- 1 Aurochs
- 2 Boar, Giant
- 3 Daemon, Ice
- 4 Devil Dog
- 5 Fetch
- 6 Golem, Ice
- 7 Mephit, Ice
- 8 Troll, Ice
- 9 Ghoul Monkey
- 10 Vampire Bat, Giant
- 11 Toad, Giant Horned
- 12 Plant Abomination
- 13 Treant, Razor
- 14 War Flower
- 15 Wardshadow
- 16 Chuul
- 17 Gray Render
- 18 Lacedon
- 19 Mosquito Swarm
- 20 Swamp Brute
- 21 Crypt Protector
- 22 Kamarupa
- 23 Poltergeist
- 24 Fleshewn Troll Throne:
- 25 Sand Stalker
- 26 Pyrolisk
- 27 Dust Digger
- 28 Fire Nymph
- 29 Cryohydra
- 30 Fen Witch
- 31 Soul Eater
- 32 Succubus, Demon
- 33 Cloaker
- 34 Demon, Babau
- 35 Chuul
- 36 Belker
- 37 Derghodaemon
- 38 Demon, Stirge
- 39 Gloom Crawler
- 40 Demon, Shadow
- 41 Hanged Man
- 42 Insanity Witch
- 43 Violet Fungus
Aurochs are huge, wild cattle that generally live in colder climates. Bulls stand 6 ft. high at the withers and can be extremely aggressive if they perceive themselves or their herds to be threatened
HD: 8; AC: 6 ; Atk: 1 gore (1d10); Save: 8; Special: None; Move: 9; AL: N; CL/XP: 8/800
Giant boars are Pleistocene cousins of the normal wild boar.
HD: 5; AC: 7; Atk: 1 gore (3d4+2); Save: 12; Special: fierce tenacity; Move: 15; AL: N; CL/XP: 6/400
Fierce Tenacity: Giant boars are such vicious animals that they somehow continue to attack even after they should by all accounts be dead. A giant boar continues attacking for 2 rounds after being reduced to 0 hp.
In the coldest regions of the river Styx, where great black chunks of frozen ice drift in hellish darkness, grinding against each other with strange, moaning noises, the ice daemons float quiescent, waiting for souls to come within reach and calling to each other with low, horrible songs of hunger. Few ice daemons are particularly intelligent, but they can evince a terrible cunning when hunting unless they are maddened with rage or starvation.
These deadly soul-hunters resemble huge, pallid toads encrusted with shards of ice like some sort of parasitic growth upon their slimy hides. When they are within 30 ft. of prey, ice daemons will usually begin an attack by shooting forth their soul-snaring tongues, for this is how they feed themselves.
Ice daemons, being creatures from planes of existence beyond mortal ken, have several other attributes of such beings. They have a magic resistance of 25% and can only be hit with magical weapons.
HD: 8; AC: 1 ; Atk: 2 claws (1d6) and bite (3d6); Save: 8; Special: Darkness, soul capture, thrumming, magic resistance 25%; Immunities: non-magic weapons; Move: 12 (Swim 24); AL: C; CL/XP: 10/1,400
Darkness: An ice daemon can cause darkness in a 15 ft. radius.
Soul Capture: The tongue of an ice daemon is transparent and spectral, able to reach through material substances and flesh to grab the soul within. If an ice daemon hits with its tongue, the victim of the attack must make a saving throw or the character’s soul has been grabbed by the daemon’s tongue. The toad will be able to draw the soul into its mouth if the character fails a second saving throw, and devour the soul. The soul will be digested into the daemon’s essence within 1d6+3 rounds; if the daemon is not slain by the time the soul is digested, the character will die irrevocably, without any possibility of being raised from the dead.
Thrumming: Once per day it can create a hideous thrumming noise that causes fear in anyone hearing it who fails a saving throw.
The wolf-like devil dog is larger than a wolf — about 5 feet long and 3 feet high at the shoulder. It has frost white fur that blends in almost perfectly with its snowbound environment, becoming effectively invisible when more than 30 feet away. Devil dogs have glowing blue eyes.
HD: 6; AC: 4 ; Atk: Bite (1d6); Save: 11; Special: Frightening howl, throat attack; Immunities: cold; Move: 21; AL: C; CL/XP: 8/800
Frightening Howl: When a devil dog bays, all creatures within 30 feet with fewer HD than the devil dog that hear it must succeed on a saving throw or become frightened for 2d6 rounds, suffering a -1 penalty to all hit rolls and saving throws.
Throat Attack: When a devil dog’s attack roll beats its target’s AC by 4 or more, the victim suffers a throat attack. A throat attack deals double damage and stuns the victim for 2d4 rounds if they fail a saving throw. Stunned creatures die unless healing magic is applied before the end of the duration of the stun.
A ragged-looking and rotting humanoid leaps from the snow, its filthy nails slashing through the frosty air. Its eyes are stark blue and its skin is pale white. Ice hangs from its scraggly hair. A fetch stands anywhere from 5 to 7 feet tall and weighs between 100 and 250 pounds. Its rotting flesh is drawn tight around its bones and flushed grayish-white. Its hair is scraggly and frozen and ice crystals cover its skin. A fetch’s eyes are stark blue. A fetch is vulnerable to fire (taking an extra 50% damage.)
HD: 3+2; AC: 6 ; Atk: 2 claws (1d4); Save: 14; Special: Freezing touch; Immunities: cold; Weaknesses: vulnerable to fire; Move: 6; AL: C; CL/XP: 3/60
Freezing Touch: Fetches strike with their claws, which are supernaturally cold and deal 1d4 points of cold damage.
The ice golem is a humanoid formed of roughly chiseled ice, standing 10 feet tall and weighing around 800 pounds. Ice golems at rest appear to be normal ice sculptures and are often mistaken as such. An ice golem is immune to all spells except as follows: Lightning-based effects slow an ice golem (as the spell) for 2d6 rounds. Cold-based effects heal all of its lost hit points. An ice golem’s body must be constructed from a single block of ice weighing at least 1,000 pounds. The ice is treated with magical powders and unguents worth at least 500 gp.
HD: 7; hp: 30; AC: 5 ; Atk: 2 slams (2d6 plus 1d6 cold); Save: 9; Special: Breath weapon, cold; Immunities: cold, magic; Weaknesses: double damage from fire, lightning-based effects; Move: 9; AL: N; CL/XP: 10/1400
Breath Weapon: An ice golem usually opens combat with its breath weapon, a blast of cold air in the shape of a cone 20-feet long with a 10-foot wide base. The breath weapon inflicts 3d6 points of cold damage (save for half damage) and can be used 3 times per day.
Cold: An ice golem’s body constantly generates intense cold, dealing 1d6 points of damage with its touch.
Ice mephits are winged imps about 3 ft. tall but weighing no more than 1 pound on average.
HD: 2; AC: 4 ; Atk: 2 claws (1d2 + 1d4 cold); Special: breath weapon, frost whirlwind; Immunities: cold, summon mephit; Move: 12 (fly 18); Save: 16; AL: N; CL/XP: 2/30
Breath Weapon: An ice mephit can breath a 15-foot cone of bitterly cold frost (1d8, save for half).
Frost Whirlwind: Once per day, an ice mephit can create a whirlwind of frost for 2d6 points of damage, with a successful saving throw allowing half damage.
Summon Mephit: Once per day, an ice mephit can attempt to summon another ice mephit with a 25% chance of success.
Ice trolls are relatives of normal trolls, but are decidedly more cunning, ruthless, evil, and despicable. They make their homes in very cold climates, always near a pool of water (either natural or troll-made). The strongest (and sometimes most intelligent) member of a band is usually the leader. They have semitransparent flesh of light blue and cold, stark white eyes. Ice trolls savor the taste of human flesh and construct their lairs near civilized areas where humans are plentiful. Captured humans are caged and fattened up before they are eaten.
An ice troll stands about 8 feet tall and weighs 450 pounds. Ice trolls do not possess any body hair. They speak the language of trolls. If an opponent rolls a natural 20 with a slashing weapon against an ice troll, the ice troll must succeed on a saving throw or lose a limb (roll 1d6: 1-3 arm, 4-6 leg; 50% chance of either right or left). An ice troll that loses a leg falls to the ground, but can continue moving at one-half speed. Severed limbs cannot attack but move at a speed of 30 feet toward the nearest source of water or ice. Fire and acid deal normal damage to an ice troll. If an ice troll loses a limb or body part, the lost portion grows back in 2d6 minutes so long as both the ice troll and lost body part are within 30 feet of each other and are both in contact with ice or water. The creature can reattach the severed member instantly by holding it to the stump, but only if the severed member has been in contact with ice or water for at least 1 round
HD: 2; AC: 7 ; Atk: 2 claws (1d6); Save: 16; Special: +1 or better weapon to hit; Immunities: cold; Weaknesses: double damage from fire, regenerate 2 hp/round, vulnerability to slashing weapons; Move: 12; AL: C; CL/XP: 4/120
Cunning: Ice trolls often set traps for humans and either devours them immediately or captures them and carries them back to their lair.
Rend: If an ice troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh for an additional 2d6 points of damage.
Source The Northlands Saga: Beyond the Wailing Mountains, Copyright 2011, Frog God Games, Author Kenneth Spencer.
Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. Unlike “human-type” ghouls, their bite does not cause paralysis. They are immune to sleep, charm, and similar spells, but are vulnerable to holy water (2d6 damage) and to being turned by clerics.
HD: 1; AC: 8 ; Atk: 1 bite (1d6) or 1 thrown rock (1d4); Save: 18; Move: 9 (12 in trees); CL/XP: 1/15; Immunities: sleep, charm, and hold spells; Weaknesses: Holy water, can be turned by clerics.
These creatures are massive, but otherwise normal, vampire bats.
HD: 1; AC: 8 ; Atk: 1 bite (1d6); Save: 17; Move: 4, 18 (fly); CL/XP: 3/60; Special: suck 1d6 blood automatically after hit.
Blood Sucking: A victim bitten by a giant vampire bat takes 1d6 bleeding damage in addition to the 1d6 damage suffered from the bite attack.
These massive bats do not suck blood, unlike their vampiric-bat cousins.
HD: 4; AC: 7 ; Atk: 1 bite (1d10); Save: 13; Move: 4, 18 (fly); CL/XP: 5/240; Special: None.
One Night Stands: Jungle Ruins of Madaro-Shanti, Copyright 2010, Frog God Games, Author Scott Casper.
These lizard-looking creatures are as large as wolves, and are armored with a thick, knobbly hide. The head of a giant horned toad is wedge-shaped, with short, thick horns protruding from the sides. Giant horned toads are normally found only in dry regions such as deserts or badlands.
HD: 4+4; AC: 4; Atk: Bite (1d8); Save: 13; Special: Squirt blood; Move: 6; AL: N; CL/XP: 5/240
Squirt Blood: Twice per day, these monsters can squirt a jet of blood from their eyes, directed at a single target within 50 ft. The target must make a successful saving throw or take full damage from the caustic blood (4d6 hit points); a successful saving throw results in only half damage.
Bracers of Displacement
Sturdy leather armbands of fine craftsmanship, these items will, upon mental command, displace the image of the wearer so that he appears to be 5 feet away. If the wearer is caught in an area effect spell, the magical energy of that spell will interact with the aura of the Bracers; the wearer must make a successful save or the Bracers will malfunction and paralyze him for 1d4 turns. No other armor can be worn while using this item. Usable by: All classes.
Flesh Mask of Ikir
This intricate mask is made of preserved flesh with a thin layer of bone to give it shape. The mask appears as if a face was wildly distorted through tugging and pulling. A leather band on the back secures it to the wearer’s head. Donning the mask gives the wearer certain abilities as follows:
- Charm person: the wearer can elect to charm another human or demihuman (5 uses)
- Mirror image: as per spell (5 uses)
- Confusion: as per spell (3 uses)
- Wizard eye: as per spell (4 uses)
No more than two abilities can be used per day and no ability can be used more than once per day. Once an ability’s uses are depleted, that ability cannot be replaced until all other abilities are as well. The Flesh Mask can be recharged by bathing it in the fresh blood of any one of the following creatures for one whole day: a basilisk, an elven virgin, a white dragon, or a wyvern. Usable by: Thieves, assassins, clerics and magic users.
An assuming little plaything which appears as a normal die found in any tavern or gambling house, the lucky die radiates magic if checked. The die has but six chargers before it is spent and useless. Spell casters will find the device extremely handy; when a particular spell is cast against a single opponent, the caster can cast the die on the ground beforehand. The number indicated dictates how many opponents may be affected by the spell. Spell level does not matter. For example: a cleric wishing to resurrect more than one fallen comrade may roll the lucky die just before casting the spell; if the roll is more than 1, then the number indicated will dictate how many may be resurrected. Usable by: All classes.
Short sword +1, Thief’s Cohort
This fine blade gives a selection of bonuses to a thief. In combat, the weapon gives the described bonus and also gives a -2/+2 bonus to Armor Class. Additionally, when sheathed, the blade bestows a +15% to all thief skills. Usable by: Thieves and assassins.
Robe of Folding
This garment is an unassuming shade of brown and made from course material. On command, the wearer can fold in such a way as to allow him access through cracks as small as one-eighth inch in width. When in such a state, the user is subject to normal attacks with a -3[+3] to his Armor Class. Usable by: Clerics and magic-users.
Dread Saecaroth, Copyright 2012, Frog God Games, Author James C. Boney.
These misshapen humanoids have bark instead of skin and grass instead of hair, as if their once human flesh was replaced from the inside by decaying plant matter. They walk around with the clumsy gait of a zombie and carry huge bent clubs. Plant abominations are among the most terrible creations of the Tree That Sees. These wretched beings are human corpses sown with his seeds and “planted” by his roots. Over the course of three days these seeds evolve, killing the host and slowly replacing his tissues with these of the Tree That Sees. The result is a nearly mindless but totally loyal creature that can serve its master either as ruthless and fearless warrior or a manual worker that never rests or hungers. They attack fearlessly but mindlessly with their clubs.
Plant abominations are highly flammable. Every time a plant abomination takes fire damage there is a 5% per point of damage for it to catch fire. A burning plant abomination suffers cumulative 1d6 points of fire damage per turn until he is utterly destroyed. Moreover, the abominations suffer double damage from fire (although the damage regenerates until the creature is killed). The abominations regenerate 1 hp per round until death. Dead abominations cease to regenerate
HD: 3; AC: 7; Atk: 1 club (1d6); Special: regenerate 1 hp/round until dead, and see below; Move: 6; Save: 13; AL: C; CL/XP: 3/60
The reborn are creatures transformed by the Tree that Sees; the plant-nomads are one of the types of transformations that the tree has attempted. The plant-nomads, in addition to their regenerative properties, have one other attribute (determine randomly for each nomad).
- Bark-like skin gives the creature an armor class of 2
- The creature is covered with warty flower-buds, and can open these (once per day) to create a dazzling flash of color. Anyone in view of the nomad must make a saving throw at +2 or be stunned into inactivity for 1d4 rounds.
- Sticky sap all over the creature makes it adhesive to weapons. Anyone hitting the creature must make a saving throw, or the weapon sticks to the plant-nomad and is pulled from reach.
- Vines grow from the plant-nomad, particularly from the arms. Instead of attacking with a club, these nomads make one attack that represents all the vines. If the attack hits, it inflicts 1d4 points of damage, and the victim must make a saving throw or be held completely immobile by the vines. If this happens, the plant nomad can inflict an automatic 1d4 point of damage in later melee rounds simply by constricting the vines around the victim.
Plant Abomination: HD: 5; AC: 5; Atk: 1 club (1d10); Special: regeneration; Move: 9; Save: 12; AL: N; CL/XP: 6/400
Razor treants are thin, gnarled black trees that grow wickedly sharp razors instead of leaves. The razors ring like a thousand tiny bells with every breath of wind. These monsters are evil and hateful cousins of normal treants, often battling with the treants for rulership of vast primordial forests in distant and exotic lands. Unlike their kind cousins, they hate all non-plant creatures with a passion and enjoy nothing more than torturing a hapless traveler for hours by inflicting hundreds of small wounds, until he finally dies from pain, exhaustion, or loss of blood.
HD: 10; AC: 2; Atk: 2 strikes (3d6+1d4 slashing); Special: Shake; Move: 6; Save: 5; AL: C; CL/XP: 11/1700
Shake: In dire need, a razor treant can shake itself violently, hurling leaves in all directions to inflict 1d6 points of damage (no saving throw) to any creature within 20 ft.
These beautiful and yet disturbing flowers resemble a man-sized sunflower that grows daggers instead of petals and has a great, round eye in its center. From its thin stem sprout a small iron shield and a needle-thin rapier. War flowers were among of the first of the creations of the Tree That Sees, a union of the gentleness and beauty of the flower with the grace and deadliness of a rapier. Although only slightly smarter than normal flowers they nevertheless can follow one-word orders, tell the difference between friends and foes and fight with unpredictable style and elegance.
HD: 6; AC: 3; Atk: 1 dagger-petal (1d6) and 1 sword-petal (1d8); Special: Launch dagger petals; Move: 6; Save: 11; AL: C; CL/XP: 8/800
Launch Dagger Petals: When a war flower is mortally wounded or hopelessly outnumbered it launches all its dagger-petals in all directions at once. Every creature in a 30 ft. radius of itself must make a saving throw or be hit by 1d4 daggers, each dealing 1d6 damage (as normal.)
The Hollow Mountain, Copyright 2011, Bill Webb, Author Uri Kurlianchik.
Amulet of Spell Storing
Crafted from amber, on a gold chain. Carved with the image of a dragon on the front and runes on the back, this amulet functions exactly as a greater arcane ring of spell storing. It holds up to 10 levels of spells.
Cloak of the Shadow
This cloak of black silk is indistinguishable from an ordinary (though valuable) cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a 10% chance of being hidden and unseen in shadows (or +10% if the PC already has a chance at that). Further, once per day the cloak can be commanded to take the form and function of an undead shadow for up to 10 rounds, or until destroyed. If destroyed in shadow form, the cloak is irrevocably destroyed.
Mantle of Defense
Appearing to be the raiment of a cleric, this gold-embroidered, fine linen garment functions exactly as Bracers of Defense when worn by someone of any class. Though it can be worn over armor, its effects are not cumulative with armor and the better AC [AAC] is taken.
Staff of Naphozol
Crafted from a seven foot length of spirally-carved aspen, studded with crystals, and capped with a white opal, the staff of Naphozol is a slightly weaker variant of the staff of power. This staff allows the use of the following spells:
- Light (50% chance of expending 1 charge)
- Magic Missile (1 charge)
- Pyrotechnics (1 charge)
- Lightning Bolt (2 charges)
- Wall of Fire (3 charges)
- Ice Storm (3 charges)
Castle Baldemar’s Dungeon, Copyright 2011, Bill Webb, Author Scott Casper
Wardshadows appear as large dark stains that flow through a room toward their opponents. They are not physical in nature, thus they are not stopped by doors or other solid objects of less than 10 feet in thickness. They are found within crypt areas, dark forests, or other shadowy adventure areas far from sunlight, and are favored guardians for altars of darkness and cold. If their designated territory is entered by anyone but their creator, Wardshadows hide near walls and other shadowy places and wait until their victims are within range for a surprise attack. At least 6 ounces of the material must be gathered and brewed into a potion by a high-level Magic-user and drank by the victim in order for 1d4 drained Dexterity to return. If the drinker has lost no points to the creature, he will not benefit from the potion. The restoration potion includes vervain, mistletoe juice, and other minor herbs and additives familiar to the Magic-user and costing 750 gold pieces minimum.
If a Wardshadow is exposed to sunlight or magical light, it will lose 1d6 hit points per round until it flees or is killed. It cannot be damaged by normal weapons.
HD: 5; AC: 4; Atk: 1 chill touch (1d6 + chill); Save: 12; AL: C; Special: chill touch and surprises on 4 in 6; Immunities: normal weapons; Move: 9; CL/XP: 9/1,100
Chill Touch: If a Wardshadow successfully hits its opponent, the target is chilled for 1d6 hit points of damage and must make a save or be drained of 1 point of Dexterity. If a Wardshadow is slain, it melts into a black slick on the floor.
The Beckoning Blade
This longsword is etched with runes associated with various spirit realms and encrusted with precious gems. The hilt of the sword is of unusual length so as to form a crucifix shape when the flat side is presented.
The Beckoning Blade, in the presence of any open portal or gate can potentially draw out a denizen of the contacted plane. Once the gate is open, the wielder may thrust the blade into the gate name one particular type of denizen he knows to exist on the other side. The Blade provides a base 50% chance of successfully drawing the denizen through the gate against its will. For each point of Wisdom above 14 possessed by the wielder, an additional 7% is added.
The Beckoning Blade provides no means of controlling whatever comes through the gate other than the ability to force the summoned denizen back through. If the wielder feels the need to dismiss the creature, he must present the flat side of the blade as if it were a crucifix and command the creature to leave. Using the Blade in such a manner gives a 100% (-5% per hit dice of the denizen) chance of dismissal.
If the summoned creature is not controlled, or is not forced back with the Blade or by other means, it will do one of the following:
1-5 Attack the wielder
6-7 Leave the wielder and move elsewhere
8-9 Interact with the wielder
10 Return through its own volition
For combat purposes, the Beckoning Blade is a longsword +1, +2 vs summoned creatures.
The Waxen Opus
This book measures two feet tall, one foot wide, and seven inches thick. Its filmy white cover appears to be dragon skin preserved in some unknown fashion; handling the cover will leave behind a silky white substance that will not easily come off the hands.
The Waxen Opus is a minor spell primer last owned by the Salka. A study of its contents will reveal at least four different writing styles, with the last one being that of the Salka herself.
The following magical spells are written in the pages of this tome:
- 2nd level: Continual Light, Enrapture*, Mirror Image, Strength, Web
- 3rd level: Explosive Runes, Hold Person, Water Breathing
- 4th level: Ice Storm, Polymorph Other, Remove Curse
- 5th level: Cloudkill, Magic Jar
- 5th level: Sigils of the Salka*
A claim of ownership made over this tome will bestow the following effects on the PC:
- The PC will rapidly gain a healthy tolerance for cold temperatures; with normal clothes on, the PC will be able to freely operate in temperatures as low as 0º F with no discomfort, and with adequate protection will tolerate temperatures as low as -30º F for up to six hours with no effect.
- The skin of the PC will take on a filmy texture that will rub off on all things touched. The film will have no physical effect on the PC other than perhaps making him somewhat easier to track.
Level: Magic-user, Level 2
Range: 30 ft.
Duration: 2d6 hours
This spell is similar to charm person, although it has a longer range and a shorter duration. A victim who fails a saving throw against this spell becomes fascinated with the caster, focused upon his every movement, and subject (within the same limitations as charm person) to his commands. The victim will seek to be near the caster at all times unless following a specific command to go elsewhere. In addition to the effects of charm person, the Enrapture spell attunes the enraptured victim to the caster’s body language, allowing the caster to issue simple commands through very subtle gestures that will be invisible to onlookers unless they are watching for such things. More complex verbal requests may also be used in the same manner as for the charm person spell. Commands that can be issued by gesture include the order to attack a specific opponent, and the request to fetch a specific object within sight. If the caster chooses to cast Charm Person onto an enraptured victim, the victim is not permitted a saving throw against the charm, but instead has only a 5% chance to resist the second spell.
Sigils of The Salka
Level: Magic-user, 6th Level
Range: 20 ft.
Duration: 6 turns+1 turn per caster level above 12
Similar to the clerical spell Blade Barrier, a Salka Sigil creates a large spinning rune capable of occupying up to a 20 ft. by 20 ft. by 20 ft. area. The sigil created will revolve on all three axes in a fixed pattern. Anyone touching the sigil will suffer the effects as listed below.
Bypassing one of these runes is a difficult prospect at best. Since it revolves on three different axes, the PC wishing to bypass it must spend 1d4 turns studying the pattern. Attempting to slip past in the middle of a revolution will require the PC to roll 45% or less on percentile dice (subtract 5% for each point of Dexterity above 15). Failure means the PC has touched the sigil and may suffer its effects, as follows:
- Sigil of Suffering: Touching this rune will force the PC to save at -3 or rapidly develop cankerous sores all over his body. The sores will reduce the PC’s hit points by 1d6 (but will not kill) and his Dexterity by 1d3. Further, the PC cannot engage in any strenuous activity without making a further saving throw at normal odds. In any case, the PC will feel constantly weak and ill for the duration. The effects will stay with the victim for 1d3 days or until a Cure Disease spell is applied from a cleric of higher level than the caster of the spell.
- Sigil of Sharpness: Touching this rune will force it to wrap around the PC for 1d3 rounds and inflict 1d12 severe cuts on the PC each for 1d6 hit points of damage. The PC may successfully make a saving throw at -3 for half of total damage. Each attack will further inflict a point of magical damage for successive rounds equal to the number of attacks inflicted (10 attacks will inflict 10d6 hit points of damage on the first round, and then 9 hit points the next turn, 8 hit points the next turn, 7 hit points on the turn after that, and so on until zero is reached). After the attack, the sigil will return to its normal routine until touched again or its expiration.
- Sigil of Sending: Touching this rune will force the PC to make a saving throw at -3 or be teleported a random direction and distance as follows:
Height variation (roll 1d6): 1-2 up, 2-4 same level, 5-6 down
Distance: 1d100 feet + 10 feet per level of caster over 12
Direction (Roll 1d8)
- North 5. South
- Northeast 6. Southwest
- East 7. West
- Southeast 8. Northwest
The nuances of the sigil magic will not allow the victim to be teleported into anything solid since anything denser than the victim cannot be displaced, though being placed underwater is permissible due to the water’s fluidity. If the distance calculated indicated solid rock or other denser material, simply adjust to place the victim in the nearest air/fluid filled area.
Ice Tower of the Salka Copyright 2012 Bill Webb and James Carl Boney, Frog God Games.
Bag filled with a glue-like substance, requires attack roll to hit but ignores Armor. Immobilizes one man-sized or smaller humanoid for 2d4 rounds unless a Open Doors check is passed. Additional checks may be made by close non-stuck characters should this initial check fail.
Brooch of Shielding
An odd silver or gold brooch which can absorb damage dealt by magic missiles. Generally a brooch can absorb 101 points of damage in this way, often they are found with some of this capacity already expended, such as in this adventure.
Feather Token (Anchor)
A token that creates an anchor capable of mooring a craft in water for up to 1 day
A humanoid-lobster with a mouth full of flailing tentacles
HD: 8; AC: 2; Atk: 2 claws (3d4) or tentacles (paralysis); Move: 12 (Swim 8); Save: 8; AL C; CL/XP: 9/1100; Special: If struck by tentacles, victim must save or be paralyzed for 2d6 rounds.
A gray render is a large, gray humanoid with several asymmetrical yellow eyes and a toothy maw.
HD: 9; AC: 3; Atk: 2 claws (2d6 or rend); Move: 12; Save: 7; AL C; CL/XP: 10/1400; Special: Render may attack weapons or armor in lieu of doing damage. Victim must save (with a bonus to the roll equal to any magical enchantment the item possesses) or the item is destroyed.
Lacedons are ghouls that inhabit bodies of water.
HD: 2; AC: 6; Atk: 2 claws (1d3 + paralysis) and 1 bite (1d4 + paralysis) Move: 9 (Swim 9); Save: 16; AL C; CL/XP: 3/60; Immunities: sleep and charm. Successful attacks require a save or be paralyzed for 3d6 rounds. Elves are mysteriously immune to this effect.
This is a large group of normal mosquitoes.
HD: 3; AC: 8; Atk: swarm (1d6); Move: 6 (Fly 15); Save: 14; AL: N; CL/XP: 3/60; Special: Blood drain 1 hp/turn when fighting the swarm in melee.
Swamp brutes are not much more than a tribe of primitive bugbears leading a crude, barbaric existence.
HD: 4+1; AC: 5; Atk: 1 bite (2d4) or weapon (1d8+1); Move: 9; Save: 13; CL/XP: 4/120; Special: Surprise opponents 1-3 on 1d6.
Level: Magic-User 3
Range: 150 ft.
Duration: 1 round/level
This spell summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it. First, those in the area must make a saving throw or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all attacks within the area have a –2 penalty to attack rolls, including ranged attacks fired into it. Third the blood deals 1d4 points of acid damage per round of exposure to the whirlwind.
Saturday Night Specials: The Mires of Mourning Copyright 2012 Bill Webb, Greg A. Vaughan, Kevin Wright, Frog God Games.
Crypt protectors are undead guards left in tombs and other burial chambers. Usually tied to a specific area, crypt protectors wander freely within their environment, protecting the dead and buried. Once per day, a crypt protector can teleport all creatures within 50 feet of it to a random location. A creature can make a saving throw to resist this teleportation, although the save is made with a -3 penalty. A teleported creature can arrive in mid-air rather than on a solid surface, if the crypt protector wishes. A creature that arrives in mid-air takes falling damage when it contacts a solid surface.
Crypt protectors take half damage from spells (or quarter damage if it makes its saving throw). Bludgeoning weapons are completely ineffective against crypt protectors.
HD: 7; AC: 4 ; Atk: 2 claws (1d6); Save: 9; Special: Teleport other; Immunities: magic, bludgeoning weapons; Move: 12; CL/XP: 9/1,100
A kamarupa appears as a mockery of its former flesh-bound life. Its hollow eyes and mouth are black voids, and its facial features twist and stretch into a nightmarish appearance.
Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. Kamarupas are highly intelligent and communicate in voices similar to the screaming wind. They hate life and light. A kamarupa is roughly human-sized and weightless. They are made powerless in sunlight, and can be destroyed if caught in natural daylight.
A creature touched by a kamarupa feels the unnatural aura of the creature as it penetrates to his very soul. The chill can kill the PC unless a successful saving throw is made. The kamarupa’s gaze can also instill fear in living beings up to 30 ft. Beings meeting the creature’s gaze must make a save or become panicked for 3d4 rounds and try to flee blindly from the creature.
Once per night, a kamarupa can place a nightmare on any creature it has encountered. The target can resist the nightmare with a successful saving throw (at a -4 penalty). Any creature that succumbs to the incredibly vivid dreams suffers 1d10 points of damage.
HD: 2; AC: 6 ; Atk: thrown object (1d6); Save: 16; Special: Invisible, throw objects, fear; Move: fly 15; CL/XP: 3/60
Fear Poltergeists also have a fear aura that affects anyone they touch (save avoids). Animals can sense the unnatural presence of these ghosts and refuse to come within 30 feet.
A fleshewn is a macabre construct made from corpses, usually trolls because of their vitality, although virtually any corporeal living creature can be fashioned into whatever shape the creator desires. Normally, these constructs are built to guard treasure or to act as servants. Some of the horrid examples of fleshewns include trolls fashioned into moving thrones or a wall of eyes spread over the interior of a room. Fleshewns cannot speak but obey their creator to the best of their ability. They can be given fairly complex instructions, up to 4 or 5 sentences.
A wall of eyes normally has eyestalks, blubbery skin and a giant mouth. It relies on spells to attack and draw creatures to its mouth.
HD: 6+3; hp 42; AC: 4; Atk: 2 claws (1d4), 1 bite (1d8); Move: 12; Save: 11; CL/XP: 12/2,000; Special: Regenerate 3 hp/round.
A troll throne is a normal throne crafted from two trolls.
One troll’s arms serve as the arms of the chair, and the chairs legs are made from the legs of the two trolls. It can grab and rend a victim with its claws, while running. A mouth is often hidden in the seat or back of the chair.
Other fleshewn variations can be created based off of the original creature stats.
Fleshewn Wall of Eyes: HD: 10; hp 71; AC: 3; Atk: 1 bite (2d8); Move: 0; Save: 5; CL/XP: 12/2,000; Special: Spells (cause serious wounds, telekinesis, fear, slow, sleep and finger of death, cast as a 10th-level magic-user, with a range of 150 feet).
Sand stalkers are aggressive 12-foot-long hunting spiders with light gray underbellies. Desert dwellers, sand stalkers burrow just beneath the sand, leaving only their front forelegs exposed.
HD: 7; AC: 4 ; Atk: 1 bite (1d6+2 plus poison); Save: 9; Special: Paralytic poison, sound lure; Move: 15, burrow 12; AL: N; CL/XP: 9/1,100
The wind plays over their forelegs, producing an eerie flute-like sound that attracts and hypnotizes prey into approaching the creature. A sand stalker’s bite delivers a poison that paralyzes its prey (save avoids) so they can be consumed at the creature’s leisure.
A pyrolisk resembles a cockatrice, although it has a single red feather in its tail and a reddish tinge to its wings.
HD: 5; AC: 6 ; Atk: 1 bite (1d3); Save: 12; Special: Conflagration gaze, pyrotechnics; Immunities: fire; Move: 6, Fly 18; AL: N; CL/XP: 7/600
Once per round, pyrolisks can cause any fire source within 30 feet to explode in a flash that blinds all creatures within 300 feet (save to avoid). A pyrolisk can also cause any creature within 30 feet that meets its gaze to burst into flame. This conflagration gaze deals 4d4 points of damage (save for half). A creature that successfully saves cannot be affected by the gaze of that pyrolisk for one day. Pyrolisks are immune to fire.
Dust Diggers are nocturnal desert carnivores that resemble 10-foot diameter sandy brown starfish with five 5-foot tentacles around a central mouth. A dust digger spends most of its time buried under the sand or dirt. Dust diggers inflate their bodies with air and wait under the sand for prey to pass over them. They then rapidly deflate, folding the victim into its mouth as the sand collapses. A creature within 5 feet of a dust digger’s mouth when the sinkhole collapses can only move at half speed.
Dust diggers swallow their prey whole on a roll 4 higher than the needed number, or if the creature rolls double the number required to hit. They can swallow anything the size of a horse or smaller. The creature can glide effortlessly through the earth in a motion similar to flying but leaves no evidence of its passing. It doubles its normal movement when using this earth glide ability.
HD: 4; AC: 4 ; Atk: 5 tentacles (1d6) and bite (1d8); Save: 13; Special: Create sinkhole, swallow whole, earth glide; Move: 10, burrow 10; AL: N; CL/XP: 7/600
Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
Fire nymphs are often found near the world’s hot spots – volcanoes, hot springs and desert oases. They are beautiful creatures, but their very touch is enough to ignite flammable objects, and causes 1d6 points of damage. Creatures attacking a fire nymph take fire damage each time their attacks hit. A fire nymph’s metallic weapons conduct this heat. The fire nymph can also heat metal in a 30 foot radius, causing 1d6 points of damage. Her glare can stun a creature within 30 feet for 2d4 rounds (save avoids).
HD: 8; AC: 8 ; Atk: dagger; Save: 8; Special: Heat, casts spells as 6th-level druid, stunning glare; Move: 12; AL: N; CL/XP: 10/1,400
Cryohydras are hydras that prefer the cold and often live in icy wastelands. When a cryohydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump before they appear.
HD: 5; AC: 5 ; Atk: 5 heads (1d6); Save: 12; Special: Regenerate heads; Move: 9; AL: N; CL/XP: 9/1,100
A fen witch is a female humanoid with one nostril, webbed feet and hands and fiery eyes. The ugly woman wears tattered robes. Her hands end in razor-sharp claws. He appearance of a fen witch is so revolting that anyone who sees one must make a save or be paralyzed for 1d6 rounds. The witch can also peer into people’s minds to learn their true names (save to avoid), which allows them to speak the person’s name and cause them to die instantly (save avoids).
HD: 8; AC: 6 ; Atk: 2 claws (1d4); Save: 12; Special: Death speak, horrific appearance, telepathy, casts spells as 7th-level cleric; Move: 12; AL: C; CL/XP: 10/1,400
Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
Soul eaters resemble billowing clouds of inky blackness, with two long, pale white arms protruding from the cloud. Soul eaters are usually summoned to slay a specific individual, and do not cease until they have completed their mission.
HD: 8; AC: 2 : Atk: 2 claws (1d6); Save: 8; Special: Find target, devour soul, wisdom drain; Move: Fly 21; CL/XP: 10/1,400
Find Target: When ordered to find a creature, a soul eater does so unerringly, honing in on the being and attacking until one is dead.
Devour soul: When a soul eater slays a foe, it devours the victim’s soul. Such a creature cannot be returned to life by any means save a deity’s intervention.
Wisdom drain: A creature hit by a soul eater’s claw attack must make a saving throw or lose 1d6 points of Wisdom. A creature brought to Wisdom 0 dies.
A succubus appears as an alluring woman, but her tiny horns, bat-like wings and sinuous tail betray her demonic heritage.
HD: 7; AC: 3 ; Atk: 2 claws (1d6+1); Save: 9; Special: Charm monster (per the spell, at will); Immunities: fire, electricity, magic resistance 40%, suggestion (per the spell, at will), teleport (at will), change shape, energy drain; Move: 12, Fly 18; CL/XP: 9/1,100
Change shape: A succubus can change her shape to appear as any other humanoid creature.
Energy drain: The mere touch of a succubus drains one level. Most succubi prefer to kiss victims in order to drain them.
A cloaker is a ray-like creature with a toothy maw, glaring red eyes and a tail of segmented bone. They swoop down to engulf prey.
HD: 6; AC: 4 : Atk: 1 bite (1d6), tail slap (1d8); Save: 11; Special: Engulf, moan, shadow shift; Move: 6, Fly 18; CL/XP: 8/800
Engulf: If a cloaker hits a victim and the attack roll is at least 5 greater than the number needed, the cloaker wraps itself around the victim. It gains a +4 bonus on its bite attack against the engulfed victim. The cloaker can continue attacking others with its tail while engulfing a PC.
Moan: A cloaker continually emits an ultrasonic moan with one of four effects:
- Fear: All creatures within 30 feet must make a save or become panicked for 2 rounds.
- Nausea: All creature in a 30-foot cone must make a save or become nauseated for 1d4 rounds.
- Stupor: A single creature within 30 feet is affected by a hold monster for 5 rounds (save negates).
- Unnerve: Anyone within 60 feet automatically suffer a -2 penalty on attack and damage rolls. Anyone within range for 6 rounds must make a save or enter a trance and be helpless until the moaning stops.
Shadow shift: Whenever it is within dim illumination, a cloaker can manipulate the shadows around it to create one of three effects:
- Blur: The cloaker’s outline blurs, granting it a -1[+1] armor class bonus.
- Mirror image: As per the mirror image spell, the cloaker can create 1d4 exact duplicates of itself.
- Image: The cloaker can create a silent, odorless illusion that it can control.
HD: 7; AC: 3 ;Atk: 2 claws (1d6), 1 bite (1d6) or spear (1d6); Save: 9; Special: Demonic abilities, protective slime; Move: 15; CL/XP: 9/1,100
Demonic abilities: Babau can see invisible creatures at all times, and can create darkness 15 ft. radius, dispel magic or teleport themselves at will. Once per day, they have a 40% chance of successfully summoning another babau.
Protective slime: Acidic slime coats a babau’s skin. This slime coating deals 1d6 points of damage to any creature touching the babau.
Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
Chuuls are heavily armored, crustacean-like predators often found lurking near the surface of ponds. They prefer to burst out of the water to grab and paralyze their prey. They have massive chitinous pincers they use to guide victims to the paralyzing tentacles around their mouth.
HD: 10; AC: 2 Atk: 2 pincers (1d6), bite (1d8), paralytic tentacles; Save: 5; Immunities: poison; tentacle grab; Move: 15; swim 12; CL/XP: 11/1,700
Tentacle grab: If a chuul hits a creature with both its pincers, it transfers the victim automatically to its mouth tentacles to hold them. The victim must make a saving throw or be paralyzed for 1d6 rounds. A creature caught in the tentacles automatically takes 1d8 points of damage each round from the chuul’s mandibles. A victim that is not paralyzed can make a saving throw to escape the writhing tentacles.
Belkers are from the Plane of Air and are composed primarily of smoke. Belkers are reclusive, but very territorial. A belker’s winged shape gives it a demonic appearance.
HD: 7; AC: -1  Atk: 2 wings (1d6), 2 claws (1d6), bite (1d8); Save: 9; Special: Smoke claws, smoke form; Move: 12; fly 18; CL/XP: 9/1,100
Smoke claws: A belker in its smoke form can settle around a victim. The victim must make a saving throw or inhale part of the creature. Smoke drawn into the victim solidifies into claws that rip at the creature’s innards, dealing 3d4 points of damage per round. A successful save each round is required to expel the smoky tendrils.
Smoke form: A belker can switch forms at will from a semi-solid air creature to a gaseous cloud (similar to gaseous form). It can assume this smoke form for up to 20 rounds.
A derghodaemon is a bloated insect-like creature with five arms and three legs. Each of the creature’s arms ends in a sharpened, clawed hand.
AC: 1 : HD: 8; Atk: 5 claws (1d6), or 2 claws (1d6) and 3 two-handed swords (1d10), 1 bite (1d6); Save: 8; Immunities: rend, see invisible, feeblemind, telepathy; Spell-like Abilities (At will—fear, darkness 15 ft. radius; 2/day—teleport, sleep); 40% chance to summon derghodaemon (1/day); Move: 12; CL/XP: 12/2,000; Immunities: poison, acid; Resistances: cold, electricity, fire.
Feeblemind: Twice per day, by clattering its mandibles together, a derghodaemon can affect all creatures within 30 feet as the spell of the same name.
Rend: If a derghodaemon hits with three claws, it grabs a victim and infl icts 2d6 points of automatic damage until the creature escapes.
It has the wrinkled wings of a stirge and its stirge-like head has human features topped with a bristled mane. Its tiny mouth is filled with fangs. It has a long, sharp nose used to pierce and draw blood like a mosquito.
AC: 2 : HD: 8; Atk: 2 claws (1d8 plus wounding) and bite (2d4); Save: 8; Special: fear aura; see invisible; spider climb; wounding; Spell-like Abilities (At will—darkness 15 ft. radius, dispel magic, teleport, telekinesis); summon demon; Move: 9, Fly 18; CL/XP: 10/1,400; Immunities: poison, electricity; Resistances: cold, acid and fire.
Drone: At all times, save when using any spell-like abilities, the stirge demon drones and buzzes like a fly. All creatures within 60 feet must make a saving throw or fall into a comatose sleep for 1d4 hours.
Fear: Stirge demons radiate fear in a 20-foot radius.
Summon Demons: Once per day, a stirge demon can attempt to summon 2d8 dretches or another stirge demon with a 35% chance of success.
Wounding: A stirge demon’s claw attack deals 1 point of Constitution damage from blood loss when it hits a creature.
Spider Climb: Stirge demons can walk on walls, floors, ceilings, and other such surfaces at their normal movement rate. This is an inherent ability and cannot be dispelled or negated.
Staff of Swarming Insects
This twisted darkwood staff is covered in knots and nodules that resemble crawling insects. The staff allows the wielder to summon a swarm of insects similar to the spell insect plague, although it functions indoors as well. The wielder can direct the swarm.
Cape of the Mountebank
This bright red and gold cape allows the wearer to disappear in a cloud of smoke and reappear a short distance away once per day, as per the dimension door spell.
Ring of Spider Climbing
A gloom crawler resembles a giant squid with many extra-long tentacles. At the end of each tentacle is a small, round, lidless eye. While it resembles a squid, it lives on the land, moving through underground tunnels by pulling itself along with the suction cups on its tentacles.
HD: 10; AC: 3 ; Atk: 10 tentacles (1d6 plus constrict), bite (2d8); Save: 5; Special: Constrict, all-around senses; Weaknesses: vulnerable to sunlight; Move: 9; CL/XP: 11/1,700; Constrict: If the gloom crawler hits with an initial tentacle attack, it grabs the victim and constricts for automatic damage in the rounds thereafter until the creature is freed.
All-around senses: A gloom crawler’s many eyes allow it to see in all directions at once. The creature also senses tremors in the land around it, allowing it to detect the location of anything within 60 feet that is touching the ground.
Vulnerable to sunlight: A gloom crawler takes 1d4 points of damage from natural sunlight.
Shadow demons are incorporeal shades of pure evil. They are perfectly adapted to hiding in the shadows and bringing pain and fear to the world
HD: 7; AC: 3 ; Atk: 2 claws (1d6 plus cold touch), bite (1d8 plus cold touch); Save: 9; Special: Light vulnerability, incorporeal; Resistances: cold, electricity, and poison; Spell-like Abilities (at will—darkness 15 ft. radius, teleport; 1/day—magic jar); 50% to summon shadow demon (1/day). Move: Fly 20; CL/XP: 8/800
Cold touch: The touch or bite of a shadow demon causes 1d6 points of damage.
Light vulnerability: Shadow demons are utterly powerless in bright sunlight.
Potion of Water Breathing
A potion of water breathing functions as the magic-user spell of the same name.
Ring of Blinking
A Ring of Blinking allows the wearer to teleport short distances without error. Physical attacks against the wearer have a 50% chance of missing, or 20% if the weapon can strike a creature in the ethereal plane. While blinking, spells have a 50% chance of hitting the wearer, and the wearer takes half damage from area spells. The wearer also takes half damage from falling.
Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
A hanged man is an undead creature resembling a zombie, with pale skin pulled tight over its bones. Its head hangs at an odd angle, seemingly unsupported by a broken neck. A rotted noose and several feet of rope hang from its neck and trail off behind it. Its eyes have no pupils.
A hanged man is the restless corpse of an evil person that was hanged, or the spirit of one wrongfully accused of a crime and hanged. It is a malevolent and vengeful creature that attacks living creatures on sight. Hanged men are usually encountered near the area where they were killed or in cemeteries, mausoleums, or graveyards where their body was laid to rest. They prey on the living and are found near civilized areas where their food supply is plentiful. Its lair is either its final resting place or a secluded and overgrown area near the place of its death. Its lair is always scattered with the remains of its victims, including any treasure a former meal happened to be carrying. Hanged men do not speak, but they can utter choked gurgles, gasps, and strangled moans.
A hanged man attacks primarily with its rope, which has foully become an extension of the hanged man itself. The creature uses its rope to capture victims and draw them in, where it rips and tears them to shreds with its filthy claws. The hanged man throws his rope to magically entangle a victim. If the attack hits, the rope latches onto the opponent’s body. This deals no damage, but drags the opponent 10 feet closer each subsequent round unless the victim breaks free, which requires a saving throw at –3. If the victim is drawn all the way to the hanged man, the hanged man can make two claw attacks per round against that victim with a +4 bonus to hit. The rope can lash out as far as 40 ft., even though it seems to be only five feet long or so when it is at rest. The rope itself has an armor class of 0 , and has 10 hp. If the rope is severed by “killing” it, both the rope and the hanged man are reduced to dust.
HD: 5; AC: 4; Atk: 1 rope and 1 claw (1d4+1); Save: 12; Special: Dragging; Move: 6; AL: C; CL/XP: 6/400
An insanity witch resembles a small elfin creature with unkempt hair. Its eyes glow with an unnatural red light and it gibbers in a low voice. Insanity witches are fey creatures of Chaos that thrive on fear and paranoia, normally dwelling in the wilderness, but very destructive if they decide to attack civilized settlements for whatever strange motives drive their decisions. Insanity witches prefer dark clothes and rarely bother with shoes.
They stand three feet tall and weigh about twenty-five pounds. They understand speech, but it is rare to hear them speak anything but nonsense. They require at least sixteen hours of sleep a day, else they slip into long hibernations. The gaze of an insanity witch is touched with madness – anyone meeting the creature’s eyes must make a saving throw or attack the nearest ally, not stopping until the friend has been killed. Once the target has died, the victim is freed from compulsion but remembers nothing of the slaying, and it is possible to fall prey to the witch’s gaze again. Characters who make their saves only remember seeing two tiny red lights that filled them with rage. Once a character has made a saving throw against an insanity witch’s attack, he is immune for twenty-four hours. The compulsion to kill, if the character is restrained, lasts for 24 hours.
HD: 2; AC: 4 ; Atk: 2 claws (1d2) or short bow (1d6); Save: 16; Special: Madness gaze, magic powers, silver or +1 weapon to hit; Move: 12; AL: C; CL/XP: 5/240
Spells: One time per day an insanity witch can create confusion (as the spell), detect law, polymorph self, and cast suggestion (as the spell), all at 8th level of ability. Moreover, whenever her actions cause a death, she gains one day’s worth of these powers. An insanity witch will often have 1d4 days worth of powers stored up from past murders.
An insanity witch feeds on the fear and paranoia caused by the murders her victims commit. If the witch loses access to a steady stream of victims, she slips into a hibernating sleep. If more than ten days pass without a murder, the witch goes into hibernation, which can last indefinitely. The insanity witch becomes aware if new victims have moved into her surroundings, but she can patiently wait months or even years before waking, giving the victims time to settle in and become comfortable with their new surroundings. Hibernation lasts a minimum of ten days, regardless of other circumstances.
The violet fungus is a tall mushroom growing as tall as seven feet, with one or more tentacle-like growths. These tentacles cause flesh to rot with a successful hit (although a saving throw will negate the effect). The rot can be stopped with a cure disease spell, but if it is not stopped within 2d6 turns, the victim will die. The fungus can move from place to place, but slowly; they are often found growing with shriekers.
HD: 3; AC: 7 ; Atk: 1 to 4; Save: 14; Special: Poison; Move: 1; AL: N; CL/XP: 5/240
Strange Bedfellows, Copyright 2010 Frog God Games, Author Carla Harker.