TEXT: i
  Gods and Icons Upgrade Pack
  Gods and Icons 
  Upgrade Pack
  by John WS Marvin
  
  Credits
  Writers/Designers John WS Marvin and Matt Evert
  Project Editor Alison Wells
  Layout John WS Marvin
  Artists Alysha Lach, Daniell and Garret Reeser, Nikole McDonald-Jones, Jeshields, Christine Riddle, Chloe 
  Wenz, Justin Wyatt
  Illustration © 2017, Daniell and Garret Reeser, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Gelat-
  inous dragon 
  Illustration © 2016 - 2017, Jeshields, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Chazda, Delkrey, 
  Ixtaa
  Illustration © 2016 - 2017, Alysha Lach, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Path of Earth, 
  Path of Heaven, Perikalo
  Illustration © 2016 - 2017, Nikole McDonald-Jones, All-Rights for Limited Purpose Dread Unicorn Games, LLC: 
  Balamet, The Lords, Tullet
  Illustration © 2017, Christine Riddle, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Pantheon sym-
  bols
  Illustration © 2017, Chloe Wenz, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Page backgrounds
  Illustration © 2016 - 2017, Justin Wyatt, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Bone Jackal, 
  Dardael Drone, Dry, Lord Tenebras Noctem, Sons of the Sea, Standard of Dozakad
  Some artwork copyright © 2014 - 2017 Jeshields and Bree Orlock (Stardust Publications), used with permis-
  sion. All rights reserved.
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  Gods and Icons Upgrade Pack
  
  Table of Contents
  Credits 
  ii
  Introduction 
  2
  Art of the Gods 
  2
  The Bright Gods 
  3
  The Path of Earth 
  3
  The Path of Heaven 
  4
  Perikalo 
  5
  The Thirsty Gods 
  6
  Balamet 
  6
  Chazda 
  6
  Ixtaa 
  7
  The Old Gods 
  8
  Delkrey (Drow version) 
  8
  The Lords 
  9
  Tullet 
  9
  Saints 
  10
  Using Monsters 
  10
  Monsters in Combat 
  10
  Power Up 
  10
  Terrain 
  11
  Storytelling and Monsters 
  11
  Beyond Combat: When Is a 
  Monster Not a Monster? 
  11
  Bestiary 
  13
  Bone Jackal 
  14
  Dardael 
  15
  Dardael Lair 
  15
  Dardael Drone 
  15
  Dardael Flyer 
  16
  Dardael Queen 
  16
  Devil: Lord Tenebras Noctem  
  17
  The Dry 
  18
  Dry 
  18
  Dry Warrior 
  19
  Dry Shaman 
  19
  Frostclaw 
  20
  Dragons 
  21
  Large Gelatinous Dragon 
  21
  Huge Gelatinous Dragon 
  22
  Large Twisted Dragon 
  24
  Kobold Frost Witch 
  25
  Librescent 
  26
  Pyronic Sentry 
  27
  Son of the Sea 
  28
  Son of the Sea 
  28
  Champion of the Sea 
  29
  Standard of Dozakad 
  30
  Standard of Dozakad 
  30
  Zombies 
  32
  Zombie Knight 
  32
  Zombie Moaner 
  32
  Zombie Treant 
  32
  Gods and Icons Upgrade Pack
  
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  Gods and Icons Upgrade Pack
  Introduction
  Welcome to the Gods and Icons Upgrade Pack. This 
  expansion builds on the success of Gods and Icons to 
  bring you more art of the gods, a short list of saints, 
  and an illustrated bestiary. For each type of monster, 
  we have a Building Battles section, an Icon section, 
  and an Adventure Hooks section. Use these monsters 
  to bring alive your world and your story.
  G&I
  Throughout this book, you’ll see references to various gods 
  and icons accompanied by this symbol. These are referenc-
  es to the book Gods and Icons, where you can find addition-
  al details on these topics.
  Art of the Gods
  Use this new art to show off the gods to your players, 
  or as a starting point for your descriptions.
  Of course, don’t forget about all the existing art in 
  Gods and Icons. 
  This is the symbol 
  of the Bright Gods, the 
  newest pantheon in this 
  part of the world. 
  The Bright Gods are 
  the deities of the Shastan 
  people, the most recent 
  colonizers of the Sea of 
  Tears, and the origina-
  tors of the Lightbringer 
  Creed. All orthodox 
  Lightbringers are taught the Lightbringer Creed, 
  which is a long epic poem. The poem is the subject of 
  countless songs, stories, and debates.
  This is the symbol of the 
  Thirsty Gods, a pantheon 
  that is getting pushed into 
  the shadows by the Bright 
  Gods.
  The Amiqui culture 
  which originated the Thirsty 
  Gods began in a fertile river 
  delta. As its influence grew 
  through trade and warfare, 
  worship of this panthe-
  on—with its emphasis on 
  dualities, an expansive 
  underworld, and central-
  ized rule—gradually replaced that of the preceding 
  time. But the wheel of history eventually turned, and 
  the colonizers were colonized—this time by Shastan 
  invaders. Since that invasion is relatively recent, faith 
  in the Thirsty Gods is still fiercely defended by the 
  Amiqui people, often in defiance of the ruling elite.
  This is the symbol of 
  the Old Gods, whose peo-
  ples have been pushed to 
  the wild places by waves 
  of invaders.
  The Old Gods are all 
  that’s left of an ancient 
  system of worship that 
  once spanned Espairia. 
  The iconography of the 
  Old Gods—particularly 
  the wheel and the idea of life’s circle—is well-known 
  throughout the region, especially among the Suo 
  people. Some of these gods and their cults have 
  remained alive through old stories and rituals. Other 
  cults have been resurrected by people disaffected by 
  the Shastan elite. 
  
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  Gods and Icons Upgrade Pack
  The Bright Gods
  The Path of Earth
  Perikalo the Lover, Xaria the Mother, and Beaoo the Sustainer
  The Bright Gods, page 5
  Perikalo, page 8
  Xaria, page 8
  Beaoo, page 8
  G&I
  
  The Path of Heaven
  Dozakad the Explorer, Tukae the Child, and Katalua the Destroyer
  Dozakad, page 6
  Tukae, page 6
  Katalua, page 6
  G&I
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  Gods and Icons Upgrade Pack
  
  Perikalo
  Perikalo, page 8
  G&I
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  Gods and Icons Upgrade Pack
  
  The Thirsty Gods
  Balamet
  Chazda
  Symbol of the Thirsty Gods
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  The Thirsty Gods, page 10
  Balamet, page 14
  Chazda, page 13
  G&I
  
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  Ixtaa
  Ixtaa, page 13
  G&I
  
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  The Old Gods
  Delkrey (Drow version)
  The Old Gods, page 15
  Delkrey, 19
  G&I
  
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  Gods and Icons Upgrade Pack
  The Lords
  Tullet
  The Lords, page 17
  Tullet, page 18
  G&I
  
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  Gods and Icons Upgrade Pack
  Saints
  These saints are well known in the world. People 
  swear by them! Use them to name inns, roadside 
  shrines, magic items, songs, and NPCs.
  Name
  Features
  Pantheon
  St. Erdmonn
  Patron saint of healers. Healers 
  typically invoke St. Erdmonn before 
  difficult healings.
  Bright Gods
  St. Luella
  Patron saint of travelers. “From 
  bandits and monsters, St. Luella 
  protect me.”
  Bright Gods
  St. Phidian
  Elvish saint of vengeance,
  often invoked when an elf gets 
  angry. When an elf swears by St. 
  Phidian, run!
  Old Gods
  St. Reva
  Patron saint of aqueducts, canals, 
  and wells. 
  Thirsty Gods
  St. Schmavic
  Patron saint of hospitality. Favored 
  by bartenders and innkeepers the 
  world over. “The welcome of St. 
  Schmavic to all who enter this door.”
  Old Gods
  St. Sven Berglowe the Hospitaller
  The founder of the Hospitallers, St. 
  Berglowe was peerless in healing, 
  even in the heat of battle. He was 
  also famed as a ferocious enemy of 
  the undead.
  Thirsty Gods
  Using Monsters
  13th Age has two parents, d20 and storytelling 
  games. D20 has always been about exciting combats 
  against fierce monsters, demanding that players use 
  their characters’ powers, tactics, and luck to (maybe) 
  prevail. Storytelling games have always been about 
  story, who did what to whom and what were are the 
  consequences? 13th Age has both.
  Monsters in Combat
  It’s very easy to use monsters in combat. You put a 
  bunch of monsters in the same place as the PCs and 
  roll for initiative. How big a bunch? What kind of 
  monsters? You can use the Building Battles section in 
  the core book, find the right level, and go. This might 
  be all you need do to have fun, and fun is why we 
  play games.
  However, once your players learn to use their 
  characters well, you’ll find balanced encounters get a 
  little too easy. A few easy combats are great, a whole 
  campaign of them takes away the tension of combat. 
  Power Up
  To keep things interesting, the books suggest you use 
  1.5 and 2.0 battles. What does that mean? You mul-
  tiply the number of PCs by 1.5 or 2.0 and feed those 
  numbers into the Building Battles section of the core 
  book. Now you can use bigger and nastier monsters, 
  which brings back the tension. 
  One thing to think about when powering up 
  existing monsters: improving hit points and defenses 
  can make the battle drag on. Consider bumping the 
  
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  Gods and Icons Upgrade Pack
  monsters’ offenses more than the defenses. Look at 
  the Customizing a DIY Monster in 13 True Ways, and 
  check out scrapper and offensive builds. They add to 
  the attack at the expense of hit points or defenses.
  One easy way to power up an encounter is to use 
  the nastier specials found in most monster descrip-
  tions. You can find the best powers there.
  Terrain
  Terrain can help the monsters. Most of the time, the 
  PCs typically enter the monster’s territory, so you can 
  use terrain to ratchet up the difficulty. Archers and 
  casters might be inaccessible, standing on a ledge, 
  across a river, or even flying over the PCs’ heads. Mon-
  sters can set themselves up to use bottlenecks, so 
  only one PC can engage them at a time. Secret doors 
  might hide reinforcements.
  Some terrain can be broken or burned, like a rope 
  bridge or a wooden floor. Who knows what lurks 
  below?
  Storytelling and Monsters
  You might think storytelling is all about what hap-
  pens in town, away from the monsters, but story 
  touches everything.
  Choosing the Monster 
  for the Story
  Ask yourself:
  Do any of the PCs’ 
  backstories suggest a type 
  of monster?
  If you have a PC whose one unique thing is that a 
  drow priestess cut them open and replaced their 
  heart with a white spider, that’s your player telling 
  you they want to engage with spiders and drow. So 
  let them.
  Do the Icons or Gods 
  suggest Monsters? 
  Monsters are connected to the gods and the icons. If 
  the PCs are working for Lord Ikal, dry and infernals are 
  a great choice. If Balamet is important to a PC, bone 
  jackals might be on the menu.
  Why are the PCs there? 
  If they are on a mission to deal with a portal to hell, 
  use cultists, demons, and devils for encounters lead-
  ing up to the final showdown. If the PCs are attempt-
  ing to rescue someone from a crazed wizard, bizarre 
  constructs or summoned elementals could be fun.
  Who controls this territory? 
  If this is the land of the giants, bring out some giant 
  monsters. Everything should be large or bigger. If this 
  is a vampire’s domain, use creepy servants, undead, 
  and “children of the night” (wolves, bats, and creepy 
  crawly insects). 
  What is the Environment?
  Use dry in deserts, black dragons and lizard folk in 
  swamps, frostclaws in the snow, and so on. One story 
  you can tell is environmental disaster. What happens 
  when the swamp dries up? Who hangs on and who 
  moves in?
  Beyond Combat: When Is a 
  Monster Not a Monster?
  At least temporarily, a monster might be better used 
  in the story as someone to communicate with rather 
  than to fight. The brooding drow might be here to 
  rescue her sister. The dry shaman might be more 
  interested in educating the Reknarite paladin on the 
  story of how Reknar beheaded Tabtep, the mother 
  of Koatiri. A demonic imp might be motivated to 
  divulge the secrets of a devil mastermind.
  “We don’t have to fight,” is a great tactic in 13th Age, 
  because PCs don’t need to kill every monster they see 
  in order to gain experience points. Talking to the “bad 
  guys” can make your world come alive and setup up 
  interesting choices for the players later. “Hey, wasn’t 
  this the drow priestess who got us around the lava 
  trap?”
  When PCs need to rest, let them find a monstrous 
  settlement that accepts them. Dance parties with the 
  fungaloids, checking into an inn that accepts foreign-
  ers in a drow city, and finding port in a goblin city 
  are great ways to tell stories that involve monsters 
  without combat.
  Think about using a villainous creature as an 
  More Powerful Foes,  
  page 118
  G&I
  Lord Ikal, page 45
  Balamet, page 14
  G&I
  Bone Jackal, page 14
  The Dry, page 18
  Frostclaw, page 20
  Reknar, page 10
  Koatiri and Tabtep, page 11
  Camazoth, page 11
  G&I
  
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  Gods and Icons Upgrade Pack
  unlikely ally. An imp sent by Lady Akuma to help 
  the characters for her own inscrutable ends might 
  be a fun way to mess with the players. A temporary 
  alliance can open up the PCs to changes in their icon 
  relationships and the direction of the campaign.
  Lady Akuma, page 57
  G&I
  
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  Gods and Icons Upgrade Pack
  Bestiary
  The following creatures are a small sample of the un-
  usual beings found throughout Espair. Some of them 
  were created by the gods, while others are enemies 
  of the deities, but all have some connection to one of 
  the three pantheons.
  Level
  Monster
  Size
  Role
  God Connection
  Page
  1
  dry
  normal
  mook
  Tabtep
  14
  1
  zombie moaner
  normal
  mook
  Chazda
  32
  1
  zombie knight
  normal
  troop 
  Chazda
  32
  2
  dry warrior
  normal
  troop
  Tabtep
  18
  2
  frostclaw
  normal
  wrecker
  Chazda
  19
  2
  kobold frost witch
  normal
  caster
  Chazda
  24
  3
  dry shaman
  normal
  caster
  Tabtep
  19
  3
  son of the sea
  normal (double strength)
  spoiler
  The Lords
  27
  3
  twisted dragon
  large
  wrecker
  Chazda
  23
  4
  librescent
  large
  spoiler
  Laval
  25
  4
  pyronic sentry
  large
  spoiler
  Koatiri
  26
  5
  dardael drone
  large
  mook
  Baltigan
  15
  5
  zombie treant
  large
  troop
  Argir
  32
  6
  champion of the sea
  normal (double strength)
  spoiler
  The Lords
  29
  6
  dragon, large gelatinous
  large
  blocker
  Delkrey
  21
  7
  dardael flyer
  large
  wrecker
  Baltigan
  15
  8
  bone jackal
  normal 
  wrecker
  Balamet
  14
  9
  crusaders of the standard
  normal
  mook
  Dozakad
  30
  9
  standard of Dozakad
  normal (double strength)
  caster
  Dozakad
  30
  10
  dragon, huge gelatinous
  huge
  blocker
  Delkrey
  22
  11
  dardael queen
  huge
  wrecker
  Baltigan
  16
  12
  Devil: Lord Tenebras Noctem
  normal (double strength)
  troop
  Toc
  17
  
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  Bone Jackal
  Creatures of bone and shadow, bone jackals are 
  massive jackal-like beasts that feast upon the fear of 
  those whom they hunt. Easily distinguished by the 
  bony plates and ridges protruding from their scarred 
  and twisted hides, these undead beasts stalk the dark 
  places of the world, slipping from shadow to shadow 
  as they search for their prey.
  Remnants of the Shadow Jackal: Before the moon 
  was placed in the sky, Jaris the Shadow Jackal hunted 
  the night, terrifying mortals for his own enjoyment. 
  He drew particular pleasure from chasing his prey 
  until their hearts gave out, howling his joy to the sky 
  as he feasted upon their still-warm flesh. Jaris’ hunt 
  came to an end when one of his victims overcame 
  her fear and entreated Balamet for aid; the Warrior 
  Cat answered her call and slew Jaris. 
  While Jaris was defeated, his body was not done 
  hunting. From his shattered bone fragments, bone 
  jackals grew, each one a twisted mockery of the 
  Shadow Jackal’s form. Possessing a thirst for mortal 
  fear and Jaris’ mastery of shadow, the bone jackals 
  began their own hunt.
  8th-level wrecker [UNDEAD] 
  Initiative: +12
  Vulnerability: holy 
  Skull-headed bite +14 vs. AC (2 attacks)—40 dam-
  age 
  Natural 16+ hit: The target also takes 10 negative 
  energy damage. 
  Miss: 5 negative energy damage. 
  Fear: While engaged with this creature, enemies with 
  48 hp or fewer are dazed (-4 attack) and do not add 
  the escalation die to their attacks.
  Shadow Step: The bone jackal magically teleports up 
  to 120 feet to an unoccupied space. The bone jack-
  al does not need line of sight to the space, but the 
  bone jackal’s starting space and destination space 
  must be in dim light or darkness.
  Nastier Specials 
  Shadow phasing: When the escalation die is even, 
  natural odd attack rolls against the bone jackal 
  automatically miss. When the escalation die is odd, 
  natural even attack rolls against the bone jackal 
  automatically miss. Attacks that deal holy damage 
  ignore this ability.
  AC 23
  PD 21
  HP 144
  MD 17
  Building Battles
  Bone jackals make great additions to undead or 
  fiendish hunting parties, using their teleporting 
  abilities to find the squishier PCs in the back row. 
  Creatures of shadow, like shadow dragons or Lord 
  Noctem, provide extra teleporting opportunities for 
  bone jackals.
  Bone Jackals and the Icons
  Bone jackals are often found working in concert with 
  Baron Von Vorlatch or Lady Akuma. Lord Ikal seeks 
  heroes to hunt down the bone jackals whenever they 
  raise their ridged heads.
  Adventure Hooks
  The tomb of a famous Reknarite paladin has be-
  come overrun by bone jackals. The Reknarite priests 
  promise a big reward for cleansing the tomb of this 
  blasphemy. 
  The rogue in the party can no longer shadow walk 
  without picking up hostile bone jackals that appear 
  along the way.
  A mysterious huntsman rides the wilds with a 
  pack of bone jackals. Now he’s zeroing in on a tower 
  controlled by an icon one of the PCs has a positive 
  relationship with. No good can come of this.
  Bone jackal advice: When 
  the bone jackal teleports 
  using shadow step, always 
  include a description of how 
  both the starting point and 
  the end point were in shadow 
  in darkness. This gives players 
  a chance to figure out how to 
  shut the teleporting down. 
  Devil: Lord Tenebras Noctem, 
  page 17
  Balamet, page 14
  Baron Von Vorlatch,  
  page 55
  Lady Akuma, page 57
  Lord Ikal, page 45
  G&I
  
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  Dardael
  Giant insectoid creatures, dardaels emerge from their 
  tunnels to scour the surface of Espair for food. De-
  vouring fields of crops and herds of cattle with equal 
  zeal, dardaels are consumed by an insatiable hunger. 
  While once these creatures swarmed across the fring-
  es of the empire, their numbers have been kept in 
  check in recent years. Dardaels are rarely encountered 
  in current times, and when they are, they are often 
  isolated individuals or members of small clutches.
  Spawn of Dardae: Dardaels are the daughters of 
  Dardae the Devourer. Once a normal insect, Dar-
  dae burrowed into the World Tree and fed upon it, 
  growing fat off its magic. When the World Tree began 
  to weaken from her ravenous feeding, the Old Gods 
  took notice. Baltigan sang songs into Dardae’s bur-
  row, telling of a great cavern filled with sustenance 
  even more filling than the tree. He lured Dardae into 
  the cavern, where mounds of food had been placed. 
  Dardae gorged upon it until her form grew so plump 
  that she could no longer fit through the tunnels that 
  led to the cave. There she remains trapped, relying 
  upon her daughters to bring her more food so that 
  she may finally be sated. 
  Dardael Drone: While drones are the weakest 
  of Dardae’s daughters, these giant insects are still 
  formidable opponents. Their sucker-like mouths are 
  filled with multiple rings of teeth and secrete an acid 
  that can dissolve wood, bone, and even metal if given 
  enough time. Their bulbous bodies are covered in 
  carapace as hard as dwarven steel, and the foremost 
  of their chitinous legs end in sharp spines, which they 
  use to pin living prey while they feed upon it.
  Dardael Flyer: The flyers possess iridescent wings 
  capable of hefting their engorged bodies into the 
  air. While their spines are not as sharp as those of the 
  drones, flyers are capable of lobbing gobs of acid 
  from the air. Flyers often serve as scouts, locating 
  sources of food and then signaling their location to 
  the drones.
  Dardael Queen: The largest of Dardae’s daugh-
  ters, queens are capable of spawning new clutches 
  far from Dardae’s prison. While queens cannot birth 
  more queens, they can lay eggs that will hatch into 
  drones or flyers. Once she establishes a new colony, 
  a queen stays within the hive, defending her home 
  with a ferocity unparalleled by her smaller kin.
  Dardael Lair
  Dardael queens make their lairs in isolated areas 
  where they can establish their clutch without being 
  disturbed. Unfortunately, the queens are drawn to 
  areas of high magic, just the thing to attract a party of 
  epic adventurers. Capable of burrowing through soil 
  and rock, the queen digs out subterranean chambers 
  to house her progeny.
  These underground burrows are a labyrinth of 
  slimy and twisty tunnels filled with a chill amber mist. 
  Some of the mist is actually an acid fog.
  Acid fog: DC 25 skill check to notice; +15 vs. PD 
  (all creatures in target area)—3d10 acid damage; 
  half damage on a miss. Stays in the area unless blown 
  away. The PCs may have to just rush through it.
  The region containing a dardael queen’s lair is 
  warped by the queen’s presence. Plants within 1 mile 
  of the lair grow sickly and withered. Large game, 
  such as deer, become absent within 1 mile of the lair. 
  Insect populations surge within 1 mile of the lair.
  If the queen dies, these effects fade over the 
  course of a single day.
  Dardael Drone
  5th-level mook [ABERATION] 
  Initiative: +8 
  Big Bug Bite +11 vs. AC—5 damage, and 4 ongoing 
  acid damage.
  Natural even hit or miss: The Dardael Drone can make 
  a spiny spines attack. 
  [Special trigger] Spiny spines +11 vs AC—4 damage
  Natural even hit: The target is hampered (save ends).
  Resist acid 16+: When an acid attack targets this 
  creature, the attacker must roll a natural 16+ on the 
  attack roll or it only deals half damage.
  Nastier Specials 
  When a dardael drone dies: it explodes, attacking 
  anyone engaged with it. Exploding Drone +10 vs 
  PD—5 acid damage, and 4 ongoing acid damage.
  AC 21
  PD 19
  HP 15 (mook)
  MD 15
  Baltigan, page 17
  G&I
  
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  Dardael Flyer
  7th-level large wrecker [ABERATION] 
  Initiative: +10 
  Ripping bite +13 vs. AC—40 damage, and 5 ongo-
  ing acid damage 
  Natural even hit or miss: The dardael flying can make a 
  nasty stinger attack.
  [Special trigger] Nasty stinger +12 vs. AC—20 dam-
  age, and 10 ongoing poison damage.
  R: Acid hurl +13 vs. PD—40 acid damage, and 15 
  ongoing acid damage
  Miss: 5 acid damage. 
  Resist acid 16+: When an acid attack targets this 
  creature, the attacker must roll a natural 16+ on the 
  attack roll or it only deals half damage.
  Nastier Specials 
  The dardael always gets both a ripping bite and a 
  nasty stinger attack and the nasty stinger attack 
  also makes the target hampered (save ends).
  AC 22
  PD 20
  HP 216
  MD 16
  Dardael Queen
  Huge 11th-level wrecker [ABERRATION] 
  Initiative: +14 
  The dardael queen can make both a hungry bite and 
  a savage spines attack each round.
  Hungry Bite +16 vs. AC—200 damage 
  Natural 16+: The dardael queen also swallows the 
  target (see swallow whole). 
  C: Savage Spines +16 vs. AC (1d3+1 nearby ene-
  mies)—100 damage
  Natural 16+: the target is hampered (save ends).
  Resist acid 18+: When an acid attack targets this 
  creature, the attacker must roll a natural 18+ on the 
  attack roll or it only deals half damage.
  Escalator: A dardael queen adds the escalation die to 
  her attack rolls. 
  Swallow whole: Once a creature is swallowed, it goes 
  inside the queen’s gigantic stomach. It can still 
  act while inside the queen, but it will have to deal 
  with the aberration’s stomach acid that is slosh-
  ing around. Swallowed creatures must deal 200 
  damage to the dardael queen to force her to cough 
  up the contents of her gullet, freeing all swallowed 
  creatures. 
  The stomach lining has AC 20, PD 20, MD 25 
  and is immune to acid damage. During the queen’s 
  turn, she can make a gullet digestion attack against 
  all swallowed targets as a free action.
  Gullet digestion +16 vs. PD—150 acid damage, and 
  25 ongoing acid damage
  Miss: 20 acid damage.
  Nastier Specials 
  C: Acid Cloud +15 vs. PD (1d3+1 nearby ene-
  mies)—40 acid damage, and 10 ongoing acid 
  damage.
  Limited use: The dardael queen can use this ability 
  only when the escalation die is even. 
  AC 27
  PD 25
  HP 850
  MD 21
  Building Battles
  Dardaels are often found in black dragon lairs. The 
  giant insect’s resistance to acid means the dragons 
  don’t have to worry about taking out their allies when 
  they let loose with breath weapons.
  Dardael lairs often teem with hellbugs, oozes, and 
  gelahedrons—along with acid: pools of acid, acid fog, 
  dripping acid, so much acid.
  Dardaels and the Icons
  Lady Akuma finds the dardaels amusing, and loves to 
  find a place for them in her schemes. Blue Aoife de-
  spises the dardaels, so any non-heroic icon in conflict 
  with Blue Aoife may be behind a dardael infestation. 
  Some of Ghiama’s dragons like to attract a nest of dar-
  dael fliers to their lair for use as guards (and snacks if 
  times grow dire).
  Adventure Hooks
  An icon with a positive relationship to one of the PCs 
  asks the party to go to a village and protect it from 
  danger. When the characters arrive, all is peaceful. 
  Until a living dungeon erupts in the town square and 
  dardaels pour out.
  Someone has found a lure for the dardaels, and 
  has been using the giant insects to do their dirty 
  work for them. Now a place the characters care about 
  is in the crosshairs, and they must stop this invasion, 
  and put an end to this nonsense once and for all.
  A dardael queen moved into the tomb of a power-
  ful witch, bringing an entourage of drones, flyers, and 
  oozes. Now the PCs find a treasure map to the witch’s 
  tomb and a legendary artifact that lies there.
  A wicked sorcerer has been stealing magic items 
  and taking them back to their fortress in the bad-
  lands. Those who follow the sorcerer there tend to 
  not come back, what with all the dardaels guarding 
  the place. Oh, and the sorcerer? They’re really a 
  shapeshifting black dragon.
  Lady Akuma, page 57
  Ghiama, page 59
  Blue Aoife, page 51
  G&I
  
  17
  Gods and Icons Upgrade Pack
  Devil: Lord Tenebras Noctem 
  “I see I am just in time. You need my help, don’t you? Just 
  sign here.”
  Double-strength 12th-level troop [DEVIL] 
  Initiative: +20 
  Sword of the Dead +17 vs. AC (2 attacks)—80 nega-
  tive energy damage 
  Natural even hit or miss: Each enemy engaged with 
  Lord Tenebras Noctem (including the target) takes 
  30 negative energy damage.
  Natural odd 3+ hit or miss: Lord Tenebras Noctem can 
  use a death-spiral gaze attack as a free action.
  [Special trigger] C: Death-spiral gaze +17 vs. MD 
  (1d3 nearby enemies)—the target is unable to 
  gain any hit points until the start of Lord Tenebras 
  Noctem’s next turn.
  Resist cold and fire 16+: When a cold or fire attack tar-
  gets this creature, the attacker must roll a natural 
  16+ on the attack roll or it only deals half damage.
  Devil’s due (Vulnerable): When you choose to add the 
  escalation die to an attack against Lord Tenebras 
  Noctem, you are vulnerable (save ends). The vul-
  nerability stacks, and you must make a separate 
  save to get rid of each one.
  Nastier Specials 
  Intermittent attack: As a free action, Lord Tenebras 
  Noctem can summon a bone devil 1d4 times per 
  battle, but never two turns in a row. The bone devil 
  attacks immediately under the control of Lord 
  Tenebras Noctem. 
  AC 26
  PD 26
  HP 750
  MD 28
  Building Battles
  Lord Noctem is no fool, and won’t engage in battle 
  without allies and favorable terrain. He often is found 
  with a bodyguard of bone, barbed, and/or ice devils. 
  He has a pack of bone jackals he brings along when 
  he goes hunting. He will only make a stand in places 
  with plenty of shadows and terrain that makes it hard 
  to reach him with more than one melee character at a 
  time. A chamber with many dark and narrow alcoves 
  will work perfectly. 
  Lord Noctem and the Icons
  Lord Tenebras Noctem is a frequent guest of Baron 
  Von Vorlatch, but has been known to work with all 
  the villainous icons. 
  At one point, Lord Noctem was a prisoner of Hi-
  erophant Glasyra who exchanged him to Lord Ikal for 
  a monastery. Ikal held the devil for years, yet some-
  how Lord Noctem escaped captivity. Some blame Ikal 
  himself; others blame the Father of Robbers or Baron 
  Von Vorlatch. 
  Adventure Hooks
  Necromancers keep cropping up and terrorizing the 
  land. As the PCs put them down, they find a common 
  power behind them, Lord Tenebras Noctem.
  A vampire’s castle’s corridors twist and turn, lead-
  ing directly to hell and Castle Noctem. PCs expecting 
  a vampire fight can quickly find themselves in over 
  their heads.
  A town in the PCs’ path sold its soul to Lord 
  Noctem. When the characters arrive, all seems 
  peaceful and calm. Come the night of the new moon, 
  undead and devils walk the streets.
  Bone Jackal, page 14
  Hierophant Glasyra, page 41
  Father of Robbers, page 53
  Lord Ikal, page 45
  Baron Von Vorlatch, page 55 
  G&I
  
  18
  Gods and Icons Upgrade Pack
  The Dry
  “For Tabtep!”
  A desert-dwelling people, the dry are desiccated and 
  withered, with leathery skin stretched across gaunt 
  frames. When they have hair, it is thin and wispy, and 
  their voices are raspy. Emerging only at night, the dry 
  capture any who are foolish enough to be caught in 
  their territory and sacrifice these prisoners in dark 
  rituals.
  Tabtep’s Faithful: The dry were once a cult to 
  Tabtep, Reknar’s first wife, and stayed loyal to the 
  goddess even after her death. However, when one 
  of the cult was used in a blood sacrifice by a priest of 
  Camazoth, Koatiri became enraged. To ensure that 
  none of her mother’s followers would ever be offered 
  to her father’s new wife again, she replaced their 
  blood with sand and hid them in the desert. 
  Messages to the Underworld: The dry have never 
  forgiven Reknar for Tabtep’s murder. When they 
  capture people wandering the desert, the dry carve 
  accounts of the murder into their victims’ flesh and 
  then ritualistically sacrifice the captives, forcing the 
  deceaseds’ souls to deliver the reminders to Reknar in 
  the underworld. 
  Dry
  1st-level mook [HUMANOID] 
  Initiative: +4 
  Poisoned sand dagger +6 vs. AC—4 damage 
  Natural 16+ hit: The target also takes 2 ongoing poi-
  son damage (save ends). 
  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.
  Desert fighter: At the start of each battle that takes 
  place in the desert, roll initiative twice and choose 
  the higher result.
  Nastier Specials 
  The save on the poisoned sand dagger attack is hard 
  (16+).
  AC 17
  PD 15
  HP 7 (mook)
  MD 11
  Camazoth, page 11
  Koatiri and Tabtep, page 11
  Reknar, page 10
  G&I
  
  19
  Gods and Icons Upgrade Pack
  Dry Warrior
  2nd-level troop [HUMANOID] 
  Initiative: +5 
  Vengeful scimitar +7 vs. AC—6 damage 
  Natural even hit or miss: The dry warrior can make a 
  poisoned sand dagger attack.
  [Special Trigger] Poisoned sand dagger +7 vs. AC—5 
  damage 
  Natural even hit: The target also takes 5 ongoing poi-
  son damage (save ends).
  R: Poisoned bow: +7 vs AC—5 damage
  Natural even hit: The target also takes 3 ongoing poi-
  son damage (save ends).
  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.
  Desert fighter: At the start of each battle that takes 
  place in the desert, roll initiative twice and choose 
  the higher result.
  Nastier Specials 
  The save on the poisoned sand dagger and poisoned 
  bow attacks is hard (16+).
  AC 18
  PD 16
  HP 36
  MD 12
  Dry Shaman
  3rd-level caster [HUMANOID] 
  Initiative: +7 
  C: Poisoned sand storm +11 vs. PD (1d3 nearby en-
  emies)—8 poison damage, and 4 ongoing poison 
  damage (save ends).
  R: Tabtep’s shadow +11 vs. MD (1d2 nearby ene-
  mies)—8 psychic damage, and 6 ongoing psychic 
  damage (hard save ends (16+)).
  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.
  Nastier Specials 
  The poisoned sand storm attacks 2d3 nearby enemies 
  and Tabtep’s Shadow attacks 2d2 nearby enemies.
  AC 16
  PD 10
  HP 45
  MD 17
  Building Battles
  The dry are intelligent and use tactics and terrain to 
  their advantage. They will single out Reknarite clerics 
  and paladins to deal with first, shouting, “Remember 
  Tabtep!”
  Once battle begins, mooks charge up the middle 
  while warriors race up the flanks hoping to reach the 
  back lines and the squishy spellcasters who can be 
  found there. Shamen will attempt to stay out of me-
  lee combat and target the biggest perceived threat 
  with tabtep’s shadow spells. Dry live to set up desert 
  ambushes.
  Dry and the Icons
  Dry are opposed to Lord Ikal, but do not work for 
  overtly religious icons associated with other panthe-
  ons, such as Hierophant Glasyra or Blue Aoife. They 
  are often used in the machinations of Baron Von Vor-
  latch and Lady Akuma. Supreme Commander Tyrvek 
  uses dry as scouts and fireball-fodder, particularly in 
  deserts and badlands.
  Adventure Hooks
  A lightbringer ally of the PCs is accused of raiding 
  shrines to Reknar in the desert. The dry are setting 
  them up, trying to get the lightbringers and re-
  knarites to attack each other.
  The PCs gain a treasure map. The map leads to an 
  ancient tomb of a priestess of Tabtep. Outside the 
  tomb is the corpse of the maker of this map, with an 
  account of Tabtep’s beheading carved into their flesh. 
  Of course, the tomb is guarded by dry.
  Dry are attacking communities at the edge of the 
  desert. Something worse is driving them out of their 
  caves. 
  Lord Ikal, page 45
  Hierophant Glasyra, page 41
  Blue Aoife, page 51
  Baron Von Vorlatch, page 55
  Lady Akuma, page 57 
  G&I
  Lightbringer: a follower of 
  the Bright Gods.
  
  20
  Gods and Icons Upgrade Pack
  Frostclaw
  “I will feast on your bones, warm one.”
  2nd-level wrecker [HUMANOID] 
  Initiative: +6 
  Vulnerability: fire 
  Claws +8 vs. AC—7 damage 
  Natural 16+: The frostclaw can make a bite attack 
  against the target or another creature engaged 
  with it as a free action. 
  [Special trigger] Bite +8 vs. AC—5 damage, and the 
  frostclaw can make a frost-spit frenzy attack as a 
  standard action during its next turn.
  [Special trigger] C: Frost-spit frenzy +9 vs. AC 
  (1d3+1 engaged enemies)—5 damage.
  R: Thrown spear +6 vs. AC—8 damage.
  Resist cold 16+: When a cold attack targets this crea-
  ture, the attacker must roll a natural 16+ on the 
  attack roll or it only deals half damage.
  Nastier Specials 
  Upon being staggered, the frostclaw lets loose with 
  an immediate frost-spit frenzy attack as a free ac-
  tion. While the frostclaw is staggered, it can use its 
  frost-spit frenzy attack every round without being 
  triggered.
  AC 17 
  PD 15
  HP 40
  MD 11
  Building Battles
  Frostclaws are naturally found in cold environments 
  such as high mountain passes. Undead don’t mind 
  the cold, so the frostclaws are often found among 
  groups of undead. Frostclaws are crafty, so will often 
  try to get a spear-throw in from cover before closing 
  with the PCs. 
  Frostclaws and white dragons seem to flock to-
  gether, often in the company of kobolds. Frostclaws 
  know enough to dance between kobold traps, which 
  can be a problem when PCs trying to close with the 
  frostclaws step into the traps.
  If there is one thing frostclaws like better than 
  white dragons, it’s undead white dragons. Imagine 
  undead dragons, zombies, and frostclaws streaming 
  out of frozen lands to claim the lands of men.
  Frostclaws and the Icons
  There is a rumor that Blue Aoife discovered the 
  frostclaws, but found them so unruly she arranged for 
  them to move to the domains of Baron Von Vorlatch. 
  King Thorbal is said pay a bounty for frostclaw heads. 
  Adventure Hooks
  King Thorbal wants an item from a dwarven ruin in 
  a high mountain pass. Alas it is become the lair of a 
  large white dragon surrounded by frostclaws.
  Deep in an ice cavern, an icon wants an unholy 
  device destroyed. The chill caverns are full of hidden 
  fissures, ice fog, and frostclaws.
  The chill of the grave must be braved if the PCs are 
  to put down the ghoul threat. Frostclaws have arrived 
  in mass to support the ghouls. What is their mission? 
  Who says a necromancer can’t make friends with 
  frostclaws?
  Blue Aoife, page 51
  Baron Von Vorlatch, page 55
  King Thorbal, page 47
  G&I
  
  21
  Gods and Icons Upgrade Pack
  Dragons
  Large Gelatinous Dragon
  Large 6th-level blocker [OOZE] 
  Initiative: +5 
  Shlup’n’schlorp +11 vs. PD—40 acid damage, and 
  the dragon engulfs the target (functions like a 
  grab; see below) if it’s smaller than the dragon 
  Miss: The dragon can make a spasms attack as a free 
  action. 
  [Special trigger] C: Spasms +11 vs. AC (up to 2 
  attacks, each against a different nearby ene-
  my)—20 damage 
  Engulf and dissolve: Targets engulfed by the gelati-
  nous dragon take 40 acid damage at the start of 
  the dragon’s turn but are not viable targets for 
  additional attacks by the dragon. Multiple targets 
  can be held within the dragon simultaneously. 
  Any engulfed creature that is also staggered 
  must begin making last gasp saves or become par-
  alyzed as the dragon’s toxins overwhelm it. 
  Instinctive actions: Gelatinous creatures have no 
  brains, sometimes they just do things. When the 
  escalation die is odd, instead of making an attack 
  or moving, roll a d8 to see what the gelatinous 
  dragon does. If an option is not viable (you roll a 3 
  but there are no nearby targets), reroll until you get 
  a valid option. 
  1. C: Acid spit +11 vs. PD (1d3 nearby or far away 
  enemies in a group)—15 ongoing acid damage 
  (save ends)
  Each failed save: Acid destroys one of the target’s 
  non-magical items. The target takes a cumula-
  tive –1 attack penalty until the end of the battle 
  (boots fall apart, shield straps snap, etc.). 
  Miss: 5 ongoing acid damage. 
  2. The dragon grows an orifice that gushes out a liq-
  uid glue that floods the area. Each enemy engaged 
  with the dragon is stuck (hard save ends, 16+). 
  Each nearby enemy not engaged with the dragon 
  is stuck (save ends). Each far away enemy is stuck 
  (easy save ends, 6+). The glue has no effect on 
  creatures who are flying or that have some way of 
  avoiding it. 
  3. The dragon squirts a slick slime that targets 1d3 
  nearby enemies. Until the end of the battle, each 
  target must roll an easy save each time it moves; 
  on a failure, it’s hampered until the end of its next 
  turn.
  4. The gelatinous dragon makes a fire gout attack as 
  it splashes out a gel that ignites in the air and sticks 
  to skin and clothing. 
  C: Fire gout +11 vs. PD (1d3 nearby or far away 
  enemies in a group)—15 ongoing fire damage 
  Each failed save: The ongoing damage for all ene-
  mies hit by the attack increases by 1. 
  5. The dragon sweats acid. Each enemy engaged with 
  the dragon must roll a normal save; on a failure, it 
  takes 40 acid damage. On a success it takes 20 acid 
  damage. 
  6. C: Acid jet +11 vs. PD (one nearby or far away 
  enemy) —45 acid damage 
  Miss: 8 ongoing acid damage. 
  7. C: Acid geyser +11 vs. PD (1d3 nearby or far 
  away enemies)—20 acid damage, and the dragon 
  is propelled uncontrollably around the area, 
  passing next to each of its enemies. Unlike normal 
  play, each enemy can make an opportunity attack 
  against the dragon as it moves this way, but the 
  creature can make a glomp attack against those 
  who do as a free action as it passes. (Tell the PCs 
  that the dragon will get a counter-attack.) 
  Glomp +9 vs. PD—10 acid damage, and the 
  dragon engulfs the target if it’s smaller than the 
  dragon 
  8. The dragon splits into two baby gelatinous drag-
  ons, and each one can act this turn (roll a d4 for the 
  instinctive actions of each one). Divide the drag-
  on’s current hit points equally between the two 
  new creatures, cut the damage by half, and drop 
  the defenses by 3. 
  Resist acid 18+: When an acid attack targets this crea-
  ture, the attacker must roll a natural 18+ on the 
  attack roll or it only deals half damage.
  Escalator: A dragon adds the escalation die to its 
  attack rolls. 
  Flight: A gelatinous dragon flies in fits and starts, 
  dripping slime as it goes.
  Nastier Specials 
  The first time a gelatinous dragon becomes stag-
  gered, it uses an immediate acid splash attack 
  that targets all nearby enemies and becomes an 
  escalator.
  AC 21 
  PD 15
  HP 200
  MD 22
  Gelatinous Dragons, Gelatinous 
  Troglodytes, and Tieflings
  Gelatinous dragons love gelatinous troglodytes 
  and tieflings, and who can blame them? If 
  a gelatinous troglodyte or tiefling attacks a 
  gelatinous dragon, the dragon will defend itself, 
  but will always apologize. If either a gelatinous 
  troglodyte or a tiefling tries friendly social 
  interaction with a gelatinous dragon, they roll 
  2d20, and take the higher roll for all such skill 
  checks. 
  Both a gelatinous troglodyte and a tiefling can 
  climb atop a gelatinous dragon, and can fly one 
  if the dragon agrees. All other races sink into the 
  gelatinous goo and end up engulfed. 
  Baby gelatinous dragon: 
  these creatures are normal 
  sized and may not engulf.
  On subsequent rounds, roll a 
  d6 for instinctive actions.
  Escalator: a creature that 
  uses the escalation die.
  Gelatinous troglodyte,  
  page 133
  G&I
  
  22
  Gods and Icons Upgrade Pack
  Huge Gelatinous Dragon
  Huge 10th-level blocker [OOZE] 
  Initiative: +9
  Shlup’n’schlorp +15 vs. PD—80 acid damage, and 
  the dragon engulfs the target (functions like a 
  grab; see below) if it’s smaller than the dragon 
  Miss: The dragon can make a spasms attack as a free 
  action. 
  [Special trigger] C: Spasms +15 vs. AC (up to 2 
  attacks, each against a different nearby ene-
  my)—60 damage 
  Engulf and dissolve: Targets engulfed by the gelat-
  inous dragon take 100 acid damage at the start 
  of the dragon’s turn but are not viable targets for 
  additional attacks by the dragon. Multiple targets 
  can be held within the dragon simultaneously. 
  Any engulfed creature that is also staggered must 
  begin making last gasp saves or become paralyzed as 
  the dragon’s toxins overwhelm it. 
  Instinctive actions: Gelatinous creatures have no 
  brains, sometimes they just do things. When the 
  escalation die is odd, instead of making an attack 
  or moving, roll a d10 to see what the gelatinous 
  dragon does. If an option is not viable (you roll a 3 
  but there are no nearby targets), reroll until you get 
  a valid option. 
  1. C: Acid spit +15 vs. PD (1d3 nearby or far away 
  enemies in a group)—45 ongoing acid damage 
  (save ends)
  Each failed save: Acid destroys one of the target’s 
  non-magical items. The target takes a cumula-
  tive –1 attack penalty until the end of the battle 
  (boots fall apart, shield straps snap, etc.). 
  Miss: 20 ongoing acid damage (save ends). 
  
  23
  Gods and Icons Upgrade Pack
  2. The dragon grows an orifice that gushes out a liq-
  uid glue that floods the area. Each enemy engaged 
  with the dragon is stuck (hard save ends, 16+). 
  Each nearby enemy not engaged with the dragon 
  is stuck (save ends). Each far away enemy is stuck 
  (easy save ends, 6+). The glue has no effect on 
  creatures who are flying or that have some way of 
  avoiding it. 
  3. The dragon squirts a slick slime that targets 1d3 
  nearby enemies. Until the end of the battle, each 
  target must roll an easy save each time it moves; 
  on a failure, it’s hampered until the end of its next 
  turn.
  4. The gelatinous dragon makes a fire gout attack as 
  it splashes out a gel that ignites in the air and sticks 
  to skin and clothing. 
  C: Fire gout +15 vs. PD (1d3 nearby or far away 
  enemies in a group)—45 ongoing fire damage 
  Each failed save: The ongoing damage for all ene-
  mies hit by the attack increases by 2. 
  5. The dragon sweats acid. Each enemy engaged with 
  the dragon must roll a normal save; on a failure, 
  it takes 100 acid damage. On a success it takes 50 
  acid damage. 
  6. C: Acid jet +15 vs. PD (one nearby or far away 
  enemy) —120 acid damage and 30 ongoing acid 
  damage (save ends)
  Miss: 20 ongoing acid damage. 
  7. C: Acid geyser +15 vs. PD (1d3 nearby or far 
  away enemies)—90 acid damage, and the dragon 
  is propelled uncontrollably around the area, 
  passing next to each of its enemies. Unlike usual 
  play, each enemy can make an opportunity attack 
  against the dragon as it moves this way, but the 
  creature can make a glomp attack against those 
  who do as a free action as it passes. (Tell the PCs 
  that the dragon will get a counter-attack.) 
  Glomp +14 vs. PD—50 acid damage, and the 
  dragon engulfs the target if it’s smaller than the 
  dragon 
  8. C: Acid rain +15 vs. PD (all nearby enemies)—50 
  acid damage
  Miss: 25 acid damage.
  9. Gelatinous grace: the dragon turns on the speed. 
  Roll 2d8, but don’t add them. Use both results on 
  this table.
  10. The huge dragon splits into two large gelatinous 
  dragons, and each one can act this turn (roll a d6 
  for the instinctive actions of each one). Divide the 
  dragon’s current hit points equally between the 
  two new creatures. 
  Resist acid 20: When an acid attack targets this 
  creature, the attacker must roll a natural 20 on the 
  attack roll or it only deals half damage.
  Escalator: A dragon adds the escalation die to its 
  attack rolls. 
  Flight: A gelatinous dragon flies in fits and starts, 
  dripping slime as it goes.
  Nastier Specials 
  The first time a huge gelatinous dragon becomes 
  staggered, it does an immediate acid geyser (7) 
  attack as a free action and becomes an escalator.
  AC 24
  PD 19
  HP 700
  MD 27
  Building Battles
  Gelatinous dragons live in wet and slimy locales 
  among other oozes, so they can be encountered with 
  gelahedrons, black puddings, and the like. Terrain 
  might include narrow bridges over acid pools and 
  slime dripping down from ceilings. 
  Why can tieflings ride gelatinous dragons? It turns 
  out any demon can. So spice up a demon fight by 
  putting the demons on flying mounts that engulf.
  Gelatinous Dragons and the 
  Icons
  Lady Akuma is all about gelatinous dragons. Rumor 
  has it she somehow convinced Thrice-Wise Mercurius 
  to make one for her. Who knew it could reproduce by 
  splitting in two like an amoeba? Aurum Rex and Ghi-
  ama both consider gelatinous dragons abominations, 
  and encourage their “real” dragons to wipe them out. 
  Adventure Hooks
  Under the influence of Lady Akuma, dardael have 
  been turning on black dragons they lair with and re-
  placing them with gelatinous dragons. A shapeshift-
  ing black in the guise of a humanoid tries to enlist 
  the party to reclaim its lair, all the while neglecting to 
  mention the whole “being a black dragon” thing. The 
  disguised dragon offers a mighty reward that it has 
  no intention of honoring unless forced to do so.
  Lady Akuma grants a gelatinous troglodyte or 
  tiefling PC a gelatinous dragon mount. This might 
  come as a reward for a quest where the PC obviously 
  advanced Lady Akuma’s agenda or it might just come 
  out of the blue, dripping slime. Lady Akuma is like 
  that.
  On the shores of an underground lake, corrupted 
  standing stones sacred to Delkrey attract gelatinous 
  dragons and drow priestesses. Blue Aoife wants 
  the stones cleansed. Surely a peaceful solution that 
  doesn’t involve the enslavement of the PCs is possi-
  ble. Right?
  Escalator: a creature that 
  uses the escalation die.
  Lady Akuma, page 57
  Thrice-Wise Mercurius,  
  page 37
  Aurum Rex, page 39
  Ghiama, page 59
  G&I
  Delkrey, page 19
  G&I
  
  24
  Gods and Icons Upgrade Pack
  Large Twisted Dragon
  Twisted by unholy magic to mutate into a corrupted 
  part insect, part dragon, twisted dragons are never in 
  a good mood.
  Large 3rd-level wrecker [DRAGON] 
  Initiative: +6 
  Vulnerability: holy 
  Claws and bite +11 vs. AC (2 attacks)—10 damage 
  Natural 16+: The target also takes 3 ongoing poison 
  damage (save ends). 
  C: Poison breath +12 vs. PD (1d3 nearby ene-
  mies)—7 poison damage, and 5 ongoing poison 
  damage (save ends)
  Miss: 3 poison damage. 
  Intermittent attack: A twisted dragon can use poison 
  breath 1d3times per battle, but never two turns in 
  a row.
  Escalator: A twisted dragon adds the escalation die to 
  its attack rolls. 
  Nastier Specials 
  The first time a twisted dragon becomes staggered, it 
  emits a pain blast as an interrupt. 
  Pain blast +12 vs. MD (all nearby enemies)—10 
  psychic damage.
  AC 16 
  PD 14
  HP 90
  MD 12
  Building Battles
  Twisted dragons are often forced to serve the same 
  villainous spellcasters who twisted them in the first 
  place. They make good guards for these evil casters, 
  who often use other fell creatures, such as zombies, 
  to complete the guard roster.
  Twisted Dragons and the Icons
  Twisted dragons are an abomination to Aurum Rex. 
  Twisted chromatic dragons are just as bad to Ghia-
  ma, but Ghiama sees nothing but upside to twisted 
  metallic dragons. Spellcasters aligned with Baron Von 
  Vorlatch or Lady Akuma are known to employ these 
  mutated monstrosities.
  Adventure Hooks
  A metallic dragon that has protected the area has 
  gone missing, and evil things are moving in. Where 
  has the dragon gone? Alas, it is now a twisted dragon, 
  doing twisted deeds.
  A priestess of Chazda needs help eradicating twist-
  ed dragons from a group of standing stones before 
  the coming equinox. The dragons are protecting a fell 
  rite that will summon terrifying demons if they can 
  hold the site until the equinox.
  Aurum Rex, page 39
  Ghiama, G page 59
  Baron Von Vorlatch, page 55
  Lady Akuma, page 57
  Chazda, page 13
  G&I
  
  25
  Gods and Icons Upgrade Pack
  Kobold Frost 
  Witch
  “Chill, my pretties.”
  2nd-level caster [HUMANOID] 
  Initiative: +6 
  R: Frost Jet +10 vs. PD (1d3 nearby enemies)—5 
  cold damage
  Natural 16+: The target also takes 5 ongoing cold 
  damage (save ends). 
  C: Ice blast to the face +10 vs. PD (each enemy 
  engaged with the witch)—2 cold damage, and 
  the witch pops free 
  Natural 16+: The target takes 2 ongoing cold damage 
  (save ends).
  Limited Use: 2 uses per battle as a quick action.
  Resist cold 16: When a cold attack targets this creature, 
  the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage.
  Evasive: Kobolds take no damage from missed at-
  tacks. 
  Not brave: Staggered kobold witches will run away 
  the first chance they get.
  Nastier Specials 
  Trap manifestation: If the witch’s natural roll is higher 
  than her target’s Wisdom, she causes a trap to ap-
  pear. Choose or roll a d3. Or let the player roll.
  d3 
  Trap 
  1 
  Floor ices up and tips toward a pit that 
  has just opened up. DC 15 dexterity 
  test (backgrounds might help, add level 
  if not) or fall for 3d6 damage.
  2 
  Rusty spike punches through bottom 
  of boot, Attack +10 vs. AC—1d6 + 
  escalation die in damage.
  3 
  Panel in wall pops off revealing small 
  crossbow shooting at crotch level. 
  Attack +10 vs. AC—1d6 + escalation die 
  in damage. 
  AC 15 
  PD 9
  HP 35
  MD 13
  Building Battles
  Kobold frost witches require two things: idiots (often 
  kobold idiots) to stand in front of them so that PCs 
  can’t just run up to them and engage, and an escape 
  route. Even better is to have a big idiot (often a white 
  dragon) to keep the characters’ attention while the 
  witches attack with frost jets from a distance. Kobold 
  frost witches like to save their last ice blast to the face 
  for a quick getaway. 
  Kobold frost witches and the 
  Icons
  Kobold frost witches can be found in service to Ghi-
  ama, Lady Akuma, and to a lesser extent, Baron Von 
  Vorlatch. When Aurum Rex is forced to notice them, 
  he calls for their elimination.
  Adventure Hooks
  A cold fog has come down from the mountains, 
  freezing the once fertile farmland below. A coven of 
  kobold frost witches has found an old artifact and 
  awoken its powers, though they do not understand 
  them. They hide out in an ice cave full of frostclaws, 
  kobolds, and white dragons.
  A kobold frost witch offers to take the party across 
  an ice chasm on an invisible bridge. To show her 
  good faith, she’ll go first. As soon as she steps foot on 
  the far side, the bridge will collapse, dropping those 
  behind her into the icy depths. Which is not her fault.
  A shrine to Chazda has been uncovered by a 
  retreating glacier. A bronze dragon was chased away 
  from the shrine by kobold frost witches and white 
  dragons. There is something about the area that gives 
  advantages to Ghiama’s brood and disadvantages to 
  Aurum Rex’s. The PCs are asked to clear the shrine, so 
  the bronze can bless it. Every time the PCs do this, the 
  chromatic dragons and their kobold allies send ever 
  more powerful reinforcements and drive the metallic 
  dragons out. Could the PCs help again? And again?
  Ghiama, page 59
  Lady Akuma, page 57
  Baron Von Vorlatch, page 55
  Aurum Rex, page 39
  G&I
  Frostclaw, page 20
  Chazda, page 13
  G&I
  
  26
  Gods and Icons Upgrade Pack
  Librescent
  Comprised entirely of silver energy, librescents are 
  amorphous beings that are able to surge through the 
  smallest of holes and slam into opponents with great 
  force. Resilient to magic, a librescents’ touch can tem-
  porarily render magic items inert or counter a caster’s 
  ability to channel their powers for a brief period.
  A Path to Equilibrium: as Laval helped mortals 
  refine themselves, they noticed that several powerful 
  wizards and warlocks grew increasingly attached to 
  their magical abilities, identifying themselves by that 
  power rather than acknowledging it as a mere tool. In 
  an attempt to help such casters recognize their other 
  abilities, Laval created the librescents, also called 
  equilibrium elementals. Formidable in their own 
  right, librescents become a true challenge to those 
  who rely too heavily on magical abilities. 
  Guardians of Knowledge: Laval gifted the libres-
  cents to Ezetesa, who assigned the librescents to 
  protect places holding powerful arcane knowledge.  
  They stand as tireless guardians, testing the mettle 
  of those who come seeking that information and 
  humbling those who grow too proud of their own 
  magical power. 
  Large 4th-level spoiler [ELEMENTAL] 
  Initiative: +9 
  Melee Attack +9 vs. AC (2 attacks)—7 damage 
  Natural even hit or miss: The target cannot cast spells 
  and all their magic items lose their magic powers 
  until the end of the librescent’s next turn. 
  Resist spell damage 16+: When a spell attack targets 
  this creature, the attacker must roll a natural 16+ 
  on the attack roll or it only deals half damage.
  Flows where it likes: The librescent is immune to op-
  portunity attacks. 
  Energy creature: The librescent is immune to effects. 
  When an attack applies a condition to an energy 
  creature (dazed, hampered, weakened, ongoing 
  damage, etc.), that condition doesn’t affect it.
  Nastier Specials 
  A target’s loss of magic from a natural even hit or miss 
  becomes a hard save ends (16+).
  AC 20
  PD 18
  HP 100
  MD 18
  Building Battles
  A powerful magic item that could help the party sits 
  on a pedestal in a set-piece battle. A maze of invisible 
  walls stands between the party and the item. Enough 
  librescents guard the maze to bring the battle up a 
  half level (for example, a normal battle becomes a 1.5 
  x battle).
  A battleground includes a librescent-summoning 
  device. Until it is taken out of play, it keeps summon-
  ing new librescents every round.
  To get to their objective, the party must run a 
  gauntlet teeming with librescents. Can they achieve 
  their final goal without all their magic powers?
  Librescents and the Icons
  Librescents can be found working for any icon that 
  wants to protect magic areas and items, especially 
  Thrice-Wise Mercurius, Hierophant Glasyra, Emperor 
  Roland, and Queen Tanadil. Lady Akuma sighs with 
  pleasure at the way they cause chaos, and Baron 
  Von Vorlatch likes how well they pair with undead 
  guardians. 
  Adventure Hooks
  An icon wants the PCs to escort some friendly libres-
  cents to a tomb guarded by an opposed group of 
  hostile librescents. How will the party know who is 
  who?
  A school of mages is overrun by librescents. Help!
  As an icon boon, a PC gains a librescent ally to help 
  in a struggle against a powerful caster.
  Laval, page 7
  Ezetesa, page 7
  Thrice-Wise Mercurius,  
  page 37
  Hierophant Glasyra, page 41
  Emperor Roland, page 43 
  Queen Tanadil, page 49
  Lady Akuma, page 57 
  Baron Von Vorlatch, page 55
  G&I
  
  27
  Gods and Icons Upgrade Pack
  Pyronic 
  Sentry
  Large 4th-level spoiler [CONSTRUCT] 
  Initiative: +12 
  Vulnerability: cold 
  Burning blades +12 vs. AC—25 damage 
  Natural 16+: The pyronic sentry can make a scorching 
  stab attack as a free action. 
  [Special trigger] Scorching stab +12 vs. AC—10 
  damage
  Natural 16+ target takes 5 ongoing fire damage.
  C: Blink and burn +13 vs. PD (1 nearby enemy)—a 
  target is teleported adjacent to the pyronic sentry 
  and takes 20 fire damage, and 10 ongoing fire 
  damage (save ends); the target is engaged with the 
  construct
  Natural 16+ hit: The pyronic sentry can make a scorch-
  ing stab attack as a free action.
  Miss: 5 fire damage. 
  Resist fire 18+: When a fire attack targets this creature, 
  the attacker must roll a natural 18+ on the attack 
  roll or it only deals half damage.
  Flaming aura: When a creature is engaged with the 
  pyronic sentry at the start of its turn, it takes fire 
  damage equal to double the escalation die. 
  Nastier Specials 
  At 0 hp, the pyronic sentry explodes, and it makes the 
  following attack against each creature engaged 
  with it.
  C: Fiery explosion +8 vs. PD—30 fire damage 
  Miss: 5 fire damage.
  AC 20 
  PD 18
  HP 76
  MD 14
  Building Battles
  Pyronic sentries are used by guards, by wizards, by 
  other casters, and by fire-based creatures. They 
  may be found with fire elementals, red dragons, 
  hellhounds, and the like. Pyronic sentries target 
  ranged attackers with their blink and burn 
  attacks. If a non-engaged character performs 
  any healing, they will be targeted for the 
  next blink and burn.
  Pyronic Sentries and the Icons
  Thrice-Wise Mercurius has protected so many mag-
  ical items and places with pyronic sentries that he’s 
  forgotten half of them. Ghiama encourages her red 
  dragons to use them as guards and alarms. Queen 
  Tanadil has shared the secret of summoning pyronic 
  sentries with her trusted followers, including many 
  drow.
  Adventure Hooks
  An ancient artifact must be taken from a temple 
  before the entire site collapses into a growing river of 
  lava. The bridge across the lava is still standing, but is 
  guarded by pyronic sentries.
  A tomb of a priestess of Koatiri must be opened 
  to retrieve the one book that tells how to stop an 
  ongoing fiendish incursion into the world. But first 
  the characters must deal with the pyronic sentries 
  guarding the tomb.
  Thrice-Wise Mercurius,  
  page 37
  Ghiama, page 59
  Queen Tanadil, page 49
  G&I
  
  28
  Gods and Icons Upgrade Pack
  Son of the 
  Sea
  “Yo ho, the drowned ones call.”
  Sons of the sea are amalgamations of men and the 
  ocean. Their flesh is as much coral as skin, and tenta-
  cles sprout from their torsos in addition to arms and 
  legs. Wielding spears of coral and shields of hardened 
  shell, these vicious raiders emerge from the waves 
  to strike at ships and coastal towns, pillaging their 
  targets and leaving blood and ruin in their wake.
  Children of the Old Lords: In ages past, men were 
  thrown into the sea as sacrifices to the Lords of the 
  Old Ones.  The Lords took the most pleasing of these 
  gifts and transformed them into their own people: 
  Toc replaced some of their flesh with coral and gave 
  them the ability to breathe beneath the waves, and 
  Tanic blessed them with tentacles like the most 
  prized of his creatures. Helbar instilled them with 
  strength and bloodlust. The Lords then set their sons 
  loose to raid the coasts and return with the pillaged 
  spoils. 
  Society of Strength: The sons of the sea respect 
  strength and battle prowess, with the mightiest 
  among them ruling over the rest. Battle scars are a 
  source of pride, and when a group of sons, referred 
  to as a frenzy, comes across another, the strongest 
  member of each competes in a trial of combat, with 
  the victor tribe claiming spoils from the loser. As an 
  entirely male society, the sons must bolster their 
  numbers from the towns that they raid, dragging 
  strong boys beneath the waves to be transformed by 
  the power of the Lords if they are deemed worthy.
  Son of the Sea
  Double-strength 3rd-level spoiler [ABERRATION] 
  Initiative: +6 
  A son of the sea can attack with both the coral spear 
  and tentacle attacks each turn. A son has two 
  tentacles, and a single tentacle can make either the 
  raging tentacle or tentacle squeeze attacks, but not 
  both.
  Raging tentacle +8 vs. AC (up to 2 attacks)—10 
  damage and the son of the sea grabs the target.
  Tentacle squeeze +11 vs. PD (up to 2 attacks on 
  grabbed targets)—12 damage
  Miss: 3 damage.
  R: Coral Spear +8 vs. AC—10 damage. 
  Nastier Specials 
  Escalator vs. staggered: A son of the sea adds the 
  escalation die to its attack rolls against staggered 
  targets.
  AC 19
  PD 17
  HP 90
  MD 13
  The Lords, page 17
  G&I
  When you’re grabbed: 
  you are engaged with the 
  creature grabbing you and 
  you can’t move away unless 
  you teleport, somehow pop 
  free first, or successfully 
  disengage. Your disengage 
  checks take a –5 penalty 
  unless you hit the creature 
  that is grabbing you the 
  same turn that you’re trying 
  to disengage. 
  
  29
  Gods and Icons Upgrade Pack
  Champion of the Sea
  Double-strength 6th-level spoiler [ABERRATION] 
  Initiative: +9
  A champion of the sea can attack with both the coral 
  spear and tentacle attacks each turn. A champion 
  has two tentacles, and a single tentacle can make 
  either the raging tentacle or tentacle squeeze 
  attacks, but not both.
  Raging tentacle +11 vs. AC (up to 2 attacks)—20 
  damage and the son of the sea grabs the target.
  Tentacle squeeze +14 vs. PD (up to 2 attacks on 
  grabbed targets)—25 damage
  Miss: 6 damage.
  R: Coral Spear +11 vs. AC—20 damage, can attack 
  with spear and tentacles each turn.
  Nastier Specials 
  Escalator vs. staggered: A champion of the sea adds 
  the escalation die to its attack rolls against stag-
  gered targets.
  AC 22
  PD 20
  HP 180
  MD 16
  Building Battles
  When the PCs go sailing, a pirate ship closes for a 
  boarding action on one side, while sons of the sea 
  climb up the other side of the ship, making a PC sand-
  wich with sea salt.
  The PCs’ ship hits an uncharted coral reef, breach-
  ing the hull and letting in water, sahuagins, and sons 
  of the sea. The captain asks a PC to check below decks 
  for any damage (maybe they are carrying important 
  cargo below and will want to check anyway).
  Sons of the sea raid the coastal town the PCs are in 
  during the night. When the PCs put up a defense, the 
  sons retreat to the sea, carrying helpless prisoners. 
  Waiting just under the surface are sahuagin mutants 
  and glow priests, ready to strike if the PCs follow the 
  sons of the sea.
  Sons of the Sea and the Icons
  Lady Akuma enjoys the excitement and drama that 
  sons and champions of the sea create. The Father of 
  Robbers and Supreme Commander Tyrvek appreciate 
  how gifted they are at piracy. 
  Adventure Hooks
  A storm surge floods a coastal town at night, bringing 
  with it sons of the sea who claim the town. An icon 
  wants the town saved, but the flood never retreats, 
  keeping the town under water due to a strange mag-
  ic item brought by the sons.
  A small fishing village in Borgostnya is overrun by 
  sons of the sea who are using a holy relic to keep the 
  vampires at bay. Let no one say that Baron Von Vorla-
  tch abandons his people. He finds something the PCs 
  want, takes it, and offers it in exchange for defeating 
  the sons of the sea.
  Lady Akuma, page 57
  Father of Robbers, page 53
  Supreme Commander 
  Tyrvek, page 61 
  G&I
  
  30
  Gods and Icons Upgrade Pack
  Standard of Dozakad
  Billowing in the air on a phantom breeze, standards 
  of Dozakad are war banners stained red and embroi-
  dered with the image of a broad-shouldered man in 
  armor. These seemingly innocuous creations hover 
  in the air as if hoisted upon invisible poles and are 
  almost always found amidst a mob of zealots. 
  Banner of Conquerors: During the expansion of 
  the Shastan people into the Amiqui lands, Dozakad 
  created powerful standards to help lead the Shastan 
  to victory. These constructs had a singular purpose: 
  drive the Shastan forces to subjugate their enemies 
  and destroy any signs of their heretical faith. Even the 
  most faint-hearted of people could be incited into a 
  zealous frenzy by the mere presence of a standard of 
  Dozakad. 
  After stability returned to Espair, the standards 
  continued to incite violence, pursuing a war that had 
  already ended. Many of the standards were destroyed 
  as these violent uprisings were quelled, but a few still 
  linger in the world, awaiting a hapless mortal to find 
  them so they can incite the crusade once more.
  A standard of Dozakad generally commands large 
  groups of mooks that are simple to play. Creatures in 
  a standard’s band are allies fully under its control. It 
  could also have allies not in its band. A standard usu-
  ally chooses one of its allies to be its bearer. The bear-
  er need not hold the standard, which flies overhead 
  on an illusionary pole but does become vulnerable to 
  attacks (see bearer beware below).
  Standard of Dozakad
  Double-strength 9th-level caster [CONSTRUCT] 
  Initiative: +14 
  Lashing Fringe +15 vs. AC—70 damage, and 20 
  ongoing holy damage (save ends)
  Miss: 30 damage.
  C: Dozakad’s standard magic: roll 2d20 and use each 
  roll (or a lower result of your choice) to determine 
  one effect
  1–5: The standard’s bearer can make a basic attack 
  with a +2 attack bonus as a free action.
  6–10: Each different enemy engaged with a creature 
  in the standard’s band takes 1d20 psychic damage.
  11–15: Until the beginning of its next turn, the 
  standard only takes half damage (rounded down) 
  and the other half is redirected to its mooks. (If the 
  standard has no mooks in its band, choose a lower 
  result.)
  16–20: The standard can make a false rally attack as a 
  free action. 
  [Special trigger] C: False rally +15 vs. MD (one near-
  by enemy with 60 hp or fewer)—The target is 
  confused (hard save ends, 16+) 
  Critical hit: The target can now only save against the 
  confusion with a natural 20 (or until the standard 
  drops) and can’t flee if the rest of the PCs choose to 
  do so. 
  Designated bearer: Once per round as a quick action, 
  the standard can fly directly above an equal or 
  lower-level ally in its band and designate that ally 
  as its bearer. Alternately, it can release itself from a 
  bearer and fly free.
  Bearer beware: While the standard has a bearer, it 
  moves with the bearer and is engaged by enemies 
  that engage the bearer. The bearer is vulnerable to 
  all attacks but it can use the escalation die.
  Conditional resist damage 16+: Unless an ally in the 
  standard’s band dropped to 0 hp since the start of 
  the current round, an enemy attacking the stan-
  dard must roll a natural 16+ on the attack roll or it 
  only takes half damage. This ability has no effect if 
  the standard has no allies in its band.
  Flight: Standards fly quickly, fluttering in winds 
  only they can feel, preferably never touching the 
  ground. They can’t fly off the ground higher than a 
  flag on a pole can be carried into battle, so ene-
  mies on the ground can still target them. At best, 
  a standard might gain a +2 bonus to defenses 
  against attacks made by small PCs like halflings 
  and gnomes.
  Mook morale: Mooks fighting in the standard of 
  Dozakad’s band gain a bonus to their hit points 
  equal to the standard’s level (9).
  Standard of a god: The standard of Dozakad is im-
  mune to effects. When an attack applies a condi-
  tion to a standard (dazed, hampered, weakened, 
  ongoing damage, etc.), that condition doesn’t 
  affect it.
  Nastier Specials 
  The standard can roll 3d20 and use each roll (or a low-
  er result of your choice) to determine one effect for 
  Dozakad’s standard magic.
  AC 24
  PD 22
  HP 350
  MD 18
  Dozakad, page 16
  G&I
  
  31
  Gods and Icons Upgrade Pack
  Crusaders of the 
  Standard
  9th-level mook [HUMANOID] 
  Initiative: +12 
  Spear, sword, or mace +14 vs. AC—30 damage 
  Miss: 5 damage. 
  AC 25
  PD 23
  HP 45 (mook)
  (HP 54 mook with 
  standard)
  MD 19
  Building Battles
  A typical encounter would be a standard of Dozakad 
  and a number of mooks.
  You can multiply the PC’s level by the number of 
  PCs for the number of mooks, assuming the mooks 
  are the same level as the PCs. For example, a level 
  9 party with 5 PCs would face a standard and 45 
  9th-level mooks. Adjust up or down to taste. One 
  example would be to start with 20, and add five more 
  every round until they are all on the field. 
  If the standard falls, not only does the mook 
  morale power stop, but the mooks might break ranks 
  and flee, especially if you feel the combat has gone 
  on long enough.
  Standards of Dozakad and the 
  Icons
  Hierophant Glasyra 
  would rather not destroy 
  the standards, in case 
  they are needed in 
  the future, so she 
  tries to lock them 
  away where they can 
  do no harm. Emper-
  or Roland keeps a few 
  on hand, and is not above 
  using them against the forces 
  of Supreme Commander Tyrvek. 
  Lord Ikal would like nothing more than 
  seeing them all destroyed.
  Adventure Hooks
  The PCs are compelled to play capture the flag with 
  standards of Dozakad against a group of powerful 
  golems.
  When the PCs visit an elvish shrine to the Old 
  Gods, it comes under attack by crusaders of the stan-
  dard under the command of a standard of Dozakad 
  being carried by a child.
   Hierophant Glasyra, page 41
  Emperor Roland, page 43 
  Supreme Commander Tyrvek, 
  page 61 
  Lord Ikal, page 45 
  G&I
  
  32
  Gods and Icons Upgrade Pack
  Zombies
  Zombie Knight
  “Noooooo...”
  These dead knights still stand in rusting armor, 
  threatening the living with brittle swords.
  1st-level troop [UNDEAD] 
  Initiative: +0 
  Vulnerability: holy 
  Eroded sword +6 vs. AC—5 damage 
  Natural 16+: The target also takes 3 ongoing damage 
  (save ends) as the sword shatters and pieces stick 
  in the target. The zombie drops the sword, and 
  from now on uses rotting fist attacks.
  Rotting fist +6 vs. AC—5 damage
  Natural 16+: Both the zombie and its target take 1d6 
  damage!
  Headshot: A critical hit against a zombie knight drops 
  it to 0 hp.
  Nastier Specials 
  The zombie knight explodes at 0 hp, doing 5 damage 
  to all engaged targets as bone and rusty armor 
  shower those closest.
  AC 18 
  PD 12
  HP 27
  MD 8
  Zombie Moaner
  “Mwauurgh...”
  1st-level mook [UNDEAD] 
  Initiative: -5 
  Vulnerability: holy 
  Rotting Fist +8 vs. AC—3 damage 
  Natural 16+: Both the zombie and its target take 1d4 
  damage! 
  Headshot: A critical hit against a zombie moaner 
  drops it to 0 hp.
  Nastier Specials 
  The zombie moaner explodes at 0 hp, doing 2 dam-
  age to all engaged targets as bone fragments fly 
  out.
  AC 11 
  PD 10
  HP 8 (mook)
  MD 5
  Zombie Treant
  The sapless timber may be lifeless, but an unholy 
  energy drives it forward.
  Large 5th-level troop [UNDEAD] 
  Initiative: +3 
  Vulnerability: fire, holy 
  Withered grasp +12 vs. AC—30 damage, and the 
  zombie treant grabs the target. When the zombie 
  treant starts its turn grabbing an enemy, it can 
  make a twist and snap attack against that target as 
  a standard action that turn.
  [Special trigger] Twist and snap +14 (includes grab 
  bonus) vs. PD—40 damage.
  Headshot: A critical hit against a zombie treant triples 
  the damage instead of doubling it. If the damage 
  was already tripled for some reason, now it’s qua-
  drupled. 
  Hardwood resistance: resist damage (except holy, fire, 
  and melee) 12+: When a non-fire, holy, or melee 
  attack targets this creature, the attacker must roll 
  a natural 12+ on the attack roll or it only deals half 
  damage.
  Danger flammable: When the zombie treant takes 15+ 
  fire damage from a single attack, it, and all crea-
  tures it has grabbed, take 8 ongoing fire damage 
  (save ends). 
  Nastier Specials 
  Toxic smoke: If the zombie treant takes any fire dam-
  age, it starts to smoke. When an enemy starts it’s 
  turn engaged with the creature, it takes 3 poison 
  damage. If the zombie treant ever took ongoing 
  fire damage (even if it later makes its save), the tox-
  ic smoke damage increases to 6 poison damage to 
  engaged creatures and 3 poison damage to nearby 
  creatures. 
  Other undead are immune to this smoke.
  AC 20
  PD 18
  HP 144
  MD 12
  Building Battles
  A haunted wood full of other undead becomes that 
  much more terrifying when the dead trees attack. 
  Just the thing to surround a sinister castle.
  Zombie Treants and the Icons
  Baron Von Vorlatch is said to have created the first 
  zombie treant, and it is known that he has forests of 
  them to call upon. Sages say the first zombie treants 
  to emit toxic smoke when burned did so because 
  they were enchanted by Lady Akuma. Necroman-
  cers, including the Baron, were able to duplicate the 
  enchantment later, so now you never know if that 
  rampaging dead tree has poison as well.
  When you’re grabbed: 
  you are engaged with the 
  creature grabbing you and 
  you can’t move away unless 
  you teleport, somehow pop 
  free first, or successfully 
  disengage. Your disengage 
  checks take a –5 penalty 
  unless you hit the creature 
  that is grabbing you the 
  same turn that you’re trying 
  to disengage. 
  Baron Von Vorlatch, page 55
  Lady Akuma, page 57
  G&I
  
  33
  Gods and Icons Upgrade Pack
  Adventure Hooks
  While visiting a noble’s castle in the forest, the party 
  beds down for the night. When they awake, they find 
  the castle seemingly deserted and surrounded by a 
  forest of walking dead trees.
  While sailing at sea, the masts of the party’s ship 
  get turned into zombie treants. And that’s just the 
  beginning. 
  
  34
  Gods and Icons Upgrade Pack
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
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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 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arne-
  son. 
  13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  13th Age Bestiary. Copyright 2014, Fire Opal Media; Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townsend, Rob Watkins, Rob 
  Wieland. 
  13 True Ways. Copyright 2014, Fire Opal Media; Authors Rob Heinsoo, Robin D. Laws, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.
  Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.
  Gods and Icons Upgrade Pack, Copyright 2017, Dread Unicorn Games; Author John WS Marvin and Matt Evert 
  
  35
  Gods and Icons Upgrade Pack
  13th Age 
  Adventure!
  For the 13th Age 
  Roleplaying Game
  
  Dread Unicorn
  Games
  Factions & Conditions
  Cards
  • Pink and Blue boxes must be completely  
  covered when cards are submitted.
  • Blue (Bleed) Area: A bleed is required. 
  If your art does not bleed, please include a 
  white or black border that will bleed to the 
  edge. Make sure your bleed is 1/8” (.125”) 
  on all four sides and is built into the PDF 
  (no crop marks).
  • Pink (Safe Area): All text, important im-
  ages, and logos should remain inside the 
  dotted white line. Every thing outside the 
  black dotted linewill be trimmed off.
  • With the bleed, your final layout size 
  should be 2.75” x 3.75”. DO NOT set a 
  die-cut for the round corners into the layout
  You can’t see and automatically fail 
  any ability check that requires
  sight.
  Attack rolls against you have 
  advantage, and your attack rolls 
  have disadvantage.
  Blinded
  Dread Unicorn
  Games
  DreadUnicornGames.com
  The Gray World
  5E Compatible
  by John WS Marvin
  An Introductory 3rd - 4th Level Adventure
  with Pregenerated Characters
  Dread Unicorn
  Games
  
  The Sun Below: 
  That’s How the Light Gets In
  By John WS Marvin
  Requires the Numenera Corebook from Monte Cook Games
  Exciting Numenera Adventures!
  What’s below the surface of the world? 
  Another world, of course. One with it’s own 
  sun.
  Adventures with options, tailor them to your 
  group, make them your own.
  City on the Edge: Can the characters make 
  the right allies to survive a city in chaos?
  Sleeping Lady: Something has awakened 
  an old moon, and the world hangs in the 
  balance.
  That’s How the Light Gets In: What is 
  siphoning oﬀ  transdimensional energy from 
  The Sun Below? 
  Dread Unicorn
  Games
  
  Gods and Icons Upgrade Pack
  Monsters! 
  Exciting new monsters for the 13th Age roleplaying game, with 
  connections to the gods we introduced in Gods and Icons.
  Art of the Gods! 
  New art for the gods of Gods and Icons
  Bring your 13th Age game up to 11!
  dreadunicorngames.com
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Gods and Icons/Gods and Icons Upgrade Pack.pdf