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Otyugh Solitary, Large Tentacles (d10+3 damage) 20 HP 1 Armor Close, Reach, Forceful Special Qualities: Filth Fever The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Get too close, however, and you’ll have one of its barbed tentacles dragging you into that soggy, razor-toothed maw. If you get away with your life, best get to a doctor, or your victory may be short lived. Instinct: To befoul
- Infect someone with filth fever
- Fling someone or something
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Gobbin Group, Tiny, Stealthy, Devious, Hoarder, Planar Slap (w[2d4-2] damage) 6 HP 0 armor Hand Special Qualities: Teleportation Gobbin help noble heroes. Gobbin took your pointy-sticks to be polished before big fight; Gobbin jus' forget where he took them. Is okay, becasue Gobbin made you new pointy-stick from twigs in swamp. Gobbin meet new friends in swamp and told them where camp is, they bring you many pointy-sticks after sun goes out, they say. Instinct: to be persistant
- Annoy the crap out of the party
- Be somewhere nobody wants you to be
- Distract someone at a dire moment
- Vanish before anyone can take out their anger on it
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Amazons Group, Cautious Arrows (b[2d8] damage) 6 HP 3 armor Close, Near In Greek mythology, the Amazons were a tribe of women warriors.Classicist Peter Walcot wrote, "Wherever the Amazons are located by the Greeks, whether it is somewhere along the Black Sea in the distant north-east, or in Libya in the furthest south, it is always beyond the confines of the civilized world. The Amazons exist outside the range of normal human experience." These Amazons are based on J.E. Holmes "Maze of Peril" version, noble female warrior enemies of the evil Cult of Dagon(Cthulhu) and able mariners. Instinct: Destroy the Cult of Dagon (Cthulhu)
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Hated Pretender Solitary Skeleton Claws (w[2d4] damage) 12 HP 0 armor Close Special Qualities: Undead, Regenerates Whatever the Hated Pretender did he's likely been punished for it long since. He was converted into an undead and undying parody of himself by a sect of fanatically lawful warrior priests and placed in the prison to be tormented by Phantasms of Vengeance trapped with him. The Pretender can be destroyed by normal means, but his battered limbs will reform and his unlife will return the night after he is 'killed' unless his body is burnt and the ashes scattered or purified with unholy water. The Hated Pretender is a pitiful undead wretch, who despite retaining a normal intelligence, has been driven several varieties of insane and barely remembers his previous life as some sort of monarch. The Pretender's torturers were successful in tormenting him to madness and the thing lives in constant, overpowering fear of being burned and shredded by the Phantasms (having had this happen to him numerous times). He appears as an obviously unwell man: skeletal, stooped, with wild hair and beard, parched crackling skin, open wounds that ooze only crusted brown ichor and huge bright green eyes. He wears the cast off remnants of peasants' clothing (from a more recent victim) and a comical "crown" constructed of small animal bones, bird feathers, twigs and bits of thread.He is not actually aggressive, but the Phantasms require light to manifest he is equally afraid of light as he is in phantasms. The Pretender becomes agitated in the presence of light, fleeing to a dark area if possible and launching a furious attack with his claw like hands and unholy strength on anyone carrying a light if trapped. Adapted from the famous free OSR module "Prison Of The Hated Pretender". Instinct: Light Panics
- Suffers
- Regenerates
- Hates Light
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Phantasm of Vengeance Group, Construct, Amorphous Spectral Strike (1d4 damage) 3 HP 0 armor Close, Ignores Armor, Near Special Qualities: Vengeful lawful manifestation, Undead, Noncorporeal, Regenerates A nasty species of vengeful lawful manifestation, each of these entities is the distilled desire for just and holy revenge of any number of lawful victims who died of violence. They are not complete spirits themselves, just a collection of the departed souls' earthly disbelief, rage and sadness at their slaughter. Phantasms are not very intelligent and seek vengeance on anyone they can reach that isn't a cleric or anointed follower of a specific lawful religion or cult. The phantasms can't really be destroyed; except by a proper exorcism (or similar ritual), but can be forced to dissipate and reform hours or days late by attacking them with normal weapons. Phantasms of Vengeance are nyctophobic and cannot abide darkness, even the darkness of normal night.Torchlight or magical light is sufficient for them to manifest.Each individual Phantasm's appearance varies; examples include: a fiery warrior, a ball of blue fire or a female ghostly figure wrapped in spectral chains. Adapted from the famous and free mini OSR module "Prison of the Hated Pretender". Instinct: Vengeance on the unlawful!
- Haunts
- Inflicts Terror
- Strikes
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Triffid Group, Planar Tendril (b[2d8] damage) 6 HP 0 armor Close Special Qualities: Carnivorous alien walking plant, Fire does double damage, Worshipped by the Tcho-Tcho Triffids are large, walking, carnivorous plants from John Wyndham's 1951 post-apocalyptic novel, The Day of the Triffids. Triffids are capable of "stinging" humans and other victims with the coiled tendril hidden in the cup-like flower at the top of their stem, and the sting of a full-grown triffid (generally 8-10 feet, or up to three metres tall, possibly taller in jungles) can easily kill a full-grown man. These strange, carnivorous, walking plants then tend to wait around the body of their fallen victims until the body decays enough for the triffid's tendril to rip shreds of flesh from the body and feed it into the triffid's flower. It is possible to "dock" (remove) the stinger to render the plant harmless until the stinger grows back in about two years. Triffids are slow-moving, capable of shambling about at roughly the walking speed of a human being, but their stinging tendrils tend to have a long reach (10-15 feet or 3-4.5 metres), while Triffids have a tendency to work together in packs and lay surprisingly effective ambushes (by hiding, for example, naturally camouflaged in natural jungle foliage), and Triffids can be especially dangerous to the very young, the elderly, injured, or infirm, and those unaware of or otherwise unable to see their presence. Triffids may possess a rudimentary intelligence and the ability to talk to one another and perhaps to "see" by echo-location; researchers have observed that removing the three "clatter-sticks" growing around the stem results in the triffid slowly wasting away, as if from a lack of contact with others of its kind and/or a lack of sensory input, as seen in higher animals and humans. Triffids produce seeds in a small pod at the base of the cup-like flower at the end of their stems; once a year the pods explode, scattering thousands of seeds born on gossamer sails into the wind, where they might travel for kilometers before landing. Fortunately, up to 95% of these seeds are infertile. Triffids can be harvested for a highly nutritious and industrially valuable pinkish oil, but docking the stinger tends to degrade the quality of the oil, so it's best to harvest oil from a dangerously intact Triffid. The oil is highly flammable, rendering Triffids vulnerable to fire. Instinct: Ambush
- Hunt
- Sting
- Consume
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The Jackal's Own Solitary, Magical, Divine, Organized, Intelligent, Planar, Terrifying, Amorphous Void Maw (d12+6 damage) 21 HP 5 armor Close, Forceful, Ignores Armor Special Qualities: Rend the sanity of all who gaze upon it's true form Once a man, a shapeshifter in service to the wilds. No longer. He went in search of visions and found a spirit from beyond space and time. A spirit possessed of a hunger far greater than for the flesh of man or beast; for sinew and gristle of reality itself. A spirit which has all but consumed his mind. Instinct: To eat until there's nothing left
- Devour anything, leaving nothing behind.
- Shapeshift into a terrifying perversion of the natural world.
- Call upon the power of the other Five.
- Tear reality asunder with it's fangs
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Lovecraft Tcho-Tcho Horde, Small, Construct Weapon (d4 damage) 3 HP 0 armor Close Special Qualities: Serve Cthulhu Mythos The Tcho-Tcho People are a group of tribes of near-human Asian natives. They are genetically from humans, they are notably smaller, have livid red skin, and other marked physiological differences. Tcho-Tcho have no hair, fingernails, or toenails. Legends point to prehistoric genetic engineering of pre-human ancestors by the Great Old Ones Zhar and Lloigor. These legends purport they "grew from the 'seeds' of the Twin Obscenities"). They are feared by other tribes and appear to be inimicable to Mankind. They worship the beings of the Cthulhu Mythos (notably, Han , Chaugnar Faugn , Rhan-Tegoth , Hastur and His Spawn). They appear to be the “corpse-eating cult of Leng” mentioned in the Necronomicon and have “lamas” as priests (cf. Elder Hierophant). They might be related to the Men of Leng in the Dreamland. The name Tcho means “destroyer” or “sorcerer”, thus the Tcho-Tcho people are the “destructive sorcerer people”. Some Tcho-Tcho worship bizarre carnivorous plants they call Klaaktuk, especially the monstrous "Buna Klaaktuk" ("King Triffid", "Old Man Rattler" or "Great Witch-Doctor"). Tcho-Tcho regard the plants as gifts from the gods, as family, and as beings as intelligent as men, and Tcho-Tcho colonies in jungles often cultivate these plants. Tcho-Tcho are immune from the plant's blinding sting; share the plant's diet of rotting human flesh; produce from the plant clothing and ornaments from fibers, dyes from the flowers, high-grade vegetable oil from the stems, poison darts from the stingers, musical rattles and blow-guns from the plant's "clatter-sticks", and ritual hallucinogens prepared from mashed seeds (said to be especially potent when harvested soon after the plant has consumed a powerful witch-doctor). The mightiest and wisest of Tcho-Tcho "witch-doctors" wizards are spared from being eaten in cannibal feasts upon death, and are instead fed to Klaaktuk, especially the legendary, gigantic Buna Klaaktuk, oldest and wisest of the plant's kind, which stomps through the primeval jungles of Asia. Buna Klaaktuk is said to be large enough for the Tcho-Tcho's ancestors to have either carved caves or homes into the plant's vast bole or otherwise been absorbed into the cavities in Buna Klaaktuk's stem, or (in other legends) for Tcho-Tchos to been swallowed alive and whole by Buna Klaaktuk, and then slowly digested for generations, until their spirits or souls are reincarnated into the plant, which the Tcho-Tcho claim to be a great honor reserved for the greatest of the Tcho-Tcho. Instinct: Actve Cannibal
- Hunt humans
- Torture prey
- Devour outsiders
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Lovecraft Tcho-Tcho Lama Solitary, Small, Divine, Intelligent, Cautious, Hoarder Black magic (d8+2 damage) 12 HP 1 armor Close Tcho-Tchos are referred to as a degenerate and cannibalistic race that worship strange gods.The Tcho-Tcho are first mentioned in August Derleth's 1933 short story "The Thing That Walked on the Wind", in which a character refers in passing to "the forbidden and accursed designs of the Tcho-Tcho people of Burma". Later that year, in "Lair of the Star-Spawn", co-written with Mark Shorer, Derleth expanded on the Tcho-Tcho, describing them as a short, hairless people that worship Lloigor and Zhar. In H. P. Lovecraft's "The Shadow Out of Time" 1936, they are described as "abominable". In T.E.D. Klein's novella Black Man with a Horn, first published in New Tales of the Cthulhu Mythos in 1980, the Tcho-Tchos are described by an American missionary who has met them as "the nastiest people who ever lived(...) They'd been living way up in those hills I don't know how many centuries, and whatever it is they were doing, they weren't going to let a stranger in on it". Instinct: Conduct Cannibal rituals
- Rules tribe
- Serve Dark Gods
- Devour humans
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Vampire Blood Lord Solitary, Magical, Stealthy, Intelligent, Hoarder, Terrifying Myriad ancient arms (b[2d12+4] damage 4 piercing) 20 HP 6 armor Close, Forceful, Reach, Near Special Qualities: Unspeakable mind, Polymorphic form Vampires are horrible monsters, capable of breaking the wills of people and making them slaves, only to feast upon their blood and toss the hollow remnants away like bones from a feast. What could rule over vampires? Pray you never find out... Instinct: To rule
- Crush wills with a glance
- Drain blood with a touch
- Work blasphemies unheard of by mortals