion in the air; 2=ornate stone archway; 3=flat black disk; 4=watery
  ripples; 5= ringed in fire – roll 1d7; 1=red, 2=green, 3=orange, 4=blue, 5=black, 6=yellow, 7multi-hued
  flames, roll twice more ignoring any 7’s.
  General
  This spell creates a link between two different points in space; the caster must be able to see or scry
  upon the points that they wish to connect. Willing travelers don’t roll saves versus this spell; but if the
  wizard chooses to open up a portal under something or in front of a charging foe, the intended target
  gets a reflex save versus a DC equal to the casting check to avoid the nexus portal. Nexus portals are
  fixed in space once they are created, but seal shut after the allotted time unless the result table indicates
  otherwise. If cast as a ritual, then the nexus portal may be permanently opened with a sacrifice of 5
  ability points per 100 square feet (or fraction) of the portals area. No portals may be placed within 10ft
  of each other due to gravimetric interference.
  Corruption 
  The misfiring spell causes the caster to be teleported in a random direction, including up and down.
  Roll 1d6 to determine the direction; 1= down, 2= left, 3= forwards, 4= right, 5= backwards, 6= up. The
  wizard travels a distance equal to 15ft times their caster level. The caster will materialize in the new
  location, but if there are solid objects in the way or no space to materialize the wizard makes a luck
  check against a DC of 12, +1 per 10ft traveled. Failure indicates the wizard materializes within the
  object. The Storyteller will need to adjudicate each situation differently. Success indicates that the
  wizard bounces back to their starting point and takes 1d6+ caster level points of force damage. Wizards
  are subjected to the normal rules for falling unless they know the Feather Fall spell.
  Misfire
  Roll 1d5: (1) Suffers -2 to the casting check for the next casting of this spell for the next month, (2)
  Suffers -2 to the casting check for the next casting of this spell for the next week, (3) Suffers -2 to the
  casting check for the next casting of this spell for the next 24hours, (4) Suffers -1 to the casting check
  for the next casting of this spell for the next 12 hours, (5) Suffers a permanent -1 penalty to the casting
  check for this spell.
  1
  Spell fails, and worse! Roll 1d6 modified by Luck: (0 or less) Greater corruption + Misfire + Patron
  taint, (1) Major corruption, (2) Patron taint (or Minor corruption if no patron), (3+) Misfire.
  2-11
  Spell lost
  12-13
  Spell fails but is not lost
  14-15
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 10 feet of the caster the portal is the same size and oriented as a standard doorway. The
  terminus must be anywhere the wizard can see within 25ft per caster level. The portal lasts for 1 round,
  +1 round per level of the wizard.
  16-19
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 20 feet of the caster and the portal is the same size and oriented as a standard doorway.
  The terminus must be anywhere the wizard can see within 50ft per caster level. The portal lasts for 1
  round, +1 round per level of the wizard.
  20-21
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 30 feet of the caster and the portal is the same size as a standard doorway, but may be
  oriented in any direction desired. The terminus must be anywhere the wizard can see within 100ft per
  caster level. The portal lasts for 1 round, +1 round per level of the wizard.
  22-25
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 40 feet of the caster and the portal is 100ft2 and may be oriented and shaped as desired.
  The terminus must be anywhere the wizard can see within 150ft per caster level. The portal lasts for 1
  turn, +1 turn per level of the wizard.
  26-29
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 50 feet of the caster and the portal is 200ft2 and may be oriented and shaped as desired.
  The terminus must be anywhere the wizard can see within 150ft per caster level. The portal lasts for 1
  turn, +1 turn per level of the wizard.
  Nexus
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  30-31
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 100 feet of the caster and the portal is 300ft2 and may be oriented an shaped as desired.
  The terminus must be anywhere the wizard can see within 500ft per caster level. The portal lasts for 1
  hour, +1 hour per level of the wizard.
  32-33
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 150 feet of the caster and the portal is 500ft2 and may be oriented and shaped as desired.
  The terminus must be anywhere the wizard can see or scry within 1 mile per caster level. The portal
  lasts for 1 day, +1 day per level of the wizard.
  34+
  Success, the wizard may choose two points in space to become connected via a nexus portal. The origin
  must be within 300 feet of the caster and the portal is 1000ft2 and may be oriented and shaped as
  desired. The terminus must be anywhere the wizard can see or scry within 10 miles per caster level.
  The portal lasts for 1 week, +1 week per level of the wizard.
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  66
  Poisonous Stinger
  Level:
  1
  Range: Self
  Duration: 1 round, +1 round / caster level
  Casting Time: 1 round
  Save
  Fortitude save versus DC negates or modifies the poison result, see entries.
  Manifestation
  Roll 1d4: 1= The casters hand dissolves into goo and reforms as the stinger, 2= the casters hand falls off
  and the new stinger pushes its way out from the stump, 3= a swarm of angry stinging insects descends
  upon the caster’s hand and consumes it, leaving the stinger in its place, 4= the wizard’s fingers fuse and
  elongate while the rest of the hand swells to form the stinger. Hand re-grows at end of successful casting.
  General
  One of the wizard’s hands is transformed into a powerful stinger, similar to those found on ants. It
  delivers various degrees of toxicity and combat effectiveness, and opponents stung multiple times in
  successive rounds suffer cumulative effects.
  Corruption
  Roll 1d4: 1= Caster is attacked by a swarm of stinging insects for 1d4 points of damage; 2= Wizard
  manifests the poison in their bloodstream and must roll a fortitude save versus a DC of 12 or lose 1
  point of Agility permanently; 3= Roll on minor corruption table; 4= The casters hand is permanently
  deformed and the wizard gains a -1 penalty on all casting that requires somatic gestures and anything that
  requires two hands.
  Misfire
  Roll 1d4: 1= Spell appears to function as if the wizard rolled a 12, but the targets are healed by +1d4
  points rather than damaged; 2= someone random ally rolls a fortitude save versus a DC of 12 or suffers
  -1 penalty to all actions from pain for 1d4 rounds, +1 round per caster level of the wizard; 3= The hand
  that was to transform falls off, leaving no wounds. It sprouts a head and antennae then wanders off to
  live its own life, the hand grows back in 1d4 days; 4= The joints of the wizards fingers on the hand that
  is to transform reverse their articulation, but not their orientation  for the normal duration of this spell, this
  causes a -3 on all casting and ability checks involving manual dexterity.
  1
  Spell fails, and worse! Roll 1d6 modified by Luck: (0 or less) Major corruption + Misfire + Patron taint,
  (1) Major corruption, (2) Patron taint (or Minor corruption if no patron), (3+) Misfire.
  2-10
  Spell lost
  11
  Spell fails but is not lost
  12-13
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d4 points of damage. The wizard makes a normal melee attack with their caster level
  as a bonus to attack, but not to damage. The venom causes the victim extreme pain and burning and they
  now suffer a -1 penalty on all actions and spell casting for 1d4 rounds, +1 round per attacker’s caster level.
  A successful fortitude save versus a DC of 10, +1/ CL of attacker negates the venom.
  14-17
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d6 points of damage. The wizard makes a normal melee attack and may add their
  level as a bonus to attack, but not to damage. The venom causes the victim extreme pain and burning and
  they now suffer a -2 penalty on all actions and spell casting for 2d3 rounds, +1 round per attacker’s caster
  level.  A successful fortitude save versus a DC of 10, +1/ CL of attacker negates the venom.
  18-19
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d8 points of damage. The wizard makes a normal melee attack and may add their
  level as a bonus to attack and damage. The venom causes the victim extreme pain and burning and they
  now suffer a -2 penalty on all actions and spell casting for 1d4 turns, +1 turn per attacker’s caster level.
  Additionally, the venom causes 1 point of Agility damage. A successful fortitude save versus a DC of 10,
  +1/ CL of attacker negates the venom.
  20-23
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d10 points of damage. The wizard makes a normal melee attack and  may add their
  level as a bonus to attack and damage. The venom causes the victim extreme pain and burning and they
  now suffer a -3 penalty on all actions and spell casting for 1d4 turns, +1 turn per attacker’s caster level.
  Additionally, the venom causes 1d4 points of Agility and Strength damage. A successful fortitude save
  versus a DC of 11, +1/ CL of attacker negates half the venom damage, to a minimum of 1 point each.
  24-28
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d12 points of damage. The wizard makes a normal melee attack and may add their
  level as a bonus to attack and damage. Additionally, their arm extends with scorpion like segments to
  twice its normal reach. The venom causes the victim extreme pain and burning and it now suffers a -3
  on all actions and spell casting for 1d4 hours, +1 hour per attacker’s caster level. Additionally, the venom
  causes 1d5 points of Agility and Strength damage; and 1pt of each is permanent.. A successful fortitude
  save versus a DC of 11, +1/ CL of attacker negates half the venom damage, to a minimum of 1 point each.
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  67
  29-31
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d14 points of damage. The wizard makes a normal melee attack and may add their
  level as a bonus to attack and damage. Additionally, their arm extends with scorpion like segments to
  twice its normal reach. The venom causes the victim extreme pain and burning and they now suffer a -4
  penalty on all actions and spell casting for 1d4 days, +1 day per attacker’s caster level. Additionally, the
  venom causes 1d6 points of Agility, Strength, and Stamina damage; half of this damage is permanent. A
  successful fortitude save versus a DC of 12, +1/ CL of attacker negates half the venom damage.
  32+
  Spell succeeds and the wizard is now armed with a special melee attack that delivers potent venom in
  addition to its 1d16 points of damage. The wizard makes a normal melee attack and may add their
  level as a bonus to attacks and damage. Additionally, their arm extends with scorpion like segments to
  thrice its normal reach. The victim rolls a fortitude save versus a DC of 13, +1/ CL of attacker; success
  causes the victim extreme pain and burning and it now suffers a -5 penalty on all actions and spell casting
  for 1d4 weeks, +1 day per attacker’s caster level. Additionally, the venom causes 1d8 points of Agility,
  Strength, and Stamina Damage; half of this damage is permanent. Failing this save causes instant death.
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  68
  Demon, Krelvax Wasp Swarm
  Alignment: 
   
   
  C
  General Information:
  These strange insects look like 1 inch tall versions of
  Krelvax the Weaver but with the wings and stingers of a
  wasp.  There are thousands of them massing in a swarm.
  They are an agile mass of flying death for anyone that
  cannot get out of the swarm’s path.  They are unnatural
  and are only found on the material plane when summoned
  by a wizard or other minions of Krelvax. They die off as
  soon as the spell ends.
  Attack Profile:
  On the round they are summoned,the wizard can target
  the spaces occupied by the enemy. Targets that fail a
  reflex save find themselves at the center of the appearing
  swarm. In later rounds, the smaller swarms can move
  and combine into larger swarms before attacking other
  targets. Any potential target is allowed a reflex save
  versus a DC of 5, +1 per hit die of the swarm, plus the
  swarm’s Agility Bonus as it tries to enter the target’s
  space. Escaping the swarm after they have been attacked
  requires an additional reflex save or getting splashed with
  two gallons of water per hit die of the swarm or something
  similar to sweep, wash, or blow the insects away.  These
  swarms gain a +2 armor class bonus from flight and this is
  factored into the stat table
  Special Attacks:
  Continuous damage – these tiny creatures are able to
  attack the soft unprotected areas that armor can’t cover,
  so there is no need for an attack roll once they occupy the
  victim’s space. The swarm does 1 point of damage per
  hit die, per round of contact with its victims from bite
  attacks.  If the damage from a sting attack is 0, then the
  victims are not envenomed.  The swarm may use both
  attack forms each round.
  Special Powers:
  Creepy Crawly – anyone enveloped by one of these
  swarms is distracted by the constant need to protect their
  face and other vital areas.  Those within the swarm suffer
  a -1 penalty, -1 per 3 hit dice of the swarm to all actions,
  including saves.
  Death rite – when the swarm dies they rapidly decompose and disappear. In 2d3 weeks, or after the Spring thaw, a patch of
  flowers will grow. They are a sickly shade of yellow, but they emit a nearly irresistible odor. This aroma promises that
  they will be delicious and nutritious, but it is a lie. It requires a willpower save versus a DC of 15 to avoid eating them. Critters
  and people who eat these flowers roll a fortitude save versus poison 1d4 hours after ingestion. victims roll against a DC of 18 or
  suffer 3d6 points of stamina loss. If they survive, they will recover only half of these lost ability points after 1d3 weeks of rest.
  Venom – The wasp’s venom attacks the victim’s nervous system causing them to slip into a coma.  Victims of envenomation
  require fortitude saves against a DC of 13, +1 per 3 hit die of the wasp and for previous failures.  Failure causes 1d3+1 INT
  Damage per 3 hit die of the swarm, and a coma is induced in the victim when their Intelligence score drops below one.
  Immunities & vulnerabilities:
  These swarms are immune to slashing and piercing weapons, gas attacks, and any spells that target an individual; but they do
  take half damage from bashing and crushing weapons. They have a -2 penalty to all saves versus area effect spells and grenades,
  but no other demonic powers or abilities listed on page 401 of the DCC Core Rules.  Swarms become unstable if they are
  subjected to 10 or more points of damage in a single round.  They are dispersed if they fail a willpower save versus 8, +1/ 5 hit
  points beyond the first 10.
  Type: 
  1 
  1 
  1
  Size:
  Small
  Swarm
  Medium
  Swarm
  Large
  Swarm
  Base Creature:
  Krelvax &
  wasp
  Krelvax &
  wasp
  Krelvax &
  wasp
  Reach:
  0ft 
  0ft 
  0ft
  STRength:
  6 / -1 
  6 / -1 
  6 / -1
  AGILity:
  19 / +4 
  19 / +4 
  19 / +4
  STAMina:
  4 / -2 
  4 / -2 
  4 / -2
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d12 
  1d12 
  1d12
  Lift:
  12lbs 
  24lbs 
  48lbs
  Drag:
  48lbs 
  96lbs 
  240lbs
  Carry:
  30lbs 
  90lbs 
  180lbs
  Speed (Land)
  5ft 
  5ft 
  5ft
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Speed (Fly) 
  25ft 
  25ft 
  25ft
  Acceleration: 
  10ft 
  10ft 
  10ft
  Deceleration: 
  20ft 
  20ft 
  20ft
  Glide: 
  No 
  No 
  No
  Hover:
  Yes/ 2rnds 
  Yes/ 2rnds 
  Yes/ 2rnds
  Swarm Escape:
  DC 10 
  DC 12 
  DC 15
  Initiative:
  +4 
  +4 
  +4
  AC: (Chitin; +1) 
  18 
  16 
  14
  HD: 
  1d6-2 
  3d6-6 
  6d6-12
  Attack Die: 
  1d12+4 
  1d12+5 
  1d12+6
  Damage:
  (Bite) 
  1pts / rnd 
  3pts / rnd 
  6pts / rnd
  (Sting &
  Venom)
  1d2-1/  
  1d2-1/
  DC13 
   
       DC16
  1d2-1/
  DC19
  Critical Die:
  None 
  None 
  None
  Critical Table:
  None 
  None 
  None
  Fortitude:
  -1 
  +0 
  +1
  Reflex:
  +5 
  +6 
  +7
  Willpower:
  +1 
  +2 
  +3
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  69
  Demon, Krelvax Drones
  Alignment: 
   
   
  C
  General Information:
  Krelvax drones are the work force of the great Krelvax hive scurrying about on
  unknown tasks and rarely used as combatants. These bizarre creatures were once
  wizards sworn to the service of Krelvax. They usually walk upright but their
  appearance is unique due to the fact that to become a Krelvax drone, the wizard
  must have gained its ninth Patron taint and there are many possible combinations.
  though they always grow a pair of ant like mandibles upon transitioning into a
  demon.  These demons still speak common and demonic languages as well as any
  languages that they knew in their former lives. These demons tend to retain some of
  their previous intelligence and their group mind is facilitated by chemical messages
  and a very limited ESP that only functions with other minions of Krelvax. They are
  utterly mindless on their own and will likely scatter if threatened.  They lose their
  ability to cast spells, but retain most of their knowledge on the subject and may be
  summoned to teach new spells to the summoning wizard.  While they will obey the
  Hive and their masters; the primary concern of these demons is to construct a Hive
  Gate that will open a portal to allow the minions of Krelvax to enter the material
  plane at will.
  Attack Profile:
  When confronted they will do the bidding of the hive, fighting and dying without
  hesitation. When sent or called to the material plane it is to usually to help a wizard
  work at a task. Drones need constant supervision unless there are a great many of
  them. They will only fight when ordered  by a more powerful demon, or a wizard
  master. It will flee unless the hive is threatened, but if cornered Krelvax drones will
  fight to the death.
  Special Attacks:
  Locking jaw- These demons can lock their jaws after the first successful bite attack;
  this allows automatic damage in each following round. A successful opposed
  strength check can break the clamp and the demon cannot use this ability any
  further.  Killing the demon won’t help; its death cements the jaws into the clamped
  position and it takes a strength check at a DC of 18 to break them.
  Demon Type 
  I
  Base creature
  Ant (worker)
  Size:
  Small
  Reach:
  5ft
  STRength:
  13 / +1
  AGILity:
  16 / +2
  STAMina:
  12
  INTelligence:
  *
  PERsonality:
  *
  LUCK:
  9
  Action Die:
  1d16
  Lift:
  26lbs
  Drag:
  104lbs
  Carry:
  65lbs
  Speed (Land)
  40ft
  Run:
  155ft / 108min
  Sprint:
  405ft
  Initiative:
  +2
  AC: (chitin; +3)
  16
  HD:
  3d10
  Attack Die:
  1d16+2
  Damage:
  (Bite)
  1d8+1
  (Punch / kick)
  1d6+1
  (Trample)
  3d6+3
  (Special attack)
  Locking Jaws
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +2
  Reflex:
  +4
  Willpower:
  #+2
  Immunities & vulnerabilities:
  Krelvax drones are immune to non-magical
  weapons, gas and poison attacks, and take
  only half damage from fire. They have spell
  resistance of 3, but still take an extra 75%
  damage from crushing or bashing attacks.
  Special Powers:
  Like ants, Krelvax demons have a group mind and the more there are, the greater their combined intelligence and personality
  scores. A Krelvax drone has an intelligence and personality score of 10; for every 4 Krelvax drones in the group they all gain
  a +1 bonus to their Intelligence and Personality scores. In these numbers they are more than capable of manipulating their
  environment and using advanced tactics, or completing complex tasks on their own.
  Death rite – When they die, or at the end of their summoning: they die and rapidly decompose. After 1d4 weeks a chitinous
  semi-crystalline structure will thrust out of the earth where each of the bodies fell.  Each radiates a magic suppressing field
  with a radius of 50ft. Within this field there is a -3 penalty on spell casting attempts by those not loyal to Krelvax.  These zones
  combine their penalties where they overlap.
  Drain attack – Upon a successful bite attack victims must succeed at a fortitude save versus a DC of 10, +1 per hit die of the
  demon or they lose 1 point of Intelligence.
  Hive Gates:
  Krelvax demons have a group mind and that mind is driven to construct these gates
  whenever and wherever possible.  They constantly seek to overpower a wizard’s control
  to begin construction.  The more drones, the faster they can construct the gates.  The gates
  are red crystal arches that are 20ft wide and 30ft tall, have 150hp and 5 points of damage
  resistance, and radiate an anti-magic field with a radius of 100ft that imposes a -5 on all
  spell casting attempts.  Hive Gates take 48 hours for one drone to construct.  This time is
  divided by the number of drones working on the Hive Gate that will allow free passage to
  and from the Krelvax Hive and the plane upon which the gate is constructed.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  General Information:
  These demons resemble Kerlvax drones in all ways, except that the
  soldiers are the size of a full grown humanoid and a hive protector is
  15ft tall. Their carapaces have sharp spikes and barbs at the joints and
  wicked claws on their hands and feet. Their job is to defend the hive
  without thought or hesitation. Lone soldiers and hive protectors are
  reasonably intelligent, but like other hive minded creatures, the more of
  them there are, the smarter they become.
  Attack Profile:
  These demons are the warriors of the Krelvax Hive. Undaunted by
  any opposition, they fight and die without ever questioning the
  situation. Hive protectors serve as the commanders of the force, and the
  soldiers carry out their orders. These demons will always retreat towards
  a hive structure.
  Special Attacks:
    Drain attack – Upon a
    successful bite attack from
    either of these types of demon
    victims must succeed at a
    fortitude save versus a DC of
    10, +1 per hit   die of the
    demon or they lose 1 point of
    Intelligence score.
  Soldiers of Krelvax get one special attack form and hive protectors get
  two types from table 3-2. The entries below contain the needed
  information on these powers and their uses.
  1- Acid spray- The demon spits a 900 acidic cone to a distance of 5ft per
  hit die. Targets are entitled to a reflex save versus a DC equal to 12, +1
  per hit die of the demon to avoid the spray. Living creatures struck by
  the spray suffer 1d6 acid damage per hit die of the demon. This attack
  may be used 3x/day, and items struck by the spry receive a Fortitude save
  or they are degraded. (See page 14)
  2- Locking jaws – Demons can lock their jaws closed after the first
  successful bite attack; this allows automatic damage in each following
  round. A successful opposed strength check with the demon can break
  the clamp and it cannot use this ability any further. The demon’s death
  cements the jaws into the clamped position. It requires a strength check
  against a DC of 18 to break the jaws of the dead demon.
  3- Venomous stinger – the victim is stung for 1 point of damage per hit die of the demon. The victim rolls a fortitude save
  versus a DC equal to 12, +1 per hit die of the demon. Failure indicates that the victim suffers the effects of one of these listed
  venoms: the acidic venom is reserved for dangerous prey that they won’t be taking back to the hive. A critical failure on a
  fortitude save Indicates the victim takes double damage.
  Acidic venom – target suffers as the acidic venom courses through its blood stream, causing damage the whole time. The target
  suffers 1d4 points of damage for 1 round per hit die of the demon.
  Paralytic venom – victims of this poison are paralyzed but conscious of their environment; the duration of the effect is 1d5
  days, +1 day per hit die of the demon.
  4- Death Throes – In addition to it’s normal death rite, the demon explodes and does 2d10 concussive damage, +1 point of
  damage per hit die of the demon to everything within 15ft of the demon when it dies. Targets of this attack get a reflex save
  versus a DC of 10, +1 per hit die of the demon for half damage.
  Demon, Krelvax Soldiers & Hive Protectors
  Alignment: 
   
   
  C
  Name: 
  Krelvax
  soldier
  Hive protector
  Demon Type:
  III 
  IV
  Base creature:
  Ant (warrior) 
  Ant (warrior)
  Size:
  Medium 
  Huge
  Reach:
  5ft 
  15ft
  STRength:
  15 / +1 
  19 / +4
  AGILity:
  15 / +1 
  13 / +1
  STAMina:
  14 / +1 
  18 / +3
  INTelligence:
  6+* 
  9+*
  PERsonality:
  6+* 
  9+*
  LUCK:
  9 
  9
  Action Die:
  1d20 
  1d24
  Lift:
  60lbs 
  304lbs
  Drag:
  240lbs 
  1520lbs
  Carry:
  225lbs 
  950lbs
  Speed (Land)
  65ft 
  110ft
  Run:
  300ft /
  126min  
        162min
  570ft /
  Sprint:
  720ft 
  1140ft
  Initiative:
  +1 
  +1
  AC:
  14 (chitin; +3) 
  19 (chitin; +10)
  HD:
  7d12+5 
  9d14+27
  Attack Die:
  1d20+3, 
  1d24+7,
  2@1d16+3 
  2@1d20+7,
  3@1d16+7
  (Bite)
  1d12+1 
  2d8+4
  (Claws / kicks)
  1d10+1 
  2d6+4
  (Trample)
  3d10+3 
  6d6+12
  Special attack
  * 
  *
  Critical range
  18-20 
  21-24, 17-20
  Critical Die:
  1d8 
  1d10
  Critical Table:
  DN 
  DN
  Fortitude:
  +4 
  +7
  Reflex:
  +4 
  +5
  Willpower:
  #+3 
  #+4
  Random,
  roll 1d6
  Special attack
  Type
  1
  Acid Spray
  2
  Locking Jaws
  3
  Venomous Stinger
  4
  Death Throes
  5
  Gas Cloud
  6
  Throw Spikes
  Table 3-2: Krelvax Soldier &
  Hive Protector Special Attacks
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  Immunities & vulnerabilities:
  Krelvax soldiers are immune to non-magical weapons, gas, and
  poison attacks.  They only taking half damage from fire.  They
  take +50% damage from crushing or bashing weapons, but take full
  damage from magical weapons with a +1 enchantment or better and
  the natural attacks of creatures with at least 5 hit dice.
  Hive protectors are immune to non-magical weapons, gas, and
  poison attacks as well as only taking half damage from fire.  They
  take +50% damage from crushing or bashing weapons, but only take
  half damage from piercing and slashing attacks.
  Hive protectors take
  full damage from
  magical weapons with
  a +2 or better
  enchantment and the
  natural attacks of
  creatures with at least
  6 hit dice.
  Krelvax soldiers and
  hive protectors require
  intelligence points
  from their victims
  equal to the demon’s
  hit dice per day or they
  lose one hit die.
  5- Gas Cloud – Any living creature or plant within 10ft of the demon makes a fortitude save versus a DC of 12, +1 per hit die of
  the demon. Failure indicates that the victim suffers nausea and vomiting (or wilting) severe enough to cause a -2 penalty on all
  actions, saves, and the loss of any bonus from high agility scores. This effect lasts for as long as they are within the cloud and
  for 1d4 rounds, +1 round per hit die of the demon after they leave the cloud.
  6- Throw Spikes – The demon can fling some of their chitinous spikes as a standard ranged attack versus their target. They can
  use this attack once per day, per hit die of the demon as the spikes grow back with demonic fervor. This cluster of spikes does
  1 point of damage per hit die of the demon, and has the ranges: 20ft/ 60ft/ 120ft.
  Special Powers:
  *Like ants, Krelvax soldiers and hive protectors have a group mind, the more there are, the greater their combined intelligence
  and personality scores.  For every 4 minions of Krelvax in the group, they all gain a +1 bonus to their intelligence and
  personality scores.  In large numbers these demons are more than capable of manipulating their environment and using
  advanced tactics. Both of these demon types have the power of speech and can read minds with a successful contested willpower
  check with the victim, but a hive protector has true telepathy with any creature that has a language.
  Death rite – When they die, or at the end of their summoning: they die and rapidly decompose. In 1d4 weeks a chitinous
  semi-crystalline structure will thrust out of the earth where each of the bodies fell. Each radiates a magic suppressing field
  with a radius of 100ft for the krelvax soldiers and 150ft for hive protectors. Within this field there is a -7 penalty on spell
  casting attempts  for crystals formed by krelvax soldiers and the monoliths created by hive protectors impose a -9 casting
  penalty within their area of effect.  All of these areas may overlap and are cumulative with each other, but these structures take
  triple damage from sonic, crushing, or bashing attacks.
  Antennae – their antennae grant them a +4 bonus on search and spot checks that involve scent or touch.
  71
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Drain attack – Upon a successful bite attack victims must succeed at a fortitude save versus a DC of 10, +1 per hit die of the
  demon or they lose 1 point of Intelligence.
  Special Powers:
  Breath weapon – 600 cone that reaches 25ft. Everything within that area is affected by a Dispel Magic effect as the spell cast
  with a result of 1d10+16.  This ability may be used twice per day.
  Death rite – upon death a Krelvax worm quickly decomposes and a strange tree will rapidly grow to its full height in 3 months’
  time at this site. Once mature, the tree resembles a normal pine tree, except that it has bright yellow needles and purple bark.
  Its needles, seeds, and bark are quite nutritious and highly addictive. The faster something tries to consume the tree, the faster
  the tree grows; within a week of sprouting most of the creatures within a radius of 1 mile will be addicted; including predators
  that become addicted to the meat of the herbivorous addicts. The tree dies in three months and so do any addicts of that tree
  that do not swear loyalty to Krelvax. Additionally, all the plant life within 200 yards of the tree withers to purple dust when the
  tree dies. The tree will produce thousands of seeds for airborne dispersal but only 1d4 of these seeds are viable; starting the
  cycle all over again. The remaining seeds are toxic and anyone consuming them is treated the same as those who ingest the
  flowers from the death rite of a Krelvax Wasp Swarm . (See  page 68)
  Acidic pool – the Krelvax worm may choose to set up an ambush in the path of its enemy. The worm can concentrate on
  exuding acidic mucus, creating a 5ft wide by 15ft long by 10ft deep trench of acid/soil slush after a minute of effort. This is a
  quicksand style trap with the worm waiting at the bottom to attack the target. Succeeding at a spot check with a DC of 17 will
  reveal the trap; if any of the victims have a keen nose they may notice the stench of the muck. This acid is diluted, so
  victims and items gain a fortitude versus a DC of 13 or suffer 1d6 points of acid damage.  A successful save indicates half
  Damage, and victims must make this save for each round they are stuck within the pool. Items may degrade as normal, see
  page 14.
  Demon, Krelvax Worms
  Alignment: 
   
   
  C
  General Information:
  These strange looking demons are a cross between a centipede and a slug. They are
  15ft long and have a segmented, chitious exterior armor, but underneath they have the
  soft, pulpy muscle and internal structure of a slug but retain hundreds of segmented legs
  sprouting from all over its body. Ranging in color from a mottled green and brown to
  jet black, they all have powerful jaws large enough to swallow a medium sized
  humanoid in one bite. Using the thousands of tiny, sharp legs scattered around its body,
  a Krelvax worm can burrow through normal soil and dirt at half of its land speed rate;
  but no sprinting or running.  To tunnel through stone or metal it must stop to use its
  acidic mucus. These tunnels are reletivly clear of debris and are then used by followers
  of Krelvax to travel and still remain hidden.
  Attack Profile:
  What makes these creatures truly fearsome is not their craving for living flesh, but the
  fact that they attack from underneath the ground with very little warning. They are
  rather stupid, but they have limited telepathy, but only use it to locate their prey.  To
  combat wizards and clerics, a Krelvax worm uses its anti-magic breath weapon on its
  intended victims to drain them of their spells and to dis-enchant magical items.
  Anything that is too big or too dangerous to eat in one shot will be dissolved by its acid
  pool ability. These demons have no will or desire for anything other than eating and
  digging the tunnels to expand the Great Hive for Krelvax the weaver.  They can only
  come to the material plane via a summoning ritual and have no ability to teleport or
  summon other minion’s of Krelvax.  Krelvax worms will do as they are told by wizards
  loyal to Krelvax, but will attack the wizard if he or she shows any disloyalty.
  Special Attacks:
  Acidic mucus – they can secrete a thin layer of acid that will dissolve 1ft of stone and 3
  inches of metal per round, so any non-magical items that come in contact with these
  demons are automatically destroyed. Magic items receive normal fortitude saves versus
  a DC of 15; with failure indicating that it loses one point of magical power, armor class,
  or an equivalent ability. If this loss renders the item non-magical, then it is destroyed.
  The acid does 3d4 points damage per round of contact to organic material, targets are
  allowed a fortitude save for half damage.  Those loyal to Krelvax the Weaver are
  immune to this acid damage.
  Demon Type: 
  II
  Size:
  Huge
  Reach:
  10ft
  STRength:
  16 / +2
  AGILity:
  12
  STAMina:
  18 / +3
  INTelligence:
  3 / -3
  PERsonality:
  9
  LUCK:
  9
  Action Die:
  1d24
  Lift:
  256lbs
  Drag:
  1280lbs
  Carry:
  800lbs
  Speed (Land)
  100ft
  Run:
  480ft/ 162min
  Sprint:
  960ft
  Initiative:
  +2
  AC: (Chitin; +4)
  12
  HD:
  5d10+15
  Attack Die:
  1d24+3,
  2@1d20+3,
  3@1d16+3
  Damage:
  (Bite)
  2d7+2+ acid
  (Tail slam)
  1d8+2+ acid
  Critical threat:
  22-24, 18-20
  Critical Die:
  1d6
  Critical Table:
  DN
  Fortitude:
  +5
  Reflex:
  +2
  Willpower:
  +2
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  73
  Non-magical creatures and animals that have been forced to serve Krelvax via the death rite of a Krelvax Worm become
  subject to control by any type of Krelvax demon or wizard loyal to Krelvax.  Animals obey without question and will even
  commit suicidal attacks in the name of their new master. Sentient creatures get a willpower save against a DC of 15 to refuse
  the commands of Krelvax or it’s minions.  If they fail this save three times their will is subverted and they obey without
  question.
  Immunities &
   
  vulnerabilities:
  Krelvax worms have spell
  and damage resistance of
  2 and are immune to non-
  magical weapons as well
  as gas and poison attacks.
  Krelvax worms only take
  half damage from fire, but
  take an extra 50% damage
  from  crushing or bashing
  weapons.  They are
  damaged normally by
  magic weapons of +2 or
  greater enchantment and
  natural attacks from
  creatures of at least 6 hit
  dice. These demons
  require five points of
  intelligence per day from
  its victims or they lose one
  hit die.
  Brian Wells (order #6334390)
  
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  74
  Attack Profile:
  These creatures arrive in pairs when summoned and will always fight to the
  death. Zorbrath are capable of standing and can fight from the ground if they
  lose their wings or get dragged to the ground: but they cannot walk or run. The
  incredibly long legs of the zorbrath allow them 3 times the normal reach for
  this size of creature.  Their foes may have difficulty striking the zorbrath in
  melee combat unless they are using halberds, pikes, or lances.  The zorbrath will
  fight fearlessly and follow their prey wherever it leads them: right up to the point
  where either of the zorbrath gets killed.  Zorbrath are dependent upon each
  other for survival and as soon as one dies the remaining zorbrath will continue to
  fight if it is threatened, but will stay within 15ft of the fallen zorbrath. The
  survivor starts losing 2 hit points per round until it dies; taking 18 minutes to die
  from maximum hit points. The demon doesn’t suffer any loss of power or
  fighting ability from this slow death; and when it dies, both of the bodies quickly
  decompose in a couple of rounds.
  Special Attacks:
  Mind reading - This power may be used against any normal living creature with
  an intelligence score of 3+.  Each zorbrath can make a contested willpower check
  versus any viable target in sight.  If the zorbrath wins the contest they can detect
  the surface level thoughts and plans of the target.  If the contest is won by 10+
  then the target is dominated and reveals all it’s secrets as well as becoming a
  loyal minion of Krelvax.  If the target succeeds their save by 10+ then they may
  no longer be targeted by that zorbrath’s mental attack.  However, if both zorbrath
  attack the same target simultaneously they make the attempt at plus one step on
  the die chain.
  Special Powers:
  Death rite – In 1d4 months a huge crystal monolith will push out of the ground for each of the dead zorbrath. The pillars will
  always touch their skyward points together and these megaliths radiate an anti-magic field that imposes a -24 penalty on
  casting checks within a radius of 1000ft. This has no effect on anything loyal to Krelvax. The arches created also allow all
  demons of Krelvax to travel to any other portal on the same plane within 200 miles per hit die of the traveler.  These portals will
  also transport cultists of at least 7 hit dice in the same fashion but their rang is limited to 100 miles per hit die of the travelers.
  Furthermore, these portals act as fixed gates to the Great Hive which allows free access to the material plane.
  Roll 1d20 every hour the portal is open; on a roll of 8 or less something wanders through from the hive. Roll 1d8: 1-3=
  demon wasp swarm roll 1d3; 1= 2HD swarm, 2= 4HD swarm, 3= 6HD swarm; 4-5= 1d3 Drones; 6= Krelvax Soldier;
  7= Hive Protector; 8= pair of Zorbrath.  Krelvex only leaves the hive when summoned by powerful spells.
  Immunities & vulverabilities:
  Zorbrath are immune to non-magical weapons, gas and poison attacks and they only take half damage from fire.  Zorbrath are
  damaged normally by magic weapons of +3 or greater enchantment and natural attacks of creatures with 7HD. They take +50%
  damage from crushing or bashing weapons.   Zorbrath have spell and damage resistance of 6.
  Demon, Zorbrath
  Alignment: 
  C
  General Information:
  These ant headed denizens of the outer abyss resemble purple and green striped
  wasps… except that they are the size of a horse and have 5 pairs of very long
  segmented legs, each ending in a scythe-like blade. These are not the largest of
  the servants of Krelvax, but they are the most powerful. Zorbrath have
  independent thought and are capable of reading minds as well as projecting their
  thoughts to anything with a language. When  the minions of Krelvax soldiers
  are figuring out their communal intelligence and personality scores, the presence
  of a pair of zorbrath counts as 10 individuals, but zorbrath gain no bonuses to
  their intelligence and personality scores from large numbers of Krelvax demons.
  Unlike other minions of Krelvax, the zorbrath are not capable of drain attacks
  and are unconcerned with longevity. Their main duty to the hive is aerial
  support, scouting, and with their deaths, they can create a minor portal to the Great
  Hive, allowing more demons to pass freely onto the material plane.
  Paralytic bolt – A zorbrath can fire a single bolt of arcane energy as a standard ranged attack with the following parameters:
  40ft/ 80ft/ 160ft. The victim gets a willpower save versus a DC of 23 or they are paralyzed for 1d4+12 rounds.
  Demon Type: 
  V
  Size:
  Large
  Reach:
  15ft
  STRength:
  20/ +5
  AGILity:
  13 / +1
  STAMina:
  17 / +2
  INTelligence:
  13 / +1
  PERsonality:
  9
  LUCK:
  9
  Action Die:
  1d24
  Lift:
  160lbs
  Drag:
  800lbs
  Carry:
  600lbs
  Speed (Fly)
  600ft
  Acceleration:
  270ft
  Deceleration:
  540ft
  Glide:
  No
  Hover:
  17rds
  Initiative:
  AC: (heavy chitin; +8)
  20
  HD:
  12d16+24
  Attack Die:
  1d24+9,
  2@1d20+9,
  3@1d16+9
  Ranged attack:
  1d24+5/ save
  vs. paralysis
  Damage:
  (Bite)
  1d14+5
  (Claw / kick)
  2d8+5
  Critical Threat:
  20-24, 16-20
  Critical Die:
  1d12
  Critical Table:
  DN
  Fortitude:
  +7
  Reflex:
  +6
  Willpower:
  +5
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Drain attack – Upon a successful bite attack victims must succeed at a fortitude save versus a DC of 7, +1 per hit die of the
  demon or they lose 1 point of ability score.
  75
  Demons, Minor:
  General Information:
  These strange creatures of the formless void are drawn to the material plane by the strong desires of mortals often without need
  for any rituals. Any emotion magnified sufficiently will catch their notice; but they are specific about the emotions they feed
  upon and some may even feed on multiple types of emotion. With hate, greed, lust, and anger aplenty; there are no starving
  Proto-demons. Generally they will emulate simple, creatures like worms, bugs, spiders, and vermin, but they can take on other
  forms as they advance in hit dice. The Storyteller is encouraged to be creative. The following tables both in the Core Rules and
  in this manual are quite helpful in determining the special traits and natures of these demons: DCC pgs. 380, 383-4, 404, 406-9;
  or the mutation tables from chapter 2 of this book.  Like all demons, these cannot heal while on the Material Plane.
  Immunities & vulnerabilities:
  All Proto-demons have damage and magic resistance equal to their half their hit dice rounding down and a proto-demon with one
  hit die has neither.  They rarely have more than 4 or 5 hit dice and are vulnerable to the natural attack forms from the critters they
  are emulating and holy magic. So a rooster can harm a rooster demon, and a monkey’s attacks will harm a monkey demon, etc.
  Proto-demons, for all their demonic abilities, are fragile and will likely have other vulnerabilities listed  within their entries.
  These demons are weak and gain none of the abilities or powers listed on page 401 of the DCC Core Rules. All Proto-demons
  suffer a -2 penalty on saves versus Binding, Banishing, or similar spell or effect; and, Dispel Magic causes them 1d4 points of
  damage per caster level of the attacking wizard.  See Core Rules p. 127-8 for spell directory.
  Brian Wells (order #6334390)
  
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  Special Powers:
  Magic pouch – these demons have an abdominal pouch like a marsupial, but it is much
  larger on the inside than the demon could physically encompass. This is where they
  store all the really good items, valuable art, and gems, etc.  Once slain the pouch may be
  recovered with a DC 18 luck check by the slayer of the demon who can make one additional luck check against a DC of 15 to see
  if there are any valuables left in the pouch.  Results: 15-17= 10 platinum coins; 18-19= 1d6, 5d100gp gems; 20+ = +1 magic
  weapon.   A roll of 2 or less on either luck check causes the person to draw forth another badger demon that gets an immediate
  free attack with a +2 bonus on this first attack and any resulting damage.  Failing to recover the pouch in the initial luck check
  destroys the pouch.
  Vicious damage – a victim that survives a badger attack must make a luck roll versus a
  DC of 12, +1 point of damage done by the badger’s jaws or the limb, or part of the limb
  that was damaged will need to be amputated.
  Essence of rage – by sacrificing 1 point of personality score these creatures enter into
  a frenzy so profound that they must kill their target or be killed in the process. They
  gain a -2 penalty on armor class, but gain a +1d12 to attacks and damage. This rage
  lasts for 2d4 rounds and the creature’s demonic disposition releases it of the need to
  make a fortitude check versus exhaustion. Assuming it gets a chance to feed, it will
  gain burnt points back in the normal fashion through resting.
  76
  Attack Profile:
  These demons use the lure of treasure to attract prey and they leave tantalizing bits of
  treasure stashed about their burrows; usually coins and gems. They are careful to make
  sure there is never enough to go around… hoping to cause dissension in their prey.
  Once the ‘meat’ has been properly seasoned; these demons attack with a frenzy of rage
  driven teeth and claws. They will not surrender and always fight to the death; there
  will be 3d5 demons within a typical infestation, but they arrive singly if summoned by
  a wizard’s spell.
  Special Attacks:
  Locking jaw – upon damaging their target, they will lock their jaws and thrash about to
  cause further injury.  Each round after the badger locks its jaw, the victim of the attack
  must succeed at a strength check versus a DC of 12, +1 per point of damage done
  in the previous round order to avoid automatic bite damage and escape the jaws.
  Burrowing – these demons can burrow at the listed speed, but they leave no tunnel behind them and may not run or sprint.
  These Proto-demons are hindered by dense stone or metal just as a real badger, but may leave a 3ft high by 4ft wide tunnel if
  they burrow at no more than 10ft per round.
  Drain attack – Upon a successful bite
  attack victims must succeed at a
  fortitude save versus a DC of 7, +1 per
  hit die of the demon or the victim loses
  1 point of their Personality score.
  Immunities & vulnerabilities:
  These demons take double damage from
  and/or have a -2 penalty on all saves
  against divine magic; but they only take
  half damage from mundane weapons.
  Demon Badgers
  Alignment: 
   
   
  C
  General Information:
  In size, shape, and coloration, they are near identical to the honey badger. They have
  silver fur on the dorsal surface of their bodies, the rest is black as midnight and their
  teeth and claws are greatly exaggerated. As is their digging speed and appetite for flesh
  of any kind; even flesh tainted with necrotic energies. These demons work well
  together and sometimes establish communal warrens as a place for hoarding treasure to
  attract more food.  This base, solitary or communal allows these demons to seek out the
  essence of greed and envy for sustenance.
  Type: 
  I
  Size:
  Small
  Base creature:
  Badger
  Reach:
  5ft
  STRength:
  13 / +1
  AGILity:
  13 / +1
  STAMina:
  13 / +1
  INTelligence:
  3 / -3
  PERsonality:
  9
  LUCK:
  9
  Action Die:
  1d16
  Lift:
  13lbs
  Drag:
  26lbs
  Carry:
  65lbs
  Speed (Land)
  20ft
  Run:
  130ft/104min
     Sprint:
  285ft
  Speed (burrow)
  40ft
  Speed (swim)
  No
  Initiative:
  +1
  AC: (Thick Skin; +3)
  15
  HD:
  3d4+3
  Attack Die:
  (Melee) 
  1d16+1
  Damage:
  (Bite/ peck)
  1d5+1
  (Fist/kick/ claw)
  1d6+1
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +3
  Reflex:
  +3
  Willpower:
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Attack Profile:
  They are usually summoned via wizard spell and encountered
  individually; but given time, these abhorrent denizens of the Chaotic
  Void can summon more of their kind.  They also gain a +2 bonus to their
  AC when they are flying and this is factored into their entry on the table.
  Special Attacks:
  Acidic – these creatures have powerful digestive enzymes and cause an
  additional 1d4 points of acid damage to organic material with their bite
  Attacks.
  Ranged attacks – They’re monkeys at heart, and monkeys are known to
  use their bodily functions to drive off attackers. Aside from the general
  humiliation factor of urine and fecal attacks; victims must succeed at a
  fortitude save versus a DC of 10 or lose 1d4 rounds to the nausea and
  revulsion these attacks engender.  However, from monkey demons such
  attacks also cause 1d4 acid damage to their victims.
  Urine – 15ft effective range; 4x per day
  Feces – 10ft/ 20ft/ 30ft; 2x per day acid is effective
  until washed off of the victim
  Drain attack – Upon a successful bite attack victims must succeed at a
  fortitude save versus a DC of 7, +1 per hit die of the demon or the victim
  loses 1 point of their Personality score.
    Special Powers:
    Drain attack – Upon a successful bite attack victims must succeed at a
    fortitude save versus a DC of 7, +1 per hit die of the demon or the victim
    loses 1 point of their Personality score.  These demons require 1 pt of
    Personality Score per hit die, per day or they lose 1 hit die.
  Summon monkey demon – each monkey demon can invoke this power once every 24 hours, but only after they have been upon
  the material plane for 24 hours. Once the monkey demons gain  sufficient numbers (a dozen or more) they will likely get loose
  and kill the summoner.  Once freed, they will fly out and seek the greatest sources of anguish and misery: prisons, battle fields,
  etc. for as long as they are able to wreak havoc.
  Immunities & vulnerabilities:
  Water allergy – These demons are
  immune to acids, but water acts upon
  them as a powerful acid. Water does
  1d8 points of acid damage to monkey
  demons per gallon or round of full
  immersion with a fortitude save
  versus a DC of 15 for half damage.
  Only the small monkey  Proto-demon
  has damage and spell resistance
  equal to half its hit dice; both may be
  bypassed with holy magic/weapons.
  Demon Monkeys
  Alignment:
  C
  General information:
  Nearly identical to monkeys found anywhere on the material plane
  except that monkey demons are carnivorous. These bat winged simians
  travel the air in search of anguish and misery to feed upon. They have
  no preferred climate, but they do tend to enjoy the same habits and
  abilities as the monkeys they resemble. These demons feed upon the
  flesh of those who’ve suffered great misery and humiliation,.  As such
  these demons haunt battlefields, prisons, slave and refugee camps;
  anywhere that the sick and the dying can be found in large numbers.
  Type: 
  1 
  1
  Size:
  Tiny 
  Small
  Base creature:
  Monkey 
  Monkey
  Reach:
  0ft 
  5ft
  STRength:
  6 / -1 
  8 / -1
  AGILity:
  19 / +4 
  18 / +3
  STAMina:
  13 / +1 
  15 / +1
  INTelligence:
  6 / -1 
  6 / -1
  PERsonality:
  8 / -1 
  8 / -1
  LUCK:
  9 
  9
  Action Die:
  1d14 
  1d16
  Lift:
  12lbs 
  40lbs
  Drag:
  18lbs 
  80lbs
  Carry:
  12lbs 
  40lbs
  Speed (Land)
  10ft 
  20ft
  Run:
  30ft /
  80min
  65ft /
  90min
  Sprint:
  60ft 
  115ft
  Speed (Fly)
  65ft 
  175
  Acceleration:
  25ft 
  80ft
  Deceleration:
  50ft 
  160ft
  Glide:
  0ft 
  0ft
  Hover:
  13rds 
  15rds
  Initiative:
  +4 
  +3
  AC: (Thick Skin; +3)
  22 
  19
  HD:
  1d12+1 
  2d12+2
  Attack Die:
  1d14-1 
  1d16-1
  Attack Die: (Ranged)
  1d14+4 
  1d16+3
  Damage:
  (Bite)
  1d3-1 
  1d4-1
  (Fist/kick/ claw)
  1d4-1 
  1d5-1
  (Thrown item)
  by item 
  By item
  Critical Die:
  None 
  None
  Critical Table:
  None 
  none
  Fortitude Save:
  +2 
  +2
  Reflex Save:
  +5 
  +4
  Willpower Save:
  +0 
  +0
  77
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Death throes – the weapon that slays a rooster Demon disappears: never to be seen again, and every living thing within 15ft of
  the death must roll a fortitude save versus a DC of 13 or be turned to stone permanently.
  78
  Demon Roosters
  Alignment: 
   
  C
  General Information:
  Rooster demons are often summoned and kept by wizards to act as assassins. These
  sickly half plucked, carnivorous bantams have murder in their eyes.  On their own, they
  seek out prideful individuals that will provide them with their emotional sustenance and
  have a marked preference for high level warriors. They use illusions of humanoid
  warriors to draw their victims out into the open with a challenge of single combat. This
  demon rooster is more than a match for most opponents and even if the demon dies; its
  death throes are usually sufficient to kill the intended target and any innocent bystanders.
  Attack Profile:
  These demons have the power to project full sensory illusions and have a telekinetic
  ability that allows them to make their illusions feel real to the touch. More importantly,
  they allow this demon to project a weapon wielding humanoid, etc and actually do
  damage to their targets. They seek out prideful warriors and challenge them to fight
  with these illusions until the mortal is wounded and exhausted… then the rooster
  demon comes out of hiding and kills the victim slowly.
  Special Attacks:
  Illusions – these have the effective power of a Phantasm Spell with a table result of 20
  (See DCC Core Rules p.187.) When combined with their telekinetic abilities, these
  illusions feel real and can do real damage. When interacting with the illusion targets get
  willpower saves versus a DC of 30, -1 per point of damage they have inflicted upon the
  simulacra; success indicates that the victim sees through the illusion and it is dispelled.
  The illusions are largely visual, and the wounds don’t bleed properly; creatures with
  heightened senses apply these bonuses when attempting to ascertain the nature of their
  phantasmal attacker.  Additionally, the simulacrum only has an armor class of 13
  regardless of its appearance.
  Telekinesis – these demons can manipulate and throw items up to 10 times the demon’s
  normal lifting and throwing capacities as an act of will. Living creatures and items
  owned by others are allowed one willpower save at the first instant of contact versus a
  DC of 14, +1 per hit die of the demon to notice the telekinetic nature of the damage or
  manipulation. Success indicates that the victim sees through the illusion and it is
  dispelled. See page 29 for details on telekinesis; ignoring the listed time limits and the
  demon need not expend ability points to activate this power, it is an at will ability.
  Special Powers:
  Demonic roosters are responsible for laying the eggs that will hatch into basilisks.
  These demons will lay 1 egg per week that will hatch in 2d3 days. When either
  basilisks or roster demons are encountered; there is a 40% chance that 1d3 basilisks or
  one rooster demon is nearby. (see Core Rules pg. 396)
  Immunities & vulnerabilities:
  Rooster demons are immune to all illusions and charms
  as well as gaining a +2 bonus on all stealth checks.
  They take double damage from sonic and fire damage
  and a rooster’s crowing provokes a willpower save by
  the demon versus a DC of 15; failure indicates that the
  demon is slain instantly. A successful save still causes
  1d8 points of damage to the demon.  Rooster demons
  need for emotional energy is satisfied by consuming the
  flesh of one defeated enemy per week.
  Type: 
  I
  Size:
  Tiny
  Base creature:
  Rooster
  Reach:
  0ft
  STRength:
  9
  AGILity:
  16 / +2
  STAMina:
  10
  INTelligence:
  18 / +3
  PERsonality:
  9
  LUCK:
  9
  Action Die:
  1d24, 1d20
  Lift:
  3lbs
  Drag:
  6lbs
  Carry:
  2lbs
  Speed (Land)
  20ft
  Run:
  50ft/ 90min
  Sprint: 
  No
  Speed (Fly)
  20ft/ 5rds
  Acceleration:
  10ft
  Deceleration:
  20ft
  Glide:
  No
  Hover:
  No
  Initiative:
  +2
  AC:
  (Thick Skin; +3)
  21
  HD:
  3d12
  Attack Die:
  1d24+3,
  2@1d20+3
  Damage:
  (Bite/ peck)
  1d3
  (Fist/kick/ claw)
  1d4
  (Thrown item)
  See
  telekinesis
  Critical Die:
  1d4
  Critical Table:
  DN
  Fortitude:
  +2
  Reflex:
  +4
  Willpower:
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  General Information:
  These carnivorous quadrupeds are so adaptable that
  they can be found in all climate zones except under
  water. Dogs come in all shapes and sizes; domestic
  varieties are found wherever Humans live and
  work. They have been bred for a variety of needs,
  from purely show dogs, to massive hounds bred to
  fight giants and other worldly terrors. Dogs with an
  intelligence score of 3+ are capable of being trained
  as warriors; though they lack the ability to use most
  weapons and shields, but they can be outfitted with
  barding. In this case, follow the rules for critters
  with class levels on page 14.
  Attack Profile:
  Dogs are pack hunters to the core. They employ
  basic tactics like using decoys. They are organized
  and usually attack weakened prey using their
  numbers to drag down larger animals. When
  encountered there are 2d20 pack members, though
  smaller packs of mongrel dogs live in larger cities.
  The leader of each pack can be expected to have an
  intelligence score of 3 or better and will be the one
  to decide the tactics for the attack.
  Special Attacks:
  Pack Hunters- Dogs gain +1 to attacks and damage
  for every 2 dogs in the pack beyond the first 3. So, 5
  dogs gain +1 and 7 dog’s gain +3, max +5 at 16+
  dogs. If the alpha male is slain they will usually run
  for their lives.
  Locking jaw – upon damaging their target, they will lock their jaws and thrash about to cause further injury.  Each round after the
  badger locks its jaw, the victim of the attack must succeed at a strength check versus a DC of 10, +1 per point of damage done
  in the previous round order to avoid automatic bite damage and escape the jaws.
  Special Powers:
  Scent tracker- dogs can identify smells with extreme accuracy and are able to gain a +4 bonus to search and spot checks
  involving odors. Overpowering odors from spells or natural attack forms have the same effect as fog or bright lights for a visual
  check and dogs have a -1 penalty on saves versus airborne toxins and pathogens, etc.
  Dogs
  Alignment: 
   
   
  L
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  10 
  11 
  13 / +1 
  15 / +1
  AGILity:
  14 / +1 
  13 / +1 
  12 
  11
  STAMina:
  12 
  13 / +1 
  15 / +1 
  17 / +2
  INTelligence:
  1d3 
  1d4 
  1d5 
  1d6
  PERsonality:
  9 
  9 
  10 
  11
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  10lbs 
  11lbs 
  26lbs 
  75lbs
  Drag:
  30lbs 
  33lbs 
  104lbs 
  300lbs
  Carry:
  50lbs 
  110lbs 
  260lbs 
  525lbs
  Speed (Land)
  30ft 
  50ft 
  70ft 
  90ft
  Run:
  100ft/
  96min.
  165ft/
  104min
  260ft/
  120min
  375ft/
  136min
  Sprint:
  220ft 
  330ft 
  520ft 
  675ft
  Initiative:
  +1 
  +1 
  +0 
  +0
  AC:
  12 
  11 
  9 
  8
  HD:
  2d3 
  2d5+2 
  3d6+3 
  6d7+12
  Attack Die:
  1d16 
  1d20, 
  1d20+2, 
  1d24+3,
  2@1d16 
  2@1d16+2 
  2@1d20+3,
  3@1d16+3
  Damage:
  (Bite)
  1d4 
  1d6 
  1d8+1 
  1d10+1
  Critical Die:
  None 
  1d8 
  1d8 
  1d12
  Critical Table:
  None 
  III 
  M 
  M
  Fortitude:
  +1 
  +2 
  +3 
  +5
  Reflex:
  +2 
  +2 
  +2 
  +3
  Willpower:
  +1 
  +1 
  +2 
  +3
  79
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Draxxari
  General Information:
  These intelligent, carnivorous and warm blooded draco-forms are not true dragons.  Draxxari are stable mutations combining
  elementals and dragons. They retain all of the dragon’s physical vigor and add a huge dose of raw elemental power. Each of
  the 5 elements of Fire, Water, Earth, Air, and Spirit combines to form one of 6 types of draxxari. As elementals they are
  subject to the laws of their elemental kingdoms and may be turned as unholy creatures by clerics with power over elemental
  forces; but draxxari are considered to be natural creatures. Regardless of variety, they all follow the same basic patterns of size
  and shape. Most have an adult wing span of 25ft and a nose to tail length of 10 to 15ft; half of which is tail and neck. All
  draxxari are covered in armor-hard scales colored according to their element, and have two arms with clawed hands as well as
  two walking legs with sharp talons.  All draxxai except for the water and earth varieties have wings; Earth draxxari have 6 legs,
  and water draxxari may only glide with their stunted wing/ fins.  Draxxari were created thousands of years ago by the Dragon
  Kings and charged with the duty of guarding the portals between the Material and Elemental Planes. Many draxxari still answer
  this ancient call to duty, but many more choose to roam the world staking out territories emulating their draconic ancestors. All
  draxxari may use their breath weapons once, plus 1x/ day per 2 hit dice of the draxxari. Additionally, all draxxari have damage
  and spell resistance equal to their number of hit dice; the damage reduction may be bypassed with weapons of at least +2
  enchantment.  They speak common, draconic, and the language of their element.  See page 14 for information of damage and
  spell and damage resistance.
  General Information:
  Air Draxxari resemble dragons in most
  respects, except that their form has
  been adapted to a life spent almost
  entirely in the air. They have twice the
  wingspan of their kin and these wings
  are somewhat narrower in design;
  especially the razor sharp tips. Every
  aspect of their physiology is designed
  to aid them in staying in the air with as
  little effort as possible; and, as such
  they don’t have a tail like their kin.
  Instead, air draxxari have a double set
  of long, semi-muscular ribbons, which
  are extensions of their wings running
  down the sides of their bodies. They
  have overlong front legs and short
  powerful hind legs.
  They sleep in a fashion similar to bats,
  but must roost in the largest of trees. If
  necessary they construct huge nests
  from organic matter or float upon the
  ocean in hollowed out ships; air
  draxxari cannot tolerate the touch of
  earth.
  Attack Profile:
  These creatures only land to sleep for a
  few hours every day, preferring to hunt
  at dawn and dusk. They are capable of
  catching birds and other flying
  creatures for food, but will hunt
  livestock and other terrestrial targets as
  well as large fish and dolphins when
  available. Their preferred tactic is to
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  10ft
  Reach (wings):
  5ft 
  10ft 
  15ft 
  25ft
  STRength:
  7 / -1 
  9 
  10 
  12
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3 
  17 / +2
  STAMina:
  10 
  12 
  13 / +1 
  15 / +1
  INTelligence:
  8+1d8 
  8+1d8 
  8+1d8 
  8+1d8
  PERsonality:
  7+1d6 
  7+1d6 
  7+1d6 
  7+1d7
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  3lbs 
  9lbs 
  30lbs 
  120lbs
  Carry:
  2lbs 
  4lbs 
  20lbs 
  60lbs
  Speed (Fly)
  85ft 
  150ft 
  200ft 
  330ft
  Acceleration:
  30ft 
  60ft 
  90ft 
  120ft
  Deceleration:
  60ft 
  120ft 
  180ft 
  240ft
  Glide:
  0ft 
  0ft 
  0ft 
  0ft
  Hover
  20rds 
  22rds 
  23rds 
  25rds
  Initiative:
  +5 
  +4 
  +3 
  +2
  AC: (scales; +4)
  24 
  21 
  19 
  17
  (wings; -1)
  19 
  16 
  14 
  12
  HD:
  2d12 
  3d12 
  4d12+4 
  6d12+6
  Attack Die:
  1d14+5, 
  1d16+5, 
  1d20+4, 
  1d20+4,
  2@1d12+5 
  2@1d14+5 
  2@1d16+4 
  2@1d16+4
  Damage:
  (Wing sword)
  1d4-1 
  1d6 
  1d8 
  1d10
  (Bite)
  1d3-1 
  1d4 
  1d6 
  1d8
  (Claw)
  1d2-1 
  1d3 
  1d4 
  1d6
  (Breath weapon)
  2d8 
  3d8 
  4d8 
  5d8
  Critical Die:
  None 
  None 
  1d12 
  1d14
  Critical Table:
  None 
  None 
  DR 
  DR
  Fortitude:
  +1 
  +2 
  +3 
  +4
  Reflex:
  +6 
  +6 
  +5 
  +5
  Willpower:
  #+1 
  #+2 
  #+2 
  #+3
  Draxxari, Air
  Alignment: 
   
   
  C
  80
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  “The mythic structures known as the Elemental Gates, or Gates of Creation are thought by many cultures to be the first gates to the various
  Elemental Planes crafted by the Gods when they created the Material Plane.  It was through these gates that they drew the titanic forces
  required to forge the multiverse.  If these primal gates exist then knowledge of their locations has been long forgotten or deliberately hidden
  from the minds of mortals.  Many societies differ upon the eventual fates of these primal connections; some claim that the gods sealed them
  off after they had finished Creation; others say the gates are still accessible to those who know their secrets; reliable data has proven
  difficult to attain.  Rare indeed are the explorers hardy enough to traverse the vast skies, the deepest ocean depths, or the intense heat of the
  magma flows deep underground to search for the existence of these gates.”
  -Excerpt from the treatise: Celestial Geometry and its role in stabilizing the Material
   
   
   
   
   
   
   
   
   
   
   
   
  Plane; by Antwyn Delmagoot, Wizard of the 7th Circle of Akem, Prof. of Advanced
   
   
   
   
   
   
   
   
   
   
   
   
  Cosmology at the Institute for Arcane Studies; Investigator at large for the Royal Society
   
   
   
   
   
   
   
   
   
   
   
   
  for the Advancement of Arcane Research
  fly low and fast, using their Enchanting Melody power and Wing Swords to remove the heads from terrestrial prey. They will
  then circle back for it and fly away to consume their meal as they glide effortlessly over the land and sea. If pressed by a
  powerful foe, air draxxari will hover out of spear reach and use their sonic breath weapon to soften up their targets before
  buffeting them with Wing Swords. These creatures use their agility modifiers rather than strength for melee attacks.
  Special Attacks:
  Wing Swords – The wing tips of air draxxari are hardened and reinforced scales that are about the length of great swords. If they
  are making an attack with these weapons against a creature no larger than the draxxari’s size class then a successful attack that
  yields a maximum result on its attack die will decapitate the victim on a failed reflex save. The DC for this save is equal to 7, +1
  per hit die of the draxxari, but the victim still takes half damage on a successful save.  The draxxari may not make any other
  attacks I the same round.
  Breath weapon – special vocal chords allow the air draxxari to create a conical blast of concentrated sound. This attack is a 600
  cone with a range of 10ft / hit die of the draxxari. The victims are entitled to a fortitude save versus a DC of 11, +1 per hit die
  of the attacker for half damage. Failing this save also results in deafness for 2d10 rounds.
  Dust cloud – see page 14 Air draxxari use this as a desperate defensive maneuver to cover their retreat. Even the dust has
  enough particulates of earth to cause them irritation and harm.
  Special Powers:
  Enchanting Melody – air draxxari have a subtle fluting texture to their scales which allows the wind playing across them to
  play hauntingly beautiful music as the air draxxari flies about. When diving in for the kill strike, the force of the wind creates a
  powerful song that can captivate the attention of the intended victim. Anything with a sense of hearing within 50ft of the air
  draxxari making an attack dive must succeed at a willpower save versus a DC of 11, +1 per hit die of the attacker. Failure
  indicates that the victim is enthralled by the music and does nothing to defend themselves. The positive side to this power is
  that these creatures are incapable of stealth, even the simple act of breathing causes a murmuring of sound.
  Fire Mastery – an air draxxari’s elemental heritage grants it the ability to ‘snuff out’ fires by depriving them of the air they
  need to burn. They may extinguish 5 square feet of mundane fire per hit die as an act of will, any fire based creatures within
  this area are allowed a reflex save versus a DC of 10, +1 per hit die of the draxxari to escape the area first. If the fire based
  creature fails this save they die instantly or are sent back to the elemental plane of Fire.
  Masters of Flight – these creatures spend 75% of their lives in flight; with the rest of the time spent sleeping or rearing their
  young in land bound nests, or hollowed out ships at sea. Add 10 to their strength and stamina scores when determining their
  flight speeds and duration of hovering ability.
  Immunites & vulnerabilities:
  Vulnerable to earth – contact with earth causes them 1d8 points of damage per round of contact. When damaged, air draxxari
  take an extra 25% damage from metal weapons.
  Vulnerable wings – their wings are so large and used so often for combat, that it is possible to target them directly. Each wing
  counts as 10% of the draxxari hit points and if damaged and still intact; air draxxari must succeed at a willpower save versus a
  DC of 10, + the damage dealt or they flee the area rather than risking death on the ground.
  Air draxxari are immune to sonic based attack forms and only take half damage from fire attacks. They are afraid of electricity
  and if confronted by prodigious use of electricity attacks, these draxxari must succeed at a willpower save against a DC of 12, +
  the level of the spell used to create the effect to continue the fight. However, air draxxari take double damage from crushing and
  bashing attacks as well as metal weapons.
  81
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Draxxari, Earth
  Alignment: 
   
   
  L
  General Information:
  Unlike their ancestors and kin, the earth
  draxxari are flightless burrowing, draco-forms
  that prefer sandy deserts with as little moisture
  as possible. They are entirely adapted to the
  arid environment and derive all the water
  they require from their food.  Earth draxxari
  have smooth scales of variegated gold, copper
  and bronze coloring and almost no neck at all.
  On the surface they amble about upon six
  short, powerful legs that are paddle-shaped and
  tipped with digging claws. Since their chosen
  environment is so harsh, earth draxxari are
  more omnivorous and less fussy about their
  food than other draxxari. However, they do
  require nominal amounts of rare metals in their
  diets that they burrow to find; but they are
  just as happy to find the refined forms of these
  metals within the equipment of travelers.  Earth
  draxxari are more common in the deep dry
  stone of the earth than on the surface because
  of their aqua phobia.
  Attack profile:
  Hunting represents wasted energy with no
  certitude of catching anything so desert
  dwelling earth draxxari favor ambush tactics.
  Earth draxxari will skulk about near roads and
  oases waiting to pounce upon unwary prey
  when near an oasis; they circle at a wary
  distance lest they come in contact with any
  water. Their static aura is effective even
  through the sand, so its effects precede any
  attacks by an earth draxxari. They are almost
  always solitary when encountered (90%), but
  the rest of the time there will be 1d4 earth
  draxxari. Those earth draxxari who live deeper
  in the earth are more mobile; due to the
  scarcity of prey.
  Special attacks:
  Static aura – This ability works at a range of 5ft per hit die of the draxxari and causes a static discharge between the draxxari
  and a random target within its aura every 1d3 rounds. The potential targets get a luck roll verses a DC of 11, +1 per hit die of
  the draxxari, with the greatest degree of failure indicating the one who gets zapped. If there is a tie, then the one with the
  lowest luck gets hit.  If there is still a tie, just divide the damage between the victims. The DC for the luck roll is increased by
  one for medium metal armor, and by two for heavy metal armor. Victims of this attack are stunned, lose their agility bonus to
  Armor Class and are reduced to one action per round for 1d4 rounds, +1 round/ hit die of the draxxari. Multiple strikes just add
  more time to the effect.
  Breath weapon –  An earth draxxari can generate a powerful electrical discharge between its mouth and one target. The
  range for this attack is 10ft per hit die of the draxxari and follows a straight path to the target.  The target gets a fortitude save
  versus a DC of 11, +1 per hit die of the draxxari for half damage.  There is a +1 penalty to the DC for medium metal armor,
  and a +2 penalty for heavy metal armor. Any other living creatures on the line of effect or adjacent to it are allowed a reflex save
  at the same DC to avoid the attack; subject to the same modifiers for metal armor.  Failure indicates they take half damage.
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  10ft 
  10ft
  STRength:
  14 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  13 / +1 
  14 / +1 
  16 / +2 
  18 / +3
  INTelligence:
  8+1d8 
  8+1d8 
  8+1d8 
  8+1d8
  PERsonality:
  6+1d7 
  6+1d7 
  6+1d7 
  6+1d7
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  70lbs 
  150lbs 
  255lbs 
  475lbs
  Drag
  140lbs 
  300lbs 
  510lbs 
  950lbs
  Carry:
  70lbs 
  150lbs 
  255lbs 
  475lbs
  Speed (Land)
  20ft 
  30ft 
  40ft 
  50ft
  Run:
  70ft/
  52min
  115ft/
  66min
  170ft/
  64min
  240ft/
  72min
  Speed (burrow)
  35ft 
  55ft 
  75ft 
  95ft
  Run:
  140ft/
  104min
  225ft/
  112min
  340ft/
  128min
  475ft/
  144min
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC: (scales; +8)
  21 
  19 
  18 
  17
  HD:
  4d14+4 
  5d14+5 
  6d14+12 
  7d14+21
  Attack Die:
  1d16+2 
  1d20+2, 
  1d20+4, 
  1d24+6
  2@1d14+2 
  2@1d16+2 
  2@1d16+4 
  2@1d20+6
  3@1d12+2 
  3@1d14+2 
  3@1d14+4 
  3@1d16+6
  Damage:
  (Static aura)
  1d4rds 
  1d5rds 
  1d6rds 
  1d7rds
  (Bite)
  1d8+1 
  1d10+1 
  1d12+2 
  1d14+4
  (Claw)
  1d4+1 
  1d5+1 
  1d6+2 
  1d7+4
  (Breath weapon)
  2d10 
  3d10 
  4d10 
  5d10
  Critical Die:
  None 
  1d14 
  1d16 
  1d20
  Critical Table:
  None 
  DR 
  DR 
  DR
  Fortitude:
  +3 
  +3 
  +5 
  +6
  Reflex:
  +4 
  +3 
  +4 
  +4
  Willpower:
  #+2 
  #+2 
  #+3 
  #+3
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  Special powers:
  Burrowing – Earth draxxari move at the indicated speeds in loose, dry, and sandy soils. They are able to dig, but not run,
  through soft stone at one half the listed rate and through hard stone at one quarter of the listed burrowing speed. They shove the
  material behind them and keep moving, so their tunnels are always choked with debris. If the earth draxxari is traveling within
  5ft of the surface they displace enough soil to possibly be seen on a successful spot check versus a DC of 10, modified for the
  situation as the Storyteller sees fit.
  Immunities & vulnerabilities:
  They are immune to electricity based attack forms even of a magical nature and only take half damage from crushing attacks
  and metal weapons. Earth draxxari take double damage from acid and cold based attacks, as well as +25% damage from sonic
  attack forms.  Earth draxxari cannot abide the touch of water and it is treated like an acid causing 1d4 points of damage/ quart.
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  Draxxari, Fang
  Alignment: 
  N
  General Information:
  The fang draxxari are the unholy cross
  between a powerful undead creature or other
  creature animated by profane energy and a
  dragon. Other than their scales and
  coloration, fang  draxxari have the same
  body type as a fire draxxari and are often
  mistaken for such at a distance. Up close a
  fang draxxari appears black except when
  bright light shows the blood red depths of
  their scales.  Each of the draxxari’s scales
  have a bladed ridge with an outward flaring
  spike protruding from its center. The
  combined effect is similar to a porcupine
  with the spikes protruding several inches
  from the draxxari’s body. Fang draxxari are
  carnivores, but they kill as often as it
  pleases them and usually as slowly as
  possible.  They show no preference to any
  particular climate and have the hardiness
  of their draconic ancestors. These draxxari
  are constantly on the move searching for new
  victims to torment and tend to favor
  mountainous terrain within easy flying
  distance of as many cities and towns as
  possible when choosing a roosting site.
  Attack Profile:
  Fang draxxari are sadistic, nocturnal loners
  with a desire to kill humanoids for food and
  pleasure. As such, they are encountered
  most often near the fringes of humanoid
  society where they seek out the weak and
  the vulnerable for torment. A fang draxxari
  prefers the up close kill, but avoids a fair
  fight when possible.  They usually lead with
  their breath weapon attack to weaken
  opponents. Then the fang draxxari use a
  series of fly-by-tail strikes to shred their
  opponent’s armor and equipment. Then
  they will land and enter into combat with tooth and claw. This creature has the odd dietary  requirement that it must consume
  undead creatures to maintain some of its powers.  Fang draxxari will often be found working with necromancers and other
  wizards with the ability to supply this need rather than waste time searching for undead in graveyards.
  Special attacks:
  Spiky defense – The spikes and horns of fang draxxari allow it to injure opponents who succeed with their melee attacks. Upon
  successfully biting or grappling a fang draxxari; the attacker suffers the listed die + attacker’s STR bonus in damage. The fang
  draxxari then takes half of any physical damage from the attack.
  Tail Rasp – the bladed and spiked scales of this draxxari are diamond hard, and capable of damaging armor and equipment as
  easily as flesh and bone. This is an agility based attack for the draxxari and is directed at the opponents shield, armor, and
  weapons; so the target only gains their agility bonus versus this attack form. Items struck by this attack are entitled to a
  fortitude save to avoid damage, and use their owner’s save plus any bonuses for magic AC enhancements. Failure indicates that
  the item has become degraded by one step for each successful attack. (See p. 14 for details)
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  10ft
  STRength:
  13 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3 
  17 / +2
  STAMina:
  11 
  12 
  14 / +1 
  16 / +2
  INTelligence:
  3+1d10 
  3+1d10 
  3+1d10 
  3+1d10
  PERsonality:
  5+1d8 
  5+1d8 
  5+1d8 
  5+1d8
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  26lbs 
  75lbs 
  170lbs 
  285lbs
  Drag
  39lbs 
  150lbs 
  340lbs 
  570lbs
  Carry:
  26lbs 
  75lbs 
  170lbs 
  285lbs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft
  Run:
  65ft/
  90min
  150ft/
  108min
  255ft/
  126min
  380ft/
  144min
  Sprint:
  145ft 
  330ft 
  510ft 
  760ft
  Speed (Fly)
  70ft 
  120ft 
  170ft 
  285ft
  Acceleration:
  20ft 
  50ft 
  70ft 
  130ft
  Deceleration:
  40ft 
  100ft 
  140ft 
  260ft
  Glide:
  0ft 
  0ft 
  10ft 
  15ft
  Hover
  11rds 
  12rds 
  No 
  No
  Initiative:
  +5 
  +4 
  +3 
  +2
  AC: (scales; +6)
  26 
  23 
  21 
  19
  HD:
  3d16 
  4d16 
  5d16+5 
  6d16+12
  Attack Die:
  1d14+2 
  1d16+2 
  1d20+3, 
  1d20+6,
  2@1d12+2 
  2@1d14+2 
  2@1d16+3 
  2@1d16+6
  Damage:
  (Tail rasp)
  1d4+1 
  1d6+1 
  1d8+2 
  1d10+4
  (Spiky defense)
  1d3 
  1d4 
  1d6 
  1d8
  (Bite)
  1d4+1 
  1d6+1 
  1d8+2 
  1d10+4
  (Claw)
  1d6+1 
  1d8+1 
  1d10+2 
  1d12+4
  (Breath weapon)
  1d3 
  2d3 
  3d3 
  4d3
  Critical Die:
  None 
  None 
  1d14 
  1d16
  Critical Table:
  None 
  None 
  DR 
  DR
  Fortitude:
  +2 
  +2 
  +3 
  +5
  Reflex:
  +7 
  +6 
  +5 
  +5
  Willpower:
  #+2 
  #+2 
  #+2 
  #+3
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  Breath weapon – this ghastly attack covers a 600 conical area that is 10ft long for every hit die of the fang draxxari. Any living
  creature caught within the effect makes a fortitude save for half damage versus a DC of 12, +1 per hit die of the draxxari. The
  damage is in the form of random ability drain. Roll 1d6 for target to determine which ability score is drained: 1= STR, 2=
  AGIL, 3= STAM, 4= INT, 5= PER, 6= LUCK.  Creatures killed by this attack have a 30% chance of re-animating as a skeleton
  with half the hit dice that it had when it was alive, per the rules for Undead on page 198 of this manual.
  Special powers:
  Technically speaking, fang draxxari are only half alive or half dead, however you chose to see it. Either way these creatures
  are immune to negative energy based spells and attacks; including death-touch and evil eye attacks. These draxxari are immune
  to a cleric’s turn unholy ability. Though fang draxxari may be subject to the Consult Spirit, Binding, or Banishing spells at the
  Storyteller’s discretion.
  Immunities & vulnerabilities:
  Fang draxxari only take half damage from sonic, acid, and electricity attacks of either magical or mundane nature. They must
  consume half their hit dice in undead hit dice every week, or they lose their breath weapon attack and immunities to necromantic
  powers until this oversight is remedied. Starting at the 8th day and each following day they are out of dietary compliance; fang
  draxxari suffer 3 points of strength damage. Fang draxxari are also sensitive to sunlight, and suffer 2 points of stamina damage
  for every turn of exposure; as well as taking double damage from light based spells and attacks.
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  Draxxari, Fire
  Alignment: 
  C
  General Information:
  Fire draxxari are most like their dragon ancestors.
  They have the standard draconic form with a
  supple neck and tail and thick leathery, bat-like
  wings. Their variegated scales of crimson, rust,
  and saffron cause them to appear as if they were
  sculpted of frozen flames. They have hands and
  feet allowing for an upright, humanoid gait if they
  choose. Unlike their dragon ancestors, fire
  draxxari are communal and sociable creatures.
  This is due to the need to share limited roosting
  space where the intense heat of lava flows or
  magma pools are used to incubate their eggs. They
  do not get along well with salamanders as they
  have a fondness for fire draxxari eggs. The fire
  draxxari are unaffected by such environments, but
  there is little food and no room to fly. When they
  are not roosting fire draxxari are found in hot
  deserts, or heat and sun blasted mountains where
  they use or dig tunnels in which to store their
  treasure. They will live in tropical and equatorial
  regions if they must, but will always seek arid
  climates and regions.
  Attack profile:
  Fire draxxari are pure carnivores with a taste for
  Halfling flesh, but any humanoid will suffice.
  They are solitary hunters with keen instincts, but
  will form flights of 2d5 when dealing with a large
  or fearsome opponent or caravan.  Fire draxxari
  will spend hours tracking their chosen prey
  waiting for the opportune moment to strike. Then
  it is a fast dive and breath weapon attack followed
  up by the use of tooth and claw upon anything that
  survives the blasts of fire. Older draxxari often
  build lairs and spread rumors of treasure
  specifically to lure a steady supply of food. Fire
  draxxari speak many languages and if captured
  they will try to barter treasure or knowledge for
  their release.
  Special attacks:
  Heat aura – A fire draxxari radiates intense heat out to a range of 5ft per size category. This heat causes the listed damage per
  round of exposure; +1 for medium metal armor, and +2 for heavy armor. Victims of this attack are allowed a fortitude save
  versus a DC of 8, +1 per hit die of the draxxari for half damage. Metal items become too hot to touch after 3 rounds of
  exposure and a willpower save is required to continue holding them; and they take +1 point of damage per round they
  maintain
  their hold.  For those wearing metal armor, failing this check means running away until the armor cools off or is removed. The
  DC for this save is the same as the fortitude save. The aura has a 50% chance that it ignites flammable objects.
  Breath weapon – the conical blast of fire reaches to a distance of 10ft per hit die of the draxxari and victims are allowed a
  reflex save versus a DC of 10, +1 per hit die for half damage.
  Special powers:
  Because of its hands and ability to walk upright, fire draxxari are able to utilize weapons and tools.  They disdain armor and
  shields as cowardly, and most equipment doesn’t last long due to their heat aura.
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  10ft
  STRength:
  9 
  11 
  12 
  14 / +1
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  10 
  12 
  13 / +1 
  15 / +1
  INTelligence:
  8+1d8 
  8+1d8 
  8+1d8 
  8+1d8
  PERsonality:
  5+1d8 
  5+1d8 
  5+1d8 
  5+1d8
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  18/lbs 
  55lbs 
  120lbs 
  210lbs
  Drag
  27lbs 
  110lbs 
  240lbs 
  420lbs
  Carry:
  18lbs 
  55lbs 
  120lbs 
  210lbs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft
  Run:
  45ft/
  90min
  110ft/
  108min
  180ft/
  117min
  280ft/
  135min
  Sprint:
  100ft 
  220ft 
  360ft 
  560ft
  Speed (Fly)
  45ft 
  90ft 
  120ft 
  210ft
  Acceleration:
  20ft 
  40ft 
  60ft 
  80ft
  Deceleration:
  40ft 
  80ft 
  120ft 
  160ft
  Glide:
  0ft 
  0ft 
  5ft 
  10ft
  Hover
  10rds 
  12rds 
  No 
  No
  Initiative:
  +4 
  +3 
  +2 
  +2
  AC: (scales; +5)
  24 
  21 
  19 
  18
  HD:
  3d12 
  4d12 
  5d12+5 
  6d12+6
  Attack Die:
  1d14+1 
  1d16+1 
  1d20+1, 
  1d20+3,
  2@1d12+1 
  2@1d14+1 
  2@1d16+1 
  2@1d16+3
  Damage:
  (Heat aura)
  1d3 
  1d4 
  1d5 
  1d6
  (Bite)
  1d4 
  1d6 
  1d8 
  1d10+1
  (Claw)
  1d3 
  1d4 
  1d5 
  1d6+1
  (Breath weapon)
  3d8 
  4d8 
  5d8 
  6d8
  Critical Die:
  None 
  None 
  1d14 
  1d16
  Critical Table:
  None 
  None 
  DR 
  DR
  Fortitude:
  +2 
  +2 
  +3 
  +4
  Reflex:
  +6 
  +5 
  +4 
  +5
  Willpower:
  #+2 
  #+2 
  #+2 
  #+3
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  Immunities & vulnerabilities:
  Fire draxxari are unaffected by fire and heat based attack forms, even of a magical nature.  Fire draxxari only take half damage
  from acid attack forms.  They take double damage from sonic, cold, and ice based attacks.  A fire draxxari in an air tight
  environment will suffocate and die from a lack of air within 1 round per each of the fire draxxari’s hit dice; no save.
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  Draxxari, Rainbow
  Alignment: 
   
   
  L
  General Information:
  Born of the pairing between powerful angelic
  beings and a dragon; rainbow draxxari are
  the most beautiful of all the draxxari clan.
  They too resemble the fire draxxari in that
  they have hands and may walk upright or
  move on all four limbs with equal ease. Their
  wings are slightly larger than normal draxxari,
  but nowhere near the size of their air
  draxxari kin and possess no wing blades.  As
  such, rainbow draxxari are nearly as graceful
  as an air draxxari in flight, but it is the
  prismatic coloration that sets the rainbow
  draxxari apart from all other draco-forms.
  Having the tiny smooth scales, rainbow
  draxxari scales throw off prismatic rainbows
  of scintillating color. Their wings have the
  dappled colors of a soap bubble, but these
  draxxari are not at all fragile and are every bit
  as dangerous as all other draxxari. At least
  they are when there is a need; generally these
  draxxari prefer a quiet and contemplative life.
  All rainbow draxxari have wizard levels equal
  to their hit dice and need no Patrons.
  Attack profile:
  These peaceful omnivores prefer fruits and
  nuts to hunting, but they have been known to
  enjoy fish, crayfish, and amphibians. When
  perturbed, usually by wizards seeking spell
  knowledge, rainbow draxxari will use their
  color spray breath weapon and spells to
  maximum advantage.  Rainbow draxxari
  prefer to immobilize intruders and then send
  them away under powerful charms and
  compulsions. However, these draxxari
  won’t hesitate to destroy enemies if they must.
  These draxxari are solitary by nature, but they
  prefer the foods of the civilized and exotic
  lands, so they often employ guards and
  henchmen for domestic purposes…  this can
  include both humanoids and creatures.
  Special attacks:
  Breath weapon – Rainbow draxxari have 2 options for breath weapon attacks.  One takes the form of a powerful version of the
  spell Color Spray. The other is a powerful version of the spell Forget. In either case the draxxari can only use one attack per
  round and the result on the spell table is equal to 12+ 1 per hit die of the draxxari.  These spells function as written except that
  they have an area of effect equal to a 600 cone that is 10ft long per hit die of the draxxari and the spell effects apply to all who
  are within the breath weapon’s attack area.  Targets of these breath weapon attacks make the appropriate save as normal.
  Special powers:
  Healing touch – Rainbow draxxari have a powerful connection to the plane of positive energy which grants these draxxari a
  cleric’s lay on hands ability. They roll their action die with a bonus equal to their hit dice to invoke this ability, but otherwise
  this ability functions as written in the core rules on page 31.  Rainbow draxxari regenerate 1 hit point per hit die per round until
  they reach their racial maximum for each age category.
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  10ft
  STRength:
  8 / -1 
  10 
  11 
  13 / +1
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  12 
  14 / +1 
  15 / +1 
  17 / +2
  INTelligence:
  12+1d8 
  12+1d8 
  12+1d8 
  12+1d8
  PERsonality:
  9+1d7 
  9+1d7 
  9+1d7 
  9+1d7
  LUCK:
  9+1d4 
  9+1d4 
  9+1d4 
  9+1d4
  Action Die:
  1d16 
  1d20 
  1d20, 
  1d24,
  1d16 
  1d20
  Lift:
  16lbs 
  50lbs 
  110lbs 
  195lbs
  Drag
  24lbs 
  100lbs 
  220lbs 
  390lbs
  Carry:
  16lbs 
  50lbs 
  110lbs 
  195bs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft
  Run:
  40ft/
  108min
  100ft/
  126min
  165ft/
  135min
  260ft/
  153min
  Sprint:
  90ft 
  220ft 
  330ft 
  520ft
  Speed (Fly)
  40ft 
  80ft 
  110ft 
  195ft
  Acceleration:
  15ft 
  30ft 
  40ft 
  80ft
  Deceleration:
  30ft 
  60ft 
  80ft 
  160ft
  Glide:
  0ft 
  0ft 
  0ft 
  5ft
  Hover
  12rds 
  14rds 
  15rds 
  No
  Initiative:
  +4 
  +3 
  +2 
  +2
  AC: (scales; +4)
  23 
  20 
  18 
  17
  HD:
  3d16 
  4d16+4 
  5d16+5 
  6d16+12
  Attack Die:
  1d16 
  1d20+1 
  1d20+1, 
  1d24+3,
  2@1d16+1 
  2@1d20+3
  Damage:
  (Bite)
  1d3-1 
  1d6 
  1d8 
  1d10+1
  (Claw)
  1d3-1 
  1d4 
  1d6 
  1d8+1
  (Breath weapon)
  * 
  * 
  * 
  *
  (Wizard level)
  1st 
  3rd 
  5th 
  7th
  Critical Die:
  None 
  None 
  1d14 
  1d16
  Critical Table:
  None 
  None 
  DR 
  DR
  Fortitude:
  +2 
  +3 
  +3 
  +5
  Reflex:
  +6 
  +5 
  +4 
  +5
  Willpower:
  #+3 
  #+3 
  #+3 
  #+4
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  Spells – all rainbow draxxari are born with an understanding of how the multi-verse functions and how it may be manipulated
  to perform what others call magic. As such, they do not need patrons, but that doesn’t mean they shun them either. Rainbow
  draxxari are sometimes sought out as teachers by those wishing to learn the arcane arts and aspirants with an aptitude for
  cooking as well as proffering gifts of fine foods will be well received.  Rainbow draxxari will always be able to draw upon at
  least 4 to 15 spells depending on its age and intelligence; but will have access to twice that number of spells in its library. Since
  they frequently must duel with pernicious wizards; all rainbow draxxari teach their offspring the Magic Shield spell (Core Rules
  page 146). These draxxari have two action dice and may cast with both starting at age juvenile. Rainbow draxxari roll action
  die + wizard level + INT bonus for casting checks. They roll mercurial magic and mishaps as normal for wizards, but they are
  not subject to corruption. If they fail a casting check rainbow draxxari lose the spell per the normal rules, but if they roll a 1 on
  the casting attempt, then they lose access to that spell for 1d4 days.
  Immunities & vulnerabilities:
  All rainbow draxxari gain a +1 bonus to their willpower saves, and this is already reflected in the their save entry. They take
  half damage from magical and mundane elemental and energy attacks, but these draxxari take double damage from necromantic
  Spell effects, undead attack forms, evil eye attacks, and poisons.  Anti-magic rays or fields have the potential to slay a rainbow
  draxxari instantly on a failed fortitude save versus the effect.  A failed save versus dispel magic causes them 1d4 points damage
  per caster level of the attacking wizard and the draxxari’s spell resistance does not function versus these attacks.
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  90
  Draxxari, Water
  Alignment: 
   
   
  C
  General information:
  These highly social and extremely territorial
  draco-forms are covered in tiny, smooth scales
  that appear silver; but ripple with the teal, blue,
  green, and jade hues of the mighty oceans.
  These draxxari vaguely conform to the features
  of their draconic kin, except that water draxxari
  have given up their wings for a better ability to
  swim.  Water draxxari only have vestigial fin-
  like wings that are useless for serious flight, but
  allow these creatures a respectable gliding
  ability and increase under water agility. Their
  arms are somewhat longer than normal, as are
  their webbed hands with fingers that have
  wicked hook like talons for catching fish, squid,
  and aquatic mammals. They have short necks
  and bulging eyes that can be focused
  independently, granting them nearly 300 0 of
  vision.  Water draxxari have no preference for
  fresh or salt water, as long as there are at least
  3-5 square miles per adult in the pack available
  for hunting territory. Water draxxari most often
  come into conflict with the sailors and fishermen
  who cross into their territories.  Water draxxari
  have both lungs and gills and are as capable of
  speech as any of their kin, but will not spend any
  more time out of water than is absolutely
  necessary, and are too territorial to be good or
  interesting conversationalists.
  Attack profile:
  These terrors of the deep travel in large
  numbers; there are always 1d4 family pods
  of 3d4 adults in any given territory and scout their
  territories in packs of 1d4+1 hunters.  Water
  draxxari don’t mind fresh water; but they
  require a lot of space, so they tend to be found in
  ocean environments where food is plentiful.
  They will attack anything that enters there
  territory within 2d4 turns. Fortunately they are
  not known for their keen intellects, so their tactics are simple and strait forward. First off, half of the available adults will stay
  behind to protect the young while the rest seek out the intruders.   Half of the attacking draxxari dive deep while the other half
  start skimming just above the surface of the water to gain speed and altitude for gliding. The aerial attackers will strafe the
  targets with their acidic breath weapons and then dive back into the water. The half that dove deep will then surface, attempting
  to overturn the craft if it is small enough or their numbers great enough. If this proves too difficult, water draxxari will attempt
  to grab the victims from the decks of the ship, or use their breath weapons and talons to sink the vessel.
  Special attacks:
  Breaching – a water draxxari can lift half of its body out of the water so that its shoulders are raised to the same value as listed
  for their reach. They can maintain this posture for the indicated number of rounds while making up to 2 attacks per round out
  to their indicated reach value.
  Breath weapon – Water draxxari can produce a cloud of acidic gas that has a diameter of 10ft per hit die of the draxxari.  The
  cloud lingers on the targeted area for 1d3 rounds, +1 round per hit die of the draxxari; modified by the prevailing winds to a
  minimum of 1 round. Victims of this attack are allowed a fortitude save versus a  DC of 11, +1 per hit die of the draxxari.
  Victims take the listed damage (or half if they made the initial save) until they leave the cloud’s area of effect.
  Type: 
  Hatchling 
  Young 
  Juvenile 
  Adult
  Size:
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  10ft 
  10ft
  STRength:
  12 
  13 / +1 
  15 / +1 
  17 / +2
  AGILity:
  16/ +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  11 
  12 
  14 / +1 
  16 / +2
  INTelligence:
  6+1d7 
  6+1d7 
  6+1d7 
  6+1d7
  PERsonality:
  5+1d8 
  5+1d8 
  5+1d8 
  5+1d8
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  60lbs 
  130lbs 
  225lbs 
  425lbs
  Drag
  120lbs 
  260lbs 
  450lbs 
  850lbs
  Carry:
  60lbs 
  130lbs 
  225lbs 
  425lbs
  Speed (Swim)
  20ft 
  30ft 
  40ft 
  50ft
  Run:
  95ft /
  99min
  130ft /
  108min
  225ft /
  126min
  340ft /
  144min
  Skimming:
  170ft 
  235ft 
  405ft 
  510ft
  Speed (Fly)
  ****************no fly speed****************
  Glide:
  5ft /
  17rds
  10ft /
  11rds
  15ft /
  13rds
  30ft /
  8rds
  Breach
  11rds 
  12rds 
  14rds 
  16rds
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC: (scales; +4)
  17 
  15 
  14 
  13
  HD:
  3d14 
  4d14 
  5d14+5 
  6d14+12
  Attack Die:
  1d16+1 
  1d20+1 
  1d20+1, 
  1d24+4,
  2@1d14+1 
  2@1d16+1 
  2@1d16+1 
  2@1d20+4,
  3@1d16+4
  Damage:
  (Tail spike)
  1d3 
  1d4+1 
  1d5+1 
  1d6+2
  (Bite)
  1d3 
  1d6+1 
  1d8+1 
  1d10+2
  (Claw)
  1d6 
  1d12+1 
  1d16+1 
  1d20+2
  (Breath weapon)
  1d4 
  1d8 
  1d10 
  1d10
  Critical Die:
  None 
  1d12 
  1d14 
  1d16
  Critical Table:
  None 
  DR 
  DR 
  DR
  Fortitude:
  +2 
  +2 
  +3 
  +5
  Reflex:
  +4 
  +3 
  +3 
  +4
  Willpower:
  #+2 
  #+2 
  #+2 
  #+3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Skimming – this is a mode of movement where the draxxari sprints along just under the surface of the water and then unfurls its
  wing-fins; lofting themselves into the air to an altitude equal to half the draxxari’s sprinting speed.  After which, they glide
  normally for the indicated number of rounds.
  Tail spikes – water draxxari have a vestigial toe claw on either side of their flukes at the end of their tail ribbon. They are used
  when the draxxari are attacking other water creatures, or as a single strike to a target while it is gliding. Targets of the aerial
  version of this attack must succeed at a strength check versus a DC of 12, +1/ hit die of the draxxari or they are thrown 15ft in
  the direction the draxxari was flying and lands prone.  After such an attack the draxxari must land.
  Special powers:
  Water draxxari are unaffected by the crushing pressures and cold of the deep ocean; they may be encountered along the ocean
  floor while it is hunting squid, or at the surface driving off fisherman with equal ease. Likewise they are comfortable in both
  tropical and arctic environments.
  Immunities & vulnerabilities:
  Water draxxari are immune to acid and only take half damage from electricity, cold, and ice based attacks.  They do take triple
  damage from fire and heat based attacks.  These draxxari are afraid of fire and large or powerful pyrotechnic displays provoke a
  willpower save versus a DC of 10, +1 per die of damage the effect causes.  Failure indicates the draxxari flee for 1d4 turns, but
  return with reinforcements.
  91
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  92
  Elephants
  Alignment: 
  L
  General Information:
  Long lived and highly social
  herbivores, these are among the largest
  of terrestrial mammals. They live in
  patriarchal herds and are often found
  in jungles as well as on the open
  savannah, but these adaptable
  creatures may also be found in
  subarctic and tundra environments as
  well as on tropical islands. They
  spend 14 to 16 hours a day eating, and
  are thought to only need 2 to 3 hours
  of sleep every day. Modern elephants
  are gray with sparse, wiry hairs on
  their heads and backs.  Their tundra
  wandering kin had thick red-brown fur
  to keep them warm, and both have the
  characteristic trunk and tusks.  They
  are quite intelligent and self-aware,
  with complex vocalizations, some of
  which are in the ultra-low frequency
  range that can travel for dozens of
  miles.  Elephants are intelligent
  creatures and are as gentle or cruel as
  the situation requires.  However, male
  elephants are also prone to murderous
  rampages.  Elephants are to nomadic
  and require vast ranges to be healthy
  and are not suited for captivity and as
  such they have never been truly
  domesticated.  Most elephants that are
  trained by humanoids to work or fight
  capture the elephants young and start
  training starts early with males being
  used exclusively as war beasts.
  Female elephants are utilized as beasts of burden and transport in much the same way as oxen are in other regions with the
  added ability to assist in complex construction and other heavy labor and industry because female elephants will always flee
  when confronted by a charging male elephant.
  Attack Profile:
  In the wild, most encounters will be with a solitary bull elephant, 30% of the time there will be at least 1d5 adult and juvenile
  males in a bachelor herd. They will charge anything they perceive to be a threat, but will only give chase during the winter
  months when they are most likely to be in a state of musth. When they attack, they charge in leading with the sharper and more
  dominant tusk and fling the opponent with a shake of their heads. Anything that lives through the gore charge gets trampled.
  Females travel in much larger herds of 5d4 adults with an additional half of that number in juvenile males and females, and a
  similar number of young elephants. Adult females have tusks as well, and are just as dangerous as the males when defending
  their young. Their calls will also summon 1d6 adult males that will arrive in 2d6 rounds.
  An adult elephant may be trained like a war horse and can carry 2 bowmen or spearman plus its mahout, plus all of the armor
  and equipment for the warriors and the elephant into battle and will itself fight with great vigor, and such elephants may or may
  not be equipped with a howdah. War elephants are specially selected for size, strength, and ferocity and are trained as warriors
  and may use armor and weapons, see war beast entry.  War elephants are usually equipped with a howdah and the best armor
  their master can afford and the war elephant will only follow the commands of its master.
  Type: 
  Young 
  Juvenile 
  Adult 
  War elephant
  Size:
  Medium 
  Large 
  Huge 
  Gargantuan
  Reach:
  5ft 
  5ft 
  10ft 
  15ft
  STRength:
  14 / +1 
  16 / +2 
  18 / +3 
  20 / +5
  AGILity:
  12 
  11 
  10 
  9
  STAMina:
  13 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  INTelligence:
  3 / -3 
  4 / -2 
  6 / -1 
  6 / -1
  PERsonality:
  8 / -1 
  7 / -1 
  6 / -1 
  5 / -2
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  140lbs 
  240lbs 
  450lbs 
  800lbs
  Drag:
  420lbs 
  960lbs 
  1800lbs 
  3200lbs
  Carry:
  140lbs 
  320lbs 
  630lbs 
  1100lbs
  Speed (Land):
  30ft 
  40ft 
  50ft 
  60ft
  Run:
  70ft/
  65min
  160ft/
  75min
  270ft/
  85min              95min
  400ft/
  Initiative:
  +0 
  +0 
  +0 
  +0
  AC: (thick hide; +4)
  14 
  13 
  12 
  11
  HD:
  5d10+5 
  6d10+6 
  8d10+16 
  9d10+36
  Attack Die:
  1d16+2 
  1d20+4, 
  1d20+5, 
  1d24+8,
  2@1d16+4 
  2@1d16+5 
  2@1d20+8,
  3@1d16+8
  Damage:
  (Trunk Constriction) 
  11pt 
  1d4+2 
  1d6+3 
  1d8+5
  (Tusk Gore)
  —- 
  1d8+2 
  1d16+3 
  2d10+5
  (Kick)
  1d3+1 
  1d6+2 
  1d10+3 
  2d8+5
  (Trample)
  3d3+3 
  3d6+6 
  3d10+9 
  6d8+15
  Critical Die:
  None 
  1d12 
  1d14 
  19-20/ 1d20
  Critical Table:
  None 
  M 
  M 
  IV
  Fortitude:
  +3 
  +4 
  +5 
  +8
  Reflex:
  +2 
  +3 
  +3 
  +4
  Willpower:
  +1 
  +2 
  +2 
  +2
  E
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  93
  Special Attacks:
  Trunk Sweep – after successfully hitting a target, the elephant can make a strength check to throw the victim to the side. The
  DC for this check is based on the size of the thrown object; small or less = 5, medium = 10,
  large =15, huge = 20. The distance traveled is equal to the elephants reach +10ft.
  War Beast – A war elephant is strong enough to carry light siege weapons into battle against other elephant cavalry. Designs
  will vary, but ballistae, catapults, and towers full of archers or spell casters are also an option.  Half of a war elephant’s hit dice
  count as warrior class levels; as such, they may use armor and any hefted melee weapon resembling an axe, club, hammer, or flail
  that is made for a medium sized creature in the same manner as any other warrior of their level.  Furthermore, they have a
  warriors critical threat range, but no Mighty Deeds of Arms.  See critters with class levels on p.14 for details.  The attacking
  elephant my not use a weapon attack and another type of special attack in the same round unless they have multiple attacks.
  There are larger elephant specific versions of standard weapons available on the table below.
  Special Powers:
  Tool users – elephants are intelligent and highly trainable if captured young. Their trunks have the manual dexterity to pick the
  petals from a flower and the power to rip stout limbs from a healthy tree.  They gain a +4 bonus to their Agility scores with for
  skill and agility checks using their trunk.  Additionally, their trunk allows them to lift as a biped, but they drag and carry as any
  other quadrupeds.
  Size 
  Club,
  Hammer,
  Mace
  Battle Axe, Spiked
  Club, Morningstar
  Flail1
  Large
  1d10
  1d12
  1d7
  Huge
  1d12 
  1d14 
  1d8
  Gargantuan
  1d14
  1d16
  1d10
  1= this is the damage per head attached to the flail, maximum of five per flail and each head
  beyond the first imparts a -1 penalty to initiative.
  Colossal
  1d16 
  1d20 
  1d12
  These are essentially woven baskets of lacquered wood or bamboo with sturdy roofs that are large enough for two or more
  medium sized creatures.  The howdah has narrow windows on all sides to allow for weapons fire and navigation.  They are
  further armored by quilted silks, rugs, or the various light and medium armor types available to humanoids.  This armor drapes
  to the  elephant’s knees and covers it’s vital areas.  The mahout may guide the elephant from within the howdah at a -2 penalty
  on ride or control checks to keep the elephant on task.  Those within the howdah gain the benefits of its armor type as if they
  were wearing that armor.  Allowing warriors to forgo the weight of their own armor.  An elephant carrying a howdah or
  wearing metal armor may not sprint.  More elaborate versions are made for generals, wizards, and Kings.  The basic howdah
  weighs 150lbs plus the weigh of the armor type and costs 500gp plus the cost of the armor.  See DCC Core Rules p.71-2 for
  weapon and armor details.
  Howdah:
  Armor Type 
  Weight
  in lbs
  Move
  Penalty
  Cost in
  GP
  Padded
  50 
  - 
  50
  Leather
  75 
  - 
  200
  Studded Leather
  100 
  - 
  450
  Hide
  125 
  5ft 
  300
  Chainmail
  200 
  10ft 
  2,250
  Half Platemail
  250 
  20ft 
  8,250
  Full Platemail
  325 
  30ft 
  18,000
  Poor runners – elephants are heavier than other creatures of their size and are considered 1 size larger for determining how
  much they weigh.  They are treated as 2 size categories smaller for calculating running speeds, they cannot sprint and they
  may only maintain their running speed for a number of minutes equal to 5 times their stamina score. However, when
  unencumbered they can walk at their move rate for up to 12 hours without fatigue.
  Skittish – even trained elephants are difficult to control, and males especially have a reputation for going berserk. When an
  elephant is reduced to half of its hit points; fails a willpower save versus fear or similar situation, it panics and starts to attack
  anything in its path trying to escape the danger. This state lasts until the elephant has recovered at least 10 hit points beyond
  half, or has been undisturbed for 3d3 turns. Mahouts are known to keep a hammer and chisel handy for severing the spine of a
  rogue elephant.
  Musth – an elephant in this state has a -2 penalty to armor class, and gets a +4 bonus on attacks and damage. Their damage die
  is also increased by one step on the dice chain. When an elephant is in this state, a mahout has a -6 penalty to control their
  Mount. If it is a war elephant with training, then it may continue to use its weapons and armor, but will not use any tactics.
  Wild elephants simply charge… without thought or concern to safety or survivability.  Young elephants enter this state in the
  late winter months while older bulls tend to enter this state in late summer and musth can last for up to 4 months.
  Mammoths
  Other than size and an impressive layer of fur that grants an additional +3 to armor class, there is little difference between these
  ancient travelers of the sub-arctic forests and tundra and their modern descendants. They are comfortable at temperatures of
  -40 degrees Fahrenheit and their young are size medium, with adults reaching colossal proportions.  All attempts to train and
  direct mammoths are DC 18 unless it was raised in captivity; the DC drops to 15. It is probably safe to assume that male
  mammoths likely suffered from the condition of musth, and during this state they are uncontrollable.
  Table 3-3: Elephant Barding
  Table 3-3a: Elephant Weapons
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Faeries & Critical Table F
  General information:
  These spirits of nature and the elements are found in nearly infinite guises and names to suit their needs. The little that is
  known of faerie lore tells us that they are powerful in the ways of magic and are mercurial of temperament: at least from the
  mortal perspective. The faerie have many factions, but they can basically be divided into two categories: the ones that are
  willing to help mortals and the ones who do not like mortals and simply use them for entertainment or food. The real problem
  from the human perspective is that faerie politics and opinions shift faster than sand in an earthquake: and for reasons that
  mortals rarely comprehend. Only long term association with a particular fey creature can yield insights as to its true nature,
  and by then it’s usually too late to escape harm. These factions are most commonly referred to as the light or good fey; those
  who would help mortals, and the dark or evil fey who feel that mortals are toys. With a few exceptions that are noted in their
  entries, any of the faerie listed here can be members of either court; for many of them it is simply a matter of what mood they are
  in and how well they have been respected by the local population of mortals. Within some of the following entries there are
  references to common folk remedies for protecting oneself from faeries; it is up to the Storyteller to determine if these practices
  have validity within their game environment.
  For some fey, their powerful connection to the magical and natural forces of the world allows them to wield tremendous power.
  As such many fey creatures which have at least 1d20 for their action die are allowed access to Critical Table ‘F’ upon scoring a
  critical success with their attack. The fey creature may choose a lesser result if it desires or if doing so will better suit their
  needs or whims. Any natural weapons, no matter how meager, will have the ability to do critical damage and may even have
  supernatural effects. The victim is entitled to a fortitude save versus a DC of 13, +1 per hit die of the fey spirit for half of
  the listed damage or duration and the victim only gets one save versus the effect even if it should last for more than 1 round.
  Only the fey spirit that bestowed the effect can remove any lingering effects whenever it chooses to do so. The effects of any
  given critical result last for the duration indicated or they are permanent; otherwise damages inflicted heal in the normal fashion.
  As spirits, faeries are subject to the Consult Spirit spell, but are rarely glad to see the summoner and there is a 30% penalty
  to the roll for determining if the spirit is hostile. The summoner may call forth any faeries from the area or a specific faerie if
  their name is known to the summoner. Either way trouble is likely, as the faerie’s cohorts will follow along so see what
  happened to their companion. Such tag-along-spirits are free to act as they wish.
  All faerie spirits have damage and spell resistance  equal to their hit dice +2; see page 14 for information on these.  All fey
  know the following languages: common, elven, draconic, and the elemental language of their kind.  Faeries are also vulnerable
  to Star-metal; aka meteoric iron.  Weapons and items made of this metal as well as spells effects from their contrary element will
  bypass spell resistance and damage reduction, causing faeries double damage.  Faeries must eat, sleep and breath as other living
  creatures, but only require 4 hours of sleep to be fully rested.
  94
  F
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  95
  1 
  The victim rolls a willpower save versus a DC of 10, +1 per hit die of the fey creature. Failure
  indicates that the victim is in a blind panic for the next 3d4 minutes or until the panic is dismissed
  by the creature who provoked the fear. The victim must flee from their tormentor.
  2 
  The victim suffers an additional 1d10 points of damage from the influx of chaotic energy into the
  attack.
  3 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d10 points of
  subdual damage from these imaginary villains.  This lasts for 1 round.
  4 
  The victim is teleported up to 10ft per hit die of the fey creature to a random location. The victim
  will not materialize within an object, but they are subject to falling damage.
  5 
  The victim is polymorphed into a woodland creature; retaining their own intelligence,
  personality, and luck scores. Otherwise they are the creature into which they’ve been
  transformed. This condition last for 1d10 hours or until dismissed by the creature who provoked
  the condition.
  6 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d12 points of
  subdual damage from these imaginary villains.  This lasts for one round.
  7 
  The victim is teleported up to 15ft per hit die of the fey creature to a random location. The victim
  will not materialize within an object, but is subject to falling damage.
  8 
  The victim is polymorphed into a woodland creature; or medium sized shrubbery; retaining their
  own intelligence, personality, and luck scores. Otherwise they are the creature into which
  they’ve been transformed. This condition last for 1d10 days or until dismissed by the creature
  who provoked the condition.
  9 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d14 points of
  subdual damage from these imaginary villains.  This lasts for one round.
  10 
  The victim is teleported up to 20ft per hit die of the fey creature to a random location. The victim
  will not materialize within an object, but they are subject to falling damage.
  11 
  The victim is polymorphed into a woodland creature; a medium sized shrubbery, or small tree.
  The victims retain their own intelligence, personality, and luck scores. Otherwise they are the
  creature into which they’ve been transformed. This condition last for 1d10 weeks or until
  dismissed by the creature who provoked the condition.
  12 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d16 points of
  subdual damage from these imaginary villains. This continues for 1d5 rounds or until the victim
  falls unconscious. For every round that they remain conscious they must also roll a willpower
  save against a DC of 8, +1/ hit die of the fey creature which provoked the condition. Failure
  indicates that the victim mistakenly attacks one of their allies.
  13 
  The victim is teleported up to 20ft per hit die of the fey creature to a location of the attackers
  choosing. The victim will not materialize within a solid object, but is subject to falling damage.
  14 
  The victim is polymorphed into a woodland creature; a medium sized plant, a shrubbery, or a
  small tree. Additionally, the victim may be turned into an inanimate object, but the victim still
  retains their own intelligence, personality, and luck scores. Otherwise they are the creature or
  object into which they’ve been transformed. This condition last for 1d10 months or until
  dismissed by the creature who provoked the condition.
  Critical table F
  Brian Wells (order #6334390)
  
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  96
  Critical table F
  {Continued}
  15 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d20 points of
  subdual damage from these imaginary villains. This continues for 1d5 rounds or until the victim
  falls unconscious. For every round that they remain conscious they must also roll a willpower
  save against a DC of 10, +1/ hit die of the fey creature which provoked the condition. Failure
  indicates that the victim mistakenly attacks one of their allies.
  16 
  The victim is teleported up to 30ft per hit die of the fey creature to a location of the attackers
  choosing. The victim will not materialize within a solid object, but they are subject to falling
  damage.
  17 
  The victim is polymorphed into a woodland creature, a medium sized plant, a shrubbery, or a
  small tree. If the victim is given a vegetative form, then they retain half of their physical ability
  scores and a move rate of 10ft, but with no running ability... if the fey creature allows them this
  privilege. Additionally, the victim may be turned into an inanimate object. In either case, the
  victim retains their own intelligence, personality, and luck scores. Otherwise they are the
  creature or object into which they’ve been transformed. This condition last for 1d10 years or
  until dismissed by the creature who provoked the condition.
  18 
  The victim sees boogeymen, specters, and the ravings of the darkest parts of the victim’s mind.
  These horrific apparitions attack the victim without mercy and the victim suffers 1d24 points of
  subdual damage from these imaginary villains. This continues for 2d5 rounds or until the victim
  falls unconscious. For every round that they remain conscious they must also roll a willpower
  save against a DC of 12, +1/ hit die of the fey creature which provoked the condition. Failure
  indicates that the victim mistakenly attacks one of their allies.
  19 
  The victim is teleported up to 100ft per hit die of the fey creature to a location of the attackers
  choosing. The victim will not materialize within a solid object, but is subject to falling damage...
  20 
  As a result of 17, except the duration is permanent unless it is dispelled by the being who evoked
  the curse.
  21 
  The victim is cursed by the fey creature to suffer from an insatiable thirst for something to be
  named by the attacking creature. This condition is permanent unless removed by the fey
  creature which evoked this curse.
  22 
  The victim is teleported up to 1000ft per hit die of the fey creature to a location of the attackers
  choosing, including other planes; and they are subject to falling damage. The victim rolls a luck
  check against a DC of 10, +1 per hit die of the fey creature. Failure indicates the victim
  materializes inside another object and is slain instantly. Success indicates the victim takes 5d16
  points of damage from the shock of materializing partially within another object.
  23 
  The victim suffers from an uncontrollable urge to: Roll id6; (1) dance; (2) sing; (3) whistle; (4) act
  like a cat; (5) act like a dog; (6) climb the tallest structure they can find and leap off flapping their
  arms. The victim must make a willpower save versus a DC of 12, +1 per hit die of the fey creature
  that caused the affliction anytime they wish to act normally in any round. Even if they succeed,
  the action is at a -3 penalty. They must make a fortitude save every hour against the same DC or
  permanently lose 1 point of stamina from the inability to properly see to their daily needs.
  24 
  Victim is aged 1d5 x 10 years, if this is longer than the remaining lifespan of the target then they
  die as a shriveled mummy, and my be reanimated as such with the proper rituals. If the victim
  survives they have all the hair, finger and toe nails, liver spots, etc. to go with all those extra
  years. The target is immediately reduced to 0ft of movement and must make a luck roll against a
  DC of 12 to avoid entanglement from the unclipped toe and fingernails and all that hair.
  25 
  All memories beyond the age of 5 are lost. The victim reverts to a child of 5 years of age, but is
  otherwise healthy and normal. They may relearn anything that was forgotten if they spend the
  time to be reeducated.
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  97
  26 
  Victim is aged 5d30 years, if this is longer than the remaining lifespan of the target then they die
  as a shriveled mummy, and my be reanimated as such with the proper rituals. If the victim
  survives they have all the hair, finger and toe nails, liver spots, etc. to go with all those extra
  years. The target is immediately reduced to 0ft of movement and must make a luck roll against a
  DC of 15 to avoid entanglement from the unclipped toe and fingernails and all that hair.
  27 
  Victim is aged 10d100 years, if this is longer than the remaining lifespan of the target then they
  die as a shriveled mummy, and my be reanimated as such with the proper rituals. If the victim
  survives they have all the hair, finger and toe nails, liver spots, etc. to go with all those extra
  years. The target is immediately reduced to 0ft of movement and must make a luck roll against a
  DC of 18 to avoid entanglement from the unclipped toe and fingernails and all that hair.
  28 
  Victim is given one of the following curses: Roll 1d7;
  (1) Greed, the victim becomes the miser’s miser and will risk the lives of others and themselves
  to gain more profit.
  (2) Ennui, the victim becomes disinterested in the world and slowly starves to death in 1d7+3
  days, losing 3 points of strength , agility, and stamina per day and the victim must make a
  willpower save against the original DC anytime they wish to act with success indicating a -3
  penalty to the action.
  (3) Lust, the victim is at a -3 on all actions, they may gain 1 hour of freedom from this curse for
  every time they succumb to the carnal whiles of another being. The victim will lose 3 points of
  stamina per day from the lack of rest and all that… activity.
  (4) Gluttony, the victim of this curse is at -3 on all actions, they gain 1 hours respite from this
  curse for every full meal they consume, they will even resort to cannibalism if there is no other
  source of food; the victim loses 2 points of stamina per day from the effects of over consumption.
  (5) Envy, the victim’s class levels now count as thief levels and the victim has all of the bonuses
  and abilities of a thief; except for regenerating luck. They also have a craving to possess that
  which others deem valuable and an understanding that their own possesions are valueless.
  (6) Pride, the victim of this curse must challenge everyone they meet to a brawl, spell duel, or
  other competition of merit to prove themselves the better person, they will not except a second
  place finish and will continue to re-challenge the opponent until they succeed or die in the
  attempt.
  (7) Anger, the victim of this curse is so overcome by anger that they will become incandescent
  with rage at the slightest of provocations and instantly fall into a battle rage that last for 1d10
  rounds. During which time they gain +3 strength and stamina, as well as +1d8 to their combat
  damage, but they are too incoherent to perform MDoA. The victim of this rage loses 1d3 points
  of intelligence with every fit of rage until their intelligence score reaches 0; then they stay
  enraged for 1d6 hours and die of exhaustion if they survive combat.
  29 
  Cursed to sleep for 1d1000 years, this sleep may only be lifted by the fey creature that bestowed
  the affliction or by a condition set by that spirit. [Note: a d1000 is simulated by rolling three
  easily distinguished 10-sided dice at the same time. The player or storyteller will declare that one
  of the dice represents the 100’s, one represents the 10’s, and the last represents the 1’s position;
  so, a roll of 1,2, & 3= 123; and a roll of 0,0, & 0= 1000.]
  30 
  Cursed to join the Midnight Hunt. The Hunter and his otherworldly host arrive on the lead edge
  of a terrible, savage wind. The screams of their nightmare horses mixing with the howls of his 3
  demon dogs. If the faerie is feeling beneficent, then the victim is allowed to join the host of
  hunters. If the victim accepts the offer they are given a phantom horse if they have no mount of
  their own; and are then cursed to ride with the other spectral hunters for eternity. The victim’s
  only escape from this torment is to dismount: whereupon they and their horse will crumble into
  dust. Those who refuse this offer, or if the faerie is feeling malevolent will become the one that
  is hunted. The victim will be seen to run in terror and then fade into a ghostly apparition and
  then finally disappear as the spectral hunters begin to chase them into eternity.
  Critical table F
  {Continued}
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Air spirits
  General information:
  Spirits of the air all have a vulnerability to earth and won’t abide its touch for long. An air spirit has a cumulative -1 penalty
  (Max of -15) to all actions for every round they are in contact with earth, but the penalty disappears as soon as the contact is
  broken. Gloves, clothing, and boots are sufficient protection from casual contact, but only if the faerie creature’s form allows
  for the use of such items. Air spirits take double damage from electricity attacks as well as taking an additional 50% damage
  from metal weapons. Air spirits are immune sonic attacks and only take half damage from fire. Air spirits are also immune to
  the effects of the cold and lack of air pressure that come with altitude.  Air spirits count as flying creatures for lifting , carrying,
  weight, and flying rules, but humanoid spirits have hands and so they may drag and push items.
  Sprites
  Alignment: 
   
   
  C
  Type: 
  Pixie,
  Peskie
  Lillith,
  Cherub
  Nymph
  Size:
  Tiny 
  Small 
  Medium
  Reach:
  0ft 
  5ft 
  5ft
  STRength:
  8 / -1 
  10 
  11
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3
  STAMina:
  11 
  13 / +1 
  14 / +1
  INTelligence:
  12+1d6 
  12+1d7 
  12+1d8
  PERsonality:
  10+1d3 
  10+1d4 
  10+1d6
  LUCK:
  10+1d7 
  9+1d7 
  8+1d8
  Action Die:
  1d20 
  1d20 
  1d20, 1d16
  Lift:
  4lbs 
  10lbs 
  33lbs
  Drag:
  6lbs 
  20lbs 
  66lbs
  Carry:
  3lbs 
  5lbs 
  22lbs
  Speed (Land):
  10ft 
  20ft 
  30ft
  Run:
  40ft/ 82min 
  80ft/ 97min 
  110ft/ 105min
  Sprint:
  80ft 
  145ft 
  200ft
  Speed (Fly):
  80ft 
  100ft 
  165ft
  Acceleration:
  30ft 
  40ft 
  70ft
  Deceleration:
  60ft 
  80ft 
  140ft
  Glide:
  0ft 
  0ft 
  5ft
  Hover
  11rds 
  13rds 
  7rds
  Initiative:
  +5 
  +4 
  +3
  AC: (no armor)
  20 
  17 
  15
  HD:
  1d10 
  3d10+3 
  6d10+6
  Attack Die:
  (Melee)
  1d20-1 
  1d20+1 
  1d20+2,
  2@1d16+2
  (Ranged)
  1d20+5 
  1d20+5 
  1d20+5
  Damage:
  (Fist / kick)
  1d2-1 
  1d3 
  1d4
  (Dagger)
  1d3-1 
  1d4 
  1d4
  (Bow; 15/30/45ft)
  (arrows; 2d10)
  1d4-1 
  1d6 
  1d8
  Critical Die:
  1d6 
  1d8 
  1d12
  Critical Table:
  F 
  F 
  F
  Fortitude:
  +1 
  +3 
  +4
  Reflex:
  +6 
  +6 
  +6
  Willpower:
  #+1 
  #+2 
  #+3
  98
  Special Powers:
  Invisibility – at will, with infinite duration, and the pixie never needs to concentrate on their own invisibility. Otherwise this
  power functions as the spell with a result of 21+the pixies intelligence bonus, See DCC Core Rles page 172.  Sprites are required
  to concentrate upon the effect if it is applied to other, non-fey creatures.
  General Information:
  These beautiful humanoid spirits of the air flit about on
  gossamer wings attending to important tasks that no
  mortal can truly comprehend. There are both male and
  female sprites. Males are known as peskies and cherubs,
  and never grow larger than size small, but have the same
  powers and abilities as pixies and lillithi.  Collectively
  they are all referred to as sprites, and prefer to abide within
  meadows full of grass and flowers, but are found where
  ever life is teeming and vibrant. They will typically center
  their efforts upon tending a particular site, usually the
  nodes created by the intersection of ley lines.  What they
  are doing is anyone’s guess, but they are usually private
  about it and don’t appreciate interlopers.  If the
  transgression into their area is accidental, or the trespassers
  are good hearted then they may only have to deal with
  pranks and getting lost. If the faeries are angered then
  things can go badly for the intruders. As sprites gain hit
  dice they gain size as well as new powers.
  Attack Profile:
  Sprites are rarely interested in fighting, and will use their
  natural invisibility to observe potential trouble makers.
  The armor class in the table assumes that the sprite is
  flying when encountered.  If they feel threatened or the
  intruders seem dangerous then sprites will often summon
  animals or other fey to chase the intruders away. If
  pressed, sprites will use their spells and abilities to chase
  off, and if necessary, to kill an opponent.  Sprites can call
  on up to 1d4+1 of their kindred to help. This help arrives
  in 2d3 rounds and may be any type of sprite as fits the
  story and setting.
  Special Attacks:
  Sprite’s weapons are considered magical and are
  conduits for faerie spells and magic. These weapons are
  usually constructed of natural materials and the fey
  creature may place any of their known spells into their
  weapons, usually arrows. The spell is cast first, with the
  weapon as its focus, then the weapon is used which
  discharges the spell normally with a successful strike to
  their foe.  These enchantments linger within the weapon or
  piece of ammunition for 1 round per hit die of the sprite
  who cast the spell.
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  99
  Spells – Sprite hit dice are counted as wizard levels for casting, but are limited to one spell per round and have their own attack
  dice and saves. Air spirits cannot learn earth based spells and sprites detest fire, so they avoid these spells as well. Sprites start
  with 2 random spells, plus extras for great intelligence, but all sprites are taught the Sleep spell. Sprites don’t need Patrons, but
  they can choose to serve one if they wish; favoring nature deities and powerful elementals similar to their spell restrictions.
  Sprites that suffer corruptions often, but not always, become Spriggans.
  Fire Mastery – a sprite’s elemental nature grants them the ability to ‘snuff out’ fires by depriving them of the air they need to
  burn. They may extinguish 10 square feet of mundane fire per hit die as an act of will, any fire based creatures within this area
  are allowed a reflex save versus a DC of 12, +1 per hit die of the sprite to escape the area first. If the fire based creature fails
  this save they die instantly or are sent back to the elemental plane of Fire.
  Lillithi & Cherubim
  General information:
  At this stage sprites resemble beautiful winged girls and boys of 6 or 7 years of age. Their larger size and polymorph ability
  gives them more combat options, but lillithi and cherubim are still cautious. These sprites often take the forms of animals to
  attack and spy upon mortals, but they are subject to penalties when in contact with the ground, or stone, or metal. Lillithi and
  cherubim are more willing to engage in melee fighting and they retain all of the powers of a pixie or peskie, but like all sprites
  they will retreat to a point of strength if they are over matched.
  Polymorph – sprites at this age have learned how to take on the shapes of natural animals of up to size large 1 time per day,
  per 2 hitdice of the sprite without risk. They have all of the abilities and hit points of the new form, but retain their own
  intelligence, personality, and luck scores. The transformation lasts for 1d6 turns, +1 turn/ hit die of the sprite, or until the sprite
  takes enough damage that they are reduced to their normal level of hit points.  So, a 3HD lilithi with 27 hit points can change
  into a Kodiak bear that has 6d12+12, and have 52 hit points.  As soon as the bear shaped lilithi takes 25points of damage she
  reverts to her natural form.
  Nymphs
  General information:
  Nymphs are stunningly attractive female humanoids with elven features.  While they retain gossamer wings of their race, they
  are clumsy flyers by virtue of their size.  Being medium sized, nymphs are not afraid to enter melee combat and will use their
  powers and spells to full advantage.
  Stunning visage – a nymph’s beauty is so profound that it can warp the minds of mortals, making people do crazy things. This
  gaze attack provokes a willpower save by the target. The DC for the save is equal to 11, +1 per hit die of the nymph. Failure
  indicates the victim is suffering the effects of a Charm spell with a casting result equal to the DC plus the nymphs personality
  bonus. A critical failure indicates total devotion from the victim  and they will follow suicidal commands, including attacking
  former allies. (See DCC Core Rules p. 131)
  Imunities & vulverabilites:
  In addition to the standard vulnerabilities, the chaotic nature of sprites means they have a -3 penalty on saves versus charms
  and other such magic.  This has the functional effect of lowering their spell resistance by 3 versus these kinds of spells.
  Spriggan
  General information:
  Any sprite that has chosen the darker fey path, become corrupted, those who have devoted themselves to profane Patrons, or
  suffered terribly at the hands of mortals will become a spriggan. These dark fey delightfully torment mortals whenever and
  however it suits them. Spriggens are drab and forlorn in their colorations and their moods. They have the same powers and
  growth potential of any other sprite and can be encountered as pixie’s and peskies, all the way up to dark nymphs.
  Special attacks:
  Stunning visage - Spriggans of 6 hitdice are as hideously ugly as a nymph is beautiful, and the sight of their horrific faces
  provokes a fortitude save versus a DC equal to 11, +1 per hit die of the spriggan. Failure indicates that the victim is paralyzed
  for 1d4 rounds, +1 per hit die of the spriggan from shock and revulsion.  This effect is cumulative with additional failures by the
  victim extending the duration of the paralysis.
  Specical abilities:
  Spriggan of 3 hit dice have the polymorphic abilities of their spritely counterparts, but spriggan can polymorph into creatures of
  size huge when they get angry. However, they can only hold this huge shape for 1d6 rounds, +1 per hit die of the spriggan.
  Immunities & vulnerabilities:
  Spriggan are also susceptible to charm spells and suffer a -3 on saves versus such magic.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Special Powers:
  Air spirits have the ability to become invisible, and can invoke
  this ability at will. For the vanir this ability functions as the
  spell with a casting result of 13, +1/ hit die of the Vanir, + the
  vanir’s personality bonus.
  Half of a vanir’s hit dice count as cleric hit dice for spell casting,
  turning unholy spirits, and fire elementals. Vanir can be found
  worshiping any Gods of good heart and chaotic alignment. Vanir
  suffer deity disapproval like any other cleric. They may only
  cast once per round regardless of their number of action dice.
  101
  Vanir
  Alignment: 
  C
  General Information:
  These spirits live at the sky’s highest reaches and appear to be
  human, though they are generally between 7 and 8ft tall.
  They are fair to look upon, good hearted, prone to laughter
  and good cheer. Vanir have no wings but may fly as an
  unconscious reflex. They are not usually seen in the lower
  atmosphere and live most of their lives in cities made from
  enchanted clouds. Dutifully tending to the winds and watching
  the lives of mortals. When they do drift earthward, it is
  usually in search of fun and adventure. The Vanir, like their
  spritely kin, have the ability to become invisible: but it is not
  their natural state.  Vanir must concentrate to maintain this
  ability and become visible when they attack, are asleep, or
  have become unconscious.
  Attack Profile:
  The Vanir are willing to join a fight for a good cause, and can
  muster small or large armed groups that specialize in
  skirmishing and harassing tactics. They will usually start an
  attack by launching as many volleys of arrows as they can get
  away with; always firing from on high. Then using their
  invisibility to continue the barrage from another local.  If they
  are noticed before an attack, or their arrows prove ineffective
  vanir will make diving attacks with their spears of light.
  Special Attacks:
  Vanir can make diving attacks upon a foe that cause double
  normal damage. If the Vanir succeeds at an invisibility check,
  the victim is caught totally by surprise.  Such targets gain no
  benefits from their agility or shields.
  As long as they are in the open air, Vanir may summon a
  spear of pure light once per round to use as a melee weapon.
  These weapons are treated as a spear in all respects unless the
  vanir is diving or charging their opponent; at such times, the
  weapon is treated as a lance.
  Size: 
  Medium 
  Medium
  Medium
  Reach: 
  5ft 
  5ft
  5ft
  STRength: 
  13 / +1 
  13 / +1
  13 / +1
  AGILity: 
  16 / +2 
  16 / +2
  16 / +2
  STAMina: 
  12 
  12
  12
  INTelligence: 
  10+1d6 
  10+1d6
  10+1d6
  PERsonality: 
  12+1d8 
  12+1d8
  12+1d8
  LUCK: 
  7+1d6 
  7+1d6
  7+1d6
  Action Dice: 
  1d20 
  1d20
  1d24,
  1d20
  Lift: 
  39lbs 
  39lbs 
  39lbs
  Drag: 
  78lbs 
  78lbs 
  78lbs
  Carry: 
  26lbs 
  26lbs 
  26lbs
  Speed (Land) 
  35ft 
  35ft
  35ft
  Run: 
  130ft 
  130ft
  130ft
  Sprint: 
  235ft 
  235ft
  235ft
  Speed (Fly) 
  195ft 
  195ft
  195ft
  Acceleration: 
  85ft 
  85ft
  85ft
  Deceleration: 
  170ft 
  170ft
  170ft
  Glide: 
  0ft 
  0ft
  0ft
  Hover: 
  Infinite 
  Infinite
  Infinite
  Initiative: 
  +2 
  +2
  +2
  AC:
  (shield; ph. Ch. -1)
  13 
  13
  13
  HD: 
  1d10 
  3d10
  8d10
  Attack Die:
  (Melee) 
  1d20+1, 
  1d20+2,
  1d24+3,
  2@1d16+1 
  2@1d16+2
  2@1d20+3,
  3@1d16+3
  (Ranged) 
  1d20+2 
  1d20+3
  1d24+4
  Damage:
  (Light spear) 
  1d8+1 
  1d8+1
  1d8+1
  (Short bow,
  50/100/150ft)
  1d6
  1d6
  1d6
  (Cleric spells) 
  * 
  *
  *
  Critical Die: 
  1d6 
  1d8
  1d14
  Critical Table: 
  F 
  F
  F
  Fortitude Save: 
  +1 
  +2
  +3
  Reflex Save: 
  +3 
  +4
  +5
  Willpower Save: 
  #+1 
  #+2
  #+3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  102
  Earth spirits
  General Information:
  These faerie creatures are composed of spirit and earth ; as such, they are tough and slow moving. They are immune to
  electricity based attack forms and only take half damage from slashing damage, and cold attacks. Earth spirits take double
  damage from acid and water based spells or attacks. An earth spirit has a cumulative -1 penalty to all actions as well as 1 point
  of damage for every round they are in contact with water, but gloves boots, and protective gear is sufficient to block contact.
  All earth spirits are considered one size larger for their, lifting, carrying, and dragging calculations; but they are considered 1
  size smaller for movement calculations
  Gnomes
  Alignment: 
   
   
  L
  Special Attacks:
  Scientifik knowledge – Fey gnomes cannot cast as normal wizards.  They create devices to mimic wizard spells that their level
  would normally grant. These machines are quite small at low levels, but gain in size and complexity as they grow in power.
  These devices do not register as magic and they require a gnome or wizard with specialized training to operate the device.  This
  is nothing more than the standard casting check as for any other wizard; with results of the check determining the device’s level
  of performance.  Spell failure indicates the machine won’t work for 24hrs.  Misfires take affect as listed in the spell table, and
  the spell is lost for 24 hours.  Corrupted devices explode and everyone caught in the blast zone (including the gnome) is affected
  by the corruption on a failed reflex save versus a DC of 10, +1 per level of the spell indicates only half damage and no corruption.
  Minor corruption = repair device at a cost of 150gp and 1 week per level of spell; major corruption = explodes for 1d8 damage/
  level of spell to a radius of 10ft/ spell level; greater corruption = explodes for 1d10 damage/ level of spell to a radius of 20ft/ spell
  level.  Patron tainted device’s effects are altered in form and function by the taint by the Storyteller…
  General Information:
  Unlike their more pedantic cousins, these
  gnomes never left the fey realm for the
  material plane and as such they are quite
  different in many respects. Their skin is
  colored in earth tones and is slightly pebbly to
  the touch.  Their hair is wiry and colored
  with metallic hues. They prefer leather to
  metal armors, as it is more comfortable and
  less bulky. If you want magic items then fey
  gnomes are who you want to deal with; and as
  long as you are willing to pay for it, they will
  keep trying until they get it done correctly.
  They are curious about all things arcane and
  are willing to test the boundaries, especially if
  it is dangerous. They retain the immunities and
  vulnerabilities of their elemental heritage and
  they have the ability to channel Faerie magic
  with both their weapons and physical attacks.
  Fey gnomes are much smaller than their
  mundane kin with a natural talent for the arcane
  and a fascination for experimental magic. Fey
  gnomes are most at home when they are
  underground and spend much of their time
  mining for the materials they need for their
  experiments, but they have no penalty for
  being out in the open sun beyond mild
  agoraphobia.
  Attack Profile:
  When encountered, it is usually a mining troop
  of 3d4 gnomes while they are working, or on
  their commute to and from the mining tunnels.
  There will be at least one workman and two
  journeymen in the group. They will fight with
  grim determination and take full advantage of
  their numbers and lack of height; but they are
  not suicidal and will run from danger if they can.
  Type: 
  Apprentice 
  Journeyman 
  Workman 
  Master
  Size:
  Tiny 
  Tiny 
  Tiny 
  Tiny
  Reach:
  0ft 
  0ft 
  0ft 
  0ft
  STRength:
  13 / +1 
  13 / +1 
  13 / +1 
  13 / +1
  AGILity:
  10 
  10 
  10 
  10
  STAMina:
  16 / +2 
  16 / +2 
  16 / +2 
  16 / +2
  INTelligence:
  6+2d7 
  8+2d6 
  10+2d5 
  12+2d4
  PERsonality:
  3+1d10 
  5+1d8 
  8+1d8 
  10+1d8
  LUCK:
  9+1d7 
  9+1d6 
  9+1d5 
  9+1d4
  Action Die:
  1d20 
  1d20 
  1d20, 
  1d24,
  1d16 
  1d20
  Lift:
  65lbs 
  65lbs 
  65lbs 
  65lbs
  Drag:
  130lbs 
  130lbs 
  130lbs 
  130lbs
  Carry:
  65lbs 
  65lbs 
  65lbs 
  65lbs
  Speed (Land)
  5ft 
  5ft 
  5ft 
  5ft
  Run:
  25ft/
  120min
  25ft/
  120min
  25ft/
  120min
  25ft/
  120min
  Sprint:
  50ft 
  50ft 
  50ft 
  50ft
  Initiative:
  +0 
  +0 
  +0 
  +0
  AC:
  13 
  13 
  13 
  13
  (Gnomes may wear armor, see Core Rules p.72)
  HD:
  1d6+2 
  3d6+6 
  6d6+12 
  9d6+18
  Attack Die:
  (melee)
  1d20+1 
  1d20+2 
  1d20+3, 
  1d20+3,
  2@1d16+3 
  2@1d16+3
  (Ranged)
  1d20+1 
  1d20+1 
  1d20+2 
  1d20+2
  Damage:
  (Fist/ kick)
  1d2+1 
  1d2+1 
  1d2+1 
  1d2+1
  (Pick)
  1d3+1 
  1d3+1 
  1d3+1 
  1d3+1
  (Spells)
  * 
  * 
  * 
  *
  Critical Die:
  1d6 
  1d8 
  1d12 
  1d14
  Critical Table:
  F 
  F 
  F 
  F
  Fortitude:
  +3 
  +4 
  +5 
  +6
  Reflex:
  +1 
  +2 
  +3 
  +4
  Willpower:
  #+1 
  #+2 
  #+3 
  #+4
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Spells – Fey gnome wizards apply their luck bonus in the same ways as wizards; but unlike most wizards, fey gnomes are not as
  free in their spell choices and have their own spell list that they draw from.  Building the device to emulate the spell function
  costs 200gp and 1d3 days per spell level.  At the end of this time the gnome will make a normal casting check for a wizard of its
  hit dice and the results of this check will determine the maximum capability of this device in all future casting checks.  Failures
  destroys the device and may cause an explosion.  An apprentice gains 2 spells, plus any bonus spells for great intelligence as
  well as two new spells every level.  The unique nature of gnomish magic means tha they can wear armor without penalty while
  operating their devices, but not while building or repairing them.  All spells are chosen from the following list, with any other
  spell selections subject to the Storyteller’s approval. (See Core Rules pages 127-8 for spell directory)
  · 
  1st level – Cantrip, Color spray, Feather fall, Flaming hands, Food of the gods, Force manipulation, Magic missile,
          Mending, Read magic, Ropework, Runic alphabet (mortal), and Ward portal.
  · 
  2nd level – Arcane affinity, Detect invisibility, Fire resistance, Invisible companion, Locate object, Magic mouth, Mirror
  image, Phantasm, Scare, Shatter, Stinging stone, and Wizard Staff.
  · 
  3rd level – Breathe life, Dispel magic, Gust of wind, Lightning bolt, Make potion, Remove curse, Runic alphabet (fey),
   
  Slow, Sword magic, True name, Turn to stone, and Write magic.
  · 
  4th level – Cause earthquake, Control fire, Make wand, and Transmutation.
  · 
  5th level – Magic bulwark, Replication, and Whirling doom.
  Special Powers:
  Tunnel vision – Fey gnomes can see in total darkness, but are still affected normally by magic darkness. This isn’t infravision
  either; it’s simply that these gnomes navigate with a continually active Wizard Sense spell. The spell functions with a result
  equal to 17, + intelligence bonus + hit dice of the gnome.  (See DCC Core Rules page 245.)  This ability is at the heart of fey
  gnome society and ability confers status.  This is also why fey gnomes are continuously shuffling personnel from one shop to
  another; so that they create a vast communications and surveillance networks
  Never lost – Like dwarves, fey gnomes don’t get lost in the labyrinthine mazes that they excavate in search of metals, gems,
  and rare earth compounds.
  Immunities & vulnerabilities:
  Fey gnomes have the solidity of stone in their soul which makes them harder to corrupt. If a gnome becomes corrupted, the
  gnome can make a fortitude save to let the earth absorb the corruption.  Avoiding a minor corruption is a of DC of 10, major
  corruption is a DC of 15, greater corruption is a DC of 20, and there is a +1 penalty to the DC for every previous corruption the
  device has suffered.  Failure indicates that the device breaks or explodes and the gnome is corrupted.
  Fey gnomes suffer a racial hatred of kobolds with whom they compete for resources and living space. Fey gnomes must roll a
  willpower save versus a DC equal to 20 – the gnome’s hit dice for every minute they are in the presence of a kobold and
  forced to restrain themselves from killing it. Failure indicates they attempt the act regardless of any ramifications...
  103
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  104
  Kobolds
  Alignment: 
   
   
  C
  General Information:
  These earth spirits always choose to walk the path
  of the dark fey, and delight in building clever
  traps to strike down the unwary. These tiny,
  canine faced and brightly colored humanoids are
  yellow, green, red, orange, and even blue.
  Kobolds thrive within old forgotten mines, dusty
  old ruins and any arid wastelands or mountains.
  They prefer gnome flesh (of any kind) and seek
  out gnomish mines and workshops to overrun.
  What makes them so very dangerous to everyone;
  is that they are pure carnivores that travel in huge
  numbers. While they prefer gnomes, they will
  happily eat any humanoid.
  Attack Profile:
  Individual kobolds are pathetic creatures, but they
  are usually encountered in troops of 12 grunts and
  one screamer shouting the orders to the rest and
  boxing the ears of the cowardly. There is usually
  1d6 such troops as well as one chieftain in a
  typical kobold nest; but some infestations can get
  rather large. Kobolds will always attack in large
  numbers; and use their camouflage ability to
  strike from ambush whenever possible.
  Special Attacks:
  Camouflage – drawing on their earthen heritage
  they can briefly appear as stones or stalagmites for
  1 round per point of intelligence score. The DC to
  pierce this illusion is 9, +1 per hit die of the
  kobold. There is a +2 bonus to the DC if the
  kobold is underground, or in the rocky terrain that
  they prefer.
  Special Powers:
  Low light vision – Kobolds can see out to 60ft
  even in starlight, but are at a -1 penalty to all
  actions and armor class in bright light.
  Spells - Kobolds with an intelligence score of 10+ may consider half of
  their hit dice as wizard levels.  They have no ability to cast cold, water,
  or acid based spells, but their casting die increases by +1 step for
  electricity and earth based magic; otherwise they function as wizards.
  Immunities & Vulnerabilities:
  Kobold’s are cowardly by nature, but have a racial hatred towards
  gnomes.  If over powered they must succeed at a willpower save
  versus a DC of 25, -1 for every kobold in the troop, or they flee the
  scene as fast as the can safely traverse the terrain.  A kobold will
   
   
   
   
   
   
   
   
   
   
   
    rarely pass up a
   
   
   
   
   
   
   
   
   
   
   
    chance to attack a
   
   
   
   
   
   
   
   
   
   
   
    gnome, and they
   
   
   
   
   
   
   
   
   
   
   
    gain a +5 bonus to
   
   
   
   
   
   
   
   
   
   
   
    their fear save when
   
   
   
   
   
   
   
   
   
   
   
    fighting against
   
   
   
   
   
   
   
   
   
   
   
    gnomes.  Otherwise
   
   
   
   
   
   
   
   
   
   
   
    they have the same
   
   
   
   
   
   
   
   
   
   
   
    strengths and
   
   
   
   
   
   
   
   
   
   
   
    weaknesses as any
   
   
   
   
   
   
   
   
   
   
   
    other earth spirit.
  Type: 
  Grunt 
  Screamer 
  Chieftain
  Size:
  Tiny 
  Small 
  Medium
  Reach:
  0ft 
  5ft 
  5ft
  STRength:
  10 
  12 
  13 / +1
  AGILity:
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  13 / +1 
  15 / +1 
  16 / +2
  INTelligence:
  3+1d10 
  5+1d8 
  7+1d6
  PERsonality:
  5 / -2 
  6 / -1 
  7 / -1
  LUCK:
  5+1d8 
  5+1d8 
  5+1d8
  Action Die:
  1d14 
  1d16 
  1d20
  Lift:
  50lbs 
  120lbs 
  195lbs
  Drag:
  100lbs 
  240lbs 
  390lbs
  Carry:
  50lbs 
  120lbs 
  195lbs
  Speed (Land)
  5ft 
  10ft 
  20ft
  Run:
  20ft/ 95min 
  60ft/ 112min 
  105ft/ 120min
  Sprint:
  40ft 
  120ft 
  190ft
  Initiative:
  +1 
  +1 
  +1
  AC: (Thick scales; +2)
  16 
  14 
  13
  HD:
  1d4+1 
  3d4+3 
  6d4+6
  Attack Die:
  (Melee)
  1d14 
  1d16+1 
  1d20+3,
  2@1d16+3
  (Ranged)
  1d14+1 
  1d16+2 
  1d20+3
  Damage:
  (Bite)
  1d2 
  1d3 
  1d4+1
  (Claw)
  1d3 
  1d4 
  1d5+1
  Sh. Bow; 25ft/50ft/75ft)
  1d4 
  1d4 
  1d6
  (Short Sword)
  1d4 
  1d4 
  1d6+1
  (Spear)
  1d6 
  1d6 
  1d8+1
  Critical Die:
  None 
  None 
  1d12
  Critical Table:
  None 
  None 
  F
  Fortitude:
  +2 
  +3 
  +5
  Reflex:
  +2 
  +3 
  +4
  Willpower:
  -1 
  +1 
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Fire spirits
  A blending of elemental fire and primal spirit essences, these powerful faerie spirits are rarely found upon the material plane as
  they cause great devastation where they roam freely. Salamanders are at home in the magma flows and calderas of volcanic
  regions and are completely immune to magical and mundane fire. They take half damage from acid and water attacks, because
  half the liquid boils away before impact; but take double damage from cold, ice, electricity, and sonic attacks.
  Salamanders
  Alignment: 
  C
  105
  General Information:
  These creatures are identical to their amphibious cousins in shape and other physical
  characteristics; they have leathery skin of orange, yellow, red, and gold. They are
  much larger than their river dwelling kin; but Salamanders reside within the hearts of
  volcanoes, swimming through the magma flows. They hunt for any living creatures
  they can find (usually each other) and will ingest liquefied metals and minerals as
  well, but fire draxxari and their eggs are a salamander’s favorite food. They are only
  seen at the surface during volcanic eruptions and when they are summoned by
  wizards and others with poor judgment.
  Attack Profile:
  These creatures are fairly lazy about their attacks and depend mostly upon their flame
  aura to kill opponents. Anyone who can assault salamanders on their own turf won’t
  be affected by the salamander’s flame aura and only needs to contend with claw and
  bite attacks. In their natural habitat, salamanders are common and an encounter will
  usually include 1d4 salamanders. Most wizards and evil clerics who know how to
  summon a salamander will only risk calling one of these creatures into their service
  with great preparation and care. Usually they do this for the purpose of crafting
  magic items, but they could order it to other tasks.  Salamanders are occasionally
  used as siege equipment by wizards with few scruples…
  Special Attacks:
  Flame aura – this is a continuous effect when the salamander is on any plane other
  than fire, or in a fiery environment.  The aura has a 15ft radius centered on the
  salamander. Creatures and objects entering the aura must succeed at a fortitude save
  versus a DC of 15 for half damage, with +2 to the DC for wood and leather, but paper
  and hair ignite without a save. To catch and retain a salamander it’s flame aura must
  be compressed or contained within a flame resistant box or other vessel large enough
  to securely restrain the salamander. The container may eventually melt if it is not of
  sufficiently sturdy construction; and the creature must be fed several times a day.
    Special Powers:
    The blood of a salamander can be used as a temporary shield against magical and
    mundane fires. The item requires ½ pint of blood per size category to be sufficiently
    covered. The protection is total, but only lasts 1 turn versus mundane fire and 1d5
   
    minutes of exposure to magical fire. The skin of a salamander may be used to
    construct garments that are permanently proof against mundane fire, these garments
    reduce mundane and magical fire damage by half.
  Size: 
  Medium
  Reach:
  5ft
  STRength:
  9
  AGILity:
  16 / +2
  STAMina:
  13 / +1
  INTelligence:
  5 / -2
  PERsonality:
  5 / -2
  LUCK:
  9
  Action Die:
  1d20
  Lift:
  9lbs
  Drag:
  27lbs
  Carry:
  90lbs
  Speed (Land)
  25ft
  Run: 
  No
  Sprint: 
  No
  Speed (Swim)
  50ft
  Run:
  135ft
  Sprint:
  270ft
  Initiative:
  +2
  AC: (thick hide; +2)
  14
  HD:
  6d8+6
  Attack Die:
  1d20+2,
  2@1d16+2
  Damage:
  (Bite)
  1d4
  (Claw)
  1d4
  (Flame aura)
  2d6
  Critical Die:
  1d12
  Critical Table:
  F
  Fortitude:
  +4
  Reflex:
  +5
  Willpower:
  +1
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  106
  Forest spirits
  General information:
  These faithful servants of the natural world are imbued with mighty magic and great powers to enforce the will of the deities of
  nature. Forest spirits are unhindered by the forest; they may run and sprint through even the densest of forests without fear of
  harm or needing to slow down. Forest spirits come in too many guises to generalize their strengths and weaknesses beyond the
  fact that they take triple damage from fire based attacks and will become dormant through the winter months. See the
  individual entries for more information on immunities and vulnerabilities.
  General Information:
  These nature spirits are fierce protectors and healers of the
  temperate and subtropical forests in which they reside; guarding
  the plants and animals that live there from hunters and woodsman.
  Both dryads and their hamadryad mothers look as if beautiful
  women were carved by master sculptors in the highest quality oak.
  They all have streamers of moss for hair, green glowing eyes, and
  find little need for clothing. They rarely kill, but will exact bloody
  vengeance upon any that harm the oak trees in which they reside.
  A dryad and her tree share the same soul.  Anything that happens
  to one happens to the other and as long as the tree is healthy and
  nourished, so too is the dryad. They are the very eyes and ears of
  the nature deities as well as the sharp teeth and claws of those
  gods when necessary. They are natural clerics in the same way
  that elves are natural wizards and dryads do not hesitate to use
  their spells to disable and confuse their foes. They are quite
  capable in combat from long practice and defense of their forests
  from the axes of ship builders who prize the wood from a dryad’s
  oak above all other materials.  Woodland creatures, wounded by
  careless hunters seek out dryads for healing and protection.
  Dryads gain 1 hit die for every 75 years of age.
  Attack Profile:
  Dryad groves are clustered over large areas, but a dryad cannot
  roam freely about the world and may not travel more than one
  half mile per hit die from their home tree. The number of dryads
  in a forest will vary greatly, but dryads will always be clustered in
  groves centered around clusters of Hamadryads.  There will usually
  be 2d3+1 dryads per grove; and at least one hamadryad per grove.
  There are usually no more than 5 of these groves per square mile
  of forest and may or may not know of each other du to their
  severely limited movements.  Dryads will usually have contact
  with any fey or other powerful creatures in their area to aid in their
  defense and in communication with other groves.  Dryads gain
  sustenance from their trees and have no need to eat or drink, but
  they must sleep for at least 6 hours per day. Dryads are able
  fighters from long practice and threaten critical hits on an attack
  roll of 19 or better.
  Dryads
  Alignment: 
   
   
  N
  and it is constructed from the wood of their trees.  At first the weapon is a club; at 6 hit dice it is a staff.  This represents a
  personal weapon made from the fallen wood from her tree; and once its powers are determined they are immutable until the
  dryad gains another hit die, then she may remake or augment the weapon. If broken the dryad and her tree suffer 3d8 points of
  damage, but another weapon can be fashioned within a week’s time, assuming the dryad survives the breaking of the weapon.
  The dryad need not spend any gold to create this weapon and it may be given to another creature only under extraordinary
  circumstances; usually after the dryad has died, but the weapon will break in the hands of any who aid in the dryads death.
  Special Attacks:
  Size: 
  Small 
  Medium 
  Medium
  Reach:
  5ft 
  5ft 
  5ft
  STRength:
  9 
  10 
  10
  AGILity:
  14 / +1 
  13 / +1 
  13 / +1
  STAMina:
  15 / +1 
  16 / +2 
  16 / +2
  INTelligence:
  12 
  13 / +1 
  13 / +1
  PERsonality:
  15 / +1 
  16 / +2 
  16 / +2
  LUCK:
  10+1d6 
  10+1d8 
  12+1d6
  Action Die:
  1d20 
  1d20 
  1d20,
  1d16
  Lift:
  45lbs 
  100lbs 
  100lbs
  Drag:
  90lbs 
  200lbs 
  200lbs
  Carry:
  45lbs 
  100lbs 
  100lbs
  Speed (Land)
  20ft 
  30ft 
  30ft
  Run:
  70ft/
  135min
  100ft/
  144min
  100ft/
  144min
  Sprint:
  130ft 
  180ft 
  180ft
  Initiative:
  +1 
  +1 
  +1
  AC:
  (wooden body, +6)
  18 
  17 
  17
  HD:
  1d12+1 
  3d12+6 
  6d12+12
  Attack Die:
  (Melee)
  1d20 
  1d20+1 
  1d20+2,
  2@1d16+2
  (Ranged)
  1d20+1 
  1d20+2 
  1d20+3
  Damage:
  (Fist / kick)
  1d3 
  1d4 
  1d4
  (Staff)
  1d4 
  1d4
  +magic
  1d4
  +magic
  (Sling; 40/80/160ft)
  (3d12 Magic Acorns)
  1d4
  +magic
  1d4
  +magic
  1d4
  +magic
  (Cleric Spells)
  * 
  * 
  *
  Critical threat Range
  19-20 
  19-20 
  18-20
  Critical Die:
  1d6 
  1d8 
  1d10
  Critical Table:
  F 
  F 
  F
  Fortitude:
  +2 
  +4 
  +5
  Reflex:
  +2 
  +3 
  +4
  Willpower:
  +2 
  +4 
  +5
  Oaken Weapon – All dryads of 3 or more hit dice may use the
  Wizard Staff spell (DCC Core Rules p.199)to make this weapon
  Brian Wells (order #6334390)
  
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  107
  Special Powers:
  A dryad’s hit dice count as cleric levels and she
  may choose spells from the lists as she needs them
  rather than having to prepare in advance. A Dryad
  may also choose from the following wizard spells:
  Animal Summoning, Enlarge, Reduce, Sleep, and
  Wizard Staff. A dryad’s hit dice are added to her
  casting check, and she may cast up to two spells in
  a round. If she incurs the disapproval of her deity,
  she rolls on the deity disapproval table as any other
  cleric. A dryad has the ability to heal by touch as
  a cleric of equal hit dice.
  Magic acorns - the dryad will always have a few of
  these enchanted seeds.  Roll on table 3-4 to see what
  happens upon impact with the target.
  Immunities and vulnerabilities:
  Dryads have a body that is nearly solid oak and suffer all the vulnerabilities of forest spirits. Dryads sleep within their trees
  through the cold winter months at higher elevations and latitudes. They are immune to crushing and bashing attacks, and only
  take half damage from piercing weapons. Furthermore, any damage to her tree is shared by its dryad and vice versa. It is
  possible for the tree to outlive its dryad, but it will never flourish or produce acorns again. It is also possible for a dryad to
  outlive her tree; but she will never gain hit dice, and dryads lose their cleric abilities. In either of these cases the dryad or the
  tree is given a fortitude save versus a DC of 20, with failure indicating that both tree and dryad have perished. Most treeless
  dryads die avenging the death of their tree: any dryads who survive this tend to become malicious dark fey creatures.
  Magic acorns – plucked from the dryads own tree, they are sanctified
  conduits of fey power and she will have the indicated number in her
  possession, or 2 times this amount if within 10ft of her tree.  This is a
  touch attack, so anyone struck by one of these acorns takes 1d4 force
  damage and the victim must succeed at a fortitude save versus a DC
  of 8, +1 per hit die of the dryad or suffer one of the following effects
  in addition to any results from Critical Table F, roll 1d6:
  1 
        Extra 1d6 damage
  2
  Blinded – 1d4 rounds, +1 round per hit die of the dryad.
  3 
  Extra 1d8 damage
  4
  Deafened – 1d4 rounds, +1 round per hit die of the dryad.
  5
  Extra 1d10 damage
  Table 3-4: Magic Acorns
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  108
  Hamadryads
  Alignment: 
   
   
  N
  General information:
  A hamadryad is any dryad that has 7 or more hit dice (700 years old)
  and acts as regents for large areas of any given forest.  A hamadryad
  cannot roam freely and must stay within 50 yards of her tree. There will
  always be at least one at the heart of every grove and the eldest leads
  the others. It is from the acorns of a hamadryad’s oak tree that new
  dryads are born, and each grove will have many daughters that will
  defend the hamadryads at the center of their groves.   A Hamadryad’s main
  concern is seeing that her acorns are spread throughout the forest to
  better coordinate its defense with other hamadryad clans.  There will
  be many ‘families’ of dryads within a large forest; but as few as one
  hamadryad and a few daughters in a small wood.
  Attack Profile:
  Only in defeating her daughters will there be any access to their
  hamadryad matrons of the grove.  Hamadryads are potent fighters when
  pressed into service and have a greater than normal threat range for
  critical hits, but their main strength is in supporting her daughters
  with summoning spells, wands, and other enchantments while sending
  streams of magic acorns or enchanted arrows into the enemy ranks.
  Hamadryads become size large when they attain 9HD.  However many
  actions a hamadryad may have, she is limited to one move and one
  attack per round; and no more than two spell castings.
  Special Attacks:
  Oaken Weapon – As the weapon of their daughters, but with greater
  versatility and it is constructed from the wood of their trees: at 7 hit
  dice the weapon may transform itself instantly to become a club, or staff
  as needed.  At 9 hit dice the staff may also become a long bow.  As a long
  bow, an arrow is summoned by the user simply by drawing the bow.
  The dryad rolls a casting check on the Wizard Staff spell (DCC Core
  Rules p.199) table to determine the potency of the weapon she wields;
  including any secondary spells. This represents a personal weapon
  made from the fallen wood from her tree; and once its powers are
  determined they are immutable until the dryad gains another hit die,
  then she may remake or augment the weapon. If broken the dryad and
  her tree suffer 5d8 points of damage, but another weapon can be
  fashioned within a week’s time, assuming the dryad survives the
  breaking of the weapon. The hamadryad need not spend any gold to
  create this weapon; it may be given to another creature only under
  extraordinary circumstances, usually after the hamadryad has died,
  but the weapon will break in the hands of any who aid in the
  hamadryad's death.
  Magic wands – a hamadryad will have 1d3 wands at her disposal based upon the spells she prefers. These wands may each be
  used 1x/ day per 3 hit dice of the hamadryad who constructed the wand.  When it is first constructed, it the hamadryad will
  make a casting check for the spell to be placed into the wand along with any mercurial magic and manifestations that will also
  become part of the wand.  This result must beat the minimum result necessary for a successful casting by 5, but doesn’t add to
  the power level of the spell.  So a 1st level spell needs a result of 17 on the casting check to make it a wand, but still only
  functions as if a result of 12 had been rolled.  The wand is a single action to use and functions exactly the same every time it is
  used.  Each new user rolls a caster check upon acquisition of the wand to determine its power level, but the wand cannot have
  more power for a new owner than it did for the wand’s creator and it will still have the original mercurial magic and
  manifestations imbued by the wand’s creator.  The hamadryad need not spend any gold to create these wands but may need
  exotic materials that are difficult or impossible for her to procure on her own.  These wands may be gifted to another creature as
  long as that creature burns 1 ability point per level of the spell contained within the wand in order to bind it to the new owner’s
  control.  All burned points are chosen from one attribute score of the player’s choice; one of these points is lost permanently.
  Size:
  Medium
  Large
  Reach:
  10ft 
  10ft
  STRength:
  13 / +1 
  15 / +1
  AGILity:
  8 / -1 
  7/ -1
  STAMina:
  18 / +3 
  20 / +5
  INTelligence:
  16 / +2 
  16 / +2
  PERsonality: 
  18 / +3
  19 / +4
  LUCK:
  12+1d6 
  12+1d6
  Action Die: 
  1d20, 
  1d24,
  1d16 
  1d20,
  1d16
  Lift: 
  130lbs 
  225lbs
  Drag: 
  260lbs 
  550lbs
  Carry: 
  130lbs 
  255lbs
  Speed (Land)
  20ft 
  20ft
  Run: 
  No 
  No
  Sprint: 
  No 
  No
  Initiative:
  -1 
  -1
  AC:
  (wooden body, +10)
  19 
  18
  HD: 
  7d12+21
  9d12+27
  Attack Die:
  (melee)
  1d20+3, 
  1d24+4,
  2@1d16+3
  2@1d20+4,
  3@1d16+4
  (Ranged) 
  1d20+1
  1d24+2,
  2@1d20+2
  Damage:
  (Fist / kick)
  1d8+1 
  1d8+1
  (Staff)
  1d10+1
  + magic…
  1d10+1
  + magic…
  (Sling; 40/80/160)
  (4d24 Magic acorns)
  1d4 
  1d6
   
  +magic… 
  +magic…
  (Cleric Spells)
  * 
  *
  Critical range:
  18+ 
  17+
  Critical Die: 
  1d12 
  1d14
  Critical Table:
  F 
  F
  Fortitude: 
  +6
  +9
  Reflex: 
  +2 
  +3
  Willpower: 
  +6
  +8
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  109
  Special Powers:
  A hamadryad’s hit dice count as cleric levels and
  she may choose spells from the lists as she needs
  them rather than having to prepare in advance. A
  hamadryad may also choose from the following
  spells: Animal Summoning, Enlarge, Reduce, Sleep,
  Wizard Staff, Make Wand, Runic Alphabet (fey), and
  Polymorph. A dryad’s hit dice are added to her
  casting check, and she may cast up to two spells in
  a round. If she incurs the disapproval of her deity,
  then she rolls on the deity disapproval table as any
  other cleric. A hamadryad has the ability to heal by
  touch as a cleric of equal hit dice.
  Magic acorns (Greater) - the hamadryad will
  always have a  few of these enchanted seeds, but they
  will be much more powerful than those of a dryad.
  Roll on Table 3-5 to see what happens upon impact
  with the target.
  Immunities and vulnerabilities:
  Hamadryads are dryads with more hit dice, and share the same advantages and disadvantages. However, neither Hamadryad,
  nor her tree will survive the death of the other; and each of her daughters takes 1d4+9 points of damage upon their mother’s
  death. The eldest surviving daughter will take over as the matriarch of the clan.
  Magic acorns – plucked from the hamadryads, they are sanctified
  conduits of fey power, and she will have the indicated number in her
  Possession, or 4 times this amount if within 10ft of her tree.  This is a
  touch attack, so anyone struck by one of these acorns takes 1d8 force
  damage and the victim must succeed at a fortitude save versus a
  DC of 10, +1 per hit die of the hamadryad or suffer one of the following
  effects in addition to any results from Critical Table F, roll 1d6:
  1
  Extra 1d8 damage
  2
  Blinded – permanent unless treated by remove curse; or
  similar spell or ability.
  3
  Extra 1d10 damage
  4
  Deafened – permanent unless treated by remove curse or
  similar spell or ability.
  5
  Extra 1d12 damage
  6
  Imbue with 1st level spell
  Table 3-5: Magic Acorns (Greater)
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Meliai
  Alignment: 
  L
  General Information:
  These are a rare forest spirit that lives within ash trees
  and constitutes but 1 in 50 encounters with a dryad of any
  kind. Like their oaken sisters, meliai seem to be beautiful
  naked women, but instead they are carved from the finest
  pale ash wood with dark brown hair of bark strips and
  glowing amber eyes. They are masters of spear combat,
  but are not as powerful at spell craft.  Unlike dryads,
  meliai can wander up to 10 miles per hit die from their
  trees to check on the forest’s health.  They do not form
  groves like their sisters, though there may be several
  within a large forest working with the hamadryads,
  especially if the forest is in a mountainous area.  Unlike
  dryads, meliai stay size medium and may continue to
  roam throughout their lives.  Meliai protect themselves by
  placing their daughters in craggy, remote areas that are
  difficult to access.  Meliai gain 1 hit die every 150 years.
  Attack Profile:
  These battle sisters relish a good fight and will gladly
  come to the aid of those who respect the forest and its
  ways. Their wrath against those who would defile their
  forests is legendary. Meliai use their command of the
  vegetation to entangle their foes and then destroy their
  foes with enchanted spears.
  Special Attacks:
  Masters of battle, they have a critical threat range of 2
  numbers regardless of their attack die, but only when
  using their spear.  These forest spirits gain strength and
  their spear will do more damage as they gain hit dice.
  Death throes – any allies within the radius of the
  animating aura of a dying meliai are healed by 1d10
  points, plus 1 point/ each of the meiai’s hit dice.
  Enemies will be damaged by the same amount, but they
  receive a fortitude save versus a DC of 8, +1 per each of
  the meliai’s hit dice for half damage.
  Special Powers:
  Animating aura – A meliai projects an aura out to a distance of 5ft per hit die that causes all vegetation to come alive and
  attempt to grab or pummel anything the meliai wishes. The vegetation has a combined strength of 13, and can inflict 1d6
  points of damage, +1 point/ hit die of the meliai through constriction or pummeling. This is a continuous effect, but may be
  suppressed if desired and the plants won’t attack without a command from the forest spirit. Each successful attack provokes a
  reflex save from the victim versus a DC of 8, +1 per each of the meliai’s hit dice. Failure indicates the victim has become
  entangled. These victims must win an opposed strength check versus a DC of 13 to escape weak vegetation, but the DC could
  be as great as 18 if the victims are being held by a tree or lots of heavy vines; the Storyteller will determine the necessary DC for
  each situation..
  Spells – Unlike dryads or hamadryads, meliai have very limited spell casting; though their hit dice count as cleric levels for
  casting purposes. They may only cast the Make Potion, and Sword Magic spells (See Core Rules page 223 & 229); though
  their version of the Sword Magic spell only creates spears. Otherwise the spell follows the same process listed in the core
  rules, except that the spear always has the same alignment as the maker and they need not spend any gold in its creation. As
  with staves for dryads and hamadryads, destroying the spear of a meliai causes her great harm. A meliai gets a fortitude save
  versus a DC of 18 or she is slain; success indicates she takes 6d8 points of damage. The spear is destroyed with the death of
  the meliai, but any of the remaining potions may be of use to others.
  Type: 
  Novice 
  Adult 
  Elder
  Size:
  Medium 
  Medium 
  Medium
  Reach:
  5ft 
  5ft 
  5ft
  STRength:
  18 / +3 
  19 / +4 
  20 / +5
  AGILity:
  13 / +1 
  13 / +1 
  13 / +1
  STAMina:
  13 / +1 
  13 / +1 
  13 / +1
  INTelligence:
  10 
  10 
  10
  PERsonality:
  13 / +1 
  13 / +1 
  13 / +1
  LUCK:
  9+1d7 
  9+1d7 
  9+1d7
  Action Die:
  1d20 
  1d20, 
  1d24,
  1d16 
  1d20,
  1d16
  Lift:
  180lbs 
  190lbs 
  200lbs
  Drag:
  360lbs 
  380lbs 
  400lbs
  Carry:
  180lbs 
  190lbs 
  200lbs
  Speed (Land)
  40ft 
  35ft 
  30ft
  Run:
  180ft/
  30min
  190ft/
  30min
  200ft/
  30min
  Sprint:
  325ft 
  340ft 
  360ft
  Initiative:
  +1 
  +1 
  +1
  AC: (wooden body; +7)
  18 
  18 
  18
  HD:
  4d14+4 
  8d14+8 
  12d14+12
  Attack Die:
  1d20+4 
  1d20+6, 
  1d24+9,
  2@1d16+6 
  2@1d20+9,
  3@1d16+9
  Damage:
  (Fist / kick)
  1d6+3 
  1d6+4 
   1d6+5
  (Magic Spear)
  1d8+3 
  1d10+4 
   1d12+5
  Critical Die:
  2d5 
  2d7 
   3d10
  Critical Table:
  F 
  F 
   F
  Fortitude:
  +3 
  +4 
   +6
  Reflex:
  +3 
  +4 
   +6
  Willpower:
  +3 
  +4 
   +6
  110
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  111
  The meliai talent for the Make Potion spell is limited to healing potions which are useless
  to the meliai; but may restore health and ability points to others.  The restorative prowess
  of these potions includes Luck restoration and the removal of corruptions.
  33-36
  5d14 
  Restore 2d6 points of ability burn, or removes 1d3 corruption results.
  Immunities and vulnerabilities:
  Meliai have a body that is nearly solid ash wood and have all of a forest spirit’s advantages and disadvantages; but they are
  immune to crushing and bashing attacks and only take half damage from piercing weapons. Furthermore, any damage to her
  tree is shared by its meliai and vice versa: neither will survive the death of the other. Meliai share most of the same habitat as
  dryads, and will sleep within their trees through the cold winter months at higher latitudes. At such times she relies upon her
  fey kindred to watch over her and the needs of the forest.
  Potion
  healing
  dice
  Alternate effects
  1-6
  2d4
  Minor Healing potion
  7-14
  2d6 
  Remove curse
  15-21
  3d8
  Restore 1 point of ability burn
  22-27
  3d10 
  Restore 1d3 points of ability burn
  28-32
  4d12
  Restore 2d4 points of ability burn, or remove 1 corruption result.
  Spell
  check
  result
  Table 3-6: Meliai Potions
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  112
  Faun
  Alignment: 
   
   
  C
  General Information:
  Normally considered one of the more peaceful of the faerie spirits, these goat legged, and
  horned humanoid creatures tend to ignore most travelers through the countryside unless
  those folk are causing harm or mischief. Faun are known to be most unforgiving to those
  who hunt more than they need for food. They prefer to linger near forested streams and
  pools where they dance and cavort. A faun’s only real desire is to have fun, to sing and
  dance, but most especially to play music. Only on the very rarest of occasions will they
  surrender their double pipes to anyone. If they have a weakness, it is for the attentions of
  attractive humanoid females. The music of a faun can have a powerful charming effect
  upon mortals, and faun’s are known to use their music to lure women deep into the forest to
  join the fey revelry. This music is also the primary means by which a faun can lead a
  hunter to their deaths. These frolicsome fey are the bards of the Faerie Kingdom and carry
  news and act as diplomats between different groves.  Faun are a well-spring of lost
  knowledge and if approached cautiously and by making many offerings, it may be possible to
  gain their trust.  Since more than one faun has been lured into servitude they are still quite
  wary. The person may find themselves lost or worst depending of the forest spirit’s whims;
  but may also gain long lost lore and forgotten true-names.
  Attack Profile:
  They are as uninterested in combat as they are interested in having fun. To that end, fauns
  will always resort to their musical magic to beguile their opponents. The source of the
  music leading opponents on a merry chase that leads the attackers to their doom; usually at
  the hands of some nasty forest denizen, or hidden cliff. If this fails, then faun’s will run
  away and hide until the attackers give up and go away. Usually encountered in groups of
  1d6, and there will likely be other forest spirits attending their performance. Roll 1d100 for
  each type of fey creature to see who attends the faun’s performance: 40% 1d4 pixies; 30%
  1d3 dryads; 15% Treants; 5% Thornes.  If the performance is near a spring or other body of
  water, then the nyad will always attend a Faun’s performance.
  Special Attacks:
  Magical double flute – having one mouthpiece and two sounding tubes, each with their own
  finger positions and carved from the fallen wood of a dryad’s tree.  No two ever sound the
  same. When played by a faun, they can cast a powerful charm spell that will beguile or
  frighten the listener. This charm effect even works upon faeries and other spirits.
  Beguiling – victims of this song must succeed at a willpower save
  versus a DC of 12, +1 per hit die of the faun or the victim becomes
  so enchanted by the music that they will do whatever the faun desires.
  Like a charm spell; the victims gain an additional save if they are
  asked to do something suicidal or otherwise out of character. The
  effects of this song are in effect as long as the faun continues to play
  and for 30 minutes per hit die of the faun after the  song ends.
  Frightening – the victims of this song must succeed at a willpower
  save versus a DC of 12, +1 per hit die of the faun or the victim
  becomes so frightened that they must run away from the source of
  the music for 3d4 minutes. Usually this causes the victims to become
  separated and totally lost.
  Special Powers:
  Low light vision – Faun sees as well by starlight as by daylight.
  Licentiousness – Fauns are always interested in a good time and if
  offered fine wines or rare foods, etc. fauns suffer a -3 penalty to their
  willpower saves to resist the ideas of any petitioners who have made
  such offerings.
  Size: 
  Medium
  Reach:
  5ft
  STRength:
  9
  AGILity:
  16 / +2
  STAMina:
  13 / +1
  INTelligence:
  12
  PERsonality:
  18 / +3
  LUCK:
  8+1d8
  Action Die:
  1d20
  Lift:
  90lbs
  Drag:
  180lbs
  Carry:
  90lbs
  Speed (Land)
  40ft
  Run:
  90ft
  Sprint:
  160ft
  Initiative:
  +2
  AC:
  12
  HD:
  3d8+3
  Attack Die:
  (Melee)
  1d20+1
  (Ranged)
  1d20+3
  Damage:
  (Fist)
  1d3
  (Kick)
  1d4
  (Dagger)
  1d4
  (sling; 40/80/160ft)
  1d4
  Critical Die:
  2d4
  Critical Table:
  F
  Fortitude:
  +3
  Reflex:
  +4
  Willpower:
  +5
  Brian Wells (order #6334390)
  
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  113
  Leshy
  Alignment: 
   
   
  N
  General Information:
  These fey creatures prefer temperate, tropical, and sub-tropical forests and generally live
  solitary lives of contemplation while tending to the forests’ needs and defense. Leshy are
  medium sized humanoids with the leathery wrinkled faces of old men and their bodies are
  covered in long shaggy, green-brown fur. They do not like the company of others and will
  live as far from the ‘civilized’ world as possible. They are masters of wilderness lore and
  the bane of hunters, trappers, and furriers. Herbivores by nature, leshy try to drive off
  larger predators from their territories; they will not abide trophy hunting.  Leshy are
  compassionate spirits and will sometimes take on a humanoid apprentice or forest child
  long enough for them to survive on their own. Leshy keep in contact with the rangers,
  druids, and clerics of nature deities that may live or range through their territories in order
  to help coordinate the defense of the forest.
  Attack Profile:
  Leshy will only kill as a last resort and prefer to drive off intruders with spells and the aid
  of the other fey spirits in their territory. They spy on travelers through their territories,
  checking to see that they respect the land as they travel. Should the travelers cause wanton
  destruction or otherwise offend the Leshy it will confront the travelers and give them a
  choice to either fix the mess and leave peaceably: or suffer the forests wrath.
  Special Attacks:
  Spells – a leshy’s hit dice count as cleric levels and they serve the deities of nature from
  whom they draw their power and will suffer deity disapproval just as any other cleric
  would. (See DCC Core Rules pgs 127-8 for spell directory)
  Leshy spell list:
  · 
  1st level – Blessing, Detect Evil, Detect Magic, Food of the Gods, Holy Sanctuary,
  Protection from Evil, Resist Heat or Cold, Word of Command
  · 
  2nd level – Banish, Binding, Curse, Neutralize Poison or Disease, Restore Vitality,
  Wood Wyrdling
  · 
  3rd level – Exorcise, Remove Curse, True Name
  · 
  4th level – Affliction of the Gods, Sanctify/
  Desecrate
  · 
  5th level – Weather Control, Whirling Doom*
  * This version animates loose stones and branches rather than blades.
  As such, half of the damage is non-lethal.
  Special Powers:
  Leshy also have the ability to heal by touch as a cleric,
  as well as the turning unholy ability. This turning
  ability also functions against fire spirits, creatures, and
  fire elementals.
  Immunities & vulnerabilities:
  If the forest that the leshy calls home is damaged they
  take a similar proportion of the forest’s damage. If the
  forest loses half of its area to a fire or some other blight,
  then the leshy is reduced to half its hit points.
  Size: 
  Medium
  Reach:
  5ft
  STRength:
  10
  AGILity:
  16 / +2
  STAMina:
  13 / +1
  INTelligence:
  12
  PERsonality:
  12+1d8
  LUCK:
  9+1d4
  Action Die:
  1d24, 1d20
  Lift:
  100lbs
  Drag:
  200lbs
  Carry:
  100lbs
  Speed (Land)
  40ft
  Run:
  100ft/ 117min
  Sprint:
  180ft
  Speed (Swim)
  20ft
  Run:
  50ft/ 58min
  Sprint: 
  No
  Initiative:
  +2
  AC:
  (Thick hide; +4)
  16
  HD:
  6d10+6
  Attack Die:
  (Melee)
  1d24+2,
  2@1d20+2
  (Ranged)
  1d24+4
  Damage:
  (Fist / kick)
  1d6
  (Club)
  1d8
  (Spells)
  Critical Die:
  2d8
  Critical Table:
  F
  Fortitude:
  +4
  Reflex:
  +5
  Willpower:
  #+3
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  114
  Mosskin
  Alignment: 
   
   
  C
  General Information:
  Also known as river folk, these fun loving forest spirits are
  rarely more than 18 inches tall and run about wearing
  animal skins and rough, hand-stitched breaches. They enjoy
  a simple rural life gathering what they need from the river
  and the forest or jungles around them. They generally avoid
  travelers for the trouble they usually cause, but have been
  known to join in with the festivities of their fey and mortal
  neighbors from time to time. They are fierce guardians of
  the wild places of the world and will band together with
  anyone who would aid in the defense of the forests that they
  call home. Mosskin who have been threatened or bullied by
  mortals, or who have had their homes destroyed will tend to
  stray down the dark path and will often seek out ways to
  avenge the injustice.
  Special Powers:
  Beast summoning – By means of a special ululating call, any
  of the mosskin can summon animals to work or fight on their
  Attack Profile:
  Their size means mosskin are not that dangerous as melee
  combatants, but they are excellent marksman with the
  ability to channel fey magic through their weapon
  damage; especially since mosskin never have a penalty for
  shooting into melee combat. They are also known to ride
  eagles into diving attacks in order to maximize the damage
  of their spears and lances. A typical village has 2d16
  families of 2d3 members; half of which will rush to the
  village defense while the others will call animals to help
  defend the young. Mosskin will also enlist these creatures
  to help the village fight or escape from dangers that they
  cannot easily defeat.
  Special Attacks:
  Mounted combat – all mosskin apply their luck bonus, if
  any, to their mounted attack and damage rolls as well as
  ride checks.
  behalf once per day. The success of the summoning result is equal
  to 11, +1 per hit die of the mosskin performing the summoning, +
  the mosskin’s intelligence bonus.  The duration of the spell is 1 turn
  per hit die of the mosskin.
  Immunities & Vulnerabilities:
  Mosskin have the standard vulnerability to fire and star-metal, but
  they are also vulnerable to negative energy as well as necromantic
  spells and effects.  These attacks bypass their damage and spell
  resistance and
  cause double
  their normal
  Damage.
  Mosskin also
  have a -2 penalty
  on all saves
  versus poisons
  and other toxins.
  Type 
  Young 
  Adult 
  Elder
  Size:
  Smallest 
  Smallest 
  Smallest
  Reach:
  0ft 
  0ft 
  0ft
  STRength:
  5 / -2 
  5 / -2 
  5 / -2
  AGILity:
  20 / +5 
  20 / +5 
  20 / +5
  STAMina:
  13 / +1 
  13 / +1 
  13 / +1
  INTelligence:
  9 
  9 
  9
  PERsonality:
  13 / +1 
  13 / +1 
  13 / +1
  LUCK:
  9+1d7 
  9+1d7 
  9+1d7
  Action Die:
  1d20 
  1d20,
  1d20, 1d16,
   
   
  1d16 
  1d14
  Lift:
  5oz 
  5oz 
  5oz
  Drag:
  6oz 
  6oz 
  6oz
  Carry:
  5oz 
  5oz 
  5oz
  Speed (Land)
  10ft 
  10ft 
  10ft
  Run:
  25ft/ 97min 
  25ft/ 97min 
  25ft/ 97min
  Sprint:
  50ft 
  50ft 
  50ft
  Initiative:
  +5 
  +5 
  +5
  AC:
  21 
  21 
  21
  HD:
  1d4+1 
  5d4+5 
  10d4+10
  Attack Die:
  (Melee)
  1d20-2 
  1d20-1, 
  1d20+1,
  2@1d16-1 
  2@1d16+1
  3@1d14+1
  (Ranged)
  1d20+5 
  1d20+6 
  1d20+8
  Damage:
  (Fist / kick)
  1pt 
   1pt
  (Spear)
  1d4-2 
  1d4-2 
  1d4-2
  (Bow; 10/30/50ft)
  1d2 
  1d2 
  1d2
  (10+1d10 arrows)
  Critical Die:
  1d6 
  1d10 
  1d16
  Critical Table:
  F 
  F 
  F
  Fortitude:
  +2 
  +3 
  +5
  Reflex:
  +6 
  +6 
  +9
  Willpower:
  +2 
  +3 
  +5
  1pt
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  115
  Hearth spirits
  General Information:
  These faerie spirits have the most contact with mortals and when treated with respect they can be quite helpful. Especially to those
  who endure their pranks and mischievous natures with good cheer. They are considered one size larger for movement, running,
  and lifting calculations.  Hearth spirits always have a +4 bonus on checks involving any domestic duties or crafting checks they
  choose to perform. Hearth spirits, like all fey, have damage and spell resistance equal to their hit dice +3.  This damage
  resistance may be overcome by weapons of meteoric iron or that are enchanted with an attack bonus of at least +2. Additionally,
  the spell resistance of hearth spirits are overcome by divine powers and spells.
  Hobs
  Alignment: 
   
   
  L
  General Information:
  Of the faeries, hob’s are perhaps the most kindly disposed to
  the mortal races. They appear as kind faced old men or
  women no more than 10 inches tall. They wear simple
  homespun garb and delight in the tasks of domestic life.
  They prefer homes and castles that are at least 100 years of
  age and try very hard not to be noticed; though the results of
  their labors are the first sign that a home is blessed with their
  presence. If treated with respect they will likely continue
  their association with the family (or families) who live
  within the house or manor for many generations. All they
  ask in return is the right to a little private space they can call
  their own. Usually no bigger than a closet or crawl space per
  family of hobs. As long as these spaces are undisturbed the
  hobs will coexist happily with their mortal neighbors.
  Attack Profile:
  If they are particularly fond of their residence or there are
  more than one family of mortals in residence; the hobs will
  resort to a campaign pranks that will embarrass the victim(s)
  enough to force them to leave. They will employ all of their
  mighty fey spirit when defending their homes (and those of
  their mortal neighbors by extension) from any perceived
  threats. Hobs are not violent by nature and their attacks are
  usually non-lethal unless it is absolutely necessary to do
  otherwise; hoping that the confusion and frustration they
  cause will be sufficient to drive off would be attackers.
  Hob’s live in family clusters that will grow over time to
  include 1d5 families of 2d5 members each.  They can reach
  impressive populations in particularly large or old castles,
  but younger hobs will move out to find new homes if things
  get too crowded.  Hobs use their agility rather than strength
  for melee attacks. If the hob has turned to a dark path or has
  been ill-treated they will wreak havoc; and such spirits as
  these don’t hesitate to maim or kill the residents if possible.
  Special Attacks:
  Spells – half of a hob’s hit dice count as wizard levels; so a 1 hit die hob has no casting ability and a 10 hit die hob casts as a 5th
  level wizard and will know at least 8 spells of up to 3rd  level plus bonus spells for great intelligence. These spells are drawn
  from the following list, but the Storyteller should feel free to add new spells; keeping in mind that hobs are not fond of
  destructive or harmful magic.  Hob’s do not suffer corruption and have no need of a Patron to gain access to their magic, but
  they are not able to learn new spells in the traditional sense. At new spell casting levels spells simply materialize in their
  minds; and these are the only spells they will ever know. Should they roll a 1 on a casting check, a hob simply loses access to
  the spell for 1d3+1 days. (See Core Rules pgs. 127-8 for spell directory)
  Type: 
  Young 
  Adult 
  Elder
  Size:
  Tiny 
  Tiny 
  Tiny
  Reach:
  0ft 
  0ft 
  0ft
  STRength:
  9 
  9 
  9
  AGILity:
  16 / +2 
  16 / +2 
  16 / +2
  STAMina:
  10 
  10 
  10
  INTelligence:
  8+1d10 
  8+1d10 
  8+1d10
  PERsonality:
  8+1d8 
  8+1d8 
  8+1d8
  LUCK:
  9+1d4 
  7+1d4 
  7+1d4
  Action Die:
  1d20, 
  1d20, 
  1d24,
  1d16 
  1d20,
  1d16
  Lift:
  45lbs 
  45lbs 
  45lbs
  Drag:
  90lbs 
  90lbs 
  90lbs
  Carry:
  45lbs 
  45lbs 
  45lbs
  Speed (Land)
  20ft 
  20ft 
  20ft
  Run:
  70ft/90min 
  70ft/90min 
  70ft/90min
  Sprint:
  130ft 
  130ft 
  130ft
  Initiative:
  +2 
  +2 
  +2
  AC:
  15 
  15 
  15
  HD:
  1d6 
  5d6 
  10d6
  Attack Die:
  (Melee)
  1d20+1 
  1d20+1 
  1d24+3
  2@1d16+1 
  2@1d20+3,
  3@1d16+3
  (Ranged)
  1d20+2 
  1d20+3 
  1d24+5
  Damage:
  (Fist / kick)
  1d3 
  1d3 
  1d3
  (Cudgel; crit 19-20)
  1d4 
  1d4 
  1d4
  (Spells) 
  No 
  1st level 
  3rd level
  Critical Die:
  1d6 
  1d10 
  1d16
  Critical Table:
  F 
  F 
  F
  Fortitude:
  +1 
  +2 
  +4
  Reflex:
  +3 
  +4 
  +6
  Willpower:
  #+1 
  #+2 
  #+4
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Hob Spell List
  Special Powers:
  Polymorph – a hob can take on new forms at will. They can assume the form of any common animal up to size small or any
  item (including a burning candle) up to 1 cubic foot. They have all of the abilities of the new form, but retain their own
  Intelligence, Personality, and Luck scores; as well as awareness of their surroundings when in the form of an object. A hob can
  hold this new form for up to 30 minutes per hit die.
  Immunities and vulnerabilities:
  Hobs are very private folk and do not like people prying into their affairs. As long as the space set aside for the hob remains
  undisturbed the hob(s) will remain in residence and on good terms with the big folk with which they share premises. If the
  space is disturbed they will become quite vexed. If the space is destroyed the hob(s) take 4d6 damage. The survivors will exact
  retribution and then leave the building.
  116
  · 
  1st level – Animal Summoning, Cantrip, Ekim’s Mystical Mask, Comprehend Languages, Enlarge, Feather Fall, Force
  Manipulation, Magic Shield, Mending, Ropework, sleep, Ventriloquism, Ward Portal
  · 
  2nd level – Detect Invisible, ESP, Fire Resistance, Forget, Invisibility, Invisible Companion, Knock, Levitate, Locate Object,
  Magic Mouth, Mirror Image, Scare, Spider Web
  · 
  3rd level – Fly, Gust of Wind, Haste, Slow, Transference, Water Breathing
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  117
  Leprechaun
  Alignment: 
   
   
  L
  General Information:
  Ever wary of unscrupulous mortals who would trap them and force their labors,
  these well-dressed, green clad faerie spirits of the hearth are quite knowledgeable in
  the ways of crafting and making. Leprechauns are most commonly encountered in
  workshops, and other places of industrious activity; they are usually looking to
  borrow tools and materials. If treated with respect, they will sometimes lend aid to
  humanoids and are known to make especially fine boots and shoes; though they are
  quite skilled at many common trades. They are also known for their practical jokes,
  mischief making, and are easily offended… especially if they are not paid for
  their labors.
  Attack Profile:
  Leprechauns are not interested in fighting, they will likely hide and wait until
  it’s safe to come out again.  However, they won’t hesitate to follow someone who
  has angered them and will blight the fools with malicious pranks, or even curses if
  the leprechaun is feeling particularly affronted. If cornered or otherwise captured a
  leprechaun will surrender their pot of gold to their captors, or grant each of them 3
  wishes in exchange for the leprechaun’s freedom.
  Special Attacks:
  Cursing – Leprechauns can imbue their words with ancient fey magic that grants
  them the ability to bestow lasting curses. Only the leprechaun that cast the jinx can
  set the conditions that will abolish the curse. The Storyteller is encouraged to be
  creative, but these curses don’t usually cause damage directly to the victim.  See Core
  Rules p. 438 for more details on curses.  The leprechaun burns 2 points of luck to
  empower the curse.
  Luck drain – the touch of a leprechaun will drain the target of 1d3 points of luck
  which are then adds to its own luck score at a 1 to 1 ratio. This must be a
  physical attack and not delivered via the lepricahun’s weapons.
  Immunities & vulnerabilities:
  For some odd reason only known to leprechauns, but they are
  quite keen on shoes. The better the quality of craftsmanship
  the more enticing the pair of shoes will be to the leprechaun.
  When offered fine footwear a leprechaun must succeed at a
  willpower save to resist the temptation to bargain for them.
  The DC for the save is equal to 8, +1 per 100gp of the value
  of the footwear. If the leprechaun fails this save they will
  offer anything short of their lives to purchase the shoes or
  boots. If the owner refuses to sell the apparel; the leprechaun
  will become quite angry, but they are lawful and will not steal
  the footwear. Instead, the leprechaun will plague the owner
  of the footwear with problems until they surrender the
  desired item just to end the jinxes.
  Wishes - these are a trap for the unwary fool who thinks that a
  trapped Leprechaun will act kindly in the interpretations and the
  granting of these powerful curses.  A leprechaun cannot directly
  harm the one making the wish, but will use any loop-hole or
  interpretation to find a way to twist the intent of the wish to
  make the petitioners life as miserable as possible.  The limits
  and acceptable bounds of possibility for the wishes granted are
  entirely up to the Storyteller’s needs.
  Pot of Gold - the cauldron contains 1d30 x 10,000 coins that
  weigh 0.1 pounds each and will evaporate in 24 x 3d10 hours.
  Special Powers:
  Luck – these creatures will roll their luck score randomly when encountered; the
  bonus applies to stealth and escape checks. They also apply this bonus to any
  crafting checks in addition to the normal bonus for hearth spirits.
  Size: 
  Small
  Reach:
  5ft
  STRength:
  10
  AGILity:
  13 / +1
  STAMina:
  10
  INTelligence:
  16 / +2
  PERsonality:
  10
  LUCK:
  10+1d10
  Action Die:
  1d24,
  1d20
  Lift:
  100lbs
  Drag:
  200lbs
  Carry:
  100lbs
  Speed (Land)
  30ft
  Run:
  100ft/ 90min
  Sprint:
  180ft
  Initiative:
  +1
  AC:
  12
  HD:
  5d8
  Attack Die:
  (Melee)
  1d24+1,
  2@1d20+1
  (Ranged)
  1d24+2
  Damage:
  (Fist / kick)
  1d3
  (Shillelagh; crit 18-20)
  2d3
  Critical Die:
  2d5
  Critical Table:
  F
  Fortitude Save:
  +2
  Reflex Save:
  +3
  Willpower Save:
  +2
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  118
  Luck drain – the touch of a clurichaun will drain the target of 1d3 points of luck which are then added to its own luck score at a
  1 to 1 ratio. This must be a physical attack and not delivered via the cluricahun’s weapons. The clurichaun may not combine
  this attack with their back stab ability.
  Special Powers:
  Luck – these creatures will roll their luck score randomly when encountered and a clurichaun’s luck bonus applies to all non-
  combat thief ability checks as well as to all fortitude saves. When in an industrious mood, they can also apply their luck bonus
  in addition to their hearth spirit craft bonus when brewing or distilling alcohol.
  Immunities & vulnerabilities:
  Clurichaun’s have a legendary thirst for fine alcohol and
  gain a +2 bonus on fortitude saves verses its effects.  The
  higher the quality, the more enticing the beverage becomes
  to the clurichaun. When offered a fine bottle or keg of
  spirits, a clurichaun must succeed at a willpower save to
  resist temptation. Failure indicates that the cluricahun will
  stop at nothing to possess the proffered beverage; even if it
  means attempting to steal the alcohol at a later time. The
  DC for the save is equal to 8, +1 per 100gp of the value of
  the alcohol, though quantity will play a factor in the decision.
  Clurichaun are not as generous as their leprechaun cousins
  and if they are captured they will grant their captor(s)
  a permanent +2 bonus either for stealth checks, or
  fortitude saves. The captor’s have also earned a permanent place upon the clurichaun’s grudge list…
  General Information:
  Clurichauns are humanoids that resemble a disheveled and unkempt leprechaun; and are
  nearly as mean as their fear dearg cousins in temperament. A clurichaun is uninterested
  in craft work or fighting like their cousins. The only activity they enjoy more than the
  sport of harassing mortals with mean spirited pranks is the consumption of large
  quantities of alcohol. Clurichauns are masters of the brewing, distilling, and
  consumption of alcohol.  If respected and well treated a clurichaun can sometimes be
  convinced to help in the making and guarding of these precious beverages, assuming
  that the Brewer doesn’t mind that a keg or three come up missing every now and again.
  Clurichauns are most often encountered singly, or in small groups of 2d3 individuals
  within taverns, inns, wine cellars, vineyards, or breweries… usually helping themselves
  to the very best of the home brew.
  Attack Profile:
  Clurichauns are a roguish lot and are more than willing to knife you when you’re not
  looking. They will only engage in a fair fight if there is no other choice. Clurichauns
  will often run away rather than stand toe to toe in combat. Of course, they are known
  to hold a grudge for centuries and have a love for malicious and gruesome practical
  jokes. A clurichaun’s hit dice count as thief levels. They have all the same skills and
  abilities of a thief except for regenerative luck, and critical tables; clurichauns retain
  their own base saves and attack bonuses, but my use weapons and armor as any thief of
  equal hit dice.
  Special Attacks:
  Back Stab – anytime a clurichaun can catch their victim unaware, a successful attack is
  considered a critical hit. However, a clurichaun rolls 1d8 and may choose the result
  from critical table F or table 2 as it pleases them, but any results from table F are
  purchased with 2 points of luck burn.
  Clurichaun
  Alignment: 
   
   
  N
  Size: 
  Small
  Reach:
  5ft
  STRength:
  8 / -1
  AGILity:
  13 / +1
  STAMina:
  16 / +2
  INTelligence:
  8 / -1
  PERsonality:
  5 / -2
  LUCK:
  10+1d10
  Action Die:
  1d20
  Lift:
  80lbs
  Drag:
  160lbs
  Carry:
  80lbs
  Speed (Land)
  25ft
  Run:
  80ft/ 144min
  Sprint:
  145ft
  Initiative:
  +1
  AC:
  12
  HD:
  3d8+6
  Attack Die:
  (Melee)
  1d20
  (Ranged)
  1d20+2
  Damage:
  (Fist / kick)
  1d3-1
  (Knife; crit 18-20)
  2d3-1
  Critical Die:
  2d4
  Critical Table:
  F / II
  Fortitude Save:
  +4/ +6
  Reflex Save:
  +3
  Willpower Save:
  +0
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  119
  If captured, a fear dearg will grant their captor(s) a
  pardon valid for one year per hit die of the fear
  dearg; plus a day.  This writ grants the captor(s) the
  right to exist unharmed by fey spirits of any kind.
  The writ also grants a permanent +2 bonus to the
  captor(s) armor class or initiative checks.
  Special Powers:
  Luck – these creatures will roll their luck score
  randomly when encountered, a fear dearg’s luck
  bonus applies to stealth, initiative, armor class, and
  craft checks involving dyeing.
  General information:
  One of the most feared creatures of the faerie realms, a fear dearg is recognizable
  by their hats and suits of military cut. Their coats have bright gold buttons and
  trim, but the red of the fabric is continuously dyed with the blood of their victims.
  No matter their mood, a fear dearg cannot hide the murderous fire in its eyes, nor
  their delight in the ways of combat. Fear dearg are most often encountered around
  old battlefields, rotting mansions, and ruined castles. However, their need for fresh
  blood to continually dye their clothing drives them far afield in search of victims.
  Attack Profile:
  Fear dearg are more militant than their cousins and are often encountered singly as
  scouts, or in squads of 1d3+1 members. They have a distinctly military bearing
  and will often go to great lengths to formulate their plans. Taking the time to
  search out and take advantage of the terrain as well as their numbers. Their lairs
  will often be protected by elaborate, but non-lethal traps… there is no use wasting
  any of that precious blood. They always fight to subdue their victims; then return to
  their lair to sacrifice their prisoners to the dye pots.
  Special Attacks:
  Murderous glare – anyone who makes eye contact with a fear dearg is shown a
  glimpse into the raw heart of fey rage and must roll a willpower save versus a DC
  of 11, +1 per hit die of the fear dearg or be paralyzed with terror for 1d4 rounds, +1
  round per hit die of the fear dearg. Using this ability costs the fear dearg 2 points
  of luck burn.
  Luck drain – the touch of a fear dearg will drain the target of 1d3 points of luck
  which are then added to its own luck score at a 1 to 1 ratio. This must be a
  physical attack and not delivered via the fear dearg’s weapons.
  Immunities & vulnerabilities;
  Each fear dearg needs the blood of a medium sized
  humanoid to dye their clothing once per week. For
  each day that they are out of compliance, they lose 2
  points to all of their ability scores; when their
  stamina or luck score reaches 0 they die.  They have
  sometimes been known to assist evil wizards in
  exchange for a steady supply of fresh blood. Of
  course, the wizard’s blood is acceptable should they
  ever fail to deliver the promised sacrifices to the
  fear dearg.
  Fear Dearg
  Alignment: 
   
   
  C
  Size: 
  Small
  Reach:
  5ft
  STRength:
  13 / +1
  AGILity:
  16 / +2
  STAMina:
  13 / +1
  INTelligence:
  10
  PERsonality:
  10
  LUCK:
  10+1d10
  Action Die:
  1d24,
  1d20
  Lift:
  130lbs
  Drag:
  260lbs
  Carry:
  130lbs
  Speed (Land)
  35ft
  Run:
  130ft/ 117min
  Sprint:
  235ft
  Initiative:
  +2
  AC:
  13
  HD:
  6d8+6
  Attack Die:
  (Melee)
  1d24+3,
  2@1d20+3,
  3@1d16+3
  (Ranged)
  1d24+4
  Damage:
  (Fist / kick)
  1d5+1
  (Shillelagh; crit 18-20)
  2d5+1
  Critical Die:
  2d6
  Critical Table:
  F
  Fortitude Save:
  +4
  Reflex Save:
  +5
  Willpower Save:
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Plant Folk
  General Information:
  These humanoid shaped bundles of intertwined thorny branches are of medium
  size, and are generally formed from thistle, rose, blackberry, or raspberry plants.
  In the case of the thistle or rose variety, they have vibrant flower petal’s
  crowning their heads rather than hair. The others are covered with tiny flowers
  for most of the summer and then produce berries in the autumn. Unlike the
  plants they are patterned after; thornes live for many years in small communities
  deep within fey woods or in meadows tucked away in protected mountain
  valleys. The thistle and rose varieties need less water, and can sometimes be
  found in arid scrub lands.  Thornes gain 1 hit die every 5 years and they are non-
  mobile for their first 3 hit dice.  They reach old age at 10 hit dice and continue to
  live for an additional 5 years then lose sentience; reverting to a mundane, if larger
  variety of their normal kindred.  One out of every ten thornes will have their hit
  dice count as cleric levels, and will tend to be the leaders of the community.
  Because of their love of life and the sun, thornes will choose deities that fit within
  these guidelines; very rarely turning to the dark path.
  Attack Profile:
  These fey derive their name from the fact that like their normal counterparts; these
  creatures are covered in thorns or stinging hair which are quite effective in melee
  combat.  However, thornes are pacifists by nature and prefer to live in isolated and
  difficult to access regions so as to avoid conflicts. When threatened they rely
  upon their ability to animate and command the plants in their area to fight on their
  behalf; and are supported by the few spell casters in their community. Thornes
  rarely kill, even in the most heinous attacks from vile Creatures; usually choosing
  to subdue the aggressors. Once there foes are subdued, thornes separate the
  attackers and scatter them in random locations about the countryside.
  Special Attacks:
  Spiky Defense – because their bodies are covered in thorns or stinging hairs;
  attacking these creatures may cause damage. Any would be attackers choosing
  to bite or grapple these creatures are subject to this damage.  This attack form is
  only effective against creatures wearing light or no armor. The target gets a
  reflex save each round to avoid/ escape damage. The DC for this check is
  equal to 8, +1 per hit die of the thorne
  Special Powers:
  Animating aura – A thorne projects an aura out to a distance of 5ft per hit die
  causing all vegetation to animate and attempt to grab or pummel anything the
  plant-kin wishes. The vegetation has a combined strength of 16, and can inflict 1d10 points of damage, +1 point/ hit die of
  the thorne by constriction or pummeling attacks.  This is a continuous effect that may be suppressed for 1 round per hit die of the
  thorne if desired and the plants won’t attack without a command from the forest spirit. Each successful attack provokes a reflex
  General information:
  This is a broad term that covers many faerie creatures, but the one thing they have in common, is that they are cast in the image
  of plants and trees rather than animals or humanoids. As such they have all of a plants advantages and disadvantages; they
  need to eat, breath, and drink, but as long as they have access to fresh healthy soil, water, and sunshine they have plenty of
  sustenance; and they require only 6 hours of sleep each night. Though being a plant does not preclude them from consuming
  other creatures if they have the need and if their form allows them to do so.  Most of the mobile plant folk solve their need for
  fresh soil in a surprisingly mammalian fashion; they eat quantities of soil and store it for their internal root systems. Generally,
  half their body weight is from the soil they carry and it must be replaced once a month.  Plant folk take triple damage from fire
  based attacks, and are dependent upon sunlight for their nourishment. When deprived of sunlight they are reduced to half speed
  and actions and lose 1 point of stamina for every full day they are without the suns nourishing rays for at least 8 hours. Plant
  folk are immune to crushing damage and only take half damage from electricity; but they all take an extra 50% damage from cold
  and frost attacks.  Additionally, successful cold and frost attacks cause plant folk to become slowed to half their normal actions, movement,
  agility, and strength scores.
  Thornes
  Alignment: 
   
   
  L
  Size: 
  Medium
  Reach:
  5ft
  STRength:
  13 / +1
  AGILity:
  8 / -1
  STAMina:
  16 / +2
  INTelligence:
  9
  PERsonality:
  8+1d8
  LUCK:
  9+1d4
  Action Die:
  1d20
  Lift:
  130lbs
  Drag:
  260lbs
  Carry:
  130lbs
  Speed (Land)
  30ft
  Run:
  105ft/ 120min
  Sprint:
  190ft
  Speed (Swim)
  No
  Initiative:
  -1
  AC:
  (Tough body; +4)
  13
  HD:
  3d10+6
  Attack Die:
  (Melee)
  1d20+2
  (Ranged)
  1d20+3
  Damage:
  (Fist / kick)
  1d6+1
  (Thorns)
  2d4+1
  (Short bow; 50/100/150)
  1d6
  (10+1d10 arrows)
  (Staff)
  1d4
  (10% chance of Spells)
  Critical Die:
  2d4
  Critical Table:
  F
  Fortitude:
  +4
  Reflex:
  +1
  Willpower:
  #+2
  120
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  save from the victim versus a DC of 10, +1 per hit die of the thorne. Failure indicates the victim has become entangled and take
  the indicated damage.  These victims must win an opposed strength check versus a creature with a strength score of 16 to
  escape the vegetation.  The DC is lowered by 1 point for each point of damage the victim can inflict on the local vegetation on
  that round.
  Thorns & stinging hair – These natural attacks are only effective versus unarmored opponents or those wearing non-metal,
  medium, and light armor types.  Additionally, any creature that succeeds at a physical attack or attempts to grapple these plant-
  kin must succeed at a reflex save versus a DC of 10, +1 per hit die of the thorne or suffer 1d6, plus the attacker’s strength bonus
  in piercing damage.
  Blackberry and raspberry thornes produce 2d10 edible berries per week in late summer and early autumn that can have
  beneficial effects upon those who consume them. Generally they heal one point of physical or ability point per berry, but the
  Storyteller is free to make other varieties with powers to suit the local story needs.  Additionally, the damaged pieces of these
  fey creatures will eventually grow roots and propagate new thornes given sufficient time.
  Thistles have stinging hairs, and anytime they succeed in at simply touching a lightly armored or unarmored foe they may
  cause excruciating pain. The victim receives a willpower save versus a DC of 10, +1 per hit die of the thorne or the victim
  suffers enough pain to cause a -2 penalty on all actions, including armor class for 1d4 rounds, +1 round per hit die of the
  thorne. Additionally, any creature grappling or striking one of these creatures inflicts 1d4 points of damage, +1 point for each
  of the attacker’s strength or attack bonus.
  Spells – A thorne with spell access has all the abilities of any other cleric of equal hit dice.  They may turn fire elementals and
  fire spirits as well as the unholy.  However, thornes draw there spells from the following list (See DCC Core Rules pgs. 127-8 for
  spell directory):
  1st level – Blessing, Detect Evil, Detect Magic, Food of the Gods, Holy Sanctuary, Paralysis, Protection from Evil,
  Word of Command
  2nd level – Banish, Binding, Divine Symbol, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Wood Wyrdling
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3rd level – Exorcise, Remove
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Curse, True Name
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4th level – Affliction of the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gods, Sanctify/ Desecrate
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th level – Weather Control,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Whirling Doom*
  Immunities &
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vulnerabilities:
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thornes have all the weaknesses
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  of plant-folk and other fey
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  creatures, but they also have a -2
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  penalty on saves versus magical
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  or mundane poisons and toxins.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additionally, their spell and
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  damage resistance be overcome
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  by negative and necromantic
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  energies and spells.
  * This version of the spell animates loose
  stones and branches rather than blades. As
  such, half of the damage is non-lethal.
  121
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Attack Profile:
  Slow to anger and to release a grudge, treants are a
  patient folk. When moved to anger or vengeance they
  become implacable killing machines. Utilizing their
  size, strength, and the durability of their wooden form to
  terrible advantage.  Noticing a treant when it is
  pretending to be a normal tree requires a successful spot
  or search check against a DC of 15, plus modifiers.
  Failure indicates the targets have been ambushed.
  Special Attacks:
  Stomping – a treant can perform this attack upon
  anything that is three size categories smaller than itself,
  and success indicates damage plus an automatic critical
  strike.
  Arm sweep – once per round and in place of any other
  attacks, a treant can sweep their arm through a 120
  degree arc in front of them, or to their left or right side.
  This provokes an attack on anyone within that arc out to
  the treant’s reach value. Targets are allowed a reflex
  save to avoid the attack, the DC is equal to 7, +1 per hit
  die of the treant making the attack. A treant may only
  use this attack if there is sufficient room for it to
  maneuver. Victims of up to size large taking damage
  from this attack must succeed at an additional save
  against the same DC or they are thrown 5ft  in the
  direction of the swing for every 2 hit dice of the treant.
  122
  Treants
  Alignment: 
   
   
  N
  Size: 
  Huge 
  Gargantuan 
  Colossal
  Reach:
  15ft 
  20ft 
  30ft
  STRength:
  16 / +2 
  18 / +3 
  20 / +5
  AGILity:
  7 / -1 
  6 / -1 
  5 / -2
  STAMina:
  15 / +1 
  17 / +2 
  19 / +4
  INTelligence:
  10 
  10 
  10
  PERsonality:
  11 
  12 
  13 / +1
  LUCK:
  9+1d4 
  9+1d4 
  9+1d4
  Action Die:
  1d20, 
  1d24, 
  1d30,
  1d16 
  1d20, 
  1d24,
  1d16 
  1d20,
  1d16
  Lift:
  400lbs 
  720lbs 
  2400lbs
  Drag:
  800lbs 
  2160lbs 
  7200lbs
  Carry:
  400lbs 
  720lbs 
  2400lbs
  Speed (Land)
  30ft 
  40ft 
  50ft
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Initiative:
  -1 
  -1 
  -2
  AC:
  (wooden body; +10)
  17 
  16 
  15
  HD:
  6d14+6 
  9d14+18 
  12d14+48
  Attack Die:
  1d20+4, 
  1d24+6, 
  1d30+9,
  2@1d16+4 
  2@1d20+6, 
  2@1d24+9,
  3@1d16+6 
  3@1d20+9,
  4@1d16+9
  Damage:
  (Fist / Kick)
  1d12+2 
  1d14+3 
  1d16+5
  (Stomp)
  1d16+2 
  1d20+3 
  1d24+5
  Critical Die:
  1d4/ 1d12 
  1d4/ 1d14 
  1d6/ 1d20
  Critical Table:
  G/ F 
  G/ F 
  G/ F
  Fortitude:
  +4 
  +6 
  +9
  Reflex:
  +2 
  +3 
  +3
  Willpower:
  +3 
  +4 
  +6
  General Information:
  These ancient fey creatures are among the largest of the
  faeries and have the bodies of huge trees of many
  varieties. Treants have a vaguely humanoid arms and
  legs which allow them to slowly wander about the
  temperate and tropical forests they love, managing the
  forests and keeping them healthy. They live for
  thousands of years and collect knowledge and stories of
  the world as they wander the forests they call home.
  Their love for their forests can sometimes lead them
  down a dark path, especially if their forest has been
  poisoned, corrupted, or destroyed.
  Special Powers:
  Individual powers - the Storyteller is encouraged to research
  individual tree species for additional possible powers.  For
  example, a willow tree might have better agility, reach, and a whip-
  style attack; but a fruit tree may bare fruit with strange fey powers.
  Multiple critical tables – when a treant scores a critical hit on their
  attack they roll both sets of indicated dice and consult the tables;
  then choose from these results.
  Immunities and vulnerabilities:
  Standard advantages and disadvantages for plant and forest spirits,
  but their wooden form can over heat with too much action. A
  treant must succeed at a fortitude save versus a DC of 8, +2 for
  each additional attack action beyond their first as well as a +1 for
  each previous save.  This roll is made at the end of the round and
  failure indicates the treant must spend the next 1d3 rounds cooling off for every point by which they fail their save; a critical
  failure indicates the treant takes 3d6 heat damage and begins to smolder.  A second failure causes 3d8 heat damage and the
  treant catches fire, taking 3d4 damage per round until extinguished.  So a treant that made 4 attacks must succeed at a DC 14
  save at the end of the round to avoid overheating.  Doing the same in the next round would mean success versus a DC of 15.
  Brian Wells (order #6334390)
  
  Attack Profile:
  Pure ambush hunters that lay waiting below the water for something to
  wander within reach so they can take advantage of their strength and large
  hands.  Though they will sometimes attempt to sneak up to campsites
  looking for sleeping targets. Generally they are uninterested in a protracted
  fight, but greater hags are known to enjoy playing with their food for a
  while to make it taste better.
  Special Attacks:
  Surprise – green hags have an extra 5ft of reach beyond what is normal for
  creatures of their size. Spotting a green hag waiting at ambush from a safe
  distance is difficult and requires a spot or search check DC of 15. If no one
  spots this aquatic fey then she gets to go first and her initiative is set to one
  greater than the fastest of the targets.  Successfully snatching a surprised target
  allows the hag to automatically drag the victim under water if possible.
  Special Powers:
  Strength – green hags count as one size larger for calculating lifting,
  dragging, and grappling. Anyone hit by a hag’s claw must succeed at an
     opposed strength check to avoid or escape after getting pulled under water.
  Water spirits
  General Information:
  All waters flow to the oceans, be they celestial or terrestrial, or the bilious ichors that trickle in from the abyssal Outer Darkness.
  Water spirits are born from the blending of elemental water and living consciousness and these powerful, intelligent beings
  cannot tolerate fire and receive thrice normal damage from these attacks.  Water spirits are immune to acid, electricity, and
  sonic damage. Water spirits cannot survive long outside of a water source of considerable size; and most occupy rivers and
  lakes, but there are others which inhabit the oceans and live in communities like mortals. Many have additional immunities and
  vulnerabilities based on their unique situations and needs.
  Immunities & vulnerabilities:
  Green hags have all of the fey strengths and weaknesses, but they think they
  are naiads and will hold back their attacks for one round as long as the
  flatterer succeeds at a willpower save versus a DC of 9, +1/ hit die of the
  hag to look upon her hideous face and utter a  convincing string of
  compliments.  Hags must succeed at a willpower save versus a DC of 15 to
  resist focusing her
  gentle attentions
  upon the flatterer:
  but woe to he who
  fails at this tactic…
  General Information:
  These horrifying apparitions of the water are vile to the core of their black
  and shriveled hearts. They are roughly female in shape and temperament,
  but they are the immortal personifications of the bogs and swamps in which
  they manifest. There are two varieties of green hag, greater and lesser, and
  both varieties may be found lurking in swamps, bogs, fens, and even lurking
  near the banks of turgid rivers.  They are pure carnivores that hunt
  anything, even alligators and crocodiles, but prefer the taste of humanoids.
  Green hags are coated in layers of swamp muck, and their sparse hair is
  matted with algae and moss. Their breath is the stench of rot and decay and
  their gray-green flesh is crawling with maggots, chiggers, and ticks. They
  all possess long arms with wickedly powerful hands tipped by cracked and
  broken claws.  Green hags are immortal and know their environments well
  And will have gathered considerable amounts of lore, but rarely engage in
  conversation with mortals.  If slain, a green hag re-manifests in 6d4 months.
  Green Hags
  Alignment: 
   
   
  C
  Type: 
  Lesser 
  Greater
  Size:
  Medium 
  Large
  Reach:
  10ft 
  15ft
  STRength:
  15 / +1 
  17 / +2
  AGILity:
  18/ +3 
  17 / +2
  STAMina:
  14 / +1 
  16 / +2
  INTelligence:
  9 
  9
  PERsonality:
  13 / +1 
  13 / +1
  LUCK:
  9 
  9
  Action Die:
  1d20 
  1d24,
  1d20
  Lift:
  225lbs 
  425lbs
  Drag:
  450lbs 
  850lbs
  Carry:
  225lbs 
  425lbs
  Speed (Land)
  15ft 
  20ft
  Run:
  x2/ 14rds 
  x2/ 16rds
  Sprint: 
  No 
  No
  Speed (Swim)
  35ft 
  50ft
  Run:
  150ft/
  126min
  255ft/
  144min
  Sprint:
  270ft 
  460ft
  Initiative:
  +3 
  +2
  AC: (Hide; +3)
  16 
  14
  HD:
  4d10+4 
  6d10+12
  Attack Die:
  1d20+2 
  1d24+4,
  2@1d20+4
  Damage:
  (Bite)
  1d6+1 
  1d8+2
  (Claw)
  2d4+1 
  3d5+2
  Critical Die:
  1d10 
  1d12
  Critical Table:
  F 
  F
  Fortitude:
  +3 
  +5
  Reflex:
  +5 
  +5
  Willpower:
  +3 
  +4
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Naiads
  Alignment: 
  C
  General Information:
  Born of the Gods of the Sea, naiads take the form of beautiful, scantily clad maidens of intoxicating beauty.  Naiads are actually
  the living spirits of lakes, rivers, wells, and springs who act as the guardians and benefactors of these watery realms. Their
  nature and wiles are as fluid as their elemental construction and one never knows if they mean to help or hinder ones causes. All
  naiads have the ability to deliver powerful curses to those who give offense. Paradoxically, many naiads are renowned for their
  healing and curative powers, while others delight in luring the unwary to a watery grave. Naiads are creatures of enchanting
  beauty, and like their nymph cousins they may use this charming power for good or ill, as it pleases them.
  Size: 
  Tiny
  (Creeks)
  Small
  (Springs)
  Medium
  (Small
  Rivers)
  Large
  (Lakes &
  average
  rivers)
  Huge
  (Large lakes
  & Rivers)
  Gargantuan
  (Oceans &
  inland seas)
  Reach:
  0ft 
  5ft 
  5ft 
  10ft 
  15ft 
  20ft
  STRength:
  8 / -1 
  10 
  11 
  13 / +1 
  15 / +1 
  17 / +2
  AGILity:
  18 / +3 
  17 / +2 
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  11 
  13 / +1 
  14 / +1 
  16 / +2 
  17 / +2 
  19 / +4
  INTelligence:
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5
  PERsonality:
  10+1d8 
  10+1d8 
  10+1d8 
  10+1d8 
  10+1d8 
  10+1d8
  LUCK:
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5 
  8+1d5
  Action Die:
  1d14 
  1d16 
  1d20, 
  1d20, 
  1d24, 
  1d30,
  1d16 
  1d16 
  1d20, 
  1d24,
  1d16 
  1d20,
  1d16
  Lift:
  16lbs 
  50lbs 
  110lbs 
  195lbs 
  375lbs 
  680lbs
  Drag:
  24lbs
  100lbs
  220lbs
  390lbs
  750lbs
  2040lbs
  Carry:
  16lbs 
  50lbs 
  110lbs 
  195lbs 
  375lbs 
  680lbs
  Speed (Land)
  10ft
  20ft
  30ft
  40ft
  50ft
  60ft
  Run:
  40ft/
  82min
  80ft/
  97min
  110ft/
  105min
  195ft/
  120min
  300ft/
  127min
  425ft/
  142min
  Sprint:
  80ft
  145ft
  200ft
  350ft
  450ft
  635ft
  Speed (Swim)
  15ft 
  30ft 
  50ft 
  70ft 
  90ft 
  110ft
  Run:
  40ft/
  99min
  100ft/
  117min
  165ft/
  126min
  260ft/
  144min
  375ft/
  153min
  510ft/
  171min
  Sprint:
  90ft 
  220ft 
  330ft 
  520ft 
  675ft 
  920ft
  Initiative:
  +3
  +2
  +2
  +1
  +1
  +1
  AC:
  16 
  13 
  12 
  11 
  9 
  8
  HD:
  1d10
  3d10+3
  5d10+5
  7d10+14
  9d10+18
  11d10+44
  Attack Die:
  1d14+3 
  1d16+3 
  1d20+3 
  1d20+3 
  1d24+4 
  1d30+4
  2@1d16+3
  2@1d16+3
  2@1d20+4,
  2@1d24+4,
  3@1d16+4 
  3@1d20+4,
  4@1d16+4
  (Water blast)
  1d6, 25ft 
  3d6, 50ft 
  5d6, 75ft 
  7d6, 100ft 
  9d6, 125ft 
  11d6, 150ft
  (Longsword)
  1d6-1
  1d8
  1d10
  1d12+1
  2d10+1
  2d24+2
  Critical Die:
  None 
  None 
  1d10 
  1d12 
  1d14 
  1d16
  Critical Table:
  None 
  None 
  F 
  F 
  F 
  F
  Fortitude:
  +1 
  +3 
  +3
  +5 
  +6 
  +8
  Reflex:
  +4 
  +4 
  +4 
  +4 
  +5 
  +5
  Willpower:
  #+1
  #+2
  #+2
  #+3
  #+4
  #+4
  124
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  this effect just as they would for any spell. Open water, or
  unattended containers of water or potions, etc have no save
  versus this effect. This ability may only be used once per day
  per hit die of the naiad.
  All naiads, regardless of their number of hit dice, are capable
  of casting the make potion spell with a +5 bonus.  They must
  go through all the work necessary to prepare the potion, but
  pay no gold costs.  Naiads have no need or concern for gold
  and may often be able to find the ingredient they need, or
  require the petitioner to find such materials as are needed for
  preparation of the potion. This potion making ability is
  subject to misfire results  and any results of corruption or
  misfire during the creation of the potion are transferred to the
  one imbibing the potion; not the naiad. Victims of this effect
  are entitled to a fortitude save versus a DC of 10, plus the
  naiads hit dice to avoid the corrupting effect.
  Immunities and vulnerabilities:
  Naiads have the standard advantages and disadvantages of
  water spirits and they are considered one size larger for
  calculating their swim speeds. Additionally, successful ice or
  cold based attacks cause the naiad to make a fortitude save or
  be slowed to half movement and actions for the duration of
  the spell effect, or 1 round per each of their foe’s caster
  levels; whichever is greater. Naiads may not travel beyond
  their land speed sprinting distance from the edge of the body
  of water they call home.
  Attack Profile:
  These spirits of water are given an appropriately sized long
  sword that they can use with deadly accuracy, but it is
  the naiads enchanting beauty and their ability to manipulate
  water that cause them to be feared by sailors and any who
  would dwell near large bodies of water. Naiads rarely engage
  in melee combat.  When they do they use their agility rather
  than strength for their attack rolls to savagely attack those who
  would despoil their waters. Naiads have a weakness for
  attractive males, so any male character or NPC with a
  Personality score of 14+ will always gain a naiad’s attention.
  This could go badly for the male in question if he spurns her
  interests and even if the victim is receptive to the naiad; he
  may still end up dead as a result of the naiads shifting moods.
  Larger naiads of lakes, large rivers, and oceans are fond of
  using their water manipulation abilities to hamper a ships
  movement, or crush it outright with a wall of water. The naiad
  is then free to skewer those she pleases with her sword, or use
  her spells and abilities to make fast or slow work of the
  sailors demise.
  Special Attacks:
  Stunning visage – a naiad’s beauty is so profound that it can
  warp a man’s mind and make him do crazy things. This is a
  gaze attack that provokes a willpower save by the target with
  a DC of 11, +1 per hit die of the naiad with failure indicating
  that the victim has been charmed. The casting result of the
  Charm spell is equal to the DC plus the nymph’s intelligence
  bonus. Any victims who critically fail this save will follow
  the naiads commands, including attacking former allies and
  suicidal commands.
  Spells – A naiad’s hit dice are considered cleric levels for the
  purpose of gaining and casting spells; but they can draw their
  spells from both the wizard and cleric lists. However, they are
  incapable of using fire, or earth based spells. Naiads do not
  suffer corruption and have no need of a Patron to gain access
  to their magic; it is an innate ability.  Like a cleric, a naiad will
  incur a casting penalty for previously failed casting check that
  will cause them to stop casting for the day.  They do suffer
  deity disapproval.  Naiads can heal with a lay on hands ability
  as a cleric of the same hit dice; but they cannot turn unholy or
  any other type of creatures.
  Special Powers:
  Water manipulation – Naiads’ have an ability to command
  water and may use it only for manipulating water or items
  that contain large amounts of water… including living
  creatures.  This power may be used once per round and requires
  a casting check with failure indicating that the power cannot be
  used that round.  This power functions similarly to the Force
  Manipulation spell (See DCC Core Rules p. 143) except that
  it is water rather than arcane force that is affected by the spell.
  The naiad makes a normal casting check, but with a +3 bonus
  to the roll.  A result of 12-13 indicates the naiad creates a blast
  of water that they my throw at the target.  A result of 14-17
  does not create a watery platform, but it does allow the naiad
  to lift and move watery items within the same limits.
  Unwilling participants are allowed a willpower save against
  125
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  1pt
  Selke Skin (additional powers):
  Whether in seal or humanoid form selkes ignore the environmental effects from mundane or environmental cold and this
  protection is granted to any non-selke who wears the skin as a cloak.  This protection still does not extend to magical cold or ice
  based attacks.  Anyone wearing this skin as a cloak also gains the ability to speak with marine mammals and may hold their breath
  for thrice their normal duration.
  Attack Profile:
  Selke villages are well guarded by rough terrain and cunningly built traps.
  They will attack in squads of 2d3 adults using guile and stealth to maximum
  advantage, always seeking to drive off hunters and the larger predators
  around their homes. If severely pressed, selkes will retreat to the sea and
  find a new home. It is very difficult to surprise a selke, mostly because
  they are rarely alone and because of their natural thieving abilities.  They
  may use any weapon that is normally available to a thief and have their own
  secret language.
  Special Attacks:
  They have a thief’s ability to backstab their targets and gain the chaotic
  thief’s backstabbing bonus to attacks according to the selkes hit dice.  See
  DCC Core Rules p. 34-38 for thief abilities.
  Special Powers:
  A selkes hit dice count as thief levels for the purposes of determining any
  bonuses to the thieving abilities: backstab, sneak silently, hide in shadows,
  pick pockets, climb sheer surfaces, pick lock, find trap, disable trap, and
  disguise self. Selke’s do not gain the thief’s regenerative luck ability; but
  they use table II or F for critical hits at their discretion.
  Immunities & vulnerabilities:
  Whether in seal or humanoid form selkes ignore the environmental effects from mundane or environmental cold, but this
  protection does not extend to magical cold or ice based attacks. A selke who has its seal skin stolen is affected as if the thief of
  the skin had cast a charm person spell with a result of 32+.  This spell only affects that particular selke; which receives no
  save and the effect lasts until they can regain possession of their skin. While they are in this state they cannot swim at all and
  will drown if thrown into water.  A Selke is always vulnerable to fire and has a -1 penalty on all saves versus the effects of fire
  as well as taking an additional 50% damage from these kinds of attacks.
  General Information:
  The natural form of this aquatic fey spirit is a seal of medium size with a
  gray or silver hide sprinkled with soft black dapples. They prefer the cold
  waters of arctic and sub-arctic climates, but are found in all waters except
  tropical; migrating to follow the fish. They live in large colonies on lonely
  islands and ice sheets, or in isolated coves far from dry landers. This need
  for secrecy is due to the fact that when they are on shore a selke slips out of
  their seal skin and takes on a humanoid appearance. Their appearance is
  somewhere between human and elf, but with jet black hair and sea green
  eyes. They are vulnerable when they do this because anyone who steals a
  selke's skin has absolute mastery over that selke. These shy creatures speak
  little of the common language, but are fluent in the elven dialects.  Selke are
  perfectly happy to live out their lives in quiet communities isolated from
  any humanoid fishing villages.  Selke are omnivorous, but have a
  preference for fish and shellfish.  It is also generally known that selkes act
  as protectors of the merfolk for reasons only they understand. Sages
  suspect that the merfolk once did the selkes a great service and for this deed
  has forever earned the gratitude and loyalty of this fey race.
  Selke
  Alignment: 
  C
  Size: 
  Medium
  (Humanoid)
  Medium
  (Seal)
  Reach:
  (land / water)
  5ft / 0ft 
  0ft or 5ft
  STRength:
  12 
  13 / +1
  AGILity:
  13 / +1 
  13 / +1
  STAMina:
  13 / +1 
  16 / +2
  INTelligence:
  8+1d5 
  8+1d5
  PERsonality:
  10+1d8 
  10+1d8
  LUCK:
  7+ 1d6 
  7+ 1d6
  Action Die:
  1d20, 
  1d20,
  1d16 
  1d16
  Lift:
  120lbs 
  13lbs
  Drag:
  240lbs 
  39lbs
  Carry:
  120lbs 
  130lbs
  Speed (Land)
  30ft 
  5ft
  Run:
  120ft/ 97min 
  No
  Sprint:
  215ft 
  No
  Speed (Swim)
  None 
  40ft
  Run: 
  No 
  130ft/
  120min
  Sprint: 
  No 
  260ft
  Initiative:
  +1 
  +1
  AC:
  11+armor
  (seal hide; +2)
  13
  HD:
  5d8+5 
  5d8+10
  Attack Die:
  (Melee) 
  1d20+1 
  1d20+2
  2@1d16+1 
  2@1d16+2
  (Ranged)                  1d20+2 
  1d20+2
  Damage:
  (Bite)
  1d3+1
  (Fist / kick)
  1d3
  Critical Die:
  1d10 
  1d10
  Critical Table:
  F 
  F
  Fortitude:
  +3 
  +4
  Reflex:
  +3 
  +3
  Willpower:
  #+2 
  #+2
  126
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Attack Profile:
  These dark fey creatures live in colonies of 3d4+1 individuals and use
  their beguiling songs and lascivious illusions to charm male targets.  This
  is one of the rare examples of natural ritual magic, with each member of
  the colony making its own casting check and the leader of the colony acting
  as the master of the ritual.  When a victims are within range, the closest
  siren will stop singing and strike with their pelican-like beaks: which are
  large enough to swallow a medium sized creature. The songs of the other
  siren mask the screams of the dying, or any commotion from combat.
  Special Attacks:
  A siren’s bite attack provokes a reflex save from the victim versus a DC
  of 12, +1 per hit die of the siren to avoid being swallowed whole. Failure
  subjects the victim and their equipment to confinement and a further 3d6
  acid damage per round.  Victims and items get a fortitude save against the
  same DC as the reflex save for half damage. In following rounds, the
  victim may attempt an escape with a successful contested strength check
  against the siren.  The acid only effects organic materials.
  Special Powers:
  Siren Song – As long as there is at least one siren singing, all male
  creatures who can hear the song will view any siren as a beautiful, naked
  female of their own species.  This enchanting melody can be heard above
  the noise of the surf and clearly discerned out to a distance of 100ft per
  siren in the colony. Otherwise it functions as a Phantasm spell equal to the
  results of the sirens ritual casting check. Under the power of the siren’s
  song, they will do practically anything to gain the favor of one of these
  lovely creatures.  Males suffer a -2 penalty to willpower saves, with sailors
  having an additional -1 penalty to this save per month they’ve been at sea.
  Immunities & Vulnerabilities:
  Siren have the same vulnerabilities as any other fey or water spirit;
  but their  songs and illusions have no power over females of any
  species.  Female humanoids and creatures are completely
  immune to the charms of a siren, but will be eaten all the same
  if they are within reach.
  General Information:
  These evil fey appear as the most beautiful of females.  Siren prefer
  equatorial waters where they can more effectively appear to cavort in
  obscene dances when they sing out to male sailors. Enticing these
  hapless souls to their doom with lascivious promises and lurid songs, it is
  only when the sailors reach the arms of their lusty lovers that the truth is
  revealed. In reality a siren appears as a flightless and unsightly cross
  between a pelican and a vulture which has had all its feathers plucked out.
  They live in colonies dominated by the female with the most hit dice.
  Siren are always looking for new victims, because they have an insatiable
  hunger for humanoid flesh.
  Siren
  Alignment: 
  C
  Size: 
  Large 
  Large
  Reach:
  10ft 
  10ft
  STRength:
  13 / +1 
  15 / +1
  AGILity:
  10 
  10
  STAMina:
  16 / +2 
  16 / +2
  INTelligence:
  10 
  10
  PERsonality:
  10 
  10
  LUCK:
  9+1d7 
  9+1d7
  Action Die:
  1d20 
  1d20
  Lift:
  130lbs 
  225lbs
  Drag:
  260lbs 
  450lbs
  Carry:
  130lbs 
  225lbs
  Speed (Land)
  30ft 
  30ft
  Run:
  195ft/
  144min
  150ft/
  144min
  Sprint:
  350ft 
  270ft
  Speed (Swim)
  50ft 
  50ft
  Run:
  260ft 
  300ft
  Sprint:
  520ft 
  600ft
  Initiative:
  +1 
  +1
  AC: (thick hide;+3)
  13 
  13
  HD:
  4d8+8 
  6d8+12
  Attack Die:
  1d20+2, 
  1d20+3,
  2@1d16+2 
  2@1d16+3
  Damage:
  (Bite/ peck)
  1d8+1+
  special
  1d8+1+
  special
  (Claw kick)
  1d6+1 
  1d6+1
  Siren Song
  (Casting check)
  1d10+11 
  1d12+11
  (Acid attack)
  3d6/ DC16 
  3d6/ DC18
  Critical Die:
  1d10 
  1d12
  Critical Table:
  F 
  F
  Fortitude:
  +4 
  +5
  Reflex:
  +2 
  +3
  Willpower:
  +2 
  +3
  127
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Attack Profile:
  Hunters and trackers of small vermin and insects, but will flee
  from larger enemies.  Foxes have an odd reputation for
  appearing to be crazy,  this is largely from their chaotic and
  seemingly random movements.  This behavior tactic has the
  ability to move the fox incrementally closer to its targets.
  Unlike most canine species, foxes hunt alone or with their mate.
  Foxes use their agility rather than strength for melee combat.
  Special Attacks:
  Crazy Like a Fox- The fox leaps and cavorts in a seemingly
  random fashion, but is actually distracting the target while it
  creeps incrementally closer. Target must succeed at a Willpower
  save versus a DC of 12 or they lose their shield and agility bonus
  for the round because they cannot figure out where the attack
  will be coming from.
  Foxes
  Alignment: 
   
   
  C
  General Information:
  Foxes are the smallest of the wild canine species. There are two
  basic types: the smaller versions inhabit semi-arid and desert
  climates. The larger and more common red fox and its arctic
  cousins prefer temperate and alpine forests as well as sub-arctic
  tundra. All foxes share the common characteristics of bushy tails,
  large ears, and sharp angled muzzles. Many types of fox are
  nocturnal, but most are active at dawn and dusk. Most are
  omnivorous, but the red fox and the arctic fox are primarily
  carnivores.  With the exception of the red fox, the coloring of
  their fur tends to blend in with their environment. Males are
  referred to as ‘reynards’, females are called ‘vixens’, and their
  offspring are called ‘kits’.  Some of the larger types, including the
  Red fox will form tight family units of a mated pair and their
  offspring, but not all that often.
  Special Powers:
  Foxes have extremely sensitive ears and gain a +3 bonus on listen and spot checks involving sound. They also have excellent
  night vision; as long as there is at least moon light foxes can see just fine for 120ft.
  Size: 
  Tiny 
  Small 
  Medium
  Reach
  0ft 
  5ft 
  5ft
  STRength:
  5 / -2 
  7 / -1 
  8 / -1
  AGILity:
  14 / +1 
  13 / +1 
  12
  STAMina:
  10 
  12 
  13 / +1
  INTelligence:
  4 / -2 
  4 / -2 
  4 / -2
  PERsonality:
  14 / +1 
  14 / +1 
  14 / +1
  LUCK:
  1d8+10 
  1d8+10 
  1d8+10
  Action Die:
  1d14 
  1d16 
  1d20
  Lift:
  5lbs 
  7lbs 
  8lbs
  Drag:
  10lbs 
  21lbs 
  24lbs
  Carry:
  10lbs 
  35lbs 
  80lbs
  Speed (Land)
  15ft 
  30ft 
  50ft
  Run:
  25ft /
  80min
  70ft/
  96min
  120ft /
  104min
  Sprint:
  55ft 
  155ft 
  240ft
  Initiative:
  +1 
  +1 
  +0
  AC:
  14 
  12 
  10
  HD:
  1d4 
  1d6 
  1d10+1
  Attack Die:
  1d14+1 
  1d16+1 
  1d20+1
  2@1d16+1
  Damage:
  (bite)
  1d4-2 
  1d6-1 
  1d8-1
  Critical Die:
  None 
  None 
  1d6
  Critical Table:
  None 
  None 
  M
  Fortitude:
  +1 
  +1 
  +2
  Reflex:
  +2 
  +2 
  +1
  Willpower:
  +2 
  +2 
  +2
  128
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Frogs
  General Information:
  These amphibians prefer fresh water environments, but have adapted themselves to many regions ranging from temperate
  wetlands to tropical rainforests.  Frogs all share the same basic shape and characteristics, regardless of size. They may breathe
  through their skins or with their lungs as needed and have very sensitive hearing. All frogs have a long, sticky tongue attack
  that is used to snare their prey. Most frogs are green or brown, but may take on wildly bright colors and patterns which
  usually serve as a warning to all that the frog exudes incredibly toxic poisons.
  Alignment: 
  N
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium 
  Large 
  Huge
  Reach (kick)
  0ft
  5ft
  5ft
  5ft
  10ft
  15ft
  Reach (Tongue)
  2ft 
  5ft 
  15ft 
  15ft 
  30ft 
  45ft
  STRength:
  1 / -5
  4 / -2
  6 / -1
  7 / -1
  9
  11
  AGILity:
  18 / +3 
  17 / +2 
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  10 
  13 / +1 
  15 / +1 
  16 / +2 
  18 / +3 
  20 / +5
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  1oz 
  4lbs 
  6lbs 
  14lbs 
  27lbs 
  110lbs
  Drag:
  2oz 
  12lbs 
  18lbs 
  56lbs 
  180lbs 
  440lbs
  Carry:
  1oz 
  8lbs 
  30lbs 
  70lbs 
  180lbs 
  385lbs
  Speed (Land)
  5ft hop 
  10ft hop 
  15ft hop 
  35ft hop 
  50ft hop 
  70ft hop
  Speed (crawl)
  0.5ft 
  1ft 
  5ft 
  10ft 
  15ft 
  20ft
  Run:
  No
  No
  No
  No
  No
  No
  Sprint: 
  No 
  No 
  No 
  No 
  No 
  No
  Speed (Swim)
  5ft
  10ft
  30ft
  50ft
  70ft
  90ft
  Run:
  20ft /
  40min
  20ft /
  104min
  60ft/
  120min
  105ft /
  128min
  180ft /
  144min
  275ft/
  160min
  Sprint:
  25ft
  45ft
  130ft
  210ft
  360ft
  495ft
  Initiative:
  +3 
  +2 
  +2 
  +1 
  +1 
  +1
  AC:
  19
  15
  13
  11
  10
  9
  HD:
  2hp 
  1d4+1 
  2d5+2 
  3d6+6 
  5d7+15 
  6d8+30
  Attack Die:
  1d12+3
  1d14+2
  1d16+2
  1d20+2
  1d20+2,
  1d24+3,
  2@1d16+2 
  2@1d20+3
  Damage:
  (tongue strike)
  ---- 
  1d4-2 
  2d6-1 
  2d8-1 
  2d10 
  2d12
  (kick)
  ---- 
  ---- 
  1d6-1 
  1d8-1 
  1d10 
  1d12
  Critical Die:
  None 
  None 
  None 
  1d8 
  1d10 
  1d12
  Critical Table: 
  None 
  None 
  None 
  M 
  M 
  M
  Fortitude:
  +1 
  +2 
  +2 
  +4 
  +5 
  +8
  Reflex:
  +4 
  +3 
  +3 
  +3 
  +3 
  +4
  Willpower:
  +1 
  +1 
  +1 
  +2 
  +2 
  +3
  Attack Profile:
  All frogs use their tongue attack for anything that they consider prey. The range for this attack is equal to thrice their kicking
  reach and while armor is not a factor; if the victim of this attack is using a shield, the victim may elect to lose the shield and
  remain free of entanglements. Victims of this attack can make a contested strength check to resist being dragged into the frogs
  mouth where the victim suffers the listed damage every round until it escapes, suffocates, or gets digested.  Frogs use their
  agility bonus for melee and ranged attacks and are considered 1 size larger for dragging and lifting calculations.
  129
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Where there is one frog, there are many frogs and 2d4 frogs are encountered regardless of size.  They don’t have any cooperation
  when they hunt and are cannibalistic towards their weak and wounded. Frogs patiently wait for anything edible to wander
  within reach and even if the frog is poisonous; this is merely a passive defense. The larger versions tend to be more aggressive,
  but still rely on their patience and stealth to get their meals. Frogs of size medium and larger have singing voices so loud that
  they can stun and deafen other creatures on a failed fortitude save versus a DC of 8, +1 per hit die of the frog.
  Special Attacks:
  Poison – there is a 60% chance that the frog is poisonous, -10% for each size category greater than smallest. If the frog is
  poisonous then there is a further 20% chance that it is a contact poison; otherwise the poison only affects creatures which bite
  or attempt to eat the frog. Poison DC= 11, +1 per hit die of the frog.
  Roll 1d6 to determine the type of poison:
  1-4: Pain inducing- A failed save means victim suffers a -1 penalty on all actions, re-roll save with modifier every 10 minutes
  with failure increasing the penalty by a cumulative -1 to the pain penalty. Success reduces penalty by 1, when penalty is 0 then
  the victim is no longer afflicted. If the penalty from the pain reaches -10 then the victim receives one final save, with failure
  indicating death. The toxin is cleansed if the victim receives magical healing equal to 3 dice, or the use of the appropriate
  spell.
  5: Neurotoxin (paralysis) – the venom causes a numbing paralysis to spread outward from the wound sight as the venom
  blocks the communication of neurons. The victim loses 2 points from their agility score and 5ft of movement every turn.
  Death occurs from an inability to breathe within 2d3 turns of envenomation. This venom requires 3 dice of magical healing or
  the appropriate spell to cure.
  6: Toxic: a failed save means the victim takes 1pt of damage per size category of the frog in the first round, and again every
  turn until the victim dies or can receive mundane healing with a check versus a DC of 15 or 4 dice of magic healing.
  Powerful voice – frogs of size small or greater can use their vocalizations to deafen and even stun potential prey. Any
  creatures with ears other than frogs are subject to this powerful sonic attack at a range of 10ft per hit die of the frog. Victims roll
  a fortitude save versus DC of 8, +1 per hit die of the frog. Failure indicates that the victim is deafened for 1d4 rounds, +1 round
  per hit die of the frog. If the victim fails their save by more than 5 points they are also stunned for an equal number of rounds.
  Special Powers:
  Amphibious – creature may breathe through its skin while under water, but they must keep their skins moist to avoid taking 1
  point of damage/ hour without soaking in water for at least 5 minutes/ hit die of the frog. Additionally, if the water is dirty or
  toxic, then they are subject to it as if it were inhaled. The frog is immune to its own poison and others of its kind.
  Keen Hearing – creature gains +3 on all listen checks.
  Ambush hunter – these creatures have perfected the art of sitting still and using their environment to hide from potential prey.
  When in its preferred terrain, the creature gains +4 on stealth checks.
  Cold Blooded – this creature is comfortable between 500 and 1000 Fahrenheit, but will be reduced to half of its normal move
  speed actions per round if the temperature is between 350 F and 490 F; below this temperature the creature is paralyzed, but will
  thaw out in the spring and probably be just fine. The creature takes 1 point of heat damage per minute of temperatures above
  1000 F, and gains an extra action per round, until they reach shelter or over heat. Larger sized frogs can tolerate greater
  variance in temperature, so expand the zone of comfort by 5 degrees at each extreme for every size category beyond small. All
  cold blooded creatures will eventually succumb to the cold and they have a -2 penalty to saves versus cold attacks and spells.
  130
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  131
  General Information:
  Domestic goats have a long history with humanoids, and are intelligent
  and curious creatures that can be easily trained to a variety of tasks:
  pulling loads, and carrying packs, etc. They are size small creatures,
  usually only 3ft high at the shoulder. They have varied markings and
  most are bread for their meat and milk, but some are also raised for their
  fur which will be spun into fiber for textiles. They are herbivores and
  can eat nearly anything organic that has not spoiled, but goats prefer the
  new leaves of shrubs and weeds. Goats are also known to be escape
  artists with a knack for climbing. Their horns are firmly anchored and
  can be rather dangerous if the goat decides to charge. Their wild
  mountainous kin are a larger in size, but otherwise share common
  temperament and habits. Mountain goats protect themselves by roaming
  in places that are near impossible for other creatures to reach, living on a
  diet of moss, lichen and any other plants they find.
  Attack Profile:
  Goats are stubborn and territorial herbivores which vigorously challenge
  and defend themselves from intruders. When attacking, they charge
  from at least half their land speed and then make an attack with their
  horns.
  Special Attacks:
  Domestic goats and their mountain kin may ignore rough terrain
  modifiers while moving and charging. Mountain goats are unhindered
  when traveling in the mountains and may even make jump checks
  during a charge if necessary to reach the target.  Their gore attacks cause
  double damage on a charge attack.
  Special Powers:
  Strong Stomach- goats can digest nearly anything organic and gain a +2
  bonus on Fortitude saves versus ingested poisons and toxins.
  Sure Footed- they gain a +3 bonus on balance, jump, and climb checks.
  Size: 
  Small 
  Medium
  Reach
  5ft 
  5ft
  STRength:
  12 
  13 / +1
  AGILity:
  16 / +2 
  15 / +1
  STAMina:
  13 / +1 
  14 / +1
  INTelligence:
  3 / -3 
  4 / -2
  PERsonality:
  5 / -2 
  6 / -1
  LUCK:
  9 
  9
  Action Die:
  1d14 
  1d16
  Lift:
  12lbs 
  13lbs
  Drag :
  36lbs 
  39lbs
  Carry:
  60lbs 
  130lbs
  Speed (Land)
  20ft 
  40ft
  Run:
  120ft/
  104min
  195ft/
  112min
  Sprint:
  265ft 
  390ft
  Initiative:
  +2 
  +1
  AC:
  13 
  11
  HD:
  1d10+1 
  2d8+2
  Attack Die:
  1d14 
  1d16+1
  Damage:
  (Gore)
  1d3 
  1d4+1
  (Trample)
  3d3 
  3d4+3
  Critical Die:
  None 
  None
  Critical Table:
  None 
  None
  Fortitude:
  +2 
  +2
  Reflex:
  +3 
  +2
  Willpower:
  -1 
  +0
  Goats
  Alignment: 
   
   
  N
  G
  Goats make excellent beasts of burden and may
  carry half the listed carrying weight for up to 10
  hours a day.  The medium sized version is also quite
  a popular mode of  transportation for small sized
  humanoids, and dwarves; especially if they live or
  travel through the mountains.
  Through long domestication, there are goat varieties
  for every land environment and climate except
  aquatic.  Some races have even bred goats as war
  mounts.  These battle goats are size medium; have a
  +2 bonus to their strength and stamina scores; and
  use 1d20 as an action die.  Battle goats roll on
  Critical Table M and gain +1 die step for both gore
  and trample attack damage.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Goblins
  Alignment: 
   
   
  C
  General Information:
  Goblins are small, evil, cannibalistic bipeds with
  gray, tan, brown, or green skin. They have
  yellow or red beady eyes and live in caves or the
  ruins of civilized lands.  Goblins are too lazy to
  build their own tunnels and warrens when they
  can modify those that others have left behind.
  They are cruel and mischievous denizens of dark
  woods and forgotten dungeons always looking
  for easy prey.
  Attack Profile:
  Goblins are inveterate cowards and avoid direct
  conflict at all costs, prostrating and genuflecting
  with slavering, whimpering protestations of
  innocence; at least until you turn your backs on
  them. Typically, they would rather flee into
  their lair than fight openly unless they are
  accompanied by their evolutionary cousins:
  bugbears or hobgoblins. Goblins are often used
  as fodder troops for orcs, ogres, and ogre magi
  who rule some goblin tribes motivating them to
  aggression with threats and beatings. If a goblin
  tribes’ leader is killed, goblins in combat must
  make a DC 16 morale check or rout.  Their
  hierarchy from bottom up: Goblin-> Goblin
  Cultist->Goblin Cook-> Goblin Chief-> Orc->
  Hobgoblin-> Bugbear-> Ogre-> Ogre Magi->
  Something horrible indeed…
  Special Attacks:
  Bold in numbers – because of their cowardly
  nature goblins have learned to attack in large
  numbers when they cannot avoid fighting; for
  every 5 goblins in the combat, they gain +1 to
  attacks and damage. This bonus applies to their
  morale checks as well.
  Special Powers:
  Infravision – goblins can detect heat signatures
  out to 60ft, but suffer a -1 penalty on all actions
  in strong light.
  Clever Defenders – with their scrawny physique
  and inherent cruelty, goblins have learned to be
  clever trap makers. Their lairs are modified with
  defense in mind and they are able to create rather
  effective traps to grind down their attackers.
  Their traps do from 1 to 5d6 damage, usually of
  a crushing and/or piercing nature. Goblin traps
  are of poor quality and are rarely made to trigger
  more than once.
  Born to Skulk – if you practice anything long enough then you are bound to get better at it, and goblins are no exception.
  Goblins gain a +2 bonus on stealth checks from having to live their lives constantly avoiding the cook-pots.  Goblins with at
  least 3 hit dice are allowed to make sneak attacks as if they were thieves of the same hit dice, but their attack bonus is equal to
  their hit dice.  This attack does not stack with a goblin’s bold in numbers ability.
  Type: 
  Grunt 
  Chief 
  Cultist 
  Cook
  Size:
  Small 
  Small 
  Small 
  Small
  Reach
  5ft 
  5ft 
  5ft 
  5ft
  STRength:
  8 / -1 
  10 
  8 / -1 
  9
  AGILity:
  8 / -1 
  10 
  8 / -1 
  8 / -1
  STAMina:
  10 
  13 / +1 
  10 
  13 / +1
  INTelligence:
  13 / +1 
  14 / +1 
  13 / +1 
  13 / +1
  PERsonality:
  8 / -1 
  9 
  8 / -1 
  8 / -1
  LUCK:
  9 
  11 
  9 
  10
  Action Die:
  1d16 
  1d20, 
  1d20 
  1d20
  1d16
  Lift:
  40 lbs 
  50 lbs 
  40 lbs 
  45 lbs
  Drag:
  80 lbs 
  100 lbs 
  80 lbs 
  90 lbs
  Carry:
  40 lbs 
  50 lbs 
  40 lbs 
  45 lbs
  Speed (Land)
  20ft 
  20ft 
  20ft 
  20ft
  Run:
  65ft /
  75min
  80ft /   
   65ft /
  97min 
   
      75min.
  70ft /
  95min
  Sprint:
  115ft 
  145ft 
  115ft 
  130ft
  Initiative:
  -1 
  +0 
  -1 
  +0
  AC:
  10+
  armor
  11+
  armor
  10/ no
  armor
  10+
  Armor
  Leather
  +2, -1Ph, 1d8
  Studded Leather
  +3, -2Ph, 1d8
  Hide
  +3, -3Ph, 1d12
  Chainmail
  +5, -5Ph, 1d12, -5’ move
  Shield
  +1, -1Ph
  HD:
  1d6 
  5d8+5 
  1d6 
  3d8+3
  Attack Die:
  (Melee)
  1d16-1 
  1d20+1, 
  1d20-1 
  1d20+1
  2@1d16+1
  (Ranged)
  1d16-1      1d20+1 
   
   1d20-1  
   1d20+1
  Damage:
  (Bite)
  1d3-1 
  1d3 
  1d3-1 
  1d3
  (Fist)
  1d3-1 
  1d3 
  1d3-1 
  1d3
  (Sh. Bow;
  25ft/50ft/75ft)
  1d6 
  1d6 
  1d6
  (Short Sword)
  1d6-1 
  1d6 
  1d6-1
  (Spear)
  1d8-1 
  1d8 
  1d8-1
  (Bleeder)
  1d7
  Critical Die:
  None 
  1d10 
  1d6 
  1d8
  Critical Table:
  None 
  III 
  I 
  III
  Fortitude:
  +1 
  +3 
  +1 
  +3
  Reflex:
  +0 
  +2 
  +0 
  +1
  Willpower:
  +0 
  +2 
  +0 
  +1
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Attack Profile:
  The goblin chief only fights when he can’t bully one of his minions into dying for him; or, there is a chance to swipe at his
  opponent from the shadows. When the chief fights, he fights dirty and will use every nasty trick he can think of to kill his
  opponent or escape, with a preference for the latter.
  Special Attacks:
  It’s good to be the King – the chief will always have the best armor and equipment of the tribe’s warriors, possibly even having
  a magic weapon or armor: 35% chance of either.
  Special Powers:
  As any basic goblin
  Swelling the ranks- Because of their cowardly nature goblins have learned to attack in large numbers.  The presence of the
  goblin chief grants a +3 bonus to goblin willpower saves and morale checks.  The goblin chief also counts as 5 goblins for
  these calculations, but only when there is at least 1 additional goblin present. When the chief bellows he is obeyed; his shouts
  will usually call up to 3d4 goblins to his location within 2d3 rounds. If he is slain the remaining goblins must succeed at a DC16
  morale check with a +1 bonus to their save for every 5 goblins remaining or they are too terrified to keep fighting and run away.
  Goblin Cook
  General Information:
  The Cook is the second most feared goblin in any tribe after the chief. It is the Cook that decides who goes into the pot for the
  evening meal. The Chief may recommend someone to the repast, but tradition dictates that the Cook is the final arbitrator of
  anything that affects the flavor. These powerful members of the tribe act as the only form of justice or restitution within the
  community. Any goblins who petition the cook to resolve a complaint or grudge will be summarily tossed into the diner pot…
  this system is surprisingly effective at maintaining order within the goblin tribe.
  Attack Profile:
  Like the Chief, the tribe’s Cook doesn’t fight on the front lines. His value is in the fact that the rest of the goblins of the tribe
  are so frightened of being the evening meal, that in the cook’s presence, goblins redouble their food gathering efforts. When he
  fights the Cooks implement of choice is the Bleeder and counts as 3 goblins for the bold in numbers ability as long as there is at
  least 2 other goblins present.
  Special Attacks:
  Bleeder- This elongated and sharpened metal spoon is designed to cause a wound that continues to bleed after the attack. After
  each successful attack the victim must succeed at a fortitude save versus a DC equal to 8, +1 per point of damage from the
  attack. If the victim fails then they will bleed 1 point per round per wound until they receive at least 1 die of magic healing or a
  healing check equal to the save DC. This weapon also acts as an atl-atl, or throwing stick and when used to propel a sling stone,
  javelin, or potion/alchemical attack the goblin cook may extend the items range and non-alchemical attack damage by +50%.
  The spice of life – a goblin cook’s favorite tactic is to use alchemical grenades commonly composed of spice blends such as
  cayenne pepper, black pepper, and chili powder. The spice blends used will vary by season and regional availability.
  Regardless of the blend, the minimum effect is a 10ft radius cloud of powder that burns the eyes and throats of their victims.
  This cloud provokes a fortitude save versus a DC of 10 or the victims suffer a -2 penalty on all actions; including AC and saves
  and they are blinded for 2d3 rounds or until they can wash out their eyes.  Critically failing this save causes blindness for
  2d24 hours.
  Special Powers:
  As any other goblin.
  Intimidate the masses – if the cook goes to war with the rest of the tribe his presence grants a +2 bonus for goblin willpower
  saves and morale checks. If the chief is slain, then the Cook has one chance to intimidate the tribe back into the battle. He must
  sacrifice one of the tribe, but as he does so he reminds them that weaklings go into the dinner pot because they taste better. The
  goblins of the tribe get a second morale check, but if they fail this one there is no chance that they will continue the fight.
  Goblin Chief
  General Information:
  The chief goblin of any tribe is little more than the goblin who managed to bully his way to the top of the tribe’s hierarchy and
  he has the hit points and ruthlessness to prove his worth. The chief is obeyed until he gets replaced, usually by a hobgoblin or
  something else more brutal, otherwise assassination is the preferred method of forcing a succession.
  133
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Goblin, Cultist (Wizard Level 1)
  Alignment: 
  By Patron
  General Information:
  Goblin cultists have dedicated themselves to a dark power of some kind, but they must seal the pact with the ritual
  consumption of a creature with magical abilities. This could be a cleric or wizard, but is more likely to be some wild creature
  with a strange magical power or mutation. Goblin cultists start with the Patron Bond spell which does not count against their
  total spells known. Cultists are often the 3rd most powerful goblin in the hierarchy because of their inherent power, even the
  tribe’s Cook will give the cultist respect. However, any cultist with hit dice equal to or greater than the Chief will likely
  challenge the chief for tribal dominance. Goblin tribes led by cultists pose the greatest danger to their neighbors… regular
  goblins will just kill and eat you, but cultists usually have darker plans.
  Attack Profile:
  Goblin cultists, for all of their power are still inveterate cowards and avoid direct conflict. When forced to fight they will
  employ their spells to best advantage; always fighting from the rear of the horde when possible. They are so feared by the rest
  of the tribe, that Goblin cultists do not gain any advantage from the number of goblins in the fight… beyond the general
  ‘cover’ from enemy attacks that they provide.
  Special Attacks:
  Spells – a goblin cultist’s hit dice count as wizard levels for the purpose of casting and knowledge checks. They start with 1
  random spell, +1 spell per hit die beyond the first.  Their casting check is 1d20+ intelligence bonus +1 for each hit die. Goblins
  suffer a -2 penalty on corruption rolls and spell mishaps from general ineptitude. Common patrons include: Azi Dakha,
  Bobugbubilz, Obitu-Que, and Krelvax the Weaver. (New patron, see p. 60 for details.)
  Special Powers:
  As any other goblin, except they gain no benefits from  the number of goblins in the fight; due to the goblin cultist’s innate
  power they are as feared as the tribe’s cook.  Additionally,goblin cultist’s don’t gain the born to skulk abilities of lesser goblins
  do to the amount of time they devote to seeking arcane power.  Goblin cultists gain an additional language for each point of
  intelligence bonus just as any other wizard, with a general preference for vile and demonic languages.
  134
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  135
  General Information:
  These creatures are strange conglomerations of magic and loose debris gathered from their surroundings. In the wild, they tend
  to be humanoid in form if they are at least size small. Tiny objects that become grondors will hover in the air as if held by a
  medium sized humanoid, but these creatures are too hostile to work in packs or swarms. They are usually found at the edges of
  Druid groves, faerie circles, and along ley-lines of moderate strength. They can also be found in wizard towers, old
  battlegrounds, and dungeons where mighty magical forces have been unleashed. Regardless of where they form Grondar all
  have some similarities in that they are self-animating, require nourishment, and they do not need to sleep or breathe. They can
  be as simple as a feral dagger floating in a hallway, or as large and complex as the stairway of a wizard’s tower. Grondar all
  have the same general ability scores with respect to their size, but they may have radically different abilities and powers based
  upon their construction and where they live. For example: a grondar made from a jumble of broken glass will have a really
  powerful slicing attack, but it is as fragile as the glass it is made from and will melt under high temperatures, etc. Grondar can
  perceive the world as a human, but only to a range of 30ft; however, their primary hunting sense is smell.  This sense is
  ordinary and they gain no bonuses, but they may track with this ability.  The weight of a grondar will vary greatly depending
  upon its composition; they are considered to have a stamina score of 10 for calculating their total weight.  So on avaeage, a tiny
  grondar weighs 20 pounds and a colossal grondar weighs 7.5 tons.  Grondar made mostly of metal have +4AC, Stone grants a
  +3 bonus to AC, and grondar made mostly of wood have a +2 bonus to armor class.
  Alignment: 
  C
  Size: 
  Tiny 
  Small 
  Medium 
  Large 
  Huge 
  Gargantuan 
  Colossal
  Reach:
  0ft
  5ft
  5ft
  10t
  15ft
  20ft
  30ft
  STRength:
  6 / -1 
  8 / -1 
  9 
  11 
  13 / +1 
  15 / +1 
  17 +2
  AGILity:
  18 / +3
  17 / +2
  16 / +2
  15 / +1
  14 / +1
  13 / +1
  12
  STAMina:
  +5hp 
  +10hp 
  +15hp 
  +25hp 
  +40hp 
  +60hp 
  +120hp
  INTelligence:
  3 / -3
  4 / -2
  5 / -2
  6 / -1
  7 / -1
  8 / -1
  9
  PERsonality:
  3 / -3 
  4 / -2 
  5 / -2 
  6 / -1 
  7 / -1 
  8 / -1 
  9
  LUCK:
  --
  --
  --
  --
  --
  --
  --
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20 
  1d24 
  1d30 
  1d30+2
  Lift:
  12lbs
  40lbs
  90lbs
  165lbs
  195lbs
  600lbs
  2040lbs
  Drag:
  18lbs 
  80lbs 
  180lbs 
  330lbs 
  390lbs 
  1800lbs 
  6120lbs
  Carry:
  12lbs 
  40lbs 
  90lbs 
  165lbs 
  195lbs 
  600lbs 
  2040lbs
  Speed (Land):
  10ft 
  20ft 
  30ft 
  40ft 
  50ft 
  60ft 
  70ft
  Run:
  30ft 
  65ft 
  90ft 
  165ft 
  260ft 
  375ft 
  510ft
  Sprint:
  60ft 
  115ft 
  160ft 
  295ft 
  390ft 
  560ft 
  665ft
  Initiative:
  +3 
  +2 
  +2 
  +1 
  +1 
  +1 
  +0
  AC:
  16 
  13 
  12 
  10 
  9 
  8 
  6
  HD:
  2d6 
  2d7 
  2d8 
  2d10 
  2d12 
  2d14 
  2d16
  Attack Die:
  1d14-1 
  1d16-1 
  1d20 
  1d20, 
  1d24+1, 
  1d30+1, 
  1d30+4,
  2@1d16 
  2@1d20+1 
  2@1d24+1 
  2@1d24+2
  Damage:
  Choose the most applicable damage type for the construction of the grondar.
  (Bashing)
  1d3-1
  1d4-1
  1d5
  1d6
  1d7+1
  1d8+1
  1d10+2
  (Slicing)
  1d4-1 
  1d5-1 
  1d6 
  1d7 
  1d8+1 
  1d10+1 
  1d12+2
  (Piercing)
  1d3-1
  1d4-1
  1d5
  1d6
  1d7+1
  1d8+1
  1d10+2
  (Squeezing))
  1pt/rd 
  1d3-1/rd 1d4/rd 
  1d5/rd 
  1d6+1/rd 
  1d7+1/rd 
  1d8+2/rd
  (As weapon)
  *
  *
  *
  *
  *
  *
  *
  (Drain attack)
  1 pt 
  2 pts 
  3 pts 
  4 pts 
  5 pts 
  6 pts 
  7 pts
  Critical Die:
  None
  None
  1d4
  1d5
  1d6
  1d7
  1d8
  Critical Table:
  None 
  None 
  M 
  M 
  M 
  M 
  M
  Fortitude:
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  Reflex:
  +4 
  +3 
  +3 
  +2 
  +2 
  +2 
  +1
  Willpower:
  -2
  -1
  -1
  +0
  +0
  +0
  +1
  Points of
  stamina
  consumption
  & drain DC
  2/
  Day
  DC 9
  3/
  Day
  DC 10
  12/
  Week
  DC 11
  25/
  Week
  DC 12
  50/
  Month
  DC 13
  80/
  Month
  DC 14
  1000/
  Year
  DC 15
  Grondar
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  “Perhaps one of the most hotly contested subjects within the meta-zoological community is on the nature of the Grondar.  Be they a natural
  species or manifestation of errant, yet persistent arcane energy.  Most reliable reports of grondar are from locations where wizardry is in
  common practice and specifically within proximity to arcane laboratories, ritual centers, &cetera.  It is interesting to note that as yet there
  have been no reliable reports of grondar near temples or other places of divine power.  It should also be noted that there have as yet been no
  reliable accounts of grondar with greater than an instinctual level of intelligence; though there are several notable examples of grondar
  having been retained as familiars or pets.  Regardless of their construction these oddities will function within their habitat as any other
  predator of their size; with the exception that they need not consume any material from their victims.  However, we shall never know if these
  are a natural species in their own right until reliable field reports can by retrieved from natural locations of substantial power…”
  “Grondar are distinctly different from homunculi and golems in to two important regards.  The first being that well fed grondar grow in a
  semi-organic process and will accumulate greater amounts of material.  Secondly, there is direction and purpose to the form and abilities in
  the construction of golems and homunculi; but the construction of grondar is a dangerous gamble involving broken magic items, stale arcane
  ingredients, and other refuse one would expect a wizardly household, lab, or ritual area to generate… and time.  How much time needed is
  random, but usually requires the accumulation of debris for at least one year.  During this time there is a substantial risk that the pile of
  arcane junk will destabilize and wreak havoc in the local environment.  The research ban on this are of inquiry  was the Imperial response to
  the St. Elberville Implosion and has greatly hindered understanding of this peculiar creature.”
  -Excerpts from the testimony of Thaladidius Phlympton, Esq., Wizard of the 9th Order of
   
   
   
   
   
   
   
   
   
   
   
   
  Vorelmyr, Dean of Meta-zoological Studies, Imperial College of Kassantia during the
   
   
   
   
   
   
   
   
   
   
   
   
  Inquiry into the events surrounding the Migelburg Incident.
  Attack Profile:
  These creatures are neither subtle, nor quick witted and simply charge forward in a hungered frenzy. They have little ability to
  function in concert with each other and will turn on each other if there are no other targets. A grondar’s only concern is to
  drain as many ability points as they can from any living creatures they encounter.  Grondar are quite agile, but they rarely use
  ranged attacks and prefer to ambush their targets when possible.
  Special Attacks:
  Essence Drain – any time a grondar scores damage against a living target or another grondar, the victim must succeed at a
  fortitude save versus a DC of 8, +1 size category of the grondar starting with tiny. Failure indicates that the victim takes 1d3
  points of stamina loss, +1 point for each size category starting with small. It then adds these points as healing or new bonus hit
  points. Should the grondar collect enough hit points, it will accumulate more items and substance to itself and grow larger.
  Special Powers:
  The conditions that give rise to the grondar will determine any special powers. A grondar made entirely from snow could have
  a chill touch effect, or a grondar made of scrap iron might have double hit points (and double the feeding cost); the Storyteller
  will need to determine this on a case by case basis and will generally refer to the most appropriate spell table to govern the
  success of the power.  In general the save DC’s or casting checks for these attacks are equal to the minimum result necessary for
  the spell to function properly; grondar do not suffer mishaps or corruption.
  Durable – grondars are made from inanimate items, so they have no stamina score and are immune to poisons, back stabs,
  and critical hits. A grondar’s total hit points are equal to the points listed under stamina score, plus the dice total listed under
  hit points. They may not be healed, but the Mending spell cast at 18+ can be just as useful.
  Immunities & vulnerabilities:
  Grondar are immune to spell damage targeted at them and are instead healed by 1 hit point per level of the spells cast upon
  them specifically. However, grondar will still take full damage from area effect spells.
  Feeding – A grondar’s normal source of food would be the ambient arcane energy flowing from a ley-line or basking in the
  divine glow of a druid’s grove, or other temple, etc. and are considered a serious nuisance by druids and faeries. However, if
  the magical source fades away or is otherwise defunct; a grondar may drain the life from living creatures. A grondar must
  absorb the listed number of ability points during the listed time or it loses one size category (and any hit points that came with
  that size) as different bits and pieces fall off its body. Larger grondars that are reduced below size tiny simply dissolve into dust
  if they fail to feed, though swarms of smaller grondar do occur (see swarms entry).
  As a grondar takes damage, it gets smaller, so a colossal grondar that takes enough damage to drop it to 78 hit points becomes
  size gargantuan. If that same grondar dropped to 29 hit points, then it would shrink to size huge. The process continues until it
  gets to be smaller than size tiny: then it dies.
  Dispel Magic – Any grondar hit by this spell must succeed at a willpower save versus the casting check. If the grondar
  succeeds then it takes 1d4 point of damage for each of the casters levels and is reduced appropriately in size. Failure indicates
  that the force animating the grondar vanishes and it falls apart.
  136
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  H
  Immunities & vulnerabilities:
  Hippogriff’s are unaffected by the cold and lack of
  air at high altitudes, but they are terrible afraid of
  fire.  When confronted by large amounts of fire, or if
  it is attacked with flaming weapons or fiery spells
  they must succeed at a DC 15 willpower save or flee
  the area as fast as possible flying for at least 1 turn.
  Special Powers:
  Hunter’s vision – on a clear day a hippogriff can see
  a small sized creature from a half of a mile away
  with ease; and they gain a +3 bonus on spot and
  search checks.
  Loyalty - As war mounts they gain a +4 bonus on all
  saves versus charms and fear checks as long as their
  rider is within 30ft.
  Hippogriffs
  Alignment: 
   
   
  L
  General Information:
  These majestic creatures are similar to griffons and olar, but the hippogriff
  is a combination of a falcon or hawk with a horse. They have the head of
  a bird of prey and their front hooves are replaced by talons. They are
  covered with feathers and fur with colors tending towards silver, gray,
  black, and brown mottling. Hippogriffs prefer to roost in mountainous
  regions close to plains or savannahs where large herds of gazelle and other
  large undulates roam. They are as strong in the air as they are on the
  ground and as such; many humanoids seek out hippogriffs as riding
  beasts. The inherent loyalty and fierceness of the hippogriff make them
  excellent war mounts; however, hippogriffs do not get allong well with
  gryphons, as both species compete for both food and nesting sights.
  Attack Profile:
  In the wild, hippogriffs are solitary like their avian ancestors, but they
  mate for life and are occasionally seen in pairs or small family groups in
  late autumn. They have the same hunting tactics as any other bird of prey;
  using their keen eyes to spot likely targets from great altitude then they
  swoop down for the quick kill. Like birds of prey, a hippogriff must make
  a reflex save after each attack to stay airborne.  The armor class listed in
  this table does not include the standard +2 bonus for flying.
  Special Attacks:
  Dive attack – the hippogriff makes one attack roll to hit with both talons.
  If this first attack succeeds the hippogriff gets an immediate extra attack
  with its beak.  It must then succeed at  its reflex save to stay in the air at half
  of its fly speed like any other aerial predator; see page 14.  The damage
  listed in the table entry accounts for the extra damage from the dive, but
  damage from a successful beak strike is double what is listed.  If the
  Hippogriff stays in the air, then they can fly off with their prey without
  further strength checks.
  Size: 
  Young
  (Medium)
  Adult
  (Large)
  Reach:
  5ft 
  5ft
  STRength:
  15 / +1 
  17 / +2
  AGILity:
  14 / +1 
  13 / +1
  STAMina:
  16 / +2 
  18 / +3
  INTelligence:
  6 / -1 
  6 / -1
  PERsonality:
  13 / +1 
  13 / +1
  LUCK:
  9 
  9
  Action Die:
  1d20 
  1d20
  Lift:
  30lbs 
  34lbs
  Drag:
  90lbs 
  136lbs
  Carry:
  150lbs 
  340lbs
  Speed (Land)
  50ft 
  70ft
  Run:
  225ft/
  128min
  340ft/
  144min
  Sprint:
  450ft 
  680ft
  Speed (Fly)
  270ft 
  305ft
  Acceleration:
  60ft 
  70ft
  Deceleration:
  120ft 
  140ft
  Glide:
  10ft 
  15ft
  Hover: 
  No 
  No
  Initiative:
  +1 
  +1
  AC: (tough hide; +4)
  15 
  14
  HD:
  3d8+6 
  5d8+15
  Attack Die:
  1d20+2 
  1d20+3,
  2@1d16+3
  Damage:
  (Bite)
  1d6+1 
  1d8+2
  (Claw)
  1d4+1 
  1d6+2
  (Dive attack)
  4d4+4 
  4d6+8
  (Trample)
  3d4+3 
  3d6+6
  Critical Die:
  1d8 
  1d10
  Critical Table:
  M 
  M
  Fortitude:
  +4 
  +5
  Reflex:
  +3 
  +3
  Willpower:
  +3 
  +3
  137
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Homunculi
  Genaeral Information:
  These creatures are created by a wizard or group of wizards casting the Breathe Life spell (Core Rules p. 202). As such
  homunculi are limited in the number of hit dice they can have by the relative success of the spell casting. The homunculus has
  all of the normal senses of the creature that created it as well as a limited blindsight ability. It is possible for a wizard or group of
  wizards casting this spell as a ritual to summon more power than necessary for the target of the spell. For example if the
  constructed form of the homunculus has 2 hit dice and the wizard(s) result on the casting  check is 22+ which grants enough
  power to animate a creature with 3d8 hit dice. In this case the remaining ‘die’ of power may  be used to add powers to the
  homunculus per the tables listed in the Constructed Dead entry on page 203. Additionally, a wizard may opt to train their
  homunculus in a non-spell casting class using the rules for critters with class levels on page 14; otherwise it uses a wizard’s
  critical die and tables, but has no spell casting ability.
  138
  Durable - as a constructed life form, it has no need to
  sleep, eat, or breathe, nor are they vulnerable to back
  stabs. Homunculi take only half damage from non-
  magic weapons, but take full damage from fire.  They
  are no more flammable than their material components
  when determining if they ignite. An homunculus has an
  80% chance to outlive its master, but it will most likely
  suffer some sort of aberrant behavior.  Depending upon
  how it was treated by its master, homunculi who survive
  their masters usually this becomes a desire to avenge
  the death of its master; but not always.  Sometimes they
  just go on a killing spree until someone destroys it.
  Magic Creature - Homunculi targeted by a Dispel
  Magic spell take 1d6 points of damage per caster level
  of the attacker on a failed save.
  Immunities & vulnerabilities:
  General Information:
  Whether it is a shambling clump of spare parts and leather and brass
  coverings, or an amorphous mass of animated clay is up to its creator;
  regardless, it will be a generally humanoid shape and a loyal servant to its
  master. The Stats of the homunculus cannot exceed the abilities of its
  creator, but ritual magic may be employed to create more powerful
  Homunculi. The homunculus is limited to half its master’s class levels,
  but uses d7’s instead of d4’s for hit dice.  The homunculus uses the base
  attacks and saves of a wizard of the appropriate level, or the wizard
  trains their homunculus in a non-spell casting class. An homunculus
  cannot speak, though its face may be quite emotive if so designed and
  they have a telepathic bond with their master that allows communication
  within ¼ mile per hit die of the homunculus. They understand any
  language that their masters know; as well as any skills, subject only to the
  limits of the intelligence and construction of the homunculus.
  Attack Profile:
  These mute  constructions are likely to use weapons, but otherwise
  employ  bashing and kicking attacks. They follow the orders of their
  masters unless freed. If trained in a non-spell casting class, then the
  homunculus will adapt its attack routines to fit the available options.
  Special Attacks:
  They have mastery over any weapons and tools that their masters know
  how to use, as well as any class related special attacks other than spell.
  Special Powers:
  Blind-sight: They have blind sight equal to 20ft, +5ft per hit die or level.
   
  The creature or character can “see” invisible and ethereal creatures as
  well as in magical darkness.
  Homunculus, Basic
  Alignment: As master or Neutral
  Size: Roll 1d6
  1-5= Small; 6= Medium
  Reach
  by size
  STRength:
  1d8+8
  AGILity:
  1d8+8
  STAMina:
  1d8+8
  INTelligence:
  as creator or 3d6
  PERsonality:
  as creator or 3d6
  LUCK:
  half of creators or 9
  Action Die:
  As creator, or 1d20
  Lift:
  # (See CCD p. 4 for details)
  Drag:
  # (See CCD p. 4 for details)
  Carry:
  # (See CCD p. 4 for details)
  Speed (Land)
  # (See CCD p. 7 for details)
  Run:
  Yes (See CCD p. 8 for details)
  Sprint:
  Yes (See CCD p. 8 for details)
  Initiative:
  # as Agility bonus
  AC:
  12+ size bonus+ agility bonus
  HD:
  Half masters HD as d7’s
  Attack Die:
  as wizard of same HD +
   
  Strength bonus + base attack
  Damage (fist):
  1d4+Strength bonus+1
  Critical Die:
  as wizard of same HD
  Critical Table:
  as wizard of same HD
  Fortitude:
  as wizard of same HD +Bonus
  Reflex:
  as wizard of same HD +Bonus
  Willpower:
  as wizard of same HD +Bonus
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Durable- as a constructed life form, it has no need to
  sleep, eat, or breathe, nor are they vulnerable to back
  stabs. Homunculi take only half damage from non-
  magic weapons and fire as they are usually built from
  non-flammable material components.  An homunculus
  has an 80% chance to outlive its master, but will most
  likely suffer some sort of aberrant behavior.  Depending
  upon how it was treated by its master, homunculi who
  survive their masters usually this becomes a desire to
  avenge the death of its master; but not always.
  Sometimes they just go on a killing spree until they
  are destroyed.
  Magic Creature - Homunculi targeted by a Dispel
  Magic spell take 1d6 points of damage per caster
  level  of the attacker on a failed save.
  Immunities & vulnerabilities:
  Homunculus, Greater
  Alignment: as creator or Neutral
  General Information:
  These behemoths are rare and only a 10th level wizard can summon one
  into existence using the Breathe Life Spell with a result of 32+ and it will
  have half of its creator’s hit dice. Most often these massive constructions
  are created by cabals of wizards to defend their towers, or for their liege
  lord’s armies. Regardless, it will be a generally humanoid shape and a
  loyal servant to its master.  If a ritual was employed to summon a greater
  homunculus then the leader of the ritual is considered the master and
  creator of the homunculus, and it may have a maximum number of hit
  dice equal to ¼ of the total wizard levels involved in the ritual with a
  maximum of 10 hit dice. The greater homunculus is treated as a warrior
  of the same hit dice except that it uses d16’s for hit dice and uses critical
  table M.  The ability scores of the homunculus can exceed those of its
  creator(s).  If summoned as a familiar the wizard has all the same options
  available for his homunculus as any other familiar. An homunculus
  cannot speak, though its face may be quite emotive and it has a telepathic
  connection to its master at a distance of ½ a mile per hit die of the
  greater homunculus.  Greater homunculi understand any language that
  their masters know and share any skills; subject only to the limits
  of the homunculi’s intelligence and manipulative abilities.
  Attack Profile:
  These mute automatons are likely to use weapons, but otherwise use
  fists. They follow the orders of their masters unless freed. They may not
  be trained in another class and the homunculus adapts its attack routines
  to fit the available options. Most of these massive constructions are built
  with specific purposes in mind. Most are designed as heavy duty
  infantry, but unlike its smaller kin, these brutes are large enough to carry
  siege weaponry.
  Special Attacks:
  They have the ability to use any of the weapons and tools that a warrior
  knows how to use as well as shields, but not armor.  These war machines
  have a variable attack die, but no access to the MDoA tables. If created
  by a ritual then it may have several additional powers based on the skills
  and spells available to the summoning wizards.
  Special Powers:
  Blind-sight: They have blind sight 20ft, +5ft
  per hit die or level. The creature or character can
  “see” invisible and ethereal creatures as well as in
  magical darkness.
  Additional powers may be available due to powerful
  ritual casting of the Breathe Life spell.
  Size: Roll 1d6: 
  1-5= Large, 6= Huge
  Reach
  by size
  STRength:
  1d8+12, +1/  2 wizards in ritual
  AGILity:
  1d8+12, +1/  2 wizards in ritual
  STAMina:
  1d8+12, +1/  2 wizards in ritual
  INTelligence:
  as creator or 3d6
  PERsonality:
  as creator or 3d6
  LUCK:
  half of creators or 9
  Action Die:
  As Warrior of 5�� or
   
  greater hit dice.
   
  Tenth level is max.
  Lift:
  # (See CCD p. 4 for details)
  Drag:
  # (See CCD p. 4 for details)
  Carry:
  # (See CCD p. 4 for details)
  Speed (Land)
  # (See CCD p. 7 for details)
  Run:
  Yes (See CCD p. 8 for details)
  Sprint:
  Yes (See CCD p. 8 for details)
  Initiative:
  # as Agility bonus
  AC:
  15+ size bonus+ agility bonus
  HD:
  5d16+ Stamina Bonus or more
  Attack Die:
  As Warrior of 5�� or
   
  greater hit dice.
  Tenth level is max.
  Damage (fist):
  1d10+Strength bonus+2
  Critical Die:
  As warrior of same HD
  Critical Table:
  M
  Fortitude:
  As warrior of same HD + bonus
  Reflex:
  As warrior of same HD + bonus
  Willpower:
  As warrior of same HD + bonus
  139
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  140
  Homunculus, Lesser
  Alignment: 
  as creator or Neutral
  General Information:
  These are the smallest of the Homunculi and they are often used as
  absolutely loyal spies, and inexhaustible messengers. Because of
  their ease of construction, these tiny constructs are the most
  commonly encountered of the homunculi. With a maximum of one
  hit die, lesser homunculi are also more likely to harbor special
  powers beyond those listed here.  They are usually built with flight
  capability; otherwise these tiny constructs are identical to basic
  Homunculi except that they have a fixed telepathy range of 1 mile
  from their master.
  Attack Profile:
  These mute automatons are much smaller than the basic model and
  are more likely to use weapons and sneak attacks, but use biting
  and kicking attacks otherwise. They follow the orders of their
  masters unless freed and are most often employed as tireless spies
  by their masters. These creatures may roll on the occupation table
  and function as helpers in that trade; or may be given thief class
  levels, but they are not durable enough to be warriors.   They have
  the ability to use any of the weapons and tools that their masters
  know how to use.
  Special Attacks:
  Chameleon – These tiny constructions have a chameleon-like
  ability to blend with their surroundings.  The power is always
  active unless the homunculus decides to drop the power, and it
  provides a +2 bonus to stealth checks as long as they are
  not moving.
  Special Powers:
  Blind-sight: 25ft - The creature an “see” invisible and ethereal
  creatures as well as in magical darkness.
  Size: Roll 1d6: 
  1-5= Tiny, 6= small
  Reach
  by size
  STRength:
  1d6+7
  AGILity:
  1d6+7
  STAMina:
  1d6+7
  INTelligence:
  Half of creator or 2d6
  PERsonality:
  Half of creator or 2d6
  LUCK:
  Half of creators or 9
  Action Die:
  As wizard of same HD
  Lift:
  # (See CCD p. 4 for details)
  Drag:
  # (See CCD p. 4 for details)
  Carry:
  # (See CCD p. 4 for details)
  Speed (Land)
  # (See CCD p. 7 for details)
  Run:
  Yes (See CCD p. 8 for details)
  Sprint:
  Yes (See CCD p. 8 for details)
  Speed (Fly)
  Yes
  Acceleration:
  = normal land speed
  Deceleration:
  = 2x normal land speed
  Glide:
  varies, but generally poor capability
  Initiative:
  # as Agility bonus
  AC:
  12+ agility bonus
  HD:
  1d5+ Stamina Bonus
  Attack Die:
  As wizard of same HD, +base attack
  Damage (fist):
  1d3+Strength bonus
  Critical Die:
  As wizard of same HD
  Critical Table:
  As wizard of same HD
  Fortitude:
  As wizard of same HD, + bonus
  Reflex:
  As wizard of same HD, + bonus
  Willpower:
  As wizard of same HD, + bonus
  Durable- as a constructed life form, it has no need to sleep,
  eat, or breathe, nor are they vulnerable to back stabs.
  Homunculi take only half damage from non-magic
  weapons, but take full damage from fire. Lesser
  homunculi are no more flammable than their material
  components when determining if they ignite. An
  homunculus has an 80% chance to outlive its master, but
  will most likely suffer some sort of aberrant behavior.
  Depending upon how it was treated by its master,
  homunculi who survive their masters usually this becomes
  a desire to avenge the death of its master; but not always.
  Sometimes they just go on a killing spree until someone
  destroys it.
  Magic Creature - Homunculi targeted by a Dispel Magic
  spell take 1d6 points of damage per caster level of the
  attacker on a failed save.
  Simple Construct - these creature’s are so easy to build that
  they frequently have extra powers and attacks; especially if
  the wizard who creates it is advanced in levels.  However, if
  the wizard opts to train the lesser homunculus in any other
  class, the creature is still limited to only 1 hit die.
  Immunities & vulnerabilities:
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  141
  Horses
  Table 3-7: Random Horses
  General Information:
  These noble, herbivorous animals are found
  wherever there are wide open savannahs or
  grasslands. They gather in large herds for safety
  and are nimble upon their hooves. They come in a
  variety of uniform colors ranging from roan to
  white and true black, as well as any number of
  mottled, multi-hued coats. Long domestication by
  humanoids has allowed for selective breeding to
  specific tasks.
  Attack Profile:
  In the wild, a horse’s primary defenses are great
  numbers and the ability to out run danger. They
  occur in herds of 10d100 horses or more,
  depending upon the available grazing lands.
  When they must attack, horses rear up and make
  up to two hoof strikes, or a bite attack. Horses are
  also capable of delivering a double rear-leg kick
  upon any pursuers, but horses cannot kick
  sideways. In a herd or at the command of their
  rider, horses may choose to trample a target.
  *War horses are trained to use armor and are
  usually equipped with leather barding.  It weighs
  40 pounds and grants a +2 armor bonus.
  Special Attacks:
  Trample – See CCD page 14 for details.
  Special Powers:
  All horses except for dray’s are excellent runners,
  gaining a +1 bonus to their running and duration
  multipliers. Dray horses are bred for strength and
  pulling power and have a -1 penalty on their
  running modifier as well as a sprinting multiplier
  of 1.5; run duration is standard.
  For the horses that are purchased, found, or stolen by the players; the
  Storyteller should feel free to use the following table to randomize the
  horses that are found as well as their Strength, Agility, and Stamina
  scores. The Storyteller will need to take the time to recalculate the
  various running and lifting entries. It is worth the time and can add new
  levels of role play challenge for your players.  See Land Speed on p. 7.
  Alignment: 
  N 
  N 
  L 
  N
  Size:
  Medium
  (Pony)
  Large
  (Riding)
  Large
  (War)
  Large
  (Dray)
  Reach
  5ft 
  5ft 
  5ft 
  5ft
  STRength:
  12 
  14 /+1 
  16 / +2 
  18 / +3
  AGILity:
  16 /+2 
  15 /+1 
  14 / +1 
  13 / +1
  STAMina:
  13 /+1 
  15 /+1 
  15 / +1 
  17 / +2
  INTelligence:
  3 /-3 
  3 /-3 
  4 / -2 
  2 / -4
  PERsonality:
  7+1d4 
  7+1d4 
  8+1d6 
  7+ 1d4
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d20
  Lift:
  12lbs 
  28lbs 
  32lbs. 
  36lbs
  Drag:
  36lbs 
  112lbs 
  128lbs 
  144lbs
  Carry:
  120lbs 
  280lbs 
  320lbs. 
  360lbs
  Speed (Land)
  50ft 
  70ft 
  60ft 
  45ft
  Run:
  190ft /
  117min
  295ft /
  144min
  335ft /
  144min
  340ft/
  136min
  Sprint:
  380ft 
  590ft 
  670ft 
  515ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  12 
  10                      10* 
  10
  HD:
  1d10+1 
  1d12+1 
  2d7+2 
  2d6+4
  Attack Die:
  1d16, 
  1d20+1, 
  1d20+2, 
  1d16+3,
  2@1d14 
  2@1d16+1 
  2@1d16+2 
  2@1d14+3
  Damage:
  (Bite)
  1d3 
  1d4+1 
  1d5+2 
  1d6+3
  (kicks)
  1d4 
  1d6+1 
  1d8+2 
  1d10+3
  (Trample)
  3d4 
  3d6+3 
  3d8+6 
  3d10+9
  Critical Die:
  None 
  1d6 
  1d7 
  1d8
  Critical Table:
  None 
  M 
  M 
  M
  Fortitude:
  +2 
  +2 
  +2 
  +3
  Reflex:
  +3 
  +2 
  +2 
  +2
  Willpower:
  #+1 
  #+1 
  #+1 
  #+1
  Type 
  STR 
  AGIL 
  STAM
  01-30%
  Pony
  9+1d4
  12+1d5
  11+1d4
  31-70%
  Riding Horse 
  10+1d6 
  12+1d6 
  11+1d6
  71-80%
  Dray Horse 
  14+1d6 
  8+1d5 
  12+1d8
  81-94%
  War Horse 
  12+1d8 
  10+1d6 
  10+1d8
  95-96%
  Flying Horse 
  10+1d6 
  12+1d6 
  11+1d6
  97-98%
  Flying Horse 
  14+1d6 
  8+1d5 
  12+1d8
  99% +
  Flying Horse
  12+1d8
  10+1d6
  10+1d8
  Chance of
  occurring
  Brian Wells (order #6334390)
  
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  142
  Attack Profile:
  Flying horses have all the same skills and attacks as a regular horse of their size, but they have the advantage of being able to
  attack from the air. Flights of stallions will circle the herd while it grazes, ever ready to swoop down upon attackers. In the
  wild, they live in much smaller herds than their terrestrial kin and are encountered in groups of 10d10, two-thirds will be
  adults, and less than half of these will be male; 4d10 on average out of every herd and they will lead the charge to drive off
  predators.
  Special Attacks:
  Diving trample – this operates exactly like a regular trample attack except that flying horses are not restricted to a maximum
  size class for their targets and the damage from the attack is multiplied by 1.5 times normal. They are not aerial predators and
  must land after this attack, successful or not.
  Special Powers:
  As hardy as any other horse, they use the same carrying and lifting statistics whether they are on the ground or in the air.
  Unlike most flying creatures which are limited to 6hour of flight while carrying, flying horses can do so for 7 hours: war and
  dray flying horses can carry a rider or burden for 8 hours.
  Horses, Flying
  Alignment:
  L
  General Information:
  Flying horses are rare and wondrous creatures that are identical
  to horses and follow all the same rules, but they have great
  feathered wings that can carry themselves and a rider aloft with
  ease. The movement rates table shows the listed flight
  capabilities for these magnificent creatures based upon the
  standard strength and stamina scores listed for similar sized
  horses.
  Movement rates for flying horses
  Size:
  Medium
  (Pony)
  Large
  (Riding)
  Large
  (War)
  Large
  (Dray)
  Speed (Fly)
  130ft 
  300ft 
  340ft 
  360ft
  Acceleration:
  50ft 
  130ft 
  140ft 
  160ft
  Deceleration:
  100ft 
  260ft 
  280ft 
  320ft
  Glide:
  10ft 
  10ft 
  0ft 
  15ft
  Hover: 
  No 
  No 
  7rds 
  No
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  I
  Imps
  Alignment: 
  L
  143
  General Information:
  These tiny, troublesome devils are the very lowest of the casts of
  devils and are always looking for ways to increase their power. They
  gain power and prestige for every soul they take as payment for
  services rendered. Need a new spell or magical toy, want someone
  removed or otherwise discouraged from an activity… NO PROBLEM.
  If you need fame, fortune, or worldly power they will bend the
  the world in half, or even tie it in a pretty bow for you… all it costs
  is your soul; delivery upon your death. When imps drop their
  natural invisibility they are seen as tiny red humanoids with a pair of
  sharp horns sprouting from their foreheads, and tiny bat like wings, but
  have no tails unless they are Greater Imps.  Imps are easily
  summoned, it only requires that the mortal dearly desire something and
  have given voice to that request and a few drops of the wizards blood.
  Greater imps are those who have garnered some status and rank
  through the accumulation of souls. The mark of that status is
  their scorpion like tail.
  Attack Profile:
  An imp would rather negotiate than fight, as killing someone means
  that they have lost the soul.  Imps will employ any promise, threat, or
  even arrange for problems in order to press the target of their sales
  pitch into making a deal for the target’s soul. If pressed into an attack,
  an imp will take advantage of its natural invisibility to gain surprise,
  allowing it to attack using its agility bonus with a dagger or its tail
  stinger from ambush. The imp will use spells to distract, or disable
  more dangerous opponents from a distance. They will, of course, offer
  to save anyone reduced to near death: for the bargain price of one soul.
  Special Attacks:
  Spells – A basic imp knows all first level spells, and may cast them
  per the normal rules except they must expend the power of one soul
  per level of the spell from their stash of souls to empower the spell. A
  greater imp knows all second level spells. Imps only cast spells when
  absolutely necessary.
  Tail and stinger – having a tail is very important to an imp, as it is a
  sign of their station.  Greater imps gain limited powers to command
  lesser imps, often extorting souls from lower ranking imps when
  possible.  The poison in the stinger causes the victim to permanently
  lose 1d4 agility points if they fail a fortitude save versus a DC of 12,
  Special Powers:
  Invisibility – instead of moving, an imp may choose to
  become visible or invisible as an act of will. There is
  no roll for this and it has no duration, but any time they
  attack it causes the imp to become visible again.
  Wish fulfillment – drawing on the resources of the 13
  kingdoms of hell, an imp can grant most any wish for
  power, wealth, knowledge, magic items, etc. with just
  Size: 
  Tiny
  (basic)
  Small
  (greater)
  Reach:
  0ft 
  5ft
  STRength:
  11 
  13 / +1
  AGILity:
  20 / +5 
  19 / +4
  STAMina:
  13 / +1 
  15 / +1
  INTelligence:
  13 / +1 
  13 / +1
  PERsonality:
  16 / +2 
  16 / +2
  LUCK:
  -- 
  --
  Action Die:
  1d20 
  1d24
  Lift:
  22lbs 
  65lbs
  Drag:
  33lbs 
  130lbs
  Carry:
  22lbs 
  65lbs
  Speed (Land)
  15ft 
  25ft
  Run:
  55ft 
  105ft
  Sprint:
  110ft 
  190ft
  Speed (Fly)
  120 
  200ft
  Acceleration:
  50ft 
  90ft
  Deceleration:
  100ft 
  180ft
  Glide:
  0ft 
  0ft
  Hover:
  13rds 
  16rds
  Initiative:
  +5 
  +4
  AC: (iron skin; +6)
  24 
  21
  HD:
  1d10+1 
  3d10+3
  Attack Die:
  1d20+5, 
  1d24+5,
  2@1d16+5 
  2@1d20+5,
  3@1d16+5
  Damage:
  (Fist / kick)
  1d2 
  1d3+1
  (Wing slap)
  1pt 
  1d2+1
  (Dagger)
  1d3 
  1d4+1
  (Tail; greater Imp)
  1d5+1+
  Poison
  (Spells; casting check)
  1d20+2 
  1d24+3
  Critical Die:
  1d4 
  1d4
  Critical Table:
  DN 
  DN
  Fortitude:
  +2 
  +3
  Reflex:
  +6 
  +6
  Willpower:
  +3 
  +4
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  144
  an instant of thought. The problem is that they will only act upon the exact wording of the wish, not its intent. For example:
  if someone wanted to live forever, then they would never die. They will still continue to suffer all of the ill effects from
  advanced age… but none of these ailments, nor any normal means of death, will ever kill the victim.  This wish can take the
  form of any spell effect listed in the DCC Core Rules, or grant monetary wealth or items worth up to 1 million gold pieces.  The
  effect is usually personal to the one making the wish, but it can include assassination of up to one target equal to the bargainer’s
  hit dice as well as any other effect that the Storyteller is willing to grant.
  Limited immortality – If an imp is killed while upon the material plane it loses 20 souls and returns to the kingdoms of
  hell and is stuck there for 1d100 years and a day. An imp may spend 1 soul to heal itself of 1d6 damage, and it may expend 2
  souls to remove any lingering spell damage or effects or reattach a severed limb.
  The power of souls – Every humanoid soul that the imp buys counts towards their advancement. Every 10 souls they buy
  grants them +1 to their hit point total; every 100 souls grants them an extra hit die. Greater Imps who gather 100 souls go
  on to become other types of devils.
  Immunities and vulnerabilities:
  Imps are immune to both mundane and magical fire as well as non-magical weapons.  All imps take double damage from acid
  attack forms.  Imps are subject to the Consult Spirit, Binding, and Monster Summoning spells and are vulnerable to any creature
  that learns an imp’s true name. A wizard or other being with this knowledge has total power and control of that particular imp;
  though the imp may still be able to twist its master’s commands to foul endings with selective interpretations of the wording of
  their master’s commands.  When summoned via the Consult Spirit spell, Imps are usually quite glad of the opportunity to do
  some business.  The summoner has a -20% bonus to the check to determine the imp’s attitude.
  Spell and Damage Resistance - Imps have damage and spell resistance of 5; a greater imp has damage and spell resistance of 10.
  The damage resistance may be overcome by holy weapons, Star-metal weapons, and weapons of at least +1 enchantment.  Their
  spell resistance may be bypassed with divine spells.  See page 14 for further information on these abilities.
  Soul Cage:
  These vile devices constructed from crystallized anguish and are used by imps to store the souls they have collected.  No two of
  these minuscule, yet intricate cages are alike, but they are rarely bigger than a couple of inches in diameter and about 3 inches
  tall and have a DC of 20 to break them.  They have an infinite capacity for storing soul energy, but no more than 5 souls may be
  accessed in any round.  When an imp is encountered they will have up to 2d6 souls, +1 soul per hit die of the imp within their
  cage.   Evil and corrupt wizards as well as clerics of profane gods will often try to steal or barter for one of these horrid devices
  to increase their arcane might.  The owner of the cage simply needs to touch the target with the cage to attempt to steal the
  target’s soul.  Unwilling victims of this attack receive a willpower save versus a DC of 7, + 1 per level of the attacking spell
  caster to escape or resist entrapment.  Mortals may use the collected souls in the same manner as an imp: each soul spent grants
  the owner of the cage +1d6 hit points of healing, or a +3 bonus to any casting check result.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Insects
  Special powers, immunities & vulnerabilities:
  Alien mind – bugs are immune to charm and mind affecting spells or powers. The mind of a bug is too different from that of
  any humanoid caster.
  Armored – The chitin that constitutes the outer shell of most insects is heavy, but effective armor.  Most bugs take only half
  damage from slashing attacks, but they take 50% more damage from crushing damage.  Additionally, most bugs below size
  huge will float given a large enough body of water; but they are poor swimmers unless specifically adapted to live in the
  water.  Furthermore, chitin may be used instead of metal in the construction of armor (other than chainmail) for humanoids
  and others.  Metal armor and barding constructed with chitin is 50% lighter than the metal version.  Additionally, chitin armor
  is thick and bulky so the fumble die is increased by 1 step on the die chain.  However, chitin is buoyant compared to steel and
  iron so anyone wearing chitin armor has their check penalty reduced by half on swimming checks; round up.  Armor made in
  this fashion functions normally in all other respects and as a specialty item, costs will vary with general availability.
  Drag
  Mod
  Weight
  Increment
  Smallest
  STR
  2x STR
  x2
  ounces
  Tiny
  1.5x STR 
  3x STR 
  x4 
  pounds
  Small
  2x STR
  5x STR
  x4
  pounds
  Medium
  4x STR 
  15x STR 
  x4 
  pounds
  Large
  8 x STR
  30x STR
  x5
  pounds
  Huge
  16 x STR 
  50x STR 
  x5 
  pounds
  Gargantuan
  32 x STR
  400x STR
  x5
  pounds
  Colossal
  64 x STR 
  800x STR 
  x6 
  pounds
  Table 3-9: Movement table for Insects
  Size 
  Insect
  Base Speed
  Running
  Multiplier
  Sprinting
  Multiplier
  Smallest
  15ft/rd 
  x4 
  x3
  Tiny
  20ft/rd 
  x10 
  x2.8
  Small
  35ft/rd 
  x12 
  x2.6
  Medium
  60ft/rd 
  x20 
  x2.4
  Large
  75ft/rd 
  x25 
  x2.2
  Huge
  100ft/rd 
  x30 
  x2.0
  Gargantuan
  115ft/rd 
  x35 
  x1.8
  Colossal
  135ft/rd 
  x40 
  x1.6
  General Information:
  No fantasy or horror sci-fi is complete without the
  appearance of at least one type of giant bug. They are
  iconic in their ability to strike fear in people, especially if
  it as a spider or scorpion the size of a luxury sedan.
  Insects are much different in construction and operation
  than animals. Many do have muscle tissue that connects
  to the internal surfaces of their carapaces, but with the
  weight of chitin, an arthropod the size of a school bus
  wouldn’t be able to carry the extra weight of muscles and
  are instead articulated via hydraulics. In the FRPG
  settings, the oxygen transport issue is easily ignored or
  solved with the existence of magic and/or alchemy.
  Bugs of the scale seen in myth and legend must then be
  hydraulically driven creatures allowing them to move
  much faster and have greater strength than other creatures
  of the same size class. Insects have no hands to grasp
  with, but nature has equipped them with powerful and
  dexterous mandibles to manipulate their environment.
  Additionally, having six legs allows them to use the
  forward pair of legs to aid in grasping and lifting anything
  that is too large or awkward for their jaws alone to grasp.
  Use tables 3-8 and 3-9 for all insect type creatures.
  Insects are also highly morphogenic and can tolerate a
  greater degree of mutations and/or corruptions.  Insects
  can have 1 mutation for every 4 hit points and still remain
  stable.  Furthermore, any useful mutations will get passed
  on to their progeny.
  Table 3-8: Lifting, Carrying, & Dragging for Insects
  Size 
  L.o.G. 
  Push &
  Carry
  STR= Creature’s strength score.
  145
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  General Information:
  Descended from wasps who gave up their
  wings to conquer the ground, ants are quite
  possibly one of the most successful of
  creatures. Only the harshest arctic climates
  have no indigenous species of ants, though they
  can still survive around arctic humanoid
  habitations. Ants have not yet learned to live
  under water, but they can function in aquatic
  environments for some time before they
  drown. These highly organized and social
  creatures are typically of a red, brown, orange
  or black coloration, but can be most any color.
  Ants live to serve their hive and Queen in
  whatever fashion is required of them.  If the
  hive mind says forage; they forage.  If the
  hive mind demands their sacrifice, they obey to
  protect the hive.  The ant does not think about it
  and the orders are carried out. Most ants are
  omnivorous and some specialize to one
  extreme or the other, but even herbivorous
  ants are ferocious defenders of their territory.
  Attack Profile:
  Ants are utterly devoted to providing for their
  hive mates, and protecting the hive.  Ants are
  not subject to morale or fear checks of any kind
  and they won’t hesitate to sacrifice themselves.
  Encounters will most likely break down as
  follows: 70% will be with a single scouting ant
  of any non-queen type; 20% will be with 3d6
  ants; 8% of encounters will be with 4d12 ants
  in a foraging troop; and 2% will be with
  10d100 ants in the war party.  Furthermore, when an ant dies it effectively coats the attackers within a 5ft radius area with
  pheromones labeling them as a threat to the hive. This means that until the targets of these pheromones can clean everything
  they own; they will be plagued by ever increasing numbers of angry ants attempting to deal with the threat or drive it off. Even
  if the heroes manage to outwit and out run one colony of ants, the fact that they smell like dead ants will be a beacon to other
  colonies of ant killing intruders. The pheromones are airborne and continue to exude from the dead ants for days.  Coated
  creatures will also leave a ground track that lingers for quite some time. Any foraging ants that run across these trails will be
  sure to investigate.
  Lastly, anthills have a caste system that creates specific ants for each task; the statistics above are for the ‘soldiers & scouts.
  Worker ant drones are identical except that their bite attacks use one smaller die on the dice chain. This means that tiny worker
  ants do no damage on a successful bite attack, but they can clamp onto attackers in overwhelming numbers that will at least
  immobilize their opponent; ants are more than happy to starve to death if it kills their enemy as well. Queen ants are 3 size
  categories larger than soldiers, are immobile and have +3HD. They also have lost any real combat ability, but as the repository
  of the hive mind, queen ants always have 20 INT and PER scores as well as the ability to communicate telepathically with
  anything that has a language. The range of this telepathy is line of sight for non-ants, but she can communicate with all her
  children within 1.5 miles per size category of the queen.  The Queen of the hive is always heavily guarded and this defense
  will include ‘princelings’ which are soldiers that gain +1hit die; +1 die step greater damage on their attacks, as well as a +1 to
  save DC’s versus their special attacks.
  Alignment: 
   
   
  L
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  9 
  11 
  12 
  14 / +1
  AGILity:
  17 / +2 
  16 / +2 
  15 / +1 
  14 / +1
  STAMina:
  10 
  12 
  13 / +1 
  15 / +1
  INTelligence:
  * 
  * 
  * 
  *
  PERsonality:
  * 
  * 
  * 
  *
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  14lbs 
  22lbs 
  48lbs 
  112lbs
  Drag:
  56lbs 
  88lbs 
  192lbs 
  560lbs
  Carry:
  27lbs 
  55lbs 
  180lbs 
  420lbs
  Speed (Land)
  20ft 
  35ft 
  60ft 
  75ft
  Run:
  90ft/
  90min
  130ft/
  108min
  240ft/
  117min
  350ft/
  135min
  Sprint:
  250ft 
  345ft 
  575ft 
  770ft
  Initiative:
  +2 
  +2 
  +1 
  +1
  AC: (+2 from chitin)
  17 
  15 
  13 
  12
  HD:
  1d6 
  2d6 
  4d6+4 
  8d6+8
  Attack Die:
  1d14 
  1d16 
  1d20+1, 
  1d20+3,
  2@1d16+1 
  2@1d16+3
  Damage:
  (Bite)
  1d3 
  1d4 
  1d6 
  1d8+1
  (special attack form)
  * 
  * 
  * 
  *
  Critical Die:
  None 
  None 
  1d10 
  1d16
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +1 
  +1 
  +3 
  +4
  Reflex:
  +3 
  +3 
  +4 
  +4
  Willpower:
  #+1 
  #+1 
  #+2 
  #+3
  146
  Ants
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  147
  Body Spikes – the ant is covered in sturdy, needle sharp spikes that cause 1d4+ the
  attacker’s strength bonus piercing damage upon each successful physical attack
  on the ant.  The victim only takes half damage upon a successful save versus a
  DC of 7, +1 per 3 hit die of the ant.
  Special Attacks:
  Soldier and Princeling ants have developed a variety of special attack forms and can even have more than one type; roll and and
  check table 3-10 up to 1d3 times. These results will be consistent throughout the ant colony.  These special attacks are either
  passive or are available every round with the exception of Acid Spray and Venomous Stinger, which may be used 3 times, plus 1
  per 3 hit dice of the ant.
  Ferocious jaws – The soldiers in this colony have truly monstrous jaws. The damage from the bite attacks of these ants are two
  steps greater on the dice chain and their critical strike range and critical table are increased by one step.
  Lightning Attack – These ants have somehow tapped into the energies of the elemental plane of earth and through long exposure
  and ingestion have granted them odd powers.  They have +2 on armor class and any physical contact with these ants causes the
  victim to suffer 1d4 electrical damage per 3 hit dice of the ant; this charge may travel along conductive metal weapons.  The
  victims receive a fortitude save versus a DC of 8, +1 per 3 hit dice of the ant for half damage.  Victims wearing heavy metal
  armor add 2 to the DC and victims wearing medium metal armor add 1 to the save DC.
  Locking jaws – most ants employ this tactic in addition to other forms of attack. Ants with this ability lock their jaws closed
  after the first successful attack on a foe. A failed reflex save by the victim versus a DC of 8, +1/ hit die of the ant allows the
  ant to do automatic damage in each following round. Killing the ant won’t help either, as its death cements the jaws into the
  clamped position. Victims of this attack must succeed on an opposed strength check with the ant to break the clamp and this
  success also means that ant cannot use this ability any further… it is quite literally broken. Dead ants get twice their strength
  bonus rounded down on these checks.
  Venomous stinger – being related to wasps, some ants have retained their stingers and venom. This is used as a separate attack
  at one lower die step from that used for a bite attack. If successful, then the victim is stung for 1 point of damage per hit die of
  the ant. The victim then rolls a fortitude save versus a DC equal to 11, +1/ hit die of the ant. Failure indicates that the victim
  suffers the effects of the listed venom unless they receive at least 3 dice of magic healing or other applicable spells.
  15% - Acidic- target suffers as the acidic venom courses through its blood stream, causing damage the whole time.
  The target suffers 1d4 points of acid and stamina damage each round for 1 round per hit die of the ant.
  85% - Paralytic- victims of this poison are paralyzed but conscious of their
  environment.  Check Table 3-11 for duration of effect.  Ants that employ
  this type of poison usually do not kill the paralyzed victim, but take it back
  to the nest to ensure that the larval young have live fresh food. The ant
  will stop to sting and re-paralyze a victim if they start to revive.  Ants will
  kill and dismember the prey if it is too big for more than a few ants to move.
  Special Powers:
  Ants have a group mind, so the more ants there are, the greater their combined intelligence and personality scores. A single ant
  has an intelligence and personality score of 1; for every 4 ants in the group they all gain a +1 bonus to their intelligence and
  personality scores. This means that 76 ants acting in concert have intelligence and personality scores of 20 and a +5 bonus on
  intelligence and personality based checks and saves. In this state ants are more than capable of manipulating their environment
  and using advanced tactics.  Ants are also capable of farming, playing games, and have an understanding of, and the ability to
  make war upon their chosen enemies.
  Roll 1d4
  Special attack
  1
  Acid Spray
  2
  Ferocious Jaws
  3
  Locking Jaws
  4
  Body Spikes
  5 
  Venomous Stinger
  6 
  Lightning Attack
  7 
  1d6 twice on this table
  Table 3-10: Ant Special Attacks
  Tiny 
  1d6 rounds
  Small
  1 Minute, +1 round per HD
  Medium
  1turn, +1 minute per HD
  Large
  1 hour, +1 turn per HD
  Table 3-11: Paralysis duration by size.
  Acid spray – the ant spits a 600 acidic cone to a distance of 5ft/ hit die.  Organic
  material struck by the spry suffers 1d4 acid damage per hit die of the ant. Victims
  and objects struck by the spray receive a fortitude save versus a DC of 11, +1/ hit die
  of the ant for half damage and items are degraded. See page 20 for details.
  Brian Wells (order #6334390)
  
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  148
  Beetles
  Alignment: 
   
   
  N
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  0ft 
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  3 / -3 
  6 / -1 
  8 / -1 
  9 
  11
  AGILity:
  10 
  8 / -1 
  8 / -1 
  8 / -1 
  8 / -1
  STAMina:
  9 
  12 
  14 / +1 
  15/ +1 
  17 / +2
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d10 
  1d12 
  1d14 
  1d16 
  1d20
  Lift:
  3oz 
  9lbs 
  16lbs 
  36lbs 
  88lbs
  Drag:
  6oz 
  36lbs 
  64lbs 
  144lbs 
  440lbs
  Carry:
  6oz 
  18lbs 
  40lbs 
  135lbs 
  330lbs
  Speed (Land)
  10ft 
  15ft 
  30ft 
  50ft 
  65ft
  Run: 
  No 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No 
  No
  Speed (Fly)
  15ft /
  81min
  30ft /
  108min
  50ft/
  135min
  70ft/
  126min
  90ft/
  144min
  Acceleration:
  5ft 
  15ft 
  25ft 
  35ft 
  45ft
  Deceleration:
  10ft 
  30ft 
  50ft 
  70ft 
  90ft
  Glide: 
  No 
  No 
  No 
  No 
  No
  Initiative:
  +0 
  -1 
  -1 
  -1 
  -1
  AC:
  (+8 from chitin)*
  24 
  20 
  18 
  17 
  16
  HD:
  1d4 
  2d6 
  3d8+3 
  4d10+4 
  6d12+12
  Attack Die:
  1d10-3 
  1d12-1 
  1d14 
  1d16+1 
  1d20+2,
  2@1d16+2
  Damage:
  (Bite)
  1pt 
  1d4 
  1d5-1 
  1d6 
  1d7
  (Kick)
  -- 
  1d3 
  1d4-1 
  1d5 
  1d6
  (Trample)
  -- 
  -- 
  3d5-3 
  3d6 
  3d7
  (Special Attack)
  60% 
  50% 
  40% 
  30% 
  20%
  Critical Die:
  None 
  None 
  None 
  None 
  1d12
  Critical Table:
  None 
  None 
  None 
  None 
  M
  Fortitude Save:
  +1 
  +1 
  +3 
  +3 
  +5
  Reflex Save:
  +1 
  +0 
  +1 
  +1 
  +2
  Willpower Save:
  -3 
  -3 
  -2 
  -2 
  -1
  2. Acidic spray- Beetles with this ability secrete volatile organic compounds that they mix
  within their abdominal cavity. The explosion of caustic steam may be fired with great accuracy in any
  horizontal direction, but may not be aimed at anything more than 10ft off the ground. The beetle’s spray
  is a 300 cone out to a range of 5ft per hit die of the beetle. Succeeding at a fortitude save versus a
  DC of 8, +1 per hit die of the beetle indicates the victim takes half damage. The caustic steam does
  1d4 points of damage per hit die of the beetle to all organic material and may be used 1x/ day per hit
  die of the beetle.  The caustic spay causes no lingering damage, but items that fail their fortitude
  saves are degraded; see page 14 for details.
  Table 3-12:  Beetle
  special attack
  type; roll 1d7
  1
  Anti-magic Aura
  2
  Acidic Spray
  3
  Allomones
  4
  Light pulse
  5
  Choking gas
  6
  Stridulation
  7
  Corroding
  1. Anti- magic aura – this beetle has the ability to cancel out arcane and divine energies within a
  zone equal to 5ft per hit die of the beetle. This field is constant as long as the beetle is alive and has
  no effect on spell damage from area effect spells targeted outside the beetle’s aura.  There is a -12
  penalty applied to anyone casting a spell that targets the beetle or anything within or on line-of-
  sight passing through its aura. If a spell successfully hits one of these beetles, they take only half
  damage even if they fail their save and success completely negates the spell targeting the beetle.
  Any personal spell effects within the aura are subject to a Dispel Magic spell with a result of 16.
  Lingering within the field adds to the dispel effect as indicated on page 208 of the DCC Core Rules.
  * Beetles gain no AC bonus for flight, they are too slow and clumsy.
  General Information:
  These armored insects are perhaps the most
  prolific insect species on the planet and they are
  found in every climate and terrain except
  arctic… In a fantasy RPG setting this last
  condition can be ignored; and beetles are not
  limited to the material plane. The majority of
  beetles are omnivorous in both larval and adult
  forms, though grubs are more aggressive and
  voracious. Adults have thick chitin in a variety
  of bright and metallic hues and patterning.
  Thickened wing segments called elytron act as
  extra armor for the dorsal surface of their
  abdomens and folded wings.  Dwarves and
  gnomes have been known to either strap down
  the elytra or clip a beetle’s wings to use the
  insects as beasts of burden or war.
  Attack Profile:
  Most beetles are solitary foragers, but they can
  be found in large numbers where ever there is a
  sufficiently large food source. They will always
  attempt to take advantage of an easy meal, but
  are quick to take flight (literally) when presented
  with any serious threat. A beetle is immune to
  the special attacks of its own species.
  Unfortunately for beetles of size medium and
  greater, their wings take time to deploy.  It takes
  1 round per size category of beetle starting with
  size medium for the wings to be readied for
  flight.  The beetle’s elytra may be sacrificed as a
  shield would be if the beetle has the need.
  Beetles may charge into combat from a distance
  equal to twice their land speed.
  Special Attacks:
  Some beetles have developed amazing active
  and passive special attacks. These powers may
  be chosen by the Storyteller to fit a particular
  encounter, or rolled randomly.  Roll once on
  Table 3-12 to determine the power and its effects.
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  149
  Table 3-13:
  Corrosive Beetle’s
  preferred metal
  1
  Iron
  2
  Steel
  3
  Copper
  4
  Nickel
  5
  Lead
  6
  Gold
  7
  Silver
  8
  Mythril
  7. Corroding – this type of beetle is much like any other except its diet requires the consumption  of
  metal; check Table 3-13. Normally they would burrow for raw ore, but they react to refined metals
  the way mammals respond to refined sugar; it’s irresistible… and makes the beetle hyperactive.  Their
  attacks do the same amount of damage as a normal beetle; it’s just that they attack the target’s metal
  armor and items first. On a successful bite attack the target rolls a fortitude save for the metal item in
  question; failure indicates that the item has become degraded, see page 14. For every 5 points of
  armor value consumed, the beetle gains +1 action per round, to a maximum of 4 actions per round.
  The chitin of corroding beetles takes on the luster of their preferred metal, and grants them an
  additional +2 on their armor class.
  6. Stridulation- By rubbing either their legs against their abdomen, or grinding their mandibles together these beetles create a
  high pitched sonic attack.  The effective range for damage is only 10ft per hit die of the beetle.  Victims who fail a fortitude
  save versus a DC of 7, +1 per hit die of the beetle suffer 1d4 points of damage per hit die of the beetle and are deafened for a
  number of rounds equal to the damage dealt in the attack. The sound producing body-parts of the
  beetle have hit points equal to 10% of the creature’s starting hit points; targeted attacks which score
  at least this much damage will destroy the sound producing parts. If the beetle’s legs produce the
  sound then each leg has 10% of the beetle’s starting hit points and each will need to be destroyed, but
  damage from the stridulation attack is reduced by half and the DC is dropped by 2 if a leg is missing.
  Table 3-14: Grubs are encountered in numbers…
  Size:
  Tiny 
      Small 
      Medium      Large      Huge
  Number
  Occurring:
  1d12+5 
  1d10+4 
  1d8+3 
   
  1d6+2 
  1d4+1
  Grubs have the same feeding habits and special attacks of an
  adult, and are extremely aggressive towards any potential food
  source.  The grubs of any species  listed here are the same size
  and have the same hit points, saves, and action dice as adults;
  but do not have chitin armor.  They are protected by a thick rubbery skin that only grants +1 to their armor class in addition to
  any size or agility bonuses or penalties.  Grubs have half of their adult movement rate, cannot fly and may or may not have the
  special attack forms of the adult versions. They may have no special attacks or a completely different special attack as a grub
  than they do as an adult at the Storytellers discretion.  Check Table 3-14 for each grub encounter.
  Beetle Grubs
  4. Light pulse – this type of beetle has developed the ability to lure prey with hypnotic pulses of light. Victims of this attack
  must succeed on a willpower save versus a DC of 9, +1 per hit die of the beetle. Failure indicates that the victim willingly
  moves towards the light with a zombie like shuffle of 10ft per round regardless to the risks… Eventually they are within
  striking distance of the beetle and the victim has no agility or shield bonuses to their armor class; failed attacks provoke
  another willpower saves against this effect with a +2 bonus for the victim. The beetle may use this attack 1/ round until it has
  taken half of its hit points in damage.
  5. Choking Gas – the victim of this attack is subjected to acidic gasses. All targets who fail a fortitude save versus a DC of 10,
  +1/ hit die of the beetle are subject to a -2 penalty on attacks, saves, and ability checks and take 1 point of acid damage per
  round of exposure to the gas.  A beetle may release these clouds 1x/ day per hit die.  The clouds will drift with the wind.
  3. Allomones- This is a passive form of attack and defense continually exudes from the beetle as long as they are alive.  These
  chemicals only affect creatures that need to breathe that are within a radius of 10ft per hit die of the beetle; but the area will be
  somewhat scattered in the presence of strong breezes and may still affect anyone down wind. The effects from a specific beetle
  can be avoided with a successful fortitude save versus a DC equal to 10, +1 per hit die of the beetle and each new beetle
  prompts a new fortitude save from the target. If a creature makes 3 of these saves, then they no longer need to make save rolls
  versus that beetle’s allomone attack and gain +1 on saves versus any other beetles of that type. If the victim critically fails
  their save the condition is permanent unless the Restore Vitality spell is cast upon the victim with a result of 20+.
  Charm – victims of this chemical attack consider the beetle to be their beloved offspring and will fight zealously to
  defend it as long as they are exposed to the cloud of allomones and for 1d6 rounds afterwards.
  Hallucination- The victim loses their sense of reality, cannot distinguish between friend and foe; has no ability to cast
  spells, and cannot communicate intelligibly. There is no fixed theme for the visions and distortions; the victim suffers
  a -2 penalty on all actions, AC, and has all movement reduced to 10ft per round. This lasts as long as they are within
  the area of effect and for 1d6 rounds, +1 round per hit die of the beetle after the victim leaves the area.
  Fear- The victims of this chemical attack become terrified of the source of the odor, and are affected as if under the
  influence of a Scare spell; see Core Rules p. 191, with a result and DC equal to 12, +2 per hit die of the beetle.  The
   
  ranges and number of targets remain as indicated in the entry on allomones.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  150
  Special Powers:
  Born to dig – these creatures are capable of digging
  with great speed through dirt and soft rock.  Dung
  beetle’s can clear a section of tunnel equal to their
  diameter and one and a half times their body length
  for every turn in soil; and for every hour of digging in
  limestone or other softer rock.
  Giant Dung Beetle
  Alignment: 
   
   
  N
  General Information:
  These scarab beetles have no ability to chew flesh or vegetable matter;
  instead, they congregate upon piles of feces in order to feed upon the
  bacteria within the festering dung.  Males and females gather the freshest
  dung they can find and roll it up into as large a mass as possible and
  wander off to feast and look for mates.  The females lay their eggs only
  within the largest masses of dung and then both parents work to bury the
  mass to protect it from predators. These beetles are revered by most
  civilized cultures for the blessings they bring to the soil.  However,
  when startled or angered, these beetles are known to fling the dung ball
  at their attackers in order to flee the area.  The dung ball limits the
  beetle’s movements speeds by half.
  Size: 
  Huge
  (male)
  Huge
  (female)
  Reach
  10ft 
  10ft
  STRength:
  15 / +1 
  13 / +1
  AGILity:
  10 
  10
  STAMina:
  18 / +3 
  19 / +4
  INTelligence:
  1 / -5 
  2 / -4
  PERsonality:
  2 / -4 
  3 / -3
  LUCK:
  9 
  9
  Action Die:
  1d24 
  1d24
  Lift:
  240lbs 
  208lbs
  Drag:
  1200lbs 
  1040lbs
  Carry:
  750lbs 
  650lbs
  Speed (Land)
  100ft 
  100ft
  Run: 
  No 
  No
  Sprint: 
  No 
  No
  Speed (Fly)
  150ft/ 162min 
  150ft/ 162min
  Acceleration:
  50ft 
  50ft
  Deceleration:
  100ft 
  100ft
  Glide:
  No 
  No
  Initiative:
  +0 
  +0
  AC (Chitin; +10)*
  18 
  18
  HD:
  8d14+24 
  10d14+40
  Attack Die:
  1d24+3, 
  1d24+4,
  2@1d20+3, 
  2@1d20+4,
  3@1d16+3 
  3@1d16+4
  Damage:
  (Kick)
  1d14+1 
  1d16+1
  (Stridulation)
  3d4 sonic 
  No
  (Dung ball)
  3d8+3 
  3d6+3
  (Trample)
  3d14+3 
  3d16+3
  Critical Die:
  1d14 
  1d16
  Critical Table:
  M 
  M
  Fortitude:
  +6 
  +8
  Reflex:
  +3 
  +4
  Willpower:
  -1 
  +1
  * Beetles gain no AC bonus for flight, they are too clumsy.
  Attack Profile:
  In nature these scarab beetles are harmless to those smart enough to stay
  out of their way. Like their minuscule cousins these gigantic beetles are
  not capable of digesting bulk matter. When threatened, they can deliver
  3 powerful kicks every round. Some male dung beetles can also forgo
  any other attacks in order to use their hind legs to create a powerful
  chirping like a cricket. As a last resort, these insects will hurl their
  mass of fecal matter at a pernicious attacker. Various species of
  humanoids have learned to use giant dung beetles as beasts of burden
  and war beasts with varying degrees of success; in such cases
  geotrupidae titanicus is a formidable foe.
  Special Attacks:
  Males (60% of encounters) have the ability to use a stridulation attack
  by rubbing their hind legs against their abdomen like a cricket. This is
  an area effect, sonic attack to those within an 80ft radius of the beetle.
  Targets roll a fortitude save versus a DC equal to 8 + 1/ hit die of the
  beetles; 14 usually. Failure means the victims take 3d4 sonic damage
  and are deafened for 1d3 turns; a critical failure indicates the deafness is
  permanent. Success on the save means no deafness and the victim only
  takes half damage. The other 40% of encounters will be with a female;
  they have +2 hit dice, their damage dice are increased by one step on the
  dice chain, and they will not have a ball of fecal matter.
  Dung ball attack – the weight of the dung ball is limited to the beetle’s
  carrying weight; but the gathered debris makes it quite dangerous.  It
  only has a 60ft range, but does 3d4+4 damage.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  151
  General Information:
  These placid, sap sucking insects are found in most non-arctic, non-aquatic
  environments where vegetation is plentiful. They climb out of the ground in late
  spring and by summer; their song is a steady drone across the landscape. They
  are harmless, but the monotony of their call can cause serious problems over the
  long term.  Sleeplessness and the increase in predator density takes its toll
  especially from the larger varieties of cicada.
  Attack Profile:
  These creatures have a diet of plant sap, so unless a mad wizard has spent some
  serious time in the lab mutating them, cicadas are mostly harmless. They have no
  interest in being hostile unless they are provoked. Even then, they are more
  likely to fly off than fight, but they can deliver a good kick to an opponent if
  needed, and they have a sharp proboscis normally used to access their food, but
  that can be dangerous if pressed into service. Their characteristic stridulation’s
  are heard long before the cicadas are seen, and there is never just one. Cicadas
  are encountered as a swarm… When they emerge from the ground, it is in such
  numbers that they are able to feed the local predators to the point where they stop
  feeding. Such events can be a yearly occurrence in tropical locations where
  vegetation is plentiful, but they also occur in 7 and 13 year cycles. Unlike
  locusts, these events have fewer numbers and leave the countryside relatively
  undamaged; but it can still take place over incredibly large areas with densities
  of 1000 to 10,000 per acre; but with tiny and small varieties this is more like 500
  to 2000 individuals per acre.  What makes encountering them dangerous is that
  characters that are not inculcated to the sound over a lifetime will have difficulty
  communicating, sleeping, and casting spells do to the droning noise. A lack of
  sleep can kill most humanoids in 5-6 days. It is still considered fairly good luck to
  travel when cicadas are swarming, While the number of predators attracted to the
  area goes up; attacks from predators decrease usually decrease significantly due to
  the over abundance of prey they are likely to be satiated when encountered.
  Special Attacks:
  The songs of even the smallest of cicadas cause a -3 penalty to speaking,
  listening, and spell casting to those within 50ft of a cicada swarm on a failed
  fortitude save versus a DC of 7, +1 for every day of sleeplessness.  A critical failure indicates the victim has acquired a
  permanent -1 penalty to listening and spell casting checks.  This permanent penalty is cumulative with any additional
  critical failures.  This damage may be healed with a Restore Vitality spell cast with a result of 20+; see DCC Core Rules,
  page 278. 
  Anyone who succeeds at 3 consecutive fortitude saves has learned to ignore the noise; sleeps normally, is immune
  to any further hearing damage, and need not roll fortitude saves any longer for these cicada songs: but their communication and
  spell casting are still effected at a penalty 2 lower than normal. Aside from the increase in cranky, sleep deprived predators the
  real danger to the player characters are the cumulative effects of sleeplessness. Exhaustion and irritability in the early stages, but
  after 4-5 days they can go insane or even die from chemical imbalances in the brain. On the fifth and  consecutive nights of
  insomnia creatures and characters who fail their saves have gone insane, Storyteller’s choice of malady. On the next failure the
  PC dies from a heart attack.
  Cicadas
  Alignment: 
   
   
  N
  Size: 
  Tiny 
  Small
  Reach
  0ft 
  5ft
  STRength:
  4 / -2 
  6 / -1
  AGILity:
  18 / +3 
  17 / +2
  STAMina:
  12 
  14 / +1
  INTelligence:
  1/ -5 
  1/ -5
  PERsonality:
  9 
  9
  LUCK:
  9 
  9
  Action Die:
  1d12 
  1d14
  Lift:
  6lbs 
  12lbs
  Carry:
  12lbs 
  30lbs
  Speed (Land)
  20t 
  35ft
  Run: 
  No 
  No
  Sprint: 
  No 
  No
  Speed (Fly)
  40ft 
  75ft
  Acceleration:
  10ft 
  35ft
  Deceleration:
  20ft 
  70ft
  Glide:
  No 
   
     No
  Initiative:
  +3 
  +2
  AC:
  18 
  15
  HD:
  1d4 
  1d6+1
  Attack Die:
  1d12 
  1d14
  Damage:
  (Kick)
  1d3-2 
  1d4-1
  (Sonic: penalty to
  Casting, etc.)
  -3 
  -5
  Critical Die:
  None 
  None
  Critical Table:
  None 
  None
  Fortitude:
  +1 
  +2
  Reflex:
  +4 
  +3
  Willpower:
  +1 
  +1
  Special Powers:
  Luck Boon – these creatures are an essential ingredient in
  alchemical recipes for potions of vigor and luck enhancement.
  Nutritious – if eaten by a cleric while they are casting Food
  of the Gods the number of people fed per result on the spell
  table doubles.
  Mutagenic - It is possible that they have been tampered with
  or mutated to create a specific effect with their songs.  Cicada’s
  can tolerate 1 mutation for every 3 total hit points.  Magi have
  been known to use them in their arcane experiments…
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  152
  Praying Mantises
  Alignment: 
   
   
  N
  General Information:
  The mantis is a master of disguises, and
  will alter its body over successive
  generations to better mimic the features of
  something in its environment.  Typically
  this includes leaves, twigs and flowers and
  the multitude of colorations within the
  natural world.  Larger mantises have more
  limited choices, and so they often mimic
  trees, fallen logs, or rock formations in
  order to disguise their bulk. Unlike most
  insects mantises don’t have a larval stage,
  so their young simply look like smaller
  versions of their parents.  Generally they
  prefer temperate and tropical locals where
  they have ample prey as well as more
  options for camouflage.
  Attack Profile:
  Masters of patience and camouflage the
  mantis waits for prey to come within
  reach and then strikes with blinding speed
  to  clutch its meal tightly within its spiked
  forelimbs. This is its primary attack
  mode, and targets of a successful attack
  find themselves pinned within a deadly
  spiked vice-like grip. Mantises won’t
  attack anything that they cannot drag to
  their mouths, and they are fairly good at
  estimating the weight of their targets. If
  needed they can deliver powerful kicks to
  defend themselves; but they rarely make
  bite attacks against foes unless feeding.
  These creatures use Agility for their
  attacks and once pinned, the mantis
  automatically succeeds with its bite and
  clutch attacks. If the victim survives the
  initial clutch attack, they must succeed at
  an opposed strength check to escape the
  mantis’ clutches.
  20 
  17 
  15 
  14 
  12
  HD:
  1d6-1 
  2d8 
   
   
  4d8 
  6d10+6
  Attack Die:
  1d14+4 
  1d16+3 
  1d20+3, 
  1d20+3, 
  1d24+3,
  2@1d16+3 
  2@1d16+3 
  2@1d20+3,
  3@1d16+3
  Damage
  (Bite)
  1d4-1 
  1d6 
  1d8 
  1d10 
  1d12+1
  (Kick)
  1d6-1 
  1d8 
  1d10 
  1d12 
  1d14+1
  (Clutch)
  2d4-1 
  2d6 
  2d8 
  2d10 
  2d12+1
  Critical Die:
  None 
  None 
  1d8 
  1d10 
  1d12
  Critical Table:
  None 
  None 
  M 
  M 
  M
  Fortitude:
  +0 
  +0 
  +2 
  +2 
  +4
  Reflex:
  +5 
  +4 
  +4 
  +4 
  +4
  Willpower:
  +1 
  +1 
  +2 
  +2 
  +3
  Size: 
  Tiny 
  Small 
  Medium 
  Large 
  Huge
  Reach:
  0ft 
  5ft 
  10ft 
  10ft 
  15ft
  STRength:
  7 / -1 
  9 
  10 
  12 
  14 / +1
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2 
  15 / +1
  STAMina:
  7 / -1 
  9 
  10 
  12 
  14 / +1
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  10lbs 
  18lbs 
  40lbs 
  96lbs 
  224lbs
  Drag:
  30lbs 
  72lbs 
  160lbs 
  480lbs 
  1120lbs
  Carry:
  21lbs 
  45lbs 
  150lbs 
  360lbs 
  700lbs
  Speed (Land)
  10ft 
  15ft 
  20ft 
  30ft 
  40ft
  Charge: 
  20ft 
  30ft 
  40ft 
  60ft 
  80ft
  Sprint: 
  No 
  No 
  No 
  No 
  No
  Chance of flight
  100% 
  80% 
  60% 
  40% 
  20%
  Speed (Fly)
  70ft 
  110ft 
  200ft 
  300ft 
  420ft
  Acceleration:
  20ft 
  30ft 
  50ft 
  90ft 
  110ft
  Deceleration:
  40ft 
  60ft 
  100ft 
  180ft 
  220ft
  Glide:
  No  
         No  
     No 
   
       No 
   
         No
  Initiative:
  +4 
  +3 
  +2 
  +2 
  +1
  AC (chitin; +2)
  (+2 from flight)
  22  
        19 
   
    17  
   
      16 
   
        14
  Special Powers:
  Camouflage – over successive generations, the mantis population of any area
  will slowly morph their physiology to resemble items within their environments.
  Common forms for smaller versions include dead leaves, bark, and even things
  as intricate as an orchid flower. Large mantises have evolved more complex
  shapes which can include things like living or dead trees, rock formations and
  such. To notice a mantis in its preferred habitat requires a spot check with a DC
  equal to 13, +1 per
  hit die of the mantis.
  Immunities &
  Vulnerabilities:
  Praying Mantises are
  masters of patience and
  the quick strike, but
  they may not run or
  sprint.  They may still
  charge up to 2x their
  land speed.
  3d8
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Wasps
  Alignment: 
   
   
  N
  General Information:
  These cousins to the ant family are found in many climate
  zones from temperate forests to sandy deserts. The
  variations in color and patterning are many-fold with shiny
  metallic blues and red/browns being dominant, but this isn’t
  a fixed trait. While some species of wasps have no wings,
  the species described here is based upon the flying variants.
  The one trait that truly defines all wasps is their parasitic
  breeding habits. Most wasps are specific about what they
  prey upon, choosing to specialize their tactics for spiders, or
  caterpillars, etc.; but this species as learned to use
  humanoids as its preferred hosts. The female’s only goal is
  to envenom as many victims as possible to act as hosts for
  her progeny.
  Attack Profile:
  Most wasps are solitary hunters, but where there is one
  wasp there are many in the general area and throngs of
  3d4+1 individuals from various hives and burrows may be
  encountered. When they spot likely prey, wasps immediately
  attempt to sting as many victims as they can using their agility
  bonus for melee attacks, and then drag them off to the nest.
  Wasps do not stick around for a protracted fight staying for
  only half their normal hovering time. Subdued victims are
  returned to the hive and sequestered within cells to allow time
  for the larval wasps to consume their hosts and then pupate.
  Wasps hives are a simple affair of clustered cells and it is well
  engineered to stay dry and circulate fresh air. The cells are
  sealed off with a paste of wasp mucus and soil that is laid
  down in thick layers to form a cement-like cap. This
  requires a DC 18 Strength check for non-wasps to break
  through. Wasps use their agility bonus for all attacks.
  The egg hatches in 1d3+1 days and begins to feed, the host
  loses 1 point of stamina per day until they reach 0 and die.
  The wasp then pupates for 1 week, +1 week per hit die of the
  victim. Should the victim be rescued before the larva
  pupates; any ability point losses are permanent and may only
  be restored by divine interaction. Removing the larva from
  the host is a DC 15 healing check with a +1 penalty to the DC
  per week the larvae was feeding. The laying of hands has no
  affect upon the larva or host, but a Remove Curse spell will
  kill the larva and lower the DC for the heal check by 10.
  Special Attacks:
  Venom – the wasp needs its victims alive for their offspring
  so it will have fresh food. A wasp’s venom attacks the
  victim’s nervous system causing them to slip into a coma.
  Victims of envenomation require fortitude saves against a
  DC of 12, +1 per hit die of the wasp and for previous failures.
  Failure causes 1d3+1 INT damage per hit die of the wasp,
  and the coma is induced when the victims Intelligence score
  drops below 3.  A wasp won’t carry away any victim that is
  still conscious as their struggling may damage the nest.
  Size: 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  10ft
  STRength:
  12 
  14 / +1 
  16 / +2
  AGILity:
  13 / +1 
  12 
  11
  STAMina:
  10 
  12 
  14 / +1
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d20 
  1d20 
  1d24
  Lift:
  48lbs 
  112lbs 
  256lbs
  Drag:
  192lbs 
  560lbs 
  1280lbs
  Carry:
  180lbs 
  420lbs 
  800lbs
  Speed (Land)
  40ft 
  60ft 
  75ft
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Speed (Fly)
  240ft 
  350ft 
  480ft
  Acceleration:
  100ft 
  160ft 
  200ft
  Deceleration:
  200ft 
  320ft 
  440ft
  Glide: 
  No 
  No 
  No
  Hover:
  10rds 
  12rds 
  14rds
  Initiative:
  +1 
  +0 
  +0
  AC:
  (+2 from chitin)
  13 
   
   
  11  
   
     9
  (+2 aerial attacks)
  15 
  13 
  11
  HD:
  2d6 
  3d8 
  4d10+4
  Attack Die:
  1d20+1, 
  1d20+1, 
  1d24+1,
  2@1d16+1 
  2@1d16+1 
  2@1d20+1,
  3@1d16+1
  Damage:
  (bite)
  2pts 
  4pts 
  5pts
  (Ovipositor)
  1d2 
  1d3+1 
  1d4+2
  Critical Die:
  1d4 
  1d4 
  1d4
  Critical Table:
  II 
  II 
  II
  Fortitude:
  +1 
  +2 
  +3
  Reflex:
  +2 
  +2 
  +2
  Willpower:
  +1 
  +2 
  +2
  153
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  154
  L
  Immunities & Vulnerabilities:
  Cold Blooded- this creature is comfortable between 500 and 1100 Fahrenheit. The creature is reduced to half of its normal
  move speed and actions per round if the temperature is between 350 F and 490 F; below 350 F, the creature is paralyzed. The
  creature takes 1 point of heat damage per minute if the temperatures above 1100 F, and gains an extra action per round until
  they reach shelter or die. Larger lizards can tolerate greater variance in temperature, so bigger lizards can expand their zone of
  comfort by 5 degrees at
  each extreme for each size
  category beyond small.
  All cold blooded creatures
  will eventually succumb
  to the cold and suffer a -2
  penalty versus cold attacks
  and spell effects.
  Lizards
  Alignment: 
   
   
  N
  General Information:
  These cold blooded hunters are quite
  populous in warm climates. Supremely
  adapted to arid environments, lizards
  need little water and are fast for their
  size. Lizards come in a variety of colors
  that vary according to the dominant
  colors of their environment. Most are
  active in the late morning or mid to late
  afternoon, but rarely active at night
  or at the hottest parts of the day. Most
  lizards hibernate through the winter
  months if the temperature consistently
  drops below 320 F.
  Attack Profile:
  Lizards are solitary hunters that rely on
  Quickness, stealth, or any special
  abilities to catch their prey. A lizard’s
  climb speed is equal to their land speed
  and they need not make climbing checks
  unless they are doing something risky.
  Their land speed also counts as a swim
  speed if there are rivers and lakes in their
  habitat, but they may not run or sprint
  while swimming.  Lizards use their agility
  bonus for melee attacks.
  Special Attacks:
  Lizards have a 15% chance of having a
  tongue attack similar to a frog of the
  same size. Lizards use their tongue
  attack for anything that they consider
  prey. The range for this attack is equal to thrice their normal reach and the victim only uses their agility bonus and size for their
  armor class; but if the victim of the tongue strike is using a shield, they may elect to lose the shield and remain free of
  entanglements. Victims of this attack can make a contested strength check to resist being dragged into the lizards mouth where
  the victim suffers bite damage every round until it escapes or gets eaten.
  Special Powers:
  Lizards have a 35% chance of having a chameleon’s ability to blend into the surroundings. This grants the lizard +12 on
  stealth checks, but only when motionless. Lizards with this ability have a long, frog-like tongue.
  Size: 
  Tiny 
  Small 
  Medium 
  Large 
  Huge
  Reach
  0ft 
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  5 / -2 
  7 / -1 
  8 / -1 
  10 
  12
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1 
  12
  STAMina:
  12 
  14 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  2 / -4 
  3 / -3
  PERsonality:
  9 
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  5lbs 
  7lbs 
  16lbs. 
  30lbs. 
  60lbs.
  Drag:
  10lbs 
  21lbs 
  48lbs 
  120lbs 
  240lbs
  Carry:
  10lbs 
  35lbs 
  80lbs. 
  200lbs. 
  420lbs.
  Speed (Land)
  15ft 
  35ft 
  55ft 
  75ft 
  95ft
  Run:
  25ft /
  96min
  70ft /
  112min
  120ft/
  120min
  200ft/
  136min
  300ft/
  152min
  Sprint:
  60ft 
  155ft 
  240ft 
  400ft 
  540ft
  Initiative:
  +2 
  +1 
  +1 
  +1 
  +0
  AC (Scales; +2):
  17 
  14 
  13 
  12 
  10
  HD:
  2d4 
  3d6+3 
  4d8+4 
  5d10+10 
  6d12+24
  Attack Die:
  1d14+2 
  1d16+2 
  1d20+2, 
  1d20+2, 
  1d24+2,
  2@1d16+2 
  2@1d16+2 
  2@1d20+2,
  3@1d16+2
  Damage:
  (Bite)
  1d4-2 
  1d4-1 
  1d6-1 
  2d8 
  2d10
  (Claw) 
  1pt 
  1d3-1 
  1d4-1 
  1d5 
  1d6
  Critical Die:
  None 
  None 
  1d8 
  1d10 
  1d12
  Critical Table:
  None 
  None 
  M 
  M 
  M
  Fortitude:
  +1 
  +3 
  +3 
  +4 
  +7
  Reflex:
  +3 
  +3 
  +3 
  +3 
  +3
  Willpower:
  +1 
  +2 
  +2 
  +2 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Lycanthropy
  The curse of lycanthropy threatens all species without discrimination; any humanoid may contract the curse from a were-
  creature’s bite. While wolves, rats, and bears are common carriers of this curse; the sages teach that there are many other forms
  of this curse spanning the natural kingdom. When someone is afflicted with this curse there are few outward signs or changes to
  their normal humanoid statistics or abilities; the victim of this curse may not even be aware of the problem for the first few
  months. However, it is only a matter of time before they wake up wearing torn rags for cloths and have blood on their hands…
  Lycanthropes can deliver this curse by biting their intended victim. The victim then rolls a fortitude save versus a DC equal to
  10, +1 per point of damage from the bite. Failure indicates that the victim is now cursed to take on their new animal form upon
  each night of the full moon. The transformation takes 1 full minute of agonizing reorganization and splitting of the skin to
  complete the transformation, and they may take on a new size that is up to two size categories larger or smaller than normal.
  They may change between their various forms at will during the nights of the full moon, but each transformation still takes 1
  minute and is agonizingly painful. If the cursed creature murders at least one innocent victim on one of the nights of the full
  moon, or passes on the curse to at least one victim, the were-creature is given the ability to instantly and painlessly transform at
  will for the next month. Clothing and armor can be worn by humanoid and hybrid lycanthropic forms (assuming there is armor
  available that will fit their hybrid form) but all equipment is left behind or destroyed when they change to their animal form;
  magic items receive fortitude saves versus the initial bite DC, with success indicating that it fell off. Failure destroys the item.
  The bite of a lycanthrope is the traditional method for afflicting others with this curse, but it can be passed from mother to child
  in utero. However, this doesn’t confer any ability to control the change: it’s a curse, not a boon. A lycanthrope can always
  detect another; even of a different species, and they tend to form associations based upon the habits and traits of their animal’s
  nature. While were-bears are solitary loners, were-rats and were-wolves form swarms and packs respectively. Removing this
  curse is a difficult affair at the best of times.  If the victim of the curse hasn’t yet changed, then there is hope. The curse can be
  revealed with a healing check result of 18 or better. The victim must be bathed in tea made from holy water and wormwood
  during a ritual casting of the Remove Curse spell which takes 2 days to perform. The cleric must succeed at the ritual with a
  value greater than the bite DC that delivered the curse to the victim. If the victim of the curse has transformed, but not yet killed
  or passed on the curse to anyone then the ritual may be performed; but with +3 penalty to the bite DC. If the victim of the curse
  has killed anyone while in animal or hybrid form, then their only hope is to quest for a cure or beg for divine/ demonic aid.
  Making a lycanthrope:
  The first step is to find the average between the victim’s strength, stamina, and agility scores from the animal’s strength,
  stamina, and agility scores. The results of this math will give you the ability scores whenever the victim transforms into their
  hybrid form. The cursed creature’s mental abilities and luck score remain normal regardless of their present form.
  Example: a human with a strength score of 15 joined via the curse with the spirit of a bear with strength 20 would have a
  strength score of 18 when they are in hybrid form: ((20+15)/2) = 17.5= 18.
  A human with a strength score of 15 joined via the curse with the spirit of a rat with strength 3 would have a strength score of
  9 when they are in hybrid form: ((15+3)/2) = 9.
  Immunities & Vulnerabilities:
  In its normal form the cursed creature gains no benefits other than the resistance to normal weapons and this is often their first
  clue that something is wrong. However, this resistance to damage doesn’t manifest until after the victim’s first transformation.
  In hybrid form, the cursed creature has all of the best abilities and traits of both species: keen senses, thicker hide, wings,
  weapon use, claws, armor use, etc., but they have an insatiable blood lust and desire to pass on their curse. In animal form they
  retain their humanoid intellect, personality and luck scores, but are otherwise as any other creature of that type. Regardless of
  their form a were-creature is immune to normal weapons; but silver, enchanted weapons: and spell damage have full effects
  upon a failed save as normal.
  155
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Were-rat Goblins
  Alignment: 
   
   
  C
  156
  General Information:
  These goblins have been cursed with Lycanthropy (rat), and they
  find that their enhanced agility for their hybrid form and the
  ability to take on the form of a rat greatly improves their
  survivability. As such this affliction is fairly common among
  goblins. Those goblins who have sworn their devotion to the Rat
  Gods, may alter their form as an act of will, and their equipment
  will disappear and then reappear when they change back to
  humanoid forms. These afflicted goblins are most often
  encountered within civilized lands, and are a fearsome and
  persistent problem in the sewers and abandoned areas in many
  cities.  Goblinoid tribes with a lycanthropic infection will always
  be lead by a lycanthrope, other members of the hierarchy may or
  may not be afflicted… it depends of the tribes politics.  See entry
  on page 132 for more details on goblins and their social structure.
  See page 181 for more information on rats.
  Attack Profile:
  They enjoy the ability to transform into rats because it amplifies
  their ability to pilfer valuables and to escape danger. Many tribes
  of goblins actually seek out were-rats and beg to become afflicted.
  Were-rat goblins quickly find themselves in positions of power
  within the tribe; their invulnerability to normal weapons and their
  innate quickness serve them well in climbing the hierarchy.
  Special Attacks:
  Curse of Lycanthropy (rat)- They can deliver this curse only by
  biting their intended victim. The victim rolls a fortitude save
  versus a DC of 10, +1 per point of damage from the bite. Failure
  indicates that the victim is now cursed to take on the shape of a rat
  upon each night of the full moon. See Lycanthropy on p. 155 for
  the details on this curse.
  Special Powers:
  Infravision 60ft, but they still have a -1 to all actions when
  exposed to bright lights.
  Type: 
  Goblin 
  Hybrid 
  Rat
  Size:
  Small 
  Small 
  Tiny
  Reach
  5ft 
  5ft 
  0ft
  STRength:
  8 / -1 
  6 / -1 
  4 / -2
  AGILity:
  10 
  14 / +1 
  18 / +3
  STAMina:
  10 
  10 
  10
  INTelligence:
  13 / +1 
  13 / +1 
  13 / +1
  PERsonality:
  5 / -2 
  5 / -2 
  5 / -2
  LUCK:
  9 
  9 
  9
  Action Die:
  1d20 
  1d20 
  1d14
  Lift:
  40lbs 
  30lbs 
  8lbs
  Drag:
  80lbs 
  60lbs 
  12lbs
  Carry:
  40lbs 
  30lbs 
  8lbs
  Speed (Land)
  20ft 
  20ft 
  15ft
  Run:
  65ft /
  75min
  48ft /
  75min
  20ft /
  80min
  Sprint:
  115ft 
  85ft 
  45ft
  Initiative:
  +0 
  +1 
  +3
  AC:
  11+ armor 
  12+ armor 
  16
  (Leather)
  +2, -1Ph, 1d8
  (St. Leather)
  +3, -2Ph, 1d8
  (Hide)
  +3, -3Ph, 1d12
  (Chainmail)
  +5, -5Ph, 1d12, -5ft mv
  (Shield)
  +1, -1Ph
  HD:
  1d6 
  1d6 
  1d6
  Attack Die:
  1d20 
  1d20+1 
  1d14+3
  Damage:
  (Bite)
  1d3-1 
  1d5-1 
  1d5-2
  (Fist / claw)
  1d3-1 
  1d4-1 
  ---
  (Chance of
  disease)
  No 
  100% 
  100%
  (Sh. Bow;
  25ft/50ft/75ft)
  1d6 
  1d6 
  No
  (Short Sword)
  1d6-1 
  1d6-1 
  No
  (Spear)
  1d8-1 
  1d8-1 
  No
  Critical Die:
  1d6 
  1d8 
  None
  Critical Table:
  III 
  III 
  None
  Fortitude:
  +1 
  +1 
  +1
  Reflex:
  +1 
  +2 
  +4
  Willpower:
  -1 
  -1 
  -1
  Movement – in hybrid and rat forms these creatures have
  a climb speed equal to their base land speed.
  Keen Nose- They have a rat’s keen sense of smell in their
  hybrid and rat forms and they are unaffected by the
  powerful odors of their environment. This ability gives
  them a +2 bonus on all search and tracking checks
  involving scent.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Were-rat Ogres
  Alignment: 
   
   
  C
  157
  General Information:
  These large humanoids prefer forested hills, craggy
  mountains, or jungles where they can find plenty of cover
  to set up ambushes. Ogres were created by the efforts of
  dark faeries for use as shock troops and in mockery of
  humanity to fight against their good hearted kin, as well as
  the mortal races; particularly humans. These hairy, overly
  muscled humanoids have an intense craving for human flesh
  which keeps them constantly roaming the fringes of their
  environment. These ogres have contracted the affliction of
  lycanthropy (rat), but are otherwise the same as other ogres.
  Since they crave humanoid flesh normally; when
  encountered, these creatures usually have the ability to
  change form at will, but are not normally in the service of
  the Rat Gods and these transformations still take one full
  minute to complete.  See entry on page 174 for more details
  on ogres and see page 181 for more information on rats.
  Attack Profile:
  Simple and brutish, ogres have no subtlety and no interest
  in tactics beyond Scream and charge from ambush. Were-
  rat ogres use their strength bonus on melee attacks in normal
  form, but their other two forms rely upon agility to strike
  their opponents. They are smart enough to use most
  weapons, but have no skills at crafting anything beyond a
  club. They enjoy hand-to-hand fighting almost as much as
  they enjoy eating what they kill. Were-rat ogres are more
  likely to be encountered in numbers, and they are also more
  likely to employ stealth in their tactics.
  Special Attacks:
  Curse of Lycanthropy (rat) – in rat and hybrid forms, the
  bite of this creature may pass the curse of lycanthropy onto
  its victim. The victim then rolls a fortitude save versus a
  DC equal to 10, +1 per point of damage from the bite.
  Failure indicates that the victim is now cursed to take on
  their new animal form upon each night of the full moon.
  (See lycanthropy on p.155 for more details.)
  Special Powers:
  Night vision – ogres can see just as well by starlight as they do
  during the daylight hours.
  Unstable – Ogre’s are one of the few creatures that have a
  random chance of mutations whether an outside agent is
  involved or not. When creating an ogre, there is a 5% chance
  per hit die that it will have a mutation.
  Keen Nose- They have a rat’s keen sense of smell in their
  hybrid and rat forms and they are unaffected by the powerful
  odors of their environment. This ability gives them a +2 bonus
  on all search and tracking checks involving scent.
  Movement – in rat or hybrid form, were-rat ogres have a climb
  speed equivalent to their base land speed.
  Form 
  Ogre 
  Hybrid 
  Rat
  Size:
  Large 
  Large 
  Small
  Reach:
  10ft 
  10ft 
  5ft
  STRength:
  17 / +2 
  12 
  6 / -1
  AGILity:
  10 
  14 / +1 
  17 / +2
  STAMina:
  16 / +2 
  14 / +1 
  12
  INTelligence:
  3+1d6 
  3+1d6 
  3+1d6
  PERsonality:
  2 / -4 
  2 / -4 
  2 / -4
  LUCK:
  9 
  9 
  9
  Action Die:
  1d20 
  1d20 
  1d16
  Lift:
  255lbs 
  180lbs 
  6lbs
  Drag:
  510lbs 
  360lbs 
  18lbs
  Carry:
  255lbs 
  180lbs 
  30lbs
  Speed (Land)
  40ft 
  40ft 
  30ft
  Run:
  255ft/
  120min
  180ft/
  105min
  60ft /
  96min
  Sprint:
  460ft 
  325ft 
  130ft
  Initiative:
  +0 
  +1 
  +2
  AC:
  13
  (Ogre; tough hide; +4)
  13 
  14
  HD:
  5d12+10 
  5d12+5 
  2d4
  Attack Die:
  1d20+3, 
  1d20+1, 
  1d16+2
  2@1d16+3 
  2@1d16+1
  Damage:
  (Bite)
  1d6+2 
  1d8 
  1d6-1
  (Fist, claw)
  1d8+2 
  1d8 
  1d3-1
  (Club)
  1d10+2 
  1d10 
  No
  (Disease Chance)
  0% 
  100% 
  100%
  Critical Die:
  1d10 
  1d10 
  None
  Critical Table:
  III 
  III 
  None
  Fortitude:
  +4 
  +3 
  +1
  Reflex:
  +2 
  +3 
  +3
  Willpower:
  -2 
  -2 
  -3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  M
  Mephits
  General Information:
  These tiny mostly omnivorous creatures come in two types; pure elements, and hybrids created by some demented wizard or
  wizards now long forgotten. The pure elemental mephits live on their respective planes and are the lowest order of elementals.
  They may travel to the material plane if they are summoned by a wizard using any of the regular means for elemental
  summoning; but they sometimes find their own way. The heart of a tornado could allow a few air mephits passage to the
  material plane, the heart of a forest or brush fire or an erupting volcano can be very attractive to fire mephits. Where there is
  fire, there is always smoke. If not dismissed, these pure elemental forms will likely die from exposure to contrary elements
  given enough time on their own.
  Hybrid mephits were made in a lab by crossing the various pure types and it must have taken a great deal of time and effort.
  The dual-nature of these creatures renders them incapable of existing anywhere other than the material plane. Hybrid mephits
  are considered normal monsters and may be summoned in the same manner by wizards and other casters. Regardless of their
  nature, mephits mostly conform to the same basic physiology. All are tiny humanoids, most with smooth skin colored and
  patterned by the plane or planes they were born from. Mephits of air, smoke, cloud, dust, and fire all have wings, while water
  and steam mephits have fish-like tails.
  Attack profile:
  All mephits use either their strength or agility bonus, whichever is greater as their melee attack bonus.
  All mephit breath weapon save DC’s are equal to 12, +1 per hit die; and they may be used once every 1d6 rounds.  The DC’s
  for other (non-spell) powers follow this same formula.
  Special Powers:
  A mephit’s luck bonus, if any, increases the DC’s of its special attacks, spells, and other powers.
  Mephits speak common, and any of their elemental languages. They may know other languages based on greater intelligence
  scores. In these cases the mephits usually know the Draconic and Elven languages as well.
  Cloud, dust, and mud Mephits are able to squeeze through tiny openings, but this can take a round or more to accomplish. The
  Storyteller will determine how long this takes on a case by case basis.
  Immunities & vulnerabilities:
  Mephits have damage and spell resistance equal to their hit dice; the damage resistance is applied after any penalties or bonuses
  listed in the mephit’s entry.  This damage resistance may be bypassed with magic weapons and damage from their contrary
  element(s).  All mephits take extra damage from contact with their contrary element and hybrid mephits take the same damage
  from both of their contrary elements.  See page 14 for further information on spell and damage resistance.
  158
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Basic
  Mephits, Air
  Alignment: 
  C
  159
  General information:
  Air mephits have large diaphanous wings that become a sparkling shimmer as their tiny,
  silvery white humanoid form darts through the air. Like most creatures of elemental air,
  they scrupulously avoid contact with earth, stone, and metal. Air mephits are found in
  impressive numbers roosting within the trees of old elven and faerie forests due to the fact
  that air mephits get along well with both the elven and fey races. Because of this, air-
  mephits are the second most commonly encountered of the mephit class of elemental after
  water mephits.  Because air mephits spend nearly all their time in the air, they count as
  flying creatures for calculating their wight and lifting values, but may drag items as bipeds.
  Attack Profile:
  These frail seeming creatures always attack with their breath weapons from the air, and
  are sometimes confused with sprites. There are usually 1d4+1 air mephits when
  they are encountered and they will work together in order to escape or subdue their
  enemies; but they will maim and kill when necessary. They take full advantage of their
  agility to attack by surprise whenever possible. They are among the smartest of the
  mephits and will generally use spells as their primary attack form.
  Special Attacks:
  Breath Weapon – this attack covers a 10ft radius from the mephit as it screams in fury at
  its opponents. This attack causes the listed damage as well as shattering any glass or
  crystal that fails a fortitude save against a DC of 14.  Their long associations with the elven
  and faeire races, and the air mephits proclivity for co-residence with them means that
  whenever an air mephit use their breath weapons, there is a 30% chance of 1-4+1 elves
  arriving, and a further 10% chance of 1d2 sprites or forest sprites showing up to investigate
  the ruckus.
  Special Powers:
  Air Mastery – an air mephit’s elemental nature grants them the ability to summon up great
  blasts of wind 3 times per day.  This is the equivalent of a Gust of Wind spell (See
  DCC Core Rules, page 219) cast as if with a result of 15+1d4+intelligence bonus of
  the air mephit.
  Spells – An air mephit’s hit dice count as wizard levels for the purposes of spell casting.
  Air mephits have a casting check of 1d20+2 + intelligence bonus and failure means they
  lose access to that spell for 24 hours, but they do not suffer corruption or patron taints.
  They know the following spells: (See DCC Core Rules pg. 127 for spell directory)
  · 
  1st level – Cantrip, Charm Person, Comprehend languages, Feather Fall,
  Force Manipulation, Magic Missile, Read Magic, and Sleep.
  Immunities & vulnerabilities:
  An air mephit’s damage and spell
  resistance are overcome by earth
  based spells and attacks.  Air mephits
  cannot abide the touch of earth and
  will take 2 points of damage for every
  round of contact.  They take double
  damage from electricity and metal
  weapons cause +50% damage. These
  mephits are immune to sonic and cold
  damage and they take no penalties for
  altitude beyond dealing with wind
  speeds and visibility.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  5 / -2
  AGILity:
  20 / +5
  STAMina:
  6 / -1
  INTelligence:
  12+1d8
  PERsonality:
  10+1d8
  LUCK:
  9+1d7
  Action Die:
  1d20
  Lift:
  3lbs
  Drag:
  6lbs
  Carry:
  2lbs
  Speed (Land)
  0ft
  Run: 
  No
  Sprint:
  No
  Speed (Fly)
  55ft
  Acceleration:
  25ft
  Deceleration:
  50ft
  Glide:
  0ft
  Hover:
  6rds
  Initiative:
  +5
  AC:
  20
  HD:
  2d10-2
  Attack Die:
  1d20+5
  Damage:
  (Bite)
  1pt sonic
  (Claw)
  1d3-2
  (Breath weapon)
  1d10 Sonic
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +0
  Reflex:
  +6
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  160
  Special Powers:
  Crystal Health - Earth mephits heal 1 hit
  point per 100gp of gem value consumed.
  Quicksilver – for every round an earth
  mephit has spent devouring metal, they
  gain a +1 bonus on armor class, initiative,
  reflex saves and add 10ft to their land
  speed for 1d4 rounds.  These bonuses are
  cumulative for up to 5 rounds of metel
  consumption by the earth mephit.
  Immunities & Vulnerabilities:
  Earth mephit’s spell and damage resistance
  are overcome by water based attacks and
  spells.  They cannot abide the touch of water
  and take 2 points of damage per round of
  contact, or 2d4 points of damage for each
  round of full immersion.  They are immune
  to electricity and slashing damage, but they
  take and extra 50% damage from piercing
  and bludgeoning weapons and spells. Earth
  mephit’s also gain a -1 penalty to all attacks,
  damages, and ability checks whenever they
  lose physical contact with the earth.
  General information:
  These mephits are the least humanoid of the entire mephit clan. Earth mephits
  resemble horseshoe crabs, but with powerful digging and burrowing abilities.
  They will have the colors of the surrounding stones, and prefer dry cavernous
  regions, mines, and dry desert environments where water is always scarce. They
  are omnivorous scavengers and metalivores always on the move looking for their
  next meal. They will dig tunnels in solid rock, but prefer to swim through dry,
  loose, sandy soils.
  **Their land movement speeds are also their burrowing speed for dry and loose
  soil or sand; but it is reduced by half for dense soil or solid rock and they may not
  tunnel through refined metals. Earth mephits may eat their way through pure or
  refined metals, but it takes 1 turn per foot of distance they move. An earth mephit
  can smell the type and quantity of metals and gems at a distance of 5 miles.
  Attack Profile:
  Generally earth mephits are solitary hunters, the few that manage to survive upon
  the material plane are found wandering the driest of deserts wastelands. They are
  not interested in flesh; they seek out any and all refined metals and consider gems
  and crystals to be sugary snacks. When encountered it is usually with 1d3 earth
  mephits, but they will aggregate in large numbers (3d4 or better) if there is a
  sufficiently large source of metal or gems, etc. They are uninterested in tactics
  beyond the basic ambush, and rarely work together. Earth mephits only come into
  conflict with those who try to prevent the mephit from feeding. Earth mephits are
  not the smartest of the species, but they are able to use attacks from below to
  surprise their targets when necessary. They will consume dry rock or sand to
  survive, but only when they have no other alternatives.
  Special Attacks:
  Breath Weapon – They release a lightning bolt that affects all conductive objects
  along a 20ft line starting at the earth mephit’s mouth. Targets are allowed a reflex
  save to avoid damage, and items are allowed a fortitude save for half damage.
  There is a -1 penalty for medium metal armor, and a -2 penalty for plate-mail and
  other bulky metal armor/ shield combinations.
  Mephits, Earth
  Alignment: 
  L
  Size:
  Tiny
  Reach:
  0ft
  STRength:
  13 / +1
  AGILity:
  9
  STAMina:
  20 / +5
  INTelligence:
  7+1d6
  PERsonality:
  12+1d8
  LUCK:
  9+1d7
  Action Die:
  1d20
  Lift:
  26lbs
  Drag:
  39lbs
  Carry:
  26lbs
  Speed (Land)
  20ft**
  Run:
  65ft/ 150min
  Sprint:
  130ft
  Initiative:
  +0
  AC:
  13
  HD:
  2d14+10
  Attack Die:
  1d20+1
  Damage:
  (Bite)
  1d3+1+1 electricity
  (Claw)
  1d4+1+1 electricity
  (Breath weapon)
  1d14 electricity
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +6
  Reflex:
  +1
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Fire
  Alignment: 
  C
  161
  General information:
  Tiny crimson humanoids with wings made from feathers of super heated air are more
  common than lava mephits, but only exist on the material plain when summoned by a spell
  or ritual. They are too destructive to exist for long due to the fact that they either burn out
  their fuel and die, or their destructive flames are quenched by the local population and the
  fire mephits die anyway. Most commonly they are summoned by wizards who contain them
  in spell warded hearths and forges for the construction of arcane items; feeding them
  precisely rationed and formulated fuel to keep the fire mephit alive, but docile.
  Attack Profile:
  These fearsome little creatures are fire made solid and as such they radiate heat out to a
  distance of 5ft from their bodies that can damage or ignite flammable objects. Fire mephits
  have a fiery breath weapon attack that it uses without hesitation. Fire mephits don’t leave the
  comfort of fire unless they must; when they do, they move like a humanoid at 15ft per
  round and they cannot run or sprint. A fire mephit’s preferred method of travel is to
  teleport from one fire to another within range. This fire need not be magical or under the
  mephit’s control, but the targeted fire must be at least the size of a torch. Said torch will
  flare for one round and then turn to ash, but the fire mephit will have dropped onto the torch
  bearer by then. If the fire is large enough then they can use their fly speed within the
  boundaries of the fire. If encountered on the material plane, there are rarely more than one
  when encountered; unless there is some great conflagration of fire. A forest fire, or a city
  under siege are likely to see a dozen or more of these creatures naturally summoned and
  flying about, spreading fires in their search for more fuel.
  Special Attacks:
  Breath Weapon – they can belch a 600 cone of fire out to 15ft. Targets are entitled to a
  fortitude save for half damage. Items damaged by this attack are degraded, see CCD p. 14.
  Special Powers:
  Heat aura – causes 1d3 damage to all targets within its radius with only half damage on for
  those who succeed at a fortitude save. It automatically ignites hair, paper, etc; but more
  durable items are not damaged and will simply heat up. Wood, clothing, glass, and metal
  items will begin to burn or melt after 1d4+2 rounds of constant exposure. Magic items are
  allowed a fortitude save versus this effect to avoid damage.
  *Fire portal – a fire mephit can teleport to any other fire that is within twice its normal land speed. The fire must be at least
  the size of a torch. A normal camp fire will be consumed within 2d3+1 rounds, a bonfire (1 full hex @ melee scale) will last
  for 1d3turns for one mephit, but fuel must be shared by multiple fire mephits. The Storyteller will have to decide what works
  best for each situation, and the weather is always a factor.
  Immunities & Vulnerabilities:
  These denizens of the plane of fire are unaffected by
  magic or mundane fire, but their spell and damage
  resistance are overcome by air based spells and
  attacks.  They only take half damage from water and
  cold based attacks and spells.  Fire mephits take
  double damage from sonic attacks and are fuel
  Dependent.  When they leave the safety of a fuel or air
  source, a fire mephit takes three points of damage per
  round until it can find or create a new refuge.
  Eventually it will burn out if deprived of air or fuel.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  6 / -1
  AGILity:
  19 / +4
  STAMina:
  7 / -1
  INTelligence:
  8+1d8
  PERsonality:
  7+1d6
  LUCK:
  9+1d7
  Action Die:
  1d20
  Lift:
  12lbs
  Drag:
  18lbs
  Carry:
  12lbs
  Speed (Land)
  15ft*
  Run: 
  No
  Sprint: 
  No
  Speed (Fly)
  65ft
  Acceleration:
  25ft
  Deceleration:
  50ft
  Glide:
  0ft
  Hover:
  5rnds
  Initiative:
  +4
  AC:
  17
  HD:
  2d10-2
  Attack Die:
  1d20+4
  Damage:
  (Bite)
  1pt fire
  (Claw)
  1d3-1 fire
  (Breath weapon)
  1d10 Fire
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +0
  Reflex:
  +5
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Water
  Alignment: 
  N
  General information:
  Water mephits are amphibious humanoids with fishlike tails that travel in large
  schools on the elemental plane of water; they are also the most likely to survive
  outside of their natural plane of existence. When summoned, a caster always gets
  more than they asked for and some may escape into the closest body of water large
  enough to have its own ecosystem. These turquoise and indigo denizens of the
  elemental plane of water will find each other in the wild and form ever larger
  schools that scour the oceans and lakes of the prime material plane for fresh meat.
  Attack Profile:
  In the wild they usually coalesce into schools of 1d10+2 mephits or more and they
  are every bit as voracious as piranha, but don’t seem to have any preference for
  climate. Water mephits are smart enough to use tactics and will often use their breath
  weapons to weaken the hulls of larger boats and ships. Mostly they rely upon
  overwhelming numbers and use their tiny size to greatest advantage.
  Special Attacks:
  Breath Weapon – this takes the form of a 15ft line that affects everything in its
  path. Immovable objects get fortitude saves for half damage, and creatures get a
  reflex save to avoid any damage. This acid damages organic material and oxidizes
  after one round becoming harmless. Damaged items are degraded, see CCD p. 14.
  Special Powers:
  Amphibious – they have lungs, but they can breathe through their skins as well.
  This makes them vulnerable to poisons and other toxins released in the water; treat
  water born contact poisons and toxins as ‘inhaled’. Water mephits have legs and
  may walk on land, but they take 1 point of desiccation damage for every round they
  are out of the water.
  Infravision – these creatures can track the body heat of their targets out to 60ft.
  Immunities & Vulnerabilities:
  Water mephits are immune to acid, cold, and crushing damage; but their damage
  and spell resistance are overcome by fire based attacks and spells.  They take
  double damage from heat and fire attacks and spells.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  9
  AGILity:
  18 / +3
  STAMina:
  17 / +2
  INTelligence:
  10+1d8
  PERsonality:
  8+1d8
  LUCK:
  9+1d7
  Action Die:
  1d20
  Lift:
  18lbs
  Drag:
  27lbs
  Carry:
  18lbs
  Speed (Land)
  5ft
  Run: 
  No
  Sprint: 
  No
  Speed (Swim)
  20ft
  Run:
  45ft/ 127min
  Sprint:
  100ft
  Initiative:
  +3
  AC:
  16
  HD:
  2d12+4
  Attack Die:
  1d20+3
  Damage:
  (Bite)
  1d3 acid
  (Claw)
  1d3
  (Breath weapon)
  1d12 Acid
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +3
  Reflex:
  +4
  Willpower:
  #+1
  162
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Hybrid
  Mephits, Cloud
  Alignment 
   
   
  N
  General Information:
  These mephits are an harmonious combination of the elements of water and air; as such they
  are diaphanous in appearance, and are easy to overlook when they are flitting through the
  clouds they resemble. These mephits are rarely seen, as they spend most of their time in the
  form of a cloud. They live in small communities and drift with the clouds. They are generally
  peaceful in disposition, but when they are angered, they can summon up storms and throw
  lightning around. They are not too fond of cloud or storm giants, who like to capture and
  keep cloud mephits like pets or as familiars.
  Attack Profile:
  Cloud mephits prefer stealth and trickery to gain the advantage on their foes. They will drift
  in on the fog, or sneak up on their targets pretending to be naught but clouds; take what they
  need or want via spells and trickery, and then drift away again unnoticed. When they must
  fight, they use the same tactics as thieves and have a +2 bonus from flight to their AC
  already included on the table.
  Special attacks:
  Breath weapon – A cloud mephit has two choices of breath weapon; it can spew forth a 600
  cone of caustic vapors out to 15ft. Targets get a fortitude save for half damage. Or the
  mephit can let loos with a howl of furious sonic damage over a 10ft radius. Creatures and
  items are allowed a fortitude save for half damage. Items damaged become degraded, see
  page 14 for details on armor degradation.
  Special Powers:
  A cloud mephits hit dice count as thief levels for the purposes of Back-stabbing their
  targets, Sneak silently, Hide in shadows, Pick locks, Pick Pockets, Find traps, Disable traps,
  and Disguise self; see core rules on page 38, Neutral thieves’ table.  Though cloud mephits
  use their own saves, luck, critical dice, and tables for successful sneak attacks.
  Spells – a cloud mephit retains some of the air mephits spell casting ability; their hit dice
  count as wizard levels for learning and casting spells, their casting check is 1d20 +2 + their
  intelligence bonus. They may cast the following spells: Cantrip, Charm Person, Color Spray,
  Force Manipulation, Magic Shield, Sleep, and Ventriloquism. Cloud mephit’s are not subject
  to corruption or patron taint; if a spell fails then they suffer any mishaps and then lose access
  to the spell for the next 24hrs.  Multiple cloud mephits acting in concert can ritually cast the
  Weather Control spell. See Core Rules, page 127-8 for spell directories and page 124 for
  ritualized magic.
  Shape Shift – their bodies are composed of vapors and with a full round of concentration,
  they can shift and expand their volume to become medium sized wisps of cloud that can
  drift without any effort. They cannot propel
  themselves and are subject to the local winds
  for their movements. When in this form they
  may not grab or lift anything, but they still
  have the ability to cast spells. It takes 3
  rounds for them to return to a humanoid form.
  Immunities & Vulnerabilities:
  Cloud mephits are immune to acid and sonic
  damage, and they only take half damage from
  weapons.  In their cloud form, all weapon
  damage is reduced by 75%.  Cloud mephit’s
  damage and spell resistance are overcome by
  fire and earth based spells and attacks.  They
  take double damage from fire and electricity
  attacks and suffer one point of damage per
  round  they are in contact with earth.
  Size:
  Tiny
  Reach:
  0ft
  STRength:
  9
  AGILity:
  20 / +5
  STAMina:
  17 / +2
  INTelligence:
  12+1d8
  PERsonality:
  10+1d8
  LUCK:
  9+1d6
  Action Die:
  1d20
  Lift:
  18lbs
  Drag:
  27lbs
  Carry:
  18lbs
  Speed (Swim)
  20ft
  Run:
  45ft/
  127min
  Sprint:
  90ft
  Speed (Fly)
  100ft
  Acceleration:
  40ft
  Deceleration:
  80ft
  Glide:
  0ft
  Hover:
  17rds
  Initiative:
  +5
  AC:
  20
  HD:
  1d12+2
  Attack Die:
  1d20+5
  Damage:
  (Bite)
  1pt
  (Claw)
  1d3
  (Breath weapon)
  1d10
  Sonic or
  Acid
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +3
  Reflex:
  +6
  Willpower:
  #+1
  163
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Dust
  Alignment 
   
   
  N
  164
  General Information:
  These odd and highly unstable conglomerations of air and earth seem to be made of
  living sand, dust, ash or various combinations of small particulates. Like earth
  mephits, these creatures cannot abide the touch of water and seek out the driest of
  climates to call home.  However, they could find refuge in other places like attics and
  dry, dusty workshops, etc.
  Attack Profile:
  Like their earth mephit kin, these creatures are uninterested in flesh, they use their
  whirlwind form to break and destroy things and consume the smaller bits. Where
  there is one dust mephit, there are more; usually at least 2d3 of them, though they
  don’t work well in groups and tend to squabble over resources.
  Special attacks:
  Breath Weapon – Dust mephits send forth a 10ft radius cloud of dust along with a
  mighty roar. Targets are allowed a reflex save to avoid the dust. Failure indicates that
  the victims take the listed damage, and are blinded and deafened for the next 1d4
  rounds.
  Special Powers:
  Spells - A dust mephit’s air elemental heritage grants them minor spell casting ability and
  they will know 1d3 random first level spells.  They have a casting check of 1d16+1+INT
  bonus if any.  Dust mephits are not subject to corruption or misfire rules, but failure to
  cast results in loosing access to that spell for 24 hours.
  Static Charge - the touch of a Dust mephit delivers 1 point of electrical damage with each
  successful bite or claw attack.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  5 / -2
  AGILity:
  9
  STAMina:
  6 / -1
  INTelligence:
  10+1d8
  PERsonality:
  7+1d6
  LUCK:
  9+1d4
  Action Die:
  1d16
  Lift:
  10lbs
  Drag:
  15lbs
  Carry:
  10lbs
  Speed (Land)
  10ft
  Run:
  25ft/ 45min
  Sprint:
  50ft
  Speed (Fly)
  65ft/ 30min
  Acceleration:
  15ft
  Deceleration:
  30ft
  Glide:
  10ft
  Hover:
  No
  Initiative:
  +0
  AC:
  13
  HD:
  1d10-1
  Attack Die:
  1d16-2
  Damage:
  (Bite)
  1pt electricity
  (Claw)
  1d3-2+1 elec.
  (Breath weapon)
  1d4 rounds of
  blindness &
  deafness
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +0
  Reflex:
  +1
  Willpower:
  #+1
  Immunities & Vulnerabilities:
  Dust mephit’s spell and damage resistance
  may bey overcome by acid, electricity, and
  ater based attacks and spells.  They take
  double damage from acid based attacks, but
  take only half damage from metal weapons
  and electricity attacks. A dust mephit takes 2
  points of damage per round of contact with
  water, or 1d8 points for each round of full
  immersion.  Dust mephits that fail a save
  versus the Gust of Wind spell also take 1
  additional point of damage per caster level of
  the attacking wizard.
  Whirlwind – though it has wings, they are ineffective appendages. When a dust mephit
  takes flight it is in the form of a whirlwind of dust, sand, etc that travels along the
  ground and lasts for up to 30 minutes after which they must rest for as much time as
  they were using this power.  Despite their size, this mode of travel creates a similar
  effect to the Dust cloud special attack, see page 14 for details.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Lava
  Alignment: 
   
   
  N
  165
  General Information:
  Lava mephits are tiny humanoids made of smoldering, semi-liquid rock and rarely
  encountered upon the surface world except in places of active volcanic eruptions.
  They are severely limited in their movements at the surface and there are rarely
  enough metals and dense stone to satisfy their appetites. Like their fire mephit
  ancestors, these creatures have a 5ft heat aura and delight in spreading fire and
  generally frolicking in the destruction they can cause. Lava mephits are more likely
  to be encountered the deeper one travels.  They frequently come into conflict with
  both dwarves and gnomes who delve deeply and sometimes even tap into the flows of
  magma to power their smithies and foundries.
  Attack Profile:
  Like their fire mephit kin the lava mephits feed by burning materials into ash or
  vapor, they have a preference for dense stone, platinum, and gems of all kinds.
  They rarely interact with other creatures, as the deep magma pockets and such
  places where they live are too extreme for most other creatures to survive. Lava
  mephits feast on salamanders and fire draxxari when they can catch them, but are
  otherwise uninterested in flesh. They are as attracted to large quantities of metal and
  gem stones as their earth mephit kin. On the surface lava mephits congregate in
  numbers of 2d4 or better; depending on the size of the eruption and lava flowing
  along to the surface. When traveling deep into the earth, they are more common,
  and can be encountered in groups of 3d6 or more.
  Special attacks:
  Breath weapon – a lava mephit can spew out a cone of super-heated, liquefied rock
  out to a distance of 10ft with a 600 arc. The targets are allowed a Fortitude save for
  half damage. The liquefied rock stays molten for an additional 1d4 rounds; during
  which the cooling rock continues to damage anything that it touches. Hair, paper, and
  wood instantly turn to ash; glass, silver, and gold items melt instantly and are only
  allowed a save if they are magical. Metal items larger than tiny become too hot to
  touch after 1 round of contact, +1 round for each of its size categories.
  Special Powers:
  Heat aura – causes 1d5 damage to all within its radius, with half damage on a
  successful save roll. It automatically ignites hair, paper, etc; but more durable items
  are not damaged and will simply heat up. Wood, clothing, glass, and metal items
  will begin to may burn or melt after 1d3+1 rounds of constant exposure.
  Immunities & Vulnerabilities:
  A  lava mephit’s spell and damage resistance is
  overcome by sonic and water based spells and
  attacks.  Furthermore, lava mephits take double
  damage from sonic, acid, and water based spells
  and attacks.  If a lava mephit is completely
  immersed in liquid they take 1d4 points of
  damage per round of immersion and they are
  reduced to half speed and actions. Their heat
  aura renders mundane weapons useless, and
  magic weapons do not last very long, but they
  will damage a lava mephit normally.  The cooled
  off body of a lava mephit is usually loaded with
  rare metals and gemstones.
  + this swim speed counts for magma pools and
  lava flows only.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  13 / +1
  AGILity:
  19 / +4
  STAMina:
  20 / +5
  INTelligence:
  8+1d8
  PERsonality:
  12+1d8
  LUCK:
  9+1d6
  Action Die:
  1d20
  Lift:
  26lbs
  Drag:
  39lbs
  Carry:
  26lbs
  Speed (Land)
  25ft
  Run:
  65ft/ 150min
  Sprint: 
  No
  Speed (Swim)
  25ft+
  Run:
  65ft/ 160min+
  Sprint:
  130ft+
  Initiative:
  +4
  AC:
  17
  HD:
  1d14+5
  Attack Die:
  1d20+4
  Damage:
  (Bite)
  1d3+1+2 fire
  (Claw)
  1d4+1+2 fire
  (Breath weapon)
  1d10 Fire or
  Electricity
  Critical Die:
  1d8
  Critical Table:
  III
  Fortitude:
  +6
  Reflex:
  +5
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Mud
  Alignment 
   
   
  N
  166
  General Information:
  These mephits are humanoid and composed of equal parts of the contrary elements
  earth and water. One of the most successful of the hybrid mephit species mud
  mephit’s are always oozing mud and briny muck.  They are commonly
  encountered in bogs, marshes, deltas, and sewage systems; anywhere that mud, silt,
  and muck gather in large quantities. They eat anything they can catch and are
  always hungry and in need of replacing the lost material that oozes out of them and
  sticks to the area as they pass.
  Attack Profile:
  Mud mephit’s are simple creatures that use simple tactics. They don’t bother to
  coordinate their attacks and rarely employ more than fists, teeth, or the occasional
  club when they attack. There are usually 3d5 of them when encountered, but there
  can be substantially greater numbers if the bog or swamp is large enough.
  Special attacks:
  Breath weapon – they spew a swath of briny, odiferous mud along a 15ft by 5ft
  line that affects everything on its path. Targets are allowed a reflex save and
  unattended items and terrain are allowed fortitude saves for half damage; but the
  viscous mud is sticky and clings to the target for 1d3 rounds before it oxidizes and
  becomes harmless.  Targets take acid damage and items that fail their fortitude
  saves become degraded, see CCD page 14 for degradation rule.
  Special Powers:
  Mud mephits are unaffected by muddy, slippery terrain, and can allow brambles
  and sticks and such to pass right through their bodies as the walk or swim.  They
  lose 1 hit point for every 15ft of such terrain covered from loss of material.
  Immunities & Vulnerabilities:
  Mud mephit’s spell and damage resistance may be overcome by acid, fire, and
  water based spells and attacks.  They are immune to electricity and piercing
  damage, and take only half damage from acid, bludgeoning, and slashing attacks.
  They suffer 1 point of damage for every turn they are on dry land.
  Size:
  Tiny
  Reach:
  0ft
  STRength:
  9
  AGILity:
  9
  STAMina:
  17 / +2
  INTelligence:
  7+1d6
  PERsonality:
  8+1d8
  LUCK:
  9+1d4
  Action Die:
  1d16
  Lift:
  18lbs
  Drag:
  27lbs
  Carry:
  18lbs
  Speed (Land)
  15ft
  Run:
  45ft/ 127min
  Sprint: 
  No
  Speed (Swim)
  10ft
  Run:
  45ft/ 127min
  Sprint: 
  No
  Initiative:
  +0
  AC:
  13
  HD:
  1d12+2
  Attack Die:
  1d16
  Damage:
  (Bite)
  1pt acid
  (Claw)
  1d3+1point acid
  (Breath weapon)
  1d3 acid & lasts
  for 1d3 rounds
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  +3
  Reflex:
  +1
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Smoke
  Alignment: 
   
   
  N
  167
  General information:
  These pathetic creatures are a cross between the contrary elements of air and fire that
  resemble winged humanoids made of smoldering soot and ash that gain the worst traits
  of both elements. They can fly, but not very well and they cannot teleport through
  fire or tolerate its touch for long. They prefer living in urban areas where there is a lot
  of heavy industry like foundries, charcoal makers, and crematoria. Anywhere that
  there is a steady stream of smoke is home for these creatures which means they are a
  common problem in dwarven and other humanoid settlements.  Because smoke
  mephits spend nearly all their time in the air, they count as flying creatures for
  calculating their wight and lifting values, but may drag items as bipeds.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  5 / -2
  AGILity:
  19 / +4
  STAMina:
  5 / -2
  INTelligence:
  8+1d8
  PERsonality:
  7+1d6
  LUCK:
  9+1d4
  Action Die:
  1d16
  Lift:
  3lbs
  Drag:
  12lbs
  Carry:
  2lbs
  Speed (Land)
  15ft
  Run:
  25ft/ 37min
  Sprint:
  50ft
  Speed (Fly)
  55ft
  Acceleration:
  20ft
  Deceleration:
  40ft
  Glide:
  0ft
  Hover:
  6rds
  Initiative:
  +4
  AC:
  17
  HD:
  1d10-2
  Attack Die:
  1d16+4
  Damage:
  (Bite)
  --
  (Claw)
  1d3-2
  (Breath weapon)
  1d4 rounds of
  nausea &
  blindness
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  -1
  Reflex:
  +5
  Willpower:
  #+1
  Immunities & Vulnerabilities:
  A smoke mephit’s spell and damage resistance may be
  overcome by acid, electricity, and water based spells
  and attacks.  They are immune to fire damage and take
  half damage from sonic spells and attacks.  They cannot
  abide the touch of earth and suffer 2 points of damage
  for every round of contact and metal weapons of any
  kind do +50% damage.  They are immune to the
  Choking Cloud
  spell or any
  similar effect.
  Attack Profile:
  They will not engage in combat if it can be avoided, but they do retain some spell
  casting ability in addition to their breath weapons for when things get rough. They
  will take advantage of the cover from their smoke cloud or spells to escape as soon as
  possible. Their bodies’ produce enough heat that they can cause painful welts with
  prolonged contact, but they can only cause things to smolder. When encountered,
  there are rarely more than 2d3 smoke mephits in any given area unless there is a great
  deal of heavy industry.
  Special Attacks:
  Breath Weapon – they can blast out a 15ft cone of noxious smoke with a 600 arc that
  irritates the eyes and causes severe nausea to any who fail their fortitude saves for the
  time indicated. This smoke will linger in the blast zone for 1d3 rounds, unless the
  wind disperses it.
  Spells – Smoke mephit’s only know the spells Cantrip and Choking Cloud. Their
  casting check is 1d16+1+Intelligence bonus and failure means they lose access to that
  spell for 24 hours, but they do not suffer corruption or patron taints.
  (See the DCC Core Rules, pages 130 and 134 for spell details.)
  Special Powers:
  Because smoke mephits are so loath to leave these rare smoky sanctuaries, the
  environments they are encountered within will cause problems for the attackers. The
  Storyteller will determine any of these modifiers as needed. Smoke mephits gain a +3
  bonus on hide checks in their preferred terrain.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mephits, Steam
  Alignment: 
   
   
  N
  168
  General Information:
  These tiny purple skinned humanoids are a combination of the contrary elements of
  fire and water and have the fishlike tail and stubby wings of their water and fire
  mephit kindred. They may be found frolicking in hot pools and other such
  environments; even kitchens, if they are large enough. They are communal creatures
  due to limited living space, and they cannot travel far from their source of heat and
  water. They crave flesh as much as most other mephits, but with such a limited and
  hostile living environment, they prefer colder climates and high altitude where the
  need for warmth drives prey closer to the hot pools.
  Attack Profile:
  Steam mephit are ambush hunters, and wait like crocodiles just below the surface of
  the water for prey to wander too close. Steam mephits take advantage of animals and
  humanoids who are seeking refuge from the cold. Since hot springs, pools, and
  geysers are often part of one cohesive network, these creatures gain a surprising
  degree of mobility in volcanic or geothermal regions. It can take some time for them
  to traverse these distances, but they can ‘follow’ a herd or caravan through the cracks
  and fissures in the geyser network for several days if the conditions allow. Steam
  mephit's use their breath weapons and numbers to quickly overwhelm their prey; there
  are usually 3d6 or more steam mephits per colony, and scouting parties of 2d3 steam
  mephit's are common in geothermal regions.
  Special attacks:
  Breath weapon – each steam mephit can breathe out a 600 cone of super-heated steam
  out to 15ft when they attack. Targets are allowed a fortitude save for half damage.
  Special Powers:
  Like fire mephits, these creatures have a limited teleporting ability. Steam mephit’s
  can transfer themselves to any other hot pool within 50ft of their present location as a
  full round of activity.
  Gliding wings – they have rudimentary wings from their fiery heritage, but lack the
  ability to truly fly. However, when conditions are favorable, steam mephit’s can
  launch themselves via nearby geysers to respectable heights and then glide back
  towards their hot pool or their starting point. On the way down they take full
  advantage of their altitude to make strafing runs on targets using their breath weapon
  attacks. A steam mephit takes 1 point of damage per round of gliding from the
  increased evaporation.
  Immunities & Vulnerabilities:
  A steam mephit cannot travel more than its
  land sprinting distance from the edge of a
  hot pool or geyser. Beyond this point they
  are slowed to half speed and actions as they
  cool down and dry out; suffering 1 point of
  damage per round spent outside their safe
  Zone.  A steam mephit’s spell and damage
  resistance may be overcome by sonic and
  fire based spells and attacks.  They take
  double damage from sonic attacks, but
  only take half damage from fire based
  spells and attacks.  Successful cold based
  damage causes them to be slowed to half
  attacks and actions for the duration of the
  spell or 1d3 rounds, whichever is greater.
  Size: 
  Tiny
  Reach:
  0ft
  STRength:
  6 / -1
  AGILity:
  18 / +3
  STAMina:
  5 / -2
  INTelligence:
  8+1d8
  PERsonality:
  8+1d8
  LUCK:
  9+1d4
  Action Die:
  1d16
  Lift:
  12lbs
  Drag:
  18lbs
  Carry:
  12lbs
  Speed (Land)
  10ft
  Run:
  30ft/ 37min
  Sprint:
  60ft
  Speed (Swim)
  15ft
  Run:
  60ft/ 35min
  Sprint:
  130ft
  Speed (Fly)
  No
  Acceleration: 
  No
  Deceleration: 
  No
  Glide:
  10ft
  Hover:
  No
  Initiative:
  +3
  AC:
  16
  HD:
  1d10-2
  Attack Die:
  1d16+3
  Damage:
  (Bite)
  1pt steam
  (Claw)
  1d3
  (Breath weapon)
  1d8 Steam
  Critical Die:
  None
  Critical Table:
  None
  Fortitude:
  -1
  Reflex:
  +4
  Willpower:
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Merfolk
  Alignment: 
  Varies
  General Information:
  These dolphin tailed humanoids live in large, semi-nomadic villages that roam
  the seas.  They will not tolerate fishing within their territory; fouling nets and
  venting their wrath upon the fisherman whenever they can.  Otherwise merfolk
  avoid contact with dry landers. They have no need for gills, having a magical
  ability to breath underwater, but cannot tolerate the pressures and cold of deep
  oceans. As such merfolk generally prefer tropical waters for their warmth,
  clarity, and the abundance of food.
  Attack Profile:
  Semi-nomadic omnivores who live in tribes of 7 to 10 families of 3 to 7
  individuals.  They will have two or more deep lagoons within their territory that
  are large enough for the whole tribe to sleep within.  The rest of the time
  merfolk roam the reefs searching for food and to drive off sharks and other
  large predators. If treated with respect, merfolk will sometimes talk with dry
  landers and can teach many things to those who have the wisdom to listen.
  Usually encountered as foraging troupes of 5d3, but in times of war or strife,
  they form large multi-tribe armies that can be most formidable. Their favorite
  tactic is to use deadly poisonous darts from below the water line, while the other
  half of the raiding party tries to capsize small boats, or knock holes in the bottom
  of larger ships.  The few members of the merfolk race that take up the casting of
  magic tend towards the occupation of cleric and gain +1 die step when casting
  water or weather based magic.
  Special Attacks:
  Warriors – a merfolk’s hit dice count as warrior dice for the purpose of
  calculating Deed Dice, threat range, critical die and tables, but not saves.
  (See DCC Core Rules page 44.)   They may not use metal armor, but most
  mermen shun the use of armor and shields because they are cumbersome and
  slow their movements through the water.
  Barbed spears – the same damage as a regular spear, but as it is made for
  catching fish.  It has wicked barbs that cause the same amount of damage
  when they are pulled from the victim. Merfolk have several of these spears
  and will leave them sticking into their victims; causing 1 point of bleeding
  damage per round.  Additionally, each spear adds a cumulative +2 penalty to the
  DC for any of the victim’s swim checks and reduces swim speeds by half.
  Blowgun – Using the blow gun from below the water line to gain surprise, they may apply their warrior attack die for damage.
  See Table 3-1, Core Rules p. 71.
  Conus Snail Venom – Victim’s failing at a DC 18 fortitude save suffer 6d3 permanent damage their Strength and Agility scores.
  Succeeding at the save means the victim only takes half damage.
  Special Powers:
  Because they live in the water merfolk may carry and drag heavier items when they choose to do so.  When using Table 1-7 on
  page 4, use x11 for the lifting and carrying multiplier.  Their dragging multiplier is increased to a x2.2 multiplier.  Merefolk use
  a x9 multiplier when calculating the duration of their running attempts.
  Immunities & Vulnerabilities:
  If removed from the water for more than ten minutes; merfolk start to dry out, taking 2 points of damage per round until they
  can immerse themselves in the sea.  Freshwater will slow the damage to 1 point per 20 minutes, but merfolk need salt water
  and the great expanse of the oceans to thrive.
  Size: 
  Medium
  Reach:
  5ft
  STRength:
  13 / +1
  AGILity:
  10
  STAMina:
  16 / +2
  INTelligence:
  5+1d12
  PERsonality:
  6+1d12
  LUCK:
  9
  Action Die:
  1d20
  Lift:
  110lbs
  Drag:
  242lbs
  Carry:
  110lbs
  Speed (Land)
  5ft
  Run: 
  No
  Sprint: 
  No
  Speed (Swim)
  35ft
  Run:
  130ft/ 144min
  Sprint:
  235ft
  Breach:
  2.5ft/ 16 rounds
  Initiative:
  +0
  AC: (tough hide; +2)
  12
  HD:
  3d12+6
  Attack Die:
  (Melee)
  1d20+1d5+2
  (Ranged) 
  1d20+1d5+1
  Damage:
  (Fist)
  1d3+1d5+1
  (Tail slap)
  1d4+1d5+1
  (Barbed Spear)
  1d6+1d5+1
  (Blowgun; 20/ 40/60ft)
  1d3 or 1d5
  Critical Die: (19-20)
  1d8
  Critical Table:
  III
  Fortitude:
  +4
  Reflex:
  +2
  Willpower:
  #+2
  169
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Monkeys
  Alignment: 
   
   
  L
  170
  General Information:
  These highly social animals are mostly found in tropical
  and subtropical forest climates, but they are amazingly
  adaptable and can be found from grass covered
  savannah’s to mountainous heights.  Some have even
  been known to adapt to urban environments. Their
  coloration will vary by climate with a general trend
  towards browns and grays, but much livelier colors are
  also found. Monkey’s are omnivorous, favoring insects,
  fruits, nuts, tiny mammals and on rare occasions even
  other monkeys.  Mostly active during the day, but some
  are entirely nocturnal.
  Attack Profile:
  Monkeys prefer to attack in groups of at least 5, but a
  typical monkey troop has 5d8 members available for a
  conflict. With the exception of Baboons, they will
  always fight from the high ground and all monkeys are
  able to employ tactics when they fight. They are more
  than capable of improvising clubs, sharp sticks and
  thrown stones for various levels of damage. Monkeys
  are not limited to damage attacks either; they are also
  smart enough to use psychological attacks against
  powerful foes. In such cases, they have been known to
  both urinate and defecate on their attackers. Sometimes
  they will opt to make enough noise and clamor to draw
  the attention of more powerful predators into the area to
  deal with any intruders while the monkeys sneak off.
  Special Attacks:
  Monkeys are smart enough to use basic tools like clubs
  and throwing stones, but may be trained as thieves or
  warriors with a level cap equal to half their intelligence
  score. Non-baboons get 40% chance of having a
  prehensile tail. A prehensile tail isn’t as strong as the
  other limbs, but it is more dexterous; Strength checks
  with the tail are at -1, and agility checks performed with
  the tail gain an extra +1 on the check.
  Ranged attacks – Anyone who has watched a documentary or been
  to the zoo knows that monkeys will always take advantage of the
  humiliation factor from urine and feces attacks. Victims must
  succeed at a fortitude save versus a DC of 10 or lose 1d4 rounds to
  the nausea and revulsion these attacks engender.
  Urine – 15ft effective range; 4x per day
  Feces – 10ft/ 20ft/ 30ft; 2x per day
  Special Powers:
  Movement – monkeys have climb speeds equal to their base land
  speed, and need not make climbing checks unless they are doing
  something dangerous.
  Quadra-dexterous - aside from granting climbing speeds equal to
  land speeds, they gain a +2 bonus on all balance and jump checks
  while climbing. Monkeys trained in class levels may make skill
  checks and attacks with hands or feet interchangeably.
  Size: 
  Tiny
  (Macaque)
  Small
  (Gibbon)
  Medium
  (Baboon)
  Reach
  0ft 
  5ft 
  5ft
  STRength:
  6 / -1 
  8 / -1 
  9
  AGILity:
  18 / +3 
  17 / +2 
  16 /+2
  STAMina:
  10 
  12 
  13 / +1
  INTelligence:
  4 / -2 
  4 / -2 
  4 / -2
  PERsonality:
  8 / -1 
  8 / -1 
  8 / -1
  LUCK:
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20
  Lift:
  12lbs 
  40lbs 
  90lbs
  Drag:
  18lbs 
  80lbs 
  180lbs
  Carry:
  12lbs 
  40lb 
  90lbs
  Speed (Land)
  10ft 
  20ft 
  30ft
  Run:
  30ft /
  75min
  65ft /
  90min
  90ft/
  97min
  Sprint:
  60ft 
  115ft 
  160ft
  Initiative:
  +3 
  +2 
  +2
  AC:
  16 
  13 
  12
  HD:
  2d3 
  2d5 
  3d6+3
  Attack Die: (Melee)
  1d14-1 
  1d16-1 
  1d20+1,
  2@1d16+1
  Attack Die: (Ranged)
  1d14+3 
  1d16+2 
  1d20+3
  Damage:
  (Bite)
  1d3-1 
  1d3-1 
  1d4
  (Fist/kick)
  1d3-1 
  1d4-1 
  1d5
  (Thrown item)
  by item 
  by item 
  by item
  Critical Die:
  None 
  None 
  1d8
  Critical Table:
  None 
  None 
  M
  Fortitude:
  +1 
  +2 
  +3
  Reflex:
  +4 
  +2 
  +4
  Willpower:
  +0 
  +0 
  +1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Moose
  Alignment: 
   
   
  N
  171
  General Information:
  The majestic moose, largest of the elk family, standing tall and moving
  gracefully through temperate forests and wetlands is an iconic image of the
  wilderness. Unlike their smaller kin the moose prefers to wander alone and
  unafraid through the wild places of the world. Placid and slow, they are
  often thought to be harmless, but males can be quite territorial and
  aggressive during the autumn mating season. Their 6 to 7 foot span of
  antlers powered by stout neck and shoulder muscles are more than sufficient
  to disembowel the unlucky predator.
  Libralces gallicus one of the ancient forebears of the modern moose lived
  in the Pliocene epoch about 2 million years ago. It was twice as massive
  and stood nearly ten feet tall at the shoulder and seemed to prefer
  temperate forest, savannah, or grasslands. These ancient moose have a
  pointed deer-like snout and a much larger, but simpler antler structure
  consisting of an 8 and a half foot wide horizontal bar parallel to their
  shoulders. This massive rack had the same paddle shape as the modern
  moose, but without any tines.
  Attack Profile:
  A bull-moose or l. gallicus is more than capable of defending itself or
  fleeing from most predators. These large herbivores will charge and
  trample any threat that they cannot gut with their antlers. Male moose have
  huge racks of antlers that are quite dangerous, and they won’t hesitate to
  charge a perceived threat. Females can still deliver powerful kicks and will
  often trample their targets. Moose tend to be found solitary or in small
  family groups. When encountered there is a 70% chance that the moose is a
  male, if female, there is a 50% chance she has 1d2 foals with her and won’t
  hesitate to attack if she is threatened. L. gallicus prefers rolling plains and
  grasslands; its antlers and skull/ neck architecture tells us that it fought with
  a charging and head butting style, like wild sheep.
  Special Attacks:
  Antler charge – the creature can attack from a
  distance up to twice its base speed  and swing its
  huge antlers into motion.  Causing severe damage
  to targets on a successful attack.  The moose has a
  -2 penalty on attackst and AC for the round, but
  causes double damage if they hit their target.
  Powerfully Built – any attack from a moose
  provokes an opposed strength check with any
  target smaller than themselves. The DC= damage
  from attack +2, or the target is knocked prone.
  Special Powers:
  L. gallicus is unhindered by rough terrain and has
  evolved to be a very efficient runner; making it
  somewhat faster than other creatures of its size
  and build. As members of the deer family, both
  moose and l. gallicus are naturally nimble so their
  armor class is not penalized for size, and they gain
  a +2 bonus on all their stealth checks in forests
  and swamps.
  Size: 
  Large 
  Huge
  (Gallicus)
  Reach
  5ft 
  10ft
  STRength:
  17 / +2 
  19 / +4
  AGILity:
  14 / +1 
  13 / +1
  STAMina:
  17 / +2 
  19 / +4
  INTelligence:
  2 / -4 
  2 / -4
  PERsonality:
  13 / +1 
  13 / +1
  LUCK:
  9 
  9
  Action Die:
  1d20 
  1d20
  Lift:
  34lbs 
  95lbs
  Drag:
  136lbs 
  380lbs
  Carry:
  340lbs 
  665lbs
  Speed (Land)
  70ft 
  90ft
  Run:
  340ft/
  136min
  495ft/
  152min
  Sprint:
  680ft 
  890ft
  Initiative:
  +1 
  +1
  AC:
  11 
  11
  HD:
  2d10+4 
  5d10+20
  Attack Die:
  1d20+3, 
  1d20+5,
  2@1d16+3 
  2@1d16+5
  Damage:
  (Antlers)
  1d12+3 
  1d16+4
  (Hoof)
  1d6+3 
  1d8+4
  (Trample)
  3d6+6 
  3d8+12
  Critical Die:
  1d8 
  1d10
  Critical Table:
  M 
  M
  Fortitude:
  +3 
  +6
  Reflex:
  +2 
  +3
  Willpower:
  +2 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Mules
  Alignment: 
   
   
  N
  172
  General Information:
  Sterile crossbreeds between male donkeys and female
  horses; these nimble and hardy equines are an
  adventurer’s best and most loyal friend. Stronger than a
  horse of the same size and more surefooted in rugged
  Terrain, a mule can carry heavy loads or a rider with
  ease. As a crossbreed this domestic animal is mostly
  found wherever humanoids have settled; though
  escapee’s and survivors can be found wandering the
  wilds. Gelded males are referred to as ‘Johns’, while
  females are generally called ‘Mollies’. They have a
  misplaced reputation for dull wittedness and only
  become obstinate when you try to force them to do
  something that offends their sense of self preservation.
  Attack Profile:
  Mules rear up and make two hoof strikes or make a bite
  attack when ordered to by their rider. When in a herd or
  at the command of their rider; mules may choose to
  trample a target.
  Special Attacks:
  Unlike horses, mules can kick sideways.
  Special Powers:
  All mules are bred for strength and pulling power and
  as such they do not share a horses running bonus
  modifier. However, they multiply their Stamina
  score by 8.5 to calculate the duration that they can run.
  They are sure footed which grants them a +2 bonus on
  balance, climb, and any other such activity checks.
  Additionally, they have personality scores of 8+1d4.
  For mules purchased, found, or stolen by the players the
  Storyteller should feel free to use the following table to
  randomize the mule’s Strength, Agility, and Stamina
  scores. However, the creature’s running and carrying
  capacities will need to be re calculated
  Table 3-15: Random Mules
  Encounter
  chance
  Type 
  STR 
  AGIL 
  STAM
  1-80
  Mule (pack)
  12+1d4
  10+1d4
  12+1d4
  81-95 
  Mule (war)
  14+1d4 
  10+1d6 
  12+1d4
  95+ 
  Mule (dray)
  15+1d5 
  9+1d4 
  15+1d5
  Size: 
  Medium
  (pack)
  Medium
  (war)
  Large
  (dray)
  Reach
  5ft 
  5ft
  STRength:
  15 / +1 
  17 / +2 
  19 / +4
  AGILity:
  13 /+1 
  13 / +1 
  12
  STAMina:
  14 /+1 
  15 / +1 
  17 / +2
  INTelligence:
  4 /-2 
  4 / -2 
  4 / -2
  PERsonality:
  6+1d7 
  6+1d7 
  6+1d7
  LUCK:
  9 
  9 
  9
  Action Die:
  1d16 
  1d16 
  1d20
  Lift:
  15lbs 
  17lbs 
  38lbs
  Drag:
  45lbs 
  51lbs 
  152lbs
  Carry:
  150lbs 
  170lbs 
  380lbs
  Speed (Land)
  40ft 
  40ft 
  60ft
  Run:
  225ft/
  119min
  255ft /
  144min
  380ft/
  161min
  Sprint:
  450ft 
  510ft 
  760ft
  Initiative:
  +1 
  +1 
  +0
  AC:
  11 
  11 
  9
  HD:
  1d12+1 
  1d14+1 
  2d12+4
  Attack Die:
  1d16+1 or, 
  1d16+2 or, 
  1d20+4 or,
  2@1d14+1 
  2@ 1d14+2 
  2@1d16+4
  Damage:
  (Bite)
  1d3+1 
  1d3+2 
  1d4+4
  (kicks)
  1d4+1 
  1d5+2 
  1d6+4
  (Trample)
  3d4+3 
  3d5+6 
  3d6+12
  Critical Die:
  None 
  None 
  1d4
  Critical Table:
  None 
  None 
  III
  Fortitude:
  +2 
  +2 
  +3
  Reflex:
  +2 
  +2 
  +1
  Willpower:
  #+1 
  #+1 
  #+1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  N
  Newts
  Alignment: 
  N
  173
  General Information:
  Newts are semi-aquatic amphibians that mostly inhabit
  fresh water rivers and lakes; even the species which
  have become terrestrial need fresh flowing water for
  rearing their offspring. From the tropics to the sub-
  arctic cold of alpine forests; the regenerative power of
  newts along with their many forms of passive self-
  defense has allowed them to thrive. Newts are the
  species preferred for study by wizards with a passion
  for experimental zoology.  As with most creatures in
  nature, the more brightly colored they are, the more
  deadly… most of the time.
  Attack Profile:
  Newts are carnivorous foragers that will eat most
  anything they find. When encountered there are
  usually 2d3 individuals in the encounter. They are
  slow, prefer ambush tactics and don’t coordinate their
  efforts; but might employ odd powers if available.
  Special Attacks:
  Poisonous- 40% of newts are toxic when ingested. If
  toxic there is a 20% they are contact poisonous.
  Paralytic: DC= 13; on a failed save roll 3d10+15
  to determine onset time in minutes. During this time
  the victim may notice the growing numbness and
  lethargy creeping over them. When the poison takes
  effect the victim has a -3 penalty on all actions, AC,
  Saves, etc. as they suffer uncontrollable salivation,
  intense abdominal cramping, numbness moving inward
  from the extremities, and difficulty in breathing.  Re-
  roll save every 20 minutes with failure increasing the
  action penalty by 1. Each success lowers penalty by 1,
  when penalty is 0 then no longer afflicted. If the
  penalty reaches -10, the victim gets one last save or
  they die. Furthermore, anything that dies as a result of
  this poisoning will re-animate as a zombie 2d3 rounds
  after death.
  Special Powers:
  Amphibious- creature may breathe through its skin while under
  water, but they must keep their skins moist to avoid damage.
  Additionally, if the water is dirty or toxic they are subject to it
  as if it were inhaled. Aquatic newts must be kept wet or they
  suffer 1 point of damage for every 30 minutes on land.
  Regeneration- A newt can heal 1 point of damage every six
  hours, and may re-grow severed limbs other than its head over
  the course of a few days. It needs to be well fed and consumes
  twice its normal amount of calories until completely healed.
  Mutagenic- with their powerful healing abilities, newts are
  highly prone to mutations. Newts may have 1 mutation per 3
  hit points and remain stable; all newts have a base 15% chance
  per hit die for mutations without any help.
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium
  Reach
  0ft 
  0ft 
  5ft 
  5ft
  STRength:
  1 / -5 
  4 / -2 
  6 / -1 
  7 / -1
  AGILity:
  18 / +3 
  17 / +2 
  16 / +2 
  15 / +1
  STAMina:
  13 / +1 
  16 / +2 
  18 / +3 
  19 / +4
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  6 / -1 
  6 / -1 
  6 / -1 
  6 / -1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20
  Lift:
  0.5oz 
  4lbs 
  6lbs 
  7lbs
  Drag:
  1oz 
  8lbs 
  18lbs 
  21lbs
  Carry:
  1oz 
  8lbs 
  30lbs 
  70lbs
  Speed (Land)
  5ft 
  10ft 
  20ft 
  30ft
  Run: 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No
  Speed (Swim)
  5ft 
  10ft 
  30ft 
  50ft
  Run:
  15ft /
  104min
  20ft /
  128min
  60ft /
  145min
  105ft/
  152min
  Sprint:
  35ft 
  45ft 
  130ft 
  210ft
  Initiative:
  +3 
  +2 
  +2 
  +1
  AC:
  19 
  15 
  13 
  11
  HD:
  1d3+1 
  1d6+2 
  2d8+6 
  3d10+12
  Attack Die:
  1d12+3 
  1d14+2 
  1d16+2 
  1d20+2,
  2@1d16+2
  Damage:
  (Bite)
  1pt 
  1d6-2 
  1d6-1 
  1d8-1
  (Claw)
  -- 
   
   
   1d4-2 
     1d5-1        1d6-1
  Critical Die:
  None 
  None 
  None 
  1d8
  Critical Table:
  None 
  None 
  None 
  M
  Fortitude:
  +2 
  +3 
  +4 
  +6
  Reflex:
  +4 
  +3 
  +3 
  +3
  Willpower:
  +0 
  +0 
  +0 
  +1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  O
  Ogres & Ogre Magi
  Alignment: 
   
   
  N
  General Information:
  These large humanoids prefer forested hills, craggy
  mountains, or jungles where they can find plenty of cover to
  set up ambushes. They were created by the efforts of dark
  faeries in mockery of humanity for use as shock troops to
  fight against their good hearted kin and the mortal races;
  particularly humans. These hairy, overly muscled
  humanoids have an intense craving for human flesh which
  keeps them constantly roaming the fringes of their
  environment. Ever searching for humans and anything else
  they can catch; they are smart enough to recognize roads and
  rivers as places where humans are frequently encountered.
  Attack Profile:
  Simple and brutish, ogres have no subtlety and no interest in
  tactics beyond ‘scream and charge’. They are smart enough
  to use most weapons, but have no skills at crafting anything
  beyond a club. They enjoy hand-to-hand fighting more than
  anything; except for eating what they kill. Very rarely found
  in groups, but smarter ogres have been known to round up
  other ogres to assault larger towns and encampments; one
  ‘smart’ ogre and 2d4 ‘grunts’. Even then their tactics are
  simple: smash everything and take what they can.
  Special Attacks:
  Any ogre with an intelligence score of 10+ has enough of its
  faerie heritage in tact so that half of its hit dice count as
  wizard levels for acquiring and using spells. Otherwise they
  only have the special abilities brought about by mutations.
  Spells – Half of an ogre magi’s hit dice count as wizard levels
  for spell casting and luck bonus; they may have a Patron, but
  otherwise use their normal attacks, saves, critical tables, etc.
  Ogre magi are subject to Patron taint and corruptions, but
  suffer a -2 penalty on all rolls to determine the severity of
  corruptions and taints due to their mutagenic nature.
  174
  Special Powers:
  Night vision – ogres can see just as well by starlight as they do
  during the daylight hours.
  Mutagenic – ogre’s are one of the few creatures that have a random
  chance of mutations whether an outside agent is involved or not.
  When creating an ogre, there is a 10% chance per hit die that it will
  have mutations. Furthermore, ogres are highly susceptible to the
  Unholy Union mutation and if the ogre only has one mutation then
  it will most likely be this one; alternately, the Storyteller should
  feel free to give this mutation to the ogre as a free choice among
  many. See chapter 2 of this book for details about mutations.
  Immunities and vulnerabilities:
  Thick witted – many ogre’s lack the intelligence needed to use
  weapons and armor. An ogre must have an intelligence of 4 to use
  anything other than a club and an intelligence score of 5 is required
  to use armor and shields.
  Type: 
  Grunt 
  Sergeant 
  Magi
  Size:
  Large 
  Large 
  Large
  Reach:
  10ft 
  10ft 
  10ft
  STRength:
  17 / +2 
  19 / +4 
  16 / +2
  AGILity:
  10 
  13 / +1 
  10
  STAMina:
  16 / +2 
  17 / +2 
  13 / +1
  INTelligence:
  3+1d6 
  5+1d10 
  7+1d12
  PERsonality:
  2 / -4 
  3 / -3 
  6 / -1
  LUCK:
  9 
  9 
  4+1d12
  Action Die:
  1d20 
  1d20 
  1d20
  Lift:
  255lbs 
  285lbs 
  240lbs
  Drag:
  510lbs 
  570lbs 
  480lbs
  Carry:
  255lbs 
  285lbs 
  240lbs
  Speed (Land)
  40ft 
  40ft 
  40ft
  Run:
  255ft/
  120min
  285ft/
  120min
  240ft/
  120min
  Sprint:
  460ft 
  515ft 
  430ft
  Initiative:
  +0 
  +1 
  +0
  AC: (tough hide; +4)
  13 
  14 
  13
  HD:
  5d12+10 
  6d12+12 
  9d10+9
  Attack Die:
  (Melee)
  1d20+3, 
  1d20+6, 
  1d20+5,
  2@1d16+3 
  2@1d16+6 
  2@1d16+5
  (Ranged)                         1d20+1 
  1d20+3 
  1d20+3
  Damage:
  (Bite)
  1d6+2 
  1d6+4 
  1d6+2
  (Fist)
  1d8+2 
  1d8+4 
  1d8+2
  (Club)
  1d10+2 
  1d10+4
  (Great sword)
  3d8+2
  Critical Die:
  1d4 
  1d4 
  1d5
  Critical Table:
  G 
  G 
  G
  Fortitude:
  +4 
  +5 
  +5
  Reflex:
  +2 
  +4 
  +4
  Willpower:
  -2 
  +0 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Olar
  Alignment: 
   
  N
  General Information:
  These silent killers of the night are said to resemble a cross between an owl and a bear,
  in the same manner as a griffon is the amalgam of an eagle and a lion. Few who
  encounter them ever live to tell the tale, but the limited information available suggests
  fur and plumage that ranges from dusty brown to mottled roan. They are thought to
  have the hind quarters and general build of a grizzly bear, with an owl’s head and wings.
  Its massively strong front talons are something all survivors confirm. The olar prefers to
  grab victims and disappear into the night: the victims’ final scream fading with their
  dwindling silhouette in the night as the only sign of the olar’s presence. They prefer
  mountainous terrain, but otherwise they are found in all climates except arctic, swamps,
  or marches. The only other thing that everyone agrees on is that unlike griffons; which
  are happy in the wilderness hunting herds of wild horses, the olar have a keen desire for
  the flesh of all humanoids. It is commonly known as a Night Griffon, or Man-stealer.
  Attack Profile:
  These merciless killers are not known for frontal assaults or ground based attacks unless
  they are really hungry; or otherwise compelled. Olar prefer to swoop down on
  unsuspecting and isolated prey using the cover of night and its own unnatural stealth. If it
  misses the first attack or fails to drag its target off into the night there is a 60% chance
  that the olar will fly off in search of easier prey. An olar is just smart enough to vary its
  tactics and most likely will use a ground assault for its second attack; or wait a few days
  and try to surprise the targets again.  In an aerial attack olar will use their talons on
  medium and small targets, but for larger victims it will strike with its paw rake first, then
  each of its talons.
  Special Attacks:
  Any time an olar scores a successful attack with its talon, it may automatically grab the
  target. The target (assuming it is still alive) may make an opposed strength check with
  the olar; if the victim wins, then it struggles free and falls to the ground.
  Stealthy creatures – an olar gains a +6 bonus on stealth checks for the combined bonuses
  from night time, aerial attack, and its owl ancestry. If they succeed at this check prior to
  an attack the victim loses their shield and agility bonuses against the olar’s next attack.
  175
  Aerial Predator – See CCD page 14.
  Dust Cloud – See CCD page 14.
  Special Powers:
  Supreme night vision – an olar can see
  with crystal clarity out to 250ft on a
  cloudy night with no moon.  On a
  cloudless night with a full moon; they
  can see 5x that distance. In either case
  they can focus their attention down to
  anything as small as a rabbit. Olar
  have a -3 on saves versus light and
  sight based attack forms and it suffers
  for twice the normal duration of such
  spells and attacks.
  Strong flyers – they calculate their lifting and dragging values as quadrupeds and may still fly normally carrying up to 70% of
  their maximum carrying value listed in the table without being encumbered.
  Size: 
  Large
  Reach:
  5ft
  STRength:
  18 / +3
  AGILity:
  13 / +1
  STAMina:
  13 / +1
  INTelligence:
  2 / -4
  PERsonality:
  2 / -4
  LUCK:
  9
  Action Die:
  1d20,
  1d16
  Lift:
  36lbs
  Drag:
  144lbs
  Carry:
  360lbs
  Speed (Land)
  70ft
  Run:
  360ft / 52min
  Sprint:
  720ft
  Speed (Fly)
  360ft
  Acceleration:
  85ft
  Deceleration:
  170ft
  Glide:
  20ft
  Initiative:
  +1
  AC:
  12
  HD:
  4d10+4
  Attack Die:
  1d20+4,
  2@1d16+4
  Damage:
  (Beak)
  1d8+3
  (Talon)
  1d6+3
  (Paw rake)
  2d6+6
  Critical Die:
  1d10
  Critical Table:
  M
  Fortitude:
  +3
  Reflex:
  +3
  Willpower:
  -2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Otters
  Alignment: 
   
   
  N
  176
  General Information:
  These aquatic and semi-aquatic heavy weights of the weasel family are
  found in both fresh and salt water environments and are rarely
  encountered out of the water. In fact, sea otters spend their entire lives at
  sea. They have the densest fur of all mammals and it comes in a variety of
  browns and blacks with their chests and heads being lighter in color.
  Otters are carnivores and will catch fish, frogs, or scavenge shellfish
  from lake and ocean floors. They are gregarious critters with a fair bit of
  playful curiosity about the world around them.
  Attack Profile:
  These playful creatures only attack if cornered on land; in the water they
  only defend themselves or attempt to drive off predators. Most types of
  sea otters are solitary, but some are quite social so 30% of encounters are
  with 1d6+2 adults. Otters are territorial and smart enough to use tactics.
  They are ungainly out of the water and will always choose to run away if
  encountered on land. These creatures use Agility for their attacks as long
  as they are in the water.
  Special Powers:
  Hardy divers - otters can hold their breath 2.5 times as long as other
  creatures of the same size; 8 minutes for small otters and 10 minutes for
  medium sized otters. Along with their webbed hands and feet, they can
  also seal off their ears and noses and have a second set of eyelids for
  goggles.
  Clever critters – otters may be trained in 2 levels of thief per the critters
  with classes rule on page 14.
  Thick fur – grant otters a +1 bonus on all saves versus cold damage.
  Size: 
  Small 
  Medium
  Reach
  5ft 
  5ft
  STRength:
  5 / -2 
  6 / -1
  AGILity:
  16 / +2 
  15 / +1
  STAMina:
  15 / +1 
  16 / +2
  INTelligence:
  4 / -2 
  4 / -2
  PERsonality:
  16 / +2 
  16 / +2
  LUCK:
  9 
  9
  Action Die:
  1d16 
  1d20
  Lift:
  5lbs 
  6lbs
  Drag:
  15lbs 
  18lbs
  Carry:
  25lbs 
  60lbs
  Speed (Land)
  10ft 
  20ft
  Run: 
  No 
  No
  Sprint: 
  No 
  No
  Speed (Swim)
  30ft 
  50ft
  Run:
  50ft/ 120min 
  90ft/ 128min
  Sprint:
  110ft 
  180ft
  Initiative:
  +2 
  +1
  AC:
  13 
  11
  HD:
  1d4+1 
  1d6+2
  Attack Die:
  1d16+2 
  1d20+1,
  2@1d16+1
  Damage:
  (Bite)
  1d4-2 
  1d5-1
  Critical Die:
  None 
  1d6
  Critical Table:
  None 
  III
  Fortitude:
  +2 
  +3
  Reflex:
  +3 
  +2
  Willpower:
  +3 
  +3
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  P
  Plant Creatures
  Ambulatory and often carnivorous flora is common enough in the dense untamed forests and jungles; but they are natural,
  mortal creatures and not forest spirits. They need to breathe and drink, but as long as they have access to fresh healthy soil and
  sunshine they are well nourished; and only need 6 hours of sleep to be fully rested. Being a plant does not preclude them from
  consuming other creatures and many plants seek out additional nutrients in this fashion. Plant creatures take triple damage from
  cold and fire attacks and are dependent upon sunlight for their nourishment. When deprived of sunlight they are reduced to half
  speed and actions; losing 1 point of stamina for every 24 hours they go without the sun’s nourishing rays. Plant creatures only
  take half damage from crushing and piercing attacks.
  Sundew
  Alignment: 
   
   
  N
  Size: 
  Large 
  Huge 
  Gargantuan
  Reach:
  20ft 
  25ft 
  35ft
  STRength:
  16 / +2 
  18 / +3 
  20 / +5
  AGILity:
  9 
  7 / -1 
  5 / -2
  STAMina:
  13 / +1 
  15 / +1 
  17 / +2
  INTelligence:
  5 / -2 
  5 / -2 
  5 / -2
  PERsonality:
  3 / -3 
  3 / -3 
  3 / -3
  LUCK:
  9 
  9 
  9
  Action Die:*
  1d20, 
  1d24, 
  1d30,
  1d20 
  1d24
  Lift:
  240lbs 
  450lbs 
  800lbs
  Drag:
  480lbs 
  900lbs 
  2400lbs
  Carry:
  240lbs 
  450lbs 
  800lbs
  Speed (Land)
  15ft 
  20ft 
  25ft
  Run: 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No
  Initiative:
  +0 
  -1 
  -2
  AC:
  (Wooden body; +7)
  16 
  14 
  12
  (Tentacles; +3)
  12 
  10 
  8
  HD:
  (Body)
  4d10+4 
  7d10+7 
  10d10+20
  (Tentacles, each)
  2d3+1 
  2d4+1 
  2d5+2
  Attack Die:
  1d20+3, 
  1d24+5, 
  1d30+8,
  * Gains these extra
  2@1d16+3, 
  2@1d20+5, 
  2@1d24+8,
  attacks per each
  3@1d14+3, 
  3@1d16+5, 
  3@1d20+8,
  additional tentacle.
  4@1d12+3, 
  4@1d14+5, 
  4@1d16+8,
  5@1d10+3, 
  5@1d12+5, 
  5@1d14+8,
  6@1d8+3 
  6@1d10+5 
  6@1d12+8
  Damage:
  (Bite)
  2d10+2 
  2d12+3 
  2d14+5
  (Tentacle bash)
  1d8+2 
  1d10+3 
  1d12+5
  (Tentacle crush)
  1d4+1 
  1d5+1 
  1d6+2
  (Acid)
  1d4/ 2rds 
  1d6/ 3rds 
  1d8/ 5rds
  Critical Die:
  1d10 
  1d12 
  1d16
  Critical Table:
  M 
  M 
  M
  Fortitude:
  +3 
  +4 
  +6
  Reflex:
  +2 
  +2 
  +2
  Willpower:
  -1 
  +0 
  +1
  177
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  General Information:
  These carnivorous, ambulatory plants prefer hot jungle
  environments and have a large, slightly barrel shaped
  central stalk set upon to thick human sized legs of
  intertwined roots. They have 2d3+2 eye buds on
  mobile stalks at the top of their torsos, and 1d5+1
  tentacles sprouting from the sides of their bodies. The
  most horrifying aspect of this creature is that nearly
  every square inch of its leafy body and tentacles are
  coated with the sun-gold, sticky, acidic dew used that
  this creature uses to ensnare and pre-digest its victims.
  Which are then stuffed into the vertical slit of a mouth
  full of woody tooth barbs that runs the entire length of
  its central trunk.
  Attack Profile:
  This vegetative monstrosity has the ability to slowly
  ambulate when it needs to, but it is primarily an
  ambush hunter. At rest its vegetative nature allows
  them to pass for a large dead tree covered in thick,
  aromatic and glistening vines. It uses the enticing
  aroma of its nectar to entice animals and insects within
  range: then snatches them up and stuffs them into its
  Stomach.  These creatures will attack anything that
  wanders into range.
  Special Attacks:
  Sticky acid – anything struck by the sundew will take
  the indicated acid damage for the listed number of
  rounds. This acid is only effective against organic
  material. Prey and vulnerable items struck by this acid
  must succeed at a fortitude save for every round of
  contact. The DC is equal to 8, +1 per hit die of the
  sundew; the items gain a bonus to their save for every
  +1 of magical ability. Success indicates half damage
  and items are not degraded. (See page 14 for item
  degradation.)
  Special Powers:
  Enticing aroma – living creatures that venture within
  100ft of the sundew must succeed at a willpower save
  versus a DC of 6, +1 per hit die of the sundew, with a
  +1 increase to the DC for each previous failure; or it
  begins to travel towards the source of the appetizing
  scent. The effect lasts for 1d4 rounds, but if the victim
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  is still within 100ft of the sundew they must roll another willpower save. While under the effects of this aromatic assault, the
  victim has a -2 penalty on search and spot checks to notice the danger. Eventually they wander close enough for the sundew to
  strike, but this also ends the effects of the enticing aroma for anyone who survives the initial attack. Victims ensnared by the
  sundew make opposed strength checks with a -1 penalty from the sticky sap to escape, but acid damage continues for the
  indicated number of rounds.
  Tentacles – Each of the sundew’s extra tentacles has its own hit dice and grants extra attacks.  The tentacles may be targeted
  separately from the body.  They will grow back assuming that the body survives, but if the body dies so do the tentacles.
  Immunities & vulnerabilities:
  In the absence of light a sundew will become dormant, curling in its leaves for the night like many other plants. A Darkness
  spell cast upon the majority of the sundew’s bulk will trick it into dormancy for the duration of the spell.
  178
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  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Platypus
  Alignment: 
   
   
  N
  General Information:
  With its lush, waterproof brown fur, purple-brown and
  leathery duck-bill and beaver tail there is no denying
  that the platypus is odd; even without the fact that it is
  also a venomous, egg laying mammal. Modern
  platypuses rarely grow more than 2 feet long, but they
  had distant relatives which could reach 3 to 4 feet in
  length. They prefer warm wet environments where they
  can burrow into the banks and have access to areas for
  hunting mollusks, crustaceans, worms and such. They
  have generally poor eyesight, but have the ability to
  detect the electric signals from twitching muscle fiber.
  This Electro-sense allows them to hunt murky waters
  that other foragers cannot utilize.  They are poor runners
  and will always flee into the water or their dens when
  they feel threatened.
  Attack Profile:
  Grumpy and ill tempered, Platypi generally prefer to
  flee rather than fight. They are generally solitary, but
  sometimes as many as 1d3+1 are encountered. Only
  the males are venomous and 65% of platypuses
  encountered will be male. If encountered on land they
  only fight if they are trapped; choosing instead to flee to
  safety of water or burrow. A platypus uses its agility for
  attack rolls when it is in the water.
  Special Attacks:
  Venom – victim rolls a Fortitude save versus a DC of
  12 plus cumulative pain modifier every 24hrs. If this
  initial save succeeds then character has a -1 penalty on
  all actions from pain and swelling until they can get a
  night’s rest and 1 die of magic healing. Failure indicates victim is overwhelmed by pain. If afflicted, the victim must roll a
  willpower save versus a DC of 15 [pain modifier included] in order to act. Success indicates the action may be attempted with
  -2 pain penalty; while failure means no actions are possible. To remove this affliction the victim must succeed at 1 save every
  24 hours, with each success lowering the DC for the next day by one; the fortitude save starts at 15, and the pain penalty is
  included. Failure raises the DC for the next day by one. The victim is no longer afflicted when the DC has dropped to 0, or the
  subject receives 4 dice of magic healing.
  Electrolocation – the bill of a platypus can detect the electrical signals generated by the muscle tissue of living creatures;
  granting a +3 bonus on search and spot checks. Thunder storms, large magnets, and other similar spells or events negate this
  bonus like fog for sighted creatures. The range of this sense is 15ft per hit die of the platypus; half when they are on land.
  Immunities &
   
  Vulnerabilities:
  Poor eye sight –
  platypuses have a -4
  penalty on search
  and spot checks that
  involve sight.
  Size: 
  Tiny 
  Small 
  Medium
  Reach
  0ft 
  5ft 
  5ft
  STRength:
  4 / -2 
  6 / -1 
  7 / -1
  AGILity:
  16 / +2 
  15 / +1 
  14/ +1
  STAMina:
  10 
  12 
  13 / +1
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  6 / -1 
  6 / -1 
  6 / -1
  LUCK:
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20
  Lift:
  4lbs 
  6lbs 
  7lbs
  Drag:
  8lbs 
  18lbs 
  21lbs
  Carry:
  8lbs 
  30lbs 
  70lbs
  Speed (Land)
  5ft/ 1min 
  10ft/ 5min 
  15ft/ 10min
  Run:
  10ft 
  20ft 
  30ft
  Sprint: 
  No 
  No 
  No
  Speed (Swim)
  10ft 
  20ft 
  40ft
  Run:
  20ft 
  60ft 
  105ft
  Sprint:
  45ft/ 80min 
  130ft/ 96min 
  210ft/ 102min
  Initiative:
  +2 
  +1 
  +1
  AC: (swimming; +2)
  15/ 17 
  12/ 14 
  11/ 13
  HD:
  1d4 
  2d4 
  4d8+4
  Attack Die:
  1d14-2 
  1d16-1 
  1d20
  Damage:
  (Rear leg spur)
  1pt 
  1d3-1 
  1d5
  plus venom 
  plus venom 
  plus venom
  Critical Die:
  None 
  None 
  1d10
  Critical Table:
  None 
  None 
  M
  Fortitude:
  +1 
  +1 
  +3
  Reflex:
  +3 
  +2 
  +3
  Willpower:
  +0 
  +0 
  +1
  179
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  180
  R
  Raccoons
  Alignment: 
   
   
  N
  General Information:
  These mischievous creatures are as equally at home
  in temperate and sub-arctic forests as they are in the
  sewers, garrets, and lofts of towns and major cities.
  Raccoons are omnivorous, fearless, and worst of all:
  they are have nimble hands and are afflicted with a
  keen sense of curiosity. The characteristic grey and
  brown ringed tail and unmistakable bandit’s mask
  proclaim the identity of these interlopers into
  your backpack as a raccoon in search of a meal, or
  anything else that is useful or even mildly interesting.
  Attack Profile:
  Raccoons are mischievous pranksters who only
  fight when cornered or under an external compulsion
  of some kind. Cornering a raccoon is difficult,
  because they often work in pairs and will keep a
  sharp watch on their surroundings. When fighting
  they rely on their teeth as a weapon; their short arms
  render their claws nearly useless for combat.
  However, they are excellent for grappling and
  climbing.  Raccoons are rather clever, and they do
  have an opposable thumb, so they can manipulate
  their environments quite well. These creatures use
  their agility bonus for attacks.
  Special Attacks:
  Clever critter – raccoons are smart enough and have
  the hands to be trained as thieves, according to the
  critters with classes entry on page 14.  They also lift
  and drag items as a biped, but are still quadrupeds for
  carrying weight limit.
  Special Powers:
  Nocturnal – they have excellent night vision due to their primarily nocturnal life style and gain a +2 bonus on spot and search
  checks in the dark as long as there is at least some light.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  0ft 
  5ft 
  5ft 
  10ft
  STRength:
  4 / -2 
  6 / -1 
  7 / -1 
  9
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  8 / -1 
  10 
  12 
  14 / +1
  INTelligence:
  5 / -2 
  5 / -2 
  6 / -1 
  9
  PERsonality:
  10 
  10 
  13 / +1 
  13 / +1
  LUCK:
  9 
  9 
  1d6+7 
  1d8+10
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20,
  1d16
  Lift:
  8lbs 
  30lbs 
  70lbs 
  135lbs
  Drag:
  12lbs 
  60lbs 
  140lbs 
  270lbs
  Carry:
  8lbs 
  30lbs 
  70lbs 
  180lbs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft
  Run:
  20ft/
  64min
  60ft/
  80min
  105ft/
  96min
  180ft /
  112min
  Sprint:
  45ft 
  130ft 
  210ft 
  360ft
  Initiative:
  +4 
  +3 
  +2 
  +2
  AC:
  17 
  14 
  12 
  11
  HD:
  1d4-1 
  2d4 
  3d4 
  5d6+5
  Attack Die:
  1d14+2 
  1d16+2 
  1d20+2 
  1d20+3,
  2@1d16+3
  Damage:
  (Bite / Claw)
  1d4-2 
  1d3-1 
  1d4-1 
  1d5
  Critical Die:
  None 
  None 
  1d8 
  1d12
  Critical Table:
  None 
  None 
  III 
  M
  Fortitude:
  +0 
  +1 
  +2 
  +3
  Reflex:
  +5 
  +4 
  +4 
  +4
  Willpower:
  +1 
  +1 
  +3 
  +3
  Keen noses –
  raccoons have a
  keen sense of smell
  and they are
  unaffected by the
  powerful odors of
  their environment.
  This ability gives
  them a +1 bonus on
  all search and
  tracking checks
  involving scent.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  181
  Rats
  Alignment:
  C
  General Information:
  The ubiquitous rat… may be found anywhere except
  underwater.  Brown, black, or multi-hued with
  their twitching whiskers and naked tails; stealing food
  from the fringes of society. They can grow to
  massive proportions and size is dependent only upon the
  availability of food. Pathologically shy most of the
  time, rats can become quite aggressive when they are in
  large numbers or if they are starving: this is especially
  true of the larger varieties.
  Attack Profile:
  Rats are quite bold in numbers and use their agility
  bonus for attacks. They may occasionally take down
  medium or large creatures that are unable to escape.
  Even if the victim escapes the immediate threat, there is
  a chance that the bites are going to make the survivor ill.
  When tiny and small rats are encountered there is a
  45% chance that they will be swarming, otherwise 3d5
  are encountered. Larger rats are usually solitary; or in a
  pack of 1d5+1.
  Special Attacks:
  Disease- DC = 8 + the damage dealt in the attack by rat.
  On a failed fortitude save roll 1d3+3 for the onset time
  in days with a -1 per point of damage done by the rat
  attack. Once the disease begins victim has a -2 penalty
  on all Actions, AC, Saves, etc. as they suffer nausea,
  chills, headaches and fever. The save is re-rolled with
  modifier every 24 hours with failure increasing the
  penalty by 1. A successful save lowers the penalty by
  1; when penalty is 0 then subject is no longer afflicted.
  The ailment can be cured with a lay on hands resulting
  in 3 dice of healing or powerful enough spell.
  Swarming  – Rats with one hit die or less may assemble into a
  swarm; see swarm entry on page 195 of this book.
  Special Powers:
  Clever critter – Rats are smart enough and have the hands to be
  trained as thieves, according to the critters with classes entry on
  page 14.  They also lift and drag items as a biped, but are still
  quadrupeds for carrying weight limit.
  Keen noses - Rats have a keen sense of smell and they are
  unaffected by the powerful odors of their environment. This
  ability gives them a +2 bonus on all search and tracking checks
  involving scent.
  Mutagenic- Rats are able to tolerate more mutations than other
  creatures, they can have 1 mutation for every 3 hit points. All
  rats have a 10% chance per hit die of having at least 1 mutation.
  Movement – Rats have a climb and swim speed equivalent to their
  base land speed unless they are swarming.
  Strength in Numbers – Rats of 2 or more hit dice gain +1 to
  attacks and damage, for every 3 rats in the pack.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  4 / -2 
  6 / -1 
  7 / -1 
  9
  AGILity:
  18 / +3 
  17 / +2 
  16 / +2 
  15 / +1
  STAMina:
  10 
  12 
  13 / +1 
  15 / +1
  INTelligence:
  3 / -3 
  3 / -3 
  3 / -3 
  3 / -3
  PERsonality:
  6 / -1 
  6 / -1 
  6 / -1 
  6 / -1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  8lbs 
  30lbs 
  70lbs 
  135lbs
  Drag:
  12lbs 
  60lbs 
  140lbs 
  270lbs
  Carry:
  8lbs 
  30lbs 
  70lbs 
  180lbs
  Speed (Land)
  15ft 
  30ft 
  50ft 
  70ft
  Run:
  20ft /
  80min
  60ft /
  96min
  105ft /
  104min
  180ft /
  120min
  Sprint:
  45ft 
  130ft 
  210ft 
  360ft
  Initiative:
  +3 
  +2 
  +2 
  +1
  AC:
  16 
  13 
  12 
  10
  HD:
  1d6 
  2d4 
  2d6+2 
  3d8+3
  Attack Die:
  1d14+3 
  1d16+2 
  1d20+2, 
  1d20+2,
  2@1d16+2 
  2@1d16+2
  Damage:
  (Bite)
  1d5-2 
  1d6-1 
  1d8-1 
  1d10
  (Claw)
  --- 
  1d3-1 
  1d4-1 
  1d5
  chance of disease
  50% 
  40% 
  30% 
  20%
  Critical Die:
  None 
  None 
  1d8 
  1d8
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +1 
  +1 
  +2 
  +3
  Reflex:
  +4 
  +3 
  +3 
  +3
  Willpower:
  +0 
  +0 
  +0 
  +1
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  182
  S
  Alignment:
  N
  General Information:
  One of the most successful of the arthropods,
  scorpions can be found in any non-arctic,
  non-aquatic environment. The carapace of a
  scorpion will be smooth polished chitin, or
  be spiky chitin plates depending on its
  Environment.  Scorpions have a multitude of
  colorations and patterning, some designed to
  camouflage, while most are some shade of
  brown or black. Most scorpions have the
  ability to sting their victims, but the level of
  toxicity will vary.  These scopions are
  modeled from the fat-tail scorpions, which
  are among the deadliest varieties. Most
  scorpions are stout of body and legs, but their
  pincers will vary greatly in shape and damage
  based upon the scorpions needs.  A scorpion
  that kills with venom has a more powerful
  tail and the narrower claws needed for
  dismantling their food. Scorpions that use
  paralytic poisons have thinner tails and
  heavier claws that do more damage and are
  designed to grab and hold the prey until the
  venom takes full effect.
  Attack Profile:
  These thickly scaled, solitary arthropods
  slowly move about the dawn and dusk
  landscape; eating anything they can catch or
  scavenge.  Scorpions are not picky about
  what they eat, but are primarily carnivorous.
  They can run and even sprint if there is a
  need, but they generally prefer to stalk
  quietly through the underbrush or rocks to
  surprise their targets.  Scorpions are rarely encountered in large groups, unless it is a female and her brood of hatchlings. In
  such cases there will be one full sized female, and up to 5d6 hatchlings. The hatchlings will be three size categories smaller
  than their parent. The female will do her best to kill the prey quickly and then let her brood feed first; this is the only time
  scorpions use coordinated tactics. They will back off from a fight, but only after taking severe damage.
  Special Attacks:
  Venoms – These scorpions are assumed to have venom as a primary killing tactic. Scorpions that use a paralytic neurotoxin
  have their claw damage dice increased by two steps and the damage from their tail stingers is decreased by 2 steps on the dice
  chain.  Scorpions may only have one type of venom, but otherwise use the rules set down on page 190 but with these changes:
  Cardiotoxin – victim makes a fortitude save versus a DC of 16 or the toxin stops their heart in 6d6 rounds, -1 round per size
  category starting with size Smallest and the victim dies. This venom requires a Neutralize Poison or Disease spell (Core Rules
  p. 277) or a cleric’s healing hands ability with a result of 4 dice or more to purge the victim of this venom.
  Neurotoxin (paralysis) – A successful save versus
  a DC of 13, +1per full hit die of the scorpion.  Failure indicates that the venom causes a numbing paralysis to spread outward
  from the wound site as the venom blocks the communication of neurons.  The victim loses 2 points from their agility score and
  5ft of movement every 10 minutes.  Death occurs from an inability to breathe within 2d3 turns of envenomation.  This venom
  requires a Neutralize Poison or Disease spell (Core Rules p. 277) cast at sufficient strength, or a cleric’s healing hands ability
  with a result of at least 3 dice to cure.
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium
  Reach:
  0ft 
  0ft 
  5ft 
  5ft
  STRength:
  6 / -1 
  9 
  11 
  12
  AGILity:
  16 / +2 
  17 / +2 
  15 / +1 
  14 / +1
  STAMina:
  5 / -2 
  8 / -1 
  10 
  11
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  2 / -4
  PERsonality:
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20
  Lift:
  6oz 
  14lbs 
  22lbs 
  48lbs
  Drag:
  12oz 
  56lbs 
  88lbs 
  192lbs
  Carry:
  12oz 
  27lbs 
  55lbs 
  180lbs
  Speed (Land)
  5ft 
  15ft 
  30ft 
  50ft
  Run:
  15ft/
  20min
  70ft/
  32min
  110ft/
  40min
  215ft/
  44min
  Sprint:
  25ft 
  160ft 
  230ft 
  410ft
  Initiative:
  +2 
  +2 
  +1 
  +1
  AC: (chitin; +5)
  23 
  20 
  17 
  16
  HD:
  3hp 
  3d6-2 
  4d7 
  5d8
  Attack Die:
  1d12+2 
  1d14+1 
  1d16+2 
  1d20+1,
  2@1d16+1
  Damage:
  (Claw)
  1d2-1 
  1d3 
  1d4 
  1d5
  (Kick/ stomp)
  -- 
  1d2 
  1d3 
  1d4
  (Sting)
  1d2-1 
  1d4 
  1d5 
  1d6
  (Trample)
  -- 
  -- 
  3d3 
  3d4
  Critical Die:
  None 
  None 
  None 
  2d5
  Critical Table:
  None 
  None 
  None 
  M
  Fortitude Save:
  +1 
  +3 
  +4 
  +4
  Reflex Save:
  +3 
  +3 
  +3 
  +3
  Willpower Save:
  +1 
  +1 
  +2 
  +2
  Scorpions
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  183
  Durable – Scorpions are immune to cold damage, but between 32F and 45F they are slowed.  Scorpions are reduced to half their
  normal actions and movement with a -3 penalty to armor class and ability checks.  Any colder and scorpions stop moving while
  they freeze solid… they’ll scurry off next spring after they thaw. Scorpions gain a +2 bonus on all fortitude saves; this has been
  added into the tables above.
  Slow – scorpions are not built for speed and multiply their stamina scores by 8 to determine maximum running times. They
  also subtract 2 from their running multiplier and 0.5 from their sprinting modifiers when calculating these values on Table 3-6 on
  page 145.
  Immunities & vulnerabilities:
  Scorpions have an aberrant reaction to alcohol; it only takes a few drops for the smallest, and 2 gallons for colossal sized
  scorpions for this effect to manifest. A ‘drunken’ scorpion goes insane and begins to stab at anything it can reach; or itself, and
  scorpions are not immune to their own venom. This behavior continues for 1d3 rounds, +1 round per size category of
  the scorpion. Anything within reach of the scorpion is attacked in its spinning frenzy; but it cannot move to attack anything
  specific, luck scores and proximity determine the targets of these attacks.
  Size: 
  Large 
  Huge 
  Gargantuan 
  Colossal
  Reach:
  10ft 
  15ft 
  20ft 
  25ft
  STRength:
  14 / +1 
  16 / +2 
  18 / +3 
  20 / +5
  AGILity:
  12 
  11 
  10 
  9
  STAMina:
  13 / +1 
  15 / +1 
  17 /+2 
  19 / +4
  INTelligence:
  2 / -4 
  2 / -4 
  3 / -3 
  4 / -2
  PERsonality:
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d20 
  1d24 
  1d30 
  1d30+2
  Lift:
  112lbs 
  256lbs 
  576lbs 
  1280lbs
  Drag:
  560lbs 
  1280lbs 
  2880lbs 
  7680lbs
  Carry:
  420lbs 
  800lbs 
  7200lbs 
  16000lbs
  Speed (Land)
  60ft 
  85ft 
  100ft 
  120ft
  Run: 
  350ft/
  52min
  480ft/
  60min
  630ft/
  68min
  800ft/
  76min
  Sprint:
  630ft 
  720ft 
  820ft 
  880ft
  Initiative:
  +0 
  +0 
  +0 
  +0
  AC: (chitin; +7) 
  16 
  15 
  14 
  13
  HD:
  6d10+6 
  7d12+7 
  8d14+16 
  9d16+36
  Attack Die:
  1d20+3, 
  1d24+4, 
  1d30+5, 
  1d30+10
  2@1d16+3 
  2@1d20+4, 
  2@1d24+5, 
  2@1d24+8,
  3@1d16+4 
  3@1d20+5, 
  3@1d20+8,
  4@1d16+5 
  4@1d16+8
  Damage:
  (Claw)
  1d6+1 
  1d7+2 
  1d8+3 
  1d10+5
  (Kick/ stomp)
  1d5+1 
  1d6+2 
  1d7+3 
  1d8+5
  (Sting)
  1d7+1 
  1d8+2 
  1d10+3 
  1d12+5
  (Trample)
  3d5+3 
  3d6+6 
  3d7+9 
  3d8+15
  Critical Die:
  2d6 
  2d6 
  2d7 
  2d7
  Critical Table:
  M 
  M 
  M 
  M
  Fortitude:
  +6 
  +6 
  +7 
  +10
  Reflex:
  +3 
  +3 
  +3 
  +4
  Willpower:
  +3 
  +3 
  +3 
  +4
  Claw – a scorpion that has struck an opponent
  with a claw grabs hold of the target in the same
  motion.  The victim can roll an opposed strength
  check with the scorpion each round to escape.
  Failure indicates the scorpion automatically
  damages the victim.
  Rend – a scorpion that succeeds a two claw
  attacks upon the same target may use its next
  attack(s) to try and tear the victim into pieces.
  Failing a fortitude save versus a DC of 9, +1 per
  full hit die of the scorpion dismembers the
  victim.  Success at the fortitude save indicates
  the victim still takes normal damage from each
  of the scorpions pincers.  The target of this
  attack gains a +1 bonus to their save roll for
  wearing medium armor, and a +2 bonus for
  heavy armor.
  Throw – a scorpion of size medium or greater
  may throw ant victim that it has held with its
  pincers for at least 1 round; or any time that an
  opponent has been stung.  The distance is equal to
  10ft per point of the scorpion’s strength bonus
  with a minimum of 10ft.  The victim will also
  suffer from 1d6 damage per 10ft of distance they
  are thrown as if falling from the same height.
  Special Powers:
  Multiple eyes – scorpions have 10 well placed
  eyes and they are visual hunters, so they gain a
  +3 on visual spot and search checks.  It is a DC15
  stealth check to sneak passed, or on any attempt
  to backstab a scorpion.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Scorpions, Spitting
  Spitting scorpions are a rare type of scorpion that has lost its stinger. They can still make whip attacks with their tails that do
  the same damage as a stinger, but it is bashing/crushing damage. Their claw damage is increased by 2 steps and grants them a
  +2 bonus for holding onto their prey. Spitting scorpions spray a 600 cone of caustic venom out to a distance of 5ft per hit die.
  Victims are allowed a reflex save versus a DC of 8, +1 per hit die of the scorpion to avoid the attack, but victims held by a claw
  are automatically hit by the spray. The smallest of scorpions, either singly or in a swarm, can only use this attack on something
  in the same space they occupy. This sprayed venom does 1d3 acid damage, +1 point per hit die of the scorpion, and does not
  linger. This damage allows a paralytic neurotoxin to enter the blood of the victim, see CCD pg. 183 for the scorpion’s venom
  Information, and page 190 for full information on venoms.
  Crayfish and Lobsters
  General information:
  These scavengers of the oceans and fresh water lakes, streams, and marshes have gills to breath under water. Lobsters are a
  redish-brown to grey-blue in color, thickly scaled and are immune to the crushing damage of the deep ocean.  While crayfish are
  usually gray, blue or brown and prefer shallow fresh water.  Unlike scorpions, both lobster and crayfish retain their long antennae.
  This compensates for the fact that they only have one set of eyes, but grants the same bonuses as multiple eyes for a scorpion.
  They have no stinger, but their tail flukes grant a swim speed equal to the land speeds of a scorpion of similar size; but they
  swim backwards to their facing and their movement speeds and number of attacks are reduced by half when on dry land.  Treat
  these creatures as similarly sized scorpions; but they have a +2 bonus to their armor class and their claw damage is increased
  by 3 steps on the dice chain. They gain a +3 bonus to strength checks when trying to hold onto something.
  The body of a lobster or crayfish is much larger than its walking legs, so there is no division of hit points between legs and body.
  However, its massive claws may be targeted independently and each the claw has the same AC of the body and 30% of the
  creature’s hit points.
  184
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Sheep
  Alignment: 
  N
  185
  General Information:
  These mountain dwelling herbivores were domesticated
  by various humanoids species for food and wool
  production thousands of years ago. Their wild kin were
  left to wander the rocky wastes and upland forests of the
  world to be hunted by humanoids and creatures alike.
  Sheep spend 80% of their time eating and digesting;
  doing as little else as possible. Domesticated sheep are
  incredibly stupid creatures and when they are doing
  something other than eating or sleeping, it is usually
  getting into trouble. Different humanoids have used
  various methods and criterion for the domestication of
  their sheep, and there are a great many varieties.
  Special Powers:
  Sure footed – sheep gain a +3 on all jump, balance, and
  climb checks and suffer no movement penalty when in
  the mountains, but are still hindered by other terrain and
  weather hazards.
  Type: 
  Domestic
  Sheep
  Wild Sheep
  Gnome Battle
   
  Sheep (clockwork)
  Size: 
  Small 
  Medium 
  Medium
  Reach:
  5ft 
  5ft 
  5ft
  STRength:
  8 / -1 
  9 
  16 / +2
  AGILity:
  17 / +2 
  16 / +2 
  As pilot,
  or 9
  STAMina:
  12 
  13 / +1 
  -----
  INTelligence:
  1 / -5 
  2 / -4 
  2 / -4
  PERsonality:
  5 / -2 
  5 / -2 
  5 / -2
  LUCK:
  9 
  9 
  As pilot,
  or 9
  Action Die:
  1d14 
  1d16 
  As pilot, or 1d16
  Lift:
  8lbs 
  9lbs 
  16lbs
  Drag:
  24lbs 
  27lbs 
  48lbs
  Carry:
  40lbs 
  90lbs 
  160lbs
  Speed (Land)
  30ft 
  50ft 
  50ft
  Run:
  80ft/
  96min
  135ft/
  104min
  240ft/
  52min
  Sprint:
  175ft 
  270ft 
  480ft
  Initiative:
  +2 
  +2 
  As pilot or +0
  AC:
  13 
  12
  15+ pilots’s AGIL bonus
  HD:
  2d6 
  3d6+3 
  6d8
  Attack Die:
  1d14-1 
  1d16+1
  As Gunner, or 1d16
  Damage:
  (Bite)
  1d3-1 
  1d3 
  1d4
  (Hoof)
  1d4-1 
  1d5 
  1d6
  (Ram; males)
  1d5-1 
  1d6 
  1d8
  (Trample)
  3d4-3 
  3d5 
  3d6
  (Twin x-bows)
   
   
  2d4: (40/80/120ft)
  Critical Die:
  None 
  None 
  1d12
  Critical Table:
  None 
  None 
  M
  Fortitude:
  +1 
  +3 
  +3
  Reflex Save:
  +3 
  +4 
  As pilot, or +3
  Willpower:
  -1 
  +0 
  As pilot ,or +1
  Attack Profile:
  Run fast! Then run some more and hope not to be the
  one eaten! This is a sheep’s general approach to all
  combat situations regardless of its subtype. Wild sheep
  rely upon remote locations like steep mountainous
  regions for protection. When combat cannot be avoided,
  wild rams will make a fierce display and then attempt to
  slam their horns into their targets and can even crush the
  skull of a bear. Even domesticated sheep can kill a
  humanoid on a solid strike; fortunately most domestic
  sheep aren’t smart enough to know this and the ones that
  are, end up on the dinner table.
  Special Attacks:
  Charging – any ram may charge forward and make a
  bashing attack for double the normal damage. The ram
  suffers a -2 penalty to its armor class. The target is
  allowed a reflex save to avoid the attack, assuming there
  is somewhere to jump that won’t mean falling down a
  mountain side.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  186
  Sheep, Dwarven
  These domestic sheep are the size of their wild kin, but have
  been crossbred over centuries with earth elementals and are
  fed a special diet fortified with cobalt, iron, nickel, and
  molybdenum. Their wool takes on a steel hard quality that
  the dwarves melt and cast into tools and weapons, or spin and
  weave this wool into steel cables and fabrics of the finest
  quality. These sheep have a +3 bonus to their armor class;
  and bite attacks from these creatures add +1d3 electricity
  Damage.
  Sheep, Elven
  These sheep have a natural magic that makes them appear
  normal, but in reality they too have been crossbred with earth
  elementals. Elven sheep are fed a special grain from faerie
  groves mixed with silver, and their mythril wool sparkles and
  flashes in the sunlight when the glamour is pierced. It is spun
  and woven into threads of pure mythril from which the elves
  make the finest cables and fabrics.  They also melt it down and
  cast it into weapons and other equipment. It requires a willpower
  save versus a DC of 15 to see through the illusion of normality
  surrounding these quasi-fey creatures. Their bite attacks do +1d3
  electricity damage and they have a +5 bonus to their armor class.
  Sheep, Gnomish
  These small, self-repairing clockwork mechanisms resemble and
  act like domestic sheep in most ways, except that their owner
  needs to spend 1d3x10 minutes per day, per clockwork sheep
  rewinding the clockwork mechanism.  This will power the
  mechanism for 24 hours or regular activity, but they may only
  run for the time listed.  After this they must again wind the spring
  for 1d3x10 minutes.  Gnomish sheep will even pass for sheep if
  the viewer is at least 15ft away and cannot hear the whirring and
  clicking of the mechanisms.  They can consume any organic and
  inorganic material to be ‘digested’ into the various replacement
  parts they need.  These mechanical marvels may even produce
  milk, cheese, and mutton if so desired: just lift the side panel and
  pull out the food. Gnomes use these creatures for pulling carts,
  and even trap detection and removal services if they must. These
  sheep have no need of wool and are covered in artistic scroll
  work by their builders.
  The battle sheep uses the Agility, Luck, Action & Attack Dice,
  Initiative, and Reflex save of the pilot. These constructs do have
  a clockwork mechanism that emulates a sheep’s brain and the
  pilot may turn control over to this device if it is necessary.  A
  clockwork sheep has a +4 bonus to armor class and their bite
  attacks do an additional +1d6 acid damage that affects all
  substances other than glass: they are exactly like domestic sheep
  otherwise. Gnomes often customize these clockwork creatures
  and can have any number of strange abilities the Storyteller can
  dream up; but those models might not actually be recognized as
  sheep. These and other strange mechanical wonders are at the
  heart of gnomish battle strategy…
  Gnomish Sheep, Battering Ram
  This gnomish battle sheep has been modified to move 50%
  faster than a wild ram by reducing the crew of a battle sheep
  to pilot only as well as removing the cupola and heavy
  armor. Battering rams have an armor class of 12, + the
  agility bonus of the pilot and they lose their bite attack.
  Their kick and trample damage is plus one die on the dice
  chain.  Their ram attack is plus two steps on the dice chain
  compared to a normal ram. The down side is that without
  the bite attack, battering rams have no ability to self-repair,
  but they are much cheaper and easier to build than the
  standard battle sheep.
  Gnomish Sheep, Battle Sheep
  This specially made clockwork sheep is heavily plate
  armored and unmistakably mechanical in construction.
  Battle sheep have a crew of 2 gnomes: 1 pilot on the inside,
  and 1 riding in the cupola on the sheep’s back armed with
  twin, repeating crossbows. The crossbows do 1d4 piercing
  damage and have ranges of 40ft/ 80ft/ 120ft; but they may
  be fired every round. The sheep’s mechanical ‘metabolism’
  will allow for up to 20 shots per day, per cross-bow: after
  that the crew must provide their own ammunition.  These
  models cannot produce food like the standard model.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Skunks
  Alignment: 
   
   
  N
  187
  General Information:
  With its black fur and distinctive white dorsal stripes,
  travelling from nose to tail, skunks are the most easily
  recognized members of the weasel family. However,
  it is the sight of a skunk’s bushy tail arching over its
  back that sends fear into the hearts of most creatures.
  The stench produced by skunk musk is possibly the
  most potent of the natural world; causing vomiting, as
  well as eye and throat irritation.  The stench can
  linger for a week or more before it fades from the
  victim’s skin and equipment.  Fortunately, these tiny
  omnivores are docile unless cornered or sick.  Skunks
  prefer temperate and alpine forests where berries,
  worms, and insects are plentiful.
  Attack Profile:
  Skunks are usually loners, but are sometimes
  encountered in pairs or groups of 2d4. Their musk is
  so vile that most predators with a sense of smell will
  not eat skunks unless starving. As such skunks can
  afford to be pacifists, and they will always warn you
  if they’re angry by barking and stamping their feet.
  Once a skunk has sprayed a target, they will attempt
  to flee while the target is vomiting from the stench.
  Special Attacks:
  Skunk Musk – this vile substance smells so bad, that
  it makes 200 of the most putrid corpses rotting in a
  bog seem like a bed of roses by comparison. This is
  a ranged attack that can be fired as a 25ft line per hit
  die, and the target gains no benefit from armor or
  shields. Anything coated by the musk emanates a
  10ft radius stench for 2d3+1 days. Victims of this
  attack (or anyone caught in the cloud created by the
  victim) must succeed at a fortitude save at initial
  Immunities & vulnerabilities:
  Owls and trolls are a skunk’s only natural predators.  Owls have no olfactory sense; and trolls are too dumb to care.  Skunks,
  and wizards with skunks as familiars, are immune to the stench and gain +1 on any such saves.  Creatures that have no sense of
  smell are completely unaffected by a skunk’s musk attack, though they can still emanate a cloud that affects others during the
  first moments of the musk attack; and these creatures are still easy to track by the lingering odor.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  3 / -3 
  5 / -2 
  6 / -1 
  8 / -1
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  9 
  11 
  12 
  14 / +1
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  13 / +1 
  13 / +1 
  13 / +1 
  13 / +1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  3lbs 
  5lbs 
  6lbs 
  16lbs
  Drag:
  6lbs 
  15lbs 
  18lbs 
  64lbs
  Carry:
  6lbs 
  25lbs 
  60lbs 
  160lbs
  Speed (Land)
  10ft 
  20ft 
  40ft 
  60ft
  Run:
  15ft /
  72min
  50ft /
  88min
  90ft /
  96min
  160ft /
  112min
  Sprint:
  35ft 
  110ft 
  150ft 
  320ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  15 
  12 
  11 
  10
  HD:
  1d6 
  1d8 
  2d8 
  3d10+3
  Attack Die:
  (Melee)
  1d14- 3 
  1d16-2 
  1d20-1 
  1d20
  2@1d16
  (Ranged)
  1d14+2 
  1d16+1 
  1d20+1, 
  1d20+2,
  2@1d16+1 
  2@1d16+2
  Damage:
  (Bite)
  1pt 
  1d4-2 
  1d5-2 
  1d6-1
  (Claw)
  1pt 
  1d3-2 
  1d4-2 
  1d5-1
  Critical Die:
  None 
  None 
  1d8 
  1d8
  Critical Table:
  None 
  None 
  I 
  I
  Fortitude Save:
  +1 
  +1 
  +1 
  +3
  Reflex Save:
  +3 
  +2 
  +2 
  +3
  Willpower:
  +2 
  +2 
  +2 
  +3
  contact versus a DC of 11, +1 per hit die of the skunk. Failure indicates that the victim loses 1d6 rounds to violent nausea.
  After the first 1 to 6 rounds of vomiting has passed, the victim must roll the fortitude save every time the victim of this attack tries
  to concentrate on skills, casting, or eating.  The DC for these fortitude saves drops by 1 for every day that passes.  There is no area
  effect after the first contact, unless everyone is in a confined or enclosed space with the victim of the skunk musk attack.
  Furthermore, the victim of the skunk musk is an easy task for creatures tracking by scent.  Alchemists and healers can create an
  ointment that will remove the stench.  It is a paste of tomatoes and rare salts that only takes 10 minutes to create with an
  Intelligence check versus a DC of 8; assuming the ingredients can be found.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  188
  Snakes, Constrictor
  Alignment:
  C
  General information:
  These snakes have no venom, but they are
  stronger compared to their venomous
  Kindred.  All snakes can climb or swim at
  half their normal move rate. These
  reptiles are most commonly found
  slithering through the litter of the forest
  floor, or high up in a jungle canopy, as
  well as swimming in the slimy waters of
  swamps hunting for their next meal.
  However, any place that has consistently
  warm temperatures and plenty of food is
  acceptable.  Their coloration tends
  towards drab hues that blend with their
  environment of choice.  The size listing
  for a particular serpent denotes the
  diameter of the space the snake fills when
  it is coiled for a strike. The actual length
  of the snake is equal to three times its
  listing for reach.
  Attack Profile:
  A tiny constrictor must still enter the
  space of their intended target.  They lead
  with their fangs; once they grab hold of
  their target the constrictor’s coils begin
  to encompass the victim in order to crush
  their prey for digestion.  Snakes may only
  swallow targets at least 1 size category
  smaller than themselves, but they are
  aggressive and will attack larger targets.
  Size: 
  Tiny 
  Small 
  Medium 
  Large 
  Huge
  Reach
  2.5ft 
  5ft 
  10ft 
  15ft 
  20ft
  STRength:
  9 
  10 
  11 
  13 / +1 
  15 / +1
  AGILity:
  15 / +1 
  14 / +1 
  13 / +1 
  12 
  11
  STAMina:
  10 
  11 
  12 
  14 / +1 
  16 / +2
  INTelligence:
  1 / -5 
  1 / -5 
  2 / -4 
  2 / -4 
  3 / -3
  PERsonality:
  9 
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20, 
  1d24,
  1d16 
  1d20
  Lift:
  9lbs 
  10lbs 
  11lbs 
  26lbs 
  75lbs
  Drag:
  18lbs 
  30lbs 
  33lbs 
  52lbs 
  150lbs
  Carry:
  18lbs 
  50lbs 
  110lbs 
  260lbs 
  525lbs
  Speed (Land)
  30ft 
  45ft 
  60ft 
  75ft 
  90ft
  Run: 
  No 
  No 
  No 
  No 
  No
  Charge:
  60ft 
  90ft 
  90ft 
  115ft 
  135ft
  Initiative:
  +2 
  +2 
  +2 
  +1 
  +1
  AC: (scales; +3)
  17 
  15 
  14 
  12 
  11
  HP:
  1d8 
  2d8 
  3d10 
  6d12+6 
  9d14+16
  Attack Die:
  1d14+1 
  1d16+1 
  1d20+2 
  1d20+3, 
  1d24+4,
  2@1d16+3 
  2@1d20+4,
  3@1d16+4
  Damage:
  (bite)
  1pt 
  1d3 
  1d4 
  1d5+1 
  1d6+2
  (coil crush)
  2d2 
  2d4 
  2d6 
  2d8+1 
  2d10+2
  Critical Die:
  None 
  None 
  1d8 
  1d12 
  1d14
  Critical Table:
  None 
  None 
  M 
  M 
  M
  Fortitude
  +1 
  +1 
  +2 
  +4 
  +6
  Reflex:
  +2 
  +2 
  +3 
  +3 
  +4
  Willpower:
  +1 
  +1 
  +2 
  +3 
  +4
  Special attacks:
  Constriction – bite damage allows the snake begins to wrap coils about its prey. Each round, the victim gets a strength check
  versus a DC of 7, +1 per point of damage dealt in the attack to break the snake’s hold.  Failure indicates the victim takes
  automatic crushing damage each round that it fails to escape.
  Special Powers:
  Superb senses – all snakes have an extremely acute sense of smell, and gain +6 on any tracking rolls when scent is involved.
  Some snakes (30%) have developed the ability to detect the body heat of their prey, and gain an additional +2 bonus on spot
  checks versus warm blooded animals; snakes lose this thermographic
  ability if they are near large heat sources.
  Quick strike – All snakes gain an additional +1 to their initiative checks and may
  use either their agility or strength bonus for their melee attacks.  Snakes of size
  smallest or tiny may attack a target in an adjacent space.
  Immunities & vulnerabilities:
  Cold Blooded- this creature is perfectly functional and comfortable between
  50 degrees and 110 degrees Fahrenheit. The creature is reduced to half of its
  normal move speed and number of actions per round if the temperature is
  between 35F and 49F; below this temperature the creature is paralyzed, but
  will thaw out in the spring and be just fine. The creature takes 1 point of heat
  damage per minute of temperatures above 110F, and gains an extra action per
  round, until they reach shelter or die from the heat. Larger sized snakes can
  tolerate greater variance in temperature; bigger snakes can expand their zone
  of comfort by 5 degrees at each extreme for each size category beyond medium.
  All cold blooded creatures will eventually succumb to the cold and suffer a -2
  penalty versus cold attacks and spell effects.
  Snakes
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  Snakes, Venomous
  Alignment:
  C
  189
  General Information:
  Like their kin, these cold blooded killing
  machines are quite populous in any warm
  climate and may be found anywhere
  other than Arctic and Sub-arctic conditions.
  These predators are dangerous to anything
  smaller than themselves.  All snakes can
  climb or swim at half their normal move
  rate.  Venomous snakes come in a variety of
  colors that vary according to the dominant
  colors of its environment but have a
  tendency towards bright colors.  Most of the
  time: brighter colors means that it is a
  Venomous rather than constricting snake.
  Mostly active in the late morning or mid to
  late afternoon, snakes are active at night
  when it is warm enough.   The size listing
  for a particular serpent denotes the
  diameter of the space the snake fills when
  it is coiled for a strike. The actual length
  of the snake is equal to three times its
  listing for reach.
  Attack Profile:
  All snakes are hunters whether on the move
  in search of their next meal; or waiting
  patiently for something to stroll within
  reach. Venomous snakes rely on a quick,
  agile strike then let the venom to do the
  work of killing the prey: subduing it for ease
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium 
  Large
  Reach
  1.5ft 
  2.5ft 
  5ft 
  10ft 
  15ft
  STRength:
  2 / -4 
  5 / -2 
  7 / -1 
  8 / -1 
  10
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  6 / -1 
  9 
  11 
  12 
  14 / +1
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20 
  1d20,
  1d16
  Lift:
  1oz 
  5lbs 
  7lbs 
  8lbs 
  20lbs
  Drag:
  2oz 
  10lbs 
  21lbs 
  24lbs 
  80lbs
  Carry:
  2oz 
  10lbs 
  35lbs 
  80lbs 
  200lbs
  Speed (Land)
  20ft 
  35ft 
  55ft 
  75ft 
  95ft
  Run: 
  No 
  No 
  No 
  No 
  No
  Charge:
  40ft 
  70ft 
  110ft 
  150ft 
  190ft
  Initiative:
  +6 
  +5 
  +4 
  +3 
  +3
  AC: (scales; +1)
  22 
  18 
  15 
  13 
  12
  HD:
  1d3-1 
  1d6 
  2d6 
  4d8 
  6d10+6
  Attack Die:
  1d12+5 
  1d14+4 
  1d16+3 
  1d20+3 
  1d20+4,
  2@1d16+4
  Damage:
  (Bite + venom)
  1pt 
  2pts 
  1d6-1 
  2d6-1 
  2d8
  Critical Die:
  None 
  None 
  None 
  1d8 
  1d10
  Critical Table:
  None 
  None 
  None 
  M 
  M
  Fortitude:
  +0 
  +1 
  +1 
  +2 
  +4
  Reflex:
  +6 
  +5 
  +4 
  +4 
  +5
  Willpower:
  +1 
  +1 
  +1 
  +2 
  +3
  of digestion. It is important to note that the size listing for the particular serpent doesn’t represent its length: it denotes the
  diameter of the space the snake fills when it is coiled for a strike. The actual length of the snake is equal to three times its listing
  for reach.
  Special Attacks:
  Some snakes have evolved the ability to spit their venom. This attack affects one target per hit die of the snake and has a range
  equal to their reach +5 feet: the snake will always aim for the targets eyes. There is no attack roll; the victim gets a reflex save
  versus a DC of 8, +1 per size category beyond smallest. Failing this save indicates that the victim has been blinded until they
  can flush their eyes with water for 1 minute, and they have managed to ingest enough poison to provoke a fortitude save and
  the venom’s DC’s are raised by 2. If the target is suffering from cuts or other untreated open wounds, then the attack succeeds
  automatically and the victim rolls saves versus the snake’s venoms, but may still avoid becoming blinded on a successful
  reflex save.
  Special Powers:
  Superb senses – all snakes have an extremely acute sense of smell, and gain +6 on any tracking rolls when scent is involved.
  Some snakes (30%) have developed the ability to detect the body heat of their prey and gain an additional +2 on spot checks
  versus warm blooded animals; snakes lose this
  thermographic ability if they are near large heat sources.
  Quick strike – All snakes gain an additional +1 to their initiative
  checks and may use their agility bonus for their melee attacks.  Snakes
  of size smallest or tiny may attack a target in an adjacent space.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Venomous snakes use their agility when making attacks rather than strength and most can manufacture and deliver several
  types of poison with one bite. Each snake may deliver as many as 2 of the following venoms with each successful strike. If the
  snake scores a maximum result for their attack roll, then add +2 to any DC’s the venom requires and cut the action time in
  half. The poison may be nullified by a healing check versus the poison’s DC’s and the application of anti-venom grants the
  healer a +4 bonus on this check.  Most venom can be removed via a cleric’s lay on hands ability with a result of 3 dice of
  healing, or the Neutralize Poisons & Diseases spell cast at sufficient strength: the poison will list any variations from these
  guidelines; see Core Rules p.227.  When used as a poison on a weapon, the venom’s function normally, but the DC’s for the
  poison and treatment are 2 less than the base DC listed for critters venom.
  Anti-coagulant – A successful fortitude save versus a DC of 11, +1 per size category of the attacker starting at small, failure
  indicates that this venom has interrupted the clotting process which leads to massive bleeding. Victim loses 2 hit points per
  round and suffers a cumulative -1 penalty to all actions, saves, and AC/ 10 hit points lost; but 3 dice of magic healing will stanch
  the flow.
  Cardiotoxin – A successful fortitude save versus a DC of 18 or the toxin stops victim’s heart in 6d6 rounds, -1 per size category
  of the attacker starting at small, or the victim dies. This venom requires 4 dice of magical healing to cure.
  Hemotoxin – Victim must succeed at a fortitude save versus a DC of 15, +1 per size category of the attacker starting at small,
  or the venom destroys the  victim’s red blood cells. This causes painful swelling, nausea and blurred vision which causes a -2
  penalty on all actions including Armor Class within 1d4 turns of envenomation. If left untreated the victim loses 1 Stamina
  point every hour from damage to their internal organs until they die at a stamina score of 0. If the victim receives 3 dice of
  magical healing before the venom runs its course, they must succeed at a luck roll versus a DC equal to 8+ the stamina points
  lost; failure indicates the need to amputate the arm or leg closest to the wound site and half of the stamina loss will be
  Permanent.
  Neurotoxin (paralysis) – A successful fortitude save versus a DC of 15, +1 per size category of the attacker starting at small.
  Failure indicates that the venom causes a numbing paralysis to spread outward from the wound site as the venom blocks the
  communication of neurons.  The victim loses 2 points from their agility score and 5ft of movement every turn. Death occurs
  from an inability to breath within 2d3 turns of envenomation. This venom requires 3 dice of magical healing to cure.
  Neurotoxin (convulsive) – A failed fortitude save versus a DC of 16, +1 per size category of the attacker starting at tiny indicates
  the victim begins to suffer muscle tremors, spreading outward from the wound site. For the first 2d3 minutes after
  envenomation.  The violence of the tremors causes a -3 penalty on all actions including armor class and the victim has their
  movement reduced to 10ft as the venom triggers the victims muscles into a convulsive state. They fall to the ground convulsing
  and foaming at the mouth death occurs in 2d6 minutes from the inability to breath. This venom requires 4 dice of magical
  healing to cure.
  190
  Immunities & vulnerabilities:
  Cold Blooded- this creature is perfectly functional and comfortable between 50 degrees and 110 degrees Fahrenheit. The
  creature is reduced to half of its normal move speed and number of actions per round if the temperature is between 35F and
  49F; below this temperature the creature is paralyzed, but will thaw out in the spring and be just fine. The creature takes 1
   
   
   
   
   
   
   
   
   
   
  point of heat damage per minute of temperatures above 110F, and gains an extra
  action per round until they reach shelter or die from the heat. Larger sized snakes
  can tolerate greater variance in temperature, so bigger snakes can expand their
  zone of comfort by 5 degrees at each extreme for each size category beyond
  medium. All cold blooded creatures will eventually succumb to the cold and
  suffer a -2 penalty versus cold attacks and spell effects.
  Myotoxin – Fortitude save versus a DC of 12. Failure indicates the victim’s muscles are beginning to break down in a painful
  process that will take 1d10 hours to run its full course. Every hour the victim loses 5ft of movement and one point each of
  strength and stamina.  They gain a  cumulative -1 penalty on all actions and armor class from the growing pain. If the victim
  survives, or receives 3 dice of magical healing before the venom runs its course, they make a luck roll versus a DC equal to
  5+ the ability points lost; failure indicates that half of the loss from each ability score is permanent.
  Venoms:
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  192
  Spiders
  Alignment:               N
  General Information:
  One of the most successful of the arthropods, these
  creatures can be found in any non-arctic, non-
  saltwater environment. The carapace of most
  spiders is either hairy, or has smoothly polished
  chitin. They have a multitude of colorations and
  patterning, some designed to camouflage while
  others are brightly colored in warning. All spiders
  have the ability to make webs, but not all of them
  use webs for trapping prey.  Hunter spiders are often
  stout of body and legs. Trapping spiders tend to be
  tinier in body and have longer and thinner legs.
  Most spiders are carnivorous and many use venom
  to immobilize and pre-digest their food, but there
  are a few species of arachnids that have become
  sap drinking vegetarians.
  Attack Profile:
  There are basically two types of spiders: hunters
  and trappers. Both use their strength or agility
  scores on attacks, whichever gives greater
  advantage. They all use a combination of biting
  and kicking attacks, and will make multiple attacks
  based upon its size; but a spider must always keep
  at least 4 legs on the ground for support.  Tiny spiders
  may attack a target in any adjacent space in spite of
  their size.  Some use the silk merely for constructing
  shelter, or for safety lines; such spiders are often quite
  large and wander great distances hunting for food.
  Hunting spiders are loaners and may be of any size.
  They tend to be tend to be stout of leg and body; and
  quite fuzzy.  Most spiders are trappers and have
  smooth chitin that won’t get tangled in the webbing
  they use for creating a variety of traps. Some spiders
  make simple traps; like webs of sticky netting across a doorway, or more complicated networks of camouflaged tunnels with
  trap door flaps that allow the spider to surprise their targets. These trap making spiders are patient and don’t move around too
  much; but where you find one of these trappers, there will be several more territories nearby. When a spider subdues their
  victim with venom, they immediately stop to wrap them in a cocoon of silk. A spider may wrap up any target of its own size
  category or less in 2 rounds; the Storyteller will vary this time for the situation at hand. Spiders of size medium or less may
  even be social pack hunters or share really large and communal webs; and in such cases there are usually 3d4 spiders.
  Special Attacks:
  Reticulating hairs – only hairy spiders like tarantulas have this attack form. For spiders of size small or less, it is limited to
  contact range. Sized medium spiders and larger can fling tufts of this hair out to twice their normal reach and cover a 10ft
  diameter sphere per size category starting at medium. Targets get a reflex save versus a DC of 8, +1 per hit die of the spider to
  avoid this attack. Failure indicates that the victims are blinded and choking for 1d4 rounds, +1 round per hit die of the spider.
  Spiders of size medium or greater may use this attack once per month… they must wait for the hair to grow back.
  Venom – The spiders depicted here are assumed to have venom as a primary killing tactic. Their venom is a cocktail of
  paralytic neurotoxins (CCD rules, pg. 190) and digestive enzymes. Spiders without venom have their bite and kicking damage
  dice increased by one step on the dice chain.  Any victim of a spider bite that fails their fortitude save versus the venom also
  takes 1d4 points of acid damage per round for a number of rounds equal to the spiders hit dice.
  Special Powers:
  Multiple eyes – Spiders have eight well placed eyes, but they have poor eyesight in general so it is only a DC 15 stealth check on
  any attempt to surprise, backstab, or sneak passed a spider. Additionally, spiders gain only a +1 bonus to any, spot checks or
  visual searches.
  Size: 
  Smallest 
  Tiny 
  Small 
  Medium
  Reach:
  0ft 
  2.5ft 
  5ft 
  5ft
  STRength:
  5 / -2 
  8 / -1 
  10 
  11
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  4 / -2 
  7 / -1 
  9 
  10
  INTelligence:
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  PERsonality:
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d14 
  1d16 
  1d20
  Lift:
  5oz 
  12lbs 
  20lbs 
  44lbs
  Drag:
  10oz 
  48lbs 
  80lbs 
  176lbs
  Carry:
  10oz 
  24lbs 
  50lbs 
  165lbs
  Speed (Land)
  15ft 
  20ft 
  35ft 
  60ft
  Run:
  20ft/
  36min
  80ft/
  63min
  120ft/
  81min
  220ft/
  90min
  Sprint:
  60ft 
  225ft 
  310ft 
  530ft
  Initiative:
  +4 
  +3 
  +2 
  +2
  AC: (chitin; +2)
  22 
  18 
  15 
  14
  HD:
  2hp 
  2d5-2 
  3d6 
  4d7
  Attack Die:
  1d12+4 
  1d14+3 
  1d16+3 
  1d20+3,
  2@1d16+3
  Damage:
  (Fangs)
  1d4-2 
  2d5-1 
  2d6 
  1d8
  (Kick/ stomp)
  -- 
  1d3-1 
  1d4 
  1d5
  (Webs)
  * 
  * 
  * 
  *
  Critical Die:
  None 
  None 
  None 
  2d5
  Critical Table:
  None 
  None 
  None 
  M
  Fortitude:
  -1 
  +0 
  +2 
  +2
  Reflex:
  +5 
  +4 
  +4 
  +4
  Willpower:
  +1 
  +1 
  +2 
  +2
  Brian Wells (order #6334390)
  
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  193
  Large 
  Huge 
  Gargantuan 
  Colossal
  10ft 
  15ft 
  20ft 
  25ft
  13 / +1 
  15 / +1 
  17 / +2 
  19 / +4
  15 / +1 
  14 / +1 
  13 / +1 
  12
  12 
  14 / +1 
  16 / +2 
  18 / +3
  2 / -4 
  2 / -4 
  2 / -4 
  2 / -4
  9 
  9 
  9 
  9
  9 
  9 
  9 
  9
  1d20 
  1d24 
  1d30 
  1d30+2
  104lbs 
  240lbs 
  544lbs 
  1216lbs
  520lbs 
  1200lbs 
  2720lbs 
  7296lbs
  390lbs 
  750lbs 
  6800lbs 
  15200lbs
  75ft 
  100ft 
  115ft 
  135ft
  325ft/
  108min
  450ft/
  126min
  595ft/
  144min
  760ft/
  162min
  715ft 
  900ft 
  1070ft 
  1215ft
  +1 
  +1 
  +1 
  +0
  14 
  13 
  12 
  10
  6d8 
  6d10+6 
  7d12+14 
  8d14+24
  1d20+3, 
  1d24+3, 
  1d30+4, 
  1d30+8,
  2@1d16+3 
  2@1d20+3, 
  2@1d24+4, 
  2@1d24+6,
  3@1d16+3 
  3@1d20+4, 
  3@1d20+6,
  4@1d16+4 
  4@1d16+6
  1d10+1 
  1d12+1 
  1d14+2 
  1d16+4
  1d6+1 
  1d7+1 
  1d8+2 
  1d10+4
  * 
  * 
  * 
  *
  2d5 
  2d6 
  2d6 
  2d7
  M 
  M 
  M 
  M
  +3 
  +4 
  +5 
  +6
  +4 
  +4 
  +4 
  +3
  +3 
  +3 
  +3 
  +3
  Size:
  Reach:
  STRength:
  AGILity:
  STAMina:
  INTelligence:
  PERsonality:
  LUCK:
  Action Die:
  Lift:
  Drag:
  Carry:
  Speed (Land)
  Run:
  Sprint:
  Initiative:
  AC: (chitin; +4)
  HD:
  Attack Die:
  Damage:
  (Fangs)
  (Kick/ stomp)
  (Webs)
  Critical Die:
  Critical Table:
  Fortitude:
  Reflex:
  Willpower:
  Durable – A spider loses 5ft of
  movement for each lost leg and will
  continue to be able to walk and climb
  with only 3 legs. Spider legs will grow
  back in a few weeks, but they will
  usually try to flee the combat if they lose
  2 or more legs.
  Jumping spiders – Most spiders can’t
  jump, they dont have the proper
  articulation.  This highly energetic mode
  of movement is rarely seen in trapping
  spiders.  If the spider has this ability they
  can cover up to 10 times their normal
  land speed per jump; or half of this
  distance if the spider is jumping
  vertically.  Spiders must recover
  hydraulic pressure in order to jump
  again.  For spiders up to size small this
  takes 1 round per size category, but
  larger spiders require 1 minute per hit
  die.  The spider gets 1 action or attack
  while they are jumping or as soon as
  they land, but after if the spider does
  anything other than rest the recovery
  time will be tripled.  This mode of
  movement is usually reserved for
  escapes.  Jumping spiders have excellent
  eye sight and any attempts to surprise,
  backstab, or sneak passed these spiders
  requires a successful DC 18 stealth
  check.  This heightened visual acuity
  grants them a +3 bonus on jump checks
  as well as visual spot and search checks.
  Extra-dimensional – spiders with this special ability are most likely to be hunters, slipping quietly through the dimensional
  boundaries in search of their next meal.  This is an act of will that they can invoke once every 3 rounds and they can attack
  normally before and after shifting locations.  These spiders have the ability to see beyond the material plane and into all of the
  others and this acuity grants them a +2 bonus to saves against illusions.
  These spiders are covered with polished, crystalline chitin that shimmers and throws off a prismatic spray of dazzling flashing
  sparkles.  This riot of shifting light grants the spider a +2 bonus on its armor class against opponents as they struggle to see
  through the glare.
  These odd spiders do not have venom in the traditional sense.  Victims of these spiders are pumped full of digestive acids as
  normal, but these spiders also drain 1d4 points of the victim’s intelligence, personality, and luck scores with every successful
  attack.  This is part of the spider’s normal feeding process
  and is what fuels their planar shifting abilities.  Victims
  receive a fortitude save versus a DC of 10, +1 per hit die of
  the extra-dimensional spider to resist the ability score drain
  and half of the acid damage.
  Lastly, these scintillating horrors may also drain the
  animating force from the restless dead.  Extra-dimensional
  spider silk has the ability to trap and hold ghosts, and even
  ethereal spirits.
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  Spider Webs:
  194
  All spiders can make silk, and can use it for utilitarian tasks, but it is a question of what else they use it for that makes a spider
  unique. Hunters tend to use their silk only for utilitarian tasks, but some can make bolo attacks. Web weaving spiders also
  have web spinning, but might know as many as 1d3 additional types. Roll 1d6 to randomly determine the characteristics of the
  spider or choose what is appropriate for the story.
  All spiders 
  Uses 
  Range 
  Spot DC 
  Escape DC
  Utility Web 
  At Will  
  N/A 
  13 
  15
  Misc: This is a mildly sticky silk that the spider can use as a safety line. Spider can make 10ft per round, per hit die.
  Random roll 
  Uses 
  Range 
  Spot DC 
  Escape DC
  1 - Trap door 
  N/A 
  Spiders normal reach 
  15 
  18
  Misc: This spider builds hidden tunnels and blinds from which it makes ambush attacks through trap doors. The
  break DC is to break into or out of the thick web tunnels and doors.
  Random roll 
  Uses 
  Size                                 / Range        Spot DC  
  Escape DC
  2 - Net Web 
  1x/ then broken
   Ht & Width= 5ft per HD / Touch          18 
   
   
  15
  Misc: These webs are strung across openings and made into large nearly invisible sticky nets.  They are treated as
  traps and may be disarmed by fire or other damage, though weapons may become stuck.  Construction takes 1hr/HD.
  Random roll 
  Uses 
  Range 
  Spot DC 
  Escape DC
  3 - Bolo Web 
  1 minute per hit die of
  the spider to construct.
  Thrice spiders normal
  reach value.
  N/A 
  15
  Misc: The spider uses a fluffy mass of sticky web at the end of a long line to snag passing targets. The spider may
  use this attack every other round, as it takes time to reel in the line before the next attack. The spider makes a
  ranged attack with a +1 bonus. The targets lose any armor or shield bonuses against this attack. Each round the
  snared targets get a strength check versus a DC of 15 o avoid being pulled 5ft closer to the spider, success allows
  them to tear free. This causes the victim 1d4 points of damage and they make a luck roll against a DC of 12 for each
  of their items that might break or get ripped from the victim’s body.
  Random roll 
  Uses 
  Range 
  Spot DC 
  Escape DC
  4 - Fluff Ball Web 
  1x/ 3 rounds 
  4x spiders reach value 
  N/A 
  15
  Misc: The spider flings fluffy masses of silk at their target. These sticky, fluffy balls of silk are equal to in diameter to
  the listed reach of the spider.  Victims are immobilized until they can break free.
  Random roll 
  Uses 
  Range 
  Spot DC 
  Escape DC
  5 – Kite Web 
  Has one until broken
  N/A 
  13 
  15
  Misc: These spiders are usually size small or less, and weave the silk between their legs then let the wind carry
  them up on a silken line. They can be found anywhere that there are heavy or consistent winds. They attempt to
  entangle targets in their land lines, or swoop down from on high to use their venom. Swooping spiders can dive
  from a height of twice their land speed rating. Spiders cut free from their tethers fall 5ft for every 20ft of forward
  glide, but this may vary with wind speed. Kites have hit points = ¼ the spiders hit points at start of the encounter.
  Random roll 
  Uses 
  Range 
  Spot DC 
  Escape DC
  6 - Diving Bell
  Web
  Until broken 
  N/A 
  N/A 
  15
  Misc: These spiders have learned to weave air tight structures that they will fill and then attach it to an under-
  water structure of some kind. They will then hold on to the bottom of this air tank, drawing air from it occasionally
  and waiting for something to swim close enough. The air bag will be 3 times the size of the spider that made it.
  Such spiders have a natural swim speed equal to half of their land speeds, but usually they stalk among the reeds
  and debris at the bottom of the lake.
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  195
  Squirrels
  Alignment:
  N
  General Information:
  Squirrels are forest dwelling rodents characterized by their luxuriant fluffy tails
  and their inquisitive nature. Their fur is usually brownish or cinnamon colored,
  but can be gray, silver and white. Most squirrels are mostly nocturnal and
  omnivorous, preferring a diet of nuts and berries, but they will eat worms and
  insects as well. They will gather far more nuts, acorns and berries than they can
  eat and will carefully stash these items of food for lean times.
  There is one member of the squirrel family that has adapted themselves to glide
  short distances of 15 to 80ft on average; but they can travel as far as 295ft in good
  conditions. They cannot propel themselves while in the air so their glide speed is
  fixed, and the distance traveled depends on the height of the perch they jumped
  from. Most flying squirrels are no more than 8-9 inches long, but common
  squirrels can be up to 2ft long including their tails.
  Attack Profile:
  Squirrels only attack when cornered; preferring to flee rather than fight. Like most
  rodents they have sharp incisors for opening up nuts and stripping bark, but they
  also have sharp claws for climbing. These teeth and claws are mostly useless
  against anything larger than itself, but can still be quite painful. Squirrels are
  highly territorial and though there may be many in the area, they don’t cooperate
  beyond barking warning calls to their neighbors.
  Special Powers:
  Climber – squirrels of either type live nearly their entire lives scampering through
  the tree tops, and are well adapted to climbing. Their land speeds also count as
  climbing speeds and they only need to make climbing checks when doing
  something dangerous. Squirrels use their agility scores when they make
  climbing checks and squirrels gain a +4 bonus to balance checks.
  Gliding – the squirrel climbs to at least 30ft and then jumps off. The distance the
  squirrel will travel is equal to half the height of the perch it jumped from. It has a
  fixed speed of 15ft per round to maintain control.
  Nocturnal creature – squirrels are blessed with excellent night vision and as long as
  there is at least starlight then they can see up to 60ft without difficulty. However,
  they do suffer a -1 penalty on spot and search checks around bright lights.
  Clever Critters – Squirrels are
   
  renowned for their ingenuity and
   
  curiosity and may be trained as
   
  thieves via the rules for critters
  with classes on page 14.
  Type: 
  Flying 
  Common
  Size: 
  Smallest 
  Tiny
  Reach
  0ft 
  0ft
  STRength:
  3 / -3 
  6 / -1
  AGILity:
  19 / +4 
  18 / +3
  STAMina:
  10 
  13 / +1
  INTelligence:
  4 / -2 
  4 / -2
  PERsonality:
  13 / +1 
  13 / +1
  LUCK:
  9 
  9
  Action Die:
  1d10 
  1d12
  Lift:
  1oz 
  6lbs
  Drag :
  2oz 
  12lbs
  Carry:
  4oz 
  12lbs
  Speed (Land)
  5ft 
  15ft
  Run:
  10ft 
  30ft
  Sprint:
  25ft/
  80min
  65ft/
  104min
  Speed (Fly)
  No 
  No
  Acceleration:
  10ft 
  No
  Deceleration:
  30ft 
  No
  Glide:
  10ft 
  No
  Initiative:
  +4 
  +3
  AC:
  20 
  16
  (+2 for flight)
  22 
  --
  HD:
  1d4 
  1d4+1
  Attack Die:
  1d10+4 
  1d12+3
  Damage:
  (Bite)
  1d4-3 
  1d4-1
  Critical Die:
  None 
  None
  Critical Table:
  None 
  None
  Fortitude Save:
  +1 
  +2
  Reflex Save:
  +5 
  +4
  Willpower Save:
  +2 
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  30% 
  No 
  No 
  60% 
  No 
  No 
  No
  (Pincers) 
  No 
  No 
  No 
  No 
  1d2-1 
  No 
  No
  (Special Attack) 
  No 
  60% 
  No 
  No 
  No 
  1pt acid with
  each bite
  No
  (Sting) 
  No 
  No 
  No 
  No 
  1d2-1 
  No 
  1d2-1
  Critical Die:
  None 
  None 
  None 
  None 
  None 
  None 
  None
  Critical Table:
  None 
  None 
  None 
  None 
  None 
  None 
  None
  Fortitude:
  +1 
  +1 
  +1 
  +0 
  +1 
  -1 
  -1
  Reflex:
  +3 
  +1 
  +3 
  +5 
  +3 
  +5 
  +3
  Willpower:
  +1 
  -3 
  +1 
  +0 
  +1 
  +0 
  +0
  CCD reference pg.
  39 
  148 
  154 
  181 
  182 
  192 
  153
  Swarms:
  Creature: 
  Bats 
  Beetles 
  Lizards 
  Rats 
  Scorpions 
  Spiders 
  Wasps
  Size (Original)
  Smallest 
  Smallest 
  Smallest 
  Smallest 
  Smallest 
  Smallest 
  Smallest
  Reach:
  0ft 
  0ft 
  0ft 
  0ft 
  0ft 
  0ft 
  0ft
  STRength:
  2 / -4 
  3 / -3 
  2 / -4 
  1 / -5 
  6 / -1 
  5 / -2 
  6 / -1
  AGILity:
  16 /+2 
  10 
  17 / +2 
  19 / +4 
  16 / +2 
  19 / +4 
  16 / +2
  STAMina:
  9 
  9 
  9 
  7 / -1 
  5 / -2 
  4 / -2 
  4 / -2
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5 
  1 / -5 
  2 / -4 
  1 / -5 
  2 / -4
  PERsonality:
  9 
  2 / -4 
  9 
  6 / -1 
  9 
  6 / -1 
  6 / -1
  LUCK:
  9 
  9 
  9 
  9 
  9 
  9 
  9
  Action Die:
  1d12 
  1d10 
  1d12 
  1d12 
  1d12 
  1d12 
  1d12
  Lift:
  2lbs 
  3lbs 
  2lbs 
  1lb 
  6lbs 
  10lbs 
  6lbs
  Drag: 
  No 
  9lbs 
  6lbs 
  3lbs 
  18lbs 
  40lbs 
  No
  Carry:
  1lbs 
  15lbs 
  10lbs 
  5lbs 
  30lbs 
  25lbs 
  3lbs
  Speed (Land)
  3 inches 
  5ft 
  10ft 
  10ft 
  5ft 
  15ft 
  5ft
  Run: 
  No 
  No 
  10ft 
  5ft / 56min 
  15ft/ 40min 
  20ft/ 36min 
  No
  Sprint: 
  No 
  No 
  25ft 
  15ft 
  25ft 
  60ft 
  No
  Speed (Swim) 
  No 
  No 
  No 
  5ft / 28min 
  No 
  No 
  No
  Run: 
  No 
  No 
  No 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No 
  No 
  No 
  No
  Speed (Fly)
  45ft 
  15ft /81min 
  No 
  No 
  No 
  No 
  25ft
  Acceleration:
  10ft 
  5ft 
  No 
  No 
  No 
  No 
  10ft
  Deceleration:
  20ft 
  10ft 
  No 
  No 
  No 
  No 
  20ft
  Glide:
  0ft 
  No 
  No 
  No 
  No 
  No 
  No
  Hover 
  No 
  No 
  No 
  No 
  No 
  No 
  Yes / 4rds
  Initiative:
  +2 
  +0 
  +2 
  +4 
  +2 
  +4 
  +2
  AC:
  15 
  19 (chitin +8) 
  13 
  15 
  18 (chitin +5) 
  17 (chitin +2) 
  16 (chitin +1
  & flight +2)
  HD:
  1d3 
  1d4 
  1d3 
  1d4 
  3hp 
  2hp 
  2hp
  Attack Die:
  1d12+2 
  1d10-3 
  1d12+2 
  1d12+4 
  1d12+3 
  1d12+4 
  1d12+2
  Damage:
  (Bite)
  1pt 
  1pt 
  1pt 
  1pt 
  No 
  1d2-1 
  1pt
  (Venom DC) 
  No 
  No 
  No 
  No 
  DC 17 
  DC 16 
  DC 13
  (Infection
  Chance)
  196
  Brian Wells (order #6334390)
  
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  197
  General information:
  This entry concerns the abilities and mechanics of swarms,
  Storyteller’s will need to refer back to the creature’s original
  entries for further details on each creature type. Swarms are
  formed whenever non-intelligent creatures of size tiny or less
  aggregate into vast numbers. This can happen in nature;
  particularly with insects, but is usually the result of some
  arcane provocation. Swarms act in concert as one creature,
  but unless compelled by spells or other such means, a swarm
  can dissipate as quickly as it forms. In the wild, swarms are
  most common in places where there is a great deal of food to
  be found; usually jungles and swamps. However, the sewers
  of large cities, and the barrow mounds of forgotten kings
  could just as easily be home to a swarm of critters that was
  lying dormant… just waiting for a food supply.
  This entry lists a number of basic swarms, each filling a 5ft
  by 5ft space (1 hex) that will be roiling with uncountable
  numbers of the given creature type. A basic swarm has the
  ability scores, action and attack dice, initiative, critical dice
  and tables, movement types and rates, as well as the damage
  values and reach limit of the smallest or tiny version of that
  creature type. Otherwise the swarm is treated as a single
  creature of any given size for calculating armor class, base
  attacks and save bonuses, lifting and dragging (See p. 4). For
  each additional hex occupied by the swarm, the entire swarm
  gains one more hit die. If the process of aggregation
  continues, the swarm will be treated as an equally larger
  creature according to the following table:
  Hit
  Dice
  27
  Colossal / 32 
  +9 
  +10
  Special Attacks:
  The swarm will retain any special attacks of the basic
  creature type, but all DC values are increased by +1, with an
  additional +1  per 3 hit dice  of the swarm due to the number
  of creatures.
  Swarm damage – the swarm automatically applies each of the
  damage types listed per hit die of swarm to every victim of the
  swarm each round and the swarm ignores armor.  However, if
  a damage die yields a 0 then that attack fails for that round.
  So, a 12HD swarm of scorpions can cause 0 to 12 points of
  damage with a save versus poison per round of contact.
  Special Abilities:
  The swarm will retain many of the special abilities of the
  base creature, but will lose movement and stealth based
  abilities other than invisibility. The Storyteller will need to
  determine which abilities may be lost through the formation
  of the swarm.
  Creepy Crawly – the constant biting and clambering of a
  swarm over its victims and the need to keep one’s eyes, nose
  and mouth free of critters make for a potent distraction: all
  skill and casting checks suffer a -1 penalty, with a cumulative
  -1 to the penalty per 3 hit dice of the swarm.  This penalty
  applies to escape checks after swam envelopes it victim.
  Immunities & vulnerabilities:
  Swarms are immune to magical and mundane slashing and
  piercing damage , but will take half damage from crushing
  weapons. A swarm cannot be targeted as an individual, but it
  has a -2 penalty on all saves versus area affect spells and
  grenades; furthermore, the swarm cannot maintain cohesion
  while burrowing. Even magically summoned or compelled
  swarms are unstable and any time they take more than 10
  points of damage in one round or fail an attack the swarm
  must succeed at a willpower save with a DC of 8, +1 per 5
  points of damage that provoked this save or the swarm breaks
  down into 2d3 smaller swarms. The Storyteller will then
  divide up the remaining hit dice into the necessary number of
  smaller swarms, but swarms of 1 hit die cannot be further
  dispersed in such a manner and are destroyed. Flying swarms
  may be similarly dispersed by strong winds.
  Swarm considered
  a single creature size/
  Base Reflex Escape DC
  Base
  Attack
  bonus
  Base
  Save
  bonuses
  1
  Small / 6
  +0
  +1
  2
  Medium / 7 
  +0 
  +1
  3
  Large / 8
  +1
  +2
  4, 5
  Huge / 9, 10 
  +1 
  +2
  6, 7
  Huge / 11, 12
  +2
  +3
  8
  Gargantuan / 13 
  +2 
  +3
  9-11
  Gargantuan / 14 – 16
  +3
  +4
  12
  Gargantuan / 17 
  +4 
  +5
  13, 14
  Colossal / 18, 19
  +4
  +5
  15-17
  Colossal / 20 – 22 
  +5 
  +6
  18-20
  Colossal / 23 – 25
  +6
  +7
  21-23
  Colossal / 26 – 28 
  +7 
  +8
  24-26
  Colossal / 29 – 31
  +8
  +9
  Attack Profile:
  Swarms are almost always mindless and will simply move to
  the closest source of food unless directed otherwise via some
  arcane means. Swarms make attack rolls to enter the targets
  space and ignore the armor of the target. If successful, they
  have overrun their opponents by sheer force of numbers.
  Assuming there is a place of safety available, any victims of
  a swarm are allowed a reflex save versus a DC of 5, + the
  swarm’s Agility bonus or penalty, +1 per hit die of the swarm
  to jump out of the swarm and avoid further damage. A swarm
  has no facing, and therefore it may not be surprised unless by
  an invisible foe.  Swarms use their agility bonus if any when
  making attacks.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Undead Creatures:
  General Information:
  Be they shambling skeletons and zombies, ghostly apparitions, or the swift calculated moves of a vampire out for their nightly
  hunt; the undead are an ubiquitous part of any Fantasy RPG setting. It is up to the Storyteller to decide if these vile perversions
  of the natural order can occur naturally as a function of the game world; or, only when a necromancer and other evil creatures
  summon them into servitude. The undead are nearly always mindless killers following no plan or strategy beyond seek and
  destroy the living. Assuming they can master their fears, even common folk can use weapons and fire to eventually send the
  least of these denizens of evil into their proper places. Most Orders of clerics are charged with destroying or sending these
  abominations back into the darkness which spawned them, but some evil Gods and their clerics delight in summoning vast
  armies of undead minions to torment the living. Below are the most commonly known traits of the undead; use Table 3-16
  for generating random encounters with the undead using the critters and creatures offered in this book.
  Common undead traits:
  All Undead share the following features unless
  their entry dictates otherwise:
  · 
  Randomly encountered undead have half
  their living hit dice and movement rates;
  but no running or sprinting.
  · 
  No Intelligence, Stamina, Personality,
  or Luck Scores.
  · 
  Use d10’s for Hit Dice
  · 
  Normal attack dice of living version, but
  only half the number of attacks; one
  minimum.
  · 
  Action die is half of their attack die and
  they have half their normal number of
  actions; one minimum.
  · 
  Blindsight – undead can ‘see’ 20ft, +5ft
  per hit die or level.  The creature or
  character can see invisible as well as
  ethereal creatures and is unaffected by
  magical darkness.
  · 
  Fleshy undead take only half damage
  from crushing and piercing attacks.
  · 
  Skeletal undead are immune to piercing
  damage and only take half damage from
  slashing attacks.
  · 
  Immune to any damage from critical hits.
  · 
  Take double damage from fire and roll at
  least 1d4 on Critical Table U of the DCC
  Core Rules, pgs. 385, and 390-91
  · 
  Fear – the sight of the undead is enough to
  chill the blood of even the most heroic of
  warriors, all living creatures must succeed
  at a  willpower save versus a DC equal to
  7, +1 per hit die of the zombie or flee in
  terror for 1d6 rounds. This may be ignored
  in situations where the undead are
  ubiquitous or if the characters have great
  familiarity with fighting the undead at the
  Storyteller’s discretion.
  198
  U
  Random Undead; roll 1d6 to determine if the undead is humanoid or
  animal; 1-5= humanoid, 6= animal.  Then roll 1d100 for each undead, or
  group to determine hit dice and any special powers they might have.  The
  Storyteller then chooses a critter that fits the criterion and applies the
  appropriate undead traits, or uses the indicated undead creature.
  01-50
  Basic undead, 2 hit die, no larger than size medium.
  51-60
  Basic undead, 4 hit die, no larger than size huge.
  61-70
  Basic undead of any size or greater than 5HD.
  71-80
  Paralyzing Undead, roll 1d10x7 on this chart to determine the
  size and hit dice of the undead creature. (See p. 214)
  81-85
  Contagious Undead, roll 1d10x7 on this chart to determine
  the size and hit dice of the undead creature. (See p.214)
  86-88
  Fast undead, roll 1d10x7 on this chart to determine the size
  and hit dice of the undeac creature. (See p.215)
  87-88
  Basic ghoul, roll 1d10x7 on this chart to determine the size
  and hit dice of this ghoul.  (See p. 206)
  91-94
  Constructed dead; go to page 203 for construction details.
  95-96
  Greater ghouls, roll 1d10x7 on this chart to determine the
  size and Hit dice of this undead creature.  (See p. 207)
  97-98
  Hound of Lasheeva, see entry on page 208 for details.
  99
  Ancient Spirit; (See page 199 for details)
  100
  Vampire - go to build information on page 210.
  Table 3-16 Random Undead Encounters
  “While it is generally true that the fifth element, known as Anima… or in some
  crude, or primitive cultures as Spirit is, in a balanced state, what causes life to be
  possible and to thrive.  True also that the warp and weft of reality favors the
  negative aspect of Anima in the generation of the restless dead; but, it is also true
  that the bifurcated nature of the fifth element allows for the use of positive energy
  in their creation.  Such positively charged, undead creatures are usually of a non-
  corporeal nature and retain a rudimentary consciousness and intelligence.
  Arcane spirits, ghosts, specters, and wraiths are common examples and identical
  to their negatively charged counterparts in nearly every way.  The difference lay
  in the causes and motivations for the soul’s refusal to seek final rest and that
  positively charged undead are capable of healing or harming the living with their
  attacks.  These positively charged entities are known to exist within some
  particularly old or pious temples and monasteries where they continue to serve the
  living with their healing arts and knowledge.  When they do choose to attack they
  transmit enough positive energy that it burns the victim.  Perhaps the most
  interesting facet of the nature of Anima is that when creatures of opposite charge
  come into contact, they will cancel each others vitality until only the stronger
  remains.  The winners of these contests continue on in their diminished state.”
   
   
   
   
   
   
  -Except from the confession of Malzak the Corrupt,
   
   
   
   
   
   
  from the Book of the Damned
  A new look at an old idea:
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Ancient Spirits
  199
  Special Attacks:
  Rending touch – at the touch of the spirit, the subject must succeed at a willpower save versus a DC of 10+ the intelligence
  bonus of a wizard spirit, or 12+ personality bonus for a cleric or druid spirit. Failure indicates that the victim’s soul has been
  partially or fully torn from their body; causing 1d10 damage, +1 per hit die of the spirit.
  Wail of the lost – The shrill wailing of the spirit echoes out
  from Death’s deep black well to encompass all within 5ft per
  hit die of the spirit. If the targets fail a willpower save
  versus a DC of 10, +1 per hit die of the spirit; their minds
  minds are awash in visions of their own death. For 1d4
  rounds, +1 round per hit die of the spirit, the victims are
  paralyzed with the existential horror of witnessing their own
  deaths and unable to defend themselves.
  Spell casting – all ancient spirits were once powerful spell
  casters and they retain this ability in death. Most Ancient
  spirits were wizards, but some chaotic and neutral deities will
  grant spells to these wasted souls. The rare druid that felt the
  compulsion to linger will draw their spell casting power from
  the elements. In any case the ancient spirit will have 2 spells,
  General Information:
  More powerful than a ghost or specter; an ancient spirit is the
  lingering will of long dead, but terribly powerful wizard, druid, or
  cleric that still possesses a remnant of its memories and power.
  They linger within the dust of old towers, stone circles, and
  moldering temples left tumbled about the lands. The reasons for
  the ancient spirit’s condition are similar to ghosts in that there was
  some kind of tragic circumstance that locks the spirit to the
  material plane. Also like a ghost, they haunt a specific area; but
  they have a bit more freedom to roam, though this distance will
  differ with each ancient spirit. Wizard and cleric spirits may roam
  up to 100 yards per hit die.  The ancient spirits formed from druids
  are most likely to wander farthest from their haunts, as their power
  is still tied to the land.  Druidic spirits can wander for up to one
  mile per hit die from their haunting locus. Ancient spirits are not
  powerful enough to act as a Patron, but if the spirit is appeased
  regularly or profoundly, they have been known to give up
  information. One never knows if the information is true or if the
  spells and rites discussed are of practical use; or will simply cause
  one’s head to implode. The one common characteristic between
  these spirits; is that in life they were too obsessed with something
  to understand or notice that they have died.  Roll 1d20 if randomly
  determining the type of ancient spirit that is encountered: 1-12= a
  wizard spirit, 13-17= cleric spirit, and a roll of 18+ indicates the
  spirit of a durid.
  Attack Profile:
  Those beings who become ancient spirits are so focused upon
  their goals that they likely didn’t realize they were dead.
  Eventually they came to grips with it as a means to continue
  striving towards their goals. As such ancient spirits are usually
  more interested in soliciting service from those they encounter
  rather than attacking, but it really depends upon the spirit and its
  particular goals. If forced into a confrontation, they will use their
  spells first; but if truly pressed, they use telekinesis to throw items.
  Their rending touch power is of course reserved for melee. If they
  are losing the fight, these spirits will use their Wail of the Lost
  power to subdue their opponents. What happens afterwards is
  dependent upon the particular spirit.
  Type: 
  Wizard 
  Cleric 
  Druid
  Alignment:
  Varies 
  Varies 
  Varies
  Size:
  Medium 
  Medium 
  Medium
  Reach:
  Varies 
  Varies 
  Varies
  STRength:
  5+1d8 
  5+1d8 
  12+1d8
  AGILity:
  6+1d7 
  7+1d6 
  10+1d6
  STAMina:
  0 
  0 
  0
  INTelligence:
  12+1d8 
  10+1d6 
  7+1d6
  PERsonality:
  10+1d6 
  12+1d8 
  6+1d7
  LUCK:
  0 
  0 
  0
  Action Die:
  By class
  & level
  By class
  & level
  By class
  & level
  Lift:
  ! 
  ! 
  !
  Drag:
  ! 
  ! 
  !
  Carry:
  ! 
  ! 
  !
  Speed (Fly)
  STR x10 
  STR x10 
  STR x15
  Acceleration:
  30ft 
  30ft 
  40ft
  Deceleration:
  *********Instant**********
  Glide: 
  No 
  No 
  No
  Hover
  infinite 
  Infinite 
  Infinite
  Initiative:
  * 
  * 
  *
  AC:
  9+* 
  11+* 
  13+*
  HD:
  1 to 10 
  1 to 10 
  1 to 10
  Attack Die:
  By class
  & level
  By class
  & level
  By class
  & level
  Damage:
  (Rending
  touch)
  1d10+
  1/HD
  1d10+
  1/HD
  1d10+
  1/HD
  (Wail of the
  lost)
  1d4+ 1/HD 
  1d4+ 1/HD 
  1d4+ 1/HD
  (Spells)
  Critical Die:
  By class
  level
  By class
  level
  By class
  level
  Critical Table:
  U 
  U 
  U
  Fortitude:
  -- 
  -- 
  --
  Reflex:
  * 
  * 
  *
  Willpower:
  * 
  * 
  *
  != Ancient spirits have telekinesis that mimics a normal strength, see Table 1-7 on
  page 4.  They may ‘grab’ or ‘manipulate’ anything within their indicated reach as
  they did in life, but out to a distance of 10ft per hit die.
  * Indicates that this value is calculated from a random ability score.  Ancient spirits
  usually have the same save values in death that they had when alive, but the
  Storyteller may change these values to suit their needs.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  200
  Immunities & Vulnerabilities:
  Ancient spirits are immune to mundane weapons and anything
  that requires a fortitude save; but they suffer full damage from
  magic and summoned weapons. They only take half damage
  from mundane, magical, or elemental fire, acid, electricity,
  and sonic attacks.  An ancient spirit may only be laid to rest if
  the circumstances of their obsession can be resolved. Only
  then may they be banished or destroyed as normal for any
  undead. Ancient spirits are also subject to the Consult Spirit
  and various summoning spells; though they receive a
  willpower save against the effect versus the caster’s spell
  check result to resist the compulsion. If summoned, an
  ancient spirit will always be hostile and will only interact
  with the summoner per the requisites of the spell. If the
  ancient spirit succeeds at its willpower save; it may choose to
  comply with the spell, but in this case it is not required to
  divulge anything useful or helpful unless it wishes to do so.
  ***
  Lost knowledge – if the spirit is sufficiently appeased, or
  powerfully compelled,  it may be possible to gain
  information from the ancient spirit. This is usually in the
  form of anecdotes from their lives about the world they once
  knew. This information is sometimes relevant and useful
  but on rare occasions a spirit may act as a teacher for a short
  time and impart spell or ritual knowledge. Petitioners only
  gain access to this table if they have taken the time to
  research the spirit and try to meet it on its own terms while
  making offerings to appease the ancient spirit.  The
  Storyteller rolls once, secretly upon the spirit’s Lost
  knowledge table.  The tabel will resemble  Table 3-15 and
  the spirit only knows the spells known when they died.
  +1 spell per bonus to the relative ability score. The spells are
  random levels that the spirit was able to cast in life, and the
  casting check is at one lower die than was used in life.  These
  spells will also retain any mercurial magic traits that the spirit
  had when they were alive.  Unless their description says
  otherwise, the lost spells of an ancient spirit are always
  renewed at midnight.  However, ancient spirits no longer
  suffer damage from mishaps or gain corruptions.  The
  spirits of clerics and druids still suffer the wrath of their
  Gods and so will suffer the affects of Deity Disapproval;
  see Core Rules page 28-30.
  Special Powers:
  Recalcitrance – ancient spirits are very difficult to banish. If
  the reduced to zero hit points, the ancient spirit it will
  reappear in 1d3 days with full hit points and most of its
  memories of the events leading up to their dis-corporation.
  They get a +2 bonus on their willpower save versus
  banishment or a cleric’s Turn Unholy ability.  If destroyed
  they will reappear given enough time. The Storyteller
  secretly rolls 1d10 on Table 3-14 to determine the time
  interval until the spirit’s return:
  1-6
  Random useless anecdote
  7-11
  Misleading anecdote
  12-15
  Useful anecdote
  16
  1st level spell
  17
  2nd level spell
  18
  3rd level spell
  19
  4th level spell
  20
  5th level spell
  Table 3-15: Spirit knowledge; Roll 1d20
  modified by Luck Bonus
  8
  1d6 months
  9
  1d4 decades; party gains 2xp
  10
  1d3 millennia; party gains 4xp
  Table 3-14: Ancient Spirit
  reappearance; roll 1d10
  1
  1d3 centuries; party gains 3xp
  2
  1d4 years; party gains 1xp
  3
  1d6 weeks
  4
  1d8 hours
  5
  1d10 rounds
  6
  1d10 turns
  7
  1d8 days
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brelmavar the Mighty (Ancient Spirit, Druid)
  Alignment: 
   
   
  C
  201
  General information:
  This is the ancient spirit of a druid who had attained the 5th circle of
  mastery.  He slew a minor wizard servant to the Demon Tzitzimitl and the
  wizard’s used his dying breath to curse Brelmavar.  His grove was
  poisoned by a large blood red crystal that erupted from the center of the
  grove by a vengeful demon.  The ground water in an ever increasing area
  surrounding the crystal poisons the wildlife and vegetation such that
  everything has been horribly mutated.  Brelmavar was so overcome with
  wrathful vengeance that he swore to see the demon destroyed.  Tragically,
  Brelmavar was killed in his quest to find the demon and now his restless
  spirit haunts the shattered remains of his grove in the hope that he can
  find another to slay the demon and heal his lost grove.  Brelmavar is a
  colicky spirit with a sour disposition and suspicious nature.  In the many
  years of his living death he has sent many to slay the demon.  None have
  returned or succeeded and this has made Brelmavar increasingly cynical.
  Attack profile:
  Brelmavar is fairly mobile and will often follow a group of travelers for a
  while before deciding whether to attack. He will stay his attacks upon
  anyone who spontaneously demonstrates concern for the sickened
  landscape, but generally he is a vengeful spirit and will attack most anyone
  who travels near his blighted grove. He will usually summon forth a few
  animals or monsters via his spells and see how the travelers react. If the
  interlopers try not to damage the animals or simply try to escape,
  Brelmavar may be moved by their sympathies and stay his attacks. If the
  summoned creatures are attacked, he will use his Wail of the lost ability
  and start throwing things until he can close the distance into melee
  combat. If the travelers can convince him of their respect for the land or
  their willingness to serve his interests, then Brelmavar will petition them
  to prove it by undertaking a quest to slay the demon and lift the curse that
  prevents the land from healing.  He will be most willing to share
  information with the travelers if they undertake this quest, but his mind
  has been addled over the decades and he may or may not remember the
  key to destroying the crystal at the center of the grove.  If the quest is
  refused, Brelmavar attacks immediately and with great anger.
  Special Attacks:
  Spells - Brelmavar draws the power for his spells directly from the
  Element of Spirit (positive).  Spell failure functions normally for
  Brelmavar and deity disapproval means that he loses access to the
  spell for 24 hours.  He has no healing powers.
  Size: 
  Medium
  Reach:
  50ft
  STRength:
  20 / +5
  AGILity:
  15 / +1
  STAMina:
  0
  INTelligence:
  8 / -1
  PERsonality:
  13 / +1
  LUCK:
  0
  Action Die:
  1d20
  Lift:
  200lbs
  Drag:
  400lbs
  Carry:
  200lbs
  Speed (Fly)
  300ft
  Acceleration:
  30ft
  Deceleration:
  Instant
  Glide:
  No
  Hover
  Infinite
  Initiative:
  +1
  AC:
  14
  HD:
  5d10
  Attack Die:
  (Melee)
  1d20+8
  (Ranged)
  1d20+4
  Damage:
  (Rending touch)
  1d10+5/ DC 13
  (Spells)
  Casting check 1d16+6
  (Thrown object)
  As item, or 1pt/5lbs
  (Wail of the lost)
  1d4+5rnds/ DC 15
  Critical Die: 
  1d12
  Critical Table:
  U
  Fortitude:
  --
  Reflex: 
  +2
  Willpower:
  +4/ +6 vs. Turning &
   
  Banishing
  Haunting locus – Brelmavar can travel up to 5 miles from the edge of his
  blighted grove.  His wanderings have driven off most of the wild life; and
  this is the first clue that there is something wrong.  The grove itself is
  covered in mutated plant life that radiates a powerful stench.  The effect
  begins 50ft from the grove and acts as a Choking Cloud spell with a result
  of 24, but ignoring duration or number of targets.  (See Core Rules page
  134).  Every critter & plant encountered by any who explore the grove will
  have at least 1 mutation and may be unstable; see mutations chapter for
  details.  If he remembers, (13-17 on lost knowledge table) Brelmavar will
  tell interested parties that 3 drops of blood from the demon Tzitzimitl are
  needed to destroy the crystal.
  Lost Knowledge: Brelmavar
  1-6
  Random & useless anecdote
  7-12
  Misleading anecdote
  13-17
  Useful anecdote
  18
  1st lvl – Animal summoning, CR pg129
  19
  2nd lvl – Monster summoning, CR p. 184
  20
  3rd lvl – Bolt from the Blue, CR p. 287
  Roll 1d20 modified by Luck Bonus
  Telekinesis - Range is limited to 50ft, unwilling targets of this attack must succeed at a contested strength check or Brelmavar
  can grab and throw an unwilling foe within the spirit’s lifting limits.
  Wail of the lost - This power has a range of 25ft and provokes a willpower save versus a DC of 12 or the targets are defenseless
  for 1d4+5 rounds.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  202
  Svendric the librarian (Wizard)
  Alignment: 
   
   
  L
  General information:
  Quiet and studious, Svendric was a wizard of the 7th order of Nedjek
  and was so devoted to his library and the acquisition of lore that
  when he died, beneath an avalanche of old tomes deep within the
  ancient library; no one noticed, not even Svendric.  Having become
  so lost in contemplation that he just kept showing up for work each
  day.  Centuries have now passed and his spirit still wanders the halls
  of an ancient library that only he can see. The library has long since
  vanished into dust and tumbled stones.  Svendric is a cautious soul,
  but he can be enticed into conversations concerning lost lore, or rare
  books, particularly if it is something that he’s not heard before.
  Attack Profile:
  He usually ignores anyone who doesn’t seem knowledgeable. If he
  sees someone who appears to be a wizard or sage (adventurers not
  wearing armor) he will use several living statues to detain the
  travelers of interest with as little fuss as possible.  There are usually at
  least 2d3 humanoid statues available for the breath life spell.  They
  follow his commands without hesitation until they are slain.  For each
  animated statue available, roll a casting check and consult the spell
  table on page 202 of the Core Rules to see how powerful these statues
  Are.  Like any wizard whit his power, Svendric may only make one
  physical attack per round; but may cast twice in the same round.  He
  will utilize his Wail of the lost ability to paralyze them so that
  he may interrogate them at his leisure. His primary concern is whether
  they have any of his lost tomes in their possession.  Rebuilding the
  library and repopulating it with its lost tomes is the only means by
  which his spirit can be laid to rest permanently. When he divulges
  information it is from spectral copies of old tomes pulled from shelves
  only he can see.
  Roll 1d20 modified by Luck Bonus
  1-6
  Random & useless story
  7-11
  Misleading story
  12-16
  Useful story or other pertinent article
   
  of information that takes 1 hour to tell.
  17
  1st level spell – randomly drawn from an
  ethereal spell book
  18
  2 lvl – locate object: CR p.178
  nd
  19
  3rd lvl – breath life: CR p. 202
  20
  4th lvl – wizard sense: CR p. 245
  Lost Knowledge: Svendric
  Haunting locus – Svendric may only travel 700 yards
  from the edges of the library, but it was a rather large
  structure with a footprint of 150,000 square feet and
  only he can still see its proper layout.
  Size: 
  Medium
  Reach:
  70ft
  STRength:
  12
  AGILity:
  8 / -1
  STAMina:
  0
  INTelligence:
  14 / +1
  PERsonality:
  14 / +1
  LUCK:
  0
  Action Die:
  1d20,
  1d20
  Lift:
  120lbs
  Drag:
  240lbs
  Carry:
  120lbs
  Speed (Fly)
  120ft
  Acceleration:
  30ft
  Deceleration:
  Instant
  Glide:
  No
  Hover
  Infinite
  Initiative:
  -1
  AC:
  8
  HD:
  7d4
  Attack Die:
  (Melee):
  1d20+3,
  2@ 1d16+3
  (Ranged):
  1d20+2
  Damage:
  (Rending touch)
  1d10+7/ DC 11
  (Wail of the lost)
  1d4+7rnds / DC17
  (Spells)
  Casing Check 1d16+8
  Critical Die:
  1d12
  Critical Table:
  U
  Fortitude:
  --
  Reflex:
  +2
  Willpower:
  +5
  Special Attacks:
  Spells - Svendric no longer suffers from corruptions, and any such
  results indicates that he loses access to the spell for 24 hours.
  Telekinesis - Range is limited to 70ft, unwilling targets of this attack
  must succeed at a contested strength check or Svendric can grab and
  throw an unwilling foe within the spirit’s lifting limits.
  Wail of the lost - This power has a range of 35ft and provokes a
  willpower save versus a DC of 17 or the targets are defenseless for
  1d4+7 rounds.
  The Ruins:
  Tumbled hillocks of grass covered stone mark the locations of the few
  sections of the once great structuer that remain intact.  Statues of
  various sizes and states of decay are scattered about the site.  Others
  seem to be attempting to dig out massive blocks of marble with long
  blunted stone swords in a tragically comic attempt to rebuild the once
  vast structure.  Svendric doesn’t tolerate people exploring the site
  unless convinced they are trying to help in the rebuilding efforts.  Any
  explorers who succeed at a DC 20 luck check have found something
  valuable.  The item may be a long lost tome or relic from the library, or
  something dropped by the last unfortunate traveler to these ruins.
  Either way, Svendric will claim it as property of the library and attempt
  to take it from the adventurers; by force if necessary.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Constructed Dead
  General Information:
  Some necromancers have devised a means of cobbling together all of their favorite bits into and onto corpses, creating new
  creatures of grotesque physique and dark intent. In principle it is no different than the animation of any other undead: the
  caster(s) gather together the dead bodies they wish to animate, or sew all their favorite parts together onto one base creature.
  The caster(s) must then cast the Animate Dead spell (see Core rules p. 285) at a powerful enough level of success (17+ result on
  the table) with the created dead as the focus. The necromancer(s) or cleric(s) involved in the spell or ritual must have the ability
  to summon enough hit dice worth of undead to account for the hit dice of the corpse targeted for animation. If the result of
  casting the ritual grants more hit dice than are needed to animate the corpse, the extra dice granted by the spell may be
  transformed and used to grant powers to the newly risen constructed dead.  Alternately, the wizard(s) or cleric(s) can choose to
  animate simple skeletons or zombies of only 1 hit die in order to grant small or large numbers of these undead with new
  powers by spending the excess hit dice according to tables 3-17 to 3-20.
  The undead creature may have new abilities based upon their body shape and the parts that were used in their construction;
  including weapons. The Storyteller will need to determine the benefits that these parts might grant; but the basic process starts
  the largest ‘piece’ of the constructed dead providing the basic ability scores and abilities of the undead creature.  If the
  body of an ogre is mostly intact, then the undead will have those stats and abilities which then get modified by the addition
  and subtraction of other parts.  Extra muscles grafted onto a corpse will make for a strong creature even without any magical
  enhancements from the summoning ritual; and a creature constructed entirely from arms and a torso would have the ability to
  make multiple attacks and have an impressive bonus to grappling attacks and climbing checks.
  Attack Profile:
  These creatures are usually created as mindless servants or guard creatures and if their creator/ master is dead or unavailable,
  their constructed minions will follow their last set of orders faithfully until they are destroyed. Constructed dead that have an
  intelligence score are capable of autonomous actions, but generally lack the creativity of their masters and will usually follow
  their last orders as best they can or seek out a new master.
  Special Attacks:
  The creator of the dead creature can determine any special attacks based on the parts chosen when it is stitched together.
  However, the Storyteller has the final verdict on the benefits and liabilities of any physical designs or augmentations of the
  constructed dead.
  Special Powers:
  The creator of the dead creature can determine special abilities based on any extra hit dice the summoning ritual grants for
  extra powers.
  Immunites & vulnerabilities:
  These constructions of dark magic gain a +1 bonus to willpower saves whenever their master/ creator is within 30ft, but these
  constructions are fragile and the constructed dead take an additional 50% damage from spells, slashing, and fire based attacks.
  203
  2
  Heals damage by eating the living; gaining +1 hit point of healing for every 3 they consume.
  3 
  Great prowess: Improve an ability score by +1 even if ability score goes beyond 20.
  4
  Tough: Only damaged by magic or silver weapons, or anything of similar or greater enchantments.
  5 
  Death throes: 5ft radius and a maximum of 1d4 concussive and shrapnel damage. Victim is allowed
  a fortitude save for half damage against a DC of 8, +1 per hit die of the creature.
  6 
  Warrior Born: Can use light armor and weapons as a first level warrior, including MDoA, if the
  Undead creature has an intelligence score of at least 4 and the physical ability to wield weapons.
  7 
  Arcane ability:  May use a 1st level spell as a once per day spell-like ability. Caster level is equal to
  1d14+ the creature’s hit dice + intelligence bonus if any. It is not subject to corruption or patron
  taint, but it is subject to mishaps.
  Table 3-17: One die powers; roll 1d7
  1 
  Self-aware: the construction has an intelligence and personality scores of 2d4+3. Adjust the listed
  scores as needed. The creature is now affected by charms and must make willpower saves.
  Powers for the Undead and other Constructs:
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 3-18: Two die powers; roll 1d8
  1 
  Self-aware: the construction has a intelligence and personality scores of 3d4+3. Adjust the listed
  scores as needed. The creature is now affected by charms and is now subject all willpower saves.
  2
  Heals damage by eating the living; gaining +1 hit point of healing for every 2 they consume.
  3 
  Great prowess: Improve one ability score by +2 even if ability score goes beyond 20.
  4
  Tough: Only damaged by magic weapons of +1 or greater enchentments.
  5 
  Death throes: 10ft radius and a maximum of 1d6 negative energy, or cold damage. Victim is
  allowed a fortitude save for half damage against a DC of 8, +1 per hit die of the creature.
  6
  Warrior born: Can use any armor and weapons as a second level warrior, including Mdoa, if the
  undead creature has an intelligence score of at least 5 and has the ability to wield weapons.
  7 
  Arcane ability:  May use a 1st level spell as a twice per day spell-like ability. Caster level is equal to
  1d16 + creature’s hit dice and intelligence bonus if any.  It is not subject to corruption or patron
  taint, but it is subject to mishaps.
  8
  Conduit: The construct can heal other undead by touch and sacrificing its own hit points to heal the
  recipient at a 1:1 ratio.
  Table 3-19; Three die powers; roll 1d8
  1 
  Self-aware: the construction has an intelligence and personality scores of 4d4+3. Adjust the listed
  scores as needed. The creature is now affected by charms and must make willpower saves.
  2 
  Heals damage by touching the living. They gain 1d3 hit points of healing for every successful attack
  against a living target.
  3 
  Great prowess: Improve an ability score by +4 even if ability score goes beyond 20.
  4 
  Tough: Only damaged by magic weapons of +3 or greater enchantments.
  5 
  Death throes: 20ft radius and a maximum of 2d6 damage of any one energy type. Victims are
  allowed a fortitude save for half damage against a DC of 10, +1 per hit die of the creature.
  6
  Warrior born: Can use any armor and weapons as a third level warrior, including Mdoa, if the
  undead creature has an intelligence score of at least 6 and has the ability to wield weapons.
  7 
  Arcane ability: May use a 1st level spell as a thrice per day spell-like ability, or a second level spell
  as a once per day spell like ability. Caster level is equal to 1d20 + the creature’s hit dice and
  intelligence bonus if any, and it is not subject to corruption, patron taint, but is subject to mishaps.
  8
  Conduit: The construct can heal other undead by touch and sacrificing its own hit points to heal the
  recipient at a ratio of 1:2.
  Table 3-20: Four die powers; roll 1d8
  1 
  Self-aware; the construction has an intelligence and personality scores of 4d4+3. Adjust the listed
  scores as needed. The creature is now affected by charms and must make willpower saves.
  2
  Heals damage by touching the living. They gain 2d3 hit points of healing for every successful attack
  against a living target.
  3 
  Legendary prowess: Improve an ability score by +6 even if ability score goes beyond 20.
  4
  Tough: Only damaged by magic weapons of +4 or greater enchantments.
  5 
  Death throes: 30ft radius and a maximum of 2d8 damage of any two energy types. Victim is
  allowed a fortitude save for half damage against a DC of 12, +1 per hit die of the creature.
  6
  Warrior born: Can use any armor and weapons as a fourth level warrior, including MDoA, if the
  constructed dead has an intelligence score of at least 7 and the ability to wield weapons.
  7 
  Arcane ability: May use a 1st level spell as a 4x per day spell-like ability, or a second level spell
  as a twice per day spell like ability. Caster level is equal to 1d24 + the creature’s hit dice and
  intelligence bonus if any, and is not subject to corruption or patron taint, but is subject to mishaps.
  8 
  Conduit: The construct can heal other undead by touch, and sacrificing its own hit points to heal
  the recipient at a ratio of 1:2d3.
  {Continued}
  Undead Powers,
  204
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  205
  Constructed Dead: Example
  Alignment: 
  L
  Size: 
  Medium
  Reach
  5ft
  STRength:
  12
  AGILity:
  17 / +2
  STAMina:
  0
  INTelligence:
  4 / -2
  PERsonality:
  4 / -2
  LUCK:
  0
  Action Die:
  1d20 standard actions,
  1d24 for manual dexterity/ wrestling
  Lift:
  120lbs
  Drag:
  240lbs
  Carry:
  120lbs
  Speed (Land)
  40ft (flopping and rolling motion)
  Run:
  120ft
  Sprint:
  215ft
  Initiative:
  +3
  AC:
  12
  HD:
  3d14
  Attack Die:
  1d20+1d3,
  2@1d16+1d3
  Damage:
  (Claws/ Kicks)
  1d4 + 1d3+ draining touch
  (1-handed weapon)
  As weapon+ 1d3 warrior die
  (Draining touch)
  1d4
  Critical Die:
  19-20/ 1d8
  Critical Table:
  U
  Fortitude Save:
  +2
  Reflex Save:
  +4
  Willpower Save:
  +0 / +1 if master within 3oft
  General Information:
  These dead monstrosities are often the first type constructed by a
  necromancer or evil cleric for it is a simple a matter of connecting
  a small mammal brain to a humanoid torso which has been wrapped in
  various extra layers of muscle tissue and as many extra arms as will
  fit on the torso.  Roll 1d8+6 for the number of limbs. This constructed
  dead was created by a single wizard necromancer; the creation ritual
  was powerful enough to imbue it with the limited self-awareness and a
  few other nasty powers.  It has a climb speed equal to half its land
  speed and it may run, but not sprint while climbing.  It only needs to
  make climb checks when attacking or confronted by hazards.
  Attack Profile:
  These unsightly creatures are simple and follow the commands of
  their creators. They can attack with weapons, but have no ability with
  ranged combat and it relies upon blind sight because it has no eyes.
  They primarily make claw and punch attacks, but they are adept at
  grappling and subduing their victims and gain a +3 bonus too these
  actions.  This particular undead construction has enough intelligence to
  be considered a 1st level warrior and is granted the use of small, 1-
  handed weapons, but is incapable of ranged attacks.  This necromantic
  horror also has 1d3 as its warrior die and gains a +1 bonus to its
  initiative, but is incapable of using armor and may only use the Mighty
  Deeds tables with the Storyteller’s permission.
  Special Attacks:
  Draining attack – this attack bypasses armor and shields, and does
  1d4points of damage to the victim. These points are transferred to the
  creature as healing; however it may acquire bonus hit points equal to
  its starting total.
  Death throes – when it is destroyed or only has 3 hit points left, it can
  choose to explode.  The radius of this attack is 20ft that does 2d6
  Special Powers:
  Blind sight – 50ft, it is a DC 12
  check on attempts to surprise,
  backstab, or sneak passed this
  creature and it may see invisible
  items and creatures.
  Immunities & vulnerabilities:
  This constructed dead is treated as a
  zombie for determining its powers,
  strengths, and vulnerabilities.  See
  page 213 for details but it is not
  mindless.  It gains a +1 on all
  willpower saves if its master is
  within 30ft.
  points of negative energy damage to anything living; victims only take half damage on a successful fortitude save versus a DC
  of 13. Any undead within this area are healed of a similar amount.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  206
  Ghouls, Basic
  Alignment: 
   
   
  N
  General Information:
  Most ghouls are merely humanoid
  zombies that have retained some of their
  innate intelligence and personality, but
  they are cursed with an unquenchable
  hunger for humanoid flesh.  Ghouls are
  not exclusively humanoid in nature,
  though animal ghouls usually don’t last
  very long in the wild. Small colonies of
  ghouls exist on the fringes and in the back
  alleys and basements of large cities and
  forgotten tombs.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  9 
  10 
  12 
  14 / +1
  AGILity:
  15 / +1 
  14 / +1 
  13 / +1 
  12
  STAMina:
  0 
  0 
  0 
  0
  INTelligence:
  5 / -2 
  5 / -2 
  5 / -2 
  5 / -2
  PERsonality:
  5 / -2 
  5 / -2 
  5 / -2 
  5 / -2
  LUCK:
  0 
  0 
  0 
  0
  Action Die:
  1d20 
  1d20 
  1d20 
  1d24
  Lift:
  45lbs 
  100lbs 
  180lbs 
  350lbs
  Drag:
  90lbs 
  200lbs 
  360lbs 
  700lbs
  Carry:
  45lbs 
  100lbs 
  180lbs 
  350lbs
  Speed (Land)
  15ft 
  25ft 
  35ft 
  50ft
  Run:
  70ft 
  100ft 
  180ft 
  280ft
  Sprint: 
  No 
  No 
  No 
  No
  Initiative:
  +2 
  +1 
  +0 
  -1
  AC:
  14 
  11 
  10 
  8
  40% chance of usable
  armor
  (Leather)
  +1 -1Ph, 1d8
  (St. Leather)
  +2, -2Ph, 1d8
  (Hide)
  +2, -3Ph, 1d12
  (Chainmail)
  +4, -5Ph, 1d12, -5’
  (Shield)
  +1, -1Ph
  HD:
  2d7 
  2d8 
  3d10 
  6d12
  Attack Die:
  1d20 
  1d20 
  1d20+1, 
  1d24+3,
  2@1d16+1 
  2@1d20+3,
  3@1d16+3
  Damage:
  (Claw/ punch/ kick)
  1d4 
  1d5 
  2d6 
  2d7+1
  (Short Sword)
  1d6 
  1d6 
  2d7 
  2d8+1
  (Spear)
  1d8 
  1d8 
  1d10 
  1d12+1
  Critical Die:
  1d6 
  1d6 
  1d8 
  1d10
  Critical Table:
  U 
  U 
  U 
  U
  Fortitude:
  +1 
  +1 
  +2 
  +3
  Reflex:
  +2 
  +2 
  +3 
  +3
  Willpower:
  -1 
  -1 
  +0 
  +1
  Attack Profile:
  More cunning than skeletons and zombies,
  ghouls can wear clothing and use any
  armor or weapons that they knew how to
  use in life, but they lose any abilities from
  class and race. Because of this, ghouls can
  sometimes be found working in a losely
  communal fashion within cities.  Hiding in
  sewers and abandoned buildings, hunting in
  packs of 2d4. They can speak common,
  but their hollow, dead voice is unmistakable
  so they avoid conversations when possible.
  Special attacks:
  Paralysis- these vile creatures let the dark
  energies flow from their rotting flesh into
  their victims at the lightest touch, so the
  targets gain no advantage from armor or
  shields. Targets get a willpower save
  versus a DC equal to 8, +1 per hit die of
  the ghoul. Failure indicates that the victim
  is unable to move for 1d4 rounds, +1 round
  per hit die of the ghoul.
  Immunities and Vulnerabilities:
  Each ghoul must consume one full
  humanoid of its own size class every 5
  days or it degenerates into a basic zombie
  and forever loses its intelligence.  Otherwise
  these creatures are treated as zombies.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Ghouls, Greater
  Alignment: 
   
   
  Varies
  207
  General Information:
  Greater ghouls are usually powerful humanoids of at
  least 5 hit dice, or they were wizards that have not
  only retained some of their innate intelligence and
  personality, but some of their magical abilities as
  Well.  Greater ghouls are cursed with an
  unquenchable hunger for humanoid flesh. A greater
  ghoul retains half of the class levels that it had when it
  was alive, presumably wizard or cleric, but other
  creatures may qualify per the Storyteller’s ruling.
  The greater ghoul retains the skills, training, and spell
  access; but uses the hit dice, critical tables, attack
  bonuses, and saves listed in the creature entry. A
  greater ghoul with cleric levels cannot become a
  greater ghoul unless it is willing to serve dark powers.
  Special powers:
  Contagious- bite attack victims roll a fortitude save
  versus a DC of 8, +1 per hit die of the greater ghoul
  or suffer 2d6 Stamina damage, +1 per hit die of the
  ghoul. If this damage is sufficient to kill the victim
  they will reanimate as a zombie within 1d6 rounds.
  Paralysis – these vile creatures let the dark energies
  flow from their rotting flesh into their victims with
  the lightest touch, so the targets gain no advantage
  from armor or shields. Targets get a willpower save
  versus a DC of 10, +1 per hit die of the greater ghoul.
  Failure indicates that the victim is unable to move for
  1d6 rounds, +1 round per hit die of the greater ghoul.
  Spells – Greater ghouls retain the knowledge of spells or any spell-like
  abilities that it had in life.  Half of their hit dice count as wizard levels
  for casting purposes and they retain the knowledge of 2 spells, +1 spell
  per spell level they can access.  These spells are randomly determined
  via the directory in the Core Rules on page 127. Their lost spells are
  regained at sunset every day as long as the greater ghoul has feasted
  sufficiently.  If a spell casting check fails, the greater ghoul may regain
  the use of that spell before the next sun set or any number of times per
  day simply by eating the brain of a wizard or other creature with spell-
  like abilities other than clerics.  They cause indigestion, as the cleric’s
  tough moral fiber makes elimination difficult. Alternately, if the greater
  ghoul does not need to recover lost spells, they might learn a new one
  from their recent meal.
  Immunities & vulnerabilities:
  Each greater ghoul must consume two full humanoids of its own size
  class every 5 days or it degenerates into a regular ghoul forever losing its
  spell casting and other special powers of a greater ghoul.  As long as they
  have been feeding properly, all greater ghouls have damage and spell
  resistance equal to their hit dice.  The damage resistance may be
  bypassed by weapons with at least a +1 enchantment; see page 14 for
  further information on spell and damage resistance.  A greater ghoul has
  a +2 bonus to all saves versus a cleric’s turn unholy ability if that power
  affects undead.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  9 
  10 
  12 
  14 / +1
  AGILity:
  19 / +4 
  18 / +3 
  17 / +2 
  16 / +2
  STAMina:
  0 
  0 
  0 
  0
  INTelligence:
  6 / -1 
  6 / -1 
  6 / -1 
  6 / -1
  PERsonality:
  6 / -1 
  6 / -1 
  6 / -1 
  6 / -1
  LUCK:
  0 
  0 
  0 
  0
  Action Die:
  1d20 
  1d20 
  1d20 
  1d24
  Lift:
  45lbs 
  100lbs 
  180lbs 
  350lbs
  Drag:
  90lbs 
  200lbs 
  360lbs 
  700lbs
  Carry:
  45lbs 
  100lbs 
  180lbs 
  280lbs
  Speed (Land)
  15ft 
  25ft 
  35ft 
  50ft
  Run:
  70ft 
  100ft 
  180ft 
  280ft
  Sprint: 
  No 
  No 
  No 
  No
  Initiative:
  +4 
  +3 
  +2 
  +2
  AC:
  15 
  13 
  11 
  10
  HD:
  2d4 
  2d6 
  3d8 
  6d10
  Attack Die:
  1d20 
  1d20 
  1d20+1, 
  1d24+3,
  2@1d16+1 
  2@1d20+3,
  3@1d16+3
  Damage:
  (Claw/ punch/ kick)
  1d4 
  1d5 
  2d6 
  2d7+1
  (Short Sword)
  1d6 
  1d6 
  2d7 
  2d8+1
  (Spear)
  1d8 
  1d8 
  1d10 
  1d12+1
  Critical Die:
  1d6 
  1d6 
  1d8 
  1d8
  Critical Table:
  U 
  U 
  U 
  U
  Fortitude:
  +1 
  +1 
  +2 
  +3
  Reflex:
  +5 
  +4 
  +4 
  +5
  Willpower:
  +0 
  +0 
  +1 
  +2
  Brian Wells (order #6334390)
  
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  208
  Ghoul, Lasheeva's Hounds
  Alignment: 
   
   
  C
  Special Powers:
  Tenacity of the Damned- If the hound of Lasheeva is
  slain, or even turned into dust via a clerics turn
  unholy ability, these hounds of the damned will rise
  again in 1d4 days to begin the hunt anew. The
  hound will always seek out the last creature to have
  slain it, unless something is compelling them to do
  otherwise. This cycle can only be broken if holy
  water is poured onto their remains in conjunction
  with a blessing spell cast with a result of 20 or better.
  Lasheeva’s Hounds have a +3 bonus to all saves
  versus a cleric’s turn unholy ability if that power
  affects undead.
  Immunities & vulnerabilities:
  Lasheeva’s Hounds are damaged by and terrified of
  water. They take 1 point of acid damage per pint, per
  round of contact and 1d6 points of acid damage per
  round of full immersion in water. They must
  succeed at a willpower save versus a DC of 15 just to
  approach within 5 feet of any amount of water.
  They have damage and spell resistance equal to their
  hit dice.  The damage resistance may be bypassed by
  water, and weapons with an enchantment of at least
  +2; see page 14 for mare information.
  General Information:
  These vaguely canine undead are merciless hunters and slayers of the living; with
  a preference for powerful humanoids and heroes. Regardless of who or what they
  were in life, those who rise as one of Lasheeva’s Hounds lose any powers they
  had in life, but are reborn with new powers and a deadly purpose.  Their over
  large mouths are filled with razor sharp teeth, gleaming against their night black
  skin and sickly yellow eyes. They serve their mistress unquestioningly, hunting
  down and killing any creatures she asks. Sometimes Lasheeva grants these foul
  undead minions as a familiar to a favored necromancer, but mostly they are
  reserved to slay those who work against her goals; or who have otherwise
  offended the Queen of the Dead.
  Attack Profile:
  This hunter enjoys the thrill and anticipation of the kill and will often prolong the
  hunt if it has the opportunity. Otherwise, they are relentless in carrying out the
  orders of their mistress or her proxy. When acting as a familiar, these undead
  hounds will always seek to avenge a fallen master.
  Special Attacks:
  Food of the damned- Half of the damage dealt by the hound’s bite attack are
  consumed and instantly digested into new hit points for the hound. If the hound
  consumes double its maximum hit points then it may add a new hit die.
  Touch of death – Lasheeva’s hounds have the ability to lay on hands as a 1st level
  cleric, but they must sacrifice 3 hit points for every use of this power when
  healing the undead recipient. This power functions as the cleric ability, including
  deity disapproval. When applied to a living creature it harms them; roll caster
  checks as a cleric of equal hit dice and consult the clerics healing table to find
  out how many dice of damage or healing are granted.
  Size: 
  Large
  Reach
  5ft
  STRength:
  13 / +1
  AGILity:
  16 / +2
  STAMina:
  0
  INTelligence:
  13 / +1
  PERsonality:
  9
  LUCK:
  0
  Action Die:
  1d20
  Lift:
  39lbs
  Drag:
  156lbs
  Carry:
  260lbs
  Speed (Land)
  60ft
  Run:
  260ft
  Sprint: 
  No
  Initiative:
  +2
  AC:
  12 (thick rubbery hide)
  HD:
  3d14
  Attack Die:
  1d20+2
  Damage:
  (Bite)
  3d6+1
  (Claw)
  1d8+1
  Critical Die:
  2d4
  Critical Table:
  U
  Fortitude:
  +2
  Reflex:
  +4
  Willpower:
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brian Wells (order #6334390)
  
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  210
  Vampires
  Alignment: 
   
   
  Varies
  General Information:
  These sorry souls are technically blood fueled
  zombies who have been trapped within their dead
  bodies by an ancient curse. They seethe with an
  unquenchable thirst for the blood of mortal
  creatures, and this yearning prevents their souls
  from passing on to the next world. This horrible
  affliction is normally passed from a vampire via
  its bite to any of its surviving victims, but this
  curse may be delivered via spell or as a
  gift/punishment from a divine or profane deity. A
  well fed vampire is nearly indistinguishable from
  any other mortal of its kind, excepting that
  vampires have no reflections and burst into flames
  when exposed to sunlight. Neither are vampires
  exclusively humanoids. Forbidden to walk the
  land by day for fear of the sun’s power to destroy
  them, they hunt and feed hidden amongst the
  living. A vampire retains all the knowledge and
  abilities that they had in life; including spell
  casting if they were wizards. If they were clerics
  that served the darker powers of the world, they
  may still be granted power by their deity
  assuming the vampire has fed sufficiently.
  Attack Profile:
  Many lesser vampires live in caves at the fringes
  of the humanoid world, barely more than feral
  monsters that feed on the unwary. The fact that
  vampires are immortal as long as they can feed
  regularly, means they tend to be rich and well
  connected to the power structure of the society
  they live within. Many vampires come to enjoy
  their new lives and revel in their new powers and
  freedom, living in large clans that feed at will
  amongst the terrified mortals around them. Their
  power and wealth grants them freedom from
  persecution which allows them to feed wantonly
  within many cities. These vampires are well
  protected by servants and lesser vampires, traps,
  motes, etc. Other vampires are so horrified by
  what they have become, that they forswear
  humanoid blood for that of animals, and use their
  powers to hunt down other vampires. Whatever
  their outlook, their boosted strength and agility
  alone makes them dangerous; but it is the ability
  to shape shift, heal quickly, and fuel their spells
  with blood that elevates them into terrifying
  horrors of the night.
  !  - Indicates that the value is dependent upon the amount of blood drained from their
       victims.  Excess stamina points may be added to these values.
  Size:
  As original creature.
  Reach:
  As original creature.
  STRength:
  As original creature + !
  AGILity:
  As original creature + !
  STAMina:
  As original creature; and they must maintain this score as
  their minimum threshold by draining the stamina of the
  living. Excess points are stored for fueling their powers.
  INTelligence:
  As original creature.
  PERsonality: 
  As original creature.
  LUCK:
  As original creature + ! at a 6:1 ratio.
  Action Die:
  As original creature + one die step.
  Lift: 
  Calculated when Strength is known.
  Drag: 
  Calculated when Strength is known.
  Carry: 
  Calculated when Strength is known.
  Speed (Land)
  As original creature +10ft.
  Run: 
  A as original creature, modified by new strength and
  stamina scores.
  Sprint: 
  As original creature, modified by new strength and
  stamina scores.
  Speed (Swim)
  Vampires cannot abide the touch of salt water, and
  cannot swim at all.
  Speed (Fly)
  As original creature, or 30ft if sufficient hit dice.
  Acceleration:
  As original creature, or 30ft if sufficient hit dice.
  Deceleration:
  As original creature, or 60ft if sufficient hit dice.
  Glide:
  As original creature, or no ability to glide.
  Hover:
  As original creature, or infinite duration as long as
  vampire has sufficient hit dice and their minimum
  threshold of blood points are maintained.
  Initiative:
  As original creature, modified by new agility score
  AC:
  As original creature, modified by new agility. May
  wear armor, if trained; otherwise calculated as
  normal.
  HD:
  As original creature modified by new Stamina score.
  Attack Die:
  As original creature + 1 die step
  Damage:
  (Bite)
  As original creature; or 1d6, whichever is greater.
  (Claw)
  As original creature; or 1d4, whichever is greater.
  (Gaze)
  If the original creature has this attack form, then it is
  retained and they gain a second gaze attack form as
  a vampire, but they may only use one per round.
  (Weapons)
  As original creature
  Critical Die:
  As original creature + plus one die step
  Critical Table:
  U
  Fortitude:
  Immune to most venom and to anything that
  doesn’t harm objects.
  Reflex: 
  Calculated when Agility score is known.
  Willpower: 
  Calculated when Personality score is known.
  Brian Wells (order #6334390)
  
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  211
  13-15HDThe vampire is considered under the effects of a Haste spell, Planar step 3x per day, and may bring
  others by burning off ability points: 1 point per medium sized creature, 2 points for large, 3 points for
  huge, etc.
  Blood drain (Bite)
  Any time a vampire scores damage with this attack they
  immediately make an opposed strength check with the victim.
  A vampire with warrior levels may use MDoA dice to deliver
  blood drain attacks on a roll of 6+.  Success indicates the
  vampire drains 1d3 points of the victim’s Stamina score per
  round that they can maintain the hold. The vampire must
  maintain a constant minimum threshold of stamina point’s
  equivalent to the stamina score that it had in life in order to
  keep its powers. Failure to meet this requirement causes the
  vampire to lose all non-combat class abilities and any non-
  blood drain attacks or powers. Furthermore, the vampire is
  considered feral and will attack any living creature within
  sight. The Storyteller may allow a willpower save for the
  vampire if the situation requires and will determine the
  appropriate DC based on the given situation.  Excess Stamina
  points drained in this fashion are called blood points.
  A vampire may add any blood points drained from their
  victims to the following ability scores: Strength, Agility,
  Stamina, and Luck. They gain any bonuses from these
  inflated statistics, but the main purpose is to supply the
  vampire with the power to use its other abilities. It takes 6
  blood points to increase a vampire’s luck by one point; but
  when burned, the luck burn still only functions as one point
  of ability burn. A vampire can’t continue to add points to
  ability scores that are maximized: and gain no benefits from
  these extra points excepting that they act as a reserve pool for
  expenditures which must be spent first. A vampire’s ability
  scores are capped at 25, unless their living form had a greater
  score.  A vampire isn’t required to maximize their scores, they
  can choose to stock-pile the points needed for spell casting,
  powers, or gaining levels, but this stockpile is capped at
  50 points.
  At 4+ hit dice a vampire’s bite will transfer the blood curse
  to their victims. Those unfortunate few who survive such a
  vampire attack roll a fortitude save versus a DC of 8, +1 per
  hit die of the vampire, or the victim will die from a blood
  fever within 6 hours and then rise as a vampire. The blood
  curse is considered a major curse and during the fever it may
  be negated by a Remove Curse spell cast by a cleric of at least
  7th level and even if successful, the victim will still be dead.
  After the fever only divine or demonic intervention can help
  the victim be rid of the curse.
  Blood drain (claw)
  The vampire may drain 1d3 stamina points from their victim
  with its claws and is able to transmit the curse of vampirism
  as if they had bitten their victim.  They need not be holding
  their victim for this ability to function and they may not drain
  with their fangs in the same round as they use this ability.
  Class levels
  A vampire uses the class levels that it had in life (including
  zero level) and retains all attacks, saves, skills and non-
  magical abilities, etc. of their former lives except for the
  regenerating luck for thieves and halflings. Furthermore, for
  every 50 blood points they sacrifice, the vampire may increase
  its class level (or hit dice) by one step. A vampire is limited to
  10 class levels for hit points, attack bonuses, saves spell
  access, etc. They gain a +1 bonus to attacks and to their saves
  for every 3 hit dice beyond the first 10, but are capped at a
  total of 15 levels.
  Wizard vampires count all of their hit dice as caster levels
  when making a casting check. They do not need rest to
  regain their spells; vampires pay for spells directly with
  ability burn: 1 point of ability burn for each level of the spell
  they are casting. A wizard vampire need not worry about
  corruption, patron taint or mutations. They are subject to spell
  mishaps, but critical spell failure costs them double the
  normal ability burn for the spell.
  Special Abilities & Powers:
  Vampires gain access to powers and abilities based upon their number of hit dice. Unless the description of the power states
  otherwise, the vampire must burn ability points to use the powers. The costs, if any, are listed in the powers’ description. The
  The only exceptions to this are blood drain (bite) and blood drain (claw), these are natural attacks for vampires this the proper
  hit dice.   All vampires lose blood points at a rate of 1/HD per day; so a 15HD vampire needs at least 15 blood points a day to
  break even on the day… then gather enough for boosts, powers, spells, and level advancement.
  4-6HD
  Shape-shift (bat, rat, spider; or wolf), the vampires bite is now able to pass the blood curse to those
  who survive a vampire attack.
  7-9HD
  Blood drain (claw), shape-shift (size large, smoke).
  10-12HDFly speed 30ft by willpower regardless of shape and may hover indefinitely, Shape shift (size huge),
  Planar step 1x per day, self and familiar only.
  1-3HD
  Blood drain (bite), gaze attack, only harmed by silver or magic weapons, bite and claw attacks, their
  hit dice equal their class levels for determining abilities, saves, etc., blood fueled healing, resist
  death’s call, Durable, Spot the living.
  Table 3-21: Vampire powers by hit dice
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  A cleric vampire must be in service to a dark power; but since
  the power they use is not their own, a vampire cleric only
  pays for spells as a result of deity disapproval.  A vampire
  cleric must burn 1 blood point for each level of any failed spell
  casting in addition to any results from their deity’s
  disapproval. A cleric vampire has no healing abilities and
  their Turn Unholy power acts differently for each of the
  Gods; but they cannot turn other undead and any use this
  ability costs them 2 points of ability burn.
  Durable
  Vampires are a sub-species of zombie fueled by the blood of
  the living; as such they retain a zombie’s durability and do
  not take damage from piercing attacks like arrows and spears.
  They only take half damage from crushing attacks like maces
  and clubs. Vampires must be hacked into smaller pieces, or
  burned if there are no clerics available to dispatch them.
  Fly
  At 10 hit dice, the vampire can fly at a speed of 30 feet per
  round as an act of will that is no more taxing than walking
  normally, and they may dive or charge up to 60ft. Vampires
  cannot run or sprint while flying in this fashion, but they can
  hover indefinitely. This effect lasts for 1 turn per point of
  ability burned.
  Haste
  Vampires of 13+ HD are hasted as a result of 16 on the Haste
  spell table (see core rules page 221) but the duration is
  continuous as long as their stamina score doesn’t drop below
  their minimum threshold.
  Gaze attack
  The target of this attack gets a reflex save versus a DC of 8,
  +1 per hit die of the vampire to avoid eye contact. If this fails
  the victim must succeed at a willpower save or become
  charmed. This has the effect of a Charm Person spell with a
  DC of 10 + the vampire’s personality bonus + their hit dice.
  This attack costs the vampire 1 point of ability burn per use,
  but the duration of the effect is governed by the check on the
  spell table.  Vampires with an additional gaze attack may burn
  1 blood point to activate these additional gaze attacks.  They
  may only use one gaze attack per round and lose access to any
  gaze attacks if they fail to maintain their minimum stamina
  score threshold.
  Blood Fueled Healing
  The vampire may burn 1 ability point to heal itself of 1 die
  worth of physical damage. They use their class die or 1d8,
  whichever is greater.
  Planar step
  By expending 3 ability points the vampire may activate a
  Planar Step spell (see Core Rules page 225) upon itself with
  a result equal to it hit dice + intelligence bonus + 5.
  Resists death’s call
  A vampire may expend ability points at a rate of 1 for each
  +1 bonus gained to resist the turn unholy ability of a cleric.
  Shape shift
  The vampire must expend 2 ability points to invoke this
  power for the first turn, then 1 point of ability burn per
  additional turn thereafter. During this time the vampire may
  shift back and forth between any of the shapes they are
  allowed without additional cost. The vampire retains all of
  its own ability scores and abilities; but it gains the senses,
  modes of movement and speeds, attack forms, etc. of the new
  shape. The size of the assumed forms must be that of their
  original form or smaller. At 7 hit dice the vampire can
  assume large versions of the listed creatures. Additionally
  the vampire may assume the form of a cloud of smoke or
  dust. At 10 hit dice the vampire can assume huge sized
  versions of the listed creatures or other options.
  Spot the living
  Vampires are a sub-species of zombie fueled by the blood of
  the living; as such they retain a zombie’s ability to sense the
  living. The difficulty of sneaking and hiding from zombies is
  much greater than normal. They have an uncanny ability to
  detect the living, no one knows how; -4 on all attempts to
  surprise or hide from a vampire.
  Immunities & vulnerabilities:
  · 
  A vampire is immune to non-magical weapons, but
  may be damaged by silvered weapons and spells.
  · 
  A vampire takes 1d12 damage for every round of
  exposure to sunlight, however, the vampire may
  expend one ability point each round to negate this
  damage.
  · 
  Vampires have spell resistance equal to their current
  hit dice +2; see page 14 for further information on
  these abilities.
  · 
  For each pint or flask of holy or salt water thrown
  upon them, the vampire takes 1d10 acid damage;
  full immersion causes 4d10 points of damage per
  round; no save.
  · 
  A vampire may not enter into an occupied structure
  without the permission of the structures guard,
  master, or owner.
  · 
  To a vampire, the odor of garlic has the same effect
  as a choking cloud spell with a result of 12. Such
  strands of garlic must contain at least 5 heads of
  garlic to be effective, and have a radius effect of 1
  foot per head of garlic.
  · 
  Piercing their heart with a wooden stake. An arrow-
  shaft may suffice at the discretion of the Storyteller.
  212
  Brian Wells (order #6334390)
  
  Zombies
  General Information:
  Regardless of who they were in life, the transition into the zombie state renders most creatures into mindless shambling horrors;
  intent only upon killing the living. All zombies share similar characteristics and ability scores, only varying for size and shape.
  There are other forms of zombies, though they are exceedingly rare. If the zombie’s living form had a fly, swim, or climb
  speed, then the zombie retains these movement types at half their normal rate. All zombies have the following special
  characteristics, powers, and attacks in addition to those granted to all undead:
  Special Attacks:
  Generally zombies lose any special powers or abilities that they had in life, but sometimes they gain abilities and powers as a
  function of their creation.
  Special Powers:
  Durable – zombies do not take damage from piercing attacks like arrows and spears, and they only take half damage from
  crushing attacks like maces and clubs. They must be hacked into smaller pieces, or burned if there are no clerics available to
  dispatch them.
  Spot the living- the difficulty of sneaking and hiding from zombies is much greater than normal. They have an uncanny ability
  to detect the living, no one knows how.  It is a DC 15 check for all attempts to surprise and hide from a zombie unless powerful
  magic is used..
  Mindless – most zombies are mindless concerning anything other than killing the living and have no intelligence or personality
  scores. Mindlessness means non-combat actions use 1d10 for action dice and are immune to willpower saves other than the
  Turn Unholy ability of some clerics.
  Non-Humanoid Zombies
  General information:
  These zombies are the corpses of animals and other creatures that died under the right circumstances. They are usually
  summoned or constructed by necromancers, but are sometimes animated randomly in the wild. They have all the attacks and
  movements listed in their entries; but at minus one die step or with a -2 to the DC or granted ability of the living version of the
  creature. These zombies may fly, swim, burrow, and move as the living version of the creature, but at half the normal speeds.
  Brian Wells (order #6334390)
  
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  214
  Zombie, Basic
  Alignment: 
   
   
  N
  General information:
  These poor souls are usually peasants and
  general live-stock from farms and villages
  doomed to spend eternity rotting as zombies.
  Whether it is the result of a curse, a wizard’s
  spell, or ritual; the condition is usually
  permanent. Some rare zombies will have
  intelligence, or other powers. Such powers
  can be from the environmental factors at the
  time of the zombie’s creation, or granted by
  the powers of a wizard, demon, or deity,
  etc.  Zombies are barely conscious of their
  surroundings, and are only interested in
  killing the living.
  Size:
  Small 
  Medium Large 
  Huge
  Reach: 
  5ft 
  5ft 
  7ft 
  10ft
  STRength: 
  6 / -1 
  7 / -1 
  9 
  11
  AGILity: 
  10 
  9 
  8 / -1 
  7 / -1
  STAMina: 
  0 
  0 
  0 
  0
  INTelligence: 
  0 
  0 
  0 
  0
  PERsonality: 
  0 
  0 
  0 
  0
  LUCK: 
  0 
  0 
  0 
  0
  Action Die:
  1d10 
  1d10 
  1d10 
  1d12
  Lift: 
  30lbs 
  70lbs 
  135lbs 
  235lbs
  Drag: 
  60lbs 
  140lbs 
  270lbs 
  470lbs
  Carry: 
  30lbs 
  70lbs 
  135lbs 
  235lbs
  Speed (Land) 
  5ft 
  10ft 
  15ft 
  20ft
  Run: 
  No 
  No 
  No 
  No
  Sprint: 
  No 
  No 
  No 
  No
  Initiative:
  ***************Always last*************
  AC:
  11 
  10 
  8 
  7
  20% chance of usable armor
  (Leather)
  +1, -1Ph, 1d8
  (St. Leather)
  +2, -2Ph, 1d8
  (Hide)
  +2, -3Ph, 1d12
  (Chainmail)
  +4, -5Ph, 1d12, -5ft
  HD:
  2d4 
  2d6 
  3d8 
  6d10
  Attack Die:
  1d20-1 
  1d20-1 
  1d20+1 
  1d24+2,
  2@1d16+1 
  2@1d20+2,
  3@1d16+2
  (Bite / Claw/ Kick)
  1d4-1 
  1d6-1 
  2d6 
  2d8
  Critical Die:
  1d6 
  1d6 
  1d8 
  1d10
  Critical Table:
  U 
  U 
  U 
  U
  Fortitude:
  +1 
  +1 
  +2 
  +3
  Reflex:
  +1 
  +1 
  +1 
  +2
  Willpower:
  -- 
  -- 
  -- 
  --
  Contagious Zombies
  Identical to basic zombies in all respects, except that the victims they kill will reanimate shortly after death. If the zombie does
  succeeds with a bite attack, the target rolls a fortitude save versus a DC equal to 8, +1 per hit die of the zombie or suffer 1d6
  Stamina damage, +1 per hit die of the zombie. If this damage is sufficient to kill the victim, then the victim will reanimate as a
  zombie in 3d6 rounds.
  Paralyzing Zombies
  Identical to basic zombies in all respects, except that these zombies have the ability to paralyze their victims with even the
  slightest touch. These vile creatures let the dark energies flow from their rotting flesh into their victims, so the targets gain no
  advantage from armor or shields. Targets get a willpower save versus a DC equal to 8, +1 per hit die of the zombie. Failure
  indicates that the victim is unable to move for 1d4 rounds, +1 round per hit die of the zombie.
  Zombie sub-types:
  The various zombie sub-types use the same stats, abilities, and vulnerabilities as those listed for basic zombies.   For whatever
  reason these zombies have developed special powers which are listed here:
  Immunities & vulnerabilities:
  Zombies take half damage from piercing and crushing attacks, and do not make willpower saves versus any mind effects.
  Attack Profile:
  These shambling corpses gimp along
  trailing chunks of flesh behind them as they
  search for victims. Zombies always track
  down and kill living targets, no matter the
  size of the target. They have no strategy or
  regard for personal safety or danger, relying
  entirely on their numbers and general
  relentlessness to overwhelm their victims.
  Most zombies do not eat or otherwise
  concern themselves with the corpses of the
  newly slain.  Zombies may use any armor
  that they were wearing when they died, but
  they cannot use weapons.
  Special powers:
  Like all undead, zombies cause provoke fear
  checks in living creatures.  The living must
  succeed at a willpower save versus a DC of
  7, +1 per hit die of the zombie.
  Zombies spot living creatures within 20ft,
  +5ft per hit die of the zombie.  As such it is a
  DC 15 check to sneak passed, surprise, or
  hide from a fast zombie.
  Brian Wells (order #6334390)
  
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  215
  Zombies, Fast
  Alignment:  
   
   
  C
  General Information:
  For whatever reason, these zombies
  have maintained some of the speed and
  agility that they had in life. They roll
  initiatives and apply their agility
  bonuses to their armor class like any
  other creatures. Fast zombies may run,
  but are too fragile to sprint.  Otherwise
  these undead are like any other zombie.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  9 
  10 
  12 
  14 / +1
  AGILity:
  18 / +3 
  17 / +2 
  16 / +2 
  14 / +1
  STAMina:
  0 
  0 
  0 
  0
  INTelligence:
  0 
  0 
  0 
  0
  PERsonality:
  0 
  0 
  0 
  0
  LUCK:
  0 
  0 
  0 
  0
  Action Die:
  1d10 
  1d10 
  1d10 
  1d12
  Lift:
  45lbs 
  100lbs 
  180lbs 
  350lbs
  Drag:
  90lbs 
  200lbs 
  360lbs 
  700lbs
  Carry:
  45lbs 
  100lbs 
  180lbs 
  350lbs
  Speed (Land)
  15ft 
  25ft 
  35ft 
  45ft
  Run:
  70ft 
  100ft 
  180ft 
  280ft
  Sprint: 
  No 
  No 
  No 
  No
  Initiative:
  +3 
  +2 
  +2 
  +1
  AC:
  16 
  12 
  11 
  9
  20% chance of usable armor
  (Leather)
  +1, -1Ph, 1d8
  (St. Leather)
  +2, -2Ph, 1d8
  (Hide)
  +2, -3Ph, 1d12
  (Chainmail)
  +4, -5Ph, 1d12, -5ft
  HD:
  2d4 
  2d6 
  3d8 
  6d10
  Attack Die:
  1d20 
  1d20 
  1d20+1, 
  1d24+3,
  2@1d16+1 
  2@1d20+3,
  3@1d16+3
  Damage:
  (Claw/ punch/ kick)
  1d4 
  1d6 
  2d6 
  2d8+1
  Critical Die:
  1d6 
  1d6 
  1d8 
  1d10
  Critical Table:
  U 
  U 
  U 
  U
  Fortitude:
  +1 
  +1 
  +2 
  +3
  Reflex:
  +4 
  +3 
  +4 
  +4
  Willpower:
  -- 
  -- 
  -- 
  --
  Immunities &
  vulnerabilities:
  Zombies take half damage
  from piercing and crushing
  attacks, and do not make
  willpower saves versus any
  mind effects.
  Attack Profile:
  Nearly as mindless as any other zombie,
  these are aware of their capabilities and
  they can relentlessly run down living
  victims due to the fact that while these
  zombies are still slower than living
  creatures, they can run at a constant rate
  and have no need to rest, eat, sleep or
  breathe.  These zombies may use any
  armor they were wearing in life, but its
  weight will restrict their running abilities
  just as it does for the living.  These
  zombies cannot use any weapons either.
  Special powers:
  Similar to any other undead of this type.
  These zombies also provoke fear in the
  Living like other zombies, but the sight
  of their fluid movements and speed
  amplify the effect.  The DC for the
  willpower save is 10, +1 per hit die of
  the zombie.
  Zombies can sense living creatures
  within 20ft, +5ft per hit die of the
  zombie.  As such it is a DC 15 check to
  sneak passed, surprise, or hide from a
  fast zombie.
  Brian Wells (order #6334390)
  
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  216
  Unicorns
  Alignment: 
  L
  General Information:
   Unicorns are gentle forest and plains
  dwelling creatures that resemble shaggy
  and bearded horses, but with a single sharp
  horn spiraling from their foreheads. They
  are also very intelligent and are always
  strongly aligned with divine forces. They
  are self-appointed healers and protectors of
  the wild, but will often render aid to
  humanoids they deem worthy. Unicorns
  often band together with elves and others
  in times of conflict.
  They prefer temperate and sub-tropical
  forests and plains, but there are rumors of
  smaller unicorns living in the
  mountainous regions of the world. When
  a unicorn dies in battle or of natural
  causes their body disappears, leaving
  only a few strands of hair and their horn;
  both of which are usually lost or destroyed
  before they can be found. Unicorns are
  avidly hunted by evil folk who seek
  unicorn pelts, horns, and hair for magical
  potions and items.
  Attack Profile:
  Unicorns have all of a horses attacks; see
  page 152. However, they are able to use
  their horns with the deadly precision of
  any sword. There will be one alpha
  stallion and 6d10 unicorns in a typical
  herd.  Two thirds will be adults, and the
  rest will be juvenile or young. There will
  be several clans of unicorns in any given
  geographic area and they will all have civil
  dealings with each other.  Unicorns will
  band together with elves and faeries to defend their forests and vast prairies that unicorns treasure dearly. They will boldly
  challenge anyone who threatens their territories, but they are not necessarily looking for a fight.  Unicorns will enjoin travelers to
  respect the land and not to hunt. Failure to keep this promise can prove deadly to those who would break their oaths. In
  humanoid form, unicorns are free to use any weapons and armor that a cleric could use, assuming they can find anything that
  fits properly, but unicorns tend to shun metal armors other than mythril.  A unicorn’s horn counts as a +3 weapon for bypassing
  any spell or damage resistance.
  Special Attacks:
  Spells – Unicorn hit dice count as cleric levels for determining spell checks and access to spells; see table 1-5, page 31. A
  unicorn may choose from the following spells. (See Core Rules p. 127 for wizard spell table and p. 128 for cleric spell table)
  1st level spells: Blessing, Detect Evil, Detect Magic, Food of the Gods, Paralysis, Second Sight, Word of Command, and
  Magic Missile.
  2nd level spells: Banish, Binding, Cure Paralysis, Divine symbol (their horn is the focus), Restore Vitality, and Detect
  Invisible.
  3rd level spells: Exorcise, Remove Curse, Spiritual Weapon (horn), True Name, and Runic alphabet (fey).
  Size: 
  Medium
  (Young)
  Large
  (Juvenile)
  Large
  (Adult)
  Large
  (Alpha Stallion)
  Reach
  5ft 
  5ft 
  5ft 
  5ft
  STRength:
  13 / +1 
  15 /+1 
  17 / +2 
  18/ +3
  AGILity:
  17 /+2 
  16 /+2 
  15 / +1 
  15 / +1
  STAMina:
  14 /+1 
  16 /+2 
  18 / +3 
  19 / +4
  INTelligence:
  12+1d4 
  12+1d4 
  12+1d4 
  12+1d4
  PERsonality:
  14+1d6 
  14+1d6 
  14+1d6 
  14+1d6
  LUCK:
  8+1d8 
  8+1d8 
  8+1d8 
  8+1d8
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  26lbs 
  30lbs 
  34lbs 
  34lbs
  Drag:
  13lbs 
  120lbs 
  136lbs 
  144lbs
  Carry:
  39lbs 
  300lbs 
  340lbs 
  360lbs
  Speed (Land)
  50ft 
  70ft 
  70ft 
  75ft
  Run:
  210ft /
  126min.
  315ft /
  144min.
  355ft /
  162min
  380ft/
  Sprint:
  415ft 
  630ft 
  715ft 
  755ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC:
  12 
  11                    10 
  10
  HD:
  1d12+1 
  2d12+4 
  4d12+12 
  8d12+40
  Attack Die:
  1d16+1, 
  1d20+1 
  1d20+3, 
  1d24+5,
  2@1d16+3 
  2@1d20+5,
  3@1d16+5
  Damage:
  (Bite)
  1d4+1 
  1d5+1 
  1d6+2 
  1d7+3
  (kicks)
  1d5+1 
  1d6+1 
  1d7+2 
  1d8+3
  (Horn)
  1d6+1 
  1d7+1 
  1d8+2 
  1d10+3
  (Trample)
  3d5+3 
  3d6+3 
  3d7+6 
  3d8+9
  Critical Die:
  None 
  1d8 
  1d10 
  2d7
  Critical Table:
  None 
  III 
  M 
  M
  Fortitude
  +2 
  +3 
  +5 
  +7
  Reflex:
  +3 
  +3 
  +3 
  +4
  Willpower:
  #+1 
  #+1 
  #+2 
  #+3
  180min
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  217
  Divine grace – unicorns may also heal and turn unholy spirits as a cleric of equal hit dice. They do not all worship the same
  deity, but beliefs will be consistent within each clan or herd. Unicorns choose lawful and neutral nature deities like the sun and
  the moon, or any gods who revere nature or despise the  undead.  Unicorns will never willingly commit evil acts or tolerate evil
  clerics, deities, or spirits, and will attack these and the restless dead on sight.
  Special Powers:
  All unicorns are excellent runners; they gain a +1 bonus to the running and duration multipliers on Table 1-11, page 7; and are
  not hindered by any forest terrain.
  Adult unicorns can assume a human shape for 2 hours per hit die. They can move between the shapes at will as a full round of
  activity, but they cannot exceed their total allotment of time per day. In humanoid form they resemble elves, but with longer
  faces and they will have a tattoo of a star on their foreheads.
  Mountain bred unicorns are never larger than size medium, but can have up to the full 8 hit dice of an alpha stallion. When
  they use their humanoid form they resemble halflings, but with longer faces, pointy ears, and they still have the forehead
  mark. Mountain unicorns gain a +4 bonus on balance, climb, and jump checks when in the mountains; and they are unhindered
  by mountainous terrain other than snow.  Otherwise these unicorns follow the same rules for all unicorns.
  Immunities & vulnerabilities:
  Unicorns are good creatures, blessed with a divine grace that renders them nearly immune to all but the most powerful magic.
  Unicorns have spell resistance equal to their hit dice, but they are totally immune to first and second level spells of a harmful
  nature. However, unicorns may be charmed by the innocence of children and the virtuous; a unicorn has no spell resistance
  and suffers a -5 penalty to save rolls  versus charm spells cast by children as well as chaste and virtuous clerics. Most of a
  unicorn’s body disappears upon death and they are immune to any attempts to be resurrected or re-animated.
  Special Note:
  A unicorn’s horn is a
  truly powerful item in its
  own right.  These
  precious relics are
  usually stolen by
  opportunistic wizards and
  clerics, but they are
  sometimes gifted to those
  the unicorns deem
  worthy.  The horn can be
  used as a +2 short spear
  with no range capability,
  but its true power is seen
  when it is in the hands of
  a good hearted arcane or
  divine caster.  A wizard
  may use the horn as a
  magical casting focus
  that grants the wizard +1
  die step on all casting
  checks.  Good clerics
  cast at 2 steps higher on
  the dice chain.  The horn
  will not function for evil
  creatures and dissolves at
  their touch.
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  218
  General Information:
  These lanky, nocturnal carnivores prefer forests
  and rocky terrain as well as colder climates.
  They live on a diet of small burrowing
  mammals, and the occasional nesting bird and/or
  their eggs.  Weasel’s have a variety of
  colorations to suit their environments and in
  cold climates they will often molt before winter
  to grow white or light gray fur to better blend
  into their surroundings.
  Attack Profile:
  Weasels prefer rabbits, moles, rats, mice; or any
  burrowing animals as food. The narrow,
  flexible body of a weasel allows them to move
  through tunnels with ease.  Their keen sense
  of smell lets them find their prey in the dark.
  Weasels use agility rather than strength for
  melee combat.
  Weasels
  Alignment: 
  C
  Special Attacks:
  Silent death – a weasel that successfully sneaks
  up on its prey gains a +1 bonus on attacks and
  damage per hit die.
  Size: 
  Tiny 
  Small 
  Medium 
  Large
  Reach:
  0ft 
  5ft 
  5ft 
  5ft
  STRength:
  2 / -4 
  4 / -2 
  5 / -2 
  7 / -1
  AGILity:
  20 / +5 
  19 / +4 
  18 / +3 
  17 / +2
  STAMina:
  10 
  12 
  13 / +1 
  15 / +1
  INTelligence:
  3 / -3 
  3 / -3 
  4 / -2 
  6 / -1
  PERsonality:
  6 / -1 
  6 / -1 
  6 / -1 
  6 / -1
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d14 
  1d16 
  1d20 
  1d20
  Lift:
  2lbs 
  4lbs 
  5lbs 
  14lbs
  Drag:
  4lbs 
  12lbs 
  15lbs 
  56lbs
  Carry:
  4lbs 
  20lbs 
  50lbs 
  140lbs
  Speed (Land)
  5ft 
  10ft 
  30ft 
  50ft
  Run:
  10ft/
  80min
  40ft/
  96min
  75ft/
  104min
  140ft/
  120min
  Sprint:
  25ft 
  90ft 
  150ft 
  280ft
  Initiative:
  +5 
  +4 
  +3 
  +2
  AC: (thick fur; +2)
  20 
  17 
  15 
  13
  HD:
  1d4 
  2d5 
  3d6+3 
  4d7+4
  Attack Die:
  1d14+5 
  1d16+4 
  1d20+4, 
  1d20+3
  2@1d16+4 
  2@1d16+3
  Damage:
  (Bite)
  1 pt 
  1d6-2 
  1d8-2 
  2d5-1
  (Claw)
  1 pt 
  1d4-2 
  1d6-2 
  2d4-1
  Critical Die:
  None 
  None 
  1d8 
  1d10
  Critical Table:
  None 
  None 
  M 
  M
  Fortitude:
  +1 
  +1 
  +3 
  +3
  Reflex:
  +6 
  +5 
  +5 
  +4
  Willpower:
  +0 
  +0 
  +1 
  +1
  Special Powers:
  Sneaky – weasels gain  a
  +3 bonus on all stealth
  checks.
  Keen nose – weasels gain
  a +3 bonus to search
  checks involving scent.
  Tunnel fighter –
  a weasel can fit through
  any opening large
  enough for its head and
  it suffers no armor
  or agility penalties for
  fighting in tight spaces.
  W
  Brian Wells (order #6334390)
  
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  219
  Wolverines
  Alignment: 
   
  N
  General Information:
  As the largest member of the weasel family, wolverines
  are carnivorous mammals that are sometimes mistaken
  for small bears. They have brown oily fur that sheds
  water effectively and won’t collect frost. Some
  wolverines have light brown striping that starts at the
  snout and travels down their spines to the base of their
  tails, and will have a similar pattern on their bellies.
  Wolverines prefer sub-arctic tundra, or temperate and
  alpine forests where their awkward running gait helps
  them move through the snow rather effectively.
  Wolverines do not hibernate and are known to be fearless
  about what they will attack and consume: even to the
  point of driving wolves from their kills or even attacking
  small bears.
  Attack Profile:
  These lone hunters are vicious and will attack anything;
  particularly in winter and early spring when food is
  scarce. Size is no obstacle and they will even attack
  creatures that are two size categories larger than
  themselves without hesitation and have even been
  observed hunting moose.
  Special Powers:
  Brawny – wolverines are known for their great strength and are
  considered one size larger for calculating their lifting and dragging
  values, but not for carrying.
  Fearless – wolverines are immune to fear, even when magically
  Induced.  Instead, wolverines instantly become frenzied and attack
  that which has tried to frighten them.
  Winter hunters – the wolverines body mechanics allow it to move
  with a strange hopping, rolling bounce to their gait that looks
  funny until there is snow on the ground. Wolverines can
  move unhindered by snow cover as long as it isn’t greater than
  shoulder depth.
  Size: 
  Small
  (typical)
  Medium 
  Large
  Reach:
  5ft 
  5ft 
  5ft
  STRength:
  10 
  11 
  13 / +1
  AGILity:
  13 / +1 
  12 
  11
  STAMina:
  13 / +1 
  14 / +1 
  16 / +2
  INTelligence:
  1 / -5 
  1 / -5 
  1 / -5
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20
  Lift:
  10lbs 
  22lbs 
  65lbs
  Drag:
  30lbs 
  88lbs 
  260lbs
  Carry:
  50lbs 
  110lbs 
  260lbs
  Speed (Land)
  30ft 
  50ft 
  70ft
  Run:
  100ft/
  80min
  165ft/
  88min
  260ft/
  104min
  Sprint:
  220ft 
  330ft 
  520ft
  Initiative:
  +1 
  +0 
  +0
  AC:
  (thick fur & hide; +3)
  15 
  13 
  12
  HD:
  2d6 
  3d7 
  4d8+4
  Attack Die:
  1d16 
  1d20+1, 
  1d20+2,
  2@1d16+1 
  2@1d16+2
  Damage:
  (Bite)
  1d5 
  1d7 
  1d10+1
  (Claw)
  1d3 
  1d5 
  1d7+1
  Critical Die:
  None 
  1d8 
  1d10
  Critical Table:
  None 
  M 
  M
  Fortitude:
  +2 
  +3 
  +6
  Reflex:
  +2 
  +2 
  +2
  Willpower:
  +1 
  +2 
  +2
  Special Attacks:
  Frenzy – when a wolverine is reduced to half of its hit points; it
  goes berserk, attacking anything within reach.  Wolverines have a
  -2 penalty to their armor class, but gain a +1d4 bonus to attacks
  and damage per size category when frenzied.  It lasts as long as
  the combat and for an additional 1d3 minutes afterwards unless it
  succeeds at a willpower save with a DC of 15.
  Brian Wells (order #6334390)
  
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  220
  Wolves
  Alignment: 
   
   
  L
  General Information:
  These archetypal members of the canine family are
  supremely adapted to temperate and sub-arctic
  forests, but can also be found in arid scrub lands.
  Their fur is thick and well suited to colder climates
  with colorations ranging from white and grey to
  reds, browns and even the occasional black.
  Wolves are able to hunt and travel with ease upon
  the tundra, but prefer wooded and mountainous
  terrain for their dens. Wolves are well adapted for
  running long distances compared to their domestic
  brothers, and prefer to roam over large territories of
  dozens of square miles for every wolf in the pack; a
  territory that is often far larger than necessary in
  order to avoid border skirmishes with other wolf
  packs. Such skirmishes can be quite bloody when
  they occur.
  Attack Profile:
  There are usually 1d7+4 adult wolves in a pack,
  but there can be as many as 4d10-2 wolves
  hunting within their territory. Wolves can always
  summon more members of the pack if they are
  available; calling 2d3 pack mates to arrive on the
  scene in 2d6 rounds. Wolves will always track
  down a wolf killer and either kill it or drive it out
  of their territory. Wolves are smart enough to use
  complex communication signals, decoys, and will
  maximize their terrain advantages when they hunt.
  Special Attacks:
  Immobilizing attack – when a wolf damages a foe that is wearing less than
  heavy armor, the victim must succeed at a fortitude save versus a DC of
  10, +1 per hit die of the wolf.   Failure indicates that the wolf has broken
  whatever bone(s) it has bitten. If the victim is wearing heavy armor fails
  this save they are tripped and fall prone.
  Special Powers:
  Wolves gain a +1 bonus to their running and stamina modifiers on Table
  1-11 when calculating these values.  Wolves may travel at half of their
  running speed for up to 10 hours without a fortitude save; this distance will
  be modified by terrain, but wolves are unhindered by light forests and
  rough terrain.  Wolves get a +2 bonus on all saves versus cold and on all
  search checks and when tracking by scent..
  Wolf, Frost
  These silvery predators of the frigid north are like other wolves except
  that they are always size Large or Huge and they prefer to roam alpine
  forests and arctic wastelands. Frost wolves are immune to cold based
  attacks and damage, but they take double damage from fire and lose one
  point of stamina every hour when the temperature is above 400 F. As
  long as the temperature is less than 400 F, they continually project an aura
  of cold out to a distance of 15ft.  The aura causes victims 2 points of frost
  damage per round of contact upon a failed fortitude save versus a DC of
  10, +1 per hit die of the wolf.
  Size: 
  Small 
  Medium 
  Large 
  Huge
  Reach:
  5ft 
  5ft 
  5ft 
  10ft
  STRength:
  12 
  13 / +1 
  15 / +1 
  17 / +2
  AGILity:
  16 / +2 
  15 / +1 
  14 / +1 
  13 / +1
  STAMina:
  13 / +1 
  14 / +1 
  16 / +2 
  18 / +3
  INTelligence:
  2d3+1 
  2d3+1 
  2d4+1 
  2d4+1
  PERsonality:
  9 
  9 
  9 
  9
  LUCK:
  9 
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20 
  1d24
  Lift:
  12lbs 
  13lbs 
  30lbs 
  85lbs
  Drag:
  36lbs 
  39lbs 
  120lbs 
  340lbs
  Carry:
  60lbs 
  130lbs 
  300lbs 
  595lbs
  Speed (Land)
  35ft 
  55ft 
  75ft 
  95ft
  Run:
  130ft /
  117min
  210ft /
  126min
  315ft /
  144min
  440ft /
  162min
  Sprint:
  285ft 
  420ft 
  630ft 
  795ft
  Initiative:
  +2 
  +1 
  +1 
  +1
  AC: (thick fur; +1)
  14 
  12 
  11 
  10
  HD:
  2d8+2 
  3d8+3 
  3d10+6 
  6d10+18
  Attack Die:
  1d16 
  1d20+2 
  1d20+2, 
  1d24+4,
  2@1d16+2 
  2@1d20+4,
  3@1d16+4
  Damage:
  (Bite)
  1d6 
  1d8+1 
  1d12+1 
  2d14+2
  Critical Die:
  1d8 
  1d8 
  1d8 
  2d6
  Critical Table:
  M 
  M 
  M 
  M
  Fortitude:
  +2 
  +3 
  +4 
  +6
  Reflex:
  +3 
  +3 
  +3 
  +4
  Willpower:
  +1 
  +2 
  +2 
  +3
  Brian Wells (order #6334390)
  
  Brian Wells (order #6334390)
  
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  222
  Wyvern
  Alignment: Roll 1d6: 1= Chaotic,
  2-5 = Neutral, 6= Lawful
  General Information:
  Also known as lesser dragons, these scaled terrors can be
  found hunting the sub-arctic wastes as well as boreal forests
  all the way to the scrub deserts and tropical jungles of the
  equator. Wyverns have long serpentine necks and tails, but
  only have 2 legs with powerful talons and a pair of leathern
  wings instead of forearms. They are found anywhere that
  there are caves and rocky uplands for them to find a roost.
  Wyvern are born hungry, but nature has equipped them to
  hunt down their food within a few hours of hatching.
  Wyvern hatch by the dozens from massive communal nests
  every 120 to 140 years and then wander off on their own,
  eating anything that they can catch…including each other.
  These hard to predict events cause mayhem and panic when
  they occur too close to inhabited lands.  By the time wyvern
  reach medium size they become sentient creatures, but are
  still rather dim witted; but they keep developing.  As they
  enter adulthood a wyvern finds a place to hibernate for at
  least 13 years, then they emerge as powerful spell casters
  with an advanced intellect and personality.
  Lundwyrms are cousins of the wyvern and are similar in all
  ways, except that lundwyrm’s have a 2 pairs of legs with
  powerful talons, no wings and are mostly aquatic.  The
  second listings for: armor class, land speed, lifting, dragging,
  and carrying is for lundwyrms.  However, wyverns lose 2
  points of AC when not flying.  Collectively both types are
  referred to as wyvern, and all wyvern other than ocean
  dwelling lundwyrms have a poisonous stinger on their tails.
  Most adult and elder wyvern can cast spells, but they must
  learn their magic as any other wizard and there is no telling
  what spells or patrons they might know.
  Attack Profile:
  Wyvern are solitary by nature which prevents them from
  coordinating their efforts; but they are sometimes found in
  groups as large as 2d3 wyverns aged juvenile or younger
  in long infested regions. Adult and elder wyvern are
  solitary creatures, but may sometimes be encountered in
  flights of 2d3 or more when they are preparing to lay their
  eggs. Immature wyverns lack any real strategy to their
  attacks; simply diving onto their intended targets using
  whatever weapons they have available. Mature wyvern
  will use strategy and guile, and some wyvern will even
  treat civilly with other intelligent critters and creatures.  All
  wyvern use their agility or strength bonus for melee combat,
  whichever is greater.
  No two wyvern are the same, even when they are born of the same nest.  For each wyvern the Storyteller may roll 1d3 times
  upon Table VII, page 410 of the Core Rules to determine the physical appearance of the wyvern.  For each adult wyvern the
  Storyteller rolls 1d100 once on Table V, page 408 of the Core Rules to determine the wyvern’s one martial trait.  Additionally,
  the Storyteller may wish to use Tables 9-1, 9-3 and 9-4 on page 380 of the Core Rules to further distinguish the individual
  physical traits for wyvern.
  Size: 
  Small
  (Hatchling)
  Medium
  (Juvenile)
  Large
  (Adult)
  Reach:
  5ft 
  5ft 
  10ft
  STRength:
  10 
  11 
  13 / +1
  AGILity:
  17 / +2 
  16 / +2 
  15 / +1
  STAMina:
  11 
  13 / +1 
  15 / +2
  INTelligence:
  2 / -4 
  3 / -3 
  6+1d7
  PERsonality:
  9 
  9 
  9
  LUCK:
  9 
  9 
  9
  Action Die:
  1d16 
  1d20 
  1d20
  Lift:
  10lbs/ 10lbs
  33lbs/ 11lbs
  130lbs/ 26lbs
  Drag:
  –       / 30lbs
  –        / 33lbs
  –          / 104lbs
  Carry:
  5lbs  / 50lbs
  22lbs/ 110lbs
  65lbs  / 260lbs
  Speed (Land)
  15ft / 30ft
  20ft  / 40ft
  25ft    / 50ft
  Run:
  No    /80ft 
  No    /110ft 
  No      / 195ft
  Sprint:
  No    /145ft 
  No    /220ft 
  No      /350ft
  Speed (Swim,
  Lundwyrm only)
  35ft 
  60ft 
  80ft
  Run:
  100ft/
  108min
  165ft/
  117min
  260ft/
  135min
  Sprint:
  220ft 
  330ft 
  520ft
  Speed (Fly,
  Wyvern only)
  140ft 
  200ft 
  330ft
  Acceleration:
  60ft 
  90ft 
  150ft
  Deceleration:
  120ft 
  180ft 
  300ft
  Glide:
  0ft 
  0ft 
  5ft
  Hover:
  12rds 
  13rds 
  No
  Initiative:
  +2 
  +1 
  +1
  AC: (Scales; +4)
  21 / 19 
  17 / 15 
  16 / 14
  HD:
  1d12 
  2d12+2 
  4d12+8
  Attack Die:
  1d16+4 
  1d20+3, 
  1d20+3,
   
  2@1d16+3
  Damage:
  (Bite)
  1d3 
  1d4 
  1d5+1
  (Talon)
  1d4 
  1d5 
  1d4+1
  (Stinger)
  1d2+
  Venom
  1d3+
  Venom  
      Venom
  1d4+ 1+
  (Wing / slash) 
  No 
  No 
  1d3+1
  (Spells) 
  No 
  No 
  1st levele of
  10% 
  15% 
  20%
  Critical Die:
  None 
  1d8 
  1d10
  Critical Table:
  None 
  DR 
  DR
  Fortitude:
  +1 
  +2 
  +4
  Reflex:
  +3 
  +3 
  +3
  Willpower:
  +1 
  +1 
  +2
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  223
  Special Attacks:
  Venom – All wyvern stingers are capable of delivering a
  paralytic neurotoxin per the rules for venom (CCD pg. 190).
  Wyverns of size huge or greater may choose to deliver a
  cardiotoxin instead of the paralytic agent. Ocean dwelling
  lundwyms have no stingers, but those of lake and rivers
  retain this attack form.  Sea going lundwyrms may still have
  a bashing tail attack with damage dice increased by two steps
  on the dice chain.
  Neurotoxin (paralysis) – fortitude save versus a DC of 13, +1
  per hit die of the wyvern. Failure indicates that the venom
  causes a numbing paralysis to spread outward from the
  wound site as the venom blocks the communication of
  neurons. The victim loses 2 points from their agility score
  and 5ft of movement every turn. Death occurs from an
  inability to breath within 2d3 turns of envenomation. This
  venom requires 3 dice of magical healing to cure.
  Cardiotoxin – fortitude save versus a DC of 18 or the toxin
  stops their heart in 6d6 rounds, -1 per hit die of the wyvern,
  or the victim dies. This venom requires 4 dice of magical
  healing to cure.
  Special Powers:
  Breath weapon – there is a slight chance per age category
  that a wyvern has this attack form. For wyvern this takes the
  form of a 600 cone of fire that does 1d8 points of damage per
  age category and extends to twice its listed reach. The
  wyvern may use this attack once every 1d7 rounds and
  targets are allowed a fortitude save for half damage. A
  lundwyrm has a +5% chance per age category of having this
  attack form, but they spray a cloud of acid instead. In either
  case, the DC is 10, +1 per hit die of the wyvern to resist half
  damage and the wyvern  or lundwym is immune to the same
  type of damage as its breath weapon.
  Spells – wyvern with spell casting are subject to corruptions,
  mutations, and patron taint just like any other wizard and use
  action dice + INT bonus + hit dice for their casting checks;
  adult and elder wyvern may cast twice in the same round
  Immunities & vulnerabilities:
  Until a wyvern reaches its adult stage it is a near mindless
  killing machine that lives for the hunt. When they reach
  adulthood they make a nest and sleep for 13 years; when they
  wake, they have a greater understanding and intelligence as
  well as new arcane abilities and draconic powers.
  Wyvern have the draconic fondness for treasure and power;
  petitioners bearing gifts and/or proffers of power will usually
  get the wyvern’s attention… what happens after that is up to
  the petitioner, the magnitude of their offer, set against the
  Huge
  (Old)
  510ft/
  171min
  675ft 
  920ft
  410ft 
  590ft
  180ft 
  250ft
  360ft 
  500ft
  10ft 
  15ft
  No 
  No
  +1 
  +0
  15 / 13 
  13 / 11
  6d12+12 
  9d14+36
  1d24+4, 
  1d30+5,
  2@1d20+4, 
  2@1d24+5,
  3@1d16+4 
  3@1d20+5,
  4@1d16+5
  1d6+1 
  1d7+2
  1d5+1 
  1d6+2
  1d5+1+
  Venom
  1d6+2+
  Venom
  1d4+1 
  1d5+2
  2nd level,
  Action die+4
  3rd level,
  Action die+5
  25% 
  30%
  1d12 
  1d14
  DR 
  DR
  +5 
  +8
  +4 
  +5
  +3 
  +4
  Size:
  Sprint:
  Speed (Fly,
  Wyvern only)
  Critical Die:
  Critical Table:
  Fortitude:
  Reflex:
  Willpower:
  (Wing / slash)
  (Spells)
  (Chance of
  breath weapon)
  Damage:
  (Bite)
  (Talon)
  (Stinger)
  Acceleration:
  Deceleration:
  Glide:
  Hover:
  Initiative:
  AC: (Scales; +4)
  HD:
  Attack Die:
  Run:
  audacity of the petitioner’s request.  All wyvern gain damage and spell resistance equal to its hit dice +2.  The damage resistance
  may be bypassed with weapons made from mythril or star-metal.  Their spell resistance may be overcome by divine spells, see
  page 14 for further information on these abilities.
  Gargantuan
  (Elder)
  15ft 
  20ft
  15 / +1 
  17 / +2
  15 / +1 
  13 / +1
  17 / +2 
  19 / +4
  8+1d8 
  10+1d10
  9 
  9
  9 
  9
  1d24, 
  1d30,
  1d20 
  1d24
  300lbs/ 75lbs
  1020lbs/ 170lbs
  –          / 300lbs
  –             / 680lbs
  150lbs/ 525lbs  
  425lbs  / 935lbs
  30ft/ 60ft 
  35ft/ 70ft
  No / 300ft 
  No / 425ft
  No / 450ft 
  No / 635ft
  100ft 
  120ft
  375ft/
  153min
  Reach:
  STRength:
  AGILity:
  STAMina:
  INTelligence:
  PERsonality:
  LUCK:
  Action Die:
  Lift:
  Drag:
  Carry:
  Speed (Land)
  Run:
  Sprint:
  Speed (Swim,
  Lundwyrm only)
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Ok… so now that you’ve seen what Critters, Creatures, &
  Denizens offers; let’s take a moment to run through some practical
  applications. There are at least two different ways to use the
  concepts presented in chapter 1 for converting critters to the CCD
  model. They are both fairly straight forward but we’ll start with
  the easier of the two: when you already know the creature’s ability
  scores. This is a common situation, especially for aficionados of
  the classic modules, or any of the OGC material compatible with
  version 1.0 of the Open Game Licence and other third party materials.
  If the original creature entry provides ability scores, size, and
  other data then most of your work is already done. If the creature’s
  ability scores fall within the range of 1 through 20; use those
  scores, but apply the ability modifiers from Table 1-1, page 1 of
  the CCD to all relevant aspects of the critter. The only exception
  being the Luck Statistic which may be the same as the original
  critter’s charisma score or less as the Storyteller deems necessary
  and a value of ‘9’ is the default standard for the luck score for the
  critters within these pages.
  It is then a simple matter of applying the data from the tables in
  chapter 1 to flesh out the critter records sheet. Record the critters
  action die, lifting and carrying capacities, etc.; however, the
  creature's base attacks and final save values will most likely be
  quite different than the original creature. Let’s try an example.
  Looking for common domain critters I chose the Xill for this
  example because it’s not a commonly used critter and because
  it offers some complexity that will make for an interesting example.
  These inter-dimensional critters can actually be quite a challenge
  for parties of moderately experienced adventurers. As you can
  see, most of the information transfers over directly and as an
  extra-dimensional creature I’ve chosen to go with the higher luck
  value as being more appropriate; in this case I have used the
  ‘biped tables’, but more powerful versions of this creature could
  be built using the tables for ‘insects’.
  As a medium sized creature, its lifting and running values are
  equal to its strength score times 10, and its sprinting speed is equal
  to the xill’s running speed times 1.8. Their ability to travel back
  and forth between the Material and Ethereal Plane suggests to me
  that they aren’t good distance runners, so their maximum running
  time is equal to their Stamina score multiplied by 4 instead of the
  usual 7.5 for a medium sized biped and they should suffer an
  additional +2 penalty to the DC values for checks against running
  fatigue and damage; why run when you can transport via alternate
  dimensions?
  Armor classes can be tricky to convert and the Storyteller should be careful not to over armor their creations. Remember, in
  the DCC RPG universe the theoretical maximum for AC is 22 without magical assistance; calculated as: 10 (base) + 3
  (maximum Agility bonus) + 8 (full platemail) +1 (shield). The original entry for xill says nothing about armor use; so xill only
  get chitin (natural armor) and their agility score bonus + 10 for being a medium sized creature, or +9 for the larger version.
  Table 4-1: Converting Xill to CCD format
  Size:
  Medium 
  Large
  Title:
  Xill Warrior 
  Xill Hive Master
  Alignment:
  Lawful 
  Lawful
  Reach:
  5ft 
  10ft
  STRength:
  15 / +1 
  17 / +2
  AGILity:
  16 / +2 
  15 / +1
  STAMina:
  15 / +1 
  17 / +2
  INTelligence:
  12 
  13 / +1
  PERsonality:
  12 
  13 / +1
  LUCK:
  11 
  12
  Action Die:
  1d20, 
  1d20,
  1d16, 
  1d16,
  1d14, 
  1d14,
  1d12 
  1d12
  Lift:
  150lbs 
  255lbs
  Drag:
  300lbs 
  510lbs
  Carry:
  150lbs 
  255lbs
  Speed (Land)
  40ft 
  50ft
  Run:
  150ft/ 45min 
  255ft/ 68min
  Sprint:
  270ft 
  460ft
  Initiative:
  +4 
  +3
  AC:
  19 (Chitin; +7) 
  20 (Chitin; +10)
  HD:
  5d8+5 
  9d8+18
  Attack Die:
  (Melee)
  1@1d20+2, 
  1@1d20+5,
  2@1d16+2, 
  2@1d16+5,
  3@1d14+2, 
  3@1d14+5,
  4@1d12+2 
  4@1d12+5
  (Ranged)
  1@1d20+3, 
  1@1d20+4,
  2@1d16+3, 
  2@1d16+4,
  3@1d14+3 
  3@1d14+4
  Damage:
  (Axe)
  1d10+1 
  1d10+2
  (Claw/ Bite)
  1d4+1 
  1d6+2
  Paralysis DC
  12 
  16
  (Halberd; 2 hands)
  1d10+1 
  1d10+2
  (Longbow)
  1d6 
  1d6
  70ft/ 140ft/ 210ft
  (Mace)
  1d6+1 
  1d6+2
  (Ovipositor)
  1d4+1 
  1d6+1
  (Short Sword)
  1d6+1 
  1d6+2
  (Spear; 2 hands)
  1d8+1 
  1d8+2
  Critical Die:
  1d10 
  1d12
  Critical Table:
  M 
  M
  Fortitude Save:
  +3 
  +6
  Reflex Save:
  +4 
  +5
  Willpower Save:
  +2 
  +5
  225
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  226
  The larger hive master version has heavier armor plating, but
  is larger and easier to hit, so its armor class isn’t that much
  greater than the basic xill; but sufficient to denote it as the
  boss.
  The xill are supposed to be quick to act (Improved Initiative)
  and Critters, Creatures, & Denizens doesn’t penalize a
  creature’s initiative for size, so even the hive-master version
  should have a bonus to initiative. It seems reasonable to
  grant the xill a racial +2 bonus on initiative checks.
  Furthermore,the xill’s ability to pop into the Material Plane
  means that the targets are usually caught by surprise. For my
  version of the xill, I think I’ll take away the miss chance as
  they fade into the Ethereal Plane…  Instead, it will take them
  two rounds of concentration where they will have a -3 penalty
  on armor class while they build up the energy to make the
  transition; then the xill will simply ‘blink’ out of existence.
  As a 5 hit die creature it would already qualify for two
  actions each round anyway, so with the additional pair of
  arms it’s quite plausible that the xill would have 4 melee or
  up to 3 ranged attacks every round. In the CCD mechanics a
  5 hit die creature has a base attack bonus of +1.  Generally I
  don’t like critters to have more than 2 ranged attacks in a
  round, but xill are from somewhere else so 3 ranged attacks
  per round seems reasonable and with an Agility score of 16
  they are probably fairly good with this attack form. A variety
  of weapons have been listed for convenience. The xill qualify
  as humanoids, but their other worldly nature and powers
  make them truly monstrous creatures so they use table ‘M’
  for critical strikes. Their base saving bonuses are hit die
  dependent, so the basic version has a bonus of +2 on all saves
  that is modified by the appropriate ability bonus; the Hive
  Master version has a bonus of +4 on all saves plus ability
  modifiers.
  As for the special attacks and powers of a xill (or any
  creature) adapting these takes a bit of finesse, and each
  storyteller should consider the conversions in the light of
  what their story requires and what you need the creature for.
  Most of the time you’ll be able to use the information as
  written, but sometimes the original creature will have feat
  driven powers that effect the combat statistics. In this case the
  Storyteller will have to decide how important these powers are
  to the creature’s concept. Some powers and abilities might be
  ignored if they make the critter too powerful or if they don’t
  fit well within the DCC RPG Environment.  However, if
  presented with Damage or Turn Resistance, then it may  be
  translated directly to the new critter build.  Any spell
  resistance listed for creatures compatible with OGL version
  1.0 should be divided by 2 and rounded up to find the CCD
  equivalent.  Such abilities listed in percentile format should be
  divided by 10 and rounded up to find their CCD equivalence.
  The DC’s for most special attacks and powers within these
  pages are calculated using the following formula: DC= 7, +1
  per hit die of the creature with the understanding that most
  creatures will not have a more than 15 hit dice. The
  Storyteller can vary the base amount of ‘7’ for tougher or
  weaker critters.  However, it should be noted that the
  maximum bonus to any character’s save rolls in the DCCRPG
  system (without magical aid) is +9; and that’s only if the PC
  has an attribute score of 18 for the relevant save roll.  This is
  important, because it means that a DC of 30+ is usually an
  automatic success for any creature’s powers.  Given the
  average attribute scores for DCC… a range of 8-25 is best.
  For their improved grab ability I will simply give the xill a
  +4 bonus on grappling checks rather than the +8 they receive
  in the original form. Lastly, xill may use a bite or ovipositor
  attack upon grappled opponents once per round and it will
  automatically cause damage.
  The original entry also says that there are larger versions of
  these creatures with 9 hit dice. Once you have constructed
  the basic version, it is then a simple matter to extrapolate
  upwards to the hive master version using the tables in chapter
  1 of this book. It should be noted however, that nothing in
  chapter 1 covers the increase or decrease of a critter’s
  intelligence, personality, or luck. The variability of these
  abilities is entirely up to the Storyteller and his or her needs. I
  increased the intelligence and personality scores of the basic
  xill warrior to reflect that the command level creatures would
  naturally be the smartest and wisest of the species; but this
  principle doesn’t hold true for all species.
  It is also possible for the Storyteller to replace the ability
  scores with randomizers like ‘1d6+7’ or ‘1d8+12’ to generate
  random ability scores of 7 to 13, and 13 to 20 respectively.
  This is especially helpful if you are going to be using large
  numbers of the same type of creature to express the natural
  variability found within any given species.
  ***
  If you are presented with ability scores that are beyond 20 it
  is up to the Storyteller to decide how they wish to proceed.
  The ideas presented in chapter 1 operate under two principles.
  One; that the natural maximum attribute score for any critter
  is 20. Two; that it is possible through mutation, magic, or
  supernatural ability to have ability scores beyond 20.  In this
  case  use the following formulation to derive the bonuses:
  For Ability sores beyond 20; simply subtract 20 from the
  creatures ability score and add the remainder to the existing
  bonus for a score of 20. So for an ability score of 25, you
  would have a bonus to attacks and damage equal to +10.
  (Because 25-20=5, and the normal bonus for an attribute of 20
  is +5 which is increased by 5.)
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  227
  Now for those times when you don’t have ability scores provided. This is most often used to convert DCCRPG core creatures
  as well as critters from older role-play games.  In these cases there isn’t really a standard approach and there is a lot more guess
  work. And again, all conversions should be considered from the vantage point of what the story needs.  Let’s take an example
  from the DCCRPG core rules… the ubiquitous orc. This is what they look like in the CCD format:
  Table 4-2; Orc Tribe
  Title:
  Generic
  Grunt
  Wizard / Cleric
  Boss
  Big Boss
  War Master
  Reach:
  5ft 
  5ft 
  5ft 
  5ft 
  5ft 
  5ft
  STRength:
  13 / +1
  6+1d10
  7+1d10
  8+1d10
  8+1d10
  8+1d12
  AGILity:
  8 / -1 
  6+1d7 
  6+1d7 
  6+1d10 
  6+1d10 
  8+1d10
  STAMina:
  13 / +1
  6+1d10
  7+1d10
  8+1d10
  8+1d10
  8+1d12
  INTelligence:
  4 / -2 
  4 / -2 
  8 / -1 
  8 / -1 
  9 
  10
  PERsonality:
  4 / -2 
  4 / -2 
  8 / -1 
  6 / -1 
  9 
  10
  LUCK:
  8 / -1 
  1d7+2 
  1d7+6 
  1d7+6 
  1d8+8 
  2d6+6
  Action Die:
  1d20 
  1d20 
  1d20 
  1d20 
  1d20, 
  1d20,
  1d16 
  1d16,
  1d14
  Lift:
  130lbs
  Drag:
  260lbs
  Carry:
  130lbs
  Speed (Land)
  30ft
  Run:
  130ft/
  97min
  Sprint:
  235ft
  Initiative:
  -1
  AC:
  (Thick Skin; +1)
  10+ armor
  11+ armor
  11+ armor
  11+ armor
  12+armor
  (Thick skin; +2)
  13+ armor
  (Thick skin; +3)
  (Chainmail)
  +5AC, -5 check penalty, -5ft speed, 1d12 fumble
  (Hide)
  +3AC, -3 check penalty, 1d12 fumble
  (Full Platemail)
  +8AC, -8 check penalty, -10ft speed, 1d16 fumble
  (Half-Plate)
  +7AC, -7 check penalty, -10ft speed, 1d16 fumble
  (St. Leather)
  +3AC, -2 check penalty, 1d8 fumble
  (Shield; +1)
  +1AC, -1 check penalty
  HD:
  1d8 
  1d8+? 
  2d8+? 
  4d8+? 
  6d8+? 
  9d8+?
  Attack Die:
  (Melee)
  1d20+1 
  1d20+0+STR 
  1d20+0+STR 
  1d20+1+STR, 
  1d20+2+STR, 
  1d20+3+STR,
  2@1d16+1+STR
  2@1d16+2+STR
  2@1d16+3+STR,
  3@1d14+3+STR
  (Ranged)
  1d20-1
  1d20+0+AGIL
  1d20+1+AGIL
  1d20+1+AGIL,
  1d20+2+AGIL,
  1d20+3+AGIL,
  2@1d16+2+AGIL 
  2@1d16+3+AGIL
  Damage:
  (Fist/Kick)
  1d4+1
  (Axe)
  1d10+1
  (Longsword)
  1d8+1
  (Spear)
  1d8+2
  (Mace)
  1d6+1
  (Polearm)
  1d10+2
  (Shortbow)
  1d6
  Range
  50/ 100/ 150ft
  Critical Die:
  1d6 
  1d6 
  1d8 
  1d10 
  1d12 
  1d14
  Critical Table:
  III
  III
  III
  III
  IV
  IV
  Fortitude Save:
  +2 
  #+1 (0 to 3) 
  #+1 (0 to 3) 
  #+2 (2 to 5) 
  #+3 (3 to 6) 
  #+4 (4 to 9)
  Reflex Save:
  +0
  #+1 (0 to 2)
  #+1 (0 to 2)
  #+1 (0 to 3)
  #+3 (2 to 5)
  #+4 (4 to 7)
  Willpower Save:
  -1 
  -1 
  +0 
  +1 
  +3 
  +4
  Size: 
   
   
   
    Medium 
     Medium        Medium  
        Medium  
   
   Medium 
   
      Medium
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  228
  When converting from a critter that has no listed ability
  scores, I zero in on the creature’s saving throw bonuses
  followed by their number of hit dice; then their armor
  class as the best means of determining the creature’s relative
  power as a combatant. The save roll bonuses will usually tell
  you what strengths or weaknesses the creature has, and using
  the information in chapter one of the CCD we find that a 1 hit
  die creature starts with a +1 bonus to all saves then gains
  an additional +1 to their base saves for every three hit dice.
  With these facts it is easy to work backwards to find out what
  the creature’s attribute scores are for Stamina, Agility, and
  Personality. The DCC orc lists its saves as Fortitude +2;
  Reflex +0; Willpower -1. Since the orc has 1 hit die it has
  base saves of +1, so this tells me that the basic orc has a
  Stamina score of 13 in order to have a +2 bonus on fortitude
  saves. However, it puzzles me that they have no bonus to
  reflex saves and a +1 bonus to initiative. This is where the
  Storyteller’s judgment is needed to figure out which is more
  important for the needs of their story.  This means that the
  orcs either have a 13 for their Agility Score and some other
  ‘mechanism’ of their make-up causes the poor reflex save; or,
  the orcs have a poor Agility score and they should lose the
  initiative bonus. For this conversion I went with brutish and
  orcs and stayed true to the DCC save values.
  Looking at the creature’s melee attack bonus and damage
  values will give you the best indication for the creature’s
  strength score. If the creature is particularly large or
  strong then they will probably have ‘xdx + something’ listed
  for their damage. If the something added to the dice is ‘+5’ or
  less then you know the value for their strength score by
  looking up the bonus on Table 1-1, page 1 of the CCD. If
  the additive value is greater than ‘+5’ it is up to the storyteller
  to determine the course of action in line with the needs of
  their story. You can cap the creature’s attack and damage
  bonus at +5, or you could give the creature a power like
  wicked claws or longer arms to buff up the bonus to the
  amount listed in the original entry if desired. Using the
  optional rule for mutations and magic, a creature that has a
  listed melee damage bonus of +7 could also be said to have a
  strength score of 22. To figure this out subtract 5 from the
  creature’s attack and damage bonus. The result plus 20 is the
  actual ability score. This will have an affect on the creature’s
  lifting running and carrying values if those optional rules are
  in use.
  General values for and increases to Intelligence and Luck
  scores are entirely up to the setting and story needs.  In this
  example I kept to the standard trope of stupid orcs, giving
  them just enough smarts for weapons and armor use.
  The standard value for a creature’s luck is 9 unless there is
  some reason to modify the result per the needs of the story.
  For example, a race of creatures that are doomed to live
  within the confines of a cursed valley might qualify for a
  general luck score of 6 or less. Likewise a creature that lives
  within an elven or faerie woodland might justifiably qualify
  for a Luck score of 13 or more, depending on the Storyteller’s
  needs. The way I figure it is: if you’re an orc in a fantasy
  RPG setting… how lucky can you be?  In the CCD paradigm a
  creature’s luck penalty or boon applies to their hit points
  unless they have a class or other feature that directs otherwise.
  As for an orc’s special powers and abilities… those are copied
  over directly, but just for the fun of it I figure that orcs are also
  highly mutagenic and can tolerate 1 mutation per 4 hit points.
  ***
  So, the first column of Table 4-2 is the DCCRPG orc rendered
  within the CCD paradigm, and the only real difference is that
  the CCD’s orcs are slower to react and generally poor
  tacticians unless directed by someone or something smarter
  than they are. It is provided both as a basis for reference and
  for when a Storyteller needs a few orcs at a moment’s notice.
  The other columns are designed to aid the Storyteller who is
  using a lot of orcs for their story.
  The Storyteller that has made vanquishing large numbers of
  orcs the main theme for their story might want to spend the
  time to render the orc hierarchy with greater detail; so having
  quick and easy randomizers for building large numbers of
  troops might come in handy. The blank spaces in the table
  are to allow the Storyteller to copy the page and fill in their
  own data based on the results for the die rolls for the orc’s
  randomized attributes.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  229
  Here are a few helpful tables to make the storyteller’s life a little easier.   Tables 4-3, 4-5 to 4-8, and 4-10 are the compiled
  running and sprinting speeds for various types of critters by their strength scores and sizes.  Table 4-4a to 4-4d are the complied
  running duration for various types of creatures by stamina score.  Table 4-9 is an alternate table for farmers to determine their
  livestock, and table 4-11 covers spotting distances by creature size and altitude above ground level.
  Table 4-3: Maximum Running and Swimming Speeds for Bipeds and Pinnipeds by Size and
  Strength in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  5 
  5 
  10 
  10 
  15 
  20 
  25 
  30
  2
  5
  10
  15
  20
  30
  40
  50
  60
  3
  5 
  15 
  25 
  30 
  45 
  60 
  75 
  90
  4
  10
  20
  30
  40
  60
  80
  100
  120
  5
  10 
  25 
  40 
  50 
  75 
  100 
  125 
  150
  6
  10
  30
  50
  60
  90
  120
  150
  180
  7
  15 
  35 
  55 
  70 
  105 
  140 
  175 
  210
  8
  15
  40
  65
  80
  120
  160
  200
  240
  9
  20 
  45 
  70 
  90 
  135 
  180 
  225 
  270
  10
  20
  50
  80
  100
  150
  200
  250
  300
  11
  20 
  55 
  90 
  110 
  165 
  220 
  275 
  330
  12
  25 
  60 
  95 
  120 
  180 
  240 
  300 
  360
  13
  25 
  65 
  105 
  130 
  195 
  260 
  325 
  390
  14
  30 
  70 
  110 
  140 
  210 
  280 
  350 
  420
  15
  30 
  75 
  120 
  150 
  225 
  300 
  375 
  450
  16
  30 
  80 
  130 
  160 
  240 
  320 
  400 
  480
  17
  35 
  85 
  135 
  170 
  255 
  340 
  425 
  510
  18
  35 
  90 
  145 
  180 
  270 
  360 
  450 
  540
  19
  40 
  95 
  150 
  190 
  285 
  380 
  475 
  570
  20
  40 
  100 
  160 
  200 
  300 
  400 
  500 
  600
  21
  40 
  105 
  170 
  210 
  315 
  420 
  525 
  630
  22
  45
  110
  175
  220
  330
  440
  550
  660
  23
  45 
  115 
  185 
  230 
  345 
  460 
  575 
  690
  24
  50
  120
  190
  240
  360
  480
  600
  720
  25
  50 
  125 
  200 
  250 
  375 
  500 
  625 
  750
  26
  50
  130
  210
  260
  390
  520
  650
  780
  27
  55 
  135 
  215 
  270 
  405 
  540 
  675 
  810
  28
  55
  140
  225
  280
  420
  560
  700
  840
  29
  60 
  145 
  230 
  290 
  435 
  580 
  725 
  870
  30
  60
  150
  240
  300
  450
  600
  750
  900
  31
  60 
  155 
  250 
  310 
  465 
  620 
  775 
  930
  32
  65
  160
  255
  320
  480
  640
  800
  960
  33
  65 
  165 
  265 
  330 
  495 
  660 
  825 
  990
  34
  70
  170
  270
  340
  510
  680
  850
  1020
  35
  70 
  175 
  280 
  350 
  525 
  700 
  875 
  1050
  Table 4-4: maximum running times by stamina score (1-9) and type of creature
  Creature
  Stamina
  Score
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9
  Biped/
  Pinniped
  7
  minutes
  15
  minutes
  22
  minutes
  30
  minutes
  37
  minutes
  45
  minutes
  52
  minutes
  60
  minutes
  67
  minutes
  Quadruped
  8
  minutes
  17
  minutes
  25
  minutes
  34
  minutes
  42
  minutes
  51
  minutes
  59
  minutes
  68
  minutes
  76
  minutes
  Insects,
  arachnids, &
  supernatural
  creatures
  9
  minutes
  18
  minutes
  27
  minutes
  36
  minutes
  45
  minutes
  54
  minutes
  63
  minutes
  72
  minutes
  81
  minutes
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 4-5: Maximum Sprinting Speed for Bipeds and Pinnipeds by Size and Strength
  in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  5 
  10 
  15 
  20 
  30 
  30 
  40 
  40
  2
  10
  20
  30
  35
  55
  60
  75
  80
  3
  10 
  30 
  45 
  55 
  80 
  90 
  110 
  120
  4
  15
  40
  60
  70
  110
  120
  150
  155
  5
  20 
  50 
  70 
  90 
  135 
  150 
  190 
  195
  6
  25
  60
  85
  110
  160
  180
  225
  235
  7
  30 
  70 
  100 
  125 
  190 
  210 
  260 
  275
  8
  30
  80
  115
  145
  215
  240
  300
  310
  9
  35 
  90 
  130 
  160 
  245 
  270 
  340 
  350
  10
  40
  100
  145
  180
  270
  300
  375
  390
  11
  45 
  110 
  160 
  200 
  300 
  330 
  410 
  430
  12
  50 
  120 
  170 
  215 
  325 
  360 
  450 
  470
  13
  50 
  130 
  190 
  235 
  350 
  390 
  490 
  510
  14
  55 
  140 
  200 
  250 
  380 
  420 
  525 
  545
  15
  60 
  150 
  215 
  270 
  405 
  450 
  560 
  585
  16
  65 
  160 
  230 
  290 
  430 
  480 
  600 
  625
  17
  70 
  170 
  245 
  305 
  460 
  510 
  640 
  665
  18
  70 
  180 
  260 
  325 
  485 
  540 
  675 
  700
  19
  75 
  190 
  275 
  340 
  515 
  570 
  710 
  740
  20
  80 
  200 
  290 
  360 
  540 
  600 
  750 
  780
  21
  85 
  210 
  300 
  380 
  570 
  630 
  790 
  820
  22
  90
  220
  315
  395
  595
  660
  825
  860
  23
  90 
  230 
  330 
  415 
  620 
  690 
  860 
  900
  24
  95
  240
  345
  430
  650
  720
  900
  935
  25
  100 
  250 
  360 
  450 
  675 
  750 
  940 
  975
  26
  105
  260
  375
  470
  700
  780
  975
  975
  27
  110 
  270 
  390 
  485 
  730 
  810 
  1010 
  1015
  28
  110
  280
  405
  505
  755
  840
  1050
  1055
  29
  115 
  290 
  420 
  520 
  785 
  870 
  1090 
  1090
  30
  120
  300
  430
  540
  810
  900
  1125
  1130
  31
  125 
  310 
  445 
  560 
  840 
  930 
  1160 
  1170
  32
  130
  320
  460
  575
  865
  960
  1200
  1210
  33
  130 
  330 
  475 
  595 
  890 
  990 
  1240 
  1290
  34
  135
  340
  490
  610
  920
  1020
  1275
  1325
  35
  140 
  350 
  505 
  630 
  945 
  1050 
  1310 
  1365
  Table 4-4a: maximum running times by stamina score (10-18) and type of creature
  Creature
  Stamina
  Score
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18
  Biped/
  Pinniped
  75
  minutes
  82
  minutes
  90
  minutes
  97
  minutes
  105
  minutes
  112
  minutes
  120
  minutes
  127
  minutes
  135
  minutes
  Quadruped
  85
  minutes
  93
  minutes
  102
  minutes
  110
  minutes
  119
  minutes
  127
  minutes
  136
  minutes
  144
  minutes
  153
  minutes
  Insects,
  arachnids, &
  supernatural
  creatures
  90
  minutes
  99
  minutes
  108
  minutes
  117
  minutes
  126
  minutes
  135
  minutes
  144
  minutes
  153
  minutes
  162
  minutes
  230
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 4-6: Maximum Running Speed for Quadrupeds by Size and
  Strength in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  5 
  5 
  10 
  15 
  20 
  25 
  30 
  35
  2
  5
  10
  20
  30
  40
  50
  60
  70
  3
  10 
  15 
  30 
  45 
  60 
  75 
  90 
  105
  4
  10
  20
  40
  60
  80
  100
  120
  140
  5
  15 
  25 
  50 
  75 
  100 
  125 
  150 
  175
  6
  20
  30
  60
  90
  120
  150
  180
  210
  7
  20 
  35 
  70 
  105 
  140 
  175 
  210 
  245
  8
  25
  40
  80
  120
  160
  200
  240
  280
  9
  30 
  45 
  90 
  135 
  180 
  225 
  270 
  315
  10
  30
  50
  100
  150
  200
  250
  300
  350
  11
  35 
  55 
  110 
  165 
  220 
  275 
  330 
  385
  12
  35 
  60 
  120 
  180 
  240 
  300 
  360 
  420
  13
  40 
  65 
  130 
  195 
  260 
  325 
  390 
  455
  14
  40 
  70 
  140 
  210 
  280 
  350 
  420 
  490
  15
  45 
  75 
  150 
  225 
  300 
  375 
  450 
  525
  16
  50 
  80 
  160 
  240 
  320 
  400 
  480 
  560
  17
  50 
  85 
  170 
  255 
  340 
  425 
  510 
  595
  18
  55 
  90 
  180 
  270 
  360 
  450 
  540 
  630
  19
  60 
  95 
  190 
  285 
  380 
  475 
  570 
  665
  20
  60 
  100 
  200 
  300 
  400 
  500 
  600 
  700
  21
  65 
  105 
  210 
  315 
  420 
  525 
  630 
  735
  22
  65
  110
  220
  330
  440
  550
  660
  770
  23
  70 
  115 
  230 
  345 
  460 
  575 
  690 
  805
  24
  70
  120
  240
  360
  480
  600
  720
  840
  25
  75 
  125 
  250 
  375 
  500 
  625 
  750 
  875
  26
  80
  130
  260
  390
  520
  650
  780
  910
  27
  80 
  135 
  270 
  405 
  540 
  675 
  810 
  945
  28
  85
  140
  280
  420
  560
  700
  840
  980
  29
  90 
  145 
  290 
  435 
  580 
  725 
  870 
  1015
  30
  90
  150
  300
  450
  600
  750
  900
  1050
  31
  95 
  155 
  310 
  465 
  620 
  775 
  930 
  1085
  32
  95
  160
  320
  480
  640
  800
  960
  1120
  33
  100 
  165 
  330 
  495 
  660 
  825 
  990 
  1155
  34
  100
  170
  340
  510
  680
  850
  1020
  1190
  35
  105 
  175 
  350 
  525 
  700 
  875 
  1050 
  1225
  Table 4-4b: maximum running times by stamina score (19-27) and type of creature
  Creature
  Stamina
  Score
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27
  Biped/
  Pinniped
  142
  minutes
  150
  minutes
  157
  minutes
  165
  minutes
  172
  minutes
  180
  minutes
  187
  minutes
  195
  minutes
  202
  minutes
  Quadruped
  161
  minutes
  170
  minutes
  178
  minutes
  187
  minutes
  195
  minutes
  204
  minutes
  212
  minutes
  221
  minutes
  229
  minutes
  Insects,
  arachnids, &
  supernatural
  creatures
  171
  minutes
  180
  minutes
  189
  minutes
  198
  minutes
  207
  minutes
  216
  minutes
  225
  minutes
  234
  minutes
  243
  minutes
  231
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 4-7: Maximum  Sprinting Speeds for Quadrupeds by Size and
  Strength in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  10 
  10 
  20 
  30 
  40 
  45 
  55 
  50
  2
  15
  20
  45
  60
  80
  90
  110
  105
  3
  20 
  35 
  65 
  90 
  120 
  135 
  160 
  160
  4
  30
  45
  90
  120
  160
  180
  215
  210
  5
  35 
  55 
  110 
  150 
  200 
  225 
  270 
  260
  6
  45
  65
  130
  180
  240
  270
  325
  315
  7
  50 
  80 
  155 
  210 
  280 
  315 
  380 
  370
  8
  60
  90
  175
  240
  320
  360
  430
  420
  9
  65 
  100 
  200 
  270 
  360 
  405 
  485 
  470
  10
  70
  110
  220
  300
  400
  450
  540
  525
  11
  80 
  120 
  240 
  330 
  440 
  495 
  595 
  580
  12
  85 
  130 
  265 
  360 
  480 
  540 
  650 
  630
  13
  95 
  145 
  285 
  390 
  520 
  585 
  700 
  680
  14
  100 
  155 
  310 
  420 
  560 
  630 
  755 
  735
  15
  110 
  165 
  330 
  450 
  600 
  675 
  810 
  790
  16
  115 
  175 
  350 
  480 
  640 
  720 
  865 
  840
  17
  120 
  190 
  375 
  510 
  680 
  765 
  920 
  890
  18
  130 
  200 
  395 
  540 
  720 
  810 
  970 
  945
  19
  135 
  210 
  420 
  570 
  760 
  855 
  1025 
  1000
  20
  145 
  220 
  440 
  600 
  800 
  900 
  1080 
  1050
  21
  150 
  230 
  460 
  630 
  840 
  945 
  1135 
  1100
  22
  160
  240
  485
  660
  880
  990
  1190
  1155
  23
  165 
  255 
  505 
  690 
  920 
  1035 
  1240 
  1210
  24
  170
  265
  530
  720
  960
  1080
  1295
  1260
  25
  180 
  275 
  550 
  750 
  1000 
  1125 
  1350 
  1310
  26
  190
  285
  570
  780
  1040
  1170
  1405
  1365
  27
  195 
  300 
  595 
  810 
  1080 
  1215 
  1460 
  1420
  28
  200
  310
  615
  840
  1120
  1260
  1510
  1470
  29
  210 
  320 
  640 
  870 
  1160 
  1305 
  1565 
  1520
  30
  215
  330
  660
  900
  1200
  1350
  1620
  1575
  31
  225 
  340 
  680 
  930 
  1240 
  1395 
  1675 
  1630
  32
  230
  350
  705
  960
  1280
  1440
  1730
  1680
  33
  240 
  365 
  725 
  990 
  1320 
  1485 
  1780 
  1730
  34
  245
  375
  750
  1020
  1360
  1530
  1835
  1785
  35
  250 
  385 
  770 
  1050 
  1400 
  1575 
  1890 
  1840
  Table 4-4c: maximum running times by stamina score (28-35) and type of creature
  Creature
  Stamina
  Score
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35
  Biped/
  Pinniped
  210
  minutes
  217
  minutes
  225
  minutes
  232
  minutes
  240
  minutes
  247
  minutes
  255
  minutes
  262
  minutes
  Quadruped
  238
  minutes
  246
  minutes
  255
  minutes
  263
  minutes
  272
  minutes
  280
  minutes
  289
  minutes
  297
  minutes
  Insects,
  arachnids, &
  supernatural
  creatures
  252 
  261
  minutes
  270
  minutes
  279
  minutes
  288
  minutes
  297
  minutes
  306
  minutes
  315
  minutes
  232
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 4-8: Maximum  Running Speed for Insects by Size and
  Strength in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  5 
  10 
  10 
  20 
  25 
  30 
  35 
  40
  2
  10
  20
  25
  40
  50
  60
  70
  80
  3
  10 
  30 
  35 
  60 
  75 
  90 
  105 
  120
  4
  15
  40
  50
  80
  100
  120
  140
  160
  5
  20 
  50 
  60 
  100 
  125 
  150 
  175 
  200
  6
  25
  60
  70
  120
  150
  180
  210
  240
  7
  30 
  70 
  85 
  140 
  175 
  210 
  245 
  280
  8
  30
  80
  95
  160
  200
  240
  280
  320
  9
  35 
  90 
  110 
  180 
  225 
  270 
  315 
  360
  10
  40
  100
  120
  200
  250
  300
  350
  400
  11
  45 
  110 
  130 
  220 
  275 
  330 
  385 
  440
  12
  50 
  120 
  145 
  240 
  300 
  360 
  420 
  480
  13
  50 
  130 
  155 
  260 
  325 
  390 
  455 
  520
  14
  55 
  140 
  170 
  280 
  350 
  420 
  490 
  560
  15
  60 
  150 
  180 
  300 
  375 
  450 
  525 
  600
  16
  65 
  160 
  190 
  320 
  400 
  480 
  560 
  640
  17
  70 
  170 
  205 
  340 
  425 
  510 
  595 
  680
  18
  70 
  180 
  215 
  360 
  450 
  540 
  630 
  720
  19
  75 
  190 
  230 
  380 
  475 
  570 
  665 
  760
  20
  80 
  200 
  240 
  400 
  500 
  600 
  700 
  800
  21
  85 
  210 
  250 
  420 
  525 
  630 
  735 
  840
  22
  90
  220
  265
  440
  550
  660
  770
  880
  23
  90 
  230 
  275 
  460 
  575 
  690 
  805 
  920
  24
  95
  240
  290
  480
  600
  720
  840
  960
  25
  100 
  250 
  300 
  500 
  625 
  750 
  875 
  1000
  26
  105
  260
  310
  520
  650
  780
  910
  1040
  27
  110 
  270 
  325 
  540 
  675 
  810 
  945 
  1080
  28
  110
  280
  335
  560
  700
  840
  980
  1120
  29
  115 
  290 
  350 
  580 
  725 
  870 
  1015 
  1160
  30
  120
  300
  360
  600
  750
  900
  1050
  1200
  31
  125 
  310 
  370 
  620 
  775 
  930 
  1085 
  1240
  32
  130
  320
  385
  640
  800
  960
  1120
  1280
  33
  130 
  330 
  395 
  660 
  825 
  990 
  1155 
  1320
  34
  135
  340
  410
  680
  850
  1020
  1190
  1360
  35
  140 
  350 
  420 
  700 
  875 
  1050 
  1225 
  1400
  1= Dwarven characters may substitute mountain goat for a
  regular goat.
  2= If half orcs, orcs, and dwarven characters may substitute
  boars instead of pigs.
  3= Elves, dwarves, and gnomish characters may substitute
  sheep of the appropriate kind; see page 186 for more detail.
  4= A successful luck check versus a DC of 25 for non-elves
  means these are flying horses instead. Elves roll against a DC
  of 20.
  Table 4-9: Random Farm Critters
  Die Roll
  Critter Type 
  Page Number
       1
  Battle Chicken 
   
  43
       2
  Swan 
   
  46
       3
  Dove 
   
  45
       4
  Goose 
   
  46
       5
  Cow 
   
  56
       6
  Chicken 
   
  43
       7
  Goat1 
   
  131
       8
  Ox 
   
  56
       9
  Pig2 
   
  53
      10
  Duck 
   
  46
      11
  Pigeon 
   
  51
      12
  Sheep3 
   
  185
      13
  Mule 
   
  172
      14
  Horse4 
   
  141
  233
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Table 4-10: Maximum Sprinting Speed for Insects by Size and
  Strength in feet per round.
  Strength
  Score
  Smallest
  Tiny
  Small
  Medium
  Large
  Huge
  Gargantuan
  Colossal
  1
  10 
  30 
  30 
  50 
  55 
  60 
  60 
  65
  2
  25
  55
  60
  95
  110
  120
  125
  130
  3
  35 
  85 
  95 
  145 
  165 
  180 
  190 
  190
  4
  50
  110
  125
  190
  220
  240
  250
  255
  5
  60 
  140 
  155 
  240 
  275 
  300 
  315 
  320
  6
  70
  170
  190
  290
  330
  360
  380
  385
  7
  85 
  195 
  220 
  335 
  385 
  420 
  440 
  450
  8
  95
  225
  250
  385
  440
  480
  505
  510
  9
  110 
  250 
  280 
  430 
  495 
  540 
  570 
  575
  10
  120
  280
  310
  480
  550
  600
  630
  640
  11
  130 
  310 
  345 
  530 
  605 
  660 
  695 
  705
  12
  145 
  335 
  375 
  575 
  660 
  720 
  755 
  770
  13
  155 
  365 
  405 
  625 
  715 
  780 
  820 
  830
  14
  170 
  390 
  435 
  670 
  770 
  840 
  880 
  895
  15
  180 
  420 
  470 
  720 
  825 
  900 
  945 
  960
  16
  190 
  450 
  500 
  770 
  880 
  960 
  1010 
  1025
  17
  205 
  475 
  530 
  815 
  935 
  1020 
  1070 
  1090
  18
  215 
  505 
  560 
  865 
  990 
  1080 
  1135 
  1150
  19
  230 
  530 
  590 
  910 
  1045 
  1140 
  1200 
  1215
  20
  240 
  560 
  625 
  960 
  1100 
  1200 
  1260 
  1280
  21
  250 
  560 
  655 
  1010 
  1155 
  1260 
  1325 
  1345
  22
  265
  615
  685
  1055
  1210
  1320
  1385
  1410
  23
  275 
  645 
  720 
  1105 
  1265 
  1380 
  1450 
  1470
  24
  290
  670
  750
  1150
  1320
  1440
  1510
  1535
  25
  300 
  700 
  780 
  1200 
  1375 
  1500 
  1575 
  1600
  26
  310
  730
  810
  1250
  1430
  1560
  1640
  1665
  27
  325 
  755 
  840 
  1295 
  1485 
  1620 
  1700 
  1730
  28
  335
  785
  875
  1345
  1540
  1680
  1765
  1790
  29
  350 
  810 
  905 
  1390 
  1595 
  1740 
  1830 
  1855
  30
  360
  840
  935
  1440
  1650
  1800
  1890
  1920
  31
  370 
  870 
  970 
  1490 
  1705 
  1860 
  1955 
  1985
  32
  385
  895
  1000
  1535
  1760
  1920
  2015
  2050
  33
  395 
  925 
  1030 
  1585 
  1815 
  1890 
  2080 
  2115
  34
  410
  950
  1060
  1630
  1870
  2040
  2140
  2175
  35
  420 
  980 
  1090 
  1680 
  1925 
  2100 
  2205 
  2240
  Table 4-11: Spotting distance in miles to the horizon by creature size and observing altitude; assuming perfect viewing conditions.
  Creature Size &
  Height in Feet
  Ground
  Level
  5 feet 
  10 feet 
  15 feet 
  20 feet 
  30 feet 
  40 feet 
  50 feet 
  75 feet 
  100 feet
  Tiny (1.5ft)
  1.49 
  3.11 
  4.14 
  4.96 
  5.66 
  6.85 
  7.86 
  8.76 
  10.67 
  12.29
  Small (3ft)
  2.11
  3.45
  4.4
  5.18
  5.85
  7.01
  8.0
  8.88
  10.77
  12.38
  Medium (5ft)
  2.73 
  3.86 
  4.73 
  5.46 
  6.1 
  7.22 
  8.18 
  9.05 
  10.91 
  12.5
  Large (10ft)
  3.86
  4.73
  5.46
  6.1
  6.68
  7.72
  8.63
  9.45
  11.25
  12.8
  Huge (15ft)
  4.73 
  5.46 
  6.1 
  6.68 
  7.22 
  8.18 
  9.05 
  9.84 
  11.57 
  13.08
  Gargantuan (20ft)
  5.46 
  6.1 
  6.68 
  7.22 
  7.72 
  8.63 
  9.45 
  10.21 
  11.89 
  13.36
  Colossal (30ft)
  6.68 
  7.22 
  7.72 
  8.18 
  8.63 
  9.45 
  10.21 
  10.91 
  12.5 
  13.91
  234
  *
  *1 Mile = 1.609 Kilometers, & 1 foot = 0.305 meters.
  Brian Wells (order #6334390)
  
  “Critters, Creatures, & Denizens”  copyright Cognition Pressworks
  Acknowledgements
  Special thanks to the following for the help and information they contributed to this book.  Except where
  referenced, the work herein is all original.  It is a work of fiction.  All efforts have been made to not
  infringe on the rights of other authors, creators, and storytellers.
  Andrews, T. (2002). Animal Speak. Llewellyn Publications.
  Dungeon Crawl Classics RPG: Core Rule Book.  2012.  Goodman Games. San Diego, CA.
  SRD.  2000.  Wizards of the Coast. http://www.wizards.com/default.asp?x=d20/article/srd35
  Howard, RE. (1934). Queen of the Black Coast. Random House.  New York, NY.
  Howard, RE. (1976). Conan and the Frost Giant’s Daughter. Random House.  New York, NY.
  McCoy, E. (2002). Celtic Myth and Magik.  Llewellyn Publications.
  National Geographic Online. (2012). http://animals.nationalgeographic.com/animals/facts/
  Planet Earth. (2007). BBC Worldwide.
  The Calculator Site. (2012).  http:// www.thecalculatorsite.com
  Wikipedia. (2012). http://wikipedia.com
  235
  Brian Wells (order #6334390)
  
  Critter Name, Class, Description, & Story Notes:
  General information:
  Attack Profile:
  Special Attacks/ Mutations:
  Special Powers/ Mutations:
  Immunities & Vulnerabilities:
  Type:
  Alignment:
  Size:
  STRength:
  AGILity:
  STAMina:
  INTelligence:
  PERsonality:
  LUCK:
  Action Die:
  Lift:
  Drag:
  Carry:
  Speed (Land)
  Run:
  Sprint:
  Speed (Swim)
  Run:
  Sprint:
  Speed (Fly)
  Acceleration:
  Deceleration:
  Glide:
  Hover:
  Initiative:
  AC:
  HD:
  Attack Die:
  Damage:
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  Critical Die:
  Critical Table:
  Fortitude:
  Reflex:
  Willpower
  *Cognition Pressworks grants limited permission to photocopy this page for personal, non-commercial use so you don’t have to argue with the people at the copy shop.
  Brian Wells (order #6334390)
  
  Character Name, Class, Description, & Story Notes:
  General information:
  Attack Profile:
  Special Attacks/ Mutations:
  Special Powers/ Mutations:
  Immunities & Vulnerabilities:
  Character
  Familiar/
  Retainer
  Type:
  Alignment:
  Size:
  Reach:
  STRength:
  AGILity:
  STAMina:
  INTelligence:
  PERsonality:
  LUCK:
  Action Die:
  Lift:
  Drag:
  Carry:
  Speed (Land)
  Run:
  Sprint:
  Speed (Swim)
  Run:
  Sprint:
  Speed (Fly)
  Acceleration:
  Deceleration:
  Glide:
  Hover:
  Initiative:
  AC:
  HD:
  Attack Die:
  Damage:
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  ( 
  )
  Critical Die:
  Critical Table:
  Fortitude:
  Reflex:
  Willpower
  *Cognition Pressworks grants limited permission to photocopy this page for personal, non-commercial use so you don’t have to argue with the people at the copy shop.
  Brian Wells (order #6334390)
  
  Brian Wells (order #6334390)
  
  39.99
  www.goodmangames.com
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  Brian Wells (order #6334390)
  
  LEGAL INFORMATION
  This printing of Critters, Creatures and Denizens is done under the Open Gaming License and the System Reference Document by permission from Wizards of the Coast,
  Inc., and with license from Dungeon Crawl Classics from Goodman Games.
  Designation of Product Identity:
  Cognition Pressworks is proud to support the Dungeon Crawl Classics role-playing game. To this purpose, the publisher and author hereby grant permission to use the
  write up for the patron and patron spells, and tables in this product, include the full write-up (including its accompanied art) of up to four creatures and/or mutations, in
  any product published for the Dungeon Crawl Classics role-playing game, either by Goodman Games or under the Goodman Games DCC RPG Third Party Publishing
  License Agreement. Prospective publishers must include names of items used with the following copy: {names of creatures/ tables/mutations/etc.} “ used with
  permission.   Additional creature and mutation material from Critters, Creatures, & Denizens published by Cognition Pressworks, Jeffrey Rhodes-Gloor author & Scott
  Ackerman illustrator, copyright 2013" in a reasonably prominent location (such as the credits section of the book, or in the licensing section) to obtain this permission.
  Designation of Open Content: subject to the Product Identity designation above, such sections of Chapters One, Two,Three and Four as derive from the SRD are
  designated as Open Gaming Content.
  Some of the portions of this book which are delineated OGC originate from the SRD and copyright ©  1999, 2000 Wizards of the Coast, Inc.  The remainder of these
  OGC portions of this book are hereby added to OGC and, if so used, should bear the COPYRIGHT NOTICE Cogniton Pressworks, copyright ©2013, Jeffrey Rhodes-
  Gloor, all rights reserved, visit www.cognitionpressworks.blogspot.com or contact cognitionpressworks.gmail.com
  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.
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  15. COPYRIGHT NOTICE
  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 Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  DCC RPG Copyright ©2013 Goodman Games, all rights reserved, visit goodman-games.com or contact info@goodman-games.com
  Critters, Creatures, and Denizens © 2013, Cognition Pressworks; Author Jeff Rhodes-Gloor
  END OF LICENSE
  Brian Wells (order #6334390)
  
  Welcome one and all to Critters, Creatures, & Denizens.
  A  new book of monstrous surprises and new ideas for the
  Dungeon Crawl Classics Roll Play Game.  In its pages are:
  · 
  More than 120 Pre-generated DCC RPG compatible creature entries
   
  from the banal to the horrific with more than 400 variations for size
   
  and other subtypes.
  · 
  More than 7 templates that transform the stock creatures into
          zombies, skeletons, lycanthropes, and more…
  · 
  The guidelines and definitions needed to create your own creatures
          that will scale appropriately with the DCC RPG environment.
  · 
  Two tables with more than 30 mutations so you can create so many
          variations that your grand children will still be using this manual to
          create original combinations!
  Optional rules for:
  · 
  Familiars, critters with class levels, and more…
  · 
  Overland and table top movement for those who love a safari…
  · 
  New sources for magic items…
  Things you will not find in this work:
  · 
  Treasure tables. Most creatures don’t bother, and the ones who do
   
  are likely to be using what ever it is against the players. Besides,
   
  every Judge and Storyteller has their own ideas on appropriate
  treasure  so why bother to codify things with tables?
  · 
  Threat ratings and encounter balancing architecture, because only
   
  you can know what your players can and cannot handle.  Besides, the
   
  creatures of the wild don’t look for targets of equivalent strength.
   
  They hunt the weak, the sick, and the lame… aka: adventurers…
  Brian Wells (order #6334390)
  
SOURCE: textdata/thevault/Tables & Charts/Monsters & Creatures/Critters_Creatures_&_Denizens.pdf