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D20 HEROIC FANTASY

‘ERETS CAMPAIGN SOURCEBOOK

SWORD AND SORCERY IN THE EARLIEST AND MOST EPIC OF ANTE-DELUVIAN AGES

 

 

COPYRIGHT INFORMATION: The world of ‘Erets is a Sword and Sorcery Campaign based off the exciting Epic Fantasy setting of a series of short stories written by Sir Gerard Luft, KDM. ‘Erets, Daitya and Chanowk are Copyright 2003 © Sir Gerard Luft, KDM. All rights reserved.

 

BASICS

 

Before Conan ruled Aquilonia… Before Kull ruled Valusia… Before Elric ruled Melnibone… and even before Sauron ruled them all, there was ‘Erets. It is the dawn of mankind. Magic is ruled by the Wizards of Daitya, and is usurped by the Sorcerers of Nod. The ancient gods of men live, eat and sleep in the cold north with their human subjects and Dwarven friends, battling serpent men and beast men who try to claim Vanaheim and Asgard for their own. Hell itself can be crossed by foot in the blasted lands of Acheron and Stygia, bordered by the River Styx. Great galleons climb the ether to the moon, and men can touch the astral plane at the edges of the world. The alien Eldar, with their Halfling kin, hide from man and Lemurian alike.  The giant Nephiyl, star-spawn of the Great Cthulhu, rule on land and in the sea. And beings completely alien and inimical to man dominate the land and seas of Mu to the far south. The world of ‘Erets is classic Sword and Sorcery with just a hint of Epic Fantasy, as larger than life Heroes battle monsters and alien gods for man’s survival in his earliest days.

 

All you need to play D20 Heroic Fantasy is this Sourcebook of the world of ‘Erets, the D20 3.5 System Reference Document and a love of Sword and Sorcery.

 

 

ABILITIES

 

In addition to the standard D20 Ability Scores of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, each character has a SANITY score:

SANITY=WISDOM x 5

MAXIMUM SANITY= 99

SANITY LOSS

  • When a monster is encountered, the is a sanity score of x/x, x/xdx, or xdx/xdx. A player must roll a 1d100 and score beneath the current SANITY score in order to make a successful sanity check.
  • If it is a success, the character only looses the first number or die roll from their current SANITY. If they fail, they loose the second die roll from their sanity.
  • The only way to gain back sanity is through magical healing.
  •  A character who looses 20% of their current sanity in one encounter goes temporarily insane.
  • The Dungeon Master will take over the temporarily insane character for 6d6 turns.
  • It will fall to that DM to determine the type of temporary insanity the Player Character is suffering from, and to role play it out.

 

 

ALIGNMENT

 

There are only three alignments for characters: Lawful, Chaotic and Neutral. Based on actions the player characters make, the DM assigns them either a Law point or a Chaos point or a Neutral point. The DM awards or penalizes Alignment Points based on the Following actions:

 

Gaining Chaos Points

Points

Action

3

For each Lawful human converted to Chaos

1

For each human soul slain and dedicated to Patron Lord

=CR

Kills an elemental

1

For Destroying an Item of Virtue

10

For making a pilgrimage to Hwaamgaal in Pang Tang

6

For meeting the Theocrat of Chaos

1D10

For participating in a military attack on a Lawful nation

1D6

For each new shrine of Chaos founded

2D6

For each new temple of Chaos founded

1D4

For each time the adventurer uses a random method to decide its next course of action in the course of the game

2

For each elemental priest slain

2

For each Lawful priest slain

4

For each Lawful Agent slain

8

For each Lawful Champion slain

1

For each bound demon

2

For each Characteristic point sacrificed to Chaos

1

Frees someone

2

Invocation restores someone’s life

1

Learns magic (per spell level)

1

Murders

1

Rescues someone from danger

2

Invokes a Lord of Chaos

1

For each demon summoned

1

Takes advantage

1

Takes revenge

1

Tells a significant lie

1

Speaks with the dead

1

Steals something important

1

Wounds someone

 

Gaining Law Points

Points

Action

3

For each Chaotic human converted to Law

1

For each Chaotic human slain

=CR

Kills an elemental

=CR

Kills an demon

20

For making a pilgrimage to Kaneloon

15

For meeting Myshella, Empress of the Dawn

1D10

For participating in a military attack on a Chaotic nation

1D6

For each new shrine of Law founded

2D6

For each new temple of Law founded

1

For each elemental slain

2

For each elemental priest slain

3

For each Chaotic priest slain

5

For each Chaotic Agent slain

10

For each Chaotic Champion slain

1

For each Item of Virtue owned

1

Invocation restores someone’s life

1

For each skill over 100%

1

charity

1

Rescues someone from danger

5

Invokes a Lord of Law

-1

Tells a significant lie

-5

For each demon summoned

 

Gaining Neutral Points

Points

Action

3

For each Chaotic or Lawful human converted to the Balance

20

For making a pilgrimage to Tanelorn

15

For meeting a Grey Lord

1

For each 20% known of the skills Insight and Million Spheres known (e.g. 80% = 8 points)

1

Frees someone

1

Gives charity

1

Heals someone mortally ill

1

Imprisons some one

3

Loves another

1

Makes something unique and beautiful

2

Rescues someone from danger

1

Tells a significant truth

-1

Speaks with the dead

-2

Invocation restores someone’s life

-5

Object-binds an elemental

 

When one Alignment of the character exceeds the combined total of the others by 100, then he becomes a CHAMPION (explained later).

 

When PCs are first created they may choice to favor one alignment. The character than rolls 1d3 to determine how many Alignment Points he begins with:

 

Law: For each Law point a character begins with and gains during the course of a campaign, the character may add 1 skill rank to any skill, even non-class skills. Except for Daityan Wizards, Paladins and Clerics, the character may not begin with a Spell Casting Class. 

 

Neutral: For each Neutral Point a character begins with and gains during the course of a campaign a character may raise his lowest Ability by 1.

 

Chaos: All characters that choose a spell casting class must begin as Chaotic (except for Daityan Wizards, Paladins, or Clerics). For every Chaotic points a character begins with and gains during the course of a campaign they purchase a spell whose spell level is equal to the Chaos Points allotted to it.

 

 

RACES AND CLASSES

 

During this Age there were far more races of men than in later ages. To play a particular class, one must play a race in which that class is available for (e.g., the Wizard Class is only available to Daityans and Eldar). These are the Player Character Races of ‘Erets:

 

Name

Ability Modifiers

Racial Traits

Available Classes

Typical Appearance

Aesir and Aesir Dwarves

Con +2

+2 racial bonus to Intimidate and Wilderness Lore skills

Barbarian, Druid, Ranger, Shaman

Golden-haired, blue-eyed, bearded barbarians, with chain hauberks, axes and wooden shields

Eldar Elves

Dex +2,

Con -2

+2 saves vs enchantments, immune to sleep spells

Cleric, Fighter, Wizard

Tall and lean, with angled faces and pointed ears, and golden skin and hair

Velusian

Str +1, Cha +1

+2 racial bonus to Ride and Diplomacy skills

Cleric, Fighter, Ranger, Rogue

Tawny-haired, grey-eyed, fair-skinned people

Halfling Elves

Dex +2, Str-2

+2 racial bonus to Climb, Jump, and Move Silently; +1 to saves; +2 morale; +1 attack with thrown weapons, +2 to listen checks

Fighter, Rogue

Short and lean, with angled faces and pointed ears, and golden skin and hair

Cimmerian

Dex +1, Con +1

+2 racial bonus to Climb and Intuit Direction skills

Barbarian, Druid, Ranger, Shaman

Dark-haired, bronze-skinned hillsmen, bare-chested with steel shields and battle-axes

Corinthian

Con +1, Wis +1

+2 racial bonus to Gather Information skill

Cleric, Fighter, Ranger, Rogue

Dark-skinned as Hyborians go, due to intermixing with the Zamorans, with stout build and tawny hair

Hyperborean

Con +1, Wis +1

+2 racial bonus to Intimidate and Knowledge (nature) skills

Druid, Fighter, Ranger, Rogue, Sorcerer, Wizard

Tall, unnaturally thin, fair-skinned folk with light brown-blonde hair and blue-green eyes

Iranistani

Str +1, Wis +1

+2 racial bonus to Bluff and Knowledge (religion) skills

Cleric, Fighter, Ranger, Rogue, Sorcerer

Short, stout, broad-shouldered people with light brown skins, blue or brown eyes, and steely-blue hair (much like the Shemites, to whom they are distantly related)

Khitani

Dex +1, Int +1

+2 racial bonus to Concentration and Tumble skills

Cleric, Fighter, Monk, Rogue, Shaman, Sorcerer, Samurai

Black-haired and yellow-skinned with slanted dark eyes, dressed in silk robes and oriental armor

Kushite and Pargian

Str +1, Dex +1

+2 racial bonus to Hide and Wilderness Lore skills

Barbarian, Cleric, Druid, Fighter, Ranger, Rogue, Shaman, Sorcerer

Light brown to deep black skin and savage eyes

Pictish and Pictish Dwarves

Dex +1, Con +1

+2 racial bonus to Move Silently and Wilderness Lore skills

Barbarian, Druid, Ranger, Shaman

Short, stocky, dark skinned people with wild black hair confined by copper bands, decorated with feathers

Daityan

Con +1, Wis +1

+2 racial bonus to Diplomacy and Gather Information skills

Cleric, Fighter, Rogue, Paladin, Wizard

Generally of medium height, though sometimes when mixed with Stygian blood, gigantic, broadly and strongly built, with hook noses, dark eyes, and blue-black hair

Stygian and Acheron

Int +2

+2 racial bonus to Knowledge (arcana) or Knowledge (religion) skill, and +2 racial bonus to Spellcraft skill

Cleric, Fighter, Rogue, Socerer

The ruling class is tall, hawk-faced, bronze-skinned with dark hair and black eyes, the lower classes are a downtrodden, mongrel horde, a mixture of Kushite, Stygian, Shemitish, even Hyborian bloods

Vanir and Vanir Dwarves

Str +2

+2 racial bonus to Ride and Swim skills

Barbarian, Druid, Ranger, Shaman

Red-haired ravagers and raiders in longships, with ring mail, horsehide shields, spears and swords

 

 

MONSTERS

 

ASSASSINATOR OF THE GODS

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 18
MOVE: 12"/24"
HIT DICE/POINTS: 100 hp
TREASURE TYPE: Nil
 ATTACKS: 2 at +20
DAMAGE/ATTACK: 2-20/2-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Wings (see below)
SPELL RESISTANCE: +20

INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (9')
CR: 20

SANITY LOSS: 1D6/1D20

   

 


This terrible creature has the form of a humanoid with 50-foot wings. It is covered with peacock-type feathers. It is sometimes sent by the gods of Chaos to kill their special enemies.

It attacks with its talons as an 11 HD monster. Its wings have a 50% chance of fouling any weapon used against it so that the weapon will not hurt the creature that round.

 

 

BABOON DEMON OF THE RING OF SET

Contributed by: Thulsa (thulsa@xoth.net)


"Simon shuddered. He felt the presence of something close behind him, but a strange fear kept him from turning around. Some of Set's minions, legend claimed, had shapes that would blast men's sanity, and Simon did not wish to put the old tales to the test." - Richard L. Tierney: "The Ring of Set"

The baboon-demon of the Ring of SetLarge Outsider

Hit Dice: 11d8+44 (93 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 26 (-1 size, +1 Dex, +16 natural)
Attacks: Bite +15 melee, 2 claws +13 melee
Damage: Bite 2d4+6, claw 1d6+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Insanity gaze, rend 2d6+12
Special Qualities: Damage reduction 20/+2, SR 24, immunities, resistances
Saves: Fort +11, Ref +8, Will +13
Abilities: Str 23, Dex 13, Con 19, Int 6, Wis 8, Cha 16
Skills: Climb +14, Move Silently +9, Spot +9
Feats: Cleave, Power Attack, Multiattack, Track


Climate/Terrain: Any
Organization: Unique
Challenge Rating: 13

SANITY LOSS: 1/1D20
Treasure: None
Alignment: n/a
Advancement: None

Appearance: Not unlike a gigantic baboon, the demon of the Ring of Set stands a full nine feet tall, with black fur, a slavering, fanged mouth and yellow eyes that burn with savage insanity. No such ape ever walked the earth, not even in monster-birthing Stygia.

The demon of the Ring cannot speak, but always understands the spoken commands of the ring-wearer.

Combat: The baboon-demon uses simple tactics; it simply attacks with claws and bite, while its gaze attack disables the victim.

  • Insanity Gaze (Su): Once per round as a free action, the demon can use its gaze to cause insanity in one victim who meets its gaze (Will save negates, DC 22). This ability is as the spell cast by a 12th-level sorcerer (save DC 15 + spell level).
  • Rend (Ex): If the demon hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.
  • Immunities (Ex): Immune to poison and electricity. Since it is loyal only to the Ring, it is not affected by mind-controlling effects such as charm, although it can be banished.
  • Resistances (Ex): Cold, fire, and acid resistance 20.
  • Darkvision: The demon has 60 feet darkvision.

If the demon is slain, it is banished back to the ring, and cannot be summoned forth again for a full year.

Habitat/Society: From what hell the baboon-demon is spawned is unknown, however it is bound into the fabled Ring of Set (also known as the Serpent Ring of Set), believed to have fueled Thoth-Amon's rise to power.

The wearer of the ring can summon the baboon-demon at any time (although it requires blood sacrifice), but this can prove to be very dangerous to those too weak to control it.

Ecology: The demon is an unnatural thing, forever bound to the Ring of Set.

 

BEING of IB


Medium-size Aberration (Aquatic) (Lesser Servitor Race)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., swim 30 ft.
AC: 10
Attacks: 2 paws +1 melee, or by weapon +1 melee or +1 ranged
Damage: Paw 1d6, by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Silent spells, telepathy
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 10, Dex 11, Con 11, Int 16, Wis 11, Cha 14
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move Silently +4, Sense Motive +4, Spot +5
Feats: Combat Casting, Improved Initiative, Weapon Proficiency (1)


CR: 2
Climate/Terrain: Any
Organization: Solitary or mob (2-12)
Treasure: Standard
Alignment: Any
Advancement: 2-6 HD (Medium-size)
Sanity Loss: 0/1d6

"The beings of Ib were in hue as green as the lake and the mists that rise above it ... they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice ... [the men of Sarnath] found the beings weak, and soft as jelly to the touch of stones and arrows."

—H. P. Lovecraft, "The Doom that Came to Sarnath"

A being of Ib is a flabby, amphibious, froggish thing, pale green like the color of pond algae. Its eyes bulge from its head, and its wide mouth is rimmed with large down turned lips reminiscent of a fish. The body of a being of Ib is soggy and corpulent, soft to the touch. The beings of Ib are incapable of speaking, but this in no way hinders their ability communicate or cast spells.

Servitors of a reptilian Great Old One named Bokrug, the beings of Ib are creatures that inhabitants of Earth's Dreamlands believe originally hailed from the Moon. These mysterious creatures, and their stone city, Ib, descended from the sky in a cloud of dank fog. The beings of Ib are believed to be extinct in the Dreamlands now, exterminated by the men of Sarnath. There may yet be some living beings of Ib dwelling in hidden cities on the moon or elsewhere, but most encounters with these strange creatures are with their ghosts (see below).

Combat
A being of Ib swipes at its opponent with its paws, inflicting slam damage. Beings of Ib are also capable of wielding melee weapons.

Spells: A being of Ib with a Charisma of at least 14 will know 1d6 spells. All beings of Ib capable of casting spells know contact Bokrug.

Silent Spells (Su): A being of Ib can ignore any Verbal component of spells it casts.

Telepathy (Su): A being of Ib can communicate telepathically with any other being of Ib within 100 feet. Any other creature attempting telepathic contact with a being of Ib must make a Will save (DC 12) or be stunned for 1d3 rounds. Whether or not the save succeeds, the creature loses 0/1d4 Sanity for making contact with the alien mind of the being of Ib.

Sample Ghost of Ib


Medium-size Undead (Incorporeal) (Lesser Servitor Race)
Hit Dice: 2d12 (13 hp)
Initiative: +4 (Improved Initiative)
Speed: Fly 30 ft. (perfect)
AC: 12 (+2 deflection)
Attacks: (2 paws +1 melee)
Damage: (Paw 1d6)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, manifestation, corrupting gaze, corrupting touch, grasp of Cthulhu, horrific appearance
Special Qualities: Silent spells, telepathy, incorporeal, darkvision 60 ft., rejuvenation, undead
Saves: Fort +0, Ref +0, Will +3
Abilities: Str (10), Dex 11, Con —, Int 16, Wis 11, Cha 18
Skills: Climb +4, Concentration +5, Hide +4, Jump +4, Listen +4, Move Silently +4, Sense Motive +4, Spot +5
Feats: Combat Casting, Improved Initiative, Weapon Proficiency (1)
CR: 4

BLUPE

Small Elemental (Water)

Hit Dice: 1d8 (hp 4)

Initiative: +3 (-1 Dex, +4 Improved Initiative)

Speed: fly 30 ft. (good), swim 30 ft.

AC: 10 (+1 size, -1 Dex)

Attacks: Pseudopod -2 melee touch

Damage: 0

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Extinguish fires

Special Qualities: Elemental; amphibious; damage resistance (special)

Saves: Fort +2, Ref -1, Will -1

Abilities: Str 6, Dex 8, Con 10, Int 6, Wis 8, Cha 6

Skills: Hide +2, Listen +2, Move Silently +2, Spot +2

Feats: Improved Initiative

Climate/Terrain: Dark Dimension, and any aquatic

Organization: Solitary or school (2-4)

Challenge Rating: ¼

Sanity Loss: 0/1d4

Treasure: None

Alignment: Always neutral

Advancement: 2-3 HD (Small)

Blupes are flying amoeba-like water elementals from the Dark Dimension (home of the god Zo-Kalar). They are often summoned by wizards and priests to combat fire-based menaces. (Spellcasters familiar with blupes may call one using either summon monster I or nature's ally I.) Blupes understand Aquan, but cannot speak.

Combat

Blupes have no effective attack except against fire-based creatures, which they extinguish.

Extinguish fires (Ex): A blupe can extinguish normal fires with a touch, but take damage as follows: candle 0, torch 1, campfire 1d6, bonfire 2d6 (or more). A blupe may also make a melee touch attack against a fire elemental in an attempt to damage or destroy the target. Such an attack does 2d6 damage to the fire elemental, but also does 1d6 damage to the blupe. Against a fire elemental of 2 HD or less, such an attack kills the target outright unless the blupe itself is killed by the damage it takes.

Elemental: Immune to poison, sleep, paralysis, stunning, critical hits or flanking.

Amphibious (Ex): Blupes may survive in air indefinitely.

Damage resistance (Ex): Blupes take minimum damage from all physical attacks. Fire-based attacks do normal damage.

 

BYAKHEE (servants of Hastur)

Huge Outsider (evil)
Hit Dice: 10d8 +50 (95 hp)
Initiative: -1 (dex)
Speed: 10 ft, fly 60 ft
AC: 14 (-2 size, -1 dex, +7 natural)
Attacks: claw +17/+15 melee
Damage: claw 2d6 +9
Face/Reach: 5 ft x 10ft/ 15 ft
Special Attacks: Psionics
Special Qualities: Darkvision, Spell resistance 20, teleport
Saves: Fort +12, Ref +6, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 10, Wis 15, Cha 8
Skills: Move Silently +12, Listen +12, Spot +12, Search +13, Intimidate +12, Endurance +20
Feats: Snatch (MM page 62), Multiattack, Flyby Attack

Climate/Terrain: Any land and underground
Organization: Brood (2-5)
Challenge Rating: 5

Sanity Loss: 0/1d8
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class

Byakhee are giant furry bat-like creatures with humanoid legs that enable them to stand like men.  They stand 20 feet tall, with an equal wingspan.

Clerics of Hastur use a Gate spell to summon them to serve, and the Byakhee will follow unquestioningly if the cleric possesses an Elder Sign. They are full Telepaths and only communicate in this manner.

Combat
Byakhee generally swoop and attack with their feet, often snatching up prey to drop them later.

Psionics (Sp): Control Shadow 1/day:  It controls a normal shadow like a puppet.
                     Telempathic Projection 1/day: It modifies a subject's emotions
                     Daze 1/day: Creature loses next action
                     Demoralize 1/day: Foes suffer -1 penalty on some actions.

Teleport (Sp): The Byakhee can teleport at will.

Darkvision (Ex): Range of 60 ft.

 

 

CAT from SATURN


Medium-size Aberration (Lesser Independent Race)
Hit Dice: 2d8-2 (7 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 12 (+2 Dex)
Attacks: 4 claws +3 melee, bite -2 melee
Damage: Claw 1d4+2, bite 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: DR 10/+1, space leap, darkvision 120 ft.
Saves: Fort -2, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 7, Int 13, Wis 14, Cha 13
Skills: Dream Lore +4*, Hide +7, Jump +7, Listen +7, Move Silently +7, Spot +7
Feats: Dodge


CR: 1
Climate/Terrain: Saturn and the dark side of the moon of the Earth's Dreamlands
Organization: Solitary or pride (2-16)
Treasure: Standard
Alignment: Usually any evil
Advancement: 3-6 HD (Medium-size)
Sanity Loss: 0/1d4

These hideous creatures are only "cats" in the sense that they have an abstract feline body. They body of a cat from Saturn constantly shifts in indescribable hues and tones, with spiraling patterns giving way to blobs of color under the most subtle of changes in light and shadow. The head is a large, flanged, ornate orb fronted by two unblinking round eyes. The tail of a cat from Saturn is banded in strange alternating colors for which humans have difficulty finding words. Although generally quadrupedal, a cat from Saturn has many more legs that it keeps folded against its body. It can extend any number of these legs at will. Each of the slender articulated legs of a cat from Saturn ends in a long paw with curled claws like those of its namesake. Despite their terrifying appearance, the cats from Saturn are surprisingly frail creatures.

The cats from Saturn are usually only encountered on the dark side of the Moon of Earth's Dreamlands, where they are in league with the moonbeasts. These abstract felines are the only creatures the cats of Ulthar truly fear.

Combat
A cat from Saturn attacks in a manner similar to its terrestrial namesake. It lashes out at opponents with its many claws—up to four in a single round—all the while remaining grounded on four other legs.

Spells: A cat from Saturn has a 25% chance of knowing 1d3 spells.

Space Leap (Su): 1/day—A cat from Saturn has the ability to leap into space, traveling to other worlds. The cat must leap from a height of greater than 20 feet in order to do so. This supernatural ability operates in a manner similar to the create gate spell, except that the activation time is 1 minute, it can only affect the cat, and does not inflict Strength or Sanity damage.

Skills: "Dream Lore" is a skill specific to the Dreamlands. It regards geographical knowledge of the lands and kingdoms, as well as the history of the place and general knowledge regarding the power of dreams. The specifics of its use are described in greater detail in the Dreamlands sourcebook. Further interpretation and conversion may be necessary for a Call of Cthulhu D20 campaign set in the Dreamlands.


Optional Rule: CAT of ULTHAR (PC Race)


Ulthar, a quaint village in Earth's Dreamlands, is the home to thousands of cats. This is the place to which earthly cats venture when they dream. Passing beyond the wall of sleep, a cat becomes intelligent, as smart as a human. The cats of Ulthar speak their own language, and can learn to understand the languages of others.

Cat of Ulthar Player Characters
At the GM's discretion, a player can create a Cat of Ulthar as a character. Although a Cat of Ulthar could, technically, learn various Weapon Proficiency Feats, it cannot make use of them; a Cat of Ulthar does not have opposable thumbs. This cat is only playable as a character in the Dreamlands; on Earth, it is a normal housecat with no knowledge or memory of its existence in Ulthar. A cat has the following base characteristics:

Size: Tiny.
Type: Magical Beast.
Hit Dice: As Investigator (d6).
Speed: 30 ft.
AC: +2 size
Attacks: 2 claws, 1 bite; the attack bonus is calculated from the Base Attack Bonus for level, +2 for its size, and its Dexterity modifier.
Damage: Claw 1d2 - Str bonus, bite 1d3 - Str bonus
Face/Reach: 2½ ft. by 2½ ft./ 2½ ft.
Special Quality, Space Leap (Su): 1/day—A Cat of Ulthar has the ability to leap into space, traveling to other worlds. The cat must leap from a height of greater than 20 feet in order to do so. This supernatural ability operates in a manner similar to the create gate spell, except that the activation time is 1 minute, it can only affect the cat, and does not inflict Strength or Sanity damage.
Abilities: Str 1d6, Dex +4, Wis +2, Cha -2
Skills: In the Dreamlands a Cat of Ulthar can learn skills and gain levels like an Investigator. The following are suggested core skills for a Cat of Ulthar: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, Tumble, Wilderness Lore, plus 3 others. A cat receives a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.
Feats: Like an Investigator, a Cat of Ulthar gains 2 Feats at 1st level, then one a 3rd and every three levels after that. A cat receives the Weapon Finesse (Claw, Bite) feats for free.


CR: 1 per level.
Climate/Terrain: Any land, generally in Ulthar and its environs.
Organization: Solitary or pride (2-12).
Treasure: Standard.
Alignment: Any, usually chaotic good.
Advancement: As Investigator.
Sanity Loss: 0

Sample Cat: 1st level Defense Option Cat of Ulthar
CR 1; Tiny Magical Beast; Hit Dice 1d6; Hp 6; Init +6 (Dex, Improved Initiative); Speed 30 ft.; AC 14 (+2 size, +2 Dex); Attacks 2 claws +4 melee, bite -1 melee; Special Qualities Space Leap; Saves Fort +0, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 7.

Skills: Balance +3, Climb +3, Hide +11, Jump -3, Listen +2, Move Silently +3, Spot +2, Tumble +3

Feats: Improved Initiative, Skill Emphasis (Move Silently), Weapon Finesse (Bite, Claw)

CLAKAR

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 16
MOVE: 6"/18"
HIT DICE/POINTS: 8 HD/ 45
 ATTACKS: 2 at +8
DAMAGE/ATTACK: 1-12/1-12
SPECIAL ATTACKS: Rending
SPECIAL DEFENSES: Immune to fear, never surprised
SPELL RESISTANCE: +15

INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
CR: 8

SANITY LOSS: 0/1d10

   

 


Resembling winged apes, these creatures are perfect guards and are often used as such. They cannot be affected by magical fear, and are never surprised. They attack with their powerful clawed hands. If both hands hit a single opponent, a clakar will do an additional 1-8 points of damage by rending.



CLOUDBEAST


Huge Aberration (Gaseous) (Lesser Independent Race)
Hit Dice: 7d8+49 (80 hp)
Initiative: +0
Speed: Fly 20 ft. (perfect)
AC: 8 (-2 size)
Attacks: Touch +3 melee
Damage: Consume (see below)
Face/Reach: 20 ft. by 20 ft./10 ft.
Special Attacks: Tendril, engulf, consume, grow
Special Qualities: Gaseous, fast healing 5, flight, amorphous
Saves: Fort +9, Ref +2, Will +5
Abilities: Str —, Dex 10, Con 24, Int 4, Wis 11, Cha 4
Skills: Search +7, Spot +7


CR: 7
Climate/Terrain: Any
Organization: Solitary or storm (2-12)
Treasure: None
Alignment: Always neutral
Advancement: (Special, see below)
Sanity Loss: 0/1d6

When clouds begin to mass against the wind in the Dreamlands, those who understand the implications run in terror. Those who do not are usually never seen again.

Cloudbeasts are bizarre gaseous creatures that are practically indiscernible from normal clouds. They are huge, billowing white shapes that roil and float eerily across the land. Hungry for the flesh of any living thing they can catch, cloudbeasts endlessly stalk the skies and descend rapidly on any unfortunate creature that cannot escape. These misty horrors never maintain a single shape for long. They constantly shift and reform, opening eyes and mouths and extending limbs seemingly at random.

Combat
A cloudbeast attacks with a misty tendril, swiping at its prey.

Tendril (Ex): Normally, a cloudbeast has but a single tendril with which it can attack. It can, however, extend many additional tendrils from its body. Forming an additional tendril deals the cloudbeast 1d6 damage, but it can use all tendrils with its full attack bonus. Reabsorbing a tendril heals the cloudbeast of 1 hit point, regardless of how many hit points it cost the cloudbeast to form it.

Engulf (Ex): A cloudbeast can flow over and around any Huge or smaller creature, completely engulfing it. Opponents that don't make attacks against the cloudbeast that round are allowed to make Reflex saves (DC 13) to avoid the attack. Only creatures that can move more than 20 feet in a round can avoid this attack—others are simply too slow to get out of the way. An engulfed opponent receives an automatic Consume attack every round.

Consume (Su): If a cloudbeast touches a living opponent, the opponent must make a Fortitude save (DC 20) or be transformed into a damp mist. The cloudbeast then assimilates this mist into its form and consumes it.

Grow (Ex): A cloudbeast grows by consuming living victims. To increase its size by 1 level, a cloud beast must consume 1 Huge, 2 Large, 4 Medium-size, 8 Small, or 16 Tiny creatures. If it consumes creatures smaller than Tiny they do not affect its size. Thus, a cloudbeast that consumes 4 humans will increase in size from Huge to Gargantuan. This size increase does not affect the Hit Dice or ability scores of the cloudbeast, however its AC and to-hit bonus decrease by 1 each per size level increase. Once a cloudbeast grows to Colossal size, it rises high into the atmosphere and splits into 2d3 Huge cloudbeasts.

Gaseous Form (Su): A cloudbeast can flow through small openings, and has damage reduction of 20/+1. It does not need to breathe but cannot enter water or other liquid. It can be affected by winds, and requires a Spot Check (DC 15) to discern from natural mist. A cloudbeast always moves silently.

Flight (Ex): A cloudbeast's body is naturally buoyant, allowing it to fly with perfect maneuverability.

Amorphous (Ex): A cloudbeast has no clear front or back, and no apparent vital organs. It is immune to critical hits and cannot be flanked.


DHARZI HUNTING DOG

FREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 16
MOVE: 15"
HIT DICE/POINTS: 5 HD/ 25
NO. OF ATTACKS: 3 at +5
DAMAGE/ATTACK: 1-4/1-4/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: N/A
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (5' at the shoulder)
CR: +5

SANITY LOSS: 0/1d8


Created by a long-dead race of wizards, these beasts are half bird and half dog. They have the legs and body of a wolfhound and the talons and head of a giant hawk. These things are faultless trackers, able to follow a scent up to a week old. They hunt in packs and attack with a claw/claw/bite routine.

 

 

DEEP ONES (followers of Cthulhu)

Medium Monstrous Humanoid (Aquatic)
Hit Dice: 4d8 +4 (22 hp)
Initiative: +1
Speed: 30 ft, swim 60 ft
AC: 17 (+1 Dex, +6 natural armor)
Attacks: Rake +8/+8
Damage: Rake 2d6+4
Face/Reach: 5ft x 5ft/ 5 ft
Special Qualities: dark vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 19 (+4) Dex 13 (+1), Con 13 (+1),
Int 4 (-3), Wis 10 (+0), Cha 11 (0)
Skills: Swim +19, Hide (underwater only) +5, Spot +4, Move Silently +8, Craft (any one) +3
Feats: Blind fight

Climate/Terrain: Underwater, shorelines, Coastal towns
Organization: Nation (1-100)
Challenge Rating: ½

Sanity Loss: 0/1d4
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class

 

 

 

 

The Deep Ones promote evil in preparation of Cthulhu's return.  They do this by collecting treasures from the sea and using them as funds to spread the cult of Cthulhu and the Old Ones.  The deep ones are soulless and apparently immortal.  They have been known to interact with evil humanoids and interbreed with them.  This results in human-appearing offspring who undergo a gradual transformation after the age of 21 that causes them to bedcome as the Great Ones who spawned them.

The Deep Ones are humanoid, amphibious men-fish, cold blooded creatures of great strength.  They live near the land on ocean shelves and are able to travel to the land at any time and for as long as they wish.  A race of immortal amphibians who live in cities dotting the floor of the earth’s oceans. The Deep Ones are described as being predominantly green-gray with white bellies. Their skin is shiny and slippery, with a scaly ridge down their back. Their forms vaguely suggest anthropoids with the head of a fish with prodigious, bulging eyes that never close. Palpating gills line the sides of their necks, and their long paws are webbed. The Deep Ones hop irregularly when on dry land, sometimes on two legs and sometimes on four. They are able to use very articulate speech with their croaking, baying voices. Their voices are used to convey expressions and emotions that their faces cannot. The Deep Ones tend to shy away from the human race, not from fear, but from wishing not to get entangled in the paltry doing of humans. Still, the Deep Ones have been spotted from time to time, some attribute the legends of so-called mermaid to sightings of Deep Ones. As stated earlier, the Deep Ones are immortal, the only thing that can kill them being acts of violence. The Deep Ones will not approach anyone or anything that is marked with the sign of the Old Ones.

The Deep Ones seem especially fond of trinkets such as glass beads and common metals found in abundance on the earth’s surface. Such trinkets and metal are considered common during the sacrifices made to them. What happens to the humans sacrificed to the Deep Ones is not known. Once a sacrifice cycle has begun, the Deep Ones look very darkly on those who break it.

Deep Ones are able to communicate with humans. Those who do tell that there are enough Deep Ones below the surface of earth’s oceans to completely wipe out humanity, if they had a mind to. The Deep Ones are content at this time to coexist in secrecy with mankind, as long as mankind keeps its distance.

Combat
They can attack with their clawed, webbed hands, or wield weapons.



Deep Ones can be found in the stories Dagon (1917) and Shadow over Innsmouth (1931) by HP Lovecraft. 



 

ELEPHANT BEING OF YAG

Contributed by: Thulsa (thulsa@xoth.net)


"I am very old, oh man of the waste countries; long and long ago I came to this planet with others of my world, from the green planet Yag, which circles for ever in the outer fringe of this universe. We swept through space on mighty wings that drove us through the cosmos quicker than light, because we had warred with the kings of Yag and were defeated and outcast. But we could never return, for on earth our wings withered from our shoulders. Here we abode apart from earthly life. We fought the strange and terrible forms of life which then walked the earth, so that we became feared, and were not molested in the dim jungles of the east, where we had our abode." -- Robert E. Howard: "The Tower of the Elephant"

Yag-Kosha, the Elephant-Being of YagLarge Outsider

Hit Dice: 11d8+33 (83 hp)
Initiative: +0
Speed: 30 ft., fly 60 ft. (average)
AC: 16 (-1 size, +7 natural)
Attacks: Gore +15 melee, 2 fists +10 melee
Damage: Gore 1d4+5, fist slam 1d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/+2, SR 22, resistances
Saves: Fort +10, Ref +7, Will +13
Abilities: Str 21, Dex 11, Con 17, Int 21, Wis 18, Cha 16
Skills: Alchemy +8, Animal Empathy +17, Concentration +17, Decipher Script +19, Diplomacy +17, Heal +18, Intimidate +18, Knowledge (arcana) +19, Sense Motive +18, Spellcraft +19, Wilderness Lore +18
Feats: Flyby Attack, Iron Will, Spell Penetration


Climate/Terrain: Any
Organization: Solitary, pair, conclave (2-4) or tribe (10-20)
Challenge Rating: 13

Sanity: 1d6/1d20
Treasure: Special
Alignment: n/a
Advancement: By character class

Appearance: The elephant-beings of Yag are a race of winged, elephant-headed humanoids from another planet or dimension. They have green skin, topaz eyes, wide flaring ears, a curling proboscis and white tusks.

Elephant-beings of Yag, due to their extreme longevity, usually learn to speak and understand most human languages.

Combat: The elephant-beings of Yag rely primarily on their magical abilities in combat, although they will not hesitate to use their considerable physical strength if it seems appropriate to the situation.

  • Smite (Su): Once per day, the elephant-being can make a normal attack and deal +11 points of additional damage to a foe.
  • Spell-like abilities: At will -- arcane mark, cause fear, detect thoughts, dispel magic, shield, ray of enfeeblement; 7/day -- fabricate, major creation; 1/day -- limited wish. Special -- trap the soul (requires the sacrifice of a sentient creature of equal or greater Hit Dice than the target; note that the elephant-being can sacrifice itself to employ this power). These abilities are as the spells cast by an 18th-level sorcerer (DC 13 + spell level).
  • Resistances (Ex): Acid, cold, and electricity resistance 15.
  • Darkvision: The elephant-being has darkvision to 60 feet.

Habitat/Society: Originally from the green planet Yag on the outer rim of space, a number of their race rebelled against their kings, but were defeated and cast out. They fled through space on great wings which carried them quicker than light, and came to earth before the rise of Atlantis and Valusia. They witnessed the Cataclysm and were worshipped as gods by the jungle-folk of the East.

Ecology: The elephant-beings of Yag are not immortal, although their lifespans are claimed to be "as the lives of planets and constellations". Upon coming to earth, the race lost their wings and could not escape from the planet. As such it is a dead or dying race; Yag-Kosha was the only known specimen left alive before he asked Conan to kill him, thus releasing him from his earthly prison.

 

ELENOIN

FREQUENCY: Very rare
NO. APPEARING: 20-200
ARMOR CLASS: 14
MOVE: 12"
HIT DICE/POINTS: 55 hp
% IN LAIR: 95%
TREASURE TYPE: A
NO. OF ATTACKS: 3 at +11
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +15
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (6')
CR: 11

SANITY LOSS: 1/1d10


When summoned, the Elenoin appear as tall women with flaming red hair and shark-like teeth. They whirl two-handed swords to deadly effect. They fight as 10th level fighters and fear no enemy save the Grahluks, who come from the same plane as the Elenoin. If the Elenoin are summoned to fight on the Prime Material Plane, there is a 5% chance that the Grahluks will appear at the same time to combat them, even if none of the opponents of the Elenoin know the spell to summon them. If these ape-like enemies appear, the Elenoin will break off whatever they are doing and start fighting their hereditary enemies.

 

 

GHOULS

Ghouls and ghasts can create spawn from their fallen foes, assuming

they do not devour them.While the MM’s “ghoul” entry

works well for a human (and an elf or similar humanoid), some

creatures probably should work differently if slain by a ghoul. The

MM entry even suggests such under the “create spawn” ability.

Creating a Ghoul or Ghast

“Ghoul” is a template that can be added to any humanoid or

monstrous humanoid (referred to hereafter as the “base creature”).

Ghouls result from the eaten victims of other ghouls, while the

more powerful ghasts result from creatures killed by ghasts. However,

this template uses the term “ghoul” to refer to either creature.

After assuming the template, the creature’s type becomes

undead.” It keeps whatever subtype the base creature may have

had, so, unlike with mindless undead such as zombies, ghouls

and ghasts retain an essence of what they were in life. A ghoul

uses all the base creature’s statistics and inherent (racial) special

abilities except as noted below. A very few ghouls (about 10

percent) that possessed class abilities (HD, spells, skills, sneak

attacks, and so on) in life retain them as ghouls.

Hit Dice: Increase to d12 and add +1 extra HD for ghoul.

Increase to d12 and add +3 extra HD for ghast.

Speed: If the base creature can fly, its maneuverability rating

drops to Clumsy.

AC: Natural armor improves by +2 for ghouls. It improves

by +4 for ghasts.

Attacks: Recalculate the ghoul’s melee and ranged attack

bonuses based on its new type (undead) and abilities (+2 Strength).

Undead creatures have a base attack of HD x 1/2 (like wizards).

Damage: Ghouls have impressive bite and mediocre claw

attacks. If the base creature does not have these attack forms,

use the damage values in the table below (increase by 1 die type

for ghasts). Otherwise, use the values below or the base creature’s

damage, whichever is greater.

Bite Claw

Size Damage Damage

Fine 1 —

Diminutive 1d2 —

Tiny 1d3 1

Small 1d4 1d2

Medium 1d6 1d3

Large 1d8 1d4

Huge 2d6 1d6

Gargantuan 2d8 1d8

Colossal 4d6 2d6

Special Attacks: A ghoul or ghast retains all the special attacks

of the base creature and also gains the ability to paralyze foes.

Paralysis (Ex): Those hit by a ghoul or ghast’s bite or claw

attack must succeed at a Fortitude save (DC equals 10 plus half

the creature’s HD plus its Charisma bonus) or be paralyzed for

1d6+2 minutes (1d6+4 minutes for a ghast). Elves are immune

to a ghoul’s paralysis, but not a ghast’s.

Create Spawn (Su): In most cases, ghouls and ghasts devour

those they kill. From time to time, however, the bodies of their

humanoid victims lie where they fell, to rise as ghouls themselves

in 1d4 days. Casting protection from evil on a body before

the end of that time averts the transformation.

Special Qualities: A ghoul or ghast has all the special qualities

of the base creature, plus darkvision with a range of 60 feet.

They also have the qualities of being undead.

Undead: Immune to mind-influencing effects, poison, sleep,

paralysis, stunning, and disease. Not subject to critical hits, subdual

damage, ability damage, energy drain, or death from massive

damage.

Turn Resistance: Ghouls and ghasts possess +2 turn resistance.

Further, ghasts carry a terrible stench with them:

Stench (Ex): The stink of death and corruption surrounding

these creatures is sickening. Those within 10 feet must succeed

at a Fortitude save (DC equals 10 plus half the creature’s HD

plus the its Charisma bonus) or be wracked with nausea, suffering

a –2 circumstance penalty to all attacks, saves, and skill

checks for 1d6+4 minutes.

Saves: Same as the base creature’s, readjusted for altered

ability scores.

Abilities: Modify the base creature as follows: Str +2,

Dex +4, Con —, Int +2,Wis +4, Cha +6.

Skills: Same as the base creature’s, readjusted for altered

ability scores.

Feats: Same as the base creature’s.

Climate/Terrain: Same as the base creature’s.

Organization: Same as the base creature’s.

Challenge Rating: Same as the base creature’s +1 (for ghoul)

Same as the base creature’s +3 (for ghast, if base creature was

less than 4 HD)

Same as the base creature’s +2 (for ghast, if base creature was

4 HD or more)

Treasure: Same as the base creature’s.

Alignment: Always chaotic evil.

Advancement: Same as the base creature’s.

 

 

GHAST


Large Monstrous Humanoid (Lesser Independent Race)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 10 (-1 size, +1 Dex)
Attacks: Kick +9 melee, bite +4 melee, or 2 claws +9 melee
Damage: Kick 1d6+6, bite 1d4+3, claw 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend 2d4+4
Special Qualities: Darkvision 120 ft. , scent, light vulnerability
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 22, Dex 13, Con 14, Int 4, Wis 10, Cha 8
Skills: Jump +16, Move Silently +4, Spot +3
Feats: Power Attack


CR: 3
Climate/Terrain: Underground
Organization: Solitary, pair, or gang (2d4)
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-12HD (Large)
Sanity Loss: 0/1d8

"Repulsive beings that die in the light…and leap on long hind legs…a pair of yellowish red eyes…Ghasts have indeed an excellent sense of smell…something about the size of a small horse hopped out into the grey twilight, and Carter turned sick at the aspect of that scabrous and unwholesome beast, whose face was so curiously human despite the absence of a nose, a forehead, and other particulars…they spoke in coughing gutturals."

—H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."

Ghasts are a carnivorous, cannibalistic race of degenerate humanoids that live deep in the caverns of the Earth's Dreamlands. They do, occasionally, cross over into the Waking World.

Ghasts are about 8 feet tall, and hop around on long legs. The head of a ghast is somewhat human, although it lacks many of the recognizable features of a human face. They are perpetually stooped over, and their clawed hands hang to their knees. A ghast will eat nearly any organic material it can fit in its mouth, including the bodies of their own kind. It is possible to, more or less, tame a ghast, and many beings use them as bodyguards, soldiers, or even mounts.

Ghast speak their own language, which consists of rough barking, coughing sounds.

Combat Ghasts primarily kick in melee, taking advantage of their long, strong legs. Against particularly tough opponents a ghast will kick and bite, or use its claws.

Rend (Ex): If a ghast hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This automatically deals and additional 2d4+4 damage.

Light Vulnerability (Ex): Ghasts suffer a -4 penalty to attack rolls in light. A ghast suffers 1d4 points of temporary Constitution damage per hour it spends in sunlight.

Skills: *Ghasts receive a +4 racial bonus to Jump checks.

GRAHLUK

FREQUENCY: Very rare
NO. APPEARING: 20-200
ARMOR CLASS: 22
MOVE: 15"
HIT DICE/POINTS: 70 hp
NO. OF ATTACKS: 1 at +16
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +20
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (20')
CR: 16

SANITY LOSS: 1d6/1d20


Grahluks are mortal enemies of the Elenoin and will only travel from their home plane to combat them. They appear as giant ape-like humanoids and have a strength of 22. They attack as 15 HD monsters, using nets, shields, and ropes of tremendous strength and mass in battle, as well as bludgeoning with their fists. Their only goal in life is the death of the Elenoin race, and after defeating them in any battle, the Grahluks will then kill themselves as well.



GREAT RACE OF YITH

Large Aberration
Hit Dice: 8d8 (36 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft
AC: 15 (+1 Dex, +4 natural)
Attacks: two claws +10 melee
Damage: Claw 1d8 +4
Face/Reach: 5 ft x 5ft/ 10 ft
Special Attacks: Psionics
Special Qualities: Darkvision, Immunities
Saves: Fort +2, Ref +2, Will +8
Abilities: Str 18, Dex 13, Con 10 Int 16, Wis 15, Cha 8
Skills: Concentration +8, Craft +10, knowledge (arcana) +14, knowledge (religion)+14
Feats: Empower psionic, Iron Will, psionic penetration

Climate/Terrain: Any land and underground
Organization: Pod (1d10)
Challenge Rating: 1

Sanity Loss: 1/1d10
Treasure: None
Alignment: Lawful Neutral
Advancement: By character class

 

 

 

 

 

 

 

These creatures populated the world eons ago and their cities still exist, buried in deserts or other out of the way places.  When their civilization was destroyed, some of them were frozen in time, and these are occasionally discovered.  Humans discovering and freeing them are sometimes rewarded with gifts of knowledge.
     The great race are a race of time travelers first found on Inzeladun prior to the first age. The members of the race took over the bodies of dormant cone shaped beings. These beings were immense rugose cones ten feet high, and with head and other organs attached to foot-thick distensible limbs spreading from the apexes. They spoke by clicking or scraping huge paws or claws attached to the end of two of their four limbs, and walked by the expansion and contraction of a viscous layer attached to their vast, ten-foot base. The Great Race had no use for sleep, the metabolism of the cone beings eliminating this need. They only had two senses as we understand it—sight and hearing. Hearing was accomplished through gray flower-like appendages atop the cone’s head. The creatures had no sex and reproduced by spores which had to develop under water.
    The Great Race of Yith is known by this name because this race, alone, has the ability to time travel. Through the power of its keener minds to project themselves into the past and future, even through millions of years, the Great Race was able to learn all things that were or ever would be known. From this knowledge the Great Race created vast libraries containing volumes and volumes of text and pictures. These volumes documented everything there would ever be to know about every species on Inzeladun, both in the past and in the future. These volumes include arts, achievements, languages, and psychologies of all species.
          To further their knowledge, the Great Race would select from every era and life form subjects to inhabit and learn from. After entering the subject's mind and displacing the subject's mind back to the period of the displacer, the creature would pose as a member of that race or species and learn all it could until it was ready to return. This displacement could occur over millions of years, as the Great Race deemed necessary.
           While in the body of the displacer, the displaced creature would be carefully guarded, kept from harming the body it was occupying while being skillfully questioned for all its knowledge. After the captured creature's mind accepted its surroundings, it was permitted to study its surroundings and experience the wonders of the race. When exercising suitable cautions, the captured creature was even allowed to rove the world in titan airships or huge boat-like vehicles, or to delve into the vast knowledge of the libraries. Certain captives were even allowed to interact with one another, and all were urged to write down, in their own languages, of themselves and their periods so that these documents could be archived.
       The Great Race first came to Inzeladun from the extinct planet of Yith almost half a billion years ago and immediately set upon the dominant race of the region, the Primordial Ones. After defeating them using energy weapons  which produced tremendous electrical effects, the Great Race drove the Primordial Ones into the deep catacombs beneath the Earth and sealed the Polyps basalt towers against them. The Great Race feared these creatures more than anything else on the planet, and knew from the beginning that one day the Polyps would rise and destroy them unless they escaped. Little is said in the history of the Great Race about the Primordial Ones, such was the superstitious fear the Great Race had for them.
          The Great Race formed a loosely knit nation or league that spread across the planet. It can be assumed that this expansion is what ultimately led to the war between the Great Race and the Old Ones. These wars, though, were infrequent, though totally devastating.

Combat
In melee, the great race can attack with its two pincer claws, or it can use technologically advanced weaponry.  Usually, however, they attack with psionics.

Psionics (Sp): at will - astral projection, magic jar, charm person, detect thoughts, levitate, plane shift, and suggestion.  These abilities are as if cast by an 8th level sorcerer (save DC 13+spell level)

Immunities: Immune to any sort of mind influencing effects.

 

 

 

 

 


HELL-PLANT


Medium-size Plant (Lesser Independent Race)
Hit Dice: 5d8+55 (77 hp)
Initiative: +1 (Dex)
Speed: 0 ft.
AC: 11 (+1 Dex)
Attacks: Tendrils +8 melee
Damage: Tendril 1d6 plus ability score drain
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, strength drain
Special Qualities: DR 5/—, continual growth, plant
Saves: Fort +15, Ref +2, Will +5
Abilities: Str 20, Dex 13, Con 32, Int 8, Wis 18, Cha 11


CR: 7
Climate/Terrain: Any land
Organization: Solitary
Treasure: None
Alignment: Always neutral
Advancement:
Sanity Loss: 1/1d10

"... Morgan's back splits open and a writhing, slime-covered mass rips its way free from his body. A huge plant, covered with bulging eyeballs and fanged, lipless mouths, sprouts from Morgan's corpse and begins spreading creepers and branches throughout the temple complex."

—From the adventure The Pits of Bendal Dolum, from the supplement Terror from the Stars (CHA 2313)

To most humans, plants are things of beauty. They are delicate, fragile flowers. They are strong, sturdy trees. There are some plants, however, that are as far from beauty as the fragile flower is from the sturdy tree.

Hell-plants are native to the Dreamlands, lurking in the damp and dismal Jungle of Kled. A hell-plant is a nightmarish vine consisting of a bulbous base from which sprout hundreds of creepers. The creepers of the hell-plant end in lipless, mouth-like apertures that drool and smack greedily as they writhe in the air. The hell-plant is a vile greenish color, and constantly oozes a sticky sap that reeks of decay, filth, and other unmentionable odors. The woody root of the plant is covered in unblinking eyes that stare out at its victims emotionlessly.

Combat
A hell-plant reaches hungrily with its tendrils, each tipped with a smacking mouth eager to latch onto a victim. Such a plant has numerous tendrils, and it can attack any number of opponents with 1d4 tendrils per round with its full melee bonus as long as they are within range.

Improved Grab (Ex): To use this ability, the hell-plant must hit with its tendril attack. If it gets a hold, it can begin draining the victim's Strength. The tendrils of a hell-plant do not constrict or otherwise crush their victim; they are very strong but only use that strength to restrain their victims.

Strength Drain (Ex): If the hell-plant gets a hold, it automatically drains 1 point of temporary Strength per tendril per round. A character reduced to 0 Strength by a hell-plant dies.

Continual Growth (Su): Once it erupts from its host, a hell-plant grows at a remarkable rate. It automatically gains 2d6 hit points per round. Every 24 hit points it gains increases its size category by 1 to a maximum size of Gargantuan. This has no effect on the ability scores or hit dice of the plant, but for each increase in size, its melee attack bonus and armor class decrease by 1. In addition, the hell-plant's Face and Reach double for each size level increase. For example, a Gargantuan hell-plant has AC 7, +4 to melee, and a Face/Reach of 80 ft. by 80 ft./160 ft..

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and alteration of its shape. Not subject to critical hits.

Hell-Plant Seeds
Dreamlands sorcerers greedily seek the seeds of the hell-plant, which they implant in their victims to gain control over them. If a hell-plant seed is implanted in a living victim, it immediately spreads filament-like roots throughout the victim's nervous system. The feeding of the insatiable sapling opens the victim to suggestion. Once the hell-plant seed sprouts, the victim's resistance is so severely affected that the Duration of a dominate person spell cast on the victim becomes Unlimited. The sorcerer effectively gains full control over the victim, even across planes. Victims save with a -4 penalty. The hell-plant seed will mature in 1 year, at which time it rips out of the victim and springs to horrendous life.

KELMAIN

FREQUENCY: Very rare
NO. APPEARING: See below
ARMOR CLASS: 18
MOVE: 12"
HIT DICE/POINTS: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to petrification and paralysis
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: M (6')
CR: Variable


These creatures are a savage race from the dimension of Limbo. They have golden skin that appears to be carved out of rock. They are humanoid in shape and have square eyes. The Kelmain fight in golden-colored armor and usually wield gold-colored broadswords. When summoned, they will fight on the summoner's plane until the battle is won, and then keep the land they have fought over. They appear in fighting forces of 10-10,000 depending on the power and desires of the summoner (and the referee's discretion).

The bulk of the army are 1st level fighters. Additional leaders are as follows:

Number 

of Troops

    

Additional Leader

1st level

    

2nd level

10 

 

    

3rd level

50 

 

    

4th level

250 

 

    

5th level

1,000 

 

    

6th level

5,000 

 

    

7th level

10,000 

 

    

8th level

Thus, if 10,000 Kelmain troops appear, they will be led by one 8th level leader, two 7th level leaders, ten 6th level, forty 5th level, two hundred 4th level, one thousand third level, and two thousand 2nd level leaders for a total of 13,253 Kelmain. If 10 troops arrived, there would be one 3rd level and two 2nd level leaders.



LAMP-EFT


Small Magical Beast (Lesser Independent Race)
Hit Dice: 1d10-2 (3 hp)
Initiative: +2 (Dex)
Speed: 30 ft. fly (perfect)
AC: 12 (+1 size, +1 Dex)
Attacks: None
Damage: None
Face/Reach: 2½ ft. by 2½ ft./2½ ft.
Special Attacks: Tap ray
Special Qualities: Flight, bioluminescence
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 3, Dex 14, Con 7, Int 4, Wis 13, Cha 12
Skills: Listen +5, Spot +5
Feats: Dodge


CR: ½
Climate/Terrain: Any
Organization: Solitary or swarm (2-20)
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Sanity Loss: 0

A lamp-eft is a glowing, eel-like creature that normally resides high in the upper atmosphere of Earth's Dreamlands. Four stubby legs wiggle at its silvery sides. The eyes of a lamp-eft are large and round, and stare blankly out of its mouthless head. These creatures resemble some strange fish from the depths of the ocean—they are a yard long, and glow with a strange bioluminescence.

Combat
Lamp-efts are incapable of making physical attacks—they lack mouths or any other form of natural weapon. Their only form of attack is to drain the Wisdom of other living beings. A lamp-eft out of its natural habitat (i.e. the upper atmosphere) must consume upwards of 6 Wisdom points per day or it will starve.

Tap Ray (Su): Once per round as an attack action, a lamp eft can project a beam of colorless light from its eyes. The lamp eft's opponent must make a Reflex save (DC 12) to avoid the ray. If the Reflex save fails, the opponent is struck by the beam and must then make a Will save (DC 11) or lose one point of temporary Wisdom.

Flight (Su): A lamp eft's body is naturally buoyant, allowing the creature to fly with perfect maneuverability.

Bioluminescence (Ex): A lamp-eft puts off a soft glow roughly equivalent to that of a torch. It lights up an area 5 feet across per point of Wisdom consumed within the last day.


MAN of LENG


Medium-size Humanoid (Lesser Independent Race)
Hit Dice: 1d6 (9 hp)
Initiative: +0 (Dex)
Speed: 30 ft.
AC: 10 (can wear any armor, however)
Attacks: Spear +1 melee, or +1 ranged
Damage: Spear 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Spells
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10
Skills: Appraise +1, Climb (ship rigging) +1, Hide +1, Knowledge (navigation) +1, Pilot (galley) +1, Spot +1, Swim +1, Use Rope +1
Feats: Toughness, Weapon Proficiency (Spear)


CR: 1
Climate/Terrain: Earth's Dreamlands, usually in coastal communities (especially in Dylath-Leen)
Organization: Solitary, mob (2-5), or crew (6-12)
Treasure: Standard
Alignment: Any, usually evil
Advancement: As investigator
Sanity Loss: 0/1d4 (none if the Leng native covers his inhuman features)

"They leaped as though they had hooves instead of feet, and seemed to wear a sort of wig or headpiece with small horns. Of other clothing they had none, but most of them were quite furry. Behind they had dwarfish tails, and when they glanced upward he saw the excessive width of their mouths. Then he knew what they were, and that they did not wear any wigs or headpieces after all."

—H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."

(Note: The stat block above is for a 1st level offense option Leng Sailor. A ship captain would be approximately 5th level or higher.)

The natives of the lost plateau of Leng in Earth's Dreamlands are nearly human in overall silhouette, but that is where any resemblance ends. A man of Leng is a hunched, leering creature with a maniacal stare and a wide mouth revealing dingy gray and yellow teeth. Underneath his humped turban a man of Leng has two demonic horns, and a short tail wags and wiggles at his back. Those who do not know the true form of a man of Leng might assume that most are in some way crippled, for they walk in an uneven, hopping gait; men of Leng have hooves.

The men of Leng are a conquered race. The moonbeasts descended on their land long ago, enslaving the population to work as menial laborers and as crew on their long, sleek, black galleys. Most men of Leng encountered in the Dreamlands are envoys of the moonbeasts. Covering their inhuman features with clothes and turbans, men of Leng enter unsuspecting human communities to trade. Often, the men of Leng try to abduct the unwary and hurl them into the lower decks of their black ship. The fate that awaits them there is too horrible to describe, for the great galleys of the men of Leng are oared by their terrifying masters.

Combat
A man of Leng is a vicious fighter, asking and giving no quarter in combat.

Profession: Leng Sailor
The following are the core skills of a Leng Sailor.
Bluff, Climb (ship rigging), Hide, Jump, Knowledge (navigation), Pilot (galley), Spot, Swim, Use Rope, plus 3 others.



MAN-SERPENT

Contributed by: Thulsa (thulsa@xoth.net)


"... over a heavy gilded screen a Face looked at the Cimmerian. Conan stared in wonder at the cold classic beauty of that countenance, whose like he had never seen among the sons of men. (...) He thought fleetingly of the marble perfection of the body which the screen concealed -- it must be perfect, he thought, since the face was so inhumanly beautiful. But he could see only the god-like face, the finely molded head which swayed curiously from side to side. The full lips opened and spoke a single word in a rich vibrant tone that was like the golden chimes that ring in the jungle-lost temples of Khitai. It was an unknown tongue, forgotten before the kingdoms of man arose, but Conan knew that it meant, 'Come!'" -- Robert E. Howard: "The God in the Bowl"


Manserpent

Large Aberration

Hit Dice: 9d8+36 (76 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+6 and poison
Face/Reach: 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks: Constriction, poison, charming gaze, spells
Special Qualities: Vulnerability to secret phrase
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 13, Con 18, Int 15, Wis 17, Cha 17
Skills: Concentration +13, Listen +15, Spellcraft +10, Spot +15
Feats: Alertness, Lightning Reflexes, Improved Grab


Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
Challenge Rating: 9

Sanity Loss: 1/1d12
Treasure: Standard
Alignment: n/a
Advancement: 10-13 HD (Large); 14-27 HD (Huge)

Appearance: Manserpents are huge, snake-like creatures with human heads. Their "hair" is a mass of tiny snakes, and their face often emits an unearthly golden glow. They are cold-blooded with glittering black scales and grow to an adult length of 10 to 20 feet. Wise and patient, these creatures can stay still for hours but move swiftly when alarmed. They favor resting in a semi-aware state that conserves their energy and makes them very hard to surprise.

Manserpents speak the language of the serpent-men. Most also speak ancient Stygian.

Combat: Manserpents are highly intelligent and prefer to use their charm gaze and magical abilities from a distance, although they will fight ferociously if angered into physical combat.

  • Improved Grab (Ex): To use this ability, the serpentman must hit with its bite attack. If it gets a hold, it can constrict. Grabbed victims are also automatically hit by the poisonous bite of the snakes in the manserpent's hair.
  • Constrict (Ex): A serpentman deals 1d8+10 points of damage with a successful grapple check against Large-size or smaller creatures.
  • Poison (Ex): The poison attack is actually dealt by several tiny snakes which form the serpentman's hair. Fortitude save (DC 18); initial and secondary damage 1d8 temporary Constitution.
  • Darkvision: Manserpents have darkvision to 60 feet.
  • Charming Gaze (Su): As charm person, 30 feet, Will save (DC 17).
  • Spells: Manserpents cast spells as 7th-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells.
  • Vulnerability to Secret Phrase (Su): Like their brethren the serpent-men, these creatures have a special vulnerability to the ancient phrase "ka nama kaa lajerama". If this phrase is uttered in their presence, they suffer the effects of a symbol of pain (no saving throw allowed).

Habitat/Society: Aeons ago, the serpent-men and the man-serpents were part of the same race of intelligent serpents. For unknown reasons, two different races evolved; serpent-men with human bodies and serpent heads, and the man-serpents with serpent bodies and human heads. Both races were almost driven to extinction by primitive humans who fought them with weapons of bronze and newly discovered sorcery.

While surviving serpent-men returned in human guise to rule men for a brief time, the man-serpents retreated to pre-human ruins in the deep jungles. Recently, a few have returned to Stygia to serve the might of Thoth-Amon.

Ecology: Man-serpents are carnivorous and swallow their prey whole. They can go for weeks or months without feeding, however, and can also sustain themselves magically, although they prefer a human diet, which they are usually fed by snake-worshipping priests.

 

MI-GO (the Fungi from Yuggoth)

Large Plant
Hit Dice:
5d8+15 (42 hp)
Initiative:
+1 (+1 Dex)
Speed:
40 ft., fly 80 ft. (average)
AC:
16 (–1 size, +1 Dex, +6 natural)
Attacks:
2 claws +3 melee
Damage:
Claw 1d8
Face/Reach:
5 ft. by 10 ft./5 ft.
Special Attacks:
Improved Grab
Special Qualities:
Low light vision, Immunities
Saves:
Fort +7, Ref +5, Will +2
Abilities:
Str 10, Dex 13, Con 17, Int 16, Wis 10, Cha 10
Skills:
Heal +20
Feats:
None

Climate/Terrain:
Any land and underground
Organization:
Solitary, pack (2-12)
Challenge Rating:
1

Sanity Loss: 1/1d10
Treasure:
None
Alignment:
Chaotic Evil
Advancement:
6-8 HD (Large); 9-15 HD (Huge)

 

 

 

 

 

 

These red bat-winged creatures somewhat resemble lobsters in that they have many legs, feelers, and eyestalks, and forearms that end in great pincers.  Though they appear to be crustaceans, they are actually fungus creatures. 

Mi-go are about 6' long and 8' tall.  They cannot speak, but communicate by clicking their pincers. Creatures of superior intelligence from beyond the borders of our galaxy who mine certain areas on prime worlds for minerals not available on their home planet.  The Mi-Go are pinkish in color, with crustaceous bodies bearing vast pairs of dorsal fins or membranous wings and several sets of articulate limbs. The Mi-Go have a sort of convoluted ellipsoid where its head should be, covered with a multitude of very short antennae.

The Mi-Go genus is unique in its ability to traverse the heatless and airless interstellar void in its corporeal form, though some of its variants do require mechanical or curious surgical transpositions to do so. The Inzeladunian variety have organic wings which allow them free flight in space, though flight in our atmosphere is rather clumsy. Telepathy is their main means of communications. With surgical alterations of the vocal chords the Mi-Go are able to speak human languages, though their voice is buzzy and irritating. The Mi-Go are advanced in the sphere of surgery and can successfully remove the brain of other species into silver cylinders for transportation to other worlds through space. The Mi-Go are physical beings and therefore killable, bleeding a strange, green ichor as blood. Dogs especially hate Mi-Go and will attack viciously.

Combat

   Improved Grab (Ex): If the Mi-go hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.  See page 8 of MM for more details.

    Immunities (Ex): Mi-go are immune to the effects of cold, dark, and vacuum, and can fly across interstellar space.  Immune to poison, sleep, paralysis, stunning, and polymorphing.  Not subject to critical hits or mind influencing effects. 

Silver Cylinders: Cylinders made of a silverish metal in which the Mi-Go can place the transplanted brains of different species throughout the known and unknown universe. Wires attached to the cylinder and subsequently the brain inside can be hooked to seeing, hearing, and speaking devices. While in the cylinder, the brain is virtually immortal, while the body of the donor can be held indefinitely in suspended animation. The cylinders allow the brains within to be transported through the void of space.





Mi-go appear in the HP Lovecraft story "The Whisperer in Darkness".

 

 

MIST GIANT

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 14
MOVE: 9"
HIT DICE/POINTS: 12 HD/ 60
NO. OF ATTACKS: 4 at +14
DAMAGE/ATTACK: 3-18 (X 4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon needed to hit
MAGIC RESISTANCE: N/A
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8')
CR: 14

SANITY LOSS: 1/1d20


Mist giants are strange and evil denizens of the swamps with white fog-like bodies. They have a shapeless head with yellow eyes atop of their form. They have 4 arms ending in long talons, and their lower body portion forms a giant snaky mass that can slither over the tops of bogs and water, easily supporting the more massive upper body.

This creature is rarely seen in a fog or mist (90% invisible) and cannot be heard in such places. It surprises its prey on a 1-5 (d6) chance in fog.

MORDAGZ

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 16
MOVE: 15"
HIT DICE/POINTS: 80 hp
NO. OF ATTACKS: 1at +16
DAMAGE/ATTACK: 7-42
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Shield
MAGIC RESISTANCE: N/A
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: L (21' tall)
CR: 16

SANITY LOSS: 1/1d12

   

 


This being, once one of the Lords of Chaos, now appears to be a storm giant. He defied the other more powerful lords and was demoted to mortal status. It is his responsibility to guard the Shield of Chaos, a device which protects against all the forces of Chaos. When using this device, no blow, arrow, spell, or other magic item used by agents of Chaos will hurt the holder of the shield, but only if the attack is from the front. This heavy round shield is 5 feet in diameter and is emblazoned with the eight-arrowed symbol of Chaos.

Mordagz fights as a 15 HD monster. He will guard the Shield of Chaos to the death.

MYYRRHN

FREQUENCY: Rare
NO. APPEARING: 3-30
ARMOR CLASS: 12
MOVE: 12"/24"
HIT DICE/POINTS: 4 HD/ 20
NO. OF ATTACKS: 1 at +4
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
SPELL RESISTANCE: +11
INTELLIGENCE: Average to very
ALIGNMENT: Neutral good
SIZE: M (6')
CR: 4

SANITY LOSS: 0/1d6

 

 

MOONBEAST


Medium-size Aberration (Lesser Independent Race)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft.
AC: 10
Attacks: Spear +6 melee or claw +5 melee
Damage: Spear 1d10+3, claw 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, torture
Special Qualities: Blindsight, DR 10/-, immunities
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 17, Dex 10, Con 13, Int 16, Wis 11, Cha 10
Skills: Climb +5, Cthulhu Mythos +5, Heal +8, Hide +5, Intimidate +6, Jump +6, Knowledge (Anatomy, any three creatures) +5, Listen +4, Move Silently +5, Research +7
Feats: Stealthy, Weapon Focus (Spear), Weapon Proficiency


CR: 2
Climate/Terrain: Subterranean bases on the moon of Earth's Dreamlands, and perhaps on the moon of the Waking World.
Organization: Solitary, mob (2d6), or hive (1d10×10)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-5HD (Medium-size), 6-10HD (Large)
Sanity Loss: 0/1d8

"Great grayish-white slippery things which could expand and contract at will, and whose principle shape—though it was often changed—was that of a sort of toad without any eyes, but with a curious vibrating mass of short pink tentacles on the end of its blunt, vague snout."

—H. P. Lovecraft, "The Dream-Quest of Unknown Kadath."

The moonbeasts are eyeless, vaguely toad-like creatures that dwell in vast subterranean complexes. They have a mass of writhing tentacles around their gaping maw, and their skin is sickly pale and rubbery. Moonbeasts are boneless, holding their shape only through the toughness of their skin. They squish and stretch through their dark caverns muttering blasphemous truths to any creature capable of hearing them. Moonbeasts worship Nyarlathotep and endlessly chant his many names.

Moonbeasts are known for their cruelty; they are masters of torture and engage in the practice with any unfortunate being they happen to capture. Any captive creature unknown to them is subjected to a vast array of medical and scientific experiments for the sole purpose of discovering what can cause the greatest physical and mental anguish. Moonbeasts also commonly enslave intelligent beings to act as servants, subjects for their vile experiments, and bodyguards. These horrid things have an army of enslaved men of Leng.

The moonbeasts dwell primarily in bases on the moon of Earth's Dreamlands. They are rumored to have broken the veil between the Dreamlands and the Waking World, and established similar bases on the moon of the Waking World.

Combat
Moonbeasts favor long, barbed spears in melee but they have access to other weapons such as electric prods, energy beam projectors, and the like.

Torture (Ex): Moonbeasts are monstrously sadistic, and engage in the torture of captive beings for the simple pleasure of it. Any creature subjected to torture at the paws of a moonbeast suffers the loss of 1d2 temporary points of Constitution per day, and must make a San check every day or loose 1/1d6 points of Sanity. If the moonbeast asks questions of its captive, the captive must make a Will save equal to 20 + the Constitution points lost that day or answer truthfully.

A moonbeast will not let its plaything die as a result of the torture. When the captive's Constitution drops to 1 the moonbeast will grant it a reprieve from the torture until it is back to full health. Each month of captivity and torture, however, permanently reduces the captive's Constitution by 1.

Spells: All moonbeasts know 1d3 spells. They tend to concentrate on spells that inflict harm, and those related to Nyarlathotep. moonbeasts suffer no ability score or Sanity loss from spell casting.

Immunities (Ex): A moonbeast is a rubbery mass of boneless extraterrestrial flesh, and is immune to bludgeoning damage.


MOUND DWELLER OF THE SILVER ISLE

Contributed by: Rakhamon (morfeus2@hotmail.com). The Mound-dwellers are from Marvel's classic Bêlit saga. They appeared in CtB issue 59.


"'Man, are you mad?' she asked, 'that in your madness you come seeking that from which strong men fled screaming in old times?'" - Robert E. Howard: "Worms of the Earth"

Mound-dwellers of the Silver IslesLarge Aberration

Hit Dice: 7d8+21 (49 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 20 ft.
AC: 15 (+2 Dex, -1 size, +4 natural)
Attacks: 2 slams +8 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Blindsight, Light Sensitivity, Tremorsense
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Skills: Appraise +5, Hide +5, Listen +7, Move Silently +4, Search +6, Spot +7, Escape Artist +6
Feats: Power Attack, Improved Initiative, Track


Climate/Terrain: Underground
Organization: Solitary, gang (2-4) or colony (5-20)
Challenge Rating: 7

Sanity Loss: 1/1d10
Treasure: None
Alignment: n/a
Advancement: 7-9 HD (Large)

Appearance: Mound-dwellers are monstrous crosses between humans and worms that lurk in dark underground caverns for fear of the sun. The upper body of a mound-dweller is that of a lanky humanoid with pitted, wrinkled skin and a sunken face. Their lower halves resemble enormous earthworms. Their skin is a pale bluish-gray hue and moist to the touch. A typical mound-dweller is about 6 ft. (180 cm) high when erect and about 10 ft. (3 m) long.

Mound-dwellers do not speak or make any sort of sound, even when in battle.

Combat: Mound-dwellers prefer to fight from ambush, suddenly emerging from beneath the ground to attack their targets. When enraged, mound-dwellers fight with their powerful fists and use their constriction to deal with any powerful foe (such as a mage or powerful warrior) as quickly as possible. If battle is going against them, they attempt to flee by burrowing into the ground. If they have been offended (if for example someone has stolen one of their relics) they will doubtlessly return and will doggedly pursue their enemy.

  • Improved Grab (Ex): To use this ability, a mound-dweller must hit with one of its slam attacks. If it gets a hold, it can constrict.
  • Constrict (Ex): A mound-dweller deals 2d4+4 damage with a successful grapple check against Large or smaller creatures.
  • Blindsight (Ex): Mound-dwellers perceive their environment using other senses than sight. Invisbility and darkness does not effect them, though they must still make a successful Spot check to notice a creature standing still or moving slowly and carefully. This ability is effective up to 60 ft.
  • Light Sensitivity (Ex): Mound-dwellers are very sensitive to strong light (such as bright sunlight) and will not willingly expose themselves to it. When in strong light they will take 1 hp damage each turn (since their skin dries out) and receive a -1 penalty on all rolls until they leave the light.
  • Tremorsense (Ex): Mound-dwellers can automatically sense the location of anything within 60 feet that is in contact with the ground.
  • Skills: When burrowing under the ground, mound-dwellers receive a +10 circumstance bonus on hide checks.

Habitat/Society: Mound-dwellers are intelligent and social and normally dwell in small communities within larger cave systems. The only population known lives in tropical climes (near the Black Coast) but others may exist under other lands.

They have no speech but communicate amongst themselves using some unknown form of non-verbal language (though they are not telepathic).

Mound-dwellers usually live in harmony with other races and creatures unless they are attacked. They venerate silver above all else and will go to great lengths to acquire objects made from the precious metal. Thieves that steal silver objects from the mound-dwellers are relentlessly pursued. A few silver objects are the only material possessions a tribe of mound-dwellers will have.

 

NEPHIYL

Star-Spawn of Cthulhu
Huge Aquatic Outsider (Greater Servitor Race)
Hit Dice:
20d10+100 (210 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., swim 40 ft.
Armor Class: 22 (-2 size, +14 natural)
Attacks: 4 tentacle rakes +27 melee, 2 claws +22 melee
Damage: Tentacle rake 2d6+9 (improved critical), claw 2d4+4
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Damage reduction 20/+2, fast healing 5, improved grab, rotting constriction
Special Qualities: Spells
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 28, Dex 10, Con 20, Int 21, Wis 19, Cha 10
Skills: Concentration +19, Cthulhu Mythos +15, Listen +15, Search +14, Speak Other Language (any twenty) +15, Spot +15
Feats: Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes
Climate/Terrain: Any aquatic
Advancement: 21-32 HD (Huge); 33-60 HD (Gargantuan)
CR: 14
Sanity Loss: 1d6/1d20

They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . .

-- H.P. Lovecraft, "The Call of Cthulhu"

A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims.

Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is older than humanity. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, such as the entities infesting the Lake of Hali near Aldebaran.

Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship or submarine. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn.

Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans.

Combat

Star-spawn meet most challenges they face with tentacles and claws.

Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+9 points of damage or use rotting constriction (see below) each round.

Rotting Constriction (Ex): Once a star-spawn has held an opponent with improved grab, it can drain a living victim of 2d4 points of Strength per round.

Spells: All star-spawn know 1d10 spells chosen from the Magic chapter. Star-spawn never lose Sanity when casting spells (since they don't have a Sanity score).

 

 

NIHRAIN HORSE

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 22
MOVE: 24"
HIT DICE/POINTS: 10 HD/ 50
NO. OF ATTACKS: 3 at +10
DAMAGE/ATTACK: 1-10/1-10/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
SPELL RESISTANCE: +15
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (8' at the shoulder)
CR: 10

   

 


A horse of this type appears to be a great black stallion. It can shift into the Ethereal Plane at random times and thus there is a 25% chance that any successful hit will not inflict damage on a Nihrain horse. These creatures can gallop continuously for up to 48 hours, passing with equal ease over both water and land, and flying over chasms or other impediments when necessary. Members of this magical race of horses will only be lent to mortals who are in the direct service of the primary forces of neutrality.

 

OONAI

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 18
MOVE: 12"
HIT DICE/POINTS: 10 HD/ 50
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic neutral
SIZE: L (5' at shoulder)
CR: 10

   

 


These beings are natural shape changers and are fully capable of using all the chosen shape's non-magical powers. They will change only into monster or beast types and will only attack one at a time, with the most powerful Oonai attacking first. Though they cannot change into monsters of greater than 10 HD, they always retain their AC of -2 and their original hit points, regardless of form. No one knows what their actual form looks like.

 

 

PRIMORDIAL ONES

Large Aberration
Hit Dice:
8d8+24 (60 hp)
Initiative:
+1 (Dex)
Speed:
40 ft., fly 30 ft (average), swim 30 ft.
AC:
16 (–1 size, +1 Dex, +6 natural)
Attacks:
3 tentacle slams +10/+8/+8 melee; or advanced weapon +7 ranged.
Damage:
Tentacle slam 1d6+4
Face/Reach:
5 ft. by 5 ft./10 ft.
Special Attacks:
Psionics
Special Qualities:
Darkvision, Immunities
Saves:
Fort +7, Ref +3, Will +11
Abilities:
Str 18, Dex 13, Con 17, Int 20, Wis 16, Cha 10
Skills:
Craft (any) +16, Heal +13, Knowledge (Arcana) +16, Knowledge (technology) +16
Feats:
Multiattack, Craft Technological Item, Great Fortitude, Improved unarmed strike, Iron Will, Combat Reflexes

Climate/Terrain: Any land and underground
Organization: Solitary, group (1d8)
Challenge Rating: 3

Sanity Loss: 1/1d12
Treasure: Standard
Alignment: Lawful Evil
Advancement: by Character Class

 

 

Primordial One - original art from Deities and Demigods

 

 

 

The Primordial Ones are described as being over eight feet long, with six foot long barrel shaped bodies about three feet in diameter at the center and one foot in diameter at the ends. The grayish, tough skin hides seven-foot wings in ridges, membranous and ridged on the ends with strange orifices at the tips. Around the center of the body were five stalks that branched into smaller tentacles, giving each talk a total of twenty-five tentacles. Each of these stalk/tentacle combinations extend to a length of almost three feet. The Primordial Ones' necks are gilled and covered with light gray skin. The head is yellowish and starfish shaped, covered with wiry cilia of several colors. On each of the points is a small flexible yellow tube, at the end of which is a glassy, red-irised eyes. Five longer tubes extend at an angle from the head, ending in a sack filled with sharp white teeth. A single slit in the exact center of the two foot, thick, puffy head is evidently the breathing apparatus. At the bottom of the body is another grayish neck, though this one is without gills. Another starfish shaped growth is at the bottom, this one being green in color. At each tip of this star, tough, muscular arms four feet long and tapering are attached. At the end of each arm is a triangular pad, probably a paddle or fin or psuedofoot.

The Primordial Ones came to the Prime Material before life took shape, traversing the ether on their vast wings. Originally, the Primordial Ones inhabited the sea, rearing great cities on its floor and fighting epic battles with unnamed denizens. It was here, first as food and then for other purposes, that the Primordial Ones created life. Among the creatures spawned by the Primordial Ones were the horrific Shoggoths which are whispered of in horrific tomes.

The Primordial Ones were very artistic in nature, recording their histories in carved murals on the walls of their dwellings. Their long, slender tentacles allowed for undreamed of precision.

Death seemed almost non-existent to the population, those dying only because of a catastrophically violent act. Their composition of extremely tough hide allowed them to survive under extreme pressures under the ocean as well as in the vacuum of out space. The Primordial Ones reproduced by means of spores.

The Primordial Ones utilized a colonistic, almost socialistic political system. Commerce and trade between the vast sprawling cities of the Primordial Ones were common, the monetary system seemingly based on star-shaped soapstones.

About the same time period when the land mass which became the moon was ripped from the South Pacific, the Primordial Ones faced their first major war with another race from the stars. A race of land dwellers shaped like octopus drifted down from space and waged a monstrous war against the Primordial Ones, driving them back wholly into the sea for a time. The race was determined to be the prehuman spawn of Great Cthulhu. Finally peace was made between the two races, in which the newer lands which rose from the sea were given to Cthulhu's Spawn, while the sea and the older lands were retained by the Primordial Ones. On these newer lands Cthulhu's Spawn built R'lyeh, the cursed city whispered in darkness in the pages of the Necronomicon. When R'lyeh sank beneath the Pacific, the Primordial Ones were once again the supreme rulers of the earth. They feared nothing save a shadow they would not speak of.

As time went by, the transition from water to land continued within the race. During this period, the Shoggoths presented a problem in control, which soon erupted into the War of Resubjugation between the Primordial Ones and the Shoggoths. This war occurred around one hundred and fifty million years ago. Finally the Primordial Ones reigned supreme, taming the Shoggoths for a time.

During the Jurassic period another threat appeared from space, this time in the form of the Mi-Go. Another bloody war was waged, and in the end the Mi-Go managed to drive the Primordial Ones out of the northern hemisphere.

For reasons hard to explain and others more natural, the Primordial Ones were driven to their beloved city on the Plateau of Leng. Even there, though, they found themselves at threat upon the cooling of the Antarctic and the freezing which threatened their very existence. The Primordial Ones burrowed deep within the crust of the earth, founding a new city deep beneath the planet's crust in an underground lake shrouded in utter darkness. Whether the city exists now is unknown, though the only humans to try to access the site were driven off in terror by a Shoggoth.

Combat
The Primordial Ones are an alien race of high intelligence and advanced science.  They hate all other types of intelligence and will destroy them if possible, striking with three of their powerful walking tentacles if no advanced weaponry is available.  They prefer to use advanced weaponry of high technology.

Psionics (Sp): At will, 1/day each: Detect Psionics, Far Hand (Minor telekinesis), My Light (their eyes emit a 20 ft cone of light), Catfall (recover well from a fall), Combat Precognition (+1 insight bonus to AC), Destiny Dissonance (touch hurts opponent's mind, dealing 1d8 subdual damage), Astral Construct 1, Call Weaponry (never lacks for weapons), Mind Link, Inflict Pain (mental attack does 3d6 damage).

Immunities (Ex): Primordial Ones are immune to heat and cold.







QUAOLNARGN

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 24
MOVE: 12"
HIT DICE/POINTS: 150 hp
NO. OF ATTACKS: 1 at +30
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +2 or better weapon needed to hit, plus see below
SPELL RESITANCE: +17
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (8' tall and wide)
CR: 30

SANITY LOSS: 1d6/1d20

   

 


A giant toad-shaped demon from the Abyss, Quaolnargn is immune to petrification and polymorph and has a saving throw of 3 for anything else. It must bite its prey (attacking as a 16+ HD monster) to affect them. When striking any creature this way, it drains 4 energy levels (no saving throw) per melee round, plus 1-10 points normal damage.

If it is killed before completely draining a victim, the victim will regain his or her lost levels (at a rate of one turn per level lost).

 

 

 

 

 

SERPENT-MAN

Contributed by: Thulsa (thulsa@xoth.net)


"Kull stood alone, his mind a-whirl. Neophytes of the mighty serpent, how many lurked among his cities? How might he tell the false from the true? Aye, how many of his trusted councilors, his generals, were men? He could be certain -- of whom?" - Robert E. Howard: "The Shadow Kingdom"

Serpentman SorcererMedium-size Monstrous Humanoid

Hit Dice: 7d8+7 (38 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (+1 Dex, +1 natural, +2 leather, +2 masterwork large shield)
Attacks: Masterwork scimitar +10/+5 melee and bite +4 melee; or masterwork mighty composite longbow (+2) with masterwork arrows +10/+5 ranged (+2)
Damage: Masterwork scimitar 1d6+2, bite 1d6+1 and poison; or masterwork mighty composite longbow (+2) 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Impersonation, poison
Special Qualities: SR 16, vulnerability to secret phrase
Saves:Fort +3, Ref +6, Will +9
Abilities: Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 16
Skills: Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8, Listen +15, Spot +15
Feats: Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative


Climate/Terrain: Jungle and underground
Organization: Solitary, pair, gang (2-4) or tribe (10-80)
Challenge Rating: 5

Sanity Loss: 1/1d12
Treasure: Double standard
Alignment: n/a
Advancement: By character class

Appearance: Serpentmen are hairless, pied and scaled, with a sinous tail, an ophidian head, and arms and legs. Their skins are commonly emerald green with a white zig-zag pattern along the back.

Serpentmen speak their own pre-human language as well as several human languages, in order to maintain their masquerade among humans.

Combat: Serpentmen are geniuses, and fight as such. They plan elaborate traps and utilize their surroundings superbly in combat. They prefer ambushes to direct confrontation, and are always commanded by their sorcerers.

  • Impersonation (Su): A serpentman can assume the shape of any Small or Medium-size humanoid that they have seen (directly or indirectly). This works like alter self as cast by an 18th-level sorcerer, but the serpentman can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action. Note that this power allows them to exactly mimic a person's physical appearance. Serpentmen revert to their true form immediately if they are slain.
  • Poison: With a successful bite (in snake-headed form only), Fortitude save (DC 17); initial and secondary damage 1d6 temporary Constitution.
  • Darkvision: Serpentmen have darkvision to 60 feet.
  • Vulnerability to Secret Phrase (Su): These creatures have a special vulnerability to the ancient phrase "ka nama kaa lajerama". If this phrase is uttered in their presence, they will immediately revert to their true serpent-headed form, and suffer the effects of a symbol of pain (no saving throw allowed).

Habitat/Society: The serpentmen of the Hyborian Age are the last degenerate remains of a race that in the Permian Age dominated large parts of the world, reared cities of black basalt, mastered dark sorcery and alchemy, and bowed in hissing worship before the altars of Yig, Byatis and Han.

With their sorcery, and the aid of the fabled Cobra Crown, the serpent people established the empire of Valusia. The coming of humanity proved to be the final downfall of the serpent people's domination over the world. The serpent people could oppress the most primitive humans, but they were doomed by the relentless march of evolution. It took a million years or more, but the earliest human civilizations arose and overthrew the serpentmen.

To escape destruction, some of the reptiles crept back beneath the Earth. Others put themselves into deep hibernation, while some used their magical abilities to disguise themselves among the invaders. For a brief time, they once again ruled Valusia in human guise until their power was broken by King Kull.

King Kull of Valusia defeats the serpent-men

After the Cataclysm, fleeing Lemurians came from the East and overthrew the serpent people, but then adapted to the defeated culture and founded Old Stygia, worshipping the remaining serpentmen as demi-gods. The first sorcerers and priests of Old Stygia learned their dark arts from the serpent-people.

The Atlantean sorcerer Thulsa Doom once ruled the serpentmen of Valusia, but was defeated by King Kull. Now, eight millenia later, rumors of Thulsa's return have caused most of the remaining serpentmen to flock to their last citadel, Yanyoga.

Ecology: The serpentmen are related to the manserpents. Like their brethren, they are immortal. In contrast with the manserpents, however, the serpentmen are warm-blooded.

Serpentmen characters: The favored classes for serpentmen are cleric, sorcerer and wizard.

 

SHOGGOTH

Large Outsider
Hit Dice: 20d8 +75 (165 hp)
Initiative: +4 (improved initiative)
Speed: 20 ft
AC: 19 (-1 size, +10 natural)
Attacks: slam +31/+29/+27/+25 melee
Damage: slam 2d8 +11
Face/Reach: 5 ft x 10ft/ 10 ft
Special Qualities: Darkvision, Immunities, Ooze qualities, shapechanging
Saves: Fort +14, Ref +12, Will +13
Abilities: Str 32, Dex 11, Con 16 Int -, Wis 15, Cha 8
Feats: Improved Initiative, Multiattack, Combat Reflexes, Multidexterity, Alertness

Climate/Terrain: Any land and underground
Organization: Solitary, Brood (2-5)
Challenge Rating: 7

Sanity Loss: 1/1d10
Treasure: 1/2 Standard
Alignment: Chaotic Evil
Advancement: Intelligence +1-15

 

 

 

 

Shoggoth

 

 

 

 

 

Shoggoth

 

 

 

 

 

 

 

 

 

 

Shoggoths were (originally) mindless creatures created as servants/slaves by the Primordial Ones. They could assume whatever form their master wished in order to perform their task. Shoggoths are unruly servants becoming more intelligent and rebellious the longer the are employed. Eventually they may attempt to destroy their masters. 

Originally created by the Primordial Ones as servants, the Shoggoths eventually rebelled and destroyed the civilization of their masters.  Shoggoths resemble huge, intelligent amoebae, able to form almost any shape out of their transparent bodies, including eyes, legs, mouths, huge weapons, or whatever is needed.  The few remaining shoggoths lurk in distant, long deserted areas, sometimes aiding servants of the Old Ones.

A shoggoth's intelligence grows with time and it grows more and more rebellious.  As it grows in intelligence, it gains skill points at the rate of (8+int modifier)x20 and can learn skills.

Combat

Shoggoths attack with pseudopods in whatever shape it needs or desires.  Their favorite attack is to devour the opponent's head, leaving the carcass headless in a pool of its blood.

Immunities: Immune to poison, sleep, paralysis, and polymorphing.  Also immune to all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) beyond the commands of its master.

Ooze qualities: No clear front or back, not subject to flanking or critical hits.  Gains bonus hitpoints as an ooze.

Shapechanging (Sp): The Shoggoth are multi-cellular creatures, able to mold their tissues into all sorts of temporary organs under hypnotic suggestion by the Primodial Ones. This ability made the things the perfect workhorses for building the vast Primordial Ones' empire. Later, the Shoggoth acquired the ability to mimic the sounds of the Primordial Ones and developed the ability to think for itself.




Shoggoths appear in the HP Lovecraft story "At the Mountains of Madness".

 

 

 

SPIDER OF LENG
Huge Magical Beast (Lesser Independent Race)
Hit Dice:
10d10+30 (85 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 30 ft.,climb 20 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+ 6 + poison
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Poison, spells, web
Special Qualities: Damage reduction 10/+1, darkvision 60 ft., lowlight vision
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 18, Dex 15, Con 17, Int 14, Wis 13, Cha 11
Skills: : Climb +20, Hide +7*, Move Silently +6*, Spot +8
Feats: Dodge, Improved Initiative, Mobility, Spring Attack
Climate/Terrain: Any warm
Advancement: 11-25 HD (Huge), 26-50 HD (Gargantuan)
CR: 6
Sanity Loss: 1/1d10

*Spiders of Leng gain an additional +8 competence bonus on Hide and Move Silently checks when using their webs.

There were scenes of old wars, wherein Leng's almost-humans fought with the bloated purple spiders of the neighboring vales.

-- H.P. Lovecraft, The Dream-Quest of Unknown Kadath

Leng spiders are huge, purplish arachnids, with pustulent bloated bodies and long, bristly legs. Their color, a pale mottled violet on their abdomens, shades to indigo on their forebodies, with legs and chelae tipped in black.

Native to the Dreamlands, the spiders of Leng are intelligent, dangerous, and gigantic. Newly hatched specimens are approximately the size of Shetland ponies. Some valleys in the Plateau of Leng are almost completely webbed over. Below the cover of webbing, artificial tunnels bustle with the fevered energy of the spiders. Citylike arrangements of web tunnels stretch for miles in all directions, and hundreds of feet up and down, creating three-dimensional structures of incredible complexity. Spiders of Leng constantly seek to expand their territory, pushing out into yet more valleys that they will in turn encase in webs. Sometimes their territorial urge is so overwhelming that they turn on themselves, especially when fresh food is at a premium.

Combat

Spiders of Leng wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Web (Ex): A Leng spider can create a web eight times per day. As one of these uses, the spider can make a ranged touch attack to ensnare an opponent. A web's maximum range is 50 feet, and no range penalties apply even at its maximum range. If the web hits, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty to Dexterity. The web anchors the target in place, allowing no movement. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The entangled creature can escape with an Escape Artist check (DC 20) as a full-round action. Alternatively, the strands can be burst with a Strength check (DC 25, also a full-round action); the web has 5 hit points.

Spiders of Leng often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures, but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 10 hit points, and sheet webs have damage reduction 5/fire.

A spider can move across its own sheet web at its climb speed, and can determine the exact location of any creature touching its web.

Poison (Ex): Poison attacks require an initial Fortitude save (DC 22); a failed roll deals 1d8 points of Str damage. Regardless of the initial save, another Fort save is required 1 minute later (DC 22) to avoid secondary damage of 1d8 Str.

Spells: Some spiders know 1d4 spells chosen from the Magic chapter. Spiders of Leng never lose Sanity when casting spells (since they don't have a Sanity score).

 

 

TERROR FROM BEYOND
Large Outsider (Lesser Independent Race)
Hit Dice:
3d8 (13 hp)
Initiative: +4 (Improved Initiative)
Speed: Fly 30 ft. (perfect)
Armor Class: 10 (+1 natural, -1 size)
Attacks: 1 tendril +4 melee
Damage: Tendril 1d8+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Blindsight, coexistent form, damage reduction 5/+1
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 15, Dex 11, Con 11, Int 5, Wis 13, Cha 12
Skills: Listen +7, Spot +7
Feats: Improved Initiative
Climate/Terrain: Any
Advancement: 4-6 HD (Large), 7-12 HD (Huge), 13-24 HD (Gargantuan), 25-50 HD (Colossal)
CR: 1
Sanity Loss: 1/1d10

. . . other beings [ . . . ] can never be detected by the senses we have. [ . . . ] Foremost among the living creatures were inky, jellyfish monstrosities which flabbily quivered [ . . . ]. They were present in loathsome confusion, and I saw to my horror that they overlapped, that they were semifluid and capable of passing through one another and through what we know as solids.

-- H.P. Lovecraft, "From Beyond."

When seen, Terrors from Beyond appear as putrescent, translucent bags of semisolid flesh trailing nests of writhing tendrils. Most of the tendrils are sense organs, but the thickest tendril ends in a cruelly fanged mouth. Predatory in the extreme, terrors constantly prey on each other in their own realm.

The Terrors exist in the greater reality of which humanity's three dimensions of space and one of time are the least part; this far realm overlays normal reality. Likewise, the Terrors are only one example of a realm stranger, by far, than mortal minds can encompass. In the normal course of events, Terrors from Beyond and creatures on earth go blithely about their own business, each unaware of the other. Specific triggers, mechanical or psychic, sometimes coax human senses to that rarified precipice where the Terrors can be sensed -- and where the Terrors can in turn sense their unfortunate observers.

Combat

When a creature of the normal realm of Earth becomes capable of sensing a Terror from Beyond, so can the terror sense that creature, and moreover, act upon it. Always hungry, a Terror uses its main tendril to bite chunks of flesh away from its victim. To those who can't sense the creature, the wounds appear from nowhere.

If a victim is rendered unconscious, the Terror grabs its prey with its tendril, "dragging" the prey bodily into the Terror's own mad realm, where the creature can dine at leisure. Only the victim's clothes and effects remain behind, and anything clutched in the victim's hands takes a one-way trip beyond.

Coexistent Form (Su): Terrors from Beyond are normally invisible. When a material creature (such as an investigator) senses the Terror, it can sense them -- and attack. The Terror can interact only with material creatures that can sense it.

Force-effect spells can affect Terrors from Beyond, as can spells that provide an enhancement bonus. All other spells automatically fail because the Terrors partially exist on another plane of existence. Investigators can still harm them with melee and ranged weapons, but the Terror has damage reduction 5/+1.

An investigator with the Second Sight psychic feat can sense a terror, even if others around him cannot. Successful use of the invisibility purge spell, the Powder of Ibin-Gazi, or an Ultraviolet Projector reveals the Terror to all investigators present.

 

TROLL, TSATHOGGHUAN


Medium-size Monstrous Humanoid (Lesser Servitor Race) Hit Dice: 2d8+12 (21 hp)
Initiative: -2 (Dex)
Speed: 40 Ft.
AC: 11 (-2 Dex, +3 natural)
Attacks: Club +7 melee, or claw +7 melee, bite +2 melee, or thrown object +0 ranged
Damage: Club 1d6+6, claw 1d4+6, bite 1d3+3, thrown object 1d4+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blizzard, spells
Special Qualities: Scent, cold immunity, low light vision
Saves: Fort +6, Ref +1, Will +3
Abilities: Str 20, Dex 7, Con 22, Int 9, Wis 11, Cha 9
Skills: Climb +9, Hide +7*, Listen +4, Move Silently +9, Spot +4
Feats: Stealthy


CR: 2
Climate/Terrain: Any cold land, but thus far only encountered in Norway
Organization: Solitary, family (1d4+1), or tribe (2d8)
Treasure: Half standard
Alignment: Usually chaotic evil
Advancement: 3-6HD (Medium-size)
Sanity Loss: 0/1d4 at first sight, none thereafter

"Edward was injured in a fall, but he was killed by what some have called trolls, degenerate descendants of the fierce prehuman hominids of legend, not wolves…The so-called trolls…worship Tsathogghua."

—Marcus L. Rowland, the Games Workshop adventure Nightmare in Norway.

What these creatures call themselves is unknown, for their language is incomprehensible to humans. Their existence is the basis for the stories of the Norse trolls, so for lack of any better name they are referred to as such. Those that have encountered them have reported their strange, seemingly religious practices in which they bow to strange frog-like idols in dim caves. One reference in a logbook found in the dusty archives of Miskatonic University referred to them outright as Tsathogghuan trolls.

Massively strong and cunning, these creatures are the long descendants of proto-humanoid creatures that did not go extinct like others of their kind after the last ice age. Trolls stand approximately 6 feet tall, but they are much broader and stockier than any living human. Their dull white fur is caked to their bodies in foul matted strips, and they reek with unimaginable odors. They have vaguely ape-like faces, but are far uglier than is possible for any mundane primate. Trolls dwell in communal warrens awash with filth and gore.

Combat
Trolls fight with surprising intelligence and planning, often taking by surprise those who assume they are simple savages. They tend to avoid combat, but will attack humans if the odds seem right.

Blizzard (Su): This special ability is one granted by Tsathogghua himself to his loyal minions. By concentrating and chanting for 20d6 minutes, a troll can summon forth a blizzard that lasts for 2d6 hours. The troll using this ability must also permanently sacrifice one point of Constitution. The area of affect is centered on the point where it is cast, and has a radius of 300 feet; the radius doubles for each additional temporary point of Constitution spent in the casting. Anyone caught in such a blizzard suffers the effects of a Windstorm and takes cold damage as described in the Combat chapter (see Weather Hazards, page 87). Snow accumulation is 1 inch per hour.

Cold Immunity (Ex): Trolls are immune to the effects of normal cold, sheltered from the elements by thick matted fur and a layer of warm fat. Unnatural or otherwise magical cold can harm them normally, as can temperatures below -100º Fahrenheit.

Spells: There is only a 10% chance that a given troll will know any spells; the number of spells known is equal to the roll of the d%. Certain trolls that make contact with Tsathogghua himself (or any other Cthulhu Mythos being) become shamans, receiving the Cult Sorcerer template and thereafter gaining levels as per an Offense Option investigator with the following core skills: Animal Empathy, Concentration, Craft (shamantic ritual artifacts), Heal, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wilderness Lore.

Skills: *Trolls receive a +2 racial bonus to Hide checks when in snowy terrain, and a +4 to Move Silently checks through forested terrain.

 

 

TOAD THING OF THE NAMELESS ISLE

Contributed by: Rakhamon (morfeus2@hotmail.com). Tsathoggua was created by science fiction and fantasy writer Clark Ashton Smith and first appeared in the story "Door to Saturn". He appeared as a living stone idol guarding the Cobra Crown in the adventure novel "Conan the Buccaneer" by L. Sprague DeCamp and Lin Carter. Later this Conan story was adapted by Roy Thomas and John Buscema in the pages of SsoC. It is unlikely the stone idol seen in Conan the Buccaneer or the comic book adaptation was actually Tsathoggua himself; most likely it was invested with a tiny fraction of Tsathoggua’s true power.


"All praise to thee, Tsathoggua, dark lord
Of darksome realms! Before thine ebon throne
Lost wraits bewail their fate
With many an echoing groan
And wander sightless through the frightful glooms
Of sub-Eiglophian caves. Thou didst reward
Their unrepentant insolence, displayed
Before thy toadlike templed eidolons,
With monstrous dooms."
- Richard L. Tierney: "Petition: To Tsathoggua"

Toad-Thing of the Nameless IsleLarge Outsider (Evil, Chaotic)

Hit Dice: 9d8 +34 (70 hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (-1 size, +6 natural)
Attacks: 2 claws +13 melee, bite +11 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rend, Jump Attack
Special Qualities: Damage Reduction 20/+2, Fast Healing 3, Immunities, SR 20
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 20, Dex 11, Con 18, Int 6, Wis 6, Cha 15
Skills: Climb +11, Jump +12, Balance +6, Hide +6, Move Silently +4, Intuit Direction +3, Listen +5, Sense Motive +3, Spot +6
Feats: Multiattack, Power Attack, Cleave


Climate/Terrain: Any land and underground
Organization: Solitary (Unique?)
Challenge Rating: 13

Sanity Loss: 1/1d12
Treasure: None
Alignment: n/a
Advancement: 9-12 HD (Large), 13-16 HD (Huge)

Appearance: This horrible toad-like being was set to guard a mysterious temple on an uncharted isle outside the Black Coast in eons past. A rude lumpen figure carved of grey stone set with seven glowing orange jewels for eyes, the creature resembles a humanoid toad or frog, with a hideous misshapen head, mottled leathery skin and sharp claws on its limbs.

Combat: The toad-thing will attack anyone entering the temple it guards and will not cease until it or its victim is dead. The toad-thing fights simply and savagely, relying on its great strength and ferocity. It moves with great speed for something made of stone and is as strong as one might expect based on its composition.

  • Rend (Ex): If the demon hits with both claw attacks, it grabs hold and rends the flesh of its victim for 2d6+5 hp damage
  • Jump Attack (Ex): As a full-round action, the toad-demon can leap up to 30 feet towards an enemy and then make a single melee attack at +2 to hit and +2 damage. It can only make a jump attack if its target is at least 10 feet away and cannot jump over any obstacle higher than one foot.
  • Immunities (Ex): The toad-demon takes no damage from falling, does not need to eat, sleep or breathe and does not age. It is thus immune to any attacks through these means (such as trying to suffocate it).

Habitat/Society: The toad-idol has been set to guard a great treasure on the Nameless Isle. Who summoned it from some unknown hell is not known, but it is believed that the ancient temple in which it dwells was dedicated to the toad-like demon-god Tsathoggua.

Ecology: The toad-demon is an unnatural thing, an abomination to all nature. Even experienced warriors have been known to turn and run if they encounter it. It will not stray far from the temple it guards.

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VAMPIRE TREES

FREQUENCY: Very rare
NO. APPEARING: 1-20
ARMOR CLASS: 20
MOVE: 12" (leaves only)
HIT DICE/POINTS: 12 HD/ 60
NO. OF ATTACKS: 1-10 at +12
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: N/A
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: L (+25' tall)
CR: 12

SANITY LOSS: 1/1d12


These creatures use their leaves as attacking weapons. They are released from the branches to float downward and attempt to attach themselves (attacking as 12 HD monsters) to a body. When attached, they suck blood, doing 2-8 points of damage per attached leaf. Damage is automatic after the first successful attack, each attached leaf continuing to drain 2-8 hit points per round. The leaves are AC 9, and each has only 2 hit points, plus any hit points drained from the victim. The leaves will return to the tree when any being travels more than 120 yards from the parent tree or when the creature has no blood left. The tree can only control 10 leaves at a time.

Vampire trees save vs. fire at a -2 penalty, and take +1 extra point of damage for every die of damage done by flame. They fear fire, and will never send their leaves near flame.

VULTURE LION

FREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 18
MOVE: 15"
HIT DICE/POINTS: 15 HD/ 75
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 at +15
DAMAGE/ATTACK: 4-24/4-24/3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to fear
SPELL REISSTANCE: +15
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: L (10' at the shoulder)
CR: 15

SANITY LOSS: 1/1d12


Created by Elric's ancestors from the fiber of Chaos, these beasts have the body of a lion and the head and talons of a vulture. When summoned from their home plane of Limbo by one with the power to command them, they will fight fiercely, never needing to check morale. If improperly summoned they will attempt to slay the summoner, returning to Limbo afterwards.

 

 

WAMP


Medium-size Magical Beast
Hit Dice: 4d10+32 (54 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 12 (+2 natural)
Attacks: Bite +8 melee, 2 slams +3 melee
Damage: Bite 1d6+4 plus disease, slam 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Diabolic chuckle, disease
Special Qualities: Blindsight, scent
Saves: Fort +12, Ref +4, Will +1
Abilities: Str 18, Dex 11, Con 26, Int 10, Wis 11, Cha 12
Skills: Hide +4, Listen +9, Search +4, Spot +5, Wilderness Lore +5
Feats: Track


CR: 4

Sanity Loss: 0/1d8
Climate/Terrain: Any land of the Earth's Dreamlands
Organization: Solitary or pack (2-5)
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-8 HD (Medium-size), 9-12 HD (Large)
Sanity Loss: 0/1d8

"... I heard a diabolic chuckle on the hillside above me. The sound began with a sharp abruptness that startled me beyond all reason, and continued mirthlessly, never varying its single note, like the mirth of an idiotic demon ... It had a pale, hairless, egg-shaped body, large as that of a gravid she-goat; and this body was mounted on nine long, wavering legs with many flanges, like the legs of some enormous spider ... I saw that there were no eyes on the oddly sloping face; but two knife-like ears rose high above its head, and a thin, wrinkled, snout hung down across its mouth, whose flabby lips, parted in that eternal chuckle, revealed rows of bats' teeth."

—Clark Ashton Smith, "The Abominations of Yondo"

A wamp is a spider-like creature that stalks the desolate wilderness of Earth's Dreamlands. It has a bloated, sac-like body several feet in diameter that is supported by nine multi-jointed legs—four on each side and one to the rear. The splayed, webbed feet of a wamp is splotched with a brilliant scarlet, making the creature looks as though it has splashed through a pool of fresh blood. The entire body of the beast is a sickening pale white. A wamp has a ghastly, semi-human face, eyeless and with long, pointed ears.

Combat
A wamp first strikes with its bite, fending off other opponents with the foremost of its many flailing legs.

Diabolic Chuckle (Su): A wamp constantly emits a monotonous chuckle, a tittering that never varies and never ceases. All living creatures within 30 ft. that are capable of hearing this sound must make a Will save (DC 13) or be unable to take any actions for 1d3 rounds.

Disease (Ex): Filth fever (as per DMG™); Fort save (DC 12) resists; incubation 1d3 days; initial damage 1d3 temporary Dexterity, secondary damage 1d3 temporary Constitution.

Blindsight (Ex): Despite its lack of eyes, a wamp can discern its surroundings with a range of 30 ft.

Scent (Ex): A wamp can smell prey within a range of 60 ft.

Skills: A wamp receives a +4 racial bonus to Listen checks.

 

 

WYVERN

Contributed by: Thulsa (thulsa@xoth.net).


"Just above the horizon, half obscured by damp mists, hung the pallid crescent of a sickle moon. The first stars had appeared overhead -- but beneath the stars, circling and swooping to strike at running men, was a swarm of black-winged horrors. In the gathering dark they looked like a horde of monstrous, flame-eyed bats! (...) Conan stared at the sky. He had heard of the monstrous winged reptiles in his travels. Dim legends came drifting down from the dawn of time, of an age of reptiles that had long preceded the rise of man from the beast. Elder myths and moldering tablets in age-lost cities told of such monstrosities, survivors from that forgotten age: wyverns, they were called." - L. Sprague de Camp and Lin Carter: "Red Moon of Zembabwei"


Zembabwan Wyvern

Huge Dragon

Hit Dice: 7d12+14 (59 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 60 ft. (poor)
AC: 17 (-2 size, +1 Dex, +8 natural)
Attacks: Sting +9 melee, bite +4 melee, 2 wings +4 melee; or 2 claws +9 melee
Damage: Sting 1d6+4 and poison, bite 2d8+2, wing 1d8+2; or claw 1d6+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Poison, improved grab, snatch
Special Qualities: Scent
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills: Listen +13, Move Silently +9, Spot +13*
Feats: Alertness, Flyby Attack


Climate/Terrain: Temperate and warm forest, hill, and mountains
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6

Sanity Loss: 0/1d8
Treasure: Standard
Alignment: n/a
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)

Appearance: Zembabwan Wyverns are black, scaled saurials, with leathery batlike wings and a long head whose mouth is filled with sharp teeth. It has only hind legs, using them the same way a hunting bird would. Their eyes are red or orange.

Combat: In combat, the Zembabwan Wyvern always prefers to be flying, and will seize any opportunity to take flight and continue combat. It dives upon ground targets, attempting to snatch them up in its two taloned claws and fly off.

As a hunter, the wyvern is cunning. It will avoid letting its shadow fall across its prey as a warning. The final approach of the dive is done in complete silence. It trails its prey from downwind whenever possible.

A wyvern can slash with its claws only when making a flyby attack, and it cannot make bite, sting, or wing attacks.

  • Poison (Ex): Sting, Fortitude save (DC 17); initial and secondary damage 2d6 temporary Constitution.
  • Improved Grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a hold, it hangs on and stings.
  • Snatch: If a wyvern gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The wyvern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the wyvern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

*Wyverns receive a +3 racial bonus to Spot checks when flying during daylight hours.

Habitat/Society: For millennia the warriors of Zembabwei fought the giant wyverns which soared over the jungle from cave-lairs in an eastern mountain range. A hero of the tribe, Lumbeba, traveled to the mountains and stole some eggs. He reared the hatchlings, and discovered that they could be tamed and used for riding. This enabled the Zembabwans to extend their rule over the neighboring tribes and form the present kingdom of Zembabwei. Lumbeba was immediately elevated to the throne.

Old Zembabwei, the true capital of Zembabwei, is closed to foreigners, both for religious reasons and to protect the secret of the wyvern-riders, who are barracked here. The city is filled with many tall, doorless, roofless towers where the wyverns are stabled. As these towers can only be entered or left by flying beings, they are secure from the depredations of possible nonflying invaders.

The Zembabwan Wyvern-riders are tall, muscular blacks in plumed head-dresses, with necklaces of claws, loincloths of monkey fur, and a leopard-skin cloak slung about their shoulders. They are elite warriors, trained in mounted aerial combat, and use spiked staves to command these stupid and stubborn creatures. They attack by throwing javelins from the backs of their mounts.

Ecology: An adult wyvern consumes the equivalent of a man-sized to large creature once per day. This could translate to a horse, pig, or a handful of sheep. While it eats them whole, the bones are not digested, and neither are metal objects. The wyvern eats carrion only if desperate.

The wyvern has no natural enemies, although it would not be a match for certain powerful creatures. It is noted for the foul taste of its flesh. No one has found a way to cure its hide and the bones are light and brittle to aid in flying. Certain body parts are used by spellcasters as spell components, for which they will pay a reasonable price.

 

ZOOG

Small Magical Beast

Hit Dice: 1d10-1 (hp 4)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 13 (+1 size, +2 Dex)
Attacks: Bite +3 melee, dagger -3 melee or dart -1 ranged
Damage: Bite 1d3-3; dagger 1d4-3; dart 1d4-3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Lowlight vision; darkvision (60 ft.); scent
Saves: Fort +1, Ref +4, Will +0
Abilities: Str 4, Dex 14, Con 9, Int 10, Wis 11, Cha 7
Skills: Climb +5*, Hide +13*, Knowledge (Local) +3, Listen +3, Move Silently +9*, Spot +3, Wilderness Lore +2
Feats: Weapon Finesse (bite)

Climate/Terrain: Any forest
Organization: Solitary, gang (2-4), pack (7-12) or village (20-120 plus 2nd-5th level expert)
Challenge Rating: ½

Sanity Loss: 0/1d4
Treasure: Standard goods and items; no coins
Alignment: Usually chaotic neutral
Advancement: By character class

* Use Dexterity modifier for Climb. Includes +4 racial bonus to Hide and Move Silently. In areas of tall grass or heavy undergrowth, raise the Hide bonus to +8.

Zoogs are large rodent-like creatures with large eyes, whose toothy mouths are hidden behind a cluster of short pink tentacles. They have dextrous forepaws, with which they can use tools or weapons. Their tails are hairless, like a rat's, and prehensile. They live in enchanted woods in the Dreamlands, where they live off of fruit, fungi and the flesh of mean and animals.

Combat

Zoogs can use Small or Tiny weapons (uusally daggers or darts), but are most skilled with their bites. They prefer to attack from ambush, and are masters of stealth. They will even attack humans if they have the advantage in numbers, because they relish human flesh (especially that of dreamers).

Zoog Society

Zoogs have little organization beyond family groups, and even those ties break down as adolescent zoogs indulge their curiosity about the wider world. However, the zoogs regularly gather at sacred sites to trade stories, and so their leaders (such as they are) are either those sages who have learned the most stories or those rogues who have survived the most exciting adventures.

The curiosity of the zoogs occasionally disposes them to parley with other races as a change from hunting them. They will even befriend specific individuals that bring them new and exotic stories or viands, but zoog "allies" are unpredictable at best.

Zoogs have their own language, which has a fluting sound to it. They can learn other languages, but cannot speak them without magical aid. The zoogs only teach their language to their most trusted friends.

Zoog Characters

The statistics above are for a typical (unclassed) zoog. They may advance as adepts, experts, rangers or sorcerers, but their favored class is rogue. Zoog leaders are usually experts ("sages") or rogues. Adepts are rare, and clerics seem to be unknown; most zoog spellcasters are sorcerers.

 

 

THE GODS OF ‘ERETS

 

ALIEN GODS

 

Name

Domains

Deital Status

Azathoth

Evil, Chaos, Madness, Death

Outer God

Chaugnar Faugn

Death, Destruction, Evil

Old One

Cthugha

Fire

Old One

Cthulhu

Evil, Death, Destruction, Water

Old One

Dagon

Water

Old One

Eihort

Chaos, Destruction, Madness

Old One

Glaaki

Water

Old One

Hastur

Chaos, Destruction, Evil, Madness

Old One

Hydra

Water

Old One

Ithaqua

Evil, Air

Old One

Mordiggian

Death

Old One

Nodens

Animals (Hunting), Destruction, Strength, Water (Sea)

Old One

Nyarlathotep

Chaos, Destruction, Madness, Magic, Trickery

Outer God

Shub-Niggurath

Animal, Chaos, Evil, Earth, Plant

Outer God

Shudde M'ell

Earth

Old One

Tsathoggua

Destruction, Knowledge, Magic

Old One

Yig

Animals, Death, Protection, Trickery

Old One

Yog-Sothoth

Chaos, Luck, Protection, Travel

Old One

Odin of Asgard

Knowledge, Magic, Supreme, War

Greater God

Aegir of Asgard

Sea, Storms

Intermediate God

Balder of Asgard

Beauty, Light, Music, Poetry

Intermediate God

Forseti of Asgard

Knowledge, Protection, Strength

Intermediate God

Frigga of Asgard

Air, Animal, Community, Knowledge

Intermediate God

Heimdall of Asgard

Luck, War

IntermediateGod

Hermod of Asgard

Chaos, Luck, Travel

Demigod

Sif of Asgard

Chaos, War

Lesser God

Thor of Asgard

Chaos, Protection, Strength, War, Weather

Greater God

Tyr of Asgard

Law, Protection, War

Intermediate God

Uiler of Asgard

Chaos, Protection, Travel

Lesser God

Odur of Vanaheim

Chaos, Fire, Sun

Demigod

Skadi of Vanaheim

Destruction, Earth, Strength

Lesser God

Njord of Vanaheim

Air, Water

Intermediate God

Frey of Vanaheim

Air, Plant, Sun

Greater God

Freya of Vanaheim

Air, Charm, Magic

Intermediate God

Hel of Stygia

Death, Destruction

Intermediate God

Loki of Asgard

Chaos, Destruction, Trickery

Greater God

Re of Stygia

Glory, Law, Nobility, Sun, War

Greater God

Anubis of Stygia

Law, Magic, Repose

Lesser God

Apep of Stygia

Evil, Fire, Scalykind

Demigod

Bast of Stygia

Chaos, Destruction, Protection, Strength, War

Lesser God

Bes of Stygia

Luck, Protection, Strength, War

Lesser God

Hathor of Stygia

Community, Good Luck

Lesser God

Imhotep of Stygia

Artifice, Healing, Knowledge

Demigod

Isis of Stygia

Magic, Protection, Water

Greater God

Nephthys of Stygia

Chaos, Protection, Repose

Intermediate God

Osiris of Stygia

Air, Earth, Law, Plant, Repose

Greater God

Ptah of Stygia

Knowledge, Law, Travel

Intermediate God

Set of Stygia

Air, Chaos, Destruction, Darkness, Evil, Strength

Greater God

Sobek of Stygia

Animal, Evil, Water

Demigod

Thoth-Amon of Stygia

Knowledge, Magic, Rune

Intermediate God

The Existing One

Daitya, Creation, Good, Law, Mercy, Love, Justice, Life (The God of the Monotheistic Religion of Daitya)

Supreme God

Arkyn

The Meticulous, Lords of Natural Law

 

Donblas

The Justice Maker

 

Elgis

The Gentle Lord of Harmony

 

Goldar

The Profiteer, Lords of Progress and Wealth

 

Mirath

Of the White Hands, Lord of Mortality

 

Salik

The Potent, Lord of Fertility

 

Theril

Of the Guiding Hands, Lord of Inspiration

 

Tovik

The Relentless, Lord of Violence

 

Vallyn

The Wise, Lord of Achievement

 

Charoma

Lord of Bats

 

Daromel

Lord of Badgers

 

Fileet

Lady of Birds

 

Haaashaastaak

Lord of Lizards

 

Meerclar

Lord of Cats

 

Nnuuurrrr'c'c

Lord of Insects

 

Nuru-Ah

Lord of Cattle

 

Roofdrak

Lord of Dogs

 

Shenkh

The Harbringer, Greatest of All Spirits

 

Arioch

Duke of Hell, Lord of the Seven Darks
Knight of the Swords

 

Balaan

The Grim

 

Balo

The Jester

 

Chardros

The Reaper

 

Checkalakh

The Burning God

 

Eequor

Blue Lady of Dismay

 

Hionhurn

The Executioner

 

Libayr

The Malformed

 

Mabelode

The Faceless, King of Swords

 

Narjhan

Lord of Beggars

 

Pyaray

Tentacled Whisperer of Impossible Secrets

 

Slortar

The Old

 

Xiombarg

Sword Queen

 

Zhortra

Lady of the Maelstrom

 

 

 

Azathoth
Colossal Outsider (Outer God)
Domains:
Evil, Chaos, Madness, Death
Divine Rank: 31

Hit Dice: 83d8+2091 (2,754 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 140 ft., fly 360 ft.
AC: 74 (-8 size, +1 Dex, +40 natural, +20 divine)
Attacks: 6 slam +113 melee
Damage: Slam 4d6+17 (improved critical) + Int drain
Face/Reach: 40 ft. by 40 ft./25 ft.
Special Attacks: Int drain, wail of madness, alter reality, divine celerity, squamous blast
Special Qualities: Divine qualities, remote sensing 20, damage reduction 55/+4, SR 52, darkvision 60 ft., divine fast healing 200, fire resistance 40, cold resistance 40, sonic immunity
Saves: Fort +89, Ref +61, Will +61
Abilities: Str 45, Dex 13, Con 69, Int 3, Wis 12, Cha 34
Skills: Concentration +104, Cthulhu Mythos +71, Knowledge (planes) +71, Hide -15, Listen +66, Spot +3
Feats: Alertness, Cleave, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes , Mobility, Power Attack, Spring Attack, Sunder, Toughness, Weapon Focus (slam)
Climate: Any
Organization: Unique
Challenge Rating: 60
Treasure: x5 standard
Alignment: Chaotic Evil
Advancement: None
Sanity Loss: 1d10/1d%

That last amorphous blight of nethermost confusion which blasphemes and bubbles at the centre of all infinity -- the boundless daemon sultan Azathoth, whose name no lips dare speak aloud, and who gnaws hungrily in inconceivable, unlighted chambers beyond time amidst the muffled, maddening beating of vile drums and the thin monotonous whine of accursed flutes.

-- H.P. Lovecraft, The Dream-Quest of Unknown Kadath

Azathoth is the chief deity of the Cthulhu Mythos, and has existed since before creation. Some say it had a hand in the creation of the multiverse (or at least a psuedopod). It dwells beyond normal space-time at the center of all existence, where its amorphous body writhes unceasingly to the monotonous piping of a flute. Lesser gods and servitors dance mindlessly round Azathoth to the same music.

Azathoth is both blind and idiotic, a "monstrous nuclear chaos." In fact, the essence of Azathoth is part of all physical matter in the multiverse, though he can also manifest as the distinct amorphous mass described here.

Worship

Other gods of the Mythos revere, and even worship, Azathoth. For instance, Great Cthulhu himself is the chief priest of Azathoth, though he serves from afar, and only when the stars are right. The chief instrument of Azathoth is Nyarlathotep (though some say it is Nyarlathotep that controls the idiot deity Azathoth). The urges of Azathoth are immediately fulfilled by the Crawling Chaos.

Azathoth is rarely worshiped by mortals, for the god offers little in return. (In D&D, only a few clerics who serve Azathoth are granted powers from the god's domains.) Usually Azathoth is called by accident, thereby unwittingly bringing disaster and horror. Only the criminally insane knowingly worship such a being. Nonetheless, such worshipers may have special insights into the nature of the universe, its origin, powers, and meaning, insights perhaps understandable only by other madmen. Supplicants who are truly daring may seek to summon the manifestation of Azathoth, though doing so entails terrible risk, lest Azathoth become irritated at the interruption of its servitors' incessent piping.

Combat

Azathoth is never alone at the center of existence. Even if called or summoned, it manifests with one flautist (usually a Servitor of the Outer Gods) to play its music, and 1d4 other gods described in this book.

If engaged in physical combat, Azathoth forms psuedopods from its amorphous flesh, which it uses to slam enemies. However, its favorite tactic against mortal enemies is its Wail of Madness. Only if pressed by enemy deities will Azathoth deign to use its terrible divine blast, annihilating all mortal foes nearby so that it may concentrate its energies against the gods.

Intelligence Drain (Su): Whenever Azathoth hits an opponent with a slam attack from a pseudopod, the opponent is permanently drained of 2d4 Intelligence points (or twice that on a critical hit) as he is momentarily forced to stare into the abyss that is Azathoth's mind.

Wail of Madness (Su): At will, Azathoth can produce a terrible keening. All creatures within 100 feet who have a Sanity score are reduced to 1 Sanity if they fail a Will saving throw (DC 62).

Alter Reality (Sp): The deity can duplicate any spell in this book or any spell of 9th-level or less in the D&DPlayer's Handbook as a standard action. The duplicated spell has no material or XP component. Its saving throw (if one is allowed) is 62 plus the god's Charisma modifier.

Divine Celerity (Su): The god acts as if hasted for 10 minutes (100 rounds) each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Squamous Blast (Su): Azathoth can use this power 24 times a day. The ray created can extend up to 20 miles. Targets the ray strikes take 42d12 points of damage. No saving throw exists for this, but the god must make a ranged touch attack to hit.

Azathoth's blast usually takes the form of a half-melted lump of insane dream accompanied by a shrill chorus of thundering flutes. The damage dealt is divine damage. Energy resistance has no effect against the ray.

The ray destroys any wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.

Remote Sensing (Ex): Azathoth can extend its senses to 20 remote locations at once (and still sense what's going on around itself).

 

MAGIC AND SORCERY SPELLS

SPELLS AVAILABLE (The restricted list is to emphasize the raw nature of ‘Erets magic (not only for Sorcery, but for Daityan and Eldar Magic as well; if the DM wants to include the rest of the spells from the Dungeons and Dragons 3.5 Edition Players Handbook, he could work them in as being spells from the unknown east.)

0th-level Cantrips

  • Arcane Mark
  • Dancing Lights
  • Daze
  • Disrupt Undead
  • Flare
  • Ghost Sound
  • Light
  • Mage Hand
  • Mending
  • Open/Close
  • Prestidigitation
  • Ray of Frost
  • Resistance

1st-level Spells

  • Alarm
  • Animate Rope
  • Burning Hands
  • Cause Fear
  • Change Self
  • Charm Person
  • Chill Touch
  • Detect Poison
  • Detect Secret Doors
  • Detect Undead
  • Endure Elements
  • Expeditious Retreat
  • Feather Fall
  • Hold Portal
  • Hypnotism
  • Identify
  • Mage Armor
  • Magic Missile
  • Magic Weapon
  • Message
  • Mount
  • Obscuring Mist
  • Protection From Chaos
  • Protection From Evil
  • Protection From Good
  • Protection From Law
  • Ray of Enfeeblement
  • Shield
  • Shocking Grasp
  • Silent Image
  • Sleep
  • Spider Climb
  • Summon Monster I
  • Tenser's Floating Disk
  • True Strike
  • Unseen Servant
  • Ventriloquism

2nd-level Spells

  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Darkness
  • Darkvision
  • Daylight
  • Detect Thoughts
  • Flaming Sphere
  • Fog Cloud
  • Ghoul Touch
  • Glitterdust
  • Hypnotic Pattern
  • Knock
  • Leomund's Trap
  • Levitate
  • Locate Object
  • Magic Mouth
  • Minor Image
  • Mirror Image
  • Misdirection
  • Obscure Object
  • Protection From Arrows
  • Pyrotechnics
  • Resist Elements
  • Scare
  • See Invisibility
  • Shatter
  • Spectral Hand
  • Summon Monster II
  • Summon Swarm
  • Web
  • Whispering Wind

3rd-level Spells

  • Blink
  • Clairaudience/Clairvoyance
  • Dispel Magic
  • Displacement
  • Explosive Runes
  • Gaseous Form
  • Gentle Repose
  • Greater Magic Weapon
  • Gust of Wind
  • Halt Undead
  • Haste
  • Hold Person
  • Illusory Script
  • Keen Edge
  • Lightning Bolt
  • Magic Circle Against Chaos
  • Magic Circle Against Law
  • Major Image
  • Nondetection
  • Phantom Steed
  • Protection from Elements
  • Secret Page
  • Sepia Snake Sigil
  • Shrink Item
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Suggestion
  • Summon Monster III
  • Tongues
  • Vampiric Touch
  • Water Breathing
  • Wind Wall

4th-level Spells

  • Arcane Eye
  • Bestow Curse
  • Charm Monster
  • Confusion
  • Contagion
  • Detect Scrying
  • Dimension Door
  • Dimensional Anchor
  • Emotion
  • Enervation
  • Evard's Black Tentacles
  • Fear
  • Fire Shield
  • Fire Trap
  • Hallucinatory Terrain
  • Ice Storm
  • Illusory Wall
  • Lesser Geas
  • Locate Creature
  • Minor Creation
  • Minor Globe of Invulnerability
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Rainbow Pattern
  • Remove Curse
  • Scrying
  • Shadow Conjuration
  • Shout
  • Solid Fog
  • Stoneskin
  • Summon Monster IV
  • Wall of Fire
  • Wall of Ice

5th-level Spells

  • Animal Growth
  • Animate Dead
  • Cloudkill
  • Cone of Cold
  • Contact Other Plane
  • Dismissal
  • Dominate Person
  • Dream
  • Fabricate
  • False Vision
  • Feeblemind
  • Greater Shadow Conjuration
  • Hold Monster
  • Leomund's Secret Chest
  • Lesser Planar Binding
  • Magic Jar
  • Major Creation
  • Mind Fog
  • Mirage Arcana
  • Mordenkainen's Faithful Hound
  • Nightmare
  • Passwall
  • Permanency
  • Persistent Image
  • Prying Eyes
  • Rary's Telepathic Bond
  • Seeming
  • Sending
  • Shadow Evocation
  • Stone Shape
  • Summon Monster V
  • Telekinesis
  • Teleport
  • Transmute Mud to Rock
  • Transmute Rock to Mud
  • Wall of Force
  • Wall of Iron
  • Wall of Stone

6th-level Spells

  • Acid Fog
  • Analyze Dweomer
  • Antimagic Field
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Control Water
  • Control Weather
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Guards and Wards
  • Geas/Quest
  • Globe of Invulnerbility
  • Greater Dispelling
  • Legend Lore
  • Mass Haste
  • Mass Suggestion
  • Mislead
  • Move Earth
  • Otiluke's Freezing Sphere
  • Permanent Image
  • Planar Binding
  • Programmed Image
  • Project Image
  • Repulsion
  • Shades
  • Stone to Flesh
  • Summon Monster VI
  • Tenser's Transformation
  • True Seeing
  • Veil

7th-level Spells

  • Banishment
  • Control Undead
  • Drawmij's Instant Summons
  • Ethereal Jaunt
  • Finger of Death
  • Forcecage
  • Greater Scrying
  • Insanity
  • Limited Wish
  • Mass Invisibility
  • Mordenkainen's Sword
  • Phase Door
  • Plane Shift
  • Power Word, Stun
  • Reverse Gravity
  • Sequester
  • Shadow Walk
  • Simulacrum
  • Spell Turning
  • Statue
  • Summon Monster VII
  • Teleport without Error
  • Vanish
  • Vision

8th-level Spells

  • Antipathy
  • Binding
  • Clone
  • Demand
  • Discern Location
  • Etherealness
  • Greater Planar Binding
  • Horrid Wilting
  • Incendiary Cloud
  • Iron Body
  • Mass Charm
  • Maze
  • Mind Blank
  • Otiluke's Telekinetic Sphere
  • Polymorph Any Object
  • Power Word, Blind
  • Protection from Spells
  • Screen
  • Summon Monster VIII
  • Sunburst
  • Symbol
  • Sympathy
  • Trap the Soul

9th-level Spells

  • Astral Projection
  • Dominate Monster
  • Energy Drain
  • Foresight
  • Freedom
  • Gate
  • Imprisonment
  • Mordenkainen's Disjunction
  • Power Word, Kill
  • Refuge
  • Soul Bind
  • Summon Monster IX
  • Teleportation Circle
  • Temporal Stasis
  • Time Stop
  • Wail of the Banshee
  • Weird
  • Wish

10th-level Epic Spells

  • Damnation
  • Dreamscape
  • Peripety
  • Ruin
  • Mummy Dust
  • Let Go of Me
  • Spell Resistance
  • Spell Worn
  • Epic Mage Armor
  • Greater Ruin
  • Superb Dispelling
  • Nailed to the Sky
  • Safe Time
  • Dragon Knight
  • Epic Counterspell
  • Time Duplicate
  • Eidolon
  • Enslave
  • Momento Mori
  • Hell Ball
  • Kinetic Control
  • Living Lightening
  • Eternal Freedom
  • Dire Winter
  • Vengeful Gaze of God
  • Dragon Strike