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Greater Gnole Solitary, Large Tentacles (d10 damage) 16 HP 1 armor Special Qualities: Gem Eyes, Tribal Gnole Leader If a gnole is lucky enough to survive a century or more, it undergoes a metamorphosis, transforming into a greater gnole. Greater gnoles typically stand 7’ tall, but can grow up to twice that size. Their bodies are oval in shape, with nodules of rubbery flesh protruding from their torsos and abdomens. Greater gnoles lose their coarse fur, revealing its naked, slate gray skin. Their arms become tentacles and their ears are grown over with folds of flesh, rendering them largely deaf. Even stranger, the eyes of a greater gnole transform into faceted gemstones and can be removed from their sockets. These gemstones are often magical and a Greater Gnole will regrow new eyes if his old eyes are lost and will often keep spare sets of "eyes". If these are stolen the Greater Gnole will hunt down the thief with his or her tribe to capture and devour all of the thief and all of his or her comrades. Instinct: Protect gem eyes
- Devour Humans
- Produce and protect gemstone eyes
- Lead a lesser gnole tribe
- Inspired by DCC Module Gnole House
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Gibbelin Group, Small, Intelligent, Hoarder Weapon (d6 damage) 3 HP 0 armor Close Special Qualities: Cannibal, Wealthly in gems, Collecter Short, ochre-colored humanoids with broad noses, catlike ears, and four-fingered hands. Gibbelins are a race of short humanoids said to be related to evil gnomes. Gibbelins dwell in the darkest of forests and in shallow caves under hills. They are intrigued by all manner of tools, weapons, and fancy clothing. The gnoles accumulate all these items from their victims and trade regularly with the gibbelins to acquire the green crystals they admire. Instinct: Devour humans
- Mine gems
- Collect fancy human items
- Trade with gnoles
- Inspired by DCC Module Gnole House
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Lesser Gnole Group, Organized, Hoarder Brutal Weapon (d8 damage) 6 HP 0 armor Close Special Qualities: Cannibal, Evil Merchants Gnoles go through two distinct life phases and lesser gnoles are the first stage. Lesser gnoles are man-sized, hulking creatures with a physique reminiscent of an ape. They have rubbery flesh covered with coarse, dark hair, and beady, piggish eyes of bright red. Lesser gnoles don’t typically wear clothing, but enjoy accessories such as hats, scarves, sashes, and oversized boots when they can find them. Their tongues are long and ribbon-like, and they can understand but not speak the Common tongue, communicating with one another in a complex language of purrs, whines, whistles, trills, and grunts. All gnoles live in family groups that mimic human society to the point of parody. They fight with clubs, axes, spears, and other brutal but simple weapons. Instinct: Devour Humans!
- Collects items
- Summon other gnoles with whistle
- Defend the tribe
- Inspired by DCC Module Gnole House
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Sarzuk the Devil Solitary, Stealthy, Intelligent, Hoarder Longsword (d10 damage) 6 HP 1 armor Close In the Boss’ inexplicable absence, his second in command—one Sarzuk the Devil—has taken over leadership of Ogo's gang. Sarzuk has posted guards to watch over Ogo's shop, and is ready to mobilize the surviving gang members at the first sign of rogues in the house. Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh. Instinct: Profit from misery
- Torment the weak
- Summon and command rogues
- Torture for sport
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Boss Ogo Solitary, Magical, Devious Direct Spider Swarm 12 HP 0 armor Close, Far Special Qualities: Ygiiz Cultist, Controlled by the Crystal of the Outer Dark The fences of Punjar are infamous for their cunning and greed, and Boss Ogo is no exception. Operating under the guise of a jeweler, Ogo does a brisk trade in stolen goods, enjoying the protection of a gang of bravos and thugs.But even the wary eye of a gang boss is no promise of surety in Punjar’s deadly environs. For the last month, no one has seen or heard from Ogo. The jeweler’s door is barred, his shutters locked, and no smoke escapes the shop’s chimney. Like ravens circling a stinking carcass, the bravos and pinch thieves of the Souk smell a fortune for the taking.Unbeknownst to his band, Boss Ogo yet lives—after a fashion. Nearly two months ago he fenced a gem stolen from a travelling sorcerer. Though appearing as a simple, rough amethyst, the crystal can serve as a portal and beacon to the beings of the outer dark. In his amateur study of the crystal, Ogo has undergone a conversion, believing that his role in this life is to usher Ygiiz, the Spider-Mother, into this realm. For the last month, he has spent every waking hour studying the crystal, seeking to activate its powers. Boss Ogo stands directly behind the crystal, one hand touching the stone, though the bulk of his frame is not immediately visible. Four Spiders of Ygiiz are feeding from his body. Ogo only becomes visible when the fuliginous extraplanar ticks detach from his body, revealing him bit by bit. Boss Ogo is haggard and gaunt, shrouded in drifting veils of cobwebs as spiders course over his skeletal frame. But his eyes are aflame with the madness of divine knowledge. On his silent command, the fell Spiders of Ygiiz move immediately to attack the PCs. For his part, Ogo does little more in combat than howl out at the PCs in madness. So long as he maintains contact with the crystal, Ogo is able to direct the natural spiders, causing them to swarm at his command. This is always accompanied by declarations of the PCs as heathens to be sacrificed to Ygiiz, the Spider-Mother. Ogo can target one PC, causing causing thousands of spiders to swarm over the PC (no roll needed). A swarmed PC suffers a -2 penalty to all rolls. If Ogo breaks concentration;then swarm dissipates. The swarm dissipates immediately if the PC makes any action to sweeping the spiders from their body. Alternately, instead of directing the spiders, Ogo can attempt to summon an additional Spider through the crystal.Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh. Instinct: Worship Ygiiz
- Spider swarm intruders!
- Protect the Crystal of the Outer Dark
- Summon Spider of Ygiiz
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Spider of Ygiiz Group, Small, Devious, Planar Grapple Attack 6 HP 1 armor Close Special Qualities: Grapple Attack Among the first beings drawn through Ogo’s starry portal,the Spiders are not arachnids in the true sense. Spiders most resemble enormous six-legged ticks, the size of large hounds. The Spiders are perfectly black, so dark that they reflect no light whatsoever, appearing as only the absence of any color,as if reality itself had been cut away in the Spider’s form. The Spiders wait for the PCs to enter the darkened garden before attacking—springing through the air and bearing their victims to the ground. The touch of the Spiders is as cold as the void, searing targets with frostbite.A successful attack by a Spider of Ygiiz indicates the PC is grappled.If the player does not Defy Danger+DEX; the a Spider tears freezing chunks out of its victim, permitting a swarm of local natural spiders to swarm into the wound, eager to please their extraplanar allies.The Spider will Ygiiz makes a final attack attempt, crushing the spiders infesting the wound, releasing a flood of toxins (Defy danger versus DEX to escape). The target cannot be roused by allies from the toxic coma and only awakens with a successful Defy Danger versus CON save.The target may make three Defy CON attempts to awaken, but after three failed checks, the PC dies (Last Breath roll). Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh. Instinct: Serve Ygiiz, the Demon Spider-Mother
- Grapple Prey
- Command Spider Swarm
- Infect Prey
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Sarzuk Rogue Group, Organized, Hoarder Short sword (w[1d6] damage) 3 HP 1 armor Close Special Qualities: Summon help via blackbird Brutish break-in techniques (as adjudicated by the GM) alert these rogues. This pair has a small, trained blackbird kept in a hooded cage. At the first sight of trouble, the pair releases the bird. Keep informal track of time once the bird is released. Once Sarzuk and his rogues arrive, he sends six of these men in to flush out the PCs, while waiting outside with the rest of his band (Two per PC).(Adapted from the classic DCC adventure "The Jeweler that Dealt in Stardust" by Harley Stroh) Instinct: Obey Sarzuk
- Watch
- Retreat
- Backstab
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Living Bones Solitary, Large, Construct Skull Bite (d4 damage) 6 HP 0 armor Special Qualities: Undead The bones are living dead that have decayed over the eons. They shake and rattle as characters approach; however, they can no longer animate into cohesive skeletons. The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through normal means.(Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) Instinct: Destroy
- Fail to form skeletons
- Shake
- Rattle
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Clay Army Soldier Horde, Construct Spear (d4 damage) 3 HP 0 armor Close, Near Special Qualities: Arcane Construct, Water will Destroy, Requires Clay Warlord "A great stillness pervades the room. It is the stillness of death; the silence of a tomb. Then, suddenly, the stillness is broken as the clay warlord jerkily raises an arm toward his generals. Then, the entire army takes a lurching step forward, shattering the silence with the tramp of doom." If the warlord is killed (same stats), the entire army loses anima,becoming simply a set of clay statues.(Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) Instinct: Obey the Clay Warlord and his Generals!
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Crystal Victim Statue Group, Devious, Construct Hands (1d4 damage) 6 HP 0 armor Close Special Qualities: Transformed ancient prisoners, Pacifist, Arcane construct Their features are hard to discern because of their translucency, but they are perfect replicas of the eons-old proto-human warrior prisoners who were transformed to create them. They are attracted to light and shuffle toward torches and lanterns. They do not attack, but their approach may seem menacing, and they will defend themselves. If they reach a torch or other light source unmolested, they simply stand next to it and absorb the warmth.(Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) Instinct: Defend
- Attracted by Light
- Seek Warmth
- Will not attack, only defend