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KNACKER

“My family’s worked that mine for four generations. Now you’re going Tactics. Knackers that have gone bad will try to use the mine itself as their
to shut it down. You say that’s business and I should understand. Fine. primary weapon, leading the party into dangerous areas. If confronted
But I telling you right now, you better take care of the knackers…” directly, they will attempt to destroy any light sources and then gang up
on the most dangerous combatants, preferring to attack dwarves above
At this the old dwarf snorted loudly. Undeterred, Aldan continued, all others.
“If you don’t, then they’ll be out to get you.” The dwarf snorted again,
even louder. “Fine. It’s your funeral.”

Few miners ever see a knacker, but when they’re drawn to a mine they
make their presence known — workers will hear the echoes of a pickaxe
even during a work-break, tools will sometimes go missing or show up
unexpectedly, and, most favoured of all, miners trapped by a cave-in will
somehow find a way out of the mine or the tap-tap-tap of a hammer will
lead rescuers straight to them. Those who do see knackers, usually
after they’ve gone bad, say that they are short and stout, somewhat
resembling dwarves but seem to be made of grey shadows and dust.
When roused, their eyes glow red like coals.

Unasked for Help. The presence of any large mining or


underground construction operation is likely to catch the attention
of the knackers. They come, unbidden, and move into old sections
of the tunnels or hard-to-reach areas. Entranced by the project,
they stay and help the miners in many small ways. They’re not
picky, and will help goblins and kobolds as readily as humans
or halflings. They tend to a oid dwar es for unknown reasons.

Unwilling to Leave. No mine or project lasts forever, and the


inhuman knackers are reluctant to leave any dig, even if it’s bone-
dry. If the miners make a great show of thanking the knackers
and leave them gifts (pure iron is the best) then they will move
on peacefully. If not, they will haunt the mine forever, digging new
passageways that go nowhere, undermining existing tunnels to the
near point of collapse and creating many dangerous vertical shafts.
f ad enturers disturb them, they will find themsel es harassed
unceasingly by the tommyknockers who cannot be placated,
except by the descendants of the original workers.

KNACKER
Medium fey, unaligned
STR DEX CON INT WIS CHA Pack Tactics. The knacker has advantage on an attack roll against a
18 (+4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 8 (–1) creature if at least one of the knacker’s allies is within 5 feet of the
Armor Class 15 (natural armour) creature and the ally isn’t incapacitated.
Hit Points 13 (2d8 + 4) Shadowy Form. The knacker is invisible in dim light or darkness.
Speed 25 ft. Actions
Skills Perception +3, Stealth +4 Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Senses passive Perception 13, darkvision 60 ft. 7 (1d6 + 4) piercing damage.
Languages —
Challenge 1/4 (50 XP)
QUICKSILVER TROLL
These mutated trolls have been changed by some sort of
alchemical process and now their blood and flesh are suffused
with quicksilver. They are faster than other trolls but weaker
in body.

Their external flesh is still green but it is now suffused with


a sheen and their eyes glow brightly in any light. If the troll
is wounded, their blood is silver and clings to any weapon in
globular rivulets.

Quick. These trolls move quicker, react quicker and


think quicker than their counterparts. They react
to any threat with surprising swiftness and are also
capable of more complex planning than their slower
brethren.

Liquid Flesh. Quicksilver trolls also have the ability


to render their flesh into a liquid-like state, the better
to absorb damage from a piercing or slashing weapon.
Bludgeoning weapons still do their regular amount of
damage as the impact is spread over a broader area.

Tactics. Though smarter than their regular cousins, quicksilver


trolls are still indiscriminately hungry monsters that devour anything
they can catch. They will rely on their higher speed and stealth to get
in close to an enemy, then attack a target. They shy away from fires and
spellcasters. If badly hurt, they will try to retreat and hide long enough to
recover from their damage only to attack again once healed.

QUICKSILVER TROLL
Large giant, chaotic evil
STR DEX CON INT WIS CHA start of the troll’s next turn. The troll dies only if it starts its turn with
13 (+1) 20 (+5) 18 (+4) 9 (–1) 11 (+0) 6 (–2) 0 hit points and doesn’t regenerate.
Armor Class 15 Actions
Hit Points 76 (8d10 + 32) Multiattack. The troll makes three attacks: one with its bite and two
Speed 40 ft. with its claws.
Skills Athletics +4, Perception +3, Stealth +8 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8
Senses darkvision 60 ft, passive Perception 13 (1d6 + 5) piercing damage.
Languages Giant Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
Challenge 6 (2, 300 XP) (2d6 + 5) slashing damage.
Keen Smell. The troll has advantage on Wisdom (Perception) checks ReActions
that rely on smell.
Liquidness. When a creature makes an attack against the troll it can
Swift Reflexes. The troll has advantage on initiative rolls.
choose to become temporarily liquid, gaining resistance to piercing
Regeneration. The troll regains 10 hit points at the start of its turn. If
and slashing damage for that attack only.
the troll takes acid or fire damage, this trait doesn’t function at the
SPELL-THIEF
dark cloak, seemingly filled with smoke in the aguest shape of a humanoid
stands o er its ictim. ts body crackles with residual magical energy. mall,
yellow pinpoints of light ser e as its eyes. ilently it begins to drift away from
the dead mage

A Solitary Rumour. The legend of the spell-thief persists among those that
study the arcane. ts origin is usually gi en as a practitioner trying too hard to
make a ser ant that could study or steal the works of another magic user. ut
the legends rarely say if there is a single spell-thief that wanders from place
to place or if they are many. f so, what draws them here and not elsewhere

Incomplete Spellcraft. The tales also tell that the workings that made the
spell-thief were incomplete, though the exact nature of the failing changes
from telling to telling, causing some to belie e that there are many spell-
thie es of different types in the world. n any case, there is also at least one
kind of magic that the spell-thief has a hard time stealing, and this may be its
downfall.

Tactics. efore the combat begins, randomly determine the school of magic
that the spell-thief is ulnerable to. This can change its tactics, as it will often
want to take actions that don’t prompt an enemy magic user to select a spell of
the school that it is weak against. o matter what, the spell-thief seeks power
and will easily retreat before a determined enemy, especially if it has more
ower dice now than when it began the encounter.

SPELL-THIEF
edium aberration, unaligned
STR DEX CON INT WIS CHA Power Dice. ower dice d s are used to represent the spell-
0 0 0 0 0 thief ’s stored magical energy that it uses. spell-thief encountered
Armor Class for the first time will ha e d ower dice from pre ious
Hit Points d ictims.
Speed 0 ft, fly 0 ft, ho er Sudden Invisibility. The spell-thief can expend a ower die and its
bonus action to become in isible. n this form, a creature cannot
Skills rcana , erception feel, hear, see or smell the spell-thief at all. The spell-thief loses its
Damage Immunities poison, psychic bludgeoning, piercing and in isibility when it takes an action or a reaction.
slashing from nonmagical weapons
Condition Immunities charmed, poisoned Actions
Senses passi e erception , dark ision 0 ft. Magic Attack. agical ttack to hit, range 0 ft, one target.
Languages understands all languages but does not speak it The spell-thief uses any number of ower dice and rolls them
Challenge , 00 together. The target takes that much force damage.
Arcane Defense. The spell-thief uses its bonus action and any Ethereal Claw. elee eapon ttack to hit, reach ft, one
number of ower dice. oll the dice and total them up the spell-thief target. it d 0 necrotic damage. or each points of
gains that many temporary hit points. necrotic damage done this way, the spell-thief gains ower die.
Extra Reactions. f the spell-thief expends a ower die, it gains ReActions
another reaction that it can use before the beginning of its next turn.
Absorb Magic. hen the spell-thief is the target of a spell, it can
t may do this any number of times per round, as long as it has ower
make an ntelligence rcana check, with the equal to 0 plus
dice to expend.
the spell’s le el 0 for cantrips . f successful, the spell fails and
Magical Weakness. hoose one of the eight schools of magic. hen
the spell-thief recei es a number of ower dice equal to the spell slot
using its bsorb agic ability, the spell-thief has disad antage on its
le el used to cast the spell.
rcana checks for this school.
HÖLINGEAN
These giants have rejected the greater organisation of giant-kin and strive
to make their own way in remote parts of the world. They live in hilly
areas, usually the foothills of mountains, in small clan-groups. During the
summer, the clan-groups disperse and the giants wander as far as they can,
hoping to meet new mates. Holingeans are almost never monogamous
and any summer-time dalliances are well known to be temporary affairs,
not worthy of any jealousy. The rest of the year, the clan-groups raise
children communely and study the patterns of magic in the world.

Recording the Weave. lingeans are ery sensiti e to the ebb and flow
of magic. After studying a spell’s effects for some time, a giant will create
a mystical tattoo that embodies that spell’s pattern in the weave. They can
then summon the magical power at need. Since the tattoos must be exposed
to use, hölingeans wear little clothing. Fortunately they don’t perceive
temperature extremes like other folks.

Pet Magic-users. Most hölingeans usually avoid humanoids and only


seek out magic-users when they have become particularly obsessed with
recreating a spell’s effect. Magic-users are well-treated by the giants, but it is
made clear to the spellcaster that they can only leave when the hölingeans
are satisfied. capti e magic-user is made to cast the target spell o er
and over again, until the giants have totally internalised its pattern.

Tactics. If challenged, hölingeans will gladly engage in combat,


trying to pick up and slam as many opponents as possible. If the
fight lasts more than a couple of rounds, they will start to use their
magic, in order to enlarge themselves, or give themselves blur or
haste. Hölingeans are individualistic and rarely use any sort of
combined tactics.

HÖLINGEAN
Huge giant, any neutral
STR DEX CON INT WIS CHA The giant casts enlarge/reduce on itself with no need for
20 (+5) 13 (+1) 18 (+4) 10 (+0) 11 (+0) 14 (+2) components.
Armor Class 15 (natural armour) The giant casts haste with no need for components.
Hit Points 115 (11d12 + 44) The giant casts invisibility on itself as a 3rd-level sorcerer with
Speed 40 ft. no need for components.
The giant casts spider climb on itself with no need for components.
Resistances cold, fire
The giant has for its magical attack rolls, sa ing throws are .
Skills Athletics +8, Perception +3
Senses passive Perception 13 Actions
Languages Common, Giant Multiattack. The giant makes two attacks with its fists or one fist
Challenge 6 (2, 300 XP) attack and one slam.
Patterns of Magic. The giant has multiple mystical tattoos, one of Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
which it can activate as a bonus action to create an effect. Once a (3d4 + 5) bludgeoning damage and if the creature is Large size or
particular pattern has been used, the giant must take a short rest smaller and the giant has a free hand it becomes grappled (Escape
before being able to use it again. Potential patterns: DC 18). The giant can only grapple a maximum of two creatures.
The giant casts barkskin on itself with no need for components. Slam. Each grappled creature takes 10 (2d4 + 5) bludgeoning
The giant casts blur. damage.
Swamp Boulder
“Sure. You go camp over there on that rock. Looks nice and dry. Sticking A swamp boulder has 2d12 + 2 spiracles all of which must be blocked
out of the water. But wait. And there it is - see that? A great big fart of gas in order to force the creature to open its mouth in order to kill it or
coming out of the side of it? That’s not a rock. That’s alive. And it wants get at what it has engulfed. piracles can be spotted and identified on a
to eat us all.” successful DC 10 Wisdom (Perception) check. For each point over the DC,
one spiracle is identified.
There is a nightmare land where great rivers lose their strength and seem
to forget their direction, where in sight of the sea they overspill their banks
to form great salt marshes, trickling e er wider, engulfing more and more
of the once fertile lands that surround them. In these trackless, placeless
wildernesses, amid the rot and death of green things, roam nightmare
creatures, born of old magic and pestilence.

Travellers in such places may be forgiven for striking out


across the salty bog toward what appears to be
solid land: a rocky outcrop where they might
build a fire and dry out their sodden clothing
and equipment. But the wiser traveller is aware
that not all safe havens are what they seem.

A living boulder. Like a great stinking knot of calculus, the


swamp boulder can lie in a salt marsh for centuries, slowly accreting
the minerals that form its great bulk. Trees live their entire
lifespan from seed to rotting husk on the back of a swamp
boulder without it ever moving. When however it does
move, a swamp boulder does so with incredible speed
and can exert terrifying force. Its great mouth opening
and clamping shut on the unwary, trapping them inside
its bulk to be digested over the course of decades.

A swamp boulder most often attacks when prey is


close to its mouth, or when prey can be shaken from
its back and then swallowed.

Underneath its rocky bulk, there are four or more


appendages which the swamp boulder uses to very
occasionally move itself. For most of its lifespan these
remain tucked underneath itself, very rarely moving.

Showing no signs of eyes, a face or head, the


swamp boulder appears to be a single large rocky
outcrop, or a collection of large boulders. Covered
in slimy swamp weeds, dying trees, ropes of swamp
vines, tangled roots and sodden moss, a swamp
boulder hardly e er mo es, and is ery difficult to
tell apart from a large boulder.

A breathing rock. The giveaway signs, to those in


the know, are the proliferation of deep holes across
its surface. These are often obscured by a
buildup of mud and rotting foliage. Once
per hour one of these holes will emit a long,
slow breath, which gives every appearance of
being more of an expulsion of flatulence than
respiration.
A creature may use its action to attempt to block or damage a spiracle. A will immediately slam shut and begin to burrow down into ground until
successful hit roll allows a creature to jam a weapon into a spiracle will it is entirely buried. If slain without the spiracles blocked, the swamp
cause the swamp boulder to shut that spiracle for one day. A successful boulder’s mouth must be located and then prised open with a suitable
DC 12 Strength (Athletics) check allows a creature to block a spiracle with lever.
some suitable material as an action.
Tactics. When a group of creatures gets too close to a swamp boulder it
Once all spiracles are blocked, the swamp boulder will open its huge uses its high speed to rush forward at a creature and engulf them. Once
mouth, often running around three quarters of its circumference, ejecting satisfied that it has a meal it then retreats and relies on its thick outer
anything inside along with a wave of acidic slime. The swamp boulder hide to protect it while it digests the creature. If badly hurt or if most of
will keep its mouth open for 2d4 rounds while it re-oxygenates, allowing its breathing spiracles are blocked, it may burrow down into the swamp,
attacks on its soft inner parts. Once re-oxygenated, the swamp boulder eventually emerging in a different location several minutes later.

1d6 Things Found inside a Swamp Boulder (roll for each column)
1 A rotten skull embedded with 2d6 silver pieces from a foreign land.

2 A sodden horse carcass with a locket, its pictures rotted away.

3 A decayed wagon remnant alongside a small book or journal, its pages swollen and illegible.

4 A putrid bundle of rags coated with a swarm of biting maggots.

5 A corroded chunk of meat with a fungal bulb growing on it that squirts out toxic spores.

6 A disintegrating hunk of slime and a ellified and stinking pouch of tiny gems worth d 0 x 0 gp total .

Swamp Boulder
Huge monstrosity, neutral evil
STR DEX CON INT WIS CHA radius must make a DC 12 Constitution saving throw or become
24 (+7) 6 (–2) 27 (+8) 2 (–4) 12 (+1) 2 (–4) poisoned until the swamp boulder’s next turn.
Armor Class 15 (natural armour, AC 8 when its mouth is open) Actions
Hit Points 174 (12d12 + 96) Colossal Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 50 ft, burrow 20 ft target. Hit: if the target is a Medium or smaller creature, it is
Saving Throws Str + 11, Con +12, Wis +5 swallowed and must make a DC 16 Constitution saving throw or
Skills Perception +5 become incapacitated and restrained. On its turn, the target takes
Senses tremorsense 120 ft, passive Perception 15 20 (2d12 + 7) acid damage at the start of its turn. The target can
Damage Resistances acid, cold, fire, lightning, poison, thunder repeat the saving throw at the end of each of its turns, ending the
Damage Immunities psychic; bludgeoning, piercing and slashing incapacitation effect on a success.
from nonmagical weapons (only when mouth is closed) Shake. The swamp boulder begins to violently pitch back and
Condition Immunities blinded, charmed, deafened, frightened forth, stirring up its digestive acids and making it hard to grab. A
Languages — trapped creature takes 26 (3d12 + 7) acid damage at the start of its
Challenge 12 (8,400 XP) next turn and creatures trying to block a spiracle (see above) have
Emit Stench. As a bonus action the swamp boulder can send forth disadvantage on their attempts until the beginning of the swamp
foul odours from one of its spericals. Each creature in a 10-foot boulder’s next turn.
I
I
HEOPAPUCAN combat, but wily enough to use their ability to Disengage to
Briar goblingas are dangerous fey creatures, somewhat akin to attempt to hide from an enemy or get range on them again.
ylves, that live in the Forest. They occasionally emerge to trouble
people, attacking farms, stealing crops and livestock, and then
returning to their hidden homes in the woods.
Other Settings
In BEOWULF: Age of Heroes, the Forest is a
primordial thing — humans build their kingdoms on
Briar Gobling
or near the coast, in order to have access to the seas,
Small fey
where ships ferry supplies, wealth, Heroes and others
STR DEX CON INT WIS CHA to and fro. Sometimes people disappear into the Forest,
9 (-1) 17 (+3) 14 (+2) 15 (+2) 12 (+1) 8 (-1) sometimes monsters emerge from it. Briar goblingas are
Armor Class 14 (iron-ribbed helm) one such foe; while not strong enough to be a Monster
Hit Points 22 (4d6 + 8) (like Grendel or his mother), they are still dangerous
Speed 25 ft. spirits. Yes, spirits, much like ylves (elves) and dweorhas
(dwarves), they are not exactly mortal creatures, though
Skills Nature +4, Perception +3, Sleight of Hand +5,
they can be killed and will flee rather than die.
Stealth +5, Survival +3
Senses darkvision 60 ft, passive Perception 13 If you want to use the goblingas (goblins) in other
Languages (Local Langue), Trader’s Tongue settings, you can remove the Defeatable feature. This is
Challenge 1 (200 XP) a reference to BEOWULF’s defeated condition and a
Defeatable. If a briar gobling starts its turn with 10 or less recognition that not everyone (or everything) fights to
hit points, it must make a DC 10 Wisdom saving throw. the death. Or you might want to keep it and have it serve
On a failed saving throw, the gobling becomes defeated. A as a reminder that only the most desperate and fanatical
defeated gobling will try to Disengage or Dash in order to willingly die in battle.
escape the battle.
Forest Camouflage. The gobling’s splotchy colouration Also, it is likely that you’ll change the monster type from
gives advantage on Dexterity (Stealth) checks made to fey to humanoid or whatever is appropriate to the setting.
hide in wooded terrain. And perhaps add an alignment — goblingas seem fairly
Keen Hearing and Smell. The gobling has advantage on chaotic and rarely concerned about helping others.
Wisdom (Perception) checks that rely on hearing or smell.
In those other settings, they might live in other places:
Nimble Escape. The gobling can take the Disengage or
deep and mysterious woods are still a good place for
Hide action as a bonus action on each of its turns.
them, but they might also inhabit the tunnels beneath
Actions ruined lands and cities, deep under the mountains or
Long-seax. Melee Weapon Attack: +5 to hit, reach 5 ft., even wander the lonely lands where no one else dares
one target. Hit: 6 (1d6+3) piercing damage. venture.
Hunting Bow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Burdens
Origin of the Name. Briar goblingas are so named because of Cackling. The briar gobling has the disturbing habit of laughing
persistent rumours that they can change their size and hide in to itself constantly. It can never surprise an enemy.
and amidst the briars and brambles of the Forest. In reality, they
usually have underground warrens dug out under the big roots of Poorly Equipped. Remove the gobling’s helm and reduce AC to
the giant trees of the Forest or in a cave nearby. 13. Exchange the long-seax for a seax (1d4 + 3 piercing damage).
Reduce the goblin’s challenge rating by one step.
Strange Appearance. Contrary to rumour, briar goblingas are
not invisible. Instead, their skin is a patchwork of colours that Weaker. This briar gobling is younger or less hardy than most.
change with the season, from bright greens of new growth in Reduce its Constitution by 4 to 10 (+0) and its hit points to 14
spring, to more mature greens and browns in summer, a riot of (4d6). Reduce its challenge rating by one step.
autumn colours and then faded shades of grey and white during
wintertime. Gifts
Alert. Add ‘Alertness. The briar gobling has advantage on
Tactics. Briar goblingas will use their superior stealth and initiative rolls as long as they are not surprised.’ to its list of
camouflage to attack from advantageous locations with their features.
hunting bows for as long as possible. They are fierce in close
Brutish. Add ‘Brute. A melee weapon deals one extra die of its Knife Fighter. Add ‘Off-hand Seax. The gobling can use its
damage when the gobling hits with it.’ to its list of features, and bonus action to make an off-hand attack against the same target
change the long-seax to 10 (2d6 + 3) piercing damage. Increase of its long-seax. This attack is +5 to hit and does 1d4 piercing
the goblin’s challenge rating one step. damage.’ to the list of the briar gobling’s features.

Climber. The briar gobling gains a climb speed of 25 feet. Tough. Increase the briar gobling’s Hit Dice by 2, and hit points
to 33 (6d6 + 12). Increase challenge rating by one step.
Amorphic
These strange creatures are almost certainly the result of an overambitious
practitioner of the magical arts. In their active shape, they seem to be
overly large humans that seem to be always focused on some unseen task.
They are quick to anger and will challenge almost anyone or anything to
a brawl with minimal provocation.

Keeping Integrity. In truth, the task that an amorphic is always focused


upon is the very effort of keeping their body together. This is because,
without that mental effort, they will soon lose their coherency, turning
into a protoplasmic goo. This shape is invulnerable to damage, but also
unable to act, other than to reform itself into a humanoid. While in goo
form, the amorphic is insulated from the flow of time and does not age
or take damage from any source.

A Pattern Needed for Reproduction. Amorphics are asexual and


reproduce by budding a small portion of their natural goo form
off an appendage and dropping or smearing on a dead humanioid.
The goo is mildly acidic and over the course of several weeks will
consume the body and structure itself into a new amorphic. When
the process is completed, the new amorphic can take humanoid shape
and begin to hunt for other humanoids to defeat and use to make even
more amorphics.

Tactics. Amorphics usually have very simple strategies, such as ‘turn the
person who upset me into paste’. Their reproduction process is never a
reason for a fight, but just a ‘happy coincidence’ for the amorphic.
Similarly, the amorphic never uses its goo form strategically, but
several amorphics have been found in strange places after reverting to
goo form on top of a grate, broken stone or other passages that allow
them to reach a new location.

Amorphic
Large aberration, any chaotic alignment
STR DEX CON INT WIS CHA make a saving throw for each source of damage. If it fails, it
19 (+4) 15 (+2) 22 (+6) 7 (–2) 11 (+0) 10 (+0) becomes a puddle of inert goo that cannot take damage.
Armor Class 12 ACTIONS
Hit Points 184 (16d10 + 96)
Multiattack. If the amorphic is in humanoid shape it can make
Speed 30 ft.
two fist attacks and a stomp attack.
Saving Throws Str +7, Con +9 Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Senses passive Perception 10 7 (1d6 + 4) bludgeoning damage.
Languages local languages Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 5 (1,800 XP) Hit: 9 (2d4 + 4) bludgeoning damage.
Coherency. The amorphic must concentrate on maintaining its Reform. An amorphic that is in inert goo form can reassume its
shape, just as if it were concentrating on a spell. When it takes humanoid shape.
damage, it must make a saving throw to maintain concentration. REACTIONS
This is a Constitution saving throw with the DC equal to 10 or
half the damage taken, whichever is higher. The amorphic must Smash. If an amorphic is in humanoid shape it can make a fist
attack when a creature comes within reach.
Dungeon constructs,
FlAmmiFer
The thief pried loose the last of the bolts that held the entrance to
the ancient tomb in place. Gregor moved forward as she waved
him closer and put his shoulder to the slab of rock and it rotated
forward. He almost stumbled — there were steps down almost
immediately on the inside. The rock came to a rest against tightly-
packed earth. He stood up, smelling the stale air. Down at the base
of the steps he could see an orange glow. “Some sort of magical
eternal torch?” he asked out loud to no-one in particular.

“Maybe,” said the thief, but her voice made it clear that there was
more danger here.

In their resting form, flammifers attach themselves to walls, posts,


platforms or other areas where you might expect an iron torch sconce to
be located. They seem to have an integrated torch, complete with an oil-
soaked head and a low, guttering flame. When they wake up, the flames
surge to life (see below) and the creatures detach themselves, beginning
to surround enemies or investigate the situation. They are curious and
inattentive of the fact that they can easily set common objects alight.

Dungeon Constructs. This is a loose grouping of various manufactured


creatures that find themselves at home in underground or secret
chambers. Most of them were created by wizards to be helpful aides, but
others were made to torment the prisoners or other troublemakers that
found their way to the wizard’s abode. Over the years, they have become
more wild, twisted and evil.

Tactics. Flammifers often remain motionless when creatures enter the


room, pretending to be ‘ordinary’ torches. Once they seem to have the
upper hand they will attack, hopefully with surprise.

FlAmmiFer
Small construct, neutral evil
STR DEX CON INT WIS CHA flame goes out. If the head is relit, there is a 50% chance that the
10 (+0) 17 (+3) 15 (+2) 7 (-2) 11 (+0) 5 (-3) Flammifer returns to life with 1 hit point.
Armor Class 16 (natural armour) ACTIONS
Hit Points 38 (7d6 + 14)
Multiattack. The Flammifer can make two attacks with its claws
Speed 20 ft.
and one attack with its flame.
Saving Throws Dex +5, Wis +2 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Condition Immunities charmed, exhaustion, poisoned Hit: 1 slashing damage.
Damage Immunities poison, psychic Flames. Melee Weapon Attack: +5 to hit, reach 5 ft, one target.
Senses blindsight 60 feet, passive Perception 10 Hit: 1d4 fire damage.
Languages —
Challenge 2 (450 XP) REACTIONS
Head of Flame. If the Flammifer’s head is held submerged in Dodge. The Flammifer can add its Dexterity modifier against one
water for an entire round or it is reduced to zero hit points then its attack that it can see.
grumbler
These beasts belong to the Caverndeeps, a primordial realm
belonging to the darkest reaches of the underground, where no
light from the surface has ever reached and none ever will. There,
one can sometimes accidentally stumble into another world, a
place of eternal darkness and despair where evil rules.

Grumblers seem to be native to this realm, though no one knows


if they are descended from surface creatures who accidentally
got lost in caves long ago, or if they were created by one of the
intelligent factions that live in the Caverndeeps.

Creatures of the Underground. Grumblers are supremely


adapted to their environment. They have no eyes, instead
they constantly emit a low rumble from their throats, using
the sound waves and their excellent sense of smell to ‘see’ in
the darkness. They will eat almost anything and are very difficult
to domesticate. Many cultures will hunt grumblers but only the
underground giants can manage to keep them as livestock.

Dangerous when Provoked. The Caverndeeps are a place of constant


danger and Grumblers have adapted to this by always being on the very
edge of a furious anger that prevents them from being controlled or
scared by magic or conventional means. When presented with a target,
they are likely to charge it, swinging their tusks wildly in an attempt to
inflict as much damage as possible.

Tactics. Grumblers attack directly, trying to use their charger feature


and furious attacker in combination. Once in the middle of combat,
they will rely on their gore reaction to keep attackers on their toes.
However, they are very unlikely to relent in combat and will continue
to charge enemies, even if it puts them into a dangerous position.

grumbler
Large beast, unaligned
STR DEX CON INT WIS CHA Charger. If the grumbler moves at least 20 feet before it makes a
21 (+5) 11 (+0) 20 (+5) 4 (–3) 12 (+1) 10 (+0) horn attack, it has advantage on the attack roll.
Armor Class 15 (natural armour) Furious Attacker (recharge 4-6). The grumbler adds 1d6 bonus
Hit Points 84 (8d10 + 40) damage to any attack it makes until the beginning of its next turn.
Speed 30ft. Keen Hearing and Smell. The grumbler has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Skills Intimidation +3, Perception +4
Damage Resistances cold, poison ACTIONS
Condition Resistances charmed, frightened, poisoned Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Senses passive Perception 14, blindsight 60 ft., otherwise blind 12 (2d6+5) slashing damage.
Languages —
Challenge 6 (2,300 XP) REACTIONS
Blind Senses. The grumbler can’t use its blindsight while deafened Gore. When an attacker fails a melee attack against the grumbler,
and unable to smell. it can make a tusk attack in retaliation.
phAse elementAl, plAsmA
The plasma elemental is a creature of a superheated gas-like material
that burns all that it touches. The elemental is a magical being,
native to another plane of existence.

While intelligent, it can be confused, careless, or simply indifferent


to the damage that it does while it is on our plane. It looks like
a large, glowing humanoid figure without distinct features. It
communicates by telepathy, automatically understanding any
thinking creature’s thoughts.

Phase Elementals. These elementals were created by observing


the different phases of matter and harnessing those natural forms
into creatures made by magic. The creators of phase elementals are
unknown, sages believe that they were created by some of the first
magic-users, intelligent saurian creatures that arose on some worlds
millenia ago.

Tactics. A plasma elemental will eagerly join a fight, trying to bring its
enemies close, so that they can suffer from its superheated body. If a foe
keeps itself at range, the elemental will use Finger of Plasma
to do damage to it as needed, and try to close the distance if
possible.

plAsmA phAse elementAl


Large elemental, unaligned
STR DEX CON INT WIS CHA fire damage. If the plasma elemental touches flammable material,
10 (+0) 22 (+6) 20 (+5) 10 (+0) 11 (+0) 10 (+0) it catches fire and will burn until it is put out or it has consumed
Armor Class 16 all the material.
Hit Points 105 (10d10 + 50) Illumination. The plasma elemental sheds bright light in a 10-
Speed 30 ft. foot radius and dim light for an additional 10 feet.
Saving Throws Dex +10, Con +9, Wis +4 ACTIONS
Condition Immunities charmed, grappled, poisoned Multiattack. The plasma elemental can make two fist attacks and
Damage Resistances acid, lightning, psychic, thunder a stomp attack.
Damage Immunities fire Fists. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Senses passive Perception 10 Hit: 9 (1d6 + 6) bludgeoning damage and 5 (1d10) fire damage.
Languages telepath 120 ft. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Challenge 9 (5,000 XP) Hit: 11 (2d4 + 6) bludgeoning damage and 5 (1d10) fire damage.
Heated Body. A creature that touches the plasma elemental or Finger of Plasma. Ranged Weapon Attack: +10 to hit, range
hits it with a melee attack while within 5 feet of it takes 5 (1d10) 30/90 ft., one target. Hit: 8 (1d4 + 6) fire damage.
thAlliAn scout
Visitors from another reality, Thallian scouts cannot exist in their normal In groups, scouts will take turns with releasing lightning so that at least
form within the world. Instead, they use constructed metallic spheres one scout can use it each turn.
covered with arcane markings and equipment to contain themselves
while they visit. Two tentacles, called pseudopods by the sages, extend
from the sphere. Some believe that they are part of the actual creature
within, but others are certain that, while seemingly biological, they are as
constructed as any other part of the scout.

Paranoid Explorers. Scouts demonstrate extraordinary and sometimes


contradictory behaviour; they are always watchful and distrustful of
anything other than themselves. They don’t reveal any information about
themselves, but are willing to torture captives to extract information, the
subject of which can seem bizarre to us (one subject rescued from a scout
reported that she had been questioned for over two hours about flowering
plants, which fortunately she had some knowledge of as an alchemist’s
apprentice). Some sages speculate that the scout’s destruction when the
sphere is pierced is not the result of unstable extra-dimensional energy,
but a self-destruct mechanism to prevent the scouts from being examined.

A Superior Civilisation. Thallians are convinced that they represent the


most superior civilisation in the multiverse. This justifies any amount of
trickery, torture and destuction of ‘lesser’ forms of life. In short, there is
almost never a chance to negotiate with them, only desperate attempts
to prevent them from destroying everything and everyone, eventually.

Tactics. A Thallian scout interrogating a single subject will use its


Pseudopods or Microlaser to encourage cooperation, then kill the
creature when the interview is complete. In more dangerous situations, it
will try to position foes to make the most use of its Lightning Transmitter.

thAlliAn scout
Small aberration, lawful-evil
STR DEX CON INT WIS CHA Unworldly. When reduced to 0 hit points the scout explodes,
10 (+0) 17 (+3) 14 (+2) 19 (+4) 13 (+1) 20 (+5) causing 7 (2d6) fire damage to anyone within 5 feet of it.
Armor Class 18 (natural armour) ACTIONS
Hit Points 66 (12d6 + 24)
Multiattack. The scout makes two attacks with its pseudopods
Speed 5 ft., fly 30 ft. (hover)
or one with its pseudopod and one with its microlaser.
Saving Throws Con +5 Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities lightning, poison, psychic target. Hit: 5 (1d4 + 3) bludgeoning damage.
Condition Immunities blinded, charmed, deafened, frightened, Microlaser. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
poisoned, prone one target. Hit: 10 (2d6 + 3) fire damage.
Senses darkvision 60 ft, passive Perception 11 Lightning Transmitter (Recharge 5-6). Each creature in 30-feet
Languages Common, Thallian radius around the scout must make a DC 14 Dexterity saving
Challenge 5 (1,800 XP) throw. The creature takes 14 (4d6) lightning damage on a failed
Electrical Charge. If the scout takes lightning damage, its saving throw or half as much on a successful one.
Lightning Transmitter is recharged automatically at the start of its REACTIONS
next turn.
Life Support. The scout does not need to breathe, drink or eat in Free Floating. When a creature performs a melee attack against
any environment. the scout, it moves with the blow, reducing the damage by half.
WilDFolk, sly one
“So we are agreed, then?” The short man spoke with a strange accent, not
one that Dedric could easily place. His dark eyes glittered in the low light
at the back of the tavern. “Yes,” he said reluctantly, and handed over a small
bag of coins.

The stranger bounced the bag on the palm of his hand, seemingly satisfied.
“Then, I will do this for you. Return here next week, I will have what you
request.”

Dedric stood up and nodded at the man, and the troubled knot of concern
seemed to settle in his gut. He walked to the door, and risked a look
backwards as he opened it. The man was no longer at the table.

Sly one wildfolk resemble bipedal foxes, with short orangish-red fur, a
longish snout and twinkling black eyes. When interacting with people they
often wear flamboyant and colourful clothes, with a rapier in a scabbard
at their hip. They are inherently mischievous and untrustworthy, the result
of the fey-folk’s conception of fox-kind, so must be dealt with cautiously.

Wildfolk. The wild folk are a blending of nature spirits and both animal
and humanoid forms. The combination creates an unusual combination of
appearance. The wild folk’s limbs tend to be oddly jointed, almost as if a
four-legged creature had simply stood up. This allows them to transition to
four-limbed locomotion, at which they are usually much faster.

Tactics. Sly ones often serve as spies, assassins and informants for their
employers. They use disguise self and pass without trace to get close to
their targets, continuing to pretend to be human(oid) as long as possible
to gain the trust of others. It even uses minor illusion, druidcraft and even
hold person to pretend to be a caster of a different type, if appropriate.

the sly one


Medium fey, neutral evil
STR DEX CON INT WIS CHA At will: druidcraft, minor illusion
10 (+0) 17 (+3) 15 (+2) 14 (+2) 17 (+3) 18 (+4) 3/day each: disguise self, entangle, faerie fire
Armor Class 16 1/day each: barkskin, hold person, pass without trace
Hit Points 78 (12d8 + 24) Magic Resistance. The sly one has advantage on saving throws
Speed 20 ft. (two-legged), 40 ft. (four-legged) against spells and other magical effects.
Nimble. The sly one’s armour class is equal to 10 plus twice their
Saving Throws Dex +6, Wis +6, Cha +7
Dexterity modifier.
Skills Perception +6, Persuasion +7, Sleight of Hand +6,
Stealth +6 ACTIONS
Condition Immunities charmed Multiattack. The sly one can make two attacks with its rapier.
Damage Resistances psychic Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Senses passive Perception 16 Hit: 7 (1d8 + 3) slashing damage.
Languages Common, Sylvan
Challenge 5 (1,800 XP) REACTIONS
Innate Spellcasting. The sly one’s innate spellcasting ability is Dodge. The sly one can add its Dexterity modifier against one
Wisdom (spell save DC 16). It can innately cast the following attack that it can see.
spells, requiring no material components:
Crafted by an incredibly talented and experienced team,
Handimonsters is a PATREON subscription service providing you
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One Ring Roleplaying Game and many more) and
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