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VARLETS AND VERMIN

MATCH WITS with the prehistoric


horned gopher – Page 7

MARVEL at the Man of Wounds –


Page 16

DODGE the Saucer Fungi


REFRESH your approach to humanoids
– Page 11
– Page 21

A pack of 52 monstrous challenges for low level


adventurers

Compatible with Swords & Wizardry™ and other


retro d20 adventure games

Copyright Roger S. G. Sorolla, 2010 (v. 1.0)


Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J.
Finch. Not affiliated with Matthew J. Finch or Mythmere Games™.
Table of Contents
INTRODUCTION.................................................................................................... 4
AT THE ENTRANCE ............................................................................................... 5
Doom Vultures .................................................................................................... 5
Mithridatium Bush.............................................................................................. 5
Strangle Vines...................................................................................................... 5
Razor Thorns ....................................................................................................... 6
Trickster Beast ..................................................................................................... 6
RAT VARIATIONS .................................................................................................. 6
Panzer Rats .......................................................................................................... 6
Scaler Rats............................................................................................................ 7
Miner Rats............................................................................................................ 7
Rat Swarm............................................................................................................ 7
Zombie Rats ......................................................................................................... 8
OH GARBAGE DUMP............................................................................................. 8
Giant Botflies ....................................................................................................... 8
Giant Pillbugs ...................................................................................................... 9
Chartreuse Crud .................................................................................................. 9
Scrap Golem........................................................................................................ 10
Translucent Worms............................................................................................ 10
THE UNDERDIM .................................................................................................... 11
Saucer Fungi ........................................................................................................ 11
Eye Droppers ....................................................................................................... 11
Meat Slugs............................................................................................................ 11
Degenerates ........................................................................................................ 12
Fire Moths........................................................................................................... 12
THREE FEET OF WATER...................................................................................... 13
Amphibious Jumping Tiger Shark ..................................................................... 13
Greenhair ............................................................................................................ 13
Ice Nixie .............................................................................................................. 14
Spitting Striders.................................................................................................. 14
Torpor Remora ................................................................................................... 14
ADVERSARIAL GAMEMASTER’S BULLPEN ....................................................... 15
Barrel Beast ......................................................................................................... 15
Hoard Serpent .................................................................................................... 15
Man of Wounds.................................................................................................. 16
Insistent Shale .................................................................................................... 16
Pemblings ........................................................................................................... 17
PAUPER’S CEMETERY........................................................................................... 17
Skull Creeper ...................................................................................................... 17
Dust of Ages........................................................................................................ 18
Cerement ............................................................................................................ 18
Fardarrig ............................................................................................................. 18
Ghost Face .......................................................................................................... 19

VARLETS AND VERMIN 2


POOR WIZARD’S ALMANACK ............................................................................ 19
Elemental Nuisance: Air .................................................................................... 19
Elemental Nuisance: Earth ................................................................................ 19
Elemental Nuisance: Fire .................................................................................. 20
Elemental Nuisance: Water .............................................................................. 20
Demi-Real Monster ............................................................................................ 21
APPENDIX A: HALF MAN, HALF AMAZING ...................................................... 21
Rabble .................................................................................................................22
Fanatics ...............................................................................................................22
Warband .............................................................................................................22
Hunters ...............................................................................................................23
Lurkers ................................................................................................................23
Legions............................................................................................................... 24
Opportunists...................................................................................................... 24
APPENDIX B: TEN TAMED TITANS ....................................................................25
The Troll Cabinet ...............................................................................................25
The Sleeping Dragon......................................................................................... 26
The Mimicking Golem ...................................................................................... 26
The Contra-trice ................................................................................................ 26
The Worm Turns................................................................................................27
Shadow Cast .......................................................................................................27
The Diminished Giant........................................................................................27
Stalker With Restraining Order.........................................................................27
The Hydra’s Heads ............................................................................................ 28
Thieving Harpies ............................................................................................... 28

All artwork taken from public domain sources.

VARLETS AND VERMIN 3


Varlets and Vermin clones from Original to Advanced.
Armor classes for ascending AC
systems are given in brackets.

At the end are seven ideas for


creating distinctive groups of
humanoids, followed by ten further
ways in which specific higher-level
monsters can provide a survivable
challenge at low character levels.

The monster listings are presented


INTRODUCTION in S&W format. Some notes on
special rules:
Kobolds .. rats … goblins … kobolds …
rats … rats … skeletons … Oh! Some Attached/entangling creatures
fire beetles. Orcs. Giant centipedes. and damage: Because several of
Rats … goblins … rats … these creatures attach to or entangle
their victims, the referee may want
First level characters in old-school to use the rule that any damage in
adventure gaming can be forgiven excess of that needed to kill the
for getting a little bored, especially attached creature, or any weapon
if their players have been around attack that misses the creature by 1
the block a few times. Low level point exactly, harms the creature’s
adventures have boring monsters victim instead.
because of the limited selection at
those levels; after all, higher levels Surprise: Some creatures have an
can always just add larger numbers enhanced chance of surprise,
of lower level monsters to provide assuming a d6 roll is used to
an adequate challenge. Although establish surprise in an encounter.
stronger monsters every once in a A 1-3 chance means normal
while are good to provoke creativity, opponents only surprise the
the usual meat and potatoes handed creature on a 6, while a 1-4 or higher
to beginning adventurers can get chance means the opponents
fairly tiresome. The sameness of low cannot surprise the creature at all.
level monsters can also get in the
way of developing consistent Modifiers to armor class and
adventure environment themes. saving throws: Some creatures
have a beneficial modifier to their
This product presents stats and armor class and saving throws that
brief descriptions for 35 low- is based on dexterity and/or luck.
challenge monsters, grouped by the This modifier does not count as
kind of setting they are most likely armor. It doesn’t apply if the
to be found in. Stats are developed creature cannot move, is
for Swords and Wizardry™, but are unconscious, or is unaware of the
compatible with most old school attacker.
role-playing products and retro-

VARLETS AND VERMIN 4


AT THE ENTRANCE creatures, the pods open, revealing
exotic blackish-crimson flowers that
Don’t let sunlight and open sky fool exhale soporific pollen throughout a
you. There are monsters that thrive 5 foot range. All within range must
on these things, too. The ones that save (as poison) or fall into a
hit you before you descend are bad dreamless sleep, with grogginess
… but the ones that stick around lasting a full hour after waking. The
waiting for you to come back up are bush is not harmed by blunt,
much, much worse. piercing, or missile weapons. Local
folklore hints at woeful
consequences if its leaves and
Doom Vultures branches are burned, but what
these consequences are exactly, if
Armor Class: 7 [12]
anything, is something for the
Hit Dice: 2
referee to decide.
Attacks: Beak 1d4
Saving Throw: 16
Special: None Strangle Vines
Move: 3/15 (flying)
Challenge Level/XP: 2/30 Armor Class: 7 [12]
Hit Dice: 2
These foul and cowardly birds do Attacks: 3 whips; strangle 1d3
not attack the unharmed, but will /round
always prefer to attack whoever in a Saving Throw: 16
group has lost the most hit points, Special: Entangle, immunity
no matter what their level or Move: 0
equipment. Larger and more Challenge Level/XP: 2/30
aggressive than normal vultures,
small numbers of the doom breed A mass of animated, carnivorous
circle high over dungeon entrances, vines that lash out at random when
battlefields, and other places from approached closely. If they hit on an
whence the grievously wounded are exact multiple of 4, they ensnare the
known to stagger. throat and do 1d3 damage that and
each subsequent round, otherwise a
hit merely entangles the victim’s
Mithridatium Bush limbs (-2 to hit and +2 to be hit per
entangling). The vines are not
Armor Class: 8 [11]
harmed by blunt, piercing, or
Hit Dice: 3
missile weapons.
Attacks: None
Saving Throw: 14
Special: Sleep cloud; immunities
Move: 0
Challenge Level/XP: 1/15

This plant appears to be a shrub or


hedge with tightly closed pods. On
the close approach of living

VARLETS AND VERMIN 5


Razor Thorns sound and glowing light illusions at
Armor Class: 7 [12] will to a range of 60 feet. Trickster
Hit Dice: 2 beasts usually are out to relieve
Attacks: 2 whips, 1d3 each adventurers of their treasure by
Saving Throw: 16 deception, but sometimes they team
Special: Immunity, bonus vs. with more malicious creatures to
unarmored, thorns. create a lethal ambush. A few times
Move: 0 they even really do intend to help
Challenge Level/XP: 2/30 the party on their mission.

Cousin to strangle vine, this tangle RAT VARIATIONS


of malicious thorny vines will lash
out at random when approached Dungeon food chains would be
closely, with +2 to hit against an much poorer without the
unarmored opponent. Unlike ubiquitous giant rats. They go
strangle vines, they do not ensnare anywhere, eat anything, carry
victims, but have the same enough disease to be slightly scary,
immunity to blunt, piercing, or and are smart enough to give a
missile weapons. The thorns are modest tactical challenge. These
detachable and stick in the flesh, so creatures are variants on the rat, but
that the wounds do not heal until can be changed with little trouble to
all the thorns have been plucked whatever species fits your dungeon
out, taking 1 round/hit point ecology. Remember! No animal is
damage. too silly to deliver the death blow to
a 1st level character.
Trickster Beast
Armor Class: 4 [15] (counting +4
dexterity and luck bonus) Panzer Rats
Hit Dice: 1d4 hit points Armor Class: 3 [16]
Attacks: None Hit Dice: 1d4 hit points
Saving Throw: 14 (counting +4 Attacks: Bite, 1d3
dexterity and luck bonus) Saving Throw: 18
Special: Minor illusions Special: 5% chance of disease
Move: 15 Move: 9
Challenge Level/XP: 1/15 Challenge Level/XP: A/5

These quick-thinking, fast-talking Armored breeds of rats include both


animals come from a smaller the mutant strains with keratinous
mammal species, be they rabbits, plating, and the rarer and more
foxes, monkeys, or whatever fits the disturbing examples of rats who
area. They are able to walk on their have managed to clothe themselves
hind legs and to change their in small helmets and mail coats.
appearance magically, appearing as These stats, without the disease, can
a small-sized creature such as a also represent hostile armadillos,
dwarf or gnome, or a man-sized tortoises, or horned toads.
creature if one sits on the other’s
shoulders. They can also create

VARLETS AND VERMIN 6


Scaler Rats to exist at lower levels, with red-hot
Armor Class: 7 [12] claws that crack and melt through
Hit Dice: 1d4 hit points solid stone.
Attacks: Bite, 1d3
Saving Throw: 18
Rat Swarm
Special: Surprise on 1-4, Armor Class: 9 [10]
5% disease Hit Dice: 2 (attacks as ½ HD)
Move: 12, 6 on walls/ceilings Attacks: Up to 4 per person in area,
Challenge Level/XP: A/5 1 damage each
Saving Throw: 16
It is either adhesive, sucker-tipped Special: Damage resistant
toes, or steely hooked claws, that Move: 12
allow these grayish-brown mutant Challenge Level/XP: 2/30
rats to scale walls and hang from
ceilings in the dungeon. Their self- Swarming rats are individually of
righting instinct is as sure as a cat’s, normal size but are bound together
allowing them to drop and dive by ravening hunger, collective
jaws-first on passers-by. Scaler rats intelligence, or foul magic. These
can be re-imagined as hostile, stats represent a fearsome pack of
gecko-like lizards, or perhaps giant some two score rats spread over a
black squirrels in a woodland roughly 10 by 5 foot area. Even one
setting. of these can challenge a low level
party, because it is hard to protect
the weak and wounded from their
Miner Rats onslaught. Their bites do little
Armor Class: 7 [12] damage individually but there are
Hit Dice: 1d4 hit points many of them. The pack will move
Attacks: Claws, 1d3+1 to engulf the maximum number of
Saving Throw: 18 victims allowed by its area. Anyone
Special: +2 to hit vs. armor, surprise within the swarm’s area takes 4
on 1-4 attacks per round while those on
Move: 12, 3 through earth the borders fighting it take 2.
Challenge Level/XP: B/10 Attacks without area effect, such as
weapon strikes, can do only 1 point
Shallow dungeon levels are often of damage per hit to the swarm.
dug into packed earth or clay. In
such an environment a digging pest The swarm’s hit points represent
can thrive, and so the vicious Miner sufficient dead to disperse the rats,
Rats are found in their tiny and but multiple routed swarms may
labyrinthine burrows, ready to pop rally and regroup at some point in
out of walls or ceilings to assault the the future. Disease, even at a 5%
unwary. Minerals in their diet help chance, can be an especially nasty
build their tough, armor-punching addition to the swarm due to the
claws. These stats can also model high frequency of attacks. These
aggressive breeds of moles, badgers, rules can also model any kind of
or prehistoric horned gophers. swarming and biting creatures, from
Tougher Miner types are rumored angry frogs to killer bees.

VARLETS AND VERMIN 7


Zombie Rats OH GARBAGE DUMP
Armor Class: 8 [11]
Hit Dice: 2d4 hit points (attack and Being knee-deep in refuse is a
are turned as 1 HD creatures) common condition of humble
Attacks: Claws, 1d3 dungeon delvers. Having monsters
Saving Throw: 17 among the refuse is almost
Special: Disease 15% expected. After all, food in the
Move: 9 dungeon is scarce, and anything
Challenge Level/XP: 1/15 that can be eaten, no matter how
repulsive, will be — often by
It may not even be apparent that something just as repulsive.
these are undead creatures until the
fighting begins up close. The disease
chance is that much greater, and Giant Botflies
the rats themselves are that much Armor Class: 6 [13]
tougher, for being undead. These Hit Dice: 1
stats will also do for any kind of Attacks: Bite, 1d2
zombified small animal. Saving Throw: 17
Special: 20% chance to inject larvae;
fire vulnerability
Move: 15 (flying)
Challenge Level/XP: 1/15

Foul insects that feed off carrion


and refuse, giant botflies also have a
chance to inject larvae into the body
of their victim after a successful bite
attack. The larvae are hard to detect
normally at first; they will incubate
under the skin for 1d4+1 days and
then burst forth as 2d6 immature
botflies (1 HP each, no injection
attack) doing 1 point of damage in
the process per hatched fly. Only a
cure disease spell or stronger
healing magic will destroy the
larvae. If damaged by normal or
magical fire, a botfly’s wings will
burn off, leaving it unable to fly. Its
AC will be 9 [10] and its walking
movement only 3.

VARLETS AND VERMIN 8


Giant Pillbugs uncertain about the basic facts of
Armor Class: 4 [15] chartreuse crud, roll d6 on this
Hit Dice: 1-1 table:
Attacks: Bite, 1d3
Saving Throw: 17 1: Hallucinogenic effect on touch;
Special: Roll up (AC, save improved character is confused (as confusion
by 4) spell) and must save every hour to
Move: 6, or 9 rolling regain wits from this spell-like
Challenge Level/XP: 1/15 effect.

Pillbugs dwell among rotting 2: Corrodes metal as a rust monster,


garbage and wood, and where these but any kind of metal, not just
things are piled in huge heaps, the ferrous.
giant variety can be found. With
tough armored plates overlapping 3: Eats leather, wood, hair, and
like banded mail, these three-foot other non-living substances of plant
long, many-footed insects are hard or animal origin.
enough to hit. But when they have
taken half or more of their hit 4: Is harmless, but sticks to hands
points in damage, they roll up into and feet, or their coverings, making
an armored ball. In this form the them slippery (-2 to hit while on
pillbug is even harder to hit (armor hands, +2 to be hit while on feet).
class and saves improved by 4),
cannot attack, and moves to escape 5: Enters the bloodstream; every 6
danger by a strange kind of hours, save or lose 1 HP from
gyroscopic rolling. poison-like effects until cure disease
is applied.

Chartreuse Crud 6: Roll twice more for two effects; if


6 is rolled again, this has the
No stats (Special)
poison-like effect “on contact, save
at +2 or die.”
Chartreuse crud is a sickly yellow-
green infestation that resembles a
A light spell cast directly on the
slithery lichen composed of
crud will destroy it, but other
feathery, overlapping scales. It is
normally destructive means such as
photophobic, fleeing from even dim
fire or acid will have no effect on it.
light with remarkable quickness,
pooling in dark shadows, corners,
and crannies. Pieces of clothing,
heaps of garbage or rubble, and
treasure sacks are particularly nasty
hiding places for the crud.

There is disagreement on the exact


nature of its danger to explorers,
and it is possible that different
strains exist with different effects. If

VARLETS AND VERMIN 9


Scrap Golem Translucent Worms
Armor Class: 7 [12] Armor Class: 9 [10], -4 to be hit in
Hit Dice: 2 (10 hp) habitat
Attacks: Strike, 1d6-1 Hit Dice: 1d4 hit points
Saving Throw: 16 Attacks: Bite/burrow, 1d4
Special: Surprise (1-4), takes half Saving Throw: 18
damage from piercing weapons and Special: Translucent (surprise 1-4 in
fire habitat), flesh burrowing, splitting.
Move: 3 Move: 6
Challenge Level/XP: 2/30 Challenge Level/XP: B/10

“Golem” may be a misnomer, as it is Translucent worms have about the


hard to see how or why these thickness of a good piece of rope
conglomerations of refuse would and stretch from one to four feet
have been animated intentionally. long, a length reflected by their hit
Rather than towering over its foes, a point roll. Their normal habitat is in
scrap golem uses natural disguise to piles of rotting refuse or vegetation,
leap at them, snaking out ropy but they can also be found in dirt
tendrils of flying debris. Each and murky water. If they roll a 4 for
damage result from 0-5 represents a damage on their attack they have
hit by a different component of the burrowed into the flesh of the
golem. victim and automatically hit each
round thereafter until dead, but no
0: Rotten food, no damage longer benefit from their habitat
penalty to be hit.
1: Bone piece, 25% chance of lodging
in wound Hard as it is to believe, flesh
burrowing is not the most annoying
2: Wood splinter, 50% chance of trait of translucent worms. Indeed,
lodging in wound when a worm of 2 or more hit
points is struck by a physical attack,
3: Blunt brick piece this only splits the worm into two
worms, dividing the hit points of
4: Sharp stone fragment the former worm between them.
The “rear” worm spends 1 combat
5: Sharp rusty metal scrap, 50% round re-forming mouth parts and
chance of lodging in wound, then then joins the fray. Only a 1 hp
further 50% of contracting dungeon worm can be slain by striking. Fire
tetanus (fatal within 1-4 days). and other area effects damage the
worms normally.
Items lodged in the wound from
damage prevent healing of those hit
points until carefully removed (1
round per hit point of damage).

VARLETS AND VERMIN 10


THE UNDERDIM Eye Droppers
Armor Class: 8 [11]
Below the shallow caves and cellars, Hit Dice: 1+1
a phantom underworld of vast cave Attacks: Bite 1d6
networks awaits, populated by Saving Throw: 17
strange and terrible things long Special: Surprise 1-5
isolated from the light. Even though Move: 3
the full force of these perils is too Challenge Level/XP: 1/15
deadly for the novice adventurers to
face, the low links of the The basic form of an eye dropper is
underworld food chain often trickle a gelatinous swirl of transparent
up to the easier levels in search of a protoplasm about the size of a sack.
better existence. Its name comes from two unsettling
features. Over its lifetime it
Saucer Fungi accumulates the teeth and eyes of
Armor Class: 8 [11] its victims, preserved within its
Hit Dice: Saucer 1+1, stalk 1 plasm and put to work as new body
Attacks: Saucer edge 1d4 parts. It also is able to climb walls
Saving Throw: 17 and ceilings and will often wrap
Special: Launch saucer itself around a stalactite or lintel,
Move: Saucer 12 (flying), stalk 0 from where it will drop on its prey.
Challenge Level/XP: 1/15 If its roll is enough to hit AC 10
(with any dexterity bonuses) it will
These two to four foot tall adhere to the victim, attacking at +4
mushrooms will detach their saucer thereafter.
caps and send them flying at
intruders who approach within 90
feet. In flight, the saucers extend
Meat Slugs
sharp edges capable of cutting rope, Armor Class: 9 [10]
flesh, or leather. If the saucer misses Hit Dice: 2
its target or hits for 1 or 2 points, it Attacks: Bite 1d4
returns to the stalk, which spends a Saving Throw: 16
combat round recharging it for the Special: Sticky slime
next throw. If the stalk is destroyed, Move: 6
the corresponding saucer flops to Challenge Level/XP: 1/15
the ground.
The slow moving meat slug is found
in the food pens of strange
underground races, though some
wild slugs persist in shallower
caverns. Meat slugs dine on wall
scum, fungus, mold and anything
else they can get their leech-like
mouths on. Their slime is thick and
sticky. If a melee weapon does
maximum damage to the slug, it
will be stuck, requiring a combat

VARLETS AND VERMIN 11


round to free. Also, anyone who Fire Moths
treads on its 60 foot long slime trail Armor Class: 7 [12], -2 to be hit with
must stop and loses half his or her melee weapons
move, this round and next. Hit Dice: 1
Attacks: Fire 1d6/ 1d3
Saving Throw: 17
Degenerates Special: Immune to fire
Armor Class: 8 [11] Move: 18 flying
Hit Dice: 1 Challenge Level/XP: 1/15
Attacks: Crude weapon 1d6
Saving Throw: 17 With the way moths are fatally
Special: None attracted to flame, it was only a
Move: 12 matter of time before the first giant
Challenge Level/XP: fireproof moths mutated and
spread, in inhabited underground
Degenerates descend from human caverns where fires and lava flows
slaves used as the meat animals of are often lit. A fire moth has no
abominable subterranean races. attack in itself, but sweats an oily
Although they walk upright and secretion that catches fire easily.
wear crude garments, these pale- The now-blazing moth will then
skinned cannibals have been bred ram into its foes for 1d6 fire damage
down to a dog-like intelligence and on a successful hit, or fly overhead
have no moral scruples whatsoever. and drip flaming oil which hits for
In parleying, they appear to use 1d3 damage. Low-level parties prone
words of the common tongue, but to carrying open torch flames and
really it is a parrot-like regurgitation starting oil fires have a distinct
of random vocabulary and scraps of hatred for these insects.
the other party’s conversation. Their
own behavior will complement the
attitude of the adventurers. If
approached with fear and caution,
they will surge forward and attack;
if approached aggressively, they will
cower and submit; if approached
with offers to cooperate, they will
gladly agree, all the while looking
for advantage and a chance to dine
on fresh flesh. They make
interesting slaves or antagonists of
humanoid tribes, as their human
form may attract misguided
sympathy from the explorers.

VARLETS AND VERMIN 12


THREE FEET OF WATER Greenhair
Armor Class: is hit automatically
Flooded corridors and caverns Hit Dice: 2+4
present their own set of challenges. Attacks: Entangle
Drowning is an ever-present hazard, Saving Throw: 16
pits and spikes on the floor are Special: Attack immunity, entangle
harder to detect, and a whole new Move: 0
class of creature awaits just below Challenge Level/XP: 1/15XP
the surface.
Growing thickly in underground
waters, these carnivorous weedy
Amphibious Jumping Tiger strands possess a dim and
Shark malevolent sentience. A single
greenhair clump covers a roughly 5
Armor Class: 6 [13]
feet square area and can float as
Hit Dice: 2
high as 10 feet in deep enough
Attacks: Bite 1d6+1
water. Greenhair does not attack as
Saving Throw: 16
such, but rather seeks to entangle
Special: Leap
creatures moving through its zone,
Move: 18 swimming, 9 on land
dragging them down and drowning
Challenge Level/XP: 2/30XP
them under the water.
Only a mad wizard beginning to run
Each person in the area of greenhair
out of ideas could have created this
must save at the start of each round,
striped, furred, man-eating
-2 if carrying a heavy load, -4 if
abomination. The size and shape of
encumbered. Failing the save once
a five-foot-long shark, it also sports
means the victim cannot move.
two powerful cat-like hind legs that
Failing a second round’s save means
retract partly into its body for
the victim is brought to his or her
streamlined swimming. On land it
knees, a third means the victim is
uses its legs to leap up to 30 feet
brought to hands and knees and
horizontally or 10 feet vertically. If it
cannot use their arms, and a fourth
can submerge itself at least 10 feet
means the victim is brought prone.
for buoyancy and momentum, it can
If any of these take the victim’s head
make a similar jump out of the
underwater, he or she takes
water.
drowning damage per round as
appropriate (or 1d6 damage/round if
the rules do not cover drowning).
Greenhair can not be harmed by any
weapons other than slashing melee
weapons, but these automatically
hit. Killing a greenhair clump
releases its victim.

VARLETS AND VERMIN 13


Ice Nixie Spitting Striders
Armor Class: 6 [13] (counting +3 Armor Class: 6 [13]
dexterity and luck bonus) Hit Dice: 1
Hit Dice: 1 Attacks: Bite 1d6; goo 1d4 with 15
Attacks: Ice dagger 1d4 in melee; ice foot range increment
darts 1d3 with 20 foot range Saving Throw: 17
increment Special: None
Saving Throw: 14 (counting +3 Move: 12 on water, 6 on land
dexterity and luck bonus) Challenge Level/XP: 1/15
Special: Freeze water, ice charm
Move: 9, 15 (swimming) If scholars know about these
Challenge Level/XP: 1/15 creatures, they surely must debate
how insects of their size and weight
Cold-blooded variants of the can walk on water. Nevertheless,
familiar aquatic fey folk, ice nixies the spitting strider performs the
do not confine themselves to arctic miracle daily, perhaps aided by the
pools, but spread their chill aura to viscous, caustic substance it spits
all kinds of fresh water, including from its sharp jaws at enemies.
underground. They can cause water Striders are unsure on land but will
to freeze at a range of 60 feet, up to climb up to attack if they are being
a cubic foot per combat round. They harassed from afar. If the water
use the resultant ice to create all surface becomes choppy, they only
sorts of improvised structures, move one third as fast.
armaments, and inconveniences.

The ice nixie’s charm person power, Torpor Remora


usable once per day, is different Armor Class: 8 [11]
from the normal nixie charm. It Hit Dice: 1/2
causes the victim’s heart to grow Attacks: Bite (slowing, no damage)
cold, rather than warm, He or she Saving Throw: 18
becomes indifferent to the well- Special: Torpor
being of any comrades, and acts Move: 6
only in line with self-interest. If this Challenge Level/XP: A/5
extends to theft, betrayal and
robbery, so be it, but certainly there Shallow and murky waters are the
is no reason to harm the inoffensive habitat of the torpor remora, a
and penniless ice nixie. Only the blackish-green eel about the size of
nixie’s will, or its death, will release a small cat. These creatures attack
a victim from the charm. the feet by preference, using the
armor class of a character’s footwear
(soft leather is AC 8[11], hard leather
is AC 7[12], metal shod boots are AC
4[15], full plate footwear is AC 2[17]).
If a remora hits, it attaches itself,
and the victim must save each
round (poison) or undergo the
effects of a slow spell, moving and

VARLETS AND VERMIN 14


acting at half speed. Because the clam-like, prehensile foot and
remora’s bite has a numbing effect, clobbers the victim with the barrel,
someone who is hit is not likely to doing 1d4 damage on a successful
notice it. A slowed person hit by a hit, and knocking him or her down
second, different remora becomes unless a save is made. Thereafter,
completely paralyzed. Each hour the barrel lies on its side, rolling and
after the initial bite, a save is hopping around while the beast
allowed to undo one effect lashes out in normal melee attacks
(paralyzed people become slowed, with its foot. Every other round the
slowed go back to normal). beast also squirts one opponent
within 10 feet with a foul, acidic
substance from the knothole, doing
ADVERSARIAL 1-6 damage unless he saves. The
GAMEMASTER’S barrel beast is easy to hit but all
weapon damage against it, except
BULLPEN from chopping weapons like axes, is
reduced by 2. When its hit points
In a world with ear seekers, throat are at 0 or lower, the barrel breaks
leeches, trappers, lurkers, mimics and the beast collapses into an
and all the other deceptive tricks of inert, oozing mound of filth and
the dungeon, the fantasy world hair. Different sizes of barrel beast
hardly needs any more annoying (small keg beasts and big tun
critters to throw at players. And yet, beasts) are known to exist.
here they are.

Hoard Serpent
Barrel Beast Armor Class: 4 [15]
Armor Class: 9 [10] Hit Dice: 1 to 3
Hit Dice: 1 to 3 Attacks: Bite or tail, as weapon
Attacks: 1d6 kick damage.
Saving Throw: 17, 16 or 14 by hit dice Saving Throw: 17, 16 or 14 by hit dice
Special: Overbear, knothole attack Special: Immunity, surprise on 1-4
1d6 (10 foot range), damage Move: 6
resistance Challenge Level/XP: 1-3/15, 30, 60
Move: 9
Challenge Level/XP: 1-3/15, 30, 60 The hoard serpent is both an
embodiment and punishment of
An innocent looking barrel can greed. It is formed by eldritch forces
come to be stuffed full of the from a heap of treasure. Its body is a
infamous barrel beast in the same long, coiling stack of coins (100-200
way that a deserted shell is taken of them), and it has 1 or 2 semi-
over by a hermit crab. One end of precious gem eyes set in its head,
the barrel is missing, and this end which is also formed of scaled coins.
sits on the floor while the beast It attacks with a weapon from the
watches through a knothole. When hoard, either a dagger set in its jaw,
a living being approaches within 5 or a sword-sized weapon set in its
feet, the beast rears up on its long, tail. It takes no damage from

VARLETS AND VERMIN 15


normal fire or missile weapons. 1 his weapons are gone, the Man of
HD hoard serpents are made of Wounds’ enchantment is broken,
copper coins, 2 HD of silver and 3 and he falls to the ground bleeding
HD of gold, with each gem and with zero Hit Points.
weapon worth about 10 gp per hit
die. When dead, the serpent’s
constituent treasure collapses and Insistent Shale
may be gathered normally. No stats (Special)

Among the many marvels of the


Man of Wounds elements is a form of stone with the
Armor Class: 9 [10] ambition to turn the world to
Hit Dice: Equal to number of silicate, petrifying all living or
weapons stuck in body formerly living material it touches.
Attacks: Weapon, as fighter with This insistent shale, as alchemists
level = hit dice call it, appears to be a flat slab of
Saving Throw: As fighter with level intensely gray-colored rock, either
= hit dice lying on the ground or worked as a
Special: Damage reversal protective measure into the
Move: 12 architecture. Petrified statues of
Challenge Level/XP: 2/30 dungeon animals often announce its
presence. Anyone who touches it
It is not clear, even to the Man of with naked flesh must save or be
Wounds himself, whether he has turned to stone. Objects of organic
been blessed or cursed by the magic material, such as wooden poles or
that makes any weapons that hit leather boots, are also turned to
him stick in his body and add to his stone by touching it. It can be
power. When found, he will have 2 damaged only by picks or blunt
or more weapons stuck in or to his metal weapons, which hit
body, with a hit die for each rolled automatically. The shale requires 5-
according to the damage dealt by 30 points of damage to shatter,
that weapon – so, a 1d4 dagger, 2d4 depending on its size – and when it
maul and 1d6 sword would give him shatters, all with exposed skin
three effective hit dice and 3d4 + within 15 feet are attacked by flying
1d6 hit points. He also carries a fragments as a 4 Hit Dice monster,
weapon of his own. and if hit must save at +2 or turn to
stone. Depending on how the
Any weapons that hit him stick to dungeon architect has used it,
him; roll damage, and add that to insistent shale can be a distraction,
his hit points, then add 1 to his hit an annoyance, or a real threat to
dice. The only way to harm the Man explorers.
of Wounds other than magic is to
grab his weapons (on a bare-handed
hit vs. AC 5[14]) and pull them out
of his body, dealing damage equal
to the weapon’s hit die roll and
reducing his Hit Dice by 1. When all

VARLETS AND VERMIN 16


Pemblings PAUPER’S CEMETERY
Armor Class: 3 [16]
Hit Dice: 1/2 Skeletons, zombies, and the
Attacks: Bite 1d4 occasional low numbers of ghouls?
Saving Throw: 18 Shallow crypts and abandoned
Special: Damage immunity graveyards should be less
Move: 9, 10 foot leap predictable. Not everything
Challenge Level/XP: B/5 dwelling with the dead is dead, and
not every dead body is whole …
Pemblings are mindless lesser
elemental creatures that look like
fist-sized rocks when dormant. Skull Creeper
Awakened, they open a wide mouth Armor Class: 7 [12]
full of sharp teeth and start rolling Hit Dice: 1d4 hit points
rapidly toward their prey. They Attacks: Bite 1d3; strangle
attack by leaping and biting, take Saving Throw: 18
only half damage from edged and Special: Damage resistance
pointed weapons, and are immune Move: 9
to normal fire. Challenge Level/XP: A/5

Sometimes, a necromancer who


wants skeletal servants that can fit
into tighter places will wire a
human skull onto two sets of hand
bones, creating an unnerving,
spider-like scuttling thing. The
creeper’s first attack on making
contact is a bite. On the second
round and thereafter, it will try to
hit the victim’s unarmored AC (with
dexterity modifiers) to crawl onto
the body. If it succeeds, one round
later it will reach the throat and
start strangling for 1d6 damage each
round. Two creepers count as a
whole skeleton both for animate
dead and turning purposes.

VARLETS AND VERMIN 17


Dust of Ages snake-like or human-like parody of
No stats (Special) form. A successful hit threatens
sanity, draining 1d3 wisdom points
One little-known peril of ancient from the victim, while a second hit
burial places is the dust that forms in a row will allow the creature to
from the bones and bodies of the envelop its victim for 1d6 wisdom
dead over centuries. If animated by points. When a character goes
collective regrets or an evil force, it below 3 wisdom points he or she
will billow up when disturbed, becomes catatonically insane, and
forming a cloud of shifting, vaguely at 0 wisdom dies of fright. Wisdom
human faces and forms — echoes of is restored at 1 point per day of rest.
those that were. Cerements can only be harmed by
fire and slashing weapons.
The roughly 10 by 10 foot dust cloud
may be turned as a 2 Hit Die
undead monster. It seeks to engulf
Fardarrig
any intelligent creatures, who must Armor Class: 5 [14] (counting +3
save the first round so engulfed, or dexterity and luck bonus)
flee in terror for 1d6 rounds. If the Hit Dice: 1+1
creature stays, the dust will try Attacks: Thighbone shillelagh 1d4
more insidious means next round, Saving Throw: 14 (counting +3
invading breathing passages (unless dexterity and luck bonus)
another save is successful) and Special: Telekinesis of dead;
doing 1d6 choking damage per ventriloquism
round. Weapons and magical spells Move: 15
are useless unless they specifically Challenge Level/XP: 1/15
affect undead. A sprinkling with
consecrated water will settle the Fardarrigs are a type of graveyard
dust down, but only for as long as leprechaun with brick-red skin.
the water remains. Their main goal is to hide and
frighten away intruders. Fardarrigs
use ventriloquism and a telekinetic
Cerement power to move dead corpses or
Armor Class: 8 [11] body parts within 30 feet of their
Hit Dice: 2 location, up to one whole body at a
Attacks: Touch for 1d3 wisdom time. Corpses so animated will seem
drain, envelop for 1d6 wisdom drain like a tough kind of undead. They
Saving Throw: 16 will attack and take physical
Special: Damage immunity damage as a zombie or skeleton, but
Move: 9 the parts may continue to attack
Challenge Level/XP: 2/30 after the creature is destroyed. Not
being undead, they cannot be
Haunted winding sheets and grave turned or damaged by holy means.
wrappings, or perhaps the bed With enough supply of bodies, even
sheets in an accursed tavern room, a single fardarrig may create what
form the body of this undead seems to be a never-ending stream
creature. It will rise and attack in a of undead foes.

VARLETS AND VERMIN 18


Ghost Face altogether more powerful and
Armor Class: 4 [15] mysterious sorceries …
Hit Dice: 1
Attacks: None
Saving Throw: 17
Elemental Nuisance: Air
Special: Spells; breath, save or drain Armor Class: 7 [12]
1d4 Constitution; surprise 1-5; only Hit Dice: 1d4 hit points
damaged by magic weapons, holy Attacks: Whirling debris (1d2)
water, or spells Saving Throw: 18
Move: 9 through stone or walls Special: Damage immunity
Challenge Level/XP: 2/30 Move: 18 (as zephyr), 9 (as tornado)
Challenge Level/XP: 1/15
A solitary spirit not possessed of
enough will to come back as a ghost This minor air elemental manifests
or spectre may still manifest itself as as a zephyr-like breeze, capable of
a ghost face. The face will appear to blowing out torches, scattering held
emerge from a wall, door, hedge, or scrolls, and the like. When
other barrier, appearing much as it provoked, it forms into a small
did in life. All within 5 feet of it are tornado. All within 10 feet of it must
exposed to its noxious breath (those save or take 1d2 damage from debris
reduced to 0 Constitution die) kicked up by the twister. Being hit
whose effects last a full day. The by the tornado itself will knock a
face also casts spells as a 3rd level bipedal creature of man-size or
wizard or evil cleric. It is smaller to the ground. Apart from
exceptionally hard to deal with, damage-dealing spells and magic
using its ability to fade back into the weapons, the only way to kill an air
walls and its high surprise chances nuisance is to stop it moving,
to avoid direct attack or turning. smothering it with a cloak-sized (hit
for 1d3 damage) or rug-sized (hit for
1d6 damage) piece of thick fabric.
POOR WIZARD’S
ALMANACK
Elemental Nuisance: Earth
Failed summonings or minor planar Armor Class: 5 [14]
gateways can sometimes yield much Hit Dice: 1d6 hit points
smaller versions of the usual Attacks: None
elementals. Due to their weakness, Saving Throw: 18
the elemental nuisances – as they Special: Trap, damage immunity
are known – seek to hamper people Move: 12 in earth, 6 in stone
they meet rather than outright Challenge Level/XP: 1/15
attacking them. Low-level
spellcasters often find them to be The earth nuisance can be conjured
useful allies in keeping attackers at in dirt or stone. Either way, it has a
bay. The elemental selection is direct and persistent way of
rounded out by another creature inconveniencing those who tread on
that might be left behind by it – it instantly scoops out a shallow

VARLETS AND VERMIN 19


pit in its substance and then clamps Elemental Nuisance: Water
the pit’s walls onto the victim’s feet Armor Class: 7 [12]
(save or be trapped and unable to Hit Dice: 1d4 hit points
walk). If in stone, it can not be Attacks: Choke
harmed by any physical means Saving Throw: 18
other than blunt weapons, and in Special: Ruin items, damage
earth, only by sharp weapons when immunities
these are used to dig. Furthermore, Move: 9, 15 swimming
any physical hit does 2 less damage Challenge Level/XP: 1/15
to the earth nuisance, unless it is by
a pick or shovel. Unlike the fearsome wave shape of
its larger kindred, a water elemental
nuisance appears as a pool or trickle
Elemental Nuisance: Fire on land, or as a ripple in a larger
Armor Class: 6 [13] volume of water, with a volume of
Hit Dice: 1d4 hit points only a couple of quarts (litres). If it
Attacks: Ignite for 1d2 reaches a character, it will crawl on
Saving Throw: 18 his or her body and equipment for 1-
Special: Ignite, damage immunities 3 rounds, dousing lit flames, ruining
and vulnerabilities unprotected scrolls and spellbooks,
Move: 12 and damaging non-magic metal
Challenge Level/XP: 1/15 armor with a rapid rusting power so
that it will lose 1 AC benefit per
The fire nuisance is easily spotted, round. When this period of time is
being a flickering, fist-sized yellow over, the nuisance will head for the
flame that moves quickly along any victim’s mouth and throat, and
surface. It is sometimes ordered to unless a save succeeds will do 1d6
conceal itself in a larger fire or to choking damage per round. It can
provide a permanent flame for a only be destroyed by splashing it to
wall torch. If it hits, it rushes onto pieces; thus, only hand-held
the victim’s hair or clothing and weapons and impact effects (such as
ignites it, causing 1d2 damage on magic missile) will damage it, and
the first round and every round then only for 1 point per hit. What’s
thereafter until the fire is smothered more, a non-magic metal weapon
or doused. It also has a particular that hits will be damaged, taking a
fondness for spellbooks and scrolls. permanent -1 damage penalty
Being hit by water will damage it – (minimum 0 damage).
1d3 for a bottle full, 1d6 for a bucket
– and it is also subject to
smothering damage just as the air
nuisance is. No other effect except
cold-related magic will harm it.

VARLETS AND VERMIN 20


Demi-Real Monster APPENDIX A: HALF
Armor Class: As original monster MAN, HALF AMAZING
Hit Dice: 1 (or more)
Attacks: As original monster; There are these finch-men, see? Just
maximum damage = 2x hit dice if like the creatures in Hieronymus
not fully real Bosch paintings. They live in the
Saving Throw: As current hit dice upper caves, and the crawdad-men
Special: As original monster; hit live in the lower caves. If you get
dice gain/loss between them you can provoke a real
Move: As original monster donnybrook. But watch out for the
Challenge Level/XP: Original rhino-men in the ruined tower. They
monster minus 3; XP according to and the ferret-men from the
Hit Dice of finally killed monster, gatehouse are in cahoots …
minus 1
Most humanoid monsters may as
When a summoning goes partly well be kobolds, orcs, gnolls, or
wrong, or an illusion of a living ogres: new heads, same hit dice. It’s
thing takes on existence, a demi- a no-brainer to stick them in the
real creature is created. The right ecosystem, give them one or
monster starts out half-transparent two distinguishing traits (natural
and shaky in form, with only one hit armor for those turtle-men,
die and doing a maximum of 2 sideways movement for the crab-
points of damage on a hit. Special men), and call it a day. Coming up
attacks also may be weaker; for with their stats in an old-school
example, saving throws against the system should not be a problem for
monster’s effects may be at +2 for the game referee.
each missing hit die.
The secret to making groups of
The monster gains hit dice by humanoid warriors memorable is to
leaving its mark on the world – treat them as military cultures, not
most often, this means scoring species. Give each race a different
damage in combat. For every 4 full tactic, a different motive. One
points it scores, keeping a running example of this is the Degenerates
tally, it gains back one hit die and back on p. 12. Stats aside, they’re
can do 2 more damage. Roll new hit just humans with a special culture
points with each die as the creature and behavior. If the fighting
gains them. Once it has its full hit methods of your humanoids are
dice it is permanently real. If killed different enough from each other,
before then, its body will waver and you may not need different races.
wink out of existence. Make them all orcs, from seven
distinctive tribes. Make them
A demi-real creature that is aware of humans, even, if that suits you.
its existential condition, and able to
communicate, may very well try to Here follow seven warrior ways to
negotiate a different way to gain full consider for fleshing out any
reality than fighting a dangerous humanoid race.
group of adventurers.

VARLETS AND VERMIN 21


Rabble respect their belief, they will howl
When gathering for war, this tribe and attack ruthlessly, retreating
forms an unruly mob. They pick up only around 50% or more casualties.
stones for throwing, and arm When defending their sacred place,
themselves with a motley variety of they fight to the death. Fanatics
armor types and weapons. If they often will have surrounded it with
become aware of an enemy, they places of tactical advantage and
will size it up. Against a group that deadly traps.
is likely to give a hard time, or when
surprised without a chance to assess
the situation, they fade back toward
Warband
their lair, hurling rocks and missiles This humanoid culture lives by an
as they go. When they spot a group uncompromising code of martial
they believe to be weaker, they honor. Their daily sport is fighting,
throw missiles and rush into melee with mock weapons and real ones.
with cruel vigor. In a fight, at 25% Many of them bear scars and
casualties the group will make a mutilations from these exercises.
more or less ordered retreat. At 50% On the basis of these fights they
or more casualties they will flee, or form a strictly hierarchical society
surrender abjectly if in their lair. and warrior unit.
The rabble chooses a large open
space as their home, so that when The leader of the band will have 2
cornered in it they can spread out hit dice more than usual, and be
and make numbers count. accompanied by 1 sub-leader for
every 5 normal members of the
band, with 1 more hit die. Leaders
Fanatics and sub-leaders will have the pick of
This group lives and dies for a the best armor available. However,
simple belief, and guards a sacred they reject shields, missiles, and
place related to it – be it an idol, pole weapons as being ignoble,
altar, or the relics of a fallen hero. wielding instead one- or two-
They wear and carry distinguishing handed close melee weapons. The
symbols of their creed, marching rest of the band will have a mixture
and fighting in close order and with of shields, missiles, and pole
good discipline. Also, for every five weapons – sometimes all three.
fanatics encountered, there is a 50% Finally, the 1-3 warband members
chance of finding a level 1-3 cleric with lowest hit points are relegated
with them (multiple clerics can be to the role of flunkies, given no
rolled). armor and only sticks to fight with,
and kept in the back. These flunkies
If found away from their guardian hate their lot and may pitch in with
place, the fanatics will attempt to the adventurers if it is clear that the
communicate, brandishing symbols order of their band is about to be
of their faith. The communication is decisively overthrown.
one way, though; fanatics only care
to convert others by force or The leader-warriors of the band
persuasion. Met with failure to prize single combat. When they

VARLETS AND VERMIN 22


meet a group of explorers with time • Glue bomb: 10 foot diameter
to communicate, the leader will area; save or have feet entangled
challenge the strongest looking for 1d4+1 rounds
warrior in the group to a duel. The • Choking smoke bomb: 20 foot
loser is expected to surrender and diameter area; save or be unable
perform some service to the winner, to attack for 1d4+1 rounds
avoiding combat. All others are
expected to stand back during the They also carry more conventional
duel and not interfere. Any melee weapons, which they use to
deviation from this code, and the subdue, or to deal damage in
entire band will attack the extreme circumstances. Hunters are
honorless interlopers without as often found far away from their
mercy. The warband members lair as close by. Close to home, they
(except for flunkies) will never flee, will set and monitor non-lethal
and retreat only grudgingly. They traps such as nets rigged from
will surrender only if severely above, tripwires, or soft-floored pits.
wounded, outnumbered, and if they They defend their home to the
believe their opponents to be death but are quite quick to fade
honorable. back if a fight is going against them
elsewhere, retreating when they
have taken 35% or more casualties,
Hunters and fleeing or surrendering at 60%.
Weapons and tactics designed to
catch their opponents alive set this The following three cultures should
culture apart from the others. They each be considered as having a
may be slavers, believers in a cult of special ability, worth +1 Hit Die when
human sacrifice, or just figuring each humanoid member’s
compassionate souls – but which experience points.
one they are is not always clear at
the start. Hunters are armed with
one or more of the following non- Lurkers
lethal weapons, which ignore armor Killing from hiding and at a
and shield when hitting but not distance is the most efficient way, to
dexterity-based AC bonuses: this culture with absolutely no
scruples about warfare. They may
• Lasso: Ensnare a random body be found on their way to a
part (1 = neck, 2= body, 3-4 = murderous errand, or defending
right arm, 5-6 = left arm) – rope their own lair in a manner that
can be cut by an edged weapon provokes fearful whispers from
on a successful hit against AC nearby denizens. When away from
9[10] home they can improvise hiding
• Net: Completely ensnare the places at a 50% chance of success,
victim – if he has an edged and surprise on 1-4. Closer to home
weapon he can cut his way out they know and prepare hiding
in 1d4+1 rounds. places that are 90% effective in
concealing them, and surprise on 1-
5. They have +4 to hit against

VARLETS AND VERMIN 23


unaware opponents, and are also additional hit die, who stays in the
90% effective in moving silently back or moves to the front as
from one hiding place to another. needed to survey the scene. Orders
Lurker cultures prefer missile to retreat, advance, or wheel are
weapons such as crossbows, bows, communicated through a coded
javelins or blowguns, and carry system by a drummer or trumpeter
short daggers or swords in case they that accompanies the leader. They
are forced into melee – which they retreat after taking 50% casualties
avoid at all costs. Truly dangerous (toward which the leader, if killed,
versions of this culture have also counts as 5 dead individuals), and
mastered the arts of setting traps flee in panic after taking 75%.
and applying poison to their Although the legion prefers fighting
weapons. terrain that allows its full numbers
to tell while not being outflanked, it
can also adopt its tactics to narrow
Legions passages as little as two abreast.
Whether trained by a masterful
employer, or just veterans of long
years of campaigning, these Opportunists
humanoids form disciplined and Somewhere in the deepest darks of
specialized units for close-order the underworld, strange taverns
fighting. The main line consists of serving unsavory fungal libations
two ranks. The first rank is armored have sprung up on the borders
in chain and armed with shields and between the various humanoid
heavy one-handed weapons – races’ spheres of influence. It is in
swords, axes, or maces. First rank such a hell-hole that misfits and
soldiers sometimes also carry outcasts from all the kindreds
throwing axes or javelins, for the congregate to forget their troubles
round before armies clash. The and plot their schemes. Often their
second rank is more lightly talk turns to the fabulous treasures
armored, in studded leather or and perils to be found in the keeps,
scale, and carried long spears or temples, and towns of the
polearms that can attack together overworld. Sometimes a terrible
with the first rank. Missile troops oath is sworn: to plunder these
form a third rank. They usually riches or die in the attempt.
either take up positions on the flank Conveniently, there is a thriving
to shoot, or have the other ranks black market just next door to
open up gaps to let them go to the provide them with all they need for
front, shoot, and then retreat again. an expedition. Hooded cloaks and
Finally, if there are any mounted smoked-glass visors in case they get
troops, using horses or things more caught in the burning sunlight.
fantastic, they will be positioned on Poison, incendiaries, and gaseous
the far ends of the line, moving to weapons extracted from minerals
outflank and attack from the rear. and beasts unknown to the surface
world. And the usual handy
A legion’s impressive panoply of war assortment of poles, ropes, spikes
is commanded by a leader with 1 and the like.

VARLETS AND VERMIN 24


Opportunists strike in groups of 4 APPENDIX B: TEN
to 8, with at least one and often
more spellcasters (character levels 1-
TAMED TITANS
3) among them. They are
exceptional individuals among their Low-level doldrums can also be
race, with maximum hit points on conquered by putting limits on
their first hit die and +1 to hit. They higher-level monsters so they are
may also be accompanied by a not as likely to kill the party
roughly equal number of lesser outright. Some of the more obvious
hirelings whose lives are considered ways to do this are:
disposable, and by a few tamed
attack and burden beasts of the • juveniles with lower hit dice
underworld. • wounded or disabled monsters
• intelligent creatures that trick,
Smart opportunists base themselves riddle or negotiate
in a dark forest or cave, take the • giving the party access to allies
moon into account, and strike when • giving the party access to the
it is dark. In a town or countryside, monsters’ nemesis weapons,
they seek out locations likely to items, or substances
have treasure – taverns, temples, or • chaining up captive monsters,
wealthy houses. They are armed and putting the monster in a pit, or
equipped extremely well, but shun other tactical advantages for the
non-magical metal armor in favor of party
quieter harness. They are confident
of their ability to enter by stealth Here are ten more, each adapted to
and dispatch any guardians or a particular iconic higher-level
inhabitants of those places. Because creature.
they know themselves to be at a
disadvantage once a whole
settlement is aroused against them, The Troll Cabinet
they will scout carefully, choosing A curiously wrought metal cabinet,
their targets, and retreat to safety roughly nine by three feet, with a
after the first strike. number of doors in its surface,
occupies a corner in a warlord’s lair
If the opportunists have one fault it or wizard’s retreat. If rapped on, a
is that they tend to move slowly and loud, frantic scuffling and
over-cautiously in the places they scrabbling will be heard from all
finally loot, constantly mapping and parts of the cabinet. A dismembered
checking for hidden treasures, troll is kept here, the parts
chambers, and traps. Parley and prevented from recombining by the
surrender are not beneath them, for inside walls and latched doors of the
they fight for no principle or home, cabinet. The top section contains
merely wealth and individual the head, the middle the torso and
survival. Thus always with arms, and the lower section
adventurers … contains the abdomen and legs.

VARLETS AND VERMIN 25


• The head (30 XP) has 1+1 hit dragon (so the second sound will
dice and is able to roll at about have a 10% chance, and so on.)
at a rate of 3. It bites for 1d8
damage. The Mimicking Golem
• The torso/arms (120 XP) have Standing like a statue in the middle
3+1 hit dice. The arms pull the of a large room is a golem. When a
torso along at a rate of 6 and it person enters the room, the golem
uses them to strike for 1d4 each will start copying that person’s
(but -4 to hit; it cannot see.) actions – stepping forward 2 feet
• The legs/abdomen (60 XP) have (on big legs) for every 1 foot the
2+1 hit dice. They move at the other moves forward, turning and
troll’s rate of 12 and can kick moving sideways as a mirror image
once for 1d4 damage, again at -4 of the person (that is, right from the
to hit. golem’s perspective when the other
turns left), and attacking if the
Each part regenerates for 1 other attacks. If the target person
hp/round. If any of the parts can leaves the front 90 degree arc of the
combine, they will find each other golem, it will imitate the closest
and do so, pooling their hit dice, hit other person in view. The point of
points, regeneration rate, and the set-up? There is some task that
attacks and using the best move only the golem can perform –
among them. The arms section will smashing a wall or a door, reaching
also attempt to open the other a high-up item or lever. Getting it to
doors of the cabinet if at all do the task following its rules of
possible. mimicry will be a puzzle in and of
itself.

The Sleeping Dragon


For six hours in the morning every The Contra-trice
day, the whole dungeon rumbles Of course the adventurers have
with a massive snoring – the sound heard of cockatrices through
of a sleeping elder dragon. It is fed legends and lore, but this one looks
by low-level worshippers through a a little different. Perhaps it has
vent in its ceiling, and spends its black feathers, or a serpent’s head
days dreaming and its nights and rooster’s body. In any event,
daydreaming, sprawled out on a there is little to fear from this
massive hoard of coin and treasures. monster, because its bite has a
The party will come upon the vent reverse effect in addition to the
just having disposed of the usual 1d3 damage – it turns stone to
worshippers, so the window of flesh. Contra-trices are much prized
opportunity is short, as the dragon by dungeon architects, because if
expects to be fed when it wakes properly trained, they can both dig
every day. Descending while the out the dungeon for you and supply
dragon is asleep and taking the best your creatures with freshly created
part of the trove is a tricky meat. Or, they can turn a collection
proposition. Any sound has a 5% of stone creatures into an instant
chance, cumulative, of waking the army with just a word and a peck …

VARLETS AND VERMIN 26


or be just the thing you need to get Shadow Cast
past that stone golem on level 2 … Shadows, while hard for beginning
The only problem is that if captured adventurers to kill, are at least not
and not fed their special food as immediately lethal as comparable
(whatever that may be) they have a monsters. In this variant, the
25% chance per day of turning back adventurers come upon some magic
into a flesh-to-stone monster. or restless spirits that turn their
own shadows into hungry beings.
Each shadow will only attack the
The Worm Turns character who casts it, and must
The adventurers come across a save or suffer 1d6 damage per round
circular, 5 foot diameter passageway if its caster is positioned between
in the clay or rock of a shallow two different light sources. If the
underground level. The floor is victims are plunged into complete
some 2 feet deep in a sludgy, rubbly, darkness? Well, either the shadows
compacted mess, reducing will withdraw, or they will batten on
movement to half rate. Even so, if the darkness, becoming nearly
they follow the passageway in the unstoppable.
direction of the squelching and
rumbling noise that comes from one
end, they will come across the tail The Diminished Giant
end of a half-sized juvenile purple This encounter appears to be with a
worm (7HD, does half damage, 600 short caveman, albino northern
XP), who is digging its way through barbarian, dark-skinned and red-
the level at the equivalent of a haired dwarf, or stony humanoid.
movement rate of 6. If they attack, This person is outrageously rude
they get surprise on the worm, and and demanding, trying to start a
the tail stinger attacks at -4 to hit fight, but will not attack without
due to not being able to see. being attacked first. Its strange
However, once it knows it is being behavior is actually a condition of a
attacked, the worm will start a slow curse that has shrunk the giant, who
turning arc, describing a 40 foot retains all hit points but attacks
diameter circle, in order to loop only as a 1 HD creature and does
back on its own tunnel. Once it damage as with a normal weapon.
closes the circle in about 10 combat The curse can only be lifted by
rounds, the worm will move at its taking damage from steel or iron
faster normal rate of 9, easily weapons in combat – for every 2 full
outpacing the characters mired in points taken, the giant regains one
the worm’s castings. If the worm is hit die for attack and save purposes,
killed without having had a chance and its weapon grows in proportion.
to fight at its front end, the party
only gets 50% of the experience due Stalker With Restraining
– still a substantial haul. This also
Order
makes a good challenge for mid-
level adventurers, substituting a The invisible stalker, so lore tells us,
mature worm for the juvenile. follows a single command to the
letter. In this case, the job of this

VARLETS AND VERMIN 27


particular elemental servant, as
tasked by a long-dead benevolent
wizard, is to do everything possible
to inconvenience intruders to a
certain area without harming them.
So, torches are snuffed, belongings
wrested from hands, barriers placed,
and other dire omens enacted by
the stalker, in the hopes of deterring
further exploration of the stalker’s
grounds. If attacked, the stalker will
continue its pacifist mission
regardless — to the death if needs
be.

The Hydra’s Heads


Through some eldritch sorcery or
diabolical medicine, the individual
heads of a hydra have been removed
and are kept alive as highly enraged
guardians in a wall setting or statue
— preferably one that is not
vulnerable to missile fire. Each one
attacks as a 1 HD creature and does
1d6 damage, being worth 15 XP.

Thieving Harpies
Perhaps they have realized that
fighting adventurers to the death is
generally a losing proposition, or
perhaps they have been given their
orders by a greedy boss creature
who wants to weaken intruders. In
any case, this pack of harpies armed
with short swords and axes will use
their weapons not to damage their
foes, but to cut straps, then snap up
backpacks and treasure sacks, or
grab hold of spears and bows and
wrest them away. Each harpy will
flee if reduced to half hit points or
less.

~ FINIS ~

VARLETS AND VERMIN 28


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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave
Arneson.
Varlets and Vermin, Copyright 2010, Roger S. G. Sorolla

END OF LICENSE

VARLETS AND VERMIN 30

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