TM Written by PETER V. DELL’ORTO and SEAN PUNCH Illustrated by IGOR FIORENTINI, JOYCE MAUREIRA, ROD REIS, BOB STEVLIC, and JACOB WALKER An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® Stock#37-0322 Version1.0–June2011 C ONTENTS INTRODUCTION. . . . . . . . . 3 GIANTAPE..................16 SWORDSPIRIT ...............29 AbouttheAuthors .............3 ActingLikeanApe ............16 LiveBytheSword.............29 AboutGURPS.................3 KingoftheApes ..............16 DieBytheSword..............29 GLADIATORAPE ..............17 THROTTLER .................30 1. THE MONSTERS. . . . . . 4 BattleRage...................17 FullThrottle..................30 ReadingMonsterStats ..........4 CestusIsBestest..............17 It’sNotEasyBeingGreen.......30 BRONZESPIDER...............5 HORDEPYGMY ..............18 TROLL .....................31 Spiders?TryCockroaches! .......5 Nasty,Brutish,andShort.......18 Killin’Trolls..................31 AlongCameaSpider............5 IslandofthePygmies ..........18 ...andTrollsKillin’...........31 BUGBEAR ....................6 HORRIDSKULL ..............19 UNDEADSLIME ..............32 LairoftheBugbear.............6 It’saTrap! ...................19 EnduranceEvent..............32 CIUACLÁ.....................7 UnholyHandGrenade .........19 CageFight ...................32 KillingDeath..................7 ICEWYRM ..................20 VOIDBRUTE ................33 CORPSEGOLEM ...............8 IcingtheWyrm ...............20 ServingtheMasters............33 Not-Quite-LifeIsCheap .........8 LairoftheIceWyrm...........20 BerserkVoidBrutes............33 That’sJustSickle!..............8 KARKADANN.................21 WATCHERAT DEMONFROM SoothingtheSavageBreast .....21 THEEDGEOFTIME........34 BETWEENTHESTARS .......9 KarkadannPride..............21 TimeIsonTheirSide ..........34 HarassersFrom LEAPINGLEECH..............22 Hero-Killers..................34 BetweentheStars............9 HarmlessNuisance............22 HelloDarknessMyOldFriend....9 ...orDeadlyTrap.............22 2. MONSTER TRAITS. . . . 35 DEMONOFOLD ..............10 LICH.. .....................23 NEWMONSTERADVANTAGES ....35 OldiesbutBaddies ............10 ANotetoUndead-Slayers.......23 DamageReduction............35 OldDemonChainTricks .......10 OBSIDIANJAGUAR ............24 IndependentBodyParts .......35 DINOMAN ...................11 Teclá........................24 MONSTERPREFIXES ..........36 Dinomeals...................11 TheJaguarComes Berserker....................36 Dinomob....................11 intheNight ...............24 Chaos.......................36 DRAUG .....................12 ROCKMITE .................25 Determined..................37 Re-KillingDraugr .............12 LairoftheRockMites..........25 Distorted....................37 TheDraugLord...............12 IAmaRock .................25 Elemental ...................37 ThemeDungeons..............37 ELECTRICJELLY..............13 SLORN .....................26 Ghostly .....................37 AnElectrifyingExperience......13 RidersontheSlorn............26 Juggernaut ..................38 InSuper3D..................13 LizardBreath.................26 Possessed....................38 EYEOFDEATH ..............14 SLUGBEAST .................27 BossMonsters................38 DeathFromAbove ............14 Slughemoth..................27 PsychoKiller.................38 BewaretheFlyingEye..........14 SquishingtheSlug ............27 Ravenous....................38 FLAMELORD ................15 SPHEREOFMADNESS .........28 Undead .....................38 MediumHeat.................15 FeartheSphere...............28 FlameFriends................15 Spheresvs.Eyes ..............28 INDEX . . . . . . . . . . . . . . 39 MONSTERINDEX .............39 GURPSSystemDesign(cid:2)STEVEJACKSON ArtDirector(cid:2)WILLSCHOONOVER e23Manager(cid:2)STEVENMARSH GURPSLineEditor(cid:2)SEANPUNCH EditorialAssistant(cid:2)JASON“PK”LEVINE MarketingDirector(cid:2)PAULCHAPMAN ManagingEditor(cid:2)PHILIPREED ProductionArtist&Indexer(cid:2)NIKOLAVRTIS DirectorofSales(cid:2)ROSSJEPSON PageDesign(cid:2)PHILREEDand PrepressChecker(cid:2)MONICASTEPHENS GURPSFAQMaintainer(cid:2)––––––– JUSTINDEWITT VICKY“MOLOKH”KOLENKO Reviewers:RogerBurtonWest,DanHoward,Jason“PK”Levine,StevenMarsh,andElizabethMcCoy SpecialThanks:Aaron“LeapingLeeches”FalkenandTom“Slugbeast”Pluck GURPS,Warehouse23,andtheall-seeingpyramidareregisteredtrademarksofSteveJacksonGamesIncorporated.Pyramid,DungeonFantasy,DungeonFantasyMonsters,e23, andthenamesofallproductspublishedbySteveJacksonGamesIncorporatedareregisteredtrademarksortrademarksofSteveJacksonGamesIncorporated, orusedunderlicense.GURPSDungeonFantasyMonsters1iscopyright©2011bySteveJacksonGamesIncorporated.Allrightsreserved. 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C 2 ONTENTS I NTRODUCTION A “monster” is any fantastic or unnatural creature – either Unholylens,and/orembodysuchelementsasChaos,Darkness, sapient,likeadragon,ornonsapient,likeaflesh-eatingslime– Death,Deception,Disease,Evil,Fear,Fire,andWar. thatlacksacivilization. • Dungeon Fantasy 6: 40 Artifacts offers two evil spirits –GURPSBasicSet thatlurkintreasureinsteadofguardingit. • Everything in Dungeon Fantasy 9: Summoners – but GURPS Dungeon Fantasy is about killing monsters and especially the demons and undead – is as likely to be sum- takingtheirstuff.Forthattowork,youneedmonsters–lotsof monedtofightadventurersastoassistthem. monsters!Therearealreadymanysuchcritterslurkingwhere • Even Dungeon Fantasy 10: Taverns gets in on the act, youmightnotexpectthem: presenting a wyrm and rats of unusual size (and hinting at • Dungeon Fantasy 2: Dungeonsoffers19creaturesthat statsforkillerbunnyrabbits). existtomangle,poison,andburntreasure-hunters. Butyoucanneverhavetoomanymonsters! • ManynonhumanracesinDungeonFantasy3:TheNext The Dungeon Fantasy Monsters supplements – starting Level are “civilized” on a technicality, becoming monsters withthisone–givetheGMentirelynewthreatswithwhichto when armed and placed in the heroes’ path. Corpse-eaters, challengecockyheroeswhoarenolongerafraidofas-Sharak, ogres, reptilians, and trolls actually have Social Stigma demonicclouds,andhellhounds(orwhoseplayershaveread (Monster).Thenthere’sorcs... toomanyDungeonFantasybooks!). • Encountered in a dungeon, the entities in Dungeon Fantasy 5: Allieswouldservedelversforlunchbeforeserving A A themasdotingpets.The13druidicalliesand10animalfamil- BOUT THE UTHORS iarswouldbesavagebeastsinmostcontexts.Theninefantastic Peter V. Dell’Orto was born and raised in New Jersey. He familiars are lesser supernatural monsters, some of them startedroleplayingin1981,withDungeons&Dragons,andhas evil.Anddivineservitorswouldbecalleddemons,ElderThings, played GURPS since Man to Man. Active as a GURPS or undead if unbound – especially if they have the Horrific or playtester,editor,andwritersince1996,he’sthe author of numerous GURPS articles for Pyramid magazine and several e23 items About GURPS (including GURPS Dungeon Fantasy 12: Ninja), and a coauthor of GURPS Martial Steve Jackson Games is committed to full support of GURPS players. Arts and GURPS Low-Tech. Peter loves to OuraddressisSJGames,P.O.Box18957,Austin,TX78760.Pleaseinclude invent fantasy monsters, so these pages aself-addressed,stampedenvelope(SASE)anytimeyouwriteus!Wecan includeafewchoicebeastiesunleashedonhis alsobereachedbye-mail:[email protected]: hapless players over the years. He’s also an enthusiastic martial artist, and has fought Newsupplementsandadventures.GURPScontinuestogrow–seewhat’s amateurMMAintheSHOOTOorganization newatgurps.sjgames.com. in Japan and insubmission grapplingin the e23.Oure-publishingdivisionoffersGURPSadventures,playaids,and U.S. He currently trains Kachin Bando and supportinPDFform...digitalcopiesofourbooks,plusexclusivematerial holdsashodanrankinKendo.Hisotherhob- availableonlyone23!Justheadovertoe23.sjgames.com. biesincludereading,strengthtraining,paint- Pyramid(pyramid.sjgames.com).OurmonthlyPDFmagazineincludes ingminiatures,andstudyingJapanese. new rules and articles for GURPS, systemless locations, adventures, and Sean “Dr. Kromm” Punch set out to muchmore.Lookforeachthemedissuefrome23! becomeaparticlephysicistin1985,endedup Internet. Visit us on the World Wide Web at www.sjgames.com for theGURPSLineEditorin1995,andhasengi- errata,updates,Q&A,andmuchmore.TodiscussGURPSwithourstaffand neeredrulesforalmosteveryGURPSproduct your fellow gamers, visit our forums at forums.sjgames.com. The web since.Hedeveloped,edited,orwrotedozens page for GURPS Dungeon Fantasy Monsters 1 can be found at of GURPS Third Edition projects between gurps.sjgames.com/dungeonfantasymonsters1. 1995 and 2002. In 2004, he produced the Bibliographies. Many of our books have extensive bibliographies, and GURPSBasicSet,FourthEditionwithDavid we’reputtingthemonline–withlinkstoletyoubuytheresourcesthatinter- Pulver. Since then, he has created GURPS estyou!Gotoeachbook’swebpageandlookforthe“Bibliography”link. Powers(withPhilMasters),GURPSMartial Errata.Everyonemakesmistakes,includingus–butwedoourbesttofix Arts (with Peter Dell’Orto), and the GURPS our errors. Up-to-date errata pages for all GURPS releases, including this Action, GURPS Dungeon Fantasy, and book,areavailableonourwebsite–seeabove. GURPS Power-Ups series . . . and the list RulesandstatisticsinthisbookarespecificallyfortheGURPSBasic keepsgrowing.Seanhasbeenagamersince Set,FourthEdition.PagereferencesthatbeginwithBrefertothatbook, 1979. His non-gaming interests include cin- notthisone. ema,cooking,andwine.HelivesinMontréal, Québecwithhiswife, Bonnie,andtheirtwo cats,BansheeandZephyra. I 3 NTRODUCTION C O HAPTER NE T M HE ONSTERS Thesemonstersarepresentedwithoutcommentastohow Thus,it’suptotheGMtodecidehowmanyofwhatmon- appropriatetheymightbeforagivenadventure.ThefairGM sterstouse,andwhatloottheyguard.Thesearejustthestats! should ensure that delvers only have to battle monsters that theyhaveachanceofdefeating–butrememberthatcombat isn’ttheonlyoption.AdeadlymonstermightoccupyRoom#1 of the heroes’ first dungeon if there’s a way to sneak past it, They saw there as well the negotiatewithit,ordefeatitwithaploy. AndwhilethescariestThingscustomarilyhoardthebiggest strangest thing lying prone near treasures, this is mainly because they can extort wealthfrom their leader on the field: the flying less-scaryThings.Abossmonsterthatresidesfarfromvillages andthelairsoflessercreatureswouldhavefewopportunities fire-drake, fearsome and grisly toplunder.Conversely,foddermonstersmightdwellinamine fullofdiamondsthattheyregardasworthlessrocks.Incases fiend, all scorched with flames. likethelatter,ofcourse,theremustbesomereasonwhyother delvers(orbossmonsters!)haven’tconfiscatedthegoodiesyet: – Beowulf curses, numbers, rough terrain, traps . . . preferably several thingsatonce. Reading Monster Stats The creatures in Dungeon Fantasy Monsters 1 use Forafflictions,curses,venoms,etc.,it’stheresistanceroll, the stats format on p. 21 of Dungeons. Unlike those in whichmightbeasimpleattributerolloraQuickContest Allies and Summoners, their character-point values against the victim’s score. Damage scores are final, and aren’tshown.That’sbecausetheyaren’tintendedasAllies alreadyconsiderbonusesfortheBrawlingskill,theClaws orAlternateForms,andsometimeshaveabilitiesthatare orStrikeradvantage,etc. annoyingtoreplicatewithadvantages(althoughtheGM Traits: Advantages or disadvantages important in dun- is quite welcome to try, if he prefers doing math to run- geonfantasy.Forbrevity’ssake,DRandattacksaren’tlisted ningadventures). a second time, and “color” traits don’t appear at all. If it mattersthatamonsterspeaksElvishorsuffersfromJeal- ST,DX,IQ,HT,HP,Will,Per,FP,Speed,andMove:These ousy,theGMcanaddthis. basic attributes and secondary characteristics mean Skills:Anyskillspossessedbyallmonstersofthistype. exactlywhattheydoforheroesandeveryothercreaturein Exceptional specimens might have different skill lists. GURPS.CreatureswithST0aren’ttangibleandcan’tpick Those with IQ 6+ are sapient and capable of learning upobjects,graborbegrabbed,etc.,whilethosewithIQ0 almostanyskill! arevegetablesthatreactreflexivelyanddon’tusetactics. Class: Animal (Giant if huge, Dire if mutant; all are SM:Thisaffectsallrollstohitthemonster.Multiplythe affectedbyAnimalHandlingandAnimalspells),Construct energy cost to cast Regular spells on it by (1 + SM). The (entirely incorruptible), Demon (evil, and subject to the statsalreadyreflectothereffects,suchasincreasedReach. Banishspell),DivineServitor(treatasdemons,butnotnec- Dodge and Parry: These defenses are prefigured from essarily evil), Elder Thing (insane, and not vulnerable to DX, Basic Speed, and combat skills, and already include Banish), Elemental (affected by Banish and Control Ele- bonuses for Combat Reflexes and Enhanced Defenses – mental), Faerie, Hybrid (as Animal, but requires a special don’taddtheseagain. subset of Animal spells), Mundane (has vital areas), Plant DR:ThisistotalDRfromnaturalandartificialsources. (affected by Plant spells), Slime (diffuse, and immune to Onlycreaturesnotedaswearingarmorhaveit.TheGMis most Animal and Plant spells), or Undead (can be turned free to add more DR if, say, an evil wizard casts Armor withTrueFaith). spellsonorrivetsmetalplatestohisguardianmonsters. Notes: Anything else of importance – including excep- Attacks: These are listed by attack name. For strikes tionstolistedstatsortheseguidelines. andgrapples,thenumberinparenthesesiseffectiveskill. T M 4 HE ONSTERS B S RONZE PIDER These eight-legged jumping spiders are constructed from sacredbronzeandanimatedwithdivinepower.Whileintelli- gent,theirmindsarealienandcoldlymechanical.Consensus amongclericsisthattheywereforgedtopatrolandmaintain the secret tunnels to a divine realm – some say the lair of a bizarreclockworkgod.Incombat,theyclingtowallsandceil- ings,jumpinggreatdistancesandattackingfromweirdangles (-2 to enemy defenses). Their stone-cutting “mandibles” are intendedforworkingondungeonwallsbutareequallygoodat slicingupfoes.Otherthanoutwardappearance,theyhavelit- tleincommonwithgenuinespiders;notably,theylackvenom anddon’tspinwebs. Spiders? Try Cockroaches! Bronze spiders are tough opponents for beginners! TheirDR6isasgoodasplatearmor.Asthey’reHomoge- nous,impalingdamageishalved(notdoubled)afterDR tofindinjury,makingarrows,spears,etc.somewhatinef- fective. Prodds, slings, and other piercing weapons fare worse:injuryisamere1/5ofpenetratingdamage.More- over,thespiderslackweaknessestotargetforextrainjury (no neck, skull, or vitals), have redundant legs (while a paltry2HPapiecetocripple,thissimplyreducesMoveby 1 per leg), and can’t be gassed, poisoned, etc. (Doesn’t Breathe and Immunity to Metabolic Hazards). Being machine-like, they might stop at 0 HP (15 points of injury),butrollvs.HT13toavoidthatfate. Fortunatelyfordelvers,Fragile(Unnatural)meansthe spidersfallapartat-15HP.Ofcourse,thattakes30points ofinjury! ST:15 HP:15 Speed:7.00 Along Came a Spider DX:15 Will:9 Move:8 IQ:9 Per:12 With Clinging and Dark Vision, bronze spiders are HT:13 FP:N/A SM:0 built for attack from above in the dark. Roll a Quick Dodge:10 Parry:N/A DR:6 Contest: their Stealth (15) vs. the delvers’ Vision. A PC not specifically watching out above has -2 (looking up Mandibles (15): 2d+1 cutting. Reach 1. Treat as a weapon gives -2 to notice danger underfoot, like pits); darkness (Striker),notasabodypart. modifiers also apply. If unmodified Hearing would be better, use that instead. Victory for the spiders gives Traits:CannotLearn;Clinging(Move4);DarkVision;Doesn’t theirvictimsnodefenseagainstthefirstattack,notjust Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Duty (To -2forattackfromabove. ancientgods);ExtraLegs(8legs);Fanaticism(Maintaining Theinitialleapfromaboveisapounce(p.B372):+4to holy places); Fragile (Unnatural); High Pain Threshold; hitandanextrayardofreach.Thisletsaspiderhitsome- Horizontal; Immunity to Metabolic Hazards; Indomitable; oneupto10yardsdownatunnelateffectiveskill19.Given Injury Tolerance (Homogenous, No Blood, No Neck); No the typical dungeon corridor’s height, this delivers 2d Fine Manipulators; Pressure Support 3; Striking ST 4 (ST crushingdamage;thespidersuffers(target’sHP)/10diceof 19); Super Jump 1 (9-yard jump); Unfazeable; Unhealing crushingdamage,roundedtothenearestdie.Ifthespider (Total);VacuumSupport. dealshigherdamagethanitsprey,thevictimmustrollvs. Skills:Stealth-15. DXorfalldown.Hefallsautomaticallyifthespiderdidat Class:Construct. least twice his damage! The spider must roll vs. DX 15 Notes:Despiteitsresemblancetoabeast,Animalspellswon’t regardless,withfailuremeaningitneedsaturntostandup. work.Animatedbydivineenergies,notbymagic.Unwilling tonegotiate.Remainsyield300lbs.ofscrap,worth$1d¥30 intown;seeScrap(Dungeons,p.15). T M 5 HE ONSTERS B UGBEAR These are burly, hairy humanoids with fangs. They’re invariably found toting a large bag full of organs. Each bugbear prefers to collect – and eat – a different organ from its victims. Some like hearts, some like livers, and some like spleens or brains or evenlesstypicalchoices.Theykeepthesebitsintheir sack,mixedinwithanytreasurethey’vecollected...a squishy,nastymess. Bugbearsaren’tbrave,orevenaterriblydangerous threat face-to-face, but they are clever, sneaky, and ruthless.Theymissnoopportunitytoslipinandattack theunwary.Theirfavoritesportistostealuponstrag- glingdelversandgarrotethemorbashtheirheadsin. Thenthey’llquicklycarveouttheirfavoriteorganwith theirclawsandsneakaway. In very rare cases, a bugbear will find a mate and they’ll work together for a time, garroting and eating delversbeforematingandsplittingup. ST:14 HP:14 Speed:6.50 DX:14 Will:10 Move:6 IQ:10 Per:12 HT:12 FP:12 SM:0 Dodge:9 Parry:11 DR:0 Bite(16):1dcutting.ReachC. Claw(16):1dcutting.ReachC. Garrote(18):Mustfirstattacktheneck(-5)atReach C.ThenrollaQuickContest:thebugbear’seffective ST17vs.thebetterofthevictim’sSTorHT.Dam- ageequalsthemarginofvictory;multiplydamage that penetrates DR by ¥1.5 (for the neck) to find injury.Seealsop.B405. KnobbedClub(16):2d+1crushing.Reach1. Traits: Chameleon 2; Cowardice (12); Dark Vision; Hard to Kill 2; Loner (12);Silence2. Lair of the Bugbear Skills: Axe/Mace-16; Brawling-16; Garrote-18; Stealth-16 (18 vs. Bugbears typically dwell in tunnels. A bugbear might dig these itself, or it Hearing or Vision if moving, 20 if may appropriate mining tunnels, natural fissures and cracks, or the lairs of motionless); Tactics-12; Traps-12; long-deadtunnelingcreatures.Accessisviaaconcealedtrapdoor(-2tospot),or Wrestling-16. two,orthree...Bugbearsdon’tlikeunexpectedcompany,sotheyendeavorto Class:Mundane. concealtheentrancestotheirdensandtheyalwayshaveanescaperoute. Notes:EffectiveSTforgrapplingis16 Insidethelairwillbeanumberoflethaltraps.Pits,hangingnoosesabove due to Wrestling skill. Carries a suddendrop-offs,andtripropesnearsharpenedstakesaretypical.Bugbearsare cheapknobbedclub($8)andarope far from fastidious; their tunnels are usually infested with rats or roaches or garrote ($2). Preserved or dried, both,andlitteredwithgnawed-onbones,feces,bitsoffurandrustedjunkfrom bugbearspleensareausefulingredi- victims,andsoon.Valuablesarelikewisescatteredabout;asthebugbeargrows entforvariouspotions,worth$100 bored with the shiny bits of gold and silver, it leaves them strewn around its each. They can also be consumed homelikesomuchjunk. raw and fresh. Make a HT roll to Bugbearsarerarelyfoundaboveground.Ifonedoeshaveatopsidelair,the keepitdown:Successmeans+1dto entranceswillbeconcealedbehindpricklyorpoisonousplants,preferablynear CamouflageandStealthskillsforan darkandforbiddingruinsorthick-canopiedforeststhatkeepeverythinginthe hour;failuremeansyoucan’teatit; dark.Sinceit’sdifficultforoutdoor-dwellingbugbearstosneakindaylight,they and critical failure means vomiting operatenocturnally. for 2d seconds and then -1 to all attributesfor10minutes. T M 6 HE ONSTERS C IUACLÁ Thisskeletaldivineservitorisinhumanlystrongandtough, and seems “feminine” despite lacking flesh. It wields what Killing Death appearstobeastiffenedserpentasastaff,ameretouchfrom which delivers venom capable of afflicting the best-armored Offensively,ciuaclánaredangerous.TheirhighStaff man.Ifdroppedorbroken,thisweaponbecomesathousand skill enables a Deceptive Attack for -3 to the heroes’ tiny worms that squirm back to their owner, reforming as a activedefenses–oralternatively,aRapidStrike–ata staff in one second! Out of combat, the serpent dwells coiled respectable 12 or less. Any blow that lands might withintheciuaclá’sribcage.Ciuaclánresembleanimatedskele- removeaPCfromthefight.The3d+2crushingattack tons but aren’t undead (as clerics and holy warriors may dis- averages12or13damage,enoughtodefeatevenDR cover the hard way). They’re usually encountered in groups, 6-7 plate armor and a DR 5 Armor spell. The 1d+4 guardingsomedeathgod’stemple. toxicdamagemeansanother5-10HPofinjuryregard- ST:18 HP:18 Speed:7.50 lessofDR.IfbothhalvesofaRapidStrikeland,this DX:14 Will:12 Move:7 cankill. IQ:10 Per:12 Ciuaclán are also good defensive fighters. Their HT:12 FP:12 SM:0 staffsletthemkeeprivalsatadistancewhilegranting Parry 14 – and ciuaclán will retreat to maintain their Dodge:10 Parry:14 DR:4 reach advantage. Engaged individually, they’ll retreat VenomStaff(18):3d+2crushing+follow-up1d+4toxic.Toxic whileparrying(for+1,or15);ifmobbed,they’llparry damageisCosmic,andignoresallDR!Reach1,2. thefirstattackat14andthenretreatfromthenextone with a dodge (for +3, or 13). Attacking the staff to Traits: Cannot Float; Doesn’t Breathe; Doesn’t Eat or Drink; negateitsreach,lethality,anddefensiveedgeislogical Doesn’tSleep;DR8(Limited,Cutting);Fragile(Unnatural); but pointless; it will rematerialize in the ciuaclá’s High Pain Threshold; Immunity to Metabolic Hazards; handsasecondlater. Evenifthedelversdohit,ciuaclánarehardtokill. They get DR 12 vs. cutting attacks – and because they’re Unliving, impaling attacks receive no bonus injury (wounding modifier ¥1), while piercing weapons such as slings inflict just 1/3 of penetrating damage as injury. On seeing “skeletons,” crushing weaponsmightcometomind...butciuaclánhaveno vulnerability there. Blows to the apparent eyes, skull, andvitalsdonothingspecial,either.Heroesdeducing from this that they’re fighting freakish-but-living humanoids will discover the fruitlessness of poison andstrangulation,too. Thedelverswilllikelyhavelittlechoicebuttobat- ter the ciuaclán down to -HP (36 points of injury) – where Fragile (Unnatural) will dispel them – while avoiding deadly strikes. Thus, these creatures make poor fodder. A squad of them would be an excellent bossagainstevenseasonedadventurers,though! Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood, No Brain, No Eyes, No Vitals, Unliving); No SenseofSmell/Taste;Skinny(-2STandHPvs.slamsand knockback); Temperature Tolerance 10 (35°F to 210°F); Unfazeable;VacuumSupport. Skills:Fast-Draw(Serpent)-18;Staff-18. Class:DivineServitor. Notes: Unwilling to negotiate with anyone who doesn’t make anOccultismrollat-5toknowwhatitis,followedbyasuc- cessfulInfluencerollagainstReligiousRitualtoappeaseit ...initsobscurelanguage.Abilitiesaredivine,notmagical. Serpentstaffswon’tworkfornon-ciuaclán,butcanbesold toalchemistsintownfor$1,000apiece! T M 7 HE ONSTERS C G ORPSE OLEM Noteverythingthatlookslikeazombieisazombie. Corpse golems are an excellent example. These con- structs are made of rotting bits of destroyed undead, Not-Quite-Life Is Cheap stitchedtogetherandreanimated...again.Theresult is about as effective as any other golem, but fouler. Despite looking scary, corpse golems are easy opponents for CorpsegolemsaremostlyfodderinthelegionsofEvil, well-prepareddelvers.Iftheycouldfeelpainorsurrender,they’d where they’re sometimes favored over zombies be“fodder”asdescribedonp.27ofDungeons.Theirmaindefen- because they’re not susceptible to the abilities of sivetraitsarethatthey’reUnliving(nobonusinjuryfromimpaling annoying clerics and holy warriors. A side benefit is attacks)and–likemostunlivingthings–theydon’thavetoworry that adventurers often waste precious time trying to aboutpoison,suffocation,lice,taxes,etc.Otherwise,they’resim- use sacred powers on the things, which sure do look plyfighterswithdecentSTandsharpweapons.TheGMmaywish undead. The telltale clues are sickles in lieu of hands touselots...thelegionsofEvilgetadiscountforbuyinginbulk. and the way their evil master cackles when they use thisweaponrytocutacleric’shighholysymbolinhalf. ST:15 HP:18 Speed:6.00 Hook (14): Sickles can “grapple” by hooking at Reach C, 1. DX:12 Will:8 Move:6 Thisdoes1d-1cuttinginitiallyandforfreeeveryturnafter IQ:8 Per:8 thatuntilvictimescapes. HT:12 FP:N/A SM:0 Sickles(14):2d+1cuttingor2d+1impaling.Reach1.Swung toimpale,asicklemaybecomestuck;seep.B405. Dodge:9 Parry:10(¥2) DR:0 Traits: Automaton; Bad Smell; Cannot Learn; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fragile (Unnatural); High Pain Threshold; Immunity to Meta- bolic Hazards; Indomitable; Injury Tolerance (No Blood, Unliving); No Fine Manipulators; Reprogram- mable;Single-Minded;Unfazeable;Unhealing(Total). Skills:Axe/Mace-14;Stealth-12. Class:Construct. Notes:RollHiddenLore(Undead)orThaumatologyat-5to realizethatacorpsegolemisaconstructandnotsome zombievariant;seeRecognition(Dungeons,p.9).Hasa sickleaffixedtoeachwristinplaceofahand;thesemight bepoisoned,magical,orboth(seeboxbelow).Oftenclad inarmor,withDR2tannedcorpse-leatherbeingtypical. Nogolemwillnegotiateorrevealusefulinformation. That’s Just Sickle! ThelegionsofEvilmightarmsomecorpsegolemsbetter: Meteoric:Ignoresmagic!Worth$800–or$9,000,ifbig. Poisoned: Monster drool (roll HT to avoid 2 points of Big:Thesickleisaslarge(andcostly)asasword.Add injury), bladeblack (roll HT-5 to avoid 6d injury), or any- +1tocuttingdamage.Removetheimpalingoption. thinginbetween.SeeAdventurers,pp.28-29. Fine:Akeensicklegets+1todamage.Worth$400–or $1,800,ifbig. Delvers will doubtless sell or keep nice sickles. Sickles Magical: Crackling, Flaming, Icy, Mighty, Penetrating, requiretheAxe/Maceskill,andhavethesestats: etc.;foreffectsandcosts,seeAdventurers,p.30. Weapon Damage Reach Parry Cost Weight ST Notes BigSickle sw+1cut 1 0U $450 3 10 or thr-2cut 1 0U – – 10 Hook.[1] Sickle swcut 1 0 $40 2 8 or swimp 1 0U – – 8 [2] or thr-2cut 1 0U – – 8 Hook.[1] [1]Countsasagrapple.Inflictsthrust-2cuttingonhitting,andagaineveryturnuntilvictimbreaksfree. [2]Maygetstuck;seePicks(p.B405). T M 8 HE ONSTERS D F EMON ROM B S ETWEEN THE TARS Ancienttomeshavenoshortername Life-Draining Touch (15): 1d+1 fortheDemonsfromBetweentheStars toxic.ThisCosmicattackignores –that’ssimplywhatthey’vealwaysbeen allDRandhealstheDemonthe called. Given that these entities are same number of HP that it Elder Things rather than demons, the inflicts!ReachC. monikerismisleadingaswellasannoy- Traits: Berserk (12); Chameleon 5 ingly wordy. The vaguely humanoid (Only in darkness); Dark Vision; Demons appear to be made of pure Doesn’t Breathe; Doesn’t Sleep; darkness,althoughtheyaretangibleand Fragile (Unnatural); High Pain can’twalkthroughwallsoruseShadow Threshold; Immunity to Meta- Form; when enraged, their eyes glow bolic Hazards; Indomitable; likestars.They’reaboutasintelligentas TemperatureTolerance10(-30°F apes, savage, and engulfed in a field of to155°F);Unfazeable. chilling “night energy” that absorbs Skills: Stealth-15 (in the dark, blowsandsucksenergyfromtheliving. becomes 20 if moving or 25 if They’re most often found guarding lost stationary). Elder Thing sites, and nearly always Class:ElderThing. attackfromdarkness. Notes: For the spellcasting leaders ST:14 HP:21 Speed:7.00 mentioned in ancient writings, DX:15 Will:12 Move:7 raise IQ to 10+, add Power IQ:6 Per:12 Investiture (Elder), and give HT:13 FP:13 SM:0 them spells at IQ + Power Investiture level; see Hello Dark- Dodge:10 Parry:10 DR:4 nessMyOldFriend(box).Unwill- (unarmed) ingtonegotiate.Trulyevil. Harassers From with two life-draining touches at effective skill 13. Heroes canavoidthisbykeepingtheirbackstowallsoreachother, Between the Stars butthatmeanstheycan’tretreatfromorpresstheDemons, whowillfleefrontalcombatunlessBerserkkicksin. DemonsfromBetweentheStarsmustfightcunningly to threaten barbarians with many HP, wizards with big Hello Darkness power items, and so on. They have fodder-level active defenses (Dodge and Parry 10), a mediocre DR 4, and My Old Friend onlythestandardimmunitiesofextradimensionalThings (poison,Sleepspells,suffocation,etc.).Whiletheirattack Spellcasting Demon leaders can ensure that fights bypasses DR, it’s weak (1d+1). The GM should exploit happen in the dark thanks to spells enabled by Power theirstrengths: Investiture(Elder),whichreplacetheclericspellsonp.19 ofAdventurers. • They have 21 HP and can take 42 points of injury before Fragile (Unnatural) sends them home. However, PI1:Darkness,DeathVision,Debility,DetectMagic,Dull everyblowtheylandrestores1d+1HP!Theycanlastalong Vision,Fear,Frailty,Gloom,SenseLife,andShade. timeiftheyhitandrun... PI2: Blackout, Blur, Fog, Panic, Shape Darkness, Steal • They’re very good in darkness, where they can see Energy,StrikeBlind,andTerror. (DarkVision)andhaveaneffectiveStealthskillof20when PI3:BodyofShadow,Cold,DevitalizeAir,Hide,Madness, moving. There, they can try Backstabbing (Dungeons, MysticMist,SeeInvisible,andStealVitality. pp.11-12)repeatedlyagainstavictimwhocan’tignore-5or PI4:AnimateShadow,Curse,Deathtouch,Dehydrate,Dis- moreindarknesspenalties.Vanishingfromsightrequiresa pelMagic,Frostbite,Nightmare,andPestilence. fullMovemaneuverandaStealthrollat-5,foreffectiveskill PI5:Invisibility,Lure,RottingDeath,andSuspendMana. 15 in the dark. The turn after, the Demon can strike from PI6: Drain Mana, Planar Summons (Demons from behindattheusual+4forthistrick,makingaRapidStrike BetweentheStars),andPermanentMadness. T M 9 HE ONSTERS D O EMON OF LD These demons date to time out of memory. The gods sup- posedly banished them from the mortal sphere, but they still lurk in places that escaped divine wrath, such as ruined primevalcitiesandancientdungeons.Theylooklikedemons are“supposed”tolook:muscularredbruteswithhorns,claws, barbed tails, and eyes like molten lava. Contrary to popular myth,however,theypreferhookedchainstotridents.Theonly surewaytodefeatoneistorunitthroughtheheart–makea HiddenLore(Demons)rolltolocatethis. ST:20 HP:20 Speed:7.00 DX:12 Will:16 Move:7 IQ:10 Per:10 HT:12 FP:12 SM:+1 Dodge:11 Parry:12(hand)/10(chain) DR:4 Oldies but Baddies DemonsofOldlackstrangepowers–they’retoughphysical opponents.With20HPandUnkillable,apartywithoutHidden Lore(Demons)mayhavetodeliver220HPofinjurytobeatone downto-10¥HPanddefeatit,allwithoutthebenefitofwound- ingmultipliersforneck,skull,or(conventional)vitals.Ademon at0HPorbelowmightbedispelled(“fallunconscious”)sooner, butHT12makesthisunlikely. These demons have many attacks capable of killing lightly armoredheroes.Andtheydofighttokill–BloodlustandSadism aren’tjustsuggestions.IfaPCgoesdown,everydemonstanding willgivehimanextrawhackunlesshisalliesintervene. Fortunately, while the demons are immune to mortal weak- nesseslikepoisonandasphyxiation,theycanbekeptmorethana chain’slengthawaybyaboldlypresentedholyobject.Ofcourse, they’lluseAll-OutDefense(IncreasedDodge)toduckmissilesat BarbedTailorHorns(16):2d+3impaling.ReachC,1. effectiveDodge13untilsomebodycomestofightthem. Chain (16): 3d+4 crushing. Reach 1-4. Parried at -4, blocked at -2, and may entangle or disarm if par- Old Demon ried.Treatasakusari(p.B406). Foot Talons (14): 2d+1 cutting or impaling. Reach Chain Tricks C,1. HandTalons(16):2dcuttingorimpaling.ReachC,1. Combatoptionsbesidesthoseonp.B406include: Traits: Bloodlust (12); Callous; Combat Reflexes; Grapple: The demon grasps the chain by the ends – a Ready Detect(Life);Doesn’tBreathe;Doesn’tEatorDrink; maneuver.Afterthat,achaingrappleisanattackat-2;ReachisC- Doesn’tSleep;Dread(Holyobjects;5yards);High 2.Thegrapplecountsastwo-handed,givingthedemon+5toST Pain Threshold; Immunity to Metabolic Hazards; againstattemptstobreakfree(p.B371).Onlaterturns,thedemon Indomitable; Infravision; Injury Tolerance (No canchoke(p.B370)at+2toSTforthechain,attemptatakedown Blood,NoBrain,NoNeck);Lifebane;Sadism(12); (p.B370),orreelinitsquarry(rollasforatakedown,butvictory Temperature Tolerance 10 (40°F to 215°F); Unkill- haulsthevictimayardcloser). able1(Diesonlyat-10¥HP;AchillesHeel,Blowto ReturnStrike:At-5toskill,thedemoncanstrikethebackof vitals). someone closer than the chain’s current Reach. Treat this as an Skills:Brawling-16;Kusari-16;Wrestling-16. attack from the side – giving -2 to defend on top of the defense Class:Demon. penaltiesvs.achain–andapplytheDRonthevictim’sback. Notes: Effective ST when grappling is 22, thanks to Snap: To avoid ready times – one turn at Reach 2, two at Wrestling;applySMdifferencetoattackrollswhen Reach 3-4 – the demon can snap his chain end-first. Damage grappling(+1vs.SM0humans).Someuseachain becomesthrust(2d-1crushing). ofmeteoriciron(Adventurers,p.27),worth$1,400! Unwillingtonegotiate.Trulyevil. T M 10 HE ONSTERS