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A UNIQUE COLLECTION OF DEADLY CREATURES

WRITING / EDITING / LAYOUT BY:


MATTHEW HARGENRADER
CONTRIBUTING ARTISTS:
COVER ART: FRANK GUNTER // INTERIOR ART BY: FRANK GUNTER / DEL “MAVFIRE”
TEIGELER / BRIAN “GLAD” THOMAS / CHRIS LETZELTER / ZACHERY HARGENRADER
/ LUIGI CASTELLANI / AARON SIDDALL / HUNTER REID / JACOB BLACKMON
ADDITIONAL STOCK ART, COURTESY OF DRIVE THRU RPG, PROVIDED BY: GARY DUPUIS /
EARL GREIER / JACOB BLACKMON / BRADLEY K MCDEVITT / WILLIAM McAUSLAND / JEREMY MOHLER
/ MACIEJ ZAGORSKI / DARKZEL

This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The OSRIC™ system
text may be found at http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall.
"OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks of Stuart Marshall and Mat-
thew Finch and may be used only in accordance with the OSRIC™ license.

A RANDOM GAMERS PRODUCT

Dwellers in Dark Places iii


INTRODUCTION BY TILDUN-REFFE’

If I remember correctly, my given name is Tildun-Reffe’, but in far off lands and at
different times I have been known by many others. In the past I never was a man of
clever words, and now I am merely a simple warrior of declining years. For many de-
cades, I bravely ventured into the unknown, searching the forbidden wastes and the
depths of the world. For more than three centuries, with numerous companions, I have
spent most of my adventuring days in fearful danger, always in search of challenging
opponents, rare treasures, and unending glory. However, here, at the end, all I have
are the slowly fading memories of my countless adventures. I have seen so much in
my travels and I now feel the need to share all I have learned. To this end, I became
the author of this laborious manuscript.

With the aid of the Ring of Months, a magical item discovered when I was just a young
man, I have managed to stay on this world for several centuries beyond my expected
life span, outliving more than a few of my elven and dwarvish companions (see new
magic item below). Along the way, I have seen and fought hundreds of dangerous,
strange, and truly wondrous creatures. I was slain and brought back to life on several
occasions; the benefit of choosing stalwart companions. I have traveled to the farthest
reaches of the world where we live, and many others, From the arctic wilds to the black
realm, located below the underdark, I have fought innumerable foes. With stout com-
panions, I even dared to venture to the other planes of existence and journeyed across
the Elemental Planes. Many of my closest friends were lost over the years, victims of
time or the violent profession we chose; others beat the odds and have prospered
quite well. I carefully listened with anticipation to the tales related by hundreds of
others in my field, keeping detailed notes on what they claimed to have encountered
on their adventures. Their coarse words inspired me, the detailed descriptions en-
thralled me, since any small bit of information is of inestimable value. One can never
know what observation could make a difference between life and death.

Much of what they spoke of as we sat around the countless campfires in the wilderness
or with our elbows drunkenly propped on tavern tables is probably exaggerated. Much
of it may merely be the boastful one-upmanship, natural for those in the adventuring
field; some of their “absolute facts” may be outright lies. However, with my extensive
background I know from experience there are so many strange and wondrous crea-
tures populating the unknown realms, the mind refuses to believe. Such beings could
exist. Remote wildernesses and the depths of the Underdark are populated with an
extensive assortment of creatures, each filling a special niche in their environment
and most resent any intrusion.

Therefore, the manuscript you now hold is my legacy. I put my recollections down here,
with the hope that, if even half of it is true, perhaps the information herein might save
some foolish adventurer’s life. This Compendium of Beasts is the result of my many years
as an adventurer, and sometimes the memories merge to create new whole cloth from
scattered pieces. I will not bore you with the abilities of the more common creatures I have

iv Dwellers in Dark Places


fought: trolls, bugbears, ogres, giants, dragons and the like. The details of such mun-
dane things exist in volumes of creature lore one can still find in many of the larger cities.

Instead I have assembled upon these many pages of vellum dozens of strange crea-
tures, mostly unreported (as far as I can tell), in any other such compendia. I have
tried to be as objective as possible with my rather mundane descriptions, including
all of the known dangers and possible rewards one can gain by fighting these beasts.
Even though you may not believe such as these can exist, you still might keep yourself
informed in case an encounter occurs! I have seen several of these creatures or their
close relatives, these Dwellers in Dark Places, mentioned briefly in some of the more
popular, fanciful tales, but they are unrecorded as to their complete abilities and
strengths. I leave it to those who read these words to discover the truth for themselves
and I wish you good fortune on your adventures and hope the riches you discover
equal my own. My time is nearly done, for the power of the ring does not grant im-
mortality, it only delays the arrival of the final day we all must face. My companions
await, for we have one last adventure to undertake,one final treasure to reveal, an-
other foe awaits defeat. Fare thee well.

TILDUN REFFE’
RING OF MONTHS

The Rings of Months are exceedingly rare and powerful items created in a bygone age
as gifts for humans. Initially, the device is a simple silvery band of an unknown metal,
resisting all forms of attack with a +4 bonus. Upon wearing it, the user sees it is actu-
ally inset with dozens of intricate runes, and small gemstones. However, the magical
effect upon the wearer of the ring is quite remarkable. Each year that passes is as a
month to the wearer, so if the ring is worn for 12 years the user ages but a single year.
Humans can extend their lives for centuries and half orcs and other short-lived races
actively seek them out whenever the rumor of one of these ancient items surfaces.
However, for mixed species (1/2 orc, ½ elf etc.) these Rings only have a 75% chance
they function properly.

Initially, this potent device has its secondary power in effect: causing the user to be
immune to all forms of natural disease. This does not include lycanthropy, which is
as much a curse as it is a disease. Only humans and some mixed species can benefit
from wearing such a Ring of Months. After wearing the device for a full month, the user
becomes aware of rings true powers. If the user removes the Ring of Months at any
time after the one-month period, the user immediately begins to age normally once
again. In addition, the individual can never wear that particular Ring of Months again.

Dwellers in Dark Places v


ART BY FRANK GUNTER

“It is possible we were the first outsiders to ever view the great temple of Khamma-Chakku, jewel
of the Jetch’Kekki empire. The central pyramid was a monolithic, stone structure constructed by
the hands of thousands of slaves. It soared over 200 feet upwards through the jungle canopy,
and in the approaching twilight it was illuminated by dozens of sconces full of burning oils. The
cloying scent of lush vegetation, acrid smoke and spilled sacrificial blood filled our nostrils as
we contemplated our goal. Somewhere above lay the entrance to the treasure vaults containing
a fortune in gold, silver, ornate jewelry and gems. Soon our thief, Jerma, would return to lead us
into the secret passages leading into the temples heart,”
Tildun Reff’

vi Dwellers in Dark Places


DISCLAIMER AND DEDICATION BY AUTHOR
(Authors apology: Sometimes, late at night when my head is buzzing and I cannot fall asleep, strange things happen and
weirdness creeps in from some forgotten place. Many of the creatures found within are the results of such a time...)

The majority of the 340+ creatures (well over 500 with all of the variants) presented within this work crawled out of my brain
during the past 35+ years of playing fantasy role-playing games. Many others are based on some fantastic stock art discov-
ered online. Others follow closely in the footsteps of popular monsters found throughout the many entries in the fantasy
role-playing game genre. Although laid out to be compatible with Osric, they are designed to enhance any Old School fantasy
role-playing game adventures.

It was always entertaining throwing new monsters at the various adventuring groups…something they had never encountered,
something not found in any of the various tomes of creatures. Many of my creations were quite successful, and extremely
challenging, others failed horribly, not working as I intended, so they vanished completely or I sent them back for re-tooling.
I must admit, there were a few dozen others, all dismal failures…doomed to vanish like a bad dream. A few of these survivors
have had their stats or names changed several times over the years (some have remained relatively unchanged for a decade
or more). I was always searching for the right combination of abilities that could properly challenge an adventuring group.

First, I want to thank the dozens of gamers who have participated in my games for inspiring me to always do better and who
put their characters’ lives on the line facing my assorted strangeness. All of the members of The Random Gamers Guild
were the inadvertent play testers for many of my creations; no value can be set on the memories and friendships made
during the years of gaming. Also thanks to my significant other, Jo, for putting up with the chaos sometimes created by the
various groups of players who either descended upon our home or called at odd hours with really strange questions. As
always, a big shout out to my two favorite monsters, my boys, Alexander and Zachery, for pushing me to begin gaming once
again. Running a new campaign made me take out all of my primitive sketches, and scrawled notes so I could write it down
in a legible form.

In addition, and most of all, special thanks and a major portion of the credit goes out to all of the skilled artists whose talents
helped bring my rather crude creature descriptions to life in these pages. I can never adequately thank the following: Frank
Gunter, a friend for many years, who stepped up and delivered a massive amount of art (somewhere in the area of 200
different pieces for this project). I was very fortunate to obtain many excellent drawings from Del Teigeler, Brian (“Glad”)
Thomas, Chris Letzelter, Luigi Castellani, Jacob Blackmon, and Aaron Siddall, who were so great to work with. To all of
the artists: my ideas and crude rough drafts would never have looked as good without your artistic efforts, and I hope my
writing does ample justice to the fantastic artwork you all provided. I also want to thank Zachery Hargenrader, Hunter Reid,
and Jennifer Eck for their contributions to the book. I found a veritable trove of fantastic stock artwork on Drive Thru RPG,
mostly through Purple Duck Games. There are works by Earl Geier, Bradley K. McDevitt, William McAusland, Darkzel, and,
especially Gary Dupuis, who provided over two dozen excellent drawings.

Whenever I handed my friend Frank Gunter another batch of my crude sketches he would just shake his head, look at me
curiously, give a small laugh, and sigh. He always wanted to take a walk through my head, I guess this is as close as it gets.
For over 30 years, Frank has labored to bring my crude sketches to life. Now my son and Hunter are doing the same when
I describe yet another monster (usually with tentacles)...I guess I have not changed much in more than 35 years of gaming.

Nevertheless, for now...it is with a sigh of relief and sense of great accomplishment I see the DWELLERS IN DARK PLACES
project finally finished and all of the creatures assembled in one place. It has taken over three years to comb through all
of my notes, assemble the art, and write the text, edit and layout. Along the way I came across quite a few bad ones from
twenty years ago, (the infamous “Guy with a knife” comes to mind) and some new ones as well which even made me laugh.
I hope I have culled those out and left the best intact. Will there be others down the road? Probably, for as long as there are
figures made and games released I am always be on the hunt for something different I can adapt to my campaigns. It seems
I find new creatures on a weekly basis. Who knows what still lurks back in the dark places of my brain, or where the next
inspiration comes from? I still remember reading an article in the early 80’s about the dangers of invasive species...thus were
“born” the many varieties of Necrotia.

I have tried to present a diverse mix of creatures representing the major groups encountered in most fantasy role-play-
ing games. Within these pages there are creatures from the other planes (demonic, alternate realities, and the elemental
planes), specimens from the “almost natural world” (including mammals and reptiles from our prehistoric times), several
from the domains of the undead, and fantastic creatures of both the surface world and the depths of the underdark. There
are lone predators, pack hunters and a few that even unite in tribal communities.

Dwellers in Dark Places vii


I hope as Game Masters you enjoy using many of the creatures found within the Compendium, and as players you come to
fear them. Moreover, if just one (hopefully more) becomes a new favorite of another Game Master, then I will consider my
time was well spent. As with any writing I put out there...I welcome all input, and all descriptions are subject to your own
personal modifications.

An added special thanks to the folks at Dragonsfoot, including Doug Rector, who helped me more than I could have believed
possible. Without his prodding and incredible assistance at the beginning, I never would have finished the project (I probably
would have never started it). I never thought I would have the drive to complete such a task...it feels good. I would also like to
thank Stephen McFadden for his blatantly honest look at the artwork; again, I avoided some ugly errors thanks to his input.

To all of my friends who were involved I say well done, and to all who contributed to the making of DWELLERS IN DARK
PLACES...I humbly thank you. I believe all the hard work should make us feel quite pleased with our finished product. To all
of the characters slain by the creatures herein, I offer my deepest regrets.

I also want to give credit to Stuart Marshall and Matt Finch for granting me permission to use the stat information from
their book Monsters of Myth written for their Osric rules system. They did the hard work with OSRIC years ago, which paved
the road leading to this book. I highly recommend not only their work, but the efforts of all the others working to keep old
school role playing alive.

I strongly encourage any interested parties to check out all of the artists’ websites, the work they have done herein reveals
just the smallest fraction of their abilities:
Frank Gunter: frankguinter.com ( especially If interested in monster or cover prints)

Del “mavfire” Teigeler: http://mavfire.blogspot.com/

Chris Letzelter: cletzelter@mac.com


Portfolio / Commisions: www.letzdesign.net
Brian (“Glad”) Thomas: gladsart@hotmail.com

Luigi Castellani: http://artikid.altervista.org/

Aaron Siddall: http://aaronsiddall.com/

Jacob Blackmon: commissionprodigyduck@gmail.com


http://prodigyduck.deviantart.com/

Additional Stock art for Dwellers in Dark Places by the following artists was obtained from
Drive Thru RPG a great resource that I highly recommend:

Some artwork copyright © 2015 Gary Dupuis / All rights reserved / Used by permission

Some artwork copyright 2015 by William McAusland / All rights reserved / Used by per-
mission

Some artwork copyright 2015 Luigi Castellani / All rights reserved / Used by permission

Some artwork copyright © 2015 Earl Geier / All rights reserved / Used by permission

Some artwork copyright © 2015 Jacob Blackmon / All rights reserved / Used by permission

Some artwork copyright © 2015 Bradley K McDevitt / All rights reserved / Used by per-
mission

Some artwork copyright © 2015 Darkzel / All rights reserved / Used by permission

Some artwork copyright © 2015 Jeremy Mohler / All rights reserved / used by permission

Some artwork copyright 2015 Maciej Zagorski / All rights reserved / Used by permission

Dwellers in Dark Places Copyright © 2016 by Matthew Hargenrader


All rights reserved. This book or any portion thereof may not be reproduced or used in
any manner whatsoever without the express written permission of the publisher except
for the use of brief quotations in a book review or scholarly journal.
First Printing: 2016
ISBN:
Random Gamers Guild
www.rggpinhead@hotmail.com

Author and copyright holder for all text and artwork, Matthew P. Hargenrader, 2016 except
for those artists listed above ART BY FRANK GUNTER

viii Dwellers in Dark Places


PAGE TABLE OF CONTENTS
iv INTRODUCTION

vii DEDICATION / ARTIST CREDITS

xiii EXPLANATION OF MONSTER STATS

1 Acid Bladder / Alghossi / Ammonite, Large / Ammonite, Gargantuan / Andrewsarchus / Ant, Enormous / Anzu /
Armored Behemoth / Asp / Atharak / Avosh

13 Baranath /Beetle, Narcotic / Bh’rokki-kh’chich / Bialoor / Blort Worm / Bones, Splintered / Brass Skimmer / Briarkat
/ Bure’tuzzo / By’akurin / B’watta

Canine, Winged / Carnivorous Gourd / Carnosaur, Two-Headed / Centipede, Massive / Cephalopod, Land / Chamrol

27 / Charkin / Chatterschrill / Chimeric Leopard / Chitterling / Chulkine Warrior / Churra-Pakka / Cloud Whale /
Crab, Monstrous / Crevice Crawler / Crystalle / Crystal, Living / Crystal Serpent / Crystal Stone Giant /
Cube, Deadly / Cyadith

Daeodon / Darter / Deadly Fruit / Decasarchus / Deinosuchus / Demon, Chorrill / Demon, Ebbonishi / Demon, Gangloid

51 / Demon, Mhagoti / Demon, Nuchaveer / Demon, Pane / Devil, Hound / Dhi’awan / Dinogator / Dimensional Shambler /
Dolghire / Doppleganger, Arachnia / Dragon, Snake Feather / Dragon Spawn / Dread Sentinel / Dust Gyre /
Duthar Serpent / Dyast

77 Ebe’chorrin / Eel, Energy / Elemental Energy Pod / Entangler Rock / Eorra Serpent / Epharra Leech / Erbaxx / Estrith
/ Exourt / Eyasawuni / Ezzuwari

87 Faeloon / Fire Leech / Flail Cobra / Flame Vortex / Fringe Lurker / Frocodile / Frolynx / Frond Feeder / Frozen Dead
/ Fungoid Mimic / Fungus Giant / Fungus, Luminary / Fungus, Slimy

Galoopie / Gargoyle, Lesser / Gargoyle, lord / Gargoyle, Obsidian / Gelatinous Bubble / Gelatinous Strider / Ghavial

99 / Ghelash / Ghindy / Ghoul, Glutton / Ghovian / Giant, Deep / Giant, Undead / Giant, Winged / Glomus /
Golem, Brass / Golem, Colossal Obsidian / Golem, Conglomerate Stone / Golem, Copper / Golem, Flying /
Golem, Obsidian Sentinel / Gorilla, Four Armed / Granite Warden / Grappling Slug

125 Haldroon / Harpy, Dirge / Hauleevi Finch / Hawkmare / Hellgrub / Hispaxxi / Howling Brain / H’ssslak / Hurizaq /
Hydrae, Giant / Hydroth / Hyrphus

135 Ibishi / Ice Shade / Ice Tiger / Idelesaurus / Imbrian Slime Devil / Imp, Bog / Inkrassa Worm / Inostrancevia /
Invisible Shroud / Iron Crab / Isopod / Issa

145 Jassaheri / Jelly, Burst / Jelly, Filament / Jelly, Net / Jelly, Rock / Jetch’kekki / J’hurra / Jorag / Juracoth /
Jungle Stalker

159 Kaprosuchus / Katerri / K’charr / Kellithus / Khatazeer / Khidish / Khi-ursa / Khoore / Khorgha / King Hawk /
Koolasuchus / Krakenite / Kratachan Wasp / Kreyazak / Kuuldas

173 Lajkoov / Le’heemis / Lesser Drake / L’horph / Limpet / Lishku / Lizard, Armadillo Frilled / Lizard, Giant Flying /
Lurking Death / Lycaenops

186 Magnet / Malkarst / Mantidfly / Marsh Behemoth / Maurinth / Meelinn / Moarauki Delver / Mold, Various /
Morgue Haunt / Mourglik / Mussa Lion

199 Naga, Cephaloid / Nauri / Necrotia / Necrotia, Crystal / Neo-Xorn / Nicomeyan / Norskuya / Nubrattu /
Nujibba Serpent / Ny’adar

Dwellers in Dark Places ix


213 Obsidian Hulk / Och’een / Ocossatine / Oculi / Oonagrah / Ooze, Parasitic / Ooze, Various / Orchid, Deadly /
Oriani Plant / Oseria Serpent / Oultash / Oxael / Ozinaptor

Pane / Parasitia / Parrodile / Phalpp / Phasma / Phreen / Piercer, Huge / Piercer, Ice-Fire / Pod, Exploding /
227 Predacious Maw / Primordian Mound / Pterygotus / Pudding, Aquatic / Pudding, Chill / Pudding, Granite /
Pudding, Fire / Puff Spine

243 Qaataas / Quaartzz / Quahildrath / Quathiu / Queedi / Quesh’ tar / Quew-quew / Quindilus / Quoorie Dead

253 Rachava / Rat, Undead / Rat, Hesaki / Razor Fish / Reak / Remora Lung Creeper / Rim Stalker / Rock Mite /
Rock Terror

Sand Serpent / Sarkolath / Scorpion, Mutated / Screamer / Scum Crawler / Serpent, Hydraxith / Shard / Shard, Spined

263 / Shrouded Dead / Shrub Crab / Siphon Slug / Skeyturra / Skryllich / Sleethe / Slider / Spartoi / Spider, Jumping /
Spindle-men / Spined Zorrel / Squallus / Squark / Starr / Steel Shocker / Sticky Tendrils / Stone Worm /
Swamp Glutton / Swamp Polyphemus / Swamp Rast

291 Tarry Jelly / Teovosse Hound / Thaptor / Therizonosaurus / Thornwood Tree, Possessed / Thrakkire / Titanoboa /
Tome Mimic / Troll, Dark / Troll, Rock / Tulardin / Turaqui / Turaqui Turra / Tustranian Tendrils

303 Udajhe / Ulsilurt / Undulating Sphere / Unformed / Ura-ati / Ursadile / Urthak / Uvasha / Uxulian Gulper /
Uzzarian Tunneler

313 Vaccasu / Velax / Vidrha Fly / Viheela / Vilahook / Viloor / Vines, Giants / Vine, Serpent / Vine Spirit / Vitaur /
Volcanic Pod / Vurashi / Vusa Slime

325 Warriors of stone / Water Jukka / Watymo / Wererat, Greater / Wharile / Worm, Cluster / Worm, Indus /
Worm, Suthok / Worm, Xanniz / Wunart Leaper

337 Xat / Xeech / Xervitor / Xinnit / Xorta / Xutarian Slasher / Xylian Plant

349 Yamathu / Yannax / Yashurinn / Yellow Filament Jelly / Yellow Mushroom / Yiff / Yoshikke / Yurie Beetle

357 Zalinarre / Zartathra / Zarthine / Zidor / Zombie, Acid / Zombie, Spore Carrier / Zorthule Spider / Zroth /
Zu’uta Guardians

I MONSTER BY ENVIRONMENT ART BY FRANK GUNTER

V MONSTER BY LEVEL

IX MONSTER INDEX

XIII OPEN GAMING LICENSE

XIV OSRIC LICENSE

XV NEW SPELL

XVI NEW MAGIC ITEM

XVII DRAGONET

XVIII AFTERWORD

x Dwellers in Dark Places


ART BY HUNTER REID

“The carrion stench within the cave was overpowering as dozens of repulsive Fire Leeches poured from the cracks
in the stone wall surrounding the pool. Covered with thick slime they slid towards us, jaws rasping as their rubbery
bodies rhythmically pulsed. Beyond the nesting area we could make out the passage leading down into the depths.”
Tildun-Reffe

Dwellers in Dark Places xi


Cover art from an issue of our club newsletter done in 1992 by this books primary artist, Frank Gunter. This is one
of my favorite pieces by him, and luckily I still had a copy in my old files. As a special treat, he has done a second
piece appearing as several filler art pieces in DWELLERS IN DARK PLACES. Thank you Frank for 25 years of great art.

xii Dwellers in Dark Places


EXPLANATION OF MONSTER STATS
Each of the monsters in this book has descriptive text to give the game master a detailed picture of the monster’s ap-
pearance, unusual qualities, and other pertinent information. In game terms, the monster’s statistics, presented above the
description, use headings for these numbers. The following section gives the meaning of the individual headings. Game
masters are encouraged to modify these statistics wherever needed to suit their own campaigns.

FREQUENCY: The monster’s relative rarity in a “normal” game world can fall into five categories. A “Unique” monster is the
only one of its kind in existence. Usually, only adventuring heroes have encounters with those creatures listed as “Very rare”,
and whenever seen, it is a matter of great interest to naturalists and sages. A “Rare” monster is one vaguely known to the
average peasant, but only in rumor and folklore (often incorrect). Common folk of the world know of most “Uncommon”
creatures that appear in their area, but even so, they might not see such creatures in their lifetime. Common creatures are
usually well known, and when they appear, it may be cause for alarm but not surprise. Rarity values are useful for the Game
Master in creating encounter tables, because they provide rough guidelines for the probability of an encounter with any
particular monster. The actual rarity of some creatures varies, depending on the geographic location: a giant snake might
be rare in a town, but more common in an infested jungle area.

NUMBER ENCOUNTERED: This represents a guideline for the GM, and should vary according to the place in which the crea-
ture dwells. The GM must use logic and reason for any addition or subtraction to the dice when determining the number of
monsters present in a given encounter.

SIZE: Three categories are normally possible here, being Small, Medium, and Large. These are relative to normal human size,
so a Medium creature has approximately the same mass or volume as a human, even if it is not necessarily man shaped.
The size of the creatures, given in parentheses is a generalization. Large creatures can vary from as small as 8ft tall to
gargantuan monsters weighing many tons. Information that is more detailed may appear within the descriptive text.

MOVE: Movement rates are in feet per round (or turn), or otherwise as described in the OSRIC™ rulebook or other compatible
rules used by the Game Master. Some creatures will have separate movement categories for flying, swimming, burrowing, or
other special movement forms. The information in parentheses describes how sharp a turn a flying creature is able to make.
Thus, AA: V / 180-degree turn is a very nimble, sharp U-turn; AA: II 30-degree turn would be extremely slow or clumsy.

ARMOR CLASS: Armor class (“AC”), expressed as a number on a sliding scale from 10 (worst) to -10 (best), informs the players
as to the difficulty in striking the listed creature. The AC value for a creature does not necessarily mean that it is wearing
the equivalent armor type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to
a human.

HIT DICE: The number of hit points for a creature is determined by rolling dice. Usually hit dice are a d8 unless specified
otherwise. Some creatures have hit points in the format “X+Y” or “X-Y”, in which case X refers to the number of dice rolled
and Y refers to a numerical adjustment applied to the total. Thus, a creature with HD 4+1 has 4d8+1 hp, for a total possible
range of 5-33.

(*) This number is the 20-sided die roll required by the monster in order to hit an armor class of “0”. This is the base
number, possibly subject to modification by the creature due to magical, strength, and situational bonuses or penalties.

ATTACKS: This entry refers to the number of attacks per round the creature normally possesses in melee. Certain spells,
such as haste or slow, could modify the number, and it does not include any special attack forms such as a breath weapon.

DAMAGE: This entry indicates the number and type of dice rolled for damage if the creature’s physical attacks hit. If the
value provided is “by weapon”, then the GM should refer to the OSRIC™ rulebook or other compatible rule set, as applicable,
to determine the damage inflicted. Certain special attack forms will do more damage than indicated in this category, and
may offer a saving throw; see the relevant creature text for details.

SPECIAL ATTACKS: This entry is a short note regarding any unusual attack forms the creature may possess. In most cases,
a full description of these unusual attacks appears in the descriptive text below the game statistics.

SPECIAL DEFENSES: This entry, like the entry for special attacks, is really just a signal to the GM that the monster has un-
usual or magical protections detailed in the descriptive text.

Dwellers in Dark Places xiii


MAGIC RESISTANCE: This is the chance, expressed as a percentage, that the creature will be unaffected by any magic spe-
cifically targeted at it. Even if the chance fails, the creature may still receive a saving throw if the spell or magical attack
form normally calls for a saving throw. The percentage listed assumes a caster of 11th level of experience, and varies by 5%
upwards or downwards per experience level of the caster above or below 11th.

LAIR PROBABILITY: -- This indicates the chance of encountering the creature in its lair. Creatures not met in their lair are
termed “wandering”. Generally, most creatures will keep some or most of their treasure in their lair, so when an encounter
with the monster occurs away from the lair, the players will possibly need to locate the lair in order to obtain the full amount
of the monster’s treasure.

INTELLIGENCE: This indicates the intelligence of the creature relative to the average human. Possible values include “Non-”,
“Animal”, “Semi-intelligent”, “Low”, “Average”, “Very”, “High”, “Exceptional”, “Genius”, or occasionally even higher. A non-in-
telligent creature effectively has an intelligence score of 0, and a “genius” has an intelligence of 18 or higher.

ALIGNMENT: See the OSRIC™ rules or other compatible rule set as applicable, for a detailed explanation of alignments. The
alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the
case of less intelligent creatures, there is usually very little variation from these alignments, for they represent instinct more
than reasoned thought. Variation in alignment is one of the attributes of humanity and the civilized races allied to humans.
Monsters do not usually vary nearly so much. It is worthy of note that in a Game Master’s individual campaign the alignment
of any particular type of creature is merely a guideline.

LEVEL/XP VALUE: See the OSRIC™ rules, or other compatible rule set as applicable, for a detailed explanation of this cate-
gory.

STOCK ART BY WILLIAM MCAUSLAND

xiv Dwellers in Dark Places


A
ACID BLADDER / ALgHOSSI / AMMONITE, LARgE / AMMONITE, gARgANTUAN / ANDREWSARCHUS / ANT, ENORMOUS /
ANzU / ARMORED BEHEMOTH / ASp / ATHARAk / AvOSH

ACID BLADDER
Frequency: Rare
No. Encountered: 1d3
Size: S (1’–2’)
Move: 1’
Armor Class: 8
Hit Dice: 1d8 hit points (*see below)
Attacks: 1
Damage: 1d3 per hit point (*see below)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 4/600

The Acid Bladder is, in some ways, not truly a living crea-
ture since it possesses unusual traits almost putting it in a
class of its own. Some sages believe the creature belongs in
the family of slimes and jellies. In appearance, Acid Bladders
are dark gray, stony accretions found attached to the ceil-
ings of underground caves and chambers. By holding them-
selves in place with several long, elastic, fastening strands,
they slowly begin to inflate, swelling with digestive acid. They
can produce several ounces of acid per week using powerful
enzymes to transform the minerals within the rock into a
caustic substance.
ART BY ZACHERY HARGENRADER

Hanging beneath the central mass of the Acid Bladder is a


half the normal damage. A save reduces this by an additional
cluster of dozens of fine sensory filaments made of a clear
50%. Any weapon striking a full Acid Bladder must save (nor-
material (80% invisible). These strands act as triggers, alert-
mal chances) before the gushing acid destroys it. Alchemists
ing the Acid Bladder to prey passing beneath. With a loud
and wizards who use acid in any magical engraving prize the
snap, the Acid Bladder bursts, pouring its stored contents
acid—each ounce having a value of 50 gp. Typical Acid Blad-
onto unfortunate victims. The gush of acid strikes unsus-
ders have one ounce per hit point.
pecting creatures on a roll of 10+ regardless of armor class.
The damage is a base of 1d3 points from the 1 hit point crea-
ture with damage increasing by an additional 1d4 per hit Treasure: None. In very rare instances a few metallic Items
might survive the acid attack.
point. Thus, a creature of 6 hit points in size unleashes a
torrent of acid capable of inflicting 6d3 points of damage.
The fully engorged 8 hit point Acid Bladder is capable of do-
ing 8d3 points of damage! The victim is entitled to a saving
throw versus poison to reduce the effects by half.

Items caught within the deluge of acid must save versus


breathe weapon at +2 or be destroyed.

As the victim lies slain or incapacitated on the ground, the


fastening strands lengthen and slowly drop the deflated Acid
Bladder down to reabsorb the now nutrient rich fluids it
has disgorged. Striking a fully engorged Acid Bladder with a
weapon results in a spray of acid, with a 10’radius, causing ART BY FRANK GUNTER

Dwellers in Dark Places 1


A
ALGHOSSI tacles are not strong enough to hold a victim firmly for
long periods of time. The Alghossi uses its tentacles to
Frequency: Very rare
pull itself through the tight spaces, between the thou-
No. Encountered: 1
sands of caverns making up the vast subterranean sea.
Size: L (100’ long)
Move: 180’swim The Alghossi’s powerful jaws can tear into prey dealing a
Armor Class: 3/5 massive 2d12+6 points of damage. Any roll of 18+ from the
Hit Dice: 18d8 (*7) bite hitting a target indicates the cluster of mouth tendrils
Attacks: 5 has latched on to its prey, holding it close to the jaws al-
Damage: 2d12+6 (bite), 2d4 (x4 tentacles) lowing it to automatically bite each round. On a roll of 20,
Special Attacks: Grapple, lights the Alghossi can swallow any creature smaller than human
Special Defenses: Lights sized. Only four of the Alghossi’s tentacles can reach a single
Magic Resistance: Standard opponent with each doing 2d4 points of damage. On a roll of
Lair Probability: 50% 20, they grab an opponent who then takes an additional 1d10
Intelligence: Animal points of constriction damage each round until he escapes
Alignment: Neutral either by making a successful Major Strength Test at +20% or
Level/XP: 10/11,650 + 25/hp by inflicting 10 points of damage to sever the tentacle.
The great creature known as the Alghossi is one of the largest As the Alghossi moves in to attack, it produces a flashing
monsters living in the Ultran-Thassa, the immense Sunless show of brilliant bioluminescent light along its entire length.
Sea extending for thousands of miles through the caverns of These lights pulse and flash in a multicolored display of red,
the underdark. With a length in excess of 100’, it moves its green, and white producing an array of stripes and spots to
long sinuous body through the dark waters using its wide, confuse their prey or any attacker. If an attacker fails to save
powerful tail. The armored head of the Alghossi is comprised versus directed spell, he strikes with a -2 to hit due to the
of dense plates of chitinous bone and a mouth equipped Alghossi’s disorienting light display, making it impossible to
with multiple rows of sharp teeth. The cluster of short, grasp- see the true location of the creature. To add to the difficulty,
ing tendrils (3’–8’long) adorn the snout and help the Alghossi the tentacles have no bioluminescent properties leaving
hold prey close as the jaw does its work. them essentially black and unseen in the dark water as the
Alghossi attacks.
Along the length of the body, there are six 30’ long tenta-
cles covered with rows of hard ridges used to abrade the Although the Alghossi mainly feeds on the large albino sharks
flesh from any creature. It is important to note, these ten- and fish of the Sunless Sea, one of the Alghossi’s favorite
foods is the Ibishi (see Ibishi). However, it gladly attacks any
creature it encounters, no matter how large or small.

There is a slight chance some item of value might lodge with-


in the gullet of this beast, perhaps a leftover from some pre-
vious meal.

Treasure: 2d8 × 100 gp (30%), 1d6 gems (25%), 1d3 magic


items (10%).

ART BY JENNIFER ECK AND FRANK GUNTER


ART BY FRANK GUNTER

2 Dwellers in Dark Places


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AMMONITE SMALL MEDIUM LARGE HUGE
Frequency: Uncommon Rare Rare Very rare
No. Encountered: 2d6 2d4 1d6 1d3
Size: S–M (2’–4’) M–L (5’–10’) L (10’–14’) L (15’–18’)
Move: 60’swim / 180’ burst 60’swim / 180’ burst 60’swim / 180’ burst 60’swim / 180’ burst
Armor Class: -2/1 -2/1 -2/0 -2/0
Hit Dice: 4d8–6d8 (*15) 7d8–9d8 (*12) 10d8–12d8 (*10) 13d8+ (*8)
Attacks: 1d10 1d10 1d10 1d10
Damage: 1d3 (×10 tentacles) 1d4 (×10 tentacles) 1d6 (×10 tentacles) 1d6+2 (×10 tentacles)
Special Attacks: Grapple, 1d6 bite Grapple, 1d8 bite Grapple, 1d10 bite Grapple, 2d6 bite
Special Defenses: Ink, camouflage Ink, camouflage Ink, camouflage Ink, camouflage
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 50% 50% 50% 50%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/130 + 5/hp 6/900 + 8/hp 7/1900 + 10/hp 8/3400 + 14/hp
The Ammonite, an underwater predator belonging to an an- There are many reported instances when smaller ships have
cient species of crustacean, enjoys life in the warm, shallow been attacked by huge swarms containing several dozen of
seas. This powerful creature jets serenely through the water these voracious feeders. Their writhing tentacles rising from
in search of food. Often scavenging in packs, smaller Ammo- the water during the hours of darkness to snatch sailors from
nites stay along the sea floor to avoid larger predators. How- the deck.
ever, as they grow in size, they rise from the depths to make
rapid strikes against living creatures as well. Their ability to Treasure: Within the shell of the Ammonite is a small sack
quickly alter their coloration to match various backgrounds containing 2d6 ounces of ink. Each ounce is worth 25 gp to
gives them a +2 to their chance of surprising their prey. The an alchemists and wizards.
shell of this creature may form into a tight spiral, coil, or
remain straight. In some cases, it may even form into a bi- ART BY FRANK GUNTER
zarrely twisted combination of all three.

The suckers, located on the Ammonites ten tentacles, have


hook-like barbs, designed for tearing into the flesh of their
victim for 1d3 points of damage each. These tentacles have a
reach of 2’ per hit die. On any roll of 20, they latch onto their
target, pull it close and make it possible for the sharp beak
to automatically strike for as much as 2d6 points of damage
each round (see above for damage per size category). The
Ammonite also has a +3 bonus to hit a trapped target with
any remaining tentacles. It often strikes intent on grabbing
a target, and, if successful, uses its water sack to jet away
for 1d3 rounds, moving at a speed of 18’ per round before
settling to enjoy its feast. A successful Minor Strength Test
allows a grasped victim to remove one tentacle per round.

An Ammonite’s shell is quite dense (armor class -2) and dif-


ficult to breach. The chitin-covered tentacles are difficult to
damage as well. Any single attack with an edged weapon of
at least 2’ length, inflicting more than 8 points of damage,
severs an Ammonite’s tentacle. The loss of five tentacles or
more causes the creature to release any victims and flee. It
expels a 20’ diameter cloud of black ink (treat as darkness
spell with a duration of 1d4 rounds) then jet away to safety.
Severed tentacles regenerate at a rate of one per week.

Dwellers in Dark Places 3


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AMMONITE, GARGANTUAN
Frequency: Very rare
No. Encountered: 1
Size: L (18’-24’)
Move: 60’swim, 180’burst
Armor Class: -5/-2
Hit Dice: 18d8–24d8 (*7)
Attacks: 10
Damage: 1d8+2 (×10 tentacles)
Special Attacks: Grapple / bite
Special Defenses: Ink, camouflage
Magic Resistance: 45%
Lair Probability: 90%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 10/27,400 + 35/hp
ART BY FRANK GUNTER
In the depths of warm seas, there dwells a rare species of
armored nautiloids known as Ammonites. Rarely these vora-
cious predators grow to a truly gargantuan size. Many aquatic
races revere Gargantuan Ammonites as divine avatars and
feed them sacrificial victims in hopes of enticing them to
remain as nearly unstoppable guardians of their most sacred
of aquatic temples. Keeping just one of these creatures in
the vicinity requires a constant stream of sacrifices.

These intimidating creatures attack and destroy ships by us- From the watery darkness, this monstrous beast lunges to
ing their massive weight to pull small vessels completely be- attack, surprising prey on a roll of 1–3 on a six-sided die due
neath the waves. With each tentacle being as thick as a grown to their uncanny ability to rapidly change their coloration
man’s torso, they effortlessly tear through any ship’s hull. In in order to blend into their surroundings. The initial attack
addition to aquatic onslaughts, they occasionally attack prey occurs with a great burst of speed as a series of powerful wa-
along the shore depending on whether or not the water is ter jets push them backwards through the inky depths. Upon
deep enough to support their bulk. reaching their prey, they rapidly spin to attack—seeking to
ART BY FRANK GUNTER
ensnare its prey with a writhing cluster of tentacles.

Fully able to attack multiple opponents, the Gargantuan Am-


monite uses its 10 powerful tentacles to grasp any unfortu-
nate victims. Each of these terrible weapons has hundreds of
suckers equipped with sharp hooks designed to tear into the
flesh of their prey. Each can inflict a wound causing 1d8+2 hit
points of damage. Any roll of 18+ indicates the victim suffers
capture by the tentacle and takes 1d3 crushing damage every
round until freed, either by a successful Major Strength Test
at half the normal chance (due to the great strength and size
of the Gargantuan Ammonite) or by severing the tentacle.
(Any single attack with an edged weapon of at least 2’ length,
inflicting more than 12 points of damage, severs an Ammo-
nite’s tentacle). Once the monster grasps its prey, additional
tentacles have a +3 to strike at the grappled victim. The Am-
monite’s automatically bites any trapped victim, using the
immense shearing beak located at the base of the cluster
of tentacles. This terrible weapon bites with incredible force
causing 3d6 points of damage and on any roll of 20 it com-
pletely removes a random limb from the victim, or worse.

Roll a d12 on the following table for the result:

4 Dwellers in Dark Places


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d12 Roll Effect
1 Random hand removed (roll damage as normal, odd= left hand removed, even= right hand removed)
2 Random foot removed (roll damage as normal, odd= left hand removed, even= right hand removed)
3 Left arm removed at elbow(maximum damage +1d4 additional)
4 Left arm removed at shoulder (maximum damage +1d6 additional)
5 Major chest / torso bite (roll 2d12 for damage and double the result)
6 Right arm removed at shoulder (maximum damage+ 1d6 additional)
7 Right arm removed at elbow (maximum damage + 1d4 additional)
8 Left leg removed at knee(maximum damage +1d6 additional)
9 Left leg removed at hip (maximum damage +1d8 additional)
10 Right leg removed at hip (maximum damage +1d8 additional)
11 Right leg removed at knee (maximum damage + 1d6 additional)
12 Head bite (inflicts maximum damage, plus the target must save versus poison or be killed by the attack)

The Gargantuan Ammonite has an extremely dense shell Magic Resistance: Standard
protecting its vital internal organs making it quite difficult for Lair Probability: 50%
the puny weapons of man to breach (AC -5). The long, ar- Intelligence: Animal
mored tentacles (2’ per hit die) have chitinous plates (AC -2) Alignment: Neutral
and any hit of at least 12 points from sharp edged weapons Level/XP: 5/350 + 8/hp
3’ or more in length severs these appendages.
The Andrewsarchus is a dangerous predator dwelling on the
If seriously threatened or with the loss of half its limbs, the
vast scrub plains where tall grass and small groves of stunt-
Gargantuan Ammonite releases a dense black cloud of toxic ed trees offer exceptional cover. Traveling in sizable hunting
ink (acting as a darkness spell with a 30’ radius, having a packs, they move constantly while following huge herds of
duration of 1d4 rounds) and jets off into the aquatic gloom to
herbivores, often searching for and stealing the recent kills of
regenerate severed tentacles in a single week. Those caught larger predators. Andrewsarchus work in unison, as a pack to
within the confines of the cloud must save versus poison at bring down weakened herd animals themselves. A full-grown
+2 or suffer 1d8 points of damage per round of exposure. male stands nearly 6’ tall at the shoulders and weighs more
than 800 lbs. The females are slightly smaller but are just as
Within the shell of the Gargantuan Ammonite is a large sack fierce as their male counterparts.
containing 4d6 ounces of ink—each ounce worth 25 gp to
either an alchemist or mage who use this substance for writ-
ing spells.

There are also some mutated, albino species of this creature,


still surviving deep below the surface world in the depths of
the Ultran-Thassa, the great Sunless Sea of the underdark. In
this terrible place,several ancient, degenerate aquatic races
revere them as well.

Treasure: None

ANDREWSARCHUS
Frequency: Rare
No. Encountered: 2d4
Size: L (6’ tall)
Move: 180’
Armor Class: 4
Hit Dice: 7d8 (*13)
Attacks: 3
Damage: 1d10+2 (bite), 1d4 (×2 claws)
Special Attacks: Rending
Special Defenses: None ART BY DEL TEIGELER

Dwellers in Dark Places 5


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Once or twice per year, the Andrewsarchus pack settles for rounds, the Andrewsarchus shakes its massive head violently
a few weeks so the females can give birth and raise a brood from side to side doing 3d6+4 rending damage by thrashing
of young. However, they quickly deplete any available game, its victim against the ground. A successful Minor Strength
and once the young are strong enough, the pack moves on, Test allows for escape. Several of these monsters working
continuing to follow the herds. together quickly dispatch any prey.

Any traveler, moving unguarded through Andrewsarchus The claws of the Andrewsarchus are almost hoof-like and
territory, risks falling prey to these dangerous creatures. do just 1d4 points of damage during a successful attack. A
Covered with short, coarse fur in a variety of patterns, they typical pride of Andrewsarchus contains a single dominant
blend easily into their natural background and surprise their male (9 hit dice (*12), level: 6/900 + 12/hp), along with 1d3
prey with a roll of 1–3 on a six-sided die. lesser males. There are 1d4+2 females and 1d6+2 young (no
effective attack).
An Andrewsarchus bite is powerful, delivering 1d10+2 points
of bone crunching damage. On any roll of a natural 20, th e Treasure: None
jaws lock onto the victim with a vice-like grip. On following

ANT, ENORMOUS FLYING WORKER WARRIOR ZOMBIE


Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1d4 1d6 1d3 1d3
Size: L (12’ long) L (8’ long) L (12’ long) L (12’ long)
Move: 180’, 180’flying (AA: IV / 180’ 180’ 90’
90-degree turn)
Armor Class: 2 2 2 2
Hit Dice: 8d8 (*9) 8d8 (*12) 12d8 (*9) 12d8 (*9)
Attacks: 1 1 2 2
Damage: 1d10 (bite) 2d6 (bite) 3d6+3 (bite), 2d4 (sting) 2d6+2 (bite), 1d6 (sting)
Special Attacks: None None Poison Poison
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 30% 30% 30% 30%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 6/900 + 10/hp 6/675 + 10/hp 7/3000 + 16/hp 7/4000 + 16/hp
Enormous Ants are voracious predators and, thankfully, ad-
ART BY FRANK GUNTER
venturers only encounter them in the most remote of places.
They live in very small nomadic colonies with typically less
than 25 members. In extremely rare instances, where food is
plentiful, a size of a colony might temporarily swell, having
up to 50 members. Enormous Ants forage areas around their
nest site in small groups. When all available food is exhaust-
ed, they relocate the nest to new hunting grounds.

These insatiable creatures can travel many leagues from


their nest while foraging and move tirelessly for days if nec-
essary. Occasionally, they stray into the lands of men; and,
without evil intent, begin to devastate all they encounter.
Livestock, crops, entire villages, and those living on outlying
farmsteads vanish during such encounters.

Worker ants attack with powerful mandibles, slicing and


crushing for 2d6 points of damage. The larger mandibles of
the warriors of the colony are stronger and more deadly,
inflicting a massive 3d6+3 points of damage. The warriors

6 Dwellers in Dark Places


are equipped with a poisonous stinger located at the back Special Attacks: Rake
A
of their abdomen, using it to inflict 2d4 damage. A save ver- Special Defenses: None
sus poison is required or the venom, consisting of a massive Magic Resistance: Standard
dose of formic acid, causes an additional 1d10 points of dam- Lair Probability: 50%
age. Any attack roll of 20 with the bite attack from either a Intelligence: Animal/Semi-
worker or warrior indicates it holds the victim in its jaws. This Alignment: Neutral
unfortunate individual automatically takes damage every Level/XP: 5/300 + 6/hp
round but a successful Minor Strength Test permits escape.
The Anzu is a forest dwelling prehistoric species of crea-
Enormous Ants are extremely strong, capable of lifting many ture possessing common physical features with birds, mam-
times their own weight, using their powerful mandible to tear mals, and reptiles. Their bodies have a covering of stiff, short
through most wooden structures with ease. They easily sub- feathers, patterned in a multitude of colors allowing this
sist either on plants, chewing the fibers into a thick pulp huge creature to blend into its environment. In wooded sur-
used for growing fungus; or, on the flesh of animals, which roundings, when they are not moving, these creatures are
the monsters dismember and carry back to the nest. Due to 65% invisible. Jungle varieties of Anzu are much brighter in
their size and the availability of food, Enormous Ants keep coloration and patterning.
their numbers relatively low.

Even though the queen is slightly larger than the other mem-
bers of the colony, she does not participate in combat. During
any move to relocate the colony, a group of workers along
with a flanking escort of several immense warriors remain
with the queen as her assistants. Upon reaching a secluded
location, the queen proceeds to lay eggs in a shallow tunnel,
new workers for building the new nest.

A few flying ants (drones) live within each colony, however,


they soon fly off in hopes of mating with any newly emerged
queen.

Within the lair, there are areas where the detritus and trash
is disposed. Occasionally, items of value end up in these
places. In most cases, the Enormous Ants turn all organic
materials (leather, cloth, paper, etc.) into pulp for growing
fungus.

In rare instances, a certain type of fungus may infect these


Enormous Ants. The invasive fungus spreads in pale green
fuzz across the ant’s head, eyes, and antennae. While the
fungus slowly destroys their brains, these new dead-like ver-
sions of the Enormous Ant wander away from the colony to
die—a process taking several days. Though these ‘zombie
ART BY HUNTER REID
Ants’ are much slower than the others, they are still able to
viciously attack any living thing they encounter.
Anzu are similar to warm-blooded mammals, yet they lay
Treasure: 1d10 × 100 gp (35%), 2d8 gems (25%), 1d4 magic eggs as do reptiles and birds. At 10’ tall and weighing as much
items (30%). as 500 pounds, these pack-hunting monsters are extreme-
ly dangerous. With their powerful hind legs, they are easily
ANZU capable of leaping up to 20’ as they rush towards their prey.

Although they normally feed on smaller mammals and rep-


Frequency: Rare tiles, Anzu are territorial and aggressive, always rushing to
No. Encountered: 1d6 attack any intruder. They lunge with their beaked jaws, leap-
Size: L (8’–10’ tall) ing and biting for 1d3 hit points of damage. Slashing with
Move: 180’ their dexterous talons, they inflict 1d4 damage with each
Armor Class: 5 successful attack. On any claw roll of 18+ hitting their vic-
Hit Dice: 6d8 (*13) tim, the Anzu succeeds at grasping their prey. It then be-
Attacks: 3 gins raking the victim with its hind legs in an attempt to
Damage: 1d4 (×2 claws), 1d3 (bite)

Dwellers in Dark Places 7


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disembowel the victim. This special kicking attack has a +2 Using a strange form of the Polymorph spell on creatures in-
modifier to hit, inflicting 1d10 points of damage. The Anzu fused with dragons’ blood, the Meelinn (see Meelinn) created
continues with this attack until the victim or the Anzu lies a truly impressive predator. The Armored Behemoths serve
slain; or, the prey manages to escape (Minor Strength Test). as tunnel guards around their creators enclaves located far
below the realm of the dark elves and relentlessly attack any
A typical Anzu nest usually holds 1d4 eggs, each worth 2 gp. creature entering their domain. However, many Behemoths
Since these creatures are communal, there may be a dozen quickly reverted and became menaces to all dwellers of the
or more nests in one area. It is common for a colony of Anzu underdark.
to have as many as 36 individuals including males, females,
and recently hatched young. In the deep jungles of Khen- Four massive legs support a heavily armored, tailless body. A
naris, the Jetch’kekki (see Jetch’kekki) raise these creatures as pair of smaller limbs lay situated on each side of their mas-
mounts, food, and for combat in their arenas. They also use sive head. They are relentless trackers who pursue prey for
the longer wing feathers for ceremonial adornments. hundreds of miles through the labyrinth of tunnels and cav-
erns within the deep dark. They attack with their two small-
Treasure: Special. See above for details. er fore limbs, slashing for 1d6+6 points damage each. Rare
specimens have enough intelligence to grasp and use weap-
ARMORED BEHEMOTH ons with these limbs but they have little skill (-4 to hit). They
also attempt to smash any opponent with their intermediary
Frequency: Very rare set of limbs for 2d4 +8 points of damage each and bite with
No. Encountered: 1d4 their wide tooth filled jaws for 3d6 points of damage.
Size: L (10’ tall)
Move: 120’ Each Armored Behemoth has a poisonous breath weapon
Armor Class: -2 attack, usable once per day, filling a 10’× 20’ area. Anyone
Hit Dice: 12d8 (*9) caught within the cloud must make a save versus poison at
Attacks: 5 a -3 or the toxic fumes overwhelm them. On a failed save,
Damage: 1d6+6 (×2 claws), 2d4 (×2 pincers), the victim suffers choking and hacking—taking 2d10 points
3d6 (bite) of damage and fighting at a -2 to hit and damage until he
Special Attacks: Breath weapon receives a Neutralize Poison. If the save is successful, they
Special Defenses: +2 weapon to hit take only 1d10 points of damage and are forced to retreat
Magic Resistance: 40% from the cloud.
Lair Probability: 40%
Intelligence: Low–Average The thick hide of this beast is immune to any weapon of less
Alignment: Neutral (evil) than +2 enchantment. A skilled artisan can fabricate supe-
Level/XP: 9/6,650 + 16/hp rior quality +1 scale mail from the Behemoth’s smaller and
more flexible belly scales. There are few of these scales per
creature, so the scales from three Behemoths are required
to make one, human-sized set of scale mail at a cost of 4000
gp. Strewn about the lairs of these terrifying carnivores, one
can find the remains of all who dared to enter. However, the
Meelinn or their servants periodically remove most magical
items.

Treasure: 1d10 × 1000 sp (40%), 2d4 × 1000 gp (30%), 2d10


gems (20%), 1d4 jewelry (10%), 1d3 magic items (20%)

ART BY FRANK GUNTER STOCK ART BY WILLIAM MCAUSLAND

8 Dwellers in Dark Places


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ASP GRANITE SPECTRAL STROBE WIDE MOUTHED
Frequency: Rare Very rare Very rare Uncommon
No. Encountered: 1d4 1d3 1d4 1d8
Size: L (12’–16’ long) L (16’–24’ long) M–L (3’–10’ long) M–L (6’–16’ long)
Move: 90’ 180’flying (180-degree turns 120’ 120’
Armor Class: 1 3 (see below) 4 6
Hit Dice: 5d8 (*15) 4d8 (*15) 3d8 (*16) 5d8 (*15)
Attacks: 1 1 1 1
Damage: 1d6 1d4 1 1d8
Special Attacks: Constriction, petrification See below Poison Grapple, poison
Special Defenses: See below See below None None
Magic Resistance: Standard See below Standard Standard
Lair Probability: 50% 75% 80% 40%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 4/245 + 5/hp 5/285 + 4/hp 3/145 + 3/hp 4/165 + 5/hp

GRANITE ASP
At first glance, the Granite Asp appears to be a statue of a
snake, meticulously carved and polished from a single piece
of solid stone. Normally, these serpents make their lair in
deep underground areas, feeding on the rock. However, if
approached too closely, they strike quickly in an attempt to
overpower intruders.

The bite attack of the Granite Asp is vicious, dealing 1d6


points of damage. The victim must make a save versus poi-
son or this monster’s venom petrifies them and gradually
turns them to stone in a process taking one full turn. The
temporary condition lasts for 2d4 turns while the effects
gradually wear off on the final turn. Quite often, the Granite
Asp coils around its prey, constricting until the newly made
statue shatters into dozens of shards. The constriction does
2d4 points of damage per round and upon reaching zero hit
points, the petrified creature crumbles. The monster then
eats the smaller pieces of such victims.

In areas near volcanic vents or subterranean lava flows there


is a sub-species of the Granite Asp, known as the Obsidian
Asp. These serpents are dark black in coloration and nor-
mally 1d6 gather in one place, often staying for brief periods.
They are even capable of moving within the pools of molten
rock for short periods. Otherwise they are identical to the
Granite Asp in all other respects.

Because of the Granite Asp’s rock-like density (armor class 1)


and texture (70% concealed when not moving), edged weapon
attacks only do half damage. The poison from this creature
is quite valuable as a spell component, with the venom from
one Granite Asp having a value of 200 gp to an alchemist.

Treasure: None ART BY DEL TEIGELER

Dwellers in Dark Places 9


A
SPECTRAL ASP STROBE ASP
The Spectral Asp, also known as the Smoke Asp, is a rather The Strobe Asp, or zebra snake, is a small member of the
unique creature. It exists in the Prime Material Plane and the species, usually attempting to avoid any contact with large
Ethereal Plane simultaneously, shifting between the planes creatures. If cornered, it is able and well equipped to defend
with ease. In appearance, it is a ghostly snake made of vapor, itself. This serpent lives in the underdark, feeding on rodents
coiling and writhing as it moves through the air. At times, it and insects. It is fat bodied, having the diameter of a man’s
appears almost solid, usually when it is about to strike at forearm; and, in coloration, has several dozen alternating
prey, but at most times it is almost insubstantial. bands of glittering black and white scales.

This serpent attacks with a rather dangerous bite, treating When irritated or preparing to attack, the white bands of the
all opponents as armor class 10 (modified only by dexterity Strobe Asp suddenly begin to flash in sequence—a stunning
and magical protections) since the Spectral Asp can move display intended to mesmerize and overwhelm the senses
through any solid objects with ease. The bite delivers 1d4 of any nearby creature. It affects all forms of vision. Since
points of damage and on a failed save versus poison it injects bats become catatonic and disoriented when the Strobe Asp
a rather unique toxin. This poison actually shifts the victim begins its display, this Asp seems to emit a high frequency
into the ethereal plane for 1d4 rounds where the Spectral Asp component as well. A successful save versus spells cancels
automatically coils itself around the victim in an attempt to the effect.
strangle its life essence at the rate of 1d3 points per round.
Only complete rest can cure the damage caused by this
“soul” attack, at the rate of 1 hit point per day.

ART BY CHRIS LETZELTER

ART BY FRANK GUNTER

The bite of the Strobe Asp does but a mere 1 point of dam-
age. In addition, the poison of the Strobe Asp is rather weak
against large creatures (+3 on saving throw). Those who fail
Magical weapons are the only weapons able to strike the the save become lethargic, with their move reduced by half—
Spectral Asp. Treating the creature as armor class 3, the making all their attacks at -2 to hit and damage for 1d6 turns.
damage inflicted is minimal and equal to the magical plus The poison of this creature is prized by alchemists, who use
of the weapon. Thus, a +2 long sword does just 2 points of it in the manufacture of neutralize poison potions. It has a
damage. Any magical augmentation or bonuses from high value of 50 gold pieces per ounce. A typical serpent has 1d3
strength also add to the damage (for example, gauntlets, or ounces of the substance in their poison glands.
belts giving a damage bonus). All other weapon attacks sim- Treasure: None
ply pass through the monster as if moving through smoke.
The only known spell harmful to a Spectral Asp is magic mis- WIDE MOUTHED ASP
sile, causing full damage as it directly strikes the essence of
the monster. All other magical attacks are ineffective. The Wide Mouthed Asp, a strange and rarely encountered
member of the snake family, is a tenacious predator, unhes-
Treasure: The poison has great value to spell casters as a itatingly attacking any intruder. These reptiles are eyeless
spell component, often bringing 1d3 × 100 gp per ounce. but see heat with the half dozen sensor pits located on the

10 Dwellers in Dark Places


sides of their wide heads. The body of this asp is flatter with
A
Most experts believe the Atharak is a distant relative of the
a double ridge running the entire length of its body. The many rock-imitating life forms inhabiting the twisting laby-
head is also flat with a wide mouth equipped with multiple rinth of the underdark, but it is a much deadlier opponent.
rows of teeth and a pair of short fangs, used to inject a flesh This monster’s body is a compact mass of rock-like flesh
dissolving, digestive poison. attached to the ceiling and walls of tunnels and caves.
ART BY DEL TEIGELER
As a dangerous ambush predator, the Atharak has 6 long
tentacles reaching up to 16’, used to pluck victims from the
floor below. Although it is usually a lone creature, there are
times when an adventuring group might encounter two or
more such creatures. On these rare occasions, the Atharak
lacks the stinger attack (see below) as the appendage tem-
porarily functions as a conduit for the exchange of genetic
material. After their brief encounter, the entire group moves
apart and over the next few weeks each “buds” 2d4 small (4’
long) Atharak, randomly dropping off to populate the sur-
rounding caves.

The adult Atharak has 3 slashing tentacles equipped with


keen edged bone blades, each inflicting 1d8 +2 points of
damage.

The Wide Mouthed Asp strikes quickly, biting for 1d8 points
of damage. Any roll of 2 more than the required to hit num-
ber or a natural 20, indicates the bite victim must save ver-
sus poison. Failure means the Wide Mouthed Asp has latched
onto the prey, injecting a special poison designed to liquefy
flesh at the alarming rate of 1d6 hit points per round, but
only during the time the creature remains attached. The Asp
slowly begins to feed, greedily swallowing its meal. A suc-
cessful Minor Strength Test or inflicting 6 points of damage
dislodges the Wide Mouthed Asp.

Treasure: None

ATHARAK
Frequency: Very rare
ART BY HUNTER REID AND FRANK GUNTER

No. Encountered: 1 (or 1d6)


Size: L (2’ body, 12’–16’ tentacles)
Move: 10’crawl
Armor Class: 1
Hit Dice: 8d8+8 (see below) (*12)
Attacks: 6
Damage: 1d8 (×3 blades), 1d6 (×2 claws),
1d4 (stinger)
Special Attacks: Poison, bite
Special Defenses: Nil The two “hand-mouths” cause 1d6 points of damage on
Magic Resistance: Standard a successful strike, and the stinger tentacle punctures an
Lair Probability: 80% opponent for 1d4 points of damage. To prevent paralysis, a
Intelligence: Animal save versus poison is required against this last attack. Failure
Alignment: Neutral leaves the victim motionless for 3d4 rounds. If either of the
Level/XP: 7/2,000 + 12/hp “hand-mouths” hit on a score of 18+, they grab onto their

Dwellers in Dark Places 11


A
victim, lifting it up towards the great thorny beak nestled at across the waves. Their coloration reflects the synchronous
the base of the tentacles. This terrible weapon automatically relationship they have between the sea and air. Their upper
bites snared prey for 3d4 points of damage per round. Free- sides appear light green while their underbellies are white.
ing a snagged victim requires a successful Major Strength
Test or by inflicting 8 points of damage to the grasping ten- The Avosh is an extremely nimble flier who reacts with hos-
tacle. The great reach of the tentacles allows the Atharak tility towards any who dare to intrude near their nesting area.
to safely attack from high above in the tunnels where they They attack with a slash from their barbed tail for 1d3 points
lair. Severing a tentacle takes 12 points of damage, but they of damage. Their quick strike is so fast; any return attack
regenerate within a few days; such loss does not affect the against them has a -2 modifier to hit. A swarm of these small
monsters hit point total. Inflicting 50 points of damage to the creatures can be quite dangerous, if provoked.
main body of the Atharak kills the monster.
During the colder winter months, when the populations of
Some of the more intelligent subterranean races attach the krill reach their peak, the smaller groups of Avosh gather in
severed bone blades from an Atharak to a pommel, func- larger schools, often having several thousand congregating in
tioning as a +1 short sword (damage bonus only). It has no one massive school. At these times Avosh are often hunted
actual magical ability but the edge is extremely sharp; so by the many intelligent sea dwelling creatures, and several
while they do not affect certain creatures they do inflict more coastal tribes .
damage than a standard blade until the edge becomes dull.
Treasure: None
The poison sack in the stinger tentacle usually contains 1d3
ounces of paralyzing venom, a valuable substance to alche-
mists, being worth 125 gp per ounce. Since the Atharak con-
tinually changes positions in search of prey they have no
interest in treasure, such things simply fall to the ground
below, possibly carried away by others. However, there is a
slight chance one can find a small item or two near a well
established hunting area.

Treasure: 1d2 x 1000 gp (20%), 1d6 gems (15%), 1d3 jewelry


(5%)

AVOSH
Frequency: Uncommon
No. Encountered: 3d12
Size: S (1'–3’ long)
Move: 180’swim, (AA: IV / 120’gliding, 90-degree turns)
Armor Class: 5
Hit Dice: 1d8-1 (*18)
Attacks: 1
Damage: 1d3 (tail slash)
Special Attacks: Nil
Special Defenses: Fast
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1/15 + 1/hp

The Avosh is a small torpedo-shaped flying fish making its


nest in quiet pools of water where they are able to “hover” in
place while at rest. These flyers are equally at home in the
air as they are in water where they glide effortlessly through
the waves in search of smaller fish to eat. They prefer to
hunt in the turbulent waters along sheer cliffs where they are
able to propel themselves upward with great speed in order
to catch the massive updrafts, raising them high above the
water in search of prey before dropping down to skip safely ART BY FRANK GUNTER

12 Dwellers in Dark Places


B
BARANATH /BEETLE, NARCOTIC / BH’ROkkI-kH’CHICH / BIALOOR / BLORT WORM /
BONES, SpLINTERED / BRASS SkIMMER / BRIARkAT / BURE’TUzzO / BY’AkURIN / B’WATTA
BARANATH ART BY DEL TEIGELER

Frequency: Rare
No. Encountered: 1d4
Size: L (6’ at shoulder, 15’ long)
Move: 180’
Armor Class: 4
Hit Dice: 10d10 (*10)
Attacks: 5
Damage: 1d6 (x4 paws), 3d4 (bite)
Special Attacks: Rake
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral
Level/XP: 7/1950+14/hp

A Baranath is a massive, ten legged


creature, possessing feline qualities,
found roaming most remote wastelands,
feeding on the herd animals frequenting the
watering holes of such places. Highly adaptive,
they also thrive in sub-arctic areas, a few subterranean
places and even the great grass plains have prides of these
monsters. At night, their large green eyes seem to glow with wards a smaller group quietly waiting to ambush. After the
an inner light as they roam their domain in search of prey. kill is made, the younger females and young join the ensuing
feast.
Standing six feet tall at the shoulder, most adventurers avoid
this fearsome, long bodied predator, and only the foolish There is a jungle dwelling species of the Baranath covered
knowingly venture into their domain. The body of the most with short fur with the rich, patterned coloration of a Bengal
common species of Baranath has a smooth dark gray hide, tiger. In all other respects, it has all the same stats as the
with a mane of stiff, spine-like fur at the neck. The elongated hair-less species.
jaws of the Baranath are massive, easily capable of engulfing
the head of a grown man. They are equipped with multiple TREASURE: None
rows of teeth designed to hold fast to any prey.
BEETLE, NARCOTIC
After stalking a victim, sometimes patiently pursuing prey for
days, the Baranath attacks in a sudden rush, using its four Frequency: Rare
front paws, tearing at its prey with its claws. These talons No. Encountered: 1d4
Size: M–L (6’–10’ long)
inflict 1d6 points of damage with each strike. Additionally, if
two or more attacks score a hit, then the Baranath is able to Move: 60’
attack with another set of claws as it rises on its rearmost Armor Class: 1
pairs of legs in an attempt to overpower its prey. At the sameHit Dice: 5d8+5 (*15)
time the monster tears with its fangs, with any successful Attacks: 1
bite attack delivering 3d4 points of damage. On a roll of 20 Damage: 1d6
with the bite attack the Baranath rends its victim, violently Special Attacks: Blood drain
Special Defenses: Sedative
shaking its head from side to side inflicting an additional 2d6
damage, before hurling the prey aside. Magic Resistance: Standard
Lair Probability: 60%
Most times the Baranath hunt in small prides with 1d4 adult Intelligence: Non–animal
members, and on very rare occasions, a pride might have Alignment: Neutral
as many as a dozen Baranath hunting together. Working ef- Level/XP: 5/350+6/hp
ficiently as a team, the majority of the pride herds prey to-

Dwellers in Dark Places 13


B
The creatures known as Narcotic Beetles live underground, ten pay 25 gp each for these eggs and as much as 100 gp for
favoring areas containing intertwined maze-like passages. living pupae. The eggs may be carefully excised before they
The dark blue, dome-shaped body of the adult beetle is hatch, inflicting 1d3 damage per egg, with the victim recov-
quite broad, reaching 3’–5’ in width and 6’–10’ in length with ering consciousness 2d3 turns after the last egg is removed.
the top of their armored carapace rising to 3’ off the ground. The scent glands of the adult Narcotic Beetle also have a
This hardened shell shows evidence that, at one time, this value of 2d3 x 25gp to alchemists and spell casters. When di-
beetle had wings; but, through the ages, the coverings have luted and dried they are commonly used as potion additives
fused together forming a hard dome of dense chitinous ar- (Elixir of Sleep) and components for a variety of sleep spells.
mor. Atop the head of the beetle and lying back across the The toxin has a value as well, most often used by surgeons to
carapace are several long feathery filaments glistening with numb a patient before any major surgical procedure. A vial,
a sticky exudate. The enlarged, curved, hollow mandibles of diluted with water can sell for as much as 50gp.
the Narcotic Beetle reach almost 4’ in front of the head. Col-
ored in concealing shades of gray and light blue the Narcotic Some adventurers have developed ways to disperse the
Beetle wanders the areas near it nest in search of prey. pheromones using the diluted toxin and fragile flasks, but
such use is extremely dangerous.

Any areas frequented by this creature have a pungent smell


and the lingering fumes cause a periodic check versus poison
at a +2 modifier to see if the pheromone has an effect (DM’s
discretion, as to how often adventurers must make such a
check). Although the Narcotic Beetle has no use for treasure,
there might occasionally be valuable items left from previous
victims, along with dozens of gleaming bones.

Quite often members of slaver guilds use a captured Narcotic


Beetle in their schemes to gather new merchandise. Setting
up shop in an inn or tavern, they have special rooms where
nearby Narcotic Beetles release a heavy concentration of
pheromones, drugging unwitting travelers into a trance-like
stupor. Upon awakening, often days later, they find them-
selves in chains headed for a miserable existence at the oars
of a galley or as cargo in a slavers wagon, heading for a life of
abject misery in a faraway land.

TREASURE: See above, Lair: 1d10 x 1000 sp (20%), 1d10 x 100


ART BY FRANK GUNTER
gp (10%), 1d6 gem stones (20%), 1 magic item (20%)

When prey is nearby, the Narcotic Beetle raises its filaments,


shaking them gently, wafting a pungent pheromone into the
air. Those within 30’ of the creature must save versus poison
at a -2 modifier, or they drop into a drugged slumber lasting
1d6+2 turns. When its prey has succumbed to the phero-
mone, the Narcotic Beetle moves in to attack and automati-
cally strikes any “sleeping” figure, sinking Its mandibles into
their victim’s flesh for 1d6 points of damage. Afterwards, the
Narcotic Beetle drains the fluids from its prey at the phe-
nomenal rate of 2d4 points per round. Although they prefer
to prey on other species of giant insect, they are not picky
about where their nourishment originates.

Occasionally, the Narcotic Beetle drags a victim back to its


nest, a crude affair of fungus growths and collected bones.
There it injects the victim with 1d6 fist-sized eggs (inflicting
1 point of damage per inserted egg). These eggs emit a toxic
agent completely paralyzing the host until the eggs hatch
in 3–6 days. The newly hatched grubs quickly consume the
helpless host before going into a pupae stage for 30 days,
emerging as 1’ long juvenile Narcotic Beetles. Alchemists of- ART BY FRANK GUNTER

14 Dwellers in Dark Places


B
BH’ROKKI-KH’-CHICH NORMAL CHAMPION SWARM
Frequency: Uncommon Rare Rare
No. Encountered: 4d4 2d4 6d10
Size: S (2’–3’ tall) S (2’–3’ tall) S (2’–3’ tall)
Move: 180’ flying (AA: V / 120-de- 180’ flying (AA: V / 120-de- 180’ flying (AA: V / 120-de-
gree turn) gree turn) gree turn)
Armor Class: 4 4 4
Hit Dice: 2d8 (*16) 4d8 (*15) 10d8 (*10)
Attacks: 1 1 1
Damage: 1d4 (spear) 1d4+2 (spear)
Special Attacks: Swarm Swarm Swarm
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 75% 75% 75%
Intelligence: Low–average Low–average Low–average
Alignment: Neutral Neutral Neutral
Level/XP: 2/28+2/hp 3/85+4/hp ***

The Bh'rokki-kh'-chich are a race of small, lightly furred, After a raid, they rise just as quickly back up to the Cloud
winged humanoids found in small colonies of up to 100 mem- Whales, carrying supplies in small woven sacks and taking
bers. Their nests are usually located upon the backs of Cloud their bounty back to the colony high above. Their depreda-
Whales (see Cloud Whale) flying high above the ground. The tions are not limited to the jungles below. It is common for a
members of a Bh'rokki-kh'-chich colony continually haul swarm of Bh’rokki-kh’-chich to descend on remote villages in
small stones and branches up to their floating host. Using well-coordinated assaults to steal crops, strip orchards, and
thin vines and mud, they weave them together to build prim- carry off anything of interest in a matter of minutes.
itive homes and structures, eventually covering any avail-
able surface of a Cloud Whale like barnacles. Cloud Whales Bh’rokki-kh’-chich usually arm themselves with small spears
not only tolerate this intrusion, but also welcome it because, (60%), doing 1d4 hit points of damage or clusters of small
once established, the Bh’rokki-kh’-chich place themselves in darts (40%), each doing 1d2 points of damage. They also car-
great danger to defend their living homes – especially guard- ry several small stones for use as projectiles, hurling these
ing against the always lurking, and exceedingly dangerous for 1 point of damage each. They throw any of these weapons
Tulardin (see Tulardin). with great skill (+2 to hit). On very rare occasions, a Bh’rokki-
kh’-chich arm themselves with a small dagger (sometimes
Each Bh’rokki-kh'-chich population is independent, but sev- magical), obtained from defeated enemies, raiding, or trading
eral communities often join forces in order to protect the with “the great ones who live below” (see Jetch’kekki).
entire pod. The Bh’rokki-kh’-chich occasionally war amongst
themselves if it means more living space, and the arrival of The Bh’rokki-kh’-chich usually start combat by swarming any
another Cloud Whale to the pod often triggers vicious com- opposition. If the swarm numbers more than 50 members,
bats. they descend in a confusing mass, intent on overwhelming
their opponents. In the first 1d3 rounds of the encounter, the
To feed their host in lean times, the Bh’rokki-kh’-chich drop entire host swirls in a 30’ radius “cloud”, attacking once per
morsels of food (or prisoners) into the Cloud Whale’s maw. round against each creature within the area, striking as a 10
Deceased, weak, and severely injured members of the colony hit die monster (with a +2 to hit modifier). The swirling melee
become food for the Cloud Whale as well. All who live in the is a confusing barrage of small spears and blades inflicting
colony would willingly sacrifice their lives for the continued 3d4 points of damage to every creature within the cloud.
existence of their home and over time the various plants and
animals form an intricate ecolgical system. Each colony of Bh’rokki-kh’-chich usually has a cadre of 3d4
larger members (4 hit dice), acting as the “war-council” mak-
As the massive Cloud Whales move over an area of jungle, ing decisions on raids, and coordinating the construction of
the Bh’rokki-kh’-chich hunting parties glide down in a swarm living spaces. A shaman (level 2 magic-user / level 3 cleric
to obtain food, gathering fruit, nuts, berries, and even meat. leads each tribe, assisted by several lesser shamans. And
Quite often, several tribes join forces in order to raid a larger while they have little use for treasure, except for trading, as
target (jungle village or caravan). they do have a fondness for shiny things.

Dwellers in Dark Places 15


B

ART BY DEL TEIGELER

“The Cloud Whales slowly moved far above, and from their broad backs a shrieking, chittering horde of Bh’rok-
ki-chich descended with a dry rustling from the hundreds of flapping wings . And, although they were small in stat-
ure, we knew the overwhelming numbers could spell our doom.”
Tildun-Reffe

16 Dwellers in Dark Places


When a Bh’rokki-kh’-chich colony grows too large the tribe through the sewers in misery as they search for sustenance.
B
splits, with the smaller group seeking out a Cloud Whale of
their own. Occasionally, a tribe loses its Cloud Whale to old The bite of the Bialoor is extremely septic, carrying many
age or predators. These dispossessed colonies may make a kinds of disease. Those bitten by these foul monsters have
temporary home atop tall trees or along a cliff face while an 85% chance of contracting a random infection unless they
searching for a new home high in the sky. receive a cure disease spell within 24 hours.

TREASURE: Individual: 3–18 sp (30%), 1d4 gems (20%) Rumors of larger, 2–4 hit die specimens abound, but they are
Colony: 1d10 gems (30%), 1d3 magic items (25%) rare, and other than additional hit points, a bite doing 1d6
Tombs: 1d10 × 1000 gp (40%), 4d10 × 1000 sp (30%), damage, and double the experience points, all other stats
3d10 gems (20%), 1d8 jewelry (10%), 1d6 magic remain the same.
items (20%).
TREASURE: None
BIALOOR
STOCK ART BY JACOB BLACKMON
Frequency: Common
No. Encountered: 3d6
Size: S (1’ long)
Move: 90’
Armor Class: 8
Hit Dice: 1d8 hit points (*19)
Attacks: 1
Damage: 1d3
Special Attacks: Blood Drain
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/30+1/hp

Sewers, swamps, and subterranean sumps are home to doz-


ens of parasitic species, most of them quite disgusting. One
of the strangest is the Bialoor, also known as the Lamprey
Rat. A legless, distant member of the rat family, the Bialoor ART BY FRANK GUNTER
slithers through the slime and mud, in search of both living
prey or carrion. During the darkness of damp nights they of-
ten travel a hundred yards or more above ground, the sleek,
brown furred body undulating, the obscene nose twitching
as the drooling lamprey mouth seeks to attach itself to any
target.

On a successful attack, the Bialoor initially does 1d3 points


of damage, the dozens of small teeth latching into the flesh
of its prey. Every round afterwards it drains blood for an ad-
ditional 1d3 damage, the small body distending as it gorg-
es on its gruesome feast. After consuming 10 hit points of
blood, the Bialoor detaches, slithering back to the safety of
the muck. A simultaneous attack from several of these pests
could kill a human in just a few rounds. Whenever fresh blood
is unavailable, the Bialoor reluctantly feeds on decomposing
flesh and other filth in order to survive.

Bialoor and the common rat are natural enemies, attacking


each other whenever an encounter occurs. Wererats hunt
these vermin with relentless fury, since the Bialoor also is
a carrier of the were-curse, the victims of their bite trans-
forming into obscene limbless humanoids doomed to slither “Wait until you see where I keep the glitter!”

Dwellers in Dark Places 17


B
BLORT WORM YOUNG AVERAGE HUGE
Frequency: Uncommon Uncommon Rare
No. Encountered: 1d6 1d3 1d2
Size: L (8’–12’ long) L (13’–19’ long) L (20’–40’ long)
Move: 30’ slither/ 90’ swim 30’ slither/ 90’ swim 30’ slither/ 90’ swim
Armor Class: 6 6 6
Hit Dice: 7d8–9d8 (*13) 10d8–12d8 (*10) 13d8–15d8 (*8)
Attacks: 1 1 1
Damage: 2d6 bite or 2d4+2 acid 3d6 (bite), or 2d4+2 acid 4d6 bite or 2d4+2 acid
Special Attacks: Thick acidic mucus Thick acidic mucus Thick acidic mucus
Special Defenses: Slimy (see below) Slimy (see below ) Slimy (see below )
Magic Resistance: 20% 20% 20%
Lair Probability: 100% 100% 100%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 6/1000+8/hp 7/3500+12/hp 9/7300+18/hp

The Blort Worm is a disgusting denizen found in any mucky es of food. This ooze coated grey-green denizen can grow
environment. They thrive equally well in the dark, stagnant to massive proportions. Some rare adult specimens weigh
swamp areas of the surface world, or in the murky depths several tons with lengths upwards to 40’. Being slime cov-
of a subterranean pool or sump. Occasionally one of these ered gives them the fascinating ability to squeeze their 4’–8’
creatures makes its way into the sewer system of a city where diameter bodies into openings as small as 2’ in diameter.
it soon finds a niche. They wallow in pools of fetid mud, filth,
and their own disgusting slime, often functioning as dispos- The thick slime coating the Blort Worm continuously exudes
al units in some areas by feeding on small creatures and reduces the damage received from any fire-based attacks
devouring anything living or dead in their path. If left un- by 50%. Therefore, a successful save would mean the Blort
fed they eventually slither away in search of other sourc- Worm would take only 25% damage. They take normal dam-
age from cold and electrical–based attacks;
and, because of their extremely pliable bod-
ies, any successful attacks with blunt weapons
only do 25% damage.

When it senses the vibrations from prey, the


Blort Worm most often rears up out of the
muck, discharges an immense blob of diges-
tive slime from its toothy maw, spitting it to-
wards the target with a tremendous, gagging
“Blort” sound. The slime ball has a maximum
range of 30’ and, causes 2d4+2 points of
damage per round of exposure as the diges-
tive enzymes slowly break down tissue. The
nauseating slime has a 50% chance to cover
the target’s head causing suffocation in 1d3
rounds (any roll of 20 indicates this has au-
tomatically occurred). Finally, because of the
extreme stickiness of the slime, targets struck
by the glob attack move slower, fighting at a
-2 to hit and damage until they find a way
to remove the disgusting substance. Large
amounts of water (three gallons) or alcohol
(one quart) dissolves the mucus off one victim
in one round. The Blort Worm can easily eject
ART BY FRANK GUNTER
a glob of mucus every other round of combat.

18 Dwellers in Dark Places


Most species of Blort Worm are also able to emit a stream of ART BY FRANK GUNTER
B
acidic mucus instead of a single glob. This spray of disgusting
fluid fills a cone shaped area 60’ long with a 15’ wide base.
Anyone caught within the area must save versus magical de-
vice attack or be affected as if struck by a slow spell until the
sticky mess is removed. This attack form is only usable once
per turn.

The huge Blort Worm also lunges at victims in an attempt to


bite with their rasping mouth for 4d6 points of damage. This
gaping orifice, with its multiple rows of teeth, swallows man
sized or smaller prey completely on any successful to hit roll
of 18+. Such victims have 1d3 rounds to escape before suffo-
cation occurs; they may attempt to cut their way to freedom
with any edged weapon less than 1’ in length (-4 on attacks,
and no bonus’ for strength due to internal constriction). In-
flicting a cumulative 12 points of internal damage allows swal-
lowed prey to slide out through the wound. The stats above
detail the damage done by the various sizes of Blort Worm.

The Blort Worm swallows any organic material (wood, cloth,


paper, or leather), eventually dissolving these using the pow-
erful digestive enzymes. Thus, the metallic parts of a suit of
magical plate mail may be intact; however, any leather straps
would need replacing by a master armorer. The fetid, slime BONES, SPLINTERED
filled pools inhabited by the Blort Worm usually have some (Turned as type 3)
random bits of treasure at the bottom, leftover bits from its
previous meals. In most cases, such items consist of coins, Frequency: Very rare
gems, or metallic items. The pools are often home to other No. Encountered: 3d4
types of filth eaters, living in a quasi-symbiotic existence –as Size: M (6’)
long as food is available. Move: 90’
Armor Class: 6
Retrieving items from these pools is very time consuming Hit Dice: 2d8–3d8 (*16)
(possibly taking several turns) and dangerous, due to the Attacks: 1
zero visibility through the thick, slimy muck; and, such a Damage: 1d6
search is quite disgusting to say the least. Merely swimming Special Attacks: Shattering (see below)
unprotected in the pool of a Blort Worm inflicts 1d4 points Special Defenses: Edged weapons do ½ damage
of damage per round of exposure, and for 1d6 rounds after Magic Resistance: 10%
leaving the pool unless the affected individual rinses with a Lair Probability: 100%
large amount of water. Intelligence: Non-
Alignment: Any evil
Rarely, adventurers find a larger pool containing a mating Level/XP: 4/175+5/hp
pair of adult Blort worms or 1d8 young Blort Worms. Such a
disgusting place is a roiling sticky mass of slime-coated flesh. In all appearances, the undead creatures known as Splin-
These smaller specimens are able to swallow creatures less tered Bones appear to be simple skeletons; but, upon close
than 4’ tall on a roll of 20. In even rarer cases (5% chance), examination, the observant explorer notices a subtle differ-
an adventuring group may find a clutch of 1d20 sticky Blort ence. This resurrected monster is comprised of thousands
Worm eggs each being worth 5 gp to an alchemist consider- of bone fragments, carefully fitted together, and bonded with
ing it is the main component in the manufacture of certain foul magic into a man-like form. Clerics may turn the Splin-
kinds of magical glue. The only apparent redeeming quality tered Bones as a type 3 creature on the turning undead ta-
of the Blort Worm is they greedily feed on many forms of ble.
dangerous jellies, slimes, and puddings roaming the same
environment. The slimy coating exuded by the Blort Worm isIn combat, Splintered Bones are a bit more dangerous than
immune to the digestive effects of these creatures. For this
other skeletons. Armed with simple weapons, they inflict 1d6
reason, adventurers might actually seek the Blort Worm. points of damage with a successful strike. When they are de-
feated, they display their most deadly effect – upon reaching
TREASURE: 1d3 x 1000 gp (20%), 1d4 gems (20%), 1D6 pieces zero hit points, they violently burst apart, fragmenting into
of jewelry, 1d3 magic items

Dwellers in Dark Places 19


B
sharp shards of bone filling a sizable area. Those within a 10’
radius must make a save versus poison or 1d6 splinters of
bone strike, each doing 1 point of damage. If a victim does not
pause to remove the splinters (one full round) or if curative
magic is not used immediately, these splinters actually bur-
row into the body doing 1 point of damage each per round.
The application of Holy Water and any form of Cure spell, or
healing agent (potion, ointment etc.), instantly destroys any
embedded fragments.

Edged weapons only do half damage when striking this mon-


ster. As members of the undead class, they are immune to
all forms of sleep, charm, hold, or cold-based attack forms. STOCK ART BY WILLIAM MCAUSLAND

TREASURE: None

BRASS SKIMMER SMALL AVERAGE ROGUE


Frequency: Uncommon Common Very rare
No. Encountered: 2d6 1d6 1d3
Size: L (8’ – 15’ long) L (18’ – 20’ long) L (24’ – 100’ long)
Move: 240’ 180’ 180’
Armor Class: -2 -2 -2
Hit Dice: 4d8 (*15) 8d8 (*12) 18d8 (*7)
Attacks: 1 1 1
Damage: 2d4+3 3d4+3 4d12+12
Special Attacks: Nil Nil Nil
Special Defenses: +2 weapon to hit, +2 weapon to hit, +2 weapon to hit,
Magic Resistance: 50% 50% 50%
Lair Probability: 20% 20% 20%
Intelligence: Low Low Low
Alignment: Neutral Neutral Neutral
Level/XP: 4/175+4/hp 6/1000+8/hp 9/7400+25hp

With the proper preparation, many adventurers are able to tecting them from melting back into the molten sea. As lon-
reach the Elemental Plane of Fire, the fabled realm of the ers or as part of a swarm they are usually peaceable crea-
Efreeti. Most often, they succeed by traveling within great tures seeking only to feed and lay their eggs. These metallic
bubbles of elemental matter rising up from the “Ethere- beetles roam throughout this hellish realm in search of prey,
al Plane”. These bubbles emerge for a brief time and drift usually immature Fire Elementals, Salamanders, or Magmen;
on the surface of the Molten Sea before slowly dissolving but they are not averse to attacking any unprotected intrud-
and dropping their contents back into the hot, liquid mag- ers from other realms. When they die, the glow fades and the
ma, home to the Efreeti. With luck, any travelers have the Brass Skimmer melts back into the magma once again.
means to be able to summon and control a Brass Skimmer,
which can then carry them safely to any solid land. There The Brass Skimmers most often encountered attack with
are magical talismans (in the form of charms, rings, or am- their crushing mandibles inflicting 3d4+3 points of damage.
ulets), giving the user the ability to summon a nearby Brass The much larger, rogue specimens are gigantic and can reach
Skimmer, compelling it to serve as a powerful mount. A small lengths of 100’ or more. Their jaws can deliver a bite doing
Brass Skimmer can carry but a single passenger, however a 4d12+12 points of damage (any carried items must save ver-
common Brass Skimmer is able to carry as many as 3 pas- sus a crushing blow on hit roll of 18+).
sengers, while the rogue can easily carry a dozen or more,
depending on its size. The Efreeti, who are the arrogant, self-proclaimed lords of
the domain, often ride these creatures in wild races across
Composed entirely of living metallic brass, these beetle-like their molten realm, navigating through the bubbling fields of
creatures emit a blue-green glow of flickering energy pro- flaming vortices, and churning whirlpools. They joy in using

20 Dwellers in Dark Places


ART BY FRANK GUNTER “islands” preventing spells or magical devices from aiding
B
those who are imprisoned there. Unfortunately, it also pre-
vents the mighty Efreeti from using their innate powers with-
in forty paces of their rocky shores. The Brass Skimmers are
one of the few native creatures able to safely enter such a
zone, the sole means of egress for servants taking food and
supplies to the doomed individuals, thus, prolonging their
torturous existence.

A cluster of 3–12 Brass Skimmer eggs often form a single


floating cluster upon the sea of molten magma. Each is a
small four-inch diameter sphere of richly polished brass that
is quite hot, easily able to bring water to a boil within a few
minutes. Each egg is worth 1d4x500 gp to an alchemist, who
uses them as an exceptional source of non-burning heat in
numerous experiments.

They are also useful in the fabrication of magical items of fire


protection, or as a component in some spells.

These eggs only hatch in their native environment and re-


main extremely hot to the touch for decades if removed from
their native plane. If broken open, they release a burst of
intense heat causing 4d6+8 points of damage to any unpro-
tected creature within a 10’ radius as their inner heat es-
capes. What is left is a solid mass of pure metal with a value
of 50 gp.

The eggs of the Brass Skimmer are also a major component


in the manufacture of Brass Golems (see Golem, Brass).

TREASURE: Special – see above for details.

BRAWN HULK
Frequency: Rare
Brass Skimmers in their eternal wars against the Djinni, and No. Encountered: 1 (very rarely 1d4)
for hunting Fire Elementals and those who intrude into their Size: L (9’ tall)
domain. Move: 90’, 10’ (digging)
Armor Class: 2
Visitors to the Plane of Fire have documented cavalry units Hit Dice: 12d10 (*9)
of more than a thousand mounted Efreeti and there are even Attacks: 2
reports of huge siege engines, mounted on truly gigantic Damage: 2d10+8 (x2 claws)
Brass Skimmer specimens (up to 200’ long). These immense Special Attacks: Kick
creatures carry catapults capable of lobbing globules of ele- Special Defenses: None
mental water used to douse the flames of their enemies. Still Magic Resistance: Standard
others function as living transports, carrying several dozen Lair Probability: 30%
Efreeti slaves into combat. Intelligence: Low
Alignment: Neutral (evil)
Travelers constantly use Brass Skimmers as steeds to move Level/XP: 8/3500+16/hp
about from one Efreeti citadel to another, navigating swiftly
across the molten terrain. While mounted upon such a steed The subterranean gloom of the underdark abounds with
the shimmering energy field also protects the rider from the many powerful and dangerous creatures. Dark gray or even
heat of the Elemental Plane of Fire. black, the Brawn Hulk is one such beast, a dull witted yet at
times extremely cunning hunch backed monster spending
The Efreeti take supreme delight in torturing prisoners, its days in search of it primary food, the many species of
many times leaving them stranded for years atop one of the great worms. Neckless, the head of the Brawn Hulk is a mere
uncountable spires of rock protruding from the Molten Sea lump centered on the massively muscled shoulders. Two tiny
of Brass. A field of anti-magical energy often surrounds these

Dwellers in Dark Places 21


B
eyes peer from within the folds of flesh, and a small mouth ART BY FRANK GUNTER

issues a series of high-pitched whistles when it is agitated.


Although usually encountered singly (90%), they occasionally
move in small groups of 1d4 individuals for short periods.

The arms of the Brawn Hulk are thick and powerful, covered
with bands of corded muscle, ending in overly large claws
used mainly for digging. They also function as formidable
weapons, doing 2d10+8 points of damage with each success-
ful attack. On any roll of 20, they slam down on their oppo-
nent with incredibly, stone crushing force, inflicting double
the amount of damage rolled (2d10 x 2+8).

The Brawn Hulk often uses one of the hind legs to kick at an
enemy, able to strike in any direction. This attack does 1d12+8
damage along with hurling the victim 2d10 feet. If a save ver-
sus poison fails, the recipient of the kick will be stunned for
1d4 rounds.

The hide of the Brawn Hulk is quite dense, offering superi-


or protection from weapons and some spell effects. Blunt
weapons of any kind do half damage, and they are immune
to damage from any form of electrical attack. Fire and cold
attack forms do half damage and poison or gaseous attacks
cause them no harm.

If severely injured (less than 20 hit points remaining), the BRIARKAT


Brawn Hulk flies into a berserk rage, randomly attacking its
foes four times per round, easily hurling broken stone and Frequency: Uncommon
hapless opponents in a blind fury. No. Encountered: 1d4
Size: M–L (4’ at shoulder)
TREASURE: None Move: 180’, 30’ jump
STOCK ART BY BRADLEY K MCDEVITT Armor Class: 4
Hit Dice: 5d10 (*15)
Attacks: 3
Damage: 2d6 (bite), 1d3+2 (x2 claws)
Special Attacks: Tail lash
Special Defenses: None
Magic Resistance: 20%
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/250+5/hp

The more common short-furred Briarkat is a resident of any


forest area (temperate or tropical); while a second, less com-
mon species dwells only in the darkness of the underground
realms. The first, is colorfully patterned in bands of green,
yellow, brown, and tan, and the latter, mottled in shades of
dark gray and black. Both species are patient hunters, able
to sit motionless for hours, springing into combat once prey
strays within reach. Due to their coloration, they are quite
adept at blending into their environment (treat as 70% invis-
ible), surprising on a roll of 1–3 on a six-sided die.

The mouth of the Briarkat is very wide with multiple rows of


short, sharp teeth, and the tail is long (up to 12’) with the last
two feet ending in a triple tipped set of small, razor sharp

22 Dwellers in Dark Places


bony blades, nearly a foot long. This deadly weapon gives the
B
Briarkat its nickname of “bladed whip-tail”.

When the Briarkat attacks, it slashes with a pair of claws


(1d3+2 damage each) and bites for 2d6 damage. After any
damaging bite attack, the creature also slashes with the tail.
This special attack does 1d3 to 3d3 damage on a successful
hit (roll 1d20 for the special tail attack, after a successful
strike roll 1d3 for the number of blades at 1d3 damage each).
10% of these monsters have a mutation, the tail ending in 4
blades (1d4 for the number of hits, each doing 1d3 damage).

BriarKat are extremely strong and nimble, able to jump


across a 15’ gap effortlessly. With a running start, they are
able to leap across gaps up to 30’ wide. Being excellent
climbers, they can move up trees and almost sheer walls at a
speed of 60’ per round. They often use the tail for climbing,
setting the bone tips in a crevice, and pushing themselves
upward. High places are their preferred location for estab-
lishing a temporary den, used for a short time, abandoning
it once the young reach 12 weeks old. These creatures prefer
to avoid any contact with humanoids but they become very
aggressive when cornered or if their young are threatened.

The pelt of a Briarkat is worth 1d4X100 gp if intact, with any


damage reduces the value significantly. The bone blades
fand the tail also have value and tribesmen often pay 2d10
gp per blade, depending on the length.

TREASURE: None – see above.


ART BY FRANK GUNTER

BURE’TUZZO SMALL AVERAGE HUGE GIGANTIC


Frequency: Uncommon Uncommon Rare Very rare
No. Encountered: 2d4 1d6 1d4 1d2
Size: S (1’–3’ diameter)
S–M (4’+ diameter) M–L (8'+ diameter) L (12’–20’ diameter)
Move: 120’ 90’ 90’ 60’
Armor Class: 0 -1 -2 -3
Hit Dice: 2d8 (*16) 6d8 (*13) 8d8 (*11) 12d8+ (*9)
Attacks: 2 1 1 1
Damage: 2d4 (x2 bite)
2d6 (crush) 3d4 3d6 (crush) 4d4 6d6 (crush) 4d8
(bite) (bite) (bite)
Special Attacks: None Gravel bile / crush Gravel bile / crush Gravel bile / crush
Special Defenses: +1 weapon to hit/ +1 weapon to hit/ +1 weapon to hit/ +1 weapon to hit/
see below see below see below see below
Magic Resistance: 20% 20% 20% 20%
Lair Probability: 10% 10% 10% 10%
Intelligence: Semi–low Semi–low Semi–low Semi–low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/75+2/hp 5/400+6/hp 6/800+10/hp 8/3400+16/hp

Dwellers in Dark Places 23


B
The Bure’tuzzo is a strange beast often encountered in the Maw (see Predacious Maw) because of the “extra-dimension-
depths of the earth where it rolls along in small hunting packs al” qualities of their mouth.
searching for just the right stone formations to feed on. It
particularly relishes any stone mimicking life forms. However, The small and common Bure’tuzzo usually have 1d4 gem-
they aggressively attack almost anything they encounter. At stones within their gut used in grinding down food with a
first glance, the Bure’tuzzo appears to be nothing more than base value of 1d10x10 gp each. The huge ones have twice
a rolling ball of stony plates, albeit with a huge gaping mouth the amount of gemstones and gigantic specimens could have
full of teeth designed to tear flesh and crush stone. three times the indicated number.

They attempt to crush anyone who gets in their path, with Adventurers occasionally find a subterranean nursery
the damage based on the creature’s size. They also have a swarming with hundreds of marble sized Bure’tuzzo rolling
vicious bite attack (see above stats for the damage inflicted in a swarm across the ground. Any movement in such areas
based on the size of the attacking Bure’tuzzo). requires a saving throw versus wands or a character falls.
This could be dangerous, as the immature Bure’tuzzo swarm
The stony surface of the Bure’tuzzo provides excellent pro- automatically inflict 2d6 points of damage. Once these im-
tection and reduces damage from all weapon attacks by half. mature creatures reach approximately 1’ in diameter they
They are immune to the effects of fire and cold; but any move off into the surrounding tunnels.
magical lightning attacks do +2 damage per die.
TREASURE: See above for details

BY’ACKURIN
Frequency: Uncommon
No. Encountered: 1d6
Size: M (5’–6’ tall)
Move: 90’, swim 30’
Armor Class: 0 back or 2
Hit Dice: 5d10 (*14)
Attacks: 3 or by weapon
Damage: 1d4 (x2 claws, 1d4+1 (bite) or see below
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low-average
Alignment: Chaotic evil
Level/XP: Males: 4/130+5/hp
Females: 3/85+4/hp
Juveniles: 2/28+2/hp

The By’ackurin are a race swamp of swamp dwelling crea-


tures appearing to be a cross between the reptilian lizard
ART BY FRANK GUNTER
men and a snapping turtle. Almost as tall as a human, they
Stone Giants occasionally hunt for and use the smaller, im- have a heavily armored, broad back, and a very dense chitin
mature Bure’tuzzo as missile weapons, hurling them into the covered hide over the rest of their body. Dark green in col-
midst of a group of enemies to sow confusion. These smaller oration and often covered with mossy growths, they hunt by
creatures have no effective crush attack nor do they have the concealing themselves in the murky, shallow water. With a
gravel bile ability; but they are much faster than the adults, slow metabolism, the By’ackurin may easily lurk beneath the
attacking twice per round for 2d4 points of damage. There surface for as long as two hours, before surfacing to launch
are rumors of immense Bure’tuzzo existing on the elemental an attack (surprising on a 1-4 on a six-sided die).
Plane of Earth, and occasionally they wander through a pla- As it surges from the still waters, the By’ackurin attempts to
nar gate into the Prime Material worlds. bite with the powerful “beak” inflicting 1d4+1 damage. In addi-
The Gravel Bile attack of these monstrous creatures fills a tion, they slash with a pair of wickedly sharp taloned claws for
10’ diameter area in front of the monster and can inflict an 1d4 damage each. Some tribes are intelligent enough to use
initial 3-18 points of damage with 3d4 additional points on crude weapons, usually spears (40% chance), bone knives
the next round from the acids within the bile. Some scholars and swords (30% chance), or a turtle flail (30% chance). This
believe the Bure’tuzzo is a distant relative of the Predacious latter weapon consists of two spiked turtle shells, joined with

24 Dwellers in Dark Places


leather strips, filled with sand for weight, and attached to a
B
3’-5’ length of stout cord or chain. When it strikes an oppo-
nent, it deals 2d4+2 damage and on a hit roll of 18+, it entan-
gles the targets legs, tripping the unfortunate to the ground.

The hard carapace of the By’ackurin offers excellent pro-


tection, reducing damage from any fire or cold based attack
forms by half. In some instances, they use a large, heavy
shield, also fabricated from a turtle shell. This increases the
armor class to 0 against frontal attacks.

Amidst the dense tangled roots of the great swamp trees, the
By’ackurin build sizable lodges, using reeds, mud, and vines.
Several of these structures form a “village” containing 3d4
warrior males, a like number of females (4 hit dice) and 2d6
juveniles (fight as 2 hit die monsters). Special mounds con-
taining decaying leaves, brush and branches are prepared
once per year during the spring, with each female deposit-
ing 2d6 3” round eggs. These eggs hatch in 4–6 weeks and
the young enter the swamp for the dangerous first year of
growth. The few who survive this perilous time eventually
rejoin the tribe.
STOCK ART BY BRADLEY K MCDEVITT
The By’ackurin care little for treasure, although they occa-
The B’watta is a species of gigantic carnivorous jungle plant:
sionally raid the villages of lizard men to obtain small items
a truly monstrous species evolved to feed primarily on larg-
manufactured beyond the borders of the swamp, but other-
er animals. At the core is a large central body over three
wise they avoid contact with other intelligent species. Occa-
yards across consisting of the main underground digestion
sionally a tribe of these creatures comes under the influence
pod and several tall stalks covered with hundreds of small
of a swamp hag, serving as unwitting troops.
yellow flowers. The perimeter is surrounded by at least two
TREASURE: None dozen huge, tapered leaves, up to 25’ long. These are narrow
and wickedly serrated along the edges, designed to lock tight
around any hapless prey. A sticky exudate covering the sur-
face of the leaves aids in keeping the meal in place as they
slowly curl towards the center.

The heady scent of the B’watta carries for several dozen


yards, the alluring, narcotic odor causing a lethargic state,
compelling those who fail a saving throw versus poison to
move closer to the source. With a sudden burst, the leaves
B’WATTA
contract, and at the same time, a dozen barb tipped sting-
(See page 26)
er tendrils snap unerringly towards any prey. Upon striking,
they deliver 1d4 damage apiece. When the leaves close, the
Frequency: Rare
edges slice for 1d6 points of damage, with each target be-
No. Encountered: 1
ing struck by 1d4. Anyone who fails to escape is doomed to
Size: L (10’-20’ diameter, leaves 20’–60’ long)
be crushed to death by the contracting leaves, the corpse
Move: 0’
quickly deposited in the digestion pod, where it rots, thus
Armor Class: 7
fertilizing the B’watta.
Hit Dice: 12d8 (*9)
Attacks: 1D4 leaves and 1d3 barbs per target
Any organic materials (bones, cloth, wood, leather) is de-
Damage: 1d6 (leaves), 1d4 (barbs)
stroyed with a few days by the acids within the digestion
Special Attacks: See below
pods; metallic items slowly accumulate, and over time the
Special Defenses: None
buildup might possibly kill the B’watta.
Magic Resistance: Standard
Lair Probability: 100%
TREASURE: 2d4 x 100gp (30%), 3d6 x 500sp (20%), 1d10 gems
Intelligence: Non-
(15%), 1d3 jewelry (10%), 1 magic item (5%)
Alignment: Neutral
Level/XP: 7 / 2500+16/HP

Dwellers in Dark Places 25


B

ART BY FRANK GUNTER

“We climbed as if the devils of hell were in pursuit. From the ground erupted a dozen or more huge leaves, glistening
with a sticky exudate, the overpowering scent blurring our senses. The trap had been well set, never would I have
believed a B’watta could have been cultivated in such a place, and never had I witnessed one of such immense pro-
portions; some foul magic was at work. The entrance to the ancient temple was well and truly guarded...it was time
to rethink our plans.”
Tildun-Reffe

26 Dwellers in Dark Places


C
Canine, Winged / Carnivorous Gourd / Carnosaur, Two-Headed / Centipede, Massive /
Cephalopod, Land / Chamrol /Charkin / Chatterschrill / Chimeric Leopard /
Chitterling / Chulkine Warrior / Churra-Pakka /Cloud Whale / Crab, Monstrous /
Crevice Crawler / Crystalle / Crystal, Living / Crystal Serpent / Crystal Stone Giant
/ Cube, Deadly / Cyadith

CANINE, WINGED AVERAGE HUGE (MUTATED) LARGE WINGED HELL HOUND


Frequency: Uncommon Very rare Rare Very rare
No. Encountered: 1d10 1d4 1d6 1d3
Size: S (2’ tall) L (6’ tall) M (3’ tall) M (4' tall)
Move: 150’, 120’ fly (AA: IV / 120’, 90’ fly (AA: III / 150’, 120’ fly (AA: IV / 120’, 60’ fly (AA: IV / 90-de-
90-degree turn) 60-degree turn) 90-degree turn) gree turn)
Armor Class: 6 3 5 4
Hit Dice: 2d8+2 (*16) 5d8+5 (*12) 4d8+4 (*15) 7d8 (*13)
Attacks: 1 2 1 1
Damage: 1d4 (bite) 2d4 (x2 bites) 2d4 (bite) 1d10 (bite)
Special Attacks: None None None Breathe fire
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 25% 25% 25% 30%
Intelligence: Semi- Semi- Semi- Low
Alignment: Neutral Neutral Neutral Neutral (evil)
Level/XP: 2/30 + 3/hp 3/150 + 6/hp 3/90 + 5/hp 5/400 + 8/hp

Many areas of remote wilderness are home to one or more If an adventurer is bold, and determined to reach the lair,
types of Winged Canine. The more common species is sim- usually located along high cliff faces, there is a 20% chance
ilar to several varieties of domesticated dog, while the large there are 1d3 pups. These young have a value of 1d3 x 200
species has much more in common with wolves. Their wings gp. The Winged Cerberus species is much more dangerous
are usually leathery, kept safely tucked along the sides when to train and only 5% of trainers accept such a commission,
the Winged Canine is on the ground. Whether evolved natu- usually at triple the cost. Occasionally, adventurers encoun-
rally or intentionally created is unknown, but there are sev- ter this species associated with ogres and giants.
eral different breeds with a variety of colored patterns (each
DM can determine the type as needed for his campaign). The rarest member of this type of creature is the Winged
They follow all of the normal guidelines for normal canines, Hellhound, a terrifying hybrid creature with the ability to
banding into close-knit packs with a dominant male as the breathe fire (range 10’) for 7 points of damage. They usually
leader. begin their attacks by flying over prey, unleashing their fire
attacks before landing to continue the fight on foot.
Although most species of Winged Canines are reluctant to
engage in direct combat, for fear of damaging their wings, TREASURE: None – see above.
they are quite fierce when hunting or forced to fight. Prefer-
ring to attack in a pack, they leap in from all directions to CARNIVOROUS GOURD
bite at their prey. The common variety bites for 1d4 points
of damage, while the larger species does 2d4 damage with a Frequency: Rare
successful attack. The mutated species, commonly called the No. Encountered: 1d6
Winged Cerberus, has two fully functioning heads, allowing it Size: L (10’ tall)
to make two bite attacks per round. Move: 10’
Armor Class: 6
If captured before weaned, the common and large Winged Hit Dice: 6d8 (*13)
Canines can be trained, making excellent adventuring com- Attacks: 2d4
panion animals. However, such training requires the talents Damage: None
of a master trainer, making it an expensive endeavor (200 gp Special Attacks: See below
minimum per week of training, taking 2d3 weeks to complete. Special Defenses: None

Dwellers in Dark Places 27


C
Magic Resistance: Standard creature is covered in mottled patches of yellow, brown and
Lair Probability: 80% green, and is often festooned with other vines, giving it a fair
Intelligence: Non- amount of camouflage when located within a clump of plants.
Alignment: Neutral Some are speckled black and gray when lurking underground
Level/XP: 5/350+6 (50% chance of spotting), easily blending with the surround-
ART BY FRANK GUNTER
ing stone. Dozens of arm-thick, grasping roots and up to a
dozen smaller flailing, vine-like tendrils surround the central
mass. These filaments have a reach of up to 40’ and drape
throughout the surrounding foliage, dangling from above and
sprawling through the underbrush. They are incredibly tough
to break (armor class 2, 6 hit points, blunt weapons cannot
sever). It can employ 2d4 tendrils per round. Any creature
caught by these grasping appendages needs to make a Minor
Strength test to avoid entrapment within the cavernous cen-
tral husk in 1d3 rounds. Once prey is inside, the husk quickly
seals shut and releases a torrent of acids to break down the
flesh.

The caustic digestive juices within the creature’s digestive


sack inflict 4d6 points of damage per round on the trapped
victim. Since it contracts to fit snuggly around prey, there
is insufficient room for a captive to use a weapon with the
exception of a dagger (only if in the victim’s hand at the time
of envelopment). In time, even steel armor and most other
metals can be broken down until nothing remains. However,
The Carnivorous Gourd is a rather strange plant/creature the crystal structures of gems or jewels are indigestible so
thriving in almost any dismal location. Whether it is on a the Cavernous Gourd simply ejects these items. The pow-
small patch of solid ground in a dank swamp or hanging from erful acidic enzymes can even affect enchanted items (save
the slime covered ceiling in some fetid subterranean envi- versus acid).
ronment, most adventurers fear and avoid this silent pred-
ator. Any attacks against the central husk containing prey does
half damage to both the Carnivorous Gourd and the victim.
The main bulk of this massive animal is a hulking rough
textured pod reaching up to 10’ tall. The thick trunk of the TREASURE: 1d10 gems (30%), 1d2 jewelry (10%)

CARNOSAUR, TWO HEADED SMALL MEDIUM LARGE GARGANTUAN


Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 2d4 1d6 1d3 1
Size: M (4’–6’ tall) L (7’–10’ tall) L (12’–15’ tall) L (18’+ tall)
Move: 180’ 180’ 120’ 90’
Armor Class: 5 4 3 1
Hit Dice: 5d8 (*15) 8d8 (*12) 10d10 (*10) 12d12+(*9)
Attacks: 4 4 4 4
Damage: 2d3 (x 2 claws), 2d4 (x 2 claws), 2d6 2d3 (x 2 claws), 3d6 2d6 (x2 claws), 3d10
1d10 (x2 bites) (x2 bites) (x2 bites) (x2 bites)
Special Attacks: Leaping charge / Leaping charge Trample Trample, Swallow
pack hunter whole
Special Defenses: None None None See below
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 30% 40% 25% 30%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/130+5/hp 6/550+10/hp 7/1800+14/hp 8/3550+16/hp

28 Dwellers in Dark Places


There are many strange monsters brought about by twisted
C
When attacking, it is a deep reddish orange blur flowing along
applications of magic. A powerful wish or permanent poly- on its dozens of legs; usually moving in packs of up to 4 indi-
morph enabled the creation of a bounty of fantastic beasts. viduals (some areas may contain twice the number). As they
Unfortunately, by changing normal animals, the newly creat- scour the gloom for food, their long feelers are continuously
ed monsters are often able to reproduce with their progeni- searching the air and ground for the scent of prey.
tor species unleashing horrors upon the lands. Like a plague,
they spread and displace local fauna as their unique advan- Reaching sizes well over 15’ long, it can easily overpower most
tages enable them to dominate any competition for females adventurers. They are constantly in search of prey, able to
or food. The Two-Headed Carnosaur is one such mistake. feed nonstop when food is available and they are a serious
threat to all they encounter. Once the Massive Centipede has
As it matures and grows, the attack damage from the caught the scent of its victim, it quickly moves to attack with
Two-Headed Carnosaur becomes greater (see Stats Table). its powerful mandibles, chewing for 1d10+1 hit points of dam-
With two powerful bite attacks, these monsters are able to age. Once this creature successfully delivers a bite, it tena-
dispatch most prey with relative ease. ciously holds on to the prey inflicting damage every round.
A successful Minor Strength Test can free a trapped victim.
The smallest Two-Headed Carnosaurs remain in groups for
several years working as pack hunters, tracking prey for The bite of this monster is loaded with a virulent poison,
hours before launching a deadly ambush from multiple di- easily capable of slaying any man sized or smaller crea-
rections. During their initial charge, they leap at prey, slash- tures. Victims must make a saving throw versus poison at
ing with their front claws, gaining an additional pair of raking a -2 against this attack, with failure resulting in death in 1d6
attacks from their powerful hind legs (2d6 damage each from rounds; and even those who make a successful save take 1d6
the small variety, 2d8 damage each from the medium sized additional points of damage from the foul substance.
creature).
Some smaller, primitive humanoids, notably kobolds and
The largest Two-Headed Carnosaurs are loners are unable to goblins, use the larger chitinous plates of the Massive Cen-
leap, instead they bull rush prey, knocking them over on any tipede in the fabrication of crude armor, giving a +2 bonus
roll exceeding the required to hit number by 2. On any roll to the wearers’ armor class, to a maximum of armor class 4.
of 20, they succeed in pinning their victim with one massive
foot. On the next round, they automatically bite their prey. TREASURE: None
ART BY HUNTER REID & FRANK GUNTER
The gargantuan variety is able to swallow any creature (man-
sized or smaller) whole on a roll of 20.

TREASURE: None

CENTIPEDE, MASSIVE
Frequency: Very rare
No. Encountered: 1d4
Size: L (15’–30’ long)
Move: 180’
Armor Class: 2
Hit Dice: 7d8 (*13)
Attacks: 1
Damage: 1d10+1
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non–animal
Alignment: Neutral
Level/XP: 6/575+8/hp

The Massive Centipede is a terror to all who venture into the


dark places, a monstrous beast, it voraciously attacks any
other living creature. With a preference for lurking along the
moldering fringes of damp swamps, or in the cool darkness
of subterranean environments it glides across floors, walls,
and ceilings in a stream of living, red chitin.

Dwellers in Dark Places 29


C
CEPHALOPOD, LAND YOUNG AVERAGE HUGE MASSIVE
Frequency: Rare Rare Very rare Very rare
No. Encountered: 3d4 2d6 1d6 1
Size: S-M (3’-6’ tall) L (5’–8’ tall) L (10’–12’ tall) L (18’tall)
Move: 90’ 90’ 60’ 60’
Armor Class: 5 4 3 2
Hit Dice: 3d8 (*16) 6d8 (*13) 10d10 (*10) 14d12 (*8)
Attacks: 1d4 1d4 1d4 1d4
Damage: 1d3 per tentacle 1d6+1 per tentacle 1d10+2 per tentacle 3d6+6 per tentacle
Special Attacks: Bite Bite, grapple Bite, grapple Bite, grapple
Special Defenses: Toxic cloud Toxic cloud Toxic cloud Toxic cloud
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 40% 20% 40% 50%
Intelligence: Animal-low Animal–low Animal–low Animal–low
Alignment: Neutral (evil) Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 3/ 65+3/hp 5/425+6/hp 7/2400+14/hp 9/6000+18/hp

The Land Cephalopod is a dangerous beast found in warm


tropical climates. Moving in small packs, they scour the
beaches and light coastal jungle in search of prey – either
ART BY LUIGI CASTELLANI slow moving, or carrion. Though the Land Cephalopod pos-
sesses ten tentacles, it moves on the four short atrophied
limbs now acting as crude legs. The four longer tentacles
are useful in pulling themselves along, grasping onto plants
and digging into the ground. These suckered tentacles have
a reach of up to 15’, and each is equipped with several ra-
zor sharp hooks. The Land Cephalopod uses these hooks to
snare any creature coming within reach. The final two ten-
tacles have also degenerated, being just 5’ long, functioning
only to hold captured prey against the beak.

In coloration, a Land Cephalopod is a sickly mauve with livid


blue and yellow patterns of stripes and spots. The bright red,
parrot-like beak protrudes on a prehensile stalk, with a reach
of but 2’. They constantly exude the palpable stench of rot-
ted meat, detectable up to 100’.

Up to two of the Land Cephalopods tentacles function against


a single opponent, (randomly roll how many tentacles can be
used each round). Any hits do the stated damage (depending
on size), with any roll of 20 indicating prey has been hooked
and drawn within range of the vicious beak.

Against snagged prey, the beak has a +2 to hit. Each success-


ful bite attack does significant damage (1d6 for the young, 2d4
for the average Land Cephalopod, 2d8 for the huge speci-
mens, and 4d8 for the massive specimens). Unless an escape
is made (Major Strength Test), the beak continues chewing on
its victims, tearing through armor, flesh, and bone with ease.

If seriously threatened, the Land Cephalopod emits a cloud


of toxic black vapor filling a 15’ radius for 1d4 rounds. Those
within this cloud must save versus poison at +2. Failure caus-

30 Dwellers in Dark Places


es the affected creature to fall into a gagging and coughing
C
1% of the time. He could not even calculate the Prime Mate-
fit (-4 to hit and loss of any dexterity adjustments to armor rial Plane value of the 400’ long behemoth.
class for 2d4 rounds).
The “roots” of the Chamrol extend deep within the extremely
There are times in the season when these monstrous crea- rich mineral veins permeating the entire border area, slowly
tures congregate into larger groups for mating and egg laying pulling material into their structure. Some sages have the-
where encountering three times as many Land Cephalopods orized the roots extend throughout the entire quasi-plane
can frequently occur. During this time, they gain a deep and deep into the Elemental Plane of Earth. Mica-like growths
crimson color giving them the nickname of “blood squid”. coat the central stalk of the Chamrols foliated central stalk.
The Massive Land Cephalopods are loners; violent creatures These crystals have dozens of long, living metal tendrils pro-
of incredible strength, capable of uprooting trees in their truding outward, reaching lengths of up to 100’. Any character
pursuit of prey. Cannibalistic, it often attacks its own kind coming within 20’ of the creature risks attack by 1d6 of these
when other food is scarce. tendrils, with each strike inflicting 2d4points of damage.

There are rumors of an intelligent species of Land Cephalo-


pod living far beneath the surface of the earth. It is said they
dwell in strange sealed cities located along the shores of the
Ultran-Thassa.

(Also, see Krakenite, a close relative of the Land Cephalo-


pod.)

TREASURE: None

CHAMROL
Frequency: Very rare
No. Encountered: 1d4
Size: L (15’–500’ long, 10’–60’ diameter)
Move: 0’
Armor Class: -6 or -2
Hit Dice: 18d10+ (up to 1,000+ hit points) (*7)
Attacks: 1d6 per target
Damage: 1d6 (per hit)
Special Attacks: Positive energy burst
Special Defenses: +3 weapon to hit
Magic Resistance: 75%
Lair Probability: 100%
Intelligence: Semi–low
Alignment: Neutral
Level/XP: 9/8100+20/hp

Any adventurers brave enough to travel through the Endless


Crystal Grotto in hopes of reaching the border area located
between the Positive Material Plane and the Quasi-Elemental
Plane of Mineral often encounter one or more of the massive
Chamrol. These huge creatures (5 x D100’ in length) grow in
ART BY FRANK GUNTER
profusion throughout this area, their great stalks protrud-
ing far out into the energy plane. Possessing the qualities
of plants, animals, and pure mineral life, the Chamrol exists There is also a cumulative, 15% chance of the Chamrol snar-
nowhere else, for here is the only place where they can bask ing and holding its prey with each stalk hit. Such unfortunate
in such an abundance of pure energy. victims take 2d10 points of crushing damage per round, per
tendril. A successful Major Strength Test at half the normal
The “skin and tissue” of a Chamrol is usually composed en- chance frees a trapped individual.
tirely of lead binding together huge amounts of extremely
rare minerals infused with living crystals. The sage, Siljameer, The Chamrol hurls their victims’ corpses into the Positive
once had a domicile within a Chamrol composed almost en- Material Plane, where they suffer instant destruction. Only
tirely of gold, but such types are quite rare, occurring only a wish is powerful enough to restore those lost in this way.

Dwellers in Dark Places 31


C
Once per day, the Chamrol can draw on the energy around Their spindly limbs are strong, easily holding the Charkin as
it to unleash a tremendous bolt of raw, pure positive ener- it travels across the floor, walls, or ceiling with equal ease
gy from its tapered jewel-like end. This powerful surge has with the flexible claws finding purchase in the smallest of
a length of 120’ and a 30’ diameter. Anyone caught within fissures. Because of their physical structure and swarming
this beam receives 1d10 points of “curing” for each 10’ of the nature, there are those who believe they are perhaps from
Chamrols length. This energy infuses the target, and if their the same alternate prime material plane as the Necrotia (see
hit point total exceeds twice the normal hit points, the target Necrotia), brought here in a desperate attempt to help curb
simply explodes. A save versus spell reduces the effect by the spread of the Necrotia blight. Unfortunately, they also es-
half. Moreover, since it is not a fire or electrical attack, devic- caped control, spreading into the new environment, search-
es protecting against such effects do not function. ing for food.

Only weapons of +3 enchantment can damage a Chamrol and The claws of the Charkin are deadly, designed for gripping
any edged weapons attack against armor class -6. All blunt and tearing through dense carapace and heavy armor. They
weapons treat the creature as having armor class -2.The use two of these when attacking; each inflicting a 1d4 hit point
Chamrol has the following Crystal Elemental Immunities: Fire wound. They climb onto their victim to allow their snapping
and cold-based attacks do not affect the Chamrol and elec- beaks to chew for additional 1d6 points of damage. If both
trical based attacks only cause 25% or no damage depending claw attacks succeed in hitting a target, the Charkin are able
on the saving throw. Gases and poisons are ineffective when to attack with the other two clawed feet at a +2 to hit (2 at-
employed against a Chamrol. tacks inflicting 2d4 damage each).

The Chamrol do, however, suffer damage from some spells: Similar in body design, having a heavy carapace supported
Shatter causes 3d6 points of damage, a Glassee spell stuns by peripheral limbs, and possessing a sharp beak on their
these creatures for 1d3 rounds, and a Stone to Flesh spell underside are all strong indicators of a common biology with
makes it armor class 6 for one melee round. the Necrotia. In fact, the Charkin always hunt down any of
the varied Necrotia species in preference to any other prey.
TREASURE: 2d10 x 1000 gp (50%), 3d12 gems (80%), 1d4 IOUN A sure sign Charkin are in the area is a litter of cracked and
stones (10%). broken Necrotia carapace chitin.

CHARKIN TREASURE: None

Frequency: Uncommon
No. Encountered: 2d3
Size: S–M (2’–5’ across)
Move: 180’
Armor Class: 2
Hit Dice: 6d8 (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d6 (bite)
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral (evil)
Level/XP: 4/225+6/hp

The Charkin are strange creatures, found in a variety of en-


vironments. In all appearances, they are simply an armored
carapace supported on four long chitinous legs. When at rest
(legs tucked beneath the body), they are easily mistaken for
loose rocks because of their dark gray coloring.

Charkin are dangerous swarming creatures, usually choosing


one victim to attack with a single mindedness. There have
been some reports of large swarms of Charkin numbering
as many as a dozen individuals, but this is a very rare phe-
nomenon. They are also extremely aggressive, quite often
ART BY FRANK GUNTER
pursuing their chosen quarry for many miles underground.

32 Dwellers in Dark Places


C
CHATTERSCHRILL BOG GLOOM JUNGLE
Frequency: Uncommon Very rare Very rare
No. Encountered: 1d12 1d6 1d8
Size: S (3’–5’) M–L (6’–8’) S–M (4’–5’)
Move: 90’ 90’ 90’
Armor Class: 4 4 4
Hit Dice: 3d8+3 (*16) 6d8+6 (*13) 4d8+4 (*15)
Attacks: 3 3 3
Damage: 1d4+2 (x2 claws), 2d4+2 (bite) 1d6+2 (x2 claws), 2d6+2 (bite) 1d4+2 (x2 claws), 1d10+2 (bite)
Special Attacks: Scream / crushing bite Scream / crushing bite Scream / crushing bite
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 40% 40% 40%
Intelligence: Low Low Low
Alignment: Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 4/175+4/hp 5/425+8/hp 4/245+5/hp

CHATTERSCHRILL SAND SNOW STONY


Frequency: Rare Very rare Very rare
No. Encountered: 1d6 1d6 1d4
Size: M (6’) L (9’) S–M (4’–5’)
Move: 90’ 90’ 90’
Armor Class: 4 4 1
Hit Dice: 5d8+5 (*15) 8d8+8 (*12) 9d10+9 (*11)
Attacks: 3 3 3
Damage: 1d4+4 (x2 claws), 1d10+2 (bite) 2d4+4(x2 claws), 3d6+6 (bite) 2d4+4 (x2 claws), 2d6+2 (bite)
Special Attacks: Scream / crushing bite Scream / crushing bite Scream / crushing bite
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 40% 40% 40%
Intelligence: Low Low Low
Alignment: Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 5/75+6/hp 7/1600+12/hp 7/2400+14/hp

CHATTERSCHRILL, BOG Once they have the scent of a victim however, the silence
quickly ends. With a disturbing clacking of their great teeth,
In the dreary landscape of swamps and bogs, on the dark- they communicate with each other, moving in for the kill. It
est of the moonless nights, the unfortunate adventurer may is important to note, rangers who are unfamiliar with the
hear the dismal cry of the Bog Chatterschrill. This stout, ban- Chatterschrill find it difficult to track the beast through forest
dy-legged creature has a covering of course fur of mottled since it is able to travel with ease, both through the trees and
dark colors, matted with filth, twigs, and leaves. The mouth on the ground (half the normal chance to track).
is disproportionately large, and full of enormous teeth. The
skull has hollow resonating chambers, designed to greatly The disproportionately long, muscular arms of this creature
amplify any vocalized sounds made by the Chatterschrill. are easily capable of reaching down to lift an unarmored
victim up into the foliage where they are subdued for trans-
This pack-hunting beast lopes along the ground and brachi- port to the nest or quickly dismembered and consumed. The
ate through the trees in absolute silence seeking its prey. Chatterschrill hauls those wearing heavy armor high into the

Dwellers in Dark Places 33


C
trees, and then drops them to the ground, making the ar-
mors contents more accessible.

The thick three fingered hands can inflict 1d4+2 damage each,
and grab an opponent on any roll of 18+, scoring a hit. The
powerful jaws of the Bog Chatterschrill open to extraordinary
proportions, with a bite attack from the crushing teeth doing
2d4+2 damage. Any roll of 20 on the bite attack indicates
maximum damage is inflicted (10 hit points).

The strength of a critical bite from any of the Chatterschrill


species is so devastating, the bones of a random limb can be
easily shattered, rendering the limb useless until cured for
an amount equal to the damage received. On any roll of 20
STOCK ART BY MACIEJ ZAGORSKI
with the bite, roll a ten-sided die and refer to Table 2 for the
location and effect of the bite:
ROLL LOCATION EFFECT
1 FOOT MOVEMENT IS CUT BY HALF
2 LOWER LEG CANNOT WALK WITHOUT ASSISTANCE
3 UPPER LEG MOVEMENT RATE IS CUT IN HALF
4 ABDOMEN SAVE VERSUS DIRECTED SPELL OR STUNNED FROM INTENSE PAIN FOR 2d4 ROUNDS
5 TORSO RIBS ARE CRACKED BY THE POWERFUL BITE, EFFECT AS PER SLOW SPELL, FIGHT AT -2 TO HIT
AND DAMAGE
6 UPPER ARM ALL ATTACKS WITH A WEAPON ARE AT -4 TO HIT AND DAMAGE
7 LOWER ARM UNABLE TO FIGHT WITH HAND HELD WEAPON
8 HAND UNABLE TO HOLD WEAPON, SHIELD OR ITEM IN THE AFFECTED HAND / SPELL CASTERS WHO ARE
BITTEN WILL BE UNABLE TO DO SOMATIC GESTURES
9 HEAD FRACTURED SKULL CAUSES CONCUSSION-LIKE SYMPTOMS / TREAT AS A CONFUSION SPELL UNTIL
CURED / SPELL CASTERS CANNOT CAST SPELLS UNTIL CURED
10 TAKE FULL DAMAGE, BITE DID NOT DO A CRIPPLING INJURY
Note: For indication of left / right in most locations – roll a six-sided die: odd = left side or front is struck; even = right
side or back is struck.
The most dreaded attack is the horrendous screech all spe-
ART BY ZACHERY HARGENRADER cies of Chatterschrill can unleash once per day. This earsplit-
ting scream fills a cone shaped area reaching 60’ with a base
of 20’ causing a paralyzing fear in any target failing a save
versus paralysis at a -2. Failure indicates the prey is stunned
for 1d3 rounds.

The Bog Chatterschrill also has a simple form of Ventrilo-


quism used to disorient their quarry. They cannot use the
scream via the Ventriloquism, but they can employ it to make
their victims believe there are many more creatures involved
in an attack, being able to project the ominous sounds of
teeth clacking up to 30’. Using it they are able to herd their
prey into cleverly devised ambushes or quagmire traps.

One large dominant male (5d8+5 (*14), +2 damage bonus)


leads a hunting group of Chatterschrill, coordinating the oth-
er members, composed of a mixed group of smaller males
and older, non-breeding females.

Young Chatterschrill and breeding age females rarely go out-


side the nesting area. Many times the dominant male chews

34 Dwellers in Dark Places


on the trunks of trees near the nesting area to discourage brane, enabling them to roam during the fierce storms pe-
C
other males from entering his domain. Those rangers who riodically springing up on the dusty wastes. When the need
are skilled in spotting such damage also know they must arises, they briefly stop on rocky outcroppings to bear young
quickly leave the area; one does not knowingly enter the do- but, within a few days, they move on again.
main of the Chatterschrill.
They often raid caravans, usually attacking under the cover
A scree of splintered bones, twisted armor, and chewed bits of a sandstorm. As the sand swirls and whips in the wind the
of cloth, hide, and leather litters the area immediately sur- Sand Chatterschrill strikes, adding their eerie screeching to
rounding any Chatterschrill nest with a 20% chance an item the tempest of flying dust. They attack quickly, carrying off
of magical or valuable nature lies buried beneath the refuse. pack animals, or humans. Refer to the Chatterschrill stats for
the modifications to these creatures’ attacks.
GLOOM CHATTERSCHRILL
A much larger sub-species known as the Gloom Chatter-
schrill, lairs deep beneath the surface world in the depths of
the underdark. Living in small nomadic family groups, they
relocate every few weeks as the food supply dwindles. This
beast uses the echoing effects of large cavern systems to
confuse its prey, and the sounds of their clacking teeth and
scream often travels for miles, moving easily through the vast
maze. The Gloom Chatterschrill climbs up into the upper
reaches of caverns as it hunts, reaching down to snatch at
prey. Nothing is safe when these monsters are on the hunt,
their powerful jaws capable of crushing any exoskeleton.

Refer to the Chatterschrill stats for the modifications to these


creatures’ attacks.

JUNGLE CHATTERSCHRILL
The Jungle Chatterschrill is quite similar in appearance to the
more common Bog Chatterschrill, with the major differenc-
es being in coloration and size. The fur of this sub-species
has stripes in shades of brown, green, and light yellow. This
enables it to blend easily into its environment (75% invisible
when motionless).

These nocturnal predators live in communal nests, con-


structed of interwoven vines and lined with leaves, located ART BY ZACHERY HARGENRADER

high in the trees. They travel through the middle and upper
canopy when hunting using their long limbs to move easily SNOW CHATTERSCHRILL
from branch to branch, rarely coming to the ground. Using
the same tactics as the Bog Chatterschrill, they prefer to at- A little known sub-species, perhaps the largest, exists in the
tack prey from above, their gangling arms emerging from the high mountains, dwelling in frozen ice caves. There, amid the
concealing foliage to grasp at prey. It is not uncommon for a rocks and glacial ice lives the great Snow Chatterschrill. This
Jungle Chatterschrill to spend its entire life in the branches 9’ tall giant is a ferocious creature covered with thick white
of the jungle, never setting foot on the ground. fur. With its powerful long arms, it can easily negotiate the
icy slopes of the frigid, forbidding environment.
SAND CHATTERSCHRILL
On any roll of 20, the injury from this monsters bite attack
In the deep deserts, there lives a sub species known as the is so damaging, only a Cure Serious Wounds, Cure Critical
Sand Chatterschrill, colored in shades of brown and tan. Wounds, or Heal repairs the damage. This sub-species often
These cunning beasts are nomadic, roaming across the hot travels as a small group of 1d6 individuals (dominant male,
sands in search of food. They bury themselves in the sand 1d 3 breeding females, and 1d2 young). Usually the younger
during the heat of the day, emerging at night to scavenge, males are loners, driven off by dominant males when they
often traveling several dozen miles. are about three years old.

Their eyes receive protection from the grit by a special mem- The Snow Chatterschrill has a +4 saving throw bonus versus

Dwellers in Dark Places 35


C
any cold-based attack and the damage is always reduced by The Chimeric Leopard is a type of chimera, and a variant of
1 per die rolled, but they are vulnerable to fire, having a -2 another, quite similar creature. It possesses the sleek body
penalty against any such attacks and having a +1 to every of a large, spotted jungle cat with the addition of as many as
die of damage rolled. Refer to the Chatterschrill stats for the eight, 8’ long serpents sprouting from its shoulders, directly
modifications to these creatures’ attacks. Snow Chatterschrill behind the head, but lacking the sleep inducing breath weap-
always avoid heat, rarely attacking any encampment where on of the other species. This feline creature dwells in the
there is a sizable fire. great rain forests. Its mottled coloration comprised of shades
of green, brown, and black give it excellent camouflage (60%
This cunning beast patiently stalks its prey for days, and invisible in the jungle environment).
when the moment is right, it uses its horrendous yowl to
bring down avalanches hoping to injure or entomb victims. When leaping from concealment, the Chimeric Leopard sur-
Quite often, the Snow Chatterschrill leaves them buried for prises opponents on a roll of 1d3 on a six-sided die. It attacks
weeks before digging them out for consumption, the frozen with a pair of claws, each inflicting 1d4 points of damage and
flesh crumbling in their massive jaws. the bite does 1d6 points of damage. The bites from the in-
dividual serpent heads do 1 point of damage but they are
STONY CHATTERSCHRILL mildly poisonous (save versus poison at +2 or the stinging
venom causes an additional 1d4 points of damage). If one of
The origin of the Stony Chatterschrill is unknown, but they the serpent heads rolls a natural 20 on its attack, then the
exist in many subterranean areas. Most sages believe they venom has entered the bloodstream. The save against this
are the “failed” results of Meelinn manipulation. They appear bite is also at a +2, but failure means the poison damage is
closely related to the Gloom Chatterschrill, but are much much more severe, causing 1d3 points of damage per round
larger than any other sub-species. These hulking brutes are until a neutralize poison is administered. Each bite from the
dark gray in coloration and completely lacking in fur. Instead, Chimeric Leopards serpent heads requires a separate save.
the hide is as hard as stone and covered with heavy, dense
nodules. When motionless, they blend almost completely Attackers have an equal chance of striking the body or a
into their rocky surroundings (appearing to be a pile of rocks, serpent when attacking this monster. Each snake is armor
80% invisible). The talons of each hand have fused into a class 6 and has 6 hit points before dying. These extra hit
pair of ripping claws able to shear through even the toughest points are in addition to those belonging the armor class 4
armor with relative ease. They still possess the devastating body. Slain serpent heads do not regenerate, so it is possible
bite attack of their smaller kin. to encounter a Chimeric Leopard with fewer than six heads.

They attack with their two powerful claws doing 2d6+4 dam- Although they do not have a desire to accumulate treasure,
age with each strike and they bite for another 2d6+2 hit the pelt of this creature has value, with an intact one bringing
points of damage. The eerie clacking and screeching they as much as 200 gp.
make as they launch their attack is quite terrifying. TREASURE: None
TREASURE: Lair: 1d4x1000 gp (30%), 1d6 gems (20%), 1d2 mag-
ic items (15%).

CHIMERIC LEOPARD
Frequency: Uncommon
No. Encountered: 1d4
Size: M–L (5’–9’ long)
Move: 120’
Armor Class: 4/6
Hit Dice: 6d8+6 (see below) (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d6 (bite)
Special Attacks: 1d8 serpent heads,
mild poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral
Level/XP: 6/650+8/hp
ART BY JACOB BLACKMON

36 Dwellers in Dark Places


CHITTERLING
C
Frequency: Very rare
No. Encountered: 1d6 or 3d6+
Size: M (6’ long)
Move: 180’
Armor Class: 4
Hit Dice: 3d8+3 (*16)
Attacks: 3
Damage: 1d4+1 (x2 slashing), 1d3 (bite), 1d4 (sting)
Special Attacks: Swarming (see below)
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Animal
Alignment: Neutral
Level/XP: 4/175+4/hp

Chitterlings (or Chitters), are brilliant green insectoid crea-


tures found in extremely remote areas of the temperate
zone. The size of a man, these creatures usually move about
in a small clutch of just 1d4 individuals, feeding on plants and
any prey they can catch.

Occasionally, two or more smaller groups encounter and join


one another, forming much larger pods of 3d4 members.
However, as more of these creatures come together, things
begin to change. Once a group of 12 or more Chitterlings
forms, they begin to release a pheromone, triggering an ag-
gressive trait. This causes their coloring to change to a deep ART BY FRANK GUNTER

scarlet, and turns them into a devastating swarm, attracting


others from miles away, moving together for a time, devour-
ing every living thing in their path. Plant or animal – nothing
is safe from their attack when this occurs. These pheromones lone survivors remain mostly independent for several months
travel by the winds, continually attracting even more Chitters or years, before the pheromone scent once again begins to
to the swarm. There are many confirmed reports of massive draw them together, repeating the process.
swarms containing more than 1000 of these creatures. Such
congregations are a nearly unstoppable, ravaging force. Within a few weeks of fertilization, the 3-inch diameter eggs
hatch, releasing a Chitterling Grub, which quickly borrows
Normally the Chitterling attacks by slashing with its two fore- deep into the ground where it remains for several years. It
limbs for 1d4+1 damage and bite for 1d3 points of damage. grows continuously until reaching almost 3’ in length. Many
However, when they are in a greater swarm they are much creatures, including several species of giant, relish the taste
more deadly, becoming so dangerous, intelligent creatures of these juicy morsels. The few survivors form a chrysalis
seek to avoid them at all costs. When swarming, they each shell for the last year, finally emerging as an adult Chitterling.
attack as a 6 hit die creature, doing an additional +3 on any
slash attack (1d4+4). During this time, their spittle becomes Chitterlings communicate with each other using a high-
mildly toxic making any victim save versus poison or they pitched, painfully disconcerting noise, with the effect of a
take an additional 3 points of damage from a bite attack. The swarm easily filling an area of 100’ in radius. Vocal com-
Chitterling also has a long stinger; however, it contains no munication is almost impossible when fighting these pests.
poison, but can still inflict a nasty 1d4 hit point wound. Any spell caster must make a successful save versus poison
each time they attempt to cast a spell within the area, failure
When the pheromone level reaches critical stages, the Chit- meaning the spell fails to function.
terlings begin to mate, with each female laying a dozen or
more fertilized eggs amongst any available rocky outcrop- In addition, there is an albino species of Chitterling living
ping. Thereafter, the Chitterlings turn cannibalistic, tearing underground, having all of the same stats as their surface
at each other, the swarm ripping itself apart until only a few dwelling relatives.
survivors manage to move off, leaving behind an ichor cov-
ered mass of torn chitin and dead, twitching limbs. These TREASURE: None

Dwellers in Dark Places 37


C
CHULKINE WARRIOR (Mercenary) They follow a mercenary lifestyle, working for pay as special
hirelings / henchmen, without any qualms on who their em-
Frequency: Uncommon ployer might be, for gold has no alignment. Chulkine Warriors
No. Encountered: 2d6 seek adventure, but they are not fools, and always negotiate
Size: L (7’–8’ tall) to receive a percentage share of the spoils in gold or magic.
Move: 120’ They even renegotiate on the spot if the risks are higher than
Armor Class: Varies expected. They often travel in small bands, seeking employ-
Hit Dice: Varies (*varies) ment as a group.
Attacks: 1 or 2
Damage: By weapon Some groups merge during times of war hiring out as a full
Special Attacks: None company of as many as 100 Chulkine, all under the command
Special Defenses: None of the strongest (most clever or devious). They are extremely
Magic Resistance: Standard loyal once they have received sufficient pay, and work with-
Lair Probability: None out hesitation to ensure the safety of their employer. Word of
Intelligence: Average–high those who fail to fulfill any contract spreads rapidly and they
Alignment: Neutral (evil) do anything to avoid a bad reputation within the Chulkine
Level/XP: Varies community. The usual fee for one month’s employment is 25
gp per hit die of the Chulkine Warrior.
Chulkine Warriors are hulking, broad shouldered humanoids
with hairless, mottled skin the color of old mustard. They Chulkine Warriors wear any type of armor, but prefer to
are coarse and brutish, the strong ruling over and bullying be unencumbered. So only rarely would you find a Chulk-
the weak. Because of their size and great strength (even the ine Warrior in anything heavier than chain mail. They use
weakest having a strength of 18), they are quite often mistak- most weapons except for bows, finding these unwieldy with
en for half ogres. Chulkine are broad faced with a wide mouth their heavy musculature, preferring instead to rely on heavy
full of sharp teeth, narrow slits for a nose, and all have a pair crossbows. They are fond of two-handed swords, or heavy
of large upward thrusting tusks usually decorated with gold long swords. They also have a liking for most types of pole
bands or inset gemstones. They have over large ears, usu- arm and spears, using such weapons with great skill.
ally with several piercings in each. Any Chulkine Warrior is
“flashy” with his wealth, prone to wearing chains of gold and TREASURE: Varies by level, any possible.
precious stones as a show of his importance; they are loud,
obnoxious boors, always eager for a fight in order to exhibit CHURRA-PAKKA
their superiority. (Turned as type 3 or type 7)

Frequency: Very rare


No. Encountered: 8d6
Size: S (1’–2’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 1d8 (*19 / 16)
Attacks: 1
Damage: 1d3 (bite) or 1d4 (spear) or 1d3 (dart)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 2/45+2/hp

The Churra-Pakka are a nasty form of small undead human-


oid found lurking within ancient ruins. These tiny sentinels,
rarely taller than a foot, silently roam the crumbling hallways
as they guard the tombs of their long dead masters. Quite
often, these tomb structures are constructed with a network
of smaller, concealed passages within the thick walls, running
parallel to the major corridors. Only small creatures, includ-
ing Churra-Pakka are able to enter these passages, allowing
ART BY ZACHERY HARGENRADER them to move quickly from room to room. Without warning, a

38 Dwellers in Dark Places


seemingly empty passage suddenly spawns a horde of these
C
tiny creatures, pouring in through dozens of small, secret
doors located in the floor walls or on cleverly concealed bal-
conies near the ceiling.

They congregate in large numbers, making up for their small


size. Experts theorize they are most likely the shrunken re-
mains of temple guards, who freely gave their lives to serve
their masters and now exist in the afterlife. The heads of
the Churra-Pakka appear to be too small for their bodies.
The leather hard flesh has layers of paint in bright colors
and patterns with dozens of sacred tattoos covering their
rigor-hardened skin.

These malevolent creatures bite with sharply filed teeth at


the legs of intruders for 1d3 points of damage. About half
of them carry small flint tipped spears doing 1d4 points of
damage. The rest carry a few feathered darts, hurling them
up to 15’, with each hit inflicting 1d3 points of damage. How-
ever, both of these little weapons are quite deadly since they
are always smeared with a potent toxin (save versus poison
at +2 or paralysis occurs within 1d4 rounds, with a duration
of 1d3 turns).

In any group of Churra-Pakka, several carry a special, rune


carved blowgun. Using this dealy weapon, they use “their
last breath” to fire one poisoned dart. The poison is a com-
bination of extremely deadly toxins, still virulent after the
passing centuries. A failed save results in the victim falling
ART BY FRANK GUNTER
convulsively to the ground, with death occurring within 1d10
rounds. CLOUD WHALE
Churra-Pakka are very fast, and when attacking in a horde of Frequency: Very rare
more than a dozen, each gains a +2 to hit in melee combat. No. Encountered: 1d4
In a flowing tide, they seek to overwhelm their enemies, at- Size: L (200’–400’ long)
tempting to bury them under their superior numbers. Since Move: 60’ (AA: II / 30-degree turn)
Churra-Pakka are a form of undead, clerics may turn them Armor Class: 6
as type 3 undead creatures. However, when found within the Hit Dice: 18d8+ (*9)
sacred burial chamber itself, or the heart of the tomb, they Attacks: 1
are much more difficult to turn, being “bound” to the room. Damage: 3d4
Within the chamber of their former masters, they are the Special Attacks: See below
equivalent to a type 7 undead creature as they savagely fight Special Defenses: Nil
to protect the sacred remains and any treasure. Magic Resistance: Standard
Lair Probability: 100%
Quite often, a tomb contains a delayed trap, usually a secret Intelligence: Animal
chamber designed to release several dozen Churra-Pakka Alignment: Neutral
whenever intruders remove major items from a sacred area. Level/XP: 9/5000+25/hp
It is dangerous removing treasures from these protected
sites, for the newly released Churra-Pakka hunting squad re- The Cloud Whale is a truly huge and magnificent creature
lentlessly pursue the defilers in an effort to return the items, spending its entire lifetime suspended high in the air, usually
even leaving the shrine to hunt down the defilers. Many an above areas of warm, tropical or temperate climates. With a
adventurer is attacked several weeks after looting a protect- massive bulk, held aloft by a buoyant gas, it glides with ease
ed tomb, the diminutive Churra-Pakka having tracked him through the sky, moving serenely through the great cloud
across many hundreds of miles. formations in search of prey. They feed on any small fly-
ing creatures, pollen and any flying bits of organic material,
TREASURE: Individual: none. Lair: 4d4x1000sp (30%), 3d4 x sucking them into a 20’ wide gaping orifice. Peaceful and
1000 gp (25%), 2d12 gems (40%), 1d10 jewelry (30%), 1d4 magic serene they are non-aggressive unless the pod is attacked.
items including potions and scrolls (15%)

Dwellers in Dark Places 39


C ART BY FRANK GUNTER CRAB, MONSTROUS
Frequency: Very rare
No. Encountered: 1 (2–4)
Size: L (10’–15’ across)
Move: 120’
Armor Class: 0
Hit Dice: 12d10 (*9)
Attacks: 3
Damage: 3d8 (x2 claws), 2d4 (bite)
Special Attacks: None
Special Defenses: 1/2 damage from weapons / spells
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 8/4950+16/hp
The hide of the Cloud Whale is an almost translucent gray,
yet it is surprisingly tough. There are four large, sharp-edged On the most remote islands of the warm seas, far from the
radial fins formed of a hard chitinous material, giving them lands of civilized man, one can encounter the Monstrous
some defense against predators (see Tulardin). They are Crab and, in such places, this creature is one of the domi-
ponderous in maneuvering, having a -2 to hit, but if they do nant predators. An enormous beast, it is a terror to all who
strike, the fins are able to inflict 3d8 points of damage. dare to explore such places. Within days, a cluster of these
creatures can strip a small island of all life, tearing up trees,
Within the gullet of the Cloud Whale, an organic “turbine” and quite often destroying entire villages. The Monstrous
draws huge amounts of air in through the gaping maw. Any Crabs scavenge across the sea floor, and the coast lands sur-
food hurled down the gullet, passes through this turbine rounding the sea, feeding on carrion and any creature foolish
where filtering takes place. The creature ejects the air, and enough to stray too close. Entire landing parties, unwittingly
unwanted bits at great speed through the extremely narrow sent ashore for water and provisions along the desolate coast
tail. Using this method of locomotion the Cloud Whale is able are slain.
to move at a considerable speed for its size. Unfortunately, a
trip through the turbine can cause 3d10 hit points of damage. Monstrous Crabs are equipped with a pair of immense claws
capable of inflicting 3d8 hit points of damage each. Any to
Many forms of smaller flying creatures roost on the backs hit roll exceeding the needed score by 2 or more indicates
of Cloud Whales. Darters flit in constant motion in the sur- the beast has grabbed its prey, inflicting damage automati-
rounding air, and Screamers are the most common passen- cally each round thereafter. Any attempt to escape the grip
gers, and even Exorc’s occasionally roost there for short pe- (Major Strength Test) occurs at half normal chances due to
riods as well (see Darter, Screamer, and Exorc). There are the incredible strength of the Monstrous Crab. The small jaws
confirmed stories of a species of Cloud Whale reaching an can only bite for an additional 2d4 points of damage. There
enormous size (600’ or more in length, 80’ wide, 36 HD crea- is a 20% chance of a Monstrous Crab having only one large
tures). They also tell stories of a race of small winged hu- claw, the other having been lost due to combat. It may have a
manoid creatures (see Bh'rokki-kh’-chich) using these enor- diminutive claw in its place, doing just 3d4 damage.
mous beasts as permanent homes, actually building small
structures upon the Cloud Whales hide. The thick shell of the Monstrous crab is incredibly strong
(armor class 0) and quite resilient, reducing injury from any
Many forms of hardy vines and other plant life actual- kind of weapon or damage inflicting spell attack (fire, cold,
ly flourish on the backs of the largest Cloud Whales, giving lightning, magic missile) by half.
them the appearance of “flying islands”. Entire ecosystems
have evolved in these secluded locations; mainly consisting During certain times of the year, these creatures overrun
of birds and insects. The sight of one of these magnificent some islands or coastal areas as they gather to mate and lay
creatures draped with thousands of dangling tendrils is one eggs in the warm, shallow water.
adventurers never forget.
TREASURE: None
The huge stomach of a Cloud Whale has a chance to contain
small amounts of valuable items, deposited by unfortunate
victims.

TREASURE: 1d10 gems (20%), 1 magic item (10%)

40 Dwellers in Dark Places


C
CREVICE CRAWLER SMALL MEDIUM LARGE
Frequency: Uncommon Rare Very rare
No. Encountered: 1s6 1d4 1–2
Size: M (4’–6’ long) L (7’–9’ long) L (10’–12’ long)
Move: 90’ 90’ 90’
Armor Class: 1 0 -2
Hit Dice: 3d8 (*16) 6d8 (*14) 8d10 (*12)
Attacks: 1 1 1
Damage: 1d4(+1 per hit die) 1d6(+1 per hit die) 2d4(+1 per hit die)
Special Attacks: Acid jet (3d4) Acid jet (4d4) Acid jet (6d4)
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 30% 30% 30%
Intelligence: Low Low Low
Alignment: Neutral Neutral Neutral
Level/XP: 3/145+4/hp 4/240+6/hp 6/825+10/hp

Living its entire life deep below the ground, the creature
commonly called the Crevice Crawler makes its home, rarely
(if ever) traveling to the surface. It thrives best in the extreme
heat and pressure of the deep underground realm. With a
long sturdy cylindrical body covered in thick bony plates and
more than a dozen legs protruding from all points around its
body, this creature is well suited to its subterranean environ-
ment. With this configuration, it is well adapted to spending
its life moving through tight passages, seams, and narrow
cracks in the rock, seeking any prey it can feed on.

Waiting patiently in a crevice, it can dart out in a short burst


of speed to snatch a meal. Bats, rodents, stirges, and any
other small creatures or fungus inhabiting such places are
fair game for this voracious beast. Unfortunately, it occa-
sionally strays into a dungeon complex where adventuring
groups may encounter the Crevice Crawler. Unfortunately, to
the monster, these unlucky treasure hunters are just another
form of food.

The Crevice Crawler has a small mouth at the front end


equipped with an iron hard beak capable of crushing stone ART BY FRANK GUNTER
and allowing the creature to chew through obstructions on
its way to new hunting grounds. These jaws inflict a danger- rounds of damage. The acid jet attack is usable as a weapon
ous bite, causing the above damage to any attacked target. only twice per day. Because of this attack, trolls greatly fear
However, its most feared weapon is a jet of extremely caustic these creatures, fleeing from them on sight.
acid usually employed in a narrow stream for tunneling into
less accessible areas. If threatened or seriously injured, the Crevice Crawler re-
treats into any available narrow space in order to escape an
When used as a weapon, the Crevice Crawlers acid spray has attacker. The Crevice Crawler is able to travel through any El-
a range of 30’, filling a cone shaped area with a 10’ base. Any- emental gate leading to the Plane of Minerals or Earth where
one struck by the acid takes the above damage, based on the they live in abundance.
size of the creature on the first round, continuing damage of
2d4 points of damage on the second round, and a further 1d4 TREASURE: None. However, it is important to note, the tun-
points of damage on the third round. If used quickly, any ap- nels of the Crevice Crawler could potentially lead to hidden,
plication of large amounts of water eliminates the additional mineral rich areas.

Dwellers in Dark Places 41


C
CRYSTALLE (LESSER ELEMENTAL PRINCE) Crystalle is quite clever and not without powerful allies, and
an arsenal of crystalline magic unparalleled in all the planes
Frequency: Unique
No. Encountered: 1 Wielding a great crystalline scepter set with dozens of rare
Size: L (12’–20’ tall) gemstones (including some completely unknown crystals
Move: 180’ never seen before on the Prime material Plane), Crystalle
Armor Class: -6 or -3 (possibly lower) sits in his throne hall and watches over his realm, viewing far
Hit Dice: 18d10 (*3) off places through a myriad of enchanted crystals. Count-
Attacks: 2 less Shards and Trilling Crysmals do his bidding, acting as his
Damage: 2d10+10 (x2) eyes and ears, reporting any extra-planar intrusions to their
Special Attacks: IOUN stones / major spell use liege. Also aiding Crystalle are dozens of Spined Shards, who
Special Defenses: +3 weapon to hit / IOUN stones/ Crystal serve grudgingly as his soldiers and instruments of punish-
elemental abilities ment (see Shard, Trilling Crysmal, Spined Shard for details).
Magic Resistance: 60% + 1d8 x 5% from IOUN stones
Lair Probability: 90% In melee combat, Crystalle attacks twice per round (mini-
Intelligence: Exceptional mum) wielding a great club composed of rare metals and
Alignment: Neutral (good) crystal with each successful strike delivering 2d10 + 10 hit
Level/XP: 10/20,000+20/hp points of damage. On any roll of 19 or 20, the target must
save versus spells or be knocked unconscious for 3d4 rounds.
Crystalle is an extremely powerful Mineral Elemental and
the self-proclaimed ruler of the Quasi-Elemental Plane of This crystalline giant has the entire spell casting powers of
Mineral. He has proclaimed himself as the prince of all qua- a 20th level wizard with resources to use any spell of up to
si-elementals inhabiting this realm, demanding their obedi- 9th level. He can also cast Prismatic Sphere once per day if
ence and loyalty. This elemental has many forms and is able in bright light equal to a Continual Light spell or brighter. His
to morph his living metallic / crystal body to whatever form scepter, a massive concretion of fused IOUN stones, func-
he desires and when dealing with humanoids he commonly tions only for him. This scepter acts as a Staff of the Magi
manifests as a great crystalline giant. and a Rod of Absorption at the same time and has effectively
unlimited charges. All spells cast by Crystalle originate from
He is one of the largest known quasi-elementals and a pow- this staff (or free-floating IOUN stones). There are those who
erful overlord. Crystalle sits upon a gem-laden throne made believe (wrongly) without them he would be nothing more
of the rarest minerals from where he attempts to command than a glorified elemental. However, he is much more.
the masses of lesser quasi-elementals. Several of the Ele-
mental Princes of Evil despise Crystalle resulting in intermi- Two notable features about Crystalle make him stand above
nable wars in an attempt to dethrone him. However, the great the other quasi-elementals of the plane. The first is an ex-
tremely high intelligence and cunning making Crystalle a for-
midable opponent. Over the millennia he has lured many
lesser quasi-elementals seeking to overthrow him to the
dangerous fringe area between the Plane of Mineral and the
Positive Material Plane. Here they were defeated by Crystalle
and hurled into the energy plane, their physical forms forev-
er destroyed.

The second feature of interest is the veritable cloud of IOUN


Stones, present around Crystalle at all times. Crystalle is al-
ways in possession of at least 36 fully functional IOUN stones
(none of them burned out gray stones). During times of war,
he may have twice this number of IOUN stones. These power-
ful “gems” serve to amplify and augment his abilities, grant-
ing powers and abilities no other challenger to his rule pos-
sesses. Some of these gems were tribute, given to Crystalle
by lesser elemental creatures seeking to gain favor. Crystal-
le’s followers selectively gather others as part of his grand
design. He seized many of these treasures by force – his
minions leaving their owners’ remains as fossils trapped in
the Plane of Mineral.

It is very important to note multiple IOUN stones of the same


ART BY FRANK GUNTER type stack their powers when used by Crystalle. The sole

42 Dwellers in Dark Places


survivor of an ill-fated adventure into Crystalle’s domains re-
C
ported the elemental prince unleashed a devastating display
of incredible power, forcing his would-be assailants to flee.
This torrent of effects completely overwhelmed his attackers
when Crystalle simultaneously activated no fewer than 30
IOUN stones.

Rumors hint about a great secret: It is believed Crystalle has


a private domain lying deep within the heart of the Miner-
al Plane where his most valued treasures are well guarded.
There are stories of a vast cave almost three miles across;
the inner surface alight with a spectacular coating comprised
of billions of the finest gemstones; with the great open space
drift countless thousands of free-floating IOUN stones. They ART BY WILLIAM MCAUSLAND
swirl and dance here, moving in immense shoals, chasing,
and hiding from each other in an endless game of fantastic Crystalle also has special areas located along the Positive
moving and glittering colors. Rare forms of crystal magical Material Planes border, where his most devoted minions
items also float among the IOUN stones. Wands, staffs, crys- watch over specially selected IOUN geodes. These are his
talline weapons of great sharpness, and rods of pure crystal private “incubators”, and some of these nodules have been
containing tremendous energies and unknown abilities drift here for eons, constantly gaining power. The stones resulting
here…their incredible powers left to one’s imagination. from this prolonged exposure have unique and tremendous
powers, but the energy within them is short lived, making
Some experts say the realm of Crystalle includes the whole
them usable only 1D4 times before they crumble into dust.
Quasi-Elemental Plane of Mineral, but his actual reach of
The powers contained within such IOUN stones, found on the
power is not so vast. Fortunately, most inhabitants of this
many lists, and limited only by the DM’s imagination, keeping
plane regard him favorably, and even true earth elementals
game balance in mind.
generally leave him alone or pay him grudging respect.
A squat crystal dwarf named Quaartzz (see Quaartzz) usually
Crystalle is solely concerned with protecting his domain from
accompanies Crystalle (90% chance) and acts as both assis-
intruders and in the acquisition of personal power. He hopes
tant and bodyguard. With his great crystal spear, he defends
through the power of his collection of IOUN stones, he might
his liege against any attacker. An additional escort of 3d4
eventually attain the rank of a demigod and be able to gain
Crystal Stone Giants may also be present,often armed with
more worshipers among his subjects. His palace is already
magical crystalline weapons..
said (by the very few mortals who have lived to see it) to be of
astounding magnificence, built entirely of thousands of gem- Enchanted-edged weapons attack against armor class -6,
stones and enormous plates of rare and precious metals. It and all magical blunt weapons treat Crystalle as having ar-
has powerful guards, usually several dozen quasi-elementals mor class -3. Remember his cloud of IOUN stones may mod-
who have sworn fealty to their liege, lesser crystalline forms ify any of his statistics.
similar to Crystalle, but held in check by his powers. Greater,
unrecorded creatures may lurk within the walls of this pal- Crystalle also has the following Crystal Elemental Immuni-
ace, further adding to Crystalle’s security. ties: Fire and cold-based attacks cannot affect Crystalle and
electrical based attacks only cause one quarter or no dam-
Crystalle acts to keep the riches of the Mineral Plane intact age depending on the saving throw. Gases and poisons are
by discouraging any intrusions. Individual’s intent on reaping ineffective when employed against Crystalle. However, some
riches here should be wary, for Crystalle’s retribution against spells do affect him: Shatter causes 3d6 points of damage, a
unwanted intruders is swift and often final. Those who stay Glassee spell blinds him for 1d3 rounds, and a Stone to Flesh
near the border with the Prime Material Plane are usually spell makes Crystalle armor class 0 for one melee round.
safe from attack but those who plunder and venture deeper Crystalle can phase into any stony surface within one round,
into his realm searching for valuable minerals and gems suf- and during the round, a Phase Door spell causes 2d10 points
fer attack. However, he is not adverse to bestowing a few of of damage. The structure of his body is constantly renew-
the more common IOUN stones upon a worthy supplicant or ing himself; therefore, Crystalle regenerates 5 hit points per
trading some gems for a valuable magic item. Nor is he com- round while on the Quasi-Elemental Plane of Mineral.
pletely aloof; at times, he assists outsiders as they conduct
research within his realm and especially on the mysteries TREASURE: Crystalle has access to all of the wealth of the
of IOUN stones. In the far past, he assisted the Arch-Mage infinite Plane of Mineral. Any valuable mineral (gold, silver,
Siljameer Varooste and his apprentice in the creation of the platinum, etc.) along with gemstones of every type and any
Arackle. He does not do this often, however and even then, he size are readily available. Crystalle is always in possession of
usually ends up the winner in any bargain. multiple IOUN stones (100% chance).

Dwellers in Dark Places 43


C
CRYSTAL, LIVING BEHEMOTH STILTED TRILLING TRILLING, LARGE
Frequency: Very rare Very rare Rare Very rare
No. Encountered: 1 1d6 1d6 1d4
Size: L (10’–20’ tall) M (6’ tall) L (9’ tall) L (12’ tall)
Move: 120’ 120’ 120’ 120’
Armor Class: -4 or 0 -4 or 0 -4 or 0 -4 or 0
Hit Dice: 14d8 (*8) 8d8 (*12) 6d8–7d8 (*13) 8d8–9d8 (*12)
Attacks: 2 2 6 6
Damage: 5d4 (x2 legs) 2d6 (x2 slash) 1d6+2 (x6 slashes) 2d4+2 (x6 slashes)
Special Attacks: Color spray Shard volley Crystal darts Crystal darts
Special Defenses: See below See below See below See below
Magic Resistance: 45% 45% 45% 45%
Lair Probability: 75% 10% 10% 10%
Intelligence: Low Average–high Low–average Low–average
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 9/7250+18/hp 7/1175+10/hp 6/1075+8/hp 7/3000+12/hp
In deep places underground, one can often find many spe- 5d4 points of damage. The victim must save versus aimed
cies of Living Crystal. All have the following resistances: Edged magic or any carried items must save versus a crushing blow.
weapons attack against armor class -4, and all blunt weapons Only weapons of +2 enchantment or better can harm the
treat the creature as having armor class 0. Crystalline Behemoth. The crystal structure of the creature
is so incredibly hard (armor class -4), any roll of 1 made while
All species of Living Crystal have the following Crystal Ele- attacking it may destroy the weapon. A failed save versus
mental immunities and vulnerabilities: Fire and cold-based crushing blow means the steel has a base 50% chance to
attacks cannot affect these creatures, and electrical based shatter (this is modified by a -10% for each magical plus of
attacks only cause one quarter or no damage depending the affected weapon).
on the saving throw. Gas attacks and poisons are ineffective
when employed against any form of Living Crystal.

However, some spells do affect them: Shatter causes 3d6


points of damage, a Glassee spell blinds these creatures, and
a Stone to Flesh spell makes it armor class 6 for one melee
round. All species of Living Crystal can phase into any stony
surface within one round. And during this time, a phase door
spell slays this creature.

CRYSTALLINE BEHEMOTH
The Crystalline Behemoth is a huge four-legged crystalline
creature found only in proximity to an Elemental Portal lead-
ing to the Elemental Plane of Earth or the Quasi-Elemental
Plane of Mineral. Lurking within huge forests of crystal, they
ART BY LUIGI CASTELLANI

often function as guardians and quite often attack anyone


attempting to cross the planar boundary. These creatures
are huge, four-legged masses of sharp edged crystal, eas-
ily confused with any large, natural crystal formation when
they are immobile (90% invisible in such cases). Quite often
one of these creatures maintains an alliance with a group of
Granite Wardens (see Granite Warden).

When they detect an intruder, they move ponderously to at-


tack, attempting to crush an opponent with two of their mas-
sive leg appendages. Any successful strike with either inflicts

44 Dwellers in Dark Places


Cold and fire based attacks cause only half damage to the TRILLING CRYSTAL
C
creature and they are immune to electrical attacks in any
form. Other spells must penetrate the creatures 40% mag- The Trilling Living Crystal is a close relative of the Stilted
ic resistance, in order to cause any damage. Once per day Living Crystal and it is rare on the Elemental Plane of Earth,
the creature can emit a blinding flash of colors (as illusionist and uncommon within the Quasi-Elemental Plane of Mineral.
spell– Color Spray) filling a 30’ radius area. Opponents within Sightings of these creatures on the Prime Material Plane are
the area must make a successful spell save or be stunned extremely rare and always deep underground in grotto's of
for 1d4 rounds. At the core of each of these creatures there immense tightly packed crystals. The severe conditions of
is a small cluster of 2d6 gemstones (a mixture of emeralds, these areas make for very brief encounters, usually decided
diamonds and rubies), each having a base value of 100GP. in favor of these crystalline predators.

STILTED CRYSTAL
One form of Living Crystal is the Stilted Crystal, usually found
on the Quasi-Elemental Plane of Mineral. On extremely rare
occasions, they stray onto the Prime Material Plane in search
of a rich mineral vein, but they typically stay in the deepest
places of the underdark.

Its diet is the same as its smaller cousins –consisting of


quartz, beryl, and conundrum crystals. Its favorite meal is
always carbon crystals and IOUN stones, and it often attacks
travelers who are carrying such stones, especially diamonds
of any sort.

ART BY FRANK GUNTER

In appearance, the Trilling Living Crystal is quite different


from its cousin. It possesses six long spider-like appendag-
es upon which it skitters about in its crystal environment.
These appendages radiate out from a central mass of tightly
packed crystals, dominated by a huge crystal almost 4’ tall.
This central crystal is mostly translucent with random spar-
kles of light found deep within its structure. The structures
are all extremely hard, giving the Trilling Living Crystal a
daunting armor class of -3. Only weapons of +2 enchantment
or better can inflict damage, and lesser weapons (including
weapons of +1 enchantment) have a 20% chance of shattering
or breaking upon striking. There is a 15% chance for a Trilling
ART BY FRANK GUNTER Living Crystal to have 1d3 random IOUN stones orbiting the
central crystal.
The Stilted version of Living Crystal slashes at an enemy with
two of its long sharp edged legs, inflicting 2d6 points of dam- This creature typically lurks just within the fringes of the
age with each successful strike. As a secondary attack form Quasi-Elemental Plane of Mineral where it hunts for SHARDS
the crystal based creature can use a special spray if crystals and other forms of crystal life. It uses the flickering lights of
twice per day. Each time it projects 2d3 of these razor edged the crystal along with a soft trilling sound, like fine crystal
fragments at any opponents in a 15’ radius, with each hit glassware being lightly tapped (made by sliding its legs slowly
causing 1d4 +1 points of damage. against each other) to lure prey close before striking.

Dwellers in Dark Places 45


C
The Trilling Crystal has two methods of physical attack. The CRYSTAL SERPENT
first is a slashing attack using its razor edged legs. Spinning
and striking it can use two legs against any one opponent, Frequency: Very rare
but is able to shift quickly so as to be able to employ all six No. Encountered: 1d6
legs each round against multiple opponents. Each successful Size: L (8’–16’ long)
hit inflicts 1d6+2 points of damage 2d4+2 for the large sized). Move: 120’
The second method of attack is usable once per day and al- Armor Class: -2
lows the creature to shoot six crystalline darts per day. These Hit Dice: 6d8+6 (*13)
darts have extremely sharp-ridged edges having a range of Attacks: 1
60’, inflicting 1d4+2 points of damage on a hit. Damage: 2d4
Special Attacks: See below
The Trilling Crystal’s darts are much more than a missile Special Defenses: +2 weapon to hit
weapon. Intended for use on crystal life forms, these pro- Magic Resistance: 30%
jectiles shatter with a violent energy moments after impact. Lair Probability: 50%
This force shatters any crystal struck. Against flesh, it has Intelligence: Low
even more devastating effects. The dart fractures into 2d4 Alignment: Neutral
sharp splinters causing agonizing pain so intense the victim Level/XP: 6/825+8/hp
temporarily loses 2 points of strength and 4 points of dex-
terity. Any violent movement (running, climbing, and combat) Deep beneath the surface world, there are many wondrous
causes 1d6 points of damage per round until the victim re- sights. Among them are the vast crystal grotto's, often ex-
moves the splinters. Removal of the fragments inflicts 1 point tending for miles through the strata of the world. At times,
of damage each, unless a cleric administers a Cure spell of such places serve as portals leading to the Quasi-Elemental
any type during the process. Plane of Mineral. Within these fantastic places, one can find
literally dozens of strange life forms; short term visitors from
TREASURE: See individual descriptions, 4d4 gems (50%), 1d3 the realm of riches. There are stone-like creatures of incred-
IOUN stones (30%) ible beauty; among them are the Crystal Serpents. These
amazing creatures are made of extremely dense living crys-
tal flashing with inner lights, in an incredible variety of colors.
Sliding through the crystal filled caverns they feed on any
creature straying into their path.
ART BY CHRIS LETZELTER
With a sudden flash of color, the Crystal Serpent lunges from
a crevice, seeking to bite at passing prey. The bite inflicts 2d4
points of damage, but this is just the beginning of the dam-
age they can inflict. When it bites a target creature, pieces
of the crystal jaw break off in the wounds causing serious
discomfort. Victims fight at a cumulative -1 to both hit and
damage from every bite as the sharp edged crystal frag-
ments tear the flesh due to any movement. The shattering
jaws of the Crystal Serpent reduce its length by 6 inches per
successful attack, but a new set of jaws quickly reform from
the broken end within one round, creating a shorter but just
as deadly creature.

A few valuable crystals comprise the body of the Crystal Ser-


pent. They are worth 1D4 x 50GP per serpent.

TREASURE: See above for details.

ART BY FRANK GUNTER

46 Dwellers in Dark Places


CRYSTAL STONE GIANT
C
tance along with many of the elemental immunities. Yet nor-
mal weapons can still harm them. They cannot move through
Frequency: Rare the material of the plane as a normal elemental creature and
No. Encountered: 3d4 must remain within the ever-changing labyrinth of natural
Size: L (12’–14’ tall) tunnels. The second set of statistics is for the much older
Move: 120’ and more powerful Greater Crystal Stone Giants. The Crystal
Armor Class: -2 (or-4) Stone Giants have the following Crystal Elemental Immuni-
Hit Dice: 11d8 (or 14d8) (*14 or 10) ties: Fire and cold-based attacks cannot affect them. Electri-
Attacks: 1 cal-based attacks only cause 25% or no damage depending
Damage: 2d8+8, (or 3d6+12) on the saving throw. Gases and poisons are ineffective when
Special Attacks: Hurl crystal boulders for 3d10 employed against a Crystal Stone Giant.
Special Defenses: See below
Magic Resistance: 15% (or 25%) They do suffer damage from some spells: Shatter causes 3d6
Lair Probability: 10% points of damage, a Glassee spell stuns these creatures for
Intelligence: Average 1d3 rounds, and a Stone to Flesh spell makes it armor class
Alignment: Neutral 6 for one melee round.
Level/XP: 8 HD- 7/2500+14/hp
11 HD- 9/3800+18/hp TREASURE: Special: As wardens, Crystal Stone Giants can
have almost any form of mineral wealth at hand. It means
Ages ago, a sizable band of Stone Giants made their way little to them now, for they dwell in a realm of infinite riches.
deep into the roots of the mountains to establish a new king-
dom. There they searched for the richest veins of minerals.
In the process, they found a searing bright portal leading
to the Quasi-Elemental Plane of Mineral. They made many
bold forays through the portal, each time bringing back gem-
stones worth a fortune; gemstones of such quality, even the
giants were amazed. The huge nuggets of almost pure pre-
cious metals, brought back by the sack full, became magnifi-
cent suits of armor and weapons. Each expedition sent grew
more daring in their explorations until eventually the king led
the entire clan through the portal, determined to conquer a
portion of the mineral realm, and proclaim himself lord.

Crystalle and Quaartzz (see, Crystalle and Quaartzz) along


with thousands of lesser minions, met them in a great battle.
The conflict raged for many days, until the inevitable hap-
pened. A great pulse of fossilizing energy rippled through the
battle lines, the denizens of the plane were unaffected, but
in an instant almost the entirety of the remaining force of
giants were transformed, turned into living statues of crystal.
They were still living, yet frozen for all time in crystalline
form.

However, Quaartzz saw an opportunity and took a chance. In


exchange for his freeing the giants from their “frozen state”,
they and their descendants would agree to serve Crystalle
as wardens and guards within the grotto's of the plane. With
no other chance at freedom, they agreed to his terms and
to this day, they dutifully serve their lords well, hopeful for
the day when they or their descendants see an end to their
servitude.

The Crystal Stone Giants are similar to standard Stone Gi-


ants; employing crystal clubs inflicting 2d8 + 8 hit points of
damage, and hurling boulders up to 200’ for 3d10 points of
damage.

These giants have acquired a small amount of magic resis- ART BY CHRIS LETZELTER

Dwellers in Dark Places 47


C
CUBE, DEADLY CRYSTALLINE GASEOUS ICY STONY
Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1 1d3 1d3 1d4
Size: L (8’ cube) L (8’ cube) L (10’ cube) L (8’ cube)
Move: 60’ 30’ 90’ 60’
Armor Class: -2 4 5 0
Hit Dice: 8d8 (*12) 4d8 (*15) 6d8 (*13) 8d8 (*12)
Attacks: 1 1 1 1d3
Damage: See below 1d10 2d4+3 1d4 or 2d4+4 (see below)
Special Attacks: Drain Suffocation Cold Petrification
Special Defenses: +2 weapons to hit /Ab- See below See below See below
sorbs magical energy
Magic Resistance: 75% 25% Standard 20%
Lair Probability: 10% 50% 50% 20%
Intelligence: Low Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 7/1100+10/hp 5/240+4/hp 5/400+6/hp 7/1275+10/hp

CRYSTALLINE CUBE to the energy drain (treat as cursed IOUN stones). The entire
surface of this cube is quite resilient, with an armor class of
Crystalline Cubes are natives of the Quasi-Elemental Plane -2 and only weapons of +2 or better enchantment can inflict
of Mineral, occasionally using an elemental conduit to travel damage.
into the Prime Material Plane. In appearance, they are great
cubes of living crystal of almost perfect transparency. However, the Crystal Cube is able to alter its structure, allow-
ing it to move through earth and stone as easily as we move
through the air. They also do this when attacking as a way to
ART BY CHRIS LETZELTER
engulf prey, lurching forward attempting to bring their victim
into contact. This attack does no damage but their prey sud-
denly find themselves trapped within a crystal prison. It is
during the rounds they are absorbing “food” where they are
most vulnerable, having an armor class of 3.

Once it has absorbed a victim, it begins to siphon their life


force at the rate of 5 hit points per round, quite often re-
treating into the surrounding stone to digest their meal in
peace. Spells cast upon a Crystal Cube are absorbed 75% of
the time with each spell level adding 2 additional hit points
to the creature’s total.

They occasionally stop in a corridor, forming a clear, solid


blockage seeming to be glass or ice and if touched they at-
tack.

CUBE, GASEOUS
In the deeper underground environments, where the air is
Dangerous creatures, they feed on all forms of energy – mag-
still, unfortunate adventurers may encounter a Gaseous
ical, chemical and even the life force of living creatures serve
Cube. Their movement is vaporous, a cube of dense mist
as nutrients to the Crystal Cube. They greatly prize IOUN
slowly seeping through the darkness in search of prey. These
stones as a source of energy, sensing them if they are with-
creatures are quite deadly, not because of the damage they
in 100’. In fact, 50% of Crystal Cubes have 1d3 IOUN stones
inflict, but due to their resistance to many forms of attack.
trapped within its matrix. If so, there is an 80% chance the
crystalline structures of the IOUN stones have fractured due

48 Dwellers in Dark Places


Normal weapons simply pass through the mist doing no
C
damage. Magical weapons only do 1 point of damage to a
Gaseous Cube, plus additional damage equal to the plus of
the weapon (i.e. a +2 sword used by a character with 18/53
strength does just 1+2 points of damage, with no additional
bonus’ for strength).

However when it attacks, the Gaseous Cube is quite solid.


Just before striking, they compress their substance into a
different state, slamming their victim for 1d10 points of dam-
age; a roll of 20 indicates the target has been stunned for
1d6 rounds by the blow. They then attempt to envelope any
stunned victims within their substance. When the Gaseous
Cube envelops prey, it uses its compressing ability to trap
the victim, doing an automatic 6 points of damage per round.
Most spells are ineffective against this creature, but a Gust ART BY FRANK GUNTER
of Wind Spell does 4d6 points of damage if the Gaseous Cube
fails it Magic Resistance check. CUBE, STONY
In appearance, the Stony Cube looks resembles a moving
section of worked stones, but in reality, it is a dangerous
predator. When at rest, it employs its innate camouflage
ability, and spell-like powers to blend into whatever stone
formation is nearby. The Stony Cube is almost indistinguish-
able from the surrounding rock, being 80% undetectable to
casual, visual observation (if actively looking for something
out of place, dwarves, and gnomes have a 30% chance to
spot this creature).

While hunting, it lumbers along, as implacable as a slow


moving wall of rock. Many times one of these creature strays
within a dungeon complex, where it is quite often mistaken
for a simple block trap, or a section of new construction but
it is much more dangerous. Often, they find a niche or alcove
where they lurk in ambush, striking with uncanny speed.

When attacking, the Stony Cube extrudes 1d3 long pseu-


do- pods of inner material, each striking at any prey for 1d4
ART BY ZACHERY HARGENRADER points of damage. These armor class 8 strands are able to
CUBE, ICY stretch up to 10’. 6 points of damage severs a filament, but
this does not reduce the hit point total of the creature, only
Far in the north, in the countless caves of frozen rock and ice with successful attacks against the main body can injure a
dwells the dreaded Icy Cube. These patient creatures some- Stony Cube. On any attack roll of 20, a filament wraps around
times wait for weeks on end for an unwitting victim to stum- its victim, pulling the struggling prey with great strength
ble into their lair. (18/100).
In this ice environment, these predators are 90% invisible, The side of the Stony Cube facing the attacked prey trans-
their clear substance blending with ease into the back- forms, changing into a swirling vortex of churning rocks.
ground. From this concealment, they usually wait for their These grind the victim for 2d4+4 damage per round. In addi-
prey to make camp and then they strike. tion, this is when the Stony Cube is exceptionally dangerous,
any creature touching the outer surface of the Stony Cube
When they contact flesh, the Icy Cube does 2d4 points of must make a saving throw versus poison, or he begins a pro-
damage with an additional 3 points of damage from extreme cess of turning to stone. Full petrification occurs within 2d3
cold. On any roll of 20, they alter their density in order to rounds, as long as the Stony Cube maintains contact. After
flow around a victim, trapping him like a fly in amber and the process is completed, the Stony Cube begins grinding
inflicting 3d4 points of damage from cold each round. The over the target, crushing for 2d4 points of damage automat-
Icy Cube is very susceptible to damage from fire, taking an ically each round.
additional 2 points per die of damage.

Dwellers in Dark Places 49


C ART BY FRANK GUNTER Magic Resistance: 25%
Lair Probability: 65%
Intelligence: Low
Alignment: Chaotic (evil)
Level/XP: 4 / 225+6/hp

The spine covered Cyadith normally dwells in the great coni-


fer forests located in the northern latitudes. Standing as tall
as a man, they move in small packs pursuing herds of elk and
reindeer during their annual migrations. The spines cover-
ing their bodies are colored in shades of brown and green,
making them extremely difficult to spot, even when moving
(75% “invisible”).

Leaping from cover, the Cyadith slashes with a pair of wicked


claws, inflicting 1d4 damage apiece. At the same time the
canine jaws tear for another 1d4+2 points of damage. On any
round where both claws score a hit, a random number of
spines impale the prey. Roll 2d8 for how many spines make
contact, each doing a single point of damage.
Once per day, the Stony Cube can perform a limited Passwall
spell in order to move through the rocks into new hunting There are times when several bands of Cyadith merge to-
ground. It takes the Stony Cube a full round to activate the gether for larger hunts, and exchanging members. But such
ability, during which time they cannot perform any attacks. gatherings are rare, and last only a few weeks before internal
At the end of the round, they simply enter the rock, vanishing conflicts drive these creatures apart again. They also band
from sight. Unfortunately, this ability allows only the Stony together to fight bugbears or gnolls, hated enemies sharing
Cube to move through the affected rock. They are able to the same climates.
move ½ of their full movement distance, and must exit the
stone at the end of 1 turn. They are also able to “soften” the Some northern tribes hunt the Cyadith for their spines, using
texture of their outer surface so they may easily navigate them for spear and dart tips.
through narrow tunnels and tight corners (during both of
these brief times the Stony Cube’s armor class is 3). TREASURE: None

Sages know the Stony Cube has many features shared by


many other forms of “stone life”; creatures like the Preda-
cious Maw, and the Bure’tuzzo. There are also those who
believe this creature is perhaps the mature, more stable
form of the Malkarst (see Predacious Maw, Bure’tuzzo, and
Malkarst for details).

At times, the Stony Cube might have small gemstones (50%


chance of 2d8 x 100 gp) or nuggets of precious metal (3d10 x
100 gp) within its matrix.

TREASURE: See above for details.

CYADITH
Frequency: Uncommon
No. Encountered: 2d6
Size: M (6’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 6 (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d4+2 (bite)
Special Attacks: Spines
Special Defenses: Spines
STOCK ART BY JACOB BLACKMON

50 Dwellers in Dark Places


D
Daeodon / Darter / Deadly Fruit / Decasarchus / Deinosuchus / Demon, Chorrill /
Demon, Ebbonishi / Demon, Gangloid / Demon, Mhagoti / Demon, Nuchaveer /
Demon, Pane / Devil, Hound / Dhi’awan / Dinogator / Dimensional Shambler /
Dolghire / Doppleganger, Arachnia / Dragon, Snake Feather / Dragon Spawn /
Dread Sentinel / Dust Gyre / Duthar Serpent / Dyast

DAEODON
Frequency: Rare
No. Encountered: 1d8
Size: L (6’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 5d8 (*15)
Attacks: 2
Damage: 1d6 (bite)
Special Attacks: Overrun
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 60%
Intelligence: Animal
Alignment: Neutral
Level/XP: 3/130+5/hp

Daeodon live in the protective cover of the dense forest,


moving in small family groups, consisting of a large dominant
male, several females and two dozen or more young of vari-
ous ages. In the area immediately around the herd, one finds
several excessively aggressive younger males who regard
any intruder as possible competition. Occasionally, one of
these younger males gains enough confidence to challenge
the dominant male for control of the females. Fights between
rival male Daeodon are extremely violent, many times result-
ing in the death of one or both of the combatants.

All Daeodon have a tough hide covered with short stiff fur,
patterned in wide yellow and brown stripes. A large distant ART BY LUIGI CASTELLANI

relative of the boar family (a full grown male stands almost 6’


DARTER
tall at the shoulder), they have sharp hooves used in digging
for tender roots, or for defense against attackers. Frequency: Very rare
No. Encountered: 2d10
The elongated jaw of the Daeodon is equipped with a set of
Size: S (1’–2’ long)
sharp teeth, delivering 1d6 damage on a successful bite at-
Move: 360’ (AA: VI/180-degree turn)
tack. On any attack roll 2 or more than the required score to
Armor Class: 2
hit, the Daeodon gains two additional attacks as it knocks its
Hit Dice: 2d8 (*16/14)
opponent to the ground (save versus magical device to avoid
Attacks: 1
the effect). This overrun attack is from the pair of heavy front
Damage: 1d8
hooves, with each doing 1d4 additional points of damage on
Special Attacks: Puncture
a successful to hit roll.
Special Defenses: Fast (see below)
When tanned, the hide of the Daeodon makes excellent leath- Magic Resistance: 25%
er, used for fabricating armor and shields. Lair Probability: 50%
Intelligence: Low
TREASURE: None Alignment: Neutral
Level/XP: 3/145+3/hp

Dwellers in Dark Places 51


D
The Darter is a resident of the higher, inaccessible reaches DEADLY FRUIT
of many mountainous regions. Normally a native to the El-
emental Plane of Air it is able to freely plane shift into any Frequency: Very Rare
airy environment. Light silver in color, with the feel and look No. Encountered: 1d6
of translucent metal, they glide effortlessly through the air Size: S (1’ sphere)
weaving in complex patterns seeking sustenance from the air Move: 180’
itself. Their long tapered head and flexible body, equipped Armor Class: 10
with four lateral fins gives them exceptional maneuverability Hit Dice: 30 hit points (*see below)
and speed. It is a known fact, a Darter never lands, it simply Attacks: 1
drops its sticky eggs onto a rocky ledge as it flits past. Once Damage: See below
the young hatch, they are able to fly immediately, launching Special Attacks: Swarm
themselves into the air where they spend their entire life. Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 5/600 experience points

Found lairing in the low hanging branches of trees, the bold


adventurer might find several grapefruit sized black-purple
spheres. However, these glossy objects, known as the “Dead-
ly Fruit” are in actuality, horrifically dangerous clusters of
creatures. Each “fruit” is merely a tightly compacted swarm
of countless thousands of voracious, pinhead sized, demonic
insects collectively gathered around their hive queen.

ART BY FRANK GUNTER

When provoked, the Darter flies with incredible speed having


a +2 to hit, slashing at its target with the razor sharp edges
of its fins. Such a slash inflicts 1d8 points of damage, and
if the victim makes a successful save versus spells he may
he initiate a return attack on this nimble flier. In desperate
times, as in protecting its young, the Darter actually lives up
to its name. It flies downward at double its movement rate
to impale its victim with its long needle beak. Such an attack
does 2d4+2 points of damage. After such an attack they give
a quick wrench of their head to dislodge themselves (a pro-
cess taking 1–2 rounds and inflicts 1d4 hit points of damage
per round), and during this time they are considered to be
armor class 4.

The Darter also has a 25% resistance to magic spells due to


its incredible speed and agility. It saves as a 10th level magic ART BY FRANK GUNTER
user against all spell effects; even those normally receiving
no saving throw (Scarab of Protection).
If touched or disturbed in any way, the tightly clustered in-
Each individual Darter contains about 1 ounce of a thick sil- sects instantly attack, spreading out to cover the offender in
very fluid, used in the making of Potions of Speed, Unguent an unavoidable, biting, stinging coating. The victim automat-
of Flight, and Potions of Flying, with each ounce worth 50 gp ically takes 4 points of damage plus their base armor class
to an alchemist. every round until he reaches zero hit points, and nothing but
gleaming bones remain. Thus an adventurer wearing plate
TREASURE: None, see above mail would take 4+3 points of damage per round, while a

52 Dwellers in Dark Places


character wearing leather armor would take 4+8 points of
D
damage per round (shields and any magical enchantments
on the armor do not help against these creatures). With
their unrelenting biting, an unarmored target might be re-
duced to just a skeleton in mere rounds. They are so small,
striking them with weapons or any form of physical attack
does not significantly reduce the damage from a swarm.

Despite the demonic origins of this creature, Protection ver-


sus Insects does keep the Deadly Fruit at bay, and spells used
to control summon, or otherwise influence insects are effec-
tive as well. However, any form of Protection versus Demons
or evil also works to keep these vermin from the Abyss from
attacking. Fire or cold affect them as normal, but any victim
they cover is subject to the same damage. It takes 30 points
of damage to destroy an entire cluster of these creatures.
Strikes with regular fire from torches or burning oil also af-
fects the Deadly Fruit, but again the victim also takes dam-
age.

TREASURE: None

DECASARCHUS
ART BY DEL TEIGELER
Frequency: Very rare
No. Encountered: 1d6 The wide jaws of this monster are full of sharp teeth, able
Size: L (6’ tall at shoulder, 18’ long) to deliver a bone-crushing 3d8+3 points of damage while
Move: 120’ each of its normal four claw attacks slash and tear for 2d4+2
Armor Class: 3 damage. On any roll of 18+ on the bite attack, the Decasa-
Hit Dice: 10d10 (*10) rchus clamps down on its target with the fanged jaws, vio-
Attacks: 5 lently shaking its head for an additional 2d6 damage. If any
Damage: 3d8+3 (bite), 2d4 (x4 claws) two claw attacks score a hit, the Decasarchus immediately
Special Attacks: Rending, mauling attacks with two additional claws as it rears up, head rising
Special Defenses: Roar almost 3 meters above the ground to tower above its prey.
Magic Resistance: Standard
Lair Probability: 50% The roar of the Decasarchus is a major part of their attack.
Intelligence: Animal Emitting this blood-curdling scream, they try to “paralyze”
Alignment: Neutral their victims with fear. Those within 30’ must save versus
Level/XP: 8/3000+14/HP spell attack or they stand transfixed in terror for 1d3 rounds.
Any who are so affected suffer any further attacks at +4 to
Many times throughout the ages, wizards have attempted to hit.
cross species in a twisted attempt to create guardians for
important treasures or places. Most attempts fail horribly, The Decasarchus usually travel in small family groups con-
with the grotesque offspring quickly dying or being mercifully sisting of a single male, 1d3 females, and 1d6 cubs. Once
unable to reproduce. Others are quite successful, surviving weaned and before the end of their first year, any other
to fill an ecological niche. And of these, a few should never males are driven off or killed by the prides leader. The young
have been created. The Decasarchus is one of the latter; a male’s band together, forming into groups of 1d4 individuals,
creature of such malevolence it strikes terror whenever en- each awaiting its chance to take charge of a few females.
countered. Few other predators can compete with this crazed
mixture of the dangerous Andrewsarchus and the Baranath. With their multiple sets of legs (some sub-species of the De-
casarchus have as few as 8 legs, others having as many as
Standing on all ten legs it is as tall at the shoulder as a man, 12), they are excellent climbers, preferring to make their dens
and when rearing up on its three hind pairs of legs it towers along rocky outcroppings overlooking low scrub plains.
almost 12’ in height. This tawny, spotted, ten legged predator
is extremely aggressive, often killing for the sheer pleasure Often these terrifying creatures serve as “traps” or guard-
of the act. ians in a dungeon environment.

TREASURE: None

Dwellers in Dark Places 53


D The Deinosuchus is an ancient form of crocodile growing to
DEINOSUCHUS STANDARD HUGE gargantuan proportions. The more common ones are 25’–35’
Frequency: Uncommon Very rare in length, weighting up to 4 tons. The larger members can
No. Encountered: 1d3 1 reach up to 50’ in length, and have a weight of nearly 8 tons.
They lurk, submerged along the banks of deep rivers (sur-
Size: L (25–35’ long) L (45’–50’ long+)
prise on a 1–2 on a six-sided die), waiting patiently for prey to
Move: 60’, 120’ swim 60’, 120’ swim come near, and then with the push of the massive tail, amid
Armor Class: 3 3 an eruption of water, they surge to attack.
Hit Dice: 10d10–11d10 (*10) 14d10–15d10 (*8)
Although their teeth are not extremely large, their bite has
Attacks: 1 1 a tremendous amount of power, doing the damage listed for
Damage: 4d6 6d6 their size. Any successful attack roll of 18+, enables them to
grab onto their victim, doing the listed damage, plus an ad-
Special Attacks: Tail slap/grab/ Tail slap/grab/
ditional 2d6 of crushing damage every round. Escape from
surprise surprise
these terrifying jaws is almost impossible (1/2 the normal
Special Defenses: See below See below chance at a Major Strength Test). Each round there is a cu-
Magic Resistance: Standard Standard mulative 10% chance they swallow any man sized or smaller
victim. Anyone foolish enough to end up behind the Dei-
Lair Probability: 75% 75% nosuchus is subject to an attack from the tail, delivering a
Intelligence: Animal Animal stunning 3d10 points of damage! Any character struck by a
Alignment: Neutral Neutral roll of 20 on this attack must make a save versus breath
weapon, or be stunned for 2d4 rounds and hurled 2d10 feet
Level/XP: 7/2850+16/hp 8/4550+18/hp by the powerful blow!

Thick, heavy “scales” cover their bodies give them partial


protection from all blunt weapon attacks (1/2 damage). Most
small weapons of 12 inches or less (some daggers, knives,
ART BY LUIGI CASTELLANI most small missile weapons, etc.), cannot penetrate the hide
of these massive predators.

Primitive tribes fear and revere these magnificent reptiles.


They use the hide of the Deinosuchus in the fabrication of
armor and shields. They superstitiously believe the use of
such items gives them the strength and cunning of the Dei-
nosuchus

TREASURE: None

DEMONS ART BY FRANK GUNTER

Demons have many inherent immunities and resistances to


some forms of attack:
They take full damage from acid, iron weapons, poison, and
magic missile.
They take half damage from cold, electricity, fire (either mag-
ical or from dragon), and gas.
Silver weapons cause them no harm.
They have telepathic powers enabling them to converse in
any language
(For additional details, and more complete information on
Demons consult the OSRIC rulebook pages 212-213)

54 Dwellers in Dark Places


DEMON, CHORRILL (MAJOR DEMON) However, the Chorrill Demon is most adept at the casting of
D
“THE UN-WEAVER” strange symbols and glyphs, scribing them into the very air.
During combat, a Chorrill Demons hands are constantly in
Frequency: Very rare motion, creating and hurling symbols and glyphs with amaz-
No. Encountered: 1 (1d3) ing speed. It takes but a single round for the creation of any
Size: M–L (6’–8’ tall) glyph, a burning complexity of energy lines, glowing in every
Move: 150’, 30’ jump known color. Each hand works independently, so it is able to
Armor Class: -3 create multiple glyphs each round. Alternatively, the hands
Hit Dice: 8d8+8 (*12) also work in unison to fabricate increasingly more potent
Attacks: 5 symbols. The longer one is in combat with a Chorrill Demon,
Damage: 1d4+3 (x4 claws), 3d4 (bite) the more powerful it becomes as its form slowly vanishes
Special Attacks: Spell use behind an ever-increasing number of glyphs.
Special Defenses: +2 or better edged weapon to hit
Magic Resistance: 60%
Lair Probability: 45%
Intelligence: Average–highly
Alignment: Chaotic Evil
Level/XP: 8/3500+8/hp

Across the multiple layers of the Abyss, there are hundreds,


if not thousands of types of demon types, both minor and
major. It is rare to encounter some types, others are much
more prevalent; but all are extremely evil and chaotic. They
do not hesitate to attack any intruders into their domains.
Each level of the Abyss has different environments, all of
them hostile in the extreme and several of these layers have
vast, primordial swamps extending for thousands of miles.

Many powerful demonic creatures dwell in these places,


including the foul Chorrill Demons. This malign creature is
an eyeless, four armed horror with two webbed feet, and a
sticky, slime covered, slug-like body crowned with an overly
wide, drooling mouth. Equipped with multiple rows of rasping
teeth it can shred the flesh from a victim within minutes.

The Chorrill Demon is capable of short bursts of speed,


moving along on its feet and middle pair of hands. With a
final leap of up to 30’, it vaults at its prey, slashing with the
four taloned hands for 1d4+3 points of damage. It attempts
to latch onto its victim with the rasping mouth. These con- ART BY ZACHERY HARGENRADER

stantly chewing jaws can inflict 3d4 points of damage and on When engaged in combat, their four hands work feverishly,
any roll of 18+ striking a victim enables it to attach; inflicting producing an endless stream of magical energy, tapping into
double the normal bite damage on the following rounds (6d4 any nearby source of magical energy. Therefore, spell casters
points). A successful Major Strength Test permits the “host” within 60’ of a Chorrill Demon find it difficult to cast spells: a
to remove the Chorrill Demon. successful save versus spells is required for each attempted
The Chorrill Demons have all of the immunities common to casting or the magical energy “un-weaves”, destroying the
demons listed above. They also have the usual powers of spell. (Optionally the game master may choose to have the
infra-vision, darkness 5’ radius at, teleport (no error), gate energy transform into a random spell-like effect i.e. wand
(as the 9th level magic user spell) either a Type I demon of wonders). Chorrill Demons rarely use or possess magical
(15% chance), a Nuchaveer (25% chance), or another Chorrill devices, since over time they slowly drain these things of any
Demon (35% chance). In addition, only edged weapons of inherent powers. Nor do they ever voluntarily venture to the
+2 magical enchantment do them harm, any blunt weapons Prime Material Plane; instead, they send their intermediaries,
simply rebound from the rubbery hide of the Chorrill Demon. the Nuchaveer (see Demon, Nuchaveer).

They also have the following abilities usable one per round: TREASURE: 1d6x1000 gp (20%), 1d12 gems (50%), 1d4 magic
fear by touch, levitate (9th level), telekinese 1,500 gp weight, items (10%)
dispel magic (8th level), web (8th level), blink (8th level).

Dwellers in Dark Places 55


D
SYMBOL MAGIC USED BY THE CHORRILL DEMON (THE UN-WEAVER)
THE FOUR LESSER EFFECTS CREATED BY USING A SINGLE HAND TO WEAVE THE PATTERNS OF ENERGY
1) The Glyph of the Energy Dart creates a Magic Missile, each does 1d4+1 damage, the Chorrill Demon is able to create
up to four of these per round (one per hand). This is an instantaneous glyph.
2) The Glyph of Paralysis causes a pulsing flash of lights affecting a single targeted individual. The victim must save
versus spells with a +2 modifier or he becomes paralyzed for 2d3 rounds.
3) The Symbol of Silence is a string of visible, black glyphs, lying off to orbit the intended victim. The silence lasts
for four rounds having the same effects as the Cleric spell of the same name.
4) The Symbol of Protection versus good creates an effect similar to the cleric spell lasting four rounds.

THE FOUR MINOR EFFECTS REQUIRE THE USE OF TWO HANDS WORKING IN CONCERT TO ACHIEVE THE DESIRED
MAGICAL EFFECT.
1) The Glyph of Obscurement blurs the outlines of the Chorrill Demon, causing all attacks against it to be at -2 for
1d6 rounds.
2) When activated, the Glyph of the Flame Pulse causes an incandescent burst of fire in a 10’ radius inflicting 4d6
points of damage (save versus spells for ½ damage). This chooses when to activate the glyph any time within one turn of
its creation.
3) If cast on a hallway or doorway, the Symbol of Impassibility prevents any living creature from passing through the
barrier, unless a successful save versus spells is made.
4) The Symbol of Warding creates a barrier keeping out any form of missile weapon attack for four rounds.

GREATER EFFECTS ARE MORE DIFFICULT TO CONTROL, TAKING THREE HANDS TO HARNESS AND INSCRIBE THE PO-
TENT ENERGIES INVOLVED
1) The Symbol of Protection creates a Minor Globe of Invulnerability around the Chorrill Demon lasting for one full
turn.
2) The Symbol of Cold creates a pulse of intense cold causing 6d4 damage to anyone within 20’, save versus spells
for ½ damage.
3) The Glyph of Sheet Lightning causes an electrical surge in a 10’ radius inflicting 6d6 damage (save versus spells
for ½ damage).
4) The Glyph of Confusion functions exactly as the effect from the magic user spell of the same name. It lasts for 4
rounds, and affects any who views it.

MAJOR EFFECTS, ACHIEVED BY USING ALL FOUR HANDS, BRING FORTH THE CHORRILL DEMONS MOST POTENT EF-
FECTS.
1) The Un-weaver Symbol is a most potent glyph. It has the power to “untangle” the energy contained in attack spells
cast at the Chorrill Demon. Any spell striking this barrier simply vanishes along with the glyph.
2) The Web of Death Symbol creates a temporary portal to the Negative Energy Plane. Exposure to this portal does
4d4 damage to any living creature within 10’; in addition, to avoid the permanent loss of one level of energy, it requires a
save versus spells.
3) The Symbol of Gloom is quite dangerous, requiring a save versus spells or those who view this potent symbol lose
all hope; falling into despair, fighting at -2 and all further saving throws suffer a -2 penalty.
4) The Reflector Glyph is quite potent, causing the retargeting of any single attack spell, cast from memory or device,
to strike the caster.

It is important to note a successfully cast Dispel Magic disrupts the power of a Symbol or Glyph.

56 Dwellers in Dark Places


DEMON, EBBONISHI (MAJOR DEMON) ART BY DEL TEIGELER
D
Frequency: Very rare
No. Encountered: 1 (1d4)
Size: L (25’ long)
Move: 120’ (AA: V/120-degree turn)
Armor Class: -2
Hit Dice: 16d8 (*7)
Attacks: 5
Damage: 4d8 (bite), 2d4 (x4 tentacles)
Special Attacks: Swallow whole/spines
Special Defenses: +2 weapon to hit
Magic Resistance: 65%
Lair Probability: None
Intelligence: Semi–average
Alignment: Chaotic evil
Level/XP: 10/12.000+25/hp

Some of the creatures roaming the endless layers of the


Abyss are not restricted to the ground. Among those able to
fly are the Ebbonishi Demons, the dreaded flying mouths of
the Abyss. They are dead black in coloration, blending easily
into the stygian darkness and low clouds perpetually cover-
ing many layers of the Abyss. These huge flying monstros-
ities cruise along employing a modified form of levitation
and telekinesis, in addition to employing several long, worm-
like tendrils used to push along the ground. With this means
of propulsion, the Ebbonishi move along at a comfortable If the bite attack fails to hit, the dangerous spines protruding
speed in search of food, eating anything straying into their from the demons flanks might strike the target. This second-
path. When prey is spotted, they are able to exert a sudden ary attack is at a -2 to hit, and if they strike, the target takes
burst of speed (180’ for 1d3 rounds) in an attempt to grab 1d10 points of damage.
a meal. Lesser demons continually scan the sky whenever
they suspect the Ebbonishi is nearby. The Ebbonishi feed Occasionally a lesser demon prince or Cambion demon uses
indiscriminately, consuming demonic herd creatures and the one of these monstrous demons as a mount, gliding above
unwary lesser demons with no qualms. one of the endless battlefields observing his troops. However,
the Ebbonishi Demon is only a willing steed if promised some
Occasionally a powerful mage can perform a ritual serving to powerful morsel as payment.
summon one of these creatures to the Prime Material Plane,
often as guardians for important items or places. However, The Ebbonishi Demon has all of the standard immunities
the Ebbonishi immediately resists the summoning and one of common to demons listed previously. They also have the
these creatures never remains on this plane for more than standard powers of infra-vision, darkness 15’ radius at will,
a few turns. teleport (once per day, no error). They also have the fol-
lowing abilities, usable once per round, at will: levitate (12th
Roll a six-sided die and add four to the result to determine level), detect magic, telekinese 8,000 gp in weight, and cause
the duration of the summoning. They obey a simple com- Fear (as wand).
mand to attack, but if the summoning mage is not careful, he
may become the Ebbonishi Demons next meal. Only weapons of +2 or better magical enchantment are able
to pierce the hide of these immense creatures.
The wide gaping mouth can swallow a human sized target
with ease, and even swallowing targets as large at 10’ tall in The Ebbonishi Demon has no desire to accumulate wealth,
a single bite is possible for the largest specimens. Equipped but quite often they have items of value (gemstones, coins,
with multiple rows of sharp teeth, the Ebbonishi does 4d8 or magical devices of metal) inadvertently swallowed along
points of damage when it strikes; with any roll of 20 indi- with their victims. The powerful acids within the creature’s
cating the target takes full damage, and is consumed. Those stomach quickly digest cloth, paper, scrolls, or any organic
swallowed take an automatic 15 hit points of damage from items consumed by the Ebbonishi.
digestive acids every round spent inside this creature. Four
tentacles are used to pull prey into range of the bite attack, TREASURE: See above for details: 1d4x1000 gp (20%), 1d8
doing 2d4 damage when they strike. gems (40%), 1d4 jewelry (30%), 1d3 magical items (20%).

Dwellers in Dark Places 57


D
DEMON, GANGLOID (Class C demon) The Gangloid Demon is one such creature, dwelling in those
realms consisting entirely of soaring mountains, great cliffs
Frequency: Uncommon and bottomless chasms. With their narrow stilt-like legs, tal-
No. Encountered: 1d3 or 1d6 (in the abyssal planes) oned claws, and prehensile tail, they easily navigate the shat-
Size: L (8’ tall) tered stones, scouring the many twisting pathways, in search
Move: 180’ of those who dare to enter their realm. The torturous net-
Armor Class: -3 work of trails leading through nearly vertical walls of sharp
Hit Dice: 8d8+8 (*11) edged, crumbling stone hide countless thousands of caves.
Attacks: 3
Damage: 1d6+3 (x2 claws), 1d4+2 (bite) They appear emaciated, their dark scaly hide stretched on
Special Attacks: See below a frame of tough bone, but looks are deceiving for the Gan-
Special Defenses: +1 or better magic weapon to hit gloid Demons are quite strong (18/01-18/50 strength), and
Magic Resistance: 45% very dexterous (19 dexterity). They have a three-foot long,
Lair Probability: 75% serpentine neck supporting a narrow head with a protruding
Intelligence: Average upper jaw, ending in a pair of sharp, poisonous fangs. Locat-
Alignment: Chaotic evil ed in the center of the forehead, protected by a heavy ridge
Level/XP: 7/2400+12/hp of bone, there rests a third eye, a glassy black, unblinking orb
used for automatically viewing invisible creatures.
With its infinite number of layers and countless environ-
ments, the abyssal realms are home to thousands of de- The limbs of the Gangloid Demon are extremely long and
monic types. Each type or class is more bizarre than the last, thin, with the legs terminating in a sharp, single spined
all surviving through torture and intimidation of the weak, “foot”. The double elbowed arms, perfectly suited for rapid
while grudgingly showing proper deference and servitude to movement in the narrow chasms, end in overly elongated,
those of greater power. Some layers are vast swamps, full hooked claws able to tear for 1d6+3 damage with each suc-
of foul and dangerous beasts, others are smoking volcanic cessful strike. They also lunge at victims with slavering jaws,
wastelands or endless cities fallen into ruin. Yet each is home striking at great speed, biting opponents for 1d4+2 damage,
to the varied monsters man collectively refers to as demon. possibly injecting a highly poisonous saliva (save versus poi-
son or take an additional 6 points of damage each round un-
til cured or death occurs). Many times the Gangloid Demon
forgoes the bite attack, preferring to keep prisoners alive for
later torture within the dismal caves.

On their initial attack, the Gangloid Demon quite often leaps


downward from the cliffs, intent on impaling their prey with
the spiked foot. For each successful foot attack, the victim
takes 1d6 damage, and unless he makes a save versus spells,
he is pinned to the ground, with all further attacks against
him gaining a +2 bonus to hit.

If seriously threatened, the Gangloid Demon often retreats


upwards, removing itself from melee combat by nimbly mov-
ing up a nearby cliff face before renewing the attack by hurl-
ing rocks down upon their foes.

Only weapons of +1 or better magical enchantment are able


to injure a Gangloid demon.

Gangloid Demons have the following powers: Cause fear (as


the 4th level magic user spell), levitate (as the 2nd level magic
user spell), telekinese (as the 4th level magic user spell up
to 400 lbs.), gate (as the 9th level magic user spell) another
Class A to C demon (35% chance of success). (See OSRIC
rulebook, pages 212-213 for complete details on demon pow-
ers and immunities).

TREASURE: None

ART BY FRANK GUNTER

58 Dwellers in Dark Places


DEMON, MHAGOTI (LESSER DEMON)
D
Frequency: Very rare
No. Encountered: 1 (1d4)
Size: L (12’-18' tall)
Move: 120’
Armor Class: -4
Hit Dice: 14d12 (*8)
Attacks: 5
Damage: 4d6 (bite), 2d12 (x2 stomps)
1d8 (x2 tentacles)
Special Attacks: Trample/spells
Special Defenses: See below
Magic Resistance: 45%
Lair Probability: 60%
Intelligence: Animal-low
Alignment: Chaotic evil
Level/XP: 9/9500+14/hp

The massive four-legged demonic beasts known as the Mhag-


oti are among the most dangerous of the Lesser Demons.
These huge creatures are engines of raw destruction, able
to rival almost any of the greater demons with their great
strength; moreover, due to the abilities they possess, they
are usually under the control of a greater demon who hopes
to benefit from their powers. Only the powerful would dare to
summon one of these horrendous engines of destruction. On
the deeper layers of the abyssal realms, they might gather in ART BY FRANK GUNTER
packs of 1d4 individuals.

Standing over 14’ tall, they stride on their four massive legs,
always on the alert for intruders. They have a wide gaping slap at opponents, the rough edges inflicting 1d8 points of
mouth full of several rows of razor edged teeth, capable of damage with each successful hit.
tearing into an opponent for 4d6 points of damage. They rear
on their hind legs in an attempt to crush an enemy with two Crowning the top of the creature is a cluster of four heavy
of its ponderous hooves; doing 2d12 points of damage with eye stalks, each able to project a magic missile every round
each successful stomp attack (treat as a crushing blow versus of combat (1d4+1 damage). However they also have the ability
any items struck). If the stomp attack rolls a natural 20, then to use even greater powers. Randomly determine the single
the Mhagoti may make an additional stomp attack with one power used by the Mhagoti each round, and one of the eye
of its rear hooves. They use the pair of scooped tentacles to stalks functions to cast the generated ability:

d6 POWER EFFECT OF EYE STALK ATTACK


1 Cone of Petrification A single target within 70’ must make a save versus spells or become paralyzed for 2d6
rounds
2 Ray of Lightning A bolt of lightning shoots towards the target filling a 5’ wide path up to 70’ in length. Any
creature within the area is affected for 7d6 points of damage, spell save for half damage
3 Fire Beam A line of incandescent flame filling a 5’ wide path, up to 70’ in length affects all in the
area for 7d6 points of damage, save versus spells for half damage
4 Cold Ray A misty white beam streaks towards the target causing 7d4 points of cold damage, save
versus spells for ½ damage. This narrow beam has a range of 70’ and affects one target
5 Pain A single victim must save versus magical device attack or be struck by agonizing pain,
rendering him helpless for 1d4 rounds.
6 Destruction The target of this attack must save versus spells or take 3d6 points of damage as his
flesh dissolves. Only a heal spell or regeneration is powerful enough to repair the damage
inflicted by this attack. If the saving throw roll is a “1” then the effect is much deadlier,
resulting in the total disintegration of the victim.

Dwellers in Dark Places 59


D
Mhagoti have all of the demonic immunities listed at the be- The Nuchaveer are strange demonic creatures, inhabiting the
ginning of the Demons section and they may use the follow- vast swampy levels of the abysmal planes. Most often found
ing spells: serving as messengers and slaves for the Chorrill Demons,
these loathsome monsters intercede to aid, punish, or detain
Cause fear (as a fear wand), levitate (as a seventh level mag- any who intrigue those powerful demons.
ic-user), telekinese (3,500 gp weight). They may also use in-
visibility, once per day. The Mhagoti are simple-minded Jug- Nuchaveer have a disgusting, slime coated, squat, frog-like
gernaut's, and never attempt to gate in reinforcements. body colored in obscene shades of gray and green, fletched
with oozing, leprous patches. The inverted facial features are
The thick hide of these demons is extremely resilient, and quite disturbing, with a pair of milky white eyes and a drool-
only weapons of at least +2 enchantment or better are able ing, wide lipped mouth. A pair of elastic tentacles, able to
to harm a Mhagoti. reach up to 15’, protrude from above the eyes: writhing con-
tinually as if searching for food. Any small creatures straying
TREASURE: None within reach risk attack, and those snagged quickly vanishing
into the foul gaping orifice. The residual saliva on the tendrils
DEMON, NUCHAVEER (LESSER DEMON) does 1d4 damage on any successful hit.
Frequency: Very rare Moving in a jerky set of hops, the Nuchaveer commonly ini-
No. Encountered: 1d4 (2d6) tiates attack in a bounding jump covering distances of up to
Size: M (5’ tall) 30’. On a roll of 18+ from the jump attack, they pin the victim
Move: 120’, jump 30’ to the ground, the rubbery body settling in preparation for
Armor Class: 2 feeding. Within moments this foul demon proceeds to lick at
Hit Dice: 5d8+10 (*14) large prey using their long, slime covered tongue, coating the
Attacks: 2 victim in a thick digestive drool causing 2d4 damage each
Damage: 1d4 (x2 tentacles) round.
Special Attacks: Overbear, acidic saliva, see below
Special Defenses: See below The milky white eyes of the Nuchaveer have a magical attack
Magic Resistance: 30% ability: they choose a single target within 20’, and if a saving
Lair Probability: 20% throw versus poison fails, the victim has the bones of a ran-
Intelligence: Low dom limb turned to jelly for 1d4 rounds. This special attack is
Alignment: Chaotic evil usable twice per day, usually employing this ability to “lique-
Level/XP: 6/900+6/hp fy” larger prey for easier swallowing.

Only edged weapons of +1 or better enchantment harm the


Nuchaveer Demon with any similarly enchanted blunt weap-
ons causing only half damage. Each round after taking dam-
age, the Nuchaveer Demon regenerates 1d4 points of damage,
with the exception of damage from fire which takes several
days to heal.

The Nuchaveer Demon has all of the standard immunities


common to demons listed previously. They also have the
STOCK ART BY BRADLEY K MCDEVITT

usual powers of infra-vision, darkness 15’ radius at will, tele-


port (once per day, no error). They also have the following
abilities, usable once per round, at will: levitate (6th level),
detect magic, telekinese 1,000 gp in weight. Once per day
they may use the following powers: spider climb, stinking
cloud, and cause Fear (as wand). They may also attempt to
gate (as the 9th level magic user spell) another Nuchaveer
Demon (35% chance), or a Type B demon (15% chance).

TREASURE: None

60 Dwellers in Dark Places


DEMON, PANE (MAJOR DEMON) damage, attacking those who successfully saved against the
D
visual assault. The tentacles are exceptionally strong (18/00)
Frequency: Very rare and on a roll of 20, they grapple onto their victim, holding
No. Encountered: 1 him in a deadly embrace. The demon also attempts to bite
Size: L (9’ tall) with its enormous jaws for 3d6 points of damage. Against
Move: 60’ those who fail to save, the Pane Demon has a +4 to hit. The
Armor Class: -4 /-2 images of the final fleeting seconds of those victims slain by
Hit Dice: 9d8+9 (*10) this creature emerge as an image on a new chitin plate.
Attacks: 7
Damage: 1d3+6 (x6 tentacles), 3d6 (bite)
Special Attacks: Visions/energy drain
Special Defenses: +2 weapon to hit
Magic Resistance: 70%
Lair Probability: 75%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 8/3200+12/hp

Dwelling upon the middle layers of the Abyss, the foul crea-
tures known as Pane Demons are powerful members of their
race. This greater demon has a non-humanoid shape, con-
sisting of a conical mass of repulsive flesh festooned with flat
panes of reflective chitin in a cacophony of colors. Protrud-
ing through the gaps between the plates of chitin are up to
six huge tentacle-limbs, writhing like pale, slimy worms. Atop
the creature there is also an extendable mouth writhing at
the end of thick stalk. This orifice is equipped with multi-
ple rows of rasping teeth, glistening and dripping with a foul
exudate. More than a dozen dead black eyes are located on
the upper body, protruding from the soft flesh between the
Pane Demons chitinous plates and the tentacle mouth. Loco- ART BY AARON SIDDALL
motion is by a thick slime coated “foot” leaving a sticky trail
whenever the Pane Demon moves. When manifesting on the The chitin plates give the Pane Demon an armor class of -4
Prime Material Plane, the Pane Demon often takes the form against attacks. The small area containing the eyes, located
of a small, slime covered humanoid. between the lower body and the neck stalk, is their weak
spot (armor class 2). Only weapons of +2 or better magical
They obey the Demon lord of the dead, often acting as in-
enchantment are able to cause injury to a Pane Demon.
termediaries to the Prime Material Plane. Wizards seeking to
complete the dark rituals designed to place their essence The Pane Demon has all of the immunities common to de-
within an obsidian slab often summon them for assistance mons listed at the beginning of this section. They also have
(see separate listing for the Pane, with more details on this the standard abilities of infra-vision, darkness 15’ radius at
process). will, teleport (no error), gate (as the 9th level magic user
spell) a Type A demon (35% chance), or a type C demon (15%
Each of the dozens of chitinous plates covering the central
chance). They also have the following abilities, usable once
mass of the Pane Demon contains constantly moving imag-
per round, at will: levitate (10th level), polymorph self, dispel
es. They are slow moving “bas-relief” scenes featuring the
magic, detect magic, read languages, telekinese 5,000 gp in
past victims of these demons attacks. These short scenes
weight, and cause Fear (as wand).
replay the victims last moments of life, the images of their
terror-stricken faces etched for eternity in the chitin plates.
Pane Demons have these additional spell abilities: 2 x day
Over the ages, as it accumulates additional panes, the de-
power word stun, 1 x day confusion, 1 x day Prismatic Spray
mon gains in prestige among its peers. Those who view these
(14th level), 1 x day Veil (12th level).
horrific images must save versus spells at -2 or become fro-
zen in place, stunned to immobility for 1d4 rounds, or until TREASURE: 1d10x1000 gp (40%), 3d6 gems (20%), 2d6 jewelry
attacked. If the result of this saving throw is 1, the victim (30%), 1d4 magic items (20%) plus 1d4 potions (10%) & 1d3
shrieks in terror, driven mad by the images and he flees in scrolls (5%)
terror from the Pane Demon for a full turn.

Up to six tentacles strike, each delivering 1d4 + 6 points of

Dwellers in Dark Places 61


D
DEVIL, HOUND (Lesser Devil) thorn-covered tail is long and prehensile and for rapid move-
ment on the field of battle, they have a large pair of leathery
Frequency: Rare wings, letting them strike at their foes with savage fury. Howling
No. Encountered: 1d4 or 3d6 and baying, they revel in the blood and destruction of battle.
Size: L (7’ tall)
Move: 120’, 180’ flying (AA: IV/90-degree turn) The Hound Devils have ample natural weaponry: slashing with
Armor Class: -2 a pair of clawed hands for 1d3 damage each, biting for 1d4
Hit Dice: 6 (*13) points, and whenever possible, they use their horns against
Attacks: 3 flying opponents, slashing with them to tear at the soft un-
Damage: 1d3 (x2 claws), 1d4 (bite) or by weapon derbelly of their enemies. However, in most cases they em-
Special Attacks: See below ploy various types of weapons:
Special Defenses: +1 or better magic weapon to hit
Magic Resistance: 40% Sword: 1d6+2/most Hound Devils carry a pair of short swords,
Lair Probability: 30% allowing them two attacks per round/some forgo the second
Intelligence: Average short sword in favor of a shield, increasing their armor class
Alignment: Lawful evil by one (unless the shield is magical).
Level/XP: 6/775+6/hp
Dagger: 1d4+2 / they often use this weapon in conjunction
The infernal realms of Hell are home to hundreds, if not thou- with their physical melee attacks.
sands of types of devil. Countless legions, under the command
Lance: 1d6+2 / on any swooping attack the lance does double
of infernal overlords, march to war against demonic forces.
damage on a successful strike.
Often filling the sky above these armies there are the winged
units of Hound Devils. These dangerous foes have a canine’s Small Halberd: 1d8+2 / used two-handed to chop at enemies.
visage with a large fang filled mouth and two long horns of
bone protruding from the back of their head. Their torsos Light Crossbow: 1d4+1, 2 shots per round
have a covering of fine hair concealing small hard scales. The
Flaying Whip: 2 x 1d6 / this cruel weapon is a long strap
terminating on as many as six barbed tips designed to tear
at soft flesh. On any successful attack, 1d6 barbs strike the
target, each doing 2 points of damage. All weapon attacks
made by a flying Hound Devil against targets on the ground
have a +2 bonus to hit.

Only weapons of +1 or better magical enchantment can injure


a Hound Devil, and they have a 40% resistance to any attack
by spell or magical device.

In addition to the standard abilities possessed by all devils,


(see OSRIC rulebook pages 220-221 for complete details), a
Hound Devil has the following special abilities. These powers
are usable one at a time, at will: affect normal fires (as the
first level magic user spell), detect invisibility (as 2nd level
spell), burning hands (as 1st level magic user spell), fear (as
the 4th level magic user spell) in a 10’ radius, summon anoth-
er Hound Devil (25% chance of success).

Hound Devils delight in the capture and torture of enemies,


often using the flaying whip against bound victims, strip-
ping the flesh from the living victim. With their keen sense
of smell, they are quite adept at tracking escaped individu-
als across the many layers of Hell. Prisoners are often “al-
lowed” to escape as sport for the arch-devils who delight
in tormenting trapped souls as they flee across the brim-
stone-laden planes.
TREASURE: None (however, several Hound Devils may be
tasked with protecting certain magical treasures)
ART BY FRANK GUNTER

62 Dwellers in Dark Places


DHI’AWAN
D
Dhi’awan takes just half or no damage versus fire-based at-
tacks, the cold dwelling species takes half or no damage ver-
Frequency: Rare sus cold-based attacks.
No. Encountered: 1d8
Size: L (12’–18’ long) The hide of the Dhi’awan is quite supple, yet very tough,
Move: 60’, 120’ fly (AA: IV/90-degree turn) making it an excellent material for many applications. The
Armor Class: 3 hide of an adult Dhi’awan is worth 4d10x10 gp, depending on
Hit Dice: 6d10 (*13) how much damage it suffered during its procurement.
Attacks: 1
Damage: 2d4+2 (bite) TREASURE: None, see above for details.
Special Attacks: Constriction, poison, breath weapon
Special Defenses: 1/2 versus fire or cold
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/350+6/hp

The Dhi’awan is a species of large flying reptile, resembling


an armored snake. Covered with varying colors of glittering
scales (Armor class 3), they are ferocious predators attacking
any creature intruding into their environment. The head of
a Dhi’awan is quite dragon-like, with a frill running from the
head to the tail, the body supported in flight by a pair of
powerful wings.

All species of the Dhi’awan bite at their target for 2d4+2


points of damage. In addition, it has four other possible sec-
ondary attacks, depending on the type of Dhi’awan: fire, cold,
constrictor, or poisonous.

The red Dhi’awan is a fire breather, able to produce a gout of


flame twice per day. This blast fills an area 5’ wide by 15’ long
in front of the creature; causing 3d8 points of damage (save
versus breath weapon to reduce this damage by ½).
ART BY DEL TEIGELER
The pale white Dhi’awan species lives in the frigid arctic re-
gions or the heights of glacial mountains. Twice per day it
breathes a cloud of freezing vapor 10’ in diameter. Those DIMENSIONAL AMBUSHER
caught within the area must save versus breath weapon (suc-
Frequency: Very rare
cess reducing damage by half) or take 4d4+3 points of cold
No. Encountered: 2d4
damage.
Size: M (5’ tall)
The blue colored constrictor variety attempts to wrap around Move: 120’
its victim (a roll of 16+ on its initial attack). Once attached, the Armor Class: 3
blue Dhi’awan automatically inflicts 1d8 points of damage per Hit Dice: 4d8 (*15 /11 see below)
round until slain or removed with a successful Minor Strength Attacks: 1
Test. Damage: 1d4 (x4 claws), 1d10 (bite)
Special Attacks: Swallow whole
On a successful bite attack, the glossy black poisonous vari- Special Defenses: +1 weapon to hit
ety can easily kill its victim (+1 on saves, with death occurring Magic Resistance: 30%
within 1d4 rounds). With a successful save, the victim still Lair Probability: 50%
takes an additional 1d6 points of damage from the caustic Intelligence: Low
poison of the black Dhi’awan. Alignment: Neutral (evil)
Level/XP: 5/350+4/hp
Using their wings, the long, serpentine body of the Dhi’awan
easily travels for short flights of several dozen yards. From The Dimensional ambusher is a pack-hunting creature lurk-
this position, it usually employs any breath weapon. The red ing in the realm between the planes of existence watching

Dwellers in Dark Places 63


D
patiently for victims to stray nearby. Standing almost as tall The Dimensional Ambusher usually initiates attack by leap-
as a man, they have two powerful, stout legs equipped with ing at its prey, raking with its talons for 1d4 points of damage
sharp claws. When attacking, they suddenly appear, surpris- each. It also has a huge triple spike tipped jaw, and a gaping
ing opponents on a roll of 1-3 on a six-sided die, giving them elastic mouth. The gullet has multiple rows of razor-sharp,
a +4 to hit on their initial attack. inward facing teeth. The bite from these teeth inflicts 1d10
points of damage. The Dimensional Ambushes grabs it prey
on any attack roll of 18+, this allows the monster to rake with
one of its talons, automatically inflicting 1d6 points of dam-
age per round. They are particularly fond of smaller targets,
Halflings, and gnomes in particular, and this vicious creature
always goes out of their way to strike against such adventur-
ers first. If the jaws grasp any small sized opponent, they take
bite damage automatically on the next round. If they fail to
escape (Minor Strength Test), or the Dimensional Ambusher
still lives, the Dimensional Ambusher swallows the victim in
1d3 rounds.

Only magical weapons of +1 enchantment or better can injure


a dimensional Ambusher.

It takes the Dimensional Ambusher two full rounds of “rest”


(no attacks or defending) before it can travel back to the
safety of the “in between” realm.

The Dimensional Ambusher has a special gland producing a


silvery substance giving them their ability to shift between
the planes of reality. If properly preserved, alchemists often
pay as much as 250 gp for this organ, using the extracts in
the making of many potions and elixirs with trans-dimen-
sional properties.

TREASURE: None

ART BY FRANK GUNTER

DINOGATOR ADULT HATCHLING JUVENILE


Frequency: Rare Rare Very rare
No. Encountered: 1 3D12 1D4
Size: L (12’ tall, 24’-36’ long) S (2’ long) L (8’tall, 12’-20’ long)
Move: 180’, 120’ swim 120’ (120’ swim) 180’, 120’ swim
Armor Class: 3 3 3
Hit Dice: 14d10+10 (*8) 1d6 (*19) 8d8+8 (*12)
Attacks: 3 1 3
Damage: 3d10+8 (bite), 1d8+8 (x2 claws) 1d4 (bite) 3d6+4 (bite), 1d6+4 (x2 claws)
Special Attacks: Stomp, tail, swallow whole Swarm Rend
Special Defenses: See below None See below
Magic Resistance: Standard Standard Standard
Lair Probability: 40% 75% 60%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 9/6000 +18/hp 1/10+1/hp 7/1200+12/hp

64 Dwellers in Dark Places


The fringes of any large temperate or tropical swamp can be This huge, reptilian monster has a thick greenish yellow hide,
D
home to the immense Dinogator, an alpha predator with few offering superior protection from small missile weapons.
peers. These beasts are truly gigantic and when fully grown Thus, they are immune to the damage from all darts, sling
they weigh up to 15 tons, standing 8’-10’ tall at the hip,reach- stones, and bullets while taking only half damage from nor-
ing 0ver 30’ in length when full grown. Lurking in the lush mal and magical arrows.
vegetation, it waits patiently for its next meal to blunder
into view before rushing forward with a tremendous hissing If an encounter involves more than one Dinogator, they are
sound; seeking to engulf its prey. This voracious carnivore most often a hunting pack of juveniles (see stats above).
hunts any creature, charging with great speed, its huge jaws These smaller specimens lack the ability to swallow prey
agape, seeking to overpower its intended victim. A feeding completely, but on a bite attack roll of 20 they rend their
Dinogator even leaves a recent kill in order to pursue a mov- victim for an additional 2d8 damage. As they grow older,
ing target. the juvenile Dinogator’s become more aggressive, fighting
amongst themselves for food, until only the most dominant
The Dinogator’s crocodilian jaws are wide and full of several one survives. Other encounters might be with 3-36 newly
rows of extremely sharp teeth. If they strike an opponent, hatched Dinogator’s. These 2’ long voracious creatures attack
they tear and crush for 3d10+8 points of damage. On any as a swarm from all directions, each biting for 1d4 damage.
roll of 18+ they grasp their prey doing double the amount of
damage rolled, thrashing their great head from side to side, TREASURE: None
before swallowing the victim in 1d3 rounds (successful Major
Strength Test at half-normal chances frees the victim). Those
still alive when swallowed perish in a single round, destroyed
by the acids within the Dinogator’s stomach.

This monster also attacks with a pair of fore claws, ripping


for 1d8+8 damage. If attackers get behind the Dinogator, it
swipes with its wide tail (-2 penalty to hit), knocking those
struck for 2d4 points of damage, while sending them tum-
bling for 10’ (save versus magical device or stunned for 1d4
rounds). They also stomp on those who get underfoot, using
one powerful hind claw, doing 3d6 damage.

When the need arises, a Dinogator is quite proficient at swim-


STOCK ART BY BRADLEY K MCDEVITT
ming, often slipping through the dark waters of the swamp,
using its broad, paddle-like tail to push effortlessly through
roots and clinging vegetation.

ART BY AARON SIDDALL

Dwellers in Dark Places 65


D
DOLGHIRE Dolghire drags their chosen target deep beneath the surface
in an attempt to drown him.
Frequency: Very rare
No. Encountered: 3d6 Occasionally these creatures travel near the surface of the
Size: M (6’-8’ long) oceans, but only on very dark nights with heavy overcast
Move: 60’, 240’ swim skies. They prowl the depths, seeking to attack any other
Armor Class: 2 aquatic race, and other swimming creatures. They have no
Hit Dice: 5d8 (*15) interest in treasure, simply allowing any such baubles to sink
Attacks: 3 into the depths.
Damage: 1d6 (bite), 2d4 (x2 claws)
Special Attacks: Ram TREASURE: None
Special Defenses: None
Magic Resistance: 10% DOPPLEGANGER, ARACHNIA
Lair Probability: 75%
Frequency: Very rare
Intelligence: Low-average
No. Encountered: 1d4
Alignment: Neutral (evil)
Size: M (6’)
Level/XP: 4/205+5/hp
Move: 120’
Armor Class: 5
The Dolghire is an aquatic dweller, living almost exclusively
Hit Dice: 5 (*15)
in the deepest of oceans or in the black depths of the Ul-
Attacks: 1
tran-Thassa, the subterranean ocean filling watery caverns
Damage: 2d6
far from the light of the surface world. They are quite dark
Special Attacks: Poison
in coloration, gliding effortlessly through the stygian depths
Special Defenses: Illusions
in search of prey. Dolghire are intelligent and quite deadly,
Magic Resistance: 40%
attacking all who intrude in their domain. They have a heavily
Lair Probability: 90%
scaled body, providing excellent protection from any attack-
Intelligence: High
ers. Although they are slow and clumsy on the land, making
Alignment: Chaotic (evil)
short hops on their hind legs, they are extremely fast and
Level/XP: 5/355+5/hp
highly maneuverable in their watery environment (treat as
type IV flying with a 180-degree turn). Of the many dangerous shape-changing creatures, the
Arachnia Doppleganger is among the most insidious. Its nat-
ural appearance is a humanoid whose upper body and head
are those of an immense spider. Their legs are spindly, and
covered with short bristles of hair. These disgusting crea-
tures are consummate shape changers, able to take on the
appearance of any past victim (90% accuracy). Once they
have established a lair, they fill the interior with layer after
layer of webbing, casting a powerful illusion over it to conceal
its nature. A band of these incredibly evil creatures is able to
decimate the populations of small villages within a few weeks
if left undetected.

The Arachnia Doppleganger usually keeps itself away from


major population centers, preferring to operate in the re-
mote outskirts of civilized areas. However, more than one
great city has had the misfortune of supporting a nest of
these horrifying creatures. Quite often, one at a time, they
slay and mimic the residents of a small farmstead. Once they
ART BY FRANK GUNTER
have eliminated the homes inhabitants, they proceed to set
The toothed beak of the Dolghire can inflict a painful bite their trap to draw in more victims. They have no interest in
doing 1d6 points of damage, and the pair of clawed swim- any form of physical labor, so livestock goes untended, and
ming arms can each tear at an opponent for 2d4+2 points of crops fail as weeds begin to flourish. When neighbors even-
damage. If given the chance this powerful creature attempts tually come to investigate, the Arachnia Doppleganger clev-
to leap from the water and grasp a victim, easily reaching erly draws them into the web-filled interior of the dwelling.
up to 10’ above the surface. Any roll of 20 indicates they Here they are quickly overpowered and consumed, the blood
have grappled an opponent who has one chance at a Minor drained, shriveled husks carefully hidden from view.
Strength Test in order to escape. If the attempt fails, then the

66 Dwellers in Dark Places


(Note: see OSRIC rulebook, pages 207-208 for complete de-
D
tails on a dragons general abilities)

ART BY FRANK GUNTER


The great southern continent lies almost entirely in the trop-
ics; a seemingly endless domain of treacherous mountain
ranges, vast primordial swamps, and dense rain forests. Few
adventurers dare to explore into the dark interior of the con-
tinent, for huge and terrifying creatures, long gone from any
of the other realms, dwell under the misty canopy of the
verdant jungle. Hidden within this unforgiving place is the
forgotten realm of the Jetch’kekki, the bird warriors of old.
Once their mighty empire stretched for a thousand leagues,
covering most of the continent, but now all that remains are
a few dozen independent temple-cities along with hundreds
of long abandoned sites; little more than decaying ruins,
overrun with vines, usually inhabited by dangerous beasts.
In what was once the heart of their ancient domain lies the
most sacred valley of Ch’Reechi, haven for the last of the
great Snake Feather Dragons.

Reminiscent of Quetzalcoatl and other related creatures,


the wondrous Snake Feather Dragons once flourished in the
eternal jungle, but sadly, time has taken its toll, and experts
believe only a few dozen of these magnificent dragons re-
main. Supported on six powerful limbs, their long serpentine
body completely covered in a shimmering curtain of metal-
lic plumage, they are truly awe-inspiring, with huge wings
spreading to a span of 30’. Quite often, they are mistaken for
The bite of the Arachnia Doppleganger is very deadly, inflict-
great birds, but closer examination reveals their true dra-
ing 1d6 points of damage while at the same time delivering a
conic nature.
powerful poison (save versus poison at -2 or permanent pa-
ralysis sets in). Those paralyzed and not immediately drained These last few Snake Feather Dragons are more communal
of fluids have several 3-inch long eggs placed upon them, be- than any other dragon species, all lairing within the confines
fore being completely enshrouded in a cocoon of thick web- of the hazardous Ch’Reechi valley. This great rift is hundreds
bing. The monster then lifts these victims high into the dark of miles long and over three miles deep, kept in perpetual
recesses of the web, leaving them as food for the voracious fog from the dozens of heated volcanic pools and geysers.
grubs, hatching in 3-6 days. Such victims lose 1 hit point per Within its confines are the greatest of the ancient Jetch’kekki
turn as the grubs proceed to devour their still living flesh. ruins, lavishly decorated with brilliant paint, gold and silver
decorations and countless scintillating gemstones. Cleverly
TREASURE: 1d12x100 sp (30%), 1d4X10 gp (20%), 1d6 gems (10%)
concealed in this place of beauty are the openings into the
sacred caves of the Snake Feather Dragons. Each of these
DRAGON, SNAKE FEATHER
magnificent creatures spends decades asleep within its own
Frequency: Very rare chamber, hewn from the living rock; a maze of tunnels, con-
No. Encountered: 1d3 necting most of these individual lairs to the main chamber,
Size: L (25’-50’ long) where at least one Snake Feather Dragon remains awake at
Move: 120’, 180’ flying (AA: IV/180-degree turn) all times, serving as a living sentinel to its sleeping brethren.
Armor Class: 0 (base)
These majestic creatures are diligently served by a special
Hit Dice: 7d8–10d8 (* 12 or 10)
cadre of Jetch’kekki, known as the Avarac’-ki’ (see Jetch’kekki
Attacks: 3
for complete details), along with a select group of slaves. As
Damage: 1d6+2 (x4 claws), 2d6 (bite)
they slumber through the years, these attendants bring food
Special Attacks: See below
and water, as well as grooming the feathers of their most
Special Defenses: See below
holy deities. They also serve to alert the temple-cities to
Magic Resistance: Standard
the impending awakening of the eldest of their charges and
Lair Probability: 90%
the beginning of the time of sacrifice, an event occurring
Intelligence: Average
but once or twice in a Jetch’kekki lifetime. Upon awakening,
Alignment: Neutral (evil)
the Snake Feather Dragon takes to the air. Soaring upward
Level/XP: Variable
from the mist shrouded depths of the valley, they wing across

Dwellers in Dark Places 67


D
the jungle in search of food, primarily hunting for the pri- This combined sound weapon attack is usable three times
mordial reptiles and enormous flying serpents (see Nujib- per day.
ba Serpents) dwelling in the forgotten kingdom. After eating
their fill, they return to Ch’Reechi where the Avarac’-ki groom Snake Feather Dragons cannot speak any language, except
them in preparation for the ceremonies to come. for the sibilant hisses and screeching of their own kind, yet
they telepathically communicate with their subjects. There
The Snake Feather Dragon attacks with four of its claws, doing has never been a case where the Snake Feather Dragons em-
1d6+2 damage with each strike. It also bites at prey for 2d6 ployed magical spells of any kind. Many experts use this lat-
points of damage. If hard pressed, these serpentine crea- ter as evidence the Snake Feathers are not true dragons, but
tures strike without warning, attempting to loop their coils the debate continues, and perhaps by the time it is resolved,
around their victim, crushing for 2d10 damage per round the last of the Snake Feather Dragons could be long gone.
(Major Strength Test to escape).
The brilliant feathers serve as armor to the Snake Feather
The Snake Feather Dragons breath weapon comes in two Dragons, with their incredible density providing a base of
forms: the first is a high-pitched vibration, an ear splitting armor class 0 for those with 7 hit dice, and dropping by -2
sound filling a cone shaped area 60’ long and 20’ wide at its for each additional hit die, thus a 10 hit die Snake Feather
base (save versus spells or take 4d8 damage and become Dragon has an armor class of -6. They are also able to block
deafened for 1d4 turns). The second is a deep subsonic pulse all attacks from no-magical weapons and only weapons of
radiating from their entire body, disorienting and confusing +2 or better enchantment are able to cause injury to these
any creature within a 20’ radius for 1d3 rounds (save versus beasts. The Jetch’kekki consider the metallic plumage of the
spells to limit the disorientation to a single round). If hard Snake Feather Dragons as sacred, and whenever any feathers
pressed the Snake Feather Dragon unleashes both attacks fall out, either from molting or combat, they are reverently
simultaneously, the combined cacophony ruptures cell tis- collected. Each Jetch’kekki temple city has several dozen of
sue (save versus breath weapon or take damage equal to the these holy relics, used in making ceremonial garments worn
dragons current hit points, with a successful save indicating during the time of sacrifice. The Turrak’-ki warlord always
half damage), and shatters armor (metallic items within the wears such a feather as a sign of his high station.
area of effect save versus a crushing blow or they crumble).
During the few weeks of the Snake Feather Dragons awaken-
ing, the scattered clans gather, the ancient arenas are cleared
and consecrated with the blood from dozens of combats be-
ART BY DEL TEIGELER tween slaves, beasts and Jetch’kekki warriors. Disputes are
settled, and the blessings of the Snake Feather Dragons are
granted via the Avarac’-ki’ priests.

Tribute brought to the valley by the Jetch’kekki during the


times of their awakenings become the treasures of the Snake
Feather Dragons These consist of sculptures made of rare
woods, spices, coins and other objects made of gold and sil-
ver, along with precious stones. Such riches normally stay

within their sleeping chambers, for during their sleep they


occasionally rouse and consume a small portion, using the
slow digesting minerals in maintaining their plumage.

TREASURE: (Within collective lair) 1d6 x 1,000 cp (30%), 4d6


x 1,000 sp (40%), 1d10 x 5,000 gp (30%), 1d12 jewelry (30%),
3d20 gems (30%), 1d6 magic items (20%) plus 1d3 potions and
1d4 scrolls (10%)

68 Dwellers in Dark Places


D
DRAGON SPAWN BLACK BLUE COLORLESS GREEN INDIGO
Frequency: Rare Rare Very rare Rare Very rare
No. Encountered: 1d3 1d3 1 1d4 1
Size: L (6’-12’ long) L (8’-15’ long) L (10’-15’ long) L (8’-12’ long) L (10’-15’ long)
Move: 120’ 120’ 120’ 120’ 180’
Armor Class: 2 1 -2 1 0
Hit Dice: 6d8 (*13) 7d8 (*13) 7d8 (*13) 7d8 (*13) 5d8 (*15)
Attacks: 3 3 3 3 3
Damage: 1d6 (x2 claws), 2d4 1d6+2 (x2 claws), 1d6+2 (x2 claws), 1d4+1 (x2 claws), 1d3+1 (x2 claws),
(bite) 1d10+2 (bite) 1d6+2 (bite) 1d8+1 (bite) 1d6+1 (bite)
Special Attacks: Rending bite / breath attack
Special Defenses: Immune to acid Immune to elec- Immune to elec- Immune to gas Immune to elec-
based attacks/+1 trical attacks/+1 trical attacks/+1 based attacks/+1 trical attacks/+1
weapon to hit weapon to hit weapon to hit weapon to hit weapon to hit
Magic Resistance: 25% 35% 25% 25% 45%
Lair Probability: 50% 40% 50% 60% 70%
Intelligence: Low Low Low Low Low
Alignment: Chaotic (evil) Chaotic (evil) Chaotic (evil) Chaotic (evil) Chaotic (evil)
Level/XP: 6/500+6/hp 6/775+8/hp 6/775+8/hp 6/775+8/hp 5/285+5/hp

DRAGON SPAWN ORANGE RED VIOLET WHITE YELLOW


Frequency: Very rare Rare Very rare Rare Very rare
No. Encountered: 1d4 1d3 1 1d4 1d8
Size: L (10’-15’ long) L (10’-18’ long) L (10’-15’ long) L (5’-10’ long) L (10’-15’ long)
Move: 120’ 120’ 180’ 120’ 120’
Armor Class: 1 -2 0 2 2
Hit Dice: 6d8 (*13) 8d8 (*12) 5d8 (*15) 5d8 (*15) 5d8 (*15)
Attacks: 3 3 3 3 3
Damage: 1d6 (x2 claws), 1d8 1d6+4 (x2 claws), 1d3 (x2 claws), 1d4 1d4 (x2 claws), 1d6 1d6+1 (x2 claws),
(bite) 2d6 +4 (bite) (bite) (bite) 1d6+1 (bite)
Special Attacks: Rending bite / breath attack
Special Defenses: Immune to acid Immune to fire Immune to elec- Immune to cold Immune to both
based attacks / +1 based attacks / +1 trical attacks / +1 based attacks / +1 electrical and fire
weapon to hit weapon to hit weapon to hit weapon to hit attacks / +1 weap-
on to hit
Magic Resistance: 25% 45% 65% 25% 25%
Lair Probability: 30% 30% 80% 70% 50%
Intelligence: Low Low Low Low Low
Alignment: Chaotic (evil) Chaotic (evil) Chaotic (evil) Chaotic (evil) Chaotic (evil)
Level/XP: 6/500+6/hp 7/1175+10/hp 5/285+5/hp 5/285+5/hp 5/285+5/hp

Dwellers in Dark Places 69


D
Over the ages, many wizards have dabbled in the arts of ge-
netic manipulation, using the essence of many varieties of
TYPE BREATH WEAPON / RENDING
dragon in an attempt to create a more tractable monster. All DAMAGE
attempts at crossbreeding a more docile guardian creature Black Acid: 1d10 damage 1d4+2
have failed, for the natural aggressiveness of dragons always Blue Electric discharge: 1d4+1
dominates. Usually the wizard only succeeds at creating yet
another terrifying creature, simply another menace if un- Colorless Steam: 2d4 damage 1d6
leashed. Green Chlorine Gas: 2d4 damage 1d6
Indigo Sonic Vibrations: 1d6 Nil
The creation of all such hybrids begins with an elixir made damage
from an infusion of blood from the particular dragon species
mixed with the blood of the less dangerous reptilian drake. Orange Desiccation: 2d4 damage 2d4
In appearance, they are a smaller, squatter, wingless version Red Fire: 3d4 damage 3d4+3
of the “parent” dragon type. They are much less intelligent, Violet Blinding Flash: Spell save None
lacking all spell casting abilities and they do not have the de- or blinded 1-6 rounds
sire to accumulate a horde of treasure. However, there may
White Cold: d4 damage 1d4+1
be odd bits of value left lying about from previously slain
adventurers. Yellow Hot Sand: 1d8 damage 1d6

Dragon Spawn are formidable foes, the many species long


since spread to inhabit many locales. Like their dragon pro-
genitors, these reptilian creatures exhibit extreme rage,
savagely attacking any other living thing crossing their path.
Their scales are harder than steel, making them completely
immune to the strikes from normal weaponry. They actively
pursue any who flee, tracking them by scent for miles.

ART BY FRANK GUNTER

STOCK ART BY WILLIAM MCAUSLAND

The above stats indicate the damage dealt by the various


types of Dragon spawn; and while some are quite danger-
ous, a well-armed adventuring group more easily deals with
others. Any successful attack roll of 18+ with the bite allows
some species of the Dragon Spawn to clamp down on its op-
ponent. The beast then shakes its head violently from side
to side, rending its victim for additional points of damage
before flinging it aside, hurling the savaged prey up to 20’.
Shaken victims must save versus aimed magic at a -2 pen-
alty, or they lie stunned and utterly helpless for 1d4 rounds.

Although they lack the devastating breath attack of their

70 Dwellers in Dark Places


ancestors, all Dragon Spawn do have a minor breath weapon of time, constantly alert, attention never swaying from its
D
usable but once per day. This attack fills a 5’ wide x 10’ area assigned task. During this time, the Dread Sentinel stands
directly in front of the Dragon Spawns mouth. motionless awaiting the stated conditions of its servitude to
take place. When these conditions occur, the Dread Sentinel
All Dragon Spawn also have immunity to some types of at- usually speaks, in a deep resonating voice, warning potential
tacks (see stats for individual immunities). Each species also victims away. It speaks this warning only one time and those
has a varying degree of resistance to any form of magical who insist on intruding suffer the full wrath of the animated
spell. Dread Sentinel.
Note there are also hybrids, combining the attributes of two
Any Dread Sentinel encountered is usually equipped with
or more of the Dragon Spawn species. They have a mot- two very powerful weapons, usually weapons of +3 or bet-
tled coloration representing all of the combined types. Such
ter magical ability. The most commonly used weapons are
creatures are quite rare and exceptionally dangerous. The swords, great axes, maces, and occasionally spears However,
DM is encouraged to create such creatures as needed to fitin some cases they are outfitted with large swords, Vorpal
into his campaign. Blades, or Swords of Sharpness. On rare occasions, they even
possess weapons with special or unique powers. However,
TREASURE: 1d4x1000 gp (10%), 1d4 gems (20%), 1 magic item lacking a true life force, the Dread Sentinel is usually unable
(10%) to use all of any weapons abilities. These relentless creatures
occasionally wield great two-handed weapons, even halberds
DREAD SENTINEL and massive war hammers, but such encounters are rare.
Frequency: Very rare The suit of armor is enchanted, allowing the Dread Sentinel
No. Encountered: 1 (or 2) essence within to Teleport without Error 3 times per day, with
Size: L (12’-18’ tall) a range of up to 100’. The preferred method of attack is to
Move: 120’ (see below)
Armor Class: -6 (-9)
Hit Dice: 18d12 (*5)
Attacks: 2 (or 4)
Damage: By weapon type +12
Special Attacks: See below
Special Defenses: +3 weapon to hit (see below)
Magic Resistance: 75% (save as 16th level magic user)
Lair Probability: 100%
Intelligence: Average-high
Alignment: Neutral
Level/XP: 10/16,750+25/hp

Dread Sentinels are among the most powerful construct


creatures ever encountered. Summoned with ancient magics
these creatures usually protect the most precious of trea-
sures, or prevent entry into a certain area. Whenever an ad-
venturing group encounters a Dread Sentinel, a major Mag-
ical Device, or treasure of great value is usually in the area,
and it may already be too late to avoid the guardian. There
have even been reports of items guarded by multiple Dread
Sentinels’, but only the most potent or dangerous of artifacts
would require such extreme protection.

A Dread Sentinel’s spirit resides within a huge, heavily en-


chanted, 12’–18’ tall suit of jet black animated armor. The
surface of the armor, scribed with dozens of complex runes
and intricate symbols offers superior protection. This spe-
cially created vessel holds the essence of the Dread Sentinel
inside, trapping it within until its stated task is complete.
This essence is of a great being from some far off Plane of
Existence, a place apparently serving to supply such beings
to any who call. Sometimes the enchanted armor stands
waiting for centuries, covered with the sediments and waste ART BY HUNTER REID

Dwellers in Dark Places 71


D
appear behind its intended victim, making a vicious strike at spells engraved upon them, and only spells up to maximum
a +4 to hit, before teleporting away, to appear behind another of 3rd level function in this fashion.
target. This hit and run tactic is quite effective and any at-
tempt at a return attack is against AC -9. Only rarely do ad- The most commonly used spells are Magic Missile / Slow /
venturing groups escape from these guardians attacks. They Mirror Image / Fire Shield. All spells engraved into the Dread
do not stop until all who oppose it are destroyed, fleeing, or Sentinel’s armor function at a minimum of 12th level, and
until the Dread Sentinel itself is vanquished. there are reports of the largest ones having cast engraved
spells at the 19th level. Any absorbed spells function at the
A dread Sentinel is also able to haste itself, once per day level of the original caster. No fewer than 16 Magic Missiles
for 3 rounds. During this time, the armor class drops to -9 struck a Mage named Kilithiog in one volley, thus he knew
as the iron monster transforms into a veritable whirlwind of another mage of at least 31st level had once encountered
destruction. In a blur, it attacks without remorse, hewing at the creature. Similar to a scroll, these spells vanish from the
its opponents in reckless abandon. armor once cast.

Dread Sentinels always have the following immunities: Im- The great Mage Kilithiog has theorized the Dread Sentinel is a
mune to Paralysis, Charm, Fire, / Cold (slows to half move- greater form of the Iron Golem. It is possible since they share
ment for D4 rounds)/Electricity (no damage, but it stops many of the same traits, and both serve as guardians. How-
Teleport ability for 1d3 rounds) / Disintegration (actually re- ever, iron golems are mere automatons and they never have
pairs damage “healing” 4D8 of any damage) inscribed spells, whereas the Dread Guardian exhibits a large
amount of free will. It is also quite rare for an iron golem to
Some special versions of the Dread Sentinel’s armor are be in possession of a magical weapon of any kind. In addition
quite ornate, engraved with magical glyphs and spells, turn- to the item(s) the Dread Sentinel serves to protect, there may
ing them into “living scrolls”. The essences within these ex- also be other items scattered within its area. The detritus left
tremely rare suits are actually able to release the engraved from past adventurers who dared pit themselves against this
spells, casting them at opponents with devastating results. powerful and always attentive guardian.
There are also reports of Dread Sentinel’s possessing armor
capable of absorbing some spells, allowing the Dread Guard- TREASURE: See above for details
ian to “volley” the same spells back at its attackers. Only
spells up to 3rd level can be absorbed, and the chance of this
occurring is 30%. It is unnerving for adventurers to see the
Dread Sentinel’s empty eye slits turn red, then spew out a
volley of Magic Missiles. These types of armor often have 2d4

DUST GYRE LEAST AVERAGE LARGE GREATER


Frequency: Uncommon Rare Very are Very rare
No. Encountered: 1d8 1d6 1d4 1d2
Size: S (3’) M (6’) L (8’) L (12’)
Move: 180’ flying (AA: 180’ flying (AA: 120’ flying (AA: 120’ flying (AA:
V/120-degree turn) IV/90-degree turn) IV/90-degree turn) IV/90-degree turn)
Armor Class: 3 3 2 2
Hit Dice: 2d8+2 (*16/14) 4d8+4 (*15) 6d8+6 (*13 ) 10d8+10 (*10)
Attacks: 3 3 3 6
Damage: 1d3 (x2 claws), 1d3 (bite) 1d4 (x2 claws), 1d6 1d6 (x2 claws), 1d8 1d6+2 (x4 claws), 1d10
(bite) (bite) (x2 bites)
Special Attacks: See below See below See below See below
Special Defenses: +1 or better magic +1 or better magic +1 or better magic +2 or better magic
weapon to hit/see weapon to hit/see weapon to hit/see weapon to hit/see
below below below below
Magic Resistance: 10% 20% 30% 40%
Lair Probability: 95% 95% 95% 95%
Intelligence: Low Low Low Low
Alignment: Chaotic evil Chaotic evil Chaotic evil Chaotic evil
Level/XP: 4/160+3/hp 5/280+5/hp 6/700+8/hp 8/4650+14/hp

72 Dwellers in Dark Places


Through the many ages, there have been countless ways de-
D
their attack, each Dust Gyre slashing with a pair of claws for
vised to protect the remains of the dead. Methods include 1d3 damage each, and attempting to bite for an additional
deadly traps designed to kill or trap any defiler and the cast- 1d3 damage. When encountered in numbers, these undead
ing of magical enchantments to conceal a tomb or deceive monsters can be quite dangerous as they attack from all di-
an intruder. Perhaps the most deadly, involves the creation rections (+2 to hit on all attacks).
of unique undead guardians, their immortal souls pledged
to protect a tomb. The Dust Gyre is such creatures, creat-
ed when the ritually killed remains of powerful warriors are
enchanted and wrapped, mummy-like, within strips of rune-
scribed linen. After cremation, the ashes are gathered, mixed
with magically enhanced sand, and sprinkled onto the area
chosen for protection. Further enchantments bind their souls
to the site, dooming them to an undead existence. The purity
of the oils, and the time spent in preparing the unholy wrap-
pings determine the strength of the Dust Gyre. The tombs
of the most important dead often have twice the indicated
number of these creatures placed within as guardians.

When intruders enter the protected area, especially if the


remains within are disturbed, the dust and bits of bone sud-
denly pull together, forming a Dust Gyre, a swirling vortex
of choking death. Within seconds, they coalesce into a hazy
outline, a dark presence with intensely glowing red eyes.
With the dry, rustling sound of windblown leaves they attack.

Although all forms of Dust Gyre have some similar powers


and resistances, they operate on different levels (detailed
below). They immediately attempt to engulf any defiler in
a smothering blanket of asphyxiating dust; those attacked
must save versus poison or fall to the ground choking on
the ash-filled air. Unless a neutralize poison or cure serious
wounds is administered within 1d 4+1 rounds, the incapacitat-
ed victims perish as the dust fills his lungs.

Those who are killed by the least, average, and large Dust
Gyre quickly dessicate, shriveling into an emaciated corpse. ART BY FRANK GUNTER
Within 24 hours they rise as a zombie, doomed to exist as
an undead. AVERAGE
(Turn as type 4)
A cleric of sufficient level may attempt to turn the Dust Gyre,
but those affected do not flee the area. They simply lose This type of Dust Gyre takes on a definite humanoid form
as they coalesce, with long gangling arms and a dead black
their ability to retain shape, falling back to the ground for the
duration of the turning effect before rising once again. Allmouth full of sharp fragments of bone. They tear at any de-
Dust Gyre have the undead immunity to sleep, hold, charm, filers for 1d4 damage for each striking claw and bite for an
enchantment type spells and they are also unaffected by any additional 1d6 points. The saving throw versus poison from
form of cold-based magical attack (more information about the thicker cloud created by the common Dust Gyre has a -1
undead can be found in the OSRIC rulebook page 239). modifier. In a few rare cases, the common Dust Gyre wields a
pair of ancient swords, also placed in the tomb, inflicting 1d6
All Dust Gyre are “bound undead”, unable to stray more than damage per attack.
100 yards from the tombs they guard. When slain, the dark
powers inhabiting the Dust Gyre slowly drain away, the sub- LARGE
stance flowing into the black void. (Turn as type 6)

LEAST The large Dust Gyre is quite bestial in nature, the cloud form-
(Turn as type 2) ing a massive bear-like shape. It possesses a set of wide jaws
able to bite for 1d8 damage, and two powerful arms equipped
These small forms swirl along the ground, with parts of the with wide claws of sharpened slivers of bone. They seek
cloud taking on a vaguely canine shape just as they launch to embrace their victim, each swipe doing 1d6 damage with

Dwellers in Dark Places 73


D
a successful attack. On any attack round when both claws DUTHAR SERPENT
strike, the large Dust Gyre instantly pulls the unfortunate
into the choking center of the cloud. While trapped (Major Frequency: Rare
Strength test to escape), the bite attack is automatic, and the No. Encountered: 1d2 (1d6)
save versus poison has a -2 modifier. Size: L (20’-30’ long)
Move: 180’
GREATER Armor Class: 4
(Turn as type 9) Hit Dice: 7d8+7 (*12)
Attacks: 1
Almost demonic in appearance, the greater Dust Gyre is a Damage: 2d6
terrifying, misshapen opponent, taking on a twisted multi- Special Attacks: Constriction / breath weapon
limbed form. It is a dervish of incredible power, ravaging Special Defenses: None
any who come within reach. Four long limbs reach greedily Magic Resistance: Standard
from the churning dust, slashing for 1d8+2 damage apiece. Lair Probability: 75%
There are two bone shard filled mouths within the vortex, Intelligence: Low
each delivering 1d10 damage on a successful bite attack. Only Alignment: Neutral (evil)
weapons of +2 or better enchantment can harm this powerful Level/XP: 6 / 825+10/hp
undead creature, and with a substantial resistance to magic,
most spells do not affect greater Dust Gyre. Duthar Serpents normally dwell in the complex labyrinth of
cisterns and sewers located beneath larger fortresses, thriv-
The saving throw versus poison against the greater Dust Gyre ing cities and abandoned ruins. Scaled like a reptile, but
has a -3 modifier, and those who fail suffer a horrific fate. shaped more like a blunt headed worm, they move easily
They fall to the ground, choking to death in 1d4+1 rounds, through the maze of tight passages using their six pairs of
whereupon the body begins to shrivel into a dry husk as diminutive limbs to assist in negotiating their lair. The eyes
the moisture drains away. Within one turn of dying, com- are large dark orbs, able to spot the smallest movements,
plete desiccation occurs, the flesh flaking away as the bones and their hearing is acute, able to distinguish between the
crumble to powder, swirling to join with the substance of the sound of constant dripping water or the slightest of footfalls.
greater Dust Gyre. Those killed in this way are gone forever;
the only way to prevent such a fate is to destroy the greater These black, slime covered reptiles slither in the gloomy
Dust Gyre before the end of the turn. darkness, living on vermin, filth, and any unfortunate crea-
tures who stray into their path. They spend much of their
Dust Gyre often are set to guard certain valuable items as time coiled tightly in the many deep collector sumps, feeding
determined by the DM. or in a state of nearly motionless sleep. Their small cross
section of less than two feet allows this predator to slip easily
TREASURE: Lair: 1d8 x 1000 sp (40%), 1d6 x 1000 gp (35%), 2d6
through smaller passages, using these constricted areas as
gems (25%), 1d6 jewelry (15%), 1d2 magic items (10%)
ambush points. Occasionally, a Duthar Serpent finds its way
into deeper dungeon environments, preferring to lair in the
ART BY DEL TEIGELER

74 Dwellers in Dark Places


D

ART BY JACOB BLACKMON

vicinity of subterranean communities. DYAST


Although the jaws of the Duthar Serpent are small, the multi- Frequency: Rare
ple rows of teeth are sharp, each bite attack doing 2d6 dam- No. Encountered: 1d3 (1d110)
age. The atrophied limbs are useless as weapons, however, Size: L (16’—25’ long)
in larger spaces these elongated reptiles are much deadlier, Move: 90’, 120’ swimming
with an additional attack, coiling around a victim and con- Armor Class: 4
stricting for 3d8 crushing damage. Those trapped in the grip Hit Dice: 8d8+1d8 per foot over 16’
of a Duthar Serpent are automatically bitten each round and (*12 base, -1 per 2 HD over 8)
they may escape with a successful Major Strength Test with a Attacks: 5
+10% modifier due to the slime covered hides. Damage: 1d10+4 (bite), 1d8 (flipper x 4)
Special Attacks: Rending, crush
When live food is scarce the Duthar Serpent consumes raw Special Defenses: See below
sewage, absorbing some nutrients, but storing a sizable Magic Resistance: Standard
amount of the foul substance within is gullet. If threatened, Lair Probability: 50%
the Duthar Serpent spews this corrupt mixture in a cone Intelligence: Animal
shaped area 20’ long with a 10’ base, causing 2d10 damage. Alignment: Neutral
Those caught within the spray must save versus poison or Level/XP: 7/1500+12/hp (base)
they become diseased (typhus, cholera etc.).
Many dangerous creatures roam the frozen wastelands of the
Adult Duthar Serpents are usually loners, but occasionally polar regions, among them is the Dyast, a flippered seal-like
gather in small groups in order to mate. During these times creature reaching lengths well over 16’ long. With a scaled
as many as a half dozen females and a dominant male con- underbelly, and a sleek, white, heavily furred body, this long
gregate in one area for several weeks before scattering oncepredator hunts for prey along the icy coastal areas. Moving
again. Victims are often dragged to a secluded area to be at speed across the snow and ice using ten sets of flippers,
consumed, and any undigestable items of value are left scat-the long serpentine body glides with ease in pursuit of prey.
tered in the filth. Excellent swimmers, they twist and glide through the water
in pursuit of fish and aquatic mammals. With a tremendous
TREASURE: 1d3x500 gold pieces (25%), 1d3 x 500 silver piece cracking, they even surge up through the ice to attack any
(20%)s, 15%- 1d2 jewelry (15%), 1d6 gems (10%) prey foolish enough to approach the open water. The small
hide boats of the polar tribes are torn to shreds, their crews
devoured whenever a pack of Dyast are on the hunt.

Dwellers in Dark Places 75


D
The head of the Dyast is much like a seal. But wider, and The Dyast is completely immune to any cold based attacks,
the moutn is full of multiple rows of sharp teeth. A set of but fire inflicts an additional point per die of damage. Also,
fangs from both the upper and lower jaws assist in grabbing the thick layer of fat beneath the fur protects the Dyast from
tight into prey, slashing for 1d10+4 damage with every bite. all blunt weapon attacks.
Any roll of 18+ indicates the fangs have locked onto it vic-
tim, whereupon the Dyast commences to violently shake its At certain times of the year larger groups of Dyast gather
head, dealing an additional 3d6 damage before the unfor- to hunt larger prey (whales, etc.) as a pack and for mating.
tunate prey is hurled 3d10 feet. Rearing up on three sets of Young Dyast usually congregate on ice floes, safely away from
flippers, the monster swats with the two forward sets for 1d8 other predators.
damage each.
The fur of the adults has value, being worth 100gp per foot
After attacking with tooth and flipper, the Dyast has one ad- of length, but it is so heavy, transporting it could present
ditional special attack. Surging forward, it attempts to crush problems. The fur of the juveniles has double the value, but
any opponents beneath its great bulk. Anyone caught takes making a raid on a Dyast colony is exceptionally risky.
2d10 damage, a save versus breath weapon attacks reduces
this damage by half, with a roll of 20 indicating the victim TREASURE: None
completely dodges the attack.

STOCK ART BY WILLIAM MCAUSLAND

76 Dwellers in Dark Places


E
EBE’CHORRIN / EEL ENERgY / ELEMENTAL ENERgY pOD / ENTANgLER ROCk / EORRA SERpENT /
EpHARRA LEECH / ERBAxx / ESTRITH / ExOURT / EYASAWUNI / EzzUWARI
EBE’CHORRIN STOCK ART BY EARL GEIER

Frequency: Uncommon
No. Encountered: 3d8
Size: S (4’ tall)
Move: 120’
Armor Class: 4
Hit Dice: 3d8 (*15)
Attacks: 2
Damage: 1d6+2 (x2 weapons) or 1d6 (bite)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 65%
Intelligence: Low–average
Alignment: Neutral evil
Level/XP: 4/65+3/hp

The Ebe’chorrin are foul and evil-tempered humanoids, lair-


ing within deep rocky caves, preferring to dwell near dismal
bogs and moors. Covered in coarse, brown fur, their short,
stocky bodies are quite powerful for their diminutive stature EEL, ENERGY
(+2 damage bonus with any hand held weapon). The eyes are
small, deep-set, and dark black, and the mouth is a wide Frequency: Rare
tooth filled orifice. The feet of the Ebe’chorrin have three No. Encountered: 1d4
overlarge clawed toes, useful when climbing through the Size: L (20’ long)
twisting labyrinth of sub-surface tunnels. These nocturnal Move: 120’ flying (AA: V / 120-degree turn)
raiders emerge under the cover of darkness to scour the Armor Class: 1
area for food. Hit Dice: 7d8+7 (*13)
Attacks: 1
During the day, the Ebe’chorrin sleep within the safety of Damage: 1d6 (bite)
their caves, with hunting bands descending into the depths to Special Attacks: Lightning
continue their search for sustenance. Each lair will have 3d6 Special Defenses: Immune to lightning, fire / see below
adults and an equal number of young, all sleeping in a large Magic Resistance: 75%
communal group for warmth. They trade between tribes for Lair Probability: 40%
weapons, occasionally making contact with inhabitants of the Intelligence: Animal
surrounding area to procure the raw materials needed. Alignment: Neutral
Level/XP: 7/1200+10/hp
Ebe’chorrin normally use a pair of hand weapons, usually a
mixture of small hammers, picks, clubs, knives, and short Many strange creatures exist deep within the underdark and
stabbing spears. They also hurl small stones quite effectively, occasionally they stray upwards, into the realms commonly
having a +2 to hit with this sort of missile weapon at ranges frequented by adventurers. Among them is the dangerous
of up to 30’. Energy Eel, a large “serpentine” creature, moving through the
air via a strange form of levitation/magnetic repulsion. This
Quite often, the Ebe’chorrin discover Khoore (see Khoore) monster has an extremely dense, almost metallic body, nor-
within the same area, attacking them on sight. The Khoore mally having a dull grayish-blue coloration. When agitated it
find it extremely difficult to affect the vision of the Ebe’chor- becomes translucent, glowing and flickering with a lambent
rin with their spittle, since the shaggy fur effectively protects azure light. Lurking amidst the stalactites and other rock for-
the small beady eyes. If the Khoore encountered are too nu- mations, it suddenly lunges to snatch an unsuspecting meal.
merous, several bands of Ebe’chorrin temporarily join forces
to drive them off. An Energy Eel bites for 1d6 points of damage and at the same
time the victim must make a successful save versus spells,
TREASURE: None to avoid suffering the effects of a shocking grasp. This attack
inflicts 1d8 base damage, with an additional +7 (+1 per hit die

Dwellers in Dark Places 77


E ART BY DEL TEIGELER fringe area between the Positive Material Plane and the Qua-
si-Elemental Plane of Mineral. This bizarre spherical life form
spends most of its time cruising deep within the Positive Ma-
terial Plane, where it absorbs positive energy, storing it in
nodules located at the end of its major tendrils. The energy
forms botryoidal clusters like great glowing grapes, crackling
with power, and each cluster contains 3d4 nodules.

During combat, the Elemental Energy Pod flails with its great-
er tendrils and is able to attack three separate opponents
with 2 tendrils each. On a successful hit 2d4 of these nodules
ruptures, bursting open releasing a blast of positive energy.
The damage inflicted on a target is 1d4+2 hit points for each
exploding nodule. Once all of the nodules on a given limb are
broken, the limb has no more effective attacks, and it slow-
ly shrinks becoming a lesser tendril. Newly formed nodules
appear on the smaller immature tendrils, slowly growing as
more nodules appear.

In times of stress, an Elemental Energy Pod “self-destructs”,


voluntarily releasing the stored energy from all of its remain-
ing nodules in a massive burst with a 15’ radius around the
of the Energy Eel). Victims wearing metallic armor or those creature. Anyone or anything caught within the blast takes
standing in water suffer double damage from the shocking 1d4+2 damage from every remaining nodule. After using this
effects of the attack. attack form, the Elemental Energy Pod immediately flees
back to the Quasi-Elemental Plane of Mineral or into the Pos-
In its agitated state, the Energy Eel generates a tremendous
itive Material Plane.
amount of electrical energy, releasing it in a pulse of brilliant
blue-purple lighting. This stream of electricity jumps towards Only weapons of at least +2 enchantment are able to harm
a randomly selected target within 30’, causing 6d6+6 points this creature, attacking against armor class -4. Similarly en-
of damage (half damage on a successful save versus aimed chanted blunt weapons treat the Elemental Energy Pod as
magic). One such bolt will be generated every three rounds. having armor class 0: any lesser magical weapon striking it
could have any magical powers drained away permanently
The Energy Eel is immune to all forms of electrical and en-
unless it makes a successful save versus magical lightning.
ergy based attacks such as fire (including Magic missile etc.).
In addition, since it feeds on positive energy (the source
Striking the Energy Eel with any hand held, metallic weapon
of energy for all magical spells and spell like effects) the
sends a 2d4 jolt of electricity lancing through the attacker.

TREASURE: None

ELEMENTAL ENERGY POD


Frequency: Rare
No. Encountered: 1 (20% chance of 2)
Size: L (8’ diameter + tendrils
Move: 120’ flying (AA: IV / 120-degree turn
Armor Class: -4 or 0
Hit Dice: 8d8 (*12)
ART BY FRANK GUNTER

Attacks: 2 per opponent


Damage: Variable (see below)
Special Attacks: Energy burst
Special Defenses: +2 or better enchanted weapon to hit
Magic Resistance: 100% (see below)
Lair Probability: 10%
Intelligence: Low
Alignment: Neutral
Level/XP: 7/1900+12/hp
The Elemental Energy Pod is a creature only found along the

78 Dwellers in Dark Places


creature automatically absorbs any spell cast upon
E
it. The energy transforms almost instantly, with
every three levels of spells creating one nodule.

Elemental Energy Pods are extremely rare on the


Prime Material Plane, usually serving as guardians for
magical treasures of a crystalline nature. There are
rumors of a Negative Material Plane counterpart to
this creature.

The Elemental Energy Pod has the following Crystal


Elemental Immunities: Fire and cold-based attacks
cannot affect the Elemental Energy Pod, and elec-
trical based attacks only cause half or no damage
depending on the saving throw. Gases and poisons
are ineffective when employed against this creature.
However, some limited spells do affect them: Shatter
causes 3d6 points of damage, a Glassee spell blinds
these creatures, and a Stone to Flesh spell makes it
armor class 6 for one melee round. The Elemental
Energy Pod can phase into any stony surface within
one round, and during the first round only, a Phase
Door spell inflicts 2d10 points of damage to this crea-
ture.

TREASURE: Special (nodules used as energy sources


for alchemists)

STOCK ART BY EARL GEIER

ENTANGLER ROCK SMALL AVERAGE LARGE GIANT COLOSSAL


Frequency: Uncommon Uncommon Rare Rare Very rare
No. Encountered: 1d8 1d6 `d4 1 (1d3) 1
Size: S (2’–4’ tall) M (5’–7’ tall) L (8’–10’ tall) L (12’ tall) L (16’+ tall)
Move: 10’ 10’ 10’ 10’ 10’
Armor Class: 0 -1 -2 -3 -4
Hit Dice: 2d6–3d6 (*16) 4d8–5d8 (*15) 6d8–8d8 (*13) 10d10 (*12) 12d12+ (*9)
Attacks: 3d4 3d4 3d4 3d4 3d4
Damage: 1 (per bite) 1d3 (per bite) 1d4 (per bite) 1d6 (per bite) 2d4 (per bite)
Special Attacks: Grapple Grapple Grapple Grapple Grapple
Special Defenses: See below See below See below See below See below
Magic Resistance: 10% 15% 20% 25% 30%
Lair Probability: 95% 95% 95% 95% 95%
Intelligence: Animal Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 3/135+3/hp 5/360+5/hp 7/1175+8/hp 7/2500+12/hp 8/4250+16/hp

Dwellers in Dark Places 79


E
When initially encountered, the Entangler Rock appears to be A successful Minor Strength Test frees a trapped character.
a common formation of flowstone, whether hanging from the
ceiling, protruding from a wall, or rising from the floor. How- Over time, the hide of the Entangler Rock becomes extreme-
ever, in reality, this rock-mimicking creature is an extremely ly hard, as it secretes layers of protective calcite. Starting
dangerous ambush predator, the largest easily capable of at a base armor class 0, those surviving to maturity will be
overpowering an entire party of unwary adventurers. The armor class -2, and the largest eventually have an armor
Entangler Rock has a covering of special cells, permitting the class of -4. Due to the dense texture of the Entangler Rock,
creature to alter its surface texture and coloration, seam- blunt weapons only do half damage, and they have a limited
lessly blending in with the surrounding rock (90% undetect- immunity to some spell attacks. Fire and cold-based spells
able). Called “karst hydra” by dwarves and gnomes, they are inflict half damage to this creature, but any electrical attacks
able to detect these creatures on a roll of 1–2 on a six-sided affect them as normal.
die, if they spend a full turn in order to make a careful ex-
amination of the rocky formation. The Entangler Rock is capable of a very slow movement
(10’ per turn). It prefers to make its lair within or near any
Close examination reveals a surface covered with dozens of cave where bats or stirges congregate, usually positioning
small bumps, delicate sensory nodes used to detect light, themselves near any exits in order to grab prey as it passes
heat, and movement. With a quick motion, the seemingly nearby. Similar to their distant, rock mimicking cousins, the
harmless stone bursts open (surprising prey on a roll of 1–3 Entangler Rock has a gizzard-like organ, possibly containing
on a six-sided die), instantly transforming into a writhing 5d4 gems (35% chance). Adventurers might also find small
cluster of a dozen mouth tipped appendages. These elastic items of value scattered around the area.
strands easily reach up to 2’ per hit die of the Entangler Rock
(6’–24’ reach), snapping and biting at multiple opponents. TREASURE: See above

A successful bite from the pincer-mouth of any sized specimen EORRA SERPENT
does the stated damage (see above), and on a roll of 20, the prey
is caught, snared in the coils of the attacking tendril. Once grap- Frequency: Rare
pled, prey suffers automatic bites from 1d4 mouths per round. No. Encountered: 1d6
Size: L (8’–15’ long)
Move: 180’ (AA: IV / 90-degree turn)
Armor Class: 2
Hit Dice: 4d8 (*15)
Attacks: 1
Damage: 1d6
Special Attacks: Paralyzing poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Non-
Alignment: Neutral (evil)
Level/XP: 3/125+4/hp

Deep in the sheltering darkness of damp caves and swamp-


land ruins, adventurers might encounter the Eorra Serpent.
Slate black in coloration they are almost impossible to spot
in the inky darkness (80% “invisible” when not moving). This
malicious creature lurks on high ledges and balconies, wait-
ing for potential prey to pass below, launching themselves on
two pairs of leathery wings as they drop to attack.

With jaws wide, the Eorra Serpent bites at prey for 1d6 points
of damage, seeking to inject their paralyzing toxin. If suc-
cessful, the creature moves away, seeks a perch nearby, then
waits for the substance to do its work. If the target fails a save
versus poison, the area bitten slowly goes numb, becoming
temporarily useless for 2d4 turns, with the numbness slowly
spreading to affect the targets body at the rate of 5% per
round, until complete paralyzation occurs. Roll a d8 and con-
ART BY FRANK GUNTER sult the following chart for the initial hit location:

80 Dwellers in Dark Places


E
Die roll Location
1 Left arm
2 Right arm
3 Left leg
4 Right leg
5 Torso
6 Left hand
7 Right hand
8 Back
Once movement has ceased, the Eorra Serpent settles in for
feeding, automatically biting the helpless victim for 3 points
of damage per round. They gorge themselves (consuming 12
hit points of flesh) before flying slowly to a high niche, to rest
and digest their meal.

Items worn or carried by those unfortunate enough to persist


in an attack against the Eorra Serpent are unaffected by the
toxin, thus items of value could be scattered about the area.
The venom has value for alchemists and those of unsavory
ethics who might pay as much as 50gp per ounce.

TREASURE: 1d6 x 100 sp (40%), 1d4 x 100 gp (20%), 2d3 gems


(15%), 1 item of jewelry (10%), 1 magic item (10%)

STOCK ART BY EARL GEIER

EPHARRA LEECH AVERAGE LARGE


Frequency: Uncommon Rare
No. Encountered: 3d6 2d4
Size: S (6”–9” long) S (10”–18” long)
Move: 60’, 120’ flying (AA: IV / 90-degree 60’, 120’ flying (AA: IV / 90-degree
turn) turn)
Armor Class: 3 3
Hit Dice: 1d8 (*20) 3d8 (*16)
Attacks: 1 1
Damage: 1d3 1d6
Special Attacks: Grapple / blood drain Grapple / blood drain
Special Defenses: Stench Stench
Magic Resistance: Standard Standard
Lair Probability: 40% 40%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 2/50+1/hp 3/120+3/hp

Dwellers in Dark Places 81


E
AVERAGE EPHARRA LEECH ERBAXX
The Epharra Leech spends much of its life in large hives of Frequency: Very rare
mud, either attached to the underside of the branches and No. Encountered: 1d4+1
leaves of tropical trees, or clustered in small niches under Size: L (8’–10’ tall)
a subterranean overhang. They are dark gray in coloration, Move: 120’
and with their small wings and internal gas, they are capable Armor Class: -2
of flight for short distances, being able to stay aloft for a full Hit Dice: 9d8+9 (*12)
turn before they must rest. Attacks: 3
Damage: 1d6+3 (kicks), 3d4+4 (drill)
When prey comes near, the swarm quickly attacks, with each Special Attacks: Tears through armor
Epharra Leech doing 1d3 points of damage on a successful Special Defenses: See below
hit. They automatically wrap their three “grappling tendrils Magic Resistance: 40%
onto their victim, draining blood at the rate of 1d4 points per Lair Probability: 20%
round. Victims have a better than normal chance to remove Intelligence: Low–high
this pest by making a modified Minor Strength Test (-1 on the Alignment: Neutral (evil)
six-sided die roll). However, when one grabs these disgusting Level/XP: 8/3300+14/hp
creatures, they partially deflate, releasing a viscous fluid, and
emitting a disgusting stench (save versus poison or fight at -2 The Erbaxx is a rather unusual creature, believed by scholars
to hit and damage due to the effects of nausea). to come from some alternate Prime Material Plane. They are
intelligent, and the small upper grasping tendrils let them
LARGE EPHARRA LEECH employ tools of any kind. The covering of the main body of
the Erbaxx consists of very hard, small scales seeming to be
In extremely remote areas, there are larger versions of this made of metal. The long neck is a twisting, muscular looking
foul creature. When attached to a victim, only a successful appendage connecting the trunk to the small head. Both the
Major Strength Test pulls them free; otherwise, they are just “neck” and head have a series of metallic leaf structures
a more dangerous pest draining blood at the rate of 1d6 hit able to easily fold up, concealing and protecting those parts.
points per round (see above for details). The rigid, leafy structures at the end of the two long tendrils
emerging from the trunk, just behind the “petals”, function
TREASURE: None as hands. With these appendages, the Erbaxx is able to per-
form extremely delicate tasks, including the ability to wield
weapons. They move around on six small legs, equipped with
ART BY HUNTER REIED AND FRANK GUNTER

steel hard hooves, feeding on solar power, spreading its me-


tallic leaves to absorb the energy. On overcast days, the larg-
er leaf clusters can actually be engaged to draw energy from
wind power, slowly spinning around the great stalk.

The Erbaxx first attacks by rearing up and striking with two


of its legs, each hoof inflicting 1d6 +2 points of damage. It
then launches its main attack by retracting the neck down
into the main body, twisting tightly as it pulls back. The leaf
covers fold upward to protect the head as the heavy creature
lunges to attack. Like a coiled spring, the neck shoots forward
driving the rapidly twisting metal-sheathed head, deep into
the flesh of its victim causing terrible damage. The impact
shreds armor; chain mail links are ripped apart; shields are
split as the target receives 3d4+4 points of damage. Any af-
fected armor must save versus a crushing blow at -2 or be
destroyed by the Erbaxx’s attack. Magical armor is not im-
mune to the effects, but it saves with no penalty and with
any magical bonus added to its saving throw roll. The “drill”
is useful in cutting through solid stone if desired.

The hide of the Erbaxx is very hard and only weapons of +2


or greater enchantment can harm them. Fire and cold do not
affect them in any way, and electrical attacks do no dam-
age as they simply absorb the energy. This energy is simply
stored in complex organic batteries as a reserve for later use.

82 Dwellers in Dark Places


ESTRITH
E
Frequency: Uncommon
No. Encountered: 2d3
Size: M-L (6’–9’ long)
Move: 120’
Armor Class: 2
Hit Dice: 5d8 (*14)
Attacks: 3
Damage: 1d6 (x2 claws), 1d8 (bite)
Special Attacks: None
Special Defenses: See below)
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Animal–semi
Alignment: Neutral (evil)
Level/XP: 4/225+6/hp

The origin of the Estrith is unknown, except for the fact they
had never been encountered before the great “event” which
occurred several hundred years ago. During the cataclysm,
great rents were torn in the world, and perhaps some ancient
cave system was ruptured, allowing the Estrith to move into
the upper network of caverns.
ART BY FRANK GUNTER

Long of body, and almost skeletal, these subterranean pred-


Alternatively, the Erbaxx can also use it as a source of healing
with each point of electrical energy repairing one hit point ators skulk through the darkness in search of prey. They
of damage (treat as regeneration). One of these creatures move with ease through tightly constricted passages, follow-
normally has a reservoir of 3d8+3 points of stored energy. ing the scent trails of their victims. Colored a deep brown,
with mottled patches of gray and black, they blend easily into
Artisans use the metallic scales of the Erbaxx to make small the shadows (60% invisible when not moving).
items of scale mail of exceptional quality (the hide from
one Erbaxx makes a +1 Halfling sized mail vest for a cost of With reckless fury they charge from concealment to slash
15,000gp). with a pair of long, taloned paws, inflicting 1d6 damage with
each hit. At the same time the wide jaws, full of multiple rows
As to the actual purpose of these creatures, nobody knows, of short, sharp teeth snap for another 1d8 damage.
for never has a large group or colony of Erbaxx has never
been discovered. Visitors from an alternate Prime Material The Estrith is quite adept at climbing along sheer rocky walls,
Plane, they prefer to travel in small groups, keeping to re- moving with undiminished speed as they scurry for places
mote areas, avoiding contact with intelligent species, when- from which they attack (when leaping from above, all of the
ever possible. attacks by the Estrith have a +2 to hit and damage on the first
round of attack).
TREASURE: 3d4 gems (30%), Special: see above for details on
their hide Packs of as many as a dozen Estrith are usual, including an
additional 1d6 young (fight as 3 hit die creatures, doing -2
damage on all attacks).

STOCK ART BY EARL GEIER TREASURE: None

STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 83


E
EXOURT However, if they fail to hit with either of the front claws on
their initial attack the Exourt glides past their intended vic-
Frequency: Uncommon tim, attempting to slash with the spiked tail with a successful
No. Encountered: 2d6 hit dealing 1d6 points of damage. This is the only way they
Size: S-M (4’–7’ long) employ the tail, it is not an effective close combat weapon.
Move: 120’, 60’ flying (AA: III / 60-degree turn)
Armor Class: 3 Those failing to land on a victim sometimes attack from the
Hit Dice: 4d8 (*15) ground, but from the lower position, they only get to use
Attacks: 3 their front claws and bite. In most cases, Exourt attack for
Damage: 1d4 (x2 claws), 1d3+2 (bite) a few rounds before running away, or clumsily flying off to
Special Attacks: Rear claws, tail spikes regain high ground. With their clawed feet, they can easily
Special Defenses: None climb vertical surfaces in order to reach a higher vantage
Magic Resistance: Standard point from which they launch another assault.
Lair Probability: 75%
Intelligence: Animal–semi Exourt’s have no interest in treasure but the area surround-
Alignment: Neutral ing one of their lairs may have small items scattered about
Level/XP: 3/85+4/hp amidst the skeletal remains of their victims.
TREASURE: Scattered: 1d3x100 gp (20%), 1d6 gems (20%), 1d3
The Exourt is a territorial creature capable of delivering a
jewelry (10%), 1 magic item (10%)
large amount of damage for its size. With a body as large
as a medium sized dog and a barbed tail almost 3’ long,
EYASAWUNI
it has feline features covered with small scales. Although it
has wings, they are quite weak and primarily used to soar Frequency: Uncommon
down onto victims from a high place. They are quite slow No. Encountered: 2d8
and clumsy with actual flight, and are mainly “gliders”, with a Size: S (4’ tall)
glide distance of several dozen yards (and much farther when Move: 120’, 30’ swimming
launching from extreme heights). Armor Class: 6
Hit Dice: 3d8 (*16)
When attacking, an Exourt always attempts to strike from
Attacks: 2
above, swooping silently at their prey, all four claws extended
Damage: 1d4 (x2 claws), 1d4+2 (bite)
for slashing. The initial strike is made with the pair of front
Special Attacks: None
claws, each capable of inflicting 1d4 points of damage. If just
Special Defenses: None
one of these claws scores a hit the Exourt may then attack
Magic Resistance: Standard
with the two rear claws, each doing 1d4 points of damage. If
Lair Probability: 75%
either of the two front claw attacks rolls a 20 then the Ex-
Intelligence: Low–average
ourt has managed to actually land on his victim allowing the
Alignment: Neutral (evil)
creature a bite attack for 1d3+2 points of damage. Once it has
Level/XP: 2/45+3/hp
found a foothold, the Exourt’s attacks on the next round will
be at a +2 to hit and damage as it rakes with all four claws. The diminutive Eyasawuni dwell among the small islands
After one round of these attacks, they usually jump off to along the fringes of swamps and moors, hunting during times
either scurry away, or continue to attack from the ground. of heavy fog, or on dark, moonless nights. The thick, tangled,
dark brown fur covering their 4’ tall humanoid form is oily,
protecting them from the chill waters as they move from is-
land to island during the hunt. The three-fingered paws have
heavy claws, useful for grabbing fish, or probing into bur-
rows for the smaller mammals and reptiles, making up their
main source of food. The feet of the Eyasawuni are wide, and
padded, allowing them to move with relative ease across the
boggy surface. Long “tusks” protruding from each side of the
mouth, are used to slash at victims.

Although the Eyasawuni commonly avoids contact with oth-


er intelligent creatures, it occasionally attacks when it feels
threatened, or in small raids aimed at the livestock on isolat-
ed farms when food is scarce. The claws slash for 1d4 dam-
age, and the bite attack does 1d4+2 damage. The thumb less
structure of the hands prevent the use of weapons of any
ART BY BRIAN (“GLAD”) THOMAS

84 Dwellers in Dark Places


kind. After a few rounds of combat, the Eyasawuni usually The red-scaled Ezzuwari is a terrible threat to any spell cast-
E
retreat into the swamp, moving away into the cover of the er or collector of magical tomes. These long reptilian crea-
vegetation. tures feed on the magical energy stored within the pages of
written works. Whether they are of natural origin, or if they
The heavy fur helps to protect the Eyasawuni from cold, re- occasionally slip into our Plane of Existence to obtain a meal
ducing damage from such attacks by -2 per die rolled. They is unknown, but mages fear these beasts as much as they
communicate with each other using a series of guttural fear an incorrectly summoned demon. With a voracious ap-
grunts and barks, being able to hear each other over several petite, this pest consumes tomes at an alarming rate, shred-
hundred yards. ding thick covers in a single round to reach the magic rich
writings, devouring 1d3 pages per round. Books sealed and
The small lodges built by the Eyasawuni along the shoreline protected by metal coverings are safe from the Ezzuwari, but
appear at first glance to be giant beaver dens, but close ex- extremely bulky and difficult to carry.
amination reveals slight differences, notable the entrance,
located above water. Each lodge houses a family group of The Ezzuwari is well equipped to deal with threats, using a
2d4 individuals, including males, females, and young. Often nasty bite, doing 1d3 damage, and with a pair of claws, each
there are several such structures located in a small area, the dealing a single point of damage. On a claw attack roll of 20,
inhabitants cooperating during the hunt. they coil themselves around the target, automatically striking
with all attacks on the following rounds. A successful Minor
TREASURE: None Strength Test removes the Ezzuwari, allowing the victim to
hurl it away.

As it “absorbs” the energy stored within the books, the Ezzu-


wari gains extra hit points, at the rate of 1 additional hit point
per spell level consumed. It also increases in size, growing
4 inches for each spell level. Along with the increased size
comes an increase in the damage from its attacks, gaining a
+1 to hit and damage for every ten, spell levels consumed. In
just a few turns, if left unchecked, the Ezzuwari could trans-
form into a much more dangerous threat.

Only weapons of +1 or better magical enchantment can harm


the Ezzuwari and a high level of magic resistance protects
them from many magical effects.

Many Spell casters are very interested in obtaining Tome


Mimics (see Tome Mimic) as a deterrent to the depreda-
tions from any Ezzuwari intruder. Several of these guardians,
working together can easily overpower and destroy the inva-
sive pest.

TREASURE: None
EZZUWARI
Frequency: Very rare STOCK ART BY GARY DUPUIS
No. Encountered: 1 (1d3)
Size: S (2’–4’ long)
Move: 180’
Armor Class: 3
Hit Dice: 2d8 (*16)
Attacks: 3
Damage: 1 (x2 claws), 1d3 (bite)
Special Attacks: Coils
Special Defenses: +1 or better magic weapon to hit
Magic Resistance: 45%
Lair Probability: 10%
Intelligence: Average
Alignment: Chaotic (neutral)
Level/XP: 3/100+2/hp STOCK ART BY BRADLEY K MCDEVITT

Dwellers in Dark Places 85


E

ART BY CHRIS LETZELTER

86 Dwellers in Dark Places


F
FAELOON / FIRE LEECH / FLAIL COBRA / FLAME vORTEx / FRINgE LURkER / FROCODILE / FROLYNx
/ FROND FEEDER / FROzEN DEAD / FUNgOID MIMIC / FUNgUS gIANT /
FUNgUS, LUMINARY / FUNgUS, SLIMY

FAELOON
Frequency: Rare
No. Encountered: 2d4
Size: S (3’ long)
Move: 180’ flying (AA: V / 120-degree turn)
Armor Class: 6
Hit Dice: 2d8 (*16 / 14)
Attacks: 1
Damage: 1d3
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Neutral
Level/XP: 2/36+2/hp

The Faeloon is a subterranean flying creature resembling a


snake in some ways. It has a long slender body along with a
set of gossamer wings and tail, serving to propel the creature
around its preferred hunting environment, the large open ar-
eas of subterranean caves. The head of the Faeloon is a long
tapered snout used to feed mainly upon its usual prey, the
slow moving rock-like creatures. However, the Faeloon has a
weakness for any humanoid blood, since it is within a “soft-
er” shell and easily accessible. They avoid heavily armored ART BY FRANK GUNTER
opponents, always attacking the less protected adventurers.
Thus, they are the bane of most thieves and magic users. FIRE LEECH
The Faeloon swoops to the attack, hoping to wrap itself onto Frequency: Uncommon
its chosen quarry; attempting at all times to strike in hard No. Encountered: 2d8 (Rarely 3d10)
to reach locations, often targeting the victims back (+2 to hit Size: S (1’ long)
from any such attack). The gossamer wings and tail appear Move: 60’, 90’ swim
to be composed entirely of webs: being quite sticky and dif- Armor Class: 7
ficult to break (Minor Strength Test with a +1 modifier to the Hit Dice: 1d8+1 (*18 or 16)
die roll). Once attached, the Faeloon automatically inflicts a Attacks: 1
piercing attack, doing 1d3 points of initial damage. Thereafter Damage: 1d4
it drains 2 hit point’s worth of fluid per round until satiated Special Attacks: See below
(10 point’s total, including initial attack). Special Defenses: None
Magic Resistance: Standard
After draining its fill, the Faeloon drops to the floor (leaving Lair Probability: 90%
its sticky wings and tail behind) and slithers snake-like into a Intelligence: Non-
nook or crevice, seeking a secluded place to digest its meal Alignment: Neutral
and re-grow new flying appendages. Level/XP: 3/90+2/hp

The Faeloon is a pest best dealt with at range, for experi- The Fire Leech is a nasty pest found in almost any damp
enced adventurers know whenever they find the Faeloon, environment. Rocky overhangs near stagnant pools, fetid
there are also other dangerous forms of rock imitating life swamps, subterranean sumps, and slow moving waterways all
in the vicinity. serve as a home to this pest. Moving in swarms, they slither
to attack any creatures encountered. They are a disgusting,
TREASURE: None rubbery, slug-like creature with a mottled gray-green color-

Dwellers in Dark Places 87


F
ing and a coating of oozing slime. The jaws of this pest are FLAIL COBRA
equipped with multiple sets of rasping teeth, easily able to
rip quickly through the flesh of any victim. Frequency: Very rare
No. Encountered: 1d4
Size: L (14’–20’ long)
Move: 120’
Armor Class: 5
Hit Dice: 5d8 (*14)
Attacks: 1d4+1
Damage: 1d3 (x up to 5 bites), 1d6 (tail slash)
Special Attacks: Poison, spitting
Special Defenses: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: None
Alignment: Neutral
Level/XP: 5/355 +5/hp

The Flail Cobra is a dangerous pest, possibly the product of


experiments performed by the dark elves of the subterra-
nean realms. Their attempts to create a “living version” of
one of their most feared weapons resulted in the creation of
this dangerous creature.

This multi-headed reptile is extremely aggressive, actively


ART BY ZACHERY HARGENRADER pursuing any who wander into its area. Rearing up to weave
and hypnotically gaze at their prey, they are able to lift 1/3 of
their body…easily holding the mass of heads up to 6’ above
The teeth inflict a painful bite for 1d4 points of damage, and the ground! And while these serpents are at home above
the victim suffers a further 1d3 points of damage from blood ground in warm climates, they are most often encountered
loss each round due to the anti-coagulant properties of the warmer subterranean areas.
Fire Leeches saliva. They continue to feed on the flowing
When striking, 1d4+1 heads have a chance to sink their fangs
blood for several rounds until they inflict 12 points of dam-
into their prey. Each bites for 1d3 damage, while also injecting
age. A successful Minor Strength Test removes an attached
a deadly neurotoxin. If a save versus poison is failed (1 save
Fire Leech. Because they attack in a swarm, any members of
per bite) the victim has just minutes (1d4+2 rounds) to receive
a group of 5 or more Fire Leeches attacking the same target
a neutralize poison before respiratory failure and eventual
have a +2 to hit.
death occurs. The Flail Cobra also slashes with the bladed
The saliva of the Fire Leech has a slightly acidic component tail, inflicting 1d6 damage.
causing a severe burning pain. Any victim of a bite attack
fights at a -2 to hit and damage for 1d4 turns. A successful
save versus poison or a Neutralize Poison spell completely
cancels the saliva’s harmful effects.

In very rare cases, adventurers might encounter a massive


swarm of 6d6 of these creatures. Such a large group could
spell disaster for the unfortunate adventurers.

The Fire Leech has no redeeming qualities, except for its


caustic saliva, usable by an apothecary, sometimes fetching
2 gp per vial collected, and the areas where they lair may
contain treasures from previous victims.

TREASURE: 1d6 x 100sp (30%), 1d3 x 100gp (25%), 1d6 gems


(15%), 1d3 jewelry (5%)

STOCK ART BY JACOB BLACKMON

88 Dwellers in Dark Places


Some varieties of this serpent are able to spit their venom ART BY FRANK GUNTER
F
up to a range of 10’, aiming with great accuracy for the eyes
of an intruder. This substance causes terrible incapacitating
pain and eventual blindness on the target unless irrigated
immediately with large amounts of fresh water or the victim
receives a neutralize poison. Each head of the Flail Cobra has
enough venom to spit once per day.

The colorful patterns in the skin of the Flail Cobra make it


prized for the making of some items of apparel, with the
intact hide of a full-grown serpent fetching 100 gp or more.

TREASURE: None

FLAME VORTEX
Frequency: Very rare
No. Encountered: 1d6
Size: M (5’–6’ long)
Move: 180’ flying (AA: IV / 90-degree turn)
Armor Class: 2
Hit Dice: 6d8 (*13)
Attacks: 1
Damage: 2d6
Special Attacks: Coils for 4d4 fire damage
Special Defenses: See below
Magic Resistance: 30% FRINGE LURKER / CREEPER
Lair Probability: 50%
Intelligence: Low Frequency: Very rare
Alignment: Neutral (evil) No. Encountered: 1d3
Level/XP: 5/1175+10/hp Size: M (6’ tall)
Move: 120’
The Flame Vortex is a living spiral of fire, an elemental crea- Armor Class: 3
ture growing to maturity near subterranean volcanic vents. Hit Dice: 6d8 (*13)
Nestled within their protective pods they slowly absorb heat, Attacks: 3
gaining hit dice while feeding on the energy from the sur- Damage: 1d6 (x2 claws), 1d4 (bite)
rounding area. They are evil tempered and attack any crea- Special Attacks: Chilling touch, surprise
ture in the vicinity if their pod is destroyed. Some more pow- Special Defenses: +2 or better magic weapon to hit,
erful creatures relocate Volcanic Pods in order to use Flame Immune to cold-based attacks
Vortices as guardians (See Volcanic Pod). Magic Resistance: 50%
Lair Probability: 75%
The Flame Vortex lashes at a target with a searing wave of Intelligence: Average
heat, any successful hit inflicting 2d6 points of damage, Alignment: Neutral (evil)
along with a 50% chance of any flammable materials igniting. Level/XP: 5/350+6/hp
Paper, cloth, and light leather must save versus normal fire or
it begins to smolder on the first round of exposure, bursting At certain times or in special places, the very fabric of re-
into flame on a second successful attack. If the Flame Vortex ality sometimes suffers from incredible amounts of stress,
rolls a 20 on its attack, it successfully coils around its victim resulting in the creation of “thin” places between the many
doing 4d4 points of damage automatically every round, as planes of reality. For the multi-verse truly is a fragile thing,
well as instantly igniting any flammable material. a series of “panes” overlapping and penetrating one another
in infinite ways. Gateways between the planes occur naturally
Only weapons of +2 or better enchantment can harm the or through magical means near these “weak spots” or holes,
Flame Vortex and spells causing injury from cold (i.e. cone allowing passage not only to other places, but also to other
of cold) inflict double damage. Water in large amounts (10 times as well. Occasionally, creatures become stuck in the
gallons or more) creates a 20’ diameter cloud of steam, and dark areas between the layers, forever doomed to seek their
force the Flame Vortex to flee to the Elemental Plane of Fire. prey from across the planar boundary.
TREASURE: None

Dwellers in Dark Places 89


F The Fringe Lurker is just such a malign presence, feeding on
both those trapped between realities, and those who stray
too close to the tattered area of space-time. In appearance,
they are fractals only, strangely distorted pieces of several
combined creatures, slipping into the prime material world
in order to attack. They “unfold” into view with the sound of
crackling, sliding glass, and wherever they move there comes
a sudden drop in temperature. They are difficult to gaze
upon, always attacking from just beyond ones line of sight,
lurching, and flickering into view. As these deadly appari-
tions move, each segment of the conglomeration of images is
constantly changing angle. Each piece seemingly moves in-
dependently, yet all remain attached, with each part viewed
from a different perspective.

Once it has closed with its prey, the Fringe Lurker slashes
with a pair of metal hard talons as cold as glacial ice. It is
a soul wrenching attack, with each claw doing 1d6 damage
plus an additional 1d6 damage from the intense cold if the
victim fails a save versus poison. They also bite for an addi-
tional 1d4 damage. For every 10 points of damage inflicted,
the Fringe Lurker becomes more solid, and the damage from
cold increases by +1, as the damage from the special attack
revitalizes their own structure, using the victims living force
to endure in the other realm.

Only weapons of +2 or better magical enchantment are able


to injure a Fringe Lurker, each strike causing the monster to
fragment into smaller and smaller pieces, until it is finally
reduced to a shattered state, spending weeks in regenera-
tion.

TREASURE: None
ART BY FRANK GUNTER

FROCODILE ADULT ANCIENT BULL YOUNG


Frequency: Very rare Very rare Rare
No. Encountered: 1d6 1d3 3d3
Size: M (6’ long) L (7’–10’ long) S (3’ long)
Move: 30’, 20’ jump, swimming 90’ 30’, 15’ jump, swimming 90’ 30’, 30’ jump, swimming 90’
Armor Class: 3 1 4
Hit Dice: 6d8 (*13) 8d8 (*12) 3d8 (*16)
Attacks: 1 1 1
Damage: 3d4 (bite) 3d6 (bite) 1d6 (bite)
Special Attacks: Swallow whole Swallow whole None
Special Defenses: Camouflage Camouflage Camouflage
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 50% 50%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 5/425+6/hp 6/825+10/hp 3/65+3/hp

90 Dwellers in Dark Places


The variety of strange animal combinations created by wiz- FROLYNX
F
ards is almost limitless, and at times both humorous and
quite deadly. Using special potions, wishes, and other magi- Frequency: Rare
cal effects, they bring about the creation of many terrifying No. Encountered: 3d3
monsters. The Frocodile is one such creature, a terrifying Size: S (3’-5’ long)
blending of the giant frog species and crocodile. Possess- Move: 10’, 30’ jump, 90’ swimming
ing the leaping and flicking tongue abilities of the giant frog, Armor Class: 4
merged with the armor, jaws, and the aggressive nature of Hit Dice: 2d6 (*16)
the crocodile, this strange, nightmare creature flourishes in Attacks: 3
fetid, damp, temperate swamps. Damage: 1d3 (x 2 claws), 1d3+1 (bite)
Special Attacks: Grapple
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Non-
Alignment: Neutral

ART BY FRANK GUNTER


Level/XP: 2/44+2/hp

The Frolynx (aka Frog Leopard) live in deep jungles or the


tangled islets of tropical swamps. Another magically created
crossbreed, this time between giant frogs and feline stock,
these small, hybrid creatures congregate it small packs. Their
skin is a mottled pattern of green, serving as camouflage in
the dense vegetation (50% invisible when not moving), and
the screaming cry they emit prior to any attack is quite loud
and disconcerting (save versus paralysis or lose initiative for
the first round).

The natural camouflage of dull green and white stripes en-


ables the Frocodile to lay in ambush (surprising prey on a 1–4
on a six-sided die). Leaping great distances, it attacks; jaws
full of sharp teeth biting and tearing at its prey (see stats
above for both distance and damage amounts). The long
sticky tongue suddenly flicks out, with a reach of three times
the length of its body, having a +4 to hit on the initial attack
due to the speed of the strike. On a roll of 18+, the tongue
wraps around its prey, drawing it back to the waiting jaw in
ART BY FRANK GUNTER

just a single round. A successful attack dealing six or more


damage against the tongue causes the monster to release
its prey.

An adult Frocodile is able to swallow whole any prey up to the


size of a Halfling, and the gaping jaws of an Ancient Bull can
easily engulf prey the size of a full grown man.

(See Frog, Giant, OSRIC rulebook page 251–252 for complete


details on giant frogs)

TREASURE: None

Dwellers in Dark Places 91


F
The Frolynx pack leaps to attack, each monster using its The Frond Feeder is a gentle creature with no attacks, but
short finger-claws doing 1d3 damage while attempting to the paddles exude a paralyzing enzyme affecting any who
grasp onto any victim (a roll of 15+ indicates the Frolynx has comes into contact. A failed save against paralysis indicates
succeeded). It then bites every round automatically, inflict- the affected creature is paralyzed for 2d4 rounds. There is a
ing 1d3+1 damage, unless removed with a successful Minor small chance some victims of the paralytic poison acciden-
Strength Test. tally drifting into the gaping maw where they take 1d4 points
of damage per round from digestive acids. Small items of
A Frolynx is able to leap up to 10 times its body length (up to value (gems, coins, small items of jewelry) sometimes lodge
30’), springing to attack, or into the safety of the surrounding within the Frond Feeders gullet.
foliage.
The Frond Feeder is a favorite food for the Quesh’tar (see
TREASURE: None Quesh’tar) who keep them as “cattle”. Scholars believe these
strange creatures arrived on this plane at the same time as
FROND FEEDER the Quesh’tar. Any attacks upon the creatures usually brings
a rapid response from any nearby Quesh’tar.
Frequency: Very rare
No. Encountered: 1d6 Adult Frond Feeders usually contain 1d8 pearls, each with a
Size: L (10’–20’ long) value of 2d6x10 gp.
Move: 30’ swim
Armor Class: 5 TREASURE: Special: see above for details.
Hit Dice: 7d8 (*see below)
Attacks: 0 FROZEN DEAD
Damage: 0
Special Attacks: Paralysis (Turned as type 8)
Special Defenses: Invisible Frequency: Very rare
Magic Resistance: 10% No. Encountered: 1d6
Lair Probability: 100% Size: M (6’ tall)
Intelligence: Animal–semi Move: 120’
Alignment: Neutral Armor Class: 3
Level/XP: 6/1500+14/hp Hit Dice: 7d8 (*13)
Attacks: 3
The Frond Feeder is a creature living among the great kelp Damage: 1d6+2 (x2 claws), 1d4+2 (bite)
forests of warm tropical seas. It is a large translucent crea- Special Attacks: Numbing touch, cold vapor
ture peacefully spending its days “caressing” the kelp leaves, Special Defenses: +1 or better weapon to hit
using its four paddle-like appendages as scrapers. It removes Magic Resistance: 15%
small bits of debris and small living creatures, scooping them Lair Probability: 100%
into its rubbery gullet. The third set of limbs, a pair of long Intelligence: Low–average
tentacles, function to hold the Frond Feeder in place as it Alignment: Chaotic evil
grazes. Level/XP: 6/675+6/hp

The Frozen Dead are a form of undead created long ago by


powerful necromancers. These unfortunate victims have
died from torturous exposure and prolonged contact with
the Para-elemental Plane of Ice. In appearance, they appear
to be a standard skeleton still covered with a thin layer of
desiccated, frost bitten flesh. The gnarled hands are frozen
into claws as tough and as cold as extremely hard ice. The
very air temperature within 20’ of these malign creatures is
quite noticeably colder. Frozen Dead turn as a type 8 undead
creature on the clerics versus undead chart.

The Frozen Dead attack with their ice hardened claws, each
successful strike inflicting 1d6+2 points of damage. In addi-
tion, their chilling touch has a chance to numb the affected
area using the preceding table (a successful save versus di-
rected spell attack nullifies the attack):

ART BY FRANK GUNTER

92 Dwellers in Dark Places


F
d6 Location Effect of attack
Roll
1 Head The intense cold causes a stunned state lasting for 1d3 rounds
2 Left arm The numbing cold causes the victim to drop any hand held item, the limb remains affected for 1d3
rounds
3 Right arm The numbing cold causes the victim to drop any hand held item, the limb remains affected for 1d3
rounds
4 Torso Gut wrenching cold slowing the target for the next 1d3 rounds, the victim suffers a -2 to hit on at-
tacks while chilled
5 Left leg Slows movement by ½ for 1d3 rounds*
6 Right leg Slows movement by ½ for 1d3 rounds*
* If both legs are struck then movement is 0” for 1d3 rounds

The bite attack of the Frozen Dead is its most potent weapon, ART BY DEL TEIGELER
able to drain heat from the target at the rate of 1d4+2 points
of damage. On any bite attack roll of 16+ successfully striking
an opponent, the Cold Dead latches onto its victim doing
full damage each round until the target creature dies, the
monster is turned, slain, or a successful Major Strength Test
pries the jaws from its prey. Grappling a Frozen Dead causes
1d4 points of damage to unprotected hands. The Frozen Dead
also have a special attack they may employ twice per day;
instead of making any physical attacks, they may instead
choose to exude a vaporous cloud of intense cold causing
2d4+2 points of damage to any creature within 10’ (spell save
for ½ damage). However, with each use of this attack form the
Frozen Dead suffers a temporary loss of 8 hit points.

The Frozen Dead are immune to most normal attacks so a


+1 or better weapon is required to hit this malign monster. In
addition, because of their link to the Para-Elemental Plane of
Ice, they have a small degree of magic resistance, but any fire
based attacks (burning oil, torches used as clubs) and spells
(fireball / burning hands /etc), inflict an additional point of
damage per die rolled. Any humanoids slain by the Frozen
Dead automatically returns to existence as an Ice Shade un-
der the command of the slayer (See Ice Shade). FUNGOID AMOEBA
There are rumors of vast burial grounds in the far north, Frequency: Uncommon
with icy catacombs sealed by the ancients. During the brief No. Encountered: 1d6
summer thaws these occasionally are breached and at these Size: S–M (1’–6’ diameter)
times encounters with triple the number of Frozen Dead Move: 30’
have occurred. Armor Class: 7
Hit Dice: 3d8 (*16)
TREASURE: 1d4x1000 gp (20%), 1 magic item (10%). Attacks: 2
Damage: 1d4 per round of exposure
Special Attacks: Dissolves flesh / spores
Special Defenses: half damage from edged weapons / 70%
invisible
Magic Resistance: Standard
Lair Probability: 90%
Intelligence: Non-
Alignment: Neutral
ART BY WILLIAM MCAUSLAND
Level/XP: 4/155+3/hp

Dwellers in Dark Places 93


F The Fungoid Amoeba can thrive in any subterranean area
where fungus grows. This almost transparent creature (80%
invisible) lurks on the top of such growths where it waits for
potential food to pass nearby. These creatures kill many un-
suspecting forms of sentient fungus, and these beings ac-
tively hunt any Fungoid Amoeba’s down whenever they dis-
cover the pest within their pastures.

When prey comes within 5’, the Fungoid Amoeba lashes out
with a pair of thin pseudo-pod filaments in an attempt to
latch on, and pull its victim into a caustic embrace. It se-
cretes a digestive enzyme causing 1d4 points of damage per
round as it slowly dissolves the flesh of its victim.

Slashing and piercing weapons of any kind only inflict half


damage to the Fungoid Amoeba.

Because of its constant proximity to molds and fungus, each


Fungoid Amoeba absorbs many different kinds of toxic chem-
icals and exposure to the pores can cause extremely danger-
ous side effects. When struck, the target must make a saving
throw versus poison at -2 and if it fails, roll a D10 and consult
the following table for possible results:

TREASURE: None
ART BY FRANK GUNTER

1 An extremely toxic mixture of many kinds of spores coats the surface of the amoeba, save versus poison at a -2 or the
victim drops to the ground hacking and coughing. Death occurs within 2d6 rounds.
2 An extremely rapid growth of fungus covers the target with a slick layer of mold, consuming him within 24 hours. A
Neutralize Poison spell cancels the effects.
3 A powerful hallucinogenic effect causes the victim to believing anyone nearby is an enemy. Save versus spells each round
or attack a random target. A successful save means the victim takes no actions during the round.
4 The spores cause intense waves of pain to affect the victim. The victim falls in to fits of screaming until he receives a Neu-
tralize Poison. No other actions are possible by the affected character due to the pain.
5 Extreme sensitivity to light affects the victim. Any source of light (including the glow created by magical weapons) causes
debilitating pain. No actions are possible when in a lighted environment. Exposure to direct sunlight actually causes 1d4
points of damage per turn of exposure. A Cure Disease is required to nullify the effects.
6 The spores infused into the Fungoid Amoeba induces a catatonic state until the administration of a Neutralize Poison,
unless the target makes a save versus poison at a -4 penalty.
7 The victim suffers a wave of absolute panic, collapsing and shaking with fear. Characters normally unaffected by fear are
subject to this attack due to its chemical nature.
8 The toxins invade and overpower all of the victim’s senses rendering him deaf, dumb, blind, and mute. All touch sensa-
tion is lost as well with the symptoms lasting 1d4 turns, or until a Cure Disease is administered.
9 The concentrated toxins of this strike are quite corrosive dealing 1d3 points of damage per round for 1d4 rounds.
10 The victim of this attack suffers the “quaking sickness” causing uncontrollable muscle spasms. All attacks have a -3 to hit
penalty and any Armor Class adjustment due to dexterity is lost until the administration of a Cure Disease.
NOTE: This table lists the most common effects resulting from contact by a Fungoid Amoeba, individual game masters may
devise others of their own choosing.

94 Dwellers in Dark Places


F
FUNGOID MIMIC SMALL AVERAGE LARGE HUGE
Frequency: Rare Rare Rare Very rare
No. Encountered: 2d6 1d8 1d6 1d4
Size: S–M (2’–4’) S–M (5’–7’) L (8’–11’) L (13’–18’)
Move: 90’ flying (AA: IV / 60’ flying (AA: IV / 60’ flying (AA: IV / 60’ flying (AA: IV /
90-degree turn 60-degree turn 60-degree turn 30-degree turn
Armor Class: 4 4 3 3
Hit Dice: 2d8 (*16) 5d8 (*15) 8d8 (*12) 12d8 (*9)
Attacks: 3 3 3 3
Damage: 1d3 (x3 claws) 1d6 (x3 claws) 2d4 (x3 claws) 3d4 (x3 claws)
Special Attacks: Tail slash Tail slash Tail slash Tail slash
Special Defenses: Camouflage Camouflage Camouflage Camouflage
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 90% 90% 90% 90%
Intelligence: Low–average Low–average Low–average Low–average
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 2/28+2/hp 5/265+5/hp 6/825+10/hp 7/2850+16/hp

The Fungoid Mimic is a rather strange creature found lurking


deep underground, although occasionally they make their
way to the surface world, lairing in remote places, preferring ART BY LUIGI CASTELLANI
dismal swamps and bogs. If underground, they lurk within
and around any large concentration of fungus or within the
vast mushroom caverns cultivated by sentient fungus crea-
tures. It actually floats in the air, using the gas filled “cap” as
a buoyant balloon, employing the 3 small jet siphons and the
powerful wide tail to move itself.

This clever predator conceals itself tail down within the clus-
ters of mushrooms, using its chameleon-like coloration to
blend into the growths. This makes the Fungoid Mimic 90%
“invisible” to any but the closest of examinations, allowing it
to surprise on a roll of 1-4 on a six-sided die.

It waits patiently, sometimes for days, for prey to approach.


Then, with a push from the powerful tail and a jet of com-
pressed air, it propels itself towards the intended victim de-
livering a slashing attack with its three clawed hands. Each
claw from the Fungoid Mimic can deliver significant damage,
depending upon the monsters size (see stats above).

The Fungoid Mimic does not normally use its large tail for
combat; it serves mainly as a means of propulsion. However,
if faced with a powerful opponent, the monster thrashes with
the tail at its attacker in an attempt to escape. This defen-
sive attack is at -2 to hit, doing 1d4 points of damage with an
additional point of damage per hit die of the Fungoid Mimic.
The action propels the Fungoid Mimic directly away from the
opponent at double the monsters normal movement.

The main prey for the Fungoid mimic is any form of sentient
fungus, but they are not averse to attacking any other crea-
tures straying too close. They usually carry slain victims t0

Dwellers in Dark Places 95


F
a secure place, usually a high ledge, where slow absorption
by a cluster of special digestive rhizomes takes place. Within
a week, the Fungoid Mimic consumes a large victim, and is
ready to hunt once again. Quite often, such a place could
possibly have small items of value to adventurers, inadver-
tently carried there by the Fungoid Mimic.

Quite often, a large group of Fungoid Mimics works together


in planning a large-scale assault into the heart of the fungus
forests in search of prey. The sentient fungus beings culti-
vating these groves mount continual patrols to keep these
predators in check. However, in an unusual turn, they also
actively pursue and attack any other intruders into any area
they have claimed as their hunting ground. In a sense, they
work to protect the very creatures they prey upon.

In the deepest of caves, adventurers might encounter truly


gigantic specimens of the Fungoid Mimic, up to 18’ tall! These
monstrous creatures are a terror whenever encountered and
sentient Fungoid creatures actively hunt down, or attempt to
negotiate with any wandering adventurers in order to have
such a dangerous beast destroyed.

TREASURE: (scattered in lair) 1d6 x 1000 sp, 1d4 x 500 gp


(30%), 1d6 gems (20%), 1d3 magic items including potions
(20%)
STOCK ART BY WILLIAM MCAUSLAND

FUNGUS GIANT AVERAGE LARGE HUGE


Frequency: Rare Very rare Very rare
No. Encountered: 1d4 1d3 1d2
Size: L (base 8’ +2’ per hit die above L (base 8’ +2’ per hit die above L (base 8’ +2’ per hit die above
7) 7) 7)
Move: 120’ 120’ 120’
Armor Class: 4 4 4
Hit Dice: 7d8–8d8 (*13) 9d8–10d10 (*10) 11d10–12d12 (*9)
Attacks: 2 2 2
Damage: 1d4+1 per hit die 1d6+1 per hit die 1d8+1 per hit die
Special Attacks: Thwack stick / spore cloud / stomp
Special Defenses: Spores Spores Spores
Magic Resistance: Standard Standard Standard
Lair Probability: 100% 100% 100%
Intelligence: Semi–low Semi–low Semi–low
Alignment: Neutral Neutral Neutral
Level/XP: 6/925+10/hp 7/2100+14/hp 7/3200+14/hp

The Fungus Giant is a much larger form of sentient fungus, tient, yet immensely strong (Strength 20) they are unfeeling
found lurking in the deepest of caverns, thus any sizable col- juggernauts of destruction when commanded to attack.
ony might only have 1d3 of these warriors. These powerful
creatures are usually kept penned in special, nutrient rich They use their great clubbing hands to smash at their oppo-
fungus groves, being released only when either the colony nents for 1d4 points of damage, with an additional point of
goes to war, or the colony is severely threatened. Barely sen- damage per hit die, thus the largest sized Fungus Giant can

96 Dwellers in Dark Places


do 1d4+12 damage with each single crushing blow. Some use
F
a great “Thwack Stick”, a thick, 16’–20’ length of specially
braided and laminated fungus-wood. The Fungus Giant flexes
this weapon, bending it with both hands into a U-shape, and
then they quickly release one end causing it to snap at a vic-
tim with devastating results. The energy of the flexed wood
strikes for 2d12 points of damage, hurling any man sized or
smaller target flying for 20’. The victim must also make a
save versus aimed magic or be stunned for 1d4 rounds. The
Fungus Giant can stomp on any stunned victim at a +4 to hit,
delivering a crushing 3d8 points of damage.

The trunk of the Fungus Giant is much denser than the sur-
face of a normal sentient fungus, with a covering consisting
of overlapping, hard plates of secondary fungus growths, giv-
ing them an armor class of 4.

Once per day a Fungus Giant is able to release a massive


cloud of orange colored spores, filling a 20’ radius. Any crea-
ture caught within the cloud must save versus poison or fall
to the ground, paralyzed for 2d4 rounds.

Blunt weapons of any kind do only half damage to the Fungus


Giant, and they are unaffected by cold based magical attacks.
Fire does an additional +1 point of damage per die rolled, and
all mind influencing attack forms are completely ignored.

TREASURE: None

ART BY FRANK GUNTER

ART BY LUIGI CASTELLANI


FUNGUS, LUMINARY
Frequency: Rare
No. Encountered: 1d3
Size: M (3’–5’ tall)
Move: 0’
Armor Class: 9
Hit Dice: 2d8 (* no attack)
Attacks: 0
Damage: 0
Special Attacks: Spore cloud
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 1/5+1/hp

In the deep dark of the underground environment, many


strange things exist; among them are the many unusual and
varied types of mold and fungus, with each type filling its
own special niche. While the majority are extremely danger-
ous due to their deadly spores or exuded substances, some
are quite useful, and the Luminary Fungus is one such fungus
growth. This large fungus is almost pure white, and stands
3’–5’ tall, resembling a form of gigantic coral. When fully

Dwellers in Dark Places 97


F
developed it has several branches ending in strange cone FUNGUS, SLIMY
shaped openings. Dozens of deep green nodules, similar to
the puffball fungi of the surface world, cover the trunk and Frequency: Rare
wide spread branches. No. Encountered: 1d6
Size: M (4’–6’ tall)
When disturbed by movement, sound or light, the spores Move: 0’
within the cones begin to bioluminate in every visual spec- Armor Class: 8
trum. Like a warning beacon, visual, infrared, and ultraviolet Hit Dice: 1 hit point (*see below)
beams of light project into the surrounding area in a daz- Attacks: 0
zling display. In addition, if the Luminary Fungus is actually Damage: See below
touched, the nodules along its sides rupture with a burst of Special Attacks: See below
light, spraying a cloud of bioluminescent spores onto any Special Defenses: None
creatures within 5’ causing an effect similar to a faerie fire Magic Resistance: Standard
spell, lasting for a full turn plus 1d10 rounds. Only total im- Lair Probability: 100%
mersion in water removes the coating of spores. Intelligence: Non-
Alignment: Neutral
This sudden dazzling display of lights effectively blinds sight Level / XP: 0 / 0
oriented creatures for a short time (1d6 rounds) at which time
the Luminary Fungus once again resumes a passive state. The Slimy Fungus flourishes in both subterranean and damp
Many subterranean races actively cultivate these growths surface environments. It occurs in many colors with red,
alongside the shrieker fungus to function as alarm systems. brown, green, and purple being the most predominant. Re-
They usually try to have several in the larger groves where gardless of color, all of them have identical stats, and func-
the overpowering light show helps to keep visually oriented tion in the same way.
enemies away.
Starting as a small 1’ diameter nodule, the Slimy Fungus slow-
Thankfully, the Luminary Fungus is usually very rare outside ly swells until it reaches approximately 5’ in diameter. They
of “cultivated areas”, for most fungus feeding life forms find exude a powerful carrion stench, carrying for several hun-
them extremely tasty. dred feet, a cloying scent, attracting many types of crea-
ture, mainly carrion feeding insects. Countless hundreds of
TREASURE: None insects are attracted to a single Slimy Fungus where they lay
their eggs upon its surface. If touched when fully engorged,
the surface membrane violently ruptures, releasing a flood
of slimy fluid and a torrent of thousands of writhing grubs
ART BY FRANK GUNTER
greedily feeding on the Slimy Fungus’ interior. The viscous
mass of foul smelling corruption flows into a 10’ radius area,
coating any creature.

Those caught within the effluvium must make a saving throw


versus poison with a -2 modifier or they suffer with intense
nausea and vomiting until the disgusting exudate is removed
(immersion in running water for at least 5 minutes). Until
that time, however the victim will have a -2 penalty to hit
and damage as waves of choking and gagging rack his body.
In addition, the overpowering stench most likely attracts any
carrion eating creature in the area (50% chance).

TREASURE: None

ART BY FRANK GUNTER

98 Dwellers in Dark Places


G
gALOOpIE / gARgOYLE, LESSER / gARgOYLE, LORD / gARgOYLE, OBSIDIAN /
gELATINOUS BUBBLE / gELATINOUS STRIDER / gHAvIAL / gHELASH / gHINDY /
gHOUL, gLUTTON / gHOvIAN / gIANT, DEEp / gIANT, UNDEAD / gIANT, WINgED / gLOMUS /
gOLEM, BRASS / gOLEM, COLOSSAL OBSIDIAN / gOLEM, CONgLOMERATE STONE /
gOLEM, COppER / gOLEM, FLYINg / gOLEM, OBSIDIAN SENTINEL / gORILLA, FOUR ARMED /
gRANITE WARDEN / gRAppLINg SLUg
GALOOPIE SMALL AVERAGE LARGE HUGE
Frequency: Uncommon Rare Rare Very rare
No. Encountered: 1d4 (rarely 3d4) 1d4 (very rarely 3d4) 1d4 (very rarely 3d4) 1d3 (very rarely 2d3)
Size: S (2’–4’ long) M (6’ long) L (8’ long) L (12’ long)
Move: 30’ 30’ 30’ 30’
Armor Class: 3 3 3 3
Hit Dice: 3d8 (*16) 4d8–5d8 (*15) 6d8–7d8 (*13) 8d8–9d8 (*12)
Attacks: 1 1 1 1
Damage: 1d6 2d4 2d4+2 1d10+4
Special Attacks: Grab Grab Grab Grab
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 85% 85% 85% 85%
Intelligence: Low Low Low Low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/125+3/hp 4/170+5/hp 5/295 +6/hp 6/725+10/hp

The Galoopie is a rather strange, awkward looking creature occasions when several Galoopie work together, using their
found along remote rocky streams, or in deep cold lakes lo- combined weight to drown a particularly large or strong crea-
cated in ice covered mountainous regions. Here it thrives in ture. The victim does not take any additional damage from
the deeper areas of the cold waters where it feeds on large the bites on the following rounds, but unless quickly freed,
fish, mammals, or any creature inadvertently straying into its drowning shortly occurs.
territory. With its large webbed grasping footpads, perfectly
suited for grasping the rounded stones of its environment, On rare occasions, several groups of Galoopie cluster togeth-
it moves slowly along the bottom in small groupings of 1d4 er into a much larger breeding family. During this time, the
creatures. With its grey-black hide providing
camouflage it often lurks for hours hidden
in the boulder strewn streams either totally
submerged to obtain aquatic prey or with its
head held barely above water, waiting to strike
any land dwelling creatures approaching the
stream to drink.

The Galoopie has a muscular, telescoping long


neck easily extending up to 10’ in order to
snatch at a target along the banks of a rush-
ing stream. With the speed of a striking snake,
it attacks, reaching out to ensnare its chosen
prey with its hook-like teeth. It attempts to
latch on, whereupon it pulls any land dwell-
ers under the frigid waters to drown. The ini-
tial attack of the most common Galoopie de-
livers 2d4 points of damage on a successful
strike, and any roll of 18+ indicates the jaws
have locked fast onto a victim. There are many ART BY FRANK GUNTER

Dwellers in Dark Places 99


G
younger males can be extremely aggressive. Using their long GARGOYLE, LESSER
necks as clubs, they fight among themselves, attempting to
drive off any intruders. This is one of the few times when the Frequency: Uncommon
huge 8HD males emerge from the deeper waters, as they No. Encountered: 4d4
jealously guard their harem of smaller females. These “bulls” Size: S (1’–3’ tall)
inflict 1d10+4 damage on a successful strike. Move: 60’, 150’ flying (AA: V / 120-degree turn)
Armor Class: 4
Although the Galoopie does not have a concept of treasure, Hit Dice: 1d8 or 2d8 (*18 or 16)
occasionally there might be remnants from unfortunate ad- Attacks: 3
venturers left wedged among the submerged boulders of its Damage: 1–2 (x2 claws), 1d3 (bite)
hunting grounds. Such treasure usually consists of raw nug- Special Attacks: None
gets and rough gems, left over from unfortunate prospectors Special Defenses: half damage from edged weapons
and miners. Magic Resistance: Standard
Lair Probability: 60%
Submerged Galoopie’s only take quarter damage from any Intelligence: Low
fire-based attacks. Alignment: Chaotic evil
Level/XP: 2/45+2/hp
There is also an albino species of the Galoopie living deep
below ground in the cold-water rivers and streams of the un- Lesser Gargoyles inhabit the same types of dismal, remote
derdark. In all respects, it has identical abilities to its surface areas frequented by their larger cousins. Whether it is an
dwelling cousins. abandoned ruin, or the depths of a subterranean area, these
vicious monsters thrive. Much of this diminutive creatures
TREASURE: 1d10x1000 sp (30%), 1d3 x 1000 gp (20%), 2d10
time is spent hiding from the larger species, seeking the con-
gems (10%)
fined areas, normal gargoyles cannot reach. Often forced to
serve gargoyles or their larger kin as servants, these smaller
versions are extremely spiteful and malicious towards all oth-
er creatures. Whenever the opportunity arises, they quickly
swarm any small group of adventurers, a swirling cloud of
screeching and clawing.

The Lesser Gargoyles are dark gray in coloration, allowing


them to blend into shadowy areas (60% chance to hide in
shadows). Their wide, beak-like mouths are full of multiple
rows of sharp teeth and their talons are sharp enough to tear
through hardened leather.

These monsters ferociously attack any intruders with their


claws, doing 1–2 points of damage with each successful hit,
and biting for 1d3 damage. The small horns on the Lesser
Gargoyles head are not effective weapons.
ART BY FRANK GUNTER

Although not as resistant as a standard gargoyle, the hide of


a Lesser Gargoyle is quite tough. Non-magical edged weap-
ons only inflict half damage upon striking. Magical weaponry
of any kind does full damage against a Lesser Gargoyle.

TREASURE: 1d3 x 500 sp (25%), 1d6 x 100 gp (20%), 1d6 gems


(15%), 1d2 jewelry (5%)

GARGOYLE LORD
Frequency: Very rare
No. Encountered: 1d3
Size: L (8’ tall)
Move: 90’, or 120’ flying (AA: Level IV / 90-degree turn)
Armor Class: 0
Hit Dice: 8d8+8 (*12)
Attacks: 4

100 Dwellers in Dark Places


Damage: 1d4+3 (x2 claws), 1d4 (x2 horns), or by weapon +3 Only weapons of +1 or better magical enchantment cause
G
(see below) harm to a Gargoyle Lord, and the small amount of resistance
Special Attacks: See below to magical attacks serves them well when faced with powerful
Special Defenses: +1 or better enchanted weapon to hit opponents. Their rock hard skin gives them an armor class
Magic Resistance: 20% of 2, and they sometimes carry a shield, further augmenting
Lair Probability: 90% their defense.
Intelligence: Average–high
Alignment: Chaotic evil They delight in torture, and the acquisition of treasure drives
Level/XP: 7/1900+12/hp them to make bold assaults on the domains of all humanoids.

Rarely encountered, the Gargoyle Lords seek to assume TREASURE: Lair: 1d8 x 1000 sp (25%), 1d6 x 1000 gp (25%),
control of any rookery of common or lesser gargoyles, of- 2d6 gems (30%), 1d6 jewelry (20%), 1d6 misc. magical items
ten merging several together to form a huge raiding force. including potions and scrolls (25%)
These dark skinned, superbly muscled, dominating creatures
kill all who oppose their will, and once they have taken lead- GARGOYLE, OBSIDIAN
ership, they drive their subjects to acts of great wickedness.
Much larger than their lower brethren, the Gargoyle Lord is Frequency: Rare
stronger, having an 18/51 or higher strength, with a few of No. Encountered: 1d4
the more powerful individuals having 19 strength! Once they Size: L (8’–10’ tall)
have control of a gargoyle community, they seldom leave, Move: 60’, 120’ flying (AA: III / 60-degree turn)
unless leading a strong scavenging force, preferring instead Armor Class: -1
to send lesser minions to do their bidding. If an encounter Hit Dice: 8d8+8 (* 12)
takes place with more than one Gargoyle Lord, the strongest Attacks: 1 (or 4)
is always the leader, the others serving (grudgingly) as lieu- Damage: 3d4+4 (hammer) or 2d4 (x2 claws),
tenants. 1d6 (bite), 1d6 (horn)
Special Attacks: See below
Special Defenses: +1 weapon to hit
Magic Resistance: 25%
Lair Probability: 100%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 7/2200+12/hp

ART BY DARKZEL

Gargoyle Lords attack with their taloned fists for 1d4+3 dam-
age with each hit, using their great strength to tear at their
opponents. At the same time, they slash with their sharp
horns, doing 1d4 damage with each strike. However, in most
instances they forgo their physical attacks in order to use
weapons, usually magical in nature. When so armed they
do the appropriate weapon damage plus any magical and
strength bonus’. They use any type of melee weapon, avoid-
ing missile weapons. They also employ many of their magical
treasures with great effectiveness, being able to use any item
usable by the fighter class.
ART BY CHRIS LETZELTER

Dwellers in Dark Places 101


G
Obsidian Gargoyles are a rarely encountered type of the Lair Probability: 75%
varied gargoyle breeds found in the most remote of places. Intelligence: Low
They are composed of a dark substance, appearing to be Alignment: Neutral
faceted, sharp edged, polished black glass. Very often, they Level/XP: 3/120+3/hp
serve as guardians set by powerful forces of evil, either to
prevent access to potent magical items, or to prevent entry The Gelatinous Bubble is a distant relative of other similar,
into special areas. Two large, red, faceted eyes glare fixedly scavenging, gelatinous creatures. However, this creature has
on any opponent; an unblinking stare never wavering as they the ability to produce large quantities of a lighter than air
move implacably to attack any intruders. Taller than a nor- gas. It uses the gas to inflate itself into a thin membrane en-
mal gargoyle, they are as dense as the stone they resemble, abling the monster to float in the air. These dangerous crea-
weighing almost 2000 pounds and they fear nothing, attack- tures most often lair within larger caves, scavenging along
ing without regard for their survival. the ceiling in search of bats, stirges, and other subterranean
fare. They use delicate filaments of extended protoplasm to
When fully intact, the Obsidian Gargoyle normally begins its reach deep into any narrow crevices. Occasionally, they find
attacks with a great stone hammer; there is a 75% chance their way into a dungeon complex and in such places they
they are so armed. Using this potent weapon, they pound can become a dire menace to any who venture too close.
at their victims with bone-breaking force, inflicting 3d4+4 The Gelatinous Bubble is almost invisible (90%) as it hangs
points of damage. However, because of their weight, and the suspended in the air, or lurks attached to the ceiling. For
mass of the hammer, they are quite clumsy when flying and movement it relies on air currents, or it can extend up to
can only attack with the weapon when standing firmly on the four long sticky filaments reaching up to 15’, using these to
ground. pull itself along (or for attack). Attentive adventurers have a
10% chance of noticing a slight shimmer in the air, but only if
Any roll of a natural 20 with the hammer causes it to explode a careful examination (3 rounds) is made.
into dozens of razor-edged fragments, inflicting full damage
ART BY FRANK GUNTER
on the intended target (16 points), and automatically causing
2d4 points of damage to all targets within a 10’ radius. Once
the Obsidian Gargoyle’ hammer is shattered, the monster re-
sorts to their physical attacks: 2 claws for 2d4 damage, a bite
for 1d6 damage, and a gouge with their horn for 1d6 points
of damage.

The hammer used by the Obsidian Gargoyle is magical and


tied to the life force of the wielder. After shattering on a roll
of 20, the shards of the hammer gradually reform, in a pro-
cess taking several days. If the Obsidian Gargoyle dies, the
hammer crumbles to dust and is gone forever.

The nature of the Obsidian Gargoyles structure gives them


a substantial resistance to magical attacks (25%), and an ex-
ceptional armor class (-1). In addition, only weapons of +1 or
better magical enhancement can harm them.

TREASURE: 2d10 x 1000 gp (25%), 2d8 gems (25%), 1d3 jewelry


(30%), 1d3 magic including scrolls (30%)

GELATINOUS BUBBLE
Frequency: Rare When a Gelatinous Bubble senses potential victims under-
No. Encountered: 1d4 (very rarely 2d4) neath, it uses its filaments, slowly moving into attack posi-
Size: M (3’–5’ diameter) tion, creeping along the ceiling. With a sudden strike, it lash-
Move: 60’ flying (AA: I) es out seeking to snare its target. Each of the filaments has
Armor Class: 7 an acidic coating causing 1d3 points of damage. If the attack
Hit Dice: 3d8 (*16) is successful, it also releases a paralytic toxin into the wound,
Attacks: 1d4 possibly incapacitating its prey for 2d6 rounds (a successful
Damage: 1d3 per filament saving throw versus poison cancels the effect). If it rolls a 20
Special Attacks: Envelopment/paralysis / surprise on a 1-4 on any of the attack rolls, the creature pulls itself directly
Special Defenses: See below onto its prey. With a burst of foul gas, the creature partial-
Magic Resistance: See below ly deflates, spreading itself out in order to coat the victim,

102 Dwellers in Dark Places


bringing all of its digestive abilities to bear. Once attached Supported on four massive pillars of protoplasm it moves
G
in this way the Gelatinous Bubble automatically inflicts 2d4 across the landscape seeking food, scooping up the meal
points of damage per round, and any weapon attacks against with its four long manipulating tendrils. The end of each
it affect the trapped victim. splits into 1d4+2 hard tipped, slashing “fingers”, extremely
useful in grasping prey. While it can attack with all four ten-
After feeding, the Gelatinous Bubble slowly creates the gases drils in a round, only two of these tendrils can attack a single
needed to re-inflate, rising upwards to once again begin the target, inflicting 2d4 points of damage, automatically grab-
long wait for its next meal. bing victims on any die roll two better than the needed score.
On the next round, they lift prey upward to be absorbed into
Similar to its gelatinous cousins, the Gelatinous Bubble is the bulky central mass of the Gelatinous Strider. The power-
nearly transparent, and since it usually lurks high off the sur- ful internal enzymes cause 3d4 points of damage per round.
face it is slightly more difficult to see (surprise on a 1-4 on a A Major Strength Test before complete absorption occurs (0
six-sided die). Any heavy objects they inadvertently absorb hit points) frees a victim. Once the prey is completely im-
simply drop to the ground, so it is extremely rare when one mersed within the mass it must make a saving throw versus
of these creatures ever contains anything of value. paralyzation, with failure indicating total immobilization until
Sharp edged weapons can strike gelatinous Bubbles, but digestion is complete, the victim is pulled free by those out-
blunt weapons simply bounce off, pushing the bubble away in side, or the Gelatinous Strider is killed.
the process. Cold-based attack forms have no effect except
to slow them by 50% if they fail a saving throw. Electricity,
fear, hold spells of any kind, paralyzation, polymorph, and
any mind-based attacks are ineffective when used against
these monsters. Any fire attack violently ignites the buoyant
gas, inflicting 3d6 damage to anyone within 10’ as well as
destroying the Gelatinous Bubble. A gust of wind spell easily
pushes this creature away, and they avoid any outdoor areas
to keep from drifting away upon the wind. When a Gelatinous
Bubble reaches its maximum size (about 4’ in diameter), it
divides into 1d3+1 smaller, equal sized creatures. Thus if one
of these creatures finds an area rich in prey, there may be
double the usual number encountered.

TREASURE: None

GELATINOUS STRIDER
Frequency: Very rare
No. Encountered: 1
Size: L (18’ tall)
Move: 240’
Armor Class: 7
Hit Dice: 12d10 (*9)
Attacks: 4 (2 per target)
Damage: 2d4 (x2 claws) ART BY FRANK GUNTER

Special Attacks: Absorption / paralysis Edged and piercing weapons only inflict half damage against
Special Defenses: half damage from edged / piercing weap- the Gelatinous Strider. A blunt weapon, while doing normal
ons damage, also has a 25% chance of becoming stuck within the
Magic Resistance: Standard creature’s substance on each hit. A successful Minor Strength
Lair Probability: 10% Test pulls a stuck weapon free.
Intelligence: Low
Alignment: Neutral The thick nature of the Gelatinous Striders body allows for
Level/XP: 8/3550+16/hp small items of value to drift for a time, suspended within the
viscous substance. Coins, gems, potion bottles, or small me-
The immense Gelatinous Strider dwells in very few remote tallic weapons are usually the most common thing found: the
locations, and is a dangerous scavenger, striking very quickly digestive acids dissolve all leather, cloth, and organic items.
and usually without warning. This creature is 80% invisible
due to the transparent nature, and the sight of half-digested TREASURE: 1d10 x 100 gp (20%), 2d10 gems (10%), 1d4 magic
prey apparently floating in mid-air is most disgusting. items including potions (10%)

Dwellers in Dark Places 103


G
GHAVIAL COMMON GHAVIAL GREATER GHAVIAL GHAVIAL NESTLING SKELETAL
(CROQUE) (CROQUE WARDEN) SWARM GHAVIAL
Frequency: Uncommon Rare Uncommon Very rare
No. Encountered: 3d4 1d6 1 swarm 1d6
Size: L (5’–8’ long) L (10’–15’ long) S (1’–2’ long) L (10’–15’ long)
Move: 90’, 120’ swim 90’, 120’ swim 60’, 180’ swim 60’
Armor Class: 4 (see below) 2 (see below) 5 3
Hit Dice: 4d8 (*15) 6d8+6 (*13) 1d8 (*special) 8d8 (*12)
Attacks: 2 2 1 2
Damage: 2d4 (bite), weapon +1 3d4 (bite), 1d8 (sword) + 1d3 bite 3d4 (bite), 1d8 (sword)
strength bonus + strength bonus
Special Attacks: Tail Tail Swarm None
Special Defenses: None None None Half damage from
edged weapons
Magic Resistance: Standard Standard Standard 30%
Lair Probability: 50% 50% 65% 40%
Intelligence: Low–average Low Animal Non-
Alignment: Neutral (evil) Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 3/85+4/hp 5/350+8/hp 500 exp per swarm 6/825+10/hp
cient species. When standing upright, the Croque, or Com-
mon Ghavial are slightly shorter than a man, and much
broader, but their features are those of a human-crocodile
crossbreed. These smaller, more numerous members of the
Ghavial species weigh approximately 350–550 pounds, and
because of their heavy hide, they have a natural armor class
of 4.

The language of all living Ghavial consists of deep throaty


grunts and hissing, the sounds traveling for quite a distance
across the swamp. They often use it to attract nearby croco-
diles and in a limited capacity, the Ghavial are able to control
the beasts, directing them in any attacks.

These lesser warriors tend to favor javelins, spears, or small-


er bone swords of most types, along with a shield fabricated
of hides, wood (AC 3) or rarely a large turtle shell (AC 2). They
avoid the use of most other missile weapons and although
they are not as strong as the Greater Ghavial they still have a
+1 to hit and damage with any hand held weapons. They bite
at their enemies inflicting 2d4 hit points of damage with the
attack, while slashing with their tail for 1d6 damage.

A typical Ghavial village might have 3d10+3 adults, and an


equal number of juveniles (fight as 2 hit die creatures). Each
ART BY DEL TEIGELER village has a shaman of at least 6th level, who functions as
the spiritual leader and advisor to the Ghavial. The village
COMMON GHAVIAL (CROQUE) sometimes has 1d6 Kaprosuchus (see Kaprosuchus) used as
watch beasts, or mounts. In addition, over time, the village
The deep swamp is home to many strange and rarely seen
leader and his escort grow much larger, becoming Greater
creatures. Some of these monsters, notably the Ghavial, are
Ghavial.
not the twisted results of magical experimentation, such
creatures are instead, members of a naturally evolved, an- TREASURE: Individual: 2d6 gems (15%)

104 Dwellers in Dark Places


GREATER GHAVIAL (CROQUE WARDEN) by the blow. Like the lesser members of the tribe, they also
G
carry shields occasionally, further augmenting their armor
The Greater Ghavial is another of these forgotten creatures, class.
so ancient no record exists describing their origin. These
monsters are much taller than a man, but they are quite TREASURE: Individual: 1d6 x 100 gp (30%), 2d6 gems (35%)
broad, weighing as much as 1000 pounds, with a few grow-
ing to a weight of almost 1200 pounds. Their hide is deep SKELETAL GHAVIAL
green and covered with extremely dense plates, giving them
a high natural armor class (see stats above). When on land In ancient times, before the great decline, those of the Great-
they walk upright, but when the need arises, they are able to er Ghavial race would strive to be fierce in combat. If they
move quickly through deeper water by swimming, propelling did well, many of their greatest champions consented to take
themselves using their powerful tail. part in a special ritual, turning them into skeletal guardians.
After a ritualistic sacrifice, the shamans dip the consecrated
remains in pools containing Razor Fish (see Razor Fish), re-
moving the flesh from the bones, before they are bound to-
gether within rune-covered raiment’s, before burial near the
protected site. They spend an undead existence defending
their most holy temples. Despite the passage of centuries,
many of these “undead” creatures still survive, for they lie
silently for decades, concealed within mud and moss, their
enchanted bones immune to the ravages of time and decay.
Whenever intruders enter the protected area, the Skeletal
Ghavial rises up from the ground, launching a silent attack.

The bones harden over the ages as minerals bond with the
calcium, turning them deep black. Even in death they retain
the great strength of their living form, attacking with jaws
and weapons (same damage as Greater Ghavial), but lack the
additional tail attack. All edged weapons do only half damage
and small missile weapons (arrows, stones, bullets, and darts)
have a -2 to hit.

Clerics of the outside world cannot affect these creatures, for


they are more golem than undead.

TREASURE: 2d10 gems, (35%)


ART BY DEL TEIGELER

ART BY DEL TEIGELER

Greater Ghavials are quite strong (18/50 or better) and with


any hand held weapon they receive all bonus’ to hit and
damage due to exceptional strength. These creatures are
also extremely aggressive, fighting fiercely to protect their
territory and their young. They seek little direct contact with
the outside world, but occasionally they trade with the Lishku
(see Lishku) for weapons of steel and other small items fab-
ricated beyond the borders of the swamp.

The Greater Ghavial attacks with its powerful jaws doing 3d4
points of damage with a successful bite attack. They quite
often use long bladed weapon, slashing for 1d8 damage (plus
bonuses for exceptional strength). They also use their broad
tail with resounding force, striking opponents who are behind
this monster. Those struck take 2d4 points of damage and
must save versus aimed magic or be knocked off their feet

Dwellers in Dark Places 105


G
GHAVIAL NESTLING SWARM
with 2d4 hit points. Since such pools also serve as sites for
Each Ghavial community contains several special nesting sacrificial ceremonies, the bulk of the tribes treasure is usu-
pools where the young spend the first full year of their lives. ally located in the murky depths.
Any who is foolish enough to enter such a pool automatically
takes 2d6+2 damage per round from the swirling mass of rav- TREASURE: 2d10 x 500 gp (30%), 2d12 gems (20%), 1d4 jewelry
enous Ghavial young. Each swarm has 4d6+4 nestlings; each (20%), 1d4 magic items, excluding scrolls (20%)

ART BY DEL TEIGELER

GHELASH AVERAGE HUGE


Frequency: Rare Very rare
No. Encountered: 1 (2) 1 (2)
Size: L (8’–10’ tall) L (12’ –14’tall)
Move: 30’ 30’
Armor Class: 3 3
Hit Dice: 8d8–9d8 (*12) 10d8–11d8 (*10)
Attacks: 8 8
Damage: 3d6 (x2 tentacles), 1d4 (x6 tendrils) 3d8 (x2 tentacles), 1d6 (x6 tendrils)
Special Attacks: Coils / fluid drain / pheromones Coils / fluid drain / pheromones
Special Defenses: Camouflage / see below Camouflage / see below
Magic Resistance: Standard Standard
Lair Probability: 75% 75%
Intelligence: Low Low
Alignment: Neutral Neutral
Level/XP: 7/1900+12/hp 8/4150+16/hp

The massive ambush creature known in the swamplands as it almost impossible to spot (1-4 chance on a six sided die to
the Ghelash is a truly savage creature having equal aspects of surprise opponents).
both plant and animal. Using its root legs, the Ghelash slow-
ly moves into an area of ambush, usually an area of dense The first indication of the proximity of the Ghelash is the
swamp trees and tangled vines. It then devours any living snapping sound of its huge barbed tentacles as they lash
creature blundering within reach of its grasping tentacles. out to ensnare the unwary. Covered with a horny hide, the
The body of this monster has a covering of specialized chro- two greater tentacles have a reach of 30’ and each can inflict 3d6
matophores, allowing it to blend into its background, making points of damage on a successful strike. Any roll of 18+ successfull

106 Dwellers in Dark Places


GHINDY
G
Frequency: Uncommon
No. Encountered: 1d6
Size: L (8’ tall)
Move: 60’, swim 120’
Armor Class: 6
Hit Dice: 7 (*13)
Attacks: 5
Damage: 1d4 (x4 claws), 1d8 (bite)
Special Attacks: Grapple
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 6/600+8/hp

Ghindy live in the slow moving waterways of the great bayous


and deltas at the mouths of large rivers. Occasionally ven-
turing into the deeper waters of the immense rivers feeding
the vast marshlands, thousands of square miles of stagnant
backwaters and twisting waterways. They prowl the banks,
slipping beneath the surface when prey approaches, remain-
ing submerged for several minutes, lurking in the silt laden
soil as they listen for tell-tale footfalls. Their slender limbs
easily blend with the many roots, and with their brown and
ART BY CHRIS LETZELTER green coloration the Ghindy gain exceptional concealment
(75% undetectable when motionless).
striking a creature, automatically coils around, drawing it
quickly (1–2 rounds) to the feeding tube located atop the
body. A successful Major Strength Test is required in order
to free a victim before the Ghelash can begin to suck the life
from its victim. If the roll fails, the creature becomes impaled
and helpless on the four radial spines, and the feeding tube
begins to inflict 2d4 points of damage per round until the
victim reaches zero hit points. The empty husk is dropped to
the ground and the search begins anew.

The Ghelash also has 6 smaller tentacles used to attack and


possibly ensnare any who venture too close. These second-
ary attacks have a range of 10’ and inflict but 1d4 points of
damage, with a roll of 20 needed to entrap a victim. A Minor
Strength Test with at +1 modifier frees a victim from these
smaller tendrils. Failure means the greater tentacles have a
+4 to strike at ensnared targets. Fire and cold-based attacks
do normal damage against this fearsome predator, but elec-
trical based attack forms only do half damage.

When food is scarce, the Ghelash finds a place of conceal-


ment where it sends roots into the soil seeking nourishment.
Ghelash sometimes go dormant in such a state for several
months before they become active once again.

TREASURE: None

ART BY EARL GREIER

Dwellers in Dark Places 107


G
Thin of build, and long of body, they use their wide, powerful, GHOUL, GLUTTON
webbed feet to move rapidly through open water. The four (Turned as type 9)
pairs of long, multi-jointed limbs are used to great effect,
pulling the Ghindy through the tangled roots along the banks Frequency: Rare
and beneath the floating islands of rotting vegetation. Fish, No. Encountered: 1 (very rare 1d6)
shellfish, floating corpses, and small water mammals are the Size: L (6’–10’ tall)
natural foods they seek, but they will not hesitate to attack a Move: 90’
small party of adventurers. Armor Class: 3
STOCK ART BY MACIEJ ZAGORSKI
Hit Dice: 10d8+ (*10)
Attacks: 3
Damage: 2d4+4 (x2 claws), 1d10+4 (bite)
Special Attacks: Paralysis
Special Defenses: +1 weapons to hit
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Low–average
Alignment: Neutral
Level/XP: 8/4500+14/hp

The Glutton Ghoul is a ponderous mass of putrefied grey-


blue flesh covered with corruption, greedily attacking and
eating every creature it catches; a perverse monster con-
sumed by an insatiable hunger. This mass of foulness even
feeds on smaller ghouls in order to survive whenever food is
Rising from the black, sediment filled water, the Ghindy at-
scarce. Usually found as a solitary hunter, it roams in search
tacks with a savage bite (1d8 damage) and two pairs of limbs
of any prey too slow to evade the clutches of its filthy claws.
for 1d4 damage each. If two or more claw attacks hit on an 18+
The passageways beneath ancient cities, the catacombs of
the Ghindy automatically attacks four more times with their
burial sites, and foul sewers are home to this monstrosity.
remaining limbs, seeking to grab onto prey, pulling victims
into a deadly embrace, preparing to leap into the depths. Occasionally this massive creature gains control over a nest
Quite often the Ghindy lurk near coastal villages, stealing of ghouls and ghasts, sending them forth to gather food. In
fish from nets, or lurking in the dense weeds nears docks extremely rare cases, several of these creatures fall under
and piers. With great speed they rise to the surface to grab the control of a greater undead creature (vampire, liche) or
the unwary, dragging them to a horrible death beneath the a powerful necromancer who may have control of as many
waves. as six of these immense beasts might be encountered, along
with a horde of normal ghouls (4d8) and ghasts (2d6).
Ghindy occasionally venture into the coastal waters for short
periods, but soon return to the relative safety of the tangled Performing obscene rituals, necromancers can resurrect
morass. They are constantly on vigil lest the huge salt water unfortunate victims, killed by extreme starvation as Glutton
crocodiles or large delta sharks begin to approach. They also Ghouls; their negative life force turned into a raging hunger,
venture upriver at times, but never for extended periods, compelling them to seek the nourishment denied to them in
unless food is plentiful. life. Whenever a steady supply of food is available, the Glut-
ton Ghoul continuously feeds, spending the hours stuffing
TREASURE: None
gobbets of flesh into its great maw, using its serrated teeth to
strip the flesh from the bones.

The two powerful limbs of the foul Glutton Ghoul claw for
2d4+4 hit points of damage, and the gaping, maggot-drip-
ART BY FRANK GUNTER
ping jaws can deliver a horrific bite doing 1d10+4 points of
damage. In addition, any bite attack rolls of 20 hitting an op-
ponent indicates the Glutton Ghouls jaws have distended to
incredible proportions, swallowing any victim smaller than a
human. The Glutton Ghoul partially swallows anything larger,
with a roll of 18+ on any following round finishing the task.

With powers similar to its smaller cousins the Glutton Ghoul


can cause paralysis with either of its claw attacks, with a
failed save affecting a victim for 3d4 rounds. The filth en-

108 Dwellers in Dark Places


crusted teeth are disease ridden, and after a successful bite
G
attack, a failed save versus poison indicates the victim is in-
fected with a form of bacteria, fatal in 24 hours unless a cure
disease is received.

The Glutton Ghoul also has an overpowering carrion stench


filling a 15’ radius. If a creature within this area fails to save
versus poison, he fights at a -2 to hit due to severe retching
and nausea. As a member of the undead, the Glutton Ghoul
is immune to sleep, charm, hold and all cold-based attacks.

Due to the nature of their powerful connection to the Nega-


tive Material Plane, clerics treat the Glutton Ghoul as a type
9 undead creature on the clerics turning undead table. Any
attempts to turn those undead currently under the control
of the Glutton Ghoul are much more difficult, with the cleric
having a +2 penalty added to his die 20 roll (those undead
automatically turned are now only be affected by a die 20
roll of 3+). In addition, any successful turning lasts but 2d4
rounds as their overwhelming desire to serve their master
over-rides their innate fear of the cleric.

The filth littered lair of a Glutton Ghoul and its minions con-
tains cracked open bones and the inedible remains left over
from their victims. There is a high probability items of value
will also be present.

TREASURE: 2d8 x 1000 sp (45%), 1d10 x 1000 gp (40%), 2d12


gems (30%), 1d4 jewelry (30%), 1d4 magic items (25%), 1d4
potions (15%), 1d4 scrolls (10%) ART BY FRANK GUNTER

GHOVIAN
(Turned as type 5)

Frequency: Very rare


No. Encountered: 1d6
Size: M (6’ long)
Move: 120’ flying (AA: IV / 90-degree turns)
Armor Class: 3
Hit Dice: 6d8 (*15)
Attacks: 2
Damage: 1d4 (X2 tendrils)
Special Attacks: Envelopment
Special Defenses: 80% invisible / silver to hit
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Low
Alignment: Neutral evil
Level/XP: 5/500+6/hp

Although not a true member of the undead class, but almost


as deadly, the Ghovian is an insidious evil spirit and a deadly
opponent. They are invasive parasites which, when encoun-
tered as a group, have the ability to devastate an entire vil-
lage. Tribal shamans and witch doctors spend many hours
constructing intricate talismans and carved fetishes to keep
ART BY FRANK GUNTER

Dwellers in Dark Places 109


G
these malign spirits from entering the dwellings of those un- If he detects the presence of a Ghovian, a cleric who is phys-
der their protection. In more civilized locations, many clerics ically touching the victim, may attempt to cast it out (turning
spend much of their time performing ritualistic prayers to chart versus undead as type 5 undead creature). If the at-
keep the Ghovian at bay. Special rune carved weapons in- tempt fails, the Ghovian resorts to its physical attacks, sting-
laid with silver are usually at hand to deal with the Ghovian ing at the cleric with its two grasping tendrils for 1d4 damage
threat. each. It does not emerge from the victim; instead, it remains
within, using the flesh of the victim as a living shield.
Ghovian’s are extremely difficult to detect when they initially
attack due to their almost invisible nature. These insidious Once it has drained a victim the satiated Ghovian then moves
creatures subtly attach themselves to a target, slowly merg- away from the corpse, seeking a quiet place to “digest” its
ing into the targets flesh awaiting the time to feed. The first meal (one day per point of constitution, it has drained) be-
strike at a victim is at a +2 to hit and if this single attack is fore it once again moves on in search of a new source of
successful, they slip unseen into host, wrapping their long “food”. One day after his death, the victims tainted spirit re-
tail around the spine. If the attack fails, only the intended forms, unless the fires of cremation consume the corpse. But
victim has a 20% chance to notice the assault occurred, a the newly created Ghovian is “corpse bound”, cursed to stay
tingling chill running up his back. If unnoticed, the Ghovian within 20’ of any remains, sometimes for years, decades,
simply slips away, biding its time before attacking once again. even centuries; waiting until another unfortunate victim ap-
proaches close enough for the waiting Ghovian to attack. Af-
A Ghovian sometimes delays their most deadly attack, of- ter a Ghovian has made its first kill, it then becomes free to
ten lurking for hours or even days inside a victim before roam in search of prey.
launching their killing assault. In most cases, the Ghovian al-
lows their unfortunate host to sleep before they begin slowly Many times a Shaman places a special charm on the vic-
draining the unknowing victim’s constitution. At the rate of tim’s corpse, preventing the formation of the evil spirit, but
one point of constitution per day, the victim gradually be- the charm needs renewal every seven days. Only if the re-
comes lethargic, until upon reaching zero constitution, death mains are blessed, scribed with runes made from a mixture
occurs. The Ghovian then detaches itself in order to attack of holy water and powdered silver, and then cremated, will
the closest creature, repeating the process. the bound spirit find peace in the afterlife.

The presence of a Ghovian creates a slight “hazy aura” around TREASURE: NONE
the victim, which can sometimes be spotted (base 5% + 1%
chance per point of constitution of the victim of spotting the GIANT, DEEP
aura). A cleric may be able to drive these malign spirits away
but this monster never suffers the fate of disruption. Any Frequency: Rare
Ghovian, driven from a host by a cleric, rarely returns. Any No. Encountered: 2d6
fortunate victim saved from the attack of a Ghovian regains Size: L (8’–10’ tall)
any lost constitution at a rate of one point per day. Move: 120’
Armor Class: 0 (base)
Hit Dice: 9d8 (*12)
Attacks: 1
Damage: 4d4+6
Special Attacks: Hurling boulders
Special Defenses: Natural camouflage
Magic Resistance: 25%
Lair Probability: 20%
Intelligence: Low–average
Alignment: Neutral (evil)
Level/XP: 7/1900+12/hp

Far beneath the surface world, where the stone constantly


grumbles from the intense weight above, is the home of the
Deep Giants. These large humanoids are distant relatives of
the stone giants of the surface world, and other than a slight-
ly smaller stature and the darker coloration of their denser,
stone-like skin, they are almost identical. Due to the texture
and coloration, the Deep Giant is able to blend into the sur-
rounding stone, and when motionless, they are 60% invisible,
surprising opponents on a 1–3 on a six-sided die.
STOCK ART BY WILLIAM MCAUSLAND

110 Dwellers in Dark Places


A Deep Giant normally wields a club of worked stone, smash-
G
ing at opponents for 4d4+6 points of damage. They also hurl
small boulders (1’ diameter) when space is available, espe-
cially in larger caves. These missiles have a range of 200’ and
cause 2d20 damage on any successful hit. Deep Giants es-
pecially enjoy hurling small Bure’tuzzo at their enemies (see
Bure’tuzzo) and watching the ensuing confusion.

Those attempting to cast spells at a Deep Giant soon discov-


er, due to exposure to strange radiations, these humanoids
have a small resistance (25%) to any magical attacks.

It is not unusual to find the Deep Giants lurking in the vicinity


of the subterranean cities populated by many races. They
patiently wait, in order to raid the herds of various under-
ground creatures. Occasionally, they serve a powerful lord as
elite troops in exchange for food, or weapons of metal. Some
Deep Giants use shields (armor class -1), or wear shirts made
of chain mail (armor class -2 or -3 if used with a shield).

Migratory by nature, they travel constantly, roaming through


the endless caverns and passages of the underdark, stopping
for several weeks at each new location before moving once
again. Some tribes claim to have circled the world a dozen
times, without ever leaving the safety of the deep tunnels.
They form small family groups consisting of 2d6 adults, along
with an equal number of juveniles. Occasionally, one might
encounter triple the number when the scattered clans meet
for trading and special ceremonies.

Deep Giants often have companion creatures, usually a small


pack of 1d4 common Issa (see Issa) travel with the clan. Not
only do they serve as scouts, they also aid in the hunt, slip- ART BY AARON SIDDALL

ping through narrow spaces to flank and herd prey towards


concealed Deep Giants.

TREASURE: Individual: 3d10 gems (45%)

STOCK ART BY JACOB BLACKMON

Dwellers in Dark Places 111


G
GIANT, UNDEAD FIRE FROST HILL STONE
(Turned as type 9) (Turned as type 8) (Turned as type 6) (Turned as type 7)
Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1–2 1d3 1d6 1d4
Size: L (12’ tall) L (15’ tall) L (10’ tall) L (12’ tall)
Move: 90’ 90’ 90’ 90’
Armor Class: 1 2 3 0
Hit Dice: 11d10 (*10) 10d10 (*10) 8d10 (*12) 9d10 (*12)
Attacks: 1 1 2 1
Damage: 5d6+10 4d6+9 1d6+7 (x 2 fists) 3d6+8
Special Attacks: Berserk Cold None Throw boulders
Special Defenses: See below See below See below See below
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 75% 75% 50% 80%
Intelligence: Low–average Low–average Low Low–average
Alignment: Lawful evil Chaotic evil Chaotic evil Neutral evil
Level/XP: 8/3500+16/hp 8/3000+14/hp 7/2000+12/hp 7/2400+14/hp

desiccation of their flesh, they often appear shrunken slightly


ART BY BRIAN (“GLAD”) THOMAS
in size. In addition, due to their undead nature, all of them
are immune to any form of mind influencing magical attack,
either by spell or device, and they only take damage from
weapons of +1 or better enchantment. Due to the hardness of
their dead flesh, enchanted blunt weapons only do ½ dam-
age to these creatures

UNDEAD FIRE GIANT


It is quite rare for this type of giant to become a member of
the undead, for most times, companions place slain fire gi-
ants in bubbling lava, leaving no body. However, the remains
of a few who have fallen in battle may be lost to their kin. Un-
buried, and full of hate, they roam the land searching to slay
the living. They are fierce in battle, using huge swords, doing
5d6+10 points of damage. Once per turn of melee combat,
an Undead Fire Giant must make a save versus spells, with
failure indicating the creature has become berserk. In this
state they attack twice per round, randomly slashing at any
target within 10’. They turn as type 9 undead creatures on
the undead turning table.

UNDEAD FROST GIANT (see page 158)


The frozen wastes are an unforgiving environment, and on
rare occasions, frost giants may fall prey to an undead as-
There are times when even giants cannot stand in the face sault. Their bodies shrivel, becoming rock hard and desic-
of an attack from malicious necromancers and the corrupt cated in the frozen dry air. In battle they carry great axes,
forces they command. Overwhelmed by evil, they re-animate used to inflict 4d6+9 hit points of damage. However, their
the slain giants to join the legions of the undead. Powerful very nearness can inflict damage from the intense cold they
and brutish, these Undead Giants are dangerous opponents, radiate: any attacker who comes within 5’ takes 2d6 points
easily able to defeat an adventuring group. They are hideous of cold damage (save versus spells for ½ damage). On the
parodies of their former selves, and because of the effects of undead table, they turn as a type 8 undead creature.

112 Dwellers in Dark Places


UNDEAD HILL GIANT runs they land and use either the lance (2d6+6 damage) and
G
shield or a pair of long swords (1d8+6 damage). They often
These foul creatures are terrifying when they attack, smash- wear a coat of light chain mail (base armor class 5 or 4 with
ing enemies with their gnarled fists for 1d6+7 points of dam- a shield). Quite often, their arms and armor are magical in
age with each blow. Luckily, if not under the control of some nature, altering the above stats.
greater undead, these monsters are weak willed and clerics
are able to turn them as type 6 undead creatures.

UNDEAD STONE GIANT


This malign monster is an unfeeling brute, reveling in wanton
destruction. In combat, they wield great clubs of stone, us-
ing them to batter any who would stand against them, doing
3d6+8 points of damage with any successful hit. Mimicking
skills possessed in their former lives, they are the only form
of undead giant able to throw boulders. However, because of
their undead nature they are only able to hurl these missiles
at targets within 100 yards inflicting just 2d12 points of dam-
age. They have a limited immunity to some weapons due to
their rigor-hardened flesh with any blunt or missile weapon
damage being reduced by half. They turn as a type 7 undead
creature on the clerics turning undead table.

TREASURE: (all types of undead giant): 1d4 x 1000 sp (35%),


1d3 x 1000 gp (30%), 2d4 gems (25%), 1d3 jewelry (15%)

GIANT, WINGED
Frequency: Rare
No. Encountered: 2d6
Size: L (8’–10’ tall)
Move: 120’, 180’ flying (AA: IV / 90-degree turn)
Armor Class: Varies, base 5
Hit Dice: 8d10 (*12 base)
Attacks: 1 (or2)
Damage: 2d6+6 (lance), or 1d8+6 (x2 swords)
Special Attacks: Swooping charge
Special Defenses: None ART BY FRANK GUNTER

Magic Resistance: Standard


Lair Probability: 75% The Winged Giants are also skilled at dropping large rocks
Intelligence: Average from above upon their enemies, doing 2d10 damage on any
Alignment: Neutral successful hit. They also drop clay pots full of flammable
Level/XP: Troops- 6/550+10/hp liquids as well. Such “bombs” shatter upon impact filling a 15’
Chief- 7/1300+14/hp radius with fire. Those caught within the affected area take
Spell Caster- 7/1000+10/hp 3d6+6 damage (save versus device for ½ damage). A Winged
Giant is only able to carry 3 rocks or one such volatile pot.
High in the most remote of mountain reaches adventurers
might encounter the reclusive Winged Giants. These avian The chieftain of the tribe has 10d10 hit dice (*10), +8 dam-
featured humanoids stand approximately 9’ tall, and possess age on any melee attacks. A small number of Winged Giants,
a great set of leathery wings with a span of almost 15’. They one or two per tribe, have the intelligence or wisdom to be
are a uniform gray in coloration, with smooth hairless skin. spell casters (maximum level 4 clerics, or level 6 magic user),
Building their small fortresses in the most inaccessible areas, serving as advisors to the group’s leader. It is not uncommon
they hunt along the deep gorges for sheep and other moun- for some lairs to have a small contingent of 1d6 Stone Giants
tain dwelling fare. who have allied themselves with their winged brethren.

Winged Giants prefer to use a lance when attacking; swooping TREASURE: Lair: 1d10x1000 gp (40%), 3d10 gems (30%), 1d4
in an initial charge, doing 2d6+6 damage (double the rolled magic items including scrolls and potions (20%) / Individual:
damage on any attack roll of 18+). After a few diving attack 1d3 x 1000 gp (50%), 2d4 gems (0%), 1d4 jewelry (30%)

Dwellers in Dark Places 113


G
GLOMUS (75% chance) or be free floating in orbit around the Glomus.
The Glomus can access any powers inherent within any of
Frequency: Very rare the incorporated IOUN stones.
No. Encountered: 1
Size: S–L (2’–12’ diameter) A pseudo magnetism holds the individual crystals making
Move: 180’ flying (AA: V / 120-degree turn) up the Glomus rigidly in place forming a roughly spherical
Armor Class: -2 shape measuring from 2’–12’ in diameter. The Glomus pos-
Hit Dice: 1d8–12d8 (*varies) sesses 1 hit die for each foot of diameter. Many sharp edged
Attacks: 1 crystals protrude at various angles, providing this mineral life
Damage: 1d4+2 per hit die form with weaponry readied in every direction. During com-
Special Attacks: Glittering Curtain bat the Glomus attempts to slam into its enemies inflicting
Special Defenses: +2 or better weapon to hit / IOUN stones / 1d4+2 points of damage for each hit die it possesses; thus a 6
Spell reflection / crystal immunities hit die Glomus can inflict 1d4+12 points of damage. However,
Magic Resistance: 40% in most cases the Glomus attempts to flee any encounter,
Lair Probability: 10% unless it is intent on obtaining certain crystals. As a special
Intelligence: Low defense, the Glomus is able to create a Glittering Curtain
Alignment: Neutral (once per day), a spell-like effect filling a 20’ radius, striking
Level/XP: Varies with hit dice any creature in the area with the same effects as a powerful
Color Spray cast by a 12th level Illusionist.
The Glomus is one of the many unusual creatures adventur-
ers might encounter on the Quasi-Elemental Plane of Min- The conglomerate surface of the Glomus is extremely hard
eral. On occasion they travel away from their native plane, (AC -2) and completely protects the creature from any nor-
residing near outcroppings of immense crystals on the Prime mal weapon attack. Only weapons of at least +2 enchant-
Material Plane. Yet, even in these places, the Glomus only ment are able to successfully strike and injure the Glomus
remains for a few hours, as it needs constant exposure to its and blunt weapons of +2 or better enchantment inflict dou-
native planes energies in order to survive. ble damage when they strike. When a Glomus reaches zero
hit points, the pseudo magnetic bond holding the individual
components together is broken, causing the Glomus to break
apart. However, the shattering is an explosive event send-
ing the sharp edged crystals flying in all directions at great
speeds. This fills a 10’ radius inflicting 3d4 points of damage
against any who fail to make a save versus breath weapons.
Amazingly, after but one hour of the destruction, any unbro-
ken component crystals begin to reform. This process takes
ART BY FRANK GUNTER

one day for each hit die of the Glomus. Only if all of the
crystals shatter, is a Glomus destroyed. Usually the reformed
Glomus has 1d4 fewer hit dice than before its disruption. If a
Glomus is somehow captured, and brought to the Prime Ma-
terial Plane it soon dies, leaving behind a pile of gemstones
worth 2d10 x 500 gp in value.

Enchanted +2 edged weapons attack against armor class -3,


and all similarly enchanted blunt weapons treat the creature
as having armor class 0.

The Glomus has the following Crystal Elemental Immunities:


Fire and cold-based attacks cannot affect the Glomus, and
Although it appears to be nothing more than a great compact electrical based attacks only cause half or no damage de-
mass of individual crystals, the Glomus is a living creature pending on the saving throw. Gases and poisons are ineffec-
“flying” serenely through the mineral realm by using a form tive when employed against a Glomus. However, some spells
of movement, part levitation and part passwall. With ease, do affect them: Shatter causes 3d6 points of damage, a Glas-
it slips its bulk through solid rock or any other medium as see spell effectively blinds these creatures, and a Stone to
easily as a fish moves through water. During its “flight”, a Flesh spell makes it armor class 6 for one melee round. The
Glomus slowly and selectively pulls other crystals into its Glomus can phase into any stony surface within one round,
mass growing steadily in size. Occasionally (50% chance) a and during the first round, a Phase Door spell automatically
Glomus has 1d4 random IOUN stones, as part of its structure. slays this creature.
These magical gems could be incorporated into the mass
TREASURE: 3d12 gems (60%), 1d6 IOUN stones (40%)

114 Dwellers in Dark Places


GOLEM, BRASS MINOTAUR
G
Frequency: Rare
No. Encountered: 1d4
Size: L (8’–10’ tall)
Move: 90’
Armor Class: 0
Hit Dice: 50 hit points (*10)
Attacks: 2
Damage: 2d8+6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/7000 experience points

Most experts consider the Brass Minotaur Golem to be a


lesser golem, because it lacks a magical attack form. Howev-
er, in a fight, these automatons are still an extremely danger-
ous opponent, moving with an almost liquid grace. They obey
the simple commands of whoever wears the special amulet of
control, or fulfilling the commands of some long lost master.
They are tireless, and perform any reasonable task to the
best of their ability.

Usually, a Brass Minotaur Golem functions as the guardian


for a valuable treasure, but they also serve as powerful allies,
ART BY FRANK GUNTER
accompanying their current master (whoever wears the spe-
cial amulet of control), serving as a guard, fighting as a mon-The mage must create an inner framework, suspending the
ster possessing 11 hit dice, they are always fashioned with egg of a Brass Skimmer within the chest cavity of his cre-
a huge, two-handed ax. They are able to use this weapon ation. The heat generated by this item functions to keep the
with great skill in battle, attacking twice per round, inflicting
core of the Brass Minotaur Golem in a quasi-liquid state,
2d8+6 damage with each successful strike. allowing it to move with ease. The magic-user must be of at
least 14th level and he will be required to cast the following
The smooth, seamless surface of the Brass Minotaur Go- spells to create one of these constructs: wish, polymorph any
lem is very resilient and only weapons of +2 enchantment object, geas and heat metal.
or better can do any damage. The only spells affecting this
type of golem are cone of cold, making them suffer double When the Brass Minotaur Golem reaches zero hit points the
damage from weapon attacks on the following round, and ice Brass Skimmer egg used in its fabrication ruptures, causing
storm, doing half damage (quarter damage on a successful the hardened outer layer to shatter, spraying the inner mol-
saving throw). Twice per day the Brass Minotaur Golem for- ten brass in a 10’ radius, causing 2d6+6 points of damage to
goes the two attacks, instead sweeping a 180-degree arc in any creature within the area (a successful save versus breath
front, striking at all opponents within 10’. On rare occasions weapons reduces this damage by ½).
the Brass Minotaur Golem lunges at a particularly powerful
opponent, using its long horns as a weapon, goring for 1d10 TREASURE: None (guardian)
damage.

It takes 3 months of dedicated work to fabricate a Brass Mi-


notaur Golem along with the special control amulet, at a cost
of 1,000 gp per hit point of the construct. The magic user
must create a special two-part mold into which he pours the
liquid brass. The creator of the Brass Golem must have in
his possession a very rare item: the egg of a Brass Skimmer
(see Brass Skimmer), living on the molten sea of brass in the
realm of the Efreeti.
STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 115


G
GOLEM, CONGLOMERATE STONE earth. The material cost is 1200 gp per hit point, and eight
months of construction time. Each of the stones used in the
Frequency: Very rare golems construction require meticulously scribed, special
No. Encountered: 1 runes, helping to bind them into the correct form. In addi-
Size: L (10’–16’ tall) tion, the builder creates a matched pair of “twinned heart
Move: 60’ stones” during the final phase of the construction; these
Armor Class: 0 must be matched rubies with a value of at least 5,000 gp
Hit Dice: 60 hit points (*8) each (this is in addition to the basic construction cost). One
Attacks: 2 stone resides within the heart of the construct; the other
Damage: 3d4+8 (X2 fists) remains with the controller (usually as a pendant) or placed
Special Attacks: See below in a safe location. It must always remain within 100 yards of
Special Defenses: +2 weapon to hit / regeneration the Conglomerate Stone Golem. Whoever holds the twinned
Magic Resistance: See below heart stone is able to control the Conglomerate Stone Golem
Lair Probability: 100% by using simple commands: stop, wait, go, attack etc. The
Intelligence: Non- Conglomerate Stone Golem can also be set to wait for a spe-
Alignment: Neutral cific condition triggering it to attack (i.e. a door or chest is
Level/XP: 9/9000 experience points opened, a room is entered, a spell is cast, a valuable item is
removed from a location, etc.).
The origin of the first Conglomerate Stone Golem is lost in
time, but this creature is in some ways more dangerous than The Conglomerate Stone Golem attacks with a pair of stone
the standard stone golem. Created by using rare magic, this fists, striking as a creature possessing 10 hit dice, with each
construct is a juggernaut, hammering at an enemy without blow inflicting 3d4+8 points of damage. Once every three
pause, until commanded to stop; seeking to crush all who rounds this golem is able to hurl a boulder with great force.
stand in its way. In appearance it resembles a roughly man The range of this special attack is 60’, and targets struck take
shaped pile of fist sized or larger stones. When it moves, the 2d12+10 points of damage.
individual stones slip around one another in an almost liquid
dance, at times appearing as a self-mobile landslide as it If an 18+ is rolled on both of the fist attacks, or upon reaching
flows along the ground. However, when this golems move- zero hit points, the Conglomerate Stone Golem instantly flies
ment ends, or just before it attacks, it always returns to the apart, crumbling into a rock slide, collapsing onto its oppo-
towering man-like shape. nents doing 4d4 points of additional damage to anyone with-
in a 10’ radius. However, this does not destroy the construct,
The construction of a Conglomerate Stone Golem requires a as on the next round it begins to reassemble itself, the con-
rare magical tome, and such work can only be accomplished glomerate stones pulling themselves back together. It takes
by a magic-user of 18th level or higher using the following 1d4 rounds for the golem to pull itself together, becoming
spells: wish, polymorph any object, geas, repulsion, and move whole once again, and only during this time is it especially
vulnerable to the following spell: A Rock to Mud spell destroys
it in the crumbled state. In addition, shattering either of the
twinned heart stones (armor class -6, save as metal, hard
with a +4 bonus) destroys the Conglomerate Stone Golem.

The Conglomerate Golem has the ability to add mass, bor-


rowing from surrounding loose stones in order to increase
its reach. The added rocks allow the construct to lengthen its
arms to attack opponents out of reach, or it may lengthen its
legs in order to span a wide gap in the ground. This power is
usable twice per day for 2d4 rounds, at the end of this time,
the extra material falls to the ground in a shower of shattered
rock.

Only weapons of +2 or better enchantment may harm a Con-


glomerate Stone Golem, with edged and piercing weapons
doing but half damage, and blunt weapons doing full damage.
This construct has the same weaknesses as the standard
stone golem against some spells: Rock to mud slows the go-
lem by 50% for 2d6 melee rounds, Mud to Rock restores all
damage suffered by the golem, and Stone to Flesh makes it
vulnerable to normal weapon attacks on the following round.
ART BY FRANK GUNTER The Conglomerate Stone Golem is slightly stronger than a

116 Dwellers in Dark Places


regular stone golem and is able to do 1 point of structural
G
damage per round of attack.

TREASURE: Special (guardian)

GOLEM, COPPER
Frequency: Very rare
No. Encountered: 2
Size: L (10’ tall)
Move: 90’
Armor Class: 4
Hit Dice: 75 hit points (*7)
Attacks: 2
Damage: 2d8+8 (x2 fists)
Special Attacks: Lightning
Special Defenses: See below
Magic Resistance: See below
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/11,000 experience points

The massive Copper Golems always start their existence in


pairs and these wide, ponderous constructs obey the spoken
commands of their creator, often waiting centuries to fulfill
their orders. When newly made they gleam with the brilliant
luster of polished copper, but due to the effects of time and
nature, these constructs gain a patina, changing them to a
verdant, streaked green. Many times, it is a feature, hiding
the true danger lurking beneath; causing attackers to mis-
ART BY FRANK GUNTER
take them for misshapen iron golems.
The heavy riveted plates of the Copper Golem are quite
A Copper Golem attacks and saves as a 14 hit die creature
tough, only weapons of +2 enchantment or better can do any
using its huge armored fists, smashing at opponents for
damage, and blunt weapons of any kind only do half damage.
2d8+8 (strength 20) points of damage with each hit. However,
The only known spells affecting a Copper Golem are cone of
their magical forms of attack are their most feared weapons.
cold, making them suffer double damage from weapon at-
When moving, the intricately geared, internal design allows
tacks on the following round, and fireball, doing half damage
them to generate a tremendous buildup of electricity, releas-
(quarter damage on a successful saving throw).
ing a charge every third round as a bolt of lightning filling a
5’ wide path between the two Copper Golems, to a maximum
Lightning Bolts or any other form of electrical attack striking
distance of 100’. This bolt does 10d6 points of damage (save
a Copper Golem are easily stored, and part of the energy
versus spells for half damage). If combat destroys one of the
augments the constructs next release of electricity (+2 dam-
matched pair, the remaining Copper Golem still generates
age bonus per hit die of the absorbed attack on the Copper
enough energy to create a forked lightning bolt into a 20’
Golems next attack).
area in front of the construct every third round; doing 5d6
points of damage (again save for half damage). In all cases,It takes five months of dedicated work to fabricate a single
opponents standing in water, or who are wet save at a -2 Copper Golem (ten months for the pair) at a cost of 1,000 gp
penalty, and add +2 damage per die rolled from an electricalper hit point. Originally made as twins, the process of their
attack. fabrication is meticulous, with each panel, bolt and joint ex-
actly matching in weight and shape. A magic user of at least
Because of their tremendous strength Copper Golems are
16th level must cast the following spells to create these con-
each able to cause 1 point of structural damage every other
structs: wish, polymorph any object, lightning bolt, shocking
round of combat.
grasp and geas.

TREASURE: Special: guardian

Dwellers in Dark Places 117


G
GOLEM, FLYING GREATER LESSER
Frequency: Very rare Very rare
No. Encountered: 1 1d6
Size: L (5’–10’) S–M (1’–4’)
Move: 120’ flying (AA: III / 60 degree turn) 180’ flying (AA: IV / 90 degree turn)
Armor Class: 3 3
Hit Dice: 60 hit points (*10) 30 hit points (*13)
Attacks: 3 3

ART BY FRANK GUNTER


Damage: 2d4 (x2 claws), 1d10 beak 1d4 (x2 claws), 1d6, beak
Special Attacks: See below See below
Special Defenses: See below See below
Magic Resistance: See below See below
Lair Probability: 100% 100%
Intelligence: Non- Non-
Alignment: Neutral Neutral
Level/XP: 9/7000 experience points 7/5000 experience points

Flying golems are exquisite constructs; each component ex- The Greater Flying Golem fights as a creature having 10 hit
actingly designed using thin membranes of crystal, glass, dice, while the smaller version only functions as a 7 hit die
and diamonds They obey simple commands, often serving creature. As they swoop for an attack, they become visible,
as nearly invisible guardians, circling above their creator’s all of their brilliant colors glowing with an inner light. These
domain (85% invisible when aloft), controlled by a special constructs rarely hover in extended melee, preferring in-
wand made at the time of the Flying Golems creation. With stead to make a single strike, diving at double their normal
the power to remain airborne almost indefinitely, these tire- speed, using one of the diamond edged wings to slash as
less automatons scan the domain of their creator in search they pass closely to the target. The lesser Flying Golem does
of intruders. 3d4 damage with this attack, while the larger version does
3d6 damage. When commanded they engage an intruder in
melee combat, attacking with magically hardened talons and
beaks, raking and biting at intruders for the indicated dam-
age.

These constructs also have a spell-like attack, usable every


third round of combat. The lesser Flying Golem is able to
generate a volley of 1d3+1 magic missiles, darts of energy hit-
ting a single selected target on any roll of 10+ (roll separately
for each missile in the volley). The greater Flying Golem is
capable of unleashing a devastating color spray (cast at their
creator’s level).

Only weapons of +2 or better magical enchantment can dam-


age one of these constructs, and only a few spells cause
them harm. A shatter spell makes them vulnerable to normal
blunt weapon attacks for 3 rounds, and during this time a
disintegrate spell destroys a Flying Golem.

It takes 4 months for a skilled artisan to fabricate all of the


pieces required for a lesser Flying Golem, and twice as long
for the Greater Fling Golem. The cost of the needed materials
is 500 gp per hit point of the Flying Golem, plus the cost of
hiring a skilled glass worker to make all of the required com-
ponents. Made in the form of huge birds, the creator of these
golems must first duplicate, in glass, the skeletal structure of
ART BY FRANK GUNTER

118 Dwellers in Dark Places


a living bird. They then spend weeks, painstakingly etching
G
ART BY FRANK GUNTER
and coloring each individual feather. Magical pigments stain
every piece to resemble their living counter-parts before
careful attachment to the main framework. . It is possible to
reduce the time of construction by one month if the artisan
has a talented apprentice. When the device is assembled to
his exacting specifications, the wizard of 12th level or higher
then casts the following spells upon his creation: glass-steel,
levitation, fly, light, color spray or magic missile, and finally,
wish. Upon the utterance of the final spell, all color fades
to complete transparency, only reappearing when the Flying
Golem attacks.

TREASURE: None (guardian)

GOLEM, OBSIDIAN (COLOSSAL)


Frequency: Very rare
No. Encountered: 1
Size: L (15’–24’ tall)
Move: 60’
Armor Class: 0
Hit Dice: 15d10–24d10 (base 90+3 hit points per die) (*7)
Attacks: 2
Damage: 2d10+8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/12,000 experience points

In the remote jungle depths, there are numerous legends of


ancient giants of stone “towering above the trees”; these vine Only the following spells affect the Colossal Obsidian Golem:
and moss covered guardians watch over the forgotten cities rock to mud, which slows the golem to ½ movement for 1d12
of some lost empire. Once painted in brilliant colors now rounds, and stone to flesh which allows normal weapons to
faded and chipped by time, these are the Colossal Obsidian harm them for 1d3 rounds. A stone to flesh spell functions as
Golems; silent watchers who may wait for centuries in order a “heal”, repairing any damage the golem has taken.
to protect the secrets of the lost civilization. Like the Ob-
sidian Sentinel (see following), this larger golem is also able Only weapons of +2 or better magical enchantment may
to meld into stone, quite often merging with the ruins of a harm these constructs, and the material from which they are
building, emerging with a snapping of its shroud of vines to composed of reduces any damage taken by the Colossal Ob-
confront any intruders. sidian Golem from edged weapons by half.

Attacking as a monster with 22 hit dice, this massive con- For construction purposes, they require the same spells as
struct slashes opponents with a pair of great stone blades most other golems (wish, polymorph object, geas, along with
inflicting 2d10+8 damage with each successful hit. Once per stone shape, meld into stone). The time and cost of con-
day the Colossal Obsidian Golem can transform one of its struction for a Colossal Obsidian Golem is 1 full year plus 1
blade arms into a deadly two handed weapon, capable of additional month for each hit die over 15, at a cost of 1,000
inflicting 4d10+10 points of damage to any creatures within gp per hit point.
its forward 120-degree arc. The effect of the transformation
lasts for three rounds, and during this time, this golem ran- Colossal Obsidian Golems are usually able to cause 1 point of
domly attacks any target within movement range. Standing at structural damage per round, but if they attack a structure
15’ or more in height, these creations are huge, towering over while using their two handed weapon, the structural damage
their enemies. They have a minimum of 90 hit points at 15’ is doubled.
tall, and an additional 3 hit points for each hit die over 15, up
TREASURE: Special: guardian
to a maximum of 24 hit dice.

Dwellers in Dark Places 119


G
GOLEM, OBSIDIAN (SENTINEL) The sharp edges of the Obsidian Sentinels arms are their
primary weapons, allowing them to attack twice per round
Frequency: Rare for 1d10+4 points of damage. In addition, the Obsidian senti-
No. Encountered: 1d6 nels may periodically reshape a portion of their structure for
Size: M (6’–8’ tall) 3 rounds, transforming the ends of their arms and hands into
Move: 90’ great stone blades, each slashing for 2d6+3 points of damage.
Armor Class: 1 After the third round, their structure returns to normal, but
Hit Dice: 40 hit points (*12) after another three rounds, they may transform them once
Attacks: 2 again. All Obsidian Sentinels fight as 8 hit dice monsters.
Damage: 1d10+4
Special Attacks: See below Because of the hardness of their material, edged weapons
Special Defenses: See below of any kind only inflict half damage to an Obsidian Sentinel.
Magic Resistance: See below
Lair Probability: 100% As golems, they do have immunities to most magical attacks.
Intelligence: Non- Weapons of +2 or greater magical enchantment are needed
Alignment: Neutral to inflict damage to this construct, and only the following
Level/XP: 7/4,000 experience points spells can affect an Obsidian Sentinel: rock to mud, which
slows the golem to half movement for 1d12 rounds, and stone
The majority of Obsidian Golems encountered are small when to flesh which allows normal weapons to harm them for 1d3
compared to other golem types, with few of them standing rounds. A flesh to stone spell functions to “heal” any damage
over 8’ tall. Also known as Obsidian Sentinels, they usual- the Obsidian Sentinel Golem has taken.
ly appear in greater numbers. Constructed of glossy black
stone, the arms are equipped with exceptionally dangerous For construction purposes, they require the same spells as
razor sharp edges. The Obsidian Sentinels, usually function- most other golems (wish, polymorph object, geas, along with
ing as guardians within a dungeon complex. They are patient stone shape, meld into stone). The time of construction is 3
wardens, using their meld into stone ability to merge with months for the Lesser Obsidian Sentinel at a cost of 1000 gp
the surrounding rock, becoming completely undetectable. per hit point.
Unlike the spell, the Obsidian Golem is able to remain in this
state for many years, awakening only to obey their creator’s TREASURE: Special: guardian
orders. The first indication, alerting adventurers to the pres-
ence of an Obsidian Sentinel, is the grating sound made as
they emerge from the rock.
GORILLA, FOUR AVERAGE HUGE
ARMED
Frequency: Rare Very rare
No. Encountered: 2d6 1d3
Size: L (8’–10’ tall) L (12’–15’ tall)
Move: 120’ 120’
Armor Class: 4 2
Hit Dice: 8d8 (*12) 12d8 (*9)
Attacks: 5 5
Damage: 1d4+1 (x4 1d6 +4 (x4 claws),
claws), 2d4 3d4 (bite)
(bite)
Special Attacks: Rending / Rending 6d6
improvised
weapons
Special Defenses: None None
Magic Resistance: Standard Standard
Lair Probability: 40% 40%
Intelligence: Animal–low Animal–low
Alignment: Neutral Neutral
ART BY FRANK GUNTER
Level/XP: 7/1275+10/hp 8/3550+16/hp

120 Dwellers in Dark Places


This monster is a huge ape-like creature with four arms and If they use an improvised weapon, they strike at -2 to hit,
G
a set of large, powerful fanged jaws. Loping through their doing 3d10 points of damage.
habitat on bandy legs and lower pair of arms, these 400–800
pound creatures move as a pack in search of prey. There are TREASURE: 1d4 x 1000 gp (40%), 1d8 gems (20%)
many sub-species of this monster and they thrive in almost
any region: arctic, mountainous, swamp, forest, and under-
ground as well. Most have thick white fur, but some sub-spe-
cies have green, brown, gray, or even black, with a few even
having no hair at all, instead they possess a thick leathery
hide. No matter the color, each is well suited to blending the
beast into the surrounding environment.

Four-armed Gorillas are extremely aggressive, attacking prey


and any intruders on sight; charging forward in an attempt
to overpower its victim. Their powerful jaws deliver a bite in-
flicting 2d4 points of damage. Their main weaponry, however,
is their powerful claws, each doing 1d4+1 points of damage. If
two claws strike, then it uses its great strength to rend for an
additional 1d6 points of damage, if three claws hit then the
rending damage increases to 2d6, and if all four of the pow-
erful claws strike, the monster rends and thrashes is prey
about, inflicting 4d8 points of damage. The enraged creature
often hurls its victim away, only to charge once again.

Quite often a Four-armed Gorilla smashes at an opponent


with any nearby object, usually small hurled rocks (1 attack
for 1d10 damage), and stout branches (1 attack for 1d6+4 dam-
age), but they never freely carry such items.

Moving in family groups consisting of equal numbers of


males and females, with 2-6 juveniles.

Occasionally one of these monsters grows to truly epic pro-


portions, reaching as much as 1200 pounds! They are always
ART BY HUNTER REID
males, and automatically become the leader of the group.

GRANITE WARDEN AVERAGE LARGE HUGE GARGANTUAN

Frequency: Uncommon Rare Very rare Very rare


No. Encountered: 2d4 1d6 1d4 1–2
Size: M (5’–7’ tall) L (8’–10’ tall) L (11’–16’ tall) L (17’–20’ tall)
Move: 120’ 120’ 120’ 120’
Armor Class: 0 -1 -2 -4
Hit Dice: 5d8–7d8 (*14) 8d8–10d8 (*11) 11d8–13d8 (*9) 14d8–16d8 (*7)
Attacks: 2 2 2 2
Damage: 2d4+2 2d4+4 2d4+10 2d4+12
Special Attacks: See below See below See below See below
Special Defenses: Immune to cold / fire Immune to cold / fire Immune to cold / fire Immune to cold / fire
Magic Resistance: 15% 20% 25% 30%
Lair Probability: 50% 50% 50% 50%
Intelligence: Low Low Low Low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 6/900+8/hp 7/3300+14/hp 8/4950+16/hp 10/9000+20/hp

Dwellers in Dark Places 121


G
Many of the great treasures of humankind have their origins Granite Wardens make their lair within or near portals lead-
deep underground. Veins of silver, gold, and other precious ing to the Elemental Plane of Earth, and always near any por-
metals run through the stone. Deposits of rare gemstones tals leading directly to the Quasi-Elemental Plane of Mineral.
form individually or in pockets, and immense caverns of pure Made of solid stone, these monsters can be quite massive,
crystal abound. All of this great wealth originates through the with the largest standing almost 20’ tall. They are broad
interactions of the four elements: air, water, fire and earth, shouldered, and along their spines, they have several long
but it comes mainly from the earth, so many feel the Ele- crystalline spikes, tapered to needle-like points (see below).
mental Plane of Earth is perhaps the richest of realms. Many They protect their territory with utmost diligence, allowing
dispute this claim, but few adorn themselves in items of wa- few to pass through the dimensional conduit.
ter, air, or fire.
A Granite Warden attacks its enemies with two great fists of
In the depths of the underdark, where the pressures are stone; smashing into opponents for 2d4 hit points of damage
greatest, there are countless extra-planar pathways. These with each hit, and an additional bonus based on size (see
“portals” allow travel from the Prime Material Plane to each above). Every other round of combat they are also able to
of the Elemental Planes, and all of them have different guard- make one stomp attack for 1d6 points of damage, with a +2
ians. Whether they are set to the task by a higher intelli- damage modifier for each size category. The Granite Warden
gence, or if they appointed themselves as the protectors of carefully removes the crystal growths along the spine, hurling
these portals is unknown, but such guardians are exceedingly the great missiles with a range of 30’, doing 1d10+6 points of
powerful and negotiations with them are quite difficult. Only damage, and each Granite Warden has 1d6 of these spikes.
the strongest of adventuring groups can negotiate, or force The removed crystals quickly regenerate, re-growing at the
their way into the elemental realms. Many times a Crystalline rate of one spine per day.
Behemoth (see Crystalline Behemoth) also joins them in their
task. All Granite Wardens, regardless of size, have the following
spell-like abilities. They can meld into stone up to three
times per day, use passwall up to three times per day, and
they can stone shape at will. All of these powers function at
the 12th level of ability.

As with the more common earth elementals, only weapons


of +2 or better enchantment can injure these monsters, and
any edged weapons only inflict half their normal damage. A
stone to flesh reduces the creature to armor class 7 for 1d6
rounds, a rock to mud spell kills a Granite Warden if they fail
to save versus spells, and an earthquake spell easily shatters
one of these creatures with no saving throw allowed. Howev-
er, using such a spell when deep underground can have its
own dire consequences to the caster and his party.

Very rarely a Granite Warden will be encountered who has


average or above intelligence, and such beings are able to
cast a wall of stone spell once per day (12th level). They also
have a special spell, usable once per day:

ART BY FRANK GUNTER

ART BY FRANK GUNTER

122 Dwellers in Dark Places


G
SOFTSTONE (Alteration)
Level: 4 Components: V,S,M
Range: 30’ Casting Time: 1 round
Duration: 6 rounds +1d6 additional rounds Saving Throw: Special see below
Area of Effect: 20’ radius x 3’ deep
Explanation / Description: When the Granite Guardian casts the softstone spell, it causes all earth, rock, and
stone within the area of effect to become non-Newtonian substance. The affected area is suddenly quite spongy
and difficult to move across, having the consistency of thick, rubbery oatmeal. A creature can travel across it if
moving quickly, but if stopped for any reason he immediately sinks into the mire. In addition, if a save versus
spells fails, the victim has slipped and fallen beneath the surface of the muck where he might drown without help.
Anyone sinking within the area of effect loses all benefits to their armor class due to high dexterity and movement
is just 2’ per round. All attacks made while standing within the area of effect suffer a -2 to hit and damage due
to the unstable footing. In addition, any attacks made against the victims of softstone incur a +2 modifier since
dodging is much more difficult. At the end of the spells duration, the material returns to its normal state, and
those standing within it or under its surface may become permanently stuck. Granite Wardens and all other earth
elementals are unaffected by this spell and may move freely at normal speed within its area of effect.

GRAPPLING NESTLING JUVENILE AVERAGE LARGE HUGE


SLUG
Frequency: Uncommon Uncommon Uncommon Rare Very rare
No. Encountered: 3d8 3d6 2d6 2d4 1d4
Size: S (1’–2’) S (3’–4’) M (5’–7’) L (8’–10’) L (11’–15’)
Move: 60’ 90’ 120’ 120’ 120’
Armor Class: 4 4 4 4 4
Hit Dice: 1d8-1 (*20) 2d8 (*16) 4d8 (*15) 6d8 (*13) 8d8 (*12)
Attacks: 5 5 5 5 5
Damage: 1 (x4 tentacles), 1d2 1d3 (x4 tentacles), 1d4 (x4 tentacles), 1d6 (x4 tentacles), 1d8 (x4 tenta-
(bite) 1d4 (bite) 1d6 (bite) 1d8 (bite) cles), 1d10 (bite)
Special Attacks: None None See below See below See below
Special Defenses: Half damage from Half damage from Half damage from Half damage from Half damage
blunt weapons blunt weapons blunt weapons blunt weapons from blunt
weapons
Magic Resistance: Standard Standard Standard Standard Standard
Lair Probability: 100% 80% %50% 50% 50%
Intelligence: Animal Animal Animal Animal Animal
Alignment: Neutral (evil) Neutral (evil) Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 1/14+1/hp 3/80+2/hp 4/200+4/hp 5/425+6/hp 6/1000+10/hp

Dwellers in Dark Places 123


G
Quite similar in appearance to a few other forms of creature,
the Grappling Slug is a dangerous, swarming predator, scav-
enging in the underdark, constantly in search of their next
meal. With tiny beady black eyes and long, greenish rubbery
bodies coated with a layer of glistening slime, this monster is
quite disgusting. The “head” of the Grappling Slug is a cluster
of four hook-ended tentacles surrounding a shearing beak,
and when encountered in a large swarm, they are a menace
to creatures of any size.

Although they primarily dwell in subterranean environments,


preferring to lair in cool damp places, on the darkest of rainy
nights the Grappling Slug may emerge to travel above ground
for a short time in search of food. The sight of several of these
creatures squeezing out of a narrow crack in the ground or
through a wall can be quite disturbing.

They always attack in swarms, moving in a writhing mass, in-

ART BY FRANK GUNTER


tent on overwhelming their prey. They slash at their quarry
with their tentacles, inflicting damage on any successful at-
tack, based on the Grappling Slugs size category (see above).
They also bite with their sharp beak, viciously tearing into
their victim. On any attack roll of 20 a Grappling Slug en-
snares its opponent, the barbed tentacle wrapping around its
prey. When grabbed, all further attacks by this or any other
Grappling Slug on subsequent rounds are +2 to hit if the vic-
tim fails to escape (Minor Strength Test).
What sets the Grappling Slug apart from its close rela-
tives is the special attack it employs. Located on either
side of the sharp beak are a pair of glandular openings.
ART BY FRANK GUNTER
Using these, the common and larger species of Grap-
pling Slug are able to spray a mildly caustic fluid at en-
emies. This substance inflicts 1 point of damage per hit
die of the Grappling Slug, and might temporarily blind
an opponent for 1d4 rounds (save versus poison to avoid
being struck in the eyes). This jet of liquid has a range of
10’ plus an additional foot for each hit die of the Grap-
pling Slug, affecting targets within a 45-degree arc, and
it is usable twice per day.

The pliant flesh of the Grappling Slug is remarkably re-


silient to damage, reducing any damage from all blunt
weapon attacks by half. They are able to withstand falls
of up to 30’ without harm, quite often dropping in a vile
rain to attack prey passing below.

The Grappling Slug has absolutely no redeeming fea-


tures, and usually possesses nothing of value with the
exception of the eggs. During the nesting season, they
establish a temporary lair and each of the shallow nest-
ing pits has 2d4 of these small, dark blue spheroids are
found in shallow pits throughout the Grappling Slug lair.
Alchemists use them for the making of certain potions,
paying a single gold piece per egg. Their lair may be
littered with items left from previous victims.

TREASURE: Lair: 1d4 x 1000 sp (30%), 1d3 x1000 gp (10%),


1d6 gems (10%), 1 magic item (10%)

124 Dwellers in Dark Places


H
Haldroon / Harpy, Dirge / Hauleevi Finch / Hawkmare / Hellgrub / Hispaxxi /
Howling Brain / H’ssslak / Hurizaq / Hydrae, Giant / Hydroth / Hyrphus
HALDROON
Frequency: Rare

ART BY DEL TEIGELER


No. Encountered: 1d4
Size: L (18’)
Move: 180’
Armor Class: 3
Hit Dice: 9d8 (*12)
Attacks: 2
Damage: 2d6 (bite), 1d10+4 (tail)
Special Attacks: Rasping / see below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Semi–low
Alignment: Neutral
Level/XP: 7/1300+12/hp

The Haldroon inhabit the upper and lower


areas of the underdark, roaming through
endless cave systems in search of susten-
ance. Roaming in small packs, they move
their pliable bodies through wide cracks
and crevices, following the scents carried to them through The Haldroon eats almost anything, and some of their favor-
the slow moving currents of air. Because of this, adventurers ite foods (after flesh) are mushrooms and fungus growths.
often encounter them within a dungeon complex. They can easily devour an entire patch within a few hours,
leaving nothing but stubble. For this reason, all species of
Haldroon resemble huge, armored caterpillars, approximate- intelligent fungus attack them whenever an encounter occurs
ly 3’ in diameter and up to 18’ long, ending in an impressive or if several Haldroon move together, they search for others
spiked tail. The thick hide has a pattern consisting of mottled to do the fighting for them.
shades of gray and black, giving a measure of camouflage
whenever the creature is at rest (40% chance of being unno- TREASURE: None
ticed). They move through the darkness on a dozen or more
short legs, flowing along the ground, rearing the forepart of
their bulk up to attack their next meal.

With a hissing sound, a Haldroon rushes into combat at high


speed, quite fast for a creature of this size. The wide mouth
is equipped with the pair of arched pincers, and multiple
rows of sharp needle-like teeth, snapping for 2d6 points of
damage. Any attack roll of 19+ successful in hitting an op-
ponent, does an additional 2d4 points of damage from the
frantic chewing of the inner rows of grinding teeth. If there is
enough space, they also strike with the spiked tail, smashing
it into prey for 1d10 points of damage.

Yet, perhaps the most dangerous aspect of this monster


comes from the five lidless eyes located around the upper
part of the head. They flash and blink in a disturbing display
of flashing colors, possibly causing a brief period of confu-
sion, and even though it is of shorter duration, the results of
a failed saving throw can still be quite devastating. Those who
view their disconcerting gaze must save versus magic or be-
come confused for 1d3 rounds, similar to a confusion spell. STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 125


H
HARPY, DIRGE (UNDEAD HARPY) The claws of the Dirge Harpy each do 1d3 points of damage,
(Turn as type 6) and the bite can tear at the victims flesh for 1d6 points of ad-
ditional damage. In addition, any bite from the filth-covered
Frequency: Very rare teeth can cause a fatal infection within 1d3 days unless the
No. Encountered: 2d6 victim makes a save versus poison (+2 modifier to the roll of
Size: M (5’ tall) the die). A cure disease administered during this time stops
Move: 60’, 120’ flying (AA: III / 60-degree turn) the illness, however, within 1d6 turns, the victim fights at a -2
Armor Class: 7 to hit and damage due to the effects of the sickness.
Hit Dice: 4d8+4 (*15)
Attacks: 3 The singing / charm attack of the normal harpy has been
Damage: 1d3 (x2 claws), 1d6 (weapon) transformed into a discordant screeching wail traveling up
Special Attacks: “Singing”, charm to 100’ from the Dirge Harpy. This auditory attack can cause
Special Defenses: None temporary deafness unless the ears of the victims are cov-
Magic Resistance: Standard ered or plugged (save versus spells or deafness lasts for 2d6
Lair Probability: 25% turns).
Intelligence: Low
Alignment: Chaotic evil These rotten flesh and mange-covered creatures turn as a
Level/XP: 4/245+5/hp type 6 undead creature by clerics. As members of the un-
dead, Dirge Harpies are unaffected by charms, sleep, hold, or
As if they were not disgusting enough when alive, the reani- cold–based spell attacks.
mated corpse or Dirge Harpy is even fouler. Covered in sup-
purating sores, their emaciated bodies consist of exposed TREASURE: 1d3 x 1000 gp (20%), 1d6 gems (15%), 1d2 magic
bones and feathers crusted with filth, along with the stink items (10%)
of a decaying corpse, they are even more repulsive, if such
a thing is possible. Created by necromancers, these malign HAULEEVI FINCH
creatures mindlessly attack any intruders with relentless
Frequency: Very rare
fury. As they swoop in to attack, they quite often hurl the
No. Encountered: 4d10
gnawed bone shards of past victims in an attempt to distract
Size: S (6 inches)
their prey.
Move: 180’ (AA: V / 120-degree turn)
Armor Class: 6
Hit Dice: 1d4+1 (*20 / 17)
Attacks: 1
Damage: 1d2
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 1/7+1/hp

The Hauleevi Finch usually dwell in surface caves, traveling


in a flock, sweeping down through the tunnels or to the out-
side in order to feed on insects, small reptiles, mammals,
and birds. Some larger colonies of this creature might have
as many as 500 members, nesting in niches and on ledges.
These tiny hybrids are territorial, swarming to attack any in-
truders, regardless of size. In a blinding blur, they descend
on any hapless victims, creating a confusing wall of white and
black feathers, along with snapping jaws full of short, sharp
teeth.

The bite of the Hauleevi Finch does just 1d2 damage, but as
long as six or more attack the same target, each gains a +4
to hit.

If raised from a chick, this small creature is trainable, so they


ART BY LUIGI CASTELLANI

126 Dwellers in Dark Places


have a small value of 5 gp in some locations. However, when travel in small family groups, but occasionally they gather
H
ever a domesticated Hauleevi Finch encounters a wild flock, into a larger herd during times of peril. The lead stallion is
it always flies off to join with the swarm, never to return. always of the purest white, while the mares and colts tend to
be all shades and patterns of white and gray.
TREASURE: See above
A Hawkmare never serves any agent of evil, and often aid
those who oppose dark forces. Occasionally, a Hawkmare al-
lows those of good alignment to ride upon its back, serving
as a mount on dangerous quests. Many a paladin has ridden
to battle astride on one of these magnificent creatures.

A Hawkmare attacks with the raptors beak doing 2d6 dam-


age, or it may instead rear up and slash at enemies with the
powerful fore hooves. The mares (5+5 hit dice) deliver two
attacks doing 1d6 apiece, while the more powerful stallion
(7+7 hit dice) does 1d8 damage with each pummeling hoof.

Due to their magical nature, and affinity for good, the Hawk-
mare exhibits a small amount of resistance to magical effects
(25%), also benefits any whom they carry.

TREASURE: None
ART BY FRANK GUNTER

HAWKMARE
Frequency: Very rare
No. Encountered: 1d4+1 (4d6)
Size: L (6’ tall)
Move: 180’
Armor Class: 6
Hit Dice: 5+5 or 7+7 (*12 or 10)
Attacks: 1
Damage: 2d6 (bite)
Special Attacks: Hooves
Special Defenses: None
Magic Resistance: 25%
Lair Probability: 30%
Intelligence: Average
Alignment: Neutral (good)
Level/XP: Mare: 5/350+6/hp
Stallion: 6/725+10/hp

The Hawkmare is a magically created blending of giant hawk


and the majestic horses of the western plains. As swift as
their equine forebears, as intelligent as human kind, they
are sure-footed and imbued with incredible stamina. A herd
often travels more than a hundred miles in a single day. They ART BY FRANK GUNTER

Dwellers in Dark Places 127


H
HELLGRUB FOREST HELLGRUB GRUB STONY HELLGRUB
Frequency: Rare Uncommon Very rare
No. Encountered: 1d3 2d12 grubs 1d3
Size: L (10’–15’ long) S-M (1’–6’ long) L (20’–30’ long)
Move: 60’ 60’ 60’
Armor Class: 4 5 2
Hit Dice: 8d10 (*12) 3d8 (*16) 12d10 (*9)
Attacks: 1 1 per grub 1
Damage: 2d6 2d6 per grub 3d6
Special Attacks: Chewing for 1d6+4 per round Chewing for 1d4+2 per round Chewing for 2d6+4 per round
Special Defenses: Weapons of length 3’ or less do None Weapons of length 3’ or less do
half damage, half damage,
Magic Resistance: Standard Standard Standard
Lair Probability: 70% 30% 70%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 3/55+3/hp 7/2700+16/hp 6/725+10/hp

Within the dense forests and jungles, and along the rocky trails and roam within subterranean areas. The former often
scree plains of the mountains, there lives a great, always have other forest flora growing upon their hide, offering a
hungry predator known as the Hellgrub, or Carnivorous Cat- small amount of camouflage (surprise on a roll of 1-3 on a
erpillar. These immense creatures are relentless feeders, six-sided die) while the later coats its hide with a sticky web,
striking from concealment to quickly devour any who is fool- allowing small stones and other debris to accumulate as its
ish enough to come within reach. camouflage.

Grasping unto either fallen logs or trees with four strong


appendages, the Forest Hellgrub is able to sit motionless
for hours. The much larger, Stony Hellgrub takes a similar
position amidst rocky outcroppings. When the unwary ap-
proach, the Hellgrub strikes with great speed; whipping to
grab at their victim. On any successful strike, they grab onto
their prey doing the listed damage. The Hellgrub then begins
the grisly process of chewing, holding prey tightly with six
smaller legs covered in needle tipped spines. Thereafter, the
drooling, beak-like jaws chew and grind voraciously, dealing
damage every round, as the struggling victim is completely
devoured. A successful Major Strength Test frees a trapped
victim.

Although the adults have a rather high armor class, this is a


reflection of how difficult it is to reach a vulnerable spot, not
the density of their hide.

For many centuries scholars believed the Hellgrub was mere-


ly the larval form of a larger, unknown monster, but in truth,
ART BY FRANK GUNTER
these creatures do not undergo any form of metamorphosis.
There are two known varieties of this massive carnivorous Several times per year the Hellgrub constructs a large, 8’
“insect”. The smaller, dark green and brown forest species long silken cocoon where they deposit 2d12 eggs, each al-
of the Hellgrub conceals itself on the ground and along most a foot in diameter. Over the next weeks the eggs grow,
the trunks of great trees, appearing as a fallen log or rot- tripling in size, as the parent Hellgrub lurks protectively near
ten branch. The larger species has a rough, pebbled hide the nest. Once the eggs begin to hatch, the adult loses inter-
in shades of gray and black. They prefer to lurk along rocky est, moving off to begin feeding once again.

128 Dwellers in Dark Places


After hatching, the young, 1’ long grubs move as a swarm for observe individuals concealed with any form of invisibility,
H
several months, devouring any prey (including injured mem- whether it is from spell, device, substance or natural power.
bers of the swarm), growing at a prodigious rate (see Grub They can also detect the impending arrival of any form of
stats above). Occasionally, one or more swarms join together gate spell, sensing the momentary buildup of energy pre-
becoming much more dangerous. ceding the arrival of extra-planar travelers. When a Hispaxxi
observes any of the listed effects it emits a shrill cry audible
The swarm eventually finds a seclude place where they cre- up to 100’ away, and any other Hispaxxi in the area take up
ate a communal cocoon, emerging as full grown Hellgrubs the call.
after one year. The silk obtained from an intact cocoon has a
value for the making of exceptional garments and light cord,
with each cocoon being worth 1d4x100 gp.

TREASURE: See above for details

HISPAXXI
Frequency: Very rare
No. Encountered: 1d4
Size: S–M (2’–6’ tall)
Move: 10’
Armor Class: 8
Hit Dice: 1d6 (*no attack)
Attacks: None
Damage: None
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 50%
Lair Probability: 100%
Intelligence: Average
Alignment: Neutral
Level/XP: None
ART BY ZACHERY HARGENRADER

In the dim past, before the devastating wars, resulting in the However, these creatures have secondary, more powerful tal-
dark elf-kin being driven into the depths of the world, there ents; they are able to pull creatures from the ethereal plane
were other races already living in the deep earth. Among into the Prime Material Plane if they so choose. Targets gain
them were the Meelinn (see Meelinn), a race of intelligent a save versus spells with a -2 modifier to avoid the effects
worm-like creatures. They were supreme experimenters of this “attack”, but each additional Hispaxxi making the at-
with genetic science, spending much of their lives travel- tempt causes the victims save to be at a cumulative -1 pen-
ing to alternate Prime Material worlds. From these journeys, alty. Their gaze is able to nullify any kind of invisibility (such
they brought back many exotic life forms upon which they cancellation only lasting while the invisible creature is within
performed their strange experiments, using them to create sight of the Hispaxxi). Even though they only have a range of
many bizarre hybrids, some of which still exist today. Many 100’ with the power, this still makes them excellent “watch-
of these captured creatures and their progeny failed to thrive dogs” for important areas.
on our plane, others adapted easily, quickly establishing a
Over the ages, other races discovered the ruins of the an-
niche.
cient Meelinn cities and brought back a few specimens of
Among the strangest of their discoveries are the Hispaxxi, a the Hispaxxi. Now they thrive within the cavern cities of oth-
species of furred, semi-motile plant. The fur covered stalks er subterranean races. Some powerful individuals have also
of this creature are up to 3’ tall and each stalk has a large brought them to the surface world.
lidded eye patiently observing all activity happening in the
If kept well, in fresh watered and fertilized soil, the Hispaxxi
vicinity. It is fairly intelligent and able to communicate basic
will be content to live their lives. However, they are able to
feelings via eye gestures and a very simple telepathy, able to
move slowly in search of a new plot of soil if the need arises.
transmit the Hispaxxi’s emotional state (fear, wonder, hatred,
If mistreated, they might even fail to alert their masters to
etc.). However, the more powerful, innate abilities of these
the presence of danger, simply watching intruders with their
eyes drew the Meelinn to begin their genetic experiments
great eye.
with the Hispaxxi.
TREASURE: None
All Hispaxxi can see into the ethereal plane and may easily

Dwellers in Dark Places 129


H
HOWLING BRAIN In appearance, the Howling Brain is a great cluster of more
than two dozen writhing tentacles, surmounted by a huge
Frequency: Very rare brain-like structure. Atop the creature, there is a small clus-
No. Encountered: 1 (5% chance 1d3) ter of four conical structures used to project a variety of
Size: L (8’ tall) sounds. These vary from a deep, barely audible bass to a
Move: 60’, flying 120’ (AA: III / 60-degree turn) high-pitched screech, all designed to disorient any oppo-
Armor Class: 3 nent. The low frequency thrumming serves to disorient any
Hit Dice: 8d8 (*12) prey up to 60’ away (save versus paralysis or become con-
Attacks: 4 fused for 1d6 rounds), and the earsplitting screech works to
Damage: 1d4 (x4 tentacles) interfere with spell casting in the same area (save versus
Special Attacks: Sound spells or an attempted casting containing verbal components
Special Defenses: See below will be ruined). The combination of sounds creates a psy-
Magic Resistance: 40% (see below) chic “snow”, completely shielding the Howling Brain from any
Lair Probability: 80% mental attacks (thus, the Howling Brain is immune to any
Intelligence: Exceptional mind affecting spell attack, such as charm and hold monster.
Alignment: Chaotic evil As a final function, the auditory tubes enable Howling Brain
Level/XP: 8/3100+12/hp the ability of imitating any familiar sound or voice.

Deep below the surface world, in a realm of perpetual dark- For physical attacks, the Howling Brain uses four of the
ness there are many strange and deadly creatures. Some spine-covered tentacles, and each of these attacks inflicts
settle in large groups building subterranean cities, others are 1d4+1 damage.
always on the move, searching continually for food. A few, are
extremely deadly loners, cleverly luring prey within reach, Protruding from the juncture between the tentacles and the
deviously laying complicated traps intended to snare the un- “brain mass” are two much larger appendages, each end-
wary. The Howling Brain is a member of the latter group, a ing in a strange, bell shaped shroud. Within the shroud are
malign intelligence seeking to control lesser creatures into housed thousands of filaments, an incomprehensible cluster
doing its bidding. In addition, although some experts believe of exposed nerve endings. These are the Howling Brains most
these monstrosities are in a way related to the Xerbel (DAN- dangerous weapons, capable of stripping the mind from the
GEROUS DUNGEONS), they base such speculation on appear- physical body of their victims. Any opponents struck by ei-
ance, not on actual observation. ther appendage, must immediately make a successful Major
Strength Test before the “neural shroud” settles about the
victims head, the filaments attaching at an incredible speed,
and the process of draining begins.

Damage from the mind draining attack occurs at the rate


of 1 lost point of intelligence per turn of contact within the
shroud. To achieve this, each Howling Brain possesses the
following spell abilities: charm person, ESP, clairvoyance,
clairaudience, charm monster, telepathy, telekinesis, and
create illusion. Using these powers, it mentally scans the de-
sires of any trapped creatures, and create suitable calming
illusions, serving to keep the victim in a mesmerized state as
his memories drain away.

Normal animals see and believe they feed on abundant food;


humanoids see treasures, riches, beautiful women etc. They
are also able to influence many low intelligence creatures
into serving as servants and devoted guardians, fighting to
protect their masters. In rare instances, a Howling Brain is
able to transfer the memories of two creatures caught within
their shrouds. Thus, a powerful warrior might find himself
“trapped” within the body of a lesser creature, or an old
mage finds his mental powers rejuvenated within the spry
body of a youth.

Although they are loners (95% chance), disdaining associ-


ation with others of their kind, a Howling Brain often allies
ART BY FRANK GUNTER
with evil humanoid mages (especially outcast dark elves)

130 Dwellers in Dark Places


forming an alliance of convenience. They count Cephaloids master mages are level 6-12. Those following the path of the
H
(DANGEROUS DUNGEONS) as deadly enemies, attacking these gods gains 1 level of clerical casting ability per head (level
foul creatures on sight. 3-6).

These monsters do not gather treasure, but those under the


Howling Brain’s influence may have items of value appropri-
ate for their class and level.

TREASURE: None (see above)

H’SSSSLAK
Frequency: Very rare
No. Encountered: 1d3
Size: M (6’ tall)
Move: 120’
Armor Class: 6 / Variable (see below)
Hit Dice: Variable (*variable)
Attacks: 6

STOCK ART BY GARY DUPUIS


Damage: 1d3 (x6 bites)
Special Attacks: See below
Special Defenses: Spell use
Magic Resistance: 30%
Lair Probability: 90%
Intelligence: Average–genius
Alignment: Chaotic evil
Level/XP: Variable by level
The H’sssslak avoid melee combat whenever possible, de-
Most experts agree the ancient race of H’sssslak are not from pending on slave troops or the Zu’uta to defend any threat-
this dimension. There is much evidence indicating they are ened master. However, if pressed, they attack with their ser-
refugees, the last remnants of a dying race who are hiding on pent heads doing 1d3 damage each, There is a 20% chance of
this Prime Material World, Exactly what they have fled from is the H’sssslak bite being poisonous (save versus poison at +2
unknown, whether it was civil war, subjugation by a superior or death occurs in 1d3 turns). They may wield a dagger (1d4
species, a natural disaster, or divine punishment. When this damage) or small sword (1d6 damage) and quite often, such
multi headed serpent-man race arrived, they brought sev- weapons are magical with some possessing special powers.
eral other species of creatures, and among these were the The very robes are usually items of protection, woven with
Zu’uta (see Zu’uta), to serve as soldier slaves. filaments of rare metals, covered in runes, they glow with
mystical power whenever weapons strike them.
Desert dwellers on their home plane, the H’sssslak sought to
build an empire in the great sandy wastelands of the equa- In addition to the spell casting powers employed by the mas-
torial continents. For nearly two thousand years, they flour- ters, all H’sssslak have a few unique abilities, usable once
ished, spreading to inhabit numerous desert regions across per day: Hypnotism (as the 1st level illusionist spell) / Mirror
the world. Then without any indications of war, famine, or image (as the second level magic user spell) / Forget (as the
disease, the scattered empires collapsed until all that re- second level magic user spell) / Suggestion (as the 3rd level
mains today are small isolated sites where the last remnants magic user spell). Those who reach 6th level or higher as
survive. Ruled by a council of spell using masters, the H’ssss- spell casters gain the following two additional abilities, also
lak dream of a return to the days of glory and they ruthlessly usable once per day: clairaudience, and clairvoyance (as the
attack any who interfere with their plans. Those captured by 3rd level magic user spell).
this cruel, reptilian race are doomed to spend the rest of the
lives in misery and servitude. Garbed in their heavy robes with a concealing hood, a mas-
ter H’sssslak along with1d4 lesser H’sssslak assistants might
The H’sssslak have a humanoid body, surmounted by a writh- surreptitiously dwell for a short time within the cities of men.
ing cluster of 3-6 serpent heads, the more heads, the higher Here they build a network of spies and assassins, seeking to
the rank. The robes and other clothing of the masters bear cause turmoil and dissent.
sigils of power and runic writings woven with metallic thread,
proclaiming them as spell casters of the highest degree. Any TREASURE: Individual masters: 1d6 x 1000 sp (40%), 1d3 x
H’sssslak reaching the stage of master mage attains 2 levels 1000 gp (30%), 1d4 jewelry (30%), 1d8 gems (40%), 1d3 magic
of spell casting ability for each head they possess, thus the items (20%)

Dwellers in Dark Places 131


H
HURIZAQ round. If both claw attacks are 19 or 20 then the victim takes
2d4+2 damage from each. The Hurizaq’s bite is a much
Frequency: Uncommon less effective attack, inflicting just 1d3 points of damage.
No. Encountered: 1d4
Size: L (7’–10’ long) Hurizaq have the ability to create webs, but in a rather unique
Move: 120’ way. The upper surface of the bulbous abdomen has a dozen
Armor Class: 2 small spinneret’s used to spray a net-like web, filling a 10’
Hit Dice: 7d8+7 (*13) radius around the creature, trapping any who fail to save ver-
Attacks: 3 sus breath weapon. It holds those who are affected similar to
Damage: 1d10 (x2 claws), 1d3 (bite) a Web spell. The Hurizaq may use this weapon once per turn.
Special Attacks: Grapple
Special Defenses: None TREASURE: None
Magic Resistance: Standard
Lair Probability: 75% HYDRAE, GIANT
Intelligence: Low Frequency: Uncommon
Alignment: Neutral No. Encountered: 1d3
Level/XP: 5/575+10/hp Size: L (15’ long)
Move: 30’ (swimming)
The Hurizaq is a larger than man sized creature with many
Armor Class: 8
similarities to a both a spider and crab. It has an armored
Hit Dice: 5d8 (*15)
exoskeleton, with a broad back. They support themselves
Attacks: (see below)
on three sets of crab-like legs, attacking with a fourth set
Damage: 1d3 (x5 tendrils)
equipped with a set of huge claws. The Hurizaq is at home
Special Attacks: Paralysis
either in or out of water, preferring to stay in cool places,
Special Defenses: None
avoiding prolonged exposure to direct sunlight whenever
Magic Resistance: Standard
possible.
Lair Probability: 100%
The Hurizaq’s shearing weapons can be used to great ef- Intelligence: Non-
fect, inflicting 1d10 points of damage with any success- Alignment: Neutral
ful strike. If the roll for either one of the claw attacks is 19 Level/XP: 4/205+5/hp
or20 then the Hurizaq has grappled its victim, inflicting an
The Hydrae is a simple, microscopic, aquatic life form mag-
additional 2d4 points of damage. The victim may attempt
ically grown to enormous proportions. Whether their cre-
to make a Minor Strength Test in order to make an es-
ation was intentional or the accidental byproduct of potion
cape. If the roll fails, the victim remains held in the vice-
manufacture is unknown, but they are becoming more of a
like grip, he takes an additional 2d4 points of damage per
problem in some populated areas. At this size, it can easily
hold large prey within the expandable digestive sack. Almost
completely translucent, they are difficult to spot (75% invisi-
ble in water, 50% invisible on land).

They are equipped with six 12’ long stinging tendrils, saturat-
ed with a neurotoxic secretion designed to paralyze any vic-
tim (save versus paralysis or rendered helpless and immo-
bile by excruciating pain for 2d6 rounds). Often found lurking
within warm, freshwater pools, they surge up from the depths
to attack creatures along the shore.

Submerged in water they may attack with all six of the ten-
drils, while on land the Hydrae supports its weight on two ten-
drils, lashing with the remaining four, inflicting 1d4+1 damage
with each hit, in an attempt to overpower its prey. It takes the
creature just 1d3 rounds to engulf any paralyzed victim and
those pulled within the digestive sack dissolve at the rate of
2d4+2 hit points per round. The Hydrae expels any indigest-
ible parts (bones, metal, gems, etc.) within a few hours.

TREASURE: None
ART BY FRANK GUNTER

132 Dwellers in Dark Places


of their language. On dry land they “roll” about, apparently
H
large water filled sacks, shifting their mass to change direc-
tion. The Hydroth is almost completely transparent making
them 85% invisible within any liquid medium.

They also have a very limited form of telepathy enabling


them to communicate on a very primitive level with intel-
ligent creatures. Some special spells granting humans and
other creatures the power to understand the Hydroth chem-
ical language do exist, but they are quite rare.

They are prey to the vicious Squallus, who regard the soft
Hydroth’s as a delicacy. Nevertheless, they are not defense-
less. They have the ability to form extremely tight jets of wa-
ter, able to cut through flesh with relative ease. The Hydroth
is able to form three such jets simultaneously and each can
cause a wound of 1d4 points of damage. On a roll of 20, the
jet strikes at an opponent’s eyes, and if the victim fails a save
versus poison blindness occurs for 2d4 rounds. Because of
their liquid nature, the Hydroth have a -2 modifier on any
saving throws versus fire or cold attack forms.

The Hydroth are also able to superheat the jets of water


three times per day, converting the stream into a gout of
steam. This devastating attack of scalding water does 2d4+2
points of damage.

If approached peaceably, and with proper respect, the Hy-


droth can be a valuable ally in many situations. They have an
extreme fondness for potions of almost any sort, treating the
ART BY FRANK GUNTER
mixtures of components like a fine wine. They are even able
to “duplicate” the chemical composition of many potions
HYDROTH they have ingested. They are usually open to trading potions
with those who approach with good intent.
Frequency: Very rare
No. Encountered: 1 TREASURE: See above for details.
Size: S–M (3’–5’ diameter)
Move: 120’
Armor Class: 6
Hit Dice: 6d8 (*13)
Attacks: 3
Damage: 1d4 (x3 water jets)
Special Attacks: See below
Special Defenses: Partial invisibility
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low-average
Alignment: Neutral (good)
Level/XP: 5/300+6/hp
ART BY BRIAN (“GLAD”) THOMAS
The Hydroth is a rather inoffensive creature usually found
in wide streams of fresh running water, often seeking the
deeper pools. They have the ability to form small or large
nozzles used for either movement, or communication. They
move through their liquid environment by creating “jet” noz-
zles forcing water through at enormous pressures, allowing
them to move about. Between themselves, they jet streams
of water laced with chemical components, forming the basis

Dwellers in Dark Places 133


H
HYRPHUS 2 hit dice, but the more segments linking together, the stron-
ger each merged individual grows. With a flat body flanked by
Frequency: Uncommon two tentacles, the creature usually lurks along narrow cor-
No. Encountered: 3d4 ridors and stairways, where an opponent has little room to
Size: S (individual: 3’ x 3’), L (colony: up to 12 linked creatures) maneuver. Linked together, tentacles twisted until the flesh
Move: 30’ merges, they wait for passing prey.
Armor Class: 0
Hit Dice: 2d8 (*16 base, see below) They possess a natural camouflage ability, making them 90%
Attacks: 3 undetectable, except by dwarves and gnomes who have a
Damage: 1d8 (bite), 1 (x2 tentacles) 40% chance to detect a Hyrphus if actively looking for the
Special Attacks: Merging, grapple creature. The Hyrphus reproduces by slowly swelling, dou-
Special Defenses: Merging bling its thickness until a second creature simply slides off
Magic Resistance: Standard the bottom creature, effectively horizontally splitting into two
Lair Probability: 80% creatures of identical size.
Intelligence: Low–average
Alignment: Neutral (evil) Because of the creature’s extremely thin body, striking the
Level/XP: 3/155+4/hp (per segment) Hyrphus usually damages edged weapons. For this reason,
blunt weapons: maces and clubs are usually more effective.
The Hyrphus is a small colony creature, growing stronger
with each connected member. The individual “section” is ap- Each link of three Hyrphus in the colony attempts to grap-
proximately 3’ x 3’ in size, and less than a few inches thick. ple, and subdue an opponent with two of their tentacles (2
Most experts remain convinced of a close relationship be- attacks per round, per segment), dealing 1 point of damage
tween the Hyrphus and several similar species because of on a hit, a 19+ indicates the target has been grappled). The
their thin camouflaged shape and stone mimicking abilities. jaws bite for 1d8 points of damage. Three mouths can bite a
Some believe they are a sub-species of the better-known single character or optionally the three adjacent creatures
Predacious Maw (see Predacious Maw) which has some of temporarily meld together, suddenly forming into a creature
their qualities, claiming they are extra-dimensional in nature similar to a Predacious Maw. In this merged state, they make
because regardless of how much they swallow, they remain one attack as a 6 hit die creature (*13) with the bite inflicting
but one inch thick. Each member of a Hyrphus chain has but 2d8 points of damage. As part of its ambush mechanism the
Hyrphus also exudes a sticky substance across their upper
surface at will, slowing any victim to 1/4 movement as they
ART BY LUIGI CASTELLANI

struggle to move off the joined creatures.

Only adjacent Hyrphus can merge, so on a large enough floor


area four of them can easily merge into a 10’ x 10’ creature
attacking as an 8 hit die creature ( (*12) doing 3d8 points of
damage. Nine Hyrphus combining into a monstrous 15’ x 15’
creature attacking as an 18 hit die monster (7*) doing 4d8
points of damage is the largest merging possible. However,
unlike the Predacious Maw, these creatures are unable to
swallow completely any prey they attack.

Any attacks back at the combined Hyrphus kills one of the


merged creatures for each 12 points of damage it receives.
When reduced to four or fewer members the Hyrphus ex-
udes a release agent, nullifying the glue as the survivors at-
tempt to flee, with individual parts sliding quickly along walls,
floor, stairs, and ceilings, seeking a narrow crevice in which
to hide until the threat passes.

The Hyrphus is fairly intelligent and very clever, realizing the


value of treasure. They often spread items of value across
their upper surface in order to attract prey. Thus a suppos-
edly spilled sack of coins is instead a trap luring the unsus-
pecting into a deadly embrace.

TREASURE: 1d4 x 500 sp (30%), 1d4 x 100 gp (25%), 1d6 gems


(20%), 1 magic item (10%)

134 Dwellers in Dark Places


I
IBISHI / ICE SHADE / ICE TIgER / IDELESAURUS / IMBRIAN SLIME DEvIL / IMp, BOg /
INkRASSA WORM / INOSTRANCEvIA / INvISIBLE SHROUD / IRON CRAB / ISOpOD / ISSA
IBISHI The Ibishi rushes to attack, spreading its jaws to bite for 4d6
points of damage. Any successful attack roll of 18+ means
Frequency: Very rare it has swallowed any man sized or smaller opponent whole.
No. Encountered: 1d4 Ibishi occasionally attack any small vessels, moving upon the
Size: L (25’–50’ long) surface of the Ultran-Thassa.
Move: 180’ swim
Armor Class: 2 The Ibishi fears little in the underdark with the exception
Hit Dice: 9d8 (*12) of the much larger, predatory Alghossi (see Alghossi). This
Attacks: 1 monster attacks the Ibishi whenever they have the oppor-
Damage: 4d6 tunity.
Special Attacks: Swallow whole
Special Defenses: None Occasionally, small items of value (gems or metal) lodge in
Magic Resistance: Standard the stomach of the Ibishi.
Lair Probability: 40%
Intelligence: Animal TREASURE: 1d3 x 1000 gp (20%), 2d6 gems (15%), 1 magic item
Alignment: Neutral (10%)
Level/XP: 7/1400+12/hp
ICE SHADE
(Turn as type 6)

Frequency: Rare
No. Encountered: 2d4
Size: M (6’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 4d8 (*15)
Attacks: 2
Damage: 1d4 (x2 claws)
Special Attacks: Chilling touch
Special Defenses: +1 weapons to hit
Magic Resistance: 30%
Lair Probability: 100%
Intelligence: Low–average
Alignment: Chaotic evil
Level/XP: 4/175+4/hp

In the frozen wastelands, there are many strange creatures;


among them are the deadly Ice Shades. These are usually
malevolent undead spirits, survivors from a bygone age, or
they are the spirits of humanoids slain and possibly con-
trolled by the Frozen Dead (see Frozen Dead).

The sages speak of an unholy temple dedicated to evil lo-


cated deep within the frozen wastes, constructed ages ago,
ART BY FRANK GUNTER before the ice covered the once temperate lands. Worship-
ers of evil gods made dark pacts within this temple, seeking
The Ibishi is a large aquatic predator living only in the depths eternal life.
of the underdark, haunting the great subterranean sea known
as the Ultran-Thassa. This huge tri-jawed monster cruises However, the dark ones they worshipped demanded more
the dark waters in search of any unsuspecting creature, using and more sacrifices, until the time came when there were no
the great paddle-like tail to propel it at great speed. Two long victims remaining. In retribution, the demonic lords trans-
sensory spines protrude from the sides of the Ibishi serve as formed these men into the first of the Ice Shades. Now they
receptors, used to pinpoint the vibrations of any movement exist in a realm between realities...a cold, empty wasteland
within several hundred yards. with no known native life. When prey strays too near, then the

Dwellers in Dark Places 135


I
Ice Shades shift back to this reality to feed. Almost formless,
they move across the ground, a long flowing shadow, spectral
arms outstretched as they grasp at their victim. When they
reach prey, they flow up its body, becoming more solid with
each passing moment.

An Ice Shade attacks with their shadowy claws inflicting 1d4


points of damage with each strike. In addition, when the tar-
get is first attacked he must save versus spells, or they take
2d4 points of damage from the extreme cold radiated by
these undead monsters; if the saving throw rolled is a 1, the
victim takes double the amount of damage from the cold
(4d4 hit points). Any humanoid slain by an Ice Shade has a
50% chance of returning within 24 hours as one of these foul
creatures.

Weapons of +1 or better enchantment are required to injure


an Ice Shade and they are resistant to many magical attacks.
They are unaffected by any form of mind influencing magical
attack (Charm, hold, sleep), along with all cold-based attacks,
but fire does an extra +1 of damage per die.

As members of the undead class, they are subject to turning


by clerics, being the equivalent of type 6 undead creatures.
More powerful undead may control these monsters and they
are most often encountered in the same area as Frozen Dead.

TREASURE: None ART BY FRANK GUNTER

ICE TIGER
Frequency: Very rare
No. Encountered: 1 (1d3)
Size: L (4’ tall at shoulder)
Move: 180’
Armor Class: 5
Hit Dice: 6d8+6 (*13)
Attacks: 3
Damage: 1d4+2 (x2 claws), 1d8+2 (bite)
Special Attacks: Fear, see below
Special Defenses: +1 or better magic weapon to hit
Magic Resistance: 25%
Lair Probability: 40%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 6/950+8/hp

Living high in the rugged mountains, the Ice Tiger is a large


feline quite similar in appearance to an albino Bengal ti-
ger, with a head and body length of over 10’! The fur of this
800-pound monster is thick, snowy white, with hints of pale
blue spots or stripes. Their eyes are of a blue so pale, they
are almost transparent, and in the twilight hours when the
Ice Tiger hunts, they seem to glow with a supernatural azure
light. These creatures are skilled at ambush, often lying in
wait for hours, hidden within a snow bank (90% invisible), un-
til a luckless victim strays within range. With a shrill roar, and
a series of bounding leaps up to 20’ in length, they charge.
ART BY FRANK GUNTER

136 Dwellers in Dark Places


In combat, these great cats are able to inflict a great deal of
I
These beasts do not tolerate intrusion, and attack those who
damage on their prey. The paws are rather large, allowing the enter their territory without provocation. Their wide heads
Ice Tiger to move with ease across the snow and ice covered have powerful shearing jaws, easily capable of slicing through
terrain. Each does 1d4+2 damage on a successful attack. If a stout tree branch, biting for 2d6 points of damage. For dig-
both of the claw attacks strike an opponent, the Ice Tiger ging roots they also have stubby claws used to tear for 1d6
rakes with its hind claws, automatically inflicting 2d6 damage. damage each. The Idelesaurus can either attack with its bite
Their fang-lined jaws tear at victims for 1d8+2 damage, and or claws during any round of combat.
on a roll of 20, they shake their prey violently, inflicting an
additional 1d6 damage. Although normally slow moving, the Idelesaurus is capable of
short bursts of speed (moving 120’ for 1d4 rounds), as they
Magical in nature, the Ice Tiger causes fear to all who ap- charge intruders, or flee from a predator. A successful over-
proach within 20’, and if the save is failed, those affected run attack does 2d4+4 trampling damage.
lose 1d6 hit points as the monster greedily feeds on such
emanations, gaining additional hit points from the drained TREASURE: None
life force. This ability is only effective against each opponent ART BY FRANK GUNTER

once per day, but if several of these creatures attack simul-


taneously, the results could be exceedingly deadly. Quite of-
ten the Ice Tiger bounds away after absorbing this energy,
seemingly satisfied with the “psychic meal”.

Only weapons of +1 or better enchantment are able to strike


an Ice Tiger, and cold-based attack forms are ineffective
against this monster. All other magic has a 25% chance of
also being ineffective when used against these great cats.

The fur of the Ice Tiger has a great value, often fetching as
much as 2,500 gp or more. If carefully cured by an expert
tanner, at triple his normal fees, the pelt often retains a
small amount of its magical resistance, roll 2d4 X 1% for the
residual amount of magic resistance.

TREASURE: See above

IDELESAURUS
Frequency: Rare IMBRIAN SLIME DEVIL
No. Encountered: 3d4 Frequency: Very rare
Size: L (4’ tall at shoulder / 12’–16’ long) No. Encountered: 1d6
Move: 60’ Size: L (8’ tall)
Armor Class: 4 Move: 90’, swimming 120’
Hit Dice: 6d8 (*16) Armor Class: 5
Attacks: 1 or 2 Hit Dice: 5d8 (*14)
Damage: 2d6 (bite) or 1d4 (x 2 claws) Attacks: 3
Special Attacks: Trample Damage: 1d4 (x2 tentacles), 1d6 (bite)
Special Defenses: None Special Attacks: Slime
Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 80% Lair Probability: 90%
Intelligence: Non- Intelligence: Low
Alignment: Neutral Alignment: Neutral (evil)
Level/XP: 4/225+6/hp Level/XP: 3/130+5/hp
The Idelesaurus is a large plant eater, possessing a particu- The shores and backwaters of the Ultran-Thassa, the great
larly foul temperament. Standing 4’ tall at the shoulder and sunless sea of the underdark, are infamous for having large
reaching a length of 12’–16’ long, these slate gray creatures expanses of deep ooze and foul rotting fungal growths. As
move sedately through scrub plains and light forests grazing geological events constantly reshape the underdark, some
for hours on scrub grass, roots and low hanging tree branch- caves may be drained for decades, leaving behind the deep
es. layers of ancient mud. These plains of muck often extend for
miles; some of the largest filling several interconnected cav-

Dwellers in Dark Places 137


I
erns. Great forests of fungus grow in these areas, and dwell- IMP, BOG
ing within these quagmires, numerous creatures vie for their
share of the nutrients. One of the largest is the Imbrian Slime Frequency: Uncommon
Devil, vaguely humanoid creatures well adapted to survival in No. Encountered: 3d4
these subterranean bogs. Size: S (2 ½’ tall)
Move: 180’
Moving through the thick, muddy slime, propelled by power- Armor Class: 7
ful tentacles and large webbed feet, they feed not only on the Hit Dice: 2d8 (*16)
sludge, but also on any unwary creatures as well. When prey Attacks: 2
comes within reach, the Imbrian Slime Devil lashes out from Damage: 1d3 (weapon), 1d4 (bite)
the effluvia seeking to drag its victim beneath the surface. Special Attacks: See below
Special Defenses: See below

STOCK ART BY EARL GEIER


Each tentacle of the Imbrian Slime Devil has sharp barbs Magic Resistance: 25%
able to tear at flesh for 1d4 points of damage, and on a roll Lair Probability: 20%
of 20 they wrap around their prey with crushing force, au- Intelligence: Low
tomatically inflicting an additional 1d6 damage every round. Alignment: Chaotic evil
In order to avoid a gruesome death below the surface of the Level/XP: 3/110+2/hp
mud, the unfortunate victim needs to make a successful Ma-
jor Strength Test. At the same time, the creature bites for 1d6 The Bog Imp (also known as the Hag Imp) is a small, malicious
damage, greedily feeding on the still living prey. The Imbrian creature, a sprite, cruelly tortured and twisted by hags to evil
Slime Devils often work together in order to defeat larger ends using profane curses, and foul witchcraft. Despite their
opponents, overcoming such foes through sheer numbers. diminutive stature, they are quite formidable opponents,
and dangerous when used by a hag as spies and harassing
When nourishment is scarce, the foul smelling Imbrian Slime
troops. Hair and flesh of a deep green coloration let them
Devil leaves the muck, often traveling for long distances from
skulk in the reeds with relative concealment. When an enemy
its normal hunting grounds. The females also move to small-
approaches, they follow their mistress’s commands by either
er backwater areas in order to spawn, far away from other
attacking, or slipping away to warn of the intrusion into the
adults who would feed on the young. Each lays a few dozen
hag’s domain. Some of the more powerful hag covens have a
eggs per season, with only a few of the hatchlings surviving
few dozen of these short-lived creatures under their control,
to adulthood.
using them as messengers. The Bog Imp delights in destruc-
TREASURE: None tion, so any campsite left unguarded is at risk; small items
are stolen, food left unattended could be poisoned, and an-
noying traps might be set.

At less than 3’ tall, the Bog Imp is quite fast, moving from
cover to slash and bite at any intruders. Their bodies are
quite thin, the feet are long and prehensile, and they are
easily ably to climb and leap through the trees, dropping
down upon any enemy.

Usually armed with a small knife (1d3 damage) they also bite
for another 1d4 damage. If leaping from above, they gain
two additional attacks from their clawed feet, each doing 1d2
points of damage.

The Bog Imp has several innate spell abilities, using them
with great effectiveness; to not only hamper intruders, but
also as an aid in their attacks or defense. Each is able to use
faerie fire, trip, and pass without trace once per day. The Bog
Imp also possesses a special form of charm animal, effective
against a single reptile (usually snakes and crocodiles), using
such creatures in an attack upon their opponents.

The Bog Imp does not gather treasure for its own use, taking
any such items of interest to the lair of their hag mistress,
hidden deep in the swamps black interior.

STOCK ART BY GARY DUPUIS TREASURE: None

138 Dwellers in Dark Places


I
INKRASSA WORM AVERAGE GIANT HUGE
Frequency: Common Uncommon Rare
No. Encountered: 4d6 2d4 1 (1d4)
Size: S (2’–3’ long) S–M (4’–6’ long) L (7’–12’ long)
Move: 30’, 180’ swim 30’, 180’ swim 30’, 180’ swim
Armor Class: 4 4 4
Hit Dice: 2d8 (*16) 6d8 (*13) 10d8 (*10)
Attacks: 1 1 1
Damage: 1d6 (see below) 2d6 (see below) 3D4 (see below)
Special Attacks: See below See below See below
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 75% 75% 75%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 2/28+2/hp 4/225+6/hp 7/1350+14/hp
The voracious Inkrassa Worm thrives in the dark waters of
a swamp, lurking in muddy pools along slow moving rivers, TREASURE: 1d4 x 1000 gp (20%), 1d8 gems (20%), 1d3 magic
or slithering through the muck of some subterranean sump. items (10%)
These 3’ long creatures are quite aggressive; attacking in a
large swarm intended to overwhelm any potential prey. They
can easily slither for short distances across the moist ground,
bony jaws snapping, to reach their victim.

The armored head has a covering of small bony plates serv-


ing to protect the powerful jaws. The front plates form the
powerful shearing teeth, the trademark of the Inkrassa. On
a successful bite attack, the bony jaws inflict damage on its
victim. Any roll of 18+ scoring a hit indicates the Inkrassa
Worm has latched onto its target doing automatic damage
each round. They are quite slick, being covered with a thin
mucus layer making it almost impossible to grasp them by
hand (half-normal chance for a Major Strength Test to re-
move them if attached). In addition, as each worm attaches
itself the victim becomes much easier to hit (+1 for each at-
tached Inkrassa Worm). Eventually, weighted down by large
numbers as more creatures gain a firm bite, the victim slips
beneath the muck where he is soon devoured.

Occasionally, adventurers encounter Inkrassa in their birth-


ing pools, a sticky, slime filled hole full of either hundreds of
4-inch diameter eggs or a pool of ravenous newborns, roiling
with dozens of immature, 1/2 hit die Inkrassa Worms. To fall
into such a place quite often ends in death, with the foolish
individual taking 3d12 points of damage every round.

There are many confirmed reports of larger Inkrassa Worms,


up to 6’ long and unconfirmed reports of specimens of this
creature in the most secluded locations, reaching up to 12’ in
ART BY DEL TEIGELER
length! Usually encountered as a lone predator (very rarely
1d4 are encountered), since it possibly devoured all of its
siblings.

Dwellers in Dark Places 139


I
INOSTRANCEVIA INVISIBLE SHROUD
Frequency: Rare Frequency: Very rare
No. Encountered: 2d4 No. Encountered: 1d4
Size: L (11’ long, 2’ long skull, 4’ at shoulder) Size: S (3’)
Move: 90’ Move: 30’ flying (AA: II / 30-degree turn)
Armor Class: 4 Armor Class: 6
Hit Dice: 3d8 (*16) Hit Dice: 3d8 (*16)
Attacks: 3 Attacks: 1
Damage: 1d6+2 (bite, 1d3 x 2 (claws) Damage: 1d4 per round
Special Attacks: Rending Special Attacks: Suffocation
Special Defenses: None Special Defenses: 90% invisible / spines
Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 25% Lair Probability: 60%
Intelligence: Animal Intelligence: Non-
Alignment: Neutral Alignment: Neutral
Level/XP: 3/55+3/hp Level/XP: 3/125+3/hp

The Invisible Shroud is a dangerous pest found in many dif-


ferent environments, as long as there are trees or high places
where it can drift down and launch its attack. This creature
has a bell shaped body equipped with four strong tendrils
capped with a cluster of extremely sharp glass-like spines.
This creature is almost completely colorless (90% invisible)
as it lurks waiting for the time to strike.

As silent as the wind it drops towards an unsuspecting victim


spreading the bell wide, attempting to envelope the targets
head. If the attack is successful with a roll of 16+, the four
tendrils wrap tightly around the neck of the victim holding

ART BY AARON SIDDALL

The Inostrancevia is a dangerous predator of the scrub


plains, with smooth gray hide, and a powerful sloping frame.
Although they stand at just under 3’ tall at the shoulder and
reaching up to 12’ in length, the Inostrancevia is still a dan-
gerous, pack-hunting predator. The wide head of this mon-
ster is 2’ long, possessing a dual set of fangs over 6 inches
in length. Their favorite prey is the Idelesaurus, but when
hungry, a large pack will not hesitate to attack well-armed
adventurers.

Inostrancevia strike with a slashing bite from the fangs, doing


1d6+2 points of damage while tearing with a pair of short
claws, each doing 1d3 damage. On any successful attack of
18+ with their bite, they momentarily latch onto their prey,
shaking their head violently from side to side, rending for an
additional 2d4 points of damage before leaping away. They
also use their short claws to do 1d3 damage on each suc-
cessful attack.

Several sub-species of the Inostrancevia dwell in other envi-


rons including a white skinned arctic dweller, a mottled green
forest dwelling species, and a dun colored species living in a
more arid climate.

TREASURE: None ART BY FRANK GUNTER

140 Dwellers in Dark Places


the shroud in place, slowly suffocating the unfortunate, draw-these monstrous weapons of war, once counted in the thou-
I
ing forth and absorbing the life energy. Damage is 1d4 points sands, have dwindled drastically, with fewer than a dozen
of damage on the first round with a similar amount each known to exist today. In the most remote and forsaken areas
round thereafter. the last of the Iron Crab legions remain on guard, protecting
the secrets of their long dead creators. With a dry grating,
Attempting to remove the creature with unprotected hands and the squealing of stressed metal, the Iron Crab lurches to
inflicts 2d4 points of damage as the sharp spines deter any attack, great claws snapping with an ominous sound.
victim from simply tearing the shroud off. In addition, the
spines contain a mild toxin, easily able to paralyze with the During the initial rush to attack, the Iron Crab has a spe-
slightest touch (save versus poison at +2 or be paralyzed for cial attack as the razor edged legs slash a random target,
1d6 rounds. This is more than enough time for the host to the combined attack from several dealing 2d10 damage. The
suffocate. If the save is made the creature can be removed huge pincers slice at opponents with terrifying strength,
with a Major Strength Test (at a +20% bonus due to the low each doing 3d6+6 damage. Any roll of 20 indicates the claw,
strength of the Invisible Shroud). in addition to the damage rolled, has sliced a random limb
from the target (see chart below):
Attacks against an attached Invisible Shroud always result in
the ensnared victim also taking half of the indicated damage.

TREASURE: None

IRON CRAB
Frequency: Very rare
No. Encountered: 1
Size: L (12’ diameter)
Move: 120’
Armor Class: -2
Hit Dice: 14d8 (*8)
Attacks: 2
Damage: 3d6+6 (x2 claws)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 35%
Lair Probability: 85%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/7300+18/hp

The Iron Crab is a terrifying creation, an ancient construct STOCK ART BY GARY DUPUIS
leftover from the distant past. Originally fabricated from
gleaming, extra-planar metal, those few survivors have cor-
roded with the passage of the ages, the survivors now cov-
ered in a flaking patina of rust and oxidation. The number of
D10 ROLL AREA AFFECTED PENALTY
1 Left hand removed Cannot hold weapon / blood loss of 5 hit points per round until bound
2 Right arm at elbow Cannot hold weapon or shield / blood loss of 8 hit points per round until bound
3 Left arm at shoulder No attacks possible / blood loss of 8 hit points per round until bound
4 Right leg at knee Half movement / blood loss of 8 hit points per round until bound
5 Left leg at hip No movement possible / blood loss of 10hp per round until bound
6 Right leg at hip No movement possible / blood loss of 10hp per round until bound
7 Left leg at knee Half movement / blood loss of 8 hit points per round until bound
8 Right arm at shoulder No attacks possible / blood loss of 8 hit points per round until bound
9 Left arm at elbow Cannot hold weapon or shield / blood loss of 8 hit points per round until bound
10 Right hand removed Cannot hold weapon / blood loss of 5 hit points per round until bound

Dwellers in Dark Places 141


I
Anyone suffering such a devastating attack must make a suc- +2 magical enchantment cause them harm. Electrical attacks
cessful system shock roll or pass out from the intense pain. inflict half the normal amount of damage.

Due to a substantial resistance to magical attack (35%), many TREASURE: 2d8 gems (80%) (Used to create several of the
spells are ineffective against an Iron Crab. Fire, cold, poison, internal mechanisms)
and gas have no effect on an Iron Crab and only weapons of

ISOPOD LARGE HUGE MONSTROUS GARGANTUAN


Frequency: Common Uncommon Rare Very rare
No. Encountered: 2d8 3d4 1d6 1d3
Size: S (3’ long) M (4’–6’ long) L (7’–10’ long) L (12’–20’ long)
Move: 120’ 120 90’ 60’
Armor Class: 4 2 0 -3
Hit Dice: 2d8 (*16) 4d8 (*15) 10d8 (*10) 16d10 (*7)
Attacks: 1 1 1 1
Damage: 1d4 1d6 2d4 2d8
Special Attacks: Grapple Grapple Grapple Crush
Special Defenses: See below See below See below See below
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 75% 75% 75% 75%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 2/28+2/hp 3/85+4/hp 7/1800+14/hp 9/6000+20/hp
The Isopod is a primitive creature, descended from an aquat-
ic species, adapted to living in the cool depths of the sub-
terranean environment. Here they move with ease, traveling
at undiminished speed across floors, walls, and ceilings, able
to slip through relatively narrow gaps (4 inches or more) in
search of food. Covered in thick, ribbed plates of black chitin
(armor class 2) these creatures travel in small swarms, quick-
ly scavenging through an area, eating any organic materials
they encounter; wood, cloth, paper, and even flesh and bone
are all grist for the grinding jaws. The dark coloration makes moving, the telltale rustling of the dozens of feet usually alert
them difficult to spot (surprise on a 1–3 on a d6), but when adventurers to this monsters presence.
The bite of the large Isopod is rather weak, inflicting just 1d4
damage, but the creature automatically grabs any success-
fully attacked prey by wrapping the shell and the multitude
of legs around its prey, biting every round. Victims may es-
cape by making a successful Minor Strength Test.

Because of the low sloping shape of the Isopod, small missile


weapons (arrows, bolts, sling stones, etc.) simply glance off
the hard chitinous plates, and all attacks made against this
creature do only ½ damage.

In the deepest of tunnels, adventurers might encounter the


larger versions of the Isopod (see table above for details)
much larger and extremely dangerous creatures. The largest
can weigh several tons, and on a roll of 20 on its attack, it
crushes its victim for 3d10 points of damage

TREASURE: None
ART BY BRIAN (“GLAD”) THOMAS

142 Dwellers in Dark Places


I
ISSA ALBINO AVERAGE ROGUE
Frequency: Rare Rare Very rare
No. Encountered: 2d4 2d4 1
Size: L (6’–8’ long) L (6’–8’ long) L (10’–12’ long)
Move: 180’ 180’ 180’
Armor Class: 4 4 4
Hit Dice: 7d8+7 (*13) 5d8+5 (*15) 10d8+10 (*10)
Attacks: 3 3 3
Damage: 1d4 (x2 claw), 1d6 1d4 (x2 claw), 1d6 2d4 (x2 claw), 1d10
Special Attacks: Rake Rake Rake
Special Defenses: Coloration Coloration Coloration
Magic Resistance: Standard Standard Standard
Lair Probability: 30% 80% 50%
Intelligence: Low–average Low–average Low–average
Alignment: Neutral Neutral Neutral
Level/XP: 6/1250+10/hp 3/375+6/hp 7/2000+16/hp
The Issa is a species of subterranean feline spending its en- crevices waiting for the adults to give the signal to come out
tire life skulking in the narrow cracks and crevices permeat- to feed. They are uniquely feral and there has never been a
ing much of the underdark realm. The long, six-limbed body successful attempt at domesticating the Issa, for they always
of these creatures is quite sleek, low slung and very flexible. resort to their wild nature, seeking to return to the underdark
This lets them easily slip almost snake-like through the tight upon reaching adulthood.
labyrinthine network of passages, caves and tunnels in search
of prey. The Issa have short black fur, allowing them to blend There are times when Issa associate with a band of Deep
into the shadows (75% chance to hide in shadows). However, a Giants (see Deep Giant), traveling together for a short time,
subspecies living in the deepest places is completely albino. and working as a team when on the hunt.
Known as “ghost cats” by adventurers from the surface, they
are slightly larger than the standard Issa, having 7+7 hit dice. ALBINO ISSA
Besides its larger size, the “Ghost cat” has other abilities,
making it a much more dangerous opponent (see below). The slightly larger, albino, deep dwelling species of the Issa,
the Ghost Issa, has evolved into an extremely dangerous
The Issa prefers to launch its attacks from above its victim, predator, feared by most who venture into the underdark.
dropping from shadowy subterranean ledges onto any un- The strange radiations of this realm have affected them
suspecting creatures straying into their domain. They attack much in the same way as it has altered many other subterra-
with their two front claws for 1d4 points of damage and a bite nean species. They are able to alter the albino fur to become
attack, inflicting 1d6 points of damage. They are exceptionally Invisible for a short duration (1d4+2 rounds). They also are
quiet, surprising opponents on a roll of 1d4 on a six-sided able to Feather Fall once per day allowing for attacks from
die. If the target is surprised and the initial attack comes even greater heights.
from above, the Issa also has a raking assault (+2 on attack
rolls) with its middle and rear claws for 1d4 points of damage ROGUE ISSA
each.
Occasionally an Issa is born with subtle genetic mutations.
A pride of these creatures coordinates their attacks with in- Most die or are abandoned at birth, but a few actually remain
credible precision. Some serve to distract the intended vic- in the pack, until their aggressive dominance asserts itself
tim as others maneuver to attack from above or behind. Oc- shortly after weaning. These dangerous alphas soon leave
casionally, two or more small prides of Issa to work together the pack to survive on their own. Most die within a few weeks,
for a short time in order to attack a larger group of prey. but those who survive are considered rogue, growing to an
immense size and foul temperament. They kill just for the
If an encounter does not go as planned, the Issa quickly re- enjoyment, becoming a menace to any creatures, including
treat through any narrow fissure or small tunnel openings, any other Issa within their domain.
always staying in the vicinity, waiting for another opportunity.
TREASURE: None
The rarely seen young Issa remain hidden in the narrowest

Dwellers in Dark Places 143


I ART BY JACOB BLACKMON

“We slowly moved out into the small cavern, carefully looking for the source of the slight sound we had heard. The
acoustics of the chamber confused our senses. My gut said we were being followed by a small scavenger, perhaps
a rat. Then the Issa were upon us, striking from every direction, dropping from a small ledge above...so quiet...so
deadly.”
Tildun-Reffe’

144 Dwellers in Dark Places


J
jASSAHERI / jELLY, BURST / jELLY, FILAMENT / jELLY, NET / jELLY, ROCk / jETCH’kEkkI /
j’HURRA / jORAg / jUNgLE STALkER / jURACOTH
JASSAHERRI doing 2d4 crushing damage. Some also carry large wooden
and hide shields, or wear studded leather, and a few of the
Frequency: Rare higher ranked members even wear the remnants of ancient
No. Encountered: 1d12 chain mail.
Size: L (9’ tall at shoulder) ART BY FRANK GUNTER
Move: 120’
Armor Class: 6 or better (see below)
Hit Dice: 10d8 (*10 (7))
Attacks: 1
Damage: By weapon
Special Attacks: Trample
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Average
Alignment: Neutral
Level/XP: Adults: 7/1250+14/hp
Juveniles: 4/225+6/hp

Created ages ago by the mage priests of the Jassah Empire,


the massive Jassaherri have survived on the vast, mostly un-
explored southern continent. A genetic hybrid between the
great elephant, and the mountain gorilla, this centaur-like
creature rules supreme. Originally created to form the elite
legions of that long lost empire, they alone have survived.
Whether they revolted against their cruel masters, or if an-
cestors escaped before the Jassah Empires decline is un-
known. However, their descendants, proud, independent, and
quick to anger, the Jassaherri maintain their domain on the
vast unbroken plains. They have little contact with the out-
side world, trading rare herbs and roots for metals, chain
mail, and a few other useful trinkets. The Jassaherri build intricate shelters beneath overhanging
Chagga-thorn trees of the plain. With their large spread-
Omnivorous, the bulk of the Jassaherri diet comes from many ing canopy, similar to the Baobab, Marula, and Umbrella
of the surrounding plants and cultivated fruits. Nevertheless, Thorn Acacia tree, the Chagga-thorn has heavier foliage with
they also eat meat when game is plentiful, usually during the hundreds of long branches. Vine-like, these thorn-covered
seasonal migrations. Traveling in small hunting parties con- branches take root wherever they touch the ground, eventu-
sisting of 2d3 adults and 1d3 hunting aged juveniles, the Jas- ally forming a huge, leafy, domed structure. Some of these
saherri roam in search of a herd of herbivores, often driving shelters have been in use for over a hundred years, with
unsuspecting victims into nets or dead-falls. Both genders several dozen trees forming a huge sheltered area. Typical
join in the hunt and perform all other tasks associated with settlements might contain as many as three dozen adult Jas-
maintaining the tribal culture. In combat, some members of saherri and twice as many juveniles of various ages. Juveniles
the group stand off, using a great horn bow, while others have 6 hit dice, lack the trample attack, and do not have a
charge into the enemy employing swords, long bladed weap- strength bonus from weapons.
ons, or spears and shields, their great strength giving a +3
bonus to hit and +6 to damage from melee weapon attacks: The Jassaherri have little of value, and only rarely wear
adornments of any kind. They have no concept of religion;
Great bow (10%): 2 shots per round, 1d8+3 damage dead members of the tribe are left where they fall, or they
Spear (40%): 2d4+6 damage are simply dragged away from the settlement to where scav-
Bladed pole arm weapon (40%): 2d8+6 damage enging carnivores await. Rumors abound of villages of Jassa-
Sword (10%): 2d6+6 damage herri in the most remote places who retain much from the
past, including powerful magical weapons and armor.
When initially entering melee combat, the Jassaherri at-
tempts to trample its enemies, with each ponderous foot TREASURE: None

Dwellers in Dark Places 145


J
JELLY, BURST If any prey is within a few feet of the ejected material, it
sends out a mass of thin tendrils. In this way, each piece is
Frequency: Uncommon able to attack a separate target; dissolving flesh at the rate of
No. Encountered: 1d3 1d8 hit points of damage. After a few rounds the Burst Jelly
Size: M–L (4’–8’ diameter) pulls all of the pieces back into a large mass once again (1d3
Move: 30’ rounds) before repeating the swelling process once again.
Armor Class: 6
Hit Dice: 8d8 (*12) The Burst Jelly is able to “roll”, moving at a rate of 30’ per
Attacks: See below round when it is concentrated into a single mass.
Damage: 1d8 (per attack)
Special Attacks: See below The Burst Jelly is impervious to attacks from blunt weapons,
Special Defenses: See below and only takes half damage from any edged weapon attacks.
Magic Resistance: Standard Electrical and fire attack forms do their normal damage, and
Lair Probability: 40% cold-based attacks do an additional +1 per die of damage.
Intelligence: Non- TREASURE: None
Alignment: Neutral
Level/XP: 6/725+10/HP JELLY-FILAMENT
Deep in the underdark, adventurers may encounter a spher- Frequency: Rare
ical blob of protoplasm (4’ diameter) known as the Burst Jelly. No. Encountered: 1d8
When it senses nearby prey the monster begins to inflate Size: S–L (1 inch to 6’)
with a putrid gas, swelling within 1d3 rounds, doubling their Move: 10’
normal size. Without warning it suddenly “bursts”, ejecting Armor Class: 8
3d4 separate pieces in random directions, spreading to cover Hit Dice: 1d8–12d8 (*see below)
an area with a 30’ radius. Each piece remains attached to a Attacks: 1
central mass by a thick stalk of protoplasm. Roll 1d10+5 for Damage: 2 hp per round +1 per hit die
the distance, and a 12-sided die for the direction of each Special Attacks: Automatic attack
individual piece of the Burst Jelly. Special Defenses: Weapon Immunities
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 100 experience points per hit die

The Filament Jelly starts its life as a small mass budding from
an adult member of the species. They are only a few inch-
es across at this stage, moving slowly across walls, floors or
ceilings in search of a small nook or crevice. It sends forth a
filament and once it attaches it “flows” along the strands to
the new location. This creature can send its filament up to 3’
for each hit dice in size, thus the largest have a reach of 36’!

Once it has found a suitable hunting ground, it firmly attach-


es itself to several points, stretching its sticky mass into an
almost invisible (75%) web-like structure across the opening,
awaiting any prey venturing too near. It appears to be merely
the tattered remains of a spider’s web, when in fact the sticky
strands of material join with the main bulk of the creature
waiting for the telltale signal of contact before sliding forth
to attack. This parasite quickly envelopes, and digests any
small creatures. Even large creatures are not immune, for
the Filament Jelly attaches itself for a short time, drawing
sustenance by absorbing a small part of the host.

Filament Jellies do not roll to hit a target; they simply attack


any living thing they touch for the set amount of damage.
ART BY LUIGI CASTELLANI Specimens up to 6 inches in diameter (1 hit die) inflict 1 point

146 Dwellers in Dark Places


of damage per round, and every six inches of diameter in- Special Defenses: Half damage from weapons
J
creases the hit die and damage by 1 point per round (thus Magic Resistance: Standard
a Filament Jelly of 4’ in diameter inflicts 8 points of damage Lair Probability: None
per round). There is a 10% cumulative chance per round of Intelligence: Non-
the Filament Jelly becoming satiated, dropping off to seek a Alignment: Neutral
place to digest its meal. Level/XP: 6/950+10/hp

Yet another form of ambush predator, the Net Jelly is a profi-


cient killer found lurking on the ceilings of most underground
areas. Closely related to the more amorphous Filament Jel-
ly (see Filament Jelly), this dangerous monster is extremely
adapted to the conditions of the underground environment.
The gelatinous substance of its body is able to change color
almost instantaneously, adjusting its temperature and tex-
ture in order to blend seamlessly into the background of its
environment (90% undetectable).

From concealment high above, it waits until it senses move-


ment below, then without warning it drops on unsuspect-
ing prey, intent on wrapping them in its tangle of voracious
strands (+2 to hit if it surprises victims with a 1–5 on a six
sided die roll). Due to its size (15’ diameter), the Net Jelly is
able to attack multiple opponents, ensnaring them within its
corrosive webbing. If they had a weapon in hand at the time
of the attack, those ensnared are able to attack the Net Jelly,
but at a -2 penalty to hit and damage.

ART BY FRANK GUNTER

As they mature, they slowly gain mass, having 1 hit die for
each ½ foot in diameter they grow, allowing for larger ar-
eas to be covered. Larger specimens having 12 hit dice, often
cover openings several yards across. In areas where food is
plentiful, it is possible several of these creatures, of varying
sizes, have taken up residence.

Edged weapons striking a Filament Jelly merely divide it into


two smaller creatures (those separated in this way can easily
merge back together). Blunt weapons inflict full damage.

TREASURE: None

JELLY, NET
Frequency: Uncommon
No. Encountered: 1
Size: L (15’ diameter)
Move: 10’
Armor Class: 5
Hit Dice: 7d8+7 (*13 / 11)
Attacks: 1
Damage: See below
Special Attacks: Surprise ART BY FRANK GUNTER

Dwellers in Dark Places 147


J
The thick webbing of the Net Jelly secretes a mixture of pow- The slick substance of the Net Jelly is almost impossible to
erful enzymes able to “eat” almost any organic material. grasp, consisting of a gelatinous material with the consisten-
Wood, leather, cloth and flesh dissolve quickly, providing nu- cy of a thick paste. The creature is also resistant to injury,
trients for the monster. Those entrapped take a base dam- taking just half damage from all edged and blunt weapon at-
age of just 1 point each round, and additional damage based tacks. All forms of fire and cold-based attacks do +2 damage
on the type of armor worn (see chart below). Shields and any per die against this gelatinous monster. All electrical attack
magical bonuses do not reduce the damage in any way. forms do an additional +1 per die of damage to a Net Jelly.
A small quantity of alcohol (minimum of 1 pint) suffices to
ARMOR ADDITIONAL remove this creature.
DAMAGE TREASURE: None
NONE 10
LEATHER / PADDED 8
STUDDED / RING MAIL 7
SCALE MAIL 6
CHAIN MAIL 5
SPLINT MAIL / BANDED 4
MAIL
PLATE MAIL 3
ART BY FRANK GUNTER

JELLY, ROCK SMALL MEDIUM LARGE HUGE


Frequency: Uncommon Uncommon Rare Very rare
No. Encountered: 1d6 1d4 1d2 1
Size: S (1’ diameter) S (2’diameter) S (3’ diameter) M (4’ diameter)
Move: 30’ 30’ 30’ 30’
Armor Class: 3 3 3 3
Hit Dice: 3d8 (*16) 6d8 (*13) 9d8 (*12) 12d8 (*9)
Attacks: 1 1 1 1
Damage: See below See below See below See below
Special Attacks: See below See below See below See below
Special Defenses: See below See below See below See below
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 50% 50% 50% 50%
Intelligence: Non–animal Non–animal Non–animal Non–animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/65+3/hp 5/300+6/hp 7/1200 +12/hp 8/3000+12/hp

The semi-amorphous creature known as Rock Jelly is a pest its chosen hunting ground (a dwarf or gnome actively search-
found in many underground environments. Most often found ing for this creature has a 20% chance to spot something
sticking to the ceilings of dungeon complexes or in the dark alerting them to the Rock Jellies presence). Patiently waiting
places within natural tunnels and caverns, this monster is for days at a time, when a victim passes beneath, the crea-
an efficient and clever killer, which many suspect denotes ture strikes, surprising opponents on a 1-4 on six-sided die.
a degree of intelligence. In appearance, the Rock Jelly is a If they succeed in surprising a target, they gain an additional
conglomerate accretion of smaller rocks and stones used to +2 to hit on the initial attack.
coat and protect the gelatinous inner material. Due to this
intentional plating, the Rock Jelly has an armor class of 3. The Rock Jelly drops from above, slamming down on prey
with great force; those struck take damage, and have a
The coating also functions as perfect camouflage, making the chance of falling unconscious by the impact based on the
Rock Jelly 100% invisible as it clings in the dark places above following chart:

148 Dwellers in Dark Places


J
HIT DICE SIZE DAMAGE EFFECT
3 1’ 1d6 Save versus Poison or stunned for 1d4 melee rounds
6 2’ 2d6 Save versus poison at -2 or knocked unconscious for 1d4 melee rounds
9 3’ 3d6 Save versus poison at -3 or knocked unconscious for 1 turn
12 4’ 5d6 Save versus poison at -4 or unconscious for 1 turn, killed on a roll of 1
NOTE: ON ANY TO HIT ROLL OF A NATURAL 20, THERE IS AN ADDITIONAL -2 PENALTY TO ANY
SAVING THROW
After any successful attack, the Rock Jelly extends several
feeding tendrils into its prey, doing 2d4 points of damage
per round. If the attack fails to bring down prey, or if se-
riously threatened, the creature quickly extrudes several
pseudo pods upwards towards the ceiling and within 1d3
rounds, it begins to pull itself to safety.

Very rarely a Rock Jelly encountered reaches truly prodi-


gious proportions, having 12 hit dice. Upon reaching this
size, they usually split into 2d3 smaller creatures, each
moving to a secure place in order to launch their attacks.

There is a 10% cumulative chance per size level a Rock

ART BY FRANK GUNTER


Jelly having 1d8 valuable gemstones stuck within its ma-
trix.

The rocky accretions also protect the Rock Jelly, reducing


any damage received by one half, whether t5he attack is
by spell or weapon. Sages are convinced when the Rock
Jelly becomes too large it “transforms” first becoming the
more dangerous Malkarst and finally into a Stony Cube
(see also Malkarst and Cube, Stony). However, since no
extended observations of these creatures have ever been
performed, such theories are unconfirmed.

TREASURE: See above

Dwellers in Dark Places 149


J
JETCH’KEKKI, OVERVIEW as 2000 warriors.

The dense equatorial jungles of Khennaris are home to the A fifth type of Jetch’kekki lives apart from the rest. The Av-
race of bird-like beings known as the Jetch’kekki. In a domain arac’-ki dwell in the sacred valley of Ch’Reechi, where they
covering thousands of square miles, these evil, wingless avi- serve the needs of the Snake Feather Dragons (see Dragon,
ans rule, dwelling in great temple complexes, built for them Snake Feather).
by the many slaves they have subjugated. From countless
hidden mines, there flows a seemingly endless supply of Each temple city has an arena where ritual combats and
gold, silver, emerald, and jade. Harsh to the extreme, the sacrifices take place, to appease the gods. Turrak’-ki usually
Jetch’kekki tolerate no intruders, and pursue any who defile fight for their honor or for personal glory, while the lowly
their temples with great diligence. Each Jetch’kekki temple Chirrup’-ki fight to gain a position within a clan. And on rare
city has intricately trapped vaults within the bowels of the occasions even the Charak’-ki might enter the arena in dead-
central temple. Here they keep the majority of their vast ly magical combat in order to settle disputes between rival
wealth, storing it for the great Snake Feather Dragons. cities, or to obtain rank. The Jetch’kekki also use other crea-
tures in their rituals, usually large jungle cats, apes, croco-
Standing 7 feet tall, these brightly feathered creatures seek dile, and even huge prehistoric birds. These creatures being
to dominate the lands around their temple cities, with the set against one another or against groups of unarmed slaves.
various tribes constantly warring among themselves. Each
tribe contains several castes, each having their own part in The Jetch’kekki usually attack enemies with their sharp tal-
the maintenance of the temples. Within each tribe, several oned hands, inflicting 1d4+2 points of damage with each suc-
sub-clans recruit warriors from the lesser ranks, all of the cessful strike. They also tear at their opponents with their
clans competing for the favor of the mage priests. Led by beaks, (often cover in metal), causing 1d3+2 points of dam-
the Charak’-ki (mage-priests), the larger Turrak’-ki (warriors) age. The weapons they use: daggers, knives, short swords
and their Chirrup’-ki recruits patrol the jungle in search of and clubs, are all made of sharp edged stone, doing standard
intruders. damage from the weapon type with a +2 bonus. Occasion-
ally they use light crossbows or javelins as well. The swords
The remainder of the Jetch’kekki tribe consists of the made using the 3ft long fore claws of the Therizonosaurus
Zecharak’-ki, subservient females (artisans builders, and as blades are specially prized, and usually carried by the
workers) the young or unaffiliated Chirrup’-ki, and the hun- greatest of warriors.
dreds of menial slaves taken in raids. A typical temple city is
able to muster 50-200 warriors, but there are several great All Jetch’kekki tribes have a few jungle Anzu (see Anzu) used
cities near the heart of the Jetch’kekki domains with as many as mounts for cavalry and for certain sacrificial rituals. Spe-

ART BY DEL TEIGELER

150 Dwellers in Dark Places


cially trained Anzu also function as heavy troops whenever
J
Those Jetch’kekki destined to join the caste of the Avarac’-ki
the temple is under attack. Although this sub-species is very are marked from birth, blessed to be direct servants to the
brightly feathered, and much more parrot-like in appear- Snake Feather Dragons who rule the Jetch’kekki society. Such
ance, they are the same in every way to the Anzu species, a hatching is very rare, occurring perhaps once or twice in
living in temperate forests. a ten year cycle in each temple-city. Their plumage always
has an exceptionally brilliant metallic sheen and hardness,
Most Jetch’kekki temple-cities have an uneasy alliance with the outward sign of divine purpose. When such a hatching
several tribes of Bh’rokki-kh’-chich (see Bh’rokki-kh’-chich). occurs, the Zecharak’-ki immediately begin to construct an
From their living roosts high above, these small creatures ornate litter of gold and silver, inlaid with jade, emerald and
watch for intruders to the jungles, warning the Jetch’kekki in other valuable gemstones. With great ceremony and rever-
exchange for small crafted items, gemstones, or food. ence, a treasure caravan soon carries the young Jetch’kekki
so marked to its destiny within the valley of Ch’Reechi. At the
TREASURE: (temple vaults) 1d10x1000 cp (100%), 2d12x1000 great gate, the entourage is met, and custody of the divinely
sp (85%), 2d8x1000 gp (75%), 3d12 gems (50%), 3d10 jewelry marked young is given over to the adult Avarac’-ki.
(50%), 2d4 magical items (25%)
Within the sacred sanctum, the aspiring Avarac’-ki soon
JETCH’KEKKI AVARAC’-KI learns to care for the Snake Feather Dragons every need.
Over time, they supervise groups of slaves in the procure-
Frequency: Very rare ment of food and water, take these directly into the lair for
No. Encountered: 1d6 consumption. Occasionally a slave or two becomes “part”
Size: M (6’ tall) of a meal, and occasionally one of the aging Avarac’-ki also
Move: 120’ meets a similar fate; it is considered a great honor to be-
Armor Class: 2 (base) come “one with the Snake Feather Dragon” (especially by
Hit Dice: 4d8–6d8 (*15 / 13) those who have not had the honor).
Attacks: 3
Damage: 1d2 (x2 claws), 1d3 (beak) / or by weapon Avarac’-ki are relatively weak in combat, doing just 1d2 dam-
Special Attacks: None age with their claws, and 1d3 with their beak attack. They
Special Defenses: See below usually carry a small dagger (1d3 damage), used primarily or
Magic Resistance: Standard grooming the Snake Feather Dragons. On very rare occasions,
Lair Probability: 85% they may take up a magical weapon or device from the horde
Intelligence: High–exceptional of their masters, using such things in defense of the Snake
Alignment: Neutral (evil) Feather Dragons.
Level/XP: 4 HD- 4/240+4/hp
6 HD- 6/650+6/hp

ART BY DEL TEIGELER

Dwellers in Dark Places 151


J
The metallic feathers offer the Avarac’-ki excellent protection ery five years the tribal councils meet in the great city for
from attack (armor class 2). Additional armor, worn during competitions and sacrifice to settle any arguments. With the
times of ceremony, lowers this even further. substantial forces at his command, none of the lesser cities
would dare to go against his decrees. No Turrak’-ki would
Many of the Avarac’-ki show a proclivity for using spells, ever think of acting against the laws of the mage priests, to
and with proper training may become magic users (6th level do so would mean death in the arena. Several empty temple
maximum) or cleric (maximum 4th level. One in a thousand complexes attest to the severity of going against the com-
become an Avarac’-ki Master, a dual class mage-cleric, able mands of the Muh-Arrak’-ki, for all who dwell in a rebellious
to cast spells as a 8th-12th level spell caster. It is important to city are doomed by the acts of its leaders.
note, those who lack the ability to cast spells are most often
“chosen” to become one with the Snake Feather Dragons. At The Charak’-ki never move about the temple city without
any time, there are only 2d3 Avarac’-ki Masters within the wearing its ceremonial garb, including an ornate mask. These
entire valley of Ch’Reechi. intricately engraved headpieces are fashioned from thin
plates of silver or gold, always including several emeralds in-
The Avarac’-ki often wear ornate amulets and armlets of set into the designs. Such items are often magical, having a
considerable value. These devises of gold, crusted with gems, minimum value of 1d6x1000 gp.
are often magical in nature, having a minimum value of 1d10
x 1,000 gp. The garments worn by the Avarac’-ki Masters TREASURE: See above
(cloaks vestments, etc.) often include the sacred feathers in-
corporated as part of the design, these items have a value of JETCH’KEKKI, CHIRRUP’-KI
1d4 x 5,000 gp.
Frequency: Rare
TREASURE: See above No. Encountered: 3d6
Size: L (7’ tall)
JETCH’KEKKI, CHARAK’-KI Move: 120’
Armor Class: 6 (base)
Frequency: Very rare Hit Dice: 2d8–4d8 (*varies)
No. Encountered: 1d3 Attacks: 3
Size: L (7’ tall) Damage: 1d4+2 (x 2 claws), 1d3+2
Move: 120’ (beak) /or by weapon
Armor Class: 4 (base) Special Attacks: None
Hit Dice: 6d8–10d8 (* varies) Special Defenses: None
Attacks: 3 Magic Resistance: Standard
Damage: 1d4+2 (x 2 claws), 1d3+2 (beak) / or by weapon Lair Probability: 75%
Special Attacks: Spell use Intelligence: Average–high
Special Defenses: See below Alignment: Neutral (evil)
Magic Resistance: Standard Level/XP: Varies with hit dice
Lair Probability: 75%
Intelligence: High–exceptional The Chirrup’-ki are the least warriors, those who are un-
Alignment: Neutral (evil) bloodied, considered as contemptible by all higher castes.
Level/XP: Varies by hit dice Until they make their first kill, or survive combat within the
arena, they are cruelly treated by the Turrak’-ki, fated to live
The Charak’-ki are the spiritual leaders of each tribe, keep- in the squalor of the lower city. Until they prove themselves,
ing absolute order through the strength of their magical pow- they are little more than slaves to the warriors of the tribe
ers. Each of these overlords is a mage-priest, drawing spells and without status, they are completely ignored by the mage
from both the magic user and cleric spell lists. At 6 hit dice, priests.
they are effectively 4th level magic users and 1st level clerics.
These levels rise with each additional hit die, until at 10 hit Chirrup’-ki use simple weapons, most often sharp stone
dice they are the equivalent of 8th level magic users and 5th shards, simple spears, or darts, for they are not yet worthy to
level clerics. A standard tribe has one senior Charak’-ki along wield the armaments of a true warrior. Their garb is shabbily
with several lesser assistants. But deep in the jungle, where plain and unadorned, for until they prove themselves, they
few men have ever ventured, their stands what remains of are not allowed to possess material wealth. Without status
the once great city of Che’-Chit’-Cuu, home to the Muh-Ar- in the community, anything of value they possess may be
rak’-ki, the voice of the gods, and his force of no less than taken, and they may be killed by the Turrak’-ki for any rea-
1000 Turrak’-ki warriors and approximately 5000 slaves. son. Forced to join in the foragers and patrols, they strive to
please the greater castes in hopes of advancement.
This mage priest is a minimum 12th level magic user / 10th
level cleric and he functions to settle all tribal disputes. Ev- Needless to say, the Chirrup’-ki are quite eager to attack any

152 Dwellers in Dark Places


opponent in order to change their position within the tribe. pendant, or armband, with a value of 3d4 x 100 gp.
J
It has even been known for a lowly Chirrup’-ki to ambush a
lone Turrak’ki warrior in order to prove his mettle and raise TREASURE: 2d10 x 200 gp (50%), 1d6 gems (40%), 1d3 jewelry
caste. (30%)
ART BY FRANK GUNTER
TREASURE: 1d10 x10 gp (10%), 1 gem (10%)

JETCH’KEKKI, TURRAK’-KI
Frequency: Rare
No. Encountered: 4d4
Size: L (7’ tall)
Move: 120’
Armor Class: 4 (base)
Hit Dice: 4d8–10d8 (*varies)
Attacks: 3 JETCH’KEKKI, ZECHARAK’-KI
Damage: 1d4+2 (x 2 claws), 1d3+2 (beak) /
or by weapon Frequency: Very rare
Special Attacks: None No. Encountered: 1d10
Special Defenses: None Size: M (6’ tall)
Magic Resistance: Standard Move: 120’
Lair Probability: 75% Armor Class: 4 (base)
Intelligence: Average–high Hit Dice: 4d8 (* 15)
Alignment: Neutral (evil) Attacks: 3
Level/XP: Varies with hit dice Damage: 1d3 (x 2 claws), 1d3 (beak) / or by weapon
Special Attacks: None
The Turrak’-ki are the warrior caste of the Jetch’kekki temple Special Defenses: See below
cities. They organize the hunting parties, serve to protect Magic Resistance: Standard
the temple cities from intruders, and engage in inter-tribal Lair Probability: 75%
warfare to satisfy the gods. Their feathers are not as bright as Intelligence: High–exceptional
those of the Charak’-ki, tending towards more muted tones Alignment: Neutral (evil)
of brown and green allowing them to blend well into the jun- Level/XP: 3/85+4/hp
gle surroundings.
All Zecharak’-ki are females, the artisans and builders of the
A typical Turrak’ki war band consists of 1d8+4 warriors with 4 Jetch’kekki society, directing the vast pool of slaves in the
hit dice, led by a 6 hit die captain. The unit also includes 3d12 construction of the great temple cities. As females, they are
Chirrup’-ki trainees, treated as little more than slaves, each colored with duller plumage, and walk in deference to the
eager for their first kill. In the larger temple cities, there will Charak’-ki and Turrak’ki. Within the Zecharak’-ki ranks there
usually be a 10 hit die Turrak’-ki warlord and an escort of up are several levels of dominance, each sub-caste controlling a
to a dozen 7-9 hit die guards single aspect of the structure, each having dominance over
Turrak’-ki squads are armed with wooden or bone weap- several dozen slaves. Some specialize in the smelting of ore;
ons edged with shards of obsidian. They use swords, axes, others supervise the cutting of the great stone blocks used
or clubs doing 1d6 +2 points of damage. If not armed they in construction. There are sculptors, jewelers, carvers, paint-
are quite effective with natural weapons (see above). Some ers, and weavers, all working tirelessly to create the artworks
troops occasionally carry 1d4 javelins, thrown before en- found within the fantastic structures. They supervise all of
gaging in hand to hand combat. Others are efficient cavalry the hatchlings for the first few weeks of their lives, before
troops, fighting with lances from the backs of trained Anzu. beginning the intensive training of the young females. The
young males are driven away from the nest at maturity, and
All of the Turrak’-Ki’s equipment, including the harness of allowed to go feral, joining the ranks of the Chirrup’-ki, where
their Anzu mounts, is usually quite colorful, decorated with only the strongest survive to become Turrak’-ki.
many fetishes, charms, and totems used to help guide and
protect them from the many spirits who dwell in the jungle. Only rarely does a Zecharak’-ki ever participate in fighting
Like their Charak’-ki priests, they also prize gold and em- within the arena. They only take up weapons in the defense
eralds above all other valuables, and use them for the cre- of the city during a direct attack, falling under the control of
ating of many exquisite treasures. They proudly wear such the Turrak’-ki for the duration of the crisis. Normally they
valuables as a sign of status. Even the lowest of Turrak’-ki use their claws for 1d3 damage each, or a bite attack, doing
warriors have at least one talisman of gold, either a necklace, 1d3 damage. If armed, it usually carries a small wooden club,

Dwellers in Dark Places 153


J
(1d6 damage) or a small stone dagger doing 1d4 damage (10% Of all of the Jetch’kekki, the Zecharak’-ki carry the finest of
chance of being so armed). Normally, when battle is inevita- talismans crafted with silver, gold, jade, and emerald. They
ble, they supervise the slaves, moving their valuable captives flaunt intricately carved and bejeweled armbands, and pen-
and treasures into the safety of the deep vaults. dants, quite often enchanted, the envy of the Charak’-ki.
They wear colorful garments of the finest quality, often gift-
At times, a Zecharak’-ki of exceptional talent rises, or bribes ing such items as an inducement to greater favor with the
her way, to a higher station. This mistress commonly be- ruling castes. Such items have a value of 2d6 x 200 gp or
comes a minor member of the Jetch’kekki council, having a more.
small say in the planning of new construction. In extremely
rare cases a Zecharak’-ki shows signs of “divinity”, becoming TREASURE: See above, 1d8 x 200 gp (50%), 2d6 gems (40%),
full-fledged Charak’-ki mystics. 1d4 jewelry (30%)
JETCH’KEKKI, ANZU CROCODILE GREATER APE JUNGLE CAT PHORORHACUS
UNDEAD BEAST
Frequency: Very rare Very rare Very rare Very rare Very rare
No. Encountered: 1d6 1d6 1d6 1d6 1d6
Size: L (8’) L (15’) M (6’) M (4’) L (9’)
Move: 90’ 60’ 90’ 90’ 90’
Armor Class: 6 6 6 6 6
Hit Dice: 5d8 (*15) 5d8 (*15) 5d8 (*15) 5d8 (*15) 5d8 (*15)
Attacks: 3 2 3 3 3
Damage: 1d6 (x2 claws), 1d4 1d8 (tail slap), 2d6 1d6 (x2 claws), 1d4 1d3 (x2 claws), 1d6 1d4 (claw), 2d4
(bite) (bite) (bite) (bite) (bite)
Special Attacks: None None None None None
Special Defenses: None None None None None
Magic Resistance: Standard Standard Standard Standard Standard
Lair Probability: 100% 100% 100% 100% 100%
Intelligence: Non- Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 4/155+5/hp 4/155+5/hp 4/155+5/hp 4/155+5/hp 4/155+5/hp
The greatest tribes of the Jetch’kekki Empire each specialize servitude, but this is quite rare and used only for the most
in the creation of certain undead beasts. When one of their heinous acts against the community.
totem creatures dies during the high festivals, which take
place every 10 years, the Jetch’kekki re-animate the beast to TREASURE: None (guardian)
serve once again, within the lower crypts, functioning as a
guardian of the dead. Left to roam through the deep passag- J’HURRA
es they relentlessly attack any who would dare intrude into
the most sacred areas of the temple. Although not as dan- Frequency: Rare
gerous as they were in life, these monsters fight fearlessly, No. Encountered: 1d8
never checking morale, without taking heed of injury, making Size: L (8’–10’)
them an excellent deterrent to thieves. They are extremely Move: 60’, 180’ flying (AA: IV / 90-degree turn)
tenacious, attacking until completely dismembered. Armor Class: 6 (base)
Hit Dice: 6d8+6 (*13)
Some temple cities may have as many as a dozen of these Attacks: 3
animated monsters, and only the wearer of a Medallion of Damage: 1d6+7 (x2 claws), 1d4 (bite)
Khi’-Chinch is able to control their mindless aggression. Usu- / or by weapon
ally, the highest mage priest of the temple wears such an Special Attacks: Rending
item, but occasionally a lower member of the council, sent to Special Defenses: None
perform tasks within the crypts, carries one of these medal- Magic Resistance: Standard
lions. When worn, the bearer is able to compel the Undead Lair Probability: 75%
Beasts to remain 30’ away. Intelligence: Animal–low
Occasionally, a Jetch’kekki Undead guardian may be a con- Alignment: Neutral (evil)
victed criminal, re-animated to spend centuries in repentant Level/XP: 6/550+8/hp

154 Dwellers in Dark Places


Few ever forget their first sight of the J’hurra; the Giant
J
Winged Apes originally inhabiting the forested mountains,
lowlands and scrub plains of distant lands.

In a bygone age, powerful masters captured and brought


many J’hurra to more civilized lands where they dutiful-
ly served as servants or guards. As the power of these lost
empires waned, many of these powerful monsters escaped
to plague more populated areas. Over the centuries, they
adapted quite well to almost any environment, but as the
empires they served faded, so too did their intelligence.

Now they are but a shadow of what they once were. Most
have reverted to their savage, more primitive nature. Some
ancient ruins still have sizable populations of J’hurra, care-
fully avoiding contact with the outside world, guarding the
treasures of their long dead masters. They fiercely defend
their chosen domain, viciously attacking any intruders.

Over 8’ tall, weighing nearly 700 pounds and imbued with


great natural strength (19) they are fearsome opponents,
easily capable of rending any lesser creature. Some of the
more intelligent use weapons and armor but usually they
forgo such equipment in favor of their natural weapon at-
tacks. ART BY HUNTER REID

On broad leathery wings, they swoop in to attack, employing


their two fists, delivering 1d6+7 damage with each success-
ful strike. If both hands score a hit, the J’hurra grabs onto JORAG
their victim rending for an additional 2d6 points of damage.
Frequency: Uncommon
They also try to bite at any grasped prey (+4 to hit) for 1d4
No. Encountered: 1d3
points of damage. With great speed, they attempt to lift the
Size: L (6’ at shoulder)
unfortunate prey up into the air in order to dash him to the
Move: 120’
ground. The victim has one attempt at a Major Strength Test
Armor Class: 0
in order to escape the J’hurra’s grasp, or suffer a fall from
Hit Dice: 12d8+16 (*9)
10’–40’ (1d6 points of damage per 10’ of drop). The chance of
Attacks: 4
escape is modified by a +2% for every 100GP in weight over
Damage: 1d6+1 (x2 claws), 1d10 (bite), 1d12 (horn)
an initial 1500GP allowance, making it harder for the J’hurra
Special Attacks: Trample
to lift heavier victims.
Special Defenses: +1 or better magical weapon to hit
Some J’hurra use a great spear as a weapon, doing 1d8+7 Magic Resistance: 25%
points of damage. They employ the spear during the initial Lair Probability: 30%
rushing attack, inflicting double damage (1d8 x2 +7) on an Intelligence: Animal
opponent (similar to a set spear). While others are able to Alignment: Neutral
grasp the basic concepts of employing swords (using such a Level/XP: 8/4950+14/hp
weapon they fight at -2 to hit, but inflict 1d10+7 damage with
The mountainous wastes are home to a plethora of large,
a successful attack). Those J’hurra equipped with either of
strange, and violent creatures, and one of the most danger-
these weapons usually wear some form of armor, commonly
ous is the Jorag. Standing 6’ tall at the shoulder, often weigh-
studded leather or light chain mail giving them an armor
ing more than a ton, there are few creatures, not even giants,
class of 4.
willing to face the frontal charge of this powerful beast. It has
J’hurra love to collect shiny objects, thus one may find coins, large overlapping plates of grayish blue chitin, offering supe-
gems, even glittery magical items of value within their lair. rior protection. The wide mouth is full of short, sharp fangs,
Even though they may have magical weapons, they rarely and surmounting the nose protrudes a 2’ long spike of bone,
have the intelligence to use them effectively in combat. used to tear into any opponent.

TREASURE: 1d10 x 1000 sp (40%), 1d6 x1000 gp (30%), 3d6 This armored juggernaut attacks without warning, charging
gems (25%), 1d3 magic items (15%), 1d3 scrolls (10%) in an attempt to trample the unfortunate victim. The bite
delivers 1d10 points of damage, while the two forward claws

Dwellers in Dark Places 155


J
hit for 1d6+1 damage apiece. However, the deadliest attack gent, mobile colony of interconnected plants supported on
comes from the horn, a fearsome weapon that inflicts 1d12+4 a dozen or more stout trunk-legs. The main “body” of the
damage from a successful strike. On a roll of 20, any victim largest could reach several hundred square yards in size; a
of the horn attack takes double the damage rolled, being huge platform of tangled vegetation. Dangling beneath the
impaled on the horn, taking an additional 1d6 damage every thick canopy, writhing bundles of ropey strands scour the fo-
round. There is a cumulative 20% chance per round of the liage below for food, tearing through the undergrowth, pulling
Jorag flinging such victims with a violent shake of their head, struggling prey upwards to be stuffed into the numerous ab-
eventually hurling the helpless individual up to 20’, doing 2d6 sorption pods located high above. Although it is not fast, the
damage. Jungle Stalker may move several hundred feet in the course
of a day, occasionally pausing in its travels for a few days,
The Jorag often forgoes the claw and bite attacks, instead at- allowing the tendrils to immerse their tips into a source of
tempting to crush their enemies in a trampling attack doing water, drawing hundreds of gallons up into the spongy stor-
2d12 damage on the first round of combat. age plants.
Due to their great bulk and the thickness of their scales, only The Jungle Stalkers are often inhabited by many symbiotic
weapons of +1 or better magical enchantment cause the Jorag species of plant and animals, unconsciously using the mon-
injury. This beast also has a respectable 25% resistance to strous plants defenses as a protection against predation. The
magical attacks. most common inhabitant is the Ozinaptor, a diminutive spe-
cies of pterodactyl (see Ozinaptor). Many bird species, and
TREASURE: None countless varieties of pod plants and diverse grasping vines
may also be incorporated into the tangled structure of the
Jungle Stalker. If so, they each have their own attack methods
and experience points, independent of the host colony.

But the Jungle Stalker is well equipped to defend itself against


attack, or obtain a meal using the dozens of rasping vines
suspended beneath the deceptive canopy. The tendrils loop
and coil around any prey, each tendril striking on a 10+ re-
gardless of armor class. They quickly twine about the victim
inflicting 1d4 points of damage, pinning arms and binding
tightly to prevent escape. For each strike, the victim there
is a 10% cumulative reduction in the victims’ chance of es-
cape using a Major Strength test. In order to escape. Those
failing to escape are quickly lifted upwards to be deposited
in a series of huge digestive pods. The powerful enzymes in
STOCK ART BY JACOB BLACKMON
these pods do 2d6 damage per round, rendering the trapped
JUNGLE STALKER victim into a nutrient for the Jungle Stalker.

Frequency: Very rare Once they reach a certain size, the Jungle Stalker simply
No. Encountered: 1 (2) divides its mass into two or more parts, ripping apart into
Size: L (30’ tall minimum) multiple specimens, each moving off in a different direction.
Move: 300’ per day
Armor Class: 7 TREASURE: None
Hit Dice: 16d12 (*)
Attacks: 2d6 (per target)
Damage: 1d4 per strand
Special Attacks: Ensnarement, digestion
Special Defenses: half damage from weapon attacks
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Non-
Alignment: Neutral
Level/XP: Special / 5000 experience points

The deep jungle is home to many secrets; lost civilizations


and abandoned ruins from bygone ages abound. Many
strange creatures large and small dwell it the verdant foliage.
One of the largest is the Jungle Stalker, a huge semi-intelli- ART BY FRANK GUNTER

156 Dwellers in Dark Places


JURACOTH sharp -toothed ridges of the limbs inflict 2d6+2 points of
J
damage. Creatures struck by a Juracoth’s blades must make
Frequency: Rare a save versus magical device attack, or the powerful limbs
No. Encountered: 1d3 obtain a hold, slowly dragging the victim towards the central
Size: L (10’ tall) body. The Juracoth then uses 1 of its small grasping claws
Move: 10’ to inflict more damage. Each of these smaller claws can
Armor Class: 0 automatically deliver 1d4 points of damage per round to a
Hit Dice: 9d8+9 (*11) trapped creature, along with delivering an extremely pow-
Attacks: 2 erful paralyzing toxin (save versus poison at -2). Failure to
Damage: 2d6+2 (x2) save versus this toxin indicates total paralysis of the victim
Special Attacks: Grapple / poison for 1d4 turns.
Special Defenses: Immune to electricity
/ ½ from cold and fire based attacks Once a victim is incapacitated, the Juracoth slowly crawls on
Magic Resistance: 80% top allowing the mouth located on the underside to begin
Lair Probability: 90% the work of feeding. The gnashing teeth automatically bite
Intelligence: High trapped victims for 3d4 points of damage per round.
Alignment: Chaotic (evil) The Juracoth is immune to any form of electrical attack, take
Level/XP: 7/3350+14/hp only half damage from cold effects and they are vulnerable
to fire based attack forms (-2 on saving throws). This and the
The Juracoth is another of the stone mimicking life forms extremely high 80% resistance to all other spells make this
dwelling in the depths of the underdark. This large creature is creature extremely deadly.
able to position itself on the ceiling, walls or floor of tunnels
and caverns where it lies in wait for unwary victims, its two The Juracoth is highly intelligent and very cunning, intention-
large slashing arms tucked close to its body. It resembles ally leaving valuable items from previous victims scattered
nothing more than an odd shaped stony outcropping. When nearby, in the hopes new prey might come near to investi-
concealed this way, only a dwarf or gnome is able to spot gate.
them, having a 2 in 6 chance if within 20’ of the creature.
The Juracoth has a gizzard-like organ, possibly containing
When prey strays within the reach of their 10’ long limbs, the 3d6 platinum pieces and 3d4 gems (35% chance).
Juracoth lashes out in an attempt to snare a meal. The
TREASURE: See above for details.

ART BY JACOB BLACKMON

Dwellers in Dark Places 157


J

ART BY BRIAN (“GLAD”) THOMAS

" As the side of the cairn burst open, releasing the stench of corrupted flesh, the necromancer continued his
chant. Two hulking undead forms came into view, pushing stones aside as they climbed into the light."
Tildun-Reffe'

158 Dwellers in Dark Places


K
Kaprosuchus / Katerri / K’charr / Kellithus / Khatazeer / Khidish / Khi-ursa /
Khoore / Khorgha / King Hawk / Koolasuchus / Krakenite / Kratachan wasp / Kreyazak
/ Kuuldas
KAPROSUCHUS ground for a lunging burst of speed. An adult Kaprosuchus
usually reaches lengths up to 20’ long, weighing almost 1800
Frequency: Rare pounds.
No. Encountered: 1d4
Size: L (20’ long) The jaws of the Kaprosuchus have three distinct pairs of long
Move: 120’, 180’ running burst, 60’ swim fangs, along with more than 2 dozen other sharp, serrated
Armor Class: 3 teeth. The bite attack does 3d4 points of damage, and any
Hit Dice: 7d8+7 (*13) roll of 17+, hitting an opponent indicates the monster has
Attacks: 1 (3) latched onto its prey with a tearing attack. Victims of this
Damage: 2d6 vicious attack automatically receive 3d4+3 points of damage
Special Attacks: Rending, claws per round (Minor Strength Test to escape). In addition, once
Special Defenses: None it has grabbed its prey, the Kaprosuchus tears with its short
Magic Resistance: Standard claws for 1d6 points of damage each, having a +2 bonus to hit
Lair Probability: 50% against held victims. The whip-like tail is often used against
Intelligence: Animal opponents behind the Kaprosuchus, doing 1d8 damage.
Alignment: Neutral
Level/XP: 6/550+10/hp The crocodilian Ghavial (see Ghavial) quite often keep several
Kaprosuchus as “pets”, specially trained monsters used to
The Kaprosuchus is a large, fast moving relative of alligators keep the perimeter of their colonies safe from intruders.
and crocodiles. Slate gray in coloration and protected from
attack by heavy bony plates, this creature is able to move in The thick hide of the Kaprosuchus is excellent for the making
short bursts, propelling it as fast as a running man, but they of shields and thick pieces of armor, with the choice pieces
are inefficient swimmers. They possess heavier musculature from a single creature being worth 1d4 x 100 gp.
and longer legs, enabling them to lift their bodies off the
TREASURE: None (see above for details)

ART BY DEL TEIGELER

Dwellers in Dark Places 159


K Katerri use almost any single-handed weapon in melee
KATERRI
combat, along with small shields. Many use nets for captur-
Frequency: Uncommon ing their quarry, and they occasionally use crossbows and
No. Encountered: 3d4 spears, but avoid most other types of missile weapons. Be-
Size: M (5’–6’ tall) cause of their lighter frames, they only wear armor bulkier
Move: 180’ than chain mail in extreme cases.
Armor Class: Variable
Hit Dice: Variable d8 (per level, see below for classes) A Katerri is quick of hand, striking with its chosen weapon
Attacks: 2 twice per combat round. In addition, they have a long whip-
Damage: 1d8 like tail (up to 12’ long) upon which they strap a long thin
Special Attacks: Whip tail blade (1d4+1 damage), using it to strike from any direction
Special Defenses: None at opponents in melee combat. Any time a weapon attack
Magic Resistance: Standard scores a 16 or better, they are able to make an additional
Lair Probability: 30% strike with the tail-blade with a +1 bonus to hit.
Intelligence: Low–average
Larger groups of Katerri (numbering as many as 24 or more
Alignment: Neutral (evil)
members) form slaver bands, commonly descending upon
Level/XP: Varies by level
a small village, taking all of the inhabitant’s hostage. They
The Katerri are a race of cruel humanoids who thrive in the then transport and sell their chained, miserable “harvest”,
business of capturing, transporting, and selling slaves. They along with other goods, to distant markets, often hundreds of
are narrow of face, and vaguely feline in nature, with large miles away. Some Katerri use ships, others travel by land in
vertically split, purple eyes (infra-vision with a 90’ range), large caravans, and always are they on the lookout for more
small tufted ears, and a wide mouth full of short, sharp victims, quickly adding hapless individuals to the coffle. Many
teeth. Their bodies are also thin, with a covering of short of the more powerful Katerri have acquired secret maps, al-
fur in a variety of colors and patterns. Their limbs are quite lowing them to trade with the powerful denizens of the un-
long and slender, but the fingers are surprisingly strong and derdark, making huge profits in both gold and magic. Those
dexterous. They are a vain, arrogant, and proud race, with slaves sold in the stygian depths most often never see the
higher-level warriors often wearing a small fortune in jewelry light of the surface world again.
as a proclamation of their wealth and rank within the Katerri
Although they rarely hire out as mercenaries, most Kater-
community.
ri are simply fighters (maximum of 10th level), often found
ART BY FRANK GUNTER
in regions where slavery and lawlessness thrives. Some rare
individuals become thieves and assassins (maximum of 7th
level), but there has never been a Katerri with the ability to
cast spells of any kind.

TREASURE: Individual: 1d6 x 100 sp (40%), 1d3 x 100 gp (30%),


1d4 gems (25%), 1d3 jewelry (10%)
Slave caravan: Any possible

K’CHARR
Frequency: Rare
No. Encountered: 1 (1d3)
Size: S (1’–2’ diameter)
Move: 60’
Armor Class: 6
Hit Dice: 3d8 (*16)
Attacks: 1d4
Damage: 1 hit point per dart (see below)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/80+3/hp

160 Dwellers in Dark Places


ART BY CHRIS LETZELTER
K

The strange “creatures” known as K’charr seem to be a form The Kellithus is a small pest inhabiting shallow rivers, wide,
of animal/fungus combination. These mobile creatures are slow streams and the weed covered bottoms of small fresh-
extremely lightweight (approximately 5–10 pounds). The out- water lakes. These tiny vermin have large glassy eyes, a wide
er surface has dozens of small pores emitting small jets of paddle-like fin for a tail, and a long tapered proboscis. Their
gas, serving as a form of propulsion, sending them tumbling four limbs end in webbed feet equipped with suckered fin-
across the ground. The K’charr can sense their targets and gertips. Traveling in small packs, scanning the water for any
can actually navigate towards sources of heat and sound. warm-blooded prey accidentally straying into their realm.
They are usually only found singly, but occasionally they di- They quite often lurk in the mud and weeds, their mottled
vide and the two sections stay close for only a very short green and brown skin helping to conceal the danger (50%
time, before the winds or their natural gases, move them in invisible, surprise on a roll of 1–2 on a six-sided die, +2 to hit
different directions. on their initial attack). An encounter with a large swarm of
these little monsters can be quite an ordeal.
They do not attack in order to feed, but they launch 1d4 three
inch long, barbed shafts at living creatures straying too close.
These barbs are seed spores germinate inside a living host
within 24 hours. The initial hit inflicts 1 point of damage, and
the victim must save versus poison or fall unconscious. As
the seed-spore grows, it inflicts an additional 1 hit point of
damage each turn until it bursts from the host as a newly
ART BY BRIAN (“GLAD”) THOMAS

formed 6” diameter K’charr, a process taking a full day.

Many different tribes of humanoids carefully hunt these


creatures in order to obtain the small darts, which when
cleaned are excellent for use in blowgun weapons.

TREASURE: None

KELLITHUS

Frequency: Rare
No. Encountered: 3d4
Size: T (3in–6in long)
Move: 30’, 90’ swim
Armor Class: 6
Hit Dice: 1d6 (*20 /18)
Attacks: 1 The initial bite of the Kellithus does just 1 point of damage,
Damage: 1 but the pest also grabs on to its new host, using its suck-
Special Attacks: Blood drain ered feet to obtain a powerful grip (Minor Strength Test to
Special Defenses: None remove). Thereafter they do 1d4 points of damage per round
Magic Resistance: Standard as they drain blood from the victim. Because of this, they
Lair Probability: 65% have earned the nickname “water stirges”. After draining 8
Intelligence: Animal points of blood, the Kellithus detaches and moves away to
Alignment: Neutral digest its meal.
Level/XP: I/18+1/hp
TREASURE: None

Dwellers in Dark Places 161


K
KHATAZEER As “pets”, domesticated Khatazeer hunt game birds for their
owners. Thus the young have a significant value (4d20x10 gp),
Frequency: Rare which makes obtaining them a rather profitable, yet extreme-
No. Encountered: 1d8 ly hazardous, occupation. Many a brave soul has perished in
Size: S (4’ tall) a fall from the high places, victims of the rage of Khatazeer
Move: 180’ flying (AA: IV / 90-degree turn) adults defending their nesting site.
Armor Class: 6
Hit Dice: 2d8+2 (*16) TREASURE: See above
Attacks: 1
Damage: 1d2 (x2 claws), 1d3 (bite)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Animal ART BY CHRIS LETZELTER
Alignment: Neutral
Level/XP: 2/35+3/hp

The Khatazeer is a magically created hybrid of the small ti-


gers of Pennatarr and the majestic Chorlu Falcon. With the
distinct patterns of the tiger, and covered with feathers, this
winged creature lives in the uplands near the great mountain
ranges. Hunting mainly for smaller mammals, they glide on
the thermals high on the cliff face.

Swooping at their opponent, the Khatazeer uses a pair of ra-


zor sharp talons, with each doing 1d2 points of damage. They
also use their jaws for a bite attack, causing 1d3 damage.

KHIDISH (Mercenary)
Frequency: Rare
No. Encountered: 1d6
Size: M (6’–8’ tall)
Move: 120’
Armor Class: Variable
Hit Dice: Varies (as per class and level)
Attacks: 3
Damage: 1d8 (x 2 weapons), 1d6 (tail weapon)
Special Attacks: None
Special Defenses: Multiple shields
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Average–high
Alignment: Lawful / neutral (good)
Level/XP: Variable / Variable

The Khidish are a proud warrior race of humanoids, who


strive at all times to be honorable and just. Although they
often hire themselves out as hirelings and mercenaries, they
ART BY FRANK GUNTER never knowingly support or assist any form of evil master.

162 Dwellers in Dark Places


Obviously inspired by the sliced-genetic efforts of earlier
K
Their loyalty to those who hire them is exceptional (+20%),
and they fight to the death to fulfill their employers orders. mages, many wizards through the ages have tried their hand
They also have an intense dislike for Katerri (see Katerri) and at creating the ultimate bestial hybrid. One if the most ex-
abhor the concept of slavery. ceptional results, the Khi-Ursa, is a rather dangerous cross
between the majestic giant eagles of the north, and the
All Khidish have four arms, and an 8’ long prehensile tail, huge bears of the tundra. There are several species of this
ending in a fully functioning hand. These humanoids are monster, with black and brown being the most common col-
fearsome opponents in melee combat, attacking in a swirl of oration, and a pure white species living in the frigid arctic
multiple blades. Most stand over 6’ tall, and they are broad wastelands. They move with fluid grace on the ground, easily
of shoulder and quite dexterous. They have almost human able to catch a running human. In addition, they have the
features with a head covered in thick, black hair. They wear ability to make short flights using a pair of large wings. Al-
little in the way of ornamentation, viewing such a display as though these wings are strong enough for flight, because of
a show of vulgar egotism. They rarely carry coins in large the great weight of the Khi-Ursa, they are only able to stay
amounts, preferring to deal in gemstones since such things aloft for a few turns (1d6+1) before they must land to rest
are much more portable for the mercenary lifestyle. their pinions for a similar amount of time. Therefore, the
Khi-Ursa usually only employs flight either for a rapid attack,
A typical Khidish warrior uses long swords (90% chance), but quickly moving up or down a treacherous slope, or for re-
on rare occasions they might use a mace, and they never use treat from a powerful opponent.
two-handed weapons. The only form of missile weapon they
employ is the spear, (avoiding the use of all bow type weap- ART BY FRANK GUNTER

ons). The tail hand is fully functioning, usually wielding a long


dagger or short sword, but never a weapon longer than 2’.

A Khidish is able to use two shields when fighting (60%


chance), gaining an armor class adjustment for each. Only
one magical shield adds its bonus to the defense of the Khi-
dish warrior, the other simply adding an additional +1 modi-
fier. They rely on quickness and speed, so never use any re-
strictive armor even if it is magical in nature, with chain mail
being the armor of choice. High-level Khidish warriors quite
often possess magical chain mail, and other magical devices.

Khidish most often serve as mercenary hirelings, and their


prowess means they command a substantial hiring price,
typically 100 gp per month per hit die of the warrior. How-
ever a few choose the adventuring lifestyle, exploring ruins
and the depths of the underdark as hirelings to high level
adventurers.

TREASURE: 1d8 x10 sp (50%), 3d10 gp (45%), 3d4 gems (75%)

KHI-URSA
Frequency: Very rare
No. Encountered: 1d4
Size: L (6’ at shoulder, 20’ wingspan)
Move: 120’, 180’ flying (AA: IV / 90-degree turn)
Armor Class: 5
Hit Dice: 7d10 (*13)
Attacks: 3
Damage: 1d8 (x 2 claws), 2d6 (bite)
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Semi- The hooked raptors beak does 2d6 damage on any hit, while
Alignment: Neutral the powerful claws each deliver 1d8 damage. Any claw attack
Level/XP: 6/725+10/hp hitting on an 18+ indicates a deadly, mauling embrace, with

Dwellers in Dark Places 163


K
the victim taking 2d6 additional crushing damage from the
powerful limbs. This damage is inflicted every round until
the prey (or a brave companion) makes a successful Minor
Strength Test and gains his freedom. During this time, the
sharp beak has a +2 to hit grappled prey.

When making its first diving attack, the Khi-Ursa drops onto
its prey, using its two hind limbs on the first round of attack,
with each do 1d6 damage. In addition, on this first round of
attack, the fore paws do double damage on any successful
hit. Encounters with an enraged Khi-ursa can be deadly.

If two are encountered it is usually a mated pair (75% chance)


or a mother and young (25% chance), and if three or more
are encountered it will always be a female and her fledgling
cubs. The females do not tolerate the large, male Khi-Ursa
near the cubs, and ferociously attack to drive them off.

A Khi-Ursa is marginally trainable, if captured when young,


but they remain dangerous and unpredictable, constant-
ly attempting to return to a wild environment (10% chance
per month). In addition, with their broad backs, the Khi-Ursa
cannot effectively carry a rider, and because of these traits,
they have a relatively low value of 250 gp.

TREASURE: See above ART BY FRANK GUNTER / HUNTER REID

KHOORE outward giving them an ungainly looking gait as they lope


along the ground, skulking through the low scrub in search of
Frequency: Rare prey. The bulbous and ear-less head of the Khoore has two
No. Encountered: 2d4 black beady eyes; deep set and protected within bony ridges
Size: S (3’–5’ tall) and protective flaps of skin. Smeared with their own saliva
Move: 90’ and a sticky residue of rotten, half-dissolved flesh they are
Armor Class: 4 extremely disgusting.
Hit Dice: 5d8 (*15)
Attacks: 3 (5) Attacking in an uncoordinated pack, they circle their prey,
Damage: 1d3 (acid spit), 1d6 (x2 claws) preferring to attack from a distance before closing in to fin-
Special Attacks: Rear claws 1d4 (x2) ish off injured creatures. The grotesque, small mouth of the
Special Defenses: None Khoore is located at the end of a fleshy tube about six inches
Magic Resistance: Standard long, and all who know the reputation of these creatures fear
Lair Probability: 40% this proboscis. As they begin to attack, they truly live up to
Intelligence: Low–average their nickname of “spitters”.
Alignment: Neutral (evil)
An adult Khoore is able to spit a small blob of highly acidic
Level/XP: 4/25+5/hp
mucus quite accurately at targets up to 15’ away. The caustic
The Khoore is a foul creature living within and along the substance is able to cause minor burns on flesh; inflicting
fringes of dismal swamplands. They build their dens in small 1d3 hit points of damage with each successful attack. They
caves and under overhangs in the low rocky hills and moors are quite adept at striking their victims in their eyes and any
usually surrounding such areas. Occasionally they might roll 2 better than the score needed to hit indicates they have
stray into abandoned ruins, living for a short time in an un- succeeded. A roll of a natural 20 on the attack die means the
derground environment, but this is quite rare, for they rely stream of caustic spittle has struck both eyes. To avoid blind-
on mobility in catching prey. ness from the saliva, the victim of this hit must immediately
make a save versus poison with a -2 modifier to the die roll.
They are twisted and malformed, with bodies covered with
a thick hide and course patches of bristling, matted hair. Ir- If the victim makes his saving throw and applies water im-
regular, tumorous lumps of gristle cover their entire bodies. mediately, the blindness is only temporary (1d6 rounds). If
Their fore limbs are scrawny and over long, with the knuckles the save fails, or no water is available, the duration of the
constantly dragging on the ground. Their hind legs are bowed blindness is 3d4 turns. To determine the affected eye, roll

164 Dwellers in Dark Places


a six-sided die: even means the spittle strikes the left eye,
K
KHORGHA
odd indicates the right eye is affected. With multiple strikes
from several creatures possible, a separate save is required Frequency: Uncommon
for each hit. Any victim who loses sight in one eye fights at No. Encountered: 3d4
a -2 to hit, and has a -2 armor class penalty to any attacks Size: M (5’–6’ long, + tail)
coming from the injured side since their peripheral vision is Move: 180’
impaired. Any missile weapon attacks made by a similarly Armor Class: 4
affected victim incur a penalty of -4 to hit due to pain and Hit Dice: 3d8 (*16)
the loss of depth perception. It is important to note, even Attacks: 3
trolls, who share the same environment, always try to avoid Damage: 1d3+1 (x2 claws), 1d4+2 (bite)
the Khoore because of the acidic spittle Special Attacks: Tail
Special Defenses: None
Once they have successfully blinded an opponent the Khoore
Magic Resistance: 30%
move in quickly to dispatch their disabled prey. They attack
Lair Probability: 60%
with the hooked talons on their two gnarled hands, with each
Intelligence: Animal–low
doing 1d6 points of damage. On a roll of 20 with either claw,
Alignment: Neutral
they are also be able to attack during the round with their
Level/XP: 5/285+4/hp
hind claws doing 1d4 points of damage with each successful
attack. The long tailed Khorga lives in most temperate regions, being
at home in lightly forested areas, or in the dense under-
The Khoore feeds by tearing thin strips of flesh from their
growth of a tropical rain forest. This man-sized creature pos-
kill, coating it with their digestive drool, and sucking up the
sesses a richly patterned short fur and they are able to blend
dissolving residue through their tube-mouth. They are not
into the undergrowth with ease. When such cover is available,
averse to feeding on any fallen Khoore; any flesh satisfies
they are 75% invisible, surprising prey on a 1–3 on a six-sided
their hunger. The Khoore are so filthy, any creature wounded
die. A pack-hunting creature, the Khorga seeks to overwhelm
by them has a 30% chance to be infected with a fatal rotting
prey by striking from all directions, a slashing, biting swarm
disease. A Cure Disease within 24 hours is required to save
of snarling fury.
an infected victim.

Many who live in any area known to have a Khoore population


rarely travel alone, and always with a crude headgear con-
sisting of a piece of thick glass within a heavy wood or leath-
er framework, held in place with cord to protect their eyes.
Adventurers can usually find such items for sale in nearby
towns for 25 sp. In addition, smaller villages often combine
resources to hire adventurers to hunt down and destroy any
local Khoore colonies.

They also suffer from attacks by the Ebe’chorrin (see


Ebe’chorrin), who constantly seek to drive them from their
hunting grounds. These two species fight to the death when-
ever an encounter occurs. Any treasure found is scattered in
and around the lair of the Khoore, who care little for items
of value.

TREASURE: Lair: 2d3x100 sp (25%), 1d4 x 100 gp (20%), 2d4


gems (15%), 1d2 magic items (10%)
STOCK ART BY MACIEJ ZAGORSKI

ART BY DEL TEIGELER

The Khorga has a very thin frame, allowing them to slip with
ease between trees and brush, almost soundlessly stalking
their prey. Their mouth is a powerful beak, consisting of a
hard bony jaw with serrated edges, perfect for slicing through
flesh and bone alike. They have delicate and dexterous, three
fingered hands with long, clawed fingers. These assist the
Khorga when climbing through the lower level of the jungle
undergrowth. The whip-thin tail is much longer than the rest

Dwellers in Dark Places 165


K
of the body, reaching up to 10’ in length. Quite often the 1–4 pinning the right arm, 5–8 pinning the left arm, and 9–10
Khorga uses the tail to hang from higher branches, reaching pinning both arms. A successful Minor Strength Test frees
down to slash at prey. an entwined victim. However, until the victim escapes, all at-
tacks by the Khorga are at +2 to hit and damage, additionally
The bite attack of the Khorga does 1d4+2 points of damage, trapped creatures lose any armor class bonus due to high
and each successful claw strike does another 1d3+1 damage. dexterity.
As they attack, the tail snaps at the prey in an attempt to
strike the eyes. On any roll of 18+ hit, the target must make Khorga have a small degree of resistance to magical attacks
a save versus poison, or he takes 1d3 damage and is tem- and because of the speed and nimbleness, they have a +2
porarily blinded in one eye (-2 to hit and damage). If the bonus on any saving throw.
attack roll from the tail is a 20, the muscular tail has wrapped
around its prey, pinning one arm (roll a ten-sided die with TREASURE: None

KING HAWK TRAINED WILD


Frequency: Rare Uncommon
No. Encountered: 1d4 (2d6) 1-2 (1d6)
Size: L (18ft wingspan) L (18ft wingspan)
Move: 180’ (AA: V / 120-degree turn) 180’ (AA: V / 120-degree turn)
Armor Class: 4 6
Hit Dice: 4d8 (*15) 6d8 (*13)
Attacks: 3 3
Damage: 2d4 (bite), 1d4 (x2 claws) 1d10 (bite), 1d4 (x2 claws)
Special Attacks: Crushing strike Crushing strike
Special Defenses: None None
Magic Resistance: Standard Standard
Lair Probability: 50% 75%
Intelligence: Low Low
Alignment: Neutral Neutral
Level/XP: 4/150+6/hp 5/225+8/hp STOCK ART BY EARL GEIER

When traveling near or through a mountainous region an ad- not trainable; they are much too dangerous and indepen-
venturer may encounter a King Hawk. These great birds have dent, quickly dying in captivity. Finding a skilled trainer is
a wingspan of 18’ and are able to soar for hours searching quite difficult (05% chance) and his fees would be extremely
for prey among the rough mountainsides. They mainly feed high; as much as 400 gp per month.
on “mountain sheep and goats, but an occasional wandering
human may fall prey to a King Hawk. Their coloration varies The Ghen-Dhar warriors refuse to sell any trained King Hawks
with the time of year, browns and tans in the summer and fall to outsiders, keeping a strict control over these fabulous
months turning to white during the winter and springtime. mounts. Long ago, they would occasionally hire themselves
out as either mercenary scouts or messengers, but in an age
In a few areas, these magnificent creatures serve as mounts, of lethal magic, the King Hawks are much too valuable and
but only after several months of intensive training. The war- vulnerable to risk in open conflict. They jealously guard the
riors of Ghen-Dhar are the most infamous of these humans; secrets of training these magnificent creatures, staying safe
dwelling in cliff side fortresses of stone where they rule over in their mountain strongholds.
the surrounding lands. Occasionally these fierce warriors
launch raids on villages and small towns, sometimes as much When the King Hawk attacks it uses its curved beak to tear at
as 500 miles from their fortresses. With a thundering of wings, its prey (see above stats for amounts), it also slashes with its
they descend in quick raids, stealing supplies, and capturing great talons for 1d6 damage each. When diving from above
slaves. From the backs of their terrifying mounts, they use a a crushing strike this great raptor may perform a crushing
short bow for hunting or in defense of their mountain aerie. strike. The King Hawk rolls only one die with a +2 to hit, and
on a successful roll it does double damage to its victim from
They must train these great avians from newly emerged both claws (2d4 / 2d4). They cannot attack with their beak
hatchling if they are to be of any value. It also takes months during the round when making a crushing strike attack.
of intensive training for the riders to learn the skills required
to master a King Hawk. Captured adult Wild King Hawks are The wild King Hawk builds it nests on cliff ledges high up the

166 Dwellers in Dark Places


mountainside, using branches and the fur from its kills in the slime covered link between amphibian and reptile, can often
K
construction. In spring, the female lays 1d3 eggs, which she reach lengths over 15’ long, weighing up to 1500 pounds, with
and the male take turns in incubating for the next 30 days. some specimens reaching twice as large. Usually a deep olive
The conditions on the mountain are dangerous and only one green color, with mottled streaks of brown and gray a Koo-
hatchling usually survives to fly with its parents. These eggs lasuchus is almost invisible as it lies in wait, its broad body
are quite valuable, and if kept warm and viable they can sell partially covered with a fine layer of silt and long strands of
for as much as 500 gp. algae. With a great surge, the mud apparently erupts, and
with a blinding flurry of foaming water, the powerful tail pro-
TREASURE: Special pels the Koolasuchus towards any unwary prey.

ART BY FRANK GUNTER The Koolasuchus surprises victims on a roll of 4+, gaining a +2
to hit on their initial surge if they succeed. The wide, spade
shaped head has jaws equipped with multiple rows of short,
sharp teeth, biting for 3d4 points of damage. Any roll of 20
inflicts double the normal damage (6d4 points of damage)
and allows the slime-covered monster to latch onto its tar-
get. The next round the Koolasuchus starts dragging its vic-
tim into the muddy depths where the unfortunate individual
soon drowns. While grasped, the victim takes an additional
2d4 damage per round until freed (Minor Strength Test).

The hard bony head is armor class 2, with the rest of the
body having an armor class of 5.

Along with the more common crocodiles and alligators there


are usually several of these predators lurking near favorable
river crossings and watering holes, waiting with infinite pa-
tience for their next meal.

Those Koolasuchus reaching 20’ or more in length have 12 hit


dice (*9), can bite for 4d4 points of damage, and are consid-
ered to be level 8 / 3550+16/hp.

TREASURE: None

KOOLASUCHUS
Frequency: Rare
No. Encountered: 1d6
Size: L (10’–16’ long)
Move: 60’, 120’ swim
Armor Class: 2 / 5
Hit Dice: 7d8+7 (*13)
Attacks: 1
Damage: 3d4
Special Attacks: Ambush
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 6/725+10/hp

Along any slow moving primordial river, or in the stagnant


depths of a murky swamp, an adventuring group may en-
counter the Koolasuchus. This powerful ambush predator, a ART BY HUNTER REID

Dwellers in Dark Places 167


K
KRAKENITE the churning surf sends terror into the heart of even the
bravest adventurers..
Frequency: Rare
No. Encountered: 1 (Very rare 1d4) As many as a dozen tentacles adorn the “head” of the Krak-
Move: 120’ enite; a squirming mass of 12’-18’ long, chitin covered ap-
Armor Class: -2 / 0 pendages, each inflicting 2d4+2 damage on any attack. On a
Hit Dice: 12d12 (*9) roll of 18+ they wrap victims within their powerful coils (Major
Attacks: 3d4 (tentacles) /2 (claws) Strength Test at half normal chances to escape), drawing him
Damage: 2d4+2 per tentacle, 3d4 (x2 claws) inward towards the dangerous beak. The bite attack is auto-
Special Attacks: Bite, grapple matic, inflicting 2d10 damage each round, shearing with ease
Special Defenses: Shell, +1 weapon to hit through armor and bone. In addition the Krakenite also has
Magic Resistance: 30% attacks from a pair of large claws used to slice at opponents,
Lair Probability: 10% each able to inflict 3d4 damage.
Intelligence: Animal
The hardened carapace of the Krakenite is quite dense (ar-
Alignment: Neutral
mor class -2) and only edged weapons of +1 enchantment can
Level/XP: 8/5500+16/hp
pierce this shell; magical blunt weapons and missile weapons
of all types only inflict half of their normal damage. The ten-
tacles are also protected by smaller plates of chitin (armor
class 0).

The armor also serves to protect the Krakenite from magical


attack (30% resistance to spells) and all fire and cold-based
attack forms do half damage.

Every twelve years the Krakenite gather for a few days in or-
der to spawn. The fertilized eggs are released to float in the
sea for two years before the newly hatched young emerge
onto the land.

TREASURE: None

ART BY FRANK GUNTER

A close relative of the Land Cephalopod (see Cephalopod,


Land), the Krakenite is a massive creature, quite mobile for
its size, both in the water or on land. In looks, it appears
to be a huge, reddish armored crab, complete with a pair
of powerful shearing claws, with the addition of the Land
Cephalopods cluster of tentacles and clacking beak. With its
huge armored bulk, supported on six powerful crab legs this
predator devours all prey it can catch…including its smaller
cousins. Many believe this monster is the result of intention-
al breeding, and not a naturally occurring creature.

Although it is usually a lone predator, the Krakenite are


sometimes found in larger groups of up to 4 members (20%
chance). Equally at home in the water or on the land, the
Krakenite is an exceedingly dangerous and cunning hunter,
and the sight of one of these huge creatures emerging from STOCK ART BY GARY DUPUIS

168 Dwellers in Dark Places


K
KRATACHAN WASP COLD FIRE NEGATIVE SHOCK
Frequency: Rare Rare Very rare Rare
No. Encountered: 1d12 1d8 1d3 2d6
Size: M (4’ long) M (4’ long) M (4’ long) M (4’ long)
Move: 60’, 240’ flying (AA: lev- 60’, 240’ flying (AA: lev- 60’, 240’ flying (AA: lev- 60’, 240’ flying (AA:
el IV / 90 degree turn) el IV / 90 degree turn) el IV / 90 degree turn) level IV / 90 degree
turn)
Armor Class: 4 4 0 4
Hit Dice: 3 (*16) 3 (*16) 3 (*16) 3 (*16)
Attacks: 2 2 1 2
Damage: 1d4 (bite), 1d3 (sting) 1d4 (bite), 1d3 (sting) 1d4 (bite), 1d3 (sting) 1d4 (bite), 1d3 (sting)
Special Attacks: Cold sting Fire sting Level drain Electric sting
Special Defenses: None None None None
Magic Resistance: Standard Standard See below Standard
Lair Probability: 50% 50% 25% 50%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral (evil) Neutral
Level/XP: 3/50+3/hp 3/50+3/hp 4/150+3/hp 3/50+3/hp
There are many varieties of Kratachan Wasp, named for the the victim, doing 2d4+2 points of fire damage (save versus
far off land were they were first encountered. Each of the breath weapon for half damage).
four known types possesses its own unique abilities. All are
brightly colored and extremely aggressive, swooping to at- Fire based attacks are completely ineffective when used
tackwithout provocation. against the Kratachan Fire Wasp.

All of the Kratachan Wasp species have a bite attack deliver- NEGATIVE WASP
ing 1d4 points of damage along with a stinger attack dealing
1d3 damage. However, each also has the special attack listed Victims of this creatures sting attack must save versus magi-
below. There is a 20% chance of any Kratachan Wasp be- cal attack or suffer the temporary loss (2d6 turns) of 1 energy
ing more powerful, inflicting double the normal damage with level, and any associated hit points (those reduced to “0”
their special attack. level fall into a comatose state for the duration of the drainng
effect). Fortunately, these Wasps are not voracious feeders,
COLD WASP and are usually satisfied with a single strike (20% chance of
continuing an attack once a level has been absorbed). This
Upon a successful attack, this wasp species injects victims species, colored a deep black is normally a night hunter.
with a freezing venom causing 1d6 damage, along with a
numbness in the area struck. Arms or legs struck by the SHOCK WASP
stinger attack become numb and rendered temporarily use-
less, if a save versus poison fails. The victim is unable to Bright blue, with wide yellow stripes, this Kratachan Wasp
perform any activity with an affected limb for 2d6 turns, thus species transmits an electrical shock upon contact with any
weapons or shields are not usable by affected arms, and on prey, inflicting 1d6 points of damage. There is a 30% chance
any leg injury, movement is reduced by 50%. The Cold Wasp of the victim dropping any items as the spasm racks their
is almost transparent, and quite difficult to see (treat as 50% body.
invisible).
Electrical based attacks are completely ineffective when used
Cold based attacks are completely ineffective when used against the Kratachan Fire Wasp.
against the Kratachan Cold Wasp.
TREASURE: The venom sacks from all Kratachan Wasp spe-
FIRE WASP cies have a certain value to alchemists:

The stinger attack from this brilliant red species injects prey Cold Wasp- 1d6 x 100gp
with a caustic venom, which ignites when exposed to air. As Fire Wasp- 1d8 x 100gp
the stinger pulls free, a fine spray of the substance engulfs Negative Wasp- 1d3 x 1000gp
Shock Wasp- 1d6 x 100gp

Dwellers in Dark Places 169


K
KREYAZAK tion or nature, with failure indicating they have inadvertently
(see artwork on page 172) set off an associated trap. They often lead a group of adven-
turers into deadly contact with other more powerful swamp
Frequency: Uncommon denizens.
No. Encountered: 4d6
Size: S (4’) Although they usually wear only a harness for weapons, the
Move: 90’ Kreyazak warriors are occasionally equipped with shields
Armor Class: 6 (base) made from the shells of turtles or from the hides of croco-
Hit Dice: 2d8 (*16 see below) diles stretched over a frame of tough vines. In times of con-
Attacks: 1 flict, they may also don sections of leather armor for short
Damage: By weapon periods (armor class 4).
Special Attacks: +1 with spears, traps
Special Defenses: None Kreyazak communicate with each other using a high-pitched
Magic Resistance: Standard chittering, audible for miles in the swamp, with a sound sim-
Lair Probability: 50% ilar to those made by cicadas. They also have a complex
Intelligence: Average language consisting of hand gestures, used on the rare oc-
Alignment: Neutral (good) casions when they trade with “those who live beyond the
Level/XP: Warrior- 1/20+2/hp swamp”. They sometimes set up a trading camp near the
Sub Leader- 2/35+3/hp edge of the swamp where they barter for spear tips, knives,
Leader- 3/60+4/hp well-made nets, and leather goods. They occasionally trade
Ruler- 3/150+6/hp with the Lishku (see Lishku) for valuable swamp pearls, used
for trading with outsiders.
The deep swamp is home to many dangerous creatures and
several tribes of humanoids. One of the strangest is the They worship many things in nature, the allure of gold, gems,
Kreyazak, a race of pygmy humanoids possessing the heads and the accumulation of wealth has no appeal to their simple
of giant insects. The origin of these insect men is lost in the way of life, although the Kreyazak do recognize its value to
ancient past; whether they are a natural evolving race, or if outsiders and use such things for trade. If they possess gems,
the result of strange magical experiments is unknown. The there is a high probability (80%) they are swamp pearls.
tallest stand at just less than 4’ in height but they are well
muscled. Their torso, legs and arms have a covering of short A typical Kreyazak village has 4d10 individuals, and there
stiff hairs, striped and patterned in a variety of colors. may be as many as a half-dozen villages forming a close-
knit alliance against intruders. In any group of more than six
They live in the deep swamp, preferring the gloom, where hunters, there is a sub-leader with 3 hit dice (*15) who adds +1
they stay hidden, content to live their lives in seclusion, away to hit and damage, and a group of twelve or more includes an
from the world of true men. The Kreyazak never seek any additional leader having 4 hit dice (*15) who commonly has a
form of open confrontation, but if pressured they band to- +1 to hit and +2 to damage. Each community will have as its
gether, fighting to protect their community. They continuous- chief a Kreyazak having 6 hit dice (*13), having a +2 to hit and
ly harass any enemy by using deadly traps and clever am- damage, along with a pair of 4 hit dice lieutenants who relay
bushes in an attempt to drive off any intruders. They often his commands. Female Kreyazak have 2 hit dice, and young
use Swamp Drakes as mounts in order to move quickly when have 1 hit die. There is usually be a single druidic shaman of
confronted with a strong enemy force (see Swamp Drake). fourth to sixth level in each village, along with 1d3 first and
second level acolytes.
All Kreyazak are excellent trackers (treat as a ranger), moving
with ease through the dense tangles in search of prey. For In addition to the Swamp Drake, Kreyazak warriors of some
weapons, they prefer to use small spears, short bows, slings, areas use the huge Mantidfly (see Mantidfly) as mounts,
and the bola, with each warrior being proficient in their use, keeping as many as a dozen of these creatures in special
especially with the short spears they carry, having a +1 to hit pens within the village. When mounted on these huge in-
with such weapons when thrown. The use all of these when sects, the Kreyazak warrior most often uses a long-bladed
hunting or scavenging for food, subsisting mainly on reptiles, lance (1d8+2 damage) for attacking enemies. Mounted upon
eggs from any swamp dwellers: turtles, waterfowl, and the these steeds, the Kreyazak scout patrols are able to quickly
occasional crocodile. They are also adept at using nets to bring word of any intruders back to the hidden villages.
catch large numbers of fish, and dive in the dangerous dark
water to gather swamp mollusks. TREASURE: Lair: 2d8 x 1000 sp (50%), 1d6 x1000 gp (30%),
3d10 gems (25%), 1d8 jewelry (20%) Individual: 1d8 gems (10%)
The Kreyazak’s skill at setting complex traps is unsurpassed,
usually putting three or more within close proximity. Anyone
(including thieves and druids) actively looking for one of their
pitfalls or snares has a -30% chance of discovering its loca-

170 Dwellers in Dark Places


KUULDASS The Kuuldass has no use for treasure, and any items left
K
behind by its victims drop to the ground where other sub-
Frequency: Rare terranean creatures freely gather them, but there is a small
No. Encountered: 1-4 chance of some small item becoming lodged in the stones
Size: L (6’-8’ long body) near its lair.
Move: 60’ levitate
Armor Class: 4 (tentacles), 3 (body) TREASURE: Special
Hit Dice: 6d8 (*13)
Attacks: 5
Damage: 1d4 (x4 tentacles) / 2d4 (bite)
Special Attacks: Ambush
Special Defenses: Camouflage
Magic Resistance: 10%
Lair Probability: 85%
Intelligence: Low
Alignment: Neutral
Level/XP: 6/600+8/hp

The Kuuldass is a dangerous subterranean predator, lurking


within larger cave systems. Hovering near the ceiling of a
high vaulted cavern, using its innate ability to levitate into
position, it spreads its 18’ long tentacles and waits. The skin
of this predator has a covering of special cells, allowing it to
blend not only to the coloration of its surroundings, but it
can mimic the textures as well. From its vantage, high above
it is 90% likely the downward hanging body will be mistaken
for a stalactite. Small groups of Kuuldass commonly work to-
gether with other rock-imitating creatures in attacking larger
groups of prey, each maneuvering for a position from which
to launch an attack.

When a careless victim wanders beneath the Kuuldass it


slowly levitates downward, all while dropping its tentacles in
an attempt to ensnare and lift the victim up towards its body.
They can easily lift 3000GP in weight moving upwards at a
rate of 10’ per round, taking their prey up into the darkness
to finish the attack. The first attack has a +4 to hit if the
Kuuldass gains surprise (1-4 on a six-sided die). Each of the
4 tentacles can inflict a 1d4 hit point wound with the thorny
ridges, and on any roll of 18+, the tentacle has grabbed its
victim lifting it 10’ per round towards the waiting teeth above.
A successful Minor Strength Test frees a trapped victim. At
the base of its body, the Kuuldass has a small jaw, used to ART BY FRANK GUNTER
bite for 2d4 points of damage.

Dwellers in Dark Places 171


K

ART BY FRANK GUNTER

“We thought we were alone as we moved silently through the swamp. Without warning, a diminutive, insect headed
figure rose from the rence, weapon held at the ready. Behind it we now saw several more of the Kreyazak warriors,
well armed and ready to fight, their shrill chittering filling the air. If we failed to convince them of our peaceful in-
tentions the outcome could be grim, for there could be dozens more of them still hidden from our view.”
Tildun-Reffe’

172 Dwellers in Dark Places


L
LAjkOOv / LE’HEEMIS / LESSER DRAkE / L’HORpH / LIMpET / LISHkU /
LIzARD, ARMADILLO FRILLED / LIzARD, gIANT FLYINg / LURkINg DEATH / LYCAENOpS
LAJKOOV A typical Lajkoov nest contains 1or 2 eggs or a single young
Lajkoov (the first to hatch normally consumes any unhatched
Frequency: Uncommon sibling as a first meal). The eggs are valuable, worth 1d6x10
No. Encountered: 2d6 or more gp each, as they are much sought after by alchemists as an
Size: S (2’ wingspan) ingredient for many elixirs and potions.
Move: 180’ fly (AA: V / 120-degree turn)
Armor Class: 5 TREASURE: Special, see above for details
Hit Dice: 2d8 (*16)
Attacks: 2
Damage: 1d3 (bite), 1d4 (stinger)
Special Attacks: Paralysis
Special Defenses: Regeneration
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Low
Alignment: Neutral
Level/XP: 3/75+2/hp

The Lajkoov is potentially a deadly threat to any adventur-


ing group who encounters them. These winged creatures are
quite aggressive, attacking any who intrude into their home
territory. Dark green in color, with patterns of black spots,
they are quite difficult to spot in the gloomy places where ART BY JENNIFER ECK

they lair. Dank swamps or deep underground are the places


they prefer, but at times of migration they can be encoun-
tered almost anywhere.

The Lajkoov swarm any target, attacking with their toothy


beaks inflicting 1d3 points of damage and a slashing tail
stinger capable of doing 1d4 points of damage. The tail sting-
er is coated with a thick exuded substance causing paralysis
in the victim (save versus poison at +2 or be paralyzed for
1d4+1 rounds. The fluid from the glands of a single Lajkoov LE’HEEMIS
suffices to coat a sword or 1d6 arrowheads, usable for para-
Frequency: Uncommon
lyzing opponents. (Paladins and Cavaliers definitely frown on
No. Encountered: 1d3
such usage, considering such a weapon to be akin to poison)
Size: L (12’ long)
The coated tips last for 1d6 turns before the liquid loses its
Move: 180’
efficacy.
Armor Class: 3
Another trait, and the one giving them their nickname of Hit Dice: 7d8 (*13)
troll-birds, is their ability to regenerate damage. Each round Attacks: 5
after taking damage the Lajkoov regenerates 2 hit points. Damage: 1d10 (bite), 2d4 (x4 claws)
However, damage received by the Lajkoov from any kind Special Attacks: Rake attack
of magical attack or fire cannot be regenerated, and upon Special Defenses: None
reaching zero hit points the monster will be killed. Although Magic Resistance: Standard
normally encountered in groups of 2d6 individuals, the La- Lair Probability: 25%
jkoov sometimes gather in a migratory sized swarm of 8d6 Intelligence: Animal
creatures. In these cases taking cover is always the best op- Alignment: Neutral
tion, for few can stand against such a devastating assault. Level/XP: 6/600+8/hp
There is nothing so threatening as the tunnels around you
The Le’heemis is a large feline creature standing 3’–4’ tall at
suddenly filling with a chittering cloud of Lajkoov on the wing
the shoulder, weighing up to 1200 pounds: they are vicious
and seeking food.
predators, extremely dangerous, and seemingly always hun-
gry. In body shape, it resembles an oversized, eight legged

Dwellers in Dark Places 173


L
weasel, having a long sinuous body up to 12’ long with an known as the To-Le’heemis. They usually launch their first
equally long tufted tail. They are very powerful creatures attacks from the air and on the initial strike, they employ all
able to leap up to 20’ (twice as far with a running start), often eight of their claws. In all other ways, they are identical to the
carrying man sized prey for miles before stopping to feed. standard Le’heemis, with the same environmental coloration
and the dangerous bite attack. The To-Le’heemis is a clumsy
The large angular head of the Le’heemis has wide jaws flier (movement- 120’, AA: III / 30-degree turn). Another form
equipped with several rows of razor sharp teeth, including of the Le’heemis is aquatic, living along coastlines, feeding
four long dagger-like fangs able to bite through solid oak. The mainly on fish, but it also attacks anything entering its do-
jaws can easily open wide enough to fit a man’s head inside, main. The paws of this sub-species have webbed, allowing for
and a bite from this beast inflicts 1d10 points of damage. rapid movement in water.
The Le’heemis also attacks with its four forward paws, each
almost a foot across and armed with razor sharp talons, ca- Although they do not accumulate treasure, the pelt of a nor-
pable of inflicting 2d4 points of damage. The Le’heemis grap- mal Le’heemis has value, being worth 1d8 x 50 gp, with the
ples the victim if two of these initial claw attacks roll an 18 or very rare, snow white Le’heemis’ pelt having triple the value
better. The beast quickly pulls his prey into a position where (depending on its condition).
the third set of legs can rake for an additional 2d4points of
damage each (+2 to hit with rake attacks). TREASURE: Special, see above for details

ART BY FRANK GUNTER


LESSER DRAKE
Lesser Drakes are large reptiles, in outward appearance re-
sembling small dragons. However, they are much weaker than
their distant relatives, yet still formidable opponents when
encountered. They thrive in many geographical locations,
and there are several listed here. Doubtless, many others
await discovery in the more remote places of the world. The
tail of most Lesser Drakes usually makes up almost half of
their body length.

Some members of the species even have a primitive breath


weapon attack, a feature separating them from being merely
a giant lizard.

LESSER DRAKE, CAVERN


Frequency: Very rare
No. Encountered: 1–2
Size: L (15’–25’ long)
Move: 120’
Armor Class: -2
Hit Dice: 11d8 (*10)
Attacks: 3
Damage: 2d4+2 (x2 claws), 2d6 (bite)
Special Attacks: Breath weapon, see below
The course fur of the Le’heemis is usually a mottled mixture Special Defenses: +1 weapon to hit
of tan, gray, brown, but many species live in other environ- Magic Resistance: 20%
ments, and the varicolored fur offers maximum camouflage. Lair Probability: 90%
Snow white for the northern wastes, shades of light tan for Intelligence: Low
deserts, and patterned brownish green for jungle environ- Alignment: Any evil
ments are quite common as well. They are all equally dan- Level/XP: 8/5250+16/hp
gerous, and easily provoked, attacking any intruders into
their hunting grounds. Most encounters are with a lone ag- The Cavern Drake is one of the larger members of its species
gressive male (30% chance) or a mated pair with a few young. spending its entire life moving through the twisting passages
Many times, they are encountered working together in small and caverns of the underdark. Occasionally these creatures
prides of several individuals, able to bring down larger or lair in caves and tunnels closer to the surface world, but they
more numerous prey with relative ease. have never been seen under the open sky, even at night.
Similar to a serpentine, wingless dragon in appearance, they
There is a very rare form of the Le’heemis possessing wings, are not as dangerous as their much more powerful relatives.

174 Dwellers in Dark Places


Their body is long and narrow, covered with fine black scales,
L
with a row of sensory “hairs” along the spine. With their head
having several clusters of stiff spines and a kind of echoloca-
tion, used for gauging the width of caves and navigating the
stygian darkness, this monster moves through its confined
environment with relative ease. Adventurers are constantly
surprised at how this creature is able to squeeze its bulk
through impossibly tight spaces, or move with ease along
nearly vertical surfaces. It is always completely familiar with
the tunnel system around its lair, with knowledge of all of the
best ambush positions.

The Cavern Drake often sits patiently in tight areas, able to


wait for hours or even days without moving. Having a body
temperature just a few degrees above its surroundings, it
lurks almost invisible to infra-vision (only a 1 in 6 chance
of being spotted). When prey moves nearby, with a hissing
rush it lunges from the darkness attacking with single-mind-
ed purpose.

The bite of the Cavern Drake delivers 2d6 points of damage ART BY BRIAN (“GLAD”) THOMAS

and each of the two fore claws can rake for 2d4+4 points. On per day (victims receive a saving throw versus magical fire
any roll of 20 to hit with the bite attack, the Cavern Drake for half damage).
has lifted its victim, shaking it violently, before hurling its
prey 4d6 feet in a random direction. Those thrown by the The scales of the Cavern Drake are very hard (armor class
Cavern Drake take 1d8 additional hit points of damage from -2) and only weapons of +1 or better enchantment can injure
the shaking. If the area is large enough, and opponents are in this serpentine creature. They have a limited resistance to
the area, the beast can sweep a 180-degree area, lashing with most spell effects (30%), and fire based spells cannot cause
its tail delivering 2d4+4 points of damage. However, its most damage to a Cavern Drake.
feared attack is its primitive breath weapon.
Cavern Drakes care little for treasure, but they often drag
The Cavern Drake exhales a foul smelling sulpherous gas, fill- victims back to their lair before devouring them. Thus, there
ing a 10’ radius with the initial radius increasing in size by 5’ could be odd items of value found there. They make no effort
per round. Those caught within the cloud must save versus to guard such items; to the drake, it is merely an accumula-
poison or they fight at a -2 to hit and damage as they fall into tion of litter.
fits of coughing by the choking fumes. However, each round
the Cavern Drake has a 20% cumulative chance of igniting The eggs of Cavern Drakes have small value to alchemists
the cloud. When this occurs, anyone within the cloud suffers (3d10 gp each) and any hatching young quickly perish if they
3d8 points of damage with a +2 damage modifier for each 5’ stay above ground.
of radius of the cloud. Thus-10’ radius for 3d8+4 on the first
TREASURE: 1d8 x 1000 sp (30%), 1d6 x 1000 gp (30%), 3d4
round / 15’ radius for 3d8+6 on the second round / 20’ radius
gems (25%), 1d4 jewelry (20%), 1d2 magic items including po-
for 3d8+8 on the third round / 25’ radius for 3d8+10 on the
tions, scrolls (15%)
fourth round / 30’ radius for 3d8+12 on the final round). For-
tunately, the creature can only use this breath attack once

ART BY FRANK GUNTER

Dwellers in Dark Places 175


L
LESSER DRAKE, FOREST COMMON JUNGLE
Frequency: Rare Rare
No. Encountered: 1d4 1d4
Size: L (8’–15’) L (8’–15’)
Move: 120’ 120’
Armor Class: 3 3
Hit Dice: 7d8 (*13) 10d8 (*10)
Attacks: 3 3
Damage: 2d4 (x2 claws), 1d10 (bite) 2d4 (x2 claws), 2d6 (bite)
Special Attacks: Surprise Surprise
Special Defenses: None None
Magic Resistance: 10% 10%
Lair Probability: 90% 90%
Intelligence: Animal–low Animal–low
Alignment: Neutral Neutral
Level/XP: 6/800+8/hp 7/2500+14/hp

The skin of the Forest Drake is softer than the hide of its kin, for 1d10 points of damage, attempting to immobilize its vic-
and covered with striated bands of brown, green, and black, tim. Any roll of 20 with the bite indicates it grasped the prey,
enabling it to blend easily into its forest environment (80% doing 6 points of damage each round (Major Strength Test
invisible when lying motionless amidst the foliage). The fore- to escape). Additionally, the front claws automatically hit a
limbs are equipped with 4 claws, each up to 8 inches long, grappled victim every round.
allowing for easy climbing among the branches of the trees.
Some species of Forest Drake in remote jungles often reach
The Forest Drake lurks in the lower canopy above game trails, 10 hit dice in size and their bite does 2d6 damage. These larg-
waiting patiently, sometimes for days for its next meal. When er beasts only rarely climb into the trees, but instead they
prey walks beneath, they simply drop to the ground in a hiss- hunt along the floor of the jungle.
ing rush. If they surprise the victim by rolling a 1–4 on a
six-sided die, their initial attacks have a +2 to hit. The hide of either species is quite valuable to leather work-
ers because of its variegated coloring and can be worth 1d6
The Forest Drake slashes with their front claws, inflicting 2d4 x 100 gp, depending upon condition. The long claws can be
points of damage with each successful strike. They also bite worth 1d4 gp each.

TREASURE: None

LESSER DRAKE, ICE


Frequency: Rare
No. Encountered: 1d3
Size: L (12’–20’)
Move: 120’, 30’ ice burrow
Armor Class: 0
Hit Dice: 9d8 (*12)
Attacks: 3
Damage: 2d8+6 (x2 claws), 2d6 (bite)
Special Attacks: Breath weapon, see below
Special Defenses: +1 weapon to hit
Magic Resistance: 15%
Lair Probability: 90%
Intelligence: Animal–low
Alignment: Any evil
Level/XP: 7/2100+12/hp
ART BY BRIAN (“GLAD”) THOMAS

176 Dwellers in Dark Places


L

ART BY DEL TEIGELER

Another member of the lesser Drake species, the aggressive As is common with most other lesser drakes, Ice Drakes care
Ice Drake, lives in the deepest caverns of ice far beneath the little for treasure; since they are usually on the move, they
frozen wastes. The Ice Drake is a distant, diminutive, wing- leave any leftover treasures from prey scattered across the
less relative of white dragons, having a long serpentine body, landscape. Once every 20 years or so, a pair of Ice Drakes
well suited to its cold environment; in fact, it radiates a field make a temporary lair where they remain for several months.
of extremely intense cold, causing 1d12 points of damage to During this time, the female lays 2d4 eggs, which quickly
any unprotected adventurer coming within 5’. The front claws hatch. After a few weeks, the parent abandons the young,
are overly large, enabling the beast to burrow through ice at leaving them to fend for themselves. The eggs of an Ice Drake
a speed of 30’ per turn, digging towards enemies or prey. have small value (100GP each) to mages and alchemists as
With a deep, cracking rumble and an eruption of shards the components in many cold-based spells and elixirs.
ice shatters as this carnivore lunges at its prey. The mouth
of this drake is a sharp beak, used for slicing through ice or TREASURE: Lair: 1d6 x 1000 sp (30%), 1d4 x 1000 gp (20%), 2d4
any prey. gems (20%), 1 magic item (15%)

The Ice Drake attacks with its great digging claws, tearing LESSER DRAKE, ROCK
into their enemies for 2d8+6 points of damage. The bite is
less potent; inflicting 2d6 hit points of damage. Once per day Frequency: Uncommon
they also employ a rather unusual breath weapon attack...a No. Encountered: 1–2
numbing cloud of super cold vapor, coating its victims with Size: L (20’–30’ long)
a fine crust of ice. The effect forms a cloud filling a 15’ radi- Move: 90’
us, lasting for 3 rounds. The cloud centers on the creature’s Armor Class: -3
mouth, causing 4d4+4 points of damage on the first round, Hit Dice: 12d8 (*9)
2d4+2 points on the second round, and 1d4+1 points on the Attacks: 3
final round. Victims save only on the first round; with a suc- Damage: 3d4+6 (x 2 claws), 2d4 (bite)
cessful roll indicating he only takes half the damage for all Special Attacks: Poison gas
three rounds. Special Defenses: Camouflage, +1 weapon to hit
Magic Resistance: 20%
Because the Ice Drakes scales are intensely cold and dense, Lair Probability: 75%
they give the beast superior protection (armor class 0). In Intelligence: Animal
addition, only weapons of +1 or better enchantment are able Alignment: Neutral
to inflict damage, with any lesser weapon striking them hav- Level/XP: 8/5300+16/hp
ing a 25% chance to shatter upon striking the Ice Drakes frig-
id hide. They also have a limited resistance to most spell The hide of the largest of the Lesser Drakes, the Rock Drake,
effects (30%), and cold-based spells cannot cause damage consists of thick, stony scales almost as dense as the scales
to an Ice Drake. of a true dragon and the front claws are quite wide, suited for
burrowing through the ground. Their body is wide, and low to
the ground, covered in bumpy protrusions aiding it in blend-

Dwellers in Dark Places 177


L
ing into its environment. Dark gray in color, these voracious Attacks: 3
predators live in the rocky mountainous regions of the world. Damage: 1d8 (x2 claws), 1d10 (bite)
Whether they are basking in the sun, or sheltering beneath Special Attacks: Surprise
a rocky outcrop, these monsters can easily blend into their Special Defenses: None
surroundings, spotted on a six-sided die roll of 1 or 2. Magic Resistance: 15%
Lair Probability: 50%
The Rock Drake attacks with its front digging claws, inflicting Intelligence: Low
3d4+6 damage with a successful hit. They also bite for 2d6 Alignment: Neutral
points of damage. On any roll of a natural 20 on their bite Level/XP: 6/775+8/hp
attack, the Rock Drake inflicts double damage, and hold onto
their prey doing damage every round. A successful Minor One of the smaller of the Lesser Drakes, the Sand Drake
Strength Test frees a trapped victim. makes its home in the hot, sandy desert wastes of the world.
ART BY FRANK GUNTER
They make up for their smaller size by traveling in numbers.
And encounters with four or more of these creatures is nor-
mal.

Their bodies are wide and quite flat, protected by an ex-


tremely tough hide (armor class -1). They have intricate pat-
terns of colored spots and bumps, allowing the creature to
blend into the environment. When lying in ambush they are
often mistaken for a patch of stones or loose rocks. The Sand
Drakes bury themselves in the sand in order to ambush their
prey (surprise on a 1-4 on a six-sided die). In a shower of
dust and a burst of speed, they charge towards their prey,
using their large webbed feet to move across sandy terrain
with ease.

The Sand Drake attacks with two claws, doing 1d8 damage
with any hit. They also bite for 1d10 points of damage. They
use their tail to hurl sand at any prey in an attempt to tem-
porarily blind it with the stinging particles (save versus breath
The scales of the Rock Drake are so hard, only superior weapon or blinded for 1d4 rounds). No save is required if any
weapons of +2 or better enchantment can harm them. sort of eye protection is being worn.

Rock Drakes have a minor breath weapon attack (usable once TREASURE: None
per day) of poisonous gas creating a 20’ diameter cloud of
noxious fumes. Those caught within the area of effect must
save versus breath weapon at +2 or they become nauseated
for 1d6 rounds (-2 to hit). If the saving throw rolled is a 1, the
victim could perish within the same amount of time, unless
the affected individual receives a Neutralize Poison.

Skilled leather workers prize the small supple belly scales of


this creature, using the durable material for the making of
scale mail gloves and boots. They usually pay from 1d4 x 100
gp for an intact hide.

TREASURE: 1d6x1000 sp (30%), 1d4x1000 gp (25%), 2d4 gems


(20%), 1d2 magic items (10%)

LESSER DRAKE, SAND


Frequency: Uncommon
No. Encountered: 1d8
Size: L (8’–15’ long)
Move: 180’, 60’ sand burrow
Armor Class: -1
Hit Dice: 7d8 (*13) ART BY FRANK GUNTER

178 Dwellers in Dark Places


LESSER DRAKE, SWAMP
L
Frequency: Very rare
No. Encountered: 3d4
Size: L (6’–10’ long)
Move: 60’, 120’ swim
Armor Class: 3
Hit Dice: 6d8 (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d8 (bite)
Special Attacks: Swarm
Special Defenses: None
Magic Resistance: 10%
Lair Probability: 50%
Intelligence: Low
Alignment: Neutral
Level/XP: 5/350+6/hp

The smallest of the Lesser Drakes is the


Swamp Drake. Using their webbed claws ART BY DEL TEIGELER

and wide tails for swimming, these predators travel in small These members of the Lesser Drake are superb swimmer
swarms, slithering through the gnarled tree roots and murky moving along the coastal waters mainly feeding on fish. How-
waters of their home in search of food. The ravenous pack ever, they attack anything intruding into their area. They pre-
quickly overwhelms and consumes any creatures too slow fer colder water with coastlines of rocky islands and powerful
to get out of their way. The Swamp Drake has a long narrow currents. The Water Drake has a wide tail and large webbed
body, short limbs with webbed claws. Their mouth is full of fore-claws enabling easy navigation through the rough waters
dozens of needle-like teeth for grasping onto prey. it calls home.

Because of their swarming attack, all members of any group Although they subsist mainly on fish, they might attack a
of three or more Swamp Drakes have a +2 to hit. They slash group of adventurers if hungry or provoked. Water Drakes
with their two hooked claws for 1d4 damage each, and bite for attack by slashing with their two front claws for 1d8+1 damage
an additional 1d8 points of damage. each, and they bite for 1d10 points of damage.

Larger Swamp Drakes are sometimes used as mounts by the At certain times of the year, they swarm together for mating,
Kreyazak (see Kreyazak), who use them when driving out in- and during these seasons, they congregate in larger groups
truders. of 2d4 members.

TREASURE: None TREASURE: None


ART BY HUNTER REID
LESSER DRAKE, WATER
Frequency: Very rare
No. Encountered: 1d3
Size: L (12’–24’ long)
Move: 60’, 180’ swim
Armor Class: -2
Hit Dice: 9d8 (*12)
Attacks: 3
Damage: 1d8+1 (x 2 claws), 1d10 (bite)
Special Attacks: None
Special Defenses: None
Magic Resistance: 20%
Lair Probability: 50%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 7/1700+12/hp

Dwellers in Dark Places 179


L
L’HORPH alert. When they speak, it is a chorus of all 8 mouths talking
at once.
Frequency: Very rare
No. Encountered: 1d4 With their tentacles, they pluck the spines from their heads,
Size: L (7’ tall and broad) using them as thrown spears. They are +2 to hit and each
Move: 120’ strike causes 2d4 points of damage. They can hurl up to four
Armor Class: 0 spines per round, with a range of 60’. Any removed spines
Hit Dice: 7d8+7 (*13) re-growing within 24 hours.
Attacks: 4
Damage: 2d4 (x4 spines) The hide of the L’Horph is quite dense (armor class 2) and
Special Attacks: None only weapons of +2 enchantment can inflict damage on these
Special Defenses: +2 weapon to hit extra-planar explorers.
Magic Resistance: 25%
It takes a complete turn of concentration for the L’Horph to
Lair Probability: 30%
plane shift, and any captured slaves soon find themselves
Intelligence: Average–very
upon the small astral islands where they labor to build the
Alignment: Neutral (evil)
cities of the L’Horph.
Level/XP: 7/1350+10/hp
TREASURE: Lair: 1d4x1000 sp (10%), 1d3 x 1000 gp (10%), 3d4
The L’Horph is a bizarre creature, building its citadels on
gems (20%)
large islands of material floating in the Astral Plane. Whether
this is their original home, or whether they are from some al-
LIMPET
ternate plane is unknown. On rare occasions, they venture to
the Prime Material Plane in search of slaves, and this is where Frequency: Rare
most encounters with this strange life form occur. They are No. Encountered: 2d3
bulky creatures, as wide as they are tall, weighing as much as Size: S (3”–6” diameter)
1600 pounds. They are supported by four stumpy legs with Move: 10’
tentacled toes, 6 whip-like tentacles ending in small “feeler Armor Class: 6
hands”, 8 mouths, five eyes and a “crown” of 3d8 very long Hit Dice: 1d4 (*see below)
sharp spines. Attacks: 1
Damage: 1, (see below)
It is almost impossible to surprise the L’Horph, as sections of
Special Attacks: See below
their brains sleep in shifts, there are always eyes open and
Special Defenses: Sticky, camouflage
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 200 experience points per limpet

The Limpet is an extremely dangerous dungeon pest found


lurking in cool, dark places, waiting to drop or latch onto
passing victims. Whether they are naturally evolved crea-
tures, or the result of strange experiments carried out by
the dwellers of the underdark is unknown. In appearance,
they are merely small blobs of dark gray colored protoplasm,
easily mistaken for a natural rock formation. Dwarves and
gnomes only have a 25% chance to identify them visually
from a distance of more than 10’. If touched it is quite of-
ten too late. They are quite sticky, adhering to anything they
touch. Many sages believe they are a related species to the
Filament Jelly (see Filament Jelly) which shares many of their
abilities.

Some species of Limpet are larger, reaching up to 6 inches


across, but the vast majority of these pests grow to 3 inches
or less in diameter. All Limpets have a similar outer coat-
ing of mottled dark gray material, but under this camouflage
there can be found one of several different colors of Limpet;
ART BY FRANK GUNTER

180 Dwellers in Dark Places


each having a unique method of attack. Limpets of differ- attempt to attach themselves to their new host. Upon attach-
L
ent colors often congregate within the same cluster. Once ment, they begin to inject small amounts of toxin designed to
attached to a victim it is quite difficult, if not impossible to paralyze their victim. The host must make a successful save
remove a Limpet without injuring the host. versus poison at a +3 each day or fall into a coma. Once this
occurs the Brown Limpet burrows beneath the skin, reforms
All Limpets attack by extruding a thread-like filament, latch- into a nodule and in two days, it splits into 1-6 smaller nod-
ing onto a target on any roll of 15+, regardless of the targets ules. Within a day, these leave the host; 1 hour later the tox-
armor class. This filament can reach up to 5’ in order to ins wear off and the former host reawakens. The beneficial
snare a victim. Once attached, their camouflage mechanism side effect is, during the time of these limpets attachment,
instantly ceases and they revert to their species color. the host is immune to any form of poison. In fact the Brown
Limpet is quite useful in removing any toxins from the hosts
Within seconds, the attacking Limpet spreads into an ex- body while attached, making them very valuable in some cir-
tremely thin layer covering a large area surrounding the at- cumstances.
tachment point. Once spread they are unaffected by weap-
ons of any kind (striking at them only damages the host). Gray- The Gray Limpet lives on the surfaces of many of
Only a magic missile spell can safely kill these creatures the strange rock-like creatures infesting the underdark. Most
automatically, one Limpet per missile, without harming the rock imitating life forms can inadvertently become hosts to
host. Few other spells affect these creatures. Fire and cold colonies of these parasites. None knows how the Gray Limpet
of any sort can kill them, but the host also takes an equal benefits from attachment to such species, but whenever they
amount of damage unless magically protected. are present, they form a tough coating, giving their host a +1
There are 10 commonly known forms of this pest, there are adjustment to its armor class. Each successful strike against
almost certainly other species yet to be discovered, for large such a protected creature kills a single limpet, causing only
areas of the under dark are entirely unexplored. Some sages half damage to the host. Up to 6 Gray Limpets can be at-
believe the more common jellies and oozes are merely larger tached to a single host.
mutated forms of Limpet.
Green- The digester Limpet is quite dangerous; as its corro-
Black- This deadly Limpet instills fear in adventurers of sive acids are able to dissolve flesh at a rate of 1d3 hit points
every level. They are perhaps the most difficult species to per round of exposure. The powerful acids eat through cloth
detect in the dungeon environment, and when attached to a in 1 round, leather in 2 rounds, and any non-magical metal
host the result is quite often fatal. Each round of attachment in 3 rounds.
allows the Black Limpet to drain one hit point from the host.
Individuals regain hit points lost in this fashion only through
natural healing; cure type spells, potions, elixirs, ointments
or devices (short of divine intervention) are ineffective in re-
storing the damage caused by a Black Limpet. It is impossible
to raise from the dead any character reduced to zero hit
points by the Black Limpets attack However; the costly res-
urrection spell will work. As hit points are drained, the Black
Limpet spreads, slowly covering the body of its host.

Blue- Most often this species of Limpet dwells underwater,


lurking near the mouths of small aquatic caves where it preys
mainly in fish and other aquatic species. After striking its
target, the “water” Limpet spreads itself into an extremely
thin layer, coating the flesh of the host creature, giving the
affected area a tinge of blue. While the water Limpet remains
attached the victim has a +1 bonus to his armor class, but the
Limpet slowly begins to drain Strength at a rate of one point
per turn. If the score of the ability reaches zero, the victim
falls unconscious and the limpet detaches. If one removes
the Blue Limpet, the lost abilities return at a similar rate. For
each point of Strength drained the Limpet doubles in size.

Brown- The Brown Limpet lives in areas of loose soil or


sand, forming into a small, hard, 1-inch diameter nodule until
prey comes near (within 2’). They lash out with a filament and
ART BY HUNTER REID

Dwellers in Dark Places 181


L
Orange- The Orange Limpet injects its host with a dead- species, always hitting on a 10+, enshrouding the IOUN stone
ly toxin, causing death within 3d4 rounds unless the target in layer of violet, feeding off of the IOUN stones emanations,
makes a successful save versus poison, at a -2 penalty. Upon canceling any beneficial effects until removed.
death, the body begins to swell, and after 2 full turns, it re-
leases a brood of 2d6 Orange Limpets. A cure disease cast White- This form of Limpet is actually helpful to its host.
upon the corpse kills the immature Limpets before they When attached it feeds off small parasites (including all other
hatch. types of Limpet), while at the same time releasing an invigo-
rating chemical into the host’s blood stream, giving the host
Purple- The “magic draining” Limpet are usually attract- +4 hit points for the duration of the attachment (3d4 turns).
ed to magical items, but they are also drawn to any crea-
ture with an active magical spell. They latch on, spreading Yellow- This species of Limpet is one of the most deadly,
themselves out to an extremely thin layer and begin to feed since it lurks by spreading itself out across any available pile
on the magical radiation. While attached in this manner, the of gold coins. When touched it quickly and almost invisi-
affected item loses all magical powers and abilities until the bly (20% chance to spot) moves onto its new host where it
victim removes the Purple Limpet. This species of Limpet passively waits until it is time to feed. However, when taken
instantly nullifies a single spell effect present on a creature into natural sunlight, this Limpets full potential reveals it-
(invisibility, silence, etc.). Each Purple Limpet may only affect self. The yellow Limpet absorbs the light, doubling in size for
one item or spell. each turn of exposure. As it grows, it causes a burning rash
inflicting 1d4 points of damage per round. A darkness spell
Red- The most common species of Limpet, called the destroys these creatures within 2 rounds.
“leech” Limpet, forms a series of small needle-like tubes
used to suck blood from its victim at a rate of 1d3 hit points TREASURE: None
per round. A cluster of several of these pests can be ex-
tremely deadly. After absorbing 10 hit points, the Red Limpet LISHKU
divides into two creatures, each continuing to feed on the
Frequency: Rare
current host.
No. Encountered: 4d6
STOCK ART BY BRADLEY K MCDEVITT Size: L (8’ long)
Move: 30’, 180’ swim
Armor Class: 4
Hit Dice: 5d8 (*15)
Attacks: 3 (or by weapon)
Damage: 1d3 (bite), 1d4 (x2 claws)
Special Attacks: Ambush / poison weapons
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Average–Very
Alignment: Neutral
Level/XP: 5/245+5/hp

The Lishku are a little known intelligent species living within


the deep swamp, their long eel-like bodies moving effort-
lessly along the hundreds of miles of meandering tributaries
of waterways. They live in enclaves of a few dozen mem-
bers, trading with each other, intelligent swamp dwellers, and
rarely even trading with selected representatives from the
outside world. They use the pearls gathered from the Swamp
Polyphemus (see Swamp Polyphemus) as their currency, us-
ing them to obtain weapons and other metallic items from
the outside world. Only a select few merchants have the
knowledge needed to trade with the Lishku, and those who
Violet- This is the smallest species of Limpet and per- do become fabulously wealthy from the bounty of lustrous
haps the most feared. Merely an inch in diameter, this pest swamp pearls. They have to come up with ingenious ways to
responds to the unique radiations only given off by IOUN communicate with the Lishku using sign language, for these
stones. They form into a thread-like web tipped tendril up swamp dwellers do not speak in any tongue understood by
to 10’ long, reaching out to ensnare any IOUN stone with- man.
in range. This Limpet is perhaps the fastest member of its

182 Dwellers in Dark Places


The Lishku favor bundles of short throwing spears and small
L
tridents as weapons, each doing 1d6 points of damage, but
they are quite capable of inflicting damage with their natural
weapons as well. Their taloned claws can each strike for 1d4
points of damage, and their parrot-like beak can do a further
1d3 points of damage on a successful bite attack. The Lishku
are intelligent enough to know how to use magical items, so it
is possible for them to have magical weapons obtained from
their trading partners. They favor some magical weapons,
items of protection and other small magical trinkets. They
have no spoken language so any item with a command word
is not usable by the Lishku.

The Lishku also coat the tips of small throwing spears with
the toxin from the Razor Fish (see Razor Fish). By fermenting
it for weeks they can make it exceptionally deadly, a failed
save versus poison kills a grown man in 1d10+2 rounds.

Lurking deep below the surface, slipping through the mud


and the murky water they are extremely adept at attacking
by surprise (1–5 on a die 6), rising up to swiftly attack any
intruders into their domain. Quite often they intentional-
ly lure an opponent into the embrace of a Nicomeyan (see ART BY FRANK GUNTER

Nicomeyan), unknowingly lending the Lishku aid in their con-


flict. Most Lishku are able to stay submerged for up to an
hour if not exerting themselves. LIZARD, ARMADILLO GIRDLED (GIANT)

The Lishku are always on the hunt for the Razor Fish during Frequency: Very rare
its breeding and spawning seasons; usually catching several No. Encountered: 1d3
of the elusive fish for their needs. They harvest from these Size: L (18’–36’ long)
fish the foul black fatty material filled bladders, putting the Move: 120’
substance to good use. The Lishku smear the foul material Armor Class: 2 or -2
completely over the bodies of two or three of their strongest Hit Dice: 16d8 (*7)
members. This covering completely protects the Lishku from Attacks: 3
the stinging tendrils of the Swamp Polyphemus for several Damage: 1d6 (x 2 claws), 3d6 (bite)
minutes, just long enough for the chosen Lishku to dart in Special Attacks: Tail lash 2d6
and gather a bounty of the plants swamp pearls. They never Special Defenses: Armor coil
share this secret with the outside world, allowing the Lishku to Magic Resistance: Standard
dictate the prices gained from the swamp pearl trade. While Lair Probability: 50%
the Swamp Polyphemus deals with the protected intruders, Intelligence: Animal
the other Lishku quickly dart in to gather any of the large Alignment: Neutral
fleshless crocodile skulls, and huge turtle shells littering the Level/XP: 9/6500+20/hp
bottom near the Polyphemus plant. When carved, these also With its 30’ length, and the heavy armored scales, the huge
have some small value to traders from outside the swamp. Armadillo Lizards are quite often mistaken for a smaller
The Lishku build their dwellings on floating islands in the species of dragon or a Lesser Drake. Although they lack a
center of large, brackish pools, with sections of the intricate dragons natural abilities, these lizards are still formidable
structure extending both above and below water. Exploring opponents.
these places is quite dangerous, for they are a veritable The heavy, sharp-ridged scales and the powerful, broad
maze of twisting tunnels and chambers formed from reeds, body are so reminiscent of a dragon, only an expert can tell
vines and hardened mud. the difference. Many reported “dragon” attacks are in truth
TREASURE: Lair: 1d8 x 100 sp (30%), 1d6 x 100 gp (20%), 3d8 encounters with these large lizards. They are rarely found,
gems (60%) preferring to live in rocky wastelands, lurking on the higher
Individuals: 1d4 swamp pearls (50%), see above for details reaches watching tirelessly for passing prey. These reptiles
are excellent climbers, able to move easily up and down
nearly vertical surfaces. They often attack and slay entire
flocks of goats, swallowing several of them whole before rest-

Dwellers in Dark Places 183


L
ing for several days to digest their meal. In fact, when hungry LIZARD, GIANT FLYING
they attack any living thing they can find.
Frequency: Very rare
These predators use two long, taloned claws in an attack, each No. Encountered: 1d3
capable of doing 1d6 damage, while at the same time biting Size: L (10’ long)
with powerful jaws, their teeth doing 3d6 points of damage. Move: 60’, gliding 180’ (AA: II / 30-degree turn)
On any roll of a natural 20 with the bite attack, the Armadillo Armor Class: 5
Lizard clamps down on its prey in an iron grip, thrashing Hit Dice: 7d8 (*13)
their prey against the ground for 2d6 points of damage each Attacks: 3
round. Victims must make a successful Major Strength Test Damage: 1d4 (x2 claws), 2d4 (bite)
in order to escape. Any attackers who stray behind the Ar- Special Attacks: Crush
madillo Lizard are subject to its whipping tail attack, having Special Defenses: None
a reach of 10’, and is capable of doing 2d4 points of damage Magic Resistance: Standard
to any attacker within range. Any roll two or more than the Lair Probability: 20%
required to hit number knocks the victim 10’ away, stunning Intelligence: Non-
him for 1d3 rounds. Alignment: Neutral
Level/XP: 6/525+8/hp
ART BY CHRIS LETZELTER
The Giant Flying Lizard thrives in many locales and the pig-
mentation of these large reptiles scales are always adapted
to blend in with its chosen environment. Thus, they can be
dark green, tan, brown, black, or any combination of pat-
terned colors.

They possess a large membranous “pair of wings”, simple


flaps of loose skin which, when spread, allow this large crea-
ture to glide from high places as they hunt. The Giant Flying
Lizard is a patient hunter, lurking motionless for hours on a
high ledge or concealed in the branches of huge trees. When
they spot prey below, they leap outward and downward, si-
lently gliding in to attack.

On their initial attack, the crushing impact from a Giant Flying


Lizard (often weighing 500 pounds or more) inflicts 3d6 dam-
age on a successful hit. However, due to the rather clumsy
nature of their flight, they have a -2 penalty to hit with this
attack. After landing, the monster uses its small fore claws to
do 1d4 damage each, and a bite attack for 2d4 points. Some
species (10% chance) are mildly poisonous, due to their con-
sumption of carrion. Those bitten must save versus poison at
+2 or take an additional 1d6 damage from the toxins.

If an encounter is going against the Armadillo Lizard, it grabs


onto its own tail with its jaws, coiling up into a defensive ball
with an armor class of -2. With all of its sharp edged scale
sticking outward, forming a bristling hedge and only weapons
with a length of 4’ are able to harm them when they coil in
this fashion.

The Armadillo Lizards heavy, ridged plates enable it to blend


into the jumbled rocks, making it 65% invisible when it is
motionless.

TREASURE: None

ART BY BRIAN (“GLAD”) THOMAS

184 Dwellers in Dark Places


Once the Giant Flying Lizard makes its kill, it drags the victim
L
duce an exceptionally thin cord, both lightweight and strong,
up to a high, secure place, its dexterous claws providing rapid features greatly prized by thieves. The time-consuming pro-
movement up nearly vertical surfaces. It wedges the victim cess is known to very few and a carefully guarded secret.
in a narrow hollow, letting the flesh putrefy for several days, One nest could fetch from 1d4+2 x 100 gp to the appropriate
before consumption takes place. Items of value occasionally buyer. Such cord is excellent for use in the fabrication of
lay scattered on or beneath a favored feeding spot. many types of magical rope. Their poison is of value as well,
fetching 100 gp per ounce and a typical Lurking Death will
TREASURE: See above have 1d3 ounces in its poison sack.

LURKING DEATH TREASURE: See above for details.

Frequency: Uncommon
No. Encountered: 1d4
Size: S–M (3’–6’ long)
Move: 90’, 120’ swim
Armor Class: 5 (head), 2 (abdomen)
Hit Dice: 5d8 (*15)
Attacks: 2
Damage: 2d4 (bite), 1d4 (stinger)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 90%
Intelligence: Animal
Alignment: Neutral
Level/XP: 4/240+5/hp

The deep swamps are the home of many dangerous crea-


tures, among whom the creature known simply as the Lurk-
ing Death is one of the deadliest. In appearance the Lurking
Deaths forward two sections give it the appearance of a mas-
tiff sized spider. However, the hind section is greatly elon-
ART BY FRANK GUNTER

gated, flat and broad, resembling the tail of a great lobster,


covered with heavy chitinous armored plates. From its nests
attached to the weeds submerged roots of trees located be-
low the surface of the swamp, these aquatic predators scour
the watery murk in search of prey, mainly feeding on reptiles,
fish, and water mammals.

The Lurking Death is extremely aggressive, attacking any in-


truder without provocation, lunging from the tangled gloom LYCAENOPS
of submerged roots to grapple with its quarry. With a set of
large jaws equipped with sharp pincers it slashes at its target Frequency: Uncommon
inflicting 2d4 points of damage. This creature also attempts No. Encountered: 2d8
to employ its deadly tail stinger for 1d4 points of damage. Size: S (2’–3’ long) 30 pounds
The stinger is capable of injecting a powerful toxin into its Move: 180’
prey. Those bitten must immediately roll a save versus poi- Armor Class: 4
son at -2 or they die in 2d4 rounds. A successful save means Hit Dice: 1d8+4 (*18)
1d8 points of damage are still inflicted, and the victim will be Attacks: 3
affected by severe shaking and nausea for 2d4 rounds as his Damage: 1d4 (bite), 1d3 (x2 claws)
body fights the toxins (-4 on any attacks or damage during Special Attacks: None
this time). Special Defenses: None
Magic Resistance: Standard
Occasionally a Lurking Deaths nest contains a small cocoon Lair Probability: 80%
containing 3d4, 2-inch diameter, unhatched eggs, worth Intelligence: Animal
20GP each to alchemists. The material from their nests is Alignment: Neutral
also of high value, made of a high strength silk. After hours Level/XP: 2/25+4
of careful work at unwinding the mess, skilled workers pro-

Dwellers in Dark Places 185


L
The Lycaenops is a small predator found mainly in tan-
gled woodland environments, feeding on birds, small
mammals, and reptiles, with their favored prey being the
fast breeding Rachava (see Rachava). Covered in short,
patterned fur, they skulk in the shadows of low brush,
springing out from concealment to catch an unsuspect-
ing meal.

These long bodied predators are sleek and quite fast,


having features reminiscent of both feline and canine
creatures. The head is elongated, and the jaws are
equipped with a pair of downward facing, 4” long fangs.
The bite of the Lycaenops does 1d4 damage, as it tears
into flesh with the 3” long incisors. They also use their
front claws inflicting 1d3 points of damage.

Skilled as pack hunters, the Lycaenops often attacks large


prey when they sense weakness, injury, or when other
game is scarce. Many an injured adventurer has fallen
victim to these vicious little predators.

TREASURE: None
ART BY BRIAN (“GLAD”) THOMAS

STOCK ART BY WILLIAM MCAUSLAND

186 Dwellers in Dark Places


M
MAgNET / MALkARST / MANTIDFLY / MARSH BEHEMOTH / MAURINTH / MEELINN /
MOARAUkI DELvER / MOULD, vARIOUS / MORgUE HAUNT / MOURgLIk / MUSSA LION

MAGNET SMALL MEDIUM LARGE HUGE


Frequency: Uncommon Rare Rare Very rare
No. Encountered: 1d10 1d8 1d6 1–2
Size: S (6inches diameter) S (1’ diameter) M(2’–3’ diameter) L (4’–8’ diameter)
Move: 180’ (AA: V / 120-de- 180’ (AA: IV / 90-de- 120’ (AA: IV / 90-de- 120’ (AA: III / 60-de-
gree turn) gree turn) gree turn) gree turn)
Armor Class: 0 0 0 0
Hit Dice: 1d8-1 (*20) 2d8 (*18) 3d8 (*16) 4d8 (*15)
Attacks: 1 1 1 1
Damage: 1d3 1d6 1d8 2d6
Special Attacks: None None None None
Special Defenses: See below See below See below See below
Magic Resistance: 10% 10% 15% 20%
Lair Probability: 40% 40% 40% 40%
Intelligence: Animal–low Animal–low Animal–low Animal–low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 1/20+2/hp 2/70+ 2/hp 3/105+3/hp 4/155+5/hp
Experts believe Magnets are natives of the Elemental Plane prevent death by the devastating blow.
of Earth, inadvertently straying onto the Prime Material Plane
many ages ago. Once here they found delight in traveling the Magnets are immune to all cold, fire, and electrical attack
world’s magnetic fields, gliding effortlessly along this invisible forms. A clever adventurer could attempt luring them away
highway. by throwing a handful of iron filings, nails or powdered iron
into the air, and ducking quickly out of the way.
They are quite heavy, with the smallest, barely the size of a
small egg, weighing half a pound, and the largest, twice the
size of a man’s head, weighing as much as 500 pounds. An
impact from one of these larger creatures can sometimes
have lethal effects. The Magnet is not a malicious creature, it
is merely in search of food, and unfortunately, most adven-
turers wear what the Magnet eats. The Magnet magnetically
“pulls” itself towards any concentrations of refined ferrous
metal (helmets, shields, armor, weapons etc.) with the intent
of smashing small particles off for easy absorption. Unfortu-
nately, the soft creatures wearing such items suffer from the
impacts. The strike of the smallest Magnet does but 1d3 dam-
age, but a huge Magnet inflicts 2d6 points of damage, and
any metallic magic item directly struck by these juggernauts
needs to make a saving throw versus a crushing blow or have
its enchantments damaged or destroyed.

If the target is wearing a metallic helmet then there is where


the Magnet usually strikes. These creatures are not so much
malicious as they are hungry. To them a helmeted head sim-
ply appears as a section of protruding material, which could
be broken off easily. Those wearing the helmet must make a
save versus spells if struck in the head, with failure indicating
unconsciousness for 2d4 rounds. If the magnet rolls a 20 for
the “attack” then the save is versus death magic at a -2 to ART BY FRANK GUNTER

Dwellers in Dark Places 187


M
Rumors of enormous Magnets lurking near Earth Elemen- attacking any targets in a 10’ wide path, due to its immense
tal planar portals abound; they speak of house-sized stones size. The level / experience of such a massive creature would
than can crush a man into jelly with a single blow. Such a be 9 / 5000+15/hp.
creature would have 100+ hit points, 50% magic resistance,
16hit dice (*7), doing 4d12 points of damage when it strikes, TREASURE: None

MALKARST AVERAGE MALKARST CRYSTAL MALKARST GREATER MALKARST


Frequency: Uncommon Very rare Very rare
No. Encountered: 1 (Very rarely 1d3) 1 (Very rarely 1d3) 1
Size: L (8’–12’ diameter) L (8’–12’ diameter) L (15’+ diameter)
Move: 90’ 90’ 90’
Armor Class: 0 -2 -4
Hit Dice: 8d8 (*12) 10d8 (*10) 16d8 (*7)
Attacks: 1 1 1
Damage: 3d4 3d4 6d6
Special Attacks: Crush Slash Crush
Special Defenses: ½ damage from weapons ½ damage from weapons ½ damage from weapons
Magic Resistance: 20% 50% 35%
Lair Probability: 75% 75% 75%
Intelligence: Non- Non- Non-
Alignment: Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 7/1175+10/hp 7/2400+14/hp 9/8000+20/hp
(See art page 198) strength needs a 1–2, a character with an 18/100 strength can
One of the strangest of the rock imitating life forms found in automatically escape after one round). The Greater Malkarst
the underdark is the Malkarst (“bad limestone”). These large is a much more dangerous opponent (see stats above), at-
creatures appear to be nothing more than a pile of loose tacking multiple creatures in a 15’ area.
gravel and fist sized stones, 10’–15’ across, and a few feet
thick, but they are much more. They are living creatures, On the Elemental Plane of Mineral and occasionally near por-
able to move through their environment, resembling a small tals to Elemental Plane of Earth, adventurers could encoun-
flowing avalanche, making a low rumbling sound. Dwarves ter a species of Malkarst comprised of colorful crystals. This
and Gnomes are much more familiar with the Malkarst than species lacks the crushing attack, but on a roll of 20 they
are other races, having a 30% chance to identify these mon- envelope their victim in a slowly churning vortex of slash-
sters (whom they call “grumblers), even when they are at ing, sharp edged crystals inflicting 3d6 damage every round
rest. (same chance to escape as the common variety).

The Malkarst dwells within the natural passageways of the un- There is a 20% chance one can find a few stones of value
derdark, but occasionally they find their way into construct- (1d10 x 100 gp) in the material of the Common Malkarst and
ed dungeon areas where they roam in search of prey. They the chance more than doubles to 45% for the Elemental va-
are able to tear through a normal door in 1d4 rounds, the riety.
crushing impacts from it mass breaking boards and ripping
through timbers. Heavy wooden doors last for a full turn, but Some sages believe the Malkarst is an intermediary form of
a metal door stops the Malkarst. creature, developing from a simple Rock Jelly. They also are
convinced, as the Malkarst becomes more stable, it trans-
When attacking an opponent, the common Malkarst rears forms once again into a Stony Cube (see Jelly, Rock and Cube,
up into a 6’–10’ tall “wave” of stone, slamming into its victim Stony). They also believe the Malkarst are related to large
for 3d4 points of damage. On any attack roll of 20, they flow sand dwelling creatures possessing the same “fluid” struc-
completely over their opponent and if a save versus poison ture living in the great deserts.
fails, the Malkarst has knocked his prey down, burying him
under hundreds of pounds of gravel doing 2d10 damage per Occasionally 1d3 Malkarst might lurk in the same area. Why
round. Those trapped beneath the creature must roll a 1 on a they do this is a mystery, since they avoid contact with each
six sided die in order to escape, with a +1 modifier per dam- other, except to attack.
age bonus due to high strength (thus a character with a 17 TREASURE: See above for details

188 Dwellers in Dark Places


M
MANTIDFLY AVERAGE GARGANTUAN POISONOUS
Frequency: Uncommon Rare Very rare
No. Encountered: 3d10 1d6 1d3
Size: S (1’–2’ long) L (8’–10’ long) L (8’–10’ long)
Move: 90’ / fly 240’ (AA: V / 120 de- 60’ / fly 180’ (AA: IV / 90 degree 60’ / fly 180’ (AA: IV / 90 degree
gree turn) turn turn)
Armor Class: 5 3 3
Hit Dice: 1d8 (*19) 8d8 (*12) 8d8 (*12)
Attacks: 2 2 3
Damage: 1 (x2 claws) 2d4 (x2 claws) 2d4 (x2 claws), 1d3 (sting)
Special Attacks: Bite Bite. grapple Poison
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 85% 25% 25%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 1/10+1/hp 6/550+10/hp 6/825+10/hp

The dense jungles and fetid swamps abound with dozens of


varieties of insect, many of them growing to an incredible
size. Whether these mutations have occurred through nat-
ural evolution, or are the terrifying product of intentional
or accidental magical manipulation in some by-gone age is
unknown, but they do exist, and almost all of them can be
extremely dangerous. Among the most deadly are the two
varieties of Mantidfly.

ART BY FRANK GUNTER


ART BY FRANK GUNTER

In appearance, these carnivorous insects resemble a cross


between a praying mantis and a long-bodied wasp. As is the
praying mantis, the Mantidfly are equipped with a pair of
huge grasping appendages, each equipped with dozens of
sharp spines. They are colorfully patterned in bands of green
and golden yellow “fur”, and the head and limbs are colored
a deep russet red.

Dwellers in Dark Places 189


M
The smaller species of the Mantidfly often move and attack animals. They are repulsively dirty, and easily detected up to
in swarms numbering as many as thirty or more individuals. 50’ away due to their overpowering stench.
They travel at great speed, swirling in a disorienting cloud
around their prey, darting in to make a quick strike, doing 1 The Marsh Behemoth smashes at opponents with its huge
point of damage with each claw attack. When attacking this clawed hands, inflicting 2d6+8 damage with every hit. On any
way a -2 penalty applies to any return attacks. The Mantidfly roll of 20, they grab a victim, slamming it to the ground doing
immediately lands and attacks any prone victims, automati- 3d6 hit points of additional damage. They also bite with their
cally doing 2 points of damage per round. drooling maw, tearing at the victim for 1d8+4 damage. On a
natural roll of 20 with the bite attack, the jaws lock onto their
The gargantuan species of Mantidfly travels in much smaller prey, automatically doing 2d4 damage every round as they
groups and these monstrous insects prefer a more predato- greedily chew the flesh and drink the blood. Occasionally a
ry method of hunting. They sit unmoving for hours, waiting Marsh Giant carries a club as a weapon, doing 2d8+7 damage
for an opportune moment before flying from concealment to in a single attack. However, this is rare, for they soon lose
grab at prey (+2 to hit on their initial attack). The initial strike the weapon, and are too dim witted to recover or replace it.
is made with its fore-limbs, doing 2d4 damage with each suc-
cessful attack. On any roll of 18+ it snags its opponent with an
iron grip (Major Strength Test to escape). Once it has grasped
prey, it flies off with its struggling victim in order to feast in
seclusion where it automatically bites each round for 1d4 hit
points of damage.

In the deep swamp, Kreyazak warriors (see Kreyazak) often


use the Gargantuan Mantidfly as a mount. This increases the
small humanoids ability and range for scouting the environs
around their villages. There are rumors of some of the gar-
gantuan species of Mantidfly having a poison filled stinger
used to inject a paralyzing venom (1d4+1 turns duration), but
these are most often found in extremely remote places.

Some of the more reclusive “wild” elves are able to commu-


nicate with the Mantidfly, using them to receive information
about intrusions into the elven realms.

TREASURE: None ART BY HUNTER REID

MARSH BEHEMOTH The smell of a Marsh Behemoth is quite overpowering, and


any who come within 10’ must make a save versus poison at
Frequency: Rare -2 or they fight at a -2 due to retching and gagging. The ef-
No. Encountered: 1d6 fects last until 1d4 rounds after they leave the area of effect.
Size: L (12’ tall)
Move: 90’ The heavy layers of fat serve to protect the Marsh Behemoth
Armor Class: 3 in combat, making them impervious to all blunt weapon at-
Hit Dice: 10d8+10 (*10) tacks. They are powerful enough to uproot small trees, and
Attacks: 3 able to hurl boulders with ease with a range of 60’ for 2d10
Damage: 1d4+7 (x2 claws), 1d8 +4 (bite) points of damage.
Special Attacks: Blood drain
Special Defenses: Immune to blunt weapons TREASURE: None
Magic Resistance: Standard
Lair Probability: 75% MAURINTH
Intelligence: Low
Alignment: Chaotic evil Frequency: Very rare
Level/XP: 7/2100+14/hp No. Encountered: 1 (or 2)
Size: L (12’-20’ long)
The massive Marsh Behemoth resides in the most dis- Move: 90’
mal locations. Huge hulking masses of grayish green flesh, Armor Class: 2/4
they eat anything they can find. As on of the most primitive Hit Dice: 9d8 (*12)
sub-classes of giants, all other giants shun these malodor- Attacks: 3
ous creatures, regarding them as little more than primitive Damage: 1d8 (x2 tentacles), 2d6 (bite)

190 Dwellers in Dark Places


Special Attacks: Coils
M
Special Defenses: None All forms of sentient fungus attack the Maurinth upon discov-
Magic Resistance: 25% ery, for this large creature can devastate a carefully cultivat-
Lair Probability: 40% ed fungus patch in minutes. Any intelligent fungus witnessing
Intelligence: Low the fight usually regards any adventurer who kills a maraud-
Alignment: Neutral ing Maurinth favorably. Often, a colony of these creatures
Level/XP: 7/1400+12/hp lure an intruding group of adventurers into the vicinity of a
Maurinth, a beneficial solution for two separate problems.

TREASURE: None

MEELINN
Frequency: Very rare
No. Encountered: 1d4 (2d8)
Size: L (18’–24’ long)
Move: 120’
Armor Class: 0 (or better)
Hit Dice: varies (per class and level)
Attacks: 2 (or more, see below)
Damage: 3d4 (head butt), or by weapon
Special Attacks: Spell use, magic weapons
Special Defenses: Magic armor
Magic Resistance: 75%
Lair Probability: 90%
Intelligence: High–genius
Alignment: Chaotic evil
Level/XP: Variable

ART BY FRANK GUNTER

The Maurinth is a terror, hunting within the deep caves of


the world, devouring larger fungus growths and any other
unfortunate creatures straying too close. The huge heavily
armored head lacks eyes, but it can navigate quite efficiently
by sound and vibrations. Special scent receptors on the roof
of its mouth guide it unerringly to any fungi, following the
airborne spores to their source. The long worm-like body
undulates, carrying the Maurinth along, and the stubby ten-
tacles allow for easy movement up or down vertical surfaces.
Rocky plates cover the head, giving the area an armor class
of 2, the rest of the body is armor class 4.

The Maurinth usually launches its attacks from narrow side


passages whenever possible, keeping the less armored body
safely out of range, but when enraged it leaves cover to get at
an easy victim. The tentacles can each club at an opponent
for 1d8 points of damage, and the jaws and teeth can crush a
victim for an additional 2d6 points of damage.

From their exposure to the subterranean radiations, the


Maurinth have a 25% resistance to all forms of magical at-
tack. They are immune to any spell affecting vision (invisibili-
ty, illusion, light etc.) however, spells creating powerful odors
(Stinking Cloud or Cloudkill) actually drive the creature off, as
its taste sensors are overloaded.
ART BY FRANK GUNTER

Dwellers in Dark Places 191


M
Far below the world of sunlight, in the deepest cave systems along with any magical devices appropriate for their station.
extending in a vast complex below the great underground The very sight of one of these huge juggernauts charging
ocean known as the Ultran-Thassa, there lives one of the into combat wearing interlocked plates of magical armor,
most ancient of races. Known to the other major subterra- and wielding a massive halberd (attacking twice per round
nean inhabitants as the Meelinn, this very intelligent race for 2d8+4 damage) is enough to impress even the stoutest
rules their subjects with an iron will. Many times the ma- warriors.
lign forces drawn to their service travel hundreds of miles
on raids to assault the evil elves living far above, in search However, due to their physical stature, and the nature of their
of slaves and other riches. With an 18’ long body similar to a form, surface dwellers may only use a very small number of
centipede, this spell-using race has survived for millennium their simplest devices. Their writings are incomprehensible
as the absolute overlords of their small portion of the deep by any other race since much of the symbolism lies within
dark. “another place” into which only the telepathic Meelinn can
reach. Wands and similar devices fabricated by the Meelinn
The Meelinn usually live in small colonies of 3d6 individuals, are useless to others, as no other tongue can pronounce the
having very little contact with other enclaves, except in the combination of mental and vocal sounds required to activate
most desperate of emergencies. The colony usually has sev- the command words.
eral dozen slave creatures, and perhaps as many voluntary
allies, all bound together under the control of one powerful The Meelinn constantly experiment with their slaves, cre-
Meelinn overlord. ating many strange and bizarre monsters used to augment
their forces. (See listings in this book for Dark Trolls, Spike
The foreparts of this juggernaut ( standing almost 7’ high when Roper, and Armored Behemoth for details on just three of
rearing upwards) is topped with a many horned “crown” sur- their creations.)
rounded by 3 pairs of long prehensile arms used to fabricate
the many items used by the members of their race. Skilled TREASURE: Any
in the arts of magic, and with lives lasting for centuries, the
Meelinn sometimes spend decades preparing for an attack; MOARAUKI DELVER
crafting the weapons and other magical equipment used in
an assault. They war continually against the scattered cities Frequency: Uncommon
of all subterranean races, especially those possessing psion- No. Encountered: 2d4 (Rarely 4d4)
ic powers, against whom their hatred is almost without equal. Size: L (8’–10’ tall)
However, few of these creatures remain; the deep dark con- Move: 90’
tains the ruins of many of their ancient cities, for the Meelinn Armor Class: 0
are a dying race, doomed to pass into memory. Hit Dice: 7d8+14 (12)
Attacks: 2 or 3
In physical combat, the Meelinn head butts at opponents Damage: 3d4+8 (x 2 club), or 1d6+2 (x2 fists), 1d6 (bite)
with their horned crown for 3d4 points of damage, or they Special Attacks: Stomp, hurled stones
are able to use almost any hand held weapon with delicate Special Defenses: Camouflage, see below
skill. They prefer to use long pole-type weapons in order Magic Resistance: 20%
to keep enemies at a distance. However, they rarely lower Lair Probability: 30%
themselves to such primitive means of combat, preferring to Intelligence: Low–average
either attack their foes from a distance with powerful spells Alignment: Neutral (evil)
and magical devices, or overwhelm them with captive slaves. Level/XP: 7/1900+12/hp

A magic user specialist of at least 18th level (a few of the The Moarauki Delver is normally a resident of the deep un-
older enclaves have spell casters of up to 20th level or high- derdark realms, traveling in small bands, as they roam along
er) rules each enclave of Meelinn. He usually has 1d4 mage the shores of the Ultran-Thassa, the great subterranean sea.
assistants of between 7th–12th levels and the other Meelinn They hunt mainly for groups of Yoshikke (see Yoshikke) and
in the enclave are usually well-equipped warriors of 8th level herds of subterranean mammals. Occasionally these massive
and higher who serve to protect their overlord, guiding the creatures migrate to a new cave system, a journey through
dozens of slaves in raids or whenever combat takes place. labyrinthine tunnels, allowing them to occasionally stray into
There has never been an encounter with a Meelinn cleric the upper underdark in search of prey. In extremely rare cas-
of any kind, and most sages believe they are truly a race es, they even venture to the surface world, but only during
without a deity. They treat all other creatures and races as the dark of night. With their stone hard hide and adaptive
slaves, but the Meelinn prefer hulking Dark Trolls (see Dark coloration, they are able to blend into almost any stone en-
Troll) as their servants. vironment, their pigmentation mimicking the surrounding
stone (65% invisible when not moving).
The Meelinn warriors range from 8th–10th level of experi-
ence, and are usually equipped with enchanted weaponry, In shape, they are hulking brutes, a headless mass supported

192 Dwellers in Dark Places


by a triad of triple toed feet. Their “face”, located in the chest,
M
consists of a row of four dead black eyes, two narrow vertical Some of the more powerful denizens of the underdark, espe-
nostrils and a wide mouth with large blunt teeth. Two long, cially the Meelinn (see Meelinn), occasionally use these crea-
powerful arms dangle at their sides, the great, three-fingered tures as troops. However, the Moarauki Delvers are resentful
fists able to crush the life from any opponent. Despite its of such actions, and are extremely difficult to control.
great size, any Moarauki Delver can easily climb any vertical
obstacle, moving up or down sheer stone surfaces at half A huge bull male (10d8+20 hit points) leads each group of
normal speed. They are able to communicate with one an- Moarauki Delvers, challenging any creature straying close to
other, and at times, the caverns echo with the deep guttural the pack. Adventurers only encounter the smaller, 5 hit die
grunts and bellows of these subterranean beasts. females (fight as ogres) or 3 hit die young (fight as bugbears)
on very rare occasions, usually only during migrations be-
tween cavern systems. Otherwise, they stay apart, maintain-
ing a safe distance from the savage males.

TREASURE: None

MOLD, VARIOUS
Frequency: Rare
No. Encountered: 1 colony
Size: See below
Move: 0’
Armor Class: NA
Hit Dice: 0 (*no attack)
Attacks: See below
Damage: See below
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: NA

ART BY FRANK GUNTER

Attacking twice per round with their usual weapon, a great


club of shaped stone, the Moarauki Delver does 3d4+8 points
of damage with each hit, using their great strength (20) to
batter their victim. Even without a weapon, they do 1d4+8
damage with each successful fist attack, and 1d6 with any
bite attack. Any roll of 20 on the bite attack does double
damage, and is a crushing blow, requiring the appropriate
saving throw, as the powerful jaws grind the Moarauki Delv-
er’s prey. Against some opponents, they rear up on two legs,
stomping with the third leg for 3d4 damage. They sometimes
throw sizable stones when there is enough space for such
actions, hurling head sized projectiles up to 60’, doing 3d4
points of damage.

The dense hide of the Moarauki Delver gives these monsters


a superior armor class (0) and its plated structure shields
them from many forms of magical attack. Fire of any kind
does only half damage to these monsters, and cold has no ef-
fect whatsoever. Electrical attacks damage a Moarauki Delver,
but such attacks cause these beasts to go insane with rage,
doubling their attacks for 1d4 rounds as they strive to destroy
the offending attacker. ART BY FRANK GUNTER

Dwellers in Dark Places 193


M
Many forms of dangerous mold grows in varied environ- make an immediate save versus poison. Failure indicates the
ments, each with its own unique type of damaging spores. affected creature falls into a comatose state for 1d6 turns.
The descriptions of several appear in other tomes; here is a However, a successful save grants an unexpected boon; the
small selection of additional types of mould: creature gains the temporary ability to regenerate 2 hit
points of damage per round of exposure. Whenever Green
MOLD, BLACK Mold releases spores, the cloud remains for 1d10 rounds and
a patch is only able to release a cloud once per week.
Another of the dangerous underground fungus family, the
powdery Black Mold causes a slow rotting of any organic MOLD, INDIGO
materials exposed to the spores. Cloth, paper, leather, and
flesh immediately begins to rot whenever exposed to this Indigo Mould is a deep purple fungus continually emitting a
substance. A patch is usually 2’–10’ across, merely a shad- fine cloud of spores. They are only mildly harmful, with ex-
owy patch of dirt with 2-inch high hairy filament growths. It posure causing 1d4 points of damage. However, unfortunate
is difficult to spot (treat as 50% invisible) unless someone adventurers often attempt to neutralize the colony with fire.
is actively searching. Disturbing the Black Mold in any way This is where they are dangerous. Any open flame serves to
(motion, heat, or wind within 5’) causes the patch to send up ignite the cloud (1d4 x 10’ in diameter), inflicting 1d4 points of
a cloud of spores instantly filling an area twice its current damage for each 10’ of size. Anyone caught in the cloud may
diameter. save versus breath weapon for half damage. The fire does not
destroy the colony of Indigo Mold; it just eliminates the spore
Whenever it contacts flesh, the Black Mold spores immedi- cloud for 24 hours.
ately do 1d3 points of damage per round, causing the skin
to dissolve into a fine black powder. Any exposed paper in- MOLD, ORANGE
stantly crumbles, and cloth becomes brittle, falling apart
within 1d4+1 rounds. Leather is slightly more resistant, taking Orange Mold thrives deep in the underdark, and while not
1 full turn before turning to a fine black dust. Each magi- exactly dangerous, it is quite a problem. This mould grows in
cal plus of enchantment on such items adds an additional large colonies 3’-12’ across, appearing as an almost fluores-
2 rounds to the items resistance to the effects of the Black cent orange carpet. Most intelligent races avoid Orange Mold,
Mold (scrolls and tomes with magical writings are considered or have lesser slave races destroy it with torches (done when
to have +2 enchantment). their masters are a safe distance away).

Rinsing the affected item or exposed flesh with water effec- If disturbed, a colony of Orange Mold expels a cloud of
tively removes the spores. spores filling a 30’ radius. Any creature caught within the
cloud takes 2d4 points of damage. In addition, he must im-
MOLD, BLUE mediately make a save versus poison at -2. Failure to save
indicates the spores have affected their vision, completely
Blue Mold thrives in areas containing an abundance of nat- canceling any form of superior vision (infra-vision and ul-
ural crystals. The pale blue fungus constantly emits clouds tra vision). The effects last 3d4 turns before the victims own
of spores, which spread over the minerals, slowly dissolving tears are able to remove the spores. However, if the roll is a
them, causing them to crumble into a fine powder. They in- natural “1”, any victims permanently lose all forms of vision
flict just 1d4 points of damage when contact with flesh is until those affected receive a remove blindness spell.
made, but gemstones of any kind, including IOUN stones,
slowly become lusterless and dull, before the powerful en- MOLD, RED
zymes within the Blue Mold crumbles them into dust.
Red Mold is another form of underground fungus found in
If adventurers enter an area containing Blue Mould spores, two different types: a light red variety, and a deeper crimson,
these settle on any material, being so fine they even pene- almost blood red variety. Both are quite dangerous whenever
trate through pouches and packs to affect gems carried by approached by the unwary. Any motion within 10’ causes the
adventurers. colony of Red Mold to emit a cloud of dangerous spores, fill-
ing a 20’ diameter area.
MOLD, GREEN
The spores from the light red variety do 1d6 points of dam-
Green Mold usually grows in large patches near subterra- age to any creature exposed to the cloud (no saving throw).
nean troll dens. In coloration, it has every shade of green, all It initially manifests as a painful burning rash, causing an
mixed together in a riot of patterns. If disturbed it releases a additional 1d3 points of damage per round for 1d4 rounds.
cloud of spores filling an area 15’ in diameter. The spores from the darker form of Red Mold are much more
dangerous, and can cause 1d10 points of damage every round,
This strange substance only has a limited duration of its main for 1d6 rounds after breathing the spores. In either case, the
effect. Anyone who breathes in the Green Mold spores must only way to neutralize the damaging effects is through the

194 Dwellers in Dark Places


application of large amounts of water. Actual contact with
M
the fine rhizomes blanketing the surface of either type of Red
Mould can cause a painful, instant death, unless the toucher
makes a save versus poison, with a -4 modifier.

MOLD, VIOLET
Bright in color, Violet Mold it often found growing on and
among the many forms of subterranean fungi. The spores
given off by Violet Mould are able to create a euphoric state
in any creature failing a save versus poison at -2. Those af-
fected slowly approach the Violet Mold colony, and simply lay
down to die. The mould sends rhizomes into the creatures
flesh, breaking down tissue for nourishment. This action
causes 1d4 points of damage per round. Very often, there will
be a substantial scree of bones scattered in the area around
the colony.

Once adventurers know the danger, all who encounter a col-


ony quickly learn to avoid Violet Mold.

MOLD, WHITE
Encounters with colonies of White Mold can lead to extremely
unfortunate incidents. Any motion nearby a colony causes
it to emit a dense cloud of white, powdery spores, filling an
area 20’ in diameter. Anyone caught in the cloud takes 3d4
points of choking damage, but in addition, it is as if they have
been the recipient of a faerie fire spell.

A glowing nimbus of light outlines their form in glowing light


for 1d4+2 turns. Any attacks made against affected individ- ART BY LUIGI CASTELLANI
uals during this time gain a +2 to hit modifier. There is no
known way to remove these spores. The terrifying undead creature called a Morgue Haunt is a
thing of nightmares, an insubstantial shape of dead black,
TREASURE: None usually found within the confines of ancient tombs and
crypts. They are foul creatures seeming to exist in two
MORGUE HAUNT planes of existence simultaneously. As tall as a grown man
(Turned a type 9) (often larger) and vaguely humanoid, it skulks in dark places
in search of prey. Its head has no external features; no ears,
Frequency: Very rare nose, or eyes, only a gaping orifice with a set of jaws full of
No. Encountered: 1d4 long dagger-like fangs.
Size: M–L (6’–10’ tall)
Move: 120’ These malign monsters can easily pass through walls, sud-
Armor Class: 0 denly emerging from cover to launch their attack (surprise
Hit Dice: 8d8+8 (*11) on a 1–4 on a six-sided die). They hate light, and have a -2
Attacks: 3 to hit when they are within an area of a continual light spell.
Damage: 1d10+2 (bite), 3d4+2 (x 2 claws)
Special Attacks: Death grasp The Morgue Haunt leaps to attack, attempting to bite at its
Special Defenses: +2 or better weapon to hit prey, the sharp edged teeth causing 1d10+2 points of damage.
Fear The arms of the Morgue Haunt are unnaturally long; usually
Magic Resistance: 45% over 8’ in length, ending in triple fingered, bony black talons
Lair Probability: 80% can easily rip a victim apart. A successful attack from either
Intelligence: Low–average claw does 3d4 +2 points of damage, with any roll of a natural
Alignment: Chaotic evil 20 indicating the Morgue Haunt’s talon has “slipped between
Level/XP: 8/3400+12/hp dimensions”. It does no physical damage to the victim, but
the monster has actually reached through the flesh to clutch
at the beating heart with an icy grip, draining the vitality

Dwellers in Dark Places 195


M
from its prey. There is an agonizing jolt of pain as the target magical auras and enchantments cast upon items.
of the attack immediately loses a point of constitution and
must immediately make a system shock roll to prevent falling The colorful crest thorns (3d4 per Mourglik) occur naturally,
into a comatose state. in almost every color. They are highly prized by tribal ar-
tisans for use as bead work ornamentation in ceremonial
The Morgue Haunt turns as a type 9 undead creature on the garb. Most of the thorns have a value of 1 silver piece, but
clerics turning undead table, but for each Morgue Haunt in the bright red ones are extremely valuable being worth 1 gold
the attacking group the cleric has a -1 modifier to the roll of piece each. The eyes are a useful component for the casting
the die. In a pack, these malign creatures are quite difficult of many forms of detection spells, and in the construction of
to drive off. many of the different magical lenses.

Any gas or cold-based attack is ineffective against these Mourglik collect any small shiny items (gems, coins, etc.) and
monsters and only magical weapons of +2 or better enchant- hide them within their nesting areas. A typical Mourglik nest
ment cause them harm. All other magical attack spells have usually contains 1d3 small leathery eggs (value 50GP each).
a 45% chance to fail when targeting a Morgue Haunt. Domesticating the young is possible if one obtains them as
hatchlings. They serve the same function as house cats in
TREASURE: None keeping small rodents in check. Some remote villages have
several dozen Mourglik flitting among the huts. Some am-
MOURGLIK bitious thieves train these creatures to steal small items of
value.
Frequency: Uncommon
No. Encountered: 3d6 TREASURE: 1d4 x 100 sp (30%), 1d3 x 100 gp (20%), 2d6 gems
Size: S (1’ tall) (20%)
Move: 60’, 180’ fly (AA: V / 120 degree turn)
Armor Class: 3
Hit Dice: 2d8 (*16)
Attacks: 5
Damage: 1 (x2 fore claws), 1–2 (bite), 1d3 (x2 hind claws)
Special Attacks: Poison sting
ART BY CHRIS LETZELTER

Special Defenses: Gaze


Magic Resistance: 20%
Lair Probability: 30%
Intelligence: Low
Alignment: Neutral
Level/XP: 3/120+3/hp

The Mourglik is a nuisance creature inhabiting remote, forest


covered ruins and caves in tropical regions. Although they
are small, they make up for it with their foul temperament
and can challenge most inexperienced adventuring groups
when encountered in a large swarm. They are reptilian in na-
ture with bat-like wings and large jeweled eyes of glittering,
faceted black crystal. A covering of fine, tough scales gives
the Mourglik adequate protection from attack, and adorning
their heads stands a crest of small, brightly colored spines,
each up to two inches long.

In a rush, the Mourglik rise in a confusing swarm to defend


their territory from any intruder, swooping in for an attack,
slashing with their fore claws for 1 point of damage each, and
biting for 1-2 damage. They also rake with their powerful hind
claws for 1d3 points of damage each, and attempt to strike
with a wicked, poisoned, tail barb which does 1 point of dam-
age (save at +2 or take 1d4 additional damage).

Their eyes are quite unusual, allowing the Mourglik to detect


magical auras, enabling them to “see” any invisible or out of
phase creatures with ease. They are also able to detect most

196 Dwellers in Dark Places


M
MUSSA LION COPPER IRON STONE
Frequency: Very rare Rare Uncommon
No. Encountered: 1d3 1d4 1d6
Size: L (8’ long) L (8’ long) L (8’ long)
Move: 180’ 180 180’
Armor Class: 2 -2 0
Hit Dice: 6d8+6 (*13) 8d8+8 (*12) 6d8+6 (*13)
Attacks: 5 5 5
Damage: 1d4+2 (x 4 claws), 1d8 (bite) 1d4+2 (x4 claws), 1d10 (bite) 1d4 (x4 claws), 1d8 (bite)
Special Attacks: Rake (1d6) Rake (2d4) Rake (1d6)
Special Defenses: See below See below See below
Magic Resistance: 35% 45% 25%
Lair Probability: 10% 100% 100%
Intelligence: Low Low Low
Alignment: Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 7/1250+8/hp 8/3200+12/hp 7/1250+8/hp
The Mussa Lions are construct creatures, fantastic beings
formed of copper, stone or iron, with deep green emeralds TREASURE: 1d10 x 1000 sp (50%), 1d6x1000 gp (45%), 1d3 jew-
for eyes. When active, the long tail, tipped with a glittering elry (20%), 1d8 gems (20%), 1d3 magic items (15%), plus 1d3
clear crystal, slowly flicks from left to right, glowing with an scrolls and 1d4 potions (10%)
inner illumination, casting lurid shadow across the monster's
rune covered surface. In the most ancient of ruins, these
silent guardians patiently sit unmoving for decades, fulfilling
the commands of long dead masters. The Mussa Lion is six
legged, built in the form of a great cat with a mane of sharp
spikes, and claws able to rip through solid rock.

When attacking, the Mussa Lion rears up on its hind legs,


using the two forward pairs of limbs to shred their target. At
the same time, they use the wide, fang-filled jaws to bite (see
above for damage dealt by the different types of Mussa Lion).

These constructs also have a few magical abilities: Twice per


day for the Stone Mussa, and three times per day for the
Iron Mussa they may launch a volley of two magic missiles,
one darting from each of their eye gems. They use the tail
to mesmerize opponents, weaving an intricate pattern in the
air; any who look at it must save versus spells or the glittering
display stuns them for 1d4 rounds. Once per day the Copper
Mussa Lion generates a bolt of electricity 60’ long that does
6d6+6 damage to all targets within a 5’ wide path.

All three types of Mussa Lion have a resistance to magical


attacks, only weapons with magical enchantment may cause
them harm (+1 or better weapons needed to strike the Cop-
per or Stone Mussa, and +2 or better are required to hit the
Iron Mussa Lion).

Although they themselves carry little of value (the aforemen-


tioned gems only, and perhaps a few inlays of gold or silver,
the Mussa Lions are usually guardians of long forgotten trea-
sures lying in a chamber nearby. STOCK ART BY GARY DUPUIS

Dwellers in Dark Places 197


M

ART BY FRANK GUNTER

“The stories we had been told by the dwarves of a great amorphous monster were true! We stood transfixed as the
great wooden doors buckled, and flew apart from the immense weight pressing inward from the corridor. Like a liv-
ing avalanche the Malkarst flowed into the chamber, the rocky mass held together by a thick viscous jelly. The very
stones of the floor were scoured to a polished sheen as it passed, and the defenders standing in front of the creature
were ground to powder and absorbed by the beast.”
Tildun-Reffe

198 Dwellers in Dark Places


N
Naga, Cephaloid / Nauri / Necrotia / Necrotia, Crystal / Neo-Xorn / Nicomeyan /
Norskuya / Nubrattu / Nujibba Serpent / Ny’adar
NAGA, CEPHALOID successful Minor Strength Test allows a victim to escape).
In addition, if the initial escape attempt fails, the Cephaloid
Frequency: Very rare Naga automatically attacks with its deadly coils, wrapping
No. Encountered: 1d6 (see below) tightly around the victim, crushing for 3d4+3 damage per
Size: L (16’–24’ long) round. Once attached, only the death of its prey causes the
Move: 120’ Cephaloid Naga to relinquish its deadly embrace. There is a
Armor Class: 3 50% chance of one arm being pinned by this attack, and a
Hit Dice: 10d8 (*10) 10% chance for both arms becoming trapped, and thus ren-
Attacks: 2 dered ineffective.
Damage: 1d6+2 (bite), 3d4+3 (coils)
Special Attacks: Gaze, spells, blood drain

STOCK ART BY BRADLEY K MCDEVITT


Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Average–high
Alignment: Chaotic evil
Level/XP: Common: 7 / 2800+14/hp
Spell caster: As above, +200 per level of caster

Deep below the surface world, there lies a realm of perpetual


darkness, a labyrinthine domain of twisting tunnels and vast
caves, populated with the scattered remains of ancient evil
and lost civilizations. Only the bravest and most powerful
adventurers from the surface world have ever reached this
stygian place, and of those, few have managed to make the
journey back to the safety of the sunlight once again.

The ancient race of Cephaloid Naga (also called the Blood


Naga) dwell in such places, evil serpentine creatures inhab-
iting the shattered ruins of a forgotten, subterranean world.
These monsters are horrifying, with a large head, complete
with a mass of a half dozen or more writhing tentacles. The
eyes are huge white orbs located on either side of a gaping,
prehensile, tooth filled mouth. Dark green scales cover their
bodies, and the length of the serpent’s torso has a complex
Usually found in small groups of a half dozen or so members,
pattern of red spots along with an intricate pattern of orange,
occasionally a larger colony may have as many as 12 of these
blue, and yellow stripes.
terrifying creatures. Although all of these monsters have a
As they stare from the darkness attempting to charm prey, the few innate spell-like powers (see below), almost 10% of Ceph-
pallid orbs glowing with a deadly, pulsing light. Those caught aloid Naga are true spell casters, functioning as magic users
in the gaze must save versus spells or become charmed, will- of 1st– 4th level. A rare few (2%) are more proficient, able to
ing to do all in the service of their new master. Many such cast spells as 5th–7th level mages and a single, powerful 9th
victims serve the Cephaloid Naga’s for years, while others level spell caster leads most large groups.
function as mere cattle, fated for eventual consumption by
their “benevolent” masters. INNATE SPELL POWERS

As the Cephaloid Naga lunges from concealment, the writh- All Cephaloid Naga have certain spell-like abilities, usable
ing suckered tentacles surrounding the face attempt to wrap three times per day, each may use command (as the first
prey in a deadly embrace (succeeding on a roll of 16+). Once level cleric spell) / protection from good (as the 1st level cleric
attached, they grip tightly as the fanged jaws begin their gris- spell) / hold person (as the 2nd level cleric spell) / charm per-
ly work, the small, razor edged teeth located in the feeding son (as the first level magic user spell). The following abilities
orifice biting for 1d6+2 points of damage. Those so caught are usable once per day: detect invisibility (as the 2nd level
automatically suffer full damage (8 hit points) from the bite magic user spell) / dispel magic (as the 3rd level cleric spell) /
each round as the creature greedily feasts on the blood (a and charm monster (as the 4th level magic user spell).

Dwellers in Dark Places 199


N
A Cephaloid Naga colony often contains a few dozen ad-
ditional creatures, charmed to provide additional support
in the event of an attack, or to serve as a readily available
source of nourishment. Trolls, troglodytes, and several hu-
manoid species often fall under the influence of these ter-
rifying creatures. On very rare occasions, small groups of
Cephaloid Naga’s form a raiding party, leading their charmed
minions, intent on driving off any intruders. Occasionally,
one of these ventures establishes a small enclave nearer to
the surface world, usually as traps in order to gather slaves.
However, such outposts are short lived as other dwellers of
the underdark realms soon drive them back into the depths.

TREASURE: Colony- 1d12 x 1000 sp (50%), 1d10 x 1000 gp


(40%), 3d10 gems (25%), 1d6 jewelry (20%), 1d4 magic items
including potions, scrolls (15%)

NAURI
Frequency: Uncommon
No. Encountered: 2d4
Size: L (12’ long)
Move: 180’
Armor Class: 4 ART BY FRANK GUNTER
Hit Dice: 3D8 (*16)
Attacks: 1
Damage: 1d4+1 NECROTIA, DARK
Special Attacks: None (see picture page 83)
Special Defenses: None Frequency: Uncommon / Rare
Magic Resistance: Standard No. Encountered: 3d4 (varies with species)
Lair Probability: 50% Size: S (2’ body, or see below)
Intelligence: Animal Move: 180’
Alignment: Neutral Armor Class: 2 (or see below)
Level/XP: 2/35+5/hp Hit Dice: 3d8 (*16) (Dark Necrotia only, see below for other
species)
The Nauri is a strange inhabitant of all types of woodlands, Attacks: 1
found from the steamy tropics to the temperate hardwood Damage: 1d6 (or see below)
forests of the north. They are quite long and slender, stand- Special Attacks: Swarming (or see below)
ing less than 1’ tall, weighing 250 pounds when fully grown. Special Defenses: +1 weapon to hit, see below
The head of the Nauri, dominated an extremely sharp, nee- Magic Resistance: Standard (or see below)
dle-like beak, moves quickly from side to side as the crea- Lair Probability: 25%
ture easily slips between trees and along the ground, carried Intelligence: Animal–low
quickly on eight pairs of thin legs. Alignment: Neutral
Level/XP: 3/140 +3/hp
They hunt for small game in the forest, searching for liz-
ards, mammals, birds and eggs of all kinds. They use the The bizarre Necrotia in all of its colored varieties is either
long pointed head to probe into nooks and for stabbing up or a dangerous creation or an errant summoning made by the
down to skewer prey. The Rachava (see Rachava) is a favored sorcerous Cabal of Trindall in a bygone age. Many believe this
food of the Nauri, whose body shape is perfectly suited for assembly of mages used these creatures as a guardian trap
hunting within the low tangles of thorns. for their main treasure chambers, hidden deep beneath the
Rhindlinn Mountains.
Usually non-aggressive, they attack if cornered or to prevent
intrusion into a favorite hunting ground. They strike for 1d4+1 However, in just a short time, several of the Necrotia escaped
damage, using the long beak to stab at opponents. If given their control and quickly spread, until now these pests have
the opportunity they quickly flee from most dangerous en- moved across the known world. They are an invasive species,
counters. having overrun and destroyed resident populations in many
environments. The most commonly encountered member of
TREASURE: None
the species is the Dark Necrotia, colored a deep indigo blue

200 Dwellers in Dark Places


with gray streaking. This tripedal pest is a quick and agile
N
ART BY FRANK GUNTER
beast, with four toed feet, equipped with small suckers on the
ends allowing it to move along walls and ceilings with relative
ease; in fact, many times the first indication of this creature’s
presence is when they drop from the shadowy concealment
of the ceiling to attack. The unusual joint structure of the
legs enables easy movement along the ceiling with the vi-
cious beak facing downwards to bite at prey.

The hard glossy black shell of this, the most common Necro-
tia, is extremely hard, and only weapons of at least +1 en-
chantment are able to penetrate and injure this dungeon
pest. Due to the Necrotia’s shape and the hardness of the
carapace, arrows and all other small projectile weapons only
do half their normal damage, as they easily deflect from the
smooth, curved surface. Some primitive races even use the
hollowed out husks of some Necrotia sub-species as helmets.

Beneath the central body of the Necrotia is a wicked tri-part


beak, able to inflict a painful bite of 1d6 points of damage.
They usually attack in a swarm, attempting to overwhelm a
single target before moving on to the next. Dark Necrotia
are relentless, often pursuing their intended victims for miles
through the subterranean world. These predators are quite
cunning, going to great lengths to devise elaborate ambushes.
BLACK NECROTIA
There have been encounters with more than two dozen types
of the Necrotia, each of a different size, texture and color, (5d8 (*15) / Armor class: 1 /Level- 4/250 + 4/hp)
and each possessing its own unique capabilities. However, The 2’ diameter Black Necrotia is perhaps the most feared of
it is only on extremely rare occasions where there has ever this species of creatures. Coal black, it can blend into dark
been an encounter more than one type of Necrotia being areas, with a 90% chance of hiding in shadows. It leaps upon
involved simultaneously. Each of the listed colors tends to an opponent delivering a terrifying bite, inflicting 1d6 points
avoid the others, and the common belief is there are doubt- of damage, but the worst effect is the fact it “drains” 10–100
less many other undiscovered variants of this creature, each experience points (1d10 x 10) from its victim on every suc-
adapted to a specific ecological niche’. The fact there are so cessful hit. Luckily, Black Necrotia appear in small swarms
many different types, and each has its own unique abilities, of 1d4 individuals. There are unconfirmed rumors of Black
gives credence to the belief the Necrotia is an invasive crea- Necrotia reaching twice the size, capable of draining 100-
ture from another Prime Material Plane, and not the result 1000 experience points (1d100 x 10).
of genetic experiments. The Necrotia problem in some cities
is so severe, special groups have been formed to search out BLUE NECROTIA
and eradicate the many types of infestation. Most are of the
opinion the monumental task is hopeless. (3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The Blue Necrotia is an aquatic creature spending its time
In addition to the Dark Necrotia, here are individual details scavenging across the bottoms of rivers, streams and large
on 30 additional known sub-species: bodies of fresh water. They spend their time hunting in the
shallows or lurking in submerged caves where they ambush
BANDED NECROTIA anything approaching too close. The Blue Necrotia is of sim-
ilar size and has all of the same stats as the Dark Necrotia,
(3d8 (*16) / Armor class: 2 / Level: 3/140 +3/hp) with the exception of only 1d6 being encountered at a time.
The Banded Necrotia as completely covered with a rapidly This one adaptation perhaps shows the Necrotia species' one
shifting pattern of colors making them quite confusing to at- weakness: no sub-species has yet been discovered within
tack. Upon viewing a Banded Necrotia, a saving throw versus any salt-water environment, but they undoubtedly exist.
spells is required or the attacker stands stunned by the vi-
sual display for 1d3 rounds. All combatants who make their BROWN NECROTIA
save have a -3 to hit this species. The Banded Necrotia lives
in small groups of 1d6 individuals, and has all of the combat (6d8 (*16) / Armor class: 0 / Level- 4/295 + 5/hp)
skills as the Dark Necrotia. The Brown Necrotia is another of the large sized types of this
invasive creature, encountered in small groups of 1d3 indi-

Dwellers in Dark Places 201


N
viduals. Similar in almost every way with the Green Necrotia gy affecting any creatures in a 10’ radius from the Copper
this pest has a unique quality for the species. The Brown Necrotia causing 3d4 damage. Victims receive a save ver-
Necrotia is able to meld into stone for up to 6 turns (1 hour), sus spells for half damage from either form of attack. This
where it patiently hides until prey is nearby. It cannot move second attack is usable once per turn. They are immune to
through the stone, but the sight of several of these creatures all electrical based attack forms, and 20% resistant to any
emerging simultaneously can be quite disturbing. The bite of other magical attacks. Fortunately, this species is normally
this species does 3d4 points of damage. encountered in small groups of 1d6 members.

DEMONIC NECROTIA
(4d8 (*15) / Armor class: -1 / Level- 6/550 + 4/hp)
Over the many centuries since the Necrotia arrived on our
Prime Material Plane, the Dark Necrotia species has exhibited
a phenomenal ability to adapt and transform itself to any
environment. They can apparently alter their genetic make-
up in order to become almost instantly at one with their
surroundings. Unfortunately, for the races of humanoids, at
some time a few Dark Necrotia apparently came into close
contact with demons. Within days they began to alter, with-
ART BY CHRIS LETZELTER in a generation they had become something quite different;
thus were spawned the Demonic Necrotia, an evil creature of
malign, chaotic intent.

For attacks, they use their beak to cause a wound of 2d6 hit
points of damage. This bite, in addition to a 50% resistance
to spells and the following spell abilities make these crea-
tures dangerous opponents.

The hard carapace of this species contains arcane runes


holding special powers, which the Demonic Necrotia is able
to unleash upon unsuspecting enemies. Whenever an en-
counter with a Demonic Necrotia takes place, it attacks with-
out provocation, using these innate spell powers with dev-
astating effects. It is fortunate they are very rare and found,
and only in small groups of 1d3 individuals.

CLEAR NECROTIA
(3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The Clear Necrotia is also known as the Glass Necrotia, since
it is so clear as to be 85% invisible, perhaps the result of
“genetic” alteration by magic in the far past. This species is
almost impossible to spot if it is standing motionless, so it is
fortunate they travel in groups of only 1d3 individuals. In all
other ways, it has similar statistics as the dark Necrotia.

COPPER NECROTIA
(5d8 (*15) / Armor class: 0/ Level- 5/280 +5/hp)
This medium sized (3’ diameter) member of the Necrotia
species attacks with a vicious bite, inflicting 1d10 points of
ART BY FRANK GUNTER

damage. The Copper Necrotia also is able to attack with a


burst of electrical energy, projecting in two possible ways.
Once per day it is able to fire either a narrow 2’ wide bolt
inflicting 4d6 points of damage to a single target up to 40’
away, or it generates a shimmering field of electrical ener-

202 Dwellers in Dark Places


The Demonic Necrotia have all of the immunities common to points of damage per round. Luckily, these creatures usually
N
demons listed in this document in the section pertaining to travel in small bands of just 1d4 member.
Demons They also have the following unusual powers, each
usable once per day: cause darkness 5’ radius, teleport (no
error), and stinking cloud 5’ radius. They also have the fol-
lowing abilities usable one per round at will: fear by touch,
levitate (4th level), telekinese 500 gp in weight.

FOREST NECROTIA
(1d8 (*19) / Armor class: 6 / Level- 1/15+1/hp)
Perhaps the weakest sub-species of the Necrotia are the For-
est Necrotia, never larger than 1’ in diameter. It is evident
from these creatures, the Necrotian ability of total adapta-
tion to its environment, for there are more than two dozen
types of Forest Necrotia, each adapted to a specific kind of
tree! They can camouflage themselves (90% chance to hide)
when in any woodland area, as their color and surface tex-
ture shifts to match the natural background. Their hide is

ART BY DEL TEIGELER


bark-like in appearance, and their limbs have strange leafy
growths, further enhancing their camouflage ability. The For-
est Necrotia attacks in a swarm of 3d6 creatures, descending
from the high branches in an undulating mob of tiny mouths.
Each can bite for 1d3 points of damage, and for every 4
members attacking a single individual they receive a +1 to
GIANT NECROTIA
hit. Up to 12 of these pests can attack a single target, with
each having +3 to hit. (10d8 (*10) / Armor class: 0 / Level- 7/2400+14/hp)
ART BY BRIAN (“GLAD”) THOMAS Some experts believe this is actually a different species
from all of the other Necrotia, but others are sure this nor-
mally solitary, monstrous creature is yet another example
of the adaptability of this pest. Standing over 10’ in height,
and weighing nearly a ton, this beast is the largest Necrotia
species ever recorded. A rare encounter with 1d4 of these
ponderous creatures can be quite dangerous.

The Giant Necrotia bites with its beak, inflicting 3d8 points
of damage. It also attacks with one of its large, splayed feet,
stomping prey for 2d6 points of damage. The carapace of
the Giant Necrotia is quite dense, and both blunt and edged
weapons only do half their normal damage. Blunt weapons
of +1 or better enchantment do their normal damage when
striking this creature.
FROST NECROTIA
GOLD NECROTIA
(6d8 (*13) / Armor class: 2 / Level- 4/295 + 5/hp)
The Frost Necrotia is a deadly opponent, using another dun- (1d8-1 (*19) / Armor class: 1 / Level- 2/75+2/hp)
geon threat as its weaponry. It subsists on a secondary diet One of the smallest sub-species yet discovered, the minus-
of Brown Mold, scraping it from surfaces with its strong beak. cule Gold Necrotia is still a danger to the inexperienced ex-
It then carries the mould within its body cavity in a diluted plorer. At just over an inch in diameter they are capable of
form. Any warm-blooded creature coming within 5’ of this resting motionless, folding their spindly legs beneath their
devious, yet resourceful creature, takes 2d8 points of dam- bodies, appearing to be nothing more than a sizable gold
age per round from the chilling cold effect of the mold, un- nugget. Adventurers have a 10% chance to spot them with
less they make a successful save versus poison. If the first a casual glance, 25% chance if they make an active search.
save fails, then the victim also needs to make a second saving
throw versus poison or he falls unconscious from the chill for Gold Necrotia thrive in treasure piles, being able to “smell”
1d3 rounds. Once prey drops from exposure, the Frost Necro- gold from great distances. The favored nesting area is atop
tia settles in for a meal, its beak automatically biting for 1d6 or within a heap of coins. They even chew a small opening

Dwellers in Dark Places 203


N
through the sides and backs of wooden chests in order to cause of its bulk, the Gray Necrotia can only move at a speed
lurk on any coins within. of 90’. The huge jagged beak of this beast can deliver a bite
doing 4d4 points of damage. This brute always attempts to
If an unwary creature reaches to gather the coins, the mem- overpower its victims, pinning an opponent to the ground on
bers of the Gold Necrotia swarm strike at +4 to hit (special any roll of 18+ to hit. If successful it automatically bites each
note: a character reaching into a chest does not have any round until killed, or the victim escapes with a successful
shield or dexterity bonus to his armor class during the ini- Minor Strength Test. 1d4 Gray Necrotia congregate in a typical
tial round of combat). When they hit they deliver a painful group. Once per day the Gray Necrotia may Haste itself for
bite inflicting 1d2 points of damage. While this may seem 2d4 rounds, gaining double attacks for those rounds.
trivial to some, the fact there may be 3d6+6 members in the
ambushing swarm means they can swiftly kill much larger JUNGLE NECROTIA
opponents.
(5d8 (*15) / Armor class: 3 / Level- 4/450 + 4/hp)
Colored in streaks of black, brown and shades of green, this
member of the Necrotia species is well adapted to dwell-
ing within tropical jungle areas. The coloration makes them
75% invisible in their chosen environment, allowing them to
surprise opponents on a roll of 1–4 on a six-sided die. They
hunt in small packs of 1d8 individuals, and their splayed toes
allow them to move with relative ease through the branches
of trees. They are one of the medium sized sub-species, with
a very powerful beak capable of inflicting 3d4 points of dam-
age on a successful bite attack.

LUMPY NECROTIA
(8d8 (*12) / Armor class: -2 / Level- 5/500 +8/hp)
The Lumpy Necrotia is a large member of the species, some-
times equaling the Gray Necrotia in size, (6’ in diameter,
weighing 500lbs) but having a tarnished green and copper
coloration. Large hard nodules and plates of dense chitin
cover its entire carapace. It is quite difficult to harm this
creature since it has 50% magic resistance, and only weap-
ons of +2 enchantment or better can smash through the
heavy plates. Lumpy Necrotia usually travel in swarms of 1d6
individuals and they are fierce combatants, able to deliver a
crushing bite inflicting 4d4 points of damage, yet it is slow
having a move of 90’.

ART BY FRANK GUNTER


MAGNETIC NECROTIA
(1d8 (*17) / Armor class: 0 / Level- 3/150+3/hp)
GREEN NECROTIA The Magnetic Necrotia is one of the smaller of the species
so far encountered, is a steel colored creature, only 6 inches
(4d8 (*15) / Armor class: 3 / Level- 4/250 + 4/hp) across with each weighing 25 pounds, traveling in swarms of
One of the larger of these related creatures is the Green 3d4 individuals. They move and hide in clusters, concealing
Necrotia possessing a 4’ diameter body with a horrendous themselves in crevices awaiting a passing victim. They attack
beak capable of causing 3d4 points of damage. This emerald by magnetically attaching themselves to armored targets,
green pest is slightly slower, with a movement rate of 120’. with the weight of their overwhelming numbers encumber-
Considered by many to be the warriors of the species they ing and eventually stopping their prey (-10’ of movement for
gather in groups of 2d4 creatures. each). Once attached they begin to chew on their intended
victim, automatically inflicting 1d2 points of damage for each
GREY NECROTIA attached Magnetic Necrotia, per round. Once attached to a
(8d8 (*12) / Armor class: 2 / Level- 5/500 +8/hp) target the only method of removal is by killing them, thus
The massive Gray Necrotia is one of the rarest of the species, cancelling their magnetic field.
and one of the larger sub-species. The central body of this
creature is almost 6’ across weighing almost 500 pounds. Be-

204 Dwellers in Dark Places


ORANGE NECROTIA
N
Luckily, the Purple Necrotia is a solitary creature. If the spell
is not absorbed, then the Purple Necrotia still saves against
(2d8 (*16) / Armor class: 3 / Level- 4/225 + 4/hp) spells as a 10th level Magic User.
The Orange Necrotia is also known as the “swarming Necro-
tia” since it usually found in massive swarming packs of 5d10 RED NECROTIA
individuals. The second smallest of the species, the central
body is only about 6 inches across. In addition, although they (2d8 (*16) / Armor class: 1 / Level- 4/225 + 4/hp)
are only 2 hit die creatures what they lack in size they make The Red Necrotia is slightly smaller and faster (move 24”)
up for in their greater numbers. They flood across an area in than its Dark Necrotia cousins, usually encountered in small
a moving wave of spindly legs, glossy carapace, and snapping groups of 1d6 individuals. The bite attack of this deep ver-
beaks. If more than 8 individuals attack a single target they milion colored pest does only 1d3 points of damage. Howev-
effectively attack against the rear of the victim, negating any er, the bite contains a powerful enzyme preventing clotting,
bonus for high dexterity. As a swarm they attack as a 6 hit die causing any wound to continue to bleed for 1d6 rounds. The
creature, inflicting a combined 3d4 points of damage. When blood loss causes 1 point of damage per round unless time
attacked, each 6 points of damage they receive eliminates is spent binding the injury (Sword of Wounding). Multiple
one Orange Necrotia from the mass of attackers. wounds inflicted by the Red Necrotia can be extremely dan-
gerous even to higher-level adventurers.
PALE NECROTIA
SILVER NECROTIA
(Varies, as original color +500 experience points)
The Pale Necrotia can be of any size and color, but they are (6d8 (*13) / Armor class: -2 / Level- 4/295 + 5/hp)
covered with sores and flaking patches of hide. These Necro- The Silver Necrotia is usually a solitary creature, covered
tia have been feeding on the many forms of undead. They with an extremely dense shell of fine silvery scales. The ar-
have lost their special abilities, becoming disease carriers mor class of this species is -2 and only edged weapons of
doomed to a short life. If a character receives a bite from +2 enchantment can penetrate; blunt weapons of any kind
a Pale Necrotia, it does damage as per the color it originally cannot harm this creature, simply bouncing from the dense
possessed. However, a transfer of whatever mixture of dis- metallic covering. In all other ways, it is similar to the Dark
eases the creature has contracted augments the bite dam- Necrotia as regards combat abilities.
age. Victims must save versus poison at a -2 or they become
infected with a plague type disease, fatal within 1d6 days. SPECKLED NECROTIA
This species is often mistaken for an Undead Necrotia.
(5d8 (*15) / Armor class: 2 / Level- 4/250 + 4/hp)
PUNGENT NECROTIA The Speckled Necrotia is the same size as the green species,
usually in a dull brown color with whitish yellow spots. This
(4d8 (*15) / Armor class: 4 / Level- 3/130+5/hp) type of Necrotia congregates in small groups of 1d4 individu-
The 2’ diameter Pungent Necrotia appear to be nothing more als. They are able to Teleport once per day up to a distance
than a small pile of rotting garbage, exuding a foul stench. of 60’ to any place within their line of sight. They especially
The look of the carapace gives a small amount of camouflage delight in teleporting to the back of an opponent to gain a
(50% chance to be concealed when not moving). They gather rear attack advantage of +2 to hit and in the process knocking
in small packs of 2d4 individuals, most often lurking in the the prey to the ground. They cause 3d4 points of damage
area of cisterns and subterranean sumps feeding off offal, with a successful bite attack.
and any unwary creatures straying within reach. They sit mo-
tionless, striking with great speed to obtain a meal. The bite SPINED NECROTIA
attack of the Pungent Necrotia does 1d6 damage.
(4d8 (*15) / Armor class: 2 / Level- 4/250 + 4/hp)
PURPLE NECROTIA The Spined Necrotia is the same size as the violet and black
members of their species. They have the ability to employ
(7d8 (*13) / Armor class: 0 / Level- 4/295 + 5/hp) a ranged attack, using the spines growing from their central
The Purple Necrotia is a spell energy absorber. Any spell tar- body. They may hurl a volley of 1d6 of these spines up to a
geting this creature has a 75% chance of being absorbed and distance of 20’. Each successful hit inflicts 1d3 points of dam-
stored, whereupon the Purple Necrotia may release the spell age. Their bite attack is weak, doing 1d4 points of damage,
energy at any time within 24 hours. They only retain the and they may only fire a single volley of spines per day. They
energy from a single spell at any one time. The bite of the travel in medium sized groups of 1d6 individuals.
Purple Necrotia normally does only 1d4 points of damage, but
any stored magical energy adds to the strength of the bite
at the rate of +1 damage per level of the spell stored for a
number of rounds equal to the spells level. Thus a 7th level
spell adds +7 to the damage of the bite attacks for 7 rounds.

Dwellers in Dark Places 205


N VIOLET NECROTIA
(4d8 (*15) / Armor class: 0 / Level- 4/250 + 4/hp)
The Violet Necrotia is one of the most feared of the species,
encountered in small groups of 1d6 individuals. Deeply violet
in color with streaks of magenta this creature has a magic
resistance of 65%. In addition, only weapons of +2 or better
enchantment can strike this species. Although it is the same
size as the Dark Necrotia the bite of this creature is weaker,
inflicting only 1d4 points of damage.

WHITE NECROTIA
(3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The White Necrotia, with its webbed feet dwells in deep caves
of ice and snow where this arctic predator is almost impossi-
ble to spot (considered 80% invisible under such conditions).
They occasionally travel in a pack of 4d4 individuals across
ART BY CHRIS LETZELTER the frozen wastes in search of prey, swarming to attack any
living thing encountered. The combat stats are all similar to
TINY NECROTIA the Dark Necrotia, with the exception of a cold effect from
(1hp each (*20) / Armor class: 7 / Level- 3/300 experience their 1d6 hit point bite, adding an additional 1d3 points of
points each swarm) damage on any successful attack.
The smallest of the species is the Tiny Necrotia, barely an
inch across, traveling in large swarms of 3d6 x 10 members WINGED NECROTIA
in search of prey. When attacking, the fast moving swarm
(2d8 (*16) / Armor class: 3/ Level- 2/25 +2/hp)
envelops the victim in a living blanket of scurrying forms, one
In appearance this sub-species has the same coloration as
victim for every 30 in the swarm. The Tiny Necrotia swarm,
the Dark Necrotia, but all Winged Necrotia are small, never
inflicts 1d6 points of damage per round automatically. The
larger than 1’ in diameter. However, despite their small size,
swarm also has a 10% resistance to magical attacks, but they
they are still quite dangerous. As they developed their wings,
suffer damage from all normal weapon attacks. Each point of
this sub-species lost their legs, becoming aerial creatures
damage kills one Tiny Necrotia, and when the swarm num-
(120’ flying (AA: IV / 90-degree turn). This sub species tends
bers 20 or fewer members, they flee.
to cluster in small groups of 3d4 members. When at rest the
brood finds a secluded spot where they hover in place, the
UNDEAD NECROTIA constant flapping of wings causing a slight buzzing sound
(6d8 (*13) / Armor class: 4 / Level- 4/275 + 6/hp) audible up to 30’ away.
Undead Necrotia are extremely dangerous, so it is fortunate
When the Winged Necrotia attacks, they swoop down, at-
they are usually only encountered in small groups of 1d6 in-
tempting to bite the target, delivering 1d3 points of damage.
dividuals. Any coloration on the carapace of this sub-species
On a successful attack roll of 18+, they latch on to the prey,
is quite dull, and the hardened shell is quite often cracked,
automatically biting for 1d3 points of damage per round.
or peeling (thus its armor class of 4). Whether they are actual
victims of undead attack, or whether they suffer from feed-
YELLOW NECROTIA
ing on undead creatures, they have adapted and taken upon
themselves some undead abilities. (3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The Yellow Necrotia is a 2’ diameter sand dweller, burrowing
The bite of this creature inflicts just 1d6 points of damage,
deep beneath the surface to attack its enemies from below.
but it has paralytic saliva powerful enough to incapacitate a
It bursts upward spraying a cloud of sand in a 10’ radius.
victim for 1d3 rounds (save versus poison to avoid the effect).
Any creature caught in the cloud must make a save versus
Paralyzed victims can be bitten automatically once per round
poison or temporarily blinded by sand for 1d4 rounds. The
for full damage. Even though they are undead, they are un-
Yellow Necrotia attacks blinded opponents at a +2 to hit and
affected by any form of clerical turning, since they have no
damage. This very light yellow-tan colored member of the
concept of gods, nor do they have any discernible level of in-
species has wide splayed feet allowing them to travel at great
telligence. This species is often mistaken for a Pale Necrotia.
speed over loose sand (180’ movement). A swarm of Yellow
Necrotia normally have 3d6 members. All other stats are
similar to the Dark Necrotia.

206 Dwellers in Dark Places


NECROTIA, CRYSTAL NEO-XORN
N
Frequency: Very rare Frequency: Very rare
No. Encountered: 1d6 No. Encountered: 1d3
Size: S–M (4’–5’ diameter body) Size: L (8’ tall)
Move: 120’ Move: 90’
Armor Class: -3 Armor Class: -3
Hit Dice: 4d8 (*15) Hit Dice: 10d8+10 (*10)
Attacks: 2 Attacks: 4
Damage: 3d4 (cutting), 1d6+2 (bite) Damage: 1d8+2 (x3 claws), 4d8 (bite)
Special Attacks: None Special Attacks: Surprise on a 1–4
Special Defenses: Spell reflection Special Defenses: See below
Magic Resistance: 60% Magic Resistance: Standard
Lair Probability: 75% Lair Probability: 40%
Intelligence: Low–average Intelligence: Average
Alignment: Neutral Alignment: Neutral
Level/XP: 5/250+4/hp Level/XP: 8/3400+16/hp

The Crystal Necrotia is a dangerous creature found deep be- The Neo-Xorn is a resident of the Elemental Plane of Earth,
neath the ground in areas of great crystal formations. Here occasionally encountered in mineral rich areas of the Prime
these multi-colored creatures graze, feeding on the delicate Material Plane. Similar in basic appearance to the most com-
structures. Often mistaken for Crysmals, this creature is mon member of its species, the Neo-Xorn is almost twice the
much more dangerous; in fact, it actively pursues Crysmals size with a covering of thick metallic scales. The only true
and any other crystalline life forms, regarded as a delicacy. In difference is the placement of the mouth located on the front
rare cases, several smaller swarms band together in order to of the Neo-Xorn.
attack much larger creatures, even challenging the Crystal-
line Behemoth (see Crystalline Behemoth). Even though it is Cold-based attacks and all forms of normal and magical fire
still a sub-species of the invasive Dark Necrotia, it is different do not harm this creature. Lightning based attacks do half or
enough it deserves a separate listing. no damage if a saving throw is successful. Earth based spells
have some effect, with Rock to Flesh and Stone to Mud be-
The powerful beak of the Crystal Necrotia can easily crush ing effective in lowering the creatures armor class to 9 for a
the hardest of crystals, grinding them into a fine consumable single round, plus the Neo-Xorn cannot attack for one round
powder. Unfortunately for adventurers the beak is exceeding- as it rearranges its molecular structure. The spell passwall
ly sharp and can easily cut through any known armor, having inflicts 1d10+10 damage to this monster, and a move earth
a +2 to hit any armored creature with their bite, inflicting a spell stuns the Neo-Xorn and hurls it 10’–30’ away.
painful 1d6+2 points of damage. They also attack any intrud-
ers by slashing against them with the dozens of razor-sharp
crystals covering their carapace, doing 3d4 points of damage.

The complex structure of the crystals also aid in the defense


of the Crystal Necrotia. Direct attack forms of spells cast at
the Crystal Necrotia and saved against reflect back at the
caster. Thus, many spells, such as Magic Missile, Disintegrate,
etc. can be extremely dangerous to a spell caster whenever
used against the Crystal Necrotia.

Sages believe prolonged proximity to the forces of an Elemen-


tal Portal to the Plane of Mineral affected this subterranean
species of Necrotia, and has so altered their structure as to
make them an entirely different species from the original
Necrotia. The fact they now appear on the Elemental Planes
of Earth and Mineral seem to support this theory. Many sages
believe this new sub species represents the Necrotia “inva-
sion into one of the Elemental Planes”…undoubtedly there
are others, yet undiscovered, having similarly adapted to the
other Elemental Planes.

TREASURE: None ART BY FRANK GUNTER

Dwellers in Dark Places 207


N
The three claws of the Neo-Xorn are quite powerful, capable Special Defenses: None
of tearing through solid stone. On a successful attack, they Magic Resistance: Standard
inflict 1d8 +2 damage and the bite attack can do an additional Lair Probability: 90%
4d8 points of damage with rock crushing force. Intelligence: Animal–low
Alignment: Neutral
Where the more common form of this creature has a fond- Level/XP: 8/3700+18/hp
ness for metals, the Neo-Xorn seeks rare crystals for its di-
etary needs. Unfortunately for adventurers these creatures The deep channels of the swamp are the home of this pon-
crave, in fact are almost insane by a desire for IOUN stones. derous, hidden killer. The Nicomeyan lurks just a few feet
These “magical gems” are their favorite food, and they can below the surface of their dark silt filled environment, com-
sense the energies given off by IOUN stones, even through pletely obscured by the murky water. Anchored to the bot-
solid rock from several hundred yards distance. The prince tom of the channel this huge carnivore is a master of dis-
of the Quasi-Elemental Plane of Mineral named Crystalle (see guise. Only the eye stalks of this predator protrude above
Crystalle) has his minions maintain a constant vigil in order the surface, hidden from view by the many surface plants
to keep these creatures away from certain parts of the min- in the area. It patiently waits for any inattentive prey before
eral plane, and his private stores of these powerful crystals. striking.

TREASURE: None With three huge, tri-clawed tentacles having a reach of 30’,
the attacks of the Nicomeyan slam into their prey, inflicting
NICOMEYAN 2d4 points of damage with each successful hit. A roll of 18+
indicates the tentacle grabbed its prey, and the unfortunate
Frequency: Very rare victim must escape (Major Strength Test) or he ends up with-
No. Encountered: 1 (1d4) in the gaping maw (this action takes but 1d3 rounds). If there
Size: L (12’–30’ tall) is prey in the water directly above the mouth, it lunges up-
Move: 10’ ward from beneath the water, rising up to bite for 3d6 points
Armor Class: 3 of damage. Any roll of 20 with the bite indicates it has swal-
Hit Dice: 13d8 (*9) lowed any victim of man-sized or smaller. If not freed within
Attacks: 4 1d4 rounds the victim will perish.
Damage: 2d4 (x3 clawed tentacles), 3d6 (bite)
Special Attacks: Swallow whole The Lishku (see Lishku) of the swamp quite often lure
invading enemies into a position where they suffer at-
tack by these creatures. The powerful tentacles are
quite capable of crushing small watercraft, or for tear-
ing any raft to splinters, spilling the occupants into the
water and almost certain death.

The Nicomeyan often stays in one ambush spot for


weeks or months, but if need be, it is capable of slowly
moving through the murky water to seek a more fa-
vorable position. In very rare occasions, if a chosen
position is wide enough and prey is plentiful enough, it
is possible two or even three of these fearsome pred-
ators could be in the same area.

Because of the size of their jaws, larger items of value


might lay within the gullet of a Nicomeyan. Such items
may remain for weeks before this creature regurgi-
tates or excretes them into the murky depths of the
swamp, where they are most likely lost forever.

TREASURE: 1d4x1000gp (20%), 2d4 gems (15%), 1d3


magic items (10%)

ART BY DEL TEIGELER

208 Dwellers in Dark Places


N
NORSKUYA FEMALE GUARD LEADER MALE YOUNG
Frequency: Uncommon Uncommon Rare Uncommon Uncommon
No. Encountered: 3d8 1d6+1 1 4d4 3d4
Size: M (6’ tall) L (8’ tall) L (8’ tall) M (6’ tall) S (4’ tall)
Move: 90’ 90’ 90’ 90’ 90”
Armor Class: 2 2 2 2 2
Hit Dice: 4d8+4 (*15) 7d8+7 (*12 base) 8d8+8 (*10 base) 6d8+6 (*13 base) 2d8+2 (*16)
Attacks: 3 3 3 3 3
Damage: 1d3 (x2 claws), 1d4 3d4+2 (halberd), 3d4+4 (halberd) 3d4 (halberd) 1d4 (x 3 dagger)
(bite 1d6+2 (mace, 1d6+4 (mace, 1d4+4 1d6 (mace, 1d4+1
1d4+2 (sword) (sword) (sword)
Special Attacks: None See below See below See below None
Special Defenses: None None None None None
Magic Resistance: Standard Standard Standard Standard Standard
Lair Probability: 75% 75% 75% 75% 75%
Intelligence: Low–average Low–average Low–average Low–average Low–average
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 4/225 + 6/hp 6/550 + 10/hp 6/900 +12/hp 5/350 + 8/hp 2/50 + 3/hp
The Norskuya are a primitive race of tentacled, barrel-bod-
ied creatures living in the most remote of mountainous re-
gions, or in cave systems deep below the surface world. Their
blackish-gray carapace provides thick insulation, protecting
them from both hot and cold conditions. They have infra-vi-
sion, allowing them to see up to 120’, along with a simple
form of echolocation, enabling them to move around in the
pitch-black conditions of the underdark. Because of the “so-
nar” and the four eyes located around the “head” the Nor-
skuya are almost impossible to surprise (1 out of 10 chances),
and most forms of invisibility are useless against them.

The Norskuya live in very close-knit tribal communities, the


scattered smaller family units gathering every few years for
mating and trading. These smaller clans occasionally join
forces for a major hunt during the migratory season, or to
drive off any larger predators straying into their areas.

The Norskuya communicate with each other in a very low


bass rumbling language through a very sensitive organ locat-
ed within the top of the head. The deep thrumming sounds
it creates travels for miles through subterranean tunnels
and around stony valleys. It also reacts to slight air pressure
changes caused by movement, making it quite easy for them
to detect invisible opponents, moving nearby (4 in 6 chances
they sense any movement, and on a roll of 1 or 2, they have
no penalties when fighting against invisible targets).

The Norskuya traditionally fight with a large obsidian dagger


inflicting 1d4 + 1 damage. They also use a double-ended pole
arm, with a slashing stone blade at one end (3d4 points of
damage) and a heavy studded club at the other (1d6 points
of damage). If the club end rolls a 20 the target must save
versus poison or be stunned by the impact for 1d3 rounds. ART BY BRIAN (“GLAD”) THOMAS

Dwellers in Dark Places 209


N
A typical tribal community usually consists of 4d4 fighting Barely sentient, only a few of their widely scattered tribes
males (hit dice 6+6), 3d8 adult females (hit dice 4+4 claws have discovered the secret of fire, sheltering in the cover of
and bite only), and 3d4 young (hit dice 2+2, dagger only). The heavy thickets during the rainy season. Most of the more ad-
tribal leader of the community lives apart from his clan in vanced Nubrattu tribes cover themselves in intricate tattoos
most cases along with his mate and her offspring and 2d4 of blue and green (see below).
large experienced warriors who serve to protect them. The
leader is very large and quite powerful standing 8’ tall. He
has 8+8 hit dice and does +4 damage to any of his attacks.
The chosen guards are also larger, standing 7’ tall, adding +2
to all of their attacks; with each having 7+7 hit dice.

In almost all cases, the family members in a given Norskuya


clan are “linked” via a limited telepathy. They are not able
to project any coherent thoughts or tangible messages, but
each can feel the mood and emotions of all others in his
family. The entire clan instantly is aware of any indication of
fear or injury.

If deprived of weapons the Norskuya attacks with clawed ten-


tacles, teeth and claws. The tentacles lash for 1d3 points of
damage, the bite can inflict 1d6 points of damage and one
of the foot claws can rake at an opponent for 2d4 points of
damage.
STOCK ART BY GARY DUPUIS

They are able to communicate with other races in a primi-


tive form of the bugbear/goblin language. Occasionally they
trade rough gemstones for items of value. Bugbears some-
times hunt these creatures, seeking the carapace, which they
fabricate into thick leather armor plates or shields.

TREASURE: Lair: 3d4x1000 sp (30%), 1d6x1000 gp (25%), 4d8


gems (20%)
Individual: 1d8 gems (20%)

NUBRATTU
Frequency: Uncommon
No. Encountered: 3d4
Size: M (6’ tall) A sudden charge from the underbrush is usually the first
Move: 120’ indication the Nubrattu are present. Lowering their heads,
Armor Class: 4 they bear down on their opponent delivering 3d6+6 damage
Hit Dice: 4d8 (*15) on a successful hit. If the attack roll is a 20 then they knock
Attacks: 5 their enemy flying, stunning the victim for 1d3 rounds, unless
Damage: 1d3 (x2 fists), 2d4+2 (bite), 1d6 (x2 antlers) a save versus paralysis succeeds. Thereafter they strike with
Special Attacks: Charge fists for 1d3 damage, along with a savage bite attack for 2d4+2
Special Defenses: None damage, along with slashing with their antlers for 1d6 damage
Magic Resistance: Standard apiece. A few (20%) might even carry large, crude thrusting
Lair Probability: 10% spears doing 1d8+1 damage, replacing the two fist attacks.
Intelligence: Low
Alignment: Chaotic (neutral) Nubrattu often associate with, or are subservient to a coven
Level/XP: 3/110+4/hp of hags, keeping a watch for intruders. In exchange for their
service, the hags themselves often apply the magical tattoos.
The Nubrattu live in thick tangles of thorny vines, preferring Some of the inked patterns used grant a bonus to armor
to dwell in the lightly forested areas near the fringes of many class or to an attack, others aid in concealment. I leave it
great swamplands. Hooved humanoids, these boar headed up to the individual game masters as to exactly what powers
creatures are extremely belligerent, attacking any who stray manifest from the mystical tattoos.
into their hunting grounds. Thick pelts of course, unkempt
hair grow from the crown of their head and along their back. TREASURE: None

210 Dwellers in Dark Places


NUJIBBA SERPENT
N
Frequency: Very rare
No. Encountered: 1 or 1d4+1 (see below)
Size: L (20ft wingspan, 30’ long)
Move: 30’, 120’ flying (AA: Level III / 60-degree turn)
Armor Class: 4
Hit Dice: 9d8 (*11)
Attacks: 4
Damage: 2d6 (bite), 1d6 (x2 claws), 1d4 (tail sting)
Special Attacks: Coils, poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 25%

STOCK ART BY BRADLEY K MCDEVITT


Intelligence: Non-
Alignment: Chaotic evil
Level/XP: 7/1600+12/hp

The expansive, tangled jungles of the equatorial


region cover thousands of square miles with lush
vegetation, and hidden in the green vastness there
are many secrets. There are dead cities and lost
civilizations, some thought to be extinct for centuries,
still surviving in secluded valleys. There are ancient
mines containing valuable minerals and gems, now
long abandoned and falling into decay. Moreover,
there are hundreds of strange creatures, many of
them rarely seen by the eyes of man. The Nujibba
Serpents survive in only a few places, far from any
civilized lands. At over 30’ long, these winged
reptilians move through the dense foliage, weaving
through the trees in search of a meal. With the
coloration of their scales consisting of a variety of green
shades, along with brown and black streaks, the Nujibba Ser- period they become exceedingly aggressive. The adults, who
pent is perfectly suited for ambushing prey, surprising on a fiercely attack any who approach, guard the eggs until they
roll of 1-4 on a six-sided die. hatch, bringing food to the nestlings, until they begin to fly
and hunt on their own after 6 weeks. Within a few more
In a blur of flashing colors, The Nujibba Serpent attacks, weeks, the adults leave the young Nujibba Serpents to sur-
dropping from above at double the listed speed for its initial vive on their own.
strike. Upon hitting, the powerful beak snaps for 2d6 dam-
age, followed quickly by a pair of attacks from the hind claws The venom of the Nujibba Serpent is valuable to some alche-
dealing an additional 1d6 damage each. Finally, the poison mists, fetching 1d4 x 50 gp per ounce, with the poison glands
laden, whip-like tail strikes for 1d4 damage, injection a viru- of a grown adult containing 1d3 ounces. Applied to a weapon
lent poison (save versus poison at -2 or death occurs within and allowed to dry, this fluid remains deadly for many weeks,
1d4+1 rounds). If both hind claws strike on an attack, the and if used in a protected trap, it might remain for decades,
Nujibba Serpent might choose to coils around its prey, con- sometimes outlasting the builders of the trap.
stricting for 1d10 damage per round, with a successful Major
Strength Test allowing the victim to slip free. They rarely use During their brief time of wakefulness, the great Snake Feath-
this attack form against any group of adventurers, reserving er Dragons (see Snake Feather Dragon) hunt for the Nujibba
it for assaults on solitary travelers. Serpents, consuming a dozen or more apiece. It is a strange
coincidence that the awakiening of the Snake Feather Drag-
Although the Nujibba Serpent usually lives as a solitary crea- ons always corresponds with a drastic increase in the popu-
ture, sometimes an encounter consists of a mated pair, pos- lation of Nujibba Serpents.
sibly with a few young. Every few years the males seek a high
ridge where they build a nest where the female lays 1d3 large TREASURE: None
eggs. During the “courtship dance” as many as four males
attempt to lure the female to their nest, and during this brief

Dwellers in Dark Places 211


N
NY’ADAR and damage rolls. There is a 45% chance of a Ny’adar using
magical weapons or shields, greatly augmenting their attacks
Frequency: Very rare as well. They only rarely use missile weaponry of any kind,
No. Encountered: 1d3 relying on the powers of their eye stalks for ranged combat.
Size: M (6’ tall) Ny’adar may also use any magic item usable by the fighter
Move: 120 class.
Armor Class: 1
Hit Dice: 6d8 (*13 base) Centrally located in the chest of any Ny’adar, protected by
Attacks: 2 heavy folds of skin, there is a large eye, only revealed when
Damage: By weapon+3 (x2) faced with powerful opponents. This baleful orb projects an
Special Attacks: See below anti-magic cone 20’ long and 10’ wide at the base. Within the
Special Defenses: See below designated area, no magic device works, no spells function,
Magic Resistance: 20% and any form of magical protection becomes completely nul-
Lair Probability: 60% lified. It is important to note that even the eye stalk powers of
Intelligence: Average-high the Ny’adar fail to function within the area of effect. Sprout-
Alignment: Chaotic evil ing from the chest and back each Ny’adar possesses 1d4+2
Level/XP: 6/700+6/hp writhing eye stalks, and up to 3 are able to cast spells each
round. The abilities are determined randomly by rolling a
Most experts believe the Meelinn (see Meelinn) genetically six-sided die and consulting the table below, it is possible for
created the warrior race of Ny’adar during a violent conflict multiple eyes to cast the same spell:
against the chaotic ocular orbs many centuries ago. Fortu-
nately, even though they are long lived, few of these creatures
exist today. Developed by mixing the essence of the orbs 1- Magic Missile volley dœs 1d4+1 damage / there is a
with a long vanished race of evil humanoids these powerful 20% chance of the volley consisting of 2 missiles in-
creatures soon became the vanguard of the Meelinn raiding flicting 3d4+3 damage / in all cases, the missiles must
parties. Dark gray in coloration, the skin of the Ny’adar has all strike the same target
the toughness of stone (armor class 1), and is resistant to
2- Telekinesis: 300 pounds / 1d3 rounds duration / when
many magical effects (see below).
in use the eye cannot cast another spell
Ny’adar are able to use any form of melee weapon, attack- 3- Cause light wound: Range-20’ / inflicts 1d8 damage
ing twice per round, preferring longsword, and shield (85% 4- Paralysis: Range-20’ / 1d4 rounds duration
chance). Because of their great strength, they have a +1 to hit
5- Fumble: Range- 20’ / 1d3 rounds duration
6- Cause temporary blindness: Range- 20’ / 1d4 rounds
STOCK ART BY BRADLEY K MCDEVITT

duration

Only weapons of +1 or better magical enchantment cause


injury to the Ny’adar, and fire and cold only to half of their
normal damage. Electrical based attacks are completely in-
effective and with a 20% resistance to magic, many spells are
ineffective when cast upon the Ny’adar.

TREASURE: 1d3x500 gp (25%), 1d8 gems (20%), 1d3 jewelry


(15%), 1d2 magic items (15%)

STOCK ART BY WILLIAM MCAUSLAND

212 Dwellers in Dark Places


O
OBSIDIAN HULk / OCH’EEN / OCOSSATINE / OCULI / OONAgRAH / OOzE, pARASITIC /
OOzE, vARIOUS / ORCHID, DEADLY / ORIANI pLANT / OSERIA SERpENT / OULTASH / OxAEL /
OzINApTOR
OBSIDIAN HULK
Frequency: Rare
No. Encountered: 1d3
Size: L (8’)
Move: 90’
Armor Class: -2
Hit Dice: 8d10+8 (*11)
Attacks: 4
Damage: 1d6+6 (x4 claws), or by weapon x 2
Special Attacks: None
Special Defenses: Half damage from edged, camouflage
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Neutral
Level/XP: 7/1600+12/hp

The Obsidian Hulk, also called a Stone Juggernaut by most


ART BY HUNTER REID AND FRANK GUNTER

dwarves and gnomes, is a living creature, even though it is


seemingly made of solid rocky plates. At 1500+ pounds, and
vaguely humanoid in appearance, this 8 foot tall, four-armed
monster lumbers through the underdark, migrating from one
cave system to another in search of sustenance. Obsidian
Hulks feed almost entirely on slimes, moulds and fungus, in-
cluding any form of living jelly or pudding (ochre jelly, gelati-
nous cubes, black pudding etc.). However, they are opportu-
nistic feeders, attacking any creature straying into its reach.

The Obsidian Hulk is immensely strong, attacking with its four


Occasionally, a few Obsidian Hulk groups merge for a short
stony fists, smashing at opponents for 1d6+6 points of dam-
time for mating and during these brief periods adventurers
age on each strike. Occasionally (20% chance) they pause for
could encounter 2d4 of these massive brutes.
a round of combat in order to snap off a length of stalactite
or stalagmite; using it as a club (they commonly use two such
TREASURE: None
weapons at one time). With this length of stone, they are able
to inflict 3d4+6 points of damage. Only in very rare instances
OCH’EEN
does one of these creatures intentionally carry such a weap-
on, having a tendency to drop it soon after any combat ends. Frequency: Rare
No. Encountered: 1d8
Edged weapons only do half damage against an Obsidian
Size: L (8’ tall)
Hulk, while blunt weapons function normally. Fire based
Move: 120’
spells have no effect, however cold slows them for 1d3 rounds
Armor Class: 3
and rock to mud spells make them armor class 4 for 1d3
Hit Dice: 7d8 (*13)
rounds. When at rest, the Obsidian Hulk easily blends into its
Attacks: 3
rocky background, effectively becoming 90% invisible. How-
Damage: 3d4 (x2 claws), 4d4 (bite)
ever, both dwarves and gnomes always have a 66% chance
Special Attacks: Rend
(1-4 on a six sided die) to spot these creatures.
Special Defenses: None
A large group of Obsidian Hulks are almost unstoppable, able Magic Resistance: Standard
to easily destroy an entire mushroom forest within a few Lair Probability: 75%
days. Intelligent fungus creatures often lure adventurers into Intelligence: Low
encounters with these massive intruders, a clever solution to Alignment: Neutral
two separate problems. Level/XP: 6/650+8/hp

Dwellers in Dark Places 213


O
The powerful Och’een dwells in mountainous regions, where OCOSSATINE
they easily climb sheer rock faces with their massive clawed
hands and feet. Traveling in small packs, they hunt for prey Frequency: Uncommon
among the larger mammals (goats, antelope, and deer), No. Encountered: 1d4 (2d4 very rare)
sharing their domain. These monsters have a heavy matted Size: L (18-inch diameter, 15’ long)
coat of fur, protecting them from the cold of the high places. Move: 180’
They have no discernible eyes, are as large and as strong as Armor Class: 6 / 4
the great white bears of the northern ice, and when enraged Hit Dice: 7d8+7 (*13)
they fight with unmatched ferocity. Attacks: 3
Damage: 1d8+(2 bite), 1d6 (x 2 claws)
Possessing an echolocation vision similar to a bat, Och’een Special Attacks: See below / swallow whole
are also extremely adept at surviving in the darkest of caves, Special Defenses: None
hunting with impunity in the eternal realm of night. In fact, Magic Resistance: 20%
this form of navigation makes all forms of invisibility useless Lair Probability: 30%
against these monsters. Intelligence: Low–average
Alignment: Neutral
Level/XP: 7/1275+10/hp

The Ocossatine is one of the stranger denizens of the deep


underground realms, its body consisting of a long, worm-
like structure with a rasping mouth located at each end. The
main trunk is a continuously pulsating, semi-transparent
tube of pale white flesh. Girdling it, at the center is a thicker
portion made of a much denser material. From the central
area, four thin, yet powerful arms protrude, each ending in a
set of sharp digits. The “mouth” ends of the Ocossatine each
has a band of heavier flesh with eight eyes. Stalking the edges
of underground bodies of water, and especially the fringes
of any subterranean swamp, they search for anything slow
enough to catch.

The Ocossatine moves by arching its “torso” while supporting


itself with its spiked legs. It can easily span a 10’ wide gap
during movement, and its flesh is quite pliable, extending
the creatures length up to a maximum of 20’ long if the need
arises. The sight of several Ocossatine on the hunt is quite
disturbing, as they move silently through a cavern. Scouring
ART BY ZACHERY HARGENRADER the floor, walls, and ceiling they probe in small nooks, and in
The overly large, splayed paws are almost sloth-like, equipped the fetid, shallow water, searching for food. They often suck
with 8-inch long claws. Each of these weapons is capable of in fungus covered stones, spitting them out once again after
inflicting a terrible wound of 3d4 points of damage. If both the rasping teeth have scoured them clean.
claws score a hit on the same opponent, the Och’een auto-
The mouth ends can easily expand in order to swallow man
matically rends the victim for 2d8 points of additional dam-
sized prey whole. It often supports itself on three of its legs
age. The wide jaws have multiple rows of sharp teeth, equally
in order to attack with both mouths. If it chooses this method
as deadly, biting for 4d4 points of damage.
of attack, it does not receive the two claw attacks.
The Och’een is highly resistant to damage, with a vitality al-
When biting, the Ocossatine does 1d8+2 points of damage,
lowing them to fight to negative 10 hit points. If the Och’een
and each claw attack does 1d6 damage. On any bite attack
have a weakness it is a silence spell, rendering them essen-
roll of a natural 20, against opponents, the monster swallows
tially” blind” when they are within the area of effect. When
its prey whole, doing double damage (2d8+4) each round as
such a spell is cast, the Och’een usually flees.
multiple rows of grinding teeth mulch the victim.
Cold-based magical attacks have no effect against the
The heavier fleshed bulges, where the eyes and the majority
Och’een, but against fire, they have a -2 saving throw ad-
of vital organs are located, are all armor class 4. The slimy
justment, and such attacks do an additional point of damage
flesh in the areas between the bulges is extremely pale and
per die.
semi-transparent (armor class 6). This softer area is also
TREASURE: None much more resistant to damage, sealing itself rapidly from

214 Dwellers in Dark Places


cuts. Therefore, the damage from all edged attacks striking Oculi are similar looking to normal undead of their type
O
this area (75% chance) will be reduced by half. in most respects, appearing as skeletons, zombies, ghouls,
ghasts, or mummies. All seem to be much more “intelligent”
Every few days these foul creatures regurgitate any indigest- than others of their kind. However, the most disturbing dif-
ible items (heavy bones, small rocks, or similar swallowed ference are the two enchanted “eye stones” deeply embed-
items) and occasionally items of value lies buried within ded within the eye sockets. Painted to resemble real eyes
these piles of ejecta. (albeit in bright, glowing colors), they shine in the dark with
an unholy, unnerving light).
TREASURE: See above
ART BY LUIGI CASTELLANI

ART BY FRANK GUNTER


The orbs are magical in nature, and have many varied pow-
ers. Some give this horrid creature the ability to emit two
magic missiles per day. With an eerie green light, they streak
OCULI from the stones to strike at intruders. Others might enable
the Oculi to create a 20’ diameter zone of impenetrable
(Turned as type: see below) darkness with a duration of for 2d4 rounds. Being undead,
Frequency: Rare the Oculi has no trouble locating enemies within the zone.
No. Encountered: 2d6 Some project a chilling cone of cold reaching 15’, doing 3d4
Size: M (6’) points of damage. If removed from the skull, the eye stones
Move: 120’ lose all of their magic, becoming ordinary painted stones.
Armor Class: 5
Hit Dice: varies In the rarest cases, the matched pairs of eyes are especially
Attacks: 2 enchanted to provide a link between the undead creature
Damage: 1d3 (x2 claws) and a controlling necromancer or evil priest who wears an
Special Attacks: Spells identical pair. Acolytes may become observers, looking out
Special Defenses: None through the “eyes” of their undead minion, using the match-
Magic Resistance: 10% ing pair of orbs as a conduit through which they observe
Lair Probability: 100% enemies. They are able to control the actions of the undead
Intelligence: Varies servant, causing it to perform actions not normally associ-
Alignment: Neutral (evil) ated with the undead, using weapons, easily opening doors,
Level/XP: as undead type encountered x 2 experience and actively avoiding attacks. Most important, when under

Dwellers in Dark Places 215


O
the control of the acolyte, the Oculi are completely unaffect- ART BY HUNTER REID
ed by any clerical powers and cannot be turned. Such control
has a range of several dozen miles, and at times, a group of
acolytes might relentlessly pursue enemies for weeks at a
time, passing the control from one acolyte to another when
they require rest. If the Oculi undead is destroyed, the aco-
lyte simply selects another set of “eyes”, thereby activating
another of these foul undead creatures.

The Oculi does not gather treasure, but it may be wearing


small jewelry items with which the body was interred (rings,
necklaces, armlets, etc.), and it may be armed with magical
weapons, wielded by the controlling acolyte.

TREASURE: See above

OONAGRAH
Frequency: Rare
No. Encountered: 3d4
Size: M–L (4’–7’ long)
Move: 150’
Armor Class: 3 claw attacks strike, the Oonagrah then gains a rake attack
Hit Dice: 4d8 (*15) with its two rear claws. This combined attack can inflict 3d4
Attacks: 3 points of damage as it tears at the victim. In addition, as
Damage: 1d4+1 (x2 claws), 1d6+1 (bite) the Oonagrah pack swarms around their chosen prey, they
Special Attacks: Swarm / rake / see below fill with rage and blood lust, with each gaining a +2 to hit
Special Defenses: See below whenever more than two make their attack against the same
Magic Resistance: 15% target. They work as a team as they rip and tear at the flanks
Lair Probability: 45% of their prey.
Intelligence: Low
Alignment: Neutral Because of their quickness and the gauntness of the body, it
Level/XP: 4/265+4/hp is difficult to hit the Oonagrah (Armor class 3). They also have
a slight resistance to magic (15%) making all saving throws
The shores and tunnels surrounding subterranean swamps versus spells and direct magical attack at a +2. With their
and seas are home to many dangerous creatures, among keen sense of smell and exceptional vision, they have a 50%
these, the Oonagrah is one of the most cunning. This chance to spot any form of invisible creature.
pack-hunting beast is quite gaunt, almost skeletal in appear-
ance with just a few plates of chitinous hide protecting the They seek and establish a temporary den only when the
shoulders and head. They are exceptional climbers, capable females are ready to deliver their young, but within a few
of negotiating the narrowest ledges, seeking the most ad- weeks, the pups are ready to hunt, and the pack is once
vantageous position for ambush, leaping from concealment, again on the move. Such dens rarely contain items of value,
surprising victims on a 1–4 on a six-sided die. They can make dragged there by the adult Oonagrah.
their way with ease through narrow cracks in the stone, al-
ways on the move in search of prey. TREASURE: 1d4x1000 gp (15%), 1d6 gems (10%), 1 magic item
(10%)
The Oonagrah pack moves through the underdark with great
skill, and complete silence, traveling through the maze of OOZE, PARASITIC
cave systems, making up their world. Usually such packs have
nearly a dozen members, but there are occasions when such Frequency: Very rare
groupings band together forming a greater pack consisting No. Encountered: 1
of as many as thirty members. A virtual tide of living death, Size: S (1’ diameter) see below
they flow through the tunnels, running down and devouring Move: 10’
all they encounter. Armor Class: 8 (see below)
Hit Dice: 4d8 (*special, see below)
The Oonagrah attacks with a vicious bite, inflicting 1d6+1 Attacks: 2
points of damage. They also use their front two claws, with Damage: 1 (x2 globules)
each delivering 1d4+1 points of damage. If both of the initial Special Attacks: Parasitic (see below)

216 Dwellers in Dark Places


Special Defenses: See below inside the host. This newly formed creature begins to create
O
Magic Resistance: 20% new neural pathways, as it travels into the brain, in prepara-
Lair Probability: Nil tion for assuming control. It is important to note, both glob-
Intelligence: Non- ules from a single volley are required; pieces from separate
Alignment: Neutral rounds are not compatible with each other. At first, victims of
Level/XP: 4/245+4/hp the attack begin to tremble and shake, breaking out in a cold
sweat, rapidly becoming a burning fever. They often scream
The Parasitic Ooze is an exceptionally dangerous creature, in agony, or laugh manically, babbling utter nonsense. This
greatly feared by all who live or adventure within the un- condition lasts for 1d3 days, whereupon the digestion of the
derdark. Although small, it has the potential to kill almost host begins at the rate of 4 hit points per day. Once this in-
any other creature, including the paltry adventurers who en- ternal digestion begins, it is curable only by a heal spell. After
ter this dark domain. three days, death occurs, but the body continues to move.
The basic structure of the Parasitic Ooze is a spherical mass Feeding on the brain, the Parasitic Ooze assumes control of
of dark brown material slightly larger than a man’s head. the victim, piloting the mobile zombified corpse, stumbling
Waiting patiently for a victim, often for weeks, it strikes with along, its muscles under the control of the Parasitic Ooze.
great speed whenever an opportunity arrives. They have no Over the next weeks, the Parasitic Ooze slowly digests the
melee attack; instead, they launch volleys of two globules of victim from the inside, until the only thing remaining is a
protoplasm per round. mobile framework of bones and tendons. At this point, it
leaves the hosts’ skull, the abandoned remains collapsing
into a pile upon the ground. The Parasitic Ooze seeps from
the skull, seeking out a vantage point where it begins the
process anew. There is a small chance some items of value,
might remain upon the victim, but as the digestion contin-
ues; such things simply fall to the ground.

Blunt weapons of +1 or better magical enchantment may in-


jure a Parasitic Ooze; edged weapons simply pass through
STOCK ART BY EARL GEIER

them without inflicting damage. In addition, their moderate


resistance to magical attack (20%) protects them from many
spells.

TREASURE: See above


STOCK ART BY WILLIAM MCAUSLAND

These bundles of material, about 1 inch in diameter, shoot


towards the victim, scoring a hit on any roll of 10+, regardless
of armor class. Each strike does 1 point of damage, and a
small amount of the protoplasm instantly merges with any
exposed flesh, the remainder falling to the ground. Quite
often adventurers discount these attacks as inconsequen-
tial…to their doom. If a neutralize poison is not administered
during the incubation period, there is little hope for an in-
fected individual.

Each of the two blobs contains half of the DNA, the two com-
ponents joining in 3d3 days to form a new Parasitic Ooze

Dwellers in Dark Places 217


O
OOZE, VARIOUS BLACK BLUE BROWN GREEN METALLIC
Frequency: Very rare Very rare Very rare Very rare Very rare
No. Encountered: 1 1d3 1d6 1d3 1d4
Size: S–L (3’–12’) S–L (3’–12’) S–L (3’–12’) S–L (3’–12’) S–L (3’–12’)
Move: 10’ 30’ 30’ 30’ 30’
Armor Class: 8 8 8 8 2
Hit Dice: 3d8+3 (*16) 3d8+3 (*16) 3d8+3 (*16) 3d8+3 (*16) 6d8+6 (*13)
Attacks: 1 1 1 1 1
Damage: See below 2d6 1d8 2d6 2d8
Special Attacks: See below See below See below See below See below
Special Defenses: See below See below See below See below See below
Magic Resistance: See below See below See below See below See below
Lair Probability: None None None None None
Intelligence: Animal Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 4 / 200 +5/hp 4 / 200 +5/hp 4 / 200 +5/hp 4 / 200 +5/hp 6 / 525+8/hp

STOCK ART BY EARL GEIER

OOZE, VARIOUS ORANGE PURPLE RED WHITE YELLOW


Frequency: Very rare Very rare Very rare Very rare Very rare
No. Encountered: 1d10 1d3 1d3 1d3 1
Size: S–L (3’–12’) S–L (3’–12’) S–L (3’–12’) S–L (3’–12’) S–L (3’–12’)
Move: 10’ 10’ 10’ 10’ 10’
Armor Class: 8 8 8 8 8
Hit Dice: 2d8+2 (*16) 3d8+3 (*16) 5d8+5 (*14) 3d8+3 (*16) 2d8+2 (*16)
Attacks: 1 1 1 1 1
Damage: 1d4 1d10 2d8 2d4 4d6
Special Attacks: See below See below See below See below See below
Special Defenses: See below See below See below See below See below
Magic Resistance: See below See below See below See below See below
Lair Probability: None None None None None
Intelligence: Animal Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 4 / 150+4/hp 4 / 200 +5/hp 6 / 600+8/hp 4 / 200 +5/hp 4 / 150+4/hp

218 Dwellers in Dark Places


All ooze is similar in appearance, resembling a thick patch of and damage for 1d6 rounds due to nausea). Spells do not
O
damp flowstone. There are many variant shades of this dan- affect a Brown Ooze.
gerous monster, each with its own unique abilities detailed
below. All forms of ooze have immunities to certain spells
and attacks in common. The vast majority of spells do not
harm Ooze, except for those noted in the individual descrip-
tions. In addition, all of the various Ooze species listed here
only take half damage from any type of weapon attack.

Most ooze grows to 3’ – 12’ across and they are able to stretch
themselves to incredible lengths, slithering up walls and
across ceilings with absolute ease. The sight of any form of
Ooze extruding it’s mass through a small opening, a large
keyhole or under a heavy door, can be very disturbing.

Most of the Ooze species rear up, into a snake-like form be-
fore making a lunging attack.

TREASURE: None

BLACK OOZE
Often mistaken for shadowed areas, these nasty predators
lurk in wait for a passing victim. On a successful attack, the ART BY FRANK GUNTER
damage inflicted depends on the type of hit die used by the
victim (fighters, and paladins take 1d10 damage; clerics, rang- GREEN OOZE
ers, and druids take 1d8 damage, thieves and assassins take
1d6 damage, magic users and illusionists take 1d4 damage). The Green Ooze lurks in subterranean “swamps” and back-
Each successful attack temporarily drains one levels energy, water sump areas, appearing to be a thick patch of slimy
with the effect lasting for 24 hours. The lost hit points return algae. It is similar to the Blue Ooze in its attack, and its sus-
at the end of the effects duration, all forms of healing magic, ceptibility to cold-based attacks (see above). However, its
by spell, device or potion, are completely ineffective in re- acid is slightly more powerful, doing 2d6 damage, and it is
placing the damage (a limited wish or wish will work). Spells able to dissolve wood, bone and other plant-like materials in
do not affect a Black Ooze; it simple absorbs the energy. addition to flesh.

A Black Ooze does not have a digestive attack. METALLIC OOZE

BLUE OOZE Metallic Ooze is the toughest creature of its kind, a glistening
blob of living metal. As it flows it changes coloration, shifting
An aquatic Blue Ooze is an excellent swimmer, slithering from copper, to silver, to gold, etc. This species is extreme-
through the water in search of prey. In this environment, the ly difficult to slay and may only be injured by weapons of
translucent nature of its substance makes it difficult to see +1 or better magical enchantment, and even these only do
(75% invisible, surprise on a 1-3 on a six-sided die). Spells are half damage. When striking, the Metallic Ooze solidifies into
ineffective against this monster, with the exception of cold- a dense club inflicting 2d8 damage as it smashes at its op-
based attack forms doing more than 12 points of damage, ponents. Spells of all kinds are ineffective against a Metallic
immobilizing this ooze for 2d4 rounds. The Blue Ooze only Ooze, with the exception of disintegrate, which instantly de-
does 2d6 points of damage and it is unable to dissolve any- stroys this creature (save at -2).
thing except flesh. The Blue Ooze grows to huge proportions
(up to 18’ across), and often has as many as 50 hit points, yet ORANGE OOZE
they still attack as a 3 hit die creature
This type of ooze most often lurks in the mushy undergrowth
BROWN OOZE of subterranean mushroom groves. Its attack is quite mild;
doing just 1d4 points of damage, but it can easily dissolve
Living in sewers and places of extreme filth a Brown Ooze the pulpy material of most forms of fungus. Intelligent fungus
dissolves and feeds upon any organic material. On exposed creatures actively patrol their groves to root out this pest.
flesh, they do 1d8 points of damage per round. Once per day The Orange Ooze is small, reaching a maximum size of 3’
this ooze is able to release a noxious cloud of vapor (save across. Orange Ooze is vulnerable to any form of fire based
versus poison or victims within a 20’ radius fight at -2 to hit attack.

Dwellers in Dark Places 219


O
PURPLE OOZE Intelligence: Non-
Alignment: Neutral
Spells do not harm the Purple Ooze; they are immune to all Level/XP: None / Gold piece value of pollen or sap
magical effects from spell or device. In fact, they are able to
drain magical energy from any device touching their sub- (Authors note: Although the Deadly Orchid is not a “mon-
stance. Any such item touching a Purple Ooze must immedi- ster” per say, they have been included because of the ex-
ately make a saving throw versus acid or be utterly dissolved treme danger they could present when exploring any trop-
(standard bonus’ for magic apply). Against flesh, the acid is ical jungle environment and for their value, making their
less dangerous, inflicting only 1d10 points of damage. acquisition a suitable quest for some adventurers).

RED OOZE All of the many varieties of Deadly Orchid are quite similar in
appearance, with the exception of the size and color of the
This type of ooze prefers to live in volcanic areas, mainly flower itself. They typically flourish in sweltering equatorial
lurking in the damp areas near subterranean hot springs. jungles, but certain alchemists have managed to grow them
The Red Ooze grows to enormous size, reaching 18’ across. in specially built hot houses in cooler temperate climates.
It stretches out two tendrils when attacking, and each has However, even they admit the pollen of these “domesticated”
an acid attack doing 2d8 points of damage. This creatures is specimens is not as potent as samples from the natural en-
quite capable of dissolving flesh, wood, or even metal (which vironment. This seems to indicate a correlation between the
receives a saving throw against acid at a +2 modifier). It also plants themselves and the many insect species involved in
has a mild heat-based attack doing an additional 1d4 points the pollination process.
of damage. If attacked with any cold-based attacks, this ooze
takes double damage. Each color of Orchid has pollen with its own unique proper-
ties, all of great value to alchemists and wizards. When en-
WHITE OOZE countered, one must use extreme care and avoid jostling the
flowers, releasing this deadly substance into the air, filling a
The slow moving White Ooze lives in frozen, snowy caverns, 10’ diameter area around the Deadly Orchid (treat all as poi-
slipping with ease across the ice. They are immune to any sonous with a -2 saving throw, except for the Ebony Orchid,
form of magical cold-based attack and are vulnerable to the requiring a saving throw with a -4 save modifier). Preparation
effects of fire-based spells, which cause double damage. The of the pollen is a painstaking process requiring dozens of
acid from this monster only inflicts 2d4 points of damage to plants to procure a usable amount. Once collected, alche-
exposed flesh, and it is incapable of affecting any inorganic mists mix the substance with other materials, for to use the
material (stone, metal etc.). pollen in its raw form is potentially fatal.

YELLOW OOZE A highly profitable trading / smuggling network brings small


phials of the various types of pollen and even the sap-like
The Yellow Ooze has the most corrosive acid of all the many extracts from the Deadly Orchids stalks to market. Jungle
sub-species and is able to do 4d6 points of damage to its inhabitants carefully collect the pollen, placing it in small
victim. Wood, paper, cloth, and plant-like material dissolve glass phials. Traders store these within special wax carriers
at the rate of 2 cubic feet per round. Metal of any type, fail- for safety during the arduous journey of hundreds, or thou-
ing to save against the acid, lasts but three rounds before it sands of miles. Each 2-inch long phial holds approximately
falls into useless puddles. Fortunately, Yellow Ooze is also the ¼ teaspoon of pollen and many merchants have become ex-
smallest of its species, growing to 2’ across, and having just ceedingly wealthy through the sale of Deadly Orchid pollen.
2+2 hit dice. Spells do not affect this species of ooze.
Listed here are the twelve most common types encountered,
ORCHID, DEADLY (VARIOUS) it is certain there are other types, (including natural hybrids),
still undiscovered, in the most remote of jungles. Also includ-
Frequency: Uncommon–very rare ed with each variety is the usual at market price per phial
No. Encountered: 3d10 of “raw” pollen, with properly prepared doses of the diluted
Size: L (8’–12’ tall stalks) product costing the same amount (i.e. a phial of raw pollen
Move: 0’ or extract initially costing 25 gp yields as many as 6 diluted
Armor Class: 10 doses, each with a value of 25 gp).
Hit Dice: 1 (*none)
Attacks: None AMBER ORCHID
Damage: See below
Special Attacks: Pollen Mystics and travelers to other planes of existence use an ex-
Special Defenses: None tract from the small pale yellow flowers of this Deadly Orchid.
Magic Resistance: Standard When other rare ingredients are added and properly mixed,
Lair Probability: 100% the resulting compound serves as incense, serving to ease

220 Dwellers in Dark Places


the shock of separating the spirit from the body. Those who
O
inadvertently breathe the raw pollen, and subsequently fail a
saving throw against poison, have their essence torn free and
left drifting within the astral sea, at risk to attack from those
beings who frequent the mystical realm.
Value: 25 gp per phial

AZURE ORCHID
The large, brilliant blue and white petals make this type of
Deadly Orchid instantly identifiable. The narcotic effects from
the incense made from this Deadly Orchid’s flower creates a
sense of deep euphoria, extremely deadly in an undiluted
form or if used without precautions. If the dose is excessive,
the user drifts into a comatose, dream-like state from which
escape is nearly impossible without magical means (cure
critical disease, heal). This Deadly Orchid is a favorite for use
in evil cult rituals.
Value: 25 gp per phial

CRIMSON ORCHID
Blood red leaves streaked with fine white veins are the trade-
mark of this Deadly Orchid. The effects of breathing the pol-
len is quite dangerous, creating a blinding berserk rage. The
afflicted person views all nearby creatures as enemies and
the user will most assuredly attack without warning. However, ART BY FRANK GUNTER
if a properly diluted extract is made from the plant sap, the
user experiences a temporary boost of energy (add an addi- EMERALD ORCHID
tional hit die affecting hit points, an additional 1d3 strength
with an 18/00 maximum, and the appropriate modifications The white and green flowers of this type of Orchid are very
to hit and damage from the increased strength, for 1d6 turns), large, usually reaching 1 1/2’ across. Growing in great car-
after which the user must rest for one full turn. Use of the pets upon the surface of waterways and pools, they emit a
extract more than once per 24-hour period is quite harmful; heady aroma, drifting for hundreds of yards. Those who fail
if the user fails a save versus poison, he suffers the loss of aa save against the scent move in a trance-like state toward
the plant, heedless of any danger. Such victims often suffer
full hit die of hit points for 1d8 days, along with a loss of 1d3
strength for the same period. attack from nearby aquatic predators, or drown when they
Value: 50 gp per phial founder into the waters where this Deadly Orchid thrives. The
pollen may be refined into a mild narcotic, popular in drug
EBONY ORCHID dens throughout the realms. Slavers have been known to use
this substance to subdue the unfortunate victims of their
The ebony orchid has leaves and a stalk of such a deep trade.
blue-green it appears almost black. The petals of the small, Value: 30 gp per phial
2-inch diameter flowers are a dull black, with extremely faint
streaks of red along the edges of the petals. Such plants only GOSSAMER ORCHID
germinate and grow upon rotting flesh and both necroman-
cers and followers of the dark gods of old use this deadly The petals of this Deadly Orchid are translucent, having the
substance in a variety of ways. When undiluted, the pollen shimmering, delicate look of a soap bubble. Although poi-
and liquid extract from this Deadly Orchid is extremely toxic sonous in its raw form (save at -2 or death occurs within
(-4 on saving throw), the victim dying within seconds as his 1d6 rounds), when properly mixed with other ingredients the
soul is torn away. When diluted, it is used as an aid for com- resulting extract becomes an exquisite perfume ingredient,
muning with the powers dwelling in the lower (evil aligned) prized by those of high station.
planes of existence. Many evil aligned creatures habitually Value: 50 gp per phial
use this foul substance to facilitate visions of the past and
future. Most civilized cultures ban its use, with severe penal- OCHER ORCHID
ties for possession of this deadly substance.
The pollen from the rusty orange flowers of this Deadly Or-
Value: 100 gp per phial
chid is a strange substance, having dual edged effects. Upon

Dwellers in Dark Places 221


O
breathing the pollen, the victim must immediately save ver- YELLOW ORCHID
sus poison at -2 or fall into a deep narcotic slumber for 2d4
turns. Yet, whether the save is successful or not, the sub- Dozens of bright yellow flowers are present on each Deadly
stance completely neutralizes any other poisons within the Orchid of this variety. Although the pollen is quite toxic in
victim’s body and because of this adventurers may at times its raw form, when properly diluted, this plant has a multi-
resort to its usage as a last ditch effort to save a dying com- tude of medicinal benefits. Small amounts promote healing
panion. when consumed as a tea. The imbiber immediately becomes
Value: 25 gp per phial drowsy (duration of 3d4 turns), thus allowing injured charac-
ters to heal one additional point of damage for every turn
PURPLE ORCHID of complete rest. No more than a single dose is usable in a
48-hour period, as the substance becomes poisonous when
When mixed and diluted with various pigments, natives use overused.
the pollen from this Deadly Orchid for the scribing of tempo- Value: 25 gp per phial
rary rune tattoos and sigils of protection. A trained shaman
scribes the mystic symbols upon the living flesh using an ORIANI PLANT
ancient formula, and those wearing the symbols gain a mi-
nor resistance (5%) to the first magical attack striking their Frequency: Rare
person. No. Encountered: 1d6
Value: 75 gp per phial Size: M (6’ tall)
Move: 0’
VERMILLION ORCHID Armor Class: 7 (see below)
Hit Dice: 4 (*15)
The pollen and sap from this Deadly Orchid are both exceed- Attacks: 1 (or 2)
ingly dangerous, and beneficial. If consumed in its raw form, Damage: 3d4
the victim must save versus poison at a -2 penalty, or die Special Attacks: Surprise
from horrifying visions. However, when properly prepared Special Defenses: None
with other ingredients, it actually aids in the healing process. Magic Resistance: Standard
Careful use of the extract from this plant enables healing at Lair Probability: 100%
the rate of an additional 2 points per day. Using more than Intelligence: Non-
one dose of the pollen per day and more than three doses on Alignment: Neutral
consecutive days, results in a buildup of deadly toxins, possi- Level/XP: 4/150+4/hp
bly killing the injured character (normal save versus poison).
In ancient times the great alchemists had a formula twice Found in deep jungles, thriving along the fringes of clearings,
as effective, healing an additional 4 points per day, but the the Oriani Plant is at first unremarkable. Consisting of a large
secret is long lost, and finding a scroll with the formula would pod colored a deep blue with streaks of brilliant green and
be a great treasure indeed. bright red leaves it is in all outward appearances quite harm-
Value: 25 gp per phial less. However, when approached too closely it gives a shud-
dering pulse as roots signal the presence of possible danger,
VIOLET ORCHID and without warning it launches its attack. This sudden strike
surprises its victim on a roll of 1-3 on a six-sided die. This
The pollen from this Deadly Orchid is of value to the practi- attack also has a high-pitched sound component as internal
tioners of the wizardly arts. Used as an additional ingredient gases unleash the Oriani Plants weapon. Unfortunately, this
as a spell component, it strengthens spells with a duration by sound often serves as an alarm / dinner bell by some local
adding 1d6 additional rounds to the spells duration. fauna.
Value: 50 gp per phial
From within the pod, the Oriani Plant shoots out a lashing
WHITE ORCHID tendril tipped with an extremely sharp bladed leaf, tough
enough to cut through armor and bone with relative ease.
Incense made using this Deadly Orchid as an ingredient
is primarily employed when communicating with denizens This weapon can reach up to 12’, attacking everything with-
from the higher (good aligned) plane of existence. When this in the area with devastating results. Anyone struck by the
substance is used many spells (such as commune, contact blade-leaf takes 3d4 points of damage. If an attack strikes
other plane, etc.) grant amplified contact (DM may decide: with a roll of 18+ on the attack die, the victim must make an
extra question, more favorable contact, etc., depending on immediate save versus poison or he takes major damage or
his campaign). possibly suffer the removal of a random appendage. Roll a
Value: 25 gp per phial second twenty-sided die on the above chart to determine
the effect:

222 Dwellers in Dark Places


O
ROLL EFFECT (roll a six-sided die odd is left, even is right)
1–3 1d3 fingers on a random hand are removed
4–6 Random hand wound of such severity, the appendage is useless until cured for an amount equal to the
attack
7–19 Deep chest gash causing a loss of 1d4 hit points per round until bound
10–12 Deep abdominal gash causing a loss of 1d4 hit points per round until bound / – 2 to armor class until cured
for an amount equal to the damage taken
13–15 Deep facial gash resulting in a blood loss of 1d3 points of damage per round until bound / the victim is also
temporarily blinded by the streaming blood (–4 on attacks)
16–17 Random upper leg wound of such severity (add +6 to the damage rolled), the leg is useless until cured for
an amount equal to the attack / movement is reduced by ½ until cured
18 Random arm wound of such severity (add +6 points of damage), the arm is useless until cured for an
amount equal to the attack
19 Random hand is removed by the blade
20 Slicing attack doing the maximum 12 points of damage, and the Oriani Plant attacks again
The rapidly whipping blade can be attacked (considered as
armor class 0 due to its speed), taking 12 points of damage
before it is removed. If truncated, the Oriani Plant is able to
regenerate a new tendril within one week. Some primitive
cultures carefully work at removing the tendrils before gath-
ering these plants, transplanting them to areas surrounding
important sites. They are careful to leave a safe, unmarked
pathway in order to pass their living guardians. In these in-
stances, there may be triple the number of plants encoun-
tered.

There may occasionally be small items of value lying around


the area controlled by the Oriani Plant and any corpses de-
cay over time, nourishing the plant.

TREASURE: Special (see above)

OSERIA SERPENT
Frequency: Very rare
No. Encountered: 1
Size: L (120’+ long)
Move: 120
Armor Class: 3
Hit Dice: 24d10 (*7)
Attacks: 1
Damage: 3d12
Special Attacks: Swallow
Special Defenses: Immune to blunt weapon attacks ART BY FRANK GUNTER

Magic Resistance: 10%


Lair Probability: Nil equipped with wide bony jaws and terrible shearing blades,
Intelligence: Non- easily able to engulf a man. Usually found in deep primordial
Alignment: Neutral seas or in the luminescent depths of the Ultran-Thassa, they
Level/XP: 10/15,000exp lurk in the concealing darkness, suddenly rushing to attack
unsuspecting prey. This gigantic predator feeds mainly on
The Oseria Serpent is a huge, aquatic, serpentine creature, small whales, squid, and sharks; but it gladly attacks anything
with a long tapered body, complete with paddle-like fins, a it encounters. There are numerous accounts of an Oseria
pair of arms ending in webbed claws, and a lengthy eel-like Serpent rising to the surface to crush a small ship, or enter-
tail used for rapid maneuvering. The heavily armored head is ing a deep harbor to destroy a small coastal village.

Dwellers in Dark Places 223


O The Oultash, also called the “bat-snatcher” or “bat-snap-
per” by many adventurers, spends its life deep underground
scouring the dark tunnels and caves for its favorite foods:
bats, rodents, small reptiles, and stirges. With its hooked
limbs, it can quite easily negotiate walls and ceilings search-
ing for the nests of such creatures. The thick bony plates
covering this creature protect it from any attack from its
victims, and the accuracy of their whip attacks keep many
larger predators at bay. Moreover, lacking any eyes it has a
sensory organ permitting it to sense the slightest movement
in the darkest of places, and makes invisibility useless as a
defense. From an advantageous position, like a narrow tunnel
opening, they easily snare a meal.
ART BY FRANK GUNTER

STOCK ART BY GARY DUPUIS

Any creature bitten by the powerful jaws of the Oseria Ser-


pent takes 4d10 points of damage, as the shearing plates of
bone close with a vise-like grip. On any attack roll of 18–19
inflicts an additional 2d10 rending damage from the violent
shaking. The Oseria Serpent swallows prey on a roll of 20,
forcing them down their gullet towards the cavernous stom-
ach. Death occurs within 1d4+1 rounds, unless the victim has
a ready weapon, and inflicts 20 points of internal damage,
cutting his way to freedom.

Items of value sometimes lodge for a short time within the


stomach of the Oseria Serpent, but the powerful digestive
acids eventually destroy even the hardest of substances.
The Oultash has four long whip-like appendages, having a
TREASURE: None reach of 15’ when fully extended. Each hook tipped whip can
inflict 1d4 points of damage, with heavily armored opponents
OULTASH taking only half damage, unless contact is made to an un-
armored location (any roll of 18+). The lashes also secrete
Frequency: Uncommon a mild paralytic poison, working quite well against smaller
No. Encountered: 1d4 creatures, but against larger opponents, it is less potent,
Size: S (3’ diameter body) granting such creatures a saving throw versus poison with a
Move: 120’ +2 bonus. A failed save means the victim falls, paralyzed for
Armor Class: 3 1d3 rounds.
Hit Dice: 5d8 (*15)
Attacks: 4 When it feels threatened, or when intrudes blunder into its
Damage: 1d4 (x4 whips) territory, the Oultash rapidly taps its spindly legs on the
Special Attacks: Mild paralysis stone, causing a buzzing sound of alert, viciously attacking
Special Defenses: None those who ignore this warning.
Magic Resistance: Standard
The small tube-mouth of the Oultash is located on the crea-
Lair Probability: 50%
ture’s underside. It is only used for feeding and has no effec-
Intelligence: Animal–low
tive combat attack.
Alignment: Neutral
Level/XP: 4/205+5/hp TREASURE: None

224 Dwellers in Dark Places


OXAEL
O
Frequency: Rare
No. Encountered: 1d8
Size: L (12’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 7d8 (*13, see below)
Attacks: 3
Damage: 1d8 (x2 hoof stomps), 1d12 (bite)
Special Attacks: Head butt, see below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Non-
Alignment: Neutral
Level/XP: Females: 5/400+8/hp
Males: 6/550+10/hp

The vast open plains abound with dozens of herbivorous


herd species, along with large numbers of predators. The
Oxael is one of the latter, a long necked carnivore similar in
appearance to the giraffe. Standing 6’ tall at the shoulder, STOCK ART BY GARY DUPUIS
this creature lurks within the countless patches of stunted
OZINAPTOR
trees, always on the alert for approaching prey. They are dun
colored beasts, with darker brown patterning of spots and Frequency: Very rare
stripes, serving to conceal them in the foliage. With its great No. Encountered: 3d8
height (over 12’ tall), and keen eyesight, the Oxael is able to Size: S (3’ tall)
spot its next meal at great distances, giving additional time Move: 240’ flying (AA: level IV / 90 degree turn)
for setting up an ambush. Armor Class: 4
Hit Dice: 3 (*16)
The Oxael charges from concealment, kicking for 1d8 damage
Attacks: 3
with two great forelimbs, while at the same time bending
Damage: 1d4 (horn), 1d3 (bite), 1d4 (x 2 claws)
down to bite with its powerful jaws for 1d12 damage. On a roll
Special Attacks:
of 20, the Oxael has gripped its prey, lifting it to full height
Special Defenses: None
before slamming it to the ground with bone shattering force
Magic Resistance: Standard
doing an additional 2d6 damage. They will also occasionally
Lair Probability: 90%
forgo the bite in order to use their flexible necks as great
Intelligence: Semi-
clubs, slamming into their prey for 1d8 damage.
Alignment: Neutral
Level/XP: 2/50+3/hp
Oxael normally travel in small packs of 1d8 members, usually
consisting of a huge male (+2 hit points per die) along with One of the primary inhabitants of the Jungle Stalker (see Jun-
several females and young. In times of abundance, several gle Stalker) is the Ozinaptor, a bright green, winged reptile,
packs might merge to stalk larger herds. During this time of reminiscent of the pterodactyls of a bygone age. The main
intermingling, the males duel via head butts and neck lunges body, covered in striated bands of brown, yellow and green
to vie for the attention of the females. is just 4’ long, but the whipping tail adds an additional 5’.
The wing span is almost 10’, enough to allow for gliding or
TREASURE: None
full flight. Located in the center of the forehead, just above
the long tapered beak, there is a 6” log spike of hard, ra-
zor-edged bone. On the Jungle Stalker the Ozinaptor moves
easily through the foliage, tucking the wings tightly and slith-
ering through the tangled mass, using the clawed legs to push
itself along.

When attacking, the Ozinaptor typically makes an initial


slashing assault for 1d4 damage with the horn, flying quickly
STOCK ART BY WILLIAM MCAUSLAND past the target. They then streak back in to bite for 1d3 dam-

Dwellers in Dark Places 225


O
age and slash for 1d4 with each claw. Although the Ozinaptor
usually targets smaller game, they immediately attack larger
creatures if the nests are disturbed. The Ozinaptor’s tail is
occasionally employed as a weapon, the sharp tip snapping
at any pursuing enemies for 1d3 damage.

The Ozinaptor typically builds its nests beneath the Jungle


Stalker, creating a 6’-10’ diameter woven pod hanging from
the underbelly. A single Jungle Stalker might have as many
as thirty such nests, each home to a family group of Ozin-
aptor's. If displaced by the destruction of its Jungle Stalker
host, the Ozinaptor builds a temporary nest under any tall
tree branch, or along a cliff overhang.

TREASURE: None

STOCK ART BY EARL GEIER

STOCK ART BY MACIEJ ZAGORSKI

226 Dwellers in Dark Places


P
pANE / pARASITIA / pARRODILE / pHALpp / pHASMA / pHREEN / pIERCER, HUgE /
pIERCER, ICE-FIRE / pOD, ExpLODINg / pREDACIOUS MAW / pRIMORDIAN MOUND / pTERYgOTUS
/ pUDDINg, AqUATIC / pUDDINg, CHILL / pUDDINg, gRANITE / pUDDINg, FIRE / pUFF SpINE

PANE his former possessions. Many times weak willed minions are
(Turn as type 11) charmed, and compelled to hide the crystal, whereupon they
(see page 262) suffer attack and destruction by their master’s spirit in order
Frequency: Very rare to keep his secret location safe.
No. Encountered: 1d6
Size: M–L (6’–12’)
Move: 180’
Armor Class: -4
Hit Dice: 10d8 (*10)
Attacks: 2
Damage: 1d8 (x2 claws) per receptacle
Special Attacks: Essence depletion (constitution)
Special Defenses: +2 weapon to hit
Magic Resistance: 45%

ART BY FRANK GUNTER


Lair Probability: 100%
Intelligence: High
Alignment: Chaotic evil
Level/XP: Special

Panes are the malicious undead spirits of men who have


voluntarily had their unholy essence trapped within sheets
of magically hardened, rare crystal or volcanic glass. Their
greed to keep hold of all they have gathered during their
lives has led them to taking extreme measures to insure no
other obtains their prized possessions. They lurk within a
specially receptacle of enchanted crystal, hovering on the
fringe between life and un-life waiting to attack the unlucky
or foolish individual attempting to steal what the Pane held
so dear during life.

The creation of a Pane is achieved by a spell caster (either


cleric or magic user) through an ancient necromantic ritual
involving sacrifice and the utterance of binding oaths to the
Demonic Lord of the Undead. Through a demonic intermedi-
ary, usually a Pane Demon, the weeks long ritual requires the High-level casters can actually enchant several of these re-
caster to stare for hours into the chosen receptacle, casting a ceptacles simultaneously, dividing their spirit into multiple
series of Energy Drain spells, gradually leeching his very es- panels of the foul crystal and as long as no single slab is
sence into the crystal matrix. At the culmination of the spell, more than 100’ from another, the caster can operate freely,
he casts a final energy drain upon himself, forever trapping and at full strength from any of them.
his complete spirit within the substance. In most cases, the
receptacle is a piece of dense extra-planar obsidian. A sheet From within the matrix of crystal they reach out to attack
of this dead black stone mined from the border realm be- a victim (maximum range 100’), attempting to tear into the
tween the Elemental Plane of Earth and the Negative Energy essence of the target. They do not need to have a view of
Plane is the preferred material, but some prime material ob- their target in order to attack but once they have chosen the
sidian also works. next place to “feed”, they are relentless. Their attack is in the
form of two long wispy arms with skeletal talons appearing in
Through the help of the Pane Demon intermediary, and be- midair, used to slash at the target. As strands of killing fog,
fore arriving on the Prime Material Plane, lesser demonic they are able to pass through any physical barrier, but a pro-
minions meticulously work and polish the stone to a highly tection from evil, minor globe of invulnerability, and globe of
reflective surface. Once the black substance is prepared, it invulnerability keeps them at bay. Each enchanted receptacle
will soon be mirroring the dark soul destined to reside with- can manifest two of these talons, so if four enchanted panels
in its matrix. From this place, he can eternally watch over have been created then eight talons can attack!

Dwellers in Dark Places 227


P
Each of the spectral talons strikes for 1d8 hit points of dam- Damage: 1d4
age, but the loss of hit points is not the end of the attack. Special Attacks: See below
Each successful hit also temporarily drains one point of Special Defenses: See below
constitution from the victim; until upon reaching zero con- Magic Resistance: See below
stitution the drained unfortunate becomes a servant of the Lair Probability: 100%
Pane. For those who manage to survive such an attack the Intelligence: Low
lost Constitution slowly returns at the rate of 1 point per day Alignment: Neutral
of complete rest. Level/XP: 3/105+3/hp

These insubstantial talons are unaffected by weapon attacks, The insidious Parasitia is an opportunistic creature, special-
only the receptacle itself can be damaged and this only by a izing in forming a bond of commensalism with a larger host.
weapon of +2 or greater enchantment. The Obsidian is con- Similar to the remora, who travel in safety with sharks and
sidered armor class -4 versus attacks, has 40 hit points, and other massive aquatic creatures, the Parasitia attaches itself
the “ectoplasmic talons” it projects attack as a monster hav- to carnivorous, land animals. They earn their keep by slow-
ing 10 hit dice. ly moving around the hosts’ body, feeding on smaller para-
sites and vermin. In return for their service, they partake of
Anyone who views the actual receptacle of the spirit sees a quick meal whenever the host makes a kill. Occasionally,
the reflection of the one trapped within, but he now can be Parasitia remain in the predator’s nest, usually to dine on
affected by charm person, charm monster, hold person and the remains of any kills brought back to the lair, while also
command as the image of the Panes spirit host glares from earning their keep by feeding on small, scavenging intruders.
within the stones surface.

A Detect Evil spell is able to locate any receptacle within its


range.

A successful exorcism cast upon the receptacle causes the


Pane to save versus spells (at the spirits former level of ex-
perience) with failure indicating the destruction of the evil
spirit lurking within. A cleric of sufficient level may turn the
ectoplasmic force claws of the Pane, with the same chance as
turning a type 11 undead creature, but only for 1d4 rounds. At
the end of this time, the essence can attempt to nullify the
turning by rolling a 20-sided die, with a score of 15+ indicat-
ing the cancellation of the turning.

The process of creating a Pane is a ritual lost in time, requir-


ing extremely rare tomes and a special kind of obsidian glass
mined from the deepest of mines. The destruction of such a
creature or the tome used in its creation would be a suitable
quest for Paladin...and would surely earn the wrath of the
Lord of the Undead.

Pane servants have their own unique powers they gained


through the beneficence of the liege: Servants can use any
items or memorized spells they possessed at the time of
their creation.

TREASURE: Special

PARASITIA
ART BY FRANK GUNTER
Frequency: Uncommon
No. Encountered: 1d3 The body of the Parasitia consists of a long tapered body
Size: L (1’–3’ long, 6’ long tendrils) composed of more than a dozen tubular, chitinous sections,
Move: 10’ each equipped with several fine filaments. Using these at-
Armor Class: 4 / 6 tachment filaments, it gains a hold on the host, effectively
Hit Dice: 3d8 (*16) hitching a ride to the next meal. While attached, they gain
Attacks: 2 the benefit of the host’s immunities and resistance to mag-

228 Dwellers in Dark Places


ical attack. When more than four of these creatures are attacking a sin-
P
gle opponent, the victim has a -2 penalty to hit and damage
The Parasitia feeds with a pair of 6’ long feeding tendrils, due to the confusing flurry from the beating wings.
each ending in a “petal”, consisting of a thin, fleshy mem-
brane connecting six grasping digits. Each digit has a rudi- Rarely (05% chance) a Parrodile has the ability to imitate
mentary eye at its end, flanked by a pair of short, sharp, voices it has heard; being able to repeat several phrases of
talons, holding any prey in a strong grip (Minor Strength Test up to three words each. Often it uses this ability to lure in-
to escape). At the center of each petal is a small rasping jaw. truders away from its nesting site.
Whenever the host monster makes a kill, and begins to feed,
the Parasitia reaches out with these tendrils and help itself Normally vicious, with patient training these creatures may
to a free meal, greedily slurping blood or small bits of flesh. be “domesticated” and kept as pets in native villages and
some larger towns, where they serve to reduce the rodent
When living creatures stray to near the host or an infested population. Thus, in some areas, a breeding pair of Parrodile
nest, any attached Parasitia strike with the speed of snakes, have a value of 100–250 gp.
seeking to grab onto the intruder. Those grabbed are then
much easier for the host to attack (+2 on to hit rolls). TREASURE: See above

TREASURE: None

PARRODILE
Frequency: Rare
No. Encountered: 3d4
Size: S (3’ tall)
Move: 180’ (AA: V / 120-degree turn)

ART BY BRIAN (“GLAD”) THOMAS


Armor Class: 6
Hit Dice: 2d8 (*16)
Attacks: 3
Damage: 1d2 (x2 claws), 1d4+1 (bite)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Animal
Alignment: Neutral
Level/XP: 2/28+2/hp

One of the more whimsical creations of hybrid monster is the


Parrodile, a rather disconcerting combination of giant parrot PHALPP
and small crocodile. Possibly the result of ancient Ghavial Frequency: Very rare
sorcery (see
see Ghavial
Ghavial) or the mad designs of wizards in the No. Encountered: 1d6
dim past, these hybrids dwell only in the remotest of tropicalSize: M (6’ across)
swamps. Although not as large or as dangerous as the Froc- Move: 120’
odile (see Frocodile), a swarm of these green feathered pests Armor Class: 6
can be deadly. The green coloration of their feathers gives Hit Dice: 3d8 (*16)
them excellent camouflage in the dense foliage (80% invis- Attacks: 1d4
ible when not moving, surprise on a 1–3 on a d6). Although Damage: 1 hit point
they mainly subsist on a diet of smaller birds, rodents, and Special Attacks: Bite for 1d3
reptiles, they attack larger prey when hungry, or a colony is Special Defenses: See below
threatened. Magic Resistance: 10%
With a discordant screeching, a Parrodile flock swoops to the Lair Probability: 20%
attack, clawing and biting at their prey. Each claw does 1d2 Intelligence: Animal
damage, and the vicious bite attack inflicts 1d4+1 damage. Alignment: Neutral
Level/XP: 2/50+3/hp

Dwellers in Dark Places 229


P
Even though the Phalpp is a strange and inoffensive looking PHASMA
creature, they can be dangerous when a group of low-level
adventurers encounters several at one time. Although they (Turned as type 9)
are not stealthy creatures, they are quite swift and capable Frequency: Very rare
of tracking by vision or scent any who enter their hunting No. Encountered: 1d4
area. Merely a protected stomach ball surrounded by a doz- Size: L (8’ tall)
en fleshy clubbing limbs they are almost constantly on the Move: 120’ flying (AA: V / 120-degree turn)
move in search of food. They are exceptionally mobile, able Armor Class: -2
to move with relative ease along floors, walls and ceilings. Hit Dice: 12d8 (*9)
Attacks: 4
The thick limbs of the Phalpp each have an eye on the upper Damage: 1d6+2 (x4 claws)
side, and a sticky pad of flesh on the lower side, adhering Special Attacks: See below
to any organic substance (save versus poison at -2 to avoid Special Defenses: See below
being stuck). Once the Phalpp finds food, it quickly trans- Magic Resistance: 45%
fers the morsels to one of the dozen or so small mouths for Lair Probability: 100%
ingestion. The limbs do but 1 point of damage on the initial Intelligence: Low
strike and the next round any stuck victim takes 1d3 points Alignment: Chaotic evil
of damage from a bite attack. Level/XP: 9/5800+16/hp

Occasionally the Phalpp lurks high up in a dark corner while The Phasma is a large non-corporeal, amorphous spirit,
it “buds”, releasing 1d6 smaller versions of itself (1 Hit die haunting dismal barrow lands, often encountered lurking
(*20), 1 point of damage from bites only). From such a posi- within or near the crypts of dead giants. Appearing as a
tion, it sometimes drops to the floor, taking no damage from free moving, “liquid mist”, they effortlessly glide across the
falls of 60’ or less, in order to attack unsuspecting prey. ground, and up vertical surfaces, completely unaffected by
wind of and sort (natural or magical). They may pass through
Small items of value (coins, gems) occasionally adhere for solid objects with ease, even reaching through closed doors
a short time to the pads of the Phalpp. However, they soon to attack their prey.
dislodge, so there is only a 10% chance of such an item being
present. When attacking, the Phasma extrudes four long arms ending
in talons as hard as steel. These horrible weapons tear at
TREASURE: See above opponents for 1d6+2 damage on each attack. On any attack
in were two or more claws score a hit of 18+, the Phasma
attempts to “inhabit” the soul of its victim. Unless the victim
makes a successful saving throw versus spells, the monster
merges with and takes temporary control of its prey. Mov-
ing as an automaton, the victim now attacks his former al-
lies, striking with weapons, magical devices, and spells. This
control continues for 1d3+2 rounds, when a second saving
throw attempt (with a -2 penalty) may be made, as the vic-
tim attempts to repel the intruding spirit. If the second at-
tempt fails, the hapless victim falls to the ground, writhing
and twitching as the contest of wills continues. Thereafter
an attempt to repulse the intruding creature occurs every
other round.

The Phasma also has a few minor spell attacks: they may
cause fear (by touch as the 4th level magic user spell), hold
person (2nd level cleric spell) and command (1st level cleric
spell), however the latter two powers are only usable during
the time when the Phasma “inhabits” a victim’s spirit.

Only weapons of +2 or better enchantment can harm a Phas-


ma and edged weapons only inflict half their normal damage.
Attacks from small missile weapons (arrows, bolts, quarrels,
sling stones, etc.) simply pass through the creature, inflicting
but a single point of damage (plus any magical bonus). The
monster is immune to all forms of gas, electrical and cold-
ART BY FRANK GUNTER based attacks; while fire based attacks harm these creatures

230 Dwellers in Dark Places


as normal. As undead, they are immune to all forms of sleep, stealthy with an 80% chance they move silently (surprising
P
charm, and hold type spells. on a 1–3 on a die 6). Any sound they make is a slight scratch-
ing by their dozen pairs of legs. Phreen rarely move along the
Phasma are very powerful spirits, and clerics treat them as ground, choosing to navigate along cliff faces, or along large
Type 9 undead when attempting to turn them, however if branches, moving swiftly from tree to tree.
turned the effects last for just half of the indicated rounds.
A successful turn attempt drives an invading Phasma out of The Phreen lunges down at its chosen prey with its wide jaws
a possessed victim. inflicting 2d4 points of damage, and on a roll two better than
the required score the pair of gripping spines located on
TREASURE: None (see above) each side of their head snap closed onto the target doing
an additional 1d6 points of damage. Once the spines attach,
ART BY CHRIS LETZELTER the Phreen automatically bites each round for 2d4 additional
points of damage.

The Phreen is a very powerful creature fully capable of lifting


a fully armored man and carrying him aloft. A victim thus
caught finds himself quickly dragged up into the trees (or up
the face of a cliff) where the Phreen attempts to strike with
their poisoned tail stinger. The creature has a +3 to hit a
gripped victim with the stinger, and if the saving throw fails,
the target becomes paralyzed for 2d6 turns. They also use
the sting to strike at any who would attempt to climb up be-
hind the Phreen.

The iridescently scaled hide of the Phreen is very supple and


actually quite valuable in some areas. If properly tanned, the
hide from a fully-grown Phreen can fetch 1d4 x 100 gp from a
skilled leather worker who uses it for making small pouches,
and other small items of decorative clothing.

TREASURE: None

PHREEN
Frequency: Rare
No. Encountered: 1d3
Size: L (12’–18’ long)
Move: 180’
Armor Class: 3
Hit Dice: 7d8 (*13)
Attacks: 1
Damage: 2d4
Special Attacks: Gripping spines / tail stinger
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral (evil)
Level/XP: 6/525+8/hp

Phreen are nocturnal scavengers, spending the daylight


hours either high up in the shaded cool areas of large trees
or nestled in a crevice or shallow cave high on a cliff. At
night, they descend towards the ground, scavenging for any-
thing edible. Many times, they hang down from tree limbs
above a game trail or near an encampment in an attempt to
snare a sleeping (usually unarmored) victim. They are quite ART BY DEL TEIGELER

Dwellers in Dark Places 231


P
PIERCER, HUGE HUGE MASSIVE COLOSSAL GARGANTUAN
Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1or2 1or2 1 1
Size: L (7’) L (8’) L (10’) L (12’)
Move: 10’ 10’ 10’ 10’
Armor Class: 0 0 0 0
Hit Dice: 6d8 (*13) 7d8 (*12) 8d8 (*12) 9d8 (*11)
Attacks: 1 1 1 1
Damage: 5d6 6d6 7d6 8d6
Special Attacks: 95% likely to surprise / see below
Special Defenses: See below See below See below See below
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 90% 90% 90% 90%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 6/525+8/hp 6/925+8/hp 7/1300+12/hp 7/1600+12/hp

PIERCER, ICE-FIRE SMALL AVERAGE MEDIUM LARGE


Frequency: Rare Rare Rare Rare
No. Encountered: 2d4 1d6 1d4 1d3
Size: S (3’) S (4’) M (5’) M (6’)
Move: 10’ 10’ 10’ 10’
Armor Class: 2 2 2 2
Hit Dice: 1d8 (*19) 2d8(*16) 3d8 (*16) 4d8 (*15)
Attacks: 1 1 1 1
Damage: 1d6 2d6 3d6 4d6
Special Attacks: 95% likely to surprise / see below
Special Defenses: 90% invisible 90% invisible 90% invisible 90% invisible
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 100% 100% 100% 100%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 1/25+1/hp 2/45+2/hp 2/75+3/hp 3/90+4/hp

232 Dwellers in Dark Places


In the deepest of the underdark realms, there dwells a spe- Exploding Pod plants are solitary, sprawling vines, able
P
cies of Piercer reaching truly epic proportions. Similar in ap- to “move” in order to attack prey. Each Exploding Pod
pearance to their lesser cousins of the upper dark, these plant has 3d6 long stalks (up to 50’ long, and about 1
creatures are much more dangerous. They reach lengths inch in diameter), twining through the surrounding veg-
up to 12’ long, with a diameter of 2’, weighing almost 2000 etation, camouflaging themselves amid the greenery.
pounds! The sound they make upon striking the ground is
deafening, and the damage they inflict on a successful attack The actual Exploding Pods, located at the end of each stalk,
can be crippling. Fortunately, due to their size they are usu- are 18 inches long and 6 inches in diameter, covered in a
ally loners. The outer armor of these creatures is extremely thick leafy shell. The extensive vines slither at a slow rate
dense giving them an exceptional resistance to damage (AC of 10’ per round, silently moving into position from which to
0). launch their assault. When prey enters their area or when the
Pod has reached the proper position, they burst with a loud
These giants often associate with packs of the standard noise. Each burst fires a shower of sharp spines outward,
Piercer, but they are distinguishable by the two huge dark filling a cone shaped area 30’ long, and 10’ across its base.
eyes (one on each side of the trunk) able to see in the most Any targets within the area are subject to attack; resolve at-
absolute darkness. They possess infra-vision, and have a tacks by 1d6 spines against each victim within the area of
50% chance to spot any invisible creatures. effect, with each successful hit causing 1 point of damage.

The dangerous Ice Pierce lives wherever large frozen caves There is a coating on the spines, a viscous substance, attack-
and deep caverns of ice exist. These creatures are difficult ing the nervous system of the prey. If a save versus poison
to detect, due to their clear coloration, resembling clear fails, the victim slowly walks to the base of the Exploding Pod
icicles hanging from the ceiling of their lair. In most cases, plant and lays down. The Exploding Pod immediately sends
they are 90% invisible due to this lack of coloration, unless dozens of feeder tendrils into the flesh, absorbing nutrients
they have recently fed. As their subterranean cousins, they at a rate of 4 hit points per round.
slowly move into position, in order to drop directly onto un-
wary prey. The intense cold generated by the Ice Piercer does The vines each take 5 hit points before severing, and blunt
1d3 points of additional damage per hit die of the piercer, weapons only do half damage. The main trunk is much heavi-
to any unprotected creature they strike. In almost all other er, at almost 2’ thick, taking 50 points of damage to sever.
respects, they are identical to the common Piercer.
It is important to note, small carnivorous creatures occasion-
Fire Piercers are another sub-species dwelling in the hot ally make their lairs near the Exploding Pod plant, and upon
regions of the underdark. Residing in areas near subterra- hearing the noise, they investigate the disturbance in the
nean hot springs and volcanic vents, they have a reddish hopes of obtaining a free meal.
coloration, and radiate an intense heat doing 1d3 points of
additional damage, per hit die of the piercer on a success- TREASURE: None
ful attack. In all other respects, they are identical to the Ice
Piercer.

TREASURE: None

POD, EXPLODING
Frequency: Uncommon
No. Encountered: 2d12
Size: L (vines 20’–30’ long)
Move: 0’ (10’)
Armor Class: 7
Hit Dice: 1d8 (*20, see below)
Attacks: 1d6 per pod (up to12 pods)
Damage: 1 hit point per spine
Special Attacks: Poison
Special Defenses: Half damage from blunt weapons
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 5/1500 per plant
ART BY FRANK GUNTER

Dwellers in Dark Places 233


P
PREDACIOUS SMALL AVERAGE LARGE HUGE MASSIVE
MAW
Frequency: Uncommon Rare Rare Rare Very rare
No. Encountered: 1d4 1 (1d4) 1 (1–2) 1 1
Size: M (2’–4’) M–L (5’–7’) L (8’–10’) L (11’–15’) L (16’–20’+)
Move: 60’ 60’ 60’ 60’ 60’
Armor Class: -2 (0) -2 (0) -2 (0) -2 (0) -2 (0)
Hit Dice: 2d8–3d8, (*16/14) 4d8–6d8, (*14/12) 7d8–9d8, (*12/10) 10d8–12d8, (*10/8) 13d8–16d8 (*8/6)
Attacks: 1 1 1 1 1
Damage: 1d4+1/hit die 1d6+1/hit die 2d6+1/hit die 4d6 +2/hit die 6d6 +2/ hit die
Special Attacks: None Swallow whole Swallow whole Swallow whole Swallow whole
Special Defenses: Camouflage / See below
Magic Resistance: 30% 30% 30% 30% 30%
Lair Probability: 25% 25% 25% 25% 25%
Intelligence: Very–High Very–High Very–High Very–High Very–High
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 3/150+3/ hp 5/375+6/ hp 7/1650+13/hp 8/3100+15/hp 9/5200+15/hp

The monster known as the Predacious Maw is a silent pred- the Predacious Maw whenever it is within 10’. As the creature
ator, a skilled ambush attacker with the ability to move moves the stone becomes translucent, revealing the shad-
through stone and earth as easily as we move through the owy form moving beneath.
air. Its method of locomotion appears to be similar to meld
into stone and passwall, enabling it to move freely through The Predacious Maw usually lies in wait, just below the “sur-
even the densest of stone. It is interesting to note, the Pre- face” of the stone, randomly picking a single target of the
dacious Maw is unable to move through any area containing appropriate size from a group of travelers (smaller speci-
large amounts of refined metallic ores, thus a chamber with mens always attempt to swallow smaller victims whenever
walls, floors, and ceiling covered with any such substance is possible), then without warning, it strikes with a +2 to hit
safe from their depredations. on its first assault. When prey is within attack range it is as
if the earth and stone itself has come alive as the monster
The actual size of the entire creature is unknown, for none quickly moves at double its normal speed to attack. With a
has ever seen more than the great mouth, with a gullet ap- very slight grinding sound, they “slide” through the ground to
pearing to extend more than 20’ into the depths. There are place themselves under their intended victim. With a sudden
some experts who believe the Predacious Maw's physical surge, they rise upward as much as 2’ throwing their target
form extends into the Elemental Plane of earth itself, with a off balance, seeking to bite, and possibly swallow their prey.
mouth at either end! The Predacious Maw is a living pit; they open revealing a wide
gaping maw full of multiple rows of wicked teeth descending
Whether they are marauding visitors from the Elemental far down into the creature’s gullet.
Plane of Earth, merely an unusual type of elemental, or some
twisted creation is unknown, but sightings of this monster The potential victims feel a rush of wind and smells the
have slowly increased over the last hundred years. With its stench of decay wafting from within the gullet; the over-
protective coloration it is able to blend flawlessly into any whelming smell of an opened grave. A Predacious Maw of 4–7
background, lying in wait, sensing the vibrations created by hit dice can swallow small sized creatures (Dwarves, Gnomes,
any approaching prey. and Halflings); and those possessing 8 or more hit dice, can
easily engulf man sized victims. There are verified sightings
When striking, the Predacious Maw surprises its target on a of truly immense specimens having up to 20 hit dice, able
roll of 1–5 on a die 6. Any dwarf who is actively searching, and to swallow giant sized creatures, but few victims have ever
who rolls a 15% or less is able to see the vague outline of the survived such an attack, and such sightings are very rare.
lurking Predacious Maw if it is near the surface of the stone
within 10’ and only as long as there is an available source of For the man sized Predacious Maw (4–6 hit dice), the bite is
light. Gnomes are a little better, needing to roll 25% or less a terrific grinding of teeth inflicting 1d6 hit points of dam-
to spot these predators. After its initial attack a roll of 1 or 2 age, with an additional +1 of damage for each hit die of the
on a six-sided die allows a character to detect the location of creature. The damage increases to 2d6 points of damage for

234 Dwellers in Dark Places


the large (7–9 hit dice) sized specimens. The rare 10–12 hit troublesome predator. Stone to flesh prevents the monster
P
die and 13–16 hit dice Predacious Maw are able to inflict a from moving for 1d6 rounds, forcing it to the “surface of the
massive 4d6 or 6d6 hit points of damage respectively, with stone” changing the armor class to 0 for 3d4 rounds. A stone
an additional +2 per hit die. On any roll of 20, the Predacious shape causes 3d4+3 points of damage to a Predacious Maw,
Maw has engulfed the appropriate sized target and within two and transmute rock to mud, while making the creature armor
rounds, it sinks back into the depths of the stone to digest class 4 for 2d4 rounds, also has a 20% chance of drowning
its meal. Any roll of 18 or 19, successfully hitting means the the Predacious Maw.
victim is only half swallowed, giving the bizarre sight of half of
the target protruding from the ground. Swallowed or trapped A slain Predacious Maw slowly sinks down into the earth (tak-
victims are able to do little to escape, unless they have a ing 1d6 rounds) and during a brief time, the group may pos-
ready blade of the appropriate length at hand. Using it, they sibly find items of treasure left from previous meals, lodged
are able to inflict half damage attacks against the creatures’ within the ridges of the gullet. Since the largest specimens
inner armor class of 3. are enormous, even sizable items could become stuck; per-
haps the legend of the sword drawn from the stone had its
During this brief time, when it fully enters the Prime Mate- basis in an encounter with a Predacious Maw. Anyone left
rial Plane, the rest of the Predacious Maws surface is armor within the gullet when it finally sinks is lost forever unless he
class 0 against any other external attack, and for only a few has magical means enabling him to escape from solid rock.
rounds.
It is interesting to note the Predacious Maw detests water,
If the Predacious Maw misses its intended target, only the and never attacks a victim who is standing in any area with
victim, precariously straddling above the jaws, has a clear water more than 3 inches deep. The monster ejects any
sight down into the soft, armor class 3 gullet; this is the only small amount of water entering the gullet, creating a strange,
weak spot of the Predacious Maw. If there is a ready weapon mobile geyser, as it simply sprays upwards from the solid
at hand, with a 3’ or longer length, the target may reach in- ground; and large amounts of water can actually drown a
side to make an attack this vulnerable location. Missile weap- Predacious Maw.
ons hurled down into the monsters gullet automatically do
damage, however they are lost in the depths. There are tales of colossal Predacious Maws on the Elemental
Plane of Earth, massive creatures over 30’ in diameter, easily
Magical fire, cold and lightning are useless against the ex- able to swallow an entire adventuring party in one bite. On
terior of a Predacious Maw, unless the caster is able to see very rare occasions even these monsters travel for a brief
directly down the creatures’ gullet. In these situations, these time to the Prime Materil Planes, either in search of prey or
attack forms inflict only half damage. Magic Missile spells when inadvertantly summoned via a conjure elemental spell.
are only effective during the rounds of the attack when the
Predacious Maw is actually unmerged from the surrounding TREASURE: Special, see above for details
material. Only spells affecting stone are effective against this

ART BY FRANK GUNTER

Dwellers in Dark Places 235


P
PRIMORDIAN MOUND STOCK ART BY GARY DUPUIS

Frequency: Very rare


No. Encountered: 1
Size: L (8’ tall)
Move: 90’
Armor Class: 0
Hit Dice: 10d8 (*10)
Attacks: 3
Damage: 2d6 (x2 claws), 1d10 (bite)
Special Attacks: Paralysis, snare
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 7/3000+14/hp

When some species of sentient plants near the end of their


life, it begins to change; the tough fibers once firmly binding
it tightly together begin to rot, falling away revealing a more
“skeletal” form of heavier roots and corded vines laced with
hundreds of sharp edged thorns. These Primordian Mounds
are extremely violent, actively seeking out prey, even attack-
ing well-armed groups of adventurers. Some adventurers ceives half or no damage and fire based attacks do -2 points
believe these creatures are a strange amalgamation merged of damage per die rolled. If struck by lightning, these crea-
with Vine Spirits (see Vine Spirit), but most experts are con- tures grow in size, adding a full hit die. Due to its plant-like
vinced these malicious monsters are actually an undead form nature, the Primordian Mound has no resistance to any form
of sentient plant. They believe these solitary creatures have of plant controlling spells.
somehow become infected, most likely the result of consum-
When at rest or lying in ambush, the Primordian Mound is
ing undead monsters. There is some evidence supporting
completely indistinguishable from the surrounding vegeta-
the theory, since most examples of the Primordian Mound
tion (effectively 100% “invisible”), and often they wait, mo-
have a paralyzing touch similar in nature to the attack from
tionless for days along frequented trails. Moreover, although
ghouls or ghasts (see below). However, they are completely
they are normally loners, in extremely rare instance, espe-
unaffected by a clerics attempts at turning the undead.
cially when food is in abundance, one might encounter two of
Moving to attack, the Primordian Mound first attempts to these creatures hunting in the same area, often coordinating
bite, a wide set of thorn-rimmed jaws forming from the cen- their efforts.
tral mass, snapping and gnawing for 1d10 damage. At the
TREASURE: None
same time a pair of rapidly elongating “arms” sweep at their
prey, the dozens of thorns dealing 2d6 damage with each
strike. The Primordian Mound lacks the ability to pull prey
into a crushing, smothering embrace. Nevertheless, on any
claw attack roll of 18+ the thorns ensnare the victim, wrap-
ping with incredible speed, tearing into flesh for 1d8 points
of damage each round. A successful Major Strength Test is
required (at a -10% penalty) frees a trapped victim. Unfor-
tunately, the slightest touch from the thorns necessitates a
saving throw versus paralysis, with failure indicating a help-
less state lasting for 2d6 rounds. Grabbing the structure of
this creature in order to assist a comrade is quite dangerous,
unless the helper is wearing some form of protection on his
hands (gloves, gauntlets, etc.), he could suffer from the par-
alyzing effects.

Any edged weapon attacks against the Primordian Mound


cause only half damage, and all blunt weapon or missile at-
STOCK ART BY MACIEJ ZAGORSKI
tacks do no damage. If attacked by cold this creature re-

236 Dwellers in Dark Places


P
PTERYGOTUS AVERAGE HUGE JUVENILE
Frequency: Uncommon Rare Uncommon
No. Encountered: 1d6 1d3 3d8
Size: M (6’ long) L (18’ long) S (2’ long)
Move: 120’ 120’ 180’
Armor Class: 2 0 4
Hit Dice: 4d8 (*15) 8d8 (*12) 2d8 (*17)
Attacks: 2 2 2
Damage: 1d8 (x2 claws) 2d6 (x2 claws) 1d3 (x2 claws)
Special Attacks: None None Swarm
Special Defenses: Immune to small missile weapon attacks None
Magic Resistance: Standard Standard Standard
Lair Probability: Nil Nil Nil
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 3/110+4/hp 6/725+10/hp 3/50+2/hp

Pterygotus are aquatic creatures, primitive marine scorpi- pod of younger, 2’ long individuals, containing 3d8 members.
ons distantly related to the land dwelling species, but lacking Attacks by this many are exceedingly dangerous as the crea-
the stinger tipped tail. The largest specimens have 18+ foot tures swarm around their prey, attacking from every direc-
long bodies encased in tough plates of overlapping chitin, tion. All attacks made against the swarm have a -2 penalty
along with a broad tail used to propel them through the wa- to hit due to the confusing mass of swirling bodies. The huge
tery depths. With a blue-black coloring, often covered with specimens of Pterygotus even attack small watercraft, using
barnacles, they easily conceal themselves among rocky out- their immense bulk to smash in the sides of boats.
crops, waiting for the unwary to venture into range. Despite
their immense size, the largest reaching weights of several TREASURE: None
hundred pounds, these carnivores easily glide along the sea
floor in search of prey. Occasionally the Pterygotus emerges
from the surf to attack prey along the shore. However, the
articulated limbs are unable to hold the weight of the body
for extended periods and such forays are short, rarely last-
ing more than a full turn before the Pterygotus once again
returns to the sea.

The huge Pterygotus attacks with a pair of foot long pincers;


inflicting 2d6 damage each. On any roll of 20, they grab their
prey in a vise-like grip doing twice the rolled damage (Mi-
nor Strength Test to escape). The smaller members of the
species do less damage (see above). The mouth is not large
enough for an effective melee attack.

The heavy plates of the armored carapace protect the com-


mon and huge Pterygotus from most missile weapons, thus
thrown knives, darts, arrows, sling stones, sling stones, and
bolts with the exception of those fired from heavy crossbows,
simply glance off. Every few years the Pterygotus molts,
shedding its exoskeleton, leaving the husk on the ocean floor.
For the next day it is vulnerable to any weapon attacks (ar-
mor class 5), quite often hiding in a submerged cave until the
new carapace hardens. Some aquatic races even use parts
these cast off shells, fashioning them into armor and shields.
ART BY FRANK GUNTER
Adventurers occasionally encounter the Pterygotus in a small

Dwellers in Dark Places 237


P
PUDDING, AQUATIC The Aquatic Pudding slowly moves along the bottom of a pool
before suddenly extruding its mass upwards in an attempt
Frequency: Very rare to engulf any prey. As it oozes around the victim, hundreds
No. Encountered: 1 or 1d3 of feeding vacuoles begin their grisly work, releasing a pow-
Size: S–L (3’–8’ diameter) erful corrosive enzyme inflicting 2d10 points of damage for
Move: 30’ every round of contact. The corrosive saliva of the Aquatic
Armor Class: 6 Pudding is not as powerful as the black pudding, with chain
Hit Dice: 10d8 (*10) mail taking three rounds to dissolve and plate mail taking five
Attacks: 1 rounds of exposure before it crumbles. Every magical plus of
Damage: 2d10 protection delays destruction by an additional round. Wood,
Special Attacks: Dissolves metal and organic materials leather, and any other organic materials dissolve in but a
Special Defenses: Electrical and weapon attacks do not harm single round. It is rather disconcerting when the boat or raft
Magic Resistance: Standard one is riding in suddenly dissolves.
Lair Probability: None
Intelligence: Non- Electrical attacks have no effect on an Aquatic Pudding, and
Alignment: Neutral blows from weapons simply pass through the material inef-
Level/XP: 7/1500+14/hp fectively, with large weapons possibly separating the crea-
ture into smaller pieces, each capable of attack. Cold-based
Aquatic Puddings are extremely dangerous amorphic crea- attacks do normal damage, and because of their damp en-
tures normally dwelling in shallow subterranean pools and vironment, these monsters take only half damage from any
backwater sumps,occasionally venturing into slow moving fire-based forms of attack.
streams and rivers. They are colorless mounds of predatory
protoplasm, 85% invisible in water, surprising opponents on Aquatic Puddings are able to leave their liquid environment
a roll of 1–4 on a six-sided die. for short periods, letting them migrate slowly from one pool
to another (movement reduced to 10’ per round), but they
ART BY FRANK GUNTER inflict only half damage during this time.

TREASURE: None

PUDDING, CHILL
Frequency: Very rare
No. Encountered: 1d2
Size: L (8’ diameter)
Move: 30’
Armor Class: 7
Hit Dice: 8d8 (*12)
Attacks: 1
Damage: 2d6
Special Attacks: Drain heat
Special Defenses: Immune to blunt weapons, see below
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Non-
Alignment: Neutral
Level/XP: 6/900+10/hp

Deep within the icy caverns of the polar wastelands there


are many strange lifeforms, each scratching out an exis-
tence in the frozen environment. The Chill Pudding is one
of these monsters, a nearly transparent killer feeding on
any warm-blooded prey venturing to this forbidding realm
of cold. Yet despite the frigid conditions, this silent stalker
remains quite fluid, unaffected by the inclement conditions
as it slithers through the caves of ice, easily moving along
floors walls and ceilings.

When at rest, the Chill Pudding appears to be a smooth

238 Dwellers in Dark Places


section of clear ice, or it may allow several strands of its PUDDING, FIRE
P
substance to “drip”, forming mock icicles as part of its
camouflage. While motionless, this monster is 90% indistin- Frequency: Very rare
guishable from the surrounding ice, surprising victims on a No. Encountered: 1 (2)
1–4 on a six-sided dice, and gaining a +2 bonus to hit on the Size: L (8’ diameter)
initial attack round. However, the immobile state is deceiving, Move: 60’
for when it strikes, the Chill Pudding moves with the speed of Armor Class: 7
a striking serpent. Hit Dice: 10d8 (*9)
Attacks: 1
A thick strand of material lashes out from the core of the Damage: 4d6
Chill Puddings mass, drawn towards the warm blood of the Special Attacks: Fire jet
intended victim. Upon contact, the attack delivers 2d6 points Special Defenses: None
of cold damage per round as heat drains away at an alarming Magic Resistance: Standard
rate, often coating the target with a glaze of ice. Spells or Lair Probability: 50%
devices protecting against cold reduce this damage by 50%. Intelligence: Non-
However, any successful hit indicates the Chill Pudding has Alignment: Neutral
engulfed its meal, and the digestive acids begin to dissolve Level/XP: 8/3600+14/hp
the victim at the rate of 2d8 points of damage per round
of contact. FeedIng on the frozen blood, the monster slowly The Fire Pudding (also known as Red Pudding), is anoth-
changes to a pale red color as it absorbs iron rich nutrients er sub-species of the various deadly puddings; dangerous
from victim. The coloration lasts for several turns, making scavengers populating the depths of the world. Deep red-
the Chill Pudding much easier to spot. dish orange in color and coated with dozens of small mouth-
like openings this mass of foulness haunts the underdark in
search of prey. The Fire Pudding can move easily along walls
and even ceilings without a reduction in speed.
STOCK ART BY GARY DUPUIS

Blunt weapons are useless when used against a Chill Pudding


and edged weapons merely divide it into separate pieces
for a few rounds before the individual sections merge once
again. The only attacks harmful to the Chill Pudding are elec-
trical / lightning, inflicting full damage, and fire doing +2 dam-
age per die rolled.

Once attached, only a Major strength test removes the mon-


ster and anyone who touches the monster takes the 2d6
damage from cold. Striking at them with weapons or spells
when they cover a victim does half of the rolled damage to
its captive.

TREASURE: None
ART BY FRANK GUNTER

Dwellers in Dark Places 239


P
The Fire Pudding attacks opponents, as do all other mem- PUDDING, GRANITE
bers of its species, attempting to digest them with its pow-
erful, corrosive enzymes for 4d6 points of damage on each Frequency: Very rare
successful strike. The tingling sensation of its hundreds of No. Encountered: 1 to 1d3
feeding orifices slowly dissolving its prey is quite disgusting. Size: L (10’ diameter)
However, this immense pudding has a second attack method: Move: 30’
the ability to create and store large amounts of a flamma- Armor Class: 2
ble gas, disgorging it in a flaming jet (cone shaped area of Hit Dice: 8d8 (*12 / 10)
effect, 30’ long with a 10’ base) for 3d6 points of fire dam- Attacks: 1
age (save versus aimed spells for half damage). It is able to Damage: 3d6
store enough gas to use the fire jet 3 times per day, with 1d4 Special Attacks: Engulf
rounds of delay between bursts. Special Defenses: Camouflage
Magic Resistance: See below
As most of the members of the species, this creature is
Lair Probability: None
immune to the effects of acid, poison, and cold. Lightning
Intelligence: Non-
bolts and blows from weapons simply divide the creature
Alignment: Neutral
into smaller creatures. Magic missiles and fire cause normal
Level/XP: 6/900+10/hp
damage, and any fire attack, dealing more than 20 points of
damage, has a 35% chance of igniting the Fire Puddings re- Granite Pudding is a living stone creature able to move with
maining reserves of gas causing it to erupt in a fireball blast ease along floors walls and ceilings. Its surface can rapidly
filling a 15’ radius, causing 6d6+6 points of damage. change to match the surrounding stone, not only in color,
but in texture as well (treat as 90% invisible). They flatten
This sub-species can dissolve two inches of wood in a sin-
themselves, spreading out into a sheet approximately 6 inch-
gle round, any form of natural material (leather, cloth, etc.)
es thick, and then patiently wait for prey to pass by. When
in but a single round. The enzymes affect metal, dissolving
moving they hump up in the middle, revealing their true size.
it at the following rates: chain mail=2 rounds, plate mail=4
The density of the Granite Pudding prevents it from moving
rounds, with any magical plus adding 1 round to the stated
through any cracks narrower than 3 inches.
times.
The Granite Pudding quickly drops from the ceiling, folds
TREASURE: None
down from a wall, or flips up from the floor to cover its victim.
They surprise victims on a roll of 1–3 on a six-sided die, gain-
ing a +2 to hit on their attack if successful. Many times these
ART BY FRANK GUNTER creatures are quite often initially mistaken for other forms of
stone imitating creatures Once the prey is inside, the mon-
ster begins to constrict, crushing for 3d6 points of damage
each round. Trapped prey cannot attack, as the heavy mate-
rial holds them motionless.

Their tough skin is as hard as stone (armor class 2) and at-


tacking them when prey is inside has a chance of injuring the
victim as well as the Granite Pudding. For any damage done
to the Granite Pudding, half of the rolled amount of damage
injures anyone trapped inside.

Fire does not harm this creature, but cold-based attacks


cause them to stop all movement for 1d3 rounds. They take
normal damage from lightning or acid attacks.

Many sages suspect the Granite Pudding of having intelli-


gence. They are exceptionally devious on their attack meth-
ods, and at times several work together in organizing large
ambushes.

TREASURE: None

240 Dwellers in Dark Places


PUFF SPINE rounds. Any falling victim has a 25% chance to cause another
P
cluster of nearby Puff Spines to explode.
Frequency: Rare
No. Encountered: 1d10x10 Fire and cold-based attack forms do an additional point of
Size: S (4in–8in) damage per die to all Puff Spines within the area of effect.
Move: 0”
Armor Class: 9 Quite often, the plant grows in large patches with up to 100
Hit Dice: 1 hit point (*special) Puff Spines, but only 3d4 activate at one time, filling the air
Attacks: 1d6 with a massive barrage of darts.
Damage: 1 point per spine
TREASURE: None
Special Attacks: Paralyzing poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/35 experience points per plant

The Puff Spine is a strange plant found in many tropical lo-


cations, and quite often, it serves as a deterrent, used to
keep intruders from certain areas. They are quite small, be-
tween 4 inches and 8 inches across, resembling small tightly
wrapped cabbages. If the tuft of cupped leaves is closely ex-
amined, one observes the tips of a small cluster of glistening
spines protrude from between the tightly bunched leaves.
Singly the Puff Spine is quite easy to avoid, but when victims
find themselves inadvertently in the midst of a large patch
of these plants, the level of danger is extreme. A single plant
sends roots outward; spawning more plants usually about 2
feet apart. In time, a patch can reach dozens of square yards
in size.

Beneath the ground, surrounding the plant in a radial pattern,


lies a network of roots complete with smallish sacks contain-
ing a mixture of explosive gasses. Any pressure exerted on
ART BY FRANK GUNTER

the ground near this plant causes an explosive detonation,


firing 1d6 spines per plant along with a mixture of pollen into
the air; with the spines possibly striking any intruder with a
5’ radius, (any roll of 15+ regardless of armor class strikes the
target). Each spine inflicts just one hit point of damage, along
with an extremely powerful paralyzing toxin. The victim must
save versus poison at -2 or suffer paralysis lasting for 2d4

ART BY FRANK GUNTER

Dwellers in Dark Places 241


P

ART BY ZACHERY HARGENRADER

“With a terrible shrieking the Chatterschrill emerged from the trees, the large male loping into the open, his great
teeth clacking. We readied our weapons, and as the magical light filled the clearing, we saw a dozen more of the foul
creatures swinging through the trees above. With a paralyzing screech, they charged.”
Tildun-Reffe

242 Dwellers in Dark Places


Q
qAATAAS / qUAARTzz / qUAHILDRATH / qUATHIU / qUEEDI / qUESH’ TAR / qUEW-qUEW /
qUINDILUS / qUOORIE DEAD
QAATAAS air through these in order to produce a series of strange
harmonic sounds, which can be of two types. They can pro-
Frequency: Rare duce a high frequency deterrent to strong attackers, reaching
No. Encountered: 1 as far as 100’ (save versus spells or the painful screeching
Size: L (8’–12’) causes so much pain the victim must flee outside its range).
Move: 10’ It also creates a subsonic thrumming, causing disorientation
Armor Class: 8 (save versus poison or the victim has a -2 to hit penalty as
Hit Dice: 10d8 (*10) the subsonic component causes uncontrollable muscular
Attacks: 1 twitching and mild nausea).
Damage: 3d8
Special Attacks: See below If the Qaataas main body attacks, it inflicts 3d8 points of
Special Defenses: Immune to attacks from edged weapons damage as it dissolves the flesh of its victim.
Magic Resistance: Standard
Lair Probability: None
Intelligence: Non-
Alignment: Neutral

ART BY FRANK GUNTER


Level/XP: 7/2800+14

The Qaataas is a distant relative of the family of jellies but


having several unique features. Although referred to as
a single creature, experts have determined it is actually a
conglomerate. It is a fusion of several individual Qaataas,
bonded together, forming into a protective colony, combining
their abilities to benefit the whole. Although the monster is
slower than all other jellies, it is able to stretch its substance
to great heights, extruding pseudo pods of material, attach-
ing themselves to walls and ceiling, allowing the bulk to lift
itself upwards. They are often able to reach from floor to
ceiling without support. The Qaataas is a light green in color
with flecks of brilliant yellow so this monster is often mistak-
en for strange flowstone formations or a type of mold.

Within seconds of detecting the vibrations of approaching


prey, the surface of this amorphous creature changes. The
outer surface of the Qaataas rapidly transforms, with as
many as two dozen strange pustules and puckered openings
in various shades of red and orange appearing within a few
rounds. These features have two separate functions:

1) Some of these swellings rapidly contract, allowing the Qa-


ataas to eject small globules of its material towards prey.
These small segments stick to the victim inflicting 1 point of Attacks with edged weapons simply pass through the crea-
damage, drawing strength from the life force of their target. ture, the material oozing back together, the edges of the
Each round they grow stronger, so the damage from each wound rejoining within one round. However, whenever blunt
globule increases by +1 per round (1+1 damage on round 2, weapons strike, the substance of the creature becomes quite
1+2 damage on round 3, up to 1+5 damage on round 6). These solid. The slow moving Qaataas can easily absorb a prone
globules have a range of 20’ and as many as six can be “fired” character, but a rapidly moving creature can easily run across
per round. After feeding for 1d6 rounds, they fall off, moving its surface due to the non-Newtonian aspects of its flesh.
to rejoin the central mass. It takes a full round with no other
actions possible to remove one of these globules by making Lightning does not harm this creature and cold-based attacks
a Minor Strength Test. merely slows it for a turn. However, fire-based forms of at-
tack cause +1 damage per die.
2) The Qaataas can form tubes through its substance by join-
ing two of the puckered openings. It then draws or pushes TREASURE: None

Dwellers in Dark Places 243


Q In combat Quaartzz wields a great crystalline-metallic spear,
QUAARTZZ a twisted artifact of unknown origin. With it, he attacks 3
times per round inflicting 3d6 + 12 points of damage with ev-
Frequency: Unique ery strike. 3 times per day, the “dwarf” can unleash a torrent
No. Encountered: 1 of raw energy from the spear filling a cone shaped area 60’
Size: L (8’ tall) long with a 20’ base. Each of the blasts delivers 3d10 points
Move: 120’ of damage (save versus spells for half damage). If he so de-
Armor Class: -8 or -3 sires, Quaartzz can hurl the spear up to 120’ with no penalty,
Hit Dice: 16d8 (+96hp con bonus) (*5) doing 4d6+12 hit points of damage when it strikes. Immedi-
Attacks: 3 ately after striking, the spear teleports back into the metallic
Damage: 3d6+12 (x3) grasp of Quaartzz.
Special Attacks: See below
Special Defenses: +3 weapon to hit / Crystals containing pure positive energy infuse the entire
Destroys lesser weapons / Crystal spell immunities structure of Quaartzz, and whenever any weapon of less than
Magic Resistance: 65% (base) +3 enchantment strikes him, it has a 25% chance of being
Lair Probability: 90% destroyed, its latent energies absorbed by the crystals.
Intelligence: Average–high
Alignment: Neutral If an attacker ever seriously threatens Crystalle, Quaartzz
Level/XP: 9/15,000 experience points does all in his power to protect his Prince. Through the gener-
osity of his liege, Quaartzz also has a swarm of IOUN stones,
Known as the Guardian of Crystalle, the “dwarf” elemental though he rarely has more than two dozen, as he relies on
known as Quaartzz is a most powerful being in his own right. his physical prowess more than any “magical” aid he would
At 8’ tall, and almost as broad, he is merely a dwarf when receive from the stones.
compared to other elementals, but he still towers over most
travelers (intruders) into the realms of Crystalle. Those ad- As stated, magical weapons of +3 or better enchantment are
venturers who seek Crystalle in a quest for favors usually required to strike Quaartzz. If edged, they attack against ar-
first encounter his chamberlain Quaartzz, who ultimately mor class -8 and all similarly enchanted blunt weapons treat
decides who is worthy to receive an audience with his liege. the creature as having armor class -3. Quaartzz has a band
Many adventurers have even mistaken this powerful figure of Crystal Stone Giants (see Crystal Stone Giant) working as
for Crystalle. soldiers and scouts, reporting news of any intruders, and
assisting their marshal in combat. At any time, 1d4 of these
giants accompany Quaartzz. At all times, he commands 2d6
Shards who serve as his escort and messengers (see Shards).

Quaartzz has the following Crystal Elemental Immunities: Fire


and cold-based attacks cannot affect Quaartzz and electrical
based attacks only cause quarter or no damage depending
on the saving throw. Gases and poisons are ineffective when
employed against Quaartzz. However, some spells do have an
effect: shatter causes 3d6 points of damage, a glassee spell
blinds him for 1d3 rounds, and a stone to flesh spell makes
Quaartzz armor class 6 for a single melee round. Quaartzz is
able to phase into any stony surface within one round, and a
Phase door spell striking him during the round inflicts 2d10
points of damage. The structure of his body is constantly re-
newing himself; therefore, Quaartzz regenerates 5 hit points
per round while on the Quasi-Elemental Plane of Mineral.

TREASURE: Any gem type possible / 2d10 IOUN stones (75%


chance)

ART BY ZACHERY HARGENRADER STOCK ART BY WILLIAM MCAUSLAND

244 Dwellers in Dark Places


QUAHILDRATH STOCK ART BY GARY DUPUIS
Q
Frequency: Very rare
No. Encountered: 1d6
Size: L (9’ long + tail)
Move: 180’
Armor Class: 4
Hit Dice: 7d8+7 (*13)
Attacks: 3 + 1d4
Damage: 1d4 (x2 claws), 1d10 (bite), 1d4+1 (x1d4 tentacles)
Special Attacks: Poison (see below)
Special Defenses: None
Magic Resistance: 25%
Lair Probability: 75%
Intelligence: Animal
Alignment: Neutral (evil)
Level/XP: 7/1500+10/hp

The Quahildrath dwell underground, preferring to live near


subterranean sources of heat (hot springs, volcanic vents,
etc.). Eyeless, they navigate through a combination of echo-
the small snake heads for a poisonous bite attack (the snake
location, smell, air currents, and radiated heat; working to-
head bite does 1d3 points of damage, and the target must
gether to give them complete details about their surround-
save versus poison at +2 or death occurs in 2d6 turns). Those
ings. Because of this, invisibility is ineffective against this
so grabbed may escape with a successful Minor Strength Test.
dangerous beast. The scaled hide is tough (armor class 4)
and the dark coloration lets the Quahildrath blend in to the Quahildrath are immune to damage from fire-based attacks,
background (50% invisible). They are excellent climbers, able and its respectable magic resistance of 25% prevents many
to leap up to 20’ and may scale almost vertical stone out- spells from causing harm. In addition, they have the ability
croppings with relative ease. to regenerate damage at the rate of 2 hit points per round.

The Quahildrath attacks with a bite attack doing 1d10 damage, Items of value, left over from its kills, may sometimes litter
and with its forward claws for 1d4 damage each. At the same the den of the Quahildrath.
time, it lashes with 1d4, flailing tentacles, slashing for 1d4+1
damage for each hit. On a roll of 20 these barbed tentacles TREASURE: Lair: 1d6 x 1000 sp (30%), 1d4x1000 gp (20%), 1d3
grab onto any prey, pulling the struggling victim into range of jewelry (10%), 1d6 gems (15%), 1d3 magic items (5%)

QUATHIU AVERAGE QUATHIU-AUKI


Frequency: Uncommon Uncommon
No. Encountered: 1d8 1d8
ART BY FRANK GUNTER

Size: L (12’ wingspan) L (20’ wingspan)


Move: 180’ (AA: VI / 180 degree 180’ (AA: V / 120 degree
turn) turn)
Armor Class: 3 3
Hit Dice: 5d8 (*15) 10d8 (*10)
Attacks: 2 2
Damage: 1d6 (beak), 1d4 (tail) 2d6 (beak), 2d4 (tail)
Special Attacks: None None
Special Defenses: None None
Magic Resistance: Standard Standard
Lair Probability: 20% 20%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 3/90+5/hp 6/900+14/hp

Dwellers in Dark Places 245


Q
The Quathiu is large predatory reptile found among the

ART BY FRANK GUNTER


rocky cliffs along the great oceans, or on the slopes of many
mountainous regions, always dwelling near large bodies of
fresh water, usually glacial lakes. With a length of almost 18’,
it soars along the currents of air, scanning the water below in
search of prey. In addition, with its long, legless tapered body
it is equally able to plunge deep into the water, rapidly pro-
pelling itself along with its powerful tail in pursuit of a meal.
Although mainly a fish feeder, the Quathiu is not averse to
attacking other creatures when the opportunity arrives.

When potential victims are found, the Quathiu swoops down-


ward at incredible speed, slashing with its beak for 1d6 points
of damage, and whipping with the long tail for 1d4 points
of damage. They can also attack when exiting their watery
hunting ground.

There are rumors of some of the smaller races of humanoids


(3’ tall or less), training the common species of this creature
as mounts. In the far north, there is a much larger sub-spe-
cies, the Quathiu-Auki, almost twice the size, used by a few
barbarian tribes as mounts.

TREASURE: None
Queedi also attempts to sting opponents, doing 1d3
QUEEDI QUEEDI (FOREST) QUEEDI (JUNGLE) points of damage. They inject a mild poison into their
Frequency: Uncommon Uncommon prey, causing an extremely painful inflammation. If
No. Encountered: 1d8 1d4 the recipient of the sting fails a save versus poison, he
Size: M (3’–6’ long) M (6’–8’ long) suffers a -4 penalty to all attack rolls, both to hit and
to damage, as any movement causes discomfort. The
Move: 180’ 180’ effects of the poison last for 2d6 turns before wearing
Armor Class: 5 5 off. (See above for details on the larger Jungle Queedi)
Hit Dice: 3d8 (*16) 6d8 (*13)
Queedi occasionally emit a cloud of noxious vapor,
Attacks: 2 2 filling a 15’ radius. Those within the area must make
Damage: 1d6 (bite), 1d3 (sting) 2d4 (bite), 1d4 (sting) a saving throw versus breath weapon to avoid the ef-
Special Attacks: See below See below fects. Failure indicates the recipient is temporarily
blinded and unable to fight due to the stinging pain
Special Defenses: Stench Stench lasting 2d4 rounds.
Magic Resistance: Standard Standard
The venom does have its uses, and alchemists pay 25
Lair Probability: 40% 40%
gp for a 1-ounce vial of the substance (each Queedi’s
Intelligence: Animal Animal poison sack contains 1d4 ounces of the poison).
Alignment: Neutral Neutral
TREASURE: None
Level/XP: 3/145+3/hp 5/275+8/hp
The creatures known as the Queedi find areas of dense QUESH’TAR
woods and tropical jungles to be the perfect habitat. This
eight-legged insectoid moves easily along the forest floor, There is a mystery surrounding the true origin of
or through the lower branches in search of food. It is an op- where the Quesh’tar race originated. There are no
portunistic feeder, attacking without hesitation. Although it reported sightings or encounters with these strange,
mainly subsists on a diet of smaller animals, it does attack aggressive creatures before the time of the Mardukian
humanoids when such prey is available. Their body shape “flash”, and some sages theorize the Zaeranni brought
and green brown coloration allows them to camouflage them- them to this world shortly after that unprecedented
selves, surprising prey on a roll of 1–2 on a six-sided die. celestial event. To date, there have been four separate
members of the species identified, whether there are
The Forest Queedi lunges from hiding, attempting to bite others, lurking in the deeps of the oceans, only time
with its large mandibles, inflicting 1d6 points of damage. The will tell.

246 Dwellers in Dark Places


The Quesh’tar dwell in shallow warms seas, usually in wa- Occasionally, flaws occur during the process of metamorpho-
Q
ters no deeper than 100’, preferring locations abundant with sis taking place between the juvenile and adult stages, result-
heavy aquatic vegetation. Here they build their dwellings of ing in the creation of an Abomination Quesh’tar. Whether it is
kelp plants and coral. They are not a swimming species, be- by accident or by racial need is unknown, but these powerful
ing quite heavy and dense, but they can walk across the sea creatures usually appear in greater numbers during times
floor as easily as a human can move about on land. They of major conflict. In fact, during times of battle, any adult
maintain sizable herds of Frond Feeders, used in many ways. Quesh’tar has a 30% chance of spontaneously transforming
into an Abomination Quesh’tar. These newly created soldiers
The Quesh’tar are asexual, with the adult form reproducing move in groups to counteract any intrusion. However, this
by creating 6” juvenile buds, pulling them off when they ma- transformation is permanent once it has occurred.
ture, and lodging them among the fabric of the dwelling, or
within small outcroppings of rock. The limbs of an Abomination Quesh’tar are incredibly strong
(22 strength), with a reach of up to 10’. Their 3 claw attacks
From the water, they make nocturnal forays onto the dry land each inflict 2d4+10 damage. They also rake with one of their
in search of food. Any living creature is potential prey, thus powerful, clawed feet for 3d4+10 damage. This creature also
reports of attacks by Quesh’tar on coastal villages have be- has a special attack when on land, a powerful jet of poison-
come more frequent. They continually fight with the many ous black water (save at -2 or take 1d10 damage) able to hurl
aquatic races in bloody conflicts, since they all compete for any single man sized or smaller opponent up to 15’. This jet
the same kinds of habitat. A typical Quesh’tar colony con- is usable three times per day, with a 1d3 round delay between
tains the following: uses. When used in the water this attack form fills a 20’ radi-
us with a lethargy inducing cloud functioning as a slow spell
Adults 3d12 individuals against water breathing creatures.
Juveniles 1d6x10 individuals of
The Abomination Quesh’tar is a fierce fighter covered with
sizes ranging from new- thick plates of chitin serving to protect it from attack. Only
ly detached buds, to 5’ weapons of +1 or better enchantment can cut through to
tall specimens reach a vital spot.
Morphians 2d12 individuals
When they are not on patrol, or engaged in training the
Abominations 2d12 individuals Abomination Quesh’tar spend their time in tunnels carved
Along with up to 30 creatures undergoing the beneath the submerged cities.
ART BY DEL TEIGELER
two intermediary chrysalis stages TREASURE: None
A typical raiding party contains 1d4 adults, 2d4 morphians,
and 1d3 abominations. Juveniles never join a raiding group
of Quesh’tar.

TREASURE: Lair: 2d12x1000 sp (40%), 1d10x1000 gp (30%), 2d8


gems (pearls) (25%), 1d3 magic items (10%)

QUESH’TAR, ABOMINATION
Frequency: Very Rare
No. Encountered: 1d8
Size: L (10’–12’ tall)
Move: 120’
Armor Class: -2
Hit Dice: 12d8 (*9)
Attacks: 4
Damage: 2d4+6 (x3 claws), 3d4+6 (foot claw)
Special Attacks: Water jet
Special Defenses: +2 weapon to hit
Magic Resistance: 20%
Lair Probability: 70%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 7/5100+16/hp

Dwellers in Dark Places 247


Q
QUESH’TAR, ADULT discharge delivered by touch in melee combat. In this form,
it releases a jolt causing an additional 12 points of damage.
Frequency: Rare Because of this ability, the Adult Quesh’tar is immune to all
No. Encountered: 1d10 electrical attacks.
Size: L (8’–10’ tall)
Move: 150’ The surface of the Adult Quesh’tar consists of countless
Armor Class: 2 thousands of special pigmented cells, allowing it to blend
Hit Dice: 9d8 (*12) into any background almost instantly when not moving. This
Attacks: 4 protection effectively makes them 90% invisible within an
Damage: 2d6+6 (x3 tentacle claws), 3d4+6 (foot claw) aquatic environment, but only gives them 50% invisibility on
Special Attacks: Jolt (see below) dry land.
Special Defenses: Camouflage, immune to electrical attacks
Magic Resistance: 35% There have recently been disturbing reports of Adult
Lair Probability: 75% Quesh’tar employing weapons, and even using magical de-
Intelligence: Average–high vices (wands, staffs, rods). Whether they are beginning to
Alignment: Neutral (evil) manufacture such things, or simply acquire them through
Level/XP: 7/2300+12/hp conquest is unknown. Some experts believe the Quesh’tar
population has reached a point where another level of meta-
morphosis soon takes place, introducing a new form of this
monster.

TREASURE: See above


ART BY DEL TEIGELER

QUESH’TAR, JUVENILE
Frequency: Rare
No. Encountered: 1d8
Size: S–M (3’–6’ tall)
Move: 60’
Armor Class: 4
Hit Dice: 5d8 (*15)
Attacks: 3
Damage: 1d10 (x3 leech mouths)
Special Attacks: See below
Special Defenses: Weapon immunity (see below)
Magic Resistance: 20%
Lair Probability: 90%
Intelligence: Animal–low
Alignment: Neutral (evil)
Level/XP: 5/300+5/hp

The juveniles are the weakest forms of the Quesh’tar race.


The Adult members of the Quesh’tar society are the builders
They start their lives as a small 6” long bud sprouting from
and main defenders of the colony. They walk easily across
the body of an adult, with a single adult forming a dozen
the sea floor using their powerful claws to grip coral, and
or more such buds during the course of a year. When they
their extremely dexterous limbs to fabricate any dwellings
reach the correct size, the “parent” removes them, placing
and all needed items or tools. They are the coordinators of
the small creature within the dwelling or nearby rocks where
the colony, having total control over all of the lesser forms. A
they continue to grow at a prodigious rate. When fully grown
typical colony has as many as 36 Adults.
they are malformed masses covered with folds of dense gray
The Adult Quesh’tar is quite strong, and its three powerful leathery hide. Three pseudo-pod “feet” support the crea-
grasping limbs can strike targets up to 10’ away for 2d6+6 ture, stretching up to 6’, allowing slow movement across the
damage. They are also able to rake with one of their stur- sea bottom in its territory, as it hunts for food.
dy legs for 3d4+6 damage. In the water, the Adult is able
The thick hide of the Juvenile Quesh’tar is very dense, reduc-
to generate a powerful electric pulse, causing 4d8 points of
ing any damage received from edged and blunt weapons by
damage to any creature within 5’, and 2d8 points to those
half. Piercing weapons inflict full damage.
within 5’–15’ away. This pulse is only usable once per hour.
On dry land, they can also manifest this power as a single They spend their time searching among the rocks, or lurking

248 Dwellers in Dark Places


along the fringes of the heavy kelp forests waiting for passing The intermediary or Morphian Quesh’tar is the second stage
Q
prey before striking with their three long tentacles (up to of development. After a juvenile reaches its full size of 6’ tall,
10’ long when mature). At the ends of each appendage is a it suddenly goes through a chrysalis stage lasting one week. It
rasping jaw that clamps onto opponents, inflicting 1d10 points emerges as a new form of creature, The Morphian Quesh’tar.
These creatures are now part of the colony, automatically
beginning their duties, patrolling the boundaries of the com-
munity, keeping a vigil against enemies and searching for
ART BY DEL TEIGELER food.

The Morphian Quesh’tar has three long tentacles, up to 12’


long, ending in powerful pincers used with great skill to
snatch at swimming prey, or for probing deep into crevic-
es for any available sustenance. Each pincer can inflict 2d6
points of damage, and any roll of 18+ indicates they have suc-
cessfully grabbed their target (Minor Strength Test for victims
to escape). The Morphian attacks grappled opponents at a
+2 by any additional pincer attacks on the following rounds.
They also rake with one of the legs for 2d4 points of damage.

The Morphian also has a special attack useable once per day.
It takes the form of flickering and shifting colored lights ap-
pearing in bizarre patterns all across its body. The confusing
display functions as a special form of Color Spray affecting
any creature within 20’ looking in their direction. The dura-
tion of the display is but 3 rounds, and any who view it must
save versus aimed magical attack at -2 or be stunned for 1d4
rounds. Attackers may avoid the effect by averting their gaze,
of damage. On any roll of 18+ successfully striking an op- but suffer a penalty of -2 to hit the Morphian Quesh’tar.
ponent, the jaws clamp onto its victim, biting automatically
every round until removed. The juveniles are voracious feed-
ers, growing up to a foot every month when food is abundant.

Within less than a year, if conditions are favorable, the Ju-


venile Quesh’tar seek a secluded spot where it prepares for
metamorphosis. This process is quite rapid, taking just one
week, with the fully formed Morphian Quesh’tar emerging
from the chrysalis.

TREASURE: None

QUESH’TAR, MORPHIAN
Frequency: Very rare
No. Encountered: 1d6
Size: L (6’–8’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 7d8 (*13)
Attacks: 3
Damage: 2d6 (x3 claws), 2d4 (rake)
Special Attacks: Color Spray
Special Defenses: +1 weapon to hit
Magic Resistance: 30%
Lair Probability: 80%
Intelligence: Low–average
Alignment: Neutral (evil)
Level/XP: 6/950+8/hp
ART BY DEL TEIGELER

Dwellers in Dark Places 249


Q
After several years spent as a Morphian, the creature once works of tripwire vines intended to snare their prey, using
again enters a chrysalis stage for up to six months. At the small throwing darts (1’ long), inflicting 1d3 damage, tipped
end of this time, it emerges as a fully formed adult Quesh’tar. with sleep inducing drug to subdue those foolish enough to
become entangled (save versus poison at -2). If engaged in
TREASURE: Special melee, a Quew-Quew most often uses its talons to slash at
opponents, dealing 1d4 damage with each attack. Perhaps
QUEW-QUEW 20% of these monsters might carry a gnarled club or crudely
pointed sticks, inflicting 1d6 damage.
Frequency: Very rare
No. Encountered: 2d10 Clever and resourceful, Quew-Quew always work as a coor-
Size: M (6’) dinated team, with some members luring prey towards the
Move: 180’ pits, and other traps, while others harass from the cover of
Armor Class: 4 the surrounding foliage. Captured prey end up dragged to
Hit Dice: 3d8+3 (*16) the filthy dens where the Quew-Quew torture and eventually
Attacks: 1 (or 3) consume them. They pay little attention to anything con-
Damage: 1d3 (dart), or 1d4 (x2 claws) sidered valuable, discarding such items, or improperly using
Special Attacks: Poison them until they break or they are lost, but occasionally some
Special Defenses: Camouflage items remain buried in the filth of abandoned lairs.
Magic Resistance: Standard
Lair Probability: 50% TREASURE: 2d10x100 sp (20%), 1d10x100 gp (20%), 1d8 gems
Intelligence: Low (30%), 1 magic item (10%)
Alignment: Chaotic (evil)
Level/XP: 4/175+4/hp QUINDILUS
The Quew-Quew are a deadly race full of malign intent who Frequency: Very rare
dwell in the vast temperate forests of the middle latitudes. No. Encountered: 1d3
Thoroughly evil, these twisted, diminutive humanoids de- Size: L (8’ tall)
light in the capture and torture of any other creature, be it Move: 180’
man or beast. Hunch backed, with overly long, gangly arms, Armor Class: 3
small bands lope through the verdure with ease, occasionally Hit Dice: 8d8 (*12)
climbing into the lower branches, as they scout and lay traps Attacks: 5
for their next victims. The dark brown, hairless hide of the Damage: 1d6 (bite), 2d4 (x4 blades)
cunning Quew-Quew is very tough and covered in bony ridg- Special Attacks: Rake
es covering iron hard muscle. Special Defenses: +1 or better magical weapon to hit
Magic Resistance: 30%
Lair Probability: 10%
Intelligence: Average
Alignment: Chaotic evil
Level/XP: 7/1350+10/hp

There are many remote locations on the worlds of man, an-


cient places little visited by humankind. Within these deadly
areas, the perverse results of older magic and failed exper-
iments await discovery. The ruins of Hui-Chuiun is such a
place, and here adventurers first encountered the deadly
Quindilus. Since the first encounter, these creatures have
slowly spread through the great tropical jungles, and only an
extremely low birth rate has kept this monster from devas-
tating the populations of the native creatures.

Taller than a man, with a greatly enlarged skull, special cells


STOCK ART BY GARY DUPUIS
called Chromatophores cover the entirety of the Quindilus
skin, special cells containing pigmentation changing con-
They delight in digging large pits, lining them with offal, ex- stantly to blend with the surrounding terrain. With great
crement, and poisonous spined plants, before cleverly con- speed, these cells change, forming solid colors, patterns of
cealing them with branches and leaves (85% unnoticeable). spots and stripes. The Quindilus are even able to change
Rangers familiar with the Quew-Quew have a 50% chance to their skin texture in the same way, making them 95% “in-
spot such traps. The Quew-Quew also build intricate net- visible”. Many an unlucky adventurer has actually climbed

250 Dwellers in Dark Places


across one of these patient hunters, without even realizing STOCK ART BY EARL GEIER
Q
the danger they were in.

Striking from their concealment, the Quindilus slashes with


it four 2’ long saber tipped limbs, tearing for 2d4 hit points
of damage with each successful hit. At the same time they
also bite, their wide jaws doing an additional 1d6 damage.
Occasionally the Quindilus drops from above its prey, and at
these times, if they gain surprise (1-3 on a six-sided die) they
rake with their hind talons, and clawed tail, for 1d4 damage
each during the first round of combat.

Magical attacks are less effective against the Quindilus, and


only weapons of +1 or better enchantment are able to injure
this predator.

The skin of the Quindilus has value to alchemists who use it


in the making of some potions and to wizards as well who use
it in fabricating magical robes of camouflage.

TREASURE: None

QUOORIE DEAD AVERAGE WARRIOR MONSTROUS


(Turned as type 5) (Turned as type 5) (Turn as type 6)
Frequency: Uncommon Rare Very rare
No. Encountered: 2d12 1d8 1d3
Size: M (6’ tall) M (6’ tall) L (8’ tall)
Move: 90’ 90’ 90’
Armor Class: 5 3 4
Hit Dice: 3d8 (*16) 5d8 (*14) 8d10 (*12)
Attacks: 3 2 1
Damage: 1d4 (x2 claws), 1d3 (gore) By weapon 1d6+6 (x2 claws), 1d10 (gore)
Special Attacks: Fear Fear Fear
Special Defenses: None None None
Magic Resistance: 10% 10% 10%
Lair Probability: 85% 100% 25%
Intelligence: Low Low Low
Alignment: Evil (any) Evil (any) Evil (any)
Level/XP: 3/105+3/hp 4/205+5/hp 7/1300+12/hp

The Quoorie Dead (also known as Bog Dead) are ancient vic- Submerged still living into the marshy ground, the Quoorie
tims of dark, necromantic rituals practiced by the primitive Dead are subject to the dominating will of tribal necroman-
tribes in the dismal moors of the northern latitudes. While cers who may summon these evil undead creatures to rise
still living, their arms, and legs bound with sinew, the strug- again to plague the living. They disinter the long dead victims,
gling victim found his body sewn within a glyph covered bag tearing the shriveled, pod-like bag open releasing a gout of
made from the hide of a large mammal (oxen, elk, moose, foul liquid. The highly acidic water of the bog, in conjunction
etc.). Quite often, they had horns or antlers attached to their with a lack of oxygen and cold temperature prevent the de-
heads, and their hands were replaced with the clawed paws caying of flesh. In addition, the minerals also cause the flesh
of large carnivores (bear, or feline) before burial within a pit to harden to the toughness of cured hide, darkening the des-
dug in the soft peat. iccated mass to a deep brown coloration. Special powdered
pigments are occasionally used causing variations in color,

Dwellers in Dark Places 251


Q
turning the preserved corpse deep green or bright scarlet. MONSTROUS QUOORIE DEAD
Quite often, the reanimated Quoorie Dead lies dormant for
many years, before rising from the peat to attack those who On very rare occasions, the victim of the ritual is a large
pass nearby. creature (ogre, small hill giant). Such monsters are difficult
to control, and once animated they are usually left as guards
within tombs lest they wander into populated areas. They are
much more difficult to turn (see above) and blows doing 15 or
more points of damage have a 10% chance to destroy these
undead monsters.

In some especially remote and dismal areas or in dismal


caves near ancient ruins (locations preferred by necroman-
cers) adventurers could encounter up to three times, the
listed number of Quoorie Dead.

At times, the necromancer buries Quoorie Dead with items


of value: rings, bracelets, necklaces, and bejeweled torques
being the most common.

TREASURE: 1d10 x 1000 sp (35%), 1d6 x 1000 gp (30%), 2d8


gems (20%), 1d6 jewelry (15%)

ART BY FRANK GUNTER

ART BY BRIAN (“GLAD”) THOMAS

Quoorie Dead attack with a pair of claws, each doing 1d4


points of damage. They also gore with the horns or antlers
for an additional 1d3 damage. Those facing this undead hor-
ror in melee must also save versus fear, or suffer a -2 penal-
ty to hit and damage when attacking.

The acidic nature of the peat also has some detrimental ef-
fects on the corpse; the calcium in the bones weakens, so
attacks from blunt weapons striking the Quoorie Dead do
+2 damage. Because of the weakened nature of the bones,
any single attack, inflicting 10 or more points of damage, has
a 10% chance to destroy a Quoorie Dead, collapsing it into
pile of hardened skin fragments and bone dust. As undead,
they are immune to all forms of sleep, charm, and hold type
spells. Magical cold cannot harm the Quoorie Dead, and fire
based attack forms are all -1 damage per die.

On many occasions, a necromancer takes captured enemies,


turning them into Quoorie Warriors, submerging dozens in
the peat, complete with all of their armor and weapons.
They re-animate these Quoorie Warriors to serve as undead
guardians for tombs and burial mounds.

252 Dwellers in Dark Places


R
Rachava / Rat, Undead / Rat, Hesaki / Razor Fish / Reak / Remora Lung Creeper /
Rim Stalker / Rock Mite / Rock Terror
RACHAVA
Frequency: Uncommon
No. Encountered: 3d6
Size: S (6”–1’ tall)
Move: 180’
Armor Class: 7
Hit Dice: 1d8 (*20 / 18)
Attacks: 1
Damage: 1d3 (bite), or 1–2 (x2 claws)
Special Attacks: Pack
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1/10+1/hp

The deep forests are home to many dangerous creatures, but


not all are easily recognized. Some are unobtrusive and sly,
lurking in the shadows, waiting the right moment to attack.
The Rachava is one of these creatures, a pack hunter living
within fields of dense brambles, using the tangled thickets of
thorny brush for cover. At only six inches to one foot tall and
ART BY DEL TEIGELER
weighing less than two pounds, this brownish-green pest is
still a danger, best avoided whenever possible. Their dimin-
utive body structure allows them to blend into most under- tack, if more than four of these pests attack a single target,
brush, appearing as a mass of twigs (75% undetectable when they all receive a +2 to hit bonus.
motionless). The deep green eyes are quite large, allowing
The hide of the Rachava has many sharp spines, not only
this nocturnal creature to see in the blackest of nights. The
helping to camouflage the creature, but also helping to pre-
legs of the Rachava are quite strong, allowing them to leap up
vent enemies from successfully grappling with these spiteful
to 5’. Their small mouths are full of razor-sharp teeth, easily
balls of anger. Any attempt to grasp a Rachava with unpro-
capable of biting through hardened leather.
tected hands results in the attacker receiving 1d3 points of
Rachava feed mainly on small mammals, snakes, lizards and damage.
birds, but if they feel pressured, they fiercely attack larger
Rachava build their nests deep within thorny brambles and
creatures, and they never hesitate to invade a campsite, es-
tangled vines, laying 1d3 brownish eggs once per year. A typi-
pecially when the smell of cooking food is in the air.
cal colony of Rachava numbers two dozen adults, but in some
The chest of the Rachava has a pair of bony ridges protrud- areas, where food is plentiful, they number twice as many.
ing from each side, appearing to be an external set of flexi-
Larger snakes and the Nauri (see Nauri) are the usual preda-
ble ribs. This cage-like structure has a dual purpose; first, it
tors, venturing into the thickets to hunt the Rachava.
helps to hold small prey in place while feeding, and second,
it can be used to shelter and carry the hatchlings during their TREASURE: None
first few weeks of life. If the nest is in danger of discovery, the
female Rachava carefully cradles the eggs within this struc-
ture, carrying them to a new location.

The Rachava attacks in a sudden rush, with the majority of


the pack usually targeting a single individual. In a chittering
swarm, they leap from cover, biting and scratching at their
prey. The sharp teeth inflict 1d3 points of damage, or they do
1d2 points of damage with each of their sharp talons on any
successful attack. Because of the ferocity of their pack at- STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 253


R
RAT, HESAKI Hesaki Rats are very intimidating for small creatures, with a
pack of them often facing off against creatures many times
Frequency: Uncommon their size. The talons are exceptionally sharp, doing 1d2 dam-
No. Encountered: 2d4 age on any successful attack. They also bite at opponents,
Size: S (2’) the multiple rows of short, sharp teeth doing 1d4 damage.
Move: 120’, 60’ swimming The Hesaki Rat occasionally uses the prehensile tail for at-
Armor Class: 6 tacking, whipping at opponents, doing just 1 point of damage
Hit Dice: 3d8+3 (16) with the razor edged tip.
Attacks: 3
Damage: 1d2 (x2 claws), 1d4 (bite) Because of the “other-worldly” origins, the Hesaki has a slight
Special Attacks: Tail, see below resistance to magical attack (15%) along with a few additional
Special Defenses: Nil magical abilities, contributing to its deadly nature. Once per
Magic Resistance: 15% day this creature is able to teleport without error, with a
Lair Probability: 85% range of up to 60’ from its current position, often using this
Intelligence: Animal power as a means of escape. However, they also use it in or-
Alignment: Neutral der to attack a victim from behind (thus gaining a +2 to hit).
Level/XP: 3/85+4/hp They are also able to use the reversed form of enlarge (on
themselves only) as an 8th level spell caster, shrinking to just
Named for the dangerous network of ancient tomb complex- a few inches tall for a maximum duration of one turn, again
es where adventurers first encountered them, Hesaki Rats using the ability to launch a surprise attack or escape an
have spread far over the last few centuries. Many experts unwanted encounter. Thus, a seemingly inoffensive creature
believe these members of the rodent family originated on suddenly grows to much more dangerous proportions.
an alternate prime material world, having gained access to
this plane through the many “gates” within the Hesaki region. Hesaki Rats have a fondness for shiny objects, and occasion-
They stand 2’ tall at the shoulder; their bodies completely ally their lair might have a few small items of value buried in
covered in short, stiff fur, with the exception of the top of the nesting materials.
their head, which is a solid mass of knobby bone. The head
itself is very wide and sits squarely on neckless shoulders. TREASURE: 3d12 x 10 sp (30%), 1d8 x 10 gp (10%), 1d3 gems
They have two pairs of reddish eyes, one pair quite large, (10%)
allowing for excellent vision in the darkest environments, and
a smaller pair placed just below for normal vision. They have RAT, UNDEAD
an 8’ long, barbed, prehensile tail, along with a pair of small
Frequency: Very rare
dexterous fore paws, assisting in either climbing, or attack.
No. Encountered: 3d20
Size: S (1’-3’)
Move: 90’
Armor Class: 8
Hit Dice: 1d8 (*19)
Attacks: 3
ART BY DEL TEIGELER

Damage: 1 (x2 claws), 1 (bite)


Special Attacks: Disease
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral (evil)
Level/XP: 2/30+1/hp

The Undead Rat is the result of either feeding upon, or attack


by the undead. Since rats are subject to most of the same
diseases and infections as humans, they occasionally trans-
form into malign, undead pests. These abominations are
foul, leprous creatures covered in festering lumps, with ex-
posed patches of rot-slicked flesh and denuded bone. They
travel in a shambling horde, attacking any living creature,
regardless of size.

Although not powerful, the Undead Rat is tenacious, attack-

254 Dwellers in Dark Places


ing with tooth and claw, inflicting 1 point of damage with each STOCK ART BY GARY DUPUIS
R
successful hit. Moving in a tide of putrid death, they seek
to overwhelm any opposition by sheer numbers, swarming
and climbing to reach any exposed flesh. The bite of these
creatures has a 30% chance of transferring disease, and in
extremely rare cases (5% chance), they are even be able to
pass on the undead pathogen to those they have killed. A
failed save versus poison indicates infection and possible
death, or signals the corpse to rise and begin its own quest
for living flesh.

Unlike the larger, humanoid undead, the existence of an Un-


dead Rat is short. They survive in a decaying, zombified form
for just a few weeks, and then once the flesh is completely
gone, as a mere skeleton held together by tendons and fur
for perhaps another month before they perish, collapsing in
a pile of bone.

TREASURE: None

RAZOR FISH AVERAGE HUGE


Frequency: Rare Uncommon
No. Encountered: 3d8 1d4
Size: S (2’–3’ long) L (10’ long)
Move: 240’ swim 180’ swim
Armor Class: 3 3
Hit Dice: 2d8 (*16 /14) 10d8 (*10 / 8)
Attacks: 2 2
Damage: 1d4 (bite), 1d8 (fin 2d6 (bite), 2d8
slash) (fin slash)
Special Attacks: None None
Special Defenses: Toxic Toxic
Magic Resistance: Standard Standard
Lair Probability: 90% 90%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 3/65+2/hp 7/1500+14/hp
The Razor Fish is found only in the deep swamps; living in
symbiosis with the great Swamp Polyphemus (see Swamp
Polyphemus). They live with impunity among the roots of the
great plants, feeding off the flesh of any creatures venturing
into and subsequently dying within the Polyphemus’s terri-
tory. They are immune to the effects of the Polyphemus’s
sensitive stingers, and serve the plant well by eating the rot-
ten carcasses, accumulating in the pools. This long, flattish
fish is quite aggressive whenever their territory is invaded,
attacking in a great swarm from all directions. Few ever re-
turn from an accidental encounter with a large school of
these aquatic killers.

The Razor Fish can deliver a painful bite inflicting 1d4 points
of damage, along with slashing a victim with their extreme-
ly sharp fins adding 1d8 additional points of damage. The ART BY FRANK GUNTER

Dwellers in Dark Places 255


R
spines in the fins contain a toxin affecting any who fail a The flesh of the Razor Fish is extremely bony and completely
save versus poison, causing 1d4 rounds of intense burning. inedible. They have a small bladder along the spine contain-
There is no additional damage, but the victim releases any ing a foul smelling black fatty material. However, the Lishku
hand held items as he convulses in spasms of numbing pain. fish for these creatures anyway in order to collect the valu-
Because of the swarming nature of their attack by quickly able bladders, used for a special purpose (see Lishku).
striking and withdrawing, they have a +2 to hit, and any op-
ponent has a -2 to strike back against them. In the deep swamp, there are reportedly pools where one can
find huge specimens of Razor Fish, reaching a length of 10’
The only time it is safe to approach the lair of these crea- or more. Thankfully, such specimens are quite rare, usually
tures is the two times per year when they move off into the avoiding any water of less than 3’ deep (see above for stats).
deeper waters in the main channel of the swamp to breed
and lay eggs. This usually leaves the Swamp Polyphemus and TREASURE: Special
its pearls unguarded for 1d3 days during each event.
REAK SMALL AVERAGE HUGE
Frequency: Rare Rare Very Rare
No. Encountered: 1d3 1 or 1d3 1
Size: M (4’–6’ diameter) L (7’–9’ diameter) L (9’–12’ diameter)
Move: 30’ 30’ 30’
Armor Class: 0 or 3 0 or 3 0 or 3
Hit Dice: 3d8+3 (*16) 7d8+7 (*13) 9d8+9 (*12)
Attacks: 1 1 1
Damage: 2d4 (bite) 3d6 (bite) 4d6 (bite)
Special Attacks: Swallow small Swallow man sized Swallow man sized
Special Defenses: Half damage from fire, cold, electricity
Magic Resistance: 40% 40% 40%
Lair Probability: 20% 20% 20%
Intelligence: Low Low Low
Alignment: Neutral Neutral Neutral
Level/XP: 4/250+4/hp 7/1100+10/hp 8/4350+14/hp

The Reak is another of the nasty predators inhabiting under- tacks made against a Reak while it has prey within its gullet
ground cavern systems, but occasionally they stray into more does half of the rolled damage to the trapped victim. The di-
frequented, man-made dungeon complexes. In appearance gestive acid of the Reak are quite strong, causing 2d4 points
they are a huge sphere of hard bony plates (armor class 0) of damage per round.
possessing several long “limbs” (armor class 3) each ending
in large conical suction cups. By extending these limbs, and After attacking, the Reak rapidly withdraws up into the dark-
with the assistance of thick, sticky exudates, the Reak can ness, where it prepares to strike again. If the Reak is some-
move about its hunting ground in search of prey. An am- how dislodged from its attachment points, it has no effective
bush killer, it prefers to lurk high up in the darkness, striking attack, being completely helpless on the ground.
downward to obtain a meal. When attacking, the 2d4 elastic
“limbs” can drop the central body downward from 20’ above A Reak has no concept of treasure or valuables, regurgitat-
at great speed; the attack being so quick, any return attacks ing any indigestible items (metal, gems, bones, etc.) onto the
against the monster are made at a -2 to hit. floor below when all of the nutrients from its prey have been
absorbed. Passing creatures usually gather such items, un-
The underside of the spherical body is a gaping maw, capable knowingly becoming a target for an attack by the Reak.
of inflicting a bite of 2d4 points of damage for the smallest
Reak, 3d6 points of damage for the more common variety, Alchemist pay 25 gp per ounce for the sticky exudates, with
and the larger 9+9 hit dice Reak can bite for 4d6 damage. A each Reak yielding 1d4+2 ounces. It is used as a spell com-
successful attack roll of 18+, allows the Reak to swallow any ponent or for the making of several potions, glues, magical
creature of man sized or smaller (see above). Swallowed vic- items and elixirs.
tims cannot attack as the muscles of the creature contract,
holding him tightly in place. There is a 30% chance any at- TREASURE: None

256 Dwellers in Dark Places


source of the sweet fragrance (save versus poison when with-
R
in 100’ of the plant). As those enthralled fall into a trance-
like state and draw nearer, the scent becomes overpower-
ing, causing lethargy, mingled with a feeling of calm safety (a
second save versus poison at a -2 to avoid the effects once
the victim is within 20’ of the plant). Many unfortunate ad-
venturers fall victim to the intoxicating odor, often choosing
a site containing these carnivorous plants as a place to make
camp. Elves are slightly resistant to the “airborne drug” of
the Remora Lung Creeper, having a +2 save against the initial
saving throw, and they do not suffer any penalty against the
second saving throw.
ART BY FRANK GUNTER

REMORA LUNG CREEPER


Frequency: Uncommon
No. Encountered: 1d8
Size: L (40’ long)
Move: 0’ (10’)
Armor Class: 8
Hit Dice: 3 (*16 / 12)
Attacks: 1
ART BY FRANK GUNTER

Damage: See below


Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral Upon first inspection, the Remora Lung Creeper appears un-
Level/XP: 3/105+3/hp remarkable, merely a cluster of large, dark green, fern-like
leaves (90% chance to be mistaken as such), but in truth
Adventuring in the outdoors requires constant alertness for they are much more. Careful inspection of the plant reveals
hidden dangers. Horrific creatures, both plant and animal, a strange hump in the center of the cluster, for beneath the
lurk patiently, each evolved to hunt in its own way. Some main leaf cluster, hidden several feet below the surface, is
attack using brute strength, tooth, and claw, others are much a fibrous cyst containing the dangerous trunk of the plant.
stealthier, relying on ambush tactics to obtain a meal. This trunk is dull red, 1' in diameter, and quite elastic. When
fully extended, it easily reaches 20’ with ease. Moving swiftly,
The Remora Lung Creeper is one of the latter, an insidious
it lunges upward, drawn by the presence of living creatures.
plant flourishing in the confines of steamy, tropical jungles.
From the “mouth” of the trunk, several delicate fronds dan-
Living in small clusters, they exude a faint narcotic scent
gle, dripping with the source of the sweet perfume.
designed to attract prey, and subtly compel them to find the

Dwellers in Dark Places 257


R
The Remora Lung Creeper is semi-intelligent, able to wait pa- The Rim Stalker is a common resident of the “Plane of Bowls”
tiently for prey to sleep before launching its attack. Striking (see Slider) where it constantly patrols the rim areas in search
quickly (+4 to hit modifier against sleeping/drugged targets), of food. Its favorite prey is the Sliders, clumsy and slow mov-
the fleshy maw settles over the head of the victim, imme- ing when traversing the rim areas. Six stumpy legs, like squat,
diately sending dozens of small feeding tendrils down the fleshy posts, support the bulk of the creature, each ”foot”
throat and into the lungs. Each round thereafter, the victim a suction cup so powerful, the Rim Stalker is able to walk
of the attack takes 1d6 points of damage as the Remora Lung across the frictionless bowls making up the majority of its
Creeper absorbs nutrients from the host. The plant sup- environment. A band of eyes extends completely around the
plies oxygen to its host, keeping him from suffocating as the beast giving it 360-degree vision. Little happening within 100
roots do their work. Within a few turns, it finishes the grisly yards of a Rim Stalker goes unnoticed, and because of this,
task, having drained all fluid from the victim, leaving behind they have a 40% chance to spot any form of invisible crea-
a shriveled husk. If the attack fails to strike a victim, there is ture. Occasionally travelers bring such creatures back to the
a 50% chance he might awaken. Groggy, and disoriented for Prime Material Plane.
2d3 rounds (-2 to hit and damage) he may fight or flee the
domain of the Remora Lung Creeper, usually with no thought
of gathering any equipment.

This plant is also able to move slowly, sending out rootlets


designed to pull the Remora Lung Creeper to a new location.
Such movement only takes place during the rainy season,
when the ground is saturated, and always at night. The plant
is quite slow, having a top speed of 10’ per hour.

The remains then suffer the ravages of nature as insects and


other scavengers quickly consume the corpse. Occasionally,
bones and small bits of gear remain behind, but within a few
weeks all trace of the former victim is gone. Rumors persist
of enormous Remora Lung Creepers located in the most re-
mote areas of the jungle. These plants supposedly pull any
victims into the underground chamber, where the rotting re-
mains act as compost.

When sufficiently diluted, the exudate from the Remora Lung


Creeper is a valuable component for many expensive per-
fumes, elixirs, potions, and spells and is worth 100 gp per
ounce. Each plant has a special sack, containing 1d3 ounces
of the substance.

TREASURE: None (see above)


ART BY FRANK GUNTER
RIM STALKER
The Rim Stalker has 10 long tentacles protruding from around
Frequency: Rare its body, each able to reach up to 20’. Up to 4 of these ten-
No. Encountered: 1d3 tacles can attack a single opponent, causing 1d3 points of
Size: L (10’ across) damage from each successful hit. The Rim Stalker has a 10%
Move: 120’ chance per striking tentacle (30% chance if three strike) of
Armor Class: 4 grappling an opponent, lifting the struggling victim to depos-
Hit Dice: 12d8 (*9) it it within its gaping maw (Minor Strength Test to escape).
Attacks: 1d4 tentacles per target, possible bite These powerful jaws inflict 2d6 points of damage each round.
Damage: 1d3 (tentacles), 2d6 (bite)
Special Attacks: See below The Rim Stalker is always on the prowl, never stopping in its
Special Defenses: None quest for the next meal. Many times coins, gems, or items
Magic Resistance: 20% of a magical nature lodge in the stomach of the Rim Stalker.
Lair Probability: 100% Because of the unique environment, only skilled adventurers
Intelligence: Low ever traverse the “Plane of Bowls”, so the treasures could be
Alignment: Neutral of a higher value than normal.
Level/XP: 8/4250+16/hp
The exudate secreted on the pads of the Rim Stalkers “feet”

258 Dwellers in Dark Places


is quite valuable, worth 100 gp per ounce to alchemists. If zyme designed to numb the flesh, thus making the new host
R
a single ounce of this substance is carefully applied to the unaware of the attack.
soles of a pair of boots, an adventurer is able to safely tra-
verse the frictionless bowls for 2d4 turns before the sub- After successfully attaching themselves to a host, each Rock
stance loses its effectiveness. Mite begins to drain 1 hit point per day. As they feed, they
slowly swell, doubling in size.
TREASURE: 1d10 x 1000 sp (30%), 1d6x1000 gp (20%), 2d6 gems
(20%), 1d3 pieces of jewelry (15%), 1d4 magic items (10%). Dozens of these pests sometimes infest the mouth of the
Predacious Maw or most types of Rock Terror (see Rock Ter-
ROCK MITES ror).There is a 20% chance the creature has triple the num-
ber of Rock Mites normally encountered.
Frequency: Uncommon
No. Encountered: 1d12 TREASURE: None
Size: S (1/8-inch 1/4-inch diameter) STOCK ART BY WILLIAM MCAUSLAND
Move: 90’
Armor Class: 2
Hit Dice: Nil (*see below)
Attacks: 1
Damage: 1 hit point per day
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 1/5 experience points each

Many types of rock imitating life forms can become the host
to Rock Mites. These small parasites are almost impossible
to detect, appearing to be small fragments of sharp stone.
However, these creatures are able to feed on any host. Often
they become detached from the original host during combat,
and upon landing on a new victim, quickly burrowing beneath
the skin in order to feed. They exude a mild paralytic en-

ROCK TERROR ARCTIC FLAIL PLATED SPIKE


Frequency: Very rare Very rare Rare Rare
No. Encountered: 1 (2) 1d4 1d4 1d4
Size: L (8’–12’ tall) L (9’ tall) L (8’ tall) L (12’ tall)
Move: 10’ 10’ 10’ 10’
Armor Class: 0 3 -3 0
Hit Dice: 11d8 (*10) 7d8+7 (*13) 8d8 (*12) 8d8 (*12)
Attacks: 1d6 3 1 2+1d4
Damage: 0 (x6 strands) 2d6 (x3) flail 2d6 (hurled stone) 2d4 (x2 slash), 1d3
(x1d4 spikes)
Special Attacks: Bite Bite Bite, paralysis Bite
Special Defenses: Immune to cold-based +2 weapon to hit +2 weapon to hit Immune to electrical
attacks attacks
Magic Resistance: 50% 80% 75% 70%
Lair Probability: 80% 90% 50% 50%
Intelligence: High Average High High
Alignment: Chaotic evil Chaotic evil Chaotic evil Chaotic evil
Level/XP: 7/2850+16/hp 7/1450+10/hp 7/1350+10/HP 6/835+10/hp

Dwellers in Dark Places 259


R
Rock Terrors are stone mimicking life forms, a member of a a -2 or they fall to the ground, paralyzed for 1d6 turns. Once
group comprised of several different and quite dangerous opponents are subdued, the Flail Rock Terror slowly moves
species scattered throughout the underdark. All of them are towards any fallen victims biting for 5d4 points of damage
extremely hard to detect when lurking motionlessly in the per round.
gloom of their subterranean environment.
Only weapons of +2 or better enchantment can pierce the
ROCK TERROR, ARCTIC hide of the Flail Rock Terror. With immunities similar to the
majority of rock imitating life forms, this creature is also un-
The deep ice caverns of the frozen wastelands are home to affected by lightning, but they are easily affected by fire (-4
many dangerous creatures and among them is the Arctic on saves). Against cold, they take only half damage on a suc-
Rock Terror. This pale, translucent blue monstrosity lurks cessful saving throw.
amidst the spires of ice waiting for any prey to stray within The Flail Rock Terror has a gizzard-like organ, possibly con-
reach. Roughly cone shaped, it blends easily in its environ- taining (35% chance) 3d4 gems, or 3d6 pieces of platinum.
ment (85% invisible due to camouflage, surprising on a 1–3
on a six sided die roll). ART BY FRANK GUNTER

The Arctic Rock Terror has six long strands, which it can shoot
towards a victim up to 60’ away, the sticky coating instantly
adhering to its target. Once snared, they drag prey towards
the waiting jaws at a rate of 10’ per round, with the bite in-
flicting 4d6 points of damage. Strands may be broken with a
successful Minor Strength Test at the rate of one per round.
The strands also have a secondary attack: the exudate coat-
ing the filament strands causes 1d4 points of damage per
round from intense, numbing cold.

Even though it has migrated far from its deep subterranean


origins and away from the powerful radiations of the un-
derdark domain, the Arctic Rock Terror still has a respect-
able resistance to most magical spells (50%). It is immune to
the effects of cold; and lightning bolts only do half damage.
However, all fire-based attack forms have a bonus of +1 per
die of damage.

The Arctic Rock Terror has a special gizzard-like organ con-


taining 1d10 gems (usually diamonds) with a base value of
100 gp each.

ROCK TERROR, FLAIL


The Flail Rock Terror is another member of an extremely
diverse subterranean species. These stone mimicking crea-
tures dwell throughout the underdark, and within dungeon ROCK TERROR, PLATED
complexes, lurking in ambush, waiting for potential prey. With
their dark coloration and the ability to camouflage them- The skin of the Plated Rock Terror consists of very heavy
selves as any number of rock formations they are quite well concretions of dense, metallic chitin, appearing to be frac-
suited for their task. Many an adventurer discovered too late tured stalactites or a pile of fallen stones (80% undetectable
that the stone formation they are creeping past is actually even by the closest examination). They are much less amor-
an intelligent life form with an appetite for humanoid flesh. phous than all of their relatives, but are much more resistant
to fire based attack forms (+2 on saves, -1 per die of damage).
The Flail Rock Terror lacks the ability to use long strands of
filament, attacking instead with three long ropes of stone. They attack by hurling large stone projectiles, using three
Each of these can reach up to 20’ and ends in a double flail of large grasping pseudo pods. They can hurl one such missile
rock hard material covered with sensory nodes. These “flail per round up to a range of 60’, inflicting 2d6 points of dam-
limbs” each strike an opponent for 2d6 points of damage. In age with a successful hit. On any roll of 20, they strike the
addition, the nodules have a 50% chance to rupture, releas- head of their target, and unless he makes a successful save
ing a powerful paralytic gas filling a 10’ radius. Any victims versus aimed magic, the target is stunned for 1d6 rounds.
caught within the cloud must make a save versus poison at Once prey is incapacitated the Plated Rock Terror slowly

260 Dwellers in Dark Places


R
is able to “extrude” up to four rope-like tentacles, used
to grasp at intruders. They are quite stealthy, able to
remain motionless for days or even weeks, using their
natural camouflage to blend into their environment
(surprise on 1–4 on a six-sided die).

Spike Rock Terrors attack with two of the legs, slicing


at an opponent for 2d4 points of damage each. They
simultaneously attempt to ensnare their chosen victim
with 1d4 spine-covered tentacles, each inflicting 1d3
points of damage. Any roll of 18+ indicates a tentacle
has grabbed a target (Major Strength Test to escape)
and on the following rounds, it automatically bites its
captive for 2d6 points of damage.

The Spike Rock Terror is unaffected by lightning, but


they are easily affected by fire (-4 on saves). Against
cold they take only half damage on a successful saving
throw.

In addition, they have a gizzard-like organ, possibly


containing 5d4 gems (50% chance).

TREASURE: Special: see each for details.

ART BY BRIAN (“GLAD”) THOMAS

moves (10’ per round) to devour its victim, automatically bit-


ing for 3d4+3 points of damage each round.

These malevolent creatures most often lair near the ceiling,


finding a niche to hide within, along with keeping a supply of
“missiles “stashed on nearby ledges. They are quite intelli-
gent, always waiting for their preys backs to be turned before
hurling a missile, then instantly returning to immobility. A
group of Plated Rock Terrors working together in this way can
be exceptionally dangerous. Only when it kill its prey does the
Plated Rock Terror drop several grasping tendrils, or move
slowly down from concealment in order to feed.

The chitin plates protect the Plated Rock Terror from most
weapon attacks, and only weapons of +2 or better enchant-
ment are able to penetrate the dense covering. All forms of
blunt weapons are completely ineffective when striking this
monster.

They have a gizzard-like organ, possibly containing 4d4 gems


(50% chance).

ROCK TERROR, SPIKE


The Spike Rock Terror is a twisted creation of the Meelinn
who use this creature as a guardian within the tunnels of the
deep dark. Part living rock and part spider, the humped body
features dozens of sharp spikes, supported on four chitin-
ous, slashing, blade-like legs. A wide mouth and the enor-
mous eye dominate the font of this strange creature, and it ART BY FRANK GUNTER

Dwellers in Dark Places 261


R
ART BY ZACHERY HARGENRADER

262 Dwellers in Dark Places


S
Sand Serpent / Sarkolath / Scorpion, Mutated / Screamer / Scum Crawler /
Serpent, Hydraxith / Shard / Shard, Spined / Shrouded Dead / Shrub Crab /
Siphon Slug / Skeyturra / Skryllich / Sleethe / Slider / Spartoi / Spider, Jumping /
Spindle-men / Spined Zorrel / Squallus / Squark / Starr / Steel Shocker /
Sticky Tendrils /Stone Worm / Swamp Glutton / Swamp Polyphemus / Swamp Rast
SAND SERPENT downwards at the same rate of speed until it reaches the
safety of the deep sand.
Frequency: Uncommon
No. Encountered: 1d6 TREASURE: None
Size: L (15’ reach)
Move: 60’
Armor Class: 4
Hit Dice: 7d8 (*13)
Attacks: 1
Damage: 4d4
Special Attacks: Fast strike / feeding tendrils
Special Defenses: Sand cover
Magic Resistance: Standard
Lair Probability: 35%

ART BY FRANK GUNTER


Intelligence: Low
Alignment: Neutral
Level/XP: 5/375+8/hp

The use of the term Sand Serpent does not truly reflect the
nature of this desert dwelling creature. The beast is actual-
ly quite a bit larger than the small portion seen above the
surface of the sandy wastes. Most adult specimens have a
discus shaped body almost 14’ across. Living just a few feet
below the surface of the sand, each has a single, 20’ long
tentacle with a huge feeding maw at the end. Lying in wait, it
“listens” for vibrations in the sand through a cluster of sev-
eral dozen sensory tendrils radiating under the surface, out-
ward to a distance of about 60’. It patiently waits for the right
moment to lash out in an attempt to latch onto its next meal. SARKOLATH

The feeding tentacle strikes with the quickness of a serpent, Frequency: Rare
smashing at the target in an attempt to latch on. The toothed No. Encountered: 1d3
maw can inflict a deadly bite of 4d4 points of damage, and Size: L (12’ diameter)
Move: 120’
any roll of 18+ indicates it has fastened itself onto its victim
with a vice-like grip, almost impossible to be broken (Major Armor Class: 4
Strength Test at half the normal chances). In 1d3 rounds, it Hit Dice: 8d8 (*12)
pulls its struggling victim under the sand where the small- Attacks: 1
er tendrils begin to bore into the flesh, seeking the liquid Damage: 2d4
nourishment within. Each round spent under the sand 1d3 Special Attacks: Various gases
Special Defenses: None
additional tendrils latch onto the victim, each doing 1 point of
damage per round. Magic Resistance: 20%
Lair Probability: 50%
Any edged weapon attack inflicting 18 or more points of dam- Intelligence: Animal
age in a single blow can sever the huge tentacle. A Sword of Alignment: Neutral
Sharpness or a Vorpal Sword severs the tentacle on any d20 Level/XP: 6/1275+10/hp
roll of 18+. If severed, the feeding tentacle re-grows within
one week as one of the smaller tendrils enlarges for the task. The Sarkolath live along the fringes of many sandy waste-
lands, scavenging for the dead and dying or attacking any-
The Sand Serpent moves slowly through the sand, relocating thing foolish enough to cross their path. The body is a 12’
several times each month as it searches for areas of plen- diameter hump, carried by countless hundreds of small tube
tiful food. If seriously threatened, the Sand Serpent burrows feet capable of moving the Sarkolath along at a very respect-

Dwellers in Dark Places 263


S
able 120’ per round. They have eight long tube arms protrud- The Sarkolath uses four of the tubes for feeding, and when
ing around the perimeter, used for many different functions. they strike (+2 to hit captive prey) they latch onto a victim
The large maw of this creature can inflict a nasty bite for with the small lamprey jaws. They quickly suck blood from
2d4 points of damage with any roll of 20 indicating the small their prey doing 1d4 points of damage per round for each
tendrils located around the mouth have grasped the victim. tube. The other four tubes release a various gases, affecting
Once it has a solid hold, it uses its tubes to inflict further creatures within a 20’ radius of the Sarkolath. Each gas effect
injury. is usable once per day and a successful save versus breath
weapon nullifies the effects.

1) There is a pale blue lethargy gas released, forming a 20’


diameter cloud causing any victim to drop all items and sit
down, passively waiting for the feeding tubes of the Sarkolath
to attach for feeding.

2) A foul smelling yellow gas is released filling a 20’ diameter


causing anyone not lethargic to move away, or they automat-
ically suffer 1d4 points of damage per round of exposure,
fighting at a -2 to hit and damage.

3) There is a sudden release of noxious green vapor. This


gas is an irritating mixture filling a 20’ diameter area, pos-
sibly causing temporary blindness lasting for 1d6+2 rounds
(save versus poison to avoid the effects).

4) A white vapor filling a 20’ radius pours from the tubes.


Anyone caught within the area of effect must immediately
save versus poison or take 1d8 damage from breathing in the
caustic substance. The cloud lasts 1d4 rounds.

When threatened by a powerful enemy, the Sarkolath quickly


uses its many legs to burrow into the sand. The Sarkolath
has no interest in treasure of any sort, leaving the scattered
ART BY FRANK GUNTER remains of its desiccated kills lying upon the dunes.

TREASURE: None

ART BY FRANK GUNTER

264 Dwellers in Dark Places


S
SCORPION, MUTATED HUGE MASSIVE COLOSSAL HEXORPION
Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1d4 1d4 1d3 1
Size: L (10’–12’ long) L (13’–15’ long) L (16’–18’ long) L (20’ long)
Move: 120’ 120’ 120’ 120’
Armor Class: 1 0 -1 -3
Hit Dice: 6d8+6– 7d8+7 (*12) 8d8+8– 9d8+9 (*11) 10d8+10–11d8+11 (*9) 12d10+12 (*8)
Attacks: 5 5 5 9
Damage: 3d6 (x 4 pincers), 1d4 4d4+2 (x 4 pincers), 4d6 (x 4 pincers), 1d4 4d6+4 (x 6 pincers),
(sting) 1d4 (sting) (sting) 1d6 (x3 sting)
Special Attacks: Poison Poison Poison Poison
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 40% 40% 30% 30%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 6/700+9/hp 7/1625+13/hp 8/3500+15/hp 9/7000+18/hp
The Mutated Scorpion is merely a giant scorpion, trans- its own species. The six claw attacks from this monstrosity
formed by subterranean radiations or magic into a four- do a massive 4d6+4 damage apiece.
armed horror. Their chitin is significantly heavier making
them slower than the two-armed variety, but offering a much TREASURE: None
better armor class. In all other respects, they exactly resem-
ble the more common Giant Scorpion. Such monsters also SCREAMER
exist on the surface world, having migrated upward over the
ages. These creatures survive in every environment, from Frequency: Rare
the harsh desert wastes to the frigid ice fields of the polar No. Encountered: 3d4
regions. Mutated Scorpions in the desert have a +2 save bo- Size: S (4’ long, 4’ wingspan)
nus against fire based attacks, and those in the polar regions Move: 180’ (AA: V / 120-degree turn)
have a +2 save bonus against cold based attacks. Armor Class: 6
Hit Dice: 4d8 (*15)
The Mutated Scorpion has four claw attacks, each able to Attacks: 1
inflict either 3d6, 4d4, or 4d6 points of damage, depending Damage: 2d4
upon the hit dice of the creature. Also any roll of a natural Special Attacks: Scream
20 with a claw attack indicates the victim is held fast, doing Special Defenses: None
automatic damage from the grasping claw each round, and Magic Resistance: Standard
giving any attacks a +2 to hit the grappled prey. A successful Lair Probability: 50%
Minor Strength Test frees a held victim. Intelligence: Animal–low
Alignment: Neutral (evil)
These monsters also have a poisonous stinger, doing 1d4 Level/XP: 4/155+4/hp
points of damage on a successful hit, with a saving throw re-
quired in order to prevent a painful death in 3d4 rounds from The terrifying creature known to most adventurers as the
the venom. One in ten of these monsters have the secondary Screamer is a savage flyer known to attack without provoca-
mutation of an additional, completely functional stinger. tion. With a horrendous shrieking, meant to disorient their
prey, the creatures descend in a swarm with their great jaws
The desert species is colored tan brown, and the polar spe- agape. They nest in desolate ruins, and in underground cav-
cies is almost translucent. This makes them difficult to see erns, mainly feeding on any other flying creature entering
(50% chance of being unseen when not moving) giving them their territory. However, they also rigorously defend their
the ability to surprise opponents on a 1-3 on a die 6. The nesting sites, attacking any intruder.
most dangerous mutation is the deadly Hexorpion, a massive
six clawed, three-tailed horror. Extremely rare, this heavily The shriek attack made by the swarm is usable once per day
armored monster dwells in deep underground caverns where with a minimum of six Screamers needed to produce the
it feeds on any other creature, including lesser members of required level of sound. The effects of the Screamer flock's

Dwellers in Dark Places 265


S
sonic attack fills an area with a 30’ radius around these Scum Crawlers are a pest creature found in the lakes and
pests, causing all within it to save versus spells or be dis- streams of many different areas, living along the shoreline
oriented for 1d6+1 rounds. For those who fail this save, all or within the shallow pools feeding on fish and other small
benefits for high dexterity are lost for the duration, and any aquatic fare. They have a dense, shell-like carapace, pro-
attacks made by those affected are at a -3 from the die roll. tecting them from most predators and protruding from it is
Any roll of a 1 on the saving throw die means the victim is a flexible tail used to either push the pest along the bottom
dazed, becoming almost catatonic, effectively paralyzed for or swim for short distances. On the underside of the Scum
a full turn plus 1d10 additional rounds. Crawler, a small, extremely sharp, parrot-like beak protrudes,
easily able to cut through tough leather.
The Screamers always attack such affected creatures seeking
an easy kill, latching on and doing automatic damage every Attacking in a swarm, they seek to overwhelm their prey;
round. Their wide jaws are capable of delivering a powerful moving in a swirling mass, easily knocking a grown man off
bite for 2d4 points of damage. his feet. The bite from a Scum Crawler does 1d3 points of
damage and it is slightly toxic as well. Unless the recipient of
TREASURE: None its bite makes a save versus poison at a +2, he becomes sick-
ened with Scum Fever for 2d4 days. During this time, lethar-
gic, and feverish, he is unable to keep any solid food down
(treat strength and constitution as being at half their normal
score, to a minimum of 6, for the duration of the sickness). A
ART BY FRANK GUNTER

cure disease spell is effective in nullifying the illness.

The flesh of this creature is inedible, but the hollowed car-


apace of the Scum Crawler is opalescent white and when
properly cut, artisans use smaller pieces as inlays in jewelry
and full slices to create a variety of items (armbands, brace-
lets, and rings). The value of such items is not great (2d4 sp)
but since several pieces can be crafted from a single shell, it
is sufficient to make the fabrication a worthy occupation. This
gives the shells a value of 1 gold piece in the right market.
There are a few rare sub-species colored a deep opalescent
blue, green, or red, which are highly prized, being worth 3 gp
and items made from these are quite often worth 10 times
the above amounts.

TREASURE: None

SCUM CRAWLER
Frequency: Uncommon
No. Encountered: 3d6
Size: S (6”–1’ long)
Move: 30’, 120’ swim
Armor Class: 4
Hit Dice: 1d8+4 (*18)
Attacks: 1
Damage: 1d3
Special Attacks: Fever
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 65%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/28+2/hp
ART BY FRANK GUNTER

266 Dwellers in Dark Places


S
SERPENT, AVERAGE HUGE
HYDRAXITH
Frequency: Rare Very rare
No. Encountered: 1d4+1 1d2
Size: S–L (4’–12’ long) L (16’–24’ long)
Move: 120’ 120’
Armor Class: 4 3
Hit Dice: 4d8 (*15) 8d8 (*12)
Attacks: 7 7
Damage: 1 hp (x7 bites) 1d3 (x7 bites)
Special Attacks: Poison Poison / constrictor
Special Defenses: None None
Magic Resistance: Standard Standard
Lair Probability: 75% 55%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 4/250+4/hp 7/1600+12

The multi-headed serpent known as the Hydraxith is a dan-


gerous reptile living among the rocks in mountainous regions.
From dens of stone, they seek small vermin for prey, striking
at any who come too close. Whether it as an aberrant mu-
tation or the strange offspring of a true hydra none knows,
but to approach them could lead to an almost certain death.

The Hydraxith has a wide body supporting seven heads,


equipped with long, poison filled fangs. Each bites for just 1 ART BY LUIGI CASTELLANI

hit point of damage, and each separate bite requires a seper- SHARD
ate saving throw at +2 . If the save is successful, the victim
suffers an additional 1d3 points of damage, if it fails the death Frequency: Very rare or common
occurs in 2d6 rounds. It is possible for adventurers to en- No. Encountered: 1d6 or 10d10
counter a Hydraxith with fewer heads, the monster having Size: S–L (4’–18’)
lost a few over the course of its lifetime. In extremely rare Move: 240’ (AA: V / 120-degree turn)
instances (10% chance) a Hydraxith is able to spit its venom Armor Class: -4 or 0
up to 20 feet. On a roll of 16+ the stream of venom strikes the Hit Dice: 5d8–10d8 (*variable)
victims eyes (save versus poison or blinded for 2d6 turns). Attacks: 1
Damage: 2d4+2 (+1 damage adjustment per hit die)
Usually there are no more than four Hydraxith in a den, but Special Attacks: Color burst
at certain times of the year, they congregate in larger num- Special Defenses: +2 or better weapon to hit/
bers (as many as 2d6 congregate in a single den during the Destroys lesser weapons / Crystal elemental immunities
colder months). The eggs, laid in clutches of 3d4, have a small Magic Resistance: 15% +2% per hit die
value, being worth 1gp each as an ingredient for potions of Lair Probability: 50%
neutralize poison with any roll of 18+ striking the eyes (save Intelligence: Low
or blinded for 2d4 rounds. Alignment: Neutral
Level/XP: 500 experience per hit die
There are also Hydraxith Serpents reaching a much larger
size, but they are very rare and quite often mistaken for a The crystalline SHARD is one of the many species of quasi-
true hydra (see stats above). In addition to the poisonous elementals on the plane of Mineral, and the one most com-
bites, this larger species is also a constrictor, crushing small monly found within the proximity of IOUN geodes. In appear-
victims for 2d4 damage per round before swallowing. ance, they are nothing more than irregularly shaped pieces
of glowing crystal, with extremely sharp edges capable of
TREASURE: Special, see above for details slicing through the hardest of metals. This sentient mineral

Dwellers in Dark Places 267


S
life form is of low intelligence and rarely ever encountered enchantment or better attack against armor class -4, and
on the Prime Material Plane, unless sent by a greater power. all similar blunt weapons treat the creature as having armor
SHARDS are however, occasionally tasked by greater mag- class 0.
es in order to serve as guardians for some valued treasure,
usually gem related, and they guard these without hesitation. The attack method employed by a SHARD consists of a slash-
ing assault with its razor sharp edges. The steel hard planes
In the mineral plane, these highly mobile, intelligent crystals of crystal are the equivalent of +2 weapons and inflict 2d4+2
spend the majority of their existence skirting the fringe area points of damage, plus 1 hp of damage for each hit die (+5–
between the Plane of Mineral and the Positive Material Plane, +10). There have been reported sightings of massive SHARDS
where they absorb the powerful, life-giving energies. They of up to 15 hit dice in size, but they are extremely rare, even
make occasional forays throughout the Mineral Plane, even in the plane of mineral. Specimens of this size are quite pow-
traveling to the depths of the Elemental Plane of Earth. At erful and owe their allegiance to no other creature, but they
times, a swarm of SHARDS encounters an elemental whirl- serve both Quaartzz and Crystalle if the cause is justified.
pool, finding themselves trapped within its boundaries, their
energy reserves slowly dwindling. What remains behind after Once per day a SHARD can employ an unusual ability when
their “death” are spectacular crystalline veins of immense seriously threatened. The crystal creature spins rapidly in
value. SHARDS usually move in small groups, the most com- place, emitting a paralyzing burst of multi-colored light (as
mon consisting of 2D10 individuals of various sizes. On rare per the illusionist spell Color Spray) from the facets of its
occasions, they travel in swarms of over 100 individuals. (The crystal form. This display fills an area with a 30’ radius, and
mage Siljameer has reported seeing no less than 1000 of the anyone caught within this area of effect must save versus
creatures in a single swarm when he visited the palace of spells or stand bedazzled and stunned for 2d4 rounds. Any
Crystalle) attacks they suffer while in this state are at an additional
+4 to hit on the attackers roll. After releasing this burst of
energy, the SHARD must immediately retreat, slipping back
through the minerals and stone seeking to recharge its re-
serves.

Occasionally, Crystalle sends a SHARD swarm to the Prime


Material Plane on a special mission, usually to seek out any
adventurers who may have taken large quantities of miner-
als, gems, or large numbers of IOUN stones from the Qua-
si-Elemental Plane of Mineral without permission.

Adventurers never find common SHARDS traveling with the


deadly Spined SHARD, a malevolent creature, constantly
preying on its lesser cousins.

The SHARD has the following Crystal Elemental Immunities:


Fire and cold-based attacks cannot affect the SHARD, and
electrical based attacks only cause quarter or no damage
depending on the saving throw. Gases and poisons are in-
effective when employed against a SHARD. But they are af-
fected by some spells: Shatter causes 3d6 points of damage,
a Glassee spell blinds a SHARD for 1 round, and a Stone to
Flesh spell makes it armor class 6 for one melee round. The
SHARD can phase into any stony surface within one round,
and during this round only, a phase door spell instantly slays
this creature.
ART BY FRANK GUNTER
TREASURE: Special, see above for details
With a “body” composed entirely of extremely dense, living
crystal, only weapons of +2 or better enchantment damage
the hard surface of a SHARD, and they only inflict half dam-
age. The SHARD suffers full damage when struck by any kind
of +3 weapons. Any non-magical weapons striking a SHARD
have a 50% chance of shattering or melting. Magical weap-
ons of +1 enchantment are at risk, having a 25% chance of
crumbling in a similar fashion. Magical, edged weapons of +2

268 Dwellers in Dark Places


S
SHARD, SPINED AVERAGE LARGE
Frequency: Rare Rare
No. Encountered: 1 (very rare 1d6) 1 (very rare 1d6)
Size: L (12’ long) L (18’ long)
Move: 180’ (AA: IV / 90-degree turn) 180’ (AA: IV / 90-degree turn)
Armor Class: -3 or 0 -3 or 0
Hit Dice: 6d8 (*13) –9d8 (*12) 10d8 (*10) –12d8 (*9)
Attacks: 4 4
Damage: 1d6 (x 4 whips) 1d8 (x 4 whips)
Special Attacks: Stingers / energy burst Stingers / energy burst
Special Defenses: +2 or better weapon to hit / IOUN stones / +2 or better weapon to hit / IOUN stones /
Crystal elemental immunities Crystal elemental immunities
Magic Resistance: 20% + 3% per hit die 20% + 3% per hit die
Lair Probability: 45% 45%
Intelligence: Average Average
Alignment: Neutral Neutral
Level/XP: 6/1175+8/hp 7/2300+12/hp

The Spined Shard is perhaps one of the most feared preda- In combat, the Spined Shard uses its four crystal tentacles
tors of the Quasi-elemental Plane of Mineral; a devious killer for attack purposes. Each whipping appendage can inflict 1d6
usually found hunting along the border realm with the Pos- or 1d8 points of damage. If two or more of these attacks
itive Material Plane. At home in the energy plane, it spends strike in the same round against a single target, the Spined
much of its time lurking in the torrential, fluctuating energy SHARD grabs the victim pulling him within range of one of the
fields as it awaits unwary victims (usually SHARDS). When any two double-pronged stingers. This stinger quickly releases
prey strays into its hunting grounds amidst the ever-changing a pulse of pure positive energy into the trapped opponent
mineral formations of the dangerous border zone, it quickly destroying living tissue, causing 2d6 points of damage for
strikes in an attempt to destroy its prey. As the victim dies, Spined Shards of 6–7 HD in size, and 4d6 for the larger ones.
the Spined SHARD absorbs any released “living” crystal en-
ergy or life energy.

The Spined Shard is highly intelligent and extremely cun-


ning. Although it is usually a solitary hunter, they very rarely
travel in packs of up to six individuals. The surface of its
crystalline body is extremely hard and only magical weap-
ons of +2 or better enchantment can inflict damage. Lesser
weapons making contact automatically melt into useless slag
(weapons of +1 enchantment have a 25% chance of avoiding
destruction).

Due to the high levels of positive energy infusing the Spined


Shard structure, it generates a 10’ radius field of intense
magical interference acting as a limited anti-magic barrier.
This field has a 45% chance of distorting and ruining any
spells cast into the area. Even area effect spells (fireball, ice
storm) face disruption and cancellation if the target point is
within the protected zone.

Occasionally a Spined Shard acquires IOUN stones when at-


tacking prey. The stones simply begin to orbit this source of
strong positive energy. The creature is intelligent enough to
realize the potential and is quite capable of calling forth the
stones powers.
ART BY FRANK GUNTER

Dwellers in Dark Places 269


S
The most feared attack form used by the Spined Shard are SHROUDED DEAD
the four energy bursts it can hurl each day. These rays ema-
nate from the four radial spines, traveling in a tightly focused (Turn as type 8)
beam barely an inch across, with a range of 60’. This pow- Frequency: Rare
erful force can affect one individual, inflicting 4d12 points of No. Encountered: 3d4
damage, (a successful save versus spells indicates the beam Size: M (6’ tall)
has missed, but it may affect any other creature in the line Move: 90’
of fire). On a successful hit, there is a 50% chance residual Armor Class: 6
energy from the beam “jumping” to another random tar- Hit Dice: 6d8+6 (*13)
get within 10’ of the victim; such an arc inflicts 2d12 points Attacks: 3
of damage to the second victim (save versus spells for half Damage: 1d6 (x2 claws), 2d4 (bite)
damage). After discharging its final energy beam a Spined Special Attacks: Desiccating bite
Shard usually plane shifts into the Positive Material Plane to Special Defenses: Sticky / regenerate
recharge, a process taking several hours. Magic Resistance: Standard
Lair Probability: 100%
The Spined Shard is a vindictive killer, often attacking only Intelligence: Low
for the pleasure of the destruction it can wreak. They wan- Alignment: Neutral (evil)
tonly attack swarms of SHARDS, shattering them and feeding Level/XP: 6/875+8/hp
on their stored power in an orgy of energetic gorging; any
creature venturing near such an event has a chance of be- The Shrouded Dead are a form of undead created by a
coming yet another target. If sorely injured, a Spined Shard high-level necromancer using web-shrouded corpses; the
makes a final attempt to grab a victim before plane shift- unfortunate, fluid drained victims of most types of giant spi-
ing into the Positive Material Plane where they consume the ders. These desiccated creatures have an almost vampiric
luckless preys’ energy. thirst for blood, doomed to a never-ending quest to replace
what they have lost. All connection to the realm of the living
High-level mages often summon and compel a Spined Shard is gone, leaving them as shambling masses of web-shrouded
to act as a guardian for some powerful magic item, they misery; a twisted structure of disjointed bones, dried flesh
should be cautious during such an endeavor. For without and sinew. In this state, they suffer, eternally cursed with a
proper protections the Spined SHARD instantly attacks the fruitless search to replenish their lost fluids. From within the
summoning wizard. dust-covered coating of spider infested webs stare the dead
white, shrunken eyes of this horrific creature. The interior
Enchanted +2 edged weapons attack against armor class -3,
of the hollowed rib cage is a sticky mass of hanging egg co-
and all +2 blunt weapons treat the creature as having armor
coons, crawling with hundreds of spiders.
class 0. The Spined Shard has the following Crystal Elemen-
tal Immunities: Fire and cold-based attacks cannot affect The Shrouded Dead attacks with its two shriveled, taloned
the Spined Shard, and electrical based attacks only cause hands inflicting 1d6+2 points of damage with each hit. They
quarter or no damage depending on the saving throw. Gases also have a nasty bite attack inflicting 2d4 points of damage.
and poisons are ineffective when employed against a Spined On a successful hit roll of 18+ with their bite, they latch onto
Shard. However, some spells affect a Spined Shard: Shatter their victim, automatically draining fluids for 1d6 points of
causes 3d6 points of damage, a Glassee spell blinds these damage per round. Only their destruction causes them to
creatures, and a Stone to Flesh spell makes it armor class release their victim.
6 for one melee round. The Spined Shard can phase into
any stony surface within one round, and during this round, a Due to the sticky coating of webs, any successful claw attack
phase door spell instantly slays this creature. has a 30% chance of the Shrouded Dead adhering to its tar-
get, giving it a +2 to hit on all further attacks. There is a 30%
TREASURE: Special, see above for details
chance of any blunt weapon tangling in the dense webs. In
both cases, a successful Minor Strength Test is required in
order to escape or free an entangled weapon.

As they drain a victim, the hundreds of small spiders in-


festing the Shrouded Dead scurry across their host and its
prey renewing the webbed coating, slowly binding the two
together in a deadly embrace. This web renewal also allows
the Shrouded Dead to regenerate two hit points per round
as the webs rebind the ruined skeletal structure, effectively
repairing any previous damage.
STOCK ART BY WILLIAM MCAUSLAND
Shrouded Dead have a major weakness, they are very sus-

270 Dwellers in Dark Places


ceptible to fire damage (-2 on all saves, +2 per die of damage
S
rolled, if they somehow survive an attack by fire, such dam-
age takes weeks to be regenerated). However, anyone struck
by a flaming Shrouded Dead takes 1d6 points of additional
damage per hit.

There is an 80% chance of any lair containing the Shrouded


Dead most likely also containing 2d4 Giant Spiders.

The Shrouded Dead turn as type 8 undead creatures on the


clerics turning undead charts, and as are most other undead,
they are immune to sleep, charm, hold, and any cold-based
attacks.

There may occasionally be items of value within the web-


filled lair, items possessed by the former living creature and
its past victims.

TREASURE: 1d4 x 1000 gp (35%), 2d4 gems (25%), 1d3 jewelry


(15%), 1d3 magic items including potions (10%)

ART BY FRANK GUNTER

SHRUB CRAB
Frequency: Uncommon
No. Encountered: 3d4
Size: S (2’ diameter)
Move: 90’
Armor Class: 2
Hit Dice: 2d8 (*16)
Attacks: 2
Damage: 2d4 (x 2 pincers)
Special Attacks: Surprise, swarming
Special Defenses: Camouflage
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/55+2/hp

The Shrub Crab is a land dwelling crustacean, closely relat-


ed to the large coconut crab. With its dense carapace, and
two large heavy claws, these dark green creatures move as a
swarm in a relentless pursuit of prey. However, they show a
high degree of cunning. As it grows, the Shrub Crabs rough
ART BY CHRIS LETZELTER
textured shell collects dirt and debris, making a home for

Dwellers in Dark Places 271


S
dozens of small plants and vines. As these grow, they even- merable pores used to draw water in for filtering. Any large
tually form a mass of vegetation, concealing the predator particles of food or small creatures drawn into contact be-
lurking beneath. Upon detecting the vibrations of approach- come stuck on the pores, sticking in the slimy coating until
ing prey, they hunker down, rapidly vibrating their carapace the Siphon Slug sucks them up with its long proboscis.
as they borrow into soft soil. In this position, they wait mo-
tionless, their eye stalks protruding above the concealing ART BY FRANK GUNTER

plants, appearing to be an ordinary clump of vegetation.

In a sudden rush (surprising victims on a 1–4 on a six-sided


die), the devious crustaceans burst from the ground, scut-
tling to attack. Each of the Shrub Crabs two claws do 2d4
damage, as they slice at their prey. Attacking as a swarm,
they quickly overwhelm most opponents. Any roll of 18+ in-
dicates the Shrub Crab has latched on, giving the victim a -1
cumulative penalty to attacks as he struggles with the addi-
tional, unbalancing weight. Additionally, there is a -20’ per
round movement penalty per attached crab. When move-
ment reaches zero, the victim falls to the ground, suffering
automatic hits from all attacking crustaceans. Few survive an
attack from a large swarm of Shrub Crabs.

During the spawning season, some areas may have as many


as 12d4 of these creatures. In such a large mass, even large
creatures are quickly overpowered. Within a few hours, only
the skeleton of the victim remains, the gleaming, scattered
bones picked clean by hundreds of claws.

TREASURE: None

SIPHON SLUG The proboscis is also the main weapon for the Siphon Slug
Frequency: Very rare when any large creature enters its chosen lair. Whenever it
No. Encountered: 1d3 feels threatened or suffers attack, the creature begins to in-
Size: L (24’ long) take hundreds of gallons of water, quickly swelling to double
Move: 30’, 120’ swim its diameter. With incredible accuracy, they aim the noz-
Armor Class: 3 zle-like proboscis, unleashing a powerful jet of water, reach-
Hit Dice: 8d10 (*12) ing up to 100’. The narrow stream sweeps from side to side,
Attacks: 1 affecting a 45-degree arc shaped area, with the torrent hav-
Damage: 2d6 ing enough force to knock a grown man off his feet. Anyone
Special Attacks: Water jet within the area of effect must make a save versus aimed
Special Defenses: Slimy / thick skinned / spells or be knocked down and stunned for 1d3 rounds. The
Immunity to blunt weapons Siphon Slug is able to use this powerful water jet every other
Magic Resistance: Standard round.
Lair Probability: 75% Once an attacker is off his feet and floundering, the Siphon
Intelligence: Low Slug strikes, quite fast for a creature its size, in an attempt
Alignment: Neutral to crush any opponent with their huge bulk. A successful
Level/XP: 6/900+10/hp attack of this nature does 1d12 points of damage and any
The Siphon Slug is a large creature, with many specimens attack roll of 20 indicates their victim lies trapped beneath
reaching up to 24’ long, and weighing as much as 5 tons. They their blubbery mass, taking 1d12 points of crushing damage
are repulsive, with thick rubbery mottled gray skin, coated each round, along with the possibility drowning. Such vic-
with a layer of sticky mucus. The front-end tapers to a long tims remain trapped until freed (Major Strength Test with a
nozzle-like proboscis made of dense chitin. +20% modifier due to the slick mucus in order to slide from
underneath).
Living in places where there is an abundance of water, the
Siphon Slug spends its days processing hundreds of gallons Because of the thickness of the blubbery flesh, small piercing
of its liquid environment for any bits of food. There are hun- weapons (darts, daggers, sling stones, shurikens, and arrows)
dreds of openings along the entire length of its body, innu- do only half damage. Any blunt weapons striking a Siphon

272 Dwellers in Dark Places


Slug simply bounce back doing no damage. variety, and 2d4+4 hit points of damage for the larger 13–
S
15 hit dice variety. On any roll of 20, the target must save
Deep within the thick layers of fatty flesh, the Siphon Slug versus spells or be knocked unconscious for 1d6 rounds.
has a sack-like gizzard containing any small indigestible bits Any attacks missing their target strike the ground leaving
it has inadvertently consumed over its lifetime. Any treasure various sized impressions in soft soil, giving the appear-
it has is located within this sack. It is possible to find coins, ance of blurred animal tracks.
gems, small magical items of all sorts
Optionally the Skeyturra uses the long tentacles to sweep
TREASURE: Special, see above for details opponents into the pool to drown. A roll of 20 on any
sweep attack indicates the victims’ entanglement in the
SKEYTURRA AVERAGE HUGE powerful coils. The creature then drags snared victims 20’
Frequency: Rare Rare per round towards the pool. Once there, the Skeyturra
No. Encountered: 1 (very rarely 2) 1 (very rarely 2) holds him under water until all struggling ceases. A suc-
cessful Minor Strength Test frees a trapped victim.
Size: L (10’–15’ diameter) L (15’–25’ diameter)
Move: 30’ swim 30’ swim The thick tentacles are armor class 5, and each takes 12
points of damage; such damage does not deplete the hit
Armor Class: 5/2 5/2 points of the central body and any removed tentacles re-
Hit Dice: 10d8–12d8 (*10) 13d8–15d8 (*8) grow within a few days. The hard central body is armor
Attacks: 1d3+1 per target 1d3+1 per target class 2, and only the complete destruction of the creature
or removing all of the tentacles stops the Skeyturra from
Damage: 1d6+2 per tentacle 2d4+4 per tentacle attacking.
Special Attacks: Coils, drowning Coils, drowning
As the seedpods mature, they fall off, drifting for many
Special Defenses: None None
days before they sink to the bottom. In a few months, after
Magic Resistance: Standard Standard a short gestation under a layer of silt, they grow, and soon
Lair Probability: 100% 100% another Skeyturra emerges to begin the cycle again. Some
Intelligence: Low Low extremely rare huge specimens located in the deepest of
swamps have a reach of up to 100’, and inflict double the
Alignment: Neutral Neutral normal damage. Rumors abound of swamp denizens man-
Level/XP: 7/2400+14/hp 9/6500+20/hp aging to live in a symbiotic relationship with the Skeyturra.
Skeyturra (also known as water spines) are huge TREASURE: None
semi-intelligent, carnivorous, mobile plants
thriving in the most desolate places. Whether
found in a dense swamp or in a large under-
ground pool, they are quite dangerous to any
who venture within range. They lurk within clear
or murky waters with the large central mass re-
sembling a small pile of boulders or stony de-
bris. The banks surrounding the pool have the
appearance of numerous creatures using the
water to drink due to the number of “tracks”
in the soil. These cunning plants usually wait
until several creatures are within range before
launching their attack.

From the murky depths of the water around


the pool, dozens of long tentacles rise into the
air, flailing at any target within 60’ of the cen-
tral mass. The sharp tips of the tentacles have a
hard nodule, actually a seedpod, about 2’ long
and 1’ in diameter. They club at their victims
attempting to batter them to the ground. The
Skeyturra has 6d6 tentacles of various lengths,
and 1d3+1 tentacles strike at each potential tar-
get, with all successful hits inflicting 1d6+2 hit
points of damage for the smaller 10–12 hit dice ART BY FRANK GUNTER

Dwellers in Dark Places 273


S
SKRYLLICH AVERAGE DEEP
Frequency: Rare Very rare
No. Encountered: 1d4+1 1d2
Size: L (7’–9’ tall) L (12’+)
Move: 180’ 120’
Armor Class: 2 -3
Hit Dice: 6d8+6 (*13) 12d8+12 (*9)
Attacks: 7 5
Damage: 1d6 (x6 legs), 1d4 (bite) 2d4+2 (x4 legs), 1d6 (bite)
Special Attacks: Ambush, poison sting Ambush, poison sting
Special Defenses: +1 weapon to hit, regeneration +2 weapon to hit, regeneration
Magic Resistance: 30% 40%
Lair Probability: 65% 95%
Intelligence: Low Low
Alignment: Chaotic (evil) Chaotic (evil)
Level/XP: 7/1200+8/hp 9/5800+16/hp

Believed to be ancient creatures from the depths of the un- Attacks against the Skryllich have equal chances of hitting
derdark, the Skryllich are intelligent, vindictive spider-like one of the legs, or the body. Leg damage of eight or more
monsters often found in the vicinity of ancient subterranean points from a single attack severs the limb, without affecting
temples and abandoned ruins. The elongated, central bulk of the creatures hit point total. Damage dealt to the legs less
the creature has overlapping plates of glossy black, thick chi- than this amount do not affect the Skryllich, the blow glanc-
tinous armor supported on ten extremely long, multi-jointed ing harmlessly off the chitin plates. If a Skryllich loses four or
legs. Each limb is not only serrated, having dozens of razor more legs, it flees into the dark to heal (see below).
sharp ridges used to slice at enemies, they also have small
“hooked feet” enabling the Skryllich to move easily up walls ART BY FRANK GUNTER
and across ceilings. The head of this horror is wide and tri-
angular with four huge, red, glassy orbs for eyes. Two pairs of
spine tipped, secondary grasping limbs located on each side
of the mouth serve to hold prey while the horrifying mandi-
bles begin the gruesome task of chewing.

Skryllich rush to attack any intruders, striking in a blur of


threshing limbs, tearing at their prey, a chitin clad whirlwind
of destruction. Resting back on two pairs of legs, the other
six legs are used to attack, inflicting 1d6 damage on each
strike. They also attempt to bite for 1d4 damage and any roll
2 or higher than the required score means the Skryllich has
managed to grapple its victim with the secondary limbs. This
allows the monster to bite for 1d4 damage per round (Major
Strength Test to escape). Quite often, the Skryllich carries
snared victims up into a high, secluded place in order to
feed.

The thorax of the Skryllich is equipped with a stinger con-


taining a virulent poison (-2 on the saving throw) this weapon
strikes for 1d4 damage and those who fail their saving throw
instantly fall comatose, with death occurring in 1d6 rounds.
The females lay several eggs within deceased victims, be-
fore hiding the bodies on a high ledge, leaving the putrifying
corpses as food for the grubs, which hatch six days later.

274 Dwellers in Dark Places


Several Skryllich often work together, coordinating an attack regenerate 2 points of damage each round and is capable of
S
designed to surprise their unwitting victims. They commu- re-growing severed limbs in a single week.
nicate with one another via stridulation, the high-pitched
screeching they produce carrying for miles in the darkness. In the deepest of caverns, unlucky adventurers might en-
One of the creatures acts as bait, drawing opponents close, counter the larger, Deep Skryllich. These horrifying creatures
allowing the rest to drop from the darkness above (surprise are of an incredible size, some as tall as 15’. Their carapace
on a 1–4 on a die six). When attacking this way, the Skryllich is covered with calcium accretions, giving them additional
has a +2 attack adjustment and is able to use all ten legs on protection (armor class -3, taking 12 points to sever a leg),
the first round of attack. but they are slower than the smaller specimens. Because of
their size, they are only able to use four limbs when attacking
Skryllich also have the ability to make strands of web, but (they still use all ten limbs on the first round when dropping
they do not create the same intricate structures as a spi- from above), but the sting does 1d6 damage, and the saving
der. Instead, they lay a network of fine strands throughout throw versus poison is made at a -4 penalty. When these
the area before moving to a secluded place where they sit brutes are encountered, there are usually 1 or 2 of the small-
motionless. With several appendages lightly touching the er specimens as well, serving as attendants.
strands, they are easily able to detect any intruders who dis-
turb this silent alarm system. Although they have no use for The poison of the Skryllich has a value to alchemists as a
treasure, they are intelligent enough to realize other crea- component in many applications. Each ounce is worth 200
tures value such things. Many times, they leave tantalizing gp, and the poison sack of a single Skryllich contains 1d3
items lying about their lair as bait for the foolish or unwary. ounces of the substance.

This monster has a fair amount of resistance to magical at- TREASURE: Lair: 1d10 x 1000 sp (40%), 1d6 x 1000 gp (35%),
tacks, and only weapons of +1 enchantment or better are 3d6 gems (30%), 1d4 jewelry (20%), 1d4 magic items including
able to harm a Skryllich. In addition, the Skryllich is able to potions and gems (10%)

SLEETHE SMALL AVERAGE LARGE


Frequency: Common Common Rare
No. Encountered: 1d8 1d6 1d4
Size: L (6’–10’ long) L (8’–15’ long) L (16’–20’ long)
Move: 180’ 180’ 180’
Armor Class: 4 4 4
Hit Dice: 4d8–5d8 (*15) 6d8–7d8 (*13) 8d8–9d8 (*12)
Attacks: 3 3 3
Damage: 1d3 (x2 claws), 1d4+2 (bite) 1d4 (x2 claws), 1d6+2 (bite) 1d6+2 (x2 claws), 1d8+2 (bite)
Special Attacks: Rake (1d3x 2 claws) Rake (1d4x 2 claws) Rake (1d6x 2 claws)
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 35% 35% 35%
Intelligence: Animal– low Animal– low Animal– low
Alignment: Neutral Neutral Neutral
Level/XP: 4/130+5/hp 5/350+8/hp 6/900+12/hp
Sleethe are vicious predators able to survive in most envi- lives in the deepest of the heavy northern forests.
ronments; they thrive in the freezing cold of the arctic, and
the vast temperate plains. The only areas they tend to avoid The Sleethe prefers to attack by surprise (1–3 on a six sided
are the dense, overgrown jungles of the tropics. In appear- die), rushing from concealment in an attempt to overpower
ance, they are a huge furred lizard-snake. The body is long its victim. The wide mouth of the most common species bites
and sinuous, allowing them to slip easily through low brush for 1d6+2 points of damage. They also use their foremost pair
and small trees, three pairs of padded, clawed feet let them of legs to claw at their prey, the six-clawed talons each doing
move soundlessly over the ground at great speed. Their wide 1d4 damage. If the bite attack rolls 18+, then the Sleethe rears
head is triangular, and the mouth is full of multiple rows of up, and attack with the middle pair of legs, doing another 1d4
teeth. The fur of the Sleethe is usually dark black or brown, points of damage with each hit. This monster often hunts in
with patterned markings. However, a white furred subspecies small packs of up to six individuals, usually a mated pair with
dwells in the frozen tundra wastes, and a pure black version 1d4 young.

Dwellers in Dark Places 275


S
The average Sleethe reaches 8’–15’ in length and can weigh Special Attacks: See below
as much as 800 pounds. However, some are much larger, Special Defenses: None
growing to lengths up to 20’ long. These huge specimens Magic Resistance: Standard
fear nothing, and can weigh as much as 1400 pounds. There Lair Probability: 75%
are smaller species under 10’ in length, but they are just as Intelligence: Low–average
dangerous as their larger cousins. The stats above detail the Alignment: Neutral
damage these two species are able to inflict on their prey. Level/XP: 4/170+5/hp

Some cultures raise young Sleethe of the smallest species to The Slider is a resident of a strange endless demi-plane, al-
serve as hunting, or herding animals. However, capture must most completely composed of a dense, dead black materi-
take place when they are very young just before weaning, or al, pocked with countless millions of deep frictionless bowl
shaped depressions. These cavities vary in size, from a few
dozen yards to hundreds of miles across. The strange mate-
rial of the demi-plane nullifies all magical effects, making the
entirety a dangerous trap. Gale force winds howl, with sud-
den gusts rapidly changing directions, one wrong step, and
an adventurer could find himself sliding to his death.

The Slider is one of the few creatures able to survive in this


strange place, spending their lives sliding with ease on their
smooth belly scales along the surface of the bowls in search
of prey. Many times a magical portal trap on a Prime Material
ART BY CHRIS LETZELTER

Plane drops a victim into such a bowl, where he is doomed


to spend the rest of his short life trapped on the almost
“0”-coefficient surface. Each transit across the bottom of a
bowl leaves the victim a few feet farther away from the rim,
salvation slowly moving out of their reach with each passage
across the bowls inner surface. In addition, while trapped,
they can see the Sliders calmly gliding along the surface of
the bowl. They navigate with their tails, or by two or more
Sliders joining tentacles to impart angular momentum, at-
tempting to gain the proper attack angle, coming ever closer.

When it has achieved a position for attack, the Slider lashes


out with up to eight of its sharp edged tendrils (1 point of
damage each), attempting to snag and pull the victim and
itself closer together. When they successfully make contact,
they always revert to their wild nature. Once a wild Sleethe
has made its first kill, domestication is impossible. They are
excellent trackers; relentlessly pursuing prey and can follow
a days old trail for many miles.

There are several species of aquatic Sleethe and a few types,


living in underground environments, have stats identical to
land bound Sleethe.

TREASURE: None

SLIDER
Frequency: Rare
No. Encountered: 1d4+1
Size: L (7’ long)
Move: 180’ (60’)
Armor Class: 3
Hit Dice: 5d8 (*15)
Attacks: 9
Damage: 1 (x8 tendrils), 2d4 (bite) ART BY FRANK GUNTER

276 Dwellers in Dark Places


S
the Slider begins to attack with its bite, automatically hitting and armored as they rise from the ground. With a dexterity
for 2d4 points of damage per round. belying their appearance, the Spartoi spring forth to do the
bidding of the one who summoned them to fight. The number
Spell casters find it difficult to cast spells (they must save appearing is always randomly determined and is not depen-
versus spells at a -4 before they can successfully cast any dent the number of teeth sown.
spells, with the exception of spells taking 2 segments or
less to cast, which are unaffected). Attacks with devices us- Damage inflicted by the Spartoi is by weapon type, with these
ing command words are usually the best form of attack for undead favoring the short sword and shield (75% chance) or
trapped mages and clerics. spear and shield (20% chance). The remaining 5% carry a
trident and net, seeking to snare their quarry. Each Spartoi
Because of the almost complete absence of friction within strikes twice per round, and whenever possible they work as
the bowls, any attacks made by characters against a Slider a unit to outflank and destroy any opponent. When slain, the
are at -4 on the attack die roll. In addition, the Slider only Spartoi and all of their equipment crumble to dust. Spartoi
takes half damage from every blow. The trapped characters have a fair amount of resistance to magical spells (25%) and
are doomed unless they find a way to escape the bowl envi- only weapons of +1 or better magical enchantment damage
ronment. The Slider can move from bowl to bowl by joining in these undead. All edged weapons only do half damage to a
pairs with their tendrils, slowly imparting a spin used to gain Spartoi and they are unaffected by sleep, charm, hold, and
enough momentum to hurl each other over the rim to a new cold type attack forms.
hunting ground. Clever and observant characters can employ ART BY DEL TEIGELER
a similar method in order to escape.

They are much slower when traversing the “rim” areas of this
plane and must move quickly across the intervening ground
however, for the Rim Stalker (see Rim Stalker) vigilantly prowls
along the “rim” areas between the bowls, searching for its fa-
vorite meal (or any hapless characters).

TREASURE: None

SPARTOI
(Turned as type 5)
Frequency: Very rare
No. Encountered: 4d4
Size: M (6’ tall)
Move: 120’
Armor Class: 4
Hit Dice: 3d8+4 (*16)
Attacks: 2
Damage: Varies by weapon type
Special Attacks: None
Special Defenses: +1 or better weapon to hit Clerics may turn these monsters, treating them as a Type 5
Magic Resistance: 25% undead creature, however if successfully turned, the Spartoi
Lair Probability: None merely retreats, malevolently glaring at their enemies. They
Intelligence: Average maintain a distance of 60’ from the cleric until the effects of
Alignment: Evil (chaotic) the turning end, whereupon they instantly attack, concen-
Level/XP: 4/150+4/hp trating their furious assault on the one who held them at bay.
In ancient times, the great necromancer kings could summon
There are many ancient, black rituals designed to summon legions of Spartoi to battle, sending them into conflict against
malign, undead spirits into the physical world. The centuries mortal men. However, since the destruction of the dark tem-
old Incantations of Cadmus contain detailed rites allowing ples, few now answer the call of the dragon’s teeth.
evil clerics or necromancers to bring the Spartoi (Warriors
of Cadmus) to aid in battle. These evil, undead spirits take The Spartoi follow the commands of the summoner, remain-
the form of almost skeletal warriors, appearing within 1d6 ing until destroyed in combat. Thus, adventurers could find
rounds, growing from the ground where the summoner has these malign undead serving as tomb guardians, ages after
sown the enchanted teeth from a slain dragon. Their bones their masters bones have turned to dust.
covered in a tight layer of rigor-hardened flesh, the deep-set
eyes glowing with a malevolent light, they are fully armed TREASURE: None (see above)

Dwellers in Dark Places 277


S SPINDLE-MEN
SPIDER, JUMPING MALE FEMALE
Frequency: Very rare Very rare Frequency: Very rare
No. Encountered: 1 or 1d4 1 No. Encountered: 1d8
Size: L (12’–14’ tall)
Size: M (4’–6’) L (8’)
Move: 180’ (climb 120’)
Move: 120’, 30’ jump 120’, 30’ jump Armor Class: 4
Armor Class: 4 4 Hit Dice: 5d8 (*15)
Hit Dice: 6d8 (*13) 9d8 (*12) Attacks: 2
Damage: 2d4 (x 2 claws) or by weapon (see below)
Attacks: 1 1 Special Attacks: None
Damage: 2d4 2d4+2 Special Defenses: None
Special Attacks: Sonic vibrations Poison Magic Resistance: 20%
/ poison Lair Probability: 60%
Intelligence: Low–average
Special Defenses: None None
Alignment: Neutral (evil)
Magic Resistance: Standard Standard Level/XP: 4/175+5/hp
Lair Probability: 50% 50%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 5/400+6/hp 6/600+12/hp

ART BY FRANK GUNTER


The Jumping Spider is an enormous member of its species,
deadly to all who encounter it. A native to areas of heavy fo-
liage (swamp, forest, jungle) this species is not a web spinner,
but a relentless, solitary hunter, skulking patiently through
the dense undergrowth in order to pounce upon any luckless
victim. Mottled fur in shades of brown and green serve to
conceal its form.

When a victim is within range, the Jumping Spider quickly


leaps up to 30’, attacking with a venomous bite inflicting 2d4
points of damage, and unless he makes a save versus poison,
the victim perishes within 1d6 rounds.

However, the male Jumping Spider also has a much more sin-
ister attack it often employs. Many times the Jumping Spider
slips slowly from the foliage, emitting a sub-sonic thrum-
ming, in conjunction with rhythmic leg twitching used to lull
its victims into a catatonic state. The effect fills a 20’ radius
targeting any creature within range, even if they lack ears; for
the sound fills the air and vibrates through the very ground. Deep in the underdark, far from the light of the surface there
Affected creatures stand mesmerized, staring into the eight lives race of beings known as Spindle-Men. They are vague-
black, glassy eyes of the Jumping Spider, unless they make a ly humanoid, albeit extremely tall and thin. These strangely
save versus paralysis. During this time, the Jumping Spider distorted humanoid creatures have long and powerful limbs,
may automatically bite affected creatures, once each round. each with two elbows and two knees. The thin, six knuckled
fingers are over a foot long, ending in sharp talons enabling
Occasionally, adventurers encounter a small group of Jump-
them to climb with great skill. Their skin is a mottled stone
ing Spiders, usually this is only when a solitary female is
gray, resembling wrinkled, old parchment, and their heads
nearby, and the males are vying for her attentions. The
are elongated and quite narrow, allowing them to slip easily
“thrumming sound” from multiple Jumping Spiders is even
through narrow spaces. They have four eyes spaced even-
more deadly, with a -1 save modifier for each spider. Females
ly around the head giving 360 degree vision, making them
are almost twice as large as the males and they are usually
exceedingly difficult to surprise (only on a roll of 1 on a 10
much more aggressive.
sided die).
TREASURE: None
Spindle Men do not build structures, create items, or make

278 Dwellers in Dark Places


weapons of any kind, but they occasionally use such things Covering the body of the Spined Zorrel are hundreds of nee-
S
taken from their victims. They are quite adept at the use of dle sharp spines, usually able to dissuade any attacker from
throwing weapons; the physical structure of their arms allow- biting or clawing. Anyone who comes into direct, physical
ing them to propel spears and javelins at great velocity in- contact with this creature takes damage from 1d6 of these
flicting 2d4+4 hit points of damage. A Spindle-man has a 30% spines, with each inflicting one point of injury. The mouth is
chance to be carrying 1d6 such weapons. Without weapons, full of razor sharp teeth with long incisors, used to deliver 1d6
the Spindle-men are still quite deadly, able to slash with two points of damage, and the two hind claws each gouge for 1d4
of their talons for 2d4 damage each. With their long reach points of damage.
(up to 10’, they prefer to attack from positions where return
attacks are difficult (across deep fissures or from a ledge).

The Spindle-men prefer to dwell in broken regions, or deep


caves, inhabiting areas with numerous rifts and sheer rock
faces. They are exceptional climbers (95% chance, with only
a -20% penalty for the worst of conditions). They usually
avoid contact with other races, but they always defend their
territory against any intrusion.

TREASURE: None

SPINED ZORREL
Frequency: Very rare
No. Encountered: 1d4
Size: S (4’ long)
Move: 120’
Armor Class: 4
Hit Dice: 6d8 (*13)
Attacks: 4
Damage: 1d6 (bite), 1d6 (spines),
1d4 (x2 claws)
Special Attacks: Grasping tentacles
Special Defenses: Spines
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Animal
Alignment: Neutral ART BY FRANK GUNTER
Level/XP: 5/300+6/hp

The Spined Zorrel is a nasty tempered creature, refusing to The Spined Zorrel is a tough opponent, willing to protect its
back down from an encounter with any creature, regardless offspring or mate to the death, and defend any territory it
of size. The beast is very heavy, densely muscled, and as te- considers its own. Usually encounters are with a briefly mat-
nacious as a wolverine. Few animals are brave enough to face ed pair, along with one or two offspring, fighting as a 3 hit
this evil, spine covered, ball of destruction. dice creatures doing ½ damage.

The Spined Zorrel has two powerful hind legs used to spring The spines are of value to magic users who use the longest
into combat, being able to leap up to 10’ in order to reach of them as needles in the sewing of some magical garments.
an opponent. It also has four tentacled forelimbs used to The spines from one Spined Zorrel are worth 25 gp.
grasp onto any prey. Any successful roll to hit of 16+ with a TREASURE: None
tentacle means it has latched onto its prey, allowing for the
bite attack and the clawed hind feet to hit automatically. A
successful Minor Strength Test removes one tentacle. Once
it has obtained a firm hold the Spined Zorrel refuses to let
go, raking with its hind claws, and biting at its enemy until
one or the other lies slain. The large number of hit points it
possesses (6 hit dice) allow it to do an incredible amount of
damage. Once latched onto a victim the Spined Zorrel has a
+2 to hit on any further tentacle attacks. STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 279


S
SQUALLUS minutes and while in this position they are quite vulnerable,
so it is rare any living Hydroth’s see this function.
Frequency: Very rare
No. Encountered: 1d4 Squallus hunt along the banks of the wide streams and shal-
Size: L (9’–12’ long) low fresh water lakes, the usual home to the Hydroth. Here
Move: 120’ they patiently wait for their prey to come within striking dis-
Armor Class: 0 tance. However, the vicious Squallus is not averse to attack-
Hit Dice: 8d8 (*12) ing other prey.
Attacks: 4
Damage: 2d4 (x3 claws), 1d6 (bite) TREASURE: None
Special Attacks: See below
Special Defenses: None SQUARK
Magic Resistance: 20%
Frequency: Rare
Lair Probability: 20%
No. Encountered: 1d10
Intelligence: Low–average
Size: L (8’)
Alignment: Neutral
Move: 120’ swimming
Level/XP: 6/775+10/hp
Armor Class: 3
Hit Dice: 6d8+6 (*13)
Attacks: 4
Damage: 1d8 x2 (claws), 1d10 (bite), 1d6 (fin)
Special Attacks: Grapple, see below
Special Defenses: Immune to electric attack
Magic Resistance: 30%
Lair Probability: 65%
Intelligence: Low–average
Alignment: Chaotic evil
Level/XP: 6/525+8/hp

The terrifying Squarks or the blessed spawn of The Wa-


ter Mother are foul creatures specially created to serve
as temple guards and heavy troops. Seemingly an ob-
scene mixture of a great short-bodied eel, lamprey,
squid, humanoid, and shark they lurk tirelessly in the
depths awaiting prey. With a broad eel-like body, sharks
head, humanoid arms, and two long feeding tentacles

ART BY FRANK GUNTER

The Squallus is a native to the same environment as the


Hydroth and the Erbaxx (see Hydroth and Erbaxx). It feeds
almost exclusively on the Hydroth, slicing the soft creatures
apart in order to absorb them. Fat bodied, with a covering
of tight overlapping scales, the Squallus is immune to the
water jet attacks of their favorite food, unless they are feed-
ing. They are quite afraid of an Erbaxx however and avoid
encounters with them at all costs, for the drill of the Erbaxx
can easily rip through the dense scales of a Squallus.

The Squallus has three short limbs with sharp-ridged pincers


each able to inflict 2d4 points of damage. These claws are the
main attack, but they also “bite” at a target in an attempt to
hold struggling prey, inflicting 1d6 points of damage. After
killing its victim, the Squallus disgorge its stomach over the
prey and absorbs the nutrients. This process takes several ART BY FRANK GUNTER

280 Dwellers in Dark Places


ending in lamprey-like jaws, they are a terrifying sight. Their
S
hide is rough, as tough as sharkskin, giving them an armor
class of 2.

The Squark attacks with a powerful bite inflicting 1d10 points


of damage, and two long tentacle-like limbs, each ending in
a four-clawed “hand” equipped with a set of rasping jaws.
Striking swiftly, they can each inflict 1d8 points of damage.
On any successful attack roll of 18+, they latch onto a victim
where the jaws can automatically bite each round. A suc-
cessful Minor Strength Test frees the trapped victim or a sin-
gle blow with an edged weapon inflicting at least 8 points of
damage, severs the appendage (the severed part regener-
ating within one week). They also use the razor sharp “fin”
situated on their snout. This weapon can cause a wound of
1d6 points of damage.

There is a very rare breed of the Squark with the ability to


send out a powerful surge of electricity, affecting an area
within a 15’ radius. This field does 6d6+6 points of damage
(save versus breath weapon for half damage). In all other re-
spects, it has the same stats as the standard Squark (experi- ART BY FRANK GUNTER
ence level 6 / 700+8/hp). Small particles of matter, mostly composed from pieces of
All Squarks are immune to any form of electrical attack. elemental earth, which have drifted across the planar bound-
ary, occasionally form into the Starr shape. Over time (usual-
These foul creatures feed upon giant oysters whenever such ly several centuries), it becomes much more solid. When the
food is available, and they quite often have 1d6 x 100 gp worth collected material reaches a certain mass, the weight of the
of indigestible pearls within their stomach. accumulated earth material naturally creates a small portal
transporting the creature to the Elemental Plane of Earth for
TREASURE: Special, see above for details the next stage of its life.

STARR: AIR FORM The Starr: Air Form attacks with 4 of its swirling “arms” flaying
the target with wind and collected solid material causing 1d6
Frequency: Very rare points of damage with each hit. Once per day the Starr: Air
No. Encountered: 1 Form can form into a small yet very powerful funnel cloud,
Size: L (8’ across) large enough attack a single target. A save versus spells is
Move: 240’ (AA: V / 180-degree turn) required at -3 or the chosen target is violently hurled 1d10
Armor Class: 6 x 10’ by the powerful wind, taking 1d6 points of damage for
Hit Dice: 7d8 (*13) each 10’ of distance thrown.
Attacks: 4
Damage: 1d6 (x4) Only weapons of +2 or better enchantment are able to injure
Special Attacks: See below this creature.
Special Defenses: +2 or better weapons to hit
Magic Resistance: 30% There is a 5% chance when summoning an Air Elemental a
Lair Probability: 20% spell caster actually draws the attention of this type of crea-
Intelligence: Low ture.
Alignment: Neutral
Level/XP: 6/650+8/hp TREASURE: None

Most scholars believe the creature known as the Starr begins


its century’s long existence somewhere within the Elemen-
tal Plane of Air. Currents within this realm form into simple
elemental life, merely small vortices, which over time merge
into the basic Starr shape. Each component creature has a
very low intelligence, but combined together, the individuals
become more aware of all living things around them.

Dwellers in Dark Places 281


S
STARR: EARTH FORM The Starr: Earth form attacks with four slashes from its spines
causing a wound of 2d4 + 2 hit points of damage. Once per
Frequency: Very rare day the Starr can perform a special attack. It chooses a tar-
No. Encountered: 1 get and rapidly spins in its direction, turning into a slashing
Size: L (8’ across) blur of keen edged crystal. This attack causes 4d8 points of
Move: 120’ damage, with a save versus spells reducing the damage by
Armor Class: 0 half. It can continue this special attack form for 1d3 rounds.
Hit Dice: 8d8 (*10)
Attacks: 4 Only weapons of +2 or better enchantment are able to injure
Damage: 2d4+2 (x4 slash) this creature.
Special Attacks: See below
Special Defenses: +2 or better weapons to hit There is a 5% chance when summoning an Earth Elemental
Magic Resistance: 30% the spell caster actually draws the attention of this type of
Lair Probability: 50% creature.
Intelligence: Low
TREASURE: None
Alignment: Neutral
Level/XP: 6/1000+10/hp
STARR: FIRE FORM
Frequency: Very rare
No. Encountered: 1
Size: L (10’ across)
Move: 120’
Armor Class: 2
Hit Dice: 10d8 (*10)
Attacks: 4
Damage: 2d4+6 (x4 Fire Beam)
Special Attacks: See below
Special Defenses: +2 or better weapons to hit
Magic Resistance: 35%
Lair Probability: 50%
Intelligence: Low
Alignment: Neutral
Level/XP: 7/2400+14/hp

Whenever a free-floating pocket of elemental fire merges


once again with the Elemental Plane of Fire, it sometimes
contains a hibernating Starr from the Elemental Plane of
Earth. When this occurs the Starr awakens, and now exposed
to the full fury of this place it bursts into flame. However, the
fire does not consume its being, but re-forges it into some-
thing quite different. After several hundred years, the flames
ART BY FRANK GUNTER eventually quiet down and when this occurs the Starr seeks
out an elemental water pocket to prepare for the fourth stage
Whenever the Starr reaches a certain size and weight, it of its existence.
moves at last to the Elemental Plane of Earth where it con-
tinues to grow for several more centuries. Its form slowly The Starr: Fire Form is able to emit four beams of intense
transforms during this time as it incorporates mineral into flame (only one such beam can strike a single target each
its structure, slowly becoming hard crystal. Once it reach- round, causing 2d4+6 points of damage. If such targets fail
es a certain mass it seeks out one of the small pockets of a saving throw versus magic, they also take an additional 6
elemental fire, sometimes found drifting through the plane. points of burning damage. Once per day the Starr: Fire Form
Here it settles in for several decades, preparing for the third can expand to triple its size doing damage equal to a 12th
phase of its existence. level Fireball spell in a 30’ diameter.

The creature absorbs the fire, incorporating the substance There is a 5% chance when summoning a Fire Elemental the
into its being, waiting for a time (perhaps centuries) when the spell caster actually draws the attention of this type of crea-
fire pocket eventually makes its way back to its parent plane. ture.

282 Dwellers in Dark Places


Only weapons of +2 or better enchantment are able to injure creatures literally tearing a dungeon complex apart to repel
S
this creature. intruders.

TREASURE: None The Starr can hold itself upright on any three of its limbs,
while striking at opponents with the others. Each clubbing
attack is powerful enough to inflict 2d8 + 12 points of dam-
age. Any roll of 18+, striking an opponent, indicates they have
successfully wrapped the victim in its coils crushing for 2d10
points of damage (a successful Major Strength Test frees a
captive). On the next round, crushing damage occurs once
again, or the captured creature could be violently hurled
2d10 x 10’, taking 1d6 points of damage for each 10’ thrown.

The Starr has one spell attack, a pale purple beam of light
with a range of 60’, which strikes a single opponent (save
versus spells or a 5’ radius globe of purple energy surrounds
the target). On the next round, the captured creature needs
to make a second saving throw versus spells or he vanish-
es from this plane of existence, randomly Plane Shifted to
one of the four Elemental Planes (or a demi-plane, para-ele-
mental plane, or quasi-elemental plane of the game masters
choice). Such trips are quite short, and in most cases fatal,
for few adventurers enter such realms without precautions.

ART BY FRANK GUNTER

STARR: PRIME MATERIAL FORM


Frequency: Very rare
No. Encountered: 1
Size: L (36’+ across)
Move: 120’
Armor Class: 0
Hit Dice: 16d8 (*7)
Attacks: 3
Damage: 2d8+12 (tentacles)
Special Attacks: Spell use / see below
Special Defenses: See below
Magic Resistance: 75%
Lair Probability: 50%
Intelligence: Average
Alignment: Neutral
Level/XP: 9/8550+20/hp

The prime material form of the Starr is an immense six-


limbed creature, with most measuring 36’ across. Only when ART BY FRANK GUNTER

the basic Starr creature has traveled through all four of the
Elemental Planes is it able to manifest itself in this form. Only weapons of +3 or better enchantment injure a Prime
They are tremendously strong (strength 24), having the pow- Material Starr, and any blunt magical weapons inflict half
er to grapple with even the strongest of giants. High-level damage.
mages summon these creatures as a special form of elemen-
tal, and they often serve as guardians for the most precious TREASURE: None (see above)
of treasures or Artifacts. Once they have given their oath
they relentlessly perform their duties until slain or driven
back to one of the Elemental Planes. There are tales of these

Dwellers in Dark Places 283


S
STARR: WATER FORM speed towards a chosen target causing 4d6 points of damage
from a successful hit.
Frequency: Rare
No. Encountered: 1 Only weapons of +2 or better enchantment are able to injure
Size: L (12’ across) this creature.
Move: 180’
Armor Class: 1 There is a 5% chance when summoning a Water Elemental
Hit Dice: 11d8 (*9) the spell caster actually draws the attention of this type of
Attacks: 4 creature.
Damage: 3d4 TREASURE: None
Special Attacks: See below
Special Defenses: +2 or better weapon to hit
Magic Resistance: 40%
Lair Probability: 50%
Intelligence: Low
Alignment: Neutral
Level/XP: 7/3400+14/hp

The Starr: Water Form is the fourth and final juvenile stage
for this strange creature before it can freely travel to the
Prime Material Plane in its adult form. When it finds a pocket
of elemental Water, the Starr: Fire Form plunges in, instantly
transforming into the Starr: Water Form, while plane shifting
to the Elemental Plane of Water. Here it remains for 1d10 x
100 years, before it transforms into the Prime Material form,
and is free to travel across all of the elemental planes at will.

The Starr: Water Form attacks with four of its radial fins,
spinning and battering any opponent who dares to challenge
it. Each fin inflicts 3d4 points of damage to its target, and
a roll of 20 hurls the victim from 10’–80’. When hurled in
this fashion, an impact with a solid object causes equivalent
falling damage (1d6 per 10’ thrown). The Starr: Water Form is
also able to make one slashing attack per day, usually its first
attack before joining combat. The creature swims at great ART BY FRANK GUNTER

STEEL SHOCKER SMALL AVERAGE LARGE MASSIVE


Frequency: Rare Uncommon Very rare Very rare
No. Encountered: 1d8 1d6 1d4 1 or 2
Size: S (1’–2’ diameter) M (3’–5’ diameter) L (6’–10’ diameter) L (12’–15’ diameter)
Move: 120’ (AA: V / 120 degree 90’ (AA: IV / 90 degree 60’ (AA: III / 60 degree 60’ (AA: II / 30 degree
turn) turn) turn) turn)
Armor Class: 2 0 -4 -6
Hit Dice: 1d8–3d8 (*16) 4d8–6d8 (*15) 8d8–10d8 (*10) 11d8–14d8 (*9)
Attacks: 3 3 3 3
Damage: 1d4 (x3) 1d6+2 (x3) 1d10+4 (x3) 1d12+6 (x3)
Special Attacks: See below Electric shock / bolt Electric shock / bolt Electric shock / bolt
Special Defenses: None Shock field (see below) Shock field (see below) Shock field (see below)
Magic Resistance: 10% 20% 30% 40%
Lair Probability: 100% 100% 100% 100%
Intelligence: Low Low Low Low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 3/125+2/hp 5/265+4/hp 8/3350+14/hp 9/5100+18/hp

284 Dwellers in Dark Places


The Steel Shocker is a strange creature from another Prime The large, 8’ diameter version of this beast is extremely
S
Material Plane, often used as a guardian for some power- deadly when it engages in combat. It can also employ up to
ful magical device. They remain on duty for decades, even three tendrils of lambent energy, and they each inflict 1d10+4
centuries, ever vigilant in their task. They appear as noth- points of damage. If two or more of these tendrils strike the
ing more than a large levitating sphere of dense metal, with same target, the victim needs to immediately make a save
a huge blood red spot functioning as its eye. The metallic versus spells at a -2 or receive an additional 2d10+8 points
surface crackles with blue green electrical energies, unleash- of damage. In addition if the save is failed any magical items
ing them with terrifying effect. Most encounters are with the carried by the target must save versus electricity at a -2 or
smaller 3’–5’ diameter forms, but rarely the encounter is with be destroyed.
the more dangerous 6’–15’ diameter varieties Both versions
are extremely dangerous, and most adventurers do not rel- The 8’ diameter version also has a shock field, automatically
ish the thought of fighting large groups of these creatures. inflicting 3d4 points of damage (again, a save versus poison
negates the damage). Only weapons of +2 or better enchant-
The smallest Steel Shocker is able to emit an electrical attack ment harm the large sized Steel Shocker. The 8’ variety can
at a single target up to 10’ away. This attack is similar to a also unleash a lightning bolt twice per day with a range of 90’
magic missile cast by a 3rd level magic user (2d4+2 damage) inflicting 1d6 hit points of damage per hit die. If an encounter
and it is usable twice per day. They also employ three elec- occurs with two of these larger creatures, they can create a
trical “whips” for 1d4 points of damage each. single powerful bolt, connecting them together, striking any
who is foolish enough to stray into the area. This amplified
The more common, man sized Steel Shocker can employ up bolt does 14D6 +14 damage and there is a -3 modifier to the
to three tendrils of electrical energy, lashing at a target up to save.
10’ away inflicting 1d6+2 damage from each strike. The target
must also make a successful save versus spells if two or more The most massive of the Steel Shockers is a loner, up to 15’ in
tendrils hit a victim on the same round. If this save fails, diameter. It has a much deadlier shock field than the small-
then the victim takes an additional 10 points of damage as er versions, and it attacks three times per round for 1d12+6
the powerful currents generated by the Steel Shocker lance damage. The lightning bolt generated by this behemoth does
through his body. 1d6+1 damage per hit die and requires two saving throws.
ART BY FRANK GUNTER The first reduces damage by 50%, and the second keeps the
victim from being stunned for 1d4 rounds as the current par-
alyzes their nerves. These huge brutes are capable of gener-
ating two such bolts per day.

As one would expect, electrical attacks are simply absorbed


by a Steel Shocker, as well as Magic Missiles and any fire
based attack forms. Cold based attacks inflict half damage.

There are also unconfirmed reports of Steel Shockers with


double the number of tendrils. All stats for these creatures
are the same, with the exception of having six attacks per
round.

When slain, the spherical body of the Steel Shocker sim-


ply drops to the ground becoming an inert ball of strange
unworldly metal. They can weigh from 200 pounds for the
smaller version to almost 2000 pounds for the larger vari-
ety. Alchemists pay for this material (the exact value estab-
lished by the game master, depending on his campaign). A
wizard may create magical weapons and other devices from
the material, but few know what properties such items would
Twice per day, the common Steel Shocker can release a possess.
60’ long bolt of lightning (as per the spell), inflicting 1D6 hit TREASURE: None
points of damage per hit die of the Steel Shocker. It also
generates a powerful shock field automatically inflicting 1d6
points of damage to anyone using a hand held metal weapon
landing a blow in hand to hand combat (save versus poison
to avoid damage). Only weapons of +1 or better enchantment
can harm this sized Steel Shocker.

Dwellers in Dark Places 285


S
STICKY TENDRILS at a rate of 1d3 hit points per round. The effect lasts for 1d4
rounds after the strike.
Frequency: Very rare
No. Encountered: 1d8 There are also several smaller filaments surrounding the
Size: L (12’ reach) base of the sharp tip. These automatically spread out to
Move: 0’ (10’ per day) more than a foot across, in an attempt to wrap themselves
Armor Class: 7 around the target, holding him fast on any roll of 18+. Anyone
Hit Dice: 2d6 (*16) held by a tendril will be stuck unless he makes a success-
Attacks: 1d6 ful Minor Strength Test (he may make only one attempt per
Damage: 1d3 tendril). A sufficient quantity of water (1 gallon) or alcohol (1
Special Attacks: Acid, sticky pint) neutralizes both the acid and the adhesion in 1 round,
Special Defenses: None preventing any further damage.
Magic Resistance: Standard
Lair Probability: 90% Their plant nature makes them invulnerable to any mind af-
Intelligence: Non- fecting spells (Sleep, Charm, Hold, etc.), but also makes them
Alignment: Neutral susceptible to fire and cold based attacks (-2 on saves, +1 per
Level/XP: 3/145+2/hp die of damage).

Sticky Tendrils are strange, motile plant hybrids, extreme- TREASURE: None
ly dangerous when found in large numbers. They put down
temporary “grasping roots” in rocky areas either above or STONE WORM
below ground, then wait motionless for any passing prey.
In appearance, the Sticky Tendril plant is merely a large Frequency: Very rare
humped shape colored a sickly shade of green. It has two or No. Encountered: 1 (or2)
more clusters of coiled tendrils, each ending with a splayed, Size: L (30’–60’ long)
razor sharp tip, dripping with sap. These long main tendrils Move: 60’, (240’)
remain tightly coiled until they suddenly flick out in an at- Armor Class: -3
tempt to slice and stick to any target straying within their 12’ Hit Dice: 16d8 (*7)
reach. Attacks: 1
Damage: 3d6+6
Special Attacks: Double damage from grinding
Special Defenses: +2 weapon needed to hit /
½ damage from fire, cold, electricity
Magic Resistance: 40%
Lair Probability: 10%
ART BY FRANK GUNTER

Intelligence: Animal
Alignment: Neutral
Level/XP: 9/9000+20/hp

Like a massive living drill, the Stone Worm bores through the
underdark leaving behind tunnels and chambers cut from
the very bedrock of world. It spends its life searching for cer-
tain types of rock, those emitting the strange radiations of
energy upon which it feeds. Unfortunately, for adventurers,
magically enchanted items emit a similar frequency and the
Stone Worm often attacks such equipped adventurers in a
mistaken belief they are a source of sustenance. The results
of such inadvertent encounters are usually quite disastrous.

Usually the first (and many times last) indications a Stone


Worm is nearby is a deep grinding rumble coming from the
very stones as they are split apart by the creatures natural
drill. With a tremendous cracking, the beast bursts through
the broken rocks of its tunnel opening to smash into the
Any strike with the sharp end of a tendril inflicts just 1d4
source of attraction. The initial rush affects a 10’ radius, and
points of damage, but this initial wound is not the main at-
anyone caught within it must save versus breath weapon or
tack of the Sticky Tendril plant. The sap has a digestive acid,
receive 2d10 points of damage from flying rocks, falling de-
entering through the wound and beginning to dissolve flesh
bris, along with the creature’s crushing bulk.

286 Dwellers in Dark Places


SWAMP GLUTTON
S
Frequency: Very rare
No. Encountered: 1
Size: L (8’–12’ tall)
Move: 30’
Armor Class: 3
Hit Dice: 12d8 (*9)
Attacks: 4
Damage: (x3 tentacles),
3d6 (bite)
Special Attacks: None
Special Defenses: Stench
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
Level/XP: 7/2360+16/hp

Deep unexplored jungles, and primordial swamps are forbid-


ART BY FRANK GUNTER
ding places for adventuring, and the presence of the massive
cone shaped Swamp Glutton makes them even more deadly.
The Stone Worm almost immediately begins a series of gy- At 8’ tall and over a ton in weight this voracious predator
rations intended to crush its newfound source of “food” into scours such places in search of prey, pulling itself along with
a powder in an attempt to “absorb” the emissions radiating the 10 large toe-claws projecting from the base of its body.
from magical items nearby. If anyone strays within 10’ of the The Swamp Glutton snatches up any rotten remains or slow
Stone Worm, the thrashing and spinning inflicts 3d6+6 points creatures, stuffing them into its gullet, where the concentric
of damage. On any roll of 20, a character falls into the grind- rows of sharp teeth quickly grind them to pulp. They have a
ing drill taking double damage before they are “spit” back foul stench, detectable up to 90’ away, a mixture of rotten
out. If this creature takes more than half of its hit points in flesh and decomposing plant matter.
damage it immediately flees back into the stones, moving
just 60’ per round if it starts to dig a new tunnel or at 240’
per round if moving through an existing tunnel.

Because of its existence with the natural radiation sources


found deep below the ground, the Stone worm has a 40% re-
sistance to magical attack. Electric based attacks, along with
fire and cold only do half damage to this beast. A Stone to
Flesh spell makes it armor class 2 for 3d4 rounds. In addi-
tion, due to its natural enchantments only weapons of +2 en-
chantment harm the Stone Worm. This resistance to weap-
ons leads many to believe this creature is actually a native to
the Elemental Plane of Earth.

TREASURE: None STOCK ART BY WILLIAM MCAUSLAND

ART BY FRANK GUNTER

The main weapons of the Swamp Glutton are the four 20’ long
grabbing tentacles, covered with hundreds of small hooks.
They strike for 1d6 points of damage each, and attempt to
grasp any man sized or smaller opponent, succeeding on any

Dwellers in Dark Places 287


S
roll of 20. If an ensnared victim fails a Minor Strength Test, Deep in the most remote places of the largest swamps,
the monster drags him towards the grinding jaws. This takes where the still water is thick and black with silt and mud
1d4 rounds before the Swamp Glutton begins automatically there lives an unusual plant / animal. The rarely seen Swamp
chewing for 3d6 points of damage per round. Polyphemus thrives in such desolate places. A single Poly-
phemus usually occupies a large pool, a pool with unique
The stench of this creature is so intense; anyone within 10’ qualities for its location. Such places are almost 100 yards in
must make a saving throw versus poison. Failure means the diameter and up to 30’ deep, and amazingly, for such a fetid
nauseating fumes have overwhelmed them, and they have a environment, these pools have clear water, completely free
-2 penalty to hit and damage for 3d4 rounds as they suffer of all silt and bacteria, along with almost all other life. The
from waves of nausea. pale bones of hundreds of other swamp dwellers; frogs, tur-
tles, fish and crocodiles usually cover the bottom of the pool;
Since they swallow everything they consume, there is a a gleaming white carpet, which has been picked clean. Few
chance of some valuable metallic or crystal items being other plants grow here, usually only thin 5’ tall reeds growing
found undigested in the creatures gut. in small patches across the bottom.
TREASURE: 1d6x100 sp (20%), 1d4 x100 gp (20%), 1d8 gems The Swamp Polyphemus can grow to huge proportions, up to
(15%), 1d3 jewelry (10%), 1 magic item (5%) 30’ tall with more than two dozen 40’ long stinging tentacles.
These sharp edged tendrils do only 1d3 points of damage and
2d4 may attack a single intruder every round. However, the
filaments are coated with a powerful toxin, able to paralyze
any creature touched (save versus poison at a -4 or be af-
fected when struck). The 20’ diameter flower floating on the
ART BY BRIAN (“GLAD”) THOMAS

surface of the pool gives off a heady aroma filling a 60’ radi-
us, inducing lethargy in any who breathe its fumes for more
than a few minutes (save versus poison at -2 or fall asleep
until taken from the area).

Along the trunk of the Swamp Polyphemus, there are sev-


eral feeding orifices, merely small grinding jaws used for
slowly ingesting any prey caught in the tendrils. This is not
an effective attack, and usually employed against slain vic-
tims left floating within the pool. Moving among the natural
“caves” created by the uplifted roots there is usually a school
of Razor Fish (see Razor Fish), a species living in complete
symbiosis with the Swamp Polyphemus. They are immune
to its stinging tendrils and feed on the remains of the para-
lyzed and drowned victims of the plant. They also attack any
who venture near the plant, swarming and slashing to defend
their home.

The plant needs all of these defenses in order to protect its


SWAMP POLYPHEMUS “treasure”, the clusters of swamp pearls nested within the
stalk far below the surface of the calm water. The Swamp
Frequency: Very rare Polyphemus forms these valuable treasures as it distills all
No. Encountered: 1 minerals from the water and surrounding soil. The skilled
Size: L (up to 30’ tall) deep swamp dwellers known as the Lishku have devised ways
Move: 0’ to gather these pearls for trade to the outside world (see
Armor Class: 4 (stalk), 2 (tendrils) Lishku). They jealously guard the location of these plants,
Hit Dice: 10d8 (*10) and the harvesting methods used during the procurement
Attacks: 2d4 of the pearls. Each common pearl (1/2”–1” in size) can have
Damage: 1d3 (per stinger) a value of 1D3 x 20GP in the outside world, and a Swamp
Special Attacks: Paralysis Polyphemus might have 3d4 pearls of this size at any one
Special Defenses: Symbiotic (see below) time. If a group of adventurers should happen to destroy
Magic Resistance: Standard one of these plants, the wrath of the Lishku would be terrible
Lair Probability: 100% indeed. Any swamp pearl of exceptional size (1½ inches or
Intelligence: Non–animal larger) could have a value 5 times as high. It is rumored the
Alignment: Neutral merchant Phardintol of Ushbannie possesses a swamp pearl
Level/XP: 7/1950+14/hp

288 Dwellers in Dark Places


four inches in diameter, worth 10,000 gp.
S
they enter the zones of clear water.
There is also the remote possibility the pool contains trea- TREASURE: Special, see above for details
sure dropped by previous adventurers slain by the Poly-
phemus plant or the Razor Fish swarming among its roots.
However, the Lishku usually remove such things whenever

SWAMP RAST AVERAGE LARGE HUGE GARGANTUAN


Frequency: Uncommon Rare Rare Very rare
No. Encountered: 1d3 1 (1d3) 1 (1d2) 1
Size: L (8’–12’ long) L (13’–18’ long) L (19’–24’ long) L (24'–30' long)
Move: 60’, 180’ swim 60’, 180’ swim 60’, 180’ swim 60’, 180’ swim
Armor Class: 3 3 2 2
Hit Dice: 8d8–10d8 (*11) 11d8–13d8 (*9) 14d8–15d8 (*8) 16d10–20d10 (*7)
Attacks: 1 1 1 1
Damage: 2d6+2 3d6+3 4d6+4 6d6+6
Special Attacks: Leech / tail slash Leech / tail slash Leech / tail slash Leech / tail slash / swallow on 20
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 80% 80% 80% 80%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 6/900+12/hp 7/2200+14/hp 8/4150+16/hp 9/9500+30/hp

The Swamp Rast is a voracious predator, born hungry and tail used as a secondary method of attack. Striking at great
perpetually on the prowl for its next meal. Gliding effortless- speed it can impale a victim, inflicting 2d6 points of damage.
ly through even the most dense of swamps it slowly gains The jaws then strike such victims at a +3 to hit if the victim
size and strength until eventually even the largest of the gi- fails to escape via a successful Major Strength Test.
ant crocodiles avoid this rasp jawed creature. With its long
eel-like body and a series of small paddle-like fins, it easily The larger Swamp Rast’s, reaching lengths of 30 feet, are eas-
glides across thick patches of slimy mud, through the dark ily able to attack and destroy rafts and small boats whose
waters and the maze-like tangles of interlocking tree roots. crew venture into the creatures domain. Once the crews are
in the water, the Swamp Rast ruthlessly attacks until nothing
The jaws resemble those of a great lamprey, full of rows of living remains. Many times smaller scavengers (Razor Fish
rasping teeth able rapidly chew through even the toughest and Lesser Swamp Drakes) follow in the wake of the Swamp
hide or armor. Any successful attack by a Swamp Rast means Rast. Similar to the remora, following large sharks, they feed
the creature has automatically gained a hold, allowing the on any scraps, possibly attacking any survivors of the larger
jaws to do their work. Once they latch firmly onto a victim, creature’s attacks.
the only escape is by making a Major Strength Test, or by
killing the creature in order to pry open the jaws. Occasionally a hatching of 2d4 young (2 hit die) Swamp Rast's
invades an area in a churning ball of frenzy, devouring any-
While attached to a victim, the bite does damage every round; thing in their path. They attack together as a swarm, equal
with the 8–10 hit die Swamp Rast inflicting 2d6+2 points of to a 6 hit dice creature inflicting 2d6 points of damage. In
shredding damage, reducing flesh and bone to a pulp before the most desolate of swamplands there have been sightings
swallowing. The actual amount of damage dealt depends on of Swamp Rast's of truly gargantuan proportions, monstrous
the size of the Swamp Rast, as indicated on the above table. creatures over 30’ long and having over 20 hit dice, easily
There have been reports of these creatures slowly chew- able to swallow a man-sized creature on roll of 20. What such
ing their way completely through large victims. They chew a large creature would feed on is a mystery.
through leather or padded leather in a single round, chain
mail last two rounds, and plate armor of any kind is ground TREASURE: None
to ruin in but 3 rounds (+1 round for each magical plus).

The Swamp Rast also has a slashing barb on the end of its

Dwellers in Dark Places 289


S

ART BY FRANK GUNTER

“For days the creature has followed our boats, sliding through the tangled roots, keeping just out of range. A Swamp
Rast of great size, with a mouth opening over two feet across. Eventually it would attack, and with luck, our weapons
would be able to pierce its heavy scales. A shout from Forion alerted us...it was coming.”
Tildun-Reffe'

290 Dwellers in Dark Places


T
TARRY jELLY / TEOvOSSE HOUND / THApTOR / THERIzONOSAURUS /
THORNWOOD TREE, pOSSESSED / THRAkkIRE / TITANOBOA / TOME MIMIC / TROLL, DARk /
TROLL, ROCk / TULARDIN / TURAqUI / TURAqUI TURRA / TUSTRANIAN TENDRILS
TARRY JELLY
Frequency: Rare
No. Encountered: 1
Size: L (8’–15’)

ART BY FRANK GUNTER


Move: 30’
Armor Class: 3
Hit Dice: 10d8 (*10)
Attacks: 1d3
Damage: Special (see below)
Special Attacks: Sticky / strength drain
Special Defenses: Half damage from all edged weapons /
immune to damage from piercing weapons
Magic Resistance: 30%
Lair Probability: 10%
Intelligence: Low–average
Alignment: Chaotic (evil)
Level/XP: 7/2400+14/hp

Nobody is sure of the true origin of the Tarry Jelly; perhaps it


is a sinister fusion of a stony life form, Shadow and a Deadly
Pudding, or possibly it is the horribly cursed form of a ren-
egade dark elf. Perhaps it is merely a rarely seen predator.
On the other hand, it could be from the ancient, dead cit-
ies existing in the deepest of caverns; some foul example of
Meelinn experimentation gone awry. Some of these ruins lie
in caverns miles beneath the Ultran-Thassa, the great sub-
terranean sea; such places are the home to many strange
and powerful creatures. However, all agree on the deadly bridge small gaps if needed, sending a thin sticky filament
Tarry Jelly’s abilities. Any adventurers who have survived an across as an anchor. Once it has firmly attached the filament,
encounter with the creature confirm it is a silent stalker, and it then flows rapidly across, reforming on the opposite side
an expert at hiding in shadowy places. The Tarry Jelly is a of the barrier. It can squeeze through even the tightest of
malicious, persistent hunter capable of relentlessly tracking cracks, oozing through gaps as thin as 1/8 of an inch with
prey for miles through any subterranean environment. It fol- relative ease. It especially favors such situations from which
lows without rest, moving at a steady pace, stopping pursuit to ambush its prey, often waiting near doorways, listening for
only when it encounters an impassable barrier or when un- activity on the far side.
knowing victims inadvertently blunder across its path.
Silently squeezing a small amount of itself through a thin
At home in the darkest of places, it navigates towards its gap, it targets a random victim, and shoots 1d3 small tendrils
next meal by following scent molecules. It can hide in any in an attempt to ensnare its quarry. The tendrils have a range
shadowy place with a 90% chance remaining completely of 20’, and the end of each has a pad of an extremely sticky
unnoticed unless adventurers examine the area by hand substance, adhering on contact (some believe the filaments
(very unwise) or using an object to detect the presence of actually fuse with living tissue penetrating on a molecu-
the mass of protoplasm. They also stretch themselves across lar level). The Tarry Jelly then drags the trapped prey back
dark areas, forming a sticky web-like barrier, ensnaring any against the barrier (effective strength of 21). Using the barrier
living thing attempting to pass. When touched they rapidly and the victim as a shield, it begins to invade and consume
collapse upon the target, dropping to the ground to begin the its meal. The creature automatically inflicts 3d4 points of
process of feeding. damage each round until it has consumed its victim. A Major
Strength Test is required to pull a victim free.
The Tarry Jelly can move easily, yet slowly, along walls, floors
and ceilings, using a series of sticky pseudo pods to pull Ensnared victims also suffer a temporary loss of 1 point of
itself through the darkness. It can extend itself up to 30’ to strength per round for each attached strand. Freed prey re-
gain strength at a rate of 1 point per turn.

Dwellers in Dark Places 291


T
Edged weapons do half damage when striking at the Tarry Jel- Wizards describe it as the age of research; others call it the
ly, along with having a 10% chance of becoming stuck (Major time of insanity, when sorcerers vied with one another in
Strength Test at +10% to free a stuck edged weapon). Piercing creating the dozens of strange hybrids, now roaming the
weapons (arrows, stars, darts, etc.) inflict no damage to this world. Many of the experimental hybrids created in those
creature, and blunt weapons do full damage, but because dark days were unsuccessful, yet over time, some apparent
of their larger surface area they have a 20% chance of be- failures proved to be more viable and tenacious. In their ear-
coming stuck to this monster (Major Strength Test at -10% to ly attempts at creating a winged canine, the Teovosse Hounds
remove blunt weapons). were born. Counted as a failure, due to the creature’s lack of
wings, they proved to be fierce predators, and so their cre-
The Tarry Jelly abhors bright light, so light type spells serves ator permitted them to flourish.
to keep them at bay. Electrical and cold based attacks do half
damage, but fire does an additional +1 damage per die rolled With the massive body of a mastiff, merged with the features
and the Tarry Jelly has a -2 penalty on any saves versus fire. of a huge falcon, these monsters thrive in the rocky upland
forests. Usually a dark brown, they blend easily into their
Because of their extremely sticky nature, they often have environment, effectively using the low cover as they hunt.
small items of value adhering to their surfaces. Coins, gems,
and small magical items are all possible. Teovosse Hounds have relatively poor hearing, but it is more
than made up for by their excellent vision, easily observ-
TREASURE: None, see above ing prey from miles away. Sitting on high ridges, they scan
the terrain below, patiently waiting for the unwary to reveal
themselves. Upon sighting a potential victim, the pack quick-
ly moves in for the kill, slipping quietly through the foliage,
spreading out to encircle the target. In a coordinated at-
tack, with the high-pitched shriek of the hunting falcon they
pounce upon their prey.

The huge, hooked beak of the Teovosse Hound tears through


flesh, inflicting 1d6+1 damage. If the attack roll is two or more
ART BY BRIAN (“GLAD”) THOMAS

higher than the required score to hit an opponent, the Teo-


vosse Hound has managed to knock its prey to the ground,
where any attacks by the pack on the following round have a
+2 bonus to hit as he struggles to regain his footing.

Several of the larger humanoid tribes have been successful


at partially domesticating the Teovosse Hound, using them in
hunting, and as guard animals. Of late, bugbears in particular
have developed a fondness for the Teovosse Hound, often
having several with each hunting party.

TREASURE: None
TEOVOSSE HOUND
THAPTOR
Frequency: Very rare
No. Encountered: 2d4 Frequency: Very rare
Size: S (3’ tall at shoulder) No. Encountered: 1d6
Move: 180’ Size: L (16’ tall)
Armor Class: 7 Move: 120’
Hit Dice: 3d8 (*16) Armor Class: 2
Attacks: 1 Hit Dice: 14d8 (*8)
Damage: 1d6+1 (bite) Attacks: 3
Special Attacks: See below Damage: 1d6+9 (x2 claws), 1d12 (bite)
Special Defenses: None Special Attacks: Rending / stomp
Magic Resistance: Standard Special Defenses: None
Lair Probability: 50% Magic Resistance: Standard
Intelligence: Animal Lair Probability: 70%
Alignment: Neutral Intelligence: Low
Level/XP: 2/50+3/hp Alignment: Neutral
Level/XP: 8/4425+18/hp

292 Dwellers in Dark Places


Far to the north and south, there are vast regions of perma- for up to three days before rousing once again. Occasion-
T
frost and perpetual ice; forbidding lands populated by vast ally, frost giants have a few Thaptor, used to guard certain
herds of reindeer and musk oxen. The Thaptor lives in this important ice caves; they merely provide the monsters with
place, a dangerous monster, attacking any intruders with- a steady supply of food in order to keep them in the vicinity.
out warning. The Thaptor is tall with fully adult specimens
standing over 15’ tall, moving easily across the frozen wastes The northern tribes value the thick, white fur of the Thaptor,
on four powerful legs ending in thick, wide paws equipped with an intact fur bringing as much as 300 gp.
with short claws. The head of the monster is large, with a
wide mouth flanked by two pairs of curved mandibles. The TREASURE: Lair: 1d10 x 1000 sp (25%), 1d6 x 1000 gp (20%),
eyes are multi-faceted, insectoid orbs, overly large, covering 2d6 gems (20%), 1d4 magic items including potions and
over half of their head. This gives the Thaptor 360-degree scrolls (15%)
vision, making it almost impossible to surprise them (+3 ad-
justment on any required surprise rolls). They have a keen
sense of smell, and when combined with their vision they THERIZONOSAURUS
have a 50% chance to spot any form of invisible creature. (Authors note: Although the current facts support the Therizonosaurus as
most likely an herbivore, I have chosen to make them carnivores for the
purposes of this book)

ART BY HUNTER REID AND FRANK GUNTER


Frequency: Rare
No. Encountered: 1d4
Size: L (30 ‘long, 18’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 10d8 (*10)
Attacks: 4
Damage: 2d6+4 (x2 claws), 1d6 (bite), 2d4 (tail swipe)
Special Attacks: Charge
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Non-
Alignment: Neutral
Level/XP: 7/2400+14/hp

The upper torso of the Thaptor has two long arms ending in
huge hands used for gripping prey. Possessing the strength
of a frost giant (21), a Thaptor inflicts 1d6+9 damage with each
strike. On any successful attack roll of 18+ they also do an ad-
ditional 2d6 points of rending damage. Using the mandibles,
the Thaptor also bites for 1d12 damage. They occasionally
rear up on the hindmost set of legs, and smash down on a
victim with the middle limbs doing 2d10 points of damage
(treat as a crushing blow), but when doing so, they are unable
to use any other form of attack . These monsters have no
desire for accumulating treasure, but often, the areas around
their liars, littered with the frozen remains of any victims,
could have items of value.

A roving band of Thaptor remains active sometimes for


weeks on end, before seeking their den where they sleep
ART BY BRIAN (“GLAD”) THOMAS

Dwellers in Dark Places 293


T
Therizonosaurus is an exceptionally dangerous dinosaur, a killing the tree, merging the victim’s spirit to the heart of the
vicious pack hunter sometimes found in isolated pockets, tree. Consumed with evil it lurks, waiting for prey to stray
hunting prey in the tropical jungle zone. Especially noted for near, before striking with its thorn-laden branches.
having three long claws on its forelimbs, this 30’ long crea-
ture has a predominantly dark yellow, feather covered hide, When alive, thorn-wood trees have the natural illusionary
with green, orange, and black stripes. These weapons are ability to change their appearance, allowing them to lure
triple sabers almost 3’ in length, tapering to a razor sharp small creatures into their reach. When merged in death to
tip. Moving through the underbrush, camouflaged by its pat- the shroud-covered victim they retain this ability, creating
terns, it leaps upon prey in a charging attack, slashing with the image of a healthy tree laden with fruit, intended to lure
the claws, reaching out with the long neck to sink its teeth any unfortunates to a grisly demise.
into flesh. Although the Therizonosaurus commonly hunts
the larger sauropods and hadrosaurids, but it also indiscrim- The Possessed Thorn-wood Tree attacks with 2–5 clawed
inately attacks any available prey, merely for the pleasure of branches, each inflicting 1d4 points of damage. On any roll of
killing. 20, this malign undead creature pulls its victim onto the cov-
ering of thorns protruding from the trunk, inflicting an addi-
On a roll of 1–3 on a six-sided die, the Therizonosaurus sur- tional 1d6 points of damage. These thorns grow with amazing
prises its victim and gains an additional attack from one of speed, becoming a temporary defensive barrier, only vulner-
the massive hind claws, doing 2d4 damage. If the die roll for able to missile fire or weapons of length 4’ or longer.
this initial attack is an 18+, then the victim is pinned, giving
all other attacks this round a +3 to hit. The great claws each All saving throws made by the Possessed Thorn-wood Tree
slash for 3d6+3 damage, and the bite attack does another 1d8 versus fire have a -2 penalty, and damage taken from such
points of damage. Any targets behind the Therizonosaurus attacks gain a +2 bonus per die of damage. Since they are
may be subject to attack from the sweeping tail for 2d4 dam- a form of undead, these malign trees can be “turned” by a
age, and if a save versus breath weapon fails, they are hurled cleric as a type 8 undead creature, with the turning causing
3d10 feet and stunned for 1d3 rounds. the spirit within the tree to go dormant for 2d6+2 rounds.

The Jetch’kekki, a race of bird warriors sharing the same jun- Quite often, one finds items of value wrapped within the
gles (see Jetch’kekki), highly prize the claws, using them as shroud, treasures once belonging to the living, now con-
short swords, and spear tips, considering it a great feat when signed to the dead.
a hunting party returns with such a prize.
TREASURE: 1d10 gems (40%), 1d3 jewelry (35%), 1d3 magic
TREASURE: None items (15%)

THORN-WOOD TREE, POSSESSED


(Turn as type 8)
Frequency: Very rare
No. Encountered: 1d6
Size: L (8’–16’ tall)
Move: 30’
Armor Class: 3
Hit Dice: 6d8+6 (*13)
Attacks: 1d4+1
Damage: 1d4 (x5 claws)
Special Attacks: Illusion
Special Defenses: Thorn barrier
Magic Resistance: 25%
Lair Probability: 75%
Intelligence: Average
Alignment: Chaotic evil
Level/XP: 6/850+8/hp

Only a few ancient necromantic tomes still contain the meth-


od for creating Possessed Thorn-wood Trees. The process
involving the tortured death of a chosen victim, wrapping the
remains inside rune covered cloth bandages and placing the
corpse within the hollow bole of a thorn-wood tree. The nec-
romancer then resurrects the victim, while simultaneously ART BY FRANK GUNTER

294 Dwellers in Dark Places


T
THRAKKIRE MALE FEMALE
Frequency: Very rare Very rare
No. Encountered: 1 1d4
Size: L (10’ tall and 30’ long) L (8’ tall and 20’ long)
Move: 120’ 120’
Armor Class: 1 1
Hit Dice: 14d8 (*8) 12d8 (*9)
Attacks: 5 5
Damage: 2d4+4 (x2 claws), 2d6+4 (pincers), 3d4 (bite) 2d4+2 (x2 claws), 2d6+2 (pincers), 2d4 (bite)
Special Attacks: None None
Special Defenses: None None
Magic Resistance: 25% 25%
Lair Probability: 75% 75%
Intelligence: Animal–low Animal–low
Alignment: Neutral Neutral
Level/XP: 8/3550+16/hp 8/3000+14/hp
The huge creatures known as Thrakkire dwell in remote Fire, cold and electrical attacks do only half damage as well,
mountainous regions where they make their lairs in deep due to the thick armor of the Thrakkire, and its slight magic
caves. Their hides are shades of black and gray letting them resistance sometimes helps to protect it from other spell
blend in with the stony background of their environment. effects.
The males of the species are large, almost twice the height
of a grown man, weighing up to 3 tons. Each bull male has a Males are loners, avoiding one another as they search for
harem of 1d3 females, each about 3’ shorter than the males, mates. Females congregate in small groups along with 1d6
with darker hides. Occasionally the females leave the male young (fight as half size females).
to venture deep into the underdark, but usually they make
this journey only when seeking a safe place to lay their eggs. TREASURE: Lair: 2d6 x 1000 gp (20%), 1d10 gems (15%), 1d2
During these times, the male is particularly mean tem- magic items including potions and scrolls (15%)
pered and aggressive, attacking anything entering his hunt-
ing range. This six-limbed creature is very dangerous and
only bravest warriors or the foolhardy knowingly venture into
their domain.

With its heavy scales, the Thrakkire is extremely difficult to


kill, and the combination of weaponry it possesses can inflict
terrible damage on any who dares to challenge its strength.
The two 4’ long pincers can each inflict 2d6+ 6 points of
damage, and the fore claws are able to deliver 2d4 + 4 dam-
age. The jagged, toothed beak of the Thrakkire can deliver
a bite doing 3d4 points of damage. Moreover, any attackers
approaching from the rear risk attack from the lashing tail,
taking 1d10 points of damage.

Small weapons are almost all ineffective against the Thrak-


kire; they lack the size to penetrate through the thick hide
(daggers, knives, darts, sling stones, hand axes, throwing
stars and similar weapons all fall into this category). Archers
find it is difficult to find a place to penetrate also, and arrows
and crossbow bolts inflict only half damage. Those who hunt
this beast usually have several men at arms equipped with
12’ lances helping in keeping the creature occupied while the
best hunters attack from the flanks.
ART BY FRANK GUNTER

Dwellers in Dark Places 295


T
The Titanoboa is perhaps the largest and
TITANOBOA TITANOBOA SKELETAL
heaviest snake that ever lived. At over 45’
long, almost a yard across, and weighing an Frequency: Rare Very rare
astounding 2,500 pounds, this serpent is eas- No. Encountered: 1 (2) 1
ily capable of swallowing a man sized victim
whole. They are a mottled black and dark Size: L (40’–50’ long) L (40’–50’ long)
green with bands of green and brown, giving Move: 30’, 90’ swim 60’
them excellent camouflage when submerged
in the swamp (75% invisible, surprise on a 1–4
Armor Class: 3 6
on a six-sided die). Only on very rare occa- Hit Dice: 16d8+ (*7) 16d8+ (*7)
sions do adventurers encounter more than Attacks: 1 1
one of these monsters in the same area.
The Titanoboa is a dangerous monster, best Damage: 3d4 3d4
avoided by all adventurers. (Authors Note: Special Attacks: Constriction / toxins Thrashing
scary thing is these monstrous snakes actu-
ally existed on the Earth 65 million years ago) Special Defenses: None See below
Magic Resistance: Standard Standard
While this monstrous serpent is clumsy and
slow on dry land (except when striking), the Lair Probability: 20% 100%
Titanoboa is mainly an aquatic dweller, able to Intelligence: Animal Animal
stay submerged for 1d10+10 rounds. It spends
most of its life submerged in the weeds and
Alignment: Neutral Neutral
vegetation of the mud flats. From concealment Level/XP: 9/6000+20/hp 8/4900+20/hp
in the vast swamps and bogs, it lunges from the water to crocodiles, cattle or men; it does not matter to the Titanoboa
latch onto its victims. This predator is an opportunistic feed- who considered every living thing to be food.
er, attacking anything within reach when hungry. wild boars,
The mouth is equipped with several dozen sharp teeth, caus-
ing 3d4 points of damage on a successful attack. They are
not used for chewing however, they are used to hold the prey
while the massive beast coils around, beginning to constrict
with incredible force. Any attack roll two or more higher than
the required, to hit score indicates the serpents prey is with-
in its deadly embrace. The Titanoboa automatically crushes
its prey for 2d12 points of damage each round. Escaping from
its clutches, unaided, is nearly impossible (half of the normal
Major Strength Test). Within minutes, it can crush the life
from a man. Although they are not poisonous, the bite of the
Titanoboa is still potentially deadly due to bacteria. There is
a 50% chance any untreated bite wounds may become septic
within 24 hours, unless the victim receives a cure disease
spell.

SKELETAL TITANOBOA
The Skeletal Titanoboa is a dangerous form of animated skel-
eton, but not a true member of the undead since clerics are
unable to turn these monsters. Created by powerful necro-
mancers to serve as guardians for important areas, these
creatures remain unmoving until an intruder appears. They
attack with a powerful bite inflicting 3d4 points of damage,
grasping onto their victim on a roll of 18+. Instead of crush-
ing their victim or swallowing their prey whole, they violently
shake them for an additional 1d10+4 points of damage each
round, slamming them into floor, walls, and ceiling. A suc-
cessful Minor Strength Test frees a trapped character from
the jaws of this skeletal monster. The Skeletal Titanoboa takes
ART BY FRANK GUNTER only half damage from any edged weapon attacks, and mis-

296 Dwellers in Dark Places


sile type weapons are completely ineffective against these Wizards have genetically fabricated many strange creatures
T
massive skeletal beasts. over the ages, using the results of their bizarre experiments
for either protection or as deterrents against intruders.
TREASURE: None Among the smallest of these creations is the Tome Mimic,
originally created to protect the precious books and scrolls
from the depredations of insects, bookworms, and oth-
er small vermin. With its natural ability to alter its physical
structure and texture, thus making itself 95% indistinguish-
able from any other book, this predator quietly lurks in the
confines of a bookshelf or library. Nestled between or near
the dusty volumes, the Tome Mimic patiently waits for its
next meal.

If any unwanted intruder attempts to touch the nearby books,


the Tome Mimics move to attack. If they are successful at
surprising their victim (1–4 chance on a d6), the Tome Mimic
has a +2 modifier to hit on their initial attack. They extrude a
sticky filament up to 2’ long, using this to latch onto the of-
fender. Once attached, they quickly pull themselves onto the
target, automatically biting for 1d3 points of damage during
every round thereafter (Minor Strength Test to pull a Tome
Mimic loose). In large groups, these monsters can be quite
deadly, easily able to overpower an unsuspecting adventurer.
A group of Tome Mimics is easily able to guard its “charges”
from the dangerous Ezzuwari (see Ezzuwari), a dangerous
pest that feeds on magical writings.

Although the Tome Mimic does not gather treasure, the items
they “guard” might have great value. In addition, if safely
captured, it is possible to train these creatures. Many ar-
chivists, wizards, and even clerics would pay as much as 50
gp or more for a living Tome Mimic and up to four times the
ART BY FRANK GUNTER amount for a breeding pair.

TREASURE: None (see above)

TOME MIMIC
Frequency: Uncommon
No. Encountered: 1d8+2
Size: S (1’)
Move: 10’
Armor Class: 8
Hit Dice: 1d8 (*19 or 17)
Attacks: 1
Damage: 1d3
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1/18+1/hp ART BY BRIAN (“GLAD”) THOMAS

Dwellers in Dark Places 297


T
TROLL, DARK The Dark Troll attacks with two massive claws, inflicting 1d8+8
points of damage each, and a bite from wide powerful jaws
Frequency: Very rare causes 3d4+4 points of damage. They have been known to
No. Encountered: 2d6 use large two handed clubs as weapons, battering at oppo-
Size: L (12’ tall) nents for 2d12 + 8 points of damage, and they also have been
Move: 120’ encountered wearing a form of loose fitting chain mail, im-
Armor Class: 2 proving their armor class to 0 (sometimes this chain mail is
Hit Dice: 10d8 (*10 base) magical, offering even better protection), but such encoun-
Attacks: 3 ters are quite rare.
Damage: 1d8+8 (x2 claws), 3d4+4 (bite)
Special Attacks: Weapons Like their smaller kin, Dark Trolls have the ability to regener-
Special Defenses: Armor / regeneration ate damage at a rate of 3 hit points per round, with the ex-
Magic Resistance: 20% ception of fire and acid damage, taking days to repair. They
Lair Probability: 55% also may re-bond severed limbs, but due to their size, it
Intelligence: Low takes a full turn for reattachment to occur.
Alignment: Chaotic evil
Level/XP: 7/2550+14/hp Each of the major Meelinn enclaves has at least one cham-
pion Dark Troll, a massive, muscular beast having up to 16
ART BY FRANK GUNTER hit dice. They use these ferocious creatures in arena style
combat to resolve disputes between their masters.

A Dark Troll has no concept of treasure, but their Meelinn


masters sometimes equip them with potent magical items
and their lair occasionally has items from previous victims.

TREASURE: Lair: 1d3 x 1000 gp (20%), 1d6 gems (15%), 1d3 jew-
elry (10%), 1 magic item- usually a magic weapon (15%)

TROLL, ROCK
Frequency: Very rare
No. Encountered: 1d4
Size: L (12’–14’ tall)
Move: 90’
Armor Class: 0
Hit Dice: 8d12+12 (*12)
Attacks: 3
Damage: 1d8+6 (x2 claws), 3d4+6 (bite)
Special Attacks: Weapon use
Special Defenses: Regeneration, camouflage
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 7/1600+12/hp

Living in deep underground caves or in the most remote


Dark Trolls are very close relatives of the common troll, al-
mountainous regions, Rock Trolls are dangerous beasts
beit a special breed carefully cultivated by the Meelinn (see
avoided by most adventurers. With their deep black-gray
Meelinn). Being much larger members of the troll family,
coloration, and rocky appearance, they blend easily into
chosen for size over the centuries, these hulking brutes are
their natural habitat (75% undetectable when not moving).
much more dangerous than their weaker brethren. They
Brutal from birth they roam their territory in search of prey.
have a massive head, broad backs, with stooped shoulders,
and long gangling arms ending in massive talons, which drag Rock Trolls possess massive club-like claws, and great
along the ground. Their intelligence is slightly higher, and strength, allowing them to injure an opponent for 1d8+6
they have acquired a small amount of magic resistance due damage each, and powerful jaws biting for 3d4+6 points of
to their prolonged exposure to strange subterranean radia- damage. Occasionally a Rock Troll uses a huge two-handed
tions. Occasionally they reach a level of intelligence allowing stone club, smashing at opponents for 3d6+6 damage.
them to grasp the concepts of weapons and armor.

298 Dwellers in Dark Places


The Rock Troll has a dense hide comprised of rough stony High above the ground, in the realms of the clouds, dwell
T
plates, effectively armoring them against attack. Non-mag- the majestic Tulardin. These great predators of gray, white
ical weapons only do half the normal damage when strik- and blue coloration are quite maneuverable, as they glide
ing these dense monsters. Fire based magical attacks have a easily along the air currents. Congregating in sizable “pods”,
penalty of -1 per die of damage, and a Rock Troll has a +2 on they hunt the sky for any available food. Their main source
any saving throws against such attacks. This species also has of sustenance consists of immature and aged Cloud Whales
the ability to regenerate almost any damage they have taken. (see Cloud Whale), but they are not averse to attacking Cloud
Starting three rounds after an injury occurs, the Rock Troll Giants, or any flying creatures, including any flying groups
regains 3 hit points per round, and they are able to re-bond of adventurers. On rare occasions, they attack creatures on
any severed limb. However, like their smaller kin, they are the ground, striking from above to snatch creatures up to the
still unable to regenerate damage from fire and acid attack size of a cow from the ground. However, it is in the air where
forms. the Tulardin are the most deadly. They quite often stalk their
prey for many miles, gliding silently from cloud to cloud until
TREASURE: 1d4 x1000 gp (10%), 2d8 gems (30%) they are in position for a coordinated attack.
ART BY CHRIS LETZELTER
The huge splayed jaws of the Tulardin are full of long, sharp
fangs enabling these hunters to latch onto their victims, in-
flicting 3d6 points of damage on each successful strike. They
swallow man sized and smaller victims on any roll of 20.

The Tulardin particularly delight in attacking from the dark,


billowing cover of thunderclouds. They even allow themselves
to become a conduit for powerful lightning bolts (10HD–15HD);
redirecting the strike to target any stubborn opponents (20%
chance to employ this attack).

Swarms of the winged Bh’rokki-kh’-chich (see Bh’rokki-kh’-


chich) have been known to hunt the Tulardin, harassing them
in order to drive them away from Cloud Whales.

TREASURE: None

TULARDIN
Frequency: Rare
No. Encountered: 2d4
Size: L (12’–18’ long)
Move: 180’ (AA: V / 120-degree turn)
Armor Class: 4
Hit Dice: 8d8+8 (*12)
Attacks: 1
Damage: 3d6
Special Attacks: Swallow, possible lightning bolts
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 7/1400+12/hp
ART BY FRANK GUNTER

Dwellers in Dark Places 299


T
TURAQUI AVERAGE LARGE MASSIVE
Frequency: Uncommon Rare Very rare
No. Encountered: 2d4 1d3 1
Size: M (6’ long) L (8’–15’ long) L (18’–25’)
Move: 120’, 120’ flying (AA: III 90’, 90’ flying (AA: II / 60’, 60’ flying (AA: II /
/ 60-degree turn), 90’ 30-degree turn), 60’ 30-degree turn), 30’
swimming swimming swimming
Armor Class: 3/5 3/5 1/3
Hit Dice: 2d8 (16) 5d8 (15) 10d8 (10)
Attacks: 5 5 5
Damage: 1d3+1 (x 4 pincers), 1 (bite) 1d6+2 (x4 pincers), 1d3 1d8+4 (x4 pincers), 1d6
(bite) (bite)
Special Attacks: Poison Poison Poison, swallow whole
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 75% 90%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 3/75+2/hp 4/205+5/hp 7/1950+14/hp
The coastal jungles and warm tropical islands swarm with dents and lizards, but if disturbed they defend their territory.
dozens of dangerous creatures, each living within its own The smaller variety is much more aggressive, usually attack-
special niche. The 6’ long, armored Turaqui is quite danger- ing intruders without provocation. The larger Turaqui is more
ous when encountered in large groups. With the armored of an ambush hunter, often colored in patterns of green, of-
carapace (armor class 3) and two pairs of vicious, crab-like ten sitting motionless for hours, lurking in the foliage until
pincers, combined with the sleek streamlined body of a unsuspecting prey strays within strike distance.
snake (armor class 5), it would be strange enough. However,
the creature’s awkward levitation / flying ability as it moves to
attack makes fighting the Turaqui a risky affair. Their scales,
in a variety of colorful patterns, are quite beautiful, almost
hypnotic, the iridescent scales glittering in the sunlight as the
creature swoops at prey in a swirling confusion of color. Also
at home in an aquatic environment, the Turaqui fold the pin-
cers along its body, tucking them into slight cavities, allowing
for easy movement through the water.

The four, radial pincers flanking the serpents head each in-
flict 1d3+1 damage on a successful attack (1d6+2 for the large
variety, and 1d8+4 for the massive size), and the fanged jaws
inflict the indicated damage, depending on size. On any bite
attack roll of 18+, the hollow, needle-like teeth inject a viru-
lent poison, fatal within 2d4 rounds on a failed saving throw.

Attacks against the Turaqui have a 75% chance to strike the


armor class 3 forward section, unless the attacker intention-
ally attempts to strike the less armored sections. This in-
vokes a -2 to hit penalty as the Turaqui moves to protect the
vulnerable areas.

Turaqui often congregate in small groups, hunting small ro-


ART BY FRANK GUNTER

300 Dwellers in Dark Places


Rumors persist of a much larger species living in the most
T
remote places, a massive serpentine creature up to 25’ long.
Many experts believe the Turaqui is not a naturally occurring
creature, but is in fact a hybrid created by merging the Yiff
(see Yiff) and a species of giant crab.

TREASURE: None

TURAQUI TURRA
Frequency: Very rare
No. Encountered: 1
Size: L (12’ diameter)
Move: 90’, 90’ swimming
Armor Class: 0
Hit Dice: 8d12 (*12)
Attacks: 5 (or more)
Damage: 2d6 (x2 claws), 1d6 (x1d4+2 bites)
Special Attacks: Poison, see below
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Non-
Alignment: Neutral (evil)
Level/XP: 8/4050+14/hp

The Turaqui Turra is the most dangerous version of the Tura-


qui, a genetic mutation, thankfully quite rare. The shell is
quite broad and extremely thick, protecting it from harm. ART BY FRANK GUNTER
There are 1d4+2 serpentine heads protruding from the front
of the heavily armored carapace, writhing and weaving as lent poison ( save versus poison at -2 or death occurs within
they prepare to strike. However, it is the pair of immense 3d4 rounds).
claws, capable of shearing through flesh and bone, as their
primary weapons. Only edged weapons and larger missile weapons (arrows,
bolts, spears, javelins) of +2 magical enchantment are able
The claws of the Turaqui Turra snap with incredible power, to pierce the shell of the Turaqui Turra, any form of blunt
doing 2d6 damage. On any claw attack roll of 20, the victim weapon or smaller missile weapon (sling stone, dart, thrown
must make an immediate saving throw versus paralysis. If dagger) is ineffective in causing this creature injury.
this save fails, the attack shears through a random limb (see
chart below), causing an initial 2d6 damage, and indicating TREASURE: None
amputation of the affected area. The snake heads have a
strike range of 10ft, doing 1d6 damage, and injecting a viru-
RANDOM AMPUTATION TABLE
DIE 8 ROLL AREA INJURED EFFECT
1 RIGHT HAND NO WEAPON / BLOOD LOSS 1D6 PER ROUND UNTIL BOUND
2 RIGHT ELBOW NO WEAPON / BLOOD LOSS 1D8 PER ROUND UNTIL BOUND
3 RIGHT SHOULDER NO WEAPON / BLOOD LOSS 1D10 PER ROUND UNTIL BOUND
4 RIGHT KNEE NO MOVEMENT / BLOOD LOSS 1D8 PER ROUND UNTIL BOUND
5 LEFT KNEE NO MOVEMENT / BLOOD LOSS 1D8 PER ROUND UNTIL BOUND
6 LEFT SHOULDER NO WEAPON / BLOOD LOSS 1D10 PER ROUND UNTIL BOUND
7 LEFT ELBOW NO WEAPON / BLOOD LOSS 1D8 PER ROUND UNTIL BOUND
8 LEFT HAND NO WEAPON / BLOOD LOSS 1D6 PER ROUND UNTIL BOUND
IN ALL CASES THE VICTIM MUST MAKE AN IMMEDIATE SAVE VERSUS POISON, OR SUFFER THE
EFFECTS OF SHOCK

Dwellers in Dark Places 301


T
TUSTRANIAN TENDRILS
Frequency: Very rare
No. Encountered: 1 cluster
Size: L (5’–30’ diameter)
Move: 0”
Armor Class: 7
Hit Dice: 25 hit points per 5’ diameter (*see below)
Attacks: See below
Damage: See below
Special Attacks: Ensnarement
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 250 experience per 5’ diameter

There are several different varieties of Tustranian Tendrils, STOCK ART BY WILLIAM MCAUSLAND

growing in many locales. A few species even manage to thrive veals slight fragments of white from the many bones upon
in the radiation rich environment of the deep underdark, but which they grow.
most specimens infest the dense jungles and forests of the
world, yet all have the same statistics. In appearance, they When the unwary make camp or linger within the area, the
are a cluster of normal smallish pod plants spread over an plants rapidly extend their tendrils, ensnaring and holding
area of several dozen square yards. Mingled in with other any victims in a deadly grip. For its attack, the Tustranian
foliage they are quite inconspicuous, with each plant having Tendril and the victim each roll percentage dice, indicating
several vines about one-foot long. However, the vast majority how ensnared the victim has become. To avoid the vines
of the vines length lies concealed beneath the pod within un- deadly clutches, the prey must exceed the roll made by the
derground cysts and when fully extended, these vines easily plant. If caught, the victim receives one attempt at a Major
reach up to twenty feet. Spotting Tustranian Tendrils is diffi- Strength Test in order to break free, and if this roll fails, on
cult, and only through careful examination is their presence each successive round, the plant adds an additional 2d10%
detected. Careful scanning of the surrounding area often re- to the amount of entrapment. Once cover reaches 100%, the
prey is rendered virtually helpless and thousands of hairy
root filaments then grow inward, draining the prey of vital
nutrients at a rate of 2d4 damage per round, until only a
shriveled husk remains, the decomposing flesh soon fertil-
izing the soil.

Several forms of carrion eating mammals and insects are al-


ways associated with the Tustranian Tendril plant, including
a form of the Yurie Beetle (see Yurie Beetle). These vermin
feed on the remains of the trapped victims, consuming any
organic components (flesh, bone, cloth, leather). However, a
careful search might reveal some small items of treasure, all
that remains from past victims.

TREASURE: 1d3x100 gold pieces (20%), 1d6 x 500 silver pieces


(20%), 1d2 jewelry, 1d6 gems (10%), 1 magic item (5%)

ART BY JACOB BLACKMON

302 Dwellers in Dark Places


U
Udajhe / Ulsilurt / Undulating Sphere / Unformed / Ura-ati / Ursadile / Urthak /
Uvasha / Uxulian Gulper / Uzzarian Tunneler
The grinding jaws of the Udajhe chew unceasingly, consuming
UDAJHE AVERAGE SUBTERRANEAN anything within reach: masticating plant and animal matter
Frequency: Very rare Very rare with equal ease, inflicting 1d6 damage for each round of at-
No. Encountered: 1d3 1d10 tack.
Size: L (12’–20’ long) L (8’–12’ long) If startled, or attacked, the hump of the Udajhe suddenly
Move: 60’ 60’ unfurls, allowing four 20’ long tentacles to spring forth, whip-
Armor Class: 5 4 ping in an attempt to grab any creature within reach. Any
struck by the writhing mass (one attack roll) must save ver-
Hit Dice: 8d8 (*12) 6d8 (*13) sus directed magical attack, or they become entwined, help-
Attacks: 1 1 less as the jaws begin their grisly task. A successful Minor
Damage: 1d6 1d4 Strength Test allows a character to escape.
Special Attacks: Tentacles Tentacles At the same time, the Udajhe unleashes a foul smelling cloud
Special Defenses: Musk Musk of gas filling a 20’ radius. Those caught within the cloud must
Magic Resistance: Standard Standard save versus poison, or suffer a -4 to all attack rolls as the
chemical burns their eyes, blurring their vision. The effects
Lair Probability: None None of this chemical attack last for 3d4 rounds, or until rinsed
Intelligence: Non- Non- with clean water for 1 round.
Alignment: Neutral Neutral
Tales of a smaller (6 hit dice) sub-species of Udajhe living in
Level/XP: 6/675+10/hp 5/400+6/hp the deep caves of the underdark abound, with many of the
intelligent subterranean races raising these creatures as cat-
The Udajhe is a massive caterpillar, a gentle giant spending tle. Large cavern systems containing veritable forests of fungi
its days grazing on the lush vegetation of tropical forests. and enormous mushroom growths serve as their pastures.
Patterned in stripes of brilliant yellow, orange, and white, at
first glance it appears as an ordinary creature. However, lo- TREASURE: None
cated just behind the head, in the center of the back, there is
a large, red bulge containing this creature’s deadly weaponry.

ART BY BRIAN (“GLAD”) THOMAS

Dwellers in Dark Places 303


U
ULSILURT LARGE LESSER MUTATED
Frequency: Rare Uncommon Very rare
No. Encountered: 2d4 2d8 1d4
Size: S–M (4’–6’ long) S (2’–3’ long) M (6’ long)
Move: 120’ 120’ 120’
Armor Class: 4 5 2
Hit Dice: 4d8 (*15) 2d8 (*16) 7d8 (*13)
Attacks: 3 3 4
Damage: 1d4 (x2 claws), 1d6 (bite) 1–2 (x2 claws), 1d3 (bite) 1d4 (x2 claws), 1d6 (x2 bites)
Special Attacks: Rake / disease Rake / disease Rake / disease
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 75% 50%
Intelligence: Semi- Semi- Semi-
Alignment: Neutral Neutral Neutral
Level/XP: 4/175+4/hp 3/80+2/hp 6/650+8/hp

Ulsilurt are a species of mammal, best described as an TREASURE: Lair: 1d6 x 500 cp (50%), 1d4 x1000 sp (35%), 1d2
ill-tempered, giant, six-legged rat. They commonly live x 500 gp (25%), 3d4 gems (15%), 1d2 magic items (10%)
around ancient ruins, subterranean crypts, and the filth rid-
den canals and sewers in coastal cities. Feeding on carrion
and garbage left from other predators they flourish in almost
any environment. Their fur is very short, barely covering
the hideously wrinkled pale white skin. The thin whip-like
tail is almost as long as the body and the mouth is full of
over-sized sharp teeth, protruding spades jutting from their
drooling jaws. The shorter front legs end in sharp claws, nor-
mally used for digging, but they are also formidable weap-
ons. The doubled hind legs are used for jumping, allowing for
leaps of up to 10’.

The smallest Ulsilurt are 2’ long weighing 50 pounds, and the


largest can reach over 150 pounds and be almost the size of a
full-grown man. They are vicious creatures willingly attacking
any who dare intrude into their domain.
ART BY AARON SIDDALL

All three varieties attack in the same fashion, but with vary- UNDULATING SPHERE
ing amounts of damage (see above). They initially rush to
attack an intruder, clawing and biting, seeking to knock their Frequency: Rare
victim to the ground. Any roll of 16+ on its two claw attacks No. Encountered: 1d4
allows all three species of Ulsilurt to use the intermediary Size: M (6’ sphere)
set of legs for an additional pair of raking claw attacks. The Move: 30’ (AA: III / 60-degree turn)
extremely savage mutated species of Ulsilurt are born with Armor Class: 6
two fully functional heads. Often referred to as a Cerberus Hit Dice: 4d8+4 (*15)
Rat, this species quite often breeds among themselves, con- Attacks: 2d4
tinually spawning more of their type. Their hide is heavier, Damage: 1d3
and covered with hard nodules and calloused growths, giving Special Attacks: Fluid drain
them a slightly lower armor class. Special Defenses: None
Magic Resistance: Standard
Because or the environment they live in, a victim of a bite Lair Probability: 30%
from any one of these creatures has a 10% chance of con- Intelligence: Low
tracting a serious disease unless a save versus poison is Alignment: Neutral
made. Level/XP: 4/245+5/hp

304 Dwellers in Dark Places


The Undulating Sphere makes saves against any fire-based
U
attacks at -3 and if they fail, they explode in a small fireball
filling a 10’ radius. Any creatures caught within it suffer 3d6
points of damage (save versus poison for half damage). All
other spells affect them as normal.

The Undulating Spheres exudate (1d3 ounces per creature)


is a small component often used in the fabrication of some
magical glues, thus having a value of 50 gp per ounce.

TREASURE: None

UNFORMED
Frequency: Very rare
No. Encountered: 1
Size: M–L (5’–8’ tall)
ART BY FRANK GUNTER Move: 30’
Armor Class: 7
Hit Dice: 8d8 (*12)
Attacks: 3
Damage: 2d4+2 (x3)
Special Attacks: See below
Special Defenses: See below
The strange creature known as the Undulating Sphere lives Magic Resistance: 45%
primarily in tropical locales, and occasionally in warm moist Lair Probability: 30%
subterranean environments. Floating in the air by means of Intelligence: Low–average
buoyant gases, this massive sphere of grasping pseudo pods Alignment: Neutral (evil)
attempts to attach itself to any creature straying too near. Level/XP: 7/1275+10/hp
Colored in shades of brown and green it blends well into
the background, grasping onto plants or outcroppings in or-
der to change position or to maintain a position along trails
from which it lunges at passing prey. It sometimes moves
by means of jets of air, expelled from any of the two doz-
en openings covering the outer surface of the sphere. Some
believe this creature is a weaker relative of the Gelatinous
Bubble (see Gelatinous Bubble).

When the Undulating Sphere attacks, 2d4 of the grasping


tendrils seek to latch onto a victim. They can extend these
feelers up to 10’ and each tendril has a small glob of ex-
tremely sticky “sap” at its end able to stick on any living
ART BY FRANK GUNTER

thing, forming an almost unbreakable bond. The blob of sap


contains a mildly acidic digestive enzyme, with each suc-
cessful strike causing 1d3 points of damage. The chance of
the Undulating Sphere becoming attached is 1 0% cumulative
per tendril. Once attached, the Undulating Sphere pulls itself
close, preparing to feed. Small, needled tubules slowly work
themselves into the prey, beginning to draw fluids, inflicting
1d4 points of damage per round for each tendril.

It takes a strength of 15+ and a full round to remove a sin-


gle tendril, but others continually attempt to latch on. The
Undulating Sphere releases a dissolving enzyme once it has
completely drained a victim. On any roll of 20, the tendril
attaches firmly, appearing to be burrowing into the flesh of
its victim and a successful Minor Strength Test is the only
way to remove it.

Dwellers in Dark Places 305


U
The Unformed are the result of an unfortunate attack or di-
sastrous accident with a polymorph spell. If the subject of
such a spell was being transformed into an ooze or gelatinous
type creature, and failed a system shock roll with an 01% roll
then they are stuck in this quasi-gelatinous form, forever
shuffling along the dismal corridors hunting for prey in order
to sustain its miserable life. On rare occasions, during the
first months of their creation they are able to almost com-
plete a change back to their original form, but within a few
rounds they become formless once again, collapsing back
into a puddle of ooze.

In rare instances, the Unformed retains very dim memories


of its past existence, but lacking a mouth it cannot commu-
nicate, most adventurers view its advance as attacks. Thus,
as an oozing mass of drooling goo it slowly goes mad over the
years until all of it former memories fade, and it becomes
quite dangerous.

The Unformed attacks with three club-like appendages of


protoplasm, hitting for 2d4+2 points of damage each. It also
has powerful enzymes, slowly dissolving the flesh from an
engulfed victim at the rate of 1d10 hit points per round. On
any roll of 20, it completely engulfs its opponent to begin
digestion.
STOCK ART BY GARY DUPUIS
Blunt weapons do half damage to such a creature, and edged
weapons slide neatly through its substance doing but a single Wide paws give the Ura-ati excellent mobility on the snowy
point of damage, along with any magical bonus. terrain, as well as through the frigid water when moving across
the pack ice in pursuit of prey. The claws are used to great
TREASURE: None effect, aiding the Ura-ati in climbing nearly vertical walls of
solid ice. With great patience, it often burrows beneath the
URA-ATI icy terrain ahead of migrating herds of elk and deer, allowing
its prey to come near before lunging to attack. With a sudden
Frequency: Rare lunge, and a spray of ice and snow they surge to attack.
No. Encountered: 1d4
Size: L (10’ tall) Each of the four upper limbs of the Ura-ati slash for 1d8+2
Move: 120’, 60’ swimming damage apiece, while the fangs tear for another 1d10 hit
Armor Class: 4 points. On any claw hit of 18+ the Ura-ati pulls its prey into a
Hit Dice: 8d10+16 (*12) savage embrace, crushing for an additional 1d6 damage.
Attacks: 5
Damage: 1d8+2 (x4 claws), 1d10 (bite) Cold-based magical attacks are ineffective against the Ura-
Special Attacks: Grapple ati, their thick pelt completely protecting them from any
Special Defenses: See below harmful effects. This fearsome creature also possess a phe-
Magic Resistance: Standard nomenal vitality and continues to fight until they reach neg-
Lair Probability: 50% ative 10 hit points, at which time they make a saving throw
Intelligence: Low versus death. Failure indicates the Ura-ati immediately falls
Alignment: Neutral dead, but with a successful save, they continue to fight for
Level/XP: 7/1225+12/hp 1d3 rounds (selecting targets randomly and making all fur-
ther attacks at a cumulative -2 to hit and damage) before
The high colder mountainous regions and upon the track- they succumb to their injuries.
less plains of ice and snow is where the fearsome Ura-ati
dwells. This white furred predator stands larger than a bear The pelt of an adult Ura-ati has a value of 1d4+1 x 100 gp,
and is equipped with six powerful limbs and a wide fang filled depending on condition. It is important to note that the hide
mouth. Instilled with a cunning mind, the Ura-ati reigns su- is difficult to transport, due to its bulk, and the pelt of a full-
preme, and it regards all creatures within its domain as food. grown specimen could weigh 150 pounds or more.
The long claws work equally well for digging through ice and
rending prey, the jaws can easily crush a grown man’s skull. TREASURE: None

306 Dwellers in Dark Places


U

ART BY CHRIS LETZELTER

URSADILE forepaws inflicting 1d6+6 damage on a successful attack. Any


hit roll of 18+ with a claw indicates the hapless victim dragged
Frequency: Very rare into a deadly embrace, suffering an additional 2d8 damage.
No. Encountered: 1 (1d4) Those grasped in this way receive this damage every round
Size: L (6’ tall at shoulder) until the Ursadile lies dead, or the victim successfully es-
Move: 120’, 120’ swimming capes (Major Strength Test). Fortunately, due to the nature of
Armor Class: 4 the long, crocodilian snout, the Ursadile cannot easily bite at
Hit Dice: 10d10 (*9) victims held in this manner (-4 to hit against grasped prey).
Attacks: 3
Damage: 2d6 (bite), Besides its usefulness for water movement, the Ursadile em-
1d6+6 (x2 claws) ploys the tail as a weapon, slapping at opponents in the rear
Special Attacks: Hug, arc for 1d10 damage. On any tail slap roll of 20, victims of
Tail slap this attack must save versus an aimed magical attack or the
Special Defenses: None force of the blow knocks the victim to the ground, stunning
Magic Resistance: Standard the target for 1d3 rounds.
Lair Probability: 50%
Intelligence: Animal An enraged Ursadile has incredible vitality, and is able to fight
Alignment: Neutral to -10 hit points before it expires. Over the years, supposedly
Level/XP: 7/1800+14/hp “dead” Ursadile’s have slain many unwary adventurers.

Encouraged with their early successes in merging the abilities Normally a loner, there are some occasions when a mated
and features of different creatures, wizards and alchemists pair and 1-2 young Ursadile are encountered. The young
have created dozens of new species over the ages. Among fight as 5HD monsters, doing 1d6 damage with each claw and
the most deadly is the Ursadile, a ferocious combination of biting for 1d8 damage.
bear and crocodile. With its torso and legs covered with the
formers dense fur, and the head, back, and tail of the latter, TREASURE: None
this carnivore has spread to inhabit temperate and subarctic
environments. Although the hearing, smell, and sight are not
as keen as a normal bear, they are still very dangerous pred-
ators, able to lurk in dense brush or the margins of swamps
and lakes, using the powerful tail to move effortlessly across
open water.

The Ursadile not only bites at prey with the powerful, croco-
dilian jaws, doing 2d6 damage, it also swats with the massive
STOCK ART BY LUIGI CASTELLANI

Dwellers in Dark Places 307


U
URTHAK Whenever adventurers encounter a pack of Urthak, there is
a chance for serious combat, as each member of the pack
Frequency: Very rare makes two attacks with their bladed arms, doing 1d8+2 points
No. Encountered: 1d10 of damage on a successful hit. They also bite with their sharp
Size: M (6’ tall) teeth for 1d3 points of damage. If there is available space,
Move: 150’ they often forgo the bite attack, and just leap over their vic-
Armor Class: 1 tim instead. From this position, they have a +2 to hit with
Hit Dice: 5d8 (*16 / 14) their arm blades and can slash with their long spine covered
Attacks: 3 tail for 1d6 points of damage.
Damage: 1d8+2 (x2 blades), 1d3 (bite)
Special Attacks: Tail slash The exoskeleton of the Urthak blends quite easily into the
Special Defenses: Camouflage cavern environment, making them 50% undetectable when
Magic Resistance: 15% not moving. They wait patiently upon hearing the sounds of
Lair Probability: 40% an approaching victim, suddenly leaping from ambush in an
Intelligence: Low–average attempt to overpower their prey.
Alignment: Neutral
Level/XP: 5/280+5/hp Some experts believe the Urthak is a distant relative to oth-
er humanoid stone-like creatures, since they communicate
The body of the Urthak has a tough exoskeleton of thorny, with each other using a similar clicking of the exoskeleton.
chitinous plates (armor class 3) and the long arms end in During certain times of the year, the Urthak molts its exo-
extremely sharp scimitar-like blades used to slash at oppo- skeleton, making them exceptionally prone to attack.
nents. Traveling in small packs, the Urthak roams through the
under-dark, constantly in search of prey. All Urthak are ca- TREASURE: None
pable of slowly climbing vertical walls using their blade weap-
ons and taloned feet, but they are excellent jumpers, easily UVASHA (LIVING COLUMN)
able to leap gaps up to 20’ wide.
Frequency: Very rare
No. Encountered: 1d3
Size: L (12’–18’ tall)
Move: 0’ (10’)
Armor Class: -2
Hit Dice: 16d8 (*7)
Attacks: 5
Damage: 1d8+2 (x4 claws),
6d6 (bite)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 75%
Lair Probability: 80%
Intelligence: Average–very
Alignment: Chaotic evil
Level/XP: 9/8000+20/hp

The Uvasha are genetic hybrids of several stone life forms


created ages ago by the Meelinn. Initially intended to serve
as barely mobile sentries, they proved to be too dangerous,
so the Meelinn destroyed all they could find. However, a few
managed to escape and since that distant time, they have
slowly spread to inhabit many areas of the underdark. They
are massive creatures almost 5’ in diameter, standing as tall
as 18’. At more than 2,500 pounds, they are looming pillars
of malice. From the thick trunk, four long snake-like tendrils
ending in three long “fingers” extrude quickly to attack any
who strays too near. They usually seek a position near any
well-traveled corridors, waiting the moment to strike. When
at rest they are indistinguishable from natural stone forma-
tions (treat as 90% invisible). Dwarves and gnomes have a 1
ART BY HUNTER REID AND FRANK GUNTER in 6 chance to spot one of these monsters.

308 Dwellers in Dark Places


Uvasha have photophores, their bodies covered with dozens The Uvasha uses gemstones to help break down its food and
U
of small nodules, opened by the creature at will. Each is a there are usually 2d6 such stones in their gizzard.
special light emitter, flashing in a dazzling display of both vis-
ible, infrared, and ultraviolet light, effectively blinding their TREASURE: See above for details
prey. This display affects all forms of vision, the pulsing light
display disorienting and stunning the Uvasha’s prey. If a save
versus spells fails, the optical barrage blinds those victims
for 1d6 rounds, giving the Uvasha a +4 to hit. For this reason,
all races living in the underdark despise the Uvasha, hunting
them down whenever one strays into their domains.

This monster lashes with the four tendrils for 1d6 points of
damage each, attempting to grab opponents with the long
splayed “fingers”. Any roll of 18+ means the Uvasha has suc-
cessfully grasped its victim (Major Strength Test to escape).
It pulls the struggling prey upwards towards the mouth, the
process taking 1d3 rounds. The bite attack is at +2 to hit
against ensnared victims and does a massive 6d6 points of
damage. The Uvasha secretes a chemical compound, a sticky
substance coating the tendrils, causing a loss of strength. A
failed save versus poison (with a -2 modifier), reduces the
victim’s strength by half for a full turn. Each successful strike
incurs an additional save, with each failure extending the du-
ration of the strength loss for an additional turn.

The outer hide of the Uvasha is quite resilient, giving this


monster an armor class of -2. Blunt weapons only do half
damage when striking these monsters. Many spells do not af-
fect the Uvasha: lightning cannot harm them, and cold-based
attacks only do half damage. Successful attacks with magical
fire do full damage to the Uvasha.

Whenever one of the Uvasha wanders into the more re-


mote areas of the underdark it might wait for weeks or even
months between meals. ART BY ZACHERY HARGENRADER

UXULIAN GULPER SMALL AVERAGE HUGE SLIME


Frequency: Common Uncommon Rare Very rare
No. Encountered: 3d6 1d12 1d3 1d3
Size: S (2’–3’ tall) M (4’–6’ tall) L (8’ tall) M (5’ tall)
Move: 180’ (30’ jump) 120 ‘, 20’ jump 90’, 15’ jump 120’, 10’ jump
Armor Class: 5 5 5 5
Hit Dice: 1d8 (*19) 2d8+4 (*16) 5d8+10 (*14) 4d8+4 (*15)
Attacks: 1 1 1 1
Damage: 1d6 (bite) 2d4 (bite) 4d4 (bite) 1d8 (bite)
Special Attacks: Swarm (see below) Pounce Crush, (see below) Spit, (see below)
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 50% 30% 20% 20%
Intelligence: Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral
Level/XP: 1/14+1/hp 3/90+3/hp 5/350+6/hp 5/280+5/hp

Dwellers in Dark Places 309


U
The Uxulian Gulper is a menace to adventurers traveling into An extremely rare form of Uxulian Gulper is the Slime Gulp-
the deep swamp, any damp dungeon environment, or even er, perhaps the most dangerous member of the species. This
the fetid bogs located far below ground in the vast labyrinth dark green creature is completely immune to the effects of
of the underdark. They are a dark gray creature consisting of green slime, consuming it in preference to any other source
two powerful legs supporting a wide, drooling mouth full of of food. Unfortunately, this makes its bite extremely danger-
sharp fangs. When at rest, they crouch low to the ground, or ous, as bits of the somewhat diluted green slime may remain
squat motionless in the brackish shallows, and in this posi- on the teeth or in the saliva. Those bitten must save versus
tion; they are easily mistaken for boulders. poison or, after the initial bite damage, they also take 2d4
damage per round as the slime dissolves their flesh. A cure
Uxulian Gulpers are adept at either running or hopping, seiz- disease destroys the slime, preventing further damage, or
ing prey and swallowing most in a single bite. They have a the affected area must be excised to prevent the spreading
special organ located at the top of the “head” used for de- of the growth. A small percentage of Uxulian Slime Gulpers
tecting movement and sound, instantly attracting this pest. (05%) are able to spit small gobbets of diluted green slime up
Upon sensing prey, the entire pack rushes to obtain a quick to a distance of 15’. Those targeted by this attack gain a save
meal, often biting one another in their frenzy. versus petrification to dodge the blobs of slime.

It is interesting to note, all Uxulian Gulpers seem to relish the


crunchiness of the smaller members of the Necrotia species
(see Necrotia), making them one of the few creatures that ac-
tively hunt for the pests. Nevertheless, anything slow enough
is legitimate prey for the voracious Uxulian Gulper.

These monsters do not gather treasure, but occasionally one


could find something of value near a well-established lair.

TREASURE: None

UZZARIAN TUNNELER
Frequency: Uncommon
No. Encountered: 1d8
Size: L (7’ tall)
Move: 90’, 20’ burrowing
Armor Class: 2
Hit Dice: 6 (*13)
Attacks: 2
Damage: 2d4+4 (x 2 claws)
Special Attacks: Bite
Special Defenses: Half damage from blunt weapons
Magic Resistance: Standard
Lair Probability: 50%
STOCK ART BY GARY DUPUIS Intelligence: Low
The bite attack is the main attack used by the Uxulian Gulper, Alignment: Neutral
with size determining the damage. However, on a roll of 20, Level/XP: 4 / 225+6/hp
the common sized is able to swallow Halfling sized creatures, The Uzzarian Tunneler lives in almost any climate, dwelling
and the cavernous jaws of the huge ones do double the dam- within shallow cave systems whether they are in the frigid
age rolled, as well as swallowing creatures the size of a man north or the sweltering heat of the deep desert. Not adept at
with ease. If a swarm of six or more small, Uxulian Gulpers digging through solid stone, they prefer staying closer to the
make their attack against a single target, each gains a +2 to surface world where the soil and gravel is loose and easier
hit and damage bonus. to move through. Standing over seven feet tall and weigh-
If a standard Uxulian Gulper makes a special pounce attack ing almost 1500 pounds, these nearly “headless” monsters
it inflicts a combined 1d8 damage as the claws tear at the live in small communal groups, working together by coor-
victim upon landing. The largest sized specimens do 4d4 dinating their attacks and using elaborate ambushes. Their
crushing damage if they jump onto their prey, driving it to thick hides are normally dark gray, and quite smooth, yet
the ground, where the bite attack becomes more effective (+2 extremely resistant to damage. Two small eyes are located
to hit, +4 to damage against prone opponents). to the sides of the wide mouth provide passable vision, how-
ever, a pair of sensory organs protruding from the forehead

310 Dwellers in Dark Places


supplies the Uzzarian Tunneler with most of its environmen-
U
tal information.

Burying itself in loose soil and rocks, the Uzzarian Tunneler


extends the antennae up to 1 foot, with the tips protruding
slightly above the ground. Sensitive to odors, temperature
change, small vibrations, and the movement of air currents,
these sensory organs exactly determine when prey strays
within reach.

Erupting from the ground in a shower of dirt and gravel (sur-


prising opponents on a d6 roll of 1-4), the Uzzarian Tunneler
swipes with its front claws, each able to inflict 2d4+4 damage.
On any successful attack roll of 16+, the monster briefly pulls
its opponent into the range of a vicious bite attack, automat-
ically inflicting 1d6 damage. The claws are quite large and ex-
ceedingly sharp, yet not designed to hold prey for extended
periods, so any attempt to escape via a Major Strength Test
has double the normal chance of success.

Quite often, one or more of these creatures move to attack


opponents, forcing them into a position from which several
other Uzzarian Tunneler’s emerge from concealment. If an
attack goes against them, the creatures quickly burrow down
into the ground, filling their tunnels as they retreat.

A tough, leathery hide protects the Uzzarian Tunneler from


the elements, and due to its elasticity, attacks from all forms
of blunt weapons only inflict half their normal damage.

TREASURE: None

STOCK ART BY LUIGI CASTELLANI STOCK ART BY EARL GEIER

Dwellers in Dark Places 311


U

STOCK ART BY BRADLEY K MCDEVITT

“From the shadow’s the huge figure emerged. Foul smelling, hair matted with filth, a hill giant over 12 feet tall. The
huge club swinging loosely as it reached for its first victim.”
Tildun-Reffe’

312 Dwellers in Dark Places


V
vACCASU / vELAx / vIDRHA FLY / vIHEELA / vILAHOOk / vILOOR / vINES, gIANTS /
vINE, SERpENT / vINE SpIRIT / vITAUR / vOLCANIC pOD / vURASHI/ vUSA SLIME
VACCASU
Frequency: Uncommon
No. Encountered: 2d4
Size: L (8’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 4d8+4 (*15)
Attacks: 2
Damage: 1d6 (x2 by weapon)

ART BY FRANK GUNTER


Special Attacks: Leap
Special Defenses: Regenerate
Magic Resistance: 15%
Lair Probability: 50%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 4/205+5/HP

Vaccasu are bizarre travelers from an alternate Prime Mate-


rial Plane, deadly killers who have entered our reality intent
on mayhem and destruction. Standing taller than a man, the
featureless head of this blue-skinned creature is a menacing
sight as the malignant monster silently charges into battle.
Using the long, three-toed legs, they easily jump distances of
20’ or more (20+1d10’) slashing with their wicked weaponry. The Vaccasu have phenomenal recuperative powers, regen-
erating 3 points of damage each round, as well as possessing
Wielding a pair of sharp edged bladed weapons, the Vaccasu a small resistance to magical attacks (15%).
does 1d6 damage with each hit and if the attack is from a
leap, the creature gains a +2 to hit and damage with each A band of Vaccasu moves continuously, without rest as they
attack during the initial round of combat. Due to the extreme seek out enemies to slay, until after a full day of destruction,
sharpness of the weapons, any roll of 20 with either blade the survivors fade from view, returning to their own plane of
does double damage. existence. Whether their attacks are part of a long term plan,
or simply a form of initiation rite is unknown, but in some
areas they are becoming more frequent.

TREASURE: None

VELAX
Frequency: Uncommon
No. Encountered: 1d6
Size: M–L (5’–12’ long)
Move: 180’ (AA: IV / 90-degree turn)
Armor Class: 4
Hit Dice: 7d8+7 (*13)
Attacks: 1
Damage: 2d4 (fin)
Special Attacks: 1d12 (bite)
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/475+10
STOCK ART BY GARY DUPUIS

Dwellers in Dark Places 313


V
The Velax is a large flying creature haunting the edges of for- traveling in a buzzing, roiling mass of iridescent wings and
ests and jungles, striking at any creature straying too close faceted eyes. Occasionally two or more swarms merge for a
to the border. They feed on mammals on the ground and short time becoming a threat to many large creatures. The
birds on the wing. These monsters have a long tapered body, creature gets its name from the common fly, which it resem-
held aloft by natural levitation and propelled at great speed bles, but it possesses an elongated tail covered with dozens
using the broad powerful tail. The three sharp edged fins of needle-like spines, extending from the abdomen.
extending outward from the creature slash at prey when the
Velax flies past and the four jaws of the tapered head opens
in a trap to engulf smaller animals. Within these jaws is a
powerful mouth, easily capable of biting through solid bone.

A Velax swarm often targets a single individual, attacking re-


lentlessly until they slay the chosen victim. They then settle
to the ground, perched on one fin order to feed.

ART BY FRANK GUNTER


Any creature struck by the fin takes 2d4 points of damage
and might possibly be knocked prone by the attack (save
versus aimed magicl attack or knocked down for 1 round).
The bite attack does 1d12 points of damage, and on a roll of
20, swallowing any small victims (2’ tall or less).

Within each Velax is a gland containing 1d3 ounces of a sil-


very fluid, valuable to alchemists as a component for potions
of levitation and Unguent of Flight. They often pay 50 gp for a
single ounce. For adventurers in the field the substance also
has an immediate use: if an adventurer applies one ounce
of the substance to the soles of a pair of boots, the wearer
is able to levitate for a full turn plus 1d10 rounds before the
effect wears off.

TREASURE: None

VIDRHA FLY AVERAGE LARVA


Frequency: Rare Uncommon
The 4’ long Vidrha Fly swoops at its prey, using its two pin-
No. Encountered: 2d6 (very rarely 4d6) 6d6 cers to nip for 1d3 damage each. They also lash with the tail,
Size: M (4’ long) S (4”– 2’ attempting to inject the toxins coating the spines into the
long) victim. If a save versus poison fails, the substance numbs
the affected area, thus making legs weak, or arms useless for
Move: 30’, 120’ flying (AA: IV 30’
attack and defense. A roll of 1–3 on the saving throw indicates
/ 90 degree turn)
complete paralysis lasting for 3d4 rounds. For every four
Armor Class: 7 9 Vidrha Flies in an attacking swarm, each has a +1 to hit bonus
Hit Dice: 2d8+2 (*16) 1d4 (*20) with the claws when attacking.
Attacks: 2 1
Once prey is subdued by the toxins, the Vidrha Fly’s quickly
Damage: 1d3 (x2 pincers) 1 dart in and out, striking automatically with the claws, before
Special Attacks: Digestive spit None swiftly retreating to consume the small morsels of flesh, di-
Special Defenses: None None gesting it with their spittle. They might also carry off small
victims (100 pounds or less), to serve as unwilling hosts for
Magic Resistance: Standard Standard their larva. A victim injected with eggs, remains paralyzed for
Lair Probability: 10% 90% days, until consumed by the emerging grubs, hatching four
Intelligence: Non- Non- days after insertion. A Neutralize Poison spell cancels the
effects of the toxin, and kills any unhatched eggs.
Alignment: Neutral Neutral
Level/XP: 3/105+3/hp 1/7+1/hp The gossamer wings of the Vidrha Fly are very fragile and the
creature takes double damage from any cold or fire-based
Equally at home in the dismal swamps or traveling through attacks. Weapons using flame do an additional 2 points of
the stygian darkness of the deep earth, the scavenging Vidrha damage when striking the Vidrha Fly.
Fly is a dangerous pest when encountered in large swarms,

314 Dwellers in Dark Places


VIDRHA FLY, LARVA
V
The larval form of the Vidrha Fly is a voracious feeder, con-
suming anything within reach, eating continuously from the
moment of hatching until they go into their pupal form.
Starting out at 4 inches in length, they reach almost 2’ in
length within three weeks, as long as food is available.

TREASURE: None

VIHEELA
Frequency: Rare
No. Encountered: 1
Size: L (18’ long)
Move: 90’
Armor Class: 2
Hit Dice: 12d8 (*9) STOCK ART BY EARL GEIER

Attacks: 7
Damage: 1d4+1 (x6 tentacles), 1d10+2 (bite) With a sudden rush, the Viheela attacks, bursts from the
Special Attacks: Grapple ground to catch a meal (surprise on a roll of 1–3 on a six-sid-
Special Defenses: None ed die), flinging earth in all directions. Six of the writhing,
Magic Resistance: Standard spike tipped tentacles, flay at any prey, doing 1d4+1 damage
Lair Probability: 100% with each hit, all the while seeking to grapple, succeeding on
Intelligence: Non- any hit rolls of 16+. The monster uses the remaining tentacles
Alignment: Neutral against the sides of its tunnel, pulling captured prey to their
Level/XP: 8/4200+16/hp death within the subterranean chamber. A Minor Strength
Test frees a snared victim, with a penalty of +1 to the roll of
The borrowing Viheela is a large predator, dwelling in larger
the die-six for each additional, attached tentacle. The snap-
cavern areas, preferring to lair in dry subterranean river-
ping jaws do 1d10+2 damage, inflicting double damage on any
beds, consisting of loose soil and gravel. This solitary crea-
roll of 20.
ture digs a deep pit, consisting of a 4’ diameter tunnel up to
20’ deep, ending in a small subterranean chamber. The en- A Viheela often remains in the same location for several
trance is then concealed with sand and stones held togeth- weeks, only moving when the local food supply diminishes.
er with a sticky, mucus substance (80% invisible, dwarves Some intelligent creatures actually “feed” the Viheela, re-
and gnomes have a 25% chance to spot such an entryway leasing prisoners or captured animals into the area, using
if actively searching). At over 18’ in length, this dark brown them as unknowing sentries for important tunnels.
ambush predator has twelve 10’ long tentacles spaced evenly
along the length of its heavily scaled, tubular body. The large Although the Viheela does not gather treasure, it often has
2’ wide mouth has several rows of sharp teeth, perfect for items of value in its lair, or scattered about the lair, left over
latching onto any prey. A cluster of barbed hooks cover the bits from its previous meals.
tail, perfect for holding the Viheela firmly anchored to the
interior of its burrow when lunging from concealment. TREASURE: 1d4x500 gp (30%), 1d6 gems (20%), 1d3 magic
items including potions (20%).
ART BY FRANK GUNTER

Dwellers in Dark Places 315


V
VILAHOOK AVERAGE GOLIATH PREHISTORIC
Frequency: Very rare Very rare Very rare
No. Encountered: 4d12 2d8 1d6
Size: S (1’ long) M (5’ long) L (8’–15’ long)
Move: 90’, 120’ swimming 60’, 120’ swimming 30’, 90’ swimming
Armor Class: 8 6 0/4
Hit Dice: 1d8-1 (*20) 4d8 (*15) 8d10 (*12)
Attacks: 1 1 1
Damage: 1d2 (bite) 2d4 (bite) 3d4 (bite)
Special Attacks: Swarm Swarm Tail slap
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 50% 50%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 1/14+1/hp 3/85+4/hp 6/900+12/hp

“fish” to travel on dry land for short distances. During the


dry season, when water levels are lower and food is scare,
they often swarm up from the watery depths, attacking
creatures along the shoreline, while searching for deeper
waterways. With silvery, scarlet colored scales and jaws full
of razor sharp triangular teeth, they attack,

Each Vilahook delivers a bite doing 1d2 points of damage. If


more than 10 attack at once, each has a +2 to hit, if more than
20 the bonus increases to +4 as they swarm around their
victim attacking from all directions.

GOLIATH VILAHOOK

Similar in most respects to Vilahook but much larger (up


to 150 pounds), and reaching almost 5’ in length, the Goli-
ath Vilahook can be formidable when encountered in large
numbers. These 5’ long monsters are slower on land, but this
is mainly due to the heavier scales, offering better protec-
tion from weapon attacks. More powerful than their smaller
cousins, these massive fish are able to leap from the water in
order to snatch waterfowl in flight. A school of Goliath Vila-
hook might even attack and devour small crocodiles when
less tender prey is unavailable.

PREHISTORIC VILAHOOK
The great expanses of immense tropical rain forests are The Prehistoric Vilahook is an ancient, massive creature
home to hundreds of dangerous beasts. From the upper found mainly in more primordial environments. This ter-
canopy to the jungle floor, dozens of creatures lurk, all ror grows up to 15’ in length, and can weigh several hundred
ready to devour some hapless adventurer. Even the thou- pounds. Their head is heavily armored (AC 0) while the rest
sands of miles of seemingly peaceful river tributaries have of the body is covered with thick scales (AC 4). The razor
their monsters, some of which move on to the land to seek edged teeth and powerful jaws are capable of tearing through
prey. The Vilahook, also known as the land piranha has two chain mail with ease, doing 3d4 damage with a successful
pairs of retractable, bird-like legs, allowing this swarming bite attack. Any roll of 20 indicates the Prehistoric Vilahook

316 Dwellers in Dark Places


has latched onto its prey, doing normal damage plus an ad- STOCK ART BY GARY DUPUIS
V
ditional 1d8 crushing damage each round until removed (Ma-
jor Strength Test). They use their tail to strike at opponents
to the rear, doing 1d8 damage. Although slow moving on land,
they are capable of a sudden burst of speed when exiting the
water, moving at double speed for 1d3 rounds.

TREASURE: None

VILOOR (STIRGE-KIN)
Frequency: Very rare
No. Encountered: 1d6
Size: S (2’ tall)
Move: 90’, flying 180’ (AA: IV / 90-degree turn)
Armor Class: 4
Hit Dice: 3d8 (*13)
Attacks: 3 The Viloor attacks as a 6 hit die monster, using a pair of
Damage: 1d3 (x2 claws), 1d4 (proboscis), or by weapon pincers, each doing 1d3 damage, as well as stabbing with the
Special Attacks: Blood drain needle-like proboscis, causing 1d4 initial damage and an ad-
Special Defenses: None ditional 1d3 per round thereafter as it drains blood from its
Magic Resistance: 15% victim. After feasting for 1d 4 rounds, the creature flies off to
Lair Probability: 60% digest its meal.
Intelligence: Average
Alignment: Chaotic evil Some Viloor are born without the pincers, instead having ac-
Level/XP: 4/130+3/hp tual arms and hands. These carry knives or daggers, using
them to great effect in melee combat, attacking twice per
Viloor, (also known as Stirge-kin) are a strange hybrid, thought round. Viloor often coat the blade with a variety of paralysis
to be the combination of a pixie-like creature and the giant poisons, (those struck must save versus poison or suffer pa-
stirge. Dangerous in the extreme, they delight in attacking ralysis for 1d3 turns).
travelers, descending in a swarm to feed. Often, these dis-
gusting parasites willingly serve as spies for a coven of hags, TREASURE: None
watching over the swamp, keeping their mistresses appraised
of any intrusions. When encountered, there is a 75% chance VINES, GIANT'S
the Viloor is traveling with a swarm of 2d6 common stirges or
1d6 larger jungle stirges. Frequency: Very rare
No. Encountered: 1d3
Size: L (12’–25’ long)
Move: 0’ (1’/ turn)
Armor Class: 2
Hit Dice: 5d8 (*10)
Attacks: 1d4 per opponent
Damage: 1d4 per tendril + strength bonus
Special Attacks: None
Special Defenses: +1 weapon t hit / see below
Magic Resistance: 30%
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 7/1775+10/hp

Giants Vines are a powerful, rare form of living rock, usually


only encountered in the depths of the earth. Some experts
believe they could possibly be primitive relatives of several
more common rock-imitating creatures. Others believe they
are a completely separate class altogether. They can grow in
many different subterranean environments, feeding off any
STOCK ART BY GARY DUPUIS energy source, or the decaying remains of slain animals. The

Dwellers in Dark Places 317


V A successful Major Strength Test allows a snared victim to
Number of Comparable Damage inflicted per round
slip free from 1 tendril per round, with a new chance allowed
attached Giant strength
each round (even if a previous attempt has failed). However,
tendrils
each round 1d3 more tendrils add to the attack.
1–2 18/50 1d3 +3
3–5 18/100 1d4 +6 Blunt weapon attacks cannot harm the Giants Vine, and it
takes 8 points of damage from an edged weapon of at least
6–8 Hill 1d6 +7
+1 enchantment to cut through a tendril, but this damage
9 Stone 2d4 +8 does not injure the creature. As attacks remove tendrils, the
10 Frost 3d4 +9 central mass instantly forms a new replacement. In order to
11 Fire 4d4 +10 destroy this monster, one must attack and kill the central
mass. If the Giants Vine has any weakness it is a susceptibili-
12 Cloud 5d4 +11 ty to cold-based attacks; against such effects the Giants Vine
saves at a -4, receiving +1 damage per die rolled. Powerful
flat central mass is up to 10’ across, dark gray in coloration, cold spells (those causing more than 24 points of damage)
and has a chameleon-like ability to blend against almost any cause the plant to go dormant for several hours and during
material. Attached to the central mass are up to 12 tendrils; this time, safe transplantation is possible.
initially they are extremely fine, almost invisible (25% chance
to spot), and capable of stretching up to 25’, but when po- The Giants Vine has all of the same immunities to spells as
tential prey blunders into them they rapidly contract into a their stone imitating relatives: they are unaffected by light-
much thicker strand. ning, take half damage from cold, and have a -4 save against
fire-based attacks.
Many times a powerful individual, using extreme care, care-
fully transplants a young cluster of Giants Vines to a specif- Within the main body of the Giants Vine there is a gland con-
ic area to function as lethal guardians. When anything ap- taining 1–3 ounces of a foul tasting fluid. Each ounce con-
proaches, 1d4 of the tendrils lash out at each intruder every sumed adds a full point of strength to the imbiber for a full
round, attacking as monsters with 10 hit dice. Each success- turn. However, upon drinking the fluid, a save versus poison
ful strike increases the damage inflicted per round; as more is required at a +2 bonus, or the drinkers’ body expels the
tendrils latch on to an opponent, it increases the crushing fluid, violently. Alchemists commonly pay 75 gp per ounce,
strength of this monster as shown on the following chart using the fluid as a component for several different strength
(note the amount of damage on the chart below reflects all enhancing elixirs.
of the tendrils combined, not per tendril).
TREASURE: Special

VINES, SERPENT
Frequency: Rare
No. Encountered: 2d12
Size: S (2’–6’ long)
Move: 10’
Armor Class: 8
Hit Dice: 1d8-1 (*20)
Attacks: 1
Damage: 1 hit point
Special Attacks: Blood drain
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Non- (plant)
Alignment: Neutral
Level/XP: 2/45+2/hp
ART BY FRANK GUNTER

The Serpent Vine is a menace in jungle and forest areas,


occasionally taking root near populated areas, becoming a
threat to both the inhabitants and any domesticated live-
stock. They appear as harmless long patterned vines, easi-
ly blending in with surrounding plant forms. Each long stalk
ends in a small 2-inch long pod possessing two hollow spines.

318 Dwellers in Dark Places


VINE SPIRIT
V
(Turned as type 7)
Frequency: Rare
No. Encountered: 1d8
Size: L (12’+ tall)
Move: 120’
Armor Class: 6
Hit Dice: 6d8 (*13)
Attacks: 2
Damage: 1d8+2 (x2 weapons)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 40%
Lair Probability: 100%
Intelligence: Low
Alignment: Neutral evil
Level/XP: 6/675+6/hp

Deep within heavy forests, there are areas of great energy,


places where there exists a current of strong natural magical
power. Over the ages, many of these zones gain strength, be-
coming the centers of the realms of neutrally aligned druids
and shamans. However, some zones faded, maliciously taken
over by dark forces; usually resulting from the performing
of dark sacrifices or unholy summoning,s, serving to cor-
rupt the zones. This is the home of the Vine Spirits; dwellers
within bleak areas containing perverse, evil trees, where the
very plants become a danger to all who enter. From beneath
the ground, undead forces infuse their black essence into the
vines, rising to don the rusted armor of those left behind.
ART BY FRANK GUNTER

There are a dozen feeler tendrils along the stalk, used for
moving this creature to new locations. Whenever an un-
suspecting victim strays near, they quickly strike, seeking to
latch into flesh. Many victims mistakenly believe snakes have
attacked, when first encountering the Serpent Vine.

The initial attack inflicts just one point of damage, but there-
after any attached pods begins to “suck”, drawing 3 hit points
worth of blood from the victim each round with the drained
blood showing as red veining along the stalk of the plant. The
vines are tough and 6 points of damage severs them at a rate
of one vine per round. A successful Minor Strength Test is
required in order to pull them out. Encountered singly or in
small patches they are merely an annoyance, but when an
unsuspecting food source strays into a large colony of these
plants, the results can be devastating.

When there is a lack of prey the Serpent Vine is able to


uproot itself, and by using the several grasping tendrils, it is
capable of slithering to find a new place where it might lurk
once again. The sight of a cluster of these creatures moving
can be quite strange. They prefer to move at night, during
rainy weather when searching for a new place to take root.

TREASURE: None STOCK ART BY GARY DUPUIS

Dwellers in Dark Places 319


V
Vine Spirits are tall, towering twice the height of a man, a Vitaur are huge creatures, dwelling deep in the forgotten
twisted parody of the human form, composed of tightly cave systems of the underdark. Some believe these scaled
wrapped, black vines, bones, and fallen branches. Festooned monsters are the inadvertent spawn of summoned demons,
with bits of armor and wielding the corroded remnants of released long ago to spread throughout the realms of per-
ancient weapons, they rise from the foliage, striding to attack petual darkness. With their dark gray armor, they are easily
any who dares to trespass. They strike twice per round, doing able to blend into the deeper shadows, the ten serpentine
1d8+2 damage with each attack. eye stalks weaving in an intricate pattern of anticipation.
Whatever their origins, Vitaur are aggressive, attacking with-
At the same time, they have a limited ability to control plants, out provocation, using the magical power of the eyes to tear
transforming roots and vines within a 20’ radius into a writh- their prey apart. Over 8’ tall at the shoulder and weighing
ing mass seeking to grasp at limbs (save versus spells or the more than a ton, they are easily able to overpower most
victim trips). If a failed saving throw is a 1 or 2, the vines en- creatures.
shroud the fallen victim, his limbs pinned tight and rendered
completely helpless. If not freed within 1d3 rounds the vines As it lunges at prey, the Vitaur claws with its fore legs, doing
drag him below the surface where he suffocates in the fetid 1d6+2 damage with each hit, at the same time the cavern-
soil. Those who save still suffer a 50% movement penalty, ous jaws bite for 3d6 damage. On any roll of 20, it swallows
and a -2 to hit and damage as long as they remain within the man sized or smaller targets completely; they take maximum
zone. Several Vine Spirits working together are able to affect damage from the attack, vanishing down the gullet within one
a sizable area with this power. round. Once in the stomach, the hapless victim dies in 1d3
rounds unless freed. The Vitaur uses the long, armored tail
Due to a rather respectable resistance to magic, many spells as well, striking against any targets behind the Vitaur, lashing
are ineffective against a Vine Spirit, but they have a -2 saving for 2d6 damage against all targets within 10’. Any victim of
throw penalty against any fire or cold-based attack forms. this attack sprawls to the ground unless they successfully
Fire does an additional point of damage per die, and cold save versus paralysis.
makes the plants go dormant for 1d4 turns. Blunt weapons of
any kind are ineffective against a Vine Spirit and only weap-
ons of +1 or better magical enchantment cause them harm.

As a form of undead, clerics may turn Vine Spirits, with a


STOCK ART BY GARY DUPUIS
successful attempt sending them back into the earth for 2d6
rounds before they begin to form once again.

Any treasure possessed by the Vine Spirits is scattered


around a sizable area, items remaining from former victims,
usually buried beneath the loam and leaves. Searching the
entire area takes several hours and special spells designed
to locate most items.

TREASURE: 1d8 x 100 sp (30%), 1d4x500 gp (20%), 1d3 jewelry


(20%), 1d8 gems (15%), 1d3 magic items (5%)

VITAUR
Frequency: Very rare
No. Encountered: 1d3
Size: L (10’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 10d8+10 (*10)
Attacks: 3
Damage: 1d6+2 (x2 claws), 3d6 (bite)
Special Attacks: Swallow, eye beams, tail
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 45% However, the most dangerous attack originates from the
Lair Probability: 75% many eyes attached to long flexible stalks. Five pairs of eyes
Intelligence: Animal work in tandem, one projecting a telekinetic ray pulling prey
Alignment: Chaotic evil close, the other working opposite, pushing the target away.
Level/XP: 8/4050+14/hp These results in a violent shaking effect causing increasing

320 Dwellers in Dark Places


damage depending on the number of pairs involved in the
V
attack (see chart below). They also use the eyes in a second
method: using the attractor eyes for pulling weak prey close,
or the repulsor eyes for pushing stronger prey away. The
movement rate from either of these uses is 5’ per round per
eye (maximum 25’ per round), and a successful save versus
spells nullifies the effect.

The magical effect of the eye attacks has a range of 30’, with
the damage inflicted based on the number of pairs targeting
an individual creature:

DIE ROLL # PAIRS DAMAGE


1 ONE 1d6
2 TWO 2d6
3 THREE 3d6
4 FOUR 4d6
5 FIVE 5d6
6 NONE Unable to target
Each eye stalk removed lessens the severity of its attack,
the appendages having an armor class of 5 and 8 hit points
(these are not a part of the creature’s total and regener-
ate within one week).The heavily scaled armor of the Vitaur ART BY FRANK GUNTER
is impervious to normal weaponry; only weapons of +2 en-
chantment or better cause them harm. Due to their high plex mechanisms making the Volcanic Pods into traps set to
resistance to magic, most spells are ineffective when cast destroy intruders.
upon this monstrosity.
The Volcanic Pod is a living thing, but it has no actual attacks;
TREASURE: None it is merely a living energy filled cocoon for something much
more dangerous. However, when jostled violently in any way
VOLCANIC POD it bursts open; exploding for 3d8 points of damage affecting
any creatures within a 30’ radius (save versus aimed magi-
Frequency: Very rare
cal attack for half damage). The burst consists of a flaming
No. Encountered: 1d6
substance, sticking to anyone in the area of effect who fails
Size: M (5’ diameter)
to make a save versus spells. Those who fail the save take
Move: 0’
2d6 points of additional damage on the next round from the
Armor Class: 0
hot viscous paste. Any Volcanic Pod located within the blast
Hit Dice: 1d8 (*none)
radius of another is 30% likely to explode.
Attacks: 0
Damage: 0 In addition to the burst of fire, they also release the elemen-
Special Attacks: Explosive tal creature growing within the pod: the Flame Vortex, the
Special Defenses: None adult form of a type of life most commonly found only on the
Magic Resistance: Standard Elemental Plane of Fire (see Flame Vortex).
Lair Probability: 100%
Intelligence: Non- Alchemists value the fluid they ooze as a component used
Alignment: Neutral in the fabrication of many potions, pastes and elixir’s, often
Level/XP: 2/50+1/hp worth 25 gp per ounce. A typical Volcanic Pod contains 1d4+1
ounces of the exudate, but adventurers should take extreme
The Volcanic Pod thrives in the deep underground, near care not to disturb the pod while obtaining the substance.
pools of bubbling magma or in the areas surrounding volca-
nic steam vents. They are usually rooted to the ground with TREASURE: Special, see above for details
a thick heavily armored stalk supporting a heavy 5’ diameter
pod covered with rock hard plates. A viscous red fluid oozes
from the Volcanic Pod dripping to form hardened patches
on the warm ground. Occasionally, intelligent races trans-
plant them to strategic areas. They rig the area with com-

Dwellers in Dark Places 321


V
VURASHI (CRYPT LESSER VURASHI GREATER VURASHI WINGED VURASHI
PROTECTOR) (Turn as type 5) (Turn as type 8) (Turn as type 8)
Frequency: Very rare Very rare Very rare
No. Encountered: 1d8 1d6 1d6
Size: M (6’) L (8’–12’ tall) L (8’–12’ tall)
Move: 120’ 120’ 120’, 180’ fly (AA: V / 120 degree
turn)
Armor Class: 3 or -1 3 or -1 3 or -1
Hit Dice: 4d8+4 (*15) 9d8+9 (*12) 9d8+9 (*12)
Attacks: 3 3 3
Damage: 1d4+2 (x2 claws), 1d8+2 or 3d4+4 damage (x2 or 4claws) / 3d4+4 damage (x2 or 4claws) /
2d6+2 (bite), or by weapon 4d4+4 (bite), or by weapon 4d4+4 (bite), or by weapon
Special Attacks: None None None
Special Defenses: Shifting / +1 weapon to hit, Shifting / +2 weapon to hit, Shifting / +2 weapon to hit, weap-
weapon immunity weapon immunity on immunity
Magic Resistance: 20% 30% 30%
Lair Probability: 100% 100% 100%
Intelligence: Low Low Low
Alignment: Any evil Any evil Any evil
Level/XP: 5/50+5/hp 7/2550+14 7/2550+14

The horrific Vurashi, or Crypt Protectors, are dangerous forms


ART BY FRANK GUNTER
of undead created to stand guard inside ancient tombs, de-
stroying all intruders. In appearance, they are most often
the fusion of a humanoid skeleton with the skeletal head of
a beast, usually the skulls of greater cats or large canines,
but in some regions crocodile headed types are also used.
They are diligent guardians, quite often sitting motionless
for years or centuries. In appearance they are almost “spec-
tral”; a hazy form without true substance. However, once an
intruder enters the area the Vurashi is compelled to protect,
they solidify as the move to attack with relentless fury. Often
several Vurashi guard a single tomb; and an attack by more
than one of these monsters can be a frightful event.

On a few, the bones of the hands and fingers have been fused
into long, dagger-like blades used to slash at opponents for
1d4+2 hit points of damage. The jaws are full of long fangs,
and they stretch impossibly wide to bite at enemies. The
standard bite (feline or canine head) inflicts 1d8+2 points of
damage and the larger crocodile headed type bites for 2d6+2
damage. They may also be equipped with many different
melee weapons.

As they move towards an intruder, the Vurashi shifts contin-


ually between planar boundaries emerging briefly when they
launch an attack. Whenever a return attack strikes a Vurashi,
the attacker immediately rolls a six-sided die. A roll of 5 or 6
indicates the attack strikes against armor class 3. A roll of 2
through 4 means the creature is partially out of phase, hav-
ing an armor class of 1; and any roll of 1 on the six sided die
indicates the Vurashi is completely out of phase; completely

322 Dwellers in Dark Places


immune to attack unless their opponent has the means to
V
strike ethereal creatures. By using this shifting ability, they
can move through non-living material objects with ease.

Since Vurashi are a form of undead, they turn as a type 5


undead creature on the clerics turning undead table. How-
ever, any successful clerical turning is less effective, lasting
only for the duration of only 2d4 rounds as these creatures
retreat into the ethereal plane. Normally, these monsters
never voluntarily stray more than 100’ from the designated
tomb where they have been bound, unless in pursuit of any
who have stolen items from the tomb. If anyone successfully
removes any of the treasures, the Vurashi follow, but if this
action takes them more than 100 miles from the tomb, the
Vurashi discorporate, collapsing into fragments of bone and
dust.

Magical weapons of +1 or better enchantment are required in


order to harm a Vurashi, with damage from all edged weap-
ons reduced by half. Cold-based attacks and any form of
mental assault (charm, command, hold, etc.) do not affect a
Vurashi. They also have a small amount of magic resistance,
protecting them from other spell attacks.

GREATER VURASHI
There are stories of Greater Vurashi, created from the bones
of giants, adorned with the skeletal heads of larger beasts,
usually cave bears, or small dragons. Quite often, these crea-
tures have four arms, making them formidable in melee (see
above for detailed information on these creatures). These ART BY FRANK GUNTER
more powerful creatures turn as type 8 undead creatures,
again with a limit of 2d4 rounds.
VUSA SLIME
WINGED VURASHI
Frequency: Rare
In large tomb complexes there may be a need for a flying No. Encountered: 1d4
guardian able to swiftly navigate the vast chambers. The Size: S (3’ tall)
Winged Vurashi stats remain identical to the Greater Vurashi, Move: 90’
with the exception of a pair of large bat-like wings enabling Armor Class: 8
them to fly for short distances. Hit Dice: 2d8 (*16)
Attacks: 1 or 1d4
TREASURE: Individual: 1d6 gems (25%), 1d3 jewelry (30%)
Damage: 1d6 or 1d3 per digestive blob
Lair: 1d8 x 1000 sp (30%), 1d4 x 1000 gp (20%),
Special Attacks: None
1d10 gems (15%), 1d4 jewelry (15%), 1d2 magic items
Special Defenses: See below
Including scrolls (10%)
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/36+2/hp

Dozens of strange and dangerous creatures live in the con-


fines of damp, ancient ruins, as well as thriving within the
more civilized realms. Most, like the Vusa Slime, dwell under-
ground in the vast network of sewers and sumps beneath the
great cities. They actually provide a useful service, content
feeding on offal, rodents, large insects, and the occasional
STOCK ART BY WILLIAM MCAUSLAND
corpse. These pale yellow-green translucent blobs of proto-

Dwellers in Dark Places 323


V
plasm are faster than most other jellies, moving about on
extended masses of protoplasm, alternately gripping and
pulling along the slime covered surfaces. Vusa Slime nor-
mally avoid direct confrontation, but if hungry, provoked,
or interfered with, they aggressively defend themselves.

The Vusa Slime initiates attack by dropping from above,


seeking to engulf prey, doing 1d6 points of damage per
round. They also have a ranged attack, useful for driving
off competition or predators. They are adept at hurl-
ing 1d4 small, six-inch diameter blobs of material up to
30’. As each projectile bursts, it inflicts a painful wound,
doing 1d3 damage as the corrosive fluids dissolve flesh.
After striking, these globules drop off and move away,
becoming smaller versions of the Vusa Slime. The Vusa
Slime is able to launch 6 such globules before retreating
due to diminished size.

Blunt weapons have no effect on the Vusa Slime and


edged weaponry does half damage. However, the creature
fears fire and cold-based attacks which do full damage,
and when confronted by either, they quickly retreat.

When reproducing, two or more Vusa Slimes merge, cre-


ating a larger mass for several hours, often reaching a
height of 6’ tall. The hit points total together and they
may fire the combined total of volleys, but in all other
areas, they remain the same.
STOCK ART BY GARY DUPUIS
TREASURE: None

ART BY FRANK GUNTER

324 Dwellers in Dark Places


W
WARRIORS OF STONE / WATER jUkkA / WATYMO / WERERAT, gREATER / WHARILE /
WORM, CLUSTER / WORM, INDUS / WORM, SUTHOk / WORM, xANNIz / WUNART LEApER

WARRIORS OF BASALT CLAY CORUNDUM MARBLE SANDSTONE


STONE
Frequency: Very rare Uncommon Very rare Common Uncommon
No. Encountered: 1d3 2d10 1d4 1d6 1d8
Size: L (8’ tall) M (6’ tall) L (8’ tall) M (6’ tall) M (5’–7’ tall)
Move: 90’ 60’ 90’ 120’ 120’
Armor Class: 1 6 -2 4 5
Hit Dice: 4d8 (*15) 2d8 (*16) 6d8 (*13) 3d8 (*16) 3d8 (*16)
Attacks: 2 or 1 2 or 1 2 or 1 2 2 or 1
Damage: 1d6 (x2 fists) or by 1d3 (x2 fists) or by 1d6+1 (x2 fists) or 1d4+1 (x2 fists) or 1d4 (x2 fists) or
weapon weapon by weapon by weapon by weapon
Special Attacks: None None None None None
Special Defenses: See below None See below None None
Magic Resistance: 20% Standard 40% Standard Standard
Lair Probability: 75% 100% 75% 75% 75%
Intelligence: Low Low Low Low Low
Alignment: Neutral Neutral Neutral Neutral Neutral
Level/XP: 4/155+4/hp 1/20+2/hp 5/425+6/hp 3/80+3/hp 2/35+3/hp

The true origin of the Warriors of Stone lies hidden within


the moldering tomes written in long past ages. Some ex-
perts believe the Warriors of Stone were once actually living
creatures, a race of immigrants from another Prime Material
Plane. Others believe either they are the animated victims
of medusa attacks or the horrible result of a terrible divine
curse cast untold ages ago. However, the majority of sages
are convinced they are merely a lower order of Stone Golem,
fabricated to serve as minor guardians in tombs and other
important complexes. In appearance, they appear to be ex-
quisitely detailed statues fashioned from a variety of stone.
Rumors persist of manuscripts, written hundreds of years
ago, detailing the process of creating these constructs.

While the majority of the Warriors of Stone have usable


weapons made of the same substance, a few carry a variety
of well-crafted metallic weapons, employed to great effect
during melee combat. Damage inflicted is by fists (see list-
ings for actual amounts by type) or by weapon. Each type
of Warrior of Stone has its own strengths or weaknesses, as
presented here:

Basalt Warriors of Stone are made of extremely dense,


black volcanic stone, making them immune to any electri-
cal, fire, or cold-based attack forms. The strength of the dull
black material gives them a resistance to any non-magical
edged weapons (half damage). The dark stone also makes it
possible for these guardians to blend into a shadowy back-
ART BY CHRIS LETZELTER
ground (surprise on a 1-3 on a six sided die if in a dark area).

Dwellers in Dark Places 325


W
Clay Warriors of Stone serve as guardians in ancient weapons of +1 enchantment or better can inflict full damage
tombs and their strength is in numbers. Quite often, a dozen upon the Corundum Warriors of Stone.
or more lurk within a tomb and there are confirmed reports
of some complexes containing several dozen Clay Warriors. Marble Warriors of Stone are the most abundant,
Successful attacks with blunt weapons do double damage found in almost any area. Quite often fabricated in the form
against Clay Warriors of Stone, and any roll of 20 instantly of exquisite females, they are still very dangerous oppo-
reduces them to clay shards and dust. In a bygone age, pow- nents. The pure white constructs are fast, striking twice per
erful mages would have entire legions of these “terra-cotta” round of combat, whether it be by marble fist or by melee
warriors and there are hidden locations where these con- weapon. In very rare cases, some carry bows, but they have
structs patiently wait for one who is worthy enough to send a very limited number (2d4) of arrows. Once they exhaust
them into battle once again. their missiles, they drop the bow, and continue to attack with
their fists.
In extremely rare instances a group of adventurers encoun-
ter a Clay Warrior of Stone designed to be a trap. These Sandstone Warriors of Stone most often serve as
special constructs often serve as vessels containing colonies guardians within the desert tombs of ancient royalty. Due
of mold, with yellow, and brown molds the most commonly to their softer composition, successful blunt weapon attacks
used. When shattered they release the dangerous substance do +2 damage against these constructs. In ancient complex-
into the surrounding area, possibly with devastating results es carved into canyon walls, or located beneath the shifting
(see individual mould descriptions for details). sands, they patiently stand guard over the remains of their
long dead creators.
Corundum Warriors of Stone also have a resistance
to damage from non-magical edged weapons (half damage) There are reports of Sandstone Warriors of Stone of greater
because of their stronger composition. However, the innate size, some standing 15' tall! (8HD, 2 attacks doing 1d10 dam-
strength of the deep ruby red material allows for the use of age or by weapon), 6/225+8/hp).
two-handed weapons (halberds, swords, great mace), and all
weapon attacks made by this construct do +1 damage. Fire TREASURE: None
and cold-based attack forms do not harm these constructs,
but they take full damage from any electrical attacks. Only WATER JUKKA
Frequency: Uncommon
No. Encountered: 1d6
Size: L (3’ diameter, 10’–18’ tall)
Move: 90’ (see below)
Armor Class: 3
Hit Dice: 7d8 (*13)
Attacks: 2
Damage: 1d6 (x2 claws)
Special Attacks: 1d10 (bite), grapple
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/475+8/hp

There are many who believe the Water Jukka is actually a


distant relative of the Necrotia. Perhaps both arrived on this
world at some distant time from the same plane as the hor-
rid, invasive creature. Moreover, while the two are similar,
enough differences exist to regard them as their own spe-
cies. The Water Jukka is exclusively a swamp dwelling species,
moving easily through the thick tangles of roots and creep-
ers in search of its quarry. With their four extremely long
legs, they wade easily through deep waters, but they are also
able to climb with equal dexterity through any of the heavy
swamp vegetation they encounter. Fish, mammals, waterfowl,
and reptiles are all food, greedily consumed by this skilled
ART BY FRANK GUNTER

326 Dwellers in Dark Places


W
predator. They are voracious, stalking and attacking any hu- beast roaming the stygian depths of the earth in small packs.
manoid unfortunate enough to stray into their reach. These 3’ tall creatures move continually in search of prey,
charging towards victims in a scrabbling rush, each eager to
The Water Jukka is a patient hunter with a 3’ diameter cen- be the first to taste flesh. The hind legs are long, and en-
tral body supported on four extremely long triple jointed able this pest to make prodigious leaps. The upper limbs are
legs. Some of the largest specimens can safely wade through equipped with long tapered blades, while the middle limbs
water as deep as 15’, using the hundreds of sensory hairs serve to hold prey in the three fingered taloned hands.
located on each leg for detecting creatures moving through
the murky waters. The limbs end in a four-clawed talon de- The wide mouth of the Watymo are full of sharp, serrated
signed to grasp onto prey, lifting it up within range of the teeth inflicting 1d4+2 damage on any successful bite attack.
sharp beak. The bladed limbs each slash for 1d3 damage, and the clawed
hands each do 1d4 damage when striking at opponents. Small
The joints in the four legs of this creature are very unusual in stature, the Watymo often strikes from ambush, jumping
and can rotate within their sockets up to 180 degrees, allow- up to 20’ in an effort to overwhelm prey. This leaping ability
ing this predator to hang beak downward from larger trees aids the Watymo when moving up or down any vertical cav-
where it can attack any unsuspecting quarry passing below. ern walls.
The Water Jukka is also capable of submerging itself for ex-
tended periods with only its long eye stalks protruding above Occasionally one or more packs of Watymo merge for a short
the surface, scanning for any approaching meal. When prey time, usually in areas where there is an abundance of food.
strays near, the Water Jukka is capable of making a prodi- These larger packs have the potential of becoming deadly
gious leap of up to 20’, vaulting towards its victim. even to well-equipped and experienced groups of adventur-
ers.
The claws each rake at an opponent for 1d6 points of dam-
age, and on any hit roll of 18+, their iron-like grip holds on TREASURE: None
to an opponent. Air breathing creatures caught in this way
soon find themselves forced beneath the surface, drowned
before consumption. A successful Minor Strength Test en-
ables a character to escape the clutches of the Water Jukka.
Prey pulled within range of the beak take an automatic 1d10
points of damage per round.

Once per year The Water Jukka females gather in order to lay
their eggs on a secluded island deep in the swamp. Each nest
contains up to a dozen small (2” diameter) reddish spheres
hatching within three weeks of bieng laid.

TREASURE: None

WATYMO
Frequency: Very rare
No. Encountered: 2d6
Size: S (3’ tall)
Move: 120’, leap 20’
Armor Class: 4
Hit Dice: 4 (*15)
Attacks: 5
Damage: 1d4+2 (bite), 1d3 (x2 slashes), 1d4 (x2 claws)
Special Attacks: Leap
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 3/85+4/hp

The many varieties of pack hunters living in the underdark


are all deadly. Among them is the Watymo, a vicious little STOCK ART BY EARL GEIER

Dwellers in Dark Places 327


W
WERERAT, GREATER GREATER WERERAT MALFORMED BRUTE MONSTROUS RAT
Frequency: Very rare Very rare Rare
No. Encountered: 2 or 3 1d3 1d10
Size: L (7’–10’ tall) L (10’–12’ tall) M (4’–6’ long)
Move: 120’ 90’ 120’
Armor Class: 4 (or better) 2 5
Hit Dice: 6d8–7d8 (*13) 10d8 (*10) 4d8 (*15)
Attacks: 2 or 3 3 3
Damage: 1d8+strength bonus (x 2 1d6+6 strength bonus (x2 1d3 (x2 claws), 1d6 (bite)
sword), or 1d3+ strength bonus claws), 1d6 (bite)
(x2 claws), 1d4 (bite)
Special Attacks: See below None None
Special Defenses: Silver or magic weapon to hit Silver or magic weapon to hit None
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 80% 50%
Intelligence: Low–genius Animal Animal
Alignment: Lawful (evil) Neutral (evil) Neutral (evil)
Level/XP: 5/475+8/hp 7/1800+14/hp 3/60+4/hp

Occasionally, the curse of lycanthropy affects a member of they are mere brutes, incredibly strong monsters (strength
the monstrous rat species (see above). Victims of bite attacks 17–18/90), serving as the muscle of a warren. However, one
from such monsters become lycanthropes, but in 10% of the occasionally possesses a higher intelligence and these in-
cases, they become Greater Wererats, huge, powerful crea- dividuals always assume control over a colony of common
tures of exceptionally vile temperament. Most commonly, wererats, directing them and coordinating their attacks. The
Greater Wererat sends forth his smaller minions to scour the
area for food and victims who may be “converted” to ly-
canthropes; they also look to acquire any valuables, used to
purchase weapons and other equipment for the warren.

A group of 1d6 monstrous rats, following the huge leader’s


commands without hesitation, accompany the Greater Wer-
erat at all times, along with several dozen of their smaller
brethren. Augmenting the escort is a group of 1d6 common
wererats acting as bodyguards. If a spell-casting individual is
infected he retains his abilities, but clerics so infected im-
mediately convert to the worship of the Rat Lord in order to
be able to continue casting spells. If cured of the disease, it
takes a special act of contrition, atonement, or a holy quest
in order for the cleric’s former deity to accept him once
again...if ever.

In combat, the Greater Wererat usually wields a long sword,


attacking twice per round, inflicting 1d8 damage (plus any bo-
nus due to their great strength). They also favor heavy cross-
bows, able to fire every round due to their great strength.
This potent weapon is often able to fire multiple bolts (up to
three). Many times, they are equipped with magical weapons,
armor, or magical devices. They may also forgo the use of a
weapon, attacking instead with their claws doing 1d4 damage
with each hit and biting for 1d4 points of damage plus addi-
tional damage from high strength.

ART BY HUNTER REID

328 Dwellers in Dark Places


In extremely rare cases, there may be as many as six of ART BY FRANK GUNTER
W
these creatures working together, but one is always superior
to the rest, the others serving (albeit grudgingly) as his elite
guard.

MALFORMED BRUTE
Very rarely one of these creatures is born severely mutated,
trapped forever into the twisted form of a giant man-rat. The
hide of these massive creatures is covered with dozens of
hard nodules, mangy patches of hair, and their long limbs are
gangling knots of twisted muscle. They are incredibly strong
(19), but clumsy. Any roll of “1” on a claw attack indicates the
creature has stumbled, losing its attacks on the next round
as it climbs back to its feet.

Greater Wererats use these savage monsters as shock troops,


sending them in the vanguard of any raid. Tearing through
stout doors and battering aside obstacles, few opponents are
able to withstand their onslaught.

MONSTROUS RAT
Similar in appearance to their smaller cousins, these large
monsters usually dwell in the deepest of sewers. Almost
man-sized, these great rodents are extremely aggressive,
attacking any intruders without hesitation. On very rare oc-
casions there may be triple the number of Monstrous Rats
normally encountered, especially if a large force of wererats
is organizing for a major attack.

TREASURE: Greater Wererat lair: 1d10 x 1000 sp (45%), 2d6 x


1000 gp (30%), 3d10 gems (25%), 2d6 jewelry (20%), 1d4 magic
items including scrolls and potions (20%)
Individual: 1d4 x 100 gp (30%), 1d6 gems (20%),
1d4 jewelry (10%), 1 magic item (5%)

STOCK ART BY BRADLEY K MCDEVITT

Dwellers in Dark Places 329


W
WHARILE micro tendrils deep into the material. Since it secretes an
enzyme making it immune to any digestive effects, it injects
Frequency: Very rare buoyant gases into the living material it has captured, slowly
No. Encountered: 1 lifting it up towards the ceiling where it awaits a meal.
Size: L (12’ diameter)
Move: 90’ (AA: II / 30-degree turn) When prey approaches, the Wharile slowly moves to a po-
Armor Class: 4 sition above before dropping up to a dozen long tentacles
Hit Dice: 12d8 (*9) to snare its victim. Each tentacle does 1 hit point of damage,
Attacks: 1d12 and on a hit roll of 18+, it wraps around the victim (Minor
Damage: 1 hit point each Strength Test to escape). Once the Wharile captures its prey,
Special Attacks: Absorption (See below) it pushes the struggling creature into the mass of digestive
Special Defenses: Camouflage jelly. As the quarry digests, the Wharile absorbs its share of
Magic Resistance: Standard the nutrients. The rate of absorption depends on the type of
Lair Probability: 75Intelligence: Low symbiotic mass carried by the Wharile (see creature descrip-
Alignment: Neutral (evil) tion for rate of digestion).
Level/XP: 7/1700+16/hp (+ symbiotic payload)
If seriously threatened, the Wharile simply releases its sym-
The Wharile is a strange symbiotic creature haunting the biotic cargo, dropping it onto any overly aggressive oppo-
vaulted ceilings of large subterranean caverns. The beast is nent. The Wharile then slips away and begins searching for
almost completely composed of a thin buoyant shroud of a new symbiotic creature. Not only does it have its own Level
flesh with a dozen or more 20’ long tentacles. The Wharile and Experience point cost, it also includes any experience
lurks for days in search of a symbiotic creature, a Gelatinous for the captive symbiotic creature.
Cube, Ochre jelly, or some other form of Ooze or Pudding.
It gathers the gelatinous mass beneath its shroud and send TREASURE: None
ART BY BRIAN (“GLAD”) THOMAS

330 Dwellers in Dark Places


W
tecting). Using their spittle, this creature often adheres small
WORM, CLUSTER AVERAGE HUGE stones together in order to form a covering for their cyst, a
Frequency: Uncommon Very rare practice explaining their nickname of “pebble worms”.
No. Encountered: 3d6+6 2d6+2
3 Each individual worm is 8’–12’ long and 3–6 inches in diame-
Size: L (8’–12’ long) L (18’–24’ long) ter, having a tail section covered in hundreds of stiff bristles,
Move: 10’ 10’ used to hold the Cluster Worm in its burrow. When striking,
Armor Class: 4 (see below) 4 (see below) their long segmented bodies are able to reach up to 6’ from
their burrow, lunging at great speed to bite at opponents.
Hit Dice: 1d8 (*19) 7d8 (*13)
Due to their speed, these creatures are armor class 3, and
Attacks: 1 1 any attacks made against the burrow itself, are against armor
Damage: 1d4 2d4 class 0.
Special Attacks: Surprise Surprise When prey approaches, the Cluster Worm erupts from cover,
Special Defenses: See below See below striking at great speed, biting for 1d3 damage. Any success-
Magic Resistance: Standard Standard ful hit means the Cluster Worm has latched onto prey with
a deadly grip, dragging the victim back towards the burrow.
Lair Probability: 100% 100%
Each round, the prey takes additional damage unless a suc-
Intelligence: Non- Non- cessful Minor Strength Test is made, allowing escape.
Alignment: Neutral Neutral
Level/XP: 1/14+1/hp 5/475+8/hp HUGE CLUSTER WORMS
Cluster Worms dwell in many locations, associating in small This species is similar in all respects to the Cluster Worm
colonies, covering several dozen square yards and containing with the exception of its greater size (18’+ long and 9-12 inch-
a dozen or more creatures. They are a type of land dwelling, es in diameter), giving a reach of 12’ from their burrow (see
multi-legged, segmented, tube worm, keeping themselves above for complete details). On roll of 20, they grab their
safely underground and out of sight until the moment of their victim, Major Strength Test to escape, or it immediately
swift attack. Cluster Worms are able to “meld into stone”, us- drags even prey the size of a man under the ground into the
ing the ability to create a small cyst from which they watch creature’s cyst. Items of value sometimes lay trapped within
for intruders or prey. The ground nearby each Cluster Worm these small pockets.
becomes soft and pliable, a sign possibly alerting dwarves
or gnomes to this creatures presence (40% chance of de- TREASURE: (see above)

ART BY CHRIS LETZELTER

Dwellers in Dark Places 331


W
WORM, INDUS AVERAGE FEMALE ROGUE
Frequency: Uncommon Rare Very rare
No. Encountered: 1d8 1d3 1
Size: L (12’–15’ long) L (20’+) L (25’–35’)
Move: 90’, swim 30’ 60’, swim 30’ 60’, swim 30’
Armor Class: 4 4 4
Hit Dice: 6d8 (*13) 12d8 (*9) 14d8 (*8)
Attacks: 1 1 1
Damage: 2d6+2 3d6+3 4d6+4
Special Attacks: Crushing bite Crushing bite, swallow whole, limb Crushing bite, swallow whole, limb
removal removal
Special Defenses: Half damage from fire Half damage from fire Half damage from fire
Magic Resistance: Standard Standard Standard
Lair Probability: 75% 90% 90%
Intelligence: Non- Non- Non-
Alignment: Neutral Neutral Neutral
Level/XP: 6/525+8/hp 8/3700+16/hp 9/5500+18/hp

The slow moving water of wide rivers and swamps are home
to many dangerous creatures, some living along the banks,
others dwelling deep beneath the surface. Great fish patrol in
search of prey, swarms of smaller predators trailing behind.
ART BY FRANK GUNTER

Huge reptilian beasts often lay along the shoreline basking


in the warm sunlight, and deep in the cold, slimy mud at
the rivers bottom lurk other terrors, among them are the
large Indus Worms. These 15’ long, pale white monstrosities,
each with a body almost 2’ in diameter, lurk in the cool mud
during the daylight hours, emerging after the sun sets to feed
in the shallows, and during the rainy seasons they even ven-
ture upon the land. The great worms attempt to wrap any
unfortunate creature within the slimy coils, before dragging
it to a horrible death in the rivers depths. Occasionally the
Indus Worm burrows in the soft soil along the shoreline, in
areas heavily shaded by overhanging trees. This tunneling
creates weak places, designed to easily collapse, causing po-
tential victims to fall into the river.

The powerful jaws of the Indus Worm are equipped with two
wide squared off teeth, up to 12 inches wide and 18 inches
long, one each in the upper and lower jaw. They form an
immense set of shearing chisels, easily able to crush stone.
They bite for 2d6+2 damage, easily slicing through most ar-
mor. The bite is mildly caustic, and unless the victim saves
versus poison, it suffers an additional 1d6 points of damage.
Any bite attack roll of a natural 20 inflicts double the damage
rolled, along with grasping the prey within the slimy coils
(Minor Strength Test to escape).

The coating of slime covering the Indus Worms body protects


them from all forms of fire, normal or magical. They normally
only take half damage from such attacks, with the amount
reduced to one quarter on a successful saving throw.

332 Dwellers in Dark Places


The Indus Worms venom is contained in a large gland located WORM, SUTHOK
W
along its spine, the source of a thick oily substance called
kotylai. Those who hunt these creatures hang the carcasses Frequency: Uncommon
from trees in order to drain this valuable substance. When No. Encountered: 1d8
used in its raw form as lamp fuel, kotylai is long burning, Size: S–M (3’–6’ long)
giving off a very bright light, with a single ounce burning for Move: 60’
12 hours (making it a favored fuel by dungeon explorers). Armor Class: 7
However, many cultures consider the fluid as sacred, burning Hit Dice: 2d8+2 (*16)
it only during the most important of funerals and rituals; in Attacks: 1
these areas it is a crime for the members of any lower caste Damage: 1d8
to possess this substance. The kotylai of the female Indus Special Attacks: Grapple, disease
Worm (see below) is the most sacred and used only for the Special Defenses: None
cremation rites of high priests and members of royalty. Magic Resistance: Standard
Lair Probability: 100%
However, despite the possible consequences, there is an ac- Intelligence: Low
tive, illegal trade in kotylai. When refined by an alchemist, Alignment: Neutral
and mixed with other components, kotylai becomes an ex- Level/XP: 3/125+3/hp
tremely volatile fluid. For this reason, it has a value of 25 gp
per ounce, with each common Indus Worm containing 2d4 Fetid pools and subterranean sumps are the home of many
ounces, the females having 3d4 ounces of this substance, creatures, among them is the disgusting Suthok Worm, a
and the huge rogue males containing 5d4 ounces. rather noxious creature feeding on offal along with any crea-
ture coming within its reach. This eyeless worm can detect
The alchemist designs special flasks with separate inter- prey by vibrations in the pool, attacking in a swarm. They
nal compartments in order to keep the components apart, seek to overwhelm their prey, attempting to pull it down into
so users must exercise extreme care to insure no violent the filth where the Suthok Worm drowns its victim, leaving it
actions might rupture the container. When used correctly,
these containers are dangerous weapons. If thrown, they
shatter, allowing the components to mix, filling a 5’ radius
with a burst of intense fire, inflicting 3d6 damage (save versus
magical device for half damage). These prepared containers
and their contents are expensive, as much as 100gp apiece.

In many places there are exceptionally deep holes in the riv-


er bottom, and in these pockets lurk the huge female spec-
imens of the Indus Worm. These great white worms live a
solitary existence reaching lengths in excess of 20’, with a
diameter of over a yard, but fortunately they only rarely ven-
ture onto land (only on the darkest of moonless nights during
the rainy season). When the massive female, or rogue male
(see below) Indus Worm rolls an 18+ on its attack roll, it deals
double the amount of damage. In addition to the damage
bonus, on any roll of 20, they have an equal chance of either
swallowing prey whole, or removing a random limb as the
huge chisel-teeth shear through armor, tissue, and bone.
ART BY FRANK GUNTER

A female lays a cluster of eggs once per year, usually 3d10


dark green spheres about six inches in diameter. She releas-
es them into the moving water, and they drift downstream
where they settle in the mud to develop and hatch. Three
months after their release, the young two foot long Indus
Worms emerge and begin feeding.

On rare occasions one might encounter a rogue male In-


dus Worm, a massive creature able to smash small boats to
splinters. Aggressive and dangerous, only the foolhardy ever
hunt these 25’+ monsters.

TREASURE: None

Dwellers in Dark Places 333


W
to rot. Between 3’ and 6’ long, these pale worm-like creatures tri-jawed orifice with several rows of sharp teeth and a long
have an oversized maw, full of dagger-like teeth easily able to tongue used to hold prey when swallowing. The posterior end
latch onto any who stray into their domain. The slime coated of this 15’–20’ long creature has a 2’ long stinger used to
skin is a sickly shade of light gray, speckled with blue and inject a paralyzing poison into victims. These creatures are
orange pustules. voracious, opportunistic feeders, whenever food of any kind
is available they eat non-stop.
A Suthok Worm is always hungry, feeding continuously un-
ART BY DEL TEIGELER
til nothing of the victim remains; when this occurs they go
dormant for up to a month. If a new source of food fails to
arrive in this time, they simply feed upon each other. The
bite of the Suthok Worm delivers 1d8 points of damage, and
any hit roll 2 more than required allows the Suthok Worm to
latch onto its victim, its weight pulling the now encumbered
prey deeper into the quagmire of corruption. The weight of
three or more Suthok Worms can easily pull the strongest of
men to their doom. However, removing an attached Suthok
Worm is quite difficult; because of their slimy coating, there
is a penalty on any Major Strength Test, reducing the chance
by half. There is a 20% chance a victim of a Suthok Worm
bite contracting a fatal disease (onset in 1d4 days, with an
additional 1d4 days until death occurs).

A Suthok Worm is able to leave its pool for short periods,


ranging for several dozen yards in search of either a new
pool, or a cool damp place where it can lay a batch of twenty
or more dark blue eggs. While out of the muck any attacks
made by a Suthok Worm have a -3 to hit penalty.

The Suthok Worm does not value treasure, but their pools
sometimes have items from previous victims, buried in the
muck. The bite attack of the Xanniz Worm does 2d6 points of dam-
TREASURE: 1d8 x 100 sp (35%), 1d6 x 100 gp (20%), 1d8 gems age, and any roll of 20 indicates the tongue has wrapped
(15%) around the victim (Major Strength Test to escape). It takes
just 1d3 rounds for the worm to swallow a man-sized victim,
WORM, XANNIZ and such unfortunates take bite damage automatically while
grabbed. They use the stinger to strike at any opponents,
Frequency: Rare in the hopes of a few extra morsels left lying around for
No. Encountered: 1d4 consumption after the fighting ends. The initial strike with
Size: L (15’–20’ long) the sting does 1d6 points of damage. The victim must make a
Move: 180’ save versus poison at -2 or he falls to the ground, paralyzed
Armor Class: 3 for a full turn.
Hit Dice: 8d8 (*12)
Attacks: 2 There is a chance of small metal items of magical nature,
Damage: 2d6 (bite), 1d6 (sting) coins, or gemstones lodge inside the creature, or buried in
Special Attacks: Paralysis, grapple its castings, along with bones and other indigestible remains
Special Defenses: None from past meals. Also of value are the contents of the Xanniz
Magic Resistance: Standard Worms poison sack, containing 1d4 ounces of venom worth
Lair Probability: 50% 20 gp per ounce to alchemists. Some subterranean races
Intelligence: Animal (dark elves especially) often use this venom on darts or other
Alignment: Neutral weapons.
Level/XP: 7/1100+10/hp TREASURE: 1d4x100 gp (10%), 1d8 gems (15%), 1d3 jewelry (5%),
The Xanniz Worm is a large subterranean creature resem- 1 magic item (5%)
bling a huge worm crossed with a centipede. The long fat
body, supported on 18 pairs of jointed legs, give it a rapid
movement rate, even enabling the creature to climb up ver-
tical walls and move along rough ceilings. The mouth is a

334 Dwellers in Dark Places


WUNART LEAPER set their ambush (surprise on a 1–3 on a six-sided die).
W
Frequency: Uncommon In a rush, the Wunart Leapers vault from cover, their pow-
No. Encountered: 3d4 erful hind limbs propelling them in prodigious leaps of 15’
Size: S (4’ long) or more. On the first round of combat, they attack with all
Move: 180’, 30’ jump four claws, each dealing 1d3 points of damage. If two or more
Armor Class: 5 attacks strike, the Wunart Leaper succeeds in its attempt
Hit Dice: 3d8 (*15) to knock their prey to the ground by the sheer force of the
Attacks: 3 (or 5, see below) impact. Thereafter it uses just the fore claws and the bite
Damage: 1d3 (x2 claws), 1d4 (bite) (1d4 damage) and all attacks against a prone victim have a +2
Special Attacks: Leap modifier to hit.
Special Defenses: None
Magic Resistance: Standard A typical pack of Wunart Leapers consists of a dominant
Lair Probability: 75% male (+2 hit points per hit die), 2d4 adult males and females
Intelligence: Animal along with several young of various ages. Once a den is es-
Alignment: Neutral tablished, they remain as long as game is plentiful, often
Level/XP: 3/80+3/hp spending several months wandering before relocating to a
new hunting ground, sometimes traveling as much as five
The Wunart Leaper dwells in rough mountainous woodlands, hundred miles.
preferring to lair in high rocky caves overlooking the valleys
below. From elevated ledges, they scan the forests below, In the winter months, the pelt of the Wunart Leaper takes on
eyes and ears alert for their next potential meal. When they a distinctive pattern of black and white spots, blending into
detect prey, the pack stealthily moves into position, swiftly the snow covered scree of their environment. Such pelts are
traveling in great jumps across the boulder covered slopes. valuable, often fetching as much as 100 gp for an intact hide.
The long clawed forelimbs aid in moving up and down the
TREASURE: None
rock-strewn landscape or for climbing into the low branches
of large trees. Dark brown in coloration, with striated bands
of tan and gray, they easily blend into the landscape as they

STOCK ART BY GARY DUPUIS

Dwellers in Dark Places 335


W

ART BY FRANK GUNTER

“The jungle foliage erupted as the fanged beast we sought glided into view, confidently weaving through the air. A
scarlet colored Blade Yiff, fully twenty feet long, lunged for us, the drooling, fanged jaws opened wide. In a sign of
its aggitation, the wicked spines sprang from its heavily armored flanks and scraped across armor and tore into
exposed flesh. Our native guides fled into the jungle in terror, leaving us to face the monster with steel and spells”
Tildun Reffe’

336 Dwellers in Dark Places


X
xAT / xEECH / xERvITOR / xINNIT / xORTA / xUTARIAN SLASHER / xYLIAN pLANT

XAT adventurers have devised clever ways to transport a Xat, thus


giving themselves a “cheap” neutralize poison.
Frequency: Uncommon
No. Encountered: 1d8 (Very rarely 4d4) Some sages are convinced the Xat is another type of limpet
Size: S (2–4 inches across) (see Limpet).
Move: 10’
TREASURE: None
Armor Class: 9
Hit Dice: 1 hit point (*18)
Attacks: 1
Damage: 1 (see below)
Special Attacks: Blood drain
Special Defenses: Invisible
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 1/10 experience points

Living in still, subterranean pools and surface world swamps,


the Xat is a small parasitic jelly, surviving by feeding on the
blood of its victims. In appearance, it is a 4 inch in diameter
sphere of clear protoplasm. If it has not fed recently, it is
90% invisible. Being mindless, it floats quietly in the pool
until some unfortunate victim enters, whereupon the Xat
sends out several long, hair-fine tendrils, attempting to latch
onto exposed flesh. Even though a Xat has but 1 hit point, it
attacks as a creature with 1+1 hit dice.

Once a Xat has made contact with exposed flesh, each inflicts
one point of damage per round as they slowly draw blood
from the new host. Each Xat is able to absorb 4 hit points
from its victim, slowly changing color to a pinkish red. Once
it has become satiated, the Xat detaches, moving off, so it
may slowly digest its meal, a process taking a few days. After
this time, the Xat divides into two smaller creatures, each
waiting patiently for the next meal.

However, an attack by several of these creatures at the same


time can be much more deadly. If just one of Xat in a cluster
makes contact, it immediately releases a pheromone into the
water. Within one round, all of the other Xat in the cluster
ART BY FRANK GUNTER
join with it through the network of tendrils, draining blood at
a much faster rate of 1 point per round for each attached Xat.

Once attached, a Xat is extremely difficult to remove. They


are so small, and jelly-like they are almost impossible to
grasp and striking them with any weapon damages the host.
The only sure way to remove this pest is with fire.

Nevertheless, the Xat does actually have its uses. When at-
tached to a host for 4 rounds, it draws out any poisons with-
in the host’s body; of course, this quite often kills the Xat.
Adventurers save the lives of many companions by simply
dropping them into a pool containing a colony of Xat. Some
STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places 337


X
XEECH XEECH GREATER XEECH
(Turn as type 6) (Turn as type 7)
Frequency: Rare Very rare
No. Encountered: 2d4 1d4
Size: M (5’–6’ tall) L (6’–8’ tall)
Move: 60’, 180’ (AA: V / 120-degree turn) 60’, 120’ (AA: V / 120-degree turn)
Armor Class: 3 1
Hit Dice: 5+5 (*15) 8+8 (*12)
Attacks: 3 3
Damage: 1d4+1 (x2 claws), 1d6+1 (bite) 1d6+3 (x2 claws), 1d8+2 (bite)
Special Attacks: Sting (1d3) Sting (1d3)
Special Defenses: +1 weapon to hit +2 weapon to hit
Magic Resistance: 45% 75%
Lair Probability: 20% 40%
Intelligence: Low Low
Alignment: Chaotic evil Chaotic evil
Level/XP: 6/550+6/HP 7/2000+12/HP
Xeech are a dangerous form of ancient undead creature, green light. Since they are undead, they turn as a type 6
quite often initially mistaken for deformed gargoyles, haunt- undead creature, with a +1 modifier to the die roll (thus a die
ing the old ruins and abandoned temples of the Xeech Em- 20 roll of 10 would become a roll of 11).
pire. Experts believe these malevolent monsters first ap-
peared ages ago when the Xeech were in decline and these All Xeech have a pair of long talons used to slash at vic-
flying ghouls are the last remnants of a once proud race. tims and the jaws are quite large and full of several rows of
The size of a man, these winged slate gray monsters at- shark-like teeth (see above for damage amounts). However,
tack any who enter their domain. The neck is almost non- the most dreaded weapon is the spine located at the end of
existent, their heads squat and quite broad, dominated the long prehensile tail. Those struck by this piercing weapon
by a pair of large eyes seeming to glow with a malevolent take 1d3 points of damage, and they must make a save versus
poison, or they fall into a catatonic state for 1d3 turns. While
in this state, they obey the simple telepathic commands of
the creature who injected the poison. If the controlling Xeech
is slain, the victim falls to the ground, paralyzed until the
venom wears off, or a neutralize poison is administered.

If adventurers encounter Xeech in a large group, it is possi-


ble, a larger sub-species of the Xeech is a part of the “pack”.
These monsters are quite strong (strength 18/50) and their
claws and teeth can inflict significantly more damage. These
Greater Xeech turn as a type 7 undead creature, but against
these malign creatures, the cleric has a +2 modifier to the roll
of his dice (thus a roll die 20 roll of 10 would become a roll of
12). Additionally, the save versus poison against the venom of
the Greater Xeech is at a -2 penalty.

Both types of Xeech have a resistance to magical attacks, and


only magical weapons can do them harm.

TREASURE: 1d3 x 1000 gp (30%), 2d4 gems (20%), 1d3 jewelry


(15%), 1 magic item (10%)

ART BY FRANK GUNTER

338 Dwellers in Dark Places


XERVITOR The Xervitor take half damage from any form of electrical
X
or cold-based attacks and normal damage from acid or fire
In appearance, the various castes of the Xervitor race share a based attacks, and any toxin from our world is ineffective
similar design. A spindle shaped body, crowned with a small when used against a Xervitor.
spherical brain case. All possess several whip-like tendrils,
genetically modified by need to end in small hand-like ap- The Xervitor scribes his magical knowledge upon rune and
pendages. For movement, they have “leg-tentacles” (except glyph covered discs of enchanted metal (usually platinum)
for the master Xervitors who move about on six stick-like which, in an ancient process, they merge with their bodies
legs).The true origin of the Xervitor race is unknown, but (thus the ringed ridges forming their central stalk). Spells are
over the past centuries sightings and encounters with these stored upon these discs, and the Xervitor can cast each spell
creatures have slowly increased. Many of the leading sages twice per day as if memorized.
are convinced the Xervitor are an invasive race of beings
from another Prime Material Plane, attempting to populate Xervitor occasionally have other species as slaves, but this
our world. Whether they come here voluntarily or if they are is very rare, their thought patterns are so completely alien,
fleeing from something more powerful is unknown. They are communication is nearly impossible. Any attempt at ESP, or
aggressive, and actively hunt down any who intrude into what mind reading on a Xervitor has a 50% chance of overwhelm-
they have determined is their domain. Initial encounters with ing the user, bringing him under the influence of the com-
the Xervitor race occurred in the subterranean world, but munal mind.
they have now begun to build small enclaves on the surface
world, always in very remote places. XERVITOR DEVICES

Spiral shaped structures with internal ramps and large cham- The Xervitor have a few unique devices, including discs for
bers are the usual buildings used by the Xervitor race. There traveling, and strange weapons only they can employ. They
are usually several dozen such structures, along with miles can also use quite a few of the standard magical devices; the
of subterranean tunnels forming the majority of an enclave. DM make such decisions. It is important to note, Xervitor
The Xervitor are extremely intelligent, capable of creating have no vocal cords thus they are unable to use any item re-
powerful magical devices similar to those made by many of quiring the use of a command word. Xervitor may merge any
the common humanoid races. Yet these items are uniquely of these devices within their body; they rarely carry them in
usable only by the Xervitor who are the only beings able to the open.
employ the energies within the devices.
XERVITOR TRAVEL DISC- This device is a thin (2-inch
The culture of the Xervitor has evolved into a caste-like sys- thick) tapered disc of rune covered metal approximately 5’
tem, with lesser members giving absolute servitude to those across. It takes several months to construct such a disc using
above. As they age and accumulate knowledge, they prog- special spells and materials. The Xervitor slides onto it and
ress upward from one class to the next. So far, we know of 7 via mental commands, it serves to move the creature at a
distinct castes: Drone, Lesser, Intermediary, Greater, Master, speed of 120’ per round (AA: IV / 90 degree turns). Only a
Protector, and Youngling. A typical enclave can have 200 in- few of the Lesser Xervitor caste ever use such a device, while
dividuals of the many castes living within its strange spiraling almost all of the upper caste members use them exclusive-
shelters. ly for moving around the enclave. At times smaller patrols
travel upon such discs, especially if scouting difficult terrain.
All of the Xervitor castes have the following abilities in com- In times of conflict the edges of these discs are fitted with a
mon: sharp blade, causing a terrible 2d6+4 hit point wound on a
successful ramming attack.
All Xervitor in a colony communicate via a telepathic link
allowing instant communication for several miles. XERVITOR KNIVES- Used only by the Lesser Xervitor,
these sharp weapons slash for 1d4+2 points of damage. Each
All Xervitor, with the exception of Protectors, have some kind
Lesser Xervitor has a 25% chance to have 1d3 of these blades.
of spell usage (determined by caste level).
Xervitor may merge these weapons within their body; they
Spells usable by the Xervitor may be from any spell casting never carry them in the open. The bizarre shape of the spi-
class. They freely mix magic user, cleric, druid and illusionist raled hilt makes it extremely difficult for other races to use
spells with ease. They do not need scrolls or books to gain this weapon effectively. (Characters can use these knives at a
spells; they simply meditate for days on end, mentally build- -2 to hit due to the rather unusual design of the hilt).
ing the neural pathways for the spell to function.
XERVITOR TENTACLE BLADES- These razor sharp
Normal weapons are ineffective when used against a Xervitor. blades fasten to a thin flexible sheath of metal, easily slid-
Only magical weapons are able to do any damage (see indi- ing onto an Intermediary Xervitors tentacle. There is a 50%
vidual listing for the + of weapon required). chance an Intermediary Xervitor having 1d3 of these blades,

Dwellers in Dark Places 339


X
each allowing the Xervitor to slash for 1d8+2 points of damage. XERVITOR, DRONE
Although it is rare, these blades may have powers similar to
standard magical weapons (i.e. +1–+4 magical enhancement, Frequency: Rare
and in extremely rare instances, even the powers of Sharp- No. Encountered: 2d12
ness, Vorpal, and Wounding: but in all cases, such weapons Size: M (6’–10’ tall)
never have any form of intelligence). Move: 60’
Armor Class: 4 (base)
XERVITOR POLE ARMS- Used exclusively by the Protec- Hit Dice: 6D8+6 (*15)
tor Xervitor, this flexible, double bladed weapon can be up to Attacks: 3
12’ long, and in the Protectors grasp, it is exceptionally dead- Damage: 1d3+6 (x 3 tentacles) or by weapon
ly. Each successful strike inflicts 2d6+6 points of damage. On Special Attacks: 1d4 (spike), 1d4+1 (shearing claw)
any roll of 19+ on the attack die, the Protector receives an Special Defenses: +1 weapon to hit
additional attack. Magic Resistance: 35%
Lair Probability: 75%
XERVITOR SPELL CRYSTALS- The Master Xervitor usu- Intelligence: Average–high
ally has 1d4 of these powerful devices in its possession. They Alignment: Neutral (evil)
take many months of extremely tedious work to create, and Level/XP: 5/500+6/hp
are hurled at opponents with sometimes devastating effect.
Within each rune-carved crystal is a confined spell (Fireball,
Lightning Bolt, Cold, etc.). They hurl the crystals up to 60’
and upon impact, they detonate in a massive release of the
stored energies. They have an area effect with a 15’ radius,
affecting any who are within the blast. They do the full dam-
age of the spell contained (save versus breath weapon to re-
duce any damage by half), at the level of the Master Xervitor.
(Individual DM’s can determine what spells in their campaign
can be placed within such a device.

XERVITOR PROTECTION RINGS- Similar to standard


rings of protection in all ways, except they fail to function for
any other creature except for Xervitors. They wear them as
a permanent adornment between the multiple disc bands.

XERVITOR ROD- The Xervitor Rod is a slender, rune


carved and gem encrusted device; a powerful weapon usable
only by a Greater Xervitor. This device has up to 30 charges
and has the following functions:

ART BY FRANK GUNTER

FUNCTION CHARGES EFFECT


COLD 1 At a range of up to 60’ and the effect creates a zone of intense cold. This zone is 10’ in
diameter and those within it take 4d4 points of damage per round
LIGHTNING 2 Each bolt released is 30’ long, filling a 5’ wide path, inflicting 6d6+6 points of damage
upon any creature within the area.
LIQUID FIRE 2 A thin beam of “liquid fire” shoots from the Xervitor Rod. This effect has a range of
60’ and can affect a single target, covering the victim for 1d3 rounds with a clinging
green flame doing 3d6 points of damage per round.
PARALYSIS 1 A single target within 90’ suffers paralyzation for 2d4 rounds.
STRIKE 1 A powerful needle of magical force strikes a single target up to 120’ distant, inflicting
1d6 points of damage per charge used (maximum of 3 charges simultaneously).
Normal saves versus aimed magical attack apply against all of these powers to reduce damage by ½, or avoid the effect

340 Dwellers in Dark Places


The least members of the Xervitor colony are the Drone Xe- what needs fabricated from all collected materials, and are
X
rvitors, those who have failed to meet the stringent require- assisted by the Intermediary Xervitors in the fabrication of
ments for advancement. Almost identical to the Lesser Xervi- all of the Xervitor devices. They serve as the planners for all
tors, these creatures form the brute work force of the colony. construction and any foraging or scouting bands, determin-
Their bodies are very smooth, bright blue, tall and elegantly ing what areas require patrols.
flexible, totally lacking the ridges of the other castes. They
have two sets of “limbs”, an upper set of three long tendrils
ending in three fingered hands, and a lower set of three more
delicate tendrils, each ending in specialized “tools” (a spike,
a small shearing claw, and a suction tip). The muscular trunk
is extremely dense, supported on three powerful tentacles.
All Drone Xervitors are extremely strong (18/100 or higher),
capable of lifting and moving any of the various construction
materials used to build the enclave.

ART BY FRANK GUNTER


Under the direction of their superiors, the Xervitor Drones
do all of the menial tasks of the enclave. They excavate the
tunnels, mine for mineral ore and gemstones, assist in the
construction of the buildings, and do all of the agricultural
chores within the subterranean grotto's. Although not treat-
ed as slaves, they will never be equals; they are merely nec-
essary to the survival and health of the colony. In times of
need, they are able to fight against any enemies who would
dare to attack the enclave. With their tremendous strength,
they attack doing 1d3+6 points of damage with each success-
ful strike.

They occasionally have Xervitor knives as weapons (see Xer-They can attack with up to 6 of their tentacles, each caus-
vitor devices for full details). Against prey within 3’, they may
ing 1d4 points of damage per strike. They sometimes have
also employ the spike causing 1d4 points of damage, and theXervitor Knives as weapons (20% chance), but usually rely
shearing claw, which does 1d4+1 damage. upon the more powerful Xervitor Rod (see Xervitor devices
for full details of both weapons). They are also fond of ex-
Only Xervitor devices or magical weapons of +1 enchantment perimenting with and using many standard magical devices
or better can damage a Drone Xervitor. taken from enemies.
TREASURE: See above Only Xervitor devices or weapons of +2 enchantment can
damage a Greater Xervitor.
XERVITOR, GREATER
Frequency: Very rare Each Greater Xervitor has the discs from its existence as both
No. Encountered: 1d4 a lesser and Intermediary Xervitor, and in addition it has the
Size: L (10’ tall) ability to inscribe discs with the extremely complex 6th and
Move: 60’ 7th level spells (again, only one spell per disc). However, the
Armor Class: 0 Greater Master is quite powerful and is able to have a maxi-
Hit Dice: 10D8+10 (*10) mum of four discs of each of the 1st through 4th level spells
Attacks: 6 merged with their being. After a century of study a Greater
Damage: 1d4 (x6), or by weapon Xervitor gains the knowledge to understand the workings of
Special Attacks: See below 8th and 9th level spells. Unable to scribe such things they
Special Defenses: +2 weapon to hit seek the guidance and tutoring of a Master Xervitor who ex-
Magic Resistance: 55% amines the Greater Xervitor for imperfection. If he is accept-
Lair Probability: 90% able, then the Master Xervitor assists in creating the first
Intelligence: High–genius level 8 disc. If the Master Xervitor detects a flaw of any kind,
Alignment: Neutral (evil) the Greater Xervitor willingly allows itself to be destroyed.
Level/XP: 8/4500+14/hp Again, within days after its insertion the Intermediary Xervi-
The Greater Xervitor is the caste implementing the will of tor retreats into a specially prepared structure where it has
the Master Xervitor, and supervises the lesser and Interme- constructed a special chrysalis workplace. 1 Greater Xervitor,
diary Xervitor as they perform their tasks. They determine 1d3 Intermediary Xervitor, and 2d12 Lesser Xervitor attend

Dwellers in Dark Places 341


X
to its needs, bringing required materials and supplies at its They attack with 2 of their tentacles inflicting 1d6 points of
bidding. Here it remains for up to 10 years as it scribes the damage per strike. They sometimes have Xervitor Tentacle
first discs of its higher-level spells, before it finally emerges Blades as weapons (see Xervitor devices for full details).
as a new Master Xervitor.
Only Xervitor devices or weapons of +2 enchantment can
TREASURE: See above damage an Intermediary Xervitor.

XERVITOR, INTERMEDIARY Each Intermediary Xervitor has the discs from its existence
as a Lesser Xervitor, and in addition it has the ability to in-
Frequency: Very rare scribe discs with much more complex 3rd through 5th level
No. Encountered: 1d8 spells (again, one spell per disc); and is able to have a max-
Size: L (8’ tall) imum of two discs of each of these spell levels merged with
Move: 60’ their being. During this time, theyadd an additional disc of 1st
Armor Class: 1 (base) and second level spells. After many decades, an Intermedi-
Hit Dice: 7D8+7 (*13) ary Xervitor gains insight into the workings of 6th level spells.
Attacks: 3 Unable to scribe such things they seek the help of an Inter-
Damage: 1d6 (x3), or by weapon mediary Xervitor who helps to create the level 6 disc. Again,
Special Attacks: See below within days after its insertion, the Intermediary Xervitor re-
Special Defenses: +2 weapon to hit treats into a special chamber where it forms a chrysalis, and
Magic Resistance: 45% in just two weeks, it emerges as a new Greater Xervitor.
Lair Probability: 80%
Intelligence: Average–high TREASURE: See above
Alignment: Neutral (evil)
Level/XP: 7/1025+10/hp XERVITOR, LESSER

The Intermediary Xervitor is the caste supervising the Lesser Frequency: Very rare
Xervitor as they perform their tasks. They work tirelessly, No. Encountered: 2d8
searching to find sources of materials, and assists the Great- Size: M (4’–6’ tall)
er Xervitor in the fabrication of many of the Xervitor devices. Move: 60’
They function as leaders for any foraging or scouting bands, Armor Class: 3 (base)
serving to protect the enclave. Hit Dice: 5D8+5 (*15)
Attacks: 3
Damage: 1d4 (x3), or by weapon
Special Attacks: See below
Special Defenses: +1 weapon to hit
Magic Resistance: 35%
Lair Probability: 75%
Intelligence: Average–high
Alignment: Neutral (evil)
Level/XP: 4/225+6/hp

The Lesser Xervitor functions as the workhorses of any


Xervitor enclave. Under the guidance of the Intermediary
Xervitors, they perform the more intricate tasks including
construction of the dwellings, gathering of raw materials and
they form the bulk of the enclave’s defenses. Each Lesser
Xervitor controls 1d8 Drone Xervitors. Under the supervision
of the Protectors, they occasionally patrol in small bands,
ranging for several miles in search of intruders. They also su-
pervise the small clusters of Younglings freely roaming within
the colony.

They attack with 3 of their tentacles doing 1d4 points of dam-


age per strike. They often have Xervitor knives as weapons
(see Xervitor devices for full details).

Only Xervitor devices or weapons of +1 enchantment can


ART BY FRANK GUNTER
damage a Lesser Xervitor.

342 Dwellers in Dark Places


Damage: 1d4 (x2), 2d4 (x2), or by weapon
X
Special Attacks: See below
Special Defenses: +3 weapon to hit
Magic Resistance: 80%
Lair Probability: 100%
Intelligence: Genius
Alignment: Neutral (evil)
Level/XP: 9/8000+18/hp

Only one Master Xervitor resides in any enclave. When a sec-


ond emerges from its chrysalis, the new emergent takes a
portion of the enclave’s population and move off to another
location, usually traveling for hundreds of miles via Xervitor
Discs to reach a new home. However, if the new Master Xe-
rvitor chooses to remain (especially in enclaves with abun-
dant and readily available resources), the two Master Xervitor
enact a ritual fight for dominance, ending with one leaving
the colony into lone exile. It is common for a lone Master
Xervitor to survive for years in exile, shunned forever by all
Xervitor from his enclave.

All in the enclave are subject to the dominance of the Mas-


ter Xervitor. All assist in any project the Master Xervitor has
ART BY FRANK GUNTER deemed to be of necessity. All would give their lives to pro-
As it matures, each Lesser Xervitor has the ability to inscribe tect the well-being of the Master Xervitor.
discs with simple 1st and 2nd level spells (one spell per disc);
and is able to have a maximum of two discs of each spell ART BY FRANK GUNTER
level merged with their being. Rarely a Lesser Xervitor gains
insight into the workings of 3rd level spells. Unable to scribe
such things they seek the help of an Intermediary Xervitor
who helps to create and insert the level 3 disc. Within days
after its insertion, the Lesser Xervitor retreats into a dwelling
where it forms a chrysalis, and in just two weeks, it emerges
as a new Intermediary Xervitor.

It is also during the time just before chrysalis when the Less-
er Xervitor forms 2–6 “buds”. Within a few days, they grow to
about 6 inches tall, before they drop off. The Lesser Xervitor
are also the spawners and teachers of the next generations.
The small bud-like versions of themselves fall off and are
feral. They scurry throughout the colony scavenging food,
consuming pests wherever they can, and slowly grow to al-
most 18 inches tall. At this time, these Younglings begin their
studies within the learning structures, where they grow until
they are 4’ tall. During this time, they are taught the secret
way of scribing their first disc.

TREASURE: See above

XERVITOR, MASTER If forced into physical combat they can attack with two of
their tentacles each doing 1d4 points of damage per strike.
Frequency: Very rare They are also able to slash with two of their sharp tipped
No. Encountered: 1 legs for 2d4 points of damage. They sometimes have Xervitor
Size: L (12’ tall) Tentacle Blades as weapons (40% chance), but they can also
Move: 120’ use the more powerful Xervitor Rod (see Xervitor devices for
Armor Class: -2 (base) full details of both weapons).
Hit Dice: 14D8 (*6)
Attacks: 4

Dwellers in Dark Places 343


X
In addition, while they are also fond of using many standard ny suffers a major attack, it is possible the Protectors obtain
magical devices taken from slain adventurers, they usually several Younglings simultaneously, swelling the ranks of the
rely on their superior knowledge of spells to defeat their en- Protectors to double the normal numbers.
emies. Only Xervitor devices or weapons of +3 enchantment
can damage a Master Xervitor. TREASURE: See above

Each Master Xervitor has the discs from its previous exis-
tence as a lower form of Xervitor and in addition it has the
ability to inscribe two discs for each of the extremely com-
plex 8th and 9th level spells (again, only one spell per disc).
However, the Master Xervitor is quite powerful and is able
to have a maximum of five discs of each of the 1st through
4th level spells, and three discs each of 5th through 7th level
spells merged with their being.

TREASURE: See above

XERVITOR, PROTECTOR
Frequency: Rare
No. Encountered: 1d6
Size: L (8’–12’ tall)
Move: 120’
Armor Class: 0 (base)
ART BY FRANK GUNTER

Hit Dice: 12D8+12 (*9)


Attacks: 2
Damage: 2d6+6 (x2 pole arms)
Special Attacks: Blades, knives
Special Defenses: +2 weapon to hit
Magic Resistance: 60%
Lair Probability: 90%
Intelligence: Average–very XERVITOR, YOUNGLING
Alignment: Neutral (evil) Frequency: Uncommon
Level/XP: 8/5300+16/hp No. Encountered: 3d8
Protector Xervitors mature as “outsiders” to the colony, rare- Size: S (2’–4’ tall)
ly residing within its confines. They prefer to live on the out- Move: 120’
skirts where they are better able to patrol the area in order Armor Class: 4 (base)
to safeguard the other members. They do not gather spells Hit Dice: 3D8+3 (*16)
as the other castes; instead, they excel in the craft of war. Attacks: 3
They are the guardians of the colony; and give their lives Damage: 1d3 (x3)
selflessly for its continued survival. A standard colony has Special Attacks: Possible weapon
2d4 Protectors, and larger enclaves can have twice as many. Special Defenses: +1 weapon to hit
Magic Resistance: 20%
For combat, the Protectors usually arm themselves with a Lair Probability: 100%
Xervitor Pole Arm (90% chance). In their capable tentacles, Intelligence: Low–average
and by using the great strength of their flexible bodies, this Alignment: Neutral (evil)
weapon can be used to devastating effect, attacking twice per Level/XP: 3/125+3/hp
round, snapping and slashing at enemies for 2d6+6 points of
damage with every successful attack. The area within the confines of the colony usually has sev-
eral small swarms of Youngling Xervitor, constantly moving
The Protector Xervitor quite often have several tentacle in search of inspiration. They observe all other castes in an
blades or knives attached to its other extremities as well, attempt to determine which path to follow: the path of knowl-
using these as secondary weapons when in combat. edge or path of war.

Whenever a Protector falls in battle, those remaining seek Those who choose to follow the path of war enter a chrys-
out and remove a Youngling from the colony. Its destiny is alis state for a month, emerging as changed individuals, in
now changed, and soon it becomes a new Protector. If a colo appearance they are small versions of the Protectors. Those

344 Dwellers in Dark Places


who choose the path of knowledge gravitate to the Lesser Xe- the Xinnit has become the scourge of many forested loca-
X
rvitors to begin the long years of instruction. After a decade tions. At home in the depths of a tropical jungle, or in the un-
of study, they finally begin to scribe their first spell disc. dergrowth of temperate forests, the population of the Xinnit
has slowly spread. Relentless in pursuit, strong and cunning,
Younglings most often carry a few Xervitor knives as weap- they have quickly depopulated areas where introduced. As
onry, but if the enclave ever suffers attack, they are never long as a steady source of food is available, these monsters
in the front lines, preferring to remain close to the colony continue to reproduce, with a healthy female often laying two
structures. clutches of 3d4 eggs each year.
TREASURE: None ART BY FRANK GUNTER Fast climbers, this nocturnal predator drops onto victims
from overhanging branches, slashing and biting with claws
and teeth in a furious assault. Each of the taloned forelimbs
tear at prey for 1d4 damage, while the feline jaws, equipped
with a pair of long canines, do an additional 1d6 hit points on
a successful bite attack. The long tail whips at enemies for
1d3 damage, with any roll of 20 knocking an opponent to the
ground, and on a failed save versus poison; he is stunned for
1d3 rounds.

The Xinnit often emits a deep throaty screech when hunting,


intent on herding prey towards the rest of the pack, patient-
ly waiting in total silence for victims to blunder into attack
range.

TREASURE: None

ART BY BRIAN (“GLAD”) THOMAS

XINNIT
Frequency: Very rare
No. Encountered: 1d6
Size: L (8’–12’ long)
Move: 120’
Armor Class: 4
Hit Dice: 5d8 (*14)
Attacks: 4
Damage: 1d4 (x2 claws), 1d6 (bite), 1d3 (tail slap)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
Level/XP: 3/130+5/hp

Combining the features and coloration of a great black pan-


ther merged with the supple, scaled hide of a monitor lizard,

Dwellers in Dark Places 345


X
XORTA AVERAGE LARGE HUGE
Frequency: Uncommon Uncommon Rare
No. Encountered: 3d4 1d6 1d3
Size: L (12’ long) L (20’ long) L (30’ long)
Move: 180’ 180’ 120’
Armor Class: 6 4 4
Hit Dice: 4D8 (*15) 8D8 (*12) 10D8 (*10)
Attacks: 3 3 3
Damage: 1d4 (x 2 claws), 1d6 (bite) 1d6 (x 2 claws), 1d8 (bite) 1d8 (x 2 claws), 2d6 (bite)
Special Attacks: Grapple (1d6 damage per Grapple (1d8 damage per Grapple (2d6 damage per
round) round) round)
Special Defenses: Camouflage Camouflage Camouflage
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 50% 50%
Intelligence: Low Low Low
Alignment: Neutral Neutral Neutral
Level/XP: 3/110+4/hp 6/725+10/hp 7/1800+14/hp
The dense canopy of many tropical jungles is home to doz-
ens of strangely unique species of creatures. Among them
is the Xorta, a snake-like monster hunting for food on every
level of the forest. The coloration, in every shade of green,
with streaks of brown and yellow enable it to blend with the
surrounding foliage (80% invisible when not moving, allowing
for surprise of 1-4 on a six-sided die). The most common size
of this creature usually travels in groups of up to a dozen
members, slithering and climbing with ease as they hunt for
food.

Xorta rarely leave the branches, preferring to coil around a


branch, hanging from above in order to slash with their claws
while attempting to latch onto prey with their overly large,
lamprey-like mouth. Each claw does 1d4 hit points of dam-
age and the If the bite attack is successful it does 1d6 points
of damage. However, if the bite hits on a roll of 18+ then the
jaws have latched onto the prey, and the body has wrapped
around its victim, allowing the Xorta to do 1d6 damage each
round during which the monster remains attached. There is
a 50% chance one of the victims arms has been caught with-
in the coils, and a 25% chance both arms are ensnared. As
noted in the stats above, larger specimens of this creature do
significantly more damage. A successful Major Strength Test
frees a trapped victim.

In the deepest jungle there are rare specimens of the Xor-


ta reaching much larger sizes (see above for details). These
creatures never carry or gather items of value, but native ar-
tisans who make many items from them, prize their colorful
hides. If undamaged they fetch as much as 10 gp per hit point
of the slain Xorta; those hides heavily damaged only bring
about one third of the amount.
ART BY DEL TEIGELER TREASURE: Special, see above for details

346 Dwellers in Dark Places


XUTARIAN SLASHER The Xutarian Slasher moves at great speed, seeking to bite at
X
prey, doing 1d8 damage with their fang filled jaws. After the
Frequency: Uncommon bite, they also automatically strike with their hind claws for
No. Encountered: 2d8 1d2 damage each as they launch themselves back into the
Size: S (3’ wingspan) air. However, if they miss on the initial bite attack, they gain
Move: 240’, (AA: VI / 180-degree turn) an immediate secondary attack with the bladed tail as they
Armor Class: 3 sweep past the intended victim. This hooked weapon does
Hit Dice: 2d8 (*16) 2d4 damage as it streaks past.
Attacks: 3
Damage: 1d8 (bite), 1d2 (x2 claws) Because of their great speed and high mobility, the Xutarian
Special Attacks: Tail slash (see below) Slasher saves as a 6 hit die creature against all magical at-
Special Defenses: Save as 6hd creature tacks, and any missiles fired at them suffer a -4 penalty to
Magic Resistance: 20% hit.
Lair Probability: 100%
Intelligence: Non- In particularly large cavern areas, where there may be twice
Alignment: Neutral (evil) as many Xutarian Slashers (4d8), adventurers should exer-
Level/XP: 3/125+2/hp cise extreme caution. An attack by such a huge swarm is
exceedingly deadly, with all members of the swarm gaining a
Few adventurers ever forget their first encounter with the +2 to hit as they swoop in for the kill.
bat-like creatures known as the Xutarian Slasher. These coal
black fliers are vicious and deadly, much more so than they TREASURE: None
appear. In the same fashion as bats, they navigate by echo-
location, weaving among the stone formations with relative XYLIAN PLANT (CARNIVOROUS)
ease. On close examination, these eyeless horrors are all
Frequency: Rare
teeth and claw, held together by hatred and gristle. Lurking
No. Encountered: 1d4
in the depths of dungeons and the inky blackness of the un-
Size: L (12’–18’ tall)
derdark, flocks of Xutarian Slashers mainly feed on any other
Move: 0’ (see below)
small creatures (rodents, bats, stirge, etc.).
Armor Class: 4
Hit Dice: 8 (*13)
Attacks: 1
Damage: 2d6+4
Special Attacks: Scent, swallow
Special Defenses: Gas, camouflage
Magic Resistance: Standard
Lair Probability: 95%
Intelligence: Non-
Alignment: Neutral
Level/XP: 6 / 825+10/hp

The steamy, fetid lowlands of all tropical jungles are home to


dozens of dangerous forms of plant life. The overwhelming
majority are non-intelligent, possessing inconspicuous flow-
ers releasing invisible clouds of pollen or other toxins deadly
to animals. Many are comprised of carnivorous tangles of
stout roots and vines designed to hold even the strongest of
prey. A few are actually quite mobile; enormous, lumbering
plants towering over smaller trees, moving on multiple thick
trunks as they seek water or prey using dozens of feeding
vines to scour the forest as they travel. Finally, there are
those possessing pods able to devour large prey, and the
Xylian Plant is one of the largest of this latter class, a hulking,
carnivorous species of flora flourishing in the humid, mist-
filled expanse. The dark green trunk of this huge plant is
often two feet thick, rising from a cluster of foully pulsat-
ing leafy sacks. Long, yellowish tendrils hold it firmly to the
ground or twine through other nearby growths for stabili-
STOCK ART BY GARY DUPUIS ty. Special cells change the Xylian Plants coloration, making

Dwellers in Dark Places 347


X
it nearly indistinguishable for the surrounding foliage (90% helpless all but the strongest of creatures (18+ strength may
“invisible”). The upper portion ends in a large tubular pod, make a Major Strength Test at -10% in order to break free).
complete with a wide maw lined with rows of sharp spines.
The entire surface of this ambush predator is equipped with If seriously threatened, the Xylian Plant expels recently swal-
sensory hairs able to detect any slight movement (thus ren- lowed prey, along with a gout of corrosive gas filling a 20’
dering useless any form of invisibility). radius centered on the plant itself. Those caught in the cloud
must make a save versus poison at a -2 penalty or suffer
Concealing itself in the dense underbrush near trails, the 1d8 points of acid damage. The Xylian Plant may expel three
huge orifice looms high above, ready to snap down and de- such attacks per day. Attacks against this plant when it has
vour any passing prey. The pod of the Xylian Plant continual- prey inside do half damage to the plant and half damage to
ly exudes a thick sticky sap, producing a mesmerizing scent; the victim.
using this narcotic in attracting creatures from several hun-
dred feet away (save versus poison to avoid falling under the The thicker tendrils surrounding the base of the Xylian Plant
scent's influence). serve to move this plant at the slow rate of 100’ per day. They
slowly slither to wrap around other plants, and then retract,
pulling the entire plant towards a new location. As it matures,
the base of the Xylian Plant forms several smaller versions,
which bud off within a few weeks, moving slowly to places of
concealment.

TREASURE: None

ART BY FRANK GUNTER

Whenever an unwary victim strays within range, the Xylian


Plant instantly strikes. With incredible speed, the thick trunk
plunges down through the undergrowth, the toothed jaws
snapping for 2d6+4 damage. Any roll of 16+ automatically en-
gulfs a victim, regardless of armor class. The thick trunk of
this monstrous plant is quite elastic, easily able to expand in
order to engulf a full-grown man. Once it has swallowed its
prey, the trunk lifts upward, allowing gravity to slide the help-
less morsel down the long gullet towards the stomach pods.
The powerful acids within the trunk begin the grisly task of
digestion at the rate of 1d6 points of damage per round. The
pod constricts, squeezing tightly around its prey, rendering STOCK ART BY WILLIAM MCAUSLAND

348 Dwellers in Dark Places


Y
Yamathu / Yannax / Yashurinn / Yellow Filament Jelly / Yellow Mushroom / Yiff /
Yoshikke / Yurie Beetle

YAMATHU old as time itself, the sounds of the impacts often echoing for
miles in the narrow canyons. The Yamathu leader is an im-
Frequency: Uncommon
mense creature towering almost 9’ tall, having 6 hit dice and
No. Encountered: 2d8
is quite strong (19 strength, +3 to hit and +7 on damage rolls).
Size: L (7’ tall)
The rest of the band consists of smaller males, females, and
Move: 120’
a few young.
Armor Class: 5
Hit Dice: 4d8 (*14)
Attacks: 1 or 3
Damage: 1d8+2 (weapon), or 1d4 (x2 claws, 1d3 (bite)
Special Attacks: Head butt
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: Common: 3/110+4/hp
Leader: 5/300+6/hp

Above the Arctic Circle, along the northern limits of the great
conifer forests, in the shadows of the rocky peaks of frozen
mountains lies the hunting ground of the primitive Yamathu.
Migratory hunters roaming across the eternal glaciers, fol-
lowing the herds of elk, musk oxen, and reindeer. These white
furred humanoids are long of limb and exceptionally strong
(18 or higher strength). A pair of curved horns, resembling
those on a great ram, protrude from the thick skull and the
feet are broad for rapid movement across areas of deep
snow. Adorned with trinkets of bone and ivory, they wield
crude weapons fabricated from wood, claw, horn, and stone.
STOCK ART BY GARY DUPUIS
Roving in small bands, the Yamathu travels dozens of miles
in a single day, sheltering during storms and at night in small
icy caves, or the lee of large stones.
With their thick fur, the Yamathu is immune to the effects of
Yamathu are masters of ambush, often concealing themselves cold by either nature or magic, but fire based attacks add +1
in deep drifts of snow for hours as they wait for prey to stray per die of damage.
within range. They particularly prefer to use narrow passes
Occasionally one or more bands merge forming a large raid-
or high winding trails for such an attack. As their intended
ing party of 30 or more members, with one huge Yamathu
target moves along the precipice, the Yamathu charges with
as leader. At these times, their most hated enemies (orcs,
a sudden rush, surprising opponents on a 1–4 on a six-sided
gnolls, bugbears, and men) are at risk as the Yamathu horde
die. In a spray of snow, they burst from concealment in an
descends into more civilized lands to raid and plunder. Al-
attempt to head butt their prey off a ledge or into a gorge.
though they share the same environment, the Yamathu nor-
This attack does just 1d4 damage, but due to the power of
mally avoid contact with the more reclusive Yeti and the
the Yamathu, the victim of such an attack must save versus
Snow Chatterschrill (see Chatterschrill, Snow).
paralysis to avoid losing their footing.
TREASURE: None
As they move to attack, the Yamathu employs his weapons,
preferring large stone axes, clubs, and thrusting spears, all
doing 1d8+2 damage. Those without a weapon resort to a pair
of claws (1d4 damage each) or a bite attack for 1d3 damage.

The Yamathu also use the head butt to determine dominance


in the tribe, slamming together with great force in a ritual as

Dwellers in Dark Places 349


Y
YANNAX victim has slipped free. The large mandibles do 1d12 damage
with an additional +8 damage on any roll of 20.
Frequency: Rare
No. Encountered: 1d3 Perhaps the deadliest weapon in the arsenal of the Yannax
Size: L (12’ tall) is contained within the two “antennae” protruding from its
Move: 90’, 10’ tunneling eyeless head. The strange bulbs on the tips vibrate rapidly,
Armor Class: 0 producing an irritating, buzzing hum, audible up to 30’ away.
Hit Dice: 9d10 (*11) All creatures within this area must save versus spells or suf-
Attacks: 3 fer a -2 to hit and damage as the disorienting sound affects
Damage: 1d10+2 (x2 claws), 1d12 (bite) the nervous system.
Special Attacks: Rend, see below
Special Defenses: +1 or better magic weapon to hit Small hand hurled missile weapons (daggers, darts) are
Magic Resistance: 50% useless against this hulking creature, merely bouncing off
Lair Probability: 40% harmlessly, but those fired from bows and crossbows inflict
Intelligence: Low damage, if the arrows or bolts are of +1 or better magical
Alignment: Neutral (evil) enhancement. All blunt and normal edged weapon attacks
Level/XP: 7/1675+12/hp do half damage to the Yannax, and only edged weapons of +1
or better magical enhancement are able to inflict their full
STOCK ART BY GARY DUPUIS
amount of damage. A high level of magic resistance protects
the Yannax from deadly spell attacks, and the thick armor ef-
fectively reduces damage from any fire or cold-based attacks
by -1 per die of damage.

TREASURE: None

YASHURINN
Frequency: Rare
No. Encountered: 3d4
Size: S (3’ tall)
Move: 120’
Armor Class: 6
Hit Dice: 4d8 (*15)
Attacks: 1
Damage: 1d8
Special Attacks: Grabbing tendrils
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
The vast network of tunnels and cavern systems, located
Level/XP: 3/142+4/hp
deep below the surface world, teem with a multitude of life
forms. The Yannax is one of a vast number of rock burrowing, Many believe the Yashurinn is merely an immature form of
hulking, ambush predators skilled in the art of concealment the Swamp Glutton (see Swamp Glutton), or a dwarf mem-
and surprise (80% undetectable when motionless). Thick, ber of the same species. Whatever the truth, these voracious
iron hard plates of black chitin protect these four-armed pests travel through their jungle environment in packs, at-
monsters from many forms of attack. The powerful claws, tempting to attack and kill everything they encounter. With
suited for tearing through solid rock, are formidable weap- its spidery legs and grasping tendrils, it can move quite rap-
ons, easily able to rip through the toughest armor. Navigating idly, relentlessly tracking its intended victim.
through the perpetual darkness via sonar, they find a suit-
able niche from which they may launch an attack. The “head” of the Yashurinn is a large grasping appendage
with a small mouth at its center. When it strikes its prey, it
Each of the massive claws of the Yannax does 1d10+2 damage inflicts 1d8 points of damage. Only after a successful bite are
and on any roll of 18+, the pull the prey into a deadly em- the grasping tendrils employed. All four of them flail at a bite
brace, where the two smaller arms are able to attack. These victim in an attempt to affix themselves, seeking to hold the
lesser weapons each do 1d8 damage, automatically striking prey close for repeated bites. A Major Strength Test frees a
every round. A successful Minor Strength Test indicates the character from one tendril; if two or more manage to gain a

350 Dwellers in Dark Places


hold, the chance of escape is reduced by -5% for each ad- smaller specimens of the Yellow Filament Jelly to a warm dun-
Y
ditional tendril. geon, or temperate climate, allowing them to flourish with the
proper control of temperature and humidity. However, when
Yashurinn are foul scavengers content to feed on both living an untrained adventurer encounters this creature, the re-
creatures and carrion. They have no redeeming features, but sults can be fatal.
occasionally small items of value may be stuck in their gullet.
On much closer examination, the substance consists of a vis-
TREASURE: 1d4 gems (20%) cous liquid, infused with hundreds of small, nearly invisible
fibrous filaments and clear globules throughout its depths.
The luminescent qualities and the pale yellow coloration of
these strands give the pool its name. The danger comes from
the almost daily rainfall of the jungle setting causing water
to collect on the surface allowing aquatic plants to flourish,
concealing the deadly creature lying beneath. When entered,
the pool has an oily feel, offering little hindrance as its prey
moves towards the center. The Yellow Filament Jelly allows
the intended prey to stray quite far from its edge before it
begins its attack. Once the danger is realized and the victim
turns to flee, the material rapidly begins to thicken and gel,
eventually having the consistency of thick, liquid concrete
(AC 2) reducing movement to but 1’ per round. As the prey
struggles in the now solidifying mass, the Yellow Filament
Jelly strikes, releasing a flood of acidic fluids.

The attack starts as a slight tingling on any exposed areas as


the powerful enzymes within the Yellow Filament Jelly begin
to dissolve the flesh, with victims taking 1d6 points of dam-
age per round. Any organic material is affected, thus paper
(1 round), cloth (2 rounds), and leather (3 rounds) is all slowly
dissolved by the acids. Each magical plus adds one round
of protection, thus magical +3-leather armor withstands the
ART BY FRANK GUNTER
acids for six rounds before it dissolves.

YELLOW FILAMENT JELLY


Frequency: Very rare
No. Encountered: 1
Size: L (20’–100’ diameter)
Move: 0’
Armor Class: 8 (or 2)
Hit Dice: 12d8 (*special)
Attacks: 1
Damage: 1d6 per round
Special Attacks: None
Special Defenses: Solidification, weapon immunities
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non–animal
Alignment: Neutral
Level/XP: 8/3400+16/hp

The Yellow Filament Jelly is a large protoplasmic creature


flourishing in the moist steamy depths of the dense equato-
rial jungles. This horrific monster is quite deceptive, appear-
ing to be nothing more than an area of almost clear water,
sometimes as large as 100’ in diameter. Careful observation
reveals the pool slowly pulses and occasionally emits small
puffs of vapor. Occasionally, a powerful individual transplants ART BY FRANK GUNTER

Dwellers in Dark Places 351


Y
Edged weapons merely slice harmlessly through the gel-like YELLOW MUSHROOM
substance (except as noted below) and blunt weapons are
equally as ineffective. The only known effective weapon used Frequency: Uncommon
to combat the creature is fire. A torch inflicts 1d6 points of No. Encountered: 1d6
damage and causes the substance of the Yellow Filament Jelly Size: M–L (5’–20’ tall)
to withdraw from the flame. Any flame based spell attacks Move: 0’
inflict double their normal damage against this creature. Armor Class: 4 / 8
Hit Dice: 5d8+1 hit point per 1’ of height (*15 base)
Deep within the center of the Yellow Filament Jelly, at depths Attacks: 4
of up to 20’, there is a small 2’ diameter nodule, functioning Damage: 1 hit point per 3’ of height
as the nerve center of the creature. Piercing this structure Special Attacks: Spores
with a sharp weapon for 12 points of damage causes the Yel- Special Defenses: Immune to piercing weapons
low Filament Jelly to rapidly contract to just 1/10th its former Magic Resistance: Standard
size. It solidifies to the hardness of dense stone (AC-2), ex- Lair Probability: 100%
pelling any living creature onto its now ridged surface. Within Intelligence: Non-
1d4 turns, it completely regenerates, once again returning to Alignment: Neutral
its natural fluid state. Level/XP: 4/245+5/hp
Some sages believe the Yellow Filament Jelly is an enormous The Yellow Mushroom is a large member of the hugely var-
single celled creature, and this base creature spawned many ied specimens of subterranean fungus. When at rest it is
of the dangerous gelatinous creatures originated in bygone indistinguishable from any other form of fungus, blending in
days. with the other bright colored specimens present in a grove.
Reaching as tall as 20’, it is immobile as it waits for any un-
TREASURE: None fortunate prey to blunder within reach.

Whenever a victim strays within range (up to 25’), the Yel-


low Mushroom suddenly lashes out with its four tendrils, at-
tempting to ensnare the target. Their diet usually consists of
bats, rats, and other small subterranean creatures, however,
with its firm anchoring, this fungus can easily hold larger
creatures with relative ease (Minor Strength Test in order to
break the grip, with a +1 modifier on the six-sided die roll for
each additional tendril).

The Yellow Mushroom draws the captured prey close, before


releasing a 5’ diameter cloud of spores from the openings
on the cap. Those within the cloud must make a save versus
poison at -2 or death occurs within 1d6 rounds as thousands
of rhizomes quickly penetrate the victims flesh, filling the
lungs with a coating of fibrous death. If left undisturbed, the
slain host soon becomes compost for the entire grove, allow-
ing it to expand.

The stalk of the Yellow Mushroom is quite dense, having the


strength of oak (armor class 4) and the upper cap with its
writhing tendrils is softer (armor class 8). Small piercing
weapons (arrows, bolts, and darts) are useless against this
fungus.

Intelligent fungus creatures are immune to the spore attacks


and they allow the Yellow Mushroom to flourish, as it not only
helps to defend the grove from pests and intruders, it also
provides nutrients.

TREASURE: None

ART BY FRANK GUNTER

352 Dwellers in Dark Places


Y
YIFF (AIR SERPENT) AVERAGE SURGE BLADE
Frequency: Uncommon Rare Very rare
No. Encountered: 1d6 1d6 1d6
Size: L (10’–20’ long) L (10’–20’ long) L (10’–20’ long)
Move: 120’ (AA: IV / 90-degree turn) 120’ (AA: IV / 90-degree turn) 120’ (AA: IV / 90-degree
turn)
Armor Class: 4 4 3
Hit Dice: 7d8 (*13) 7d8 (*13) 7d8 (*13)
Attacks: 1 1 1
Damage: 2d4 2d4 2d4
Special Attacks: Poison or constriction Poison or constriction / electric jolt Constriction / slash
Special Defenses: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 50% 50%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 5/500+8/hp 6/825+8/hp 6/825+8/hp
Yiff have a long muscular body with a vertically flattened tail
resembling a sea snake. These dangerous reptiles are ca-
pable of actually flying using the tail for propulsion aided
by a natural levitation. With relative ease, they raise off the
ground, moving through the leafy vegetation in search of a
meal. At up to 20’ long, they can be a challenge for any ad-
venturing group, especially when encountered in numbers.
The Yiff can be territorial, “slithering” through the air to at-
tack any who approach too closely.

There are two main varieties of Yiff: constrictors, or poison-


ous. The poisonous variety bites for 2d4 points of damage
and the victim must save versus poison at a -2 or suffer
death in 1d6 rounds. The constrictor variety can also bite
for 2d4 points of damage but it also wraps itself around its
victim, slowly crushing for 1d6 points of damage per round. A
successful Minor Strength frees a trapped victim.

BLADE YIFF
(see page 336)

Another subspecies, the Blade Yiff, are terrifying flying ser-


pents with dozens of razor-sharp spines on their heads and
along the length of their bodies. They conceal these spines in
fleshy pouches and they spring out through muscular action
to rip at any creature caught in the serpents grasp. They
inflict an additional 2d6 hit points of damage when the Blade
Yiff is constricting an opponent.

The scales of all Yiff are extremely fine and brightly colored.
If undamaged, the hide is worth 3d4 x 10 gp to artisans who
use it the making of many items.

ART BY BRIAN (“GLAD”) THOMAS

Dwellers in Dark Places 353


Y
SURGE YIFF
Dwelling deep underground, there is a subspecies known
as the Surge Yiff. It has a mildly poisonous bite (+2 on
saves), but it is not without other defenses. The entire
length of this serpent contains organs similar to an elec-
tric eel's organic battery. When attacking its prey the
Surge Yiff wraps around the victim, releasing a powerful
jolt of electrical current inflicting 4d6 points of damage,
along with stunning the victim for 1d4 rounds (save at
-2 and double the damage and duration if the victim is
wet or in water). A successful saving throw reduces the
damage by half and the victim is only stunned for a sin-
gle round. Fortunately, this shock may only be generated
once per turn.

TREASURE: None

ART BY DEL TEIGELER

STOCK ART BY WILLIAM MCAUSLAND

YOSHIKKE AVERAGE ROGUE


Frequency: Uncommon Rare
No. Encountered: 3d4 1d4
Size: M (6’ tall) L (15’ long)
Move: 90’ 90’
Armor Class: 2 0
Hit Dice: 4d8+4 (*15) 9d8 (*12)
Attacks: 2 6
Damage: 1d6+1 (x 2 claws) 4d6 (x2 large claws), 1d4+1 (x4 small claws)
Special Attacks: Grapple Facial tendrils
Special Defenses: None 1/2 damage from fire / cold / electricity
Magic Resistance: Standard 20%
Lair Probability: 65% 75%
Intelligence: Low Low
Alignment: Neutral (evil) Neutral (evil)
Level/XP: 3/130+5/hp 7/1700+12/hp

354 Dwellers in Dark Places


Y
Deep beneath the surface of the world is another realm; a long grasping tendrils. The body lengthens, with the addition
vast cavern system connected with thousands of miles of of a wide, powerful tail, enabling this creature to move easily
tubes and tunnels. Adventurers find enormous caves filled through the dark waters of its subterranean environment.
with forests of giant mushrooms and other forms of fun-
gus. Caves with intricate and wondrous formations of “flow The Rogue Yoshikke dwells in the great subterranean swamps
stone” are commonplace. The Ultran-Thassa, the mysterious scattered throughout the underdark. They live apart from,
ocean of the underworld, extends for thousands of miles, but in relative peace with the Yoshikke (see above), cooperat-
its unplumbed depths filling countless hundreds of immense ing in a loose symbiosis beneficial to both species. They are
caves. Over the centuries the ebb and flow of the water has huge crustacean-like creatures covered with rock hard, over-
made many of the huge chambers into brackish backwaters, lapping plates of chitin. Equipped with huge claws, they are
subterranean swamps with luminescent fungus providing the quite capable of defending themselves when the need arises.
only source of illumination. Many strange creatures migrate
to such areas; some merely to drink and the others to hunt Attacking with both claws, Rogue Yoshikke are able to deliver
for prey. 4d6 points of shearing damage with each successful strike.
They are extremely strong and agile, easily able to rear up
It is in these places the Yoshikke choose to dwell. They spend on their powerful tail they can also lash out with all four of
their time hunting along the shores of these areas, searching their smaller taloned legs. Each of these can slice an oppo-
for the smaller crustaceans, reptiles, grubs, carrion and giant nent for 1d4+1 points of damage each.
leeches making up most of their diet. They live in extended
family groups consisting of several dozen adults and young, Rogue Yoshikke are able to grab an opponent by using the
sleeping in small alcoves with little bedding. Normally they cluster of facial tendrils, using them to hold prey close so all
are a peaceable species, choosing to avoid conflict whenever of their other weapons become more effective. Any tendril
possible, but during the twice-yearly molting time, they are attack hitting with a score of 16+ means the Rogue Yoshikke
quite different. grabs victim; giving all of the Rogue Yoshikke’s attacks on the
following rounds a +3 to hit. A successful Minor Strength Test
Yoshikke young can grow within a few years to be the size of allows the trapped victim to escape.
a full-grown man. Their body is protected by a hard cara-
pace of overlapping plates of dark green chitin and the arms These Yoshikke are much more resistant to magical effects
end in overly large pincers, used to perform simple tasks. (20% magic resistance), and have special immunities against
However, when the “molting rage” comes over them they are some forms of damage, taking but half damage from cold,
quite effective weapons. Twice a year the Yoshikke sheds its fire, and electrical attacks.
outer chitin, forming a new slightly larger layer beneath. For
the week during which this process takes, they are irritable Some experts believe these monsters are simply a primor-
and intolerant of any other creature straying into its domain. dial variant of the more common Yoshikke, or perhaps they
have become mutated by strange subterranean radiation.
When provoked, the Yoshikke can deliver two painful snips,
each doing 1d6+1 points of damage. If both pincers hit during TREASURE: None
the same round, the Yoshikke grapples its opponent, cutting
for an additional 1d6 points of damage.

However, the Yoshikke do not relish combat, instead they


delegate the task to their allies: the powerful Rogue Yoshi-
kke who share the same environment (see below). The two
species often work together in an unsteady truce, and if
threatened the Yoshikke issues a high-pitched whistling hiss,
hasving a 75% chance per round of attracting the attention
of 1d3 Rogue Yoshikke.

TREASURE: None

YOSHIKKE, ROGUE
When a male Yoshikke reaches 50 years of age, it undergoes a
strange transformation. Finding a place of concealment, the
Yoshikke covers itself with a thin viscous membrane, which
soon hardens into a rock hard shell. Within this chrysalis, the
back plates broaden, the claws enlarge to triple their normal
size, and the face becomes festooned with a cluster of 3’ STOCK ART BY JEREMY MOHLER

Dwellers in Dark Places 355


Y
YURIE BEETLE Although it feeds mainly on carrion, the Yurie Beetle also
feeds on living flesh, traveling with ease along floors, walls,
Frequency: Common and ceiling, following scent trails to their next meal. Upon
No. Encountered: 3d6 reaching their goal, whether it be carrion or living flesh, the
Size: S (1’–2’ long) pincers tear for 1d4 points of damage. All members of the
Move: 180’ swarm have a +2 to hit, as they quickly overwhelm their prey,
Armor Class: 3 the sheer numbers slowly overpowering the struggling victim.
Hit Dice: 2d8 (*16)
Attacks: 1 The substance oozing from the Yurie Beetle is mildly caus-
Damage: 1d4 tic and those who come into contact must make a saving
Special Attacks: Swarm, see below throw versus poison (with a +2 modifier). Failure indicates
Special Defenses: None the exudate causes 1d3 damage as it burns the flesh of its
Magic Resistance: Standard victim. This substance has a small value to alchemists with a
Lair Probability: 10% 1-ounce vial being worth 10 gp.
Intelligence: Non-
Alignment: Neutral At times, a swarm of Yurie Beetles consists of two or even
Level/XP: 2/28+2/hp three times the indicated number of members, becoming a
threat to larger creatures. There is also a type of this beetle
The desolate areas of swamp, underdark, and ancient ruins living in the areas populated by Trapper Vines (see Trapper
are home to hundreds of dangerous creatures, some large Vine), feeding on the unfortunate victims caught in the vines
and some small. The Yurie Beetle is one of the smaller pests, embrace.
a swarming insect moving in groups in search of food. This 2’
long beetle, is armored in tough chitin, complete with a wide TREASURE: None
set of powerful mandibles used to feed on carrion or any un-
fortunate adventurer who strays into the path of the swarm.
The dark blue carapace, striated with streaks of bright yellow,
glistens with a sticky exudate whenever the Yurie Beetle is
feeding.

STOCK ART BY GARY DUPUIS

356 Dwellers in Dark Places


Z
Zalinarre / Zartathra / Zarthine / Zidor / Zorthule Spider / Zombie, Acid /
Zombie, Spore Carrier / Zroth / Zu’uta Guardians
ZALINARRE magical weapon would be highly prized. The Zalinarre also
use small vine nets or lengths of Chuggira vines (see be-
Frequency: Rare low) for capturing those who intrude into their territory. They
No. Encountered: 2d12 trade these prisoners to other races in exchange for edible
Size: S (3’–4’ tall) items, or small colorful gems, which they prize.
Move: 90’, 180’ flying (AA: V / 120-degree turn)
Armor Class: 4
Hit Dice: 4d8 (*15)
Attacks: 1
Damage: Varies by weapon
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Low–average
Alignment: Neutral
Level/XP: 3/85+4/hp

The race of humanoids known as the Zalinarre live in small


colonies, either along cliff faces, or within the great forests
of Michi’Huann, where the trees grow to enormous heights
(some of the immense trees at the heart of the forest reach
as tall as three miles). They are small creatures, with adult
males only rarely growing taller than 4’. Light green fur pat-
terned with streaks of brown covers their entire body, making
a sharp contrast to their large red eyes. They have powerful
beaks and the ears are quite large, serving as receptors for
their bat-like echolocation, enabling them to navigate during
the night.

From the tip of one long finger on each hand and extending
along the length of their bodies, the Zalinarre have a thin
membrane of skin, which they can extend by raising their
arms. These function as “wings” letting them glide from
branch to branch. They are also able to catch thermals to
ART BY DEL TEIGELER
move across greater distances. In the right conditions, they
are often able to stay aloft for several hours, covering many The bones of the Zalinarre are hollow and very light; there-
miles of travel. The crested head of the Zalinarre is long and fore, any weapon striking them does an additional point of
tapered, and when used with the long wide tipped tail they damage. They attempt to avoid melee combat whenever pos-
are quite maneuverable. sible, fearing damage to their fragile wings.
The Zalinarre are excellent climbers, able to move at full The Zalinarre are primitives, using a sacred fire only during
speed as they race up the trunk of a tree or the sheer face times of ceremony or celebration. They have a simple, chit-
of a cliff to reach a high place where they are able to launch tering language of their own including many hand gestures,
themselves. Born in small structures built in the high branch- but a few are able to speak in a pidgin version of the com-
es or in small caves along the cliff the average Zalinarre might mon tongue of humans.
spend its entire life without ever touching the ground.
Most Zalinarre colonies are located near clusters of Chug-
For weapons, they use light spears (1d4+1 damage), daggers gira Vines, a predatory plant growing on the trunks of the
(1d3 damage), light clubs (1d4) and a few missile weapons (long great trees. These vines are a snarled, writhing mass of knots
thorn darts (1d3 damage), or small sharp edged stones (1–2 seeking to entangle any creature, with the exception of the
damage). Most of the edged weapons and the tips for darts Zalinarre, which the plant ignores completely. When severed
and spears are made of sharpened bone. They usually avoid from the main plant, the Chuggira Vine straightens out into a
using anything made of metal due to its weight, but a light loose length almost 15’ long. A pair of Zalinarre, each holding

Dwellers in Dark Places 357


Z
one end of the vine, fly past an opponent and upon contact damage, and the bite from the fanged jaws delivers 1d8+2
with flesh, the dormant vine instantly returns to its snarled damage as well. The poison laden stinger strikes at targets in
form, entangling the victim (successful Minor Strength Test in front of the Zartathra, doing 1d4 damage, along with injecting
order to escape, with a +1 penalty to the die six roll for each a deadly dose of toxins (save versus poison at -2 or death
additional vine). occurs within 1d4 rounds). If the roll on the attack dice for the
stinger is a “1”, the Zartathra has inadvertently stung itself,
These lightweight creatures very rarely carry anything as and must save against its own poison (but with no penalty),
heavy as coins, but they occasionally carry a few small gems. with a roll of 1–2 being instantly fatal.
TREASURE: 1d6 gems (20%) Using the included table game masters determine the abili-
ties of the creature depending on the type of Zartathra en-
ZARTATHRA (DRAKE SCORPIONS) countered. The coloration dictates any immunities, and the
appropriate breath weapon attack, usable twice per day, with
Frequency: Very rare
effects determined by the base dragon species used during
No. Encountered: 1d3
its creation.
Size: L (12’ long)
Move: 120’ The chitin of the Zartathra offers excellent protection (AC 1)
Armor Class: 1 and coupled with a 30% resistance to magical attack, many
Hit Dice: 9d8 (*14) spells are ineffective. Only weapons of +1 or better magical
Attacks: 4 enchantment are needed in order to injure any Zartathra.
Damage: 1d10+2 (x2 claws), 1d8+2 (bite), 1d4 (sting) There are unconfirmed rumors of other, more exotic dragon
Special Attacks: Fire breath, poison types used in the creation of the Zartathra, with some mages
Special Defenses: +1 or better magical weapon to hit, using metallic and a variety of other colors. A few adventur-
see below ers have even reported encountering Zartathra possessing
Magic Resistance: 30% two heads, or a second pair of claws, but thankfully, if such
Lair Probability: Nil creatures do exist, they are either extremely rare, or few
Intelligence: Low survive to tell of such an encounter.
Alignment: Neutral (evil)
Level/XP: 7/2400+12/hp All of the Zartathra species are greedy, hording treasure just
as their dragon progenitors.
The origins of the Zartathra, also known as Drake Scorpions,
lies hidden in the far-gone age when powerful wizards vied TREASURE: Lair- 2d10 x 1000 sp (40%), 1d10 x 1000 gp (30%),
for control of the world. Using long forgotten magic, they cre- 2d8 gems (50%), 1d3 magic items (15%)
ated many strange monsters during a period lasting over a
thousand years. Fortunately, for adventurers this monstrous
hybrid of drake and scorpion is very rare, lurking in remote
locations or within the most ancient of subterranean ru-
ins. In these dismal places a small number of these vicious
creatures still survive, a bane for any who dare enter their
domain. The Zartathra are descendants of gargantuan scor-
pions infused with the blood of the five chromatic dragons
(Black / Blue / Green / Red / White), possessing the tenacity
and ferocity of both progenitor species. Always aggressive,
a Zartathra never checks morale as it charges into melee
without hesitation, able to attack multiple opponents with
relative ease.

The large pincers are formidable weapons, each doing 1d10+2


STOCK ART BY WILLIAM MCAUSLAND

COLOR IMMUNITIES BREATH WEAPON DAMAGE


Black Poison / acid attack forms Acid spray: cone 20’ long, 15’ base 3d4+3
Blue Electrical attack forms Electricity: bolt, 5’ wide, 30’ long 2d8+2
Green Gaseous attack forms Gas: 15’ diameter cloud centered on head 2d4 per round
Red Fire attack forms Fire: cone 30’ long, 20’ base 3d6+3
White Cold attack forms Cold: cone 20’ long, 10’ base 3d4+3

358 Dwellers in Dark Places


Z

STOCK ART BY GARY DUPUIS

ZARTATHRA, HUGE (DRAKE SCORPIONS) attacking one another whenever encounters occur.

Frequency: Very rare The savage bite of the Huge Zartathra does 1d12+6 damage
No. Encountered: 1 and each massive claw inflicts 2d10+8 damage. The venom
Size: L (24’ long) engorged stinger does 1d6 damage and the poison is so po-
Move: 90’ tent, any victim has a -3 save modifier against the deadly
Armor Class: -3 toxin, with a failed save resulting in a painful death in 1d4
Hit Dice: 16d8 (*7) rounds. As with the smaller Zartathra there are mutated
Attacks: 4 sub-species with additional claws or multiple stingers.
Damage: 2d10+8 (x2 claws), 1d12+6 (bite), 1d6 (sting)
Special Attacks: Fire breath, poison The breath weapon of the Huge Zartathra fills a cone 40’ long
Special Defenses: +2 or better magical weapon to hit, with a 30’ wide base, inflicting 6d6+6 damage.
see below
Protected by extremely tough chitin plates nearly three inch-
Magic Resistance: 50%
es thick, only superior weapons of +2 or better enchantment
Lair Probability: Nil
will harm the Huge Zartathra. They also offer excellent pro-
Intelligence: Low
tection against many spell attacks (50% resistance to spell
Alignment: Neutral (evil)
effects), and by their very nature, they are completely im-
Level/XP:
mune to fire based attack forms of any kind.
The huge Zartathra is twice the size of the other members
TREASURE: Lair-3d12 x 1000 sp (50%), 2d10 x 1000 gp (35%),
of its species. These brutes are terrifying, moving quickly
3d10 gems (25%), 1d6 jewelry (15%), 1d4 magic items including
to attack any intruders. There are only red versions known
scrolls (10%)
of this species, and they are usually loners, the great males

Dwellers in Dark Places 359


Z
ZARTHINE AVERAGE LARGE HUGE
Frequency: Common Uncommon Rare
No. Encountered: 1d10 1d6 1d3
Size: S (2’–4’ diameter) L (6’–8’ diameter) L (10’–15’ diameter)
Move: 90’ 90’ 90’
Armor Class: 1 1 1
Hit Dice: 3d8 (*16) 6d8–7d8 (*13) 8d8–9d8 (*12)
Attacks: 4 4 4
Damage: 1d4+1 (x4) 1d6+2 (x4) 2d4+4 (x4)
Special Attacks: None None None
Special Defenses: Half damage from edged / half damage from cold, fire, electricity
Magic Resistance: Standard Standard Standard
Lair Probability: 50% 50% 50%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 3/135+3/hp 7/1125+8/hp 7/2000+12/hp

The Zarthine is a small to large predator inhabiting caves and nent, an inadvertent encounter with a large cluster of these
the deepest of dungeon complexes. In appearance, it is an creatures can become very hectic.
armor-plated dome of chitinous plates, blending easily into
the stony background (80% invisible in any rocky environ- TREASURE: None
ment). This tough shell covers the dozens of small-suckered
feet, used to move with equal speed along floors, walls, and
ceilings. Projecting from the upper dome of the carapace
there are four clubbing tendrils, reaching up to 10’, used to
flail at its favorite food: stirges, rats and bats. Unfortunately,
the Zarthine is territorial, attacking any adventurer foolish
enough to intrude upon its hunting ground. Often moving in
packs, these monsters coordinate their attacks, drummimg
the nearby surfaces, herding prey towards a constricted area
where other Zarthine silently wait.

Each of the flailing tendrils can club for 1d4+1 points of dam-
age or more, depending upon the size of the Zarthine. The
tendrils also have a thick exudate helping it to stick to any
smaller creature it strikes (bat, stirge, rat), holding it fast until
the Zarthine can crawl over the victim in order to feed. Any
man-sized or larger target can attempt a try a Minor Strength
Test in order to free itself, otherwise all further attacks by the
Zarthine have a bonus of +2 to hit.

As they grow, the attacks become much more dangerous,


and they begin to seek larger prey.

The shell of the Zarthine is quite resilient, reducing damage


from edged weapon attacks by half. They are also resistant
to some spell attacks taking only half damage from cold, fire,
and electrical based attack forms.

While a single Zarthine is not an extremely dangerous oppo

ART BY BRIAN (“GLAD”) THOMAS

360 Dwellers in Dark Places


ZIDOR ART BY BRIAN (“GLAD”) THOMAS
Z
Frequency: Rare
No. Encountered: 1d8
Size: L (12’–18’ long)
Move: 60 ‘, 180’ swimming
Armor Class: 5
Hit Dice: 6d8+6 (*13)
Attacks: 3
Damage: 3d4 (bite), 1d6 (x 2 claws)
Special Attacks: Leaping
Special Defenses: None
Magic Resistance: Standard
Lair Probability: None
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/475+8/hp

The predatory Zidor, the wolf of the waves, moves effortlessly excellent lightweight, waterproof garments, highly prized by
through the cold waters of rocky island coasts and along the mariners. Thus, it could have a value of 1d4 x 100 gp, de-
edge of the polar ice caps, its long tapered body, and slick pending on any damage. The teeth are quite often used by
gray hide combining to permit movement of 180’ per round. primitive coastal tribes in the making of weapons; attaching
With its wide webbed fore limbs, and powerful tail, it effort- them to clubs and long poles.
lessly pursues its prey through the rolling waves and treach-
erous currents, feeding mainly on large fish, seals, and tur- The Zidor pack occasionally make their way up rivers, some-
tles. The partially fused hind limbs and tail, joined together times traveling for hundreds of miles to reach frigid fresh
with a thin webbing, help to propel the Zidor at great speed, water lakes, but they quickly deplete the food in these areas
and allows them to make rapid turns. Using their speed, they and return once again to the sea.
often soar up from the depths, vaulting across small boats,
TREASURE: See above
seeking to grab an unwary angler or sailor. They are even
able to make short forays onto the beach, erupting from the
surf to grab the unwary.

The wide mouth of the Zidor is full of large fangs and dozens
of shearing teeth, capable of doing 3d4 hit points of damage.
On any roll of 20, the clamp down on their prey, allowing the
Zidor to drag its victim down into the depths. The talons of
the webbed “hands” do 1d6 damage on a successful attack.
Those struck by a leaping Zidor must make a saving throw
against poison, the blow knocking them off their feet, and
quite possibly into the water.

Most often, the Zidor hunts in small packs of 1d8 members,


but at certain times of the year, when food is plentiful, they
often congregate in much greater numbers to mate, with en-
counters of 3d8 being common. During these times, when
the males are subject to frenzy, it is best to avoid enter-
ing their domain. Many tales abound of attacks upon sizable
ships, the Zidor landing on the deck to attack sailors, before
slipping back into the water.

When properly prepared, the hide of the Zidor provides


leather of exceptional quality. Skilled artisans use it to make STOCK ART BY MACIEJ ZAGORSKI

Dwellers in Dark Places 361


Z
ZOMBIE, ACID AVERAGE HUGE LARGE PYGMY
(Turn as type 4) (Turn as type 7) (Turn as type 6) (Turn as type 3)
Frequency: Very rare Very rare Very rare Very rare
No. Encountered: 1d6 1–2 1d4 1d6
Size: M (4’–5’ tall) L (7’-9’ tall) M (5’–6’ tall) S (1’–3’ tall)
Move: 60’ 60’ 60’ 60’
Armor Class: 5 5 5 5
Hit Dice: 3d8 (*16) 9d8 (*12) 6d8 (*13) 1d8 (*19)
Attacks: 2 2 2 2
Damage: 1d6 (x2) 1d10 (x2) 1d6+2 (x2) 1d3 (x2)
Special Attacks: See below See below See below See below
Special Defenses: None None None None
Magic Resistance: Standard Standard Standard Standard
Lair Probability: 75% 75% 75% 75%
Intelligence: Non- Non- Non- Non-
Alignment: Neutral (evil) Neutral (evil) Neutral (evil) Neutral (evil)
Level/XP: 3/80+3/hp 6/1000+12/hp 5/275+6/hp 2/45+1/hp
The Acid Zombie is an unusual form of humanoid undead Rumors abound of zombies having other special attacks, cre-
created when certain conditions are met. First, the creatures ated from the victims of the other chromatic dragon breath
to be reanimated can only be “brought back” to un-life by weapon attacks: Blue (electrical attack), Green (gaseous at-
a Necromancer of at least 9th level. Second, the subjects of tack), Red (fire) attack, White (cold attack),
the initial reanimation must be slain victims of a Black Drag-
ons acidic breath weapon attack. They have heavily burned TREASURE: None
features, scarred from acid exposure, but over time, the re-
maining flesh has tightened into a hard covering giving them
a better armor class than a standard Zombie.

The common Acid Zombie uses hardened, clawed limbs to


make two clubbing attacks inflicting 1d6 points of damage
each (the 6 hit dice Acid Zombie adds +2 to the damage
from its physical attack rolls, see above for damage from
all other types of Acid Zombie). If it rolls an 18+ on either
attack, it has grasped its opponent and pulled itself closer.
This is where the Acid Zombie is most dangerous. In ad-
dition to its normal attacks, the creature has a secondary
attack form; once per day it is able to eject a spray of cor-
rupted acid upon its victim causing 2d6 points of damage,
with a +1 bonus per hit die, unless the affected individual
makes a successful save versus poison is made (reduc-
ing the damage by half). Any victim slain by the acid has
a 20% chance of reanimating within 24 hours as another
Acid Zombie, otherwise they return as a common zombie.

Because of their unique qualities, the Acid Zombie turns


as a type 4 undead creature on the Clerics versus Undead
Chart. A Necromancer of 12th level or higher is able to rean-
imate any creatures of 6 or more hit dice as Acid Zombies.
Those undead created by these more powerful individuals
are turned as type 7 undead creatures. Acid Zombies share
the normal zombie’s immunities to sleep, charm, hold, and
all acid and cold-based attacks.
ART BY HUNTER REID

362 Dwellers in Dark Places


ZOMBIE, SPORE CARRIER ZORTHULE SPIDER
Z
Frequency: Uncommon Frequency: Very rare
No. Encountered: 3d4 No. Encountered: 1d4
Size: M (6’) Size: L (15’ tall)
Move: 60’ Move: 120’
Armor Class: 7 Armor Class: 2/5
Hit Dice: 2d8 (*16) Hit Dice: 7d8+7 (*13)
Attacks: 1 Attacks: 5
Damage: 1d8 Damage: 1d6+2 (x4 slashes), 1d4 (bite)
Special Attacks: Fungus cloud, see below Special Attacks: Web, poison
Special Defenses: None Special Defenses: None
Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 50% Lair Probability: 85%
Intelligence: Low Intelligence: Animal–low
Alignment: Chaotic evil Alignment: Neutral (evil)
Level/XP: Varies by zombie type chosen Level/XP: 6/900+10/hp

Spore Zombies are simply zombies that have become carri- The Zorthule Spider is a massive pale white creature, an
ers of one of many dangerous fungus growths. They attack eight-legged horror and a relentless predator. Over 15’ tall,
as normal zombies, but with the addition of any special dam- supported on eight razor tipped legs this albino monster is a
age from the fungus growing upon their remains. Striking a pulsating sack of death. Although it resembles a spider, it is
zombie coated with yellow mold releases the deadly toxic not truly of the same species; it is in fact a monstrous crea-
cloud, and coming within 5’ of a zombie containing brown ture brought to our world from an alternate Prime Material
mould does the appropriate damage (see Mold, OSRIC rule- world.
book page 285 for complete details on these two substances)
On the ground, the Zorthule Spider slashes at victims with
Several of the new Mold types presented elsewhere in this four of their long legs for 1d6+2 points of damage each. They
tome are also applicable. can also attempt to bite with their small jaws for 1d4 points
of damage. If they surprise an opponent by dropping from
TREASURE: None above they attack on the first round with all eight legs, a
mass of slashing limbs, ripping an unwary adventurer to
pieces. The bite attack possibly injects a deadly poison (save
at -3 or death occurs within 2d4 rounds).

Those who attack the Zorthule Spider find them difficult to


slay. Most attacks strike against the legs (armor class 2) each
taking 8 points of damage to sever (such damage is not part
of the creatures actual hit points). When attacking this mon-
ster, first roll a six-sided dice, with the attack striking the
body of the creature on a roll of 6. Only after the removal of
4 or more legs can the attacker freely choose to strike either
the body or the legs. The movement rate of the Zorthule Spi-
der drops by 50% when four or more legs are lost. It takes a
full week of inactivity for this creature to regenerate injured
appendages.

This deadly beast is able to spit a small globule of web-like


material up to 60’ with uncanny accuracy (+2 to hit), severely
hampering their prey. Once it strikes a target, the globule
bursts, covering a 2’ diameter area in a gummy shroud serv-
ing to hamper the target in many ways. The glob hits a ran-
dom location using the following chart:

STOCK ART BY BRADLEY K MCDEVITT

Dwellers in Dark Places 363


Z
D 10 roll Location Effect of hit
1 Head Face is covered, save versus paralyzation or suffocation in 1d4 rounds
2–3 Arm The victim is -2 to hit with any weapon in this arm / any shield on this arm is ineffective.
Randomly determine which is affected.
4–5 Leg Due to the sticky web, the victim suffers a 50% reduction to movement / any dexterity
bonus for armor class is lost until removed. Randomly determine which leg is affected.
6 Hand Any attacks made by weapons in the affected hand are at -2 to hit and damage. This also
includes the using or retrieving small items, making somatic gestures, etc. impossible.
Randomly determine which hand is affected.
7 Foot The user is stuck in place by this foot / any attacks against the victim are at a +2 to hit
and damage. Randomly determine which foot is affected.
8–10 Torso The user cannot retrieve any items in pouches, pockets, etc. until the webbing is removed
Note: all affects are cumulative, thus a hit on each leg reduces the victim to 0” of movement. In addition, the webs dissolve
easily with alcohol. Burning the web off works as well, a process taking a single round, but the trapped victim takes 1d4 hit
points of damage from the flames.

The Zorthule Spider injects slain victims with a powerful ZROTH


digestive substance used to liquefy the flesh within a few
hours, becoming a horrid feast for the monster. Frequency: Uncommon
No. Encountered: 2d10
The cluttered lair of this monster contains the remains of its Size: S (6-inch wingspan, 1’ long)
victims. Bones, armor and any other solid, inedible materials Move: 120’ (AA: IV / 90-degree turn)
lay in a carpet of decaying filth. Armor Class: 4
Hit Dice: 1d8+1 (*17)
TREASURE: 1d10 x 1000 sp (40%), 1d6 x 1000 gp (30%), 3d4 Attacks: 1
gems (25%), 1d4 jewelry (20%), 1d4 magic items including po- Damage: 1d3 (bite)
tions and scrolls (15%) Special Attacks: Stinger
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 90%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/40+3/hp

The Zroth is a small swarming creature found in many dif-


ferent climates, including the many varied underground en-
vironments. Although they prefer to hover in dense groves of
trees, they also rest in nooks and shallow depressions found
along cavern walls. Each Zroth has a wingspan of but 6”, and
a pair of large pincers used as weapons whenever it feels
threatened dominates the head. They feed mainly on insects,
small bats and birds, with an occasional lizard. Zroth also
never seem to land except to feed. They spend time of rest
by merely hovering quietly in place for a few hours each day,
the “wings” gently flapping.

Anyone who inadvertently stumbles into a cluster of Zroth


becomes a target for their wrath. With an eerie silence, they
swoop to attack seeking to bite with the large tubular fangs
inflicting 1d3 points of damage on a successful bit. After de-
livering the initial bite, these fangs then break off in the vic-
tim. Frenzied by the scent of blood, the Zroth then swoops
in on its prey using its smaller fangs delivering just 1 point
ART BY HUNTER REID
of damage, intent on feeding on the blood now seeping from
the earlier wounds.

364 Dwellers in Dark Places


the Zu’uta Guardians, an ancient race of scorpion-men. In
Z
crumbling cities of broken stone and sand, carved into the
very rock itself, they stand vigil, guardians of the last remain-
ing treasures left behind by their long forgotten creators. Dull
gray in coloration, with bright green eyes, the Zu’uta Guard-
ians are a strange mixture of humanoid and scorpion, skel-
etal in appearance. Armed with spears, swords, maces, and
occasionally bows, they attack any who would seek to defile
the catacombs beneath their domain. Many wear an ornate
helms or harness of gold or silver, encrusted with small gem-
stones. Some possess armor imbued with magical enchant-
ments.

Zu’uta Guardians use their claws to do 1d8 damage apiece,


while slashing with a hand held weapon. They also use the
dangerous stinger to inflict 1d4 points of damage, as well as
injecting a powerful coma inducing poison (save versus poi-
son or fall paralyzed for 1d6 turns). They are able to scur-
ry along rough textured vertical or horizontal surfaces with
ease, often attacking from positions flanking or from above
their opponents. Rarely (10% chance), A Zu’uta Guardian
arms itself with a bow, firing from a distance (2 attacks per
ART BY FRANK GUNTER
round, 1d6 damage each).
While embedded, the hollow barbs permit blood to flow from
Quite often the Zu’uta Guardians are found in the same ar-
the victim at a rate of 2 points per round. It takes a full round
eas as the H’sssslak (see H’sssslak), leading many to believe
to remove the implanted barbs from one Zroth. In addition,
they are somehow connected via ancient ties. When en-
anyone who has these barbs in their flesh fights at a -2 to hit,
countered together, there are usually twice the number of
as each movement causes severe pain as the sharp spines
Zu’uta Guardians present.
dig deeper into the flesh. The smaller barbs quickly grow to
replace the larger pair lost in the attack, and a new pair of TREASURE: Individual: 1d10x100 gp (30%), 1d4 jewelry (30%),
smaller barbs emerge to take their place within one week. 1d10 gems (30%), 1 magic item (10%) / Lair: 1d10 x 1000 sp
(40%), 1d6 x 1000 gp (30%), 1d6 jewelry (30%), 1d12 x 10 gems
Occasionally the population of a swarm of Zroth swells to a
(25%), 1d3 magic items (10%
larger mass with up to 4d12 individuals. In most cases, these
super-swarms then split into several smaller swarms, each
moving off to infest a different area.

TREASURE: None

ZU’UTA GUARDIANS
Frequency: Very rare
No. Encountered: 2d6
Size: L (7’ tall)
Move: 120’
Armor Class: 2
Hit Dice: 4d8 (*15)
Attacks: 4
Damage: 1d8 (x2 claws), 1d6 (weapon), 1d4 (sting)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: 20%
Lair Probability: 85%
Intelligence: Average
Alignment: Chaotic (evil)
Level/XP: 4/240+4/hp
Deep in the heart of the desert wastelands is the realm of STOCK ART BY GARY DUPUIS

Dwellers in Dark Places 365


STOCK ART BY LUIGI CASTELLANI

366 Dwellers in Dark Places


LIST OF CREATURES BY TERRAIN TYPE
This list of 14 geographical locations will assist any gm who chooses to develop random encounters using the various
creatures found within DWELLERS IN DARK PLACES. Many of the monsters have variants, placing them in several different
locales. This list is not a definitive listing and subject to modification by individual game masters as they see fit. Quite of-
ten, powerful denizens will transplant a listed creature to other areas where they function as troops, traps, guardians, and
experimental subjects.
DUNGEON / CAVE / RUINS UNDERDARK / DEEP EARTH
ACID BLADDER NY’ADAR ACID BLADDER
ASP, ALL TYPES OCULI ALGHOSSI (AQUATIC)
ATHARAK OOZE, PARASITIC AMMONITE, ALL SIZES (AQUATIC)
BIALOOR OOZE, VARIOUS ARMORED BEHEMOTH
BONES, SPLINTERED OULTASH ATHARAK
CHURRA-PAKKA PANE BARANATH
CREVICE, CRAWLER PHALPP BEETLE, NARCOTIC
DREAD SENTINEL PIERCER (ALL TYPES) BLORT WORM
DUST GYRE PREDACIOUS MAW BRAWN HULK
DUTHAR SERPENT PUDDING (ALL TYPES) BURE’TUZZO
EBE’CHORRIN QAATAAS CARNIVOROUS GOURD
ENTANGLER ROCK RAT, UNDEAD CHATTERSCHRILL, GLOOM
EORRA SERPENT REAK CHATTERSCHRILL, STONY
FIRE LEECH ROCK MITES CREVICE CRAWLER
FLAIL COBRA ROCK TERROR CRYSTAL, LIVING (VARIOUS TYPES)
FROZEN DEAD SCORPION, MUTATED CRYSTAL SERPENT
FUNGUS, SLIMY SCREAMER CUBE, DEADLY (VARIOUS TYPES)
GARGOYLE, LESSER SHROUDED DEAD EEL, ENERGY
GARGOYLE LORD SKEYTURRA ENTANGLER ROCK
GHOUL, GLUTTON SLEETHE EPHARRA LEECH
GIANT, UNDEAD STONE STARR: PRIME MATERIAL FORM FAELOON
GIANT, UNDEAD FIRE STEEL SHOCKER FIRE LEECH
GOLEM, BRASS MINOTAUR STONE WORM FLAME VORTEX
GOLEM, CONGLOMERATE STONE THRAKKIRE FUNGOID AMOEBA
GOLEM, COLOSSAL OBSIDIAN TROLL, ROCK FUNGOID MIMIC
GOLEM, OBSIDIAN SENTINEL UDAJHE, SUBTERRANEAN FUNGUS GIANT
GORILLA, FOUR ARMED ULSILURT FUNGUS LUMINARY
GRAPPLING SLUG UNFORMED FUNGUS, SLIMY
HALDROON UXULIAN GULPER GELATINOUS BUBBLE
HAULEEVI FINCH UZZARIAN TUNNELER GHOUL, GLUTTON
HYRPHUS VIDRHA FLY GIANT, DEEP
INKRASSA WORM VINES, GIANTS GRANITE WARDEN
ISSA VURASHI HALDROON
JELLY, BURST VUSA SLIME HISPAXXI
JELLY FILAMENT WATYMO HOWLING BRAIN
JELLY, NET WERERAT, GREATER HYRPHUS
JELLY, ROCK WORM, XANNIZ IBISHI (AQUATIC)
J’HURRA XEECH IMBRIAN SLIME DEVIL (SWAMP)
KUULDASS XUTARIAN SLASHER ISOPOD
LAJKOOV YURIE BEETLE ISSA
LESSER DRAKE, CAVE ZARTATHRA JELLY, BURST
LIMPET ZARTHINE JELLY FILAMENT
MALKARST ZOMBIE, ACID JELLY, NET
MOLD, VARIOUS JELLY, ROCK
MORGUE HAUNT JURACOTH
MUSSA LION KUULDASS
NORSKUYA LIMPET

Dwellers in Dark Places I


MAGNET ZARTHINE URA-ATI
MALKARST ZORTHULE SPIDER WUNART LEAPER
MAURINTH XERVITOR (ALL TYPES)
MEELINN ARCTIC / POLAR ZALINARRE
MOARAUKI DELVER
MOLD, VARIOUS BARANATH FIELDS / PLAINS
NAGA, CEPHALOID CHATTERSCHRILL, SNOW
NEO-ZORN CUBE, ICY ANDREWSARCHUS
NY’ADAR CYADITH ANT, ENORMOUS
OBSIDIAN HULK DYAST BARANATH
OCOSSATINE GIANT, UNDEAD FROST CARNOSAUR, TWO HEADED
OONAGRAH ICE SHADE DECASARCHUS
OOZE, PARASITIC ICE TIGER HAWKMARE
OOZE, VARIOUS KHI-URSA IDELESAURUS
OSERIA SERPENT (AQUATIC) LE’HEEMIS INOSTRANCEVIA
OULTASH LESSER DRAKE, ICE JASSAHERRI
PIERCER (ALL TYPES) PIERCER, ICE OXAEL
PREDACIOUS MAW PUDDING, CHILL SLEETHE
PUDDING (ALL TYPES) SLEETHE THRAKKIRE
RAT, UNDEAD THAPTOR
QAATAAS URA-ATI TEMPERATE WOODLAND
QUAHILDRATH URSADILE
REAK WATYMO ANZU
ROCK MITES YAMATHU BRIARKAT
ROCK TERROR CHARKIN
SCORPION, MUTATED WOODED HILL / MOUNTAIN DAEODON
SIPHON SLUG DEADLY FRUIT
SKRYLLICH ANT, ENORMOUS DINOGATOR
SLEETHE ASP, WIDE MOUTHED HELLGRUB
SPINDLE-MEN CANINE, WINGED INVISIBLE SHROUD
SQUARK (AQUATIC) CHATTERSCHRILL, STONY KAPROSUCHUS
STONE WORM CHITTERLING K’CHARR
TARRY JELLY DARTER KHORGA
TROLL, DARK DECASARCHUS KRATACHAN WASP
TROLL, ROCK ERBAXX LE’HEEMIS
UDAJHE, SUBTERRANEAN EXOURT LESSER DRAKE, FOREST
UNFORMED GARGOYLE, OBSIDIAN LIZARD, GIANT FLYING
URTHAK GIANT, UNDEAD HILL LYCAENOPS
UVASHA GIANT, WINGED NAURI
UXULIAN GULPER HARPY, DIRE PHREEN
VIDRHA FLY HELLGRUB QUEEDI
VIHEELA ICE TIGER QUEW-QUEW
VINES, GIANTS J’HURRA RACHAVA
VITAUR JORAG SLEETHE
VOLCANIC POD KHATAZEER SPIDER, JUMPING
WHARILE KHI-URSA SPINED ZORREL
WATYMO KING HAWK TEOVOSSE HOUND
WORM, SUTHOK LESSER DRAKE, ROCK THORN-WOOD TREE, POSSESSED
WORM, XANNIZ LIZARD, GIANT FLYING URSADILE
XAT (AQUATIC) NORSKUYA VELAX
XUTARIAN SLASHER OCH’EEN VINES, SERPENT
YANNAX PHREEN VINE SPIRIT
YELLOW MUSHROOM QUINDILUS WUNART LEAPER
YOSHIKKE SERPENT, HYDRAXITH XINNIT
YOSHIKKE, ROGUE SLEETHE ZALINARRE
YURIE BEETLE SQUALLUS
ZARTATHRA TEOVOSSE HOUND

II Dwellers in Dark Places


JUNGLE / RAINFOREST XYLIAN PLANT LURKING DEATH
XORTA MANTIDFLY
ANZU YELLOW FILAMENT JELLY (AQUATIC) MARSH BEHEMOTH
BH’ROKKI-KH’-CHICH YIFF (ALL TYPES, FLYING) NAURI
BRIARKAT ZALINARRE NICOMEYAN (AQUATIC)
CEPHALOPOD, LAND NUBRATTU
CHATTERSCHRILL, JUNGLE DESERT / SAND PARRODILE
CHIMERIC LEOPARD PRIMORDIAN MOUND
CLOUD WHALE CHATTERSCHRILL, SAND PUDDING, AQUATIC
DAEODON H’SSSSLAK RAZOR FISH
DEADLY FRUIT LESSER DRAKE, SAND SKEYTURRA
DEINOSUCHUS (RIVERS) LIZARD, ARMADILLO FRILLED SLEETHE
DHI’AWAN SAND SERPENT SPIDER, JUMPING
DINOGATOR SARKOLATH STICKY TENDRILS
DRAGON, SNAKE FEATHER SCORPION, MUTATED SWAMP GLUTTON
EPHARRA LEECH ZARTATHRA SWAMP POLYPHEMUS
FLAIL COBRA ZU’UTA GUARDIANS SWAMP RAST
FROLYNX TITANOBOA
GHOVIAN SWAMP / MARSH / BOG / UNDULATING SPHERE
GORILLA, FOUR ARMED URSADILE
HELLGRUB
MOOR UXULIAN GULPER
INVISIBLE SHROUD BIALOOR VIDRHA FLY
JETCH’KEKKI (ALL TYPES) BLORT WORM VILAHOOK
JUNGLE STALKER BY’ACKURIN VILOOR
KAPROSUCHUS CARNIVOROUS GOURD WORM, INDUS
K’CHARR CEPHALOPOD, LAND WORM, SUTHOK
KRATACHAN WASP CHARKIN XAT
LESSER DRAKE, FOREST CHATTERSCHRILL, BOG XEECH
MANTIDFLY DEADLY FRUIT YASHURINN
MOURGLIK DEINOSUCHUS (RIVERS) YURIE BEETLE
NUJIBBA SERPENT DHI’AWAN ZOMBIE, ACID
ORCHID, DEADLY DINOGATOR
ORIANI PLANT EBE’CHORRIN TOWN / CITY
OZINAPTOR EORRA SERPENT
PARRODILE EYASAWUNI DOPPLEGANGER, ARACHNIA
PHREEN FIRE LEECH ULSILURT (SEWERS)
PUFF SPINE FROLYNX VINES, SERPENT
QUEEDI FUNGOID MIMIC VUSA SLIME
QUINDILUS GARGOYLE, LESSER WERERAT, GREATER
RACHAVA GELATINOUS STRIDER
REMORA LUNG CREEPER GHAVIAL (ALL TYPES) FRESH WATER LAKE / RIVER
SLEETHE GHELASH
SPIDER, JUMPING GHINDY GALOOPIE
STICKY TENDRILS GORILLA, FOUR ARMED HYDRAE, GIANT
THERIZONOSAURUS GRAPPLING SLUG HYDROTH
THORN-WOOD TREE, POSSESSED HURIZAQ KELLITHUS
TITANOBOA IMP, BOG LESSER DRAKE, AQUATIC (LAKES)
TULARDIN (FLYING) INKRASSA WORM SCUM CRAWLER
TUSTRANIAN TENDRILS KAPROSUCHUS WORM, INDUS
UDAJHE, COMMON KHOORE ZIDOR
UNDULATING SPHERE KOOLASUCHUS
VELAX KRATACHAN WASP SALT WATER SEA / OCEAN
VINES, SERPENT KREYAZAK
VINE SPIRIT LAJKOOV AMMONITE, ALL SIZES
XINNIT LESSER DRAKE, SWAMP AVOSH
WATER JUKKA LISHKU CEPHALOPOD, LAND
WORM, INDUS CRAB, MONSTROUS

Dwellers in Dark Places III


DOLGHIRE GLOMUS
FROND FEEDER GRANITE WARDEN
KRAKENITE L’HORPH
LESSER DRAKE, AQUATIC MAGNET
OSERIA SERPENT NEO-XORN
QUATHIU PREDACIOUS MAW
QUESH’TAR (ALL TYPES) PTERYGOTUS
SHRUB CRAB (COASTAL) QUAARTZZ (UNIQUE)
SQUARK RIM STALKER
TURAQUI SHARD
TURAQUI TURRA (COASTLINE) SPINED SHARD
ZIDOR SLIDER
STARR (ALL TYPES)
EXTRAPLANAR / VOID
ANY ENVIRONMENT POSSIBLE
BRASS SKIMMER
CHAMROL DRAGON SPAWN
CRYSTALLE EZZUWARI
CRYSTAL, LIVING (VARIOUS TYPES) FRINGE LURKER
CRYSTAL STONE GIANT GOLEM (ALL TYPES)
CUBE, DEADLY (CRYSTAL) IRON CRAB
DEMON, CHORRILL KATERRI
DEMON, EBBONISHI KHIDISH
DEMON, MHAGOTI NECROTIA (INCLUDES ALL VARIANTS)
DEMON, NUCHAVEER PARASITIA
DEMON, PANE VACCASU
DEVIL, HOUND WARRIORS OF STONE
DIMENSIONAL AMBUSHER ZOMBIE, SPORE CARRIER
STOCK ART BY GARY DUPUIS
ELEMENTAL ENERGY POD

ART BY FRANK GUNTER

IV Dwellers in Dark Places


MONSTERS BY LEVEL
Some monsters may appear on several levels, due to variations in hit dice or age.

NUBRATTU ESTRITH
LEVEL I VOLCANIC POD OOZE, PARASITIC FUNGOID AMOEBA
VUSA SLIME PARASITIA GALOOPIE
AVOSH WARRIORS OF STONE, PIERCER, ICE-FIRE GRAPPLING SLUG
DINOGATOR, HATCHLING SANDSTONE PTERYGOTUS, COMMON HARPY, DIRGE
FUNGUS, LUMINARY YURIE BEETLE PTERYGOTUS, JUVENILE HYDRAE, GIANT
HAULEEVI FINCH ZROTH QUATHIU ICE SHADE
KELLITHUS QUEEDI IDELESAURUS
KREYAZAK, WARRIOR
MAGNET
LEVEL III QUOORIE DEAD (COMMON) INOSTRANCEVIA
RAT, HESAKI JASSAHERRI, JUVENILE
MANTIDFLY, LARGE BY’ACKURIN, FEMALE RAZOR FISH JETCH’KEKKI, AVARAC’-KI
NECROTIA, FOREST CANINE, WINGED- LARGE SHRUB CRAB JETCH’KEKKI, UNDEAD
PIERCER, ICE-FIRE CANINE, WINGED-MUTATED STICKY TENDRILS KHOORE
RACHAVA CARNOSAUR, TWO HEADED TURAQUI, COMMON KING HAWK, TRAINED
ROCK MITE CEPHALOPOD, LAND- YOUNG ULSILURT, LESSER KRATACHAN WASP, NEGATIVE
TOME MIMIC BH’ROKKI-KH’-CHICH UXULIAN GULPER, COMMON LURKING DEATH
UXULIAN GULPER, SMALL DAEODON VIDRHA FLY, COMMON NECROTIA, BLACK
VIDRHA FLY, LARVA DARTER VILAHOOK (GOLIATH) NECROTIA, BROWN
VILAHOOK (COMMON) EORRA SERPENT WARRIORS OF STONE, NECROTIA, FROST
WARRIORS OF STONE, CLAY EPHARRA LEECH, LARGE MARBLE NECROTIA, GREEN
WORM, CLUSTER (COMMON) EXOURT WATYMO NECROTIA, JUNGLE
XAT EYASAWUNI WORM, SUTHOK NECROTIA, ORANGE
EZZUWARI WUNART LEAPER NECROTIA, PURPLE
LEVEL II FIRE LEECH XERVITOR, YOUNGLING NECROTIA, RED
GELATINOUS BUBBLE XINNIT NECROTIA, SILVER
BH’ROKKI-KH’-CHICH GHAVIAL, CROQUE XORTA NECROTIA, SPECKLED
BIALOOR HELLGRUB, FOREST XUTARIAN SLASHER NECROTIA, SPINED
BY’ACKURIN, JUVENILE HYRPHUS YAMATHU, COMMON NECROTIA, UNDEAD
CANINE, WINGED- COM- IMBRIAN SLIME DEVIL YASHURINN NECROTIA, VIOLET
MON IMP, BOG YOSHIKKE NORSKUYA, FEMALE
CHURRA-PAKKA INVISIBLE SHROUD ZARTHINE OONAGRAH
EPHARRA LEECH ISOPOD, HUGE ZOMBIE, ACID ORIANI PLANT
FAELOON ISSA ZALINARRE OULTASH
FROLYNX JELLY, ROCK OXAEL, FEMALE
GARGOYLE, LESSER
INKRASSA WORM
JETCH’KEKKI, ZECHARAK’-KI LEVEL IV QUEW-QUEW
K’CHARR QUOORIE DEAD,
ISOPOD, LARGE KRATACHAN WASP, COLD ACID BLADDER WARRIOR
KHATAZEER KRATACHAN WASP, FIRE ASP, GRANITE SCREAMER
KREYAZAK, SUB-LEADER KRATACHAN WASP, SHOCK ASP, WIDE MOUTHED SERPENT, HYDRAXITH
LYCAENOPS KREYAZAK, LEADER BONES, SPLINTERED SLIDER
NAURI KREYAZAK, CHIEF BY’ACKURIN, MALE SPARTOI
NECROTIA, GOLD LAJKOOV CHARKIN SPINDEL-MEN
NECROTIA, WINGED MOURGLIK CHATTERSCHRILL, JUNGLE TURAQUI, LARGE
NORSKUYA, YOUNG NECROTIA, DARK CHATTERSCHRILL, SAND TUSTRANIAN TENDRILS
OZINAPTOR NECROTIA, BANDED CHITTERLING UNDULATING SPHERE
PARRODILE NECROTIA, BLUE CREVICE CRAWLER ULSILURT, LARGE
PHALPP NECROTIA, CLEAR CUBE, GASEOUS UZZARIAN TUNNELER
PIERCER, ICE-FIRE NECROTIA, MAGNETIC CYADITH VACCASU
PUFF SPINE NECROTIA, PUNGENT DOLGHIRE VILOOR
RAT, UNDEAD NECROTIA, TINY DUST GYRE, LEAST WARRIORS OF STONE,
SCUM CRAWLER NECROTIA, WHITE EBE’CHORRIN BASALT
TEOVOSSE HOUND NECROTIA, YELLOW WATYMO
VINES, SERPENT

Dwellers in Dark Places V


XERVITOR, DRONE UXULIAN GULPER, HUGE LESSER DRAKE, FOREST LEVEL VII
YELLOW MUSHROOM VELAX LESSER DRAKE, SAND
ZOMBIE, ACID VURASHI (CRYPT PROTECTOR) LIZARD, GIANT FLYING AMMONITE LARGE
ZU’UTA GUARDIANS WARRIORS OF STONE, MANTIDFLY, GARGANTUAN ANT, ENORMOUS (WARRIOR)
CORUNDUM NECROTIA, DEMONIC ATHARAK
LEVEL V WATER JUKKA NORSKUYA, GUARD BARANATH
WATYMO NORSKUYA, TRIBAL LEADER BURE’TUZZO
ANZU WORM, CLUSTER (HUGE) NY’ADAR B’WATTA
BEETLE, NARCOTIC XERVITOR, LESSER OCH’EEN CARNOSAUR, TWO HEADED
BRIARKAT XIDOR PHREEN CEPHALOPOD, LAND
BURE’TUZZO YAMATHU, LEADER PIERCER, HUGE CHATTERSCHRILL, SNOW
CARNIVOROUS GOURD YIFF (AIR SERPENT) PUDDING, GRANITE CHATTERSCHRILL, STONY
CEPHALOPOD, LAND PTERYGOTUS, HUGE CRYSTAL, LIVING- STILTED
CHATTERSCHRILL, BOG LEVEL VI PUDDING, CHILL CRYSTAL, LIVING- TRILLING
CUBE, ICY QAATAAS
DEADLY FRUIT AMMONITE LARGE
DHI’AWAN ANT, ENORMOUS (WORKER)
DIMENSIONAL AMBUSHER BRASS SKIMMER
DOPPELGANGER, ARACHNIA CARNOSAUR, TWO HEADED
DRAGON SPAWN, INDIGO CENTIPEDE, MASSIVE
DRAGON SPAWN, VIOLET CHATTERSCHRILL, GLOOM
DRAGON SPAWN, WHITE CHIMERIC LEOPARD
DRAGON SPAWN, YELLOW CREVICE CRAWLER
DUST GYRE, COMMON CRYSTAL, LIVING- TRILLING
ENTANGLER ROCK CRYSTAL SERPENT
FLAIL COBRA DEMON, NUCHAVEER
FLAME VORTICE DEVIL, HOUND
FRINGE LURKER DRAGON SPAWN, BLACK
FUNGOID MIMIC DRAGON SPAWN, BLUE
GHAVIAL, GREATER DRAGON SPAWN, COLORLESS
GHOVIAN DRAGON SPAWN, GREEN ART BY BRIAN (“GLAD”) THOMAS
HAWKMARE, MARE DRAGON SPAWN, ORANGE
HURIZAQ DUST GVYRE, LARGE QUATHIU-AUKI CRYSTAL STONE GIANT
HYDROTH DUTHAR SERPENT QUESH’TAR, MORPHIAN CUBE, CRYSTALLINE
JELLY, ROCK ENTANGLER ROCK ROCK TERROR, SPIKE CUBE, STONE
JETCH’KEKKI, UNDEAD BEAST FROND FEEDER SARKOLATH DEINOSUCHUS
KING HAWK, WILD FROZEN DEAD SCORPION, MUTATED DINOGATOR, JUVENILE
LESSER DRAKE, SWAMP FUNGOID MIMIC SHROUDED DEAD DRAGON SPAWN, RED
LISHKU FUNGUS GIANT SIPHON SLUG DYAST
MAGNET GALOOPIE SLEETHE EEL, ENERGY
NECROTIA, COPPER GHAVIAL, SKELETAL SPIDER, JUMPING-FEMALE ELEMENTAL ENERGY POD
NECROTIA, GREY GHINDY SPINED SHARD ENTANGLER ROCK
NECROTIA, LUMPY GRANITE WARDEN, COMMON SQUALLUS FUNGUS GIANT
NECROTIA, CRYSTAL HAWKMARE, STALLION STARR: AIR FORM GARGOYLE LORD
NORSKUYA, MALE HELLGRUG, STONY STARR: FIRE FORM GARGOYLE, OBSIDIAN
NUBRATTU ICE TIGER SWAMP RAST GHELASH
OXAEL, MALE ISOPOD, MONSTROUS THORN-WOOD TREE, GIANT, DEEP
POD, EXPLODING ISSA POSSESSED GIANT, UNDEAD HILL
PREDACIOUS MAW JELLY, BURST UDAJHE, COMMON GIANT, UNDEAD STONE
QUESH’TAR, JUVENILE JELLY, NET ULSILURT, MUTATED GOLEM, FLYING (LESSER)
SAND SERPENT JETCH’KEKKI, AVARAC’-KI VILAHOOK (PREHISTORIC) GOLEM, OBSIDIAN, SENTI-
SLEETHE J’HURRA VINE SPIRIT NEL
SPIDER, JUMPING- MALE KAPROSUCHUS WORM, INDUS-COMMON GORILLA, FOUR ARMED
SPINED ZORREL KHI-URSA XYLIAN PLANT GRANITE WARDEN, HUGE
STEEL SHOCKER KOOLASUCHUS XORTA HALDROON
UDAJHE, SUBTERRANEAN KUULDAS YIFF (AIR SERPENT) HELLGRUB, SWARM
URTHAK LE’HEEMIS ZORTHULE SPIDER IBISHI

VI Dwellers in Dark Places


ISSA, ROGUE ZARTHATHRA LEVEL IX H’SSSSLAK
JASSAHERRI, ADULT ZARTHINE, HUGE JELLY, FILAMENT
JELLY, ROCK ARMORED BEHEMOTH JETCH’KEKKI
JURACOTH BLORT WORM CHARAK’KI
LEVEL VIII CHIRRUP’-KI
LESSER DRAKE, ICE BRASS SKIMMER
LESSER DRAKE, WATER BRAWN HULK CEPHALOPOD, LAND- TURRAK’KI
L’HORPH BURE’TUZZO MASSIVE JUNGLE STALKER
MALKARST, COMMON CARNOSAUR, TWO HEADED CHAMROL KATERRI
MALKARST, CRYSTAL CRAB MONSTROUS CLOUD WHALE LIMPET
MARSH BEHEMOTH DECASARCHUS CRYSTAL, LIVING- BEHEMOTH MEELINN
MAURINTH DEINOSUCHUS CRYSTAL STONE GIANT MOULD, VARIOUS
MOARAUKI DELVER DEMON, PANE DEMON, MHAGOTI NAGA, CEPHALOID-
MUSSA LION, STONE DEMON, CHORRILL DINOGATOR, ADULT SPELL CASTER
NAGA, CEPHALOID- DUST GYRE, GREATER GOLEM, BRASS MINOTAUR NECROTIA, PALE
COMMON ERBAXX GOLEM, CONGLOMERATE OCULI
NECROTIA, GIANT GELATINOUS STRIDER STONE ORCHID, DEADLY
OBSIDIAN HULK GHELASH GOLEM, COPPER PANE
OCOSSATINE GIANT, UNDEAD FIRE GOLEM, FLYING (GREATER) SHARD
PIERCER, HUGE GIANT, UNDEAD FROST IRON CRAB ZOMBIE, SPORE CARRIER
PREDACIOUS MAW GHOUL, GLUTTON ISOPOD, GARGANTUAN
PRIMORDIAN MOUND GRANITE WARDEN, HUGE LIZARD, ARMADILLO GIRDLED
PUDDING, AQUATIC HOWLING BRAIN MAGNET
QUAHILDRATH INKRASSA WORM PHASMA
QUESH’TAR, ABOMINATION JELLY, ROCK PREDACIOUS MAW
QUESH’TAR, ADULT JORAG QUARTZZ
QUINDILUS KRAKENITE SKEYTURRA
QUOORIE DEAD, LESSER DRAKE, CAVERN STARR: PRIME MATERIAL
MONSTROUS LESSER DRAKE, FOREST FORM
RAZOR FISH, HUGE LESSER DRAKE, ROCK STONE WORM
REAK MORGUE HAUNT TITANOBOA
ROCK TERROR, ARCTIC MUSSA LION, IRON UVASHA
ROCK TERROR, FLAIL NEO-XORN WORM, INDUS-ROGUE MALE
ROCK TERROR, PLATED NICOMEYAN XERVITOR, MASTER
SCORPION, MUTATED PREDACIOUS MAW
SKEYTURRA PUDDING, FIRE LEVEL X
SPINED SHARD REAK
STARR: EARTH FORM RIM STALKER ALGHOSI
STARR: WATER FORM SCORPION, MUTATED AMMONITE, GARGANTUAN
SWAMP GLUTTON STEEL SHOCKER CRYSTALLE
SWAMP POLYPHEMUS SWAMP RAST, GARGANTUAN DEMON, EBBONISHI
SWAMP RAST THAPTOR DREAD SENTINEL
TARRY JELLY THRAKKIRE GOLEM, OBSIDIAN,
THERIZONOSAURUS TITANOBOA, SKELETAL COLOSSAL
TROLL, DARK TURAQUI TURRA GRANITE WARDEN,
TROLL, ROCK VIHEELA GARGANTUAN
TULARDIN VITAUR OSERIA SERPENT
TURAQUI, MASSIVE WORM, INDUS- FEMALE
UNFORMED XERVITOR, GREATER ***SPECIAL***
URA-ATI XERVITOR, PROTECTOR (Variables in hit dice pre-
VINE, GIANTS YELLOW FILAMENT JELLY clude exact placement)
VURASHI, GREATER
WHARILE CHULKINE
WORM, XANNIZ DRAGON, SNAKE FEATHER
XEECH, GREATER FUNGUS, SLIMY
XERVITOR, INTERMEDIARY GHAVIAL, NESTLING SWARM
YANNAX GLOMUS
YOSHIKKE, ROGUE HISPAXXI ART BY FRANK GUNTER

Dwellers in Dark Places VII


STOCK ART BY BRADLEY K MCDEVITT

VIII Dwellers in Dark Places


INDEX
A CHURRA-PAKKA......................................38
CLOUD WHALE........................................39
E
ACID BLADDER.......................................1 CRAB, MONSTROUS................................40 EBE’ CHORRIN..........................................77
ALGHOSI.................................................2 CREVICE CRAWLER..................................41 EEL, ENERGY............................................77
AMMONITE, VARIOUS..............................3 CRYSTALLE...............................................42 ELEMENTAL ENERGY POD.......................78
AMMONITE, GARGANTUAN...................4 CRYSTAL, LIVING.....................................44 ENTANGLER ROCK, VARIOUS..................79
ANDREWSARCHUS.................................5 BEHEMOTH........................................44 EORRA SERPENT......................................80
ANT, ENORMOUS....................................6 STILTED..............................................45 EPHARRA LEECH......................................81
ANZU.......................................................7 TRILLING............................................45 AVERAGE............................................82
ARMORED BEHEMOTH............................8 CRYSTAL SERPENT...................................46 LARGE................................................82
ASP,.........................................................9 CRYSTAL STONE GIANT...........................47 ERBAXX...................................................82
GRANITE...........................................9 CUBE, DEADLY.........................................48 ESTRITH..................................................83
SPECTRAL.......................................10 CRYSTALLINE.....................................48 EXOURT....................................................84
STROBE...........................................10 GASEOUS..........................................48 EYASAWUNI.............................................84
WIDE MOUTHED.............................10 ICY....................................................49 EZZUWARI...............................................85
ATHARAK...............................................11 STONY...............................................49
CYADITH..................................................50
AVOSH....................................................12
F
B D FAELOON..................................................87
FIRE LEECH..............................................87
BARANATH.............................................13 DAEODON..................................................51 FLAIL COBRA...........................................88
BEETLE, NARCOTIC................................13 DARTER.....................................................51 FLAME VORTICE......................................89
BH’ROKKI-KH’CHICH.............................15 DEADLY FRUIT..........................................52 FRINGE LURKER.......................................89
BIALOOR................................................17 DECASARCHUS........................................53 FROCODILE..............................................90
BLORT WORM........................................18 DEINOSUCHUS.........................................54 FROLYNX...................................................91
BONES, SPLINTERED.............................19 DEMON, CHORRILL..................................55 FROND FEEDER.......................................92
BRASS SKIMMER...................................20 DEMON, EBBONISHI.................................57 FROZEN DEAD........................................92
BRAWN HULK........................................21 DEMON, GANGLOID................................58 FUNGOID AMOEBA...................................93
BRIARKAT...............................................22 DEMON, MHAGOTI...................................59 FUNGOID MIMIC, VARIOUS.....................95
BURE’TUZZO.........................................23 DEMON, NUCHAVEER..............................60 FUNGUS GIANT, VARIOUS.......................96
BY’ACKURIN...........................................24 DEMON, PANE..........................................61 FUNGUS, LUMINARY................................97
B’WATTA................................................25 DEVIL, HOUND.........................................62 FUNGUS, SLIMY.......................................98
DHI’AWAN................................................63
DIMENSIONAL AMBUSHER......................63
C DINOGATOR.............................................64 G
DOLGHIRE................................................66
CANINE, WINGED..................................27 DOPPELGANGER, ARACHNIA..................66 GALOOPIE...............................................99
CARNIVOROUS GOURD........................27 DRAGON, SNAKE FEATHER.....................67 GARGOYLE, LESSER...............................100
CARNOSAUR, TWO HEADED...............28 DRAGON SPAWN (VARIOUS)...................69 GARGOYLE LORD...................................100
CENTIPEDE, MASSIVE...........................29 DREAD SENTINEL....................................71 GARGOYLE, OBSIDIAN...........................101
CEPHALOPOD, LAND...........................30 DUST GYRE..............................................72 GELATINOUS BUBBLE............................102
CHAMROL.............................................31 LEAST.................................................73 GELATINOUS STRIDER............................103
CHARKIN................................................32 AVERAGE............................................73 GHAVIAL...............................................104
CHATTERSCHRILL.................................33 LARGE................................................73 CROQUE............................................104
BOG.................................................33 GREATER............................................74 GREATER...........................................105
GLOOM............................................35 DUTHAR SERPENT...................................74 SKELETAL..........................................103
JUNGLE............................................35 DYAST.......................................................75 SWARM, NESTLING...........................106
SAND...............................................35 GHELASH................................................106
SNOW..............................................35 GHINDY...................................................107
STONY.............................................36 GHOUL, GLUTTON.................................108
CHIMERIC LEOPARD..............................36 GHOVIAN...............................................109
CHITTERLING........................................37 GIANT, DEEP...........................................110
CHULKINE.............................................38 GIANT, UNDEAD......................................112

Dwellers in Dark Places IX


FIRE....................................................112 JETCH’KEKKI...........................................150 VIOLET.........................................181
FROST ..............................................112 AVARAC’-KI.......................................151 WHITE..........................................181
HILL....................................................113 CHARAK’-KI......................................152 YELLOW.......................................181
STONE................................................113 CHIRRUP’-KI.....................................152 LISHKU................................................182
GIANT, WINGED.......................................113 TURRAK’-KI.......................................153 LIZARD, ARMADILLO FRILLED............183
GLOMUS..................................................114 ZECHARAK’-KI..................................153 LIZARD, GIANT FLYING......................184
GOLEM: UNDEAD BEAST................................154 LURKING DEATH.................................185
BRASS MINOTAUR............................115 J’HURRA..................................................154 LYCAENOPS..........................................185
CONGLOMERATE / STONE................116 JORAG.....................................................155
COPPER.............................................117
FLYING..............................................118
JUNGLE STALKER....................................156
JURACOTH...............................................156 M
OBSIDIAN (COLOSSAL).....................119 MAGNET..............................................187
OBSIDIAN (SENTINEL)......................120
GORILLA, FOUR ARMED.........................120 K MALKARST, VARIOUS.........................188
MANTIDFLY.........................................189
GRANITE WARDEN.................................121 KAPROSUCHUS......................................159 MARSH BEHEMOTH............................190
GRAPPLING SLUG..................................123 KATERRI..................................................160 MAURINTH..........................................190
K’CHARR.................................................160 MEELINN.............................................191
H KELLITHUS..............................................161 MOARAUKI DELVER............................192
KHATAZEER.............................................162 MOLD, VARIOUS...............................193
HALDROON............................................125 KHIDISH..................................................162 BLACK MOLD..............................194
HARPY, DIRGE.........................................126 KHI-URSA...............................................163 BLUE MOLD.................................194
HAULEEVI FINCH....................................126 KHOORE..................................................164 GREEN MOLD..............................194
HAWKMARE............................................127 KHORGA.................................................165 INDIGO MOLD.............................194
HELLGRUB, VARIOUS..............................128 KING HAWK............................................166 ORANGE MOLD...........................194
HISPAXXI................................................129 KOOLASUCHUS......................................167 RED MOLD...................................194
HOWLING BRAIN....................................130 KRAKENITE.............................................168 VIOLET MOLD..............................195
H’SSSSLAK..............................................131 KRATACHAN WASP.................................169 WHITE MOLD...............................195
HURIZAQ................................................132 COLD.................................................169 MORGUE HAUNT.................................195
HYDRAE, GIANT.......................................132 FIRE...................................................169 MOURGLIK..........................................196
HYDROTH...............................................133 NEGATIVE..........................................169 MUSSA LION.......................................197
HYRPHUS................................................134 SHOCK...............................................169
KREYAZAK..............................................170
N
I KUULDAS................................................171
NAGA, CEPHALOID.............................199
IBISHI......................................................135 L NAURI................................................200
ICE SHADE..............................................135 NECROTIA..........................................200
ICE TIGER...............................................136 LAJKOOV.................................................173 BANDED......................................201
IDELESAURUS.........................................137 LE’HEEMIS..............................................173 BLACK.........................................201
IMBRIAN SLIME DEVIL............................137 LESSER DRAKE........................................174 BLUE............................................201
IMP, BOG................................................138 CAVERN............................................174 BROWN.......................................201
INKRASSA WORM, VARIOUS..................139 FOREST............................................176 CLEAR.........................................202
INOSTRANCEVIA....................................140 ICE...................................................176 COPPER.......................................202
INVISIBLE SHROUD.................................140 ROCK...............................................177 DEMONIC....................................202
IRON CRAB.............................................141 SAND...............................................178 FOREST........................................203
ISOPOD, VARIOUS..................................142 SWAMP.............................................179 FROST..........................................203
ISSA........................................................143 WATER..............................................179 GIANT..........................................203
ALBINO..............................................143 L’HORPH.................................................180 GOLD...........................................203
ROGUE..............................................143 LIMPET....................................................180 GREEN.........................................204
BLACK..............................................180 GREY...........................................204
J BLUE.............................................180
BROWN........................................180
JUNGLE........................................204
LUMPY.........................................204
JASSAHERRI............................................145 GRAY............................................180 MAGNETIC..................................204
JELLY, BURST...........................................145 GREEN..........................................180 ORANGE......................................205
JELLY, FILAMENT.....................................146 ORANGE.......................................181 PALE............................................205
JELLY, NET...............................................146 PURPLE........................................181 PUNGENT....................................205
JELLY, ROCK............................................148 RED..............................................181 PURPLE........................................205

X Dwellers in Dark Places


RED.............................................205
SILVER.........................................205
P S
SPECKLED...................................205 PANE...................................................227 SAND SERPENT......................................263
SPINED........................................205 PARASITIA..........................................228 SARKOLATH..........................................263
TINY............................................206 PARRODILE.........................................229 SCORPION, MUTATED............................265
UNDEAD.....................................206 PHALPP...............................................229 SCREAMER............................................265
VIOLET........................................206 PHASMA.............................................230 SCUM CRAWLER....................................266
WHITE.........................................206 PHREEN..............................................231 SERPENT, HYDRAXITH..........................267
WINGED......................................206 PIERCER, HUGE......................................232 SHARD..................................................267
YELLOW.......................................206 PIERCER, ICE / FIRE...............................232 SHARD, SPINED....................................269
NECROTIA, CRYSTAL..........................207 POD, EXPLODING...................................233 SHROUDED DEAD.................................270
NEO-XORN.........................................207 PREDACIOUS MAW.............................234 SHRUB CRAB.........................................271
NICOMEYAN.......................................208 PRIMORDIAN MOUND........................236 SIPHON SLUG........................................272
NORSKUYA.........................................209 PTERYGOTUS.........................................237 SKEYTURRA..........................................273
NUBTARRU.........................................210 PUDDING, AQUATIC...............................238 SKRYLLICH............................................274
NUJIBBA SERPENT................................211 PUDDING, CHILL...................................238 SLEETHE................................................275
NY’ADAR.............................................212 PUDDING, FIRE......................................239 SLIDER..................................................274
PUDDING, GRANITE.............................240 SPARTOI.................................................277
O PUFF SPINE............................................241 SPIDER, JUMPING..................................278
SPINDLE-MEN.......................................278
OBSIDIAN HULK..................................213
OCH’EEN.............................................213
Q SPINED ZORREL....................................279
SQUALLUS.............................................280
OCOSSATINE.......................................214 QAATAAS...............................................243 SQUARK................................................280
OCULI..................................................215 QUAARTZZ............................................244 STARR
OONAGRAH.........................................216 QUAHILDRATH.......................................245 AIR..................................................281
OOZE, PARASITIC...............................216 QUATHIU................................................245 EARTH............................................282
OOZE..................................................218 QUEEDI..................................................246 FIRE................................................282
BLACK............................................219 QUESH’TAR............................................246 PRIME..............................................283
BLUE...............................................219 ABOMINATION.................................247 WATER............................................284
BROWN..........................................219 ADULT..............................................248 STEEL SHOCKER...................................284
GREEN............................................219 JUVENILE..........................................248 STICKY TENDRILS.................................286
METALLIC.......................................219 MORPHIAN.......................................249 STONE WORM.......................................286
ORANGE.........................................219 QUEW-QUEW.........................................250 SWAMP GLUTTON.................................287
PURPLE..........................................220 QUINDILUS.............................................250 SWAMP POLYPHEMUS...........................288
RED................................................220 QUOORIE DEAD....................................251 SWAMP RAST........................................289
WHITE............................................220 MONSTROUS...................................252
YELLOW..........................................220
ORCHID, DEADLY................................220
AMBER..........................................220 R
AZURE...........................................221
CRIMSON.......................................221 RACHAVA...............................................253
EBONY...........................................221 RAT, HESAKI...........................................254
EMERALD......................................221 RAT, UNDEAD.........................................254
GOSSAMER....................................221 RAZOR FISH...........................................255
OCHRE..........................................221 REAK......................................................256
PURPLE.........................................222 REMORA LUNG CREEPER.......................257
VERMILLION.................................222 RIM STALKER..........................................258
VIOLET.........................................222 ROCK MITE............................................259
WHITE..........................................222 ROCK TERROR.......................................259
YELLOW........................................222 ARCTIC.............................................260
ORIANI PLANT....................................222 FLAIL................................................260
OSERIA SERPENT...............................223 PLATED............................................260
OULTASH............................................224 SPIKE...............................................261
OXAEL.................................................225
OZINAPTOR.......................................225
STOCK ART BY WILLIAM MCAUSLAND

Dwellers in Dark Places XI


T W XINNIT................................................345
XORTA................................................346
TARRY JELLY...........................................291 WARRIORS OF STONE............................325 XUTARIAN SLASHER...........................347
TEOVOSSE HOUND...............................292 BASALT............................................325 XYLIAN PLANT....................................347
THAPTOR..............................................292 CLAY.................................................326
THERIZONOSAURUS.............................293
THORN-WOOD TREE, POSSESSED......294
CORUNDUM.....................................326 Y
MARBLE...........................................326
THRAKKIRE............................................295 SANDSTONE....................................326 YAMATHU...........................................349
TITANOBOA...........................................296 WATER JUKKA.........................................326 YANNAX.............................................350
SKELETAL.........................................296 WATYMO................................................327 YASHURINN........................................350
TOME MIMIC..........................................297 WERERAT, GREATER...............................328 YELLOW FILAMENT JELLY.....................351
TROLL, DARK........................................298 MALFORMED BRUTE.........................329 YELLOW MUSHROOM........................352
TROLL, ROCK........................................298 MONSTROUS RAT.............................329 YIFF....................................................353
TULARDIN.............................................299 WHARILE.................................................330 YIFF, BLADE.................................353
TURAQUI...............................................300 WORM, CLUSTER....................................331 YIFF, SURGE.................................354
TURAQUI TURRA...................................301 HUGE................................................331 YOSHIKKE..........................................354
TUSTRANIAN TENDRILS.......................302 WORM, INDUS........................................332 ROGUE.........................................355
WORM, SUTHOK.....................................333 YURIE BEETLE....................................3526
U WORM, XANNIZ......................................334
WUNART LEAPER....................................335 Z
UDAJHE..................................................303 ZALINARRE........................................357
ULSILURT...............................................304
UNDULATING SPHERE...........................304
X ZARTATHRA.......................................358
ZARTATHRA, HUGE............................359
UNFORMED.........................................305 XAT.........................................................337 ZARTHINE.........................................360
URA-ATI................................................306 XEECH....................................................338 ZIDOR.................................................361
URSADILE..............................................307 XERVITOR...............................................339 ZOMBIE, ACID....................................362
URTHAK................................................308 DRONE.............................................340 ZOMBIE, SPORE CARRIER..................363
UVASHA................................................308 GREATER..........................................341 ZORTHULE SPIDER............................363
UXULIAN GULPER.................................309 INTERMEDIARY................................342 ZROTH...............................................364
UZZARIAN TUNNELER..........................310 LESSER.............................................342 ZU’UTA GUARDIANS...........................365
MASTER...........................................343
V PROTECTOR.....................................344
YOUNGLINGS...................................344
VACCASU...............................................313
VELAX...................................................313
VIDRHA FLY............................................314
STANDARD.......................................314
LARVA...............................................315
VIHEELA.................................................315
VILAHOOK.............................................316
COMMON..........................................316
GOLIATH...........................................316
PREHISTOIC......................................316
VILOOR...................................................317
VINES, GIANTS.......................................317
VINE, SERPENT.......................................318
VINE SPIRIT.............................................319
VITAUR..................................................320
VOLCANIC POD......................................321
VURASHI, (CRYPT PROTECTOR).............322
GREATER...........................................322
WINGED............................................322
VUSA SLIME............................................323

STOCK ART BY WILLIAM MCAUSLAND

XII Dwellers in Dark Places


OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the COPYRIGHT NO-
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5. Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

Dwellers in Dark Places XIII


OSRIC™ Open License:
This product uses the OSRIC™ System (Oldschool System
Terms used herein are as defined in the OPEN GAME LI- Reference and Index Compilation™). The OSRIC™ system
CENSE Version 1.0a promulgated by Wizards of the Coast, text may be found at http://www.knights-n-knaves.com/
Inc. Open Game Content may only be Used under and in osric. The OSRICTM text is copyright of Stuart Marshall. "OS-
terms of the Open Game License. RIC™" and "Oldschool System Reference and Index Com-
pilation™" are trademarks of Stuart Marshall and Matthew
Subject to the other terms of this license, you may do the Finch and may be used only in accordance with the OSRIC™
following: license.

1) Distribute this document for free or for profit, provided Complimentary copies of OSRIC™ material need not be sent
that no change or addition is made other than adding your to the authors, but it would be nice.
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2) Refer in your own products to the name of this docu-
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violate the terms of the Open Game License, and any term
3) Produce content that is derivative of the "Licensed IP" that violates the Open Game License is to be construed as
material in this document, provided that your product is closely as possible to the original intent within the terms of
not a complete game. the Open Game License.

4) Include quotations from the rules set forth in the OS-


RIC™ system, provided that such quotes do not individually
exceed 100 words or collectively comprise more than 10% of
your product.

5) Identify parts of your Product Identity as "OSRIC™ Open


Content" that may be used by other OSRICTM publishers,
but only OSRICTM publishers, as if it were Open Game Con-
tent. Note that Open Game Content may not be limited to
OSRICTM publishers, only Product Identity.

6) Identify parts of your Product Identity as "OSRIC™ Refer-


ence Content," in which case other publishers may refer to
the OSRICTM Reference Content provided that they iden-
tify the source of the reference (your work) and note on
the cover of their product that your product is required in
order to use their product.

7) If a publisher fails to identify OSRIC™ Open or Reference


content, that content will be considered Product Identity,
assuming that it is valid Product Identity under the OGL.

If you do any of the foregoing, you must:

1) Comply with the terms of the Wizards of the Coast (WOTC)


Open Game License with respect to any use of Open Game
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2) Not violate or infringe upon any trademark of WOTC


(moreover, note that the OGL currently prohibits any in-
dication of compatibility with a trademark without written
permission).

3) Include the following text prominently on the cover or ART BY FRANK GUNTER

cover page of your product:

XIV Dwellers in Dark Places


SOFTSTONE (Alteration)
Level: 4 Components: V,S,M
Range: 30’ Casting Time: 1 round
Duration: 6 rounds +1d6 additional rounds Saving Throw: Special see below
Area of Effect: 20’ radius x 3’ deep
Explanation / Description: When the Granite Guardian casts the softstone spell, it
causes all earth, rock, and stone within the area of effect to become non-Newto-
nian substance. The affected area is suddenly quite spongy and difficult to move
across, having the consistency of thick, rubbery oatmeal. A creature can travel
across it if moving quickly, but if stopped for any reason he immediately sinks
into the mire. In addition, if a save versus spells fails, the victim has slipped and
fallen beneath the surface of the muck where he might drown without help. Any-
one sinking within the area of effect loses all benefits to their armor class due to
high dexterity and movement is just 2’ per round. All attacks made while standing
within the area of effect suffer a -2 to hit and damage due to the unstable footing.
In addition, any attacks made against the victims of softstone incur a +2 modifier
since dodging is much more difficult. At the end of the spells duration, the mate-
rial returns to its normal state, and those standing within it or under its surface
may become permanently stuck. Granite Wardens and all other earth elementals
are unaffected by this spell and may move freely at normal speed within its area
of effect.

NEW SPELL

Dwellers in Dark Places XV


RING OF MONTHS
The Rings of Months are exceedingly rare and powerful items created in a bygone
age as gifts for humans. Initially, the device is a simple silvery band of an unknown
metal, which resists all forms of attack with a +4 bonus. Upon wearing it, the user
sees it is actually inset with dozens of intricate runes, and small gemstones. How-
ever, the magical effect upon the wearer of the ring is quite remarkable. Each year
that passes is as a month to the wearer, so if the ring is worn for 12 years the user
ages but a single year. Humans can extend their lives for centuries and half orcs
and other short-lived races actively seek them out whenever the rumor of one of
these ancient items surfaces. However, for mixed species (1/2 orc, ½ elf etc.) these
Rings only have a 75% chance of functioning properly.

Initially, this potent device has its secondary power in effect: causing the user to be
immune to all forms of natural disease. This does not include lycanthropy, which is
as much a curse as it is a disease. Only humans and some mixed species can benefit
from wearing such a Ring of Months. After wearing the device for a full month, the
user becomes aware of rings true powers. If the user removes the Ring of Months at
any time after the one-month period, the user immediately begins to age normally
once again. In addition, the individual can never wear that particular Ring of Months
again.

NEW MAGIC ITEM

XVI Dwellers in Dark Places


Frank Gunter is the principle artist in Dwellers in Dark Places. If you like his art I encourage you to check out his other work
including two volumes of his web comic Dragonet, and various prints at his website: frankgunter.com Those who are in-
terested may contact Frank direct for information on obtaining prints of the cover, or of any of his creatures from this book.
He is also available for direct commision work, so drop on by and take a look.

Dwellers in Dark Places XVII


AFTERWORD:
Well, there it is, Dwellers in Dark Places is finally finished.
Several years of work with quite a few unexpected pauses
along the way. In hindsight, maybe I should have started with
a smaller project, but most things I do relating to gaming
tend to grow. This book started out as a "30-75 page pdf"...as
you see it grew a bit. Hopefully it meets with your approval,
and you will stop back for any future projects I release. For
me, it has been an educating and at times humiliating expe-
rience.

During the writng, a few dozen creatures were left to languish


on the "cutting room" floor, mainly due to space and layout
requirements. With a bit of luck, and some re-writing they
will see the light of day as a much smaller supplemental pdf
volume in a short time. I have also started work on a couple
of other projects; a re-write/major update of an earlier pdf
project on IOUN stones, and hopefully a module idea or two
that have been floating around in my head for a couple years.

Any mistakes, errors or imperfections within the preceeding


pages are entriely on me. Just let me know of any errors you
spot and I will update and correct the pdf periodically.

Matthew Hargenrader

STOCK ART BY WILLIAM MCAUSLAND

XVIII Dwellers in Dark Places


Dwellers in Dark Places XIX
XX Dwellers in Dark Places

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