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Creepy

Crawlies
Angry Games Theme Pack #3
October, 2021
Creepy Crawlies
Angry Games Theme Pack #3
October, 2021

Writer and Designer


Scott "The Angry GM" Rehm

Proofreader
Eduardo "Wilkolak" Mesel

Copyright © 2021 by Angry Games, Inc. All rights reserved.


Dungeons & Dragons is owned and published by Wizards of the Coast, LLC.
This product is not licensed by or endorsed by Wizards of the Coast, LLC.
Angry Games Theme Pack #3: Creepy Crawlies

Contents
Introduction.............................................................................................................................1

The Hazards of Adventure............................................................................................2


Equipment Damage........................................................................................................................................................2
Poison........................................................................................................................................................................................3

A Pharmacy Most Foul....................................................................................................6

Creepy Crawly Dungeon Critters...........................................................................7


Giant Bugs.............................................................................................................................................................................7
Oozes........................................................................................................................................................................................ 9
Example of Ooze Movement................................................................................................................................. 10

The Undercity of Brecenza.........................................................................................13


The Rise and Fall of Brecenza................................................................................................................................13
The Undercity....................................................................................................................................................................13
Hooks......................................................................................................................................................................................13
Angry Games Theme Pack #3: Creepy Crawlies

Introduction

Here's the obligatory Halloween themed Theme Pack. Sort of. You won't find any ghosts or
ghouls in this pack. Nor will you find any eldritch abominations from beyond the void between
the stars. Which I, frankly, never felt really fit into D&D anyway. Nope, this is just good, old
fashioned icky, creepy, slimy verminous fun. At least I think it's fun.
Sometimes, it's nice to keep things simple. Low-level dungeon vermin suitable for any
setting. And a couple of creeping blobs. All new takes on old classics. The stuff low-level
parties have been dying to since the 1970s. It's like going back and watching the old classic
horror films with such greats as Bela Lugosi, Boris Karloff, and Christopher Lee. The old
Universal and Hammer movies. Which I highly recommend.
But I digress...
This Theme Pack was particularly challenging because there was so much more I wanted to
include. I had to cut a lot to keep it manageable. And that seems to be an ongoing problem
with these Theme Packs. I'm overambitious. I try to include too much. And then I have to leave
a lot on the cutting room floor.
Don't worry. You'll see it all eventually. For instance, there was another iconic monster type
that was supposed to get a revamp with some better rules along with the oozes. I've already
figured out how to fit into a future Theme Pack.
That said, I hope you enjoy what is here.

The Angry GM
October 25, 2021

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Angry Games Theme Pack #3: Creepy Crawlies

The Hazards of Adventure


Every Dungeons & Dragons player dreams of slaying dragons Armor Damage
in volcanic caves or fighting hordes of fiends on the blasted Each time a suit of armor or a shield is damaged, it accrues
hellscapes of Hell itself. But adventurers often start with one point of damage. For each accumulated point of damage,
humbler fare. After they clear the inn’s cellar of dire rats, most the armor class granted by the armor or shield is reduced
would-be heroes find themselves delving vermin-infested by one. If a suit of armor or shield has accumulated enough
ruins within a day’s walk of town. Mundane as they seem, damage that it is granting an armor class of zero, not including
though, giant arachnids and slithering oozes can be quite any allowed Dexterity modifier, any further damage destroys
a challenge. Even if they aren’t powerful enough to kill the the suit of armor or shield beyond use or repair. Thus, a suit
weakest adventurer, they can still cause trouble. of padded armor can accumulate only one point of damage.
Below, you’ll find a collection of rules designed to make Damage beyond the first point destroys it.
even the weakest of dungeon vermin into an ordeal.
Magic Armor
Include any bonus to armor class granted by a suit of magic
Equipment Damage armor or magic shield when determining how much damage
the armor or shield can accumulate before it is destroyed.
Some hazards don’t injure the heroes directly, but instead
A +2 chain shirt can thus accumulate 5 points of damage
damage their equipment. Warriors, with an abundance of hit
before further damage destroys it. If a suit of magic armor or
points, don’t worry over little bites and scratches. But they
a magic shield does not grant a bonus to armor class, it can
know they are nothing without a weapon in hand and a suit
accumulate additional points of damage based on its rarity,
of armor to protect them.
as follows:
Weapons and armor don’t suffer damage under normal cir-
cumstances. Any wear and tear they suffer can get patched Rarity Additional Damage
up quick enough back in town. But some creatures and Uncommon 1
hazards pose special dangers to a character’s equipment.
When a game effect indicates that a character’s weapon or Rare 1
armor is damaged, use the following rules. Very Rare 2
Legendary 3
Weapon Damage
Each time a weapon is damaged, it accrues one point of Artifacts cannot be damaged or destroyed except by excep-
damage. For each accumulated point of damage, attack rolls tional means, as noted on DMG 221.
and damage rolls made with that weapon suffer a -1 penalty.
If a weapon has accumulated three points of damage, any Other Equipment Damage
further damage destroys the weapon beyond use or repair. Other equipment held in the hand or worn about the body,
such as an arcane focus or a robe of eyes, can suffer damage
Magic Weapons as weapons or armor, but they are not as durable. Any such
Magic weapons can accumulate one additional point of piece of gear can accumulate only one point of damage be-
damage for each +1 bonus to attacks the weapon grants. A fore further damage destroys it beyond use and repair. Magic
+2 flail can thus accumulate 5 points of damage before any items can accumulate additional points of damage based on
further damage destroys it. If a magic weapon does not grant their rarities as follows:
a bonus to attack rolls, it can accumulate additional points of
damage based on its rarity, as follows: Rarity Additional Damage
Rarity Additional Damage Uncommon 1
Uncommon 1 Rare 1
Rare 2 Very Rare 2
Very Rare 3 Legendary 3
Legendary 4 Artifacts cannot be damaged or destroyed except by excep-
tional means, as noted on DMG 221.
Artifacts cannot be damaged or destroyed except by excep-
tional means, as noted on DMG 221.

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The Hazards of Adventure


Repairing Damaged Equipment
By using the appropriate set of artisan’s tools, a proficient
Poison
Every source of poison in Dungeons & Dragons has its
character can repair a damaged item completely with a sin- own, unique poison rules and there is no general format
gle day of work. The character must have access to a suitable for describing poisons. The poisoned condition described
workshop or other space and must purchase materials worth on PHB 293 is used by some poisons, but not others. The
one-quarter the item’s listed cost. Once the repairs are com- rules below replace the poisoned condition described on
plete, all accumulated damage is removed from the item. PHB 293, the poison rules found on DMG 257-258, and the
poisons delivered by traps, monsters, and other sources.
The Mending Spell
The mending spell, described on PHB 259, repairs a single Poison and the Poisoned Condition
break or tear in a touched object. As such, it generally cannot A poison is a mundane or magical substance that has an
repair the gradual, general damage described here. ongoing harmful or debilitating effect on a creature that has
succumbed to it. The effects of the poison continue for a
Variant Rules fixed duration or until the creature’s body cleanses itself of
The simple rules above are sufficient for most tables. Howev- the poison.
er, you might want to introduce some of the following rules An attack that deals poison damage is not a poison.
to give your players some additional options and to make When a creature is exposed to a poison, it must make a
repairs easier or more difficult. Constitution saving throw or become poisoned. While poi-
soned, the creature suffers the ill effects specified by the
Variant: Sacrificing Shields
poison for the duration defined by the poison. The creature
As a reaction, a character who is hit by a weapon attack while
can attempt additional Constitution saving throws at fixed
wearing a shield can reduce the damage from the attack to
intervals as defined by the poison, ending the condition on
zero. The character’s shield is damaged.
itself on a success.
If a character with the Protection Fighting Style uses their
reaction to impose disadvantage on an attack roll made
against an ally and that attack hits, the character can choose Poison Statistics
to reduce the damage from the attack to zero. The charac- Poison statistics are listed as follows:
ter’s shield is damaged. Name (Frequency/Duration) Save DC
Variant: Sundering Tier and Exposure Vector
A character wielding a slashing or bludgeoning weapon (oth- a Ongoing: effect
er than a Light weapon) can attempt to damage a creature’s a Each Failed Save: effect
weapon, armor, or shield instead of damaging the creature a Condition: effect
itself. The character makes an attack with disadvantage
against the creature. If the attack hits, the targeted object is Save DC
damaged. A poison’s save DC is the DC against which Constitution
saving throws are made to avoid or overcome the poison’s
Variant: The Mending Spell effects.
You can allow the mending spell to repair damaged weapons,
armor, and shields. This is not recommended. Exposure Vector
Poisons are only effective when delivered in specific ways.
Variant: Field Repairs Injury potions must be forced into a creature’s blood or
A proficient character with the appropriate tools can make muscle tissue and must therefore accompany a slashing
repairs in the field using the simple supplies contained in or piercing attack that deals at least one point of damage.
their tool kits. If a nonmagical weapon, suit or armor, or shield Imbibed poisons must be consumed. Inhaled potions can be
has accumulated only one point of damage, such a character powdered or burnt, but either way, they must be breathed in.
can make a DC 15 Intelligence check, applying their profi- And contact poisons merely need to come into contact with
ciency modifier for the appropriate tools, at the end of one the skin.
hour of work. On a success, the item is completely repaired.
Otherwise, it cannot be repaired in the field.

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The Hazards of Adventure


Frequency and Duration specific poison. When a poisoned character is treated with an
A poisoned creature can attempt a Constitution saving throw appropriate antidote, that character receives an immediate
after each time interval defined by the poison’s frequency, saving throw with advantage to end a specific poisoned
ending the effect on itself on a success. If the creature does condition and gains advantage on all saves thereafter to end
not fight off the poison, the poisoned condition ends after the that specific poisoned condition.
poison’s duration, though some poisons may have a lingering
effect. Harvesting and Crafting Poison
It is possible to harvest raw poison from poisonous plants and
Effect animals and venomous creatures. A proficient character can
While poisoned, a creature suffers one or more harmful or
use an herbalism kit or poisoner’s kit to harvest raw poison
debilitating effects as defined by the poison. The creature
from plants or monsters of the plant type. Only a poisoner’s
suffers any defined ongoing effects continuously while
kit can be used to harvest raw poison from any other source.
poisoned. Effects that accompany a failed save accumulate
Raw poison can only be extracted from a creature if it is inca-
each time the character fails a save to avoid or end the
pacitated, unconscious, or dead and has not been dead for
poisoned condition, including the initial save the character
more than 10 minutes when the work begins.
makes when exposed to the poison. Some effects are condi-
Harvesting raw poison takes 1 hour of work and requires
tional, applying after a certain number of failures or after the
an Intelligence check. The character’s proficiency bonus
accumulation of certain other effects.
applies. The DC is 10 to harvest raw plant-based poison or 15
to harvest poisons from creatures or other substances. Gen-
Multiple Poisons erally, a character can only harvest a single unit of raw poison
A creature can labor under multiple poisons at once. Each from a given source. But some large creatures yield multiple
represents a separate, unique poisoned condition and each units of poison when harvested, as noted in their stat blocks.
must be saved against separately. Raw poison must be refined after being harvested. A unit
A creature cannot suffer from multiple instances of the of raw poison can be refined into a dose of poison or into
same poisoned condition, but repeated exposure to the same an antidote for that poison. A character proficient with an
poison is still dangerous. If an already poisoned creature is herbalism kit can use it to make antidotes for plant-based
exposed to a poison from which they are already suffering, poisons. A poisoner’s kit must be used to make antidotes
they must roll a saving throw as normal. If they succeed, there from non-plant sources or to make any kind of poison.
is no change in their condition. The original poisoned con-
dition continues. If they fail, the original poisoned condition
ends and the new condition is imposed.
Applying Poison to Weapons
As an action, a character can apply a dose of an injury poison
to a weapon that deals slashing or piercing damage, or up
Existing Poison Rules to five pieces of ammunition that deals slashing or piercing
Any game effect that affects saves against the poisoned con- damage. The character must make a DC 10 Dexterity check.
dition applies to all saves rolled to avoid any of the poisons On a failure, the character is exposed to the poison. Charac-
described herein. Effectively, under these rules, the poisoned ters proficient with the poisoner’s kit have advantage on this
condition is a variable condition whose effects vary depend- check.
ing on the game effect that inflicted the condition. The next time an attack with the treated weapon hits a crea-
Any game effect that grants immunity to the poisoned ture within 1 minute, that creature is exposed to the poison.
condition provides immunity to all poisons described herein.
Any game effect that removes or ends the poisoned con-
dition ends all poisoned conditions currently affecting the
Creating New Poisons
You will find a number of low-level poisons below to include
target unless otherwise stated in the game effect’s rules.
in your game, but you are invited to use these rules to create
your own poisons.
Antitoxin and Antidote A poisoned delivered as part of a creature’s attack has
Antitoxin, described on PHB 151, is an alchemical substance a save DC determined by the creature’s statistics. Usually
made by secret means known only to the alchemist’s guilds equal to 8 + the creature’s proficiency bonus + the creature’s
of the world. It functions as described. Constitution modifier. Manufactured and refined poisons
An antidote is a substance created by an apothecary or have DCs determined by their tier of play, as follows:
poisonmaker to ward against or counteract the effects of a

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Tier Level Range Poison Save DC
Apprentice 1st-2nd 13
Journeyman 3rd-5th 14
Adventurer 6th-8th 15
Veteran 9th-11th 16
Champion 12th-14th 17
Heroic 15th-17th 18
Legendary 18th-20th 19

If you are creating a poisonous or venomous creature, bal-


ance the damage and other effects assuming the victim will
fail two saving throws before fighting off the poison. Other-
wise, look for spells that emulate the effects of the poison
you are creating.
To determine the cost of a poison, again, compare the
effect to a spell and set the price as you would a spell scroll
of the appropriate level. Spells that deal as much damage as
cantrips or 1st level spells or have other effects that emulate
cantrips or 1st level spells are worth between 50 gp and 150
gp per dose. Poisons that emulate 2nd level or 3rd level
spells are worth between 200 and 500 gp.

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A Pharmacy Most Foul


Adventuring is a dangerous business and adventurers can Greenblood Oil (1 round/1 minute) DC 12
encounter poisons in many ways. Dripping from some spi- Apprentice Tier Injury Poison, 75 gp
der’s fangs. Slickening a blackguard’s blade. Or bottled up for a Ongoing: blind while poisoned and for 1d4 hours there-
sale in some backalley scoundrel’s secret shop. after
Below, you’ll find a collection of poisons suitable for inclu-
sion in any low-level Dungeons & Dragons game. Intellect Devourer Ichor (1 round/1 minute) DC 12
Black Lotus Essence (10 minutes/1 hour) DC 12 Apprentice Tier Injury Poison, 90 gp
Apprentice Tier Injury Poison, 115 gp a Ongoing: Disadvantage on Intelligence checks, Intelli-
a Ongoing: disadvantage on attack rolls and ability checks gence saving throws, and must concentrate to cast any
spell
Blue Whinnis (1 round/1 minute) DC 11
Myconid Essence (1 round/1 minute) DC 12
Apprentice Tier Injury Poison, 70 gp
a First Failed Save: gain 1 level of exhaustion Apprentice Tier Injury Poison, 55 gp
a Next Failed Save: unconscious while poisoned and for a Ongoing: disadvantage on Wisdom (Perception) checks
1d4 hours thereafter and attack rolls

Deathknell (1 minute/10 minutes) DC 13 Shadow's Grasp (1 minute/10 minutes) DC 13


Apprentice Tier Injury Poison, 125 gp Apprentice Tier Injury Poison, 125 gp
a Each Failed Save: lose 1 hit die a Ongoing: paralyzed and cannot breathe
a No Hit Dice: hit points reduced to 0 and dying
Spellburn (1 round/1 minute) DC 12
Giant Adder Venom (1 round/1 minute) DC 12 Apprentice Tier Injury Poison, 125 gp
Apprentice Tier Injury Poison, 45 gp a Each Failed Save: lose one spell slot of highest avail-
a Each Failed Save: 1d6 poison damage able level

Giant Centipede Venom (1 round/1 minute) DC 11 Stumbletongue (10 minutes/1 hour) DC 12


Apprentice Tier Injury Poison, 65 gp Apprentice Tier Injury Poison, 75 gp
a Each Failed Save: speed reduced by cumulative 10 feet a Ongoing: disadvantage on Charisma checks, Charisma
a Speed Reduced to 0 Feet: paralyzed while poisoned saving throws, must concentrate to cast spells with
and for 1d4 hours thereafter verbal components, can speak only falteringly

Giant Scorpion Venom (1 round/1 minute) DC 11 Thieftaker's Boon (10 minutes/1 hour) DC 13
Apprentice Tier Injury Poison, 45 gp Apprentice Tier Injury Poison, 60 gp
a Ongoing: disadvantage on Strength checks, Strength a Ongoing: disadvantage on Wisdom saving throws and
saving throws, and melee weapon attacks Charisma (Deception) checks

Giant Spider Venom (1 round/1 minute) DC 11 Umber Hulk Blood (10 minutes/1 hour) DC 12
Apprentice Tier Injury Poison, 25 gp Apprentice Tier Injury Poison, 85 gp
a Each Failed Save: 2 (1d4) poison damage a Ongoing: disadvantage on Wisdom checks, Wisdom
saving throws, and Dexterity checks to determine ini-
Giant Wasp Venom (1 round/1 minute) DC 12 tiative
Apprentice Tier Injury Poison, 45 gp
Wyvern’s Egg Fluid (1 minute/10 minutes) DC 12
a Ongoing: Disadvantage on Dexterity checks, Dexterity
saving throws, and ranged weapon attacks Apprentice Tier Injury Poison, 65 gp
a Ongoing: disadvantage on Constitution checks, Consti-
tution saving throws, and can't recover hit points

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Creepy Crawly Dungeon Critters


Whether it’s an isolated cave or an abandoned ruin, it’s
home to something. If it hasn’t been claimed by some
Giant Bugs
Natural philosophers, safe in their laboratories, can argue
fantastic beast of legend or a tribe of savage humanoids,
the differences between insects and arachnids and the clas-
it’s likely teeming with mundane pests. And in the world of
sification of fantastic arthropods. But they’re all just bugs to
Dungeons & Dragons, the phrase “mundane pest” encom-
adventurers. Giant bugs. And the caverns and ruins of the
passes everything from extra-large rats through horse-sized
fantasy world are crawling with them. Giant bugs flourish in
spiders to giant, acidic amoebae.
the dungeon and they fill every niche. From carrion eater
Below, you’ll find updated and improved versions of classic
to apex predator. But regardless of niche, they’re all large,
dungeon vermin, suitable for stocking any low-level dungeon.
they’re all fiercely territorial, and they’re usually venomous.

Giant Centipede Giant Fire Beetle


Medium beast Medium beast
Abilities, Saves, and Proficiencies Abilities, Saves, and Proficiencies
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +1 +2 -5 -2 -4 +2 +0 +1 -5 -2 -4
Senses blindsight (30 ft.) Passive Perception 8
Passive Perception 8
Combat Statistics
Combat Statistics AC INIT SPD HP
AC INIT SPD HP 12 +0 30 ft. 16 | 8 | 4
11 +1 35 ft. 19 | 9 | 4 3d8+3
3d8+6 Morale critical (panic)
Move 35 ft., climb 35 ft.
Morale fearless (panic) Traits
Illumination. The beetle sheds light as a torch.
Traits
Erratic Movement. If the centipede moves at least 10 feet on its turn, Actions
attacks against it have disadvantage until the start of its next turn. Bite (melee weapon) +4
Hit: 4 (1d4+2) piercing damage.
Actions
Bite (melee weapon) +3 Reactions
Hit: 3 (1d4+1) piercing damage and exposed to giant centipede venom Involuntary Spray (15-foot cone, recharge after short or long rest)
Dexterity save DC 11
Bonus Actions Trigger: the beetle fails a morale saving throw
Scuttle Away. The giant centipede disengages. Fail: 3 (1d6) fire damage
Succeed: half damage
Poison Death Burst (all adjacent creatures) Dexterity save DC 11
Giant Centipede Venom (1 round/1 minute) DC 11 Trigger: the beetle dies without having used Involuntary Spray
Each Failed Save: speed reduced by cumulative 10 feet Fail: 3 (1d6) fire damage
Speed Reduced to 0 Feet: paralyzed while poisoned and for 1d4 hours Succeed: half damage
thereafter
Equipment and Treasure
Equipment and Treasure Survival (DC 10) fire beetle gland (2)
Poisoner’s Kit (DC 15) raw giant centipede venom (1 unit) Alchemist’s Supplies (DC 15) alchemist’s fire (1 flask)

Encounter Building Encounter Building


Tier apprentice (1st level-2nd level) Tier apprentice (1st level-2nd level)
Organization group (3-6) Organization group (3-6)

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Creepy Crawly Dungeon Critters


Giant Centipedes goiter-like lumps on their faces. While they feed on fungus,
Growing up to eight feet long, giant centipedes have flat bod- they are unfortunately territorial and unfortunately panicky.
ies comprising fifteen to thirty separate segments, each with When threatened, they involuntarily vomit forth a spray of oil
a single pair of legs. Their unpredictable, serpentine scuttling that bursts into flames when exposed to air. Worse still, the
makes it difficult to anticipate their movements and their par- same oil will explode from a beetle’s corpse if not ejected
alytic venom puts their opponents at a mobility disadvantage. before the beetle dies.
They tend to scuttle in, bite, scuttle away, then do it again Despite the dangers they present, fire beetles are prized by
until their venom reduces their prey to a motionless morsel. adventurers. Their facial growths glow for hours after careful
And then they eat. removal from the beetle, providing effective light sources.
And alchemists used to working with combustibles can ex-
Giant Fire Beetles tract unburnt oil from a dead beetle’s organs and glands for
Growing five feet long and with their dome-like shells some rough-and-ready alchemist’s fire.
cresting two feet high, fire beetles are recognizable from
any distance by their fiery red glow. Fire beetles produce
an oily substance that smolders inside their bodies, glowing
through their membranous undersides and pooling in fleshy, Giant Scorpion
Large beast
Abilities, Saves, and Proficiencies
Giant Wolf Spider STR
+2
DEX
+1
CON
+2
INT
-5
WIS
-1
CHA
-4
Large beast Senses blindsight (30 ft.)
Passive Perception 9
Abilities, Saves, and Proficiencies
STR DEX CON INT WIS CHA Combat Statistics
+1 +3 +1 -5 +0 -2
AC INIT SPD HP
Proficiencies perception (+2), stealth (+5) 13 +1 30 ft. 75 | 37 | 18
Senses blindsight (30 ft.) 10d10+20
Passive Perception 12
Morale fearless (panic)
Vulnerable cold
Combat Statistics
AC INIT SPD HP Actions
13 +3 40 ft. 39 | 19 | 9
Claws (melee weapon) +4
6d10+6
Special: The scorpion cannot make claw attacks while grappling a
Move 40 ft., climb 40 ft. (spider climb) creature.
Morale fearless (panic) Hit: 7 (2d4+2) bludgeoning damage and the target is grappled (escape
DC 12)
Traits Crush (one grappled creature) Strength save DC 12
Standing Leap. The spider can make a 20-foot long jump or a 10-foot high Fail: 9 (3d4+2) bludgeoning damage)
jump without a running start.
Bonus Actions
Actions Sting (melee weapon, one grappled creature) +4
Bite (melee weapon) +5 Hit: 3 (1d4+1) piercing damage and exposed to giant scorpion venom
Hit: 5 (1d4+3) piercing damage and exposed to giant spider venom.
Poison
Poison Giant Scorpion Venom (1 round/1 minute) DC 11
Giant Spider Venom (1 round/1 minute) DC 11 Ongoing: disadvantage on Strength checks, Strength saving throws, and
Each Failed Save: 2 (1d4) poison damage. melee weapon attacks.

Equipment and Treasure Equipment and Treasure


Poisoner’s Kit (DC 15) raw giant spider venom (1 unit) Poisoner’s Kit (DC 15) raw giant scorpion venom (1 unit)

Encounter Building Encounter Building


Tier apprentice (1st level-2nd level) Tier apprentice (1st level-2nd level)
Organization pair (2) Organization solo (1)

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Creepy Crawly Dungeon Critters


Fire Beetle Glands Oozes
A fire beetle’s facial growths shed light as a torch and burn Another debate for natural philosophers that adventurers
for 1d4 hours after removal from the beetle. don’t care one whit about is the nature of oozes. Are they
giant versions of some hypothetical creature too small to tell?
Giant Wolf Spiders Colonies of tiny creatures acting as one? Are they animal?
Giant wolf spiders are predatory arachnids. Covered in Vegetable? Mineral? Thaumaturgical? The result of some
bristling hair, the spiders reach a diameter of four feet, but, wizarding naturalist’s drunken bender? One kills and digests
unsurprisingly, that’s mostly leg. The spider’s body is usually the corpse the same as another.
only two feet long. Wolf spiders aren’t web spinners. They Oozes are amorphous creatures, primarily liquid contained
are hunters and ambushers, hunting alone or in pairs. Their in a semi-solid membrane. Consequently, oozes can adjust
deadly venom liquifies their prey’s innards. Once their victim their shapes to fit their surroundings. Moreover, they can
stops fighting, dead or dying, the spider slurps out its liquid surround anything that their volume can contain, open their
guts and leaves the husk behind. membrane, and swallow it. So, whatever else an ooze is, it’s
basically a mobile stomach.
Giant Scorpions
While normal scorpions prefer warm, arid climates, giant Ooze Traits
scorpions can be found in any underground space outside of Most oozes are large creatures and thus occupy four squares
cold climates. While their armored, segmented bodies grow on the grid. However, oozes can reshape themselves. They
to almost twelve feet long, half that length is curled up over are not restricted to a 2-square by 2-square shape. Further,
the scorpion’s body in the form of a tail with a venomous oozes can squeeze through cracks, crevasses, and even un-
stinger on the end. Scorpions generally seize prey in their der doors. Oozes can enter squares occupied by opponents
powerful claws, inject it with venom to keep it from escaping, and can engulf creatures whose spaces they share. An ooze
and then crush it to death. can engulf as many creatures as can fit into the squares it
occupies.
Moving an Ooze
Move an ooze one square at a time. That is, select a single
section of the ooze occupying a single square and move
it to one adjacent square, spending 5 feet of the ooze’s
movement. If the ooze’s segments no longer fill contiguous
squares, move one segment so it is adjacent to the segment
you just moved. This movement does not count against the
ooze’s total movement for the round. Keep moving each
other segment of the ooze adjacent to a segment that just
moved until all segments of the ooze fill contiguous squares.
Thus, the ooze pulls itself along with each move.
Engulfed Creatures
A creature engulfed by an ooze is grappled. While grappled,
it is restrained and has disadvantage on attack rolls and
Strength and Dexterity checks. Further, while grappled, the
creature cannot cast spells and can make weapon attacks
only with Light weapons. The grappled creature cannot
target any creature or object except the ooze and cannot be
targeted by any effects or attacks except those from the ooze
grappling it. The grappled creature moves with the ooze. If
the grappled creature escapes, it emerges from the ooze and
moves to an unoccupied space adjacent to the ooze.

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Creepy Crawly Dungeon Critters


Example of Ooze Movement
Initial Position Third Move (5 ft) Third Move (Follow-Up)

First Move (5 ft.) Fourth Move (5 ft.) Fourth Move (Follow-Up)

Second Move (5 ft.) Second Move (Follow-Up)

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Creepy Crawly Dungeon Critters


Blood Ooze Gelatinous Cube
Despite the name, blood oozes are not composed of blood. Another misnamed creature, this ooze isn’t cubic. It only
Nor are they undead creatures. Blood oozes are merely resembles a cube when it sweeps down a hallway. Gelati-
amorphous, reddish-brown creatures that unfortunately nous cubes are only semi-amorphous oozes. Their shapes
resemble clotted blood. And they merely drain the vital conform to the spaces they move through. They sweep along
essence of creatures they engulf to nourish themselves in a walls, floors, and ceilings, swallowing everything. They digest
way that unfortunately resembles the mechanism by which organic matter. The undigestible, inorganic matter they take
many undead drain the life force from their victims. up — or that are left behind after they digest what they can
from living creatures — gathers at the bottom of the ooze’s
body and is gradually ejected.
Gelatinous cubes are nearly transparent. When motionless
or slowly creeping along, they’re only visible by the telltale
pile of bones, rocks, and the contents of adventurers’ coin
Blood Ooze purses laying in their bottoms. And those are easy to over-
Large ooze look. Thus, many an adventurer has stumbled blindly into a
Abilities, Saves, and Proficiencies jelly wall and been engulfed before they realized what was
STR DEX CON INT WIS CHA
happening. Still, adventurers who recognize the signs of a
+1 -1 +2 -5 -3 -5 gelatinous cube’s passage will often hunt it down because of
Senses blindsight (30 ft., blind beyond) their tendency to sweep up valuables left behind in old ruins.
Passive Perception 7 Or left behind by adventurers who stumbled blindly into the
ooze itself.
Combat Statistics
AC INIT SPD HP
9 -1 20 ft. 60 | 30 | 15 Gray Ooze
8d10+16 Gray oozes are giant blobs of semi-transparent fluid that
Morale fearless (berserk) appears cloudy gray. Gray oozes are difficult to spot when
Resists fire, cold dormant and spread out on the ground or in water. They
Immune necrotic; blinded, charmed, deafened, frightened, grappled,
prone, restrained
slither blindly through underground spaces, attempting to
swallow and digest anything whose movements they feel or
Traits anything that blunders into them. Gray oozes not only contain
False Appearance. The oozie is indistinguishable from a pool of blood highly acidic digestive fluids, they also secrete those fluids,
when motionless. so their outsides are coated with a powerful corrosive. Their
Ooze. The ooze occupies four contiguous squares in any configuration.
It can squeeze through spaces up to one inch wide. An ooze can attempt acids can dissolve flesh and damage leather, wood, and even
to enter a creature’s space by engulfing it. If the engulf attempt fails, the metal.
ooze cannot enter that creature’s space that turn.
Engulf (escape DC 11). Each time the ooze attempts to enter a creature’s
space on its turn, the creature must succeed on a DC 11 Strength saving
throw or be engulfed. An engulfed creature is grappled. While grappled,
it is restrained, has disadvantage on Strength and Dexterity checks and
attack rolls, can target only the ooze, can attack only with light weapons,
and cannot cast spells. If it escapes the grapple, the creature moves to
an unoccupied space adjacent to the ooze. While grappled, the creature
moves with the ooze and the ooze must always move to occupy all squares
in a creature’s space. An ooze can have as many creatures engulfed as
can occupy the squares the ooze fills.

Actions
Life Drain
Each creature engulfed by the ooze takes 7 (2d6) necrotic damage and
the ooze regains half as many hit points.

Encounter Building
Tier apprentice (1st level-2nd level)
Organization solo (1)

11
Angry Games Theme Pack #3: Creepy Crawlies

Creepy Crawly Dungeon Critters

Gelatinous Cube
Large ooze
Gray Ooze
Abilities, Saves, and Proficiencies Large ooze
STR DEX CON INT WIS CHA
+2 -2 +2 -5 -3 -5 Abilities, Saves, and Proficiencies
Senses blindsight (30 ft., blind beyond) STR DEX CON INT WIS CHA
Passive Perception 7 +1 -1 +1 -5 -3 -5
Senses blindsight (30 ft., blind beyond)
Combat Statistics Passive Perception 7
AC INIT SPD HP
8 -2 20 ft. 75 | 37 | 18 Combat Statistics
10d10+20 AC INIT SPD HP
Morale fearless (berserk) 9 -1 20 ft. 65 | 32 | 16
Resists acid, fire, cold 10d10+10
Immune blinded, charmed, deafened, frightened, grappled, prone, Move 20 ft., swim 20 ft.
restrained Morale fearless (berserk)
Resists fire, cold
Traits Immune acid; blinded, charmed, deafened, frightened, grappled, prone,
Impassable. The gelatinous cube fills all the squares it occupies from floor restrained
to ceiling or to a height of 10 feet. Creatures, objects, and effects cannot
pass through the cube’s space even if a trait or effect would normally Traits
allow it. The cube is effectively an obstacle, not a creature. Acid Body. Each time a weapon is used to attack the ooze, it is damaged.
Ooze. The cube occupies four contiguous squares in any configuration. Each time a creature makes a melee attack against the ooze without a
It can squeeze through spaces up to one inch wide. A cube can attempt weapon, the creature takes 2 (1d4) acid damage.
to enter a creature’s space by engulfing it. If the engulf attempt fails, the False Appearance. The ooze is indistinguishable from water when mo-
cube cannot enter that creature’s space that turn. tionless.
Engulf (escape DC 12). Each time the cube attempts to enter a creature’s Ooze. The ooze occupies four contiguous squares in any configuration.
space on its turn, the creature must succeed on a DC 12 Strength saving It can squeeze through spaces up to one inch wide. An ooze can attempt
throw or be engulfed. An engulfed creature is grappled. While grappled, to enter a creature’s space by engulfing it. If the engulf attempt fails, the
it is restrained, has disadvantage on Strength and Dexterity checks and ooze cannot enter that creature’s space that turn.
attack rolls, can target only the cube, can attack only with light weapons, Engulf (escape DC 11). Each time the ooze attempts to enter a creature’s
and cannot cast spells. If it escapes the grapple, the creature moves to space on its turn, the creature must succeed on a DC 11 Strength saving
an unoccupied space adjacent to the cube. While grappled, the creature throw or be engulfed. An engulfed creature is grappled. While grappled,
moves with the cube and the cube must always move to occupy all squares it is restrained, has disadvantage on Strength and Dexterity checks and
in a creature’s space. A cube can have as many creatures engulfed as can attack rolls, can target only the ooze, can attack only with light weapons,
occupy the squares the cube fills. and cannot cast spells. If it escapes the grapple, the creature moves to
Translucent. Even in plain sight, a DC 15 Wisdom (Perception) check is an unoccupied space adjacent to the ooze. While grappled, the creature
required to become aware of a gelatinous cube that has not moved or moves with the ooze and the ooze must always move to occupy all squares
attacked. in a creature’s space. An ooze can have as many creatures engulfed as
can occupy the squares the ooze fills.
Actions
Digest Actions
Each creature engulfed by the ooze takes 7 (2d6) acid damage. Digest
Each creature engulfed by the ooze takes 7 (2d6 acid) damage and any
Reactions weapons the creature is wielding or armor it is wearing are damaged.
Reflexive Swallow Strength saving throw DC 12
Trigger: A creature attempts to enter a square occupied by the cube Equipment and Treasure
Fail: The creature is engulfed Alchemist’s Supplies (DC 15) acid (1 flask)

Encounter Building Encounter Building


Tier apprentice (1st level-2nd level) Tier apprentice (1st level-2nd level)
Organization solo (1) Organization solo (1)

12
Angry Games Theme Pack #3: Creepy Crawlies

The Undercity of Brecenza


Beneath the city of Brecenza lies… the city of Brecenza.
Brecenza has been built and rebuilt atop its own ruins, leav-
The Undercity
Brecenza is built on coastal wetlands and a muddied delta.
ing a maze of half-buried halls, chambers, and catacombs
Once, it was a collection of ramshackle wooden huts, but it
beneath it. Buried within are the riches of a more prosperous
was greatly improved under Zethinian rule with paved roads,
age. But prospectors will have to contend with the creeping,
canals, retaining walls, and stonework. But the heavy stone-
crawling vermin of every stripe that lair in the buried undercity.
work started sinking into the muck and slime almost at once.
Below, you’ll find a map of a section of the Undercity of
As it did, the Brecenzans just kept building. Buildings became
Brecenza. It provides an ideal setting for a neophyte adven-
cellars and then subbasements. Consequently, beneath the
turing party’s first delve and also an excellent location to
city of Brecenza lies a maze of interconnected chambers and
stock with the toxic creeps and slimes detailed above.
rooms and no one knows how deep it all goes.
Most of the Undercity is flooded or filled with dirt and mud.
But there are pockets of dry space. Or damp, muddy space
The Rise and Fall of Brecenza at the least. Every so often, a builder will open a buried cham-
Brecenza is a rotting husk of a city. It was never large, nor par- ber. And the adventurous and the desperately poor often dig
ticularly rich, but it was prosperous enough at its height. Now their way into the Undercity and sift through it for valuables.
it is a crumbling, corrupt haven for smugglers, and pirates. It’s dangerous work. Dig in the wrong place or force your way
Brecenza encircles a sheltered harbor on the western through the wrong wall and you’ll find yourself drowned or
shore of the Circle Sea. While it was too far west to benefit buried alive in a muddy tomb.
from the trade between Zethinia, Alqaad, and Zhou during Worse, the Undercity provides an excellent nesting ground
the Age of Empires, it nonetheless prospered under Zethinian for dangerous creatures. Common beasts and vermin, for the
rule. As the best port west of the Serpent Spine mountains, most part, which only become a problem when they find their
it served as the gateway to the Zethinian-occupied Western way into some inn’s cellar or out onto the Brecenzan streets.
Kingdoms. Trade goods, supplies, and soldiers flowed from Occasionally, something worse finds its way in. Kobolds,
central Zethinia to Brecenza, then upriver or overland into the goblins, and other savages have made their way into the
Western Kingdoms. Thus, it provided an alternative to trade Undercity in the past and pilfered the city from below. And
routes through the rugged mountain passes and through the "civilized" monsters — cultists, thieves, murderers, and the
kingdoms of the Sunderlands that resisted imperial occupa- like — often hide in the Undercity advancing their dark plots.
tion.
Corruption plagued the city long before the fall of the
Zethinian Empire. The Zethinian governors were reduced
to figureheads while the wealthy merchants and aristo-
Hooks
As it the Undercity is an underground maze filled with mon-
crats of the city’s Guild Council held the real power. When
sters and the wealth of a fallen empire just one flight of stairs
Zethinia retreated from the Western Kingdoms and the flow
from civilization, "because it is there" is an fine hook for most
of trade goods through Brecenza ceased, it was replaced
low-level parties. But here are a few alternative hooks:
immediately with piracy, smuggling, and banditry. As war
and strife consumed the Western Kingdoms in the wake of a The party is hired by an apothecary to gather venom
the Zethinian retreat, the plunder flowed through Brecenza. samples from the Undercity so the apothecary can
The wealthy elite grasped at whatever they could, but the make antidotes for folks bitten by vermin escaping into
far-sighted among them saw what was coming in on the tide. the city proper. If the party can’t harvest raw poison
They fled the city. Those that remained desperately clung to themselves, they can instead escort the apothecary.
the wealthy life they had grown accustomed to. a The party is hired by someone claiming to be an apoth-
Today, Brecenza is a free city of corrupt aristocrats and ecary but who, it turns out, is actually a poisonmaker in
merchants lording what little wealth and power they can the employ of one of the city’s criminal guilds. The ruse
seize over the impoverished smallfolk. The harbor is a haven is made plain when rivals from another guild attack the
for pirates preying on the recovering trade between the cities party during their delve.
of the Free Coast, the kingdoms of central Zethinia, and the a A mad poisoner has been killing cityfolk. Either for his
few open ports in Alqaad that still allow trade. Meanwhile, own twisted pleasure or as tribute to his dark god. A
Brecenza is a destination for exiles, outlaws, runaway peas- dedicated member of the city watch has tracked the
ants, and escaped slaves hoping to start new lives as free poisoner to an isolated section of the Undercity, but
folk. Or at least, hoping to escape their pasts. needs the party go in and drag him out.

13
Angry Games Theme Pack #3: Creepy Crawlies

The Undercity of Brecenza

14

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