TEXT: 13th Age 
  compatible edition
  ASH LAW
  TM
  
  BESTIARY
  compatible with the 13th age role-playing game
  by ASH LAW
  
  midgard bestiary
  2
  Design and Development ASH LAW
  Midgard Icons by Wade Rockett
  Original Midgard Bestiary Monster Design Andre Araujo, Wolfgang Baur, Jobe Bittman, Logan Bonner, Jesse Butler, Matthew Cicci, 
  Tim and Eileen Connors, Adam Daigle, Mike Franke, Michael Furlanetto, Scott Gable, Richard Green, Jim Groves, Marc Hergoth, 
  Andrew Hind, Brandon Hodge, Tracy Hurley, Matt James, Josh Jarman, Clare Jones, Brian Liberge, Nicolas Logue, Jonathan 
  McAnulty, Mike McArtor, Ben McFarland, Richard Pett, Karl Rodriguez, John Steven Schutt, Christina Stiles, Russ Taylor, Mike 
  Welham, and Dan Voyce 
  Interior Artists Darren Calvert, Blanca Martinez de Rituerto, Jason Engle, Cory Trego-Erdner, Rick Hershey, Michael Jaecks, James 
  Keegan, Pat Loboyko, Chris McFann, Jeff McFarland, Aaron Miller, Hugo Solis, Allison Theus 
  Layout Chris Huth
  Editor Wade Rockett
  Publisher Wolfgang Baur
  Special thanks to Carrie Rasmussen-Law, Martin Law, and ASH’s gaming group: Crystal, Daniel, Em, and Guy.
  Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media 
  and Pelgrane Press. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media 
  does not guarantee compatibility, and does not endorse this product.
  13th Age and the 13th Age Roleplaying Game Compatibility Logo are registered trademarks of Fire Opal Media and 
  are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on 
  the compatibility license.
  Kobold Press and Midgard are trademarks of Open Design, LLC. ©2013 Open Design LLC. All rights reserved. 
  www.KoboldPress.com 
  Open Game Content: The Open content in this publication includes the new monster and player character race 
  abilities. All other material is Product Identity, especially place names, character names, locations, story elements, 
  and fiction. No other portion of this work may be reproduced in any form without permission.
  Credits
  
  13th age edition
  3
  Introduction
  it was a dark and stormy night when i 
  met the wizard in the tavern... 
  The wizard was Wolfgang Baur and the tavern was the AFK 
  tavern in Washington State. And while I didn’t fight any 
  dragons on my drive up Interstate 5, it was dark and stormy as 
  we gathered to celebrate the launch of the Midgard Campaign 
  Setting. I had just submitted my first published-in-print article 
  to what would turn out to be the last published-in-print issue 
  of Kobold Quarterly magazine, and I decided to push my luck:
  “Hey, this Midgard Bestiary. You could convert it to work with 
  13th Age’s ARCHMAGE Engine.”
  “Who would undertake such a quest?”
  “I could do it, Wolfgang.”
  “Well … okay then. Do it.”
  And so it was decided. Equipped with the sword of 
  spellcheck and the mighty hammer of infinite 
  cups of tea, I started my epic quest. The 
  results are before you.
  I’ve picked 100 of my favorite 
  Midgard creatures for you to play 
  with; some I picked because they 
  are iconic, some because they made 
  me shudder in dread, and some 
  because they are just plain weird, 
  unique, or awesome. (I’m a sucker 
  for living constructs.)
  I’ve also added some 
  monster-related story hooks, 
  and other cool extra bits that 
  round them out.  Most entries 
  have at least one magic item 
  listed—usually something you 
  can loot from a body, trade with an 
  NPC for, or simply make from a 
  monster’s corpse. These are for 
  GMs who are feeling generous. 
  Not every NPC is going to 
  have a magic item to loot, or 
  a suitable bone to craft a 
  wizard’s pipe out of. 
  If you decide that a creature does have a magic item, let the 
  NPC use it in a fight or at the very least give the NPC an extra d4, 
  d6, or d8 damage on a hit.
  Most fun of all for me was writing the lists of things that each 
  creature might have on it—the contents of a gnome’s pouch or 
  just what sort of staff a Minotaur is carrying or what the goblin 
  has in that flithy sack. Most of these items are not treasure 
  (though you might get lucky), but are there to add flavor and 
  spark your imagination. Just close your eyes and point at the 
  page. What is in the gearforged’s diary? Where did the goblin get 
  the star-charts and trumpet, and what is she going to do with 
  them? Why does the owl harpy carry seventeen silk scarves?
  Finally, you’ll find thirteen icons from the Midgard 
  Campaign Setting by Wade Rockett. Player 
  characters’ relationships with these powerful 
  NPCs will provide resources they can draw 
  on during play—and draw them into a web 
  of alliances, rivalries and schemes.
  Slay! Loot! Explore! Run away! 
  Negotiate! Trade! Try to survive!   
  Meet interesting new beings… and 
  roll initiative.
  In short: have fun!
  - ASH
  
  midgard bestiary
  4
  alseid 
  6
  Alseid Warrior 
  level 3 troop [beast] 7
  Alseid Ovate 
  level 4 caster [beast] 7
  Alseid Prince 
  level 4 leader [beast] 7
  arbonesse exiles 
  8
  Arbonesse Exiled Mage 
  level 5 caster [humanoid] 9
  Arbonesse Exiled Spellblade 
  level 6 caster [humanoid] 9
  Arbonesse Exiled Theurge 
  level 7 caster [humanoid] 10
  Arbonesse Emissary 
  level 7 archer [humanoid] 10
  bone crab 
  11
  Bone Crab 
  level 1 mook [beast] 11
  carrion beetle 
  12
  Carrion Beetle 
  level 5 troop [beast] 12
  See also: Darakhul, Derro Fetal Savant, Goblins, Roachlings
  clockwork creatures 
  13
  Clockwork Beetle 
  level 1 troop [construct] 13
  Clockwork Scullion 
  level 1 leader [construct] 14
  Clockwork Watchmen 
  level 1 troop [construct] 14
  Clockwork Hound 
  level 1 troop [construct] 14
  Clockwork Huntsman 
  level 2 spoiler [construct] 14
  Clockwork Myrmidon 
  level 2 troop [construct] 15
  Clockwork Weaver 
  level 3 mook [construct] 15
  darakhul 
   
  16
  Darakhul Citizen 
  level 3 mook [undead] 17
  Iron Ghoul 
  double strength level 4 wrecker [undead] 17
  Necrophagus Savant 
  double strength level 6 leader [undead] 17
  Bonepowder Ghoul 
  double strength level 8 spoiler [undead] 18
  deadly mosses 
  19
  Cavelight Moss 
  level 3 troop [plant] 20
  Mindrot Moss 
  level 7 wrecker [plant] 20
  Mindrot Thrall 
  level 7 troop [plant] 20
  death swarm 
  21
  Death Moth Swarm 
  level 7 swarm [beast] 22
  Death Butterfly Swarm 
  level 7 swarm [beast] 22
  derro fetal savant 
  23
  Derro Savant Shrieker 
  level 3 spoiler [abomination] 24
  Derro Fetal Savant 
  level 10 spoiler [abomination] 24
  devils  
  25
  Ink Devil 
  level 2 troop [demon] 26
  Clockwork Devil 
  large level 3 troop [demon/construct] 26
  Gilded Devil 
  level 3 spoiler [demon] 27
  Automata Devil (Castigas) large level 6 troop [construct/demon] 28
  See also: Gnomes of Niemheim.
  dogmole 
  29
  Dogmole 
  large level 2 troop [beast] 29
  Dogmole Juggernaut triple strength level 3 wrecker [beast] 30
  See also: Ironcrag Dwarves, Derro Fetal Savant
  drake 
  31
  Alehouse Drake 
  level 1 spoiler [dragon] 31
  Crag Drake 
  level 4 troop [dragon] 32
  Gear Drake 
  level 3 troop [dragon] 33
  Pact Drake 
  level 5 troop [dragon] 34
  Steam Drake 
  level 6 troop [dragon] 35
  fellforged 
  37
  Fellforged 
  level 5 spoiler [construct/undead] 37
  Deathshade Wisp  
  level 7 troop [undead] 38
  ghost boar of the ringwood 
  39
  Ghost Boar of the Ringwood double strength level 5 troop [beast] 39
  ghost riders of marena 
  40
  Ghost Knight of Marena 
  Large level 5 troop [undead] 40
  Ghostrider Templar 
  Large level 7 troop [undead] 41
  See also: Darakhul
  gnomes of niemheim 
  42
  Niemheim Puck 
  level 2 caster [humanoid] 43
  Niemheim Enchanter 
  level 3 caster [humanoid] 43
  Firegeist 
  level 1 mook [aberration] 44
  Niemheim Choirmaster 
  level 3 caster [humanoid] 44
  See also: Devils
  goblin shark 
  45
  Goblin Shark 
  level 2 troop [humanoid] 45
  Goblin Shark Shaman 
  level 2 caster [humanoid] 45
  goblins of the wasted west 
  46
  Ghost Goblin Horror 
  level 2 troop [undead] 47
  Dust Digger Watchman 
  level 2 archer [humanoid] 48
  Bonewraith Spirit Caller 
  level 2 caster [humanoid] 48
  golems 
  49
  Eye Golem 
  large level 8 spoiler [construct] 50
  Glass Golem 
  large level 8 troop [construct] 50
  Steam Golem 
  large level 11 wrecker [construct] 51
  horakh 
  52
  Horakh 
  level 5 spoiler [beast] 52
  ice maiden 
  53
  Ice Maiden 
  level 5 caster [humanoid] 53
  imperial ghast centurion 
  54
  Imperial Ghast Centurion double strength level 5 troop [undead] 54
  ironcrag dwarves 
  55
  Dwarf Berserker 
  double strength level 4 wrecker [humanoid] 55
  Dwarf Shieldbearer 
  level 4 mook [humanoid] 56
  Free Canton Mercenary 
  level 4 mook [humanoid] 56
  Free Canton Siegebreaker 
  level 5 troop [humanoid] 56
  Ironcrag Marauder 
  double strength level 6 wrecker [humanoid] 56
  isonade 
  57
  Isonade 
  huge level 10 wrecker [beast] 58
  100 MONSTERS 
  (With magic items, story hooks, and things in their pocketses.)
  
  13th age edition
  5
  kobold ghetto guard 
  59
  Kobold Ghetto Guard 
  level 0 troop [humanoid] 60
  Dire Weasel 
  large level 2 wrecker [beast] 60
  Kobold Guard Owl Rider 
  level 0 archer [humanoid] 61
  Giant Owl 
  level 1 troop [beast] 61
  Kobold Ghetto Guard Sergeant 
  level 1 troop [humanoid] 61
  lich hound 
  62
  Lich Hound 
  level 3 troop [undead] 63
  Spectral Wolf 
  level 4 troop [undead] 63
  mages of allain 
  64
  Bemmean Wizard 
  level 7 caster [humanoid] 65
  Invisible Sand Devil 
  level 5 troop [demon] 66
  Warmage of Tintager 
  level 6 caster [humanoid] 66
  Maillon Alchemist 
  level 6 caster [humanoid] 67
  merrow 
  68
  Merrow 
  level 4 archer [humanoid] 69
  Merrow Slaughter Priest 
  level 5 caster [humanoid]69
  mharoti dragonkin 
  70
  Mharoti Dragonkin Guard 
  level 4 troop [humanoid] 71
  Mharoti Dragonkin Emissary 
  level 5 caster [humanoid] 71
  Mharoti Dragonkin Sentinel 
  level 8 troop [humanoid] 72
  Mharoti Dragonkin Elemental Scion level 9 caster [humanoid] 72
  minotaur 
  73
  Kyprion Deckclearer
  level 3 troop [humanoid] 74
  Minotaur Librarian
  level 3 troop [humanoid] 74
  Minotaur Bodyguard
  level 4 troop [humanoid] 74
  owl harpy 
  75
  Owl Harpy 
  double strength level 5 blocker [humanoid] 76
  Owl Harpy Storyteller 
  level 6 caster [humanoid] 76
  roachlings 
  77
  Roachling Urban Scuttler 
  level 5 mook [humanoid] 78
  Roachling Servant 
  level 6 mook [humanoid] 79
  Roachling Warrior 
  level 7 mook [humanoid] 79
  rothenian centaur 
  80
  Rothenian Centaur Bandit
  level 2 troop [beast] 81
  Rothenian Centaur Chief
  level 3 troop [beast] 81
  Rothenian Centaur Roughneck
  level 4 troop [beast] 81
  shadow fey 
  82
  Shadow Fey Courtier 
  level 5 troop [humanoid] 83
  Shadow Fey Rake 
  level 6 troop [humanoid] 83
  Shadow Fey Shadowsworn 
  level 7 caster [humanoid] 84
  See also: Deathshade Wisp.
  zobeck gearforged 
  85
  Zobeck Legionnaire 
  level 3 troop [construct] 86
  Geardwarf Marksman 
  level 3 archer [construct] 86
  Gearforged Assassin 
  level 4 troop [construct] 87
  Saint of Rava 
  level 4 leader [construct] 87
  Gearforged Ironborn 
  double strength level 6 troop [construct] 87
  player character races 
  88
  Centaurs 
  88
  Darakhul 
  88
  Gearforged 
  89
  Gnolls 
   
  90
  Goblins  
  90
  Kobolds  
  91
  Minotaurs 
  91
  Ravenfolk 
  92
  Roachlings 
  92
  midgard icons 
  93
  Introduction 
  93
  Heroic, Ambiguous or Villainous? 
    
  93
  Baba Yaga 
  94
  Beloved Imperatrix 
  95
  Dragon Sultana 
  96
  Emperor of the Ghouls 
  97
  Exarch Vermes II 
  98
  First Duke-Admiral Cadua 
  99
  Free City Council 
  100
  Glittering King 
  101
  Illuminated Brotherhood 
  102
  King of Bears 
  103
  Master of Demon Mountain 
  104
  Oracle of Kammae 
  105
  Queen of Night and Magic 
  106
  Open Game License 
  107
  
  midgard bestiary
  a | alseid 
  6
  The alseid, or deer centaurs, are the graceful woodland cousins 
  of the more boorish and pugnacious centaurs of the Rothenian 
  Plains. They originated in the Margreve Forest, but today a 
  dozen or so tribes of alseid inhabit the White Forest east of 
  Triolo, and other groups live scattered across Midgard. 
  Nicknamed “grove nymphs” and “horned hunters”, the alseid 
  rarely appear outside the wooded glades they call home. They 
  see themselves as defenders of the woodlands and view their 
  forest as an individual and a friend.
  Cutting off an alseid’s antlers is one of the worst punishments 
  one can inflict on a deer centaur and is reserved for heinous 
  offences, such as treachery or cowardice when the forest is 
  threatened. In the Ironcrags a tale is told of a band of dwarven 
  explorers, searching the White Forest for the ruins of an elven 
  city, who ran into a band of alseid renegades with their antlers 
  sawn off at the base. Only two dwarves survived.
  things you might find on an alseid…
  Bow, made from the finest woods. Longspear. Armor made from 
  cunningly woven feathers. Rope of twisted vines stronger than 
  any elven rope. Bracers of woven bark and leather. Woodland 
  totem, whittled from the heartwood of a tree struck by lightning. 
  magic items
  Alseid Girdle (belt). A wide belt of green leather woven with 
  leaves and grasses. You move easily through even the densest 
  forest, and leave no tracks in forest or woodland.
  Recharge 16+: When you kill a non-mook enemy with a melee 
  attack, you heal hit points equal to 5x your level. 
  Quirk: Drink only rainwater, preferably directly from the sky.
  adventure hooks
  The Alseid Prophecy: An outcast alseid comes to the party for 
  help: she is pregnant and on the run from factions that want 
  to either deify or imprison her unborn child, depending on 
  which prophecy they believe. Is the alseid prince she bears 
  truly destined to found a great empire, 
  or to lead all alseid to destruction?
  The Gold Rush: Gold has been discovered 
  near the forest homeland of the deer 
  centaurs. Dwarf prospectors are 
  flocking to the area, and wish to hire 
  the party as protection from the 
  angry natives. 
  Alseid
  
  13th age edition
  alseid | a
  7
  Alseid Warrior
  Renowned as great hunters and highly skilled with their bows, 
  alseid can move rapidly through the forest and leave no sign of 
  their passage. Though wary of outsiders and territorial, the alseid 
  occasionally lead lost travelers safely to a road, provided they 
  demonstrate proper respect for the forest. Disrespectful strangers, 
  however, may chase the same deer centaur to their doom.
  Level 3 troop [beast]
  Initiative: +8
  Spear +8 vs. AC—10 damage
  Natural 16+ hit: The Alseid may pop free and move as a quick 
  action, gaining a +2 bonus to defenses against opportunity 
  attacks as it moves. If the move brings the Alseid into 
  engagement with an enemy it may make a stag’s charge
  attack as part of the quick action.
  [Special trigger] Stag’s charge +8 vs. AC—7 damage
  R: Bow +7 vs. AC—10 damage
  Natural 16+ hit: The Alseid may make a hunter’s shot attack 
  as a quick action.
  [Special trigger] R: Hunter’s shot +8 vs. AC—7 damage
  Woodfriend: The alseid moves easily through even the densest 
  forest, and leaves no tracks in forest or woodland. Tracking 
  an alseid is a DC 30 check.
  AC 19
  PD 17 
  HP 45
  MD 13
  Alseid Ovate
  An ovate, an alseid shaman, sees to the tribe’s spiritual well 
  being and tends to the sacred oak at the center of their territory. 
  Possessed of great primal power, the ovate ensures that the tribe 
  upholds their traditions and treats the forest with respect. Ovates 
  are always female.
  Level 4 caster [beast]
  Initiative: +8
  Scimitar +9 vs. AC—14 damage
  C: Grasping roots +8 vs. PD (1d3 nearby enemies in a 
  group)—10 damage and target is stuck (save ends).
  R: Woodland winds +8 vs. PD—10 damage and target pops 
  free, and is blown to any nearby point of the ovate’s choosing.
  Woodfriend: The alseid moves easily through even the densest 
  forest, and leaves no tracks in forest or woodland. Tracking 
  an alseid is a DC 30 check.
  Yew doorway: Provided the alseid is next to a tree (close enough to 
  touch) it may teleport as a move action to any other nearby tree.
  Breath of life: Once per battle the alseid ovate or one nearby ally 
  may regain 10 hit points as a free action.
  AC 20
  PD 18 
  HP 54
  MD 14
  Alseid Prince
  Male alseid sport a pair of antlers that grow very slowly, branching 
  every decade for the creature’s first 100 years. The antlers indicate 
  status and thus have great cultural significance. A tribe is led by 
  a prince possessing antlers with 11, 12, or even 13 points. Some 
  ancient stories say that should an alseid prince ever grow a 14th 
  point, he could claim the title of Imperator and unite all the tribes 
  of the forest. Alseid princes are invariably strong warriors, often 
  highly proficient with spears, and command great loyalty from 
  their subjects.
  Level 4 leader [beast]
  Initiative: +8
  Spear +9 vs. AC—14 damage
  Natural even hit: The Alseid inspires 1d3 nearby allies to 
  make a basic melee attack as a free action.
  C: Whirling spear +8 vs. AC (1d2 nearby enemies)—14 damage
  In the line of fire: Once per battle, the first time the alseid prince 
  is targeted by a ranged attack it can change the attack’s target 
  to a nearby ally.
  Woodfriend: The alseid moves easily through even the densest 
  forest, and leaves no tracks in forest or woodland. Tracking 
  an alseid is a DC 30 check.
  AC 21
  PD 18 
  HP 54
  MD 14
  
  midgard bestiary
  a | Arbonesse exiles 
  8
  Rarely seen outside the foreboding Arbonesse forest, the elves 
  of the old Valeran Empire still train in the martial and magical 
  traditions that once made them rulers of most of the known 
  world. Arbonesse exiles travel the roads of Midgard either 
  because they were exiled from the River Court for some reason, 
  or because they’re on a mission for their lords—typically to 
  recover an artifact of their ancient empire.
  secret travelers
  Traveling Arbonesse know well the mistrust and hatred they 
  often find among the empire’s former servants and disguise 
  their appearance with heavy cloaks and deep cowls. All of 
  their people train to move swiftly and with little notice, at least 
  compared to heavy-footed humans and dwarves. Those who 
  serve as diplomats and emissaries often master illusion magic 
  or disguises so that they may move freely, for their personal or 
  their patron’s gain, when not attending to their official duties.
  fey weaponmasters
  The Arbonesse are unmistakable in battle, wielding fey blades 
  and arcane magic to destroy their opponents. The spellblades 
  and mages use elemental magic, harnessing frost and storm to 
  barrage and hinder their opponents. Those who feel a stronger 
  connection to the gods receive additional training and begin 
  to blend the arcane arts with the power of the world around 
  them, becoming versatile theurges. Even emissaries never forget 
  their blade training, however, and carry a longsword with them 
  as a “symbol of station”. The schools and academies that teach 
  these techniques admit only Arbonesse elves, who must swear 
  to teach their practices only to those of elven blood.
  occasional allies, never mercenaries
  The elves’ legendary military might built an empire and still 
  lies in the foundations of some of Midgard’s oldest cities. When 
  modern nations fight, they often seek the assistance of the 
  Arbonesse, if only to ensure that the other side does not gain it 
  first. Predicting the will of the fey is next to impossible, however. 
  They rarely meddle in human affairs, and when they do, they 
  seem to pick sides at random. Two things remain consistent: the 
  Arbonesse are loathe to side with goblinoids, and they take great 
  offence at offers of wealth. Few acts earn the elves’ emnity faster 
  than emptying your coffers at their feet.
  things you might find on an 
  arbonese exile…
  Sunstone and lodestone on opposite ends of a leather thong. 
  Travelling boots with a secret compartment in the left heel 
  and a small hidden knife in the right. Jangling pouch of low-
  denomination coins worn prominently on the belt, and a well-
  concealed padded pouch of higher denomination coins that 
  don’t jangle. Brooch or belt buckle with lock picks concealed 
  inside it. Fake map, with a secret true map that is only visible 
  under certain circumstances, such as when it is wet and being 
  read by moonlight. Whistle enchanted to be audible only to 
  hawks and ravens. 
  more things you might find on an 
  arbonese exile…
  Tiny puzzle box that plays a beautiful, haunting tune when 
  it is solved. Fragments of an old dwarven saga. Backpack 
  whose frame and waxed canvas unfolds to become a 
  small boat. Small tent made of bulette-intestine leather. 
  Padded vest with coins sewn in. Disguise kit. Wand in a 
  spring-loaded bracer. Folding saw. Elven trail rations. 
  Container of spices (salt, pepper, vinegar, mustard, 
  sargazo root, powdered yobrill, etc.) and a set of 
  horn cutlery carved with pictures of stags. Ring 
  that transforms into a lock-picking clockwork spider 
  once per day on command (treat as knock cantrip). 
  Poison capsule. Healing potion capsule.
  Arbonesse Exiles
  
  13th age edition
  Arbonesse exiles | a
  9
  magic items
  Valeran Steel Sword (sword, any type). This sword has been 
  forged using techniques that haven’t been seen in Midgard 
  for centuries, and gives you a bonus to damage only: +2 
  (adventurer); +4 (champion); +6 (epic). Whenever you miss, 
  choose a damage type (cold, fire, lightning, or thunder). 
  When you next hit, your damage has that type. 
  Quirk: You believe that elves are superior to other races, 
  ignoring evidence to the contrary.
  Hexenblade (sword, any type). A steel blade with moving 
  lines of colored energy curling and weaving across it. This 
  weapon doubles as a magical implement—you may add the 
  usual item bonus to hit and damage to arcane spells that you 
  cast. Casting a ranged spell while engaged does not provoke 
  attacks, provided at least one of the targets of your spell is an 
  enemy that you are engaged with. 
  Quirk: You make sure that others keep their distance.
  Cloak of Verdant Silence (cloak). To an observer the garment 
  looks like an ordinary brown cloak. If you wear the cloak you 
  see that its subtle green-brown hues shift like autumn leaves 
  in sunlight. Whenever you make a skill check to avoid being 
  seen, roll two d20s and take the better roll. If the d20s both 
  come up the same, you become invisible for five minutes or 
  until you make an attack roll. While you are invisible you 
  gain +5 to all defenses (unless you’re fighting something that 
  doesn’t care if you’e invisible or not).
  Quirk: Whenever possible, you prefer to sleep under trees.
  Arbonesse Wand (implement). Valeran steel and Arbonesse 
  wood in perfect harmony. The wand gives you a bonus to 
  damage only: +2 (adventurer); +4 (champion). When you 
  crit with a daily spell, you may cast an at-will spell as a quick 
  action that turn. 
  Quirk: You carefully consider your words, weighing them for 
  maximum impact. Sometimes these pauses are awkwardly long.
  adventure hooks
  The Sunrise General: A landslide in the Ironcrags has exposed 
  the tomb of an Arbonesse general. Emissaries from the River 
  Court have arrived to claim the body, but it is missing. The 
  dwarves who looted the uncovered tomb are dying one by 
  one, and though the deaths are all either sudden illnesses or 
  accidents, the dwarves mutter darkly of a curse. The elves hire 
  the party to find the body, for the dwarves will no longer deal 
  directly with them.
  The Valeran Crown Affair: An Arbonesse exile was caught 
  trying to break into a treasure vault in Triolo—and a 
  Valeran crown is now missing from the vault. The elf had an 
  accomplice, but who? Where is the crown? The elf claims the 
  crown was not in the vault when she got there, but can she 
  be trusted? Who does the party suspect: the shifty looking 
  kobold vault builder, the underpaid yet loyal minotaur 
  guards, the heavily indebted owner of the crown, or the blind 
  roachling servant?
  A Debt Repaid: The elves of Arbonesse owed a favor to a 
  player character’s ancestor, and have finally gotten around 
  to repaying it with the gift of a Valeran steel sword. In their 
  hurry to return to the forest, they conveniently forget to 
  mention that the sword was stolen from the captain of the 
  Queen of Night and Magic’s guard.
  Arbonesse Exiled Mage
  Her figure is shrouded in a cowl and cloak, but arcane power 
  crackles around the exile’s eyes.
  Level 5 caster [humanoid]
  Initiative: +12
  Touch of thunder +13 vs. AC—18 thunder damage
  Critical hit: The target is also dazed (save ends).
  R: Lightning bolt +13 vs. PD—18 lightning damage
  Natural even hit: The Arbonesse exiled mage can make 
  a lightning bolt attack against a second nearby enemy, 
  followed by a third and final different nearby enemy if the 
  second attack is also a natural even hit.
  R: Ball lightning +8 vs. PD (1d3 nearby or far away enemies)—12 
  lightning damage and 5 ongoing thunder damage.
  Fey grace: The exile ignores any difficult natural terrain, moving 
  with ease through dense brambles or across rocky ground as 
  though it were well tended lawn.
  AC 21
  PD 15 
  HP 50
  MD 18
  Arbonesse Exiled Spellblade
  The figure’s features are hidden within a deep cowl, but his fey 
  blade and aura of unnatural cold betray his fey heritage.
  Level 6 caster [humanoid]
  Initiative: +12
  Frost blade +14 vs. AC—18 cold damage
  Natural even roll: Make a second frost blade attack as a quick action.
  R: Arbonesse bow +14 vs. AC—12 damage
  Natural even roll: Make a second Arbonesse bow attack as a 
  quick action.
  Winter’s gale: Once per battle as a free action the spellblade 
  swaps position with one nearby ally who is the target of an 
  attack. Recharges after use on a 16+.
  Fey grace: The exile ignores any difficult natural terrain, moving 
  with ease through dense brambles or across rocky ground as 
  though it were a well-tended lawn.
  AC 21
  PD 15 
  HP 50
  MD 18
  
  midgard bestiary
  a | Arbonesse exiles 
  10
  Arbonesse Exiled Theurge
  The theurge moves with a deadly grace, and you have the unsettling 
  feeling that a pitiless goddess looks out at you through her eyes.
  Level 7 caster [humanoid]
  Initiative: +14
  Long sword +15 vs. AC—24 damage
  Natural 16+ (hit or miss): Choose a damage type: acid, cold, 
  fire, lightning, poison, or thunder. The attack does an extra 
  10 damage of that type.
  R: Arbonesse bow +15 vs. AC—24 force damage
  Natural 16+ (hit or miss): Choose a damage type: acid, cold, 
  fire, lightning, poison, or thunder.  The attack does an extra 
  10 damage of that type.
  Yarilla’s blessing: Once per battle as a quick action the theurge 
  can recover 25 hit points. 
  Fey grace: The exile ignores any difficult natural terrain, moving 
  with ease through dense brambles or across rocky ground as 
  though it were well-tended lawn.
  AC 23
  PD 20 
  HP 70
  MD 20
  Arbonesse Emissary
  The Arbonesse are well known for their cunning. Their emissaries 
  are notorious for it.
  Level 7 archer [humanoid]
  Initiative: +14
  Long sword +15 vs. AC—28 damage
  Natural 16+ hit: The attack does 10 ongoing poison damage.
  R: Arbonesse bow +15 vs. AC—28 force damage
  Natural 16+ hit: The attack does 10 ongoing poison damage.
  Sudden reveal: The first successful attack by the emissary causes 
  one target of the attack to become dazed (save ends).
  Fey grace: The emissary ignores any difficult natural terrain, 
  moving with ease through dense brambles or across rocky 
  ground as though it were well tended lawn.
  Fey stride: Once per battle as a move action, the emissary can 
  teleport to any nearby location that it can see.
  Arcane disguise: As a quick action the emissary can use magic 
  to appear to be a different elf-sized humanoid creature. The 
  emissary can use this to imitate other individuals that it has 
  encountered (DC 20 check to notice that the emissary is using 
  illusions, DC 30 to pierce the illusion).
  AC 23
  PD 20 
  HP 70
  MD 20
  
  13th age edition
  bone crab | b
  11
  Bone Crab
  A cracked skull arises from among the discarded bones and 
  scurries forward on the bleached-white legs of the large crustacean 
  that makes the cranium its home. It looked like a pile of debris and 
  bone until it moved. 
  Level 1 mook [beast]
  Initiative: +3
  Claw +5 vs. AC—4 damage 
  Natural 16+ hit: The crab makes a second claw attack on the 
  same target.
  Hive mind: If one crab is aware of danger, they all are. Sorry 
  rogues: you can’t Sneak Attack bone crabs.
  Down among the bones: Spotting bone crabs lurking near, on, or 
  under bones requires a DC 15 skill check.
  Diseased: After the battle, each creature that took damage from a 
  bone crab attack must make a successful easy save or contract 
  white ghost shivers.
  White Ghost Shivers
  Those infected by this disease suffer high fevers, delirium and 
  chest pains, as well as coughing up blood.
  This disease starts at stage 2. At each full heal-up the target 
  makes a DC 15 constitution check. A success moves the 
  disease down one stage. A failure moves it up one stage.
  Stage 0: The target recovers from the disease.
  Stage 1: Target’s maximum recoveries are reduced by 1.
  Stage 2: Target’s maximum recoveries are reduced by 2.
  Stage 3: Target’s maximum recoveries are reduced by 4 and 
  the target starts each battle weakened (hard save ends). 
  After successfully saving against weakened, the target is 
  dazed (hard save ends).
  AC 17
  PD 15 HP 7 (mook)
  MD 11
  Mook: Kill one bone crab mook for every 7 
  damage you deal to the mob.
  Bone Crab
  Voracious scavengers, bone crabs live on crags and in coves near 
  coastal communities, where they use their specialized chelae to 
  crack open the bones and bodies of washed-up humanoids and 
  feast on their flesh, marrow, and decaying brains. Centuries of 
  such feeding have given them a collective intelligence.
  Much like an enormous hermit crab, bone crabs inhabit the 
  salvaged skulls of humanoids. They hide among discarded 
  skeletons and washed up bones along the coast where their 
  spiny, ivory-white legs blend in perfectly with the surrounding 
  detritus. Due to the bone crab’s specialized diet of decayed 
  humanoid, it carries a dangerous disease, as many an unfortunate 
  and hungry sailor has discovered. Victims typically suffer high 
  fevers and delirium; few who manage to stomach a bone crab’s 
  unwholesome flesh live to regret it.
  If denied carrion, bone crabs will hunt in packs, using their 
  powerful legs to leap on vulnerable prey on lonely coasts. They 
  drag such prey above the high tide line and leave them to fester 
  in the hot sun before they feast. They can pick corpses clean in 
  a few hours. Areas infested with bone crabs are littered with 
  cracked bones and sun-bleached skeletal remains—the perfect 
  hiding place for these predators.
  things you might find a bone crab hiding on,   
  under, or near…
  Fractured femur. Rusted anchor. Shattered scapula. Cracked 
  clavicle. Wet rock. Tidal pool. Splintered skull. Dried seaweed. 
  Mashed mandible. Rum bottle. Ruptured rib-cage. Old boot. 
  Unattached ulna. Old hat. Scattered spine. 
  magic items
  Bone Crab Breastplate (armor). This bony carapace grows 
  spikes in battle. 
  Always: +1 AC (adventurer); +2 AC (champion); +3 AC 
  (epic). Recharge 6+: When a nearby enemy hits you or one 
  of your allies, add a cumulative +1 to your miss damage. 
  Quirk: Brains. Eat brains.
  adventure hooks
  The Bleached Shore: The party is hired to patrol 
  for smugglers. During their patrol they spot the 
  smugglers holed up in a cave in a bluff above 
  a beach littered with bones. Suddenly, 
  swarms of bone crabs emerge and 
  scuttle toward the party. The rising 
  tide cuts off all retreat: the PCs 
  must cross the bone crab’s 
  beach and join the smugglers 
  in facing wave after wave of 
  hungry crabs if they wish 
  to last the night. 
  
  midgard bestiary
  c | carrion beetle
  12
  Used as pack animals and even mobile weapon platforms by the 
  sinister darakhul, carrion beetles are massive burrowing insects 
  known for their armor-like shells and potent digestive acid. 
  Normally nonaggressive scavengers, carrion beetles become 
  fierce adversaries when threatened. Under the goads of their 
  imperial handlers, they make for truly terrifying opponents 
  with a powerful set of mandibles and a spit of digestive acid.
  scavengers above and below 
  Carrion beetles are a normal part of both underground and 
  surface ecology, feeding on fungi, leaf litter, sewage, and the 
  carcasses of large animals when breeding season hits. They 
  often form symbiotic relationships with mycolids, darakhul, 
  and related species. Many creatures in the deep underworld eat 
  carrion beetles, and their exoskeletons, though too brittle for 
  weaponry, provide useful material for shields and armor. Purple 
  worms are their major predators and are said to swallow entire 
  beetle caravans when they find them.
  mobile siege platforms
  With a wide back, serrated spiky forelegs, and a narrow head, 
  the carrion beetle is too large to ride on comfortably. It makes 
  an excellent platform for ballistae and howdahs, however. Its 
  thick exoskeleton varies in color from drab brown, tan, and 
  black to shimmering blue-green, purple-green, and a highly 
  prized yellow-orange.
  Carrion beetles have little society of their own. In the wild, 
  they rarely gather in groups larger than a breeding pair with 
  a small nest of offspring. Domesticated herds of 20 to 40 
  individuals are often used to clear fungal forests, scavenge 
  battlefields, or devour cave lichen and scour sewage pits.
  servants of the ghoul imperium
  Domesticated carrion beetles live more complex lives than wild 
  ones. Most serve as simple pack animals. The darakhul train the 
  strongest as war beetles, carrying ballistae and harpoons fitted 
  with lines for use against cloakers and other flying foes, and 
  often armored with protective strips of metal or chitinous plates 
  fused to their exoskeletons.
  In late life, their acid is used to digs tunnels. After 
  death, their exoskeletons serve as both animated 
  scouting devices—ghouls hide within the shell 
  to approach hostile territory—and 
  as armored undead platforms for 
  howdahs packed with archers 
  or spellcasters.
  things you might find on a carrion beetle…
  Saddle. Tiny fungal parasite. Empty saddle bag. Painted hand-
  print indicating ownership. Bags of gold dust worth 3d20 gp. 
  Maps of the area, annotated with marks indicating what may be 
  secret tunnels. Fresh meat. Rotted meat. Rotted meat crawling 
  with large grubs. Mining tools. Bottles of mushroom wine.
  magic items
  Carrion Carapace Shield (shield). The shimmering blue-green 
  shield distorts your reflection in odd ways. Recharge 6+: As a 
  quick action spit a glob of acid into the face of an enemy you 
  are engaged with, dealing1d3 acid damage per level. 
  Quirk: You prefer your food spoiled.
  adventure hooks
  Underdark Lights: The party has been hired to track down and 
  return a stolen carrion beetle. The culprits? A blind kobold 
  who has fallen in love with a destitute derro. The star-crossed 
  lovers seek to flee their families on the carrion beetle and seek 
  a place to live together.
  Abomination: An undead carrion beetle has been fused with a 
  ghoul to create a new type of monster. (Use the beetle stats, 
  but double its damage and hit points. Caustic jet triggers on 
  11+, and does poison damage). Its necrophagus creator wants 
  to see it in action against surface dwellers, and has chosen the 
  party as test subjects.
  Carrion Beetle
  These huge beetles wear golden bridles and carry huge leather 
  sacks of stone and guano. The endless line of them marches 
  without stopping, and the air around them singes the nostrils with 
  the taint of acid.
  Level 5 troop [beast]
  Initiative: +10
  Mandible crush +10 vs. AC—20 damage
  Natural 16+ hit: Triggers a caustic jet attack as a quick action.
  R: Acid lob +10 vs. PD—18 damage + 5 ongoing acid damage
  Natural 16+ hit: Triggers a caustic jet attack as a quick action.
  [Special trigger] C: Caustic jet +10 vs. PD 
  (against 1d3 nearby enemies)—10 acid 
  damage and 5 ongoing acid damage
  AC 21
  PD 19 
   
  HP 72
  MD 15
  Carrion Beetle
  
  13th age edition
  clockwork creatures | c
  13
  This construct looks like an animated suit of full plate armor with 
  brass, tin, and iron pipes behind the joints. An unchanging face 
  is set into its squat head, and it lumbers forward with a distinct 
  lack of grace.
  Large, metal constructs animated almost entirely by springs and 
  gears, the clockwork form the heart of industry in Midgard’s 
  central cities. Though most commonly humanoid in appearance, 
  many craftsmen will tailor a clockwork’s appearance to suit 
  specific tastes or labors. The quality of workmanship tells beyond 
  simply shape, of course, and most of those clockworkers that are 
  still operating after a few years are the work of masters. Many 
  gearworkers design their constructs with multiple openings for 
  ease of servicing.
  Almost all clockworks have mechanisms and features that go 
  unnoticed by anyone not familiar with the design. These may 
  include weapons—such as the myrmidon’s furnace or the hound’s 
  long tongue—but it’s usually something mundane, like the storage 
  compartment of most scullions. While often used to store the 
  tools of its current task, these chambers are easily modified 
  with special locks to conceal messages or smuggle goods.
  hated hounds
  Unlike gearforged, clockwork appear in many basic 
  designs. While the scullion and its upgrades are very 
  common, many other animal clockwork are also 
  produced across Midgard. Of especial note are the 
  clockwork hounds, remnants of Zobeck’s darker past. 
  First built to guard the aristocracy and hunt their enemies, 
  Zobeck’s secret police control nearly all the surviving hounds 
  and use them to hunt down persons wanted for more aggressive 
  questioning. In order to support, and sometimes better control, 
  the hounds, Zobeck’s authorities developed specialized 
  clockwork watchmen to accompany them, called huntsmen. 
  The outer plating of both types is most often painted matte 
  black with mithral trim and occasionally outfitted with armor 
  or barding for added intimidation.
  Common folk detest them, and all but their keepers and 
  commanders shun them. They remind everyone of Zobeck’s 
  aristocratic past, of the cruelty that kept it in power, and the 
  similar methods used to preserve the current state. Some 
  whisper that the huntsmen are not based on the watchmen 
  but were developed in more desperate times by more sinister 
  masters. If a remnant of their old programming remains, these 
  people say, a sudden and violent clockwork rebellion may come 
  some day. Any who might know the truth do not discuss the 
  matter, for the hounds and huntsmen are simply too useful to 
  the Praetors and the Council.
  magic items
  Clockworker’s Goggles (mask/head). A series of colored lenses 
  that slide into position, revealing the secret flow of battle to 
  you. Recharge 16+: Swap positions in the initiative order with 
  another PC or NPC. 
  Quirk: You tend to stare at people for uncomfortable lengths 
  of time.
  adventure hooks
  Cog Fighters: The Nine is forcing a clockwork mage to pay off 
  his debts to them by creating clockwork fighters to battle in 
  illicit gladiatorial matches. The mage hires the party to find 
  him the parts, which involves defeating a lot of clockwork 
  creatures and bringing him the innards. (If the party is more 
  scrupulous they could play the opposite side of this adventure: 
  they are asked to track down the madman who is sending 
  goons out to destroy clockwork creatures.)
  Firefly Summer: Fires are breaking out in Zobeck, and witnesses 
  blame a strange new kind of flying clockwork beetle. In reality 
  they are clockwork fireflies, the brainchild of an eccentric 
  inventor who intended them to light the city’s streets, 
  homes and factories—if he can just get 
  them to take orders properly. (Use 
  the stats for clockwork beetle, but 
  it flies and all damage is fire 
  damage.)
  Clockwork Creatures
  Clockwork Beetle
  Clockwork beetles (designed in the 
  form of various insects) often serve as familiars for gearmages and 
  are very popular in Zobeck. They act as messengers, delivering 
  letters and small parcels. Since they stay linked with their masters 
  telepathically, they can even serve as stand-ins at meetings and 
  lectures. Some of these mechanical wonders have been customized 
  to deliver a toxin that can knock out a foe. 
  Level 1 troop [construct]
  Initiative: +4
  Bite +6 vs. AC—5 damage and the target starts making saves.
  First failed save: Target is stuck (save ends).
  Second failed save: Target takes 5 ongoing poison damage (save 
  ends both the ongoing damage and the stuck condition).
  Third failed save: Target becomes helpless (save ends the 
  ongoing damage, and the stuck and helpless conditions).
  Clockwork telepathy: The beetle can telepathically communicate 
  with its master even if the master is far away. If the beetle can no 
  longer communicate with its master it follows the last command 
  it received for about an hour and then becomes dormant.
  Perfect lenses: This clockwork creature can see in non-magical 
  darkness as though it were daylight.
  AC 17
  PD 15 
  HP 27
  MD 11
  
  midgard bestiary
  c | clockwork creatures 
  14
  Clockwork Scullion
  In Zobeck, hundreds of simple clockworks are in service at any given 
  time, doing many of the repetitive, tedious tasks that keep the city 
  going: sweeping the streets and courtyards, stirring alchemical pots and 
  cauldrons for hours or days, turning fire spits in the kitchen, hauling 
  water, mucking out stables, and so forth. These ubiquitous, and thus 
  largely invisible, servants are sometimes used as spies or infiltrators. 
  Level 1 leader [construct]
  Initiative: +4
  Slam +6 vs. AC—5 damage
  Patchwork Repair: Once per battle, one nearby construct ally 
  can recover 5 hit points.
  Perfect lenses: This clockwork creature can see in non-magical 
  darkness as though it were daylight.
  Nastier Specials
  Unseen spy: The scullion has a telepathic connection with 
  its master, even if the master is far away. While they are 
  connected, the scullion’s master can hear and see everything 
  within the scullion’s hearing and line of sight. It’s important to 
  note that “owner” and “master” may not be the same person…
  AC 17
  PD 15 
  HP 27
  MD 11
  Clockwork Watchmen
  They are designed to keep the peace, and move with a tick-tock 
  precision. Those who can afford more advanced servants often 
  employ heavily armored humanoid constructs of bronze, 
  iron, and steel as sentries and soldiers. Clockwork 
  watchmen tirelessly patrol city streets or keep watchful 
  eyes over designated positions. When engaging an 
  enemy, they always offer the chance to surrender first, 
  and will stop fighting if an enemy yields.
  Level 1 troop [construct]
  Initiative: +4
  Halberd +6 vs. AC—5 damage
  R: Tanglefoot cannon +6 vs. PD—Target is stuck (save 
  ends).
  Perfect lenses: This clockwork creature can see in non-
  magical darkness as though it were daylight.
  Nastier Specials
  Watchman’s whistle: Once per battle if a clockwork watchman 
  is staggered, it can summon 2d4 additional clockwork 
  watchmen as a quick action with a piercing blast of its 
  built-in steam whistle. PCs who know about this ability can 
  disable the whistle with a DC 15 skill check.
  AC 17
  PD 15 
  HP 27
  MD 11
  Clockwork Hound
  These beasts are wound a little too tight for their own good. Hounds 
  sometimes operate alone, but usually they race into the streets as 
  a party of three hounds and two huntsmen. Few can hide from 
  these unsleeping and tireless trackers for long without magical 
  assistance. The common folk hate and fear these clockwork beasts.
  Level 1 troop [construct]
  Initiative: +8
  Mechanical maw +6 vs. AC—5 damage
  Natural even hit: The hound makes a tongue lash attack as a 
  quick action.
  [Special trigger] C: Tongue lash +8 vs. AC (1 nearby enemy) 
  —5 damage
  Wound tight: When reduced to 0 hit points or below the hound 
  makes a tongue shrapnel attack as an immediate free action.
  [Special trigger] C: Tongue shrapnel +8 vs. AC (1d3 nearby 
  enemies)—5 damage
  Perfect lenses: This clockwork creature can see in non-magical 
  darkness as though it were daylight.
  AC 17
  PD 15 
  HP 27
  MD 11
  Clockwork Huntsman
  Black-plated handlers of the clockwork hounds, these huntsmen 
  are distrusted by most of the living and hated almost as 
  much as the hounds.
  Level 2 spoiler [construct]
  Initiative: +7
  Pike +7 vs. AC—6 damage
  Natural even hit: The huntsman may use the net 
  cannon as a quick action this turn.
  C: Net cannon +7 vs. PD (1 nearby or far away 
  enemy)—Target is stuck (save ends)
  First failed save: Target is stuck and hampered 
  (save ends both).
  Wound tight: When reduced to 0 hit points or below 
  the huntsman makes a cannon shrapnel attack as an 
  immediate free action.
  [Special trigger] C: Cannon shrapnel +7 vs. AC (1d3 
  nearby enemies)—7 damage
  Perfect lenses: This clockwork creature can see in 
  non-magical darkness as though it were daylight.
  AC 18
  PD 16 
  HP 36
  MD 11
  
  13th age edition
  clockwork creatures | c
  15
  Clockwork Myrmidon
  Clockwork myrmidons are upgraded clockwork watchmen, 
  heavily armored at their joints and most vital parts. They do not 
  ordinarily engage in patrols or menial labor. They take the field 
  in particularly dangerous situations and will defend themselves 
  from attack, but will not initiate combat unless so directed. When 
  they do enter battle, these unrelenting, single-minded warriors 
  attack one target until that foe surrenders, flees, or is defeated. 
  They usually attack the closest enemy unless instructed otherwise. 
  Level 2 troop [construct]
  Initiative: +7
  Heavy pick +7 vs. AC—7 damage
  C: Flame gout +7 vs. PD (1d3 nearby enemies)—5 fire damage
  C: Grease slick +7 vs. PD (1d3 nearby enemies)—Once per 
  battle as a quick action, the myrmidon can cover 1d3 nearby 
  enemies in flammable grease. Those foes gain vulnerability to 
  fire until the end of the battle.
  R: Flame jet +7 vs. PD (1 nearby or far away enemy)—5 fire damage
  Natural 16+: make a flame gout attack as a quick action
  [Special trigger] When the construct is reduced to 0 or less hit 
  points it self destructs as a free action
  C: Self destruct +7 vs. PD (1d3 nearby enemies)—7 damage
  AC 18
  PD 16 
  HP 36
  MD 11
  Clockwork Weaver
  The clockwork weavers resemble mechanical spiders with 10 (not 
  8) long, spindly legs. These small but useful constructs are a boon 
  to the Honorable Order of Weavers as helpers, spies, and defenders. 
  The spiders’ legs include two that end in loops or crooks used to 
  guide thread, six used for locomotion and positioning, one used for 
  stitching and extremely fast needlework, and one large blade used to 
  trim off excess thread or cloth (or flesh, as the case may be).
  Level 3 mook [construct]
  Initiative: +8
  Bite +8 vs. AC—6 damage
  Natural 20+: Use unmaking.
  R: Shuttle shot +8 vs. PD (1 nearby enemy)—6 poison damage 
  and the clockwork weaver may move toward (and if possible 
  engage with) the target as a quick action; the movement 
  doesn’t provoke attacks.
  Natural 20+: Use unmaking.
  [Special trigger] Unmaking: One selected armor, implement or 
  weapon that the target is using is considered ‘unmade’ until 
  the end of the battle. The target takes a cumulative -1 penalty 
  to attack rolls for each unmade item they are equipped with. 
  At the end of the battle true magic items return to normal. 
  Each item that is not a true magic item must save (11+) or 
  become broken and useless.
  Climber: This construct is shaped like a spider, and can climb 
  like one.
  AC 19
  PD 17 
   
  HP 11 (mook)
  MD 11
  Mook: Kill one clockwork weaver mook for every 11 damage you 
  deal to the mob.
  
  midgard bestiary
  d | darakhul 
  16
  A race of intelligent ghouls, the darakhul balance rationality 
  with their eternal hunger for the flesh of sentient creatures. 
  They visit the surface only when raiding. They call themselves 
  “The People,” and consider all other races either food or slaves. 
  Though some darakhul seek a solitary existence, the largest 
  majority have banded together to form one of the greatest 
  subterranean nations in Midgard, the Ghoul Imperium.
  a twisted curse
  Darakhul arise when a particularly strong-willed creature 
  is infected with ghoul fever and its anima refuses to shed 
  its memories and reason along with its soul. Most survive 
  the experience with their personality largely intact. Some 
  necromancers claim that one can improve the chances of 
  survival by deliberately infecting oneself and eating only living 
  flesh. Only one person claims to have succeeded with this 
  method, a necromancer named Uldar Ingreval, long since exiled 
  from the Arcane Collegium of Zobeck.
  ghoulish appearance
  The darakhul retains its memories and skills after death, 
  gradually becoming ghoulish in appearance as fur or hair 
  falls out over decades. Most commonly, darakhul only clothe 
  themselves for practical reasons, such as the heavy plate of the 
  iron ghouls. A few are vain enough to use wigs or magic to 
  maintain the pretense of a living appearance, a practice quite 
  common among the necrophagi. 
  rule of the necrophagi
  The ghouls of the Imperium do not rule solely through their 
  strength in battle or terrible hunger. They also employ the dark 
  arts of necromancy and demonology to increase their power 
  in the subterranean realms beneath the Principality of 
  Morgau and Doresh. The Imperium’s twisted arcanists 
  are known collectively as the lore cult of the necrophagi, 
  which though it seems superficially similar to a 
  faith, is based on the use of arcane and necromantic 
  knowledge rather than religion.
  The darakhul have had an uneasy relationship with 
  necromancers and the practice of necromancy from the 
  beginning. After all, they are competing for the same limited 
  supply of corpses. Many darakhul have studied and mastered 
  this magic, and they consider necromancers rivals worth 
  absorbing into the empire. As a result, the darakhul arcanist 
  tradition is quite strong.
  The ghoulish necrophagi of the Imperium practice 
  necromancy using the materials they have available, primarily 
  the bones and bodies of non-humanoid creatures. Some work 
  on small, useful undead servants—mostly skeletons and 
  zombies—while others work on powerful war machines. They 
  are the technologists of the Imperium, and are respected for that 
  reason. Their mark is a triple skull.
  Darakhul
  perfected corruption
  Through long starvation, a ghoul may achieve a powdery 
  form and become a bonepowder ghoul. The process invariably 
  takes decades, which is why so few bonepowder ghouls exist. 
  The few ghouls who can show such self-restraint are highly 
  respected among their peers, for all ghouls know the drive of 
  hunger. Indeed, using hunger as a form of torture is considered 
  offensive to the ways of the Imperium. This isn’t to say that it 
  never happens, and thus bonepowder ghouls may rise from 
  unintended circumstances. A starved prisoner or a ghoul 
  trapped in a sealed-off cavern might leave behind most of its 
  remnant flesh and become animated almost purely by hunger, 
  hatred, and the wisdom of long centuries in which to plot the 
  destruction of its enemies.
  
  13th age edition
  darakhul | d
  17
  things you might find on a darakhul…
  Iron key on a chain. Spiked throwing-lantern. Leather map that 
  looks like it shows a back way into an underground prison. 
  Canvas hand-wrappings, their outer surface studded with spikes 
  and broken glass, and their fabric soaked with blood. Thin strips 
  of gold and silver, melted down from jewelry taken from victims 
  (2d10x10 gp). Several sets of iron manacles. 49½ feet of rope. 
  Butcher’s hook. Half eaten dwarven foot, in a pickle jar. Backpack 
  made of woven elf-skin leather strips. Whip made from braided 
  hair and knuckle bones. Sharp iron claw-sheaths. Banded-metal 
  armor (held in place with hooks). Thongs and belts from which 
  hang cleavers and flensing knives. Pouch of salt.
  magic items
  Ghoul-Face Shield (shield). The snarling face of this leather-covered 
  shield is still alive—or at least as alive as a ghoul ever is—and it 
  bites back. Recharge 16+: When you are hit in melee combat you 
  deal your basic melee miss damage to the enemy that hit you. 
  Quirk: The shield wants fresh meat. Feed fresh meat to your shield.
  adventure hooks
  Ghoul’s Bounty: The party is hired to penetrate deep into 
  ghoul-controlled territory to kill six specific ghouls, for a huge 
  bounty. They don’t know that this is a political assassination 
  and their true employer is a necrophagus savant who only 
  cares about one of the six targets—the rest are distractions to 
  conceal his intent.
  Modern Times: A Zobeck clockworks manufacturer is 
  outperforming all its rivals, and a competitor hires the party 
  to find out how they can produce so many items at such an 
  astounding rate. Their secret? Enslaved ghoul labor. Word of 
  this has reached the Ghoul Emperor, and he’s sent a party of 
  ghouls led by an imperial ghast centurion to free the slaves, 
  and burn down the entire quarter as retribution.
  Darakhul Citizen
  “So, which are you? Food? Or slave?”
  Level 3 mook [undead]
  Initiative: +6
  Vulnerable: holy
  Tearing claws +6 vs. AC—6 damage
  Vicious bite +6 vs. AC—4 damage and the target is stuck (save 
  ends). If the target is already stuck, it becomes stunned (save 
  ends both effects).
  Ghoulish resistance: Resist negative energy and poison 16+. 
  When a negative energy or poison attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 19
  PD 17 
  HP 11 (mook)
  MD 13
  Mook: Kill one darakhul citizen mook for every 11 damage you 
  deal to the mob.
  Iron Ghoul
  The darakhul are normally naked, but these sport iron bands and 
  sharpened gauntlets. Ghouls always look hungry, but these…look 
  really hungry.
  Double strength level 4 wrecker [undead]
  Initiative: +8
  Vulnerable: holy
  Tearing claws +6 vs. AC—28 damage
  Blind savagery: When the ghoul is hit by an opportunity attack it 
  makes an immediate tearing claws attack against the triggering 
  creature as a free action. This attack crits on an 18+.
  Vicious bite +6 vs. AC—20 damage and the target is stuck (save 
  ends). If the target is already stuck, it becomes stunned (save 
  ends both effects).
  Brutal steel +6 vs. AC—15 damage and the target is vulnerable 
  until the end of its next turn.
  Savage assault: When the escalation die is odd the ghoul 
  can perform an extra attack or a move action (including 
  burrowing) as a quick action. It can make a maximum of two 
  attacks per turn when using this ability.
  Crushing mountain: On a natural even melee attack roll the iron 
  ghoul may pop the target free of engagement. The iron ghoul 
  can never be popped free of engagement.
  Grave burrower: An iron ghoul can use its claws to burrow, 
  moving at its normal movement rate under the ground.
  Ghoulish resistance: Resist negative energy and poison 16+. 
  When a negative energy or poison attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 20
  PD 18 
  HP 108
  MD 14
  Necrophagus Savant
  The desiccated creature looks up from picking over the remains of 
  a human ribcage with the air of a disturbed nobleman. It seems 
  almost amused at the intrusion, and at a wave of its stained hand, 
  six more such creatures step from the darkness with crossbows 
  leveled and full plate gleaming.
  Double strength level 6 leader [undead]
  Initiative: +15
  Vulnerable: holy
  Shadow claws +11 vs. AC—30 damage and 7 ongoing negative 
  energy damage (save ends).
  Vicious bite +11 vs. AC—18 damage and the target is stuck 
  (save ends). If the target is already stuck, it becomes stunned 
  (save ends both effects).
  continued overleaf...
  
  midgard bestiary
  d | darakhul 
  18
  R: Grave’s pallor +11 vs. PD—10 ongoing negative energy 
  damage. Each failed save by the target against the ongoing 
  damage increases the amount of ongoing damage by 10.
  Limited use: Once per battle.
  R: Pull the strings +11 vs. MD (all nearby or far away enemies 
  that are currently hampered or helpless)—Each target hit 
  loses any conditions on it, and becomes confused (save ends). 
  Limited use: Once per battle.
  Blood casting: Using shadow claws or vicious bite, the ghoul 
  removes vital organs from a dead or dying creature in order to 
  enhance its magic (treat as a coup de grace if the creature is still 
  making death saves). Consuming the organs as a quick action 
  before the end of the encounter grants a +1 bonus to the ghoul’s 
  next attack roll and if the attack hits, treats the damage as if it 
  was a critical hit. The organs can be kept for up to 24 hours, but 
  any organs consumed after the encounter in which they were 
  harvested grants only a +1 bonus to the next attack roll.
  Spelleater: Using shadow claws or vicious bite, the ghoul removes 
  vital organs from a dead or dying spellcaster in order to enhance 
  its magic (treat as a coup de grace if the spellcaster is still making 
  death saves). Consuming the organs as a quick action before the 
  end of the encounter grants the ghoul the ability to use one of the 
  creature’s spells that the creature was still able to use 
  at the time of death. The ghoul may now use that 
  spell once. Treat the spell as cast by the original 
  creature. The spell is lost after use, but any number 
  of these spells can be collected.
  Reanimate the fallen (Recharge 16+): Once per 
  battle 1d3 nearby creatures with 0 hit points 
  or less, and whose total levels do not exceed 
  6, regain half their total hit points as 
  temporary hit points. The reanimated 
  creatures act under the control 
  of the necrophagus savant. If 
  the necrophagus releases 
  control of them, or if the 
  necrophagus is destroyed, 
  the creature loses its 
  temporary hit points. 
  Ghoulish resistance: Resist 
  negative energy and poison 16+. When a 
  negative energy or poison attack targets 
  this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only 
  deals half damage.
  AC 22
  PD 19 
  HP 180
  MD 19
  Bonepowder Ghoul
  The bonepowder ghoul is small and unassuming, a pile of dust 
  and bone fragments that resembles a destroyed mummy or the 
  remnants of a vampire burned by sunlight. Then the dust stirs 
  and rises into the air, even though there is no wind. Within the 
  whirlwind that forms, a death-mask of a face looks out at you and 
  opens its jaws wide. 
  Double strength level 8 spoiler [undead]
  Initiative: +17
  Vulnerable: holy
  Jaws of dust +13 vs. AC—60 damage and target is stuck (save 
  ends). If the target is already stuck it also becomes stunned 
  (save ends).
  Natural 16+ hit or miss: Grave dance is triggered.
  C: Font of death +13 vs. PD (1d3 nearby enemies)—25 damage, 
  the target is weakened until the end of its next turn, and the 
  ghoul gains 30 hit points
  Natural 16+ hit or miss: Grave dance is triggered.
  [Special trigger] Grave dance: The ghoul makes an attack +13 
  vs. MD against all nearby enemies, targeting the enemy 
  among them with the highest Mental Defense. If it succeeds 
  it teleports to any place nearby or far away that it can see, and 
  becomes hidden until it moves or attacks (DC 30 to spot it).
  Ghoul form: The bonepowder ghoul can take the form of 
  a swirling whirlwind or a small humanoid. Even when 
  a bonepowder ghoul is in humanoid form, hearing its 
  voice requires a DC 20 check if you are not yourself 
  undead and it does not intend for you to hear it.
  Hidden vantage: The bonepowder ghoul deals 
  +20 damage to any enemy that is engaged 
  with an ally.
  Dulled senses: Nearby living creatures 
  take a -4 penalty to skill checks and 
  initiative rolls.
  Bone whirlwind: A foe who 
  staggers the bonepowder ghoul 
  or reduces its hit points to 0 or 
  less takes 20 ongoing negative 
  energy damage and becomes 
  weakened (save ends both).
  Ghoulish resistance: Resist negative 
  energy and poison 16+. When 
  a negative energy or poison 
  attack targets this creature, the 
  attacker must roll a natural 16+ 
  on the attack roll or it only deals 
  half damage.
  AC 24
  PD 21 
  HP 288 
  MD 21
  
  13th age edition
  deadly mosses | d
  19
  A patch of tangled, lacy moss clings to the 
  ceiling above, slowly pulsing with an eerie glow. 
  Among the soft, feathery mass, stems gently 
  writhe, periodically dusting the ground below 
  with a twinkling of phosphorescent spores.
  Appearing as a large patch of bioluminescent 
  flora, cavelight moss is frequently mistaken for 
  a benign plant. In fact, this creature savors 
  the taste of living flesh and renders its meal 
  immobile before starting the long process of 
  digestion. Cavelight moss glows with a pale, 
  yet warm, yellow light. When agitated, the 
  light emitted changes to a cold blue.
  slow-moving killers
  Like normal moss, cavelight moss is a 
  collection of smaller life forms patched 
  together and sharing sensations. Barely 
  cognitive, cavelight moss spends its time 
  positioning itself above well-traveled 
  sections of caverns and mostly feeds on cave 
  rats, snared bats, and crawling insects. When 
  cavelight moss becomes aware of larger prey, it begins the 
  slow and arduous task of quietly moving toward the larger 
  creatures, staying safely outside any main area of habitation.
  glowing guardians
  While most underground denizens understand the dangers of 
  cavelight moss and seek to eradicate it when found, some cunning 
  cave dwellers cultivate the moss in their hunting grounds and 
  ambush those it ensnares. Some races even transplant the moss 
  to their home caverns and use the plants as crude watchdogs. 
  Cavelight moss attempts to remain as unobtrusive as possible 
  until prey approaches within reach. 
  life comes from death
  Cavelight moss lives a simple existence, and when in a safe area 
  inhabited by weak animals, it can survive for close to 200 years. 
  The spores from a cavelight moss glow like their parent, and if a 
  particular specimen stays in place for several decades, the place 
  may glow for years after its death. If flesh and blood creatures 
  die in such an area, the spores can germinate and grow in the 
  carrion. In lean times, these spores can grow, albeit slowly, on 
  guano or other materials rich in moisture and organic nutrients.
  mindrot mutations
  Anyone who learns the dangers of cavelight moss versus a harmless, 
  phosphorescent growth might be surprised when they encounter the 
  mindrot moss. This creature, when docile, looks almost exactly like 
  the lesser cavelight moss, requiring a DC 35 skill check to identify 
  properly. When agitated, the difference becomes more apparent, as 
  the moss loses spores and glows with an eerie violet hue.
  Like its less-dangerous relative, mindrot moss is a parasite 
  that consumes the bodies of mortal creatures in order to 
  replicate. When inhaled, mindrot spores enter the bloodstream 
  and attempt to take root in the brain.
  mindrot thralls
  As the fungus grows it secretes an acid that 
  dissolves the body of the host, slowly replacing 
  the creature’s flesh with its own as it feeds and 
  multiplies. The fungus first destroys the parts 
  of the brain that control motor functions, 
  taking over the creature’s movement so that the 
  victim loses control of its actions even while 
  alive and aware of what is happening. 
  Eventually the fungus burns away all of 
  the victim’s flesh, covering the skeleton of the 
  creature with its own fibrous tissue in a ghastly 
  caricature of its host. Intelligent creatures 
  (humanoid thralls) often cover themselves in 
  thick robes or layers of cloth to travel undetected. 
  Uncovered, the thrall resembles a gaunt version 
  of the unfortunate host, except its taut, waxy skin 
  bubbles with bursting spore pods. If the creature 
  cannot infect a new victim within a few weeks of 
  completely consuming its current host, it starves 
  and eventually dies. The starved corpse of a mindrot 
  thrall slowly dissolves into a crusted skeleton.
  product of the wastes
  Some wizards whisper that the fungus came to Midgard on the 
  back of one of the shambling, otherworldly horrors that haunt 
  the Wasted West. Its origin in that inhospitable desert is likely 
  the only reason this insidious creature has not destroyed whole 
  cities through infection, though the fungus is ever searching for 
  hosts that will carry it to where it can spread freely.
  magic items
  Mindrot Potion (potion). Created from dangerous mosses, 
  this glowing brew aids where healing potions cannot. When 
  drunk it grants an automatic success to the next death save 
  made that day; but after that save is made, the drinker takes a 
  -1 penalty to MD until their next full rest. 
  adventure hooks
  Night of the Thralls: An opera house has collapsed into a 
  sinkhole. The following night the first of the mindrot thralls, 
  still dressed opera-going finery, crawls up out of the sewers. 
  As a riot breaks out, do the adventurers find a safe place to 
  hole up until dawn, use this opportunity to loot, or protect 
  the innocents caught in the madness?
  A Rare Vintage: A wealthy merchant or aristocrat with exotic 
  tastes is due to hold a dinner party, and hires the adventurers 
  to fetch a ton of cavelight moss for the staff to convert into 
  glowing wine. But a vengeful alchemist from Maillon intends 
  to taint the shipment with a potion that will give the wine the 
  property of mindrot fungus. Will the PCs discover and foil 
  the plan? Or will the dinner party take a ghastly turn?
  Deadly Mosses
  
  midgard bestiary
  d | deadly mosses 
  20
  Cavelight Moss
  The tangled glowing moss is far from benign. Some adventurers carry 
  lanterns full of the stuff; but feeding your lantern blood to keep it lit is 
  never a good long-term plan, especially if the moss escapes.
  Level 3 troop [plant]
  Initiative: +3
  Vulnerability: Fire
  Tendrils +8 vs. AC—6 damage and target is dazed (save ends)
  Natural 16+ hit: Target takes 12 damage instead of 6.
  Natural 18+ hit: Target is stunned instead of dazed (save ends).
  Phosphorescent: The moss glows dimly. The first time it takes 
  damage in a battle it lights up so brightly that it stuns (save 
  ends) the nearest enemy that can see it.
  Crawling horror: The moss can only move on rounds where the 
  escalation die is odd. Whenever it takes holy damage it may 
  immediately pop free of engagement and move as a free action.
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 19
  PD 17 
  HP 45
  MD 13
  Mindrot Moss
  One wouldn’t think that simple moss could pack so much of a punch... 
  but it is the infection for which the moss is named that is the real 
  danger. It is very easy to mistake mindrot moss for cavelight moss.
  Level 7 wrecker [plant]
  Initiative: +7
  Vulnerability: Fire
  Mossy tendril +12 vs. AC—20 damage
  Natural 14+ hit or miss:  Make a second mossy tendril attack 
  as a quick action. 
  Natural 16+ hit: 5 ongoing acid damage and target is stuck 
  (save ends both).
  [special] If two mossy tendril attacks hit the same target in 
  the same round the target is helpless (save ends) and must 
  make an additional save at the start of each turn that they 
  are helpless or become infected with mindrot.
  C: Spores +12 vs. PD (1d3 nearby enemies)—20 damage and 5 
  ongoing poison damage (save ends).
  Phosphorescent: The moss glows dimly. The first time it takes 
  damage in a battle it lights up so brightly that it stuns (save 
  ends) the nearest enemy that can see it.
  Crawling horror: The moss can only move on rounds where the 
  escalation die is odd. Whenever it takes holy damage it may 
  immediately pop free of engagement and move as a free action.
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 23
  PD 17 
  HP 108
  MD 21
  Mindrot
  Those infected by mindrot slowly become hosts for the next 
  generation of mindrot moss, helping to spread the infestation to 
  new locations.
  The disease starts at stage 1. At each full heal-up the target 
  makes a DC 20 constitution check. A success moves the disease 
  down one stage. A failure moves it up one stage. 
  Stage 0: The target recovers from the disease.
  Stage 1: While affected by stage 1, the target takes a -2 
  penalty to MD.
  Stage 2: While affected by stage 2, the target’s maximum hit 
  points is reduced by half. Any creature that is engaged with 
  the target at the start of its turn takes 5 poison damage.
  Stage 3: While affected by stage 3, the target becomes a 
  mindrot thrall and will serve the moss... or will head 
  toward a populated area, surviving for the next 2d4 days 
  before it explodes in a mess of spores.
  Mindrot Thrall
  The half-corpses shamble forward, their eyes glowing from the 
  moss that now fills their skulls.
  Level 7 troop [plant]
  Initiative: +8
  Vulnerability: Fire
  Mindless slam +12 vs. AC—20 damage
  R: Acid spit +12 vs. PD—16 damage
  Natural 16+ hit or miss: 8 ongoing acid damage and target is 
  stuck (save ends both).
  C: Spore breath +12 vs. PD (1d3 nearby enemies)—16 damage, 
  the target is weakened and takes 8 ongoing poison damage 
  (save ends both).
  First Failed Save: In addition to the previous effects, the target 
  contracts mindrot (stage 1).
  Limited use: Once per battle, recharges when staggered.
  Fungal aura: When the mindrot thrall is reduced to below 50 hit 
  points, all nearby creatures immediately take 8 poison damage.
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 23
  PD 17 
  HP 100
  MD 21
  
  13th age edition
  death swarm | d
  21
  Death butterflies and moths are sinister fey creatures 
  that at first glance resemble harmless woodland insects. 
  On closer inspection, the butterflies’ dark wings 
  give off a faint ghostly aura of negative energy. 
  These spectral tendrils sap the life from creatures 
  close to the swarm and feed the butterflies with the 
  victim’s energy.
  innocent-looking guardians
  Their deadly traits are well known among the fey, 
  and some of the more malevolent feyborn lead lost 
  travelers into areas where they know such swarms gather. 
  Elven arcanists are rumored to have developed methods of 
  mesmerizing the creatures, thus populating the gardens around 
  their forest strongholds with butterfly swarms that serve as 
  inconspicuous guardians against intruders.
  things you might find near a death swarm…
  A rose bush of surpassing beauty. Flowers, growing through the 
  bones of an animal. The ruins of a cottage, now roofless and 
  mostly covered in flowering ivy. A circle of trees, at the center 
  of which is a dry well.
  magic items
  The Diadem of Wings (crown/helm). A crown constructed 
  to resemble a circle of glittering butterflies. Recharge 18+:
  Summon death butterflies to make an area impassable. If any 
  living creature attempts to pass through the area they become 
  stuck (save ends) and take 1d8 damage per round. 
  Quirk: Surround yourself with flowers and corpses. Beautiful, 
  beautiful flowers. Beautiful, beautiful corpses.
  Lepidopteran Mask (mask/helm). A beautiful silk and lace 
  half-mask made from the cocoon silk of a death moth or 
  death butterfly. Recharge 16+: You and whatever equipment 
  you’re wearing transform into a swarm of fluttering rainbow 
  moths or butterflies for up to one hour. While in this form 
  you cannot be targeted by opportunity attacks, and may 
  not attack or take any action except speaking or movement. 
  (Your speech sounds like the whisper of fluttering wings.) 
  Transforming into this form or back is a quick action. While 
  in your swarm form you can fly, and may fit through any gap 
  that a moth or butterfly could fit through. 
  Quirk: Easily distracted.
  Death Swarm
  adventure hooks
  Deadly Vision: An aged star-gazing alseid has had a vision that 
  a great event will begin at a certain spot at a certain time, 
  and he will reward the party handsomely to convey him safely 
  there. The locals call the spot “Little Death Wing Meadow.” 
  
  midgard bestiary
  d | death swarm 
  22
  Death Moth Swarm
  The victim lies dead in his chamber, his once-fine clothes full of 
  holes. From within the armoire you hear the fluttering of hundreds 
  of tiny wings.
  Level 7 swarm [beast]
  Initiative: +16
  Swarm of souleaters +12 vs. PD—20 damage and 8 ongoing 
  negative energy damage (save ends).
  C: Decaying embrace +12 vs. MD (1d3 nearby enemies)—20 
  damage and the target becomes confused (save ends). If 
  the swarm or its target disengage, the target’s saves against 
  confused become easy saves.
  Natural 16+ hit: The target cannot disengage from the swarm 
  until it is destroyed.
  Swarm resistance: The natural die result of any attack against this 
  creature must be 11+ or it only does half damage. Close attacks 
  or attacks than can target more than one enemy ignore this 
  resistance, and instead do double damage on a hit or a miss.
  Swarm dodge: Enemies cannot take opportunity attacks against 
  the swarm, and enemies cannot pop free of engagement with 
  the swarm nor cause the swarm to pop free. The swarm can fit 
  through any gap that any member of the swarm can fit through.
  Fluttering distraction: Nearby enemies take -2 to all saves.
  Flight: The swarm can fly, though not in a high wind.
  AC 25
  PD 14 
  HP 108
  MD 16
  Death Butterfly Swarm
  The cloud of butterflies swirls in the grove’s dappled sunlight, the 
  setting sun flashing on their black and white wings. As the cloud 
  slowly moves deeper into the woods, it leaves behind the desiccated 
  corpses of a half-dozen woodsmen.
  Level 7 swarm [beast]
  Initiative: +16
  Swarm of souleaters +12 vs. PD—20 damage and 8 ongoing 
  negative energy damage.
  C: Weight of wings +12 vs. AC (1d2 nearby enemies)—28 damage
  Natural 16+ hit or miss: Target is stuck (save ends).
  Swarm attack: Once per round all nearby enemies takes 20 
  negative energy damage at the start of their turn.
  Swarm resistance: The natural die result of any attack against this 
  creature must be 11+ or it only does half damage. Close attacks 
  or attacks than can target more than one enemy ignore this 
  resistance and instead do double damage on a hit or a miss.
  Swarm dodge: Enemies cannot take opportunity attacks against 
  the swarm, and enemies cannot pop free of engagement with 
  the swarm nor cause the swarm to pop free. The swarm can fit 
  through any gap that any member of the swarm can fit through.
  Flight: The swarm can fly, though not in a high wind.
  AC 25
  PD 14 
  HP 108
  MD 16
  
  13th age edition
  derro fetal savant | d
  23
  The derro are a malevolent race of dwarf-like creatures 
  forced deep underground centuries ago.
  They found a dark home—and equally dark gods 
  to worship—in the subterranean realms beneath the 
  Ironcrags. Here they nursed their hatreds and perfected 
  the use of magics only whispered of in the sunlight.
  spreading insanity
  Only the most rare of derro are born with the rapidly fading 
  ability to exchange souls with other creatures, and when 
  discovered, the babbling infants are treated with bizarre and 
  grotesque reverence. Placed in small, intricately wrought, 
  pillowed cages and borne aloft on hooked golden staves, the 
  wild-eyed newborns are carried standard-like behind battle 
  lines to sow madness and confusion among enemy ranks.
  crazed possessors
  Fetal savants use their ability to randomly seize control 
  of an appropriate victim among combatants to possess 
  a host body; the savant attacks opponents wildly, 
  relishing the physical power of the unfortunate host. 
  Helpless without aid, a fetal savant greedily attempts 
  to remain in a host body as long as possible. Its fate is 
  otherwise in the hands of its bearer.
  things you might find with a derro 
  fetal savant…
  Silver chains. Silk pillow. Bottle of milk mixed with 
  fresh blood. Cage, large enough to hold a tiny creature. 
  Stave with a hook at the end (roll d4: 1= mostly gold 
  with a steel core, 200gp worth. 2= gold-plated iron 
  bands on wood, about 20gp worth. 3= gold-painted 
  wood, worth about 5sp. 4= an ordinary10’ pole). Rattle 
  full of tiny mouse bones. Leather swaddling clothes. 
  magic items
  Fetal Rattle (implement). A silver rod filled with tiny bones. 
  Once per day: At the start of each of your turns, roll a d6. If 
  you roll lower than the escalation die value then you may cast 
  a daily spell that targets MD as a quick action on your turn. 
  However, you may not use your standard action to cast a spell. 
  Quirk: Claustrophobia.
  Derro Fetal Savant
  adventure hooks
  Dance of Madness: An embittered foe has secretly let the derro 
  and their caged fetal savants into the city, where they skulk 
  around gleefully causing havoc. Prominent citizens begin acting 
  oddly: dancing, rending their clothes, and shouting obscenities.
  The Mushroom War: The derro are capturing dwarven peasants 
  and feeding them mushrooms that lower their ability to 
  resist the commands of the fetal savants. The derro can 
  now turn populations against themselves, sending 
  brother against brother and friend against friend, 
  all without risking themselves. The dwarves of 
  the Ironcrags hire the adventurers to free 
  their loved ones, burn whatever dank 
  and fetid fungal cavern produces the 
  mushrooms, and kill the derro.
  
  midgard bestiary
  d | derro fetal savant 
  24
  Derro Savant Shrieker
  These bizarre creatures act as living alarms. Once fetal savants, 
  savant shriekers have outgrown their ability to possess a host. 
  They simply hang in their cages in wall nooks to watch over derro 
  halls, and alert their allies to the presence of intruders by loudly 
  babbling and violently shaking the bars.
  Level 3 spoiler [abomination]
  Initiative: +7
  C: Wail from the utter black +11 vs. MD (1d3 nearby enemies)—8 
  psychic damage and the target is weakened (save ends).
  Natural 16+ hit or miss: Make an additional attack as a 
  free action against a second nearby creature (or the same 
  creature if no others are nearby.)
  C: Brainbleeder rebuke +11 vs. MD—10 psychic damage.
  Psychobabble: Once the derro savant shrieker detects a nearby enemy 
  it begins to babble and shriek loudly. Its cries attract any creature 
  in the vicinity (nearby or far away) who cares to investigate.
  Precious cargo: This creature can barely move on its own and must 
  be carried by an ally. Picking up or putting down the savant 
  shrieker is a quick action, but reduces the bearer’s movement 
  by half. (Treat nearby as far away for movement purposes.)
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Dominant mind: The derro cannot become confused.
  AC 18
  PD 14 
  HP 7
  MD 19
  Derro Fetal Savant
  This creature appears to be a blue-skinned infant no older than 
  a year. Its limbs flail, its head lolls with an obvious lack of 
  coordination, and it screams incessantly. Of the madness that 
  resonates so strongly in derro society, perhaps nothing is so twisted 
  as fetal savants. These tiny, premature infants are born insane and 
  destined to lead their people further into madness.
  Level 10 spoiler [abomination]
  Initiative: +7
  C: Wail from the utter black +11 vs. MD (1d3 nearby 
  enemies)—32 psychic damage and the target is weakened 
  (save ends).
  Natural 16+ hit or miss: Make an additional attack as a 
  free action against a second nearby creature (or the same 
  creature if no others are nearby.)
  C: Brainbleeder rebuke +11 vs. MD—58 psychic damage.
  C: Despairing prison of flesh +15 vs. MD—23 psychic damage 
  and the target is hampered (save ends). 
  On a failed save, or if the derro fetal savant makes a second 
  successful despairing prison of flesh attack against a 
  hampered foe, the target becomes confused (save ends) 
  as the fetal savant controls their actions, forcing them to 
  attack their allies. The derro fetal savant can only possess 
  one foe at a time in this way, but makes the most of it.
  Precious cargo: This creature can barely move on its own and 
  must be carried by an ally. Picking up or putting down the fetal 
  savant is a quick action, but reduces the bearer’s movement by 
  half. (Treat nearby as far away for movement purposes.)
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Dominant mind: The derro cannot become confused.
  AC 26
  PD 14 
  HP 216
  MD 24
  Play up the horror of despairing prison of flesh—when the 
  PC is hampered, describe how the warped, wretched, greedy 
  mind of the derro fetal savant worms its way into their 
  consciousness, weakening their willpower as it starts to seize 
  control. If the fetal savant successfully possesses the PC, handle 
  it as appropriate for your group: let the player act out being an 
  insane psychic fetus in an adventurer’s body, roleplay the fetal 
  savant yourself while leaving the mechanics to the player, or let 
  one or more other players dictate the PC’s actions.
  
  13th age edition
  devils | d
  25
  The primary denizens of the Eleven Hells, devils are a strong 
  and varied race. They live to serve the will of the archdevils and 
  the dark gods who rule the Hells, or at least so it seems. Each 
  devil, in truth, has designs to rule the Eleven Hells in its entirety.
  driven by pacts
  The devils of the Eleven Hells are some of the most lawful 
  beings in Midgard. They might not think much of the laws of 
  mortal rulers, but their own laws and pacts dictate much of 
  their existence. The greatest of these laws come down from the 
  lord of all devils, Asmodeus. Most regions of the Eleven Hells 
  are ruled by an archdevil or dark god, who dictates the laws for 
  their domain. Most mortals find these intricate and sometimes 
  shifting rules fatally confusing, but the devils thrive on them.
  Beyond the laws, devils live by pacts. Most often contracted 
  between lesser and greater devils, these agreements enforce a 
  hierarchy of power in the Hells. Devils often use imps and ink 
  devils to assist in perfecting the wording of these pacts, as all 
  sides seek to come out ahead. Of course, working with these 
  devils means writing more contracts. Pacts with mortals are 
  often much simpler, or at least the devil wants it to seem that 
  way. In exchange for wealth or power, the mortal signs away 
  its soul. However, the reward always comes with an additional 
  price. Tainted by greed, madness, and a dark energy, contracting 
  mortals rarely have the willpower to keep their own mind, and 
  most soon become pawns of the infernal hierarchy.
  midgard’s dark enforcers
  Sometimes mortals don’t seek personal gain but 
  powerful assistance. Devils contracted to other devils 
  are often summoned into battle by mortals pledged 
  to the devils’ master, whether to aid a warlock 
  engaged in an ancient ritual, protect a corrupted 
  king, or perform some other service. Devils 
  often appear for this reason among the gnomes 
  of Niemheim. The price of such services is 
  the same corruption that comes with pacts of 
  power, only much worse.
  Most summoners do not realize this. Many 
  believe they have more control over the situation, 
  but in reality, devils have far more influence when 
  physically present because they get to oversee 
  each step of the corruption themselves. Infinitely 
  patient, they fine tune and twist each word and 
  situation to drive the mortal’s undoing. Once 
  summoned, the devils gain access to their 
  target’s family, friends, and associates to sow the 
  seeds of corruption among them all.
  adventure hooks
  Seventh Child: An ink devil claims that one of the adventurers 
  owes it their soul, the result of a pact made by an ancestor in 
  exchange for her true love being returned to life. That couple 
  had a child, and that child had a child, and the adventurer is 
  the seventh in line—so their soul is forfeit (unless they can 
  provide seven times seven souls in their place). Is the devil 
  telling the truth, or is there more at work here?
  The Damned Forge: A foolish smith has made a deal with devils: 
  fifty years of prosperity in exchange for his soul. As agreed, the 
  devils have made the smith prosperous—by killing any other 
  smith who sets up shop within two day’s walk of his forge.
  masters of scroll and tome, 
  minions of titivillus
  Ink devils are ranked among the lowest echelons of their kind, 
  abused and tormented by all the greater devils. Twisted by 
  the Archdevil Titivillus, they were once lemures and bearded 
  devil scribes, bred and altered into extensions of his will. They 
  work eternally grinding ink powders, formulating text and 
  writing it out, and making copies of accounts, invoices, reports, 
  bills, contracts, histories, works of praise to the archdevils, 
  and pamphlets of slander or pure flattery. Ink devils live in 
  libraries and scriptoria in the Hells and related planes. They 
  serve any planar lord who wishes their help, and their speed 
  and keen vision make them excellent accountants, 
  recordkeepers, translators, and secretaries. They 
  cannot be trusted, and their work is always 
  confirmed by a second reader.
  Ink devils are natural arcanists, 
  and all can perform at least 
  a few minor rituals. Those 
  who find work as scribes in 
  arcane libraries remember 
  all they copy and soon 
  find themselves powerful 
  wizards 
  in 
  their 
  own 
  right. The brave might try 
  to bargain with an ink devil 
  for a performance or copy 
  of a ritual, but the wise avoid 
  such deals. Most words these 
  creatures write are twisted 
  in some manner. They have 
  been known to give strangers 
  a gift of letters of credit, or a 
  charter, or scholarly papers, 
  only for those papers to be 
  found false, or even marked with 
  explosive runes or other arcane traps.
  Devils
  
  midgard bestiary
  d | devils 
  26
  While this mad research would grow into the foundation for 
  the gearforged of today, these early, depraved prototypes were 
  hunted by the Collegium and their allies. Some escaped to the 
  Cartways and hidden crevices of the city. So the clockwork 
  devils have survived, repairing themselves with the scraps 
  from the geargrinders and steamworkers, all while gathering 
  cultists to their side. Rumors say that some of Kovacs’ notes 
  went unaccounted for, leaving the possibility for others of grave 
  ambitions to follow his infernal path.
  Clockwork Devil
  At first glance, the creatures rising from the shadows resemble 
  some infernal beings, but a closer look reveals whirring gears, 
  cogs, and cables binding their joints together. The glowing crimson 
  eyes and brimstone scents of these clockwork constructs confirms 
  their infernal natures, however.
  Clockwork devils know nothing of fear, only duty and 
  programming. Built from gears, cogs, and metal casing like other 
  clockwork, these abominations are twisted into visions from the 
  Eleven Hells. The ritual to complete their creation pulls infernal 
  essence up into the world to create a truly evil metal beast.
  Large level 3 troop [demon/construct]
  Initiative: +9
  Slam +8 vs. AC—21 damage
  Natural 16+ hit or miss: Infernal breath recharges.
  [Special trigger] C: Clockwork surprise +8 vs. AC (one nearby 
  enemy)—10 damage
  Usable once per round against a nearby enemy who uses a 
  move action to move, or when a far away enemy uses a 
  move action to move nearby.
  C: Infernal breath +9 vs. PD (one nearby enemy)
  —45 fire damage
  Limited use: Once per battle, but may be used again if the 
  devil rolls 16+ on a slam or when it is staggered.
  Infernal power: When the devil is reduced to 0 hit points or 
  below it immediately makes three infernal breath attacks as 
  free actions.
  Resist cold and fire 11+: When a cold or fire attack targets this 
  creature, the attacker must roll a natural 11+ on the attack roll 
  or it only deals half damage.
  AC 19
  PD 16 
  HP 90
  MD 14
  Ink Devil
  These lesser devils are deep black, with grey, inkstained, quill-like 
  claws, shining white teeth, and red eyes. Their heads are often bald 
  or fringed with hair in the style of a monastic haircut, and they 
  have two small horns no larger than the tip of a thumb. They 
  keep the books of Mammon’s gold and mark the souls of sinners in 
  each layer of the Hells. They also weigh the gains and losses in the 
  struggles against chaos and against the angels. The scratching of 
  their hundred thousand quills is the sound of Hell conspiring and 
  taking through guile what it cannot win through force.
  Level 2 troop [demon]
  Initiative: +7
  Inky claws +7 vs. AC—7 damage
  C: Mark of evil +7 vs. MD (one nearby enemy)—Target 
  becomes vulnerable to all attacks made by demons and devils 
  (save ends).
  The hidden word: Once per battle if there is a book or other text 
  written in ink or paint nearby, the ink devil can roll a save. On 
  a success it gains +4 to all defenses until the end of the battle.
  [Special trigger] Disrupt concentration: When the ink devil 
  is targeted by a ranged spell, as a free action it can give the 
  spellcaster a -2 penalty to either the attack roll or the damage 
  done. The use of this power is announced after the rolls to hit 
  and damage have been made, and the results are known but 
  before the results are applied.
  Resist fire 11+: The natural die result of an attack against this 
  creature involving fire must be 11+ or it only does half 
  damage.
  Teleport: The ink devil can teleport as a move action, 
  disappearing in a swirl of ink to reappear at any point nearby 
  that it can see.
  AC 18
  PD 14 
  HP 36
  MD 14
  twisted cogs and revisionist history
  Hidden away in the private libraries of the Collegium Masters 
  lies the true story of the birth of the gearforged. Before Zobeck’s 
  revolution, a brilliant and powerful arcanist called Kovacs 
  experimented obsessively with various forms of artificial life. 
  He refused to settle for the simple clockwork constructs of his 
  day, and as he pursued a new form of true life, his experiments 
  drifted very far from accepted practices. When the other 
  masters finally ventured deep into his lab, what they found 
  horrified them. Carcasses of animals, their vital organs replaced 
  with mechanical parts, lay next to diabolic texts with obscene 
  illustrations and blueprints calling for vitality harvested from 
  sentient beings to power clockwork creatures. 
  
  13th age edition
  devils | d
  27
  last to the fight
  Rarely seen in their natural form outside of Hell, gilded devils 
  are the favored servants of Mammon, archdevil of greed. They 
  tempt and corrupt with promises of wealth, power, and fame, 
  twisting mortal greed into unforgivable damnation. Gilded 
  devils prefer unassuming appearances. They mold their flesh 
  and adopt gaudy trappings to look the parts of wise advisers, 
  canny merchants, or sly confidants.
  Gilded devils disdain direct combat, preferring to leave 
  battle to manipulated mortals or loyal thralls. If forced to fight, 
  however, the devil typically attempts to trap enemies in pools 
  of molten gold before stealing the belongings of others and 
  leaving. A coward at heart, a gilded devil will flee if pressed and 
  assume a new form to facilitate its escape.
  Gilded Devil
  This tall and bronze-complexioned man is abnormally long-limbed 
  and clad in armor of stained and battered coins. His wiry frame 
  is festooned with mismatched and gaudy bracelets, rings, and 
  necklaces. He licks his lips as his eyes take inventory of your 
  possessions.
  Level 3 spoiler [demon]
  Initiative: +9
  Scourge of avarice +8 vs. AC—10 damage
  Natural 20+: Amass all things triggered.
  R: Betrayal of riches +8 vs. PD—10 damage and roll a d4
  1. If the target is wearing magic bracers or gloves it becomes 
  dazed (save ends); if not, the target becomes confused 
  (save ends).
  2. If the target is wearing magic boots or shoes it 
  becomes stuck (save ends); if not, the target 
  becomes confused (save ends).
  3. If the target is wearing a magical ring it 
  becomes weakened (save ends); if not, the target 
  becomes confused (save ends).
  4. If the target is wearing a magic helm or hat it becomes 
  confused (save ends); if not, the target becomes confused 
  (hard save ends).
  Natural 20+: Amass all things triggered.
  R: The wealth beneath your feet +8 vs. PD (1d3 nearby 
  enemies)—10 damage and target is stuck (save ends).
  Miss: 5 damage.
  Natural 20+: Amass all things triggered.
  [Special trigger] Amass all things: As a single free action the 
  gilded devil teleports the target’s most valuable item into its 
  grasp, teleports itself somewhere nearby, and then runs away 
  from the battle with its prize.
  Greed’s many forms: The gilded devil may alter its physical form 
  to appear to be any medium or small humanoid, and may shift 
  its form at will. It resumes its normal form if it is reduced to 0 
  hit points or below. Other creatures can make a DC 35 wisdom 
  check to see through the disguise. A result of 30-34 will at least 
  allow the one making the check to notice that it is a disguise.
  Resist fire 11+: When a fire attack targets this creature, the 
  attacker must roll a natural 11+ on the attack roll or it only 
  deals half damage.
  AC 19
  PD 13 
  HP 40
  MD 17
  
  midgard bestiary
  d | devils 
  28
  engines of infernal combustion
  There is a corner of Hell known simply as the Forge. Here, black 
  chimneys rise a mile above a dead land of choking air and red 
  poison hills. The Machine, a greater devil who never sleeps and 
  gives his subjects no rest, rules this land. His overseers consist 
  of thousands upon thousands of imps who whip and punish the 
  workers. The imps themselves are kept in check by hordes of 
  chain devils, who in turn answer to the automata—the managers 
  of this infernal place. Automata devils are chain devils who have 
  been granted this special reward.
  Automata devils are part devil and part living machine. The 
  machine part knows only that toil must never end, and they 
  are merciless in their judgment, wanting only for the Forge to 
  continue. The devil part comes in when punishments need to be 
  created or modified. Automata devils live to dominate, especially 
  in petty, purely physical ways. Their role is to monitor others, 
  and they regularly have charge of prisoners or infernal factories.
  Automata Devil (Castigas)
  Infernal machines are true horrors to behold. Legends tell not just 
  of their size and tortuous ends, but of the living cogs that keep 
  them running. This slender, almost emaciated, creature’s skin 
  erupts in barbs, sharp nails, and coils of wire threaded through 
  its flesh. Chains lie buried under blisters and scabs. The eyelids—
  both front and back pairs—have been sewn back with wire, 
  while six arms ending in large grasping hands erupt from 
  its shoulders. 
  Large level 6 troop [construct/demon]
  Initiative: +12
  C: Whip +11 vs. PD (1 nearby enemy)—36 damage and the 
  devil can drag the target into engagement (target is grabbed). 
  On the devil’s next turn, if the target is still grabbed the devil 
  makes a punishing embrace attack against the target. The devil 
  can only grab one enemy at a time with its whip, but feeding 
  a target into its maw frees the whip for another grab attempt.
  [Special trigger] Punishing embrace +15 vs. PD (1 creature 
  grabbed by the automata devil’s’ whip)—42 damage and the 
  target is stunned (save ends) as the devil throws the target 
  into its stomach maw, a mass of churning gears with serrated 
  edges, clockwork gears, and whirling blades. The +4 bonus 
  against grabbed foes is already added to the attack roll.
  Lacerate: The automata devil can make six whip attacks. Any 
  creature hit by two or more attacks is dazed (save ends).
  Limited use: Once per battle.
  Fear aura: Enemies engaged with the automata devil and who have 
  30 hit points or less are dazed and can’t use the escalation die.
  AC 22
  PD 20 
  HP 180
  MD 19
  
  13th age edition
  dogmole | d
  29
  The Ironcrag dwarves have domesticated many subterranean 
  creatures including a breed of giant talpidae commonly called 
  dogmoles. Energetic and obedient, dogmoles pull ore-trolleys 
  through mines, sniff out toxic gases and polluted waters, 
  and help dig out trapped miners. Their uncanny ability to 
  detect imminent cave-ins and burrowing monsters makes 
  them welcome companions in the depths. Outside the mines, 
  dogmoles serve as pack animals, guards, and bloodhounds. 
  Derro also keep dogmoles, but the creatures are scarred and 
  brutalized savages, barely controllable even by their handlers.
  loyal protectors
  Not normally aggressive, dogmoles warn off most enemies with 
  a rumbling growl, though they often attack large invertebrates 
  immediately. Dogmoles begin combat with a charge and snap at 
  foes with their long incisors. They typically retreat if seriously 
  injured, but will fight to the death to protect their pack, their 
  young, or their dwarven masters. Dogmoles cannot burrow into 
  solid rock, but they can move through softer material like soil or 
  loose rubble, leaving a usable 5-foot diameter tunnel.
  things you might find with a dogmole…
  Collar with a short length of chain attached to it. Collar with 
  a frayed rope attached to it. Much-chewed bone. Bandanna 
  around its neck—perhaps an ordinary piece of cloth, or 
  perhaps something more important that the dogmole’s master 
  didn’t recognize. 
  magic items
  Dogmole Pipe (wondrous item). Carved from a dogmole’s thigh 
  bone, this pipe is a favorite of wizards. While the wizard 
  smokes the pipe it confers a +4 bonus to ritual casting checks, 
  provided the ritual involves stones, dirt, or tunnels. 
  Recharge 6+: When not in combat you may burrow 
  through the earth (but not through stone) for 
  five minutes. 
  Quirk: You prefer to rest in the dirt.
  adventure hooks
  Molecoach: 
  A 
  wagon-master 
  has 
  become 
  obsessed with the idea of dogmole-pulled 
  wagons. They will be able to travel overland 
  and underground; and while dogmoles are not 
  as fast as horses, they are far smarter. He needs 
  protection travelling to the Ironcrags with a large 
  sum of gold, and help with bringing his new pack of dogmoles 
  back home. Are the adventurers willing to help him out? 
  They’ll be paid for each dogmole that safely makes it.
  Unquiet Corpse: A restless spirit cannot find peace until its 
  remains are given a proper burial. Unfortunately, its mortal 
  form was killed by derro and its remains have been made into 
  armor for a dogmole juggernaut. 
  Dogmole
  This mole-like creature is the size of a large dog, but its thick, 
  barrel-shaped body looks as heavy as a full-grown dwarf. A ring 
  of tentacles sprouts above its mouth, which is dominated by spade-
  like incisors. Despite lacking visible ears and possessing only tiny, 
  cataract-filled eyes, it clearly senses its environment.
  Large level 2 troop [beast]
  Initiative: +7
  Gouging teeth +7 vs. AC—14 damage
  Miss: 7 damage.
  Tenacious rage: When first staggered the dogmole can make a 
  gouging teeth attack as an immediate free action, and it gains 
  +2 to all defenses until the end of its next turn.
  Scent: The dogmole is almost completely blind; it uses scent 
  to detect nearby creatures, even those who are invisible. 
  Dogmoles make great watchdogs.
  Subterranean burrower: A dogmole can burrow swiftly through 
  soil and rubble.
  AC 18
  PD 16 
  HP 70
  MD 12
  Dogmole
  
  midgard bestiary
  d | dogmole 
  30
  Dogmole Juggernaut
  What the derro have done with certain breeds of dogmole 
  almost defies description. Brutalized from birth and hardened 
  by scarification, foul drugs, and unnatural magics, the dogmole 
  juggernaut is barely recognizable as a relative of its smaller kin. 
  A furless mass of muscle, scar tissue, and barbed piercings clad 
  in haphazard barding, it stands 7 feet at the shoulder and 9 to 12 
  feet long. Its incisors are the length of short swords. The derro use 
  these warped dogmoles as mounts and improvised siege engines. 
  When not at war, the derro enjoy pitting juggernauts against one 
  another in frenzied gladiatorial combats. 
  Triple strength level 3 wrecker [beast]
  Initiative: +3
  Gouging teeth +8 vs. AC—30 damage
  Miss: 15 damage.
  Ferocious charge: The attack instead deals 40 damage on a hit 
  if the dogmole juggernaut first moves before attacking an 
  enemy it was not engaged with at the start of its turn.
  Rapid rebuke: When a dogmole juggernaut is hit by a melee 
  attack it may immediately make a gouging teeth attack against 
  the one who hit it as a quick action.
  Murderous frenzy: The first time in a battle that the dogmole 
  juggernaut reduces an enemy to 0 hit points or less, it may 
  make an extra attack on its next turn as a free action. If the 
  extra attack is a natural even roll, the dogmole may make 
  another extra attack on its next turn as a quick action.
  Scent: The dogmole is almost completely blind; it uses scent 
  to detect nearby creatures, even those who are invisible. 
  Dogmoles make great watchdogs.
  Subterranean burrower: A dogmole can burrow swiftly through 
  soil and rubble.
  Nastier Specials:
  Regeneration: While a dogmole juggernaut is damaged, it heals 
  10 hit points at the start of its turn. It can regenerate five times 
  per battle. If it heals to its maximum hit points, then that 
  use of regeneration doesn’t count against the five-use limit. 
  Dropping a dogmole juggernaut to 0 hit points doesn’t kill it 
  if it has any uses of regeneration left.
  AC 19
  PD 17 
  HP 135
  MD 13
  
  13th age edition
  drake | d
  31
  Midgard scholars acknowledge the pseudodragon as the first 
  true drake. The creatures regularly appeared to travelers over 
  the centuries, somehow finding the one person worthy of aid 
  among any group. In time, arcane spellcasters realized the value 
  of these creatures as companions, leading to their proliferation. 
  Other pseudodragons settled in large cities like Zobeck and 
  served the same role as cats—though they tended to eliminate 
  more powerful nuisances such as gremlins, imps, and even the 
  stray goblin or kobold.
  proud familiars, many varieties
  As pseudodragons spread, people initially referred to them as 
  “common drakes” (pseudodragons naturally rejected any notion 
  of being “common”). Those arcane spellcasters who took to the 
  creatures called them “familiar drakes,” while households graced 
  by their presence named them “house drakes.”
  Other drakes appeared once pseudodragons became a common 
  sight, almost as if they had heralded the arrival of a completely 
  new species. It seems as though explorers and scholars discover 
  new drakes every year, each apparently tied to some common 
  theme from geographical features to important materials or even 
  abstract ideas. While plenty of drakes have been studied and 
  classified, many remain a mystery other than their “theme.”
  adventure hooks
  The Drakes of Wrath: A trouble-making alehouse drake has 
  taken up residence in a tavern, taking petty revenge on the 
  tavern-keeper every time she tries to dislodge the trickster 
  from the rafters. She will give the adventurers free drinks for 
  a year if they can get rid of the pest. But the tavern regulars 
  have taken a liking to the creature and will react poorly to any 
  attempts to get rid of it.
  The Best Laid Plans of Drakes and Men: Twin sisters have 
  unknowingly married the same man, a confidence trickster 
  who enlisted the aid of a different pact drake for each wedding. 
  Both pact drakes insist that the marriage they presided over is 
  valid and the other one invalid—a situation that will allow the 
  groom to seize control of both sisters’ assets. The sisters are 
  refusing to cooperate with the drakes, who are being driven 
  mad trying to work out the ins and outs of their conflicting 
  pacts. Can the adventurers sort things out?
  Drake
  Alehouse Drake
  Alehouse drakes average about 18 inches long and weigh about 18 
  pounds with a plump belly. Their scales tend toward deep amber 
  with cream or white highlights, and they possess glittering, 
  light-colored eyes. Their breath weapon is an intoxicating cloud 
  of stale beer fumes. The mischievous alehouse drake appears 
  mostly in the central and northern regions of Midgard. Large 
  cities in the domains of Dornig, Krakova, and Magdar typically 
  have at least one such creature. Even across the Neider Strait in 
  Trollheim, alehouse drakes sometimes choose a drinking hall to 
  champion, though their more whimsical cousins consider these 
  dour drakes far too serious.
  Mostly a nuisance, alehouse drakes squat in bars, taverns, and 
  inns, the busier the better. A bane or savior to every bartender 
  and innkeeper, alehouse drakes enjoy pushing patrons’ emotions 
  to ecstatic cheers or bloody bar fights. Alehouse drakes prefer 
  escape to confrontation but are ornery when cornered.
  fun-loving tavern-dwellers
  Alehouse drakes typically make their homes in busy and 
  populated cities and towns, but as they age, they prefer to 
  escape the hustle and bustle and lair in roadside coaching inns 
  and more isolated taverns. In the former situations, alehouse 
  drakes are often troublemakers or pranksters, but in the latter 
  circumstances, they usually befriend the proprietor and help 
  manage flared tempers and weepy drinkers in return for living 
  space and a generous tab.
  incorrigible gossips
  Easily one of the most talkative types of drake, alehouse drakes 
  gossip endlessly. They pick up a lot of stories while perched 
  in hiding places throughout a busy tavern, and many trade in 
  information. An alehouse drake can serve as a good source 
  for goings on about town, especially events occurring in their 
  establishment. More devious and ill-mannered alehouse drakes 
  resort to blackmail, but usually only to secure a comfortable 
  spot in their chosen tavern.
  An odd, one-sided rivalry has sprung up between alehouse 
  drakes and pact drakes, with the former trying in vain to get 
  the latter to loosen up. For their part, pact drakes mostly ignore 
  the cajoling and puerile taunts, but overly persistent alehouse 
  drakes sometimes find their chosen home shut down due to 
  obscure ordinance violations.
  erstwhile innkeepers
  Alehouse drakes prefer acting alone, but sometimes as they age, 
  they take mates and live a coupled life. In particularly large and 
  cosmopolitan cities, a revel of alehouse drakes might control all 
  the inns, tap houses, and other drinking establishments in an 
  entire district, shifting patrons’ emotions for fun or profit. The 
  oldest recorded alehouse drake—the light-hearted Essammith—
  lived just past 400 years, inhabiting the same tavern for most of 
  that period. 
  
  midgard bestiary
  d | drake 
  32
  Alehouse Drake
  This plump little creature reclines lazily in the tavern’s rafters, a 
  dazed look in its eyes and the suggestion of a grin on its fanged jaws
  Level 1 spoiler [dragon]
  Initiative: +3
  Claw and bite +6 vs. AC—5 damage
  Natural 16+ hit: Discombobulating is triggered.
  C: Beery breath +6 vs. PD (1d3 nearby targets)—5 damage and 
  the target is stuck (save ends)
  Natural 16+ hit: Discombobulating is triggered.
  Failed save against stuck: Target is stuck and hampered (save 
  ends both).
  Failed save against stuck and hampered:  Target is helpless 
  (save ends all conditions, even those not from beery breath).
  Discombobulating: The alehouse drake becomes invisible until 
  the end of its next turn (+5 to all defenses) and makes the 
  following attack:
  Alehouse discombobulation +6 vs. MD—target is dazed until 
  the end of the drake’s next turn and forgets the events of the 
  battle once it is over. 
  Flight: The drake can fly, weaving through the air almost as if it 
  were drunk.
  greedy rock eaters
  Crag drakes can blossom like dangerous parasites in any 
  mountain range. In central Midgard, these nefarious creatures 
  most often appear in the Ironcrag and Cloudwall Mountains. To 
  the east, the population of crag drakes surges in the Dragoncoil 
  Mountains, adding to the dangers of that massive range.
  AC 17
  PD 11 
  HP 27
  MD 15
  Crag Drake
  Crag drakes are the one drake that dwarves truly fear, for in 
  addition to their powerful bite and stony claws, they have a 
  caustic breath that allows them to literally eat gold and other ores.
  A crag drake’s coloration and stealthy nature help disguise it 
  in darkened mine shafts and natural caverns. It stands between 
  5 and 6 feet tall at the shoulder and nearly 15 feet long from 
  flickering tongue to whipping tail. Powerful muscles, a compact 
  build, and a dense, rocky hide contribute to its roughly 1,200 
  pound weight. Crag drakes prefer to hunt alone, but several 
  individuals may share especially rich hunting grounds. A crag 
  drake, as a creature of stone, finds comfort in the cramped 
  bowels of the earth. A forbidding mountain and yawning black 
  tunnels, the glitter of ore just below the surface, and the hiss of 
  gases seeping through slow-splitting fissures are the hallmarks 
  of home for these prowling fiends.
  hunters deep below
  The bane of successful mining operations, crag drakes stalk 
  underground denizens to consume both them and their 
  precious minerals. These stealthy and cunning beasts often lie 
  in wait for days to ambush prospective miners and underground 
  wanderers with corrosive breath, vicious teeth and claws, and 
  elusive cunning. Despite this, because they always appear near 
  rich veins of metals or minerals, some prospectors consider the 
  presence of a crag drake a sign of good luck.
  
  13th age edition
  drake | d
  33
  Crag Drake
  This creature’s powerful limbs end in jagged metallic talons, and 
  chipped stone teeth line its powerful jaws. Rocky protrusions mark 
  its durable hide, and its serpentine tail lashes wickedly.
  Level 4 troop [dragon]
  Initiative: +9
  Claw and bite +9 vs. AC—14 damage
  Natural even hit: 5 ongoing acid damage.
  Natural odd hit or miss: Corrosive breath recharges.
  C: Corrosive breath +14 vs. AC (1d3 nearby enemies)—14 
  damage and 5 ongoing acid damage
  Miss: 7 damage.
  Spry dash: The crag drake make disengage with an easy (6+) 
  check if it is standing on stone, concrete, or rubble.
  Earthwalk: The drake can climb over walls and along ceilings 
  as quickly as it can move along the ground, and can run over 
  rubble and broken stone as fast as though it were going over 
  flat ground.
  Earthsense: Provided it is in contact with bare dirt or stone, the 
  drake can sense everything nearby and far away that is in 
  contact with the stone.
  Stone meld: The drake may meld with a stone wall or floor 
  that it is in contact with as a move action. While melded the 
  drake is difficult to harm (it gains resist all damage 16+) and 
  regenerates 5 hit points at the start of each of its turns. The 
  drake can only dimly perceive the world while melded, but can 
  “swim” through the stone as a move action. If the drake moves 
  away from the stone or attacks, the meld ends immediately.
  AC 20
  PD 18 
  HP 54
  MD 14
  Gear Drake
  Gear drakes are stout and dense for their size, stretching just 
  over 5 feet from nose to tail but often weighing 150 pounds. 
  Rare even by drake standards, gear drakes nest near industries 
  and areas of technological innovation, making them intrinsically 
  associated with Zobeck. Even the creatures themselves claim to 
  originate in that city, though a few gear drakes make their home 
  in the Sultanate. Haughty gear drakes claim credit for the birth 
  of industry and invention in Zobeck—their “gift of gears” to 
  mankind—though historians disagree.
  Skilled with all manner of tools and machines, a gear drake 
  can serve as a trusted workmate or a spiteful saboteur. They 
  represent the ingenuity of craftsmanship, and many tradesmen 
  regard having one roost in their workshop as highly prestigious. 
  A gear drake doesn’t lend its services to just anyone. These 
  proud and particular creatures only work with those who share 
  their work ethic and perfectionism. 
  machine-like appearance
  Gear drakes possess a strange physiology. Their bones have the 
  texture of polished metal, their joints a mechanical precision, 
  and their bodies a machined appearance. Stripped of flesh, they 
  resemble a complex construct more than a natural creature. 
  Their scales have a metallic hue and odd bumps that resemble 
  rivets. Despite this, they are indeed creatures of flesh and blood.
  demanding partners 
  Gear drakes see other drakes as components in the world’s great 
  machine and maintain friendly relationships with them. They 
  especially enjoy the company of steam drakes, who often inhabit 
  the same workshops and forges, but also work well with other 
  types. Gear drakes often draft elaborate plans requiring the 
  assistance of paper, glass, and even ash drakes. They make it 
  very clear that they control the project, however, and hold their 
  cousins to their own high standards, generally making such 
  partnerships short affairs.
  By contrast, gear drakes will often work with each other for 
  years, particularly on large-scale projects. The relationships that 
  grow from these projects often lead to a new great endeavor: 
  the next generation of gear drakes. The clutch of 2–4 eggs takes 
  about a month to gestate and almost a year to hatch. Each parent 
  then spends another year teaching the hatchlings and tinkering 
  to ensure the best possible advantages for their offspring. After 
  a year, the young drakes leave to find their own way. 
  twisted minority
  While most gear drakes love to create, some malign gear drakes 
  live to break everything around them. These vile creatures stalk 
  and ambush gearforged in back alleys, wreck workshops, or burn 
  laboratories. Evil gear drakes sometimes serve spiteful inventors, 
  taking bribes to destroy a competitor’s facilities and tools.
  
  midgard bestiary
  d | drake 
  34
  Gear Drake
  Like a sleek machine made flesh, this draconic creature moves 
  with smooth, well-oiled precision. Its scales seem to sweat a thin 
  film of grease on everything it touches. 
  Level 3 troop [dragon]
  Initiative: +5
  Claw and bite +8 vs. AC—10 damage
  Natural 1-5: Cacophonous breath recharges.
  Natural 18+ hit: One tiny non-magical item on the target’s 
  person shatters.
  R: Telekinetic strike +8 vs. PD—10 damage
  Natural 1-5: Cacophonous breath recharges.
  Natural 16+ hit or miss: The target becomes stuck (save ends).
  C: Cacophonous breath +8 vs. PD (1d3 nearby enemies)—10 
  thunder damage and the target is weakened (hard save ends)
  Miss: 5 thunder damage.
  Limited use: This ability may only be used once per battle, but 
  it recharges and may be used again if another attack made 
  by the drake is a natural 1-5 roll.
  Flight: The drake can fly - its wings flap rapidly and mechanically.
  Watchful: The drake does not sleep, and is immune to potions or 
  spells that attempt to make it sleep.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  Craftsdrake: The drake can mend objects (treat as a mending cantrip).
  AC 19
  PD 13 
  HP 45
  MD 15
  Pact Drake
  While its 4-foot long body and 1-foot long tail make a pact 
  drake seem insignificant, it carries an unmistakable presence in 
  any hall of power. The creatures sometimes take on affectations 
  to further their image, usually a mantle, miter, chain, or some 
  other symbol of office or authority.
  The draconic embodiment of Law, a pact drake makes its 
  home in large cities or other seats of authority. They often 
  appear at major negotiations, as if drawn by an uncanny 
  sense. Sometimes welcomed, sometimes not, the drakes 
  nevertheless ensure that all parties honor the contract.
  Some nations or powerful individuals retain the 
  services of a pact drake, usually by providing historical, 
  legal, or religious documents. Some of these creatures 
  also demand trivial payment in gems and jewels; though 
  trivial to the drake could mean up to 10% of the kingdom’s 
  treasure. Delicate negotiations between rival humanoid powers 
  sometimes fall to the pact drakes employed by both sides. 
  bound by its covenants
  A pact drake must enforce all deals it brokers. If for any reason it 
  cannot enforce a deal, the drake suffers -4 to attack rolls, saves, 
  and ability and skill checks. This condition can only be lifted 
  by enforcing the deal, by a magical ritual performed by an epic 
  tier spellcaster, or by another pact drake convinced the afflicted 
  drake has atoned. Pact drakes understand this and work to 
  handle every contract meticulously. Pact drakes can check on 
  those who have entered into a pact by concentrating on the 
  subject—this conjures a ‘scrying eye’ in the creature’s location 
  through which the pack can observe goings-on.
  mutual respect
  Courtship for a pact drake is simply another sort of negotiation. 
  The two drakes meet, determine which drake will raise the 
  young, how much assistance or compensation the other drake 
  will provide, agree to terms, and finally consummate the deal. 
  The union typically results in a small brood of 2-4 drakes—
  some sages humorously suggest the pair negotiate the number 
  of young along with all other terms. Pact drakes reside in cities 
  where law and regulations flourish, acting as overseers and 
  mediators. A handful of pact drakes hail from Niemheim, where 
  they act as companions to the pact-making gnomes who call 
  those lands home.
  
  13th age edition
  drake | d
  35
  Pact Drake
  This small draconic creature holds itself with the poise of a learned 
  scholar or a righteous judge. Discerning eyes peer past a scaled 
  snout and toothy jaws. 
  Level 5 troop [dragon]
  Initiative: +12
  Claw and Bite +13 vs. AC—18 damage
  C: 
  Punish 
  transgressors 
  +13 
  vs. 
  MD 
  (1d3 
  nearby 
  creatures)—18 damage and the target is dazed (save ends). If 
  the target has broken a pact brokered by the drake, the target 
  takes an additional 9 damage if this attack hits.
  Transgressor-pacifying breath +13 vs. MD (all nearby 
  creatures, )— The target is calmed and cannot make attacks 
  or deal damage (treat as stunned, save ends). If the target has 
  broken a pact brokered by the drake, the target also takes 21 
  damage if this attack hits. Any further damage to or attacks 
  against the target ends the stunned condition.
  Cunning mind: The pact drake is a natural linguist and becomes 
  fluent in any language after just a short while studying it, 
  sometimes learning a new language after just minutes of 
  exposure to it being spoken.
  True vision: The pact drake is immune to illusions. Invisibility 
  and the spell blur do not work on a pact drake.
  Magical flight: The pact drake can fly gracefully, and once per battle 
  can teleport while in flight. The teleportation is a free action and 
  can take the drake to any point nearby that it can see.
  AC 21
  PD 16 
  HP 50
  MD 18
  Steam Drake
  Steam drakes measure just over 5 feet from nose to tail but weigh 
  less than 30 pounds. Their lusterless scales vary in shade from 
  white to pale gray. Though rare, steam drakes make their homes 
  in bustling cities renowned for technical research and knowledge. 
  Steam drakes admire the industry of dwarves, kobolds, 
  and humans and often assist in the research and design of 
  mechanical devices. Just over a dozen steam drakes inhabit the 
  Free City of Zobeck, mainly in the Gear District, and perhaps 
  as many roost throughout the Ironcrag Cantons. Steam drakes 
  have a sometimes-contentious relationship with gear drakes. 
  While some work well with gear drakes, others are haughty and 
  outright hostile to their mechanically inclined kin.
  A rare few steam drakes have a more bestial and raw 
  outlook. These savage steam drakes live near underground 
  gas vents, secluded hot springs, or even steaming fissures in 
  mountains, growing larger and feral in their isolation.
  drake-powered machinery
  Steam drakes sometimes consent to serve as an energy 
  source for their creations. In its steam form, the drake can 
  pulse through devices designed for steam power and bring 
  the machine to action. This requires an immense sense of 
  trust and sublimation and thus occurs quite rarely.
  An excited or startled steam drake emits a shrill whistle, 
  varying in tone depending on the drake’s emotion, to frighten off 
  any threats or alert others to danger or an interesting discovery.
  Steam drakes actually need an abundant source of steam 
  to survive. They seem to draw sustenance from inhaling 
  and immersing themselves in the super-heated vapor. They 
  supplement this with a diet of rodents scalded to death before 
  the drake consumes them.
  hot and steamy
  Steam drakes prefer to reproduce in natural hot springs or 
  constantly running foundries. In steam form each drake 
  commingles with the other drake. This quickly results in droplets 
  of condensation—actually 4–8 eggs mixed with moisture—that 
  fall near the hottest portion of the venting. Both parents raise 
  the young, which mature in 15 months.
  
  midgard bestiary
  d | drake 
  36
  Steam Drake
  The air shimmers with heat distortion around this small draconic 
  creature. Quick and lithe, the beast flies through the air with 
  exceptional ease. 
  Level 6 troop [dragon]
  Initiative: +13
  Vulnerable: cold
  Claw and bite +14 vs. AC—21 damage
  C: Scalding breath +14 vs. PD (1d3 nearby enemies) 
  —21 fire damage
  Miss: 10 damage.
  Limited use: Scalding breath can be used once per battle, 
  unless it recharges.
  Steam form: The drake can transform itself into living steam, 
  moving through keyholes and cracks or drifting through the air. 
  In this form it may not make attacks apart from scald, but its 
  movement doesn’t provoke attacks and it may move as a quick 
  action. Transforming to and from this form is a quick action.
  C: Scald +14 vs. PD (one nearby enemy)—14 fire damage 
  Natural 16+: scalding breath recharges.
  Flight: The steam drake can fly expertly, and if flying can choose 
  to make its attack mid-move; continuing the movement after 
  the attack does not provoke.
  Dark vision: The drake can see perfectly well in even the most 
  lightless environs.
  Watchful: The drake does not sleep and is immune to potions or 
  spells that attempt to make it sleep.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 22
  PD 20 
  HP 65
  MD 16
  
  13th age edition
  fellforged | f
  37
  Fellforged are clockwork creatures given foul sentience when 
  their bodies—specially constructed to house the spirits of the 
  dead—come into contact with deathshade wisps who yearn to 
  wreak havoc on the corporeal world. Containing the wisps in 
  these constructs dulls many of their supernatural abilities, but 
  gives their terrible anger a physical form. They twist this 
  form to their own use, even going so far as to destroy 
  the body in their attempts to harm the living. 
  ancestral servitors
  Every kingdom has its royal guards, stoic souls 
  with vigilant eyes, strong arms, and unmatched 
  loyalty. The Courts of the Shadow Fey are no 
  different. However, the desire for that precious 
  final quality—loyalty—has forced its nobles to seek 
  unorthodox guardians. Knowing that no living 
  shadow fey could fully set aside its own ambition, 
  the court turned to its ancestors. Cemeteries were 
  pillaged and corpses exhumed. Spirits were pulled 
  from the shadows. This fusing of necromancy and 
  shadow essence culminated in the deathshade 
  wisp. These gaunt, wraith-like warriors now stalk the 
  kingdom, bound to serve the court and unflagging in 
  their duty. They can even rise to rule part of the realm 
  themselves, given enough time.
  relentless attackers
  Deathshade wisps who become fellforged hate 
  life, and fight until destroyed. They have little 
  regard for the bodies they inhabit or those of 
  their fellows, and they do not hold back. When 
  injured, they aim to catch as many opponents 
  as possible in their scornful gearblast and may 
  even set off a chain reaction among their allies if 
  fighting close to other fellforged.
  All animals, whether wild or domesticated, can sense the 
  unnatural presence of fellforged and will not to go near them 
  unless forced to do so. Fellforged communicate with each other 
  in harsh, metallic voices.
  adventure hooks
  The Fantastic Doll: When an old jar in a junk shop falls and 
  shatters, the deathshade wisps magically trapped in it escape 
  into a set of antique clockwork dolls. In their weakened state 
  these newly-created fellforged cannot leave the shop—but 
  feeding on the lives of a party of adventurers would give them 
  the strength to depart and find more suitable containers. The 
  owner (who has been convinced that the spirits in the dolls 
  are trapped heroes in need of help) entices the party to visit 
  his establishment with hints of a mysterious item for sale.
  The Fell Flood: A huge fellforged of incredible power lies 
  buried and dormant beneath a village—and the fellforged are 
  determined to unleash it on the world again. They plan to 
  sweep the entire town away by destroying a nearby dam. 
  Fellforged
  Fellforged
  This brass automaton resembles a gearforged, but a vaguely 
  disturbing angularity in its face and a darkly intelligent glow its 
  eyes give it an infernal cast.
  Level 5 spoiler [construct/undead]
  Initiative: +9
  Deathslam +10 vs. AC—18 negative energy damage
  C: Lifedrinker strike +10 vs. PD (one nearby enemy)—18 
  damage, 5 ongoing negative energy damage (save ends) and 
  the target pops free.
  Natural even hit: The fellforged makes an unnatural resonance 
  attack against the target as a quick action.
  C: Unnatural resonance +10 vs. MD (one nearby enemy)—10 
  psychic damage and the target is stunned (save ends).
  Hellish gears: When the fellforged is reduced to 37 hit points or 
  less it makes a scornful gearblast attack; and once again when 
  the fellforged is reduced to 0 hit points or less.
  [Special trigger] C: Scornful gearblast +10 vs. PD (1d3 nearby 
  enemies)—18 damage, 5 ongoing negative energy damage 
  (save ends) and the target pops free.
  
  midgard bestiary
  f | fellforged 
  38
  Resist poison, negative energy, holy 16+: When an attack with the 
  listed damage types targets this creature, the attacker must roll 
  a natural 16+ on the attack roll or it only deals half damage.
  Immune to sleep: Spells or effects that cause sleep do not affect 
  the fellforged.
  AC 21
  PD 20 
  HP 74
  MD 15
  Deathshade Wisp
  A ball of light forms into the lanky, pallid shape of a shadow fey 
  with rotting skin.
  Level 7 troop [undead]
  Initiative: +13
  Vulnerable: holy
  Shadow spear +12 vs. AC—28 damage
  C: Death’s journey +12 vs. AC (1d3 nearby enemies)—10 
  damage as the wisp teleports around the battlefield striking 
  at multiple foes, returning in an eyeblink to where it began.
  Shadow step: As a standard action the wisp teleports to any 
  nearby foe and makes the following melee attack:
  Grave-calling stab +12 vs. AC—14 damage and the target is 
  stuck (save ends)
  Natural 16+ hit or miss: The wisp uses shadow step again as a 
  free action.
  Insubstantial: This creature has resist damage 16+ to all 
  damage types except force and holy damage, which damage 
  it normally. If the wisp takes holy damage it loses this ability 
  until the start of its next turn.
  Flight: The wisp can hover above the ground, drifting through 
  the air light as a silk shroud or darting about like a wasp. The 
  wisp rarely moves more than a foot off the ground, its feet 
  trailing along behind it.
  [Special trigger] Fading light: When the wisp is reduced to 50 hit 
  points or less it immediately teleports to any place nearby or 
  far away that it can see.
  AC 23
  PD 16 
  HP 100
  MD 17
  
  13th age edition
  ghost boar of the ringwood | g
  39
  Legend says that the ghost boars of the Ringwood were once 
  simply dire boars—big, fierce, and wild, but still natural 
  creatures. The elves and humans of the Valeran Empire hunted 
  them for sport and food, and sometimes tamed them for use in 
  battle. In the chaotic wars following the Great Retreat, a great 
  white boar gave its life to rescue St. Gerita of the Grey Cowl, a 
  priestess of Charon the Boatman, when raiders from Capleon 
  attacked her. For that service, supposedly, the God of Death 
  blessed the boars of the Ringwood with fell magical powers. 
  aggressive combatants
  Whatever the truth, ghost boars are dangerous animals, 
  wandering the forest in small groups and attacking those 
  who stray into their territory. Travelers in Kammae Straboli 
  sometimes say that the boars only attack outsiders, particularly 
  those from the rival cities of Capleon and Valera, but this seems 
  unlikely. A boar will typically charge straight at the middle 
  of a group, attempting to knock the biggest opponent down, 
  and then turn insubstantial. Ghost boars are known to stomp 
  upon the ground to cause shadowy tendrils to rise and rend 
  opponents.
  servants of the boatman
  A mysterious group of holy warriors belonging to the Order 
  of St. Gerita make their home in a small monastery hidden 
  deep in the Ringwood. These holy warriors unswervingly serve 
  Charon the Boatman, dedicating their lives to hunting down the 
  undead wherever they appear and laying them to rest. The order 
  has trained a number of ghost boars to serve as its protectors. 
  The inquisitors of Kammae Straboli are naturally very keen to 
  question anyone who has come across these trained boars and 
  their handlers.
  things you might find on a ghost boar…
  Nothing, it’s a boar. Unless maybe it’s a torn scrap of cloth caught 
  on one of the ghost boar’s tusks, which will prove to be a vital 
  clue that unlocks a world-changing mystery... but probably not.
  magic items
  Ghost Armor (armor, any type). This armor made of leather 
  and bone from a ghost boar seems to 
  phase in and out of reality. 
  Recharge 11+: The first time in a battle 
  that you take damage you may teleport 
  to any point nearby as a quick action. 
  Quirk: Your flesh is ghost-like and 
  translucent in places.
  adventure hooks
  Pilgrimage to the Ringwood: A young 
  woman asks the party to accompany her 
  on her annual journey into the Ringwood, 
  where her family was killed and buried. 
  She says she’s seen in a vision that this 
  year she will finally find the ghost boar 
  responsible. But is there more to the story 
  than she’s letting on?
  Ghost Boar of the Ringwood
  The enormous white boar stamps its feet. Black breath like thick 
  smoke curls from its nose and mouth. With a malign glow in its 
  eyes, the beast charges. 
  Double strength level 5 troop [beast]
  Initiative: +9
  Gore +10 vs. AC—36 damage. If the ghost boar hit the target 
  on its last turn the attack deals a total of 46 damage on a hit.
  C: Ringwood’s ebon roots +10 vs. PD (1d3 nearby enemies)—20 
  negative energy damage
  Miss: 10 negative energy damage.
  Boatman’s blessing: The boar may become ghostly until the end 
  of its turn. While ghostly the boar only does half damage with 
  its gore attack and doesn’t provoke attacks of opportunity.
  Death strike: When the boar drops to 0 hit points or less it may 
  immediately move and make a gore attack. After its attack 
  has been resolved the boar suffers the effects of its current hit 
  points total.
  Fear: While engaged with this creature, enemies that have 24 hit 
  points or fewer are dazed (–4 to attack) and do not add the 
  escalation die to their attacks.
  AC 16
  PD 14 
  HP 200
  MD 10
  Ghost Boar of the Ringwood
  
  midgard bestiary
  g | ghost riders of marena 
  40
  In the fear-shrouded Principality of Morgau and Doresh, death 
  does not end servitude. In fact, some embrace death as a means 
  to climb the ranks of the principality’s powerful army. Second 
  only to the darakhul mercenaries who serve as the army’s 
  vanguard, the Order of the Knights Incorporeal is a core of 
  the principality’s forces and offers a rare chance for the mortal 
  residents of the realm to serve their dark masters as soldiers 
  instead of as cattle.
  sacrificed life
  The knights begin as living warriors bound to the service of a 
  vampire, necrophagus, or priestess of Marena. Those providing 
  good service for five to ten years may be “raised up” into the 
  ranks of the undead as a foot soldier in the Ghost Knights of 
  Morgau, roughly equivalent to a squire elsewhere. If they 
  continue to perform admirably, and make the transition through 
  ghoul fever or vampiric bite without undue madness or blood 
  frenzy, they can slowly advance through the grades of 
  the Order of the Red Shield.
  one with the order
  Ghost Knights typically ride dappled grey or white 
  warhorses and are equally skilled with lance, mace, 
  and longsword. They often carry a red banner or 
  wear a tabard displaying the insignia of the order 
  (a skull on a red background). Foot soldiers train 
  under the more senior knights, and it’s not 
  unusual for several to serve directly under a 
  single Initiate Sister or Honest Brother.
  things you might find on a 
  ghost knight…
  Weapon with a hilt wrapped in red “leather” that 
  is actually part of the knight’s mortal form. 
  Weapon made of a black metal that 
  moans and whispers. Bag of grave 
  dirt. Chalice with an insignia of a 
  skull on a red background. Belt 
  containing many small vials of 
  blood in special holsters, each 
  vial carefully labeled with the 
  time of collection and species of 
  “donor”. Armor made of bones set 
  in tarnished metal. Purse of 2d20 
  silver coins, of the type ceremonially buried 
  with the dead in some cultures. Crystal amulet 
  containing a liquid created from distilled 
  nightmares. Crimson badge of rank. Carefully 
  folded certificate of death, emblazoned with 
  the white-skull-on-red. Tattered crimson 
  cloak with a white enamel skull clasp. A map, 
  purporting to show the afterlife and how to 
  navigate it—probably allegorical. Book of 
  poems. Red shield with death-based heraldry 
  on it. Helm styled to look like a skull. 
  magic items
  Skull Weapon (any melee weapon). The weapon of a ghost 
  knight. Once per battle: When you kill a non-mook enemy 
  you may immediately move to engage another enemy without 
  provoking attacks. 
  Quirk: You take an unnatural interest in blood.
  adventure hooks
  Bride of Death: The wife of a secret resistance leader in Morgau 
  has joined the ghost knights, hoping to work against the 
  principality’s rulers from a position within their ranks. Her 
  husband is unaware of her true plans, and hires the party to 
  kill the undead abomination that he believes his wife to be 
  in the process of becoming. She doesn’t want to attack her 
  husband or his tiny but growing resistance movement—but 
  delivering the adventurers to her undead lords 
  might help win their trust.
  Ghost Riders of Marena
  
  13th age edition
  ghost riders of marena | g
  41
  Ghost Knight of Morgau
  The rider stands in the saddle of a dappled horse, his black armor 
  decorated with a dozen red skulls. The wind around him grows 
  still, and the horse seems to shimmer and fade from sight.
  Large level 5 troop [undead]
  Initiative: +13
  Rearing assault +10 vs. AC—36 damage
  Axe of Marena +10 vs. AC—28 negative energy damage
  Natural even hit: The ghost knight and its horse (when mounted) 
  become insubstantial until the start of its next turn.
  [Special trigger] Insubstantial: When an attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. A hit with holy damage ignores 
  and ends this ability.
  C: Death underfoot +10 vs. PD (1d3 nearby or far away 
  enemies)—18 damage as the ghost knight and its steed 
  suddenly seems to be everywhere at once.
  Hit or miss: the ghost knight moves as a free action during 
  this attack.
  Mounted: The mount and rider are treated as one creature until 
  the rider is dismounted by receiving damage equal to or above 
  a quarter of its maximum hit points (36) in a single attack. 
  When dismounted, the rider and mount are considered 
  separate creatures with their own actions: the rider can use 
  axe of Marena and the mount can use rearing assault and 
  death underfoot. All of their damage is halved, each creature 
  has half of the remaining hit points, and they share defenses 
  and abilities. The rider can remount as a move action.
  AC 21
  PD 17 
  HP 144
  MD 16
  Ghostrider Templar
  Consecrated to the Red Goddess, the Templar embodies death 
  and havoc.
  Large level 7 spoiler [undead]
  Initiative: +15
  Shadow blade of Marena +12 vs. PD (one nearby enemy) 
  —30 damage
  Natural odd hit: Target becomes weakened (save ends).
  Natural even hit: 6 ongoing negative energy damage.
  Natural 16+ hit or miss: Include a second target in the attack 
  using the same attack roll.
  Natural 18+ hit or miss: Include a third target in the attack 
  using the same attack roll.
  Scything death  +12 vs. PD (1d3 nearby enemies)—15 damage 
  and the target is blinded (treat as weakened, save ends).
  C: Walk of damnation +12 vs. PD (1d3 nearby or far away 
  enemies)—12 ongoing cold damage
  Hit or miss: The templar moves as a free action during this attack.
  Expanded crit range: The templar crits on a natural 17+.
  AC 23
  PD 20 
  HP 216
  MD 19
  
  midgard bestiary
  g | gnomes of Niemheim 
  42
  The foolish gnomes were so terrified they made a pact the 
  arch-devils of the Eleven Hells. The gnomes’ hellish allies have 
  guarded their forest and shielded the gnomes’ twelve villages 
  from the great witch’s sight, but the gnomes pay for this service 
  with blood. Whenever possible they sacrifice strangers; but 
  visitors have grown exceedingly rare in the Wormwood. 
  Sacrificing their own to pay the devils’ due is no better than 
  succumbing to Baba Yaga’s curse, so these once gentle creatures 
  have turned increasingly cold blooded in their attempts to 
  satisfy their infernal protectors.
  traveling tricksters
  Those Niemheim gnomes who leave the deep pinewoods of their 
  homeland sometimes make their living as traveling performers 
  and stage magicians. Often encountered on the roads between 
  Holmgard and Courlandia, these prestidigitators offer simple 
  tavern amusement and spin a yarn or two in exchange for food 
  and a room for the night. 
  Between their card tricks and light shows, the gnomes of 
  Niemheim regale their audiences with tales of their wondrous 
  forest and the hidden gold of the Niemheim king buried 
  beneath the trees. As sure as the sun rises the next morning, 
  some bright-eyed youth or cagey codger has disappeared from 
  the village with a shovel and haversack to claim the gnomes’ 
  gold—never to be seen again.
  the wormwood
  Niemheim gnomes are defined by their fear of Baba Yaga, and 
  they shelter quietly and modestly among the dark forest boughs 
  of the Wormwood. The forest itself is one of their defining 
  elements; they cut lumber and export it in many forms 
  to Krakova, Morgau, and Vidim, but the trees are more 
  valuable by far for the sense of shelter they give. Their 
  towns and two cities are half above and half below ground, 
  easily overlooked behind fey glamour.
  call of the flame
  Small creatures native to the Plane of Fire, firegeists sometimes 
  cross over into the material world—or are summoned there by 
  a diabolist. They resemble the smoke from open flame and can 
  easily hide near or within non-magical fire. They take delight 
  in destruction and seek to ignite combustible material so they 
  can feed on the flame and ash.  Noted cowards, firegeists always 
  look to strike from ambush and use their natural abilities to hide 
  wherever there is firelight available. Firegeists will flee from any 
  conflict where they don’t have the upper hand or if reduced to 
  less than half their hit points.
  Gnomes of Niemheim
  The gnomes of Niemheim were already masters of fey magic 
  and illusion. Now out of terror for the feywitch Baba Yaga they 
  have learned secrets of brimstone and fire-calling from diabolic 
  agents. And they are not afraid to use these powers against 
  potential sacrifices if their woodland charms fail.
  cursed and bound
  The winning smiles and easy-going mannerisms of the gnomes 
  of Niemheim hide a dark secret. They are victims of two 
  curses—one of their own making—and must make regular 
  blood sacrifices to preserve their existence. 
  Roughly 200 years ago, gnomes made a deal with Baba Yaga 
  and it went very, very wrong. They promised her great things: 
  arcane wonders, the blood of kings, the sighs of valkyries, the 
  tears of statues, and the wealth of Mammon. In the past no one 
  had been able to hold the gnomes to the exact letter of their 
  agreements. This time, they promised far too much and delivered 
  far too little to keep Grandmother happy. She swore an oath of 
  vengeance and an oath of fury to destroy the gnomes entirely.
  
  13th age edition
  gnomes of Niemheim | g
  43
  things you might find 
  on a niemheim gnome...
  A pouch of coins from around Midgard. Wickedly sharp dagger. 
  Gnomish song book. Tattered hand-bound book of hellish 
  incantations. A map that supposedly shows the way to hidden 
  gold deep in the Wormwood, but actually leads into a trap. 
  Deck of cards. Three little cups and a brightly colored ball. A 
  flute. Gold and silver jewelry stolen from distracted audience 
  members or taken off murdered corpses. Sealed letter to be 
  delivered to a far off town. Belt with pouches. Fancy gnome-
  sized robes. Sturdy travelling boots. Lock picks sewn into the 
  lining of the left boot.
  magic items
  Magic Flute (wondrous item). A golden flute etched with 
  images of capering devils. Recharge 11+: Gain +2 to attacks 
  that target MD. 
  Recharge 16+: When you play the flute you may make an attack 
  (charisma+level vs MD) against a nearby creature that is not 
  your ally. If you succeed, you cause them to remain nearby 
  you until you stop playing, and you may make another 
  attack against a new non-ally creature. You may continue 
  attempting to enchant creatures until you fail your roll. If 
  you move the enchanted creatures are compelled to follow 
  you for an hour. If an enchanted creature is attacked, the 
  enchantment that compels it to follow you ends. If you are 
  attacked all the enchanted creatures are freed. 
  Quirk: Whistle while you plot and scheme. 
  Juggler’s Gloves (gloves/hand). A pair of brightly colored 
  fringed gloves. Gain +4 bonus to juggling and throwing 
  outside of battle. 
  Once per battle: When targeted by a ranged weapon attack you 
  may roll a d20. If the roll is higher than the d20 roll of the 
  attack against you then the attack misses you. If the d20 roll 
  is the same as the attack roll you redirect the attack back to 
  the attacker. 
  Quirk: You tend to wring your hands and rub them together 
  restlessly. You tell people you’re feeling a compulsion to 
  juggle. Actually, you’re feeling a compulsion to strangle them.
  adventure hooks
  Money Is No Object: A badly wounded stranger staggers into 
  town claiming to have been ambushed in the Wormwood 
  by “savage little people with pointy teeth” who were looking 
  for treasure—and offers up the treasure map. A merchant 
  who’s stopped for the night immediately offers to finance an 
  expedition, producing enough gold to hire as many baggage 
  handlers, cooks, singers, and non-combatants as the party 
  wishes. Both the stranger and the merchant are disguised 
  gnomes, and the “expedition” is an invitation to be sacrificed.
  Niemheim Puck
  The gnome smiles, but you see no friendship in the expression. His 
  eyes are too hard, his lips too cruel, and you can detect the faintest 
  whiff of brimstone.
  Level 2 caster [humanoid]
  Initiative: +7
  Slicing dagger +7 vs. AC—4 damage
  Natural odd hit: Target is hampered (save ends).
  Natural even hit: +3 psychic damage.
  Deft escape: Once per battle the gnome can move without 
  provoking attacks, even if it did not disengage first.
  Bend shadows: When the escalation die is even the puck may 
  use a quick action to turn invisible (+5 to all defenses) and it 
  pops free. The puck remains invisible until it next hits with 
  an attack, and the next of its attacks that hits does +7 damage.
  AC 18
  PD 16 
  HP 36
  MD 12
  Niemheim Enchanter
  Back in the tavern he was a charming entertainer inviting you to 
  pick a card, any card. Now you’re on fire and he’s trying to carve 
  a hole in your chest. 
  Level 3 caster [humanoid]
  Initiative: +10
  Sly dagger +8 vs. AC—10 damage
  Natural 16+ hit or miss: The target becomes vulnerable to the 
  enchanter’s attacks until the end of the enchanter’s next turn.
  R: Arcane bolt +8 vs. PD—10 damage
  Natural 16+ hit or miss: The target becomes vulnerable to the 
  enchanter’s attacks until the end of the enchanter’s next turn.
  C: Call flame—A curtain of fire appears between the gnome 
  and its foes. Anyone currently engaged with the gnome takes 
  10 fire damage and pops free. Until the start of the gnome’s 
  next turn ranged attacks against the gnome take a -4 to hit, 
  and anyone who engages the gnome in melee takes 10 fire 
  damage.
  Burning allies: When staggered, as a quick action the gnome 
  summons 2d12 firegeists who fight on its behalf. The firegeists 
  remain in the battle until they die or the enchanter has 0 hit 
  points or less.
  Leyline leap: Once per battle when the gnome is hit by a melee 
  attack, the gnome ignores the attack and teleports anywhere 
  nearby that it can see.
  AC 17
  PD 13 
  HP 45
  MD 16
  
  midgard bestiary
  g | gnomes of Niemheim 
  44
  Firegeist
  Summoned forth to do the bidding of another, it dances like smoke 
  and burns like fire.
  Level 1 mook [aberration]
  Initiative: +3
  Vulnerable: cold
  Fire lash +6 vs. AC—4 ongoing fire damage
  Flickering flame: When the firegeist is missed by a melee attack 
  it pops free and the enemy that missed it takes 4 fire damage.
  Combustion: Any enemy that ends its turn engaged with the 
  firegeist takes 4 ongoing fire damage.
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 16
  PD 12 
  HP 7 (mook)
  MD 12
  Mook: Kill one firegeist mook for every 7 damage you deal to 
  the mob.
  Niemheim Choirmaster
  There is a special place reserved in the afterlife for choirmasters. 
  A very WARM place...
  Level 3 caster [humanoid]
  Initiative: +9
  Cunning dagger +8 vs. AC—10 damage
  R: Hellish pitch +8 vs. PD—8 thunder damage and the target is 
  vulnerable to all attacks until the start of its next turn
  Natural 18+ hit or miss: Target pops free.
  R: Soul capture +8 vs. MD (one nearby or far away staggered 
  enemy)—5 fire damage and 5 ongoing negative energy damage
  First failed save: Ongoing damage increases by 5 and the 
  target is stuck (save ends both).
  Second failed save: The target disappears from this plane for 5 
  full rounds or until the choirmaster is next hit, whichever 
  comes first. While gone the target can use the fight in spirit
  rules to aid its companions but can take no other actions. 
  AC 18
  PD 13 
  HP 45
  MD 17
  
  13th age edition
  goblin shark
  45
  Incredibly ugly and unnerving, these gilled goblins are 
  somewhat larger and leaner than their terrestrial cousins 
  and possess a protruding shelf of a nose overhanging 
  an incredibly wide mouth packed with multiple rows 
  of sharp, triangular teeth. Their large noses are hard, 
  thick protuberances that grant them a keen sense of 
  smell. Goblin sharks raise their young in specially 
  evolved incubation pouches. Wily goblin sharks 
  distend their massive jaws to swallow and hide small 
  objects within these pouches. Able to take the shape 
  of equally ugly shark-like creatures, packs of goblin 
  sharks patrol shallow coral reefs in search of food 
  while terrorizing fishermen and merchant ships.
  Entire tribes of goblin sharks dwell in caves carved 
  from dead reefs or within the sunken ruins of forgotten empires, 
  and areas that host such a tribe are typically filthy and polluted. 
  Like their land-bound cousins, goblin sharks are superstitious 
  and make use of all manner of flotsam to create primitive 
  weapons, clothes, and tools. The less scrupulous among dockside 
  communities often form partnerships with rogue packs of 
  goblin sharks, taking advantage of their ability to consume and 
  regurgitate small items to bypass port fees and taxes and bring 
  in items they do not wish to declare to the authorities.
  things you might find on a goblin shark...
  A shark-tooth edged sword. Shark-tooth necklace. Shark-skin 
  loincloth. Damp hood and cloak. Driftwood club. Collection 
  of rings (some with fingers still in them) inside their smuggling 
  pouch. Shell-shard dagger. Auger (for making holes in the bottom 
  of ships). Seaweed-woven clothing. Sea-water stiffened leather 
  wrappings. Over-large shirt with old stains, worn with a rope belt 
  as a tunic. Starfish in brine, in a small bottle. Fishing hook earrings. 
  Lantern on a stick (used for luring ships onto a reef). Gold earrings. 
  Small carved ivory fish-hook necklace. Map of a port.
  Goblin Shark
  A four-foot-tall goblin emerges from the waves and crawls along 
  the shore, shedding its shark-like form and grinning with an 
  impossibly wide mouth filled with rows of sharp teeth. 
  Level 2 troop [humanoid]
  Initiative: +9
  Bite +10 vs. AC—4 ongoing damage
  Miss: 4 damage
  [Special] See change shape for possible bonuses to hit and damage.
  Shortsword +10 vs. AC—7 damage
  [Special] Must be in goblin form.
  Aquatic: The goblin shark can breathe under water just as well as 
  it breathes air, and is an expert swimmer. It can detect blood 
  in water up to a mile away, and locate an enemy even in pitch 
  darkness or murky water.
  Smuggler’s pouch: As a quick action the goblin shark swallows 
  (or disgorges) a small object from its incubation pouch. 
  Objects in the pouch cannot be targeted by enemies.
  Change Shape: The goblin shark may alter its physical form to 
  appear as a small shark or goblin. Doing so is a free action if it is 
  leaving or entering water; otherwise it is a quick action. When 
  in an aquatic environment in shark form, it gains +2 to hit and 
  damage with bite attacks when fighting a non-aquatic foe.
  AC 15
  PD 13 
  HP 36
  MD 9
  Goblin Shark Shaman
  Deep waters conceal many secrets...
  Level 2 caster [humanoid]
  Initiative: +9
  Bite +10 vs. AC—4 ongoing damage
  Miss: 4 damage
  [Special] See change shape for possible bonuses to hit and damage.
  Coral rod +10 vs. AC—7 damage
  [Special] Must be in goblin form.
  R: Stinging tendrils +10 vs. PD—4 lightning damage and 4 
  ongoing poison damage
  Miss: Can use ink cloud as a quick action
  R: Ink cloud +10 vs. PD (1d3 nearby or far away enemies in a 
  group)—target is dazed (save ends).
  Aquatic: The goblin shark can breathe under water just as well as 
  it breathes air, and is an expert swimmer. It can detect blood 
  in water up to a mile away, and locate an enemy even in pitch 
  darkness or murky water.
  Smuggler’s pouch: As a quick action the goblin shark swallows 
  (or disgorges) a small object from its incubation pouch. 
  Objects in the pouch cannot be targeted by enemies.
  Change Shape: The goblin shark may alter its physical form to 
  appear as a small shark or goblin. Doing so is a free action if it 
  is leaving or entering water; otherwise it is a quick action. When 
  in an aquatic environment in shark form, it gains +2 to hit and 
  damage with bite attacks when fighting a non-aquatic foe.
  AC 15
  PD 13 
  HP 36
  MD 9
  Goblin Shark
  
  midgard bestiary
  g | goblins of the Wasted West 
  46
  The Old Ones did it. They changed the buggers. It wasn’t the 
  heat, or lack of food, or just not being civilized. These goblins 
  live in the shadow of another world and can’t be compared 
  to anything natural in all of Midgard. No one creature better 
  represents the corruption and variety of the dangers in the 
  Wasted West than the goblin. Nowhere else in Midgard will you 
  find a race so different from tribe to tribe. 
  The goblins below are but a small selection of the unique 
  goblin cultures found throughout this unforgiving land...
  ghost goblin tribe
  The Ghost Goblins have strong ties to their dead in more than just 
  a spiritual sense. When their warriors die, tribal necromancers 
  create unliving soldiers to fill the ranks. So devoted are they 
  to this practice that the undead obey all members of the tribe 
  instinctively, even those with no talent for spells.
  Some warriors among the Ghost Goblins hold the undead in 
  higher esteem than the living. They strive to honor the zombies 
  through their actions, and through prayers to strange gods. Soon 
  a ghost goblin horror is born, too intelligent to be considered a 
  zombie but too unnatural to be called a living creature.
  As its flesh slowly begins to rot away, a horror begins to 
  develop a talent for tugging at the souls of others. The horror 
  exists halfway between life and death, suffering vulnerabilities 
  of both the living and unliving. This place between worlds 
  grants it power, however. The ghost goblin horror can implant 
  the suggestion of death in an enemy’s mind, paralyzing its body 
  with the rigor of the dead before attacking relentlessly. The 
  ghost goblin horror does not fear death and will retreat from 
  battle only if ordered by a necromancer or priest.
  dust digger tribe
  The Dust Diggers scour the waste in search of long abandoned 
  artifacts. These strange goblins seem supernaturally talented 
  in getting vril technology working again. Most members have 
  an odd vril trinket in their arsenal. Some of them have even 
  modified their bodies, seeming more construct than flesh.
  The dust digger watchmen are charged with protecting the 
  excavations of the tribe. They take up a position that grants 
  cover and makes them difficult to see, whenever possible, 
  but do not sacrifice proximity to the excavation site. When 
  enemies come too near, the watchman opens fire and shouts 
  for reinforcements.  Watchmen typically fight alongside other 
  warriors, and support mobile skirmishers well. Dust Diggers are 
  also found with strange constructs and war machines excavated 
  from vril ruins.
  bonewraith tribe
  The cannibalistic bonewraith tribe are speakers with spirits, and 
  some say with the Old Ones themselves. Ceremonial leaders 
  among the bonewraith tribe, the spirit callers are masters of ritual 
  and can commune with large numbers of spirits. Their bone 
  weapons and tools are carved with beautiful—if disturbing—
  images, and their hide armor bears the grisly, weathered faces 
  of former enemies.
  Spirit callers generally partake of goblin flesh more than other 
  tribesmen. They can be recognized by their twitching hands and 
  over-dilated pupils. In combat they can connect to an enemy’s 
  soul and then use this connection to force their target’s limbs to 
  move against the victim’s will.
  The Bonewraith tribe generally doesn’t work with non-
  goblins, but they may make temporary alliances and do on 
  occasion tame beasts as mounts or combatants.
  things you might find on a 
  ghost goblin horror...
  Tiny bone disks carved with goblin prayers. Metal helm, 
  exhortations to strange gods scratched into it. Maggots fat from 
  the flesh of the decaying goblin. Mismatched pieces of armor, 
  scavenged or taken from the bodies of slain enemies.
  things you might find on a 
  dust digger tribe goblin...
  Large bone knife. Chest containing broken artifacts. Goggles. 
  Pliers. Tarnished coins with holes drilled into them, and star-
  charts scratched into their faces. Map of the wastes. Warm rock 
  which glows slightly in the dark. Tea pot. Necklace of steel 
  teeth. Dowsing rod. String of sand-glass beads. Jar containing 
  a twisting bit of frozen time—if unfrozen over a fire it reveals 
  the last words of a dying wizard. A chest containing 49 smaller 
  chests, one inside the other, until the final chest which contains 
  a tiny cloth doll. 
  Goblins of the Wasted West
  
  13th age edition
  goblins of the Wasted West | g
  47
  things you might find on a 
  bonewraith goblin...
  Armor made from the faces of victims. Bone sword, made out 
  of the bones of victims. Pouch, made out of the skin of victims. 
  Trousers, made out of the flesh of victims. Vile totem made out 
  of soulstuff and bones.
  magic items
  Vril Power Bow (bow). A priceless artifact from a lost time, but 
  sadly not as reliable as it was when it was new. At the start of 
  each of your turns, roll a d8. If you roll over the escalation die 
  value, on a successful hit with this weapon add the die result 
  to your damage and the target briefly glows. If you roll under 
  the escalation die, you take the die result in damage and you 
  briefly glow. Rolling equal to the escalation die applies no 
  damage from the roll, but you can make another attack with 
  the bow on this turn as a quick action.
  Quirk: Dream of lost ages, seek to restore that which was lost.
  Goblin Totem (holy or unholy symbol). The artifact is 
  unmistakably goblin in design, but started life as a holy 
  symbol for a different god. Gain +1 to hit for every goblin 
  ally in the battle, including yourself if you are a goblin, to a 
  maximum of +6. 
  Recharge 16+ (Ghost Goblin tribal 
  totem): On a successful hit with 
  a single-target melee attack, the 
  target is seized with rigor 
  mortis (stuck, save ends).
  Recharge 16+ (Bonewraith 
  tribal totem): On a successful hit 
  with a single-target melee attack 
  against a foe with half your total hit 
  points or fewer, the target is terrified 
  by a vision of goblin ancestral 
  spirits (fear, save ends).
  Recharge 16+ (Dust Digger 
  tribal totem): On a 
  successful hit with 
  a single-target 
  ranged attack, the 
  target is dazed by 
  powerful vril energy 
  (save ends).
  Quirk: Sing traditional goblin 
  songs such as “Three Dirty 
  Goblins”, “The Goblin’s Eyes” and 
  “Goblin’s Lament”. If you sing the 
  songs for long enough they may 
  drift into unholy hymns to the 
  Old Ones without you noticing.
  adventure hooks
  The Goblin Market: A shiver of goblin sharks have come to town, 
  far from their home, to meet and trade with representatives of 
  the bonewraith tribe. The situation is potentially explosive—
  especially as the items the bonewraiths are trading belong to 
  the ghost goblins, and the shark goblin’s items were stolen 
  from dust diggers.
  Ghost Goblin Horror
  The ghost goblin horror fights alongside other living and undead 
  tribe members. Sometimes the tribe will take in undead discovered 
  in travels and raids. These creatures were often not goblins in life, 
  so there is no end to the variety of undead they might command. 
  Level 2 troop [undead]
  Initiative: +5
  Vulnerable: holy
  Short sword +6 vs. AC—5 damage
  Natural even hit or miss: The goblin may use curse of rigor as 
  a quick action.
  R: Curse of rigor +6 vs. MD—5 damage and the target 
  is stuck (save ends).
  Ghost life: When the ghost goblin horror is reduced to 0 
  hit points it makes a save. If it succeeds it gains 5 hit 
  points and regenerates 5 hit points per turn until the 
  end of the battle or it is next reduced to 0 hit points.
  Fear aura: Enemies engaged with the goblin and 
  who have 12 hit points or less are dazed and 
  can’t use the escalation die.
  AC 17
  PD 11 HP 27
  MD 15
  
  midgard bestiary
  g | goblins of the Wasted West 
  48
  Dust Digger Watchman
  Dust digger watchmen guard major excavation sites 
  against looters. Surprisingly disciplined, these goblins 
  know the power of the artifacts they seek. They have 
  mastered the strange vril bows whose bolts are charged 
  with the power of the sun. When they open fire, 
  reinforcements are never far behind.
  Level 2 archer [humanoid]
  Initiative: +8
  War pick +7 vs. AC—7 damage
  R: Vril powerbow +7 vs. AC—7 holy damage
  Natural 16+ hit: Target glows and is vulnerable to all 
  attacks until the end of its next turn.
  AC 18
  PD 16 
  HP 36
  MD 12
  Bonewraith Spirit Caller
  The Bonewraith goblins are known for eating both 
  their enemies and the weak and fallen of their own tribe. 
  They fashion the resulting bones into weapons, totems, 
  and armor, to imbue themselves with the power of the fallen. 
  Most who encounter these fearsome creatures flee rather than 
  find out the truth of these claims.
  Level 2 caster [humanoid]
  Initiative: +6
  Bone sword +7 vs. AC—7 damage
  R: Soul grasp +7 vs. MD—7 damage and the target pops free
  R: Summon ancestors +7 vs. PD—7 damage
  Natural 18+ hit or miss: Causes fear in 1d3 nearby enemies 
  (save ends).
  [Triggered action] Spirit guardian: When the spirit caller becomes 
  staggered it gains +2 to all its defenses until it is next hit.
  AC 18
  PD 16 
  HP 36
  MD 12
  
  13th age edition
  golems | g
  49
  Golems are creatures made of durable materials and given life 
  through complex and ancient rituals. Some say that the giants 
  made the first golems in imitation of their primordial creators. 
  Others look no further than humanity’s ability and desire to 
  twist the ley lines to its own purpose. Whatever the origin, 
  the process is imperfect, creating only near mindless creatures 
  incapable of true moral choices.
  monster, not man
  The lengthy process of creating a golem begins with crafting the 
  body, a painstakingly precise and often very expensive endeavor. 
  Each part must be functional and strong enough to survive the 
  rituals and contain the animating power, thus often requiring a 
  master’s skill to construct.
  Golems are almost unthinking creatures who obey 
  their master’s orders precisely and with little capacity for 
  improvisation should the situation change. While this makes 
  them excellent guardians, willing to wait centuries until their 
  orders trigger, it also makes them very dangerous. Poorly 
  worded orders often lead to misinterpretations, and 
  only destruction will stop a golem from completing 
  what it thinks it must do, whatever its master’s true 
  intent. Careless phrasing of orders had brought down 
  many otherwise intelligent and clever people.
  powered  
  from another world
  Unlike mechanical constructs, golems 
  are not composed of springs and gears 
  and mechanisms. Instead, some 
  spark of outside energy animates 
  each golem. This most commonly 
  comes from a link, created 
  during the final ritual, to one 
  of the elemental planes, allowing 
  Golems
  Eye Golem
  The eye golem is a giant, powerful 
  creature that almost glows in dim 
  light. It stands at least ten feet tall, 
  and its skin is covered with real eyes as 
  well as tattoos of arcane sigils that resemble 
  eyes. The eye golem rarely kills its opponents 
  but rather steals their eyes once they hover 
  on the verge of death. The victims become 
  permanently blind but tormented by visions 
  of the eye golem flashing through their 
  memory. Many go mad. Others instead 
  serve the golem, becoming devoted to the 
  one who still holds sight.
  When killed, all of an eye golem’s eyes 
  open at once. It releases a scream heard 
  for miles and a burst of light that blots 
  out everything around. When the 
  light and noise stop, hundreds 
  of perfectly preserved eyeballs 
  remain on the ground all around. 
  The eyes are still warm and fresh, 
  without scars or damage. 
  Careful examination of the eye golem’s eyes 
  (DC 24 Wisdom check) reveals that many 
  of them have a thin beam of arcane energy 
  connecting them to their owners. Those who 
  claim the central eye once the monster is slain 
  can use it to restore stolen eyes to past victims 
  or as a focus for divination rituals.
  the essence of living earth, lightning, air, or fire to animate the 
  construct. The rituals vary, however. Some may channel the 
  power of divinity, while others link to much darker powers.
  magic items
  Greathammer (hammer, 2-handed heavy). An oversize two-
  handed hammer, lighter than it looks but difficult to stop once 
  it is moving. Giant axes  and swords also exist. Recharge 16+:
  You may reroll any damage result that is below the escalation 
  die value, and use the second result. 
  Quirk: Might makes right.
  Warfist (1-handed heavy melee weapon). This huge magical 
  glove is made from the hand of a golem. It is useless for 
  grasping things, but it can crush and make magically 
  enhanced punches. On a successful attack, deal miss damage 
  to every additional foe with whom you’re engaged. 
  Quirk: Smash objects when angry. Get angry when not 
  smashing objects.
  adventure hooks
  The Fallen Idol: A group of goblins have taken to 
  worshiping a damaged steam golem as a god. The 
  golem rampages mindlessly, and the goblins follow in 
  white robes blessing it from a safe distance. The cult 
  supports itself by picking through the rubble for 
  shiny trinkets.
  Death Among the Sands: A party of 
  wealthy nobles have set up a large 
  dig at a recently rediscovered lost 
  desert city, despite the warnings 
  of those who know better. Their 
  activities have awoken several 
  glass golems who visit the camp 
  at night to enact grisly revenge.
  
  midgard bestiary
  g | golems 
  50
  Eye Golem
  A muscular giant stands alert, its well-proportioned body and smooth, 
  marble-white skin covered with eye-like sigils. One of the sigils opens 
  for a moment, and a beam like sunlight shines forth to pierce the night. 
  Large level 8 spoiler [construct]
  Initiative: +16
  Withering hand +10 vs. AC (+13 vs AC if the target is 
  staggered)—66 damage
  Natural 16+ hit: Target is blinded (treat as weakened), takes 
  10 ongoing damage and takes a -2 to hit any foe except the 
  eye golem (save ends all).
  C: Gaze of ancient light +13 vs. PD (1d3 nearby enemies)—
  Target is weakened and stuck (save ends both). 
  First failed save: Target takes 20 holy damage.
  Second failed save: Target takes 30 ongoing holy damage and 
  the ancient light blazes from the target’s body, dealing 5 
  holy damage to all of the target’s nearby allies at the start of 
  the target’s turn (save by the target ends). 
  Limited use: The eye golem must be staggered to use this attack.
  C: Primal voice of doom +13 vs. MD (1d3 nearby or far away 
  enemies)—66 damage and target is weakened (save ends).
  Limited use: The eye golem must be staggered to use this attack.
  Piercing sight: The eye golem never takes penalties to ranged 
  attack rolls.
  Shoot into the sunbeam: The eye golem gains a +2 bonus to 
  defenses against all ranged attacks and a +2 bonus to defenses 
  against opportunity attacks.
  Threatening reach: The eye golem can make opportunity attacks 
  against nearby foes with whom it’s not engaged.
  AC 24
  PD 22 
  HP 288
  MD 18
  Glass Golem 
  These massive creatures seem carved from obsidian, with sharp 
  angles and an unnaturally dark sheen, though the glass that 
  makes them up is fantastically sturdy. Almost always humanoid, 
  these sand-blown monstrosities are a bane to both melee 
  warriors and spell-slingers.
  giant origins
  Supposedly the giants of the legendary floating city of Kadralhu 
  crafted the first glass golems. With Kadralhu’s ruins recently 
  uncovered in the Ishmai desert, scholars can now study the 
  remains of some of the earliest known glass golems. 
  The sand giants of Ishmai believe that the fact that these golems 
  were made from glass, and therefore sand, instead of a more 
  traditional material presents a strong link to their own origins. 
  Many parts of Kadralhu remain unexplored and could hold more 
  clues to these golems’ origins, and to the giants’ distant past as well.
  shadow souls
  Glass golems almost always appear black, no matter the original color of 
  the glass. Though very rare, however, brightly colored glass golems do 
  exist. Some speculate that the animating ritual draws energy from the 
  Plane of Shadow and clouds the glass while providing the spark of life. 
  The glass is too dark to be reflective, though some bards tell of a young 
  man mesmerized while examining the flat surface of a golem and later 
  reporting a vision of a gaunt man, unlike himself, staring back at him.
  Glass Golem
  The two statues stir, their black glass limbs clinking and grinding as 
  they step from the wall niches. They raise their immense glass hands 
  aggressively and shout unintelligible words in deep, resonant voices.
  Large level 8 troop [construct]
  Initiative: +16
  Obsidian fist +13 vs. AC—50 damage
  Miss: 25 damage.
  Natural 16+ hit: The golem can make another obsidian fist 
  attack as a free action.
  Ancient glass: Once per round when the golem is hit by an attack 
  that does typed damage (acid, cold, fire, etc) it triggers a 
  magical refraction attack.
  [Special trigger] C: Magical refraction +13 vs. PD (1d6 nearby 
  enemies)—46 damage of the same type as the triggering attack.
  Golem rampage: Once per round as a quick action the golem 
  moves and makes 1d3 obsidian fist attacks during its movement.
  Limited use: The golem starts each battle with only one use of 
  golem rampage. Every round the escalation die is odd, it gains 
  another use of the ability.
  Splintering glass: When the golem takes damage, all enemies 
  engaged with it take 15 damage.
  Bloody shards: When the golem is staggered, any creature hit by 
  one of its attacks takes 25 ongoing damage.
  AC 24
  PD 22 
  HP 288
  MD 18
  
  13th age edition
  golems | g
  51
  Built around a central boiler, with clockwork gearing and 
  hydraulic presses powering its legs and arms, a steam golem 
  stands eight feet tall and measures four feet wide at the 
  shoulders. Its eyes typically glow orange or red from its internal 
  fires. It has four to six vents for releasing steam as needed. A 
  steam golem’s whistles are usually mounted over the shoulders, 
  in the “ear” location, or sometimes at the elbows. If kept active 
  for many hours, its boiler glows cherry red with heat.
  designed for combat
  Two large arm blades constitute a steam golem’s standard 
  armament. The steam golem normally attacks by moving its 
  arms together to create a massive great axe and strikes with 
  a surprising grace. The creature is smart enough to operate 
  independently and knows that its strength lies in melee. It 
  always attempts to use its superior speed to close quickly. Once 
  in the thick of battle, it uses its shrieking whistle to disrupt 
  ranged attackers and vents steam if its foes bunch together.
  wild core
  The key to the steam golem’s great power 
  resides in its central boiler design. The 
  outer shell of the creature is built 
  of the finest metal available 
  and magically treated. It acts 
  not only as armor but also as 
  a cage. Unlike other golems, 
  the final step in the animation 
  process summons and traps a 
  powerful elemental within 
  the boiler prison. 
  Skilled mages call 
  forth fire elementals 
  for this process, 
  adding water as needed to 
  produce the proper steam. 
  The most skilled arcanists 
  call forth much rarer 
  steam elementals and thus 
  avoid the need for further 
  maintenance.
  Steam Golem
  With wicked axe-blades inset along its arms, bronze runes inlaid 
  on its armored torso, and a cast-iron belly glowing red with fiery 
  heat, this heavy construct looks to be a deadly machine.
  Large level 11 wrecker [construct]
  Initiative: +22
  Arm blade +16 vs. AC—90 damage
  Miss: 30 damage.
  Great axe +16 vs. AC—120 damage
  Steam vent: The first time the golem becomes staggered in a 
  battle it immediately makes a steam vent attack.
  [Special Trigger] Steam vent +16 vs. AC (1d3 nearby 
  enemies)—90 fire damage
  Natural 16+ hit: Target is dazed (save ends).
  Steam leak: While the golem is staggered any enemy 
  who starts its turn engaged with the golem 
  immediately takes 45 fire damage.
  Whistle: Once per round when the steam 
  golem is hit by a ranged attack it makes a
  thunder whistle attack.
  [Special trigger] C: Thunder whistle +16 
  vs. PD (the one nearby or far away 
  enemy who hit the steam golem)—90 
  thunder damage
  Natural 16+ hit: Target is 
  weakened (save ends) and 
  the triggering attack does 
  half damage.
  AC 27
  PD 25 
  HP 576
  MD 21
  Steam Golem
  
  midgard bestiary
  h | horakh 
  52
  Even battle-hardened dungeoneers quiver at the mention of the 
  horakh. These bloodthirsty insects travel in small packs and 
  make lightning-fast attacks against the weak and vulnerable. 
  Horakh do not always immediately consume their prey. They 
  occasionally use the maimed as bait to capture other creatures. 
  Some say the horakh will even herd blind victims like sheep 
  back to their hidden colony deep in the bowels of the earth to a 
  fate unknown.
  eaters of eyes
  Horakh have powerful rear legs that allow them to make 
  bounding leaps. Sharp hooks on each powerful claw make it 
  easy for them to climb any surface and latch on to prey. The 
  scooped mandibles dominating their heads shoot forward like 
  pistons to shear meat from bone. Their black, chitinous thoraxes 
  are topped by a translucent digestive sac containing the half-
  dissolved eyeballs from a variety of creatures.
  Horakh
  In the deepest recesses of dungeons and caverns, hideous creatures 
  struggle for survival. Life is short and brutal. Only the most vicious live 
  to breed and fight another day. Among the most feared subterranean 
  denizens is the horakh, an insectoid killing machine with a penchant for 
  consuming the eyes of its victim. The giant insect’s antennae twitch and 
  its vicious mandibles clack. You see a semi-transparent sac on its back 
  pulse as the creature’s ovipositor shifts forward and it crouches to leap.
  Level 5 spoiler [beast]
  Initiative: +17
  Claw slash +10 vs. AC—10 damage
  Natural odd hit: Target is grabbed.
  Natural even hit: The horakh makes a second claw slash attack 
  as a quick action.
  Miss: The horakh pops free and moves as a quick action.
  Eye scoop attack +10 vs. PD (one grabbed enemy)—10 damage 
  and the target is dazed (save ends). On a critical hit the target   
  is blinded (treat as weakened) until the end of the encounter. 
  [Special trigger]: Ovipositor: When the horakh reduces a grabbed 
  creature to 0 hit points it makes an eye scoop attack against 
  the target as a coup de grace. If successful the horakh scoops 
  out one of its target’s eyes (use the lasting wound rule in 
  chapter 5 of the 13th Age core rulebook.)  It also jams its 
  ovipositor deep into the target’s eye socket and inserts a 
  pebble-sized egg. Instead of dying from these wounds the 
  target is stabilized and contracts horakh incubation disease.
  Horakh Incubation
  Incubation starts at stage 1. At each full heal-up the 
  target makes a DC 20 constitution check. A success 
  moves the disease down one stage, a failure moves it 
  up one stage.
  Stage 0: The target recovers from the disease.
  Stage 1: While affected by stage 1, the target takes a -2 
  penalty to MD.
  Stage 2: While affected by stage 2, the target suffers 
  from constant, debilitating migraines. Target cannot 
  make attacks against far away creatures, and takes a 
  -2 penalty to all defenses.
  Stage 3: While affected by stage 3, the target must make 
  an easy save twice a day. If they fail both saves a 
  horakh explodes from their head, and they die.
  Leap and skitter: The horakh can leap from far away to engage 
  an enemy with a single move action. The creature can move 
  on walls and ceilings as easily as it does on the ground.
  Nastier Special
  Deafening Screech: Until the start of the horakh’s next turn, all 
  nearby enemies take a -4 to spell attack rolls Limited use:
  Once per battle.
  AC 21
  PD 15 
  HP 72
  MD 19
  Horakh
  pounce from hiding
  Horakh silently skulk at the edges of larger groups of monsters, 
  waiting to pick off the weak and wounded. Eyeless beasts, such 
  as grimlocks, destrachan, and gricks have nothing to fear from 
  horakh and often tolerate losing some spoils of battle to them 
  for the sake of mutual protection. When attacking, horakh leap 
  from hiding with a deafening screech.
  Generally, horakh first attempt to grab and slash victims and 
  once they are on a victim try to scoop out the victim’s eyeballs. 
  Horakh are highly mobile. If threatened, they leap back into the 
  shadows to attack again from a more advantageous position. 
  They rarely fight to the death and flee if the assault goes poorly. 
  Horakh have been known to harry travelers over the course of 
  many days, looking for a weakness in their defenses.
  magic items
  Horakh Eyes (wondrous item). These iridescent orbs are made 
  of polished horakh chitin, and orbit their owner’s head. 
  Roll two d20s for any skill rolls involving vision. Also, on a 
  successful hit with any ranged attack you can add the value of 
  the escalation die to the damage. 
  Quirk: Eyes are precious. Collect them.
  
  13th age edition
  ice maiden | i
  53
  Found in the freezing Northlands of Midgard, ice maidens are 
  the daughters of powerful creatures. Some descend from Boreas, 
  God of the North Wind, or the Snow Queen of Frozen Reach, but 
  they are occasionally born to frost giants and thursir, or result 
  from tearful pleas by pregnant women lost in the snows and 
  desperate to save their unborn child.
  yearning for love
  Most ice maidens live solitary lives, save for a thrall or two. 
  They are lonely creatures, desperate for love but condemned 
  to know it only through their magical kisses which freeze 
  their paramour’s heart. It is said that if genuine love ever fills 
  an ice maiden’s heart, she will literally melt into nothingness. 
  Occasionally, three ice maidens will band together in a coven 
  - more to ease loneliness than for power (ice maidens working 
  together can control more thralls).
  things you might find on an ice maiden...
  Clothing made of furs and silks. Diamond diadem. Lots of other 
  items that look like they are made of glass or diamond but melt 
  as soon as they leave the possession of the ice maiden. 
  magic items
  Ice Maiden’s Cloak (cloak). A warm fur cloak—a little too 
  warm. You are immune to non-magical cold. Also, whenever 
  you would take cold damage you subtract your level from the 
  damage total (potentially reducing it to 0). Whenever you 
  take fire damage, add your level to the damage taken.
  Quirk: It’s never cold enough for you.
  adventure hooks
  Desire of the Ice Maiden: An ice maiden has 
  become tired of being fought over by rival ice 
  giants, and yearns to get away from it all. The 
  adventurers seem to enjoy a life of such glorious 
  freedom—why not join them? She starts to 
  follow after the party, proving a valuable 
  companion in battle. Unfortunately, the 
  ice giants now have a common enemy to 
  vent their jealous rage on.
  Snow-Crossed Lovers: A noted 
  swordsman has returned to his 
  home in the south with a new 
  wife, a stunning pale beauty. 
  But her mother the Snow 
  Queen isn’t happy about the 
  union, and an unnatural 
  winter descends—bringing 
  strange monsters from the 
  Northlands with it.
  Ice Maiden
  This alluring beauty has skin and hair as white as snow, and eyes 
  blue as glacial ice.
  Level 5 caster [humanoid]
  Initiative: +14
  Vulnerable: fire
  Frost dagger +10 vs. AC—36 cold damage
  Kiss of the frozen heart +10 vs. MD—Target becomes confused 
  and does not take damage from cold-based attacks. Both 
  conditions end if the target makes a hard save, the ice maiden 
  is reduced to 0 hit points or less, or the target is kissed by a 
  loved one. If the target is still affected by the kiss of the frozen 
  heart at the end of the battle, the effect lasts until the ice 
  maiden fails to kiss the target during a 24-hour period, or 
  until the ice maiden is reduced to 0 hit points or less.
  Limited use: Once per battle, but if it misses its use is not expended.
  C: Freezing north winds +10 vs. PD (one nearby enemy)—20 
  cold damage
  R: Snowblind burst +10 vs. PD (1d3 nearby or far away 
  enemies in a group)—36 cold damage and the target is 
  blinded (treat as weakened.)
  Miss: 18 cold damage.
  Limited use: This ability can only be used when the escalation 
  die is odd.
  Flurry Form: As a quick action the ice maiden disperses into a 
  swirling snow cloud. While in flurry form, the ice maiden can 
  be targeted only by fire attacks, and can use only her freezing 
  north winds attack. She can fly, squeeze through openings as 
  though she were a flurry of snow, and does not provoke attacks 
  of opportunity. The ice maiden can resume her normal form as a 
  quick action. She must resume her humanoid form after taking 
  damage from a fire attack, or after using freezing north winds.
  Snow invisibility: If the ice maiden is in a snowy environment, 
  she may turn invisible as a move action (+5 to all defenses). 
  This effect ends when she makes an attack.
  Ice eyes: Ice maidens can see perfectly in snowy 
  conditions, including driving blizzards.
  Chilling presence: An enemy that starts 
  its turn engaged with the ice maiden 
  becomes vulnerable to cold until the end 
  of their next turn.
  AC 20
  PD 19 
  HP 144
  MD 17
  Ice Maiden
  
  midgard bestiary
  i | imperial ghast centurion 
  54
  Many ghouls are condemned from their creation to scrabble 
  after scraps, while other rise to be masters of the underworld. 
  Only the highly variable course of the disease that creates 
  ghouls—best known as ghoul fever or “the curtain” among 
  ghouls—separates these two groups. The worst-off become 
  ordinary ghouls or ghasts. They remember essentially nothing 
  of their former lives, and their minds sink to a lower state of 
  hunger, rage, and more hunger. The fortunate ones retain some 
  of their memories and skills to become imperial ghasts and 
  ghouls, the Imperium’s middle class.
  elite commanders
  Ghast centurions lead the empire’s ghouls and ghast shock 
  troops. They charge into battle on beetle-back and understand 
  both the chain of command and military strategy. Ghast 
  centurions work hard to improve their status and most resent 
  the darakhul, who sit above them in ghoul society.
  desperate for more power
  Many believe that the hunger cults or the necrophagi know the 
  secret of transforming imperial ghasts and ghouls into darakhul. 
  These rumors give the ghast centurions hope of advancement, 
  and their power over lesser ghouls and slaves gives them a 
  tantalizing taste of tyranny. Ambitious, they constantly strive to 
  prove themselves as leaders, warriors, or spies. Although they 
  often enter battle armed with greataxes and longspears, many 
  quickly resort to their claws and teeth due to their insatiable 
  hunger and blood lust.
  things you 
  might find on an 
  imperial ghast 
  centurion…
  Black leather under-
  robes, with chains of 
  rank. Skull and blackened 
  plate armor. Greataxe. 
  Longspear. Dagger bearing 
  the Imperial crest. Pouch 
  containing written orders, 
  maps, and notebooks. Shield 
  with the three-skulls emblem 
  of their masters.
  Imperial Ghast Centurion
  The foul creature wears black plate mail, carries a shield marked 
  with crests of the Ghoul Imperium, and brandishes an enormous 
  spear. “Hold!” it calls. “Stand fast in the name of the Empire!”
  Double strength level 5 troop [undead]
  Initiative: +13
  Steel-shod claws +10 vs. AC—21 damage
  Natural odd hit: 10 ongoing negative energy damage.
  Natural even hit: Target is hampered (save ends).
  C: Longspear +10 vs. AC (one nearby enemy)—24 damage
  Miss: 12 damage.
  Critical hit: Target is hampered (save ends).
  [special] The ghast crits with this attack on a natural 18+. 
  Every time the ghast crits with this attack, its crit range 
  expands by 1.
  R: Crossbow +10 vs. AC—18 damage
  Natural even hit: Make another crossbow attack as a quick 
  action.
  Imperial conscription: When an enemy that the ghast kills dies, 
  the ghast may choose to have it reanimate as a new ghast 
  centurion within 1d4 hours. The newly risen ghast is under 
  the control of the original ghast. Only humanoid, non-
  construct, non-undead creatures rise. Usually a ghast can use 
  this power twice only, ever. Magical rituals might prevent the 
  slain enemy rising as a ghast.
  Glory to the emperor: When the ghast first becomes 
  staggered (reduced to 72 hit points or less) it may 
  immediately make an attack as a free action against any 
  single foe within range, and it regains 20 hit points.
  Fear aura: Enemies engaged with the ghast and who 
  have 24 hit points or less are dazed and can’t use the 
  escalation die.
  AC 20
  PD 19 
  HP 144
  MD 17
  Imperial Ghast Centurion
  
  13th age edition
  Ironcrag dwarves | i
  55
  The peaks of the Ironcrags rank among the most unforgiving 
  lands in Midgard. Nestled deep within these mountains, the 
  stalwart dwarves and other humanoids of the Ironcrag Cantons 
  live freely and proudly in service to no feudal lords. Any who 
  look back too fondly on the days of the dwarven monarchy soon 
  find another place to live. In fact, many monarchist dwarves 
  have found homes in the northern areas of the Seven Cities.
  things you might find on a dwarf...
  Sturdy boots. Leather trousers. Big sturdy mug. Leather kilt 
  and a sporran (sporran contains a sharp bone-handled knife 
  and a tiny brass key). A small pouch containing 10d10 gp in 
  gems. A large heavy pouch containing 100+d20 sp and 3d20 
  cp. A fold of leather containing five gold coins, each with the 
  name of a dwarf scratched into it. Large, ornate iron key. Lock 
  of braided hair worn in a neck pouch, together with a dwarven 
  love poem. Broken lock. Dwarven pocket tool containing many 
  fold out blades and other useful devices. Map, half drawn. 
  Ledger, engineering notebook or recipe book, and graphite 
  stub. Ten candles of different colors. Codpiece shaped like a 
  snarling badger head. Frying pan with a slight head-shaped 
  dent. Wrapped in a clean cloth: a cheese and mushroom pastry, 
  a baked potato, and a small clay bottle of mead. Lots of leather 
  belts, each with several pouches containing different kinds of 
  stones and the exterior of each pouch has a different rune on it. 
  Lodestone. Plumb line. Drinking horn.
  magic items
  Ironcrag Shield (shield). The shield bears many anvil designs 
  around the edge, and rings loudly when struck with a 
  hammer. Recharge 6+: When fighting with a hammer, reroll 
  any damage dice that come up 1s until they are no longer 1s 
  (2s at Champion tier, 3s at epic tier). 
  Quirk: Sing the dwarven battle songs of the Ironcrags. 
  If you don’t know any, you make them up.
  Ancestral Weapon (any 
  hammer or axe). This 
  weapon has been 
  handed down from 
  generation to 
  generation. 
  Once per battle: 
  Before you 
  roll your 
  attack you 
  may lower the 
  bonus you add to your attack 
  roll, and add that amount to your 
  damage on a hit. If you miss the power 
  is not expended and you gain +2 to your 
  next attack roll. 
  Quirk: You are obsessed with what your ancestors 
  would think of your actions, and strive to be 
  worthy of them. 
  adventure hooks
  The Cup of the Sun: A legendary golden drinking goblet, long 
  thought to be pure myth, has turned up for auction. Dwarves 
  of all stripes flock to see it. After several attempted thefts the 
  party is hired to safeguard the goblet until it is sold. Dwarves 
  have turned up dead, there are fights in the street, and the 
  auction itself promises to be a riot. But is the goblet authentic?
  Dwarf Berserker
  Dwarves prosper in the Northlands as well, though in a very 
  different sort of way. The northern dwarves keep the old ways and 
  the old gods—smiths and warriors, farmers and traders, these 
  stout and strong individuals can reputedly down a barrel of ale. 
  They often fight giants or werewolves and wargs in the north, but 
  sometimes these dwarves take to the sea in their longships and raid 
  the coasts from Vidim through the Donnermark and Krakova to 
  northern Dornig. They have a culture of bear-shirted berserkers, 
  who are especially fearsome. This berserker style has become 
  popular with some of the younger dwarves of the cantons, with 
  fighting competitions springing up that prize more savage combat.
  Double strength level 4 wrecker [humanoid]
  Initiative: +7
  Great axe +12 vs. AC—28 damage
  Dwarven fury: The dwarf’s crit range expands by 1 and it makes 
  an overhead swing attack as a quick action
  Overhead swing +16 vs. AC—34 damage
  Limited use: Dwarven fury starts with one use per battle, and 
  gains an extra use when the dwarf is first staggered.
  Battle scream: Whenever the dwarf scores a 
  critical hit, its crit range expands by 2 but it 
  loses 4 hit points.
  Dwarven tenacity: Ironcrag dwarves 
  cannot be stunned, dazed or confused.
  AC 20
  PD 16 
  HP 72
  MD 16
  Ironcrag Dwarves
  
  midgard bestiary
  i | Ironcrag dwarves 
  56
  Dwarf Shieldbearer
  They came forth banging their hammers on their shields and 
  chanting songs of death and doom, and we believed them.
  Level 4 mook [humanoid]
  Initiative: +7
  Hand axe +9 vs. AC—7 damage
  Natural 16+ hit or miss: Shield slam gains an extra use this battle.
  Shield slam: When the dwarf is the target of a melee attack it rolls 
  a save; on a success the attacker takes 3 damage and pops free.
  Limited use: Shield slam starts with one use per battle, and 
  gains an extra use whenever the dwarf rolls a natural 16+ 
  on an attack.
  Dwarven tenacity: Ironcrag dwarves cannot be stunned, dazed 
  or confused.
  AC 20
  PD 18 
  HP 14 (mook)
  MD 14
  Mook: Kill one dwarf shieldbearer mook for every 14 damage 
  you deal to the mob.
  Free Canton Mercenary
  Many cantonal dwarves find ongoing employ in the armies of the 
  Seven Cities and beyond. Clad in gleaming steel, dwarven soldiers 
  often form the vanguard of important infantry forces, unleashing 
  death from their heavy crossbows before charging with shields 
  leading and axes held high.
  Level 4 mook [humanoid]
  Initiative: +7
  War hammer +9 vs. AC—7 damage
  R: Crossbow +9 vs. AC—7 damage
  Miss: Gain a +2 bonus to the next crossbow attack.
  Dwarven tenacity: Ironcrag dwarves cannot be stunned, dazed 
  or confused.
  AC 20
  PD 18 
  HP 14 (mook)
  MD 14
  Mook: Kill one free canton mercenary mook for every 14 damage 
  you deal to the mob.
  Free Canton Siegebreaker
  Cantonal dwarves rank among the most war-tested dwarves in the 
  world, for many rulers send envoys to the region to hire mercenaries. 
  The dwarves do not fight for just anyone, though most powers 
  surrounding the cantons have employed them at some time. Once 
  confident in their borders’ security and committed to a contract, 
  however, these dwarves are bold and relentless. Many of these 
  dour folk still sing the old songs and call upon Perun and Volund 
  to strengthen their arms in battle. The mere sound of their arrival 
  sometimes shakes the morale of lesser troops. Some human companies 
  demand “dwarf pay” when forced to fight cantonal dwarves.
  Level 5 troop [humanoid]
  Initiative: +5
  Sturdy battle axe +8 vs. AC—10 damage
  R: Crossbow +8 vs. AC—10 damage
  Shield Charge +8 vs. PD—8 damage and the next attack against 
  the target by any dwarf does +8 damage.
  Natural 18+ hit: The dwarf makes a sturdy battle axe attack 
  against the target as a quick action.
  Dwarven tenacity: Ironcrag dwarves cannot be stunned, dazed 
  or confused.
  AC 22
  PD 17 
  HP 36
  MD 13
  Ironcrag Marauder
  One of the cantons’ elite companies is the Ironcrag Marauders. 
  Fierce and unpredictable, their view on life, the world, politics, 
  and anything in between has been formed by years of seclusion in 
  the mountains and below the rocky cliffs. Regardless of how they 
  came to be involved in a given battle, those who face them are 
  likely to meet a painful and often vicious death.
  Double strength level 6 wrecker [humanoid]
  Initiative: +18
  Mountain hammer +14 vs. AC—38 damage
  Natural 16+ hit: The target is dazed (save ends).
  Natural 18+ hit or miss: The dwarf makes an Ironcrag frenzy 
  attack as a quick action.
  [Special trigger] Ironcrag frenzy +14 vs. AC (1d3 enemies 
  engaged with the dwarf)—20 damage
  Dwarven tenacity: Ironcrag dwarves cannot be stunned, dazed 
  or confused.
  AC 22
  PD 20 
  HP 130
  MD 16
  
  13th age edition
  isonade | i
  57
  More than a mere predator, the isonade is 
  a beast of destruction, an agent of aggressive 
  erosion. It wrecks seaside communities with 
  battering winds and carves coastlines from below 
  with its powerful magic. Though not very intelligent, 
  sometimes the beast singles out a community and tries 
  to lure residents into the waves by sending confused riddles, 
  grand promises, and eerie noises with its whispering 
  wind ability.
  secretive cult sacrifices
  The hardy citizens of remote coastal communities are quick to 
  blame hurricanes or tsunamis on the stirrings of the dreaded 
  isonade. Some seek to appease the creature, and shadowy cults 
  surround this monster. Most rumors of such worshipers 
  describe a degenerate group seeking to draw the beast forth 
  by sailing from sight of land and dumping a long chain 
  of bound and screaming sacrifices into the lightless 
  depths of the sea. Non-cultist citizens who learn of the 
  sacrifices fear to speak out against them, effectively 
  condoning the bloody practice by their silence.
  ancient and terrible
  Those ancient texts and rare individuals who 
  describe the terrible creature say it weighs 
  over 3 tons and reaches more than 45 feet 
  from its gaping maw to the hooked fin of 
  its wicked tail. The beast’s age and origin 
  remains unknown—many coastal cultures 
  on Midgard have told tales of the isonade 
  throughout their history.
  magic items
  Hell’s Heart Harpoon (heavy thrown 
  weapon). Made of iron cooled in 
  widows’ tears. In addition to the usual 
  item bonuses, you gain an additional 
  +2 attack and damage bonus against 
  aquatic enemies. 
  Once per battle: When you’re fighting an 
  individual enemy whom you’ve fought 
  before, you can rally once during combat 
  without having to make a save, for every time 
  you’ve faced this foe previously. For example, if 
  you’ve fought a particular dragon twice before, you 
  can rally three times in combat against that dragon 
  before you have to start making saves to rally. The next 
  time you fight that dragon, you can rally four times. 
  Quirk: Never forget—nor forgive—those that have wronged you.
  adventure hooks
  Darkness in Shallow Waters: A small seaside fishing town has 
  become reliant on outsiders spending their money there: all 
  the fish are simply gone. But rumored sightings of an isonade 
  are driving away visitors and townsfolk alike. In desperation 
  Isonade
  the mayor hires the adventurers to investigate these rumors 
  and, they’re true, kill the beast or drive it away. But the mayor 
  warns them to be discreet. If word gets out that the monster is 
  real, and they fail to kill it, that will spell the end of the town.
  
  midgard bestiary
  i | isonade 
  58
  Isonade
  A gargantuan thrashing tail lined with cruelly hooked barbs 
  shoots high into the air from beneath the waves, smashing all in 
  its path and inundating the shoreline.
  Huge level 10 wrecker [beast]
  Initiative: +18
  Swallow whole +15 vs. PD—30 damage and the target is 
  swallowed (hard save ends). While swallowed, the target takes 
  30 acid damage at the end of its turn. The swallowed target 
  can’t see or affect anything but the isonade and other creatures 
  swallowed by it. Likewise, anyone not swallowed by the isonade 
  can’t see or affect anyone inside the creature. If the target 
  attacks the isonade using a close or ranged attack, on a miss it 
  hits a random other creature swallowed by the isonade. When 
  the effect ends, or the isonade drops to 0 hit points, the target 
  appears in a spot of its choice nearby the isonade.
  C: Bite +15 vs. AC (one nearby enemy)—60 damage and 
  underwater tremors recharges
  Natural 18+ hit: Tidal wave recharges.
  C: Underwater tremors +15 vs. PD (1d3 nearby enemies) 
  —180 damage and the target pops free
  Miss: 90 damage.
  Limited use: This ability can only be used once per battle, but 
  recharges and can be used again this battle if the isonade 
  succeeds on a bite attack.
  R: Tidal wave +15 vs. PD (all nearby or far away enemies) 
  —180 damage
  Miss: 90 damage.
  Hit or miss: Nearby buildings and structures suffer massive 
  structural damage. Each building makes a save; if it fails it 
  is flattened and/or washed away. Wooden structure = hard 
  save, civilian brick or stone structure = normal save, fortified 
  tower or wall = easy save. All areas (both nearby and far 
  away) become aquatic terrain until the end of the battle. All 
  non-aquatic enemies become hampered until they can climb 
  onto floating debris or get to land (save ends).
  Limited use: This ability can only be used once per battle, but 
  recharges and can be used again this battle if the isonade 
  succeeds on a bite attack with a natural 18+.
  Sweeping tail: When an enemy misses the isonade with an attack 
  it may immediately make the following attack as a quick action:
  [Special trigger] C: Sweeping tail +15 vs. AC (one nearby 
  or far away enemy that just missed the isonade with an 
  attack)—60 damage
  Deep sea dweller: The isonade can breathe underwater. In aquatic 
  combat it gains a +2 bonus to attack rolls against non-aquatic 
  creatures. The isonade can comfortably exist at any level of 
  the sea and suffers no penalties at any depth. The isonade is 
  slow and clumsy on land (-2 to hit) but very fast in the water. 
  When it has to fight enemies on land it will use tidal wave to 
  bring the water with it.
  Lord of the sea: Whenever the isonade ends its turn, all dazed, 
  stunned, or confused effects on it ends.
  Whispering wind: The isonade may send a message on the wind 
  (or waves, or water currents) of no more than 25 words to 
  a designated spot within 20 miles. The whisper is as gentle 
  and unnoticed as a zephyr until it reaches the location. It 
  delivers its whisper-quiet message regardless of whether 
  anyone is present to hear it. The wind (or wave, or current) 
  then dissipates. It takes d20 minutes for the message to reach 
  the spot.
  AC 26
  PD 24 
  HP 650
  MD 20
  
  13th age edition
  kobold ghetto guard | k
  59
  Kobold Ghetto Guard
  The narrow, cramped streets of Zobeck give way to the even 
  narrower streets of the Kobold Ghetto. Everything is made 
  for kobold comfort, with no thought given to others. The 
  streets are always dark as buildings lean into each other or the 
  residents have thrown roofs over the cobblestones to let kobolds 
  walk untroubled by rain or sunshine. Humans must squeeze 
  through arches and alleys, and even a dwarf might brush his 
  helmet against the top of a doorframe. The Ghetto has a rough 
  reputation, and the kobold guards are part of the reason why.
  slightly bent coppers
  Most of Zobeck’s kobolds are hardworking and industrious 
  creatures that toil as miners, geargrinders, and clockworkers. 
  Many build and repair the city’s famed mechanical constructs. 
  Others take up less scrupulous professions among Zobeck’s 
  thriving smuggling rings and thieves guilds.
  The ghetto guards fall somewhere in between honest citizen 
  and criminal element. They take bribes, pilfer some possessions 
  as contraband, and shake down non-kobolds entering or leaving 
  the Ghetto to supplement their wages. When real trouble kicks 
  off, however, the ghetto guards come running or riding in on 
  their giant owls and dire weasels. They might not bash the right 
  heads, but some heads will definitely get bashed.
  things you might find on a kobold ghetto 
  guard...
  Short length of rope. Lock picks (confiscated). Lock picks 
  (official issue). Pencil stub and notebook (may contain incident 
  reports, odds on local gambling events, maps of the ghetto or 
  illegible scrawls). Half-brick in a sock. Hip flask of strong drink. 
  Wooden truncheon, possibly made nastier by embedded metal 
  or broken glass. Sturdy boots, good for kicking people when they 
  are down. Chalk, for outlining bodies. Sharp knife, for making 
  bodies. Wanted posters, nails, and a hammer. Helmet. Cheese. 
  Dead mouse (a treat for a kobold mount perhaps). Dead mouse, 
  covered in sweet honey batter (a kobold confectionary perhaps). 
  more things you might find on a kobold 
  ghetto guard...
  Badge. Spare boot laces. Silk handkerchief with lace edges, 
  covered in dried snot. Wizard’s wand, broken. Bag of tricks (see 
  Kobold Owl Rider). Letter from the kobold’s family back home. 
  Letter of commendation from the kobold’s superior. Letter of 
  reprimand from the kobold’s superior. Letter of resignation, 
  undated, detailing the kobold guard’s superior’s many failings 
  and detailed anatomical instructions on just what the kobold’s 
  superior can do with this job. Letter, purloined and potentially 
  scandalous. Contraband. Half a gold piece, partially melted. 
  Wooden spoon and mug. A silver dragon-head coin, a hole 
  drilled through it and worn on a leather thong as a necklace. 
  Gaol keys. Purse of low-denomination coins (about 1d8 sp in 
  total) and some IOUs.
  adventure hooks
  Shocked! Shocked, I Say: The kobold guard have found 
  themselves with a body they desperately need to get rid of. 
  Their solution: drop it from above into the street in front of 
  some adventurers, then “discover” the adventurers and arrest 
  them for murder. Who was the corpse? Perhaps if the party 
  can find that out, they can avoid kobold justice.
  On The Case: The party wins a huge pile of loot from gambling. 
  Kobolds steal the loot and disappear into the Ghetto. The 
  kobolds all play deaf and dumb when the adventurers speak 
  to them: nobody heard anything and nobody is willing to say 
  anything. Fortunately (?) a kobold claiming to be a “Private 
  Inquisitor” turns up offering to help, in exchange for a fee 
  plus expenses. Can the kobold be trusted, or is this the next 
  phase of a plan to relieve the too-talls of all their money?
  
  midgard bestiary
  k | kobold ghetto guard 
  60
  Dire Weasel
  Large level 2 wrecker [beast]
  Initiative: +7
  Vicious Jaws +7 vs. AC— 14 damage
  Natural 16+: The target is grabbed. The weasel can only grab 
  one creature at a time. Grabbed creatures take 7 damage at 
  the beginning of their turns.
  Steed: Yes, some creatures can ride dire weasels. A small 
  creature such as a kobold has no problems. A human would 
  look ridiculous.
  Mustelid frenzy: A staggered dire weasel gives its rider +2 
  damage bonus with melee attacks.
  Keen scent: Dire weasels can scent (and attack with no penalty) 
  nearby creatures who are invisible or hidden.
  AC 18
  PD 16 
   
  HP 72
  MD 12
  Kobold Ghetto Guard
  Blocking your passage into the Ghetto 
  is a small group of officious-looking 
  uniformed kobolds, searching 
  potential troublemakers for 
  contraband with a reckless 
  disregard for personal property.
  Level 0 troop [humanoid]
  Initiative: +4
  Too-tall catcher +5 vs. AC 
  — 4 damage
  Natural 16+: 
  The target is 
  grabbed. The 
  kobold can only 
  grab one creature 
  at a time.
  R: Clockwork 
  crossbow +4 vs. AC 
  — 4 damage
  Nifty footwork: When a 
  kobold misses with an attack 
  it pops free of engagement.
  Mob tactics: Kobold ghetto guards gain +1 to attack for every 
  other kobold engaged with the target, up to a maximum of 
  +4.
  To me, my steed: An unmounted kobold dire weasel rider can 
  summon its steed to it with a shouted command, if the dire 
  weasel is within hearing distance. The dire weasel will arrive 
  at the beginning of the kobold’s next turn. The kobold can 
  leap onto the dire weasel as a move action.
  AC 16
  PD 14 
   
  HP 20
  MD 10
  
  13th age edition
  kobold ghetto guard | k
  61
  Kobold Guard Owl Rider
  Level 0 archer [humanoid]
  Initiative: +3
  Spear +5 vs. AC— 4 damage
  R: Clockwork Crossbow +4 vs. AC — 4 damage
  Nifty footwork: When a kobold misses with an attack it pops free 
  of engagement.
  Death from above: On turns where the escalation die is odd the 
  kobold can pull an item out of a bag and throw the item as a 
  standard action.
  R: Bag of tricks +4 vs. PD (one nearby or far away enemy) — 
  roll d4 for effect:
  1. Caltrops. Target takes 4 damage. For the rest of the battle 
  anybody moving nearby where the caltrops fell must spend 
  a standard action looking for caltrops or take 4 damage.
  2. Alchemist’s fire. 4 fire damage and 2 fire damage to all 
  creatures nearby the target.
  3. Chickenhead grenade. Target is covered in chicken gizzards 
  and is stunned (easy save ends).
  4. Flashbomb. Target takes 4 damage and is dazed (save ends).
  To me, my steed: An unmounted kobold owl rider on open 
  ground can summon its steed to it with a shouted command, 
  if the giant owl is within hearing distance. The giant owl will 
  arrive at the beginning of the kobold’s next turn. The kobold 
  can hoist itself onto the owl as a move action.
  AC 16
  PD 14 
   
  HP 20
  MD 10
  Giant Owl
  Level 1 troop [beast]
  Initiative: +7
  Swooping Claws +6 vs. AC— 5 damage
  Natural even roll: The owl pops free of engagement and can 
  move as a free action. 
  Steed: A small creature (such as a kobold) can ride a giant owl.
  Weave and bob: Owls give their riders +2 to AC. 
  I am death, a winged beast: Giant owls can fly, silently and swiftly. 
  They are deadly predators, and can see at night. While they 
  can swoop and fly unerringly through cluttered city streets or 
  tangled branches, they cannot hover.
  AC 18
  PD 16 
   
  HP 72
  MD 12
  Kobold Ghetto Guard Sergeant
  Level 1 troop [humanoid]
  Initiative: +4
  Sergeant’s mace +6 vs. AC— 5 damage
  Natural even hit: Target is dazed (save ends).
  R: Clockwork crossbow +5 vs. AC — 5 damage
  “Keep going lads!”: As a quick action the kobold ghetto guard 
  sergeant grants all nearby allies 5 hit points.
  Nifty footwork: When a kobold misses with an attack it pops free 
  of engagement.
  To me, my steed: An unmounted kobold dire weasel rider can 
  summon its steed to it with a shouted command, if the dire 
  weasel is within hearing distance. The dire weasel will arrive 
  at the beginning of the kobold’s next turn. The kobold can 
  leap onto the dire weasel as a move action.
  AC 17
  PD 15 
   
  HP 27
  MD 11
  
  midgard bestiary
  l | lich hound 
  62
  Half bone, half dark purple fire, lich hounds are creatures of 
  hunger and the hunt. They have white skulls, massive bone 
  bodies (far heavier and thicker than a normal dog’s bones), and 
  powerful heavy jaws. Their eyes burn green or blue, and their 
  tongues resemble black fire.
  loyal to dark masters
  Made of necromantic power, these hounds serve ghoul high 
  priests and arch-liches. With their powerful senses and a keen 
  ability to find the living they are expert trackers, and relentlessly 
  hunt their prey. Lich hound howls fade into and out of normal 
  hearing, with strangely shifting pitch and echoes.
  Lich hounds always arrive wreathed in mist. They tear down 
  creatures larger than themselves or race through the air to catch 
  a surprised bat in mid-flight. All cruelty and fangs, they live for 
  the hunt and for praise from their undead lords.
  from bone to spirit
  As the great hunt continues, the body of the lich hound breaks 
  down and fades away, though this hardly slows the foul beast. 
  They emerge as spectral wolves and, unburdened by physical 
  forms, grow in strength as they learn new tactics. The eternal 
  hunt becomes more important to these spirits, and their 
  undead masters sometimes lose direct control. 
  Free spectral wolves sometimes 
  work with shamans or form packs 
  with other hungering undead, 
  such as ghouls and wraiths.
  pack fighters
  Lich hounds fight in groups and always use their howl to 
  attempt to shake the morale of their victims. If that fails, they 
  aid one another in attacking a single foe, trying to trip him 
  and drag him down for a gut ripping attack. The spectral wolf 
  prefers to let any non-wolf allies attack first. It then either 
  sneaks or teleports into combat and attacks the wounded. It 
  focuses on an injured target until others start to surround it 
  and then uses it’s abilities to pass through unearthly realms to 
  escape and reach a new, more isolated target.
  magic items
  Lich-Bone Bow (any bow or crossbow). This weapon made 
  from the bones of a lich hound becomes ghostly in strong 
  light. You may use this bow while engaged to make ranged 
  attacks without provoking attacks of opportunity. 
  Once per day: As a move action you can become temporarily 
  ghostly and teleport to wherever your arrow or bolt lands, 
  regaining your corporeal form at your destination. 
  Quirk: Gnaw on the bones of your fallen enemies.
  Lich Hound
  
  13th age edition
  lich hound | l
  63
  adventure hooks
  Curse and Cause: For the last five nights a rural village has been 
  plagued by eerie howling. Any who attempt to leave town 
  are killed by unknown assailants as soon as they set foot in 
  the woods. The adventurers are the first outsiders to arrive 
  in several days, and the villagers immediately turn to them 
  for help. Lich hounds are stalking the woods, but something 
  prevents them from coming into the village. Why are they 
  here, and what’s keeping them away?
  The Window of Fear: A cleric approaches the party about 
  strange doings in his small shrine: an acolyte died interrupting 
  a midnight ritual by an unknown spellcaster. In a past age, 
  a hero magically trapped a pack of spectral wolves in the 
  shrine’s glass windows. During the night, those inside the 
  shrine hear an unearthly howling and see the wolves through 
  the windows—but when they step outside there’s no howling, 
  and no wolves to be seen. Is someone trying to free the pack? 
  For what purpose?
  Lich Hound
  As the cloud of smoky shadow dissipates you see that this vile 
  hound is in a state of partial decomposition. It lunges for you amid 
  the chilling howls of its fellows.
  Level 3 troop [undead]
  Initiative: +9
  Vulnerable: holy
  Soulrender Bite +8 vs. PD—10 negative energy damage
  Night howl: Against living foes, the lich hound’s crit range 
  expands by 2 (crits on 18+).
  Into the shadows: On rounds where the escalation die is odd the 
  lich hound may teleport to any point nearby or far away. If the 
  lich hound is in shadows or darkness when it teleports, the 
  move doesn’t provoke attacks.
  Lifesense: The hound is aware of living nearby or far away 
  creatures, and is immune to the effects of invisiblity, blur and 
  other magical attempts to conceal or disguise the presence of 
  the living.
  Feast of entrails: As a free action when a nearby or far away 
  enemy fails a death save, the lich hound immediately teleports 
  so that it is engaged with the dying enemy and does 6 negative 
  energy damage to the target.
  Resist negative energy 11+: When a negative energy attack targets 
  this creature, the attacker must roll a natural 11+ on the attack 
  roll or it only deals half damage.
  AC 19
  PD 17 
  HP 45
  MD 11
  Spectral Wolf
  You hear them long before they materialize, their unearthly howls 
  echoing throughout the woods.
  Level 4 troop [undead]
  Initiative: +12
  Vulnerable: holy
  Ghost bite +9 vs. AC—14 damage (18 damage if the target is 
  hampered).
  Press the advantage: When the wolf successfully attacks an 
  enemy that is engaged with an ally, the target is hampered 
  (save ends).
  Otherworldly jaunt: The wolf may teleport to any spot nearby 
  as a move action. If it isn’t engaged with enemies at the end 
  of the movement the wolf becomes invisible (+5 to defenses). 
  The invisibility ends when it next attacks or at the end of its 
  next turn.
  Resist negative energy 11+: When a negative energy attack targets 
  this creature, the attacker must roll a natural 11+ on the attack 
  roll or it only deals half damage.
  AC 20
  PD 15 
  HP 54
  MD 17
  
  midgard bestiary
  m | mages of allain 
  64
  No humans take magic more seriously than the arcanists of 
  Allain. These mages are inheritors of the last great magocracy, the 
  survivor of an escalating mage war that called forth the eldritch 
  horrors that created the Western Wastes. Spellcasters populate 
  these lands in great numbers, pursuing their own arcane schemes 
  and ensnaring others in their plots. Strange offers abound, and 
  mysteriously hooded strangers beckon from the dark corners of 
  nearly every inn and tavern. Little is known about these strange 
  arcanists; their humanity is suspect, but their great power is 
  unquestioned. Arrogant and cruel, the wizards care little for 
  the lives of the last magocracy’s citizens beyond their use in 
  experiments and dark 
  machinations.
  eldritch patrons
  Whether retrieving some lost artifact or gathering information 
  on the blasphemous horrors in the wastes, few of the adventurous, 
  foolhardy, or desperate who accept a mage’s commission collect 
  their payment. Despite the dangers, prospective clients rarely 
  refuse these offers. Perhaps dark magic causes them to follow 
  the wizard’s instruction. More likely, though, the slim chance of 
  survival—as opposed to the certain doom of refusing the job—
  motivates the hirelings.
  things you might find 
  on a mage of allain...
  Hooded cowl. Crystalline rod. 
  Richly 
  embroidered 
  robe. 
  Keys suspended from a charm 
  bracelet. Twisted bonewood staff. 
  Tattoos of intricate star charts and 
  calculation tables. Tattoos of exploding 
  runes! (Take 12 points damage.) Tattoos 
  of a contract with an eldritch abomination, 
  portions dance and smudge when anybody tries 
  to read them. Crystal orb. A pouch of sand, 
  worn under the robes next to the mage’s skin. 
  Champion tier healing potion. Walking cane 
  with concealed sword. 3d6 runes ready to be 
  applied to a weapon or armor. Pouch of coins that 
  explodes if taken more than two moves beyond 
  the mage’s person without a control word being 
  said first (18 damage to all nearby creatures). 
  reagents you might find on a 
  maillon alchemist...
  Moon Tears (smelly, turns blue when gold is dipped into 
  it). Nirolex’s Elixir (eye-watering non-smell). Zetuvit’s 
  Distillation (cloudy, stains stone red). Unwater of Maillon 
  (makes you thirsty if drunk at midnight, otherwise acts 
  much like normal water). Princess’ Water (smells of roses 
  and regret). Powder of Akiontite (skin irritant). Polymath’s 
  Lament (a dried grass). A gram of Mercurial Splendor 
  (priceless or worthless depending on who you ask). Sunsand 
  (glows in moonlight). Regia Pulvis (a dust, it makes fire flare 
  unusual colors). Cerae Mortis (a crumbly waxy substance, it 
  smells awful). Monarch’s Oil (made from the poison of the 
  deadly butterfly, only harmful in very large quantities). 
  Mages of Allain
  
  13th age edition
  mages of allain | m
  65
  magic items
  Mantle of The Arcanist (cloak). The richly embroidered hood 
  hides your features. Once per day: As a free action regain the 
  use of an expended daily spell. If it is the last spell you cast 
  you may choose to recast it immediately as a quick action 
  with a -2 penalty to hit. 
  Quirk: Cackle instead of laugh.
  Cloak of Desert Night (cloak). The thin silk cloak seems 
  translucent yet it perfectly obscures your features. Recharge 
  16+: As a move action you briefly transform into a whirling 
  dust-cloud and teleport to anywhere nearby or far away 
  that dust could get into. It is obvious to observers in which 
  direction you have travelled. 
  Quirk: Incessant thirst.
  Transmuter’s Staff (staff - weapon/implement). A twisted 
  length of acid-scarred wood, with glyphs burnt into it. You 
  may forgo miss damage and instead transform your target 
  into a tree. The target is rooted to the ground (stuck) and 
  may only make basic attacks with its limbs (hampered). A 
  successful save ends both conditions and turns the target back 
  to its normal form.
  Quirk: You are interested in the biology of your companions, 
  and how it might be “improved.”
  Blackheart Staff (staff - weapon/implement). An expensive 
  looking black staff inlaid with silver and copper. Each attack 
  that includes an ally as a target expands your crit range by 1 
  for the rest of the battle. 
  Quirk: Paranoid about what others are planning to do to you 
  while you sleep.
  adventure hooks
  Collateral Damage: Two rival houses of arcanists are constantly 
  bickering and fighting and it has lately turned deadly. To 
  prevent the assembled wizards, warpcasters, alchemists, and 
  reality-weavers from going to war with each other a wise 
  magister has devised a plan for a proxy war, and had both 
  houses agree to it: Whichever house can best ruin the party’s 
  lives (without outright killing them) shall be declared the 
  superior house. 
  The Great Snipe Hunt: The alchemists of Maillon have created 
  a wondrous new creature - a thing of unsurpassed beauty 
  and power which unfortunately vanished. In actuality the 
  beast was nothing more than a hallucination brought on by 
  alchemical fumes and unstable magic. Nonetheless the mages 
  are convinced that it was real and pay the adventurers to find 
  it and bring it back. Rival alchemists, who have been trying 
  for years to create life, will stop at nothing to make sure that 
  the adventurers do not find the wondrous beast.
  The Tintager Irregulars: A band of brave young apprentices 
  wish to prove themselves by patrolling for ‘elven incursions’. 
  They hire the adventurers as guides and set out for the 
  elven forests. Young hot-heads with magic storming off into 
  unknown lands with the party in tow—what could go wrong?
  tattooed adepts
  The wizards of the city of Bemmea are known masters of glyph 
  magic, and several carry their entire repertoire of spells tattooed 
  on their skin (despite prohibitions against ink magic). These 
  mystic scrawls allow the wizards to recall spent magics and to 
  cast their spells faster than their opponents. 
  Although they often appear as solitary figures, hooded and 
  cloaked against the prying daylight, Bemmean wizards are never 
  truly alone. Most have bound a small number of invisible sand 
  devils from the wastes into service. These creatures skulk near 
  their masters at all times, ready to defend them against attackers.
  invisible servants
  The invisible sand devils, properly named haborgoi, arose 
  during the magical turmoil of the Great Mage War. As powerful 
  arcanists dueled over the ley lines of western Midgard, they 
  caused terrible damage to the land. They warped nature and 
  gave rise to all manner of strange creatures and unnatural 
  phenomena. The sand devils rose up out of the aftermath of the 
  devastation and rampaged across the blasted landscape.
  An archmage of Bemmea named Tajenfer of the Cowled 
  Visage first developed the ritual to bind the haborgoi to protect 
  him from his rivals. When Tajenfer destroyed four of his enemies 
  without lifting a finger, binding sand devils became all the rage 
  among the wizards of Bemmea’s Academies Arcana.
  Bemmean Wizard
  The sinister, hooded figure sitting across from you exudes an aura 
  of equal parts power and arrogance.
  Level 7 caster [humanoid]
  Initiative: +14
  Staff +12 vs. AC—28 force damage
  Shrivel limb +12 vs. AC (wizard must be wielding its staff)—24 
  negative energy damage
  Natural 16+ hit: The target is stuck until the end of its next 
  turn.
  R: Visions of things that should not be +12 vs. PD—24 psychic 
  damage and the target is dazed (save ends).
  Natural odd hit: The target takes an extra 14 psychic damage 
  and is stunned (save ends).
  R: The doom below +12 vs. PD (1d3 nearby or far away enemies 
  in a group)—20 force damage and the target is transported 
  into another dimension (easy save ends). While removed 
  from this reality the target can continue to make saves against 
  ongoing effects, but does not take ongoing damage. Failed 
  death or last gasp saves do not count towards the number 
  of failed saves. Once a creature has returned from the other 
  dimension, saves and ongoing damage resume normally and 
  it is immune to the doom below for the rest of the battle.
  
  midgard bestiary
  m | mages of allain 
  66
  R: Black geas +12 vs. MD—The wizard causes a magical tattoo 
  to appear somewhere on the target’s body. This tattoo compels 
  the target to take no actions (save ends). The target may 
  ignore this compulsion, but if so the target takes 14 damage 
  and is thrown about the battlefield (the wizard repositions the 
  target somewhere nearby the target’s original position).
  Limited use: Only one person may have the black geas tattoo 
  at a time. If the attack hits, the attack cannot be used again 
  until the target succeeds on a save against the black geas.
  Arcane shield: Once per round when an enemy hits the 
  wizard with an attack, the wizard gains +4 to AC and 
  PD until the end of its next turn. When an arcane shield
  is in place, the wizard can choose to make a black geas
  or the doom below attack as a free action at any time, 
  even outside of its normal turn. Doing so ends the 
  arcane shield and removes the bonuses.
  AC 23
  PD 19 
  HP 108
  MD 23
  Invisible Sand Devil
  A faint whispering sound is all you can detect.
  Level 5 troop [demon]
  Initiative: +10
  Sand blast +13 vs. AC—15 damage
  C: Cloud of sand +8 vs. PD (1d3 nearby targets)—12 damage 
  and the target is weakened (save ends).
  Limited use: Once per battle, but cloud of sand recharges and 
  can be used again if the sand devil goes a round without 
  being hit.
  Sweep all aside: As a move action the sand devil flies to a spot 
  nearby and pulls 1d3 nearby enemies into engagement with it. 
  If cloud of sand hasn’t been expended, the sand devil can make 
  a cloud of sand attack against those enemies as a quick action.
  Invisibility: The sand devil is nearly invisible (this is already 
  accounted for in its defenses). Enemies who can perceive 
  invisible creatures gain +3 to hit the sand devil with attacks 
  that target AC.
  AC 24
  PD 22 
  HP 42
  MD 12
  misguided defenders of tintager
  The city of Tintager accepts all who come to serve on the 
  border and guard against intrusion from the elves of Arbonesse, 
  meaning outcasts from elsewhere can find acceptance here. 
  Horned and fanged tiefling warmages are a common sight, 
  often culled from the ranks of Bemmea’s failed apprentices and 
  hardened in conflict and war.
  Despite the “elven aggression” Tintager’s officials always 
  mention, Arbonesse soldiers rarely cross the border. More 
  commonly, the warmages of Tintager invade elven territory to 
  claim decades-old bounties on elven outlaws, test elven defenses, 
  or accompany expeditions to fell entire groves of trees and ship 
  their trunks back to Maillon for alchemical preparation. Despite 
  the elves’ reluctance to retaliate, the warmages stay busy with 
  frequent scuffles with goblins and aberrations from the wastes. 
  Like their Bemmean counterparts, Tintager’s warmages favor 
  hooded robes to conceal their inhuman features. From time to 
  time, a warmage will discreetly hire adventurous individuals to go 
  with them into the elven forests for his own nefarious purposes, 
  which the mage will rarely makes clear to their companions.
  Warmage of Tintager
  Spoiling for a fight, looking for a war.
  Level 6 caster [humanoid]
  Initiative: +11
  Cold iron longsword +11 vs. AC—21 damage
  R: Blackfire blood bolt +11 vs. PD—12 damage and 7 ongoing 
  negative energy damage.
  Natural even hit: 14 ongoing psychic damage and the target is 
  weakened (easy save ends both).
  Arcane shield: Once per round when an enemy hits the warmage 
  with an attack, the warmage gains +4 to AC and PD until the 
  end of its next turn. When an arcane shield is in place, the 
  warmage can choose to make a blackfire blood bolt attack as a 
  free action at any time, even outside of its normal turn. Doing 
  so ends the arcane shield and removes the bonuses.
  Elf slayer: The warmage does an extra 6 points of damage against 
  elves and other fey creatures.
  AC 22
  PD 16 
  HP 90
  MD 20
  
  13th age edition
  mages of allain | m
  67
  unchecked experimentation in maillon
  The alchemists of Allain live a chaotic but prosperous existence 
  in the ramshackle buildings and rickety houseboats of the 
  sinking city of Maillon. Banished by the Ninemage Council 
  following the Great Mage War, the alchemists built a city in the 
  swamp where they could collect strange plants and outlandish 
  ingredients, and pursue their dangerous experiments. Their 
  laissez-faire attitude toward pollution means that alchemical 
  waste usually ends up in the waters below this city built on stilts, 
  often leading to the inadvertent creation of warped wildlife, 
  alchemical oozes,  and worse. The alchemists do a brisk trade 
  in potions, elixirs, and drugs. They sometimes enlist the aid 
  of outsiders in obtaining hard-to-find components. Many 
  alchemists have been affected in strange ways by exposure to 
  their own concoctions.
  Maillon Alchemist
  Do you smell that? Either a toxic chemical dump is nearby, or a 
  Maillon alchemist.
  Level 6 caster [humanoid]
  Initiative: +12
  Alchemist’s staff +11 vs. AC—28 damage
  Natural 18+ hit or miss: One non-magical item belonging to 
  the target turns to lead and the target is weakened (save 
  ends).
  Natural 1 hit or miss: One non-magical item belonging to the 
  target turns to gold and the target can take a recovery.
  R: Acid splash +11 vs. PD—21 acid damage and the target is 
  stunned until the end of the alchemist’s next turn.
  Natural 18+ hit or miss: The alchemist makes a chymical 
  explosion attack.
  [Special trigger] C: Chymical explosion +11 vs. PD (1d3 
  enemies nearest to acid splash target)—14 poison damage 
  and the target is dazed (save ends).
  Miss: 7 poison damage.
  C: Incandescent spray +11 vs. PD (1d3 nearby enemies in a 
  group)—21 force damage and 7 ongoing fire damage
  Hit or miss: Any nearby enemy who is already taking ongoing 
  fire damage takes 7 fire damage.
  C: Writhing Arms +11 vs AC—28 damage and the target is 
  stuck and weakened until the end of the alchemist’s next 
  turn, as the alchemist’s arms momentarily turn into writing 
  tentacles and lash out.
  Natural 18+ hit or miss: One healing potion carried by the 
  target is permanently (and obviously) transformed into 
  poison appropriate to the target’s tier.
  Natural 1 hit or miss: One non-magical liquid carried by the 
  target is permanently (and obviously) transformed into a 
  healing potion appropriate to the target’s tier.
  Limited Use: Once per battle.
  AC 22
  PD 16 HP 90
  MD 19
  
  midgard bestiary
  m | merrow
  68
  Merrow are river trolls that haunt the waterways and estuaries 
  of Midgard, seeking to consume the freshly drowned. These 
  large, humanoid creatures of fey origin have tough pebbled hide 
  in shades of dark green and blue, and webbed feet and hands. 
  Their long, straggly black hair often carries bits of seaweed 
  and river moss, and they adorn themselves with the bones of 
  humans or other intelligent land dwellers.
  exiled to the rivers
  Driven out of their ancestral homelands in the depths of the 
  oceans by the hated merfolk, merrow resent the living they 
  have scratched out for themselves in the shallow inland rivers. 
  Encountered as either solitary hunters or in small bands, 
  merrow have a loose-knit tribal society led by a local shaman or 
  slaughter priest. They live only to feed and offer the entrails of 
  their victims to the forgotten aboleth gods of the sea.
  strike from the shadows
  Retaining vestiges of their lost civilization, merrow rarely 
  fight with tooth and claw like other trolls. They prefer to use 
  the trident and net of their ancestors. They recognize that 
  their numbers are few, however, and often seek to strike from 
  ambush or under cover of darkness to assure themselves 
  easy victories, and use their teleportation power to 
  appear unexpectedly. Some merrow make their homes 
  near the haunt of other aquatic monsters, where they 
  can scavenge and feed on the scraps left over from 
  helpless victims.
  things you might find on a 
  merrow...
  Fish-skull good luck charm. Goblin 
  shark tooth necklace. Turtle-
  shell armor. Stinking 
  loincloth. Unholy 
  symbol. Net. Shirt 
  made like a net. Nose 
  ring. Earrings. Scrap 
  of leather on which is 
  a depiction of a foul 
  aboleth-god. Pieces of 
  scavenged armor.
  magic items
  Foulwater Totem (holy symbol). A twisted circular braid of 
  seaweed and river reeds, with dried fish guts running through 
  it. Recharge 16+: As a quick action you may command the 
  spirits controlled by the totem to flood the area. The area 
  that the battle is in floods, making it an aquatic environment 
  for the remainder of the battle. All non-aquatic enemies 
  must save or become stuck (save ends) on rounds where the 
  escalation die is odd. 
  Quirk: You like to lurk. Whether it’s in the shadows, in a 
  corner, or on the edges of a gathering, you’re there. Lurking.
  Trident of the Abyss (trident, light or heavy two-handed 
  melee). Nobody knows what deep-sea creature wrought this 
  twisted length of metal. On a critical hit resolve the attack as 
  normal, and your target becomes vulnerable to your attacks 
  for the rest of the battle as they start to drown in a globe of 
  crushing deep-sea water that envelops their head. If your 
  enemy is aquatic or doesn’t need to breathe then save ends 
  the vulnerable condition. 
  Quirk: You smell of decaying fish.
  Tidestrand Trident (trident, heavy two-handed melee). This 
  three-pronged weapon was washed ashore after a 
  tragic shipwreck. Recharge 16+: As a quick action 
  summon magical anchors and chains to make 
  1d3 enemies stuck. If 3 enemies become stuck 
  it is an easy save (6+) for each to end the 
  stuck condition; if 2 are stuck 
  it is a normal save (11+); 
  if only 1 is stuck it is a 
  hard save (16+). 
  Quirk: 
  Obsession 
  with 
  shipwrecks 
  and other disasters.
  Merrow
  
  13th age edition
  merrow | m
  69
  adventure hooks
  12 Angry Merrow: The adventurers encounter a band of merrow 
  who, surprisingly, have no interest in fighting them—they’re 
  on a different errand. Their slaughter priest was recently 
  killed, but not for food or pleasure (which the merrow would 
  understand). Instead it was killed by a wizard who took its 
  body for spell components. The slaughter priest needs to be 
  properly laid to rest. Will the adventurers join the merrow, or 
  side with the wizard?
  Merrow
  Resembling a troll, this creature has pebbled skin, lank and briny 
  hair, and webbed hands and feet. 
  Level 4 troop [humanoid]
  Initiative: +12
  Masterwork trident +9 vs. AC—14 damage
  Surprising reach: The merrow may choose to make this attack 
  as a close attack against one nearby target instead of as a 
  melee attack.
  R: Hurl trident +9 vs. AC—14 damage
  C: Lure of the wild +9 vs. MD (one nearby enemy)—Target 
  pops free and is pulled into engagement with the merrow. 
  Afterward the merrow may immediately make a masterwork 
  trident attack against the target as a quick action.
  Miss: 5 psychic damage.
  Limited use: Once per battle.
  Vicious skirmisher: On the first turn the merrow is engaged with 
  a target the merrow does +7 damage on a hit or a miss.
  Aquatic: The merrow can breathe under water just as well as it 
  breathes air, and is an expert swimmer. It gains +2 to hit and 
  damage with all attacks when fighting a non-aquatic foe in an 
  aquatic environment.
  Mist walker: Once per battle the merrow can teleport to any 
  point nearby that it can see as a move action. After it does so 
  it may make an attack as a quick action.
  Watery grave: Once per day a merrow can make the water 
  covering the ground in an area (such as a shoreline, a river, 
  or a flooded corridor) rise up, making the area an aquatic 
  environment. Watery grave cannot take effect where water 
  does not cover the ground.
  AC 20
  PD 18 
  HP 54
  MD 17
  Merrow Slaughter Priest
  It is said they still pray to their deep aboleth gods, even after all 
  this time...
  Level 5 caster [humanoid]
  Initiative: +13
  Masterwork trident +10 vs. AC—18 damage
  Surprising reach: The merrow may choose to make this attack 
  as a close attack against one nearby target instead of as a 
  melee attack.
  R: Hurl trident +10 vs. AC—18 damage
  R: Rainwild river jet +10 vs. PD—18 damage
  Natural 14+ hit: Include a second enemy in the attack, using 
  the same attack roll.
  Natural 16+ hit: Include a third enemy in the attack, using the 
  same attack roll.
  Natural 18+ hit or miss: Each enemy takes 5 ongoing damage.
  Natural odd hit or miss: Target is hampered (save ends).
  Aquatic: The merrow can breathe under water just as well as it 
  breathes air, and is an expert swimmer. It gains +2 to hit and 
  damage with all attacks when fighting a non-aquatic foe in an 
  aquatic environment.
  Mist walker: Once per battle the merrow teleports to any point 
  nearby or far away as a move action. After it does so it may 
  make an attack as a quick action.
  Watery grave: Once per day a merrow can make the water 
  covering the ground in an area (such as a shoreline, a river, 
  or a flooded corridor) rise up, making the area an aquatic 
  environment. Watery grave cannot take effect where water 
  does not cover the ground.
  AC 21
  PD 16 
  HP 72
  MD 18
  
  midgard bestiary
  m | Mharoti dragonkin 
  70
  Dragonkin have small, supple, burnished scales covering their 
  dragon-like faces, hands, and chest, but larger and more rigid 
  scales on their backs, shoulders, and forearms. Most dragonkin 
  have grey, brown, tan, gold, silver, or black scales; a rare few 
  have reddish-orange, greenish-yellow, or star-like blue and 
  black scales.
  All dragonkin have clawed hands and feet, and their faces 
  are dominated by short snouts, with black or gold eyes. Males 
  are larger and horned or crested, and considerably heavier 
  than females. Their tails are short and often spiked. Female 
  dragonkin are smaller, faster, and wiry, with longer, lashing 
  tails. They sometimes have a frill or collar of contrasting color. 
  Dragonkin wear armor, for their scales are only slightly 
  more protective than human or dwarvish skin. All dragonkin 
  are heavy and slow for their size, but they also seem to exude 
  a certain commanding presence and sense of destiny that most 
  humanoid races find appealing.
  children of the empire
  The Mharoti dragonkin consider themselves the scions of the 
  Dragon Empire. Though their origins remain lost to time, 
  dragonkin have long served as the lair guardians and brood 
  servants of the eastern dragons. As the empire grew, and the 
  dragons’ power expanded, the dragonkin 
  found new roles as the empire’s shock 
  troops, paladins, and sorcerers. Though 
  somewhat rare outside the empire, unless 
  on official business, a few dragonkin 
  appear throughout the south and 
  east of Midgard.
  Mharoti Dragonkin
  a show of respect
  The sultana occasionally sends her elemental priests and magic-
  users as diplomats and trade negotiators, though negotiation 
  is a relative concept to emissaries backed by the might of the 
  empire. Always spellcasters, these dragonkin can, supposedly, 
  communicate with their masters from anywhere in Midgard. 
  Ever accompanied by their kilij-bearing bodyguards, Mharoti 
  emissaries take little notice of those they consider below their 
  station, which includes non-noble humans and all dwarves 
  and minotaurs. Emissaries prefer to rely on their magic and 
  bodyguards in battle but are skilled in the use of their iron 
  runestaves, status symbols among the more martial elemental 
  cults of the east.
  defenders of the dragon lords
  Some of the oldest and most powerful dragonkin are rarely 
  seen by outsiders or even other Mharoti citizens, for they 
  have the great honor of directly serving of one of the twenty 
  dragon lords. Secreted away to their dragon’s lair, these scaled 
  champions master their martial practices and elemental magic 
  away from prying eyes.
  The practice of the draconic elemental arts rises to new 
  heights in these chambers. Elemental scions command each 
  element in surprising ways, shrouding their claws in chilling 
  fire, blinding enemies with 
  smoke, or summoning 
  earthen chains to bind 
  and 
  crush 
  their 
  opponents.
  
  13th age edition
  Mharoti dragonkin | m
  71
  things you might find on a mharoti 
  dragonkin...
  Scimitar. Iron staff. Sleeveless leather coat. Metal breastplate. 
  Robes. Dragon-helm. Scale armor. Vambraces made of bone 
  softened in dragon fire. Halberd. Amulet depicting the elements 
  in dynamic harmony. Scale-wax (for giving scales a healthy 
  sheen). Purse of gold pieces shaped like claws (10+d20 gp). Flask 
  of strong drink. Broad leather belt with slim metal boxes affixed 
  to the outside, each box contains a useful item (possibilities 
  include: silk rope and folding grapple, handcuffs and set of 
  keys, bandages impregnated with healing balm that adds 1d8 
  to hit points recovered, single-use alchemical light, small sharp 
  knife with unfolding utility tools useful for fixing clockwork or 
  removing food from between dragonkin teeth).
  magic items
  Ring of Dragonkind (ring). This signet ring is made of bands of 
  silver and gold that shifts about on the finger. 
  Once per day: When not taking part in a battle, you may 
  sprout draconic wings and fly for five minutes. 
  Recharge 16+: You may manifest wings in combat, but only 
  briefly. When you are missed by a melee attack you may 
  pop free of all enemies engaged with you and move as a free 
  action. Quirk: Certain of your own absolute superiority.
  Iron-Star Staff (staff - weapon/implement). A unadorned staff 
  of dense iron that warps the light around it. If your attack 
  does fire damage, change the result of your lowest damage die 
  result to be the maximum it could have rolled. If your attack 
  does not do fire damage, you may change the attack type to 
  fire (but that attack doesn’t get the damage-die advantage.)
  Quirk: Pyromania.
  adventure hooks
  Murder Most Heated: A dragonkin bathhouse serves as a home 
  away from home for visiting Mharoti. Unfortunately three 
  scribes have been found dead, face down in a bath of steaming 
  salt-water with daggers in their backs implicating a rival 
  power. The local authorities need an uninterested third party 
  to investigate the dragonkin and uncover what they know.
  The Spiral: A caravan of dragonkin were escorting a wagon 
  containing a dragon egg to Bratislor, to seal an agreement 
  between the undead who rule from Bratis Castle and the 
  Sultana. Disaster struck when bandits attacked and stole the 
  wagon, and drove off with it. The frantic dragonkin set aside 
  their haughtiness and seek the adventurers’ help recovering the 
  wagon (provided the adventurers don’t ask what is inside it).
  Mharoti Dragonkin Guard
  As the dragonkin shifts its weight and its hand moves purposefully 
  towards its kilij you realize that the joke you just made about the 
  dragon and the barmaid was ill-timed.
  Level 4 troop [humanoid]
  Initiative: +12
  Kilij scimitar +9 vs. AC—14 damage
  Natural 16+ hit: Ongoing 5 damage.
  Parry and claw: When an enemy that the dragonkin is engaged 
  with makes a melee attack that does not include the dragonkin, 
  it may make a parry and claw attack against that enemy as an 
  immediate free action.
  Parry and Claw +8 vs. Value of the triggering attack roll
  —7 damage
  Natural odd hit: The triggering attack does half damage to its target.
  Natural even hit: The triggering attack does no damage to its target.
  Natural 18+ hit: The target of the claw attack is vulnerable to 
  the dragonkin guard’s attacks for the rest of the battle.
  Night vision: The dragonkin can see as well in non-magical 
  darkness as it does in daylight.
  AC 20
  PD 15 
  HP 54
  MD 16
  Mharoti Dragonkin Emissary
  Casting off its hood the Mharoti emissary reveals its true, draconic 
  nature as it charges its iron staff with arcane fire.
  Level 5 caster [humanoid]
  Initiative: +12
  Staff of iron +10 vs. AC—10 damage
  Natural odd hit: 20 fire damage.
  R: Thunderbolt +10 vs. PD—18 thunder damage
  Natural odd hit: Target becomes vulnerable to all attacks (save ends).
  Ignite iron: As a quick action the emissary can enchant its 
  weapon or the weapon of a nearby ally. The weapon deals 
  +6 fire damage, and does 5 ongoing fire damage on a critical 
  hit. The emissary can dismiss this effect as a free action. The 
  enchantment can only be on one weapon at a time.
  Healing touch: As a quick action the emissary may heal itself or 
  one nearby ally for 10 hit points.
  Limited use: Once per battle. 
  Flight: The emissary can fly a short distance using magic. It must 
  land at the end of its move or fall.
  AC 21
  PD 16 
  HP 72
  MD 18
  
  midgard bestiary
  m | Mharoti dragonkin 
  72
  Mharoti Dragonkin Sentinel
  The Mharoti smirks as it expertly spins its halberd in a complex 
  pattern. Then it crooks one clawed finger, beckoning you to come 
  closer.
  Level 8 troop [humanoid]
  Initiative: +17
  Halberd +13 vs. AC—30 damage
  Natural 16+ hit: Include a second enemy in the attack, using 
  the same attack roll.
  Natural 18+ hit: Include a third enemy in the attack, using the 
  same attack roll.
  Natural odd hit: Target is dazed (easy save ends).
  Thrust: The dragonkin may choose to make this attack as a 
  close attack against one nearby target instead of as a melee 
  attack, but gains no bonus for rolling 16+ or 18+.
  Parry and trip: When a nearby enemy that the dragonkin 
  makes a melee attack that does not include the dragonkin, 
  it may make a parry and trip attack against that enemy as an 
  immediate free action.
  Parry and trip +10 vs. Value of the triggering attack roll—12 
  damage
  Natural odd hit: The triggering attack does half damage to its 
  target.
  Natural even hit: The triggering attack does no damage to its 
  target.
  Natural 18+ hit: The target of the parry and trip attack is 
  dazed (save ends).
  Dragon blood rage: Whenever the sentinel is staggered (at 72 hit 
  points or less) it takes a -1 penalty to attack rolls but gains 
  a +5 bonus to damage rolls. On a critical hit, it also does an 
  extra 10 ongoing damage.
  AC 24
  PD 19 
  HP 144
  MD 18
  Mharoti Dragonkin Elemental Scion
  The dust whirls around the Mharoti’s feet as it hovers an inch 
  above the ground. Lightning jumps between its hands and a 
  nimbus of fire glows around its head.
  Level 9 caster [humanoid]
  Initiative: +16
  Mystical claw +14 vs. AC—40 cold damage
  Natural 16+ hit: 10 ongoing fire damage.
  Natural 18+ hit or miss: The mharoti may make an arcane 
  chains attack this turn as a quick action.
  R: Thunderbolt +14 vs. PD—50 thunder damage
  Natural 16+ hit: Target becomes hampered (easy save ends).
  Natural 18+ hit or miss: The mharoti may make an arcane 
  chains attack this turn as a quick action.
  C: Arcane chains +14 vs. PD (one nearby enemy)—10 force 
  damage and the target is stuck (save ends)
  Puff of smoke: Once per battle as a quick action; the mharoti 
  casts a spell to create an area of darkly roiling magical smoke 
  around one nearby or far away creature or object. Any creature 
  nearby the creature or object affected takes a -4 penalty to its 
  ranged attacks and gains a +4 bonus to defenses against ranged 
  attacks. Creatures that can see through magical darkness or 
  who do not need to see to fight are unaffected by the penalty 
  to attack. The effect lasts until the end of the battle, even if the 
  mharoti is slain. The effect can be dispelled by a sufficiently 
  powerful wind or any magic that dispels magical effects.
  Robe of winds: Any creature that ends its turn engaged with the 
  mharoti pops free.
  AC 25
  PD 20 
  HP 180
  MD 23
  
  13th age edition
  minotaur | m
  73
  A race of proud warriors, minotaurs enjoy confusing their 
  enemies with an ever shifting battlefield. They charge and fall 
  back, move swiftly for their size, and take every advantage 
  offered by the terrain.
  Both sexes have horned heads covered with shaggy hair. 
  Warriors often braid this hair with teeth or other tokens of 
  fallen enemies. The thick hair covering their large bodies can 
  vary widely from bright white to medium red-browns to dark 
  brown and black. Many shave or dye their fur in patterns 
  signifying their allegiances and beliefs. Other decorations 
  include brands and ritual scars. Minotaurs prize their horns 
  and love to adorn and carve them with runes commemorating 
  great accomplishments. This makes their horns a combination 
  of personal history, natural weapon, and symbol of knowledge 
  visible to any who know how to read.
  at home where needed
  Minotaurs make their homes throughout Midgard, but the vast 
  majority live on the Isle of Kyprion or in the city of Kaptaria, 
  in the Barony of Capleon. While both communities favor brute 
  strength and glory in combat, Kaptarians pride themselves on 
  holding tightly to ancient minotaur values. Unable to find glory 
  in their traditional homes, many minotaurs leave every year. 
  Some have suffered a broken horn and seek to prove themselves 
  worthy of their blood. Others dedicate themselves to learning, 
  often by visiting the great mazes of the world. The rest find 
  employment as sailors, gladiators, bodyguards, and the like.
  Nobility and successful merchants favor minotaur bodyguards. 
  These protectors train so they can read the body movements 
  of their enemies and give their protectees instructions to avoid 
  attacks. When their protection fails, they charge in to deliver 
  a devastating blow. The minotaurs of Kyprion are justly famed 
  for their prowess as sailors, and many of these fierce islanders 
  find it only natural to combine the two pursuits. Vassals to the 
  seafaring nation of Triolo, Kyprion marines are prized members 
  of any ship’s crew and are typically the first over the gunwales in 
  a sea battle. Many sailors along the Middle Sea dive overboard 
  rather than risk the scything steel of a Kyprion minotaur’s axe.
  lore keepers
  A little information can be a dangerous thing. To guard against 
  unwise, unwary, and unscrupulous knowledge seekers, a number 
  of archives recruit minotaurs as trusty librarians. Not only do 
  their size and strength dissuade common thieves, minotaurs 
  can memorize dizzying library layouts and shelf organizations 
  like no one else. Their recall of random facts can answer many 
  peoples’ casual questions. Their natural ferocity also lets them 
  deal with any serious threats that appear, mundane or magical.
  things you might find on a minotaur...
  Greataxe. Sailor’s lantern. Salt-stained boiled leather armor. Tiny 
  toy maze-cube. Supple leather and canvas clothing. Pair of hand 
  axes. Staff carved with one of the following: book of riddles, the 
  words carved in a spiral pattern; maze; pastoral country scenes; 
  interlocking cog design; wise sayings; abstract designs. Large 
  book. Heavy waterproofed sailors’ cloak. Baling hook. Metal 
  breastplate. Pouches containing coins (3d20 gp). Sack with a day’s 
  worth of food and spare clothes. Pouch containing bandages, 
  hoof/horn glue, and a file. Sturdy knife. Leather gauntlets. 
  Telescope. Whetstone and oil. Dagger from Triolo, the handle 
  shaped like a fish-tail. Shaving kit. Ball of string.
  magic items
  Imbroglio Axe (any axe). The maze etched upon the axe draws 
  the eyes. Once per battle: The next enemy you hit becomes 
  entranced by the patterns on your axe. For the rest of the 
  battle when they move you may choose to move as a free 
  action, provided it is to re-engage with them.
  Quirk: Stubborn as a bull.
  Staff of Dread Lore (staff - weapon/implement). The staff is 
  made of sliding puzzle pieces that shift in combat. As a free 
  action you can change the result of one damage die rolled 
  (yours, an ally’s, or an enemy’s) to a different result, at the cost 
  of expanding your fumble range by 1 for the rest of the battle. 
  Quirk: Obsessed with solving puzzles.
  Minotaur
  
  midgard bestiary
  m | minotaur 
  74
  adventure hooks
  The Red Chariot: Pirates have been plaguing shipping, so much 
  so that every captain that can afford to do so has started 
  hiring minotaur mercenaries. The captain of the Red Chariot 
  cannot afford the suddenly high price for a full complement 
  of mercenaries, so she pays the adventurers to round out the 
  numbers. The first night out of port the adventurers overhear 
  the minotaur mercenaries plotting. Are they in league with 
  the pirates? Or are they arranging an “accident” to befall the 
  party for undercutting their rates?
  The Bull’s 12 Labors: A minotaur begs the adventurers to 
  escort her to a minotaur city where she hopes to have a curse 
  removed. She claims to really be a kobold from Nuria Natal, 
  whose alchemical experimentations led to her accidentally 
  changing race. If the adventurers accompany her and keep her 
  safe, she will reward them by being their personal alchemist. 
  Is her story true? If so, how will the minotaurs react to it? 
  Kyprion Deckclearer
  Better to jump into the briny deep than face a minotaur at sea...
  Level 3 troop [humanoid]
  Initiative: +14
  Greataxe +8 vs. AC—10 damage
  R: Hand axe +8 vs. AC 
  —5 damage
  Natural odd miss: The 
  minotaur may, as a quick 
  action this round, 
  pop free and 
  move into 
  engagement 
  with a nearby 
  enemy and 
  make a 
  greataxe attack 
  at the end of that 
  move.
  Ship jumper: The deckclearer can leap from far away to engaged 
  (or vice versa) with a single move action. This move does not 
  draw an attack of opportunity.
  Limited use: Twice per battle only.
  AC 19
  PD 17 
  HP 45
  MD 14
  Minotaur Librarian
  Knowledge is power, but a swift and sturdy staff can be potent too.
  Level 3 troop [humanoid]
  Initiative: +14
  Carved staff +8 vs. AC—10 damage
  Natural even hit or miss: This turn the librarian may make a 
  second sturdy staff attack as a quick action or may move as a 
  quick action. Until the end of its next turn the librarian gains 
  +2 to defenses against attacks that it provokes by moving.
  Read the enemy: The librarian recognizes one enemy’s fighting style, 
  and only takes half damage from attacks made by that enemy.
  Limited use: Once per battle only.
  Random recall: The librarian gets a +5 bonus on checks to know 
  a useful fact about history, geography, mathematics, geology, 
  or zoology.
  Stubborn: The librarian rolls 2x d20 for saves, and takes the best roll.
  AC 19
  PD 14 
  HP 45
  MD 17
  Minotaur Bodyguard
  The minotaur guards’ polished, rune-inscribed horns 
  reflect the torchlight and tell their life stories. Both bear 
  the First Blood rune, testifying to their skill.
  Level 4 troop [humanoid]
  Initiative: +15
  Greataxe +6 vs. AC—14 damage (+8 damage if the 
  target is engaged with the minotaur’s protectee)
  Protective presence: Once per battle as a free action the 
  minotaur designates an ally as its protectee. Enemies 
  nearby to the minotaur take a -2 penalty to attack 
  rolls against the protectee.
  [Special trigger] Protective charge: When a nearby enemy 
  targets the minotaur’s protectee with an attack, as a free 
  action the minotaur pops free and moves to engage the 
  attacker. The minotaur becomes the target of the attack, 
  gaining a +2 bonus to defenses against the attack.
  Limited use: Twice per battle only.
  AC 20
  PD 19 
  HP 65
  MD 31
  
  13th age edition
  owl harpy | o
  75
  Living in abandoned buildings or cemeteries in the desert lands 
  of the south, owl harpies are cousins to the more common 
  harpies found in cooler climes. These elegant fliers glide silently 
  through the night skies to patrol their territories and hunt for 
  food—they eat any meat but favor desert rats and dogs. Owl 
  harpies use their bittersweet songs to captivate intelligent prey 
  before swooping down and tearing them into pieces with razor-
  sharp talons. Like owls, they can turn their heads nearly 360 
  degrees, making it very hard to catch one unawares.
  storytellers and sages
  Scholars and adventurers from Siwal and other desert towns 
  sometimes seek out owl harpies to question them about lost lore 
  and ancient civilizations. Wise and knowledgeable, owl harpies 
  have a great storytelling tradition that passes tales of history 
  and legend from mother to daughter. Anyone wishing to learn 
  secrets from an owl harpy storyteller should bring both fresh 
  meat and shiny treasures to win her over.
  things you might find on an owl harpy...
  Flute carved from a bone. Bag of candied mice. A book of 
  just over one thousand short stories, most of which resemble 
  commonly known stories but with surprising twists - the 
  book itself is magical in a very minor way in that it 
  contains more pages than its size would seem to 
  suggest. Seventeen colored silk scarves. A sash 
  trimmed with coins or bells. A silver charm 
  bracelet. A veil.
  magic items
  Veil of the Desert Moon (veil/head). A 
  veil of shimmering material. Recharge 
  16+: As a quick action grant yourself 
  +2 to all attacks that target MD for the 
  rest of the battle. 
  Recharge 11+: For the next hour 
  add +2 to all attempts to entice or 
  beguile others. 
  Quirk: 
  Hunger 
  for 
  live 
  mice, 
  scorpions, serpents, and other tiny 
  desert creatures.
  The 101 Never-Ending Tales (tome/implement). An enchanted 
  storybook, there are always a couple of blank pages left for the 
  current owner to fill with their own story. Recharge 16+: Cast 
  charm person as a wizard or bard of your level. 
  Once per day: Add +2 to a knowledge style skill roll. 
  Quirk: Obsessively collect tales and add them to the book.
  Dancer’s Sash (belt). A length of multi-colored cloth hung with 
  tiny bells. Always: Increase your maximum recoveries: +1 
  (adventurer); +2 (champion); +3 (epic). Recharge 16+: The 
  first time in combat that you are missed by an attack gain 
  temporary hit points equal to 5 x your level. 
  Recharge 16+: If not in battle you may dance, entrancing 
  1d6 enemies of your level or below with memories of your 
  gyrating form. Entranced enemies start their next battle 
  weakened and stuck (save ends). Quirk: Adorn yourself 
  with bells and other music-making jewelry.
  adventure hooks
  Song of Sorrows: An owl harpy has found a song that will open 
  up a demi-shadow road or semi-ley line and draw people onto 
  it. She has used this song to travel, and to bring victims from 
  all over Midgard to her hidden valley in the Dragoncoil 
  mountains. The adventurers are just the latest in 
  a long line of victims. If the adventurers are 
  clever they might be able to learn the song—
  but it only works to bring them to this one 
  valley. Why is this valley so special, and 
  how did she learn the song?
  The Scorpion’s Tale: A cunning and 
  accomplished storyteller travels all 
  over Midgard spinning tales. That she 
  is an owl harpy is obvious, but what is 
  not known to those that she entertains 
  and educates is that she is a spy for 
  the Sultana. She has been carefully 
  making maps, taking note of defenses, 
  and building up a dossier on almost 
  everybody of note or use that she 
  meets. Now it is time for her to return 
  and she has loaded up a wagon with 
  her trunks full of notes. Unfortunately 
  her wagon and mule are almost 
  identical to that of the adventurers—
  causing some confusion among both 
  her allies and enemies.
  Owl Harpy
  
  midgard bestiary
  o | owl harpy 
  76
  Owl Harpy
  She flies on the velvet wings of night, and she’s hungry for a feast...
  Double strength level 5 blocker [humanoid]
  Initiative: +12
  Claw +10 vs. AC—14 damage
  Natural even hit: 8 psychic damage and the harpy can make its 
  melancholy song attack as a quick action this turn.
  R: Shortbow +10 vs. AC—15 damage
  Limited use: Not usable while flying.
  C: Melancholy song +11 vs. MD (1d3 nearby enemies)—The 
  target is drawn close to the owl harpy—though not engaged—
  and is stuck (save ends). Deafened creatures and other owl 
  harpies are immune.
  Swooping claws: On rounds where the escalation die is odd, the 
  harpy may fly as a quick action instead of (or in addition to) 
  a move action.
  All-round vision: The harpy is hard to surprise. It never counts 
  as being engaged with an ally of an enemy for purposes of 
  attacks (such as sneak attack). 
  Exploits the captivated: The harpy deals +6 extra damage against 
  stuck enemies.
  I am death, a winged beast: The harpy can fly, swiftly and silently. 
  The harpy can’t hover, but it is very fast. When flying the owl 
  harpy’s movement doesn’t provoke attacks.
  AC 21
  PD 17 
  HP 72
  MD 18
  Owl Harpy Storyteller
  An owl-like woman perches on the roof ahead of you. She sings 
  a mournful song that tells of a lonely fisherman who falls in love 
  with a mermaid and drowns when he swims down to embrace her. 
  Something about the melody draws you in.
  Level 6 caster [humanoid]
  Initiative: +14
  Claw +11 vs. AC—32 damage
  Natural even hit: 10 psychic damage and the harpy can make 
  its melancholy song attack as a quick action this turn.
  R: Thunderous proclamation +11 vs. PD—30 damage
  Natural 16+ hit or miss: Target is stunned.
  R: Terrifying fury +11 vs. PD—20 ongoing damage and the 
  target is dazed (save ends both)
  Once target saves: Target is dazed (save ends).
  Limited use: May be used on rounds when the escalation die 
  is odd only.
  C: Melancholy song +11 vs. MD (1d3 nearby enemies)— The 
  target is drawn close to the owl harpy—though not engaged—
  and is stuck (save ends). Deafened creatures and other owl 
  harpies are immune.
  Quatrain of recovery: As a quick action the owl harpy or a nearby 
  ally ends all effects on them, pops free, and heals 30 hit points.
  Limited use: Twice per battle only.
  All-round vision: The harpy is hard to surprise. It never counts 
  as being engaged with an ally of an enemy for purposes of 
  attacks (such as sneak attack). 
  Exploits the captivated: The harpy deals +6 extra damage against 
  stuck enemies.
  I am death, a winged beast: The harpy can fly, swiftly and silently. 
  The harpy can’t hover, but it is very fast. When flying the owl 
  harpy’s movement doesn’t provoke attacks.
  AC 22
  PD 18 
  HP 180
  MD 19
  
  13th age edition
  roachlings | r
  77
  Roachlings, or scuttlers, appear throughout 
  the world, especially in cramped, filthy 
  locations that other races reject. Among the 
  filth and debris of a city’s dark alleys and 
  slums, the roachlings scurrying forth in search 
  of food and hidden treasure. Roachlings have 
  a roughly humanoid shape with insectile 
  features that include whip-like antennae in 
  place of ears, a carapace that covers much of 
  the back, small spines on their legs, and skin 
  that appears oily but feels dry to the touch. 
  They have no visible nose, and they have 
  mandibles on either side of their mouths. 
  Females are slightly larger but have smaller 
  mandibles. Like the common cockroach, 
  roachlings have wings but are rarely capable 
  of serious flight. Most stand three to five feet 
  tall, reach physical maturity at the age of 12, 
  and can live as long as 80 years.
  will to survive
  Though skittish and easily frightened, 
  roachlings are not cowards, but they 
  are practical. They understand survival 
  sometimes means remaining unseen and out 
  of reach. As a result, most roachlings prefer 
  to attack only when the chance for victory sits 
  squarely on their side.
  When forced to fight, they attack with suicidal fury. 
  Roachlings band together in tight groups and try to fight as one 
  clicking mob. Those with warrior training often fight on after 
  receiving mortal wounds. 
  desperate demons
  The origins of the roachlings are shrouded in mystery. Some 
  scholars believe that they were an agrarian race that did not 
  resemble insects until they were uprooted by war and left to die 
  as refugees in the bowels of a strange land. There, they found 
  the one creature who would answer their prayers, Akyishigal the 
  Skittish One, who offered them survival in exchange for being 
  reshaped in his image.
  Of all the dreadful demons lurking within the Abyss, perhaps 
  none is as vile and disgusting as Akyishigal, the Skittish One, 
  whose filth-slicked mandibles clack hungrily and ceaselessly for 
  mortal flesh and souls. Despite this, he has a surprising number 
  of followers among the urban dispossessed, the slum dwelling 
  downtrodden, and those who lurk within the lightless depths 
  beneath cities.
  things you might find on a roachling...
  Ragged clothing. Length of pipe (used as a club). Tarnished knife, 
  very sharp. Intricately worked leather vambraces of unsurpassed 
  alien beauty. Throwing spikes. Cheap rusty caltrops. Bag of 
  coins (filthy, but it is still money) 2d12 gp in coppers. Map of 
  sewers, crawl-spaces, and narrow gaps between buildings. Rope, 
  repaired and re-braided. Small cloth doll worn in a bag around 
  the neck. Bag of rotted fruit, moldy bread, and scraps of fresh 
  meat. Broken string of pearls (worth 3d6 gp). Slightly tarnished 
  diamond ring (worth d20x50 gp). Symbol of Akyishigal.
  magic items
  Roachlings don’t usually make magic items, nor can they be made 
  into magic items. However, roachlings can scrounge up the most 
  unlikely things. Pick a magic item from elsewhere and give it a flaw:
  Temperamental: It can only activate special abilities while the 
  escalation die is odd (‘always’ abilities work fine).
  Backfires: After a special ability is used roll a d10 for what 
  condition you suffer (1= Dazed. 2= Hampered. 3= Stuck. 4= 
  Stunned. 5= Vulnerable. 6= Weakened. 7-10= No effect). Save 
  ends the condition.
  Broken: Odd special effects when the item is in use, different 
  each time. When you roll initiative the GM tells you the effect: 
  your hair and clothes might turn blue, or you might shrink an 
  inch, or your voice might become squeaky, or you might grow 
  an extra face, or you might teleport 1” every time you sneeze. 
  Generally the strangeness wears off after a couple of hours.
  Roachlings
  
  midgard bestiary
  r | roachlings 
  78
  adventure hooks
  The Metamorphosis: A human priest offers to bless the party 
  before they set off for their latest adventure. All characters 
  who agree to be blessed gain +2 to all rolls, but upon 
  completing the quest they discover that they are slowly 
  turning into roachlings. They need to find the priest and have 
  him undo whatever he has done, but the locals says that he 
  turned into a roachling one morning and headed into the 
  sewers. The adventurers must travel among the downtrodden 
  and destitute to find the priest of He Who Scuttles.
  Greasepaint and Black Cloth: A new theatre called the Emerald 
  Butterfly has opened in town, making clever use of roachlings as 
  puppeteers and stage hands. Wearing all black clothing they can 
  move about the stage almost unseen, able to create startlingly 
  good effects simply by moving bits of colored cloth or holding 
  aloft painted wood. The roachlings, however, are finding that 
  not everybody feels that the show must go on. A troupe of 
  illusionists wants the Emerald Butterfly shutdown, and threats 
  have been made. The Roachlings wish to hire the adventurers as 
  protection, but the illusionists have a counter-offer.
  Roachling Urban Scuttler 
  It shies away from the light as though frightened. But then you hear 
  the scuttling sounds from the shadows and realize it’s not alone.
  Level 5 mook [humanoid]
  Initiative: +10
  Dagger +10 vs. AC—9 damage
  Four armed warrior: If the roachling rolls a 2, 3, or 4 when making 
  a weapon attack roll, it rerolls and takes the second roll.
  Pustulent innards: When the roachling dies all nearby creatures 
  that are not roachlings take 6 poison damage.
  Tenacious survivor: Once per battle when the roachling would 
  be reduced to 0 hit points, it is instead reduced to 5 hit points 
  and becomes dazed until the end of the battle.
  Flight: The roachling can unfurl insectile wings and fly. It is 
  a heavy, clumsy flier that cannot get more than a couple of 
  feet off the ground, though if it launches from a height it can 
  maintain altitude for about five minutes before it has to land. 
  Buzzing wings and rattling wing-cases make stealthy flying 
  impossible. Roachlings never take falling damage.
  Resist poison 16+: When a poison attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 21
  PD 20 
  HP 18 (mook)
  MD 17
  Mook: Kill one roachling urban scuttler mook for every 18 
  damage you deal to the mob.
  
  13th age edition
  roachlings | r
  79
  Roachling Warrior
  You always thought “roachling warrior” was an oxymoron. Then 
  you faced one in combat, wielding a short sword in each of its four 
  clawed hands.
  Level 7 mook [humanoid]
  Initiative: +16
  Filthy claw +12 vs. AC—18 damage
  Natural 16+ hit or miss: Target becomes vulnerable to all 
  roachling attacks (save ends).
  Astonishing bladework +12 vs. AC—20 damage
  Natural 16+ hit: The target is dazed and the roachling can 
  make a second astonishing bladework attack as a quick 
  action for 5 damage.
  C: Fetid reek +12 vs. PD (1d3 nearby enemies) —9 poison 
  damage and the target is hampered (save ends). 
  Limited use: On rounds where the escalation die is odd only.
  Four armed warrior: If the roachling rolls a 2, 3, or 4 when making 
  a weapon attack roll it rerolls and takes the second roll.
  Pustulent innards: When the roachling dies all nearby creatures 
  that are not roachlings take 6 poison damage.
  Tenacious survivor: Once per battle when the roachling would 
  be reduced to 0 hit points it instead becomes dazed until the 
  end of the battle.
  Flight: The roachling can unfurl insectile wings and fly. It is 
  a heavy, clumsy flier that cannot get more than a couple of 
  feet off the ground, though if it launches from a height it can 
  maintain altitude for about five minutes before it has to land. 
  Buzzing wings and rattling wing-cases make stealthy flying 
  impossible. Roachlings never take falling damage.
  Resist poison 16+: When a poison attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 23
  PD 22 
  HP 27 (mook)
  MD 19
  Mook: Kill one roachling warrior mook for every 27 damage you 
  deal to the mob.
  Roachling Servant
  They do the jobs that others won’t, and are poorly paid for it.
  Level 6 mook [humanoid]
  Initiative: +14
  Biting mass +11 vs. AC—12 damage
  Natural 16+ hit or miss: Target becomes vulnerable to all 
  roachling attacks (save ends).
  Four armed warrior: If the roachling rolls a 2, 3, or 4 when making 
  a weapon attack roll, it rerolls and takes the second roll.
  Pustulent innards: When the roachling dies all nearby creatures 
  that are not roachlings take 6 poison damage.
  Swarm attack: Enemies who end their turn engaged with the 
  roachling take 5 damage.
  Tenacious survivor: Once per battle when the roachling would 
  be reduced to 0 hit points it instead becomes dazed until the 
  end of the battle.
  Flight: The roachling can unfurl insectile wings and fly. It is 
  a heavy, clumsy flier that cannot get more than a couple of 
  feet off the ground, though if it launches from a height it can 
  maintain altitude for about five minutes before it has to land. 
  Buzzing wings and rattling wing-cases make stealthy flying 
  impossible. Roachlings never take falling damage.
  Resist poison 16+: When a poison attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage.
  AC 22
  PD 21 
  HP 23 (mook)
  MD 18
  Mook: Kill one roachling servant mook for every 23 damage you 
  deal to the mob.
  
  midgard bestiary
  r | Rothenian centaur 
  80
  Centaurs are strange, half-human wanderers with no fixed 
  home. On the Rothenian Plains, they are friends and rivals to 
  the Windrunner elves, half-foolish and half-wise when moved 
  by drink or rage. Centaurs live in small clans—sometimes 
  numbering only a dozen or so—and all too often serve as 
  mercenaries, fighting someone else’s war for little more than 
  meat and cheese. When roused to anger, they burn out entire 
  villages and sack small towns before returning to the plains, 
  richer and avenged.
  nomadic hunters
  Out in the extensive grasslands far to the east of Zobeck and 
  high in the hills, larger bands of fiercely independent centaurs 
  live as hunters, bandits, and nomads. They serve only their 
  chiefs and khans and would die rather than settle down. Those 
  who do not understand the centaurs’ nomadic ways fear their 
  violent tempers and wild passions. Centaurs think settled 
  creatures fools to huddle in huts of wood or stone when they 
  could live free on the great grasslands. These horsefolk could 
  not live any other way. The centaurs are true nomads, retreating 
  to hills and Rothenian high meadows in summer and returning 
  to lower elevations when the meadows are bare and the lure of 
  rustling, banditry, and raiding grow strong.
  Centaurs follow many gods, but Perun (god of lightning and 
  war) and Porevit (in his aspect as god of wine and fertility) 
  are most popular. These gods’ penchants for violence, drink, 
  and generally poor impulse control, appeals 
  greatly to the centaurs’ sense of wildness 
  and the madness and freedom of their 
  nomadic lives.
  Centaurs have a long tradition of healing and 
  medicine, derived from both herbal and divine sources. 
  This medicine is mostly meant for horses and centaurs and is 
  remarkable in its ability to save even abused horses from the 
  brink of starvation, strangles, or spongy hoof.
  In battle, centaurs use large steppe lances, often decorated 
  with banners and tassels, and enormous recurved longbows 
  made from wood, sinew, and horn. They can easily trample 
  their foes underfoot but are also surprisingly skilled at stealth 
  and wood-craft, making excellent scouts. Centaurs fear 
  confined spaces and steep slopes; they cannot climb walls or 
  cliffs, and narrow or spiral stairs are difficult. They rarely enter 
  towns, preferring the open road. They are currently divided 
  into those who live free in the eastern grasslands and those 
  who hunt and serve as mercenaries in human lands. 
  imperial bodyguards
  Long ago, some centaurs turned their backs on the Rothenian 
  Plains and made their homes in the lands of the Seven Cities. 
  The centaurs of the Rhoetian Guard are the most feared section 
  of the Valeran cavalry, forming the vanguard of the August 
  Republic’s mounted forces and acting as personal protectors 
  to the young Emperor of Valera. While many of the centaur 
  legionnaires are known as loutish brutes who take what 
  they want from the citizens of Valera, the Rhoetians cling to 
  an ancient honor code of personal service to the emperor.   
  There are a few Rhoetians who have abandoned the old ways, 
  however, and found great success as mercenaries.
  Larger than the most massive warhorse, the centaurs of the 
  Rhoetian Guard are more than a match for the heavy cavalry 
  of Valera’s enemies. They begin battle by firing their heavy 
  crossbows and then charging with lances fixed. Once in the 
  thick of combat, Rhoetians lay about with heavy sabers and kick 
  and trample their opponents with abandon.
  things you might find 
  on a rothenian centaur...
  Centaur-sized recurved horn bow. Falchion. Tooled leather 
  breastplate. Metal breastplate. Crested helm. Lance. Javelins. 
  Ornate sword. Heavy crossbow. Tool for removing stones from 
  hooves. Horseshoes. Throwing knives in hip scabbards. War 
  banner. Plate barding. Bag containing loot (roll d10 2d4 times 
  for the contents, and 3d20 for the gp worth of each item: 1= 
  3d6 Dented golden goblets. 2= Silver candlesticks. 3= Strings 
  of pearls. 4= Pewter religious 
  statues. 5= Tapestry. 6= Silks. 
  7= 
  Broken 
  gold 
  statues.   
  8= Silver mirror. 
  9= Various jewels 
  pried loose from 
  their 
  settings.   
  10-12= Coins.)
  Rothenian Centaur
  
  13th age edition
  Rothenian centaur | r
  81
  magic items
  The Nail That Wins Battles (boot/foot). An enchanted golden 
  nail, made to keep a horseshoe on; but if stitched onto a boot 
  it will be fooled into giving up its magic. The first time in a 
  battle that you engage somebody, after you attack you can pop 
  free and move. 
  Recharge 6+: You may run over water for a short distance— 
  probably enough to cross a moat or small river. If you stop 
  or slow down you sink. 
  Quirk: You could run faster if you were naked!
  Lance of Glory (lance / heavy two-handed spear, melee). Many 
  small starbursts are engraved down the length of the shaft. If 
  this is your first round engaged with a non-mook enemy and 
  you reduce it to 0 hit points with your first blow, you may pop 
  free and move as a quick action. 
  Quirk: Shout victory cries at inopportune times.
  adventure hooks
  The Thunder of Distant Hooves: The Seven Cities have 
  recently been plagued by centaur bandits, and the Valerans 
  do not fully trust the Rhoetian Guard to catch the miscreants. 
  The Valerians insist that outside observers, the adventurers, 
  accompany the Rhoetian Guard. The adventurers now have 
  the unenviable task of trying to keep up with resentful 
  centaurs who are chasing other centaurs.
  The Voice of Perun: A centaur claiming to be a holy prophet of 
  Perun has been going around performing wondrous works. 
  He claims that riding horses into battle is against the will of 
  his god, for only centaurs may charge into battle on hooves. 
  Ordinarily no one would pay attention, except that wherever 
  he goes, a couple of days later horses start going wild: trying 
  to escape, refusing to be ridden or even saddled. Even mules 
  refuse to pull carts. Something needs to be done, but what?
  Rothenian Centaur Bandit
  Swifter than a human, more cunning than a horse. Centaurs are 
  nomadic raiders who take what they want by force.
  Level 2 troop [beast]
  Initiative: +8
  Lance and falchion +7 vs. AC—5 damage
  Natural 16+ hit: +5 damage.
  [Special] Charging centaur: If the centaur has just moved into 
  engagement with the target, the centaur gains +2 to hit. If 
  the target is hit it pops free of engagement after the attack.
  R: Rothenian bow +7 vs. AC—7 damage
  [Special] Pounding hooves: The centaur can make this attack 
  mid-move.
  Trample: If an enemy misses the centaur with an opportunity 
  attack, the enemy takes 8 damage. 
  AC 18
  PD 16 
  HP 36
  MD 12
  Rothenian Centaur Chief
  A chief of the nomadic bandits, he can infuse his bow with magic 
  to strike back at wizards and sorcerers. 
  Level 3 troop [beast]
  Initiative: +9
  Lance and falchion +8 vs. AC—8 damage
  [Special] Charging centaur: If the centaur has just moved into 
  engagement with the target, the centaur gains +2 to hit. If 
  the target is hit it pops free of engagement after the attack.
  R: Nomad’s longbow +8 vs. AC—10 damage
  Natural 16+ hit: Target is stuck (save ends).
  [Special] Pounding hooves: The centaur can make this attack 
  mid-move.
  [Special trigger] Spellseeker: If the centaur is targeted by a spell 
  it may immediately make a nomad’s longbow attack against 
  the caster as a free action. If the shot hits, the spell is not cast. 
  Trample: If an enemy misses the centaur with an opportunity 
  attack, the enemy takes 8 damage. 
  AC 19
  PD 17 
  HP 45
  MD 13
  Rothenian Centaur Roughneck
  The centaur has shod its hooves in steel and uses them to smash 
  foes as swings its sword.
  Level 4 troop [beast]
  Initiative: +10
  Sabre and steel shod hooves +9 vs. AC—11 damage
  Natural even hit: The target becomes vulnerable to melee 
  attacks until its next turn.
  Natural 16+ hit: +7 damage.
  [Special] Charging centaur: If the centaur has just moved into 
  engagement with the target, the centaur gains +2 to hit. If 
  the target is hit it pops free of engagement after the attack.
  R: Crossbow +8 vs. AC—13 damage
  [Special] Pounding hooves: The centaur can make this attack 
  mid-move.
  Trample: If an enemy misses the centaur with an opportunity 
  attack the enemy takes 8 damage. 
  AC 20
  PD 18 
  HP 54
  MD 14
  
  midgard bestiary
  s | shadow fey 
  82
  Called scáthsidhe (pronounced SCAH-shee) by other fey, or 
  simply shadow fey by mortals, these dark faeries are counted 
  among the Unseelie, though they resent it. They simply call 
  themselves the sidhe and consider themselves an extension of 
  the Seelie Court. To most, the shadow fey are little more than a 
  dancing darkness among the leaves.
  Shadow fey prefer to hold conversations with foes or strangers 
  from hiding. When seen, they have long arms and wide grins in 
  fair features, with skin tones varying from ash gray to brown. Their 
  gray, black, or green eyes are unusually large, and their ears are 
  pointed. Some have tiny horns hidden among their clouds of white 
  or silver hair. Shadow fey usually carry a rapier or falchion made 
  from exotic materials from their home plane, such as black silver.
  tricksy foes
  Shadow fey generally remain concealed until confident of 
  victory. They prefer weapons, spells, and minions that weaken 
  and torment their enemies rather than kill quickly. They will 
  kill mounts, sabotage equipment, and steal valuables before 
  striking. Shadow fey prefer talking to entice others to join them 
  in service to the Goddess of Night and Magic, since violence 
  rarely produces converts.
  Shadow fey build their cities and villages in the forests 
  of the Plane of Shadow. They enjoy homes with sharp 
  shadows or constantly flickering lights, conditions most 
  other creatures find disconcerting or irksome. 
  Though most shadow fey live in communities, 
  some lead solitary lives for reasons unknown to 
  mortals. Whether exiles, scouts, lawbreakers, 
  hermits, or something else, these loners are often 
  strange, inscrutable, and dangerous even by 
  scáthsidhe standards.
  shadow dwellers
  The scáthsidhe are powerful on their home 
  plane and widely renowned for tainting other 
  creatures with darkness or light and ensnaring 
  them into the service of their goddess. 
  Shadow fey have a complex society, serving 
  the Moonlight King, the Queen of Shadows, 
  and their bloodline called the Shadow 
  House. Ultimately all shadow fey obey this 
  structure, though its power is strongest in 
  their cities and palace on the Plane of Shadow. 
  They consider themselves the equals of the Seelie 
  Court, though the Seelie do not acknowledge 
  them as more than distant relatives.
  The other noble houses of the shadow fey 
  are transient but currently include the Flicker 
  House, Dawn House, Lucent House, and Fading 
  House, among others. The great nobles include 
  the Black Prince, the Duke of Alabaster, the 
  Twilight Duchess, and the Glimmering Prince. 
  All of these nobles follow the Goddess of Night 
  and Magic to varying degrees, although some 
  just make a show of piety.
  Shadow fey strictly avoid the use of personal names and 
  choose natural elements and nicknames to avoid granting others 
  too much power over them. Names such as Noon, Midnight, 
  Shine, Glimmer, Gray, and Charcoal are very common. Others 
  go by Raven, Dove, Fox, or similar animal names.
  things you might find on a shadow fey...
  A rapier forged of black silver during an eclipse. A lyre, made 
  of wood from a house fire and stringed with ghost-wails. A 
  silken robe woven by a blind spider-witch. A hair pin, crafted 
  out of coral grown on the tallest spire of a sunken castle. A silver 
  compact containing face powder, the pearls on the compact are 
  all from oysters that are really polymorphed widows. A beautiful 
  belt, woven from shed naga skin and gnome tongues. A pouch 
  of money that will fade as soon as it is handed to another. A 
  magical comb which lengthens any hair it is run through by an 
  inch per minute of combing. A magical needle: if put into loose 
  cloth or clothing will summon forth animated ghostly scissors, 
  needles, pins, etc. and will produce a formal gown or similar 
  garment from the material. 
  more things you might find on a 
  shadow fey...
  A length of slim silver chain (wondrous item, requires 
  attunement, use 1/day) that when shaken at a door or 
  similar casts hold portal as though it were a 5th level 
  wizard. A hand-mirror (wondrous item, requires 
  attunement, use 1/day) that can cast disguise self
  at the owner’s command as though it were a 5th 
  level wizard. A feather brooch (wondrous item, 
  requires attunement, use 1/day) that can cast
  feather-fall or levitate at the owner’s command 
  as though it were a 5th level wizard. Cosmetics 
  (wondrous item, requires attunement, use 1/
  day) that when applied to the lips allows the 
  wearer to cast message or speak with item as 
  though they were a 5th level wizard. A dagger 
  forged from uncomfortable truths, with the hilt 
  made of comforting lies (looks like glass, acts 
  like steel, apart from that is not magical, grants 
  no bonus, and does not require attunement).
  Shadow Fey
  
  13th age edition
  shadow fey | s
  83
  magic items
  Moxxien Gem (wondrous item) These decorative gems empower 
  well-crafted weapons and armor when attached: 
  Weapon: +1 to hit and damage (adventurer); +2 (champion); 
  +3 (epic). 
  Armor: +1 AC (adventurer); +2 AC (champion); +3 AC (epic). 
  Helmet or circlet: +1 MD (adventurer); +2 MD (champion); 
  +3 MD (epic). 
  Note: These bonuses do not stack with existing bonuses 
  from a magic item nor with each other. For example, 
  adding multiple epic gems to epic armor only gets you 
  +3 AC, though each of the gems and the armor would 
  still benefit you through their additional abilities. 
  Special: Each type of gem has a different effect (see below). 
  Quirk: Vain and cruel.
  Hawk’s Eye Quartz Once per day when targeted by a ranged 
  attack roll a save. On a success the attacker becomes the target 
  of their own attack instead of you. 
  Green Onyx Once per day for one battle, while you are engaged 
  with a creature that has a fear aura, you regain hit points equal 
  to the escalation die value at the start of each of your turns.
  Fire Opal You are immune to normal fires, your unarmed 
  attacks do fire damage, and you have resist fire 11+. 
  Blood Jade Once per day when a nearby creature heals, you may 
  spend a recovery to heal as a free action.
  Moon Pearl Once per day choose a creature type (humanoid, 
  undead, construct, etc.). For the rest of the day you are aware 
  of the exact location of any nearby creatures of that type. 
  Effects such as blur or invisibility do not affect your ability to 
  target them. 
  adventure hooks
  The Payment: A shadow fey emissary approaches the party to 
  pay them for their memories. “Oh no,” she explains, “I don’t 
  want more memories. You’ve already traded some memories, 
  here is your payment”. The party can’t remember trading away 
  their memories for bags of powdered silver that hangs in 
  the air with the sound of innocent laughter—but apparently 
  they have. When they check on the date it is a month later 
  than they were expecting, their boots are muddy, their armor 
  has new dents. Something happened in that month and they 
  chose to sell their memories of it. Will the party try to find 
  out what it is they can’t remember? Or will they decide that 
  they must have sold their memories for a reason, and hope 
  that what they can’t remember will not cause complications?
  Shadow Fey Courtier
  The fair man resembles an elf, but something in his cloying smile 
  and hooded eyes hints at sharpened teeth and dark intents.
  Level 5 troop [humanoid]
  Initiative: +13 
  Darting rapier +10 vs. AC—18 damage
  Natural odd hit or miss: The next time the fey uses flickering 
  shroud this battle it uses it as a quick action instead of a 
  standard action.
  Flickering shroud: As a standard action the shadow fey becomes 
  shrouded from sight and teleports to any point nearby or far away. 
  It is a DC 25 check to spot the shadow fey while it is shrouded 
  (enemies only know approximately where it is). If an enemy has 
  not spotted the shadow fey, the enemy takes a -4 penalty to hit 
  the shadow fey and is vulnerable to attacks made by the shadow 
  fey. After the shadow fey next attacks its shroud ends.
  Bloody reversal: When an enemy misses the shadow fey with 
  a melee attack the shadow fey may immediately use its 
  flickering shroud ability. If it moves so that it is engaged with 
  the attacker that triggered the ability, and the escalation die is 
  odd, it may make an immediate darting rapier attack.
  Sharp eyes: The shadow fey can see perfectly well in even very 
  low light conditions, but not in total darkness. Provided there 
  is a candle or starlight, the shadow fey can see as clear as 
  though it were a bright day.
  AC 21
  PD 19 
  HP 72
  MD 15
  Shadow Fey Rake
  The shadow fey is cool, calm, totally in control. It holds its stance 
  for three heartbeats and then lunges...
  Level 6 troop [humanoid]
  Initiative: +11 
  Dashing rapier +11 vs. AC—21 damage
  Natural 16+ hit or miss: The rake pops free.
  Skilled parry: Once per round when an enemy misses the shadow 
  fey with a melee attack, the shadow fey may immediately make 
  a dashing rapier attack against that enemy as a free action.
  Duelists poise: The shadow fey rake gains +2 to hit with 
  opportunity attacks and gains +2 to defenses against 
  opportunity attacks.
  Sharp eyes: The shadow fey can see perfectly well in even very 
  low light conditions, but not in total darkness. Provided there 
  is a candle or starlight on a clear night, the shadow fey can see 
  as clear as though it were a bright day.
  AC 22 
  PD 16  
   
  HP 90 
  MD 20
  
  midgard bestiary
  s | shadow fey 
  84
  Shadow Fey Shadowsworn
  The scent of lost dreams lingers around the shadow fey. Your mind 
  wanders, musing on past regrets. You fail to notice the patterns it 
  draws in the air.
  Level 7 caster [humanoid]
  Initiative: +12
  R: Shadow owl talons +12 vs. MD—28 psychic damage and the 
  target is teleported to a spot nearby, and is vulnerable to all 
  attacks until the start of its next turn
  Natural 14+ miss: Target pops free, is pushed slightly away 
  from the fey, and is hampered (easy save ends).
  Natural 16+ hit or miss: An additional (second) nearby enemy 
  pops free, is pushed slightly away from the fey, and is 
  hampered (save ends).
  Natural 18+ hit or miss: An additional (third) nearby enemy 
  pops free, is pushed slightly away from the fey, and is 
  hampered (hard save ends).
  R: Unravel +12 vs. MD—Choose one effect on the target, or 
  which is produced or controlled by the target; such as a 
  summoned creature, an wizard’s ongoing spell effect, a bard’s 
  song, a paladin’s challenge, a rogue’s momentum, a monk’s 
  position in a form, a barbarian’s rage, a bonus to attack rolls 
  or defenses, flying, etc. The effect ends. If used on an ally, 
  unravel automatically hits.
  Miss: The next time shadow owl talons is used it does not 
  provoke attacks if cast in melee.
  Flickering shroud: As a standard action the shadow fey becomes 
  shrouded from sight and teleports to any point nearby or far 
  away. It is a DC 25 check to spot the shadow fey while it is 
  shrouded (enemies only know approximately where it is). If 
  an enemy has not spotted the shadow fey, the enemy takes a 
  -4 penalty to hit the shadow fey and is vulnerable to attacks 
  made by the shadow fey. After the shadow fey next attacks its 
  shroud ends.
  Summoned shadows: For this battle the battlefield is illuminated 
  only by dim light, even on a bright day. The effect ends when 
  the shadowsworn dies.
  Sharp eyes: The shadow fey can see perfectly well in even very 
  low light conditions, but not in total darkness. Provided there 
  is a candle or starlight on a clear night, the shadow fey can see 
  as clear as though it were a bright day.
  Alternate form: As a quick action the shadow fey shadowsworn 
  may transform into a small white, black, or gray animal such 
  as a raven, dove, cat, owl, or fox. The shadow fey shadowsworn 
  cannot use powers in this form. Transforming back is a move 
  action.
  AC 23
  PD 21  
  HP 108
  MD 17
  
  13th age edition
  Zobeck gearforged | z
  85
  As the children of Rava—the Gear Goddess of fate and 
  industry—gearforged are mechanical wonders that each house 
  the soul of a once-living mortal. Rava’s priests first worked with 
  craftsmen and mages to forge bodies and cunning mechanisms 
  of brass, copper, and steel in support of Zobeck’s Great Revolt. A 
  special ritual transfers a living creature’s soul into the housing, 
  and this separates the gearforged from mere clockwork. A 
  gearforged can, in theory, live forever, though in practice most 
  wind down or are destroyed by the ravages of time.
  metal but mortal
  Without exception, gearforged are shaped as humanoids, and 
  the vast majority of those are one of two styles: roughly human-
  sized, with articulated joints, hands, feet, and magical eyes; or 
  a rather stouter version made by the dwarves, sometimes called 
  geardwarves. These dwarf-like gearforged are more common 
  in the cantons of the Ironcrags than in Zobeck, but several do 
  labor ceaselessly in the Gear District. In the south, minotaur 
  gearforged are rare but not entirely unknown. Nicknamed 
  Ironhorns, they act as elite enforcers and guards.
  A very few gearforged are built to smaller sizes, believed to 
  be intended for kobold souls, but these are subject to frequent 
  failure and even the extinction of the souls they carry. And 
  that is, of course, the core fact of all gearforged: they were once 
  something quite variable, adaptable, and alive. Now they are 
  a somewhat standardized collection of cylinders, springs, and 
  articulated joints of varying quality.
  intelligent constructs
  The gearforged are thinking creatures and serve the city as 
  watchmen, members of the Spyglass Guild, and soldiers. Each 
  is a unique individual, as distinctive in appearance as any other 
  people, though their basic framework is always humanoid. 
  Unlike clockwork creatures, which are merely servants 
  responsive to orders and capable of little more than a limited 
  amount of memorization, gearforged have free will.
  Their mechanisms are more than mechanical, of course, 
  because all gearforged have a soul. Their limbs use actuators 
  powered by everwound springs. Their minds depend on 
  memory gears, transverse cognition gearing, and the marvel 
  of a soul gem connected directly to a maze of silver and 
  mithral steam, spark, and magical conduits. These elements 
  are all held in a shell of iron, brass, and steel, and the bulk of 
  the thing is quite remarkable. A large and heavily armored 
  gearforged can weigh 400 pounds, as its armor is often built in.
  undying legion, birthed in battle
  The gearforged were mortal, once. When the Collegium sided 
  with the rebels against House Stross during the Great Revolt, 
  the Steamworkers and Geargrinders built gearforged bodies as 
  fast as the forges allowed, and the priests of Rava and clockwork 
  mages animated more than 100 mechanical knights to counter 
  the nobles’ heavy cavalry. The required spirits came from the 
  people of the city: elderly volunteers, angry and idealistic young 
  men, criminals seeking a reprieve, and a few broken individuals 
  seeking a new life in a whole body. Their bodies died, but their 
  souls lived, and fought, and won.
  Since then, a few souls join the first gearforged every year. 
  Many are wealthy merchants at the end of life, others soldiers 
  seeking a new edge, and a few are criminals compelled to serve 
  the city as the price of their crimes. Many of the first clockwork 
  legionnaires who stood against House Stross still defend the 
  Free City. They command and lead the growing gearforged core 
  of Zobeck’s army, which is respected throughout the Crossroads 
  and the Seven Cities. 
  things you might find on a gearforged...
  Icon of Rava. Set of folding gearwork tools. A cloth and a small 
  bottle of oil. A memento of a former life (Roll d8: 1= Locket with 
  a picture of a child in it. 2= Lock of braided hair. 3= A stone 
  worn on a string (looks like a bit of masonry). 4= A cloth doll. 
  5= A leather bracelet. 6= A ring, worth d100gp. 6= A watch. 7= 
  A tin medallion. 8= A diary.)
  magic items
  Cogwork weapon (any weapon). The intricate meshing cogs 
  whir and blur into action when the weapon is in use. When 
  you roll a critical hit with this weapon your crit range expands 
  by 2 for the rest of the battle. 
  Quirk: Constantly tinkering with things.
  Zobeck Gearforged
  
  midgard bestiary
  z | Zobeck gearforged 
  86
  Blessed Cogs of Rava (wondrous item). The leather bag never 
  quite seems to run out of cogs. Each day this bag regenerates 
  1d3 cogs (to a maximum of 6). Expend a cog by throwing it 
  at a solid surface. The cog will whir and multiply for several 
  minutes before merging with the surface and producing one 
  of the following (depending on the will of the user):
  1. A locked door with a key, the door is attached to a doorway 
  through a wall (or into a cupboard if there is no void on the 
  other side of the wall for the door to open into) and is made 
  of interlocking cogs.
  2. A two-story brass spiral staircase made of cogs.
  3. A small 10x10x10’ room or a 20x5x5’ corridor or shaft. The 
  new room will generally feature cogs and pipes and maybe 
  machinery of no definite purpose. 
  4. A 10x10x10 wall of interlocking cogs (or a 20x10x5 wall or 
  a 40x5x5 wall). 
  Note that the cogs do not create extra-dimensional spaces, 
  they merely excavate and construct using available materials. 
  Quirk: Trespass for knowledge, build for victory.
  Spark Blade (any sword, spear, or staff). The twin pronged blade 
  crackles with energy. Attacks with this weapon that have no 
  damage type instead do lightning damage. 
  Once Per Day: Touch the weapon to a pile of junk and it 
  transforms into a small mechanical creature. Use the rules 
  for a wizard’s familiar for this creature; the GM decides 
  upon its specific abilities. It will serve you as a familiar for 
  one day and will then leave your service. 
  Quirk: You hate to throw anything away.
  Symbol of Perfect Mending (holy symbol). This holy symbol 
  of Rava ticks, though no mechanism can be seen. Gain a 
  bonus to hit and damage with cleric spells, or with wizard 
  spells if you are a specialist gear mage or are a wizard with a 
  background relating to fixing mechanisms +1 (adventurer); 
  +2 (champion); +3 (epic). 
  Recharge 11+: You may do one of the following:
  1. Cast the mend spell, summoning forth tiny cog-sprites. 
  2. Spend a recovery to recharge a magic item with a 
  recharge ability. 
  3. You or a nearby ally may regain hit points as though you 
  had spent a recovery, provided one of you has an item with 
  a recharge ability that may still be used. That item then 
  counts as having used that ability and failed to recharge it. 
  Quirk: Precise, like clockwork.
  adventure hooks
  Divine Echoes: A secretive cult of heretical gearforged are 
  donating memory gears to a machine they are building. They 
  hope that this machine will achieve apotheosis and become 
  a god. For now they are interested in obtaining parts and 
  remaining hidden. Surprisingly it appears that their god is 
  real—or at least might one day become real—and the power 
  of that god is echoing backward through time. The voice of 
  the yet-to-be-constructed god has named the party as saints. 
  Do the adventurers accept their role as saints of an unbirthed 
  machine god, or do they work to bring down the cult? What 
  will followers of Rava think of this, if and when they find out?
  Zobeck Legionnaire
  Clearly a mechanical construct, the creature resembles a 
  humanoid woman with a huge sword and a strangely incongruous 
  braid of chestnut hair. It regards you with metal eyes that shine 
  with intelligence.
  Level 3 troop [construct]
  Initiative: +5
  Bastard sword and shield +8 vs. AC—10 damage
  Natural even hit: The legionnaire bashes the target with its 
  shield and the target pops free.
  R: Clockwork crossbow +8 vs. AC—10 damage
  Clockwork resilience: All saving throws against ongoing damage 
  are an easy save.
  AC 22
  PD 17 
  HP 32
  MD 13
  Geardwarf Marksman
  Perfect soldiers, these living constructs feel no pain and have little 
  fear of death. They’ve already died once.
  Level 3 archer [construct]
  Initiative: +5
  Slam +8 vs. AC—10 damage. Slam does 20 damage if the 
  geardwarf has less than 23 hit points)
  R: Hand cannon +8 vs. PD—10 fire damage
  Limited use: The geardwarf cannot use hand cannon if it has 
  less than 23 hit points.
  Cannon combustion: When the geardwarf drops to less than 23 
  hit points it immediately makes this attack:
  [Special trigger] C: Cannon combustion +10 vs. PD 
  (1d3 nearby enemies, usually those closest to the 
  construct)—10 fire damage and 5 ongoing fire damage 
  (save ends)
  Limited use: If the geardwarf’s hit points rises to 23 hit points 
  or above it regains the use of this attack for the next time it 
  drops below the hit points threshold.
  Clockwork resilience: All saving throws against ongoing damage 
  are an easy save.
  AC 19
  PD 17 
  HP 45
  MD 13
  
  13th age edition
  Zobeck gearforged | z
  87
  Gearforged Assassin
  As accurate as a watch, as implacable as death itself. The 
  gearforged assassin’s metal body is enchanted with magic that lets 
  it blend in like a chameleon with any environment.
  Level 4 troop [construct]
  Initiative: +6
  Kukri +12 vs. AC—14 damage
  Natural even hit or miss: Gain a use of camouflage.
  Camouflage: The assassin may make a move action that does not 
  provoke attacks and becomes hidden (DC 20 to spot) until it 
  attacks. If the assassin starts its turn hidden it gains +2 to hit 
  on its first attack that turn.
  Limited use: The assassin starts each battle with only one use 
  of camouflage. Every time it rolls a natural even attack roll 
  (hit or miss) it gains another use of the ability.
  Assassin’s strike: When the assassin makes an attack against an 
  enemy that is engaged with an ally of the assassin, the assassin 
  deals an extra 4 points of damage on a hit or miss.
  Clockwork resilience: All saving throws against ongoing damage 
  are an easy save.
  AC 20
  PD 18 
  HP 40
  MD 13
  Saint of Rava
  The most fanatical of Rava’s gearforged followers—and some are truly 
  zealots—are called the saints. They are generally implanted with a 
  third hand and a third eye, said to be Rava’s Hand and Rava’s Eyes 
  in the world. Indeed, sometimes the goddess does seem to see through 
  the eye and react, writing instructions to her saints or prophesying 
  through the Clockwork Oracle, based on those distant eyes. In some 
  sense, the saints are her distant and distributed minds and hands.
  Level 4 leader [construct]
  Initiative: +7
  Scimitar +9 vs. AC—14 damage
  R: Furnace strike +8 vs. PD—7 holy damage and 5 ongoing   
  fire damage.
  Blessings of Rava: The saint can communicate with all machines and 
  constructs. Three times per battle the saint may either (a) move 
  a single construct ally up one place in the initiative order, or (b) 
  grant a reroll to a construct ally who missed with an attack.
  Blessed mending: Each round the saint can restore 5 hit points 
  to itself or a nearby construct ally, or restore 3 hit points to a 
  nearby non-construct ally.
  Clockwork resilience: All saving throws against ongoing damage 
  are an easy save.
  AC 20
  PD 18 
  HP 54
  MD 14
  Gearforged Ironhorn
  A hulking gearforged minotaur snorting fire and steam? Better 
  bring reinforcements.
  Double strength level 6 troop [construct]
  Initiative: +10
  Greataxe +14 vs. AC—42 damage
  Iron gore +14 vs. AC—52 damage and 10 ongoing damage from 
  bleeding (save ends)
  Limited use: Once per battle immediately following a move 
  action to engage
  C: Ringing hoof stomp +14 vs. PD (1d3 nearby enemies)—32 
  thunder damage and the target pops free
  Clockwork resilience: All saving throws against ongoing damage 
  are an easy save.
  AC 19
  PD 17 
  HP 180
  MD 13
  
  midgard bestiary
  player character races | centaurs to darakhul
  88
  +2 Dexterity OR +2 Constitution 
  These half-human, half-horse nomads are known for their 
  healing arts, skill with bow and sword, and poor impulse control. 
  Centaurs don’t have much time for reading or for learning 
  magic. Those that do sometimes wind up as adventurers.
  harnessed speed (racial power)
  You gain a +4 AC bonus against opportunity attacks.
  Champion Feat: When an enemy makes an opportunity 
  attack against you and misses, you immediately deal 10 
  damage to that enemy.
  Epic Feat: When an enemy makes an opportunity attack 
  against you and hits or misses, you immediately deal 10 
  damage to that enemy.
  Player Character Races
  Centaurs
  Darakhul
  +2 Charisma, No Constitution: Use your Charisma score in place 
  of your Constitution score when calculating hit points, AC, PD, 
  Constitution-related checks, and any talent or other ability that 
  relies on Constitution. When generating a darakhul character 
  using a point buy system, you must still spend sufficient points 
  for a Constitution score of 10.
  They call themselves the People, but the rest of Midgard calls 
  them the Lords Subterranean, the Ghoul Imperium, or simply 
  the Empire of the Ghouls. Their cities lie out of sight, their 
  agents infiltrate the underworlds of a score of surface cities, and 
  their goals know no limits. To them, if you are not a member of 
  the People, you are food. They are the darakhul.
  By definition, both ordinary ghouls and darakhul arise from 
  the infected and fallen of other races, but darakhul PCs start 
  play as lesser darakhul. Any bonuses, penalties, and abilities of 
  the previous race are gone; only their cosmetic features remain. 
  Over time these pointed ears, long beards, or similar features 
  fade into the bald, fanged features and pale, grey skin of the 
  ghoul races.
  Playing as an undead creature that constantly hungers 
  for living flesh presents some…complexities. We don’t 
  recommend it for inexperienced players, or for groups where 
  not everyone’s completely comfortable with having a ghoul in 
  the party. You can find more ideas for playing a darakhul in
  Advanced Races: Darakhul.
  ghoul of the imperium (racial power)
  Being a ghoul has its benefits—and its disadvantages. 
  Undead: You do not breathe, eat, or sleep or get tired. You are 
  immune to ongoing poison damage, and to the confused, 
  dazed, fear, stunned, and weakened effects. Negative energy 
  damage heals you instead. Healing spells and potions do 
  not affect you. You are vulnerable to holy attacks, and are 
  affected by spells, attacks, abilities, talents and powers that 
  target undead. If you are reduced to 0 hit points or less you 
  are immediately destroyed (no death saves). You cannot 
  be returned to life/undeath by anything that raises or 
  reincarnates the dead. Resurrection returns you to life as your 
  original race—not as a darakhul.
  Darkvision: You can see in the dark as well as a normal human 
  can in full daylight.
  Daylight weakness: You suffer a -4 penalty to attacks, skill and 
  ability checks when in full daylight.
  Champion Feat: With practice, you’ve learned to better 
  handle the effects of the sun. You reduce the penalty from 
  being in the sunlight from -4 to -2.
  Hunger for flesh: You are always hungry—hunger defines your 
  very existence. When you are around living creatures it takes 
  iron discipline to keep from killing and eating them. To 
  heal during a quick rest, you must consume a small meal of 
  raw meat. To take a full heal-up, you must spend one hour 
  consuming an amount of raw meat equal in volume to a small 
  creature. (Such as a gnome, which we hear are delicious with 
  a little hot sauce.)
  Champion Feat: You can take a recovery when your lethal bite
  attack staggers another creature or reduces it to 0 hit points.
  Lethal bite: Your heavy jaw is powerful enough to crush bones 
  to powder. When making an unarmed attack you deal 1d8 
  damage per level plus your Strength modifier. If you miss, you 
  do 2 points of damage.
  Adventurer Feat: On a natural 16+ hit with lethal bite your 
  target is vulnerable to attacks by undead until the end of 
  your next turn.
  Champion Feat: On a natural even lethal bite attack roll 
  against a vulnerable target, the target becomes stunned 
  (save ends).
  Epic Feat: Once per day as an immediate free action after 
  making a lethal bite attack you gain a level-appropriate fear 
  aura that lasts for the rest of the battle
  
  13th age edition
  gearforged | player character races
  89
  Gain a +2 racial bonus to any one ability score 
  As you can see, the gearforged PC race is much more detailed 
  than the optional Forgeborn/Dwarf-Forged PC race in 13th 
  Age RPG, and anticipates at least a few of the questions 
  about playing a living construct that could come up in play. 
  (“Do I care that the ship’s sinking? I can’t drown, right?”) You 
  can find more ideas for playing a gearforged in Advanced 
  Races: Gearforged.
  Originally created as powerful soldiers, gearforged must now find 
  their own paths with which to navigate the second life they have 
  been given. Many devote themselves to civil service, others to their 
  gods. Some dedicate their extraordinarily long lives to the pursuit 
  of knowledge. Others, naturally, seek out lives of adventure.
  metal yet mortal (racial power)
  You are a living construct that houses a mortal soul. You don’t 
  need to eat, sleep or breathe, and you’re immune to many 
  conditions that affect those who continue to live in meat-bodies. 
  But you do have other needs that they don’t.
  Brass and magic, not tissue and blood: Gearforged are immune 
  to disease, ongoing damage from negative energy, ongoing 
  damage from poison, and sleep effects. 
  Broken, not wounded: As machines, gearforged cannot heal 
  on their own using recoveries, or take full heal-ups. But as 
  living beings magically bound to machine bodies, they can 
  heal using a recovery when they receive magical healing from 
  spells, talents, potions or item powers—including mending, 
  if the wizard casting it has taken the Cantrip Mastery talent. 
  Gearforged can also heal using a recovery if another character 
  with a background that includes building, maintaining and 
  repairing gearforged makes a successful DC 20 check after 
  spending an hour repairing the gearforged PC. The DC is 
  reduced by 1 for every additional hour spent on repairs.
  Champion Feat: You have a limited ability to repair yourself. 
  You can heal using a recovery after an uninterrupted 
  4-hour maintenance period.
  Epic Feat: You can now take advantage of full heal-ups, with 
  no need for external magical aid to do so. The above rules 
  for recoveries still apply.
  Wrecked, not dead: You automatically stabilize when taken below 
  0 hit points or less. Your gearforged body is destroyed beyond 
  repair if you die, and you cannot be raised or resurrected; but 
  you can have your soul gem and memory tapes implanted in a 
  newly constructed body as long as they are intact.
  Amphibious: Gearforged do not need to breathe. A gearforged 
  submerged in water can continue to function normally for a 
  number of hours equal to their Strength score. After spending 
  that much time in the water the gearforged will grind to a halt 
  and requires a 4-hour repair period. Gearforged suffer a -4 
  penalty to swim checks.
  Adventurer Feat: Design and training have made you far 
  more effective in water than your gearforged fellows. Your 
  lower body acts as a powerful and graceful propulsion 
  system and your functioning is not impaired by long 
  periods of submersion. You may operate underwater for as 
  long as you like (though maintenance cannot be performed 
  underwater and penalties from foregoing maintenance still 
  apply) and you don’t take a penalty to swim checks.
  Champion Feat: You are fully equipped for aquatic combat 
  and exploration. You can perform maintenance on yourself 
  underwater, and you gain a +2 bonus to swim checks.
  Tireless: Gearforged are immune to fatigue and exhaustion. 
  Rather than sleep, gearforged must rewind their springs, 
  repair gears, and oil and clean their parts each day for a 
  4-hour period to ensure normal functioning. They are fully 
  aware during this period, but any interruption in their routine 
  during these 4 hours requires them to start again from the 
  beginning. Gearforged can function a number of days equal 
  to their character level without performing this maintenance, 
  but each day without such a repair period applies a cumulative 
  –2 penalty on all attack and damage rolls and skill checks. If a 
  gearforged neglects its maintenance period a number of days 
  equal to his character level, it becomes immobile and helpless 
  until maintained by another gearforged or an individual with 
  an appropriate background. One 4-hour maintenance period 
  eliminates all accumulated penalties.
  Champion Feat: You only take a -1 cumulative penalty on 
  skill checks, attack and damage rolls for each day without a 
  4-hour maintenance period.
  Epic Feat: You have a state-of-the-art body that automatically 
  maintains itself. You no longer take penalties when 
  you go without daily maintenance, but the gear priests 
  recommend maintenance every few months just to make 
  sure everything’s working properly.
  Gearforged
  
  midgard bestiary
  player character races | gnolls to goblins
  90
  +2 Strength OR +2 Constitution 
  Desert raiders from the south, some gnolls become mercenaries 
  or adventurers.
  pack attack (racial power)
  If you are engaged with a target that an ally is also engaged with, 
  add one extra damage die to a successful hit.
  Champion Feat: Add the extra damage die to a miss as well.
  Epic Feat: An ally who is engaged with an enemy that you are 
  also engaged with can add one extra damage die to a hit or 
  miss attack against that enemy.
  Gnolls
  Goblins of the Wastes
  +2 Constitution OR +2 Intelligence OR +2 Wisdom
  The goblin tribes will never be conquered, will never bend the 
  knee. “Diplomat” and “treaty” are dirty words among goblinkind. 
  Goblins choose to live free and on their own terms, even if that 
  means living in the haunted and mage-blasted Wasted West. 
  Never surrender! Freedom forever!
  Or maybe they’re just weird little creeps.
  racial powers
  Your racial power comes from your tribe.
  spirit guardian (bonewraith tribal 
  power) 
  When you become staggered you gain +2 to all its defenses until 
  you are next hit.
  Champion Feat: Bonus increases to +4 and you can make an 
  immediate basic attack as a free action against the enemy 
  who staggered you.
  Epic Feat: When you become staggered you immediately deal 
  10 points damage to all nearby enemies.
  speaks with machines (dust digger tribal 
  power) 
  Gain a +2 bonus to checks for understanding how a mechanical 
  device works, and for sabotaging, disabling or repairing a 
  mechanism. (Does not apply to living constructs.)
  Champion Feat: Bonus increases to +4 and you gain a daily 
  cure wounds spell (as a cleric of the same level) usable only 
  on constructs.
  Epic Feat:  You realize that organic bodies are just another 
  kind of machine! Your daily cure wounds spell is now usable 
  on any living creature.
  ghost life (ghost goblin tribal power) 
  The first time you would be reduced to 0 hit points during 
  a battle you are instead reduced to 5 hit points. If you are 
  currently at 5 or fewer hit points, you take no damage.
  Champion Feat: You also regenerate 5 hit points at the 
  beginning of each turn until the end of the battle, or when 
  you are next reduced to 0 hit points.
  Epic Feat: If you are reduced to 0 hit points or less, have failed 
  at least one death save, and you have at least one recovery 
  left, you may use that recovery on your next turn to rise 
  again as an undead ghost goblin. Start from 0 hit points and 
  add the hit points you regained from using the recovery. 
  The following conditions will apply to you as an undead: 
  You do not breathe, eat, or sleep or get tired. You are 
  immune to ongoing poison damage, and to the confused, 
  dazed, fear, stunned, and weakened effects. Negative energy 
  damage heals you instead. Healing spells and potions do 
  not affect you. You are vulnerable to holy attacks, and are 
  affected by spells, attacks, abilities, talents and powers 
  that target undead. If you are reduced to 0 hit points or 
  less you are immediately destroyed (no death saves). You 
  cannot be returned to life/undeath by anything that raises 
  or reincarnates the dead. Resurrection returns you to life as 
  a living goblin, not an undead one.
  
  13th age edition
  kobolds to ravenfolk | player character races
  91
  +2 Dexterity OR +2 Intelligence 
  Ever curious and quick to adapt to changing circumstances, 
  kobolds have risen in this new world of cogs and gears. The 
  brave little dragon-folk are miners, scouts, tinkerers, inventors, 
  gearsmiths, alchemists... and some are also rogues and thieves. 
  Above all, kobolds are survivors.
  nifty footwork (racial power)
  When you miss with a melee attack you can pop free from the 
  target as a free action. If you choose not to pop free you may 
  add your Intelligence or Dexterity modifier to the damage of 
  your next attack against this target.
  Champion Feat: You can now also pop free from an enemy 
  you’re engaged with as a free action when that enemy’s 
  attack misses you. If you choose not to do so you may add 
  2x your Intelligence or Dexterity modifier to the next miss 
  damage that you do this battle.
  Epic Feat: You can now also pop free from an enemy you’re 
  engaged with as a free action when an ally engages that 
  enemy. If you choose not to do so you may add 2x your 
  Intelligence or Dexterity modifier to the next miss damage 
  that you do this battle.
  Kobold Adventurer Feat (Set Trap): Your missed attack was 
  actually a clever ruse to maneuver your target into a hazard—
  you do 2x miss damage. If your attack normally has no miss 
  damage, it does 2 miss damage.
  Champion Tier Feat: Your target is also dazed until the end 
  of their next turn.
  Epic Tier Feat: Your target is also vulnerable until the end of 
  their next turn.
  kobold sobriquets
  You must spend at least one background point on your kobold 
  sobriquet: the surname given to you by the kobold community 
  because of a character trait, physical feature, occupation, great 
  deed or shameful event. These canny survivors know the value 
  of misdirection, so some sobriquets hide a kobold’s true nature 
  — a kobold named Takto Damnfool might leave you holding 
  an empty coin purse in one hand and a worthless deed to the 
  Puffing Bridge in the other.
  Mechanically, a kobold sobriquet is simply a character 
  background expressed as a name. But it’s also public knowledge, so 
  “Smaruk Backstabber” should expect to be treated with suspicion…
  Kobolds
  +2 Strength OR +2 Wisdom 
  Many minotaurs carve their horns to show the deeds they have 
  accomplished, such as solving mazes or killing a worthy foe. 
  Minotaur mages are experts with labyrinthine magic - spells that 
  trap others or confuse and misdirect enemies. Warrior minotaur 
  often prefer a more direct head-on approach.
  gore (racial power)
  Your horns aren’t just for decoration. Once per day you can add 
  1d6/level damage to a successful melee attack.
  Champion Feat: Gore damage increases to 1d8/level.
  Epic Feat:  A gored target is also dazed.
  Minotaurs
  
  midgard bestiary
  player character races | roachlings 
  92
  Roachlings
  +2 Dexterity OR +2 Constitution 
  The roachlings are a cursed people, found everywhere and 
  always overlooked. 
  four armed warrior (racial power)
  If you roll a 2, 3, or 4 when making a melee weapon attack, you 
  may reroll and take the second roll.
  Champion Feat: Your crit range on the reroll expands by 2. 
  Epic Feat: Your crit range on the reroll expands by 4.
  Roachling Champion Feat (Innate Survivor): Once per battle if 
  you are dazed, you may immediately heal as though you spent 
  a recovery. 
  Epic Feat: This ability expands so you can use it when you are 
  confused, dazed, hampered, stunned or weakened.
  Roachling Champion Feat (Flexible Carapace): Whenever you 
  are confused, dazed, hampered, stunned or weakened, you 
  may immediately roll a hard save to end the condition. 
  Epic Feat: You may now immediately roll a normal save 
  against those conditions.
  +2 Dexterity OR +2 Wisdom
  The ravenfolk are known as scoundrels and plotters; they are 
  not entirely trusted, but have a reputation for never breaking an 
  oath. Their homeland is Beldestan to the East, but they can be 
  found on Wotan’s tree and the high cliffs of the hidden temple 
  of Horus in the South. They are known as heru or heriuti in the 
  south, and huginn everywhere else.
  wotan’s wisdom (racial power)
  Once per battle you can reroll a natural even attack roll, or 
  natural even skill check.
  Champion Feat: You can use Wotan’s wisdom twice per battle.
  Epic Feat: You can now use Wotan’s wisdom to grant an ally 
  a reroll.
  Ravenfolk Adventurer Feat (Carrion Crow): At one time you 
  embraced the aspect of ravens as heralds of death and went 
  to dwell among Midgard’s undead. You returned with terrible 
  knowledge. You gain a +2 bonus to knowledge skill checks 
  related to undead, the Principality of Morgau and Doresh, 
  and the Ghoul Imperium. You also gain a +2 bonus to AC 
  against negative energy attacks.
  Champion Feat: The AC bonus increases to +4.
  Epic Feat: The AC bonus increases to +6 and you gain turn 
  undead as the 1st level cleric spell. If you’re already a cleric, 
  gain an additional use of the spell per day.
  Ravenfolk Champion Feat (Glide): You can fly at the rate you 
  normally move until the end of your turn. 
  Epic Feat: You can now fly until the end of your next turn.
  Ravenfolk Adventurer Feat (Astounding Blade): Once per 
  battle if you are using a sword in combat, you can deal 8 points 
  damage to 1d3 nearby enemies as a quick action. If you’re 
  fighting mooks, add together any excess damage and apply 
  it to any mooks left standing until you run out of damage, or 
  run out of mooks.
  Champion Feat: You can deal 10 points damage to all nearby 
  enemies as a quick action.
  Epic Feat: You can deal 15 points damage to all nearby 
  enemies as a quick action. 
  Ravenfolk Adventurer Feat (Scion of Horus): You claim kinship 
  with the hawk-headed god Horus, princely foe of ancient 
  demons and their cults. Your crit range against demons and 
  creatures in their service expands by 2 (normally 18+), and 
  every attack you make deals holy damage instead of other types 
  of damage unless you choose otherwise for a specific attack.
  Champion Feat: Your expanded crit range against demons 
  and creatures in their service is now 4 (normally 16+).
  Epic Feat: Your expanded crit range against demons and 
  creatures in their service is now 6 (normally 14+).
  Ravenfolk (aka Huginn or Heru)
  
  13th age edition
  introduction | midgard icons 
  93
  The Midgard Campaign Setting is a place of war and intrigue, where 
  powerful figures pursue agendas that have roots in the distant past—in 
  some cases, in the beginning of history. And as adventurers, you’re right 
  in the middle of their intrigues! Here are thirteen icons of Midgard and 
  their suggested places on the Heroic, Ambiguous and Villainous scale.
  Unlike the icons presented in the 13th Age RPG, the Midgard icons 
  vary wildly in power and scope of influence. The Queen of Night and 
  Magic is a goddess. The Dragon Sultana rules a mighty empire. The King 
  of Bears leads a remote kingdom, and the Free City Council governs 
  a city-state. But Midgard’s long history, vibrant trade and deep magic 
  connects them all and extends their reach. The Beloved Imperatrix cares 
  about the price of grain in Zobeck, and a prisoner on Demon Mountain 
  might find unexpected help from a hero on an errand for Baba Yaga.
  baba yaga
  A hunched crone with iron teeth and a ferocious gaze, Baba 
  Yaga has existed for as long as anyone remembers; she may be 
  as old as the world. “Grandmother” is a hoarder of secrets and 
  a powerful fey who makes it her business to know everything. 
  She flies through the air in a mortar, wielding a pestle, and has 
  aided or destroyed some of history’s greatest heroes and villains.
  beloved imperatrix
  Regia Moonthorn Kalthania-Reln van Dornig is an ancient 
  elven woman who speaks in a whisper that can carry the length 
  of a ballroom, and she moves with a quiet grace. 
  dragon sultana
  The Dragon Sultana’s rule is new and fragile, but she has the 
  confidence and the ruthlessness needed to command the mighty 
  draconic Mharoti Empire.
  emperor of the ghouls
  Nicoforus the Pale is the undisputed ruler of the Dread and 
  Endless Imperium of the Darakhul, a civilization of ghouls deep 
  within the realms subterranean. Through cunning and relentless 
  cruelty he’s led his legions to repeated victories over the other 
  races in the underworld. Drow, dwarves, kobolds, gnomes – all 
  are slaves or food for the darakhul. Only the ghouls’ aversion to 
  the sun keeps the Imperium from invading the surface world.
  exarch vermes ii
  Exarch Vermes II is one of the most influential and mysterious 
  figures in Bemmea, a city riddled with mysteries. The inhuman 
  wizard who leads its Ninemage Council has molded his city for 
  centuries into the place it is today.
  first duke-admiral cadua
  The first minotaur to serve as First Duke-Admiral of Triolo, 
  Cadua is a polarizing figure. Some consider the “Golden Horn” 
  a promising sign of Kyprion’s and Triolo’s joint destiny. Others 
  feel sure that he steers the Maritime Republic to ruin.
  free city council
  Drawn from all walks of life, the 12 members of the Free City 
  Council ensure the welfare of  Zobeck and its citizens, protect it 
  from all threats to its freedom, and maintain the flow of commerce.
  glittering king
  The Glittering King is steeped in luxury and wine: a paranoid 
  drunkard with a great temper and tremendous power over his 
  terrified nobles. His mastery of dark magic and fleet of demon 
  ships makes his slave kingdom into a force that few dare challenge.
  illuminated brotherhood
  This esoteric society is open to all dwarves who qualify and seek 
  perfection in their chosen craft. Many high-ranking members 
  of dwarven society, including some kings, count themselves 
  among the ranks of the Illuminated Brotherhood.
  king of bears
  The King of Bears rules the bears and lycanthropes of the North, 
  served by a cadre of witches and oracles. His royal court spends 
  most of its time hunting, feasting, brawling, and drinking the 
  finest honey mead from immense stone bowls.
  master of demon mountain
  The Master of Demon Mountain’s spells and incantations carry 
  great potency. The demons praise him, and his many children 
  are tiefling ambassadors to the world, heralds of his power. But 
  his real goal is to reach immortality—although first he must 
  break the pacts binding him to Demon Mountain. 
  oracle of kammae
  The blind daughter of the moon is blessed — or cursed — with 
  divine insight, and gifts of healing and prophecy. With the 
  voices of spirits, angels, and canny counselors around her, the 
  Oracle of Kammae Straboli rarely errs in matters of fact or faith.
  queen of night and magic
  The Queen of Night and Magic rules the Shadow Realm, where 
  she dreams of conquest, blood, and loss. She remembers too 
  many worlds that once were hers.
  Midgard Icons by Wade Rockett
  introduction
  heroic, ambiguous or villainous?
  Here’s how the icons are presented in in the Midgard Campaign 
  Setting. Feel free to decide that in your own campaign Baba Yaga 
  is a friend to heroes, or that the Dragon Sultana is a good and just 
  monarch presiding over (or fighting to bring about) a golden age.
  Heroic Icons: Usually First Duke-Admiral Cadua, the King of 
  Bears, the Beloved Imperatrix, the Illuminated Brotherhood, 
  the Free City Council; possibly Exarch Vermes II.
  Ambiguous Icons: Usually Baba Yaga, the Oracle of Kammae, 
  Exarch Vermes II, the Dragon Sultana; possibly the Queen of 
  Night and Magic and the Illuminated Brotherhood.
  Villainous Icons: Usually the Ghoul Emperor, the Queen of 
  Night and Magic, the Glittering King, the Master of Demon 
  Mountain; possibly Baba Yaga and the Oracle of Kammae.
  
  midgard bestiary
  midgard icons | baba yaga
  94
  A hunched crone with iron teeth and a ferocious gaze, Baba 
  Yaga has existed for as long as anyone remembers; she may be 
  as old as the world. “Grandmother” is a hoarder of secrets and 
  a powerful fey who makes it her business to know everything. 
  She flies through the air in a mortar, wielding a pestle, and has 
  aided or destroyed some of history’s greatest heroes and villains.
  quote
  “Very well: if you take good care of my mares, I’ll give you a heroic 
  steed. But if you don’t, then you mustn’t be annoyed at finding 
  your head stuck on top of that pole there.”
  usual location
  Baba Yaga lives in a hut that wanders throughout Midgard on 
  enormous chicken legs, though it most often frequents the 
  Central Heart of the Old Margreve forest and the wide reaches 
  of the Rothenian Plain. It permits entry only to those who 
  address it politely.
  common knowledge
  There are many tales of Baba Yaga; most contradict each other. 
  It’s hard to get a sense of Old Boney Legs, and one suspects that’s 
  exactly what she wants.
  All the mortal lands, the lords of heaven and hell, and the very 
  gods themselves leave the Fell Crone to herself out of fear. The 
  knowledge she possesses could easily destroy the most powerful 
  of entities. She is content with simply knowing, but she will 
  gladly demolish those foolish enough to test her: Many have 
  been erased from history for their wasted efforts to best her.
  Baba Yaga is the consummate schemer, always a hundred 
  steps ahead of the opposition with contingencies in place for 
  even the most outlandish of possibilities. The wise let her be.
  adventurers and the icon
  Baba Yaga is a trader of secrets. The brave, the desperate, and the 
  stupid often make pilgrimages to seek her wisdom, though she 
  inevitably tries to force them into her service—often transformed 
  into a beast of burden or common tool—or simply eats them.
  She parts with her knowledge only for a price: perhaps a first 
  kiss, a final breath, or a forgotten artifact. For those capable of 
  tricking her, anything in the multiverse is within reach.
  Those very few who possess knowledge that she wants have a 
  rare sway over her, for she will offer much to own it—though it’s 
  still best not to push her too far. She never forgets a slight, as the 
  gnomes of Midgard learned to their dismay.
  allies
  The Glittering King owes his success to Baba Yaga, and her 
  veela daughter Eldara is one of his favorites. The Feywitch is 
  always welcome in the Queen of Night’s court, and the Oracle 
  of Kammae has a mystical connection to Baba Yaga through the 
  mysteries of Hecate.
  enemies
  Baba Yaga’s dealings with the deposed Stross family of Zobeck 
  make her a foe of the Free City Consul, and the Bear King of the 
  North holds a long-standing grudge against her that he angrily 
  refuses to discuss.
  history
  No one knows where Baba Yaga came from or how old she is, but 
  her name appears throughout the annals of Midgard, in every 
  corner of the world:
  • Baba Yaga gave the Black Sorceress the incantations and 
  True Names used in the Great Revolt to shatter and corrupt 
  Midgard’s fey roads.
  • She warned the vampire prince Lucan about the good cleric 
  Kjord, prompting him to crush his foe and cement his dark 
  rule over Morgau.
  • Midgard’s gnomes became slaves of the arch-devils of the 
  Eleven Hells to escape Baba Yaga’s wrath.
  • Ancient tales say the Kalder, the Black Gypsies who serve 
  Chernovog, were born from Baba Yaga’s cauldron.
  • She taught Veltrin the Glittering King the art of commanding 
  demons, making his demon ship Golden Bird the flagship of 
  a mighty slaver fleet.
  • The grand duchess of Illyria used brass shackles enchanted by 
  Baba Yaga to bind the captured dragon Zrandres.
  Grandmother appears in many places at once, as if there were 
  more than one crone of the same name. She often mentions 
  her sisters; perhaps they are identical twins who respond to the 
  same name. It might also be that her “sisters” are echoes of Baba 
  Yaga in time.
  Baba Yaga is sometimes found with her daughters, the 
  beautiful fey known as veela. They do her bidding, but they 
  sometimes take pity on her victims and help them.
  Other servants include Koschei the Deathless, a gaunt, pallid 
  sorcerer who rides a black mare and is the incarnation of death 
  itself; and her three horsemen, Bright Day, Red Sun, and Black 
  Night, who act as her emissaries, scouts, and warriors. Her hut 
  is filled with former petitioners she’s transformed into talking 
  animals and household tools. They serve her, but might betray 
  her if a guest treats them kindly.
  the true danger
  Everything will be all right provided that nobody provokes Baba 
  Yaga to a revenge so terrible that it unravels reality itself.
  Baba Yaga
  
  13th age edition
  beloved imperatrix | midgard icons
  95
  Regia Moonthorn Kalthania-Reln van Dornig is an ancient 
  elven woman who speaks in a whisper that can carry the length 
  of a ballroom, and she moves with a quiet grace. 
  quote
  “Come closer, child. Why, I can see your great-great-great-great-
  grandfather in your eyes, and in the set of your jaw. How is he?”
  usual location
  The Court of the Beloved Imperatrix has no set place. Instead, 
  it moves between the three largest cities of the Grand Duchy. 
  This Great Procession is a mammoth undertaking, moving the 
  Imperatrix, her personal retinue, a court of some 400 courtiers, 
  their personal entourage, and a variety of support personnel. 
  The Great Procession takes place every three years, after the 
  harvest and before the start of the Court Season.
  common knowledge
  The southern kingdoms squabble over who is the true heir of 
  the ancient elven empires, but in the north there is no doubt. 
  The Grand Duchy of Dornig, also known as the Domains of 
  the Princes, is the one truly successor state to the power that 
  once was Arbonesse and Thorn. This is most evident in their 
  ruler. Upon the Copper Sphinx Throne of Dornig sits one of 
  the few elves who remembers the Age of Glory, before the Great 
  Retreat, and before the despoliations of the Great Mage Wars. 
  She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln 
  vann Dornig, and all of this land’s lesser rulers, by blood and by 
  marriage, are her children.
  Gifted with the presence of a singular respected ruler, her 
  realm should be a land of peace and prosperity. But it is a 
  land of continual political intrigue, as the three most powerful 
  branches of Kalthania’s descendants—and a host of minor 
  cadet branches—plot and conspire against each other. When 
  the Imperatrix is awake and aware, she rules fairly and justly. 
  However, she is now in her fifth century, venerable even by 
  elven standards, and she often nods and leaves the duties to her 
  descendants. 
  adventurers and the icon
  The Imperatrix rarely turns to non-elf adventurers for aid—at 
  least publicly. In reality, she secretly employs many agents from 
  other races. Some of them long for a mythical “golden age” in 
  which wise and noble elves protected Midgard, and the nations 
  were at peace. Others are just happy to accept the elves’ gold. 
  The Imperatrix might send adventurers to retrieve a magic 
  item or imperial heirloom, rescue a spy from danger, or tip the 
  balance of power toward the elves in ways that can’t easily be 
  traced back to them.
  allies
  The Imperatrix and the Queen of Night and Magic are all that 
  remain of the elves’ ancient glory in Midgard; and, well, family 
  is family.
  enemies
  The Imperatrix and the Illuminated Brotherhood reject each 
  other’s claim to Grisal, which was ruled as part of the Grand 
  Duchy of Dornig by elfmarked members of House Hirsch-
  Dammung until the dwarves took the territory to prevent it 
  from falling into the hands of Prince Lucan of Morgau and 
  Doresh. Although Exarch Vermes II visits the Imperatrix each 
  year to pay his respects on her birthday, relations between the 
  two are strained at best.
  history
  Some say that it was the rising power of the humans that caused 
  the Archons of the Elves to abandon these lands. Other sources 
  say the humans found something that caused the elves to flee. 
  Still others speak of betrayal by the shadow elves that caused 
  the Last Horn to be sounded. Even the elves and elfmarked of 
  the current age know only whispers of the past, rumors changed 
  and altered with time. Only one surviving elf knows the truth 
  of the matter. 
  She is the elf who stayed behind when the rest of Archon’s 
  Court chose to pilgrimage back to Elfheim: Regia Kalthania, 
  called Moonthorn by the Company of the Blessed, with whom 
  she traveled. When her human companion Reln vann Dornig’s 
  family was slain by a group of diabolists seeking to use Dornig as 
  a base, Reln, Moonthorn, and their allies defeated the diabolists, 
  and Reln took both the crown of Dornig and Moonthorn as 
  his consort. She in turn took the name of Regia Moonthorn 
  Kalthania-Reln, Baroness of Dornig. Over time the Baroness 
  became a Duchess and then a Grand Duchess, and at last became 
  the Imperatrix of the Grand Duchy. 
  Her rule has been peaceful, for the most part. Yet as the 
  Imperatrix continues her long reign and is now within sight of 
  her Fifth Jubilee, the houses great and small wonder what will 
  happen after she does pass. And many are preparing for that 
  eventuality.
  the true danger
  Everything will be all right as long as the Beloved Imperatrix’s 
  descendants don’t tire of waiting for her to name an heir to the 
  throne, and decide to determine the matter themselves.
  Beloved Imperatrix
  
  midgard bestiary
  midgard icons | dragon sultana
  96
  The Dragon Sultana’s rule is new and fragile, but she has the 
  confidence and the ruthlessness needed to command the mighty 
  draconic Mharoti Empire.
  quote
  “I rule in the name of the Scaled Lords, in the name of Mharot 
  and Veles. To stand in my presence is to stand with the coils of the 
  World Serpent about you.”
  usual location
  In the Golden City of Harkesh, at the Imperial Palace of the 
  Eight Elements.
  common knowledge
  The vastly powerful Mharoti Empire was founded by dragons 
  and is run by dragons for their enrichment. It is one of the 
  few places where humans and their kin are distinctly second-
  class citizens, though there is one notable exception: 
  The dragons choose not to appoint one of their own 
  to rule the empire. Their vanity was such that they 
  could never agree on a dragon ruler, so they gave the 
  job to a clearly inferior species instead. The Empire 
  is ruled by a human sultan or sultana, who 
  loosely holds the reins of power.
  The charismatic, 26-year-old Dragon 
  Sultana Casmara Azrabahir stands a 
  mere 5 feet tall but radiates the aura 
  of command that one would expect 
  from the ruler of the world’s mightiest 
  empire, whose position is backed by 
  dragons. She is a skilled sorcerer whose 
  color-streaked black hair confirms her 
  Chromatic Destroyer Heritage — and she 
  has been known to exhibit the creature’s 
  foul temperament, as well. The Dragon 
  Sultana can also fascinate dragons and 
  dragon-kin with her voice.
  adventurers 
  and the icon
  Most adventures that involve the 
  Dragon Sultana also involve the 
  affairs of dragonkind, from kobolds 
  to dragonkin to drakes. Those that 
  involve the Great Dragon Lords 
  themselves are the most dangerous 
  and most lucrative. Adventurers 
  may be recruited by the Dragon 
  Sultana or her organization to 
  help resolve issues of nesting 
  rituals, peculiar forms of status 
  or insult, or assassination of 
  seemingly inconsequential 
  personages — or they may 
  become embroiled at the highest 
  levels in court intrigue or even a 
  naked power grab.
  allies
  The Glittering King pays tribute to the Dragon Sultana, and she 
  has given private audiences to Baba Yaga of late — though none 
  know what they might be planning.
  enemies
  The Dragon Sultana’s plans for imperial expansion include 
  control of the seas, and First Duke-Admiral Cadua of Triolo is 
  determined to see that she doesn’t get it.
  history
  Two years ago the young Sultana Casmara Azrabahir murdered 
  her weak, dragon-bloodless uncle Sultan Abdrazin Azrabahir 
  and assumed control of the Empire. The sultan’s elite palace 
  guards—the Order of the Wyvern—fell quickly in line, not 
  questioning her usurpation, but some dragons, drakes, and 
  emirs are still squabbling about whether to stand for or against 
  the new order. The sultana has powerful allies within their 
  ranks, and so has turned her attention away from possible 
  coups and toward expansion.
  If the Dragon Sultana didn’t exist, the Mharoti 
  Empire would not be an empire—it would more 
  closely resemble eight draconic kingdoms at war. 
  The young Sultana Casmara has a great deal of 
  power, but only because the governors don’t 
  trust any of their own number with that much 
  authority. And yet, she plans effectively 
  and commands the imperial legions and 
  the morza (a draconic term that translates 
  roughly as “prince” or “dragon governor” 
  or “great lord”). The threat of swift, silent 
  death at the hands of the Dragon Sultana’s 
  harem assassins is usually enough to keep 
  dragonkin and human satraps in line.
  The Dragon Sultana has had little time 
  to enjoy the privileges that come with her 
  role, but rumors swirl that the Royal 
  Harem might soon see a swath of 
  handsome male consorts.
  the true danger
  Everything will be all right as long 
  as the Dragon Sultana cannot 
  achieve her goal of conquering 
  Nuria Natal and plundering its 
  ancient secrets.
  Dragon Sultana
  
  13th age edition
  emperor of the ghouls | midgard icons
  97
  Nicoforus the Pale is the undisputed ruler of the Dread and 
  Endless Imperium of the Darakhul, a civilization of ghouls deep 
  within the realms subterranean. Through cunning and relentless 
  cruelty he’s led his legions to repeated victories over the other 
  races in the underworld. Drow, dwarves, kobolds, gnomes – all 
  are slaves or food for the darakhul. Only the ghouls’ aversion to 
  the sun keeps the Imperium from invading the surface world.
  quote
  “Rejoice, meat: you will have the honor of feeding our royal person.”
  usual location
  In the White City of Darakhan, or in his pleasure palace at 
  Vandekhul on the shore of the Sulphur Sea.
  common knowledge
  The Imperium is an undead civilization fueled by inhuman 
  hunger and animal fury. It works tirelessly to extend its power, 
  fighting an eternal war against all that lives and breathes. Well-
  hidden, it has bided its time for a century, growing in strength, 
  in knowledge, and in numbers.
  Nicoforus the Pale is the emperor of this grim, charnel realm. 
  The few living creatures who have seen him and survived 
  report that he appears as a man of middle years, his hair black 
  and his flesh as white as ivory, wearing purple and black clothes 
  and a silvery crown set with emeralds. He never goes anywhere 
  without his two bodyguards and four personal servants, and is 
  usually accompanied by a retinue of scribes, priests, powerful 
  merchants, council members, and an honor guard of 20 Iron 
  Ghouls. All ghouls revere their emperor as almost godlike, and 
  they will protect him fanatically.
  adventurers and the icon
  Nicoforus trusts the arcane powers more than the divine ones 
  of the various high priests, and under his rule the masters 
  of necromancy known as the necrophagi prosper. Despite a 
  constant risk that their hosts may forget their manners and 
  eat them, necromancers leap at any opportunity to study death 
  magic at the fane of the necrophagi in Darakhan.
  Evil clerics of the death god Anu-Akma, the hunger god 
  Vardesain (known to humans as Mordiggian), the war god 
  Mavros, and the Goddess of Night and Magic may seek out 
  the Ghoul Emperor, as do those diabolists whose rites include 
  carrion and cannibalism.
  allies
  The Queen of the Shadow Fey would receive Nicoforus as a guest 
  if he cared to call, and she maintains an embassy in Darakhan. 
  His slaughter of the drow marks him as her enemy, but the 
  pragmatic queen prefers to manipulate the Ghoul Emperor 
  rather than attempt to destroy him.
  The Archwizard of Bemmea understands the Ghoul Emperor 
  well, having magic and long life in common. The Glittering King 
  of the Slavers of Reth-Saal does not much care where his wares 
  end up and the Imperium’s need for slaves is never-ending.
  enemies
  Ultimately all living, sane beings oppose the plans of the   
  Ghoul Emperor.
  history
  Four great emperors have ruled the ghouls, giving homage to 
  the Death God Anu-Akma and to Mordiggian, the Demon Lord 
  of Ghouls, also called Vardesain.
  For the past twenty years, Nicoforus the Pale has held the 
  empire together through cunning and relentless cruelty. He took 
  revenge on the drow for his predecessor’s death by assassinating 
  the high priestess of their largest city and then destroying it 
  utterly. His legions took all dark elves in the city prisoner, eating 
  the weak and transforming the strongest into ghouls.
  the true danger
  Everything will be all right provided that the Ghoul Emperor 
  never finds a way to overcome his legions’ vulnerability to 
  sunlight.
  Emperor of the Ghouls
  
  midgard bestiary
  midgard icons | exarch vermes ii 
  98
  Exarch Vermes II is one of the most influential and mysterious 
  figures in Bemmea, a city riddled with mysteries. The inhuman 
  wizard who leads its Ninemage Council has molded his city for 
  centuries into the place it is today.
  quote
  “Mastery of magic is mastery of the world.”
  usual location
  In Bemmea’s Spire Perilous, presiding over the Council that 
  rules the Magocracy of Allain in the Wasted West.
  common knowledge
  The spire that houses the Council of Caelmarath rises from atop 
  the highlands of the Bemmean peninsula, at the terminus of the 
  long Mage Road. From here, nine archmages of unfathomable 
  power rule the magocracy of Allain.
  Over them all looms Vermes II, the Exarch of Bemmea. 
  Rumors swirl around this ancient wizard. Some claim he is the 
  last pureblooded Ankeshelian. Others call him a half-demon 
  bred from Caelmarath royalty. Old stories hold that beneath his 
  face-shrouding robes is a writhing inhuman form.
  Within the Spire Perilous the members of the Ninemage 
  Council scheme and plot in an ancient dance of unusual rules, 
  obscure transgressions, and bizarre rituals. The Exarch subtly 
  manipulates this collection of egos and eccentricities to ensure 
  that things don’t get out of hand. His influence keeps simmering 
  rivalries from boiling over into all-out magical war—though he 
  turns a blind eye to the occasional duel that occurs as a way of 
  relieving pressure.
  adventurers and the icon
  The Exarch’s missions often involve the weird and horrific, pitting 
  adventurers against forgotten cults and mind-shattering alien 
  horrors.  But the Exarch plays a deep and complicated game. 
  Adventurers working for him rarely discover the true effect their 
  quests have on the world until years later, if at all. If they’re lucky, 
  the Exarch’s true opponents never learn their names.
  The Gathering of Thoth-Hermes, a midwinter fair of arcanists 
  and bookbinders, draws Midgard’s sorcerers, wizards, and 
  occultists (with a smattering of clerics) to Bemmea each year. 
  The Exarch will sometimes take advantage of this gathering to 
  hire adventurers for tasks he cannot entrust to local mages.
  allies
  The Exarch sometimes visits the Master of Demon Mountain 
  and the Courts of the Shadow Fey on matters magical and 
  political, and calls upon Baba Yaga at her hut every New Year’s 
  Dawn. (A bawdy Bemmean tavern song speculates at length on 
  the nature of this annual meeting, though we will not offend our 
  readership’s refined sensibilities by reproducing it here.) 
  The Exarch and the Ghoul Emperor have come to a mutual 
  understanding, and their official representatives are granted 
  safe passage through their respective realms.
  enemies
  Although the Exarch visits the Imperatrix of Dornig each year to 
  pay his respects on her birthday, relations between the two are 
  strained at best. The Exarch and Bloodmother Margase have a 
  well-practiced loathing of one another; and the Mharoti Dragons 
  and the Sultana have their own designs, often at odds with the 
  Exarch, and rarely appreciate his meddling in their affairs.
  history
  The Exarch has ruled Bemmea since the days of the Mage War, 
  and was vital in preserving and rebuilding the Magocracy. 
  Indeed, the Wasted West would be even more horrific were it 
  not for the Exarch’s efforts. He is no stranger to the dark paths 
  of magic—but there are much worse out there, and the Exarch’s 
  magic keeps them (mostly) in check.
  Eighty years ago, the Exarch destroyed the conspiracy 
  responsible for the Hakren Affair, in which a cabal of demon-
  influenced scribes assassinated their master by creating 
  enchanted ink and words that turned against the mage and 
  strangled him. More than half of the Council was killed by glyph 
  magic before the Exarch’s divinations exposed the perpetrators. 
  They burned in arcane fire.
  the true danger
  Everything will be all right as long as the Exarch is able to prevent 
  ambitious wizards from reawakening the Great Old Ones.
  Exarch Vermes II
  
  13th age edition
  first duke-admiral cadua | midgard icons
  99
  The first minotaur to serve as First Duke-Admiral of Triolo, 
  Cadua is a polarizing figure. Some consider the “Golden Horn” 
  a promising sign of Kyprion’s and Triolo’s joint destiny. Others 
  feel sure that he steers the Maritime Republic to ruin.
  quote
  “My lord, I will accept your surrender or send you and your fleet 
  to the hell of your choosing. I suggest you decide quickly.”
  usual location
  In Triolo, at the Ducal Manor or in the Forum of the Golden Council.
  common knowledge
  The Golden Council of merchant families governs Triolo, but 
  much of its policy is in the hands of the commanders of its fleet. 
  They are led by the First Duke-Admiral, whom the Council 
  elects to serve for life or until he or she abdicates the position.
  First Duke-Admiral Cadua inspires loyalty in his followers, 
  fear in his foes, and respect in all. His appearance alone 
  astonishes those who are not prepared for it: a minotaur dressed 
  in an admiral’s finery, with one horn replaced by a horn of gold, 
  one hand replaced by a seaman’s hook, and one eye covered by 
  an embroidered patch.
  Failure, injury and even death hold no terror for the First Duke-
  Admiral: he has been through the fire and emerged victorious. 
  Now he leads his people and his fleet with sharp intelligence, 
  courage and hard-won wisdom.  Cadua faces adversity in all its 
  forms with a wry humor and fierce determination.
  adventurers and the icon
  There are plenty of opportunities for adventure, fortune and glory 
  with Triolo’s legendary corsairs. The First Duke-Admiral doesn’t 
  shy away from piracy, but he will not tolerate cowardice, treachery 
  or needless cruelty in those who serve with him. Success in a 
  mission sponsored by the First Duke-Admiral will earn you a free 
  drink in many a seaside tavern. It will also make you extremely 
  unpopular with those who’ve lost ships to the corsairs.
  allies
  The “Golden Horn” and the Bear King share a great mutual 
  respect and affection. The First Duke-Admiral and Zobeck’s 
  Free City Council are sometimes rivals in trade, and sometimes 
  allies against those who would halt or oppress the hard-working 
  merchant-pirate classes.
  enemies
  The Sultana’s Mharoti Empire is the only sea power formidable 
  enough to contest Triolo’s dominance of the waves; and the Oracle 
  of Kammae and the First Duke-Admiral maintain a long-standing 
  feud over the enslavement of the sea god Nethus. The hatred 
  between the First Duke-Admiral and the Glittering King goes 
  well beyond the rivalry between their nations: their final duel, 
  whether it’s ship to ship or blade versus blade, will be legendary.
  history
  As an impetuous youth, Captain Cadua led several Triolan ships 
  into a Mharoti trap and barely escaped with his scars. Shamed, 
  he was told he would never command a ship again, since he 
  lacked the wisdom to lead.
  Cadua left Triolo to find that wisdom, and he did, for a terrible 
  price. He visited each oracle across the length and breadth of 
  the land. To the Clockwork Oracle, he lost a horn; to the God-
  Slavers of Kammae, he gave an eye; and to the Spider Oracle 
  of the Southlands, he sacrificed a hand in exchange for insight.
  A scant five years later, Cadua returned to Triolo, burning with 
  the faith of Mavros and leading a score of ships. The people of 
  Triolo, even his detractors, acclaim him as the first and greatest 
  of the minotaurs, and they acknowledge his potential to lead his 
  people into the highest ranks of Triolo’s navy and society.
  the true danger
  Everything will be all right as long as the First Duke-Admiral’s 
  wisdom does not desert him, leading the Maritime Republic to 
  disaster and giving the Mharoti Empire command of the seas.
  First Duke-Admiral Cadua
  
  midgard bestiary
  midgard icons | free city council
  100
  Drawn from all walks of life, the 12 members of the Free City 
  Council ensure the welfare of  Zobeck and its citizens, protect it 
  from all threats to its freedom, and maintain the flow of commerce.
  quote
  “When you leave the building, turn left and continue until you find the 
  headquarters of the sub-sub-subcommittee in charge of Grievances 
  Involving Medium-Sized Pack Animals. I assure you, Baron, that 
  they will pursue your case with the zeal and diligence that it deserves.”
  usual location
  In the Council Hall in Upper Zobeck.
  common knowledge
  To visitors and newcomers, Zobeck’s government is a many-
  layered nightmare of bureaucracy, hidden connections and 
  unspoken rules for getting things done. However, it provides the 
  city with security and safety for trade; justice and fair dealings in 
  the markets; and to the poor, work as conscripts or ditchdiggers. 
  The Free City Council sits atop its hierarchy, where it has served 
  Zobeck since the Great Revolt.
  Generally descendants of the Great Revolt’s leaders, the 12 
  members of the Free City Council serve for life or until they 
  retire. Sitting Consuls fill any vacancies from among the city’s 
  most prominent civic leaders: typically guildmasters, merchants, 
  or powerful members of the priesthood. Once in a while, the 
  Consuls choose a prominent adventurer who seeks a quieter life.
  The sitting Consuls select the Lord Mayor from among their peers 
  to serve a 10-year term, though most have held the position for life. 
  The Lord Mayor appoints Zobeck’s judges and knight-commanders 
  of the Citadel, establishes and provisions the army, and commands 
  the Free City’s militant orders—except the paladins of the Order of 
  the Undying Sun, which predates the city’s independence.
  A secret council known as the Praetors serves as the Lord 
  Mayor’s eyes, ears, and hands throughout the city. The Praetors 
  are the core of Zobeck’s secret police network, indirectly 
  controlling the city’s internal and external spies, jailers, and 
  tax collectors. The number of Praetors never exceeds five, and 
  Consuls sometimes also serve as Praetors. The identity of the 
  Praetorians typically remains secret.
  Current Consuls
  • Karillian Gluck, Lord Mayor
  • Ondli Firedrake, First Consul and High Priest of Rava-
  Among-the-Dwarves and Volund
  • Kuromak, Kobold King of Kings*
  • Radovar Streck, City Consul
  • Melancha Vendemic, City Consul
  • Kekolina of the Derry Mine, City Consul
  • Myzi I, Mouse King
  • Orlando, Guildmaster of the Arcane Collegium
  • Lord Volstaff Greymark, master merchant and Consul
  • Lady Wintesla Marack, master merchant of House Marack 
  and Consul
  • Halsen Hrovitz IV, master merchant of House Hrovitz and Consul
  • Azeleanara Perunisis, retired adventurer originally from the 
  Duchy of Perun’s Daughter
  *This seat’s Consul fluctuates with the rise and fall of the Kobold 
  King of Kings in the Kobold Ghetto; Kuromak is the seat’s sixth 
  holder in the last two years.
  adventurers and the icon
  Zobeck’s freedom comes with a price, and that price is trouble. 
  Whether it’s clockwork constructs running amok, an invasion 
  by the Shadow Fey, wars between rival street gangs or riots in 
  the Kobold Ghetto, the Free City Council often turns to outside 
  help in dealing with the latest crisis. But Zobeck is also a city of 
  secrets and shadows, and seemingly straightforward jobs can get 
  complicated fast.
  allies
  The Free City Council and First Duke-Admiral Cadua of Triolo 
  are commercial rivals; but they are formidable military allies 
  against any foe who threatens their mutual interests. As long as 
  the Illuminated Brotherhood doesn’t threaten the authority of 
  the Free City Council, the two are united in preserving Zobeck 
  against its foes.
  enemies
  The Ghoul Emperor is a constant threat to the safety of Zobeck 
  and its citizens. And however much the Free City Council enjoys 
  the benefits of trade with the Winter Court, it doesn’t change the 
  fact that the Queen of Night and Magic was the power behind 
  the nobility who ruled Zobeck in the old, bad days.
  history
  The Free City Council replaced the House Stross-era Praetorian 
  Council after the Revolt. Once composed of hand picked noble 
  allies of House Stross, the Praetorian Council spent most of their 
  time scheming and plotting against one another. They pilfered 
  money from the city to fund their own projects, ruinously taxed the 
  city’s bourgeoisie, restricted trade with tariffs and exit fees, and used 
  the Watch as their personal enforcers. This flagrant corruption laid 
  the groundwork for the violence that destroyed the old aristocracy.
  After the Great Revolt, the rebels imprisoned or executed any 
  Praetorian Council members they caught. The Revolt’s leaders 
  created the Free City Council to administer the city as the Praetorian 
  Council should have done. Its standing Consul members were 
  citizens who helped lead the Revolt and who held strong interests 
  in the city–mostly guildmasters, priests, and even kobolds.
  By tradition, the Free City Council always includes the 
  Guildmaster of the Arcane Collegium and the Kobold King 
  of Kings. During the Revolt, the leaders gave the city’s Watch 
  commander a lifetime council seat but secretly decided that, unlike 
  the deal they struck with the kobolds and the Arcane Collegium, 
  this “seat for life” would only extend to that individual. Upon his 
  death, the Council did not give the position to his successor but 
  added a second seat for a cleric of Rava. To this day, this “betrayal” 
  remains a point of contention between the Council and the Watch.
  the true danger
  Everything will be all right as long as the Free City’s volatile 
  mix of political factions, humanoid races, cults, criminal gangs, 
  merchant guilds and military orders continues to exist in 
  (relative) peace.
  Free City Council
  
  13th age edition
  glittering king | midgard icons 101
  The Glittering King is steeped in luxury and wine: a paranoid 
  drunkard with a great temper and tremendous power over his 
  terrified nobles. His mastery of dark magic and fleet of demon 
  ships makes his slave kingdom into a force that few dare challenge.
  quote
  “Ahh. I see that you recognize the one who stands guard at my side. 
  I would have him greet his old friends properly, but I’m afraid he is 
  not much of a conversationalist these days.”
  usual location
  Within his jeweled palace at Reth-Saal, or aboard his demon 
  flagship the Golden Bird.
  common knowledge
  The name of Veltrin the Younger, Glittering King and Despot 
  of the Ruby Sea,  is lavished with fawning praise within his 
  kingdom but is a curse among the free folk of the Rothenian 
  Plains. His subjects are debauched and sadistic slavers who will 
  sell to anyone: the gnomes, the tsar, the priests of Baal, and even 
  to the Ghoul Emperor.
  By offering blood sacrifices to the White Goddess, the Glittering 
  King can create an army of fearsome proportions in a matter of 
  days, magically turning his slaves into monstrous, bloodthirsty 
  warriors. These warriors all die a short time later, but the King 
  considers his own safety and well-being worth the cost.
  In recent years, the Glittering King has taken to wearing a 
  mithral mask studded with sapphires, rubies, and chalcedony. 
  He raids his neighbors with increasing regularity, and his grip 
  on the Despotate tightens even as its debauchery grows wilder.
  adventurers and the icon
  The Glittering King and his wealthy, decadent nobles crave 
  wealth and power. They often hire mercenaries to seek after 
  hidden treasure, powerful items of black magic, or information 
  that will ensure victory in an upcoming raid. Only the vilest 
  creatures willingly serve such masters.
  allies
  The Glittering King pays “loyal” tribute to the Dragon Sultana 
  because hers is the only nation that could crush him. Baba Yaga’s 
  daughter Eldara is a favorite in his court, and he enjoys a highly 
  profitable trade selling slaves to the Ghoul Emperor and the 
  Gnome King.
  enemies
  First Duke-Admiral Cadua of Triolo would happily end the 
  Glittering King’s life with a sweep of his axe, and sail back to 
  Triolo with the Despot’s head nailed to the prow.
  history
  The slaving fleet of the Rubeshi is widely feared, and the secret 
  of its success is its flagship, the Golden Bird. The figurehead at 
  its prow is a bound demon named Yarochort, a horrific figure 
  draped in rusty chains.
  Veltrin the Elder, the Glittering King’s father, found the 
  figurehead in a wreck washed ashore. He had no idea how to 
  command it, so he learned the secrets of binding and controlling 
  demons from Baba Yaga and the Master of Demon Mountain. 
  Thus empowered, Veltrin and his single pirate ship took  slaves 
  by the score.
  Hungry to become more than just another pirate captain, he 
  began to assemble an entire fleet and put those slaves whom 
  he did not sell to work laying the foundation stones of the city 
  of Reth-Saal. Those who could not work were fed to demons. 
  When Veltrin the Elder died, his son inherited all and became 
  the Glittering King.
  During the Boyar’s Rebellion, a dozen of the Glittering King’s 
  ship captains and one of his generals plotted to murder him. 
  The Glittering King executed the plotters, then stitched their 
  bodies into the first of the Elect: 50 flesh golems who serve as 
  his bodyguards. Creating them took years and a fortune, but 
  seeing former generals and powerful galley commanders jump 
  at his every word amuses the Glittering King still, and terrifies 
  his enemies. No coup has been attempted since.
  the true danger
  Everything will be all right as long as the Dragon Sultana can 
  keep the Glittering King’s depredations in check.
  Glittering King
  
  midgard bestiary
  midgard icons | illuminated brotherhood
  102
  This esoteric society is open to all dwarves who qualify and seek 
  perfection in their chosen craft. Many high-ranking members 
  of dwarven society, including some kings, count themselves 
  among the ranks of the Illuminated Brotherhood.
  quote
  “I repeat my question, friend—and I suggest you consider your 
  answer carefully. Are you, then, a Craftsman?”
  usual location
  Members of the Illuminated Brotherhood congregate weekly 
  in great meeting halls in any settlement with a significant 
  population of dwarven craftsmen. The centerpiece of dwarven 
  life in many communities, these great halls are extravagant and 
  often gaudy displays of rich excess.
  common knowledge
  Originally formed to protect dwarven trading secrets and 
  strengthen moral character among its members, the Illuminated 
  Brotherhood has grown into a mysterious and powerful secret 
  society. Outsiders often accuse the order of hiding terrible 
  secrets and negotiating behind-the-scenes manipulations of 
  craft guilds and government. 
  Outside their lodges, members of the order go to great 
  lengths to conceal their membership in the brotherhood to 
  outsiders, especially non-dwarves, and appear as ordinary 
  members of their professions. Only the most subtle hints of 
  their involvement might give away their membership to other 
  brothers in the society. Often, a simple ring embossed with a 
  runic “B,” a belt of golden chain, or a spinning fob are the only 
  indication of membership. In addition, members know certain 
  markers, most predominantly secret handshakes and specific 
  cadences tapped out by the hot hammers of the forge, that 
  broadcast their membership to other initiates of the order.
  adventurers and the icon
  Few non-dwarf adventurers outside the Brotherhood ever come 
  in contact with it—in fact, few even know it exists unless they 
  have a background in a craft guild. However, most dwarves have 
  at least one relative in the society. There’s always a chance that 
  a dwarf adventurer will receive a mysterious late-night visitor 
  who displays a sign of the order, and invokes the powerful bonds 
  of kinship to ask a favor. 
  allies
  The Free City Council is on good terms with the Illuminated 
  Brotherhood as long as it doesn’t flex its muscles too much in 
  city politics, or disrupt free trade.
  enemies
  The Illuminated Brotherhood is committed to containing the 
  threat of the Ghoul Emperor. The Beloved Imperatrix of Dornig 
  rejects the claim of the dwarves to Grisal, the Black Canton; the 
  Brotherhood is firmly on the side of those dwarves who insist 
  that dwarven rule is necessary to keep the undead at bay. 
  history
  Most groups of the Illuminated Brotherhood operate under the 
  moral codes of the Great Founding Fathers, while operating 
  with independent jurisdiction and welcoming members of 
  other groups openly. Members congregate weekly in their halls 
  to share knowledge and study their unique system of principles, 
  veiled in lessons of morality taught through symbolism and 
  allegory, which they call the Craft. 
  As members learn these lessons and apply them to their 
  livelihoods, the brotherhood awards them progressions of 
  accomplishment known as degrees, of which there are 33. Rare 
  indeed are those who attain such high standing within the 
  organization, and few members ever reach the 20th degree, 
  much less the 33rd.
  Historically, the order discouraged clerics in the society, many 
  of whom look with disdain on the quasi-religious rituals and 
  initiations the brotherhood performs. Some clerical leaders in 
  the past deemed heretical the members’ pledges of loyalty to 
  other members, superceding loyalty even to a deity. In more 
  recent years, however, the entry of priests into the Rite of Most 
  Worthy Esoterics has increased, and as a result the vague pledges 
  to “a higher deity” are shifting to honoring specific dwarven gods.
  the true danger
  Everything will be all right as long as the leadership and 
  principles of the Brotherhood are not corrupted by its enemies.
  Illuminated Brotherhood
  
  13th age edition
  king of bears | midgard icons 103
  The King of Bears rules the bears and lycanthropes of the North, 
  served by a cadre of witches and oracles. His royal court spends 
  most of its time hunting, feasting, brawling, and drinking the 
  finest honey mead from immense stone bowls.
  quote
  “Ah, well. Who wants to live forever?”
  usual location
  On Gloaming Crag, in the foothills of the Reaching Mountains.
  common knowledge
  The rolling hills and coastal plains south of the Reaching 
  Mountains are claimed by the Kingdom of the Bear, which has 
  no other name in humanoid tongues. The bears (awakened, 
  werebears, and normal bears) claim a wide region. But the 
  population is sparse and doesn’t mind trespassers, as long as they 
  respect the King of Bears and defer to his people when challenged.
  The current King of Bears is Mesikämmen, a werebear 
  nicknamed “Old Honey Paws.” He rules from Gloaming Crag, 
  a precipice that looks like a petrified wave. Caves and tunnels 
  riddle its interior, occupied by the king and his ursine, human, 
  and lycanthropic retinue.
  adventurers and the icon
  Being around the Bear King is like living in one of the 
  Northlands’ 
  more 
  freewheeling, 
  high-spirited 
  legends. 
  Adventurers will find plenty of opportunities for daring treks, 
  epic contests, and fierce battles against monsters of the North. 
  Success is rewarded with rich treasure, and — even more 
  valuable — the Bear King’s loyal friendship.
  allies
  The Bear King and First Duke-Admiral Cadua share a great 
  mutual respect and affection —  it is rumored in court that the 
  two of them adventured together once, and they owe each other 
  their lives. The Bear King’s interest in robust trade for his realm 
  keeps him on good terms with the Free City Council of Zobeck.
  enemies
  Never one for reading the fine print, the Bear King once made a 
  bargain with Baba Yaga that ended with him empty-handed and 
  looking foolish.  He angrily refuses to discuss the incident, but 
  would love to find someone clever enough and brave enough to 
  help him get revenge on the Feywitch.
  history
  Rulership of the Kingdom of the Bear is decided by yearly 
  challenges. These opportunities are theoretically open to any 
  bear, but lycanthropes and the awakened have an obvious 
  advantage. Old Honey Paws has survived many of these 
  challenges. But his reign has been so prosperous, and the Bear 
  King himself so generally well-liked, that many of these trials 
  by combat are undertaken simply for the honor and pleasure of 
  fighting such a worthy opponent as the king.
  Each year, many casks of mead travel north from the town 
  of Bjeornstad in tribute to the Bear King. It is brewed by 
  Bjeornstad’s ruler, the queen Yohana Honeyhair: an elderly but 
  still golden-haired werebear druid of the Bear Maiden. Some say 
  that Old Honey Paws has his eye on her and may someday seek 
  to make her his Bear Queen.
  the true danger
  Everything will be all right as long as the Bear King’s desire to 
  get back at Baba Yaga doesn’t lead to a scheme that brings down 
  the wrath of the Feywitch.
  King of Bears
  
  midgard bestiary
  midgard icons | the master of demon mountain
  104
  The Master of Demon Mountain’s spells and incantations carry 
  great potency. The demons praise him, and his many children 
  are tiefling ambassadors to the world, heralds of his power. But 
  his real goal is to reach immortality—although first he must 
  break the pacts binding him to Demon Mountain. 
  quote
  “So we agree? You give me your daughter and I send my pets to 
  help you in your war, milord? Excellent!”
  usual location
  The Master is always found in Castle Dontrona on Demon 
  Mountain.
  common knowledge
  The Master of Demon Mountain fled the ruins of Vael Turog 
  hundreds of years ago and came to the Demon Mountain with 
  little but his wits. Things changed quickly, and now his Castle 
  Dontrona atop the sable mountain is black and gloomy, raised 
  overnight by magic. 
  The Master has ruled for so long that the people of the Plains 
  have largely forgotten his name. Out of fear or dread of drawing 
  his attention, instead they refer to him as “the Master” or “the 
  Sorcerer” when occasion demands they speak of him at all. 
  The Master is a tall tiefling sorcerer with handsome features, 
  a fine beard, bright green eyes, and black horns. His depravity 
  simmers beneath an affected veneer of civility, and he wears 
  a polished iron mask with accents of gold and mithral; some 
  believe it provides the ability to see into a visitor’s heart. 
  The Master is a creature of lascivious appetites and the father 
  of dozens of tieflings, and his family is a source of great pride to 
  him. They are the foundation of an empire, and his brood is loyal 
  and as ambitious as their father. They serve him ably as his eyes, 
  ears, and hands in distant corners of the world, since the Master 
  seems unable or unwilling to leave his lofty castle. Instead, he 
  sends his envoys to forge alliances through marriages or arcane 
  trades, and then wander home along the shadow roads.
  adventurers and the icon
  Most adventurers avoid entanglements with the Master of 
  Demon Mountain. However, he is a being of great power and 
  knowledge, and isn’t as capricious as Baba Yaga or the Queen of 
  Night and Magic. 
  allies
  Visitors to Demon Mountain include Baba Yaga, Exarch Vermes 
  II, the Oracle of Kammae, and representatives of the Ghoul 
  Emperor and the Queen of Night and Magic. One can never 
  be sure whether any of these are true allies; but as the most 
  powerful magical beings in Midgard, they might make bargains 
  with the Master when it’s in their interests.
  enemies
  See “Allies” above.
  history
  The tall, lonely mountain south of the Wormwood forest is a 
  spire of gray shale and red-pink granite, a barren peak standing 
  far from the Cloudwall Mountains and topped with snow or 
  clouds. It is a crucial landmark in the plains, and yet it seems 
  not to belong there at all. And indeed, the Demon Mountain is 
  a creation of magical forces and demonic will. When the Master 
  found the conjoining ley lines at the mountain 600 years ago, 
  he was intrigued. The place was filled with dark and demonic 
  energies. The tsar of Vidim considered it a wasteland, a hellish 
  blight on his southern borders. If the Master could tame it, it 
  was his.
  The sorcerer wasted no time. He summoned and bound a 
  demonic legion and immediately staked his claim. The tsar was 
  delighted: at last, someone had tamed the blight. The tsar gave 
  the Master his daughter’s hand in marriage in gratitude for the 
  deed of commanding and controlling the demons. The tsar’s 
  daughter, Stasya Markova-Yodorovic, was a woman of virtue 
  and tranquility. She bore the Master a daughter and a son, 
  and then died in childbirth. After that, the incidents of demon 
  raiding grew more frequent, and the tsar was no longer as fond 
  of his former son-in-law.
  Though the marriage had ended, the Master’s claim to the 
  mountain’s eldritch power did not. The Master of Demon 
  Mountain remains a figure of legend as well as a political force. 
  But wielding worldly power and extending his influence is 
  merely an entertaining game for him. His real goal is to reach 
  immortality—although first he must break the pacts binding 
  him to Demon Mountain. The pacts the Master swore to gain 
  power over the mountain and its creatures are not the endless 
  font of power that he had hoped. Indeed, he rarely leaves the 
  mountain, and his children suspect he does not truly command 
  it. Instead, the mountain commands him to bring it reagents and 
  perform certain rituals, as demanded by demonic messengers, 
  dreams, or priests of Chernovog.
  The Master has heard from oracles that he could break his 
  chains by marrying a bride who would bear him a son untarnished 
  by his demonic blood—but this son must be sacrificed to the 
  Eleven Hells. So far many of the Master’s children are tainted, 
  but the Master has found a new promising target in Irina, the 
  beautiful daughter of the tsar of Vidim. Indeed, he has grown 
  obsessed with Irina recently and plots to win her over.
  the true danger
  Everything will be all right as long as the Master remains bound 
  to Demon Mountain.
  The Master of Demon Mountain
  
  13th age edition
  the oracle of kammae | midgard icons 105
  The blind daughter of the moon is blessed — or cursed — with 
  divine insight, and gifts of healing and prophecy. With the 
  voices of spirits, angels, and canny counselors around her, the 
  Oracle of Kammae Straboli rarely errs in matters of fact or faith.
  quote
  “Go seven leagues to the North, to where jeweled wings beat 
  against a blackened wall. Search among the rocks at nightfall for 
  the hidden key — but beware the one who walks behind.”
  usual location
  In the Hall of the Oracle in Kammae Straboli, adjoining the 
  Great Gold and Silver Temple of the Three Goddesses: Hecate 
  the Moon Goddess, Rava the Weaver of Fate, and Lada the 
  Golden.
  common knowledge
  The Oracle of Kammae keeps her people safe and expects no 
  thanks and little reward; but she treasures the few quiet hours 
  each month when she stands with her sisters to await the new 
  moon, before the cycle of rituals begins anew. The Oracle holds 
  sessions for her most favored heroes and the wealthiest donors 
  during the three days of each full moon. She traditionally sits on 
  the ivory stairs at the center of the Great Gold and Silver Temple 
  when receiving visions.
  Entering the Hall of the Oracle is like stepping into a higher 
  realm. The halls are heavily gilded and lit by magical lights that 
  dim only at the new moon. Its altars are redolent of fresh flowers 
  in summer and rich incense and lavender in winter. Tiled floors 
  feature beautiful mosaics of fantastic creatures, enigmatic scenes 
  laden with hermetic symbolism, and depictions of the Three 
  Goddesses. Oracles and seers walk to and fro, lost in thought or 
  energetically debating matters of divination and prophecy, while 
  dream drakes look down from their high perches.
  The Temple’s inquisitors and paladins are members of a 
  divine order called the Eyeless, answerable only to the Oracle, 
  the gods, or their messengers. Their symbol is a sightless white 
  eye, and they are both loved and feared among the people. Their 
  elite training and zealous streak makes them dangerous to those 
  they consider enemies of the Temple or the Oracle, though some 
  few are corrupt. Their leader is a man named Lygren Ullos, the 
  Dark Eye of the Moon.
  adventurers and the icon
  As befits an icon who holds a god prisoner, the Oracle of 
  Kammae’s quests often attract the attention of divine powers — 
  or challenge them directly. Adventurers might battle monsters 
  from the dawn of time, trade riddles with an immortal shrine 
  guardian, or call forth a forgotten deity in a ruined temple. But 
  the Oracle is also a head of state, with very real earthly concerns. 
  She may need adventurers for missions against a rival city-state, 
  or she may need outsiders to investigate corruption among her 
  priests and oracles.
  allies
  The Oracle of Kammae gained much when she chained Nethus, 
  but she also lost many of her allies. Among these allies, the 
  Oracle has a strong mystical connection to Baba Yaga through 
  the mysteries of the Moon Goddess.
  enemies
  The Dragon Sultana’s Mharoti empire represents a grave threat 
  to Kammae and the rest of the Seven Cities. The Queen of 
  Night and Magic is the Oracle’s rival for the adoration of those 
  who revere shadow and the arcane; and she maintains a long-
  standing feud with First Duke-Admiral Cadua of Triolo over the 
  chaining of Nethus.
  history
  Like many of her sisters in the Great Gold and Silver Temple, 
  Yeneva Podella was an orphan raised in the faith—but her gifts 
  shone through from an early age. She would often startle visitors 
  with detailed knowledge of events in distant realms, or deeds 
  done in secret. Her predictions of the future were unerring, 
  though sometimes they took time and effort to interpret. Word 
  of the young girl’s talents spread, and her influence quickly grew 
  as she became indispensable to the wealthy and powerful of 
  Kammae Straboli.
  Yeneva’s divinely-granted knowledge of things to come gave 
  her the serenity–and ruthlessness–of absolute confidence in 
  the rightness of her actions. Before she was 40 years old Yeneva 
  had gone from advising the city’s rulers to ruling Kammae as 
  its Oracle.
  Fifteen years ago the Oracle’s soldiers attacked and kidnapped 
  the sea god Nethus, magically chaining him as a prisoner. Today 
  the Temple of Nethus in Kammae is guarded at all times by 
  minotaurs with axes and inquisitors with questions for those 
  who pass by too closely. The interior is not open to worshipers, 
  and the god’s name is rarely spoken. Oracles, priests of the 
  Moon Goddess, and privileged visitors can speak to the god 
  through magical means, receiving divine blessings, power, and 
  information.
  Despite such protections, some have found their own ways 
  into the temple. The huginn seer-poet and adventurer Drouin 
  “Croak-eye” Stroud, known as the Songraven, is nicknamed the 
  “Rascal of Kammae” because he talked his way past the jailers of 
  Nethus to trade secrets with the chained god.
  The battle that enslaved and chained Nethus inflicted other 
  casualties, most of all the sea god’s wife Mnemosyne. The 
  Kammaen inquisitors removed from her mind any trace of their 
  crime or the methods they used to capture Nethus. They also 
  cursed the handmaidens and servants who sought to protect 
  her into horrid forms. Now they travel throughout Midgard 
  in disguise, seeking the details of Nethus’s capture in hopes of 
  restoring the memories of their queen.
  the true danger
  Everything will be all right (for the Oracle, at least) as long as 
  Mnemosyne never succeeds in freeing Nethus. If she does, the 
  wrath of the sea god toward the Oracle and her people will be 
  mighty indeed.
  The Oracle of Kammae
  
  midgard bestiary
  midgard icons | queen of night and magic 
  106
  The Queen of Night and Magic rules the Shadow Realm, where 
  she dreams of conquest, blood, and loss. She remembers too 
  many worlds that once were hers.
  quote
  “We will tolerate many things, child of the day. Poor manners are 
  not among them.”
  usual location
  Within her palace of glass and dreams in the Shadow Realm, 
  attended by 1,000 fey lords and ladies with alabaster skin and 
  hearts of ice.
  common knowledge
  Her Celestial and Royal Majesty Sarastra Aestruum, Queen 
  of Night and Magic, rules the Shadow Realm, the source of 
  darkness and arcane energies. Her Moonlit King is rarely seen 
  but is feared even among the shadow fey.
  The Queen weaves her plots out of boredom and malice; 
  her mastery of the arcane and her control of deceptions and 
  misdirection make her highly dangerous. She has a perfect 
  memory for the slightest insult, and some of her revenges take 
  centuries to complete.
  adventurers and the icon
  The Queen’s attention is dangerous, but can bring great reward 
  to those who please her—a difficult prospect given her mercurial 
  moods. Some of her missions resemble quests out of an old 
  fairy tale: retrieve a magic wand from a bottomless pool, find a 
  transformed prince or awaken a sleeping fey beauty. Others are 
  capricious and cruel. For example, a party may be tasked with 
  ruining the life of someone whose ancestor failed to address her 
  by her full title 300 years ago.
  If the Queen finds an adventurer attractive she may take him 
  or her as a lover, until she grows bored and discards her quickly-
  forgotten toy.
  Unless they magically travel to the Winter Court, adventurers 
  will deal with royal ambassadors such as Thelamandrine, the 
  Hidden Ambassador to Zobeck. They might meet the queen’s 
  relatives, such as the Black Prince of the Scàthsidhe in the 
  Empire of the Ghouls. Lord Fandorin of Morgau and Doresh is 
  believed to follow the Goddess of Night and Magic.
  allies
  Sarastra counts Baba Yaga as a friend and ally, and subtly 
  influences the Ghoul Emperor through her representative the 
  Black Prince.
  enemies
  The Free Council of Zobeck permits trade with the Shadow 
  Realm, but will never forget that Sarastra granted House Stross 
  its mastery of shadow magic. (After the events in Courts of 
  the Shadow Fey, the Free Council is extremely unhappy about 
  the Queen’s designs on their city.) Linked through Hecate, the 
  Oracle of Kammae and the Queen are rivals for the love and 
  adoration of those who revere night and magic.
  history
  No one knows for certain when Sarastra, the daughter of High 
  Queen Lelliana Thorntree Endiamon of the elves, was exiled 
  to Shadow or why. But since that long-ago day, she has ruled 
  from her dark throne of gold-flecked lapis lazuli as the Queen 
  and Goddess of Night and Magic, attended by goblins, sprites, 
  talking animals, demons, and her cold and malevolent children, 
  the shadow fey.
  1,400 years ago, the Holly King and his fey followers sacrificed 
  a young woman on Rosehaven Hill in the Margreve forest, 
  and planted a black oak on the site. This ritual, meant to steal 
  Sarastra’s power, was a trap set by the Shadow Princess herself. 
  A powerful curse transported them all into the Plane of Shadow, 
  where Sarastra forced them into servitude. The Heartwood Pact 
  also connected the black oak, the hill, and the castle Shadowcrag 
  that would later stand upon it, with the Shadow Plane.
  To protect the oak, the Queen allied herself with the 
  ambitious human Stross family. In exchange for fostering their 
  eldest daughters and eldest sons in the courts of the shadow fey, 
  the Stross learned shadow magic and gained the right to rule 
  the Rosehaven lands—as the fey called the small walled city of 
  Zobeck and the kobold mines around it.
  Sarastra next enters history during the Black Sorceress’ Revolt 
  against the elves, nearly 800 years ago. When the fey roads 
  became corrupted, the Queen and her shadow fey foresaw the 
  end of elven rule in Midgard and allied themselves with the dark 
  powers summoned by the mages of Caelmarath.
  When House Stross fell in Zobeck’s Great Revolt, the Queen 
  and her people faded from mortal memory for nearly 80 years. 
  Then two merchants of Zobeck, inspired by bards’ tales of the 
  fey and aided by an Arcane Collegium linguist, succeeded in 
  establishing trade with the Shadow Realm. Since that time the 
  Chartered Merchants of Scáthesidhe have conveyed moonlight 
  steel and mirrors to Zobeck direct from the fey lands. Other 
  caravans now brave the shadow road each year, returning with 
  riches and wonders never before seen.
  For these isolated and dangerous fey, trade with the mortal 
  world presents the greatest opportunity in many bleak years. 
  The Shadow Realm is stirring, and the Queen of Night and 
  Magic’s power grows.
  the true danger
  Everything will be all right as long as the Queen cannot seal the 
  bargain she wants most: one that will give her dominion over 
  her old lands in the Margreve, and perhaps eventually, all of 
  Midgard.
  Queen of Night and Magic
  
  13th age edition
  107
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  2. The License: This License applies to any Open Game Content that contains a notice 
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  5.Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms 
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  13 Termination: This License will terminate automatically if You fail to comply with 
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  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Midgard Campaign Setting. © 2012 Open Design LLC; Author: Wolfgang Baur 
  with Jeff Grubb, Brandon Hodge, Christina Stiles, and Dan Voyce.
  Midgard Bestiary for Pathfinder RPG. © 2012 Open Design LLC; Author: Adam 
  Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben 
  McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, 
  and Mike Welham.
  Midgard Bestiary for 4th Edition D&D. © 2012 Open Design LLC; Author: Brian 
  Liberge with Richard Green, Rob Heinsoo (Introduction).
  Empire of the Ghouls. © 2007 Wolfgang Baur, www.wolfgangbaur.com All rights 
  reserved. 
  Imperial Gazetteer. © 2010, Open Design LLC, www.koboldquarterly.com. All 
  rights reserved. 
  Castle Shadowcrag. © 2007, Wolfgang Baur, www.wolfgangbaur.com All rights reserved. 
  Northlands © 2011, Open Design LLC; Author: Dan Voyce; www.koboldquarterly.com. 
  Streets of Zobeck. © 2011, Open Design LLC, Authors: Ben McFarland, Mike Franke, 
  Richard Pett, Christina Stiles, Matthew Stinson. 
  Sunken Empires. © 2010, Open Design, LLC; Authors: Brandon Hodge, David “Zeb” 
  Cook, and Stefen Styrsky. www.koboldquarterly.com 
  Tales of the Old Margreve. © 2010, Open Design, LLC; Authors: Tim and Eileen 
  Connors, Michael Furlanetto, Jonathan McAnulty, Ben McFarland, Richard Pett, Steven 
  Robert, and Dan Voyce. www.koboldquarterly.com 
  Tales of Zobeck. © 2008, Open Design LLC; Authors: Wolfgang Baur, Bill Collins, 
  Tim & Eileen Connors, Ed Greenwood, Jim Groves, Mike McArtor, Ben McFarland, 
  Joshua Stevens, Dan Voyce 
  Zobeck Gazetteer. © 2008, Open Design LLC; Author: Wolfgang Baur 
  Zobeck Gazetteer Volume 2: Dwarves of the Ironcrags. © 2009, Open Design LLC., 
  www. koboldquarterly.com. All rights reserved. 
  Kobold Quarterly. © 2007, Wolfgang Baur, www.wolfgangbaur.com. All rights reserved. 
  Kobold Press Blog. 2010-2013 http://www.koboldpress.com 
  13th Age. © 2013, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Midgard Bestiary 13th Age Compatible. © 2014, Open Design LLC; Author Ash Law.
  OPEN GAME LICENSE Version 1.0a 
  
  $24.99
  Make your icon rolls and hope for sixes! The Midgard Bestiary for the 13th Age 
  Roleplaying Game is sending 100 weird, warped and unpredictable 
  new monsters your way. 
  Designer Ash Law has revamped the greatest monsters from 
  Kobold Press’s award-winning adventures, magazines, and 
  sourcebooks for use in your 13th Age game. You’ll also find new 
  PC races and adventure hooks, and all-new Midgard icons by 
  designer Wade Rockett.
  Get ready to face deadly foes from every corner of Midgard: 
  the alleys of Zobeck, the empire of the ghouls, the courts of the 
  shadow fey and the magic-blasted Wasted West. The Midgard 
  Bestiary includes:
  • Steam golems, ice maidens, and fellforged warriors
  • Dwarf mercenaries, marauders, and berserkers
  • Elf spellblades, mages, and theurges
  • Wizards, warmages, and alchemists
  • Iron ghouls, imperial ghasts, and spectral wolves
  • 9 new player character races including ghouls, 
  gearforged, kobolds, and ravenfolk
  • 13 new icons including the Master of Demon Mountain, 
  the dwarven Illuminated Brotherhood and the Beloved 
  Imperatrix of the elves
  Use these monsters in the Midgard Campaign Setting, or bring 
  them into the fantasy campaign world of your choice. Get the 
  Midgard Bestiary today, and unleash the dire weasels!
  nobody expects to fight a 
  psychic derro fetus 
  in a cage
  www.KoboldPress.com
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Midgard/Midgard Bestiary.pdf