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Page history last edited by Paul Wolfe 9 years, 2 months ago



SIZE: Small

HD: 1d4

MOVE: 30 ft., 180 ft (Fly)

AC: 12

ATTACKS: Bite +0, 1

SPECIAL: Egg Insertion, Webs


INT: Animal


TYPE: Magical Beast


XP: 9+1

The webbird is a creature that appears to be a cross between a bird and some form of insect or arachnid. Living in large colonies like bats, webbirds typically reside in semi-tropical regions, though they are also found underground in temperate climates.


A webbird appears to be a beakless bird about the size of a raven. Though they have small ridged mouths, these are not typically used in combat. Additionally, the creature has a strange appendage drooping from its chest about 4 inches long.


Webbirds shun flames and a single torch is enough to keep their attacks at bay.


Combat: Webbirds attack en masse, typically, gliding over opponents in waves, each emitting a long strand of sticky inflammable web. The effectiveness of such a group attack is based on the number of webbirds as per the table below:


Webbirds     CL    Result

<12            0    Attack ineffective

12               1    1 creature ensnared

13-24          3    1d4+1 creatures ensnared for 1d4+1 rounds

24+             5    Entire area covered in webs; all ensnared for 1d4+1 rounds


Note that the CL relates to either a Dexterity save to avoid being ensnared or a Strength save to escape from the webs. Those not snared must make a Dexterity save every round they are in the webbed area and speed is reduced to ½ normal.


Once the webbirds have ensnared a number of victims, they descend to latch on and implant their eggs. This requires a standard attack to latch onto a victim (at +4 for those immobilized by webs). On the round after latching onto a victim, the webbird inserts its egg tube under the victim’s skin and implants 2d4 eggs. The victim must make a Constitution save (CL 2) for each grub inserted. Success indicates that the grub has died in the victim’s system and deals only 1 point of damage (for each grub). If the check fails, the grubs hatch in 1d4+2 turns. Webbird grubs deal 1 point of damage per round/per grub to the victim until death. Fledgling webbirds emerge from the corpse after 2d4 days. Grubs can be killed by a Cure Disease spell, a Heal spell, or other powerful reality altering magicks (Limited Wish/Wish, etc).




SIZE: Medium

HD: 1d10

MOVE: 20 ft, 40 ft (Dig)

AC: 19

ATTACKS: Slam 2d4 x2

SPECIAL: Hide +5; Earthwalk


INT: Low


TYPE: Elemental


XP: 9+1

Vilstrak are degenerate earth elementals with slightly more intelligence, but less of a connection to the Elemental Planes. They appear to be vaguely humanoid beings of earth covered in stony plates. Vilstrak make their lairs in hollow places inside stone or earth walls, typically near the surface. Though these lairs are typically undetectable, once found, it’s little work to break through into their lairs where they keep various treasures either looted from hoards and victims or found while moving through the earth.

Combat: Vilstrak attack almost mindlessly with two bludgeoning fists. When motionless against a stone or earthen wall, Vilstrak can hide with a +5 bonus.

Earthwalk: Vilstrak can move through earth and stone like a person swimming through water. It takes 1 round for the vilstrak to meld into such material, but once in, they can move at 40 ft. per round.


Zombie, Earth


SIZE: Medium

HD: 2d8

MOVE: 20 ft.

AC: 13

ATTACKS: Slam (1d8)

SPECIAL: Slow, Dust Cloud


INT: None

ALIGNMENT: Neutral Evil

TYPE: Undead (Elemental)


XP: 15+2

Earth zombies are almost indistinguishable from common zombies, except that they seem to leave a trail of damp earth wherever they go and are surrounded by a thick fine dust. Earth zombies typically are created by and serve clerics dedicated to the elemental gods of stone and earth. 


Combat: Earth zombies attack in a mindless fashion. Like common zombies, they can never gain the initiative and always attack last in a round.


Dust Cloud: Earth zombies are constantly surrounded by a cloud of choking dust which affects anyone within a 10x10 square area. A save versus Breath Weapon is required when caught in this affected area. A failure indicates that the victim is incapacitated by coughing for 1d4+1 rounds after being removed from the area.




SIZE: Tiny

HD: 1d4

MOVE: 10 ft.; 40 ft. fly

AC: 18

ATTACKS: Bite 1d2

SPECIAL: Blood drain, Hide +10


INT: Average

ALIGNMENT: Chaotic Evil

TYPE: Magical Creature

TREASURE: 1d3 gems

XP: 12+1

Galltrits appear to be small batwinged humanoids. Galltrits live in piles of dung and offal.


Combat: Galltrits attempt to attack unnoticed (Hide +10), biting for 1d2, and locks its teeth onto the victim’s skin. The galltrit’s bite has an anesthetic effect which lasts for 1 turn making it almost impossible to detect the galltrit’s presence. The victim must make a Strength save (CL 10) to notice the initial bite and subsequent effects.


Blood Drain: Once locked on, the galltrit drains 1 hit point per round from the victim. Every five rounds, the victim must make a Constitution save or lose one point of Constitution. The Challenge Level of this check equals the number of hit points drained due to blood loss. After losing three points of Constitution, the victim must make a Constitution check (CL=hp’s drained) or fall unconscious. The victim returns to consciousness after 2 turns.



NO. ENCOUNTERED: 2d4 (60-100)


HD: 5

MOVE: 30

AC: 15

ATTACKS: Bite (1d4) or by Weapon

SPECIAL: Affect Normal Fires (2/day), Immune to fire, 90' Darkvision, +4 to saves against magic


INT: Average

ALIGNMENT: Chaotic Evil

TYPE: Humanoid (extraplanar)


XP: 240+5


Tanarukka are the unholy spawn of demons and orcs. The creatures are shorter and stockier than standard orcs and covered in a coarse reddish fur. In addition, tanarukka have short ivory-colored horns jutting from their heads and, sometimes, jawlines and scale-like ridges on back of the head, onto the neck and shoulders.


Combat: Tanarukka fight with long cleaver-like weapons (equivalent to a bardiche), though when unarmed they bite with their tusked mouths.


Pyrotechnics: as per the 2nd level Wizard spell twice per day.


Immune to Fire: Tanarukka are immune to normal fires and take only half damage (max) from magical fire.


Tanarukka AC 15; MV 30; HD 5d8; Bardiche 2d4 or Bite 1d4; Saves: P; Special: Pyrotechnics 2/day, immune to fire, +4 saves vs. Magic, Darkvision; XP 240+5






HD: 3 or 4

MOVE: 20 or 50 swim

AC: 15

ATTACKS: Bite 1d3; and by Weapon

SPECIAL: Hide +2; Poison (+2 save)


INT: Low to Very

ALIGNMENT: Chaotic Neutral

TYPE: Monstrous Humanoid

TREASURE: 9 (gems and magical items only)

XP: 45+3 or 90+4

Ophidia are serpentine creatures with humanoid torsos and arms. The head of the ophidia invariably resemble giant hooded cobras. 


Combat: Ophidia typically fight with large tulwars (equivalent to a bastard sword), great scimitars, or  war hammers. About 20% of any given group carry smallbows (same stats as the hand crossbow) -- and of course, the ophidian archers coat these small dart-like arrows with their venom. In addition to a melee attack, ophidia may attempt to bite every round.

Poison: Ophidians have a weak poison (+2) which paralyzes its foe for 2d6 rounds.

Camouflage: Ophidians have a natural camouflage ability giving them a +2 to Hide checks.


Ophidian AC 15; MV 20, 50' swim; HD 3d8 or 4d8; Large Tulwar (2d4) and bite (1d4 + poison) or Smallbow (1d4 + poison); Saves: P, M; Special: Poison (paralyzed 2d6 rounds, +2 save), Camouflage +2 Hide; XP 45+3 or 90+3

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