TEXT: BY DOUG ANDERSON
  DUNGEONTELLER
  MONSTER BOOK
  
  2
  DUNGEONTELLER
  MONSTER BOOK
  BY DOUG ANDERSON
  All artwork and text copyright 2012-2014 by Doug Anderson.
  Monsters.
  This book contains, well, I always get 
  distracted before I can finish counting 
  them, but it contains lots of monsters. 
  Mostly monsters you would meet 
  underground, but with a few crowd 
  pleasers like griffins and unicorns tossed 
  in for the kiddies. Every monster has its 
  own full color illustration and a capsule 
  description.
  I hope you enjoy this book, even if you 
  never play Dungeonteller. Monster 
  books should be as fun to read as they 
  are to use in-game.
  — Doug Anderson, Boston, 2014.
  Go deeper at:
  blueboxerrebellion.blogspot.com
  Free maps and more.
  1
  0
  LUCK
  ARMOR
  10
  LAND
  5
  0
  AIR
  0
  WATER
  goblins
  DANGER
  2
  GEMS
  WONDERS
  0
  4
  GOLD
  POTIONS
  1
  0
  hoard
  bag
  hobgoblin
  Hobgoblins are goblins born with special magic 
  powers, and account for about 1 in 10 members 
  of a goblin band. They are far more intelligent and 
  clear-headed than their fellows, often serving as 
  advisors (or puppet masters) of the goblin 
  monarch. Some hobgoblins strike out on their 
  own to rule openly, but they are usually too 
  smart to take such a precarious position. Their 
  magical advice is sought after by many under-
  world creatures.
  Hobgoblins have the powers of an ordinary 
  goblin, plus:
  Briar Patch (appears as a spider web)
  Shield
  Undo Magic
  Zap
  Battle 3
  beak
  Magic 14
  Muscle 2
  Notice 8
  Resist 2
  +4 against elf and wizard powers
  Sneak 6
  Talk 5
  Monster Type
  Subtype (if any)
  Illustration
  (with human figure
  to scale as needed)
  Move (paces)
  Danger Level
  Gold carried
  Treasure in hoard
  Danger level is a rough measure of 
  how many heroes it might take to 
  defeat a monster. Use it to plan 
  whether a fight is easy, reasonable, or 
  challenging for your hero group.
  
  3
  Golems 
   
   
  30
  Griffin  
   
   
  31
  Guards  
   
   
  32
  Harpy  
   
   
  33
  Hippogriff 
   
   
  34
  Hill Giant 
   
   
  35
  Hydra  
   
   
  36
  Manticore 
   
   
  37
  Maw 
   
   
   
  38
  Merwell 
   
   
  39
  Mummies 
   
   
  40
  Dangerous Mushrooms 
  41
  Ogre  
   
   
  42
  Oozes  
   
   
  43
  Orc 
   
   
   
  44
  Rat Pack 
   
   
  45
  Shadow 
   
   
  46
  Skeleton 
   
   
  47
  Spiders 1 
   
   
  48
  Spiders 2 
   
   
  49
  Cave Troll 
   
   
  50
  Water Troll 
   
   
  51
  Unicorn 
   
   
  52
  Vampire 
   
   
  53
  Wererat 
   
   
  54
  Wyvern  
   
   
  55
  Zombie 
   
   
  56
  TABLE OF CONTENTS
  Table of contents 
   
  3
  Barghest 
   
   
  4
  Basilisk  
   
   
  5
  Black Matter Batter Pudding 6
  Bogle  
   
   
  7
  Burroworm 
   
   
  8
  Cave Cricket  
   
  9
  Centaur 
   
   
  10
  Chimera 
   
   
  11
  Clockwork Soldier 
   
  12
  Cockatrice 
   
   
  13
  Crypt Worm  
   
  14
  Deaths-head Moth 
   
  15
  Delves  
   
   
  16
  Acid Dragon  
   
  17
  Fire Dragon 
   
   
  18
  Frost Dragon  
   
  19
  Steam Dragon  
   
  20
  Storm Dragon  
   
  21
  Venom Dragon 
   
  22
  Dwarfs  
   
   
  23
  Gargoyle 
   
   
  24
  Ghost  
   
   
  25
  Ghoul  
   
   
  26
  Gnomes 1 
   
   
  27
  Gnomes 2 
   
   
  28
  Goblins 
   
   
  29
  Cave Cricket, Clockwork Soldier, Crypt Worm, Deaths-head Moth, Dwarf Miner, 
  Gargoyle, Goblin, Mummy, Orc, Rat Pack, Shadow, Skeleton, Green Spider, Wolf 
  Spider
  Bogle, Centaur, Delf Sentinel, Delf Sorceress, Dwarf Warrior, Ghoul, Gnome 
  Petranaut, Gnome Engineer, Gnome Executive, Hobgoblin, Harpy, Hippogrif, 
  Maw, Merwell, Unicorn, Wererat
  Barghest, Basilisk, Cockatrice, Head Gnome, Earth Golem, Rock Golem, Manti-
  core, Mummy Lord, Ogre, Lime Jelly, Cave Salp, Fisher Spider, Orb Spider
  Black Matter Batter Pudding Ghost, Grifn, Hill Giant, Wyvern
  Hydra, Cave Troll, Water Troll, Vampire
  Burroworm, Chimera, Acid Dragon, Frost Dragon, Steam Dragon, Storm 
  Dragon, Venom Dragon
  Fire Dragon
  DANGER LEVEL GUIDE
  2
  3
  4
  5
  6
  7
  1
  
  4
  2
  LUCK
  ARMOR
  16
  Battle 10/10
  bite/bite
  Magic 8
  Muscle 9
  Notice 7
  Resist 5
  Sneak 4
  LAND
  6
  0
  AIR
  0-12
  WATER
  barghest
  DANGER
  Night Sight: Barghests don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  3
  Barghests appear as large black hounds 
  with glowing red eyes. Their bodies are 
  cloaked in an icy mist that chills living 
  creatures to the bone and makes them 
  hard targets for arrows. They can run 
  through the air as easily as on the 
  ground, and can hover in place. Bargh-
  ests devour the life force of their prey 
  with their crushing jaws, gaining life 
  each time they strike.
  Barghests can transform into clouds of 
  mist in order to pursue their prey 
  through sealed doors and other barri-
  ers.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Mistform:  Roll the barghest’s Magic dice. 
  For each success, it spends one turn as a 
  cloud of mist. Costs 3 Luck.
  3
  Luck Eater: A barghest recovers one Luck 
  for each successful Battle roll it makes.
  Icy Mist: A barghest gains Armor 4 against 
  Shoot attacks. Anyone trying a Battle 
  action against it loses 2 Luck.
  
  5
  4
  LUCK
  ARMOR
  14
  Battle 3/3/6
  claw/claw/tail
  Muscle 5
  Notice 6
  Resist 9
  Sneak 5
  Sneak 12 when not moving
  LAND
  3
  0
  AIR
  0
  WATER
  basilisk
  DANGER
  3
  A basilisk resembles a large lizard with bumpy hide, 
  long claws, and a crownlike ring of horns on its 
  forehead. It is sometimes called a kinglizard for this 
  reason. They have a chameleon-like ability to blend 
  with their surroundings, although their preferred 
  color is a sickly apple green.
  Basilisks live in sandy or rocky wastes. They build 
  their nests from fragments of creatures they have 
  turned to stone. Even small animals and birds are 
  not spared from their gaze, and may litter the 
  ground around their lair.
  Basilisks are almost always found alone. Once every 
  century, all the basilisks in a given region migrate to 
  an ancestral ground to choose mates and lay eggs. 
  Basiliks eggs are coveted by those seeking to create 
  a cockatrice, and can fetch an astronomical price.
  Since basiliks’ gaze works only on living matter, the 
  gear and treasure of their victims is often left 
  intact, a rich trove for anyone who dares recover it 
  from such a dangerous beast.
  GEMS
  6
  WONDERS
  5
  25
  GOLD
  POTIONS
  5
  0
  hoard
  bag
  Petrify: Anyone making a Battle, Magic, or 
  Shoot roll against a basilisk must first make 
  1 or more successes on a Resist roll to 
  avoid being turned to stone. (A Battle or 
  Shoot roll may be made without looking 
  directly at the monster, at –6 dice).
  A wizard’s Undo Magic or a paladin’s 
  Restore power will return a victim to 
  normal. If left with the basilisk for any 
  period of time, a petrified victim will be 
  chewed into rubble by the monster’s 
  grinding teeth as it extracts all life essence 
  from the stone. Once ground up into 
  rubble, a victim can’t be restored to life.
  Camo: Basilisks have Sneak 12 when they are 
  not moving.
  
  6
  0
  LUCK
  ARMOR
  30
  Battle 12/12
  pseudopods
  Muscle 8
  Notice 6
  Resist 10
  Sneak 6
  Sneak 10 when not moving
  LAND
  2
  0
  AIR
  0
  WATER
  black matter batter pudding
  DANGER
  4
  A black matter batter pudding is the mature 
  form of the burroworm. After devouring a 
  sufficient amount of ordinary matter and 
  converting it to black matter, a burroworm 
  devours itself, leaving a sentient black matter 
  mass. This mass continues to seek out both 
  living and nonliving matter to devour and 
  convert to the stuff of Chaos. It is slow-mov-
  ing and easily outrun, so its preferred mode 
  of attack is to wait in a dark corner or pit 
  until a victim comes close enough to be 
  grabbed by a pseudopod/mouth.
  A black matter batter pudding grows in size 
  by 1 Luck per 2 Luck possessed by each 
  victim it devours. Some are large enough to 
  fill a cavern or deep pit, appearing as a roiling 
  sea of black goo. Followers of Chaos often 
  toss sacrifices into these giant puddings and 
  venerate them as avatars of the Worm of 
  Chaos itself.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Tremor Sense: Puddings can feel vibra-
  tions of moving creatures nearby, but 
  can’t Notice anyone who isn’t moving.
  Disintegrate: On a successful Battle roll 
  against a pudding, you remove Luck, but 
  your Battle weapon disintegrates. Any 
  missile such as an arrow, bolt or javelin 
  also disintegrates on a successful Shoot 
  roll, after removing Luck.
  Black Matter: If a pudding scores 4 or 
  more successes on a Battle roll, it also  
  swallows its victim whole unless the 
  victim makes a successful Stunt roll. 
  Swallowed victims lose 2 Luck each turn 
  until the pudding is reduced to zero Luck 
  and dissolves.
  
  7
  1
  LUCK
  ARMOR
  14
  Battle 10
  bone club
  Muscle 8
  Notice 4
  Resist 1
  Sneak 10
  Talk 1
  LAND
  5
  0
  AIR
  0
  WATER
  bogle
  DANGER
  2
  Bogles are tall, hairy nightmarish monsters with 
  black beady eyes and leathery snouts. They roam 
  the underworld in loose mobs, without a home 
  base or lair. Despite their size, hey are extremely 
  quiet and rely on surprise to catch their prey.
  Bogles typically plunder an area, roast and eat 
  everything they can catch, and then move on. With 
  no interest in treasure, bogles often leave gold and 
  other valuables behind, scattered among the bones 
  of their gruesome feasts. Other underworld races 
  often trail bogle mobs, hoping to gather up discard-
  ed treasure when the bogles leave.
  Bogles fight with bone clubs.
  GEMS
  1
  WONDERS
  1
  5
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Ambush!: Make a surprise attack.
  Make a Sneak roll against 1 foe. If you 
  succeed, you can make a Battle roll at the 
  same enemy with +8 dice.
  Sweep: Bogles can split their Battle dice 
  between 2 foes before rolling. Note that 
  your foes’ Armor dice are subtracted after 
  you split your dice.
  Night Sight: Bogles don’t lose Notice dice 
  in dim or dark places. They lose 1 Notice 
  die in bright places.
  
  8
  5
  LUCK
  ARMOR
  30
  Battle 18/14
  bite/tail
  Muscle 12
  Notice 8
  movement only
  Resist 8
  Shoot 10
  black matter
  LAND
  3
  0
  AIR
  0
  WATER
  burroworm
  DANGER
  Tremor Sense: Burroworms can feel 
  vibrations of moving creatures nearby, 
  but can’t Notice anyone who isn’t 
  6
  Burroworms are among the most feared 
  creatures of chaos. They dig long, twisting 
  tunnels through the deep earth, devouring 
  anything alive or dead they find. Blind and 
  deaf, they are attracted to vibrations of 
  digging or mining or to the tumult of a battle.
  A burroworm has a hard shell at both ends, 
  and a softer, baglike belly in the middle. It can 
  swallow a person in one gulp. Once in a 
  burroworm’s belly, you can try to cut your 
  way out or hope your friends can cut their 
  way in from outside! Meantime, you will lose 
  two Luck each turn you’re in the belly as a 
  pool of black matter disintegrates you.
  Burroworms mature into black matter batter 
  puddings, which have their own entry.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Soft Underbelly: A burroworm’s belly has 
  only Armor 1 against Battle rolls. To make 
  a Battle roll against the belly, you must 
  first survive an extra bite attack from the 
  burroworm.
  A Battle roll against the belly that scores 
  4 or more hits allows anyone trapped 
  inside to escape. 
  Black Matter: On a Shoot roll, a 
  burroworm spews out a glob of black 
  matter, the stuff of chaos. On a successful 
  hit, you lose Luck and begin to be 
  absorbed into the glob, losing two Luck 
  each turn.  Each time it’s your turn, you 
  can make a Resist roll against the 
  burroworm to destroy the glob. At zero 
  Luck, you will disintegrate!
  black matter
  
  9
  3
  LUCK
  ARMOR
  10
  Battle 8
  bite
  Muscle 8
  18 when jumping
  Notice 8
  Resist 1
  Sneak 2
  Stunt 8
  LAND
  5
  0
  AIR
  0
  WATER
  cave cricket
  DANGER
  Kick: Instead of making an ordinary Battle 
  roll, a cave cricket can turn about and 
  deliver a kick to a foe. Roll 8 dice. For 
  every success, the cricket knocks its foe 
  one pace away. Crickets often use their 
  kick to propel a foe into a pit or to fling 
  prey into the waiting mandibles of other 
  crickets.
  Kicks are also used to establish dominance 
  within the cave cricket horde and as the 
  principal move in cricket fights staged by 
  underworld cricket enthusiasts.
  1
  Cave crickets are common underworld vermin. 
  They prefer to scavenge but will hunt live prey if no 
  carrion is available. When a cricket finds prey, it 
  chirps to attract others of its kind to join the hunt. 
  Dozens of crickets may appear in moments, and 
  the results can be gruesome. Their chirps may 
  attract other predators, too.
  Cave crickets are hunted for meat by goblins, 
  dwarfs, and delves. Their eggs are also a prized food 
  source. Although they can’t be domesticated, they 
  are sometimes kept by underworld folk in cages as 
  pets, watchdogs, and for cricket fighting matches. 
  General truces are sometimes held in the under-
  world to allow different races to pit their prized 
  crickets against one another for wagers or bragging 
  rights.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Gnaw: Once a cave cricket makes a 
  successful Battle roll against you, it can 
  automatically reduce your Luck by 1 each 
  subsequent turn, without having to make 
  more Battle rolls. You can win a Muscle roll 
  against the cricket to break free of its 
  gnawing mandibles.
  
  10
  0
  LUCK
  ARMOR
  14
  Battle 10/8/10
  club/front kick/rear kick
  Muscle 9
  Notice 5
  Resist 1
  Shoot 14
  Sneak 2
  Stunt 4
  Talk 2
  LAND
  8
  0
  AIR
  0
  WATER
  centaur
  DANGER
  2
  Centaurs are wild, surly folk that roam in 
  herds through the countryside, stealing food 
  and drink, making merry, and plundering 
  human settlements. Between raids, the herd 
  makes its home in rugged hill country, in a 
  cave, box canyon, or hidden valley. Centaurs 
  don’t get along, even with members of the 
  same herd, and may fight each other over 
  plunder or for dominance in the herd.
  Centaurs carry powerful bows and wooden 
  clubs. A centaur is strong enough to carry a 
  person on its back, but find it dishonorable 
  to act as a mount or beast of burden.
  Occasionally, a centaur leaves the heard to 
  seek advanture. These wandering centaurs 
  can be found even in human cities.
  GEMS
  1
  WONDERS
  1
  5
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Rapid Fire:  Centaurs can split their 
  Shoot dice between two targets.
  2
  Bullseye: Take careful aim! For each Luck 
  they spend, centaurs add 1die to their 
  Shoot roll.
  
  11
  2
  LUCK
  ARMOR
  35
  Battle 8/8/12/12/6
  claw/claw/bite/horns/bite
  Muscle 14
  Notice 4
  Resist 3
  Shoot 9/9/9
  fiery breath
  LAND
  5
  0
  AIR
  10-18
  WATER
  chimera
  DANGER
  Fiery Breath: A chimera’s three heads each can 
  breathe fire as a Shoot attack. If you lose one 
  or more Luck, you will lose an extra Luck from 
  the burning flames.
  6
  A chimera is a three-headed monster 
  with a lion’s body, a forward-facing lion 
  head, a goat’s head emerging from its 
  back, and a long, scaly tail ending in a fire 
  dragon’s head. Each head can breathe fire 
  OR make Battle attacks each turn.
  Like many other misshapen monsters, the 
  chimera is a survivor of the time of 
  chaos. It may have been bred by the lords 
  of chaos to attack humankind. A chimera 
  can sleep for centuries underground only 
  to wake and wreak destruction on the 
  surrounding area, burning crops and 
  houses and eating livestock. It lays waste 
  to an area, drives people away, and then 
  returns to its cave to sleep again.
  GEMS
  5
  WONDERS
  2
  22
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Three-Headed:  Any Battle roll that scores 6 or 
  more successes lops off one of the chimera’s 
  three heads (chosen by the player). 
  The chimera can survive the loss of two of its 
  heads, but will be reduced to zero Luck instant-
  ly if the third head is removed.
  3
  
  12
  7
  LUCK
  ARMOR
  5
  Battle 12
  fist
  Muscle 8
  Notice 6
  Resist 8
  LAND
  4
  0
  AIR
  0
  WATER
  clockwork soldier
  DANGER
  Detonate: When a clockwork soldier is 
  reduced to zero Luck, its mainspring 
  violently unravels, flinging shrapnel in all 
  directions. Anyone standing within 1 pace is 
  subject to a Shoot roll with 12 dice. 
  1
  Clockwork soliders are made by dwarfs and 
  gnomes to pad their relatively small numbers in 
  battle and to guard tunnels and mines. These heavily 
  armored fighting machines are filled with quite 
  vulnerable clockwork and can be easily disabled if 
  their armored skin is breached. They need no 
  weapons other than their massive iron fists. They 
  do not require Power Runes to activate, but have a 
  mainspring that must be wound with a large key 
  occasionally. 
  Many different models have been developed for 
  specific purposes; the stats given here are for the 
  most basic model. Gnome models are sometimes 
  steam powered, while advanced dwarf models are 
  rewound at a water-powered charging station.
  To make a clockwork solider between adventures, 
  a dwarf hero can spend 24 gold and make a Make 
  roll. Seven successes are required; these can be 
  tallied over the course of several work sessions 
  between adventures.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Tremor Sense: Clockwork soldiers can 
  feel vibrations of moving creatures 
  nearby, but can’t Notice anyone who isn’t 
  moving. They tend to attack the area 
  where they last detected footsteps.
  
  13
  0
  LUCK
  ARMOR
  20
  Battle 7/7/12/9*
  spur/spur/tongue/tail (knockout only)
  Muscle 5
  Notice 10
  Resist 9
  Sneak 1
  LAND
  8
  0
  AIR
  10-15
  WATER
  cockatrice
  DANGER
  3
  Cockatrices are created by wizards to serve as 
  monstrous guardians. They are made by coaxing a 
  hen to brood on a basilisk’s egg. When the egg 
  hatches, a cockatrice chick emerges. The first living 
  person it sees will become its master. It takes about 
  a year to reach its full size. It does not lay eggs or 
  produce offspring.
  A cockatrice is alert and fast moving. It crows and 
  hisses when strangers are near. It may make several 
  false charges to scare off intruders before attacking 
  in earnest.The monster’s forked tongue can turn 
  living matter into stone at a touch. Its writhing tail 
  can stun a foe into unconsciousness.
  A cockatrice’s touch leaves gear and treasure 
  intact, but its master will usually gather anything of 
  value, so no hoard values are included here.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Petrify: Anyone struck with 1 or more 
  successes from a cockatrice’s tongue attack 
  must roll at least as many successes on a 
  Resist roll to avoid being turned to stone. 
  A wizard’s Undo Magic or a paladin’s 
  Restore power will return a victim to 
  normal. Cockatrices peck at petrified 
  victims and consume them one grain of 
  stone at a time. Once crumbled away, a 
  petrified creature cannot be restored to 
  life.
  Knockout: On a cockatrice’s tail attack, if 
  you score one or more successes, your foe 
  can make a Muscle roll to take away one or 
  more of them. If any successes remain, your 
  opponent falls down and loses one turn for 
  each success.
  
  14
  0
  LUCK
  ARMOR
  4
  Battle 4
  bite
  Muscle 5
  Notice 5
  Resist 5
  Sneak 5
  LAND
  4
  0
  AIR
  0
  WATER
  crypt worm
  DANGER
  1
  Crypt worms are bloated, ivory-colored caterpil-
  lars with charcoal-grey heads. They tunnel through 
  graveyards and catacombs, looking for recently 
  buried bodies. They often compete with ghouls for 
  corpses and will attack them on sight. They attack 
  living prey by striking out at passing targets from a 
  hole or crevice. They can also spin a line of strong 
  silk to allow them to dangle from a ceiling, ready to 
  drop on unwary prey. Although their jaws are small, 
  when they strike they tend to target the face, 
  hands, feet, or other unprotected areas. 
  Crypt worms are the larval form of deaths-head 
  moths, which are described under their own entry 
  in this book. They build a cocoon out of silk and an 
  available human corpse, and emerge in their adult 
  moth form after a period of a few weeks.
  Crypt worms have no treasure of their own, unless 
  the crypt they infest happens to carry valuable 
  offerings to the dead or other tributes.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Ambush!: Make a surprise attack.
  Make a Sneak roll against 1 foe. If you 
  succeed, you can make a Battle roll at the 
  same enemy with +8 dice.
  Night Sight: Crypt worms don’t lose 
  Notice dice in dim or dark places. They 
  lose 1 Notice die in bright places.
  Exploit: When a crypt worm makes a 
  Battle roll, it loses two fewer dice to a 
  foe’s Armor than expected.  So for exam-
  ple, against a foe with Armor 3, subtract 
  only 1 die before making the Battle roll.
  crypt worm
  death’s-head moth
  
  15
  0
  LUCK
  ARMOR
  4
  Battle 6
  bite
  Muscle 3
  Notice 5
  Resist 5
  Sneak 6
  LAND
  1
  0
  AIR
  0-12
  WATER
  deaths-head moth
  DANGER
  1
  Deaths-head moths are the adult form of crypt 
  worms, which are described in this book. These 
  giant flying insects are a frequent nuisance to 
  underground exploration, because they flock to 
  light sources including lanterns, torches, and the 
  Starlight and Will o’ the Wisp powers.
  They tend to drop from ceilings and swarm around 
  light sources, searching for prey (and sometimes 
  incidentally buffeting or extinguishing a torch or 
  lantern with their wings). The proboscis of the 
  female moth is modified to suck blood and they are 
  notoriously difficult to dislodge once they start 
  feeding.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Night Sight: Deaths-head moths don’t 
  lose Notice dice in dim or dark places. 
  They lose 1 Notice die in bright places.
  Bloodsucker: A moth’s successful Battle 
  roll reduces your Luck by only 1, regard-
  less of the number of successes. Each 
  subsequent turn, you lose 1 Luck to 
  blood loss. No further Battle rolls are 
  needed by the moth.
  You can dislodge a feeding moth by 
  making a successful Muscle roll as your 
  action, or by reducing it to zero Luck by 
  other means.
  
  16
  2
  1
  LUCK
  ARMOR
  14
  LAND
  5
  0
  AIR
  0
  WATER
  delves
  DANGER
  2
  Delves are a renegade race of hostile under-
  ground elves allied with Chaos. They hate all 
  surface dwellers, particularly elves and dwarfs. 
  Two common guardians of the delf realm are 
  shown here, although far more powerful delves 
  exist well within the borders.
  Delf sentinels get the following power:
  GEMS
  WONDERS
  0
  4
  GOLD
  POTIONS
  2
  4
  hoard
  bag
  delf sorceress
  1
  LUCK
  ARMOR
  10
  Battle 13
  sword
  Magic 6
  Muscle 6
  Notice 6
  Resist 3
  +4 against elf 
  and wizard powers
  Shoot 8
  dart
  Sneak 6
  Talk 3
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  2
  delf sentinel
  Delf sorceresses are found in company with 
  sentinels. Their orders are to capture intruders 
  and hand them over to the delf leaders. They are 
  usually accompanied by a skeleton bodyguard, 
  which reduces the sorceress’ Luck to 8.
  Like sentinels, they have the Trance elf power, 
  plus these wizard powers:
  Eye
  Fear
  Raise Skeleton
  Tongues
  Undo Magic
  Zap
  Battle 6
  dagger
  Magic 14
  Muscle 3
  Notice 6
  Resist 4
  +4 against elf and wizard powers
  Sneak 6
  Talk 5
  Trance: Pick a foe with less Luck than you. 
  Roll your Magic dice. With one or more 
  successes, you can send your foe into a 
  sleeplike trance for the rest of the action 
  scene. Your opponent may roll their Resist 
  dice to take away any successes you made.
  A creature in a trance will wake up if they 
  lose Luck from a Battle or Shoot roll. On 
  the creature’s first turn awake, it may 
  stand up and take an action but may not 
  move. In later turns, it may move and act 
  freely.
  
  17
  4
  LUCK
  ARMOR
  50
  Battle 10/10/18/14
  claw/claw/bite/tail
  Magic 14
  Muscle 14
  Notice 6
  Resist 9
  Shoot 14
  acid spit
  Sneak 2
  8 in water
  Talk 4
  LAND
  4
  9
  AIR
  0-16
  WATER
  acid dragon
  DANGER
  Acid Spittle:  Roll 6 extra dice immediately 
  against a foe who loses one or more Luck 
  from your Battle attack (bite only) or 
  Shoot attack.  These extra dice are not 
  reduced by your foe’s Armor.
  6
  An acid dragon makes its home in low-lying, 
  swampy land, where trees are sickly and twisted 
  and the ground is scorched and fouled by the 
  dragon’s breath. Often, the dragon chooses a lake 
  or bog for its lair. 
  Unlike most dragons, an acid dragon does not 
  hoard treasure, and what little incidental treasure 
  accumulates in its lair is often ruined by the corro-
  sive environment.
  Acid dragons seldom stray outside of their lair, but 
  out of curiosity or spite, they may stalk enemies 
  crocodile-like, with only their snout and eyes above 
  water, waiting for a chance to spit a stream of acid 
  to take down a foe by surprise.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Snipe: Roll your Sneak dice against a foe 
  you choose, who hasn’t yet seen you. If you 
  beat your foe’s Notice roll, you can imme-
  diately make a Shoot roll with +8 dice.
  Corrosion: Choose a single object, such as 
  an opponent’s weapon, armor, a wooden 
  door, or an iron gate. Roll your Magic dice. 
  If you roll successes equal to or greater 
  than the object’s Luck, the object is 
  destroyed. This list gives you a rough idea 
  of an object’s Luck:
  Dagger 1
  Longsword 3
  Great Sword 5
  
  18
  5
  LUCK
  ARMOR
  50
  LAND
  8
  0
  AIR
  8-24
  WATER
  fire dragon
  DANGER
  Fire Patch:  Roll your Magic dice. Each 
  success creates a fire patch one pace wide. 
  You decide where the patches appear, on 
  the ground anywhere you can see, even 
  directly underneath an opponent’s feet. 
  Anyone smaller than a giant standing on a 
  fire patch or trying to cross it will lose 3 
  Luck, but can make a Stunt roll to avoid 
  losing one or more Luck from the fire.  A 
  dragon’s fire patches last until the end of 
  the action scene.
  7
  Greedy fire dragons are found within wastelands of 
  charred tree trunks, drifting piles of ash, and 
  mounds of smoking embers. Their lair is usually an 
  abandoned castle, abbey, or other stone building at 
  the center of the wasteland. The building’s cellars 
  or dungeons are used to store treasure, which is a 
  fire dragon’s true obsession.
  Fire dragons will hunt outside of their territory, 
  snatching sheep, cattle, or unfortunate humans they 
  come across. Sometimes, they demand tributes of 
  treasure or victims from human towns in exchange 
  for sparing them from the flames.
  Being fiery creatures, fire dragons can’t lose Luck 
  from fire damage. Submersion in water makes them 
  lose 8 Luck each turn. Creating an ice sheet under 
  a fire dragon makes it lose 1 Luck, but the ice sheet 
  will disappear immediately.
  GEMS
  8
  WONDERS
  4
  40
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Heat Stroke: Your foe loses one Luck when 
  he or she makes a Battle or Muscle roll 
  against you.
  Battle 15/15/18/18
  claw/claw/bite/tail
  Magic 14
  Muscle 16
  Notice 6
  Resist 9
  Shoot 16
  fire
  Talk 6
  
  19
  6
  LUCK
  ARMOR
  50
  Battle 15/15/10/14
  claw/claw/bite/tail
  Magic 12
  Muscle 15
  Notice 6
  Resist 8
  Shoot 16/16
  icy blast or icicle strafe
  Sneak 3
  Talk 3
  LAND
  7
  0
  AIR
  12-18
  WATER
  frost dragon
  DANGER
  Icy Blast: In addition to removing Luck, a 
  frost dragon’s Icy Blast requires the target 
  to make a Muscle roll. If fewer successes 
  are rolled that the amount of Luck lost 
  from the blast, the target loses additional 
  Luck equal to the difference.
  6
  Frost dragons have larger heads and feet than 
  other dragons. Large, flat paws allow them to walk 
  over snow, and hooked claws give them traction on 
  ice. Their frigid bodies cultivate a natural armor of 
  ice and frost.
  These monsters prefer mountaintops, tundra, 
  glaciers, icebergs, or ice floes. The wasteland 
  surrounding their lair is sown with forests of 
  razor-sharp icicles and crevices. The lair itself is 
  often an ice cave, where they keep their treasure, 
  mostly precious gems and beautiful objects made of 
  silver.
  GEMS
  14
  WONDERS
  0
  20
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Icicle Strafe: An icicle strafe attack allows a 
  frost dragon to split its Shoot dice between 
  as many as three targets.
  Frost dragons can use the following wizard 
  powers:
  Chilling Mist
  Ice Sheet
  
  20
  5
  LUCK
  ARMOR
  50
  Battle 13/13/13/13
  claw/claw/bite/tail
  Magic 12
  Muscle 14
  Notice 6
  Resist 8
  Shoot 14/14
  steam cloud or mud bath
  Sneak 3
  Talk 3
  LAND
  6
  8
  AIR
  12-16
  WATER
  steam dragon
  DANGER
  Sticky Steam:  Any foe hit with your steam 
  cloud Shoot attack will be surrounded by a 
  residual veil of steam for the rest of the 
  action scene, reducing your foe’s Notice 
  Shoot, and Sneak rolls by 5 dice.
  Sticky steam can be removed by a wizard’s 
  ice patch power cast at the affected person.
  6
  Steam dragons have pot bellies, short thick tails, 
  and small wings. They live in geothermal hot spots 
  rich in geysers, boiling mud, and other hazards. 
  Unlike most other dragons, steam dragons prefer 
  lairs that are open to the sky, such as a hot spring 
  or mud pool at the center of their territory.
  A steam dragon can cast the following wizard 
  powers:
  Fizzle
  Mistform
  Steam dragons hoard non-perishable treasures like 
  precious metals and gems.
  GEMS
  10
  WONDERS
  0
  30
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Mud Bath: On a successful mud bath Shoot 
  attack, your foe is encased in thick coating 
  of hot mud. An encased foe can’t move or 
  take any actions other than Muscle rolls to 
  escape, and loses 1 Luck each turn unless 
  freed by accumulating 5 or more Muscle 
  successes over 1 or more turns. Allies can 
  make Muscle rolls to break an encased 
  hero in the same manner.
  
  21
  5
  LUCK
  ARMOR
  50
  Battle 10/10/12/12
  claw/claw/bite/tail
  Magic 14
  Muscle 15
  Notice 7
  Resist 8
  Shoot 20
  chain lightning 
  Sneak 3
  Talk 4
  LAND
  3
  10
  AIR
  4-28
  WATER
  storm dragon
  DANGER
  Chain Lightning: A storm dragon can 
  choose to divide its Shoot dice among up 
  to 3 targets. In addition to losing Luck, 
  anyone hit by chain lightning must make a 
  Resist roll and score at least as many 
  successes as Luck lost to avoid losing 1 
  turn.
  Storm dragons can use the following 
  powers:
  Shield
  Stardust
  Teleport
  6
  Storm dragons are brilliant blue, with violet bellies 
  and orange spots. They are swift fliers and excellent 
  swimmers, but slow on dry land, preferring to crawl 
  in the manner of a snake rather than walk.
  They make their lairs on rocky islands or headlands 
  with active weather patterns. The lair is usually a 
  cave on the side of a cliff, accessible only by air. 
  They covet all forms of treasure, often taking it 
  from ships that have foundered and sunk in their 
  waters. They especially prize pearls and moon-
  stones.
  Storm dragons are willful and short-tempered, but 
  once befriended, can be surprisingly calm and 
  gentle.
  GEMS
  14
  WONDERS
  5
  40
  GOLD
  POTIONS
  3
  0
  hoard
  bag
  3
  
  22
  4
  LUCK
  ARMOR
  50
  Battle 10/10/15/14
  claw/claw/bite (+ venom)/tail
  Magic 12
  Muscle 15
  Notice 6
  Resist 9
  Shoot 18
  Venom spittle 
  Sneak 4
  Talk 3
  LAND
  7
  6
  AIR
  14-21
  WATER
  venom dragon
  DANGER
  Venom Spittle: On a venom dragon’s 
  successful Shoot roll, you are drenched in a 
  stream of venom.  You do not lose Luck. 
  You must roll Resist dice and score an 
  equal number of successes or greater. 
  Otherwise, you are poisoned, as described 
  above.
  6
  Venom dragons are green and purple, with small 
  legs and a low profile. Their wings are small and 
  held tightly to the body. Their preferred territory is 
  a decaying forest, where bare trees and fallen logs 
  harbor weird and deadly fungi, and poison ivy and 
  deadly nightshade carpet the ground. Spiders, 
  snakes, and other venomous animals are common. 
  The venom dragon’s lair is often an excavated 
  chamber with a well-camouflaged entrance.
  Venom dragons can use the following wizard 
  powers:
  Briar Patch, Call Vermin, Poison Cloud
  GEMS
  6
  WONDERS
  0
  40
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Snakebite: On a venom dragon’s successful 
  Battle roll (bite only), you lose Luck and 
  must roll an equal number of succeses or 
  greater to avoid being poisoned. If you’re 
  poisoned you can’t roll more than 4 action 
  dice for the rest of the scene or until 
  you’re cured by a paladin’s Antidote power.
  
  23
  2
  5
  LUCK
  ARMOR
  14
  LAND
  5
  0
  AIR
  0
  WATER
  dwarfs
  DANGER
  2
  Not all dwarfs can be heroes. Most work in the 
  mines, seeking gold, silver, and gems. The fiercest 
  become warriors, whose duty, like soldier ants, 
  is to defend their underground colony from 
  attack from delves, gnomes, and goblins.
  Strangers of any kind who wander into a dwarf 
  colony are expected to make their presence 
  known and surrender themselves to the first 
  dwarf warrior they encounter.
  Dwarf miners get the following powers:
  GEMS
  WONDERS
  0
  10
  GOLD
  POTIONS
  2
  10
  hoard
  bag
  dwarf warrior
  2
  LUCK
  ARMOR
  10
  Battle 8
  hammer
  Make 8
  Muscle 5
  +4 against poison
  Notice 2
  Resist 6
  +4 against wizard powers
  Sneak 1
  Talk 1
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  1
  dwarf miner
  Dwarf warriors get the same powers as dwarf 
  miners, plus:
  Battle 12
  hammer
  Make 8
  Muscle 6
  +4 against poison
  Notice 3
  Resist 6
  +4 against wizard powers
  Shoot 9
  heavy crossbow
  Sneak 1
  Talk 1
  Hearth Rune: 
  Make a rune of power that warms 
  you and your friends and makes light.
  Battle Cry: Your shout makes your 
  friends fight harder. 
  You and your friends get 3 extra 
  Battle dice next turn. Costs 2 Luck.
  Stoneform: 
  Turn to stone for a short time, giving 
  you Armor 7. Costs 2 Luck.
  Earthshake: Make the ground shake 
  under a distant foe.
  Choose a foe in contact with the 
  ground and roll your Battle dice. Do 
  not subtract for Armor. For each 
  success, your foe loses 1 Luck. Costs 2 
  Luck.
  Sentinel Rune:
  Make a rune of power that warns you 
  when someone passes it.
  H
  S
  
  24
  5
  LUCK
  ARMOR
  4
  Battle 4/4/8
  claw/claw/horn
  Muscle 6
  Notice 6
  Resist 4
  Sneak 5
  Stunt 8
  Talk 1
  LAND
  3
  0
  AIR
  4-12
  WATER
  gargoyle
  DANGER
  Night Sight: Gargoyles don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  1
  Gargoyles are stone statues in aban-
  doned castles and temples that have 
  been brought to life by the ghosts of 
  those who once lived in these places. 
  Gargoyles can be good, indifferent, or 
  malicious, depending on who their 
  spirits were in life. 
  Gargoyles can sit completely motion-
  less for years or even centuries until 
  unwelcome visitors arrive. They then 
  spring into life and try to frighten 
  intruders away. If this doesn’t work, 
  they will attack with stony claws and 
  horns. Gargoyles rely on their stony 
  bodies to blunt most attacks against 
  them. They are clumsy fliers but excel-
  lent climbers.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  
  25
  0
  LUCK
  ARMOR
  12
  Battle 10/10
  touch/touch
  Magic 14
  Notice 8
  Resist 10
  Sneak 12
  Talk 3
  LAND
  0
  10
  AIR
  0-10
  WATER
  ghost
  DANGER
  Chilling Fear: You must win a Resist roll 
  against the ghost each turn. If you fail, you 
  can’t roll more than four dice on any roll 
  for the rest of the action scene. This 
  power affects you whether the ghost is in 
  its human form or specter shape or 
  invisible.
  4
  A ghost is an angry spirit that terrifies the living. It 
  haunts the place where it died to keep strangers 
  from disturbing its body or taking its treasure. It 
  can’t stray far from its haunting place and won’t 
  chase heroes past the invisible boundaries of its 
  territory.
  Ghosts can choose to appear just as they looked in 
  life, or else as terrifying specters that seem to be 
  made of living mist, or as an invisible presence that 
  can be felt as a clammy chill in the air.
  If a hero wins a Talk roll against a ghost’s Resist 
  dice,  she can converse with it. A ghost may ask a 
  hero to right a wrong or bring its enemies to 
  justice, or to deliver a message to a loved one. It 
  may want an important heirloom returned to its 
  family. In return, the ghost will offer to give up 
  haunting and leave in peace. Ghosts know secrets 
  about the places they haunt, and may reward the 
  heroes with hints about nearby treasures.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Mistform: Ghosts can pass through walls 
  and doors easily. They can’t be harmed by 
  Battle, Magic, or Shoot rolls.  A paladin can 
  use her drive away undead power to make 
  a ghost go away for one or more turns, 
  but the ghost will soon come back. 
  Spectral Touch: You can’t get back the Luck 
  you lose to a ghost’s Battle roll until the 
  end of the action scene. A ghost that 
  reduces you to zero Luck has scared you 
  to death; it’s better to run away from a 
  ghost before you become one yourself!
  
  26
  0
  LUCK
  ARMOR
  10
  Battle 7
  Muscle 7
  Notice 3
  Resist 2
  Sneak 5
  Stunt 8
  LAND
  8
  0
  AIR
  0
  WATER
  ghoul
  DANGER
  Night Sight: Ghouls don’t lose Notice dice in dim 
  or dark places. They lose 1 Notice die in bright 
  places.
  2
  Ghouls are undead creatures who haunt 
  graveyards, crypts, and catacombs, looking for 
  fresh corpses to feed upon, and for live 
  victims they can infect with the curse they 
  carry. They are astonishingly fast and agile. 
  With their long claws, they can clamber along 
  walls and ceilings at full speed. 
  A ghoul that scores one or more successes 
  on a Battle roll paralyzes you as well as taking 
  away Luck, unless you score as many or more 
  successes on a Resist roll. Each turn, make 
  another Resist roll to overcome the paralysis. 
  For each turn you spend paralyzed, you lose 
  1Luck. A paladin’s Antidote power can free 
  you from paralysis and stop your Luck loss. 
  If you get to zero Luck, you will rise the 
  following turn as a ghoul, joining the ghoul 
  pack and losing any memories of your former 
  life. Only a paladin’s Antidote power can bring 
  you back to normal, but it must be done 
  before the next sunrise or you will become a 
  ghoul forever.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  
  27
  2
  0
  LUCK
  ARMOR
  10
  LAND
  5
  0
  AIR
  0
  WATER
  gnomes 1
  DANGER
  2
  Gnomes are a secretive underworld race, 
  seldom seen except in the deepest caverns and 
  tunnels. They are master engineers, with gadgets 
  far more advanced than even those the dwarfs 
  make. They are opposed to Chaos, but have 
  embraced Order to an extreme degree, living in 
  a strict hierarchy of specialized castes and roles. 
  Gnomes never speak to, or even acknowledge, 
  other intelligent races, and ignore other living 
  beings unless attacked.
  Gnomes are busy miners and builders. Their 
  cities are contained in vast, roomy caverns with 
  artificial light sources and acres of fungal farms 
  and fish pens.
  The most likely sort of gnome to be encoun-
  tered by heroes is a petranaut, whose suit 
  allows him to walk through solid stone as if it 
  were pudding. Petranauts are the prospectors 
  and scouts of the gnome race, constantly roam-
  ing in search of ore and gems. When their suit is 
  activated, they are insubstantial, and cannot be 
  affected by Battle or Shoot rolls.
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  hoard
  bag
  gnome engineer
  5
  LUCK
  ARMOR
  10
  Battle 13
  powerhammer
  Make 9
  Muscle 6
  Notice 2
  Resist 5
  LAND
  4
  0
  AIR
  0
  WATER
  DANGER
  2
  gnome petranaut
  Gnome engineers follow in the wake of the 
  petranauts, using their powered fisthammers to 
  mine and excavate. They usually work in shifts of 
  10 or so, with plenty of clockwork soldiers 
  stationed nearby for protection.
  A gnome fisthammer can strike foes up to 3 
  paces away as a Battle attack. Like all gnome 
  gadgets, it is powered by a fire gem, which gener-
  ates incredible heat when in contact with water, 
  allowing for compact, steam-powered gadgets. 
  Fire gems are made from rubies via a secret 
  gnome industrial process, and can power a 
  gadget for a few days before reverting to their 
  natural ruby form. Any gems found in a gnome’s 
  treasure bag are likely to be rubies or fire gems.
  Battle 15
  fisthammer
  Make 9
  Muscle 2
  Notice 2
  Resist 5
  2
  GEMS
  Rubies are indistinguishable from
  fire gems unless immersed in water.
  ?
  
  28
  2
  0
  LUCK
  ARMOR
  12
  LAND
  0
  0
  AIR
  0-8
  WATER
  gnomes 2
  DANGER
  3
  Gnome executives give orders to petranauts 
  and engineers, and in turn receive their orders 
  from head gnomes by telepathy. (All gnomes can 
  communicate with each other telepathically, but 
  only executives and head gnomes can do it 
  across significant distances.) One gnome execu-
  tive is usually present with a single engineer 
  work shift.
  An executive carries a raywand that is powered 
  by a fire gem. To unlock it, the correct series of 
  buttons must be pressed first. A raywand can 
  create the following hero powers, based on the 
  Resist dice of the person using it:
  Appraise
  Corrosion
  Teleport
  Undo Magic
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  hoard
  bag
  head gnome
  0
  LUCK
  ARMOR
  12
  Make 12
  Muscle 2
  Notice 2
  Resist 12
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  2
  gnome executive
  Head gnomes are executives who have been 
  promoted to even greater responsibilities, after a 
  set of grueling performance reviews. They make 
  strategic decisions for gnome cities, and spend 
  most of their time examing the minds of their 
  subordinates and correcting any errant thoughts. 
  They are always heavily protected. They can be 
  bolted into a clockwork soldier body as needed, 
  which they can operate telepathically.
  Using their Resist dice, head gnomes can use the 
  following hero powers:
  Cloak
  Eye
  Fear
  Trance
  Zap
  2
  GEMS
  Make 14
  Muscle 6
  Notice 2
  Resist 15
  
  29
  1
  0
  LUCK
  ARMOR
  10
  LAND
  5
  0
  AIR
  0
  WATER
  goblins
  DANGER
  2
  Goblins are unruly underworld folk, spirits of 
  fear and darkness who can be both farcical and 
  terrifying. They live in bands of 20 to 200, 
  occupying a central, well-hidden cave and any 
  number of surrounding tunnels. Each band has a 
  king or queen, whose reign lasts only as long as 
  the monarch can keep the lesser goblins happy. 
  Unpopular monarchs are usually eaten and 
  replaced with another unwilling candidate.
  Goblins terrify and then eat their victims. They 
  love cacophanous music and sometimes throw 
  wild revels accompanied by drums, rattles, and 
  horns. The din is often the first sign a goblin 
  band is nearby. Once on the prowl, goblins are 
  stealthy and quite capable of keeping quiet as 
  they prepare to ambush underworld travelers. 
  Goblins have the following wizard powers:
  Fear
  Invisibility
  GEMS
  WONDERS
  0
  4
  GOLD
  POTIONS
  1
  0
  hoard
  bag
  hobgoblin
  0
  LUCK
  ARMOR
  10
  Battle 8
  claws and teeth
  Magic 6
  Muscle 3
  Notice 3
  Resist 4
  Shoot 8
  rocks
  Sneak 6
  Talk 2
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  1
  goblin
  Hobgoblins are goblins born with special magic 
  powers, and account for about 1 in 10 members 
  of a goblin band. They are far more intelligent and 
  clear-headed than their fellows, often serving as 
  advisors (or puppet masters) of the goblin 
  monarch. Some hobgoblins strike out on their 
  own to rule openly, but they are usually too 
  smart to take such a precarious position. Their 
  magical advice is sought after by many under-
  world creatures.
  Hobgoblins have the powers of an ordinary 
  goblin, plus:
  Briar Patch (appears as a spider web)
  Shield
  Undo Magic
  Zap
  Battle 3
  beak
  Magic 14
  Muscle 2
  Notice 8
  Resist 2
  +4 against elf and wizard powers
  Sneak 6
  Talk 5
  Night Sight: Goblins don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  
  30
  0
  4
  LUCK
  ARMOR
  24
  LAND
  3
  0
  AIR
  0
  WATER
  golems
  DANGER
  3
  Golems are conjured from mud or stone using 
  a rare form of scroll. They obey and defend the 
  one who conjured them.  Two types are shown 
  here: earth and rock.
  Earth golems have the following powers:
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  rock golem
  1
  LUCK
  ARMOR
  20
  Battle 15/15
  fists
  Muscle 14
  Notice 2
  Resist 4
  LAND
  4
  0
  AIR
  0
  WATER
  DANGER
  3
  earth golem
  Rock golems have the same powers as earth 
  golems, except that in dormant mode, they 
  appear as a pile of rocks, rather than a mound of 
  dirt.
  Self-repair: A golem regains 3 lost Luck 
  each turn.
  Conjure Golem scrolls are 
  not usually found in a 
  scriptorium but may be 
  found with powerful 
  magic-using foes or in 
  ancient ruins.
  0
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Battle 16/16
  fists
  Muscle 14
  Notice 2
  Resist 4
  Dormant Mode: When not moving, an 
  earth golem can appear to be an inert 
  mound of dirt that passes any scrutiny.
  
  31
  0
  LUCK
  ARMOR
  24
  Battle 6*/6*/12*
  talon/talon/beak *double dice on first attack: 12/12/24
  Muscle 11
  Notice 10
  Resist 6
  Sneak 3
  Sneak 9 when flying
  LAND
  7
  0
  AIR
  14-28
  WATER
  griffin
  DANGER
  4
  A griffin has the head, wings, and talons of an eagle, 
  and the body, hind claws, and tail of a lion. Its 
  feathers are tan and brown, and its fur is a dun 
  greyish-brown, offset by a brilliant blue beak.
  Griffins nest on ledges or high cliffs. They are 
  raptors and dive on prey for a quick kill. If this fails, 
  they usually fly away to avoid injury in a prolonged 
  battle.
  Griffins are usually encountered as a lone adult in 
  search of prey, or as a nesting couple with 1 to 3 
  eggs or young.
  Griffins can be tamed by elves using their Tame 
  Animal power, even though they are monsters 
  rather than normal animals.
  GEMS
  2
  WONDERS
  2
  16
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Assault!: On its first Battle roll during an 
  action scene, a griffin doubles its dice for 
  each attack (2 talons and 1 beak).
  More on taming and riding griffins:
  An elf may only try once to tame a particu-
  lar griffin. Repeated attempts will agitate 
  the monster into attacking.
  A tame griffin can carry the elf who tamed 
  it, plus one more passenger. It is an unreli-
  able and stubborn mount, with a high 
  Resist it will use when forced into combat 
  or an unfamiliar environment.
  An elf who reduces his maximum Luck by 9 
  may train his griffin into an obediant steed 
  for as long as he wishes, but the griffin 
  cannot be tamed again if the elf restores his 
  lost maximum Luck for any reason.
  
  32
  1
  4
  LUCK
  ARMOR
  16
  LAND
  5
  0
  AIR
  0
  WATER
  guards
  DANGER
  2
  Guards keep the peace in towns and cities, and 
  defend strategically important spots like castles, 
  gates, and bridges. They are usually paid by the 
  local lord or are comprised of volunteers from 
  the local residents.
  You can use guard stats for any rank-and-file 
  warrior or soldier the heroes are likely to run 
  into.
  Guards have the following powers:
  GEMS
  WONDERS
  0
  8
  GOLD
  POTIONS
  1
  8
  hoard
  bag
  guard captain
  2
  LUCK
  ARMOR
  10
  Battle 12
  assorted pole arms
  Muscle 6
  Notice 6
  Resist 2
  Shoot 10
  heavy crossbow
  Stunt 2
  Talk 2
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  1
  guard
  For about every 10 guards, you will find a guard 
  captain, who commands and trains the guards.
  Guard captains have the Group Defense power 
  of an ordinary guard, plus:
  Battle 14
  longsword
  Muscle 6
  Notice 6
  Resist 4
  Stunt 2
  Talk 6
  Group Defense: Guards have Armor 3 
  when they are within 1 pace of another 
  friendly guard or guard captain.
  Encourage: Instead of taking an action, a 
  guard captain can roll her Talk dice and 
  restore 1 Luck to a particular guard for 
  each success rolled.
  +
  0
  GEMS
  WONDERS
  0
  4
  GOLD
  POTIONS
  0
  4
  hoard
  bag
  
  33
  0
  LUCK
  ARMOR
  12
  Battle 8/8
  talon/talon
  Muscle 8
  Notice 7
  Resist 2
  Sneak 1
  Talk 2
  LAND
  3
  0
  AIR
  6-18
  WATER
  harpy
  DANGER
  2
  Harpies have the head of a woman, and the body of 
  a vulture. These Chaos-bred monsters make their 
  lairs on rocky islands or other rugged places near 
  land or sea trade routes. They attack ship crews, 
  caravans, and any other travellers, snatching up 
  anything edible or valuable and then returning to 
  their lair.
  A harpy’s lair is a foul and repellent place, full of 
  droppings, greasy feathers, and bones. But scattered 
  among the filth, you can find treasures that the 
  harpies have lost interest in playing with.
  Harpies do not like to fight pitched battles. They 
  usually flee in a fair fight or against a superior foe. 
  GEMS
  2
  WONDERS
  1
  8
  GOLD
  POTIONS
  1
  0
  hoard
  bag
  Rotten Stench: Anyone making a Battle roll 
  against a harpy loses 1 Luck unless care is 
  taken not to breathe in the vapors. A 
  careful approach carries a penalty of –4 to 
  Battle dice.
  Snatch and Grab: On a successful Battle 
  attack, instead of removing Luck, a harpy 
  can grab a weapon or other piece of gear 
  held by a foe. Roll 8 dice against the foe’s 
  Muscle dice. If the harpy wins, she has 
  grabbed the weapon or piece of gear.
  Harpies usually fly back to their lair when 
  both talons are holding gear, but if its 
  something of little value, they may drop it 
  and continue fighting.
  
  34
  0
  LUCK
  ARMOR
  28
  Battle 3/3/8
  talon/talon/beak
  Muscle 12
  Notice 8
  Resist 3
  LAND
  9
  0
  AIR
  18-24
  WATER
  hippogriff
  DANGER
  2
  Hippogriffs are created by wizards to serve as flying 
  steeds, using the Create Hippogriff power. These 
  odd creatures have the body and hind legs of a 
  horse, and the wings, claws, and head of an eagle.  
  Their feathers are golden brown, with black and 
  grey wing feathers. Their horse features can be 
  those of any horse breed, from white to black.
  Hippogriffs are significantly larger than griffins, 
  whom they resemble, but are far less fearsome 
  fighters.
  As magical creations, they are never found in the 
  wild and can’t produce young.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Using a Hippogriff as a Steed:
  Declare where you want to be carried, and 
  roll your Magic dice. If you have never seen 
  the destination, subtract two successes. If 
  you have viewed it only on a map, subtract 
  one success.
  If one or more successes remain, you 
  create a hippogriff to transport you and 
  three companions to your destination 
  before the creature vanishes. You must 
  begin the journey immediately. Each success 
  allows the hippogriff to carry you one day’s 
  journey (about 25 miles) in the space of 
  one hour. The hippogriff will bear you there, 
  or as close as it can. If attacked, it will fight 
  to defend you, but won’t stray from its 
  course except to avoid enemies.
  
  35
  1
  LUCK
  ARMOR
  22
  Battle 15/12/12
  club/stomp/stomp
  Make 1
  Muscle 14
  Notice 2
  Resist 2
  Shoot 15
  boulder
  Talk 1
  LAND
  7
  4
  AIR
  0
  WATER
  hill giant
  DANGER
  Knockback: Roll your Muscle dice. For each 
  success, you drive your opponent back one pace, 
  and you may step into the spot where your 
  opponent had been standing. Your opponent can 
  take away one or more of your successes by 
  rolling her Muscle dice.
  Stomp: Any time you lose Luck from a hill giant’s 
  stomp, you may not move on your next turn.
  4
  Hill giants stand about 12 feet tall. They are 
  messy, crude monsters, dull-witted, but very 
  strong. They usually dress in animal hides, and 
  carry wooden clubs. When boulders are at 
  hand, hill giants can throw them with deadly 
  aim, often attempting to take out a foe by 
  surprise.
  Hill giants like to raid farms by night, or rob 
  travelers who have lost their way in the hills. 
  They crave human food and drink, enjoy 
  treasure for its own sake, but don’t realize 
  when they have found something of value. 
  They make their homes in caves, abandoned 
  farm buildings, or ruined castles, but don’t 
  stay long in one place.
  On rare occasions they will team up with 
  human bandits or other lowlife.
  GEMS
  2
  WONDERS
  2
  12
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  
  36
  3
  LUCK
  ARMOR
  30
  Battle 14/16
  adder bite+venom/python pin attack
  Muscle 16
  Notice 8
  Resist 3
  Shoot 18
  Cobra venom
  LAND
  5
  5
  AIR
  0
  WATER
  hydra
  DANGER
  Venom Spittle: On a hydra’s successful 
  Shoot roll, you are drenched in a stream of 
  venom.  You do not lose Luck. You must roll 
  Resist dice and score an equal number of 
  successes or greater. Otherwise, you are 
  poisoned, as described above.
  5
  Hydras are many-headed serpents of Chaos. The 
  number and type of heads vary, but in its most 
  basic form, a hydra has an adder head, a cobra head, 
  and the head and body of a python. 
  The adder head delivers venom. 
  The cobra head shoots venomous spittle.
  The python clamps foes in its jaws and crushes it in 
  its coils.
  A single Battle or Shoot attack that scores 7 or 
  more successes will disable one of the monster’s 
  three heads (player’s choice). When all 3 heads are 
  disabled, the hydra drops to zero Luck instantly.
  GEMS
  3
  WONDERS
  2
  20
  GOLD
  POTIONS
  2
  0
  hoard
  bag
  Snakebite: On a hydra’s successful Battle 
  roll (adder bite only), you lose Luck and 
  must roll an equal number of succeses or 
  greater to avoid being poisoned. If you’re 
  poisoned you can’t roll more than 4 action 
  dice for the rest of the scene or until 
  you’re cured by a paladin’s Antidote power.
  Pin and Crush: A hydra’s python head can 
  try to Pin a foe without giving the foe a 
  bonus Battle roll. The hydra and its foe 
  both roll Stunt dice plus Muscle dice. If the 
  python wins, the foe is pinned.
  Once pinned, the foe can’t move, and 
  subtracts the hydra’s Muscle dice from all 
  action rolls except Resist and Talk. Or, as 
  his action during his turn, he can try to 
  escape the pin by rolling his Muscle and 
  Stunt dice against the hydra’s and scoring 
  more successes.
  On the Hydra’s next turn,  it can can roll 
  its Muscle dice against the foe’s Muscle 
  dice. Any remaining successes result in lost 
  Luck for the foe.
  
  37
  2
  LUCK
  ARMOR
  22
  Battle 9/9/10/10
  claw/claw/bite/tail
  Muscle 10
  Notice 4
  Resist 4
  Shoot 14
  tail spikes
  Sneak 3
  Talk 9
  for Voice Trick power only
  LAND
  6
  0
  AIR
  6-16
  WATER
  manticore
  DANGER
  Rapid Fire: Divide your Shoot dice into two 
  groups of any size. Roll each group of dice 
  as a Shoot roll against a different opponent.
  3
  Manticores are large monsters with a human face, 
  the body of a lion, bat wings, and a long, spiked tail.  
  They are not intelligent, but they do have the 
  power to mimic any voice in order to lure and 
  confuse their prey. In a fight, they scratch with their 
  front claws, bite, and can either swing their tail like 
  a club or shoot their tail spikes like arrows at 
  nearby enemies.
  They don’t value treasure, but their lair may hold 
  valuables and gold left behind by people they have 
  feasted on.
  GEMS
  2
  WONDERS
  2
  18
  GOLD
  POTIONS
  2
  0
  hoard
  bag
  2
  Voice Trick: Roll your Talk dice. One or 
  more successes allows you to disguise your 
  voice to sound like someone else’s, and to 
  make it seem that your voice is coming 
  from somewhere else within the action 
  scene. An opponent with reason to suspect 
  the voice is false, must beat your Talk 
  successes with their Notice dice.
  Manticore tail spikes regrow in a few
  weeks’ time
  
  38
  0
  LUCK
  ARMOR
  20
  Battle 16
  bite; +4 dice on a grabbed hero
  Muscle 12
  Notice 5
  Resist 5
  Shoot 8/8
  tongue/tongue
   
  LAND
  1
  2
  AIR
  0
  WATER
  maw
  DANGER
  2
  A maw is a slow-moving monster that hides 
  under a heap of trash or drifts through 
  sewers. It snatches live prey with its rubbery 
  tongue. Garbage is shovelled in using its 
  foreclaws. Whatever it eats is ground up by a 
  mouthful of blunt teeth and swallowed. Even 
  full-grown heroes can be gulped down.
  A maw’s eyes rest on long flexible stalks, 
  allowing it to keep watch while its body stays 
  hidden under debris or beneath the water.
  Intelligent creatures like dwarfs will feed 
  gobspew mushrooms to a maw to make it 
  throw up any coins or gems it may have 
  swallowed by accident. For this reason, maws 
  are usually left in peace by underground 
  dwellers, even pampered and fed scraps to 
  ensure they stay nearby.
  GEMS
  4
  WONDERS
  0
  12
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Camo: Maws have Sneak 10 when they are not 
  moving.
  Tongue Grab: On a successful Shoot roll, a 
  maw can choose to make you lose Luck OR 
  grab you and pull you in. If you’re grabbed, you 
  can make a Muscle or Stunt roll to escape. If 
  you fail, you’re grabbed. On its next turn, the 
  maw can bite you using 20 Battle dice (but 
  can’t do Battle or Shoot rolls against anyone 
  else). On your turn, you can try another 
  Muscle or Stunt roll to escape.
  gobspew 
  mushroom
  
  39
  0
  LUCK
  ARMOR
  12
  Battle 10/9
  harpoon/bite; +2 dice in water
  Make 5
  Muscle 8
  Notice 8
  Resist 4
  Shoot 10
  harpoon; –2 in water
  Sneak 9
  water only
  LAND
  3
  10
  AIR
  0
  WATER
  merwell
  DANGER
  Harpoon: On a successful Shoot roll, a 
  merwell’s harpoon takes away Luck and 
  sticks to you. Make a Muscle roll against 
  the merwell. If the merwell wins, it reels 
  you in, and you can’t move until you win a 
  Muscle roll or you cut the harpoon’s rope 
  with a successful Battle roll.
  2
  Merwells live in watery caves. They use their front 
  fins as hands and can walk clumsily by balancing on 
  their stumpy hind fins and tail.  They hunt in packs 
  for food, and will leave the water to attack dwarf 
  miners, delves, gnomes, or stray heroes. Merwells 
  talk by flashing the glowing bulbs on the ends of 
  their whiskers in a series of patterns too fast for 
  other races to understand. The flashes can be used 
  to hypnotize their enemies, too.
  A merwell school can have hundreds of members. 
  There are no merwell leaders. Each member can 
  sense what to do based on its neighbors’ behaviors.  
  Merwells are skilled builders, using stone, bone, 
  skin, ivory, and copper to make tools, weapons, and 
  cage-like pens for the many species of fish they 
  breed for food, defense, and sport. Merwell cities 
  may exist in the deepest parts of the earth, but no 
  human has seen them.
  GEMS
  9
  WONDERS
  0
  2
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Hypno-whiskers: Instead of doing an action 
  on its turn, a merwell can try to hypnotize 
  you. Roll your Resist. If you score no 
  successes, you lose your next turn.
  merwell fighting fish:
  Luck 5, Move 8 (swim)
  Armor 0
  Battle 8
  Muscle 4
  Notice 7
  Resist 1
  
  40
  4
  3
  LUCK
  ARMOR
  18
  Battle 11
  Magic 8
  Muscle 6
  Notice 4
  Resist 7
  Shoot 5
  Sneak 6
  Talk 4
  LAND
  5
  0
  AIR
  0
  WATER
  mummies
  DANGER
  Night Sight: Mummies don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  3
  Mummies are ancient bodies kept alive by magic. They 
  dwell in ruined tombs and temples,  commanded by a 
  powerful mummy lord.
  A mummy’s wrappings always hide a magic amulet that 
  keeps it alive. If the amulet is removed or destroyed, the 
  mummy will quickly crumble. To destroy a mummy, it 
  must first be brought to zero Luck and then its amulet 
  located and removed with a successful Notice roll.
  GEMS
  WONDERS
  2
  20
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  mummy lord
  1
  LUCK
  ARMOR
  8
  Battle 9
  Muscle 5
  Notice 3
  Resist 6
  Shoot 5
  Sneak 6
  Talk 3
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  1
  mummy
  Magic Amulet: Mummies gain one Luck 
  each turn as long as they have their 
  amulet, even at zero Luck.
  Resist Arrows: Mummies can’t lose more 
  than one Luck to any single Shoot attack. 
  Flammable: Mummies lose 1 extra Luck 
  each time they are successfully attacked 
  by fire.
  Mummy lords have the same powers as ordinary 
  mummies, and they can also use their Magic dice 
  to use these cool powers, like a wizard:
  Call Vermin
  Fear
  Fizzle
  Teleport
  
  41
  dangerous mushrooms
  Puffbombs are hollow fungi that rest just 
  beneath the surface in soft soil or mud. They 
  are prized by underworld folk as effective 
  intruder alarms.  Anyone stepping on a puff-
  bomb ruptures it and generates a greenish 
  cloud of toxic spores three paces across. 
  Anyone in the cloud will laugh or babble 
  loudly until a successful Resist roll is made.
  zapcap
  puffbomb
  sporegalore torpedo
  The underworld is filled with dangerous mushrooms and other fungi. 
  Three are shown here.
  Sporegalore torpedoes are missile-shooting 
  mushrooms capable of harming even 
  human-sized victims. They use a skirt of 
  sensitive tendrils surrounding their base to 
  aim and activate their heavy, bullet-shaped 
  caps when live prey happens by. Sporegalore 
  caps have 14 Shoot dice; each organism is a 
  cluster of 3 to 4 caps, that can be inde-
  pendently aimed and fired at once. On a 
  successful Shoot roll, the cap takes away Luck 
  from its target and explodes into a cloud of 
  harmless spores. Small prey killed outright by 
  the mushroom will decay in time and 
  augment the soil base where the spores will 
  grow into new mushrooms.
  Zapcaps are naturally-occuring static electric-
  ity generators, that use bolts of lightning to 
  zap their prey to enrich their soil base. They 
  grow in patches of three or more organisms. 
  Anyone walking within three paces of these 
  fungi receive 9 dice of damage;  Armor is 
  ineffective. Fortunately, once a zapcap has 
  discharged a bolt, it takes a day or more to 
  recharge, and can be safely traversed.
  
  42
  2
  LUCK
  ARMOR
  14
  Battle 12/8/8
  club/fist/kick
  Muscle 12
  Notice 5
  Notice 3
  Resist 2
  LAND
  6
  2
  AIR
  0
  WATER
  ogre
  DANGER
  Knockback: Roll your Muscle dice. For each 
  success, you drive your opponent back one pace, 
  and you may step into the spot where your 
  opponent had been standing. Your opponent can 
  take away one or more of your successes by 
  rolling her Muscle dice.
  3
  Ogres are ugly, filthy giants, about 9 
  feet tall. They often have one or three 
  eyes, two heads, or a mouth studded 
  with fangs or tusks. They live in moors, 
  dreary hills, or swamps, either alone or 
  in a gang.
  Ogres rob travelers and steal farm 
  animals. They love gold, silver and gems, 
  and often squabble with one another 
  over who gets the prettiest pieces 
  from a treasure haul. They drag their 
  belongings around in huge sacks.
  Ogres take human servants as cooks, 
  bodyguards, herders, and entertainers. 
  Such jobs are risky, dirty, but often 
  rewarding, as ogres are likely to pay 
  their servants well. Mixed bands of 
  human and ogre bandits are also 
  common.
  GEMS
  2
  WONDERS
  0
  12
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  typical contents of an ogre sack
  #4
  9.
  19
  6.
  
  43
  0
  LUCK
  ARMOR
  20
  Battle 9/9
  pseudopods
  Muscle 3
  Notice 4
  Resist 10
  Sneak 9
  LAND
  4
  0
  AIR
  0
  WATER
  oozes
  DANGER
  3
  Lime jellies are a common species of 
  mega-moeba in the underworld. They ooze 
  quickly through the underworld in search of 
  living matter, which they paralyze, envelop and 
  dissolve using powerful enzymes. Nonliving 
  matter is left behind. Odd bits of gear and 
  treasure scattered along a tunnel or passage-
  way are often a sign that you’re on the trail of 
  a lime jelly.
  GEMS
  3
  WONDERS
  1
  20
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Tremor Sense: Jellies can feel vibrations of 
  moving creatures nearby, but can’t Notice 
  anyone who isn’t moving.
  Paralyze: On a successful Battle roll, a lime 
  jelly paralyzes you unless you can cancel 
  all successes with a Muscle roll.
  Self-repair: A lime jelly regains 2 lost Luck 
  each turn, but not Luck lost through cold- 
  or fire-based powers including Fire Patch 
  and Ice Sheet.
  lime jelly
  0
  LUCK
  ARMOR
  30
  Muscle 14
  Notice 3
  Resist 10
  Shoot 8/8/8/8
  LAND
  5
  0
  AIR
  0
  WATER
  DANGER
  3
  cave salp
  Cave salps are land-dwelling tunicates distant-
  ly related to jellyfish. These barrel-shaped 
  organisms roll and squeeze their way through 
  caves and tunnels, picking up any loose mate-
  rial and absorbing it directly through their 
  skin by quickly opening a stoma and then 
  closing it once the material is inside. No 
  Battle roll is needed against living prey; the 
  salp is large enough to simply roll over and 
  engulf any human-sized foe.
  Organic material is dissolved at the rate of 1 
  Luck per turn. Indigestible materials such as 
  skulls, stones, and gear are expelled as 
  missiles, being the cave salp’s primary defense.
  Dwarfs and goblins will taunt salps to extract 
  treasure items from them deliberately!
  9.
  19
  6.
  GEMS
  0
  WONDERS
  1
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  
  44
  2
  LUCK
  ARMOR
  6
  Battle 7
  Muscle 7
  Notice 2
  Resist 2
  Shoot 5
  Sneak 2
  Stunt 3
  Talk 2
  LAND
  5
  0
  AIR
  0
  WATER
  orc
  DANGER
  Night Sight: Orcs don’t lose Notice dice in dim or 
  dark places. They lose 1 Notice die in bright 
  places.
  1
  Orcs are short and stocky, with long 
  arms, stumpy legs, bulging eyes, and 
  sharp teeth.  They are strong and 
  fierce, but not very bright.  Evil wizards 
  use them as soldiers or guardians. 
  Since they don’t like sunlight, orcs are 
  usually found in dungeons under 
  ground.  
  Orcs come from another dimension 
  and only appear when a wizard uses 
  the summon orc power. Orcs must 
  follow the wizard’s orders faithfully. 
  When reduced to zero Luck, orcs 
  vanish in a puff of stinking gray smoke 
  and sizzling red sparks!
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  orc weapons
  a wizard summons an orc
  
  45
  0
  LUCK
  ARMOR
  10
  Battle 0 + Luck
  teeth
  Muscle 1
  Notice 4
  Resist 2
  Sneak 4
  LAND
  5
  4
  AIR
  0
  WATER
  rat pack
  DANGER
  Night Sight: Rats don’t lose Notice dice in dim or 
  dark places. They lose 1 Notice die in bright 
  places.
  1
  The underworld is infested with packs of 
  hungry, aggressive rats who will attack live 
  prey without fear.  Each pack has about 10 
  rats. Larger groups are made of 2 or more 
  packs. Treat each rat pack as a single unit 
  when making action rolls. A rat pack’s Battle 
  dice is equal to the current Luck of the pack. 
  Usually a pack with only a few members 
  (Luck points) left will find another pack to 
  combine with, to make a more effective force, 
  but with no more than 10 Luck total. 
  Huge rats: For packs of rats that are larger 
  than common rats, keep the pack’s Luck at 10 
  but use these action dice:
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Gnaw: Once a rat pack makes a successful 
  Battle roll against you, it can automatically 
  reduce your Luck by 1 each subsequent 
  turn, without having to make more Battle 
  rolls. You can win a Muscle roll against the 
  rats to break free of their gnawing teeth.
  Battle 0 + Luck
  teeth
  Muscle 3
  Notice 4
  Resist 3
  Sneak 3
  
  46
  0
  LUCK
  ARMOR
  8
  Battle 10
  touch
  Notice 6
  Resist 8
  Sneak 10
  LAND
  6
  0
  AIR
  0
  WATER
  shadow
  DANGER
  Luciphage: A shadow can make a Battle roll 
  against light sources as well as living foes. 
  For each Luck a living foe or light source 
  loses to a shadow’s Battle roll, the shadow 
  gains 1 Luck. 
  Living targets gradually grow colder until 
  reaching zero Luck.
  Light sources will be extinguished at zero 
  Luck. Here is a list of Luck scores for 
  various light sources:
  Candle  
  1 Luck
  Torch  
  2 Luck
  Lantern 
  3 Luck
  Campfire 
  6 Luck
  Fire Patch 
  8 Luck
  Hearth Rune 8 Luck
  1
  Shadows, also known as luciphages, are evil spirits 
  that haunt cold dark places like dungeons and 
  caverns. They are attracted to light and warmth 
  from lanterns, torches, campfires, and living bodies, 
  feeding off these sources to power themselves and 
  multiply.
  Shadows can’t be harmed by Battle or Shoot rolls, 
  but are vulnerable to Fist of Justice, Guard Circle, 
  Shield, Trap Rune, and Zap.
  Paladins can use Drive Away Undead against shad-
  ows. They do not sleep and can’t be trapped by 
  Briar Patch or similar obstructions.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  A shadow that grows to 16 
  Luck will split into 2 
  shadows with 8 Luck each.
  Night Sight: Shadows don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  16
  8
  8
  
  47
  2
  LUCK
  ARMOR
  8
  Battle 10
  various weapons
  Muscle 8
  Notice 5
  LAND
  5
  0
  AIR
  0
  WATER
  skeleton
  DANGER
  1
  Animated skeletons are created with a 
  wizard’s Raise Skeleton power, or rise 
  spontaneously as the result of a pow-
  erful curse.
  They obey their creator’s simple 
  instructions to guard a locale and 
  attack until they are destroyed. 
  Because they do not need to eat or 
  sleep, they can remain on guard for 
  years with no maintenance.
  Even though they have no Resist dice, 
  skeletons can’t be affected by Fear or 
  other powers that influence thoughts 
  or emotions.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  <2
  Pincushion: A skeleton can’t lose more than 1 
  Luck from a single Shoot attack.
  Headhunter: Any Battle roll scoring 4 or more 
  successes on a skeleton reduces it to zero Luck.
  Tinderbox: Successful fire attacks, such as Fire 
  Patch or Dragonfire potion make 1 more success 
  than expected against skeletons. Once alight, 
  skeletons burn easily, losing 1 Luck per turn until 
  zero Luck is reached. 
  
  48
  0
  1
  LUCK
  ARMOR
  8
  LAND
  7
  0
  AIR
  0
  WATER
  spiders 1
  DANGER
  1
  Green spiders are relatively small monsters who 
  feed on other vermin. They are a danger to 
  explorers only when accidentally disturbed or 
  when encountered in a frenzy of feeding or 
  mating individuals.
  A successful green spider Battle roll does not 
  remove Luck, but does reduce maximum Luck 
  by 1 unless you make a successful Muscle roll to 
  overcome the poison. The effects of a green 
  spider bite last one day, and can be removed 
  with a paladin’s Antidote power.
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  wolf spider
  0
  LUCK
  ARMOR
  1
  Battle 4
  fangs
  Muscle 1
  Notice 2
  Resist 4
  Sneak 10
  LAND
  4
  0
  AIR
  0
  WATER
  DANGER
  1
  green spider
  Wolf spiders are fast-moving hunters who can 
  chase prey over long distances. They do not use 
  webs, but rely on their paralyzing poison to keep 
  a victim still while they feed.
  0
  GEMS
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Battle 6
  fangs
  Muscle 2
  Notice 8
  Resist 4
  Sneak 4
  Paralyze: On a successful Battle roll, the 
  spider paralyzes you unless you can 
  cancel all successes with a Muscle roll. 
  Paralysis lasts until the end of the 
  action scene.
  Irritating Hairs: You lose 1 Luck each 
  time you make a successful Battle roll 
  against the spider.
  
  49
  1
  4
  LUCK
  ARMOR
  24
  LAND
  3
  0
  AIR
  0
  WATER
  spiders 2
  DANGER
  3
  Fisher spiders always hunt alone, hanging in the 
  dark above a well-travelled passageway.  They 
  snare prey with a single strand of tough silk tipped 
  with a sticky ball, then reel the victim in and inject 
  it with a paralyzing bite.
  GEMS
  WONDERS
  1
  8
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  orb spider
  3
  LUCK
  ARMOR
  24
  Battle 9
  fangs
  Muscle 12
  Notice 7
  Resist 4
  Shoot 10
  Sneak 6
  LAND
  3
  0
  AIR
  0
  WATER
  DANGER
  3
  fisher spider
  Orb spiders spin large webs across entrances 
  and then wait silently nearby, listening for signs of 
  struggle. Heroes who fail to Notice the web with 
  2 or more successes will blunder into it. You can 
  free yourself once you have gathered 6 or more 
  Muscle or Stunt successes over the course of 1 
  or more turns. Fire can burn a web in 1 turn, but 
  does 6 Battle dice against anyone stuck in the 
  web.
  An orb spider can wrap up a trapped victim in 1 
  turn. Wrapped victims need 3 or more Muscle or 
  Stunt successes in 1 turn to break free.
  Paralyze: On a successful Battle roll, the 
  spider paralyzes you unless you can cancel 
  all successes with a Muscle roll.
  1
  GEMS
  WONDERS
  1
  6
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Battle 7
  fangs
  Muscle 12
  Notice 2
  Resist 4
  Sneak 4
  Snare:  On a successful Shoot roll, the 
  spider reels you in and may make a Battle 
  roll instantly, unless you can cancel all 
  successes with a Muscle roll.
  
  50
  4
  LUCK
  ARMOR
  16
  Battle 12/12
  claw/claw
  Muscle 14
  Notice 6
  Resist 5
  Shoot 10/10
  boulder/boulder
  Sneak 4
  sneak 10 when not moving
  LAND
  6
  2
  AIR
  0
  WATER
  cave troll
  DANGER
  Night Sight: Cave trolls don’t lose Notice dice in 
  dim or dark places. They lose 1 Notice die in 
  bright places.
  5
  Cave trolls have thick, knobby hides 
  and hard, blunt claws. They are shorter 
  and broader than other trolls. Despite 
  their size, they move quietly and blend 
  in perfectly with the rocks around 
  them. 
  Cave trolls can live without food for a 
  long time, awake but motionless. They 
  like to wait in ambush and flatten their 
  prey with a well-aimed boulder – at 
  the beginning of a fight they will have a 
  boulder in each hand, with a few more 
  scattered about, ready to grab and 
  throw. Their treasure hoard is usually 
  hidden under a rock or buried beneath 
  a pile of debris.
  GEMS
  4
  WONDERS
  1
  16
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Camo: Cave trolls have Sneak 10 when they 
  are not moving.
  
  51
  4
  LUCK
  ARMOR
  20
  Battle 15/15/14
  claw/claw/bite
  Muscle 14
  Notice 8
  Resist 5
  Sneak 4
  Sneak 10 in water
  Talk 1
  LAND
  5
  8
  AIR
  0
  WATER
  water troll
  DANGER
  Night Sight: Water trolls don’t lose Notice dice in 
  dim or dark places. They lose 1 Notice die in 
  bright places.
  5
  Water trolls are the tallest of all troll-
  kind. They live in slow moving or stag-
  nant water with lots of cover. Ambush 
  predators, they leap from the water to 
  grab their prey, then devour it. They are 
  solitary and seldom bother to speak, 
  except to themselves, even though as 
  long-lived creatures they know much 
  about the area around their lair.
  Water trolls love treasure, and keep 
  souvenirs of their victims in their lair, 
  which is usually a dry cave with an 
  underwater or water-level entrance.
  GEMS
  4
  WONDERS
  3
  24
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Camo: Water trolls have Sneak 10 in water.
  Ambush!: Roll your Sneak dice against a foe 
  you choose, who hasn’t yet seen you. If you 
  beat your foe’s Notice roll, you can immediate-
  ly make a Battle roll with +8 dice.
  
  52
  0
  LUCK
  ARMOR
  18
  Battle 6/6/12/6
  hoof/hoof/horn/kick
  Muscle 7
  Notice 10
  Resist 9
  Sneak 9
  Stunt 4
  Talk 4
  LAND
  8
  0
  AIR
  0
  WATER
  unicorn
  DANGER
  Horn of Healing:  A unicorn can touch 
  you with its horn and give you up to five 
  of its own Luck points.
  2
  Shy unicorns are found in deep forests 
  and far-off grasslands. They usually stay 
  hidden when people are near, but 
  when heroes are in danger, a unicorn 
  may appear to give them help.
  Unicorns can understand the languages 
  of humans and elves, but cannot speak. 
  If a hero is kind-hearted, truthful, and 
  brave, she may tame the unicorn and 
  can call for it when she needs it.
  No one has ever seen a baby unicorn. 
  Perhaps the babies are kept hidden in 
  the forest, or perhaps unicorns are 
  immortal and do not have babies.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  1
  Sense Malice: A unicorn can roll its Resist 
  dice to find out if there are enemies 
  nearby at a cost of 1 Luck. 
  Smite: A unicorn can add its Resist dice to 
  to its Battle dice at a cost of 2 Luck.
  2
  unicorn hoofprint
  Unicorn horns are prized by evil wizards 
  to use as wands. Legends say that the 
  horn keeps its healing power even after it 
  is removed.
  
  53
  0
  LUCK
  ARMOR
  28
  Battle 12/12
  hands
  Muscle 12
  Notice 6
  Resist 10
  Sneak 10
  Stunt 10
  Talk 10
  LAND
  5
  0
  AIR
  0-16
  WATER
  vampire
  DANGER
  5
  Vampires are shape-shifting undead, distantly 
  related to ghouls, who drink the blood of the 
  living to perpetuate their own unlife.
  Vampires can take three forms: a horrific 
  human form, as shown; a swarm of bats or 
  crows; or a cloud of mist. To change form is a 
  single action.
  A vampire can paralyze a victim simply with 
  the power of its speech. Once paralyzed, a 
  victim can be bitten, which makes it subservi-
  ant to the vampire until a paladin’s Antidote 
  power or a wizard’s Undo Magic power is 
  used.
  Vampires surround themselves with servants 
  who are in their power. Over centuries of 
  unlife, they gather much treasure and power, 
  usually living in a fine house or castle. They do 
  not like direct confrontation and prefer to 
  flee if threatened.
  GEMS
  8
  WONDERS
  6
  40
  GOLD
  POTIONS
  0
  12
  hoard
  bag
  Night Sight: vampires don’t lose Notice 
  dice in dim or dark places. They lose 1 
  Notice die in bright places.
  Paralyze: On a successful Talk roll, a vam-
  pire paralyzes you unless you can cancel 
  all successes with a Resist roll.
  Luck Eater: A vampire recovers 1 Luck 
  for each successful Battle roll it makes.
  Vulnerable: Vampires can’t survive direct 
  sunlight. They cannot cross open water. 
  They must spend their daylight hours 
  dormant, during which time a single 
  successful Battle attack with any metal 
  blade or an iron spike can destroy them.
  
  54
  0
  LUCK
  ARMOR
  10
  Battle 8/4
  short sword/teeth
  Muscle 6
  Notice 6
  Resist 4
  Sneak 7
  Stunt 7
  LAND
  5
  4
  AIR
  0
  WATER
  wererat
  DANGER
  Night Sight: wererats don’t lose Notice dice in 
  dim or dark places. They lose 1 Notice die in 
  bright places.
  2
  Wererats are evil shape-shifters found in 
  human cities. They work in packs, using their 
  powers to rob, steal, and terrorize. Wererats 
  covet treasure and secret knowledge, and are 
  experts at infiltrating city leaders and crime 
  gangs.
  A wererat pack lives in an underground 
  warren in a network of storm drains, tunnels, 
  and cellars beneath the city.  A powerful pack 
  might number 20 or 30 members.
  Wererats can take three forms: a fully human 
  form; a hybrid form that resembles a hairy, 
  rat-like human; and a rat pack (as described in 
  its own entry in this book). They take human 
  form to blend in when they need to leave the 
  underworld for a time. The hybrid form is 
  ideal for combat, because it allows them to 
  swing a sword and to bite, with the chance to 
  infect a foe. The rat pack form is used to 
  sneak through the underworld or make a 
  quick escape.
  GEMS
  2
  WONDERS
  1
  12
  GOLD
  POTIONS
  0
  10
  hoard
  bag
  Shape-Shifter: A wererat can switch forms as its 
  action in a given turn.
  Cursed Bite: On a successful bite in hybrid form, a 
  wererat infects you with a curse that will trans-
  form you into a crazed wererat. You can remove 
  successes with a Resist roll to avoid the curse. 
  Otherwise, you will transform into a hybrid 
  wererat and attack your former allies.
  A paladin’s Antidote power or a wizard’s Undo 
  Magic power can restore you to your normal self.
  
  55
  2
  LUCK
  ARMOR
  18
  Battle 5/5/10/12
  claw/claw/tail/bite
  Muscle 8
  Notice 7
  Resist 1
  Sneak 8
  (only in the air)
  LAND
  4
  0
  AIR
  5-18
  WATER
  wyvern
  DANGER
  Poison Sting: A wyvern’s tail attack poisons you 
  instead of removing Luck. You can use a Muscle 
  roll to remove successes from the attack. If any 
  successes are left over, you lose three dice from 
  all action rolls until the end of the action scene.
  4
  Wyverns look like small dragons with 
  only one pair of hind claws, one pair of 
  wings, and no fore claws. Their barbed 
  tail can deliver a powerful poison. 
  Wyverns make a lair in a cave or ledge 
  that can only be reached by air. They 
  attack from above, grabbing prey and 
  stinging it.  A wyvern is strong enough 
  to carry a hero through the air in its 
  claws. You may meet a single wyvern or 
  else a nesting pair guarding their eggs 
  or hatchlings.  Victims are brought back 
  to the nest to be eaten or fed to the 
  hatchlings. A wyvern hatchling will 
  follow the first person it sees when it 
  comes out of the egg, and when full 
  size, can be ridden by its owner.
  eggs
  sandy floor
  a pile of fur and bone pellets are
  a sure sign wyverns are near
  GEMS
  2
  WONDERS
  1
  10
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  
  56
  1
  LUCK
  ARMOR
  12
  Battle 8
  fists
  Muscle 8
  Notice 2
  LAND
  3
  0
  AIR
  0
  WATER
  zombie
  DANGER
  1
  Zombies are created with a wizard’s 
  Raise Zombie power, or rise sponta-
  neously as the result of a powerful 
  curse.
  They obey their creator’s simple 
  instructions to guard a locale and 
  attack until they are destroyed. They 
  can also simply be released to go forth 
  and wreak havoc at large.
  They shamble slowly, cannot run, and 
  are not very alert. It is easy to escape a 
  zombie as long as you have an exit at 
  your back.
  Even though they have no Resist dice, 
  zombies can’t be affected by Fear or 
  other powers that influence thoughts 
  or emotions.
  GEMS
  0
  WONDERS
  0
  0
  GOLD
  POTIONS
  0
  0
  hoard
  bag
  Revolting: Before making your first Battle attack 
  against a zombie during an action scene, you must 
  make a successful Resist roll.
  <2
  Pincushion: A zombie can’t lose more than 1 Luck 
  from a single Shoot attack.
  Headhunter: Any Battle roll scoring 6 or more 
  successes on a zombie reduces it to zero Luck.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Dungeonteller/Dungeonteller - Monster Book.pdf